status.cpp 487 KB

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  1. // Copyright (c) rAthena Dev Teams - Licensed under GNU GPL
  2. // For more information, see LICENCE in the main folder
  3. #include "status.hpp"
  4. #include <functional>
  5. #include <math.h>
  6. #include <stdlib.h>
  7. #include <string>
  8. #include <common/cbasetypes.hpp>
  9. #include <common/ers.hpp>
  10. #include <common/malloc.hpp>
  11. #include <common/nullpo.hpp>
  12. #include <common/random.hpp>
  13. #include <common/showmsg.hpp>
  14. #include <common/strlib.hpp>
  15. #include <common/timer.hpp>
  16. #include <common/utilities.hpp>
  17. #include <common/utils.hpp>
  18. #include "battle.hpp"
  19. #include "battleground.hpp"
  20. #include "clif.hpp"
  21. #include "elemental.hpp"
  22. #include "guild.hpp"
  23. #include "homunculus.hpp"
  24. #include "itemdb.hpp"
  25. #include "map.hpp"
  26. #include "mercenary.hpp"
  27. #include "mob.hpp"
  28. #include "npc.hpp"
  29. #include "path.hpp"
  30. #include "pc.hpp"
  31. #include "pc_groups.hpp"
  32. #include "pet.hpp"
  33. #include "script.hpp"
  34. using namespace rathena;
  35. // Regen related flags.
  36. enum e_regen {
  37. RGN_NONE = 0x00,
  38. RGN_HP = 0x01,
  39. RGN_SP = 0x02,
  40. RGN_SHP = 0x04,
  41. RGN_SSP = 0x08,
  42. };
  43. static struct eri *sc_data_ers; /// For sc_data entries
  44. static struct status_data dummy_status;
  45. short current_equip_item_index; /// Contains inventory index of an equipped item. To pass it into the EQUP_SCRIPT [Lupus]
  46. unsigned int current_equip_combo_pos; /// For combo items we need to save the position of all involved items here
  47. int current_equip_card_id; /// To prevent card-stacking (from jA) [Skotlex]
  48. // 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
  49. short current_equip_opt_index; /// Contains random option index of an equipped item. [Secret]
  50. uint16 SCDisabled[SC_MAX]; ///< List of disabled SC on map zones. [Cydh]
  51. static unsigned short status_calc_str(struct block_list *,status_change *,int);
  52. static unsigned short status_calc_agi(struct block_list *,status_change *,int);
  53. static unsigned short status_calc_vit(struct block_list *,status_change *,int);
  54. static unsigned short status_calc_int(struct block_list *,status_change *,int);
  55. static unsigned short status_calc_dex(struct block_list *,status_change *,int);
  56. static unsigned short status_calc_luk(struct block_list *,status_change *,int);
  57. static unsigned short status_calc_pow(struct block_list *, status_change *, int);
  58. static unsigned short status_calc_sta(struct block_list *, status_change *, int);
  59. static unsigned short status_calc_wis(struct block_list *, status_change *, int);
  60. static unsigned short status_calc_spl(struct block_list *, status_change *, int);
  61. static unsigned short status_calc_con(struct block_list *, status_change *, int);
  62. static unsigned short status_calc_crt(struct block_list *, status_change *, int);
  63. static unsigned short status_calc_batk(struct block_list *,status_change *,int);
  64. static unsigned short status_calc_watk(struct block_list *,status_change *,int);
  65. static unsigned short status_calc_matk(struct block_list *,status_change *,int);
  66. static signed short status_calc_hit(struct block_list *,status_change *,int);
  67. static signed short status_calc_critical(struct block_list *,status_change *,int);
  68. static signed short status_calc_flee(struct block_list *,status_change *,int);
  69. static signed short status_calc_flee2(struct block_list *,status_change *,int);
  70. static defType status_calc_def(struct block_list *bl, status_change *sc, int);
  71. static signed short status_calc_def2(struct block_list *,status_change *,int);
  72. static defType status_calc_mdef(struct block_list *bl, status_change *sc, int);
  73. static signed short status_calc_mdef2(struct block_list *,status_change *,int);
  74. static unsigned short status_calc_speed(struct block_list *,status_change *,int);
  75. static short status_calc_aspd_rate(struct block_list *,status_change *,int);
  76. static unsigned short status_calc_dmotion(struct block_list *bl, status_change *sc, int dmotion);
  77. #ifdef RENEWAL_ASPD
  78. static short status_calc_aspd(struct block_list *bl, status_change *sc, bool fixed);
  79. #endif
  80. static short status_calc_fix_aspd(struct block_list *bl, status_change *sc, int);
  81. static signed short status_calc_patk(struct block_list *, status_change *, int);
  82. static signed short status_calc_smatk(struct block_list *, status_change *, int);
  83. static signed short status_calc_res(struct block_list *, status_change *, int);
  84. static signed short status_calc_mres(struct block_list *, status_change *, int);
  85. static signed short status_calc_hplus(struct block_list *, status_change *, int);
  86. static signed short status_calc_crate(struct block_list *, status_change *, int);
  87. static unsigned int status_calc_maxhp(struct block_list *bl, uint64 maxhp);
  88. static unsigned int status_calc_maxsp(struct block_list *bl, uint64 maxsp);
  89. static unsigned int status_calc_maxap(struct block_list *bl, uint64 maxap);
  90. static unsigned char status_calc_element(struct block_list *bl, status_change *sc, int element);
  91. static unsigned char status_calc_element_lv(struct block_list *bl, status_change *sc, int lv);
  92. static int status_calc_mode(struct block_list *bl, status_change *sc, int mode);
  93. #ifdef RENEWAL
  94. static unsigned short status_calc_ematk(struct block_list *,status_change *,int);
  95. #endif
  96. static int status_get_hpbonus(struct block_list *bl, enum e_status_bonus type);
  97. static int status_get_spbonus(struct block_list *bl, enum e_status_bonus type);
  98. static int status_get_apbonus(struct block_list *bl, enum e_status_bonus type);
  99. static unsigned int status_calc_maxhpsp_pc(map_session_data* sd, unsigned int stat, bool isHP);
  100. static unsigned int status_calc_maxap_pc(map_session_data* sd);
  101. static int status_get_sc_interval(enum sc_type type);
  102. static bool status_change_isDisabledOnMap_(sc_type type, bool mapIsVS, bool mapIsPVP, bool mapIsGVG, bool mapIsBG, unsigned int mapZone, bool mapIsTE);
  103. #define status_change_isDisabledOnMap(type, m) ( status_change_isDisabledOnMap_((type), mapdata_flag_vs2((m)), m->getMapFlag(MF_PVP) != 0, mapdata_flag_gvg2_no_te((m)), m->getMapFlag(MF_BATTLEGROUND) != 0, (m->zone << 3) != 0, mapdata_flag_gvg2_te((m))) )
  104. const std::string RefineDatabase::getDefaultLocation(){
  105. return std::string( db_path ) + "/refine.yml";
  106. }
  107. uint64 RefineDatabase::parseBodyNode( const ryml::NodeRef& node ){
  108. std::string group_name;
  109. if( !this->asString( node, "Group", group_name ) ){
  110. return 0;
  111. }
  112. std::string group_name_constant = "REFINE_TYPE_" + group_name;
  113. int64 constant;
  114. if( !script_get_constant( group_name_constant.c_str(), &constant ) ){
  115. this->invalidWarning(node["Group"], "Unknown refine group %s, skipping.\n", group_name.c_str() );
  116. return 0;
  117. }
  118. uint16 group_id = static_cast<uint16>( constant );
  119. std::shared_ptr<s_refine_info> info = this->find( group_id );
  120. bool exists = info != nullptr;
  121. if( !exists ){
  122. info = std::make_shared<s_refine_info>();
  123. }
  124. if( this->nodeExists( node, "Levels" ) ){
  125. const auto& levelsNode = node["Levels"];
  126. for( const auto& levelNode : levelsNode ){
  127. uint16 level;
  128. if( !this->asUInt16( levelNode, "Level", level ) ){
  129. return 0;
  130. }
  131. std::shared_ptr<s_refine_levels_info> levels_info = util::umap_find( info->levels, level );
  132. bool levels_exists = levels_info != nullptr;
  133. if( !levels_exists ){
  134. levels_info = std::make_shared<s_refine_levels_info>();
  135. levels_info->level = level;
  136. }
  137. if( this->nodeExists( levelNode, "RefineLevels" ) ){
  138. const auto& refineLevelsNode = levelNode["RefineLevels"];
  139. for( const auto& refineLevelNode : refineLevelsNode ){
  140. uint16 refine_level;
  141. if( !this->asUInt16( refineLevelNode, "Level", refine_level ) ){
  142. return 0;
  143. }
  144. if( refine_level == 0 || refine_level > MAX_REFINE ){
  145. this->invalidWarning( refineLevelNode["Level"], "Refine level %hu is invalid, skipping.\n", refine_level );
  146. return 0;
  147. }
  148. // Database is 1 based, code is 0 based
  149. refine_level -= 1;
  150. std::shared_ptr<s_refine_level_info> level_info = util::umap_find( levels_info->levels, refine_level );
  151. bool level_exists = level_info != nullptr;
  152. if( !level_exists ){
  153. level_info = std::make_shared<s_refine_level_info>();
  154. level_info->level = refine_level;
  155. }
  156. if( this->nodeExists( refineLevelNode, "Bonus" ) ){
  157. uint32 bonus;
  158. if( !this->asUInt32( refineLevelNode, "Bonus", bonus ) ){
  159. return 0;
  160. }
  161. level_info->bonus = bonus;
  162. }else{
  163. if( !level_exists ){
  164. level_info->bonus = 0;
  165. }
  166. }
  167. if( this->nodeExists( refineLevelNode, "RandomBonus" ) ){
  168. uint32 bonus;
  169. if( !this->asUInt32( refineLevelNode, "RandomBonus", bonus ) ){
  170. return 0;
  171. }
  172. level_info->randombonus_max = bonus;
  173. }else{
  174. if( !level_exists ){
  175. level_info->randombonus_max = 0;
  176. }
  177. }
  178. if( this->nodeExists( refineLevelNode, "BlacksmithBlessingAmount" ) ){
  179. uint16 amount;
  180. if( !this->asUInt16( refineLevelNode, "BlacksmithBlessingAmount", amount ) ){
  181. return 0;
  182. }
  183. if( amount > MAX_AMOUNT ){
  184. this->invalidWarning( refineLevelNode["BlacksmithBlessingAmount"], "Blacksmith Blessing amount %hu too high, capping to MAX_AMOUNT.\n", amount );
  185. amount = MAX_AMOUNT;
  186. }
  187. level_info->blessing_amount = amount;
  188. }else{
  189. if( !level_exists ){
  190. level_info->blessing_amount = 0;
  191. }
  192. }
  193. if (this->nodeExists(refineLevelNode, "BroadcastSuccess")) {
  194. bool bcast;
  195. if (!this->asBool(refineLevelNode, "BroadcastSuccess", bcast)) {
  196. return 0;
  197. }
  198. level_info->broadcast_success = bcast;
  199. }
  200. else {
  201. if (!level_exists) {
  202. level_info->broadcast_success = false;
  203. }
  204. }
  205. if (this->nodeExists(refineLevelNode, "BroadcastFailure")) {
  206. bool bcast;
  207. if (!this->asBool(refineLevelNode, "BroadcastFailure", bcast)) {
  208. return 0;
  209. }
  210. level_info->broadcast_failure = bcast;
  211. }
  212. else {
  213. if (!level_exists) {
  214. level_info->broadcast_failure = false;
  215. }
  216. }
  217. if( this->nodeExists( refineLevelNode, "Chances" ) ){
  218. const auto& chancesNode = refineLevelNode["Chances"];
  219. for( const auto& chanceNode : chancesNode ){
  220. std::string cost_name;
  221. if( !this->asString( chanceNode, "Type", cost_name ) ){
  222. return 0;
  223. }
  224. std::string cost_name_constant = "REFINE_COST_" + cost_name;
  225. if( !script_get_constant( cost_name_constant.c_str(), &constant ) ){
  226. this->invalidWarning( chanceNode["Type"], "Unknown refine cost type %s, skipping.\n", cost_name.c_str() );
  227. return 0;
  228. }
  229. if( constant >= REFINE_COST_MAX ){
  230. this->invalidWarning( chanceNode["Type"], "Refine cost type %s is unsupported, skipping.\n", cost_name.c_str() );
  231. return 0;
  232. }
  233. uint16 index = (uint16)constant;
  234. std::shared_ptr<s_refine_cost> cost = util::umap_find( level_info->costs, index );
  235. bool cost_exists = cost != nullptr;
  236. if( !cost_exists ){
  237. cost = std::make_shared<s_refine_cost>();
  238. cost->index = index;
  239. }
  240. if( this->nodeExists( chanceNode, "Rate" ) ){
  241. uint16 rate;
  242. if( !this->asUInt16Rate( chanceNode, "Rate", rate ) ){
  243. return 0;
  244. }
  245. cost->chance = rate;
  246. }else{
  247. if( !cost_exists ){
  248. cost->chance = 0;
  249. }
  250. }
  251. if( this->nodeExists( chanceNode, "Price" ) ){
  252. uint32 price;
  253. if( !this->asUInt32( chanceNode, "Price", price ) ){
  254. return 0;
  255. }
  256. if( price > MAX_ZENY ){
  257. this->invalidWarning( chanceNode["Price"], "Price is above MAX_ZENY, capping...\n" );
  258. price = MAX_ZENY;
  259. }
  260. cost->zeny = price;
  261. }else{
  262. if( !cost_exists ){
  263. cost->zeny = 0;
  264. }
  265. }
  266. if( this->nodeExists( chanceNode, "Material" ) ){
  267. std::string item_name;
  268. if( !this->asString( chanceNode, "Material", item_name ) ){
  269. return 0;
  270. }
  271. std::shared_ptr<item_data> id = item_db.search_aegisname( item_name.c_str() );
  272. if( id == nullptr ){
  273. this->invalidWarning( chanceNode["Material"], "Unknown refine material %s, skipping.\n", item_name.c_str() );
  274. return 0;
  275. }
  276. cost->nameid = id->nameid;
  277. }else{
  278. if( !cost_exists ){
  279. cost->nameid = 0;
  280. }
  281. }
  282. if( this->nodeExists( chanceNode, "BreakingRate" ) ){
  283. uint16 breaking_rate;
  284. if( !this->asUInt16Rate( chanceNode, "BreakingRate", breaking_rate ) ){
  285. return 0;
  286. }
  287. cost->breaking_rate = breaking_rate;
  288. }else{
  289. if( !cost_exists ){
  290. cost->breaking_rate = 0;
  291. }
  292. }
  293. if( this->nodeExists( chanceNode, "DowngradeAmount" ) ){
  294. uint16 downgrade_amount;
  295. if( !this->asUInt16( chanceNode, "DowngradeAmount", downgrade_amount ) ){
  296. return 0;
  297. }
  298. if( downgrade_amount > MAX_REFINE ){
  299. this->invalidWarning( chanceNode["DowngradeAmount"], "Downgrade amount %hu is invalid, skipping.\n", downgrade_amount );
  300. return 0;
  301. }
  302. cost->downgrade_amount = downgrade_amount;
  303. }else{
  304. if( !cost_exists ){
  305. cost->downgrade_amount = 0;
  306. }
  307. }
  308. if( !cost_exists ){
  309. level_info->costs[index] = cost;
  310. }
  311. }
  312. }
  313. if( !level_exists ){
  314. levels_info->levels[refine_level] = level_info;
  315. }
  316. }
  317. }
  318. if( !levels_exists ){
  319. info->levels[level] = levels_info;
  320. }
  321. }
  322. }
  323. if( !exists ){
  324. this->put( group_id, info );
  325. }
  326. return 1;
  327. }
  328. std::shared_ptr<s_refine_level_info> RefineDatabase::findLevelInfoSub( const struct item_data& data, struct item& item, uint16 refine ){
  329. // Check if the item can be refined
  330. if( data.flag.no_refine ){
  331. return nullptr;
  332. }
  333. // Cap the refine level
  334. if( refine > MAX_REFINE ){
  335. refine = MAX_REFINE;
  336. }
  337. e_refine_type type;
  338. uint16 level;
  339. if( !this->calculate_refine_info( data, type, level ) ){
  340. return nullptr;
  341. }
  342. std::shared_ptr<s_refine_info> info = this->find( type );
  343. if( info == nullptr ){
  344. return nullptr;
  345. }
  346. std::shared_ptr<s_refine_levels_info> levels_info = util::umap_find( info->levels, level );
  347. if( levels_info == nullptr ){
  348. return nullptr;
  349. }
  350. return util::umap_find( levels_info->levels, refine );
  351. }
  352. std::shared_ptr<s_refine_level_info> RefineDatabase::findLevelInfo( const struct item_data& data, struct item& item ){
  353. // Check the current refine level
  354. if( item.refine >= MAX_REFINE ){
  355. return nullptr;
  356. }
  357. return this->findLevelInfoSub( data, item, item.refine );
  358. }
  359. std::shared_ptr<s_refine_level_info> RefineDatabase::findCurrentLevelInfo( const struct item_data& data, struct item& item ){
  360. if( item.refine > 0 ){
  361. return this->findLevelInfoSub( data, item, item.refine - 1 );
  362. }else{
  363. return nullptr;
  364. }
  365. }
  366. bool RefineDatabase::calculate_refine_info( const struct item_data& data, e_refine_type& refine_type, uint16& level ){
  367. if( data.type == IT_WEAPON ){
  368. refine_type = REFINE_TYPE_WEAPON;
  369. level = data.weapon_level;
  370. return true;
  371. }else if( data.type == IT_ARMOR ){
  372. refine_type = REFINE_TYPE_ARMOR;
  373. level = data.armor_level;
  374. return true;
  375. }else if( data.type == IT_SHADOWGEAR ){
  376. if( data.equip == EQP_SHADOW_WEAPON ){
  377. refine_type = REFINE_TYPE_SHADOW_WEAPON;
  378. }else{
  379. refine_type = REFINE_TYPE_SHADOW_ARMOR;
  380. }
  381. level = 1;
  382. return true;
  383. }else{
  384. return false;
  385. }
  386. }
  387. RefineDatabase refine_db;
  388. const std::string SizeFixDatabase::getDefaultLocation() {
  389. return std::string(db_path) + "/size_fix.yml";
  390. }
  391. /**
  392. * Reads and parses an entry from size_fix.
  393. * @param node: YAML node containing the entry.
  394. * @return count of successfully parsed rows
  395. */
  396. uint64 SizeFixDatabase::parseBodyNode(const ryml::NodeRef& node) {
  397. std::string weapon_name;
  398. if (!this->asString(node, "Weapon", weapon_name))
  399. return 0;
  400. std::string weapon_name_constant = "W_" + weapon_name;
  401. int64 constant;
  402. if (!script_get_constant(weapon_name_constant.c_str(), &constant)) {
  403. this->invalidWarning(node["Weapon"], "Size Fix unknown weapon %s, skipping.\n", weapon_name.c_str());
  404. return 0;
  405. }
  406. if (constant < W_FIST || constant > W_2HSTAFF) {
  407. this->invalidWarning(node["Weapon"], "Size Fix weapon %s is an invalid weapon, skipping.\n", weapon_name.c_str());
  408. return 0;
  409. }
  410. int weapon_id = static_cast<int>(constant);
  411. std::shared_ptr<s_sizefix_db> size = this->find(weapon_id);
  412. bool exists = size != nullptr;
  413. if (!exists)
  414. size = std::make_shared<s_sizefix_db>();
  415. if (this->nodeExists(node, "Small")) {
  416. uint16 small;
  417. if (!this->asUInt16(node, "Small", small))
  418. return 0;
  419. if (small > 100) {
  420. this->invalidWarning(node["Small"], "Small Size Fix %d for %s is out of bounds, defaulting to 100.\n", small, weapon_name.c_str());
  421. small = 100;
  422. }
  423. size->small = small;
  424. } else {
  425. if (!exists)
  426. size->small = 100;
  427. }
  428. if (this->nodeExists(node, "Medium")) {
  429. uint16 medium;
  430. if (!this->asUInt16(node, "Medium", medium))
  431. return 0;
  432. if (medium > 100) {
  433. this->invalidWarning(node["Medium"], "Medium Size Fix %d for %s is out of bounds, defaulting to 100.\n", medium, weapon_name.c_str());
  434. medium = 100;
  435. }
  436. size->medium = medium;
  437. } else {
  438. if (!exists)
  439. size->medium = 100;
  440. }
  441. if (this->nodeExists(node, "Large")) {
  442. uint16 large;
  443. if (!this->asUInt16(node, "Large", large))
  444. return 0;
  445. if (large > 100) {
  446. this->invalidWarning(node["Large"], "Large Size Fix %d for %s is out of bounds, defaulting to 100.\n", large, weapon_name.c_str());
  447. large = 100;
  448. }
  449. size->large = large;
  450. } else {
  451. if (!exists)
  452. size->large = 100;
  453. }
  454. if (!exists)
  455. this->put(weapon_id, size);
  456. return 1;
  457. }
  458. SizeFixDatabase size_fix_db;
  459. const std::string EnchantgradeDatabase::getDefaultLocation(){
  460. return std::string(db_path) + "/enchantgrade.yml";
  461. }
  462. uint64 EnchantgradeDatabase::parseBodyNode( const ryml::NodeRef& node ){
  463. if( !this->nodesExist( node, { "Type", "Levels" } ) ){
  464. return 0;
  465. }
  466. std::string itemtype_constant;
  467. if( !this->asString( node, "Type", itemtype_constant ) ){
  468. return 0;
  469. }
  470. int64 constant_value;
  471. if( !script_get_constant( ( "IT_" + itemtype_constant ).c_str(), &constant_value ) ){
  472. this->invalidWarning( node["Type"], "Unknown item type \"%s\".\n", itemtype_constant.c_str() );
  473. return 0;
  474. }
  475. uint16 itemtype = static_cast<uint16>( constant_value );
  476. uint16 itemtype_maxlevel;
  477. if( itemtype == IT_WEAPON ){
  478. itemtype_maxlevel = MAX_WEAPON_LEVEL;
  479. }else if( itemtype == IT_ARMOR ){
  480. itemtype_maxlevel = MAX_ARMOR_LEVEL;
  481. }else{
  482. this->invalidWarning( node["Type"], "Item type \"%s\" is not supported.\n", itemtype_constant.c_str() );
  483. return 0;
  484. }
  485. std::shared_ptr<s_enchantgrade> enchantgrade = this->find( itemtype );
  486. bool exists = enchantgrade != nullptr;
  487. if( !exists ){
  488. enchantgrade = std::make_shared<s_enchantgrade>();
  489. enchantgrade->itemtype = itemtype;
  490. }
  491. for( const ryml::NodeRef& levelNode : node["Levels"] ){
  492. if( !this->nodesExist( levelNode, { "Level", "Grades" } ) ){
  493. return 0;
  494. }
  495. uint16 level;
  496. if( !this->asUInt16( levelNode, "Level", level ) ){
  497. return 0;
  498. }
  499. if( level == 0 || level > itemtype_maxlevel ){
  500. this->invalidWarning( levelNode["Level"], "Level %hu is invalid for item type %s[1~%hu].\n", level, itemtype_constant.c_str(), itemtype_maxlevel );
  501. return 0;
  502. }
  503. std::map<e_enchantgrade, std::shared_ptr<s_enchantgradelevel>>& grades = enchantgrade->levels[level];
  504. for( const ryml::NodeRef& gradeNode : levelNode["Grades"] ){
  505. std::string gradeConstant;
  506. if( !this->asString( gradeNode, "Grade", gradeConstant ) ){
  507. return 0;
  508. }
  509. if( !script_get_constant( ( "ENCHANTGRADE_" + gradeConstant ).c_str(), &constant_value ) ){
  510. this->invalidWarning( node["Grade"], "Unknown grade \"%s\".\n", gradeConstant.c_str() );
  511. return 0;
  512. }
  513. if( constant_value >= MAX_ENCHANTGRADE ){
  514. this->invalidWarning( gradeNode["Grade"], "Grade %" PRId64 " is too high. Maximum: %hu.\n", constant_value, MAX_ENCHANTGRADE - 1 );
  515. return 0;
  516. }
  517. e_enchantgrade gradeLevel = (e_enchantgrade)constant_value;
  518. std::shared_ptr<s_enchantgradelevel> grade = util::map_find( grades, gradeLevel );
  519. bool gradeExists = grade != nullptr;
  520. if( !gradeExists ){
  521. if( !this->nodesExist( gradeNode, { "Chances", "Options" } ) ){
  522. return 0;
  523. }
  524. grade = std::make_shared<s_enchantgradelevel>();
  525. grade->grade = gradeLevel;
  526. for( int i = 0; i < ARRAYLENGTH( grade->chances ); i++ ){
  527. grade->chances[i] = 0;
  528. }
  529. }
  530. if( this->nodeExists( gradeNode, "Chances" ) ){
  531. for( const ryml::NodeRef& chanceNode : gradeNode["Chances"] ){
  532. uint16 refine;
  533. if( !this->asUInt16( chanceNode, "Refine", refine ) ){
  534. return 0;
  535. }
  536. if( refine > MAX_REFINE ){
  537. this->invalidWarning( chanceNode["Refine"], "Refine %hu is too high. Maximum: %hu.\n", refine, MAX_REFINE );
  538. return 0;
  539. }
  540. uint16 chance;
  541. if( !this->asUInt16Rate( chanceNode, "Chance", chance ) ){
  542. return 0;
  543. }
  544. grade->chances[refine] = chance;
  545. }
  546. }
  547. if( this->nodeExists( gradeNode, "Bonus" ) ){
  548. uint16 bonus;
  549. if( !this->asUInt16( gradeNode, "Bonus", bonus ) ){
  550. return 0;
  551. }
  552. grade->bonus = bonus;
  553. }else{
  554. if( !gradeExists ){
  555. grade->bonus = 0;
  556. }
  557. }
  558. if( this->nodeExists( gradeNode, "AnnounceSuccess" ) ){
  559. bool announce;
  560. if( !this->asBool( gradeNode, "AnnounceSuccess", announce ) ){
  561. return 0;
  562. }
  563. grade->announceSuccess = announce;
  564. }else{
  565. if( !gradeExists ){
  566. grade->announceSuccess = true;
  567. }
  568. }
  569. if( this->nodeExists( gradeNode, "AnnounceFail" ) ){
  570. bool announce;
  571. if( !this->asBool( gradeNode, "AnnounceFail", announce) ){
  572. return 0;
  573. }
  574. grade->announceFail = announce;
  575. }else{
  576. if( !gradeExists ){
  577. grade->announceFail = false;
  578. }
  579. }
  580. if( this->nodeExists( gradeNode, "Announce" ) ){
  581. bool announce;
  582. if( !this->asBool( gradeNode, "Announce", announce ) ){
  583. return 0;
  584. }
  585. grade->announceSuccess = announce;
  586. grade->announceFail = announce;
  587. }
  588. if( this->nodeExists( gradeNode, "Catalyst") ){
  589. const ryml::NodeRef& catalystNode = gradeNode["Catalyst"];
  590. if( this->nodeExists( catalystNode, "Item" ) ){
  591. std::string itemName;
  592. if( !this->asString( catalystNode, "Item", itemName ) ){
  593. return 0;
  594. }
  595. std::shared_ptr<item_data> id = item_db.search_aegisname( itemName.c_str() );
  596. if( id == nullptr ){
  597. this->invalidWarning( catalystNode["Item"], "Unknown item \"%s\".\n", itemName.c_str() );
  598. return 0;
  599. }
  600. grade->catalyst.item = id->nameid;
  601. }else{
  602. if( !gradeExists ){
  603. grade->catalyst.item = 0;
  604. }
  605. }
  606. if( this->nodeExists( catalystNode, "AmountPerStep" ) ){
  607. uint16 amountPerStep;
  608. if( !this->asUInt16( catalystNode, "AmountPerStep", amountPerStep ) ){
  609. return 0;
  610. }
  611. grade->catalyst.amountPerStep = amountPerStep;
  612. }else{
  613. if( !gradeExists ){
  614. grade->catalyst.amountPerStep = 0;
  615. }
  616. }
  617. if( this->nodeExists( catalystNode, "MaximumSteps" ) ){
  618. uint16 maximumSteps;
  619. if( !this->asUInt16( catalystNode, "MaximumSteps", maximumSteps ) ){
  620. return 0;
  621. }
  622. grade->catalyst.maximumSteps = maximumSteps;
  623. }else{
  624. if( !gradeExists ){
  625. grade->catalyst.maximumSteps = 0;
  626. }
  627. }
  628. if( this->nodeExists( catalystNode, "ChanceIncrease" ) ){
  629. uint16 chanceIncrease;
  630. if( !this->asUInt16Rate( catalystNode, "ChanceIncrease", chanceIncrease ) ){
  631. return 0;
  632. }
  633. grade->catalyst.chanceIncrease = chanceIncrease;
  634. }else{
  635. if( !gradeExists ){
  636. grade->catalyst.chanceIncrease = 0;
  637. }
  638. }
  639. }else{
  640. if( !gradeExists ){
  641. grade->catalyst.item = 0;
  642. grade->catalyst.amountPerStep = 0;
  643. grade->catalyst.maximumSteps = 0;
  644. grade->catalyst.chanceIncrease = 0;
  645. }
  646. }
  647. if( this->nodeExists( gradeNode, "Options" ) ){
  648. for( const ryml::NodeRef& optionNode : gradeNode["Options"] ){
  649. uint16 optionIndex;
  650. if( !this->asUInt16( optionNode, "Option", optionIndex ) ){
  651. return 0;
  652. }
  653. std::shared_ptr<s_enchantgradeoption> option = util::map_find( grade->options, optionIndex );
  654. bool optionExists = option != nullptr;
  655. if( !optionExists ){
  656. option = std::make_shared<s_enchantgradeoption>();
  657. option->id = optionIndex;
  658. }
  659. if( this->nodeExists( optionNode, "Amount" ) ){
  660. uint16 amount;
  661. if( !this->asUInt16( optionNode, "Amount", amount ) ){
  662. return 0;
  663. }
  664. if( amount > MAX_AMOUNT ){
  665. this->invalidWarning( optionNode["Amount"], "Amount %hu is too high, capping to %hu...\n", amount, MAX_AMOUNT );
  666. amount = MAX_AMOUNT;
  667. }
  668. if( amount == 0 ){
  669. if( grade->options.erase( optionIndex ) > 0 ){
  670. continue;
  671. }else{
  672. this->invalidWarning( optionNode["Amount"], "Trying to remove invalid option %hu...\n", optionIndex );
  673. return 0;
  674. }
  675. }
  676. option->amount = amount;
  677. }else{
  678. if( !optionExists ){
  679. option->amount = 1;
  680. }
  681. }
  682. if( this->nodeExists( optionNode, "Item" ) ){
  683. std::string itemName;
  684. if( !this->asString( optionNode, "Item", itemName ) ){
  685. return 0;
  686. }
  687. std::shared_ptr<item_data> id = item_db.search_aegisname( itemName.c_str() );
  688. if( id == nullptr ){
  689. this->invalidWarning( optionNode["Item"], "Unknown item \"%s\".\n", itemName.c_str() );
  690. return 0;
  691. }
  692. option->item = id->nameid;
  693. }else{
  694. if( !optionExists ){
  695. option->item = 0;
  696. }
  697. }
  698. if( this->nodeExists( optionNode, "Zeny" ) ){
  699. uint32 zeny;
  700. if( !this->asUInt32( optionNode, "Zeny", zeny ) ){
  701. return 0;
  702. }
  703. option->zeny = zeny;
  704. }else{
  705. if( !optionExists ){
  706. option->zeny = 0;
  707. }
  708. }
  709. if( this->nodeExists( optionNode, "BreakingRate" ) ){
  710. uint16 breaking_rate;
  711. if( !this->asUInt16Rate( optionNode, "BreakingRate", breaking_rate ) ){
  712. return 0;
  713. }
  714. option->breaking_rate = breaking_rate;
  715. }else{
  716. if( !optionExists ){
  717. option->breaking_rate = 0;
  718. }
  719. }
  720. if( this->nodeExists( optionNode, "DowngradeAmount" ) ){
  721. uint16 downgrade_amount;
  722. if( !this->asUInt16( optionNode, "DowngradeAmount", downgrade_amount ) ){
  723. return 0;
  724. }
  725. if( downgrade_amount > MAX_REFINE ){
  726. this->invalidWarning( optionNode["DowngradeAmount"], "Downgrade amount %hu is invalid, skipping.\n", downgrade_amount );
  727. return 0;
  728. }
  729. option->downgrade_amount = downgrade_amount;
  730. }else{
  731. if( !optionExists ){
  732. option->downgrade_amount = 0;
  733. }
  734. }
  735. if( !optionExists ){
  736. grade->options[optionIndex] = option;
  737. }
  738. }
  739. }
  740. if( !gradeExists ){
  741. grades[gradeLevel] = grade;
  742. }
  743. }
  744. }
  745. if( !exists ){
  746. this->put( itemtype, enchantgrade );
  747. }
  748. return 1;
  749. }
  750. std::shared_ptr<s_enchantgradelevel> EnchantgradeDatabase::findCurrentLevelInfo( const struct item_data& data, struct item& item ){
  751. std::shared_ptr<s_enchantgrade> enchantgrade = enchantgrade_db.find( data.type );
  752. // Unsupported item type - no answer
  753. if( enchantgrade == nullptr ){
  754. return nullptr;
  755. }
  756. uint16 level = 0;
  757. if( data.type == IT_WEAPON ){
  758. level = data.weapon_level;
  759. }else if( data.type == IT_ARMOR ){
  760. level = data.armor_level;
  761. }
  762. const auto& enchantgradelevels = enchantgrade->levels.find( level );
  763. // Cannot upgrade this weapon or armor level - no answer
  764. if( enchantgradelevels == enchantgrade->levels.end() ){
  765. return nullptr;
  766. }
  767. return util::map_find( enchantgradelevels->second, (e_enchantgrade)( item.enchantgrade - 1 ) );
  768. }
  769. void EnchantgradeDatabase::loadingFinished(){
  770. for( const auto& it_itemTypes : *this ){
  771. for( const auto& it_itemLevels : it_itemTypes.second->levels ){
  772. for( const auto& it_enchantgrades : it_itemLevels.second ){
  773. std::shared_ptr<s_enchantgradelevel> enchantgradelevel = it_enchantgrades.second;
  774. if( enchantgradelevel->catalyst.amountPerStep == 0 ){
  775. enchantgradelevel->catalyst.item = 0;
  776. enchantgradelevel->catalyst.chanceIncrease = 0;
  777. enchantgradelevel->catalyst.maximumSteps = 0;
  778. }
  779. }
  780. }
  781. }
  782. TypesafeYamlDatabase::loadingFinished();
  783. }
  784. EnchantgradeDatabase enchantgrade_db;
  785. /**
  786. * Get icon ID of SC
  787. * @param type: SC type
  788. * @return EFST ID
  789. **/
  790. efst_type StatusDatabase::getIcon(sc_type type) {
  791. std::shared_ptr<s_status_change_db> status = status_db.find(type);
  792. return status ? status->icon : EFST_BLANK;
  793. }
  794. /**
  795. * Get flag of SC (SCB value) for status_calc_ flag
  796. * @param type: SC type
  797. * @return cal_flag: Calc value
  798. **/
  799. std::bitset<SCB_MAX> StatusDatabase::getCalcFlag(sc_type type) {
  800. std::shared_ptr<s_status_change_db> status = status_db.find(type);
  801. return status ? status->calc_flag : std::bitset<SCB_MAX> {};
  802. }
  803. /**
  804. * Get SC's EndOnStart list
  805. * @param sc: SC type
  806. * @return End list
  807. **/
  808. std::vector<sc_type> StatusDatabase::getEndOnStart(sc_type type) {
  809. std::shared_ptr<s_status_change_db> status = status_db.find(type);
  810. return status ? status->endonstart : std::vector<sc_type> {};
  811. }
  812. /**
  813. * Get BL type to display proper effect
  814. * @param efst: EFST type
  815. * @return BL types
  816. **/
  817. uint16 status_efst_get_bl_type(enum efst_type efst) {
  818. if (efst <= EFST_BLANK || efst >= EFST_MAX)
  819. return BL_PC;
  820. return status_db.StatusRelevantBLTypes[efst];
  821. }
  822. /**
  823. * Returns the FIRST skill (in order of definition in initChangeTables) to use a given status change.
  824. * Utilized for various duration lookups. Use with caution!
  825. * @param sc The status to look up
  826. * @return A skill associated with the status
  827. **/
  828. uint16 StatusDatabase::getSkill(sc_type type) {
  829. std::shared_ptr<s_status_change_db> status = status_db.find(type);
  830. return status ? status->skill_id : 0;
  831. }
  832. /**
  833. * Returns if a status change flag is active or not for a SC.
  834. * @param sc: Status changes active on target
  835. * @param flag: Flag to check for
  836. * @return True if flag is set or false otherwise
  837. */
  838. bool StatusDatabase::hasSCF(status_change *sc, e_status_change_flag flag) {
  839. if (sc == nullptr || sc->count == 0 || flag == SCF_NONE)
  840. return false;
  841. for (const auto &status_it : *this) {
  842. std::shared_ptr<s_status_change_db> status = status_it.second;
  843. if (sc->getSCE(status->type) && status->flag[flag])
  844. return true;
  845. }
  846. return false;
  847. }
  848. /**
  849. * Returns the SCB_BATTLE constant.
  850. * return SCB_BATTLE
  851. */
  852. std::bitset<SCB_MAX> StatusDatabase::getSCB_BATTLE() {
  853. return this->SCB_BATTLE;
  854. }
  855. /**
  856. * Returns the SCB_ALL constant.
  857. * @return SCB_ALL
  858. */
  859. std::bitset<SCB_MAX> StatusDatabase::getSCB_ALL() {
  860. return this->SCB_ALL;
  861. }
  862. /**
  863. * Removes statuses from skills that aren't part of the new class skill tree.
  864. * @param sd: Player data
  865. */
  866. void StatusDatabase::changeSkillTree(map_session_data *sd, int32 class_) {
  867. if (sd == nullptr)
  868. return;
  869. std::shared_ptr<s_skill_tree> tree = skill_tree_db.find(class_ > 0 ? class_ : sd->status.class_);
  870. if (tree == nullptr)
  871. return;
  872. for (const auto &it : tree->skills) {
  873. uint16 skill_id = it.first;
  874. sc_type sc = skill_get_sc(skill_id);
  875. if (sc > SC_COMMON_MAX && sc < SC_MAX && sd->sc.getSCE(sc))
  876. status_change_end(&sd->bl, sc);
  877. }
  878. }
  879. /**
  880. * Validates if type is in SC ranges
  881. * @param type: SC type
  882. * @return True if type is in range, false otherwise
  883. */
  884. bool StatusDatabase::validateStatus(sc_type type) {
  885. if (type > SC_NONE && type < SC_MAX)
  886. return true;
  887. return false;
  888. }
  889. /**
  890. * Removes a status based on the provided flag(s).
  891. * @param bl: Target to remove status from
  892. * @param flag: List of flags to check for removing
  893. */
  894. void StatusDatabase::removeByStatusFlag(block_list *bl, std::vector<e_status_change_flag> flag) {
  895. if (bl == nullptr || flag.empty())
  896. return;
  897. status_change *sc = status_get_sc(bl);
  898. if (sc == nullptr || sc->count == 0)
  899. return;
  900. for (const auto &status_it : *this) {
  901. std::shared_ptr<s_status_change_db> status = status_it.second;
  902. sc_type type = status->type;
  903. if (sc->getSCE(type)) {
  904. for (const auto &flag_it : flag) {
  905. if (status->flag[flag_it])
  906. status_change_end(bl, type);
  907. }
  908. }
  909. }
  910. }
  911. /**
  912. * Accessor for a status_change_entry in a status_change
  913. */
  914. status_change_entry * status_change::getSCE(enum sc_type type) {
  915. // TODO: bounds check
  916. if (type == lastStatus.first)
  917. return lastStatus.second;
  918. lastStatus = {type, data[type]};
  919. return lastStatus.second;
  920. }
  921. status_change_entry * status_change::getSCE(uint32 type) {
  922. return getSCE(static_cast<sc_type>(type));
  923. }
  924. status_change_entry * status_change::createSCE(enum sc_type type) {
  925. data[type] = ers_alloc(sc_data_ers, struct status_change_entry);
  926. lastStatus = {type, data[type]};
  927. return data[type];
  928. }
  929. /**
  930. * free the sce, then clear it
  931. */
  932. void status_change::deleteSCE(enum sc_type type) {
  933. ers_free(sc_data_ers, data[type]);
  934. data[type] = nullptr;
  935. lastStatus = {type, data[type]};
  936. }
  937. /**
  938. * For when we only want to clear the sce without freeing.
  939. */
  940. void status_change::clearSCE(enum sc_type type) {
  941. data[type] = nullptr;
  942. lastStatus = {type, data[type]};
  943. }
  944. /** Creates dummy status */
  945. static void initDummyData(void) {
  946. memset(&dummy_status, 0, sizeof(dummy_status));
  947. dummy_status.hp =
  948. dummy_status.max_hp =
  949. dummy_status.max_sp =
  950. dummy_status.str =
  951. dummy_status.agi =
  952. dummy_status.vit =
  953. dummy_status.int_ =
  954. dummy_status.dex =
  955. dummy_status.luk =
  956. dummy_status.hit = 1;
  957. dummy_status.speed = 2000;
  958. dummy_status.adelay = 4000;
  959. dummy_status.amotion = 2000;
  960. dummy_status.dmotion = 2000;
  961. dummy_status.ele_lv = 1; // Min elemental level.
  962. dummy_status.mode = MD_CANMOVE;
  963. }
  964. /**
  965. * For copying a status_data structure from b to a, without overwriting current Hp, Sp, and Ap.
  966. * @param a: Status data structure to copy from
  967. * @param b: Status data structure to copy to
  968. */
  969. static inline void status_cpy(struct status_data* a, const struct status_data* b)
  970. {
  971. memcpy((void*)&a->max_hp, (const void*)&b->max_hp, sizeof(struct status_data)-(sizeof(a->hp)+sizeof(a->sp)+sizeof(a->ap)));
  972. }
  973. /**
  974. * Sets HP to a given value
  975. * Will always succeed (overrides heal impediment statuses) but can't kill an object
  976. * @param bl: Object whose HP will be set [PC|MOB|HOM|MER|ELEM|NPC]
  977. * @param hp: What the HP is to be set as
  978. * @param flag: Used in case final value is higher than current
  979. * Use 2 to display healing effect
  980. * @return heal or zapped HP if valid
  981. */
  982. int status_set_hp(struct block_list *bl, unsigned int hp, int flag)
  983. {
  984. struct status_data *status;
  985. if (hp < 1)
  986. return 0;
  987. status = status_get_status_data(bl);
  988. if (status == &dummy_status)
  989. return 0;
  990. if (hp > status->max_hp)
  991. hp = status->max_hp;
  992. if (hp == status->hp)
  993. return 0;
  994. if (hp > status->hp)
  995. return status_heal(bl, hp - status->hp, 0, 1|flag);
  996. return status_zap(bl, status->hp - hp, 0);
  997. }
  998. /**
  999. * Sets Max HP to a given value
  1000. * @param bl: Object whose Max HP will be set [PC|MOB|HOM|MER|ELEM|NPC]
  1001. * @param maxhp: What the Max HP is to be set as
  1002. * @param flag: Used in case final value is higher than current
  1003. * Use 2 to display healing effect
  1004. * @return heal or zapped HP if valid
  1005. */
  1006. int status_set_maxhp(struct block_list *bl, unsigned int maxhp, int flag)
  1007. {
  1008. struct status_data *status;
  1009. int64 heal;
  1010. if (maxhp < 1)
  1011. return 0;
  1012. status = status_get_status_data(bl);
  1013. if (status == &dummy_status)
  1014. return 0;
  1015. if (maxhp == status->max_hp)
  1016. return 0;
  1017. heal = maxhp - status->max_hp;
  1018. status->max_hp = maxhp;
  1019. if (heal > 0)
  1020. status_heal(bl, heal, 0, 1|flag);
  1021. else
  1022. status_zap(bl, -heal, 0);
  1023. return maxhp;
  1024. }
  1025. /**
  1026. * Sets SP to a given value
  1027. * @param bl: Object whose SP will be set [PC|HOM|MER|ELEM]
  1028. * @param sp: What the SP is to be set as
  1029. * @param flag: Used in case final value is higher than current
  1030. * Use 2 to display healing effect
  1031. * @return heal or zapped SP if valid
  1032. */
  1033. int status_set_sp(struct block_list *bl, unsigned int sp, int flag)
  1034. {
  1035. struct status_data *status;
  1036. status = status_get_status_data(bl);
  1037. if (status == &dummy_status)
  1038. return 0;
  1039. if (sp > status->max_sp)
  1040. sp = status->max_sp;
  1041. if (sp == status->sp)
  1042. return 0;
  1043. if (sp > status->sp)
  1044. return status_heal(bl, 0, sp - status->sp, 1|flag);
  1045. return status_zap(bl, 0, status->sp - sp);
  1046. }
  1047. /**
  1048. * Sets Max SP to a given value
  1049. * @param bl: Object whose Max SP will be set [PC|HOM|MER|ELEM]
  1050. * @param maxsp: What the Max SP is to be set as
  1051. * @param flag: Used in case final value is higher than current
  1052. * Use 2 to display healing effect
  1053. * @return heal or zapped HP if valid
  1054. */
  1055. int status_set_maxsp(struct block_list *bl, unsigned int maxsp, int flag)
  1056. {
  1057. struct status_data *status;
  1058. if (maxsp < 1)
  1059. return 0;
  1060. status = status_get_status_data(bl);
  1061. if (status == &dummy_status)
  1062. return 0;
  1063. if (maxsp == status->max_sp)
  1064. return 0;
  1065. if (maxsp > status->max_sp)
  1066. status_heal(bl, maxsp - status->max_sp, 0, 1|flag);
  1067. else
  1068. status_zap(bl, status->max_sp - maxsp, 0);
  1069. status->max_sp = maxsp;
  1070. return maxsp;
  1071. }
  1072. /**
  1073. * Sets AP to a given value
  1074. * @param bl: Object whose AP will be set [PC|HOM|MER|ELEM]
  1075. * @param ap: What the AP is to be set as
  1076. * @param flag: Used in case final value is higher than current
  1077. * Use 2 to display healing effect
  1078. * @return heal or zapped AP if valid
  1079. */
  1080. int status_set_ap(struct block_list *bl, unsigned int ap, int flag)
  1081. {
  1082. status_data *status = status_get_status_data(bl);
  1083. if (status == &dummy_status)
  1084. return 0;
  1085. if (ap > status->max_ap)
  1086. ap = status->max_ap;
  1087. if (ap == status->ap)
  1088. return 0;
  1089. if (ap > status->ap)
  1090. return status_heal(bl, 0, 0, ap - status->ap, 1 | flag);
  1091. return status_zap(bl, 0, 0, status->ap - ap);
  1092. }
  1093. /**
  1094. * Sets Max AP to a given value
  1095. * @param bl: Object whose Max AP will be set [PC|HOM|MER|ELEM]
  1096. * @param maxap: What the Max AP is to be set as
  1097. * @param flag: Used in case final value is higher than current
  1098. * Use 2 to display healing effect
  1099. * @return heal or zapped AP if valid
  1100. */
  1101. int status_set_maxap(struct block_list *bl, unsigned int maxap, int flag)
  1102. {
  1103. if (maxap < 1)
  1104. return 0;
  1105. status_data *status = status_get_status_data(bl);
  1106. if (status == &dummy_status)
  1107. return 0;
  1108. if (maxap == status->max_ap)
  1109. return 0;
  1110. if (maxap > status->max_ap)
  1111. status_heal(bl, 0, 0, maxap - status->max_ap, 1 | flag);
  1112. else
  1113. status_zap(bl, 0, 0, status->max_ap - maxap);
  1114. status->max_ap = maxap;
  1115. return maxap;
  1116. }
  1117. /**
  1118. * Takes HP/SP from an Object
  1119. * @param bl: Object who will have HP/SP taken [PC|MOB|HOM|MER|ELEM]
  1120. * @param hp: How much HP to charge
  1121. * @param sp: How much SP to charge
  1122. * @return hp+sp through status_damage()
  1123. * Note: HP/SP are integer values, not percentages. Values should be
  1124. * calculated either within function call or before
  1125. */
  1126. int64 status_charge(struct block_list* bl, int64 hp, int64 sp)
  1127. {
  1128. if(!(bl->type&BL_CONSUME))
  1129. return (int)hp+sp; // Assume all was charged so there are no 'not enough' fails.
  1130. return status_damage(NULL, bl, hp, sp, 0, 3, 0);
  1131. }
  1132. /**
  1133. * Inflicts damage on the target with the according walkdelay.
  1134. * @param src: Source object giving damage [PC|MOB|PET|HOM|MER|ELEM]
  1135. * @param target: Target of the damage
  1136. * @param dhp: How much damage to HP
  1137. * @param dsp: How much damage to SP
  1138. * @param dap: How much damage to AP
  1139. * @param walkdelay: Amount of time before object can walk again
  1140. * @param flag: Damage flag decides various options
  1141. * flag&1: Passive damage - Does not trigger cancelling status changes
  1142. * flag&2: Fail if there is not enough to subtract
  1143. * flag&4: Mob does not give EXP/Loot if killed
  1144. * flag&8: Used to damage SP of a dead character
  1145. * @return hp+sp+ap
  1146. * Note: HP/SP/AP are integer values, not percentages. Values should be
  1147. * calculated either within function call or before
  1148. */
  1149. int status_damage(struct block_list *src,struct block_list *target,int64 dhp, int64 dsp, int64 dap, t_tick walkdelay, int flag, uint16 skill_id)
  1150. {
  1151. struct status_data *status;
  1152. status_change *sc;
  1153. int hp = (int)cap_value(dhp,INT_MIN,INT_MAX);
  1154. int sp = (int)cap_value(dsp,INT_MIN,INT_MAX);
  1155. int ap = (int)cap_value(dap,INT_MIN,INT_MAX);
  1156. nullpo_ret(target);
  1157. if(sp && !(target->type&BL_CONSUME))
  1158. sp = 0; // Not a valid SP target.
  1159. if (ap && !(target->type&BL_CONSUME))
  1160. ap = 0; // Not a valid AP target.
  1161. if (hp < 0) { // Assume absorbed damage.
  1162. status_heal(target, -hp, 0, 1);
  1163. hp = 0;
  1164. }
  1165. if (sp < 0) {
  1166. status_heal(target, 0, -sp, 1);
  1167. sp = 0;
  1168. }
  1169. if (ap < 0) {
  1170. status_heal(target, 0, 0, -ap, 1);
  1171. ap = 0;
  1172. }
  1173. if (target->type == BL_SKILL) {
  1174. if (!src || src->type&battle_config.can_damage_skill)
  1175. return (int)skill_unit_ondamaged((struct skill_unit *)target, hp);
  1176. return 0;
  1177. }
  1178. status = status_get_status_data(target);
  1179. if(!status || status == &dummy_status )
  1180. return 0;
  1181. if ((unsigned int)hp >= status->hp) {
  1182. if (flag&2) return 0;
  1183. hp = status->hp;
  1184. }
  1185. if ((unsigned int)sp > status->sp) {
  1186. if (flag&2) return 0;
  1187. sp = status->sp;
  1188. }
  1189. if ((unsigned int)ap > status->ap) {
  1190. if (flag & 2) return 0;
  1191. ap = status->ap;
  1192. }
  1193. if (!hp && !sp && !ap)
  1194. return 0;
  1195. if( !status->hp )
  1196. flag |= 8;
  1197. sc = status_get_sc(target);
  1198. if( hp && battle_config.invincible_nodamage && src && sc && sc->getSCE(SC_INVINCIBLE) && !sc->getSCE(SC_INVINCIBLEOFF) )
  1199. hp = 1;
  1200. if( hp && !(flag&1) ) {
  1201. if( sc ) {
  1202. struct status_change_entry *sce;
  1203. for (const auto &it : status_db) {
  1204. sc_type type = static_cast<sc_type>(it.first);
  1205. if (sc->getSCE(type) && it.second->flag[SCF_REMOVEONDAMAGED]) {
  1206. // A status change that gets broken by damage should still be considered when calculating if a status change can be applied or not (for the same attack).
  1207. // !TODO: This is a temporary solution until we refactor the code so that the calculation of an SC is done at the start of an attack rather than after the damage was applied.
  1208. if (sc->opt1 > OPT1_NONE && sc->lastEffectTimer == INVALID_TIMER) {
  1209. sc->lastEffectTimer = add_timer(gettick() + 10, status_clear_lastEffect_timer, target->id, 0);
  1210. sc->lastEffect = type;
  1211. }
  1212. status_change_end(target, type);
  1213. }
  1214. }
  1215. if ((sce=sc->getSCE(SC_ENDURE)) && !sce->val4) {
  1216. /** [Skotlex]
  1217. * Endure count is only reduced by non-players on non-gvg maps.
  1218. * val4 signals infinite endure.
  1219. **/
  1220. if (src && src->type != BL_PC && !map_flag_gvg2(target->m) && !map_getmapflag(target->m, MF_BATTLEGROUND) && --(sce->val2) <= 0)
  1221. status_change_end(target, SC_ENDURE);
  1222. }
  1223. #ifndef RENEWAL
  1224. if ((sce=sc->getSCE(SC_GRAVITATION)) && sce->val3 == BCT_SELF) {
  1225. std::shared_ptr<s_skill_unit_group> sg = skill_id2group(sce->val4);
  1226. if (sg) {
  1227. skill_delunitgroup(sg);
  1228. sce->val4 = 0;
  1229. status_change_end(target, SC_GRAVITATION);
  1230. }
  1231. }
  1232. #endif
  1233. if(sc->getSCE(SC_DANCING) && hp > (status->max_hp / 4))
  1234. status_change_end(target, SC_DANCING);
  1235. if(sc->getSCE(SC_CLOAKINGEXCEED) && --(sc->getSCE(SC_CLOAKINGEXCEED)->val2) <= 0)
  1236. status_change_end(target, SC_CLOAKINGEXCEED);
  1237. if(sc->getSCE(SC_KAGEMUSYA) && --(sc->getSCE(SC_KAGEMUSYA)->val3) <= 0)
  1238. status_change_end(target, SC_KAGEMUSYA);
  1239. }
  1240. if (target->type == BL_PC)
  1241. pc_bonus_script_clear(BL_CAST(BL_PC,target),BSF_REM_ON_DAMAGED);
  1242. unit_skillcastcancel(target, 2);
  1243. }
  1244. status->hp-= hp;
  1245. status->sp-= sp;
  1246. status->ap-= ap;
  1247. if (sc && hp && status->hp) {
  1248. if (sc->getSCE(SC_AUTOBERSERK) &&
  1249. (!sc->getSCE(SC_PROVOKE) || !sc->getSCE(SC_PROVOKE)->val4) &&
  1250. status->hp < status->max_hp / 4)
  1251. sc_start4(src,target,SC_PROVOKE,100,10,0,0,1,0);
  1252. if (sc->getSCE(SC_BERSERK) && status->hp <= 100)
  1253. status_change_end(target, SC_BERSERK);
  1254. if( sc->getSCE(SC_RAISINGDRAGON) && status->hp <= 1000 )
  1255. status_change_end(target, SC_RAISINGDRAGON);
  1256. if (sc->getSCE(SC_SATURDAYNIGHTFEVER) && status->hp <= 100)
  1257. status_change_end(target, SC_SATURDAYNIGHTFEVER);
  1258. }
  1259. switch (target->type) {
  1260. case BL_PC: pc_damage((TBL_PC*)target,src,hp,sp,ap); break;
  1261. case BL_MOB: mob_damage((TBL_MOB*)target, src, hp); break;
  1262. case BL_HOM: hom_damage((TBL_HOM*)target); break;
  1263. case BL_MER: mercenary_heal((TBL_MER*)target,hp,sp); break;
  1264. case BL_ELEM: elemental_heal((TBL_ELEM*)target,hp,sp); break;
  1265. }
  1266. if( src && target->type == BL_PC && ((TBL_PC*)target)->disguise ) { // Stop walking when attacked in disguise to prevent walk-delay bug
  1267. unit_stop_walking( target, 1 );
  1268. }
  1269. if( status->hp || (flag&8) ) { // Still lives or has been dead before this damage.
  1270. if (walkdelay)
  1271. unit_set_walkdelay(target, gettick(), walkdelay, 0);
  1272. return (int)(hp+sp+ap);
  1273. }
  1274. status->hp = 0;
  1275. /** [Skotlex]
  1276. * NOTE: These dead functions should return:
  1277. * 0: Death cancelled, auto-revived.
  1278. * Non-zero: Standard death. Clear status, cancel move/attack, etc
  1279. * &2: Remove object from map.
  1280. * &4: Delete object from memory. (One time spawn mobs)
  1281. **/
  1282. switch (target->type) {
  1283. case BL_PC: flag = pc_dead((TBL_PC*)target,src); break;
  1284. case BL_MOB: flag = mob_dead((TBL_MOB*)target, src, flag&4?3:0); break;
  1285. case BL_HOM: flag = hom_dead((TBL_HOM*)target); break;
  1286. case BL_MER: flag = mercenary_dead((TBL_MER*)target); break;
  1287. case BL_ELEM: flag = elemental_dead((TBL_ELEM*)target); break;
  1288. default: // Unhandled case, do nothing to object.
  1289. flag = 0;
  1290. break;
  1291. }
  1292. if(!flag) // Death cancelled.
  1293. return (int)(hp+sp+ap);
  1294. // Normal death
  1295. if (battle_config.clear_unit_ondeath &&
  1296. battle_config.clear_unit_ondeath&target->type)
  1297. skill_clear_unitgroup(target);
  1298. if(target->type&BL_REGEN) { // Reset regen ticks.
  1299. struct regen_data *regen = status_get_regen_data(target);
  1300. if (regen) {
  1301. memset(&regen->tick, 0, sizeof(regen->tick));
  1302. if (regen->sregen)
  1303. memset(&regen->sregen->tick, 0, sizeof(regen->sregen->tick));
  1304. if (regen->ssregen)
  1305. memset(&regen->ssregen->tick, 0, sizeof(regen->ssregen->tick));
  1306. }
  1307. }
  1308. if( sc && sc->getSCE(SC_KAIZEL) && !map_flag_gvg2(target->m) ) { // flag&8 = disable Kaizel
  1309. int time = skill_get_time2(SL_KAIZEL,sc->getSCE(SC_KAIZEL)->val1);
  1310. // Look for Osiris Card's bonus effect on the character and revive 100% or revive normally
  1311. if ( target->type == BL_PC && BL_CAST(BL_PC,target)->special_state.restart_full_recover )
  1312. status_revive(target, 100, 100);
  1313. else
  1314. status_revive(target, sc->getSCE(SC_KAIZEL)->val2, 0);
  1315. status_change_clear(target,0);
  1316. clif_skill_nodamage(target,target,ALL_RESURRECTION,1,1);
  1317. sc_start(src,target,SC_KYRIE,100,10,time);
  1318. if( target->type == BL_MOB )
  1319. ((TBL_MOB*)target)->state.rebirth = 1;
  1320. return (int)(hp+sp+ap);
  1321. }
  1322. // Disable Ultimate Sacrifice on GVG maps
  1323. if (sc && sc->getSCE(SC_ULTIMATE_S) && !map_flag_gvg2(target->m)) {
  1324. status_revive(target, 100, 100);
  1325. status_change_clear(target, 0);
  1326. clif_skill_nodamage(target, target, ALL_RESURRECTION, 1, 1);
  1327. if (target->type == BL_MOB)
  1328. ((TBL_MOB*)target)->state.rebirth = 1;
  1329. return (int)(hp+sp+ap);
  1330. }
  1331. if (target->type == BL_MOB && sc && sc->getSCE(SC_REBIRTH) && !((TBL_MOB*) target)->state.rebirth) { // Ensure the monster has not already rebirthed before doing so.
  1332. status_revive(target, sc->getSCE(SC_REBIRTH)->val2, 0);
  1333. status_change_clear(target,0);
  1334. ((TBL_MOB*)target)->state.rebirth = 1;
  1335. return (int)(hp+sp+ap);
  1336. }
  1337. status_change_clear(target,0);
  1338. if(flag&4) // Delete from memory. (also invokes map removal code)
  1339. unit_free(target,CLR_DEAD);
  1340. else if(flag&2) // remove from map
  1341. unit_remove_map(target,CLR_DEAD);
  1342. else { // Some death states that would normally be handled by unit_remove_map
  1343. unit_stop_attack(target);
  1344. unit_stop_walking(target,1);
  1345. unit_skillcastcancel(target,0);
  1346. clif_clearunit_area(target,CLR_DEAD);
  1347. skill_unit_move(target,gettick(),4);
  1348. skill_cleartimerskill(target);
  1349. }
  1350. // Always run NPC scripts for players last
  1351. //FIXME those ain't always run if a player die if he was resurrect meanwhile
  1352. //cf SC_REBIRTH, SC_KAIZEL, pc_dead...
  1353. if(target->type == BL_PC) {
  1354. TBL_PC *sd = BL_CAST(BL_PC,target);
  1355. if( sd->bg_id ) {
  1356. std::shared_ptr<s_battleground_data> bg = util::umap_find(bg_team_db, sd->bg_id);
  1357. if( bg && !(bg->die_event.empty()) )
  1358. npc_event(sd, bg->die_event.c_str(), 0);
  1359. }
  1360. npc_script_event(sd,NPCE_DIE);
  1361. }
  1362. return (int)(hp+sp+ap);
  1363. }
  1364. /**
  1365. * Heals an object
  1366. * @param bl: Object to heal [PC|MOB|HOM|MER|ELEM]
  1367. * @param hhp: How much HP to heal
  1368. * @param hsp: How much SP to heal
  1369. * @param hap: How much AP to heal
  1370. * @param flag: Whether it's Forced(&1), gives HP/SP/AP(&2) heal effect,
  1371. * or gives HP(&4) heal effect with 0 heal
  1372. * Forced healing overrides heal impedement statuses (Berserk)
  1373. * @return hp+sp+ap
  1374. */
  1375. int status_heal(struct block_list *bl,int64 hhp,int64 hsp, int64 hap, int flag)
  1376. {
  1377. struct status_data *status;
  1378. status_change *sc;
  1379. int hp = (int)cap_value(hhp,INT_MIN,INT_MAX);
  1380. int sp = (int)cap_value(hsp,INT_MIN,INT_MAX);
  1381. int ap = (int)cap_value(hap,INT_MIN,INT_MAX);
  1382. status = status_get_status_data(bl);
  1383. if (status == &dummy_status || !status->hp)
  1384. return 0;
  1385. sc = status_get_sc(bl);
  1386. if (sc && !sc->count)
  1387. sc = NULL;
  1388. if (hp < 0) {
  1389. if (hp == INT_MIN) // -INT_MIN == INT_MIN in some architectures!
  1390. hp++;
  1391. status_damage(NULL, bl, -hp, 0, 0, 1, 0);
  1392. hp = 0;
  1393. }
  1394. if(hp) {
  1395. if( sc && (sc->getSCE(SC_BERSERK)) ) {
  1396. if( flag&1 )
  1397. flag &= ~2;
  1398. else
  1399. hp = 0;
  1400. }
  1401. if((unsigned int)hp > status->max_hp - status->hp)
  1402. hp = status->max_hp - status->hp;
  1403. }
  1404. if(sp < 0) {
  1405. if (sp == INT_MIN)
  1406. sp++;
  1407. status_damage(NULL, bl, 0, -sp, 0, 1, 0);
  1408. sp = 0;
  1409. }
  1410. if(sp) {
  1411. if((unsigned int)sp > status->max_sp - status->sp)
  1412. sp = status->max_sp - status->sp;
  1413. }
  1414. if (ap < 0) {
  1415. if (ap == INT_MIN)
  1416. ap++;
  1417. status_damage(nullptr, bl, 0, 0, -ap, 0, 1, 0);
  1418. ap = 0;
  1419. }
  1420. if (ap) {
  1421. if ((unsigned int)ap > status->max_ap - status->ap)
  1422. ap = status->max_ap - status->ap;
  1423. }
  1424. if(!ap && !sp && !hp && !(flag&4))
  1425. return 0;
  1426. status->hp += hp;
  1427. status->sp += sp;
  1428. status->ap += ap;
  1429. if(hp && sc &&
  1430. sc->getSCE(SC_AUTOBERSERK) &&
  1431. sc->getSCE(SC_PROVOKE) &&
  1432. sc->getSCE(SC_PROVOKE)->val4==1 &&
  1433. status->hp >= status->max_hp / 4
  1434. ) // End auto berserk.
  1435. status_change_end(bl, SC_PROVOKE);
  1436. // Send HP update to client
  1437. switch(bl->type) {
  1438. case BL_PC: pc_heal((TBL_PC*)bl,hp,sp,ap,flag); break;
  1439. case BL_MOB: mob_heal((TBL_MOB*)bl,hp); break;
  1440. case BL_HOM: hom_heal((TBL_HOM*)bl); break;
  1441. case BL_MER: mercenary_heal((TBL_MER*)bl,hp,sp); break;
  1442. case BL_ELEM: elemental_heal((TBL_ELEM*)bl,hp,sp); break;
  1443. }
  1444. return (int)hp+sp+ap;
  1445. }
  1446. /**
  1447. * Applies percentage based damage to a unit.
  1448. * If a mob is killed this way and there is no src, no EXP/Drops will be awarded.
  1449. * @param src: Object initiating HP/SP/AP modification [PC|MOB|PET|HOM|MER|ELEM]
  1450. * @param target: Object to modify HP/SP/AP
  1451. * @param hp_rate: Percentage of HP to modify. If > 0:percent is of current HP, if < 0:percent is of max HP
  1452. * @param sp_rate: Percentage of SP to modify. If > 0:percent is of current SP, if < 0:percent is of max SP
  1453. * @param ap_rate: Percentage of AP to modify. If > 0:percent is of current AP, if < 0:percent is of max AP
  1454. * @param flag: \n
  1455. * 0: Heal target \n
  1456. * 1: Use status_damage \n
  1457. * 2: Use status_damage and make sure target must not die from subtraction
  1458. * @return hp+sp+ap through status_heal()
  1459. */
  1460. int status_percent_change(struct block_list *src, struct block_list *target, int8 hp_rate, int8 sp_rate, int8 ap_rate, uint8 flag)
  1461. {
  1462. struct status_data *status;
  1463. unsigned int hp = 0, sp = 0, ap = 0;
  1464. status = status_get_status_data(target);
  1465. // It's safe now [MarkZD]
  1466. if (hp_rate > 99)
  1467. hp = status->hp;
  1468. else if (hp_rate > 0)
  1469. hp = apply_rate(status->hp, hp_rate);
  1470. else if (hp_rate < -99)
  1471. hp = status->max_hp;
  1472. else if (hp_rate < 0)
  1473. hp = (apply_rate(status->max_hp, -hp_rate));
  1474. if (hp_rate && !hp)
  1475. hp = 1;
  1476. if (flag == 2 && hp >= status->hp)
  1477. hp = status->hp-1; // Must not kill target.
  1478. if (sp_rate > 99)
  1479. sp = status->sp;
  1480. else if (sp_rate > 0)
  1481. sp = apply_rate(status->sp, sp_rate);
  1482. else if (sp_rate < -99)
  1483. sp = status->max_sp;
  1484. else if (sp_rate < 0)
  1485. sp = (apply_rate(status->max_sp, -sp_rate));
  1486. if (sp_rate && !sp)
  1487. sp = 1;
  1488. if (ap_rate > 99)
  1489. ap = status->ap;
  1490. else if (ap_rate > 0)
  1491. ap = apply_rate(status->ap, ap_rate);
  1492. else if (ap_rate < -99)
  1493. ap = status->max_ap;
  1494. else if (ap_rate < 0)
  1495. ap = (apply_rate(status->max_ap, -ap_rate));
  1496. if (ap_rate && !ap)
  1497. ap = 1;
  1498. // Ugly check in case damage dealt is too much for the received args of
  1499. // status_heal / status_damage. [Skotlex]
  1500. if (hp > INT_MAX) {
  1501. hp -= INT_MAX;
  1502. if (flag)
  1503. status_damage(src, target, INT_MAX, 0, 0, (!src||src==target?5:1), 0);
  1504. else
  1505. status_heal(target, INT_MAX, 0, 0);
  1506. }
  1507. if (sp > INT_MAX) {
  1508. sp -= INT_MAX;
  1509. if (flag)
  1510. status_damage(src, target, 0, INT_MAX, 0, (!src||src==target?5:1), 0);
  1511. else
  1512. status_heal(target, 0, INT_MAX, 0);
  1513. }
  1514. if (ap > INT_MAX) {
  1515. ap -= INT_MAX;
  1516. if (flag)
  1517. status_damage(src, target, 0, 0, INT_MAX, 0, (!src || src == target ? 5 : 1), 0);
  1518. else
  1519. status_heal(target, 0, 0, INT_MAX, 0);
  1520. }
  1521. if (flag)
  1522. return status_damage(src, target, hp, sp, ap, 0, (!src||src==target?5:1), 0);
  1523. return status_heal(target, hp, sp, ap, 0);
  1524. }
  1525. /**
  1526. * Revives a unit
  1527. * @param bl: Object to revive [PC|MOB|HOM]
  1528. * @param per_hp: Percentage of HP to revive with
  1529. * @param per_sp: Percentage of SP to revive with
  1530. * @param per_ap: Percentage of AP to revive with
  1531. * @return Successful (1) or Invalid target (0)
  1532. */
  1533. int status_revive(struct block_list *bl, unsigned char per_hp, unsigned char per_sp, unsigned char per_ap)
  1534. {
  1535. struct status_data *status;
  1536. unsigned int hp, sp, ap;
  1537. if (!status_isdead(bl)) return 0;
  1538. status = status_get_status_data(bl);
  1539. if (status == &dummy_status)
  1540. return 0; // Invalid target.
  1541. hp = (int64)status->max_hp * per_hp/100;
  1542. sp = (int64)status->max_sp * per_sp/100;
  1543. ap = (int64)status->max_ap * per_ap/100;
  1544. if(hp > status->max_hp - status->hp)
  1545. hp = status->max_hp - status->hp;
  1546. else if (per_hp && !hp)
  1547. hp = 1;
  1548. if(sp > status->max_sp - status->sp)
  1549. sp = status->max_sp - status->sp;
  1550. else if (per_sp && !sp)
  1551. sp = 1;
  1552. if (ap > status->max_ap - status->ap)
  1553. ap = status->max_ap - status->ap;
  1554. else if (per_ap && !ap)
  1555. ap = 1;
  1556. status->hp += hp;
  1557. status->sp += sp;
  1558. status->ap += ap;
  1559. if (bl->prev) // Animation only if character is already on a map.
  1560. clif_resurrection(bl, 1);
  1561. switch (bl->type) {
  1562. case BL_PC: pc_revive((TBL_PC*)bl, hp, sp, ap); break;
  1563. case BL_MOB: mob_revive((TBL_MOB*)bl, hp); break;
  1564. case BL_HOM: hom_revive((TBL_HOM*)bl, hp, sp); break;
  1565. }
  1566. return 1;
  1567. }
  1568. /**
  1569. * Checks whether the src can use the skill on the target,
  1570. * taking into account status/option of both source/target
  1571. * @param src: Object using skill on target [PC|MOB|PET|HOM|MER|ELEM]
  1572. src MAY be NULL to indicate we shouldn't check it, this is a ground-based skill attack
  1573. * @param target: Object being targeted by src [PC|MOB|HOM|MER|ELEM]
  1574. target MAY be NULL, which checks if src can cast skill_id on the ground
  1575. * @param skill_id: Skill ID being used on target
  1576. * @param flag: 0 - Trying to use skill on target
  1577. * 1 - Cast bar is done
  1578. * 2 - Skill already pulled off, check is due to ground-based skills or splash-damage ones
  1579. * @return src can use skill (1) or cannot use skill (0)
  1580. * @author [Skotlex]
  1581. */
  1582. bool status_check_skilluse(struct block_list *src, struct block_list *target, uint16 skill_id, int flag) {
  1583. struct status_data *status;
  1584. int hide_flag;
  1585. if (src) {
  1586. if (src->type != BL_PC && status_isdead(src))
  1587. return false;
  1588. status = status_get_status_data(src);
  1589. }else{
  1590. status = &dummy_status;
  1591. }
  1592. status_change *sc = status_get_sc(src);
  1593. status_change *tsc = status_get_sc(target);
  1594. if (!skill_id) { // Normal attack checks.
  1595. if (sc && sc->cant.attack)
  1596. return false;
  1597. // This mode is only needed for melee attacking.
  1598. if (!status_has_mode(status,MD_CANATTACK))
  1599. return false;
  1600. // Dead state is not checked for skills as some skills can be used
  1601. // on dead characters, said checks are left to skill.cpp [Skotlex]
  1602. if (target && status_isdead(target))
  1603. return false;
  1604. }
  1605. switch( skill_id ) {
  1606. #ifndef RENEWAL
  1607. case PA_PRESSURE:
  1608. if( flag && tsc && tsc->option&OPTION_HIDE)
  1609. return false; // Gloria Avoids pretty much everything....
  1610. break;
  1611. #endif
  1612. case GN_WALLOFTHORN:
  1613. if( target && status_isdead(target) )
  1614. return false;
  1615. break;
  1616. case AL_TELEPORT:
  1617. case ALL_ODINS_POWER:
  1618. // Should fail when used on top of Land Protector [Skotlex]
  1619. if (src && map_getcell(src->m, src->x, src->y, CELL_CHKLANDPROTECTOR)
  1620. && !status_has_mode(status,MD_STATUSIMMUNE)
  1621. && (src->type != BL_PC || ((TBL_PC*)src)->skillitem != skill_id))
  1622. return false;
  1623. break;
  1624. case SC_MANHOLE:
  1625. // Skill is disabled against special racial grouped monsters(GvG and Battleground)
  1626. if (target && ( util::vector_exists(status_get_race2(target), RC2_GVG) || util::vector_exists(status_get_race2(target), RC2_BATTLEFIELD) ) )
  1627. return false;
  1628. default:
  1629. break;
  1630. }
  1631. if( sc && sc->count ) {
  1632. if (sc->getSCE(SC_ALL_RIDING))
  1633. return false; //You can't use skills while in the new mounts (The client doesn't let you, this is to make cheat-safe)
  1634. if (flag == 1 && !status_has_mode(status,MD_STATUSIMMUNE) && ( // Applies to after cast completion only and doesn't apply to Boss monsters.
  1635. (sc->getSCE(SC_ASH) && rnd()%2) || // Volcanic Ash has a 50% chance of causing skills to fail.
  1636. (sc->getSCE(SC_KYOMU) && rnd()%100 < 25) // Kyomu has a 25% chance of causing skills fail.
  1637. )) {
  1638. if (src->type == BL_PC)
  1639. clif_skill_fail((TBL_PC*)src,skill_id,USESKILL_FAIL_LEVEL,0);
  1640. return false;
  1641. }
  1642. if (skill_id > 0 && sc->opt1 && sc->opt1 != OPT1_STONEWAIT && sc->opt1 != OPT1_BURNING && skill_id != RK_REFRESH && skill_id != SU_GROOMING && skill_id != SR_GENTLETOUCH_CURE) { // Stuned/Frozen/etc
  1643. if (flag != 1) // Can't cast, casted stuff can't damage.
  1644. return false;
  1645. if (skill_get_casttype(skill_id) == CAST_DAMAGE)
  1646. return false; // Damage spells stop casting.
  1647. }
  1648. if (
  1649. (sc->getSCE(SC_TRICKDEAD) && skill_id != NV_TRICKDEAD)
  1650. || (sc->getSCE(SC_AUTOCOUNTER) && !flag && skill_id)
  1651. || (sc->getSCE(SC_GOSPEL) && sc->getSCE(SC_GOSPEL)->val4 == BCT_SELF && skill_id != PA_GOSPEL)
  1652. || (sc->getSCE(SC_SUHIDE) && skill_id != SU_HIDE)
  1653. )
  1654. return false;
  1655. if (sc->getSCE(SC_WINKCHARM) && target && !flag) { // Prevents skill usage
  1656. block_list *wink_target = map_id2bl(sc->getSCE(SC_WINKCHARM)->val2);
  1657. if (wink_target != nullptr) {
  1658. unit_data *wink_ud = unit_bl2ud(src);
  1659. if (wink_ud != nullptr && wink_ud->walktimer == INVALID_TIMER)
  1660. unit_walktobl(src, map_id2bl(sc->getSCE(SC_WINKCHARM)->val2), 3, 1);
  1661. clif_emotion(src, ET_THROB);
  1662. return false;
  1663. } else
  1664. status_change_end(src, SC_WINKCHARM);
  1665. }
  1666. if (sc->getSCE(SC_BLADESTOP)) {
  1667. switch (sc->getSCE(SC_BLADESTOP)->val1) {
  1668. case 5:
  1669. if (skill_id == MO_EXTREMITYFIST)
  1670. break;
  1671. [[fallthrough]];
  1672. case 4:
  1673. if (skill_id == MO_CHAINCOMBO)
  1674. break;
  1675. [[fallthrough]];
  1676. case 3:
  1677. if (skill_id == MO_INVESTIGATE)
  1678. break;
  1679. [[fallthrough]];
  1680. case 2:
  1681. if (skill_id == MO_FINGEROFFENSIVE)
  1682. break;
  1683. [[fallthrough]];
  1684. default:
  1685. return false;
  1686. }
  1687. }
  1688. if (sc->getSCE(SC_DANCING) && flag!=2) {
  1689. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  1690. if (!skill)
  1691. return false;
  1692. if (src->type == BL_PC && ((skill_id >= WA_SWING_DANCE && skill_id <= WM_UNLIMITED_HUMMING_VOICE ) ||
  1693. skill_id == WM_FRIGG_SONG))
  1694. { // Lvl 5 Lesson or higher allow you use 3rd job skills while dancing.
  1695. if( pc_checkskill((TBL_PC*)src,WM_LESSON) < 5 )
  1696. return false;
  1697. #ifndef RENEWAL
  1698. } else if(sc->getSCE(SC_LONGING)) { // Allow everything except dancing/re-dancing. [Skotlex]
  1699. if (skill_id == BD_ENCORE || skill->inf2[INF2_ISSONG] || skill->inf2[INF2_ISENSEMBLE])
  1700. return false;
  1701. #endif
  1702. } else if(!skill->inf2[INF2_ALLOWWHENPERFORMING]) // Skills that can be used in dancing state
  1703. return false;
  1704. #ifndef RENEWAL
  1705. if ((sc->getSCE(SC_DANCING)->val1&0xFFFF) == CG_HERMODE && skill_id == BD_ADAPTATION)
  1706. return false; // Can't amp out of Wand of Hermode :/ [Skotlex]
  1707. #endif
  1708. }
  1709. if (skill_id && // Do not block item-casted skills.
  1710. (src->type != BL_PC || ((TBL_PC*)src)->skillitem != skill_id)
  1711. ) { // Skills blocked through status changes...
  1712. if (!flag && ( // Blocked only from using the skill (stuff like autospell may still go through
  1713. ( sc->cant.cast && skill_id != RK_REFRESH && skill_id != SU_GROOMING && skill_id != SR_GENTLETOUCH_CURE ) ||
  1714. #ifndef RENEWAL
  1715. (sc->getSCE(SC_BASILICA) && (sc->getSCE(SC_BASILICA)->val4 != src->id || skill_id != HP_BASILICA)) || // Only Basilica caster that can cast, and only Basilica to cancel it
  1716. #endif
  1717. (sc->getSCE(SC_MARIONETTE) && skill_id != CG_MARIONETTE) || // Only skill you can use is marionette again to cancel it
  1718. (sc->getSCE(SC_MARIONETTE2) && skill_id == CG_MARIONETTE) || // Cannot use marionette if you are being buffed by another
  1719. (sc->getSCE(SC_ANKLE) && skill_block_check(src, SC_ANKLE, skill_id)) ||
  1720. (sc->getSCE(SC_STASIS) && skill_block_check(src, SC_STASIS, skill_id)) ||
  1721. (sc->getSCE(SC_BITE) && skill_block_check(src, SC_BITE, skill_id)) ||
  1722. (sc->getSCE(SC_NOVAEXPLOSING) && skill_block_check(src, SC_NOVAEXPLOSING, skill_id)) ||
  1723. (sc->getSCE(SC_GRAVITYCONTROL) && skill_block_check(src, SC_GRAVITYCONTROL, skill_id)) ||
  1724. (sc->getSCE(SC_KAGEHUMI) && skill_block_check(src, SC_KAGEHUMI, skill_id))
  1725. #ifdef RENEWAL
  1726. || (sc->getSCE(SC_ENSEMBLEFATIGUE) && skill_id != CG_SPECIALSINGER)
  1727. #endif
  1728. ))
  1729. return false;
  1730. // Skill blocking.
  1731. if (
  1732. (sc->getSCE(SC_VOLCANO) && skill_id == WZ_ICEWALL) ||
  1733. #ifndef RENEWAL
  1734. (sc->getSCE(SC_ROKISWEIL) && skill_id != BD_ADAPTATION) ||
  1735. #endif
  1736. (sc->getSCE(SC_HERMODE) && skill_get_inf(skill_id) & INF_SUPPORT_SKILL) ||
  1737. (sc->getSCE(SC_NOCHAT) && sc->getSCE(SC_NOCHAT)->val1&MANNER_NOSKILL)
  1738. )
  1739. return false;
  1740. }
  1741. if (sc->option) {
  1742. if ((sc->option&OPTION_HIDE) && src->type == BL_PC && (skill_id == 0 || !skill_get_inf2(skill_id, INF2_ALLOWWHENHIDDEN))) {
  1743. // Non players can use all skills while hidden.
  1744. return false;
  1745. }
  1746. if (sc->option&OPTION_CHASEWALK && skill_id != ST_CHASEWALK)
  1747. return false;
  1748. }
  1749. }
  1750. if (target == nullptr || target == src) // No further checking needed.
  1751. return true;
  1752. if (tsc && tsc->count) {
  1753. /**
  1754. * Attacks in invincible are capped to 1 damage and handled in battle.cpp.
  1755. * Allow spell break and eske for sealed shrine GDB when in INVINCIBLE state.
  1756. **/
  1757. if( tsc->getSCE(SC_INVINCIBLE) && !tsc->getSCE(SC_INVINCIBLEOFF) && skill_id && !(skill_id&(SA_SPELLBREAKER|SL_SKE)) )
  1758. return false;
  1759. if(!skill_id && tsc->getSCE(SC_TRICKDEAD))
  1760. return false;
  1761. if((skill_id == WZ_STORMGUST || skill_id == WZ_FROSTNOVA || skill_id == NJ_HYOUSYOURAKU || skill_id == NPC_STORMGUST2)
  1762. && tsc->getSCE(SC_FREEZE))
  1763. return false;
  1764. if(skill_id == PR_LEXAETERNA && (tsc->getSCE(SC_FREEZE) || tsc->getSCE(SC_STONE)))
  1765. return false;
  1766. if (tsc->getSCE(SC__MANHOLE) && !skill_get_inf2(skill_id, INF2_TARGETMANHOLE))
  1767. return false;
  1768. }
  1769. // If targetting, cloak+hide protect you, otherwise only hiding does.
  1770. hide_flag = flag?OPTION_HIDE:(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK);
  1771. // Skill that can hit hidden target
  1772. if( skill_get_inf2(skill_id, INF2_TARGETHIDDEN) )
  1773. hide_flag &= ~OPTION_HIDE;
  1774. switch( target->type ) {
  1775. case BL_PC: {
  1776. map_session_data *tsd = (TBL_PC*)target;
  1777. bool is_boss = (src && status_get_class_(src) == CLASS_BOSS);
  1778. bool is_detect = status_has_mode(status,MD_DETECTOR);
  1779. if (pc_isinvisible(tsd))
  1780. return false;
  1781. if (tsc) {
  1782. if ((tsc->option&hide_flag) && !is_boss && (tsd->special_state.perfect_hiding || !is_detect))
  1783. return false;
  1784. if ((tsc->getSCE(SC_CLOAKINGEXCEED) || tsc->getSCE(SC_NEWMOON)) && !is_boss && (tsd->special_state.perfect_hiding || is_detect))
  1785. return false; // Works against insect and demon but not against bosses
  1786. if (tsc->getSCE(SC__FEINTBOMB) && (is_boss || is_detect))
  1787. return false; // Works against all
  1788. if ((tsc->getSCE(SC_CAMOUFLAGE) || tsc->getSCE(SC_STEALTHFIELD) || tsc->getSCE(SC_SUHIDE)) && !(is_boss || is_detect) && (!skill_id || (!flag && src)))
  1789. return false; // Insect, demon, and boss can detect
  1790. }
  1791. }
  1792. break;
  1793. case BL_ITEM: // Allow targetting of items to pick'em up (or in the case of mobs, to loot them).
  1794. // !TODO: Would be nice if this could be used to judge whether the player can or not pick up the item it targets. [Skotlex]
  1795. if (status_has_mode(status,MD_LOOTER))
  1796. return true;
  1797. return false;
  1798. case BL_HOM:
  1799. case BL_MER:
  1800. case BL_ELEM:
  1801. 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 )
  1802. return false; // Can't use support skills on Homunculus (only Master/Self)
  1803. if( target->type == BL_MER && (skill_id == PR_ASPERSIO || (skill_id >= SA_FLAMELAUNCHER && skill_id <= SA_SEISMICWEAPON)) && battle_get_master(target) != src )
  1804. return false; // Can't use Weapon endow skills on Mercenary (only Master)
  1805. if( skill_id == AM_POTIONPITCHER && ( target->type == BL_MER || target->type == BL_ELEM) )
  1806. return false; // Can't use Potion Pitcher on Mercenaries
  1807. if (tsc && tsc->getSCE(SC_ELEMENTAL_VEIL) && !(src && status_get_class_(src) == CLASS_BOSS) && !status_has_mode(status, MD_DETECTOR))
  1808. return false;
  1809. [[fallthrough]];
  1810. default:
  1811. // Check for chase-walk/hiding/cloaking opponents.
  1812. if( tsc ) {
  1813. if( tsc->option&hide_flag && !status_has_mode(status,MD_DETECTOR))
  1814. return false;
  1815. }
  1816. }
  1817. return true;
  1818. }
  1819. /**
  1820. * Checks whether the src can see the target
  1821. * @param src: Object using skill on target [PC|MOB|PET|HOM|MER|ELEM]
  1822. * @param target: Object being targeted by src [PC|MOB|HOM|MER|ELEM]
  1823. * @return src can see (1) or target is invisible (0)
  1824. * @author [Skotlex]
  1825. */
  1826. int status_check_visibility(struct block_list *src, struct block_list *target)
  1827. {
  1828. int view_range;
  1829. struct status_data* status = status_get_status_data(src);
  1830. status_change* tsc = status_get_sc(target);
  1831. switch (src->type) {
  1832. case BL_MOB:
  1833. view_range = ((TBL_MOB*)src)->min_chase;
  1834. break;
  1835. case BL_PET:
  1836. view_range = ((TBL_PET*)src)->db->range2;
  1837. break;
  1838. default:
  1839. view_range = AREA_SIZE;
  1840. }
  1841. if (src->m != target->m || !check_distance_bl(src, target, view_range))
  1842. return 0;
  1843. if ( src->type == BL_NPC) // NPCs don't care for the rest
  1844. return 1;
  1845. if (tsc) {
  1846. bool is_boss = (status_get_class_(src) == CLASS_BOSS);
  1847. bool is_detector = status_has_mode(status,MD_DETECTOR);
  1848. switch (target->type) { // Check for chase-walk/hiding/cloaking opponents.
  1849. case BL_PC: {
  1850. map_session_data *tsd = (TBL_PC*)target;
  1851. if (((tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK)) || tsc->getSCE(SC_CAMOUFLAGE) || tsc->getSCE(SC_STEALTHFIELD) || tsc->getSCE(SC_SUHIDE)) && !is_boss && (tsd->special_state.perfect_hiding || !is_detector))
  1852. return 0;
  1853. if ((tsc->getSCE(SC_CLOAKINGEXCEED) || tsc->getSCE(SC_NEWMOON)) && !is_boss && ((tsd && tsd->special_state.perfect_hiding) || is_detector))
  1854. return 0;
  1855. if (tsc->getSCE(SC__FEINTBOMB) && !is_boss && !is_detector)
  1856. return 0;
  1857. }
  1858. break;
  1859. case BL_ELEM:
  1860. if (tsc->getSCE(SC_ELEMENTAL_VEIL) && !is_boss && !is_detector)
  1861. return 0;
  1862. break;
  1863. default:
  1864. if (((tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK)) || tsc->getSCE(SC_CAMOUFLAGE) || tsc->getSCE(SC_STEALTHFIELD) || tsc->getSCE(SC_SUHIDE)) && !is_boss && !is_detector)
  1865. return 0;
  1866. }
  1867. }
  1868. return 1;
  1869. }
  1870. /**
  1871. * Base ASPD value taken from the job tables
  1872. * @param sd: Player object
  1873. * @param status: Player status
  1874. * @return base amotion after single/dual weapon and shield adjustments [RENEWAL]
  1875. * base amotion after single/dual weapon and stats adjustments [PRE-RENEWAL]
  1876. */
  1877. int status_base_amotion_pc(map_session_data* sd, struct status_data* status)
  1878. {
  1879. std::shared_ptr<s_job_info> job = job_db.find(sd->status.class_);
  1880. if (job == nullptr)
  1881. return 2000;
  1882. int amotion;
  1883. #ifdef RENEWAL_ASPD
  1884. int16 skill_lv, val = 0;
  1885. float temp_aspd = 0;
  1886. amotion = job->aspd_base[sd->weapontype1]; // Single weapon
  1887. if (sd->status.shield)
  1888. amotion += job->aspd_base[MAX_WEAPON_TYPE];
  1889. else if (sd->weapontype2 != W_FIST && sd->equip_index[EQI_HAND_R] != sd->equip_index[EQI_HAND_L])
  1890. amotion += job->aspd_base[sd->weapontype2] / 4; // Dual-wield
  1891. switch(sd->status.weapon) {
  1892. case W_BOW:
  1893. case W_MUSICAL:
  1894. case W_WHIP:
  1895. case W_REVOLVER:
  1896. case W_RIFLE:
  1897. case W_GATLING:
  1898. case W_SHOTGUN:
  1899. case W_GRENADE:
  1900. temp_aspd = status->dex * status->dex / 7.0f + status->agi * status->agi * 0.5f;
  1901. break;
  1902. default:
  1903. temp_aspd = status->dex * status->dex / 5.0f + status->agi * status->agi * 0.5f;
  1904. break;
  1905. }
  1906. temp_aspd = (float)(sqrt(temp_aspd) * 0.25f) + 0xc4;
  1907. if ((skill_lv = pc_checkskill(sd,SA_ADVANCEDBOOK)) > 0 && sd->status.weapon == W_BOOK)
  1908. val += (skill_lv - 1) / 2 + 1;
  1909. if ((skill_lv = pc_checkskill(sd, SG_DEVIL)) > 0 && ((sd->class_&MAPID_THIRDMASK) == MAPID_STAR_EMPEROR || pc_is_maxjoblv(sd)))
  1910. val += 1 + skill_lv;
  1911. if ((skill_lv = pc_checkskill(sd,GS_SINGLEACTION)) > 0 && (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE))
  1912. val += ((skill_lv + 1) / 2);
  1913. if (pc_isriding(sd))
  1914. val -= 50 - 10 * pc_checkskill(sd, KN_CAVALIERMASTERY);
  1915. else if (pc_isridingdragon(sd))
  1916. val -= 25 - 5 * pc_checkskill(sd, RK_DRAGONTRAINING);
  1917. amotion = ((int)(temp_aspd + ((float)(status_calc_aspd(&sd->bl, &sd->sc, true) + val) * status->agi / 200)) - min(amotion, 200));
  1918. #else
  1919. // Angra Manyu disregards aspd_base and similar
  1920. if (pc_checkequip2(sd, ITEMID_ANGRA_MANYU, EQI_ACC_L, EQI_MAX))
  1921. return 0;
  1922. // Base weapon delay
  1923. amotion = (sd->status.weapon < MAX_WEAPON_TYPE)
  1924. ? (job->aspd_base[sd->status.weapon]) // Single weapon
  1925. : (job->aspd_base[sd->weapontype1] + job->aspd_base[sd->weapontype2]) * 7 / 10; // Dual-wield
  1926. // Percentual delay reduction from stats
  1927. amotion -= amotion * (4 * status->agi + status->dex) / 1000;
  1928. // Raw delay adjustment from bAspd bonus
  1929. amotion += sd->bonus.aspd_add;
  1930. #endif
  1931. return amotion;
  1932. }
  1933. /**
  1934. * Base attack value calculated for units
  1935. * @param bl: Object to get attack for [BL_CHAR|BL_NPC]
  1936. * @param status: Object status
  1937. * @return base attack
  1938. */
  1939. unsigned short status_base_atk(const struct block_list *bl, const struct status_data *status, int level)
  1940. {
  1941. int flag = 0, str, dex, dstr;
  1942. #ifdef RENEWAL
  1943. if (!(bl->type&battle_config.enable_baseatk_renewal))
  1944. return 0;
  1945. #else
  1946. if (!(bl->type&battle_config.enable_baseatk))
  1947. return 0;
  1948. #endif
  1949. if (bl->type == BL_PC)
  1950. switch(((TBL_PC*)bl)->status.weapon) {
  1951. case W_BOW:
  1952. case W_MUSICAL:
  1953. case W_WHIP:
  1954. case W_REVOLVER:
  1955. case W_RIFLE:
  1956. case W_GATLING:
  1957. case W_SHOTGUN:
  1958. case W_GRENADE:
  1959. flag = 1;
  1960. }
  1961. if (flag) {
  1962. #ifdef RENEWAL
  1963. dstr =
  1964. #endif
  1965. str = status->dex;
  1966. dex = status->str;
  1967. } else {
  1968. #ifdef RENEWAL
  1969. dstr =
  1970. #endif
  1971. str = status->str;
  1972. dex = status->dex;
  1973. }
  1974. /** [Skotlex]
  1975. * Normally only players have base-atk, but homunc have a different batk
  1976. * equation, hinting that perhaps non-players should use this for batk.
  1977. **/
  1978. switch (bl->type) {
  1979. case BL_HOM:
  1980. #ifdef RENEWAL
  1981. str = 2 * level + status_get_homstr(bl);
  1982. #else
  1983. dstr = str / 10;
  1984. str += dstr*dstr;
  1985. #endif
  1986. break;
  1987. case BL_PC:
  1988. #ifdef RENEWAL
  1989. str = (dstr * 10 + dex * 10 / 5 + status->luk * 10 / 3 + level * 10 / 4) / 10 + 5 * status->pow;
  1990. #else
  1991. dstr = str / 10;
  1992. str += dstr*dstr;
  1993. str += dex / 5 + status->luk / 5;
  1994. #endif
  1995. break;
  1996. default:// Others
  1997. #ifdef RENEWAL
  1998. str = dstr + level;
  1999. #else
  2000. dstr = str / 10;
  2001. str += dstr*dstr;
  2002. str += dex / 5 + status->luk / 5;
  2003. #endif
  2004. break;
  2005. }
  2006. return cap_value(str, 0, USHRT_MAX);
  2007. }
  2008. #ifdef RENEWAL
  2009. /**
  2010. * Weapon attack value calculated for Players
  2011. * @param wa: Weapon attack
  2012. * @param status: Player status
  2013. * @return weapon attack
  2014. */
  2015. unsigned int status_weapon_atk(weapon_atk &wa)
  2016. {
  2017. return wa.atk + wa.atk2;
  2018. }
  2019. #endif
  2020. #ifndef RENEWAL
  2021. unsigned short status_base_matk_min(const struct status_data* status) { return status->int_ + (status->int_ / 7) * (status->int_ / 7); }
  2022. unsigned short status_base_matk_max(const struct status_data* status) { return status->int_ + (status->int_ / 5) * (status->int_ / 5); }
  2023. #else
  2024. /*
  2025. * Calculates minimum attack variance 80% from db's ATK1 for non BL_PC
  2026. * status->batk (base attack) will be added in battle_calc_base_damage
  2027. */
  2028. unsigned short status_base_atk_min(struct block_list *bl, const struct status_data* status, int level)
  2029. {
  2030. switch (bl->type) {
  2031. case BL_PET:
  2032. case BL_MOB:
  2033. case BL_MER:
  2034. case BL_ELEM:
  2035. return status->rhw.atk * 80 / 100;
  2036. case BL_HOM:
  2037. return (status_get_homstr(bl) + status_get_homdex(bl)) / 5;
  2038. default:
  2039. return status->rhw.atk;
  2040. }
  2041. }
  2042. /*
  2043. * Calculates maximum attack variance 120% from db's ATK1 for non BL_PC
  2044. * status->batk (base attack) will be added in battle_calc_base_damage
  2045. */
  2046. unsigned short status_base_atk_max(struct block_list *bl, const struct status_data* status, int level)
  2047. {
  2048. switch (bl->type) {
  2049. case BL_PET:
  2050. case BL_MOB:
  2051. case BL_MER:
  2052. case BL_ELEM:
  2053. return status->rhw.atk * 120 / 100;
  2054. case BL_HOM:
  2055. return (status_get_homluk(bl) + status_get_homstr(bl) + status_get_homdex(bl)) / 3;
  2056. default:
  2057. return status->rhw.atk2;
  2058. }
  2059. }
  2060. /*
  2061. * Calculates minimum magic attack
  2062. */
  2063. unsigned short status_base_matk_min(struct block_list *bl, const struct status_data* status, int level)
  2064. {
  2065. switch (bl->type) {
  2066. case BL_PET:
  2067. case BL_MOB:
  2068. case BL_MER:
  2069. case BL_ELEM:
  2070. return status->int_ + level + status->rhw.matk * 70 / 100;
  2071. case BL_HOM:
  2072. return status_get_homint(bl) + level + (status_get_homint(bl) + status_get_homdex(bl)) / 5;
  2073. case BL_PC:
  2074. default:
  2075. return status->int_ + (status->int_ / 2) + (status->dex / 5) + (status->luk / 3) + (level / 4) + 5 * status->spl;
  2076. }
  2077. }
  2078. /*
  2079. * Calculates maximum magic attack
  2080. */
  2081. unsigned short status_base_matk_max(struct block_list *bl, const struct status_data* status, int level)
  2082. {
  2083. switch (bl->type) {
  2084. case BL_PET:
  2085. case BL_MOB:
  2086. case BL_MER:
  2087. case BL_ELEM:
  2088. return status->int_ + level + status->rhw.matk * 130 / 100;
  2089. case BL_HOM:
  2090. return status_get_homint(bl) + level + (status_get_homluk(bl) + status_get_homint(bl) + status_get_homdex(bl)) / 3;
  2091. case BL_PC:
  2092. default:
  2093. return status->int_ + (status->int_ / 2) + (status->dex / 5) + (status->luk / 3) + (level / 4) + 5 * status->spl;
  2094. }
  2095. }
  2096. #endif
  2097. /**
  2098. * Fills in the misc data that can be calculated from the other status info (except for level)
  2099. * @param bl: Object to calculate status on [PC|MOB|PET|HOM|MERC|ELEM]
  2100. * @param status: Player status
  2101. */
  2102. void status_calc_misc(struct block_list *bl, struct status_data *status, int level)
  2103. {
  2104. int stat;
  2105. // Non players get the value set, players need to stack with previous bonuses.
  2106. if( bl->type != BL_PC ){
  2107. status->batk =
  2108. status->hit = status->flee =
  2109. status->def2 = status->mdef2 =
  2110. status->cri = status->flee2 =
  2111. status->patk = status->smatk =
  2112. status->hplus = status->crate = 0;
  2113. if (bl->type != BL_MOB) // BL_MOB has values set when loading mob_db
  2114. status->res = status->mres = 0;
  2115. }
  2116. #ifdef RENEWAL // Renewal formulas
  2117. if (bl->type == BL_HOM) {
  2118. // Def2
  2119. stat = status_get_homvit(bl) + status_get_homagi(bl) / 2;
  2120. status->def2 = cap_value(stat, 0, SHRT_MAX);
  2121. // Mdef2
  2122. stat = (status_get_homvit(bl) + status_get_homint(bl)) / 2;
  2123. status->mdef2 = cap_value(stat, 0, SHRT_MAX);
  2124. // Def
  2125. stat = status->def;
  2126. stat += status_get_homvit(bl) + level / 2;
  2127. status->def = cap_value(stat, 0, SHRT_MAX);
  2128. // Mdef
  2129. stat = (int)(((float)status_get_homvit(bl) + level) / 4 + (float)status_get_homint(bl) / 2);
  2130. status->mdef = cap_value(stat, 0, SHRT_MAX);
  2131. // Hit
  2132. stat = level + status->dex + 150;
  2133. status->hit = cap_value(stat, 1, SHRT_MAX);
  2134. // Flee
  2135. stat = level + status_get_homagi(bl);
  2136. status->flee = cap_value(stat, 1, SHRT_MAX);
  2137. } else {
  2138. // Hit
  2139. stat = status->hit;
  2140. 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
  2141. stat += 2 * status->con;
  2142. status->hit = cap_value(stat, 1, SHRT_MAX);
  2143. // Flee
  2144. stat = status->flee;
  2145. 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
  2146. stat += 2 * status->con;
  2147. status->flee = cap_value(stat, 1, SHRT_MAX);
  2148. // Def2
  2149. if (bl->type == BL_MER)
  2150. stat = (int)(status->vit + ((float)level / 10) + ((float)status->vit / 5));
  2151. else {
  2152. stat = status->def2;
  2153. 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)
  2154. }
  2155. status->def2 = cap_value(stat, 0, SHRT_MAX);
  2156. // Mdef2
  2157. if (bl->type == BL_MER)
  2158. stat = (int)(((float)level / 10) + ((float)status->int_ / 5));
  2159. else {
  2160. stat = status->mdef2;
  2161. 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)
  2162. }
  2163. status->mdef2 = cap_value(stat, 0, SHRT_MAX);
  2164. // PAtk
  2165. stat = status->patk;
  2166. stat += status->pow / 3 + status->con / 5;
  2167. status->patk = cap_value(stat, 0, SHRT_MAX);
  2168. // SMatk
  2169. stat = status->smatk;
  2170. stat += status->spl / 3 + status->con / 5;
  2171. status->smatk = cap_value(stat, 0, SHRT_MAX);
  2172. // Res
  2173. stat = status->res;
  2174. stat += status->sta + status->sta / 3 * 5;
  2175. status->res = cap_value(stat, 0, SHRT_MAX);
  2176. // Mres
  2177. stat = status->mres;
  2178. stat += status->wis + status->wis / 3 * 5;
  2179. status->mres = cap_value(stat, 0, SHRT_MAX);
  2180. // HPlus
  2181. stat = status->hplus;
  2182. stat += status->crt;
  2183. status->hplus = cap_value(stat, 0, SHRT_MAX);
  2184. // CRate
  2185. stat = status->crate;
  2186. stat += status->crt / 3;
  2187. status->crate = cap_value(stat, 0, SHRT_MAX);
  2188. }
  2189. // ATK
  2190. if (bl->type != BL_PC) {
  2191. status->rhw.atk2 = status_base_atk_max(bl, status, level);
  2192. status->rhw.atk = status_base_atk_min(bl, status, level);
  2193. }
  2194. // MAtk
  2195. status->matk_min = status_base_matk_min(bl, status, level);
  2196. status->matk_max = status_base_matk_max(bl, status, level);
  2197. #else
  2198. // Matk
  2199. status->matk_min = status_base_matk_min(status);
  2200. status->matk_max = status_base_matk_max(status);
  2201. // Hit
  2202. stat = status->hit;
  2203. stat += level + status->dex;
  2204. status->hit = cap_value(stat, 1, SHRT_MAX);
  2205. // Flee
  2206. stat = status->flee;
  2207. stat += level + status->agi;
  2208. status->flee = cap_value(stat, 1, SHRT_MAX);
  2209. // Def2
  2210. stat = status->def2;
  2211. stat += status->vit;
  2212. status->def2 = cap_value(stat, 0, SHRT_MAX);
  2213. // Mdef2
  2214. stat = status->mdef2;
  2215. stat += status->int_ + (status->vit / 2);
  2216. status->mdef2 = cap_value(stat, 0, SHRT_MAX);
  2217. #endif
  2218. //Critical
  2219. if( bl->type&battle_config.enable_critical ) {
  2220. stat = status->cri;
  2221. #ifdef RENEWAL
  2222. stat += (level / 10); // (every 10 BaseLevel = +0.1 critical)
  2223. stat += 10 + (status->luk*3); // (every 1 luk = +0.3 critical)
  2224. #else
  2225. stat += 10 + (status->luk*10/3); // (every 1 luk = +0.3 critical)
  2226. #endif
  2227. status->cri = cap_value(stat, 1, SHRT_MAX);
  2228. } else
  2229. status->cri = 0;
  2230. if (bl->type&battle_config.enable_perfect_flee) {
  2231. stat = status->flee2;
  2232. stat += status->luk + 10; // (every 10 luk = +1 perfect flee)
  2233. status->flee2 = cap_value(stat, 0, SHRT_MAX);
  2234. } else
  2235. status->flee2 = 0;
  2236. if (status->batk) {
  2237. int temp = status->batk + status_base_atk(bl, status, level);
  2238. status->batk = cap_value(temp, 0, USHRT_MAX);
  2239. } else
  2240. status->batk = status_base_atk(bl, status, level);
  2241. if (status->cri) {
  2242. switch (bl->type) {
  2243. case BL_MOB:
  2244. if(battle_config.mob_critical_rate != 100)
  2245. status->cri = cap_value(status->cri*battle_config.mob_critical_rate/100,1,SHRT_MAX);
  2246. if(!status->cri && battle_config.mob_critical_rate)
  2247. status->cri = 10;
  2248. break;
  2249. case BL_PC:
  2250. // Players don't have a critical adjustment setting as of yet.
  2251. break;
  2252. default:
  2253. if(battle_config.critical_rate != 100)
  2254. status->cri = cap_value(status->cri*battle_config.critical_rate/100,1,SHRT_MAX);
  2255. if (!status->cri && battle_config.critical_rate)
  2256. status->cri = 10;
  2257. }
  2258. }
  2259. if(bl->type&BL_REGEN)
  2260. status_calc_regen(bl, status, status_get_regen_data(bl));
  2261. }
  2262. /**
  2263. * Calculates the initial status for the given mob
  2264. * @param md: Mob object
  2265. * @param opt: Whether or not it is the first calculation
  2266. This will only be false when a mob levels up (Regular and WoE Guardians)
  2267. * @return 1 for calculated special statuses or 0 for none
  2268. * @author [Skotlex]
  2269. */
  2270. int status_calc_mob_(struct mob_data* md, uint8 opt)
  2271. {
  2272. struct status_data *status;
  2273. struct block_list *mbl = NULL;
  2274. int flag=0;
  2275. if (opt&SCO_FIRST) { // Set basic level on respawn.
  2276. if (md->level > 0 && md->level <= MAX_LEVEL && md->level != md->db->lv)
  2277. ;
  2278. else
  2279. md->level = md->db->lv;
  2280. md->damagetaken = md->db->damagetaken;
  2281. }
  2282. // Check if we need custom base-status
  2283. if (battle_config.mobs_level_up && md->level > md->db->lv)
  2284. flag|=1;
  2285. if (md->special_state.size)
  2286. flag|=2;
  2287. if (md->guardian_data && md->guardian_data->guardup_lv)
  2288. flag|=4;
  2289. if (md->mob_id == MOBID_EMPERIUM)
  2290. flag|=4;
  2291. if (battle_config.slaves_inherit_speed && md->master_id)
  2292. flag|=8;
  2293. if (md->master_id && md->special_state.ai>AI_ATTACK)
  2294. flag|=16;
  2295. if (md->master_id && battle_config.slaves_inherit_mode)
  2296. flag |= 32;
  2297. if (!flag) { // No special status required.
  2298. if (md->base_status) {
  2299. aFree(md->base_status);
  2300. md->base_status = NULL;
  2301. }
  2302. if (opt&SCO_FIRST)
  2303. memcpy(&md->status, &md->db->status, sizeof(struct status_data));
  2304. return 0;
  2305. }
  2306. if (!md->base_status)
  2307. md->base_status = (struct status_data*)aCalloc(1, sizeof(struct status_data));
  2308. status = md->base_status;
  2309. memcpy(status, &md->db->status, sizeof(struct status_data));
  2310. if (flag&(8|16))
  2311. mbl = map_id2bl(md->master_id);
  2312. if (flag&8 && mbl) {
  2313. struct status_data *mstatus = status_get_base_status(mbl);
  2314. if (mstatus &&
  2315. battle_config.slaves_inherit_speed&(status_has_mode(mstatus,MD_CANMOVE)?1:2))
  2316. status->speed = mstatus->speed;
  2317. if( status->speed < 2 ) // Minimum for the unit to function properly
  2318. status->speed = 2;
  2319. }
  2320. if (flag&32)
  2321. status_calc_slave_mode(md, map_id2md(md->master_id));
  2322. if (flag&1) { // Increase from mobs leveling up [Valaris]
  2323. int diff = md->level - md->db->lv;
  2324. status->str += diff;
  2325. status->agi += diff;
  2326. status->vit += diff;
  2327. status->int_ += diff;
  2328. status->dex += diff;
  2329. status->luk += diff;
  2330. status->max_hp += diff * status->vit;
  2331. status->max_sp += diff * status->int_;
  2332. status->hp = status->max_hp;
  2333. status->sp = status->max_sp;
  2334. status->speed -= cap_value(diff, 0, status->speed - 10);
  2335. }
  2336. if (flag&2 && battle_config.mob_size_influence) { // Change for sized monsters [Valaris]
  2337. if (md->special_state.size == SZ_MEDIUM) {
  2338. status->max_hp /= 2;
  2339. status->max_sp /= 2;
  2340. if (!status->max_hp) status->max_hp = 1;
  2341. if (!status->max_sp) status->max_sp = 1;
  2342. status->hp = status->max_hp;
  2343. status->sp = status->max_sp;
  2344. status->str /= 2;
  2345. status->agi /= 2;
  2346. status->vit /= 2;
  2347. status->int_ /= 2;
  2348. status->dex /= 2;
  2349. status->luk /= 2;
  2350. if (!status->str) status->str = 1;
  2351. if (!status->agi) status->agi = 1;
  2352. if (!status->vit) status->vit = 1;
  2353. if (!status->int_) status->int_ = 1;
  2354. if (!status->dex) status->dex = 1;
  2355. if (!status->luk) status->luk = 1;
  2356. } else if (md->special_state.size == SZ_BIG) {
  2357. status->max_hp *= 2;
  2358. status->max_sp *= 2;
  2359. status->hp = status->max_hp;
  2360. status->sp = status->max_sp;
  2361. status->str *= 2;
  2362. status->agi *= 2;
  2363. status->vit *= 2;
  2364. status->int_ *= 2;
  2365. status->dex *= 2;
  2366. status->luk *= 2;
  2367. }
  2368. }
  2369. status_calc_misc(&md->bl, status, md->level);
  2370. if(flag&4) { // Strengthen Guardians - custom value +10% / lv
  2371. struct map_data *mapdata = map_getmapdata(md->bl.m);
  2372. std::shared_ptr<guild_castle> gc = castle_db.mapname2gc(mapdata->name);
  2373. if (gc == nullptr)
  2374. ShowError("status_calc_mob: No castle set at map %s\n", mapdata->name);
  2375. else if(gc->castle_id < 24 || md->mob_id == MOBID_EMPERIUM) {
  2376. #ifdef RENEWAL
  2377. status->max_hp += 50 * (gc->defense / 5);
  2378. #else
  2379. status->max_hp += 1000 * gc->defense;
  2380. #endif
  2381. status->hp = status->max_hp;
  2382. status->def += (gc->defense+2)/3;
  2383. status->mdef += (gc->defense+2)/3;
  2384. }
  2385. if(md->mob_id != MOBID_EMPERIUM) {
  2386. status->max_hp += 1000 * gc->defense;
  2387. status->hp = status->max_hp;
  2388. status->batk += 2 * md->guardian_data->guardup_lv + 8;
  2389. status->rhw.atk += 2 * md->guardian_data->guardup_lv + 8;
  2390. status->rhw.atk2 += 2 * md->guardian_data->guardup_lv + 8;
  2391. status->aspd_rate -= 2 * md->guardian_data->guardup_lv + 3;
  2392. }
  2393. }
  2394. if (flag&16 && mbl) { // Max HP setting from Summon Flora/marine Sphere
  2395. struct unit_data *ud = unit_bl2ud(mbl);
  2396. // Remove special AI when this is used by regular mobs.
  2397. if (mbl->type == BL_MOB && !((TBL_MOB*)mbl)->special_state.ai)
  2398. md->special_state.ai = AI_NONE;
  2399. if (ud) {
  2400. // Different levels of HP according to skill level
  2401. if(!ud->skill_id) // !FIXME: We lost the unit data for magic decoy in somewhere before this
  2402. ud->skill_id = ((TBL_PC*)mbl)->menuskill_id;
  2403. switch(ud->skill_id) {
  2404. case AM_SPHEREMINE:
  2405. status->max_hp = 2000 + 400*ud->skill_lv;
  2406. break;
  2407. case KO_ZANZOU:
  2408. status->max_hp = 3000 + 3000 * ud->skill_lv;
  2409. break;
  2410. case AM_CANNIBALIZE:
  2411. status->max_hp = 1500 + 200*ud->skill_lv + 10*status_get_lv(mbl);
  2412. status->mode = static_cast<e_mode>(status->mode|MD_CANATTACK|MD_AGGRESSIVE);
  2413. break;
  2414. case MH_SUMMON_LEGION:
  2415. {
  2416. int homblvl = status_get_lv(mbl);
  2417. status->max_hp = 10 * (100 * (ud->skill_lv + 2) + homblvl);
  2418. status->batk = 100 * (ud->skill_lv+5) / 2;
  2419. status->def = 10 * (100 * (ud->skill_lv+2) + homblvl);
  2420. // status->aspd_rate = 10 * (2 * (20 - ud->skill_lv) - homblvl/10);
  2421. // status->aspd_rate = max(100,status->aspd_rate);
  2422. break;
  2423. }
  2424. case NC_SILVERSNIPER:
  2425. {
  2426. struct status_data *mstatus = status_get_status_data(mbl);
  2427. if(!mstatus)
  2428. break;
  2429. status->max_hp = (1000 * ud->skill_lv) + (mstatus->hp / 3) + (status_get_lv(mbl) * 12);
  2430. status->batk = 200 * ud->skill_lv;
  2431. break;
  2432. }
  2433. case NC_MAGICDECOY:
  2434. {
  2435. struct status_data *mstatus = status_get_status_data(mbl);
  2436. if(!mstatus)
  2437. break;
  2438. status->max_hp = (1000 * ((TBL_PC*)mbl)->menuskill_val) + (mstatus->sp * 4) + (status_get_lv(mbl) * 12);
  2439. status->matk_min = status->matk_max = 250 + 50*((TBL_PC*)mbl)->menuskill_val;
  2440. break;
  2441. }
  2442. case MT_SUMMON_ABR_BATTLE_WARIOR:
  2443. case MT_SUMMON_ABR_DUAL_CANNON:
  2444. case MT_SUMMON_ABR_MOTHER_NET:
  2445. case MT_SUMMON_ABR_INFINITY: {
  2446. map_session_data *msd = BL_CAST(BL_PC, mbl);
  2447. status_data *mstatus = status_get_status_data(mbl);
  2448. if (msd == nullptr || mstatus == nullptr)
  2449. break;
  2450. uint8 abr_mastery = pc_checkskill(msd, MT_ABR_M);
  2451. // Custom formulas for ABR's.
  2452. // Its unknown how the summoner's stats affects the ABR's stats.
  2453. // I decided to do something similar to elementals for now until I know.
  2454. // Also added hit increase from ABR-Mastery for balance reasons. [Rytech]
  2455. status->max_hp = ( 5000 + 40000 * abr_mastery ) * mstatus->vit / 100;
  2456. status->rhw.atk = ( 2 * mstatus->batk + 200 + 600 * abr_mastery ) * 70 / 100;
  2457. status->rhw.atk2 = 2 * mstatus->batk + 200 + 600 * abr_mastery;
  2458. status->def = mstatus->def + 20 * abr_mastery;
  2459. status->mdef = mstatus->mdef + 4 * abr_mastery;
  2460. status->hit = mstatus->hit + 5 * abr_mastery / 2;
  2461. status->flee = mstatus->flee + 10 * abr_mastery;
  2462. status->speed = mstatus->speed;
  2463. // The Infinity ABR appears to have a much higher attack then other
  2464. // ABR's and im guessing has a much higher MaxHP due to it being a AP
  2465. // costing summon. [Rytech]
  2466. if (ud->skill_id == MT_SUMMON_ABR_INFINITY) {
  2467. status->max_hp += 20000;
  2468. status->rhw.atk += 1400; // 70% of 2000
  2469. status->rhw.atk2 += 2000;
  2470. }
  2471. }
  2472. break;
  2473. case BO_WOODENWARRIOR:
  2474. case BO_WOODEN_FAIRY:
  2475. case BO_CREEPER:
  2476. case BO_HELLTREE: {
  2477. map_session_data *msd = BL_CAST(BL_PC, mbl);
  2478. status_data *mstatus = status_get_status_data(mbl);
  2479. if (msd == nullptr || mstatus == nullptr)
  2480. break;
  2481. uint8 bionic_mastery = pc_checkskill(msd, BO_BIONICS_M);
  2482. // Custom formulas for bionic's.
  2483. // Its unknown how the summoner's stats affects the bionic's stats.
  2484. // I decided to do something similar to elementals for now until I know.
  2485. // Also added hit increase from Bionic-Mastery for balance reasons. [Rytech]
  2486. status->max_hp = (5000 + 40000 * bionic_mastery) * mstatus->vit / 100;
  2487. //status->max_sp = (50 + 20 * bionic_mastery) * mstatus->int_ / 100;// Wait what??? Bionic Mastery increases MaxSP? They have SP???
  2488. status->rhw.atk = (2 * mstatus->batk + 600 * bionic_mastery) * 70 / 100;
  2489. status->rhw.atk2 = 2 * mstatus->batk + 600 * bionic_mastery;
  2490. status->def = mstatus->def + 20 * bionic_mastery;
  2491. status->mdef = mstatus->mdef + 4 * bionic_mastery;
  2492. status->hit = mstatus->hit + 5 * bionic_mastery / 2;
  2493. status->flee = mstatus->flee + 10 * bionic_mastery;
  2494. status->speed = mstatus->speed;
  2495. // The Hell Tree bionic appears to have a much higher attack then other
  2496. // bionic's and im guessing has a much higher MaxHP due to it being a AP
  2497. // costing summon. [Rytech]
  2498. if (ud->skill_id == BO_HELLTREE) {
  2499. status->max_hp += 20000;
  2500. status->rhw.atk += 1400; // 70% of 2000
  2501. status->rhw.atk2 += 2000;
  2502. }
  2503. }
  2504. break;
  2505. }
  2506. status->hp = status->max_hp;
  2507. }
  2508. }
  2509. if (opt&SCO_FIRST) // Initial battle status
  2510. memcpy(&md->status, status, sizeof(struct status_data));
  2511. return 1;
  2512. }
  2513. /**
  2514. * Calculates the stats of the given pet
  2515. * @param pd: Pet object
  2516. * @param opt: Whether or not it is the first calculation
  2517. This will only be false when a pet levels up
  2518. * @return 1
  2519. * @author [Skotlex]
  2520. */
  2521. void status_calc_pet_(struct pet_data *pd, uint8 opt)
  2522. {
  2523. nullpo_retv(pd);
  2524. if (opt&SCO_FIRST) {
  2525. memcpy(&pd->status, &pd->db->status, sizeof(struct status_data));
  2526. pd->status.mode = MD_CANMOVE; // Pets discard all modes, except walking
  2527. pd->status.class_ = CLASS_NORMAL;
  2528. pd->status.speed = pd->get_pet_walk_speed();
  2529. if(battle_config.pet_attack_support || battle_config.pet_damage_support) {
  2530. // Attack support requires the pet to be able to attack
  2531. pd->status.mode = static_cast<e_mode>(pd->status.mode|MD_CANATTACK);
  2532. }
  2533. }
  2534. if (battle_config.pet_lv_rate && pd->master) {
  2535. map_session_data *sd = pd->master;
  2536. int lv;
  2537. lv =sd->status.base_level*battle_config.pet_lv_rate/100;
  2538. if (lv < 0)
  2539. lv = 1;
  2540. if (lv != pd->pet.level || opt&SCO_FIRST) {
  2541. struct status_data *bstat = &pd->db->status, *status = &pd->status;
  2542. pd->pet.level = lv;
  2543. if (!(opt&SCO_FIRST)) // Lv Up animation
  2544. clif_misceffect(&pd->bl, 0);
  2545. status->rhw.atk = (bstat->rhw.atk*lv)/pd->db->lv;
  2546. status->rhw.atk2 = (bstat->rhw.atk2*lv)/pd->db->lv;
  2547. status->str = (bstat->str*lv)/pd->db->lv;
  2548. status->agi = (bstat->agi*lv)/pd->db->lv;
  2549. status->vit = (bstat->vit*lv)/pd->db->lv;
  2550. status->int_ = (bstat->int_*lv)/pd->db->lv;
  2551. status->dex = (bstat->dex*lv)/pd->db->lv;
  2552. status->luk = (bstat->luk*lv)/pd->db->lv;
  2553. status->rhw.atk = cap_value(status->rhw.atk, 1, battle_config.pet_max_atk1);
  2554. status->rhw.atk2 = cap_value(status->rhw.atk2, 2, battle_config.pet_max_atk2);
  2555. status->str = cap_value(status->str,1,battle_config.pet_max_stats);
  2556. status->agi = cap_value(status->agi,1,battle_config.pet_max_stats);
  2557. status->vit = cap_value(status->vit,1,battle_config.pet_max_stats);
  2558. status->int_= cap_value(status->int_,1,battle_config.pet_max_stats);
  2559. status->dex = cap_value(status->dex,1,battle_config.pet_max_stats);
  2560. status->luk = cap_value(status->luk,1,battle_config.pet_max_stats);
  2561. status_calc_misc(&pd->bl, &pd->status, lv);
  2562. if (!(opt&SCO_FIRST)) // Not done the first time because the pet is not visible yet
  2563. clif_send_petstatus(sd);
  2564. }
  2565. } else if (opt&SCO_FIRST) {
  2566. status_calc_misc(&pd->bl, &pd->status, pd->db->lv);
  2567. if (!battle_config.pet_lv_rate && pd->pet.level != pd->db->lv)
  2568. pd->pet.level = pd->db->lv;
  2569. }
  2570. // Support rate modifier (1000 = 100%)
  2571. pd->rate_fix = min(1000 * (pd->pet.intimate - battle_config.pet_support_min_friendly) / (1000 - battle_config.pet_support_min_friendly) + 500, USHRT_MAX);
  2572. pd->rate_fix = min(apply_rate(pd->rate_fix, battle_config.pet_support_rate), USHRT_MAX);
  2573. }
  2574. /**
  2575. * Get HP bonus modifiers
  2576. * @param bl: block_list that will be checked
  2577. * @param type: type of e_status_bonus (STATUS_BONUS_FIX or STATUS_BONUS_RATE)
  2578. * @return bonus: total bonus for HP
  2579. * @author [Cydh]
  2580. */
  2581. static int status_get_hpbonus(struct block_list *bl, enum e_status_bonus type) {
  2582. int bonus = 0;
  2583. if (type == STATUS_BONUS_FIX) {
  2584. status_change *sc = status_get_sc(bl);
  2585. //Only for BL_PC
  2586. if (bl->type == BL_PC) {
  2587. map_session_data *sd = map_id2sd(bl->id);
  2588. uint16 skill_lv;
  2589. bonus += sd->bonus.hp;
  2590. if ((skill_lv = pc_checkskill(sd,CR_TRUST)) > 0)
  2591. bonus += skill_lv * 200;
  2592. if (pc_checkskill(sd,SU_SPRITEMABLE) > 0)
  2593. bonus += 1000;
  2594. if (pc_checkskill(sd, SU_POWEROFSEA) > 0) {
  2595. bonus += 1000;
  2596. if (pc_checkskill_summoner(sd, SUMMONER_POWER_SEA) >= 20)
  2597. bonus += 3000;
  2598. }
  2599. if ((skill_lv = pc_checkskill(sd, NV_BREAKTHROUGH)) > 0)
  2600. bonus += 350 * skill_lv + (skill_lv > 4 ? 250 : 0);
  2601. if ((skill_lv = pc_checkskill(sd, NV_TRANSCENDENCE)) > 0)
  2602. bonus += 350 * skill_lv + (skill_lv > 4 ? 250 : 0);
  2603. #ifndef HP_SP_TABLES
  2604. if ((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.base_level >= 99)
  2605. bonus += 2000; // Supernovice lvl99 hp bonus.
  2606. if ((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.base_level >= 150)
  2607. bonus += 2000; // Supernovice lvl150 hp bonus.
  2608. #endif
  2609. }
  2610. //Bonus by SC
  2611. if (sc) {
  2612. if(sc->getSCE(SC_INCMHP))
  2613. bonus += sc->getSCE(SC_INCMHP)->val1;
  2614. if(sc->getSCE(SC_EARTH_INSIGNIA) && sc->getSCE(SC_EARTH_INSIGNIA)->val1 == 2)
  2615. bonus += 500;
  2616. if (sc->getSCE(SC_PROMOTE_HEALTH_RESERCH))
  2617. bonus += sc->getSCE(SC_PROMOTE_HEALTH_RESERCH)->val3;
  2618. if(sc->getSCE(SC_SOLID_SKIN_OPTION))
  2619. bonus += 2000;
  2620. if(sc->getSCE(SC_MARIONETTE))
  2621. bonus -= 1000;
  2622. if(sc->getSCE(SC_SWORDCLAN))
  2623. bonus += 30;
  2624. if(sc->getSCE(SC_ARCWANDCLAN))
  2625. bonus += 30;
  2626. if(sc->getSCE(SC_GOLDENMACECLAN))
  2627. bonus += 30;
  2628. if(sc->getSCE(SC_CROSSBOWCLAN))
  2629. bonus += 30;
  2630. if(sc->getSCE(SC_GLASTHEIM_HPSP))
  2631. bonus += sc->getSCE(SC_GLASTHEIM_HPSP)->val1;
  2632. #ifdef RENEWAL
  2633. if (sc->getSCE(SC_ANGELUS))
  2634. bonus += sc->getSCE(SC_ANGELUS)->val1 * 50;
  2635. #endif
  2636. }
  2637. } else if (type == STATUS_BONUS_RATE) {
  2638. status_change *sc = status_get_sc(bl);
  2639. //Bonus by SC
  2640. if (sc) {
  2641. //Increasing
  2642. if(sc->getSCE(SC_INCMHPRATE))
  2643. bonus += sc->getSCE(SC_INCMHPRATE)->val1;
  2644. if(sc->getSCE(SC_APPLEIDUN))
  2645. bonus += sc->getSCE(SC_APPLEIDUN)->val2;
  2646. if(sc->getSCE(SC_DELUGE))
  2647. bonus += sc->getSCE(SC_DELUGE)->val2;
  2648. if(sc->getSCE(SC_BERSERK))
  2649. bonus += 200; //+200%
  2650. if(sc->getSCE(SC_MERC_HPUP))
  2651. bonus += sc->getSCE(SC_MERC_HPUP)->val2;
  2652. if(sc->getSCE(SC_EPICLESIS))
  2653. bonus += sc->getSCE(SC_EPICLESIS)->val2;
  2654. if(sc->getSCE(SC_FRIGG_SONG))
  2655. bonus += sc->getSCE(SC_FRIGG_SONG)->val2;
  2656. if(sc->getSCE(SC_LERADSDEW))
  2657. bonus += sc->getSCE(SC_LERADSDEW)->val3;
  2658. if(sc->getSCE(SC_FORCEOFVANGUARD))
  2659. bonus += (3 * sc->getSCE(SC_FORCEOFVANGUARD)->val1);
  2660. if(sc->getSCE(SC_INSPIRATION))
  2661. bonus += (4 * sc->getSCE(SC_INSPIRATION)->val1);
  2662. if(sc->getSCE(SC_RAISINGDRAGON))
  2663. bonus += sc->getSCE(SC_RAISINGDRAGON)->val1;
  2664. if(sc->getSCE(SC_GT_REVITALIZE))
  2665. bonus += sc->getSCE(SC_GT_REVITALIZE)->val2;
  2666. if(sc->getSCE(SC_ANGRIFFS_MODUS))
  2667. bonus += (5 * sc->getSCE(SC_ANGRIFFS_MODUS)->val1);
  2668. if(sc->getSCE(SC_PETROLOGY_OPTION))
  2669. bonus += sc->getSCE(SC_PETROLOGY_OPTION)->val2;
  2670. if(sc->getSCE(SC_POWER_OF_GAIA))
  2671. bonus += sc->getSCE(SC_POWER_OF_GAIA)->val3;
  2672. if(sc->getSCE(SC_CURSED_SOIL_OPTION))
  2673. bonus += sc->getSCE(SC_CURSED_SOIL_OPTION)->val2;
  2674. if(sc->getSCE(SC_UPHEAVAL_OPTION))
  2675. bonus += sc->getSCE(SC_UPHEAVAL_OPTION)->val2;
  2676. if(sc->getSCE(SC_LAUDAAGNUS))
  2677. bonus += 2 + (sc->getSCE(SC_LAUDAAGNUS)->val1 * 2);
  2678. #ifdef RENEWAL
  2679. if (sc->getSCE(SC_NIBELUNGEN) && sc->getSCE(SC_NIBELUNGEN)->val2 == RINGNBL_HPRATE)
  2680. bonus += 30;
  2681. #endif
  2682. if(sc->getSCE(SC_LUNARSTANCE))
  2683. bonus += sc->getSCE(SC_LUNARSTANCE)->val2;
  2684. if (sc->getSCE(SC_LUXANIMA))
  2685. bonus += sc->getSCE(SC_LUXANIMA)->val3;
  2686. if (sc->getSCE(SC_MTF_MHP))
  2687. bonus += sc->getSCE(SC_MTF_MHP)->val1;
  2688. if (sc->getSCE(SC_FIRM_FAITH))
  2689. bonus += sc->getSCE(SC_FIRM_FAITH)->val2;
  2690. //Decreasing
  2691. if (sc->getSCE(SC_VENOMBLEED) && sc->getSCE(SC_VENOMBLEED)->val3 == 1)
  2692. bonus -= 15;
  2693. if(sc->getSCE(SC_BEYONDOFWARCRY))
  2694. bonus -= sc->getSCE(SC_BEYONDOFWARCRY)->val3;
  2695. if(sc->getSCE(SC__WEAKNESS))
  2696. bonus -= sc->getSCE(SC__WEAKNESS)->val2;
  2697. if(sc->getSCE(SC_EQC))
  2698. bonus -= sc->getSCE(SC_EQC)->val3;
  2699. if(sc->getSCE(SC_PACKING_ENVELOPE3))
  2700. bonus += sc->getSCE(SC_PACKING_ENVELOPE3)->val1;
  2701. if(sc->getSCE(SC_2011RWC_SCROLL))
  2702. bonus -= 10;
  2703. if(sc->getSCE(SC_INFINITY_DRINK))
  2704. bonus += 5;
  2705. if(sc->getSCE(SC_COMBAT_PILL))
  2706. bonus -= 3;
  2707. if(sc->getSCE(SC_COMBAT_PILL2))
  2708. bonus -= 5;
  2709. }
  2710. // Max rate reduce is -100%
  2711. bonus = cap_value(bonus,-100,INT_MAX);
  2712. }
  2713. return min(bonus,INT_MAX);
  2714. }
  2715. /**
  2716. * HP bonus rate from equipment
  2717. */
  2718. static int status_get_hpbonus_equip(TBL_PC *sd) {
  2719. int bonus = 0;
  2720. bonus += sd->hprate;
  2721. return bonus -= 100; //Default hprate is 100, so it should be add 0%
  2722. }
  2723. /**
  2724. * HP bonus rate from usable items
  2725. */
  2726. static int status_get_hpbonus_item(block_list *bl) {
  2727. int bonus = 0;
  2728. status_change *sc = status_get_sc(bl);
  2729. //Bonus by SC
  2730. if (sc) {
  2731. if (sc->getSCE(SC_INCREASE_MAXHP))
  2732. bonus += sc->getSCE(SC_INCREASE_MAXHP)->val1;
  2733. if (sc->getSCE(SC_MUSTLE_M))
  2734. bonus += sc->getSCE(SC_MUSTLE_M)->val1;
  2735. if (sc->getSCE(SC_MYSTERIOUS_POWDER))
  2736. bonus -= sc->getSCE(SC_MYSTERIOUS_POWDER)->val1;
  2737. }
  2738. // Max rate reduce is -100%
  2739. return cap_value(bonus, -100, INT_MAX);
  2740. }
  2741. /**
  2742. * Get SP bonus modifiers
  2743. * @param bl: block_list that will be checked
  2744. * @param type: type of e_status_bonus (STATUS_BONUS_FIX or STATUS_BONUS_RATE)
  2745. * @return bonus: total bonus for SP
  2746. * @author [Cydh]
  2747. */
  2748. static int status_get_spbonus(struct block_list *bl, enum e_status_bonus type) {
  2749. int bonus = 0;
  2750. if (type == STATUS_BONUS_FIX) {
  2751. status_change *sc = status_get_sc(bl);
  2752. //Only for BL_PC
  2753. if (bl->type == BL_PC) {
  2754. map_session_data *sd = map_id2sd(bl->id);
  2755. uint16 skill_lv;
  2756. bonus += sd->bonus.sp;
  2757. if ((skill_lv = pc_checkskill(sd,SL_KAINA)) > 0)
  2758. bonus += 30 * skill_lv;
  2759. if ((skill_lv = pc_checkskill(sd,RA_RESEARCHTRAP)) > 0)
  2760. bonus += 200 + 20 * skill_lv;
  2761. if ((skill_lv = pc_checkskill(sd,WM_LESSON)) > 0)
  2762. bonus += 30 * skill_lv;
  2763. if (pc_checkskill(sd,SU_SPRITEMABLE) > 0)
  2764. bonus += 100;
  2765. if (pc_checkskill(sd, SU_POWEROFSEA) > 0) {
  2766. bonus += 100;
  2767. if (pc_checkskill_summoner(sd, SUMMONER_POWER_SEA) >= 20)
  2768. bonus += 300;
  2769. }
  2770. if ((skill_lv = pc_checkskill(sd, NV_BREAKTHROUGH)) > 0)
  2771. bonus += 30 * skill_lv + (skill_lv > 4 ? 50 : 0);
  2772. if ((skill_lv = pc_checkskill(sd, NV_TRANSCENDENCE)) > 0)
  2773. bonus += 30 * skill_lv + (skill_lv > 4 ? 50 : 0);
  2774. }
  2775. //Bonus by SC
  2776. if (sc) {
  2777. if(sc->getSCE(SC_INCMSP))
  2778. bonus += sc->getSCE(SC_INCMSP)->val1;
  2779. if(sc->getSCE(SC_EARTH_INSIGNIA) && sc->getSCE(SC_EARTH_INSIGNIA)->val1 == 3)
  2780. bonus += 50;
  2781. if(sc->getSCE(SC_SWORDCLAN))
  2782. bonus += 10;
  2783. if(sc->getSCE(SC_ARCWANDCLAN))
  2784. bonus += 10;
  2785. if(sc->getSCE(SC_GOLDENMACECLAN))
  2786. bonus += 10;
  2787. if(sc->getSCE(SC_CROSSBOWCLAN))
  2788. bonus += 10;
  2789. if(sc->getSCE(SC_GLASTHEIM_HPSP))
  2790. bonus += sc->getSCE(SC_GLASTHEIM_HPSP)->val2;
  2791. }
  2792. } else if (type == STATUS_BONUS_RATE) {
  2793. status_change *sc = status_get_sc(bl);
  2794. //Only for BL_PC
  2795. if (bl->type == BL_PC) {
  2796. map_session_data *sd = map_id2sd(bl->id);
  2797. uint8 i;
  2798. if((i = pc_checkskill(sd,HP_MEDITATIO)) > 0)
  2799. bonus += i;
  2800. if((i = pc_checkskill(sd,HW_SOULDRAIN)) > 0)
  2801. bonus += 2 * i;
  2802. #ifdef RENEWAL
  2803. if ((i = pc_checkskill(sd, (sd->status.sex ? BA_MUSICALLESSON : DC_DANCINGLESSON))) > 0)
  2804. bonus += i;
  2805. if (sc->getSCE(SC_NIBELUNGEN) && sc->getSCE(SC_NIBELUNGEN)->val2 == RINGNBL_SPRATE)
  2806. bonus += 30;
  2807. #endif
  2808. }
  2809. //Bonus by SC
  2810. if (sc) {
  2811. //Increasing
  2812. if(sc->getSCE(SC_INCMSPRATE))
  2813. bonus += sc->getSCE(SC_INCMSPRATE)->val1;
  2814. if(sc->getSCE(SC_RAISINGDRAGON))
  2815. bonus += sc->getSCE(SC_RAISINGDRAGON)->val1;
  2816. if(sc->getSCE(SC_SERVICE4U))
  2817. bonus += sc->getSCE(SC_SERVICE4U)->val2;
  2818. if(sc->getSCE(SC_MERC_SPUP))
  2819. bonus += sc->getSCE(SC_MERC_SPUP)->val2;
  2820. if (sc->getSCE(SC_LUXANIMA))
  2821. bonus += sc->getSCE(SC_LUXANIMA)->val3;
  2822. if (sc->getSCE(SC_MTF_MSP))
  2823. bonus += sc->getSCE(SC_MTF_MSP)->val1;
  2824. if(sc->getSCE(SC_PACKING_ENVELOPE4))
  2825. bonus += sc->getSCE(SC_PACKING_ENVELOPE4)->val1;
  2826. //Decreasing
  2827. if (sc->getSCE(SC_MELODYOFSINK))
  2828. bonus -= sc->getSCE(SC_MELODYOFSINK)->val3;
  2829. if (sc->getSCE(SC_2011RWC_SCROLL))
  2830. bonus -= 10;
  2831. if (sc->getSCE(SC_INFINITY_DRINK))
  2832. bonus += 5;
  2833. if (sc->getSCE(SC_MENTAL_POTION))
  2834. bonus += sc->getSCE(SC_MENTAL_POTION)->val1;
  2835. if(sc->getSCE(SC_COMBAT_PILL))
  2836. bonus -= 3;
  2837. if(sc->getSCE(SC_COMBAT_PILL2))
  2838. bonus -= 5;
  2839. }
  2840. // Max rate reduce is -100%
  2841. bonus = cap_value(bonus,-100,INT_MAX);
  2842. }
  2843. return min(bonus,INT_MAX);
  2844. }
  2845. /**
  2846. * SP bonus rate from equipment
  2847. */
  2848. static int status_get_spbonus_equip(TBL_PC *sd) {
  2849. int bonus = 0;
  2850. bonus += sd->sprate;
  2851. return bonus -= 100; //Default sprate is 100, so it should be add 0%
  2852. }
  2853. /**
  2854. * SP bonus rate from usable items
  2855. */
  2856. static int status_get_spbonus_item(block_list *bl) {
  2857. int bonus = 0;
  2858. status_change *sc = status_get_sc(bl);
  2859. //Bonus by SC
  2860. if (sc) {
  2861. if (sc->getSCE(SC_INCREASE_MAXSP))
  2862. bonus += sc->getSCE(SC_INCREASE_MAXSP)->val1;
  2863. if (sc->getSCE(SC_LIFE_FORCE_F))
  2864. bonus += sc->getSCE(SC_LIFE_FORCE_F)->val1;
  2865. if (sc->getSCE(SC_VITATA_500))
  2866. bonus += sc->getSCE(SC_VITATA_500)->val2;
  2867. if (sc->getSCE(SC_ENERGY_DRINK_RESERCH))
  2868. bonus += sc->getSCE(SC_ENERGY_DRINK_RESERCH)->val3;
  2869. }
  2870. // Max rate reduce is -100%
  2871. return cap_value(bonus, -100, INT_MAX);
  2872. }
  2873. /**
  2874. * Get AP bonus modifiers
  2875. * @param bl: block_list that will be checked
  2876. * @param type: type of e_status_bonus (STATUS_BONUS_FIX or STATUS_BONUS_RATE)
  2877. * @return bonus: total bonus for AP
  2878. */
  2879. static int status_get_apbonus(struct block_list *bl, enum e_status_bonus type) {
  2880. int bonus = 0;
  2881. if (type == STATUS_BONUS_FIX) {
  2882. status_change *sc = status_get_sc(bl);
  2883. //Only for BL_PC
  2884. if (bl->type == BL_PC) {
  2885. map_session_data *sd = map_id2sd(bl->id);
  2886. //uint16 skill_lv;
  2887. bonus += sd->bonus.ap;
  2888. //if ((skill_lv = pc_checkskill(sd, NV_BASIC)) > 0)
  2889. // bonus += 100 * skill_lv;
  2890. }
  2891. //Bonus by SC
  2892. if (sc) {
  2893. //if (sc->getSCE(SC_NONE))
  2894. // bonus += sc->getSCE(SC_NONE)->val1;
  2895. }
  2896. } else if (type == STATUS_BONUS_RATE) {
  2897. status_change *sc = status_get_sc(bl);
  2898. //Only for BL_PC
  2899. if (bl->type == BL_PC) {
  2900. map_session_data *sd = map_id2sd(bl->id);
  2901. //uint8 i;
  2902. //if ((i = pc_checkskill(sd, NV_BASIC)) > 0)
  2903. // bonus += 100 * i;
  2904. }
  2905. //Bonus by SC
  2906. if (sc) {
  2907. //if (sc->getSCE(SC_NONE))
  2908. // bonus += sc->getSCE(SC_NONE)->val1;
  2909. }
  2910. // Max rate reduce is -100%
  2911. bonus = cap_value(bonus, -100, INT_MAX);
  2912. }
  2913. return min(bonus, INT_MAX);
  2914. }
  2915. /**
  2916. * AP bonus rate from equipment
  2917. * @param sd: Player data
  2918. * @return AP rate
  2919. */
  2920. static int status_get_apbonus_equip(TBL_PC *sd) {
  2921. int bonus = 0;
  2922. bonus += sd->aprate;
  2923. return bonus -= 100; //Default aprate is 100, so it should be add 0%
  2924. }
  2925. /**
  2926. * AP bonus rate from usable items
  2927. * @param bl: Object to check against
  2928. * @return AP bonus
  2929. */
  2930. static int status_get_apbonus_item(block_list *bl) {
  2931. int bonus = 0;
  2932. status_change *sc = status_get_sc(bl);
  2933. //Bonus by SC
  2934. if (sc) {
  2935. //if (sc->getSCE(SC_NONE))
  2936. // bonus += sc->getSCE(SC_NONE)->val1;
  2937. }
  2938. // Max rate reduce is -100%
  2939. return cap_value(bonus, -100, INT_MAX);
  2940. }
  2941. /**
  2942. * Get final MaxHP or MaxSP for player. References: http://irowiki.org/wiki/Max_HP and http://irowiki.org/wiki/Max_SP
  2943. * The calculation needs base_level, base_status/battle_status (vit or int), additive modifier, and multiplicative modifier
  2944. * @param sd Player
  2945. * @param stat Vit/Int of player as param modifier
  2946. * @param isHP true - calculates Max HP, false - calculated Max SP
  2947. * @return max The max value of HP or SP
  2948. */
  2949. static unsigned int status_calc_maxhpsp_pc(map_session_data* sd, unsigned int stat, bool isHP) {
  2950. nullpo_ret(sd);
  2951. double dmax = 0;
  2952. uint32 level = umax(sd->status.base_level,1);
  2953. std::shared_ptr<s_job_info> job = job_db.find(pc_mapid2jobid(sd->class_, sd->status.sex));
  2954. if (job == nullptr)
  2955. return 1;
  2956. if (isHP) { //Calculates MaxHP
  2957. double equip_bonus = 0, item_bonus = 0;
  2958. dmax = job->base_hp[level-1] * (1 + (umax(stat,1) * 0.01)) * ((sd->class_&JOBL_UPPER)?1.25:(pc_is_taekwon_ranker(sd))?3:1);
  2959. dmax += sd->indexed_bonus.param_equip[PARAM_VIT]; //Vit from equip gives +1 additional HP
  2960. dmax += status_get_hpbonus(&sd->bl,STATUS_BONUS_FIX);
  2961. equip_bonus = (dmax * status_get_hpbonus_equip(sd) / 100);
  2962. item_bonus = (dmax * status_get_hpbonus_item(&sd->bl) / 100);
  2963. dmax += equip_bonus + item_bonus;
  2964. dmax += (int64)(dmax * status_get_hpbonus(&sd->bl,STATUS_BONUS_RATE) / 100); //Aegis accuracy
  2965. }
  2966. else { //Calculates MaxSP
  2967. double equip_bonus = 0, item_bonus = 0;
  2968. dmax = job->base_sp[level-1] * (1 + (umax(stat,1) * 0.01)) * ((sd->class_&JOBL_UPPER)?1.25:(pc_is_taekwon_ranker(sd))?3:1);
  2969. dmax += sd->indexed_bonus.param_equip[PARAM_INT]; //Int from equip gives +1 additional SP
  2970. dmax += status_get_spbonus(&sd->bl,STATUS_BONUS_FIX);
  2971. equip_bonus = (dmax * status_get_spbonus_equip(sd) / 100);
  2972. item_bonus = (dmax * status_get_spbonus_item(&sd->bl) / 100);
  2973. dmax += equip_bonus + item_bonus;
  2974. dmax += (int64)(dmax * status_get_spbonus(&sd->bl,STATUS_BONUS_RATE) / 100); //Aegis accuracy
  2975. }
  2976. //Make sure it's not negative before casting to unsigned int
  2977. if(dmax < 1) dmax = 1;
  2978. return cap_value((unsigned int)dmax,1,UINT_MAX);
  2979. }
  2980. /**
  2981. * Get final MaxAP for player.
  2982. * @param sd: Player data
  2983. * @return AP amount
  2984. */
  2985. static unsigned int status_calc_maxap_pc(map_session_data* sd) {
  2986. double dmax = 0, equip_bonus = 0, item_bonus = 0;
  2987. nullpo_ret(sd);
  2988. dmax = (sd->class_&JOBL_FOURTH) ? 200 : 0;
  2989. dmax += status_get_apbonus(&sd->bl, STATUS_BONUS_FIX);
  2990. equip_bonus = (dmax * status_get_apbonus_equip(sd) / 100);
  2991. item_bonus = (dmax * status_get_apbonus_item(&sd->bl) / 100);
  2992. dmax += equip_bonus + item_bonus;
  2993. dmax += (int64)(dmax * status_get_apbonus(&sd->bl, STATUS_BONUS_RATE) / 100);// Aegis accuracy
  2994. //Make sure it's not negative before casting to unsigned int
  2995. if (dmax < 0) dmax = 0;
  2996. return cap_value((unsigned int)dmax, 0, UINT_MAX);
  2997. }
  2998. /**
  2999. * Calculates player's weight
  3000. * @param sd: Player object
  3001. * @param flag: Calculation type
  3002. * CALCWT_ITEM - Item weight
  3003. * CALCWT_MAXBONUS - Skill/Status/Configuration max weight bonus
  3004. * @return false - failed, true - success
  3005. */
  3006. bool status_calc_weight(map_session_data *sd, enum e_status_calc_weight_opt flag)
  3007. {
  3008. int b_weight, b_max_weight, skill, i;
  3009. status_change *sc;
  3010. nullpo_retr(false, sd);
  3011. sc = &sd->sc;
  3012. b_max_weight = sd->max_weight; // Store max weight for later comparison
  3013. b_weight = sd->weight; // Store current weight for later comparison
  3014. sd->max_weight = job_db.get_maxWeight(pc_mapid2jobid(sd->class_, sd->status.sex)) + sd->status.str * 300; // Recalculate max weight
  3015. if (flag&CALCWT_ITEM) {
  3016. sd->weight = 0; // Reset current weight
  3017. for(i = 0; i < MAX_INVENTORY; i++) {
  3018. if (!sd->inventory.u.items_inventory[i].nameid || sd->inventory_data[i] == NULL)
  3019. continue;
  3020. sd->weight += sd->inventory_data[i]->weight * sd->inventory.u.items_inventory[i].amount;
  3021. }
  3022. }
  3023. if (flag&CALCWT_MAXBONUS) {
  3024. // Skill/Status bonus weight increases
  3025. sd->max_weight += sd->add_max_weight; // From bAddMaxWeight
  3026. if ((skill = pc_checkskill(sd, MC_INCCARRY)) > 0)
  3027. sd->max_weight += 2000 * skill;
  3028. if (pc_isriding(sd) && pc_checkskill(sd, KN_RIDING) > 0)
  3029. sd->max_weight += 10000;
  3030. else if (pc_isridingdragon(sd))
  3031. sd->max_weight += 5000 + 2000 * pc_checkskill(sd, RK_DRAGONTRAINING);
  3032. if (sc->getSCE(SC_KNOWLEDGE))
  3033. sd->max_weight += sd->max_weight * sc->getSCE(SC_KNOWLEDGE)->val1 / 10;
  3034. if ((skill = pc_checkskill(sd, ALL_INCCARRY)) > 0)
  3035. sd->max_weight += 2000 * skill;
  3036. if (pc_ismadogear(sd))
  3037. sd->max_weight += 15000;
  3038. }
  3039. // Update the client if the new weight calculations don't match
  3040. if (b_weight != sd->weight)
  3041. clif_updatestatus(sd, SP_WEIGHT);
  3042. if (b_max_weight != sd->max_weight) {
  3043. clif_updatestatus(sd, SP_MAXWEIGHT);
  3044. pc_updateweightstatus(sd);
  3045. }
  3046. return true;
  3047. }
  3048. /**
  3049. * Calculates player's cart weight
  3050. * @param sd: Player object
  3051. * @param flag: Calculation type
  3052. * CALCWT_ITEM - Cart item weight
  3053. * CALCWT_MAXBONUS - Skill/Status/Configuration max weight bonus
  3054. * CALCWT_CARTSTATE - Whether to check for cart state
  3055. * @return false - failed, true - success
  3056. */
  3057. bool status_calc_cart_weight(map_session_data *sd, enum e_status_calc_weight_opt flag)
  3058. {
  3059. int b_cart_weight_max, i;
  3060. nullpo_retr(false, sd);
  3061. if (!pc_iscarton(sd) && !(flag&CALCWT_CARTSTATE))
  3062. return false;
  3063. b_cart_weight_max = sd->cart_weight_max; // Store cart max weight for later comparison
  3064. sd->cart_weight_max = battle_config.max_cart_weight; // Recalculate max weight
  3065. if (flag&CALCWT_ITEM) {
  3066. sd->cart_weight = 0; // Reset current cart weight
  3067. sd->cart_num = 0; // Reset current cart item count
  3068. for(i = 0; i < MAX_CART; i++) {
  3069. if (!sd->cart.u.items_cart[i].nameid)
  3070. continue;
  3071. sd->cart_weight += itemdb_weight(sd->cart.u.items_cart[i].nameid) * sd->cart.u.items_cart[i].amount; // Recalculate current cart weight
  3072. sd->cart_num++; // Recalculate current cart item count
  3073. }
  3074. }
  3075. // Skill bonus max weight increases
  3076. if (flag&CALCWT_MAXBONUS)
  3077. sd->cart_weight_max += (pc_checkskill(sd, GN_REMODELING_CART) * 5000);
  3078. // Update the client if the new weight calculations don't match
  3079. if (b_cart_weight_max != sd->cart_weight_max)
  3080. clif_updatestatus(sd, SP_CARTINFO);
  3081. return true;
  3082. }
  3083. /**
  3084. * Calculates player data from scratch without counting SC adjustments
  3085. * Should be invoked whenever players raise stats, learn passive skills or change equipment
  3086. * @param sd: Player object
  3087. * @param opt: Whether it is first calc (login) or not
  3088. * @return (-1) for too many recursive calls, (1) recursive call, (0) success
  3089. */
  3090. int status_calc_pc_sub(map_session_data* sd, uint8 opt)
  3091. {
  3092. static int calculating = 0; ///< Check for recursive call preemption. [Skotlex]
  3093. struct status_data *base_status; ///< Pointer to the player's base status
  3094. status_change *sc = &sd->sc;
  3095. struct s_skill b_skill[MAX_SKILL]; ///< Previous skill tree
  3096. int i, skill, refinedef = 0;
  3097. short index = -1;
  3098. if (++calculating > 10) // Too many recursive calls!
  3099. return -1;
  3100. // Remember player-specific values that are currently being shown to the client (for refresh purposes)
  3101. memcpy(b_skill, &sd->status.skill, sizeof(b_skill));
  3102. pc_calc_skilltree(sd); // SkillTree calculation
  3103. if (opt&SCO_FIRST) {
  3104. // Load Hp/SP from char-received data.
  3105. sd->battle_status.hp = sd->status.hp;
  3106. sd->battle_status.sp = sd->status.sp;
  3107. if (battle_config.keep_ap_on_logout == 1)
  3108. sd->battle_status.ap = sd->status.ap;
  3109. sd->regen.sregen = &sd->sregen;
  3110. sd->regen.ssregen = &sd->ssregen;
  3111. }
  3112. base_status = &sd->base_status;
  3113. // These are not zeroed. [zzo]
  3114. sd->hprate = 100;
  3115. sd->sprate = 100;
  3116. sd->aprate = 100;
  3117. sd->castrate = 100;
  3118. sd->dsprate = 100;
  3119. sd->hprecov_rate = 100;
  3120. sd->sprecov_rate = 100;
  3121. sd->matk_rate = 100;
  3122. sd->critical_rate = sd->hit_rate = sd->flee_rate = sd->flee2_rate = 100;
  3123. sd->def_rate = sd->def2_rate = sd->mdef_rate = sd->mdef2_rate = 100;
  3124. sd->patk_rate = sd->smatk_rate = 100;
  3125. sd->res_rate = sd->mres_rate = 100;
  3126. sd->hplus_rate = sd->crate_rate = 100;
  3127. sd->regen.state.block = 0;
  3128. sd->add_max_weight = 0;
  3129. sd->indexed_bonus = {};
  3130. memset (&sd->right_weapon.overrefine, 0, sizeof(sd->right_weapon) - sizeof(sd->right_weapon.atkmods));
  3131. memset (&sd->left_weapon.overrefine, 0, sizeof(sd->left_weapon) - sizeof(sd->left_weapon.atkmods));
  3132. if (sd->special_state.intravision)
  3133. clif_status_load(&sd->bl, EFST_CLAIRVOYANCE, 0);
  3134. if (sd->special_state.no_walk_delay)
  3135. clif_status_load(&sd->bl, EFST_ENDURE, 0);
  3136. memset(&sd->special_state,0,sizeof(sd->special_state));
  3137. if (pc_isvip(sd)) // Magic Stone requirement avoidance for VIP.
  3138. sd->special_state.no_gemstone = battle_config.vip_gemstone;
  3139. if (!sd->state.permanent_speed) {
  3140. memset(&base_status->max_hp, 0, sizeof(struct status_data)-(sizeof(base_status->hp)+sizeof(base_status->sp)+sizeof(base_status->ap)));
  3141. base_status->speed = DEFAULT_WALK_SPEED;
  3142. } else {
  3143. int pSpeed = base_status->speed;
  3144. memset(&base_status->max_hp, 0, sizeof(struct status_data)-(sizeof(base_status->hp)+sizeof(base_status->sp)+sizeof(base_status->ap)));
  3145. base_status->speed = pSpeed;
  3146. }
  3147. // !FIXME: Most of these stuff should be calculated once, but how do I fix the memset above to do that? [Skotlex]
  3148. // Give them all modes except these (useful for clones)
  3149. base_status->mode = static_cast<e_mode>(MD_MASK&~(MD_STATUSIMMUNE|MD_IGNOREMELEE|MD_IGNOREMAGIC|MD_IGNORERANGED|MD_IGNOREMISC|MD_DETECTOR|MD_ANGRY|MD_TARGETWEAK));
  3150. base_status->size = (sd->class_&JOBL_BABY) ? SZ_SMALL : (((sd->class_&MAPID_BASEMASK) == MAPID_SUMMONER) ? battle_config.summoner_size : SZ_MEDIUM);
  3151. if (battle_config.character_size && pc_isriding(sd)) { // [Lupus]
  3152. if (sd->class_&JOBL_BABY) {
  3153. if (battle_config.character_size&SZ_BIG)
  3154. base_status->size++;
  3155. } else
  3156. if(battle_config.character_size&SZ_MEDIUM)
  3157. base_status->size++;
  3158. }
  3159. base_status->aspd_rate = 1000;
  3160. base_status->ele_lv = 1;
  3161. base_status->race = ((sd->class_&MAPID_BASEMASK) == MAPID_SUMMONER) ? battle_config.summoner_race : RC_PLAYER_HUMAN;
  3162. base_status->class_ = CLASS_NORMAL;
  3163. sd->autospell.clear();
  3164. sd->autospell2.clear();
  3165. sd->autospell3.clear();
  3166. sd->addeff.clear();
  3167. sd->addeff_atked.clear();
  3168. sd->addeff_onskill.clear();
  3169. sd->skillatk.clear();
  3170. sd->skillusesprate.clear();
  3171. sd->skillusesp.clear();
  3172. sd->skillheal.clear();
  3173. sd->skillheal2.clear();
  3174. sd->skillblown.clear();
  3175. sd->skillcastrate.clear();
  3176. sd->skillfixcastrate.clear();
  3177. sd->subskill.clear();
  3178. sd->skillcooldown.clear();
  3179. sd->skillfixcast.clear();
  3180. sd->skillvarcast.clear();
  3181. sd->add_def.clear();
  3182. sd->add_mdef.clear();
  3183. sd->add_mdmg.clear();
  3184. sd->reseff.clear();
  3185. sd->itemgrouphealrate.clear();
  3186. sd->add_drop.clear();
  3187. sd->itemhealrate.clear();
  3188. sd->subele2.clear();
  3189. sd->subrace3.clear();
  3190. sd->skilldelay.clear();
  3191. sd->sp_vanish.clear();
  3192. sd->hp_vanish.clear();
  3193. sd->itemsphealrate.clear();
  3194. sd->itemgroupsphealrate.clear();
  3195. // Zero up structures...
  3196. memset(&sd->hp_loss, 0, sizeof(sd->hp_loss)
  3197. + sizeof(sd->sp_loss)
  3198. + sizeof(sd->hp_regen)
  3199. + sizeof(sd->sp_regen)
  3200. + sizeof(sd->percent_hp_regen)
  3201. + sizeof(sd->percent_sp_regen)
  3202. + sizeof(sd->def_set_race)
  3203. + sizeof(sd->mdef_set_race)
  3204. + sizeof(sd->norecover_state_race)
  3205. + sizeof(sd->hp_vanish_race)
  3206. + sizeof(sd->sp_vanish_race)
  3207. );
  3208. memset(&sd->bonus, 0, sizeof(sd->bonus));
  3209. // Autobonus
  3210. pc_delautobonus(*sd, sd->autobonus, true);
  3211. pc_delautobonus(*sd, sd->autobonus2, true);
  3212. pc_delautobonus(*sd, sd->autobonus3, true);
  3213. if (sd->pd != nullptr) {
  3214. pet_delautobonus(*sd, sd->pd->autobonus, true);
  3215. pet_delautobonus(*sd, sd->pd->autobonus2, true);
  3216. pet_delautobonus(*sd, sd->pd->autobonus3, true);
  3217. }
  3218. // Parse equipment
  3219. for (i = 0; i < EQI_MAX; i++) {
  3220. current_equip_item_index = index = sd->equip_index[i]; // We pass INDEX to current_equip_item_index - for EQUIP_SCRIPT (new cards solution) [Lupus]
  3221. current_equip_combo_pos = 0;
  3222. if (index < 0)
  3223. continue;
  3224. if (i == EQI_AMMO)
  3225. continue;
  3226. if (pc_is_same_equip_index((enum equip_index)i, sd->equip_index, index))
  3227. continue;
  3228. if (!sd->inventory_data[index])
  3229. continue;
  3230. base_status->def += sd->inventory_data[index]->def;
  3231. // Items may be equipped, their effects however are nullified.
  3232. if (opt&SCO_FIRST && sd->inventory_data[index]->equip_script && (pc_has_permission(sd,PC_PERM_USE_ALL_EQUIPMENT)
  3233. || !itemdb_isNoEquip(sd->inventory_data[index],sd->bl.m))) { // Execute equip-script on login
  3234. run_script(sd->inventory_data[index]->equip_script,0,sd->bl.id,0);
  3235. if (!calculating)
  3236. return 1;
  3237. }
  3238. // Sanitize the refine level in case someone decreased the value inbetween
  3239. if (sd->inventory.u.items_inventory[index].refine > MAX_REFINE)
  3240. sd->inventory.u.items_inventory[index].refine = MAX_REFINE;
  3241. std::shared_ptr<s_refine_level_info> info = refine_db.findCurrentLevelInfo( *sd->inventory_data[index], sd->inventory.u.items_inventory[index] );
  3242. #ifdef RENEWAL
  3243. std::shared_ptr<s_enchantgradelevel> enchantgrade_info = nullptr;
  3244. if( sd->inventory.u.items_inventory[index].enchantgrade > 0 ){
  3245. enchantgrade_info = enchantgrade_db.findCurrentLevelInfo( *sd->inventory_data[index], sd->inventory.u.items_inventory[index] );
  3246. }
  3247. #endif
  3248. if (sd->inventory_data[index]->type == IT_WEAPON) {
  3249. int wlv = sd->inventory_data[index]->weapon_level;
  3250. struct weapon_data *wd;
  3251. struct weapon_atk *wa;
  3252. if(wlv >= MAX_WEAPON_LEVEL)
  3253. wlv = MAX_WEAPON_LEVEL;
  3254. if(i == EQI_HAND_L && sd->inventory.u.items_inventory[index].equip == EQP_HAND_L) {
  3255. wd = &sd->left_weapon; // Left-hand weapon
  3256. wa = &base_status->lhw;
  3257. } else {
  3258. wd = &sd->right_weapon;
  3259. wa = &base_status->rhw;
  3260. }
  3261. wa->atk += sd->inventory_data[index]->atk;
  3262. if( info != nullptr ){
  3263. wa->atk2 += info->bonus / 100;
  3264. #ifdef RENEWAL
  3265. if( enchantgrade_info != nullptr ){
  3266. wa->atk2 += ( ( ( info->bonus / 100 ) * enchantgrade_info->bonus ) / 100 );
  3267. }
  3268. if( wlv == 5 ){
  3269. base_status->patk += sd->inventory.u.items_inventory[index].refine * 2;
  3270. base_status->smatk += sd->inventory.u.items_inventory[index].refine * 2;
  3271. }
  3272. #endif
  3273. }
  3274. #ifdef RENEWAL
  3275. if (sd->bonus.weapon_atk_rate)
  3276. wa->atk += wa->atk * sd->bonus.weapon_atk_rate / 100;
  3277. wa->matk += sd->inventory_data[index]->matk;
  3278. wa->wlv = wlv;
  3279. // Renewal magic attack refine bonus
  3280. if( info != nullptr && sd->weapontype1 != W_BOW ){
  3281. wa->matk += info->bonus / 100;
  3282. if( enchantgrade_info != nullptr ){
  3283. wa->matk += ( ( ( info->bonus / 100 ) * enchantgrade_info->bonus ) / 100 );
  3284. }
  3285. }
  3286. #endif
  3287. // Overrefine bonus.
  3288. if( info != nullptr ){
  3289. wd->overrefine = info->randombonus_max / 100;
  3290. }
  3291. wa->range += sd->inventory_data[index]->range;
  3292. if(sd->inventory_data[index]->script && (pc_has_permission(sd,PC_PERM_USE_ALL_EQUIPMENT) || !itemdb_isNoEquip(sd->inventory_data[index],sd->bl.m))) {
  3293. if (wd == &sd->left_weapon) {
  3294. sd->state.lr_flag = 1;
  3295. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  3296. sd->state.lr_flag = 0;
  3297. } else
  3298. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  3299. if (!calculating) // Abort, run_script retriggered this. [Skotlex]
  3300. return 1;
  3301. }
  3302. #ifdef RENEWAL
  3303. if (sd->bonus.weapon_matk_rate)
  3304. wa->matk += wa->matk * sd->bonus.weapon_matk_rate / 100;
  3305. #endif
  3306. if(sd->inventory.u.items_inventory[index].card[0] == CARD0_FORGE) { // Forged weapon
  3307. wd->star += (sd->inventory.u.items_inventory[index].card[1]>>8);
  3308. if(wd->star >= 15) wd->star = 40; // 3 Star Crumbs now give +40 dmg
  3309. if(pc_famerank(MakeDWord(sd->inventory.u.items_inventory[index].card[2],sd->inventory.u.items_inventory[index].card[3]) ,MAPID_BLACKSMITH))
  3310. wd->star += 10;
  3311. if (!wa->ele) // Do not overwrite element from previous bonuses.
  3312. wa->ele = (sd->inventory.u.items_inventory[index].card[1]&0x0f);
  3313. }
  3314. } else if(sd->inventory_data[index]->type == IT_ARMOR) {
  3315. if( info != nullptr ){
  3316. refinedef += info->bonus;
  3317. #ifdef RENEWAL
  3318. if( sd->inventory_data[index]->armor_level == 2 ){
  3319. base_status->res += sd->inventory.u.items_inventory[index].refine * 2;
  3320. base_status->mres += sd->inventory.u.items_inventory[index].refine * 2;
  3321. }
  3322. #endif
  3323. }
  3324. if(sd->inventory_data[index]->script && (pc_has_permission(sd,PC_PERM_USE_ALL_EQUIPMENT) || !itemdb_isNoEquip(sd->inventory_data[index],sd->bl.m))) {
  3325. if( i == EQI_HAND_L ) // Shield
  3326. sd->state.lr_flag = 3;
  3327. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  3328. if( i == EQI_HAND_L ) // Shield
  3329. sd->state.lr_flag = 0;
  3330. if (!calculating) // Abort, run_script retriggered this. [Skotlex]
  3331. return 1;
  3332. }
  3333. } else if( sd->inventory_data[index]->type == IT_SHADOWGEAR ) { // Shadow System
  3334. if (sd->inventory_data[index]->script && (pc_has_permission(sd,PC_PERM_USE_ALL_EQUIPMENT) || !itemdb_isNoEquip(sd->inventory_data[index],sd->bl.m))) {
  3335. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  3336. if( !calculating )
  3337. return 1;
  3338. }
  3339. }
  3340. }
  3341. if(sd->equip_index[EQI_AMMO] >= 0) {
  3342. index = sd->equip_index[EQI_AMMO];
  3343. if(sd->inventory_data[index]) { // Arrows
  3344. sd->bonus.arrow_atk += sd->inventory_data[index]->atk;
  3345. sd->state.lr_flag = 2;
  3346. if( !itemdb_group.item_exists(IG_THROWABLE, sd->inventory_data[index]->nameid) ) // Don't run scripts on throwable items
  3347. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  3348. sd->state.lr_flag = 0;
  3349. if (!calculating) // Abort, run_script retriggered status_calc_pc. [Skotlex]
  3350. return 1;
  3351. }
  3352. }
  3353. // Process and check item combos
  3354. if (!sd->combos.empty()) {
  3355. for (const auto &combo : sd->combos) {
  3356. std::shared_ptr<s_item_combo> item_combo;
  3357. current_equip_item_index = -1;
  3358. current_equip_combo_pos = combo->pos;
  3359. if (combo->bonus == nullptr || !(item_combo = itemdb_combo.find(combo->id)))
  3360. continue;
  3361. bool no_run = false;
  3362. size_t j = 0;
  3363. // Check combo items
  3364. while (j < item_combo->nameid.size()) {
  3365. std::shared_ptr<item_data> id = item_db.find(item_combo->nameid[j]);
  3366. // Don't run the script if at least one of combo's pair has restriction
  3367. if (id && !pc_has_permission(sd, PC_PERM_USE_ALL_EQUIPMENT) && itemdb_isNoEquip(id.get(), sd->bl.m)) {
  3368. no_run = true;
  3369. break;
  3370. }
  3371. j++;
  3372. }
  3373. if (no_run)
  3374. continue;
  3375. run_script(combo->bonus, 0, sd->bl.id, 0);
  3376. if (!calculating) // Abort, run_script retriggered this
  3377. return 1;
  3378. }
  3379. }
  3380. // Store equipment script bonuses
  3381. memcpy(sd->indexed_bonus.param_equip,sd->indexed_bonus.param_bonus,sizeof(sd->indexed_bonus.param_equip));
  3382. memset(sd->indexed_bonus.param_bonus, 0, sizeof(sd->indexed_bonus.param_bonus));
  3383. base_status->def += (refinedef+50)/100;
  3384. // Parse Cards
  3385. for (i = 0; i < EQI_MAX; i++) {
  3386. current_equip_item_index = index = sd->equip_index[i]; // We pass INDEX to current_equip_item_index - for EQUIP_SCRIPT (new cards solution) [Lupus]
  3387. current_equip_combo_pos = 0;
  3388. if (index < 0)
  3389. continue;
  3390. if (i == EQI_AMMO)
  3391. continue;
  3392. if (pc_is_same_equip_index((enum equip_index)i, sd->equip_index, index))
  3393. continue;
  3394. if (sd->inventory_data[index]) {
  3395. int j;
  3396. // Card script execution.
  3397. if (itemdb_isspecial(sd->inventory.u.items_inventory[index].card[0]))
  3398. continue;
  3399. for (j = 0; j < MAX_SLOTS; j++) { // Uses MAX_SLOTS to support Soul Bound system [Inkfish]
  3400. int c = sd->inventory.u.items_inventory[index].card[j];
  3401. current_equip_card_id= c;
  3402. if(!c)
  3403. continue;
  3404. std::shared_ptr<item_data> data = item_db.find(c);
  3405. if(!data)
  3406. continue;
  3407. if (opt&SCO_FIRST && data->equip_script && (pc_has_permission(sd,PC_PERM_USE_ALL_EQUIPMENT) || !itemdb_isNoEquip(data.get(), sd->bl.m))) {// Execute equip-script on login
  3408. run_script(data->equip_script,0,sd->bl.id,0);
  3409. if (!calculating)
  3410. return 1;
  3411. }
  3412. if(!data->script)
  3413. continue;
  3414. if(!pc_has_permission(sd,PC_PERM_USE_ALL_EQUIPMENT) && itemdb_isNoEquip(data.get(), sd->bl.m)) // Card restriction checks.
  3415. continue;
  3416. if(i == EQI_HAND_L && sd->inventory.u.items_inventory[index].equip == EQP_HAND_L) { // Left hand status.
  3417. sd->state.lr_flag = 1;
  3418. run_script(data->script,0,sd->bl.id,0);
  3419. sd->state.lr_flag = 0;
  3420. } else
  3421. run_script(data->script,0,sd->bl.id,0);
  3422. if (!calculating) // Abort, run_script his function. [Skotlex]
  3423. return 1;
  3424. }
  3425. }
  3426. }
  3427. current_equip_card_id = 0; // Clear stored card ID [Secret]
  3428. // Parse random options
  3429. for (i = 0; i < EQI_MAX; i++) {
  3430. current_equip_item_index = index = sd->equip_index[i];
  3431. current_equip_combo_pos = 0;
  3432. current_equip_opt_index = -1;
  3433. if (index < 0)
  3434. continue;
  3435. if (i == EQI_AMMO)
  3436. continue;
  3437. if (pc_is_same_equip_index((enum equip_index)i, sd->equip_index, index))
  3438. continue;
  3439. if (sd->inventory_data[index]) {
  3440. for (uint8 j = 0; j < MAX_ITEM_RDM_OPT; j++) {
  3441. short opt_id = sd->inventory.u.items_inventory[index].option[j].id;
  3442. if (!opt_id)
  3443. continue;
  3444. current_equip_opt_index = j;
  3445. std::shared_ptr<s_random_opt_data> data = random_option_db.find(opt_id);
  3446. if (!data || !data->script)
  3447. continue;
  3448. if (!pc_has_permission(sd, PC_PERM_USE_ALL_EQUIPMENT) && itemdb_isNoEquip(sd->inventory_data[index], sd->bl.m))
  3449. continue;
  3450. if (i == EQI_HAND_L && sd->inventory.u.items_inventory[index].equip == EQP_HAND_L) { // Left hand status.
  3451. sd->state.lr_flag = 1;
  3452. run_script(data->script, 0, sd->bl.id, 0);
  3453. sd->state.lr_flag = 0;
  3454. }
  3455. else
  3456. run_script(data->script, 0, sd->bl.id, 0);
  3457. if (!calculating)
  3458. return 1;
  3459. }
  3460. }
  3461. current_equip_opt_index = -1;
  3462. }
  3463. if (sc->count && sc->getSCE(SC_ITEMSCRIPT)) {
  3464. std::shared_ptr<item_data> data = item_db.find(sc->getSCE(SC_ITEMSCRIPT)->val1);
  3465. if (data && data->script)
  3466. run_script(data->script, 0, sd->bl.id, 0);
  3467. }
  3468. pc_bonus_script(sd);
  3469. if( sd->pd ) { // Pet Bonus
  3470. struct pet_data *pd = sd->pd;
  3471. std::shared_ptr<s_pet_db> pet_db_ptr = pd->get_pet_db();
  3472. if (pet_db_ptr != nullptr && pet_db_ptr->pet_bonus_script)
  3473. run_script(pet_db_ptr->pet_bonus_script,0,sd->bl.id,0);
  3474. if (pet_db_ptr != nullptr && pd->pet.intimate > 0 && (!battle_config.pet_equip_required || pd->pet.equip > 0) && pd->state.skillbonus == 1 && pd->bonus)
  3475. pc_bonus(sd,pd->bonus->type, pd->bonus->val);
  3476. }
  3477. // param_bonus now holds card bonuses.
  3478. if(base_status->rhw.range < 1) base_status->rhw.range = 1;
  3479. if(base_status->lhw.range < 1) base_status->lhw.range = 1;
  3480. if(base_status->rhw.range < base_status->lhw.range)
  3481. base_status->rhw.range = base_status->lhw.range;
  3482. sd->bonus.double_rate += sd->bonus.double_add_rate;
  3483. sd->bonus.perfect_hit += sd->bonus.perfect_hit_add;
  3484. sd->bonus.splash_range += sd->bonus.splash_add_range;
  3485. // Damage modifiers from weapon type
  3486. std::shared_ptr<s_sizefix_db> right_weapon = size_fix_db.find(sd->weapontype1);
  3487. std::shared_ptr<s_sizefix_db> left_weapon = size_fix_db.find(sd->weapontype2);
  3488. sd->right_weapon.atkmods[SZ_SMALL] = right_weapon->small;
  3489. sd->right_weapon.atkmods[SZ_MEDIUM] = right_weapon->medium;
  3490. sd->right_weapon.atkmods[SZ_BIG] = right_weapon->large;
  3491. sd->left_weapon.atkmods[SZ_SMALL] = left_weapon->small;
  3492. sd->left_weapon.atkmods[SZ_MEDIUM] = left_weapon->medium;
  3493. sd->left_weapon.atkmods[SZ_BIG] = left_weapon->large;
  3494. if((pc_isriding(sd) || pc_isridingdragon(sd)) &&
  3495. (sd->status.weapon==W_1HSPEAR || sd->status.weapon==W_2HSPEAR))
  3496. { // When Riding with spear, damage modifier to mid-class becomes
  3497. // same as versus large size.
  3498. sd->right_weapon.atkmods[SZ_MEDIUM] = sd->right_weapon.atkmods[SZ_BIG];
  3499. sd->left_weapon.atkmods[SZ_MEDIUM] = sd->left_weapon.atkmods[SZ_BIG];
  3500. }
  3501. // ----- STATS CALCULATION -----
  3502. // Job bonuses
  3503. std::shared_ptr<s_job_info> job_info = job_db.find( pc_mapid2jobid( sd->class_, sd->status.sex ) );
  3504. if( job_info != nullptr ){
  3505. const auto& bonus = job_info->job_bonus[sd->status.job_level-1];
  3506. base_status->str += bonus[PARAM_STR];
  3507. base_status->agi += bonus[PARAM_AGI];
  3508. base_status->vit += bonus[PARAM_VIT];
  3509. base_status->int_ += bonus[PARAM_INT];
  3510. base_status->dex += bonus[PARAM_DEX];
  3511. base_status->luk += bonus[PARAM_LUK];
  3512. base_status->pow += bonus[PARAM_POW];
  3513. base_status->sta += bonus[PARAM_STA];
  3514. base_status->wis += bonus[PARAM_WIS];
  3515. base_status->spl += bonus[PARAM_SPL];
  3516. base_status->con += bonus[PARAM_CON];
  3517. base_status->crt += bonus[PARAM_CRT];
  3518. }
  3519. // If a Super Novice has never died and is at least joblv 70, he gets all stats +10
  3520. if(((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && (sd->status.job_level >= 70 || sd->class_&JOBL_THIRD)) && sd->die_counter == 0) {
  3521. base_status->str += 10;
  3522. base_status->agi += 10;
  3523. base_status->vit += 10;
  3524. base_status->int_+= 10;
  3525. base_status->dex += 10;
  3526. base_status->luk += 10;
  3527. }
  3528. // Absolute modifiers from passive skills
  3529. if(pc_checkskill(sd,BS_HILTBINDING)>0)
  3530. base_status->str++;
  3531. if((skill=pc_checkskill(sd,SA_DRAGONOLOGY))>0)
  3532. base_status->int_ += (skill+1)/2; // +1 INT / 2 lv
  3533. if((skill=pc_checkskill(sd,AC_OWL))>0)
  3534. base_status->dex += skill;
  3535. if((skill = pc_checkskill(sd,RA_RESEARCHTRAP))>0)
  3536. base_status->int_ += skill;
  3537. if (pc_checkskill(sd, SU_POWEROFLAND) > 0)
  3538. base_status->int_ += 20;
  3539. // Bonuses from cards and equipment as well as base stat, remember to avoid overflows.
  3540. i = base_status->str + sd->status.str + sd->indexed_bonus.param_bonus[PARAM_STR] + sd->indexed_bonus.param_equip[PARAM_STR];
  3541. base_status->str = cap_value(i,0,USHRT_MAX);
  3542. i = base_status->agi + sd->status.agi + sd->indexed_bonus.param_bonus[PARAM_AGI] + sd->indexed_bonus.param_equip[PARAM_AGI];
  3543. base_status->agi = cap_value(i,0,USHRT_MAX);
  3544. i = base_status->vit + sd->status.vit + sd->indexed_bonus.param_bonus[PARAM_VIT] + sd->indexed_bonus.param_equip[PARAM_VIT];
  3545. base_status->vit = cap_value(i,0,USHRT_MAX);
  3546. i = base_status->int_+ sd->status.int_+ sd->indexed_bonus.param_bonus[PARAM_INT] + sd->indexed_bonus.param_equip[PARAM_INT];
  3547. base_status->int_ = cap_value(i,0,USHRT_MAX);
  3548. i = base_status->dex + sd->status.dex + sd->indexed_bonus.param_bonus[PARAM_DEX] + sd->indexed_bonus.param_equip[PARAM_DEX];
  3549. base_status->dex = cap_value(i,0,USHRT_MAX);
  3550. i = base_status->luk + sd->status.luk + sd->indexed_bonus.param_bonus[PARAM_LUK] + sd->indexed_bonus.param_equip[PARAM_LUK];
  3551. base_status->luk = cap_value(i,0,USHRT_MAX);
  3552. i = base_status->pow + sd->status.pow + sd->indexed_bonus.param_bonus[PARAM_POW] + sd->indexed_bonus.param_equip[PARAM_POW];
  3553. base_status->pow = cap_value(i, 0, USHRT_MAX);
  3554. i = base_status->sta + sd->status.sta + sd->indexed_bonus.param_bonus[PARAM_STA] + sd->indexed_bonus.param_equip[PARAM_STA];
  3555. base_status->sta = cap_value(i, 0, USHRT_MAX);
  3556. i = base_status->wis + sd->status.wis + sd->indexed_bonus.param_bonus[PARAM_WIS] + sd->indexed_bonus.param_equip[PARAM_WIS];
  3557. base_status->wis = cap_value(i, 0, USHRT_MAX);
  3558. i = base_status->spl + sd->status.spl + sd->indexed_bonus.param_bonus[PARAM_SPL] + sd->indexed_bonus.param_equip[PARAM_SPL];
  3559. base_status->spl = cap_value(i, 0, USHRT_MAX);
  3560. i = base_status->con + sd->status.con + sd->indexed_bonus.param_bonus[PARAM_CON] + sd->indexed_bonus.param_equip[PARAM_CON];
  3561. base_status->con = cap_value(i, 0, USHRT_MAX);
  3562. i = base_status->crt + sd->status.crt + sd->indexed_bonus.param_bonus[PARAM_CRT] + sd->indexed_bonus.param_equip[PARAM_CRT];
  3563. base_status->crt = cap_value(i, 0, USHRT_MAX);
  3564. if (sd->special_state.no_walk_delay) {
  3565. if (sc->getSCE(SC_ENDURE)) {
  3566. if (sc->getSCE(SC_ENDURE)->val4)
  3567. sc->getSCE(SC_ENDURE)->val4 = 0;
  3568. status_change_end(&sd->bl, SC_ENDURE);
  3569. }
  3570. clif_status_load(&sd->bl, EFST_ENDURE, 1);
  3571. base_status->mdef++;
  3572. }
  3573. // ----- CONCENTRATION CALCULATION -----
  3574. if ((skill = pc_checkskill(sd, NW_GRENADE_MASTERY)) > 0)
  3575. base_status->con += skill;
  3576. // ------ ATTACK CALCULATION ------
  3577. // Base batk value is set in status_calc_misc
  3578. #ifndef RENEWAL
  3579. // !FIXME: Weapon-type bonus (Why is the weapon_atk bonus applied to base attack?)
  3580. if (sd->status.weapon < MAX_WEAPON_TYPE && sd->indexed_bonus.weapon_atk[sd->status.weapon])
  3581. base_status->batk += sd->indexed_bonus.weapon_atk[sd->status.weapon];
  3582. // Absolute modifiers from passive skills
  3583. if((skill=pc_checkskill(sd,BS_HILTBINDING))>0)
  3584. base_status->batk += 4;
  3585. #else
  3586. base_status->watk = status_weapon_atk(base_status->rhw);
  3587. base_status->watk2 = status_weapon_atk(base_status->lhw);
  3588. base_status->eatk = sd->bonus.eatk;
  3589. #endif
  3590. // ----- HP MAX CALCULATION -----
  3591. base_status->max_hp = sd->status.max_hp = status_calc_maxhpsp_pc(sd,base_status->vit,true);
  3592. if(battle_config.hp_rate != 100)
  3593. base_status->max_hp = (unsigned int)(battle_config.hp_rate * (base_status->max_hp/100.));
  3594. if (sd->status.base_level < 100)
  3595. base_status->max_hp = cap_value(base_status->max_hp,1,(unsigned int)battle_config.max_hp_lv99);
  3596. else if (sd->status.base_level < 151)
  3597. base_status->max_hp = cap_value(base_status->max_hp,1,(unsigned int)battle_config.max_hp_lv150);
  3598. else
  3599. base_status->max_hp = cap_value(base_status->max_hp,1,(unsigned int)battle_config.max_hp);
  3600. // ----- SP MAX CALCULATION -----
  3601. base_status->max_sp = sd->status.max_sp = status_calc_maxhpsp_pc(sd,base_status->int_,false);
  3602. if(battle_config.sp_rate != 100)
  3603. base_status->max_sp = (unsigned int)(battle_config.sp_rate * (base_status->max_sp/100.));
  3604. base_status->max_sp = cap_value(base_status->max_sp,1,(unsigned int)battle_config.max_sp);
  3605. // ----- AP MAX CALCULATION -----
  3606. base_status->max_ap = sd->status.max_ap = status_calc_maxap_pc(sd);
  3607. if (battle_config.ap_rate != 100)
  3608. base_status->max_ap = (unsigned int)(battle_config.ap_rate * (base_status->max_ap / 100.));
  3609. base_status->max_ap = cap_value(base_status->max_ap, 0, (unsigned int)battle_config.max_ap);
  3610. // ----- RESPAWN HP/SP/AP -----
  3611. // Calc respawn hp and store it on base_status
  3612. if (sd->special_state.restart_full_recover) {
  3613. base_status->hp = base_status->max_hp;
  3614. base_status->sp = base_status->max_sp;
  3615. } else {
  3616. if((sd->class_&MAPID_BASEMASK) == MAPID_NOVICE && !(sd->class_&JOBL_2)
  3617. && battle_config.restart_hp_rate < 50)
  3618. base_status->hp = base_status->max_hp / 2;
  3619. else
  3620. base_status->hp = (int64)base_status->max_hp * battle_config.restart_hp_rate/100;
  3621. if(!base_status->hp)
  3622. base_status->hp = 1;
  3623. base_status->sp = (int64)base_status->max_sp * battle_config.restart_sp_rate /100;
  3624. if( !base_status->sp ) // The minimum for the respawn setting is SP:1
  3625. base_status->sp = 1;
  3626. base_status->ap = (int64)base_status->max_ap * battle_config.restart_ap_rate / 100;
  3627. }
  3628. // ----- MISC CALCULATION -----
  3629. status_calc_misc(&sd->bl, base_status, sd->status.base_level);
  3630. // Equipment modifiers for misc settings
  3631. if(sd->matk_rate < 0)
  3632. sd->matk_rate = 0;
  3633. if(sd->matk_rate != 100) {
  3634. base_status->matk_max = base_status->matk_max * sd->matk_rate/100;
  3635. base_status->matk_min = base_status->matk_min * sd->matk_rate/100;
  3636. }
  3637. if(sd->hit_rate < 0)
  3638. sd->hit_rate = 0;
  3639. if(sd->hit_rate != 100)
  3640. base_status->hit = base_status->hit * sd->hit_rate/100;
  3641. if(sd->flee_rate < 0)
  3642. sd->flee_rate = 0;
  3643. if(sd->flee_rate != 100)
  3644. base_status->flee = base_status->flee * sd->flee_rate/100;
  3645. if(sd->def2_rate < 0)
  3646. sd->def2_rate = 0;
  3647. if(sd->def2_rate != 100)
  3648. base_status->def2 = base_status->def2 * sd->def2_rate/100;
  3649. if(sd->mdef2_rate < 0)
  3650. sd->mdef2_rate = 0;
  3651. if(sd->mdef2_rate != 100)
  3652. base_status->mdef2 = base_status->mdef2 * sd->mdef2_rate/100;
  3653. if(sd->critical_rate < 0)
  3654. sd->critical_rate = 0;
  3655. if(sd->critical_rate != 100)
  3656. base_status->cri = cap_value(base_status->cri * sd->critical_rate/100,SHRT_MIN,SHRT_MAX);
  3657. if (pc_checkskill(sd, SU_POWEROFLIFE) > 0)
  3658. base_status->cri += 200;
  3659. if(sd->flee2_rate < 0)
  3660. sd->flee2_rate = 0;
  3661. if(sd->flee2_rate != 100)
  3662. base_status->flee2 = base_status->flee2 * sd->flee2_rate/100;
  3663. if (sd->patk_rate < 0)
  3664. sd->patk_rate = 0;
  3665. if (sd->patk_rate != 100)
  3666. base_status->patk = base_status->patk * sd->patk_rate / 100;
  3667. if (sd->smatk_rate < 0)
  3668. sd->smatk_rate = 0;
  3669. if (sd->smatk_rate != 100)
  3670. base_status->smatk = base_status->smatk * sd->smatk_rate / 100;
  3671. if (sd->res_rate < 0)
  3672. sd->res_rate = 0;
  3673. if (sd->res_rate != 100)
  3674. base_status->res = base_status->res * sd->res_rate / 100;
  3675. if (sd->mres_rate < 0)
  3676. sd->mres_rate = 0;
  3677. if (sd->mres_rate != 100)
  3678. base_status->mres = base_status->mres * sd->mres_rate / 100;
  3679. if (sd->hplus_rate < 0)
  3680. sd->hplus_rate = 0;
  3681. if (sd->hplus_rate != 100)
  3682. base_status->hplus = base_status->hplus * sd->hplus_rate / 100;
  3683. if (sd->crate_rate < 0)
  3684. sd->crate_rate = 0;
  3685. if (sd->crate_rate != 100)
  3686. base_status->crate = base_status->crate * sd->crate_rate / 100;
  3687. // ----- HIT CALCULATION -----
  3688. // Absolute modifiers from passive skills
  3689. #ifndef RENEWAL
  3690. if((skill=pc_checkskill(sd,BS_WEAPONRESEARCH))>0)
  3691. base_status->hit += skill*2;
  3692. #endif
  3693. if((skill=pc_checkskill(sd,AC_VULTURE))>0) {
  3694. #ifndef RENEWAL
  3695. base_status->hit += skill;
  3696. #endif
  3697. if(sd->status.weapon == W_BOW)
  3698. base_status->rhw.range += skill;
  3699. }
  3700. if(sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE) {
  3701. if((skill=pc_checkskill(sd,GS_SINGLEACTION))>0)
  3702. base_status->hit += 2*skill;
  3703. if((skill=pc_checkskill(sd,GS_SNAKEEYE))>0) {
  3704. base_status->hit += skill;
  3705. base_status->rhw.range += skill;
  3706. }
  3707. }
  3708. if((sd->status.weapon == W_1HAXE || sd->status.weapon == W_2HAXE) && (skill = pc_checkskill(sd,NC_TRAININGAXE)) > 0)
  3709. base_status->hit += skill * 3;
  3710. if((sd->status.weapon == W_MACE || sd->status.weapon == W_2HMACE) && (skill = pc_checkskill(sd,NC_TRAININGAXE)) > 0)
  3711. base_status->hit += skill * 2;
  3712. if (pc_checkskill(sd, SU_POWEROFLIFE) > 0)
  3713. base_status->hit += 20;
  3714. if ((skill = pc_checkskill_imperial_guard(sd, 2)) > 0)// IG_SPEAR_SWORD_M
  3715. base_status->hit += skill * 3;
  3716. if ((skill = pc_checkskill(sd, SU_SOULATTACK)) > 0)
  3717. base_status->rhw.range += skill_get_range2(&sd->bl, SU_SOULATTACK, skill, true);
  3718. // ----- FLEE CALCULATION -----
  3719. // Absolute modifiers from passive skills
  3720. if((skill=pc_checkskill(sd,TF_MISS))>0)
  3721. base_status->flee += skill*(sd->class_&JOBL_2 && (sd->class_&MAPID_BASEMASK) == MAPID_THIEF? 4 : 3);
  3722. if((skill=pc_checkskill(sd,MO_DODGE))>0)
  3723. base_status->flee += (skill*3) / 2;
  3724. if (pc_checkskill(sd, SU_POWEROFLIFE) > 0)
  3725. base_status->flee += 20;
  3726. if ((skill = pc_checkskill(sd, SHC_SHADOW_SENSE)) > 0)
  3727. base_status->flee += skill * 10;
  3728. // ----- CRITICAL CALCULATION -----
  3729. #ifdef RENEWAL
  3730. if ((skill = pc_checkskill(sd, DC_DANCINGLESSON)) > 0)
  3731. base_status->cri += skill * 10;
  3732. if ((skill = pc_checkskill(sd, PR_MACEMASTERY)) > 0 && (sd->status.weapon == W_MACE || sd->status.weapon == W_2HMACE))
  3733. base_status->cri += skill * 10;
  3734. #endif
  3735. if ((skill = pc_checkskill(sd, SHC_SHADOW_SENSE)) > 0)
  3736. {
  3737. if (sd->status.weapon == W_DAGGER || sd->status.weapon == W_DOUBLE_DD ||
  3738. sd->status.weapon == W_DOUBLE_DS || sd->status.weapon == W_DOUBLE_DA)
  3739. base_status->cri += 100 + skill * 40;
  3740. else if (sd->status.weapon == W_KATAR)
  3741. base_status->cri += 50 + skill * 20;
  3742. }
  3743. // ----- P.Atk/S.Matk CALCULATION -----
  3744. if ((skill = pc_checkskill(sd, TR_STAGE_MANNER)) > 0 && (sd->status.weapon == W_BOW || sd->status.weapon == W_MUSICAL || sd->status.weapon == W_WHIP)) {
  3745. base_status->patk += skill * 3;
  3746. base_status->smatk += skill * 3;
  3747. }
  3748. if ((skill = pc_checkskill(sd, HN_SELFSTUDY_TATICS)) > 0)
  3749. base_status->patk += skill;
  3750. if ((skill = pc_checkskill(sd, HN_SELFSTUDY_SOCERY)) > 0)
  3751. base_status->smatk += skill;
  3752. if ((skill = pc_checkskill(sd, NW_P_F_I)) > 0 && (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE))
  3753. base_status->patk += skill + 2;
  3754. // 2-Handed Staff Mastery
  3755. if( sd->status.weapon == W_2HSTAFF && ( skill = pc_checkskill( sd, AG_TWOHANDSTAFF ) ) > 0 ){
  3756. base_status->smatk += skill * 2;
  3757. }
  3758. // ----- PHYSICAL RESISTANCE CALCULATION -----
  3759. if ((skill = pc_checkskill_imperial_guard(sd, 1)) > 0)// IG_SHIELD_MASTERY
  3760. base_status->res += skill * 3;
  3761. // ----- EQUIPMENT-DEF CALCULATION -----
  3762. // Apply relative modifiers from equipment
  3763. if(sd->def_rate < 0)
  3764. sd->def_rate = 0;
  3765. if(sd->def_rate != 100) {
  3766. i = base_status->def * sd->def_rate/100;
  3767. base_status->def = cap_value(i, DEFTYPE_MIN, DEFTYPE_MAX);
  3768. }
  3769. if(pc_ismadogear(sd) && pc_checkskill(sd, NC_MAINFRAME) > 0)
  3770. base_status->def += 20 + (pc_checkskill(sd, NC_MAINFRAME) * 20);
  3771. #ifndef RENEWAL
  3772. if (!battle_config.weapon_defense_type && base_status->def > battle_config.max_def) {
  3773. base_status->def2 += battle_config.over_def_bonus*(base_status->def -battle_config.max_def);
  3774. base_status->def = (unsigned char)battle_config.max_def;
  3775. }
  3776. #endif
  3777. // ----- EQUIPMENT-MDEF CALCULATION -----
  3778. // Apply relative modifiers from equipment
  3779. if(sd->mdef_rate < 0)
  3780. sd->mdef_rate = 0;
  3781. if(sd->mdef_rate != 100) {
  3782. i = base_status->mdef * sd->mdef_rate/100;
  3783. base_status->mdef = cap_value(i, DEFTYPE_MIN, DEFTYPE_MAX);
  3784. }
  3785. #ifndef RENEWAL
  3786. if (!battle_config.magic_defense_type && base_status->mdef > battle_config.max_def) {
  3787. base_status->mdef2 += battle_config.over_def_bonus*(base_status->mdef -battle_config.max_def);
  3788. base_status->mdef = (signed char)battle_config.max_def;
  3789. }
  3790. #endif
  3791. // ----- ASPD CALCULATION -----
  3792. /// Unlike other stats, ASPD rate modifiers from skills/SCs/items/etc are first all added together, then the final modifier is applied
  3793. // Basic ASPD value
  3794. i = status_base_amotion_pc(sd,base_status);
  3795. base_status->amotion = cap_value(i,pc_maxaspd(sd),2000);
  3796. // Relative modifiers from passive skills
  3797. // Renewal modifiers are handled in status_base_amotion_pc
  3798. #ifndef RENEWAL_ASPD
  3799. if((skill=pc_checkskill(sd,SA_ADVANCEDBOOK))>0 && sd->status.weapon == W_BOOK)
  3800. base_status->aspd_rate -= 5*skill;
  3801. if ((skill = pc_checkskill(sd,SG_DEVIL)) > 0 && ((sd->class_&MAPID_THIRDMASK) == MAPID_STAR_EMPEROR || pc_is_maxjoblv(sd)))
  3802. base_status->aspd_rate -= 30*skill;
  3803. if((skill=pc_checkskill(sd,GS_SINGLEACTION))>0 &&
  3804. (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE))
  3805. base_status->aspd_rate -= ((skill+1)/2) * 10;
  3806. if(pc_isriding(sd))
  3807. base_status->aspd_rate += 500-100*pc_checkskill(sd,KN_CAVALIERMASTERY);
  3808. else if(pc_isridingdragon(sd))
  3809. base_status->aspd_rate += 250-50*pc_checkskill(sd,RK_DRAGONTRAINING);
  3810. #endif
  3811. base_status->adelay = 2*base_status->amotion;
  3812. // ----- DMOTION -----
  3813. i = 800-base_status->agi*4;
  3814. base_status->dmotion = cap_value(i, 400, 800);
  3815. if(battle_config.pc_damage_delay_rate != 100)
  3816. base_status->dmotion = base_status->dmotion*battle_config.pc_damage_delay_rate/100;
  3817. // ----- MISC CALCULATIONS -----
  3818. // Weight
  3819. status_calc_weight(sd, CALCWT_MAXBONUS);
  3820. status_calc_cart_weight(sd, CALCWT_MAXBONUS);
  3821. if (pc_checkskill(sd, SM_MOVINGRECOVERY) > 0 || pc_ismadogear(sd))
  3822. sd->regen.state.walk = 1;
  3823. else
  3824. sd->regen.state.walk = 0;
  3825. // Skill SP cost
  3826. if((skill=pc_checkskill(sd,HP_MANARECHARGE))>0 )
  3827. sd->dsprate -= 4*skill;
  3828. if(sc->getSCE(SC_SERVICE4U))
  3829. sd->dsprate -= sc->getSCE(SC_SERVICE4U)->val3;
  3830. if(sc->getSCE(SC_SPCOST_RATE))
  3831. sd->dsprate -= sc->getSCE(SC_SPCOST_RATE)->val1;
  3832. // Underflow protections.
  3833. if(sd->dsprate < 0)
  3834. sd->dsprate = 0;
  3835. if(sd->castrate < 0)
  3836. sd->castrate = 0;
  3837. if(sd->hprecov_rate < 0)
  3838. sd->hprecov_rate = 0;
  3839. if(sd->sprecov_rate < 0)
  3840. sd->sprecov_rate = 0;
  3841. // Anti-element and anti-race
  3842. if((skill=pc_checkskill(sd,CR_TRUST))>0)
  3843. sd->indexed_bonus.subele[ELE_HOLY] += skill*5;
  3844. if((skill=pc_checkskill(sd,BS_SKINTEMPER))>0) {
  3845. sd->indexed_bonus.subele[ELE_NEUTRAL] += skill;
  3846. sd->indexed_bonus.subele[ELE_FIRE] += skill*5;
  3847. }
  3848. if((skill=pc_checkskill(sd,SA_DRAGONOLOGY))>0) {
  3849. uint8 dragon_matk = skill * 2;
  3850. skill = skill * 4;
  3851. sd->right_weapon.addrace[RC_DRAGON]+=skill;
  3852. if( !battle_config.left_cardfix_to_right ){
  3853. sd->left_weapon.addrace[RC_DRAGON] += skill;
  3854. }
  3855. sd->indexed_bonus.magic_addrace[RC_DRAGON]+=dragon_matk;
  3856. sd->indexed_bonus.subrace[RC_DRAGON]+=skill;
  3857. }
  3858. if ((skill = pc_checkskill(sd, AB_EUCHARISTICA)) > 0) {
  3859. sd->right_weapon.addrace[RC_DEMON] += skill;
  3860. sd->right_weapon.addele[ELE_DARK] += skill;
  3861. if( !battle_config.left_cardfix_to_right ){
  3862. sd->left_weapon.addrace[RC_DEMON] += skill;
  3863. sd->left_weapon.addele[ELE_DARK] += skill;
  3864. }
  3865. sd->indexed_bonus.magic_addrace[RC_DEMON] += skill;
  3866. sd->indexed_bonus.magic_addele[ELE_DARK] += skill;
  3867. sd->indexed_bonus.subrace[RC_DEMON] += skill;
  3868. sd->indexed_bonus.subele[ELE_DARK] += skill;
  3869. }
  3870. if ((skill = pc_checkskill(sd, DK_TWOHANDDEF)) > 0 && (sd->status.weapon == W_2HSWORD || sd->status.weapon == W_2HSPEAR || sd->status.weapon == W_2HAXE)) {
  3871. uint8 defense_bonus[SZ_MAX][10] = {
  3872. { 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 }, // SZ_SMALL
  3873. { 2, 3, 5, 6, 8, 9, 11, 12, 14, 15 }, // SZ_MEDIUM
  3874. { 3, 5, 7, 9, 10, 12, 13, 15, 16, 18 }, // SZ_BIG
  3875. { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } // SZ_ALL
  3876. };
  3877. for( uint8 size = SZ_SMALL; size < SZ_MAX; size++ ){
  3878. sd->indexed_bonus.weapon_subsize[size] += defense_bonus[size][skill - 1];
  3879. }
  3880. }
  3881. if ((skill = pc_checkskill(sd, IQ_WILL_OF_FAITH)) > 0 && sd->status.weapon == W_KNUCKLE) {
  3882. uint8 race_atk[10] = { 3, 4, 5, 6, 7, 8, 9, 10, 11, 12 };
  3883. uint8 race_def[10] = { 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 };
  3884. sd->right_weapon.addrace[RC_UNDEAD] += race_atk[skill - 1];
  3885. sd->right_weapon.addrace[RC_DEMON] += race_atk[skill - 1];
  3886. if( !battle_config.left_cardfix_to_right ){
  3887. sd->left_weapon.addrace[RC_UNDEAD] += race_atk[skill - 1];
  3888. sd->left_weapon.addrace[RC_DEMON] += race_atk[skill - 1];
  3889. }
  3890. sd->indexed_bonus.subrace[RC_UNDEAD] += race_def[skill - 1];
  3891. sd->indexed_bonus.subrace[RC_DEMON] += race_def[skill - 1];
  3892. }
  3893. if ((skill = pc_checkskill(sd, CD_MACE_BOOK_M)) > 0 && (sd->status.weapon == W_MACE || sd->status.weapon == W_2HMACE || sd->status.weapon == W_BOOK)) {
  3894. uint8 attack_bonus[SZ_MAX][10] = {
  3895. { 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 }, // SZ_SMALL
  3896. { 2, 3, 5, 6, 8, 9, 11, 12, 14, 15 }, // SZ_MEDIUM
  3897. { 3, 5, 7, 9, 10, 12, 13, 15, 16, 18 }, // SZ_BIG
  3898. { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } // SZ_ALL
  3899. };
  3900. for( uint8 size = SZ_SMALL; size < SZ_MAX; size++ ){
  3901. sd->right_weapon.addsize[size] += attack_bonus[size][skill - 1];
  3902. if( !battle_config.left_cardfix_to_right ){
  3903. sd->left_weapon.addsize[size] += attack_bonus[size][skill - 1];
  3904. }
  3905. }
  3906. }
  3907. if ((skill = pc_checkskill(sd, CD_FIDUS_ANIMUS)) > 0) {
  3908. uint8 holy_matk[10] = { 1, 3, 4, 6, 7, 9, 10, 12, 13, 15 };
  3909. sd->indexed_bonus.magic_atk_ele[ELE_HOLY] += holy_matk[skill - 1];
  3910. }
  3911. if ((skill = pc_checkskill(sd, MT_TWOAXEDEF)) > 0 && sd->status.weapon == W_2HAXE) {
  3912. uint8 defense_bonus[SZ_MAX][10] = {
  3913. { 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 }, // SZ_SMALL
  3914. { 2, 3, 5, 6, 8, 9, 11, 12, 14, 15 }, // SZ_MEDIUM
  3915. { 3, 5, 7, 9, 10, 12, 13, 15, 16, 18 }, // SZ_BIG
  3916. { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } // SZ_ALL
  3917. };
  3918. for( uint8 size = SZ_SMALL; size < SZ_MAX; size++ ){
  3919. sd->indexed_bonus.weapon_subsize[size] += defense_bonus[size][skill - 1];
  3920. }
  3921. }
  3922. if ((skill = pc_checkskill(sd, ABC_DAGGER_AND_BOW_M)) > 0 && (sd->status.weapon == W_DAGGER || sd->status.weapon == W_BOW || sd->status.weapon == W_DOUBLE_DD || sd->status.weapon == W_DOUBLE_DS || sd->status.weapon == W_DOUBLE_DA)) {
  3923. uint8 attack_bonus[SZ_MAX][10] = {
  3924. { 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 }, // SZ_SMALL
  3925. { 2, 3, 5, 6, 8, 9, 11, 12, 14, 15 }, // SZ_MEDIUM
  3926. { 2, 4, 6, 8, 10, 12, 14, 16, 18, 20 }, // SZ_BIG
  3927. { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } // SZ_ALL
  3928. };
  3929. for( uint8 size = SZ_SMALL; size < SZ_MAX; size++ ){
  3930. sd->right_weapon.addsize[size] += attack_bonus[size][skill - 1];
  3931. if( !battle_config.left_cardfix_to_right ){
  3932. sd->left_weapon.addsize[size] += attack_bonus[size][skill - 1];
  3933. }
  3934. }
  3935. }
  3936. if ((skill = pc_checkskill(sd, ABC_MAGIC_SWORD_M)) > 0 && (sd->status.weapon == W_DAGGER || sd->status.weapon == W_1HSWORD || sd->status.weapon == W_DOUBLE_DD || sd->status.weapon == W_DOUBLE_SS || sd->status.weapon == W_DOUBLE_DS || sd->status.weapon == W_DOUBLE_DA || sd->status.weapon == W_DOUBLE_SA)) {
  3937. uint8 attack_bonus[SZ_MAX][10] = {
  3938. { 2, 3, 5, 6, 8, 9, 11, 12, 14, 15 }, // SZ_SMALL
  3939. { 2, 3, 5, 6, 8, 9, 11, 12, 14, 15 }, // SZ_MEDIUM
  3940. { 2, 3, 5, 6, 8, 9, 11, 12, 14, 15 }, // SZ_BIG
  3941. { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } // SZ_ALL
  3942. };
  3943. for( uint8 size = SZ_SMALL; size < SZ_MAX; size++ ){
  3944. sd->indexed_bonus.magic_addsize[size] += attack_bonus[size][skill - 1];
  3945. }
  3946. }
  3947. if ((skill = pc_checkskill(sd, EM_MAGIC_BOOK_M)) > 0 && sd->status.weapon == W_BOOK) {
  3948. sd->indexed_bonus.magic_atk_ele[ELE_WATER] += skill;
  3949. sd->indexed_bonus.magic_atk_ele[ELE_EARTH] += skill;
  3950. sd->indexed_bonus.magic_atk_ele[ELE_FIRE] += skill;
  3951. sd->indexed_bonus.magic_atk_ele[ELE_WIND] += skill;
  3952. sd->indexed_bonus.magic_atk_ele[ELE_POISON] += skill;
  3953. }
  3954. if(sc->count) {
  3955. if(sc->getSCE(SC_CONCENTRATE)) { // Update the card-bonus data
  3956. sc->getSCE(SC_CONCENTRATE)->val3 = sd->indexed_bonus.param_bonus[1]; // Agi
  3957. sc->getSCE(SC_CONCENTRATE)->val4 = sd->indexed_bonus.param_bonus[4]; // Dex
  3958. }
  3959. if(sc->getSCE(SC_SIEGFRIED)) {
  3960. i = sc->getSCE(SC_SIEGFRIED)->val2;
  3961. sd->indexed_bonus.subele[ELE_WATER] += i;
  3962. sd->indexed_bonus.subele[ELE_EARTH] += i;
  3963. sd->indexed_bonus.subele[ELE_FIRE] += i;
  3964. sd->indexed_bonus.subele[ELE_WIND] += i;
  3965. #ifndef RENEWAL
  3966. sd->indexed_bonus.subele[ELE_POISON] += i;
  3967. sd->indexed_bonus.subele[ELE_HOLY] += i;
  3968. sd->indexed_bonus.subele[ELE_DARK] += i;
  3969. sd->indexed_bonus.subele[ELE_GHOST] += i;
  3970. sd->indexed_bonus.subele[ELE_UNDEAD] += i;
  3971. #endif
  3972. }
  3973. #ifdef RENEWAL
  3974. if (sc->getSCE(SC_BASILICA)) {
  3975. i = sc->getSCE(SC_BASILICA)->val1 * 5;
  3976. sd->right_weapon.addele[ELE_DARK] += i;
  3977. sd->right_weapon.addele[ELE_UNDEAD] += i;
  3978. if( !battle_config.left_cardfix_to_right ){
  3979. sd->left_weapon.addele[ELE_DARK] += i;
  3980. sd->left_weapon.addele[ELE_UNDEAD] += i;
  3981. }
  3982. sd->indexed_bonus.magic_atk_ele[ELE_HOLY] += sc->getSCE(SC_BASILICA)->val1 * 3;
  3983. }
  3984. if (sc->getSCE(SC_FIREWEAPON))
  3985. sd->indexed_bonus.magic_atk_ele[ELE_FIRE] += sc->getSCE(SC_FIREWEAPON)->val1;
  3986. if (sc->getSCE(SC_WINDWEAPON))
  3987. sd->indexed_bonus.magic_atk_ele[ELE_WIND] += sc->getSCE(SC_WINDWEAPON)->val1;
  3988. if (sc->getSCE(SC_WATERWEAPON))
  3989. sd->indexed_bonus.magic_atk_ele[ELE_WATER] += sc->getSCE(SC_WATERWEAPON)->val1;
  3990. if (sc->getSCE(SC_EARTHWEAPON))
  3991. sd->indexed_bonus.magic_atk_ele[ELE_EARTH] += sc->getSCE(SC_EARTHWEAPON)->val1;
  3992. #endif
  3993. if(sc->getSCE(SC_PROVIDENCE)) {
  3994. sd->indexed_bonus.subele[ELE_HOLY] += sc->getSCE(SC_PROVIDENCE)->val2;
  3995. sd->indexed_bonus.subrace[RC_DEMON] += sc->getSCE(SC_PROVIDENCE)->val2;
  3996. }
  3997. if (sc->getSCE(SC_GEFFEN_MAGIC1)) {
  3998. sd->right_weapon.addrace[RC_PLAYER_HUMAN] += sc->getSCE(SC_GEFFEN_MAGIC1)->val1;
  3999. sd->right_weapon.addrace[RC_DEMIHUMAN] += sc->getSCE(SC_GEFFEN_MAGIC1)->val1;
  4000. if( !battle_config.left_cardfix_to_right ){
  4001. sd->left_weapon.addrace[RC_PLAYER_HUMAN] += sc->getSCE( SC_GEFFEN_MAGIC1 )->val1;
  4002. sd->left_weapon.addrace[RC_DEMIHUMAN] += sc->getSCE( SC_GEFFEN_MAGIC1 )->val1;
  4003. }
  4004. }
  4005. if (sc->getSCE(SC_GEFFEN_MAGIC2)) {
  4006. sd->indexed_bonus.magic_addrace[RC_PLAYER_HUMAN] += sc->getSCE(SC_GEFFEN_MAGIC2)->val1;
  4007. sd->indexed_bonus.magic_addrace[RC_DEMIHUMAN] += sc->getSCE(SC_GEFFEN_MAGIC2)->val1;
  4008. }
  4009. if(sc->getSCE(SC_GEFFEN_MAGIC3)) {
  4010. sd->indexed_bonus.subrace[RC_PLAYER_HUMAN] += sc->getSCE(SC_GEFFEN_MAGIC3)->val1;
  4011. sd->indexed_bonus.subrace[RC_DEMIHUMAN] += sc->getSCE(SC_GEFFEN_MAGIC3)->val1;
  4012. }
  4013. if(sc->getSCE(SC_ARMOR_ELEMENT_WATER)) { // This status change should grant card-type elemental resist.
  4014. sd->indexed_bonus.subele[ELE_WATER] += sc->getSCE(SC_ARMOR_ELEMENT_WATER)->val1;
  4015. sd->indexed_bonus.subele[ELE_EARTH] += sc->getSCE(SC_ARMOR_ELEMENT_WATER)->val2;
  4016. sd->indexed_bonus.subele[ELE_FIRE] += sc->getSCE(SC_ARMOR_ELEMENT_WATER)->val3;
  4017. sd->indexed_bonus.subele[ELE_WIND] += sc->getSCE(SC_ARMOR_ELEMENT_WATER)->val4;
  4018. }
  4019. if(sc->getSCE(SC_ARMOR_ELEMENT_EARTH)) { // This status change should grant card-type elemental resist.
  4020. sd->indexed_bonus.subele[ELE_WATER] += sc->getSCE(SC_ARMOR_ELEMENT_EARTH)->val1;
  4021. sd->indexed_bonus.subele[ELE_EARTH] += sc->getSCE(SC_ARMOR_ELEMENT_EARTH)->val2;
  4022. sd->indexed_bonus.subele[ELE_FIRE] += sc->getSCE(SC_ARMOR_ELEMENT_EARTH)->val3;
  4023. sd->indexed_bonus.subele[ELE_WIND] += sc->getSCE(SC_ARMOR_ELEMENT_EARTH)->val4;
  4024. }
  4025. if(sc->getSCE(SC_ARMOR_ELEMENT_FIRE)) { // This status change should grant card-type elemental resist.
  4026. sd->indexed_bonus.subele[ELE_WATER] += sc->getSCE(SC_ARMOR_ELEMENT_FIRE)->val1;
  4027. sd->indexed_bonus.subele[ELE_EARTH] += sc->getSCE(SC_ARMOR_ELEMENT_FIRE)->val2;
  4028. sd->indexed_bonus.subele[ELE_FIRE] += sc->getSCE(SC_ARMOR_ELEMENT_FIRE)->val3;
  4029. sd->indexed_bonus.subele[ELE_WIND] += sc->getSCE(SC_ARMOR_ELEMENT_FIRE)->val4;
  4030. }
  4031. if(sc->getSCE(SC_ARMOR_ELEMENT_WIND)) { // This status change should grant card-type elemental resist.
  4032. sd->indexed_bonus.subele[ELE_WATER] += sc->getSCE(SC_ARMOR_ELEMENT_WIND)->val1;
  4033. sd->indexed_bonus.subele[ELE_EARTH] += sc->getSCE(SC_ARMOR_ELEMENT_WIND)->val2;
  4034. sd->indexed_bonus.subele[ELE_FIRE] += sc->getSCE(SC_ARMOR_ELEMENT_WIND)->val3;
  4035. sd->indexed_bonus.subele[ELE_WIND] += sc->getSCE(SC_ARMOR_ELEMENT_WIND)->val4;
  4036. }
  4037. if(sc->getSCE(SC_ARMOR_RESIST)) { // Undead Scroll
  4038. sd->indexed_bonus.subele[ELE_WATER] += sc->getSCE(SC_ARMOR_RESIST)->val1;
  4039. sd->indexed_bonus.subele[ELE_EARTH] += sc->getSCE(SC_ARMOR_RESIST)->val2;
  4040. sd->indexed_bonus.subele[ELE_FIRE] += sc->getSCE(SC_ARMOR_RESIST)->val3;
  4041. sd->indexed_bonus.subele[ELE_WIND] += sc->getSCE(SC_ARMOR_RESIST)->val4;
  4042. }
  4043. if( sc->getSCE(SC_FIRE_CLOAK_OPTION) ) {
  4044. i = sc->getSCE(SC_FIRE_CLOAK_OPTION)->val2;
  4045. sd->indexed_bonus.subele[ELE_FIRE] += i;
  4046. sd->indexed_bonus.subele[ELE_WATER] -= i;
  4047. }
  4048. if( sc->getSCE(SC_WATER_DROP_OPTION) ) {
  4049. i = sc->getSCE(SC_WATER_DROP_OPTION)->val2;
  4050. sd->indexed_bonus.subele[ELE_WATER] += i;
  4051. sd->indexed_bonus.subele[ELE_WIND] -= i;
  4052. }
  4053. if( sc->getSCE(SC_WIND_CURTAIN_OPTION) ) {
  4054. i = sc->getSCE(SC_WIND_CURTAIN_OPTION)->val2;
  4055. sd->indexed_bonus.subele[ELE_WIND] += i;
  4056. sd->indexed_bonus.subele[ELE_EARTH] -= i;
  4057. }
  4058. if( sc->getSCE(SC_STONE_SHIELD_OPTION) ) {
  4059. i = sc->getSCE(SC_STONE_SHIELD_OPTION)->val2;
  4060. sd->indexed_bonus.subele[ELE_EARTH] += i;
  4061. sd->indexed_bonus.subele[ELE_FIRE] -= i;
  4062. }
  4063. if (sc->getSCE(SC_MTF_MLEATKED) )
  4064. sd->indexed_bonus.subele[ELE_NEUTRAL] += sc->getSCE(SC_MTF_MLEATKED)->val3;
  4065. if (sc->getSCE(SC_MTF_CRIDAMAGE))
  4066. sd->bonus.crit_atk_rate += sc->getSCE(SC_MTF_CRIDAMAGE)->val1;
  4067. if (sc->getSCE(SC_GLASTHEIM_ATK)) {
  4068. sd->indexed_bonus.ignore_mdef_by_race[RC_UNDEAD] += sc->getSCE(SC_GLASTHEIM_ATK)->val1;
  4069. sd->indexed_bonus.ignore_mdef_by_race[RC_DEMON] += sc->getSCE(SC_GLASTHEIM_ATK)->val1;
  4070. }
  4071. if (sc->getSCE(SC_LAUDARAMUS))
  4072. sd->bonus.crit_atk_rate += 5 * sc->getSCE(SC_LAUDARAMUS)->val1;
  4073. #ifdef RENEWAL
  4074. if (sc->getSCE(SC_FORTUNE))
  4075. sd->bonus.crit_atk_rate += 2 * sc->getSCE(SC_FORTUNE)->val1;
  4076. #endif
  4077. if (sc->getSCE(SC_SYMPHONYOFLOVER)) {
  4078. sd->indexed_bonus.subele[ELE_GHOST] += sc->getSCE(SC_SYMPHONYOFLOVER)->val1 * 3;
  4079. sd->indexed_bonus.subele[ELE_HOLY] += sc->getSCE(SC_SYMPHONYOFLOVER)->val1 * 3;
  4080. }
  4081. if (sc->getSCE(SC_PYREXIA) && sc->getSCE(SC_PYREXIA)->val3 == 0)
  4082. sd->bonus.crit_atk_rate += sc->getSCE(SC_PYREXIA)->val2;
  4083. if (sc->getSCE(SC_LUXANIMA)) {
  4084. pc_bonus2(sd, SP_ADDSIZE, SZ_ALL, sc->getSCE(SC_LUXANIMA)->val3);
  4085. sd->bonus.crit_atk_rate += sc->getSCE(SC_LUXANIMA)->val3;
  4086. sd->bonus.short_attack_atk_rate += sc->getSCE(SC_LUXANIMA)->val3;
  4087. sd->bonus.long_attack_atk_rate += sc->getSCE(SC_LUXANIMA)->val3;
  4088. }
  4089. if (sc->getSCE(SC_STRIKING))
  4090. sd->bonus.perfect_hit += 20 + 10 * pc_checkskill(sd, SO_STRIKING);
  4091. if( sc->getSCE( SC_RUSH_QUAKE2 ) ){
  4092. sd->bonus.short_attack_atk_rate += 5 * sc->getSCE( SC_RUSH_QUAKE2 )->val1;
  4093. sd->bonus.long_attack_atk_rate += 5 * sc->getSCE( SC_RUSH_QUAKE2 )->val1;
  4094. }
  4095. if (sc->getSCE(SC_HIDDEN_CARD))
  4096. sd->bonus.long_attack_atk_rate += sc->getSCE(SC_HIDDEN_CARD)->val3;
  4097. if (sc->getSCE(SC_DEADLY_DEFEASANCE))
  4098. sd->special_state.no_magic_damage = 0;
  4099. if (sc->getSCE(SC_CLIMAX_DES_HU))
  4100. sd->indexed_bonus.magic_atk_ele[ELE_WIND] += 30;
  4101. if (sc->getSCE(SC_CLIMAX_EARTH))
  4102. sd->indexed_bonus.subele[ELE_EARTH] -= 100;
  4103. if (sc->getSCE(SC_CLIMAX_BLOOM))
  4104. sd->indexed_bonus.subele[ELE_FIRE] -= 100;
  4105. if (sc->getSCE(SC_CLIMAX_CRYIMP)) {
  4106. sd->indexed_bonus.subele[ELE_WATER] += 30;
  4107. sd->indexed_bonus.magic_atk_ele[ELE_WATER] += 30;
  4108. }
  4109. if (sc->getSCE(SC_SINCERE_FAITH))
  4110. sd->bonus.perfect_hit += sc->getSCE(SC_SINCERE_FAITH)->val3;
  4111. if (sc->getSCE(SC_HOLY_S)) {
  4112. sd->indexed_bonus.subele[ELE_DARK] += sc->getSCE(SC_HOLY_S)->val2;
  4113. sd->indexed_bonus.subele[ELE_UNDEAD] += sc->getSCE(SC_HOLY_S)->val2;
  4114. sd->indexed_bonus.magic_atk_ele[ELE_HOLY] += sc->getSCE(SC_HOLY_S)->val2;
  4115. }
  4116. if (sc->getSCE(SC_SUMMON_ELEMENTAL_ARDOR))
  4117. sd->indexed_bonus.magic_atk_ele[ELE_FIRE] += 10;
  4118. if (sc->getSCE(SC_SUMMON_ELEMENTAL_DILUVIO))
  4119. sd->indexed_bonus.magic_atk_ele[ELE_WATER] += 10;
  4120. if (sc->getSCE(SC_SUMMON_ELEMENTAL_PROCELLA))
  4121. sd->indexed_bonus.magic_atk_ele[ELE_WIND] += 10;
  4122. if (sc->getSCE(SC_SUMMON_ELEMENTAL_TERREMOTUS))
  4123. sd->indexed_bonus.magic_atk_ele[ELE_EARTH] += 10;
  4124. if (sc->getSCE(SC_SUMMON_ELEMENTAL_SERPENS))
  4125. sd->indexed_bonus.magic_atk_ele[ELE_POISON] += 10;
  4126. if (sc->getSCE(SC_FLAMEARMOR_OPTION)) {
  4127. sd->indexed_bonus.subele[ELE_FIRE] += 100;
  4128. sd->indexed_bonus.subele[ELE_WATER] -= 30;
  4129. }
  4130. if (sc->getSCE(SC_CRYSTAL_ARMOR_OPTION)) {
  4131. sd->indexed_bonus.subele[ELE_WATER] += 100;
  4132. sd->indexed_bonus.subele[ELE_WIND] -= 30;
  4133. }
  4134. if (sc->getSCE(SC_EYES_OF_STORM_OPTION)) {
  4135. sd->indexed_bonus.subele[ELE_WIND] += 100;
  4136. sd->indexed_bonus.subele[ELE_EARTH] -= 30;
  4137. }
  4138. if (sc->getSCE(SC_STRONG_PROTECTION_OPTION)) {
  4139. sd->indexed_bonus.subele[ELE_EARTH] += 100;
  4140. sd->indexed_bonus.subele[ELE_FIRE] -= 30;
  4141. }
  4142. if (sc->getSCE(SC_POISON_SHIELD_OPTION)) {
  4143. sd->indexed_bonus.subele[ELE_POISON] += 100;
  4144. sd->indexed_bonus.subele[ELE_HOLY] -= 30;
  4145. }
  4146. if (sc->getSCE(SC_INFINITY_DRINK)) {
  4147. sd->bonus.crit_atk_rate += 5;
  4148. sd->bonus.long_attack_atk_rate += 5;
  4149. sd->indexed_bonus.magic_atk_ele[ELE_ALL] += 5;
  4150. sd->special_state.no_castcancel = 1;
  4151. }
  4152. if(sc->getSCE(SC_MENTAL_POTION))
  4153. sd->dsprate -= sc->getSCE(SC_MENTAL_POTION)->val1;
  4154. if (sc->getSCE(SC_LIMIT_POWER_BOOSTER)) {
  4155. pc_bonus(sd, SP_ATK_RATE, 1);
  4156. pc_bonus(sd, SP_MATK_RATE, 1);
  4157. sd->dsprate -= 5;
  4158. sd->bonus.fixcastrate -= sc->getSCE(SC_LIMIT_POWER_BOOSTER)->val1;
  4159. }
  4160. if (sc->getSCE(SC_COMBAT_PILL)) {
  4161. pc_bonus(sd, SP_ATK_RATE, sc->getSCE(SC_COMBAT_PILL)->val1);
  4162. pc_bonus(sd, SP_MATK_RATE, sc->getSCE(SC_COMBAT_PILL)->val1);
  4163. }
  4164. if (sc->getSCE(SC_COMBAT_PILL2)) {
  4165. pc_bonus(sd, SP_ATK_RATE, sc->getSCE(SC_COMBAT_PILL2)->val1);
  4166. pc_bonus(sd, SP_MATK_RATE, sc->getSCE(SC_COMBAT_PILL2)->val1);
  4167. }
  4168. if (sc->getSCE(SC_SPARKCANDY))
  4169. pc_bonus2(sd, SP_HP_LOSS_RATE, 100, 10000);
  4170. if (sc->getSCE(SC_MAGICCANDY)) {
  4171. sd->bonus.fixcastrate -= 70;
  4172. sd->special_state.no_castcancel = 1;
  4173. pc_bonus2(sd, SP_SP_LOSS_RATE, 90, 10000);
  4174. }
  4175. if (sc->getSCE(SC_POPECOOKIE)) {
  4176. pc_bonus(sd, SP_ATK_RATE, sc->getSCE(SC_POPECOOKIE)->val1);
  4177. pc_bonus(sd, SP_MATK_RATE, sc->getSCE(SC_POPECOOKIE)->val1);
  4178. sd->indexed_bonus.subele[ELE_ALL] -= sc->getSCE(SC_POPECOOKIE)->val1;
  4179. }
  4180. if (sc->getSCE(SC_VITALIZE_POTION)) {
  4181. pc_bonus(sd, SP_ATK_RATE, sc->getSCE(SC_VITALIZE_POTION)->val1);
  4182. pc_bonus(sd, SP_MATK_RATE, sc->getSCE(SC_VITALIZE_POTION)->val1);
  4183. }
  4184. if (sc->getSCE(SC_CUP_OF_BOZA))
  4185. sd->indexed_bonus.subele[ELE_FIRE] -= 5;
  4186. if (sc->getSCE(SC_SKF_CAST))
  4187. sd->bonus.varcastrate -= sc->getSCE(SC_SKF_CAST)->val1;
  4188. if (sc->getSCE(SC_BEEF_RIB_STEW)) {
  4189. sd->bonus.varcastrate -= 5;
  4190. sd->dsprate -= 3;
  4191. }
  4192. if (sc->getSCE(SC_PORK_RIB_STEW))
  4193. sd->dsprate -= 2;
  4194. }
  4195. status_cpy(&sd->battle_status, base_status);
  4196. // ----- CLIENT-SIDE REFRESH -----
  4197. if(!sd->bl.prev) {
  4198. // Will update on LoadEndAck
  4199. calculating = 0;
  4200. return 0;
  4201. }
  4202. if(memcmp(b_skill,sd->status.skill,sizeof(sd->status.skill))) {
  4203. #if PACKETVER_MAIN_NUM >= 20190807 || PACKETVER_RE_NUM >= 20190807 || PACKETVER_ZERO_NUM >= 20190918
  4204. // Client doesn't delete unavailable skills even if we refresh the skill tree, individually delete them.
  4205. for (i = 0; i < MAX_SKILL; i++) {
  4206. if (b_skill[i].id != 0 && sd->status.skill[i].id == 0)
  4207. clif_deleteskill(sd, b_skill[i].id, true);
  4208. }
  4209. #endif
  4210. clif_skillinfoblock(sd);
  4211. }
  4212. // If the skill is learned, the status is infinite.
  4213. if (pc_checkskill(sd, SU_SPRITEMABLE) > 0 && !sd->sc.getSCE(SC_SPRITEMABLE))
  4214. sc_start(&sd->bl, &sd->bl, SC_SPRITEMABLE, 100, 1, INFINITE_TICK);
  4215. if (pc_checkskill(sd, SU_SOULATTACK) > 0 && !sd->sc.getSCE(SC_SOULATTACK))
  4216. sc_start(&sd->bl, &sd->bl, SC_SOULATTACK, 100, 1, INFINITE_TICK);
  4217. calculating = 0;
  4218. return 0;
  4219. }
  4220. /// Intermediate function since C++ does not have a try-finally syntax
  4221. int status_calc_pc_( map_session_data* sd, uint8 opt ){
  4222. // Save the old script the player was attached to
  4223. struct script_state* previous_st = sd->st;
  4224. // Store the return value of the original function
  4225. int ret = status_calc_pc_sub( sd, opt );
  4226. // If an old script is present
  4227. if( previous_st ){
  4228. // Reattach the player to it, so that the limitations of that script kick back in
  4229. script_attach_state( previous_st );
  4230. }
  4231. // Return the original return value
  4232. return ret;
  4233. }
  4234. /**
  4235. * Calculates Mercenary data
  4236. * @param md: Mercenary object
  4237. * @param opt: Whether it is first calc or not (0 on level up or status)
  4238. * @return 0
  4239. */
  4240. int status_calc_mercenary_(s_mercenary_data *md, uint8 opt)
  4241. {
  4242. struct status_data *status = &md->base_status;
  4243. s_mercenary *merc = &md->mercenary;
  4244. if (opt&SCO_FIRST) {
  4245. memcpy(status, &md->db->status, sizeof(struct status_data));
  4246. status->class_ = CLASS_NORMAL;
  4247. status->mode = static_cast<e_mode>(MD_CANMOVE|MD_CANATTACK);
  4248. status->hp = status->max_hp;
  4249. status->sp = status->max_sp;
  4250. md->battle_status.hp = merc->hp;
  4251. md->battle_status.sp = merc->sp;
  4252. if (md->master)
  4253. status->speed = status_get_speed(&md->master->bl);
  4254. }
  4255. status_calc_misc(&md->bl, status, md->db->lv);
  4256. status_cpy(&md->battle_status, status);
  4257. return 0;
  4258. }
  4259. /**
  4260. * Calculates Homunculus data
  4261. * @param hd: Homunculus object
  4262. * @param opt: Whether it is first calc or not (0 on level up or status)
  4263. * @return 1
  4264. */
  4265. int status_calc_homunculus_(struct homun_data *hd, uint8 opt)
  4266. {
  4267. struct status_data *status = &hd->base_status;
  4268. struct s_homunculus &hom = hd->homunculus;
  4269. int skill_lv;
  4270. int amotion;
  4271. status->str = hom.str / 10;
  4272. status->agi = hom.agi / 10;
  4273. status->vit = hom.vit / 10;
  4274. status->dex = hom.dex / 10;
  4275. status->int_ = hom.int_ / 10;
  4276. status->luk = hom.luk / 10;
  4277. APPLY_HOMUN_LEVEL_STATWEIGHT();
  4278. if (opt&SCO_FIRST) {
  4279. const std::shared_ptr<s_homunculus_db> db = hd->homunculusDB;
  4280. status->def_ele = db->element;
  4281. status->ele_lv = 1;
  4282. status->race = db->race;
  4283. status->class_ = CLASS_NORMAL;
  4284. status->size = (hom.class_ == db->evo_class) ? db->evo_size : db->base_size;
  4285. status->rhw.range = 1 + status->size;
  4286. status->mode = static_cast<e_mode>(MD_CANMOVE|MD_CANATTACK);
  4287. status->speed = DEFAULT_WALK_SPEED;
  4288. if (battle_config.hom_setting&HOMSET_COPY_SPEED && hd->master)
  4289. status->speed = status_get_speed(&hd->master->bl);
  4290. status->hp = 1;
  4291. status->sp = 1;
  4292. }
  4293. status->aspd_rate = 1000;
  4294. #ifdef RENEWAL
  4295. amotion = hd->homunculusDB->baseASPD;
  4296. amotion = amotion - amotion * (status->dex + hom.dex_value) / 1000 - (status->agi + hom.agi_value) * amotion / 250;
  4297. status->def = status->mdef = 0;
  4298. #else
  4299. skill_lv = hom.level / 10 + status->vit / 5;
  4300. status->def = cap_value(skill_lv, 0, 99);
  4301. skill_lv = hom.level / 10 + status->int_ / 5;
  4302. status->mdef = cap_value(skill_lv, 0, 99);
  4303. amotion = (1000 - 4 * status->agi - status->dex) * hd->homunculusDB->baseASPD / 1000;
  4304. #endif
  4305. status->amotion = cap_value(amotion, battle_config.max_aspd, 2000);
  4306. status->adelay = status->amotion; //It seems adelay = amotion for Homunculus.
  4307. status->max_hp = hom.max_hp;
  4308. status->max_sp = hom.max_sp;
  4309. hom_calc_skilltree(hd);
  4310. if((skill_lv = hom_checkskill(hd, HAMI_SKIN)) > 0)
  4311. status->def += skill_lv * 4;
  4312. if((skill_lv = hom_checkskill(hd, HVAN_INSTRUCT)) > 0) {
  4313. status->int_ += 1 + skill_lv / 2 + skill_lv / 4 + skill_lv / 5;
  4314. status->str += 1 + skill_lv / 3 + skill_lv / 3 + skill_lv / 4;
  4315. }
  4316. if((skill_lv = hom_checkskill(hd, HAMI_SKIN)) > 0)
  4317. status->max_hp += skill_lv * 2 * status->max_hp / 100;
  4318. if((skill_lv = hom_checkskill(hd, HLIF_BRAIN)) > 0)
  4319. status->max_sp += skill_lv * status->max_sp / 100;
  4320. if((skill_lv = hom_checkskill(hd, MH_CLASSY_FLUTTER)) > 0) {
  4321. status->matk_min += 100 + 60* skill_lv;
  4322. status->matk_max += 100 + 60* skill_lv;
  4323. }
  4324. if((skill_lv = hom_checkskill(hd, MH_BRUSHUP_CLAW)) > 0) {
  4325. status->batk += 100 + 60* skill_lv;
  4326. }
  4327. if((skill_lv = hom_checkskill(hd, MH_POLISHING_NEEDLE)) > 0) {
  4328. status->matk_min += 50 + 20* skill_lv;
  4329. status->matk_max += 50 + 20* skill_lv;
  4330. status->batk += 100 + 40* skill_lv;
  4331. }
  4332. if((skill_lv = hom_checkskill(hd, MH_LICHT_GEHORN)) > 0) {
  4333. status->matk_min += 100 + 30* skill_lv;
  4334. status->matk_max += 100 + 30* skill_lv;
  4335. status->batk += 100 + 30* skill_lv;
  4336. }
  4337. if((skill_lv = hom_checkskill(hd, MH_BLAZING_LAVA)) > 0) {
  4338. status->batk += 100 + 60* skill_lv;
  4339. }
  4340. if (opt&SCO_FIRST) {
  4341. hd->battle_status.hp = hom.hp;
  4342. hd->battle_status.sp = hom.sp;
  4343. if(hom.class_ == 6052) // Eleanor
  4344. sc_start(&hd->bl,&hd->bl, SC_STYLE_CHANGE, 100, MH_MD_FIGHTING, INFINITE_TICK);
  4345. }
  4346. #ifndef RENEWAL
  4347. status->rhw.atk = status->dex;
  4348. status->rhw.atk2 = status->str + hom.level;
  4349. #endif
  4350. status_calc_misc(&hd->bl, status, hom.level);
  4351. status_cpy(&hd->battle_status, status);
  4352. return 1;
  4353. }
  4354. /**
  4355. * Calculates Elemental data
  4356. * @param ed: Elemental object
  4357. * @param opt: Whether it is first calc or not (0 on status change)
  4358. * @return 0
  4359. */
  4360. int status_calc_elemental_(s_elemental_data *ed, uint8 opt)
  4361. {
  4362. struct status_data *status = &ed->base_status;
  4363. s_elemental *ele = &ed->elemental;
  4364. map_session_data *sd = ed->master;
  4365. if( !sd )
  4366. return 0;
  4367. if (opt&SCO_FIRST) {
  4368. memcpy(status, &ed->db->status, sizeof(struct status_data));
  4369. if( !ele->mode )
  4370. status->mode = EL_MODE_PASSIVE;
  4371. else
  4372. status->mode = ele->mode;
  4373. status->class_ = CLASS_NORMAL;
  4374. status_calc_misc(&ed->bl, status, 0);
  4375. status->max_hp = ele->max_hp;
  4376. status->max_sp = ele->max_sp;
  4377. status->hp = ele->hp;
  4378. status->sp = ele->sp;
  4379. status->rhw.atk = ele->atk;
  4380. status->rhw.atk2 = ele->atk2;
  4381. status->matk_min += ele->matk;
  4382. status->def += ele->def;
  4383. status->mdef += ele->mdef;
  4384. status->flee = ele->flee;
  4385. status->hit = ele->hit;
  4386. if (ed->master)
  4387. status->speed = status_get_speed(&ed->master->bl);
  4388. memcpy(&ed->battle_status,status,sizeof(struct status_data));
  4389. } else {
  4390. status_calc_misc(&ed->bl, status, 0);
  4391. status_cpy(&ed->battle_status, status);
  4392. }
  4393. return 0;
  4394. }
  4395. /**
  4396. * Calculates NPC data
  4397. * @param nd: NPC object
  4398. * @param opt: Whether it is first calc or not (what?)
  4399. * @return 0
  4400. */
  4401. int status_calc_npc_(struct npc_data *nd, uint8 opt)
  4402. {
  4403. struct status_data *status = &nd->status;
  4404. if (!nd)
  4405. return 0;
  4406. if (opt&SCO_FIRST) {
  4407. status->hp = 1;
  4408. status->sp = 1;
  4409. status->max_hp = 1;
  4410. status->max_sp = 1;
  4411. status->def_ele = ELE_NEUTRAL;
  4412. status->ele_lv = 1;
  4413. status->race = RC_DEMIHUMAN;
  4414. status->class_ = CLASS_NORMAL;
  4415. status->size = nd->size;
  4416. status->rhw.range = 1 + status->size;
  4417. status->mode = static_cast<e_mode>(MD_CANMOVE|MD_CANATTACK);
  4418. status->speed = nd->speed;
  4419. }
  4420. status->str = nd->stat_point + nd->params.str;
  4421. status->agi = nd->stat_point + nd->params.agi;
  4422. status->vit = nd->stat_point + nd->params.vit;
  4423. status->int_= nd->stat_point + nd->params.int_;
  4424. status->dex = nd->stat_point + nd->params.dex;
  4425. status->luk = nd->stat_point + nd->params.luk;
  4426. status_calc_misc(&nd->bl, status, nd->level);
  4427. status_cpy(&nd->status, status);
  4428. return 0;
  4429. }
  4430. /**
  4431. * Calculates regeneration values
  4432. * Applies passive skill regeneration additions
  4433. * @param bl: Object to calculate regen for [PC|HOM|MER|ELEM]
  4434. * @param status: Object's status
  4435. * @param regen: Object's base regeneration data
  4436. */
  4437. void status_calc_regen(struct block_list *bl, struct status_data *status, struct regen_data *regen)
  4438. {
  4439. map_session_data *sd;
  4440. status_change *sc;
  4441. int val, skill, reg_flag;
  4442. if( !(bl->type&BL_REGEN) || !regen )
  4443. return;
  4444. sd = BL_CAST(BL_PC,bl);
  4445. sc = status_get_sc(bl);
  4446. val = (status->vit/5) + max(1, status->max_hp/200);
  4447. if( sd && sd->hprecov_rate != 100 )
  4448. val = val*sd->hprecov_rate/100;
  4449. reg_flag = bl->type == BL_PC ? 0 : 1;
  4450. regen->hp = cap_value(val, reg_flag, SHRT_MAX);
  4451. val = 1 + (status->int_/6) + (status->max_sp/100);
  4452. if( status->int_ >= 120 )
  4453. val += ((status->int_-120) / 2) + 4;
  4454. if( sd && sd->sprecov_rate != 100 )
  4455. val = val*sd->sprecov_rate/100;
  4456. regen->sp = cap_value(val, reg_flag, SHRT_MAX);
  4457. if( sd ) {
  4458. struct regen_data_sub *sregen;
  4459. if( (skill=pc_checkskill(sd,HP_MEDITATIO)) > 0 ) {
  4460. val = regen->sp*(100+3*skill)/100;
  4461. regen->sp = cap_value(val, 1, SHRT_MAX);
  4462. }
  4463. // Only players have skill/sitting skill regen for now.
  4464. sregen = regen->sregen;
  4465. val = 0;
  4466. if( (skill=pc_checkskill(sd,SM_RECOVERY)) > 0 )
  4467. val += skill*5 + skill*status->max_hp/500;
  4468. if (sc && sc->count) {
  4469. if (sc->getSCE(SC_INCREASE_MAXHP))
  4470. val += val * sc->getSCE(SC_INCREASE_MAXHP)->val2 / 100;
  4471. }
  4472. sregen->hp = cap_value(val, 0, SHRT_MAX);
  4473. val = 0;
  4474. if( (skill=pc_checkskill(sd,MG_SRECOVERY)) > 0 )
  4475. val += skill*3 + skill*status->max_sp/500;
  4476. if( (skill=pc_checkskill(sd,NJ_NINPOU)) > 0 )
  4477. val += skill*3 + skill*status->max_sp/500;
  4478. if( (skill=pc_checkskill(sd,WM_LESSON)) > 0 )
  4479. val += 3 + 3 * skill;
  4480. if (sc && sc->count) {
  4481. if (sc->getSCE(SC_ANCILLA))
  4482. val += sc->getSCE(SC_ANCILLA)->val2 / 100;
  4483. if (sc->getSCE(SC_INCREASE_MAXSP))
  4484. val += val * sc->getSCE(SC_INCREASE_MAXSP)->val2 / 100;
  4485. }
  4486. sregen->sp = cap_value(val, 0, SHRT_MAX);
  4487. // Skill-related recovery (only when sit)
  4488. sregen = regen->ssregen;
  4489. val = 0;
  4490. if( (skill=pc_checkskill(sd,MO_SPIRITSRECOVERY)) > 0 )
  4491. val += skill*4 + skill*status->max_hp/500;
  4492. if( (skill=pc_checkskill(sd,TK_HPTIME)) > 0 && sd->state.rest )
  4493. val += skill*30 + skill*status->max_hp/500;
  4494. sregen->hp = cap_value(val, 0, SHRT_MAX);
  4495. val = 0;
  4496. if( (skill=pc_checkskill(sd,TK_SPTIME)) > 0 && sd->state.rest ) {
  4497. val += skill*3 + skill*status->max_sp/500;
  4498. if ((skill=pc_checkskill(sd,SL_KAINA)) > 0) // Power up Enjoyable Rest
  4499. val += (30+10*skill)*val/100;
  4500. }
  4501. if( (skill=pc_checkskill(sd,MO_SPIRITSRECOVERY)) > 0 )
  4502. val += skill*2 + skill*status->max_sp/500;
  4503. sregen->sp = cap_value(val, 0, SHRT_MAX);
  4504. }
  4505. if( bl->type == BL_HOM ) {
  4506. struct homun_data *hd = (TBL_HOM*)bl;
  4507. if( (skill = hom_checkskill(hd,HAMI_SKIN)) > 0 ) {
  4508. val = regen->hp*(100+5*skill)/100;
  4509. regen->hp = cap_value(val, 1, SHRT_MAX);
  4510. }
  4511. if( (skill = hom_checkskill(hd,HLIF_BRAIN)) > 0 ) {
  4512. val = regen->sp*(100+3*skill)/100;
  4513. regen->sp = cap_value(val, 1, SHRT_MAX);
  4514. }
  4515. } else if( bl->type == BL_MER ) {
  4516. val = static_cast<decltype(val)>((status->max_hp * status->vit / 10000.0 + 1.0) * 6.0);
  4517. regen->hp = cap_value(val, 1, SHRT_MAX);
  4518. val = static_cast<decltype(val)>((status->max_sp * (status->int_ + 10.0) / 750.0) + 1.0);
  4519. regen->sp = cap_value(val, 1, SHRT_MAX);
  4520. } else if( bl->type == BL_ELEM ) {
  4521. val = static_cast<decltype(val)>((status->max_hp * status->vit / 10000.0 + 1.0) * 6.0);
  4522. regen->hp = cap_value(val, 1, SHRT_MAX);
  4523. val = static_cast<decltype(val)>((status->max_sp * (status->int_ + 10.0) / 750.0) + 1.0);
  4524. regen->sp = cap_value(val, 1, SHRT_MAX);
  4525. }
  4526. }
  4527. /**
  4528. * Calculates SC (Status Changes) regeneration values
  4529. * @param bl: Object to calculate regen for [PC|HOM|MER|ELEM]
  4530. * @param regen: Object's base regeneration data
  4531. * @param sc: Object's status change data
  4532. */
  4533. void status_calc_regen_rate(struct block_list *bl, struct regen_data *regen, status_change *sc)
  4534. {
  4535. if (!(bl->type&BL_REGEN) || !regen)
  4536. return;
  4537. regen->flag = RGN_HP|RGN_SP;
  4538. if(regen->sregen) {
  4539. if (regen->sregen->hp)
  4540. regen->flag |= RGN_SHP;
  4541. if (regen->sregen->sp)
  4542. regen->flag |= RGN_SSP;
  4543. regen->sregen->rate.hp = regen->sregen->rate.sp = 100;
  4544. }
  4545. if (regen->ssregen) {
  4546. if (regen->ssregen->hp)
  4547. regen->flag |= RGN_SHP;
  4548. if (regen->ssregen->sp)
  4549. regen->flag |= RGN_SSP;
  4550. regen->ssregen->rate.hp = regen->ssregen->rate.sp = 100;
  4551. }
  4552. regen->rate.hp = regen->rate.sp = 100;
  4553. if (!sc || !sc->count)
  4554. return;
  4555. // No HP or SP regen
  4556. if ((sc->getSCE(SC_POISON) && !sc->getSCE(SC_SLOWPOISON))
  4557. || (sc->getSCE(SC_DPOISON) && !sc->getSCE(SC_SLOWPOISON))
  4558. || sc->getSCE(SC_BERSERK)
  4559. || sc->getSCE(SC_TRICKDEAD)
  4560. || sc->getSCE(SC_BLEEDING)
  4561. || (sc->getSCE(SC_MAGICMUSHROOM) && sc->getSCE(SC_MAGICMUSHROOM)->val3 == 1)
  4562. || sc->getSCE(SC_SATURDAYNIGHTFEVER)
  4563. || sc->getSCE(SC_REBOUND))
  4564. regen->flag = RGN_NONE;
  4565. // No natural SP regen
  4566. if (sc->getSCE(SC_DANCING) ||
  4567. #ifdef RENEWAL
  4568. sc->getSCE(SC_MAXIMIZEPOWER) ||
  4569. #endif
  4570. #ifndef RENEWAL
  4571. (bl->type == BL_PC && (((TBL_PC*)bl)->class_&MAPID_UPPERMASK) == MAPID_MONK &&
  4572. (sc->getSCE(SC_EXTREMITYFIST) || sc->getSCE(SC_EXPLOSIONSPIRITS)) && (!sc->getSCE(SC_SPIRIT) || sc->getSCE(SC_SPIRIT)->val2 != SL_MONK)) ||
  4573. #else
  4574. (bl->type == BL_PC && (((TBL_PC*)bl)->class_&MAPID_UPPERMASK) == MAPID_MONK &&
  4575. sc->getSCE(SC_EXTREMITYFIST) && (!sc->getSCE(SC_SPIRIT) || sc->getSCE(SC_SPIRIT)->val2 != SL_MONK)) ||
  4576. #endif
  4577. (sc->getSCE(SC_OBLIVIONCURSE) && sc->getSCE(SC_OBLIVIONCURSE)->val3 == 1))
  4578. regen->flag &= ~RGN_SP;
  4579. if (sc->getSCE(SC_TENSIONRELAX)) {
  4580. if (sc->getSCE(SC_WEIGHT50) || sc->getSCE(SC_WEIGHT90))
  4581. regen->state.overweight = 0; // 1x HP regen
  4582. else {
  4583. regen->rate.hp += 200;
  4584. if (regen->sregen)
  4585. regen->sregen->rate.hp += 200;
  4586. }
  4587. }
  4588. if (sc->getSCE(SC_MAGNIFICAT))
  4589. regen->rate.sp += 100;
  4590. if (sc->getSCE(SC_REGENERATION)) {
  4591. const struct status_change_entry *sce = sc->getSCE(SC_REGENERATION);
  4592. if (!sce->val4) {
  4593. regen->rate.hp += (sce->val2*100);
  4594. regen->rate.sp += (sce->val3*100);
  4595. } else
  4596. regen->flag &= ~sce->val4; // Remove regen as specified by val4
  4597. }
  4598. if(sc->getSCE(SC_GT_REVITALIZE)) {
  4599. regen->hp += cap_value(regen->hp * sc->getSCE(SC_GT_REVITALIZE)->val3/100, 1, SHRT_MAX);
  4600. regen->state.walk = 1;
  4601. }
  4602. if (sc->getSCE(SC_EXTRACT_WHITE_POTION_Z))
  4603. regen->hp += cap_value(regen->hp * sc->getSCE(SC_EXTRACT_WHITE_POTION_Z)->val1 / 100, 1, SHRT_MAX);
  4604. if (sc->getSCE(SC_VITATA_500))
  4605. regen->sp += cap_value(regen->sp * sc->getSCE(SC_VITATA_500)->val1 / 100, 1, SHRT_MAX);
  4606. if (bl->type == BL_ELEM) { // Recovery bonus only applies to the Elementals.
  4607. int ele_class = status_get_class(bl);
  4608. switch (ele_class) {
  4609. case ELEMENTALID_AGNI_S:
  4610. case ELEMENTALID_AGNI_M:
  4611. case ELEMENTALID_AGNI_L:
  4612. case ELEMENTALID_ARDOR:
  4613. if (sc->getSCE(SC_FIRE_INSIGNIA) && sc->getSCE(SC_FIRE_INSIGNIA)->val1 == 1)
  4614. regen->rate.hp += 100;
  4615. break;
  4616. case ELEMENTALID_AQUA_S:
  4617. case ELEMENTALID_AQUA_M:
  4618. case ELEMENTALID_AQUA_L:
  4619. case ELEMENTALID_DILUVIO:
  4620. if (sc->getSCE(SC_WATER_INSIGNIA) && sc->getSCE(SC_WATER_INSIGNIA)->val1 == 1)
  4621. regen->rate.hp += 100;
  4622. break;
  4623. case ELEMENTALID_VENTUS_S:
  4624. case ELEMENTALID_VENTUS_M:
  4625. case ELEMENTALID_VENTUS_L:
  4626. case ELEMENTALID_PROCELLA:
  4627. if (sc->getSCE(SC_WIND_INSIGNIA) && sc->getSCE(SC_WIND_INSIGNIA)->val1 == 1)
  4628. regen->rate.hp += 100;
  4629. break;
  4630. case ELEMENTALID_TERA_S:
  4631. case ELEMENTALID_TERA_M:
  4632. case ELEMENTALID_TERA_L:
  4633. case ELEMENTALID_TERREMOTUS:
  4634. case ELEMENTALID_SERPENS:
  4635. if (sc->getSCE(SC_EARTH_INSIGNIA) && sc->getSCE(SC_EARTH_INSIGNIA)->val1 == 1)
  4636. regen->rate.hp += 100;
  4637. break;
  4638. }
  4639. }
  4640. if (sc->getSCE(SC_CATNIPPOWDER)) {
  4641. regen->rate.hp *= 2;
  4642. regen->rate.sp *= 2;
  4643. }
  4644. if (sc->getSCE(SC_SHRIMPBLESSING))
  4645. regen->rate.sp += 50;
  4646. #ifdef RENEWAL
  4647. if (sc->getSCE(SC_NIBELUNGEN)) {
  4648. if (sc->getSCE(SC_NIBELUNGEN)->val2 == RINGNBL_HPREGEN)
  4649. regen->rate.hp += 100;
  4650. else if (sc->getSCE(SC_NIBELUNGEN)->val2 == RINGNBL_SPREGEN)
  4651. regen->rate.sp += 100;
  4652. }
  4653. #endif
  4654. if (sc->getSCE(SC_SIRCLEOFNATURE))
  4655. regen->rate.hp += sc->getSCE(SC_SIRCLEOFNATURE)->val2;
  4656. if (sc->getSCE(SC_SONGOFMANA))
  4657. regen->rate.sp += sc->getSCE(SC_SONGOFMANA)->val3;
  4658. }
  4659. /**
  4660. * Applies a state to a unit - See [StatusChangeStateTable]
  4661. * @param bl: Object to change state on [PC|MOB|HOM|MER|ELEM]
  4662. * @param sc: Object's status change data
  4663. * @param flag: Which state to apply to bl
  4664. * @param start: (1) start state, (0) remove state
  4665. */
  4666. void status_calc_state( struct block_list *bl, status_change *sc, std::bitset<SCS_MAX> flag, bool start )
  4667. {
  4668. /// No sc at all, we can zero without any extra weight over our conciousness
  4669. if( !sc->count ) {
  4670. sc->cant = {};
  4671. return;
  4672. }
  4673. // Can't move
  4674. if( flag[SCS_NOMOVE] ) {
  4675. if( !flag[SCS_NOMOVECOND] )
  4676. sc->cant.move += (start ? 1 : ((sc->cant.move) ? -1 : 0));
  4677. else if(
  4678. (sc->getSCE(SC_GOSPEL) && sc->getSCE(SC_GOSPEL)->val4 == BCT_SELF) // cannot move while gospel is in effect
  4679. #ifndef RENEWAL
  4680. || (sc->getSCE(SC_BASILICA) && sc->getSCE(SC_BASILICA)->val4 == bl->id) // Basilica caster cannot move
  4681. || (sc->getSCE(SC_GRAVITATION) && sc->getSCE(SC_GRAVITATION)->val3 == BCT_SELF)
  4682. #endif
  4683. || (sc->getSCE(SC_CAMOUFLAGE) && sc->getSCE(SC_CAMOUFLAGE)->val1 < 3)
  4684. || (sc->getSCE(SC_MAGNETICFIELD) && sc->getSCE(SC_MAGNETICFIELD)->val2 != bl->id)
  4685. || (sc->getSCE(SC_FEAR) && sc->getSCE(SC_FEAR)->val2 > 0)
  4686. || (sc->getSCE(SC_HIDING) && (bl->type != BL_PC || (pc_checkskill(BL_CAST(BL_PC,bl),RG_TUNNELDRIVE) <= 0)))
  4687. || (sc->getSCE(SC_DANCING) && sc->getSCE(SC_DANCING)->val4 && (
  4688. #ifndef RENEWAL
  4689. !sc->getSCE(SC_LONGING) ||
  4690. #endif
  4691. (sc->getSCE(SC_DANCING)->val1&0xFFFF) == CG_MOONLIT ||
  4692. (sc->getSCE(SC_DANCING)->val1&0xFFFF) == CG_HERMODE
  4693. ))
  4694. || (sc->getSCE(SC_CRYSTALIZE) && bl->type != BL_MOB)
  4695. )
  4696. sc->cant.move += (start ? 1 : ((sc->cant.move) ? -1 : 0));
  4697. }
  4698. // Can't use skills
  4699. if( flag[SCS_NOCAST] ) {
  4700. if( !flag[SCS_NOCASTCOND] )
  4701. sc->cant.cast += (start ? 1 : ((sc->cant.cast) ? -1 : 0));
  4702. else if (sc->getSCE(SC_OBLIVIONCURSE) && sc->getSCE(SC_OBLIVIONCURSE)->val3 == 1)
  4703. sc->cant.cast += (start ? 1 : ((sc->cant.cast) ? -1 : 0));
  4704. }
  4705. // Can't chat
  4706. if( flag[SCS_NOCHAT] ) {
  4707. if( !flag[SCS_NOCHATCOND] )
  4708. sc->cant.chat += (start ? 1 : ((sc->cant.chat) ? -1 : 0));
  4709. else if(sc->getSCE(SC_NOCHAT) && sc->getSCE(SC_NOCHAT)->val1&MANNER_NOCHAT)
  4710. sc->cant.chat += (start ? 1 : ((sc->cant.chat) ? -1 : 0));
  4711. }
  4712. // Can't attack
  4713. if( flag[SCS_NOATTACK] ) {
  4714. if( !flag[SCS_NOATTACKCOND] )
  4715. sc->cant.attack += (start ? 1 : ((sc->cant.attack) ? -1 : 0));
  4716. /*else if( )
  4717. sc->cant.attack += ( start ? 1 : ((sc->cant.attack)? -1:0) );*/
  4718. }
  4719. // Can't warp
  4720. if (flag[SCS_NOWARP]) {
  4721. if (!flag[SCS_NOWARPCOND])
  4722. sc->cant.warp += (start ? 1 : ((sc->cant.warp) ? -1 : 0));
  4723. /*else if (sc->getSCE())
  4724. sc->cant.warp += ( start ? 1 : ((sc->cant.warp)? -1:0) );*/
  4725. }
  4726. // Player-only states
  4727. if( bl->type == BL_PC ) {
  4728. // Can't pick-up items
  4729. if( flag[SCS_NOPICKITEM] ) {
  4730. if( !flag[SCS_NOPICKITEMCOND] )
  4731. sc->cant.pickup += (start ? 1 : ((sc->cant.pickup) ? -1 : 0));
  4732. else if( (sc->getSCE(SC_NOCHAT) && sc->getSCE(SC_NOCHAT)->val1&MANNER_NOITEM) )
  4733. sc->cant.pickup += (start ? 1 : ((sc->cant.pickup) ? -1 : 0));
  4734. }
  4735. // Can't drop items
  4736. if( flag[SCS_NODROPITEM] ) {
  4737. if( !flag[SCS_NODROPITEMCOND] )
  4738. sc->cant.drop += (start ? 1 : ((sc->cant.drop) ? -1 : 0));
  4739. else if( (sc->getSCE(SC_NOCHAT) && sc->getSCE(SC_NOCHAT)->val1&MANNER_NOITEM) )
  4740. sc->cant.drop += (start ? 1 : ((sc->cant.drop) ? -1 : 0));
  4741. }
  4742. // Can't equip item
  4743. if( flag[SCS_NOEQUIPITEM] ) {
  4744. if( !flag[SCS_NOEQUIPITEMCOND] )
  4745. sc->cant.equip += (start ? 1 : ((sc->cant.equip) ? -1 : 0));
  4746. /*else if( )
  4747. sc->cant.equip += ( start ? 1 : ((sc->cant.equip)? -1:0) );*/
  4748. }
  4749. // Can't unequip item
  4750. if( flag[SCS_NOUNEQUIPITEM]) {
  4751. if( !flag[SCS_NOUNEQUIPITEMCOND] )
  4752. sc->cant.unequip += (start ? 1 : ((sc->cant.unequip) ? -1 : 0));
  4753. /*else if( )
  4754. sc->cant.unequip += ( start ? 1 : ((sc->cant.unequip)? -1:0) );*/
  4755. }
  4756. // Can't consume item
  4757. if( flag[SCS_NOCONSUMEITEM]) {
  4758. if( !flag[SCS_NOCONSUMEITEMCOND] )
  4759. sc->cant.consume += (start ? 1 : ((sc->cant.consume) ? -1 : 0));
  4760. else if( (sc->getSCE(SC_GRAVITATION) && sc->getSCE(SC_GRAVITATION)->val3 == BCT_SELF) ||
  4761. (sc->getSCE(SC_NOCHAT) && sc->getSCE(SC_NOCHAT)->val1&MANNER_NOITEM) )
  4762. sc->cant.consume += (start ? 1 : ((sc->cant.consume) ? -1 : 0));
  4763. }
  4764. // Can't lose exp
  4765. if (flag[SCS_NODEATHPENALTY]) {
  4766. if (!flag[SCS_NODEATHPENALTYCOND])
  4767. sc->cant.deathpenalty += (start ? 1 : ((sc->cant.deathpenalty) ? -1 : 0));
  4768. /*else if (sc->getSCE())
  4769. sc->cant.deathpenalty += ( start ? 1 : ((sc->cant.deathpenalty)? -1:0) );*/
  4770. }
  4771. // Can't sit/stand/talk to NPC
  4772. if (flag[SCS_NOINTERACT]) {
  4773. if (!flag[SCS_NOINTERACTCOND])
  4774. sc->cant.interact += (start ? 1 : ((sc->cant.interact) ? -1 : 0));
  4775. /*else if (sc->getSCE())
  4776. sc->cant.interact += ( start ? 1 : ((sc->cant.interact)? -1:0) );*/
  4777. }
  4778. }
  4779. return;
  4780. }
  4781. /**
  4782. * Recalculates parts of an objects status according to specified flags
  4783. * See [set_sc] [add_sc]
  4784. * @param bl: Object whose status has changed [PC|MOB|HOM|MER|ELEM]
  4785. * @param flag: Which status has changed on bl
  4786. */
  4787. void status_calc_bl_main(struct block_list *bl, std::bitset<SCB_MAX> flag)
  4788. {
  4789. const struct status_data *b_status = status_get_base_status(bl); // Base Status
  4790. struct status_data *status = status_get_status_data(bl); // Battle Status
  4791. status_change *sc = status_get_sc(bl);
  4792. TBL_PC *sd = BL_CAST(BL_PC,bl);
  4793. int temp;
  4794. if (!b_status || !status)
  4795. return;
  4796. /** [Playtester]
  4797. * This needs to be done even if there is currently no status change active, because
  4798. * we need to update the speed on the client when the last status change ends.
  4799. **/
  4800. if(flag[SCB_SPEED]) {
  4801. struct unit_data *ud = unit_bl2ud(bl);
  4802. /** [Skotlex]
  4803. * Re-walk to adjust speed (we do not check if walktimer != INVALID_TIMER
  4804. * because if you step on something while walking, the moment this
  4805. * piece of code triggers the walk-timer is set on INVALID_TIMER)
  4806. **/
  4807. if (ud)
  4808. ud->state.change_walk_target = ud->state.speed_changed = 1;
  4809. }
  4810. if(flag[SCB_STR]) {
  4811. status->str = status_calc_str(bl, sc, b_status->str);
  4812. flag.set(SCB_BATK);
  4813. if( bl->type&BL_HOM )
  4814. flag.set(SCB_WATK);
  4815. }
  4816. if(flag[SCB_AGI]) {
  4817. status->agi = status_calc_agi(bl, sc, b_status->agi);
  4818. flag.set(SCB_FLEE);
  4819. #ifdef RENEWAL
  4820. flag.set(SCB_DEF2);
  4821. #endif
  4822. if( bl->type&(BL_PC|BL_HOM) ) {
  4823. flag.set(SCB_ASPD);
  4824. flag.set(SCB_DSPD);
  4825. }
  4826. }
  4827. if(flag[SCB_VIT]) {
  4828. status->vit = status_calc_vit(bl, sc, b_status->vit);
  4829. flag.set(SCB_DEF2);
  4830. flag.set(SCB_MDEF2);
  4831. if( bl->type&(BL_PC|BL_HOM|BL_MER|BL_ELEM) )
  4832. flag.set(SCB_MAXHP);
  4833. if( bl->type&BL_HOM )
  4834. flag.set(SCB_DEF);
  4835. }
  4836. if(flag[SCB_INT]) {
  4837. status->int_ = status_calc_int(bl, sc, b_status->int_);
  4838. flag.set(SCB_MATK);
  4839. flag.set(SCB_MDEF2);
  4840. if( bl->type&(BL_PC|BL_HOM|BL_MER|BL_ELEM) )
  4841. flag.set(SCB_MAXSP);
  4842. if( bl->type&BL_HOM )
  4843. flag.set(SCB_MDEF);
  4844. }
  4845. if(flag[SCB_DEX]) {
  4846. status->dex = status_calc_dex(bl, sc, b_status->dex);
  4847. flag.set(SCB_BATK);
  4848. flag.set(SCB_HIT);
  4849. #ifdef RENEWAL
  4850. flag.set(SCB_MATK);
  4851. flag.set(SCB_MDEF2);
  4852. #endif
  4853. if( bl->type&(BL_PC|BL_HOM) )
  4854. flag.set(SCB_ASPD);
  4855. if( bl->type&BL_HOM )
  4856. flag.set(SCB_WATK);
  4857. }
  4858. if(flag[SCB_LUK]) {
  4859. status->luk = status_calc_luk(bl, sc, b_status->luk);
  4860. flag.set(SCB_BATK);
  4861. flag.set(SCB_CRI);
  4862. flag.set(SCB_FLEE2);
  4863. #ifdef RENEWAL
  4864. flag.set(SCB_MATK);
  4865. flag.set(SCB_HIT);
  4866. flag.set(SCB_FLEE);
  4867. #endif
  4868. }
  4869. #ifdef RENEWAL
  4870. if (flag[SCB_POW]) {
  4871. status->pow = status_calc_pow(bl, sc, b_status->pow);
  4872. flag.set(SCB_BATK);
  4873. flag.set(SCB_PATK);
  4874. }
  4875. if (flag[SCB_STA]) {
  4876. status->sta = status_calc_sta(bl, sc, b_status->sta);
  4877. flag.set(SCB_RES);
  4878. }
  4879. if (flag[SCB_WIS]) {
  4880. status->wis = status_calc_wis(bl, sc, b_status->wis);
  4881. flag.set(SCB_MRES);
  4882. }
  4883. if (flag[SCB_SPL]) {
  4884. status->spl = status_calc_spl(bl, sc, b_status->spl);
  4885. flag.set(SCB_MATK);
  4886. flag.set(SCB_SMATK);
  4887. }
  4888. if (flag[SCB_CON]) {
  4889. status->con = status_calc_con(bl, sc, b_status->con);
  4890. flag.set(SCB_HIT);
  4891. flag.set(SCB_FLEE);
  4892. flag.set(SCB_PATK);
  4893. flag.set(SCB_SMATK);
  4894. }
  4895. if (flag[SCB_CRT]) {
  4896. status->crt = status_calc_crt(bl, sc, b_status->crt);
  4897. flag.set(SCB_HPLUS);
  4898. flag.set(SCB_CRATE);
  4899. }
  4900. #endif
  4901. if(flag[SCB_BATK] && b_status->batk) {
  4902. int lv = status_get_lv(bl);
  4903. status->batk = status_base_atk(bl, status, lv);
  4904. temp = b_status->batk - status_base_atk(bl, b_status, lv);
  4905. if (temp) {
  4906. temp += status->batk;
  4907. status->batk = cap_value(temp, 0, USHRT_MAX);
  4908. }
  4909. status->batk = status_calc_batk(bl, sc, status->batk);
  4910. }
  4911. if(flag[SCB_WATK]) {
  4912. #ifndef RENEWAL
  4913. status->rhw.atk = status_calc_watk(bl, sc, b_status->rhw.atk);
  4914. if (!sd) // Should not affect weapon refine bonus
  4915. status->rhw.atk2 = status_calc_watk(bl, sc, b_status->rhw.atk2);
  4916. if (sd && sd->bonus.weapon_atk_rate)
  4917. status->rhw.atk += status->rhw.atk * sd->bonus.weapon_atk_rate / 100;
  4918. if(b_status->lhw.atk) {
  4919. if (sd) {
  4920. sd->state.lr_flag = 1;
  4921. status->lhw.atk = status_calc_watk(bl, sc, b_status->lhw.atk);
  4922. sd->state.lr_flag = 0;
  4923. } else {
  4924. status->lhw.atk = status_calc_watk(bl, sc, b_status->lhw.atk);
  4925. status->lhw.atk2= status_calc_watk(bl, sc, b_status->lhw.atk2);
  4926. }
  4927. }
  4928. #else
  4929. if(!b_status->watk) { // We only have left-hand weapon
  4930. status->watk = 0;
  4931. status->watk2 = status_calc_watk(bl, sc, b_status->watk2);
  4932. }
  4933. else status->watk = status_calc_watk(bl, sc, b_status->watk);
  4934. #endif
  4935. }
  4936. if(flag[SCB_HIT]) {
  4937. if (status->dex == b_status->dex
  4938. #ifdef RENEWAL
  4939. && status->luk == b_status->luk && status->con == b_status->con
  4940. #endif
  4941. )
  4942. status->hit = status_calc_hit(bl, sc, b_status->hit);
  4943. else
  4944. status->hit = status_calc_hit(bl, sc, b_status->hit + (status->dex - b_status->dex)
  4945. #ifdef RENEWAL
  4946. + (status->luk/3 - b_status->luk/3) + 2 * (status->con - b_status->con)
  4947. #endif
  4948. );
  4949. }
  4950. if(flag[SCB_FLEE]) {
  4951. if (status->agi == b_status->agi
  4952. #ifdef RENEWAL
  4953. && status->luk == b_status->luk && status->con == b_status->con
  4954. #endif
  4955. )
  4956. status->flee = status_calc_flee(bl, sc, b_status->flee);
  4957. else
  4958. status->flee = status_calc_flee(bl, sc, b_status->flee +(status->agi - b_status->agi)
  4959. #ifdef RENEWAL
  4960. + (status->luk/5 - b_status->luk/5) + 2 * (status->con - b_status->con)
  4961. #endif
  4962. );
  4963. }
  4964. if(flag[SCB_DEF]) {
  4965. status->def = status_calc_def(bl, sc, b_status->def);
  4966. if( bl->type&BL_HOM )
  4967. status->def += (status->vit/5 - b_status->vit/5);
  4968. }
  4969. if(flag[SCB_DEF2]) {
  4970. if (status->vit == b_status->vit
  4971. #ifdef RENEWAL
  4972. && status->agi == b_status->agi
  4973. #endif
  4974. )
  4975. status->def2 = status_calc_def2(bl, sc, b_status->def2);
  4976. else
  4977. status->def2 = status_calc_def2(bl, sc, b_status->def2
  4978. #ifdef RENEWAL
  4979. + (int)( ((float)status->vit/2 - (float)b_status->vit/2) + ((float)status->agi/5 - (float)b_status->agi/5) )
  4980. #else
  4981. + (status->vit - b_status->vit)
  4982. #endif
  4983. );
  4984. }
  4985. if(flag[SCB_MDEF]) {
  4986. status->mdef = status_calc_mdef(bl, sc, b_status->mdef);
  4987. if( bl->type&BL_HOM )
  4988. status->mdef += (status->int_/5 - b_status->int_/5);
  4989. }
  4990. if(flag[SCB_MDEF2]) {
  4991. if (status->int_ == b_status->int_ && status->vit == b_status->vit
  4992. #ifdef RENEWAL
  4993. && status->dex == b_status->dex
  4994. #endif
  4995. )
  4996. status->mdef2 = status_calc_mdef2(bl, sc, b_status->mdef2);
  4997. else
  4998. status->mdef2 = status_calc_mdef2(bl, sc, b_status->mdef2 +(status->int_ - b_status->int_)
  4999. #ifdef RENEWAL
  5000. + (int)( ((float)status->dex/5 - (float)b_status->dex/5) + ((float)status->vit/5 - (float)b_status->vit/5) )
  5001. #else
  5002. + ((status->vit - b_status->vit) / 2)
  5003. #endif
  5004. );
  5005. }
  5006. if(flag[SCB_SPEED]) {
  5007. status->speed = status_calc_speed(bl, sc, b_status->speed);
  5008. if( bl->type&BL_PC && !(sd && sd->state.permanent_speed) && status->speed < battle_config.max_walk_speed )
  5009. status->speed = battle_config.max_walk_speed;
  5010. if( bl->type&BL_PET && ((TBL_PET*)bl)->master)
  5011. status->speed = status_get_speed(&((TBL_PET*)bl)->master->bl);
  5012. if( bl->type&BL_HOM && battle_config.hom_setting&HOMSET_COPY_SPEED && ((TBL_HOM*)bl)->master)
  5013. status->speed = status_get_speed(&((TBL_HOM*)bl)->master->bl);
  5014. if( bl->type&BL_MER && ((TBL_MER*)bl)->master)
  5015. status->speed = status_get_speed(&((TBL_MER*)bl)->master->bl);
  5016. if( bl->type&BL_ELEM && ((TBL_ELEM*)bl)->master)
  5017. status->speed = status_get_speed(&((TBL_ELEM*)bl)->master->bl);
  5018. }
  5019. if(flag[SCB_CRI] && b_status->cri) {
  5020. if (status->luk == b_status->luk)
  5021. status->cri = status_calc_critical(bl, sc, b_status->cri);
  5022. else
  5023. #ifdef RENEWAL
  5024. status->cri = status_calc_critical(bl, sc, b_status->cri + 3*(status->luk - b_status->luk));
  5025. #else
  5026. status->cri = status_calc_critical(bl, sc, b_status->cri + (status->luk - b_status->luk)*10/3);
  5027. #endif
  5028. /// After status_calc_critical so the bonus is applied despite if you have or not a sc bugreport:5240
  5029. if (sd) {
  5030. if (sd->status.weapon == W_KATAR)
  5031. status->cri *= 2;
  5032. }
  5033. }
  5034. if(flag[SCB_FLEE2] && b_status->flee2) {
  5035. if (status->luk == b_status->luk)
  5036. status->flee2 = status_calc_flee2(bl, sc, b_status->flee2);
  5037. else
  5038. status->flee2 = status_calc_flee2(bl, sc, b_status->flee2 +(status->luk - b_status->luk));
  5039. }
  5040. if(flag[SCB_ATK_ELE]) {
  5041. status->rhw.ele = status_calc_attack_element(bl, sc, b_status->rhw.ele);
  5042. if (sd) sd->state.lr_flag = 1;
  5043. status->lhw.ele = status_calc_attack_element(bl, sc, b_status->lhw.ele);
  5044. if (sd) sd->state.lr_flag = 0;
  5045. }
  5046. if(flag[SCB_DEF_ELE]) {
  5047. status->def_ele = status_calc_element(bl, sc, b_status->def_ele);
  5048. status->ele_lv = status_calc_element_lv(bl, sc, b_status->ele_lv);
  5049. }
  5050. if(flag[SCB_MODE]) {
  5051. status->mode = status_calc_mode(bl, sc, b_status->mode);
  5052. if (status_has_mode(status, MD_STATUSIMMUNE|MD_SKILLIMMUNE))
  5053. status->class_ = CLASS_BATTLEFIELD;
  5054. else if (status_has_mode(status, MD_STATUSIMMUNE|MD_KNOCKBACKIMMUNE|MD_DETECTOR))
  5055. status->class_ = CLASS_BOSS;
  5056. else if (status_has_mode(status, MD_STATUSIMMUNE))
  5057. status->class_ = CLASS_GUARDIAN;
  5058. else
  5059. status->class_ = CLASS_NORMAL;
  5060. // Since mode changed, reset their state.
  5061. if (!status_has_mode(status,MD_CANATTACK))
  5062. unit_stop_attack(bl);
  5063. if (!status_has_mode(status,MD_CANMOVE))
  5064. unit_stop_walking(bl,1);
  5065. }
  5066. /**
  5067. * No status changes alter these yet.
  5068. * if(flag[SCB_SIZE])
  5069. * if(flag[SCB_RACE])
  5070. * if(flag[SCB_RANGE])
  5071. **/
  5072. if(flag[SCB_MAXHP]) {
  5073. if( bl->type&BL_PC ) {
  5074. status->max_hp = status_calc_maxhpsp_pc(sd,status->vit,true);
  5075. if(battle_config.hp_rate != 100)
  5076. status->max_hp = (unsigned int)(battle_config.hp_rate * (status->max_hp/100.));
  5077. if (sd->status.base_level < 100)
  5078. status->max_hp = umin(status->max_hp,(unsigned int)battle_config.max_hp_lv99);
  5079. else if (sd->status.base_level < 151)
  5080. status->max_hp = umin(status->max_hp,(unsigned int)battle_config.max_hp_lv150);
  5081. else
  5082. status->max_hp = umin(status->max_hp,(unsigned int)battle_config.max_hp);
  5083. }
  5084. else
  5085. status->max_hp = status_calc_maxhp(bl, b_status->max_hp);
  5086. if( status->hp > status->max_hp ) { // !FIXME: Should perhaps a status_zap should be issued?
  5087. status->hp = status->max_hp;
  5088. if( sd ) clif_updatestatus(sd,SP_HP);
  5089. }
  5090. }
  5091. if(flag[SCB_MAXSP]) {
  5092. if( bl->type&BL_PC ) {
  5093. status->max_sp = status_calc_maxhpsp_pc(sd,status->int_,false);
  5094. if(battle_config.sp_rate != 100)
  5095. status->max_sp = (unsigned int)(battle_config.sp_rate * (status->max_sp/100.));
  5096. status->max_sp = umin(status->max_sp,(unsigned int)battle_config.max_sp);
  5097. }
  5098. else
  5099. status->max_sp = status_calc_maxsp(bl, b_status->max_sp);
  5100. if( status->sp > status->max_sp ) {
  5101. status->sp = status->max_sp;
  5102. if( sd ) clif_updatestatus(sd,SP_SP);
  5103. }
  5104. }
  5105. if(flag[SCB_MATK]) {
  5106. #ifndef RENEWAL
  5107. status->matk_min = status_base_matk_min(status) + (sd?sd->bonus.ematk:0);
  5108. status->matk_max = status_base_matk_max(status) + (sd?sd->bonus.ematk:0);
  5109. #else
  5110. /**
  5111. * RE MATK Formula (from irowiki:http:// irowiki.org/wiki/MATK)
  5112. * MATK = (sMATK + wMATK + eMATK) * Multiplicative Modifiers
  5113. **/
  5114. int lv = status_get_lv(bl);
  5115. status->matk_min = status_base_matk_min(bl, status, lv);
  5116. status->matk_max = status_base_matk_max(bl, status, lv);
  5117. switch( bl->type ) {
  5118. case BL_PC: {
  5119. int wMatk = 0;
  5120. int variance = 0;
  5121. // Any +MATK you get from skills and cards, including cards in weapon, is added here.
  5122. if (sd) {
  5123. uint16 skill_lv;
  5124. if (sd->bonus.ematk > 0)
  5125. status->matk_min += sd->bonus.ematk;
  5126. if (pc_checkskill(sd, SU_POWEROFLAND) > 0 && pc_checkskill_summoner(sd, SUMMONER_POWER_LAND) >= 20)
  5127. status->matk_min += status->matk_min * 20 / 100;
  5128. if ((skill_lv = pc_checkskill(sd, NV_TRANSCENDENCE)) > 0)
  5129. status->matk_min += 15 * skill_lv + (skill_lv > 4 ? 25 : 0);
  5130. }
  5131. status->matk_min = status_calc_ematk(bl, sc, status->matk_min);
  5132. status->matk_max = status->matk_min;
  5133. // This is the only portion in MATK that varies depending on the weapon level and refinement rate.
  5134. if (b_status->lhw.matk) {
  5135. if (sd) {
  5136. //sd->state.lr_flag = 1; //?? why was that set here
  5137. status->lhw.matk = b_status->lhw.matk;
  5138. sd->state.lr_flag = 0;
  5139. } else {
  5140. status->lhw.matk = b_status->lhw.matk;
  5141. }
  5142. }
  5143. if (b_status->rhw.matk) {
  5144. status->rhw.matk = b_status->rhw.matk;
  5145. }
  5146. if (status->rhw.matk) {
  5147. wMatk += status->rhw.matk;
  5148. variance += wMatk * status->rhw.wlv / 10;
  5149. }
  5150. if (status->lhw.matk) {
  5151. wMatk += status->lhw.matk;
  5152. variance += status->lhw.matk * status->lhw.wlv / 10;
  5153. }
  5154. status->matk_min += wMatk - variance;
  5155. status->matk_max += wMatk + variance;
  5156. }
  5157. break;
  5158. }
  5159. #endif
  5160. if (bl->type&BL_PC && sd->matk_rate != 100) {
  5161. status->matk_max = status->matk_max * sd->matk_rate/100;
  5162. status->matk_min = status->matk_min * sd->matk_rate/100;
  5163. }
  5164. if ((bl->type&BL_HOM && battle_config.hom_setting&HOMSET_SAME_MATK) /// Hom Min Matk is always the same as Max Matk
  5165. || (sc && sc->getSCE(SC_RECOGNIZEDSPELL)))
  5166. status->matk_min = status->matk_max;
  5167. #ifdef RENEWAL
  5168. if( sd && sd->right_weapon.overrefine > 0) {
  5169. status->matk_min++;
  5170. status->matk_max += sd->right_weapon.overrefine - 1;
  5171. }
  5172. #endif
  5173. status->matk_max = status_calc_matk(bl, sc, status->matk_max);
  5174. status->matk_min = status_calc_matk(bl, sc, status->matk_min);
  5175. }
  5176. if(flag[SCB_ASPD]) {
  5177. int amotion;
  5178. if ( bl->type&BL_HOM ) {
  5179. #ifdef RENEWAL_ASPD
  5180. amotion = ((TBL_HOM*)bl)->homunculusDB->baseASPD;
  5181. amotion = amotion - amotion * status_get_homdex(bl) / 1000 - status_get_homagi(bl) * amotion / 250;
  5182. amotion = (amotion * status_calc_aspd(bl, sc, true) + status_calc_aspd(bl, sc, false)) / - 100 + amotion;
  5183. #else
  5184. amotion = (1000 - 4 * status->agi - status->dex) * ((TBL_HOM*)bl)->homunculusDB->baseASPD / 1000;
  5185. amotion = status_calc_aspd_rate(bl, sc, amotion);
  5186. amotion = amotion * status->aspd_rate / 1000;
  5187. #endif
  5188. amotion = status_calc_fix_aspd(bl, sc, amotion);
  5189. status->amotion = cap_value(amotion, battle_config.max_aspd, 2000);
  5190. status->adelay = status->amotion;
  5191. } else if ( bl->type&BL_PC ) {
  5192. uint16 skill_lv;
  5193. amotion = status_base_amotion_pc(sd,status);
  5194. #ifndef RENEWAL_ASPD
  5195. status->aspd_rate = status_calc_aspd_rate(bl, sc, b_status->aspd_rate);
  5196. #endif
  5197. // Absolute ASPD % modifiers
  5198. amotion = amotion * status->aspd_rate / 1000;
  5199. if (sd->ud.skilltimer != INVALID_TIMER && (skill_lv = pc_checkskill(sd, SA_FREECAST)) > 0)
  5200. #ifdef RENEWAL_ASPD
  5201. amotion = amotion * 5 * (skill_lv + 10) / 100;
  5202. #else
  5203. amotion += (2000 - amotion) * ( 55 - 5 * ( skill_lv + 1 ) ) / 100; //Increases amotion to reduce ASPD to the corresponding absolute percentage for each level (overriding other adjustments)
  5204. #endif
  5205. #ifdef RENEWAL_ASPD
  5206. // RE ASPD % modifier
  5207. amotion += (max(0xc3 - amotion, 2) * (status->aspd_rate2 + status_calc_aspd(bl, sc, false))) / 100;
  5208. amotion = 10 * (200 - amotion);
  5209. amotion += sd->bonus.aspd_add;
  5210. #endif
  5211. amotion = status_calc_fix_aspd(bl, sc, amotion);
  5212. status->amotion = cap_value(amotion,pc_maxaspd(sd),2000);
  5213. status->adelay = 2 * status->amotion;
  5214. } else { // Mercenary and mobs
  5215. amotion = b_status->amotion;
  5216. status->aspd_rate = status_calc_aspd_rate(bl, sc, b_status->aspd_rate);
  5217. amotion = amotion*status->aspd_rate/1000;
  5218. amotion = status_calc_fix_aspd(bl, sc, amotion);
  5219. status->amotion = cap_value(amotion, battle_config.monster_max_aspd, 2000);
  5220. temp = b_status->adelay*status->aspd_rate/1000;
  5221. status->adelay = cap_value(temp, battle_config.monster_max_aspd*2, 4000);
  5222. }
  5223. }
  5224. if(flag[SCB_DSPD]) {
  5225. int dmotion;
  5226. if( bl->type&BL_PC ) {
  5227. if (b_status->agi == status->agi)
  5228. status->dmotion = status_calc_dmotion(bl, sc, b_status->dmotion);
  5229. else {
  5230. dmotion = 800-status->agi*4;
  5231. status->dmotion = cap_value(dmotion, 400, 800);
  5232. if(battle_config.pc_damage_delay_rate != 100)
  5233. status->dmotion = status->dmotion*battle_config.pc_damage_delay_rate/100;
  5234. // It's safe to ignore b_status->dmotion since no bonus affects it.
  5235. status->dmotion = status_calc_dmotion(bl, sc, status->dmotion);
  5236. }
  5237. } else if( bl->type&BL_HOM ) {
  5238. dmotion = 800-status->agi*4;
  5239. status->dmotion = cap_value(dmotion, 400, 800);
  5240. status->dmotion = status_calc_dmotion(bl, sc, b_status->dmotion);
  5241. } else { // Mercenary and mobs
  5242. status->dmotion = status_calc_dmotion(bl, sc, b_status->dmotion);
  5243. }
  5244. }
  5245. #ifdef RENEWAL
  5246. if (flag[SCB_PATK]) {
  5247. if (status->pow == b_status->pow && status->con == b_status->con)
  5248. status->patk = status_calc_patk(bl, sc, b_status->patk);
  5249. else
  5250. status->patk = status_calc_patk(bl, sc, b_status->patk + (status->pow - b_status->pow) / 3 + (status->con - b_status->con) / 5);
  5251. }
  5252. if (flag[SCB_SMATK]) {
  5253. if (status->spl == b_status->spl && status->con == b_status->con)
  5254. status->smatk = status_calc_smatk(bl, sc, b_status->smatk);
  5255. else
  5256. status->smatk = status_calc_smatk(bl, sc, b_status->smatk) + (status->spl - b_status->spl) / 3 + (status->con - b_status->con) / 5;
  5257. }
  5258. if (flag[SCB_RES]) {
  5259. if (status->sta == b_status->sta)
  5260. status->res = status_calc_res(bl, sc, b_status->res);
  5261. else
  5262. status->res = status_calc_res(bl, sc, b_status->res + (status->sta - b_status->sta) + (status->sta - b_status->sta) / 3 * 5);
  5263. }
  5264. if (flag[SCB_MRES]) {
  5265. if (status->wis == b_status->wis)
  5266. status->mres = status_calc_mres(bl, sc, b_status->mres);
  5267. else
  5268. status->mres = status_calc_mres(bl, sc, b_status->mres + (status->wis - b_status->wis) + (status->wis - b_status->wis) / 3 * 5);
  5269. }
  5270. if (flag[SCB_HPLUS]) {
  5271. if (status->crt == b_status->crt)
  5272. status->hplus = status_calc_hplus(bl, sc, b_status->hplus);
  5273. else
  5274. status->hplus = status_calc_hplus(bl, sc, b_status->hplus + (status->crt - b_status->crt));
  5275. }
  5276. if (flag[SCB_CRATE]) {
  5277. if (status->crt == b_status->crt)
  5278. status->crate = status_calc_crate(bl, sc, b_status->crate);
  5279. else
  5280. status->crate = status_calc_crate(bl, sc, b_status->crate + (status->crt - b_status->crt) / 3);
  5281. }
  5282. if (flag[SCB_MAXAP]) {
  5283. if (bl->type&BL_PC) {
  5284. status->max_ap = status_calc_maxap_pc(sd);
  5285. if (battle_config.ap_rate != 100)
  5286. status->max_ap = (unsigned int)(battle_config.ap_rate * (status->max_ap / 100.));
  5287. status->max_ap = umin(status->max_ap, (unsigned int)battle_config.max_ap);
  5288. } else
  5289. status->max_ap = status_calc_maxap(bl, b_status->max_ap);
  5290. if (status->ap > status->max_ap) {
  5291. status->ap = status->max_ap;
  5292. if (sd) clif_updatestatus(sd, SP_AP);
  5293. }
  5294. }
  5295. #endif
  5296. if((flag[SCB_VIT] || flag[SCB_MAXHP] || flag[SCB_INT] || flag[SCB_MAXSP]) && bl->type &BL_REGEN)
  5297. status_calc_regen(bl, status, status_get_regen_data(bl));
  5298. if(flag[SCB_REGEN] && bl->type&BL_REGEN)
  5299. status_calc_regen_rate(bl, status_get_regen_data(bl), sc);
  5300. }
  5301. /**
  5302. * Recalculates parts of an objects status according to specified flags
  5303. * Also sends updates to the client when necessary
  5304. * See [set_sc] [add_sc]
  5305. * @param bl: Object whose status has changed [PC|MOB|HOM|MER|ELEM]
  5306. * @param flag: Which status has changed on bl
  5307. * @param opt: If true, will cause status_calc_* functions to run their base status initialization code
  5308. */
  5309. void status_calc_bl_(struct block_list* bl, std::bitset<SCB_MAX> flag, uint8 opt)
  5310. {
  5311. struct status_data b_status; // Previous battle status
  5312. struct status_data* status; // Pointer to current battle status
  5313. if (bl->type == BL_PC) {
  5314. map_session_data *sd = BL_CAST(BL_PC, bl);
  5315. if (sd->delayed_damage != 0) {
  5316. if (opt&SCO_FORCE)
  5317. sd->state.hold_recalc = false; // Clear and move on
  5318. else {
  5319. sd->state.hold_recalc = true; // Flag and stop
  5320. return;
  5321. }
  5322. }
  5323. }
  5324. // Remember previous values
  5325. status = status_get_status_data(bl);
  5326. memcpy(&b_status, status, sizeof(struct status_data));
  5327. if( flag[SCB_BASE] ) { // Calculate the object's base status too
  5328. switch( bl->type ) {
  5329. case BL_PC: status_calc_pc_(BL_CAST(BL_PC,bl), opt); break;
  5330. case BL_MOB: status_calc_mob_(BL_CAST(BL_MOB,bl), opt); break;
  5331. case BL_PET: status_calc_pet_(BL_CAST(BL_PET,bl), opt); break;
  5332. case BL_HOM: status_calc_homunculus_(BL_CAST(BL_HOM,bl), opt); break;
  5333. case BL_MER: status_calc_mercenary_(BL_CAST(BL_MER,bl), opt); break;
  5334. case BL_ELEM: status_calc_elemental_(BL_CAST(BL_ELEM,bl), opt); break;
  5335. case BL_NPC: status_calc_npc_(BL_CAST(BL_NPC,bl), opt); break;
  5336. }
  5337. }
  5338. if( bl->type == BL_PET )
  5339. return; // Pets are not affected by statuses
  5340. if (opt&SCO_FIRST && bl->type == BL_MOB)
  5341. return; // Assume there will be no statuses active
  5342. status_calc_bl_main(bl, flag);
  5343. if (opt&SCO_FIRST && bl->type == BL_HOM)
  5344. return; // Client update handled by caller
  5345. // Compare against new values and send client updates
  5346. if( bl->type == BL_PC ) {
  5347. TBL_PC* sd = BL_CAST(BL_PC, bl);
  5348. if(b_status.str != status->str)
  5349. clif_updatestatus(sd,SP_STR);
  5350. if(b_status.agi != status->agi)
  5351. clif_updatestatus(sd,SP_AGI);
  5352. if(b_status.vit != status->vit)
  5353. clif_updatestatus(sd,SP_VIT);
  5354. if(b_status.int_ != status->int_)
  5355. clif_updatestatus(sd,SP_INT);
  5356. if(b_status.dex != status->dex)
  5357. clif_updatestatus(sd,SP_DEX);
  5358. if(b_status.luk != status->luk)
  5359. clif_updatestatus(sd,SP_LUK);
  5360. if(b_status.hit != status->hit)
  5361. clif_updatestatus(sd,SP_HIT);
  5362. if(b_status.flee != status->flee)
  5363. clif_updatestatus(sd,SP_FLEE1);
  5364. if(b_status.amotion != status->amotion)
  5365. clif_updatestatus(sd,SP_ASPD);
  5366. if(b_status.speed != status->speed)
  5367. clif_updatestatus(sd,SP_SPEED);
  5368. if(b_status.batk != status->batk
  5369. #ifndef RENEWAL
  5370. || b_status.rhw.atk != status->rhw.atk || b_status.lhw.atk != status->lhw.atk
  5371. #endif
  5372. )
  5373. clif_updatestatus(sd,SP_ATK1);
  5374. if(b_status.def != status->def) {
  5375. clif_updatestatus(sd,SP_DEF1);
  5376. #ifdef RENEWAL
  5377. clif_updatestatus(sd,SP_DEF2);
  5378. #endif
  5379. }
  5380. if(
  5381. #ifdef RENEWAL
  5382. b_status.watk != status->watk || b_status.watk2 != status->watk2 || b_status.eatk != status->eatk
  5383. #else
  5384. b_status.rhw.atk2 != status->rhw.atk2 || b_status.lhw.atk2 != status->lhw.atk2
  5385. #endif
  5386. )
  5387. clif_updatestatus(sd,SP_ATK2);
  5388. if(b_status.def2 != status->def2) {
  5389. clif_updatestatus(sd,SP_DEF2);
  5390. #ifdef RENEWAL
  5391. clif_updatestatus(sd,SP_DEF1);
  5392. #endif
  5393. }
  5394. if(b_status.flee2 != status->flee2)
  5395. clif_updatestatus(sd,SP_FLEE2);
  5396. if(b_status.cri != status->cri)
  5397. clif_updatestatus(sd,SP_CRITICAL);
  5398. #ifndef RENEWAL
  5399. if(b_status.matk_max != status->matk_max)
  5400. clif_updatestatus(sd,SP_MATK1);
  5401. if(b_status.matk_min != status->matk_min)
  5402. clif_updatestatus(sd,SP_MATK2);
  5403. #else
  5404. if(b_status.matk_max != status->matk_max || b_status.matk_min != status->matk_min) {
  5405. clif_updatestatus(sd,SP_MATK2);
  5406. clif_updatestatus(sd,SP_MATK1);
  5407. }
  5408. #endif
  5409. if(b_status.mdef != status->mdef) {
  5410. clif_updatestatus(sd,SP_MDEF1);
  5411. #ifdef RENEWAL
  5412. clif_updatestatus(sd,SP_MDEF2);
  5413. #endif
  5414. }
  5415. if(b_status.mdef2 != status->mdef2) {
  5416. clif_updatestatus(sd,SP_MDEF2);
  5417. #ifdef RENEWAL
  5418. clif_updatestatus(sd,SP_MDEF1);
  5419. #endif
  5420. }
  5421. if(b_status.rhw.range != status->rhw.range)
  5422. clif_updatestatus(sd,SP_ATTACKRANGE);
  5423. if(b_status.max_hp != status->max_hp)
  5424. clif_updatestatus(sd,SP_MAXHP);
  5425. if(b_status.max_sp != status->max_sp)
  5426. clif_updatestatus(sd,SP_MAXSP);
  5427. if(b_status.hp != status->hp)
  5428. clif_updatestatus(sd,SP_HP);
  5429. if(b_status.sp != status->sp)
  5430. clif_updatestatus(sd,SP_SP);
  5431. #ifdef RENEWAL
  5432. if (b_status.pow != status->pow)
  5433. clif_updatestatus(sd,SP_POW);
  5434. if (b_status.sta != status->sta)
  5435. clif_updatestatus(sd,SP_STA);
  5436. if (b_status.wis != status->wis)
  5437. clif_updatestatus(sd,SP_WIS);
  5438. if (b_status.spl != status->spl)
  5439. clif_updatestatus(sd,SP_SPL);
  5440. if (b_status.con != status->con)
  5441. clif_updatestatus(sd,SP_CON);
  5442. if (b_status.crt != status->crt)
  5443. clif_updatestatus(sd,SP_CRT);
  5444. if (b_status.patk != status->patk)
  5445. clif_updatestatus(sd, SP_PATK);
  5446. if (b_status.smatk != status->smatk)
  5447. clif_updatestatus(sd, SP_SMATK);
  5448. if (b_status.res != status->res)
  5449. clif_updatestatus(sd, SP_RES);
  5450. if (b_status.mres != status->mres)
  5451. clif_updatestatus(sd, SP_MRES);
  5452. if (b_status.hplus != status->hplus)
  5453. clif_updatestatus(sd, SP_HPLUS);
  5454. if (b_status.crate != status->crate)
  5455. clif_updatestatus(sd, SP_CRATE);
  5456. if (b_status.max_ap != status->max_ap)
  5457. clif_updatestatus(sd, SP_MAXAP);
  5458. if (b_status.ap != status->ap)
  5459. clif_updatestatus(sd, SP_AP);
  5460. #endif
  5461. } else if( bl->type == BL_HOM ) {
  5462. TBL_HOM* hd = BL_CAST(BL_HOM, bl);
  5463. if( hd->master && memcmp(&b_status, status, sizeof(struct status_data)) != 0 )
  5464. clif_hominfo(hd->master,hd,0);
  5465. } else if( bl->type == BL_MER ) {
  5466. TBL_MER* md = BL_CAST(BL_MER, bl);
  5467. if (!md->master)
  5468. return;
  5469. if( b_status.rhw.atk != status->rhw.atk || b_status.rhw.atk2 != status->rhw.atk2 )
  5470. clif_mercenary_updatestatus(md->master, SP_ATK1);
  5471. if( b_status.matk_max != status->matk_max )
  5472. clif_mercenary_updatestatus(md->master, SP_MATK1);
  5473. if( b_status.hit != status->hit )
  5474. clif_mercenary_updatestatus(md->master, SP_HIT);
  5475. if( b_status.cri != status->cri )
  5476. clif_mercenary_updatestatus(md->master, SP_CRITICAL);
  5477. if( b_status.def != status->def )
  5478. clif_mercenary_updatestatus(md->master, SP_DEF1);
  5479. if( b_status.mdef != status->mdef )
  5480. clif_mercenary_updatestatus(md->master, SP_MDEF1);
  5481. if( b_status.flee != status->flee )
  5482. clif_mercenary_updatestatus(md->master, SP_MERCFLEE);
  5483. if( b_status.amotion != status->amotion )
  5484. clif_mercenary_updatestatus(md->master, SP_ASPD);
  5485. if( b_status.max_hp != status->max_hp )
  5486. clif_mercenary_updatestatus(md->master, SP_MAXHP);
  5487. if( b_status.max_sp != status->max_sp )
  5488. clif_mercenary_updatestatus(md->master, SP_MAXSP);
  5489. if( b_status.hp != status->hp )
  5490. clif_mercenary_updatestatus(md->master, SP_HP);
  5491. if( b_status.sp != status->sp )
  5492. clif_mercenary_updatestatus(md->master, SP_SP);
  5493. } else if( bl->type == BL_ELEM ) {
  5494. TBL_ELEM* ed = BL_CAST(BL_ELEM, bl);
  5495. if (!ed->master)
  5496. return;
  5497. if( b_status.max_hp != status->max_hp )
  5498. clif_elemental_updatestatus(ed->master, SP_MAXHP);
  5499. if( b_status.max_sp != status->max_sp )
  5500. clif_elemental_updatestatus(ed->master, SP_MAXSP);
  5501. if( b_status.hp != status->hp )
  5502. clif_elemental_updatestatus(ed->master, SP_HP);
  5503. if( b_status.sp != status->sp )
  5504. clif_mercenary_updatestatus(ed->master, SP_SP);
  5505. }
  5506. }
  5507. /**
  5508. * Adds strength modifications based on status changes
  5509. * @param bl: Object to change str [PC|MOB|HOM|MER|ELEM]
  5510. * @param sc: Object's status change information
  5511. * @param str: Initial str
  5512. * @return modified str with cap_value(str,0,USHRT_MAX)
  5513. */
  5514. static unsigned short status_calc_str(struct block_list *bl, status_change *sc, int str)
  5515. {
  5516. if(!sc || !sc->count)
  5517. return cap_value(str,0,USHRT_MAX);
  5518. if(sc->getSCE(SC_HARMONIZE)) {
  5519. str -= sc->getSCE(SC_HARMONIZE)->val2;
  5520. return (unsigned short)cap_value(str,0,USHRT_MAX);
  5521. }
  5522. if(sc->getSCE(SC_INCALLSTATUS))
  5523. str += sc->getSCE(SC_INCALLSTATUS)->val1;
  5524. if(sc->getSCE(SC_CHASEWALK2))
  5525. str += sc->getSCE(SC_CHASEWALK2)->val1;
  5526. if(sc->getSCE(SC_INCSTR))
  5527. str += sc->getSCE(SC_INCSTR)->val1;
  5528. if(sc->getSCE(SC_STRFOOD))
  5529. str += sc->getSCE(SC_STRFOOD)->val1;
  5530. if(sc->getSCE(SC_FOOD_STR_CASH))
  5531. str += sc->getSCE(SC_FOOD_STR_CASH)->val1;
  5532. if(sc->getSCE(SC_BATTLEORDERS))
  5533. str += 5;
  5534. if(sc->getSCE(SC_LEADERSHIP))
  5535. str += sc->getSCE(SC_LEADERSHIP)->val1;
  5536. if(sc->getSCE(SC_LOUD))
  5537. str += 4;
  5538. if(sc->getSCE(SC_TRUESIGHT))
  5539. str += 5;
  5540. if(sc->getSCE(SC_SPURT))
  5541. str += 10;
  5542. if(sc->getSCE(SC_NEN))
  5543. str += sc->getSCE(SC_NEN)->val1;
  5544. if(sc->getSCE(SC_BLESSING)) {
  5545. if(sc->getSCE(SC_BLESSING)->val2)
  5546. str += sc->getSCE(SC_BLESSING)->val2;
  5547. else
  5548. str -= str / 2;
  5549. }
  5550. if(sc->getSCE(SC_MARIONETTE))
  5551. str -= ((sc->getSCE(SC_MARIONETTE)->val3)>>16)&0xFF;
  5552. if(sc->getSCE(SC_MARIONETTE2))
  5553. str += ((sc->getSCE(SC_MARIONETTE2)->val3)>>16)&0xFF;
  5554. if(sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_HIGH)
  5555. str += ((sc->getSCE(SC_SPIRIT)->val3)>>16)&0xFF;
  5556. if(sc->getSCE(SC_GIANTGROWTH))
  5557. str += sc->getSCE(SC_GIANTGROWTH)->val2;
  5558. if(sc->getSCE(SC_BEYONDOFWARCRY))
  5559. str -= sc->getSCE(SC_BEYONDOFWARCRY)->val2;
  5560. if(sc->getSCE(SC_SAVAGE_STEAK))
  5561. str += sc->getSCE(SC_SAVAGE_STEAK)->val1;
  5562. if(sc->getSCE(SC_INSPIRATION))
  5563. str += sc->getSCE(SC_INSPIRATION)->val3;
  5564. if(sc->getSCE(SC_STOMACHACHE))
  5565. str -= sc->getSCE(SC_STOMACHACHE)->val1;
  5566. if(sc->getSCE(SC_KYOUGAKU))
  5567. str -= sc->getSCE(SC_KYOUGAKU)->val2;
  5568. if(sc->getSCE(SC_SWORDCLAN))
  5569. str += 1;
  5570. if(sc->getSCE(SC_JUMPINGCLAN))
  5571. str += 1;
  5572. if(sc->getSCE(SC_FULL_THROTTLE))
  5573. str += str * sc->getSCE(SC_FULL_THROTTLE)->val3 / 100;
  5574. if(sc->getSCE(SC_CHEERUP))
  5575. str += 3;
  5576. if(sc->getSCE(SC_GLASTHEIM_STATE))
  5577. str += sc->getSCE(SC_GLASTHEIM_STATE)->val1;
  5578. #ifdef RENEWAL
  5579. if (sc->getSCE(SC_NIBELUNGEN) && sc->getSCE(SC_NIBELUNGEN)->val2 == RINGNBL_ALLSTAT)
  5580. str += 15;
  5581. #endif
  5582. if (sc->getSCE(SC_UNIVERSESTANCE))
  5583. str += sc->getSCE(SC_UNIVERSESTANCE)->val2;
  5584. if (sc->getSCE(SC_ULTIMATECOOK))
  5585. str += sc->getSCE(SC_ULTIMATECOOK)->val1;
  5586. if (sc->getSCE(SC_ALL_STAT_DOWN))
  5587. str -= sc->getSCE(SC_ALL_STAT_DOWN)->val2;
  5588. //TODO: Stat points should be able to be decreased below 0
  5589. return (unsigned short)cap_value(str,0,USHRT_MAX);
  5590. }
  5591. /**
  5592. * Adds agility modifications based on status changes
  5593. * @param bl: Object to change agi [PC|MOB|HOM|MER|ELEM]
  5594. * @param sc: Object's status change information
  5595. * @param agi: Initial agi
  5596. * @return modified agi with cap_value(agi,0,USHRT_MAX)
  5597. */
  5598. static unsigned short status_calc_agi(struct block_list *bl, status_change *sc, int agi)
  5599. {
  5600. if(!sc || !sc->count)
  5601. return cap_value(agi,0,USHRT_MAX);
  5602. if(sc->getSCE(SC_HARMONIZE)) {
  5603. agi -= sc->getSCE(SC_HARMONIZE)->val2;
  5604. return (unsigned short)cap_value(agi,0,USHRT_MAX);
  5605. }
  5606. if(sc->getSCE(SC_CONCENTRATE) && !sc->getSCE(SC_QUAGMIRE))
  5607. agi += (agi-sc->getSCE(SC_CONCENTRATE)->val3)*sc->getSCE(SC_CONCENTRATE)->val2/100;
  5608. if(sc->getSCE(SC_INCALLSTATUS))
  5609. agi += sc->getSCE(SC_INCALLSTATUS)->val1;
  5610. if(sc->getSCE(SC_INCAGI))
  5611. agi += sc->getSCE(SC_INCAGI)->val1;
  5612. if(sc->getSCE(SC_AGIFOOD))
  5613. agi += sc->getSCE(SC_AGIFOOD)->val1;
  5614. if(sc->getSCE(SC_FOOD_AGI_CASH))
  5615. agi += sc->getSCE(SC_FOOD_AGI_CASH)->val1;
  5616. if(sc->getSCE(SC_SOULCOLD))
  5617. agi += sc->getSCE(SC_SOULCOLD)->val1;
  5618. if(sc->getSCE(SC_TRUESIGHT))
  5619. agi += 5;
  5620. if(sc->getSCE(SC_INCREASEAGI))
  5621. agi += sc->getSCE(SC_INCREASEAGI)->val2;
  5622. if(sc->getSCE(SC_INCREASING))
  5623. agi += 4; // Added based on skill updates [Reddozen]
  5624. if(sc->getSCE(SC_DECREASEAGI))
  5625. agi -= sc->getSCE(SC_DECREASEAGI)->val2;
  5626. if(sc->getSCE(SC_QUAGMIRE))
  5627. agi -= sc->getSCE(SC_QUAGMIRE)->val2;
  5628. if(sc->getSCE(SC_SUITON) && sc->getSCE(SC_SUITON)->val3)
  5629. agi -= sc->getSCE(SC_SUITON)->val2;
  5630. if(sc->getSCE(SC_MARIONETTE))
  5631. agi -= ((sc->getSCE(SC_MARIONETTE)->val3)>>8)&0xFF;
  5632. if(sc->getSCE(SC_MARIONETTE2))
  5633. agi += ((sc->getSCE(SC_MARIONETTE2)->val3)>>8)&0xFF;
  5634. if(sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_HIGH)
  5635. agi += ((sc->getSCE(SC_SPIRIT)->val3)>>8)&0xFF;
  5636. if(sc->getSCE(SC_ADORAMUS))
  5637. agi -= sc->getSCE(SC_ADORAMUS)->val2;
  5638. if(sc->getSCE(SC_MARSHOFABYSS))
  5639. agi -= agi * sc->getSCE(SC_MARSHOFABYSS)->val2 / 100;
  5640. if(sc->getSCE(SC_DROCERA_HERB_STEAMED))
  5641. agi += sc->getSCE(SC_DROCERA_HERB_STEAMED)->val1;
  5642. if(sc->getSCE(SC_INSPIRATION))
  5643. agi += sc->getSCE(SC_INSPIRATION)->val3;
  5644. if(sc->getSCE(SC_STOMACHACHE))
  5645. agi -= sc->getSCE(SC_STOMACHACHE)->val1;
  5646. if(sc->getSCE(SC_KYOUGAKU))
  5647. agi -= sc->getSCE(SC_KYOUGAKU)->val2;
  5648. if(sc->getSCE(SC_CROSSBOWCLAN))
  5649. agi += 1;
  5650. if(sc->getSCE(SC_JUMPINGCLAN))
  5651. agi += 1;
  5652. if(sc->getSCE(SC_FULL_THROTTLE))
  5653. agi += agi * sc->getSCE(SC_FULL_THROTTLE)->val3 / 100;
  5654. if (sc->getSCE(SC_ARCLOUSEDASH))
  5655. agi += sc->getSCE(SC_ARCLOUSEDASH)->val2;
  5656. if(sc->getSCE(SC_CHEERUP))
  5657. agi += 3;
  5658. if(sc->getSCE(SC_GLASTHEIM_STATE))
  5659. agi += sc->getSCE(SC_GLASTHEIM_STATE)->val1;
  5660. #ifdef RENEWAL
  5661. if (sc->getSCE(SC_NIBELUNGEN) && sc->getSCE(SC_NIBELUNGEN)->val2 == RINGNBL_ALLSTAT)
  5662. agi += 15;
  5663. #endif
  5664. if (sc->getSCE(SC_UNIVERSESTANCE))
  5665. agi += sc->getSCE(SC_UNIVERSESTANCE)->val2;
  5666. if (sc->getSCE(SC_ULTIMATECOOK))
  5667. agi += sc->getSCE(SC_ULTIMATECOOK)->val1;
  5668. if (sc->getSCE(SC_ALL_STAT_DOWN))
  5669. agi -= sc->getSCE(SC_ALL_STAT_DOWN)->val2;
  5670. //TODO: Stat points should be able to be decreased below 0
  5671. return (unsigned short)cap_value(agi,0,USHRT_MAX);
  5672. }
  5673. /**
  5674. * Adds vitality modifications based on status changes
  5675. * @param bl: Object to change vit [PC|MOB|HOM|MER|ELEM]
  5676. * @param sc: Object's status change information
  5677. * @param vit: Initial vit
  5678. * @return modified vit with cap_value(vit,0,USHRT_MAX)
  5679. */
  5680. static unsigned short status_calc_vit(struct block_list *bl, status_change *sc, int vit)
  5681. {
  5682. if(!sc || !sc->count)
  5683. return cap_value(vit,0,USHRT_MAX);
  5684. if(sc->getSCE(SC_HARMONIZE)) {
  5685. vit -= sc->getSCE(SC_HARMONIZE)->val2;
  5686. return (unsigned short)cap_value(vit,0,USHRT_MAX);
  5687. }
  5688. if(sc->getSCE(SC_INCALLSTATUS))
  5689. vit += sc->getSCE(SC_INCALLSTATUS)->val1;
  5690. if(sc->getSCE(SC_INCVIT))
  5691. vit += sc->getSCE(SC_INCVIT)->val1;
  5692. if(sc->getSCE(SC_VITFOOD))
  5693. vit += sc->getSCE(SC_VITFOOD)->val1;
  5694. if(sc->getSCE(SC_FOOD_VIT_CASH))
  5695. vit += sc->getSCE(SC_FOOD_VIT_CASH)->val1;
  5696. if(sc->getSCE(SC_CHANGE))
  5697. vit += sc->getSCE(SC_CHANGE)->val2;
  5698. if(sc->getSCE(SC_GLORYWOUNDS))
  5699. vit += sc->getSCE(SC_GLORYWOUNDS)->val1;
  5700. if(sc->getSCE(SC_TRUESIGHT))
  5701. vit += 5;
  5702. if(sc->getSCE(SC_MARIONETTE))
  5703. vit -= sc->getSCE(SC_MARIONETTE)->val3&0xFF;
  5704. if(sc->getSCE(SC_MARIONETTE2))
  5705. vit += sc->getSCE(SC_MARIONETTE2)->val3&0xFF;
  5706. if(sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_HIGH)
  5707. vit += sc->getSCE(SC_SPIRIT)->val3&0xFF;
  5708. if(sc->getSCE(SC_MINOR_BBQ))
  5709. vit += sc->getSCE(SC_MINOR_BBQ)->val1;
  5710. if(sc->getSCE(SC_INSPIRATION))
  5711. vit += sc->getSCE(SC_INSPIRATION)->val3;
  5712. if(sc->getSCE(SC_STOMACHACHE))
  5713. vit -= sc->getSCE(SC_STOMACHACHE)->val1;
  5714. if(sc->getSCE(SC_KYOUGAKU))
  5715. vit -= sc->getSCE(SC_KYOUGAKU)->val2;
  5716. if(sc->getSCE(SC_SWORDCLAN))
  5717. vit += 1;
  5718. if(sc->getSCE(SC_JUMPINGCLAN))
  5719. vit += 1;
  5720. if(sc->getSCE(SC_STRIPARMOR) && bl->type != BL_PC)
  5721. vit -= vit * sc->getSCE(SC_STRIPARMOR)->val2/100;
  5722. if(sc->getSCE(SC_FULL_THROTTLE))
  5723. vit += vit * sc->getSCE(SC_FULL_THROTTLE)->val3 / 100;
  5724. #ifdef RENEWAL
  5725. if(sc->getSCE(SC_DEFENCE))
  5726. vit += sc->getSCE(SC_DEFENCE)->val2;
  5727. #endif
  5728. if(sc->getSCE(SC_CHEERUP))
  5729. vit += 3;
  5730. if(sc->getSCE(SC_GLASTHEIM_STATE))
  5731. vit += sc->getSCE(SC_GLASTHEIM_STATE)->val1;
  5732. #ifdef RENEWAL
  5733. if (sc->getSCE(SC_NIBELUNGEN) && sc->getSCE(SC_NIBELUNGEN)->val2 == RINGNBL_ALLSTAT)
  5734. vit += 15;
  5735. #endif
  5736. if (sc->getSCE(SC_UNIVERSESTANCE))
  5737. vit += sc->getSCE(SC_UNIVERSESTANCE)->val2;
  5738. if (sc->getSCE(SC_ULTIMATECOOK))
  5739. vit += sc->getSCE(SC_ULTIMATECOOK)->val1;
  5740. if (sc->getSCE(SC_CUP_OF_BOZA))
  5741. vit += 10;
  5742. if (sc->getSCE(SC_ALL_STAT_DOWN))
  5743. vit -= sc->getSCE(SC_ALL_STAT_DOWN)->val2;
  5744. //TODO: Stat points should be able to be decreased below 0
  5745. return (unsigned short)cap_value(vit,0,USHRT_MAX);
  5746. }
  5747. /**
  5748. * Adds intelligence modifications based on status changes
  5749. * @param bl: Object to change int [PC|MOB|HOM|MER|ELEM]
  5750. * @param sc: Object's status change information
  5751. * @param int_: Initial int
  5752. * @return modified int with cap_value(int_,0,USHRT_MAX)
  5753. */
  5754. static unsigned short status_calc_int(struct block_list *bl, status_change *sc, int int_)
  5755. {
  5756. if(!sc || !sc->count)
  5757. return cap_value(int_,0,USHRT_MAX);
  5758. if(sc->getSCE(SC_HARMONIZE)) {
  5759. int_ -= sc->getSCE(SC_HARMONIZE)->val2;
  5760. return (unsigned short)cap_value(int_,0,USHRT_MAX);
  5761. }
  5762. if(sc->getSCE(SC_INCALLSTATUS))
  5763. int_ += sc->getSCE(SC_INCALLSTATUS)->val1;
  5764. if(sc->getSCE(SC_INCINT))
  5765. int_ += sc->getSCE(SC_INCINT)->val1;
  5766. if(sc->getSCE(SC_INTFOOD))
  5767. int_ += sc->getSCE(SC_INTFOOD)->val1;
  5768. if(sc->getSCE(SC_FOOD_INT_CASH))
  5769. int_ += sc->getSCE(SC_FOOD_INT_CASH)->val1;
  5770. if(sc->getSCE(SC_CHANGE))
  5771. int_ += sc->getSCE(SC_CHANGE)->val3;
  5772. if(sc->getSCE(SC_BATTLEORDERS))
  5773. int_ += 5;
  5774. if(sc->getSCE(SC_TRUESIGHT))
  5775. int_ += 5;
  5776. if(sc->getSCE(SC_BLESSING)) {
  5777. if (sc->getSCE(SC_BLESSING)->val2)
  5778. int_ += sc->getSCE(SC_BLESSING)->val2;
  5779. else
  5780. int_ -= int_ / 2;
  5781. }
  5782. if(sc->getSCE(SC_NEN))
  5783. int_ += sc->getSCE(SC_NEN)->val1;
  5784. if(sc->getSCE(SC_MARIONETTE))
  5785. int_ -= ((sc->getSCE(SC_MARIONETTE)->val4)>>16)&0xFF;
  5786. if(sc->getSCE(SC_MARIONETTE2))
  5787. int_ += ((sc->getSCE(SC_MARIONETTE2)->val4)>>16)&0xFF;
  5788. if(sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_HIGH)
  5789. int_ += ((sc->getSCE(SC_SPIRIT)->val4)>>16)&0xFF;
  5790. if(sc->getSCE(SC_INSPIRATION))
  5791. int_ += sc->getSCE(SC_INSPIRATION)->val3;
  5792. if(sc->getSCE(SC_MELODYOFSINK))
  5793. int_ -= sc->getSCE(SC_MELODYOFSINK)->val2;
  5794. if(sc->getSCE(SC_MANDRAGORA))
  5795. int_ -= 4 * sc->getSCE(SC_MANDRAGORA)->val1;
  5796. if(sc->getSCE(SC_COCKTAIL_WARG_BLOOD))
  5797. int_ += sc->getSCE(SC_COCKTAIL_WARG_BLOOD)->val1;
  5798. if(sc->getSCE(SC_STOMACHACHE))
  5799. int_ -= sc->getSCE(SC_STOMACHACHE)->val1;
  5800. if(sc->getSCE(SC_KYOUGAKU))
  5801. int_ -= sc->getSCE(SC_KYOUGAKU)->val2;
  5802. if(sc->getSCE(SC_ARCWANDCLAN))
  5803. int_ += 1;
  5804. if(sc->getSCE(SC_GOLDENMACECLAN))
  5805. int_ += 1;
  5806. if(sc->getSCE(SC_JUMPINGCLAN))
  5807. int_ += 1;
  5808. if(sc->getSCE(SC_FULL_THROTTLE))
  5809. int_ += int_ * sc->getSCE(SC_FULL_THROTTLE)->val3 / 100;
  5810. if(sc->getSCE(SC_CHEERUP))
  5811. int_ += 3;
  5812. if(sc->getSCE(SC_GLASTHEIM_STATE))
  5813. int_ += sc->getSCE(SC_GLASTHEIM_STATE)->val1;
  5814. if (sc->getSCE(SC_UNIVERSESTANCE))
  5815. int_ += sc->getSCE(SC_UNIVERSESTANCE)->val2;
  5816. if(bl->type != BL_PC) {
  5817. if(sc->getSCE(SC_STRIPHELM))
  5818. int_ -= int_ * sc->getSCE(SC_STRIPHELM)->val2/100;
  5819. if(sc->getSCE(SC__STRIPACCESSORY))
  5820. int_ -= int_ * sc->getSCE(SC__STRIPACCESSORY)->val2 / 100;
  5821. }
  5822. #ifdef RENEWAL
  5823. if (sc->getSCE(SC_NIBELUNGEN) && sc->getSCE(SC_NIBELUNGEN)->val2 == RINGNBL_ALLSTAT)
  5824. int_ += 15;
  5825. #endif
  5826. if (sc->getSCE(SC_ULTIMATECOOK))
  5827. int_ += sc->getSCE(SC_ULTIMATECOOK)->val1;
  5828. if (sc->getSCE(SC_ALL_STAT_DOWN))
  5829. int_ -= sc->getSCE(SC_ALL_STAT_DOWN)->val2;
  5830. //TODO: Stat points should be able to be decreased below 0
  5831. return (unsigned short)cap_value(int_,0,USHRT_MAX);
  5832. }
  5833. /**
  5834. * Adds dexterity modifications based on status changes
  5835. * @param bl: Object to change dex [PC|MOB|HOM|MER|ELEM]
  5836. * @param sc: Object's status change information
  5837. * @param dex: Initial dex
  5838. * @return modified dex with cap_value(dex,0,USHRT_MAX)
  5839. */
  5840. static unsigned short status_calc_dex(struct block_list *bl, status_change *sc, int dex)
  5841. {
  5842. if(!sc || !sc->count)
  5843. return cap_value(dex,0,USHRT_MAX);
  5844. if(sc->getSCE(SC_HARMONIZE)) {
  5845. dex -= sc->getSCE(SC_HARMONIZE)->val2;
  5846. return (unsigned short)cap_value(dex,0,USHRT_MAX);
  5847. }
  5848. if(sc->getSCE(SC_CONCENTRATE) && !sc->getSCE(SC_QUAGMIRE))
  5849. dex += (dex-sc->getSCE(SC_CONCENTRATE)->val4)*sc->getSCE(SC_CONCENTRATE)->val2/100;
  5850. if(sc->getSCE(SC_INCALLSTATUS))
  5851. dex += sc->getSCE(SC_INCALLSTATUS)->val1;
  5852. if(sc->getSCE(SC_INCDEX))
  5853. dex += sc->getSCE(SC_INCDEX)->val1;
  5854. if(sc->getSCE(SC_DEXFOOD))
  5855. dex += sc->getSCE(SC_DEXFOOD)->val1;
  5856. if(sc->getSCE(SC_FOOD_DEX_CASH))
  5857. dex += sc->getSCE(SC_FOOD_DEX_CASH)->val1;
  5858. if(sc->getSCE(SC_BATTLEORDERS))
  5859. dex += 5;
  5860. if(sc->getSCE(SC_HAWKEYES))
  5861. dex += sc->getSCE(SC_HAWKEYES)->val1;
  5862. if(sc->getSCE(SC_TRUESIGHT))
  5863. dex += 5;
  5864. if(sc->getSCE(SC_QUAGMIRE))
  5865. dex -= sc->getSCE(SC_QUAGMIRE)->val2;
  5866. if(sc->getSCE(SC_BLESSING)) {
  5867. if (sc->getSCE(SC_BLESSING)->val2)
  5868. dex += sc->getSCE(SC_BLESSING)->val2;
  5869. else
  5870. dex -= dex / 2;
  5871. }
  5872. if(sc->getSCE(SC_INCREASING))
  5873. dex += 4; // Added based on skill updates [Reddozen]
  5874. if(sc->getSCE(SC_MARIONETTE))
  5875. dex -= ((sc->getSCE(SC_MARIONETTE)->val4)>>8)&0xFF;
  5876. if(sc->getSCE(SC_MARIONETTE2))
  5877. dex += ((sc->getSCE(SC_MARIONETTE2)->val4)>>8)&0xFF;
  5878. if(sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_HIGH)
  5879. dex += ((sc->getSCE(SC_SPIRIT)->val4)>>8)&0xFF;
  5880. if(sc->getSCE(SC_SIROMA_ICE_TEA))
  5881. dex += sc->getSCE(SC_SIROMA_ICE_TEA)->val1;
  5882. if(sc->getSCE(SC_INSPIRATION))
  5883. dex += sc->getSCE(SC_INSPIRATION)->val3;
  5884. if(sc->getSCE(SC_STOMACHACHE))
  5885. dex -= sc->getSCE(SC_STOMACHACHE)->val1;
  5886. if(sc->getSCE(SC_KYOUGAKU))
  5887. dex -= sc->getSCE(SC_KYOUGAKU)->val2;
  5888. if(sc->getSCE(SC_ARCWANDCLAN))
  5889. dex += 1;
  5890. if(sc->getSCE(SC_CROSSBOWCLAN))
  5891. dex += 1;
  5892. if(sc->getSCE(SC_JUMPINGCLAN))
  5893. dex += 1;
  5894. if(sc->getSCE(SC__STRIPACCESSORY) && bl->type != BL_PC)
  5895. dex -= dex * sc->getSCE(SC__STRIPACCESSORY)->val2 / 100;
  5896. if(sc->getSCE(SC_MARSHOFABYSS))
  5897. dex -= dex * sc->getSCE(SC_MARSHOFABYSS)->val2 / 100;
  5898. if(sc->getSCE(SC_FULL_THROTTLE))
  5899. dex += dex * sc->getSCE(SC_FULL_THROTTLE)->val3 / 100;
  5900. if(sc->getSCE(SC_CHEERUP))
  5901. dex += 3;
  5902. if(sc->getSCE(SC_GLASTHEIM_STATE))
  5903. dex += sc->getSCE(SC_GLASTHEIM_STATE)->val1;
  5904. #ifdef RENEWAL
  5905. if (sc->getSCE(SC_NIBELUNGEN) && sc->getSCE(SC_NIBELUNGEN)->val2 == RINGNBL_ALLSTAT)
  5906. dex += 15;
  5907. #endif
  5908. if (sc->getSCE(SC_UNIVERSESTANCE))
  5909. dex += sc->getSCE(SC_UNIVERSESTANCE)->val2;
  5910. if (sc->getSCE(SC_ULTIMATECOOK))
  5911. dex += sc->getSCE(SC_ULTIMATECOOK)->val1;
  5912. if (sc->getSCE(SC_ALL_STAT_DOWN))
  5913. dex -= sc->getSCE(SC_ALL_STAT_DOWN)->val2;
  5914. //TODO: Stat points should be able to be decreased below 0
  5915. return (unsigned short)cap_value(dex,0,USHRT_MAX);
  5916. }
  5917. /**
  5918. * Adds luck modifications based on status changes
  5919. * @param bl: Object to change luk [PC|MOB|HOM|MER|ELEM]
  5920. * @param sc: Object's status change information
  5921. * @param luk: Initial luk
  5922. * @return modified luk with cap_value(luk,0,USHRT_MAX)
  5923. */
  5924. static unsigned short status_calc_luk(struct block_list *bl, status_change *sc, int luk)
  5925. {
  5926. if(!sc || !sc->count)
  5927. return cap_value(luk,0,USHRT_MAX);
  5928. if(sc->getSCE(SC_HARMONIZE)) {
  5929. luk -= sc->getSCE(SC_HARMONIZE)->val2;
  5930. return (unsigned short)cap_value(luk,0,USHRT_MAX);
  5931. }
  5932. if(sc->getSCE(SC_CURSE))
  5933. return 0;
  5934. if(sc->getSCE(SC_INCALLSTATUS))
  5935. luk += sc->getSCE(SC_INCALLSTATUS)->val1;
  5936. if(sc->getSCE(SC_INCLUK))
  5937. luk += sc->getSCE(SC_INCLUK)->val1;
  5938. if(sc->getSCE(SC_LUKFOOD))
  5939. luk += sc->getSCE(SC_LUKFOOD)->val1;
  5940. if(sc->getSCE(SC_FOOD_LUK_CASH))
  5941. luk += sc->getSCE(SC_FOOD_LUK_CASH)->val1;
  5942. if(sc->getSCE(SC_TRUESIGHT))
  5943. luk += 5;
  5944. if(sc->getSCE(SC_GLORIA))
  5945. luk += 30;
  5946. if(sc->getSCE(SC_MARIONETTE))
  5947. luk -= sc->getSCE(SC_MARIONETTE)->val4&0xFF;
  5948. if(sc->getSCE(SC_MARIONETTE2))
  5949. luk += sc->getSCE(SC_MARIONETTE2)->val4&0xFF;
  5950. if(sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_HIGH)
  5951. luk += sc->getSCE(SC_SPIRIT)->val4&0xFF;
  5952. if(sc->getSCE(SC_PUTTI_TAILS_NOODLES))
  5953. luk += sc->getSCE(SC_PUTTI_TAILS_NOODLES)->val1;
  5954. if(sc->getSCE(SC_INSPIRATION))
  5955. luk += sc->getSCE(SC_INSPIRATION)->val3;
  5956. if(sc->getSCE(SC_STOMACHACHE))
  5957. luk -= sc->getSCE(SC_STOMACHACHE)->val1;
  5958. if(sc->getSCE(SC_KYOUGAKU))
  5959. luk -= sc->getSCE(SC_KYOUGAKU)->val2;
  5960. if(sc->getSCE(SC__STRIPACCESSORY) && bl->type != BL_PC)
  5961. luk -= luk * sc->getSCE(SC__STRIPACCESSORY)->val2 / 100;
  5962. if(sc->getSCE(SC_BANANA_BOMB))
  5963. luk -= 75;
  5964. if(sc->getSCE(SC_GOLDENMACECLAN))
  5965. luk += 1;
  5966. if(sc->getSCE(SC_JUMPINGCLAN))
  5967. luk += 1;
  5968. if(sc->getSCE(SC_FULL_THROTTLE))
  5969. luk += luk * sc->getSCE(SC_FULL_THROTTLE)->val3 / 100;
  5970. if(sc->getSCE(SC_CHEERUP))
  5971. luk += 3;
  5972. if(sc->getSCE(SC_GLASTHEIM_STATE))
  5973. luk += sc->getSCE(SC_GLASTHEIM_STATE)->val1;
  5974. #ifdef RENEWAL
  5975. if (sc->getSCE(SC_NIBELUNGEN) && sc->getSCE(SC_NIBELUNGEN)->val2 == RINGNBL_ALLSTAT)
  5976. luk += 15;
  5977. #endif
  5978. if (sc->getSCE(SC_UNIVERSESTANCE))
  5979. luk += sc->getSCE(SC_UNIVERSESTANCE)->val2;
  5980. if (sc->getSCE(SC_ULTIMATECOOK))
  5981. luk += sc->getSCE(SC_ULTIMATECOOK)->val1;
  5982. if (sc->getSCE(SC_MYSTICPOWDER))
  5983. luk += 10;
  5984. if (sc->getSCE(SC_ALL_STAT_DOWN))
  5985. luk -= sc->getSCE(SC_ALL_STAT_DOWN)->val2;
  5986. //TODO: Stat points should be able to be decreased below 0
  5987. return (unsigned short)cap_value(luk,0,USHRT_MAX);
  5988. }
  5989. /**
  5990. * Adds power modifications based on status changes
  5991. * @param bl: Object to change pow [PC|MOB|HOM|MER|ELEM]
  5992. * @param sc: Object's status change information
  5993. * @param pow: Initial pow
  5994. * @return modified pow with cap_value(pow,0,USHRT_MAX)
  5995. */
  5996. static unsigned short status_calc_pow(struct block_list *bl, status_change *sc, int pow)
  5997. {
  5998. if (!sc || !sc->count)
  5999. return cap_value(pow, 0, USHRT_MAX);
  6000. if (sc->getSCE(SC_BENEDICTUM))
  6001. pow += sc->getSCE(SC_BENEDICTUM)->val2;
  6002. return (unsigned short)cap_value(pow, 0, USHRT_MAX);
  6003. }
  6004. /**
  6005. * Adds stamina modifications based on status changes
  6006. * @param bl: Object to change sta [PC|MOB|HOM|MER|ELEM]
  6007. * @param sc: Object's status change information
  6008. * @param sta: Initial sta
  6009. * @return modified sta with cap_value(sta,0,USHRT_MAX)
  6010. */
  6011. static unsigned short status_calc_sta(struct block_list *bl, status_change *sc, int sta)
  6012. {
  6013. if (!sc || !sc->count)
  6014. return cap_value(sta, 0, USHRT_MAX);
  6015. if (sc->getSCE(SC_RELIGIO))
  6016. sta += sc->getSCE(SC_RELIGIO)->val2;
  6017. return (unsigned short)cap_value(sta, 0, USHRT_MAX);
  6018. }
  6019. /**
  6020. * Adds wisdom modifications based on status changes
  6021. * @param bl: Object to change wis [PC|MOB|HOM|MER|ELEM]
  6022. * @param sc: Object's status change information
  6023. * @param wis: Initial wis
  6024. * @return modified wis with cap_value(wis,0,USHRT_MAX)
  6025. */
  6026. static unsigned short status_calc_wis(struct block_list *bl, status_change *sc, int wis)
  6027. {
  6028. if (!sc || !sc->count)
  6029. return cap_value(wis, 0, USHRT_MAX);
  6030. if (sc->getSCE(SC_RELIGIO))
  6031. wis += sc->getSCE(SC_RELIGIO)->val2;
  6032. return (unsigned short)cap_value(wis, 0, USHRT_MAX);
  6033. }
  6034. /**
  6035. * Adds spell modifications based on status changes
  6036. * @param bl: Object to change spl [PC|MOB|HOM|MER|ELEM]
  6037. * @param sc: Object's status change information
  6038. * @param spl: Initial spl
  6039. * @return modified spl with cap_value(spl,0,USHRT_MAX)
  6040. */
  6041. static unsigned short status_calc_spl(struct block_list *bl, status_change *sc, int spl)
  6042. {
  6043. if (!sc || !sc->count)
  6044. return cap_value(spl, 0, USHRT_MAX);
  6045. if (sc->getSCE(SC_RELIGIO))
  6046. spl += sc->getSCE(SC_RELIGIO)->val2;
  6047. return (unsigned short)cap_value(spl, 0, USHRT_MAX);
  6048. }
  6049. /**
  6050. * Adds concentration modifications based on status changes
  6051. * @param bl: Object to change con [PC|MOB|HOM|MER|ELEM]
  6052. * @param sc: Object's status change information
  6053. * @param con: Initial con
  6054. * @return modified con with cap_value(con,0,USHRT_MAX)
  6055. */
  6056. static unsigned short status_calc_con(struct block_list *bl, status_change *sc, int con)
  6057. {
  6058. if (!sc || !sc->count)
  6059. return cap_value(con, 0, USHRT_MAX);
  6060. if (sc->getSCE(SC_BENEDICTUM))
  6061. con += sc->getSCE(SC_BENEDICTUM)->val2;
  6062. return (unsigned short)cap_value(con, 0, USHRT_MAX);
  6063. }
  6064. /**
  6065. * Adds creative modifications based on status changes
  6066. * @param bl: Object to change crt [PC|MOB|HOM|MER|ELEM]
  6067. * @param sc: Object's status change information
  6068. * @param crt: Initial crt
  6069. * @return modified crt with cap_value(crt,0,USHRT_MAX)
  6070. */
  6071. static unsigned short status_calc_crt(struct block_list *bl, status_change *sc, int crt)
  6072. {
  6073. if (!sc || !sc->count)
  6074. return cap_value(crt, 0, USHRT_MAX);
  6075. if (sc->getSCE(SC_BENEDICTUM))
  6076. crt += sc->getSCE(SC_BENEDICTUM)->val2;
  6077. return (unsigned short)cap_value(crt, 0, USHRT_MAX);
  6078. }
  6079. /**
  6080. * Adds base attack modifications based on status changes
  6081. * @param bl: Object to change batk [PC|MOB|HOM|MER|ELEM]
  6082. * @param sc: Object's status change information
  6083. * @param batk: Initial batk
  6084. * @return modified batk with cap_value(batk,0,USHRT_MAX)
  6085. */
  6086. static unsigned short status_calc_batk(struct block_list *bl, status_change *sc, int batk)
  6087. {
  6088. if(!sc || !sc->count)
  6089. return cap_value(batk,0,USHRT_MAX);
  6090. if(sc->getSCE(SC_ATKPOTION))
  6091. batk += sc->getSCE(SC_ATKPOTION)->val1;
  6092. if(sc->getSCE(SC_BATKFOOD))
  6093. batk += sc->getSCE(SC_BATKFOOD)->val1;
  6094. #ifndef RENEWAL
  6095. if(sc->getSCE(SC_GATLINGFEVER))
  6096. batk += sc->getSCE(SC_GATLINGFEVER)->val3;
  6097. if(sc->getSCE(SC_MADNESSCANCEL))
  6098. batk += 100;
  6099. #endif
  6100. if(sc->getSCE(SC_FULL_SWING_K))
  6101. batk += sc->getSCE(SC_FULL_SWING_K)->val1;
  6102. if(sc->getSCE(SC_ASH))
  6103. batk -= batk * sc->getSCE(SC_ASH)->val4 / 100;
  6104. if(bl->type == BL_HOM && sc->getSCE(SC_PYROCLASTIC))
  6105. batk += sc->getSCE(SC_PYROCLASTIC)->val2;
  6106. if (sc->getSCE(SC_ANGRIFFS_MODUS))
  6107. batk += sc->getSCE(SC_ANGRIFFS_MODUS)->val2;
  6108. if(sc->getSCE(SC_2011RWC_SCROLL))
  6109. batk += 30;
  6110. if(sc->getSCE(SC_INCATKRATE))
  6111. batk += batk * sc->getSCE(SC_INCATKRATE)->val1/100;
  6112. if(sc->getSCE(SC_PROVOKE))
  6113. batk += batk * sc->getSCE(SC_PROVOKE)->val2/100;
  6114. #ifndef RENEWAL
  6115. if(sc->getSCE(SC_CONCENTRATION))
  6116. batk += batk * sc->getSCE(SC_CONCENTRATION)->val2/100;
  6117. #endif
  6118. if(sc->getSCE(SC_SKE))
  6119. batk += batk * 3;
  6120. if(sc->getSCE(SC_BLOODLUST))
  6121. batk += batk * sc->getSCE(SC_BLOODLUST)->val2/100;
  6122. if(sc->getSCE(SC_JOINTBEAT) && sc->getSCE(SC_JOINTBEAT)->val2&BREAK_WAIST)
  6123. batk -= batk * 25/100;
  6124. if(sc->getSCE(SC_CURSE))
  6125. batk -= batk * 25/100;
  6126. /* Curse shouldn't effect on this? <- Curse OR Bleeding??
  6127. if(sc->getSCE(SC_BLEEDING))
  6128. batk -= batk * 25 / 100; */
  6129. if(sc->getSCE(SC_FLEET))
  6130. batk += batk * sc->getSCE(SC_FLEET)->val3/100;
  6131. if(sc->getSCE(SC__ENERVATION))
  6132. batk -= batk * sc->getSCE(SC__ENERVATION)->val2 / 100;
  6133. if( sc->getSCE(SC_ZANGETSU) )
  6134. batk += sc->getSCE(SC_ZANGETSU)->val2;
  6135. if(sc->getSCE(SC_QUEST_BUFF1))
  6136. batk += sc->getSCE(SC_QUEST_BUFF1)->val1;
  6137. if(sc->getSCE(SC_QUEST_BUFF2))
  6138. batk += sc->getSCE(SC_QUEST_BUFF2)->val1;
  6139. if(sc->getSCE(SC_QUEST_BUFF3))
  6140. batk += sc->getSCE(SC_QUEST_BUFF3)->val1;
  6141. if (sc->getSCE(SC_SHRIMP))
  6142. batk += batk * sc->getSCE(SC_SHRIMP)->val2 / 100;
  6143. #ifdef RENEWAL
  6144. if (sc->getSCE(SC_LOUD))
  6145. batk += 30;
  6146. if (sc->getSCE(SC_NIBELUNGEN) && sc->getSCE(SC_NIBELUNGEN)->val2 == RINGNBL_ATKRATE)
  6147. batk += batk * 20 / 100;
  6148. #endif
  6149. if (sc->getSCE(SC_SUNSTANCE))
  6150. batk += batk * sc->getSCE(SC_SUNSTANCE)->val2 / 100;
  6151. if (sc->getSCE(SC_ALMIGHTY))
  6152. batk += 30;
  6153. if (sc->getSCE(SC_ULTIMATECOOK))
  6154. batk += 30;
  6155. if(sc->getSCE(SC_LIMIT_POWER_BOOSTER))
  6156. batk += sc->getSCE(SC_LIMIT_POWER_BOOSTER)->val1;
  6157. if(sc->getSCE(SC_SPARKCANDY))
  6158. batk += 20;
  6159. if(sc->getSCE(SC_SKF_ATK))
  6160. batk += sc->getSCE(SC_SKF_ATK)->val1;
  6161. if (sc->getSCE(SC_INTENSIVE_AIM))
  6162. batk += 150;
  6163. return (unsigned short)cap_value(batk,0,USHRT_MAX);
  6164. }
  6165. /**
  6166. * Adds weapon attack modifications based on status changes
  6167. * @param bl: Object to change watk [PC]
  6168. * @param sc: Object's status change information
  6169. * @param watk: Initial watk
  6170. * @return modified watk with cap_value(watk,0,USHRT_MAX)
  6171. */
  6172. static unsigned short status_calc_watk(struct block_list *bl, status_change *sc, int watk)
  6173. {
  6174. if(!sc || !sc->count)
  6175. return cap_value(watk,0,USHRT_MAX);
  6176. #ifndef RENEWAL
  6177. if(sc->getSCE(SC_DRUMBATTLE))
  6178. watk += sc->getSCE(SC_DRUMBATTLE)->val2;
  6179. #endif
  6180. if (sc->getSCE(SC_IMPOSITIO))
  6181. watk += sc->getSCE(SC_IMPOSITIO)->val2;
  6182. if(sc->getSCE(SC_WATKFOOD))
  6183. watk += sc->getSCE(SC_WATKFOOD)->val1;
  6184. if(sc->getSCE(SC_VOLCANO))
  6185. watk += sc->getSCE(SC_VOLCANO)->val2;
  6186. if(sc->getSCE(SC_MERC_ATKUP))
  6187. watk += sc->getSCE(SC_MERC_ATKUP)->val2;
  6188. if(sc->getSCE(SC_WATER_BARRIER))
  6189. watk -= sc->getSCE(SC_WATER_BARRIER)->val2;
  6190. #ifndef RENEWAL
  6191. if(sc->getSCE(SC_NIBELUNGEN)) {
  6192. if (bl->type != BL_PC)
  6193. watk += sc->getSCE(SC_NIBELUNGEN)->val2;
  6194. else {
  6195. TBL_PC *sd = (TBL_PC*)bl;
  6196. short index = sd->equip_index[sd->state.lr_flag?EQI_HAND_L:EQI_HAND_R];
  6197. if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_WEAPON && sd->inventory_data[index]->weapon_level == 4)
  6198. watk += sc->getSCE(SC_NIBELUNGEN)->val2;
  6199. }
  6200. }
  6201. if(sc->getSCE(SC_CONCENTRATION))
  6202. watk += watk * sc->getSCE(SC_CONCENTRATION)->val2 / 100;
  6203. #endif
  6204. if(sc->getSCE(SC_INCATKRATE))
  6205. watk += watk * sc->getSCE(SC_INCATKRATE)->val1/100;
  6206. if(sc->getSCE(SC_PROVOKE))
  6207. watk += watk * sc->getSCE(SC_PROVOKE)->val2/100;
  6208. if(sc->getSCE(SC_SKE))
  6209. watk += watk * 3;
  6210. if(sc->getSCE(SC_FLEET))
  6211. watk += watk * sc->getSCE(SC_FLEET)->val3/100;
  6212. if(sc->getSCE(SC_CURSE))
  6213. watk -= watk * 25/100;
  6214. if(sc->getSCE(SC_STRIPWEAPON) && bl->type != BL_PC)
  6215. watk -= watk * sc->getSCE(SC_STRIPWEAPON)->val2/100;
  6216. if(sc->getSCE(SC_FIGHTINGSPIRIT))
  6217. watk += sc->getSCE(SC_FIGHTINGSPIRIT)->val1;
  6218. if (sc->getSCE(SC_SHIELDSPELL_ATK))
  6219. watk += sc->getSCE(SC_SHIELDSPELL_ATK)->val2;
  6220. if(sc->getSCE(SC_INSPIRATION))
  6221. watk += sc->getSCE(SC_INSPIRATION)->val2;
  6222. if(sc->getSCE(SC_GT_CHANGE))
  6223. watk += sc->getSCE(SC_GT_CHANGE)->val2;
  6224. if(sc->getSCE(SC__ENERVATION))
  6225. watk -= watk * sc->getSCE(SC__ENERVATION)->val2 / 100;
  6226. if(sc->getSCE(SC_STRIKING))
  6227. watk += sc->getSCE(SC_STRIKING)->val2;
  6228. if(sc->getSCE(SC_RUSHWINDMILL))
  6229. watk += sc->getSCE(SC_RUSHWINDMILL)->val3;
  6230. if(sc->getSCE(SC_FIRE_INSIGNIA) && sc->getSCE(SC_FIRE_INSIGNIA)->val1 == 2)
  6231. watk += 50;
  6232. if((sc->getSCE(SC_FIRE_INSIGNIA) && sc->getSCE(SC_FIRE_INSIGNIA)->val1 == 2)
  6233. || (sc->getSCE(SC_WATER_INSIGNIA) && sc->getSCE(SC_WATER_INSIGNIA)->val1 == 2)
  6234. || (sc->getSCE(SC_WIND_INSIGNIA) && sc->getSCE(SC_WIND_INSIGNIA)->val1 == 2)
  6235. || (sc->getSCE(SC_EARTH_INSIGNIA) && sc->getSCE(SC_EARTH_INSIGNIA)->val1 == 2))
  6236. watk += watk * 10 / 100;
  6237. if(sc->getSCE(SC_PYROTECHNIC_OPTION))
  6238. watk += sc->getSCE(SC_PYROTECHNIC_OPTION)->val2;
  6239. if(sc->getSCE(SC_HEATER_OPTION))
  6240. watk += sc->getSCE(SC_HEATER_OPTION)->val2;
  6241. if(sc->getSCE(SC_TROPIC_OPTION))
  6242. watk += sc->getSCE(SC_TROPIC_OPTION)->val2;
  6243. if( sc && sc->getSCE(SC_TIDAL_WEAPON) )
  6244. watk += watk * sc->getSCE(SC_TIDAL_WEAPON)->val2 / 100;
  6245. if(bl->type == BL_PC && sc->getSCE(SC_PYROCLASTIC))
  6246. watk += sc->getSCE(SC_PYROCLASTIC)->val2;
  6247. if(sc->getSCE(SC_ANGRIFFS_MODUS))
  6248. watk += watk * sc->getSCE(SC_ANGRIFFS_MODUS)->val2/100;
  6249. if(sc->getSCE(SC_ODINS_POWER))
  6250. watk += 40 + 30 * sc->getSCE(SC_ODINS_POWER)->val1;
  6251. if (sc->getSCE(SC_FLASHCOMBO))
  6252. watk += sc->getSCE(SC_FLASHCOMBO)->val2;
  6253. if (sc->getSCE(SC_CATNIPPOWDER))
  6254. watk -= watk * sc->getSCE(SC_CATNIPPOWDER)->val2 / 100;
  6255. if (sc->getSCE(SC_CHATTERING))
  6256. watk += sc->getSCE(SC_CHATTERING)->val2;
  6257. if (sc->getSCE(SC_SUNSTANCE))
  6258. watk += watk * sc->getSCE(SC_SUNSTANCE)->val2 / 100;
  6259. if (sc->getSCE(SC_SOULFALCON))
  6260. watk += sc->getSCE(SC_SOULFALCON)->val2;
  6261. if (sc->getSCE(SC_PACKING_ENVELOPE1))
  6262. watk += sc->getSCE(SC_PACKING_ENVELOPE1)->val1;
  6263. if (sc->getSCE(SC_POWERFUL_FAITH))
  6264. watk += sc->getSCE(SC_POWERFUL_FAITH)->val2;
  6265. if (sc->getSCE(SC_GUARD_STANCE))
  6266. watk -= sc->getSCE(SC_GUARD_STANCE)->val3;
  6267. return (unsigned short)cap_value(watk,0,USHRT_MAX);
  6268. }
  6269. #ifdef RENEWAL
  6270. /**
  6271. * Adds equip magic attack modifications based on status changes [RENEWAL]
  6272. * @param bl: Object to change matk [PC]
  6273. * @param sc: Object's status change information
  6274. * @param matk: Initial matk
  6275. * @return modified matk with cap_value(matk,0,USHRT_MAX)
  6276. */
  6277. static unsigned short status_calc_ematk(struct block_list *bl, status_change *sc, int matk)
  6278. {
  6279. if (!sc || !sc->count)
  6280. return cap_value(matk,0,USHRT_MAX);
  6281. if (sc->getSCE(SC_IMPOSITIO))
  6282. matk += sc->getSCE(SC_IMPOSITIO)->val2;
  6283. if (sc->getSCE(SC_MATKPOTION))
  6284. matk += sc->getSCE(SC_MATKPOTION)->val1;
  6285. if (sc->getSCE(SC_MATKFOOD))
  6286. matk += sc->getSCE(SC_MATKFOOD)->val1;
  6287. if(sc->getSCE(SC_MANA_PLUS))
  6288. matk += sc->getSCE(SC_MANA_PLUS)->val1;
  6289. if(sc->getSCE(SC_COOLER_OPTION))
  6290. matk += sc->getSCE(SC_COOLER_OPTION)->val2;
  6291. if(sc->getSCE(SC_AQUAPLAY_OPTION))
  6292. matk += sc->getSCE(SC_AQUAPLAY_OPTION)->val2;
  6293. if(sc->getSCE(SC_CHILLY_AIR_OPTION))
  6294. matk += sc->getSCE(SC_CHILLY_AIR_OPTION)->val2;
  6295. if(sc->getSCE(SC_FIRE_INSIGNIA) && sc->getSCE(SC_FIRE_INSIGNIA)->val1 == 3)
  6296. matk += 50;
  6297. if(sc->getSCE(SC_ODINS_POWER))
  6298. matk += 40 + 30 * sc->getSCE(SC_ODINS_POWER)->val1; // 70 lvl1, 100lvl2
  6299. if(sc->getSCE(SC_MOONLITSERENADE))
  6300. matk += sc->getSCE(SC_MOONLITSERENADE)->val3;
  6301. if(sc->getSCE(SC_IZAYOI))
  6302. matk += 25 * sc->getSCE(SC_IZAYOI)->val1;
  6303. if(sc->getSCE(SC_ZANGETSU))
  6304. matk += sc->getSCE(SC_ZANGETSU)->val3;
  6305. if(sc->getSCE(SC_QUEST_BUFF1))
  6306. matk += sc->getSCE(SC_QUEST_BUFF1)->val1;
  6307. if(sc->getSCE(SC_QUEST_BUFF2))
  6308. matk += sc->getSCE(SC_QUEST_BUFF2)->val1;
  6309. if(sc->getSCE(SC_QUEST_BUFF3))
  6310. matk += sc->getSCE(SC_QUEST_BUFF3)->val1;
  6311. if(sc->getSCE(SC_MTF_MATK2))
  6312. matk += sc->getSCE(SC_MTF_MATK2)->val1;
  6313. if(sc->getSCE(SC_2011RWC_SCROLL))
  6314. matk += 30;
  6315. if (sc->getSCE(SC_CATNIPPOWDER))
  6316. matk -= matk * sc->getSCE(SC_CATNIPPOWDER)->val2 / 100;
  6317. if (sc->getSCE(SC_CHATTERING))
  6318. matk += sc->getSCE(SC_CHATTERING)->val2;
  6319. if (sc->getSCE(SC_DORAM_MATK))
  6320. matk += sc->getSCE(SC_DORAM_MATK)->val1;
  6321. if (sc->getSCE(SC_SOULFAIRY))
  6322. matk += sc->getSCE(SC_SOULFAIRY)->val2;
  6323. if (sc->getSCE(SC__AUTOSHADOWSPELL))
  6324. matk += sc->getSCE(SC__AUTOSHADOWSPELL)->val4 * 5;
  6325. if (sc->getSCE(SC_INSPIRATION))
  6326. matk += sc->getSCE(SC_INSPIRATION)->val2;
  6327. if (sc->getSCE(SC_PACKING_ENVELOPE2))
  6328. matk += sc->getSCE(SC_PACKING_ENVELOPE2)->val1;
  6329. if(sc->getSCE(SC_ALMIGHTY))
  6330. matk += 30;
  6331. if(sc->getSCE(SC_ULTIMATECOOK))
  6332. matk += 30;
  6333. if (sc->getSCE(SC_LIMIT_POWER_BOOSTER))
  6334. matk += sc->getSCE(SC_LIMIT_POWER_BOOSTER)->val1;
  6335. if (sc->getSCE(SC_MAGICCANDY))
  6336. matk += 30;
  6337. if (sc->getSCE(SC_SKF_MATK))
  6338. matk += sc->getSCE(SC_SKF_MATK)->val1;
  6339. return (unsigned short)cap_value(matk,0,USHRT_MAX);
  6340. }
  6341. #endif
  6342. /**
  6343. * Adds magic attack modifications based on status changes
  6344. * @param bl: Object to change matk [PC|MOB|HOM|MER|ELEM]
  6345. * @param sc: Object's status change information
  6346. * @param matk: Initial matk
  6347. * @return modified matk with cap_value(matk,0,USHRT_MAX)
  6348. */
  6349. static unsigned short status_calc_matk(struct block_list *bl, status_change *sc, int matk)
  6350. {
  6351. if(!sc || !sc->count)
  6352. return cap_value(matk,0,USHRT_MAX);
  6353. #ifndef RENEWAL
  6354. /// Take note fixed value first before % modifiers [PRE-RENEWAL]
  6355. if (sc->getSCE(SC_MATKPOTION))
  6356. matk += sc->getSCE(SC_MATKPOTION)->val1;
  6357. if (sc->getSCE(SC_MATKFOOD))
  6358. matk += sc->getSCE(SC_MATKFOOD)->val1;
  6359. if (sc->getSCE(SC_MANA_PLUS))
  6360. matk += sc->getSCE(SC_MANA_PLUS)->val1;
  6361. if (sc->getSCE(SC_AQUAPLAY_OPTION))
  6362. matk += sc->getSCE(SC_AQUAPLAY_OPTION)->val2;
  6363. if (sc->getSCE(SC_CHILLY_AIR_OPTION))
  6364. matk += sc->getSCE(SC_CHILLY_AIR_OPTION)->val2;
  6365. if (sc->getSCE(SC_COOLER_OPTION))
  6366. matk += sc->getSCE(SC_COOLER_OPTION)->val2;
  6367. if (sc->getSCE(SC_FIRE_INSIGNIA) && sc->getSCE(SC_FIRE_INSIGNIA)->val1 == 3)
  6368. matk += 50;
  6369. if (sc->getSCE(SC_ODINS_POWER))
  6370. matk += 40 + 30 * sc->getSCE(SC_ODINS_POWER)->val1; // 70 lvl1, 100lvl2
  6371. if (sc->getSCE(SC_IZAYOI))
  6372. matk += 25 * sc->getSCE(SC_IZAYOI)->val1;
  6373. if (sc->getSCE(SC_MTF_MATK2))
  6374. matk += sc->getSCE(SC_MTF_MATK2)->val1;
  6375. if (sc->getSCE(SC_2011RWC_SCROLL))
  6376. matk += 30;
  6377. if (sc->getSCE(SC_ALMIGHTY))
  6378. matk += 30;
  6379. if (sc->getSCE(SC_ULTIMATECOOK))
  6380. matk += 30;
  6381. if (sc->getSCE(SC_LIMIT_POWER_BOOSTER))
  6382. matk += sc->getSCE(SC_LIMIT_POWER_BOOSTER)->val1;
  6383. if (sc->getSCE(SC_MAGICCANDY))
  6384. matk += 30;
  6385. if (sc->getSCE(SC_SKF_MATK))
  6386. matk += sc->getSCE(SC_SKF_MATK)->val1;
  6387. #endif
  6388. if (sc->getSCE(SC_ZANGETSU))
  6389. matk += sc->getSCE(SC_ZANGETSU)->val3;
  6390. if (sc->getSCE(SC_QUEST_BUFF1))
  6391. matk += sc->getSCE(SC_QUEST_BUFF1)->val1;
  6392. if (sc->getSCE(SC_QUEST_BUFF2))
  6393. matk += sc->getSCE(SC_QUEST_BUFF2)->val1;
  6394. if (sc->getSCE(SC_QUEST_BUFF3))
  6395. matk += sc->getSCE(SC_QUEST_BUFF3)->val1;
  6396. if (sc->getSCE(SC_MAGICPOWER)
  6397. #ifndef RENEWAL
  6398. && sc->getSCE(SC_MAGICPOWER)->val4
  6399. #endif
  6400. )
  6401. matk += matk * sc->getSCE(SC_MAGICPOWER)->val3/100;
  6402. if (sc->getSCE(SC_MINDBREAKER))
  6403. matk += matk * sc->getSCE(SC_MINDBREAKER)->val2/100;
  6404. if (sc->getSCE(SC_INCMATKRATE))
  6405. matk += matk * sc->getSCE(SC_INCMATKRATE)->val1/100;
  6406. if (sc->getSCE(SC_MOONLITSERENADE))
  6407. matk += sc->getSCE(SC_MOONLITSERENADE)->val3/100;
  6408. if (sc->getSCE(SC_MTF_MATK))
  6409. matk += matk * sc->getSCE(SC_MTF_MATK)->val1 / 100;
  6410. if (sc->getSCE(SC_SHRIMP))
  6411. matk += matk * sc->getSCE(SC_SHRIMP)->val2 / 100;
  6412. if (sc->getSCE(SC_VOLCANO))
  6413. matk += sc->getSCE(SC_VOLCANO)->val2;
  6414. #ifdef RENEWAL
  6415. if (sc->getSCE(SC_NIBELUNGEN) && sc->getSCE(SC_NIBELUNGEN)->val2 == RINGNBL_MATKRATE)
  6416. matk += matk * 20 / 100;
  6417. #endif
  6418. if (sc->getSCE(SC_SHIELDSPELL_ATK))
  6419. matk += sc->getSCE(SC_SHIELDSPELL_ATK)->val2;
  6420. if (sc->getSCE(SC_CLIMAX_DES_HU))
  6421. matk += 100;
  6422. return (unsigned short)cap_value(matk,0,USHRT_MAX);
  6423. }
  6424. /**
  6425. * Adds critical modifications based on status changes
  6426. * @param bl: Object to change critical [PC|MOB|HOM|MER|ELEM]
  6427. * @param sc: Object's status change information
  6428. * @param critical: Initial critical
  6429. * @return modified critical with cap_value(critical,10,USHRT_MAX)
  6430. */
  6431. static signed short status_calc_critical(struct block_list *bl, status_change *sc, int critical)
  6432. {
  6433. if(!sc || !sc->count)
  6434. return cap_value(critical,10,SHRT_MAX);
  6435. if (sc->getSCE(SC_INCCRI))
  6436. critical += sc->getSCE(SC_INCCRI)->val2;
  6437. if (sc->getSCE(SC_EP16_2_BUFF_SC))
  6438. critical += 300;// crit +30
  6439. if (sc->getSCE(SC_CRIFOOD))
  6440. critical += sc->getSCE(SC_CRIFOOD)->val1;
  6441. if (sc->getSCE(SC_EXPLOSIONSPIRITS))
  6442. critical += sc->getSCE(SC_EXPLOSIONSPIRITS)->val2;
  6443. if (sc->getSCE(SC_FORTUNE))
  6444. critical += sc->getSCE(SC_FORTUNE)->val2;
  6445. if (sc->getSCE(SC_TRUESIGHT))
  6446. critical += sc->getSCE(SC_TRUESIGHT)->val2;
  6447. if (sc->getSCE(SC_CLOAKING))
  6448. critical += critical;
  6449. #ifdef RENEWAL
  6450. if (sc->getSCE(SC_SPEARQUICKEN))
  6451. critical += 3*sc->getSCE(SC_SPEARQUICKEN)->val1*10;
  6452. if (sc->getSCE(SC_TWOHANDQUICKEN))
  6453. critical += (2 + sc->getSCE(SC_TWOHANDQUICKEN)->val1) * 10;
  6454. #endif
  6455. if (sc->getSCE(SC__INVISIBILITY))
  6456. critical += sc->getSCE(SC__INVISIBILITY)->val3 * 10;
  6457. if (sc->getSCE(SC__UNLUCKY))
  6458. critical -= sc->getSCE(SC__UNLUCKY)->val2;
  6459. if (sc->getSCE(SC_SOULSHADOW))
  6460. critical += 10 * sc->getSCE(SC_SOULSHADOW)->val3;
  6461. if(sc->getSCE(SC_BEYONDOFWARCRY))
  6462. critical += sc->getSCE(SC_BEYONDOFWARCRY)->val3;
  6463. if (sc->getSCE(SC_MTF_HITFLEE))
  6464. critical += sc->getSCE(SC_MTF_HITFLEE)->val1;
  6465. if (sc->getSCE(SC_PACKING_ENVELOPE9))
  6466. critical += sc->getSCE(SC_PACKING_ENVELOPE9)->val1 * 10;
  6467. if (sc->getSCE(SC_INTENSIVE_AIM))
  6468. critical += 300;
  6469. return (short)cap_value(critical,10,SHRT_MAX);
  6470. }
  6471. /**
  6472. * Adds hit modifications based on status changes
  6473. * @param bl: Object to change hit [PC|MOB|HOM|MER|ELEM]
  6474. * @param sc: Object's status change information
  6475. * @param hit: Initial hit
  6476. * @return modified hit with cap_value(hit,1,USHRT_MAX)
  6477. */
  6478. static signed short status_calc_hit(struct block_list *bl, status_change *sc, int hit)
  6479. {
  6480. if(!sc || !sc->count)
  6481. return cap_value(hit,1,SHRT_MAX);
  6482. if(sc->getSCE(SC_INCHIT))
  6483. hit += sc->getSCE(SC_INCHIT)->val1;
  6484. if(sc->getSCE(SC_HITFOOD))
  6485. hit += sc->getSCE(SC_HITFOOD)->val1;
  6486. if(sc->getSCE(SC_TRUESIGHT))
  6487. hit += sc->getSCE(SC_TRUESIGHT)->val3;
  6488. if(sc->getSCE(SC_HUMMING))
  6489. hit += sc->getSCE(SC_HUMMING)->val2;
  6490. if(sc->getSCE(SC_CONCENTRATION))
  6491. hit += sc->getSCE(SC_CONCENTRATION)->val3;
  6492. if(sc->getSCE(SC_INSPIRATION))
  6493. hit += 12 * sc->getSCE(SC_INSPIRATION)->val1;
  6494. if(sc->getSCE(SC_ADJUSTMENT))
  6495. hit -= 30;
  6496. if(sc->getSCE(SC_INCREASING))
  6497. hit += 20; // RockmanEXE; changed based on updated [Reddozen]
  6498. if(sc->getSCE(SC_MERC_HITUP))
  6499. hit += sc->getSCE(SC_MERC_HITUP)->val2;
  6500. if(sc->getSCE(SC_MTF_HITFLEE))
  6501. hit += sc->getSCE(SC_MTF_HITFLEE)->val1;
  6502. if(sc->getSCE(SC_INCHITRATE))
  6503. hit += hit * sc->getSCE(SC_INCHITRATE)->val1/100;
  6504. if(sc->getSCE(SC_BLIND))
  6505. hit -= hit * 25/100;
  6506. if(sc->getSCE(SC_HEAT_BARREL))
  6507. hit -= sc->getSCE(SC_HEAT_BARREL)->val4;
  6508. if(sc->getSCE(SC__GROOMY))
  6509. hit -= hit * sc->getSCE(SC__GROOMY)->val3 / 100;
  6510. if(sc->getSCE(SC_FEAR))
  6511. hit -= hit * 20 / 100;
  6512. if (sc->getSCE(SC_ASH))
  6513. hit -= hit * sc->getSCE(SC_ASH)->val2 / 100;
  6514. if (sc->getSCE(SC_TEARGAS))
  6515. hit -= hit * 50 / 100;
  6516. if(sc->getSCE(SC_ILLUSIONDOPING))
  6517. hit -= sc->getSCE(SC_ILLUSIONDOPING)->val2;
  6518. if (sc->getSCE(SC_MTF_ASPD))
  6519. hit += sc->getSCE(SC_MTF_ASPD)->val2;
  6520. #ifdef RENEWAL
  6521. if (sc->getSCE(SC_BLESSING))
  6522. hit += sc->getSCE(SC_BLESSING)->val1 * 2;
  6523. if (sc->getSCE(SC_TWOHANDQUICKEN))
  6524. hit += sc->getSCE(SC_TWOHANDQUICKEN)->val1 * 2;
  6525. if (sc->getSCE(SC_ADRENALINE))
  6526. hit += sc->getSCE(SC_ADRENALINE)->val1 * 3 + 5;
  6527. if (sc->getSCE(SC_NIBELUNGEN) && sc->getSCE(SC_NIBELUNGEN)->val2 == RINGNBL_HIT)
  6528. hit += 50;
  6529. #endif
  6530. if (sc->getSCE(SC_SOULFALCON))
  6531. hit += sc->getSCE(SC_SOULFALCON)->val3;
  6532. if (sc->getSCE(SC_SATURDAYNIGHTFEVER))
  6533. hit -= 50 + 50 * sc->getSCE(SC_SATURDAYNIGHTFEVER)->val1;
  6534. if (sc->getSCE(SC_PACKING_ENVELOPE10))
  6535. hit += sc->getSCE(SC_PACKING_ENVELOPE10)->val1;
  6536. if (sc->getSCE(SC_ABYSS_SLAYER))
  6537. hit += sc->getSCE(SC_ABYSS_SLAYER)->val3;
  6538. if (sc->getSCE(SC_LIMIT_POWER_BOOSTER))
  6539. hit += sc->getSCE(SC_LIMIT_POWER_BOOSTER)->val1;
  6540. if (sc->getSCE(SC_ACARAJE))
  6541. hit += 5;
  6542. if (sc->getSCE(SC_INTENSIVE_AIM))
  6543. hit += 250;
  6544. return (short)cap_value(hit,1,SHRT_MAX);
  6545. }
  6546. /**
  6547. * Adds flee modifications based on status changes
  6548. * @param bl: Object to change flee [PC|MOB|HOM|MER|ELEM]
  6549. * @param sc: Object's status change information
  6550. * @param flee: Initial flee
  6551. * @return modified flee with cap_value(flee,1,USHRT_MAX)
  6552. */
  6553. static signed short status_calc_flee(struct block_list *bl, status_change *sc, int flee)
  6554. {
  6555. if( bl->type == BL_PC ) {
  6556. struct map_data *mapdata = map_getmapdata(bl->m);
  6557. if( mapdata_flag_gvg(mapdata) )
  6558. flee -= flee * battle_config.gvg_flee_penalty/100;
  6559. else if( mapdata->getMapFlag(MF_BATTLEGROUND) )
  6560. flee -= flee * battle_config.bg_flee_penalty/100;
  6561. }
  6562. if(!sc || !sc->count)
  6563. return cap_value(flee,1,SHRT_MAX);
  6564. if (sc->getSCE(SC_POISON_MIST))
  6565. return 0;
  6566. if(sc->getSCE(SC_OVERED_BOOST)) //Should be final and unmodifiable by any means
  6567. return sc->getSCE(SC_OVERED_BOOST)->val2;
  6568. // Fixed value
  6569. if(sc->getSCE(SC_INCFLEE))
  6570. flee += sc->getSCE(SC_INCFLEE)->val1;
  6571. if(sc->getSCE(SC_FLEEFOOD))
  6572. flee += sc->getSCE(SC_FLEEFOOD)->val1;
  6573. if(sc->getSCE(SC_WHISTLE))
  6574. flee += sc->getSCE(SC_WHISTLE)->val2;
  6575. if(sc->getSCE(SC_WINDWALK))
  6576. flee += sc->getSCE(SC_WINDWALK)->val2;
  6577. if(sc->getSCE(SC_VIOLENTGALE))
  6578. flee += sc->getSCE(SC_VIOLENTGALE)->val2;
  6579. if(sc->getSCE(SC_MOON_COMFORT)) // SG skill [Komurka]
  6580. flee += sc->getSCE(SC_MOON_COMFORT)->val2;
  6581. if(sc->getSCE(SC_CLOSECONFINE))
  6582. flee += sc->getSCE(SC_CLOSECONFINE)->val3;
  6583. if (sc->getSCE(SC_ANGRIFFS_MODUS))
  6584. flee -= sc->getSCE(SC_ANGRIFFS_MODUS)->val3;
  6585. if(sc->getSCE(SC_ADJUSTMENT))
  6586. flee += 30;
  6587. if(sc->getSCE(SC_SPEED))
  6588. flee += 10 + sc->getSCE(SC_SPEED)->val1 * 10;
  6589. if(sc->getSCE(SC_GATLINGFEVER))
  6590. flee -= sc->getSCE(SC_GATLINGFEVER)->val4;
  6591. if(sc->getSCE(SC_PARTYFLEE))
  6592. flee += sc->getSCE(SC_PARTYFLEE)->val1 * 10;
  6593. if(sc->getSCE(SC_MERC_FLEEUP))
  6594. flee += sc->getSCE(SC_MERC_FLEEUP)->val2;
  6595. if( sc->getSCE(SC_HALLUCINATIONWALK) )
  6596. flee += sc->getSCE(SC_HALLUCINATIONWALK)->val2;
  6597. if( sc->getSCE(SC_NPC_HALLUCINATIONWALK) )
  6598. flee += sc->getSCE(SC_NPC_HALLUCINATIONWALK)->val2;
  6599. if(sc->getSCE(SC_MTF_HITFLEE))
  6600. flee += sc->getSCE(SC_MTF_HITFLEE)->val2;
  6601. if( sc->getSCE(SC_WATER_BARRIER) )
  6602. flee -= sc->getSCE(SC_WATER_BARRIER)->val2;
  6603. if( sc->getSCE(SC_C_MARKER) )
  6604. flee -= sc->getSCE(SC_C_MARKER)->val3;
  6605. #ifdef RENEWAL
  6606. if( sc->getSCE(SC_SPEARQUICKEN) )
  6607. flee += 2 * sc->getSCE(SC_SPEARQUICKEN)->val1;
  6608. if (sc->getSCE(SC_NIBELUNGEN) && sc->getSCE(SC_NIBELUNGEN)->val2 == RINGNBL_FLEE)
  6609. flee += 50;
  6610. #endif
  6611. // Rate value
  6612. if(sc->getSCE(SC_INCFLEERATE))
  6613. flee += flee * sc->getSCE(SC_INCFLEERATE)->val1/100;
  6614. if(sc->getSCE(SC_SPIDERWEB) || sc->getSCE(SC_WIDEWEB))
  6615. flee -= flee * 50/100;
  6616. if(sc->getSCE(SC_BERSERK))
  6617. flee -= flee * 50/100;
  6618. if(sc->getSCE(SC_BLIND))
  6619. flee -= flee * 25/100;
  6620. if(sc->getSCE(SC_FEAR))
  6621. flee -= flee * 20 / 100;
  6622. if(sc->getSCE(SC_PARALYSE) && sc->getSCE(SC_PARALYSE)->val3 == 1)
  6623. flee -= flee * 10 / 100;
  6624. if(sc->getSCE(SC_INFRAREDSCAN))
  6625. flee -= flee * 30 / 100;
  6626. if( sc->getSCE(SC__LAZINESS) )
  6627. flee -= flee * sc->getSCE(SC__LAZINESS)->val3 / 100;
  6628. if( sc->getSCE(SC_GLOOMYDAY) )
  6629. flee -= flee * sc->getSCE(SC_GLOOMYDAY)->val2 / 100;
  6630. if( sc->getSCE(SC_SATURDAYNIGHTFEVER) )
  6631. flee -= 20 + 30 * sc->getSCE(SC_SATURDAYNIGHTFEVER)->val1;
  6632. if( sc->getSCE(SC_WIND_STEP_OPTION) )
  6633. flee += flee * sc->getSCE(SC_WIND_STEP_OPTION)->val2 / 100;
  6634. if( sc->getSCE(SC_TINDER_BREAKER) || sc->getSCE(SC_TINDER_BREAKER2) )
  6635. flee -= flee * 50 / 100;
  6636. if( sc->getSCE(SC_ZEPHYR) )
  6637. flee += sc->getSCE(SC_ZEPHYR)->val2;
  6638. if(sc->getSCE(SC_ASH))
  6639. flee -= flee * sc->getSCE(SC_ASH)->val4 / 100;
  6640. if (sc->getSCE(SC_GOLDENE_FERSE))
  6641. flee += flee * sc->getSCE(SC_GOLDENE_FERSE)->val2 / 100;
  6642. if (sc->getSCE(SC_SMOKEPOWDER))
  6643. flee += flee * 20 / 100;
  6644. if (sc->getSCE(SC_TEARGAS))
  6645. flee -= flee * 50 / 100;
  6646. //if( sc->getSCE(SC_C_MARKER) )
  6647. // flee -= (flee * sc->getSCE(SC_C_MARKER)->val3) / 100;
  6648. if (sc->getSCE(SC_GROOMING))
  6649. flee += sc->getSCE(SC_GROOMING)->val2;
  6650. if (sc->getSCE(SC_PACKING_ENVELOPE5))
  6651. flee += sc->getSCE(SC_PACKING_ENVELOPE5)->val1;
  6652. if (sc->getSCE(SC_LIMIT_POWER_BOOSTER))
  6653. flee += sc->getSCE(SC_LIMIT_POWER_BOOSTER)->val1;
  6654. if (sc->getSCE(SC_MYSTICPOWDER))
  6655. flee += 20;
  6656. return (short)cap_value(flee,1,SHRT_MAX);
  6657. }
  6658. /**
  6659. * Adds perfect flee modifications based on status changes
  6660. * @param bl: Object to change flee2 [PC|MOB|HOM|MER|ELEM]
  6661. * @param sc: Object's status change information
  6662. * @param flee2: Initial flee2
  6663. * @return modified flee2 with cap_value(flee2,10,USHRT_MAX)
  6664. */
  6665. static signed short status_calc_flee2(struct block_list *bl, status_change *sc, int flee2)
  6666. {
  6667. if(!sc || !sc->count)
  6668. return cap_value(flee2,10,SHRT_MAX);
  6669. if(sc->getSCE(SC_INCFLEE2))
  6670. flee2 += sc->getSCE(SC_INCFLEE2)->val2;
  6671. if(sc->getSCE(SC_WHISTLE))
  6672. flee2 += sc->getSCE(SC_WHISTLE)->val3*10;
  6673. if(sc->getSCE(SC__UNLUCKY))
  6674. flee2 -= flee2 * sc->getSCE(SC__UNLUCKY)->val2 / 100;
  6675. if (sc->getSCE(SC_HISS))
  6676. flee2 += sc->getSCE(SC_HISS)->val2*10;
  6677. if (sc->getSCE(SC_DORAM_FLEE2))
  6678. flee2 += sc->getSCE(SC_DORAM_FLEE2)->val1;
  6679. return (short)cap_value(flee2,10,SHRT_MAX);
  6680. }
  6681. /**
  6682. * Adds defense (left-side) modifications based on status changes
  6683. * @param bl: Object to change def [PC|MOB|HOM|MER|ELEM]
  6684. * @param sc: Object's status change information
  6685. * @param def: Initial def
  6686. * @return modified def with cap_value(def,DEFTYPE_MIN,DEFTYPE_MAX)
  6687. */
  6688. static defType status_calc_def(struct block_list *bl, status_change *sc, int def)
  6689. {
  6690. if(!sc || !sc->count)
  6691. return (defType)cap_value(def,DEFTYPE_MIN,DEFTYPE_MAX);
  6692. if(sc->getSCE(SC_BERSERK))
  6693. return 0;
  6694. if(sc->getSCE(SC_BARRIER))
  6695. return 100;
  6696. if(sc->getSCE(SC_KEEPING))
  6697. return 90;
  6698. #ifndef RENEWAL /// Steel Body does not provide 90 DEF in [RENEWAL]
  6699. if(sc->getSCE(SC_STEELBODY))
  6700. return 90;
  6701. #endif
  6702. if (sc->getSCE(SC_NYANGGRASS)) {
  6703. if (bl->type == BL_PC)
  6704. return 0;
  6705. else
  6706. return def /= 2;
  6707. }
  6708. if(sc->getSCE(SC_DEFSET))
  6709. return sc->getSCE(SC_DEFSET)->val1;
  6710. if(sc->getSCE(SC_DRUMBATTLE))
  6711. def += sc->getSCE(SC_DRUMBATTLE)->val3;
  6712. #ifdef RENEWAL
  6713. if (sc->getSCE(SC_ASSUMPTIO))
  6714. def += sc->getSCE(SC_ASSUMPTIO)->val1 * 50;
  6715. #else
  6716. if(sc->getSCE(SC_DEFENCE))
  6717. def += sc->getSCE(SC_DEFENCE)->val2;
  6718. #endif
  6719. if(sc->getSCE(SC_INCDEFRATE))
  6720. def += def * sc->getSCE(SC_INCDEFRATE)->val1/100;
  6721. if(sc->getSCE(SC_EARTH_INSIGNIA) && sc->getSCE(SC_EARTH_INSIGNIA)->val1 == 2)
  6722. def += 50;
  6723. if(sc->getSCE(SC_ODINS_POWER))
  6724. def -= 20 * sc->getSCE(SC_ODINS_POWER)->val1;
  6725. if( sc->getSCE(SC_ANGRIFFS_MODUS) )
  6726. def -= 20 + 10 * sc->getSCE(SC_ANGRIFFS_MODUS)->val1;
  6727. if(sc->getSCE(SC_STONEHARDSKIN))
  6728. def += sc->getSCE(SC_STONEHARDSKIN)->val1;
  6729. if(sc->getSCE(SC_STONE))
  6730. def /= 2;
  6731. if(sc->getSCE(SC_FREEZE))
  6732. def /= 2;
  6733. if(sc->getSCE(SC_SIGNUMCRUCIS))
  6734. def -= def * sc->getSCE(SC_SIGNUMCRUCIS)->val2/100;
  6735. if(sc->getSCE(SC_CONCENTRATION))
  6736. def -= def * sc->getSCE(SC_CONCENTRATION)->val4/100;
  6737. if(sc->getSCE(SC_SKE))
  6738. def /= 2;
  6739. if(sc->getSCE(SC_PROVOKE) && bl->type != BL_PC) // Provoke doesn't alter player defense->
  6740. def -= def * sc->getSCE(SC_PROVOKE)->val3/100;
  6741. if(sc->getSCE(SC_STRIPSHIELD) && bl->type != BL_PC) // Player doesn't have def reduction only equip removed
  6742. def -= def * sc->getSCE(SC_STRIPSHIELD)->val2/100;
  6743. if (sc->getSCE(SC_FLING))
  6744. def -= def * (sc->getSCE(SC_FLING)->val2)/100;
  6745. if( sc->getSCE(SC_FREEZING) )
  6746. def -= def * (bl->type == BL_PC ? 30 : 10) / 100;
  6747. if( sc->getSCE(SC_ANALYZE) )
  6748. def -= def * (14 * sc->getSCE(SC_ANALYZE)->val1) / 100;
  6749. if( sc->getSCE(SC_NEUTRALBARRIER) )
  6750. def += def * sc->getSCE(SC_NEUTRALBARRIER)->val2 / 100;
  6751. if( sc->getSCE(SC_PRESTIGE) )
  6752. def += sc->getSCE(SC_PRESTIGE)->val3;
  6753. if( sc->getSCE(SC_BANDING) && sc->getSCE(SC_BANDING)->val2 > 1 )
  6754. def += 6 * sc->getSCE(SC_BANDING)->val1;
  6755. if( sc->getSCE(SC_ECHOSONG) )
  6756. def += sc->getSCE(SC_ECHOSONG)->val3;
  6757. if( sc->getSCE(SC_CAMOUFLAGE) )
  6758. def -= def * 5 * sc->getSCE(SC_CAMOUFLAGE)->val3 / 100;
  6759. if( sc->getSCE(SC_SOLID_SKIN_OPTION) )
  6760. def += def * sc->getSCE(SC_SOLID_SKIN_OPTION)->val2 / 100;
  6761. if( sc->getSCE(SC_ROCK_CRUSHER) )
  6762. def -= def * sc->getSCE(SC_ROCK_CRUSHER)->val2 / 100;
  6763. if( sc->getSCE(SC_POWER_OF_GAIA) )
  6764. def += def * sc->getSCE(SC_POWER_OF_GAIA)->val2 / 100;
  6765. if(sc->getSCE(SC_ASH))
  6766. def -= def * sc->getSCE(SC_ASH)->val3/100;
  6767. if( sc->getSCE(SC_OVERED_BOOST) && bl->type == BL_HOM )
  6768. def -= def * sc->getSCE(SC_OVERED_BOOST)->val4 / 100;
  6769. if(sc->getSCE(SC_GLASTHEIM_ITEMDEF))
  6770. def += sc->getSCE(SC_GLASTHEIM_ITEMDEF)->val1;
  6771. if (sc->getSCE(SC_SOULGOLEM))
  6772. def += sc->getSCE(SC_SOULGOLEM)->val2;
  6773. if (sc->getSCE(SC_STONE_WALL))
  6774. def += sc->getSCE(SC_STONE_WALL)->val2;
  6775. if( sc->getSCE(SC_PACKING_ENVELOPE7) )
  6776. def += sc->getSCE(SC_PACKING_ENVELOPE7)->val1;
  6777. if (sc->getSCE(SC_D_MACHINE))
  6778. def += sc->getSCE(SC_D_MACHINE)->val2;
  6779. if (sc->getSCE(SC_CLIMAX_CRYIMP))
  6780. def += 300;
  6781. if (sc->getSCE(SC_GUARD_STANCE))
  6782. def += sc->getSCE(SC_GUARD_STANCE)->val2;
  6783. if (sc->getSCE(SC_ATTACK_STANCE))
  6784. def -= sc->getSCE(SC_ATTACK_STANCE)->val2;
  6785. if (sc->getSCE(SC_M_DEFSCROLL))
  6786. def += sc->getSCE(SC_M_DEFSCROLL)->val1;
  6787. return (defType)cap_value(def,DEFTYPE_MIN,DEFTYPE_MAX);
  6788. }
  6789. /**
  6790. * Adds defense (right-side) modifications based on status changes
  6791. * @param bl: Object to change def2 [PC|MOB|HOM|MER|ELEM]
  6792. * @param sc: Object's status change information
  6793. * @param def2: Initial def2
  6794. * @return modified def2 with cap_value(def2,SHRT_MIN,SHRT_MAX)
  6795. */
  6796. static signed short status_calc_def2(struct block_list *bl, status_change *sc, int def2)
  6797. {
  6798. if(!sc || !sc->count)
  6799. #ifdef RENEWAL
  6800. return (short)cap_value(def2,SHRT_MIN,SHRT_MAX);
  6801. #else
  6802. return (short)cap_value(def2,1,SHRT_MAX);
  6803. #endif
  6804. if(sc->getSCE(SC_BERSERK))
  6805. return 0;
  6806. if(sc->getSCE(SC_ETERNALCHAOS))
  6807. return 0;
  6808. if(sc->getSCE(SC_DEFSET))
  6809. return sc->getSCE(SC_DEFSET)->val1;
  6810. if(sc->getSCE(SC_SUN_COMFORT))
  6811. def2 += sc->getSCE(SC_SUN_COMFORT)->val2;
  6812. #ifdef RENEWAL
  6813. if (sc->getSCE(SC_SKA))
  6814. def2 += 80;
  6815. #endif
  6816. if(sc->getSCE(SC_ANGELUS))
  6817. #ifdef RENEWAL /// The VIT stat bonus is boosted by angelus [RENEWAL]
  6818. def2 += status_get_vit(bl) / 2 * sc->getSCE(SC_ANGELUS)->val2/100;
  6819. #else
  6820. def2 += def2 * sc->getSCE(SC_ANGELUS)->val2/100;
  6821. if(sc->getSCE(SC_CONCENTRATION))
  6822. def2 -= def2 * sc->getSCE(SC_CONCENTRATION)->val4/100;
  6823. #endif
  6824. if(sc->getSCE(SC_POISON))
  6825. def2 -= def2 * 25/100;
  6826. if(sc->getSCE(SC_DPOISON))
  6827. def2 -= def2 * 25/100;
  6828. if(sc->getSCE(SC_SKE))
  6829. def2 -= def2 * 50/100;
  6830. if(sc->getSCE(SC_PROVOKE))
  6831. def2 -= def2 * sc->getSCE(SC_PROVOKE)->val3/100;
  6832. if(sc->getSCE(SC_JOINTBEAT))
  6833. def2 -= def2 * ( sc->getSCE(SC_JOINTBEAT)->val2&BREAK_SHOULDER ? 50 : 0 ) / 100
  6834. + def2 * ( sc->getSCE(SC_JOINTBEAT)->val2&BREAK_WAIST ? 25 : 0 ) / 100;
  6835. if(sc->getSCE(SC_FLING))
  6836. def2 -= def2 * (sc->getSCE(SC_FLING)->val3)/100;
  6837. if(sc->getSCE(SC_ANALYZE))
  6838. def2 -= def2 * (14 * sc->getSCE(SC_ANALYZE)->val1) / 100;
  6839. if(sc->getSCE(SC_ASH))
  6840. def2 -= def2 * sc->getSCE(SC_ASH)->val3/100;
  6841. if (sc->getSCE(SC_PARALYSIS))
  6842. def2 -= def2 * sc->getSCE(SC_PARALYSIS)->val2 / 100;
  6843. if(sc->getSCE(SC_EQC))
  6844. def2 -= def2 * sc->getSCE(SC_EQC)->val2 / 100;
  6845. if( sc->getSCE(SC_CAMOUFLAGE) )
  6846. def2 -= def2 * 5 * sc->getSCE(SC_CAMOUFLAGE)->val3 / 100;
  6847. #ifdef RENEWAL
  6848. return (short)cap_value(def2,SHRT_MIN,SHRT_MAX);
  6849. #else
  6850. return (short)cap_value(def2,1,SHRT_MAX);
  6851. #endif
  6852. }
  6853. /**
  6854. * Adds magic defense (left-side) modifications based on status changes
  6855. * @param bl: Object to change mdef [PC|MOB|HOM|MER|ELEM]
  6856. * @param sc: Object's status change information
  6857. * @param mdef: Initial mdef
  6858. * @return modified mdef with cap_value(mdef,DEFTYPE_MIN,DEFTYPE_MAX)
  6859. */
  6860. static defType status_calc_mdef(struct block_list *bl, status_change *sc, int mdef)
  6861. {
  6862. if(!sc || !sc->count)
  6863. return (defType)cap_value(mdef,DEFTYPE_MIN,DEFTYPE_MAX);
  6864. if(sc->getSCE(SC_BERSERK))
  6865. return 0;
  6866. if(sc->getSCE(SC_BARRIER))
  6867. return 100;
  6868. #ifndef RENEWAL /// Steel Body does not provide 90 MDEF in [RENEWAL]
  6869. if(sc->getSCE(SC_STEELBODY))
  6870. return 90;
  6871. #endif
  6872. if (sc->getSCE(SC_NYANGGRASS)) {
  6873. if (bl->type == BL_PC)
  6874. return 0;
  6875. else
  6876. return mdef / 2;
  6877. }
  6878. if(sc->getSCE(SC_MDEFSET))
  6879. return sc->getSCE(SC_MDEFSET)->val1;
  6880. if(sc->getSCE(SC_EARTH_INSIGNIA) && sc->getSCE(SC_EARTH_INSIGNIA)->val1 == 3)
  6881. mdef += 50;
  6882. if(sc->getSCE(SC_ENDURE) && !sc->getSCE(SC_ENDURE)->val3) // It has been confirmed that Eddga card grants 1 MDEF, not 0, not 10, but 1.
  6883. mdef += (sc->getSCE(SC_ENDURE)->val4 == 0) ? sc->getSCE(SC_ENDURE)->val1 : 1;
  6884. if(sc->getSCE(SC_STONEHARDSKIN))
  6885. mdef += sc->getSCE(SC_STONEHARDSKIN)->val1;
  6886. if(sc->getSCE(SC_STONE))
  6887. mdef += 25 * mdef / 100;
  6888. if(sc->getSCE(SC_FREEZE))
  6889. mdef += 25 * mdef / 100;
  6890. if(sc->getSCE(SC_BURNING))
  6891. mdef -= 25 * mdef / 100;
  6892. if( sc->getSCE(SC_NEUTRALBARRIER) )
  6893. mdef += mdef * sc->getSCE(SC_NEUTRALBARRIER)->val2 / 100;
  6894. if(sc->getSCE(SC_ANALYZE))
  6895. mdef -= mdef * ( 14 * sc->getSCE(SC_ANALYZE)->val1 ) / 100;
  6896. if(sc->getSCE(SC_SYMPHONYOFLOVER))
  6897. mdef += mdef * sc->getSCE(SC_SYMPHONYOFLOVER)->val3 / 100;
  6898. if (sc->getSCE(SC_ODINS_POWER))
  6899. mdef -= 20 * sc->getSCE(SC_ODINS_POWER)->val1;
  6900. if(sc->getSCE(SC_GLASTHEIM_ITEMDEF))
  6901. mdef += sc->getSCE(SC_GLASTHEIM_ITEMDEF)->val2;
  6902. if (sc->getSCE(SC_SOULGOLEM))
  6903. mdef += sc->getSCE(SC_SOULGOLEM)->val3;
  6904. if (sc->getSCE(SC_STONE_WALL))
  6905. mdef += sc->getSCE(SC_STONE_WALL)->val3;
  6906. if (sc->getSCE(SC_PACKING_ENVELOPE8))
  6907. mdef += sc->getSCE(SC_PACKING_ENVELOPE8)->val1;
  6908. if (sc->getSCE(SC_CLIMAX_CRYIMP))
  6909. mdef += 100;
  6910. if (sc->getSCE(SC_M_DEFSCROLL))
  6911. mdef += sc->getSCE(SC_M_DEFSCROLL)->val2;
  6912. return (defType)cap_value(mdef,DEFTYPE_MIN,DEFTYPE_MAX);
  6913. }
  6914. /**
  6915. * Adds magic defense (right-side) modifications based on status changes
  6916. * @param bl: Object to change mdef2 [PC|MOB|HOM|MER|ELEM]
  6917. * @param sc: Object's status change information
  6918. * @param mdef2: Initial mdef2
  6919. * @return modified mdef2 with cap_value(mdef2,SHRT_MIN,SHRT_MAX)
  6920. */
  6921. static signed short status_calc_mdef2(struct block_list *bl, status_change *sc, int mdef2)
  6922. {
  6923. if(!sc || !sc->count)
  6924. #ifdef RENEWAL
  6925. return (short)cap_value(mdef2,SHRT_MIN,SHRT_MAX);
  6926. #else
  6927. return (short)cap_value(mdef2,1,SHRT_MAX);
  6928. #endif
  6929. if(sc->getSCE(SC_BERSERK))
  6930. return 0;
  6931. if(sc->getSCE(SC_SKA))
  6932. return 90;
  6933. if(sc->getSCE(SC_MDEFSET))
  6934. return sc->getSCE(SC_MDEFSET)->val1;
  6935. if(sc->getSCE(SC_MINDBREAKER))
  6936. mdef2 -= mdef2 * sc->getSCE(SC_MINDBREAKER)->val3/100;
  6937. if(sc->getSCE(SC_BURNING))
  6938. mdef2 -= mdef2 * 25 / 100;
  6939. if(sc->getSCE(SC_ANALYZE))
  6940. mdef2 -= mdef2 * (14 * sc->getSCE(SC_ANALYZE)->val1) / 100;
  6941. #ifdef RENEWAL
  6942. return (short)cap_value(mdef2,SHRT_MIN,SHRT_MAX);
  6943. #else
  6944. return (short)cap_value(mdef2,1,SHRT_MAX);
  6945. #endif
  6946. }
  6947. /**
  6948. * Adds speed modifications based on status changes
  6949. * @param bl: Object to change speed [PC|MOB|HOM|MER|ELEM]
  6950. * @param sc: Object's status change information
  6951. * @param speed: Initial speed
  6952. * @return modified speed with cap_value(speed,10,USHRT_MAX)
  6953. */
  6954. static unsigned short status_calc_speed(struct block_list *bl, status_change *sc, int speed)
  6955. {
  6956. TBL_PC* sd = BL_CAST(BL_PC, bl);
  6957. int speed_rate = 100;
  6958. if (sc == NULL || (sd && sd->state.permanent_speed))
  6959. return (unsigned short)cap_value(speed, MIN_WALK_SPEED, MAX_WALK_SPEED);
  6960. if (sd && pc_ismadogear(sd)) { // Mado speed is not affected by other statuses
  6961. int val = 0;
  6962. if (pc_checkskill(sd, NC_MADOLICENCE) < 5)
  6963. val = 50 - 10 * pc_checkskill(sd, NC_MADOLICENCE);
  6964. else
  6965. val -= 25;
  6966. if (sc->getSCE(SC_ACCELERATION))
  6967. val -= 25;
  6968. speed += speed * val / 100;
  6969. return (unsigned short)cap_value(speed, MIN_WALK_SPEED, MAX_WALK_SPEED);
  6970. }
  6971. if( sd && sd->ud.skilltimer != INVALID_TIMER && (pc_checkskill(sd,SA_FREECAST) > 0 || sd->ud.skill_id == LG_EXEEDBREAK) ) {
  6972. if( sd->ud.skill_id == LG_EXEEDBREAK )
  6973. speed_rate = 160 - 10 * sd->ud.skill_lv;
  6974. else
  6975. speed_rate = 175 - 5 * pc_checkskill(sd,SA_FREECAST);
  6976. } else {
  6977. int val = 0;
  6978. // GetMoveHasteValue2()
  6979. if( sc->getSCE(SC_FUSION) )
  6980. val = 25;
  6981. else if( sd ) {
  6982. if( pc_isriding(sd) || sd->sc.option&OPTION_DRAGON )
  6983. val = 25; // Same bonus
  6984. else if( pc_isridingwug(sd) )
  6985. val = 15 + 5 * pc_checkskill(sd, RA_WUGRIDER);
  6986. else if( sc->getSCE(SC_ALL_RIDING) )
  6987. val = battle_config.rental_mount_speed_boost;
  6988. }
  6989. speed_rate -= val;
  6990. // GetMoveSlowValue()
  6991. if( sd && sc->getSCE(SC_HIDING) && pc_checkskill(sd,RG_TUNNELDRIVE) > 0 )
  6992. val = 120 - 6 * pc_checkskill(sd,RG_TUNNELDRIVE);
  6993. else if( sd && sc->getSCE(SC_CHASEWALK) && sc->getSCE(SC_CHASEWALK)->val3 < 0 )
  6994. val = sc->getSCE(SC_CHASEWALK)->val3;
  6995. else {
  6996. val = 0;
  6997. // Longing for Freedom/Special Singer cancels song/dance penalty
  6998. #ifdef RENEWAL
  6999. if (sc->getSCE(SC_ENSEMBLEFATIGUE))
  7000. val = max(val, sc->getSCE(SC_ENSEMBLEFATIGUE)->val2);
  7001. #else
  7002. if( sc->getSCE(SC_LONGING) )
  7003. val = max( val, 50 - 10 * sc->getSCE(SC_LONGING)->val1 );
  7004. #endif
  7005. else
  7006. if( sd && sc->getSCE(SC_DANCING) )
  7007. val = max( val, 500 - (40 + 10 * (sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_BARDDANCER)) * pc_checkskill(sd,(sd->status.sex?BA_MUSICALLESSON:DC_DANCINGLESSON)) );
  7008. if( sc->getSCE(SC_DECREASEAGI) )
  7009. val = max( val, 25 );
  7010. if( sc->getSCE(SC_QUAGMIRE) || sc->getSCE(SC_HALLUCINATIONWALK_POSTDELAY) || (sc->getSCE(SC_GLOOMYDAY) && sc->getSCE(SC_GLOOMYDAY)->val4) )
  7011. val = max( val, 50 );
  7012. if( sc->getSCE(SC_DONTFORGETME) )
  7013. val = max( val, sc->getSCE(SC_DONTFORGETME)->val3 );
  7014. if( sc->getSCE(SC_CURSE) )
  7015. val = max( val, 300 );
  7016. if( sc->getSCE(SC_CHASEWALK) )
  7017. val = max( val, sc->getSCE(SC_CHASEWALK)->val3 );
  7018. if( sc->getSCE(SC_WEDDING) )
  7019. val = max( val, 100 );
  7020. if( sc->getSCE(SC_JOINTBEAT) && sc->getSCE(SC_JOINTBEAT)->val2&(BREAK_ANKLE|BREAK_KNEE) )
  7021. val = max( val, (sc->getSCE(SC_JOINTBEAT)->val2&BREAK_ANKLE ? 50 : 0) + (sc->getSCE(SC_JOINTBEAT)->val2&BREAK_KNEE ? 30 : 0) );
  7022. if( sc->getSCE(SC_CLOAKING) && (sc->getSCE(SC_CLOAKING)->val4&1) == 0 )
  7023. val = max( val, sc->getSCE(SC_CLOAKING)->val1 < 3 ? 300 : 30 - 3 * sc->getSCE(SC_CLOAKING)->val1 );
  7024. if( sc->getSCE(SC_GOSPEL) && sc->getSCE(SC_GOSPEL)->val4 == BCT_ENEMY )
  7025. val = max( val, 75 );
  7026. if( sc->getSCE(SC_SLOWDOWN) ) // Slow Potion
  7027. val = max( val, sc->getSCE(SC_SLOWDOWN)->val1 );
  7028. if( sc->getSCE(SC_GATLINGFEVER) )
  7029. val = max( val, 100 );
  7030. if( sc->getSCE(SC_SUITON) )
  7031. val = max( val, sc->getSCE(SC_SUITON)->val3 );
  7032. if( sc->getSCE(SC_SWOO) )
  7033. val = max( val, 300 );
  7034. if( sc->getSCE(SC_SKA) )
  7035. val = max( val, 25 );
  7036. if( sc->getSCE(SC_FREEZING) )
  7037. val = max( val, 30 );
  7038. if( sc->getSCE(SC_MARSHOFABYSS) )
  7039. val = max( val, sc->getSCE(SC_MARSHOFABYSS)->val3 );
  7040. if( sc->getSCE(SC_CAMOUFLAGE) && sc->getSCE(SC_CAMOUFLAGE)->val1 > 2 )
  7041. val = max( val, 25 * (5 - sc->getSCE(SC_CAMOUFLAGE)->val1) );
  7042. if( sc->getSCE(SC_STEALTHFIELD) )
  7043. val = max( val, 20 );
  7044. if( sc->getSCE(SC__LAZINESS) )
  7045. val = max( val, 25 );
  7046. if( sc->getSCE(SC_ROCK_CRUSHER_ATK) )
  7047. val = max( val, sc->getSCE(SC_ROCK_CRUSHER_ATK)->val2 );
  7048. if( sc->getSCE(SC_POWER_OF_GAIA) )
  7049. val = max( val, sc->getSCE(SC_POWER_OF_GAIA)->val2 );
  7050. if( sc->getSCE(SC_MELON_BOMB) )
  7051. val = max( val, sc->getSCE(SC_MELON_BOMB)->val2 );
  7052. if( sc->getSCE(SC_REBOUND) )
  7053. val = max( val, 25 );
  7054. if( sc->getSCE(SC_B_TRAP) )
  7055. val = max( val, sc->getSCE(SC_B_TRAP)->val3 );
  7056. if (sc->getSCE(SC_CATNIPPOWDER))
  7057. val = max(val, sc->getSCE(SC_CATNIPPOWDER)->val3);
  7058. if (sc->getSCE(SC_SP_SHA))
  7059. val = max(val, sc->getSCE(SC_SP_SHA)->val2);
  7060. if (sc->getSCE(SC_CREATINGSTAR))
  7061. val = max(val, 90);
  7062. if (sc->getSCE(SC_SHIELDCHAINRUSH))
  7063. val = max(val, 20);
  7064. if (sc->getSCE(SC_GROUNDGRAVITY))
  7065. val = max(val, 20);
  7066. if( sd && sd->bonus.speed_rate + sd->bonus.speed_add_rate > 0 ) // Permanent item-based speedup
  7067. val = max( val, sd->bonus.speed_rate + sd->bonus.speed_add_rate );
  7068. }
  7069. speed_rate += val;
  7070. val = 0;
  7071. if( sc->getSCE(SC_MARSHOFABYSS) && speed_rate > 150 )
  7072. speed_rate = 150;
  7073. // GetMoveHasteValue1()
  7074. if( sc->getSCE(SC_SPEEDUP1) ) // !FIXME: used both by NPC_AGIUP and Speed Potion script
  7075. val = max( val, sc->getSCE(SC_SPEEDUP1)->val1 );
  7076. if( sc->getSCE(SC_INCREASEAGI) )
  7077. val = max( val, 25 );
  7078. if( sc->getSCE(SC_WINDWALK) )
  7079. val = max( val, 2 * sc->getSCE(SC_WINDWALK)->val1 );
  7080. if( sc->getSCE(SC_CARTBOOST) )
  7081. val = max( val, 20 );
  7082. if( sd && (sd->class_&MAPID_UPPERMASK) == MAPID_ASSASSIN && pc_checkskill(sd,TF_MISS) > 0 )
  7083. val = max( val, 1 * pc_checkskill(sd,TF_MISS) );
  7084. if( sc->getSCE(SC_CLOAKING) && (sc->getSCE(SC_CLOAKING)->val4&1) == 1 )
  7085. val = max( val, sc->getSCE(SC_CLOAKING)->val1 >= 10 ? 25 : 3 * sc->getSCE(SC_CLOAKING)->val1 - 3 );
  7086. if( sc->getSCE(SC_BERSERK) )
  7087. val = max( val, 25 );
  7088. if( sc->getSCE(SC_RUN) )
  7089. val = max( val, 55 );
  7090. if( sc->getSCE(SC_AVOID) )
  7091. val = max( val, 10 * sc->getSCE(SC_AVOID)->val1 );
  7092. if( sc->getSCE(SC_INVINCIBLE) && !sc->getSCE(SC_INVINCIBLEOFF) )
  7093. val = max( val, 75 );
  7094. if( sc->getSCE(SC_CLOAKINGEXCEED) )
  7095. val = max( val, sc->getSCE(SC_CLOAKINGEXCEED)->val3);
  7096. if (sc->getSCE(SC_PARALYSE) && sc->getSCE(SC_PARALYSE)->val3 == 0)
  7097. val = max(val, 50);
  7098. if( sc->getSCE(SC_HOVERING) )
  7099. val = max( val, 10 );
  7100. if( sc->getSCE(SC_GN_CARTBOOST) )
  7101. val = max( val, sc->getSCE(SC_GN_CARTBOOST)->val2 );
  7102. if( sc->getSCE(SC_SWINGDANCE) )
  7103. val = max( val, sc->getSCE(SC_SWINGDANCE)->val3 );
  7104. if( sc->getSCE(SC_WIND_STEP_OPTION) )
  7105. val = max( val, sc->getSCE(SC_WIND_STEP_OPTION)->val2 );
  7106. if( sc->getSCE(SC_FULL_THROTTLE) )
  7107. val = max( val, 25 );
  7108. if (sc->getSCE(SC_ARCLOUSEDASH))
  7109. val = max(val, sc->getSCE(SC_ARCLOUSEDASH)->val3);
  7110. if( sc->getSCE(SC_DORAM_WALKSPEED) )
  7111. val = max(val, sc->getSCE(SC_DORAM_WALKSPEED)->val1);
  7112. if (sc->getSCE(SC_RUSHWINDMILL))
  7113. val = max(val, 25); // !TODO: Confirm bonus movement speed
  7114. if (sc->getSCE(SC_EMERGENCY_MOVE))
  7115. val = max(val, sc->getSCE(SC_EMERGENCY_MOVE)->val2);
  7116. if( sc->getSCE(SC_JAWAII_SERENADE) ){
  7117. val = max( val, 25 );
  7118. }
  7119. // !FIXME: official items use a single bonus for this [ultramage]
  7120. if( sc->getSCE(SC_SPEEDUP0) ) // Temporary item-based speedup
  7121. val = max( val, sc->getSCE(SC_SPEEDUP0)->val1 );
  7122. if( sd && sd->bonus.speed_rate + sd->bonus.speed_add_rate < 0 ) // Permanent item-based speedup
  7123. val = max( val, -(sd->bonus.speed_rate + sd->bonus.speed_add_rate) );
  7124. speed_rate -= val;
  7125. if( speed_rate < 40 )
  7126. speed_rate = 40;
  7127. }
  7128. // GetSpeed()
  7129. if( sd && pc_iscarton(sd) )
  7130. speed += speed * (50 - 5 * pc_checkskill(sd,MC_PUSHCART)) / 100;
  7131. if( sc->getSCE(SC_PARALYSE) && sc->getSCE(SC_PARALYSE)->val3 == 1 )
  7132. speed += speed * 50 / 100;
  7133. if( speed_rate != 100 )
  7134. speed = speed * speed_rate / 100;
  7135. if( sc->getSCE(SC_STEELBODY) )
  7136. speed = 200;
  7137. if( sc->getSCE(SC_DEFENDER) )
  7138. speed = max(speed, 200);
  7139. if( sc->getSCE(SC_WALKSPEED) && sc->getSCE(SC_WALKSPEED)->val1 > 0 ) // ChangeSpeed
  7140. speed = speed * 100 / sc->getSCE(SC_WALKSPEED)->val1;
  7141. return (unsigned short)cap_value(speed, MIN_WALK_SPEED, MAX_WALK_SPEED);
  7142. }
  7143. #ifdef RENEWAL_ASPD
  7144. /**
  7145. * Renewal attack speed modifiers based on status changes
  7146. * This function only affects RENEWAL players and comes after base calculation
  7147. * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
  7148. * @param sc: Object's status change information
  7149. * @param fixed: True - fixed value [malufett]
  7150. * False - percentage value
  7151. * @return modified aspd
  7152. */
  7153. static short status_calc_aspd(struct block_list *bl, status_change *sc, bool fixed)
  7154. {
  7155. int bonus = 0;
  7156. if (!sc || !sc->count)
  7157. return 0;
  7158. if (fixed) {
  7159. enum sc_type sc_val;
  7160. if (!sc->getSCE(SC_QUAGMIRE)) {
  7161. // !TODO: How does Two-Hand Quicken, Adrenaline Rush, and Spear quick change? (+10%)
  7162. if (bonus < 7 && (sc->getSCE(SC_TWOHANDQUICKEN) || sc->getSCE(SC_ONEHAND) || sc->getSCE(SC_MERC_QUICKEN) || sc->getSCE(SC_ADRENALINE) || sc->getSCE(SC_SPEARQUICKEN)))
  7163. bonus = 7;
  7164. else if (bonus < 6 && sc->getSCE(SC_ADRENALINE2))
  7165. bonus = 6;
  7166. else if (bonus < 5 && sc->getSCE(SC_FLEET))
  7167. bonus = 5;
  7168. }
  7169. if (sc->getSCE(SC_ASSNCROS) && bonus < sc->getSCE(SC_ASSNCROS)->val2) {
  7170. #ifdef RENEWAL
  7171. bonus += sc->getSCE(SC_ASSNCROS)->val2;
  7172. #else
  7173. if (bl->type != BL_PC)
  7174. bonus += sc->getSCE(SC_ASSNCROS)->val2;
  7175. else {
  7176. switch(((TBL_PC*)bl)->status.weapon) {
  7177. case W_BOW:
  7178. case W_REVOLVER:
  7179. case W_RIFLE:
  7180. case W_GATLING:
  7181. case W_SHOTGUN:
  7182. case W_GRENADE:
  7183. break;
  7184. default:
  7185. bonus += sc->getSCE(SC_ASSNCROS)->val2;
  7186. break;
  7187. }
  7188. }
  7189. #endif
  7190. }
  7191. if (bonus < 20 && sc->getSCE(SC_MADNESSCANCEL))
  7192. bonus = 20;
  7193. else if (bonus < 15 && sc->getSCE(SC_BERSERK))
  7194. bonus = 15;
  7195. if (sc->getSCE(sc_val = SC_ASPDPOTION3) || sc->getSCE(sc_val = SC_ASPDPOTION2) || sc->getSCE(sc_val = SC_ASPDPOTION1) || sc->getSCE(sc_val = SC_ASPDPOTION0))
  7196. bonus += sc->getSCE(sc_val)->val1;
  7197. if (sc->getSCE(SC_ATTHASTE_CASH))
  7198. bonus += sc->getSCE(SC_ATTHASTE_CASH)->val1;
  7199. } else {
  7200. if (sc->getSCE(SC_DONTFORGETME))
  7201. bonus -= sc->getSCE(SC_DONTFORGETME)->val2 / 10;
  7202. #ifdef RENEWAL
  7203. if (sc->getSCE(SC_ENSEMBLEFATIGUE))
  7204. bonus -= sc->getSCE(SC_ENSEMBLEFATIGUE)->val2 / 10;
  7205. #else
  7206. if (sc->getSCE(SC_LONGING))
  7207. bonus -= sc->getSCE(SC_LONGING)->val2 / 10;
  7208. #endif
  7209. if (sc->getSCE(SC_STEELBODY))
  7210. bonus -= 25;
  7211. if (sc->getSCE(SC_SKA))
  7212. bonus -= 25;
  7213. if (sc->getSCE(SC_DEFENDER))
  7214. bonus -= sc->getSCE(SC_DEFENDER)->val4 / 10;
  7215. if (sc->getSCE(SC_GOSPEL) && sc->getSCE(SC_GOSPEL)->val4 == BCT_ENEMY)
  7216. bonus -= 75;
  7217. #ifndef RENEWAL
  7218. if (sc->getSCE(SC_GRAVITATION))
  7219. bonus -= sc->getSCE(SC_GRAVITATION)->val2 / 10; // Needs more info
  7220. #endif
  7221. if (sc->getSCE(SC_JOINTBEAT)) { // Needs more info
  7222. if (sc->getSCE(SC_JOINTBEAT)->val2&BREAK_WRIST)
  7223. bonus -= 25;
  7224. if (sc->getSCE(SC_JOINTBEAT)->val2&BREAK_KNEE)
  7225. bonus -= 10;
  7226. }
  7227. if (sc->getSCE(SC_FREEZING))
  7228. bonus -= 30;
  7229. if (sc->getSCE(SC_HALLUCINATIONWALK_POSTDELAY))
  7230. bonus -= 50;
  7231. if (sc->getSCE(SC_PARALYSE) && sc->getSCE(SC_PARALYSE)->val3 == 1)
  7232. bonus -= 10;
  7233. if (sc->getSCE(SC__BODYPAINT))
  7234. bonus -= 5 * sc->getSCE(SC__BODYPAINT)->val1;
  7235. if (sc->getSCE(SC__INVISIBILITY))
  7236. bonus -= sc->getSCE(SC__INVISIBILITY)->val2;
  7237. if (sc->getSCE(SC__GROOMY))
  7238. bonus -= sc->getSCE(SC__GROOMY)->val2;
  7239. if (sc->getSCE(SC_SWINGDANCE))
  7240. bonus += sc->getSCE(SC_SWINGDANCE)->val3;
  7241. if (sc->getSCE(SC_DANCEWITHWUG))
  7242. bonus += sc->getSCE(SC_DANCEWITHWUG)->val3;
  7243. if (sc->getSCE(SC_GLOOMYDAY))
  7244. bonus -= sc->getSCE(SC_GLOOMYDAY)->val3;
  7245. if (sc->getSCE(SC_GT_CHANGE))
  7246. bonus += sc->getSCE(SC_GT_CHANGE)->val3;
  7247. if (sc->getSCE(SC_MELON_BOMB))
  7248. bonus -= sc->getSCE(SC_MELON_BOMB)->val3;
  7249. if (sc->getSCE(SC_BOOST500))
  7250. bonus += sc->getSCE(SC_BOOST500)->val1;
  7251. if (sc->getSCE(SC_EXTRACT_SALAMINE_JUICE))
  7252. bonus += sc->getSCE(SC_EXTRACT_SALAMINE_JUICE)->val1;
  7253. if (sc->getSCE(SC_GOLDENE_FERSE))
  7254. bonus += sc->getSCE(SC_GOLDENE_FERSE)->val3;
  7255. if (sc->getSCE(SC_INCASPDRATE))
  7256. bonus += sc->getSCE(SC_INCASPDRATE)->val1;
  7257. if (sc->getSCE(SC_GATLINGFEVER))
  7258. bonus += sc->getSCE(SC_GATLINGFEVER)->val1;
  7259. if (sc->getSCE(SC_STAR_COMFORT))
  7260. bonus += 3 * sc->getSCE(SC_STAR_COMFORT)->val1;
  7261. if (sc->getSCE(SC_WIND_INSIGNIA) && sc->getSCE(SC_WIND_INSIGNIA)->val1 == 2)
  7262. bonus += 10;
  7263. if (sc->getSCE(SC_INCREASEAGI))
  7264. bonus += sc->getSCE(SC_INCREASEAGI)->val1;
  7265. if (sc->getSCE(SC_NIBELUNGEN) && sc->getSCE(SC_NIBELUNGEN)->val2 == RINGNBL_ASPDRATE)
  7266. bonus += 20;
  7267. if (sc->getSCE(SC_STARSTANCE))
  7268. bonus += sc->getSCE(SC_STARSTANCE)->val2;
  7269. if( sc->getSCE(SC_2011RWC_SCROLL) )
  7270. bonus += 5;
  7271. if( sc->getSCE(SC_SPARKCANDY) )
  7272. bonus += 25;
  7273. if( sc->getSCE(SC_ACARAJE) )
  7274. bonus += 10;
  7275. if( sc->getSCE(SC_SKF_ASPD) )
  7276. bonus += sc->getSCE(SC_SKF_ASPD)->val1;
  7277. if( sc->getSCE(SC_PORK_RIB_STEW) )
  7278. bonus += 5;
  7279. map_session_data* sd = BL_CAST(BL_PC, bl);
  7280. uint8 skill_lv;
  7281. if (sd) {
  7282. if ((skill_lv = pc_checkskill(sd, BA_MUSICALLESSON)) > 0)
  7283. bonus += skill_lv;
  7284. if ((skill_lv = pc_checkskill(sd, RG_PLAGIARISM)) > 0)
  7285. bonus += skill_lv;
  7286. }
  7287. }
  7288. return bonus;
  7289. }
  7290. #endif
  7291. /**
  7292. * Modifies ASPD by a number, rather than a percentage (10 = 1 ASPD)
  7293. * A subtraction reduces the delay, meaning an increase in ASPD
  7294. * This comes after the percentage changes and is based on status changes
  7295. * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
  7296. * @param sc: Object's status change information
  7297. * @param aspd: Object's current ASPD
  7298. * @return modified aspd
  7299. */
  7300. static short status_calc_fix_aspd(struct block_list *bl, status_change *sc, int aspd)
  7301. {
  7302. if (!sc || !sc->count)
  7303. return cap_value(aspd, 0, 2000);
  7304. if (sc->getSCE(SC_OVERED_BOOST))
  7305. return cap_value(2000 - sc->getSCE(SC_OVERED_BOOST)->val3 * 10, 0, 2000);
  7306. if ((sc->getSCE(SC_GUST_OPTION) || sc->getSCE(SC_BLAST_OPTION) || sc->getSCE(SC_WILD_STORM_OPTION)))
  7307. aspd -= 50; // +5 ASPD
  7308. if (sc->getSCE(SC_FIGHTINGSPIRIT))
  7309. aspd -= sc->getSCE(SC_FIGHTINGSPIRIT)->val2;
  7310. if (sc->getSCE(SC_MTF_ASPD))
  7311. aspd -= sc->getSCE(SC_MTF_ASPD)->val1;
  7312. if (sc->getSCE(SC_MTF_ASPD2))
  7313. aspd -= sc->getSCE(SC_MTF_ASPD2)->val1;
  7314. if (sc->getSCE(SC_SOULSHADOW))
  7315. aspd -= 10 * sc->getSCE(SC_SOULSHADOW)->val2;
  7316. if (sc->getSCE(SC_HEAT_BARREL))
  7317. aspd -= sc->getSCE(SC_HEAT_BARREL)->val1 * 10;
  7318. if (sc->getSCE(SC_EP16_2_BUFF_SS))
  7319. aspd -= 100; // +10 ASPD
  7320. if (sc->getSCE(SC_PACKING_ENVELOPE6))
  7321. aspd -= sc->getSCE(SC_PACKING_ENVELOPE6)->val1 * 10;
  7322. if (sc->getSCE(SC_SINCERE_FAITH))
  7323. aspd -= 10 * sc->getSCE(SC_SINCERE_FAITH)->val2;
  7324. if( sc->getSCE(SC_LIMIT_POWER_BOOSTER) )
  7325. aspd -= 10;
  7326. return cap_value(aspd, 0, 2000); // Will be recap for proper bl anyway
  7327. }
  7328. /**
  7329. * Calculates an object's ASPD modifier based on status changes (alters amotion value)
  7330. * Note: The scale of aspd_rate is 1000 = 100%
  7331. * Note2: This only affects Homunculus, Mercenaries, and Pre-renewal Players
  7332. * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
  7333. * @param sc: Object's status change information
  7334. * @param aspd_rate: Object's current ASPD
  7335. * @return modified aspd_rate
  7336. */
  7337. static short status_calc_aspd_rate(struct block_list *bl, status_change *sc, int aspd_rate)
  7338. {
  7339. int i;
  7340. if(!sc || !sc->count)
  7341. return cap_value(aspd_rate,0,SHRT_MAX);
  7342. if( !sc->getSCE(SC_QUAGMIRE) ) {
  7343. int max = 0;
  7344. if(sc->getSCE(SC_STAR_COMFORT))
  7345. max = sc->getSCE(SC_STAR_COMFORT)->val2;
  7346. if(sc->getSCE(SC_TWOHANDQUICKEN) &&
  7347. max < sc->getSCE(SC_TWOHANDQUICKEN)->val2)
  7348. max = sc->getSCE(SC_TWOHANDQUICKEN)->val2;
  7349. if(sc->getSCE(SC_ONEHAND) &&
  7350. max < sc->getSCE(SC_ONEHAND)->val2)
  7351. max = sc->getSCE(SC_ONEHAND)->val2;
  7352. if(sc->getSCE(SC_MERC_QUICKEN) &&
  7353. max < sc->getSCE(SC_MERC_QUICKEN)->val2)
  7354. max = sc->getSCE(SC_MERC_QUICKEN)->val2;
  7355. if(sc->getSCE(SC_ADRENALINE2) &&
  7356. max < sc->getSCE(SC_ADRENALINE2)->val3)
  7357. max = sc->getSCE(SC_ADRENALINE2)->val3;
  7358. if(sc->getSCE(SC_ADRENALINE) &&
  7359. max < sc->getSCE(SC_ADRENALINE)->val3)
  7360. max = sc->getSCE(SC_ADRENALINE)->val3;
  7361. if(sc->getSCE(SC_SPEARQUICKEN) &&
  7362. max < sc->getSCE(SC_SPEARQUICKEN)->val2)
  7363. max = sc->getSCE(SC_SPEARQUICKEN)->val2;
  7364. if(sc->getSCE(SC_GATLINGFEVER) &&
  7365. max < sc->getSCE(SC_GATLINGFEVER)->val2)
  7366. max = sc->getSCE(SC_GATLINGFEVER)->val2;
  7367. if(sc->getSCE(SC_FLEET) &&
  7368. max < sc->getSCE(SC_FLEET)->val2)
  7369. max = sc->getSCE(SC_FLEET)->val2;
  7370. if(sc->getSCE(SC_ASSNCROS) && max < sc->getSCE(SC_ASSNCROS)->val2) {
  7371. if (bl->type!=BL_PC)
  7372. max = sc->getSCE(SC_ASSNCROS)->val2;
  7373. else
  7374. switch(((TBL_PC*)bl)->status.weapon) {
  7375. case W_BOW:
  7376. case W_REVOLVER:
  7377. case W_RIFLE:
  7378. case W_GATLING:
  7379. case W_SHOTGUN:
  7380. case W_GRENADE:
  7381. break;
  7382. default:
  7383. max = sc->getSCE(SC_ASSNCROS)->val2;
  7384. }
  7385. }
  7386. aspd_rate -= max;
  7387. if(sc->getSCE(SC_BERSERK))
  7388. aspd_rate -= 300;
  7389. else if(sc->getSCE(SC_MADNESSCANCEL))
  7390. aspd_rate -= 200;
  7391. }
  7392. if( sc->getSCE(i=SC_ASPDPOTION3) ||
  7393. sc->getSCE(i=SC_ASPDPOTION2) ||
  7394. sc->getSCE(i=SC_ASPDPOTION1) ||
  7395. sc->getSCE(i=SC_ASPDPOTION0) )
  7396. aspd_rate -= sc->getSCE(i)->val2;
  7397. if (sc->getSCE(SC_ATTHASTE_CASH))
  7398. aspd_rate -= sc->getSCE(SC_ATTHASTE_CASH)->val2;
  7399. if(sc->getSCE(SC_DONTFORGETME))
  7400. aspd_rate += sc->getSCE(SC_DONTFORGETME)->val2;
  7401. #ifdef RENEWAL
  7402. if (sc->getSCE(SC_ENSEMBLEFATIGUE))
  7403. aspd_rate += sc->getSCE(SC_ENSEMBLEFATIGUE)->val2;
  7404. #else
  7405. if(sc->getSCE(SC_LONGING))
  7406. aspd_rate += sc->getSCE(SC_LONGING)->val2;
  7407. #endif
  7408. if(sc->getSCE(SC_STEELBODY))
  7409. aspd_rate += 250;
  7410. if(sc->getSCE(SC_SKA))
  7411. aspd_rate += 250;
  7412. if(sc->getSCE(SC_DEFENDER))
  7413. aspd_rate += sc->getSCE(SC_DEFENDER)->val4;
  7414. if(sc->getSCE(SC_GOSPEL) && sc->getSCE(SC_GOSPEL)->val4 == BCT_ENEMY)
  7415. aspd_rate += 250;
  7416. #ifndef RENEWAL
  7417. if(sc->getSCE(SC_GRAVITATION))
  7418. aspd_rate += sc->getSCE(SC_GRAVITATION)->val2;
  7419. #endif
  7420. if(sc->getSCE(SC_JOINTBEAT)) {
  7421. if( sc->getSCE(SC_JOINTBEAT)->val2&BREAK_WRIST )
  7422. aspd_rate += 250;
  7423. if( sc->getSCE(SC_JOINTBEAT)->val2&BREAK_KNEE )
  7424. aspd_rate += 100;
  7425. }
  7426. if( sc->getSCE(SC_FREEZING) )
  7427. aspd_rate += 300;
  7428. if( sc->getSCE(SC_HALLUCINATIONWALK_POSTDELAY) )
  7429. aspd_rate += 500;
  7430. if( sc->getSCE(SC_PARALYSE) && sc->getSCE(SC_PARALYSE)->val3 == 1 )
  7431. aspd_rate += 100;
  7432. if( sc->getSCE(SC__BODYPAINT) )
  7433. aspd_rate += 50 * sc->getSCE(SC__BODYPAINT)->val1;
  7434. if( sc->getSCE(SC__INVISIBILITY) )
  7435. aspd_rate += sc->getSCE(SC__INVISIBILITY)->val2 * 10;
  7436. if( sc->getSCE(SC__GROOMY) )
  7437. aspd_rate += sc->getSCE(SC__GROOMY)->val2 * 10;
  7438. if( sc->getSCE(SC_SWINGDANCE) )
  7439. aspd_rate -= sc->getSCE(SC_SWINGDANCE)->val3 * 10;
  7440. if( sc->getSCE(SC_DANCEWITHWUG) )
  7441. aspd_rate -= sc->getSCE(SC_DANCEWITHWUG)->val3 * 10;
  7442. if( sc->getSCE(SC_GLOOMYDAY) )
  7443. aspd_rate += sc->getSCE(SC_GLOOMYDAY)->val3 * 10;
  7444. if( sc->getSCE(SC_GT_CHANGE) )
  7445. aspd_rate -= sc->getSCE(SC_GT_CHANGE)->val3 * 10;
  7446. if( sc->getSCE(SC_MELON_BOMB) )
  7447. aspd_rate += sc->getSCE(SC_MELON_BOMB)->val3 * 10;
  7448. if( sc->getSCE(SC_BOOST500) )
  7449. aspd_rate -= sc->getSCE(SC_BOOST500)->val1 *10;
  7450. if( sc->getSCE(SC_EXTRACT_SALAMINE_JUICE) )
  7451. aspd_rate -= sc->getSCE(SC_EXTRACT_SALAMINE_JUICE)->val1 * 10;
  7452. if( sc->getSCE(SC_INCASPDRATE) )
  7453. aspd_rate -= sc->getSCE(SC_INCASPDRATE)->val1 * 10;
  7454. if( sc->getSCE(SC_GOLDENE_FERSE))
  7455. aspd_rate -= sc->getSCE(SC_GOLDENE_FERSE)->val3 * 10;
  7456. if (sc->getSCE(SC_WIND_INSIGNIA) && sc->getSCE(SC_WIND_INSIGNIA)->val1 == 2)
  7457. aspd_rate -= 100;
  7458. if (sc->getSCE(SC_STARSTANCE))
  7459. aspd_rate -= 10 * sc->getSCE(SC_STARSTANCE)->val2;
  7460. if( sc->getSCE(SC_2011RWC_SCROLL) )
  7461. aspd_rate -= 50;
  7462. if( sc->getSCE(SC_SPARKCANDY) )
  7463. aspd_rate -= 250;
  7464. if( sc->getSCE(SC_ACARAJE) )
  7465. aspd_rate -= 100;
  7466. if( sc->getSCE(SC_SKF_ASPD) )
  7467. aspd_rate -= sc->getSCE(SC_SKF_ASPD)->val1 * 10;
  7468. if( sc->getSCE(SC_PORK_RIB_STEW) )
  7469. aspd_rate -= 50;
  7470. return (short)cap_value(aspd_rate,0,SHRT_MAX);
  7471. }
  7472. /**
  7473. * Modifies the damage delay time based on status changes
  7474. * The lower your delay, the quicker you can act after taking damage
  7475. * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
  7476. * @param sc: Object's status change information
  7477. * @param dmotion: Object's current damage delay
  7478. * @return modified delay rate
  7479. */
  7480. static unsigned short status_calc_dmotion(struct block_list *bl, status_change *sc, int dmotion)
  7481. {
  7482. /// It has been confirmed on official servers that MvP mobs have no dmotion even without endure
  7483. if( bl->type == BL_MOB && status_get_class_(bl) == CLASS_BOSS )
  7484. return 0;
  7485. if (bl->type == BL_PC) {
  7486. if (map_flag_gvg2(bl->m) || map_getmapflag(bl->m, MF_BATTLEGROUND))
  7487. return (unsigned short)cap_value(dmotion, 0, USHRT_MAX);
  7488. if (((TBL_PC *)bl)->special_state.no_walk_delay)
  7489. return 0;
  7490. }
  7491. if (sc && sc->count > 0 && (sc->getSCE(SC_ENDURE) || sc->getSCE(SC_RUN) || sc->getSCE(SC_WUGDASH) || sc->getSCE(SC_SPARKCANDY)))
  7492. return 0;
  7493. return (unsigned short)cap_value(dmotion,0,USHRT_MAX);
  7494. }
  7495. /**
  7496. * Adds power atk modifications based on status changes
  7497. * @param bl: Object to change patk [PC|MOB|HOM|MER|ELEM]
  7498. * @param sc: Object's status change information
  7499. * @param patk: Initial patk
  7500. * @return modified patk with cap_value(patk,0,USHRT_MAX)
  7501. */
  7502. static signed short status_calc_patk(struct block_list *bl, status_change *sc, int patk)
  7503. {
  7504. if (!sc || !sc->count)
  7505. return cap_value(patk, 0, SHRT_MAX);
  7506. if (sc->getSCE(SC_POWERFUL_FAITH))
  7507. patk += sc->getSCE(SC_POWERFUL_FAITH)->val3;
  7508. if (sc->getSCE(SC_COMPETENTIA))
  7509. patk += sc->getSCE(SC_COMPETENTIA)->val2;
  7510. if (sc->getSCE(SC_ABYSS_SLAYER))
  7511. patk += sc->getSCE(SC_ABYSS_SLAYER)->val2;
  7512. if (sc->getSCE(SC_PRON_MARCH))
  7513. patk += sc->getSCE(SC_PRON_MARCH)->val2;
  7514. if (sc->getSCE(SC_TEMPERING))
  7515. patk += sc->getSCE(SC_TEMPERING)->val2;
  7516. if( sc->getSCE( SC_ATTACK_STANCE ) ){
  7517. patk += sc->getSCE( SC_ATTACK_STANCE )->val3;
  7518. }
  7519. if (sc->getSCE(SC_HIDDEN_CARD))
  7520. patk += sc->getSCE(SC_HIDDEN_CARD)->val2;
  7521. return (short)cap_value(patk, 0, SHRT_MAX);
  7522. }
  7523. /**
  7524. * Adds spell matk modifications based on status changes
  7525. * @param bl: Object to change smatk [PC|MOB|HOM|MER|ELEM]
  7526. * @param sc: Object's status change information
  7527. * @param smatk: Initial smatk
  7528. * @return modified smatk with cap_value(smatk,0,USHRT_MAX)
  7529. */
  7530. static signed short status_calc_smatk(struct block_list *bl, status_change *sc, int smatk)
  7531. {
  7532. if (!sc || !sc->count)
  7533. return cap_value(smatk, 0, SHRT_MAX);
  7534. if (sc->getSCE(SC_COMPETENTIA))
  7535. smatk += sc->getSCE(SC_COMPETENTIA)->val2;
  7536. if (sc->getSCE(SC_ABYSS_SLAYER))
  7537. smatk += sc->getSCE(SC_ABYSS_SLAYER)->val2;
  7538. if (sc->getSCE(SC_JAWAII_SERENADE))
  7539. smatk += sc->getSCE(SC_JAWAII_SERENADE)->val2;
  7540. if (sc->getSCE(SC_SPELL_ENCHANTING))
  7541. smatk += sc->getSCE(SC_SPELL_ENCHANTING)->val2;
  7542. if( sc->getSCE( SC_ATTACK_STANCE ) ){
  7543. smatk += sc->getSCE( SC_ATTACK_STANCE )->val3;
  7544. }
  7545. return (short)cap_value(smatk, 0, SHRT_MAX);
  7546. }
  7547. /**
  7548. * Adds resist modifications based on status changes
  7549. * @param bl: Object to change res [PC|MOB|HOM|MER|ELEM]
  7550. * @param sc: Object's status change information
  7551. * @param res: Initial res
  7552. * @return modified res with cap_value(res,0,USHRT_MAX)
  7553. */
  7554. static signed short status_calc_res(struct block_list *bl, status_change *sc, int res)
  7555. {
  7556. if (!sc || !sc->count)
  7557. return cap_value(res, 0, SHRT_MAX);
  7558. if (sc->getSCE(SC_FIRM_FAITH))
  7559. res += sc->getSCE(SC_FIRM_FAITH)->val3;
  7560. if (sc->getSCE(SC_D_MACHINE))
  7561. res += sc->getSCE(SC_D_MACHINE)->val3;
  7562. if (sc->getSCE(SC_MUSICAL_INTERLUDE))
  7563. res += sc->getSCE(SC_MUSICAL_INTERLUDE)->val2;
  7564. if (sc->getSCE(SC_GOLDENE_TONE))
  7565. res += sc->getSCE(SC_GOLDENE_TONE)->val2;
  7566. if (sc->getSCE(SC_SHADOW_STRIP) && bl->type != BL_PC)
  7567. res -= res * sc->getSCE(SC_SHADOW_STRIP)->val2 / 100;
  7568. if (sc->getSCE(SC_AIN_RHAPSODY))
  7569. res -= sc->getSCE(SC_AIN_RHAPSODY)->val2;
  7570. if (sc->getSCE(SC_TOXIN_OF_MANDARA))
  7571. res -= sc->getSCE(SC_TOXIN_OF_MANDARA)->val2;
  7572. return (short)cap_value(res, 0, SHRT_MAX);
  7573. }
  7574. /**
  7575. * Adds magic resist modifications based on status changes
  7576. * @param bl: Object to change mres [PC|MOB|HOM|MER|ELEM]
  7577. * @param sc: Object's status change information
  7578. * @param mres: Initial mres
  7579. * @return modified mres with cap_value(mres,0,USHRT_MAX)
  7580. */
  7581. static signed short status_calc_mres(struct block_list *bl, status_change *sc, int mres)
  7582. {
  7583. if (!sc || !sc->count)
  7584. return cap_value(mres, 0, SHRT_MAX);
  7585. if (sc->getSCE(SC_GOLDENE_TONE))
  7586. mres += sc->getSCE(SC_GOLDENE_TONE)->val2;
  7587. if (sc->getSCE(SC_SHADOW_STRIP) && bl->type != BL_PC)
  7588. mres -= mres * sc->getSCE(SC_SHADOW_STRIP)->val2 / 100;
  7589. if (sc->getSCE(SC_GEF_NOCTURN))
  7590. mres -= sc->getSCE(SC_GEF_NOCTURN)->val2;
  7591. return (short)cap_value(mres, 0, SHRT_MAX);
  7592. }
  7593. /**
  7594. * Adds heal plus modifications based on status changes
  7595. * @param bl: Object to change hplus [PC|MOB|HOM|MER|ELEM]
  7596. * @param sc: Object's status change information
  7597. * @param hplus: Initial hplus
  7598. * @return modified hplus with cap_value(hplus,0,USHRT_MAX)
  7599. */
  7600. static signed short status_calc_hplus(struct block_list *bl, status_change *sc, int hplus)
  7601. {
  7602. if (!sc || !sc->count)
  7603. return cap_value(hplus, 0, SHRT_MAX);
  7604. return (short)cap_value(hplus, 0, SHRT_MAX);
  7605. }
  7606. /**
  7607. * Adds critical damage rate modifications based on status changes
  7608. * @param bl: Object to change crate [PC|MOB|HOM|MER|ELEM]
  7609. * @param sc: Object's status change information
  7610. * @param crate: Initial crate
  7611. * @return modified crate with cap_value(crate,0,USHRT_MAX)
  7612. */
  7613. static signed short status_calc_crate(struct block_list *bl, status_change *sc, int crate)
  7614. {
  7615. if (!sc || !sc->count)
  7616. return cap_value(crate, 0, SHRT_MAX);
  7617. if (sc->getSCE(SC_PRE_ACIES))
  7618. crate += sc->getSCE(SC_PRE_ACIES)->val2;
  7619. return (short)cap_value(crate, 0, SHRT_MAX);
  7620. }
  7621. /**
  7622. * Calculates a max HP based on status changes
  7623. * Values can either be percentages or fixed, based on how equations are formulated
  7624. * @param bl: Object's block_list data
  7625. * @param maxhp: Object's current max HP
  7626. * @return modified maxhp
  7627. */
  7628. static unsigned int status_calc_maxhp(struct block_list *bl, uint64 maxhp)
  7629. {
  7630. int rate = 100;
  7631. maxhp += status_get_hpbonus(bl,STATUS_BONUS_FIX);
  7632. if ((rate += status_get_hpbonus(bl,STATUS_BONUS_RATE)) != 100)
  7633. maxhp = maxhp * rate / 100;
  7634. return (unsigned int)cap_value(maxhp,1,UINT_MAX);
  7635. }
  7636. /**
  7637. * Calculates a max SP based on status changes
  7638. * Values can either be percentages or fixed, bas ed on how equations are formulated
  7639. * @param bl: Object's block_list data
  7640. * @param maxsp: Object's current max SP
  7641. * @return modified maxsp
  7642. */
  7643. static unsigned int status_calc_maxsp(struct block_list *bl, uint64 maxsp)
  7644. {
  7645. int rate = 100;
  7646. maxsp += status_get_spbonus(bl,STATUS_BONUS_FIX);
  7647. if ((rate += status_get_spbonus(bl,STATUS_BONUS_RATE)) != 100)
  7648. maxsp = maxsp * rate / 100;
  7649. return (unsigned int)cap_value(maxsp,1,UINT_MAX);
  7650. }
  7651. /**
  7652. * Calculates a max AP based on status changes
  7653. * Values can either be percentages or fixed, bas ed on how equations are formulated
  7654. * @param bl: Object's block_list data
  7655. * @param maxap: Object's current max AP
  7656. * @return modified maxap
  7657. */
  7658. static unsigned int status_calc_maxap(struct block_list *bl, uint64 maxap)
  7659. {
  7660. int rate = 100;
  7661. maxap += status_get_apbonus(bl, STATUS_BONUS_FIX);
  7662. if ((rate += status_get_apbonus(bl, STATUS_BONUS_RATE)) != 100)
  7663. maxap = maxap * rate / 100;
  7664. return (unsigned int)cap_value(maxap, 0, UINT_MAX);
  7665. }
  7666. /**
  7667. * Changes a player's element based on status changes
  7668. * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
  7669. * @param sc: Object's status change information
  7670. * @param element: Object's current element
  7671. * @return new element
  7672. */
  7673. static unsigned char status_calc_element(struct block_list *bl, status_change *sc, int element)
  7674. {
  7675. if(!sc || !sc->count)
  7676. return cap_value(element, 0, UCHAR_MAX);
  7677. if(sc->getSCE(SC_FREEZE) || sc->getSCE(SC_CRYSTAL_ARMOR_OPTION))
  7678. return ELE_WATER;
  7679. if(sc->getSCE(SC_STONE) || sc->getSCE(SC_STRONG_PROTECTION_OPTION))
  7680. return ELE_EARTH;
  7681. if(sc->getSCE(SC_FLAMEARMOR_OPTION))
  7682. return ELE_FIRE;
  7683. if(sc->getSCE(SC_EYES_OF_STORM_OPTION))
  7684. return ELE_WIND;
  7685. if(sc->getSCE(SC_POISON_SHIELD_OPTION))
  7686. return ELE_POISON;
  7687. if(sc->getSCE(SC_BENEDICTIO))
  7688. return ELE_HOLY;
  7689. if(sc->getSCE(SC_CHANGEUNDEAD))
  7690. return ELE_UNDEAD;
  7691. if(sc->getSCE(SC_ELEMENTALCHANGE))
  7692. return sc->getSCE(SC_ELEMENTALCHANGE)->val2;
  7693. if(sc->getSCE(SC_SHAPESHIFT))
  7694. return sc->getSCE(SC_SHAPESHIFT)->val2;
  7695. return (unsigned char)cap_value(element,0,UCHAR_MAX);
  7696. }
  7697. /**
  7698. * Changes a player's element level based on status changes
  7699. * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
  7700. * @param sc: Object's status change information
  7701. * @param lv: Object's current element level
  7702. * @return new element level
  7703. */
  7704. static unsigned char status_calc_element_lv(struct block_list *bl, status_change *sc, int lv)
  7705. {
  7706. if(!sc || !sc->count)
  7707. return cap_value(lv, 1, 4);
  7708. if(sc->getSCE(SC_FREEZE))
  7709. return 1;
  7710. if(sc->getSCE(SC_STONE))
  7711. return 1;
  7712. if(sc->getSCE(SC_BENEDICTIO))
  7713. return 1;
  7714. if(sc->getSCE(SC_CHANGEUNDEAD))
  7715. return 1;
  7716. if(sc->getSCE(SC_ELEMENTALCHANGE))
  7717. return sc->getSCE(SC_ELEMENTALCHANGE)->val1;
  7718. if(sc->getSCE(SC_SHAPESHIFT))
  7719. return 1;
  7720. if(sc->getSCE(SC__INVISIBILITY))
  7721. return 1;
  7722. if (sc->getSCE(SC_FLAMEARMOR_OPTION) || sc->getSCE(SC_CRYSTAL_ARMOR_OPTION) || sc->getSCE(SC_EYES_OF_STORM_OPTION) ||
  7723. sc->getSCE(SC_STRONG_PROTECTION_OPTION) || sc->getSCE(SC_POISON_SHIELD_OPTION))
  7724. return 1;
  7725. return (unsigned char)cap_value(lv,1,4);
  7726. }
  7727. /**
  7728. * Changes a player's attack element based on status changes
  7729. * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
  7730. * @param sc: Object's status change information
  7731. * @param element: Object's current attack element
  7732. * @return new attack element
  7733. */
  7734. unsigned char status_calc_attack_element(struct block_list *bl, status_change *sc, int element)
  7735. {
  7736. if(!sc || !sc->count)
  7737. return cap_value(element, 0, UCHAR_MAX);
  7738. if(sc->getSCE(SC_ENCHANTARMS))
  7739. return sc->getSCE(SC_ENCHANTARMS)->val1;
  7740. if(sc->getSCE(SC_WATERWEAPON)
  7741. || (sc->getSCE(SC_WATER_INSIGNIA) && sc->getSCE(SC_WATER_INSIGNIA)->val1 == 2) )
  7742. return ELE_WATER;
  7743. if(sc->getSCE(SC_EARTHWEAPON)
  7744. || (sc->getSCE(SC_EARTH_INSIGNIA) && sc->getSCE(SC_EARTH_INSIGNIA)->val1 == 2) )
  7745. return ELE_EARTH;
  7746. if(sc->getSCE(SC_FIREWEAPON)
  7747. || (sc->getSCE(SC_FIRE_INSIGNIA) && sc->getSCE(SC_FIRE_INSIGNIA)->val1 == 2) )
  7748. return ELE_FIRE;
  7749. if(sc->getSCE(SC_WINDWEAPON)
  7750. || (sc->getSCE(SC_WIND_INSIGNIA) && sc->getSCE(SC_WIND_INSIGNIA)->val1 == 2) )
  7751. return ELE_WIND;
  7752. if(sc->getSCE(SC_ENCPOISON))
  7753. return ELE_POISON;
  7754. if(sc->getSCE(SC_ASPERSIO))
  7755. return ELE_HOLY;
  7756. if(sc->getSCE(SC_SHADOWWEAPON))
  7757. return ELE_DARK;
  7758. if(sc->getSCE(SC_GHOSTWEAPON) || sc->getSCE(SC__INVISIBILITY))
  7759. return ELE_GHOST;
  7760. if(sc->getSCE(SC_TIDAL_WEAPON_OPTION) || sc->getSCE(SC_TIDAL_WEAPON) )
  7761. return ELE_WATER;
  7762. return (unsigned char)cap_value(element,0,UCHAR_MAX);
  7763. }
  7764. /**
  7765. * Changes the mode of an object
  7766. * @param bl: Object whose mode to change [PC|MOB|PET|HOM|NPC]
  7767. * @param sc: Object's status change data
  7768. * @param mode: Original mode
  7769. * @return mode with cap_value(mode, 0, INT_MAX)
  7770. */
  7771. static int status_calc_mode(struct block_list *bl, status_change *sc, int mode)
  7772. {
  7773. if(!sc || !sc->count)
  7774. return cap_value(mode, MD_NONE,INT_MAX);
  7775. if(sc->getSCE(SC_MODECHANGE)) {
  7776. if (sc->getSCE(SC_MODECHANGE)->val2)
  7777. mode = (mode&~MD_MASK)|sc->getSCE(SC_MODECHANGE)->val2; // Set mode
  7778. if (sc->getSCE(SC_MODECHANGE)->val3)
  7779. mode = mode|sc->getSCE(SC_MODECHANGE)->val3; // Add mode
  7780. if (sc->getSCE(SC_MODECHANGE)->val4)
  7781. mode = mode&~sc->getSCE(SC_MODECHANGE)->val4; // Del mode
  7782. }
  7783. return cap_value(mode, MD_NONE, INT_MAX);
  7784. }
  7785. /**
  7786. * Changes the mode of a slave mob
  7787. * @param md: Slave mob whose mode to change
  7788. * @param mmd: Master of slave mob
  7789. */
  7790. void status_calc_slave_mode(struct mob_data *md, struct mob_data *mmd)
  7791. {
  7792. switch (battle_config.slaves_inherit_mode) {
  7793. case 1: //Always aggressive
  7794. if (!status_has_mode(&md->status,MD_AGGRESSIVE))
  7795. sc_start4(NULL, &md->bl, SC_MODECHANGE, 100, 1, 0, MD_AGGRESSIVE, 0, 0);
  7796. break;
  7797. case 2: //Always passive
  7798. if (status_has_mode(&md->status,MD_AGGRESSIVE))
  7799. sc_start4(NULL, &md->bl, SC_MODECHANGE, 100, 1, 0, 0, MD_AGGRESSIVE, 0);
  7800. break;
  7801. case 4: // Overwrite with slave mode
  7802. sc_start4(NULL, &md->bl, SC_MODECHANGE, 100, 1, MD_CANMOVE|MD_NORANDOMWALK|MD_CANATTACK, 0, 0, 0);
  7803. break;
  7804. default: //Copy master
  7805. if (status_has_mode(&mmd->status,MD_AGGRESSIVE))
  7806. sc_start4(NULL, &md->bl, SC_MODECHANGE, 100, 1, 0, MD_AGGRESSIVE, 0, 0);
  7807. else
  7808. sc_start4(NULL, &md->bl, SC_MODECHANGE, 100, 1, 0, 0, MD_AGGRESSIVE, 0);
  7809. break;
  7810. }
  7811. }
  7812. /**
  7813. * Gets the name of the given bl
  7814. * @param bl: Object whose name to get [PC|MOB|PET|HOM|NPC]
  7815. * @return name or "Unknown" if any other bl->type than noted above
  7816. */
  7817. const char* status_get_name(struct block_list *bl)
  7818. {
  7819. nullpo_ret(bl);
  7820. switch (bl->type) {
  7821. case BL_PC: return ((TBL_PC *)bl)->fakename[0] != '\0' ? ((TBL_PC*)bl)->fakename : ((TBL_PC*)bl)->status.name;
  7822. case BL_MOB: return ((TBL_MOB*)bl)->name;
  7823. case BL_PET: return ((TBL_PET*)bl)->pet.name;
  7824. case BL_HOM: return ((TBL_HOM*)bl)->homunculus.name;
  7825. case BL_MER: return ((TBL_MER *)bl)->db->name.c_str(); // They only have database names which are global, not specific to GID.
  7826. case BL_NPC: return ((TBL_NPC*)bl)->name;
  7827. case BL_ELEM: return ((TBL_ELEM *)bl)->db->name.c_str(); // They only have database names which are global, not specific to GID.
  7828. }
  7829. return "Unknown";
  7830. }
  7831. /**
  7832. * Gets the class/sprite id of the given bl
  7833. * @param bl: Object whose class to get [PC|MOB|PET|HOM|MER|NPC|ELEM]
  7834. * @return class or 0 if any other bl->type than noted above
  7835. */
  7836. int status_get_class(struct block_list *bl)
  7837. {
  7838. nullpo_ret(bl);
  7839. switch( bl->type ) {
  7840. case BL_PC: return ((TBL_PC*)bl)->status.class_;
  7841. case BL_MOB: return ((TBL_MOB*)bl)->vd->class_; // Class used on all code should be the view class of the mob.
  7842. case BL_PET: return ((TBL_PET*)bl)->pet.class_;
  7843. case BL_HOM: return ((TBL_HOM*)bl)->homunculus.class_;
  7844. case BL_MER: return ((TBL_MER*)bl)->mercenary.class_;
  7845. case BL_NPC: return ((TBL_NPC*)bl)->class_;
  7846. case BL_ELEM: return ((TBL_ELEM*)bl)->elemental.class_;
  7847. }
  7848. return 0;
  7849. }
  7850. /**
  7851. * Gets the base level of the given bl
  7852. * @param bl: Object whose base level to get [PC|MOB|PET|HOM|MER|NPC|ELEM]
  7853. * @return base level or 1 if any other bl->type than noted above
  7854. */
  7855. int status_get_lv(struct block_list *bl)
  7856. {
  7857. nullpo_ret(bl);
  7858. switch (bl->type) {
  7859. case BL_PC: return ((TBL_PC*)bl)->status.base_level;
  7860. case BL_MOB: return ((TBL_MOB*)bl)->level;
  7861. case BL_PET: return ((TBL_PET*)bl)->pet.level;
  7862. case BL_HOM: return ((TBL_HOM*)bl)->homunculus.level;
  7863. case BL_MER: return ((TBL_MER*)bl)->db->lv;
  7864. case BL_ELEM: return ((TBL_ELEM*)bl)->db->lv;
  7865. case BL_NPC: return ((TBL_NPC*)bl)->level;
  7866. }
  7867. return 1;
  7868. }
  7869. /**
  7870. * Gets the regeneration info of the given bl
  7871. * @param bl: Object whose regen info to get [PC|HOM|MER|ELEM]
  7872. * @return regen data or NULL if any other bl->type than noted above
  7873. */
  7874. struct regen_data *status_get_regen_data(struct block_list *bl)
  7875. {
  7876. nullpo_retr(NULL, bl);
  7877. switch (bl->type) {
  7878. case BL_PC: return &((TBL_PC*)bl)->regen;
  7879. case BL_HOM: return &((TBL_HOM*)bl)->regen;
  7880. case BL_MER: return &((TBL_MER*)bl)->regen;
  7881. case BL_ELEM: return &((TBL_ELEM*)bl)->regen;
  7882. default:
  7883. return NULL;
  7884. }
  7885. }
  7886. /**
  7887. * Gets the status data of the given bl
  7888. * @param bl: Object whose status to get [PC|MOB|PET|HOM|MER|ELEM|NPC]
  7889. * @return status or "dummy_status" if any other bl->type than noted above
  7890. */
  7891. struct status_data *status_get_status_data(struct block_list *bl)
  7892. {
  7893. nullpo_retr(&dummy_status, bl);
  7894. switch (bl->type) {
  7895. case BL_PC: return &((TBL_PC*)bl)->battle_status;
  7896. case BL_MOB: return &((TBL_MOB*)bl)->status;
  7897. case BL_PET: return &((TBL_PET*)bl)->status;
  7898. case BL_HOM: return &((TBL_HOM*)bl)->battle_status;
  7899. case BL_MER: return &((TBL_MER*)bl)->battle_status;
  7900. case BL_ELEM: return &((TBL_ELEM*)bl)->battle_status;
  7901. case BL_NPC: return ((mobdb_checkid(((TBL_NPC*)bl)->class_) == 0) ? &((TBL_NPC*)bl)->status : &dummy_status);
  7902. default:
  7903. return &dummy_status;
  7904. }
  7905. }
  7906. /**
  7907. * Gets the base status data of the given bl
  7908. * @param bl: Object whose status to get [PC|MOB|PET|HOM|MER|ELEM|NPC]
  7909. * @return base_status or NULL if any other bl->type than noted above
  7910. */
  7911. struct status_data *status_get_base_status(struct block_list *bl)
  7912. {
  7913. nullpo_retr(NULL, bl);
  7914. switch (bl->type) {
  7915. case BL_PC: return &((TBL_PC*)bl)->base_status;
  7916. case BL_MOB: return ((TBL_MOB*)bl)->base_status ? ((TBL_MOB*)bl)->base_status : &((TBL_MOB*)bl)->db->status;
  7917. case BL_PET: return &((TBL_PET*)bl)->db->status;
  7918. case BL_HOM: return &((TBL_HOM*)bl)->base_status;
  7919. case BL_MER: return &((TBL_MER*)bl)->base_status;
  7920. case BL_ELEM: return &((TBL_ELEM*)bl)->base_status;
  7921. case BL_NPC: return ((mobdb_checkid(((TBL_NPC*)bl)->class_) == 0) ? &((TBL_NPC*)bl)->status : NULL);
  7922. default:
  7923. return NULL;
  7924. }
  7925. }
  7926. /**
  7927. * Gets the defense of the given bl
  7928. * @param bl: Object whose defense to get [PC|MOB|HOM|MER|ELEM]
  7929. * @return defense with cap_value(def, DEFTYPE_MIN, DEFTYPE_MAX)
  7930. */
  7931. defType status_get_def(struct block_list *bl)
  7932. {
  7933. struct unit_data *ud;
  7934. struct status_data *status = status_get_status_data(bl);
  7935. int def = status?status->def:0;
  7936. ud = unit_bl2ud(bl);
  7937. if (ud && ud->skilltimer != INVALID_TIMER)
  7938. def -= def * skill_get_castdef(ud->skill_id)/100;
  7939. return cap_value(def, DEFTYPE_MIN, DEFTYPE_MAX);
  7940. }
  7941. /**
  7942. * Gets the walking speed of the given bl
  7943. * @param bl: Object whose speed to get [PC|MOB|PET|HOM|MER|ELEM|NPC]
  7944. * @return speed
  7945. */
  7946. unsigned short status_get_speed(struct block_list *bl)
  7947. {
  7948. if(bl->type==BL_NPC)// Only BL with speed data but no status_data [Skotlex]
  7949. return ((struct npc_data *)bl)->speed;
  7950. return status_get_status_data(bl)->speed;
  7951. }
  7952. /**
  7953. * Gets the party ID of the given bl
  7954. * @param bl: Object whose party ID to get [PC|MOB|PET|HOM|MER|SKILL|ELEM]
  7955. * @return party ID
  7956. */
  7957. int status_get_party_id(struct block_list *bl)
  7958. {
  7959. nullpo_ret(bl);
  7960. switch (bl->type) {
  7961. case BL_PC:
  7962. return ((TBL_PC*)bl)->status.party_id;
  7963. case BL_PET:
  7964. if (((TBL_PET*)bl)->master)
  7965. return ((TBL_PET*)bl)->master->status.party_id;
  7966. break;
  7967. case BL_MOB: {
  7968. struct mob_data *md=(TBL_MOB*)bl;
  7969. if( md->master_id > 0 ) {
  7970. map_session_data *msd;
  7971. if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != NULL)
  7972. return msd->status.party_id;
  7973. return -md->master_id;
  7974. }
  7975. }
  7976. break;
  7977. case BL_HOM:
  7978. if (((TBL_HOM*)bl)->master)
  7979. return ((TBL_HOM*)bl)->master->status.party_id;
  7980. break;
  7981. case BL_MER:
  7982. if (((TBL_MER*)bl)->master)
  7983. return ((TBL_MER*)bl)->master->status.party_id;
  7984. break;
  7985. case BL_SKILL:
  7986. if (((TBL_SKILL*)bl)->group)
  7987. return ((TBL_SKILL*)bl)->group->party_id;
  7988. break;
  7989. case BL_ELEM:
  7990. if (((TBL_ELEM*)bl)->master)
  7991. return ((TBL_ELEM*)bl)->master->status.party_id;
  7992. break;
  7993. }
  7994. return 0;
  7995. }
  7996. /**
  7997. * Gets the guild ID of the given bl
  7998. * @param bl: Object whose guild ID to get [PC|MOB|PET|HOM|MER|SKILL|ELEM|NPC]
  7999. * @return guild ID
  8000. */
  8001. int status_get_guild_id(struct block_list *bl)
  8002. {
  8003. nullpo_ret(bl);
  8004. switch (bl->type) {
  8005. case BL_PC:
  8006. return ((TBL_PC*)bl)->status.guild_id;
  8007. case BL_PET:
  8008. if (((TBL_PET*)bl)->master)
  8009. return ((TBL_PET*)bl)->master->status.guild_id;
  8010. break;
  8011. case BL_MOB:
  8012. {
  8013. map_session_data *msd;
  8014. struct mob_data *md = (struct mob_data *)bl;
  8015. if (md->guardian_data) // Guardian's guild [Skotlex]
  8016. return md->guardian_data->guild_id;
  8017. if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != NULL)
  8018. return msd->status.guild_id; // Alchemist's mobs [Skotlex]
  8019. }
  8020. break;
  8021. case BL_HOM:
  8022. if (((TBL_HOM*)bl)->master)
  8023. return ((TBL_HOM*)bl)->master->status.guild_id;
  8024. break;
  8025. case BL_MER:
  8026. if (((TBL_MER*)bl)->master)
  8027. return ((TBL_MER*)bl)->master->status.guild_id;
  8028. break;
  8029. case BL_NPC:
  8030. if (((TBL_NPC*)bl)->subtype == NPCTYPE_SCRIPT)
  8031. return ((TBL_NPC*)bl)->u.scr.guild_id;
  8032. break;
  8033. case BL_SKILL:
  8034. if (((TBL_SKILL*)bl)->group)
  8035. return ((TBL_SKILL*)bl)->group->guild_id;
  8036. break;
  8037. case BL_ELEM:
  8038. if (((TBL_ELEM*)bl)->master)
  8039. return ((TBL_ELEM*)bl)->master->status.guild_id;
  8040. break;
  8041. }
  8042. return 0;
  8043. }
  8044. /**
  8045. * Gets the guild emblem ID of the given bl
  8046. * @param bl: Object whose emblem ID to get [PC|MOB|PET|HOM|MER|SKILL|ELEM|NPC]
  8047. * @return guild emblem ID
  8048. */
  8049. int status_get_emblem_id(struct block_list *bl)
  8050. {
  8051. nullpo_ret(bl);
  8052. switch (bl->type) {
  8053. case BL_PC:
  8054. return ((TBL_PC*)bl)->guild_emblem_id;
  8055. case BL_PET:
  8056. if (((TBL_PET*)bl)->master)
  8057. return ((TBL_PET*)bl)->master->guild_emblem_id;
  8058. break;
  8059. case BL_MOB:
  8060. {
  8061. map_session_data *msd;
  8062. struct mob_data *md = (struct mob_data *)bl;
  8063. if (md->guardian_data) // Guardian's guild [Skotlex]
  8064. return md->guardian_data->emblem_id;
  8065. if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != NULL)
  8066. return msd->guild_emblem_id; // Alchemist's mobs [Skotlex]
  8067. }
  8068. break;
  8069. case BL_HOM:
  8070. if (((TBL_HOM*)bl)->master)
  8071. return ((TBL_HOM*)bl)->master->guild_emblem_id;
  8072. break;
  8073. case BL_MER:
  8074. if (((TBL_MER*)bl)->master)
  8075. return ((TBL_MER*)bl)->master->guild_emblem_id;
  8076. break;
  8077. case BL_NPC:
  8078. if (((TBL_NPC*)bl)->subtype == NPCTYPE_SCRIPT && ((TBL_NPC*)bl)->u.scr.guild_id > 0) {
  8079. auto g = guild_search(((TBL_NPC*)bl)->u.scr.guild_id);
  8080. if (g)
  8081. return g->guild.emblem_id;
  8082. }
  8083. break;
  8084. case BL_ELEM:
  8085. if (((TBL_ELEM*)bl)->master)
  8086. return ((TBL_ELEM*)bl)->master->guild_emblem_id;
  8087. break;
  8088. }
  8089. return 0;
  8090. }
  8091. /**
  8092. * Gets the race2 of a mob or pet
  8093. * @param bl: Object whose race2 to get [MOB|PET]
  8094. * @return race2
  8095. */
  8096. std::vector<e_race2> status_get_race2(struct block_list *bl)
  8097. {
  8098. nullpo_retr(std::vector<e_race2>(),bl);
  8099. if (bl->type == BL_MOB)
  8100. return ((struct mob_data *)bl)->db->race2;
  8101. if (bl->type == BL_PET)
  8102. return ((struct pet_data *)bl)->db->race2;
  8103. return std::vector<e_race2>();
  8104. }
  8105. /**
  8106. * Checks if an object is dead
  8107. * @param bl: Object to check [PC|MOB|HOM|MER|ELEM]
  8108. * @return 1: Is dead or 0: Is alive
  8109. */
  8110. int status_isdead(struct block_list *bl)
  8111. {
  8112. nullpo_ret(bl);
  8113. return status_get_status_data(bl)->hp == 0;
  8114. }
  8115. /**
  8116. * Checks if an object is immune to magic
  8117. * @param bl: Object to check [PC|MOB|HOM|MER|ELEM]
  8118. * @return value of magic damage to be blocked
  8119. */
  8120. int status_isimmune(struct block_list *bl)
  8121. {
  8122. status_change *sc =status_get_sc(bl);
  8123. if (sc) {
  8124. if (sc->getSCE(SC_HERMODE))
  8125. return 100;
  8126. if (sc->getSCE(SC_DEADLY_DEFEASANCE))
  8127. return 0;
  8128. }
  8129. if (bl->type == BL_PC &&
  8130. ((TBL_PC*)bl)->special_state.no_magic_damage >= battle_config.gtb_sc_immunity)
  8131. return ((TBL_PC*)bl)->special_state.no_magic_damage;
  8132. return 0;
  8133. }
  8134. /**
  8135. * Get view data of an object
  8136. * @param bl: Object whose view data to get [PC|MOB|PET|HOM|MER|ELEM|NPC]
  8137. * @return view data structure bl->vd
  8138. */
  8139. struct view_data* status_get_viewdata(struct block_list *bl)
  8140. {
  8141. nullpo_retr(NULL, bl);
  8142. switch (bl->type) {
  8143. case BL_PC: return &((TBL_PC*)bl)->vd;
  8144. case BL_MOB: return ((TBL_MOB*)bl)->vd;
  8145. case BL_PET: return &((TBL_PET*)bl)->vd;
  8146. case BL_NPC: return &((TBL_NPC*)bl)->vd;
  8147. case BL_HOM: return ((TBL_HOM*)bl)->vd;
  8148. case BL_MER: return ((TBL_MER*)bl)->vd;
  8149. case BL_ELEM: return ((TBL_ELEM*)bl)->vd;
  8150. }
  8151. return NULL;
  8152. }
  8153. /**
  8154. * Set view data of an object
  8155. * This function deals with class, mount, and item views
  8156. * SC views are set in clif_getareachar_unit()
  8157. * @param bl: Object whose view data to set [PC|MOB|PET|HOM|MER|ELEM|NPC]
  8158. * @param class_: class of the object
  8159. */
  8160. void status_set_viewdata(struct block_list *bl, int class_)
  8161. {
  8162. struct view_data* vd;
  8163. nullpo_retv(bl);
  8164. if (mobdb_checkid(class_) || mob_is_clone(class_))
  8165. vd = mob_get_viewdata(class_);
  8166. else if (npcdb_checkid(class_))
  8167. vd = npc_get_viewdata(class_);
  8168. else if (homdb_checkid(class_))
  8169. vd = hom_get_viewdata(class_);
  8170. else if (mercenary_db.exists(class_))
  8171. vd = mercenary_get_viewdata(class_);
  8172. else if (elemental_db.exists(class_))
  8173. vd = elemental_get_viewdata(class_);
  8174. else
  8175. vd = NULL;
  8176. switch (bl->type) {
  8177. case BL_PC:
  8178. {
  8179. TBL_PC* sd = (TBL_PC*)bl;
  8180. if (pcdb_checkid(class_)) {
  8181. if (sd->sc.option&OPTION_RIDING) {
  8182. switch (class_) { // Adapt class to a Mounted one.
  8183. case JOB_KNIGHT:
  8184. class_ = JOB_KNIGHT2;
  8185. break;
  8186. case JOB_CRUSADER:
  8187. class_ = JOB_CRUSADER2;
  8188. break;
  8189. case JOB_LORD_KNIGHT:
  8190. class_ = JOB_LORD_KNIGHT2;
  8191. break;
  8192. case JOB_PALADIN:
  8193. class_ = JOB_PALADIN2;
  8194. break;
  8195. case JOB_BABY_KNIGHT:
  8196. class_ = JOB_BABY_KNIGHT2;
  8197. break;
  8198. case JOB_BABY_CRUSADER:
  8199. class_ = JOB_BABY_CRUSADER2;
  8200. break;
  8201. }
  8202. }
  8203. sd->vd.class_ = class_;
  8204. clif_get_weapon_view(sd, &sd->vd.weapon, &sd->vd.shield);
  8205. sd->vd.head_top = sd->status.head_top;
  8206. sd->vd.head_mid = sd->status.head_mid;
  8207. sd->vd.head_bottom = sd->status.head_bottom;
  8208. sd->vd.hair_style = cap_value(sd->status.hair, MIN_HAIR_STYLE, MAX_HAIR_STYLE);
  8209. sd->vd.hair_color = cap_value(sd->status.hair_color, MIN_HAIR_COLOR, MAX_HAIR_COLOR);
  8210. sd->vd.cloth_color = cap_value(sd->status.clothes_color, MIN_CLOTH_COLOR, MAX_CLOTH_COLOR);
  8211. sd->vd.body_style = cap_value(sd->status.body, MIN_BODY_STYLE, MAX_BODY_STYLE);
  8212. sd->vd.sex = sd->status.sex;
  8213. if (sd->vd.cloth_color) {
  8214. if(sd->sc.option&OPTION_WEDDING && battle_config.wedding_ignorepalette)
  8215. sd->vd.cloth_color = 0;
  8216. if(sd->sc.option&OPTION_XMAS && battle_config.xmas_ignorepalette)
  8217. sd->vd.cloth_color = 0;
  8218. if(sd->sc.option&(OPTION_SUMMER|OPTION_SUMMER2) && battle_config.summer_ignorepalette)
  8219. sd->vd.cloth_color = 0;
  8220. if(sd->sc.option&OPTION_HANBOK && battle_config.hanbok_ignorepalette)
  8221. sd->vd.cloth_color = 0;
  8222. if(sd->sc.option&OPTION_OKTOBERFEST && battle_config.oktoberfest_ignorepalette)
  8223. sd->vd.cloth_color = 0;
  8224. }
  8225. if ( sd->vd.body_style && sd->sc.option&OPTION_COSTUME)
  8226. sd->vd.body_style = 0;
  8227. } else if (vd)
  8228. memcpy(&sd->vd, vd, sizeof(struct view_data));
  8229. else
  8230. ShowError("status_set_viewdata (PC): No view data for class %d\n", class_);
  8231. }
  8232. break;
  8233. case BL_MOB:
  8234. {
  8235. TBL_MOB* md = (TBL_MOB*)bl;
  8236. if (vd){
  8237. mob_free_dynamic_viewdata( md );
  8238. md->vd = vd;
  8239. }else if( pcdb_checkid( class_ ) ){
  8240. mob_set_dynamic_viewdata( md );
  8241. md->vd->class_ = class_;
  8242. md->vd->hair_style = cap_value(md->vd->hair_style, MIN_HAIR_STYLE, MAX_HAIR_STYLE);
  8243. md->vd->hair_color = cap_value(md->vd->hair_color, MIN_HAIR_COLOR, MAX_HAIR_COLOR);
  8244. }else
  8245. ShowError("status_set_viewdata (MOB): No view data for class %d\n", class_);
  8246. }
  8247. break;
  8248. case BL_PET:
  8249. {
  8250. TBL_PET* pd = (TBL_PET*)bl;
  8251. if (vd) {
  8252. memcpy(&pd->vd, vd, sizeof(struct view_data));
  8253. if (!pcdb_checkid(vd->class_)) {
  8254. pd->vd.hair_style = battle_config.pet_hair_style;
  8255. if(pd->pet.equip) {
  8256. pd->vd.head_bottom = itemdb_viewid(pd->pet.equip);
  8257. if (!pd->vd.head_bottom)
  8258. pd->vd.head_bottom = pd->pet.equip;
  8259. }
  8260. }
  8261. } else
  8262. ShowError("status_set_viewdata (PET): No view data for class %d\n", class_);
  8263. }
  8264. break;
  8265. case BL_NPC:
  8266. {
  8267. TBL_NPC* nd = (TBL_NPC*)bl;
  8268. if (vd)
  8269. memcpy(&nd->vd, vd, sizeof(struct view_data));
  8270. else if (pcdb_checkid(class_)) {
  8271. memset(&nd->vd, 0, sizeof(struct view_data));
  8272. nd->vd.class_ = class_;
  8273. nd->vd.hair_style = cap_value(nd->vd.hair_style, MIN_HAIR_STYLE, MAX_HAIR_STYLE);
  8274. } else {
  8275. ShowError("status_set_viewdata (NPC): Invalid view data %d\n", class_);
  8276. if (bl->m >= 0)
  8277. ShowDebug("Source (NPC): %s at %s (%d,%d)\n", nd->name, map_mapid2mapname(bl->m), bl->x, bl->y);
  8278. else
  8279. ShowDebug("Source (NPC): %s (invisible/not on a map)\n", nd->name);
  8280. ShowDebug( "Source (NPC): %s is located in: %s\n", nd->name, nd->path );
  8281. }
  8282. break;
  8283. }
  8284. break;
  8285. case BL_HOM:
  8286. {
  8287. struct homun_data *hd = (struct homun_data*)bl;
  8288. if (vd)
  8289. hd->vd = vd;
  8290. else
  8291. ShowError("status_set_viewdata (HOMUNCULUS): No view data for class %d\n", class_);
  8292. }
  8293. break;
  8294. case BL_MER:
  8295. {
  8296. s_mercenary_data *md = (s_mercenary_data*)bl;
  8297. if (vd)
  8298. md->vd = vd;
  8299. else
  8300. ShowError("status_set_viewdata (MERCENARY): No view data for class %d\n", class_);
  8301. }
  8302. break;
  8303. case BL_ELEM:
  8304. {
  8305. s_elemental_data *ed = (s_elemental_data*)bl;
  8306. if (vd)
  8307. ed->vd = vd;
  8308. else
  8309. ShowError("status_set_viewdata (ELEMENTAL): No view data for class %d\n", class_);
  8310. }
  8311. break;
  8312. }
  8313. }
  8314. /**
  8315. * Get status change data of an object
  8316. * @param bl: Object whose sc data to get [PC|MOB|HOM|MER|ELEM|NPC]
  8317. * @return status change data structure bl->sc
  8318. */
  8319. status_change *status_get_sc(struct block_list *bl)
  8320. {
  8321. if( bl )
  8322. switch (bl->type) {
  8323. case BL_PC: return &((TBL_PC*)bl)->sc;
  8324. case BL_MOB: return &((TBL_MOB*)bl)->sc;
  8325. case BL_NPC: return &((TBL_NPC*)bl)->sc;
  8326. case BL_HOM: return &((TBL_HOM*)bl)->sc;
  8327. case BL_MER: return &((TBL_MER*)bl)->sc;
  8328. case BL_ELEM: return &((TBL_ELEM*)bl)->sc;
  8329. }
  8330. return NULL;
  8331. }
  8332. /**
  8333. * Initiate (memset) the status change data of an object
  8334. * @param bl: Object whose sc data to memset [PC|MOB|HOM|MER|ELEM|NPC]
  8335. */
  8336. void status_change_init(struct block_list *bl)
  8337. {
  8338. status_change *sc = status_get_sc(bl);
  8339. nullpo_retv(sc);
  8340. memset(sc, 0, sizeof (status_change));
  8341. sc->lastEffect = SC_NONE;
  8342. sc->lastEffectTimer = INVALID_TIMER;
  8343. }
  8344. /*========================================== [Playtester]
  8345. * Returns the interval for status changes that iterate multiple times
  8346. * through the timer (e.g. those that deal damage in regular intervals)
  8347. * @param type: Status change (SC_*)
  8348. *------------------------------------------*/
  8349. static int status_get_sc_interval(enum sc_type type)
  8350. {
  8351. switch (type) {
  8352. case SC_POISON:
  8353. case SC_LEECHESEND:
  8354. case SC_DPOISON:
  8355. case SC_DEATHHURT:
  8356. case SC_GRADUAL_GRAVITY:
  8357. case SC_KILLING_AURA:
  8358. case SC_BOSSMAPINFO:
  8359. return 1000;
  8360. case SC_BURNING:
  8361. case SC_PYREXIA:
  8362. return 3000;
  8363. case SC_MAGICMUSHROOM:
  8364. return 4000;
  8365. case SC_STONE:
  8366. return 5000;
  8367. case SC_BLEEDING:
  8368. case SC_TOXIN:
  8369. return 10000;
  8370. case SC_HELLS_PLANT:
  8371. return 333;
  8372. case SC_SHIELDSPELL_HP:
  8373. return 3000;
  8374. case SC_SHIELDSPELL_SP:
  8375. return 5000;
  8376. default:
  8377. break;
  8378. }
  8379. return 0;
  8380. }
  8381. /**
  8382. * Applies SC defense to a given status change
  8383. * This function also determines whether or not the status change will be applied
  8384. * @param src: Source of the status change [PC|MOB|HOM|MER|ELEM|NPC]
  8385. * @param bl: Target of the status change
  8386. * @param type: Status change (SC_*)
  8387. * @param rate: Initial percentage rate of affecting bl (0~10000)
  8388. * @param tick: Initial duration that the status change affects bl
  8389. * @param flag: Value which determines what parts to calculate. See e_status_change_start_flags
  8390. * @return adjusted duration based on flag values
  8391. */
  8392. t_tick status_get_sc_def(struct block_list *src, struct block_list *bl, enum sc_type type, int rate, t_tick tick, unsigned char flag)
  8393. {
  8394. /// Resistance rate: 10000 = 100%
  8395. /// Example: 50% (5000) -> sc_def = 5000 -> 25%;
  8396. /// 5000ms -> tick_def = 5000 -> 2500ms
  8397. int sc_def = 0, tick_def = -1; // -1 = use sc_def
  8398. /// Fixed resistance value (after rate calculation)
  8399. /// Example: 25% (2500) -> sc_def2 = 2000 -> 5%;
  8400. /// 2500ms -> tick_def2=2000 -> 500ms
  8401. int sc_def2 = 0, tick_def2 = 0;
  8402. struct status_data *status, *status_src;
  8403. status_change *sc;
  8404. map_session_data *sd;
  8405. nullpo_ret(bl);
  8406. if (src == NULL)
  8407. return tick?tick:1; // This should not happen in current implementation, but leave it anyway
  8408. // Skills (magic type) that are blocked by Golden Thief Bug card or Wand of Hermod
  8409. if (status_isimmune(bl)) {
  8410. std::shared_ptr<s_skill_db> skill = skill_db.find(battle_getcurrentskill(src));
  8411. if (skill == nullptr) // Check for ground-type skills using the status when a player moves through units
  8412. skill = skill_db.find(status_db.getSkill(type));
  8413. if (skill != nullptr && skill->skill_type == BF_MAGIC && // Basic magic skill
  8414. !skill->inf2[INF2_IGNOREGTB] && // Specific skill to bypass
  8415. ((skill->inf == INF_ATTACK_SKILL || skill->inf == INF_GROUND_SKILL || skill->inf == INF_SUPPORT_SKILL) || // Target skills should get blocked even when cast on self
  8416. (skill->inf == INF_SELF_SKILL && src != bl))) // Self skills should get blocked on all targets except self
  8417. return 0;
  8418. }
  8419. sd = BL_CAST(BL_PC,bl);
  8420. status = status_get_status_data(bl);
  8421. status_src = status_get_status_data(src);
  8422. sc = status_get_sc(bl);
  8423. if( sc && !sc->count )
  8424. sc = NULL;
  8425. #ifdef RENEWAL
  8426. uint16 levelAdv = (static_cast<uint16>(pow(max(0, status_get_lv(src) - status_get_lv(bl)), 2)) / 5) * 100;
  8427. #endif
  8428. switch (type) {
  8429. case SC_POISON:
  8430. case SC_DPOISON:
  8431. #ifndef RENEWAL
  8432. sc_def = status->vit*100;
  8433. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  8434. if (sd) {
  8435. // For players: 60000 - 450*vit - 100*luk
  8436. tick_def = status->vit*75;
  8437. tick_def2 = status->luk*100;
  8438. } else {
  8439. // For monsters: 30000 - 200*vit
  8440. tick /= 2;
  8441. tick_def = (status->vit*200)/3;
  8442. }
  8443. #else
  8444. sc_def = status->vit * 100 - levelAdv;
  8445. tick_def2 = -2000;
  8446. #endif
  8447. break;
  8448. case SC_STUN:
  8449. #ifndef RENEWAL
  8450. sc_def = status->vit*100;
  8451. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  8452. tick_def2 = status->luk*10;
  8453. #else
  8454. sc_def = status->vit * 100 - levelAdv;
  8455. tick_def2 = -500;
  8456. #endif
  8457. break;
  8458. case SC_SILENCE:
  8459. #ifndef RENEWAL
  8460. sc_def = status->vit*100;
  8461. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  8462. tick_def2 = status->luk*10;
  8463. #else
  8464. sc_def = status->int_ * 100 - levelAdv;
  8465. tick_def2 = -2000;
  8466. #endif
  8467. break;
  8468. case SC_BLEEDING:
  8469. #ifndef RENEWAL
  8470. sc_def = status->vit*100;
  8471. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  8472. tick_def2 = status->luk*10;
  8473. #else
  8474. sc_def = status->agi * 100 - levelAdv;
  8475. tick_def2 = -12000;
  8476. #endif
  8477. break;
  8478. case SC_SLEEP:
  8479. #ifndef RENEWAL
  8480. sc_def = status->int_*100;
  8481. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  8482. tick_def2 = status->luk*10;
  8483. #else
  8484. sc_def = status->agi * 100 - levelAdv;
  8485. tick_def2 = -2000;
  8486. #endif
  8487. break;
  8488. case SC_STONEWAIT:
  8489. #ifndef RENEWAL
  8490. sc_def = status->mdef*100;
  8491. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  8492. tick_def = 0; // No duration reduction
  8493. #else
  8494. sc_def = status->mdef * 100 - levelAdv;
  8495. tick_def2 = -3000;
  8496. #endif
  8497. break;
  8498. case SC_FREEZE:
  8499. #ifndef RENEWAL
  8500. sc_def = status->mdef*100;
  8501. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  8502. tick_def2 = status_src->luk*-10; // Caster can increase final duration with luk
  8503. #else
  8504. sc_def = status->mdef * 100 - levelAdv;
  8505. tick_def2 = -3000;
  8506. #endif
  8507. break;
  8508. case SC_CURSE:
  8509. // Special property: immunity when luk is zero
  8510. if (status->luk == 0)
  8511. return 0;
  8512. #ifndef RENEWAL
  8513. sc_def = status->luk*100;
  8514. sc_def2 = status->luk*10 - status_get_lv(src)*10; // Curse only has a level penalty and no resistance
  8515. tick_def = status->vit*100;
  8516. tick_def2 = status->luk*10;
  8517. #else
  8518. sc_def = status->luk * 100 - levelAdv;
  8519. tick_def2 = -2000;
  8520. #endif
  8521. break;
  8522. case SC_BLIND:
  8523. #ifndef RENEWAL
  8524. sc_def = (status->vit + status->int_)*50;
  8525. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  8526. tick_def2 = status->luk*10;
  8527. #else
  8528. sc_def = status->int_ * 100 - levelAdv;
  8529. tick_def2 = -2000;
  8530. #endif
  8531. break;
  8532. case SC_CONFUSION:
  8533. #ifndef RENEWAL
  8534. sc_def = (status->str + status->int_)*50;
  8535. sc_def2 = status_get_lv(src)*10 - status_get_lv(bl)*10 - status->luk*10; // Reversed sc_def2
  8536. tick_def2 = status->luk*10;
  8537. #else
  8538. sc_def = status->luk * 100 - levelAdv;
  8539. tick_def2 = -2000;
  8540. #endif
  8541. break;
  8542. case SC_DECREASEAGI:
  8543. if (sd)
  8544. tick /= 2; // Half duration for players.
  8545. sc_def2 = status->mdef*100;
  8546. break;
  8547. case SC_ANKLE:
  8548. if(status_has_mode(status,MD_STATUSIMMUNE)) // Lasts 5 times less on bosses
  8549. tick /= 5;
  8550. sc_def = status->agi*50;
  8551. break;
  8552. case SC_JOINTBEAT:
  8553. tick_def2 = 1000 * ((status->luk / 2 + status->agi / 5) / 2); // (50 * LUK / 100 + 20 * AGI / 100) / 2
  8554. break;
  8555. case SC_DEEPSLEEP:
  8556. tick_def2 = status_get_base_status(bl)->int_ * 25 + status_get_lv(bl) * 50;
  8557. break;
  8558. case SC_NETHERWORLD:
  8559. // Resistance: {(Target's Base Level / 50) + (Target's Job Level / 10)} seconds
  8560. tick_def2 = status_get_lv(bl) * 20 + (sd ? sd->status.job_level : 1) * 100;
  8561. break;
  8562. case SC_MARSHOFABYSS:
  8563. // 5 second (Fixed) + 25 second - {( INT + LUK ) / 20 second }
  8564. tick_def2 = (status->int_ + status->luk)*50;
  8565. break;
  8566. case SC_STASIS:
  8567. // 10 second (fixed) + { Stasis Skill level * 10 - (Target's VIT + DEX) / 20 }
  8568. tick_def2 = (status->vit + status->dex) * 50;
  8569. break;
  8570. case SC_WHITEIMPRISON:
  8571. if( src == bl ) // 100% on caster
  8572. break;
  8573. sc_def = status->str * 20 + status_get_lv(bl) * 20 + status->luk * 10;
  8574. tick_def2 = -2000;
  8575. break;
  8576. case SC_FEAR:
  8577. sc_def = status->int_ * 20 + status_get_lv(bl) * 20 + status->luk * 10;
  8578. tick_def2 = -4000; // 2 seconds is applied twice on Aegis
  8579. break;
  8580. case SC_BURNING:
  8581. sc_def = status->agi * 20 + status_get_lv(bl) * 20 + status->luk * 10;
  8582. tick_def2 = -2000;
  8583. break;
  8584. case SC_FREEZING:
  8585. tick_def2 = (status->vit + status->dex) * 50;
  8586. break;
  8587. case SC_OBLIVIONCURSE: // 100% - (100 - 0.8 x INT)
  8588. sc_def = status->int_ * 80;
  8589. sc_def = max(sc_def, 500); // minimum of 5% resist
  8590. tick_def = 0;
  8591. tick_def2 = (status->vit + status->luk) * 500;
  8592. break;
  8593. case SC_TOXIN:
  8594. case SC_PARALYSE:
  8595. case SC_VENOMBLEED:
  8596. case SC_MAGICMUSHROOM:
  8597. case SC_DEATHHURT:
  8598. case SC_PYREXIA:
  8599. case SC_LEECHESEND:
  8600. tick_def2 = (status->vit + status->luk) * 500;
  8601. break;
  8602. case SC_BITE: // {(Base Success chance) - (Target's AGI / 4)}
  8603. sc_def2 = status->agi*25;
  8604. break;
  8605. case SC_ELECTRICSHOCKER:
  8606. tick_def2 = (status->vit + status->agi) * 70;
  8607. break;
  8608. case SC_CRYSTALIZE:
  8609. tick_def2 = status_get_base_status(bl)->vit * 100;
  8610. break;
  8611. case SC_VACUUM_EXTREME:
  8612. tick_def2 = (sd ? sd->status.str : status_get_base_status(bl)->str) * 50;
  8613. break;
  8614. case SC_KYOUGAKU:
  8615. tick_def2 = 30*status->int_;
  8616. break;
  8617. case SC_PARALYSIS:
  8618. tick_def2 = (status->vit + status->luk)*50;
  8619. break;
  8620. case SC_VOICEOFSIREN:
  8621. // Resistance: {(Target's Base Level / 10) + (Target's Job Level / 5)} seconds
  8622. tick_def2 = status_get_lv(bl) * 100 + (sd ? sd->status.job_level : 1) * 200;
  8623. break;
  8624. case SC_B_TRAP:
  8625. tick_def = (sd ? sd->status.str : status_get_base_status(bl)->str) * 50; //! TODO: Figure out reduction formula
  8626. break;
  8627. case SC_NORECOVER_STATE:
  8628. tick_def2 = status->luk * 100;
  8629. break;
  8630. default:
  8631. // Effect that cannot be reduced? Likely a buff.
  8632. if (!(rnd()%10000 < rate))
  8633. return 0;
  8634. return tick ? tick : 1;
  8635. }
  8636. if (sd) {
  8637. if (battle_config.pc_sc_def_rate != 100) {
  8638. sc_def = sc_def*battle_config.pc_sc_def_rate/100;
  8639. sc_def2 = sc_def2*battle_config.pc_sc_def_rate/100;
  8640. }
  8641. sc_def = cap_value(sc_def, 0, battle_config.pc_max_sc_def*100);
  8642. sc_def2 = cap_value(sc_def2, 0, battle_config.pc_max_sc_def*100);
  8643. if (battle_config.pc_sc_def_rate != 100) {
  8644. tick_def = tick_def*battle_config.pc_sc_def_rate/100;
  8645. tick_def2 = tick_def2*battle_config.pc_sc_def_rate/100;
  8646. }
  8647. } else {
  8648. if (battle_config.mob_sc_def_rate != 100) {
  8649. sc_def = sc_def*battle_config.mob_sc_def_rate/100;
  8650. sc_def2 = sc_def2*battle_config.mob_sc_def_rate/100;
  8651. }
  8652. sc_def = cap_value(sc_def, 0, battle_config.mob_max_sc_def*100);
  8653. sc_def2 = cap_value(sc_def2, 0, battle_config.mob_max_sc_def*100);
  8654. if (battle_config.mob_sc_def_rate != 100) {
  8655. tick_def = tick_def*battle_config.mob_sc_def_rate/100;
  8656. tick_def2 = tick_def2*battle_config.mob_sc_def_rate/100;
  8657. }
  8658. }
  8659. if (sc) {
  8660. if (sc->getSCE(SC_SCRESIST))
  8661. sc_def += sc->getSCE(SC_SCRESIST)->val1*100; // Status resist
  8662. #ifdef RENEWAL
  8663. else if (sc->getSCE(SC_SIEGFRIED) && (type == SC_BLIND || type == SC_STONE || type == SC_FREEZE || type == SC_STUN || type == SC_CURSE || type == SC_SLEEP || type == SC_SILENCE))
  8664. sc_def += sc->getSCE(SC_SIEGFRIED)->val3 * 100; // Status resistance.
  8665. #else
  8666. else if (sc->getSCE(SC_SIEGFRIED))
  8667. sc_def += sc->getSCE(SC_SIEGFRIED)->val3*100; // Status resistance.
  8668. #endif
  8669. else if (sc->getSCE(SC_LEECHESEND) && sc->getSCE(SC_LEECHESEND)->val3 == 0) {
  8670. switch (type) {
  8671. case SC_BLIND:
  8672. case SC_STUN:
  8673. return 0; // Immune
  8674. }
  8675. } else if (sc->getSCE(SC_OBLIVIONCURSE) && sc->getSCE(SC_OBLIVIONCURSE)->val3 == 0) {
  8676. switch (type) {
  8677. case SC_SILENCE:
  8678. case SC_CURSE:
  8679. return 0; // Immune
  8680. }
  8681. }
  8682. }
  8683. // When tick def not set, reduction is the same for both.
  8684. if(tick_def == -1)
  8685. tick_def = sc_def;
  8686. // Natural resistance
  8687. if (!(flag&SCSTART_NORATEDEF)) {
  8688. rate -= rate*sc_def/10000;
  8689. rate -= sc_def2;
  8690. // Item resistance (only applies to rate%)
  8691. if (sd) {
  8692. for (const auto &it : sd->reseff) {
  8693. if (it.id == type)
  8694. rate -= rate * it.val / 10000;
  8695. }
  8696. if (sd->sc.getSCE(SC_COMMONSC_RESIST) && SC_COMMON_MIN <= type && type <= SC_COMMON_MAX)
  8697. rate -= rate*sd->sc.getSCE(SC_COMMONSC_RESIST)->val1/100;
  8698. }
  8699. // Aegis accuracy
  8700. if(rate > 0 && rate%10 != 0) rate += (10 - rate%10);
  8701. }
  8702. std::shared_ptr<s_status_change_db> scdb = status_db.find(type);
  8703. // Cap minimum rate
  8704. rate = max(rate, scdb->min_rate);
  8705. if (rate < 10000 && (rate <= 0 || !(rnd()%10000 < rate)))
  8706. return 0;
  8707. // Duration cannot be reduced
  8708. if (flag&SCSTART_NOTICKDEF)
  8709. return i64max(tick, scdb->min_duration);
  8710. tick -= tick*tick_def/10000;
  8711. #ifdef RENEWAL
  8712. // Renewal applies item resistance also to duration
  8713. if (sd) {
  8714. for (const auto &it : sd->reseff) {
  8715. if (it.id == type)
  8716. tick -= tick * it.val / 10000;
  8717. }
  8718. if (sd->sc.getSCE(SC_COMMONSC_RESIST) && SC_COMMON_MIN <= type && type <= SC_COMMON_MAX)
  8719. tick -= tick * sd->sc.getSCE(SC_COMMONSC_RESIST)->val1 / 100;
  8720. }
  8721. #endif
  8722. tick -= tick_def2;
  8723. return i64max(tick, scdb->min_duration);
  8724. }
  8725. /**
  8726. * Applies SC effect
  8727. * @param bl: Source to apply effect
  8728. * @param type: Status change (SC_*)
  8729. * @param dval1~3: Depends on type of status change
  8730. * Author: Ind
  8731. */
  8732. void status_display_add(struct block_list *bl, enum sc_type type, int dval1, int dval2, int dval3) {
  8733. struct eri *eri;
  8734. struct sc_display_entry **sc_display;
  8735. struct sc_display_entry ***sc_display_ptr;
  8736. struct sc_display_entry *entry;
  8737. int i;
  8738. unsigned char sc_display_count;
  8739. unsigned char *sc_display_count_ptr;
  8740. nullpo_retv(bl);
  8741. switch( bl->type ){
  8742. case BL_PC: {
  8743. map_session_data* sd = (map_session_data*)bl;
  8744. sc_display_ptr = &sd->sc_display;
  8745. sc_display_count_ptr = &sd->sc_display_count;
  8746. eri = pc_sc_display_ers;
  8747. }
  8748. break;
  8749. case BL_NPC: {
  8750. struct npc_data* nd = (struct npc_data*)bl;
  8751. sc_display_ptr = &nd->sc_display;
  8752. sc_display_count_ptr = &nd->sc_display_count;
  8753. eri = npc_sc_display_ers;
  8754. }
  8755. break;
  8756. default:
  8757. return;
  8758. }
  8759. sc_display = *sc_display_ptr;
  8760. sc_display_count = *sc_display_count_ptr;
  8761. ARR_FIND(0, sc_display_count, i, sc_display[i]->type == type);
  8762. if( i != sc_display_count ) {
  8763. sc_display[i]->val1 = dval1;
  8764. sc_display[i]->val2 = dval2;
  8765. sc_display[i]->val3 = dval3;
  8766. return;
  8767. }
  8768. entry = ers_alloc(eri, struct sc_display_entry);
  8769. entry->type = type;
  8770. entry->val1 = dval1;
  8771. entry->val2 = dval2;
  8772. entry->val3 = dval3;
  8773. RECREATE(sc_display, struct sc_display_entry *, ++sc_display_count);
  8774. sc_display[sc_display_count - 1] = entry;
  8775. *sc_display_ptr = sc_display;
  8776. *sc_display_count_ptr = sc_display_count;
  8777. }
  8778. /**
  8779. * Removes SC effect
  8780. * @param bl: Source to remove effect
  8781. * @param type: Status change (SC_*)
  8782. * Author: Ind
  8783. */
  8784. void status_display_remove(struct block_list *bl, enum sc_type type) {
  8785. struct eri *eri;
  8786. struct sc_display_entry **sc_display;
  8787. struct sc_display_entry ***sc_display_ptr;
  8788. int i;
  8789. unsigned char sc_display_count;
  8790. unsigned char *sc_display_count_ptr;
  8791. nullpo_retv(bl);
  8792. switch( bl->type ){
  8793. case BL_PC: {
  8794. map_session_data* sd = (map_session_data*)bl;
  8795. sc_display_ptr = &sd->sc_display;
  8796. sc_display_count_ptr = &sd->sc_display_count;
  8797. eri = pc_sc_display_ers;
  8798. }
  8799. break;
  8800. case BL_NPC: {
  8801. struct npc_data* nd = (struct npc_data*)bl;
  8802. sc_display_ptr = &nd->sc_display;
  8803. sc_display_count_ptr = &nd->sc_display_count;
  8804. eri = npc_sc_display_ers;
  8805. }
  8806. break;
  8807. default:
  8808. return;
  8809. }
  8810. sc_display = *sc_display_ptr;
  8811. sc_display_count = *sc_display_count_ptr;
  8812. ARR_FIND(0, sc_display_count, i, sc_display[i]->type == type);
  8813. if( i != sc_display_count ) {
  8814. int cursor;
  8815. ers_free(eri, sc_display[i]);
  8816. sc_display[i] = NULL;
  8817. /* The all-mighty compact-o-matic */
  8818. for( i = 0, cursor = 0; i < sc_display_count; i++ ) {
  8819. if( sc_display[i] == NULL )
  8820. continue;
  8821. if( i != cursor )
  8822. sc_display[cursor] = sc_display[i];
  8823. cursor++;
  8824. }
  8825. if( !(sc_display_count = cursor) ) {
  8826. aFree(sc_display);
  8827. sc_display = NULL;
  8828. }
  8829. *sc_display_ptr = sc_display;
  8830. *sc_display_count_ptr = sc_display_count;
  8831. }
  8832. }
  8833. /**
  8834. * Applies SC defense to a given status change
  8835. * This function also determines whether or not the status change will be applied
  8836. * @param src: Source of the status change [PC|MOB|HOM|MER|ELEM|NPC]
  8837. * @param bl: Target of the status change (See: enum sc_type)
  8838. * @param type: Status change (SC_*)
  8839. * @param rate: Initial percentage rate of affecting bl (0~10000)
  8840. * @param val1~4: Depends on type of status change
  8841. * @param duration: Initial duration that the status change affects bl
  8842. * @param flag: Value which determines what parts to calculate. See e_status_change_start_flags
  8843. * @param delay: Delay in milliseconds before the SC is applied
  8844. * @return adjusted duration based on flag values
  8845. */
  8846. int status_change_start(struct block_list* src, struct block_list* bl,enum sc_type type,int rate,int val1,int val2,int val3,int val4,t_tick duration,unsigned char flag, int32 delay) {
  8847. map_session_data *sd = NULL;
  8848. status_change* sc;
  8849. struct status_change_entry* sce;
  8850. struct status_data *status;
  8851. struct view_data *vd;
  8852. int undead_flag, tick_time = 0;
  8853. bool sc_isnew = true;
  8854. std::shared_ptr<s_status_change_db> scdb = status_db.find(type);
  8855. nullpo_ret(bl);
  8856. sc = status_get_sc(bl);
  8857. status = status_get_status_data(bl);
  8858. if( !scdb ) {
  8859. ShowError("status_change_start: Invalid status change (%d)!\n", type);
  8860. return 0;
  8861. }
  8862. if( !sc )
  8863. return 0; // Unable to receive status changes
  8864. 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
  8865. return 0;
  8866. if (status_change_isDisabledOnMap(type, map_getmapdata(bl->m)))
  8867. return 0;
  8868. if (sc->getSCE(SC_GRAVITYCONTROL))
  8869. return 0; // !TODO: Confirm what statuses/conditions (if not all) are blocked.
  8870. // Uncomment to prevent status adding hp to gvg mob (like bloodylust=hp*3 etc...
  8871. // if (bl->type == BL_MOB)
  8872. // if (util::vector_exists(status_get_race2(bl), RC2_GVG) && status_sc2scb_flag(type)&SCB_MAXHP) return 0;
  8873. // Fail if Madogear is active
  8874. if (sc->option&OPTION_MADOGEAR && flag&SCSTART_NOAVOID && scdb->flag[SCF_FAILEDMADO])
  8875. return 0;
  8876. // Check for Boss resistances
  8877. if(status->mode&MD_STATUSIMMUNE && !(flag&SCSTART_NOAVOID) && scdb->flag[SCF_BOSSRESIST])
  8878. return 0;
  8879. // Check for MVP resistance
  8880. if(status->mode&MD_MVP && !(flag&SCSTART_NOAVOID) && scdb->flag[SCF_MVPRESIST])
  8881. return 0;
  8882. // End the SCs from the list and immediately return
  8883. // If anything in this list is removed, the rest is ignored.
  8884. if (!scdb->endreturn.empty()) {
  8885. bool isRemoved = false;
  8886. for (const auto &it : scdb->endreturn) {
  8887. sc_type rem_sc = it;
  8888. if (sc->getSCE(rem_sc)) {
  8889. status_change_end(bl, rem_sc);
  8890. isRemoved = true;
  8891. }
  8892. }
  8893. if (isRemoved) // Something was removed, don't give the status
  8894. return 1; // Return 1 so that sc_start can be checked as success
  8895. }
  8896. // Check failing SCs from list
  8897. if (!scdb->fail.empty()) {
  8898. for (const auto &it : scdb->fail) {
  8899. // Don't let OPT1 that have RemoveOnDamaged start a new effect in the same attack.
  8900. if (sc->getSCE(it) || sc->lastEffect == it)
  8901. return 0;
  8902. }
  8903. }
  8904. // Adjust tick according to status resistances
  8905. if( !(flag&(SCSTART_NOAVOID|SCSTART_LOADED)) ) {
  8906. duration = status_get_sc_def(src, bl, type, rate, duration, flag);
  8907. if( !duration )
  8908. return 0;
  8909. }
  8910. int tick = (int)duration;
  8911. sd = BL_CAST(BL_PC, bl);
  8912. vd = status_get_viewdata(bl);
  8913. undead_flag = battle_check_undead(status->race,status->def_ele);
  8914. // Check for immunities / sc fails
  8915. switch (type) {
  8916. case SC_VACUUM_EXTREME:
  8917. if (sc && sc->getSCE(SC_VACUUM_EXTREME_POSTDELAY) && sc->getSCE(SC_VACUUM_EXTREME_POSTDELAY)->val2 == val2) // Ignore post delay from other vacuum (this will make stack effect enabled)
  8918. return 0;
  8919. break;
  8920. case SC_STONE:
  8921. case SC_STONEWAIT:
  8922. case SC_FREEZE:
  8923. // Undead are immune to Freeze/Stone
  8924. if (undead_flag && !(flag&SCSTART_NOAVOID))
  8925. return 0;
  8926. break;
  8927. case SC_BURNING:
  8928. // Level 2 Fire Element is immune
  8929. if (status->def_ele == ELE_FIRE && status->ele_lv == 2)
  8930. return 0;
  8931. break;
  8932. case SC_ALL_RIDING:
  8933. if( !sd || sc->option&(OPTION_RIDING|OPTION_DRAGON|OPTION_WUG|OPTION_MADOGEAR) )
  8934. return 0;
  8935. break;
  8936. case SC_SIGNUMCRUCIS:
  8937. // Only affects demons and undead element (but not players)
  8938. if((!undead_flag && status->race!=RC_DEMON) || bl->type == BL_PC)
  8939. return 0;
  8940. break;
  8941. case SC_KYRIE:
  8942. case SC_TUNAPARTY:
  8943. if (bl->type == BL_MOB)
  8944. return 0;
  8945. break;
  8946. case SC_ADRENALINE:
  8947. if(sd && !pc_check_weapontype(sd,skill_get_weapontype(BS_ADRENALINE)))
  8948. return 0;
  8949. break;
  8950. case SC_ADRENALINE2:
  8951. if(sd && !pc_check_weapontype(sd,skill_get_weapontype(BS_ADRENALINE2)))
  8952. return 0;
  8953. break;
  8954. case SC_CLOAKING:
  8955. // Avoid cloaking with no wall and low skill level. [Skotlex]
  8956. // Due to the cloaking card, we have to check the wall versus to known
  8957. // skill level rather than the used one. [Skotlex]
  8958. // if (sd && val1 < 3 && skill_check_cloaking(bl,NULL))
  8959. if( sd && pc_checkskill(sd, AS_CLOAKING) < 3 && !skill_check_cloaking(bl,NULL) )
  8960. return 0;
  8961. break;
  8962. case SC_MODECHANGE: {
  8963. int32 mode;
  8964. struct status_data *bstatus = status_get_base_status(bl);
  8965. if (!bstatus) return 0;
  8966. if (sc->getSCE(type)) { // Pile up with previous values.
  8967. if (!val2) val2 = sc->getSCE(type)->val2;
  8968. val3 |= sc->getSCE(type)->val3;
  8969. val4 |= sc->getSCE(type)->val4;
  8970. }
  8971. mode = val2 ? ((val2&~MD_MASK) | val2) : bstatus->mode; // Base mode
  8972. if (val4) mode = static_cast<e_mode>(mode&~val4); // Del mode
  8973. if (val3) mode = static_cast<e_mode>(mode | val3); // Add mode
  8974. if (mode == bstatus->mode) { // No change.
  8975. if (sc->getSCE(type)) // Abort previous status
  8976. return status_change_end(bl, type);
  8977. return 0;
  8978. }
  8979. }
  8980. break;
  8981. // Strip skills, need to divest something or it fails.
  8982. case SC_STRIPWEAPON:
  8983. if (val2 == 1)
  8984. val2 = 0; // Brandish Spear/Bowling Bash effet. Do not take weapon off.
  8985. else if (sd && !(flag&SCSTART_LOADED)) { // Apply sc anyway if loading saved sc_data
  8986. short i;
  8987. uint8 successFlag = 0;
  8988. if(sd->bonus.unstripable_equip&EQP_WEAPON)
  8989. return 0;
  8990. i = sd->equip_index[EQI_HAND_L];
  8991. if (i>=0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_WEAPON) {
  8992. successFlag|=1;
  8993. pc_unequipitem(sd,i,3); // Left-hand weapon
  8994. }
  8995. i = sd->equip_index[EQI_HAND_R];
  8996. if (i>=0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_WEAPON) {
  8997. successFlag|=2;
  8998. pc_unequipitem(sd,i,3);
  8999. }
  9000. if (!successFlag) return 0;
  9001. }
  9002. if (tick == 1) return 1; // Minimal duration: Only strip without causing the SC
  9003. break;
  9004. case SC_STRIPSHIELD:
  9005. if( val2 == 1 ) val2 = 0; // GX effect. Do not take shield off..
  9006. else
  9007. if (sd && !(flag&SCSTART_LOADED)) {
  9008. short i;
  9009. if(sd->bonus.unstripable_equip&EQP_SHIELD)
  9010. return 0;
  9011. i = sd->equip_index[EQI_HAND_L];
  9012. if ( i < 0 || !sd->inventory_data[i] || sd->inventory_data[i]->type != IT_ARMOR )
  9013. return 0;
  9014. pc_unequipitem(sd,i,3);
  9015. }
  9016. if (tick == 1) return 1; // Minimal duration: Only strip without causing the SC
  9017. break;
  9018. case SC_STRIPARMOR:
  9019. if (sd && !(flag&SCSTART_LOADED)) {
  9020. short i;
  9021. if(sd->bonus.unstripable_equip&EQP_ARMOR)
  9022. return 0;
  9023. i = sd->equip_index[EQI_ARMOR];
  9024. if ( i < 0 || !sd->inventory_data[i] )
  9025. return 0;
  9026. pc_unequipitem(sd,i,3);
  9027. }
  9028. if (tick == 1) return 1; // Minimal duration: Only strip without causing the SC
  9029. break;
  9030. case SC_STRIPHELM:
  9031. if (sd && !(flag&SCSTART_LOADED)) {
  9032. short i;
  9033. if(sd->bonus.unstripable_equip&EQP_HELM)
  9034. return 0;
  9035. i = sd->equip_index[EQI_HEAD_TOP];
  9036. if ( i < 0 || !sd->inventory_data[i] )
  9037. return 0;
  9038. pc_unequipitem(sd,i,3);
  9039. }
  9040. if (tick == 1) return 1; // Minimal duration: Only strip without causing the SC
  9041. break;
  9042. case SC_SHADOW_STRIP:
  9043. if (sd && !(flag&SCSTART_LOADED)) {
  9044. if (sd->bonus.unstripable_equip&EQP_SHADOW_GEAR)
  9045. return 0;
  9046. bool successFlag = false;
  9047. for( int i = EQI_SHADOW_ARMOR; i <= EQI_SHADOW_ACC_L; i++ ){
  9048. int index = sd->equip_index[i];
  9049. if( index >= 0 && sd->inventory_data[index] != nullptr ){
  9050. pc_unequipitem( sd, index, 3 );
  9051. successFlag = true;
  9052. }
  9053. }
  9054. if (!successFlag)
  9055. return 0;
  9056. }
  9057. if (tick == 1)
  9058. return 1;
  9059. break;
  9060. case SC_MERC_FLEEUP:
  9061. case SC_MERC_ATKUP:
  9062. case SC_MERC_HPUP:
  9063. case SC_MERC_SPUP:
  9064. case SC_MERC_HITUP:
  9065. if( bl->type != BL_MER )
  9066. return 0; // Stats only for Mercenaries
  9067. break;
  9068. case SC_STRFOOD:
  9069. if (sc->getSCE(SC_FOOD_STR_CASH) && sc->getSCE(SC_FOOD_STR_CASH)->val1 > val1)
  9070. return 0;
  9071. break;
  9072. case SC_AGIFOOD:
  9073. if (sc->getSCE(SC_FOOD_AGI_CASH) && sc->getSCE(SC_FOOD_AGI_CASH)->val1 > val1)
  9074. return 0;
  9075. break;
  9076. case SC_VITFOOD:
  9077. if (sc->getSCE(SC_FOOD_VIT_CASH) && sc->getSCE(SC_FOOD_VIT_CASH)->val1 > val1)
  9078. return 0;
  9079. break;
  9080. case SC_INTFOOD:
  9081. if (sc->getSCE(SC_FOOD_INT_CASH) && sc->getSCE(SC_FOOD_INT_CASH)->val1 > val1)
  9082. return 0;
  9083. break;
  9084. case SC_DEXFOOD:
  9085. if (sc->getSCE(SC_FOOD_DEX_CASH) && sc->getSCE(SC_FOOD_DEX_CASH)->val1 > val1)
  9086. return 0;
  9087. break;
  9088. case SC_LUKFOOD:
  9089. if (sc->getSCE(SC_FOOD_LUK_CASH) && sc->getSCE(SC_FOOD_LUK_CASH)->val1 > val1)
  9090. return 0;
  9091. break;
  9092. case SC_FOOD_STR_CASH:
  9093. if (sc->getSCE(SC_STRFOOD) && sc->getSCE(SC_STRFOOD)->val1 > val1)
  9094. return 0;
  9095. break;
  9096. case SC_FOOD_AGI_CASH:
  9097. if (sc->getSCE(SC_AGIFOOD) && sc->getSCE(SC_AGIFOOD)->val1 > val1)
  9098. return 0;
  9099. break;
  9100. case SC_FOOD_VIT_CASH:
  9101. if (sc->getSCE(SC_VITFOOD) && sc->getSCE(SC_VITFOOD)->val1 > val1)
  9102. return 0;
  9103. break;
  9104. case SC_FOOD_INT_CASH:
  9105. if (sc->getSCE(SC_INTFOOD) && sc->getSCE(SC_INTFOOD)->val1 > val1)
  9106. return 0;
  9107. break;
  9108. case SC_FOOD_DEX_CASH:
  9109. if (sc->getSCE(SC_DEXFOOD) && sc->getSCE(SC_DEXFOOD)->val1 > val1)
  9110. return 0;
  9111. break;
  9112. case SC_FOOD_LUK_CASH:
  9113. if (sc->getSCE(SC_LUKFOOD) && sc->getSCE(SC_LUKFOOD)->val1 > val1)
  9114. return 0;
  9115. break;
  9116. case SC_CAMOUFLAGE:
  9117. if( sd && pc_checkskill(sd, RA_CAMOUFLAGE) < 3 && !skill_check_camouflage(bl,NULL) )
  9118. return 0;
  9119. break;
  9120. case SC__STRIPACCESSORY:
  9121. if( sd ) {
  9122. short i = -1;
  9123. if( !(sd->bonus.unstripable_equip&EQP_ACC_L) ) {
  9124. i = sd->equip_index[EQI_ACC_L];
  9125. if( i >= 0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_ARMOR )
  9126. pc_unequipitem(sd,i,3); // Left-Accessory
  9127. }
  9128. if( !(sd->bonus.unstripable_equip&EQP_ACC_R) ) {
  9129. i = sd->equip_index[EQI_ACC_R];
  9130. if( i >= 0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_ARMOR )
  9131. pc_unequipitem(sd,i,3); // Right-Accessory
  9132. }
  9133. if( i < 0 )
  9134. return 0;
  9135. }
  9136. if (tick == 1) return 1; // Minimal duration: Only strip without causing the SC
  9137. break;
  9138. case SC_C_MARKER:
  9139. if (src == bl)
  9140. return 0;
  9141. else {
  9142. status_change *tsc = status_get_sc(bl);
  9143. // Failed if the target is already marked and the new marker that isn't same marker
  9144. if (tsc && tsc->getSCE(type) && tsc->getSCE(type)->val2 != src->id)
  9145. return 0;
  9146. }
  9147. break;
  9148. case SC_MADNESSCANCEL:
  9149. if (sc->getSCE(type)) { // Toggle the status but still consume requirements.
  9150. status_change_end(bl, type);
  9151. return 0;
  9152. }
  9153. break;
  9154. case SC_TOXIN:
  9155. case SC_PARALYSE:
  9156. case SC_VENOMBLEED:
  9157. case SC_MAGICMUSHROOM:
  9158. case SC_DEATHHURT:
  9159. case SC_PYREXIA:
  9160. case SC_OBLIVIONCURSE:
  9161. case SC_LEECHESEND:
  9162. if (val3 == 0) // Don't display icon on self
  9163. flag |= SCSTART_NOICON;
  9164. for (int32 i = SC_TOXIN; i <= SC_LEECHESEND; i++) {
  9165. if (sc->getSCE(i) && sc->getSCE(i)->val3 == 1) // It doesn't stack or even renew on the target
  9166. return 0;
  9167. else if (sc->getSCE(i) && sc->getSCE(i)->val3 == 0)
  9168. status_change_end(bl, static_cast<sc_type>(i)); // End the bonus part on the caster
  9169. }
  9170. break;
  9171. case SC_SPIRIT:
  9172. if( sd ){
  9173. uint64 target_class = 0;
  9174. uint64 mask = MAPID_UPPERMASK;
  9175. switch( val2 ){
  9176. case SL_ALCHEMIST:
  9177. target_class = MAPID_ALCHEMIST;
  9178. break;
  9179. case SL_ASSASIN:
  9180. target_class = MAPID_ASSASSIN;
  9181. break;
  9182. case SL_BARDDANCER:
  9183. target_class = MAPID_BARDDANCER;
  9184. break;
  9185. case SL_BLACKSMITH:
  9186. target_class = MAPID_BLACKSMITH;
  9187. break;
  9188. case SL_CRUSADER:
  9189. target_class = MAPID_CRUSADER;
  9190. break;
  9191. case SL_HUNTER:
  9192. target_class = MAPID_HUNTER;
  9193. break;
  9194. case SL_KNIGHT:
  9195. target_class = MAPID_KNIGHT;
  9196. break;
  9197. case SL_MONK:
  9198. target_class = MAPID_MONK;
  9199. break;
  9200. case SL_PRIEST:
  9201. target_class = MAPID_PRIEST;
  9202. break;
  9203. case SL_ROGUE:
  9204. target_class = MAPID_ROGUE;
  9205. break;
  9206. case SL_SAGE:
  9207. target_class = MAPID_SAGE;
  9208. break;
  9209. case SL_SOULLINKER:
  9210. target_class = MAPID_SOUL_LINKER;
  9211. break;
  9212. case SL_STAR:
  9213. target_class = MAPID_STAR_GLADIATOR;
  9214. break;
  9215. case SL_SUPERNOVICE:
  9216. target_class = MAPID_SUPER_NOVICE;
  9217. break;
  9218. case SL_WIZARD:
  9219. target_class = MAPID_WIZARD;
  9220. break;
  9221. case SL_HIGH:
  9222. if( sd->status.base_level >= 70 ){
  9223. return 0;
  9224. }
  9225. switch (sd->class_) {
  9226. case MAPID_SWORDMAN_HIGH:
  9227. case MAPID_MAGE_HIGH:
  9228. case MAPID_ARCHER_HIGH:
  9229. case MAPID_ACOLYTE_HIGH:
  9230. case MAPID_MERCHANT_HIGH:
  9231. case MAPID_THIEF_HIGH:
  9232. // Only these classes are allowed.
  9233. break;
  9234. default:
  9235. return 0;
  9236. }
  9237. // Set these to pass the check below.
  9238. mask = sd->class_;
  9239. target_class = sd->class_;
  9240. break;
  9241. default:
  9242. ShowError( "Unknown skill id %d for SC_SPIRIT.\n", val2 );
  9243. return 0;
  9244. }
  9245. if( ( sd->class_ & mask ) != target_class ){
  9246. return 0;
  9247. }
  9248. }else{
  9249. // Status change is only applicable for players
  9250. return 0;
  9251. }
  9252. break;
  9253. case SC_SOULGOLEM:
  9254. case SC_SOULSHADOW:
  9255. case SC_SOULFALCON:
  9256. case SC_SOULFAIRY:
  9257. if( sd == nullptr ){
  9258. // Status change is only applicable for players
  9259. return 0;
  9260. }
  9261. break;
  9262. }
  9263. // Check for OPT1 stacking
  9264. if (sc->opt1 > OPT1_NONE && scdb->opt1 > OPT1_NONE) {
  9265. for (const auto &status_it : status_db) {
  9266. sc_type opt1_type = status_it.second->type;
  9267. if (sc->getSCE(opt1_type) && status_it.second->opt1 > OPT1_NONE)
  9268. status_change_end(bl, opt1_type);
  9269. }
  9270. }
  9271. // Before overlapping fail, one must check for status cured.
  9272. std::vector<sc_type> endlist;
  9273. if (type == SC_BERSERK && val3 == SC__BLOODYLUST) //There is some reasons that using SC_BERSERK first before SC__BLOODYLUST itself on Akinari's fix
  9274. endlist = status_db.getEndOnStart(SC__BLOODYLUST);
  9275. else
  9276. endlist = scdb->endonstart;
  9277. // End the SCs from the list
  9278. if (!endlist.empty()) {
  9279. for (const auto &it : endlist) {
  9280. sc_type rem_sc = it;
  9281. if (sc->getSCE(rem_sc)) {
  9282. switch (rem_sc) {
  9283. case SC_BERSERK:
  9284. case SC_SATURDAYNIGHTFEVER:
  9285. sc->getSCE(rem_sc)->val2 = 0; // Mark to not lose hp
  9286. [[fallthrough]];
  9287. default:
  9288. status_change_end(bl, rem_sc);
  9289. break;
  9290. }
  9291. }
  9292. }
  9293. }
  9294. // List of hardcoded status cured.
  9295. switch (type) {
  9296. case SC_BLESSING:
  9297. if (bl->type == BL_PC) {
  9298. // Remove Curse first, Stone is only removed if the target is not cursed
  9299. if (sc->getSCE(SC_CURSE)) {
  9300. status_change_end(bl, SC_CURSE);
  9301. return 1; // End Curse and do not give stat boost
  9302. } else if (sc->getSCE(SC_STONE)) {
  9303. status_change_end(bl, SC_STONE);
  9304. return 1; // End Stone and do not give stat boost
  9305. }
  9306. }
  9307. if(sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_HIGH)
  9308. status_change_end(bl, SC_SPIRIT);
  9309. break;
  9310. case SC_INCREASEAGI:
  9311. if(sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_HIGH)
  9312. status_change_end(bl, SC_SPIRIT);
  9313. break;
  9314. case SC_DELUGE:
  9315. if (sc->getSCE(SC_FOGWALL) && sc->getSCE(SC_BLIND))
  9316. status_change_end(bl, SC_BLIND);
  9317. break;
  9318. case SC_SILENCE:
  9319. if (sc->getSCE(SC_GOSPEL) && sc->getSCE(SC_GOSPEL)->val4 == BCT_SELF)
  9320. status_change_end(bl, SC_GOSPEL);
  9321. break;
  9322. case SC_IMPOSITIO:
  9323. if (sc->getSCE(SC_IMPOSITIO) && sc->getSCE(SC_IMPOSITIO)->val1 > val1) //Replace higher level effect for lower.
  9324. status_change_end(bl,SC_IMPOSITIO);
  9325. break;
  9326. case SC_ENDURE:
  9327. if (sd && sd->special_state.no_walk_delay)
  9328. return 1;
  9329. break;
  9330. case SC_MADOGEAR:
  9331. status_db.removeByStatusFlag(bl, { SCF_MADOCANCEL });
  9332. if (sd)
  9333. pc_bonus_script_clear(sd, BSF_REM_ON_MADOGEAR);
  9334. break;
  9335. default:
  9336. break;
  9337. }
  9338. // Check for overlapping fails
  9339. if( (sce = sc->getSCE(type)) ) {
  9340. switch( type ) {
  9341. case SC_MERC_FLEEUP:
  9342. case SC_MERC_ATKUP:
  9343. case SC_MERC_HPUP:
  9344. case SC_MERC_SPUP:
  9345. case SC_MERC_HITUP:
  9346. if( sce->val1 > val1 )
  9347. val1 = sce->val1;
  9348. break;
  9349. case SC_ADRENALINE:
  9350. case SC_ADRENALINE2:
  9351. case SC_WEAPONPERFECTION:
  9352. case SC_OVERTHRUST:
  9353. if (sce->val2 > val2)
  9354. return 0;
  9355. break;
  9356. case SC_GOSPEL:
  9357. // Must not override a casting gospel char.
  9358. if(sce->val4 == BCT_SELF)
  9359. return 0;
  9360. if(sce->val1 > val1)
  9361. return 1;
  9362. break;
  9363. case SC_ENDURE:
  9364. if(sce->val4 && !val4)
  9365. return 1; // Don't let you override infinite endure.
  9366. if(sce->val1 > val1)
  9367. return 1;
  9368. break;
  9369. case SC_JAILED:
  9370. // When a player is already jailed, do not edit the jail data.
  9371. val2 = sce->val2;
  9372. val3 = sce->val3;
  9373. val4 = sce->val4;
  9374. break;
  9375. case SC_SHAPESHIFT:
  9376. case SC_PROPERTYWALK:
  9377. break;
  9378. case SC_LEADERSHIP:
  9379. case SC_GLORYWOUNDS:
  9380. case SC_SOULCOLD:
  9381. case SC_HAWKEYES:
  9382. if( sce->val4 && !val4 ) // You cannot override master guild aura
  9383. return 0;
  9384. break;
  9385. case SC_JOINTBEAT:
  9386. if (sc && sc->getSCE(type)->val2 & BREAK_NECK)
  9387. return 0; // BREAK_NECK cannot be stacked with new breaks until the status is over.
  9388. val2 |= sce->val2; // Stackable ailments
  9389. [[fallthrough]];
  9390. default:
  9391. if (scdb->flag[SCF_OVERLAPIGNORELEVEL])
  9392. break;
  9393. if(sce->val1 > val1)
  9394. return 1; // Return true to not mess up skill animations. [Skotlex]
  9395. }
  9396. }
  9397. vd = status_get_viewdata(bl);
  9398. std::bitset<SCB_MAX> calc_flag = scdb->calc_flag;
  9399. if(!(flag&SCSTART_LOADED)) // &4 - Do not parse val settings when loading SCs
  9400. switch(type)
  9401. {
  9402. /* Permanent effects */
  9403. case SC_AETERNA:
  9404. case SC_MODECHANGE:
  9405. case SC_WEIGHT50:
  9406. case SC_WEIGHT90:
  9407. case SC_BROKENWEAPON:
  9408. case SC_BROKENARMOR:
  9409. case SC_READYSTORM:
  9410. case SC_READYDOWN:
  9411. case SC_READYCOUNTER:
  9412. case SC_READYTURN:
  9413. case SC_DODGE:
  9414. case SC_PUSH_CART:
  9415. case SC_SPRITEMABLE:
  9416. case SC_CLAN_INFO:
  9417. case SC_DAILYSENDMAILCNT:
  9418. case SC_SOULATTACK:
  9419. tick = INFINITE_TICK;
  9420. break;
  9421. case SC_KEEPING:
  9422. case SC_BARRIER: {
  9423. unit_data *ud = unit_bl2ud(bl);
  9424. if (ud)
  9425. ud->attackabletime = ud->canact_tick = ud->canmove_tick = gettick() + tick;
  9426. }
  9427. break;
  9428. case SC_DECREASEAGI:
  9429. case SC_INCREASEAGI:
  9430. case SC_ADORAMUS:
  9431. if (type == SC_ADORAMUS) {
  9432. // 1000% base chance to blind, but still can be resisted
  9433. sc_start(src, bl, SC_BLIND, 1000, val1, skill_get_time(scdb->skill_id, val1));
  9434. if (sc->getSCE(SC_ADORAMUS))
  9435. return 0; //Adoramus can't refresh itself, but it can cause blind again
  9436. }
  9437. val2 = 2 + val1; // Agi change
  9438. break;
  9439. case SC_ENDURE:
  9440. val2 = 7; // Hit-count [Celest]
  9441. if( !(flag&SCSTART_NOAVOID) && (bl->type&(BL_PC|BL_MER)) && !map_flag_gvg2(bl->m) && !map_getmapflag(bl->m, MF_BATTLEGROUND) && !val4 ) {
  9442. map_session_data *tsd;
  9443. if( sd ) {
  9444. int i;
  9445. for( i = 0; i < MAX_DEVOTION; i++ ) {
  9446. if( sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) )
  9447. status_change_start(src,&tsd->bl, type, 10000, val1, val2, val3, val4, tick, SCSTART_NOAVOID|SCSTART_NOICON);
  9448. }
  9449. }
  9450. else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) )
  9451. status_change_start(src,&tsd->bl, type, 10000, val1, val2, val3, val4, tick, SCSTART_NOAVOID|SCSTART_NOICON);
  9452. }
  9453. if( val4 )
  9454. tick = INFINITE_TICK;
  9455. break;
  9456. case SC_AUTOBERSERK:
  9457. if (status->hp < status->max_hp / 4 &&
  9458. (!sc->getSCE(SC_PROVOKE) || sc->getSCE(SC_PROVOKE)->val4==0))
  9459. sc_start4(src,bl,SC_PROVOKE,100,10,0,0,1,60000);
  9460. tick = INFINITE_TICK;
  9461. break;
  9462. case SC_SIGNUMCRUCIS:
  9463. val2 = 10 + 4*val1; // Def reduction
  9464. tick = INFINITE_TICK;
  9465. clif_emotion(bl, ET_SWEAT);
  9466. break;
  9467. case SC_MAXIMIZEPOWER:
  9468. tick_time = val2 = tick>0?tick:60000;
  9469. tick = INFINITE_TICK; // Duration sent to the client should be infinite
  9470. break;
  9471. case SC_EDP:
  9472. val2 = val1 + 2; // Chance to Poison enemies.
  9473. #ifndef RENEWAL
  9474. val3 = 50*(val1+1); // Damage increase (+50 +50*lv%)
  9475. #endif
  9476. if (sd) {
  9477. uint16 poison_level = pc_checkskill(sd, GC_RESEARCHNEWPOISON);
  9478. if (poison_level > 0) {
  9479. tick += 30000; // Base of 30 seconds
  9480. tick += poison_level * 15 * 1000; // Additional 15 seconds per level
  9481. }
  9482. }
  9483. break;
  9484. case SC_POISONREACT:
  9485. #ifdef RENEWAL
  9486. val2= (val1 + 1) / 2;
  9487. #else
  9488. val2=(val1+1)/2 + val1/10; // Number of counters [Skotlex]
  9489. #endif
  9490. val3=50; // + 5*val1; // Chance to counter. [Skotlex]
  9491. break;
  9492. case SC_MAGICROD:
  9493. val2 = val1*20; // SP gained
  9494. break;
  9495. case SC_KYRIE:
  9496. if( val4 ) { // Formulas for Praefatio
  9497. val2 = (status->max_hp * (val1 * 2 + 10) / 100) + val4 * 2; //%Max HP to absorb
  9498. val3 = 6 + val1; //Hits
  9499. } else { // Formulas for Kyrie Eleison
  9500. val2 = status->max_hp * (val1 * 2 + 10) / 100;
  9501. val3 = (val1 / 2 + 5);
  9502. }
  9503. break;
  9504. case SC_MAGICPOWER:
  9505. #ifdef RENEWAL
  9506. val3 = 5 * val1; // Matk% increase
  9507. #else
  9508. val2 = 1; // Lasts 1 invocation
  9509. val3 = 10 * val1; // Matk% increase
  9510. val4 = 0; // 0 = ready to be used, 1 = activated and running
  9511. #endif
  9512. break;
  9513. case SC_SACRIFICE:
  9514. val2 = 5; // Lasts 5 hits
  9515. tick = INFINITE_TICK;
  9516. break;
  9517. case SC_ENCPOISON:
  9518. val2= 250+50*val1; // Poisoning Chance (2.5+0.5%) in 1/10000 rate
  9519. break;
  9520. case SC_ELEMENTALCHANGE:
  9521. // val1 : Element Lvl (if called by skill lvl 1, takes random value between 1 and 4)
  9522. // val2 : Element (When no element, random one is picked)
  9523. // val3 : 0 = called by skill 1 = called by script (fixed level)
  9524. if( !val2 ) val2 = rnd()%ELE_ALL;
  9525. if( val1 == 1 && val3 == 0 )
  9526. val1 = 1 + rnd()%4;
  9527. else if( val1 > 4 )
  9528. val1 = 4; // Max Level
  9529. val3 = 0; // Not need to keep this info.
  9530. break;
  9531. case SC_PROVIDENCE:
  9532. val2 = val1*5; // Race/Ele resist
  9533. break;
  9534. case SC_REFLECTSHIELD:
  9535. val2 = 10+val1*3; // %Dmg reflected
  9536. // val4 used to mark if reflect shield is an inheritance bonus from Devotion
  9537. if( !(flag&SCSTART_NOAVOID) && (bl->type&(BL_PC|BL_MER)) ) {
  9538. map_session_data *tsd;
  9539. if( sd ) {
  9540. int i;
  9541. for( i = 0; i < MAX_DEVOTION; i++ ) {
  9542. if( sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) )
  9543. status_change_start(src,&tsd->bl, type, 10000, val1, val2, 0, 1, tick, SCSTART_NOAVOID|SCSTART_NOICON);
  9544. }
  9545. }
  9546. else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) )
  9547. status_change_start(src,&tsd->bl, type, 10000, val1, val2, 0, 1, tick, SCSTART_NOAVOID|SCSTART_NOICON);
  9548. }
  9549. break;
  9550. case SC_STRIPWEAPON:
  9551. if (!sd) // Watk reduction
  9552. val2 = 25;
  9553. break;
  9554. case SC_STRIPSHIELD:
  9555. if (!sd) // Def reduction
  9556. val2 = 15;
  9557. break;
  9558. case SC_STRIPARMOR:
  9559. if (!sd) // Vit reduction
  9560. val2 = 40;
  9561. break;
  9562. case SC_STRIPHELM:
  9563. if (!sd) // Int reduction
  9564. val2 = 40;
  9565. break;
  9566. case SC_AUTOSPELL:
  9567. // Val1 Skill LV of Autospell
  9568. // Val2 Skill ID to cast
  9569. // Val3 Max Lv to cast
  9570. #ifdef RENEWAL
  9571. val4 = val1 * 2; // Chance of casting
  9572. #else
  9573. val4 = 5 + val1*2; // Chance of casting
  9574. #endif
  9575. break;
  9576. case SC_VOLCANO:
  9577. {
  9578. int8 enchant_eff[] = { 10, 14, 17, 19, 20 }; // Enchant addition
  9579. uint8 i = max((val1-1)%5, 0);
  9580. #ifdef RENEWAL
  9581. val2 = 5 + val1 * 5; // ATK/MATK increase
  9582. #else
  9583. val2 = val1*10; // Watk increase
  9584. if (status->def_ele != ELE_FIRE)
  9585. val2 = 0;
  9586. #endif
  9587. val3 = enchant_eff[i];
  9588. }
  9589. break;
  9590. case SC_VIOLENTGALE:
  9591. {
  9592. int8 enchant_eff[] = { 10, 14, 17, 19, 20 }; // Enchant addition
  9593. uint8 i = max((val1-1)%5, 0);
  9594. val2 = val1*3; // Flee increase
  9595. #ifndef RENEWAL
  9596. if (status->def_ele != ELE_WIND)
  9597. val2 = 0;
  9598. #endif
  9599. val3 = enchant_eff[i];
  9600. }
  9601. break;
  9602. case SC_DELUGE:
  9603. {
  9604. int8 deluge_eff[] = { 5, 9, 12, 14, 15 }; // HP addition rate n/100
  9605. int8 enchant_eff[] = { 10, 14, 17, 19, 20 }; // Enchant addition
  9606. uint8 i = max((val1-1)%5, 0);
  9607. val2 = deluge_eff[i]; // HP increase
  9608. #ifndef RENEWAL
  9609. if (status->def_ele != ELE_WATER)
  9610. val2 = 0;
  9611. #endif
  9612. val3 = enchant_eff[i];
  9613. }
  9614. break;
  9615. case SC_SUITON:
  9616. if (!val2 || (sd && (sd->class_&MAPID_BASEMASK) == MAPID_NINJA)) {
  9617. // No penalties.
  9618. val2 = 0; // Agi penalty
  9619. val3 = 0; // Walk speed penalty
  9620. break;
  9621. }
  9622. val3 = 50;
  9623. val2 = 3*((val1+1)/3);
  9624. if (val1 > 4) val2--;
  9625. //Suiton is a special case, stop effect is forced and only happens when target enters it
  9626. if (!unit_blown_immune(bl, 0x1))
  9627. unit_stop_walking(bl, 9);
  9628. break;
  9629. case SC_ONEHAND:
  9630. case SC_TWOHANDQUICKEN:
  9631. val2 = 300;
  9632. if (val1 > 10) // For boss casted skills [Skotlex]
  9633. val2 += 20*(val1-10);
  9634. break;
  9635. case SC_MERC_QUICKEN:
  9636. val2 = 300;
  9637. break;
  9638. #ifndef RENEWAL_ASPD
  9639. case SC_SPEARQUICKEN:
  9640. val2 = 200+10*val1;
  9641. break;
  9642. #endif
  9643. case SC_DANCING:
  9644. // val1 : Skill ID + LV
  9645. // val2 : Skill Group of the Dance.
  9646. // val3 : Brings the skill_lv (merged into val1 here)
  9647. // val4 : Partner
  9648. if (val1 == CG_MOONLIT)
  9649. clif_status_change(bl,EFST_MOON,1,tick,0, 0, 0);
  9650. val1|= (val3<<16);
  9651. val3 = tick/1000; // Tick duration
  9652. tick_time = 1000; // [GodLesZ] tick time
  9653. break;
  9654. #ifndef RENEWAL
  9655. case SC_LONGING:
  9656. val2 = 500-100*val1; // Aspd penalty.
  9657. break;
  9658. #else
  9659. case SC_ENSEMBLEFATIGUE:
  9660. val2 = 30; // Speed and ASPD penalty
  9661. break;
  9662. case SC_RICHMANKIM:
  9663. val2 = 10 + 10 * val1; // Exp increase bonus
  9664. break;
  9665. case SC_DRUMBATTLE:
  9666. val2 = 15 + val1 * 5; // Atk increase
  9667. val3 = val1 * 15; // Def increase
  9668. break;
  9669. case SC_NIBELUNGEN:
  9670. val2 = rnd() % RINGNBL_MAX; // See e_nibelungen_status
  9671. break;
  9672. case SC_SIEGFRIED:
  9673. val2 = val1 * 3; // Elemental Resistance
  9674. val3 = val1 * 5; // Status ailment resistance
  9675. break;
  9676. case SC_WHISTLE:
  9677. val2 = 18 + 2 * val1; // Flee increase
  9678. val3 = (val1 + 1) / 2; // Perfect dodge increase
  9679. break;
  9680. case SC_ASSNCROS:
  9681. val2 = val1 < 10 ? val1 * 2 - 1 : 20; // ASPD increase
  9682. break;
  9683. case SC_POEMBRAGI:
  9684. val2 = 2 * val1; // Cast time reduction
  9685. val3 = 3 * val1; // After-cast delay reduction
  9686. break;
  9687. case SC_APPLEIDUN:
  9688. val2 = val1 < 10 ? 9 + val1 : 20; // HP rate increase
  9689. val3 = 2 * val1; // Potion recovery rate
  9690. break;
  9691. case SC_HUMMING:
  9692. val2 = 4 * val1; // Hit increase
  9693. break;
  9694. case SC_DONTFORGETME:
  9695. val2 = 1 + 30 * val1; // ASPD decrease
  9696. val3 = 5 + 2 * val1; // Movement speed adjustment.
  9697. break;
  9698. case SC_FORTUNE:
  9699. val2 = val1 * 10; // Critical increase
  9700. break;
  9701. case SC_SERVICE4U:
  9702. val2 = val1 < 10 ? 9 + val1 : 20; // MaxSP percent increase
  9703. val3 = 5 + val1; // SP cost reduction
  9704. break;
  9705. #endif
  9706. case SC_EXPLOSIONSPIRITS:
  9707. val2 = 75 + 25*val1; // Cri bonus
  9708. break;
  9709. case SC_ASPDPOTION0:
  9710. case SC_ASPDPOTION1:
  9711. case SC_ASPDPOTION2:
  9712. case SC_ASPDPOTION3:
  9713. val2 = 50*(2+type-SC_ASPDPOTION0);
  9714. break;
  9715. case SC_ATTHASTE_CASH:
  9716. val2 = 50*val1; // Just custom for pre-re
  9717. break;
  9718. case SC_NOCHAT:
  9719. // A hardcoded interval of 60 seconds is expected, as the time that SC_NOCHAT uses is defined by
  9720. // mmocharstatus.manner, each negative point results in 1 minute with this status activated.
  9721. // This is done this way because the message that the client displays is hardcoded, and only
  9722. // shows how many minutes are remaining. [Panikon]
  9723. tick = 60000;
  9724. val1 = battle_config.manner_system; // Mute filters.
  9725. if (sd) {
  9726. clif_changestatus(sd,SP_MANNER,sd->status.manner);
  9727. clif_updatestatus(sd,SP_MANNER);
  9728. }
  9729. break;
  9730. case SC_STONEWAIT:
  9731. val3 = max(1, tick - delay); // Petrify time
  9732. tick = delay;
  9733. break;
  9734. case SC_DPOISON:
  9735. // Lose 10/15% of your life as long as it doesn't brings life below 25%
  9736. if (status->hp > status->max_hp / 4) {
  9737. int diff = status->max_hp*(bl->type==BL_PC?10:15)/100;
  9738. if (status->hp - diff < status->max_hp / 4)
  9739. diff = status->hp - (status->max_hp / 4);
  9740. status_zap(bl, diff, 0);
  9741. }
  9742. [[fallthrough]];
  9743. case SC_STONE:
  9744. case SC_POISON:
  9745. case SC_BLEEDING:
  9746. case SC_BURNING:
  9747. case SC_KILLING_AURA:
  9748. tick_time = status_get_sc_interval(type);
  9749. val4 = tick - tick_time; // Remaining time
  9750. break;
  9751. case SC_TOXIN:
  9752. if (val3 == 1) // Target
  9753. tick_time = status_get_sc_interval(type);
  9754. else // Caster
  9755. tick_time = 1000;
  9756. val4 = tick - tick_time; // Remaining time
  9757. break;
  9758. case SC_DEATHHURT:
  9759. if (val3 == 1)
  9760. break;
  9761. tick_time = status_get_sc_interval(type);
  9762. val4 = tick - tick_time; // Remaining time
  9763. break;
  9764. case SC_LEECHESEND:
  9765. if (val3 == 0)
  9766. break;
  9767. tick_time = status_get_sc_interval(type);
  9768. val4 = tick - tick_time; // Remaining time
  9769. break;
  9770. case SC_PYREXIA:
  9771. if (val3 == 1) { // Target
  9772. // Causes blind for duration of pyrexia, unreducable and unavoidable, but can be healed with e.g. green potion
  9773. status_change_start(src, bl, SC_BLIND, 10000, val1, 0, 0, 0, tick, SCSTART_NOAVOID | SCSTART_NOTICKDEF | SCSTART_NORATEDEF);
  9774. tick_time = status_get_sc_interval(type);
  9775. val4 = tick - tick_time; // Remaining time
  9776. } else // Caster
  9777. val2 = 15; // CRIT % and ATK % increase
  9778. break;
  9779. case SC_VENOMBLEED:
  9780. if (val3 == 0) // Caster
  9781. val2 = 30; // Reflect damage % reduction
  9782. break;
  9783. case SC_MAGICMUSHROOM:
  9784. if (val3 == 1) { // Target
  9785. tick_time = status_get_sc_interval(type);
  9786. val4 = tick - tick_time; // Remaining time
  9787. } else // Caster
  9788. val2 = 10; // After-cast delay % reduction
  9789. break;
  9790. case SC_CONFUSION:
  9791. if (!val4)
  9792. clif_emotion(bl,ET_QUESTION);
  9793. break;
  9794. case SC_S_LIFEPOTION:
  9795. case SC_L_LIFEPOTION:
  9796. case SC_M_LIFEPOTION:
  9797. case SC_S_MANAPOTION:
  9798. case SC_G_LIFEPOTION:
  9799. if( val1 == 0 ) return 0;
  9800. // val1 = heal percent/amout
  9801. // val2 = seconds between heals
  9802. // val4 = total of heals
  9803. if( val2 < 1 ) val2 = 1;
  9804. if( (val4 = tick/(val2 * 1000)) < 1 )
  9805. val4 = 1;
  9806. tick_time = val2 * 1000; // [GodLesZ] tick time
  9807. break;
  9808. case SC_GRADUAL_GRAVITY:
  9809. val2 = 10 * val1;
  9810. tick_time = status_get_sc_interval(type);
  9811. val4 = tick - tick_time; // Remaining time
  9812. break;
  9813. case SC_ALL_STAT_DOWN:
  9814. val2 = 20 * val1;
  9815. if( val1 < skill_get_max( NPC_ALL_STAT_DOWN ) ){
  9816. val2 -= 10;
  9817. }
  9818. break;
  9819. case SC_DAMAGE_HEAL:
  9820. switch( val1 ){
  9821. case 1:
  9822. val2 = BF_WEAPON;
  9823. break;
  9824. case 2:
  9825. val2 = BF_MAGIC;
  9826. break;
  9827. case 3:
  9828. //TODO: Absorb MISC damage? Both WEAPON & MAGIC damage? Which is correct on level 3?
  9829. val2 = BF_MISC;
  9830. break;
  9831. }
  9832. break;
  9833. case SC_BOSSMAPINFO:
  9834. if( sd == nullptr ){
  9835. return 0;
  9836. }else{
  9837. // Search for Boss on this Map
  9838. mob_data* boss_md = map_getmob_boss( bl->m );
  9839. // No MVP on this map
  9840. if( boss_md == nullptr ){
  9841. clif_bossmapinfo( *sd, nullptr, BOSS_INFO_NOT );
  9842. return 0;
  9843. }
  9844. val1 = boss_md->bl.id;
  9845. tick_time = status_get_sc_interval( type );
  9846. val4 = tick - tick_time; // Remaining time
  9847. }
  9848. break;
  9849. case SC_HIDING:
  9850. val2 = tick/1000;
  9851. tick_time = 1000; // [GodLesZ] tick time
  9852. val3 = 0; // Unused, previously speed adjustment
  9853. val4 = val1+3; // Seconds before SP substraction happen.
  9854. break;
  9855. case SC_CHASEWALK:
  9856. val2 = tick>0?tick:10000; // Interval at which SP is drained.
  9857. val3 = 35 - 5 * val1; // Speed adjustment.
  9858. if (sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_ROGUE)
  9859. val3 -= 40;
  9860. val4 = 10+val1*2; // SP cost.
  9861. if (map_flag_gvg2(bl->m) || map_getmapflag(bl->m, MF_BATTLEGROUND)) val4 *= 5;
  9862. break;
  9863. case SC_CLOAKING:
  9864. if (!sd) // Monsters should be able to walk with no penalties. [Skotlex]
  9865. val1 = 10;
  9866. tick_time = val2 = tick>0?tick:60000; // SP consumption rate.
  9867. tick = INFINITE_TICK; // Duration sent to the client should be infinite
  9868. val3 = 0; // Unused, previously walk speed adjustment
  9869. // val4&1 signals the presence of a wall.
  9870. // val4&2 makes cloak not end on normal attacks [Skotlex]
  9871. // val4&4 makes cloak not end on using skills
  9872. if (bl->type == BL_PC || (bl->type == BL_MOB && ((TBL_MOB*)bl)->special_state.clone) ) // Standard cloaking.
  9873. val4 |= battle_config.pc_cloak_check_type&7;
  9874. else
  9875. val4 |= battle_config.monster_cloak_check_type&7;
  9876. break;
  9877. case SC_SIGHT: /* splash status */
  9878. case SC_RUWACH:
  9879. case SC_SIGHTBLASTER:
  9880. val3 = skill_get_splash(val2, val1); // Val2 should bring the skill-id.
  9881. val2 = tick/20;
  9882. tick_time = 20; // [GodLesZ] tick time
  9883. break;
  9884. case SC_AUTOGUARD:
  9885. if( !(flag&SCSTART_NOAVOID) ) {
  9886. map_session_data *tsd;
  9887. int i;
  9888. for( i = val2 = 0; i < val1; i++) {
  9889. int t = 5-(i / 2);
  9890. val2 += (t < 0)? 1:t;
  9891. }
  9892. if( bl->type&(BL_PC|BL_MER) ) {
  9893. if( sd ) {
  9894. for( i = 0; i < MAX_DEVOTION; i++ ) {
  9895. if( sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) )
  9896. status_change_start(src,&tsd->bl, type, 10000, val1, val2, 0, 0, tick, SCSTART_NOAVOID|SCSTART_NOICON);
  9897. }
  9898. }
  9899. else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) )
  9900. status_change_start(src,&tsd->bl, type, 10000, val1, val2, 0, 0, tick, SCSTART_NOAVOID|SCSTART_NOICON);
  9901. }
  9902. }
  9903. break;
  9904. case SC_DEFENDER:
  9905. if (!(flag&SCSTART_NOAVOID)) {
  9906. val2 = 5 + 15*val1; // Damage reduction
  9907. val3 = 0; // Unused, previously speed adjustment
  9908. val4 = 250 - 50*val1; // Aspd adjustment
  9909. if (sd) {
  9910. map_session_data *tsd;
  9911. int i;
  9912. for (i = 0; i < MAX_DEVOTION; i++) { // See if there are devoted characters, and pass the status to them. [Skotlex]
  9913. if (sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])))
  9914. status_change_start(src,&tsd->bl,type,10000,val1,val2,val3,val4,tick,SCSTART_NOAVOID);
  9915. }
  9916. }
  9917. }
  9918. break;
  9919. case SC_TENSIONRELAX:
  9920. if (sd) {
  9921. pc_setsit(sd);
  9922. skill_sit(sd, true);
  9923. clif_sitting(&sd->bl);
  9924. }
  9925. val2 = 12; // SP cost
  9926. tick_time = 10000; // Decrease at 10secs intervals.
  9927. val3 = tick / tick_time;
  9928. tick = INFINITE_TICK; // Duration sent to the client should be infinite
  9929. break;
  9930. case SC_PARRYING:
  9931. val2 = 20 + val1*3; // Block Chance
  9932. break;
  9933. case SC_WINDWALK:
  9934. val2 = (val1+1)/2; // Flee bonus is 1/1/2/2/3/3/4/4/5/5
  9935. break;
  9936. case SC_JOINTBEAT:
  9937. if( val2&BREAK_NECK )
  9938. sc_start2(src,bl,SC_BLEEDING,100,val1,val3,skill_get_time2(scdb->skill_id,val1));
  9939. break;
  9940. case SC_BERSERK:
  9941. if( val3 == SC__BLOODYLUST )
  9942. sc_start(src,bl,(sc_type)val3,100,val1,tick);
  9943. else
  9944. sc_start4(src,bl, SC_ENDURE, 100,10,0,0,1, tick);
  9945. // HP healing is performing after the calc_status call.
  9946. // Val2 holds HP penalty
  9947. if (!val4) val4 = skill_get_time2(scdb->skill_id,val1);
  9948. if (!val4) val4 = 10000; // Val4 holds damage interval
  9949. val3 = tick/val4; // val3 holds skill duration
  9950. tick_time = val4; // [GodLesZ] tick time
  9951. break;
  9952. case SC_GOSPEL:
  9953. if(val4 == BCT_SELF) { // Self effect
  9954. val2 = tick/10000;
  9955. tick_time = 10000; // [GodLesZ] tick time
  9956. status_change_clear_buffs(bl, SCCB_BUFFS|SCCB_DEBUFFS|SCCB_CHEM_PROTECT); // Remove buffs/debuffs
  9957. }
  9958. break;
  9959. case SC_MARIONETTE:
  9960. {
  9961. int stat;
  9962. val3 = 0;
  9963. val4 = 0;
  9964. stat = ( sd ? sd->status.str : status_get_base_status(bl)->str ) / 2; val3 |= cap_value(stat,0,0xFF)<<16;
  9965. stat = ( sd ? sd->status.agi : status_get_base_status(bl)->agi ) / 2; val3 |= cap_value(stat,0,0xFF)<<8;
  9966. stat = ( sd ? sd->status.vit : status_get_base_status(bl)->vit ) / 2; val3 |= cap_value(stat,0,0xFF);
  9967. stat = ( sd ? sd->status.int_: status_get_base_status(bl)->int_) / 2; val4 |= cap_value(stat,0,0xFF)<<16;
  9968. stat = ( sd ? sd->status.dex : status_get_base_status(bl)->dex ) / 2; val4 |= cap_value(stat,0,0xFF)<<8;
  9969. stat = ( sd ? sd->status.luk : status_get_base_status(bl)->luk ) / 2; val4 |= cap_value(stat,0,0xFF);
  9970. break;
  9971. }
  9972. case SC_MARIONETTE2:
  9973. {
  9974. int stat,max_stat;
  9975. // Fetch caster information
  9976. struct block_list *pbl = map_id2bl(val1);
  9977. status_change *psc = pbl?status_get_sc(pbl):NULL;
  9978. struct status_change_entry *psce = psc?psc->getSCE(SC_MARIONETTE):NULL;
  9979. // Fetch target's stats
  9980. struct status_data* status2 = status_get_status_data(bl); // Battle status
  9981. if (!psce)
  9982. return 0;
  9983. val3 = 0;
  9984. val4 = 0;
  9985. max_stat = battle_config.max_parameter; // Cap to 99 (default)
  9986. stat = (psce->val3 >>16)&0xFF; stat = min(stat, max_stat - status2->str ); val3 |= cap_value(stat,0,0xFF)<<16;
  9987. stat = (psce->val3 >> 8)&0xFF; stat = min(stat, max_stat - status2->agi ); val3 |= cap_value(stat,0,0xFF)<<8;
  9988. stat = (psce->val3 >> 0)&0xFF; stat = min(stat, max_stat - status2->vit ); val3 |= cap_value(stat,0,0xFF);
  9989. stat = (psce->val4 >>16)&0xFF; stat = min(stat, max_stat - status2->int_); val4 |= cap_value(stat,0,0xFF)<<16;
  9990. stat = (psce->val4 >> 8)&0xFF; stat = min(stat, max_stat - status2->dex ); val4 |= cap_value(stat,0,0xFF)<<8;
  9991. stat = (psce->val4 >> 0)&0xFF; stat = min(stat, max_stat - status2->luk ); val4 |= cap_value(stat,0,0xFF);
  9992. break;
  9993. }
  9994. case SC_SPIRIT:
  9995. //1st Transcendent Spirit works similar to Marionette Control
  9996. if(sd && val2 == SL_HIGH) {
  9997. int stat,max_stat;
  9998. struct status_data *status2 = status_get_base_status(bl);
  9999. val3 = 0;
  10000. val4 = 0;
  10001. max_stat = (status_get_lv(bl)-10<50)?status_get_lv(bl)-10:50;
  10002. stat = max(0, max_stat - status2->str); val3 |= cap_value(stat,0,0xFF)<<16;
  10003. stat = max(0, max_stat - status2->agi ); val3 |= cap_value(stat,0,0xFF)<<8;
  10004. stat = max(0, max_stat - status2->vit ); val3 |= cap_value(stat,0,0xFF);
  10005. stat = max(0, max_stat - status2->int_); val4 |= cap_value(stat,0,0xFF)<<16;
  10006. stat = max(0, max_stat - status2->dex ); val4 |= cap_value(stat,0,0xFF)<<8;
  10007. stat = max(0, max_stat - status2->luk ); val4 |= cap_value(stat,0,0xFF);
  10008. }
  10009. break;
  10010. case SC_REJECTSWORD:
  10011. val2 = 15*val1; // Reflect chance
  10012. val3 = 3; // Reflections
  10013. tick = INFINITE_TICK;
  10014. break;
  10015. case SC_MEMORIZE:
  10016. val2 = 5; // Memorized casts.
  10017. tick = INFINITE_TICK;
  10018. break;
  10019. #ifndef RENEWAL
  10020. case SC_GRAVITATION:
  10021. val2 = 50*val1; // aspd reduction
  10022. break;
  10023. #endif
  10024. case SC_REGENERATION:
  10025. if (val1 == 1)
  10026. val2 = 2;
  10027. else
  10028. val2 = val1; // HP Regerenation rate: 200% 200% 300%
  10029. val3 = val1; // SP Regeneration Rate: 100% 200% 300%
  10030. // If val4 comes set, this blocks regen rather than increase it.
  10031. break;
  10032. case SC_DEVOTION:
  10033. {
  10034. struct block_list *d_bl;
  10035. status_change *d_sc;
  10036. if( (d_bl = map_id2bl(val1)) && (d_sc = status_get_sc(d_bl)) && d_sc->count ) { // Inherits Status From Source
  10037. const enum sc_type types[] = { SC_AUTOGUARD, SC_DEFENDER, SC_REFLECTSHIELD, SC_ENDURE };
  10038. int i = (map_flag_gvg2(bl->m) || map_getmapflag(bl->m, MF_BATTLEGROUND))?2:3;
  10039. while( i >= 0 ) {
  10040. enum sc_type type2 = types[i];
  10041. if( d_sc->getSCE(type2) )
  10042. status_change_start(d_bl, bl, type2, 10000, d_sc->getSCE(type2)->val1, 0, 0, (type2 == SC_REFLECTSHIELD ? 1 : 0), skill_get_time(status_db.getSkill(type2),d_sc->getSCE(type2)->val1), (type2 == SC_DEFENDER) ? SCSTART_NOAVOID : SCSTART_NOAVOID|SCSTART_NOICON);
  10043. i--;
  10044. }
  10045. }
  10046. break;
  10047. }
  10048. case SC_COMA: // Coma. Sends a char to 1HP. If val2, do not zap sp
  10049. status_zap(bl, status->hp-1, val2?0:status->sp);
  10050. return 1;
  10051. break;
  10052. case SC_CLOSECONFINE2:
  10053. {
  10054. struct block_list *src2 = val2?map_id2bl(val2):NULL;
  10055. status_change *sc2 = src2?status_get_sc(src2):NULL;
  10056. struct status_change_entry *sce2 = sc2?sc2->getSCE(SC_CLOSECONFINE):NULL;
  10057. if (src2 && sc2) {
  10058. if (!sce2) { // Start lock on caster.
  10059. #ifdef RENEWAL
  10060. val3 = 50; // Flee increase
  10061. #else
  10062. val3 = 10; // Flee increase
  10063. #endif
  10064. sc_start4(src2,src2,SC_CLOSECONFINE,100,val1,1,val3,0,tick+1000);
  10065. } else { // Increase count of locked enemies and refresh time.
  10066. (sce2->val2)++;
  10067. delete_timer(sce2->timer, status_change_timer);
  10068. sce2->timer = add_timer(gettick()+tick+1000, status_change_timer, src2->id, SC_CLOSECONFINE);
  10069. }
  10070. } else // Status failed.
  10071. return 0;
  10072. }
  10073. break;
  10074. case SC_KAITE:
  10075. val2 = 1+val1/5; // Number of bounces: 1 + skill_lv/5
  10076. break;
  10077. case SC_KAUPE:
  10078. switch (val1) {
  10079. case 3: // 33*3 + 1 -> 100%
  10080. val2++;
  10081. [[fallthrough]];
  10082. case 1:
  10083. case 2: // 33, 66%
  10084. val2 += 33*val1;
  10085. val3 = 1; // Dodge 1 attack total.
  10086. break;
  10087. default: // Custom. For high level mob usage, higher level means more blocks. [Skotlex]
  10088. val2 = 100;
  10089. val3 = val1-2;
  10090. break;
  10091. }
  10092. break;
  10093. case SC_COMBO:
  10094. {
  10095. // val1: Skill ID
  10096. // val2: When given, target (for autotargetting skills)
  10097. // val3: When set, this combo time should NOT delay attack/movement
  10098. // val3: If set to 2 this combo will delay ONLY attack
  10099. // val3: TK: Last used kick
  10100. // val4: TK: Combo time
  10101. struct unit_data *ud = unit_bl2ud(bl);
  10102. if ( ud && (!val3 || val3 == 2) ) {
  10103. tick += 300 * battle_config.combo_delay_rate/100;
  10104. ud->attackabletime = gettick()+tick;
  10105. if( !val3 )
  10106. unit_set_walkdelay(bl, gettick(), tick, 1);
  10107. }
  10108. val3 = 0;
  10109. val4 = tick;
  10110. break;
  10111. }
  10112. case SC_EARTHSCROLL:
  10113. val2 = 11-val1; // Chance to consume: 11-skill_lv%
  10114. break;
  10115. case SC_RUN:
  10116. {
  10117. //Store time at which you started running.
  10118. t_tick currenttick = gettick();
  10119. // Note: this int64 value is stored in two separate int32 variables (FIXME)
  10120. val3 = (int)(currenttick & 0x00000000ffffffffLL);
  10121. val4 = (int)((currenttick & 0xffffffff00000000LL) >> 32);
  10122. tick = INFINITE_TICK;
  10123. break;
  10124. }
  10125. case SC_KAAHI:
  10126. val2 = 200*val1; // HP heal
  10127. val3 = 5*val1; // SP cost
  10128. break;
  10129. case SC_BLESSING:
  10130. if (bl->type == BL_PC || (!undead_flag && status->race != RC_DEMON))
  10131. val2 = val1;
  10132. else
  10133. val2 = 0; // 0 -> Half stat.
  10134. break;
  10135. case SC_TRICKDEAD:
  10136. if (vd) vd->dead_sit = 1;
  10137. tick = INFINITE_TICK;
  10138. break;
  10139. case SC_CONCENTRATE:
  10140. val2 = 2 + val1;
  10141. if (sd) { // Store the card-bonus data that should not count in the %
  10142. val3 = sd->indexed_bonus.param_bonus[1]; // Agi
  10143. val4 = sd->indexed_bonus.param_bonus[4]; // Dex
  10144. } else
  10145. val3 = val4 = 0;
  10146. break;
  10147. case SC_MAXOVERTHRUST:
  10148. val2 = 20*val1; // Power increase
  10149. break;
  10150. case SC_OVERTHRUST:
  10151. case SC_ADRENALINE2:
  10152. case SC_ADRENALINE:
  10153. case SC_WEAPONPERFECTION:
  10154. {
  10155. map_session_data * s_sd = BL_CAST(BL_PC, src);
  10156. if (type == SC_OVERTHRUST) {
  10157. // val2 holds if it was casted on self, or is bonus received from others
  10158. #ifdef RENEWAL
  10159. val3 = (val2) ? 5 * val1 : (val1 > 4) ? 15 : (val1 > 2) ? 10 : 5; // Power increase
  10160. #else
  10161. val3 = (val2) ? 5 * val1 : 5; // Power increase
  10162. #endif
  10163. }
  10164. else if (type == SC_ADRENALINE2 || type == SC_ADRENALINE) {
  10165. val3 = (val2) ? 300 : 200; // Aspd increase
  10166. }
  10167. if (s_sd && pc_checkskill(s_sd, BS_HILTBINDING) > 0)
  10168. tick += tick / 10; //If caster has Hilt Binding, duration increases by 10%
  10169. }
  10170. break;
  10171. case SC_CONCENTRATION:
  10172. #ifdef RENEWAL
  10173. val2 = 5 + val1 * 2; // Batk/Watk Increase
  10174. val4 = 5 + val1 * 2; // Def reduction
  10175. #else
  10176. val2 = 5*val1; // Batk/Watk Increase
  10177. val4 = 5*val1; // Def reduction
  10178. #endif
  10179. val3 = 10*val1; // Hit Increase
  10180. sc_start(src, bl, SC_ENDURE, 100, 1, tick); // Level 1 Endure effect
  10181. break;
  10182. case SC_ANGELUS:
  10183. val2 = 5*val1; // def increase
  10184. break;
  10185. case SC_IMPOSITIO:
  10186. val2 = 5*val1; // WATK/MATK increase
  10187. break;
  10188. case SC_MELTDOWN:
  10189. val2 = 100*val1; // Chance to break weapon
  10190. val3 = 70*val1; // Change to break armor
  10191. break;
  10192. case SC_TRUESIGHT:
  10193. val2 = 10*val1; // Critical increase
  10194. val3 = 3*val1; // Hit increase
  10195. break;
  10196. case SC_SUN_COMFORT:
  10197. val2 = (status_get_lv(bl) + status->dex + status->luk)/2; // def increase
  10198. break;
  10199. case SC_MOON_COMFORT:
  10200. val2 = (status_get_lv(bl) + status->dex + status->luk)/10; // flee increase
  10201. break;
  10202. case SC_STAR_COMFORT:
  10203. val2 = (status_get_lv(bl) + status->dex + status->luk); // Aspd increase
  10204. break;
  10205. case SC_QUAGMIRE:
  10206. val2 = (sd?5:10)*val1; // Agi/Dex decrease.
  10207. break;
  10208. // gs_something1 [Vicious]
  10209. case SC_GATLINGFEVER:
  10210. val2 = 20*val1; // Aspd increase
  10211. val3 = 20+10*val1; // Atk increase
  10212. val4 = 5*val1; // Flee decrease
  10213. break;
  10214. case SC_FLING:
  10215. if (bl->type == BL_PC)
  10216. val2 = 0; // No armor reduction to players.
  10217. else
  10218. val2 = 5*val1; // Def reduction
  10219. val3 = 5*val1; // Def2 reduction
  10220. break;
  10221. case SC_PROVOKE:
  10222. val2 = 2+3*val1; // Atk increase
  10223. val3 = 5+5*val1; // Def reduction.
  10224. // val4 signals autoprovoke.
  10225. break;
  10226. case SC_AVOID:
  10227. // val2 = 10*val1; // Speed change rate.
  10228. break;
  10229. case SC_DEFENCE:
  10230. #ifdef RENEWAL
  10231. val2 = 5 + (val1 * 5); // Vit bonus
  10232. #else
  10233. val2 = 2*val1; // Def bonus
  10234. #endif
  10235. break;
  10236. case SC_BLOODLUST:
  10237. val2 = 20+10*val1; // Atk rate change.
  10238. val3 = 3*val1; // Leech chance
  10239. val4 = 20; // Leech percent
  10240. break;
  10241. case SC_FLEET:
  10242. val2 = 30*val1; // Aspd change
  10243. val3 = 5+5*val1; // bAtk/wAtk rate change
  10244. break;
  10245. case SC_MINDBREAKER:
  10246. val2 = 20*val1; // matk increase.
  10247. val3 = 12*val1; // mdef2 reduction.
  10248. break;
  10249. case SC_JAILED:
  10250. // Val1 is duration in minutes. Use INT_MAX to specify 'unlimited' time.
  10251. if (sd) {
  10252. if (sd->mapindex != val2) {
  10253. int pos = (bl->x&0xFFFF)|(bl->y<<16), // Current Coordinates
  10254. map_idx = sd->mapindex; // Current Map
  10255. // 1. Place in Jail (val2 -> Jail Map, val3 -> x, val4 -> y
  10256. pc_setpos(sd,(unsigned short)val2,val3,val4, CLR_TELEPORT);
  10257. // 2. Set restore point (val3 -> return map, val4 return coords
  10258. val3 = map_idx;
  10259. val4 = pos;
  10260. } else if (!val3 || val3 == sd->mapindex) { // Use save point.
  10261. val3 = mapindex_name2id( sd->status.save_point.map );
  10262. val4 = (sd->status.save_point.x&0xFFFF)
  10263. |(sd->status.save_point.y<<16);
  10264. }
  10265. }
  10266. break;
  10267. case SC_UTSUSEMI:
  10268. val2=(val1+1)/2; // Number of hits blocked
  10269. val3=skill_get_blewcount(NJ_UTSUSEMI, val1); // knockback value.
  10270. break;
  10271. case SC_BUNSINJYUTSU:
  10272. val2=(val1+1)/2; // Number of hits blocked
  10273. break;
  10274. case SC_CHANGE:
  10275. val2= 30*val1; // Vit increase
  10276. val3= 20*val1; // Int increase
  10277. break;
  10278. case SC_SWOO:
  10279. if(status_has_mode(status,MD_STATUSIMMUNE))
  10280. tick /= 5; // !TODO: Reduce skill's duration. But for how long?
  10281. break;
  10282. case SC_ARMOR:
  10283. // NPC_DEFENDER:
  10284. val2 = 80; // Damage reduction
  10285. // Attack requirements to be blocked:
  10286. val3 = BF_LONG; // Range
  10287. val4 = BF_WEAPON|BF_MISC; // Type
  10288. break;
  10289. case SC_ENCHANTARMS:
  10290. // Make sure the received element is valid.
  10291. if (val1 >= ELE_ALL)
  10292. val1 = val1%ELE_ALL;
  10293. else if (val1 < 0)
  10294. val1 = rnd()%ELE_ALL;
  10295. break;
  10296. case SC_CRITICALWOUND:
  10297. // Level 1 ~ 5 & 6 ~ 10 has different duration
  10298. // Level 6 ~ 10 use effect of level 1 ~ 5
  10299. val1 = 1 + ((val1-1)%5);
  10300. val2 = 20*val1; // Heal effectiveness decrease
  10301. break;
  10302. case SC_MAGICMIRROR:
  10303. // Level 1 ~ 5 & 6 ~ 10 has different duration
  10304. // Level 6 ~ 10 use effect of level 1 ~ 5
  10305. val1 = 1 + ((val1-1)%5);
  10306. [[fallthrough]];
  10307. case SC_SLOWCAST:
  10308. val2 = 20*val1; // Magic reflection/cast rate
  10309. break;
  10310. case SC_ARMORCHANGE:
  10311. if (val2 == NPC_ANTIMAGIC) { // Boost mdef
  10312. val2 =-20;
  10313. val3 = 20;
  10314. } else { // Boost def
  10315. val2 = 20;
  10316. val3 =-20;
  10317. }
  10318. // Level 1 ~ 5 & 6 ~ 10 has different duration
  10319. // Level 6 ~ 10 use effect of level 1 ~ 5
  10320. val1 = 1 + ((val1-1)%5);
  10321. val2 *= val1; // 20% per level
  10322. val3 *= val1;
  10323. break;
  10324. case SC_EXPBOOST:
  10325. case SC_JEXPBOOST:
  10326. case SC_JP_EVENT04:
  10327. if (val1 < 0)
  10328. val1 = 0;
  10329. break;
  10330. case SC_INCFLEE2:
  10331. case SC_INCCRI:
  10332. val2 = val1*10; // Actual boost (since 100% = 1000)
  10333. break;
  10334. case SC_SUFFRAGIUM:
  10335. #ifdef RENEWAL
  10336. val2 = 5 + val1 * 5; // Speed cast decrease
  10337. #else
  10338. val2 = 15 * val1; // Speed cast decrease
  10339. #endif
  10340. break;
  10341. case SC_INCHEALRATE:
  10342. if (val1 < 1)
  10343. val1 = 1;
  10344. break;
  10345. case SC_DOUBLECAST:
  10346. val2 = 30+10*val1; // Trigger rate
  10347. break;
  10348. case SC_KAIZEL:
  10349. val2 = 10*val1; // % of life to be revived with
  10350. break;
  10351. // case SC_ARMOR_ELEMENT_WATER:
  10352. // case SC_ARMOR_ELEMENT_EARTH:
  10353. // case SC_ARMOR_ELEMENT_FIRE:
  10354. // case SC_ARMOR_ELEMENT_WIND:
  10355. // case SC_ARMOR_RESIST:
  10356. // Mod your resistance against elements:
  10357. // val1 = water | val2 = earth | val3 = fire | val4 = wind
  10358. // break;
  10359. // case ????:
  10360. // Place here SCs that have no SCB_* data, no skill associated, no ICON
  10361. // associated, and yet are not wrong/unknown. [Skotlex]
  10362. // break;
  10363. case SC_MERC_FLEEUP:
  10364. case SC_MERC_ATKUP:
  10365. case SC_MERC_HITUP:
  10366. val2 = 15 * val1;
  10367. break;
  10368. case SC_MERC_HPUP:
  10369. case SC_MERC_SPUP:
  10370. val2 = 5 * val1;
  10371. break;
  10372. case SC_REBIRTH:
  10373. val2 = 20*val1; // % of life to be revived with
  10374. break;
  10375. case SC_MANU_DEF:
  10376. case SC_MANU_ATK:
  10377. case SC_MANU_MATK:
  10378. val2 = 1; // Manuk group
  10379. break;
  10380. case SC_SPL_DEF:
  10381. case SC_SPL_ATK:
  10382. case SC_SPL_MATK:
  10383. val2 = 2; // Splendide group
  10384. break;
  10385. /* General */
  10386. case SC_FEAR:
  10387. status_change_start(src,bl,SC_ANKLE,10000,val1,0,0,0,2000,SCSTART_NOAVOID|SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  10388. break;
  10389. /* Rune Knight */
  10390. case SC_DEATHBOUND:
  10391. val2 = 500 + 100 * val1;
  10392. break;
  10393. case SC_STONEHARDSKIN:
  10394. if (!status_charge(bl, status->hp / 5, 0)) // 20% of HP
  10395. return 0;
  10396. if (sd)
  10397. val1 = sd->status.job_level * pc_checkskill(sd, RK_RUNEMASTERY) / 4; // DEF/MDEF Increase
  10398. break;
  10399. case SC_REFRESH:
  10400. status_heal(bl, status_get_max_hp(bl) * 25 / 100, 0, 1);
  10401. status_change_clear_buffs(bl, SCCB_REFRESH);
  10402. break;
  10403. case SC_MILLENNIUMSHIELD:
  10404. {
  10405. int8 chance = rnd()%100;
  10406. val2 = ((chance < 20) ? 4 : (chance < 50) ? 3 : 2); // Shield count
  10407. val3 = 1000; // Shield HP
  10408. clif_millenniumshield(bl, val2);
  10409. }
  10410. break;
  10411. case SC_ABUNDANCE:
  10412. val4 = tick / 10000;
  10413. tick_time = 10000; // [GodLesZ] tick time
  10414. break;
  10415. case SC_GIANTGROWTH:
  10416. val2 = 30; // Damage success rate and STR increase
  10417. break;
  10418. case SC_LUXANIMA:
  10419. val2 = 15; // Storm Blast success %
  10420. val3 = 30; // Damage/HP/SP % increase
  10421. break;
  10422. /* Arch Bishop */
  10423. case SC_RENOVATIO:
  10424. val4 = tick / 5000;
  10425. tick_time = 5000;
  10426. break;
  10427. case SC_SECRAMENT:
  10428. val2 = 10 * val1;
  10429. break;
  10430. case SC_VENOMIMPRESS:
  10431. val2 = 10 * val1;
  10432. break;
  10433. case SC_WEAPONBLOCKING:
  10434. val2 = 10 + 2 * val1; // Chance
  10435. val4 = tick / 5000;
  10436. tick_time = 5000; // [GodLesZ] tick time
  10437. break;
  10438. case SC_OBLIVIONCURSE:
  10439. if (val3 == 0)
  10440. break;
  10441. val4 = tick / 3000;
  10442. tick_time = 3000; // [GodLesZ] tick time
  10443. break;
  10444. case SC_CLOAKINGEXCEED:
  10445. val2 = (val1 + 1) / 2; // Hits
  10446. val3 = (val1 - 1) * 10; // Walk speed
  10447. if (bl->type == BL_PC)
  10448. val4 |= battle_config.pc_cloak_check_type&7;
  10449. else
  10450. val4 |= battle_config.monster_cloak_check_type&7;
  10451. tick_time = 1000; // [GodLesZ] tick time
  10452. break;
  10453. case SC_HALLUCINATIONWALK:
  10454. case SC_NPC_HALLUCINATIONWALK:
  10455. val2 = 50 * val1; // Evasion rate of physical attacks. Flee
  10456. val3 = 10 * val1; // Evasion rate of magical attacks.
  10457. break;
  10458. case SC_MARSHOFABYSS:
  10459. if( bl->type == BL_PC )
  10460. val2 = 3 * val1; // AGI and DEX Reduction
  10461. else // BL_MOB
  10462. val2 = 6 * val1; // AGI and DEX Reduction
  10463. val3 = 10 * val1; // Movement Speed Reduction
  10464. break;
  10465. case SC_FREEZE_SP:
  10466. // val2 = sp drain per 10 seconds
  10467. tick_time = 10000; // [GodLesZ] tick time
  10468. break;
  10469. case SC_SPHERE_1:
  10470. case SC_SPHERE_2:
  10471. case SC_SPHERE_3:
  10472. case SC_SPHERE_4:
  10473. case SC_SPHERE_5:
  10474. if( !sd )
  10475. return 0; // Should only work on players.
  10476. val4 = tick / 1000;
  10477. if( val4 < 1 )
  10478. val4 = 1;
  10479. tick_time = 1000; // [GodLesZ] tick time
  10480. break;
  10481. case SC_SHAPESHIFT:
  10482. switch( val1 ) {
  10483. case 1: val2 = ELE_FIRE; break;
  10484. case 2: val2 = ELE_EARTH; break;
  10485. case 3: val2 = ELE_WIND; break;
  10486. case 4: val2 = ELE_WATER; break;
  10487. }
  10488. break;
  10489. case SC_ELECTRICSHOCKER:
  10490. case SC_CRYSTALIZE:
  10491. val4 = tick / 1000;
  10492. if( val4 < 1 )
  10493. val4 = 1;
  10494. tick_time = 1000; // [GodLesZ] tick time
  10495. break;
  10496. case SC_MEIKYOUSISUI:
  10497. val2 = val1 * 2; // % HP each sec
  10498. val3 = val1; // % SP each sec
  10499. val4 = tick / 1000;
  10500. if( val4 < 1 )
  10501. val4 = 1;
  10502. tick_time = 1000;
  10503. break;
  10504. case SC_CAMOUFLAGE:
  10505. val4 = tick/1000;
  10506. tick_time = 1000; // [GodLesZ] tick time
  10507. break;
  10508. case SC_WUGDASH:
  10509. {
  10510. //Store time at which you started running.
  10511. t_tick currenttick = gettick();
  10512. // Note: this int64 value is stored in two separate int32 variables (FIXME)
  10513. val3 = (int)(currenttick&0x00000000ffffffffLL);
  10514. val4 = (int)((currenttick&0xffffffff00000000LL)>>32);
  10515. tick = INFINITE_TICK;
  10516. break;
  10517. }
  10518. case SC__SHADOWFORM:
  10519. {
  10520. map_session_data * s_sd = map_id2sd(val2);
  10521. if( s_sd )
  10522. s_sd->shadowform_id = bl->id;
  10523. val4 = tick / 1000;
  10524. tick_time = 1000; // [GodLesZ] tick time
  10525. }
  10526. break;
  10527. case SC__STRIPACCESSORY:
  10528. if (!sd)
  10529. val2 = 20;
  10530. break;
  10531. case SC__INVISIBILITY:
  10532. val2 = 50 - 10 * val1; // ASPD
  10533. val3 = 20 * val1; // CRITICAL
  10534. val4 = tick / 1000;
  10535. tick = INFINITE_TICK; // Duration sent to the client should be infinite
  10536. tick_time = 1000; // [GodLesZ] tick time
  10537. break;
  10538. case SC__ENERVATION:
  10539. val2 = 20 + 10 * val1; // ATK Reduction
  10540. if (sd) {
  10541. pc_delspiritball(sd,sd->spiritball,0);
  10542. pc_delspiritcharm(sd,sd->spiritcharm,sd->spiritcharm_type);
  10543. }
  10544. break;
  10545. case SC__GROOMY:
  10546. val2 = 20 + 10 * val1; // ASPD
  10547. val3 = 20 * val1; // HIT
  10548. if( sd ) { // Removes Animals
  10549. if( pc_isriding(sd) ) pc_setriding(sd, 0);
  10550. if( pc_isridingdragon(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_DRAGON);
  10551. if( pc_iswug(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_WUG);
  10552. if( pc_isridingwug(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_WUGRIDER);
  10553. if( pc_isfalcon(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_FALCON);
  10554. if( sd->status.pet_id > 0 ) pet_return_egg(sd, sd->pd);
  10555. if( hom_is_active(sd->hd) ) hom_vaporize(sd, HOM_ST_ACTIVE);
  10556. //if( sd->md ) mercenary_delete(sd->md,3); // Are Mercenaries removed? [aleos]
  10557. }
  10558. break;
  10559. case SC__LAZINESS:
  10560. val2 = 10 + 10 * val1; // Cast Increase
  10561. val3 = 10 * val1; // Flee Reduction
  10562. break;
  10563. case SC__UNLUCKY:
  10564. {
  10565. sc_type rand_eff;
  10566. switch(rnd() % 3) {
  10567. case 1: rand_eff = SC_BLIND; break;
  10568. case 2: rand_eff = SC_SILENCE; break;
  10569. default: rand_eff = SC_POISON; break;
  10570. }
  10571. val2 = 10 * val1; // Crit and Flee2 Reduction
  10572. status_change_start(src,bl,rand_eff,10000,val1,0,(rand_eff == SC_POISON ? src->id : 0),0,tick,SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  10573. break;
  10574. }
  10575. case SC__WEAKNESS:
  10576. val2 = 10 * val1;
  10577. // Bypasses coating protection and MADO
  10578. sc_start(src,bl,SC_STRIPWEAPON,100,val1,tick);
  10579. sc_start(src,bl,SC_STRIPSHIELD,100,val1,tick);
  10580. break;
  10581. case SC_GN_CARTBOOST:
  10582. if( val1 < 3 )
  10583. val2 = 50;
  10584. else if( val1 > 2 && val1 < 5 )
  10585. val2 = 75;
  10586. else
  10587. val2 = 100;
  10588. break;
  10589. case SC_PROPERTYWALK:
  10590. val3 = 0;
  10591. break;
  10592. case SC_STRIKING:
  10593. // val2 = watk bonus already calc
  10594. val3 = 6 - val1;// spcost = 6 - level (lvl1:5 ... lvl 5: 1)
  10595. val4 = tick / 1000;
  10596. tick_time = 1000; // [GodLesZ] tick time
  10597. break;
  10598. case SC_WARMER:
  10599. val4 = tick / 3000;
  10600. tick = INFINITE_TICK; // Duration sent to the client should be infinite
  10601. tick_time = 3000;
  10602. break;
  10603. case SC_HELLS_PLANT:
  10604. tick_time = status_get_sc_interval(type);
  10605. val4 = tick - tick_time; // Remaining time
  10606. break;
  10607. case SC_SWINGDANCE:
  10608. val3 = 3 * val1 + val2; // Walk speed and aspd reduction.
  10609. break;
  10610. case SC_SYMPHONYOFLOVER:
  10611. val3 = 2 * val1 + val2 + (sd?sd->status.job_level:50) / 4; // MDEF Increase
  10612. break;
  10613. case SC_MOONLITSERENADE: // MATK Increase
  10614. case SC_RUSHWINDMILL: // ATK Increase
  10615. val3 = 4 + val1 * 3 + val2 + (sd?sd->status.job_level:50) / 5;
  10616. break;
  10617. case SC_ECHOSONG:
  10618. val3 = 6 * val1 + val2 + (sd?sd->status.job_level:50) / 4; // DEF Increase
  10619. break;
  10620. case SC_HARMONIZE:
  10621. val2 = 5 + 5 * val1;
  10622. break;
  10623. case SC_VOICEOFSIREN:
  10624. val4 = tick / 2000;
  10625. tick_time = 2000; // [GodLesZ] tick time
  10626. break;
  10627. case SC_DEEPSLEEP:
  10628. val4 = tick / 2000;
  10629. tick_time = 2000; // [GodLesZ] tick time
  10630. break;
  10631. case SC_SIRCLEOFNATURE:
  10632. val2 = 50 * val1; // HP recovery rate
  10633. break;
  10634. case SC_SONGOFMANA:
  10635. status_heal(bl, 0, status->max_sp * (val1 <= 2 ? 10 : val1 <= 4 ? 15 : 20) / 100, 1);
  10636. val3 = 50 * val1;
  10637. break;
  10638. case SC_SATURDAYNIGHTFEVER:
  10639. if (!val4) val4 = skill_get_time2(scdb->skill_id,val1);
  10640. if (!val4) val4 = 3000;
  10641. val3 = tick/val4;
  10642. tick_time = val4; // [GodLesZ] tick time
  10643. break;
  10644. case SC_GLOOMYDAY:
  10645. val2 = 20 + 5 * val1; // Flee reduction.
  10646. val3 = 15 + 5 * val1; // ASPD reduction.
  10647. if( sd && rnd()%100 < val1 ) { // (Skill Lv) %
  10648. val4 = 1; // Reduce walk speed by half.
  10649. if( pc_isriding(sd) ) pc_setriding(sd, 0);
  10650. if( pc_isridingdragon(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_DRAGON);
  10651. }
  10652. break;
  10653. case SC_GLOOMYDAY_SK:
  10654. // Random number between [15 ~ (Voice Lesson Skill Level x 5) + (Skill Level x 10)] %.
  10655. val2 = 15 + rnd()%( (sd?pc_checkskill(sd, WM_LESSON)*5:0) + val1*10 );
  10656. break;
  10657. case SC_SITDOWN_FORCE:
  10658. case SC_BANANA_BOMB_SITDOWN:
  10659. if( sd && !pc_issit(sd) ) {
  10660. pc_setsit(sd);
  10661. skill_sit(sd, true);
  10662. clif_sitting(bl);
  10663. }
  10664. break;
  10665. case SC_DANCEWITHWUG:
  10666. val3 = 5 * val1; // ASPD Increase
  10667. val4 = 20 + 10 * val1; // Fixed Cast Time Reduction
  10668. break;
  10669. case SC_LERADSDEW:
  10670. val3 = 2 + 3 * val1 + min(3 * val2, 25); // MaxHP Increase
  10671. break;
  10672. case SC_MELODYOFSINK:
  10673. val2 = 10 * val1; // INT Reduction.
  10674. val3 = 2 + 2 * val1; // MaxSP reduction
  10675. break;
  10676. case SC_BEYONDOFWARCRY:
  10677. val2 = 10 + 10 * val1; // STR Reduction
  10678. val3 = 4 * val1; // MaxHP Reduction
  10679. break;
  10680. case SC_UNLIMITEDHUMMINGVOICE:
  10681. val3 = 4 * val1 + min(3 * val2, 15); // !TODO: What's the Lesson bonus?
  10682. break;
  10683. case SC_REFLECTDAMAGE:
  10684. val2 = 10 * val1; // Reflect reduction amount
  10685. val4 = tick/1000; // Number of SP cycles (duration)
  10686. tick_time = 1000; // [GodLesZ] tick time
  10687. break;
  10688. case SC_FORCEOFVANGUARD:
  10689. val2 = 8 + 12 * val1; // Chance
  10690. val3 = 5 + 2 * val1; // Max rage counters
  10691. tick = INFINITE_TICK; // Endless duration in the client
  10692. tick_time = 10000; // [GodLesZ] tick time
  10693. break;
  10694. case SC_EXEEDBREAK:
  10695. val2 = 150 * val1;
  10696. if (sd) { // Players
  10697. short index = sd->equip_index[EQI_HAND_R];
  10698. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_WEAPON)
  10699. val2 += 15 * sd->status.job_level + sd->inventory_data[index]->weight / 10 * sd->inventory_data[index]->weapon_level * status_get_lv(bl) / 100;
  10700. } else // Monster
  10701. val2 += 750;
  10702. break;
  10703. case SC_PRESTIGE:
  10704. val2 = (status->int_ + status->luk) * val1 / 20 * status_get_lv(bl) / 200 + val1; // Chance to evade magic damage.
  10705. val3 = ((val1 * 15) + (10 * (sd?pc_checkskill(sd,CR_DEFENDER):skill_get_max(CR_DEFENDER)))) * status_get_lv(bl) / 100; // Defence added
  10706. break;
  10707. case SC_SHIELDSPELL_HP:
  10708. val2 = 3; // 3% HP every 3 seconds
  10709. tick_time = status_get_sc_interval(type);
  10710. val4 = tick - tick_time; // Remaining time
  10711. break;
  10712. case SC_SHIELDSPELL_SP:
  10713. val2 = 3; // 3% SP every 5 seconds
  10714. tick_time = status_get_sc_interval(type);
  10715. val4 = tick - tick_time; // Remaining time
  10716. break;
  10717. case SC_SHIELDSPELL_ATK:
  10718. val2 = 150; // WATK/MATK bonus
  10719. break;
  10720. case SC_BANDING:
  10721. val2 = (sd ? skill_banding_count(sd) : 1);
  10722. tick_time = 5000; // [GodLesZ] tick time
  10723. break;
  10724. case SC_MAGNETICFIELD:
  10725. tick_time = 1000; // [GodLesZ] tick time
  10726. val4 = tick / tick_time;
  10727. break;
  10728. case SC_INSPIRATION:
  10729. val2 = 40 * val1; // ATK/MATK
  10730. val3 = 6 * val1; //All stat bonus
  10731. val4 = tick / 5000;
  10732. tick_time = 5000; // [GodLesZ] tick time
  10733. status_change_clear_buffs(bl, SCCB_DEBUFFS); // Remove debuffs
  10734. break;
  10735. case SC_CRESCENTELBOW:
  10736. val2 = (sd?sd->status.job_level:50) / 2 + (50 + 5 * val1);
  10737. break;
  10738. case SC_LIGHTNINGWALK: // [(Job Level / 2) + (40 + 5 * Skill Level)] %
  10739. val1 = (sd?sd->status.job_level:2)/2 + 40 + 5 * val1;
  10740. break;
  10741. case SC_GT_ENERGYGAIN:
  10742. val2 = 10 + 5 * val1; // Sphere gain chance.
  10743. break;
  10744. case SC_GT_CHANGE:
  10745. // Take note there is no def increase as skill desc says. [malufett]
  10746. val2 = val1 * 8; // ATK increase
  10747. val3 = status->agi * val1 / 60; // ASPD increase: [(Target AGI x Skill Level) / 60] %
  10748. break;
  10749. case SC_GT_REVITALIZE:
  10750. // Take note there is no vit, aspd, speed increase as skill desc says. [malufett]
  10751. val2 = 2 * val1; // MaxHP: [(Skill Level * 2)]%
  10752. val3 = val1 * 30 + 50; // Natural HP recovery increase: [(Skill Level x 30) + 50] %
  10753. // The stat def is not shown in the status window and it is processed differently
  10754. val4 = val1 * 20; // STAT DEF increase
  10755. break;
  10756. case SC_PYROTECHNIC_OPTION:
  10757. val2 = 60; // Eatk Renewal (Atk2)
  10758. break;
  10759. case SC_HEATER_OPTION:
  10760. val2 = 120; // Eatk Renewal (Atk2)
  10761. val3 = ELE_FIRE; // Change into fire element.
  10762. break;
  10763. case SC_TROPIC_OPTION:
  10764. val2 = 180; // Eatk Renewal (Atk2)
  10765. val3 = MG_FIREBOLT;
  10766. break;
  10767. case SC_AQUAPLAY_OPTION:
  10768. val2 = 40;
  10769. break;
  10770. case SC_COOLER_OPTION:
  10771. val2 = 80;
  10772. val3 = ELE_WATER; // Change into water element.
  10773. break;
  10774. case SC_CHILLY_AIR_OPTION:
  10775. val2 = 120; // Matk. Renewal (Matk1)
  10776. val3 = MG_COLDBOLT;
  10777. break;
  10778. case SC_WIND_STEP_OPTION:
  10779. val2 = 50; // % Increase speed and flee.
  10780. break;
  10781. case SC_BLAST_OPTION:
  10782. val2 = 20;
  10783. val3 = ELE_WIND; // Change into wind element.
  10784. break;
  10785. case SC_WILD_STORM_OPTION:
  10786. val2 = MG_LIGHTNINGBOLT;
  10787. break;
  10788. case SC_PETROLOGY_OPTION:
  10789. val2 = 5; //HP Rate bonus
  10790. val3 = 50;
  10791. break;
  10792. case SC_SOLID_SKIN_OPTION:
  10793. val2 = 33; //% Increase DEF
  10794. break;
  10795. case SC_CURSED_SOIL_OPTION:
  10796. val2 = 10; //HP rate bonus
  10797. val3 = ELE_EARTH; // Change into earth element.
  10798. break;
  10799. case SC_UPHEAVAL_OPTION:
  10800. val2 = 15; //HP rate bonus
  10801. val3 = WZ_EARTHSPIKE;
  10802. break;
  10803. case SC_CIRCLE_OF_FIRE_OPTION:
  10804. val2 = 300;
  10805. break;
  10806. case SC_WATER_SCREEN_OPTION:
  10807. tick_time = 10000;
  10808. break;
  10809. case SC_FIRE_CLOAK_OPTION:
  10810. case SC_WATER_DROP_OPTION:
  10811. case SC_WIND_CURTAIN_OPTION:
  10812. case SC_STONE_SHIELD_OPTION:
  10813. val2 = 100; // Elemental modifier.
  10814. break;
  10815. case SC_TROPIC:
  10816. case SC_CHILLY_AIR:
  10817. case SC_WILD_STORM:
  10818. case SC_UPHEAVAL:
  10819. val2 += 10;
  10820. [[fallthrough]];
  10821. case SC_HEATER:
  10822. case SC_COOLER:
  10823. case SC_BLAST:
  10824. case SC_CURSED_SOIL:
  10825. val2 += 10;
  10826. [[fallthrough]];
  10827. case SC_PYROTECHNIC:
  10828. case SC_AQUAPLAY:
  10829. case SC_GUST:
  10830. case SC_PETROLOGY:
  10831. val2 += 5;
  10832. val3 += 9000;
  10833. [[fallthrough]];
  10834. case SC_CIRCLE_OF_FIRE:
  10835. case SC_FIRE_CLOAK:
  10836. case SC_WATER_DROP:
  10837. case SC_WATER_SCREEN:
  10838. case SC_WIND_CURTAIN:
  10839. case SC_WIND_STEP:
  10840. case SC_STONE_SHIELD:
  10841. case SC_SOLID_SKIN:
  10842. val2 += 5;
  10843. val3 += 1000;
  10844. tick_time = val3; // [GodLesZ] tick time
  10845. break;
  10846. case SC_WATER_BARRIER:
  10847. val2 = 30; // Reductions. Atk2 and Flee1
  10848. break;
  10849. case SC_ZEPHYR:
  10850. val2 = 25; // Flee.
  10851. break;
  10852. case SC_TIDAL_WEAPON:
  10853. val2 = 20; // Increase Elemental's attack.
  10854. break;
  10855. case SC_ROCK_CRUSHER:
  10856. case SC_ROCK_CRUSHER_ATK:
  10857. case SC_POWER_OF_GAIA:
  10858. val2 = 33; //Def rate bonus/Speed rate reduction
  10859. val3 = 20; //HP rate bonus
  10860. break;
  10861. case SC_TEARGAS:
  10862. val2 = status_get_max_hp(bl) * 5 / 100; // Drain 5% HP
  10863. val4 = tick / 2000;
  10864. tick_time = 2000;
  10865. break;
  10866. case SC_TEARGAS_SOB:
  10867. val4 = tick / 3000;
  10868. tick_time = 3000;
  10869. break;
  10870. case SC_STOMACHACHE:
  10871. val2 = 8; // SP consume.
  10872. val4 = tick / 10000;
  10873. tick_time = 10000; // [GodLesZ] tick time
  10874. break;
  10875. case SC_PROMOTE_HEALTH_RESERCH:
  10876. //val1: 1 = Regular Potion, 2 = Thrown Potion
  10877. //val2: 1 = Small Potion, 2 = Medium Potion, 3 = Large Potion
  10878. //val3: MaxHP Increase By Fixed Amount
  10879. if (val1 == 1) // If potion was normally used, take the user's BaseLv
  10880. val3 = 1000 * val2 - 500 + status_get_lv(bl) * 10 / 3;
  10881. else if (val1 == 2) // If potion was thrown at someone, take the thrower's BaseLv
  10882. val3 = 1000 * val2 - 500 + status_get_lv(src) * 10 / 3;
  10883. if (val3 <= 0) // Prevents a negeative value from happening
  10884. val3 = 0;
  10885. break;
  10886. case SC_ENERGY_DRINK_RESERCH:
  10887. //val1: 1 = Regular Potion, 2 = Thrown Potion
  10888. //val2: 1 = Small Potion, 2 = Medium Potion, 3 = Large Potion
  10889. //val3: MaxSP Increase By Percentage Amount
  10890. if (val1 == 1) // If potion was normally used, take the user's BaseLv
  10891. val3 = status_get_lv(bl) / 10 + 5 * val2 - 10;
  10892. else if (val1 == 2) // If potion was thrown at someone, take the thrower's BaseLv
  10893. val3 = status_get_lv(src) / 10 + 5 * val2 - 10;
  10894. if (val3 <= 0) // Prevents a negeative value from happening
  10895. val3 = 0;
  10896. break;
  10897. case SC_KYOUGAKU:
  10898. val2 = 2*val1 + rnd()%val1;
  10899. clif_status_change(bl,EFST_ACTIVE_MONSTER_TRANSFORM,1,0,1002,0,0);
  10900. break;
  10901. case SC_KAGEMUSYA:
  10902. val2 = 20; // Damage increase bonus
  10903. val3 = val1 * 2;
  10904. tick_time = 1000;
  10905. val4 = tick / tick_time;
  10906. break;
  10907. case SC_ZANGETSU:
  10908. if( status_get_hp(bl) % 2 == 0 )
  10909. val2 = (status_get_lv(bl) / 3) + (20 * val1); //+Watk
  10910. else
  10911. val2 -= (status_get_lv(bl) / 3) + (30 * val1); //-Watk
  10912. if( status_get_sp(bl) % 2 == 0 )
  10913. val3 = (status_get_lv(bl) / 3) + (20 * val1); //+Matk
  10914. else
  10915. val3 -= (status_get_lv(bl) / 3) + (30 * val1); //-Matk
  10916. break;
  10917. case SC_GENSOU:
  10918. {
  10919. int hp = status_get_hp(bl), lv = 5;
  10920. short per = 100 / (status_get_max_hp(bl) / hp);
  10921. if( per <= 15 )
  10922. lv = 1;
  10923. else if( per <= 30 )
  10924. lv = 2;
  10925. else if( per <= 50 )
  10926. lv = 3;
  10927. else if( per <= 75 )
  10928. lv = 4;
  10929. if( hp % 2 == 0)
  10930. status_heal(bl, hp * (6-lv) * 4 / 100, status_get_sp(bl) * (6-lv) * 3 / 100, 1);
  10931. else
  10932. status_zap(bl, hp * (lv*4) / 100, status_get_sp(bl) * (lv*3) / 100);
  10933. }
  10934. break;
  10935. case SC_ANGRIFFS_MODUS:
  10936. val2 = 50 + 20 * val1; // atk bonus
  10937. val3 = 25 + 10 * val1; // Flee reduction.
  10938. val4 = tick/1000; // hp/sp reduction timer
  10939. tick_time = 1000;
  10940. break;
  10941. case SC_GOLDENE_FERSE:
  10942. val2 = 10 + 10*val1; // flee bonus
  10943. val3 = 6 + 4 * val1; // Aspd Bonus
  10944. val4 = 2 + 2 * val1; // Chance of holy attack
  10945. break;
  10946. case SC_STONE_WALL:
  10947. val2 = 100 * val1; // DEF bonus
  10948. val3 = 30 * val1; // MDEF bonus
  10949. break;
  10950. case SC_OVERED_BOOST:
  10951. val2 = 400 + 40 * val1; // flee bonus
  10952. val3 = 180 + 2 * val1; // aspd bonus
  10953. val4 = 50; // def reduc %
  10954. break;
  10955. case SC_GRANITIC_ARMOR:
  10956. val2 = 2*val1; // dmg reduction
  10957. val3 = 6*val1; // dmg taken on status end (6%:12%:18%:24%:30%)
  10958. val4 = 5*val1; // unknow formula
  10959. break;
  10960. case SC_MAGMA_FLOW:
  10961. val2 = 3*val1; // Activation chance
  10962. break;
  10963. case SC_PYROCLASTIC:
  10964. val2 += 100 + 10*val1; // atk bonus // !TODO: Confirm formula
  10965. break;
  10966. case SC_TEMPERING:
  10967. val2 += 5 + val1; // patk bonus
  10968. break;
  10969. case SC_GOLDENE_TONE:
  10970. val2 += 3 * val1; // res/mres bonus
  10971. break;
  10972. case SC_PARALYSIS: // [Lighta] need real info
  10973. val2 = 2*val1; // def reduction
  10974. val3 = 500*val1; // varcast augmentation
  10975. break;
  10976. case SC_TOXIN_OF_MANDARA:
  10977. val2 = 15*val1; // res reduction
  10978. break;
  10979. case SC_LIGHT_OF_REGENE: // Yommy leak need confirm
  10980. val2 = 20 * val1; // hp reco on death %
  10981. break;
  10982. case SC_PAIN_KILLER: // Yommy leak need confirm
  10983. val2 = min((( 200 * val1 ) * status_get_lv(src)) / 150, 1000); // dmg reduction linear. upto a maximum of 1000 [iRO Wiki]
  10984. if(sc->getSCE(SC_PARALYSIS))
  10985. sc_start(src,bl, SC_ENDURE, 100, val1, tick); // Start endure for same duration
  10986. break;
  10987. case SC_STYLE_CHANGE:
  10988. tick = INFINITE_TICK; // Infinite duration
  10989. break;
  10990. case SC_CBC:
  10991. val3 = 10; // Drain sp % dmg
  10992. val4 = tick/1000; // dmg each sec
  10993. tick = 1000;
  10994. break;
  10995. case SC_EQC:
  10996. val2 = 5 * val1; // def % reduc
  10997. val3 = 2 * val1; // HP drain %
  10998. break;
  10999. case SC_ASH:
  11000. val2 = 0; // hit % reduc
  11001. val3 = 0; // def % reduc
  11002. val4 = 0; // atk flee & reduc
  11003. if (!status_bl_has_mode(bl,MD_STATUSIMMUNE)) {
  11004. val2 = 50;
  11005. if (status_get_race(bl) == RC_PLANT) // plant type
  11006. val3 = 50;
  11007. if (status_get_element(bl) == ELE_WATER) // defense water type
  11008. val4 = 50;
  11009. }
  11010. break;
  11011. case SC_FULL_THROTTLE:
  11012. val2 = ( val1 == 1 ? 6 : 6 - val1 );
  11013. val3 = 20; //+% AllStats
  11014. tick_time = 1000;
  11015. val4 = tick / tick_time;
  11016. break;
  11017. case SC_REBOUND:
  11018. tick_time = 2000;
  11019. val4 = tick / tick_time;
  11020. clif_emotion(bl, ET_SWEAT);
  11021. break;
  11022. case SC_KINGS_GRACE:
  11023. val2 = 3 + val1; //HP Recover rate
  11024. tick_time = 1000;
  11025. val4 = tick / tick_time;
  11026. break;
  11027. case SC_TELEKINESIS_INTENSE:
  11028. val2 = 10 * val1; // sp consum / casttime reduc %
  11029. val3 = 40 * val1; // magic dmg bonus
  11030. break;
  11031. case SC_OFFERTORIUM:
  11032. val2 = 30 * val1; // heal power bonus
  11033. val3 = 100 + 20 * val1; // sp cost inc
  11034. break;
  11035. case SC_FRIGG_SONG:
  11036. val2 = 5 * val1; // maxhp bonus
  11037. val3 = 80 + 20 * val1; // healing
  11038. tick_time = 1000;
  11039. val4 = tick / tick_time;
  11040. break;
  11041. case SC_FLASHCOMBO:
  11042. val2 = 20 * val1 + 20; // atk bonus
  11043. break;
  11044. case SC_DARKCROW:
  11045. val2 = 30 * val1; // ATK bonus
  11046. break;
  11047. case SC_UNLIMIT:
  11048. val2 = 50 * val1;
  11049. break;
  11050. case SC_MONSTER_TRANSFORM:
  11051. case SC_ACTIVE_MONSTER_TRANSFORM:
  11052. if( !mobdb_checkid(val1) )
  11053. val1 = MOBID_PORING; // Default poring
  11054. break;
  11055. #ifndef RENEWAL
  11056. case SC_APPLEIDUN:
  11057. {
  11058. map_session_data * s_sd = BL_CAST(BL_PC, src);
  11059. val2 = (5 + 2 * val1) + (status_get_vit(src) / 10); //HP Rate: (5 + 2 * skill_lv) + (vit/10) + (BA_MUSICALLESSON level)
  11060. if (s_sd)
  11061. val2 += pc_checkskill(s_sd, BA_MUSICALLESSON) / 2;
  11062. break;
  11063. }
  11064. #endif
  11065. case SC_EPICLESIS:
  11066. val2 = 5 * val1; //HP rate bonus
  11067. break;
  11068. case SC_ILLUSIONDOPING:
  11069. val2 = 50; // -Hit
  11070. break;
  11071. case SC_OVERHEAT:
  11072. case SC_OVERHEAT_LIMITPOINT:
  11073. case SC_STEALTHFIELD:
  11074. tick_time = tick;
  11075. tick = INFINITE_TICK;
  11076. break;
  11077. case SC_STEALTHFIELD_MASTER:
  11078. tick_time = val3 = 2000 + 1000 * val1;
  11079. val4 = tick / tick_time;
  11080. break;
  11081. case SC_VACUUM_EXTREME:
  11082. // Suck target at n second, only if the n second is lower than the duration
  11083. // Does not suck targets on no-knockback maps
  11084. if (val4 < tick && unit_blown_immune(bl, 0x9) == UB_KNOCKABLE) {
  11085. tick_time = val4;
  11086. val4 = tick - tick_time;
  11087. } else
  11088. val4 = 0;
  11089. break;
  11090. case SC_FIRE_INSIGNIA:
  11091. case SC_WATER_INSIGNIA:
  11092. case SC_WIND_INSIGNIA:
  11093. case SC_EARTH_INSIGNIA:
  11094. tick_time = 5000;
  11095. val4 = tick / tick_time;
  11096. break;
  11097. case SC_NEUTRALBARRIER:
  11098. val2 = 10 + val1 * 5; // Def/Mdef
  11099. tick = INFINITE_TICK;
  11100. break;
  11101. case SC_MAGIC_POISON:
  11102. val2 = 50; // Attribute Reduction
  11103. break;
  11104. /* Rebellion */
  11105. case SC_B_TRAP:
  11106. val2 = src->id;
  11107. val3 = val1 * 25; // -movespeed TODO: Figure out movespeed rate
  11108. break;
  11109. case SC_C_MARKER:
  11110. case SC_BURNT:
  11111. // val1 = skill_lv
  11112. // val2 = src_id
  11113. val3 = 10; // -10 flee
  11114. //Start timer to send mark on mini map
  11115. val4 = tick/1000;
  11116. tick_time = 1000; // Sends every 1 seconds
  11117. break;
  11118. case SC_H_MINE:
  11119. val2 = src->id;
  11120. break;
  11121. case SC_HEAT_BARREL:
  11122. {
  11123. uint8 n = 10;
  11124. if (sd)
  11125. n = (uint8)sd->spiritball_old;
  11126. //kRO Update 2016-05-25
  11127. val2 = n * 5; // -fixed casttime
  11128. val3 = (6 + val1 * 2) * n; // ATK
  11129. val4 = 25 + val1 * 5; // -hit
  11130. }
  11131. break;
  11132. case SC_P_ALTER:
  11133. {
  11134. uint8 n = 10;
  11135. if (sd)
  11136. n = (uint8)sd->spiritball_old;
  11137. val2 = 10 * n; // +atk
  11138. val3 = (status->max_hp * (val1 * 5) / 100); // Barrier HP
  11139. }
  11140. break;
  11141. case SC_E_CHAIN:
  11142. val2 = 10;
  11143. if (sd)
  11144. val2 = sd->spiritball_old;
  11145. break;
  11146. case SC_ANTI_M_BLAST:
  11147. val2 = val1 * 10;
  11148. break;
  11149. case SC_CATNIPPOWDER:
  11150. val2 = 50; // WATK%, MATK%
  11151. val3 = 25 * val1; // Move speed reduction
  11152. if (bl->type == BL_PC && pc_checkskill(sd, SU_SPIRITOFLAND))
  11153. val4 = status_get_lv(src) / 12;
  11154. break;
  11155. case SC_BITESCAR: {
  11156. const struct status_data *b_status = status_get_base_status(src); // Base Status
  11157. val2 = (status_get_max_hp(bl) * (val1 + (b_status->dex / 25))) / status_get_max_hp(bl); // MHP% damage
  11158. tick_time = 1000;
  11159. val4 = tick / tick_time;
  11160. }
  11161. break;
  11162. case SC_ARCLOUSEDASH:
  11163. val2 = 15 + 5 * val1; // AGI
  11164. val3 = 25; // Move speed increase
  11165. if (sd && (sd->class_&MAPID_BASEMASK) == MAPID_SUMMONER)
  11166. val4 = 10; // Ranged ATK increase
  11167. break;
  11168. case SC_SHRIMP:
  11169. val2 = 10; // BATK%, MATK%
  11170. break;
  11171. case SC_FRESHSHRIMP: {
  11172. int min = 0, max = 0;
  11173. #ifdef RENEWAL
  11174. min = status_base_matk_min(src, status, status_get_lv(src));
  11175. max = status_base_matk_max(src, status, status_get_lv(src));
  11176. if (status->rhw.matk > 0) {
  11177. int wMatk, variance;
  11178. wMatk = status->rhw.matk;
  11179. variance = wMatk * status->rhw.wlv / 10;
  11180. min += wMatk - variance;
  11181. max += wMatk + variance;
  11182. }
  11183. #endif
  11184. if (sd && sd->right_weapon.overrefine > 0) {
  11185. min++;
  11186. max += sd->right_weapon.overrefine - 1;
  11187. }
  11188. val2 += min + 178; // Heal
  11189. if (max > min)
  11190. val2 += rnd() % (max - min); // Heal
  11191. if (sd) {
  11192. if (pc_checkskill(sd, SU_POWEROFSEA) > 0) {
  11193. val2 += val2 * 10 / 100;
  11194. if (pc_checkskill_summoner(sd, SUMMONER_POWER_SEA) >= 20)
  11195. val2 += val2 * 20 / 100;
  11196. }
  11197. if (pc_checkskill(sd, SU_SPIRITOFSEA) > 0)
  11198. val2 *= 2; // Doubles HP
  11199. }
  11200. tick_time = 10000 - ((val1 - 1) * 1000);
  11201. val4 = tick / tick_time;
  11202. }
  11203. break;
  11204. case SC_TUNAPARTY:
  11205. val2 = (status->max_hp * (val1 * 10) / 100); // Max HP% to absorb
  11206. if (sd && pc_checkskill(sd, SU_SPIRITOFSEA))
  11207. val2 *= 2; // Double the shield life
  11208. break;
  11209. case SC_HISS:
  11210. val2 = 50; // Perfect Dodge
  11211. sc_start(src, bl, SC_DORAM_WALKSPEED, 100, 50, skill_get_time2(SU_HISS, val1));
  11212. break;
  11213. case SC_GROOMING:
  11214. val2 = 100; // Flee
  11215. break;
  11216. case SC_CHATTERING:
  11217. val2 = 100; // eATK, eMATK
  11218. sc_start(src, bl, SC_DORAM_WALKSPEED, 100, 50, skill_get_time2(SU_CHATTERING, val1));
  11219. break;
  11220. case SC_SWORDCLAN:
  11221. case SC_ARCWANDCLAN:
  11222. case SC_GOLDENMACECLAN:
  11223. case SC_CROSSBOWCLAN:
  11224. case SC_JUMPINGCLAN:
  11225. tick = INFINITE_TICK;
  11226. status_change_start(src,bl,SC_CLAN_INFO,10000,0,val2,0,0,INFINITE_TICK,flag);
  11227. break;
  11228. case SC_DORAM_BUF_01:
  11229. case SC_DORAM_BUF_02:
  11230. tick_time = 10000; // every 10 seconds
  11231. if( (val4 = tick/tick_time) < 1 )
  11232. val4 = 1;
  11233. break;
  11234. case SC_GLASTHEIM_ATK:
  11235. val1 = 100; // Undead/Demon MDEF ignore rate
  11236. break;
  11237. case SC_GLASTHEIM_HEAL:
  11238. val1 = 100; // Heal Power rate bonus
  11239. val2 = 50; // Received heal rate bonus
  11240. break;
  11241. case SC_GLASTHEIM_HIDDEN:
  11242. val1 = 90; // Damage rate reduction bonus
  11243. break;
  11244. case SC_GLASTHEIM_STATE:
  11245. val1 = 20; // All-stat bonus
  11246. break;
  11247. case SC_GLASTHEIM_ITEMDEF:
  11248. val1 = 200; // DEF bonus
  11249. val2 = 50; // MDEF bonus
  11250. break;
  11251. case SC_GLASTHEIM_HPSP:
  11252. val1 = 10000; // HP bonus
  11253. val2 = 1000; // SP bonus
  11254. break;
  11255. case SC_ANCILLA:
  11256. val1 = 15; // Heal Power rate bonus
  11257. val2 = 30; // SP Recovery rate bonus
  11258. break;
  11259. case SC_HELPANGEL:
  11260. tick_time = 1000;
  11261. val4 = tick / tick_time;
  11262. break;
  11263. case SC_EMERGENCY_MOVE:
  11264. val2 = 25; // Movement speed increase
  11265. break;
  11266. case SC_SUNSTANCE:
  11267. val2 = 2 + val1; // ATK Increase
  11268. tick = INFINITE_TICK;
  11269. break;
  11270. case SC_LUNARSTANCE:
  11271. val2 = 2 + val1; // MaxHP Increase
  11272. tick = INFINITE_TICK;
  11273. break;
  11274. case SC_STARSTANCE:
  11275. val2 = 4 + 2 * val1; // ASPD Increase
  11276. tick = INFINITE_TICK;
  11277. break;
  11278. case SC_DIMENSION1:
  11279. case SC_DIMENSION2:
  11280. if (sd)
  11281. pc_addspiritball(sd, skill_get_time2(SJ_BOOKOFDIMENSION, 1), 2);
  11282. break;
  11283. case SC_UNIVERSESTANCE:
  11284. val2 = 2 + val1; // All Stats Increase
  11285. tick = INFINITE_TICK;
  11286. break;
  11287. case SC_NEWMOON:
  11288. val2 = 7; // Number of Regular Attacks Until Reveal
  11289. tick_time = 1000;
  11290. val4 = tick / tick_time;
  11291. break;
  11292. case SC_FALLINGSTAR:
  11293. val2 = 8 + 2 * (1 + val1) / 2; // Autocast Chance
  11294. if (val1 >= 7)
  11295. val2 += 1; // Make it 15% at level 7.
  11296. break;
  11297. case SC_CREATINGSTAR:
  11298. tick_time = 500;
  11299. val4 = tick / tick_time;
  11300. break;
  11301. case SC_LIGHTOFSUN:
  11302. case SC_LIGHTOFMOON:
  11303. case SC_LIGHTOFSTAR:
  11304. val2 = 5 * val1; // Skill Damage Increase.
  11305. break;
  11306. case SC_SOULGOLEM:
  11307. val2 = 60 * val1; // DEF Increase
  11308. val3 = 15 + 5 * val1; // MDEF Increase
  11309. break;
  11310. case SC_SOULSHADOW:
  11311. val2 = (1 + val1) / 2; // ASPD Increase
  11312. val3 = 10 + 2 * val1; // CRIT Increase
  11313. break;
  11314. case SC_SOULFALCON:
  11315. val2 = 10 * val1; // WATK Increase
  11316. val3 = 10; // HIT Increase
  11317. if (val1 >= 3)
  11318. val3 += 3;
  11319. else if (val1 >= 5)
  11320. val3 += 5;
  11321. break;
  11322. case SC_SOULFAIRY:
  11323. val2 = 10 * val1; // MATK Increase
  11324. val3 = 5; // Variable Cast Time Reduction
  11325. if (val1 >= 3)
  11326. val3 += 2;
  11327. else if (val1 >= 5)
  11328. val3 += 5;
  11329. break;
  11330. case SC_SOULUNITY:
  11331. tick_time = 3000;
  11332. val4 = tick / tick_time;
  11333. break;
  11334. case SC_SOULDIVISION:
  11335. val2 = 10 * val1; // Skill Aftercast Increase
  11336. break;
  11337. case SC_SOULREAPER:
  11338. val2 = 10 + 5 * val1; // Chance of Getting A Soul Sphere.
  11339. break;
  11340. case SC_SOULCOLLECT:
  11341. val2 = 5 + 3 * val2; // Max Soul Sphere's.
  11342. val3 = tick > 0 ? tick : 60000;
  11343. tick_time = tick;
  11344. tick = INFINITE_TICK;
  11345. break;
  11346. case SC_SP_SHA:
  11347. val2 = 50; // Move speed reduction
  11348. break;
  11349. case SC_SERVANTWEAPON:
  11350. if( sd ){
  11351. // Generate 5 servants on start
  11352. pc_addservantball( *sd, MAX_SERVANTBALL );
  11353. }
  11354. tick_time = skill_get_time2(DK_SERVANTWEAPON,val1); // Servant Regen Interval
  11355. if (tick_time < 500)
  11356. tick_time = 500; // Avoid being brought down to 0.
  11357. val4 = tick - tick_time; // Remaining Time
  11358. break;
  11359. case SC_RELIEVE_ON:
  11360. val2 = min(10*val1, 99); // % damage received reduced from 10 * skill lvl up to 99%
  11361. break;
  11362. case SC_VIGOR:
  11363. val2 = 100 - 10 * (val1 - 1); // HP consumption with each attack is reduced by skill lvl
  11364. val2 = max(val2, 0);
  11365. break;
  11366. case SC_POWERFUL_FAITH:
  11367. val2 = 5 + 5 * val1;// ATK Increase
  11368. val3 = 5 + 2 * val1;// PAtk Increase
  11369. break;
  11370. case SC_FIRM_FAITH:
  11371. val2 = 2 * val1;// MaxHP Increase
  11372. val3 = 8 * val1;// Res Increase
  11373. break;
  11374. case SC_SINCERE_FAITH:
  11375. val2 = (1 + val1) / 2;// ASPD Increase
  11376. val3 = 4 * val1;// Perfect Hit Increase
  11377. break;
  11378. case SC_GUARD_STANCE:
  11379. val2 = 50 + 50 * val1;// DEF Increase
  11380. val3 = 50 * val1;// ATK Decrease
  11381. tick = INFINITE_TICK;
  11382. break;
  11383. case SC_GUARDIAN_S:
  11384. val2 = ( status->max_hp * 30 / 100 ) * ( 25 * val1 ) / 100 + 15 * status->sta; // Barrier HP
  11385. break;
  11386. case SC_REBOUND_S:
  11387. val2 = 10 * val1;// Reduced Damage From Devotion
  11388. if (val2 > 99)
  11389. val2 = 99;// Lets not let it reduce above 99.
  11390. break;
  11391. case SC_ATTACK_STANCE:
  11392. val2 = 40 * val1;// DEF Decrease
  11393. val3 = 3 * val1; // P.ATK/S.MATK Increase
  11394. tick = INFINITE_TICK;
  11395. break;
  11396. case SC_HOLY_S:
  11397. val2 = 5 + 2 * val1;// Damage Reduction / Holy Damage Increase
  11398. break;
  11399. case SC_MEDIALE:
  11400. val2 = 2 * val1;// Heal Rate
  11401. val4 = tick / 2000;
  11402. tick_time = 2000;
  11403. break;
  11404. case SC_A_VITA:
  11405. case SC_A_TELUM:
  11406. val2 = 5 * val1;// Res/MRes Pierce Percentage
  11407. break;
  11408. case SC_PRE_ACIES:
  11409. val2 = 2 * val1;// CRate Increase
  11410. break;
  11411. case SC_COMPETENTIA:
  11412. val2 = 10 * val1;// PAtk/SMatk Increase - Unconfirmed if this is official formula but its 50 at Lv 5. [Rytech]
  11413. break;
  11414. case SC_RELIGIO:
  11415. case SC_BENEDICTUM:
  11416. val2 = 2 * val1;// Trait Stats Increase
  11417. break;
  11418. case SC_DANCING_KNIFE:
  11419. val4 = tick / 300;
  11420. tick_time = 300;
  11421. break;
  11422. case SC_POTENT_VENOM:
  11423. val2 = 2 * val1;// Res Pierce Percentage
  11424. break;
  11425. case SC_A_MACHINE:
  11426. val4 = tick / 1000;
  11427. tick_time = 1000;
  11428. break;
  11429. case SC_D_MACHINE:
  11430. val2 = 200 + 50 * val1;// DEF Increase
  11431. val3 = 20 * val1;// Res Increase
  11432. break;
  11433. case SC_SHADOW_STRIP:
  11434. if (!sd)// Res/MRes on mobs only.
  11435. val2 = 25;// Need official reduction amount.
  11436. break;
  11437. case SC_ABYSSFORCEWEAPON:
  11438. if( sd ){
  11439. // Generate 5 abyss spheres on start.
  11440. pc_addabyssball( *sd, MAX_ABYSSBALL );
  11441. }
  11442. tick_time = skill_get_time2(ABC_FROM_THE_ABYSS, val1);// Abyss Regen Interval
  11443. if (tick_time < 500)
  11444. tick_time = 500;// Avoid being brought down to 0.
  11445. val4 = tick - tick_time;// Remaining Time
  11446. break;
  11447. case SC_ABYSS_SLAYER:
  11448. val2 = 10 + 2 * val1;// PAtk/SMatk Increase
  11449. val3 = 100 + 20 * val1;// Hit Increase
  11450. break;
  11451. case SC_WINDSIGN:
  11452. val2 = 8 + 6 * val1;// Chance to gain AP on attack.
  11453. if (val1 == 5)// Its 40% on level 5.
  11454. val2 += 2;
  11455. break;
  11456. case SC_CALAMITYGALE:// Unlimit runs along with this.
  11457. sc_start(bl, bl, SC_UNLIMIT, 100, 5, skill_get_time(RA_UNLIMIT, 5));
  11458. break;
  11459. case SC_GEF_NOCTURN:// MRes Reduction. Official formula unknown.
  11460. case SC_AIN_RHAPSODY:// Res Reduction. Official formula unknown.
  11461. val2 = 10 * val1;// Res/MRes Decrease
  11462. if (val3&2)// Bonus if partner is found in party.
  11463. val2 *= 2;
  11464. break;
  11465. case SC_MUSICAL_INTERLUDE:
  11466. val2 = 5 + 5 * val1;// Res Increase
  11467. if (val3&2)// Bonus if partner is found in party.
  11468. val2 *= 2;
  11469. break;
  11470. case SC_JAWAII_SERENADE:
  11471. val2 = 3 * val1;// SMatk Increase
  11472. if (val3 & 2)// Bonus if partner is found in party.
  11473. val2 *= 2;
  11474. break;
  11475. case SC_PRON_MARCH:
  11476. val2 = 3 * val1;// PAtk Increase
  11477. if (val3 & 2)// Bonus if partner is found in party.
  11478. val2 *= 2;
  11479. break;
  11480. case SC_SPELL_ENCHANTING:
  11481. val2 = 4 * val1;// SMatk Increase
  11482. break;
  11483. case SC_FLAMETECHNIC:
  11484. case SC_FLAMEARMOR:
  11485. case SC_COLD_FORCE:
  11486. case SC_CRYSTAL_ARMOR:
  11487. case SC_GRACE_BREEZE:
  11488. case SC_EYES_OF_STORM:
  11489. case SC_EARTH_CARE:
  11490. case SC_STRONG_PROTECTION:
  11491. case SC_DEEP_POISONING:
  11492. case SC_POISON_SHIELD:
  11493. val2 += 10;
  11494. val3 += 10000;
  11495. tick_time = val3;
  11496. break;
  11497. case SC_FLAMETECHNIC_OPTION:
  11498. val3 = ELE_FIRE;
  11499. break;
  11500. case SC_COLD_FORCE_OPTION:
  11501. val3 = ELE_WATER;
  11502. break;
  11503. case SC_GRACE_BREEZE_OPTION:
  11504. val3 = ELE_WIND;
  11505. break;
  11506. case SC_EARTH_CARE_OPTION:
  11507. val3 = ELE_EARTH;
  11508. break;
  11509. case SC_DEEP_POISONING_OPTION:
  11510. val3 = ELE_POISON;
  11511. break;
  11512. case SC_SUB_WEAPONPROPERTY:
  11513. if (sd && val3 == ASC_EDP) {
  11514. uint16 poison_level = pc_checkskill(sd, GC_RESEARCHNEWPOISON);
  11515. if (poison_level > 0) {
  11516. tick += 30000; // Base of 30 seconds
  11517. tick += poison_level * 15 * 1000; // Additional 15 seconds per level
  11518. }
  11519. }
  11520. break;
  11521. case SC_WEAPONBREAKER:
  11522. val2 = val1 * 2 * 100; // Chance to break weapon
  11523. break;
  11524. case SC_INTENSIVE_AIM:
  11525. tick = 500;
  11526. break;
  11527. case SC_HIDDEN_CARD:
  11528. val2 = 3 * val1;
  11529. val3 = 10 * val1;
  11530. break;
  11531. default:
  11532. if (calc_flag.none() && scdb->skill_id == 0 && scdb->icon == EFST_BLANK && scdb->opt1 == OPT1_NONE && scdb->opt2 == OPT2_NONE && scdb->state.none() && scdb->flag.none() && scdb->endonstart.empty() && scdb->endreturn.empty() && scdb->fail.empty() && scdb->endonend.empty()) {
  11533. // Status change with no calc, no icon, and no skill associated...?
  11534. ShowWarning("status_change_start: Status %s (%d) is bare. Add the NoWarning flag to suppress this message.\n", script_get_constant_str("SC_", type), type);
  11535. return 0;
  11536. }
  11537. } else // Special considerations when loading SC data.
  11538. switch( type ) {
  11539. case SC_WEDDING:
  11540. case SC_XMAS:
  11541. case SC_SUMMER:
  11542. case SC_HANBOK:
  11543. case SC_OKTOBERFEST:
  11544. case SC_DRESSUP:
  11545. if( !vd )
  11546. break;
  11547. clif_changelook(bl,LOOK_BASE,vd->class_);
  11548. clif_changelook(bl,LOOK_WEAPON,0);
  11549. clif_changelook(bl,LOOK_SHIELD,0);
  11550. clif_changelook(bl,LOOK_CLOTHES_COLOR,vd->cloth_color);
  11551. clif_changelook(bl,LOOK_BODY2,0);
  11552. break;
  11553. case SC_STONE:
  11554. case SC_STONEWAIT:
  11555. case SC_POISON:
  11556. case SC_DPOISON:
  11557. case SC_BLEEDING:
  11558. case SC_BURNING:
  11559. case SC_TOXIN:
  11560. tick_time = tick;
  11561. tick = tick_time + max(val4, 0);
  11562. break;
  11563. case SC_DEATHHURT:
  11564. if (val3 == 1)
  11565. break;
  11566. tick_time = tick;
  11567. tick = tick_time + max(val4, 0);
  11568. [[fallthrough]];
  11569. case SC_MAGICMUSHROOM:
  11570. case SC_PYREXIA:
  11571. case SC_LEECHESEND:
  11572. if (val3 == 0)
  11573. break;
  11574. tick_time = tick;
  11575. tick = tick_time + max(val4, 0);
  11576. break;
  11577. case SC_SWORDCLAN:
  11578. case SC_ARCWANDCLAN:
  11579. case SC_GOLDENMACECLAN:
  11580. case SC_CROSSBOWCLAN:
  11581. case SC_JUMPINGCLAN:
  11582. case SC_CLAN_INFO:
  11583. // If the player still has a clan status, but was removed from his clan
  11584. if( sd && sd->status.clan_id == 0 ){
  11585. return 0;
  11586. }
  11587. break;
  11588. case SC_SERVANTWEAPON:
  11589. case SC_ABYSSFORCEWEAPON:
  11590. tick_time = tick;
  11591. tick = tick_time + max(val4, 0);
  11592. break;
  11593. }
  11594. if (sd && current_equip_combo_pos > 0 && tick == INFINITE_TICK) {
  11595. ShowWarning("sc_start: Item combo of item #%u contains an INFINITE_TICK duration. Skipping bonus.\n", sd->inventory_data[pc_checkequip(sd, current_equip_combo_pos)]->nameid);
  11596. return 0;
  11597. }
  11598. /* [Ind] */
  11599. if (scdb->flag[SCF_DISPLAYPC] || scdb->flag[SCF_DISPLAYNPC]) {
  11600. int dval1 = 0, dval2 = 0, dval3 = 0;
  11601. switch (type) {
  11602. case SC_ALL_RIDING:
  11603. dval1 = 1;
  11604. break;
  11605. case SC_CLAN_INFO:
  11606. dval1 = val1;
  11607. dval2 = val2;
  11608. dval3 = val3;
  11609. break;
  11610. default: /* All others: just copy val1 */
  11611. dval1 = val1;
  11612. break;
  11613. }
  11614. status_display_add(bl,type,dval1,dval2,dval3);
  11615. }
  11616. //SC that force player to stand if is sitting
  11617. if (scdb->flag[SCF_SETSTAND] && sd && pc_issit(sd))
  11618. pc_setstand(sd, true);
  11619. //SC that make stop attacking [LuzZza]
  11620. if (scdb->flag[SCF_STOPATTACKING])
  11621. unit_stop_attack(bl);
  11622. //SC that make stop walking
  11623. if (scdb->flag[SCF_STOPWALKING]) {
  11624. switch (type) {
  11625. case SC_ANKLE:
  11626. if (battle_config.skill_trap_type || !map_flag_gvg(bl->m))
  11627. unit_stop_walking(bl, 1);
  11628. break;
  11629. case SC__MANHOLE:
  11630. if (bl->type == BL_PC || !unit_blown_immune(bl,0x1))
  11631. unit_stop_walking(bl,1);
  11632. break;
  11633. case SC_VACUUM_EXTREME:
  11634. if (bl->type != BL_PC && unit_blown_immune(bl, 0x1) == UB_KNOCKABLE) {
  11635. unit_stop_walking(bl,1);
  11636. unit_stop_attack(bl);
  11637. }
  11638. break;
  11639. case SC_FREEZE:
  11640. case SC_STUN:
  11641. case SC_STONE:
  11642. if (sc->getSCE(SC_DANCING)) {
  11643. unit_stop_walking(bl, 1);
  11644. status_change_end(bl, SC_DANCING);
  11645. }
  11646. break;
  11647. default:
  11648. if (!unit_blown_immune(bl,0x1))
  11649. unit_stop_walking(bl,1);
  11650. break;
  11651. }
  11652. }
  11653. //SC that make stop casting
  11654. if (battle_config.sc_castcancel&bl->type && scdb->flag[SCF_STOPCASTING])
  11655. unit_skillcastcancel(bl,0);
  11656. if(scdb->opt1 != OPT1_NONE) sc->opt1 = scdb->opt1;
  11657. sc->opt2 |= scdb->opt2;
  11658. sc->opt3 |= scdb->opt3;
  11659. sc->option |= scdb->look;
  11660. std::bitset<SCF_MAX> opt_flag = scdb->flag;
  11661. uint16 disable_opt_flag = false;
  11662. switch(type) {
  11663. case SC_DANCING:
  11664. if ((val1&0xFFFF) == CG_MOONLIT)
  11665. sc->opt3 |= OPT3_MOONLIT;
  11666. break;
  11667. case SC_INCATKRATE:
  11668. // Simulate Explosion Spirits effect for NPC_POWERUP [Skotlex]
  11669. if (bl->type != BL_MOB) {
  11670. disable_opt_flag = true;
  11671. break;
  11672. }
  11673. break;
  11674. }
  11675. // On Aegis, when turning on a status change, first goes the option packet, then the sc packet.
  11676. if (!disable_opt_flag && (opt_flag[SCF_SENDOPTION] || opt_flag[SCF_ONTOUCH] || opt_flag[SCF_UNITMOVE] || opt_flag[SCF_NONPLAYER] || opt_flag[SCF_SENDLOOK])) {
  11677. clif_changeoption(bl);
  11678. if(sd && opt_flag[SCF_SENDLOOK]) {
  11679. clif_changelook(bl,LOOK_BASE,vd->class_);
  11680. clif_changelook(bl,LOOK_WEAPON,0);
  11681. clif_changelook(bl,LOOK_SHIELD,0);
  11682. clif_changelook(bl,LOOK_CLOTHES_COLOR,vd->cloth_color);
  11683. }
  11684. }
  11685. if (calc_flag[SCB_DYE]) { // Reset DYE color
  11686. if (vd && vd->cloth_color) {
  11687. val4 = vd->cloth_color;
  11688. clif_changelook(bl,LOOK_CLOTHES_COLOR,0);
  11689. }
  11690. calc_flag.reset(SCB_DYE);
  11691. }
  11692. /*if (calc_flag[SCB_BODY])// Might be needed in the future. [Rytech]
  11693. { //Reset body style
  11694. if (vd && vd->body_style)
  11695. {
  11696. val4 = vd->body_style;
  11697. clif_changelook(bl,LOOK_BODY2,0);
  11698. }
  11699. calc_flag.reset(SCB_BODY);
  11700. }*/
  11701. if (!(flag&SCSTART_NOICON) && !(flag&SCSTART_LOADED && scdb->flag[SCF_DISPLAYPC] || scdb->flag[SCF_DISPLAYNPC])) {
  11702. int status_icon = scdb->icon;
  11703. #if PACKETVER < 20151104
  11704. if (status_icon == EFST_WEAPONPROPERTY)
  11705. status_icon = EFST_ATTACK_PROPERTY_NOTHING + val1; // Assign status icon for older clients
  11706. #endif
  11707. clif_status_change(bl, status_icon, 1, tick, scdb->flag[SCF_SENDVAL1] ? val1 : 1, scdb->flag[SCF_SENDVAL2] ? val2 : 0, scdb->flag[SCF_SENDVAL3] ? val3 : 0);
  11708. }
  11709. // Used as temporary storage for scs with interval ticks, so that the actual duration is sent to the client first.
  11710. if( tick_time )
  11711. tick = tick_time;
  11712. // Don't trust the previous sce assignment, in case the SC ended somewhere between there and here.
  11713. if((sce=sc->getSCE(type))) { // reuse old sc
  11714. if( sce->timer != INVALID_TIMER )
  11715. delete_timer(sce->timer, status_change_timer);
  11716. sc_isnew = false;
  11717. } else { // New sc
  11718. ++(sc->count);
  11719. sce = sc->createSCE(type);
  11720. }
  11721. sce->val1 = val1;
  11722. sce->val2 = val2;
  11723. sce->val3 = val3;
  11724. sce->val4 = val4;
  11725. if (tick >= 0)
  11726. sce->timer = add_timer(gettick() + tick, status_change_timer, bl->id, type);
  11727. else
  11728. sce->timer = INVALID_TIMER; // Infinite duration
  11729. if (calc_flag.any()) {
  11730. if (sd != nullptr) {
  11731. switch(type) {
  11732. // Statuses that adjust HP/SP and heal after starting
  11733. case SC_BERSERK:
  11734. case SC_MERC_HPUP:
  11735. case SC_MERC_SPUP:
  11736. status_calc_bl_(bl, calc_flag, SCO_FORCE);
  11737. break;
  11738. default:
  11739. if (!sd->state.connect_new)
  11740. status_calc_bl_(bl, calc_flag);
  11741. break;
  11742. }
  11743. } else
  11744. status_calc_bl_(bl, calc_flag);
  11745. }
  11746. // Non-zero
  11747. if (sc_isnew && scdb->state.any())
  11748. status_calc_state(bl, sc, scdb->state, true);
  11749. if (sd != nullptr && sd->pd != nullptr)
  11750. pet_sc_check(sd, type); // Skotlex: Pet Status Effect Healing
  11751. // 1st thing to execute when loading status
  11752. switch (type) {
  11753. case SC_BERSERK:
  11754. if (!(sce->val2)) { // Don't heal if already set
  11755. status_heal(bl, status->max_hp, 0, 1); // Do not use percent_heal as this healing must override BERSERK's block.
  11756. status_set_sp(bl, 0, 0); // Damage all SP
  11757. }
  11758. sce->val2 = 5 * status->max_hp / 100;
  11759. break;
  11760. case SC_RUN:
  11761. {
  11762. struct unit_data *ud = unit_bl2ud(bl);
  11763. if( ud )
  11764. ud->state.running = unit_run(bl, NULL, SC_RUN);
  11765. }
  11766. break;
  11767. case SC_BOSSMAPINFO:
  11768. if( sd == nullptr ){
  11769. return 0;
  11770. }else{
  11771. mob_data* boss_md = map_id2boss( sce->val1 );
  11772. if( boss_md == nullptr ){
  11773. return 0;
  11774. }
  11775. // Not on same map anymore
  11776. if( sd->bl.m != boss_md->bl.m ){
  11777. return 0;
  11778. // Boss is alive
  11779. }else if( boss_md->bl.prev != nullptr ){
  11780. sce->val2 = 0;
  11781. clif_bossmapinfo( *sd, boss_md, BOSS_INFO_ALIVE_WITHMSG );
  11782. // Boss is dead
  11783. }else if( boss_md->spawn_timer != INVALID_TIMER ){
  11784. sce->val2 = 1;
  11785. clif_bossmapinfo( *sd, boss_md, BOSS_INFO_DEAD );
  11786. }
  11787. }
  11788. break;
  11789. case SC_FULL_THROTTLE:
  11790. case SC_MERC_HPUP:
  11791. status_percent_heal(bl, 100, 0); // Recover Full HP
  11792. break;
  11793. case SC_MERC_SPUP:
  11794. status_percent_heal(bl, 0, 100); // Recover Full SP
  11795. break;
  11796. case SC_WUGDASH:
  11797. {
  11798. struct unit_data *ud = unit_bl2ud(bl);
  11799. if( ud )
  11800. ud->state.running = unit_run(bl, sd, SC_WUGDASH);
  11801. }
  11802. break;
  11803. case SC_COMBO:
  11804. switch(sce->val1) {
  11805. case TK_STORMKICK:
  11806. skill_combo_toggle_inf(bl, TK_JUMPKICK, 0);
  11807. clif_skill_nodamage(bl,bl,TK_READYSTORM,1,1);
  11808. break;
  11809. case TK_DOWNKICK:
  11810. skill_combo_toggle_inf(bl, TK_JUMPKICK, 0);
  11811. clif_skill_nodamage(bl,bl,TK_READYDOWN,1,1);
  11812. break;
  11813. case TK_TURNKICK:
  11814. skill_combo_toggle_inf(bl, TK_JUMPKICK, 0);
  11815. clif_skill_nodamage(bl,bl,TK_READYTURN,1,1);
  11816. break;
  11817. case TK_COUNTER:
  11818. skill_combo_toggle_inf(bl, TK_JUMPKICK, 0);
  11819. clif_skill_nodamage(bl,bl,TK_READYCOUNTER,1,1);
  11820. break;
  11821. default: // Rest just toggle inf to enable autotarget
  11822. skill_combo_toggle_inf(bl,sce->val1,INF_SELF_SKILL);
  11823. break;
  11824. }
  11825. break;
  11826. case SC_C_MARKER:
  11827. //Send mini-map, don't wait for first timer triggered
  11828. if (src->type == BL_PC) {
  11829. clif_crimson_marker(*(map_session_data *)(src), *bl, false);
  11830. }
  11831. break;
  11832. case SC_ITEMSCRIPT: // Shows Buff Icons
  11833. if (sd)
  11834. clif_status_change(bl, (efst_type)val2, 1, tick, 0, 0, 0);
  11835. break;
  11836. case SC_GVG_GIANT:
  11837. case SC_GVG_GOLEM:
  11838. case SC_GVG_STUN:
  11839. case SC_GVG_STONE:
  11840. case SC_GVG_FREEZ:
  11841. case SC_GVG_SLEEP:
  11842. case SC_GVG_CURSE:
  11843. case SC_GVG_SILENCE:
  11844. case SC_GVG_BLIND:
  11845. if (val1 || val2)
  11846. status_zap(bl, val1 ? val1 : 0, val2 ? val2 : 0);
  11847. break;
  11848. }
  11849. if( opt_flag[SCF_ONTOUCH] && sd && !sd->npc_ontouch_.empty() )
  11850. npc_touchnext_areanpc(sd,false); // Run OnTouch_ on next char in range
  11851. return 1;
  11852. }
  11853. /**
  11854. * End all statuses except those listed
  11855. * TODO: May be useful for dispel instead resetting a list there
  11856. * @param src: Source of the status change [PC|MOB|HOM|MER|ELEM|NPC]
  11857. * @param type: Changes behaviour of the function
  11858. * 0: PC killed -> Place here statuses that do not dispel on death.
  11859. * 1: If for some reason status_change_end decides to still keep the status when quitting.
  11860. * 2: Do clif_changeoption()
  11861. * 3: Do not remove some permanent/time-independent effects
  11862. * @return 1: Success 0: Fail
  11863. */
  11864. int status_change_clear(struct block_list* bl, int type)
  11865. {
  11866. status_change* sc;
  11867. sc = status_get_sc(bl);
  11868. if (!sc)
  11869. return 0;
  11870. // Cleaning all extras vars
  11871. sc->comet_x = 0;
  11872. sc->comet_y = 0;
  11873. #ifndef RENEWAL
  11874. sc->sg_counter = 0;
  11875. #endif
  11876. if (!sc->count)
  11877. return 0;
  11878. for (const auto &it : status_db) {
  11879. sc_type status = static_cast<sc_type>(it.first);
  11880. if (!sc->getSCE(status))
  11881. continue;
  11882. if (type == 0) { // Type 0: PC killed
  11883. if (it.second->flag[SCF_NOREMOVEONDEAD]) {
  11884. switch (status) {
  11885. case SC_ELEMENTALCHANGE: // Only when its Holy or Dark that it doesn't dispell on death
  11886. if (sc->getSCE(status)->val2 != ELE_HOLY && sc->getSCE(status)->val2 != ELE_DARK)
  11887. break;
  11888. default:
  11889. continue;
  11890. }
  11891. }
  11892. }
  11893. if (type == 3 && it.second->flag[SCF_NOCLEARBUFF])
  11894. continue;
  11895. status_change_end(bl, status);
  11896. if( type == 1 && sc->getSCE(status) ) { // If for some reason status_change_end decides to still keep the status when quitting. [Skotlex]
  11897. (sc->count)--;
  11898. if (sc->getSCE(status)->timer != INVALID_TIMER)
  11899. delete_timer(sc->getSCE(status)->timer, status_change_timer);
  11900. sc->deleteSCE(status);
  11901. }
  11902. }
  11903. sc->opt1 = 0;
  11904. sc->opt2 = 0;
  11905. sc->opt3 = 0;
  11906. if( type == 0 || type == 2 )
  11907. clif_changeoption(bl);
  11908. return 1;
  11909. }
  11910. /**
  11911. * End a specific status after checking
  11912. * @param bl: Source of the status change [PC|MOB|HOM|MER|ELEM|NPC]
  11913. * @param type: Status change (SC_*)
  11914. * @param tid: Timer
  11915. * @param file: Used for dancing save
  11916. * @param line: Used for dancing save
  11917. * @return 1: Success 0: Fail
  11918. */
  11919. int status_change_end(struct block_list* bl, enum sc_type type, int tid)
  11920. {
  11921. map_session_data *sd;
  11922. status_change *sc;
  11923. struct status_change_entry *sce;
  11924. struct status_data *status;
  11925. struct view_data *vd;
  11926. std::shared_ptr<s_status_change_db> scdb = status_db.find(type);
  11927. nullpo_ret(bl);
  11928. sc = status_get_sc(bl);
  11929. status = status_get_status_data(bl);
  11930. if(!sc || !(sce = sc->getSCE(type)) || !scdb)
  11931. return 0;
  11932. sd = BL_CAST(BL_PC,bl);
  11933. if (sce->timer != tid && tid != INVALID_TIMER)
  11934. return 0;
  11935. if (tid == INVALID_TIMER) {
  11936. if (type == SC_ENDURE && sce->val4)
  11937. // Do not end infinite endure.
  11938. return 0;
  11939. if (type == SC_SPIDERWEB) {
  11940. //Delete the unit group first to expire found in the status change
  11941. std::shared_ptr<s_skill_unit_group> group, group2;
  11942. t_tick tick = gettick();
  11943. int pos = 1;
  11944. if (sce->val2)
  11945. if (!(group = skill_id2group(sce->val2)))
  11946. sce->val2 = 0;
  11947. if (sce->val3) {
  11948. if (!(group2 = skill_id2group(sce->val3)))
  11949. sce->val3 = 0;
  11950. else if (!group || ((group->limit - DIFF_TICK(tick, group->tick)) > (group2->limit - DIFF_TICK(tick, group2->tick)))) {
  11951. group = group2;
  11952. pos = 2;
  11953. }
  11954. }
  11955. if (sce->val4) {
  11956. if (!(group2 = skill_id2group(sce->val4)))
  11957. sce->val4 = 0;
  11958. else if (!group || ((group->limit - DIFF_TICK(tick, group->tick)) > (group2->limit - DIFF_TICK(tick, group2->tick)))) {
  11959. group = group2;
  11960. pos = 3;
  11961. }
  11962. }
  11963. if (pos == 1)
  11964. sce->val2 = 0;
  11965. else if (pos == 2)
  11966. sce->val3 = 0;
  11967. else if (pos == 3)
  11968. sce->val4 = 0;
  11969. if (group)
  11970. skill_delunitgroup(group);
  11971. if (!status_isdead(bl) && (sce->val2 || sce->val3 || sce->val4))
  11972. return 0; //Don't end the status change yet as there are still unit groups associated with it
  11973. }
  11974. if (sce->timer != INVALID_TIMER) // Could be a SC with infinite duration
  11975. delete_timer(sce->timer,status_change_timer);
  11976. }
  11977. (sc->count)--;
  11978. if (scdb->state.any())
  11979. status_calc_state(bl,sc,scdb->state,false);
  11980. sc->clearSCE(type);
  11981. if (scdb->flag[SCF_DISPLAYPC] || scdb->flag[SCF_DISPLAYNPC])
  11982. status_display_remove(bl,type);
  11983. vd = status_get_viewdata(bl);
  11984. std::bitset<SCB_MAX> calc_flag = scdb->calc_flag;
  11985. switch(type) {
  11986. case SC_KEEPING:
  11987. case SC_BARRIER: {
  11988. unit_data *ud = unit_bl2ud(bl);
  11989. if (ud)
  11990. ud->attackabletime = ud->canact_tick = ud->canmove_tick = gettick();
  11991. }
  11992. break;
  11993. case SC_GRANITIC_ARMOR:
  11994. {
  11995. int damage = status->max_hp*sce->val3/100;
  11996. if(status->hp < damage) // to not kill him
  11997. damage = status->hp-1;
  11998. status_damage(NULL,bl,damage,0,0,1,0);
  11999. }
  12000. break;
  12001. case SC_RUN:
  12002. {
  12003. struct unit_data *ud = unit_bl2ud(bl);
  12004. bool begin_spurt = true;
  12005. // Note: this int64 value is stored in two separate int32 variables (FIXME)
  12006. t_tick starttick = (t_tick)sce->val3&0x00000000ffffffffLL;
  12007. starttick |= ((t_tick)sce->val4<<32)&0xffffffff00000000LL;
  12008. if (ud) {
  12009. if(!ud->state.running)
  12010. begin_spurt = false;
  12011. ud->state.running = 0;
  12012. if (ud->walktimer != INVALID_TIMER)
  12013. unit_stop_walking(bl,1);
  12014. }
  12015. if (begin_spurt && sce->val1 >= 7 &&
  12016. DIFF_TICK(gettick(), starttick) <= 1000 &&
  12017. (!sd || (sd->weapontype1 == W_FIST && sd->weapontype2 == W_FIST))
  12018. )
  12019. sc_start(bl,bl,SC_SPURT,100,sce->val1,skill_get_time2(scdb->skill_id, sce->val1));
  12020. }
  12021. break;
  12022. case SC_AUTOBERSERK:
  12023. if (sc->getSCE(SC_PROVOKE) && sc->getSCE(SC_PROVOKE)->val4 == 1)
  12024. status_change_end(bl, SC_PROVOKE);
  12025. break;
  12026. case SC_ENDURE:
  12027. case SC_DEFENDER:
  12028. case SC_REFLECTSHIELD:
  12029. case SC_AUTOGUARD:
  12030. {
  12031. map_session_data *tsd;
  12032. if( bl->type == BL_PC ) { // Clear Status from others
  12033. int i;
  12034. for( i = 0; i < MAX_DEVOTION; i++ ) {
  12035. if( sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) && tsd->sc.getSCE(type) )
  12036. status_change_end(&tsd->bl, type);
  12037. }
  12038. }
  12039. else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag ) { // Clear Status from Master
  12040. tsd = ((TBL_MER*)bl)->master;
  12041. if( tsd && tsd->sc.getSCE(type) )
  12042. status_change_end(&tsd->bl, type);
  12043. }
  12044. }
  12045. break;
  12046. case SC_DEVOTION:
  12047. {
  12048. struct block_list *d_bl = map_id2bl(sce->val1);
  12049. if( d_bl ) {
  12050. if( d_bl->type == BL_PC )
  12051. ((TBL_PC*)d_bl)->devotion[sce->val2] = 0;
  12052. else if( d_bl->type == BL_MER )
  12053. ((TBL_MER*)d_bl)->devotion_flag = 0;
  12054. clif_devotion(d_bl, NULL);
  12055. }
  12056. }
  12057. break;
  12058. case SC_FLASHKICK: {
  12059. map_session_data *tsd;
  12060. if (!(tsd = map_id2sd(sce->val1)))
  12061. break;
  12062. tsd->stellar_mark[sce->val2] = 0;
  12063. }
  12064. break;
  12065. case SC_SOULUNITY: {
  12066. map_session_data *tsd;
  12067. if (!(tsd = map_id2sd(sce->val2)))
  12068. break;
  12069. tsd->united_soul[sce->val3] = 0;
  12070. }
  12071. break;
  12072. case SC_BLADESTOP:
  12073. if(sce->val4) {
  12074. int tid2 = sce->val4; //stop the status for the other guy of bladestop as well
  12075. struct block_list *tbl = map_id2bl(tid2);
  12076. status_change *tsc = status_get_sc(tbl);
  12077. sce->val4 = 0;
  12078. if(tbl && tsc && tsc->getSCE(SC_BLADESTOP)) {
  12079. tsc->getSCE(SC_BLADESTOP)->val4 = 0;
  12080. status_change_end(tbl, SC_BLADESTOP);
  12081. }
  12082. clif_bladestop(bl, tid2, 0);
  12083. }
  12084. break;
  12085. case SC_DANCING:
  12086. {
  12087. map_session_data *dsd;
  12088. if(sce->val4 && sce->val4 != BCT_SELF && (dsd=map_id2sd(sce->val4))) { // End status on partner as well
  12089. status_change_entry *dsc = dsd->sc.getSCE(SC_DANCING);
  12090. if(dsc) {
  12091. // This will prevent recursive loops.
  12092. dsc->val2 = 0;
  12093. dsc->val4 = BCT_SELF;
  12094. status_change_end(&dsd->bl, SC_DANCING);
  12095. }
  12096. }
  12097. if(sce->val2) { // Erase associated land skill
  12098. std::shared_ptr<s_skill_unit_group> group = skill_id2group(sce->val2);
  12099. sce->val2 = 0;
  12100. if (group)
  12101. skill_delunitgroup(group);
  12102. }
  12103. if((sce->val1&0xFFFF) == CG_MOONLIT)
  12104. clif_status_change(bl,EFST_MOON,0,0,0,0,0);
  12105. }
  12106. break;
  12107. case SC_NOCHAT:
  12108. if (sd && sd->status.manner < 0 && tid != INVALID_TIMER)
  12109. sd->status.manner = 0;
  12110. if (sd && tid == INVALID_TIMER) {
  12111. clif_changestatus(sd,SP_MANNER,sd->status.manner);
  12112. clif_updatestatus(sd,SP_MANNER);
  12113. }
  12114. break;
  12115. case SC_SPLASHER:
  12116. case SC_ROSEBLOSSOM:
  12117. {
  12118. struct block_list *src=map_id2bl(sce->val3);
  12119. if(src && tid != INVALID_TIMER)
  12120. skill_castend_damage_id(src, bl, sce->val2, sce->val1, gettick(), SD_LEVEL );
  12121. }
  12122. break;
  12123. case SC_CLOSECONFINE2:
  12124. {
  12125. struct block_list *src = sce->val2?map_id2bl(sce->val2):nullptr;
  12126. status_change *sc2 = src?status_get_sc(src):nullptr;
  12127. if (src && sc2 && sc2->getSCE(SC_CLOSECONFINE)) {
  12128. // If status was already ended, do nothing.
  12129. // Decrease count
  12130. if (--(sc2->getSCE(SC_CLOSECONFINE)->val1) <= 0) // No more holds, free him up.
  12131. status_change_end(src, SC_CLOSECONFINE);
  12132. }
  12133. }
  12134. [[fallthrough]];
  12135. case SC_CLOSECONFINE:
  12136. if (sce->val2 > 0) {
  12137. // Caster has been unlocked... nearby chars need to be unlocked.
  12138. int range = 1
  12139. + skill_get_range2(bl, scdb->skill_id, sce->val1, true)
  12140. + skill_get_range2(bl, TF_BACKSLIDING, 1, true); // Since most people use this to escape the hold....
  12141. map_foreachinallarea(status_change_timer_sub,
  12142. bl->m, bl->x-range, bl->y-range, bl->x+range,bl->y+range,BL_CHAR,bl,sce,type,gettick());
  12143. }
  12144. break;
  12145. case SC_COMBO:
  12146. skill_combo_toggle_inf(bl,sce->val1,0);
  12147. break;
  12148. case SC_MARIONETTE:
  12149. case SC_MARIONETTE2: // Marionette target
  12150. if (sce->val1) { // Check for partner and end their marionette status as well
  12151. enum sc_type type2 = (type == SC_MARIONETTE) ? SC_MARIONETTE2 : SC_MARIONETTE;
  12152. struct block_list *pbl = map_id2bl(sce->val1);
  12153. status_change* sc2 = pbl?status_get_sc(pbl):NULL;
  12154. if (sc2 && sc2->getSCE(type2)) {
  12155. sc2->getSCE(type2)->val1 = 0;
  12156. status_change_end(pbl, type2);
  12157. }
  12158. }
  12159. break;
  12160. case SC_CONCENTRATION:
  12161. if (sc->getSCE(SC_ENDURE) && !sc->getSCE(SC_ENDURE)->val4)
  12162. status_change_end(bl, SC_ENDURE);
  12163. break;
  12164. case SC_BERSERK:
  12165. if(status->hp > 200 && sc && sc->getSCE(SC__BLOODYLUST)) {
  12166. status_percent_heal(bl, 100, 0);
  12167. status_change_end(bl, SC__BLOODYLUST);
  12168. } else if (status->hp > 100 && sce->val2) // If val2 is removed, no HP penalty (dispelled?) [Skotlex]
  12169. status_set_hp(bl, 100, 0);
  12170. if(sc->getSCE(SC_ENDURE) && sc->getSCE(SC_ENDURE)->val4) {
  12171. sc->getSCE(SC_ENDURE)->val4 = 0;
  12172. status_change_end(bl, SC_ENDURE);
  12173. }
  12174. sc_start4(bl, bl, SC_REGENERATION, 100, 10,0,0,(RGN_HP|RGN_SP), skill_get_time(LK_BERSERK, sce->val1));
  12175. break;
  12176. case SC_GOSPEL:
  12177. if (sce->val3) { // Clear the group.
  12178. std::shared_ptr<s_skill_unit_group> group = skill_id2group(sce->val3);
  12179. sce->val3 = 0;
  12180. if (group)
  12181. skill_delunitgroup(group);
  12182. }
  12183. break;
  12184. #ifndef RENEWAL
  12185. case SC_HERMODE:
  12186. if(sce->val3 == BCT_SELF)
  12187. skill_clear_unitgroup(bl);
  12188. break;
  12189. case SC_BASILICA: // Clear the skill area. [Skotlex]
  12190. if (sce->val3 && sce->val4 == bl->id) {
  12191. std::shared_ptr<s_skill_unit_group> group = skill_id2group(sce->val3);
  12192. sce->val3 = 0;
  12193. if (group)
  12194. skill_delunitgroup(group);
  12195. }
  12196. break;
  12197. #endif
  12198. case SC_TRICKDEAD:
  12199. if (vd) vd->dead_sit = 0;
  12200. break;
  12201. case SC_WARM:
  12202. case SC__MANHOLE:
  12203. case SC_BANDING:
  12204. case SC_LEADERSHIP:
  12205. case SC_GLORYWOUNDS:
  12206. case SC_SOULCOLD:
  12207. case SC_HAWKEYES:
  12208. if (sce->val4) { // Clear the group.
  12209. std::shared_ptr<s_skill_unit_group> group = skill_id2group(sce->val4);
  12210. sce->val4 = 0;
  12211. if( group ) // Might have been cleared before status ended, e.g. land protector
  12212. skill_delunitgroup(group);
  12213. }
  12214. break;
  12215. case SC_JAILED:
  12216. if(sd && sd->mapindex == sce->val2)
  12217. pc_setpos(sd,(unsigned short)sce->val3,sce->val4&0xFFFF, sce->val4>>16, CLR_TELEPORT);
  12218. break; // Guess hes not in jail :P
  12219. case SC_CHANGE:
  12220. if (tid == INVALID_TIMER)
  12221. break;
  12222. // "lose almost all their HP and SP" on natural expiration.
  12223. status_set_hp(bl, 10, 0);
  12224. status_set_sp(bl, 10, 0);
  12225. break;
  12226. case SC_AUTOTRADE:
  12227. if (tid == INVALID_TIMER)
  12228. break;
  12229. // Vending is not automatically closed for autovenders
  12230. vending_closevending(sd);
  12231. map_quit(sd);
  12232. // Because map_quit calls status_change_end with tid -1
  12233. // from here it's not neccesary to continue
  12234. return 1;
  12235. break;
  12236. case SC_STOP:
  12237. if( sce->val2 ) {
  12238. struct block_list* tbl = map_id2bl(sce->val2);
  12239. sce->val2 = 0;
  12240. if( tbl && (sc = status_get_sc(tbl)) && sc->getSCE(SC_STOP) && sc->getSCE(SC_STOP)->val2 == bl->id )
  12241. status_change_end(tbl, SC_STOP);
  12242. }
  12243. break;
  12244. case SC_TENSIONRELAX:
  12245. if (sc && (sc->getSCE(SC_WEIGHT50) || sc->getSCE(SC_WEIGHT90)))
  12246. status_get_regen_data(bl)->state.overweight = 1; // Add the overweight flag back
  12247. break;
  12248. case SC_MONSTER_TRANSFORM:
  12249. case SC_ACTIVE_MONSTER_TRANSFORM:
  12250. if (sce->val2)
  12251. status_change_end(bl, (sc_type)sce->val2);
  12252. break;
  12253. /* 3rd Stuff */
  12254. case SC_MILLENNIUMSHIELD:
  12255. clif_millenniumshield(bl, 0);
  12256. break;
  12257. case SC_HALLUCINATIONWALK:
  12258. sc_start(bl,bl,SC_HALLUCINATIONWALK_POSTDELAY,100,sce->val1,skill_get_time2(GC_HALLUCINATIONWALK,sce->val1));
  12259. break;
  12260. case SC_WHITEIMPRISON:
  12261. {
  12262. struct block_list* src = map_id2bl(sce->val2);
  12263. if( tid == -1 || !src)
  12264. break; // Terminated by Damage
  12265. status_fix_damage(src,bl,400*sce->val1,clif_damage(bl,bl,gettick(),0,0,400*sce->val1,0,DMG_NORMAL,0,false),WL_WHITEIMPRISON);
  12266. }
  12267. break;
  12268. case SC_WUGDASH:
  12269. {
  12270. struct unit_data *ud = unit_bl2ud(bl);
  12271. if (ud) {
  12272. ud->state.running = 0;
  12273. if (ud->walktimer != INVALID_TIMER)
  12274. unit_stop_walking(bl,1);
  12275. }
  12276. }
  12277. break;
  12278. case SC__SHADOWFORM:
  12279. {
  12280. map_session_data *s_sd = map_id2sd(sce->val2);
  12281. if (s_sd) s_sd->shadowform_id = 0;
  12282. }
  12283. break;
  12284. case SC_SATURDAYNIGHTFEVER: // Sit down force of Saturday Night Fever has the duration of only 3 seconds.
  12285. sc_start(bl, bl,SC_SITDOWN_FORCE,100,sce->val1,skill_get_time2(WM_SATURDAY_NIGHT_FEVER,sce->val1));
  12286. break;
  12287. case SC_NEUTRALBARRIER_MASTER:
  12288. case SC_STEALTHFIELD_MASTER:
  12289. if( sce->val2 ) {
  12290. std::shared_ptr<s_skill_unit_group> group = skill_id2group(sce->val2);
  12291. sce->val2 = 0;
  12292. if( group ) // Might have been cleared before status ended, e.g. land protector
  12293. skill_delunitgroup(group);
  12294. }
  12295. break;
  12296. case SC_CURSEDCIRCLE_ATKER:
  12297. if( sce->val2 ) // Used the default area size cause there is a chance the caster could knock back and can't clear the target.
  12298. map_foreachinallrange(status_change_timer_sub, bl, AREA_SIZE + 3, BL_CHAR, bl, sce, SC_CURSEDCIRCLE_TARGET, gettick());
  12299. break;
  12300. case SC_RAISINGDRAGON:
  12301. if( sd && !pc_isdead(sd) ) {
  12302. int i = min(sd->spiritball,5);
  12303. pc_delspiritball(sd, sd->spiritball, 0);
  12304. status_change_end(bl, SC_EXPLOSIONSPIRITS);
  12305. while( i > 0 ) {
  12306. pc_addspiritball(sd, skill_get_time(MO_CALLSPIRITS, pc_checkskill(sd,MO_CALLSPIRITS)), 5);
  12307. --i;
  12308. }
  12309. }
  12310. break;
  12311. case SC_CURSEDCIRCLE_TARGET:
  12312. {
  12313. struct block_list *src = map_id2bl(sce->val2);
  12314. status_change *sc2 = status_get_sc(src);
  12315. if( sc2 && sc2->getSCE(SC_CURSEDCIRCLE_ATKER) && --(sc2->getSCE(SC_CURSEDCIRCLE_ATKER)->val2) == 0 ) {
  12316. clif_bladestop(bl, sce->val2, 0);
  12317. status_change_end(src, SC_CURSEDCIRCLE_ATKER);
  12318. }
  12319. }
  12320. break;
  12321. case SC_SITDOWN_FORCE:
  12322. case SC_BANANA_BOMB_SITDOWN:
  12323. if( sd && pc_issit(sd) && pc_setstand(sd, false) )
  12324. skill_sit(sd, false);
  12325. break;
  12326. case SC_KYOUGAKU:
  12327. clif_status_load(bl, EFST_KYOUGAKU, 0); // Avoid client crash
  12328. clif_status_load(bl, EFST_ACTIVE_MONSTER_TRANSFORM, 0);
  12329. break;
  12330. case SC_INTRAVISION:
  12331. calc_flag = status_db.getSCB_ALL(); // Required for overlapping
  12332. break;
  12333. case SC_GRAVITYCONTROL:
  12334. status_fix_damage(bl, bl, sce->val2, clif_damage(bl, bl, gettick(), 0, 0, sce->val2, 0, DMG_NORMAL, 0, false), 0);
  12335. clif_specialeffect(bl, 223, AREA);
  12336. clif_specialeffect(bl, 330, AREA);
  12337. break;
  12338. case SC_OVERED_BOOST:
  12339. switch (bl->type) {
  12340. case BL_HOM: {
  12341. struct homun_data *hd = BL_CAST(BL_HOM,bl);
  12342. if( hd )
  12343. hd->homunculus.hunger = max(1,hd->homunculus.hunger - 50);
  12344. }
  12345. break;
  12346. case BL_PC:
  12347. status_zap(bl,0,status_get_max_sp(bl) / 2);
  12348. break;
  12349. }
  12350. break;
  12351. case SC_FULL_THROTTLE: {
  12352. int sec = skill_get_time2(scdb->skill_id, sce->val1);
  12353. clif_status_change(bl, EFST_DEC_AGI, 1, sec, 0, 0, 0);
  12354. sc_start(bl, bl, SC_REBOUND, 100, sce->val1, sec);
  12355. }
  12356. break;
  12357. case SC_REBOUND:
  12358. clif_status_load(bl, EFST_DEC_AGI, 0);
  12359. break;
  12360. case SC_ITEMSCRIPT: // Removes Buff Icons
  12361. if (sd)
  12362. clif_status_load(bl, (enum efst_type)sce->val2, 0);
  12363. break;
  12364. case SC_C_MARKER:
  12365. {
  12366. // Remove mark data from caster
  12367. map_session_data *caster = map_id2sd(sce->val2);
  12368. uint8 i = 0;
  12369. if (!caster)
  12370. break;
  12371. ARR_FIND(0,MAX_SKILL_CRIMSON_MARKER,i,caster->c_marker[i] == bl->id);
  12372. if (i < MAX_SKILL_CRIMSON_MARKER) {
  12373. caster->c_marker[i] = 0;
  12374. clif_crimson_marker( *caster, *bl, true );
  12375. }
  12376. }
  12377. break;
  12378. case SC_H_MINE:
  12379. {
  12380. // Drop the material from target if expired
  12381. struct item it;
  12382. map_session_data *caster = NULL;
  12383. if (sce->val3 || status_isdead(bl) || !(caster = map_id2sd(sce->val2)))
  12384. break;
  12385. std::shared_ptr<s_skill_db> skill = skill_db.find(RL_H_MINE);
  12386. if (!item_db.exists(skill->require.itemid[0]))
  12387. break;
  12388. memset(&it, 0, sizeof(it));
  12389. it.nameid = skill->require.itemid[0];
  12390. it.amount = max(skill->require.amount[0],1);
  12391. it.identify = 1;
  12392. map_addflooritem(&it, it.amount, bl->m,bl->x, bl->y, caster->status.char_id, 0, 0, 4, 0);
  12393. }
  12394. break;
  12395. case SC_VACUUM_EXTREME:
  12396. ///< !CHECKME: Seems on official, there's delay before same target can be vacuumed in same area again [Cydh]
  12397. sc_start2(bl, bl, SC_VACUUM_EXTREME_POSTDELAY, 100, sce->val1, sce->val2, skill_get_time2(SO_VACUUM_EXTREME,sce->val1));
  12398. break;
  12399. case SC_DIMENSION1:
  12400. case SC_DIMENSION2:
  12401. if (sd)
  12402. pc_delspiritball(sd, 1, 0);
  12403. break;
  12404. case SC_SOULENERGY:
  12405. if (sd)
  12406. pc_delsoulball(sd, sd->soulball, false);
  12407. break;
  12408. case SC_MADOGEAR:
  12409. status_db.removeByStatusFlag(bl, { SCF_MADOENDCANCEL });
  12410. if (sd)
  12411. pc_bonus_script_clear(sd, BSF_REM_ON_MADOGEAR);
  12412. break;
  12413. case SC_HOMUN_TIME:
  12414. if (sd && hom_is_active(sd->hd))
  12415. hom_vaporize(sd, HOM_ST_REST);
  12416. break;
  12417. case SC_SERVANT_SIGN: {
  12418. map_session_data *tsd = map_id2sd(sce->val1);
  12419. if( tsd != nullptr )
  12420. tsd->servant_sign[sce->val2] = 0;
  12421. }
  12422. break;
  12423. case SC_SOUNDBLEND: {
  12424. block_list *src = map_id2bl(sce->val2);
  12425. if (src && tid != INVALID_TIMER)
  12426. skill_castend_damage_id(src, bl, TR_SOUNDBLEND, sce->val1, gettick(), SD_LEVEL|SD_ANIMATION);
  12427. }
  12428. break;
  12429. case SC_SERVANTWEAPON:
  12430. if( sd ){
  12431. pc_delservantball( *sd, sd->servantball );
  12432. }
  12433. break;
  12434. case SC_ABYSSFORCEWEAPON:
  12435. if( sd ){
  12436. pc_delabyssball( *sd, sd->abyssball );
  12437. }
  12438. break;
  12439. }
  12440. // End statuses found in the EndOnEnd list.
  12441. if (!scdb->endonend.empty()) {
  12442. for (const auto &it : scdb->endonend) {
  12443. status_change_end(bl, it);
  12444. }
  12445. }
  12446. // Reset the options as needed
  12447. std::bitset<SCF_MAX> opt_flag = scdb->flag;
  12448. bool disable_opt_flag = false;
  12449. switch (type) {
  12450. case SC_DANCING:
  12451. if ((sce->val1&0xFFFF) == CG_MOONLIT)
  12452. sc->opt3 &= ~OPT3_MOONLIT;
  12453. break;
  12454. case SC_INCATKRATE: // Simulated Explosion spirits effect.
  12455. if (bl->type != BL_MOB) {
  12456. disable_opt_flag = true;
  12457. break;
  12458. }
  12459. break;
  12460. }
  12461. if (scdb->opt1)
  12462. sc->opt1 = OPT1_NONE;
  12463. if (scdb->opt2)
  12464. sc->opt2 &= ~scdb->opt2;
  12465. if (scdb->opt3)
  12466. sc->opt3 &= ~scdb->opt3;
  12467. if (scdb->look)
  12468. sc->option &= ~scdb->look;
  12469. if (calc_flag[SCB_DYE]) { // Restore DYE color
  12470. if (vd && !vd->cloth_color && sce->val4)
  12471. clif_changelook(bl,LOOK_CLOTHES_COLOR,sce->val4);
  12472. calc_flag.reset(SCB_DYE);
  12473. }
  12474. /*if (calc_flag[SCB_BODY])// Might be needed in the future. [Rytech]
  12475. { //Restore body style
  12476. if (vd && !vd->body_style && sce->val4)
  12477. clif_changelook(bl,LOOK_BODY2,sce->val4);
  12478. calc_flag.reset(SCB_BODY);
  12479. }*/
  12480. // On Aegis, when turning off a status change, first goes the sc packet, then the option packet.
  12481. int status_icon = scdb->icon;
  12482. #if PACKETVER < 20151104
  12483. if (status_icon == EFST_WEAPONPROPERTY)
  12484. status_icon = EFST_ATTACK_PROPERTY_NOTHING + sce->val1; // Assign status icon for older clients
  12485. #endif
  12486. clif_status_change(bl,status_icon,0,0,0,0,0);
  12487. if( opt_flag[SCF_NONPLAYER] ) // bugreport:681
  12488. clif_changeoption2(bl);
  12489. else if (!disable_opt_flag && (opt_flag[SCF_SENDOPTION] || opt_flag[SCF_ONTOUCH] || opt_flag[SCF_UNITMOVE] || opt_flag[SCF_NONPLAYER] || opt_flag[SCF_SENDLOOK])) {
  12490. clif_changeoption(bl);
  12491. if (sd && opt_flag[SCF_SENDLOOK]) {
  12492. clif_changelook(bl,LOOK_BASE,sd->vd.class_);
  12493. clif_get_weapon_view(sd,&sd->vd.weapon,&sd->vd.shield);
  12494. clif_changelook(bl,LOOK_WEAPON,sd->vd.weapon);
  12495. clif_changelook(bl,LOOK_SHIELD,sd->vd.shield);
  12496. clif_changelook(bl,LOOK_CLOTHES_COLOR,cap_value(sd->status.clothes_color,0,battle_config.max_cloth_color));
  12497. clif_changelook(bl,LOOK_BODY2,cap_value(sd->status.body,0,battle_config.max_body_style));
  12498. }
  12499. }
  12500. if (calc_flag.any()) {
  12501. #ifndef RENEWAL
  12502. if (type == SC_MAGICPOWER) {
  12503. //If Mystical Amplification ends, MATK is immediately recalculated
  12504. status_calc_bl_(bl, calc_flag, SCO_FORCE);
  12505. } else
  12506. #endif
  12507. status_calc_bl_(bl, calc_flag);
  12508. }
  12509. if(opt_flag[SCF_UNITMOVE]) // Out of hiding, invoke on place.
  12510. skill_unit_move(bl,gettick(),1);
  12511. if(opt_flag[SCF_ONTOUCH] && sd && !sd->state.warping && map_getcell(bl->m,bl->x,bl->y,CELL_CHKNPC))
  12512. npc_touch_area_allnpc(sd,bl->m,bl->x,bl->y); // Trigger on-touch event.
  12513. // Needed to be here to make sure OPT1_STONEWAIT has been cleared from the target (only on natural expiration of the stone wait timer)
  12514. if (type == SC_STONEWAIT && tid != INVALID_TIMER)
  12515. status_change_start(bl, bl, SC_STONE, 100, sce->val1, sce->val2, 0, 0, sce->val3, SCSTART_NOAVOID);
  12516. ers_free(sc_data_ers, sce);
  12517. return 1;
  12518. }
  12519. /**
  12520. * Resets timers for statuses
  12521. * Used with reoccurring status effects, such as dropping SP every 5 seconds
  12522. * @param tid: Timer ID
  12523. * @param tick: How long before next call
  12524. * @param id: ID of character
  12525. * @param data: Information passed through the timer call
  12526. * @return 1: Success 0: Fail
  12527. */
  12528. TIMER_FUNC(status_change_timer){
  12529. enum sc_type type = (sc_type)data;
  12530. struct block_list *bl;
  12531. map_session_data *sd;
  12532. int interval = status_get_sc_interval(type);
  12533. bool dounlock = false;
  12534. bl = map_id2bl(id);
  12535. if(!bl) {
  12536. ShowDebug("status_change_timer: Null pointer id: %d data: %" PRIdPTR "\n", id, data);
  12537. return 0;
  12538. }
  12539. status_change * const sc = status_get_sc(bl);
  12540. struct status_data * const status = status_get_status_data(bl);
  12541. if(!sc) {
  12542. ShowDebug("status_change_timer: Null pointer id: %d data: %" PRIdPTR " bl-type: %d\n", id, data, bl->type);
  12543. return 0;
  12544. }
  12545. struct status_change_entry * const sce = sc->getSCE(type);
  12546. if(!sce) {
  12547. ShowDebug("status_change_timer: Null pointer id: %d data: %" PRIdPTR " bl-type: %d\n", id, data, bl->type);
  12548. return 0;
  12549. }
  12550. if( sce->timer != tid ) {
  12551. ShowError("status_change_timer: Mismatch for type %d: %d != %d (bl id %d)\n",type,tid,sce->timer, bl->id);
  12552. return 0;
  12553. }
  12554. sd = BL_CAST(BL_PC, bl);
  12555. std::function<void (t_tick)> sc_timer_next = [&sce, &bl, &data](t_tick t) {
  12556. sce->timer = add_timer(t, status_change_timer, bl->id, data);
  12557. };
  12558. switch(type) {
  12559. case SC_MAXIMIZEPOWER:
  12560. case SC_CLOAKING:
  12561. if(!status_charge(bl, 0, 1))
  12562. break; // Not enough SP to continue.
  12563. sc_timer_next(sce->val2+tick);
  12564. return 0;
  12565. case SC_CHASEWALK:
  12566. if(!status_charge(bl, 0, sce->val4))
  12567. break; // Not enough SP to continue.
  12568. if (!sc->getSCE(SC_CHASEWALK2)) {
  12569. sc_start(bl,bl, SC_CHASEWALK2,100,1<<(sce->val1-1),
  12570. (t_tick)(sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_ROGUE?10:1) // SL bonus -> x10 duration
  12571. *skill_get_time2(status_db.getSkill(type),sce->val1));
  12572. }
  12573. sc_timer_next(sce->val2+tick);
  12574. return 0;
  12575. break;
  12576. case SC_HIDING:
  12577. if(--(sce->val2)>0) {
  12578. if(sce->val2 % sce->val4 == 0 && !status_charge(bl, 0, 1))
  12579. break; // Fail if it's time to substract SP and there isn't.
  12580. sc_timer_next(1000+tick);
  12581. return 0;
  12582. }
  12583. break;
  12584. case SC_SIGHT:
  12585. case SC_RUWACH:
  12586. case SC_SIGHTBLASTER:
  12587. if(type == SC_SIGHTBLASTER) {
  12588. //Restore trap immunity
  12589. if(sce->val4%2)
  12590. sce->val4--;
  12591. map_foreachinallrange( status_change_timer_sub, bl, sce->val3, BL_CHAR|BL_SKILL, bl, sce, type, tick);
  12592. } else {
  12593. map_foreachinallrange( status_change_timer_sub, bl, sce->val3, BL_CHAR, bl, sce, type, tick);
  12594. skill_reveal_trap_inarea(bl, sce->val3, bl->x, bl->y);
  12595. }
  12596. if( --(sce->val2)>0 ) {
  12597. sce->val4 += 20; // Use for Shadow Form 2 seconds checking.
  12598. sc_timer_next(20+tick);
  12599. return 0;
  12600. }
  12601. break;
  12602. case SC_PROVOKE:
  12603. if(sce->val4) { // Auto-provoke (it is ended in status_heal)
  12604. sc_timer_next(1000*60+tick);
  12605. return 0;
  12606. }
  12607. break;
  12608. case SC_STONE:
  12609. if (sce->val4 >= 0 && status->hp > status->max_hp / 4)
  12610. status_percent_damage(nullptr, bl, -1, 0, false);
  12611. break;
  12612. case SC_POISON:
  12613. case SC_DPOISON:
  12614. if (sce->val4 >= 0 && !sc->getSCE(SC_SLOWPOISON)) {
  12615. unsigned int damage = 0;
  12616. if (sd)
  12617. damage = (type == SC_DPOISON) ? 2 + status->max_hp / 50 : 2 + status->max_hp * 3 / 200;
  12618. else
  12619. damage = (type == SC_DPOISON) ? 2 + status->max_hp / 100 : 2 + status->max_hp / 200;
  12620. if (status->hp > umax(status->max_hp / 4, damage)) // Stop damaging after 25% HP left.
  12621. status_zap(bl, damage, 0);
  12622. }
  12623. break;
  12624. case SC_BLEEDING:
  12625. if (sce->val4 >= 0) {
  12626. int64 damage = rnd() % 600 + 200;
  12627. if (!sd && damage >= status->hp)
  12628. damage = status->hp - 1; // No deadly damage for monsters
  12629. map_freeblock_lock();
  12630. dounlock = true;
  12631. status_zap(bl, damage, 0);
  12632. }
  12633. break;
  12634. case SC_BURNING:
  12635. if (sce->val4 >= 0) {
  12636. int64 damage = 1000 + (3 * status->max_hp) / 100; // Deals fixed (1000 + 3%*MaxHP)
  12637. map_freeblock_lock();
  12638. dounlock = true;
  12639. status_fix_damage(bl, bl, damage, clif_damage(bl, bl, tick, 0, 1, damage, 1, DMG_NORMAL, 0, false),0);
  12640. }
  12641. break;
  12642. case SC_TOXIN:
  12643. if (sce->val4 >= 0) { // Damage is every 10 seconds including 3%sp drain.
  12644. if (sce->val3 == 1) { // Target
  12645. map_freeblock_lock();
  12646. dounlock = true;
  12647. 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, 0);
  12648. } else { // Caster
  12649. interval = 1000; // Assign here since status_get_sc_internval() contains the target interval.
  12650. if (status->sp < status->max_sp)
  12651. status_heal(bl, 0, (int)status->max_sp * 1 / 100, 1);
  12652. }
  12653. }
  12654. break;
  12655. case SC_MAGICMUSHROOM:
  12656. if (sce->val4 >= 0) {
  12657. bool flag = 0;
  12658. int64 damage = status->max_hp * 3 / 100;
  12659. if (status->hp <= damage)
  12660. damage = status->hp - 1; // Cannot Kill
  12661. if (damage > 0) { // 3% Damage each 4 seconds
  12662. map_freeblock_lock();
  12663. status_zap(bl, damage, 0);
  12664. flag = !sc->getSCE(type); // Killed? Should not
  12665. map_freeblock_unlock();
  12666. }
  12667. if (!flag) { // Random Skill Cast
  12668. if (magic_mushroom_db.size() > 0 && sd && !pc_issit(sd)) { // Can't cast if sit
  12669. auto mushroom_spell = magic_mushroom_db.begin();
  12670. std::advance(mushroom_spell, rnd() % magic_mushroom_db.size());
  12671. uint16 mushroom_skill_id = mushroom_spell->second->skill_id;
  12672. if (!skill_get_index(mushroom_skill_id))
  12673. break;
  12674. unit_stop_attack(bl);
  12675. unit_skillcastcancel(bl, 1);
  12676. switch (skill_get_casttype(mushroom_skill_id)) { // Magic Mushroom skills are buffs or area damage
  12677. case CAST_GROUND:
  12678. skill_castend_pos2(bl, bl->x, bl->y, mushroom_skill_id, 1, tick, 0);
  12679. break;
  12680. case CAST_NODAMAGE:
  12681. skill_castend_nodamage_id(bl, bl, mushroom_skill_id, 1, tick, 0);
  12682. break;
  12683. case CAST_DAMAGE:
  12684. skill_castend_damage_id(bl, bl, mushroom_skill_id, 1, tick, 0);
  12685. break;
  12686. }
  12687. }
  12688. clif_emotion(bl, ET_SMILE);
  12689. }
  12690. }
  12691. break;
  12692. case SC_PYREXIA:
  12693. if (sce->val4 >= 0) {
  12694. map_freeblock_lock();
  12695. dounlock = true;
  12696. status_fix_damage(bl, bl, 100, clif_damage(bl, bl, tick, status->amotion, status->dmotion + 500, 100, 1, DMG_NORMAL, 0, false),0);
  12697. unit_skillcastcancel(bl, 2);
  12698. }
  12699. break;
  12700. case SC_LEECHESEND:
  12701. if (sce->val4 >= 0) {
  12702. int64 damage = status->vit * (sce->val1 - 3) + (int)status->max_hp / 100; // {Target VIT x (New Poison Research Skill Level - 3)} + (Target HP/100)
  12703. map_freeblock_lock();
  12704. dounlock = true;
  12705. status_fix_damage(bl, bl, damage, clif_damage(bl, bl, tick, status->amotion, status->dmotion + 500, damage, 1, DMG_NORMAL, 0, false),0);
  12706. unit_skillcastcancel(bl, 2);
  12707. }
  12708. break;
  12709. case SC_DEATHHURT:
  12710. if (sce->val4 >= 0) {
  12711. if (status->hp < status->max_hp)
  12712. status_heal(bl, (int)status->max_hp * 1 / 100, 0, 1);
  12713. }
  12714. break;
  12715. case SC_TENSIONRELAX:
  12716. if(status->max_hp > status->hp && --(sce->val3) >= 0) {
  12717. sc_timer_next(10000 + tick);
  12718. return 0;
  12719. }
  12720. break;
  12721. case SC_KNOWLEDGE:
  12722. if (!sd) break;
  12723. if(bl->m == sd->feel_map[0].m ||
  12724. bl->m == sd->feel_map[1].m ||
  12725. bl->m == sd->feel_map[2].m)
  12726. { // Timeout will be handled by pc_setpos
  12727. sce->timer = INVALID_TIMER;
  12728. return 0;
  12729. }
  12730. break;
  12731. case SC_S_LIFEPOTION:
  12732. case SC_L_LIFEPOTION:
  12733. case SC_M_LIFEPOTION:
  12734. case SC_G_LIFEPOTION:
  12735. if( --(sce->val4) >= 0 ) {
  12736. // val1 < 0 = per max% | val1 > 0 = exact amount
  12737. int hp = 0;
  12738. if( status->hp < status->max_hp && !sc->getSCE(SC_BERSERK) )
  12739. hp = (sce->val1 < 0) ? (int)(status->max_hp * -1 * sce->val1 / 100.) : sce->val1;
  12740. status_heal(bl, hp, 0, 0);
  12741. sc_timer_next((sce->val2 * 1000) + tick);
  12742. return 0;
  12743. }
  12744. break;
  12745. case SC_S_MANAPOTION:
  12746. if( --(sce->val4) >= 0 ) {
  12747. // val1 < 0 = per max% | val1 > 0 = exact amount
  12748. int sp = 0;
  12749. if( status->sp < status->max_sp && !sc->getSCE(SC_BERSERK) )
  12750. sp = (sce->val1 < 0) ? (int)(status->max_sp * -1 * sce->val1 / 100.) : sce->val1;
  12751. status_heal(bl, 0, sp, 0);
  12752. sc_timer_next((sce->val2 * 1000) + tick);
  12753. return 0;
  12754. }
  12755. break;
  12756. case SC_GRADUAL_GRAVITY:
  12757. if (sce->val4 >= 0) {
  12758. status_zap(bl, status->max_hp * sce->val2 / 100, 0);
  12759. }
  12760. break;
  12761. case SC_BOSSMAPINFO:
  12762. if( sd && sce->val4 >= 0 ){
  12763. mob_data* boss_md = map_id2boss( sce->val1 );
  12764. if( boss_md == nullptr ){
  12765. sce->val4 = 0;
  12766. break;
  12767. }
  12768. // Not on same map anymore
  12769. if( sd->bl.m != boss_md->bl.m ){
  12770. sce->val4 = 0;
  12771. break;
  12772. // Boss is alive - Update X, Y on minimap
  12773. }else if( boss_md->bl.prev != nullptr ){
  12774. sce->val2 = 0;
  12775. clif_bossmapinfo( *sd, boss_md, BOSS_INFO_ALIVE );
  12776. // Boss is dead
  12777. }else if( boss_md->spawn_timer != INVALID_TIMER && sce->val2 == 0 ){
  12778. sce->val2 = 1;
  12779. clif_bossmapinfo( *sd, boss_md, BOSS_INFO_DEAD );
  12780. }
  12781. }
  12782. break;
  12783. case SC_DANCING: // SP consumption by time of dancing skills
  12784. {
  12785. int s = 0;
  12786. int sp = 1;
  12787. if (--sce->val3 <= 0)
  12788. break;
  12789. switch(sce->val1&0xFFFF) {
  12790. #ifndef RENEWAL
  12791. case BD_RICHMANKIM:
  12792. case BD_DRUMBATTLEFIELD:
  12793. case BD_RINGNIBELUNGEN:
  12794. case BD_SIEGFRIED:
  12795. case BA_DISSONANCE:
  12796. case BA_ASSASSINCROSS:
  12797. case DC_UGLYDANCE:
  12798. s=3;
  12799. break;
  12800. case BD_LULLABY:
  12801. case BD_ETERNALCHAOS:
  12802. case BD_ROKISWEIL:
  12803. case DC_FORTUNEKISS:
  12804. s=4;
  12805. break;
  12806. case CG_HERMODE:
  12807. case BD_INTOABYSS:
  12808. case BA_WHISTLE:
  12809. case DC_HUMMING:
  12810. case BA_POEMBRAGI:
  12811. case DC_SERVICEFORYOU:
  12812. s=5;
  12813. break;
  12814. case BA_APPLEIDUN:
  12815. s=6;
  12816. break;
  12817. #endif
  12818. case CG_MOONLIT:
  12819. // Moonlit's cost is 4sp*skill_lv [Skotlex]
  12820. sp= 4*(sce->val1>>16);
  12821. // Upkeep is also every 10 secs.
  12822. #ifndef RENEWAL
  12823. [[fallthrough]];
  12824. case DC_DONTFORGETME:
  12825. #endif
  12826. s=10;
  12827. break;
  12828. }
  12829. if( s != 0 && sce->val3 % s == 0 ) {
  12830. #ifndef RENEWAL
  12831. if (sc->getSCE(SC_LONGING))
  12832. sp*= 3;
  12833. #endif
  12834. if (!status_charge(bl, 0, sp))
  12835. break;
  12836. }
  12837. sc_timer_next(1000+tick);
  12838. return 0;
  12839. }
  12840. break;
  12841. case SC_BERSERK:
  12842. // 5% every 10 seconds [DracoRPG]
  12843. if( --( sce->val3 ) > 0 && status_charge(bl, sce->val2, 0) && status->hp > 100 ) {
  12844. sc_timer_next(sce->val4+tick);
  12845. return 0;
  12846. }
  12847. break;
  12848. case SC_NOCHAT:
  12849. if(sd) {
  12850. sd->status.manner++;
  12851. clif_changestatus(sd,SP_MANNER,sd->status.manner);
  12852. clif_updatestatus(sd,SP_MANNER);
  12853. if (sd->status.manner < 0) { // Every 60 seconds your manner goes up by 1 until it gets back to 0.
  12854. sc_timer_next(60000+tick);
  12855. return 0;
  12856. }
  12857. }
  12858. break;
  12859. case SC_SPLASHER:
  12860. // Custom Venom Splasher countdown timer
  12861. // if (sce->val4 % 1000 == 0) {
  12862. // char timer[10];
  12863. // snprintf (timer, 10, "%d", sce->val4/1000);
  12864. // clif_message(bl, timer);
  12865. // }
  12866. if((sce->val4 -= 500) > 0) {
  12867. sc_timer_next(500 + tick);
  12868. return 0;
  12869. }
  12870. break;
  12871. case SC_MARIONETTE:
  12872. case SC_MARIONETTE2:
  12873. {
  12874. struct block_list *pbl = map_id2bl(sce->val1);
  12875. if( pbl && check_distance_bl(bl, pbl, 7) ) {
  12876. sc_timer_next(1000 + tick);
  12877. return 0;
  12878. }
  12879. }
  12880. break;
  12881. case SC_GOSPEL:
  12882. if(sce->val4 == BCT_SELF && --(sce->val2) > 0) {
  12883. int hp, sp;
  12884. hp = (sce->val1 > 5) ? 45 : 30;
  12885. sp = (sce->val1 > 5) ? 35 : 20;
  12886. if(!status_charge(bl, hp, sp))
  12887. break;
  12888. sc_timer_next(10000+tick);
  12889. return 0;
  12890. }
  12891. break;
  12892. case SC_JAILED:
  12893. if(sce->val1 == INT_MAX || --(sce->val1) > 0) {
  12894. sc_timer_next(60000+tick);
  12895. return 0;
  12896. }
  12897. break;
  12898. case SC_BLIND:
  12899. if(sc->getSCE(SC_FOGWALL)) { // Blind lasts forever while you are standing on the fog.
  12900. sc_timer_next(5000+tick);
  12901. return 0;
  12902. }
  12903. break;
  12904. case SC_ABUNDANCE:
  12905. if(--(sce->val4) > 0) {
  12906. status_heal(bl,0,60,0);
  12907. sc_timer_next(10000+tick);
  12908. }
  12909. break;
  12910. case SC_OBLIVIONCURSE:
  12911. if( --(sce->val4) >= 0 ) {
  12912. clif_emotion(bl,ET_QUESTION);
  12913. sc_timer_next(3000 + tick);
  12914. return 0;
  12915. }
  12916. break;
  12917. case SC_WEAPONBLOCKING:
  12918. if( --(sce->val4) >= 0 ) {
  12919. if( !status_charge(bl,0,3) )
  12920. break;
  12921. sc_timer_next(5000+tick);
  12922. return 0;
  12923. }
  12924. break;
  12925. case SC_CLOAKINGEXCEED:
  12926. if(!status_charge(bl,0,10-sce->val1))
  12927. break;
  12928. sc_timer_next(1000 + tick);
  12929. return 0;
  12930. case SC_RENOVATIO:
  12931. if( --(sce->val4) >= 0 ) {
  12932. int heal = status->max_hp * (sce->val1 + 4) / 100;
  12933. if( sc && sc->getSCE(SC_AKAITSUKI) && heal )
  12934. heal = ~heal + 1;
  12935. status_heal(bl, heal, 0, 3);
  12936. sc_timer_next(5000 + tick);
  12937. return 0;
  12938. }
  12939. break;
  12940. case SC_SPHERE_1:
  12941. case SC_SPHERE_2:
  12942. case SC_SPHERE_3:
  12943. case SC_SPHERE_4:
  12944. case SC_SPHERE_5:
  12945. if( --(sce->val4) >= 0 ) {
  12946. if( !status_charge(bl, 0, 1) )
  12947. break;
  12948. sc_timer_next(1000 + tick);
  12949. return 0;
  12950. }
  12951. break;
  12952. case SC_FREEZE_SP:
  12953. if( !status_charge(bl, 0, sce->val2) ) {
  12954. int i;
  12955. for(i = SC_SPELLBOOK1; i <= SC_MAXSPELLBOOK; i++) // Also remove stored spell as well.
  12956. status_change_end(bl, (sc_type)i);
  12957. break;
  12958. }
  12959. sc_timer_next(10000 + tick);
  12960. return 0;
  12961. case SC_ELECTRICSHOCKER:
  12962. if( --(sce->val4) >= 0 ) {
  12963. status_charge(bl, 0, 5 * sce->val1 * status->max_sp / 100);
  12964. sc_timer_next(1000 + tick);
  12965. return 0;
  12966. }
  12967. break;
  12968. case SC_CAMOUFLAGE:
  12969. if (!status_charge(bl, 0, 7 - sce->val1))
  12970. break;
  12971. if (--sce->val4 >= 0)
  12972. sce->val3++;
  12973. sc_timer_next(1000 + tick);
  12974. return 0;
  12975. case SC__REPRODUCE:
  12976. if(!status_charge(bl, 0, 1))
  12977. break;
  12978. sc_timer_next(1000+tick);
  12979. return 0;
  12980. case SC__SHADOWFORM:
  12981. if( --(sce->val4) >= 0 ) {
  12982. if( !status_charge(bl, 0, 11 - sce->val1) )
  12983. break;
  12984. sc_timer_next(1000 + tick);
  12985. return 0;
  12986. }
  12987. break;
  12988. case SC__INVISIBILITY:
  12989. if( !status_charge(bl, 0, (12 - 2 * sce->val1) * status->max_sp / 100) ) // 6% - skill_lv.
  12990. break;
  12991. sc_timer_next(1000 + tick);
  12992. return 0;
  12993. case SC_STRIKING:
  12994. if( --(sce->val4) >= 0 ) {
  12995. if( !status_charge(bl,0, sce->val3 ) )
  12996. break;
  12997. sc_timer_next(1000 + tick);
  12998. return 0;
  12999. }
  13000. break;
  13001. case SC_WARMER: {
  13002. int hp = 0;
  13003. status_change *ssc = status_get_sc(map_id2bl(sce->val2));
  13004. if (ssc && ssc->getSCE(SC_HEATER_OPTION))
  13005. hp = status->max_hp * 3 * sce->val1 / 100;
  13006. else
  13007. hp = status->max_hp * sce->val1 / 100;
  13008. if (sc && sc->getSCE(SC_AKAITSUKI) && hp)
  13009. hp = ~hp + 1;
  13010. if (status->hp != status->max_hp)
  13011. status_heal(bl, hp, 0, 0);
  13012. sc_timer_next(3000 + tick);
  13013. return 0;
  13014. }
  13015. case SC_HELLS_PLANT:
  13016. if( sce->val4 >= 0 ){
  13017. skill_castend_damage_id( bl, bl, GN_HELLS_PLANT_ATK, sce->val1, tick, 0 );
  13018. }
  13019. break;
  13020. case SC_VOICEOFSIREN:
  13021. if( --(sce->val4) >= 0 ) {
  13022. clif_emotion(bl,ET_THROB);
  13023. sc_timer_next(2000 + tick);
  13024. return 0;
  13025. }
  13026. break;
  13027. case SC_DEEPSLEEP:
  13028. if( --(sce->val4) >= 0 ) { // Recovers 3% HP/SP every 2 seconds.
  13029. status_heal(bl, status->max_hp * 3 / 100, status->max_sp * 3 / 100, 2);
  13030. sc_timer_next(2000 + tick);
  13031. return 0;
  13032. }
  13033. break;
  13034. case SC_SATURDAYNIGHTFEVER:
  13035. // 1% HP/SP drain every val4 seconds [Jobbie]
  13036. if( --(sce->val3) >= 0 ) {
  13037. if( !status_charge(bl, status->hp / 100, status->sp / 100) )
  13038. break;
  13039. sc_timer_next(sce->val4+tick);
  13040. return 0;
  13041. }
  13042. break;
  13043. case SC_CRYSTALIZE:
  13044. if( --(sce->val4) >= 0 ) { // Drains 2% of HP and 1% of SP every seconds.
  13045. if (!status_charge(bl, status->max_hp * 2 / 100, status->max_sp / 100))
  13046. break;
  13047. sc_timer_next(1000 + tick);
  13048. return 0;
  13049. }
  13050. break;
  13051. case SC_FORCEOFVANGUARD:
  13052. if( !status_charge(bl,0,24 - 4 * sce->val1) )
  13053. break;
  13054. sc_timer_next(10000 + tick);
  13055. return 0;
  13056. case SC_BANDING:
  13057. if( status_charge(bl, 0, 7 - sce->val1) ) {
  13058. sce->val2 = (sd ? skill_banding_count(sd) : 1);
  13059. sc_timer_next(5000 + tick);
  13060. return 0;
  13061. }
  13062. break;
  13063. case SC_REFLECTDAMAGE:
  13064. if( --(sce->val4) > 0 ) {
  13065. if( !status_charge(bl,0,10) )
  13066. break;
  13067. sc_timer_next(1000 + tick);
  13068. return 0;
  13069. }
  13070. break;
  13071. case SC_OVERHEAT_LIMITPOINT:
  13072. if (--(sce->val1) >= 0) { // Cooling
  13073. if (sce->val2 == 0) { // Flag the overheat limit once it has been met.
  13074. static std::vector<int16> limit = { 150, 200, 280, 360, 450 };
  13075. uint16 skill_lv = (sd ? cap_value(pc_checkskill(sd, NC_MAINFRAME), 0, (uint16)(limit.size() - 1)) : 0);
  13076. if (sce->val1 > limit[skill_lv])
  13077. sce->val2 = 1;
  13078. } else {
  13079. status_change_end(bl, SC_OVERHEAT);
  13080. if (sce->val2 > 0)
  13081. sc_start(bl, bl, SC_OVERHEAT, 100, sce->val1, 975);
  13082. }
  13083. sc_timer_next(1000 + tick);
  13084. return 0;
  13085. }
  13086. break;
  13087. case SC_OVERHEAT: {
  13088. uint32 damage = status->max_hp / 100; // Suggestion 1% each second
  13089. if (damage >= status->hp)
  13090. damage = status->hp - 1; // Do not kill, just keep you with 1 hp minimum
  13091. map_freeblock_lock();
  13092. status_zap(bl, damage, 0);
  13093. sc_timer_next(975 + tick); // Tick is not 1000 to avoid desync with SC_OVERHEAT_LIMITPOINT.
  13094. map_freeblock_unlock();
  13095. return 0;
  13096. }
  13097. break;
  13098. case SC_MAGNETICFIELD:
  13099. if (--(sce->val4) >= 0) {
  13100. struct block_list *src = map_id2bl(sce->val2);
  13101. if (!src || (src && (status_isdead(src) || src->m != bl->m)))
  13102. break;
  13103. map_freeblock_lock();
  13104. if (!status_charge(bl, 0, 50))
  13105. status_zap(bl, 0, status->sp);
  13106. if (sc->getSCE(type))
  13107. sc_timer_next(1000 + tick);
  13108. map_freeblock_unlock();
  13109. return 0;
  13110. }
  13111. break;
  13112. case SC_INSPIRATION:
  13113. if(--(sce->val4) >= 0) {
  13114. if (!status_charge(bl, status->max_hp * (35 - 5 * sce->val1) / 1000, status->max_sp * (45 - 5 * sce->val1) / 1000))
  13115. break;
  13116. sc_timer_next(5000+tick);
  13117. return 0;
  13118. }
  13119. break;
  13120. case SC_SHIELDSPELL_HP:
  13121. if( sce->val4 >= 0 && status->hp < status->max_hp ){
  13122. status_heal( bl, status->max_hp * sce->val2 / 100, 0, 1 );
  13123. }
  13124. break;
  13125. case SC_SHIELDSPELL_SP:
  13126. if( sce->val4 >= 0 && status->sp < status->max_sp ){
  13127. status_heal( bl, 0, status->max_sp * sce->val2 / 100, 1 );
  13128. }
  13129. break;
  13130. case SC_TROPIC:
  13131. case SC_CHILLY_AIR:
  13132. case SC_WILD_STORM:
  13133. case SC_UPHEAVAL:
  13134. case SC_HEATER:
  13135. case SC_COOLER:
  13136. case SC_BLAST:
  13137. case SC_CURSED_SOIL:
  13138. case SC_PYROTECHNIC:
  13139. case SC_AQUAPLAY:
  13140. case SC_GUST:
  13141. case SC_PETROLOGY:
  13142. case SC_CIRCLE_OF_FIRE:
  13143. case SC_FIRE_CLOAK:
  13144. case SC_WATER_DROP:
  13145. case SC_WATER_SCREEN:
  13146. case SC_WIND_CURTAIN:
  13147. case SC_WIND_STEP:
  13148. case SC_STONE_SHIELD:
  13149. case SC_SOLID_SKIN:
  13150. case SC_FLAMETECHNIC:
  13151. case SC_FLAMEARMOR:
  13152. case SC_COLD_FORCE:
  13153. case SC_CRYSTAL_ARMOR:
  13154. case SC_GRACE_BREEZE:
  13155. case SC_EYES_OF_STORM:
  13156. case SC_EARTH_CARE:
  13157. case SC_STRONG_PROTECTION:
  13158. case SC_DEEP_POISONING:
  13159. case SC_POISON_SHIELD:
  13160. if( !status_charge(bl,0,sce->val2) ) {
  13161. struct block_list *s_bl = battle_get_master(bl);
  13162. if (bl->type == BL_ELEM)
  13163. elemental_change_mode(BL_CAST(BL_ELEM, bl), EL_MODE_PASSIVE);
  13164. if( s_bl )
  13165. status_change_end(s_bl,static_cast<sc_type>(type+1));
  13166. status_change_end(bl,type);
  13167. break;
  13168. }
  13169. sc_timer_next(sce->val3 + tick);
  13170. return 0;
  13171. case SC_WATER_SCREEN_OPTION:
  13172. status_heal(bl,1000,0,2);
  13173. sc_timer_next(10000 + tick);
  13174. return 0;
  13175. case SC_TEARGAS:
  13176. if( --(sce->val4) >= 0 ) {
  13177. struct block_list *src = map_id2bl(sce->val3);
  13178. int damage = sce->val2;
  13179. map_freeblock_lock();
  13180. clif_damage(bl, bl, tick, 0, 0, damage, 1, DMG_MULTI_HIT_ENDURE, 0, false);
  13181. status_damage(src, bl, damage,0, 0, 1, 0);
  13182. if( sc->getSCE(type) ) {
  13183. sc_timer_next(2000 + tick);
  13184. }
  13185. map_freeblock_unlock();
  13186. return 0;
  13187. }
  13188. break;
  13189. case SC_TEARGAS_SOB:
  13190. if( --(sce->val4) >= 0 ) {
  13191. clif_emotion(bl, ET_CRY);
  13192. sc_timer_next(3000 + tick);
  13193. return 0;
  13194. }
  13195. break;
  13196. case SC_STOMACHACHE:
  13197. if( --(sce->val4) >= 0 ) {
  13198. status_charge(bl,0,sce->val2); // Reduce 8 every 10 seconds.
  13199. if( sd && !pc_issit(sd) ) { // Force to sit every 10 seconds.
  13200. pc_setsit(sd);
  13201. skill_sit(sd, true);
  13202. clif_sitting(bl);
  13203. }
  13204. sc_timer_next(10000 + tick);
  13205. return 0;
  13206. }
  13207. break;
  13208. case SC_LEADERSHIP:
  13209. case SC_GLORYWOUNDS:
  13210. case SC_SOULCOLD:
  13211. case SC_HAWKEYES:
  13212. // They only end by status_change_end
  13213. sc_timer_next(600000 + tick);
  13214. return 0;
  13215. case SC_MEIKYOUSISUI:
  13216. if( --(sce->val4) >= 0 ) {
  13217. status_heal(bl, status->max_hp * sce->val2 / 100, status->max_sp * sce->val3 / 100, 0);
  13218. sc_timer_next(1000 + tick);
  13219. return 0;
  13220. }
  13221. break;
  13222. case SC_KAGEMUSYA:
  13223. if( --(sce->val4) >= 0 ) {
  13224. if(!status_charge(bl, 0, 1)) break;
  13225. sc_timer_next(1000+tick);
  13226. return 0;
  13227. }
  13228. break;
  13229. case SC_ANGRIFFS_MODUS:
  13230. if(--(sce->val4) >= 0) { // Drain hp/sp
  13231. if( !status_charge(bl,100,20) ) break;
  13232. sc_timer_next(1000+tick);
  13233. return 0;
  13234. }
  13235. break;
  13236. case SC_CBC:
  13237. if(--(sce->val4) >= 0) { // Drain hp/sp
  13238. int hp=0;
  13239. int sp = (status->max_sp * sce->val3) / 100;
  13240. if(bl->type == BL_MOB) hp = sp*10;
  13241. if( !status_charge(bl,hp,sp) )break;
  13242. sc_timer_next(1000+tick);
  13243. return 0;
  13244. }
  13245. break;
  13246. case SC_FULL_THROTTLE:
  13247. if( --(sce->val4) >= 0 ) {
  13248. status_percent_damage(bl, bl, 0, sce->val2, false);
  13249. sc_timer_next(1000 + tick);
  13250. return 0;
  13251. }
  13252. break;
  13253. case SC_REBOUND:
  13254. if( --(sce->val4) >= 0 ) {
  13255. clif_emotion(bl, ET_SWEAT);
  13256. sc_timer_next(2000 + tick);
  13257. return 0;
  13258. }
  13259. break;
  13260. case SC_KINGS_GRACE:
  13261. if( --(sce->val4) >= 0 ) {
  13262. status_percent_heal(bl, sce->val2, 0);
  13263. sc_timer_next(1000 + tick);
  13264. return 0;
  13265. }
  13266. break;
  13267. case SC_FRIGG_SONG:
  13268. if( --(sce->val4) >= 0 ) {
  13269. status_heal(bl, sce->val3, 0, 0);
  13270. sc_timer_next(1000 + tick);
  13271. return 0;
  13272. }
  13273. break;
  13274. case SC_C_MARKER:
  13275. if( --(sce->val4) >= 0 ) {
  13276. TBL_PC *caster = map_id2sd(sce->val2);
  13277. if (!caster || caster->bl.m != bl->m) //End the SC if caster isn't in same map
  13278. break;
  13279. sc_timer_next(1000 + tick);
  13280. clif_crimson_marker( *caster, *bl, false );
  13281. return 0;
  13282. }
  13283. break;
  13284. case SC_STEALTHFIELD_MASTER:
  13285. if (--(sce->val4) >= 0) {
  13286. if (!status_charge(bl, 0, status->max_sp * 3 / 100))
  13287. break;
  13288. sc_timer_next(sce->val3 + tick);
  13289. return 0;
  13290. }
  13291. break;
  13292. case SC_VACUUM_EXTREME:
  13293. if (sce->val4 > 0) {
  13294. // Only slide targets to center if they are standing still
  13295. if (unit_bl2ud(bl)->walktimer == INVALID_TIMER) {
  13296. uint16 x = sce->val3 >> 16, y = sce->val3 & 0xFFFF;
  13297. if (distance_xy(x, y, bl->x, bl->y) <= skill_get_unit_range(SO_VACUUM_EXTREME, sce->val1) && unit_movepos(bl, x, y, 0, false)) {
  13298. clif_slide(bl, x, y);
  13299. clif_fixpos(bl);
  13300. }
  13301. }
  13302. sc_timer_next(tick + sce->val4);
  13303. sce->val4 = 0;
  13304. }
  13305. break;
  13306. case SC_FIRE_INSIGNIA:
  13307. if (--(sce->val4) >= 0) {
  13308. if (status->def_ele == ELE_FIRE)
  13309. status_heal(bl, status->max_hp / 100, 0, 1);
  13310. else if (status->def_ele == ELE_EARTH)
  13311. status_zap(bl, status->max_hp / 100, 0);
  13312. sc_timer_next(5000 + tick);
  13313. return 0;
  13314. }
  13315. break;
  13316. case SC_WATER_INSIGNIA:
  13317. if (--(sce->val4) >= 0) {
  13318. if (status->def_ele == ELE_WATER)
  13319. status_heal(bl, status->max_hp / 100, 0, 1);
  13320. else if (status->def_ele == ELE_FIRE)
  13321. status_zap(bl, status->max_hp / 100, 0);
  13322. sc_timer_next(5000 + tick);
  13323. return 0;
  13324. }
  13325. break;
  13326. case SC_WIND_INSIGNIA:
  13327. if (--(sce->val4) >= 0) {
  13328. if (status->def_ele == ELE_WIND)
  13329. status_heal(bl, status->max_hp / 100, 0, 1);
  13330. else if (status->def_ele == ELE_WATER)
  13331. status_zap(bl, status->max_hp / 100, 0);
  13332. sc_timer_next(5000 + tick);
  13333. return 0;
  13334. }
  13335. break;
  13336. case SC_EARTH_INSIGNIA:
  13337. if (--(sce->val4) >= 0) {
  13338. if (status->def_ele == ELE_EARTH)
  13339. status_heal(bl, status->max_hp / 100, 0, 1);
  13340. else if (status->def_ele == ELE_WIND)
  13341. status_zap(bl, status->max_hp / 100, 0);
  13342. sc_timer_next(5000 + tick);
  13343. return 0;
  13344. }
  13345. break;
  13346. case SC_BITESCAR:
  13347. if (--(sce->val4) >= 0) {
  13348. status_percent_damage(bl, bl, -(sce->val2), 0, 0);
  13349. sc_timer_next(1000 + tick);
  13350. return 0;
  13351. }
  13352. break;
  13353. case SC_FRESHSHRIMP:
  13354. if (--(sce->val4) >= 0) {
  13355. status_heal(bl, sce->val2, 0, 0);
  13356. sc_timer_next((10000 - ((sce->val1 - 1) * 1000)) + tick);
  13357. return 0;
  13358. }
  13359. break;
  13360. case SC_DORAM_BUF_01:
  13361. if( sd && --(sce->val4) >= 0 ) {
  13362. if( status->hp < status->max_hp )
  13363. status_heal(bl, 10, 0, 2);
  13364. sc_timer_next(10000 + tick);
  13365. return 0;
  13366. }
  13367. break;
  13368. case SC_DORAM_BUF_02:
  13369. if( sd && --(sce->val4) >= 0 ) {
  13370. if( status->sp < status->max_sp )
  13371. status_heal(bl, 0, 5, 2);
  13372. sc_timer_next(10000 + tick);
  13373. return 0;
  13374. }
  13375. break;
  13376. case SC_NEWMOON:
  13377. if (--(sce->val4) >= 0) {
  13378. if (!status_charge(bl, 0, 1))
  13379. break;
  13380. sc_timer_next(1000 + tick);
  13381. return 0;
  13382. }
  13383. break;
  13384. case SC_CREATINGSTAR:
  13385. if (--(sce->val4) >= 0) { // Needed to check who the caster is and what AoE is giving the status.
  13386. struct block_list *star_caster = map_id2bl(sce->val2);
  13387. struct skill_unit *star_aoe = (struct skill_unit *)map_id2bl(sce->val3);
  13388. if (star_caster == nullptr || status_isdead(star_caster) || star_caster->m != bl->m || star_aoe == nullptr)
  13389. break;
  13390. sc_timer_next(500 + tick);
  13391. // Attack after timer to prevent errors
  13392. skill_attack(BF_WEAPON, star_caster, &star_aoe->bl, bl, SJ_BOOKOFCREATINGSTAR, sce->val1, tick, 0);
  13393. return 0;
  13394. }
  13395. break;
  13396. case SC_SOULUNITY:
  13397. if (--(sce->val4) >= 0) { // Needed to check the caster's location for the range check.
  13398. struct block_list *unity_src = map_id2bl(sce->val2);
  13399. if (!unity_src || status_isdead(unity_src) || unity_src->m != bl->m || !check_distance_bl(bl, unity_src, 11))
  13400. break;
  13401. status_heal(bl, 150 * sce->val1, 0, 2);
  13402. sc_timer_next(3000 + tick);
  13403. return 0;
  13404. }
  13405. break;
  13406. case SC_SOULCOLLECT:
  13407. pc_addsoulball(sd, sce->val2);
  13408. if (sd->soulball < sce->val2) {
  13409. sc_timer_next(sce->val3 + tick);
  13410. return 0;
  13411. }
  13412. break;
  13413. case SC_HELPANGEL:
  13414. if (--(sce->val4) >= 0) {
  13415. status_heal(bl, 1000, 350, 2);
  13416. sc_timer_next(1000 + tick);
  13417. return 0;
  13418. }
  13419. break;
  13420. case SC_BURNT:
  13421. if( --(sce->val4) >= 0 ) {
  13422. int damage = 2000;
  13423. if( damage >= status->hp )
  13424. damage = status->hp - 1;
  13425. map_freeblock_lock();
  13426. status_zap(bl,damage,0);
  13427. if( sc->getSCE(type) ) {
  13428. sc_timer_next(1000 + tick);
  13429. }
  13430. map_freeblock_unlock();
  13431. return 0;
  13432. }
  13433. break;
  13434. case SC_MEDIALE:
  13435. if (--(sce->val4) >= 0) {
  13436. clif_specialeffect(bl, 1808, AREA);
  13437. skill_castend_nodamage_id(bl, bl, CD_MEDIALE_VOTUM, sce->val1, tick, 1);
  13438. sc_timer_next(2000 + tick);
  13439. return 0;
  13440. }
  13441. break;
  13442. case SC_DANCING_KNIFE:
  13443. if (--(sce->val4) >= 0) {
  13444. skill_castend_nodamage_id(bl, bl, SHC_DANCING_KNIFE, sce->val1, tick, 1);
  13445. sc_timer_next(300 + tick);
  13446. return 0;
  13447. }
  13448. break;
  13449. case SC_A_MACHINE:
  13450. if (--(sce->val4) >= 0) {
  13451. skill_castend_nodamage_id(bl, bl, MT_A_MACHINE, sce->val1, tick, 1);
  13452. sc_timer_next(1000 + tick);
  13453. return 0;
  13454. }
  13455. break;
  13456. case SC_SERVANTWEAPON:
  13457. if (sce->val4 >= 0) {
  13458. if( sd && sd->servantball < MAX_SERVANTBALL ){
  13459. pc_addservantball( *sd, MAX_SERVANTBALL );
  13460. }
  13461. interval = max(500, skill_get_time2(DK_SERVANTWEAPON, sce->val1));
  13462. map_freeblock_lock();
  13463. dounlock = true;
  13464. }
  13465. break;
  13466. case SC_ABYSSFORCEWEAPON:
  13467. if (sce->val4 >= 0) {
  13468. if( sd && sd->abyssball < MAX_ABYSSBALL ){
  13469. pc_addabyssball( *sd );
  13470. }
  13471. interval = max(500, skill_get_time2(ABC_FROM_THE_ABYSS, sce->val1));
  13472. map_freeblock_lock();
  13473. dounlock = true;
  13474. }
  13475. break;
  13476. case SC_KILLING_AURA:
  13477. if (sce->val4 >= 0)
  13478. skill_castend_damage_id( bl, bl, NPC_KILLING_AURA, sce->val1, tick, 0 );
  13479. break;
  13480. case SC_INTENSIVE_AIM:
  13481. if (!sc || !sc->getSCE(SC_INTENSIVE_AIM_COUNT))
  13482. sce->val4 = 0;
  13483. if (sce->val4 < 10) {
  13484. sce->val4++;
  13485. sc_start(bl, bl, SC_INTENSIVE_AIM_COUNT, 100, sce->val4, INFINITE_TICK);
  13486. }
  13487. sc_timer_next(500 + tick);
  13488. return 0;
  13489. }
  13490. // If status has an interval and there is at least 100ms remaining time, wait for next interval
  13491. if(interval > 0 && sc->getSCE(type) && sce->val4 >= 100) {
  13492. sc_timer_next(min(sce->val4,interval)+tick);
  13493. sce->val4 -= interval;
  13494. if (dounlock)
  13495. map_freeblock_unlock();
  13496. return 0;
  13497. }
  13498. if (dounlock)
  13499. map_freeblock_unlock();
  13500. // Default for all non-handled control paths is to end the status
  13501. return status_change_end( bl,type,tid );
  13502. }
  13503. /**
  13504. * For each iteration of repetitive status
  13505. * @param bl: Object [PC|MOB|HOM|MER|ELEM]
  13506. * @param ap: va_list arguments (src, sce, type, tick)
  13507. */
  13508. int status_change_timer_sub(struct block_list* bl, va_list ap)
  13509. {
  13510. status_change* tsc;
  13511. struct block_list* src = va_arg(ap,struct block_list*);
  13512. struct status_change_entry* sce = va_arg(ap,struct status_change_entry*);
  13513. enum sc_type type = (sc_type)va_arg(ap,int); // gcc: enum args get promoted to int
  13514. t_tick tick = va_arg(ap,t_tick);
  13515. if (status_isdead(bl))
  13516. return 0;
  13517. tsc = status_get_sc(bl);
  13518. switch( type ) {
  13519. case SC_SIGHT: // Reveal hidden ennemy on 3*3 range
  13520. case SC_CONCENTRATE:
  13521. status_change_end(bl, SC_HIDING);
  13522. status_change_end(bl, SC_CLOAKING);
  13523. status_change_end(bl, SC_CLOAKINGEXCEED);
  13524. status_change_end(bl, SC_CAMOUFLAGE);
  13525. status_change_end(bl, SC_NEWMOON);
  13526. if (tsc && tsc->getSCE(SC__SHADOWFORM) && (sce && sce->val4 > 0 && sce->val4%2000 == 0) && // For every 2 seconds do the checking
  13527. rnd()%100 < 100 - tsc->getSCE(SC__SHADOWFORM)->val1 * 10) // [100 - (Skill Level x 10)] %
  13528. status_change_end(bl, SC__SHADOWFORM);
  13529. break;
  13530. case SC_RUWACH: // Reveal hidden target and deal little dammages if enemy
  13531. if (tsc && (tsc->getSCE(SC_HIDING) || tsc->getSCE(SC_CLOAKING) ||
  13532. tsc->getSCE(SC_CAMOUFLAGE) || tsc->getSCE(SC_NEWMOON) || tsc->getSCE(SC_CLOAKINGEXCEED))) {
  13533. status_change_end(bl, SC_HIDING);
  13534. status_change_end(bl, SC_CLOAKING);
  13535. status_change_end(bl, SC_CAMOUFLAGE);
  13536. status_change_end(bl, SC_CLOAKINGEXCEED);
  13537. status_change_end(bl, SC_NEWMOON);
  13538. if(battle_check_target( src, bl, BCT_ENEMY ) > 0)
  13539. skill_attack(BF_MAGIC,src,src,bl,AL_RUWACH,1,tick,0);
  13540. }
  13541. if (tsc && tsc->getSCE(SC__SHADOWFORM) && (sce && sce->val4 > 0 && sce->val4%2000 == 0) && // For every 2 seconds do the checking
  13542. rnd()%100 < 100 - tsc->getSCE(SC__SHADOWFORM)->val1 * 10 ) { // [100 - (Skill Level x 10)] %
  13543. status_change_end(bl, SC__SHADOWFORM);
  13544. if (battle_check_target(src, bl, BCT_ENEMY) > 0)
  13545. skill_attack(BF_MAGIC, src, src, bl, status_db.getSkill(type), 1, tick, 0);
  13546. }
  13547. break;
  13548. case SC_SIGHTBLASTER:
  13549. if (battle_check_target( src, bl, BCT_ENEMY ) > 0 &&
  13550. status_check_skilluse(src, bl, WZ_SIGHTBLASTER, 2))
  13551. {
  13552. if (sce) {
  13553. struct skill_unit *su = NULL;
  13554. if(bl->type == BL_SKILL)
  13555. su = (struct skill_unit *)bl;
  13556. if (skill_attack(BF_MAGIC,src,src,bl,WZ_SIGHTBLASTER,sce->val1,tick,0x1000000)
  13557. && (!su || !su->group || !skill_get_inf2(su->group->skill_id, INF2_ISTRAP))) { // The hit is not counted if it's against a trap
  13558. sce->val2 = 0; // This signals it to end.
  13559. } else if((bl->type&BL_SKILL) && sce->val4%2 == 0) {
  13560. //Remove trap immunity temporarily so it triggers if you still stand on it
  13561. sce->val4++;
  13562. }
  13563. }
  13564. }
  13565. break;
  13566. case SC_CLOSECONFINE:
  13567. // Lock char has released the hold on everyone...
  13568. if (tsc && tsc->getSCE(SC_CLOSECONFINE2) && tsc->getSCE(SC_CLOSECONFINE2)->val2 == src->id) {
  13569. tsc->getSCE(SC_CLOSECONFINE2)->val2 = 0;
  13570. status_change_end(bl, SC_CLOSECONFINE2);
  13571. }
  13572. break;
  13573. case SC_CURSEDCIRCLE_TARGET:
  13574. if( tsc && tsc->getSCE(SC_CURSEDCIRCLE_TARGET) && tsc->getSCE(SC_CURSEDCIRCLE_TARGET)->val2 == src->id ) {
  13575. clif_bladestop(bl, tsc->getSCE(SC_CURSEDCIRCLE_TARGET)->val2, 0);
  13576. status_change_end(bl, type);
  13577. }
  13578. break;
  13579. }
  13580. return 0;
  13581. }
  13582. /**
  13583. * Clears buffs/debuffs on an object
  13584. * @param bl: Object to clear [PC|MOB|HOM|MER|ELEM]
  13585. * @param type: Type to remove
  13586. * SCCB_BUFFS: Clear Buffs
  13587. * SCCB_DEBUFFS: Clear Debuffs
  13588. * SCCB_REFRESH: Clear specific debuffs through RK_REFRESH
  13589. * SCCB_CHEM_PROTECT: Clear AM_CP_ARMOR/HELM/SHIELD/WEAPON
  13590. * SCCB_LUXANIMA: Bonus Script removed through RK_LUXANIMA
  13591. */
  13592. void status_change_clear_buffs(struct block_list* bl, uint8 type)
  13593. {
  13594. status_change *sc= status_get_sc(bl);
  13595. if (!sc || !sc->count)
  13596. return;
  13597. //Clears buffs with specified flag and type
  13598. for (const auto &it : status_db) {
  13599. sc_type status = static_cast<sc_type>(it.first);
  13600. const std::bitset<SCF_MAX>& flag = it.second->flag;
  13601. bool end = false;
  13602. if (!sc->getSCE(status))
  13603. continue;
  13604. // Skip status with SCF_NOCLEARBUFF, no matter what
  13605. if (flag[SCF_NOCLEARBUFF])
  13606. continue;
  13607. // &SCCB_LUXANIMA : Cleared by RK_LUXANIMA and has the SCF_REMOVEONLUXANIMA flag
  13608. if ((type & SCCB_LUXANIMA) && flag[SCF_REMOVEONLUXANIMA])
  13609. end = true;
  13610. // &SCCB_CHEM_PROTECT : Clears AM_CP_ARMOR/HELP/SHIELD/WEAPON
  13611. else if ((type & SCCB_CHEM_PROTECT) && flag[SCF_REMOVECHEMICALPROTECT])
  13612. end = true;
  13613. // &SCCB_REFRESH : Cleared by RK_REFRESH and has the SCF_REMOVEONREFRESH flag
  13614. else if ((type & SCCB_REFRESH) && flag[SCF_REMOVEONREFRESH])
  13615. end = true;
  13616. // &SCCB_DEBUFFS : Clears debuffs
  13617. else if ((type & SCCB_DEBUFFS) && flag[SCF_DEBUFF])
  13618. end = true;
  13619. // &SCCB_BUFFS : Clears buffs - skip if it is a debuff
  13620. else if ((type & SCCB_BUFFS) && !flag[SCF_DEBUFF])
  13621. end = true;
  13622. // &SCCB_HERMODE : Cleared by CG_HERMODE and has the SCF_REMOVEONHERMODE flag
  13623. else if ((type & SCCB_HERMODE) && flag[SCF_REMOVEONHERMODE])
  13624. end = true;
  13625. if (status == SC_SATURDAYNIGHTFEVER || status == SC_BERSERK) // Mark to not lose HP
  13626. sc->getSCE(status)->val2 = 0;
  13627. if(end)
  13628. status_change_end(bl, status);
  13629. }
  13630. //Removes bonus_script
  13631. if (bl->type == BL_PC) {
  13632. uint32 i = 0;
  13633. if (type&SCCB_BUFFS) i |= BSF_REM_BUFF;
  13634. if (type&SCCB_DEBUFFS) i |= BSF_REM_DEBUFF;
  13635. if (type&SCCB_REFRESH) i |= BSF_REM_ON_REFRESH;
  13636. if (type&SCCB_LUXANIMA) i |= BSF_REM_ON_LUXANIMA;
  13637. pc_bonus_script_clear(BL_CAST(BL_PC,bl),i);
  13638. }
  13639. // Cleaning all extras vars
  13640. sc->comet_x = 0;
  13641. sc->comet_y = 0;
  13642. #ifndef RENEWAL
  13643. sc->sg_counter = 0;
  13644. #endif
  13645. return;
  13646. }
  13647. /**
  13648. * Infect a user with status effects (SC_DEADLYINFECT)
  13649. * @param src: Object initiating change on bl [PC|MOB|HOM|MER|ELEM]
  13650. * @param bl: Object to change
  13651. * @return 1: Success 0: Fail
  13652. */
  13653. int status_change_spread(block_list *src, block_list *bl)
  13654. {
  13655. if (src == nullptr || bl == nullptr)
  13656. return 0;
  13657. // Status Immunity resistance
  13658. if (status_bl_has_mode(src, MD_STATUSIMMUNE) || status_bl_has_mode(bl, MD_STATUSIMMUNE))
  13659. return 0;
  13660. status_change *sc = status_get_sc(src);
  13661. if (sc == nullptr || sc->count == 0)
  13662. return 0;
  13663. bool hasSpread = false;
  13664. t_tick tick = gettick(), sc_tick;
  13665. for (const auto &it : status_db) {
  13666. sc_type type = static_cast<sc_type>(it.first);
  13667. const TimerData *timer;
  13668. if (sc->getSCE(type) && it.second->flag[SCF_SPREADEFFECT]) {
  13669. if (sc->getSCE(type)->timer != INVALID_TIMER) {
  13670. timer = get_timer(sc->getSCE(type)->timer);
  13671. if (timer == nullptr || timer->func != status_change_timer || DIFF_TICK(timer->tick, tick) < 0)
  13672. continue;
  13673. int32 val4 = sc->getSCE(type)->val4;
  13674. sc_tick = DIFF_TICK(timer->tick, tick) + (val4 > 0 ? val4 : 0);
  13675. } else
  13676. sc_tick = INFINITE_TICK;
  13677. status_change_start(src, bl, type, 10000, sc->getSCE(type)->val1, sc->getSCE(type)->val2, sc->getSCE(type)->val3, sc->getSCE(type)->val4, sc_tick, SCSTART_NOAVOID | SCSTART_NOTICKDEF | SCSTART_NORATEDEF);
  13678. if (!hasSpread)
  13679. hasSpread = true;
  13680. }
  13681. }
  13682. return hasSpread;
  13683. }
  13684. /**
  13685. * Applying natural heal bonuses (sit, skill, homun, etc...)
  13686. * TODO: the va_list doesn't seem to be used, safe to remove?
  13687. * @param bl: Object applying bonuses to [PC|HOM|MER|ELEM]
  13688. * @param args: va_list arguments
  13689. * @return which regeneration bonuses have been applied (flag)
  13690. */
  13691. static t_tick natural_heal_prev_tick,natural_heal_diff_tick;
  13692. static int status_natural_heal(struct block_list* bl, va_list args)
  13693. {
  13694. struct regen_data *regen;
  13695. struct status_data *status;
  13696. status_change *sc;
  13697. struct unit_data *ud;
  13698. struct view_data *vd = NULL;
  13699. struct regen_data_sub *sregen;
  13700. map_session_data *sd;
  13701. int rate, multi = 1, flag;
  13702. regen = status_get_regen_data(bl);
  13703. if (!regen)
  13704. return 0;
  13705. status = status_get_status_data(bl);
  13706. sc = status_get_sc(bl);
  13707. if (sc && !sc->count)
  13708. sc = NULL;
  13709. sd = BL_CAST(BL_PC,bl);
  13710. flag = regen->flag;
  13711. if (flag&RGN_HP && (regen->state.block&1))
  13712. flag &= ~(RGN_HP|RGN_SHP);
  13713. if (flag&RGN_SP && (regen->state.block&2))
  13714. flag &= ~(RGN_SP|RGN_SSP);
  13715. // Only skill-based regen is disabled at max HP/SP
  13716. if (flag&RGN_SHP && (status->hp >= status->max_hp))
  13717. flag &= ~RGN_SHP;
  13718. if (flag&RGN_SSP && (status->sp >= status->max_sp))
  13719. flag &= ~RGN_SSP;
  13720. if (flag && (
  13721. status_isdead(bl) ||
  13722. (sc && (sc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || sc->getSCE(SC__INVISIBILITY)))
  13723. ))
  13724. flag = RGN_NONE;
  13725. if (sd) {
  13726. if (sd->hp_loss.value || sd->sp_loss.value)
  13727. pc_bleeding(sd, natural_heal_diff_tick);
  13728. if (sd->hp_regen.value || sd->sp_regen.value || sd->percent_hp_regen.value || sd->percent_sp_regen.value)
  13729. pc_regen(sd, natural_heal_diff_tick);
  13730. }
  13731. if(flag&(RGN_SHP|RGN_SSP) && regen->ssregen &&
  13732. (vd = status_get_viewdata(bl)) && vd->dead_sit == 2)
  13733. { // Apply sitting regen bonus.
  13734. sregen = regen->ssregen;
  13735. if(flag&(RGN_SHP)) { // Sitting HP regen
  13736. rate = (int)(natural_heal_diff_tick * (sregen->rate.hp / 100.));
  13737. if (regen->state.overweight)
  13738. rate /= 2; // Half as fast when overweight.
  13739. sregen->tick.hp += rate;
  13740. while(sregen->tick.hp >= (unsigned int)battle_config.natural_heal_skill_interval) {
  13741. sregen->tick.hp -= battle_config.natural_heal_skill_interval;
  13742. if(status_heal(bl, sregen->hp, 0, 3) < sregen->hp) { // Full
  13743. flag &= ~RGN_SHP;
  13744. break;
  13745. }
  13746. }
  13747. }
  13748. if(flag&(RGN_SSP)) { // Sitting SP regen
  13749. rate = (int)(natural_heal_diff_tick * (sregen->rate.sp / 100.));
  13750. if (regen->state.overweight)
  13751. rate /= 2; // Half as fast when overweight.
  13752. sregen->tick.sp += rate;
  13753. while(sregen->tick.sp >= (unsigned int)battle_config.natural_heal_skill_interval) {
  13754. sregen->tick.sp -= battle_config.natural_heal_skill_interval;
  13755. if(status_heal(bl, 0, sregen->sp, 3) < sregen->sp) { // Full
  13756. flag &= ~RGN_SSP;
  13757. break;
  13758. }
  13759. }
  13760. }
  13761. }
  13762. if (flag && regen->state.overweight)
  13763. flag = RGN_NONE;
  13764. ud = unit_bl2ud(bl);
  13765. if (ud && ud->walktimer != INVALID_TIMER) {
  13766. flag &= ~(RGN_SHP|RGN_SSP);
  13767. //Mercenaries recover HP even while walking
  13768. if(bl->type != BL_MER && !regen->state.walk)
  13769. flag &= ~RGN_HP;
  13770. //Homunculus don't recover SP while walking
  13771. if (bl->type == BL_HOM && !regen->state.walk)
  13772. flag &= ~RGN_SP;
  13773. }
  13774. if (flag&(RGN_HP|RGN_SP)) {
  13775. if(!vd)
  13776. vd = status_get_viewdata(bl);
  13777. if(vd && vd->dead_sit == 2)
  13778. multi += 1; //This causes the interval to be halved
  13779. if(regen->state.gc)
  13780. multi += 1; //This causes the interval to be halved
  13781. }
  13782. // Natural Hp regen
  13783. if (flag&RGN_HP) {
  13784. // Interval to next recovery tick
  13785. rate = (int)(battle_config.natural_healhp_interval / (regen->rate.hp/100. * multi));
  13786. // Half recovery while moving only applies to players with certain traits
  13787. if (sd && ud && ud->walktimer != INVALID_TIMER)
  13788. rate *= 2;
  13789. // Homun HP regen fix (2 seconds instead of 6 seconds)
  13790. if(bl->type == BL_HOM)
  13791. rate /= 3;
  13792. // Mercenary HP regen fix (8 seconds instead of 6 seconds)
  13793. if (bl->type == BL_MER)
  13794. rate = (rate * 4) / 3;
  13795. // Our timer system isn't 100% accurate so make sure we use the closest interval
  13796. rate -= NATURAL_HEAL_INTERVAL / 2;
  13797. if(regen->tick.hp + rate <= natural_heal_prev_tick) {
  13798. regen->tick.hp = natural_heal_prev_tick;
  13799. if (status->hp >= status->max_hp)
  13800. flag &= ~(RGN_HP | RGN_SHP);
  13801. else if (status_heal(bl, regen->hp, 0, 1) < regen->hp)
  13802. flag &= ~RGN_SHP; // Full
  13803. }
  13804. }
  13805. else {
  13806. regen->tick.hp = natural_heal_prev_tick;
  13807. }
  13808. // Natural SP regen
  13809. if(flag&RGN_SP) {
  13810. // Interval to next recovery tick
  13811. rate = (int)(battle_config.natural_healsp_interval / (regen->rate.sp/100. * multi));
  13812. // Homun SP regen fix (4 seconds instead of 8 seconds)
  13813. if(bl->type==BL_HOM)
  13814. rate /= 2;
  13815. // Mercenary SP regen fix (6 seconds instead of 8 seconds)
  13816. if (bl->type == BL_MER)
  13817. rate = (rate * 3) / 4;
  13818. #ifdef RENEWAL
  13819. if (sd && (sd->class_&MAPID_UPPERMASK) == MAPID_MONK &&
  13820. sc && sc->getSCE(SC_EXPLOSIONSPIRITS) && (!sc->getSCE(SC_SPIRIT) || sc->getSCE(SC_SPIRIT)->val2 != SL_MONK))
  13821. rate *= 2; // Tick is doubled in Fury state
  13822. #endif
  13823. // Our timer system isn't 100% accurate so make sure we use the closest interval
  13824. rate -= NATURAL_HEAL_INTERVAL / 2;
  13825. if(regen->tick.sp + rate <= natural_heal_prev_tick) {
  13826. regen->tick.sp = natural_heal_prev_tick;
  13827. if (status->sp >= status->max_sp)
  13828. flag &= ~(RGN_SP | RGN_SSP);
  13829. else if (status_heal(bl, 0, regen->sp, 1) < regen->sp)
  13830. flag &= ~RGN_SSP; // Full
  13831. }
  13832. }
  13833. else {
  13834. regen->tick.sp = natural_heal_prev_tick;
  13835. }
  13836. if (!regen->sregen)
  13837. return flag;
  13838. // Skill regen
  13839. sregen = regen->sregen;
  13840. if(flag&RGN_SHP) { // Skill HP regen
  13841. sregen->tick.hp += (int)(natural_heal_diff_tick * (sregen->rate.hp / 100.));
  13842. while(sregen->tick.hp >= (unsigned int)battle_config.natural_heal_skill_interval) {
  13843. sregen->tick.hp -= battle_config.natural_heal_skill_interval;
  13844. if(status_heal(bl, sregen->hp, 0, 3) < sregen->hp)
  13845. break; // Full
  13846. }
  13847. }
  13848. if(flag&RGN_SSP) { // Skill SP regen
  13849. sregen->tick.sp += (int)(natural_heal_diff_tick * (sregen->rate.sp /100.));
  13850. while(sregen->tick.sp >= (unsigned int)battle_config.natural_heal_skill_interval) {
  13851. int val = sregen->sp;
  13852. if (sd && sd->state.doridori) {
  13853. val *= 2;
  13854. sd->state.doridori = 0;
  13855. if ((rate = pc_checkskill(sd,TK_SPTIME)))
  13856. sc_start(bl,bl,skill_get_sc(TK_SPTIME),
  13857. 100,rate,skill_get_time(TK_SPTIME, rate));
  13858. if (
  13859. (sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR &&
  13860. rnd()%10000 < battle_config.sg_angel_skill_ratio
  13861. ) { // Angel of the Sun/Moon/Star
  13862. clif_feel_hate_reset(sd);
  13863. pc_resethate(sd);
  13864. pc_resetfeel(sd);
  13865. }
  13866. }
  13867. sregen->tick.sp -= battle_config.natural_heal_skill_interval;
  13868. if(status_heal(bl, 0, val, 3) < val)
  13869. break; // Full
  13870. }
  13871. }
  13872. return flag;
  13873. }
  13874. /**
  13875. * Natural heal main timer
  13876. * @param tid: Timer ID
  13877. * @param tick: Current tick (time)
  13878. * @param id: Object ID to heal
  13879. * @param data: data pushed through timer function
  13880. * @return 0
  13881. */
  13882. static TIMER_FUNC(status_natural_heal_timer){
  13883. natural_heal_diff_tick = DIFF_TICK(tick,natural_heal_prev_tick);
  13884. natural_heal_prev_tick = tick;
  13885. map_foreachregen(status_natural_heal);
  13886. return 0;
  13887. }
  13888. /**
  13889. * Clears the lastEffect value from a target
  13890. * @param tid: Timer ID
  13891. * @param tick: Current tick (time)
  13892. * @param id: Object ID
  13893. * @param data: data pushed through timer function
  13894. * @return 0
  13895. */
  13896. TIMER_FUNC(status_clear_lastEffect_timer) {
  13897. block_list *bl = map_id2bl(id);
  13898. if (bl != nullptr) {
  13899. status_change *sc = status_get_sc(bl);
  13900. if (sc != nullptr) {
  13901. sc->lastEffect = SC_NONE;
  13902. sc->lastEffectTimer = INVALID_TIMER;
  13903. }
  13904. }
  13905. return 0;
  13906. }
  13907. /**
  13908. * Check if status is disabled on a map
  13909. * @param type: Status Change data
  13910. * @param mapIsVS: If the map is a map_flag_vs type
  13911. * @param mapisPVP: If the map is a PvP type
  13912. * @param mapIsGVG: If the map is a map_flag_gvg type
  13913. * @param mapIsBG: If the map is a Battleground type
  13914. * @param mapZone: Map Zone type
  13915. * @param mapIsTE: If the map us WOE TE
  13916. * @return True - SC disabled on map; False - SC not disabled on map/Invalid SC
  13917. */
  13918. static bool status_change_isDisabledOnMap_(sc_type type, bool mapIsVS, bool mapIsPVP, bool mapIsGVG, bool mapIsBG, unsigned int mapZone, bool mapIsTE)
  13919. {
  13920. if (!status_db.validateStatus(type))
  13921. return false;
  13922. if ((!mapIsVS && SCDisabled[type]&1) ||
  13923. (mapIsPVP && SCDisabled[type]&2) ||
  13924. (mapIsGVG && SCDisabled[type]&4) ||
  13925. (mapIsBG && SCDisabled[type]&8) ||
  13926. (mapIsTE && SCDisabled[type]&16) ||
  13927. (SCDisabled[type]&(mapZone)))
  13928. {
  13929. return true;
  13930. }
  13931. return false;
  13932. }
  13933. /**
  13934. * Clear a status if it is disabled on a map
  13935. * @param bl: Block list data
  13936. * @param sc: Status Change data
  13937. */
  13938. void status_change_clear_onChangeMap(struct block_list *bl, status_change *sc)
  13939. {
  13940. nullpo_retv(bl);
  13941. if (sc && sc->count) {
  13942. struct map_data *mapdata = map_getmapdata(bl->m);
  13943. bool mapIsVS = mapdata_flag_vs2(mapdata);
  13944. bool mapIsPVP = mapdata->getMapFlag(MF_PVP) != 0;
  13945. bool mapIsGVG = mapdata_flag_gvg2_no_te(mapdata);
  13946. bool mapIsBG = mapdata->getMapFlag(MF_BATTLEGROUND) != 0;
  13947. bool mapIsTE = mapdata_flag_gvg2_te(mapdata);
  13948. for (const auto &it : status_db) {
  13949. sc_type type = static_cast<sc_type>(it.first);
  13950. if (!sc->getSCE(type) || !SCDisabled[type])
  13951. continue;
  13952. if (status_change_isDisabledOnMap_(type, mapIsVS, mapIsPVP, mapIsGVG, mapIsBG, mapdata->zone, mapIsTE))
  13953. status_change_end(bl, type);
  13954. }
  13955. }
  13956. }
  13957. /**
  13958. * Read status_disabled.txt file
  13959. * @param str: Fields passed from sv_readdb
  13960. * @param columns: Columns passed from sv_readdb function call
  13961. * @param current: Current row being read into SCDisabled array
  13962. * @return True - Successfully stored, False - Invalid SC
  13963. */
  13964. static bool status_readdb_status_disabled( char **str, size_t columns, size_t current ){
  13965. int64 type = SC_NONE;
  13966. if (ISDIGIT(str[0][0]))
  13967. type = atoi(str[0]);
  13968. else {
  13969. if (!script_get_constant(str[0],&type))
  13970. type = SC_NONE;
  13971. }
  13972. if (type <= SC_NONE || type >= SC_MAX) {
  13973. ShowError("status_readdb_status_disabled: Invalid SC with type %s.\n", str[0]);
  13974. return false;
  13975. }
  13976. SCDisabled[type] = (unsigned int)atol(str[1]);
  13977. return true;
  13978. }
  13979. const std::string AttributeDatabase::getDefaultLocation() {
  13980. return std::string(db_path) + "/attr_fix.yml";
  13981. }
  13982. /**
  13983. * Reads and parses an entry from the attr_fix.
  13984. * @param node: YAML node containing the entry.
  13985. * @return count of successfully parsed rows
  13986. */
  13987. uint64 AttributeDatabase::parseBodyNode(const ryml::NodeRef& node) {
  13988. uint16 level;
  13989. if (!this->asUInt16(node, "Level", level))
  13990. return 0;
  13991. if (!CHK_ELEMENT_LEVEL(level)) {
  13992. this->invalidWarning(node["Level"], "Invalid element level %hu.\n", level);
  13993. return 0;
  13994. }
  13995. for (const auto &itatk : um_eleid2elename) {
  13996. if (!this->nodeExists(node, itatk.first))
  13997. continue;
  13998. const auto& eleNode = node[c4::to_csubstr(itatk.first)];
  13999. for (const auto &itdef : um_eleid2elename) {
  14000. if (!this->nodeExists(eleNode, itdef.first))
  14001. continue;
  14002. int16 val;
  14003. if (!this->asInt16(eleNode, itdef.first, val))
  14004. return 0;
  14005. if (val < -100) {
  14006. this->invalidWarning(eleNode[c4::to_csubstr(itdef.first)], "%s %h is out of range %d~%d. Setting to -100.\n", itdef.first.c_str(), val, -100, 200);
  14007. val = -100;
  14008. }
  14009. else if (val > 200) {
  14010. this->invalidWarning(eleNode[c4::to_csubstr(itdef.first)], "%s %h is out of range %d~%d. Setting to 200.\n", itdef.first.c_str(), val, -100, 200);
  14011. val = 200;
  14012. }
  14013. this->attr_fix_table[level-1][itatk.second][itdef.second] = val;
  14014. }
  14015. }
  14016. return 1;
  14017. }
  14018. AttributeDatabase elemental_attribute_db;
  14019. /**
  14020. * Get attribute ratio
  14021. * @param atk_ele Attack element enum e_element
  14022. * @param def_ele Defense element enum e_element
  14023. * @param level Element level 1 ~ MAX_ELE_LEVEL
  14024. */
  14025. int16 AttributeDatabase::getAttribute(uint16 level, uint16 atk_ele, uint16 def_ele) {
  14026. if (!CHK_ELEMENT(atk_ele) || !CHK_ELEMENT(def_ele) || !CHK_ELEMENT_LEVEL(level+1))
  14027. return 100;
  14028. return this->attr_fix_table[level][atk_ele][def_ele];
  14029. }
  14030. const std::string StatusDatabase::getDefaultLocation() {
  14031. return std::string(db_path) + "/status.yml";
  14032. }
  14033. /**
  14034. * Reads and parses an entry from status_db.
  14035. * @param node: YAML node containing the entry.
  14036. * @return count of successfully parsed rows
  14037. */
  14038. uint64 StatusDatabase::parseBodyNode(const ryml::NodeRef& node) {
  14039. std::string status_name;
  14040. if (!this->asString(node, "Status", status_name))
  14041. return 0;
  14042. std::string status_constant = "SC_" + status_name;
  14043. int64 constant;
  14044. if (!script_get_constant(status_constant.c_str(), &constant)) {
  14045. this->invalidWarning(node["Status"], "Invalid Status %s.\n", status_name.c_str());
  14046. return 0;
  14047. }
  14048. if (!this->validateStatus(static_cast<sc_type>(constant))) {
  14049. this->invalidWarning(node["Status"], "Status %s is out of bounds.\n", status_name.c_str());
  14050. return 0;
  14051. }
  14052. int status_id = static_cast<int32>(constant);
  14053. std::shared_ptr<s_status_change_db> status = this->find(status_id);
  14054. bool exists = status != nullptr;
  14055. if (!exists) {
  14056. status = std::make_shared<s_status_change_db>();
  14057. status->type = static_cast<sc_type>(status_id);
  14058. }
  14059. if (this->nodeExists(node, "Icon")) {
  14060. std::string icon_name;
  14061. if (!this->asString(node, "Icon", icon_name))
  14062. return 0;
  14063. int64 constant;
  14064. if (!script_get_constant(icon_name.c_str(), &constant)) {
  14065. this->invalidWarning(node["Icon"], "Icon %s is invalid, defaulting to EFST_BLANK.\n", icon_name.c_str());
  14066. constant = EFST_BLANK;
  14067. }
  14068. if (constant < EFST_BLANK || constant >= EFST_MAX) {
  14069. this->invalidWarning(node["Icon"], "Icon %s is out of bounds, defaulting to EFST_BLANK.\n", icon_name.c_str());
  14070. constant = EFST_BLANK;
  14071. }
  14072. status->icon = static_cast<efst_type>(constant);
  14073. } else {
  14074. if (!exists)
  14075. status->icon = EFST_BLANK;
  14076. }
  14077. if (this->nodeExists(node, "DurationLookup")) {
  14078. std::string skill_name;
  14079. if (!this->asString(node, "DurationLookup", skill_name))
  14080. return 0;
  14081. uint16 skill_id = skill_name2id(skill_name.c_str());
  14082. if (skill_id == 0)
  14083. this->invalidWarning(node["DurationLookup"], "DurationLookup skill %s is invalid, defaulting to none.\n", skill_name.c_str());
  14084. status->skill_id = skill_id;
  14085. } else {
  14086. if (!exists)
  14087. status->skill_id = 0;
  14088. }
  14089. if (this->nodeExists(node, "States")) {
  14090. const ryml::NodeRef& stateNode = node["States"];
  14091. for (const auto &it : stateNode) {
  14092. std::string state;
  14093. c4::from_chars(it.key(), &state);
  14094. std::string state_constant = "SCS_" + state;
  14095. int64 constant;
  14096. if (!script_get_constant(state_constant.c_str(), &constant)) {
  14097. this->invalidWarning(stateNode, "State %s is invalid.\n", state.c_str());
  14098. return 0;
  14099. }
  14100. if (constant < SCS_NONE || constant >= SCS_MAX) {
  14101. this->invalidWarning(stateNode, "State %s is out of bounds.\n", state.c_str());
  14102. return 0;
  14103. }
  14104. bool active;
  14105. if (!this->asBool(stateNode, state, active))
  14106. return 0;
  14107. if (active)
  14108. status->state.set(static_cast<e_scs_flag>(constant));
  14109. else
  14110. status->state.reset(static_cast<e_scs_flag>(constant));
  14111. }
  14112. } else {
  14113. if (!exists)
  14114. status->state.reset();
  14115. }
  14116. if (this->nodeExists(node, "CalcFlags")) {
  14117. const ryml::NodeRef& flagNode = node["CalcFlags"];
  14118. if (this->nodeExists(flagNode, "All")) {
  14119. bool active;
  14120. if (!this->asBool(flagNode, "All", active))
  14121. return 0;
  14122. if (active)
  14123. status->calc_flag = this->getSCB_ALL();
  14124. else
  14125. status->calc_flag.reset();
  14126. }
  14127. for (const auto &it : flagNode) {
  14128. std::string flag;
  14129. c4::from_chars(it.key(), &flag);
  14130. std::string flag_constant = "SCB_" + flag;
  14131. int64 constant;
  14132. // Skipped because processed above the loop
  14133. if (flag.compare("All") == 0)
  14134. continue;
  14135. if (!script_get_constant(flag_constant.c_str(), &constant)) {
  14136. this->invalidWarning(flagNode, "CalcFlag %s is invalid.\n", flag.c_str());
  14137. return 0;
  14138. }
  14139. if (constant < SCB_NONE || constant >= SCB_MAX) {
  14140. this->invalidWarning(flagNode, "CalcFlag %s is out of bounds.\n", flag.c_str());
  14141. return 0;
  14142. }
  14143. bool active;
  14144. if (!this->asBool(flagNode, flag, active))
  14145. return 0;
  14146. if (active)
  14147. status->calc_flag.set(static_cast<e_scb_flag>(constant));
  14148. else
  14149. status->calc_flag.reset(static_cast<e_scb_flag>(constant));
  14150. }
  14151. } else {
  14152. if (!exists)
  14153. status->calc_flag.reset();
  14154. }
  14155. if (this->nodeExists(node, "Opt1")) {
  14156. std::string opt;
  14157. if (!this->asString(node, "Opt1", opt))
  14158. return 0;
  14159. std::string opt_constant = "OPT1_" + opt;
  14160. int64 constant;
  14161. if (!script_get_constant(opt_constant.c_str(), &constant)) {
  14162. this->invalidWarning(node["Opt1"], "Opt1 %s is invalid.\n", opt.c_str());
  14163. return 0;
  14164. }
  14165. if (constant < OPT1_NONE || constant >= OPT1_MAX) {
  14166. this->invalidWarning(node["Opt1"], "Opt2 %s is out of bounds.\n", opt.c_str());
  14167. return 0;
  14168. }
  14169. status->opt1 = static_cast<e_sc_opt1>(constant);
  14170. } else {
  14171. if (!exists)
  14172. status->opt1 = OPT1_NONE;
  14173. }
  14174. if (this->nodeExists(node, "Opt2")) {
  14175. const ryml::NodeRef& optNode = node["Opt2"];
  14176. for (const auto &it : optNode) {
  14177. std::string opt;
  14178. c4::from_chars(it.key(), &opt);
  14179. std::string opt_constant = "OPT2_" + opt;
  14180. int64 constant;
  14181. if (!script_get_constant(opt_constant.c_str(), &constant)) {
  14182. this->invalidWarning(optNode, "Opt2 %s is invalid.\n", opt.c_str());
  14183. return 0;
  14184. }
  14185. if (constant < OPT2_NONE || constant >= OPT2_MAX) {
  14186. this->invalidWarning(optNode, "Opt2 %s is out of bounds.\n", opt.c_str());
  14187. return 0;
  14188. }
  14189. bool active;
  14190. if (!this->asBool(optNode, opt, active))
  14191. return 0;
  14192. if (active)
  14193. status->opt2 |= static_cast<e_sc_opt2>(constant);
  14194. else
  14195. status->opt2 &= ~static_cast<e_sc_opt2>(constant);
  14196. }
  14197. } else {
  14198. if (!exists)
  14199. status->opt2 = OPT2_NONE;
  14200. }
  14201. if (this->nodeExists(node, "Opt3")) {
  14202. const ryml::NodeRef& optNode = node["Opt3"];
  14203. for (const auto &it : optNode) {
  14204. std::string opt;
  14205. c4::from_chars(it.key(), &opt);
  14206. std::string opt_constant = "OPT3_" + opt;
  14207. int64 constant;
  14208. if (!script_get_constant(opt_constant.c_str(), &constant)) {
  14209. this->invalidWarning(optNode, "Opt3 %s is invalid.\n", opt.c_str());
  14210. return 0;
  14211. }
  14212. if (constant < OPT3_NORMAL || constant >= OPT3_MAX) {
  14213. this->invalidWarning(optNode, "Opt3 %s is out of bounds.\n", opt.c_str());
  14214. return 0;
  14215. }
  14216. bool active;
  14217. if (!this->asBool(optNode, opt, active))
  14218. return 0;
  14219. if (active)
  14220. status->opt3 |= static_cast<e_sc_opt3>(constant);
  14221. else
  14222. status->opt3 &= ~static_cast<e_sc_opt3>(constant);
  14223. }
  14224. } else {
  14225. if (!exists)
  14226. status->opt3 = OPT3_NORMAL;
  14227. }
  14228. if (this->nodeExists(node, "Options")) {
  14229. const ryml::NodeRef& optionNode = node["Options"];
  14230. for (const auto &it : optionNode) {
  14231. std::string option;
  14232. c4::from_chars(it.key(), &option);
  14233. std::string option_constant = "OPTION_" + option;
  14234. int64 constant;
  14235. if (!script_get_constant(option_constant.c_str(), &constant)) {
  14236. this->invalidWarning(optionNode, "Option %s is invalid.\n", option.c_str());
  14237. return 0;
  14238. }
  14239. if (constant < OPTION_NOTHING || constant >= OPTION_MAX) {
  14240. this->invalidWarning(optionNode, "Option %s is out of bounds.\n", option.c_str());
  14241. return 0;
  14242. }
  14243. bool active;
  14244. if (!this->asBool(optionNode, option, active))
  14245. return 0;
  14246. if (active)
  14247. status->look |= static_cast<e_option>(constant);
  14248. else
  14249. status->look &= ~static_cast<e_option>(constant);
  14250. }
  14251. } else {
  14252. if (!exists)
  14253. status->look = OPTION_NOTHING;
  14254. }
  14255. if (this->nodeExists(node, "Flags")) {
  14256. const ryml::NodeRef& flagNode = node["Flags"];
  14257. for (const auto &it : flagNode) {
  14258. std::string flag;
  14259. c4::from_chars(it.key(), &flag);
  14260. std::string flag_constant = "SCF_" + flag;
  14261. int64 constant;
  14262. if (!script_get_constant(flag_constant.c_str(), &constant)) {
  14263. this->invalidWarning(flagNode, "Flag %s is invalid.\n", flag.c_str());
  14264. return 0;
  14265. }
  14266. if (constant < SCF_NONE || constant >= SCF_MAX) {
  14267. this->invalidWarning(flagNode, "Flag %s is out of bounds.\n", flag.c_str());
  14268. return 0;
  14269. }
  14270. bool active;
  14271. if (!this->asBool(flagNode, flag, active))
  14272. return 0;
  14273. if (active)
  14274. status->flag.set(static_cast<e_status_change_flag>(constant));
  14275. else
  14276. status->flag.reset(static_cast<e_status_change_flag>(constant));
  14277. }
  14278. } else {
  14279. if (!exists)
  14280. status->flag.reset();
  14281. }
  14282. if (this->nodeExists(node, "MinRate")) {
  14283. uint16 rate;
  14284. if (!this->asUInt16(node, "MinRate", rate))
  14285. return 0;
  14286. status->min_rate = rate;
  14287. } else {
  14288. if (!exists)
  14289. status->min_rate = 0;
  14290. }
  14291. if (this->nodeExists(node, "MinDuration")) {
  14292. int64 duration;
  14293. if (!this->asInt64(node, "MinDuration", duration))
  14294. return 0;
  14295. status->min_duration = static_cast<t_tick>(duration);
  14296. } else {
  14297. if (!exists)
  14298. status->min_duration = 1;
  14299. }
  14300. if (this->nodeExists(node, "Fail")) {
  14301. const ryml::NodeRef& failNode = node["Fail"];
  14302. for (const auto &it : failNode) {
  14303. std::string fail;
  14304. c4::from_chars(it.key(), &fail);
  14305. std::string fail_constant = "SC_" + fail;
  14306. int64 constant;
  14307. if (!script_get_constant(fail_constant.c_str(), &constant)) {
  14308. this->invalidWarning(failNode, "Fail status %s is invalid.\n", fail.c_str());
  14309. return 0;
  14310. }
  14311. if (!this->validateStatus(static_cast<sc_type>(constant))) {
  14312. this->invalidWarning(failNode, "Fail status %s is out of bounds.\n", fail.c_str());
  14313. return 0;
  14314. }
  14315. bool active;
  14316. if (!this->asBool(failNode, fail, active))
  14317. return 0;
  14318. if (active)
  14319. status->fail.push_back(static_cast<sc_type>(constant));
  14320. else
  14321. util::vector_erase_if_exists(status->fail, static_cast<sc_type>(constant));
  14322. }
  14323. }
  14324. if (this->nodeExists(node, "EndOnStart")) {
  14325. const ryml::NodeRef& endNode = node["EndOnStart"];
  14326. for (const auto &it : endNode) {
  14327. std::string end;
  14328. c4::from_chars(it.key(), &end);
  14329. std::string end_constant = "SC_" + end;
  14330. int64 constant;
  14331. if (!script_get_constant(end_constant.c_str(), &constant)) {
  14332. this->invalidWarning(endNode, "EndOnStart status %s is invalid.\n", end.c_str());
  14333. return 0;
  14334. }
  14335. if (!this->validateStatus(static_cast<sc_type>(constant))) {
  14336. this->invalidWarning(endNode, "EndOnStart status %s is out of bounds.\n", end.c_str());
  14337. return 0;
  14338. }
  14339. bool active;
  14340. if (!this->asBool(endNode, end, active))
  14341. return 0;
  14342. if (active)
  14343. status->endonstart.push_back(static_cast<sc_type>(constant));
  14344. else
  14345. util::vector_erase_if_exists(status->endonstart, static_cast<sc_type>(constant));
  14346. }
  14347. }
  14348. if (this->nodeExists(node, "EndReturn")) {
  14349. const ryml::NodeRef &endNode = node["EndReturn"];
  14350. for (const auto &it : endNode) {
  14351. std::string end;
  14352. c4::from_chars(it.key(), &end);
  14353. std::string end_constant = "SC_" + end;
  14354. int64 constant;
  14355. if (!script_get_constant(end_constant.c_str(), &constant)) {
  14356. this->invalidWarning(endNode, "EndReturn status %s is invalid.\n", end.c_str());
  14357. return 0;
  14358. }
  14359. if (!this->validateStatus(static_cast<sc_type>(constant))) {
  14360. this->invalidWarning(endNode, "EndReturn status %s is out of bounds.\n", end.c_str());
  14361. return 0;
  14362. }
  14363. bool active;
  14364. if (!this->asBool(endNode, end, active))
  14365. return 0;
  14366. if (active)
  14367. status->endreturn.push_back(static_cast<sc_type>(constant));
  14368. else
  14369. util::vector_erase_if_exists(status->endreturn, static_cast<sc_type>(constant));
  14370. }
  14371. }
  14372. if (this->nodeExists(node, "EndOnEnd")) {
  14373. const ryml::NodeRef &endNode = node["EndOnEnd"];
  14374. for (const auto &it : endNode) {
  14375. std::string end;
  14376. c4::from_chars(it.key(), &end);
  14377. std::string end_constant = "SC_" + end;
  14378. int64 constant;
  14379. if (!script_get_constant(end_constant.c_str(), &constant)) {
  14380. this->invalidWarning(endNode, "EndOnEnd status %s is invalid.\n", end.c_str());
  14381. return 0;
  14382. }
  14383. if (!this->validateStatus(static_cast<sc_type>(constant))) {
  14384. this->invalidWarning(endNode, "EndOnEnd status %s is out of bounds.\n", end.c_str());
  14385. return 0;
  14386. }
  14387. bool active;
  14388. if (!this->asBool(endNode, end, active))
  14389. return 0;
  14390. if (active)
  14391. status->endonend.push_back(static_cast<sc_type>(constant));
  14392. else
  14393. util::vector_erase_if_exists(status->endonend, static_cast<sc_type>(constant));
  14394. }
  14395. }
  14396. if (!exists) {
  14397. this->put(status_id, status);
  14398. }
  14399. return 1;
  14400. }
  14401. void StatusDatabase::loadingFinished(){
  14402. std::fill( std::begin( this->StatusRelevantBLTypes ), std::end( this->StatusRelevantBLTypes ), BL_PC );
  14403. for( auto& entry : *this ){
  14404. auto& status = entry.second;
  14405. if (status->type == SC_HALLUCINATION && !battle_config.display_hallucination) // Disable Hallucination.
  14406. status->icon = EFST_BLANK;
  14407. if( status->icon == EFST_BLANK ){
  14408. continue;
  14409. }else if( status->flag[SCF_BLEFFECT] ){
  14410. this->StatusRelevantBLTypes[status->icon] |= BL_SCEFFECT;
  14411. }else{
  14412. this->StatusRelevantBLTypes[status->icon] = BL_PC;
  14413. }
  14414. }
  14415. TypesafeCachedYamlDatabase::loadingFinished();
  14416. }
  14417. StatusDatabase status_db;
  14418. /**
  14419. * Sets defaults in tables and starts read db functions
  14420. * sv_readdb reads the file, outputting the information line-by-line to
  14421. * previous functions above, separating information by delimiter
  14422. * DBs being read:
  14423. * attr_fix.yml: Attribute adjustment table for attacks
  14424. * size_fix.yml: Size adjustment table for weapons
  14425. * refine.yml: Refining data table
  14426. * @return 0
  14427. */
  14428. void status_readdb( bool reload ){
  14429. int i;
  14430. const char* dbsubpath[] = {
  14431. "",
  14432. "/" DBIMPORT,
  14433. //add other path here
  14434. };
  14435. // read databases
  14436. // path,filename,separator,mincol,maxcol,maxrow,func_parsor
  14437. for(i=0; i<ARRAYLENGTH(dbsubpath); i++){
  14438. size_t n1 = strlen(db_path)+strlen(dbsubpath[i])+1;
  14439. size_t n2 = strlen(db_path)+strlen(DBPATH)+strlen(dbsubpath[i])+1;
  14440. char* dbsubpath1 = (char*)aMalloc(n1+1);
  14441. char* dbsubpath2 = (char*)aMalloc(n2+1);
  14442. if(i==0) {
  14443. safesnprintf(dbsubpath1,n1,"%s%s",db_path,dbsubpath[i]);
  14444. safesnprintf(dbsubpath2,n2,"%s/%s%s",db_path,DBPATH,dbsubpath[i]);
  14445. }
  14446. else {
  14447. safesnprintf(dbsubpath1,n1,"%s%s",db_path,dbsubpath[i]);
  14448. safesnprintf(dbsubpath2,n1,"%s%s",db_path,dbsubpath[i]);
  14449. }
  14450. sv_readdb(dbsubpath1, "status_disabled.txt", ',', 2, 2, -1, &status_readdb_status_disabled, i > 0);
  14451. aFree(dbsubpath1);
  14452. aFree(dbsubpath2);
  14453. }
  14454. if( reload ){
  14455. size_fix_db.reload();
  14456. refine_db.reload();
  14457. status_db.reload();
  14458. enchantgrade_db.reload();
  14459. }else{
  14460. size_fix_db.load();
  14461. refine_db.load();
  14462. status_db.load();
  14463. enchantgrade_db.load();
  14464. }
  14465. elemental_attribute_db.load();
  14466. }
  14467. /**
  14468. * Status db init and destroy.
  14469. */
  14470. void do_init_status(void) {
  14471. memset(SCDisabled, 0, sizeof(SCDisabled));
  14472. add_timer_func_list(status_change_timer,"status_change_timer");
  14473. add_timer_func_list(status_natural_heal_timer,"status_natural_heal_timer");
  14474. add_timer_func_list(status_clear_lastEffect_timer, "status_clear_lastEffect_timer");
  14475. initDummyData();
  14476. status_readdb();
  14477. natural_heal_prev_tick = gettick();
  14478. sc_data_ers = ers_new(sizeof(struct status_change_entry),"status.cpp::sc_data_ers",ERS_OPT_NONE);
  14479. add_timer_interval(natural_heal_prev_tick + NATURAL_HEAL_INTERVAL, status_natural_heal_timer, 0, 0, NATURAL_HEAL_INTERVAL);
  14480. }
  14481. /** Destroy status data */
  14482. void do_final_status(void) {
  14483. ers_destroy(sc_data_ers);
  14484. enchantgrade_db.clear();
  14485. size_fix_db.clear();
  14486. refine_db.clear();
  14487. status_db.clear();
  14488. elemental_attribute_db.clear();
  14489. }