status.cpp 494 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671672673674675676677678679680681682683684685686687688689690691692693694695696697698699700701702703704705706707708709710711712713714715716717718719720721722723724725726727728729730731732733734735736737738739740741742743744745746747748749750751752753754755756757758759760761762763764765766767768769770771772773774775776777778779780781782783784785786787788789790791792793794795796797798799800801802803804805806807808809810811812813814815816817818819820821822823824825826827828829830831832833834835836837838839840841842843844845846847848849850851852853854855856857858859860861862863864865866867868869870871872873874875876877878879880881882883884885886887888889890891892893894895896897898899900901902903904905906907908909910911912913914915916917918919920921922923924925926927928929930931932933934935936937938939940941942943944945946947948949950951952953954955956957958959960961962963964965966967968969970971972973974975976977978979980981982983984985986987988989990991992993994995996997998999100010011002100310041005100610071008100910101011101210131014101510161017101810191020102110221023102410251026102710281029103010311032103310341035103610371038103910401041104210431044104510461047104810491050105110521053105410551056105710581059106010611062106310641065106610671068106910701071107210731074107510761077107810791080108110821083108410851086108710881089109010911092109310941095109610971098109911001101110211031104110511061107110811091110111111121113111411151116111711181119112011211122112311241125112611271128112911301131113211331134113511361137113811391140114111421143114411451146114711481149115011511152115311541155115611571158115911601161116211631164116511661167116811691170117111721173117411751176117711781179118011811182118311841185118611871188118911901191119211931194119511961197119811991200120112021203120412051206120712081209121012111212121312141215121612171218121912201221122212231224122512261227122812291230123112321233123412351236123712381239124012411242124312441245124612471248124912501251125212531254125512561257125812591260126112621263126412651266126712681269127012711272127312741275127612771278127912801281128212831284128512861287128812891290129112921293129412951296129712981299130013011302130313041305130613071308130913101311131213131314131513161317131813191320132113221323132413251326132713281329133013311332133313341335133613371338133913401341134213431344134513461347134813491350135113521353135413551356135713581359136013611362136313641365136613671368136913701371137213731374137513761377137813791380138113821383138413851386138713881389139013911392139313941395139613971398139914001401140214031404140514061407140814091410141114121413141414151416141714181419142014211422142314241425142614271428142914301431143214331434143514361437143814391440144114421443144414451446144714481449145014511452145314541455145614571458145914601461146214631464146514661467146814691470147114721473147414751476147714781479148014811482148314841485148614871488148914901491149214931494149514961497149814991500150115021503150415051506150715081509151015111512151315141515151615171518151915201521152215231524152515261527152815291530153115321533153415351536153715381539154015411542154315441545154615471548154915501551155215531554155515561557155815591560156115621563156415651566156715681569157015711572157315741575157615771578157915801581158215831584158515861587158815891590159115921593159415951596159715981599160016011602160316041605160616071608160916101611161216131614161516161617161816191620162116221623162416251626162716281629163016311632163316341635163616371638163916401641164216431644164516461647164816491650165116521653165416551656165716581659166016611662166316641665166616671668166916701671167216731674167516761677167816791680168116821683168416851686168716881689169016911692169316941695169616971698169917001701170217031704170517061707170817091710171117121713171417151716171717181719172017211722172317241725172617271728172917301731173217331734173517361737173817391740174117421743174417451746174717481749175017511752175317541755175617571758175917601761176217631764176517661767176817691770177117721773177417751776177717781779178017811782178317841785178617871788178917901791179217931794179517961797179817991800180118021803180418051806180718081809181018111812181318141815181618171818181918201821182218231824182518261827182818291830183118321833183418351836183718381839184018411842184318441845184618471848184918501851185218531854185518561857185818591860186118621863186418651866186718681869187018711872187318741875187618771878187918801881188218831884188518861887188818891890189118921893189418951896189718981899190019011902190319041905190619071908190919101911191219131914191519161917191819191920192119221923192419251926192719281929193019311932193319341935193619371938193919401941194219431944194519461947194819491950195119521953195419551956195719581959196019611962196319641965196619671968196919701971197219731974197519761977197819791980198119821983198419851986198719881989199019911992199319941995199619971998199920002001200220032004200520062007200820092010201120122013201420152016201720182019202020212022202320242025202620272028202920302031203220332034203520362037203820392040204120422043204420452046204720482049205020512052205320542055205620572058205920602061206220632064206520662067206820692070207120722073207420752076207720782079208020812082208320842085208620872088208920902091209220932094209520962097209820992100210121022103210421052106210721082109211021112112211321142115211621172118211921202121212221232124212521262127212821292130213121322133213421352136213721382139214021412142214321442145214621472148214921502151215221532154215521562157215821592160216121622163216421652166216721682169217021712172217321742175217621772178217921802181218221832184218521862187218821892190219121922193219421952196219721982199220022012202220322042205220622072208220922102211221222132214221522162217221822192220222122222223222422252226222722282229223022312232223322342235223622372238223922402241224222432244224522462247224822492250225122522253225422552256225722582259226022612262226322642265226622672268226922702271227222732274227522762277227822792280228122822283228422852286228722882289229022912292229322942295229622972298229923002301230223032304230523062307230823092310231123122313231423152316231723182319232023212322232323242325232623272328232923302331233223332334233523362337233823392340234123422343234423452346234723482349235023512352235323542355235623572358235923602361236223632364236523662367236823692370237123722373237423752376237723782379238023812382238323842385238623872388238923902391239223932394239523962397239823992400240124022403240424052406240724082409241024112412241324142415241624172418241924202421242224232424242524262427242824292430243124322433243424352436243724382439244024412442244324442445244624472448244924502451245224532454245524562457245824592460246124622463246424652466246724682469247024712472247324742475247624772478247924802481248224832484248524862487248824892490249124922493249424952496249724982499250025012502250325042505250625072508250925102511251225132514251525162517251825192520252125222523252425252526252725282529253025312532253325342535253625372538253925402541254225432544254525462547254825492550255125522553255425552556255725582559256025612562256325642565256625672568256925702571257225732574257525762577257825792580258125822583258425852586258725882589259025912592259325942595259625972598259926002601260226032604260526062607260826092610261126122613261426152616261726182619262026212622262326242625262626272628262926302631263226332634263526362637263826392640264126422643264426452646264726482649265026512652265326542655265626572658265926602661266226632664266526662667266826692670267126722673267426752676267726782679268026812682268326842685268626872688268926902691269226932694269526962697269826992700270127022703270427052706270727082709271027112712271327142715271627172718271927202721272227232724272527262727272827292730273127322733273427352736273727382739274027412742274327442745274627472748274927502751275227532754275527562757275827592760276127622763276427652766276727682769277027712772277327742775277627772778277927802781278227832784278527862787278827892790279127922793279427952796279727982799280028012802280328042805280628072808280928102811281228132814281528162817281828192820282128222823282428252826282728282829283028312832283328342835283628372838283928402841284228432844284528462847284828492850285128522853285428552856285728582859286028612862286328642865286628672868286928702871287228732874287528762877287828792880288128822883288428852886288728882889289028912892289328942895289628972898289929002901290229032904290529062907290829092910291129122913291429152916291729182919292029212922292329242925292629272928292929302931293229332934293529362937293829392940294129422943294429452946294729482949295029512952295329542955295629572958295929602961296229632964296529662967296829692970297129722973297429752976297729782979298029812982298329842985298629872988298929902991299229932994299529962997299829993000300130023003300430053006300730083009301030113012301330143015301630173018301930203021302230233024302530263027302830293030303130323033303430353036303730383039304030413042304330443045304630473048304930503051305230533054305530563057305830593060306130623063306430653066306730683069307030713072307330743075307630773078307930803081308230833084308530863087308830893090309130923093309430953096309730983099310031013102310331043105310631073108310931103111311231133114311531163117311831193120312131223123312431253126312731283129313031313132313331343135313631373138313931403141314231433144314531463147314831493150315131523153315431553156315731583159316031613162316331643165316631673168316931703171317231733174317531763177317831793180318131823183318431853186318731883189319031913192319331943195319631973198319932003201320232033204320532063207320832093210321132123213321432153216321732183219322032213222322332243225322632273228322932303231323232333234323532363237323832393240324132423243324432453246324732483249325032513252325332543255325632573258325932603261326232633264326532663267326832693270327132723273327432753276327732783279328032813282328332843285328632873288328932903291329232933294329532963297329832993300330133023303330433053306330733083309331033113312331333143315331633173318331933203321332233233324332533263327332833293330333133323333333433353336333733383339334033413342334333443345334633473348334933503351335233533354335533563357335833593360336133623363336433653366336733683369337033713372337333743375337633773378337933803381338233833384338533863387338833893390339133923393339433953396339733983399340034013402340334043405340634073408340934103411341234133414341534163417341834193420342134223423342434253426342734283429343034313432343334343435343634373438343934403441344234433444344534463447344834493450345134523453345434553456345734583459346034613462346334643465346634673468346934703471347234733474347534763477347834793480348134823483348434853486348734883489349034913492349334943495349634973498349935003501350235033504350535063507350835093510351135123513351435153516351735183519352035213522352335243525352635273528352935303531353235333534353535363537353835393540354135423543354435453546354735483549355035513552355335543555355635573558355935603561356235633564356535663567356835693570357135723573357435753576357735783579358035813582358335843585358635873588358935903591359235933594359535963597359835993600360136023603360436053606360736083609361036113612361336143615361636173618361936203621362236233624362536263627362836293630363136323633363436353636363736383639364036413642364336443645364636473648364936503651365236533654365536563657365836593660366136623663366436653666366736683669367036713672367336743675367636773678367936803681368236833684368536863687368836893690369136923693369436953696369736983699370037013702370337043705370637073708370937103711371237133714371537163717371837193720372137223723372437253726372737283729373037313732373337343735373637373738373937403741374237433744374537463747374837493750375137523753375437553756375737583759376037613762376337643765376637673768376937703771377237733774377537763777377837793780378137823783378437853786378737883789379037913792379337943795379637973798379938003801380238033804380538063807380838093810381138123813381438153816381738183819382038213822382338243825382638273828382938303831383238333834383538363837383838393840384138423843384438453846384738483849385038513852385338543855385638573858385938603861386238633864386538663867386838693870387138723873387438753876387738783879388038813882388338843885388638873888388938903891389238933894389538963897389838993900390139023903390439053906390739083909391039113912391339143915391639173918391939203921392239233924392539263927392839293930393139323933393439353936393739383939394039413942394339443945394639473948394939503951395239533954395539563957395839593960396139623963396439653966396739683969397039713972397339743975397639773978397939803981398239833984398539863987398839893990399139923993399439953996399739983999400040014002400340044005400640074008400940104011401240134014401540164017401840194020402140224023402440254026402740284029403040314032403340344035403640374038403940404041404240434044404540464047404840494050405140524053405440554056405740584059406040614062406340644065406640674068406940704071407240734074407540764077407840794080408140824083408440854086408740884089409040914092409340944095409640974098409941004101410241034104410541064107410841094110411141124113411441154116411741184119412041214122412341244125412641274128412941304131413241334134413541364137413841394140414141424143414441454146414741484149415041514152415341544155415641574158415941604161416241634164416541664167416841694170417141724173417441754176417741784179418041814182418341844185418641874188418941904191419241934194419541964197419841994200420142024203420442054206420742084209421042114212421342144215421642174218421942204221422242234224422542264227422842294230423142324233423442354236423742384239424042414242424342444245424642474248424942504251425242534254425542564257425842594260426142624263426442654266426742684269427042714272427342744275427642774278427942804281428242834284428542864287428842894290429142924293429442954296429742984299430043014302430343044305430643074308430943104311431243134314431543164317431843194320432143224323432443254326432743284329433043314332433343344335433643374338433943404341434243434344434543464347434843494350435143524353435443554356435743584359436043614362436343644365436643674368436943704371437243734374437543764377437843794380438143824383438443854386438743884389439043914392439343944395439643974398439944004401440244034404440544064407440844094410441144124413441444154416441744184419442044214422442344244425442644274428442944304431443244334434443544364437443844394440444144424443444444454446444744484449445044514452445344544455445644574458445944604461446244634464446544664467446844694470447144724473447444754476447744784479448044814482448344844485448644874488448944904491449244934494449544964497449844994500450145024503450445054506450745084509451045114512451345144515451645174518451945204521452245234524452545264527452845294530453145324533453445354536453745384539454045414542454345444545454645474548454945504551455245534554455545564557455845594560456145624563456445654566456745684569457045714572457345744575457645774578457945804581458245834584458545864587458845894590459145924593459445954596459745984599460046014602460346044605460646074608460946104611461246134614461546164617461846194620462146224623462446254626462746284629463046314632463346344635463646374638463946404641464246434644464546464647464846494650465146524653465446554656465746584659466046614662466346644665466646674668466946704671467246734674467546764677467846794680468146824683468446854686468746884689469046914692469346944695469646974698469947004701470247034704470547064707470847094710471147124713471447154716471747184719472047214722472347244725472647274728472947304731473247334734473547364737473847394740474147424743474447454746474747484749475047514752475347544755475647574758475947604761476247634764476547664767476847694770477147724773477447754776477747784779478047814782478347844785478647874788478947904791479247934794479547964797479847994800480148024803480448054806480748084809481048114812481348144815481648174818481948204821482248234824482548264827482848294830483148324833483448354836483748384839484048414842484348444845484648474848484948504851485248534854485548564857485848594860486148624863486448654866486748684869487048714872487348744875487648774878487948804881488248834884488548864887488848894890489148924893489448954896489748984899490049014902490349044905490649074908490949104911491249134914491549164917491849194920492149224923492449254926492749284929493049314932493349344935493649374938493949404941494249434944494549464947494849494950495149524953495449554956495749584959496049614962496349644965496649674968496949704971497249734974497549764977497849794980498149824983498449854986498749884989499049914992499349944995499649974998499950005001500250035004500550065007500850095010501150125013501450155016501750185019502050215022502350245025502650275028502950305031503250335034503550365037503850395040504150425043504450455046504750485049505050515052505350545055505650575058505950605061506250635064506550665067506850695070507150725073507450755076507750785079508050815082508350845085508650875088508950905091509250935094509550965097509850995100510151025103510451055106510751085109511051115112511351145115511651175118511951205121512251235124512551265127512851295130513151325133513451355136513751385139514051415142514351445145514651475148514951505151515251535154515551565157515851595160516151625163516451655166516751685169517051715172517351745175517651775178517951805181518251835184518551865187518851895190519151925193519451955196519751985199520052015202520352045205520652075208520952105211521252135214521552165217521852195220522152225223522452255226522752285229523052315232523352345235523652375238523952405241524252435244524552465247524852495250525152525253525452555256525752585259526052615262526352645265526652675268526952705271527252735274527552765277527852795280528152825283528452855286528752885289529052915292529352945295529652975298529953005301530253035304530553065307530853095310531153125313531453155316531753185319532053215322532353245325532653275328532953305331533253335334533553365337533853395340534153425343534453455346534753485349535053515352535353545355535653575358535953605361536253635364536553665367536853695370537153725373537453755376537753785379538053815382538353845385538653875388538953905391539253935394539553965397539853995400540154025403540454055406540754085409541054115412541354145415541654175418541954205421542254235424542554265427542854295430543154325433543454355436543754385439544054415442544354445445544654475448544954505451545254535454545554565457545854595460546154625463546454655466546754685469547054715472547354745475547654775478547954805481548254835484548554865487548854895490549154925493549454955496549754985499550055015502550355045505550655075508550955105511551255135514551555165517551855195520552155225523552455255526552755285529553055315532553355345535553655375538553955405541554255435544554555465547554855495550555155525553555455555556555755585559556055615562556355645565556655675568556955705571557255735574557555765577557855795580558155825583558455855586558755885589559055915592559355945595559655975598559956005601560256035604560556065607560856095610561156125613561456155616561756185619562056215622562356245625562656275628562956305631563256335634563556365637563856395640564156425643564456455646564756485649565056515652565356545655565656575658565956605661566256635664566556665667566856695670567156725673567456755676567756785679568056815682568356845685568656875688568956905691569256935694569556965697569856995700570157025703570457055706570757085709571057115712571357145715571657175718571957205721572257235724572557265727572857295730573157325733573457355736573757385739574057415742574357445745574657475748574957505751575257535754575557565757575857595760576157625763576457655766576757685769577057715772577357745775577657775778577957805781578257835784578557865787578857895790579157925793579457955796579757985799580058015802580358045805580658075808580958105811581258135814581558165817581858195820582158225823582458255826582758285829583058315832583358345835583658375838583958405841584258435844584558465847584858495850585158525853585458555856585758585859586058615862586358645865586658675868586958705871587258735874587558765877587858795880588158825883588458855886588758885889589058915892589358945895589658975898589959005901590259035904590559065907590859095910591159125913591459155916591759185919592059215922592359245925592659275928592959305931593259335934593559365937593859395940594159425943594459455946594759485949595059515952595359545955595659575958595959605961596259635964596559665967596859695970597159725973597459755976597759785979598059815982598359845985598659875988598959905991599259935994599559965997599859996000600160026003600460056006600760086009601060116012601360146015601660176018601960206021602260236024602560266027602860296030603160326033603460356036603760386039604060416042604360446045604660476048604960506051605260536054605560566057605860596060606160626063606460656066606760686069607060716072607360746075607660776078607960806081608260836084608560866087608860896090609160926093609460956096609760986099610061016102610361046105610661076108610961106111611261136114611561166117611861196120612161226123612461256126612761286129613061316132613361346135613661376138613961406141614261436144614561466147614861496150615161526153615461556156615761586159616061616162616361646165616661676168616961706171617261736174617561766177617861796180618161826183618461856186618761886189619061916192619361946195619661976198619962006201620262036204620562066207620862096210621162126213621462156216621762186219622062216222622362246225622662276228622962306231623262336234623562366237623862396240624162426243624462456246624762486249625062516252625362546255625662576258625962606261626262636264626562666267626862696270627162726273627462756276627762786279628062816282628362846285628662876288628962906291629262936294629562966297629862996300630163026303630463056306630763086309631063116312631363146315631663176318631963206321632263236324632563266327632863296330633163326333633463356336633763386339634063416342634363446345634663476348634963506351635263536354635563566357635863596360636163626363636463656366636763686369637063716372637363746375637663776378637963806381638263836384638563866387638863896390639163926393639463956396639763986399640064016402640364046405640664076408640964106411641264136414641564166417641864196420642164226423642464256426642764286429643064316432643364346435643664376438643964406441644264436444644564466447644864496450645164526453645464556456645764586459646064616462646364646465646664676468646964706471647264736474647564766477647864796480648164826483648464856486648764886489649064916492649364946495649664976498649965006501650265036504650565066507650865096510651165126513651465156516651765186519652065216522652365246525652665276528652965306531653265336534653565366537653865396540654165426543654465456546654765486549655065516552655365546555655665576558655965606561656265636564656565666567656865696570657165726573657465756576657765786579658065816582658365846585658665876588658965906591659265936594659565966597659865996600660166026603660466056606660766086609661066116612661366146615661666176618661966206621662266236624662566266627662866296630663166326633663466356636663766386639664066416642664366446645664666476648664966506651665266536654665566566657665866596660666166626663666466656666666766686669667066716672667366746675667666776678667966806681668266836684668566866687668866896690669166926693669466956696669766986699670067016702670367046705670667076708670967106711671267136714671567166717671867196720672167226723672467256726672767286729673067316732673367346735673667376738673967406741674267436744674567466747674867496750675167526753675467556756675767586759676067616762676367646765676667676768676967706771677267736774677567766777677867796780678167826783678467856786678767886789679067916792679367946795679667976798679968006801680268036804680568066807680868096810681168126813681468156816681768186819682068216822682368246825682668276828682968306831683268336834683568366837683868396840684168426843684468456846684768486849685068516852685368546855685668576858685968606861686268636864686568666867686868696870687168726873687468756876687768786879688068816882688368846885688668876888688968906891689268936894689568966897689868996900690169026903690469056906690769086909691069116912691369146915691669176918691969206921692269236924692569266927692869296930693169326933693469356936693769386939694069416942694369446945694669476948694969506951695269536954695569566957695869596960696169626963696469656966696769686969697069716972697369746975697669776978697969806981698269836984698569866987698869896990699169926993699469956996699769986999700070017002700370047005700670077008700970107011701270137014701570167017701870197020702170227023702470257026702770287029703070317032703370347035703670377038703970407041704270437044704570467047704870497050705170527053705470557056705770587059706070617062706370647065706670677068706970707071707270737074707570767077707870797080708170827083708470857086708770887089709070917092709370947095709670977098709971007101710271037104710571067107710871097110711171127113711471157116711771187119712071217122712371247125712671277128712971307131713271337134713571367137713871397140714171427143714471457146714771487149715071517152715371547155715671577158715971607161716271637164716571667167716871697170717171727173717471757176717771787179718071817182718371847185718671877188718971907191719271937194719571967197719871997200720172027203720472057206720772087209721072117212721372147215721672177218721972207221722272237224722572267227722872297230723172327233723472357236723772387239724072417242724372447245724672477248724972507251725272537254725572567257725872597260726172627263726472657266726772687269727072717272727372747275727672777278727972807281728272837284728572867287728872897290729172927293729472957296729772987299730073017302730373047305730673077308730973107311731273137314731573167317731873197320732173227323732473257326732773287329733073317332733373347335733673377338733973407341734273437344734573467347734873497350735173527353735473557356735773587359736073617362736373647365736673677368736973707371737273737374737573767377737873797380738173827383738473857386738773887389739073917392739373947395739673977398739974007401740274037404740574067407740874097410741174127413741474157416741774187419742074217422742374247425742674277428742974307431743274337434743574367437743874397440744174427443744474457446744774487449745074517452745374547455745674577458745974607461746274637464746574667467746874697470747174727473747474757476747774787479748074817482748374847485748674877488748974907491749274937494749574967497749874997500750175027503750475057506750775087509751075117512751375147515751675177518751975207521752275237524752575267527752875297530753175327533753475357536753775387539754075417542754375447545754675477548754975507551755275537554755575567557755875597560756175627563756475657566756775687569757075717572757375747575757675777578757975807581758275837584758575867587758875897590759175927593759475957596759775987599760076017602760376047605760676077608760976107611761276137614761576167617761876197620762176227623762476257626762776287629763076317632763376347635763676377638763976407641764276437644764576467647764876497650765176527653765476557656765776587659766076617662766376647665766676677668766976707671767276737674767576767677767876797680768176827683768476857686768776887689769076917692769376947695769676977698769977007701770277037704770577067707770877097710771177127713771477157716771777187719772077217722772377247725772677277728772977307731773277337734773577367737773877397740774177427743774477457746774777487749775077517752775377547755775677577758775977607761776277637764776577667767776877697770777177727773777477757776777777787779778077817782778377847785778677877788778977907791779277937794779577967797779877997800780178027803780478057806780778087809781078117812781378147815781678177818781978207821782278237824782578267827782878297830783178327833783478357836783778387839784078417842784378447845784678477848784978507851785278537854785578567857785878597860786178627863786478657866786778687869787078717872787378747875787678777878787978807881788278837884788578867887788878897890789178927893789478957896789778987899790079017902790379047905790679077908790979107911791279137914791579167917791879197920792179227923792479257926792779287929793079317932793379347935793679377938793979407941794279437944794579467947794879497950795179527953795479557956795779587959796079617962796379647965796679677968796979707971797279737974797579767977797879797980798179827983798479857986798779887989799079917992799379947995799679977998799980008001800280038004800580068007800880098010801180128013801480158016801780188019802080218022802380248025802680278028802980308031803280338034803580368037803880398040804180428043804480458046804780488049805080518052805380548055805680578058805980608061806280638064806580668067806880698070807180728073807480758076807780788079808080818082808380848085808680878088808980908091809280938094809580968097809880998100810181028103810481058106810781088109811081118112811381148115811681178118811981208121812281238124812581268127812881298130813181328133813481358136813781388139814081418142814381448145814681478148814981508151815281538154815581568157815881598160816181628163816481658166816781688169817081718172817381748175817681778178817981808181818281838184818581868187818881898190819181928193819481958196819781988199820082018202820382048205820682078208820982108211821282138214821582168217821882198220822182228223822482258226822782288229823082318232823382348235823682378238823982408241824282438244824582468247824882498250825182528253825482558256825782588259826082618262826382648265826682678268826982708271827282738274827582768277827882798280828182828283828482858286828782888289829082918292829382948295829682978298829983008301830283038304830583068307830883098310831183128313831483158316831783188319832083218322832383248325832683278328832983308331833283338334833583368337833883398340834183428343834483458346834783488349835083518352835383548355835683578358835983608361836283638364836583668367836883698370837183728373837483758376837783788379838083818382838383848385838683878388838983908391839283938394839583968397839883998400840184028403840484058406840784088409841084118412841384148415841684178418841984208421842284238424842584268427842884298430843184328433843484358436843784388439844084418442844384448445844684478448844984508451845284538454845584568457845884598460846184628463846484658466846784688469847084718472847384748475847684778478847984808481848284838484848584868487848884898490849184928493849484958496849784988499850085018502850385048505850685078508850985108511851285138514851585168517851885198520852185228523852485258526852785288529853085318532853385348535853685378538853985408541854285438544854585468547854885498550855185528553855485558556855785588559856085618562856385648565856685678568856985708571857285738574857585768577857885798580858185828583858485858586858785888589859085918592859385948595859685978598859986008601860286038604860586068607860886098610861186128613861486158616861786188619862086218622862386248625862686278628862986308631863286338634863586368637863886398640864186428643864486458646864786488649865086518652865386548655865686578658865986608661866286638664866586668667866886698670867186728673867486758676867786788679868086818682868386848685868686878688868986908691869286938694869586968697869886998700870187028703870487058706870787088709871087118712871387148715871687178718871987208721872287238724872587268727872887298730873187328733873487358736873787388739874087418742874387448745874687478748874987508751875287538754875587568757875887598760876187628763876487658766876787688769877087718772877387748775877687778778877987808781878287838784878587868787878887898790879187928793879487958796879787988799880088018802880388048805880688078808880988108811881288138814881588168817881888198820882188228823882488258826882788288829883088318832883388348835883688378838883988408841884288438844884588468847884888498850885188528853885488558856885788588859886088618862886388648865886688678868886988708871887288738874887588768877887888798880888188828883888488858886888788888889889088918892889388948895889688978898889989008901890289038904890589068907890889098910891189128913891489158916891789188919892089218922892389248925892689278928892989308931893289338934893589368937893889398940894189428943894489458946894789488949895089518952895389548955895689578958895989608961896289638964896589668967896889698970897189728973897489758976897789788979898089818982898389848985898689878988898989908991899289938994899589968997899889999000900190029003900490059006900790089009901090119012901390149015901690179018901990209021902290239024902590269027902890299030903190329033903490359036903790389039904090419042904390449045904690479048904990509051905290539054905590569057905890599060906190629063906490659066906790689069907090719072907390749075907690779078907990809081908290839084908590869087908890899090909190929093909490959096909790989099910091019102910391049105910691079108910991109111911291139114911591169117911891199120912191229123912491259126912791289129913091319132913391349135913691379138913991409141914291439144914591469147914891499150915191529153915491559156915791589159916091619162916391649165916691679168916991709171917291739174917591769177917891799180918191829183918491859186918791889189919091919192919391949195919691979198919992009201920292039204920592069207920892099210921192129213921492159216921792189219922092219222922392249225922692279228922992309231923292339234923592369237923892399240924192429243924492459246924792489249925092519252925392549255925692579258925992609261926292639264926592669267926892699270927192729273927492759276927792789279928092819282928392849285928692879288928992909291929292939294929592969297929892999300930193029303930493059306930793089309931093119312931393149315931693179318931993209321932293239324932593269327932893299330933193329333933493359336933793389339934093419342934393449345934693479348934993509351935293539354935593569357935893599360936193629363936493659366936793689369937093719372937393749375937693779378937993809381938293839384938593869387938893899390939193929393939493959396939793989399940094019402940394049405940694079408940994109411941294139414941594169417941894199420942194229423942494259426942794289429943094319432943394349435943694379438943994409441944294439444944594469447944894499450945194529453945494559456945794589459946094619462946394649465946694679468946994709471947294739474947594769477947894799480948194829483948494859486948794889489949094919492949394949495949694979498949995009501950295039504950595069507950895099510951195129513951495159516951795189519952095219522952395249525952695279528952995309531953295339534953595369537953895399540954195429543954495459546954795489549955095519552955395549555955695579558955995609561956295639564956595669567956895699570957195729573957495759576957795789579958095819582958395849585958695879588958995909591959295939594959595969597959895999600960196029603960496059606960796089609961096119612961396149615961696179618961996209621962296239624962596269627962896299630963196329633963496359636963796389639964096419642964396449645964696479648964996509651965296539654965596569657965896599660966196629663966496659666966796689669967096719672967396749675967696779678967996809681968296839684968596869687968896899690969196929693969496959696969796989699970097019702970397049705970697079708970997109711971297139714971597169717971897199720972197229723972497259726972797289729973097319732973397349735973697379738973997409741974297439744974597469747974897499750975197529753975497559756975797589759976097619762976397649765976697679768976997709771977297739774977597769777977897799780978197829783978497859786978797889789979097919792979397949795979697979798979998009801980298039804980598069807980898099810981198129813981498159816981798189819982098219822982398249825982698279828982998309831983298339834983598369837983898399840984198429843984498459846984798489849985098519852985398549855985698579858985998609861986298639864986598669867986898699870987198729873987498759876987798789879988098819882988398849885988698879888988998909891989298939894989598969897989898999900990199029903990499059906990799089909991099119912991399149915991699179918991999209921992299239924992599269927992899299930993199329933993499359936993799389939994099419942994399449945994699479948994999509951995299539954995599569957995899599960996199629963996499659966996799689969997099719972997399749975997699779978997999809981998299839984998599869987998899899990999199929993999499959996999799989999100001000110002100031000410005100061000710008100091001010011100121001310014100151001610017100181001910020100211002210023100241002510026100271002810029100301003110032100331003410035100361003710038100391004010041100421004310044100451004610047100481004910050100511005210053100541005510056100571005810059100601006110062100631006410065100661006710068100691007010071100721007310074100751007610077100781007910080100811008210083100841008510086100871008810089100901009110092100931009410095100961009710098100991010010101101021010310104101051010610107101081010910110101111011210113101141011510116101171011810119101201012110122101231012410125101261012710128101291013010131101321013310134101351013610137101381013910140101411014210143101441014510146101471014810149101501015110152101531015410155101561015710158101591016010161101621016310164101651016610167101681016910170101711017210173101741017510176101771017810179101801018110182101831018410185101861018710188101891019010191101921019310194101951019610197101981019910200102011020210203102041020510206102071020810209102101021110212102131021410215102161021710218102191022010221102221022310224102251022610227102281022910230102311023210233102341023510236102371023810239102401024110242102431024410245102461024710248102491025010251102521025310254102551025610257102581025910260102611026210263102641026510266102671026810269102701027110272102731027410275102761027710278102791028010281102821028310284102851028610287102881028910290102911029210293102941029510296102971029810299103001030110302103031030410305103061030710308103091031010311103121031310314103151031610317103181031910320103211032210323103241032510326103271032810329103301033110332103331033410335103361033710338103391034010341103421034310344103451034610347103481034910350103511035210353103541035510356103571035810359103601036110362103631036410365103661036710368103691037010371103721037310374103751037610377103781037910380103811038210383103841038510386103871038810389103901039110392103931039410395103961039710398103991040010401104021040310404104051040610407104081040910410104111041210413104141041510416104171041810419104201042110422104231042410425104261042710428104291043010431104321043310434104351043610437104381043910440104411044210443104441044510446104471044810449104501045110452104531045410455104561045710458104591046010461104621046310464104651046610467104681046910470104711047210473104741047510476104771047810479104801048110482104831048410485104861048710488104891049010491104921049310494104951049610497104981049910500105011050210503105041050510506105071050810509105101051110512105131051410515105161051710518105191052010521105221052310524105251052610527105281052910530105311053210533105341053510536105371053810539105401054110542105431054410545105461054710548105491055010551105521055310554105551055610557105581055910560105611056210563105641056510566105671056810569105701057110572105731057410575105761057710578105791058010581105821058310584105851058610587105881058910590105911059210593105941059510596105971059810599106001060110602106031060410605106061060710608106091061010611106121061310614106151061610617106181061910620106211062210623106241062510626106271062810629106301063110632106331063410635106361063710638106391064010641106421064310644106451064610647106481064910650106511065210653106541065510656106571065810659106601066110662106631066410665106661066710668106691067010671106721067310674106751067610677106781067910680106811068210683106841068510686106871068810689106901069110692106931069410695106961069710698106991070010701107021070310704107051070610707107081070910710107111071210713107141071510716107171071810719107201072110722107231072410725107261072710728107291073010731107321073310734107351073610737107381073910740107411074210743107441074510746107471074810749107501075110752107531075410755107561075710758107591076010761107621076310764107651076610767107681076910770107711077210773107741077510776107771077810779107801078110782107831078410785107861078710788107891079010791107921079310794107951079610797107981079910800108011080210803108041080510806108071080810809108101081110812108131081410815108161081710818108191082010821108221082310824108251082610827108281082910830108311083210833108341083510836108371083810839108401084110842108431084410845108461084710848108491085010851108521085310854108551085610857108581085910860108611086210863108641086510866108671086810869108701087110872108731087410875108761087710878108791088010881108821088310884108851088610887108881088910890108911089210893108941089510896108971089810899109001090110902109031090410905109061090710908109091091010911109121091310914109151091610917109181091910920109211092210923109241092510926109271092810929109301093110932109331093410935109361093710938109391094010941109421094310944109451094610947109481094910950109511095210953109541095510956109571095810959109601096110962109631096410965109661096710968109691097010971109721097310974109751097610977109781097910980109811098210983109841098510986109871098810989109901099110992109931099410995109961099710998109991100011001110021100311004110051100611007110081100911010110111101211013110141101511016110171101811019110201102111022110231102411025110261102711028110291103011031110321103311034110351103611037110381103911040110411104211043110441104511046110471104811049110501105111052110531105411055110561105711058110591106011061110621106311064110651106611067110681106911070110711107211073110741107511076110771107811079110801108111082110831108411085110861108711088110891109011091110921109311094110951109611097110981109911100111011110211103111041110511106111071110811109111101111111112111131111411115111161111711118111191112011121111221112311124111251112611127111281112911130111311113211133111341113511136111371113811139111401114111142111431114411145111461114711148111491115011151111521115311154111551115611157111581115911160111611116211163111641116511166111671116811169111701117111172111731117411175111761117711178111791118011181111821118311184111851118611187111881118911190111911119211193111941119511196111971119811199112001120111202112031120411205112061120711208112091121011211112121121311214112151121611217112181121911220112211122211223112241122511226112271122811229112301123111232112331123411235112361123711238112391124011241112421124311244112451124611247112481124911250112511125211253112541125511256112571125811259112601126111262112631126411265112661126711268112691127011271112721127311274112751127611277112781127911280112811128211283112841128511286112871128811289112901129111292112931129411295112961129711298112991130011301113021130311304113051130611307113081130911310113111131211313113141131511316113171131811319113201132111322113231132411325113261132711328113291133011331113321133311334113351133611337113381133911340113411134211343113441134511346113471134811349113501135111352113531135411355113561135711358113591136011361113621136311364113651136611367113681136911370113711137211373113741137511376113771137811379113801138111382113831138411385113861138711388113891139011391113921139311394113951139611397113981139911400114011140211403114041140511406114071140811409114101141111412114131141411415114161141711418114191142011421114221142311424114251142611427114281142911430114311143211433114341143511436114371143811439114401144111442114431144411445114461144711448114491145011451114521145311454114551145611457114581145911460114611146211463114641146511466114671146811469114701147111472114731147411475114761147711478114791148011481114821148311484114851148611487114881148911490114911149211493114941149511496114971149811499115001150111502115031150411505115061150711508115091151011511115121151311514115151151611517115181151911520115211152211523115241152511526115271152811529115301153111532115331153411535115361153711538115391154011541115421154311544115451154611547115481154911550115511155211553115541155511556115571155811559115601156111562115631156411565115661156711568115691157011571115721157311574115751157611577115781157911580115811158211583115841158511586115871158811589115901159111592115931159411595115961159711598115991160011601116021160311604116051160611607116081160911610116111161211613116141161511616116171161811619116201162111622116231162411625116261162711628116291163011631116321163311634116351163611637116381163911640116411164211643116441164511646116471164811649116501165111652116531165411655116561165711658116591166011661116621166311664116651166611667116681166911670116711167211673116741167511676116771167811679116801168111682116831168411685116861168711688116891169011691116921169311694116951169611697116981169911700117011170211703117041170511706117071170811709117101171111712117131171411715117161171711718117191172011721117221172311724117251172611727117281172911730117311173211733117341173511736117371173811739117401174111742117431174411745117461174711748117491175011751117521175311754117551175611757117581175911760117611176211763117641176511766117671176811769117701177111772117731177411775117761177711778117791178011781117821178311784117851178611787117881178911790117911179211793117941179511796117971179811799118001180111802118031180411805118061180711808118091181011811118121181311814118151181611817118181181911820118211182211823118241182511826118271182811829118301183111832118331183411835118361183711838118391184011841118421184311844118451184611847118481184911850118511185211853118541185511856118571185811859118601186111862118631186411865118661186711868118691187011871118721187311874118751187611877118781187911880118811188211883118841188511886118871188811889118901189111892118931189411895118961189711898118991190011901119021190311904119051190611907119081190911910119111191211913119141191511916119171191811919119201192111922119231192411925119261192711928119291193011931119321193311934119351193611937119381193911940119411194211943119441194511946119471194811949119501195111952119531195411955119561195711958119591196011961119621196311964119651196611967119681196911970119711197211973119741197511976119771197811979119801198111982119831198411985119861198711988119891199011991119921199311994119951199611997119981199912000120011200212003120041200512006120071200812009120101201112012120131201412015120161201712018120191202012021120221202312024120251202612027120281202912030120311203212033120341203512036120371203812039120401204112042120431204412045120461204712048120491205012051120521205312054120551205612057120581205912060120611206212063120641206512066120671206812069120701207112072120731207412075120761207712078120791208012081120821208312084120851208612087120881208912090120911209212093120941209512096120971209812099121001210112102121031210412105121061210712108121091211012111121121211312114121151211612117121181211912120121211212212123121241212512126121271212812129121301213112132121331213412135121361213712138121391214012141121421214312144121451214612147121481214912150121511215212153121541215512156121571215812159121601216112162121631216412165121661216712168121691217012171121721217312174121751217612177121781217912180121811218212183121841218512186121871218812189121901219112192121931219412195121961219712198121991220012201122021220312204122051220612207122081220912210122111221212213122141221512216122171221812219122201222112222122231222412225122261222712228122291223012231122321223312234122351223612237122381223912240122411224212243122441224512246122471224812249122501225112252122531225412255122561225712258122591226012261122621226312264122651226612267122681226912270122711227212273122741227512276122771227812279122801228112282122831228412285122861228712288122891229012291122921229312294122951229612297122981229912300123011230212303123041230512306123071230812309123101231112312123131231412315123161231712318123191232012321123221232312324123251232612327123281232912330123311233212333123341233512336123371233812339123401234112342123431234412345123461234712348123491235012351123521235312354123551235612357123581235912360123611236212363123641236512366123671236812369123701237112372123731237412375123761237712378123791238012381123821238312384123851238612387123881238912390123911239212393123941239512396123971239812399124001240112402124031240412405124061240712408124091241012411124121241312414124151241612417124181241912420124211242212423124241242512426124271242812429124301243112432124331243412435124361243712438124391244012441124421244312444124451244612447124481244912450124511245212453124541245512456124571245812459124601246112462124631246412465124661246712468124691247012471124721247312474124751247612477124781247912480124811248212483124841248512486124871248812489124901249112492124931249412495124961249712498124991250012501125021250312504125051250612507125081250912510125111251212513125141251512516125171251812519125201252112522125231252412525125261252712528125291253012531125321253312534125351253612537125381253912540125411254212543125441254512546125471254812549125501255112552125531255412555125561255712558125591256012561125621256312564125651256612567125681256912570125711257212573125741257512576125771257812579125801258112582125831258412585125861258712588125891259012591125921259312594125951259612597125981259912600126011260212603126041260512606126071260812609126101261112612126131261412615126161261712618126191262012621126221262312624126251262612627126281262912630126311263212633126341263512636126371263812639126401264112642126431264412645126461264712648126491265012651126521265312654126551265612657126581265912660126611266212663126641266512666126671266812669126701267112672126731267412675126761267712678126791268012681126821268312684126851268612687126881268912690126911269212693126941269512696126971269812699127001270112702127031270412705127061270712708127091271012711127121271312714127151271612717127181271912720127211272212723127241272512726127271272812729127301273112732127331273412735127361273712738127391274012741127421274312744127451274612747127481274912750127511275212753127541275512756127571275812759127601276112762127631276412765127661276712768127691277012771127721277312774127751277612777127781277912780127811278212783127841278512786127871278812789127901279112792127931279412795127961279712798127991280012801128021280312804128051280612807128081280912810128111281212813128141281512816128171281812819128201282112822128231282412825128261282712828128291283012831128321283312834128351283612837128381283912840128411284212843128441284512846128471284812849128501285112852128531285412855128561285712858128591286012861128621286312864128651286612867128681286912870128711287212873128741287512876128771287812879128801288112882128831288412885128861288712888128891289012891128921289312894128951289612897128981289912900129011290212903129041290512906129071290812909129101291112912129131291412915129161291712918129191292012921129221292312924129251292612927129281292912930129311293212933129341293512936129371293812939129401294112942129431294412945129461294712948129491295012951129521295312954129551295612957129581295912960129611296212963129641296512966129671296812969129701297112972129731297412975129761297712978129791298012981129821298312984129851298612987129881298912990129911299212993129941299512996129971299812999130001300113002130031300413005130061300713008130091301013011130121301313014130151301613017130181301913020130211302213023130241302513026130271302813029130301303113032130331303413035130361303713038130391304013041130421304313044130451304613047130481304913050130511305213053130541305513056130571305813059130601306113062130631306413065130661306713068130691307013071130721307313074130751307613077130781307913080130811308213083130841308513086130871308813089130901309113092130931309413095130961309713098130991310013101131021310313104131051310613107131081310913110131111311213113131141311513116131171311813119131201312113122131231312413125131261312713128131291313013131131321313313134131351313613137131381313913140131411314213143131441314513146131471314813149131501315113152131531315413155131561315713158131591316013161131621316313164131651316613167131681316913170131711317213173131741317513176131771317813179131801318113182131831318413185131861318713188131891319013191131921319313194131951319613197131981319913200132011320213203132041320513206132071320813209132101321113212132131321413215132161321713218132191322013221132221322313224132251322613227132281322913230132311323213233132341323513236132371323813239132401324113242132431324413245132461324713248132491325013251132521325313254132551325613257132581325913260132611326213263132641326513266132671326813269132701327113272132731327413275132761327713278132791328013281132821328313284132851328613287132881328913290132911329213293132941329513296132971329813299133001330113302133031330413305133061330713308133091331013311133121331313314133151331613317133181331913320133211332213323133241332513326133271332813329133301333113332133331333413335133361333713338133391334013341133421334313344133451334613347133481334913350133511335213353133541335513356133571335813359133601336113362133631336413365133661336713368133691337013371133721337313374133751337613377133781337913380133811338213383133841338513386133871338813389133901339113392133931339413395133961339713398133991340013401134021340313404134051340613407134081340913410134111341213413134141341513416134171341813419134201342113422134231342413425134261342713428134291343013431134321343313434134351343613437134381343913440134411344213443134441344513446134471344813449134501345113452134531345413455134561345713458134591346013461134621346313464134651346613467134681346913470134711347213473134741347513476134771347813479134801348113482134831348413485134861348713488134891349013491134921349313494134951349613497134981349913500135011350213503135041350513506135071350813509135101351113512135131351413515135161351713518135191352013521135221352313524135251352613527135281352913530135311353213533135341353513536135371353813539135401354113542135431354413545135461354713548135491355013551135521355313554135551355613557135581355913560135611356213563135641356513566135671356813569135701357113572135731357413575135761357713578135791358013581135821358313584135851358613587135881358913590135911359213593135941359513596135971359813599136001360113602136031360413605136061360713608136091361013611136121361313614136151361613617136181361913620136211362213623136241362513626136271362813629136301363113632136331363413635136361363713638136391364013641136421364313644136451364613647136481364913650136511365213653136541365513656136571365813659136601366113662136631366413665136661366713668136691367013671136721367313674136751367613677136781367913680136811368213683136841368513686136871368813689136901369113692136931369413695136961369713698136991370013701137021370313704137051370613707137081370913710137111371213713137141371513716137171371813719137201372113722137231372413725137261372713728137291373013731137321373313734137351373613737137381373913740137411374213743137441374513746137471374813749137501375113752137531375413755137561375713758137591376013761137621376313764137651376613767137681376913770137711377213773137741377513776137771377813779137801378113782137831378413785137861378713788137891379013791137921379313794137951379613797137981379913800138011380213803138041380513806138071380813809138101381113812138131381413815138161381713818138191382013821138221382313824138251382613827138281382913830138311383213833138341383513836138371383813839138401384113842138431384413845138461384713848138491385013851138521385313854138551385613857138581385913860138611386213863138641386513866138671386813869138701387113872138731387413875138761387713878138791388013881138821388313884138851388613887138881388913890138911389213893138941389513896138971389813899139001390113902139031390413905139061390713908139091391013911139121391313914139151391613917139181391913920139211392213923139241392513926139271392813929139301393113932139331393413935139361393713938139391394013941139421394313944139451394613947139481394913950139511395213953139541395513956139571395813959139601396113962139631396413965139661396713968139691397013971139721397313974139751397613977139781397913980139811398213983139841398513986139871398813989139901399113992139931399413995139961399713998139991400014001140021400314004140051400614007140081400914010140111401214013140141401514016140171401814019140201402114022140231402414025140261402714028140291403014031140321403314034140351403614037140381403914040140411404214043140441404514046140471404814049140501405114052140531405414055140561405714058140591406014061140621406314064140651406614067140681406914070140711407214073140741407514076140771407814079140801408114082140831408414085140861408714088140891409014091140921409314094140951409614097140981409914100141011410214103141041410514106141071410814109141101411114112141131411414115141161411714118141191412014121141221412314124141251412614127141281412914130141311413214133141341413514136141371413814139141401414114142141431414414145141461414714148141491415014151141521415314154141551415614157141581415914160141611416214163141641416514166141671416814169141701417114172141731417414175141761417714178141791418014181141821418314184141851418614187141881418914190141911419214193141941419514196141971419814199142001420114202142031420414205142061420714208142091421014211142121421314214142151421614217142181421914220142211422214223142241422514226142271422814229142301423114232142331423414235142361423714238142391424014241142421424314244142451424614247142481424914250142511425214253142541425514256142571425814259142601426114262142631426414265142661426714268142691427014271142721427314274142751427614277142781427914280142811428214283142841428514286142871428814289142901429114292142931429414295142961429714298142991430014301143021430314304143051430614307143081430914310143111431214313143141431514316143171431814319143201432114322143231432414325143261432714328143291433014331143321433314334143351433614337143381433914340143411434214343143441434514346143471434814349143501435114352143531435414355143561435714358143591436014361143621436314364143651436614367143681436914370143711437214373143741437514376143771437814379143801438114382143831438414385143861438714388143891439014391143921439314394143951439614397143981439914400144011440214403144041440514406144071440814409144101441114412144131441414415144161441714418144191442014421144221442314424144251442614427144281442914430144311443214433144341443514436144371443814439144401444114442144431444414445144461444714448144491445014451144521445314454144551445614457144581445914460144611446214463144641446514466144671446814469144701447114472144731447414475144761447714478144791448014481144821448314484144851448614487144881448914490144911449214493144941449514496144971449814499145001450114502145031450414505145061450714508145091451014511145121451314514145151451614517145181451914520145211452214523145241452514526145271452814529145301453114532145331453414535145361453714538145391454014541145421454314544145451454614547145481454914550145511455214553145541455514556145571455814559145601456114562145631456414565145661456714568145691457014571145721457314574145751457614577145781457914580145811458214583145841458514586145871458814589145901459114592145931459414595145961459714598145991460014601146021460314604146051460614607146081460914610146111461214613146141461514616146171461814619146201462114622146231462414625146261462714628146291463014631146321463314634146351463614637146381463914640146411464214643146441464514646146471464814649146501465114652146531465414655146561465714658146591466014661146621466314664146651466614667146681466914670146711467214673146741467514676146771467814679146801468114682146831468414685146861468714688146891469014691146921469314694146951469614697146981469914700147011470214703147041470514706147071470814709147101471114712147131471414715147161471714718147191472014721147221472314724147251472614727147281472914730147311473214733147341473514736147371473814739147401474114742147431474414745147461474714748147491475014751147521475314754147551475614757147581475914760147611476214763147641476514766147671476814769147701477114772147731477414775147761477714778147791478014781147821478314784147851478614787147881478914790147911479214793147941479514796147971479814799148001480114802148031480414805148061480714808148091481014811148121481314814148151481614817148181481914820148211482214823148241482514826148271482814829148301483114832148331483414835148361483714838148391484014841148421484314844148451484614847148481484914850148511485214853148541485514856148571485814859148601486114862148631486414865148661486714868148691487014871148721487314874148751487614877148781487914880148811488214883148841488514886148871488814889148901489114892148931489414895148961489714898148991490014901149021490314904149051490614907149081490914910149111491214913149141491514916149171491814919149201492114922149231492414925149261492714928149291493014931149321493314934149351493614937149381493914940149411494214943149441494514946149471494814949149501495114952149531495414955149561495714958149591496014961149621496314964149651496614967149681496914970149711497214973149741497514976149771497814979149801498114982149831498414985149861498714988149891499014991149921499314994149951499614997149981499915000150011500215003150041500515006150071500815009150101501115012150131501415015150161501715018150191502015021150221502315024150251502615027150281502915030150311503215033150341503515036150371503815039150401504115042150431504415045150461504715048150491505015051150521505315054150551505615057150581505915060150611506215063150641506515066150671506815069150701507115072150731507415075150761507715078150791508015081150821508315084150851508615087150881508915090150911509215093150941509515096150971509815099151001510115102151031510415105151061510715108151091511015111151121511315114151151511615117151181511915120151211512215123151241512515126151271512815129151301513115132151331513415135151361513715138151391514015141151421514315144151451514615147151481514915150151511515215153151541515515156151571515815159151601516115162151631516415165151661516715168151691517015171151721517315174151751517615177151781517915180151811518215183151841518515186151871518815189151901519115192151931519415195151961519715198151991520015201152021520315204152051520615207152081520915210152111521215213152141521515216152171521815219152201522115222152231522415225152261522715228152291523015231152321523315234152351523615237152381523915240152411524215243152441524515246152471524815249152501525115252152531525415255152561525715258152591526015261152621526315264152651526615267152681526915270152711527215273152741527515276152771527815279152801528115282152831528415285152861528715288152891529015291152921529315294152951529615297152981529915300153011530215303153041530515306153071530815309153101531115312153131531415315153161531715318153191532015321153221532315324153251532615327153281532915330153311533215333153341533515336153371533815339153401534115342153431534415345153461534715348153491535015351153521535315354153551535615357153581535915360153611536215363153641536515366153671536815369153701537115372153731537415375153761537715378153791538015381153821538315384153851538615387153881538915390153911539215393153941539515396153971539815399154001540115402154031540415405154061540715408154091541015411154121541315414154151541615417154181541915420154211542215423154241542515426154271542815429154301543115432154331543415435154361543715438154391544015441154421544315444154451544615447154481544915450154511545215453154541545515456154571545815459154601546115462154631546415465154661546715468154691547015471154721547315474154751547615477154781547915480154811548215483154841548515486154871548815489154901549115492154931549415495154961549715498154991550015501155021550315504155051550615507155081550915510155111551215513155141551515516155171551815519155201552115522155231552415525155261552715528155291553015531155321553315534155351553615537155381553915540155411554215543155441554515546155471554815549155501555115552155531555415555155561555715558155591556015561155621556315564155651556615567155681556915570155711557215573155741557515576155771557815579155801558115582155831558415585155861558715588155891559015591155921559315594155951559615597155981559915600156011560215603156041560515606156071560815609156101561115612156131561415615156161561715618156191562015621156221562315624156251562615627156281562915630156311563215633156341563515636156371563815639156401564115642156431564415645156461564715648156491565015651156521565315654156551565615657156581565915660156611566215663156641566515666156671566815669156701567115672156731567415675156761567715678156791568015681156821568315684156851568615687156881568915690156911569215693156941569515696156971569815699157001570115702157031570415705157061570715708157091571015711157121571315714157151571615717157181571915720157211572215723157241572515726157271572815729157301573115732157331573415735157361573715738157391574015741157421574315744157451574615747157481574915750157511575215753157541575515756157571575815759157601576115762157631576415765157661576715768157691577015771157721577315774157751577615777157781577915780157811578215783157841578515786157871578815789157901579115792157931579415795157961579715798157991580015801158021580315804158051580615807158081580915810158111581215813158141581515816158171581815819158201582115822158231582415825158261582715828158291583015831158321583315834158351583615837158381583915840158411584215843158441584515846158471584815849158501585115852158531585415855158561585715858158591586015861158621586315864158651586615867158681586915870158711587215873158741587515876158771587815879158801588115882158831588415885158861588715888158891589015891158921589315894158951589615897158981589915900159011590215903159041590515906159071590815909159101591115912159131591415915159161591715918159191592015921159221592315924159251592615927159281592915930159311593215933159341593515936159371593815939159401594115942159431594415945159461594715948159491595015951159521595315954159551595615957159581595915960159611596215963159641596515966159671596815969159701597115972159731597415975159761597715978159791598015981159821598315984159851598615987159881598915990159911599215993159941599515996159971599815999160001600116002160031600416005160061600716008160091601016011160121601316014160151601616017160181601916020160211602216023160241602516026160271602816029160301603116032160331603416035160361603716038160391604016041160421604316044160451604616047160481604916050160511605216053160541605516056160571605816059160601606116062160631606416065160661606716068160691607016071160721607316074160751607616077160781607916080160811608216083160841608516086160871608816089160901609116092160931609416095160961609716098160991610016101161021610316104161051610616107161081610916110161111611216113161141611516116161171611816119161201612116122161231612416125161261612716128161291613016131161321613316134161351613616137161381613916140161411614216143161441614516146161471614816149161501615116152161531615416155161561615716158161591616016161161621616316164161651616616167161681616916170161711617216173161741617516176161771617816179161801618116182161831618416185161861618716188161891619016191161921619316194161951619616197161981619916200162011620216203162041620516206162071620816209162101621116212162131621416215162161621716218162191622016221162221622316224162251622616227162281622916230162311623216233162341623516236162371623816239162401624116242162431624416245162461624716248162491625016251162521625316254162551625616257162581625916260162611626216263162641626516266162671626816269162701627116272162731627416275162761627716278162791628016281162821628316284162851628616287162881628916290162911629216293162941629516296162971629816299163001630116302163031630416305163061630716308163091631016311163121631316314163151631616317163181631916320163211632216323163241632516326163271632816329163301633116332
  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 <cmath>
  5. #include <cstdlib>
  6. #include <functional>
  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 signed short status_calc_hit(struct block_list *,status_change *,int);
  66. static signed short status_calc_critical(struct block_list *,status_change *,int);
  67. static signed short status_calc_flee(struct block_list *,status_change *,int);
  68. static signed short status_calc_flee2(struct block_list *,status_change *,int);
  69. static defType status_calc_def(struct block_list *bl, status_change *sc, int);
  70. static signed short status_calc_def2(struct block_list *,status_change *,int);
  71. static defType status_calc_mdef(struct block_list *bl, status_change *sc, int);
  72. static signed short status_calc_mdef2(struct block_list *,status_change *,int);
  73. static unsigned short status_calc_speed(struct block_list *,status_change *,int);
  74. static short status_calc_aspd_rate(struct block_list *,status_change *,int);
  75. static unsigned short status_calc_dmotion(struct block_list *bl, status_change *sc, int dmotion);
  76. #ifdef RENEWAL_ASPD
  77. static short status_calc_aspd(struct block_list *bl, status_change *sc, bool fixed);
  78. #endif
  79. static short status_calc_fix_aspd(struct block_list *bl, status_change *sc, int);
  80. static signed short status_calc_patk(struct block_list *, status_change *, int);
  81. static signed short status_calc_smatk(struct block_list *, status_change *, int);
  82. static signed short status_calc_res(struct block_list *, status_change *, int);
  83. static signed short status_calc_mres(struct block_list *, status_change *, int);
  84. static signed short status_calc_hplus(struct block_list *, status_change *, int);
  85. static signed short status_calc_crate(struct block_list *, status_change *, int);
  86. static unsigned int status_calc_maxhp(struct block_list *bl, uint64 maxhp);
  87. static unsigned int status_calc_maxsp(struct block_list *bl, uint64 maxsp);
  88. static unsigned int status_calc_maxap(struct block_list *bl, uint64 maxap);
  89. static unsigned char status_calc_element(struct block_list *bl, status_change *sc, int element);
  90. static unsigned char status_calc_element_lv(struct block_list *bl, status_change *sc, int lv);
  91. static int status_calc_mode(struct block_list *bl, status_change *sc, int mode);
  92. static int status_get_hpbonus(struct block_list *bl, enum e_status_bonus type);
  93. static int status_get_spbonus(struct block_list *bl, enum e_status_bonus type);
  94. static int status_get_apbonus(struct block_list *bl, enum e_status_bonus type);
  95. static unsigned int status_calc_maxhpsp_pc(map_session_data* sd, unsigned int stat, bool isHP);
  96. static unsigned int status_calc_maxap_pc(map_session_data* sd);
  97. static int status_get_sc_interval(enum sc_type type);
  98. static bool status_change_isDisabledOnMap_(sc_type type, bool mapIsVS, bool mapIsPVP, bool mapIsGVG, bool mapIsBG, unsigned int mapZone, bool mapIsTE);
  99. #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))) )
  100. const std::string RefineDatabase::getDefaultLocation(){
  101. return std::string( db_path ) + "/refine.yml";
  102. }
  103. uint64 RefineDatabase::parseBodyNode( const ryml::NodeRef& node ){
  104. std::string group_name;
  105. if( !this->asString( node, "Group", group_name ) ){
  106. return 0;
  107. }
  108. std::string group_name_constant = "REFINE_TYPE_" + group_name;
  109. int64 constant;
  110. if( !script_get_constant( group_name_constant.c_str(), &constant ) ){
  111. this->invalidWarning(node["Group"], "Unknown refine group %s, skipping.\n", group_name.c_str() );
  112. return 0;
  113. }
  114. uint16 group_id = static_cast<uint16>( constant );
  115. std::shared_ptr<s_refine_info> info = this->find( group_id );
  116. bool exists = info != nullptr;
  117. if( !exists ){
  118. info = std::make_shared<s_refine_info>();
  119. }
  120. if( this->nodeExists( node, "Levels" ) ){
  121. const auto& levelsNode = node["Levels"];
  122. for( const auto& levelNode : levelsNode ){
  123. uint16 level;
  124. if( !this->asUInt16( levelNode, "Level", level ) ){
  125. return 0;
  126. }
  127. std::shared_ptr<s_refine_levels_info> levels_info = util::umap_find( info->levels, level );
  128. bool levels_exists = levels_info != nullptr;
  129. if( !levels_exists ){
  130. levels_info = std::make_shared<s_refine_levels_info>();
  131. levels_info->level = level;
  132. }
  133. if( this->nodeExists( levelNode, "RefineLevels" ) ){
  134. const auto& refineLevelsNode = levelNode["RefineLevels"];
  135. for( const auto& refineLevelNode : refineLevelsNode ){
  136. uint16 refine_level;
  137. if( !this->asUInt16( refineLevelNode, "Level", refine_level ) ){
  138. return 0;
  139. }
  140. if( refine_level == 0 || refine_level > MAX_REFINE ){
  141. this->invalidWarning( refineLevelNode["Level"], "Refine level %hu is invalid, skipping.\n", refine_level );
  142. return 0;
  143. }
  144. // Database is 1 based, code is 0 based
  145. refine_level -= 1;
  146. std::shared_ptr<s_refine_level_info> level_info = util::umap_find( levels_info->levels, refine_level );
  147. bool level_exists = level_info != nullptr;
  148. if( !level_exists ){
  149. level_info = std::make_shared<s_refine_level_info>();
  150. level_info->level = refine_level;
  151. }
  152. if( this->nodeExists( refineLevelNode, "Bonus" ) ){
  153. uint32 bonus;
  154. if( !this->asUInt32( refineLevelNode, "Bonus", bonus ) ){
  155. return 0;
  156. }
  157. level_info->bonus = bonus;
  158. }else{
  159. if( !level_exists ){
  160. level_info->bonus = 0;
  161. }
  162. }
  163. if( this->nodeExists( refineLevelNode, "RandomBonus" ) ){
  164. uint32 bonus;
  165. if( !this->asUInt32( refineLevelNode, "RandomBonus", bonus ) ){
  166. return 0;
  167. }
  168. level_info->randombonus_max = bonus;
  169. }else{
  170. if( !level_exists ){
  171. level_info->randombonus_max = 0;
  172. }
  173. }
  174. if( this->nodeExists( refineLevelNode, "BlacksmithBlessingAmount" ) ){
  175. uint16 amount;
  176. if( !this->asUInt16( refineLevelNode, "BlacksmithBlessingAmount", amount ) ){
  177. return 0;
  178. }
  179. if( amount > MAX_AMOUNT ){
  180. this->invalidWarning( refineLevelNode["BlacksmithBlessingAmount"], "Blacksmith Blessing amount %hu too high, capping to MAX_AMOUNT.\n", amount );
  181. amount = MAX_AMOUNT;
  182. }
  183. level_info->blessing_amount = amount;
  184. }else{
  185. if( !level_exists ){
  186. level_info->blessing_amount = 0;
  187. }
  188. }
  189. if (this->nodeExists(refineLevelNode, "BroadcastSuccess")) {
  190. bool bcast;
  191. if (!this->asBool(refineLevelNode, "BroadcastSuccess", bcast)) {
  192. return 0;
  193. }
  194. level_info->broadcast_success = bcast;
  195. }
  196. else {
  197. if (!level_exists) {
  198. level_info->broadcast_success = false;
  199. }
  200. }
  201. if (this->nodeExists(refineLevelNode, "BroadcastFailure")) {
  202. bool bcast;
  203. if (!this->asBool(refineLevelNode, "BroadcastFailure", bcast)) {
  204. return 0;
  205. }
  206. level_info->broadcast_failure = bcast;
  207. }
  208. else {
  209. if (!level_exists) {
  210. level_info->broadcast_failure = false;
  211. }
  212. }
  213. if( this->nodeExists( refineLevelNode, "Chances" ) ){
  214. const auto& chancesNode = refineLevelNode["Chances"];
  215. for( const auto& chanceNode : chancesNode ){
  216. std::string cost_name;
  217. if( !this->asString( chanceNode, "Type", cost_name ) ){
  218. return 0;
  219. }
  220. std::string cost_name_constant = "REFINE_COST_" + cost_name;
  221. if( !script_get_constant( cost_name_constant.c_str(), &constant ) ){
  222. this->invalidWarning( chanceNode["Type"], "Unknown refine cost type %s, skipping.\n", cost_name.c_str() );
  223. return 0;
  224. }
  225. if( constant >= REFINE_COST_MAX ){
  226. this->invalidWarning( chanceNode["Type"], "Refine cost type %s is unsupported, skipping.\n", cost_name.c_str() );
  227. return 0;
  228. }
  229. uint16 index = (uint16)constant;
  230. std::shared_ptr<s_refine_cost> cost = util::umap_find( level_info->costs, index );
  231. bool cost_exists = cost != nullptr;
  232. if( !cost_exists ){
  233. cost = std::make_shared<s_refine_cost>();
  234. cost->index = index;
  235. }
  236. if( this->nodeExists( chanceNode, "Rate" ) ){
  237. uint16 rate;
  238. if( !this->asUInt16Rate( chanceNode, "Rate", rate ) ){
  239. return 0;
  240. }
  241. cost->chance = rate;
  242. }else{
  243. if( !cost_exists ){
  244. cost->chance = 0;
  245. }
  246. }
  247. if( this->nodeExists( chanceNode, "Price" ) ){
  248. uint32 price;
  249. if( !this->asUInt32( chanceNode, "Price", price ) ){
  250. return 0;
  251. }
  252. if( price > MAX_ZENY ){
  253. this->invalidWarning( chanceNode["Price"], "Price is above MAX_ZENY, capping...\n" );
  254. price = MAX_ZENY;
  255. }
  256. cost->zeny = price;
  257. }else{
  258. if( !cost_exists ){
  259. cost->zeny = 0;
  260. }
  261. }
  262. if( this->nodeExists( chanceNode, "Material" ) ){
  263. std::string item_name;
  264. if( !this->asString( chanceNode, "Material", item_name ) ){
  265. return 0;
  266. }
  267. std::shared_ptr<item_data> id = item_db.search_aegisname( item_name.c_str() );
  268. if( id == nullptr ){
  269. this->invalidWarning( chanceNode["Material"], "Unknown refine material %s, skipping.\n", item_name.c_str() );
  270. return 0;
  271. }
  272. cost->nameid = id->nameid;
  273. }else{
  274. if( !cost_exists ){
  275. cost->nameid = 0;
  276. }
  277. }
  278. if( this->nodeExists( chanceNode, "BreakingRate" ) ){
  279. uint16 breaking_rate;
  280. if( !this->asUInt16Rate( chanceNode, "BreakingRate", breaking_rate ) ){
  281. return 0;
  282. }
  283. cost->breaking_rate = breaking_rate;
  284. }else{
  285. if( !cost_exists ){
  286. cost->breaking_rate = 0;
  287. }
  288. }
  289. if( this->nodeExists( chanceNode, "DowngradeAmount" ) ){
  290. uint16 downgrade_amount;
  291. if( !this->asUInt16( chanceNode, "DowngradeAmount", downgrade_amount ) ){
  292. return 0;
  293. }
  294. if( downgrade_amount > MAX_REFINE ){
  295. this->invalidWarning( chanceNode["DowngradeAmount"], "Downgrade amount %hu is invalid, skipping.\n", downgrade_amount );
  296. return 0;
  297. }
  298. cost->downgrade_amount = downgrade_amount;
  299. }else{
  300. if( !cost_exists ){
  301. cost->downgrade_amount = 0;
  302. }
  303. }
  304. if( !cost_exists ){
  305. level_info->costs[index] = cost;
  306. }
  307. }
  308. }
  309. if( !level_exists ){
  310. levels_info->levels[refine_level] = level_info;
  311. }
  312. }
  313. }
  314. if( !levels_exists ){
  315. info->levels[level] = levels_info;
  316. }
  317. }
  318. }
  319. if( !exists ){
  320. this->put( group_id, info );
  321. }
  322. return 1;
  323. }
  324. std::shared_ptr<s_refine_level_info> RefineDatabase::findLevelInfoSub( const struct item_data& data, struct item& item, uint16 refine ){
  325. // Check if the item can be refined
  326. if( data.flag.no_refine ){
  327. return nullptr;
  328. }
  329. // Cap the refine level
  330. if( refine > MAX_REFINE ){
  331. refine = MAX_REFINE;
  332. }
  333. e_refine_type type;
  334. uint16 level;
  335. if( !this->calculate_refine_info( data, type, level ) ){
  336. return nullptr;
  337. }
  338. std::shared_ptr<s_refine_info> info = this->find( type );
  339. if( info == nullptr ){
  340. return nullptr;
  341. }
  342. std::shared_ptr<s_refine_levels_info> levels_info = util::umap_find( info->levels, level );
  343. if( levels_info == nullptr ){
  344. return nullptr;
  345. }
  346. return util::umap_find( levels_info->levels, refine );
  347. }
  348. std::shared_ptr<s_refine_level_info> RefineDatabase::findLevelInfo( const struct item_data& data, struct item& item ){
  349. // Check the current refine level
  350. if( item.refine >= MAX_REFINE ){
  351. return nullptr;
  352. }
  353. return this->findLevelInfoSub( data, item, item.refine );
  354. }
  355. std::shared_ptr<s_refine_level_info> RefineDatabase::findCurrentLevelInfo( const struct item_data& data, struct item& item ){
  356. if( item.refine > 0 ){
  357. return this->findLevelInfoSub( data, item, item.refine - 1 );
  358. }else{
  359. return nullptr;
  360. }
  361. }
  362. bool RefineDatabase::calculate_refine_info( const struct item_data& data, e_refine_type& refine_type, uint16& level ){
  363. if( data.type == IT_WEAPON ){
  364. refine_type = REFINE_TYPE_WEAPON;
  365. level = data.weapon_level;
  366. return true;
  367. }else if( data.type == IT_ARMOR ){
  368. refine_type = REFINE_TYPE_ARMOR;
  369. level = data.armor_level;
  370. return true;
  371. }else if( data.type == IT_SHADOWGEAR ){
  372. if( data.equip == EQP_SHADOW_WEAPON ){
  373. refine_type = REFINE_TYPE_SHADOW_WEAPON;
  374. }else{
  375. refine_type = REFINE_TYPE_SHADOW_ARMOR;
  376. }
  377. level = 1;
  378. return true;
  379. }else{
  380. return false;
  381. }
  382. }
  383. RefineDatabase refine_db;
  384. const std::string SizeFixDatabase::getDefaultLocation() {
  385. return std::string(db_path) + "/size_fix.yml";
  386. }
  387. /**
  388. * Reads and parses an entry from size_fix.
  389. * @param node: YAML node containing the entry.
  390. * @return count of successfully parsed rows
  391. */
  392. uint64 SizeFixDatabase::parseBodyNode(const ryml::NodeRef& node) {
  393. std::string weapon_name;
  394. if (!this->asString(node, "Weapon", weapon_name))
  395. return 0;
  396. std::string weapon_name_constant = "W_" + weapon_name;
  397. int64 constant;
  398. if (!script_get_constant(weapon_name_constant.c_str(), &constant)) {
  399. this->invalidWarning(node["Weapon"], "Size Fix unknown weapon %s, skipping.\n", weapon_name.c_str());
  400. return 0;
  401. }
  402. if (constant < W_FIST || constant > W_2HSTAFF) {
  403. this->invalidWarning(node["Weapon"], "Size Fix weapon %s is an invalid weapon, skipping.\n", weapon_name.c_str());
  404. return 0;
  405. }
  406. int weapon_id = static_cast<int>(constant);
  407. std::shared_ptr<s_sizefix_db> size = this->find(weapon_id);
  408. bool exists = size != nullptr;
  409. if (!exists)
  410. size = std::make_shared<s_sizefix_db>();
  411. if (this->nodeExists(node, "Small")) {
  412. uint16 small;
  413. if (!this->asUInt16(node, "Small", small))
  414. return 0;
  415. if (small > 100) {
  416. this->invalidWarning(node["Small"], "Small Size Fix %d for %s is out of bounds, defaulting to 100.\n", small, weapon_name.c_str());
  417. small = 100;
  418. }
  419. size->small = small;
  420. } else {
  421. if (!exists)
  422. size->small = 100;
  423. }
  424. if (this->nodeExists(node, "Medium")) {
  425. uint16 medium;
  426. if (!this->asUInt16(node, "Medium", medium))
  427. return 0;
  428. if (medium > 100) {
  429. this->invalidWarning(node["Medium"], "Medium Size Fix %d for %s is out of bounds, defaulting to 100.\n", medium, weapon_name.c_str());
  430. medium = 100;
  431. }
  432. size->medium = medium;
  433. } else {
  434. if (!exists)
  435. size->medium = 100;
  436. }
  437. if (this->nodeExists(node, "Large")) {
  438. uint16 large;
  439. if (!this->asUInt16(node, "Large", large))
  440. return 0;
  441. if (large > 100) {
  442. this->invalidWarning(node["Large"], "Large Size Fix %d for %s is out of bounds, defaulting to 100.\n", large, weapon_name.c_str());
  443. large = 100;
  444. }
  445. size->large = large;
  446. } else {
  447. if (!exists)
  448. size->large = 100;
  449. }
  450. if (!exists)
  451. this->put(weapon_id, size);
  452. return 1;
  453. }
  454. SizeFixDatabase size_fix_db;
  455. const std::string EnchantgradeDatabase::getDefaultLocation(){
  456. return std::string(db_path) + "/enchantgrade.yml";
  457. }
  458. uint64 EnchantgradeDatabase::parseBodyNode( const ryml::NodeRef& node ){
  459. if( !this->nodesExist( node, { "Type", "Levels" } ) ){
  460. return 0;
  461. }
  462. std::string itemtype_constant;
  463. if( !this->asString( node, "Type", itemtype_constant ) ){
  464. return 0;
  465. }
  466. int64 constant_value;
  467. if( !script_get_constant( ( "IT_" + itemtype_constant ).c_str(), &constant_value ) ){
  468. this->invalidWarning( node["Type"], "Unknown item type \"%s\".\n", itemtype_constant.c_str() );
  469. return 0;
  470. }
  471. uint16 itemtype = static_cast<uint16>( constant_value );
  472. uint16 itemtype_maxlevel;
  473. if( itemtype == IT_WEAPON ){
  474. itemtype_maxlevel = MAX_WEAPON_LEVEL;
  475. }else if( itemtype == IT_ARMOR ){
  476. itemtype_maxlevel = MAX_ARMOR_LEVEL;
  477. }else{
  478. this->invalidWarning( node["Type"], "Item type \"%s\" is not supported.\n", itemtype_constant.c_str() );
  479. return 0;
  480. }
  481. std::shared_ptr<s_enchantgrade> enchantgrade = this->find( itemtype );
  482. bool exists = enchantgrade != nullptr;
  483. if( !exists ){
  484. enchantgrade = std::make_shared<s_enchantgrade>();
  485. enchantgrade->itemtype = itemtype;
  486. }
  487. for( const ryml::NodeRef& levelNode : node["Levels"] ){
  488. if( !this->nodesExist( levelNode, { "Level", "Grades" } ) ){
  489. return 0;
  490. }
  491. uint16 level;
  492. if( !this->asUInt16( levelNode, "Level", level ) ){
  493. return 0;
  494. }
  495. if( level == 0 || level > itemtype_maxlevel ){
  496. this->invalidWarning( levelNode["Level"], "Level %hu is invalid for item type %s[1~%hu].\n", level, itemtype_constant.c_str(), itemtype_maxlevel );
  497. return 0;
  498. }
  499. std::map<e_enchantgrade, std::shared_ptr<s_enchantgradelevel>>& grades = enchantgrade->levels[level];
  500. for( const ryml::NodeRef& gradeNode : levelNode["Grades"] ){
  501. std::string gradeConstant;
  502. if( !this->asString( gradeNode, "Grade", gradeConstant ) ){
  503. return 0;
  504. }
  505. if( !script_get_constant( ( "ENCHANTGRADE_" + gradeConstant ).c_str(), &constant_value ) ){
  506. this->invalidWarning( node["Grade"], "Unknown grade \"%s\".\n", gradeConstant.c_str() );
  507. return 0;
  508. }
  509. if( constant_value >= MAX_ENCHANTGRADE ){
  510. this->invalidWarning( gradeNode["Grade"], "Grade %" PRId64 " is too high. Maximum: %hu.\n", constant_value, MAX_ENCHANTGRADE - 1 );
  511. return 0;
  512. }
  513. e_enchantgrade gradeLevel = (e_enchantgrade)constant_value;
  514. std::shared_ptr<s_enchantgradelevel> grade = util::map_find( grades, gradeLevel );
  515. bool gradeExists = grade != nullptr;
  516. if( !gradeExists ){
  517. if( !this->nodesExist( gradeNode, { "Chances", "Options" } ) ){
  518. return 0;
  519. }
  520. grade = std::make_shared<s_enchantgradelevel>();
  521. grade->grade = gradeLevel;
  522. for( int i = 0; i < ARRAYLENGTH( grade->chances ); i++ ){
  523. grade->chances[i] = 0;
  524. }
  525. }
  526. if( this->nodeExists( gradeNode, "Chances" ) ){
  527. for( const ryml::NodeRef& chanceNode : gradeNode["Chances"] ){
  528. uint16 refine;
  529. if( !this->asUInt16( chanceNode, "Refine", refine ) ){
  530. return 0;
  531. }
  532. if( refine > MAX_REFINE ){
  533. this->invalidWarning( chanceNode["Refine"], "Refine %hu is too high. Maximum: %hu.\n", refine, MAX_REFINE );
  534. return 0;
  535. }
  536. uint16 chance;
  537. if( !this->asUInt16Rate( chanceNode, "Chance", chance ) ){
  538. return 0;
  539. }
  540. grade->chances[refine] = chance;
  541. }
  542. }
  543. if( this->nodeExists( gradeNode, "Bonus" ) ){
  544. uint16 bonus;
  545. if( !this->asUInt16( gradeNode, "Bonus", bonus ) ){
  546. return 0;
  547. }
  548. grade->bonus = bonus;
  549. }else{
  550. if( !gradeExists ){
  551. grade->bonus = 0;
  552. }
  553. }
  554. if( this->nodeExists( gradeNode, "AnnounceSuccess" ) ){
  555. bool announce;
  556. if( !this->asBool( gradeNode, "AnnounceSuccess", announce ) ){
  557. return 0;
  558. }
  559. grade->announceSuccess = announce;
  560. }else{
  561. if( !gradeExists ){
  562. grade->announceSuccess = true;
  563. }
  564. }
  565. if( this->nodeExists( gradeNode, "AnnounceFail" ) ){
  566. bool announce;
  567. if( !this->asBool( gradeNode, "AnnounceFail", announce) ){
  568. return 0;
  569. }
  570. grade->announceFail = announce;
  571. }else{
  572. if( !gradeExists ){
  573. grade->announceFail = false;
  574. }
  575. }
  576. if( this->nodeExists( gradeNode, "Announce" ) ){
  577. bool announce;
  578. if( !this->asBool( gradeNode, "Announce", announce ) ){
  579. return 0;
  580. }
  581. grade->announceSuccess = announce;
  582. grade->announceFail = announce;
  583. }
  584. if( this->nodeExists( gradeNode, "Catalyst") ){
  585. const ryml::NodeRef& catalystNode = gradeNode["Catalyst"];
  586. if( this->nodeExists( catalystNode, "Item" ) ){
  587. std::string itemName;
  588. if( !this->asString( catalystNode, "Item", itemName ) ){
  589. return 0;
  590. }
  591. std::shared_ptr<item_data> id = item_db.search_aegisname( itemName.c_str() );
  592. if( id == nullptr ){
  593. this->invalidWarning( catalystNode["Item"], "Unknown item \"%s\".\n", itemName.c_str() );
  594. return 0;
  595. }
  596. grade->catalyst.item = id->nameid;
  597. }else{
  598. if( !gradeExists ){
  599. grade->catalyst.item = 0;
  600. }
  601. }
  602. if( this->nodeExists( catalystNode, "AmountPerStep" ) ){
  603. uint16 amountPerStep;
  604. if( !this->asUInt16( catalystNode, "AmountPerStep", amountPerStep ) ){
  605. return 0;
  606. }
  607. grade->catalyst.amountPerStep = amountPerStep;
  608. }else{
  609. if( !gradeExists ){
  610. grade->catalyst.amountPerStep = 0;
  611. }
  612. }
  613. if( this->nodeExists( catalystNode, "MaximumSteps" ) ){
  614. uint16 maximumSteps;
  615. if( !this->asUInt16( catalystNode, "MaximumSteps", maximumSteps ) ){
  616. return 0;
  617. }
  618. grade->catalyst.maximumSteps = maximumSteps;
  619. }else{
  620. if( !gradeExists ){
  621. grade->catalyst.maximumSteps = 0;
  622. }
  623. }
  624. if( this->nodeExists( catalystNode, "ChanceIncrease" ) ){
  625. uint16 chanceIncrease;
  626. if( !this->asUInt16Rate( catalystNode, "ChanceIncrease", chanceIncrease ) ){
  627. return 0;
  628. }
  629. grade->catalyst.chanceIncrease = chanceIncrease;
  630. }else{
  631. if( !gradeExists ){
  632. grade->catalyst.chanceIncrease = 0;
  633. }
  634. }
  635. }else{
  636. if( !gradeExists ){
  637. grade->catalyst.item = 0;
  638. grade->catalyst.amountPerStep = 0;
  639. grade->catalyst.maximumSteps = 0;
  640. grade->catalyst.chanceIncrease = 0;
  641. }
  642. }
  643. if( this->nodeExists( gradeNode, "Options" ) ){
  644. for( const ryml::NodeRef& optionNode : gradeNode["Options"] ){
  645. uint16 optionIndex;
  646. if( !this->asUInt16( optionNode, "Option", optionIndex ) ){
  647. return 0;
  648. }
  649. std::shared_ptr<s_enchantgradeoption> option = util::map_find( grade->options, optionIndex );
  650. bool optionExists = option != nullptr;
  651. if( !optionExists ){
  652. option = std::make_shared<s_enchantgradeoption>();
  653. option->id = optionIndex;
  654. }
  655. if( this->nodeExists( optionNode, "Amount" ) ){
  656. uint16 amount;
  657. if( !this->asUInt16( optionNode, "Amount", amount ) ){
  658. return 0;
  659. }
  660. if( amount > MAX_AMOUNT ){
  661. this->invalidWarning( optionNode["Amount"], "Amount %hu is too high, capping to %hu...\n", amount, MAX_AMOUNT );
  662. amount = MAX_AMOUNT;
  663. }
  664. if( amount == 0 ){
  665. if( grade->options.erase( optionIndex ) > 0 ){
  666. continue;
  667. }else{
  668. this->invalidWarning( optionNode["Amount"], "Trying to remove invalid option %hu...\n", optionIndex );
  669. return 0;
  670. }
  671. }
  672. option->amount = amount;
  673. }else{
  674. if( !optionExists ){
  675. option->amount = 1;
  676. }
  677. }
  678. if( this->nodeExists( optionNode, "Item" ) ){
  679. std::string itemName;
  680. if( !this->asString( optionNode, "Item", itemName ) ){
  681. return 0;
  682. }
  683. std::shared_ptr<item_data> id = item_db.search_aegisname( itemName.c_str() );
  684. if( id == nullptr ){
  685. this->invalidWarning( optionNode["Item"], "Unknown item \"%s\".\n", itemName.c_str() );
  686. return 0;
  687. }
  688. option->item = id->nameid;
  689. }else{
  690. if( !optionExists ){
  691. option->item = 0;
  692. }
  693. }
  694. if( this->nodeExists( optionNode, "Zeny" ) ){
  695. uint32 zeny;
  696. if( !this->asUInt32( optionNode, "Zeny", zeny ) ){
  697. return 0;
  698. }
  699. option->zeny = zeny;
  700. }else{
  701. if( !optionExists ){
  702. option->zeny = 0;
  703. }
  704. }
  705. if( this->nodeExists( optionNode, "BreakingRate" ) ){
  706. uint16 breaking_rate;
  707. if( !this->asUInt16Rate( optionNode, "BreakingRate", breaking_rate ) ){
  708. return 0;
  709. }
  710. option->breaking_rate = breaking_rate;
  711. }else{
  712. if( !optionExists ){
  713. option->breaking_rate = 0;
  714. }
  715. }
  716. if( this->nodeExists( optionNode, "DowngradeAmount" ) ){
  717. uint16 downgrade_amount;
  718. if( !this->asUInt16( optionNode, "DowngradeAmount", downgrade_amount ) ){
  719. return 0;
  720. }
  721. if( downgrade_amount > MAX_REFINE ){
  722. this->invalidWarning( optionNode["DowngradeAmount"], "Downgrade amount %hu is invalid, skipping.\n", downgrade_amount );
  723. return 0;
  724. }
  725. option->downgrade_amount = downgrade_amount;
  726. }else{
  727. if( !optionExists ){
  728. option->downgrade_amount = 0;
  729. }
  730. }
  731. if( !optionExists ){
  732. grade->options[optionIndex] = option;
  733. }
  734. }
  735. }
  736. if( !gradeExists ){
  737. grades[gradeLevel] = grade;
  738. }
  739. }
  740. }
  741. if( !exists ){
  742. this->put( itemtype, enchantgrade );
  743. }
  744. return 1;
  745. }
  746. std::shared_ptr<s_enchantgradelevel> EnchantgradeDatabase::findCurrentLevelInfo( const struct item_data& data, struct item& item ){
  747. std::shared_ptr<s_enchantgrade> enchantgrade = enchantgrade_db.find( data.type );
  748. // Unsupported item type - no answer
  749. if( enchantgrade == nullptr ){
  750. return nullptr;
  751. }
  752. uint16 level = 0;
  753. if( data.type == IT_WEAPON ){
  754. level = data.weapon_level;
  755. }else if( data.type == IT_ARMOR ){
  756. level = data.armor_level;
  757. }
  758. const auto& enchantgradelevels = enchantgrade->levels.find( level );
  759. // Cannot upgrade this weapon or armor level - no answer
  760. if( enchantgradelevels == enchantgrade->levels.end() ){
  761. return nullptr;
  762. }
  763. return util::map_find( enchantgradelevels->second, (e_enchantgrade)( item.enchantgrade - 1 ) );
  764. }
  765. void EnchantgradeDatabase::loadingFinished(){
  766. for( const auto& it_itemTypes : *this ){
  767. for( const auto& it_itemLevels : it_itemTypes.second->levels ){
  768. for( const auto& it_enchantgrades : it_itemLevels.second ){
  769. std::shared_ptr<s_enchantgradelevel> enchantgradelevel = it_enchantgrades.second;
  770. if( enchantgradelevel->catalyst.amountPerStep == 0 ){
  771. enchantgradelevel->catalyst.item = 0;
  772. enchantgradelevel->catalyst.chanceIncrease = 0;
  773. enchantgradelevel->catalyst.maximumSteps = 0;
  774. }
  775. }
  776. }
  777. }
  778. TypesafeYamlDatabase::loadingFinished();
  779. }
  780. EnchantgradeDatabase enchantgrade_db;
  781. /**
  782. * Get icon ID of SC
  783. * @param type: SC type
  784. * @return EFST ID
  785. **/
  786. efst_type StatusDatabase::getIcon(sc_type type) {
  787. std::shared_ptr<s_status_change_db> status = status_db.find(type);
  788. return status ? status->icon : EFST_BLANK;
  789. }
  790. /**
  791. * Get flag of SC (SCB value) for status_calc_ flag
  792. * @param type: SC type
  793. * @return cal_flag: Calc value
  794. **/
  795. std::bitset<SCB_MAX> StatusDatabase::getCalcFlag(sc_type type) {
  796. std::shared_ptr<s_status_change_db> status = status_db.find(type);
  797. return status ? status->calc_flag : std::bitset<SCB_MAX> {};
  798. }
  799. /**
  800. * Get SC's EndOnStart list
  801. * @param sc: SC type
  802. * @return End list
  803. **/
  804. std::vector<sc_type> StatusDatabase::getEndOnStart(sc_type type) {
  805. std::shared_ptr<s_status_change_db> status = status_db.find(type);
  806. return status ? status->endonstart : std::vector<sc_type> {};
  807. }
  808. /**
  809. * Get BL type to display proper effect
  810. * @param efst: EFST type
  811. * @return BL types
  812. **/
  813. uint16 status_efst_get_bl_type(enum efst_type efst) {
  814. if (efst <= EFST_BLANK || efst >= EFST_MAX)
  815. return BL_PC;
  816. return status_db.StatusRelevantBLTypes[efst];
  817. }
  818. /**
  819. * Returns the FIRST skill (in order of definition in initChangeTables) to use a given status change.
  820. * Utilized for various duration lookups. Use with caution!
  821. * @param sc The status to look up
  822. * @return A skill associated with the status
  823. **/
  824. uint16 StatusDatabase::getSkill(sc_type type) {
  825. std::shared_ptr<s_status_change_db> status = status_db.find(type);
  826. return status ? status->skill_id : 0;
  827. }
  828. /**
  829. * Returns if a status change flag is active or not for a SC.
  830. * @param sc: Status changes active on target
  831. * @param flag: Flag to check for
  832. * @return True if flag is set or false otherwise
  833. */
  834. bool StatusDatabase::hasSCF(status_change *sc, e_status_change_flag flag) {
  835. if (sc == nullptr || sc->count == 0 || flag == SCF_NONE)
  836. return false;
  837. for (const auto &status_it : *this) {
  838. std::shared_ptr<s_status_change_db> status = status_it.second;
  839. if (sc->getSCE(status->type) && status->flag[flag])
  840. return true;
  841. }
  842. return false;
  843. }
  844. /**
  845. * Returns the SCB_BATTLE constant.
  846. * return SCB_BATTLE
  847. */
  848. std::bitset<SCB_MAX> StatusDatabase::getSCB_BATTLE() {
  849. return this->SCB_BATTLE;
  850. }
  851. /**
  852. * Returns the SCB_ALL constant.
  853. * @return SCB_ALL
  854. */
  855. std::bitset<SCB_MAX> StatusDatabase::getSCB_ALL() {
  856. return this->SCB_ALL;
  857. }
  858. /**
  859. * Removes statuses from skills that aren't part of the new class skill tree.
  860. * @param sd: Player data
  861. */
  862. void StatusDatabase::changeSkillTree(map_session_data *sd, int32 class_) {
  863. if (sd == nullptr)
  864. return;
  865. std::shared_ptr<s_skill_tree> tree = skill_tree_db.find(class_ > 0 ? class_ : sd->status.class_);
  866. if (tree == nullptr)
  867. return;
  868. for (const auto &it : tree->skills) {
  869. uint16 skill_id = it.first;
  870. sc_type sc = skill_get_sc(skill_id);
  871. if (sc > SC_COMMON_MAX && sc < SC_MAX && sd->sc.getSCE(sc))
  872. status_change_end(&sd->bl, sc);
  873. }
  874. }
  875. /**
  876. * Validates if type is in SC ranges
  877. * @param type: SC type
  878. * @return True if type is in range, false otherwise
  879. */
  880. bool StatusDatabase::validateStatus(sc_type type) {
  881. if (type > SC_NONE && type < SC_MAX)
  882. return true;
  883. return false;
  884. }
  885. /**
  886. * Removes a status based on the provided flag(s).
  887. * @param bl: Target to remove status from
  888. * @param flag: List of flags to check for removing
  889. */
  890. void StatusDatabase::removeByStatusFlag(block_list *bl, std::vector<e_status_change_flag> flag) {
  891. if (bl == nullptr || flag.empty())
  892. return;
  893. status_change *sc = status_get_sc(bl);
  894. if (sc == nullptr || sc->count == 0)
  895. return;
  896. for (const auto &status_it : *this) {
  897. std::shared_ptr<s_status_change_db> status = status_it.second;
  898. sc_type type = status->type;
  899. if (sc->getSCE(type)) {
  900. for (const auto &flag_it : flag) {
  901. if (status->flag[flag_it])
  902. status_change_end(bl, type);
  903. }
  904. }
  905. }
  906. }
  907. status_change::status_change(){
  908. this->option = OPTION_NOTHING;
  909. this->opt3 = OPT3_NORMAL;
  910. this->opt1 = OPT1_NONE;
  911. this->opt2 = OPT2_NONE;
  912. this->count = 0;
  913. this->lastEffect = SC_NONE;
  914. this->lastEffectTimer = INVALID_TIMER;
  915. this->cant = {};
  916. this->comet_x = 0;
  917. this->comet_y = 0;
  918. #ifndef RENEWAL
  919. this->sg_counter = 0;
  920. #endif
  921. std::fill( std::begin( this->data ), std::end( this->data ), nullptr );
  922. this->lastStatus = { SC_NONE, nullptr };
  923. }
  924. /**
  925. * Accessor for a status_change_entry in a status_change
  926. */
  927. status_change_entry * status_change::getSCE(enum sc_type type) {
  928. // TODO: bounds check
  929. if (type == lastStatus.first)
  930. return lastStatus.second;
  931. lastStatus = {type, data[type]};
  932. return lastStatus.second;
  933. }
  934. status_change_entry * status_change::getSCE(uint32 type) {
  935. return getSCE(static_cast<sc_type>(type));
  936. }
  937. status_change_entry * status_change::createSCE(enum sc_type type) {
  938. data[type] = ers_alloc(sc_data_ers, struct status_change_entry);
  939. lastStatus = {type, data[type]};
  940. return data[type];
  941. }
  942. /**
  943. * free the sce, then clear it
  944. */
  945. void status_change::deleteSCE(enum sc_type type) {
  946. ers_free(sc_data_ers, data[type]);
  947. data[type] = nullptr;
  948. lastStatus = {type, data[type]};
  949. }
  950. /**
  951. * For when we only want to clear the sce without freeing.
  952. */
  953. void status_change::clearSCE(enum sc_type type) {
  954. data[type] = nullptr;
  955. lastStatus = {type, data[type]};
  956. }
  957. /** Creates dummy status */
  958. static void initDummyData(void) {
  959. memset(&dummy_status, 0, sizeof(dummy_status));
  960. dummy_status.hp =
  961. dummy_status.max_hp =
  962. dummy_status.max_sp =
  963. dummy_status.str =
  964. dummy_status.agi =
  965. dummy_status.vit =
  966. dummy_status.int_ =
  967. dummy_status.dex =
  968. dummy_status.luk =
  969. dummy_status.hit = 1;
  970. dummy_status.speed = 2000;
  971. dummy_status.adelay = 4000;
  972. dummy_status.amotion = 2000;
  973. dummy_status.dmotion = 2000;
  974. dummy_status.ele_lv = 1; // Min elemental level.
  975. dummy_status.mode = MD_CANMOVE;
  976. }
  977. /**
  978. * For copying a status_data structure from b to a, without overwriting current Hp, Sp, and Ap.
  979. * @param a: Status data structure to copy from
  980. * @param b: Status data structure to copy to
  981. */
  982. static inline void status_cpy(struct status_data* a, const struct status_data* b)
  983. {
  984. memcpy((void*)&a->max_hp, (const void*)&b->max_hp, sizeof(struct status_data)-(sizeof(a->hp)+sizeof(a->sp)+sizeof(a->ap)));
  985. }
  986. /**
  987. * Sets HP to a given value
  988. * Will always succeed (overrides heal impediment statuses) but can't kill an object
  989. * @param bl: Object whose HP will be set [PC|MOB|HOM|MER|ELEM|NPC]
  990. * @param hp: What the HP is to be set as
  991. * @param flag: Used in case final value is higher than current
  992. * Use 2 to display healing effect
  993. * @return heal or zapped HP if valid
  994. */
  995. int status_set_hp(struct block_list *bl, unsigned int hp, int flag)
  996. {
  997. if (hp < 1)
  998. return 0;
  999. status_data* status = status_get_status_data(*bl);
  1000. if (status == &dummy_status)
  1001. return 0;
  1002. if (hp > status->max_hp)
  1003. hp = status->max_hp;
  1004. if (hp == status->hp)
  1005. return 0;
  1006. if (hp > status->hp)
  1007. return status_heal(bl, hp - status->hp, 0, 1|flag);
  1008. return status_zap(bl, status->hp - hp, 0);
  1009. }
  1010. /**
  1011. * Sets Max HP to a given value
  1012. * @param bl: Object whose Max HP will be set [PC|MOB|HOM|MER|ELEM|NPC]
  1013. * @param maxhp: What the Max HP is to be set as
  1014. * @param flag: Used in case final value is higher than current
  1015. * Use 2 to display healing effect
  1016. * @return heal or zapped HP if valid
  1017. */
  1018. int status_set_maxhp(struct block_list *bl, unsigned int maxhp, int flag)
  1019. {
  1020. int64 heal;
  1021. if (maxhp < 1)
  1022. return 0;
  1023. status_data* status = status_get_status_data(*bl);
  1024. if (status == &dummy_status)
  1025. return 0;
  1026. if (maxhp == status->max_hp)
  1027. return 0;
  1028. heal = maxhp - status->max_hp;
  1029. status->max_hp = maxhp;
  1030. if (heal > 0)
  1031. status_heal(bl, heal, 0, 1|flag);
  1032. else
  1033. status_zap(bl, -heal, 0);
  1034. return maxhp;
  1035. }
  1036. /**
  1037. * Sets SP to a given value
  1038. * @param bl: Object whose SP will be set [PC|HOM|MER|ELEM]
  1039. * @param sp: What the SP is to be set as
  1040. * @param flag: Used in case final value is higher than current
  1041. * Use 2 to display healing effect
  1042. * @return heal or zapped SP if valid
  1043. */
  1044. int status_set_sp(struct block_list *bl, unsigned int sp, int flag)
  1045. {
  1046. status_data* status = status_get_status_data(*bl);
  1047. if (status == &dummy_status)
  1048. return 0;
  1049. if (sp > status->max_sp)
  1050. sp = status->max_sp;
  1051. if (sp == status->sp)
  1052. return 0;
  1053. if (sp > status->sp)
  1054. return status_heal(bl, 0, sp - status->sp, 1|flag);
  1055. return status_zap(bl, 0, status->sp - sp);
  1056. }
  1057. /**
  1058. * Sets Max SP to a given value
  1059. * @param bl: Object whose Max SP will be set [PC|HOM|MER|ELEM]
  1060. * @param maxsp: What the Max SP is to be set as
  1061. * @param flag: Used in case final value is higher than current
  1062. * Use 2 to display healing effect
  1063. * @return heal or zapped HP if valid
  1064. */
  1065. int status_set_maxsp(struct block_list *bl, unsigned int maxsp, int flag)
  1066. {
  1067. if (maxsp < 1)
  1068. return 0;
  1069. status_data* status = status_get_status_data(*bl);
  1070. if (status == &dummy_status)
  1071. return 0;
  1072. if (maxsp == status->max_sp)
  1073. return 0;
  1074. if (maxsp > status->max_sp)
  1075. status_heal(bl, maxsp - status->max_sp, 0, 1|flag);
  1076. else
  1077. status_zap(bl, status->max_sp - maxsp, 0);
  1078. status->max_sp = maxsp;
  1079. return maxsp;
  1080. }
  1081. /**
  1082. * Sets AP to a given value
  1083. * @param bl: Object whose AP will be set [PC|HOM|MER|ELEM]
  1084. * @param ap: What the AP is to be set as
  1085. * @param flag: Used in case final value is higher than current
  1086. * Use 2 to display healing effect
  1087. * @return heal or zapped AP if valid
  1088. */
  1089. int status_set_ap(struct block_list *bl, unsigned int ap, int flag)
  1090. {
  1091. status_data *status = status_get_status_data(*bl);
  1092. if (status == &dummy_status)
  1093. return 0;
  1094. if (ap > status->max_ap)
  1095. ap = status->max_ap;
  1096. if (ap == status->ap)
  1097. return 0;
  1098. if (ap > status->ap)
  1099. return status_heal(bl, 0, 0, ap - status->ap, 1 | flag);
  1100. return status_zap(bl, 0, 0, status->ap - ap);
  1101. }
  1102. /**
  1103. * Sets Max AP to a given value
  1104. * @param bl: Object whose Max AP will be set [PC|HOM|MER|ELEM]
  1105. * @param maxap: What the Max AP is to be set as
  1106. * @param flag: Used in case final value is higher than current
  1107. * Use 2 to display healing effect
  1108. * @return heal or zapped AP if valid
  1109. */
  1110. int status_set_maxap(struct block_list *bl, unsigned int maxap, int flag)
  1111. {
  1112. if (maxap < 1)
  1113. return 0;
  1114. status_data *status = status_get_status_data(*bl);
  1115. if (status == &dummy_status)
  1116. return 0;
  1117. if (maxap == status->max_ap)
  1118. return 0;
  1119. if (maxap > status->max_ap)
  1120. status_heal(bl, 0, 0, maxap - status->max_ap, 1 | flag);
  1121. else
  1122. status_zap(bl, 0, 0, status->max_ap - maxap);
  1123. status->max_ap = maxap;
  1124. return maxap;
  1125. }
  1126. /**
  1127. * Takes HP/SP from an Object
  1128. * @param bl: Object who will have HP/SP taken [PC|MOB|HOM|MER|ELEM]
  1129. * @param hp: How much HP to charge
  1130. * @param sp: How much SP to charge
  1131. * @return hp+sp through status_damage()
  1132. * Note: HP/SP are integer values, not percentages. Values should be
  1133. * calculated either within function call or before
  1134. */
  1135. int64 status_charge(struct block_list* bl, int64 hp, int64 sp)
  1136. {
  1137. if(!(bl->type&BL_CONSUME))
  1138. return (int)hp+sp; // Assume all was charged so there are no 'not enough' fails.
  1139. return status_damage(nullptr, bl, hp, sp, 0, 3, 0);
  1140. }
  1141. /**
  1142. * Inflicts damage on the target with the according walkdelay.
  1143. * @param src: Source object giving damage [PC|MOB|PET|HOM|MER|ELEM]
  1144. * @param target: Target of the damage
  1145. * @param dhp: How much damage to HP
  1146. * @param dsp: How much damage to SP
  1147. * @param dap: How much damage to AP
  1148. * @param walkdelay: Amount of time before object can walk again
  1149. * @param flag: Damage flag decides various options
  1150. * flag&1: Passive damage - Does not trigger cancelling status changes
  1151. * flag&2: Fail if there is not enough to subtract
  1152. * flag&4: Mob does not give EXP/Loot if killed
  1153. * flag&8: Used to damage SP of a dead character
  1154. * flag&16: Coma damage - Log it as normal damage, but actually set HP/SP to 1
  1155. * @return hp+sp+ap
  1156. * Note: HP/SP/AP are integer values, not percentages. Values should be
  1157. * calculated either within function call or before
  1158. */
  1159. 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)
  1160. {
  1161. status_change *sc;
  1162. int hp = (int)cap_value(dhp,INT_MIN,INT_MAX);
  1163. int sp = (int)cap_value(dsp,INT_MIN,INT_MAX);
  1164. int ap = (int)cap_value(dap,INT_MIN,INT_MAX);
  1165. nullpo_ret(target);
  1166. if(sp && !(target->type&BL_CONSUME))
  1167. sp = 0; // Not a valid SP target.
  1168. if (ap && !(target->type&BL_CONSUME))
  1169. ap = 0; // Not a valid AP target.
  1170. if (hp < 0) { // Assume absorbed damage.
  1171. status_heal(target, -hp, 0, 1);
  1172. hp = 0;
  1173. }
  1174. if (sp < 0) {
  1175. status_heal(target, 0, -sp, 1);
  1176. sp = 0;
  1177. }
  1178. if (ap < 0) {
  1179. status_heal(target, 0, 0, -ap, 1);
  1180. ap = 0;
  1181. }
  1182. if (target->type == BL_SKILL) {
  1183. if (!src || src->type&battle_config.can_damage_skill)
  1184. return (int)skill_unit_ondamaged((struct skill_unit *)target, hp);
  1185. return 0;
  1186. }
  1187. status_data* status = status_get_status_data(*target);
  1188. if( status == &dummy_status )
  1189. return 0;
  1190. if ((unsigned int)hp >= status->hp) {
  1191. if (flag&2) return 0;
  1192. hp = status->hp;
  1193. }
  1194. if ((unsigned int)sp > status->sp) {
  1195. if (flag&2) return 0;
  1196. sp = status->sp;
  1197. }
  1198. if ((unsigned int)ap > status->ap) {
  1199. if (flag & 2) return 0;
  1200. ap = status->ap;
  1201. }
  1202. if (!hp && !sp && !ap)
  1203. return 0;
  1204. if( !status->hp )
  1205. flag |= 8;
  1206. sc = status_get_sc(target);
  1207. if (hp && battle_config.invincible_nodamage && src && sc && sc->getSCE(SC_INVINCIBLE))
  1208. hp = 1;
  1209. if( hp && !(flag&1) ) {
  1210. if( sc ) {
  1211. struct status_change_entry *sce;
  1212. for (const auto &it : status_db) {
  1213. sc_type type = static_cast<sc_type>(it.first);
  1214. if (sc->getSCE(type) && it.second->flag[SCF_REMOVEONDAMAGED]) {
  1215. // 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).
  1216. // !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.
  1217. if (sc->opt1 > OPT1_NONE && sc->lastEffectTimer == INVALID_TIMER) {
  1218. sc->lastEffectTimer = add_timer(gettick() + 10, status_clear_lastEffect_timer, target->id, 0);
  1219. sc->lastEffect = type;
  1220. }
  1221. status_change_end(target, type);
  1222. }
  1223. }
  1224. if ((sce=sc->getSCE(SC_ENDURE)) && !sce->val4) {
  1225. /** [Skotlex]
  1226. * Endure count is only reduced by non-players on non-gvg maps.
  1227. * val4 signals infinite endure.
  1228. **/
  1229. if (src && src->type != BL_PC && !map_flag_gvg2(target->m) && !map_getmapflag(target->m, MF_BATTLEGROUND) && --(sce->val2) <= 0)
  1230. status_change_end(target, SC_ENDURE);
  1231. }
  1232. #ifndef RENEWAL
  1233. if ((sce=sc->getSCE(SC_GRAVITATION)) && sce->val3 == BCT_SELF) {
  1234. std::shared_ptr<s_skill_unit_group> sg = skill_id2group(sce->val4);
  1235. if (sg) {
  1236. skill_delunitgroup(sg);
  1237. sce->val4 = 0;
  1238. status_change_end(target, SC_GRAVITATION);
  1239. }
  1240. }
  1241. #endif
  1242. if(sc->getSCE(SC_DANCING) && hp > (status->max_hp / 4))
  1243. status_change_end(target, SC_DANCING);
  1244. if(sc->getSCE(SC_CLOAKINGEXCEED) && --(sc->getSCE(SC_CLOAKINGEXCEED)->val2) <= 0)
  1245. status_change_end(target, SC_CLOAKINGEXCEED);
  1246. if(sc->getSCE(SC_KAGEMUSYA) && --(sc->getSCE(SC_KAGEMUSYA)->val3) <= 0)
  1247. status_change_end(target, SC_KAGEMUSYA);
  1248. }
  1249. if (target->type == BL_PC)
  1250. pc_bonus_script_clear(BL_CAST(BL_PC,target),BSF_REM_ON_DAMAGED);
  1251. unit_skillcastcancel(target, 2);
  1252. }
  1253. // We need to log the real damage on exp_calc_type 1
  1254. if (battle_config.exp_calc_type == 1) {
  1255. dhp = hp;
  1256. // Coma real damage
  1257. if (flag&16)
  1258. dhp = status->hp - 1;
  1259. }
  1260. status->hp-= hp;
  1261. status->sp-= sp;
  1262. status->ap-= ap;
  1263. // Coma
  1264. if (flag&16) {
  1265. status->hp = 1;
  1266. status->sp = 1;
  1267. if (!sp) sp = 1; // To make sure the status bar is updated
  1268. }
  1269. if (sc && hp && status->hp) {
  1270. if (sc->getSCE(SC_AUTOBERSERK) &&
  1271. (!sc->getSCE(SC_PROVOKE) || !sc->getSCE(SC_PROVOKE)->val4) &&
  1272. status->hp < status->max_hp / 4)
  1273. sc_start4(src,target,SC_PROVOKE,100,10,0,0,1,0);
  1274. if (sc->getSCE(SC_BERSERK) && status->hp <= 100)
  1275. status_change_end(target, SC_BERSERK);
  1276. if( sc->getSCE(SC_RAISINGDRAGON) && status->hp <= 1000 )
  1277. status_change_end(target, SC_RAISINGDRAGON);
  1278. if (sc->getSCE(SC_SATURDAYNIGHTFEVER) && status->hp <= 100)
  1279. status_change_end(target, SC_SATURDAYNIGHTFEVER);
  1280. }
  1281. // Need to pass original HP damage for the mob damage log
  1282. dhp = cap_value(dhp, INT_MIN, INT_MAX);
  1283. switch (target->type) {
  1284. case BL_PC:
  1285. pc_damage(reinterpret_cast<map_session_data*>(target), src, hp, sp, ap); break;
  1286. case BL_MOB:
  1287. mob_damage(reinterpret_cast<mob_data*>(target), src, (int)dhp);
  1288. break;
  1289. case BL_HOM:
  1290. hom_heal(reinterpret_cast<homun_data&>(*target), hp != 0, sp != 0);
  1291. break;
  1292. case BL_MER:
  1293. mercenary_heal(reinterpret_cast<s_mercenary_data*>(target), hp, sp);
  1294. break;
  1295. case BL_ELEM:
  1296. elemental_heal(reinterpret_cast<s_elemental_data*>(target), hp, sp);
  1297. break;
  1298. }
  1299. if( src && target->type == BL_PC && ((TBL_PC*)target)->disguise ) { // Stop walking when attacked in disguise to prevent walk-delay bug
  1300. unit_stop_walking( target, 1 );
  1301. }
  1302. if( status->hp || (flag&8) ) { // Still lives or has been dead before this damage.
  1303. if (walkdelay)
  1304. unit_set_walkdelay(target, gettick(), walkdelay, 0);
  1305. return (int)(hp+sp+ap);
  1306. }
  1307. status->hp = 0;
  1308. /** [Skotlex]
  1309. * NOTE: These dead functions should return:
  1310. * 0: Death cancelled, auto-revived.
  1311. * Non-zero: Standard death. Clear status, cancel move/attack, etc
  1312. * &2: Remove object from map.
  1313. * &4: Delete object from memory. (One time spawn mobs)
  1314. **/
  1315. switch (target->type) {
  1316. case BL_PC: flag = pc_dead((TBL_PC*)target,src); break;
  1317. case BL_MOB: flag = mob_dead((TBL_MOB*)target, src, flag&4?3:0); break;
  1318. case BL_HOM: flag = hom_dead((TBL_HOM*)target); break;
  1319. case BL_MER: flag = mercenary_dead((TBL_MER*)target); break;
  1320. case BL_ELEM: flag = elemental_dead((TBL_ELEM*)target); break;
  1321. default: // Unhandled case, do nothing to object.
  1322. flag = 0;
  1323. break;
  1324. }
  1325. if(!flag) // Death cancelled.
  1326. return (int)(hp+sp+ap);
  1327. // Normal death
  1328. if (battle_config.clear_unit_ondeath &&
  1329. battle_config.clear_unit_ondeath&target->type)
  1330. skill_clear_unitgroup(target);
  1331. if(target->type&BL_REGEN) { // Reset regen ticks.
  1332. struct regen_data *regen = status_get_regen_data(target);
  1333. if (regen) {
  1334. memset(&regen->tick, 0, sizeof(regen->tick));
  1335. if (regen->sregen)
  1336. memset(&regen->sregen->tick, 0, sizeof(regen->sregen->tick));
  1337. if (regen->ssregen)
  1338. memset(&regen->ssregen->tick, 0, sizeof(regen->ssregen->tick));
  1339. }
  1340. }
  1341. if( sc && sc->getSCE(SC_KAIZEL) && !map_flag_gvg2(target->m) ) { // flag&8 = disable Kaizel
  1342. int time = skill_get_time2(SL_KAIZEL,sc->getSCE(SC_KAIZEL)->val1);
  1343. // Look for Osiris Card's bonus effect on the character and revive 100% or revive normally
  1344. if ( target->type == BL_PC && BL_CAST(BL_PC,target)->special_state.restart_full_recover )
  1345. status_revive(target, 100, 100);
  1346. else
  1347. status_revive(target, sc->getSCE(SC_KAIZEL)->val2, 0);
  1348. status_change_clear(target,0);
  1349. clif_skill_nodamage(target,*target,ALL_RESURRECTION,1);
  1350. sc_start(src,target,SC_KYRIE,100,10,time);
  1351. if( target->type == BL_MOB )
  1352. ((TBL_MOB*)target)->state.rebirth = 1;
  1353. return (int)(hp+sp+ap);
  1354. }
  1355. // Disable Ultimate Sacrifice on GVG maps
  1356. if (sc && sc->getSCE(SC_ULTIMATE_S) && !map_flag_gvg2(target->m)) {
  1357. status_revive(target, 100, 100);
  1358. status_change_clear(target, 0);
  1359. clif_skill_nodamage(target, *target, ALL_RESURRECTION, 1);
  1360. if (target->type == BL_MOB)
  1361. ((TBL_MOB*)target)->state.rebirth = 1;
  1362. return (int)(hp+sp+ap);
  1363. }
  1364. 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.
  1365. status_revive(target, sc->getSCE(SC_REBIRTH)->val2, 0);
  1366. status_change_clear(target,0);
  1367. ((TBL_MOB*)target)->state.rebirth = 1;
  1368. return (int)(hp+sp+ap);
  1369. }
  1370. status_change_clear(target,0);
  1371. if(flag&4) // Delete from memory. (also invokes map removal code)
  1372. unit_free(target,CLR_DEAD);
  1373. else if(flag&2) // remove from map
  1374. unit_remove_map(target,CLR_DEAD);
  1375. else { // Some death states that would normally be handled by unit_remove_map
  1376. unit_stop_attack(target);
  1377. unit_stop_walking(target,1);
  1378. unit_skillcastcancel(target,0);
  1379. clif_clearunit_area( *target, CLR_DEAD );
  1380. skill_unit_move(target,gettick(),4);
  1381. skill_cleartimerskill(target);
  1382. }
  1383. // Always run NPC scripts for players last
  1384. //FIXME those ain't always run if a player die if he was resurrect meanwhile
  1385. //cf SC_REBIRTH, SC_KAIZEL, pc_dead...
  1386. if(target->type == BL_PC) {
  1387. TBL_PC *sd = BL_CAST(BL_PC,target);
  1388. if( sd->bg_id ) {
  1389. std::shared_ptr<s_battleground_data> bg = util::umap_find(bg_team_db, sd->bg_id);
  1390. if( bg && !(bg->die_event.empty()) )
  1391. npc_event(sd, bg->die_event.c_str(), 0);
  1392. }
  1393. npc_script_event( *sd, NPCE_DIE );
  1394. }
  1395. return (int)(hp+sp+ap);
  1396. }
  1397. /**
  1398. * Heals an object
  1399. * @param bl: Object to heal [PC|MOB|HOM|MER|ELEM]
  1400. * @param hhp: How much HP to heal
  1401. * @param hsp: How much SP to heal
  1402. * @param hap: How much AP to heal
  1403. * @param flag: Whether it's Forced(&1), gives HP/SP/AP(&2) heal effect,
  1404. * or gives HP(&4) heal effect with 0 heal
  1405. * Forced healing overrides heal impedement statuses (Berserk)
  1406. * @return hp+sp+ap
  1407. */
  1408. int status_heal(struct block_list *bl,int64 hhp,int64 hsp, int64 hap, int flag)
  1409. {
  1410. status_change *sc;
  1411. int hp = (int)cap_value(hhp,INT_MIN,INT_MAX);
  1412. int sp = (int)cap_value(hsp,INT_MIN,INT_MAX);
  1413. int ap = (int)cap_value(hap,INT_MIN,INT_MAX);
  1414. status_data* status = status_get_status_data(*bl);
  1415. if (status == &dummy_status || !status->hp)
  1416. return 0;
  1417. sc = status_get_sc(bl);
  1418. if (sc && !sc->count)
  1419. sc = nullptr;
  1420. if (hp < 0) {
  1421. if (hp == INT_MIN) // -INT_MIN == INT_MIN in some architectures!
  1422. hp++;
  1423. status_damage(nullptr, bl, -hp, 0, 0, 1, 0);
  1424. hp = 0;
  1425. }
  1426. if(hp) {
  1427. if( sc && (sc->getSCE(SC_BERSERK)) ) {
  1428. if( flag&1 )
  1429. flag &= ~2;
  1430. else
  1431. hp = 0;
  1432. }
  1433. if((unsigned int)hp > status->max_hp - status->hp)
  1434. hp = status->max_hp - status->hp;
  1435. }
  1436. if(sp < 0) {
  1437. if (sp == INT_MIN)
  1438. sp++;
  1439. status_damage(nullptr, bl, 0, -sp, 0, 1, 0);
  1440. sp = 0;
  1441. }
  1442. if(sp) {
  1443. if((unsigned int)sp > status->max_sp - status->sp)
  1444. sp = status->max_sp - status->sp;
  1445. }
  1446. if (ap < 0) {
  1447. if (ap == INT_MIN)
  1448. ap++;
  1449. status_damage(nullptr, bl, 0, 0, -ap, 0, 1, 0);
  1450. ap = 0;
  1451. }
  1452. if (ap) {
  1453. if ((unsigned int)ap > status->max_ap - status->ap)
  1454. ap = status->max_ap - status->ap;
  1455. }
  1456. if(!ap && !sp && !hp && !(flag&4))
  1457. return 0;
  1458. status->hp += hp;
  1459. status->sp += sp;
  1460. status->ap += ap;
  1461. if(hp && sc &&
  1462. sc->getSCE(SC_AUTOBERSERK) &&
  1463. sc->getSCE(SC_PROVOKE) &&
  1464. sc->getSCE(SC_PROVOKE)->val4==1 &&
  1465. status->hp >= status->max_hp / 4
  1466. ) // End auto berserk.
  1467. status_change_end(bl, SC_PROVOKE);
  1468. // Send HP update to client
  1469. switch(bl->type) {
  1470. case BL_PC:
  1471. pc_heal(reinterpret_cast<map_session_data*>(bl), hp, sp, ap, flag);
  1472. break;
  1473. case BL_MOB:
  1474. mob_heal(reinterpret_cast<mob_data*>(bl), hp);
  1475. break;
  1476. case BL_HOM:
  1477. hom_heal(reinterpret_cast<homun_data&>(*bl), hp != 0, sp != 0);
  1478. break;
  1479. case BL_MER:
  1480. mercenary_heal(reinterpret_cast<s_mercenary_data*>(bl), hp, sp);
  1481. break;
  1482. case BL_ELEM:
  1483. elemental_heal(reinterpret_cast<s_elemental_data*>(bl), hp, sp);
  1484. break;
  1485. }
  1486. return (int)hp+sp+ap;
  1487. }
  1488. /**
  1489. * Applies percentage based damage to a unit.
  1490. * If a mob is killed this way and there is no src, no EXP/Drops will be awarded.
  1491. * @param src: Object initiating HP/SP/AP modification [PC|MOB|PET|HOM|MER|ELEM]
  1492. * @param target: Object to modify HP/SP/AP
  1493. * @param hp_rate: Percentage of HP to modify. If > 0:percent is of current HP, if < 0:percent is of max HP
  1494. * @param sp_rate: Percentage of SP to modify. If > 0:percent is of current SP, if < 0:percent is of max SP
  1495. * @param ap_rate: Percentage of AP to modify. If > 0:percent is of current AP, if < 0:percent is of max AP
  1496. * @param flag: \n
  1497. * 0: Heal target \n
  1498. * 1: Use status_damage \n
  1499. * 2: Use status_damage and make sure target must not die from subtraction
  1500. * @return hp+sp+ap through status_heal()
  1501. */
  1502. int status_percent_change(struct block_list *src, struct block_list *target, int8 hp_rate, int8 sp_rate, int8 ap_rate, uint8 flag)
  1503. {
  1504. unsigned int hp = 0, sp = 0, ap = 0;
  1505. status_data* status = status_get_status_data(*target);
  1506. // It's safe now [MarkZD]
  1507. if (hp_rate > 99)
  1508. hp = status->hp;
  1509. else if (hp_rate > 0)
  1510. hp = apply_rate(status->hp, hp_rate);
  1511. else if (hp_rate < -99)
  1512. hp = status->max_hp;
  1513. else if (hp_rate < 0)
  1514. hp = (apply_rate(status->max_hp, -hp_rate));
  1515. if (hp_rate && !hp)
  1516. hp = 1;
  1517. if (flag == 2 && hp >= status->hp)
  1518. hp = status->hp-1; // Must not kill target.
  1519. if (sp_rate > 99)
  1520. sp = status->sp;
  1521. else if (sp_rate > 0)
  1522. sp = apply_rate(status->sp, sp_rate);
  1523. else if (sp_rate < -99)
  1524. sp = status->max_sp;
  1525. else if (sp_rate < 0)
  1526. sp = (apply_rate(status->max_sp, -sp_rate));
  1527. if (sp_rate && !sp)
  1528. sp = 1;
  1529. if (ap_rate > 99)
  1530. ap = status->ap;
  1531. else if (ap_rate > 0)
  1532. ap = apply_rate(status->ap, ap_rate);
  1533. else if (ap_rate < -99)
  1534. ap = status->max_ap;
  1535. else if (ap_rate < 0)
  1536. ap = (apply_rate(status->max_ap, -ap_rate));
  1537. if (ap_rate && !ap)
  1538. ap = 1;
  1539. // Ugly check in case damage dealt is too much for the received args of
  1540. // status_heal / status_damage. [Skotlex]
  1541. if (hp > INT_MAX) {
  1542. hp -= INT_MAX;
  1543. if (flag)
  1544. status_damage(src, target, INT_MAX, 0, 0, (!src||src==target?5:1), 0);
  1545. else
  1546. status_heal(target, INT_MAX, 0, 0);
  1547. }
  1548. if (sp > INT_MAX) {
  1549. sp -= INT_MAX;
  1550. if (flag)
  1551. status_damage(src, target, 0, INT_MAX, 0, (!src||src==target?5:1), 0);
  1552. else
  1553. status_heal(target, 0, INT_MAX, 0);
  1554. }
  1555. if (ap > INT_MAX) {
  1556. ap -= INT_MAX;
  1557. if (flag)
  1558. status_damage(src, target, 0, 0, INT_MAX, 0, (!src || src == target ? 5 : 1), 0);
  1559. else
  1560. status_heal(target, 0, 0, INT_MAX, 0);
  1561. }
  1562. if (flag)
  1563. return status_damage(src, target, hp, sp, ap, 0, (!src||src==target?5:1), 0);
  1564. return status_heal(target, hp, sp, ap, 0);
  1565. }
  1566. /**
  1567. * Revives a unit
  1568. * @param bl: Object to revive [PC|MOB|HOM]
  1569. * @param per_hp: Percentage of HP to revive with
  1570. * @param per_sp: Percentage of SP to revive with
  1571. * @param per_ap: Percentage of AP to revive with
  1572. * @return Successful (1) or Invalid target (0)
  1573. */
  1574. int status_revive(struct block_list *bl, unsigned char per_hp, unsigned char per_sp, unsigned char per_ap)
  1575. {
  1576. unsigned int hp, sp, ap;
  1577. if (!status_isdead(*bl)) return 0;
  1578. status_data* status = status_get_status_data(*bl);
  1579. if (status == &dummy_status)
  1580. return 0; // Invalid target.
  1581. hp = (int64)status->max_hp * per_hp/100;
  1582. sp = (int64)status->max_sp * per_sp/100;
  1583. ap = (int64)status->max_ap * per_ap/100;
  1584. if(hp > status->max_hp - status->hp)
  1585. hp = status->max_hp - status->hp;
  1586. else if (per_hp && !hp)
  1587. hp = 1;
  1588. if(sp > status->max_sp - status->sp)
  1589. sp = status->max_sp - status->sp;
  1590. else if (per_sp && !sp)
  1591. sp = 1;
  1592. if (ap > status->max_ap - status->ap)
  1593. ap = status->max_ap - status->ap;
  1594. else if (per_ap && !ap)
  1595. ap = 1;
  1596. status->hp += hp;
  1597. status->sp += sp;
  1598. status->ap += ap;
  1599. if (bl->prev) // Animation only if character is already on a map.
  1600. clif_resurrection( *bl );
  1601. switch (bl->type) {
  1602. case BL_PC: pc_revive((TBL_PC*)bl, hp, sp, ap); break;
  1603. case BL_MOB: mob_revive((TBL_MOB*)bl, hp); break;
  1604. case BL_HOM: hom_revive((TBL_HOM*)bl, hp, sp); break;
  1605. }
  1606. return 1;
  1607. }
  1608. /**
  1609. * Checks whether the src can use the skill on the target,
  1610. * taking into account status/option of both source/target
  1611. * @param src: Object using skill on target [PC|MOB|PET|HOM|MER|ELEM]
  1612. src MAY be nullptr to indicate we shouldn't check it, this is a ground-based skill attack
  1613. * @param target: Object being targeted by src [PC|MOB|HOM|MER|ELEM]
  1614. target MAY be nullptr, which checks if src can cast skill_id on the ground
  1615. * @param skill_id: Skill ID being used on target
  1616. * @param flag: 0 - Trying to use skill on target
  1617. * 1 - Cast bar is done
  1618. * 2 - Skill already pulled off, check is due to ground-based skills or splash-damage ones
  1619. * @return src can use skill (1) or cannot use skill (0)
  1620. * @author [Skotlex]
  1621. */
  1622. bool status_check_skilluse(struct block_list *src, struct block_list *target, uint16 skill_id, int flag) {
  1623. status_data* status;
  1624. int hide_flag;
  1625. if (src) {
  1626. if (src->type != BL_PC && status_isdead(*src))
  1627. return false;
  1628. status = status_get_status_data(*src);
  1629. }else{
  1630. status = &dummy_status;
  1631. }
  1632. status_change *sc = status_get_sc(src);
  1633. status_change *tsc = status_get_sc(target);
  1634. if (!skill_id) { // Normal attack checks.
  1635. if (sc && sc->cant.attack)
  1636. return false;
  1637. // This mode is only needed for melee attacking.
  1638. if (!status_has_mode(status,MD_CANATTACK))
  1639. return false;
  1640. // Dead state is not checked for skills as some skills can be used
  1641. // on dead characters, said checks are left to skill.cpp [Skotlex]
  1642. if (target && status_isdead(*target))
  1643. return false;
  1644. }
  1645. switch( skill_id ) {
  1646. #ifndef RENEWAL
  1647. case PA_PRESSURE:
  1648. if( flag && tsc && tsc->option&OPTION_HIDE)
  1649. return false; // Gloria Avoids pretty much everything....
  1650. break;
  1651. #endif
  1652. case GN_WALLOFTHORN:
  1653. if( target && status_isdead(*target) )
  1654. return false;
  1655. break;
  1656. case AL_TELEPORT:
  1657. case ALL_ODINS_POWER:
  1658. // Should fail when used on top of Land Protector [Skotlex]
  1659. if (src && map_getcell(src->m, src->x, src->y, CELL_CHKLANDPROTECTOR)
  1660. && !status_has_mode(status,MD_STATUSIMMUNE)
  1661. && (src->type != BL_PC || ((TBL_PC*)src)->skillitem != skill_id))
  1662. return false;
  1663. break;
  1664. case SC_MANHOLE:
  1665. // Skill is disabled against special racial grouped monsters(GvG and Battleground)
  1666. if (target && ( util::vector_exists(status_get_race2(target), RC2_GVG) || util::vector_exists(status_get_race2(target), RC2_BATTLEFIELD) ) )
  1667. return false;
  1668. default:
  1669. break;
  1670. }
  1671. if( sc && sc->count ) {
  1672. if (sc->getSCE(SC_ALL_RIDING))
  1673. return false; //You can't use skills while in the new mounts (The client doesn't let you, this is to make cheat-safe)
  1674. if (flag == 1 && !status_has_mode(status,MD_STATUSIMMUNE) && ( // Applies to after cast completion only and doesn't apply to Boss monsters.
  1675. (sc->getSCE(SC_ASH) && rnd()%2) || // Volcanic Ash has a 50% chance of causing skills to fail.
  1676. (sc->getSCE(SC_KYOMU) && rnd()%100 < 25) // Kyomu has a 25% chance of causing skills fail.
  1677. )) {
  1678. if (src->type == BL_PC)
  1679. clif_skill_fail( *((map_session_data*)src), skill_id );
  1680. return false;
  1681. }
  1682. 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
  1683. if (flag != 1) // Can't cast, casted stuff can't damage.
  1684. return false;
  1685. if (skill_get_casttype(skill_id) == CAST_DAMAGE)
  1686. return false; // Damage spells stop casting.
  1687. }
  1688. if (
  1689. (sc->getSCE(SC_TRICKDEAD) && skill_id != NV_TRICKDEAD)
  1690. || (sc->getSCE(SC_AUTOCOUNTER) && !flag && skill_id)
  1691. || (sc->getSCE(SC_GOSPEL) && sc->getSCE(SC_GOSPEL)->val4 == BCT_SELF && skill_id != PA_GOSPEL)
  1692. || (sc->getSCE(SC_SUHIDE) && skill_id != SU_HIDE)
  1693. )
  1694. return false;
  1695. if (sc->getSCE(SC_WINKCHARM) && target && !flag) { // Prevents skill usage
  1696. block_list *wink_target = map_id2bl(sc->getSCE(SC_WINKCHARM)->val2);
  1697. if (wink_target != nullptr) {
  1698. unit_data *wink_ud = unit_bl2ud(src);
  1699. if (wink_ud != nullptr && wink_ud->walktimer == INVALID_TIMER)
  1700. unit_walktobl(src, map_id2bl(sc->getSCE(SC_WINKCHARM)->val2), 3, 1);
  1701. clif_emotion(src, ET_THROB);
  1702. return false;
  1703. } else
  1704. status_change_end(src, SC_WINKCHARM);
  1705. }
  1706. if (sc->getSCE(SC_BLADESTOP)) {
  1707. switch (sc->getSCE(SC_BLADESTOP)->val1) {
  1708. case 5:
  1709. if (skill_id == MO_EXTREMITYFIST)
  1710. break;
  1711. [[fallthrough]];
  1712. case 4:
  1713. if (skill_id == MO_CHAINCOMBO)
  1714. break;
  1715. [[fallthrough]];
  1716. case 3:
  1717. if (skill_id == MO_INVESTIGATE)
  1718. break;
  1719. [[fallthrough]];
  1720. case 2:
  1721. if (skill_id == MO_FINGEROFFENSIVE)
  1722. break;
  1723. [[fallthrough]];
  1724. default:
  1725. return false;
  1726. }
  1727. }
  1728. if (sc->getSCE(SC_DANCING) && flag!=2) {
  1729. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  1730. if (!skill)
  1731. return false;
  1732. if (src->type == BL_PC && ((skill_id >= WA_SWING_DANCE && skill_id <= WM_UNLIMITED_HUMMING_VOICE ) ||
  1733. skill_id == WM_FRIGG_SONG))
  1734. { // Lvl 5 Lesson or higher allow you use 3rd job skills while dancing.
  1735. if( pc_checkskill((TBL_PC*)src,WM_LESSON) < 5 )
  1736. return false;
  1737. #ifndef RENEWAL
  1738. } else if(sc->getSCE(SC_LONGING)) { // Allow everything except dancing/re-dancing. [Skotlex]
  1739. if (skill_id == BD_ENCORE || skill->inf2[INF2_ISSONG] || skill->inf2[INF2_ISENSEMBLE])
  1740. return false;
  1741. #endif
  1742. } else if(!skill->inf2[INF2_ALLOWWHENPERFORMING]) // Skills that can be used in dancing state
  1743. return false;
  1744. #ifndef RENEWAL
  1745. if ((sc->getSCE(SC_DANCING)->val1&0xFFFF) == CG_HERMODE && skill_id == BD_ADAPTATION)
  1746. return false; // Can't amp out of Wand of Hermode :/ [Skotlex]
  1747. #endif
  1748. }
  1749. if (skill_id && // Do not block item-casted skills.
  1750. (src->type != BL_PC || ((TBL_PC*)src)->skillitem != skill_id)
  1751. ) { // Skills blocked through status changes...
  1752. if (!flag && ( // Blocked only from using the skill (stuff like autospell may still go through
  1753. ( sc->cant.cast && skill_id != RK_REFRESH && skill_id != SU_GROOMING && skill_id != SR_GENTLETOUCH_CURE ) ||
  1754. #ifndef RENEWAL
  1755. (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
  1756. #endif
  1757. (sc->getSCE(SC_MARIONETTE) && skill_id != CG_MARIONETTE) || // Only skill you can use is marionette again to cancel it
  1758. (sc->getSCE(SC_MARIONETTE2) && skill_id == CG_MARIONETTE) || // Cannot use marionette if you are being buffed by another
  1759. (sc->getSCE(SC_ANKLE) && skill_block_check(src, SC_ANKLE, skill_id)) ||
  1760. (sc->getSCE(SC_STASIS) && skill_block_check(src, SC_STASIS, skill_id)) ||
  1761. (sc->getSCE(SC_BITE) && skill_block_check(src, SC_BITE, skill_id)) ||
  1762. (sc->getSCE(SC_NOVAEXPLOSING) && skill_block_check(src, SC_NOVAEXPLOSING, skill_id)) ||
  1763. (sc->getSCE(SC_GRAVITYCONTROL) && skill_block_check(src, SC_GRAVITYCONTROL, skill_id)) ||
  1764. (sc->getSCE(SC_KAGEHUMI) && skill_block_check(src, SC_KAGEHUMI, skill_id))
  1765. #ifdef RENEWAL
  1766. || (sc->getSCE(SC_ENSEMBLEFATIGUE) && skill_id != CG_SPECIALSINGER)
  1767. #endif
  1768. ))
  1769. return false;
  1770. // Skill blocking.
  1771. if (
  1772. (sc->getSCE(SC_VOLCANO) && skill_id == WZ_ICEWALL) ||
  1773. #ifndef RENEWAL
  1774. (sc->getSCE(SC_ROKISWEIL) && skill_id != BD_ADAPTATION) ||
  1775. #endif
  1776. (sc->getSCE(SC_HERMODE) && skill_get_inf(skill_id) & INF_SUPPORT_SKILL) ||
  1777. (sc->getSCE(SC_NOCHAT) && sc->getSCE(SC_NOCHAT)->val1&MANNER_NOSKILL)
  1778. )
  1779. return false;
  1780. }
  1781. if (sc->option) {
  1782. if ((sc->option&OPTION_HIDE) && src->type == BL_PC && (skill_id == 0 || !skill_get_inf2(skill_id, INF2_ALLOWWHENHIDDEN))) {
  1783. // Non players can use all skills while hidden.
  1784. return false;
  1785. }
  1786. if (sc->option&OPTION_CHASEWALK && skill_id != ST_CHASEWALK)
  1787. return false;
  1788. }
  1789. }
  1790. if (target == nullptr || target == src) // No further checking needed.
  1791. return true;
  1792. if (tsc && tsc->count) {
  1793. if(!skill_id && tsc->getSCE(SC_TRICKDEAD))
  1794. return false;
  1795. if((skill_id == WZ_STORMGUST || skill_id == WZ_FROSTNOVA || skill_id == NJ_HYOUSYOURAKU || skill_id == NPC_STORMGUST2)
  1796. && tsc->getSCE(SC_FREEZE))
  1797. return false;
  1798. if(skill_id == PR_LEXAETERNA && (tsc->getSCE(SC_FREEZE) || tsc->getSCE(SC_STONE)))
  1799. return false;
  1800. if (tsc->getSCE(SC__MANHOLE) && !skill_get_inf2(skill_id, INF2_TARGETMANHOLE))
  1801. return false;
  1802. }
  1803. // If targetting, cloak+hide protect you, otherwise only hiding does.
  1804. hide_flag = flag?OPTION_HIDE:(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK);
  1805. // Skill that can hit hidden target
  1806. if( skill_get_inf2(skill_id, INF2_TARGETHIDDEN) )
  1807. hide_flag &= ~OPTION_HIDE;
  1808. switch( target->type ) {
  1809. case BL_PC: {
  1810. map_session_data *tsd = (TBL_PC*)target;
  1811. bool is_boss = (src && status_get_class_(src) == CLASS_BOSS);
  1812. bool is_detect = status_has_mode(status,MD_DETECTOR);
  1813. if (pc_isinvisible(tsd))
  1814. return false;
  1815. if (tsc) {
  1816. if ((tsc->option&hide_flag) && !is_boss && (tsd->special_state.perfect_hiding || !is_detect))
  1817. return false;
  1818. if ((tsc->getSCE(SC_CLOAKINGEXCEED) || tsc->getSCE(SC_NEWMOON)) && !is_boss && (tsd->special_state.perfect_hiding || is_detect))
  1819. return false; // Works against insect and demon but not against bosses
  1820. if (tsc->getSCE(SC__FEINTBOMB) && (is_boss || is_detect))
  1821. return false; // Works against all
  1822. if ((tsc->getSCE(SC_CAMOUFLAGE) || tsc->getSCE(SC_STEALTHFIELD) || tsc->getSCE(SC_SUHIDE)) && !(is_boss || is_detect) && (!skill_id || (!flag && src)))
  1823. return false; // Insect, demon, and boss can detect
  1824. }
  1825. }
  1826. break;
  1827. case BL_ITEM: // Allow targetting of items to pick'em up (or in the case of mobs, to loot them).
  1828. // !TODO: Would be nice if this could be used to judge whether the player can or not pick up the item it targets. [Skotlex]
  1829. if (status_has_mode(status,MD_LOOTER))
  1830. return true;
  1831. return false;
  1832. case BL_HOM:
  1833. case BL_MER:
  1834. case BL_ELEM:
  1835. 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 )
  1836. return false; // Can't use support skills on Homunculus (only Master/Self)
  1837. if( target->type == BL_MER && (skill_id == PR_ASPERSIO || (skill_id >= SA_FLAMELAUNCHER && skill_id <= SA_SEISMICWEAPON)) && battle_get_master(target) != src )
  1838. return false; // Can't use Weapon endow skills on Mercenary (only Master)
  1839. if( skill_id == AM_POTIONPITCHER && ( target->type == BL_MER || target->type == BL_ELEM) )
  1840. return false; // Can't use Potion Pitcher on Mercenaries
  1841. if (tsc && tsc->getSCE(SC_ELEMENTAL_VEIL) && !(src && status_get_class_(src) == CLASS_BOSS) && !status_has_mode(status, MD_DETECTOR))
  1842. return false;
  1843. [[fallthrough]];
  1844. default:
  1845. // Check for chase-walk/hiding/cloaking opponents.
  1846. if( tsc ) {
  1847. if( tsc->option&hide_flag && !status_has_mode(status,MD_DETECTOR))
  1848. return false;
  1849. }
  1850. }
  1851. return true;
  1852. }
  1853. /**
  1854. * Checks whether the src can see the target
  1855. * @param src: Object using skill on target [PC|MOB|PET|HOM|MER|ELEM]
  1856. * @param target: Object being targeted by src [PC|MOB|HOM|MER|ELEM]
  1857. * @return src can see (1) or target is invisible (0)
  1858. * @author [Skotlex]
  1859. */
  1860. int status_check_visibility(struct block_list *src, struct block_list *target)
  1861. {
  1862. int view_range;
  1863. status_change* tsc = status_get_sc(target);
  1864. switch (src->type) {
  1865. case BL_MOB:
  1866. view_range = ((TBL_MOB*)src)->min_chase;
  1867. break;
  1868. case BL_PET:
  1869. view_range = ((TBL_PET*)src)->db->range2;
  1870. break;
  1871. default:
  1872. view_range = AREA_SIZE;
  1873. }
  1874. if (src->m != target->m || !check_distance_bl(src, target, view_range))
  1875. return 0;
  1876. if ( src->type == BL_NPC) // NPCs don't care for the rest
  1877. return 1;
  1878. if (tsc) {
  1879. bool is_boss = (status_get_class_(src) == CLASS_BOSS);
  1880. bool is_detector = status_bl_has_mode(src,MD_DETECTOR);
  1881. switch (target->type) { // Check for chase-walk/hiding/cloaking opponents.
  1882. case BL_PC: {
  1883. map_session_data *tsd = (TBL_PC*)target;
  1884. 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))
  1885. return 0;
  1886. if ((tsc->getSCE(SC_CLOAKINGEXCEED) || tsc->getSCE(SC_NEWMOON)) && !is_boss && ((tsd && tsd->special_state.perfect_hiding) || is_detector))
  1887. return 0;
  1888. if (tsc->getSCE(SC__FEINTBOMB) && !is_boss && !is_detector)
  1889. return 0;
  1890. }
  1891. break;
  1892. case BL_ELEM:
  1893. if (tsc->getSCE(SC_ELEMENTAL_VEIL) && !is_boss && !is_detector)
  1894. return 0;
  1895. break;
  1896. default:
  1897. 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)
  1898. return 0;
  1899. }
  1900. }
  1901. return 1;
  1902. }
  1903. /**
  1904. * Base ASPD value taken from the job tables
  1905. * @param sd: Player object
  1906. * @param status: Player status
  1907. * @return base amotion after single/dual weapon and shield adjustments [RENEWAL]
  1908. * base amotion after single/dual weapon and stats adjustments [PRE-RENEWAL]
  1909. */
  1910. int status_base_amotion_pc(map_session_data* sd, struct status_data* status)
  1911. {
  1912. std::shared_ptr<s_job_info> job = job_db.find(sd->status.class_);
  1913. if (job == nullptr)
  1914. return 2000;
  1915. int amotion;
  1916. #ifdef RENEWAL_ASPD
  1917. int16 skill_lv, val = 0;
  1918. float temp_aspd = 0;
  1919. amotion = job->aspd_base[sd->weapontype1]; // Single weapon
  1920. if (sd->status.shield)
  1921. amotion += job->aspd_base[MAX_WEAPON_TYPE];
  1922. else if (sd->weapontype2 != W_FIST && sd->equip_index[EQI_HAND_R] != sd->equip_index[EQI_HAND_L])
  1923. amotion += job->aspd_base[sd->weapontype2] / 4; // Dual-wield
  1924. switch(sd->status.weapon) {
  1925. case W_BOW:
  1926. case W_MUSICAL:
  1927. case W_WHIP:
  1928. case W_REVOLVER:
  1929. case W_RIFLE:
  1930. case W_GATLING:
  1931. case W_SHOTGUN:
  1932. case W_GRENADE:
  1933. temp_aspd = status->dex * status->dex / 7.0f + status->agi * status->agi * 0.5f;
  1934. break;
  1935. default:
  1936. temp_aspd = status->dex * status->dex / 5.0f + status->agi * status->agi * 0.5f;
  1937. break;
  1938. }
  1939. temp_aspd = (float)(sqrt(temp_aspd) * 0.25f) + 0xc4;
  1940. if ((skill_lv = pc_checkskill(sd,SA_ADVANCEDBOOK)) > 0 && sd->status.weapon == W_BOOK)
  1941. val += (skill_lv - 1) / 2 + 1;
  1942. if ((skill_lv = pc_checkskill(sd, SG_DEVIL)) > 0 && ((sd->class_&MAPID_THIRDMASK) == MAPID_STAR_EMPEROR || pc_is_maxjoblv(sd)))
  1943. val += 1 + skill_lv;
  1944. if ((skill_lv = pc_checkskill(sd,GS_SINGLEACTION)) > 0 && (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE))
  1945. val += ((skill_lv + 1) / 2);
  1946. if (pc_isriding(sd))
  1947. val -= 50 - 10 * pc_checkskill(sd, KN_CAVALIERMASTERY);
  1948. else if (pc_isridingdragon(sd))
  1949. val -= 25 - 5 * pc_checkskill(sd, RK_DRAGONTRAINING);
  1950. amotion = ((int)(temp_aspd + ((float)(status_calc_aspd(&sd->bl, &sd->sc, true) + val) * status->agi / 200)) - min(amotion, 200));
  1951. #else
  1952. // Angra Manyu disregards aspd_base and similar
  1953. if (pc_checkequip2(sd, ITEMID_ANGRA_MANYU, EQI_ACC_L, EQI_MAX))
  1954. return 0;
  1955. // Base weapon delay
  1956. amotion = (sd->status.weapon < MAX_WEAPON_TYPE)
  1957. ? (job->aspd_base[sd->status.weapon]) // Single weapon
  1958. : (job->aspd_base[sd->weapontype1] + job->aspd_base[sd->weapontype2]) * 7 / 10; // Dual-wield
  1959. // Percentual delay reduction from stats
  1960. amotion -= amotion * (4 * status->agi + status->dex) / 1000;
  1961. // Raw delay adjustment from bAspd bonus
  1962. amotion += sd->bonus.aspd_add;
  1963. #endif
  1964. return amotion;
  1965. }
  1966. /**
  1967. * Base attack value calculated for units
  1968. * @param bl: Object to get attack for [BL_CHAR|BL_NPC]
  1969. * @param status: Object status
  1970. * @return base attack
  1971. */
  1972. unsigned short status_base_atk(const struct block_list *bl, const struct status_data *status, int level)
  1973. {
  1974. int flag = 0, str, dex, dstr;
  1975. #ifdef RENEWAL
  1976. if (!(bl->type&battle_config.enable_baseatk_renewal))
  1977. return 0;
  1978. #else
  1979. if (!(bl->type&battle_config.enable_baseatk))
  1980. return 0;
  1981. #endif
  1982. if (bl->type == BL_PC)
  1983. switch(((TBL_PC*)bl)->status.weapon) {
  1984. case W_BOW:
  1985. case W_MUSICAL:
  1986. case W_WHIP:
  1987. case W_REVOLVER:
  1988. case W_RIFLE:
  1989. case W_GATLING:
  1990. case W_SHOTGUN:
  1991. case W_GRENADE:
  1992. flag = 1;
  1993. }
  1994. if (flag) {
  1995. #ifdef RENEWAL
  1996. dstr =
  1997. #endif
  1998. str = status->dex;
  1999. dex = status->str;
  2000. } else {
  2001. #ifdef RENEWAL
  2002. dstr =
  2003. #endif
  2004. str = status->str;
  2005. dex = status->dex;
  2006. }
  2007. /** [Skotlex]
  2008. * Normally only players have base-atk, but homunc have a different batk
  2009. * equation, hinting that perhaps non-players should use this for batk.
  2010. **/
  2011. switch (bl->type) {
  2012. case BL_HOM:
  2013. #ifdef RENEWAL
  2014. str = 2 * level + status_get_homstr(bl);
  2015. #else
  2016. dstr = str / 10;
  2017. str += dstr*dstr;
  2018. #endif
  2019. break;
  2020. case BL_PC:
  2021. #ifdef RENEWAL
  2022. str = (dstr * 10 + dex * 10 / 5 + status->luk * 10 / 3 + level * 10 / 4) / 10 + 5 * status->pow;
  2023. #else
  2024. dstr = str / 10;
  2025. str += dstr*dstr;
  2026. str += dex / 5 + status->luk / 5;
  2027. #endif
  2028. break;
  2029. default:// Others
  2030. #ifdef RENEWAL
  2031. str = dstr + level;
  2032. #else
  2033. dstr = str / 10;
  2034. str += dstr*dstr;
  2035. str += dex / 5 + status->luk / 5;
  2036. #endif
  2037. break;
  2038. }
  2039. return cap_value(str, 0, USHRT_MAX);
  2040. }
  2041. #ifdef RENEWAL
  2042. /**
  2043. * Weapon attack value calculated for Players
  2044. * @param wa: Weapon attack
  2045. * @param status: Player status
  2046. * @return weapon attack
  2047. */
  2048. unsigned int status_weapon_atk(weapon_atk &wa)
  2049. {
  2050. return wa.atk + wa.atk2;
  2051. }
  2052. #endif
  2053. #ifndef RENEWAL
  2054. unsigned short status_base_matk_min(const struct status_data* status) { return status->int_ + (status->int_ / 7) * (status->int_ / 7); }
  2055. unsigned short status_base_matk_max(const struct status_data* status) { return status->int_ + (status->int_ / 5) * (status->int_ / 5); }
  2056. #else
  2057. /*
  2058. * Calculates minimum attack variance 80% from db's ATK1 for non BL_PC
  2059. * status->batk (base attack) will be added in battle_calc_base_damage
  2060. */
  2061. unsigned short status_base_atk_min(struct block_list *bl, const struct status_data* status, int level)
  2062. {
  2063. switch (bl->type) {
  2064. case BL_PET:
  2065. case BL_MOB:
  2066. case BL_MER:
  2067. case BL_ELEM:
  2068. return status->rhw.atk * 80 / 100;
  2069. case BL_HOM:
  2070. return (status_get_homstr(bl) + status_get_homdex(bl)) / 5;
  2071. default:
  2072. return status->rhw.atk;
  2073. }
  2074. }
  2075. /*
  2076. * Calculates maximum attack variance 120% from db's ATK1 for non BL_PC
  2077. * status->batk (base attack) will be added in battle_calc_base_damage
  2078. */
  2079. unsigned short status_base_atk_max(struct block_list *bl, const struct status_data* status, int level)
  2080. {
  2081. switch (bl->type) {
  2082. case BL_PET:
  2083. case BL_MOB:
  2084. case BL_MER:
  2085. case BL_ELEM:
  2086. return status->rhw.atk * 120 / 100;
  2087. case BL_HOM:
  2088. return (status_get_homluk(bl) + status_get_homstr(bl) + status_get_homdex(bl)) / 3;
  2089. default:
  2090. return status->rhw.atk2;
  2091. }
  2092. }
  2093. /*
  2094. * Calculates minimum magic attack
  2095. */
  2096. unsigned short status_base_matk_min(struct block_list *bl, const struct status_data* status, int level)
  2097. {
  2098. switch (bl->type) {
  2099. case BL_PET:
  2100. case BL_MOB:
  2101. case BL_MER:
  2102. case BL_ELEM:
  2103. return status->int_ + level + status->rhw.matk * 70 / 100;
  2104. case BL_HOM:
  2105. return status_get_homint(bl) + level + (status_get_homint(bl) + status_get_homdex(bl)) / 5;
  2106. case BL_PC:
  2107. default:
  2108. return status->int_ + (status->int_ / 2) + (status->dex / 5) + (status->luk / 3) + (level / 4) + 5 * status->spl;
  2109. }
  2110. }
  2111. /*
  2112. * Calculates maximum magic attack
  2113. */
  2114. unsigned short status_base_matk_max(struct block_list *bl, const struct status_data* status, int level)
  2115. {
  2116. switch (bl->type) {
  2117. case BL_PET:
  2118. case BL_MOB:
  2119. case BL_MER:
  2120. case BL_ELEM:
  2121. return status->int_ + level + status->rhw.matk * 130 / 100;
  2122. case BL_HOM:
  2123. return status_get_homint(bl) + level + (status_get_homluk(bl) + status_get_homint(bl) + status_get_homdex(bl)) / 3;
  2124. case BL_PC:
  2125. default:
  2126. return status->int_ + (status->int_ / 2) + (status->dex / 5) + (status->luk / 3) + (level / 4) + 5 * status->spl;
  2127. }
  2128. }
  2129. #endif
  2130. /**
  2131. * Fills in the misc data that can be calculated from the other status info (except for level)
  2132. * @param bl: Object to calculate status on [PC|MOB|PET|HOM|MERC|ELEM]
  2133. * @param status: Player status
  2134. */
  2135. void status_calc_misc(struct block_list *bl, struct status_data *status, int level)
  2136. {
  2137. int stat;
  2138. // Non players get the value set, players need to stack with previous bonuses.
  2139. if( bl->type != BL_PC ){
  2140. status->batk =
  2141. status->hit = status->flee =
  2142. status->def2 = status->mdef2 =
  2143. status->cri = status->flee2 =
  2144. status->patk = status->smatk =
  2145. status->hplus = status->crate = 0;
  2146. if (bl->type != BL_MOB) // BL_MOB has values set when loading mob_db
  2147. status->res = status->mres = 0;
  2148. }
  2149. #ifdef RENEWAL // Renewal formulas
  2150. if (bl->type == BL_HOM) {
  2151. // Def2
  2152. stat = status_get_homvit(bl) + status_get_homagi(bl) / 2;
  2153. status->def2 = cap_value(stat, 0, SHRT_MAX);
  2154. // Mdef2
  2155. stat = (status_get_homvit(bl) + status_get_homint(bl)) / 2;
  2156. status->mdef2 = cap_value(stat, 0, SHRT_MAX);
  2157. // Def
  2158. stat = status->def;
  2159. stat += status_get_homvit(bl) + level / 2;
  2160. status->def = cap_value(stat, 0, SHRT_MAX);
  2161. // Mdef
  2162. stat = (int)(((float)status_get_homvit(bl) + level) / 4 + (float)status_get_homint(bl) / 2);
  2163. status->mdef = cap_value(stat, 0, SHRT_MAX);
  2164. // Hit
  2165. stat = level + status->dex + 150;
  2166. status->hit = cap_value(stat, 1, SHRT_MAX);
  2167. // Flee
  2168. stat = level + status_get_homagi(bl);
  2169. status->flee = cap_value(stat, 1, SHRT_MAX);
  2170. } else {
  2171. // Hit
  2172. stat = status->hit;
  2173. 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
  2174. stat += 2 * status->con;
  2175. status->hit = cap_value(stat, 1, SHRT_MAX);
  2176. // Flee
  2177. stat = status->flee;
  2178. 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
  2179. stat += 2 * status->con;
  2180. status->flee = cap_value(stat, 1, SHRT_MAX);
  2181. // Def2
  2182. if (bl->type == BL_MER)
  2183. stat = (int)(status->vit + ((float)level / 10) + ((float)status->vit / 5));
  2184. else {
  2185. stat = status->def2;
  2186. 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)
  2187. }
  2188. status->def2 = cap_value(stat, 0, SHRT_MAX);
  2189. // Mdef2
  2190. if (bl->type == BL_MER)
  2191. stat = (int)(((float)level / 10) + ((float)status->int_ / 5));
  2192. else {
  2193. stat = status->mdef2;
  2194. 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)
  2195. }
  2196. status->mdef2 = cap_value(stat, 0, SHRT_MAX);
  2197. // PAtk
  2198. stat = status->patk;
  2199. stat += status->pow / 3 + status->con / 5;
  2200. status->patk = cap_value(stat, 0, SHRT_MAX);
  2201. // SMatk
  2202. stat = status->smatk;
  2203. stat += status->spl / 3 + status->con / 5;
  2204. status->smatk = cap_value(stat, 0, SHRT_MAX);
  2205. // Res
  2206. stat = status->res;
  2207. stat += status->sta + status->sta / 3 * 5;
  2208. status->res = cap_value(stat, 0, SHRT_MAX);
  2209. // Mres
  2210. stat = status->mres;
  2211. stat += status->wis + status->wis / 3 * 5;
  2212. status->mres = cap_value(stat, 0, SHRT_MAX);
  2213. // HPlus
  2214. stat = status->hplus;
  2215. stat += status->crt;
  2216. status->hplus = cap_value(stat, 0, SHRT_MAX);
  2217. // CRate
  2218. stat = status->crate;
  2219. stat += status->crt / 3;
  2220. status->crate = cap_value(stat, 0, SHRT_MAX);
  2221. }
  2222. // ATK
  2223. if (bl->type != BL_PC) {
  2224. status->rhw.atk2 = status_base_atk_max(bl, status, level);
  2225. status->rhw.atk = status_base_atk_min(bl, status, level);
  2226. }
  2227. // MAtk
  2228. status->matk_min = status_base_matk_min(bl, status, level);
  2229. status->matk_max = status_base_matk_max(bl, status, level);
  2230. #else
  2231. // Matk
  2232. status->matk_min = status_base_matk_min(status);
  2233. status->matk_max = status_base_matk_max(status);
  2234. // Hit
  2235. stat = status->hit;
  2236. stat += level + status->dex;
  2237. status->hit = cap_value(stat, 1, SHRT_MAX);
  2238. // Flee
  2239. stat = status->flee;
  2240. stat += level + status->agi;
  2241. status->flee = cap_value(stat, 1, SHRT_MAX);
  2242. // Def2
  2243. stat = status->def2;
  2244. stat += status->vit;
  2245. status->def2 = cap_value(stat, 0, SHRT_MAX);
  2246. // Mdef2
  2247. stat = status->mdef2;
  2248. stat += status->int_ + (status->vit / 2);
  2249. status->mdef2 = cap_value(stat, 0, SHRT_MAX);
  2250. #endif
  2251. //Critical
  2252. if( bl->type&battle_config.enable_critical ) {
  2253. stat = status->cri;
  2254. #ifdef RENEWAL
  2255. stat += (level / 10); // (every 10 BaseLevel = +0.1 critical)
  2256. stat += 10 + (status->luk*3); // (every 1 luk = +0.3 critical)
  2257. #else
  2258. stat += 10 + (status->luk*10/3); // (every 1 luk = +0.3 critical)
  2259. #endif
  2260. status->cri = cap_value(stat, 1, SHRT_MAX);
  2261. } else
  2262. status->cri = 0;
  2263. if (bl->type&battle_config.enable_perfect_flee) {
  2264. stat = status->flee2;
  2265. stat += status->luk + 10; // (every 10 luk = +1 perfect flee)
  2266. status->flee2 = cap_value(stat, 0, SHRT_MAX);
  2267. } else
  2268. status->flee2 = 0;
  2269. if (status->batk) {
  2270. int temp = status->batk + status_base_atk(bl, status, level);
  2271. status->batk = cap_value(temp, 0, USHRT_MAX);
  2272. } else
  2273. status->batk = status_base_atk(bl, status, level);
  2274. if (status->cri) {
  2275. switch (bl->type) {
  2276. case BL_MOB:
  2277. if(battle_config.mob_critical_rate != 100)
  2278. status->cri = cap_value(status->cri*battle_config.mob_critical_rate/100,1,SHRT_MAX);
  2279. if(!status->cri && battle_config.mob_critical_rate)
  2280. status->cri = 10;
  2281. break;
  2282. case BL_PC:
  2283. // Players don't have a critical adjustment setting as of yet.
  2284. break;
  2285. default:
  2286. if(battle_config.critical_rate != 100)
  2287. status->cri = cap_value(status->cri*battle_config.critical_rate/100,1,SHRT_MAX);
  2288. if (!status->cri && battle_config.critical_rate)
  2289. status->cri = 10;
  2290. }
  2291. }
  2292. if(bl->type&BL_REGEN)
  2293. status_calc_regen(bl, status, status_get_regen_data(bl));
  2294. }
  2295. /**
  2296. * Calculates the initial status for the given mob
  2297. * @param md: Mob object
  2298. * @param opt: Whether or not it is the first calculation
  2299. This will only be false when a mob levels up (Regular and WoE Guardians)
  2300. * @return 1 for calculated special statuses or 0 for none
  2301. * @author [Skotlex]
  2302. */
  2303. int status_calc_mob_(struct mob_data* md, uint8 opt)
  2304. {
  2305. struct status_data *status;
  2306. struct block_list *mbl = nullptr;
  2307. int flag=0;
  2308. if (opt&SCO_FIRST) { // Set basic level on respawn.
  2309. if (md->level > 0 && md->level <= MAX_LEVEL && md->level != md->db->lv)
  2310. ;
  2311. else
  2312. md->level = md->db->lv;
  2313. md->damagetaken = md->db->damagetaken;
  2314. }
  2315. // Check if we need custom base-status
  2316. if (battle_config.mobs_level_up && md->level > md->db->lv)
  2317. flag|=1;
  2318. if (md->special_state.size)
  2319. flag|=2;
  2320. if (md->guardian_data && md->guardian_data->guardup_lv)
  2321. flag|=4;
  2322. if (md->mob_id == MOBID_EMPERIUM)
  2323. flag|=4;
  2324. if (battle_config.slaves_inherit_speed && md->master_id)
  2325. flag|=8;
  2326. if (md->master_id && md->special_state.ai>AI_ATTACK)
  2327. flag|=16;
  2328. if (md->master_id && battle_config.slaves_inherit_mode)
  2329. flag |= 32;
  2330. if (!flag) { // No special status required.
  2331. if (md->base_status) {
  2332. aFree(md->base_status);
  2333. md->base_status = nullptr;
  2334. }
  2335. if (opt&SCO_FIRST)
  2336. memcpy(&md->status, &md->db->status, sizeof(struct status_data));
  2337. return 0;
  2338. }
  2339. if (!md->base_status)
  2340. md->base_status = (struct status_data*)aCalloc(1, sizeof(struct status_data));
  2341. status = md->base_status;
  2342. memcpy(status, &md->db->status, sizeof(struct status_data));
  2343. if (flag&(8|16))
  2344. mbl = map_id2bl(md->master_id);
  2345. if (flag&8 && mbl) {
  2346. struct status_data *mstatus = status_get_base_status(mbl);
  2347. if (mstatus &&
  2348. battle_config.slaves_inherit_speed&(status_has_mode(mstatus,MD_CANMOVE)?1:2))
  2349. status->speed = mstatus->speed;
  2350. if( status->speed < 2 ) // Minimum for the unit to function properly
  2351. status->speed = 2;
  2352. }
  2353. if (flag&32)
  2354. status_calc_slave_mode(*md);
  2355. if (flag&1) { // Increase from mobs leveling up [Valaris]
  2356. int diff = md->level - md->db->lv;
  2357. status->str += diff;
  2358. status->agi += diff;
  2359. status->vit += diff;
  2360. status->int_ += diff;
  2361. status->dex += diff;
  2362. status->luk += diff;
  2363. status->max_hp += diff * status->vit;
  2364. status->max_sp += diff * status->int_;
  2365. status->hp = status->max_hp;
  2366. status->sp = status->max_sp;
  2367. status->speed -= cap_value(diff, 0, status->speed - 10);
  2368. }
  2369. if (flag&2 && battle_config.mob_size_influence) { // Change for sized monsters [Valaris]
  2370. if (md->special_state.size == SZ_MEDIUM) {
  2371. status->max_hp /= 2;
  2372. status->max_sp /= 2;
  2373. if (!status->max_hp) status->max_hp = 1;
  2374. if (!status->max_sp) status->max_sp = 1;
  2375. status->hp = status->max_hp;
  2376. status->sp = status->max_sp;
  2377. status->str /= 2;
  2378. status->agi /= 2;
  2379. status->vit /= 2;
  2380. status->int_ /= 2;
  2381. status->dex /= 2;
  2382. status->luk /= 2;
  2383. if (!status->str) status->str = 1;
  2384. if (!status->agi) status->agi = 1;
  2385. if (!status->vit) status->vit = 1;
  2386. if (!status->int_) status->int_ = 1;
  2387. if (!status->dex) status->dex = 1;
  2388. if (!status->luk) status->luk = 1;
  2389. } else if (md->special_state.size == SZ_BIG) {
  2390. status->max_hp *= 2;
  2391. status->max_sp *= 2;
  2392. status->hp = status->max_hp;
  2393. status->sp = status->max_sp;
  2394. status->str *= 2;
  2395. status->agi *= 2;
  2396. status->vit *= 2;
  2397. status->int_ *= 2;
  2398. status->dex *= 2;
  2399. status->luk *= 2;
  2400. }
  2401. }
  2402. status_calc_misc(&md->bl, status, md->level);
  2403. if(flag&4) { // Strengthen Guardians - custom value +10% / lv
  2404. struct map_data *mapdata = map_getmapdata(md->bl.m);
  2405. std::shared_ptr<guild_castle> gc = castle_db.mapname2gc(mapdata->name);
  2406. if (gc == nullptr)
  2407. ShowError("status_calc_mob: No castle set at map %s\n", mapdata->name);
  2408. else if(gc->castle_id < 24 || md->mob_id == MOBID_EMPERIUM) {
  2409. #ifdef RENEWAL
  2410. status->max_hp += 50 * (gc->defense / 5);
  2411. #else
  2412. status->max_hp += 1000 * gc->defense;
  2413. #endif
  2414. status->hp = status->max_hp;
  2415. status->def += (gc->defense+2)/3;
  2416. status->mdef += (gc->defense+2)/3;
  2417. }
  2418. if(md->mob_id != MOBID_EMPERIUM) {
  2419. status->max_hp += 1000 * gc->defense;
  2420. status->hp = status->max_hp;
  2421. status->batk += 2 * md->guardian_data->guardup_lv + 8;
  2422. status->rhw.atk += 2 * md->guardian_data->guardup_lv + 8;
  2423. status->rhw.atk2 += 2 * md->guardian_data->guardup_lv + 8;
  2424. status->aspd_rate -= 2 * md->guardian_data->guardup_lv + 3;
  2425. }
  2426. }
  2427. if (flag&16 && mbl) { // Max HP setting from Summon Flora/marine Sphere
  2428. struct unit_data *ud = unit_bl2ud(mbl);
  2429. // Remove special AI when this is used by regular mobs.
  2430. if (mbl->type == BL_MOB && !((TBL_MOB*)mbl)->special_state.ai)
  2431. md->special_state.ai = AI_NONE;
  2432. if (ud) {
  2433. // Different levels of HP according to skill level
  2434. if(!ud->skill_id) // !FIXME: We lost the unit data for magic decoy in somewhere before this
  2435. ud->skill_id = ((TBL_PC*)mbl)->menuskill_id;
  2436. switch(ud->skill_id) {
  2437. case AM_SPHEREMINE:
  2438. status->max_hp = 2000 + 400*ud->skill_lv;
  2439. break;
  2440. case KO_ZANZOU:
  2441. status->max_hp = 3000 + 3000 * ud->skill_lv;
  2442. break;
  2443. case AM_CANNIBALIZE:
  2444. status->max_hp = 1500 + 200*ud->skill_lv + 10*status_get_lv(mbl);
  2445. status->mode = static_cast<e_mode>(status->mode|MD_CANATTACK|MD_AGGRESSIVE);
  2446. break;
  2447. case MH_SUMMON_LEGION:
  2448. {
  2449. int homblvl = status_get_lv(mbl);
  2450. status->max_hp = 10 * (100 * (ud->skill_lv + 2) + homblvl);
  2451. status->batk = 100 * (ud->skill_lv+5) / 2;
  2452. status->def = 10 * (100 * (ud->skill_lv+2) + homblvl);
  2453. // status->aspd_rate = 10 * (2 * (20 - ud->skill_lv) - homblvl/10);
  2454. // status->aspd_rate = max(100,status->aspd_rate);
  2455. break;
  2456. }
  2457. case NC_SILVERSNIPER:
  2458. {
  2459. status_data* mstatus = status_get_status_data(*mbl);
  2460. // TODO: check if dummy_status? Can never be nullptr [Lemongrass]
  2461. if(!mstatus)
  2462. break;
  2463. status->max_hp = (1000 * ud->skill_lv) + (mstatus->hp / 3) + (status_get_lv(mbl) * 12);
  2464. status->batk = 200 * ud->skill_lv;
  2465. break;
  2466. }
  2467. case NC_MAGICDECOY:
  2468. {
  2469. status_data* mstatus = status_get_status_data(*mbl);
  2470. // TODO: check if dummy_status? Can never be nullptr [Lemongrass]
  2471. if(!mstatus)
  2472. break;
  2473. status->max_hp = (1000 * ((TBL_PC*)mbl)->menuskill_val) + (mstatus->sp * 4) + (status_get_lv(mbl) * 12);
  2474. status->matk_min = status->matk_max = 250 + 50*((TBL_PC*)mbl)->menuskill_val;
  2475. break;
  2476. }
  2477. case MT_SUMMON_ABR_BATTLE_WARIOR:
  2478. case MT_SUMMON_ABR_DUAL_CANNON:
  2479. case MT_SUMMON_ABR_MOTHER_NET:
  2480. case MT_SUMMON_ABR_INFINITY: {
  2481. map_session_data *msd = BL_CAST(BL_PC, mbl);
  2482. status_data* mstatus = status_get_status_data(*mbl);
  2483. // TODO: check if mstatus is dummy_status? Can never be nullptr [Lemongrass]
  2484. if (msd == nullptr || mstatus == nullptr)
  2485. break;
  2486. uint8 abr_mastery = pc_checkskill(msd, MT_ABR_M);
  2487. // Custom formulas for ABR's.
  2488. // Its unknown how the summoner's stats affects the ABR's stats.
  2489. // I decided to do something similar to elementals for now until I know.
  2490. // Also added hit increase from ABR-Mastery for balance reasons. [Rytech]
  2491. status->max_hp = ( 5000 + 40000 * abr_mastery ) * mstatus->vit / 100;
  2492. status->rhw.atk = ( 2 * mstatus->batk + 200 + 600 * abr_mastery ) * 70 / 100;
  2493. status->rhw.atk2 = 2 * mstatus->batk + 200 + 600 * abr_mastery;
  2494. status->def = mstatus->def + 20 * abr_mastery;
  2495. status->mdef = mstatus->mdef + 4 * abr_mastery;
  2496. status->hit = mstatus->hit + 5 * abr_mastery / 2;
  2497. status->flee = mstatus->flee + 10 * abr_mastery;
  2498. status->speed = mstatus->speed;
  2499. // The Infinity ABR appears to have a much higher attack then other
  2500. // ABR's and im guessing has a much higher MaxHP due to it being a AP
  2501. // costing summon. [Rytech]
  2502. if (ud->skill_id == MT_SUMMON_ABR_INFINITY) {
  2503. status->max_hp += 20000;
  2504. status->rhw.atk += 1400; // 70% of 2000
  2505. status->rhw.atk2 += 2000;
  2506. }
  2507. }
  2508. break;
  2509. case BO_WOODENWARRIOR:
  2510. case BO_WOODEN_FAIRY:
  2511. case BO_CREEPER:
  2512. case BO_HELLTREE: {
  2513. map_session_data *msd = BL_CAST(BL_PC, mbl);
  2514. status_data* mstatus = status_get_status_data(*mbl);
  2515. // TODO: check if mstatus is dummy_status? Can never be nullptr [Lemongrass]
  2516. if (msd == nullptr || mstatus == nullptr)
  2517. break;
  2518. uint8 bionic_mastery = pc_checkskill(msd, BO_BIONICS_M);
  2519. // Custom formulas for bionic's.
  2520. // Its unknown how the summoner's stats affects the bionic's stats.
  2521. // I decided to do something similar to elementals for now until I know.
  2522. // Also added hit increase from Bionic-Mastery for balance reasons. [Rytech]
  2523. status->max_hp = (5000 + 40000 * bionic_mastery) * mstatus->vit / 100;
  2524. //status->max_sp = (50 + 20 * bionic_mastery) * mstatus->int_ / 100;// Wait what??? Bionic Mastery increases MaxSP? They have SP???
  2525. status->rhw.atk = (2 * mstatus->batk + 600 * bionic_mastery) * 70 / 100;
  2526. status->rhw.atk2 = 2 * mstatus->batk + 600 * bionic_mastery;
  2527. status->def = mstatus->def + 20 * bionic_mastery;
  2528. status->mdef = mstatus->mdef + 4 * bionic_mastery;
  2529. status->hit = mstatus->hit + 5 * bionic_mastery / 2;
  2530. status->flee = mstatus->flee + 10 * bionic_mastery;
  2531. status->speed = mstatus->speed;
  2532. // The Hell Tree bionic appears to have a much higher attack then other
  2533. // bionic's and im guessing has a much higher MaxHP due to it being a AP
  2534. // costing summon. [Rytech]
  2535. if (ud->skill_id == BO_HELLTREE) {
  2536. status->max_hp += 20000;
  2537. status->rhw.atk += 1400; // 70% of 2000
  2538. status->rhw.atk2 += 2000;
  2539. }
  2540. }
  2541. break;
  2542. }
  2543. status->hp = status->max_hp;
  2544. }
  2545. }
  2546. if (opt&SCO_FIRST) // Initial battle status
  2547. memcpy(&md->status, status, sizeof(struct status_data));
  2548. return 1;
  2549. }
  2550. /**
  2551. * Calculates the stats of the given pet
  2552. * @param pd: Pet object
  2553. * @param opt: Whether or not it is the first calculation
  2554. This will only be false when a pet levels up
  2555. * @return 1
  2556. * @author [Skotlex]
  2557. */
  2558. void status_calc_pet_(struct pet_data *pd, uint8 opt)
  2559. {
  2560. nullpo_retv(pd);
  2561. if (opt&SCO_FIRST) {
  2562. memcpy(&pd->status, &pd->db->status, sizeof(struct status_data));
  2563. pd->status.mode = MD_CANMOVE; // Pets discard all modes, except walking
  2564. pd->status.class_ = CLASS_NORMAL;
  2565. pd->status.speed = pd->get_pet_walk_speed();
  2566. if(battle_config.pet_attack_support || battle_config.pet_damage_support) {
  2567. // Attack support requires the pet to be able to attack
  2568. pd->status.mode = static_cast<e_mode>(pd->status.mode|MD_CANATTACK);
  2569. }
  2570. }
  2571. if (battle_config.pet_lv_rate && pd->master) {
  2572. map_session_data *sd = pd->master;
  2573. int lv;
  2574. lv =sd->status.base_level*battle_config.pet_lv_rate/100;
  2575. if (lv < 0)
  2576. lv = 1;
  2577. if (lv != pd->pet.level || opt&SCO_FIRST) {
  2578. struct status_data *bstat = &pd->db->status, *status = &pd->status;
  2579. pd->pet.level = lv;
  2580. if (!(opt&SCO_FIRST)) // Lv Up animation
  2581. clif_misceffect( pd->bl, NOTIFYEFFECT_BASE_LEVEL_UP );
  2582. status->rhw.atk = (bstat->rhw.atk*lv)/pd->db->lv;
  2583. status->rhw.atk2 = (bstat->rhw.atk2*lv)/pd->db->lv;
  2584. status->str = (bstat->str*lv)/pd->db->lv;
  2585. status->agi = (bstat->agi*lv)/pd->db->lv;
  2586. status->vit = (bstat->vit*lv)/pd->db->lv;
  2587. status->int_ = (bstat->int_*lv)/pd->db->lv;
  2588. status->dex = (bstat->dex*lv)/pd->db->lv;
  2589. status->luk = (bstat->luk*lv)/pd->db->lv;
  2590. status->rhw.atk = cap_value(status->rhw.atk, 1, battle_config.pet_max_atk1);
  2591. status->rhw.atk2 = cap_value(status->rhw.atk2, 2, battle_config.pet_max_atk2);
  2592. status->str = cap_value(status->str,1,battle_config.pet_max_stats);
  2593. status->agi = cap_value(status->agi,1,battle_config.pet_max_stats);
  2594. status->vit = cap_value(status->vit,1,battle_config.pet_max_stats);
  2595. status->int_= cap_value(status->int_,1,battle_config.pet_max_stats);
  2596. status->dex = cap_value(status->dex,1,battle_config.pet_max_stats);
  2597. status->luk = cap_value(status->luk,1,battle_config.pet_max_stats);
  2598. status_calc_misc(&pd->bl, &pd->status, lv);
  2599. if (!(opt&SCO_FIRST)) // Not done the first time because the pet is not visible yet
  2600. clif_send_petstatus(sd);
  2601. }
  2602. } else if (opt&SCO_FIRST) {
  2603. status_calc_misc(&pd->bl, &pd->status, pd->db->lv);
  2604. if (!battle_config.pet_lv_rate && pd->pet.level != pd->db->lv)
  2605. pd->pet.level = pd->db->lv;
  2606. }
  2607. // Support rate modifier (1000 = 100%)
  2608. pd->rate_fix = min(1000 * (pd->pet.intimate - battle_config.pet_support_min_friendly) / (1000 - battle_config.pet_support_min_friendly) + 500, USHRT_MAX);
  2609. pd->rate_fix = min(apply_rate(pd->rate_fix, battle_config.pet_support_rate), USHRT_MAX);
  2610. }
  2611. /**
  2612. * Get HP bonus modifiers
  2613. * @param bl: block_list that will be checked
  2614. * @param type: type of e_status_bonus (STATUS_BONUS_FIX or STATUS_BONUS_RATE)
  2615. * @return bonus: total bonus for HP
  2616. * @author [Cydh]
  2617. */
  2618. static int status_get_hpbonus(struct block_list *bl, enum e_status_bonus type) {
  2619. int bonus = 0;
  2620. if (type == STATUS_BONUS_FIX) {
  2621. status_change *sc = status_get_sc(bl);
  2622. //Only for BL_PC
  2623. if (bl->type == BL_PC) {
  2624. map_session_data *sd = map_id2sd(bl->id);
  2625. uint16 skill_lv;
  2626. bonus += sd->bonus.hp;
  2627. if ((skill_lv = pc_checkskill(sd,CR_TRUST)) > 0)
  2628. bonus += skill_lv * 200;
  2629. if (pc_checkskill(sd,SU_SPRITEMABLE) > 0)
  2630. bonus += 1000;
  2631. if (pc_checkskill(sd, SU_POWEROFSEA) > 0) {
  2632. bonus += 1000;
  2633. if (pc_checkskill_summoner(sd, SUMMONER_POWER_SEA) >= 20)
  2634. bonus += 3000;
  2635. }
  2636. if ((skill_lv = pc_checkskill(sd, NV_BREAKTHROUGH)) > 0)
  2637. bonus += 350 * skill_lv + (skill_lv > 4 ? 250 : 0);
  2638. if ((skill_lv = pc_checkskill(sd, NV_TRANSCENDENCE)) > 0)
  2639. bonus += 350 * skill_lv + (skill_lv > 4 ? 250 : 0);
  2640. #ifndef HP_SP_TABLES
  2641. if ((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.base_level >= 99)
  2642. bonus += 2000; // Supernovice lvl99 hp bonus.
  2643. if ((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.base_level >= 150)
  2644. bonus += 2000; // Supernovice lvl150 hp bonus.
  2645. #endif
  2646. }
  2647. //Bonus by SC
  2648. if (sc) {
  2649. if(sc->getSCE(SC_INCMHP))
  2650. bonus += sc->getSCE(SC_INCMHP)->val1;
  2651. if(sc->getSCE(SC_EARTH_INSIGNIA) && sc->getSCE(SC_EARTH_INSIGNIA)->val1 == 2)
  2652. bonus += 500;
  2653. if (sc->getSCE(SC_PROMOTE_HEALTH_RESERCH))
  2654. bonus += sc->getSCE(SC_PROMOTE_HEALTH_RESERCH)->val3;
  2655. if(sc->getSCE(SC_SOLID_SKIN_OPTION))
  2656. bonus += 2000;
  2657. if(sc->getSCE(SC_MARIONETTE))
  2658. bonus -= 1000;
  2659. if(sc->getSCE(SC_SWORDCLAN))
  2660. bonus += 30;
  2661. if(sc->getSCE(SC_ARCWANDCLAN))
  2662. bonus += 30;
  2663. if(sc->getSCE(SC_GOLDENMACECLAN))
  2664. bonus += 30;
  2665. if(sc->getSCE(SC_CROSSBOWCLAN))
  2666. bonus += 30;
  2667. if(sc->getSCE(SC_GLASTHEIM_HPSP))
  2668. bonus += sc->getSCE(SC_GLASTHEIM_HPSP)->val1;
  2669. #ifdef RENEWAL
  2670. if (sc->getSCE(SC_ANGELUS))
  2671. bonus += sc->getSCE(SC_ANGELUS)->val1 * 50;
  2672. #endif
  2673. }
  2674. } else if (type == STATUS_BONUS_RATE) {
  2675. status_change *sc = status_get_sc(bl);
  2676. //Bonus by SC
  2677. if (sc) {
  2678. //Increasing
  2679. if(sc->getSCE(SC_INCMHPRATE))
  2680. bonus += sc->getSCE(SC_INCMHPRATE)->val1;
  2681. if(sc->getSCE(SC_APPLEIDUN))
  2682. bonus += sc->getSCE(SC_APPLEIDUN)->val2;
  2683. if(sc->getSCE(SC_DELUGE))
  2684. bonus += sc->getSCE(SC_DELUGE)->val2;
  2685. if(sc->getSCE(SC_BERSERK))
  2686. bonus += 200; //+200%
  2687. if(sc->getSCE(SC_MERC_HPUP))
  2688. bonus += sc->getSCE(SC_MERC_HPUP)->val2;
  2689. if(sc->getSCE(SC_EPICLESIS))
  2690. bonus += sc->getSCE(SC_EPICLESIS)->val2;
  2691. if(sc->getSCE(SC_FRIGG_SONG))
  2692. bonus += sc->getSCE(SC_FRIGG_SONG)->val2;
  2693. if(sc->getSCE(SC_LERADSDEW))
  2694. bonus += sc->getSCE(SC_LERADSDEW)->val3;
  2695. if(sc->getSCE(SC_FORCEOFVANGUARD))
  2696. bonus += (3 * sc->getSCE(SC_FORCEOFVANGUARD)->val1);
  2697. if(sc->getSCE(SC_INSPIRATION))
  2698. bonus += (4 * sc->getSCE(SC_INSPIRATION)->val1);
  2699. if(sc->getSCE(SC_RAISINGDRAGON))
  2700. bonus += sc->getSCE(SC_RAISINGDRAGON)->val1;
  2701. if(sc->getSCE(SC_GT_REVITALIZE))
  2702. bonus += sc->getSCE(SC_GT_REVITALIZE)->val2;
  2703. if(sc->getSCE(SC_ANGRIFFS_MODUS))
  2704. bonus += (5 * sc->getSCE(SC_ANGRIFFS_MODUS)->val1);
  2705. if(sc->getSCE(SC_PETROLOGY_OPTION))
  2706. bonus += sc->getSCE(SC_PETROLOGY_OPTION)->val2;
  2707. if(sc->getSCE(SC_POWER_OF_GAIA))
  2708. bonus += sc->getSCE(SC_POWER_OF_GAIA)->val3;
  2709. if(sc->getSCE(SC_CURSED_SOIL_OPTION))
  2710. bonus += sc->getSCE(SC_CURSED_SOIL_OPTION)->val2;
  2711. if(sc->getSCE(SC_UPHEAVAL_OPTION))
  2712. bonus += sc->getSCE(SC_UPHEAVAL_OPTION)->val2;
  2713. if(sc->getSCE(SC_LAUDAAGNUS))
  2714. bonus += 2 + (sc->getSCE(SC_LAUDAAGNUS)->val1 * 2);
  2715. #ifdef RENEWAL
  2716. if (sc->getSCE(SC_NIBELUNGEN) && sc->getSCE(SC_NIBELUNGEN)->val2 == RINGNBL_HPRATE)
  2717. bonus += 30;
  2718. #endif
  2719. if(sc->getSCE(SC_LUNARSTANCE))
  2720. bonus += sc->getSCE(SC_LUNARSTANCE)->val2;
  2721. if (sc->getSCE(SC_LUXANIMA))
  2722. bonus += sc->getSCE(SC_LUXANIMA)->val3;
  2723. if (sc->getSCE(SC_MTF_MHP))
  2724. bonus += sc->getSCE(SC_MTF_MHP)->val1;
  2725. if (sc->getSCE(SC_FIRM_FAITH))
  2726. bonus += sc->getSCE(SC_FIRM_FAITH)->val2;
  2727. //Decreasing
  2728. if (sc->getSCE(SC_VENOMBLEED) && sc->getSCE(SC_VENOMBLEED)->val3 == 1)
  2729. bonus -= 15;
  2730. if(sc->getSCE(SC_BEYONDOFWARCRY))
  2731. bonus -= sc->getSCE(SC_BEYONDOFWARCRY)->val3;
  2732. if(sc->getSCE(SC__WEAKNESS))
  2733. bonus -= sc->getSCE(SC__WEAKNESS)->val2;
  2734. if(sc->getSCE(SC_EQC))
  2735. bonus -= sc->getSCE(SC_EQC)->val3;
  2736. if(sc->getSCE(SC_PACKING_ENVELOPE3))
  2737. bonus += sc->getSCE(SC_PACKING_ENVELOPE3)->val1;
  2738. if(sc->getSCE(SC_2011RWC_SCROLL))
  2739. bonus -= 10;
  2740. if(sc->getSCE(SC_INFINITY_DRINK))
  2741. bonus += 5;
  2742. if(sc->getSCE(SC_COMBAT_PILL))
  2743. bonus -= 3;
  2744. if(sc->getSCE(SC_COMBAT_PILL2))
  2745. bonus -= 5;
  2746. }
  2747. // Max rate reduce is -100%
  2748. bonus = cap_value(bonus,-100,INT_MAX);
  2749. }
  2750. return min(bonus,INT_MAX);
  2751. }
  2752. /**
  2753. * HP bonus rate from equipment
  2754. */
  2755. static int status_get_hpbonus_equip(TBL_PC *sd) {
  2756. int bonus = 0;
  2757. bonus += sd->hprate;
  2758. return bonus -= 100; //Default hprate is 100, so it should be add 0%
  2759. }
  2760. /**
  2761. * HP bonus rate from usable items
  2762. */
  2763. static int status_get_hpbonus_item(block_list *bl) {
  2764. int bonus = 0;
  2765. status_change *sc = status_get_sc(bl);
  2766. //Bonus by SC
  2767. if (sc) {
  2768. if (sc->getSCE(SC_INCREASE_MAXHP))
  2769. bonus += sc->getSCE(SC_INCREASE_MAXHP)->val1;
  2770. if (sc->getSCE(SC_MUSTLE_M))
  2771. bonus += sc->getSCE(SC_MUSTLE_M)->val1;
  2772. if (sc->getSCE(SC_MYSTERIOUS_POWDER))
  2773. bonus -= sc->getSCE(SC_MYSTERIOUS_POWDER)->val1;
  2774. }
  2775. // Max rate reduce is -100%
  2776. return cap_value(bonus, -100, INT_MAX);
  2777. }
  2778. /**
  2779. * Get SP bonus modifiers
  2780. * @param bl: block_list that will be checked
  2781. * @param type: type of e_status_bonus (STATUS_BONUS_FIX or STATUS_BONUS_RATE)
  2782. * @return bonus: total bonus for SP
  2783. * @author [Cydh]
  2784. */
  2785. static int status_get_spbonus(struct block_list *bl, enum e_status_bonus type) {
  2786. int bonus = 0;
  2787. if (type == STATUS_BONUS_FIX) {
  2788. status_change *sc = status_get_sc(bl);
  2789. //Only for BL_PC
  2790. if (bl->type == BL_PC) {
  2791. map_session_data *sd = map_id2sd(bl->id);
  2792. uint16 skill_lv;
  2793. bonus += sd->bonus.sp;
  2794. if ((skill_lv = pc_checkskill(sd,SL_KAINA)) > 0)
  2795. bonus += 30 * skill_lv;
  2796. if ((skill_lv = pc_checkskill(sd,RA_RESEARCHTRAP)) > 0)
  2797. bonus += 200 + 20 * skill_lv;
  2798. if ((skill_lv = pc_checkskill(sd,WM_LESSON)) > 0)
  2799. bonus += 30 * skill_lv;
  2800. if (pc_checkskill(sd,SU_SPRITEMABLE) > 0)
  2801. bonus += 100;
  2802. if (pc_checkskill(sd, SU_POWEROFSEA) > 0) {
  2803. bonus += 100;
  2804. if (pc_checkskill_summoner(sd, SUMMONER_POWER_SEA) >= 20)
  2805. bonus += 300;
  2806. }
  2807. if ((skill_lv = pc_checkskill(sd, NV_BREAKTHROUGH)) > 0)
  2808. bonus += 30 * skill_lv + (skill_lv > 4 ? 50 : 0);
  2809. if ((skill_lv = pc_checkskill(sd, NV_TRANSCENDENCE)) > 0)
  2810. bonus += 30 * skill_lv + (skill_lv > 4 ? 50 : 0);
  2811. }
  2812. //Bonus by SC
  2813. if (sc) {
  2814. if(sc->getSCE(SC_INCMSP))
  2815. bonus += sc->getSCE(SC_INCMSP)->val1;
  2816. if(sc->getSCE(SC_EARTH_INSIGNIA) && sc->getSCE(SC_EARTH_INSIGNIA)->val1 == 3)
  2817. bonus += 50;
  2818. if(sc->getSCE(SC_SWORDCLAN))
  2819. bonus += 10;
  2820. if(sc->getSCE(SC_ARCWANDCLAN))
  2821. bonus += 10;
  2822. if(sc->getSCE(SC_GOLDENMACECLAN))
  2823. bonus += 10;
  2824. if(sc->getSCE(SC_CROSSBOWCLAN))
  2825. bonus += 10;
  2826. if(sc->getSCE(SC_GLASTHEIM_HPSP))
  2827. bonus += sc->getSCE(SC_GLASTHEIM_HPSP)->val2;
  2828. }
  2829. } else if (type == STATUS_BONUS_RATE) {
  2830. status_change *sc = status_get_sc(bl);
  2831. //Only for BL_PC
  2832. if (bl->type == BL_PC) {
  2833. map_session_data *sd = map_id2sd(bl->id);
  2834. uint8 i;
  2835. if((i = pc_checkskill(sd,HP_MEDITATIO)) > 0)
  2836. bonus += i;
  2837. if((i = pc_checkskill(sd,HW_SOULDRAIN)) > 0)
  2838. bonus += 2 * i;
  2839. #ifdef RENEWAL
  2840. if ((i = pc_checkskill(sd, (sd->status.sex ? BA_MUSICALLESSON : DC_DANCINGLESSON))) > 0)
  2841. bonus += i;
  2842. if (sc->getSCE(SC_NIBELUNGEN) && sc->getSCE(SC_NIBELUNGEN)->val2 == RINGNBL_SPRATE)
  2843. bonus += 30;
  2844. #endif
  2845. }
  2846. //Bonus by SC
  2847. if (sc) {
  2848. //Increasing
  2849. if(sc->getSCE(SC_INCMSPRATE))
  2850. bonus += sc->getSCE(SC_INCMSPRATE)->val1;
  2851. if(sc->getSCE(SC_RAISINGDRAGON))
  2852. bonus += sc->getSCE(SC_RAISINGDRAGON)->val1;
  2853. if(sc->getSCE(SC_SERVICE4U))
  2854. bonus += sc->getSCE(SC_SERVICE4U)->val2;
  2855. if(sc->getSCE(SC_MERC_SPUP))
  2856. bonus += sc->getSCE(SC_MERC_SPUP)->val2;
  2857. if (sc->getSCE(SC_LUXANIMA))
  2858. bonus += sc->getSCE(SC_LUXANIMA)->val3;
  2859. if (sc->getSCE(SC_MTF_MSP))
  2860. bonus += sc->getSCE(SC_MTF_MSP)->val1;
  2861. if(sc->getSCE(SC_PACKING_ENVELOPE4))
  2862. bonus += sc->getSCE(SC_PACKING_ENVELOPE4)->val1;
  2863. //Decreasing
  2864. if (sc->getSCE(SC_MELODYOFSINK))
  2865. bonus -= sc->getSCE(SC_MELODYOFSINK)->val3;
  2866. if (sc->getSCE(SC_2011RWC_SCROLL))
  2867. bonus -= 10;
  2868. if (sc->getSCE(SC_INFINITY_DRINK))
  2869. bonus += 5;
  2870. if (sc->getSCE(SC_MENTAL_POTION))
  2871. bonus += sc->getSCE(SC_MENTAL_POTION)->val1;
  2872. if(sc->getSCE(SC_COMBAT_PILL))
  2873. bonus -= 3;
  2874. if(sc->getSCE(SC_COMBAT_PILL2))
  2875. bonus -= 5;
  2876. }
  2877. // Max rate reduce is -100%
  2878. bonus = cap_value(bonus,-100,INT_MAX);
  2879. }
  2880. return min(bonus,INT_MAX);
  2881. }
  2882. /**
  2883. * SP bonus rate from equipment
  2884. */
  2885. static int status_get_spbonus_equip(TBL_PC *sd) {
  2886. int bonus = 0;
  2887. bonus += sd->sprate;
  2888. return bonus -= 100; //Default sprate is 100, so it should be add 0%
  2889. }
  2890. /**
  2891. * SP bonus rate from usable items
  2892. */
  2893. static int status_get_spbonus_item(block_list *bl) {
  2894. int bonus = 0;
  2895. status_change *sc = status_get_sc(bl);
  2896. //Bonus by SC
  2897. if (sc) {
  2898. if (sc->getSCE(SC_INCREASE_MAXSP))
  2899. bonus += sc->getSCE(SC_INCREASE_MAXSP)->val1;
  2900. if (sc->getSCE(SC_LIFE_FORCE_F))
  2901. bonus += sc->getSCE(SC_LIFE_FORCE_F)->val1;
  2902. if (sc->getSCE(SC_VITATA_500))
  2903. bonus += sc->getSCE(SC_VITATA_500)->val2;
  2904. if (sc->getSCE(SC_ENERGY_DRINK_RESERCH))
  2905. bonus += sc->getSCE(SC_ENERGY_DRINK_RESERCH)->val3;
  2906. }
  2907. // Max rate reduce is -100%
  2908. return cap_value(bonus, -100, INT_MAX);
  2909. }
  2910. /**
  2911. * Get AP bonus modifiers
  2912. * @param bl: block_list that will be checked
  2913. * @param type: type of e_status_bonus (STATUS_BONUS_FIX or STATUS_BONUS_RATE)
  2914. * @return bonus: total bonus for AP
  2915. */
  2916. static int status_get_apbonus(struct block_list *bl, enum e_status_bonus type) {
  2917. int bonus = 0;
  2918. if (type == STATUS_BONUS_FIX) {
  2919. status_change *sc = status_get_sc(bl);
  2920. //Only for BL_PC
  2921. if (bl->type == BL_PC) {
  2922. map_session_data *sd = map_id2sd(bl->id);
  2923. //uint16 skill_lv;
  2924. bonus += sd->bonus.ap;
  2925. //if ((skill_lv = pc_checkskill(sd, NV_BASIC)) > 0)
  2926. // bonus += 100 * skill_lv;
  2927. }
  2928. //Bonus by SC
  2929. if (sc) {
  2930. //if (sc->getSCE(SC_NONE))
  2931. // bonus += sc->getSCE(SC_NONE)->val1;
  2932. }
  2933. } else if (type == STATUS_BONUS_RATE) {
  2934. status_change *sc = status_get_sc(bl);
  2935. //Only for BL_PC
  2936. if (bl->type == BL_PC) {
  2937. map_session_data *sd = map_id2sd(bl->id);
  2938. //uint8 i;
  2939. //if ((i = pc_checkskill(sd, NV_BASIC)) > 0)
  2940. // bonus += 100 * i;
  2941. }
  2942. //Bonus by SC
  2943. if (sc) {
  2944. //if (sc->getSCE(SC_NONE))
  2945. // bonus += sc->getSCE(SC_NONE)->val1;
  2946. }
  2947. // Max rate reduce is -100%
  2948. bonus = cap_value(bonus, -100, INT_MAX);
  2949. }
  2950. return min(bonus, INT_MAX);
  2951. }
  2952. /**
  2953. * AP bonus rate from equipment
  2954. * @param sd: Player data
  2955. * @return AP rate
  2956. */
  2957. static int status_get_apbonus_equip(TBL_PC *sd) {
  2958. int bonus = 0;
  2959. bonus += sd->aprate;
  2960. return bonus -= 100; //Default aprate is 100, so it should be add 0%
  2961. }
  2962. /**
  2963. * AP bonus rate from usable items
  2964. * @param bl: Object to check against
  2965. * @return AP bonus
  2966. */
  2967. static int status_get_apbonus_item(block_list *bl) {
  2968. int bonus = 0;
  2969. status_change *sc = status_get_sc(bl);
  2970. //Bonus by SC
  2971. if (sc) {
  2972. //if (sc->getSCE(SC_NONE))
  2973. // bonus += sc->getSCE(SC_NONE)->val1;
  2974. }
  2975. // Max rate reduce is -100%
  2976. return cap_value(bonus, -100, INT_MAX);
  2977. }
  2978. /**
  2979. * Get final MaxHP or MaxSP for player. References: http://irowiki.org/wiki/Max_HP and http://irowiki.org/wiki/Max_SP
  2980. * The calculation needs base_level, base_status/battle_status (vit or int), additive modifier, and multiplicative modifier
  2981. * @param sd Player
  2982. * @param stat Vit/Int of player as param modifier
  2983. * @param isHP true - calculates Max HP, false - calculated Max SP
  2984. * @return max The max value of HP or SP
  2985. */
  2986. static unsigned int status_calc_maxhpsp_pc(map_session_data* sd, unsigned int stat, bool isHP) {
  2987. nullpo_ret(sd);
  2988. double dmax = 0;
  2989. uint32 level = umax(sd->status.base_level,1);
  2990. std::shared_ptr<s_job_info> job = job_db.find(pc_mapid2jobid(sd->class_, sd->status.sex));
  2991. if (job == nullptr)
  2992. return 1;
  2993. if (isHP) { //Calculates MaxHP
  2994. double equip_bonus = 0, item_bonus = 0;
  2995. 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);
  2996. dmax += sd->indexed_bonus.param_equip[PARAM_VIT]; //Vit from equip gives +1 additional HP
  2997. dmax += status_get_hpbonus(&sd->bl,STATUS_BONUS_FIX);
  2998. equip_bonus = (dmax * status_get_hpbonus_equip(sd) / 100);
  2999. item_bonus = (dmax * status_get_hpbonus_item(&sd->bl) / 100);
  3000. dmax += equip_bonus + item_bonus;
  3001. dmax += (int64)(dmax * status_get_hpbonus(&sd->bl,STATUS_BONUS_RATE) / 100); //Aegis accuracy
  3002. }
  3003. else { //Calculates MaxSP
  3004. double equip_bonus = 0, item_bonus = 0;
  3005. 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);
  3006. dmax += sd->indexed_bonus.param_equip[PARAM_INT]; //Int from equip gives +1 additional SP
  3007. dmax += status_get_spbonus(&sd->bl,STATUS_BONUS_FIX);
  3008. equip_bonus = (dmax * status_get_spbonus_equip(sd) / 100);
  3009. item_bonus = (dmax * status_get_spbonus_item(&sd->bl) / 100);
  3010. dmax += equip_bonus + item_bonus;
  3011. dmax += (int64)(dmax * status_get_spbonus(&sd->bl,STATUS_BONUS_RATE) / 100); //Aegis accuracy
  3012. }
  3013. //Make sure it's not negative before casting to unsigned int
  3014. if(dmax < 1) dmax = 1;
  3015. return cap_value((unsigned int)dmax,1,UINT_MAX);
  3016. }
  3017. /**
  3018. * Get final MaxAP for player.
  3019. * @param sd: Player data
  3020. * @return AP amount
  3021. */
  3022. static unsigned int status_calc_maxap_pc(map_session_data* sd) {
  3023. double dmax = 0, equip_bonus = 0, item_bonus = 0;
  3024. nullpo_ret(sd);
  3025. dmax = (sd->class_&JOBL_FOURTH) ? 200 : 0;
  3026. dmax += status_get_apbonus(&sd->bl, STATUS_BONUS_FIX);
  3027. equip_bonus = (dmax * status_get_apbonus_equip(sd) / 100);
  3028. item_bonus = (dmax * status_get_apbonus_item(&sd->bl) / 100);
  3029. dmax += equip_bonus + item_bonus;
  3030. dmax += (int64)(dmax * status_get_apbonus(&sd->bl, STATUS_BONUS_RATE) / 100);// Aegis accuracy
  3031. //Make sure it's not negative before casting to unsigned int
  3032. if (dmax < 0) dmax = 0;
  3033. return cap_value((unsigned int)dmax, 0, UINT_MAX);
  3034. }
  3035. /**
  3036. * Calculates player's weight
  3037. * @param sd: Player object
  3038. * @param flag: Calculation type
  3039. * CALCWT_ITEM - Item weight
  3040. * CALCWT_MAXBONUS - Skill/Status/Configuration max weight bonus
  3041. * @return false - failed, true - success
  3042. */
  3043. bool status_calc_weight(map_session_data *sd, enum e_status_calc_weight_opt flag)
  3044. {
  3045. int b_weight, b_max_weight, skill, i;
  3046. status_change *sc;
  3047. nullpo_retr(false, sd);
  3048. sc = &sd->sc;
  3049. b_max_weight = sd->max_weight; // Store max weight for later comparison
  3050. b_weight = sd->weight; // Store current weight for later comparison
  3051. sd->max_weight = job_db.get_maxWeight(pc_mapid2jobid(sd->class_, sd->status.sex)) + sd->status.str * 300; // Recalculate max weight
  3052. if (flag&CALCWT_ITEM) {
  3053. sd->weight = 0; // Reset current weight
  3054. for(i = 0; i < MAX_INVENTORY; i++) {
  3055. if (!sd->inventory.u.items_inventory[i].nameid || sd->inventory_data[i] == nullptr)
  3056. continue;
  3057. sd->weight += sd->inventory_data[i]->weight * sd->inventory.u.items_inventory[i].amount;
  3058. }
  3059. }
  3060. if (flag&CALCWT_MAXBONUS) {
  3061. // Skill/Status bonus weight increases
  3062. sd->max_weight += sd->add_max_weight; // From bAddMaxWeight
  3063. if ((skill = pc_checkskill(sd, MC_INCCARRY)) > 0)
  3064. sd->max_weight += 2000 * skill;
  3065. if (pc_isriding(sd) && pc_checkskill(sd, KN_RIDING) > 0)
  3066. sd->max_weight += 10000;
  3067. else if (pc_isridingdragon(sd))
  3068. sd->max_weight += 5000 + 2000 * pc_checkskill(sd, RK_DRAGONTRAINING);
  3069. if (sc->getSCE(SC_KNOWLEDGE))
  3070. sd->max_weight += sd->max_weight * sc->getSCE(SC_KNOWLEDGE)->val1 / 10;
  3071. if ((skill = pc_checkskill(sd, ALL_INCCARRY)) > 0)
  3072. sd->max_weight += 2000 * skill;
  3073. if (pc_ismadogear(sd))
  3074. sd->max_weight += 15000;
  3075. }
  3076. // Update the client if the new weight calculations don't match
  3077. if (b_weight != sd->weight)
  3078. clif_updatestatus(*sd, SP_WEIGHT);
  3079. if (b_max_weight != sd->max_weight) {
  3080. clif_updatestatus(*sd, SP_MAXWEIGHT);
  3081. pc_updateweightstatus(sd);
  3082. }
  3083. return true;
  3084. }
  3085. /**
  3086. * Calculates player's cart weight
  3087. * @param sd: Player object
  3088. * @param flag: Calculation type
  3089. * CALCWT_ITEM - Cart item weight
  3090. * CALCWT_MAXBONUS - Skill/Status/Configuration max weight bonus
  3091. * CALCWT_CARTSTATE - Whether to check for cart state
  3092. * @return false - failed, true - success
  3093. */
  3094. bool status_calc_cart_weight(map_session_data *sd, enum e_status_calc_weight_opt flag)
  3095. {
  3096. int b_cart_weight_max, i;
  3097. nullpo_retr(false, sd);
  3098. if (!pc_iscarton(sd) && !(flag&CALCWT_CARTSTATE))
  3099. return false;
  3100. b_cart_weight_max = sd->cart_weight_max; // Store cart max weight for later comparison
  3101. sd->cart_weight_max = battle_config.max_cart_weight; // Recalculate max weight
  3102. if (flag&CALCWT_ITEM) {
  3103. sd->cart_weight = 0; // Reset current cart weight
  3104. sd->cart_num = 0; // Reset current cart item count
  3105. for(i = 0; i < MAX_CART; i++) {
  3106. if (!sd->cart.u.items_cart[i].nameid)
  3107. continue;
  3108. sd->cart_weight += itemdb_weight(sd->cart.u.items_cart[i].nameid) * sd->cart.u.items_cart[i].amount; // Recalculate current cart weight
  3109. sd->cart_num++; // Recalculate current cart item count
  3110. }
  3111. }
  3112. // Skill bonus max weight increases
  3113. if (flag&CALCWT_MAXBONUS)
  3114. sd->cart_weight_max += (pc_checkskill(sd, GN_REMODELING_CART) * 5000);
  3115. // Update the client if the new weight calculations don't match
  3116. if (b_cart_weight_max != sd->cart_weight_max)
  3117. clif_updatestatus(*sd, SP_CARTINFO);
  3118. return true;
  3119. }
  3120. /**
  3121. * Calculates player data from scratch without counting SC adjustments
  3122. * Should be invoked whenever players raise stats, learn passive skills or change equipment
  3123. * @param sd: Player object
  3124. * @param opt: Whether it is first calc (login) or not
  3125. * @return (-1) for too many recursive calls, (1) recursive call, (0) success
  3126. */
  3127. int status_calc_pc_sub(map_session_data* sd, uint8 opt)
  3128. {
  3129. static int calculating = 0; ///< Check for recursive call preemption. [Skotlex]
  3130. struct status_data *base_status; ///< Pointer to the player's base status
  3131. status_change *sc = &sd->sc;
  3132. struct s_skill b_skill[MAX_SKILL]; ///< Previous skill tree
  3133. int i, skill, refinedef = 0;
  3134. short index = -1;
  3135. if (++calculating > 10) // Too many recursive calls!
  3136. return -1;
  3137. // Remember player-specific values that are currently being shown to the client (for refresh purposes)
  3138. memcpy(b_skill, &sd->status.skill, sizeof(b_skill));
  3139. pc_calc_skilltree(sd); // SkillTree calculation
  3140. if (opt&SCO_FIRST) {
  3141. // Load Hp/SP from char-received data.
  3142. sd->battle_status.hp = sd->status.hp;
  3143. sd->battle_status.sp = sd->status.sp;
  3144. if (battle_config.keep_ap_on_logout == 1)
  3145. sd->battle_status.ap = sd->status.ap;
  3146. sd->regen.sregen = &sd->sregen;
  3147. sd->regen.ssregen = &sd->ssregen;
  3148. }
  3149. base_status = &sd->base_status;
  3150. // These are not zeroed. [zzo]
  3151. sd->hprate = 100;
  3152. sd->sprate = 100;
  3153. sd->aprate = 100;
  3154. sd->castrate = 100;
  3155. sd->dsprate = 100;
  3156. sd->hprecov_rate = 100;
  3157. sd->sprecov_rate = 100;
  3158. sd->matk_rate = 100;
  3159. sd->critical_rate = sd->hit_rate = sd->flee_rate = sd->flee2_rate = 100;
  3160. sd->def_rate = sd->def2_rate = sd->mdef_rate = sd->mdef2_rate = 100;
  3161. sd->patk_rate = sd->smatk_rate = 100;
  3162. sd->res_rate = sd->mres_rate = 100;
  3163. sd->hplus_rate = sd->crate_rate = 100;
  3164. sd->regen.state.block = 0;
  3165. sd->add_max_weight = 0;
  3166. sd->indexed_bonus = {};
  3167. memset (&sd->right_weapon.overrefine, 0, sizeof(sd->right_weapon) - sizeof(sd->right_weapon.atkmods));
  3168. memset (&sd->left_weapon.overrefine, 0, sizeof(sd->left_weapon) - sizeof(sd->left_weapon.atkmods));
  3169. if (sd->special_state.intravision)
  3170. clif_status_load(&sd->bl, EFST_CLAIRVOYANCE, 0);
  3171. if (sd->special_state.no_walk_delay)
  3172. clif_status_load(&sd->bl, EFST_ENDURE, 0);
  3173. memset(&sd->special_state,0,sizeof(sd->special_state));
  3174. if (pc_isvip(sd)) // Magic Stone requirement avoidance for VIP.
  3175. sd->special_state.no_gemstone = battle_config.vip_gemstone;
  3176. if (!sd->state.permanent_speed) {
  3177. memset(&base_status->max_hp, 0, sizeof(struct status_data)-(sizeof(base_status->hp)+sizeof(base_status->sp)+sizeof(base_status->ap)));
  3178. base_status->speed = DEFAULT_WALK_SPEED;
  3179. } else {
  3180. int pSpeed = base_status->speed;
  3181. memset(&base_status->max_hp, 0, sizeof(struct status_data)-(sizeof(base_status->hp)+sizeof(base_status->sp)+sizeof(base_status->ap)));
  3182. base_status->speed = pSpeed;
  3183. }
  3184. // !FIXME: Most of these stuff should be calculated once, but how do I fix the memset above to do that? [Skotlex]
  3185. // Give them all modes except these (useful for clones)
  3186. 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));
  3187. base_status->size = (sd->class_&JOBL_BABY) ? SZ_SMALL : (((sd->class_&MAPID_BASEMASK) == MAPID_SUMMONER) ? battle_config.summoner_size : SZ_MEDIUM);
  3188. if (battle_config.character_size && pc_isriding(sd)) { // [Lupus]
  3189. if (sd->class_&JOBL_BABY) {
  3190. if (battle_config.character_size&SZ_BIG)
  3191. base_status->size++;
  3192. } else
  3193. if(battle_config.character_size&SZ_MEDIUM)
  3194. base_status->size++;
  3195. }
  3196. base_status->aspd_rate = 1000;
  3197. base_status->ele_lv = 1;
  3198. base_status->race = ((sd->class_&MAPID_BASEMASK) == MAPID_SUMMONER) ? battle_config.summoner_race : RC_PLAYER_HUMAN;
  3199. base_status->class_ = CLASS_NORMAL;
  3200. sd->autospell.clear();
  3201. sd->autospell2.clear();
  3202. sd->autospell3.clear();
  3203. sd->addeff.clear();
  3204. sd->addeff_atked.clear();
  3205. sd->addeff_onskill.clear();
  3206. sd->skillatk.clear();
  3207. sd->skillusesprate.clear();
  3208. sd->skillusesp.clear();
  3209. sd->skillheal.clear();
  3210. sd->skillheal2.clear();
  3211. sd->skillblown.clear();
  3212. sd->skillcastrate.clear();
  3213. sd->skillfixcastrate.clear();
  3214. sd->subskill.clear();
  3215. sd->skillcooldown.clear();
  3216. sd->skillfixcast.clear();
  3217. sd->skillvarcast.clear();
  3218. sd->add_def.clear();
  3219. sd->add_mdef.clear();
  3220. sd->add_mdmg.clear();
  3221. sd->reseff.clear();
  3222. sd->itemgrouphealrate.clear();
  3223. sd->add_drop.clear();
  3224. sd->itemhealrate.clear();
  3225. sd->subele2.clear();
  3226. sd->subrace3.clear();
  3227. sd->skilldelay.clear();
  3228. sd->sp_vanish.clear();
  3229. sd->hp_vanish.clear();
  3230. sd->itemsphealrate.clear();
  3231. sd->itemgroupsphealrate.clear();
  3232. // Zero up structures...
  3233. memset(&sd->hp_loss, 0, sizeof(sd->hp_loss)
  3234. + sizeof(sd->sp_loss)
  3235. + sizeof(sd->hp_regen)
  3236. + sizeof(sd->sp_regen)
  3237. + sizeof(sd->percent_hp_regen)
  3238. + sizeof(sd->percent_sp_regen)
  3239. + sizeof(sd->def_set_race)
  3240. + sizeof(sd->mdef_set_race)
  3241. + sizeof(sd->norecover_state_race)
  3242. + sizeof(sd->hp_vanish_race)
  3243. + sizeof(sd->sp_vanish_race)
  3244. );
  3245. memset(&sd->bonus, 0, sizeof(sd->bonus));
  3246. // Autobonus
  3247. pc_delautobonus(*sd, sd->autobonus, true);
  3248. pc_delautobonus(*sd, sd->autobonus2, true);
  3249. pc_delautobonus(*sd, sd->autobonus3, true);
  3250. if (sd->pd != nullptr) {
  3251. pet_delautobonus(*sd, sd->pd->autobonus, true);
  3252. pet_delautobonus(*sd, sd->pd->autobonus2, true);
  3253. pet_delautobonus(*sd, sd->pd->autobonus3, true);
  3254. }
  3255. // Parse equipment
  3256. for (i = 0; i < EQI_MAX; i++) {
  3257. current_equip_item_index = index = sd->equip_index[i]; // We pass INDEX to current_equip_item_index - for EQUIP_SCRIPT (new cards solution) [Lupus]
  3258. current_equip_combo_pos = 0;
  3259. if (index < 0)
  3260. continue;
  3261. if (i == EQI_AMMO)
  3262. continue;
  3263. if (pc_is_same_equip_index((enum equip_index)i, sd->equip_index, index))
  3264. continue;
  3265. if (!sd->inventory_data[index])
  3266. continue;
  3267. base_status->def += sd->inventory_data[index]->def;
  3268. // Items may be equipped, their effects however are nullified.
  3269. if (opt&SCO_FIRST && sd->inventory_data[index]->equip_script && (pc_has_permission(sd,PC_PERM_USE_ALL_EQUIPMENT)
  3270. || !itemdb_isNoEquip(sd->inventory_data[index],sd->bl.m))) { // Execute equip-script on login
  3271. run_script(sd->inventory_data[index]->equip_script,0,sd->bl.id,0);
  3272. if (!calculating)
  3273. return 1;
  3274. }
  3275. // Sanitize the refine level in case someone decreased the value inbetween
  3276. if (sd->inventory.u.items_inventory[index].refine > MAX_REFINE)
  3277. sd->inventory.u.items_inventory[index].refine = MAX_REFINE;
  3278. std::shared_ptr<s_refine_level_info> info = refine_db.findCurrentLevelInfo( *sd->inventory_data[index], sd->inventory.u.items_inventory[index] );
  3279. #ifdef RENEWAL
  3280. std::shared_ptr<s_enchantgradelevel> enchantgrade_info = nullptr;
  3281. if( sd->inventory.u.items_inventory[index].enchantgrade > 0 ){
  3282. enchantgrade_info = enchantgrade_db.findCurrentLevelInfo( *sd->inventory_data[index], sd->inventory.u.items_inventory[index] );
  3283. }
  3284. #endif
  3285. if (sd->inventory_data[index]->type == IT_WEAPON) {
  3286. int wlv = sd->inventory_data[index]->weapon_level;
  3287. struct weapon_data *wd;
  3288. struct weapon_atk *wa;
  3289. if(wlv >= MAX_WEAPON_LEVEL)
  3290. wlv = MAX_WEAPON_LEVEL;
  3291. if(i == EQI_HAND_L && sd->inventory.u.items_inventory[index].equip == EQP_HAND_L) {
  3292. wd = &sd->left_weapon; // Left-hand weapon
  3293. wa = &base_status->lhw;
  3294. } else {
  3295. wd = &sd->right_weapon;
  3296. wa = &base_status->rhw;
  3297. }
  3298. wa->atk += sd->inventory_data[index]->atk;
  3299. if( info != nullptr ){
  3300. wa->atk2 += info->bonus / 100;
  3301. #ifdef RENEWAL
  3302. if( enchantgrade_info != nullptr ){
  3303. wa->atk2 += ( ( ( info->bonus / 100 ) * enchantgrade_info->bonus ) / 100 );
  3304. }
  3305. if( wlv == 5 ){
  3306. base_status->patk += sd->inventory.u.items_inventory[index].refine * 2;
  3307. base_status->smatk += sd->inventory.u.items_inventory[index].refine * 2;
  3308. }
  3309. #endif
  3310. }
  3311. #ifdef RENEWAL
  3312. if (sd->bonus.weapon_atk_rate)
  3313. wa->atk += wa->atk * sd->bonus.weapon_atk_rate / 100;
  3314. wa->matk += sd->inventory_data[index]->matk;
  3315. wa->wlv = wlv;
  3316. // Renewal magic attack refine bonus
  3317. if( info != nullptr && sd->weapontype1 != W_BOW ){
  3318. wa->matk += info->bonus / 100;
  3319. if( enchantgrade_info != nullptr ){
  3320. wa->matk += ( ( ( info->bonus / 100 ) * enchantgrade_info->bonus ) / 100 );
  3321. }
  3322. }
  3323. #endif
  3324. // Overrefine bonus.
  3325. if( info != nullptr ){
  3326. wd->overrefine = info->randombonus_max / 100;
  3327. }
  3328. wa->range += sd->inventory_data[index]->range;
  3329. if(sd->inventory_data[index]->script && (pc_has_permission(sd,PC_PERM_USE_ALL_EQUIPMENT) || !itemdb_isNoEquip(sd->inventory_data[index],sd->bl.m))) {
  3330. if (wd == &sd->left_weapon) {
  3331. sd->state.lr_flag = 1;
  3332. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  3333. sd->state.lr_flag = 0;
  3334. } else
  3335. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  3336. if (!calculating) // Abort, run_script retriggered this. [Skotlex]
  3337. return 1;
  3338. }
  3339. #ifdef RENEWAL
  3340. if (sd->bonus.weapon_matk_rate)
  3341. wa->matk += wa->matk * sd->bonus.weapon_matk_rate / 100;
  3342. #endif
  3343. if(sd->inventory.u.items_inventory[index].card[0] == CARD0_FORGE) { // Forged weapon
  3344. wd->star += (sd->inventory.u.items_inventory[index].card[1]>>8);
  3345. if(wd->star >= 15) wd->star = 40; // 3 Star Crumbs now give +40 dmg
  3346. if(pc_famerank(MakeDWord(sd->inventory.u.items_inventory[index].card[2],sd->inventory.u.items_inventory[index].card[3]) ,MAPID_BLACKSMITH))
  3347. wd->star += 10;
  3348. if (!wa->ele) // Do not overwrite element from previous bonuses.
  3349. wa->ele = (sd->inventory.u.items_inventory[index].card[1]&0x0f);
  3350. }
  3351. } else if(sd->inventory_data[index]->type == IT_ARMOR) {
  3352. if( info != nullptr ){
  3353. refinedef += info->bonus;
  3354. #ifdef RENEWAL
  3355. if( sd->inventory_data[index]->armor_level == 2 ){
  3356. base_status->res += sd->inventory.u.items_inventory[index].refine * 2;
  3357. base_status->mres += sd->inventory.u.items_inventory[index].refine * 2;
  3358. }
  3359. #endif
  3360. }
  3361. if(sd->inventory_data[index]->script && (pc_has_permission(sd,PC_PERM_USE_ALL_EQUIPMENT) || !itemdb_isNoEquip(sd->inventory_data[index],sd->bl.m))) {
  3362. if( i == EQI_HAND_L ) // Shield
  3363. sd->state.lr_flag = 3;
  3364. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  3365. if( i == EQI_HAND_L ) // Shield
  3366. sd->state.lr_flag = 0;
  3367. if (!calculating) // Abort, run_script retriggered this. [Skotlex]
  3368. return 1;
  3369. }
  3370. } else if( sd->inventory_data[index]->type == IT_SHADOWGEAR ) { // Shadow System
  3371. if (sd->inventory_data[index]->script && (pc_has_permission(sd,PC_PERM_USE_ALL_EQUIPMENT) || !itemdb_isNoEquip(sd->inventory_data[index],sd->bl.m))) {
  3372. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  3373. if( !calculating )
  3374. return 1;
  3375. }
  3376. }
  3377. }
  3378. if(sd->equip_index[EQI_AMMO] >= 0) {
  3379. index = sd->equip_index[EQI_AMMO];
  3380. if(sd->inventory_data[index]) { // Arrows
  3381. sd->bonus.arrow_atk += sd->inventory_data[index]->atk;
  3382. sd->state.lr_flag = 2;
  3383. if( !itemdb_group.item_exists(IG_THROWABLE, sd->inventory_data[index]->nameid) ) // Don't run scripts on throwable items
  3384. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  3385. sd->state.lr_flag = 0;
  3386. if (!calculating) // Abort, run_script retriggered status_calc_pc. [Skotlex]
  3387. return 1;
  3388. }
  3389. }
  3390. // Process and check item combos
  3391. if (!sd->combos.empty()) {
  3392. for (const auto &combo : sd->combos) {
  3393. std::shared_ptr<s_item_combo> item_combo;
  3394. current_equip_item_index = -1;
  3395. current_equip_combo_pos = combo->pos;
  3396. if (combo->bonus == nullptr || !(item_combo = itemdb_combo.find(combo->id)))
  3397. continue;
  3398. bool no_run = false;
  3399. size_t j = 0;
  3400. // Check combo items
  3401. while (j < item_combo->nameid.size()) {
  3402. std::shared_ptr<item_data> id = item_db.find(item_combo->nameid[j]);
  3403. // Don't run the script if at least one of combo's pair has restriction
  3404. if (id && !pc_has_permission(sd, PC_PERM_USE_ALL_EQUIPMENT) && itemdb_isNoEquip(id.get(), sd->bl.m)) {
  3405. no_run = true;
  3406. break;
  3407. }
  3408. j++;
  3409. }
  3410. if (no_run)
  3411. continue;
  3412. run_script(combo->bonus, 0, sd->bl.id, 0);
  3413. if (!calculating) // Abort, run_script retriggered this
  3414. return 1;
  3415. }
  3416. }
  3417. // Store equipment script bonuses
  3418. memcpy(sd->indexed_bonus.param_equip,sd->indexed_bonus.param_bonus,sizeof(sd->indexed_bonus.param_equip));
  3419. memset(sd->indexed_bonus.param_bonus, 0, sizeof(sd->indexed_bonus.param_bonus));
  3420. base_status->def += (refinedef+50)/100;
  3421. // Parse Cards
  3422. for (i = 0; i < EQI_MAX; i++) {
  3423. current_equip_item_index = index = sd->equip_index[i]; // We pass INDEX to current_equip_item_index - for EQUIP_SCRIPT (new cards solution) [Lupus]
  3424. current_equip_combo_pos = 0;
  3425. if (index < 0)
  3426. continue;
  3427. if (i == EQI_AMMO)
  3428. continue;
  3429. if (pc_is_same_equip_index((enum equip_index)i, sd->equip_index, index))
  3430. continue;
  3431. if (sd->inventory_data[index]) {
  3432. int j;
  3433. // Card script execution.
  3434. if (itemdb_isspecial(sd->inventory.u.items_inventory[index].card[0]))
  3435. continue;
  3436. for (j = 0; j < MAX_SLOTS; j++) { // Uses MAX_SLOTS to support Soul Bound system [Inkfish]
  3437. int c = sd->inventory.u.items_inventory[index].card[j];
  3438. current_equip_card_id= c;
  3439. if(!c)
  3440. continue;
  3441. std::shared_ptr<item_data> data = item_db.find(c);
  3442. if(!data)
  3443. continue;
  3444. 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
  3445. run_script(data->equip_script,0,sd->bl.id,0);
  3446. if (!calculating)
  3447. return 1;
  3448. }
  3449. if(!data->script)
  3450. continue;
  3451. if(!pc_has_permission(sd,PC_PERM_USE_ALL_EQUIPMENT) && itemdb_isNoEquip(data.get(), sd->bl.m)) // Card restriction checks.
  3452. continue;
  3453. if(i == EQI_HAND_L && sd->inventory.u.items_inventory[index].equip == EQP_HAND_L) { // Left hand status.
  3454. sd->state.lr_flag = 1;
  3455. run_script(data->script,0,sd->bl.id,0);
  3456. sd->state.lr_flag = 0;
  3457. } else
  3458. run_script(data->script,0,sd->bl.id,0);
  3459. if (!calculating) // Abort, run_script his function. [Skotlex]
  3460. return 1;
  3461. }
  3462. }
  3463. }
  3464. current_equip_card_id = 0; // Clear stored card ID [Secret]
  3465. // Parse random options
  3466. for (i = 0; i < EQI_MAX; i++) {
  3467. current_equip_item_index = index = sd->equip_index[i];
  3468. current_equip_combo_pos = 0;
  3469. current_equip_opt_index = -1;
  3470. if (index < 0)
  3471. continue;
  3472. if (i == EQI_AMMO)
  3473. continue;
  3474. if (pc_is_same_equip_index((enum equip_index)i, sd->equip_index, index))
  3475. continue;
  3476. if (sd->inventory_data[index]) {
  3477. for (uint8 j = 0; j < MAX_ITEM_RDM_OPT; j++) {
  3478. short opt_id = sd->inventory.u.items_inventory[index].option[j].id;
  3479. if (!opt_id)
  3480. continue;
  3481. current_equip_opt_index = j;
  3482. std::shared_ptr<s_random_opt_data> data = random_option_db.find(opt_id);
  3483. if (!data || !data->script)
  3484. continue;
  3485. if (!pc_has_permission(sd, PC_PERM_USE_ALL_EQUIPMENT) && itemdb_isNoEquip(sd->inventory_data[index], sd->bl.m))
  3486. continue;
  3487. if (i == EQI_HAND_L && sd->inventory.u.items_inventory[index].equip == EQP_HAND_L) { // Left hand status.
  3488. sd->state.lr_flag = 1;
  3489. run_script(data->script, 0, sd->bl.id, 0);
  3490. sd->state.lr_flag = 0;
  3491. }
  3492. else
  3493. run_script(data->script, 0, sd->bl.id, 0);
  3494. if (!calculating)
  3495. return 1;
  3496. }
  3497. }
  3498. current_equip_opt_index = -1;
  3499. }
  3500. if (sc->count && sc->getSCE(SC_ITEMSCRIPT)) {
  3501. std::shared_ptr<item_data> data = item_db.find(sc->getSCE(SC_ITEMSCRIPT)->val1);
  3502. if (data && data->script)
  3503. run_script(data->script, 0, sd->bl.id, 0);
  3504. }
  3505. pc_bonus_script(sd);
  3506. if( sd->pd ) { // Pet Bonus
  3507. struct pet_data *pd = sd->pd;
  3508. std::shared_ptr<s_pet_db> pet_db_ptr = pd->get_pet_db();
  3509. if (pet_db_ptr != nullptr && pet_db_ptr->pet_bonus_script)
  3510. run_script(pet_db_ptr->pet_bonus_script,0,sd->bl.id,0);
  3511. if (pet_db_ptr != nullptr && pd->pet.intimate > 0 && (!battle_config.pet_equip_required || pd->pet.equip > 0) && pd->state.skillbonus == 1 && pd->bonus)
  3512. pc_bonus(sd,pd->bonus->type, pd->bonus->val);
  3513. }
  3514. // param_bonus now holds card bonuses.
  3515. if(base_status->rhw.range < 1) base_status->rhw.range = 1;
  3516. if(base_status->lhw.range < 1) base_status->lhw.range = 1;
  3517. if(base_status->rhw.range < base_status->lhw.range)
  3518. base_status->rhw.range = base_status->lhw.range;
  3519. sd->bonus.double_rate += sd->bonus.double_add_rate;
  3520. sd->bonus.perfect_hit += sd->bonus.perfect_hit_add;
  3521. sd->bonus.splash_range += sd->bonus.splash_add_range;
  3522. // Damage modifiers from weapon type
  3523. if( std::shared_ptr<s_sizefix_db> right_weapon = size_fix_db.find(sd->weapontype1); right_weapon != nullptr ){
  3524. sd->right_weapon.atkmods[SZ_SMALL] = right_weapon->small;
  3525. sd->right_weapon.atkmods[SZ_MEDIUM] = right_weapon->medium;
  3526. sd->right_weapon.atkmods[SZ_BIG] = right_weapon->large;
  3527. }
  3528. if( std::shared_ptr<s_sizefix_db> left_weapon = size_fix_db.find(sd->weapontype2); left_weapon != nullptr ){
  3529. sd->left_weapon.atkmods[SZ_SMALL] = left_weapon->small;
  3530. sd->left_weapon.atkmods[SZ_MEDIUM] = left_weapon->medium;
  3531. sd->left_weapon.atkmods[SZ_BIG] = left_weapon->large;
  3532. }
  3533. if((pc_isriding(sd) || pc_isridingdragon(sd)) &&
  3534. (sd->status.weapon==W_1HSPEAR || sd->status.weapon==W_2HSPEAR))
  3535. { // When Riding with spear, damage modifier to mid-class becomes
  3536. // same as versus large size.
  3537. sd->right_weapon.atkmods[SZ_MEDIUM] = sd->right_weapon.atkmods[SZ_BIG];
  3538. sd->left_weapon.atkmods[SZ_MEDIUM] = sd->left_weapon.atkmods[SZ_BIG];
  3539. }
  3540. // ----- STATS CALCULATION -----
  3541. // Job bonuses
  3542. std::shared_ptr<s_job_info> job_info = job_db.find( pc_mapid2jobid( sd->class_, sd->status.sex ) );
  3543. if( job_info != nullptr ){
  3544. const auto& bonus = job_info->job_bonus[sd->status.job_level-1];
  3545. base_status->str += bonus[PARAM_STR];
  3546. base_status->agi += bonus[PARAM_AGI];
  3547. base_status->vit += bonus[PARAM_VIT];
  3548. base_status->int_ += bonus[PARAM_INT];
  3549. base_status->dex += bonus[PARAM_DEX];
  3550. base_status->luk += bonus[PARAM_LUK];
  3551. base_status->pow += bonus[PARAM_POW];
  3552. base_status->sta += bonus[PARAM_STA];
  3553. base_status->wis += bonus[PARAM_WIS];
  3554. base_status->spl += bonus[PARAM_SPL];
  3555. base_status->con += bonus[PARAM_CON];
  3556. base_status->crt += bonus[PARAM_CRT];
  3557. }
  3558. // If a Super Novice has never died and is at least joblv 70, he gets all stats +10
  3559. if(((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && (sd->status.job_level >= 70 || sd->class_&JOBL_THIRD)) && sd->die_counter == 0) {
  3560. base_status->str += 10;
  3561. base_status->agi += 10;
  3562. base_status->vit += 10;
  3563. base_status->int_+= 10;
  3564. base_status->dex += 10;
  3565. base_status->luk += 10;
  3566. }
  3567. // Absolute modifiers from passive skills
  3568. if(pc_checkskill(sd,BS_HILTBINDING)>0)
  3569. base_status->str++;
  3570. if((skill=pc_checkskill(sd,SA_DRAGONOLOGY))>0)
  3571. base_status->int_ += (skill+1)/2; // +1 INT / 2 lv
  3572. if((skill=pc_checkskill(sd,AC_OWL))>0)
  3573. base_status->dex += skill;
  3574. if((skill = pc_checkskill(sd,RA_RESEARCHTRAP))>0)
  3575. base_status->int_ += skill;
  3576. if (pc_checkskill(sd, SU_POWEROFLAND) > 0)
  3577. base_status->int_ += 20;
  3578. // Bonuses from cards and equipment as well as base stat, remember to avoid overflows.
  3579. i = base_status->str + sd->status.str + sd->indexed_bonus.param_bonus[PARAM_STR] + sd->indexed_bonus.param_equip[PARAM_STR];
  3580. base_status->str = cap_value(i,0,USHRT_MAX);
  3581. i = base_status->agi + sd->status.agi + sd->indexed_bonus.param_bonus[PARAM_AGI] + sd->indexed_bonus.param_equip[PARAM_AGI];
  3582. base_status->agi = cap_value(i,0,USHRT_MAX);
  3583. i = base_status->vit + sd->status.vit + sd->indexed_bonus.param_bonus[PARAM_VIT] + sd->indexed_bonus.param_equip[PARAM_VIT];
  3584. base_status->vit = cap_value(i,0,USHRT_MAX);
  3585. i = base_status->int_+ sd->status.int_+ sd->indexed_bonus.param_bonus[PARAM_INT] + sd->indexed_bonus.param_equip[PARAM_INT];
  3586. base_status->int_ = cap_value(i,0,USHRT_MAX);
  3587. i = base_status->dex + sd->status.dex + sd->indexed_bonus.param_bonus[PARAM_DEX] + sd->indexed_bonus.param_equip[PARAM_DEX];
  3588. base_status->dex = cap_value(i,0,USHRT_MAX);
  3589. i = base_status->luk + sd->status.luk + sd->indexed_bonus.param_bonus[PARAM_LUK] + sd->indexed_bonus.param_equip[PARAM_LUK];
  3590. base_status->luk = cap_value(i,0,USHRT_MAX);
  3591. i = base_status->pow + sd->status.pow + sd->indexed_bonus.param_bonus[PARAM_POW] + sd->indexed_bonus.param_equip[PARAM_POW];
  3592. base_status->pow = cap_value(i, 0, USHRT_MAX);
  3593. i = base_status->sta + sd->status.sta + sd->indexed_bonus.param_bonus[PARAM_STA] + sd->indexed_bonus.param_equip[PARAM_STA];
  3594. base_status->sta = cap_value(i, 0, USHRT_MAX);
  3595. i = base_status->wis + sd->status.wis + sd->indexed_bonus.param_bonus[PARAM_WIS] + sd->indexed_bonus.param_equip[PARAM_WIS];
  3596. base_status->wis = cap_value(i, 0, USHRT_MAX);
  3597. i = base_status->spl + sd->status.spl + sd->indexed_bonus.param_bonus[PARAM_SPL] + sd->indexed_bonus.param_equip[PARAM_SPL];
  3598. base_status->spl = cap_value(i, 0, USHRT_MAX);
  3599. i = base_status->con + sd->status.con + sd->indexed_bonus.param_bonus[PARAM_CON] + sd->indexed_bonus.param_equip[PARAM_CON];
  3600. base_status->con = cap_value(i, 0, USHRT_MAX);
  3601. i = base_status->crt + sd->status.crt + sd->indexed_bonus.param_bonus[PARAM_CRT] + sd->indexed_bonus.param_equip[PARAM_CRT];
  3602. base_status->crt = cap_value(i, 0, USHRT_MAX);
  3603. if (sd->special_state.no_walk_delay) {
  3604. if (sc->getSCE(SC_ENDURE)) {
  3605. if (sc->getSCE(SC_ENDURE)->val4)
  3606. sc->getSCE(SC_ENDURE)->val4 = 0;
  3607. status_change_end(&sd->bl, SC_ENDURE);
  3608. }
  3609. clif_status_load(&sd->bl, EFST_ENDURE, 1);
  3610. base_status->mdef++;
  3611. }
  3612. // ----- CONCENTRATION CALCULATION -----
  3613. if ((skill = pc_checkskill(sd, NW_GRENADE_MASTERY)) > 0)
  3614. base_status->con += skill;
  3615. // ------ ATTACK CALCULATION ------
  3616. // Base batk value is set in status_calc_misc
  3617. #ifndef RENEWAL
  3618. // !FIXME: Weapon-type bonus (Why is the weapon_atk bonus applied to base attack?)
  3619. if (sd->status.weapon < MAX_WEAPON_TYPE && sd->indexed_bonus.weapon_atk[sd->status.weapon])
  3620. base_status->batk += sd->indexed_bonus.weapon_atk[sd->status.weapon];
  3621. // Absolute modifiers from passive skills
  3622. if((skill=pc_checkskill(sd,BS_HILTBINDING))>0)
  3623. base_status->batk += 4;
  3624. #else
  3625. base_status->watk = status_weapon_atk(base_status->rhw);
  3626. base_status->watk2 = status_weapon_atk(base_status->lhw);
  3627. base_status->eatk = sd->bonus.eatk;
  3628. #endif
  3629. // ----- HP MAX CALCULATION -----
  3630. base_status->max_hp = sd->status.max_hp = status_calc_maxhpsp_pc(sd,base_status->vit,true);
  3631. if(battle_config.hp_rate != 100)
  3632. base_status->max_hp = (unsigned int)(battle_config.hp_rate * (base_status->max_hp/100.));
  3633. if (sd->status.base_level < 100)
  3634. base_status->max_hp = cap_value(base_status->max_hp,1,(unsigned int)battle_config.max_hp_lv99);
  3635. else if (sd->status.base_level < 151)
  3636. base_status->max_hp = cap_value(base_status->max_hp,1,(unsigned int)battle_config.max_hp_lv150);
  3637. else
  3638. base_status->max_hp = cap_value(base_status->max_hp,1,(unsigned int)battle_config.max_hp);
  3639. // ----- SP MAX CALCULATION -----
  3640. base_status->max_sp = sd->status.max_sp = status_calc_maxhpsp_pc(sd,base_status->int_,false);
  3641. if(battle_config.sp_rate != 100)
  3642. base_status->max_sp = (unsigned int)(battle_config.sp_rate * (base_status->max_sp/100.));
  3643. base_status->max_sp = cap_value(base_status->max_sp,1,(unsigned int)battle_config.max_sp);
  3644. // ----- AP MAX CALCULATION -----
  3645. base_status->max_ap = sd->status.max_ap = status_calc_maxap_pc(sd);
  3646. if (battle_config.ap_rate != 100)
  3647. base_status->max_ap = (unsigned int)(battle_config.ap_rate * (base_status->max_ap / 100.));
  3648. base_status->max_ap = cap_value(base_status->max_ap, 0, (unsigned int)battle_config.max_ap);
  3649. // ----- RESPAWN HP/SP/AP -----
  3650. // Calc respawn hp and store it on base_status
  3651. if (sd->special_state.restart_full_recover) {
  3652. base_status->hp = base_status->max_hp;
  3653. base_status->sp = base_status->max_sp;
  3654. } else {
  3655. if((sd->class_&MAPID_BASEMASK) == MAPID_NOVICE && !(sd->class_&JOBL_2)
  3656. && battle_config.restart_hp_rate < 50)
  3657. base_status->hp = base_status->max_hp / 2;
  3658. else
  3659. base_status->hp = (int64)base_status->max_hp * battle_config.restart_hp_rate/100;
  3660. if(!base_status->hp)
  3661. base_status->hp = 1;
  3662. base_status->sp = (int64)base_status->max_sp * battle_config.restart_sp_rate /100;
  3663. if( !base_status->sp ) // The minimum for the respawn setting is SP:1
  3664. base_status->sp = 1;
  3665. base_status->ap = (int64)base_status->max_ap * battle_config.restart_ap_rate / 100;
  3666. }
  3667. // ----- MISC CALCULATION -----
  3668. status_calc_misc(&sd->bl, base_status, sd->status.base_level);
  3669. // Equipment modifiers for misc settings
  3670. if(sd->matk_rate < 0)
  3671. sd->matk_rate = 0;
  3672. if(sd->matk_rate != 100) {
  3673. base_status->matk_max = base_status->matk_max * sd->matk_rate/100;
  3674. base_status->matk_min = base_status->matk_min * sd->matk_rate/100;
  3675. }
  3676. if(sd->hit_rate < 0)
  3677. sd->hit_rate = 0;
  3678. if(sd->hit_rate != 100)
  3679. base_status->hit = base_status->hit * sd->hit_rate/100;
  3680. if(sd->flee_rate < 0)
  3681. sd->flee_rate = 0;
  3682. if(sd->flee_rate != 100)
  3683. base_status->flee = base_status->flee * sd->flee_rate/100;
  3684. if(sd->def2_rate < 0)
  3685. sd->def2_rate = 0;
  3686. if(sd->def2_rate != 100)
  3687. base_status->def2 = base_status->def2 * sd->def2_rate/100;
  3688. if(sd->mdef2_rate < 0)
  3689. sd->mdef2_rate = 0;
  3690. if(sd->mdef2_rate != 100)
  3691. base_status->mdef2 = base_status->mdef2 * sd->mdef2_rate/100;
  3692. if(sd->critical_rate < 0)
  3693. sd->critical_rate = 0;
  3694. if(sd->critical_rate != 100)
  3695. base_status->cri = cap_value(base_status->cri * sd->critical_rate/100,SHRT_MIN,SHRT_MAX);
  3696. if (pc_checkskill(sd, SU_POWEROFLIFE) > 0)
  3697. base_status->cri += 200;
  3698. if(sd->flee2_rate < 0)
  3699. sd->flee2_rate = 0;
  3700. if(sd->flee2_rate != 100)
  3701. base_status->flee2 = base_status->flee2 * sd->flee2_rate/100;
  3702. if (sd->patk_rate < 0)
  3703. sd->patk_rate = 0;
  3704. if (sd->patk_rate != 100)
  3705. base_status->patk = base_status->patk * sd->patk_rate / 100;
  3706. if (sd->smatk_rate < 0)
  3707. sd->smatk_rate = 0;
  3708. if (sd->smatk_rate != 100)
  3709. base_status->smatk = base_status->smatk * sd->smatk_rate / 100;
  3710. if (sd->res_rate < 0)
  3711. sd->res_rate = 0;
  3712. if (sd->res_rate != 100)
  3713. base_status->res = base_status->res * sd->res_rate / 100;
  3714. if (sd->mres_rate < 0)
  3715. sd->mres_rate = 0;
  3716. if (sd->mres_rate != 100)
  3717. base_status->mres = base_status->mres * sd->mres_rate / 100;
  3718. if (sd->hplus_rate < 0)
  3719. sd->hplus_rate = 0;
  3720. if (sd->hplus_rate != 100)
  3721. base_status->hplus = base_status->hplus * sd->hplus_rate / 100;
  3722. if (sd->crate_rate < 0)
  3723. sd->crate_rate = 0;
  3724. if (sd->crate_rate != 100)
  3725. base_status->crate = base_status->crate * sd->crate_rate / 100;
  3726. // ----- HIT CALCULATION -----
  3727. // Absolute modifiers from passive skills
  3728. #ifndef RENEWAL
  3729. if((skill=pc_checkskill(sd,BS_WEAPONRESEARCH))>0)
  3730. base_status->hit += skill*2;
  3731. #endif
  3732. if((skill=pc_checkskill(sd,AC_VULTURE))>0) {
  3733. #ifndef RENEWAL
  3734. base_status->hit += skill;
  3735. #endif
  3736. if(sd->status.weapon == W_BOW)
  3737. base_status->rhw.range += skill;
  3738. }
  3739. if(sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE) {
  3740. if((skill=pc_checkskill(sd,GS_SINGLEACTION))>0)
  3741. base_status->hit += 2*skill;
  3742. if((skill=pc_checkskill(sd,GS_SNAKEEYE))>0) {
  3743. base_status->hit += skill;
  3744. base_status->rhw.range += skill;
  3745. }
  3746. }
  3747. if((sd->status.weapon == W_1HAXE || sd->status.weapon == W_2HAXE) && (skill = pc_checkskill(sd,NC_TRAININGAXE)) > 0)
  3748. base_status->hit += skill * 3;
  3749. if((sd->status.weapon == W_MACE || sd->status.weapon == W_2HMACE) && (skill = pc_checkskill(sd,NC_TRAININGAXE)) > 0)
  3750. base_status->hit += skill * 2;
  3751. if (pc_checkskill(sd, SU_POWEROFLIFE) > 0)
  3752. base_status->hit += 20;
  3753. if ((skill = pc_checkskill_imperial_guard(sd, 2)) > 0)// IG_SPEAR_SWORD_M
  3754. base_status->hit += skill * 3;
  3755. if ((skill = pc_checkskill(sd, SU_SOULATTACK)) > 0)
  3756. base_status->rhw.range += skill_get_range2(&sd->bl, SU_SOULATTACK, skill, true);
  3757. // ----- FLEE CALCULATION -----
  3758. // Absolute modifiers from passive skills
  3759. if((skill=pc_checkskill(sd,TF_MISS))>0)
  3760. base_status->flee += skill*(sd->class_&JOBL_2 && (sd->class_&MAPID_BASEMASK) == MAPID_THIEF? 4 : 3);
  3761. if((skill=pc_checkskill(sd,MO_DODGE))>0)
  3762. base_status->flee += (skill*3) / 2;
  3763. if (pc_checkskill(sd, SU_POWEROFLIFE) > 0)
  3764. base_status->flee += 20;
  3765. if ((skill = pc_checkskill(sd, SHC_SHADOW_SENSE)) > 0)
  3766. base_status->flee += skill * 10;
  3767. // ----- CRITICAL CALCULATION -----
  3768. #ifdef RENEWAL
  3769. if ((skill = pc_checkskill(sd, DC_DANCINGLESSON)) > 0)
  3770. base_status->cri += skill * 10;
  3771. if ((skill = pc_checkskill(sd, PR_MACEMASTERY)) > 0 && (sd->status.weapon == W_MACE || sd->status.weapon == W_2HMACE))
  3772. base_status->cri += skill * 10;
  3773. #endif
  3774. if ((skill = pc_checkskill(sd, SHC_SHADOW_SENSE)) > 0)
  3775. {
  3776. if (sd->status.weapon == W_DAGGER || sd->status.weapon == W_DOUBLE_DD ||
  3777. sd->status.weapon == W_DOUBLE_DS || sd->status.weapon == W_DOUBLE_DA)
  3778. base_status->cri += 100 + skill * 40;
  3779. else if (sd->status.weapon == W_KATAR)
  3780. base_status->cri += 50 + skill * 20;
  3781. }
  3782. // ----- P.Atk/S.Matk CALCULATION -----
  3783. if ((skill = pc_checkskill(sd, TR_STAGE_MANNER)) > 0 && (sd->status.weapon == W_BOW || sd->status.weapon == W_MUSICAL || sd->status.weapon == W_WHIP)) {
  3784. base_status->patk += skill * 3;
  3785. base_status->smatk += skill * 3;
  3786. }
  3787. if ((skill = pc_checkskill(sd, HN_SELFSTUDY_TATICS)) > 0)
  3788. base_status->patk += skill;
  3789. if ((skill = pc_checkskill(sd, HN_SELFSTUDY_SOCERY)) > 0)
  3790. base_status->smatk += skill;
  3791. if ((skill = pc_checkskill(sd, NW_P_F_I)) > 0 && (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE))
  3792. base_status->patk += skill + 2;
  3793. // 2-Handed Staff Mastery
  3794. if( sd->status.weapon == W_2HSTAFF && ( skill = pc_checkskill( sd, AG_TWOHANDSTAFF ) ) > 0 ){
  3795. base_status->smatk += skill * 2;
  3796. }
  3797. // ----- PHYSICAL RESISTANCE CALCULATION -----
  3798. if ((skill = pc_checkskill_imperial_guard(sd, 1)) > 0)// IG_SHIELD_MASTERY
  3799. base_status->res += skill * 3;
  3800. // ----- EQUIPMENT-DEF CALCULATION -----
  3801. // Apply relative modifiers from equipment
  3802. if(sd->def_rate < 0)
  3803. sd->def_rate = 0;
  3804. if(sd->def_rate != 100) {
  3805. i = base_status->def * sd->def_rate/100;
  3806. base_status->def = cap_value(i, DEFTYPE_MIN, DEFTYPE_MAX);
  3807. }
  3808. if(pc_ismadogear(sd) && pc_checkskill(sd, NC_MAINFRAME) > 0)
  3809. base_status->def += 20 + (pc_checkskill(sd, NC_MAINFRAME) * 20);
  3810. #ifndef RENEWAL
  3811. if (!battle_config.weapon_defense_type && base_status->def > battle_config.max_def) {
  3812. base_status->def2 += battle_config.over_def_bonus*(base_status->def -battle_config.max_def);
  3813. base_status->def = (unsigned char)battle_config.max_def;
  3814. }
  3815. #endif
  3816. // ----- EQUIPMENT-MDEF CALCULATION -----
  3817. // Apply relative modifiers from equipment
  3818. if(sd->mdef_rate < 0)
  3819. sd->mdef_rate = 0;
  3820. if(sd->mdef_rate != 100) {
  3821. i = base_status->mdef * sd->mdef_rate/100;
  3822. base_status->mdef = cap_value(i, DEFTYPE_MIN, DEFTYPE_MAX);
  3823. }
  3824. #ifndef RENEWAL
  3825. if (!battle_config.magic_defense_type && base_status->mdef > battle_config.max_def) {
  3826. base_status->mdef2 += battle_config.over_def_bonus*(base_status->mdef -battle_config.max_def);
  3827. base_status->mdef = (signed char)battle_config.max_def;
  3828. }
  3829. #endif
  3830. // ----- ASPD CALCULATION -----
  3831. /// Unlike other stats, ASPD rate modifiers from skills/SCs/items/etc are first all added together, then the final modifier is applied
  3832. // Basic ASPD value
  3833. i = status_base_amotion_pc(sd,base_status);
  3834. base_status->amotion = cap_value(i,pc_maxaspd(sd),2000);
  3835. // Relative modifiers from passive skills
  3836. // Renewal modifiers are handled in status_base_amotion_pc
  3837. #ifndef RENEWAL_ASPD
  3838. if((skill=pc_checkskill(sd,SA_ADVANCEDBOOK))>0 && sd->status.weapon == W_BOOK)
  3839. base_status->aspd_rate -= 5*skill;
  3840. if ((skill = pc_checkskill(sd,SG_DEVIL)) > 0 && ((sd->class_&MAPID_THIRDMASK) == MAPID_STAR_EMPEROR || pc_is_maxjoblv(sd)))
  3841. base_status->aspd_rate -= 30*skill;
  3842. if((skill=pc_checkskill(sd,GS_SINGLEACTION))>0 &&
  3843. (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE))
  3844. base_status->aspd_rate -= ((skill+1)/2) * 10;
  3845. if(pc_isriding(sd))
  3846. base_status->aspd_rate += 500-100*pc_checkskill(sd,KN_CAVALIERMASTERY);
  3847. else if(pc_isridingdragon(sd))
  3848. base_status->aspd_rate += 250-50*pc_checkskill(sd,RK_DRAGONTRAINING);
  3849. #endif
  3850. base_status->adelay = 2*base_status->amotion;
  3851. // ----- DMOTION -----
  3852. i = 800-base_status->agi*4;
  3853. base_status->dmotion = cap_value(i, 400, 800);
  3854. if(battle_config.pc_damage_delay_rate != 100)
  3855. base_status->dmotion = base_status->dmotion*battle_config.pc_damage_delay_rate/100;
  3856. // ----- MISC CALCULATIONS -----
  3857. // Weight
  3858. status_calc_weight(sd, CALCWT_MAXBONUS);
  3859. status_calc_cart_weight(sd, CALCWT_MAXBONUS);
  3860. if (pc_checkskill(sd, SM_MOVINGRECOVERY) > 0 || pc_ismadogear(sd))
  3861. sd->regen.state.walk = 1;
  3862. else
  3863. sd->regen.state.walk = 0;
  3864. // Skill SP cost
  3865. if((skill=pc_checkskill(sd,HP_MANARECHARGE))>0 )
  3866. sd->dsprate -= 4*skill;
  3867. if(sc->getSCE(SC_SERVICE4U))
  3868. sd->dsprate -= sc->getSCE(SC_SERVICE4U)->val3;
  3869. if(sc->getSCE(SC_SPCOST_RATE))
  3870. sd->dsprate -= sc->getSCE(SC_SPCOST_RATE)->val1;
  3871. // Underflow protections.
  3872. if(sd->dsprate < 0)
  3873. sd->dsprate = 0;
  3874. if(sd->castrate < 0)
  3875. sd->castrate = 0;
  3876. if(sd->hprecov_rate < 0)
  3877. sd->hprecov_rate = 0;
  3878. if(sd->sprecov_rate < 0)
  3879. sd->sprecov_rate = 0;
  3880. // Anti-element and anti-race
  3881. if((skill=pc_checkskill(sd,CR_TRUST))>0)
  3882. sd->indexed_bonus.subele[ELE_HOLY] += skill*5;
  3883. if((skill=pc_checkskill(sd,BS_SKINTEMPER))>0) {
  3884. sd->indexed_bonus.subele[ELE_NEUTRAL] += skill;
  3885. sd->indexed_bonus.subele[ELE_FIRE] += skill*5;
  3886. }
  3887. if((skill=pc_checkskill(sd,SA_DRAGONOLOGY))>0) {
  3888. uint8 dragon_matk = skill * 2;
  3889. skill = skill * 4;
  3890. sd->right_weapon.addrace[RC_DRAGON]+=skill;
  3891. if( !battle_config.left_cardfix_to_right ){
  3892. sd->left_weapon.addrace[RC_DRAGON] += skill;
  3893. }
  3894. sd->indexed_bonus.magic_addrace[RC_DRAGON]+=dragon_matk;
  3895. sd->indexed_bonus.subrace[RC_DRAGON]+=skill;
  3896. }
  3897. if ((skill = pc_checkskill(sd, AB_EUCHARISTICA)) > 0) {
  3898. sd->right_weapon.addrace[RC_DEMON] += skill;
  3899. sd->right_weapon.addele[ELE_DARK] += skill;
  3900. if( !battle_config.left_cardfix_to_right ){
  3901. sd->left_weapon.addrace[RC_DEMON] += skill;
  3902. sd->left_weapon.addele[ELE_DARK] += skill;
  3903. }
  3904. sd->indexed_bonus.magic_addrace[RC_DEMON] += skill;
  3905. sd->indexed_bonus.magic_addele[ELE_DARK] += skill;
  3906. sd->indexed_bonus.subrace[RC_DEMON] += skill;
  3907. sd->indexed_bonus.subele[ELE_DARK] += skill;
  3908. }
  3909. if ((skill = pc_checkskill(sd, DK_TWOHANDDEF)) > 0 && (sd->status.weapon == W_2HSWORD || sd->status.weapon == W_2HSPEAR || sd->status.weapon == W_2HAXE)) {
  3910. uint8 defense_bonus[SZ_MAX][10] = {
  3911. { 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 }, // SZ_SMALL
  3912. { 2, 3, 5, 6, 8, 9, 11, 12, 14, 15 }, // SZ_MEDIUM
  3913. { 3, 5, 7, 9, 10, 12, 13, 15, 16, 18 }, // SZ_BIG
  3914. { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } // SZ_ALL
  3915. };
  3916. for( uint8 size = SZ_SMALL; size < SZ_MAX; size++ ){
  3917. sd->indexed_bonus.weapon_subsize[size] += defense_bonus[size][skill - 1];
  3918. }
  3919. }
  3920. if ((skill = pc_checkskill(sd, IQ_WILL_OF_FAITH)) > 0 && sd->status.weapon == W_KNUCKLE) {
  3921. uint8 race_atk[10] = { 3, 4, 5, 6, 7, 8, 9, 10, 11, 12 };
  3922. uint8 race_def[10] = { 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 };
  3923. sd->right_weapon.addrace[RC_UNDEAD] += race_atk[skill - 1];
  3924. sd->right_weapon.addrace[RC_DEMON] += race_atk[skill - 1];
  3925. if( !battle_config.left_cardfix_to_right ){
  3926. sd->left_weapon.addrace[RC_UNDEAD] += race_atk[skill - 1];
  3927. sd->left_weapon.addrace[RC_DEMON] += race_atk[skill - 1];
  3928. }
  3929. sd->indexed_bonus.subrace[RC_UNDEAD] += race_def[skill - 1];
  3930. sd->indexed_bonus.subrace[RC_DEMON] += race_def[skill - 1];
  3931. }
  3932. 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)) {
  3933. uint8 attack_bonus[SZ_MAX][10] = {
  3934. { 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 }, // SZ_SMALL
  3935. { 2, 3, 5, 6, 8, 9, 11, 12, 14, 15 }, // SZ_MEDIUM
  3936. { 3, 5, 7, 9, 10, 12, 13, 15, 16, 18 }, // SZ_BIG
  3937. { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } // SZ_ALL
  3938. };
  3939. for( uint8 size = SZ_SMALL; size < SZ_MAX; size++ ){
  3940. sd->right_weapon.addsize[size] += attack_bonus[size][skill - 1];
  3941. if( !battle_config.left_cardfix_to_right ){
  3942. sd->left_weapon.addsize[size] += attack_bonus[size][skill - 1];
  3943. }
  3944. }
  3945. }
  3946. if ((skill = pc_checkskill(sd, CD_FIDUS_ANIMUS)) > 0) {
  3947. uint8 holy_matk[10] = { 1, 3, 4, 6, 7, 9, 10, 12, 13, 15 };
  3948. sd->indexed_bonus.magic_atk_ele[ELE_HOLY] += holy_matk[skill - 1];
  3949. }
  3950. if ((skill = pc_checkskill(sd, MT_TWOAXEDEF)) > 0 && sd->status.weapon == W_2HAXE) {
  3951. uint8 defense_bonus[SZ_MAX][10] = {
  3952. { 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 }, // SZ_SMALL
  3953. { 2, 3, 5, 6, 8, 9, 11, 12, 14, 15 }, // SZ_MEDIUM
  3954. { 3, 5, 7, 9, 10, 12, 13, 15, 16, 18 }, // SZ_BIG
  3955. { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } // SZ_ALL
  3956. };
  3957. for( uint8 size = SZ_SMALL; size < SZ_MAX; size++ ){
  3958. sd->indexed_bonus.weapon_subsize[size] += defense_bonus[size][skill - 1];
  3959. }
  3960. }
  3961. 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)) {
  3962. uint8 attack_bonus[SZ_MAX][10] = {
  3963. { 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 }, // SZ_SMALL
  3964. { 2, 3, 5, 6, 8, 9, 11, 12, 14, 15 }, // SZ_MEDIUM
  3965. { 2, 4, 6, 8, 10, 12, 14, 16, 18, 20 }, // SZ_BIG
  3966. { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } // SZ_ALL
  3967. };
  3968. for( uint8 size = SZ_SMALL; size < SZ_MAX; size++ ){
  3969. sd->right_weapon.addsize[size] += attack_bonus[size][skill - 1];
  3970. if( !battle_config.left_cardfix_to_right ){
  3971. sd->left_weapon.addsize[size] += attack_bonus[size][skill - 1];
  3972. }
  3973. }
  3974. }
  3975. 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)) {
  3976. uint8 attack_bonus[SZ_MAX][10] = {
  3977. { 2, 3, 5, 6, 8, 9, 11, 12, 14, 15 }, // SZ_SMALL
  3978. { 2, 3, 5, 6, 8, 9, 11, 12, 14, 15 }, // SZ_MEDIUM
  3979. { 2, 3, 5, 6, 8, 9, 11, 12, 14, 15 }, // SZ_BIG
  3980. { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } // SZ_ALL
  3981. };
  3982. for( uint8 size = SZ_SMALL; size < SZ_MAX; size++ ){
  3983. sd->indexed_bonus.magic_addsize[size] += attack_bonus[size][skill - 1];
  3984. }
  3985. }
  3986. if ((skill = pc_checkskill(sd, EM_MAGIC_BOOK_M)) > 0 && sd->status.weapon == W_BOOK) {
  3987. sd->indexed_bonus.magic_atk_ele[ELE_WATER] += skill;
  3988. sd->indexed_bonus.magic_atk_ele[ELE_EARTH] += skill;
  3989. sd->indexed_bonus.magic_atk_ele[ELE_FIRE] += skill;
  3990. sd->indexed_bonus.magic_atk_ele[ELE_WIND] += skill;
  3991. sd->indexed_bonus.magic_atk_ele[ELE_POISON] += skill;
  3992. }
  3993. if(sc->count) {
  3994. if(sc->getSCE(SC_CONCENTRATE)) { // Update the card-bonus data
  3995. sc->getSCE(SC_CONCENTRATE)->val3 = sd->indexed_bonus.param_bonus[1]; // Agi
  3996. sc->getSCE(SC_CONCENTRATE)->val4 = sd->indexed_bonus.param_bonus[4]; // Dex
  3997. }
  3998. if(sc->getSCE(SC_SIEGFRIED)) {
  3999. i = sc->getSCE(SC_SIEGFRIED)->val2;
  4000. sd->indexed_bonus.subele[ELE_WATER] += i;
  4001. sd->indexed_bonus.subele[ELE_EARTH] += i;
  4002. sd->indexed_bonus.subele[ELE_FIRE] += i;
  4003. sd->indexed_bonus.subele[ELE_WIND] += i;
  4004. #ifndef RENEWAL
  4005. sd->indexed_bonus.subele[ELE_POISON] += i;
  4006. sd->indexed_bonus.subele[ELE_HOLY] += i;
  4007. sd->indexed_bonus.subele[ELE_DARK] += i;
  4008. sd->indexed_bonus.subele[ELE_GHOST] += i;
  4009. sd->indexed_bonus.subele[ELE_UNDEAD] += i;
  4010. #endif
  4011. }
  4012. #ifdef RENEWAL
  4013. if (sc->getSCE(SC_BASILICA)) {
  4014. i = sc->getSCE(SC_BASILICA)->val1 * 5;
  4015. sd->right_weapon.addele[ELE_DARK] += i;
  4016. sd->right_weapon.addele[ELE_UNDEAD] += i;
  4017. if( !battle_config.left_cardfix_to_right ){
  4018. sd->left_weapon.addele[ELE_DARK] += i;
  4019. sd->left_weapon.addele[ELE_UNDEAD] += i;
  4020. }
  4021. sd->indexed_bonus.magic_atk_ele[ELE_HOLY] += sc->getSCE(SC_BASILICA)->val1 * 3;
  4022. }
  4023. if (sc->getSCE(SC_FIREWEAPON))
  4024. sd->indexed_bonus.magic_atk_ele[ELE_FIRE] += sc->getSCE(SC_FIREWEAPON)->val1;
  4025. if (sc->getSCE(SC_WINDWEAPON))
  4026. sd->indexed_bonus.magic_atk_ele[ELE_WIND] += sc->getSCE(SC_WINDWEAPON)->val1;
  4027. if (sc->getSCE(SC_WATERWEAPON))
  4028. sd->indexed_bonus.magic_atk_ele[ELE_WATER] += sc->getSCE(SC_WATERWEAPON)->val1;
  4029. if (sc->getSCE(SC_EARTHWEAPON))
  4030. sd->indexed_bonus.magic_atk_ele[ELE_EARTH] += sc->getSCE(SC_EARTHWEAPON)->val1;
  4031. #endif
  4032. if(sc->getSCE(SC_PROVIDENCE)) {
  4033. sd->indexed_bonus.subele[ELE_HOLY] += sc->getSCE(SC_PROVIDENCE)->val2;
  4034. sd->indexed_bonus.subrace[RC_DEMON] += sc->getSCE(SC_PROVIDENCE)->val2;
  4035. }
  4036. if (sc->getSCE(SC_GEFFEN_MAGIC1)) {
  4037. sd->right_weapon.addrace[RC_PLAYER_HUMAN] += sc->getSCE(SC_GEFFEN_MAGIC1)->val1;
  4038. sd->right_weapon.addrace[RC_DEMIHUMAN] += sc->getSCE(SC_GEFFEN_MAGIC1)->val1;
  4039. if( !battle_config.left_cardfix_to_right ){
  4040. sd->left_weapon.addrace[RC_PLAYER_HUMAN] += sc->getSCE( SC_GEFFEN_MAGIC1 )->val1;
  4041. sd->left_weapon.addrace[RC_DEMIHUMAN] += sc->getSCE( SC_GEFFEN_MAGIC1 )->val1;
  4042. }
  4043. }
  4044. if (sc->getSCE(SC_GEFFEN_MAGIC2)) {
  4045. sd->indexed_bonus.magic_addrace[RC_PLAYER_HUMAN] += sc->getSCE(SC_GEFFEN_MAGIC2)->val1;
  4046. sd->indexed_bonus.magic_addrace[RC_DEMIHUMAN] += sc->getSCE(SC_GEFFEN_MAGIC2)->val1;
  4047. }
  4048. if(sc->getSCE(SC_GEFFEN_MAGIC3)) {
  4049. sd->indexed_bonus.subrace[RC_PLAYER_HUMAN] += sc->getSCE(SC_GEFFEN_MAGIC3)->val1;
  4050. sd->indexed_bonus.subrace[RC_DEMIHUMAN] += sc->getSCE(SC_GEFFEN_MAGIC3)->val1;
  4051. }
  4052. if(sc->getSCE(SC_ARMOR_ELEMENT_WATER)) { // This status change should grant card-type elemental resist.
  4053. sd->indexed_bonus.subele[ELE_WATER] += sc->getSCE(SC_ARMOR_ELEMENT_WATER)->val1;
  4054. sd->indexed_bonus.subele[ELE_EARTH] += sc->getSCE(SC_ARMOR_ELEMENT_WATER)->val2;
  4055. sd->indexed_bonus.subele[ELE_FIRE] += sc->getSCE(SC_ARMOR_ELEMENT_WATER)->val3;
  4056. sd->indexed_bonus.subele[ELE_WIND] += sc->getSCE(SC_ARMOR_ELEMENT_WATER)->val4;
  4057. }
  4058. if(sc->getSCE(SC_ARMOR_ELEMENT_EARTH)) { // This status change should grant card-type elemental resist.
  4059. sd->indexed_bonus.subele[ELE_WATER] += sc->getSCE(SC_ARMOR_ELEMENT_EARTH)->val1;
  4060. sd->indexed_bonus.subele[ELE_EARTH] += sc->getSCE(SC_ARMOR_ELEMENT_EARTH)->val2;
  4061. sd->indexed_bonus.subele[ELE_FIRE] += sc->getSCE(SC_ARMOR_ELEMENT_EARTH)->val3;
  4062. sd->indexed_bonus.subele[ELE_WIND] += sc->getSCE(SC_ARMOR_ELEMENT_EARTH)->val4;
  4063. }
  4064. if(sc->getSCE(SC_ARMOR_ELEMENT_FIRE)) { // This status change should grant card-type elemental resist.
  4065. sd->indexed_bonus.subele[ELE_WATER] += sc->getSCE(SC_ARMOR_ELEMENT_FIRE)->val1;
  4066. sd->indexed_bonus.subele[ELE_EARTH] += sc->getSCE(SC_ARMOR_ELEMENT_FIRE)->val2;
  4067. sd->indexed_bonus.subele[ELE_FIRE] += sc->getSCE(SC_ARMOR_ELEMENT_FIRE)->val3;
  4068. sd->indexed_bonus.subele[ELE_WIND] += sc->getSCE(SC_ARMOR_ELEMENT_FIRE)->val4;
  4069. }
  4070. if(sc->getSCE(SC_ARMOR_ELEMENT_WIND)) { // This status change should grant card-type elemental resist.
  4071. sd->indexed_bonus.subele[ELE_WATER] += sc->getSCE(SC_ARMOR_ELEMENT_WIND)->val1;
  4072. sd->indexed_bonus.subele[ELE_EARTH] += sc->getSCE(SC_ARMOR_ELEMENT_WIND)->val2;
  4073. sd->indexed_bonus.subele[ELE_FIRE] += sc->getSCE(SC_ARMOR_ELEMENT_WIND)->val3;
  4074. sd->indexed_bonus.subele[ELE_WIND] += sc->getSCE(SC_ARMOR_ELEMENT_WIND)->val4;
  4075. }
  4076. if(sc->getSCE(SC_ARMOR_RESIST)) { // Undead Scroll
  4077. sd->indexed_bonus.subele[ELE_WATER] += sc->getSCE(SC_ARMOR_RESIST)->val1;
  4078. sd->indexed_bonus.subele[ELE_EARTH] += sc->getSCE(SC_ARMOR_RESIST)->val2;
  4079. sd->indexed_bonus.subele[ELE_FIRE] += sc->getSCE(SC_ARMOR_RESIST)->val3;
  4080. sd->indexed_bonus.subele[ELE_WIND] += sc->getSCE(SC_ARMOR_RESIST)->val4;
  4081. }
  4082. if( sc->getSCE(SC_FIRE_CLOAK_OPTION) ) {
  4083. i = sc->getSCE(SC_FIRE_CLOAK_OPTION)->val2;
  4084. sd->indexed_bonus.subele[ELE_FIRE] += i;
  4085. sd->indexed_bonus.subele[ELE_WATER] -= i;
  4086. }
  4087. if( sc->getSCE(SC_WATER_DROP_OPTION) ) {
  4088. i = sc->getSCE(SC_WATER_DROP_OPTION)->val2;
  4089. sd->indexed_bonus.subele[ELE_WATER] += i;
  4090. sd->indexed_bonus.subele[ELE_WIND] -= i;
  4091. }
  4092. if( sc->getSCE(SC_WIND_CURTAIN_OPTION) ) {
  4093. i = sc->getSCE(SC_WIND_CURTAIN_OPTION)->val2;
  4094. sd->indexed_bonus.subele[ELE_WIND] += i;
  4095. sd->indexed_bonus.subele[ELE_EARTH] -= i;
  4096. }
  4097. if( sc->getSCE(SC_STONE_SHIELD_OPTION) ) {
  4098. i = sc->getSCE(SC_STONE_SHIELD_OPTION)->val2;
  4099. sd->indexed_bonus.subele[ELE_EARTH] += i;
  4100. sd->indexed_bonus.subele[ELE_FIRE] -= i;
  4101. }
  4102. if (sc->getSCE(SC_MTF_MLEATKED) )
  4103. sd->indexed_bonus.subele[ELE_NEUTRAL] += sc->getSCE(SC_MTF_MLEATKED)->val3;
  4104. if (sc->getSCE(SC_MTF_CRIDAMAGE))
  4105. sd->bonus.crit_atk_rate += sc->getSCE(SC_MTF_CRIDAMAGE)->val1;
  4106. if (sc->getSCE(SC_GLASTHEIM_ATK)) {
  4107. sd->indexed_bonus.ignore_mdef_by_race[RC_UNDEAD] += sc->getSCE(SC_GLASTHEIM_ATK)->val1;
  4108. sd->indexed_bonus.ignore_mdef_by_race[RC_DEMON] += sc->getSCE(SC_GLASTHEIM_ATK)->val1;
  4109. }
  4110. if (sc->getSCE(SC_LAUDARAMUS))
  4111. sd->bonus.crit_atk_rate += 5 * sc->getSCE(SC_LAUDARAMUS)->val1;
  4112. #ifdef RENEWAL
  4113. if (sc->getSCE(SC_FORTUNE))
  4114. sd->bonus.crit_atk_rate += 2 * sc->getSCE(SC_FORTUNE)->val1;
  4115. #endif
  4116. if (sc->getSCE(SC_SYMPHONYOFLOVER)) {
  4117. sd->indexed_bonus.subele[ELE_GHOST] += sc->getSCE(SC_SYMPHONYOFLOVER)->val1 * 3;
  4118. sd->indexed_bonus.subele[ELE_HOLY] += sc->getSCE(SC_SYMPHONYOFLOVER)->val1 * 3;
  4119. }
  4120. if (sc->getSCE(SC_PYREXIA) && sc->getSCE(SC_PYREXIA)->val3 == 0)
  4121. sd->bonus.crit_atk_rate += sc->getSCE(SC_PYREXIA)->val2;
  4122. if (sc->getSCE(SC_LUXANIMA)) {
  4123. pc_bonus2(sd, SP_ADDSIZE, SZ_ALL, sc->getSCE(SC_LUXANIMA)->val3);
  4124. sd->bonus.crit_atk_rate += sc->getSCE(SC_LUXANIMA)->val3;
  4125. sd->bonus.short_attack_atk_rate += sc->getSCE(SC_LUXANIMA)->val3;
  4126. sd->bonus.long_attack_atk_rate += sc->getSCE(SC_LUXANIMA)->val3;
  4127. }
  4128. if (sc->getSCE(SC_STRIKING))
  4129. sd->bonus.perfect_hit += 20 + 10 * pc_checkskill(sd, SO_STRIKING);
  4130. if( sc->getSCE( SC_RUSH_QUAKE2 ) ){
  4131. sd->bonus.short_attack_atk_rate += 5 * sc->getSCE( SC_RUSH_QUAKE2 )->val1;
  4132. sd->bonus.long_attack_atk_rate += 5 * sc->getSCE( SC_RUSH_QUAKE2 )->val1;
  4133. }
  4134. if (sc->getSCE(SC_HIDDEN_CARD))
  4135. sd->bonus.long_attack_atk_rate += sc->getSCE(SC_HIDDEN_CARD)->val3;
  4136. if (sc->getSCE(SC_DEADLY_DEFEASANCE))
  4137. sd->special_state.no_magic_damage = 0;
  4138. if (sc->getSCE(SC_CLIMAX_DES_HU))
  4139. sd->indexed_bonus.magic_atk_ele[ELE_WIND] += 30;
  4140. if (sc->getSCE(SC_CLIMAX_EARTH))
  4141. sd->indexed_bonus.subele[ELE_EARTH] -= 100;
  4142. if (sc->getSCE(SC_CLIMAX_BLOOM))
  4143. sd->indexed_bonus.subele[ELE_FIRE] -= 100;
  4144. if (sc->getSCE(SC_CLIMAX_CRYIMP)) {
  4145. sd->indexed_bonus.subele[ELE_WATER] += 30;
  4146. sd->indexed_bonus.magic_atk_ele[ELE_WATER] += 30;
  4147. }
  4148. if (sc->getSCE(SC_SINCERE_FAITH))
  4149. sd->bonus.perfect_hit += sc->getSCE(SC_SINCERE_FAITH)->val3;
  4150. if (sc->getSCE(SC_HOLY_S)) {
  4151. sd->indexed_bonus.subele[ELE_DARK] += sc->getSCE(SC_HOLY_S)->val2;
  4152. sd->indexed_bonus.subele[ELE_UNDEAD] += sc->getSCE(SC_HOLY_S)->val2;
  4153. sd->indexed_bonus.magic_atk_ele[ELE_HOLY] += sc->getSCE(SC_HOLY_S)->val2;
  4154. }
  4155. if (sc->getSCE(SC_SUMMON_ELEMENTAL_ARDOR))
  4156. sd->indexed_bonus.magic_atk_ele[ELE_FIRE] += 10;
  4157. if (sc->getSCE(SC_SUMMON_ELEMENTAL_DILUVIO))
  4158. sd->indexed_bonus.magic_atk_ele[ELE_WATER] += 10;
  4159. if (sc->getSCE(SC_SUMMON_ELEMENTAL_PROCELLA))
  4160. sd->indexed_bonus.magic_atk_ele[ELE_WIND] += 10;
  4161. if (sc->getSCE(SC_SUMMON_ELEMENTAL_TERREMOTUS))
  4162. sd->indexed_bonus.magic_atk_ele[ELE_EARTH] += 10;
  4163. if (sc->getSCE(SC_SUMMON_ELEMENTAL_SERPENS))
  4164. sd->indexed_bonus.magic_atk_ele[ELE_POISON] += 10;
  4165. if (sc->getSCE(SC_FLAMEARMOR_OPTION)) {
  4166. sd->indexed_bonus.subele[ELE_FIRE] += 100;
  4167. sd->indexed_bonus.subele[ELE_WATER] -= 30;
  4168. }
  4169. if (sc->getSCE(SC_CRYSTAL_ARMOR_OPTION)) {
  4170. sd->indexed_bonus.subele[ELE_WATER] += 100;
  4171. sd->indexed_bonus.subele[ELE_WIND] -= 30;
  4172. }
  4173. if (sc->getSCE(SC_EYES_OF_STORM_OPTION)) {
  4174. sd->indexed_bonus.subele[ELE_WIND] += 100;
  4175. sd->indexed_bonus.subele[ELE_EARTH] -= 30;
  4176. }
  4177. if (sc->getSCE(SC_STRONG_PROTECTION_OPTION)) {
  4178. sd->indexed_bonus.subele[ELE_EARTH] += 100;
  4179. sd->indexed_bonus.subele[ELE_FIRE] -= 30;
  4180. }
  4181. if (sc->getSCE(SC_POISON_SHIELD_OPTION)) {
  4182. sd->indexed_bonus.subele[ELE_POISON] += 100;
  4183. sd->indexed_bonus.subele[ELE_HOLY] -= 30;
  4184. }
  4185. if (sc->getSCE(SC_INFINITY_DRINK)) {
  4186. sd->bonus.crit_atk_rate += 5;
  4187. sd->bonus.long_attack_atk_rate += 5;
  4188. sd->indexed_bonus.magic_atk_ele[ELE_ALL] += 5;
  4189. sd->special_state.no_castcancel = 1;
  4190. }
  4191. if(sc->getSCE(SC_MENTAL_POTION))
  4192. sd->dsprate -= sc->getSCE(SC_MENTAL_POTION)->val1;
  4193. if (sc->getSCE(SC_LIMIT_POWER_BOOSTER)) {
  4194. pc_bonus(sd, SP_ATK_RATE, 1);
  4195. pc_bonus(sd, SP_MATK_RATE, 1);
  4196. sd->dsprate -= 5;
  4197. sd->bonus.fixcastrate -= sc->getSCE(SC_LIMIT_POWER_BOOSTER)->val1;
  4198. }
  4199. if (sc->getSCE(SC_COMBAT_PILL)) {
  4200. pc_bonus(sd, SP_ATK_RATE, sc->getSCE(SC_COMBAT_PILL)->val1);
  4201. pc_bonus(sd, SP_MATK_RATE, sc->getSCE(SC_COMBAT_PILL)->val1);
  4202. }
  4203. if (sc->getSCE(SC_COMBAT_PILL2)) {
  4204. pc_bonus(sd, SP_ATK_RATE, sc->getSCE(SC_COMBAT_PILL2)->val1);
  4205. pc_bonus(sd, SP_MATK_RATE, sc->getSCE(SC_COMBAT_PILL2)->val1);
  4206. }
  4207. if (sc->getSCE(SC_SPARKCANDY))
  4208. pc_bonus2(sd, SP_HP_LOSS_RATE, 100, 10000);
  4209. if (sc->getSCE(SC_MAGICCANDY)) {
  4210. sd->bonus.fixcastrate -= 70;
  4211. sd->special_state.no_castcancel = 1;
  4212. pc_bonus2(sd, SP_SP_LOSS_RATE, 90, 10000);
  4213. }
  4214. if (sc->getSCE(SC_POPECOOKIE)) {
  4215. pc_bonus(sd, SP_ATK_RATE, sc->getSCE(SC_POPECOOKIE)->val1);
  4216. pc_bonus(sd, SP_MATK_RATE, sc->getSCE(SC_POPECOOKIE)->val1);
  4217. sd->indexed_bonus.subele[ELE_ALL] -= sc->getSCE(SC_POPECOOKIE)->val1;
  4218. }
  4219. if (sc->getSCE(SC_VITALIZE_POTION)) {
  4220. pc_bonus(sd, SP_ATK_RATE, sc->getSCE(SC_VITALIZE_POTION)->val1);
  4221. pc_bonus(sd, SP_MATK_RATE, sc->getSCE(SC_VITALIZE_POTION)->val1);
  4222. }
  4223. if (sc->getSCE(SC_CUP_OF_BOZA))
  4224. sd->indexed_bonus.subele[ELE_FIRE] -= 5;
  4225. if (sc->getSCE(SC_SKF_CAST))
  4226. sd->bonus.varcastrate -= sc->getSCE(SC_SKF_CAST)->val1;
  4227. if (sc->getSCE(SC_BEEF_RIB_STEW)) {
  4228. sd->bonus.varcastrate -= 5;
  4229. sd->dsprate -= 3;
  4230. }
  4231. if (sc->getSCE(SC_PORK_RIB_STEW))
  4232. sd->dsprate -= 2;
  4233. if (sc->getSCE(SC_BATH_FOAM_A)) {
  4234. sd->right_weapon.addrace2[RC2_EP172BATH] += sc->getSCE(SC_BATH_FOAM_A)->val1;
  4235. sd->indexed_bonus.magic_addrace2[RC2_EP172BATH] += sc->getSCE(SC_BATH_FOAM_A)->val1;
  4236. if( !battle_config.left_cardfix_to_right ){
  4237. sd->left_weapon.addrace2[RC2_EP172BATH] += sc->getSCE(SC_BATH_FOAM_A)->val1;
  4238. }
  4239. }
  4240. if (sc->getSCE(SC_BATH_FOAM_B)) {
  4241. sd->right_weapon.addrace2[RC2_EP172BATH] += sc->getSCE(SC_BATH_FOAM_B)->val1;
  4242. sd->indexed_bonus.magic_addrace2[RC2_EP172BATH] += sc->getSCE(SC_BATH_FOAM_B)->val1;
  4243. if( !battle_config.left_cardfix_to_right ){
  4244. sd->left_weapon.addrace2[RC2_EP172BATH] += sc->getSCE(SC_BATH_FOAM_B)->val1;
  4245. }
  4246. }
  4247. if (sc->getSCE(SC_BATH_FOAM_C)) {
  4248. sd->right_weapon.addrace2[RC2_EP172BATH] += sc->getSCE(SC_BATH_FOAM_C)->val1;
  4249. sd->indexed_bonus.magic_addrace2[RC2_EP172BATH] += sc->getSCE(SC_BATH_FOAM_C)->val1;
  4250. if( !battle_config.left_cardfix_to_right ){
  4251. sd->left_weapon.addrace2[RC2_EP172BATH] += sc->getSCE(SC_BATH_FOAM_C)->val1;
  4252. }
  4253. }
  4254. if (sc->getSCE(SC_EP16_DEF)) {
  4255. sd->indexed_bonus.subrace2[RC2_EP16_DEF] += sc->getSCE(SC_EP16_DEF)->val1;
  4256. }
  4257. if (sc->getSCE(SC_CONTENTS_1)) {
  4258. sd->right_weapon.addele[ELE_ALL] += sc->getSCE(SC_CONTENTS_1)->val1;
  4259. if( !battle_config.left_cardfix_to_right ){
  4260. sd->left_weapon.addele[ELE_ALL] += sc->getSCE(SC_CONTENTS_1)->val1;
  4261. }
  4262. sd->indexed_bonus.magic_addele_script[ELE_ALL] += sc->getSCE(SC_CONTENTS_1)->val1;
  4263. }
  4264. if (sc->getSCE(SC_CONTENTS_2)) {
  4265. sd->bonus.short_attack_atk_rate += sc->getSCE(SC_CONTENTS_2)->val1;
  4266. sd->bonus.long_attack_atk_rate += sc->getSCE(SC_CONTENTS_2)->val1;
  4267. sd->indexed_bonus.magic_atk_ele[ELE_ALL] += sc->getSCE(SC_CONTENTS_2)->val1;
  4268. }
  4269. if (sc->getSCE(SC_CONTENTS_3)) {
  4270. pc_bonus(sd, SP_ATK_RATE, sc->getSCE(SC_CONTENTS_3)->val1);
  4271. pc_bonus(sd, SP_MATK_RATE, sc->getSCE(SC_CONTENTS_3)->val1);
  4272. }
  4273. if (sc->getSCE(SC_CONTENTS_4)) {
  4274. pc_bonus(sd, SP_ATK_RATE, sc->getSCE(SC_CONTENTS_4)->val1);
  4275. pc_bonus(sd, SP_MATK_RATE, sc->getSCE(SC_CONTENTS_4)->val1);
  4276. }
  4277. if (sc->getSCE(SC_CONTENTS_5)) {
  4278. sd->bonus.varcastrate -= sc->getSCE(SC_CONTENTS_5)->val1;
  4279. }
  4280. if (sc->getSCE(SC_CONTENTS_6)) {
  4281. sd->right_weapon.addrace[RC_DRAGON] += sc->getSCE(SC_CONTENTS_6)->val1;
  4282. sd->right_weapon.addrace[RC_PLANT] += sc->getSCE(SC_CONTENTS_6)->val1;
  4283. if( !battle_config.left_cardfix_to_right ){
  4284. sd->left_weapon.addrace[RC_DRAGON] += sc->getSCE(SC_CONTENTS_6)->val1;
  4285. sd->left_weapon.addrace[RC_PLANT] += sc->getSCE(SC_CONTENTS_6)->val1;
  4286. }
  4287. sd->indexed_bonus.magic_addrace[RC_DRAGON] += sc->getSCE(SC_CONTENTS_6)->val1;
  4288. sd->indexed_bonus.magic_addrace[RC_PLANT] += sc->getSCE(SC_CONTENTS_6)->val1;
  4289. }
  4290. if (sc->getSCE(SC_CONTENTS_7)) {
  4291. sd->right_weapon.addrace[RC_DEMON] += sc->getSCE(SC_CONTENTS_7)->val1;
  4292. sd->right_weapon.addrace[RC_UNDEAD] += sc->getSCE(SC_CONTENTS_7)->val1;
  4293. if( !battle_config.left_cardfix_to_right ){
  4294. sd->left_weapon.addrace[RC_DEMON] += sc->getSCE(SC_CONTENTS_7)->val1;
  4295. sd->left_weapon.addrace[RC_UNDEAD] += sc->getSCE(SC_CONTENTS_7)->val1;
  4296. }
  4297. sd->indexed_bonus.magic_addrace[RC_DEMON] += sc->getSCE(SC_CONTENTS_7)->val1;
  4298. sd->indexed_bonus.magic_addrace[RC_UNDEAD] += sc->getSCE(SC_CONTENTS_7)->val1;
  4299. }
  4300. if (sc->getSCE(SC_CONTENTS_8)) {
  4301. sd->right_weapon.addrace[RC_FORMLESS] += sc->getSCE(SC_CONTENTS_8)->val1;
  4302. sd->right_weapon.addrace[RC_FISH] += sc->getSCE(SC_CONTENTS_8)->val1;
  4303. if( !battle_config.left_cardfix_to_right ){
  4304. sd->left_weapon.addrace[RC_FORMLESS] += sc->getSCE(SC_CONTENTS_8)->val1;
  4305. sd->left_weapon.addrace[RC_FISH] += sc->getSCE(SC_CONTENTS_8)->val1;
  4306. }
  4307. sd->indexed_bonus.magic_addrace[RC_FORMLESS] += sc->getSCE(SC_CONTENTS_8)->val1;
  4308. sd->indexed_bonus.magic_addrace[RC_FISH] += sc->getSCE(SC_CONTENTS_8)->val1;
  4309. }
  4310. if (sc->getSCE(SC_CONTENTS_9)) {
  4311. sd->right_weapon.addrace[RC_ANGEL] += sc->getSCE(SC_CONTENTS_9)->val1;
  4312. sd->right_weapon.addrace[RC_BRUTE] += sc->getSCE(SC_CONTENTS_9)->val1;
  4313. if( !battle_config.left_cardfix_to_right ){
  4314. sd->left_weapon.addrace[RC_ANGEL] += sc->getSCE(SC_CONTENTS_9)->val1;
  4315. sd->left_weapon.addrace[RC_BRUTE] += sc->getSCE(SC_CONTENTS_9)->val1;
  4316. }
  4317. sd->indexed_bonus.magic_addrace[RC_ANGEL] += sc->getSCE(SC_CONTENTS_9)->val1;
  4318. sd->indexed_bonus.magic_addrace[RC_BRUTE] += sc->getSCE(SC_CONTENTS_9)->val1;
  4319. }
  4320. if (sc->getSCE(SC_CONTENTS_10)) {
  4321. sd->right_weapon.addrace[RC_DEMIHUMAN] += sc->getSCE(SC_CONTENTS_10)->val1;
  4322. sd->right_weapon.addrace[RC_INSECT] += sc->getSCE(SC_CONTENTS_10)->val1;
  4323. if( !battle_config.left_cardfix_to_right ){
  4324. sd->left_weapon.addrace[RC_DEMIHUMAN] += sc->getSCE(SC_CONTENTS_10)->val1;
  4325. sd->left_weapon.addrace[RC_INSECT] += sc->getSCE(SC_CONTENTS_10)->val1;
  4326. }
  4327. sd->indexed_bonus.magic_addrace[RC_DEMIHUMAN] += sc->getSCE(SC_CONTENTS_10)->val1;
  4328. sd->indexed_bonus.magic_addrace[RC_INSECT] += sc->getSCE(SC_CONTENTS_10)->val1;
  4329. }
  4330. if (pc_checkskill(sd, SU_POWEROFLAND) > 0 && pc_checkskill_summoner(sd, SUMMONER_POWER_LAND) >= 20)
  4331. pc_bonus(sd, SP_MATK_RATE, 20);
  4332. if (sc->getSCE(SC_SHRIMP)) {
  4333. pc_bonus(sd, SP_ATK_RATE, sc->getSCE(SC_SHRIMP)->val2);
  4334. pc_bonus(sd, SP_MATK_RATE, sc->getSCE(SC_SHRIMP)->val2);
  4335. }
  4336. if (sc->getSCE(SC_INCMATKRATE))
  4337. pc_bonus(sd, SP_MATK_RATE, sc->getSCE(SC_INCMATKRATE)->val1);
  4338. if (sc->getSCE(SC_MINDBREAKER))
  4339. pc_bonus(sd, SP_MATK_RATE, sc->getSCE(SC_MINDBREAKER)->val2);
  4340. if (sc->getSCE(SC_CATNIPPOWDER))
  4341. pc_bonus(sd, SP_MATK_RATE, sc->getSCE(SC_CATNIPPOWDER)->val2);
  4342. if (sc->getSCE(SC_NIBELUNGEN) && sc->getSCE(SC_NIBELUNGEN)->val2 == RINGNBL_MATKRATE)
  4343. pc_bonus(sd, SP_MATK_RATE, 20);
  4344. }
  4345. status_cpy(&sd->battle_status, base_status);
  4346. // ----- CLIENT-SIDE REFRESH -----
  4347. if(!sd->bl.prev) {
  4348. // Will update on LoadEndAck
  4349. calculating = 0;
  4350. return 0;
  4351. }
  4352. if(memcmp(b_skill,sd->status.skill,sizeof(sd->status.skill))) {
  4353. #if PACKETVER_MAIN_NUM >= 20190807 || PACKETVER_RE_NUM >= 20190807 || PACKETVER_ZERO_NUM >= 20190918
  4354. // Client doesn't delete unavailable skills even if we refresh the skill tree, individually delete them.
  4355. for (i = 0; i < MAX_SKILL; i++) {
  4356. if (b_skill[i].id != 0 && sd->status.skill[i].id == 0)
  4357. clif_deleteskill(*sd, b_skill[i].id, true);
  4358. }
  4359. #endif
  4360. clif_skillinfoblock(sd);
  4361. }
  4362. // If the skill is learned, the status is infinite.
  4363. if (pc_checkskill(sd, SU_SPRITEMABLE) > 0 && !sd->sc.getSCE(SC_SPRITEMABLE))
  4364. sc_start(&sd->bl, &sd->bl, SC_SPRITEMABLE, 100, 1, INFINITE_TICK);
  4365. if (pc_checkskill(sd, SU_SOULATTACK) > 0 && !sd->sc.getSCE(SC_SOULATTACK))
  4366. sc_start(&sd->bl, &sd->bl, SC_SOULATTACK, 100, 1, INFINITE_TICK);
  4367. calculating = 0;
  4368. return 0;
  4369. }
  4370. /// Intermediate function since C++ does not have a try-finally syntax
  4371. int status_calc_pc_( map_session_data* sd, uint8 opt ){
  4372. // Save the old script the player was attached to
  4373. struct script_state* previous_st = sd->st;
  4374. // Store the return value of the original function
  4375. int ret = status_calc_pc_sub( sd, opt );
  4376. // If an old script is present
  4377. if( previous_st ){
  4378. // Reattach the player to it, so that the limitations of that script kick back in
  4379. script_attach_state( previous_st );
  4380. }
  4381. // Return the original return value
  4382. return ret;
  4383. }
  4384. /**
  4385. * Calculates Mercenary data
  4386. * @param md: Mercenary object
  4387. * @param opt: Whether it is first calc or not (0 on level up or status)
  4388. * @return 0
  4389. */
  4390. int status_calc_mercenary_(s_mercenary_data *md, uint8 opt)
  4391. {
  4392. struct status_data *status = &md->base_status;
  4393. s_mercenary *merc = &md->mercenary;
  4394. if (opt&SCO_FIRST) {
  4395. memcpy(status, &md->db->status, sizeof(struct status_data));
  4396. status->class_ = CLASS_NORMAL;
  4397. status->mode = static_cast<e_mode>(MD_CANMOVE|MD_CANATTACK);
  4398. status->hp = status->max_hp;
  4399. status->sp = status->max_sp;
  4400. md->battle_status.hp = merc->hp;
  4401. md->battle_status.sp = merc->sp;
  4402. if (md->master)
  4403. status->speed = status_get_speed(&md->master->bl);
  4404. }
  4405. status_calc_misc(&md->bl, status, md->db->lv);
  4406. status_cpy(&md->battle_status, status);
  4407. return 0;
  4408. }
  4409. /**
  4410. * Calculates Homunculus data
  4411. * @param hd: Homunculus object
  4412. * @param opt: Whether it is first calc or not (0 on level up or status)
  4413. * @return 1
  4414. */
  4415. int status_calc_homunculus_(struct homun_data *hd, uint8 opt)
  4416. {
  4417. struct status_data *status = &hd->base_status;
  4418. struct s_homunculus &hom = hd->homunculus;
  4419. int skill_lv;
  4420. int amotion;
  4421. status->str = hom.str / 10;
  4422. status->agi = hom.agi / 10;
  4423. status->vit = hom.vit / 10;
  4424. status->dex = hom.dex / 10;
  4425. status->int_ = hom.int_ / 10;
  4426. status->luk = hom.luk / 10;
  4427. APPLY_HOMUN_LEVEL_STATWEIGHT();
  4428. if (opt&SCO_FIRST) {
  4429. const std::shared_ptr<s_homunculus_db> db = hd->homunculusDB;
  4430. status->def_ele = db->element;
  4431. status->ele_lv = 1;
  4432. status->race = db->race;
  4433. status->class_ = CLASS_NORMAL;
  4434. status->size = (hom.class_ == db->evo_class) ? db->evo_size : db->base_size;
  4435. status->rhw.range = 1 + status->size;
  4436. status->mode = static_cast<e_mode>(MD_CANMOVE|MD_CANATTACK);
  4437. status->speed = DEFAULT_WALK_SPEED;
  4438. if (battle_config.hom_setting&HOMSET_COPY_SPEED && hd->master)
  4439. status->speed = status_get_speed(&hd->master->bl);
  4440. status->hp = 1;
  4441. status->sp = 1;
  4442. }
  4443. status->aspd_rate = 1000;
  4444. #ifdef RENEWAL
  4445. amotion = hd->homunculusDB->baseASPD;
  4446. amotion = amotion - amotion * (status->dex + hom.dex_value) / 1000 - (status->agi + hom.agi_value) * amotion / 250;
  4447. status->def = status->mdef = 0;
  4448. #else
  4449. skill_lv = hom.level / 10 + status->vit / 5;
  4450. status->def = cap_value(skill_lv, 0, 99);
  4451. skill_lv = hom.level / 10 + status->int_ / 5;
  4452. status->mdef = cap_value(skill_lv, 0, 99);
  4453. amotion = (1000 - 4 * status->agi - status->dex) * hd->homunculusDB->baseASPD / 1000;
  4454. #endif
  4455. status->amotion = cap_value(amotion, battle_config.max_aspd, 2000);
  4456. status->adelay = status->amotion; //It seems adelay = amotion for Homunculus.
  4457. status->max_hp = hom.max_hp;
  4458. status->max_sp = hom.max_sp;
  4459. hom_calc_skilltree(hd);
  4460. if((skill_lv = hom_checkskill(hd, HAMI_SKIN)) > 0)
  4461. status->def += skill_lv * 4;
  4462. if((skill_lv = hom_checkskill(hd, HVAN_INSTRUCT)) > 0) {
  4463. static const uint8 bonus_int[] = { 1, 2, 2, 4, 5 };
  4464. static const uint8 bonus_str[] = { 1, 1, 3, 4, 4 };
  4465. status->int_ += bonus_int[skill_lv - 1];
  4466. status->str += bonus_str[skill_lv - 1];
  4467. }
  4468. if((skill_lv = hom_checkskill(hd, HAMI_SKIN)) > 0)
  4469. status->max_hp += skill_lv * 2 * status->max_hp / 100;
  4470. if((skill_lv = hom_checkskill(hd, HLIF_BRAIN)) > 0)
  4471. status->max_sp += skill_lv * status->max_sp / 100;
  4472. if((skill_lv = hom_checkskill(hd, MH_CLASSY_FLUTTER)) > 0) {
  4473. status->matk_min += 100 + 60* skill_lv;
  4474. status->matk_max += 100 + 60* skill_lv;
  4475. }
  4476. if((skill_lv = hom_checkskill(hd, MH_BRUSHUP_CLAW)) > 0) {
  4477. status->batk += 100 + 60* skill_lv;
  4478. }
  4479. if((skill_lv = hom_checkskill(hd, MH_POLISHING_NEEDLE)) > 0) {
  4480. status->matk_min += 50 + 20* skill_lv;
  4481. status->matk_max += 50 + 20* skill_lv;
  4482. status->batk += 100 + 40* skill_lv;
  4483. }
  4484. if((skill_lv = hom_checkskill(hd, MH_LICHT_GEHORN)) > 0) {
  4485. status->matk_min += 100 + 30* skill_lv;
  4486. status->matk_max += 100 + 30* skill_lv;
  4487. status->batk += 100 + 30* skill_lv;
  4488. }
  4489. if((skill_lv = hom_checkskill(hd, MH_BLAZING_LAVA)) > 0) {
  4490. status->batk += 100 + 60* skill_lv;
  4491. }
  4492. if (opt&SCO_FIRST) {
  4493. hd->battle_status.hp = hom.hp;
  4494. hd->battle_status.sp = hom.sp;
  4495. if(hom.class_ == 6052) // Eleanor
  4496. sc_start(&hd->bl,&hd->bl, SC_STYLE_CHANGE, 100, MH_MD_FIGHTING, INFINITE_TICK);
  4497. }
  4498. #ifndef RENEWAL
  4499. status->rhw.atk = status->dex;
  4500. status->rhw.atk2 = status->str + hom.level;
  4501. #endif
  4502. status_calc_misc(&hd->bl, status, hom.level);
  4503. status_cpy(&hd->battle_status, status);
  4504. return 1;
  4505. }
  4506. /**
  4507. * Calculates Elemental data
  4508. * @param ed: Elemental object
  4509. * @param opt: Whether it is first calc or not (0 on status change)
  4510. * @return 0
  4511. */
  4512. int status_calc_elemental_(s_elemental_data *ed, uint8 opt)
  4513. {
  4514. struct status_data *status = &ed->base_status;
  4515. s_elemental *ele = &ed->elemental;
  4516. map_session_data *sd = ed->master;
  4517. if( !sd )
  4518. return 0;
  4519. if (opt&SCO_FIRST) {
  4520. memcpy(status, &ed->db->status, sizeof(struct status_data));
  4521. if( !ele->mode )
  4522. status->mode = EL_MODE_PASSIVE;
  4523. else
  4524. status->mode = ele->mode;
  4525. status->class_ = CLASS_NORMAL;
  4526. status_calc_misc(&ed->bl, status, 0);
  4527. status->max_hp = ele->max_hp;
  4528. status->max_sp = ele->max_sp;
  4529. status->hp = ele->hp;
  4530. status->sp = ele->sp;
  4531. status->rhw.atk = ele->atk;
  4532. status->rhw.atk2 = ele->atk2;
  4533. status->matk_min += ele->matk;
  4534. status->def += ele->def;
  4535. status->mdef += ele->mdef;
  4536. status->flee = ele->flee;
  4537. status->hit = ele->hit;
  4538. if (ed->master)
  4539. status->speed = status_get_speed(&ed->master->bl);
  4540. memcpy(&ed->battle_status,status,sizeof(struct status_data));
  4541. } else {
  4542. status_calc_misc(&ed->bl, status, 0);
  4543. status_cpy(&ed->battle_status, status);
  4544. }
  4545. return 0;
  4546. }
  4547. /**
  4548. * Calculates NPC data
  4549. * @param nd: NPC object
  4550. * @param opt: Whether it is first calc or not (what?)
  4551. * @return 0
  4552. */
  4553. int status_calc_npc_(struct npc_data *nd, uint8 opt)
  4554. {
  4555. struct status_data *status = &nd->status;
  4556. if (!nd)
  4557. return 0;
  4558. if (opt&SCO_FIRST) {
  4559. status->hp = 1;
  4560. status->sp = 1;
  4561. status->max_hp = 1;
  4562. status->max_sp = 1;
  4563. status->def_ele = ELE_NEUTRAL;
  4564. status->ele_lv = 1;
  4565. status->race = RC_DEMIHUMAN;
  4566. status->class_ = CLASS_NORMAL;
  4567. status->size = nd->size;
  4568. status->rhw.range = 1 + status->size;
  4569. status->mode = static_cast<e_mode>(MD_CANMOVE|MD_CANATTACK);
  4570. status->speed = nd->speed;
  4571. }
  4572. status->str = nd->stat_point + nd->params.str;
  4573. status->agi = nd->stat_point + nd->params.agi;
  4574. status->vit = nd->stat_point + nd->params.vit;
  4575. status->int_= nd->stat_point + nd->params.int_;
  4576. status->dex = nd->stat_point + nd->params.dex;
  4577. status->luk = nd->stat_point + nd->params.luk;
  4578. status_calc_misc(&nd->bl, status, nd->level);
  4579. status_cpy(&nd->status, status);
  4580. return 0;
  4581. }
  4582. /**
  4583. * Calculates regeneration values
  4584. * Applies passive skill regeneration additions
  4585. * @param bl: Object to calculate regen for [PC|HOM|MER|ELEM]
  4586. * @param status: Object's status
  4587. * @param regen: Object's base regeneration data
  4588. */
  4589. void status_calc_regen(struct block_list *bl, struct status_data *status, struct regen_data *regen)
  4590. {
  4591. map_session_data *sd;
  4592. status_change *sc;
  4593. int val, skill, reg_flag;
  4594. if( !(bl->type&BL_REGEN) || !regen )
  4595. return;
  4596. sd = BL_CAST(BL_PC,bl);
  4597. sc = status_get_sc(bl);
  4598. val = (status->vit/5) + max(1, status->max_hp/200);
  4599. if( sd && sd->hprecov_rate != 100 )
  4600. val = val*sd->hprecov_rate/100;
  4601. reg_flag = bl->type == BL_PC ? 0 : 1;
  4602. regen->hp = cap_value(val, reg_flag, SHRT_MAX);
  4603. val = 1 + (status->int_/6) + (status->max_sp/100);
  4604. if( status->int_ >= 120 )
  4605. val += ((status->int_-120) / 2) + 4;
  4606. if( sd && sd->sprecov_rate != 100 )
  4607. val = val*sd->sprecov_rate/100;
  4608. regen->sp = cap_value(val, reg_flag, SHRT_MAX);
  4609. if( sd ) {
  4610. struct regen_data_sub *sregen;
  4611. if( (skill=pc_checkskill(sd,HP_MEDITATIO)) > 0 ) {
  4612. val = regen->sp*(100+3*skill)/100;
  4613. regen->sp = cap_value(val, 1, SHRT_MAX);
  4614. }
  4615. // Only players have skill/sitting skill regen for now.
  4616. sregen = regen->sregen;
  4617. val = 0;
  4618. if( (skill=pc_checkskill(sd,SM_RECOVERY)) > 0 )
  4619. val += skill*5 + skill*status->max_hp/500;
  4620. if (sc && sc->count) {
  4621. if (sc->getSCE(SC_INCREASE_MAXHP))
  4622. val += val * sc->getSCE(SC_INCREASE_MAXHP)->val2 / 100;
  4623. }
  4624. sregen->hp = cap_value(val, 0, SHRT_MAX);
  4625. val = 0;
  4626. if( (skill=pc_checkskill(sd,MG_SRECOVERY)) > 0 )
  4627. val += skill*3 + skill*status->max_sp/500;
  4628. if( (skill=pc_checkskill(sd,NJ_NINPOU)) > 0 )
  4629. val += skill*3 + skill*status->max_sp/500;
  4630. if( (skill=pc_checkskill(sd,WM_LESSON)) > 0 )
  4631. val += 3 + 3 * skill;
  4632. if (sc && sc->count) {
  4633. if (sc->getSCE(SC_ANCILLA))
  4634. val += sc->getSCE(SC_ANCILLA)->val2 / 100;
  4635. if (sc->getSCE(SC_INCREASE_MAXSP))
  4636. val += val * sc->getSCE(SC_INCREASE_MAXSP)->val2 / 100;
  4637. }
  4638. sregen->sp = cap_value(val, 0, SHRT_MAX);
  4639. // Skill-related recovery (only when sit)
  4640. sregen = regen->ssregen;
  4641. val = 0;
  4642. if( (skill=pc_checkskill(sd,MO_SPIRITSRECOVERY)) > 0 )
  4643. val += skill*4 + skill*status->max_hp/500;
  4644. if( (skill=pc_checkskill(sd,TK_HPTIME)) > 0 && sd->state.rest )
  4645. val += skill*30 + skill*status->max_hp/500;
  4646. sregen->hp = cap_value(val, 0, SHRT_MAX);
  4647. val = 0;
  4648. if( (skill=pc_checkskill(sd,TK_SPTIME)) > 0 && sd->state.rest ) {
  4649. val += skill*3 + skill*status->max_sp/500;
  4650. if ((skill=pc_checkskill(sd,SL_KAINA)) > 0) // Power up Enjoyable Rest
  4651. val += (30+10*skill)*val/100;
  4652. }
  4653. if( (skill=pc_checkskill(sd,MO_SPIRITSRECOVERY)) > 0 )
  4654. val += skill*2 + skill*status->max_sp/500;
  4655. sregen->sp = cap_value(val, 0, SHRT_MAX);
  4656. }
  4657. if( bl->type == BL_HOM ) {
  4658. struct homun_data *hd = (TBL_HOM*)bl;
  4659. if( (skill = hom_checkskill(hd,HAMI_SKIN)) > 0 ) {
  4660. val = regen->hp*(100+5*skill)/100;
  4661. regen->hp = cap_value(val, 1, SHRT_MAX);
  4662. }
  4663. if( (skill = hom_checkskill(hd,HLIF_BRAIN)) > 0 ) {
  4664. val = regen->sp*(100+3*skill)/100;
  4665. regen->sp = cap_value(val, 1, SHRT_MAX);
  4666. }
  4667. } else if( bl->type == BL_MER ) {
  4668. val = static_cast<decltype(val)>((status->max_hp * status->vit / 10000.0 + 1.0) * 6.0);
  4669. regen->hp = cap_value(val, 1, SHRT_MAX);
  4670. val = static_cast<decltype(val)>((status->max_sp * (status->int_ + 10.0) / 750.0) + 1.0);
  4671. regen->sp = cap_value(val, 1, SHRT_MAX);
  4672. } else if( bl->type == BL_ELEM ) {
  4673. val = static_cast<decltype(val)>((status->max_hp * status->vit / 10000.0 + 1.0) * 6.0);
  4674. regen->hp = cap_value(val, 1, SHRT_MAX);
  4675. val = static_cast<decltype(val)>((status->max_sp * (status->int_ + 10.0) / 750.0) + 1.0);
  4676. regen->sp = cap_value(val, 1, SHRT_MAX);
  4677. }
  4678. }
  4679. /**
  4680. * Calculates SC (Status Changes) regeneration values
  4681. * @param bl: Object to calculate regen for [PC|HOM|MER|ELEM]
  4682. * @param regen: Object's base regeneration data
  4683. * @param sc: Object's status change data
  4684. */
  4685. void status_calc_regen_rate(struct block_list *bl, struct regen_data *regen, status_change *sc)
  4686. {
  4687. if (!(bl->type&BL_REGEN) || !regen)
  4688. return;
  4689. regen->flag = RGN_HP|RGN_SP;
  4690. if(regen->sregen) {
  4691. if (regen->sregen->hp)
  4692. regen->flag |= RGN_SHP;
  4693. if (regen->sregen->sp)
  4694. regen->flag |= RGN_SSP;
  4695. regen->sregen->rate.hp = regen->sregen->rate.sp = 100;
  4696. }
  4697. if (regen->ssregen) {
  4698. if (regen->ssregen->hp)
  4699. regen->flag |= RGN_SHP;
  4700. if (regen->ssregen->sp)
  4701. regen->flag |= RGN_SSP;
  4702. regen->ssregen->rate.hp = regen->ssregen->rate.sp = 100;
  4703. }
  4704. regen->rate.hp = regen->rate.sp = 100;
  4705. if (!sc || !sc->count)
  4706. return;
  4707. // No HP or SP regen
  4708. if ((sc->getSCE(SC_POISON) && !sc->getSCE(SC_SLOWPOISON))
  4709. || (sc->getSCE(SC_DPOISON) && !sc->getSCE(SC_SLOWPOISON))
  4710. || sc->getSCE(SC_BERSERK)
  4711. || sc->getSCE(SC_TRICKDEAD)
  4712. || sc->getSCE(SC_BLEEDING)
  4713. || (sc->getSCE(SC_MAGICMUSHROOM) && sc->getSCE(SC_MAGICMUSHROOM)->val3 == 1)
  4714. || sc->getSCE(SC_SATURDAYNIGHTFEVER)
  4715. || sc->getSCE(SC_REBOUND))
  4716. regen->flag = RGN_NONE;
  4717. // No natural SP regen
  4718. if (sc->getSCE(SC_DANCING) ||
  4719. #ifdef RENEWAL
  4720. sc->getSCE(SC_MAXIMIZEPOWER) ||
  4721. #endif
  4722. #ifndef RENEWAL
  4723. (bl->type == BL_PC && (((TBL_PC*)bl)->class_&MAPID_UPPERMASK) == MAPID_MONK &&
  4724. (sc->getSCE(SC_EXTREMITYFIST) || sc->getSCE(SC_EXPLOSIONSPIRITS)) && (!sc->getSCE(SC_SPIRIT) || sc->getSCE(SC_SPIRIT)->val2 != SL_MONK)) ||
  4725. #else
  4726. (bl->type == BL_PC && (((TBL_PC*)bl)->class_&MAPID_UPPERMASK) == MAPID_MONK &&
  4727. sc->getSCE(SC_EXTREMITYFIST) && (!sc->getSCE(SC_SPIRIT) || sc->getSCE(SC_SPIRIT)->val2 != SL_MONK)) ||
  4728. #endif
  4729. (sc->getSCE(SC_OBLIVIONCURSE) && sc->getSCE(SC_OBLIVIONCURSE)->val3 == 1))
  4730. regen->flag &= ~RGN_SP;
  4731. if (sc->getSCE(SC_TENSIONRELAX)) {
  4732. if (sc->getSCE(SC_WEIGHT50) || sc->getSCE(SC_WEIGHT90))
  4733. regen->state.overweight = 0; // 1x HP regen
  4734. else {
  4735. regen->rate.hp += 200;
  4736. if (regen->sregen)
  4737. regen->sregen->rate.hp += 200;
  4738. }
  4739. }
  4740. if (sc->getSCE(SC_MAGNIFICAT))
  4741. regen->rate.sp += 100;
  4742. if (sc->getSCE(SC_REGENERATION)) {
  4743. const struct status_change_entry *sce = sc->getSCE(SC_REGENERATION);
  4744. if (!sce->val4) {
  4745. regen->rate.hp += (sce->val2*100);
  4746. regen->rate.sp += (sce->val3*100);
  4747. } else
  4748. regen->flag &= ~sce->val4; // Remove regen as specified by val4
  4749. }
  4750. if(sc->getSCE(SC_GT_REVITALIZE)) {
  4751. regen->hp += cap_value(regen->hp * sc->getSCE(SC_GT_REVITALIZE)->val3/100, 1, SHRT_MAX);
  4752. regen->state.walk = 1;
  4753. }
  4754. if (sc->getSCE(SC_EXTRACT_WHITE_POTION_Z))
  4755. regen->hp += cap_value(regen->hp * sc->getSCE(SC_EXTRACT_WHITE_POTION_Z)->val1 / 100, 1, SHRT_MAX);
  4756. if (sc->getSCE(SC_VITATA_500))
  4757. regen->sp += cap_value(regen->sp * sc->getSCE(SC_VITATA_500)->val1 / 100, 1, SHRT_MAX);
  4758. if (bl->type == BL_ELEM) { // Recovery bonus only applies to the Elementals.
  4759. int ele_class = status_get_class(bl);
  4760. switch (ele_class) {
  4761. case ELEMENTALID_AGNI_S:
  4762. case ELEMENTALID_AGNI_M:
  4763. case ELEMENTALID_AGNI_L:
  4764. case ELEMENTALID_ARDOR:
  4765. if (sc->getSCE(SC_FIRE_INSIGNIA) && sc->getSCE(SC_FIRE_INSIGNIA)->val1 == 1)
  4766. regen->rate.hp += 100;
  4767. break;
  4768. case ELEMENTALID_AQUA_S:
  4769. case ELEMENTALID_AQUA_M:
  4770. case ELEMENTALID_AQUA_L:
  4771. case ELEMENTALID_DILUVIO:
  4772. if (sc->getSCE(SC_WATER_INSIGNIA) && sc->getSCE(SC_WATER_INSIGNIA)->val1 == 1)
  4773. regen->rate.hp += 100;
  4774. break;
  4775. case ELEMENTALID_VENTUS_S:
  4776. case ELEMENTALID_VENTUS_M:
  4777. case ELEMENTALID_VENTUS_L:
  4778. case ELEMENTALID_PROCELLA:
  4779. if (sc->getSCE(SC_WIND_INSIGNIA) && sc->getSCE(SC_WIND_INSIGNIA)->val1 == 1)
  4780. regen->rate.hp += 100;
  4781. break;
  4782. case ELEMENTALID_TERA_S:
  4783. case ELEMENTALID_TERA_M:
  4784. case ELEMENTALID_TERA_L:
  4785. case ELEMENTALID_TERREMOTUS:
  4786. case ELEMENTALID_SERPENS:
  4787. if (sc->getSCE(SC_EARTH_INSIGNIA) && sc->getSCE(SC_EARTH_INSIGNIA)->val1 == 1)
  4788. regen->rate.hp += 100;
  4789. break;
  4790. }
  4791. }
  4792. if (sc->getSCE(SC_CATNIPPOWDER)) {
  4793. regen->rate.hp *= 2;
  4794. regen->rate.sp *= 2;
  4795. }
  4796. if (sc->getSCE(SC_SHRIMPBLESSING))
  4797. regen->rate.sp += 50;
  4798. #ifdef RENEWAL
  4799. if (sc->getSCE(SC_NIBELUNGEN)) {
  4800. if (sc->getSCE(SC_NIBELUNGEN)->val2 == RINGNBL_HPREGEN)
  4801. regen->rate.hp += 100;
  4802. else if (sc->getSCE(SC_NIBELUNGEN)->val2 == RINGNBL_SPREGEN)
  4803. regen->rate.sp += 100;
  4804. }
  4805. #endif
  4806. if (sc->getSCE(SC_SIRCLEOFNATURE))
  4807. regen->rate.hp += sc->getSCE(SC_SIRCLEOFNATURE)->val2;
  4808. if (sc->getSCE(SC_SONGOFMANA))
  4809. regen->rate.sp += sc->getSCE(SC_SONGOFMANA)->val3;
  4810. if (sc->getSCE(SC_BUCHEDENOEL)) {
  4811. regen->rate.hp += sc->getSCE(SC_BUCHEDENOEL)->val2;
  4812. regen->rate.sp += sc->getSCE(SC_BUCHEDENOEL)->val2;
  4813. }
  4814. }
  4815. /**
  4816. * Applies a state to a unit - See [StatusChangeStateTable]
  4817. * @param bl: Object to change state on [PC|MOB|HOM|MER|ELEM]
  4818. * @param sc: Object's status change data
  4819. * @param flag: Which state to apply to bl
  4820. * @param start: (1) start state, (0) remove state
  4821. */
  4822. void status_calc_state( struct block_list *bl, status_change *sc, std::bitset<SCS_MAX> flag, bool start )
  4823. {
  4824. /// No sc at all, we can zero without any extra weight over our conciousness
  4825. if( !sc->count ) {
  4826. sc->cant = {};
  4827. return;
  4828. }
  4829. // Can't move
  4830. if( flag[SCS_NOMOVE] ) {
  4831. if( !flag[SCS_NOMOVECOND] )
  4832. sc->cant.move += (start ? 1 : ((sc->cant.move) ? -1 : 0));
  4833. else if(
  4834. (sc->getSCE(SC_GOSPEL) && sc->getSCE(SC_GOSPEL)->val4 == BCT_SELF) // cannot move while gospel is in effect
  4835. #ifndef RENEWAL
  4836. || (sc->getSCE(SC_BASILICA) && sc->getSCE(SC_BASILICA)->val4 == bl->id) // Basilica caster cannot move
  4837. || (sc->getSCE(SC_GRAVITATION) && sc->getSCE(SC_GRAVITATION)->val3 == BCT_SELF)
  4838. #endif
  4839. || (sc->getSCE(SC_CAMOUFLAGE) && sc->getSCE(SC_CAMOUFLAGE)->val1 < 3)
  4840. || (sc->getSCE(SC_MAGNETICFIELD) && sc->getSCE(SC_MAGNETICFIELD)->val2 != bl->id)
  4841. || (sc->getSCE(SC_FEAR) && sc->getSCE(SC_FEAR)->val2 > 0)
  4842. || (sc->getSCE(SC_HIDING) && (bl->type != BL_PC || (pc_checkskill(BL_CAST(BL_PC,bl),RG_TUNNELDRIVE) <= 0)))
  4843. || (sc->getSCE(SC_DANCING) && sc->getSCE(SC_DANCING)->val4 && (
  4844. #ifndef RENEWAL
  4845. !sc->getSCE(SC_LONGING) ||
  4846. #endif
  4847. (sc->getSCE(SC_DANCING)->val1&0xFFFF) == CG_MOONLIT ||
  4848. (sc->getSCE(SC_DANCING)->val1&0xFFFF) == CG_HERMODE
  4849. ))
  4850. || (sc->getSCE(SC_CRYSTALIZE) && bl->type != BL_MOB)
  4851. )
  4852. sc->cant.move += (start ? 1 : ((sc->cant.move) ? -1 : 0));
  4853. }
  4854. // Can't use skills
  4855. if( flag[SCS_NOCAST] ) {
  4856. if( !flag[SCS_NOCASTCOND] )
  4857. sc->cant.cast += (start ? 1 : ((sc->cant.cast) ? -1 : 0));
  4858. else if (sc->getSCE(SC_OBLIVIONCURSE) && sc->getSCE(SC_OBLIVIONCURSE)->val3 == 1)
  4859. sc->cant.cast += (start ? 1 : ((sc->cant.cast) ? -1 : 0));
  4860. }
  4861. // Can't chat
  4862. if( flag[SCS_NOCHAT] ) {
  4863. if( !flag[SCS_NOCHATCOND] )
  4864. sc->cant.chat += (start ? 1 : ((sc->cant.chat) ? -1 : 0));
  4865. else if(sc->getSCE(SC_NOCHAT) && sc->getSCE(SC_NOCHAT)->val1&MANNER_NOCHAT)
  4866. sc->cant.chat += (start ? 1 : ((sc->cant.chat) ? -1 : 0));
  4867. }
  4868. // Can't attack
  4869. if( flag[SCS_NOATTACK] ) {
  4870. if( !flag[SCS_NOATTACKCOND] )
  4871. sc->cant.attack += (start ? 1 : ((sc->cant.attack) ? -1 : 0));
  4872. /*else if( )
  4873. sc->cant.attack += ( start ? 1 : ((sc->cant.attack)? -1:0) );*/
  4874. }
  4875. // Can't warp
  4876. if (flag[SCS_NOWARP]) {
  4877. if (!flag[SCS_NOWARPCOND])
  4878. sc->cant.warp += (start ? 1 : ((sc->cant.warp) ? -1 : 0));
  4879. /*else if (sc->getSCE())
  4880. sc->cant.warp += ( start ? 1 : ((sc->cant.warp)? -1:0) );*/
  4881. }
  4882. // Player-only states
  4883. if( bl->type == BL_PC ) {
  4884. // Can't pick-up items
  4885. if( flag[SCS_NOPICKITEM] ) {
  4886. if( !flag[SCS_NOPICKITEMCOND] )
  4887. sc->cant.pickup += (start ? 1 : ((sc->cant.pickup) ? -1 : 0));
  4888. else if( (sc->getSCE(SC_NOCHAT) && sc->getSCE(SC_NOCHAT)->val1&MANNER_NOITEM) )
  4889. sc->cant.pickup += (start ? 1 : ((sc->cant.pickup) ? -1 : 0));
  4890. }
  4891. // Can't drop items
  4892. if( flag[SCS_NODROPITEM] ) {
  4893. if( !flag[SCS_NODROPITEMCOND] )
  4894. sc->cant.drop += (start ? 1 : ((sc->cant.drop) ? -1 : 0));
  4895. else if( (sc->getSCE(SC_NOCHAT) && sc->getSCE(SC_NOCHAT)->val1&MANNER_NOITEM) )
  4896. sc->cant.drop += (start ? 1 : ((sc->cant.drop) ? -1 : 0));
  4897. }
  4898. // Can't equip item
  4899. if( flag[SCS_NOEQUIPITEM] ) {
  4900. if( !flag[SCS_NOEQUIPITEMCOND] )
  4901. sc->cant.equip += (start ? 1 : ((sc->cant.equip) ? -1 : 0));
  4902. /*else if( )
  4903. sc->cant.equip += ( start ? 1 : ((sc->cant.equip)? -1:0) );*/
  4904. }
  4905. // Can't unequip item
  4906. if( flag[SCS_NOUNEQUIPITEM]) {
  4907. if( !flag[SCS_NOUNEQUIPITEMCOND] )
  4908. sc->cant.unequip += (start ? 1 : ((sc->cant.unequip) ? -1 : 0));
  4909. /*else if( )
  4910. sc->cant.unequip += ( start ? 1 : ((sc->cant.unequip)? -1:0) );*/
  4911. }
  4912. // Can't consume item
  4913. if( flag[SCS_NOCONSUMEITEM]) {
  4914. if( !flag[SCS_NOCONSUMEITEMCOND] )
  4915. sc->cant.consume += (start ? 1 : ((sc->cant.consume) ? -1 : 0));
  4916. else if( (sc->getSCE(SC_GRAVITATION) && sc->getSCE(SC_GRAVITATION)->val3 == BCT_SELF) ||
  4917. (sc->getSCE(SC_NOCHAT) && sc->getSCE(SC_NOCHAT)->val1&MANNER_NOITEM) )
  4918. sc->cant.consume += (start ? 1 : ((sc->cant.consume) ? -1 : 0));
  4919. }
  4920. // Can't lose exp
  4921. if (flag[SCS_NODEATHPENALTY]) {
  4922. if (!flag[SCS_NODEATHPENALTYCOND])
  4923. sc->cant.deathpenalty += (start ? 1 : ((sc->cant.deathpenalty) ? -1 : 0));
  4924. /*else if (sc->getSCE())
  4925. sc->cant.deathpenalty += ( start ? 1 : ((sc->cant.deathpenalty)? -1:0) );*/
  4926. }
  4927. // Can't sit/stand/talk to NPC
  4928. if (flag[SCS_NOINTERACT]) {
  4929. if (!flag[SCS_NOINTERACTCOND])
  4930. sc->cant.interact += (start ? 1 : ((sc->cant.interact) ? -1 : 0));
  4931. /*else if (sc->getSCE())
  4932. sc->cant.interact += ( start ? 1 : ((sc->cant.interact)? -1:0) );*/
  4933. }
  4934. }
  4935. return;
  4936. }
  4937. /**
  4938. * Recalculates parts of an objects status according to specified flags
  4939. * See [set_sc] [add_sc]
  4940. * @param bl: Object whose status has changed [PC|MOB|HOM|MER|ELEM]
  4941. * @param flag: Which status has changed on bl
  4942. */
  4943. void status_calc_bl_main(struct block_list& bl, std::bitset<SCB_MAX> flag)
  4944. {
  4945. const struct status_data *b_status = status_get_base_status(&bl); // Base Status
  4946. status_data* status = status_get_status_data(bl); // Battle Status
  4947. status_change *sc = status_get_sc(&bl);
  4948. TBL_PC *sd = BL_CAST(BL_PC,&bl);
  4949. int temp;
  4950. if (!b_status || !status)
  4951. return;
  4952. /** [Playtester]
  4953. * This needs to be done even if there is currently no status change active, because
  4954. * we need to update the speed on the client when the last status change ends.
  4955. **/
  4956. if(flag[SCB_SPEED]) {
  4957. struct unit_data *ud = unit_bl2ud(&bl);
  4958. /** [Skotlex]
  4959. * Re-walk to adjust speed (we do not check if walktimer != INVALID_TIMER
  4960. * because if you step on something while walking, the moment this
  4961. * piece of code triggers the walk-timer is set on INVALID_TIMER)
  4962. **/
  4963. if (ud)
  4964. ud->state.change_walk_target = 1;
  4965. }
  4966. if(flag[SCB_STR]) {
  4967. status->str = status_calc_str(&bl, sc, b_status->str);
  4968. flag.set(SCB_BATK);
  4969. if( bl.type == BL_HOM )
  4970. flag.set(SCB_WATK);
  4971. }
  4972. if(flag[SCB_AGI]) {
  4973. status->agi = status_calc_agi(&bl, sc, b_status->agi);
  4974. flag.set(SCB_FLEE);
  4975. #ifdef RENEWAL
  4976. flag.set(SCB_DEF2);
  4977. #endif
  4978. if( bl.type&(BL_PC|BL_HOM) ) {
  4979. flag.set(SCB_ASPD);
  4980. flag.set(SCB_DSPD);
  4981. }
  4982. }
  4983. if(flag[SCB_VIT]) {
  4984. status->vit = status_calc_vit(&bl, sc, b_status->vit);
  4985. flag.set(SCB_DEF2);
  4986. flag.set(SCB_MDEF2);
  4987. if( bl.type&(BL_PC|BL_HOM|BL_MER|BL_ELEM) )
  4988. flag.set(SCB_MAXHP);
  4989. if( bl.type == BL_HOM )
  4990. flag.set(SCB_DEF);
  4991. }
  4992. if(flag[SCB_INT]) {
  4993. status->int_ = status_calc_int(&bl, sc, b_status->int_);
  4994. flag.set(SCB_MATK);
  4995. flag.set(SCB_MDEF2);
  4996. if( bl.type&(BL_PC|BL_HOM|BL_MER|BL_ELEM) )
  4997. flag.set(SCB_MAXSP);
  4998. if( bl.type == BL_HOM )
  4999. flag.set(SCB_MDEF);
  5000. }
  5001. if(flag[SCB_DEX]) {
  5002. status->dex = status_calc_dex(&bl, sc, b_status->dex);
  5003. flag.set(SCB_BATK);
  5004. flag.set(SCB_HIT);
  5005. #ifdef RENEWAL
  5006. flag.set(SCB_MATK);
  5007. flag.set(SCB_MDEF2);
  5008. #endif
  5009. if( bl.type&(BL_PC|BL_HOM) )
  5010. flag.set(SCB_ASPD);
  5011. if( bl.type == BL_HOM )
  5012. flag.set(SCB_WATK);
  5013. }
  5014. if(flag[SCB_LUK]) {
  5015. status->luk = status_calc_luk(&bl, sc, b_status->luk);
  5016. flag.set(SCB_BATK);
  5017. flag.set(SCB_CRI);
  5018. flag.set(SCB_FLEE2);
  5019. #ifdef RENEWAL
  5020. flag.set(SCB_MATK);
  5021. flag.set(SCB_HIT);
  5022. flag.set(SCB_FLEE);
  5023. #endif
  5024. }
  5025. #ifdef RENEWAL
  5026. if (flag[SCB_POW]) {
  5027. status->pow = status_calc_pow(&bl, sc, b_status->pow);
  5028. flag.set(SCB_BATK);
  5029. flag.set(SCB_PATK);
  5030. }
  5031. if (flag[SCB_STA]) {
  5032. status->sta = status_calc_sta(&bl, sc, b_status->sta);
  5033. flag.set(SCB_RES);
  5034. }
  5035. if (flag[SCB_WIS]) {
  5036. status->wis = status_calc_wis(&bl, sc, b_status->wis);
  5037. flag.set(SCB_MRES);
  5038. }
  5039. if (flag[SCB_SPL]) {
  5040. status->spl = status_calc_spl(&bl, sc, b_status->spl);
  5041. flag.set(SCB_MATK);
  5042. flag.set(SCB_SMATK);
  5043. }
  5044. if (flag[SCB_CON]) {
  5045. status->con = status_calc_con(&bl, sc, b_status->con);
  5046. flag.set(SCB_HIT);
  5047. flag.set(SCB_FLEE);
  5048. flag.set(SCB_PATK);
  5049. flag.set(SCB_SMATK);
  5050. }
  5051. if (flag[SCB_CRT]) {
  5052. status->crt = status_calc_crt(&bl, sc, b_status->crt);
  5053. flag.set(SCB_HPLUS);
  5054. flag.set(SCB_CRATE);
  5055. }
  5056. #endif
  5057. if(flag[SCB_BATK] && b_status->batk) {
  5058. int lv = status_get_lv(&bl);
  5059. status->batk = status_base_atk(&bl, status, lv);
  5060. temp = b_status->batk - status_base_atk(&bl, b_status, lv);
  5061. if (temp) {
  5062. temp += status->batk;
  5063. status->batk = cap_value(temp, 0, USHRT_MAX);
  5064. }
  5065. status->batk = status_calc_batk(&bl, sc, status->batk);
  5066. }
  5067. if(flag[SCB_WATK]) {
  5068. #ifndef RENEWAL
  5069. status->rhw.atk = status_calc_watk(&bl, sc, b_status->rhw.atk);
  5070. if (!sd) // Should not affect weapon refine bonus
  5071. status->rhw.atk2 = status_calc_watk(&bl, sc, b_status->rhw.atk2);
  5072. if (sd && sd->bonus.weapon_atk_rate)
  5073. status->rhw.atk += status->rhw.atk * sd->bonus.weapon_atk_rate / 100;
  5074. if(b_status->lhw.atk) {
  5075. if (sd) {
  5076. sd->state.lr_flag = 1;
  5077. status->lhw.atk = status_calc_watk(&bl, sc, b_status->lhw.atk);
  5078. sd->state.lr_flag = 0;
  5079. } else {
  5080. status->lhw.atk = status_calc_watk(&bl, sc, b_status->lhw.atk);
  5081. status->lhw.atk2= status_calc_watk(&bl, sc, b_status->lhw.atk2);
  5082. }
  5083. }
  5084. #else
  5085. if(!b_status->watk) { // We only have left-hand weapon
  5086. status->watk = 0;
  5087. status->watk2 = status_calc_watk(&bl, sc, b_status->watk2);
  5088. }
  5089. else status->watk = status_calc_watk(&bl, sc, b_status->watk);
  5090. #endif
  5091. }
  5092. if(flag[SCB_HIT]) {
  5093. if (status->dex == b_status->dex
  5094. #ifdef RENEWAL
  5095. && status->luk == b_status->luk && status->con == b_status->con
  5096. #endif
  5097. )
  5098. status->hit = status_calc_hit(&bl, sc, b_status->hit);
  5099. else
  5100. status->hit = status_calc_hit(&bl, sc, b_status->hit + (status->dex - b_status->dex)
  5101. #ifdef RENEWAL
  5102. + (status->luk/3 - b_status->luk/3) + 2 * (status->con - b_status->con)
  5103. #endif
  5104. );
  5105. }
  5106. if(flag[SCB_FLEE]) {
  5107. if (status->agi == b_status->agi
  5108. #ifdef RENEWAL
  5109. && status->luk == b_status->luk && status->con == b_status->con
  5110. #endif
  5111. )
  5112. status->flee = status_calc_flee(&bl, sc, b_status->flee);
  5113. else
  5114. status->flee = status_calc_flee(&bl, sc, b_status->flee +(status->agi - b_status->agi)
  5115. #ifdef RENEWAL
  5116. + (status->luk/5 - b_status->luk/5) + 2 * (status->con - b_status->con)
  5117. #endif
  5118. );
  5119. }
  5120. if(flag[SCB_DEF]) {
  5121. status->def = status_calc_def(&bl, sc, b_status->def);
  5122. if( bl.type == BL_HOM )
  5123. status->def += (status->vit/5 - b_status->vit/5);
  5124. }
  5125. if(flag[SCB_DEF2]) {
  5126. if (status->vit == b_status->vit
  5127. #ifdef RENEWAL
  5128. && status->agi == b_status->agi
  5129. #endif
  5130. )
  5131. status->def2 = status_calc_def2(&bl, sc, b_status->def2);
  5132. else
  5133. status->def2 = status_calc_def2(&bl, sc, b_status->def2
  5134. #ifdef RENEWAL
  5135. + (int)( ((float)status->vit/2 - (float)b_status->vit/2) + ((float)status->agi/5 - (float)b_status->agi/5) )
  5136. #else
  5137. + (status->vit - b_status->vit)
  5138. #endif
  5139. );
  5140. }
  5141. if(flag[SCB_MDEF]) {
  5142. status->mdef = status_calc_mdef(&bl, sc, b_status->mdef);
  5143. if( bl.type == BL_HOM )
  5144. status->mdef += (status->int_/5 - b_status->int_/5);
  5145. }
  5146. if(flag[SCB_MDEF2]) {
  5147. if (status->int_ == b_status->int_ && status->vit == b_status->vit
  5148. #ifdef RENEWAL
  5149. && status->dex == b_status->dex
  5150. #endif
  5151. )
  5152. status->mdef2 = status_calc_mdef2(&bl, sc, b_status->mdef2);
  5153. else
  5154. status->mdef2 = status_calc_mdef2(&bl, sc, b_status->mdef2 +(status->int_ - b_status->int_)
  5155. #ifdef RENEWAL
  5156. + (int)( ((float)status->dex/5 - (float)b_status->dex/5) + ((float)status->vit/5 - (float)b_status->vit/5) )
  5157. #else
  5158. + ((status->vit - b_status->vit) / 2)
  5159. #endif
  5160. );
  5161. }
  5162. if(flag[SCB_SPEED]) {
  5163. status->speed = status_calc_speed(&bl, sc, b_status->speed);
  5164. switch (bl.type) {
  5165. case BL_PC:
  5166. if (!sd->state.permanent_speed && status->speed < battle_config.max_walk_speed)
  5167. status->speed = battle_config.max_walk_speed;
  5168. #ifdef RENEWAL
  5169. // Recalculate homunculus speed if the player receives a speed buff/debuff
  5170. if (hom_is_active(sd->hd)) {
  5171. if (battle_config.hom_setting & HOMSET_COPY_SPEED)
  5172. sd->hd->battle_status.speed = status_get_speed(&sd->bl);
  5173. // Homunculus speed buff/debuffs applies over the current speed
  5174. sd->hd->battle_status.speed = status_calc_speed(&sd->hd->bl, &sd->hd->sc, sd->hd->battle_status.speed);
  5175. }
  5176. #endif
  5177. break;
  5178. case BL_PET:{
  5179. pet_data* pd = reinterpret_cast<pet_data*>(&bl);
  5180. if (pd->master != nullptr)
  5181. status->speed = status_get_speed(&pd->master->bl);
  5182. } break;
  5183. case BL_HOM:{
  5184. homun_data* hd = reinterpret_cast<homun_data*>(&bl);
  5185. if (hd->master != nullptr) {
  5186. if (battle_config.hom_setting & HOMSET_COPY_SPEED)
  5187. status->speed = status_get_speed(&hd->master->bl);
  5188. // Homunculus speed buff/debuffs applies over the current speed
  5189. status->speed = status_calc_speed(&bl, &hd->sc, status->speed);
  5190. }
  5191. } break;
  5192. case BL_MER:{
  5193. s_mercenary_data* mc = reinterpret_cast<s_mercenary_data*>(&bl);
  5194. if (mc->master != nullptr)
  5195. status->speed = status_get_speed(&mc->master->bl);
  5196. } break;
  5197. case BL_ELEM:{
  5198. s_elemental_data* ed = reinterpret_cast<s_elemental_data*>(&bl);
  5199. if (ed->master != nullptr)
  5200. status->speed = status_get_speed(&ed->master->bl);
  5201. } break;
  5202. }
  5203. }
  5204. if(flag[SCB_CRI] && b_status->cri) {
  5205. if (status->luk == b_status->luk)
  5206. status->cri = status_calc_critical(&bl, sc, b_status->cri);
  5207. else
  5208. #ifdef RENEWAL
  5209. status->cri = status_calc_critical(&bl, sc, b_status->cri + 3*(status->luk - b_status->luk));
  5210. #else
  5211. status->cri = status_calc_critical(&bl, sc, b_status->cri + (status->luk - b_status->luk)*10/3);
  5212. #endif
  5213. /// After status_calc_critical so the bonus is applied despite if you have or not a sc bugreport:5240
  5214. if (sd) {
  5215. if (sd->status.weapon == W_KATAR)
  5216. status->cri *= 2;
  5217. }
  5218. }
  5219. if(flag[SCB_FLEE2] && b_status->flee2) {
  5220. if (status->luk == b_status->luk)
  5221. status->flee2 = status_calc_flee2(&bl, sc, b_status->flee2);
  5222. else
  5223. status->flee2 = status_calc_flee2(&bl, sc, b_status->flee2 +(status->luk - b_status->luk));
  5224. }
  5225. if(flag[SCB_ATK_ELE]) {
  5226. status->rhw.ele = status_calc_attack_element(&bl, sc, b_status->rhw.ele);
  5227. if (sd) sd->state.lr_flag = 1;
  5228. status->lhw.ele = status_calc_attack_element(&bl, sc, b_status->lhw.ele);
  5229. if (sd) sd->state.lr_flag = 0;
  5230. }
  5231. if(flag[SCB_DEF_ELE]) {
  5232. status->def_ele = status_calc_element(&bl, sc, b_status->def_ele);
  5233. status->ele_lv = status_calc_element_lv(&bl, sc, b_status->ele_lv);
  5234. }
  5235. if(flag[SCB_MODE]) {
  5236. status->mode = status_calc_mode(&bl, sc, b_status->mode);
  5237. if (status_has_mode(status, MD_STATUSIMMUNE|MD_SKILLIMMUNE))
  5238. status->class_ = CLASS_BATTLEFIELD;
  5239. else if (status_has_mode(status, MD_STATUSIMMUNE|MD_KNOCKBACKIMMUNE|MD_DETECTOR))
  5240. status->class_ = CLASS_BOSS;
  5241. else if (status_has_mode(status, MD_STATUSIMMUNE))
  5242. status->class_ = CLASS_GUARDIAN;
  5243. else
  5244. status->class_ = CLASS_NORMAL;
  5245. // Since mode changed, reset their state.
  5246. if (!status_has_mode(status,MD_CANATTACK))
  5247. unit_stop_attack(&bl);
  5248. if (!status_has_mode(status,MD_CANMOVE))
  5249. unit_stop_walking(&bl,1);
  5250. }
  5251. /**
  5252. * No status changes alter these yet.
  5253. * if(flag[SCB_SIZE])
  5254. * if(flag[SCB_RACE])
  5255. * if(flag[SCB_RANGE])
  5256. **/
  5257. if(flag[SCB_MAXHP]) {
  5258. if( bl.type == BL_PC ) {
  5259. status->max_hp = status_calc_maxhpsp_pc(sd,status->vit,true);
  5260. if(battle_config.hp_rate != 100)
  5261. status->max_hp = (unsigned int)(battle_config.hp_rate * (status->max_hp/100.));
  5262. if (sd->status.base_level < 100)
  5263. status->max_hp = umin(status->max_hp,(unsigned int)battle_config.max_hp_lv99);
  5264. else if (sd->status.base_level < 151)
  5265. status->max_hp = umin(status->max_hp,(unsigned int)battle_config.max_hp_lv150);
  5266. else
  5267. status->max_hp = umin(status->max_hp,(unsigned int)battle_config.max_hp);
  5268. }
  5269. else
  5270. status->max_hp = status_calc_maxhp(&bl, b_status->max_hp);
  5271. if( status->hp > status->max_hp ) { // !FIXME: Should perhaps a status_zap should be issued?
  5272. status->hp = status->max_hp;
  5273. if( sd ) clif_updatestatus(*sd,SP_HP);
  5274. }
  5275. }
  5276. if(flag[SCB_MAXSP]) {
  5277. if( bl.type == BL_PC ) {
  5278. status->max_sp = status_calc_maxhpsp_pc(sd,status->int_,false);
  5279. if(battle_config.sp_rate != 100)
  5280. status->max_sp = (unsigned int)(battle_config.sp_rate * (status->max_sp/100.));
  5281. status->max_sp = umin(status->max_sp,(unsigned int)battle_config.max_sp);
  5282. }
  5283. else
  5284. status->max_sp = status_calc_maxsp(&bl, b_status->max_sp);
  5285. if( status->sp > status->max_sp ) {
  5286. status->sp = status->max_sp;
  5287. if( sd ) clif_updatestatus(*sd,SP_SP);
  5288. }
  5289. }
  5290. if(flag[SCB_MATK]) {
  5291. #ifndef RENEWAL
  5292. int32 matk_min = status_base_matk_min(status);
  5293. int32 matk_max = status_base_matk_max(status);
  5294. matk_min += (sd != nullptr ? sd->bonus.ematk : 0);
  5295. matk_max += (sd != nullptr ? sd->bonus.ematk : 0);
  5296. if (sd != nullptr && sd->matk_rate != 100) {
  5297. matk_min = matk_min * sd->matk_rate / 100;
  5298. matk_max = matk_max * sd->matk_rate / 100;
  5299. }
  5300. // Apply Recognized Spell buff
  5301. // Also update homunculus MATK, hom Min Matk is always the same as Max Matk
  5302. if ((bl.type == BL_HOM && battle_config.hom_setting&HOMSET_SAME_MATK) || (sc && sc->getSCE(SC_RECOGNIZEDSPELL))) {
  5303. matk_min = std::max( matk_min, matk_max );
  5304. }
  5305. matk_min = status_calc_pseudobuff_matk( sd, sc, matk_min );
  5306. matk_max = status_calc_pseudobuff_matk( sd, sc, matk_max );
  5307. matk_min = status_calc_consumablematk( sc, matk_min );
  5308. matk_max = status_calc_consumablematk( sc, matk_max );
  5309. if (sc && sc->getSCE(SC_MAGICPOWER) && sc->getSCE(SC_MAGICPOWER)->val4) {
  5310. matk_min += matk_min * sc->getSCE(SC_MAGICPOWER)->val3 / 100;
  5311. matk_max += matk_max * sc->getSCE(SC_MAGICPOWER)->val3 / 100;
  5312. }
  5313. status->matk_min = static_cast<uint16>( cap_value(matk_min,0,USHRT_MAX) );
  5314. status->matk_max = static_cast<uint16>( cap_value(matk_max,0,USHRT_MAX) );
  5315. #else
  5316. // MATK = StatusMATK + WeaponMATK + ExtraMATK
  5317. int lv = status_get_lv(&bl);
  5318. // StatusMATK
  5319. int32 matk_min = status_base_matk_min(&bl, status, lv);
  5320. int32 matk_max = status_base_matk_max(&bl, status, lv);
  5321. if (sd != nullptr) {
  5322. // Weapon magic attack modifiers. WeaponMATK = BaseWeaponDamage + Variance + RefinementBonus
  5323. // RefinementBonus is currently included with BaseWeaponDamage in status->lhw.matk and status->rhw.matk
  5324. // BaseWeaponDamage and RefinementBonus are visible on the player status window.
  5325. if (b_status->lhw.matk > 0)
  5326. status->lhw.matk = b_status->lhw.matk;
  5327. if (b_status->rhw.matk > 0)
  5328. status->rhw.matk = b_status->rhw.matk;
  5329. int32 wMatk = 0;
  5330. int32 variance = 0;
  5331. if (status->rhw.matk > 0) {
  5332. wMatk = status->rhw.matk;
  5333. variance = status->rhw.matk * status->rhw.wlv / 10;
  5334. }
  5335. if (status->lhw.matk > 0) {
  5336. wMatk += status->lhw.matk;
  5337. variance += status->lhw.matk * status->lhw.wlv / 10;
  5338. }
  5339. matk_min += wMatk - variance;
  5340. matk_max += wMatk + variance;
  5341. }
  5342. // Apply Recognized Spell buff
  5343. // Also update homunculus MATK, hom Min Matk is always the same as Max Matk
  5344. if ((bl.type == BL_HOM && battle_config.hom_setting&HOMSET_SAME_MATK) || (sc && sc->getSCE(SC_RECOGNIZEDSPELL))) {
  5345. matk_min = std::max( matk_min, matk_max );
  5346. }
  5347. if (sd != nullptr && sd->right_weapon.overrefine > 0) {
  5348. matk_min++;
  5349. matk_max += sd->right_weapon.overrefine - 1;
  5350. }
  5351. // Apply MATK % from skill Mystical Amplification
  5352. if (sc && sc->getSCE(SC_MAGICPOWER)) {
  5353. matk_min += matk_min * sc->getSCE(SC_MAGICPOWER)->val3 / 100;
  5354. matk_max += matk_max * sc->getSCE(SC_MAGICPOWER)->val3 / 100;
  5355. }
  5356. // ExtraMATK = EquipMATK + ConsumableMATK + PseudoBuffMATK
  5357. // Bonuses from ExtraMATK are separated in order to order them (order has no impact)
  5358. // EquipMATK (flat MATK from equipments)
  5359. if (sd != nullptr && sd->bonus.ematk > 0) {
  5360. matk_min += sd->bonus.ematk;
  5361. matk_max += sd->bonus.ematk;
  5362. }
  5363. // PseudoBuffMATK (flat MATK from skills)
  5364. matk_min = status_calc_pseudobuff_matk( sd, sc, matk_min );
  5365. matk_max = status_calc_pseudobuff_matk( sd, sc, matk_max );
  5366. // ConsumableMATK (flat MATK from consumables)
  5367. matk_min = status_calc_consumablematk( sc, matk_min );
  5368. matk_max = status_calc_consumablematk( sc, matk_max );
  5369. // Apply MATK % (from equipments, usable items...)
  5370. if (sd != nullptr && sd->matk_rate != 100) {
  5371. matk_min = matk_min * sd->matk_rate / 100;
  5372. matk_max = matk_max * sd->matk_rate / 100;
  5373. }
  5374. status->matk_min = static_cast<uint16>( cap_value(matk_min,0,USHRT_MAX) );
  5375. status->matk_max = static_cast<uint16>( cap_value(matk_max,0,USHRT_MAX) );
  5376. #endif
  5377. }
  5378. if(flag[SCB_ASPD]) {
  5379. int amotion;
  5380. if ( bl.type == BL_HOM ) {
  5381. #ifdef RENEWAL_ASPD
  5382. amotion = (reinterpret_cast<homun_data*>(&bl))->homunculusDB->baseASPD;
  5383. amotion = amotion - amotion * status_get_homdex(&bl) / 1000 - status_get_homagi(&bl) * amotion / 250;
  5384. amotion = (amotion * status_calc_aspd(&bl, sc, true) + status_calc_aspd(&bl, sc, false)) / - 100 + amotion;
  5385. #else
  5386. amotion = (1000 - 4 * status->agi - status->dex) * (reinterpret_cast<homun_data*>(&bl))->homunculusDB->baseASPD / 1000;
  5387. amotion = status_calc_aspd_rate(&bl, sc, amotion);
  5388. amotion = amotion * status->aspd_rate / 1000;
  5389. #endif
  5390. amotion = status_calc_fix_aspd(&bl, sc, amotion);
  5391. status->amotion = cap_value(amotion, battle_config.max_aspd, 2000);
  5392. status->adelay = status->amotion;
  5393. } else if ( bl.type == BL_PC ) {
  5394. uint16 skill_lv;
  5395. amotion = status_base_amotion_pc(sd,status);
  5396. #ifndef RENEWAL_ASPD
  5397. status->aspd_rate = status_calc_aspd_rate(&bl, sc, b_status->aspd_rate);
  5398. #endif
  5399. // Absolute ASPD % modifiers
  5400. amotion = amotion * status->aspd_rate / 1000;
  5401. if (sd->ud.skilltimer != INVALID_TIMER && (skill_lv = pc_checkskill(sd, SA_FREECAST)) > 0)
  5402. #ifdef RENEWAL_ASPD
  5403. amotion = amotion * 5 * (skill_lv + 10) / 100;
  5404. #else
  5405. 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)
  5406. #endif
  5407. #ifdef RENEWAL_ASPD
  5408. // RE ASPD % modifier
  5409. amotion += (max(0xc3 - amotion, 2) * (status->aspd_rate2 + status_calc_aspd(&bl, sc, false))) / 100;
  5410. amotion = 10 * (200 - amotion);
  5411. amotion += sd->bonus.aspd_add;
  5412. #endif
  5413. amotion = status_calc_fix_aspd(&bl, sc, amotion);
  5414. status->amotion = cap_value(amotion,pc_maxaspd(sd),2000);
  5415. status->adelay = 2 * status->amotion;
  5416. } else { // Mercenary and mobs
  5417. amotion = b_status->amotion;
  5418. status->aspd_rate = status_calc_aspd_rate(&bl, sc, b_status->aspd_rate);
  5419. amotion = amotion*status->aspd_rate/1000;
  5420. amotion = status_calc_fix_aspd(&bl, sc, amotion);
  5421. status->amotion = cap_value(amotion, battle_config.monster_max_aspd, 2000);
  5422. temp = b_status->adelay*status->aspd_rate/1000;
  5423. status->adelay = cap_value(temp, battle_config.monster_max_aspd*2, 4000);
  5424. }
  5425. }
  5426. if(flag[SCB_DSPD]) {
  5427. int dmotion;
  5428. if( bl.type == BL_PC ) {
  5429. if (b_status->agi == status->agi)
  5430. status->dmotion = status_calc_dmotion(&bl, sc, b_status->dmotion);
  5431. else {
  5432. dmotion = 800-status->agi*4;
  5433. status->dmotion = cap_value(dmotion, 400, 800);
  5434. if(battle_config.pc_damage_delay_rate != 100)
  5435. status->dmotion = status->dmotion*battle_config.pc_damage_delay_rate/100;
  5436. // It's safe to ignore b_status->dmotion since no bonus affects it.
  5437. status->dmotion = status_calc_dmotion(&bl, sc, status->dmotion);
  5438. }
  5439. } else if( bl.type == BL_HOM ) {
  5440. dmotion = 800-status->agi*4;
  5441. status->dmotion = cap_value(dmotion, 400, 800);
  5442. status->dmotion = status_calc_dmotion(&bl, sc, b_status->dmotion);
  5443. } else { // Mercenary and mobs
  5444. status->dmotion = status_calc_dmotion(&bl, sc, b_status->dmotion);
  5445. }
  5446. }
  5447. #ifdef RENEWAL
  5448. if (flag[SCB_PATK]) {
  5449. if (status->pow == b_status->pow && status->con == b_status->con)
  5450. status->patk = status_calc_patk(&bl, sc, b_status->patk);
  5451. else
  5452. status->patk = status_calc_patk(&bl, sc, b_status->patk + (status->pow - b_status->pow) / 3 + (status->con - b_status->con) / 5);
  5453. }
  5454. if (flag[SCB_SMATK]) {
  5455. if (status->spl == b_status->spl && status->con == b_status->con)
  5456. status->smatk = status_calc_smatk(&bl, sc, b_status->smatk);
  5457. else
  5458. status->smatk = status_calc_smatk(&bl, sc, b_status->smatk) + (status->spl - b_status->spl) / 3 + (status->con - b_status->con) / 5;
  5459. }
  5460. if (flag[SCB_RES]) {
  5461. if (status->sta == b_status->sta)
  5462. status->res = status_calc_res(&bl, sc, b_status->res);
  5463. else
  5464. status->res = status_calc_res(&bl, sc, b_status->res + (status->sta - b_status->sta) + (status->sta - b_status->sta) / 3 * 5);
  5465. }
  5466. if (flag[SCB_MRES]) {
  5467. if (status->wis == b_status->wis)
  5468. status->mres = status_calc_mres(&bl, sc, b_status->mres);
  5469. else
  5470. status->mres = status_calc_mres(&bl, sc, b_status->mres + (status->wis - b_status->wis) + (status->wis - b_status->wis) / 3 * 5);
  5471. }
  5472. if (flag[SCB_HPLUS]) {
  5473. if (status->crt == b_status->crt)
  5474. status->hplus = status_calc_hplus(&bl, sc, b_status->hplus);
  5475. else
  5476. status->hplus = status_calc_hplus(&bl, sc, b_status->hplus + (status->crt - b_status->crt));
  5477. }
  5478. if (flag[SCB_CRATE]) {
  5479. if (status->crt == b_status->crt)
  5480. status->crate = status_calc_crate(&bl, sc, b_status->crate);
  5481. else
  5482. status->crate = status_calc_crate(&bl, sc, b_status->crate + (status->crt - b_status->crt) / 3);
  5483. }
  5484. if (flag[SCB_MAXAP]) {
  5485. if (bl.type == BL_PC) {
  5486. status->max_ap = status_calc_maxap_pc(sd);
  5487. if (battle_config.ap_rate != 100)
  5488. status->max_ap = (unsigned int)(battle_config.ap_rate * (status->max_ap / 100.));
  5489. status->max_ap = umin(status->max_ap, (unsigned int)battle_config.max_ap);
  5490. } else
  5491. status->max_ap = status_calc_maxap(&bl, b_status->max_ap);
  5492. if (status->ap > status->max_ap) {
  5493. status->ap = status->max_ap;
  5494. if (sd) clif_updatestatus(*sd, SP_AP);
  5495. }
  5496. }
  5497. #endif
  5498. if((flag[SCB_VIT] || flag[SCB_MAXHP] || flag[SCB_INT] || flag[SCB_MAXSP]) && bl.type & BL_REGEN)
  5499. status_calc_regen(&bl, status, status_get_regen_data(&bl));
  5500. if(flag[SCB_REGEN] && bl.type & BL_REGEN)
  5501. status_calc_regen_rate(&bl, status_get_regen_data(&bl), sc);
  5502. }
  5503. /**
  5504. * Recalculates parts of an objects status according to specified flags
  5505. * Also sends updates to the client when necessary
  5506. * See [set_sc] [add_sc]
  5507. * @param bl: Object whose status has changed [PC|MOB|HOM|MER|ELEM]
  5508. * @param flag: Which status has changed on bl
  5509. * @param opt: If true, will cause status_calc_* functions to run their base status initialization code
  5510. */
  5511. void status_calc_bl_(struct block_list* bl, std::bitset<SCB_MAX> flag, uint8 opt)
  5512. {
  5513. if (bl->type == BL_PC) {
  5514. map_session_data *sd = BL_CAST(BL_PC, bl);
  5515. if (sd->delayed_damage != 0) {
  5516. if (opt&SCO_FORCE)
  5517. sd->state.hold_recalc = false; // Clear and move on
  5518. else {
  5519. sd->state.hold_recalc = true; // Flag and stop
  5520. return;
  5521. }
  5522. }
  5523. }
  5524. // Pointer to current battle status
  5525. status_data* status = status_get_status_data(*bl);
  5526. // Previous battle status
  5527. status_data b_status;
  5528. // Remember previous values
  5529. memcpy(&b_status, status, sizeof(b_status));
  5530. if( flag[SCB_BASE] ) { // Calculate the object's base status too
  5531. switch( bl->type ) {
  5532. case BL_PC: status_calc_pc_(BL_CAST(BL_PC,bl), opt); break;
  5533. case BL_MOB: status_calc_mob_(BL_CAST(BL_MOB,bl), opt); break;
  5534. case BL_PET: status_calc_pet_(BL_CAST(BL_PET,bl), opt); break;
  5535. case BL_HOM: status_calc_homunculus_(BL_CAST(BL_HOM,bl), opt); break;
  5536. case BL_MER: status_calc_mercenary_(BL_CAST(BL_MER,bl), opt); break;
  5537. case BL_ELEM: status_calc_elemental_(BL_CAST(BL_ELEM,bl), opt); break;
  5538. case BL_NPC: status_calc_npc_(BL_CAST(BL_NPC,bl), opt); break;
  5539. }
  5540. }
  5541. if( bl->type == BL_PET )
  5542. return; // Pets are not affected by statuses
  5543. if (opt&SCO_FIRST && bl->type == BL_MOB)
  5544. return; // Assume there will be no statuses active
  5545. status_calc_bl_main(*bl, flag);
  5546. if (opt&SCO_FIRST && bl->type == BL_HOM)
  5547. return; // Client update handled by caller
  5548. // Compare against new values and send client updates
  5549. if( bl->type == BL_PC ) {
  5550. TBL_PC* sd = BL_CAST(BL_PC, bl);
  5551. if(b_status.str != status->str)
  5552. clif_updatestatus(*sd,SP_STR);
  5553. if(b_status.agi != status->agi)
  5554. clif_updatestatus(*sd,SP_AGI);
  5555. if(b_status.vit != status->vit)
  5556. clif_updatestatus(*sd,SP_VIT);
  5557. if(b_status.int_ != status->int_)
  5558. clif_updatestatus(*sd,SP_INT);
  5559. if(b_status.dex != status->dex)
  5560. clif_updatestatus(*sd,SP_DEX);
  5561. if(b_status.luk != status->luk)
  5562. clif_updatestatus(*sd,SP_LUK);
  5563. if(b_status.hit != status->hit)
  5564. clif_updatestatus(*sd,SP_HIT);
  5565. if(b_status.flee != status->flee)
  5566. clif_updatestatus(*sd,SP_FLEE1);
  5567. if(b_status.amotion != status->amotion)
  5568. clif_updatestatus(*sd,SP_ASPD);
  5569. if(b_status.speed != status->speed)
  5570. clif_updatestatus(*sd,SP_SPEED);
  5571. if(b_status.batk != status->batk
  5572. #ifndef RENEWAL
  5573. || b_status.rhw.atk != status->rhw.atk || b_status.lhw.atk != status->lhw.atk
  5574. #endif
  5575. )
  5576. clif_updatestatus(*sd,SP_ATK1);
  5577. if(b_status.def != status->def) {
  5578. clif_updatestatus(*sd,SP_DEF1);
  5579. #ifdef RENEWAL
  5580. clif_updatestatus(*sd,SP_DEF2);
  5581. #endif
  5582. }
  5583. if(
  5584. #ifdef RENEWAL
  5585. b_status.watk != status->watk || b_status.watk2 != status->watk2 || b_status.eatk != status->eatk
  5586. #else
  5587. b_status.rhw.atk2 != status->rhw.atk2 || b_status.lhw.atk2 != status->lhw.atk2
  5588. #endif
  5589. )
  5590. clif_updatestatus(*sd,SP_ATK2);
  5591. if(b_status.def2 != status->def2) {
  5592. clif_updatestatus(*sd,SP_DEF2);
  5593. #ifdef RENEWAL
  5594. clif_updatestatus(*sd,SP_DEF1);
  5595. #endif
  5596. }
  5597. if(b_status.flee2 != status->flee2)
  5598. clif_updatestatus(*sd,SP_FLEE2);
  5599. if(b_status.cri != status->cri)
  5600. clif_updatestatus(*sd,SP_CRITICAL);
  5601. #ifndef RENEWAL
  5602. if(b_status.matk_max != status->matk_max)
  5603. clif_updatestatus(*sd,SP_MATK1);
  5604. if(b_status.matk_min != status->matk_min)
  5605. clif_updatestatus(*sd,SP_MATK2);
  5606. #else
  5607. if(b_status.matk_max != status->matk_max || b_status.matk_min != status->matk_min) {
  5608. clif_updatestatus(*sd,SP_MATK2);
  5609. clif_updatestatus(*sd,SP_MATK1);
  5610. }
  5611. #endif
  5612. if(b_status.mdef != status->mdef) {
  5613. clif_updatestatus(*sd,SP_MDEF1);
  5614. #ifdef RENEWAL
  5615. clif_updatestatus(*sd,SP_MDEF2);
  5616. #endif
  5617. }
  5618. if(b_status.mdef2 != status->mdef2) {
  5619. clif_updatestatus(*sd,SP_MDEF2);
  5620. #ifdef RENEWAL
  5621. clif_updatestatus(*sd,SP_MDEF1);
  5622. #endif
  5623. }
  5624. if(b_status.rhw.range != status->rhw.range)
  5625. clif_updatestatus(*sd,SP_ATTACKRANGE);
  5626. if(b_status.max_hp != status->max_hp)
  5627. clif_updatestatus(*sd,SP_MAXHP);
  5628. if(b_status.max_sp != status->max_sp)
  5629. clif_updatestatus(*sd,SP_MAXSP);
  5630. if(b_status.hp != status->hp)
  5631. clif_updatestatus(*sd,SP_HP);
  5632. if(b_status.sp != status->sp)
  5633. clif_updatestatus(*sd,SP_SP);
  5634. #ifdef RENEWAL
  5635. if (b_status.pow != status->pow)
  5636. clif_updatestatus(*sd,SP_POW);
  5637. if (b_status.sta != status->sta)
  5638. clif_updatestatus(*sd,SP_STA);
  5639. if (b_status.wis != status->wis)
  5640. clif_updatestatus(*sd,SP_WIS);
  5641. if (b_status.spl != status->spl)
  5642. clif_updatestatus(*sd,SP_SPL);
  5643. if (b_status.con != status->con)
  5644. clif_updatestatus(*sd,SP_CON);
  5645. if (b_status.crt != status->crt)
  5646. clif_updatestatus(*sd,SP_CRT);
  5647. if (b_status.patk != status->patk)
  5648. clif_updatestatus(*sd, SP_PATK);
  5649. if (b_status.smatk != status->smatk)
  5650. clif_updatestatus(*sd, SP_SMATK);
  5651. if (b_status.res != status->res)
  5652. clif_updatestatus(*sd, SP_RES);
  5653. if (b_status.mres != status->mres)
  5654. clif_updatestatus(*sd, SP_MRES);
  5655. if (b_status.hplus != status->hplus)
  5656. clif_updatestatus(*sd, SP_HPLUS);
  5657. if (b_status.crate != status->crate)
  5658. clif_updatestatus(*sd, SP_CRATE);
  5659. if (b_status.max_ap != status->max_ap)
  5660. clif_updatestatus(*sd, SP_MAXAP);
  5661. if (b_status.ap != status->ap)
  5662. clif_updatestatus(*sd, SP_AP);
  5663. #endif
  5664. } else if( bl->type == BL_HOM ) {
  5665. TBL_HOM* hd = BL_CAST(BL_HOM, bl);
  5666. if( hd->master && memcmp(&b_status, status, sizeof(struct status_data)) != 0 )
  5667. clif_hominfo(hd->master,hd,0);
  5668. } else if( bl->type == BL_MER ) {
  5669. TBL_MER* md = BL_CAST(BL_MER, bl);
  5670. if (!md->master)
  5671. return;
  5672. if( b_status.rhw.atk != status->rhw.atk || b_status.rhw.atk2 != status->rhw.atk2 )
  5673. clif_mercenary_updatestatus(md->master, SP_ATK1);
  5674. if( b_status.matk_max != status->matk_max )
  5675. clif_mercenary_updatestatus(md->master, SP_MATK1);
  5676. if( b_status.hit != status->hit )
  5677. clif_mercenary_updatestatus(md->master, SP_HIT);
  5678. if( b_status.cri != status->cri )
  5679. clif_mercenary_updatestatus(md->master, SP_CRITICAL);
  5680. if( b_status.def != status->def )
  5681. clif_mercenary_updatestatus(md->master, SP_DEF1);
  5682. if( b_status.mdef != status->mdef )
  5683. clif_mercenary_updatestatus(md->master, SP_MDEF1);
  5684. if( b_status.flee != status->flee )
  5685. clif_mercenary_updatestatus(md->master, SP_MERCFLEE);
  5686. if( b_status.amotion != status->amotion )
  5687. clif_mercenary_updatestatus(md->master, SP_ASPD);
  5688. if( b_status.max_hp != status->max_hp )
  5689. clif_mercenary_updatestatus(md->master, SP_MAXHP);
  5690. if( b_status.max_sp != status->max_sp )
  5691. clif_mercenary_updatestatus(md->master, SP_MAXSP);
  5692. if( b_status.hp != status->hp )
  5693. clif_mercenary_updatestatus(md->master, SP_HP);
  5694. if( b_status.sp != status->sp )
  5695. clif_mercenary_updatestatus(md->master, SP_SP);
  5696. } else if( bl->type == BL_ELEM ) {
  5697. TBL_ELEM* ed = BL_CAST(BL_ELEM, bl);
  5698. if (!ed->master)
  5699. return;
  5700. if( b_status.max_hp != status->max_hp )
  5701. clif_elemental_updatestatus(*ed->master, SP_MAXHP);
  5702. if( b_status.max_sp != status->max_sp )
  5703. clif_elemental_updatestatus(*ed->master, SP_MAXSP);
  5704. if( b_status.hp != status->hp )
  5705. clif_elemental_updatestatus(*ed->master, SP_HP);
  5706. if( b_status.sp != status->sp )
  5707. clif_elemental_updatestatus(*ed->master, SP_SP);
  5708. }
  5709. }
  5710. /**
  5711. * Adds strength modifications based on status changes
  5712. * @param bl: Object to change str [PC|MOB|HOM|MER|ELEM]
  5713. * @param sc: Object's status change information
  5714. * @param str: Initial str
  5715. * @return modified str with cap_value(str,0,USHRT_MAX)
  5716. */
  5717. static unsigned short status_calc_str(struct block_list *bl, status_change *sc, int str)
  5718. {
  5719. if(!sc || !sc->count)
  5720. return cap_value(str,0,USHRT_MAX);
  5721. if(sc->getSCE(SC_HARMONIZE)) {
  5722. str -= sc->getSCE(SC_HARMONIZE)->val2;
  5723. return (unsigned short)cap_value(str,0,USHRT_MAX);
  5724. }
  5725. if(sc->getSCE(SC_INCALLSTATUS))
  5726. str += sc->getSCE(SC_INCALLSTATUS)->val1;
  5727. if(sc->getSCE(SC_CHASEWALK2))
  5728. str += sc->getSCE(SC_CHASEWALK2)->val1;
  5729. if(sc->getSCE(SC_INCSTR))
  5730. str += sc->getSCE(SC_INCSTR)->val1;
  5731. if(sc->getSCE(SC_STRFOOD))
  5732. str += sc->getSCE(SC_STRFOOD)->val1;
  5733. if(sc->getSCE(SC_FOOD_STR_CASH))
  5734. str += sc->getSCE(SC_FOOD_STR_CASH)->val1;
  5735. if(sc->getSCE(SC_BATTLEORDERS))
  5736. str += 5;
  5737. if(sc->getSCE(SC_LEADERSHIP))
  5738. str += sc->getSCE(SC_LEADERSHIP)->val1;
  5739. if(sc->getSCE(SC_LOUD))
  5740. str += 4;
  5741. if(sc->getSCE(SC_TRUESIGHT))
  5742. str += 5;
  5743. if(sc->getSCE(SC_SPURT))
  5744. str += 10;
  5745. if(sc->getSCE(SC_NEN))
  5746. str += sc->getSCE(SC_NEN)->val1;
  5747. if(sc->getSCE(SC_BLESSING)) {
  5748. if(sc->getSCE(SC_BLESSING)->val2)
  5749. str += sc->getSCE(SC_BLESSING)->val2;
  5750. else
  5751. str -= str / 2;
  5752. }
  5753. if(sc->getSCE(SC_MARIONETTE))
  5754. str -= ((sc->getSCE(SC_MARIONETTE)->val3)>>16)&0xFF;
  5755. if(sc->getSCE(SC_MARIONETTE2))
  5756. str += ((sc->getSCE(SC_MARIONETTE2)->val3)>>16)&0xFF;
  5757. if(sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_HIGH)
  5758. str += ((sc->getSCE(SC_SPIRIT)->val3)>>16)&0xFF;
  5759. if(sc->getSCE(SC_GIANTGROWTH))
  5760. str += sc->getSCE(SC_GIANTGROWTH)->val2;
  5761. if(sc->getSCE(SC_BEYONDOFWARCRY))
  5762. str -= sc->getSCE(SC_BEYONDOFWARCRY)->val2;
  5763. if(sc->getSCE(SC_SAVAGE_STEAK))
  5764. str += sc->getSCE(SC_SAVAGE_STEAK)->val1;
  5765. if(sc->getSCE(SC_INSPIRATION))
  5766. str += sc->getSCE(SC_INSPIRATION)->val3;
  5767. if(sc->getSCE(SC_STOMACHACHE))
  5768. str -= sc->getSCE(SC_STOMACHACHE)->val1;
  5769. if(sc->getSCE(SC_KYOUGAKU))
  5770. str -= sc->getSCE(SC_KYOUGAKU)->val2;
  5771. if(sc->getSCE(SC_SWORDCLAN))
  5772. str += 1;
  5773. if(sc->getSCE(SC_JUMPINGCLAN))
  5774. str += 1;
  5775. if(sc->getSCE(SC_FULL_THROTTLE))
  5776. str += str * sc->getSCE(SC_FULL_THROTTLE)->val3 / 100;
  5777. if(sc->getSCE(SC_CHEERUP))
  5778. str += 3;
  5779. if(sc->getSCE(SC_GLASTHEIM_STATE))
  5780. str += sc->getSCE(SC_GLASTHEIM_STATE)->val1;
  5781. #ifdef RENEWAL
  5782. if (sc->getSCE(SC_NIBELUNGEN) && sc->getSCE(SC_NIBELUNGEN)->val2 == RINGNBL_ALLSTAT)
  5783. str += 15;
  5784. #endif
  5785. if (sc->getSCE(SC_UNIVERSESTANCE))
  5786. str += sc->getSCE(SC_UNIVERSESTANCE)->val2;
  5787. if (sc->getSCE(SC_ULTIMATECOOK))
  5788. str += sc->getSCE(SC_ULTIMATECOOK)->val1;
  5789. if (sc->getSCE(SC_ALL_STAT_DOWN))
  5790. str -= sc->getSCE(SC_ALL_STAT_DOWN)->val2;
  5791. if (sc->getSCE(SC_STR_SCROLL))
  5792. str += sc->getSCE(SC_STR_SCROLL)->val1;
  5793. //TODO: Stat points should be able to be decreased below 0
  5794. return (unsigned short)cap_value(str,0,USHRT_MAX);
  5795. }
  5796. /**
  5797. * Adds agility modifications based on status changes
  5798. * @param bl: Object to change agi [PC|MOB|HOM|MER|ELEM]
  5799. * @param sc: Object's status change information
  5800. * @param agi: Initial agi
  5801. * @return modified agi with cap_value(agi,0,USHRT_MAX)
  5802. */
  5803. static unsigned short status_calc_agi(struct block_list *bl, status_change *sc, int agi)
  5804. {
  5805. if(!sc || !sc->count)
  5806. return cap_value(agi,0,USHRT_MAX);
  5807. if(sc->getSCE(SC_HARMONIZE)) {
  5808. agi -= sc->getSCE(SC_HARMONIZE)->val2;
  5809. return (unsigned short)cap_value(agi,0,USHRT_MAX);
  5810. }
  5811. if(sc->getSCE(SC_CONCENTRATE) && !sc->getSCE(SC_QUAGMIRE))
  5812. agi += (agi-sc->getSCE(SC_CONCENTRATE)->val3)*sc->getSCE(SC_CONCENTRATE)->val2/100;
  5813. if(sc->getSCE(SC_INCALLSTATUS))
  5814. agi += sc->getSCE(SC_INCALLSTATUS)->val1;
  5815. if(sc->getSCE(SC_INCAGI))
  5816. agi += sc->getSCE(SC_INCAGI)->val1;
  5817. if(sc->getSCE(SC_AGIFOOD))
  5818. agi += sc->getSCE(SC_AGIFOOD)->val1;
  5819. if(sc->getSCE(SC_FOOD_AGI_CASH))
  5820. agi += sc->getSCE(SC_FOOD_AGI_CASH)->val1;
  5821. if(sc->getSCE(SC_SOULCOLD))
  5822. agi += sc->getSCE(SC_SOULCOLD)->val1;
  5823. if(sc->getSCE(SC_TRUESIGHT))
  5824. agi += 5;
  5825. if(sc->getSCE(SC_INCREASEAGI))
  5826. agi += sc->getSCE(SC_INCREASEAGI)->val2;
  5827. if(sc->getSCE(SC_INCREASING))
  5828. agi += 4; // Added based on skill updates [Reddozen]
  5829. if(sc->getSCE(SC_DECREASEAGI))
  5830. agi -= sc->getSCE(SC_DECREASEAGI)->val2;
  5831. if(sc->getSCE(SC_QUAGMIRE))
  5832. agi -= sc->getSCE(SC_QUAGMIRE)->val2;
  5833. if(sc->getSCE(SC_SUITON) && sc->getSCE(SC_SUITON)->val3)
  5834. agi -= sc->getSCE(SC_SUITON)->val2;
  5835. if(sc->getSCE(SC_MARIONETTE))
  5836. agi -= ((sc->getSCE(SC_MARIONETTE)->val3)>>8)&0xFF;
  5837. if(sc->getSCE(SC_MARIONETTE2))
  5838. agi += ((sc->getSCE(SC_MARIONETTE2)->val3)>>8)&0xFF;
  5839. if(sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_HIGH)
  5840. agi += ((sc->getSCE(SC_SPIRIT)->val3)>>8)&0xFF;
  5841. if(sc->getSCE(SC_ADORAMUS))
  5842. agi -= sc->getSCE(SC_ADORAMUS)->val2;
  5843. if(sc->getSCE(SC_MARSHOFABYSS))
  5844. agi -= agi * sc->getSCE(SC_MARSHOFABYSS)->val2 / 100;
  5845. if(sc->getSCE(SC_DROCERA_HERB_STEAMED))
  5846. agi += sc->getSCE(SC_DROCERA_HERB_STEAMED)->val1;
  5847. if(sc->getSCE(SC_INSPIRATION))
  5848. agi += sc->getSCE(SC_INSPIRATION)->val3;
  5849. if(sc->getSCE(SC_STOMACHACHE))
  5850. agi -= sc->getSCE(SC_STOMACHACHE)->val1;
  5851. if(sc->getSCE(SC_KYOUGAKU))
  5852. agi -= sc->getSCE(SC_KYOUGAKU)->val2;
  5853. if(sc->getSCE(SC_CROSSBOWCLAN))
  5854. agi += 1;
  5855. if(sc->getSCE(SC_JUMPINGCLAN))
  5856. agi += 1;
  5857. if(sc->getSCE(SC_FULL_THROTTLE))
  5858. agi += agi * sc->getSCE(SC_FULL_THROTTLE)->val3 / 100;
  5859. if (sc->getSCE(SC_ARCLOUSEDASH))
  5860. agi += sc->getSCE(SC_ARCLOUSEDASH)->val2;
  5861. if(sc->getSCE(SC_CHEERUP))
  5862. agi += 3;
  5863. if(sc->getSCE(SC_GLASTHEIM_STATE))
  5864. agi += sc->getSCE(SC_GLASTHEIM_STATE)->val1;
  5865. #ifdef RENEWAL
  5866. if (sc->getSCE(SC_NIBELUNGEN) && sc->getSCE(SC_NIBELUNGEN)->val2 == RINGNBL_ALLSTAT)
  5867. agi += 15;
  5868. #endif
  5869. if (sc->getSCE(SC_UNIVERSESTANCE))
  5870. agi += sc->getSCE(SC_UNIVERSESTANCE)->val2;
  5871. if (sc->getSCE(SC_ULTIMATECOOK))
  5872. agi += sc->getSCE(SC_ULTIMATECOOK)->val1;
  5873. if (sc->getSCE(SC_ALL_STAT_DOWN))
  5874. agi -= sc->getSCE(SC_ALL_STAT_DOWN)->val2;
  5875. //TODO: Stat points should be able to be decreased below 0
  5876. return (unsigned short)cap_value(agi,0,USHRT_MAX);
  5877. }
  5878. /**
  5879. * Adds vitality modifications based on status changes
  5880. * @param bl: Object to change vit [PC|MOB|HOM|MER|ELEM]
  5881. * @param sc: Object's status change information
  5882. * @param vit: Initial vit
  5883. * @return modified vit with cap_value(vit,0,USHRT_MAX)
  5884. */
  5885. static unsigned short status_calc_vit(struct block_list *bl, status_change *sc, int vit)
  5886. {
  5887. if(!sc || !sc->count)
  5888. return cap_value(vit,0,USHRT_MAX);
  5889. if(sc->getSCE(SC_HARMONIZE)) {
  5890. vit -= sc->getSCE(SC_HARMONIZE)->val2;
  5891. return (unsigned short)cap_value(vit,0,USHRT_MAX);
  5892. }
  5893. if(sc->getSCE(SC_INCALLSTATUS))
  5894. vit += sc->getSCE(SC_INCALLSTATUS)->val1;
  5895. if(sc->getSCE(SC_INCVIT))
  5896. vit += sc->getSCE(SC_INCVIT)->val1;
  5897. if(sc->getSCE(SC_VITFOOD))
  5898. vit += sc->getSCE(SC_VITFOOD)->val1;
  5899. if(sc->getSCE(SC_FOOD_VIT_CASH))
  5900. vit += sc->getSCE(SC_FOOD_VIT_CASH)->val1;
  5901. if(sc->getSCE(SC_CHANGE))
  5902. vit += sc->getSCE(SC_CHANGE)->val2;
  5903. if(sc->getSCE(SC_GLORYWOUNDS))
  5904. vit += sc->getSCE(SC_GLORYWOUNDS)->val1;
  5905. if(sc->getSCE(SC_TRUESIGHT))
  5906. vit += 5;
  5907. if(sc->getSCE(SC_MARIONETTE))
  5908. vit -= sc->getSCE(SC_MARIONETTE)->val3&0xFF;
  5909. if(sc->getSCE(SC_MARIONETTE2))
  5910. vit += sc->getSCE(SC_MARIONETTE2)->val3&0xFF;
  5911. if(sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_HIGH)
  5912. vit += sc->getSCE(SC_SPIRIT)->val3&0xFF;
  5913. if(sc->getSCE(SC_MINOR_BBQ))
  5914. vit += sc->getSCE(SC_MINOR_BBQ)->val1;
  5915. if(sc->getSCE(SC_INSPIRATION))
  5916. vit += sc->getSCE(SC_INSPIRATION)->val3;
  5917. if(sc->getSCE(SC_STOMACHACHE))
  5918. vit -= sc->getSCE(SC_STOMACHACHE)->val1;
  5919. if(sc->getSCE(SC_KYOUGAKU))
  5920. vit -= sc->getSCE(SC_KYOUGAKU)->val2;
  5921. if(sc->getSCE(SC_SWORDCLAN))
  5922. vit += 1;
  5923. if(sc->getSCE(SC_JUMPINGCLAN))
  5924. vit += 1;
  5925. if(sc->getSCE(SC_STRIPARMOR) && bl->type != BL_PC)
  5926. vit -= vit * sc->getSCE(SC_STRIPARMOR)->val2/100;
  5927. if(sc->getSCE(SC_FULL_THROTTLE))
  5928. vit += vit * sc->getSCE(SC_FULL_THROTTLE)->val3 / 100;
  5929. if(bl->type == BL_PC && sc->getSCE(SC_DEFENCE))
  5930. vit += sc->getSCE(SC_DEFENCE)->val2;
  5931. if(sc->getSCE(SC_CHEERUP))
  5932. vit += 3;
  5933. if(sc->getSCE(SC_GLASTHEIM_STATE))
  5934. vit += sc->getSCE(SC_GLASTHEIM_STATE)->val1;
  5935. #ifdef RENEWAL
  5936. if (sc->getSCE(SC_NIBELUNGEN) && sc->getSCE(SC_NIBELUNGEN)->val2 == RINGNBL_ALLSTAT)
  5937. vit += 15;
  5938. #endif
  5939. if (sc->getSCE(SC_UNIVERSESTANCE))
  5940. vit += sc->getSCE(SC_UNIVERSESTANCE)->val2;
  5941. if (sc->getSCE(SC_ULTIMATECOOK))
  5942. vit += sc->getSCE(SC_ULTIMATECOOK)->val1;
  5943. if (sc->getSCE(SC_CUP_OF_BOZA))
  5944. vit += 10;
  5945. if (sc->getSCE(SC_ALL_STAT_DOWN))
  5946. vit -= sc->getSCE(SC_ALL_STAT_DOWN)->val2;
  5947. //TODO: Stat points should be able to be decreased below 0
  5948. return (unsigned short)cap_value(vit,0,USHRT_MAX);
  5949. }
  5950. /**
  5951. * Adds intelligence modifications based on status changes
  5952. * @param bl: Object to change int [PC|MOB|HOM|MER|ELEM]
  5953. * @param sc: Object's status change information
  5954. * @param int_: Initial int
  5955. * @return modified int with cap_value(int_,0,USHRT_MAX)
  5956. */
  5957. static unsigned short status_calc_int(struct block_list *bl, status_change *sc, int int_)
  5958. {
  5959. if(!sc || !sc->count)
  5960. return cap_value(int_,0,USHRT_MAX);
  5961. if(sc->getSCE(SC_HARMONIZE)) {
  5962. int_ -= sc->getSCE(SC_HARMONIZE)->val2;
  5963. return (unsigned short)cap_value(int_,0,USHRT_MAX);
  5964. }
  5965. if(sc->getSCE(SC_INCALLSTATUS))
  5966. int_ += sc->getSCE(SC_INCALLSTATUS)->val1;
  5967. if(sc->getSCE(SC_INCINT))
  5968. int_ += sc->getSCE(SC_INCINT)->val1;
  5969. if(sc->getSCE(SC_INTFOOD))
  5970. int_ += sc->getSCE(SC_INTFOOD)->val1;
  5971. if(sc->getSCE(SC_FOOD_INT_CASH))
  5972. int_ += sc->getSCE(SC_FOOD_INT_CASH)->val1;
  5973. if(sc->getSCE(SC_CHANGE))
  5974. int_ += sc->getSCE(SC_CHANGE)->val3;
  5975. if(sc->getSCE(SC_BATTLEORDERS))
  5976. int_ += 5;
  5977. if(sc->getSCE(SC_TRUESIGHT))
  5978. int_ += 5;
  5979. if(sc->getSCE(SC_BLESSING)) {
  5980. if (sc->getSCE(SC_BLESSING)->val2)
  5981. int_ += sc->getSCE(SC_BLESSING)->val2;
  5982. else
  5983. int_ -= int_ / 2;
  5984. }
  5985. if(sc->getSCE(SC_NEN))
  5986. int_ += sc->getSCE(SC_NEN)->val1;
  5987. if(sc->getSCE(SC_MARIONETTE))
  5988. int_ -= ((sc->getSCE(SC_MARIONETTE)->val4)>>16)&0xFF;
  5989. if(sc->getSCE(SC_MARIONETTE2))
  5990. int_ += ((sc->getSCE(SC_MARIONETTE2)->val4)>>16)&0xFF;
  5991. if(sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_HIGH)
  5992. int_ += ((sc->getSCE(SC_SPIRIT)->val4)>>16)&0xFF;
  5993. if(sc->getSCE(SC_INSPIRATION))
  5994. int_ += sc->getSCE(SC_INSPIRATION)->val3;
  5995. if(sc->getSCE(SC_MELODYOFSINK))
  5996. int_ -= sc->getSCE(SC_MELODYOFSINK)->val2;
  5997. if(sc->getSCE(SC_MANDRAGORA))
  5998. int_ -= 4 * sc->getSCE(SC_MANDRAGORA)->val1;
  5999. if(sc->getSCE(SC_COCKTAIL_WARG_BLOOD))
  6000. int_ += sc->getSCE(SC_COCKTAIL_WARG_BLOOD)->val1;
  6001. if(sc->getSCE(SC_STOMACHACHE))
  6002. int_ -= sc->getSCE(SC_STOMACHACHE)->val1;
  6003. if(sc->getSCE(SC_KYOUGAKU))
  6004. int_ -= sc->getSCE(SC_KYOUGAKU)->val2;
  6005. if(sc->getSCE(SC_ARCWANDCLAN))
  6006. int_ += 1;
  6007. if(sc->getSCE(SC_GOLDENMACECLAN))
  6008. int_ += 1;
  6009. if(sc->getSCE(SC_JUMPINGCLAN))
  6010. int_ += 1;
  6011. if(sc->getSCE(SC_FULL_THROTTLE))
  6012. int_ += int_ * sc->getSCE(SC_FULL_THROTTLE)->val3 / 100;
  6013. if(sc->getSCE(SC_CHEERUP))
  6014. int_ += 3;
  6015. if(sc->getSCE(SC_GLASTHEIM_STATE))
  6016. int_ += sc->getSCE(SC_GLASTHEIM_STATE)->val1;
  6017. if (sc->getSCE(SC_UNIVERSESTANCE))
  6018. int_ += sc->getSCE(SC_UNIVERSESTANCE)->val2;
  6019. if(bl->type != BL_PC) {
  6020. if(sc->getSCE(SC_STRIPHELM))
  6021. int_ -= int_ * sc->getSCE(SC_STRIPHELM)->val2/100;
  6022. if(sc->getSCE(SC__STRIPACCESSORY))
  6023. int_ -= int_ * sc->getSCE(SC__STRIPACCESSORY)->val2 / 100;
  6024. }
  6025. #ifdef RENEWAL
  6026. if (sc->getSCE(SC_NIBELUNGEN) && sc->getSCE(SC_NIBELUNGEN)->val2 == RINGNBL_ALLSTAT)
  6027. int_ += 15;
  6028. #endif
  6029. if (sc->getSCE(SC_ULTIMATECOOK))
  6030. int_ += sc->getSCE(SC_ULTIMATECOOK)->val1;
  6031. if (sc->getSCE(SC_ALL_STAT_DOWN))
  6032. int_ -= sc->getSCE(SC_ALL_STAT_DOWN)->val2;
  6033. if (sc->getSCE(SC_INT_SCROLL))
  6034. int_ += sc->getSCE(SC_INT_SCROLL)->val1;
  6035. //TODO: Stat points should be able to be decreased below 0
  6036. return (unsigned short)cap_value(int_,0,USHRT_MAX);
  6037. }
  6038. /**
  6039. * Adds dexterity modifications based on status changes
  6040. * @param bl: Object to change dex [PC|MOB|HOM|MER|ELEM]
  6041. * @param sc: Object's status change information
  6042. * @param dex: Initial dex
  6043. * @return modified dex with cap_value(dex,0,USHRT_MAX)
  6044. */
  6045. static unsigned short status_calc_dex(struct block_list *bl, status_change *sc, int dex)
  6046. {
  6047. if(!sc || !sc->count)
  6048. return cap_value(dex,0,USHRT_MAX);
  6049. if(sc->getSCE(SC_HARMONIZE)) {
  6050. dex -= sc->getSCE(SC_HARMONIZE)->val2;
  6051. return (unsigned short)cap_value(dex,0,USHRT_MAX);
  6052. }
  6053. if(sc->getSCE(SC_CONCENTRATE) && !sc->getSCE(SC_QUAGMIRE))
  6054. dex += (dex-sc->getSCE(SC_CONCENTRATE)->val4)*sc->getSCE(SC_CONCENTRATE)->val2/100;
  6055. if(sc->getSCE(SC_INCALLSTATUS))
  6056. dex += sc->getSCE(SC_INCALLSTATUS)->val1;
  6057. if(sc->getSCE(SC_INCDEX))
  6058. dex += sc->getSCE(SC_INCDEX)->val1;
  6059. if(sc->getSCE(SC_DEXFOOD))
  6060. dex += sc->getSCE(SC_DEXFOOD)->val1;
  6061. if(sc->getSCE(SC_FOOD_DEX_CASH))
  6062. dex += sc->getSCE(SC_FOOD_DEX_CASH)->val1;
  6063. if(sc->getSCE(SC_BATTLEORDERS))
  6064. dex += 5;
  6065. if(sc->getSCE(SC_HAWKEYES))
  6066. dex += sc->getSCE(SC_HAWKEYES)->val1;
  6067. if(sc->getSCE(SC_TRUESIGHT))
  6068. dex += 5;
  6069. if(sc->getSCE(SC_QUAGMIRE))
  6070. dex -= sc->getSCE(SC_QUAGMIRE)->val2;
  6071. if(sc->getSCE(SC_BLESSING)) {
  6072. if (sc->getSCE(SC_BLESSING)->val2)
  6073. dex += sc->getSCE(SC_BLESSING)->val2;
  6074. else
  6075. dex -= dex / 2;
  6076. }
  6077. if(sc->getSCE(SC_INCREASING))
  6078. dex += 4; // Added based on skill updates [Reddozen]
  6079. if(sc->getSCE(SC_MARIONETTE))
  6080. dex -= ((sc->getSCE(SC_MARIONETTE)->val4)>>8)&0xFF;
  6081. if(sc->getSCE(SC_MARIONETTE2))
  6082. dex += ((sc->getSCE(SC_MARIONETTE2)->val4)>>8)&0xFF;
  6083. if(sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_HIGH)
  6084. dex += ((sc->getSCE(SC_SPIRIT)->val4)>>8)&0xFF;
  6085. if(sc->getSCE(SC_SIROMA_ICE_TEA))
  6086. dex += sc->getSCE(SC_SIROMA_ICE_TEA)->val1;
  6087. if(sc->getSCE(SC_INSPIRATION))
  6088. dex += sc->getSCE(SC_INSPIRATION)->val3;
  6089. if(sc->getSCE(SC_STOMACHACHE))
  6090. dex -= sc->getSCE(SC_STOMACHACHE)->val1;
  6091. if(sc->getSCE(SC_KYOUGAKU))
  6092. dex -= sc->getSCE(SC_KYOUGAKU)->val2;
  6093. if(sc->getSCE(SC_ARCWANDCLAN))
  6094. dex += 1;
  6095. if(sc->getSCE(SC_CROSSBOWCLAN))
  6096. dex += 1;
  6097. if(sc->getSCE(SC_JUMPINGCLAN))
  6098. dex += 1;
  6099. if(sc->getSCE(SC__STRIPACCESSORY) && bl->type != BL_PC)
  6100. dex -= dex * sc->getSCE(SC__STRIPACCESSORY)->val2 / 100;
  6101. if(sc->getSCE(SC_MARSHOFABYSS))
  6102. dex -= dex * sc->getSCE(SC_MARSHOFABYSS)->val2 / 100;
  6103. if(sc->getSCE(SC_FULL_THROTTLE))
  6104. dex += dex * sc->getSCE(SC_FULL_THROTTLE)->val3 / 100;
  6105. if(sc->getSCE(SC_CHEERUP))
  6106. dex += 3;
  6107. if(sc->getSCE(SC_GLASTHEIM_STATE))
  6108. dex += sc->getSCE(SC_GLASTHEIM_STATE)->val1;
  6109. #ifdef RENEWAL
  6110. if (sc->getSCE(SC_NIBELUNGEN) && sc->getSCE(SC_NIBELUNGEN)->val2 == RINGNBL_ALLSTAT)
  6111. dex += 15;
  6112. #endif
  6113. if (sc->getSCE(SC_UNIVERSESTANCE))
  6114. dex += sc->getSCE(SC_UNIVERSESTANCE)->val2;
  6115. if (sc->getSCE(SC_ULTIMATECOOK))
  6116. dex += sc->getSCE(SC_ULTIMATECOOK)->val1;
  6117. if (sc->getSCE(SC_ALL_STAT_DOWN))
  6118. dex -= sc->getSCE(SC_ALL_STAT_DOWN)->val2;
  6119. //TODO: Stat points should be able to be decreased below 0
  6120. return (unsigned short)cap_value(dex,0,USHRT_MAX);
  6121. }
  6122. /**
  6123. * Adds luck modifications based on status changes
  6124. * @param bl: Object to change luk [PC|MOB|HOM|MER|ELEM]
  6125. * @param sc: Object's status change information
  6126. * @param luk: Initial luk
  6127. * @return modified luk with cap_value(luk,0,USHRT_MAX)
  6128. */
  6129. static unsigned short status_calc_luk(struct block_list *bl, status_change *sc, int luk)
  6130. {
  6131. if(!sc || !sc->count)
  6132. return cap_value(luk,0,USHRT_MAX);
  6133. if(sc->getSCE(SC_HARMONIZE)) {
  6134. luk -= sc->getSCE(SC_HARMONIZE)->val2;
  6135. return (unsigned short)cap_value(luk,0,USHRT_MAX);
  6136. }
  6137. if(sc->getSCE(SC_CURSE))
  6138. return 0;
  6139. if(sc->getSCE(SC_INCALLSTATUS))
  6140. luk += sc->getSCE(SC_INCALLSTATUS)->val1;
  6141. if(sc->getSCE(SC_INCLUK))
  6142. luk += sc->getSCE(SC_INCLUK)->val1;
  6143. if(sc->getSCE(SC_LUKFOOD))
  6144. luk += sc->getSCE(SC_LUKFOOD)->val1;
  6145. if(sc->getSCE(SC_FOOD_LUK_CASH))
  6146. luk += sc->getSCE(SC_FOOD_LUK_CASH)->val1;
  6147. if(sc->getSCE(SC_TRUESIGHT))
  6148. luk += 5;
  6149. if(sc->getSCE(SC_GLORIA))
  6150. luk += 30;
  6151. if(sc->getSCE(SC_MARIONETTE))
  6152. luk -= sc->getSCE(SC_MARIONETTE)->val4&0xFF;
  6153. if(sc->getSCE(SC_MARIONETTE2))
  6154. luk += sc->getSCE(SC_MARIONETTE2)->val4&0xFF;
  6155. if(sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_HIGH)
  6156. luk += sc->getSCE(SC_SPIRIT)->val4&0xFF;
  6157. if(sc->getSCE(SC_PUTTI_TAILS_NOODLES))
  6158. luk += sc->getSCE(SC_PUTTI_TAILS_NOODLES)->val1;
  6159. if(sc->getSCE(SC_INSPIRATION))
  6160. luk += sc->getSCE(SC_INSPIRATION)->val3;
  6161. if(sc->getSCE(SC_STOMACHACHE))
  6162. luk -= sc->getSCE(SC_STOMACHACHE)->val1;
  6163. if(sc->getSCE(SC_KYOUGAKU))
  6164. luk -= sc->getSCE(SC_KYOUGAKU)->val2;
  6165. if(sc->getSCE(SC__STRIPACCESSORY) && bl->type != BL_PC)
  6166. luk -= luk * sc->getSCE(SC__STRIPACCESSORY)->val2 / 100;
  6167. if(sc->getSCE(SC_BANANA_BOMB))
  6168. luk -= 75;
  6169. if(sc->getSCE(SC_GOLDENMACECLAN))
  6170. luk += 1;
  6171. if(sc->getSCE(SC_JUMPINGCLAN))
  6172. luk += 1;
  6173. if(sc->getSCE(SC_FULL_THROTTLE))
  6174. luk += luk * sc->getSCE(SC_FULL_THROTTLE)->val3 / 100;
  6175. if(sc->getSCE(SC_CHEERUP))
  6176. luk += 3;
  6177. if(sc->getSCE(SC_GLASTHEIM_STATE))
  6178. luk += sc->getSCE(SC_GLASTHEIM_STATE)->val1;
  6179. #ifdef RENEWAL
  6180. if (sc->getSCE(SC_NIBELUNGEN) && sc->getSCE(SC_NIBELUNGEN)->val2 == RINGNBL_ALLSTAT)
  6181. luk += 15;
  6182. #endif
  6183. if (sc->getSCE(SC_UNIVERSESTANCE))
  6184. luk += sc->getSCE(SC_UNIVERSESTANCE)->val2;
  6185. if (sc->getSCE(SC_ULTIMATECOOK))
  6186. luk += sc->getSCE(SC_ULTIMATECOOK)->val1;
  6187. if (sc->getSCE(SC_MYSTICPOWDER))
  6188. luk += 10;
  6189. if (sc->getSCE(SC_ALL_STAT_DOWN))
  6190. luk -= sc->getSCE(SC_ALL_STAT_DOWN)->val2;
  6191. //TODO: Stat points should be able to be decreased below 0
  6192. return (unsigned short)cap_value(luk,0,USHRT_MAX);
  6193. }
  6194. /**
  6195. * Adds power modifications based on status changes
  6196. * @param bl: Object to change pow [PC|MOB|HOM|MER|ELEM]
  6197. * @param sc: Object's status change information
  6198. * @param pow: Initial pow
  6199. * @return modified pow with cap_value(pow,0,USHRT_MAX)
  6200. */
  6201. static unsigned short status_calc_pow(struct block_list *bl, status_change *sc, int pow)
  6202. {
  6203. if (!sc || !sc->count)
  6204. return cap_value(pow, 0, USHRT_MAX);
  6205. if (sc->getSCE(SC_BENEDICTUM))
  6206. pow += sc->getSCE(SC_BENEDICTUM)->val2;
  6207. return (unsigned short)cap_value(pow, 0, USHRT_MAX);
  6208. }
  6209. /**
  6210. * Adds stamina modifications based on status changes
  6211. * @param bl: Object to change sta [PC|MOB|HOM|MER|ELEM]
  6212. * @param sc: Object's status change information
  6213. * @param sta: Initial sta
  6214. * @return modified sta with cap_value(sta,0,USHRT_MAX)
  6215. */
  6216. static unsigned short status_calc_sta(struct block_list *bl, status_change *sc, int sta)
  6217. {
  6218. if (!sc || !sc->count)
  6219. return cap_value(sta, 0, USHRT_MAX);
  6220. if (sc->getSCE(SC_RELIGIO))
  6221. sta += sc->getSCE(SC_RELIGIO)->val2;
  6222. return (unsigned short)cap_value(sta, 0, USHRT_MAX);
  6223. }
  6224. /**
  6225. * Adds wisdom modifications based on status changes
  6226. * @param bl: Object to change wis [PC|MOB|HOM|MER|ELEM]
  6227. * @param sc: Object's status change information
  6228. * @param wis: Initial wis
  6229. * @return modified wis with cap_value(wis,0,USHRT_MAX)
  6230. */
  6231. static unsigned short status_calc_wis(struct block_list *bl, status_change *sc, int wis)
  6232. {
  6233. if (!sc || !sc->count)
  6234. return cap_value(wis, 0, USHRT_MAX);
  6235. if (sc->getSCE(SC_RELIGIO))
  6236. wis += sc->getSCE(SC_RELIGIO)->val2;
  6237. return (unsigned short)cap_value(wis, 0, USHRT_MAX);
  6238. }
  6239. /**
  6240. * Adds spell modifications based on status changes
  6241. * @param bl: Object to change spl [PC|MOB|HOM|MER|ELEM]
  6242. * @param sc: Object's status change information
  6243. * @param spl: Initial spl
  6244. * @return modified spl with cap_value(spl,0,USHRT_MAX)
  6245. */
  6246. static unsigned short status_calc_spl(struct block_list *bl, status_change *sc, int spl)
  6247. {
  6248. if (!sc || !sc->count)
  6249. return cap_value(spl, 0, USHRT_MAX);
  6250. if (sc->getSCE(SC_RELIGIO))
  6251. spl += sc->getSCE(SC_RELIGIO)->val2;
  6252. return (unsigned short)cap_value(spl, 0, USHRT_MAX);
  6253. }
  6254. /**
  6255. * Adds concentration modifications based on status changes
  6256. * @param bl: Object to change con [PC|MOB|HOM|MER|ELEM]
  6257. * @param sc: Object's status change information
  6258. * @param con: Initial con
  6259. * @return modified con with cap_value(con,0,USHRT_MAX)
  6260. */
  6261. static unsigned short status_calc_con(struct block_list *bl, status_change *sc, int con)
  6262. {
  6263. if (!sc || !sc->count)
  6264. return cap_value(con, 0, USHRT_MAX);
  6265. if (sc->getSCE(SC_BENEDICTUM))
  6266. con += sc->getSCE(SC_BENEDICTUM)->val2;
  6267. return (unsigned short)cap_value(con, 0, USHRT_MAX);
  6268. }
  6269. /**
  6270. * Adds creative modifications based on status changes
  6271. * @param bl: Object to change crt [PC|MOB|HOM|MER|ELEM]
  6272. * @param sc: Object's status change information
  6273. * @param crt: Initial crt
  6274. * @return modified crt with cap_value(crt,0,USHRT_MAX)
  6275. */
  6276. static unsigned short status_calc_crt(struct block_list *bl, status_change *sc, int crt)
  6277. {
  6278. if (!sc || !sc->count)
  6279. return cap_value(crt, 0, USHRT_MAX);
  6280. if (sc->getSCE(SC_BENEDICTUM))
  6281. crt += sc->getSCE(SC_BENEDICTUM)->val2;
  6282. return (unsigned short)cap_value(crt, 0, USHRT_MAX);
  6283. }
  6284. /**
  6285. * Adds base attack modifications based on status changes
  6286. * @param bl: Object to change batk [PC|MOB|HOM|MER|ELEM]
  6287. * @param sc: Object's status change information
  6288. * @param batk: Initial batk
  6289. * @return modified batk with cap_value(batk,0,USHRT_MAX)
  6290. */
  6291. static unsigned short status_calc_batk(struct block_list *bl, status_change *sc, int batk)
  6292. {
  6293. if(!sc || !sc->count)
  6294. return cap_value(batk,0,USHRT_MAX);
  6295. if(sc->getSCE(SC_ATKPOTION))
  6296. batk += sc->getSCE(SC_ATKPOTION)->val1;
  6297. if(sc->getSCE(SC_BATKFOOD))
  6298. batk += sc->getSCE(SC_BATKFOOD)->val1;
  6299. if (sc->getSCE(SC_VOLCANO))
  6300. batk += sc->getSCE(SC_VOLCANO)->val2;
  6301. #ifndef RENEWAL
  6302. if(sc->getSCE(SC_GATLINGFEVER))
  6303. batk += sc->getSCE(SC_GATLINGFEVER)->val3;
  6304. if(sc->getSCE(SC_MADNESSCANCEL))
  6305. batk += 100;
  6306. #endif
  6307. if(sc->getSCE(SC_FULL_SWING_K))
  6308. batk += sc->getSCE(SC_FULL_SWING_K)->val1;
  6309. if(sc->getSCE(SC_ASH))
  6310. batk -= batk * sc->getSCE(SC_ASH)->val4 / 100;
  6311. if(bl->type == BL_HOM && sc->getSCE(SC_PYROCLASTIC))
  6312. batk += sc->getSCE(SC_PYROCLASTIC)->val2;
  6313. if (sc->getSCE(SC_ANGRIFFS_MODUS))
  6314. batk += sc->getSCE(SC_ANGRIFFS_MODUS)->val2;
  6315. if(sc->getSCE(SC_2011RWC_SCROLL))
  6316. batk += 30;
  6317. if(sc->getSCE(SC__ENERVATION))
  6318. batk -= batk * sc->getSCE(SC__ENERVATION)->val2 / 100;
  6319. if( sc->getSCE(SC_ZANGETSU) )
  6320. batk += sc->getSCE(SC_ZANGETSU)->val2;
  6321. if(sc->getSCE(SC_QUEST_BUFF1))
  6322. batk += sc->getSCE(SC_QUEST_BUFF1)->val1;
  6323. if(sc->getSCE(SC_QUEST_BUFF2))
  6324. batk += sc->getSCE(SC_QUEST_BUFF2)->val1;
  6325. if(sc->getSCE(SC_QUEST_BUFF3))
  6326. batk += sc->getSCE(SC_QUEST_BUFF3)->val1;
  6327. #ifdef RENEWAL
  6328. if (sc->getSCE(SC_LOUD))
  6329. batk += 30;
  6330. if (sc->getSCE(SC_NIBELUNGEN) && sc->getSCE(SC_NIBELUNGEN)->val2 == RINGNBL_ATKRATE)
  6331. batk += batk * 20 / 100;
  6332. #endif
  6333. if (sc->getSCE(SC_SUNSTANCE))
  6334. batk += batk * sc->getSCE(SC_SUNSTANCE)->val2 / 100;
  6335. if (sc->getSCE(SC_ALMIGHTY))
  6336. batk += 30;
  6337. if (sc->getSCE(SC_ULTIMATECOOK))
  6338. batk += 30;
  6339. if(sc->getSCE(SC_LIMIT_POWER_BOOSTER))
  6340. batk += sc->getSCE(SC_LIMIT_POWER_BOOSTER)->val1;
  6341. if(sc->getSCE(SC_SPARKCANDY))
  6342. batk += 20;
  6343. if(sc->getSCE(SC_SKF_ATK))
  6344. batk += sc->getSCE(SC_SKF_ATK)->val1;
  6345. if (sc->getSCE(SC_INTENSIVE_AIM))
  6346. batk += 150;
  6347. return (unsigned short)cap_value(batk,0,USHRT_MAX);
  6348. }
  6349. /**
  6350. * Adds weapon attack modifications based on status changes
  6351. * @param bl: Object to change watk [PC]
  6352. * @param sc: Object's status change information
  6353. * @param watk: Initial watk
  6354. * @return modified watk with cap_value(watk,0,USHRT_MAX)
  6355. */
  6356. static unsigned short status_calc_watk(struct block_list *bl, status_change *sc, int watk)
  6357. {
  6358. if(!sc || !sc->count)
  6359. return cap_value(watk,0,USHRT_MAX);
  6360. #ifndef RENEWAL
  6361. if(sc->getSCE(SC_DRUMBATTLE))
  6362. watk += sc->getSCE(SC_DRUMBATTLE)->val2;
  6363. #endif
  6364. if (sc->getSCE(SC_IMPOSITIO))
  6365. watk += sc->getSCE(SC_IMPOSITIO)->val2;
  6366. if(sc->getSCE(SC_WATKFOOD))
  6367. watk += sc->getSCE(SC_WATKFOOD)->val1;
  6368. if (sc->getSCE(SC_VOLCANO) && bl->type == BL_MOB)
  6369. watk += sc->getSCE(SC_VOLCANO)->val2;
  6370. if(sc->getSCE(SC_MERC_ATKUP))
  6371. watk += sc->getSCE(SC_MERC_ATKUP)->val2;
  6372. if(sc->getSCE(SC_WATER_BARRIER))
  6373. watk -= sc->getSCE(SC_WATER_BARRIER)->val2;
  6374. #ifndef RENEWAL
  6375. if(sc->getSCE(SC_NIBELUNGEN)) {
  6376. if (bl->type != BL_PC)
  6377. watk += sc->getSCE(SC_NIBELUNGEN)->val2;
  6378. else {
  6379. TBL_PC *sd = (TBL_PC*)bl;
  6380. short index = sd->equip_index[sd->state.lr_flag?EQI_HAND_L:EQI_HAND_R];
  6381. if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_WEAPON && sd->inventory_data[index]->weapon_level == 4)
  6382. watk += sc->getSCE(SC_NIBELUNGEN)->val2;
  6383. }
  6384. }
  6385. #endif
  6386. if(sc->getSCE(SC_FIGHTINGSPIRIT))
  6387. watk += sc->getSCE(SC_FIGHTINGSPIRIT)->val1;
  6388. if (sc->getSCE(SC_SHIELDSPELL_ATK))
  6389. watk += sc->getSCE(SC_SHIELDSPELL_ATK)->val2;
  6390. if(sc->getSCE(SC_INSPIRATION))
  6391. watk += sc->getSCE(SC_INSPIRATION)->val2;
  6392. if(sc->getSCE(SC_GT_CHANGE))
  6393. watk += sc->getSCE(SC_GT_CHANGE)->val2;
  6394. if(sc->getSCE(SC__ENERVATION))
  6395. watk -= watk * sc->getSCE(SC__ENERVATION)->val2 / 100;
  6396. if(sc->getSCE(SC_STRIKING))
  6397. watk += sc->getSCE(SC_STRIKING)->val2;
  6398. if(sc->getSCE(SC_RUSHWINDMILL))
  6399. watk += sc->getSCE(SC_RUSHWINDMILL)->val3;
  6400. if(sc->getSCE(SC_FIRE_INSIGNIA) && sc->getSCE(SC_FIRE_INSIGNIA)->val1 == 2)
  6401. watk += 50;
  6402. if((sc->getSCE(SC_FIRE_INSIGNIA) && sc->getSCE(SC_FIRE_INSIGNIA)->val1 == 2)
  6403. || (sc->getSCE(SC_WATER_INSIGNIA) && sc->getSCE(SC_WATER_INSIGNIA)->val1 == 2)
  6404. || (sc->getSCE(SC_WIND_INSIGNIA) && sc->getSCE(SC_WIND_INSIGNIA)->val1 == 2)
  6405. || (sc->getSCE(SC_EARTH_INSIGNIA) && sc->getSCE(SC_EARTH_INSIGNIA)->val1 == 2))
  6406. watk += watk * 10 / 100;
  6407. if(sc->getSCE(SC_PYROTECHNIC_OPTION))
  6408. watk += sc->getSCE(SC_PYROTECHNIC_OPTION)->val2;
  6409. if(sc->getSCE(SC_HEATER_OPTION))
  6410. watk += sc->getSCE(SC_HEATER_OPTION)->val2;
  6411. if(sc->getSCE(SC_TROPIC_OPTION))
  6412. watk += sc->getSCE(SC_TROPIC_OPTION)->val2;
  6413. if( sc && sc->getSCE(SC_TIDAL_WEAPON) )
  6414. watk += watk * sc->getSCE(SC_TIDAL_WEAPON)->val2 / 100;
  6415. if(bl->type == BL_PC && sc->getSCE(SC_PYROCLASTIC))
  6416. watk += sc->getSCE(SC_PYROCLASTIC)->val2;
  6417. if(sc->getSCE(SC_ANGRIFFS_MODUS))
  6418. watk += watk * sc->getSCE(SC_ANGRIFFS_MODUS)->val2/100;
  6419. if(sc->getSCE(SC_ODINS_POWER))
  6420. watk += 40 + 30 * sc->getSCE(SC_ODINS_POWER)->val1;
  6421. if (sc->getSCE(SC_FLASHCOMBO))
  6422. watk += sc->getSCE(SC_FLASHCOMBO)->val2;
  6423. if (sc->getSCE(SC_CATNIPPOWDER))
  6424. watk += watk * sc->getSCE(SC_CATNIPPOWDER)->val2 / 100;
  6425. if (sc->getSCE(SC_CHATTERING))
  6426. watk += sc->getSCE(SC_CHATTERING)->val2;
  6427. if (sc->getSCE(SC_SUNSTANCE))
  6428. watk += watk * sc->getSCE(SC_SUNSTANCE)->val2 / 100;
  6429. if (sc->getSCE(SC_SOULFALCON))
  6430. watk += sc->getSCE(SC_SOULFALCON)->val2;
  6431. if (sc->getSCE(SC_PACKING_ENVELOPE1))
  6432. watk += sc->getSCE(SC_PACKING_ENVELOPE1)->val1;
  6433. if (sc->getSCE(SC_POWERFUL_FAITH))
  6434. watk += sc->getSCE(SC_POWERFUL_FAITH)->val2;
  6435. if (sc->getSCE(SC_GUARD_STANCE))
  6436. watk -= sc->getSCE(SC_GUARD_STANCE)->val3;
  6437. return (unsigned short)cap_value(watk,0,USHRT_MAX);
  6438. }
  6439. /**
  6440. * Adds flat magic attack modifications from skills
  6441. * @param sd: Object to change matk [PC]
  6442. * @param sc: Object's status change information
  6443. * @param matk: Initial matk
  6444. * @return modified matk with cap_value(matk,0,USHRT_MAX)
  6445. */
  6446. uint16 status_calc_pseudobuff_matk( map_session_data* sd, status_change *sc, int32 matk ){
  6447. // Flat MATK bonus from skills without sc
  6448. if (uint16 skill_lv = pc_checkskill(sd, NV_TRANSCENDENCE); skill_lv > 0) {
  6449. matk += 15 * skill_lv + (skill_lv > 4 ? 25 : 0);
  6450. }
  6451. if (!sc || !sc->count)
  6452. return static_cast<uint16>( cap_value(matk,0,USHRT_MAX) );
  6453. struct status_change_entry* sce;
  6454. // Flat MATK bonus from skills with sc
  6455. #ifdef RENEWAL
  6456. // Bonuses only in renewal
  6457. if (sce = sc->getSCE(SC_IMPOSITIO))
  6458. matk += sce->val2;
  6459. if (sce = sc->getSCE(SC_VOLCANO))
  6460. matk += sce->val2;
  6461. #endif
  6462. if (sce = sc->getSCE(SC_DORAM_MATK))
  6463. matk += sce->val1;
  6464. if (sce = sc->getSCE(SC_AQUAPLAY_OPTION))
  6465. matk += sce->val2;
  6466. if (sce = sc->getSCE(SC_CHILLY_AIR_OPTION))
  6467. matk += sce->val2;
  6468. if (sce = sc->getSCE(SC_COOLER_OPTION))
  6469. matk += sce->val2;
  6470. if (sce = sc->getSCE(SC_SOULFAIRY))
  6471. matk += sce->val2;
  6472. if (sce = sc->getSCE(SC_INSPIRATION))
  6473. matk += sce->val2;
  6474. if (sce = sc->getSCE(SC_SHIELDSPELL_ATK))
  6475. matk += sce->val2;
  6476. if (sce = sc->getSCE(SC_ZANGETSU))
  6477. matk += sce->val3;
  6478. if (sce = sc->getSCE(SC_MOONLITSERENADE))
  6479. matk += sce->val3;
  6480. if (sce = sc->getSCE(SC__AUTOSHADOWSPELL))
  6481. matk += sce->val4;
  6482. if (sce = sc->getSCE(SC_ODINS_POWER))
  6483. matk += 40 + 30 * sce->val1;
  6484. if (sce = sc->getSCE(SC_IZAYOI))
  6485. matk += 25 * sce->val1;
  6486. if ((sce = sc->getSCE(SC_FIRE_INSIGNIA)) && sce->val1 == 3)
  6487. matk += 50;
  6488. if (sc->getSCE(SC_CLIMAX_DES_HU))
  6489. matk += 100;
  6490. return static_cast<uint16>( cap_value(matk,0,USHRT_MAX) );
  6491. }
  6492. /**
  6493. * Adds flat magic attack modifications from consumables based on status changes
  6494. * @param sc: Object's status change information
  6495. * @param matk: Initial matk
  6496. * @return modified matk with cap_value(matk,0,USHRT_MAX)
  6497. */
  6498. uint16 status_calc_consumablematk( status_change *sc, int32 matk ){
  6499. if (!sc || !sc->count)
  6500. return static_cast<uint16>( cap_value(matk,0,USHRT_MAX) );
  6501. struct status_change_entry* sce;
  6502. if (sce = sc->getSCE(SC_MATKFOOD))
  6503. matk += sce->val1;
  6504. if (sce = sc->getSCE(SC_MANA_PLUS))
  6505. matk += sce->val1;
  6506. if (sce = sc->getSCE(SC_MATKPOTION))
  6507. matk += sce->val1;
  6508. if (sce = sc->getSCE(SC_LIMIT_POWER_BOOSTER))
  6509. matk += sce->val1;
  6510. if (sce = sc->getSCE(SC_SKF_MATK))
  6511. matk += sce->val1;
  6512. if (sce = sc->getSCE(SC_MTF_MATK))
  6513. matk += sce->val1;
  6514. if (sce = sc->getSCE(SC_MTF_MATK2))
  6515. matk += sce->val1;
  6516. if (sce = sc->getSCE(SC_PACKING_ENVELOPE2))
  6517. matk += sce->val1;
  6518. if (sce = sc->getSCE(SC_QUEST_BUFF1))
  6519. matk += sce->val1;
  6520. if (sce = sc->getSCE(SC_QUEST_BUFF2))
  6521. matk += sce->val1;
  6522. if (sce = sc->getSCE(SC_QUEST_BUFF3))
  6523. matk += sce->val1;
  6524. if (sc->getSCE(SC_ULTIMATECOOK))
  6525. matk += 30;
  6526. if (sc->getSCE(SC_MAGICCANDY))
  6527. matk += 30;
  6528. if (sc->getSCE(SC_ALMIGHTY))
  6529. matk += 30;
  6530. if (sc->getSCE(SC_2011RWC_SCROLL))
  6531. matk += 30;
  6532. return static_cast<uint16>( cap_value(matk,0,USHRT_MAX) );
  6533. }
  6534. /**
  6535. * Adds critical modifications based on status changes
  6536. * @param bl: Object to change critical [PC|MOB|HOM|MER|ELEM]
  6537. * @param sc: Object's status change information
  6538. * @param critical: Initial critical
  6539. * @return modified critical with cap_value(critical,10,USHRT_MAX)
  6540. */
  6541. static signed short status_calc_critical(struct block_list *bl, status_change *sc, int critical)
  6542. {
  6543. if(!sc || !sc->count)
  6544. return cap_value(critical,10,SHRT_MAX);
  6545. if (sc->getSCE(SC_INCCRI))
  6546. critical += sc->getSCE(SC_INCCRI)->val2;
  6547. if (sc->getSCE(SC_EP16_2_BUFF_SC))
  6548. critical += 300;// crit +30
  6549. if (sc->getSCE(SC_CRIFOOD))
  6550. critical += sc->getSCE(SC_CRIFOOD)->val1;
  6551. if (sc->getSCE(SC_EXPLOSIONSPIRITS))
  6552. critical += sc->getSCE(SC_EXPLOSIONSPIRITS)->val2;
  6553. if (sc->getSCE(SC_FORTUNE))
  6554. critical += sc->getSCE(SC_FORTUNE)->val2;
  6555. if (sc->getSCE(SC_TRUESIGHT))
  6556. critical += sc->getSCE(SC_TRUESIGHT)->val2;
  6557. if (sc->getSCE(SC_CLOAKING))
  6558. critical += critical;
  6559. #ifdef RENEWAL
  6560. if (sc->getSCE(SC_SPEARQUICKEN))
  6561. critical += 3*sc->getSCE(SC_SPEARQUICKEN)->val1*10;
  6562. if (sc->getSCE(SC_TWOHANDQUICKEN))
  6563. critical += (2 + sc->getSCE(SC_TWOHANDQUICKEN)->val1) * 10;
  6564. #endif
  6565. if (sc->getSCE(SC__INVISIBILITY))
  6566. critical += sc->getSCE(SC__INVISIBILITY)->val3 * 10;
  6567. if (sc->getSCE(SC__UNLUCKY))
  6568. critical -= sc->getSCE(SC__UNLUCKY)->val2;
  6569. if (sc->getSCE(SC_SOULSHADOW))
  6570. critical += 10 * sc->getSCE(SC_SOULSHADOW)->val3;
  6571. if(sc->getSCE(SC_BEYONDOFWARCRY))
  6572. critical += sc->getSCE(SC_BEYONDOFWARCRY)->val3;
  6573. if (sc->getSCE(SC_MTF_HITFLEE))
  6574. critical += sc->getSCE(SC_MTF_HITFLEE)->val1;
  6575. if (sc->getSCE(SC_PACKING_ENVELOPE9))
  6576. critical += sc->getSCE(SC_PACKING_ENVELOPE9)->val1 * 10;
  6577. if (sc->getSCE(SC_INTENSIVE_AIM))
  6578. critical += 300;
  6579. if (sc->getSCE(SC_BUCHEDENOEL))
  6580. critical += sc->getSCE(SC_BUCHEDENOEL)->val3 * 10;
  6581. return (short)cap_value(critical,10,SHRT_MAX);
  6582. }
  6583. /**
  6584. * Adds hit modifications based on status changes
  6585. * @param bl: Object to change hit [PC|MOB|HOM|MER|ELEM]
  6586. * @param sc: Object's status change information
  6587. * @param hit: Initial hit
  6588. * @return modified hit with cap_value(hit,1,USHRT_MAX)
  6589. */
  6590. static signed short status_calc_hit(struct block_list *bl, status_change *sc, int hit)
  6591. {
  6592. if(!sc || !sc->count)
  6593. return cap_value(hit,1,SHRT_MAX);
  6594. if(sc->getSCE(SC_INCHIT))
  6595. hit += sc->getSCE(SC_INCHIT)->val1;
  6596. if(sc->getSCE(SC_HITFOOD))
  6597. hit += sc->getSCE(SC_HITFOOD)->val1;
  6598. if(sc->getSCE(SC_TRUESIGHT))
  6599. hit += sc->getSCE(SC_TRUESIGHT)->val3;
  6600. if(sc->getSCE(SC_HUMMING))
  6601. hit += sc->getSCE(SC_HUMMING)->val2;
  6602. if(sc->getSCE(SC_CONCENTRATION))
  6603. hit += sc->getSCE(SC_CONCENTRATION)->val3;
  6604. if(sc->getSCE(SC_INSPIRATION))
  6605. hit += 12 * sc->getSCE(SC_INSPIRATION)->val1;
  6606. if(sc->getSCE(SC_ADJUSTMENT))
  6607. hit -= 30;
  6608. if(sc->getSCE(SC_INCREASING))
  6609. hit += 20; // RockmanEXE; changed based on updated [Reddozen]
  6610. if(sc->getSCE(SC_MERC_HITUP))
  6611. hit += sc->getSCE(SC_MERC_HITUP)->val2;
  6612. if(sc->getSCE(SC_MTF_HITFLEE))
  6613. hit += sc->getSCE(SC_MTF_HITFLEE)->val1;
  6614. if(sc->getSCE(SC_INCHITRATE))
  6615. hit += hit * sc->getSCE(SC_INCHITRATE)->val1/100;
  6616. if (sc->getSCE(SC_POWERUP))
  6617. hit += hit * sc->getSCE(SC_POWERUP)->val2 / 100;
  6618. if(sc->getSCE(SC_BLIND))
  6619. hit -= hit * 25/100;
  6620. if(sc->getSCE(SC_HEAT_BARREL))
  6621. hit -= sc->getSCE(SC_HEAT_BARREL)->val4;
  6622. if(sc->getSCE(SC__GROOMY))
  6623. hit -= hit * sc->getSCE(SC__GROOMY)->val3 / 100;
  6624. if(sc->getSCE(SC_FEAR))
  6625. hit -= hit * 20 / 100;
  6626. if (sc->getSCE(SC_ASH))
  6627. hit -= hit * sc->getSCE(SC_ASH)->val2 / 100;
  6628. if (sc->getSCE(SC_TEARGAS))
  6629. hit -= hit * 50 / 100;
  6630. if(sc->getSCE(SC_ILLUSIONDOPING))
  6631. hit -= sc->getSCE(SC_ILLUSIONDOPING)->val2;
  6632. if (sc->getSCE(SC_MTF_ASPD))
  6633. hit += sc->getSCE(SC_MTF_ASPD)->val2;
  6634. #ifdef RENEWAL
  6635. if (sc->getSCE(SC_BLESSING))
  6636. hit += sc->getSCE(SC_BLESSING)->val1 * 2;
  6637. if (sc->getSCE(SC_TWOHANDQUICKEN))
  6638. hit += sc->getSCE(SC_TWOHANDQUICKEN)->val1 * 2;
  6639. if (sc->getSCE(SC_ADRENALINE))
  6640. hit += sc->getSCE(SC_ADRENALINE)->val1 * 3 + 5;
  6641. if (sc->getSCE(SC_NIBELUNGEN) && sc->getSCE(SC_NIBELUNGEN)->val2 == RINGNBL_HIT)
  6642. hit += 50;
  6643. #endif
  6644. if (sc->getSCE(SC_SOULFALCON))
  6645. hit += sc->getSCE(SC_SOULFALCON)->val3;
  6646. if (sc->getSCE(SC_SATURDAYNIGHTFEVER))
  6647. hit -= 50 + 50 * sc->getSCE(SC_SATURDAYNIGHTFEVER)->val1;
  6648. if (sc->getSCE(SC_PACKING_ENVELOPE10))
  6649. hit += sc->getSCE(SC_PACKING_ENVELOPE10)->val1;
  6650. if (sc->getSCE(SC_ABYSS_SLAYER))
  6651. hit += sc->getSCE(SC_ABYSS_SLAYER)->val3;
  6652. if (sc->getSCE(SC_LIMIT_POWER_BOOSTER))
  6653. hit += sc->getSCE(SC_LIMIT_POWER_BOOSTER)->val1;
  6654. if (sc->getSCE(SC_ACARAJE))
  6655. hit += 5;
  6656. if (sc->getSCE(SC_INTENSIVE_AIM))
  6657. hit += 250;
  6658. if (sc->getSCE(SC_BUCHEDENOEL))
  6659. hit += sc->getSCE(SC_BUCHEDENOEL)->val2;
  6660. return (short)cap_value(hit,1,SHRT_MAX);
  6661. }
  6662. /**
  6663. * Adds flee modifications based on status changes
  6664. * @param bl: Object to change flee [PC|MOB|HOM|MER|ELEM]
  6665. * @param sc: Object's status change information
  6666. * @param flee: Initial flee
  6667. * @return modified flee with cap_value(flee,1,USHRT_MAX)
  6668. */
  6669. static signed short status_calc_flee(struct block_list *bl, status_change *sc, int flee)
  6670. {
  6671. if( bl->type == BL_PC ) {
  6672. struct map_data *mapdata = map_getmapdata(bl->m);
  6673. if( mapdata_flag_gvg(mapdata) )
  6674. flee -= flee * battle_config.gvg_flee_penalty/100;
  6675. else if( mapdata->getMapFlag(MF_BATTLEGROUND) )
  6676. flee -= flee * battle_config.bg_flee_penalty/100;
  6677. }
  6678. if(!sc || !sc->count)
  6679. return cap_value(flee,1,SHRT_MAX);
  6680. if (sc->getSCE(SC_POISON_MIST))
  6681. return 0;
  6682. if(sc->getSCE(SC_OVERED_BOOST)) //Should be final and unmodifiable by any means
  6683. return sc->getSCE(SC_OVERED_BOOST)->val2;
  6684. // Fixed value
  6685. if(sc->getSCE(SC_INCFLEE))
  6686. flee += sc->getSCE(SC_INCFLEE)->val1;
  6687. if(sc->getSCE(SC_FLEEFOOD))
  6688. flee += sc->getSCE(SC_FLEEFOOD)->val1;
  6689. if(sc->getSCE(SC_WHISTLE))
  6690. flee += sc->getSCE(SC_WHISTLE)->val2;
  6691. if(sc->getSCE(SC_WINDWALK))
  6692. flee += sc->getSCE(SC_WINDWALK)->val2;
  6693. if(sc->getSCE(SC_VIOLENTGALE))
  6694. flee += sc->getSCE(SC_VIOLENTGALE)->val2;
  6695. if(sc->getSCE(SC_MOON_COMFORT)) // SG skill [Komurka]
  6696. flee += sc->getSCE(SC_MOON_COMFORT)->val2;
  6697. if(sc->getSCE(SC_CLOSECONFINE))
  6698. flee += sc->getSCE(SC_CLOSECONFINE)->val3;
  6699. if (sc->getSCE(SC_ANGRIFFS_MODUS))
  6700. flee -= sc->getSCE(SC_ANGRIFFS_MODUS)->val3;
  6701. if(sc->getSCE(SC_ADJUSTMENT))
  6702. flee += 30;
  6703. if(sc->getSCE(SC_SPEED))
  6704. flee += 10 + sc->getSCE(SC_SPEED)->val1 * 10;
  6705. if(sc->getSCE(SC_GATLINGFEVER))
  6706. flee -= sc->getSCE(SC_GATLINGFEVER)->val4;
  6707. if(sc->getSCE(SC_PARTYFLEE))
  6708. flee += sc->getSCE(SC_PARTYFLEE)->val1 * 10;
  6709. if(sc->getSCE(SC_MERC_FLEEUP))
  6710. flee += sc->getSCE(SC_MERC_FLEEUP)->val2;
  6711. if( sc->getSCE(SC_HALLUCINATIONWALK) )
  6712. flee += sc->getSCE(SC_HALLUCINATIONWALK)->val2;
  6713. if( sc->getSCE(SC_NPC_HALLUCINATIONWALK) )
  6714. flee += sc->getSCE(SC_NPC_HALLUCINATIONWALK)->val2;
  6715. if(sc->getSCE(SC_MTF_HITFLEE))
  6716. flee += sc->getSCE(SC_MTF_HITFLEE)->val2;
  6717. if( sc->getSCE(SC_WATER_BARRIER) )
  6718. flee -= sc->getSCE(SC_WATER_BARRIER)->val2;
  6719. if( sc->getSCE(SC_C_MARKER) )
  6720. flee -= sc->getSCE(SC_C_MARKER)->val3;
  6721. #ifdef RENEWAL
  6722. if( sc->getSCE(SC_SPEARQUICKEN) )
  6723. flee += 2 * sc->getSCE(SC_SPEARQUICKEN)->val1;
  6724. if (sc->getSCE(SC_NIBELUNGEN) && sc->getSCE(SC_NIBELUNGEN)->val2 == RINGNBL_FLEE)
  6725. flee += 50;
  6726. #endif
  6727. // Rate value
  6728. if(sc->getSCE(SC_INCFLEERATE))
  6729. flee += flee * sc->getSCE(SC_INCFLEERATE)->val1/100;
  6730. if (sc->getSCE(SC_AGIUP))
  6731. flee += flee * sc->getSCE(SC_AGIUP)->val2 / 100;
  6732. if(sc->getSCE(SC_SPIDERWEB) || sc->getSCE(SC_WIDEWEB))
  6733. flee -= flee * 50/100;
  6734. if(sc->getSCE(SC_BERSERK))
  6735. flee -= flee * 50/100;
  6736. if(sc->getSCE(SC_BLIND))
  6737. flee -= flee * 25/100;
  6738. if(sc->getSCE(SC_FEAR))
  6739. flee -= flee * 20 / 100;
  6740. if(sc->getSCE(SC_PARALYSE) && sc->getSCE(SC_PARALYSE)->val3 == 1)
  6741. flee -= flee * 10 / 100;
  6742. if(sc->getSCE(SC_INFRAREDSCAN))
  6743. flee -= flee * 30 / 100;
  6744. if( sc->getSCE(SC__LAZINESS) )
  6745. flee -= flee * sc->getSCE(SC__LAZINESS)->val3 / 100;
  6746. if( sc->getSCE(SC_GLOOMYDAY) )
  6747. flee -= flee * sc->getSCE(SC_GLOOMYDAY)->val2 / 100;
  6748. if( sc->getSCE(SC_SATURDAYNIGHTFEVER) )
  6749. flee -= 20 + 30 * sc->getSCE(SC_SATURDAYNIGHTFEVER)->val1;
  6750. if( sc->getSCE(SC_WIND_STEP_OPTION) )
  6751. flee += flee * sc->getSCE(SC_WIND_STEP_OPTION)->val2 / 100;
  6752. if( sc->getSCE(SC_TINDER_BREAKER) || sc->getSCE(SC_TINDER_BREAKER2) )
  6753. flee -= flee * 50 / 100;
  6754. if( sc->getSCE(SC_ZEPHYR) )
  6755. flee += sc->getSCE(SC_ZEPHYR)->val2;
  6756. if(sc->getSCE(SC_ASH))
  6757. flee -= flee * sc->getSCE(SC_ASH)->val4 / 100;
  6758. if (sc->getSCE(SC_GOLDENE_FERSE))
  6759. flee += flee * sc->getSCE(SC_GOLDENE_FERSE)->val2 / 100;
  6760. if (sc->getSCE(SC_SMOKEPOWDER))
  6761. flee += flee * 20 / 100;
  6762. if (sc->getSCE(SC_TEARGAS))
  6763. flee -= flee * 50 / 100;
  6764. //if( sc->getSCE(SC_C_MARKER) )
  6765. // flee -= (flee * sc->getSCE(SC_C_MARKER)->val3) / 100;
  6766. if (sc->getSCE(SC_GROOMING))
  6767. flee += sc->getSCE(SC_GROOMING)->val2;
  6768. if (sc->getSCE(SC_PACKING_ENVELOPE5))
  6769. flee += sc->getSCE(SC_PACKING_ENVELOPE5)->val1;
  6770. if (sc->getSCE(SC_LIMIT_POWER_BOOSTER))
  6771. flee += sc->getSCE(SC_LIMIT_POWER_BOOSTER)->val1;
  6772. if (sc->getSCE(SC_MYSTICPOWDER))
  6773. flee += 20;
  6774. return (short)cap_value(flee,1,SHRT_MAX);
  6775. }
  6776. /**
  6777. * Adds perfect flee modifications based on status changes
  6778. * @param bl: Object to change flee2 [PC|MOB|HOM|MER|ELEM]
  6779. * @param sc: Object's status change information
  6780. * @param flee2: Initial flee2
  6781. * @return modified flee2 with cap_value(flee2,10,USHRT_MAX)
  6782. */
  6783. static signed short status_calc_flee2(struct block_list *bl, status_change *sc, int flee2)
  6784. {
  6785. if(!sc || !sc->count)
  6786. return cap_value(flee2,10,SHRT_MAX);
  6787. if(sc->getSCE(SC_INCFLEE2))
  6788. flee2 += sc->getSCE(SC_INCFLEE2)->val2;
  6789. if(sc->getSCE(SC_WHISTLE))
  6790. flee2 += sc->getSCE(SC_WHISTLE)->val3*10;
  6791. if(sc->getSCE(SC__UNLUCKY))
  6792. flee2 -= flee2 * sc->getSCE(SC__UNLUCKY)->val2 / 100;
  6793. if (sc->getSCE(SC_HISS))
  6794. flee2 += sc->getSCE(SC_HISS)->val2*10;
  6795. if (sc->getSCE(SC_DORAM_FLEE2))
  6796. flee2 += sc->getSCE(SC_DORAM_FLEE2)->val1;
  6797. return (short)cap_value(flee2,10,SHRT_MAX);
  6798. }
  6799. /**
  6800. * Adds defense (left-side) modifications based on status changes
  6801. * @param bl: Object to change def [PC|MOB|HOM|MER|ELEM]
  6802. * @param sc: Object's status change information
  6803. * @param def: Initial def
  6804. * @return modified def with cap_value(def,DEFTYPE_MIN,DEFTYPE_MAX)
  6805. */
  6806. static defType status_calc_def(struct block_list *bl, status_change *sc, int def)
  6807. {
  6808. if(!sc || !sc->count)
  6809. return (defType)cap_value(def,DEFTYPE_MIN,DEFTYPE_MAX);
  6810. if(sc->getSCE(SC_BERSERK))
  6811. return 0;
  6812. #ifdef RENEWAL
  6813. if(sc->getSCE(SC_ETERNALCHAOS))
  6814. return 0;
  6815. #endif
  6816. if(sc->getSCE(SC_BARRIER))
  6817. return 100;
  6818. if(sc->getSCE(SC_KEEPING))
  6819. return 90;
  6820. #ifndef RENEWAL /// Steel Body does not provide 90 DEF in [RENEWAL]
  6821. if(sc->getSCE(SC_STEELBODY))
  6822. return 90;
  6823. #endif
  6824. if (sc->getSCE(SC_NYANGGRASS)) {
  6825. if (bl->type == BL_PC)
  6826. return 0;
  6827. else
  6828. return def /= 2;
  6829. }
  6830. if(sc->getSCE(SC_DEFSET))
  6831. return sc->getSCE(SC_DEFSET)->val1;
  6832. if(sc->getSCE(SC_DRUMBATTLE))
  6833. def += sc->getSCE(SC_DRUMBATTLE)->val3;
  6834. #ifdef RENEWAL
  6835. if (sc->getSCE(SC_ASSUMPTIO))
  6836. def += sc->getSCE(SC_ASSUMPTIO)->val1 * 50;
  6837. #endif
  6838. if (bl->type == BL_HOM && sc->getSCE(SC_DEFENCE))
  6839. def += sc->getSCE(SC_DEFENCE)->val2;
  6840. if(sc->getSCE(SC_INCDEFRATE))
  6841. def += def * sc->getSCE(SC_INCDEFRATE)->val1/100;
  6842. if(sc->getSCE(SC_EARTH_INSIGNIA) && sc->getSCE(SC_EARTH_INSIGNIA)->val1 == 2)
  6843. def += 50;
  6844. if(sc->getSCE(SC_ODINS_POWER))
  6845. def -= 20 * sc->getSCE(SC_ODINS_POWER)->val1;
  6846. if( sc->getSCE(SC_ANGRIFFS_MODUS) )
  6847. def -= 20 + 10 * sc->getSCE(SC_ANGRIFFS_MODUS)->val1;
  6848. if(sc->getSCE(SC_STONEHARDSKIN))
  6849. def += sc->getSCE(SC_STONEHARDSKIN)->val1;
  6850. if(sc->getSCE(SC_STONE))
  6851. def /= 2;
  6852. if(sc->getSCE(SC_FREEZE))
  6853. def /= 2;
  6854. if(sc->getSCE(SC_POISON) || sc->getSCE(SC_DPOISON) && bl->type != BL_PC)
  6855. def = def * 75 / 100; //Should round down
  6856. if(sc->getSCE(SC_SIGNUMCRUCIS))
  6857. def -= def * sc->getSCE(SC_SIGNUMCRUCIS)->val2/100;
  6858. if(sc->getSCE(SC_CONCENTRATION))
  6859. def -= def * sc->getSCE(SC_CONCENTRATION)->val4/100;
  6860. if(sc->getSCE(SC_SKE))
  6861. def /= 2;
  6862. if(sc->getSCE(SC_PROVOKE) && bl->type != BL_PC) // Provoke doesn't alter player defense->
  6863. def -= def * sc->getSCE(SC_PROVOKE)->val3/100;
  6864. if(sc->getSCE(SC_STRIPSHIELD) && bl->type != BL_PC) // Player doesn't have def reduction only equip removed
  6865. def -= def * sc->getSCE(SC_STRIPSHIELD)->val2/100;
  6866. if (sc->getSCE(SC_FLING))
  6867. def -= def * (sc->getSCE(SC_FLING)->val2)/100;
  6868. if( sc->getSCE(SC_FREEZING) )
  6869. def -= def * (bl->type == BL_PC ? 30 : 10) / 100;
  6870. if( sc->getSCE(SC_ANALYZE) )
  6871. def -= def * (14 * sc->getSCE(SC_ANALYZE)->val1) / 100;
  6872. if( sc->getSCE(SC_NEUTRALBARRIER) )
  6873. def += def * sc->getSCE(SC_NEUTRALBARRIER)->val2 / 100;
  6874. if( sc->getSCE(SC_PRESTIGE) )
  6875. def += sc->getSCE(SC_PRESTIGE)->val3;
  6876. if( sc->getSCE(SC_BANDING) && sc->getSCE(SC_BANDING)->val2 > 1 )
  6877. def += 6 * sc->getSCE(SC_BANDING)->val1;
  6878. if( sc->getSCE(SC_ECHOSONG) )
  6879. def += sc->getSCE(SC_ECHOSONG)->val3;
  6880. if( sc->getSCE(SC_CAMOUFLAGE) )
  6881. def -= def * 5 * sc->getSCE(SC_CAMOUFLAGE)->val3 / 100;
  6882. if( sc->getSCE(SC_SOLID_SKIN_OPTION) )
  6883. def += def * sc->getSCE(SC_SOLID_SKIN_OPTION)->val2 / 100;
  6884. if( sc->getSCE(SC_ROCK_CRUSHER) )
  6885. def -= def * sc->getSCE(SC_ROCK_CRUSHER)->val2 / 100;
  6886. if( sc->getSCE(SC_POWER_OF_GAIA) )
  6887. def += def * sc->getSCE(SC_POWER_OF_GAIA)->val2 / 100;
  6888. if(sc->getSCE(SC_ASH))
  6889. def -= def * sc->getSCE(SC_ASH)->val3/100;
  6890. if( sc->getSCE(SC_OVERED_BOOST) && bl->type == BL_HOM )
  6891. def -= def * sc->getSCE(SC_OVERED_BOOST)->val4 / 100;
  6892. if(sc->getSCE(SC_GLASTHEIM_ITEMDEF))
  6893. def += sc->getSCE(SC_GLASTHEIM_ITEMDEF)->val1;
  6894. if (sc->getSCE(SC_SOULGOLEM))
  6895. def += sc->getSCE(SC_SOULGOLEM)->val2;
  6896. if (sc->getSCE(SC_STONE_WALL))
  6897. def += sc->getSCE(SC_STONE_WALL)->val2;
  6898. if( sc->getSCE(SC_PACKING_ENVELOPE7) )
  6899. def += sc->getSCE(SC_PACKING_ENVELOPE7)->val1;
  6900. if (sc->getSCE(SC_D_MACHINE))
  6901. def += sc->getSCE(SC_D_MACHINE)->val2;
  6902. if (sc->getSCE(SC_CLIMAX_CRYIMP))
  6903. def += 300;
  6904. if (sc->getSCE(SC_GUARD_STANCE))
  6905. def += sc->getSCE(SC_GUARD_STANCE)->val2;
  6906. if (sc->getSCE(SC_ATTACK_STANCE))
  6907. def -= sc->getSCE(SC_ATTACK_STANCE)->val2;
  6908. if (sc->getSCE(SC_M_DEFSCROLL))
  6909. def += sc->getSCE(SC_M_DEFSCROLL)->val1;
  6910. return (defType)cap_value(def,DEFTYPE_MIN,DEFTYPE_MAX);
  6911. }
  6912. /**
  6913. * Adds defense (right-side) modifications based on status changes
  6914. * @param bl: Object to change def2 [PC|MOB|HOM|MER|ELEM]
  6915. * @param sc: Object's status change information
  6916. * @param def2: Initial def2
  6917. * @return modified def2 with cap_value(def2,SHRT_MIN,SHRT_MAX)
  6918. */
  6919. static signed short status_calc_def2(struct block_list *bl, status_change *sc, int def2)
  6920. {
  6921. if(!sc || !sc->count)
  6922. #ifdef RENEWAL
  6923. return (short)cap_value(def2,SHRT_MIN,SHRT_MAX);
  6924. #else
  6925. return (short)cap_value(def2,1,SHRT_MAX);
  6926. #endif
  6927. if(sc->getSCE(SC_BERSERK))
  6928. return 0;
  6929. if(sc->getSCE(SC_ETERNALCHAOS))
  6930. return 0;
  6931. if(sc->getSCE(SC_DEFSET))
  6932. return sc->getSCE(SC_DEFSET)->val1;
  6933. if(sc->getSCE(SC_SUN_COMFORT))
  6934. def2 += sc->getSCE(SC_SUN_COMFORT)->val2;
  6935. #ifdef RENEWAL
  6936. if (sc->getSCE(SC_SKA))
  6937. def2 += 80;
  6938. #endif
  6939. if(sc->getSCE(SC_ANGELUS))
  6940. #ifdef RENEWAL /// The VIT stat bonus is boosted by angelus [RENEWAL]
  6941. def2 += status_get_vit(bl) / 2 * sc->getSCE(SC_ANGELUS)->val2/100;
  6942. #else
  6943. def2 += def2 * sc->getSCE(SC_ANGELUS)->val2/100;
  6944. if(sc->getSCE(SC_CONCENTRATION))
  6945. def2 -= def2 * sc->getSCE(SC_CONCENTRATION)->val4/100;
  6946. #endif
  6947. if(sc->getSCE(SC_POISON) || sc->getSCE(SC_DPOISON))
  6948. def2 = def2 * 75 / 100; //Should round down
  6949. if(sc->getSCE(SC_SKE))
  6950. def2 -= def2 * 50/100;
  6951. if(sc->getSCE(SC_PROVOKE))
  6952. def2 -= def2 * sc->getSCE(SC_PROVOKE)->val3/100;
  6953. if(sc->getSCE(SC_JOINTBEAT))
  6954. def2 -= def2 * ( sc->getSCE(SC_JOINTBEAT)->val2&BREAK_SHOULDER ? 50 : 0 ) / 100
  6955. + def2 * ( sc->getSCE(SC_JOINTBEAT)->val2&BREAK_WAIST ? 25 : 0 ) / 100;
  6956. if(sc->getSCE(SC_FLING))
  6957. def2 -= def2 * (sc->getSCE(SC_FLING)->val3)/100;
  6958. if(sc->getSCE(SC_ANALYZE))
  6959. def2 -= def2 * (14 * sc->getSCE(SC_ANALYZE)->val1) / 100;
  6960. if(sc->getSCE(SC_ASH))
  6961. def2 -= def2 * sc->getSCE(SC_ASH)->val3/100;
  6962. if (sc->getSCE(SC_PARALYSIS))
  6963. def2 -= def2 * sc->getSCE(SC_PARALYSIS)->val2 / 100;
  6964. if(sc->getSCE(SC_EQC))
  6965. def2 -= def2 * sc->getSCE(SC_EQC)->val2 / 100;
  6966. if( sc->getSCE(SC_CAMOUFLAGE) )
  6967. def2 -= def2 * 5 * sc->getSCE(SC_CAMOUFLAGE)->val3 / 100;
  6968. #ifdef RENEWAL
  6969. return (short)cap_value(def2,SHRT_MIN,SHRT_MAX);
  6970. #else
  6971. return (short)cap_value(def2,1,SHRT_MAX);
  6972. #endif
  6973. }
  6974. /**
  6975. * Adds magic defense (left-side) modifications based on status changes
  6976. * @param bl: Object to change mdef [PC|MOB|HOM|MER|ELEM]
  6977. * @param sc: Object's status change information
  6978. * @param mdef: Initial mdef
  6979. * @return modified mdef with cap_value(mdef,DEFTYPE_MIN,DEFTYPE_MAX)
  6980. */
  6981. static defType status_calc_mdef(struct block_list *bl, status_change *sc, int mdef)
  6982. {
  6983. if(!sc || !sc->count)
  6984. return (defType)cap_value(mdef,DEFTYPE_MIN,DEFTYPE_MAX);
  6985. if(sc->getSCE(SC_BERSERK))
  6986. return 0;
  6987. if(sc->getSCE(SC_BARRIER))
  6988. return 100;
  6989. #ifndef RENEWAL /// Steel Body does not provide 90 MDEF in [RENEWAL]
  6990. if(sc->getSCE(SC_STEELBODY))
  6991. return 90;
  6992. #endif
  6993. if (sc->getSCE(SC_NYANGGRASS)) {
  6994. if (bl->type == BL_PC)
  6995. return 0;
  6996. else
  6997. return mdef / 2;
  6998. }
  6999. if(sc->getSCE(SC_MDEFSET))
  7000. return sc->getSCE(SC_MDEFSET)->val1;
  7001. if(sc->getSCE(SC_EARTH_INSIGNIA) && sc->getSCE(SC_EARTH_INSIGNIA)->val1 == 3)
  7002. mdef += 50;
  7003. 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.
  7004. mdef += (sc->getSCE(SC_ENDURE)->val4 == 0) ? sc->getSCE(SC_ENDURE)->val1 : 1;
  7005. if(sc->getSCE(SC_STONEHARDSKIN))
  7006. mdef += sc->getSCE(SC_STONEHARDSKIN)->val1;
  7007. if(sc->getSCE(SC_STONE))
  7008. mdef += 25 * mdef / 100;
  7009. if(sc->getSCE(SC_FREEZE))
  7010. mdef += 25 * mdef / 100;
  7011. if(sc->getSCE(SC_BURNING))
  7012. mdef -= 25 * mdef / 100;
  7013. if( sc->getSCE(SC_NEUTRALBARRIER) )
  7014. mdef += mdef * sc->getSCE(SC_NEUTRALBARRIER)->val2 / 100;
  7015. if(sc->getSCE(SC_ANALYZE))
  7016. mdef -= mdef * ( 14 * sc->getSCE(SC_ANALYZE)->val1 ) / 100;
  7017. if(sc->getSCE(SC_SYMPHONYOFLOVER))
  7018. mdef += mdef * sc->getSCE(SC_SYMPHONYOFLOVER)->val3 / 100;
  7019. if (sc->getSCE(SC_ODINS_POWER))
  7020. mdef -= 20 * sc->getSCE(SC_ODINS_POWER)->val1;
  7021. if(sc->getSCE(SC_GLASTHEIM_ITEMDEF))
  7022. mdef += sc->getSCE(SC_GLASTHEIM_ITEMDEF)->val2;
  7023. if (sc->getSCE(SC_SOULGOLEM))
  7024. mdef += sc->getSCE(SC_SOULGOLEM)->val3;
  7025. if (sc->getSCE(SC_STONE_WALL))
  7026. mdef += sc->getSCE(SC_STONE_WALL)->val3;
  7027. if (sc->getSCE(SC_PACKING_ENVELOPE8))
  7028. mdef += sc->getSCE(SC_PACKING_ENVELOPE8)->val1;
  7029. if (sc->getSCE(SC_CLIMAX_CRYIMP))
  7030. mdef += 100;
  7031. if (sc->getSCE(SC_M_DEFSCROLL))
  7032. mdef += sc->getSCE(SC_M_DEFSCROLL)->val2;
  7033. return (defType)cap_value(mdef,DEFTYPE_MIN,DEFTYPE_MAX);
  7034. }
  7035. /**
  7036. * Adds magic defense (right-side) modifications based on status changes
  7037. * @param bl: Object to change mdef2 [PC|MOB|HOM|MER|ELEM]
  7038. * @param sc: Object's status change information
  7039. * @param mdef2: Initial mdef2
  7040. * @return modified mdef2 with cap_value(mdef2,SHRT_MIN,SHRT_MAX)
  7041. */
  7042. static signed short status_calc_mdef2(struct block_list *bl, status_change *sc, int mdef2)
  7043. {
  7044. if(!sc || !sc->count)
  7045. #ifdef RENEWAL
  7046. return (short)cap_value(mdef2,SHRT_MIN,SHRT_MAX);
  7047. #else
  7048. return (short)cap_value(mdef2,1,SHRT_MAX);
  7049. #endif
  7050. if(sc->getSCE(SC_BERSERK))
  7051. return 0;
  7052. if(sc->getSCE(SC_SKA))
  7053. return 90;
  7054. if(sc->getSCE(SC_MDEFSET))
  7055. return sc->getSCE(SC_MDEFSET)->val1;
  7056. if(sc->getSCE(SC_MINDBREAKER))
  7057. mdef2 -= mdef2 * sc->getSCE(SC_MINDBREAKER)->val3/100;
  7058. if(sc->getSCE(SC_BURNING))
  7059. mdef2 -= mdef2 * 25 / 100;
  7060. if(sc->getSCE(SC_ANALYZE))
  7061. mdef2 -= mdef2 * (14 * sc->getSCE(SC_ANALYZE)->val1) / 100;
  7062. #ifdef RENEWAL
  7063. return (short)cap_value(mdef2,SHRT_MIN,SHRT_MAX);
  7064. #else
  7065. return (short)cap_value(mdef2,1,SHRT_MAX);
  7066. #endif
  7067. }
  7068. /**
  7069. * Adds speed modifications based on status changes
  7070. * @param bl: Object to change speed [PC|MOB|HOM|MER|ELEM]
  7071. * @param sc: Object's status change information
  7072. * @param speed: Initial speed
  7073. * @return modified speed with cap_value(speed,10,USHRT_MAX)
  7074. */
  7075. static unsigned short status_calc_speed(struct block_list *bl, status_change *sc, int speed)
  7076. {
  7077. TBL_PC* sd = BL_CAST(BL_PC, bl);
  7078. int speed_rate = 100;
  7079. if (sc == nullptr || (sd && sd->state.permanent_speed))
  7080. return (unsigned short)cap_value(speed, MIN_WALK_SPEED, MAX_WALK_SPEED);
  7081. if (sd && pc_ismadogear(sd)) { // Mado speed is not affected by other statuses
  7082. int val = 0;
  7083. if (pc_checkskill(sd, NC_MADOLICENCE) < 5)
  7084. val = 50 - 10 * pc_checkskill(sd, NC_MADOLICENCE);
  7085. else
  7086. val -= 25;
  7087. if (sc->getSCE(SC_ACCELERATION))
  7088. val -= 25;
  7089. speed += speed * val / 100;
  7090. return (unsigned short)cap_value(speed, MIN_WALK_SPEED, MAX_WALK_SPEED);
  7091. }
  7092. if( sd && sd->ud.skilltimer != INVALID_TIMER && (pc_checkskill(sd,SA_FREECAST) > 0 || sd->ud.skill_id == LG_EXEEDBREAK) ) {
  7093. if( sd->ud.skill_id == LG_EXEEDBREAK )
  7094. speed_rate = 160 - 10 * sd->ud.skill_lv;
  7095. else
  7096. speed_rate = 175 - 5 * pc_checkskill(sd,SA_FREECAST);
  7097. } else {
  7098. int val = 0;
  7099. // GetMoveHasteValue2()
  7100. if( sc->getSCE(SC_FUSION) )
  7101. val = 25;
  7102. else if( sd ) {
  7103. if( pc_isriding(sd) || sd->sc.option&OPTION_DRAGON )
  7104. val = 25; // Same bonus
  7105. else if( pc_isridingwug(sd) )
  7106. val = 15 + 5 * pc_checkskill(sd, RA_WUGRIDER);
  7107. else if( sc->getSCE(SC_ALL_RIDING) )
  7108. val = battle_config.rental_mount_speed_boost;
  7109. }
  7110. speed_rate -= val;
  7111. // GetMoveSlowValue()
  7112. if( sd && sc->getSCE(SC_HIDING) && pc_checkskill(sd,RG_TUNNELDRIVE) > 0 )
  7113. val = 120 - 6 * pc_checkskill(sd,RG_TUNNELDRIVE);
  7114. else if( sd && sc->getSCE(SC_CHASEWALK) && sc->getSCE(SC_CHASEWALK)->val3 < 0 )
  7115. val = sc->getSCE(SC_CHASEWALK)->val3;
  7116. else {
  7117. val = 0;
  7118. // Longing for Freedom/Special Singer cancels song/dance penalty
  7119. #ifdef RENEWAL
  7120. if (sc->getSCE(SC_ENSEMBLEFATIGUE))
  7121. val = max(val, sc->getSCE(SC_ENSEMBLEFATIGUE)->val2);
  7122. #else
  7123. if( sc->getSCE(SC_LONGING) )
  7124. val = max( val, 50 - 10 * sc->getSCE(SC_LONGING)->val1 );
  7125. #endif
  7126. else
  7127. if( sd && sc->getSCE(SC_DANCING) )
  7128. 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)) );
  7129. if( sc->getSCE(SC_DECREASEAGI) )
  7130. val = max( val, 25 );
  7131. if( sc->getSCE(SC_QUAGMIRE) || sc->getSCE(SC_HALLUCINATIONWALK_POSTDELAY) || (sc->getSCE(SC_GLOOMYDAY) && sc->getSCE(SC_GLOOMYDAY)->val4) )
  7132. val = max( val, 50 );
  7133. if( sc->getSCE(SC_DONTFORGETME) )
  7134. val = max( val, sc->getSCE(SC_DONTFORGETME)->val3 );
  7135. if( sc->getSCE(SC_CURSE) )
  7136. val = max( val, 300 );
  7137. if( sc->getSCE(SC_CHASEWALK) )
  7138. val = max( val, sc->getSCE(SC_CHASEWALK)->val3 );
  7139. if( sc->getSCE(SC_WEDDING) )
  7140. val = max( val, 100 );
  7141. if( sc->getSCE(SC_JOINTBEAT) && sc->getSCE(SC_JOINTBEAT)->val2&(BREAK_ANKLE|BREAK_KNEE) )
  7142. val = max( val, (sc->getSCE(SC_JOINTBEAT)->val2&BREAK_ANKLE ? 50 : 0) + (sc->getSCE(SC_JOINTBEAT)->val2&BREAK_KNEE ? 30 : 0) );
  7143. if( sc->getSCE(SC_CLOAKING) && (sc->getSCE(SC_CLOAKING)->val4&1) == 0 )
  7144. val = max( val, sc->getSCE(SC_CLOAKING)->val1 < 3 ? 300 : 30 - 3 * sc->getSCE(SC_CLOAKING)->val1 );
  7145. if( sc->getSCE(SC_GOSPEL) && sc->getSCE(SC_GOSPEL)->val4 == BCT_ENEMY )
  7146. val = max( val, 75 );
  7147. if( sc->getSCE(SC_SLOWDOWN) ) // Slow Potion
  7148. val = max( val, sc->getSCE(SC_SLOWDOWN)->val1 );
  7149. if( sc->getSCE(SC_GATLINGFEVER) )
  7150. val = max( val, 100 );
  7151. if( sc->getSCE(SC_SUITON) )
  7152. val = max( val, sc->getSCE(SC_SUITON)->val3 );
  7153. if( sc->getSCE(SC_SWOO) )
  7154. val = max( val, 300 );
  7155. if( sc->getSCE(SC_SKA) )
  7156. val = max( val, 25 );
  7157. if( sc->getSCE(SC_FREEZING) )
  7158. val = max( val, 30 );
  7159. if( sc->getSCE(SC_MARSHOFABYSS) )
  7160. val = max( val, sc->getSCE(SC_MARSHOFABYSS)->val3 );
  7161. if( sc->getSCE(SC_CAMOUFLAGE) && sc->getSCE(SC_CAMOUFLAGE)->val1 > 2 )
  7162. val = max( val, 25 * (5 - sc->getSCE(SC_CAMOUFLAGE)->val1) );
  7163. if( sc->getSCE(SC_STEALTHFIELD) )
  7164. val = max( val, 20 );
  7165. if( sc->getSCE(SC__LAZINESS) )
  7166. val = max( val, 25 );
  7167. if( sc->getSCE(SC_ROCK_CRUSHER_ATK) )
  7168. val = max( val, sc->getSCE(SC_ROCK_CRUSHER_ATK)->val2 );
  7169. if( sc->getSCE(SC_POWER_OF_GAIA) )
  7170. val = max( val, sc->getSCE(SC_POWER_OF_GAIA)->val2 );
  7171. if( sc->getSCE(SC_MELON_BOMB) )
  7172. val = max( val, sc->getSCE(SC_MELON_BOMB)->val2 );
  7173. if( sc->getSCE(SC_REBOUND) )
  7174. val = max( val, 25 );
  7175. if( sc->getSCE(SC_B_TRAP) )
  7176. val = max( val, sc->getSCE(SC_B_TRAP)->val3 );
  7177. if (sc->getSCE(SC_CATNIPPOWDER))
  7178. val = max(val, sc->getSCE(SC_CATNIPPOWDER)->val3);
  7179. if (sc->getSCE(SC_SP_SHA))
  7180. val = max(val, sc->getSCE(SC_SP_SHA)->val2);
  7181. if (sc->getSCE(SC_CREATINGSTAR))
  7182. val = max(val, 90);
  7183. if (sc->getSCE(SC_SHIELDCHAINRUSH))
  7184. val = max(val, 20);
  7185. if (sc->getSCE(SC_GROUNDGRAVITY))
  7186. val = max(val, 20);
  7187. if( sd && sd->bonus.speed_rate + sd->bonus.speed_add_rate > 0 ) // Permanent item-based speedup
  7188. val = max( val, sd->bonus.speed_rate + sd->bonus.speed_add_rate );
  7189. }
  7190. speed_rate += val;
  7191. val = 0;
  7192. if( sc->getSCE(SC_MARSHOFABYSS) && speed_rate > 150 )
  7193. speed_rate = 150;
  7194. // GetMoveHasteValue1()
  7195. if( sc->getSCE(SC_SPEEDUP1) )
  7196. val = max( val, sc->getSCE(SC_SPEEDUP1)->val1 );
  7197. if (sc->getSCE(SC_AGIUP))
  7198. val = max(val, sc->getSCE(SC_AGIUP)->val1);
  7199. if( sc->getSCE(SC_INCREASEAGI) )
  7200. val = max( val, 25 );
  7201. if( sc->getSCE(SC_WINDWALK) )
  7202. val = max( val, 2 * sc->getSCE(SC_WINDWALK)->val1 );
  7203. if( sc->getSCE(SC_CARTBOOST) )
  7204. val = max( val, 20 );
  7205. if( sd && (sd->class_&MAPID_UPPERMASK) == MAPID_ASSASSIN && pc_checkskill(sd,TF_MISS) > 0 )
  7206. val = max( val, 1 * pc_checkskill(sd,TF_MISS) );
  7207. if( sc->getSCE(SC_CLOAKING) && (sc->getSCE(SC_CLOAKING)->val4&1) == 1 )
  7208. val = max( val, sc->getSCE(SC_CLOAKING)->val1 >= 10 ? 25 : 3 * sc->getSCE(SC_CLOAKING)->val1 - 3 );
  7209. if( sc->getSCE(SC_BERSERK) )
  7210. val = max( val, 25 );
  7211. if( sc->getSCE(SC_RUN) )
  7212. val = max( val, 55 );
  7213. if( sc->getSCE(SC_AVOID) )
  7214. val = max( val, sc->getSCE(SC_AVOID)->val2 );
  7215. if (sc->getSCE(SC_INVINCIBLE))
  7216. val = max(val, sc->getSCE(SC_INVINCIBLE)->val3);
  7217. if( sc->getSCE(SC_CLOAKINGEXCEED) )
  7218. val = max( val, sc->getSCE(SC_CLOAKINGEXCEED)->val3);
  7219. if (sc->getSCE(SC_PARALYSE) && sc->getSCE(SC_PARALYSE)->val3 == 0)
  7220. val = max(val, 50);
  7221. if( sc->getSCE(SC_HOVERING) )
  7222. val = max( val, 10 );
  7223. if( sc->getSCE(SC_GN_CARTBOOST) )
  7224. val = max( val, sc->getSCE(SC_GN_CARTBOOST)->val2 );
  7225. if( sc->getSCE(SC_SWINGDANCE) )
  7226. val = max( val, sc->getSCE(SC_SWINGDANCE)->val3 );
  7227. if( sc->getSCE(SC_WIND_STEP_OPTION) )
  7228. val = max( val, sc->getSCE(SC_WIND_STEP_OPTION)->val2 );
  7229. if( sc->getSCE(SC_FULL_THROTTLE) )
  7230. val = max( val, 25 );
  7231. if (sc->getSCE(SC_ARCLOUSEDASH))
  7232. val = max(val, sc->getSCE(SC_ARCLOUSEDASH)->val3);
  7233. if( sc->getSCE(SC_DORAM_WALKSPEED) )
  7234. val = max(val, sc->getSCE(SC_DORAM_WALKSPEED)->val1);
  7235. if (sc->getSCE(SC_RUSHWINDMILL))
  7236. val = max(val, 25); // !TODO: Confirm bonus movement speed
  7237. if (sc->getSCE(SC_EMERGENCY_MOVE))
  7238. val = max(val, sc->getSCE(SC_EMERGENCY_MOVE)->val2);
  7239. if( sc->getSCE(SC_JAWAII_SERENADE) ){
  7240. val = max( val, 25 );
  7241. }
  7242. // !FIXME: official items use a single bonus for this [ultramage]
  7243. if( sc->getSCE(SC_SPEEDUP0) ) // Temporary item-based speedup
  7244. val = max( val, sc->getSCE(SC_SPEEDUP0)->val1 );
  7245. if( sd && sd->bonus.speed_rate + sd->bonus.speed_add_rate < 0 ) // Permanent item-based speedup
  7246. val = max( val, -(sd->bonus.speed_rate + sd->bonus.speed_add_rate) );
  7247. speed_rate -= val;
  7248. if( speed_rate < 40 )
  7249. speed_rate = 40;
  7250. }
  7251. // GetSpeed()
  7252. if( sd && pc_iscarton(sd) )
  7253. speed += speed * (50 - 5 * pc_checkskill(sd,MC_PUSHCART)) / 100;
  7254. if( sc->getSCE(SC_PARALYSE) && sc->getSCE(SC_PARALYSE)->val3 == 1 )
  7255. speed += speed * 50 / 100;
  7256. if( speed_rate != 100 )
  7257. speed = speed * speed_rate / 100;
  7258. if( sc->getSCE(SC_STEELBODY) )
  7259. speed = 200;
  7260. if( sc->getSCE(SC_DEFENDER) )
  7261. speed = max(speed, 200);
  7262. if (sc->getSCE(SC_ARMOR))
  7263. speed = max(speed, 200);
  7264. if( sc->getSCE(SC_WALKSPEED) && sc->getSCE(SC_WALKSPEED)->val1 > 0 ) // ChangeSpeed
  7265. speed = speed * 100 / sc->getSCE(SC_WALKSPEED)->val1;
  7266. return (unsigned short)cap_value(speed, MIN_WALK_SPEED, MAX_WALK_SPEED);
  7267. }
  7268. #ifdef RENEWAL_ASPD
  7269. /**
  7270. * Renewal attack speed modifiers based on status changes
  7271. * This function only affects RENEWAL players and comes after base calculation
  7272. * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
  7273. * @param sc: Object's status change information
  7274. * @param fixed: True - fixed value [malufett]
  7275. * False - percentage value
  7276. * @return modified aspd
  7277. */
  7278. static short status_calc_aspd(struct block_list *bl, status_change *sc, bool fixed)
  7279. {
  7280. int bonus = 0;
  7281. if (!sc || !sc->count)
  7282. return 0;
  7283. if (fixed) {
  7284. enum sc_type sc_val;
  7285. if (!sc->getSCE(SC_QUAGMIRE)) {
  7286. // !TODO: How does Two-Hand Quicken, Adrenaline Rush, and Spear quick change? (+10%)
  7287. if (bonus < 7 && (sc->getSCE(SC_TWOHANDQUICKEN) || sc->getSCE(SC_ONEHAND) || sc->getSCE(SC_MERC_QUICKEN) || sc->getSCE(SC_ADRENALINE) || sc->getSCE(SC_SPEARQUICKEN)))
  7288. bonus = 7;
  7289. else if (bonus < 6 && sc->getSCE(SC_ADRENALINE2))
  7290. bonus = 6;
  7291. else if (bonus < 5 && sc->getSCE(SC_FLEET))
  7292. bonus = 5;
  7293. }
  7294. if (sc->getSCE(SC_ASSNCROS) && bonus < sc->getSCE(SC_ASSNCROS)->val2) {
  7295. #ifdef RENEWAL
  7296. bonus += sc->getSCE(SC_ASSNCROS)->val2;
  7297. #else
  7298. if (bl->type != BL_PC)
  7299. bonus += sc->getSCE(SC_ASSNCROS)->val2;
  7300. else {
  7301. switch(((TBL_PC*)bl)->status.weapon) {
  7302. case W_BOW:
  7303. case W_REVOLVER:
  7304. case W_RIFLE:
  7305. case W_GATLING:
  7306. case W_SHOTGUN:
  7307. case W_GRENADE:
  7308. break;
  7309. default:
  7310. bonus += sc->getSCE(SC_ASSNCROS)->val2;
  7311. break;
  7312. }
  7313. }
  7314. #endif
  7315. }
  7316. if (bonus < 20 && sc->getSCE(SC_MADNESSCANCEL))
  7317. bonus = 20;
  7318. else if (bonus < 15 && sc->getSCE(SC_BERSERK))
  7319. bonus = 15;
  7320. 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))
  7321. bonus += sc->getSCE(sc_val)->val1;
  7322. if (sc->getSCE(SC_ATTHASTE_CASH))
  7323. bonus += sc->getSCE(SC_ATTHASTE_CASH)->val1;
  7324. } else {
  7325. if (sc->getSCE(SC_DONTFORGETME))
  7326. bonus -= sc->getSCE(SC_DONTFORGETME)->val2 / 10;
  7327. #ifdef RENEWAL
  7328. if (sc->getSCE(SC_ENSEMBLEFATIGUE))
  7329. bonus -= sc->getSCE(SC_ENSEMBLEFATIGUE)->val2 / 10;
  7330. #else
  7331. if (sc->getSCE(SC_LONGING))
  7332. bonus -= sc->getSCE(SC_LONGING)->val2 / 10;
  7333. #endif
  7334. if (sc->getSCE(SC_STEELBODY))
  7335. bonus -= 25;
  7336. if (sc->getSCE(SC_SKA))
  7337. bonus -= 25;
  7338. if (sc->getSCE(SC_DEFENDER))
  7339. bonus -= sc->getSCE(SC_DEFENDER)->val4 / 10;
  7340. if (sc->getSCE(SC_GOSPEL) && sc->getSCE(SC_GOSPEL)->val4 == BCT_ENEMY)
  7341. bonus -= 75;
  7342. #ifndef RENEWAL
  7343. if (sc->getSCE(SC_GRAVITATION))
  7344. bonus -= sc->getSCE(SC_GRAVITATION)->val2 / 10; // Needs more info
  7345. #endif
  7346. if (sc->getSCE(SC_JOINTBEAT)) { // Needs more info
  7347. if (sc->getSCE(SC_JOINTBEAT)->val2&BREAK_WRIST)
  7348. bonus -= 25;
  7349. if (sc->getSCE(SC_JOINTBEAT)->val2&BREAK_KNEE)
  7350. bonus -= 10;
  7351. }
  7352. if (sc->getSCE(SC_FREEZING))
  7353. bonus -= 30;
  7354. if (sc->getSCE(SC_HALLUCINATIONWALK_POSTDELAY))
  7355. bonus -= 50;
  7356. if (sc->getSCE(SC_PARALYSE) && sc->getSCE(SC_PARALYSE)->val3 == 1)
  7357. bonus -= 10;
  7358. if (sc->getSCE(SC__BODYPAINT))
  7359. bonus -= 5 * sc->getSCE(SC__BODYPAINT)->val1;
  7360. if (sc->getSCE(SC__INVISIBILITY))
  7361. bonus -= sc->getSCE(SC__INVISIBILITY)->val2;
  7362. if (sc->getSCE(SC__GROOMY))
  7363. bonus -= sc->getSCE(SC__GROOMY)->val2;
  7364. if (sc->getSCE(SC_SWINGDANCE))
  7365. bonus += sc->getSCE(SC_SWINGDANCE)->val3;
  7366. if (sc->getSCE(SC_DANCEWITHWUG))
  7367. bonus += sc->getSCE(SC_DANCEWITHWUG)->val3;
  7368. if (sc->getSCE(SC_GLOOMYDAY))
  7369. bonus -= sc->getSCE(SC_GLOOMYDAY)->val3;
  7370. if (sc->getSCE(SC_GT_CHANGE))
  7371. bonus += sc->getSCE(SC_GT_CHANGE)->val3;
  7372. if (sc->getSCE(SC_MELON_BOMB))
  7373. bonus -= sc->getSCE(SC_MELON_BOMB)->val3;
  7374. if (sc->getSCE(SC_BOOST500))
  7375. bonus += sc->getSCE(SC_BOOST500)->val1;
  7376. if (sc->getSCE(SC_EXTRACT_SALAMINE_JUICE))
  7377. bonus += sc->getSCE(SC_EXTRACT_SALAMINE_JUICE)->val1;
  7378. if (sc->getSCE(SC_GOLDENE_FERSE))
  7379. bonus += sc->getSCE(SC_GOLDENE_FERSE)->val3;
  7380. if (sc->getSCE(SC_INCASPDRATE))
  7381. bonus += sc->getSCE(SC_INCASPDRATE)->val1;
  7382. if (sc->getSCE(SC_GATLINGFEVER))
  7383. bonus += sc->getSCE(SC_GATLINGFEVER)->val1;
  7384. if (sc->getSCE(SC_STAR_COMFORT))
  7385. bonus += 3 * sc->getSCE(SC_STAR_COMFORT)->val1;
  7386. if (sc->getSCE(SC_WIND_INSIGNIA) && sc->getSCE(SC_WIND_INSIGNIA)->val1 == 2)
  7387. bonus += 10;
  7388. if (sc->getSCE(SC_INCREASEAGI))
  7389. bonus += sc->getSCE(SC_INCREASEAGI)->val1;
  7390. if (sc->getSCE(SC_NIBELUNGEN) && sc->getSCE(SC_NIBELUNGEN)->val2 == RINGNBL_ASPDRATE)
  7391. bonus += 20;
  7392. if (sc->getSCE(SC_STARSTANCE))
  7393. bonus += sc->getSCE(SC_STARSTANCE)->val2;
  7394. if( sc->getSCE(SC_2011RWC_SCROLL) )
  7395. bonus += 5;
  7396. if( sc->getSCE(SC_SPARKCANDY) )
  7397. bonus += 25;
  7398. if( sc->getSCE(SC_ACARAJE) )
  7399. bonus += 10;
  7400. if( sc->getSCE(SC_SKF_ASPD) )
  7401. bonus += sc->getSCE(SC_SKF_ASPD)->val1;
  7402. if( sc->getSCE(SC_PORK_RIB_STEW) )
  7403. bonus += 5;
  7404. if( sc->getSCE(SC_CONTENTS_5) )
  7405. bonus += sc->getSCE(SC_CONTENTS_5)->val1;
  7406. map_session_data* sd = BL_CAST(BL_PC, bl);
  7407. uint8 skill_lv;
  7408. if (sd) {
  7409. if ((skill_lv = pc_checkskill(sd, BA_MUSICALLESSON)) > 0)
  7410. bonus += skill_lv;
  7411. if ((skill_lv = pc_checkskill(sd, RG_PLAGIARISM)) > 0)
  7412. bonus += skill_lv;
  7413. }
  7414. }
  7415. return bonus;
  7416. }
  7417. #endif
  7418. /**
  7419. * Modifies ASPD by a number, rather than a percentage (10 = 1 ASPD)
  7420. * A subtraction reduces the delay, meaning an increase in ASPD
  7421. * This comes after the percentage changes and is based on status changes
  7422. * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
  7423. * @param sc: Object's status change information
  7424. * @param aspd: Object's current ASPD
  7425. * @return modified aspd
  7426. */
  7427. static short status_calc_fix_aspd(struct block_list *bl, status_change *sc, int aspd)
  7428. {
  7429. if (!sc || !sc->count)
  7430. return cap_value(aspd, 0, 2000);
  7431. if (sc->getSCE(SC_OVERED_BOOST))
  7432. return cap_value(2000 - sc->getSCE(SC_OVERED_BOOST)->val3 * 10, 0, 2000);
  7433. if ((sc->getSCE(SC_GUST_OPTION) || sc->getSCE(SC_BLAST_OPTION) || sc->getSCE(SC_WILD_STORM_OPTION)))
  7434. aspd -= 50; // +5 ASPD
  7435. if (sc->getSCE(SC_FIGHTINGSPIRIT))
  7436. aspd -= sc->getSCE(SC_FIGHTINGSPIRIT)->val2;
  7437. if (sc->getSCE(SC_MTF_ASPD))
  7438. aspd -= sc->getSCE(SC_MTF_ASPD)->val1;
  7439. if (sc->getSCE(SC_MTF_ASPD2))
  7440. aspd -= sc->getSCE(SC_MTF_ASPD2)->val1;
  7441. if (sc->getSCE(SC_SOULSHADOW))
  7442. aspd -= 10 * sc->getSCE(SC_SOULSHADOW)->val2;
  7443. if (sc->getSCE(SC_HEAT_BARREL))
  7444. aspd -= sc->getSCE(SC_HEAT_BARREL)->val1 * 10;
  7445. if (sc->getSCE(SC_EP16_2_BUFF_SS))
  7446. aspd -= 100; // +10 ASPD
  7447. if (sc->getSCE(SC_PACKING_ENVELOPE6))
  7448. aspd -= sc->getSCE(SC_PACKING_ENVELOPE6)->val1 * 10;
  7449. if (sc->getSCE(SC_SINCERE_FAITH))
  7450. aspd -= 10 * sc->getSCE(SC_SINCERE_FAITH)->val2;
  7451. if( sc->getSCE(SC_LIMIT_POWER_BOOSTER) )
  7452. aspd -= 10;
  7453. return cap_value(aspd, 0, 2000); // Will be recap for proper bl anyway
  7454. }
  7455. /**
  7456. * Calculates an object's ASPD modifier based on status changes (alters amotion value)
  7457. * Note: The scale of aspd_rate is 1000 = 100%
  7458. * Note2: This only affects Homunculus, Mercenaries, and Pre-renewal Players
  7459. * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
  7460. * @param sc: Object's status change information
  7461. * @param aspd_rate: Object's current ASPD
  7462. * @return modified aspd_rate
  7463. */
  7464. static short status_calc_aspd_rate(struct block_list *bl, status_change *sc, int aspd_rate)
  7465. {
  7466. int i;
  7467. if(!sc || !sc->count)
  7468. return cap_value(aspd_rate,0,SHRT_MAX);
  7469. int max = 0;
  7470. if (sc->getSCE(SC_STAR_COMFORT))
  7471. max = sc->getSCE(SC_STAR_COMFORT)->val2;
  7472. if (sc->getSCE(SC_TWOHANDQUICKEN) &&
  7473. max < sc->getSCE(SC_TWOHANDQUICKEN)->val2)
  7474. max = sc->getSCE(SC_TWOHANDQUICKEN)->val2;
  7475. if (sc->getSCE(SC_ONEHAND) &&
  7476. max < sc->getSCE(SC_ONEHAND)->val2)
  7477. max = sc->getSCE(SC_ONEHAND)->val2;
  7478. if (sc->getSCE(SC_MERC_QUICKEN) &&
  7479. max < sc->getSCE(SC_MERC_QUICKEN)->val2)
  7480. max = sc->getSCE(SC_MERC_QUICKEN)->val2;
  7481. if (sc->getSCE(SC_ADRENALINE2) &&
  7482. max < sc->getSCE(SC_ADRENALINE2)->val3)
  7483. max = sc->getSCE(SC_ADRENALINE2)->val3;
  7484. if (sc->getSCE(SC_ADRENALINE) &&
  7485. max < sc->getSCE(SC_ADRENALINE)->val3)
  7486. max = sc->getSCE(SC_ADRENALINE)->val3;
  7487. if (sc->getSCE(SC_SPEARQUICKEN) &&
  7488. max < sc->getSCE(SC_SPEARQUICKEN)->val2)
  7489. max = sc->getSCE(SC_SPEARQUICKEN)->val2;
  7490. if (sc->getSCE(SC_GATLINGFEVER) &&
  7491. max < sc->getSCE(SC_GATLINGFEVER)->val2)
  7492. max = sc->getSCE(SC_GATLINGFEVER)->val2;
  7493. if (sc->getSCE(SC_FLEET) &&
  7494. max < sc->getSCE(SC_FLEET)->val2)
  7495. max = sc->getSCE(SC_FLEET)->val2;
  7496. if (sc->getSCE(SC_INVINCIBLE) &&
  7497. max < sc->getSCE(SC_INVINCIBLE)->val4)
  7498. max = sc->getSCE(SC_INVINCIBLE)->val4;
  7499. if (sc->getSCE(SC_ASSNCROS) && max < sc->getSCE(SC_ASSNCROS)->val2) {
  7500. if (bl->type != BL_PC)
  7501. max = sc->getSCE(SC_ASSNCROS)->val2;
  7502. else
  7503. switch (((TBL_PC*)bl)->status.weapon) {
  7504. case W_BOW:
  7505. case W_REVOLVER:
  7506. case W_RIFLE:
  7507. case W_GATLING:
  7508. case W_SHOTGUN:
  7509. case W_GRENADE:
  7510. break;
  7511. default:
  7512. max = sc->getSCE(SC_ASSNCROS)->val2;
  7513. }
  7514. }
  7515. aspd_rate -= max;
  7516. if (sc->getSCE(SC_BERSERK))
  7517. aspd_rate -= 300;
  7518. else if (sc->getSCE(SC_MADNESSCANCEL))
  7519. aspd_rate -= 200;
  7520. if( sc->getSCE(i=SC_ASPDPOTION3) ||
  7521. sc->getSCE(i=SC_ASPDPOTION2) ||
  7522. sc->getSCE(i=SC_ASPDPOTION1) ||
  7523. sc->getSCE(i=SC_ASPDPOTION0) )
  7524. aspd_rate -= sc->getSCE(i)->val2;
  7525. if (sc->getSCE(SC_ATTHASTE_CASH))
  7526. aspd_rate -= sc->getSCE(SC_ATTHASTE_CASH)->val2;
  7527. if(sc->getSCE(SC_DONTFORGETME))
  7528. aspd_rate += sc->getSCE(SC_DONTFORGETME)->val2;
  7529. #ifdef RENEWAL
  7530. if (sc->getSCE(SC_ENSEMBLEFATIGUE))
  7531. aspd_rate += sc->getSCE(SC_ENSEMBLEFATIGUE)->val2;
  7532. #else
  7533. if(sc->getSCE(SC_LONGING))
  7534. aspd_rate += sc->getSCE(SC_LONGING)->val2;
  7535. #endif
  7536. if(sc->getSCE(SC_STEELBODY))
  7537. aspd_rate += 250;
  7538. if(sc->getSCE(SC_SKA))
  7539. aspd_rate += 250;
  7540. if(sc->getSCE(SC_DEFENDER))
  7541. aspd_rate += sc->getSCE(SC_DEFENDER)->val4;
  7542. if(sc->getSCE(SC_GOSPEL) && sc->getSCE(SC_GOSPEL)->val4 == BCT_ENEMY)
  7543. aspd_rate += 250;
  7544. #ifndef RENEWAL
  7545. if(sc->getSCE(SC_GRAVITATION))
  7546. aspd_rate += sc->getSCE(SC_GRAVITATION)->val2;
  7547. #endif
  7548. if(sc->getSCE(SC_JOINTBEAT)) {
  7549. if( sc->getSCE(SC_JOINTBEAT)->val2&BREAK_WRIST )
  7550. aspd_rate += 250;
  7551. if( sc->getSCE(SC_JOINTBEAT)->val2&BREAK_KNEE )
  7552. aspd_rate += 100;
  7553. }
  7554. if( sc->getSCE(SC_FREEZING) )
  7555. aspd_rate += 300;
  7556. if( sc->getSCE(SC_HALLUCINATIONWALK_POSTDELAY) )
  7557. aspd_rate += 500;
  7558. if( sc->getSCE(SC_PARALYSE) && sc->getSCE(SC_PARALYSE)->val3 == 1 )
  7559. aspd_rate += 100;
  7560. if( sc->getSCE(SC__BODYPAINT) )
  7561. aspd_rate += 50 * sc->getSCE(SC__BODYPAINT)->val1;
  7562. if( sc->getSCE(SC__INVISIBILITY) )
  7563. aspd_rate += sc->getSCE(SC__INVISIBILITY)->val2 * 10;
  7564. if( sc->getSCE(SC__GROOMY) )
  7565. aspd_rate += sc->getSCE(SC__GROOMY)->val2 * 10;
  7566. if( sc->getSCE(SC_SWINGDANCE) )
  7567. aspd_rate -= sc->getSCE(SC_SWINGDANCE)->val3 * 10;
  7568. if( sc->getSCE(SC_DANCEWITHWUG) )
  7569. aspd_rate -= sc->getSCE(SC_DANCEWITHWUG)->val3 * 10;
  7570. if( sc->getSCE(SC_GLOOMYDAY) )
  7571. aspd_rate += sc->getSCE(SC_GLOOMYDAY)->val3 * 10;
  7572. if( sc->getSCE(SC_GT_CHANGE) )
  7573. aspd_rate -= sc->getSCE(SC_GT_CHANGE)->val3 * 10;
  7574. if( sc->getSCE(SC_MELON_BOMB) )
  7575. aspd_rate += sc->getSCE(SC_MELON_BOMB)->val3 * 10;
  7576. if( sc->getSCE(SC_BOOST500) )
  7577. aspd_rate -= sc->getSCE(SC_BOOST500)->val1 *10;
  7578. if( sc->getSCE(SC_EXTRACT_SALAMINE_JUICE) )
  7579. aspd_rate -= sc->getSCE(SC_EXTRACT_SALAMINE_JUICE)->val1 * 10;
  7580. if( sc->getSCE(SC_INCASPDRATE) )
  7581. aspd_rate -= sc->getSCE(SC_INCASPDRATE)->val1 * 10;
  7582. if( sc->getSCE(SC_GOLDENE_FERSE))
  7583. aspd_rate -= sc->getSCE(SC_GOLDENE_FERSE)->val3 * 10;
  7584. if (sc->getSCE(SC_WIND_INSIGNIA) && sc->getSCE(SC_WIND_INSIGNIA)->val1 == 2)
  7585. aspd_rate -= 100;
  7586. if (sc->getSCE(SC_STARSTANCE))
  7587. aspd_rate -= 10 * sc->getSCE(SC_STARSTANCE)->val2;
  7588. if( sc->getSCE(SC_2011RWC_SCROLL) )
  7589. aspd_rate -= 50;
  7590. if( sc->getSCE(SC_SPARKCANDY) )
  7591. aspd_rate -= 250;
  7592. if( sc->getSCE(SC_ACARAJE) )
  7593. aspd_rate -= 100;
  7594. if( sc->getSCE(SC_SKF_ASPD) )
  7595. aspd_rate -= sc->getSCE(SC_SKF_ASPD)->val1 * 10;
  7596. if( sc->getSCE(SC_PORK_RIB_STEW) )
  7597. aspd_rate -= 50;
  7598. if ( sc->getSCE(SC_CONTENTS_5) )
  7599. aspd_rate -= sc->getSCE(SC_CONTENTS_5)->val1 * 10;
  7600. return (short)cap_value(aspd_rate,0,SHRT_MAX);
  7601. }
  7602. /**
  7603. * Modifies the damage delay time based on status changes
  7604. * The lower your delay, the quicker you can act after taking damage
  7605. * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
  7606. * @param sc: Object's status change information
  7607. * @param dmotion: Object's current damage delay
  7608. * @return modified delay rate
  7609. */
  7610. static unsigned short status_calc_dmotion(struct block_list *bl, status_change *sc, int dmotion)
  7611. {
  7612. /// It has been confirmed on official servers that MvP mobs have no dmotion even without endure
  7613. if( bl->type == BL_MOB && status_get_class_(bl) == CLASS_BOSS )
  7614. return 0;
  7615. if (bl->type == BL_PC) {
  7616. if (map_flag_gvg2(bl->m) || map_getmapflag(bl->m, MF_BATTLEGROUND))
  7617. return (unsigned short)cap_value(dmotion, 0, USHRT_MAX);
  7618. if (((TBL_PC *)bl)->special_state.no_walk_delay)
  7619. return 0;
  7620. }
  7621. if (sc && sc->count > 0 && (sc->getSCE(SC_ENDURE) || sc->getSCE(SC_RUN) || sc->getSCE(SC_WUGDASH) || sc->getSCE(SC_SPARKCANDY)))
  7622. return 0;
  7623. return (unsigned short)cap_value(dmotion,0,USHRT_MAX);
  7624. }
  7625. /**
  7626. * Adds power atk modifications based on status changes
  7627. * @param bl: Object to change patk [PC|MOB|HOM|MER|ELEM]
  7628. * @param sc: Object's status change information
  7629. * @param patk: Initial patk
  7630. * @return modified patk with cap_value(patk,0,USHRT_MAX)
  7631. */
  7632. static signed short status_calc_patk(struct block_list *bl, status_change *sc, int patk)
  7633. {
  7634. if (!sc || !sc->count)
  7635. return cap_value(patk, 0, SHRT_MAX);
  7636. if (sc->getSCE(SC_POWERFUL_FAITH))
  7637. patk += sc->getSCE(SC_POWERFUL_FAITH)->val3;
  7638. if (sc->getSCE(SC_COMPETENTIA))
  7639. patk += sc->getSCE(SC_COMPETENTIA)->val2;
  7640. if (sc->getSCE(SC_ABYSS_SLAYER))
  7641. patk += sc->getSCE(SC_ABYSS_SLAYER)->val2;
  7642. if (sc->getSCE(SC_PRON_MARCH))
  7643. patk += sc->getSCE(SC_PRON_MARCH)->val2;
  7644. if (sc->getSCE(SC_TEMPERING))
  7645. patk += sc->getSCE(SC_TEMPERING)->val2;
  7646. if( sc->getSCE( SC_ATTACK_STANCE ) ){
  7647. patk += sc->getSCE( SC_ATTACK_STANCE )->val3;
  7648. }
  7649. if (sc->getSCE(SC_HIDDEN_CARD))
  7650. patk += sc->getSCE(SC_HIDDEN_CARD)->val2;
  7651. return (short)cap_value(patk, 0, SHRT_MAX);
  7652. }
  7653. /**
  7654. * Adds spell matk modifications based on status changes
  7655. * @param bl: Object to change smatk [PC|MOB|HOM|MER|ELEM]
  7656. * @param sc: Object's status change information
  7657. * @param smatk: Initial smatk
  7658. * @return modified smatk with cap_value(smatk,0,USHRT_MAX)
  7659. */
  7660. static signed short status_calc_smatk(struct block_list *bl, status_change *sc, int smatk)
  7661. {
  7662. if (!sc || !sc->count)
  7663. return cap_value(smatk, 0, SHRT_MAX);
  7664. if (sc->getSCE(SC_COMPETENTIA))
  7665. smatk += sc->getSCE(SC_COMPETENTIA)->val2;
  7666. if (sc->getSCE(SC_ABYSS_SLAYER))
  7667. smatk += sc->getSCE(SC_ABYSS_SLAYER)->val2;
  7668. if (sc->getSCE(SC_JAWAII_SERENADE))
  7669. smatk += sc->getSCE(SC_JAWAII_SERENADE)->val2;
  7670. if (sc->getSCE(SC_SPELL_ENCHANTING))
  7671. smatk += sc->getSCE(SC_SPELL_ENCHANTING)->val2;
  7672. if( sc->getSCE( SC_ATTACK_STANCE ) ){
  7673. smatk += sc->getSCE( SC_ATTACK_STANCE )->val3;
  7674. }
  7675. return (short)cap_value(smatk, 0, SHRT_MAX);
  7676. }
  7677. /**
  7678. * Adds resist modifications based on status changes
  7679. * @param bl: Object to change res [PC|MOB|HOM|MER|ELEM]
  7680. * @param sc: Object's status change information
  7681. * @param res: Initial res
  7682. * @return modified res with cap_value(res,0,USHRT_MAX)
  7683. */
  7684. static signed short status_calc_res(struct block_list *bl, status_change *sc, int res)
  7685. {
  7686. if (!sc || !sc->count)
  7687. return cap_value(res, 0, SHRT_MAX);
  7688. if (sc->getSCE(SC_FIRM_FAITH))
  7689. res += sc->getSCE(SC_FIRM_FAITH)->val3;
  7690. if (sc->getSCE(SC_D_MACHINE))
  7691. res += sc->getSCE(SC_D_MACHINE)->val3;
  7692. if (sc->getSCE(SC_MUSICAL_INTERLUDE))
  7693. res += sc->getSCE(SC_MUSICAL_INTERLUDE)->val2;
  7694. if (sc->getSCE(SC_GOLDENE_TONE))
  7695. res += sc->getSCE(SC_GOLDENE_TONE)->val2;
  7696. if (sc->getSCE(SC_SHADOW_STRIP) && bl->type != BL_PC)
  7697. res -= res * sc->getSCE(SC_SHADOW_STRIP)->val2 / 100;
  7698. if (sc->getSCE(SC_AIN_RHAPSODY))
  7699. res -= sc->getSCE(SC_AIN_RHAPSODY)->val2;
  7700. if (sc->getSCE(SC_TOXIN_OF_MANDARA))
  7701. res -= sc->getSCE(SC_TOXIN_OF_MANDARA)->val2;
  7702. return (short)cap_value(res, 0, SHRT_MAX);
  7703. }
  7704. /**
  7705. * Adds magic resist modifications based on status changes
  7706. * @param bl: Object to change mres [PC|MOB|HOM|MER|ELEM]
  7707. * @param sc: Object's status change information
  7708. * @param mres: Initial mres
  7709. * @return modified mres with cap_value(mres,0,USHRT_MAX)
  7710. */
  7711. static signed short status_calc_mres(struct block_list *bl, status_change *sc, int mres)
  7712. {
  7713. if (!sc || !sc->count)
  7714. return cap_value(mres, 0, SHRT_MAX);
  7715. if (sc->getSCE(SC_GOLDENE_TONE))
  7716. mres += sc->getSCE(SC_GOLDENE_TONE)->val2;
  7717. if (sc->getSCE(SC_SHADOW_STRIP) && bl->type != BL_PC)
  7718. mres -= mres * sc->getSCE(SC_SHADOW_STRIP)->val2 / 100;
  7719. if (sc->getSCE(SC_GEF_NOCTURN))
  7720. mres -= sc->getSCE(SC_GEF_NOCTURN)->val2;
  7721. return (short)cap_value(mres, 0, SHRT_MAX);
  7722. }
  7723. /**
  7724. * Adds heal plus modifications based on status changes
  7725. * @param bl: Object to change hplus [PC|MOB|HOM|MER|ELEM]
  7726. * @param sc: Object's status change information
  7727. * @param hplus: Initial hplus
  7728. * @return modified hplus with cap_value(hplus,0,USHRT_MAX)
  7729. */
  7730. static signed short status_calc_hplus(struct block_list *bl, status_change *sc, int hplus)
  7731. {
  7732. if (!sc || !sc->count)
  7733. return cap_value(hplus, 0, SHRT_MAX);
  7734. return (short)cap_value(hplus, 0, SHRT_MAX);
  7735. }
  7736. /**
  7737. * Adds critical damage rate modifications based on status changes
  7738. * @param bl: Object to change crate [PC|MOB|HOM|MER|ELEM]
  7739. * @param sc: Object's status change information
  7740. * @param crate: Initial crate
  7741. * @return modified crate with cap_value(crate,0,USHRT_MAX)
  7742. */
  7743. static signed short status_calc_crate(struct block_list *bl, status_change *sc, int crate)
  7744. {
  7745. if (!sc || !sc->count)
  7746. return cap_value(crate, 0, SHRT_MAX);
  7747. if (sc->getSCE(SC_PRE_ACIES))
  7748. crate += sc->getSCE(SC_PRE_ACIES)->val2;
  7749. return (short)cap_value(crate, 0, SHRT_MAX);
  7750. }
  7751. /**
  7752. * Calculates a max HP based on status changes
  7753. * Values can either be percentages or fixed, based on how equations are formulated
  7754. * @param bl: Object's block_list data
  7755. * @param maxhp: Object's current max HP
  7756. * @return modified maxhp
  7757. */
  7758. static unsigned int status_calc_maxhp(struct block_list *bl, uint64 maxhp)
  7759. {
  7760. int rate = 100;
  7761. maxhp += status_get_hpbonus(bl,STATUS_BONUS_FIX);
  7762. if ((rate += status_get_hpbonus(bl,STATUS_BONUS_RATE)) != 100)
  7763. maxhp = maxhp * rate / 100;
  7764. return (unsigned int)cap_value(maxhp,1,UINT_MAX);
  7765. }
  7766. /**
  7767. * Calculates a max SP based on status changes
  7768. * Values can either be percentages or fixed, bas ed on how equations are formulated
  7769. * @param bl: Object's block_list data
  7770. * @param maxsp: Object's current max SP
  7771. * @return modified maxsp
  7772. */
  7773. static unsigned int status_calc_maxsp(struct block_list *bl, uint64 maxsp)
  7774. {
  7775. int rate = 100;
  7776. maxsp += status_get_spbonus(bl,STATUS_BONUS_FIX);
  7777. if ((rate += status_get_spbonus(bl,STATUS_BONUS_RATE)) != 100)
  7778. maxsp = maxsp * rate / 100;
  7779. return (unsigned int)cap_value(maxsp,1,UINT_MAX);
  7780. }
  7781. /**
  7782. * Calculates a max AP based on status changes
  7783. * Values can either be percentages or fixed, bas ed on how equations are formulated
  7784. * @param bl: Object's block_list data
  7785. * @param maxap: Object's current max AP
  7786. * @return modified maxap
  7787. */
  7788. static unsigned int status_calc_maxap(struct block_list *bl, uint64 maxap)
  7789. {
  7790. int rate = 100;
  7791. maxap += status_get_apbonus(bl, STATUS_BONUS_FIX);
  7792. if ((rate += status_get_apbonus(bl, STATUS_BONUS_RATE)) != 100)
  7793. maxap = maxap * rate / 100;
  7794. return (unsigned int)cap_value(maxap, 0, UINT_MAX);
  7795. }
  7796. /**
  7797. * Changes a player's element based on status changes
  7798. * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
  7799. * @param sc: Object's status change information
  7800. * @param element: Object's current element
  7801. * @return new element
  7802. */
  7803. static unsigned char status_calc_element(struct block_list *bl, status_change *sc, int element)
  7804. {
  7805. if(!sc || !sc->count)
  7806. return cap_value(element, 0, UCHAR_MAX);
  7807. if(sc->getSCE(SC_FREEZE) || sc->getSCE(SC_CRYSTAL_ARMOR_OPTION))
  7808. return ELE_WATER;
  7809. if(sc->getSCE(SC_STONE) || sc->getSCE(SC_STRONG_PROTECTION_OPTION))
  7810. return ELE_EARTH;
  7811. if(sc->getSCE(SC_FLAMEARMOR_OPTION))
  7812. return ELE_FIRE;
  7813. if(sc->getSCE(SC_EYES_OF_STORM_OPTION))
  7814. return ELE_WIND;
  7815. if(sc->getSCE(SC_POISON_SHIELD_OPTION))
  7816. return ELE_POISON;
  7817. if(sc->getSCE(SC_BENEDICTIO))
  7818. return ELE_HOLY;
  7819. if(sc->getSCE(SC_CHANGEUNDEAD))
  7820. return ELE_UNDEAD;
  7821. if(sc->getSCE(SC_ELEMENTALCHANGE))
  7822. return sc->getSCE(SC_ELEMENTALCHANGE)->val2;
  7823. if(sc->getSCE(SC_SHAPESHIFT))
  7824. return sc->getSCE(SC_SHAPESHIFT)->val2;
  7825. return (unsigned char)cap_value(element,0,UCHAR_MAX);
  7826. }
  7827. /**
  7828. * Changes a player's element level based on status changes
  7829. * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
  7830. * @param sc: Object's status change information
  7831. * @param lv: Object's current element level
  7832. * @return new element level
  7833. */
  7834. static unsigned char status_calc_element_lv(struct block_list *bl, status_change *sc, int lv)
  7835. {
  7836. if(!sc || !sc->count)
  7837. return cap_value(lv, 1, 4);
  7838. if(sc->getSCE(SC_FREEZE))
  7839. return 1;
  7840. if(sc->getSCE(SC_STONE))
  7841. return 1;
  7842. if(sc->getSCE(SC_BENEDICTIO))
  7843. return 1;
  7844. if(sc->getSCE(SC_CHANGEUNDEAD))
  7845. return 1;
  7846. if(sc->getSCE(SC_ELEMENTALCHANGE))
  7847. return sc->getSCE(SC_ELEMENTALCHANGE)->val1;
  7848. if(sc->getSCE(SC_SHAPESHIFT))
  7849. return 1;
  7850. if(sc->getSCE(SC__INVISIBILITY))
  7851. return 1;
  7852. if (sc->getSCE(SC_FLAMEARMOR_OPTION) || sc->getSCE(SC_CRYSTAL_ARMOR_OPTION) || sc->getSCE(SC_EYES_OF_STORM_OPTION) ||
  7853. sc->getSCE(SC_STRONG_PROTECTION_OPTION) || sc->getSCE(SC_POISON_SHIELD_OPTION))
  7854. return 1;
  7855. return (unsigned char)cap_value(lv,1,4);
  7856. }
  7857. /**
  7858. * Changes a player's attack element based on status changes
  7859. * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
  7860. * @param sc: Object's status change information
  7861. * @param element: Object's current attack element
  7862. * @return new attack element
  7863. */
  7864. unsigned char status_calc_attack_element(struct block_list *bl, status_change *sc, int element)
  7865. {
  7866. if(!sc || !sc->count)
  7867. return cap_value(element, 0, UCHAR_MAX);
  7868. if(sc->getSCE(SC_ENCHANTARMS))
  7869. return sc->getSCE(SC_ENCHANTARMS)->val1;
  7870. if(sc->getSCE(SC_WATERWEAPON)
  7871. || (sc->getSCE(SC_WATER_INSIGNIA) && sc->getSCE(SC_WATER_INSIGNIA)->val1 == 2) )
  7872. return ELE_WATER;
  7873. if(sc->getSCE(SC_EARTHWEAPON)
  7874. || (sc->getSCE(SC_EARTH_INSIGNIA) && sc->getSCE(SC_EARTH_INSIGNIA)->val1 == 2) )
  7875. return ELE_EARTH;
  7876. if(sc->getSCE(SC_FIREWEAPON)
  7877. || (sc->getSCE(SC_FIRE_INSIGNIA) && sc->getSCE(SC_FIRE_INSIGNIA)->val1 == 2) )
  7878. return ELE_FIRE;
  7879. if(sc->getSCE(SC_WINDWEAPON)
  7880. || (sc->getSCE(SC_WIND_INSIGNIA) && sc->getSCE(SC_WIND_INSIGNIA)->val1 == 2) )
  7881. return ELE_WIND;
  7882. if(sc->getSCE(SC_ENCPOISON))
  7883. return ELE_POISON;
  7884. if(sc->getSCE(SC_ASPERSIO))
  7885. return ELE_HOLY;
  7886. if(sc->getSCE(SC_SHADOWWEAPON))
  7887. return ELE_DARK;
  7888. if(sc->getSCE(SC_GHOSTWEAPON) || sc->getSCE(SC__INVISIBILITY))
  7889. return ELE_GHOST;
  7890. if(sc->getSCE(SC_TIDAL_WEAPON_OPTION) || sc->getSCE(SC_TIDAL_WEAPON) )
  7891. return ELE_WATER;
  7892. return (unsigned char)cap_value(element,0,UCHAR_MAX);
  7893. }
  7894. /**
  7895. * Changes the mode of an object
  7896. * @param bl: Object whose mode to change [PC|MOB|PET|HOM|NPC]
  7897. * @param sc: Object's status change data
  7898. * @param mode: Original mode
  7899. * @return mode with cap_value(mode, 0, INT_MAX)
  7900. */
  7901. static int status_calc_mode(struct block_list *bl, status_change *sc, int mode)
  7902. {
  7903. if(!sc || !sc->count)
  7904. return cap_value(mode, MD_NONE,INT_MAX);
  7905. if(sc->getSCE(SC_MODECHANGE)) {
  7906. if (sc->getSCE(SC_MODECHANGE)->val2)
  7907. mode = (mode&~MD_MASK)|sc->getSCE(SC_MODECHANGE)->val2; // Set mode
  7908. if (sc->getSCE(SC_MODECHANGE)->val3)
  7909. mode = mode|sc->getSCE(SC_MODECHANGE)->val3; // Add mode
  7910. if (sc->getSCE(SC_MODECHANGE)->val4)
  7911. mode = mode&~sc->getSCE(SC_MODECHANGE)->val4; // Del mode
  7912. }
  7913. return cap_value(mode, MD_NONE, INT_MAX);
  7914. }
  7915. /**
  7916. * Changes the mode of a slave mob
  7917. * @param md: Slave mob whose mode to change
  7918. */
  7919. void status_calc_slave_mode(mob_data& md)
  7920. {
  7921. switch (battle_config.slaves_inherit_mode) {
  7922. case 1: //Always aggressive
  7923. if (!status_has_mode(&md.status,MD_AGGRESSIVE))
  7924. sc_start4(nullptr, &md.bl, SC_MODECHANGE, 100, 1, 0, MD_AGGRESSIVE, 0, 0);
  7925. break;
  7926. case 2: //Always passive
  7927. if (status_has_mode(&md.status,MD_AGGRESSIVE))
  7928. sc_start4(nullptr, &md.bl, SC_MODECHANGE, 100, 1, 0, 0, MD_AGGRESSIVE, 0);
  7929. break;
  7930. case 4: // Overwrite with slave mode
  7931. sc_start4(nullptr, &md.bl, SC_MODECHANGE, 100, 1, MD_CANMOVE|MD_NORANDOMWALK|MD_CANATTACK, 0, 0, 0);
  7932. break;
  7933. default: //Copy master
  7934. if (block_list* mbl = map_id2bl(md.master_id); mbl != nullptr && status_has_mode(status_get_status_data(*mbl), MD_AGGRESSIVE))
  7935. sc_start4(nullptr, &md.bl, SC_MODECHANGE, 100, 1, 0, MD_AGGRESSIVE, 0, 0);
  7936. else
  7937. sc_start4(nullptr, &md.bl, SC_MODECHANGE, 100, 1, 0, 0, MD_AGGRESSIVE, 0);
  7938. break;
  7939. }
  7940. }
  7941. /**
  7942. * Gets the name of the given bl
  7943. * @param bl: Object whose name to get [PC|MOB|PET|HOM|NPC]
  7944. * @return name or "Unknown" if any other bl->type than noted above
  7945. */
  7946. const char* status_get_name(struct block_list *bl)
  7947. {
  7948. nullpo_ret(bl);
  7949. switch (bl->type) {
  7950. case BL_PC: return ((TBL_PC *)bl)->fakename[0] != '\0' ? ((TBL_PC*)bl)->fakename : ((TBL_PC*)bl)->status.name;
  7951. case BL_MOB: return ((TBL_MOB*)bl)->name;
  7952. case BL_PET: return ((TBL_PET*)bl)->pet.name;
  7953. case BL_HOM: return ((TBL_HOM*)bl)->homunculus.name;
  7954. case BL_MER: return ((TBL_MER *)bl)->db->name.c_str(); // They only have database names which are global, not specific to GID.
  7955. case BL_NPC: return ((TBL_NPC*)bl)->name;
  7956. case BL_ELEM: return ((TBL_ELEM *)bl)->db->name.c_str(); // They only have database names which are global, not specific to GID.
  7957. }
  7958. return "Unknown";
  7959. }
  7960. /**
  7961. * Gets the class/sprite id of the given bl
  7962. * @param bl: Object whose class to get [PC|MOB|PET|HOM|MER|NPC|ELEM]
  7963. * @return class or 0 if any other bl->type than noted above
  7964. */
  7965. int status_get_class(struct block_list *bl)
  7966. {
  7967. nullpo_ret(bl);
  7968. switch( bl->type ) {
  7969. case BL_PC: return ((TBL_PC*)bl)->status.class_;
  7970. case BL_MOB: return ((TBL_MOB*)bl)->vd->class_; // Class used on all code should be the view class of the mob.
  7971. case BL_PET: return ((TBL_PET*)bl)->pet.class_;
  7972. case BL_HOM: return ((TBL_HOM*)bl)->homunculus.class_;
  7973. case BL_MER: return ((TBL_MER*)bl)->mercenary.class_;
  7974. case BL_NPC: return ((TBL_NPC*)bl)->class_;
  7975. case BL_ELEM: return ((TBL_ELEM*)bl)->elemental.class_;
  7976. }
  7977. return 0;
  7978. }
  7979. /**
  7980. * Gets the base level of the given bl
  7981. * @param bl: Object whose base level to get [PC|MOB|PET|HOM|MER|NPC|ELEM]
  7982. * @return base level or 1 if any other bl->type than noted above
  7983. */
  7984. int status_get_lv(struct block_list *bl)
  7985. {
  7986. nullpo_ret(bl);
  7987. switch (bl->type) {
  7988. case BL_PC: return ((TBL_PC*)bl)->status.base_level;
  7989. case BL_MOB: return ((TBL_MOB*)bl)->level;
  7990. case BL_PET: return ((TBL_PET*)bl)->pet.level;
  7991. case BL_HOM: return ((TBL_HOM*)bl)->homunculus.level;
  7992. case BL_MER: return ((TBL_MER*)bl)->db->lv;
  7993. case BL_ELEM: return ((TBL_ELEM*)bl)->db->lv;
  7994. case BL_NPC: return ((TBL_NPC*)bl)->level;
  7995. }
  7996. return 1;
  7997. }
  7998. /**
  7999. * Gets the regeneration info of the given bl
  8000. * @param bl: Object whose regen info to get [PC|HOM|MER|ELEM]
  8001. * @return regen data or nullptr if any other bl->type than noted above
  8002. */
  8003. struct regen_data *status_get_regen_data(struct block_list *bl)
  8004. {
  8005. nullpo_retr(nullptr, bl);
  8006. switch (bl->type) {
  8007. case BL_PC: return &((TBL_PC*)bl)->regen;
  8008. case BL_HOM: return &((TBL_HOM*)bl)->regen;
  8009. case BL_MER: return &((TBL_MER*)bl)->regen;
  8010. case BL_ELEM: return &((TBL_ELEM*)bl)->regen;
  8011. default:
  8012. return nullptr;
  8013. }
  8014. }
  8015. /**
  8016. * Gets the status data of the given bl
  8017. * @param bl: Object whose status to get [PC|MOB|PET|HOM|MER|ELEM|NPC]
  8018. * @return status or "dummy_status" if any other bl->type than noted above
  8019. */
  8020. status_data* status_get_status_data(block_list& bl){
  8021. switch (bl.type) {
  8022. case BL_PC:
  8023. return &reinterpret_cast<map_session_data*>( &bl )->battle_status;
  8024. case BL_MOB:
  8025. return &reinterpret_cast<mob_data*>( &bl )->status;
  8026. case BL_PET:
  8027. return &reinterpret_cast<pet_data*>( &bl )->status;
  8028. case BL_HOM:
  8029. return &reinterpret_cast<homun_data*>( &bl )->battle_status;
  8030. case BL_MER:
  8031. return &reinterpret_cast<s_mercenary_data*>( &bl )->battle_status;
  8032. case BL_ELEM:
  8033. return &reinterpret_cast<s_elemental_data*>( &bl )->battle_status;
  8034. case BL_NPC: {
  8035. npc_data* nd = reinterpret_cast<npc_data*>( &bl );
  8036. if( mobdb_checkid( nd->class_ ) == 0 ){
  8037. return &nd->status;
  8038. }else{
  8039. return &dummy_status;
  8040. }
  8041. }
  8042. default:
  8043. return &dummy_status;
  8044. }
  8045. }
  8046. /**
  8047. * Gets the base status data of the given bl
  8048. * @param bl: Object whose status to get [PC|MOB|PET|HOM|MER|ELEM|NPC]
  8049. * @return base_status or nullptr if any other bl->type than noted above
  8050. */
  8051. struct status_data *status_get_base_status(struct block_list *bl)
  8052. {
  8053. nullpo_retr(nullptr, bl);
  8054. switch (bl->type) {
  8055. case BL_PC: return &((TBL_PC*)bl)->base_status;
  8056. case BL_MOB: return ((TBL_MOB*)bl)->base_status ? ((TBL_MOB*)bl)->base_status : &((TBL_MOB*)bl)->db->status;
  8057. case BL_PET: return &((TBL_PET*)bl)->db->status;
  8058. case BL_HOM: return &((TBL_HOM*)bl)->base_status;
  8059. case BL_MER: return &((TBL_MER*)bl)->base_status;
  8060. case BL_ELEM: return &((TBL_ELEM*)bl)->base_status;
  8061. case BL_NPC: return ((mobdb_checkid(((TBL_NPC*)bl)->class_) == 0) ? &((TBL_NPC*)bl)->status : nullptr);
  8062. default:
  8063. return nullptr;
  8064. }
  8065. }
  8066. /**
  8067. * Gets the defense of the given bl
  8068. * @param bl: Object whose defense to get [PC|MOB|HOM|MER|ELEM]
  8069. * @return defense with cap_value(def, DEFTYPE_MIN, DEFTYPE_MAX)
  8070. */
  8071. defType status_get_def(struct block_list *bl)
  8072. {
  8073. struct unit_data *ud;
  8074. status_data* status = status_get_status_data(*bl);
  8075. // TODO: check if dummy_status? Can never be nullptr [Lemongrass]
  8076. int def = status?status->def:0;
  8077. ud = unit_bl2ud(bl);
  8078. if (ud && ud->skilltimer != INVALID_TIMER)
  8079. def -= def * skill_get_castdef(ud->skill_id)/100;
  8080. return cap_value(def, DEFTYPE_MIN, DEFTYPE_MAX);
  8081. }
  8082. /**
  8083. * Gets the walking speed of the given bl
  8084. * @param bl: Object whose speed to get [PC|MOB|PET|HOM|MER|ELEM|NPC]
  8085. * @return speed
  8086. */
  8087. unsigned short status_get_speed(struct block_list *bl)
  8088. {
  8089. // TODO: is the statement of Skotlex still true? And would it not be better to check for dummy_status instead? [Lemongrass]
  8090. if(bl->type==BL_NPC)// Only BL with speed data but no status_data [Skotlex]
  8091. return ((struct npc_data *)bl)->speed;
  8092. return status_get_status_data(*bl)->speed;
  8093. }
  8094. /**
  8095. * Gets the party ID of the given bl
  8096. * @param bl: Object whose party ID to get [PC|MOB|PET|HOM|MER|SKILL|ELEM]
  8097. * @return party ID
  8098. */
  8099. int status_get_party_id(struct block_list *bl)
  8100. {
  8101. nullpo_ret(bl);
  8102. switch (bl->type) {
  8103. case BL_PC:
  8104. return ((TBL_PC*)bl)->status.party_id;
  8105. case BL_PET:
  8106. if (((TBL_PET*)bl)->master)
  8107. return ((TBL_PET*)bl)->master->status.party_id;
  8108. break;
  8109. case BL_MOB: {
  8110. struct mob_data *md=(TBL_MOB*)bl;
  8111. if( md->master_id > 0 ) {
  8112. map_session_data *msd;
  8113. if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != nullptr)
  8114. return msd->status.party_id;
  8115. return -md->master_id;
  8116. }
  8117. }
  8118. break;
  8119. case BL_HOM:
  8120. if (((TBL_HOM*)bl)->master)
  8121. return ((TBL_HOM*)bl)->master->status.party_id;
  8122. break;
  8123. case BL_MER:
  8124. if (((TBL_MER*)bl)->master)
  8125. return ((TBL_MER*)bl)->master->status.party_id;
  8126. break;
  8127. case BL_SKILL:
  8128. if (((TBL_SKILL*)bl)->group)
  8129. return ((TBL_SKILL*)bl)->group->party_id;
  8130. break;
  8131. case BL_ELEM:
  8132. if (((TBL_ELEM*)bl)->master)
  8133. return ((TBL_ELEM*)bl)->master->status.party_id;
  8134. break;
  8135. }
  8136. return 0;
  8137. }
  8138. /**
  8139. * Gets the guild ID of the given bl
  8140. * @param bl: Object whose guild ID to get [PC|MOB|PET|HOM|MER|SKILL|ELEM|NPC]
  8141. * @return guild ID
  8142. */
  8143. int status_get_guild_id(struct block_list *bl)
  8144. {
  8145. nullpo_ret(bl);
  8146. switch (bl->type) {
  8147. case BL_PC:
  8148. return ((TBL_PC*)bl)->status.guild_id;
  8149. case BL_PET:
  8150. if (((TBL_PET*)bl)->master)
  8151. return ((TBL_PET*)bl)->master->status.guild_id;
  8152. break;
  8153. case BL_MOB:
  8154. {
  8155. map_session_data *msd;
  8156. struct mob_data *md = (struct mob_data *)bl;
  8157. if (md->guardian_data) // Guardian's guild [Skotlex]
  8158. return md->guardian_data->guild_id;
  8159. if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != nullptr)
  8160. return msd->status.guild_id; // Alchemist's mobs [Skotlex]
  8161. }
  8162. break;
  8163. case BL_HOM:
  8164. if (((TBL_HOM*)bl)->master)
  8165. return ((TBL_HOM*)bl)->master->status.guild_id;
  8166. break;
  8167. case BL_MER:
  8168. if (((TBL_MER*)bl)->master)
  8169. return ((TBL_MER*)bl)->master->status.guild_id;
  8170. break;
  8171. case BL_NPC:
  8172. if (((TBL_NPC*)bl)->subtype == NPCTYPE_SCRIPT)
  8173. return ((TBL_NPC*)bl)->u.scr.guild_id;
  8174. break;
  8175. case BL_SKILL:
  8176. if (((TBL_SKILL*)bl)->group)
  8177. return ((TBL_SKILL*)bl)->group->guild_id;
  8178. break;
  8179. case BL_ELEM:
  8180. if (((TBL_ELEM*)bl)->master)
  8181. return ((TBL_ELEM*)bl)->master->status.guild_id;
  8182. break;
  8183. }
  8184. return 0;
  8185. }
  8186. /**
  8187. * Gets the guild emblem ID of the given bl
  8188. * @param bl: Object whose emblem ID to get [PC|MOB|PET|HOM|MER|SKILL|ELEM|NPC]
  8189. * @return guild emblem ID
  8190. */
  8191. int status_get_emblem_id(struct block_list *bl)
  8192. {
  8193. nullpo_ret(bl);
  8194. switch (bl->type) {
  8195. case BL_PC:
  8196. return ((TBL_PC*)bl)->guild_emblem_id;
  8197. case BL_PET:
  8198. if (((TBL_PET*)bl)->master)
  8199. return ((TBL_PET*)bl)->master->guild_emblem_id;
  8200. break;
  8201. case BL_MOB:
  8202. {
  8203. map_session_data *msd;
  8204. struct mob_data *md = (struct mob_data *)bl;
  8205. if (md->guardian_data) // Guardian's guild [Skotlex]
  8206. return md->guardian_data->emblem_id;
  8207. if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != nullptr)
  8208. return msd->guild_emblem_id; // Alchemist's mobs [Skotlex]
  8209. }
  8210. break;
  8211. case BL_HOM:
  8212. if (((TBL_HOM*)bl)->master)
  8213. return ((TBL_HOM*)bl)->master->guild_emblem_id;
  8214. break;
  8215. case BL_MER:
  8216. if (((TBL_MER*)bl)->master)
  8217. return ((TBL_MER*)bl)->master->guild_emblem_id;
  8218. break;
  8219. case BL_NPC:
  8220. if (((TBL_NPC*)bl)->subtype == NPCTYPE_SCRIPT && ((TBL_NPC*)bl)->u.scr.guild_id > 0) {
  8221. auto g = guild_search(((TBL_NPC*)bl)->u.scr.guild_id);
  8222. if (g)
  8223. return g->guild.emblem_id;
  8224. }
  8225. break;
  8226. case BL_ELEM:
  8227. if (((TBL_ELEM*)bl)->master)
  8228. return ((TBL_ELEM*)bl)->master->guild_emblem_id;
  8229. break;
  8230. }
  8231. return 0;
  8232. }
  8233. /**
  8234. * Gets the race2 of a mob or pet
  8235. * @param bl: Object whose race2 to get [MOB|PET]
  8236. * @return race2
  8237. */
  8238. std::vector<e_race2> status_get_race2(struct block_list *bl)
  8239. {
  8240. nullpo_retr(std::vector<e_race2>(),bl);
  8241. if (bl->type == BL_MOB)
  8242. return ((struct mob_data *)bl)->db->race2;
  8243. if (bl->type == BL_PET)
  8244. return ((struct pet_data *)bl)->db->race2;
  8245. return std::vector<e_race2>();
  8246. }
  8247. /**
  8248. * Checks if an object is dead
  8249. * @param bl: Object to check [PC|MOB|HOM|MER|ELEM]
  8250. * @return 1: Is dead or 0: Is alive
  8251. */
  8252. bool status_isdead(block_list &bl){
  8253. return status_get_status_data(bl)->hp == 0;
  8254. }
  8255. /**
  8256. * Checks if an object is immune to magic
  8257. * @param bl: Object to check [PC|MOB|HOM|MER|ELEM]
  8258. * @return value of magic damage to be blocked
  8259. */
  8260. int status_isimmune(struct block_list *bl)
  8261. {
  8262. status_change *sc =status_get_sc(bl);
  8263. if (sc) {
  8264. if (sc->getSCE(SC_HERMODE))
  8265. return 100;
  8266. if (sc->getSCE(SC_DEADLY_DEFEASANCE))
  8267. return 0;
  8268. }
  8269. if (bl->type == BL_PC &&
  8270. ((TBL_PC*)bl)->special_state.no_magic_damage >= battle_config.gtb_sc_immunity)
  8271. return ((TBL_PC*)bl)->special_state.no_magic_damage;
  8272. return 0;
  8273. }
  8274. /**
  8275. * Get view data of an object
  8276. * @param bl: Object whose view data to get [PC|MOB|PET|HOM|MER|ELEM|NPC]
  8277. * @return view data structure bl->vd
  8278. */
  8279. struct view_data* status_get_viewdata(struct block_list *bl)
  8280. {
  8281. nullpo_retr(nullptr, bl);
  8282. switch (bl->type) {
  8283. case BL_PC: return &((TBL_PC*)bl)->vd;
  8284. case BL_MOB: return ((TBL_MOB*)bl)->vd;
  8285. case BL_PET: return &((TBL_PET*)bl)->vd;
  8286. case BL_NPC: return &((TBL_NPC*)bl)->vd;
  8287. case BL_HOM: return ((TBL_HOM*)bl)->vd;
  8288. case BL_MER: return ((TBL_MER*)bl)->vd;
  8289. case BL_ELEM: return ((TBL_ELEM*)bl)->vd;
  8290. }
  8291. return nullptr;
  8292. }
  8293. /**
  8294. * Set view data of an object
  8295. * This function deals with class, mount, and item views
  8296. * SC views are set in clif_getareachar_unit()
  8297. * @param bl: Object whose view data to set [PC|MOB|PET|HOM|MER|ELEM|NPC]
  8298. * @param class_: class of the object
  8299. */
  8300. void status_set_viewdata(struct block_list *bl, int class_)
  8301. {
  8302. struct view_data* vd;
  8303. nullpo_retv(bl);
  8304. if (mobdb_checkid(class_) || mob_is_clone(class_))
  8305. vd = mob_get_viewdata(class_);
  8306. else if (npcdb_checkid(class_))
  8307. vd = npc_get_viewdata(class_);
  8308. else if (homdb_checkid(class_))
  8309. vd = hom_get_viewdata(class_);
  8310. else if (mercenary_db.exists(class_))
  8311. vd = mercenary_get_viewdata(class_);
  8312. else if (elemental_db.exists(class_))
  8313. vd = elemental_get_viewdata(class_);
  8314. else
  8315. vd = nullptr;
  8316. switch (bl->type) {
  8317. case BL_PC:
  8318. {
  8319. TBL_PC* sd = (TBL_PC*)bl;
  8320. if (pcdb_checkid(class_)) {
  8321. if (sd->sc.option&OPTION_RIDING) {
  8322. switch (class_) { // Adapt class to a Mounted one.
  8323. case JOB_KNIGHT:
  8324. class_ = JOB_KNIGHT2;
  8325. break;
  8326. case JOB_CRUSADER:
  8327. class_ = JOB_CRUSADER2;
  8328. break;
  8329. case JOB_LORD_KNIGHT:
  8330. class_ = JOB_LORD_KNIGHT2;
  8331. break;
  8332. case JOB_PALADIN:
  8333. class_ = JOB_PALADIN2;
  8334. break;
  8335. case JOB_BABY_KNIGHT:
  8336. class_ = JOB_BABY_KNIGHT2;
  8337. break;
  8338. case JOB_BABY_CRUSADER:
  8339. class_ = JOB_BABY_CRUSADER2;
  8340. break;
  8341. }
  8342. }
  8343. sd->vd.class_ = class_;
  8344. clif_get_weapon_view(sd, &sd->vd.weapon, &sd->vd.shield);
  8345. sd->vd.head_top = sd->status.head_top;
  8346. sd->vd.head_mid = sd->status.head_mid;
  8347. sd->vd.head_bottom = sd->status.head_bottom;
  8348. sd->vd.hair_style = cap_value(sd->status.hair, MIN_HAIR_STYLE, MAX_HAIR_STYLE);
  8349. sd->vd.hair_color = cap_value(sd->status.hair_color, MIN_HAIR_COLOR, MAX_HAIR_COLOR);
  8350. sd->vd.cloth_color = cap_value(sd->status.clothes_color, MIN_CLOTH_COLOR, MAX_CLOTH_COLOR);
  8351. sd->vd.body_style = cap_value(sd->status.body, MIN_BODY_STYLE, MAX_BODY_STYLE);
  8352. sd->vd.sex = sd->status.sex;
  8353. if (sd->vd.cloth_color) {
  8354. if(sd->sc.option&OPTION_WEDDING && battle_config.wedding_ignorepalette)
  8355. sd->vd.cloth_color = 0;
  8356. if(sd->sc.option&OPTION_XMAS && battle_config.xmas_ignorepalette)
  8357. sd->vd.cloth_color = 0;
  8358. if(sd->sc.option&(OPTION_SUMMER|OPTION_SUMMER2) && battle_config.summer_ignorepalette)
  8359. sd->vd.cloth_color = 0;
  8360. if(sd->sc.option&OPTION_HANBOK && battle_config.hanbok_ignorepalette)
  8361. sd->vd.cloth_color = 0;
  8362. if(sd->sc.option&OPTION_OKTOBERFEST && battle_config.oktoberfest_ignorepalette)
  8363. sd->vd.cloth_color = 0;
  8364. }
  8365. if ( sd->vd.body_style && sd->sc.option&OPTION_COSTUME)
  8366. sd->vd.body_style = 0;
  8367. } else if (vd)
  8368. memcpy(&sd->vd, vd, sizeof(struct view_data));
  8369. else
  8370. ShowError("status_set_viewdata (PC): No view data for class %d\n", class_);
  8371. }
  8372. break;
  8373. case BL_MOB:
  8374. {
  8375. TBL_MOB* md = (TBL_MOB*)bl;
  8376. if (vd){
  8377. mob_free_dynamic_viewdata( md );
  8378. md->vd = vd;
  8379. }else if( pcdb_checkid( class_ ) ){
  8380. mob_set_dynamic_viewdata( md );
  8381. md->vd->class_ = class_;
  8382. md->vd->hair_style = cap_value(md->vd->hair_style, MIN_HAIR_STYLE, MAX_HAIR_STYLE);
  8383. md->vd->hair_color = cap_value(md->vd->hair_color, MIN_HAIR_COLOR, MAX_HAIR_COLOR);
  8384. }else
  8385. ShowError("status_set_viewdata (MOB): No view data for class %d\n", class_);
  8386. }
  8387. break;
  8388. case BL_PET:
  8389. {
  8390. TBL_PET* pd = (TBL_PET*)bl;
  8391. if (vd) {
  8392. memcpy(&pd->vd, vd, sizeof(struct view_data));
  8393. if (!pcdb_checkid(vd->class_)) {
  8394. pd->vd.hair_style = battle_config.pet_hair_style;
  8395. if(pd->pet.equip) {
  8396. pd->vd.head_bottom = itemdb_viewid(pd->pet.equip);
  8397. if (!pd->vd.head_bottom)
  8398. pd->vd.head_bottom = pd->pet.equip;
  8399. }
  8400. }
  8401. } else
  8402. ShowError("status_set_viewdata (PET): No view data for class %d\n", class_);
  8403. }
  8404. break;
  8405. case BL_NPC:
  8406. {
  8407. TBL_NPC* nd = (TBL_NPC*)bl;
  8408. if (vd)
  8409. memcpy(&nd->vd, vd, sizeof(struct view_data));
  8410. else if (pcdb_checkid(class_)) {
  8411. memset(&nd->vd, 0, sizeof(struct view_data));
  8412. nd->vd.class_ = class_;
  8413. nd->vd.hair_style = cap_value(nd->vd.hair_style, MIN_HAIR_STYLE, MAX_HAIR_STYLE);
  8414. } else {
  8415. ShowError("status_set_viewdata (NPC): Invalid view data %d\n", class_);
  8416. if (bl->m >= 0)
  8417. ShowDebug("Source (NPC): %s at %s (%d,%d)\n", nd->name, map_mapid2mapname(bl->m), bl->x, bl->y);
  8418. else
  8419. ShowDebug("Source (NPC): %s (invisible/not on a map)\n", nd->name);
  8420. ShowDebug( "Source (NPC): %s is located in: %s\n", nd->name, nd->path );
  8421. }
  8422. break;
  8423. }
  8424. break;
  8425. case BL_HOM:
  8426. {
  8427. struct homun_data *hd = (struct homun_data*)bl;
  8428. if (vd)
  8429. hd->vd = vd;
  8430. else
  8431. ShowError("status_set_viewdata (HOMUNCULUS): No view data for class %d\n", class_);
  8432. }
  8433. break;
  8434. case BL_MER:
  8435. {
  8436. s_mercenary_data *md = (s_mercenary_data*)bl;
  8437. if (vd)
  8438. md->vd = vd;
  8439. else
  8440. ShowError("status_set_viewdata (MERCENARY): No view data for class %d\n", class_);
  8441. }
  8442. break;
  8443. case BL_ELEM:
  8444. {
  8445. s_elemental_data *ed = (s_elemental_data*)bl;
  8446. if (vd)
  8447. ed->vd = vd;
  8448. else
  8449. ShowError("status_set_viewdata (ELEMENTAL): No view data for class %d\n", class_);
  8450. }
  8451. break;
  8452. }
  8453. }
  8454. /**
  8455. * Get status change data of an object
  8456. * @param bl: Object whose sc data to get [PC|MOB|HOM|MER|ELEM|NPC]
  8457. * @return status change data structure bl->sc
  8458. */
  8459. status_change *status_get_sc(struct block_list *bl)
  8460. {
  8461. if( bl )
  8462. switch (bl->type) {
  8463. case BL_PC: return &((TBL_PC*)bl)->sc;
  8464. case BL_MOB: return &((TBL_MOB*)bl)->sc;
  8465. case BL_NPC: return &((TBL_NPC*)bl)->sc;
  8466. case BL_HOM: return &((TBL_HOM*)bl)->sc;
  8467. case BL_MER: return &((TBL_MER*)bl)->sc;
  8468. case BL_ELEM: return &((TBL_ELEM*)bl)->sc;
  8469. }
  8470. return nullptr;
  8471. }
  8472. /**
  8473. * Initiate (memset) the status change data of an object
  8474. * @param bl: Object whose sc data to memset [PC|MOB|HOM|MER|ELEM|NPC]
  8475. */
  8476. void status_change_init(struct block_list *bl)
  8477. {
  8478. status_change *sc = status_get_sc(bl);
  8479. nullpo_retv(sc);
  8480. new (sc) status_change();
  8481. }
  8482. /*========================================== [Playtester]
  8483. * Returns the interval for status changes that iterate multiple times
  8484. * through the timer (e.g. those that deal damage in regular intervals)
  8485. * @param type: Status change (SC_*)
  8486. *------------------------------------------*/
  8487. static int status_get_sc_interval(enum sc_type type)
  8488. {
  8489. switch (type) {
  8490. case SC_POISON:
  8491. case SC_LEECHESEND:
  8492. case SC_DPOISON:
  8493. case SC_DEATHHURT:
  8494. case SC_GRADUAL_GRAVITY:
  8495. case SC_KILLING_AURA:
  8496. case SC_BOSSMAPINFO:
  8497. return 1000;
  8498. case SC_BURNING:
  8499. case SC_PYREXIA:
  8500. return 3000;
  8501. case SC_MAGICMUSHROOM:
  8502. return 4000;
  8503. case SC_STONE:
  8504. return 5000;
  8505. case SC_BLEEDING:
  8506. case SC_TOXIN:
  8507. return 10000;
  8508. case SC_HELLS_PLANT:
  8509. return 333;
  8510. case SC_SHIELDSPELL_HP:
  8511. return 3000;
  8512. case SC_SHIELDSPELL_SP:
  8513. return 5000;
  8514. default:
  8515. break;
  8516. }
  8517. return 0;
  8518. }
  8519. /**
  8520. * Applies SC defense to a given status change
  8521. * This function also determines whether or not the status change will be applied
  8522. * @param src: Source of the status change [PC|MOB|HOM|MER|ELEM|NPC]
  8523. * @param bl: Target of the status change
  8524. * @param type: Status change (SC_*)
  8525. * @param rate: Initial percentage rate of affecting bl (0~10000)
  8526. * @param tick: Initial duration that the status change affects bl
  8527. * @param flag: Value which determines what parts to calculate. See e_status_change_start_flags
  8528. * @return adjusted duration based on flag values
  8529. */
  8530. 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)
  8531. {
  8532. /// Resistance rate: 10000 = 100%
  8533. /// Example: 50% (5000) -> sc_def = 5000 -> 25%;
  8534. /// 5000ms -> tick_def = 5000 -> 2500ms
  8535. int sc_def = 0, tick_def = -1; // -1 = use sc_def
  8536. /// Fixed resistance value (after rate calculation)
  8537. /// Example: 25% (2500) -> sc_def2 = 2000 -> 5%;
  8538. /// 2500ms -> tick_def2=2000 -> 500ms
  8539. int sc_def2 = 0, tick_def2 = 0;
  8540. status_change *sc;
  8541. map_session_data *sd;
  8542. nullpo_ret(bl);
  8543. if (src == nullptr)
  8544. return tick?tick:1; // This should not happen in current implementation, but leave it anyway
  8545. // Skills (magic type) that are blocked by Golden Thief Bug card or Wand of Hermod
  8546. if (status_isimmune(bl)) {
  8547. std::shared_ptr<s_skill_db> skill = skill_db.find(battle_getcurrentskill(src));
  8548. if (skill == nullptr) // Check for ground-type skills using the status when a player moves through units
  8549. skill = skill_db.find(status_db.getSkill(type));
  8550. if (skill != nullptr && skill->skill_type == BF_MAGIC && // Basic magic skill
  8551. !skill->inf2[INF2_IGNOREGTB] && // Specific skill to bypass
  8552. ((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
  8553. (skill->inf == INF_SELF_SKILL && src != bl))) // Self skills should get blocked on all targets except self
  8554. return 0;
  8555. }
  8556. sd = BL_CAST(BL_PC,bl);
  8557. status_data* status = status_get_status_data(*bl);
  8558. status_data* status_src = status_get_status_data(*src);
  8559. sc = status_get_sc(bl);
  8560. if( sc && !sc->count )
  8561. sc = nullptr;
  8562. #ifdef RENEWAL
  8563. uint16 levelAdv = (static_cast<uint16>(pow(max(0, status_get_lv(src) - status_get_lv(bl)), 2)) / 5) * 100;
  8564. #endif
  8565. switch (type) {
  8566. case SC_POISON:
  8567. case SC_DPOISON:
  8568. #ifndef RENEWAL
  8569. sc_def = status->vit*100;
  8570. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  8571. if (sd) {
  8572. // For players: 60000 - 450*vit - 100*luk
  8573. tick_def = status->vit*75;
  8574. tick_def2 = status->luk*100;
  8575. } else {
  8576. // For monsters: 30000 - 200*vit
  8577. tick /= 2;
  8578. tick_def = (status->vit*200)/3;
  8579. }
  8580. #else
  8581. sc_def = status->vit * 100 - levelAdv;
  8582. tick_def2 = -2000;
  8583. #endif
  8584. break;
  8585. case SC_STUN:
  8586. #ifndef RENEWAL
  8587. sc_def = status->vit*100;
  8588. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  8589. tick_def2 = status->luk*10;
  8590. #else
  8591. sc_def = status->vit * 100 - levelAdv;
  8592. tick_def2 = -500;
  8593. #endif
  8594. break;
  8595. case SC_SILENCE:
  8596. #ifndef RENEWAL
  8597. sc_def = status->vit*100;
  8598. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  8599. tick_def2 = status->luk*10;
  8600. #else
  8601. sc_def = status->int_ * 100 - levelAdv;
  8602. tick_def2 = -2000;
  8603. #endif
  8604. break;
  8605. case SC_BLEEDING:
  8606. #ifndef RENEWAL
  8607. sc_def = status->vit*100;
  8608. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  8609. tick_def2 = status->luk*10;
  8610. #else
  8611. sc_def = status->agi * 100 - levelAdv;
  8612. tick_def2 = -12000;
  8613. #endif
  8614. break;
  8615. case SC_SLEEP:
  8616. #ifndef RENEWAL
  8617. sc_def = status->int_*100;
  8618. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  8619. tick_def2 = status->luk*10;
  8620. #else
  8621. sc_def = status->agi * 100 - levelAdv;
  8622. tick_def2 = -2000;
  8623. #endif
  8624. break;
  8625. case SC_STONEWAIT:
  8626. #ifndef RENEWAL
  8627. sc_def = status->mdef*100;
  8628. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  8629. tick_def = 0; // No duration reduction
  8630. #else
  8631. sc_def = status->mdef * 100 - levelAdv;
  8632. tick_def2 = -3000;
  8633. #endif
  8634. break;
  8635. case SC_FREEZE:
  8636. #ifndef RENEWAL
  8637. sc_def = status->mdef*100;
  8638. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  8639. tick_def2 = status_src->luk*-10; // Caster can increase final duration with luk
  8640. #else
  8641. sc_def = status->mdef * 100 - levelAdv;
  8642. tick_def2 = -3000;
  8643. #endif
  8644. break;
  8645. case SC_CURSE:
  8646. // Special property: immunity when luk is zero
  8647. if (status->luk == 0)
  8648. return 0;
  8649. #ifndef RENEWAL
  8650. sc_def = status->luk*100;
  8651. sc_def2 = status->luk*10 - status_get_lv(src)*10; // Curse only has a level penalty and no resistance
  8652. tick_def = status->vit*100;
  8653. tick_def2 = status->luk*10;
  8654. #else
  8655. sc_def = status->luk * 100 - levelAdv;
  8656. tick_def2 = -2000;
  8657. #endif
  8658. break;
  8659. case SC_BLIND:
  8660. #ifndef RENEWAL
  8661. sc_def = (status->vit + status->int_)*50;
  8662. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  8663. tick_def2 = status->luk*10;
  8664. #else
  8665. sc_def = status->int_ * 100 - levelAdv;
  8666. tick_def2 = -2000;
  8667. #endif
  8668. break;
  8669. case SC_CONFUSION:
  8670. #ifndef RENEWAL
  8671. sc_def = (status->str + status->int_)*50;
  8672. sc_def2 = status_get_lv(src)*10 - status_get_lv(bl)*10 - status->luk*10; // Reversed sc_def2
  8673. tick_def2 = status->luk*10;
  8674. #else
  8675. sc_def = status->luk * 100 - levelAdv;
  8676. tick_def2 = -2000;
  8677. #endif
  8678. break;
  8679. case SC_DECREASEAGI:
  8680. if (sd)
  8681. tick /= 2; // Half duration for players.
  8682. sc_def2 = status->mdef*100;
  8683. break;
  8684. case SC_JOINTBEAT:
  8685. tick_def2 = 1000 * ((status->luk / 2 + status->agi / 5) / 2); // (50 * LUK / 100 + 20 * AGI / 100) / 2
  8686. break;
  8687. case SC_DEEPSLEEP:
  8688. tick_def2 = status_get_base_status(bl)->int_ * 25 + status_get_lv(bl) * 50;
  8689. break;
  8690. case SC_NETHERWORLD:
  8691. // Resistance: {(Target's Base Level / 50) + (Target's Job Level / 10)} seconds
  8692. tick_def2 = status_get_lv(bl) * 20 + (sd ? sd->status.job_level : 1) * 100;
  8693. break;
  8694. case SC_MARSHOFABYSS:
  8695. // 5 second (Fixed) + 25 second - {( INT + LUK ) / 20 second }
  8696. tick_def2 = (status->int_ + status->luk)*50;
  8697. break;
  8698. case SC_STASIS:
  8699. // 10 second (fixed) + { Stasis Skill level * 10 - (Target's VIT + DEX) / 20 }
  8700. tick_def2 = (status->vit + status->dex) * 50;
  8701. break;
  8702. case SC_WHITEIMPRISON:
  8703. if( src == bl ) // 100% on caster
  8704. break;
  8705. sc_def = status->str * 20 + status_get_lv(bl) * 20 + status->luk * 10;
  8706. tick_def2 = -2000;
  8707. break;
  8708. case SC_FEAR:
  8709. sc_def = status->int_ * 20 + status_get_lv(bl) * 20 + status->luk * 10;
  8710. tick_def2 = -4000; // 2 seconds is applied twice on Aegis
  8711. break;
  8712. case SC_BURNING:
  8713. sc_def = status->agi * 20 + status_get_lv(bl) * 20 + status->luk * 10;
  8714. tick_def2 = -2000;
  8715. break;
  8716. case SC_FREEZING:
  8717. tick_def2 = (status->vit + status->dex) * 50;
  8718. break;
  8719. case SC_OBLIVIONCURSE: // 100% - (100 - 0.8 x INT)
  8720. sc_def = status->int_ * 80;
  8721. sc_def = max(sc_def, 500); // minimum of 5% resist
  8722. tick_def = 0;
  8723. tick_def2 = (status->vit + status->luk) * 500;
  8724. break;
  8725. case SC_TOXIN:
  8726. case SC_PARALYSE:
  8727. case SC_VENOMBLEED:
  8728. case SC_MAGICMUSHROOM:
  8729. case SC_DEATHHURT:
  8730. case SC_PYREXIA:
  8731. case SC_LEECHESEND:
  8732. tick_def2 = (status->vit + status->luk) * 500;
  8733. break;
  8734. case SC_BITE: // {(Base Success chance) - (Target's AGI / 4)}
  8735. sc_def2 = status->agi*25;
  8736. break;
  8737. case SC_ELECTRICSHOCKER:
  8738. tick_def2 = (status->vit + status->agi) * 70;
  8739. break;
  8740. case SC_CRYSTALIZE:
  8741. tick_def2 = status_get_base_status(bl)->vit * 100;
  8742. break;
  8743. case SC_VACUUM_EXTREME:
  8744. tick_def2 = (sd ? sd->status.str : status_get_base_status(bl)->str) * 50;
  8745. break;
  8746. case SC_KYOUGAKU:
  8747. tick_def2 = 30*status->int_;
  8748. break;
  8749. case SC_PARALYSIS:
  8750. tick_def2 = (status->vit + status->luk)*50;
  8751. break;
  8752. case SC_VOICEOFSIREN:
  8753. // Resistance: {(Target's Base Level / 10) + (Target's Job Level / 5)} seconds
  8754. tick_def2 = status_get_lv(bl) * 100 + (sd ? sd->status.job_level : 1) * 200;
  8755. break;
  8756. case SC_B_TRAP:
  8757. tick_def = (sd ? sd->status.str : status_get_base_status(bl)->str) * 50; //! TODO: Figure out reduction formula
  8758. break;
  8759. case SC_NORECOVER_STATE:
  8760. tick_def2 = status->luk * 100;
  8761. break;
  8762. default:
  8763. // Effect that cannot be reduced? Likely a buff.
  8764. if (!(rnd()%10000 < rate))
  8765. return 0;
  8766. return tick ? tick : 1;
  8767. }
  8768. if (sd) {
  8769. if (battle_config.pc_sc_def_rate != 100) {
  8770. sc_def = sc_def*battle_config.pc_sc_def_rate/100;
  8771. sc_def2 = sc_def2*battle_config.pc_sc_def_rate/100;
  8772. }
  8773. #ifndef RENEWAL
  8774. sc_def = min(sc_def, battle_config.pc_max_sc_def*100);
  8775. sc_def2 = min(sc_def2, battle_config.pc_max_sc_def*100);
  8776. #else
  8777. sc_def = cap_value(sc_def, 0, battle_config.pc_max_sc_def*100);
  8778. sc_def2 = cap_value(sc_def2, 0, battle_config.pc_max_sc_def*100);
  8779. #endif
  8780. if (battle_config.pc_sc_def_rate != 100) {
  8781. tick_def = tick_def*battle_config.pc_sc_def_rate/100;
  8782. tick_def2 = tick_def2*battle_config.pc_sc_def_rate/100;
  8783. }
  8784. } else {
  8785. if (battle_config.mob_sc_def_rate != 100) {
  8786. sc_def = sc_def*battle_config.mob_sc_def_rate/100;
  8787. sc_def2 = sc_def2*battle_config.mob_sc_def_rate/100;
  8788. }
  8789. #ifndef RENEWAL
  8790. sc_def = min(sc_def, battle_config.mob_max_sc_def*100);
  8791. sc_def2 = min(sc_def2, battle_config.mob_max_sc_def*100);
  8792. #else
  8793. sc_def = cap_value(sc_def, 0, battle_config.mob_max_sc_def*100);
  8794. sc_def2 = cap_value(sc_def2, 0, battle_config.mob_max_sc_def*100);
  8795. #endif
  8796. if (battle_config.mob_sc_def_rate != 100) {
  8797. tick_def = tick_def*battle_config.mob_sc_def_rate/100;
  8798. tick_def2 = tick_def2*battle_config.mob_sc_def_rate/100;
  8799. }
  8800. }
  8801. if (sc) {
  8802. if (sc->getSCE(SC_SCRESIST))
  8803. sc_def += sc->getSCE(SC_SCRESIST)->val1*100; // Status resist
  8804. #ifdef RENEWAL
  8805. 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))
  8806. sc_def += sc->getSCE(SC_SIEGFRIED)->val3 * 100; // Status resistance.
  8807. #else
  8808. else if (sc->getSCE(SC_SIEGFRIED))
  8809. sc_def += sc->getSCE(SC_SIEGFRIED)->val3*100; // Status resistance.
  8810. #endif
  8811. else if (sc->getSCE(SC_LEECHESEND) && sc->getSCE(SC_LEECHESEND)->val3 == 0) {
  8812. switch (type) {
  8813. case SC_BLIND:
  8814. case SC_STUN:
  8815. return 0; // Immune
  8816. }
  8817. } else if (sc->getSCE(SC_OBLIVIONCURSE) && sc->getSCE(SC_OBLIVIONCURSE)->val3 == 0) {
  8818. switch (type) {
  8819. case SC_SILENCE:
  8820. case SC_CURSE:
  8821. return 0; // Immune
  8822. }
  8823. }
  8824. }
  8825. // When tick def not set, reduction is the same for both.
  8826. if(tick_def == -1)
  8827. tick_def = sc_def;
  8828. // Natural resistance
  8829. if (!(flag&SCSTART_NORATEDEF)) {
  8830. rate -= rate*sc_def/10000;
  8831. rate -= sc_def2;
  8832. // Item resistance (only applies to rate%)
  8833. if (sd) {
  8834. for (const auto &it : sd->reseff) {
  8835. if (it.id == type)
  8836. rate -= rate * it.val / 10000;
  8837. }
  8838. if (sd->sc.getSCE(SC_COMMONSC_RESIST) && SC_COMMON_MIN <= type && type <= SC_COMMON_MAX)
  8839. rate -= rate*sd->sc.getSCE(SC_COMMONSC_RESIST)->val1/100;
  8840. }
  8841. // Aegis accuracy
  8842. if(rate > 0 && rate%10 != 0) rate += (10 - rate%10);
  8843. }
  8844. std::shared_ptr<s_status_change_db> scdb = status_db.find(type);
  8845. // Cap minimum rate
  8846. rate = max(rate, scdb->min_rate);
  8847. if (rate < 10000 && (rate <= 0 || !(rnd()%10000 < rate)))
  8848. return 0;
  8849. // Duration cannot be reduced
  8850. if (flag&SCSTART_NOTICKDEF)
  8851. return i64max(tick, scdb->min_duration);
  8852. tick -= tick*tick_def/10000;
  8853. #ifdef RENEWAL
  8854. // Renewal applies item resistance also to duration
  8855. if (sd) {
  8856. for (const auto &it : sd->reseff) {
  8857. if (it.id == type)
  8858. tick -= tick * it.val / 10000;
  8859. }
  8860. if (sd->sc.getSCE(SC_COMMONSC_RESIST) && SC_COMMON_MIN <= type && type <= SC_COMMON_MAX)
  8861. tick -= tick * sd->sc.getSCE(SC_COMMONSC_RESIST)->val1 / 100;
  8862. }
  8863. #endif
  8864. tick -= tick_def2;
  8865. return i64max(tick, scdb->min_duration);
  8866. }
  8867. /**
  8868. * Applies SC effect
  8869. * @param bl: Source to apply effect
  8870. * @param type: Status change (SC_*)
  8871. * @param dval1~3: Depends on type of status change
  8872. * Author: Ind
  8873. */
  8874. void status_display_add(struct block_list *bl, enum sc_type type, int dval1, int dval2, int dval3) {
  8875. struct eri *eri;
  8876. struct sc_display_entry **sc_display;
  8877. struct sc_display_entry ***sc_display_ptr;
  8878. struct sc_display_entry *entry;
  8879. int i;
  8880. unsigned char sc_display_count;
  8881. unsigned char *sc_display_count_ptr;
  8882. nullpo_retv(bl);
  8883. switch( bl->type ){
  8884. case BL_PC: {
  8885. map_session_data* sd = (map_session_data*)bl;
  8886. sc_display_ptr = &sd->sc_display;
  8887. sc_display_count_ptr = &sd->sc_display_count;
  8888. eri = pc_sc_display_ers;
  8889. }
  8890. break;
  8891. case BL_NPC: {
  8892. struct npc_data* nd = (struct npc_data*)bl;
  8893. sc_display_ptr = &nd->sc_display;
  8894. sc_display_count_ptr = &nd->sc_display_count;
  8895. eri = npc_sc_display_ers;
  8896. }
  8897. break;
  8898. default:
  8899. return;
  8900. }
  8901. sc_display = *sc_display_ptr;
  8902. sc_display_count = *sc_display_count_ptr;
  8903. ARR_FIND(0, sc_display_count, i, sc_display[i]->type == type);
  8904. if( i != sc_display_count ) {
  8905. sc_display[i]->val1 = dval1;
  8906. sc_display[i]->val2 = dval2;
  8907. sc_display[i]->val3 = dval3;
  8908. return;
  8909. }
  8910. entry = ers_alloc(eri, struct sc_display_entry);
  8911. entry->type = type;
  8912. entry->val1 = dval1;
  8913. entry->val2 = dval2;
  8914. entry->val3 = dval3;
  8915. RECREATE(sc_display, struct sc_display_entry *, ++sc_display_count);
  8916. sc_display[sc_display_count - 1] = entry;
  8917. *sc_display_ptr = sc_display;
  8918. *sc_display_count_ptr = sc_display_count;
  8919. }
  8920. /**
  8921. * Removes SC effect
  8922. * @param bl: Source to remove effect
  8923. * @param type: Status change (SC_*)
  8924. * Author: Ind
  8925. */
  8926. void status_display_remove(struct block_list *bl, enum sc_type type) {
  8927. struct eri *eri;
  8928. struct sc_display_entry **sc_display;
  8929. struct sc_display_entry ***sc_display_ptr;
  8930. int i;
  8931. unsigned char sc_display_count;
  8932. unsigned char *sc_display_count_ptr;
  8933. nullpo_retv(bl);
  8934. switch( bl->type ){
  8935. case BL_PC: {
  8936. map_session_data* sd = (map_session_data*)bl;
  8937. sc_display_ptr = &sd->sc_display;
  8938. sc_display_count_ptr = &sd->sc_display_count;
  8939. eri = pc_sc_display_ers;
  8940. }
  8941. break;
  8942. case BL_NPC: {
  8943. struct npc_data* nd = (struct npc_data*)bl;
  8944. sc_display_ptr = &nd->sc_display;
  8945. sc_display_count_ptr = &nd->sc_display_count;
  8946. eri = npc_sc_display_ers;
  8947. }
  8948. break;
  8949. default:
  8950. return;
  8951. }
  8952. sc_display = *sc_display_ptr;
  8953. sc_display_count = *sc_display_count_ptr;
  8954. ARR_FIND(0, sc_display_count, i, sc_display[i]->type == type);
  8955. if( i != sc_display_count ) {
  8956. int cursor;
  8957. ers_free(eri, sc_display[i]);
  8958. sc_display[i] = nullptr;
  8959. /* The all-mighty compact-o-matic */
  8960. for( i = 0, cursor = 0; i < sc_display_count; i++ ) {
  8961. if( sc_display[i] == nullptr )
  8962. continue;
  8963. if( i != cursor )
  8964. sc_display[cursor] = sc_display[i];
  8965. cursor++;
  8966. }
  8967. if( !(sc_display_count = cursor) ) {
  8968. aFree(sc_display);
  8969. sc_display = nullptr;
  8970. }
  8971. *sc_display_ptr = sc_display;
  8972. *sc_display_count_ptr = sc_display_count;
  8973. }
  8974. }
  8975. /**
  8976. * Applies SC defense to a given status change
  8977. * This function also determines whether or not the status change will be applied
  8978. * @param src: Source of the status change [PC|MOB|HOM|MER|ELEM|NPC]
  8979. * @param bl: Target of the status change (See: enum sc_type)
  8980. * @param type: Status change (SC_*)
  8981. * @param rate: Initial percentage rate of affecting bl (0~10000)
  8982. * @param val1~4: Depends on type of status change
  8983. * @param duration: Initial duration that the status change affects bl
  8984. * @param flag: Value which determines what parts to calculate. See e_status_change_start_flags
  8985. * @param delay: Delay in milliseconds before the SC is applied
  8986. * @return adjusted duration based on flag values
  8987. */
  8988. 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) {
  8989. map_session_data *sd = nullptr;
  8990. status_change* sc;
  8991. struct status_change_entry* sce;
  8992. struct view_data *vd;
  8993. int undead_flag, tick_time = 0;
  8994. bool sc_isnew = true;
  8995. std::shared_ptr<s_status_change_db> scdb = status_db.find(type);
  8996. nullpo_ret(bl);
  8997. sc = status_get_sc(bl);
  8998. if( !scdb ) {
  8999. ShowError("status_change_start: Invalid status change (%d)!\n", type);
  9000. return 0;
  9001. }
  9002. if( !sc )
  9003. return 0; // Unable to receive status changes
  9004. 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
  9005. return 0;
  9006. if (status_change_isDisabledOnMap(type, map_getmapdata(bl->m)))
  9007. return 0;
  9008. if (sc->getSCE(SC_GRAVITYCONTROL))
  9009. return 0; // !TODO: Confirm what statuses/conditions (if not all) are blocked.
  9010. // Uncomment to prevent status adding hp to gvg mob (like bloodylust=hp*3 etc...
  9011. // if (bl->type == BL_MOB)
  9012. // if (util::vector_exists(status_get_race2(bl), RC2_GVG) && status_sc2scb_flag(type)&SCB_MAXHP) return 0;
  9013. // Fail if Madogear is active
  9014. if (sc->option&OPTION_MADOGEAR && flag&SCSTART_NOAVOID && scdb->flag[SCF_FAILEDMADO])
  9015. return 0;
  9016. status_data* status = status_get_status_data(*bl);
  9017. // Check for Boss resistances
  9018. if(status->mode&MD_STATUSIMMUNE && !(flag&SCSTART_NOAVOID) && scdb->flag[SCF_BOSSRESIST])
  9019. return 0;
  9020. // Check for MVP resistance
  9021. if(status->mode&MD_MVP && !(flag&SCSTART_NOAVOID) && scdb->flag[SCF_MVPRESIST])
  9022. return 0;
  9023. // End the SCs from the list and immediately return
  9024. // If anything in this list is removed, the rest is ignored.
  9025. if (!scdb->endreturn.empty()) {
  9026. bool isRemoved = false;
  9027. for (const auto &it : scdb->endreturn) {
  9028. sc_type rem_sc = it;
  9029. if (sc->getSCE(rem_sc)) {
  9030. status_change_end(bl, rem_sc);
  9031. isRemoved = true;
  9032. }
  9033. }
  9034. if (isRemoved) // Something was removed, don't give the status
  9035. return 1; // Return 1 so that sc_start can be checked as success
  9036. }
  9037. // Check failing SCs from list
  9038. if (!scdb->fail.empty()) {
  9039. for (const auto &it : scdb->fail) {
  9040. // Don't let OPT1 that have RemoveOnDamaged start a new effect in the same attack.
  9041. if (sc->getSCE(it) || sc->lastEffect == it)
  9042. return 0;
  9043. }
  9044. }
  9045. // Adjust tick according to status resistances
  9046. if( !(flag&(SCSTART_NOAVOID|SCSTART_LOADED)) ) {
  9047. duration = status_get_sc_def(src, bl, type, rate, duration, flag);
  9048. if( !duration )
  9049. return 0;
  9050. }
  9051. int tick = (int)duration;
  9052. sd = BL_CAST(BL_PC, bl);
  9053. vd = status_get_viewdata(bl);
  9054. undead_flag = battle_check_undead(status->race,status->def_ele);
  9055. // Check for immunities / sc fails
  9056. switch (type) {
  9057. case SC_VACUUM_EXTREME:
  9058. 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)
  9059. return 0;
  9060. break;
  9061. case SC_STONE:
  9062. case SC_STONEWAIT:
  9063. case SC_FREEZE:
  9064. // Undead are immune to Freeze/Stone
  9065. if (undead_flag && !(flag&SCSTART_NOAVOID))
  9066. return 0;
  9067. break;
  9068. case SC_BURNING:
  9069. // Level 2 Fire Element is immune
  9070. if (status->def_ele == ELE_FIRE && status->ele_lv == 2)
  9071. return 0;
  9072. break;
  9073. case SC_ALL_RIDING:
  9074. if( !sd || sc->option&(OPTION_RIDING|OPTION_DRAGON|OPTION_WUG|OPTION_MADOGEAR) )
  9075. return 0;
  9076. break;
  9077. case SC_SIGNUMCRUCIS:
  9078. // Only affects demons and undead element (but not players)
  9079. if((!undead_flag && status->race!=RC_DEMON) || bl->type == BL_PC)
  9080. return 0;
  9081. break;
  9082. case SC_KYRIE:
  9083. case SC_TUNAPARTY:
  9084. if (bl->type == BL_MOB)
  9085. return 0;
  9086. break;
  9087. case SC_ADRENALINE:
  9088. if(sd && !pc_check_weapontype(sd,skill_get_weapontype(BS_ADRENALINE)))
  9089. return 0;
  9090. break;
  9091. case SC_ADRENALINE2:
  9092. if(sd && !pc_check_weapontype(sd,skill_get_weapontype(BS_ADRENALINE2)))
  9093. return 0;
  9094. break;
  9095. case SC_CLOAKING:
  9096. // Avoid cloaking with no wall and low skill level. [Skotlex]
  9097. // Due to the cloaking card, we have to check the wall versus to known
  9098. // skill level rather than the used one. [Skotlex]
  9099. // if (sd && val1 < 3 && skill_check_cloaking(bl,nullptr))
  9100. if( sd && pc_checkskill(sd, AS_CLOAKING) < 3 && !skill_check_cloaking(bl,nullptr) )
  9101. return 0;
  9102. break;
  9103. case SC_MODECHANGE: {
  9104. int32 mode;
  9105. struct status_data *bstatus = status_get_base_status(bl);
  9106. if (!bstatus) return 0;
  9107. if (sc->getSCE(type)) { // Pile up with previous values.
  9108. if (!val2) val2 = sc->getSCE(type)->val2;
  9109. val3 |= sc->getSCE(type)->val3;
  9110. val4 |= sc->getSCE(type)->val4;
  9111. }
  9112. mode = val2 ? ((val2&~MD_MASK) | val2) : bstatus->mode; // Base mode
  9113. if (val4) mode = static_cast<e_mode>(mode&~val4); // Del mode
  9114. if (val3) mode = static_cast<e_mode>(mode | val3); // Add mode
  9115. if (mode == bstatus->mode) { // No change.
  9116. if (sc->getSCE(type)) // Abort previous status
  9117. return status_change_end(bl, type);
  9118. return 0;
  9119. }
  9120. }
  9121. break;
  9122. // Strip skills, need to divest something or it fails.
  9123. case SC_STRIPWEAPON:
  9124. if (val2 == 1)
  9125. val2 = 0; // Brandish Spear/Bowling Bash effet. Do not take weapon off.
  9126. else if (sd && !(flag&SCSTART_LOADED)) { // Apply sc anyway if loading saved sc_data
  9127. short i;
  9128. uint8 successFlag = 0;
  9129. if(sd->bonus.unstripable_equip&EQP_WEAPON)
  9130. return 0;
  9131. i = sd->equip_index[EQI_HAND_L];
  9132. if (i>=0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_WEAPON) {
  9133. successFlag|=1;
  9134. pc_unequipitem(sd,i,3); // Left-hand weapon
  9135. }
  9136. i = sd->equip_index[EQI_HAND_R];
  9137. if (i>=0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_WEAPON) {
  9138. successFlag|=2;
  9139. pc_unequipitem(sd,i,3);
  9140. }
  9141. if (!successFlag) return 0;
  9142. }
  9143. if (tick == 1) return 1; // Minimal duration: Only strip without causing the SC
  9144. break;
  9145. case SC_STRIPSHIELD:
  9146. if( val2 == 1 ) val2 = 0; // GX effect. Do not take shield off..
  9147. else
  9148. if (sd && !(flag&SCSTART_LOADED)) {
  9149. short i;
  9150. if(sd->bonus.unstripable_equip&EQP_SHIELD)
  9151. return 0;
  9152. i = sd->equip_index[EQI_HAND_L];
  9153. if ( i < 0 || !sd->inventory_data[i] || sd->inventory_data[i]->type != IT_ARMOR )
  9154. return 0;
  9155. pc_unequipitem(sd,i,3);
  9156. }
  9157. if (tick == 1) return 1; // Minimal duration: Only strip without causing the SC
  9158. break;
  9159. case SC_STRIPARMOR:
  9160. if (sd && !(flag&SCSTART_LOADED)) {
  9161. short i;
  9162. if(sd->bonus.unstripable_equip&EQP_ARMOR)
  9163. return 0;
  9164. i = sd->equip_index[EQI_ARMOR];
  9165. if ( i < 0 || !sd->inventory_data[i] )
  9166. return 0;
  9167. pc_unequipitem(sd,i,3);
  9168. }
  9169. if (tick == 1) return 1; // Minimal duration: Only strip without causing the SC
  9170. break;
  9171. case SC_STRIPHELM:
  9172. if (sd && !(flag&SCSTART_LOADED)) {
  9173. short i;
  9174. if(sd->bonus.unstripable_equip&EQP_HELM)
  9175. return 0;
  9176. i = sd->equip_index[EQI_HEAD_TOP];
  9177. if ( i < 0 || !sd->inventory_data[i] )
  9178. return 0;
  9179. pc_unequipitem(sd,i,3);
  9180. }
  9181. if (tick == 1) return 1; // Minimal duration: Only strip without causing the SC
  9182. break;
  9183. case SC_SHADOW_STRIP:
  9184. if (sd && !(flag&SCSTART_LOADED)) {
  9185. if (sd->bonus.unstripable_equip&EQP_SHADOW_GEAR)
  9186. return 0;
  9187. bool successFlag = false;
  9188. for( int i = EQI_SHADOW_ARMOR; i <= EQI_SHADOW_ACC_L; i++ ){
  9189. int index = sd->equip_index[i];
  9190. if( index >= 0 && sd->inventory_data[index] != nullptr ){
  9191. pc_unequipitem( sd, index, 3 );
  9192. successFlag = true;
  9193. }
  9194. }
  9195. if (!successFlag)
  9196. return 0;
  9197. }
  9198. if (tick == 1)
  9199. return 1;
  9200. break;
  9201. case SC_MERC_FLEEUP:
  9202. case SC_MERC_ATKUP:
  9203. case SC_MERC_HPUP:
  9204. case SC_MERC_SPUP:
  9205. case SC_MERC_HITUP:
  9206. if( bl->type != BL_MER )
  9207. return 0; // Stats only for Mercenaries
  9208. break;
  9209. case SC_STRFOOD:
  9210. if (sc->getSCE(SC_FOOD_STR_CASH) && sc->getSCE(SC_FOOD_STR_CASH)->val1 > val1)
  9211. return 0;
  9212. break;
  9213. case SC_AGIFOOD:
  9214. if (sc->getSCE(SC_FOOD_AGI_CASH) && sc->getSCE(SC_FOOD_AGI_CASH)->val1 > val1)
  9215. return 0;
  9216. break;
  9217. case SC_VITFOOD:
  9218. if (sc->getSCE(SC_FOOD_VIT_CASH) && sc->getSCE(SC_FOOD_VIT_CASH)->val1 > val1)
  9219. return 0;
  9220. break;
  9221. case SC_INTFOOD:
  9222. if (sc->getSCE(SC_FOOD_INT_CASH) && sc->getSCE(SC_FOOD_INT_CASH)->val1 > val1)
  9223. return 0;
  9224. break;
  9225. case SC_DEXFOOD:
  9226. if (sc->getSCE(SC_FOOD_DEX_CASH) && sc->getSCE(SC_FOOD_DEX_CASH)->val1 > val1)
  9227. return 0;
  9228. break;
  9229. case SC_LUKFOOD:
  9230. if (sc->getSCE(SC_FOOD_LUK_CASH) && sc->getSCE(SC_FOOD_LUK_CASH)->val1 > val1)
  9231. return 0;
  9232. break;
  9233. case SC_FOOD_STR_CASH:
  9234. if (sc->getSCE(SC_STRFOOD) && sc->getSCE(SC_STRFOOD)->val1 > val1)
  9235. return 0;
  9236. break;
  9237. case SC_FOOD_AGI_CASH:
  9238. if (sc->getSCE(SC_AGIFOOD) && sc->getSCE(SC_AGIFOOD)->val1 > val1)
  9239. return 0;
  9240. break;
  9241. case SC_FOOD_VIT_CASH:
  9242. if (sc->getSCE(SC_VITFOOD) && sc->getSCE(SC_VITFOOD)->val1 > val1)
  9243. return 0;
  9244. break;
  9245. case SC_FOOD_INT_CASH:
  9246. if (sc->getSCE(SC_INTFOOD) && sc->getSCE(SC_INTFOOD)->val1 > val1)
  9247. return 0;
  9248. break;
  9249. case SC_FOOD_DEX_CASH:
  9250. if (sc->getSCE(SC_DEXFOOD) && sc->getSCE(SC_DEXFOOD)->val1 > val1)
  9251. return 0;
  9252. break;
  9253. case SC_FOOD_LUK_CASH:
  9254. if (sc->getSCE(SC_LUKFOOD) && sc->getSCE(SC_LUKFOOD)->val1 > val1)
  9255. return 0;
  9256. break;
  9257. case SC_CAMOUFLAGE:
  9258. if( sd && pc_checkskill(sd, RA_CAMOUFLAGE) < 3 && !skill_check_camouflage(bl,nullptr) )
  9259. return 0;
  9260. break;
  9261. case SC__STRIPACCESSORY:
  9262. if( sd ) {
  9263. short i = -1;
  9264. if( !(sd->bonus.unstripable_equip&EQP_ACC_L) ) {
  9265. i = sd->equip_index[EQI_ACC_L];
  9266. if( i >= 0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_ARMOR )
  9267. pc_unequipitem(sd,i,3); // Left-Accessory
  9268. }
  9269. if( !(sd->bonus.unstripable_equip&EQP_ACC_R) ) {
  9270. i = sd->equip_index[EQI_ACC_R];
  9271. if( i >= 0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_ARMOR )
  9272. pc_unequipitem(sd,i,3); // Right-Accessory
  9273. }
  9274. if( i < 0 )
  9275. return 0;
  9276. }
  9277. if (tick == 1) return 1; // Minimal duration: Only strip without causing the SC
  9278. break;
  9279. case SC_C_MARKER:
  9280. if (src == bl)
  9281. return 0;
  9282. else {
  9283. status_change *tsc = status_get_sc(bl);
  9284. // Failed if the target is already marked and the new marker that isn't same marker
  9285. if (tsc && tsc->getSCE(type) && tsc->getSCE(type)->val2 != src->id)
  9286. return 0;
  9287. }
  9288. break;
  9289. case SC_MADNESSCANCEL:
  9290. if (sc->getSCE(type)) { // Toggle the status but still consume requirements.
  9291. status_change_end(bl, type);
  9292. return 0;
  9293. }
  9294. break;
  9295. case SC_TOXIN:
  9296. case SC_PARALYSE:
  9297. case SC_VENOMBLEED:
  9298. case SC_MAGICMUSHROOM:
  9299. case SC_DEATHHURT:
  9300. case SC_PYREXIA:
  9301. case SC_OBLIVIONCURSE:
  9302. case SC_LEECHESEND:
  9303. if (val3 == 0) // Don't display icon on self
  9304. flag |= SCSTART_NOICON;
  9305. for (int32 i = SC_TOXIN; i <= SC_LEECHESEND; i++) {
  9306. if (sc->getSCE(i) && sc->getSCE(i)->val3 == 1) // It doesn't stack or even renew on the target
  9307. return 0;
  9308. else if (sc->getSCE(i) && sc->getSCE(i)->val3 == 0)
  9309. status_change_end(bl, static_cast<sc_type>(i)); // End the bonus part on the caster
  9310. }
  9311. break;
  9312. case SC_SPIRIT:
  9313. if( sd ){
  9314. uint64 target_class = 0;
  9315. uint64 mask = MAPID_UPPERMASK;
  9316. switch( val2 ){
  9317. case SL_ALCHEMIST:
  9318. target_class = MAPID_ALCHEMIST;
  9319. break;
  9320. case SL_ASSASIN:
  9321. target_class = MAPID_ASSASSIN;
  9322. break;
  9323. case SL_BARDDANCER:
  9324. target_class = MAPID_BARDDANCER;
  9325. break;
  9326. case SL_BLACKSMITH:
  9327. target_class = MAPID_BLACKSMITH;
  9328. break;
  9329. case SL_CRUSADER:
  9330. target_class = MAPID_CRUSADER;
  9331. break;
  9332. case SL_HUNTER:
  9333. target_class = MAPID_HUNTER;
  9334. break;
  9335. case SL_KNIGHT:
  9336. target_class = MAPID_KNIGHT;
  9337. break;
  9338. case SL_MONK:
  9339. target_class = MAPID_MONK;
  9340. break;
  9341. case SL_PRIEST:
  9342. target_class = MAPID_PRIEST;
  9343. break;
  9344. case SL_ROGUE:
  9345. target_class = MAPID_ROGUE;
  9346. break;
  9347. case SL_SAGE:
  9348. target_class = MAPID_SAGE;
  9349. break;
  9350. case SL_SOULLINKER:
  9351. target_class = MAPID_SOUL_LINKER;
  9352. break;
  9353. case SL_STAR:
  9354. target_class = MAPID_STAR_GLADIATOR;
  9355. break;
  9356. case SL_SUPERNOVICE:
  9357. target_class = MAPID_SUPER_NOVICE;
  9358. break;
  9359. case SL_WIZARD:
  9360. target_class = MAPID_WIZARD;
  9361. break;
  9362. case SL_HIGH:
  9363. if( sd->status.base_level >= 70 ){
  9364. return 0;
  9365. }
  9366. switch (sd->class_) {
  9367. case MAPID_SWORDMAN_HIGH:
  9368. case MAPID_MAGE_HIGH:
  9369. case MAPID_ARCHER_HIGH:
  9370. case MAPID_ACOLYTE_HIGH:
  9371. case MAPID_MERCHANT_HIGH:
  9372. case MAPID_THIEF_HIGH:
  9373. // Only these classes are allowed.
  9374. break;
  9375. default:
  9376. return 0;
  9377. }
  9378. // Set these to pass the check below.
  9379. mask = sd->class_;
  9380. target_class = sd->class_;
  9381. break;
  9382. default:
  9383. ShowError( "Unknown skill id %d for SC_SPIRIT.\n", val2 );
  9384. return 0;
  9385. }
  9386. if( ( sd->class_ & mask ) != target_class ){
  9387. return 0;
  9388. }
  9389. }else{
  9390. // Status change is only applicable for players
  9391. return 0;
  9392. }
  9393. break;
  9394. case SC_SOULGOLEM:
  9395. case SC_SOULSHADOW:
  9396. case SC_SOULFALCON:
  9397. case SC_SOULFAIRY:
  9398. if( sd == nullptr ){
  9399. // Status change is only applicable for players
  9400. return 0;
  9401. }
  9402. break;
  9403. }
  9404. // Check for OPT1 stacking
  9405. if (sc->opt1 > OPT1_NONE && scdb->opt1 > OPT1_NONE) {
  9406. for (const auto &status_it : status_db) {
  9407. sc_type opt1_type = status_it.second->type;
  9408. if (sc->getSCE(opt1_type) && status_it.second->opt1 > OPT1_NONE)
  9409. status_change_end(bl, opt1_type);
  9410. }
  9411. }
  9412. // Before overlapping fail, one must check for status cured.
  9413. std::vector<sc_type> endlist;
  9414. if (type == SC_BERSERK && val3 == SC__BLOODYLUST) //There is some reasons that using SC_BERSERK first before SC__BLOODYLUST itself on Akinari's fix
  9415. endlist = status_db.getEndOnStart(SC__BLOODYLUST);
  9416. else
  9417. endlist = scdb->endonstart;
  9418. // End the SCs from the list
  9419. if (!endlist.empty()) {
  9420. for (const auto &it : endlist) {
  9421. sc_type rem_sc = it;
  9422. if (sc->getSCE(rem_sc)) {
  9423. switch (rem_sc) {
  9424. case SC_BERSERK:
  9425. case SC_SATURDAYNIGHTFEVER:
  9426. sc->getSCE(rem_sc)->val2 = 0; // Mark to not lose hp
  9427. [[fallthrough]];
  9428. default:
  9429. status_change_end(bl, rem_sc);
  9430. break;
  9431. }
  9432. }
  9433. }
  9434. }
  9435. // List of hardcoded status cured.
  9436. switch (type) {
  9437. case SC_BLESSING:
  9438. if (bl->type == BL_PC) {
  9439. // Remove Curse first, Stone is only removed if the target is not cursed
  9440. if (sc->getSCE(SC_CURSE)) {
  9441. status_change_end(bl, SC_CURSE);
  9442. return 1; // End Curse and do not give stat boost
  9443. } else if (sc->getSCE(SC_STONE)) {
  9444. status_change_end(bl, SC_STONE);
  9445. return 1; // End Stone and do not give stat boost
  9446. }
  9447. }
  9448. if(sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_HIGH)
  9449. status_change_end(bl, SC_SPIRIT);
  9450. break;
  9451. case SC_INCREASEAGI:
  9452. if(sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_HIGH)
  9453. status_change_end(bl, SC_SPIRIT);
  9454. break;
  9455. case SC_DELUGE:
  9456. if (sc->getSCE(SC_FOGWALL) && sc->getSCE(SC_BLIND))
  9457. status_change_end(bl, SC_BLIND);
  9458. break;
  9459. case SC_SILENCE:
  9460. if (sc->getSCE(SC_GOSPEL) && sc->getSCE(SC_GOSPEL)->val4 == BCT_SELF)
  9461. status_change_end(bl, SC_GOSPEL);
  9462. break;
  9463. case SC_IMPOSITIO:
  9464. if (sc->getSCE(SC_IMPOSITIO) && sc->getSCE(SC_IMPOSITIO)->val1 > val1) //Replace higher level effect for lower.
  9465. status_change_end(bl,SC_IMPOSITIO);
  9466. break;
  9467. case SC_ENDURE:
  9468. if (sd && sd->special_state.no_walk_delay)
  9469. return 1;
  9470. break;
  9471. case SC_MADOGEAR:
  9472. status_db.removeByStatusFlag(bl, { SCF_MADOCANCEL });
  9473. if (sd)
  9474. pc_bonus_script_clear(sd, BSF_REM_ON_MADOGEAR);
  9475. break;
  9476. default:
  9477. break;
  9478. }
  9479. // Check for overlapping fails
  9480. if( (sce = sc->getSCE(type)) ) {
  9481. switch( type ) {
  9482. case SC_MERC_FLEEUP:
  9483. case SC_MERC_ATKUP:
  9484. case SC_MERC_HPUP:
  9485. case SC_MERC_SPUP:
  9486. case SC_MERC_HITUP:
  9487. if( sce->val1 > val1 )
  9488. val1 = sce->val1;
  9489. break;
  9490. case SC_ADRENALINE:
  9491. case SC_ADRENALINE2:
  9492. case SC_WEAPONPERFECTION:
  9493. case SC_OVERTHRUST:
  9494. if (sce->val2 > val2)
  9495. return 0;
  9496. break;
  9497. case SC_GOSPEL:
  9498. // Must not override a casting gospel char.
  9499. if(sce->val4 == BCT_SELF)
  9500. return 0;
  9501. if(sce->val1 > val1)
  9502. return 1;
  9503. break;
  9504. case SC_ENDURE:
  9505. if(sce->val4 && !val4)
  9506. return 1; // Don't let you override infinite endure.
  9507. if(sce->val1 > val1)
  9508. return 1;
  9509. break;
  9510. case SC_JAILED:
  9511. // When a player is already jailed, do not edit the jail data.
  9512. val2 = sce->val2;
  9513. val3 = sce->val3;
  9514. val4 = sce->val4;
  9515. break;
  9516. case SC_SHAPESHIFT:
  9517. case SC_PROPERTYWALK:
  9518. break;
  9519. case SC_LEADERSHIP:
  9520. case SC_GLORYWOUNDS:
  9521. case SC_SOULCOLD:
  9522. case SC_HAWKEYES:
  9523. if( sce->val4 && !val4 ) // You cannot override master guild aura
  9524. return 0;
  9525. break;
  9526. case SC_JOINTBEAT:
  9527. if (sc && sc->getSCE(type)->val2 & BREAK_NECK)
  9528. return 0; // BREAK_NECK cannot be stacked with new breaks until the status is over.
  9529. val2 |= sce->val2; // Stackable ailments
  9530. [[fallthrough]];
  9531. default:
  9532. if (scdb->flag[SCF_OVERLAPIGNORELEVEL])
  9533. break;
  9534. if(sce->val1 > val1)
  9535. return 1; // Return true to not mess up skill animations. [Skotlex]
  9536. }
  9537. }
  9538. vd = status_get_viewdata(bl);
  9539. std::bitset<SCB_MAX> calc_flag = scdb->calc_flag;
  9540. if(!(flag&SCSTART_LOADED)) // &4 - Do not parse val settings when loading SCs
  9541. switch(type)
  9542. {
  9543. /* Permanent effects */
  9544. case SC_AETERNA:
  9545. case SC_MODECHANGE:
  9546. case SC_WEIGHT50:
  9547. case SC_WEIGHT90:
  9548. case SC_BROKENWEAPON:
  9549. case SC_BROKENARMOR:
  9550. case SC_READYSTORM:
  9551. case SC_READYDOWN:
  9552. case SC_READYCOUNTER:
  9553. case SC_READYTURN:
  9554. case SC_DODGE:
  9555. case SC_PUSH_CART:
  9556. case SC_SPRITEMABLE:
  9557. case SC_CLAN_INFO:
  9558. case SC_DAILYSENDMAILCNT:
  9559. case SC_SOULATTACK:
  9560. tick = INFINITE_TICK;
  9561. break;
  9562. case SC_KEEPING:
  9563. case SC_BARRIER: {
  9564. unit_data *ud = unit_bl2ud(bl);
  9565. if (ud)
  9566. ud->attackabletime = ud->canact_tick = ud->canmove_tick = gettick() + tick;
  9567. }
  9568. break;
  9569. case SC_DECREASEAGI:
  9570. case SC_INCREASEAGI:
  9571. case SC_ADORAMUS:
  9572. if (type == SC_ADORAMUS) {
  9573. // 1000% base chance to blind, but still can be resisted
  9574. sc_start(src, bl, SC_BLIND, 1000, val1, skill_get_time(scdb->skill_id, val1));
  9575. if (sc->getSCE(SC_ADORAMUS))
  9576. return 0; //Adoramus can't refresh itself, but it can cause blind again
  9577. }
  9578. val2 = 2 + val1; // Agi change
  9579. break;
  9580. case SC_ENDURE:
  9581. val2 = 7; // Hit-count [Celest]
  9582. if( !(flag&SCSTART_NOAVOID) && (bl->type&(BL_PC|BL_MER)) && !map_flag_gvg2(bl->m) && !map_getmapflag(bl->m, MF_BATTLEGROUND) && !val4 ) {
  9583. map_session_data *tsd;
  9584. if( sd ) {
  9585. int i;
  9586. for( i = 0; i < MAX_DEVOTION; i++ ) {
  9587. if( sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) )
  9588. status_change_start(src,&tsd->bl, type, 10000, val1, val2, val3, val4, tick, SCSTART_NOAVOID|SCSTART_NOICON);
  9589. }
  9590. }
  9591. else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) )
  9592. status_change_start(src,&tsd->bl, type, 10000, val1, val2, val3, val4, tick, SCSTART_NOAVOID|SCSTART_NOICON);
  9593. }
  9594. if( val4 )
  9595. tick = INFINITE_TICK;
  9596. break;
  9597. case SC_AUTOBERSERK:
  9598. if (status->hp < status->max_hp / 4 &&
  9599. (!sc->getSCE(SC_PROVOKE) || sc->getSCE(SC_PROVOKE)->val4==0))
  9600. sc_start4(src,bl,SC_PROVOKE,100,10,0,0,1,60000);
  9601. tick = INFINITE_TICK;
  9602. break;
  9603. case SC_SIGNUMCRUCIS:
  9604. val2 = 10 + 4*val1; // Def reduction
  9605. tick = INFINITE_TICK;
  9606. clif_emotion(bl, ET_SWEAT);
  9607. break;
  9608. case SC_MAXIMIZEPOWER:
  9609. tick_time = val2 = tick>0?tick:60000;
  9610. tick = INFINITE_TICK; // Duration sent to the client should be infinite
  9611. break;
  9612. case SC_EDP:
  9613. val2 = (val1 + 1) / 2 + 2; // Chance to Poison enemies.
  9614. #ifndef RENEWAL
  9615. val3 = 50*(val1+1); // Damage increase (+50 +50*lv%)
  9616. #endif
  9617. if (sd) {
  9618. uint16 poison_level = pc_checkskill(sd, GC_RESEARCHNEWPOISON);
  9619. if (poison_level > 0) {
  9620. tick += 30000; // Base of 30 seconds
  9621. tick += poison_level * 15 * 1000; // Additional 15 seconds per level
  9622. }
  9623. }
  9624. break;
  9625. case SC_POISONREACT:
  9626. #ifdef RENEWAL
  9627. val2= (val1 + 1) / 2;
  9628. #else
  9629. val2=(val1+1)/2 + val1/10; // Number of counters [Skotlex]
  9630. #endif
  9631. val3=50; // + 5*val1; // Chance to counter. [Skotlex]
  9632. break;
  9633. case SC_MAGICROD:
  9634. val2 = val1*20; // SP gained
  9635. break;
  9636. case SC_KYRIE:
  9637. if( val4 ) { // Formulas for Praefatio
  9638. val2 = (status->max_hp * (val1 * 2 + 10) / 100) + val4 * 2; //%Max HP to absorb
  9639. val3 = 6 + val1; //Hits
  9640. } else { // Formulas for Kyrie Eleison
  9641. val2 = status->max_hp * (val1 * 2 + 10) / 100;
  9642. val3 = (val1 / 2 + 5);
  9643. }
  9644. break;
  9645. case SC_MAGICPOWER:
  9646. #ifdef RENEWAL
  9647. val3 = 5 * val1; // Matk% increase
  9648. #else
  9649. val2 = 1; // Lasts 1 invocation
  9650. val3 = 10 * val1; // Matk% increase
  9651. val4 = 0; // 0 = ready to be used, 1 = activated and running
  9652. #endif
  9653. break;
  9654. case SC_SACRIFICE:
  9655. val2 = 5; // Lasts 5 hits
  9656. tick = INFINITE_TICK;
  9657. break;
  9658. case SC_ENCPOISON:
  9659. val2= 250+50*val1; // Poisoning Chance (2.5+0.5%) in 1/10000 rate
  9660. break;
  9661. case SC_ELEMENTALCHANGE:
  9662. // val1 : Element Lvl (if called by skill lvl 1, takes random value between 1 and 4)
  9663. // val2 : Element (When no element, random one is picked)
  9664. // val3 : 0 = called by skill 1 = called by script (fixed level)
  9665. if( !val2 ) val2 = rnd()%ELE_ALL;
  9666. if( val1 == 1 && val3 == 0 )
  9667. val1 = 1 + rnd()%4;
  9668. else if( val1 > 4 )
  9669. val1 = 4; // Max Level
  9670. val3 = 0; // Not need to keep this info.
  9671. break;
  9672. case SC_PROVIDENCE:
  9673. val2 = val1*5; // Race/Ele resist
  9674. break;
  9675. case SC_REFLECTSHIELD:
  9676. val2 = 10+val1*3; // %Dmg reflected
  9677. // val4 used to mark if reflect shield is an inheritance bonus from Devotion
  9678. if( !(flag&SCSTART_NOAVOID) && (bl->type&(BL_PC|BL_MER)) ) {
  9679. map_session_data *tsd;
  9680. if( sd ) {
  9681. int i;
  9682. for( i = 0; i < MAX_DEVOTION; i++ ) {
  9683. if( sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) )
  9684. status_change_start(src,&tsd->bl, type, 10000, val1, val2, 0, 1, tick, SCSTART_NOAVOID|SCSTART_NOICON);
  9685. }
  9686. }
  9687. else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) )
  9688. status_change_start(src,&tsd->bl, type, 10000, val1, val2, 0, 1, tick, SCSTART_NOAVOID|SCSTART_NOICON);
  9689. }
  9690. break;
  9691. case SC_STRIPWEAPON:
  9692. if (!sd) // Watk reduction
  9693. val2 = 25;
  9694. break;
  9695. case SC_STRIPSHIELD:
  9696. if (!sd) // Def reduction
  9697. val2 = 15;
  9698. break;
  9699. case SC_STRIPARMOR:
  9700. if (!sd) // Vit reduction
  9701. val2 = 40;
  9702. break;
  9703. case SC_STRIPHELM:
  9704. if (!sd) // Int reduction
  9705. val2 = 40;
  9706. break;
  9707. case SC_AUTOSPELL:
  9708. // Val1 Skill LV of Autospell
  9709. // Val2 Skill ID to cast
  9710. // Val3 Max Lv to cast
  9711. #ifdef RENEWAL
  9712. val4 = val1 * 2; // Chance of casting
  9713. #else
  9714. val4 = 5 + val1*2; // Chance of casting
  9715. #endif
  9716. break;
  9717. case SC_VOLCANO:
  9718. {
  9719. int8 enchant_eff[] = { 10, 14, 17, 19, 20 }; // Enchant addition
  9720. uint8 i = max((val1-1)%5, 0);
  9721. #ifdef RENEWAL
  9722. val2 = 5 + val1 * 5; // ATK/MATK increase
  9723. #else
  9724. val2 = val1*10; // Watk increase
  9725. if (status->def_ele != ELE_FIRE)
  9726. val2 = 0;
  9727. #endif
  9728. val3 = enchant_eff[i];
  9729. }
  9730. break;
  9731. case SC_VIOLENTGALE:
  9732. {
  9733. int8 enchant_eff[] = { 10, 14, 17, 19, 20 }; // Enchant addition
  9734. uint8 i = max((val1-1)%5, 0);
  9735. val2 = val1*3; // Flee increase
  9736. #ifndef RENEWAL
  9737. if (status->def_ele != ELE_WIND)
  9738. val2 = 0;
  9739. #endif
  9740. val3 = enchant_eff[i];
  9741. }
  9742. break;
  9743. case SC_DELUGE:
  9744. {
  9745. int8 deluge_eff[] = { 5, 9, 12, 14, 15 }; // HP addition rate n/100
  9746. int8 enchant_eff[] = { 10, 14, 17, 19, 20 }; // Enchant addition
  9747. uint8 i = max((val1-1)%5, 0);
  9748. val2 = deluge_eff[i]; // HP increase
  9749. #ifndef RENEWAL
  9750. if (status->def_ele != ELE_WATER)
  9751. val2 = 0;
  9752. #endif
  9753. val3 = enchant_eff[i];
  9754. }
  9755. break;
  9756. case SC_SUITON:
  9757. if (!val2 || (sd && (sd->class_&MAPID_BASEMASK) == MAPID_NINJA)) {
  9758. // No penalties.
  9759. val2 = 0; // Agi penalty
  9760. val3 = 0; // Walk speed penalty
  9761. break;
  9762. }
  9763. val3 = 50;
  9764. val2 = 3*((val1+1)/3);
  9765. if (val1 > 4) val2--;
  9766. //Suiton is a special case, stop effect is forced and only happens when target enters it
  9767. if (!unit_blown_immune(bl, 0x1))
  9768. unit_stop_walking(bl, 9);
  9769. break;
  9770. case SC_ONEHAND:
  9771. case SC_TWOHANDQUICKEN:
  9772. val2 = 300;
  9773. if (val1 > 10) // For boss casted skills [Skotlex]
  9774. val2 += 20*(val1-10);
  9775. break;
  9776. case SC_MERC_QUICKEN:
  9777. val2 = 300;
  9778. break;
  9779. #ifndef RENEWAL_ASPD
  9780. case SC_SPEARQUICKEN:
  9781. val2 = 200+10*val1;
  9782. break;
  9783. #endif
  9784. case SC_DANCING:
  9785. // val1 : Skill ID + LV
  9786. // val2 : Skill Group of the Dance.
  9787. // val3 : Brings the skill_lv (merged into val1 here)
  9788. // val4 : Partner
  9789. if (val1 == CG_MOONLIT)
  9790. clif_status_change(bl,EFST_MOON,1,tick,0, 0, 0);
  9791. val1|= (val3<<16);
  9792. val3 = tick/1000; // Tick duration
  9793. tick_time = 1000; // [GodLesZ] tick time
  9794. break;
  9795. #ifndef RENEWAL
  9796. case SC_LONGING:
  9797. val2 = 500-100*val1; // Aspd penalty.
  9798. break;
  9799. #else
  9800. case SC_ENSEMBLEFATIGUE:
  9801. val2 = 30; // Speed and ASPD penalty
  9802. break;
  9803. case SC_RICHMANKIM:
  9804. val2 = 10 + 10 * val1; // Exp increase bonus
  9805. break;
  9806. case SC_DRUMBATTLE:
  9807. val2 = 15 + val1 * 5; // Atk increase
  9808. val3 = val1 * 15; // Def increase
  9809. break;
  9810. case SC_NIBELUNGEN:
  9811. val2 = rnd() % RINGNBL_MAX; // See e_nibelungen_status
  9812. break;
  9813. case SC_SIEGFRIED:
  9814. val2 = val1 * 3; // Elemental Resistance
  9815. val3 = val1 * 5; // Status ailment resistance
  9816. break;
  9817. case SC_WHISTLE:
  9818. val2 = 18 + 2 * val1; // Flee increase
  9819. val3 = (val1 + 1) / 2; // Perfect dodge increase
  9820. break;
  9821. case SC_ASSNCROS:
  9822. val2 = val1 < 10 ? val1 * 2 - 1 : 20; // ASPD increase
  9823. break;
  9824. case SC_POEMBRAGI:
  9825. val2 = 2 * val1; // Cast time reduction
  9826. val3 = 3 * val1; // After-cast delay reduction
  9827. break;
  9828. case SC_APPLEIDUN:
  9829. val2 = val1 < 10 ? 9 + val1 : 20; // HP rate increase
  9830. val3 = 2 * val1; // Potion recovery rate
  9831. break;
  9832. case SC_HUMMING:
  9833. val2 = 4 * val1; // Hit increase
  9834. break;
  9835. case SC_DONTFORGETME:
  9836. val2 = 1 + 30 * val1; // ASPD decrease
  9837. val3 = 5 + 2 * val1; // Movement speed adjustment.
  9838. break;
  9839. case SC_FORTUNE:
  9840. val2 = val1 * 10; // Critical increase
  9841. break;
  9842. case SC_SERVICE4U:
  9843. val2 = val1 < 10 ? 9 + val1 : 20; // MaxSP percent increase
  9844. val3 = 5 + val1; // SP cost reduction
  9845. break;
  9846. #endif
  9847. case SC_EXPLOSIONSPIRITS:
  9848. val2 = 75 + 25*val1; // Cri bonus
  9849. break;
  9850. case SC_ASPDPOTION0:
  9851. case SC_ASPDPOTION1:
  9852. case SC_ASPDPOTION2:
  9853. case SC_ASPDPOTION3:
  9854. val2 = 50*(2+type-SC_ASPDPOTION0);
  9855. break;
  9856. case SC_ATTHASTE_CASH:
  9857. val2 = 50*val1; // Just custom for pre-re
  9858. break;
  9859. case SC_NOCHAT:
  9860. // A hardcoded interval of 60 seconds is expected, as the time that SC_NOCHAT uses is defined by
  9861. // mmocharstatus.manner, each negative point results in 1 minute with this status activated.
  9862. // This is done this way because the message that the client displays is hardcoded, and only
  9863. // shows how many minutes are remaining. [Panikon]
  9864. tick = 60000;
  9865. val1 = battle_config.manner_system; // Mute filters.
  9866. if (sd) {
  9867. clif_changemanner( *sd );
  9868. clif_updatestatus(*sd,SP_MANNER);
  9869. }
  9870. break;
  9871. case SC_STONEWAIT:
  9872. val3 = max(1, tick - delay); // Petrify time
  9873. tick = delay;
  9874. break;
  9875. case SC_DPOISON:
  9876. // Lose 10/15% of your life as long as it doesn't brings life below 25%
  9877. if (status->hp > status->max_hp / 4) {
  9878. int diff = status->max_hp*(bl->type==BL_PC?10:15)/100;
  9879. if (status->hp - diff < status->max_hp / 4)
  9880. diff = status->hp - (status->max_hp / 4);
  9881. status_zap(bl, diff, 0);
  9882. }
  9883. [[fallthrough]];
  9884. case SC_STONE:
  9885. case SC_POISON:
  9886. case SC_BLEEDING:
  9887. case SC_BURNING:
  9888. case SC_KILLING_AURA:
  9889. tick_time = status_get_sc_interval(type);
  9890. val4 = tick - tick_time; // Remaining time
  9891. break;
  9892. case SC_TOXIN:
  9893. if (val3 == 1) // Target
  9894. tick_time = status_get_sc_interval(type);
  9895. else // Caster
  9896. tick_time = 1000;
  9897. val4 = tick - tick_time; // Remaining time
  9898. break;
  9899. case SC_DEATHHURT:
  9900. if (val3 == 1)
  9901. break;
  9902. tick_time = status_get_sc_interval(type);
  9903. val4 = tick - tick_time; // Remaining time
  9904. break;
  9905. case SC_LEECHESEND:
  9906. if (val3 == 0)
  9907. break;
  9908. tick_time = status_get_sc_interval(type);
  9909. val4 = tick - tick_time; // Remaining time
  9910. break;
  9911. case SC_PYREXIA:
  9912. if (val3 == 1) { // Target
  9913. // Causes blind for duration of pyrexia, unreducable and unavoidable, but can be healed with e.g. green potion
  9914. status_change_start(src, bl, SC_BLIND, 10000, val1, 0, 0, 0, tick, SCSTART_NOAVOID | SCSTART_NOTICKDEF | SCSTART_NORATEDEF);
  9915. tick_time = status_get_sc_interval(type);
  9916. val4 = tick - tick_time; // Remaining time
  9917. } else // Caster
  9918. val2 = 15; // CRIT % and ATK % increase
  9919. break;
  9920. case SC_VENOMBLEED:
  9921. if (val3 == 0) // Caster
  9922. val2 = 30; // Reflect damage % reduction
  9923. break;
  9924. case SC_MAGICMUSHROOM:
  9925. if (val3 == 1) { // Target
  9926. tick_time = status_get_sc_interval(type);
  9927. val4 = tick - tick_time; // Remaining time
  9928. } else // Caster
  9929. val2 = 10; // After-cast delay % reduction
  9930. break;
  9931. case SC_CONFUSION:
  9932. if (!val4)
  9933. clif_emotion(bl,ET_QUESTION);
  9934. break;
  9935. case SC_S_LIFEPOTION:
  9936. case SC_L_LIFEPOTION:
  9937. case SC_M_LIFEPOTION:
  9938. case SC_S_MANAPOTION:
  9939. case SC_G_LIFEPOTION:
  9940. if( val1 == 0 ) return 0;
  9941. // val1 = heal percent/amout
  9942. // val2 = seconds between heals
  9943. // val4 = total of heals
  9944. if( val2 < 1 ) val2 = 1;
  9945. if( (val4 = tick/(val2 * 1000)) < 1 )
  9946. val4 = 1;
  9947. tick_time = val2 * 1000; // [GodLesZ] tick time
  9948. break;
  9949. case SC_GRADUAL_GRAVITY:
  9950. val2 = 10 * val1;
  9951. tick_time = status_get_sc_interval(type);
  9952. val4 = tick - tick_time; // Remaining time
  9953. break;
  9954. case SC_ALL_STAT_DOWN:
  9955. val2 = 20 * val1;
  9956. if( val1 < skill_get_max( NPC_ALL_STAT_DOWN ) ){
  9957. val2 -= 10;
  9958. }
  9959. break;
  9960. case SC_DAMAGE_HEAL:
  9961. switch( val1 ){
  9962. case 1:
  9963. val2 = BF_WEAPON;
  9964. break;
  9965. case 2:
  9966. val2 = BF_MAGIC;
  9967. break;
  9968. case 3:
  9969. //TODO: Absorb MISC damage? Both WEAPON & MAGIC damage? Which is correct on level 3?
  9970. val2 = BF_MISC;
  9971. break;
  9972. }
  9973. break;
  9974. case SC_BOSSMAPINFO:
  9975. if( sd == nullptr ){
  9976. return 0;
  9977. }else{
  9978. // Search for Boss on this Map
  9979. mob_data* boss_md = map_getmob_boss( bl->m );
  9980. // No MVP on this map
  9981. if( boss_md == nullptr ){
  9982. clif_bossmapinfo( *sd, nullptr, BOSS_INFO_NOT );
  9983. return 0;
  9984. }
  9985. val1 = boss_md->bl.id;
  9986. tick_time = status_get_sc_interval( type );
  9987. val4 = tick - tick_time; // Remaining time
  9988. }
  9989. break;
  9990. case SC_HIDING:
  9991. val2 = tick/1000;
  9992. tick_time = 1000; // [GodLesZ] tick time
  9993. val3 = 0; // Unused, previously speed adjustment
  9994. val4 = val1+3; // Seconds before SP substraction happen.
  9995. break;
  9996. case SC_CHASEWALK:
  9997. val2 = tick>0?tick:10000; // Interval at which SP is drained.
  9998. val3 = 35 - 5 * val1; // Speed adjustment.
  9999. if (sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_ROGUE)
  10000. val3 -= 40;
  10001. val4 = 10+val1*2; // SP cost.
  10002. if (map_flag_gvg2(bl->m) || map_getmapflag(bl->m, MF_BATTLEGROUND)) val4 *= 5;
  10003. break;
  10004. case SC_CLOAKING:
  10005. if (!sd) // Monsters should be able to walk with no penalties. [Skotlex]
  10006. val1 = 10;
  10007. tick_time = val2 = tick>0?tick:60000; // SP consumption rate.
  10008. tick = INFINITE_TICK; // Duration sent to the client should be infinite
  10009. val3 = 0; // Unused, previously walk speed adjustment
  10010. // val4&1 signals the presence of a wall.
  10011. // val4&2 makes cloak not end on normal attacks [Skotlex]
  10012. // val4&4 makes cloak not end on using skills
  10013. if (bl->type == BL_PC || (bl->type == BL_MOB && ((TBL_MOB*)bl)->special_state.clone) ) // Standard cloaking.
  10014. val4 |= battle_config.pc_cloak_check_type&7;
  10015. else
  10016. val4 |= battle_config.monster_cloak_check_type&7;
  10017. break;
  10018. case SC_SIGHT: /* splash status */
  10019. case SC_RUWACH:
  10020. case SC_SIGHTBLASTER:
  10021. val3 = skill_get_splash(val2, val1); // Val2 should bring the skill-id.
  10022. val2 = tick/20;
  10023. tick_time = 20; // [GodLesZ] tick time
  10024. break;
  10025. case SC_AUTOGUARD:
  10026. if( !(flag&SCSTART_NOAVOID) ) {
  10027. map_session_data *tsd;
  10028. int i;
  10029. for( i = val2 = 0; i < val1; i++) {
  10030. int t = 5-(i / 2);
  10031. val2 += (t < 0)? 1:t;
  10032. }
  10033. if( bl->type&(BL_PC|BL_MER) ) {
  10034. if( sd ) {
  10035. for( i = 0; i < MAX_DEVOTION; i++ ) {
  10036. if( sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) )
  10037. status_change_start(src,&tsd->bl, type, 10000, val1, val2, 0, 0, tick, SCSTART_NOAVOID|SCSTART_NOICON);
  10038. }
  10039. }
  10040. else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) )
  10041. status_change_start(src,&tsd->bl, type, 10000, val1, val2, 0, 0, tick, SCSTART_NOAVOID|SCSTART_NOICON);
  10042. }
  10043. }
  10044. break;
  10045. case SC_DEFENDER:
  10046. if (!(flag&SCSTART_NOAVOID)) {
  10047. val2 = 5 + 15*val1; // Damage reduction
  10048. val3 = 0; // Unused, previously speed adjustment
  10049. val4 = 250 - 50*val1; // Aspd adjustment
  10050. if (sd) {
  10051. map_session_data *tsd;
  10052. int i;
  10053. for (i = 0; i < MAX_DEVOTION; i++) { // See if there are devoted characters, and pass the status to them. [Skotlex]
  10054. if (sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])))
  10055. status_change_start(src,&tsd->bl,type,10000,val1,val2,val3,val4,tick,SCSTART_NOAVOID);
  10056. }
  10057. }
  10058. }
  10059. break;
  10060. case SC_TENSIONRELAX:
  10061. if (sd) {
  10062. pc_setsit(sd);
  10063. skill_sit(sd, true);
  10064. clif_sitting(sd->bl);
  10065. }
  10066. val2 = 12; // SP cost
  10067. tick_time = 10000; // Decrease at 10secs intervals.
  10068. val3 = tick / tick_time;
  10069. tick = INFINITE_TICK; // Duration sent to the client should be infinite
  10070. break;
  10071. case SC_PARRYING:
  10072. val2 = 20 + val1*3; // Block Chance
  10073. break;
  10074. case SC_WINDWALK:
  10075. val2 = (val1+1)/2; // Flee bonus is 1/1/2/2/3/3/4/4/5/5
  10076. break;
  10077. case SC_JOINTBEAT:
  10078. if( val2&BREAK_NECK )
  10079. sc_start2(src,bl,SC_BLEEDING,100,val1,val3,skill_get_time2(scdb->skill_id,val1));
  10080. break;
  10081. case SC_BERSERK:
  10082. if( val3 == SC__BLOODYLUST )
  10083. sc_start(src,bl,(sc_type)val3,100,val1,tick);
  10084. else
  10085. sc_start4(src,bl, SC_ENDURE, 100,10,0,0,1, tick);
  10086. // HP healing is performing after the calc_status call.
  10087. // Val2 holds HP penalty
  10088. if (!val4) val4 = skill_get_time2(scdb->skill_id,val1);
  10089. if (!val4) val4 = 10000; // Val4 holds damage interval
  10090. val3 = tick/val4; // val3 holds skill duration
  10091. tick_time = val4; // [GodLesZ] tick time
  10092. break;
  10093. case SC_GOSPEL:
  10094. if(val4 == BCT_SELF) { // Self effect
  10095. val2 = tick/10000;
  10096. tick_time = 10000; // [GodLesZ] tick time
  10097. status_change_clear_buffs(bl, SCCB_BUFFS|SCCB_DEBUFFS|SCCB_CHEM_PROTECT); // Remove buffs/debuffs
  10098. }
  10099. break;
  10100. case SC_MARIONETTE:
  10101. {
  10102. int stat;
  10103. val3 = 0;
  10104. val4 = 0;
  10105. stat = ( sd ? sd->status.str : status_get_base_status(bl)->str ) / 2; val3 |= cap_value(stat,0,0xFF)<<16;
  10106. stat = ( sd ? sd->status.agi : status_get_base_status(bl)->agi ) / 2; val3 |= cap_value(stat,0,0xFF)<<8;
  10107. stat = ( sd ? sd->status.vit : status_get_base_status(bl)->vit ) / 2; val3 |= cap_value(stat,0,0xFF);
  10108. stat = ( sd ? sd->status.int_: status_get_base_status(bl)->int_) / 2; val4 |= cap_value(stat,0,0xFF)<<16;
  10109. stat = ( sd ? sd->status.dex : status_get_base_status(bl)->dex ) / 2; val4 |= cap_value(stat,0,0xFF)<<8;
  10110. stat = ( sd ? sd->status.luk : status_get_base_status(bl)->luk ) / 2; val4 |= cap_value(stat,0,0xFF);
  10111. break;
  10112. }
  10113. case SC_MARIONETTE2:
  10114. {
  10115. int stat,max_stat;
  10116. // Fetch caster information
  10117. struct block_list *pbl = map_id2bl(val1);
  10118. status_change *psc = pbl?status_get_sc(pbl):nullptr;
  10119. struct status_change_entry *psce = psc?psc->getSCE(SC_MARIONETTE):nullptr;
  10120. if (!psce)
  10121. return 0;
  10122. // Fetch target's stats
  10123. status_data* status2 = status_get_status_data(*bl); // Battle status
  10124. val3 = 0;
  10125. val4 = 0;
  10126. max_stat = battle_config.max_parameter; // Cap to 99 (default)
  10127. stat = (psce->val3 >>16)&0xFF; stat = min(stat, max_stat - status2->str ); val3 |= cap_value(stat,0,0xFF)<<16;
  10128. stat = (psce->val3 >> 8)&0xFF; stat = min(stat, max_stat - status2->agi ); val3 |= cap_value(stat,0,0xFF)<<8;
  10129. stat = (psce->val3 >> 0)&0xFF; stat = min(stat, max_stat - status2->vit ); val3 |= cap_value(stat,0,0xFF);
  10130. stat = (psce->val4 >>16)&0xFF; stat = min(stat, max_stat - status2->int_); val4 |= cap_value(stat,0,0xFF)<<16;
  10131. stat = (psce->val4 >> 8)&0xFF; stat = min(stat, max_stat - status2->dex ); val4 |= cap_value(stat,0,0xFF)<<8;
  10132. stat = (psce->val4 >> 0)&0xFF; stat = min(stat, max_stat - status2->luk ); val4 |= cap_value(stat,0,0xFF);
  10133. break;
  10134. }
  10135. case SC_SPIRIT:
  10136. //1st Transcendent Spirit works similar to Marionette Control
  10137. if(sd && val2 == SL_HIGH) {
  10138. int stat,max_stat;
  10139. status_data *status2 = status_get_base_status(bl);
  10140. val3 = 0;
  10141. val4 = 0;
  10142. max_stat = (status_get_lv(bl)-10<50)?status_get_lv(bl)-10:50;
  10143. stat = max(0, max_stat - status2->str); val3 |= cap_value(stat,0,0xFF)<<16;
  10144. stat = max(0, max_stat - status2->agi ); val3 |= cap_value(stat,0,0xFF)<<8;
  10145. stat = max(0, max_stat - status2->vit ); val3 |= cap_value(stat,0,0xFF);
  10146. stat = max(0, max_stat - status2->int_); val4 |= cap_value(stat,0,0xFF)<<16;
  10147. stat = max(0, max_stat - status2->dex ); val4 |= cap_value(stat,0,0xFF)<<8;
  10148. stat = max(0, max_stat - status2->luk ); val4 |= cap_value(stat,0,0xFF);
  10149. }
  10150. break;
  10151. case SC_REJECTSWORD:
  10152. val2 = 15*val1; // Reflect chance
  10153. val3 = 3; // Reflections
  10154. tick = INFINITE_TICK;
  10155. break;
  10156. case SC_MEMORIZE:
  10157. val2 = 5; // Memorized casts.
  10158. tick = INFINITE_TICK;
  10159. break;
  10160. #ifndef RENEWAL
  10161. case SC_GRAVITATION:
  10162. val2 = 50*val1; // aspd reduction
  10163. break;
  10164. #endif
  10165. case SC_REGENERATION:
  10166. if (val1 == 1)
  10167. val2 = 2;
  10168. else
  10169. val2 = val1; // HP Regerenation rate: 200% 200% 300%
  10170. val3 = val1; // SP Regeneration Rate: 100% 200% 300%
  10171. // If val4 comes set, this blocks regen rather than increase it.
  10172. break;
  10173. case SC_DEVOTION:
  10174. {
  10175. struct block_list *d_bl;
  10176. status_change *d_sc;
  10177. if( (d_bl = map_id2bl(val1)) && (d_sc = status_get_sc(d_bl)) && d_sc->count ) { // Inherits Status From Source
  10178. const enum sc_type types[] = { SC_AUTOGUARD, SC_DEFENDER, SC_REFLECTSHIELD, SC_ENDURE };
  10179. int i = (map_flag_gvg2(bl->m) || map_getmapflag(bl->m, MF_BATTLEGROUND))?2:3;
  10180. while( i >= 0 ) {
  10181. enum sc_type type2 = types[i];
  10182. if( d_sc->getSCE(type2) )
  10183. 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);
  10184. i--;
  10185. }
  10186. }
  10187. break;
  10188. }
  10189. case SC_COMA: // Coma. Sends a char to 1HP. If val2, do not zap sp
  10190. status_zap(bl, status->hp-1, val2?0:status->sp-1);
  10191. return 1;
  10192. break;
  10193. case SC_CLOSECONFINE2:
  10194. {
  10195. struct block_list *src2 = val2?map_id2bl(val2):nullptr;
  10196. status_change *sc2 = src2?status_get_sc(src2):nullptr;
  10197. struct status_change_entry *sce2 = sc2?sc2->getSCE(SC_CLOSECONFINE):nullptr;
  10198. if (src2 && sc2) {
  10199. if (!sce2) { // Start lock on caster.
  10200. #ifdef RENEWAL
  10201. val3 = 50; // Flee increase
  10202. #else
  10203. val3 = 10; // Flee increase
  10204. #endif
  10205. sc_start4(src2,src2,SC_CLOSECONFINE,100,val1,1,val3,0,tick+1000);
  10206. } else { // Increase count of locked enemies and refresh time.
  10207. (sce2->val2)++;
  10208. delete_timer(sce2->timer, status_change_timer);
  10209. sce2->timer = add_timer(gettick()+tick+1000, status_change_timer, src2->id, SC_CLOSECONFINE);
  10210. }
  10211. } else // Status failed.
  10212. return 0;
  10213. }
  10214. break;
  10215. case SC_KAITE:
  10216. val2 = 1+val1/5; // Number of bounces: 1 + skill_lv/5
  10217. break;
  10218. case SC_KAUPE:
  10219. switch (val1) {
  10220. case 3: // 33*3 + 1 -> 100%
  10221. val2++;
  10222. [[fallthrough]];
  10223. case 1:
  10224. case 2: // 33, 66%
  10225. val2 += 33*val1;
  10226. val3 = 1; // Dodge 1 attack total.
  10227. break;
  10228. default: // Custom. For high level mob usage, higher level means more blocks. [Skotlex]
  10229. val2 = 100;
  10230. val3 = val1-2;
  10231. break;
  10232. }
  10233. break;
  10234. case SC_COMBO:
  10235. {
  10236. // val1: Skill ID
  10237. // val2: When given, target (for autotargetting skills)
  10238. // val3: When set, this combo time should NOT delay attack/movement
  10239. // val3: If set to 2 this combo will delay ONLY attack
  10240. // val3: TK: Last used kick
  10241. // val4: TK: Combo time
  10242. struct unit_data *ud = unit_bl2ud(bl);
  10243. if ( ud && (!val3 || val3 == 2) ) {
  10244. tick += 300 * battle_config.combo_delay_rate/100;
  10245. ud->attackabletime = gettick()+tick;
  10246. if( !val3 )
  10247. unit_set_walkdelay(bl, gettick(), tick, 1);
  10248. }
  10249. val3 = 0;
  10250. val4 = tick;
  10251. break;
  10252. }
  10253. case SC_EARTHSCROLL:
  10254. val2 = 11-val1; // Chance to consume: 11-skill_lv%
  10255. break;
  10256. case SC_RUN:
  10257. {
  10258. //Store time at which you started running.
  10259. t_tick currenttick = gettick();
  10260. // Note: this int64 value is stored in two separate int32 variables (FIXME)
  10261. val3 = (int)(currenttick & 0x00000000ffffffffLL);
  10262. val4 = (int)((currenttick & 0xffffffff00000000LL) >> 32);
  10263. tick = INFINITE_TICK;
  10264. break;
  10265. }
  10266. case SC_KAAHI:
  10267. val2 = 200*val1; // HP heal
  10268. val3 = 5*val1; // SP cost
  10269. break;
  10270. case SC_BLESSING:
  10271. if (bl->type == BL_PC || (!undead_flag && status->race != RC_DEMON))
  10272. val2 = val1;
  10273. else
  10274. val2 = 0; // 0 -> Half stat.
  10275. break;
  10276. case SC_TRICKDEAD:
  10277. if (vd) vd->dead_sit = 1;
  10278. tick = INFINITE_TICK;
  10279. break;
  10280. case SC_CONCENTRATE:
  10281. val2 = 2 + val1;
  10282. if (sd) { // Store the card-bonus data that should not count in the %
  10283. val3 = sd->indexed_bonus.param_bonus[1]; // Agi
  10284. val4 = sd->indexed_bonus.param_bonus[4]; // Dex
  10285. } else
  10286. val3 = val4 = 0;
  10287. break;
  10288. case SC_MAXOVERTHRUST:
  10289. val2 = 20*val1; // Power increase
  10290. break;
  10291. case SC_OVERTHRUST:
  10292. case SC_ADRENALINE2:
  10293. case SC_ADRENALINE:
  10294. case SC_WEAPONPERFECTION:
  10295. {
  10296. map_session_data * s_sd = BL_CAST(BL_PC, src);
  10297. if (type == SC_OVERTHRUST) {
  10298. // val2 holds if it was casted on self, or is bonus received from others
  10299. #ifdef RENEWAL
  10300. val3 = (val2) ? 5 * val1 : (val1 > 4) ? 15 : (val1 > 2) ? 10 : 5; // Power increase
  10301. #else
  10302. val3 = (val2) ? 5 * val1 : 5; // Power increase
  10303. #endif
  10304. }
  10305. else if (type == SC_ADRENALINE2 || type == SC_ADRENALINE) {
  10306. val3 = (val2) ? 300 : 200; // Aspd increase
  10307. }
  10308. if (s_sd && pc_checkskill(s_sd, BS_HILTBINDING) > 0)
  10309. tick += tick / 10; //If caster has Hilt Binding, duration increases by 10%
  10310. }
  10311. break;
  10312. case SC_CONCENTRATION:
  10313. #ifdef RENEWAL
  10314. val2 = 5 + val1 * 2; // Batk/Watk Increase
  10315. val4 = 5 + val1 * 2; // Def reduction
  10316. #else
  10317. val2 = 5*val1; // Batk/Watk Increase
  10318. val4 = 5*val1; // Def reduction
  10319. #endif
  10320. val3 = 10*val1; // Hit Increase
  10321. sc_start(src, bl, SC_ENDURE, 100, 1, tick); // Level 1 Endure effect
  10322. break;
  10323. case SC_ANGELUS:
  10324. val2 = 5*val1; // def increase
  10325. break;
  10326. case SC_IMPOSITIO:
  10327. val2 = 5*val1; // WATK/MATK increase
  10328. break;
  10329. case SC_MELTDOWN:
  10330. val2 = 100*val1; // Chance to break weapon
  10331. val3 = 70*val1; // Change to break armor
  10332. break;
  10333. case SC_TRUESIGHT:
  10334. val2 = 10*val1; // Critical increase
  10335. val3 = 3*val1; // Hit increase
  10336. break;
  10337. case SC_SUN_COMFORT:
  10338. val2 = (status_get_lv(bl) + status->dex + status->luk)/2; // def increase
  10339. break;
  10340. case SC_MOON_COMFORT:
  10341. val2 = (status_get_lv(bl) + status->dex + status->luk)/10; // flee increase
  10342. break;
  10343. case SC_STAR_COMFORT:
  10344. val2 = (status_get_lv(bl) + status->dex + status->luk); // Aspd increase
  10345. break;
  10346. case SC_QUAGMIRE:
  10347. val2 = (sd?5:10)*val1; // Agi/Dex decrease.
  10348. break;
  10349. // gs_something1 [Vicious]
  10350. case SC_GATLINGFEVER:
  10351. val2 = 20*val1; // Aspd increase
  10352. val3 = 20+10*val1; // Atk increase
  10353. val4 = 5*val1; // Flee decrease
  10354. break;
  10355. case SC_FLING:
  10356. if (bl->type == BL_PC)
  10357. val2 = 0; // No armor reduction to players.
  10358. else
  10359. val2 = 5*val1; // Def reduction
  10360. val3 = 5*val1; // Def2 reduction
  10361. break;
  10362. case SC_PROVOKE:
  10363. val2 = 2+3*val1; // Atk increase
  10364. val3 = 5+5*val1; // Def reduction.
  10365. // val4 signals autoprovoke.
  10366. break;
  10367. case SC_AVOID:
  10368. // Speed change rate.
  10369. if (bl->type == BL_HOM)
  10370. val2 = 40 * val1;
  10371. else
  10372. val2 = 10 * val1;
  10373. break;
  10374. case SC_DEFENCE:
  10375. // Vit bonus for players / Def bonus for homunculus
  10376. #ifdef RENEWAL
  10377. val2 = 5 + (5 * val1);
  10378. #else
  10379. val2 = 2 * val1;
  10380. #endif
  10381. break;
  10382. case SC_BLOODLUST:
  10383. // Atk rate change
  10384. val2 = 20 + (10 * val1);
  10385. // Leech chance
  10386. // It's actually 9 * level on both pre-re and renewal, despite the description
  10387. val3 = 9 * val1;
  10388. // Leech percent
  10389. val4 = 20;
  10390. break;
  10391. case SC_FLEET:
  10392. val2 = 30*val1; // Aspd change
  10393. val3 = 5+5*val1; // bAtk/wAtk rate change
  10394. break;
  10395. case SC_MINDBREAKER:
  10396. val2 = 20*val1; // matk increase.
  10397. val3 = 12*val1; // mdef2 reduction.
  10398. break;
  10399. case SC_JAILED:
  10400. // Val1 is duration in minutes. Use INT_MAX to specify 'unlimited' time.
  10401. if (sd) {
  10402. if (sd->mapindex != val2) {
  10403. int pos = (bl->x&0xFFFF)|(bl->y<<16), // Current Coordinates
  10404. map_idx = sd->mapindex; // Current Map
  10405. // 1. Place in Jail (val2 -> Jail Map, val3 -> x, val4 -> y
  10406. pc_setpos(sd,(unsigned short)val2,val3,val4, CLR_TELEPORT);
  10407. // 2. Set restore point (val3 -> return map, val4 return coords
  10408. val3 = map_idx;
  10409. val4 = pos;
  10410. } else if (!val3 || val3 == sd->mapindex) { // Use save point.
  10411. val3 = mapindex_name2id( sd->status.save_point.map );
  10412. val4 = (sd->status.save_point.x&0xFFFF)
  10413. |(sd->status.save_point.y<<16);
  10414. }
  10415. }
  10416. break;
  10417. case SC_UTSUSEMI:
  10418. val2=(val1+1)/2; // Number of hits blocked
  10419. val3=skill_get_blewcount(NJ_UTSUSEMI, val1); // knockback value.
  10420. break;
  10421. case SC_BUNSINJYUTSU:
  10422. val2=(val1+1)/2; // Number of hits blocked
  10423. break;
  10424. case SC_CHANGE:
  10425. val2= 30*val1; // Vit increase
  10426. val3= 20*val1; // Int increase
  10427. break;
  10428. case SC_SWOO:
  10429. if(status_has_mode(status,MD_STATUSIMMUNE))
  10430. tick /= 5; // !TODO: Reduce skill's duration. But for how long?
  10431. break;
  10432. case SC_ARMOR:
  10433. // NPC_DEFENDER:
  10434. val2 = 8; // Damage will be divided by this value
  10435. // Attack requirements to be blocked:
  10436. val3 = BF_LONG; // Range
  10437. val4 = BF_WEAPON|BF_MISC; // Type
  10438. break;
  10439. case SC_ENCHANTARMS:
  10440. // Make sure the received element is valid.
  10441. if (val1 >= ELE_ALL)
  10442. val1 = val1%ELE_ALL;
  10443. else if (val1 < 0)
  10444. val1 = rnd()%ELE_ALL;
  10445. break;
  10446. case SC_CRITICALWOUND:
  10447. // Level 1 ~ 5 & 6 ~ 10 has different duration
  10448. // Level 6 ~ 10 use effect of level 1 ~ 5
  10449. val1 = 1 + ((val1-1)%5);
  10450. val2 = 20*val1; // Heal effectiveness decrease
  10451. break;
  10452. case SC_MAGICMIRROR:
  10453. // Level 1 ~ 5 & 6 ~ 10 has different duration
  10454. // Level 6 ~ 10 use effect of level 1 ~ 5
  10455. val1 = 1 + ((val1-1)%5);
  10456. [[fallthrough]];
  10457. case SC_SLOWCAST:
  10458. val2 = 20*val1; // Magic reflection/cast rate
  10459. break;
  10460. case SC_ARMORCHANGE:
  10461. if (val2 == NPC_ANTIMAGIC) { // Boost mdef
  10462. val2 =-20;
  10463. val3 = 20;
  10464. } else { // Boost def
  10465. val2 = 20;
  10466. val3 =-20;
  10467. }
  10468. // Level 1 ~ 5 & 6 ~ 10 has different duration
  10469. // Level 6 ~ 10 use effect of level 1 ~ 5
  10470. val1 = 1 + ((val1-1)%5);
  10471. val2 *= val1; // 20% per level
  10472. val3 *= val1;
  10473. break;
  10474. case SC_EXPBOOST:
  10475. case SC_JEXPBOOST:
  10476. case SC_JP_EVENT04:
  10477. case SC_PERIOD_RECEIVEITEM_2ND:
  10478. case SC_PERIOD_PLUSEXP_2ND:
  10479. if (val1 < 1)
  10480. return 0;
  10481. break;
  10482. case SC_INCFLEE2:
  10483. case SC_INCCRI:
  10484. val2 = val1*10; // Actual boost (since 100% = 1000)
  10485. break;
  10486. case SC_SUFFRAGIUM:
  10487. #ifdef RENEWAL
  10488. val2 = 5 + val1 * 5; // Speed cast decrease
  10489. #else
  10490. val2 = 15 * val1; // Speed cast decrease
  10491. #endif
  10492. break;
  10493. case SC_INCHEALRATE:
  10494. if (val1 < 1)
  10495. val1 = 1;
  10496. break;
  10497. case SC_DOUBLECAST:
  10498. val2 = 30+10*val1; // Trigger rate
  10499. break;
  10500. case SC_KAIZEL:
  10501. val2 = 10*val1; // % of life to be revived with
  10502. break;
  10503. // case SC_ARMOR_ELEMENT_WATER:
  10504. // case SC_ARMOR_ELEMENT_EARTH:
  10505. // case SC_ARMOR_ELEMENT_FIRE:
  10506. // case SC_ARMOR_ELEMENT_WIND:
  10507. // case SC_ARMOR_RESIST:
  10508. // Mod your resistance against elements:
  10509. // val1 = water | val2 = earth | val3 = fire | val4 = wind
  10510. // break;
  10511. // case ????:
  10512. // Place here SCs that have no SCB_* data, no skill associated, no ICON
  10513. // associated, and yet are not wrong/unknown. [Skotlex]
  10514. // break;
  10515. case SC_MERC_FLEEUP:
  10516. case SC_MERC_ATKUP:
  10517. case SC_MERC_HITUP:
  10518. val2 = 15 * val1;
  10519. break;
  10520. case SC_MERC_HPUP:
  10521. case SC_MERC_SPUP:
  10522. val2 = 5 * val1;
  10523. break;
  10524. case SC_REBIRTH:
  10525. val2 = 20*val1; // % of life to be revived with
  10526. break;
  10527. case SC_INVINCIBLE:
  10528. val2 = 100; // ATKpercent increase
  10529. val3 = 50; // Speed increase
  10530. val4 = 700; // ASPD increase
  10531. break;
  10532. case SC_MANU_DEF:
  10533. case SC_MANU_ATK:
  10534. case SC_MANU_MATK:
  10535. val2 = 1; // Manuk group
  10536. break;
  10537. case SC_SPL_DEF:
  10538. case SC_SPL_ATK:
  10539. case SC_SPL_MATK:
  10540. val2 = 2; // Splendide group
  10541. break;
  10542. /* General */
  10543. case SC_FEAR:
  10544. sc_start(src, bl, SC_ANKLE, 100, 0, 2000);
  10545. break;
  10546. /* Rune Knight */
  10547. case SC_DEATHBOUND:
  10548. val2 = 500 + 100 * val1;
  10549. break;
  10550. case SC_STONEHARDSKIN:
  10551. if (!status_charge(bl, status->hp / 5, 0)) // 20% of HP
  10552. return 0;
  10553. if (sd)
  10554. val1 = sd->status.job_level * pc_checkskill(sd, RK_RUNEMASTERY) / 4; // DEF/MDEF Increase
  10555. break;
  10556. case SC_REFRESH:
  10557. status_heal(bl, status_get_max_hp(bl) * 25 / 100, 0, 1);
  10558. status_change_clear_buffs(bl, SCCB_REFRESH);
  10559. break;
  10560. case SC_MILLENNIUMSHIELD:
  10561. {
  10562. int8 chance = rnd()%100;
  10563. val2 = ((chance < 20) ? 4 : (chance < 50) ? 3 : 2); // Shield count
  10564. val3 = 1000; // Shield HP
  10565. clif_millenniumshield( *bl, val2 );
  10566. }
  10567. break;
  10568. case SC_ABUNDANCE:
  10569. val4 = tick / 10000;
  10570. tick_time = 10000; // [GodLesZ] tick time
  10571. break;
  10572. case SC_GIANTGROWTH:
  10573. val2 = 30; // Damage success rate and STR increase
  10574. break;
  10575. case SC_LUXANIMA:
  10576. val2 = 15; // Storm Blast success %
  10577. val3 = 30; // Damage/HP/SP % increase
  10578. break;
  10579. /* Arch Bishop */
  10580. case SC_RENOVATIO:
  10581. val4 = tick / 5000;
  10582. tick_time = 5000;
  10583. break;
  10584. case SC_SECRAMENT:
  10585. val2 = 10 * val1;
  10586. break;
  10587. case SC_VENOMIMPRESS:
  10588. val2 = 10 * val1;
  10589. break;
  10590. case SC_WEAPONBLOCKING:
  10591. val2 = 10 + 2 * val1; // Chance
  10592. val4 = tick / 5000;
  10593. tick_time = 5000; // [GodLesZ] tick time
  10594. break;
  10595. case SC_OBLIVIONCURSE:
  10596. if (val3 == 0)
  10597. break;
  10598. val4 = tick / 3000;
  10599. tick_time = 3000; // [GodLesZ] tick time
  10600. break;
  10601. case SC_CLOAKINGEXCEED:
  10602. val2 = (val1 + 1) / 2; // Hits
  10603. val3 = (val1 - 1) * 10; // Walk speed
  10604. if (bl->type == BL_PC)
  10605. val4 |= battle_config.pc_cloak_check_type&7;
  10606. else
  10607. val4 |= battle_config.monster_cloak_check_type&7;
  10608. tick_time = 1000; // [GodLesZ] tick time
  10609. break;
  10610. case SC_HALLUCINATIONWALK:
  10611. case SC_NPC_HALLUCINATIONWALK:
  10612. val2 = 50 * val1; // Evasion rate of physical attacks. Flee
  10613. val3 = 10 * val1; // Evasion rate of magical attacks.
  10614. break;
  10615. case SC_MARSHOFABYSS:
  10616. if( bl->type == BL_PC )
  10617. val2 = 3 * val1; // AGI and DEX Reduction
  10618. else // BL_MOB
  10619. val2 = 6 * val1; // AGI and DEX Reduction
  10620. val3 = 10 * val1; // Movement Speed Reduction
  10621. break;
  10622. case SC_FREEZE_SP:
  10623. // val2 = sp drain per 10 seconds
  10624. tick_time = 10000; // [GodLesZ] tick time
  10625. break;
  10626. case SC_SPHERE_1:
  10627. case SC_SPHERE_2:
  10628. case SC_SPHERE_3:
  10629. case SC_SPHERE_4:
  10630. case SC_SPHERE_5:
  10631. if( !sd )
  10632. return 0; // Should only work on players.
  10633. val4 = tick / 1000;
  10634. if( val4 < 1 )
  10635. val4 = 1;
  10636. tick_time = 1000; // [GodLesZ] tick time
  10637. break;
  10638. case SC_SHAPESHIFT:
  10639. switch( val1 ) {
  10640. case 1: val2 = ELE_FIRE; break;
  10641. case 2: val2 = ELE_EARTH; break;
  10642. case 3: val2 = ELE_WIND; break;
  10643. case 4: val2 = ELE_WATER; break;
  10644. }
  10645. break;
  10646. case SC_ELECTRICSHOCKER:
  10647. case SC_CRYSTALIZE:
  10648. val4 = tick / 1000;
  10649. if( val4 < 1 )
  10650. val4 = 1;
  10651. tick_time = 1000; // [GodLesZ] tick time
  10652. break;
  10653. case SC_MEIKYOUSISUI:
  10654. val2 = val1 * 2; // % HP each sec
  10655. val3 = val1; // % SP each sec
  10656. val4 = tick / 1000;
  10657. if( val4 < 1 )
  10658. val4 = 1;
  10659. tick_time = 1000;
  10660. break;
  10661. case SC_CAMOUFLAGE:
  10662. val4 = tick/1000;
  10663. tick_time = 1000; // [GodLesZ] tick time
  10664. break;
  10665. case SC_WUGDASH:
  10666. {
  10667. //Store time at which you started running.
  10668. t_tick currenttick = gettick();
  10669. // Note: this int64 value is stored in two separate int32 variables (FIXME)
  10670. val3 = (int)(currenttick&0x00000000ffffffffLL);
  10671. val4 = (int)((currenttick&0xffffffff00000000LL)>>32);
  10672. tick = INFINITE_TICK;
  10673. break;
  10674. }
  10675. case SC__SHADOWFORM:
  10676. {
  10677. map_session_data * s_sd = map_id2sd(val2);
  10678. if( s_sd )
  10679. s_sd->shadowform_id = bl->id;
  10680. val4 = tick / 1000;
  10681. tick_time = 1000; // [GodLesZ] tick time
  10682. }
  10683. break;
  10684. case SC__STRIPACCESSORY:
  10685. if (!sd)
  10686. val2 = 20;
  10687. break;
  10688. case SC__INVISIBILITY:
  10689. val2 = 50 - 10 * val1; // ASPD
  10690. val3 = 20 * val1; // CRITICAL
  10691. val4 = tick / 1000;
  10692. tick = INFINITE_TICK; // Duration sent to the client should be infinite
  10693. tick_time = 1000; // [GodLesZ] tick time
  10694. break;
  10695. case SC__ENERVATION:
  10696. val2 = 20 + 10 * val1; // ATK Reduction
  10697. if (sd) {
  10698. pc_delspiritball(sd,sd->spiritball,0);
  10699. pc_delspiritcharm(sd,sd->spiritcharm,sd->spiritcharm_type);
  10700. }
  10701. break;
  10702. case SC__GROOMY:
  10703. val2 = 20 + 10 * val1; // ASPD
  10704. val3 = 20 * val1; // HIT
  10705. if( sd ) { // Removes Animals
  10706. if( pc_isriding(sd) ) pc_setriding(sd, 0);
  10707. if( pc_isridingdragon(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_DRAGON);
  10708. if( pc_iswug(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_WUG);
  10709. if( pc_isridingwug(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_WUGRIDER);
  10710. if( pc_isfalcon(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_FALCON);
  10711. if( sd->status.pet_id > 0 ) pet_return_egg(sd, sd->pd);
  10712. if( hom_is_active(sd->hd) ) hom_vaporize(sd, HOM_ST_ACTIVE);
  10713. //if( sd->md ) mercenary_delete(sd->md,3); // Are Mercenaries removed? [aleos]
  10714. }
  10715. break;
  10716. case SC__LAZINESS:
  10717. val2 = 10 + 10 * val1; // Cast Increase
  10718. val3 = 10 * val1; // Flee Reduction
  10719. break;
  10720. case SC__UNLUCKY:
  10721. {
  10722. sc_type rand_eff;
  10723. switch(rnd() % 3) {
  10724. case 1: rand_eff = SC_BLIND; break;
  10725. case 2: rand_eff = SC_SILENCE; break;
  10726. default: rand_eff = SC_POISON; break;
  10727. }
  10728. val2 = 10 * val1; // Crit and Flee2 Reduction
  10729. status_change_start(src,bl,rand_eff,10000,val1,0,(rand_eff == SC_POISON ? src->id : 0),0,tick,SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  10730. break;
  10731. }
  10732. case SC__WEAKNESS:
  10733. val2 = 10 * val1;
  10734. // Bypasses coating protection and MADO
  10735. sc_start(src,bl,SC_STRIPWEAPON,100,val1,tick);
  10736. sc_start(src,bl,SC_STRIPSHIELD,100,val1,tick);
  10737. break;
  10738. case SC_GN_CARTBOOST:
  10739. if( val1 < 3 )
  10740. val2 = 50;
  10741. else if( val1 > 2 && val1 < 5 )
  10742. val2 = 75;
  10743. else
  10744. val2 = 100;
  10745. break;
  10746. case SC_PROPERTYWALK:
  10747. val3 = 0;
  10748. break;
  10749. case SC_STRIKING:
  10750. // val2 = watk bonus already calc
  10751. val3 = 6 - val1;// spcost = 6 - level (lvl1:5 ... lvl 5: 1)
  10752. val4 = tick / 1000;
  10753. tick_time = 1000; // [GodLesZ] tick time
  10754. break;
  10755. case SC_WARMER:
  10756. val4 = tick / 3000;
  10757. tick = INFINITE_TICK; // Duration sent to the client should be infinite
  10758. tick_time = 3000;
  10759. break;
  10760. case SC_HELLS_PLANT:
  10761. tick_time = status_get_sc_interval(type);
  10762. val4 = tick - tick_time; // Remaining time
  10763. break;
  10764. case SC_SWINGDANCE:
  10765. val3 = 3 * val1 + val2; // Walk speed and aspd reduction.
  10766. break;
  10767. case SC_SYMPHONYOFLOVER:
  10768. val3 = 2 * val1 + val2 + (sd?sd->status.job_level:50) / 4; // MDEF Increase
  10769. break;
  10770. case SC_MOONLITSERENADE: // MATK Increase
  10771. case SC_RUSHWINDMILL: // ATK Increase
  10772. val3 = 4 + val1 * 3 + val2 + (sd?sd->status.job_level:50) / 5;
  10773. break;
  10774. case SC_ECHOSONG:
  10775. val3 = 6 * val1 + val2 + (sd?sd->status.job_level:50) / 4; // DEF Increase
  10776. break;
  10777. case SC_HARMONIZE:
  10778. val2 = 5 + 5 * val1;
  10779. break;
  10780. case SC_VOICEOFSIREN:
  10781. val4 = tick / 2000;
  10782. tick_time = 2000; // [GodLesZ] tick time
  10783. break;
  10784. case SC_DEEPSLEEP:
  10785. val4 = tick / 2000;
  10786. tick_time = 2000; // [GodLesZ] tick time
  10787. break;
  10788. case SC_SIRCLEOFNATURE:
  10789. val2 = 50 * val1; // HP recovery rate
  10790. break;
  10791. case SC_SONGOFMANA:
  10792. status_heal(bl, 0, status->max_sp * (val1 <= 2 ? 10 : val1 <= 4 ? 15 : 20) / 100, 1);
  10793. val3 = 50 * val1;
  10794. break;
  10795. case SC_SATURDAYNIGHTFEVER:
  10796. if (!val4) val4 = skill_get_time2(scdb->skill_id,val1);
  10797. if (!val4) val4 = 3000;
  10798. val3 = tick/val4;
  10799. tick_time = val4; // [GodLesZ] tick time
  10800. break;
  10801. case SC_GLOOMYDAY:
  10802. val2 = 20 + 5 * val1; // Flee reduction.
  10803. val3 = 15 + 5 * val1; // ASPD reduction.
  10804. if( sd && rnd()%100 < val1 ) { // (Skill Lv) %
  10805. val4 = 1; // Reduce walk speed by half.
  10806. if( pc_isriding(sd) ) pc_setriding(sd, 0);
  10807. if( pc_isridingdragon(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_DRAGON);
  10808. }
  10809. break;
  10810. case SC_GLOOMYDAY_SK:
  10811. // Random number between [15 ~ (Voice Lesson Skill Level x 5) + (Skill Level x 10)] %.
  10812. val2 = 15 + rnd()%( (sd?pc_checkskill(sd, WM_LESSON)*5:0) + val1*10 );
  10813. break;
  10814. case SC_SITDOWN_FORCE:
  10815. case SC_BANANA_BOMB_SITDOWN:
  10816. if( sd && !pc_issit(sd) ) {
  10817. pc_setsit(sd);
  10818. skill_sit(sd, true);
  10819. clif_sitting(*bl);
  10820. }
  10821. break;
  10822. case SC_DANCEWITHWUG:
  10823. val3 = 5 * val1; // ASPD Increase
  10824. val4 = 20 + 10 * val1; // Fixed Cast Time Reduction
  10825. break;
  10826. case SC_LERADSDEW:
  10827. val3 = 2 + 3 * val1 + min(3 * val2, 25); // MaxHP Increase
  10828. break;
  10829. case SC_MELODYOFSINK:
  10830. val2 = 10 * val1; // INT Reduction.
  10831. val3 = 2 + 2 * val1; // MaxSP reduction
  10832. break;
  10833. case SC_BEYONDOFWARCRY:
  10834. val2 = 10 + 10 * val1; // STR Reduction
  10835. val3 = 4 * val1; // MaxHP Reduction
  10836. break;
  10837. case SC_UNLIMITEDHUMMINGVOICE:
  10838. val3 = 4 * val1 + min(3 * val2, 15); // !TODO: What's the Lesson bonus?
  10839. break;
  10840. case SC_REFLECTDAMAGE:
  10841. val2 = 10 * val1; // Reflect reduction amount
  10842. val4 = tick/1000; // Number of SP cycles (duration)
  10843. tick_time = 1000; // [GodLesZ] tick time
  10844. break;
  10845. case SC_FORCEOFVANGUARD:
  10846. val2 = 8 + 12 * val1; // Chance
  10847. val3 = 5 + 2 * val1; // Max rage counters
  10848. tick = INFINITE_TICK; // Endless duration in the client
  10849. tick_time = 10000; // [GodLesZ] tick time
  10850. break;
  10851. case SC_EXEEDBREAK:
  10852. val2 = 150 * val1;
  10853. if (sd) { // Players
  10854. short index = sd->equip_index[EQI_HAND_R];
  10855. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_WEAPON)
  10856. val2 += 15 * sd->status.job_level + sd->inventory_data[index]->weight / 10 * sd->inventory_data[index]->weapon_level * status_get_lv(bl) / 100;
  10857. } else // Monster
  10858. val2 += 750;
  10859. break;
  10860. case SC_PRESTIGE:
  10861. val2 = (status->int_ + status->luk) * val1 / 20 * status_get_lv(bl) / 200 + val1; // Chance to evade magic damage.
  10862. val3 = ((val1 * 15) + (10 * (sd?pc_checkskill(sd,CR_DEFENDER):skill_get_max(CR_DEFENDER)))) * status_get_lv(bl) / 100; // Defence added
  10863. break;
  10864. case SC_SHIELDSPELL_HP:
  10865. val2 = 3; // 3% HP every 3 seconds
  10866. tick_time = status_get_sc_interval(type);
  10867. val4 = tick - tick_time; // Remaining time
  10868. break;
  10869. case SC_SHIELDSPELL_SP:
  10870. val2 = 3; // 3% SP every 5 seconds
  10871. tick_time = status_get_sc_interval(type);
  10872. val4 = tick - tick_time; // Remaining time
  10873. break;
  10874. case SC_SHIELDSPELL_ATK:
  10875. val2 = 150; // WATK/MATK bonus
  10876. break;
  10877. case SC_BANDING:
  10878. val2 = (sd ? skill_banding_count(sd) : 1);
  10879. tick_time = 5000; // [GodLesZ] tick time
  10880. break;
  10881. case SC_MAGNETICFIELD:
  10882. tick_time = 1000; // [GodLesZ] tick time
  10883. val4 = tick / tick_time;
  10884. break;
  10885. case SC_INSPIRATION:
  10886. val2 = 40 * val1; // ATK/MATK
  10887. val3 = 6 * val1; //All stat bonus
  10888. val4 = tick / 5000;
  10889. tick_time = 5000; // [GodLesZ] tick time
  10890. status_change_clear_buffs(bl, SCCB_DEBUFFS); // Remove debuffs
  10891. break;
  10892. case SC_CRESCENTELBOW:
  10893. val2 = (sd?sd->status.job_level:50) / 2 + (50 + 5 * val1);
  10894. break;
  10895. case SC_LIGHTNINGWALK: // [(Job Level / 2) + (40 + 5 * Skill Level)] %
  10896. val1 = (sd?sd->status.job_level:2)/2 + 40 + 5 * val1;
  10897. break;
  10898. case SC_GT_ENERGYGAIN:
  10899. val2 = 10 + 5 * val1; // Sphere gain chance.
  10900. break;
  10901. case SC_GT_CHANGE:
  10902. // Take note there is no def increase as skill desc says. [malufett]
  10903. val2 = val1 * 8; // ATK increase
  10904. val3 = status->agi * val1 / 60; // ASPD increase: [(Target AGI x Skill Level) / 60] %
  10905. break;
  10906. case SC_GT_REVITALIZE:
  10907. // Take note there is no vit, aspd, speed increase as skill desc says. [malufett]
  10908. val2 = 2 * val1; // MaxHP: [(Skill Level * 2)]%
  10909. val3 = val1 * 30 + 50; // Natural HP recovery increase: [(Skill Level x 30) + 50] %
  10910. // The stat def is not shown in the status window and it is processed differently
  10911. val4 = val1 * 20; // STAT DEF increase
  10912. break;
  10913. case SC_PYROTECHNIC_OPTION:
  10914. val2 = 60; // Eatk Renewal (Atk2)
  10915. break;
  10916. case SC_HEATER_OPTION:
  10917. val2 = 120; // Eatk Renewal (Atk2)
  10918. val3 = ELE_FIRE; // Change into fire element.
  10919. break;
  10920. case SC_TROPIC_OPTION:
  10921. val2 = 180; // Eatk Renewal (Atk2)
  10922. val3 = MG_FIREBOLT;
  10923. break;
  10924. case SC_AQUAPLAY_OPTION:
  10925. val2 = 40;
  10926. break;
  10927. case SC_COOLER_OPTION:
  10928. val2 = 80;
  10929. val3 = ELE_WATER; // Change into water element.
  10930. break;
  10931. case SC_CHILLY_AIR_OPTION:
  10932. val2 = 120; // Matk. Renewal (Matk1)
  10933. val3 = MG_COLDBOLT;
  10934. break;
  10935. case SC_WIND_STEP_OPTION:
  10936. val2 = 50; // % Increase speed and flee.
  10937. break;
  10938. case SC_BLAST_OPTION:
  10939. val2 = 20;
  10940. val3 = ELE_WIND; // Change into wind element.
  10941. break;
  10942. case SC_WILD_STORM_OPTION:
  10943. val2 = MG_LIGHTNINGBOLT;
  10944. break;
  10945. case SC_PETROLOGY_OPTION:
  10946. val2 = 5; //HP Rate bonus
  10947. val3 = 50;
  10948. break;
  10949. case SC_SOLID_SKIN_OPTION:
  10950. val2 = 33; //% Increase DEF
  10951. break;
  10952. case SC_CURSED_SOIL_OPTION:
  10953. val2 = 10; //HP rate bonus
  10954. val3 = ELE_EARTH; // Change into earth element.
  10955. break;
  10956. case SC_UPHEAVAL_OPTION:
  10957. val2 = 15; //HP rate bonus
  10958. val3 = WZ_EARTHSPIKE;
  10959. break;
  10960. case SC_CIRCLE_OF_FIRE_OPTION:
  10961. val2 = 300;
  10962. break;
  10963. case SC_WATER_SCREEN_OPTION:
  10964. tick_time = 10000;
  10965. break;
  10966. case SC_FIRE_CLOAK_OPTION:
  10967. case SC_WATER_DROP_OPTION:
  10968. case SC_WIND_CURTAIN_OPTION:
  10969. case SC_STONE_SHIELD_OPTION:
  10970. val2 = 100; // Elemental modifier.
  10971. break;
  10972. case SC_TROPIC:
  10973. case SC_CHILLY_AIR:
  10974. case SC_WILD_STORM:
  10975. case SC_UPHEAVAL:
  10976. val2 += 10;
  10977. [[fallthrough]];
  10978. case SC_HEATER:
  10979. case SC_COOLER:
  10980. case SC_BLAST:
  10981. case SC_CURSED_SOIL:
  10982. val2 += 10;
  10983. [[fallthrough]];
  10984. case SC_PYROTECHNIC:
  10985. case SC_AQUAPLAY:
  10986. case SC_GUST:
  10987. case SC_PETROLOGY:
  10988. val2 += 5;
  10989. val3 += 9000;
  10990. [[fallthrough]];
  10991. case SC_CIRCLE_OF_FIRE:
  10992. case SC_FIRE_CLOAK:
  10993. case SC_WATER_DROP:
  10994. case SC_WATER_SCREEN:
  10995. case SC_WIND_CURTAIN:
  10996. case SC_WIND_STEP:
  10997. case SC_STONE_SHIELD:
  10998. case SC_SOLID_SKIN:
  10999. val2 += 5;
  11000. val3 += 1000;
  11001. tick_time = val3; // [GodLesZ] tick time
  11002. break;
  11003. case SC_WATER_BARRIER:
  11004. val2 = 30; // Reductions. Atk2 and Flee1
  11005. break;
  11006. case SC_ZEPHYR:
  11007. val2 = 25; // Flee.
  11008. break;
  11009. case SC_TIDAL_WEAPON:
  11010. val2 = 20; // Increase Elemental's attack.
  11011. break;
  11012. case SC_ROCK_CRUSHER:
  11013. case SC_ROCK_CRUSHER_ATK:
  11014. case SC_POWER_OF_GAIA:
  11015. val2 = 33; //Def rate bonus/Speed rate reduction
  11016. val3 = 20; //HP rate bonus
  11017. break;
  11018. case SC_TEARGAS:
  11019. val2 = status_get_max_hp(bl) * 5 / 100; // Drain 5% HP
  11020. val4 = tick / 2000;
  11021. tick_time = 2000;
  11022. break;
  11023. case SC_TEARGAS_SOB:
  11024. val4 = tick / 3000;
  11025. tick_time = 3000;
  11026. break;
  11027. case SC_STOMACHACHE:
  11028. val2 = 8; // SP consume.
  11029. val4 = tick / 10000;
  11030. tick_time = 10000; // [GodLesZ] tick time
  11031. break;
  11032. case SC_PROMOTE_HEALTH_RESERCH:
  11033. //val1: 1 = Regular Potion, 2 = Thrown Potion
  11034. //val2: 1 = Small Potion, 2 = Medium Potion, 3 = Large Potion
  11035. //val3: MaxHP Increase By Fixed Amount
  11036. if (val1 == 1) // If potion was normally used, take the user's BaseLv
  11037. val3 = 1000 * val2 - 500 + status_get_lv(bl) * 10 / 3;
  11038. else if (val1 == 2) // If potion was thrown at someone, take the thrower's BaseLv
  11039. val3 = 1000 * val2 - 500 + status_get_lv(src) * 10 / 3;
  11040. if (val3 <= 0) // Prevents a negeative value from happening
  11041. val3 = 0;
  11042. break;
  11043. case SC_ENERGY_DRINK_RESERCH:
  11044. //val1: 1 = Regular Potion, 2 = Thrown Potion
  11045. //val2: 1 = Small Potion, 2 = Medium Potion, 3 = Large Potion
  11046. //val3: MaxSP Increase By Percentage Amount
  11047. if (val1 == 1) // If potion was normally used, take the user's BaseLv
  11048. val3 = status_get_lv(bl) / 10 + 5 * val2 - 10;
  11049. else if (val1 == 2) // If potion was thrown at someone, take the thrower's BaseLv
  11050. val3 = status_get_lv(src) / 10 + 5 * val2 - 10;
  11051. if (val3 <= 0) // Prevents a negeative value from happening
  11052. val3 = 0;
  11053. break;
  11054. case SC_KYOUGAKU:
  11055. val2 = 2*val1 + rnd()%val1;
  11056. clif_status_change(bl,EFST_ACTIVE_MONSTER_TRANSFORM,1,0,1002,0,0);
  11057. break;
  11058. case SC_KAGEMUSYA:
  11059. val2 = 20; // Damage increase bonus
  11060. val3 = val1 * 2;
  11061. tick_time = 1000;
  11062. val4 = tick / tick_time;
  11063. break;
  11064. case SC_ZANGETSU:
  11065. if( status_get_hp(bl) % 2 == 0 )
  11066. val2 = (status_get_lv(bl) / 3) + (20 * val1); //+Watk
  11067. else
  11068. val2 -= (status_get_lv(bl) / 3) + (30 * val1); //-Watk
  11069. if( status_get_sp(bl) % 2 == 0 )
  11070. val3 = (status_get_lv(bl) / 3) + (20 * val1); //+Matk
  11071. else
  11072. val3 -= (status_get_lv(bl) / 3) + (30 * val1); //-Matk
  11073. break;
  11074. case SC_GENSOU:
  11075. {
  11076. int hp = status_get_hp(bl), lv = 5;
  11077. short per = 100 / (status_get_max_hp(bl) / hp);
  11078. if( per <= 15 )
  11079. lv = 1;
  11080. else if( per <= 30 )
  11081. lv = 2;
  11082. else if( per <= 50 )
  11083. lv = 3;
  11084. else if( per <= 75 )
  11085. lv = 4;
  11086. if( hp % 2 == 0)
  11087. status_heal(bl, hp * (6-lv) * 4 / 100, status_get_sp(bl) * (6-lv) * 3 / 100, 1);
  11088. else
  11089. status_zap(bl, hp * (lv*4) / 100, status_get_sp(bl) * (lv*3) / 100);
  11090. }
  11091. break;
  11092. case SC_ANGRIFFS_MODUS:
  11093. val2 = 50 + 20 * val1; // atk bonus
  11094. val3 = 25 + 10 * val1; // Flee reduction.
  11095. val4 = tick/1000; // hp/sp reduction timer
  11096. tick_time = 1000;
  11097. break;
  11098. case SC_GOLDENE_FERSE:
  11099. val2 = 10 + 10*val1; // flee bonus
  11100. val3 = 6 + 4 * val1; // Aspd Bonus
  11101. val4 = 2 + 2 * val1; // Chance of holy attack
  11102. break;
  11103. case SC_STONE_WALL:
  11104. val2 = 100 * val1; // DEF bonus
  11105. val3 = 30 * val1; // MDEF bonus
  11106. break;
  11107. case SC_OVERED_BOOST:
  11108. val2 = 400 + 40 * val1; // flee bonus
  11109. val3 = 180 + 2 * val1; // aspd bonus
  11110. val4 = 50; // def reduc %
  11111. break;
  11112. case SC_GRANITIC_ARMOR:
  11113. val2 = 2*val1; // dmg reduction
  11114. val3 = 6*val1; // dmg taken on status end (6%:12%:18%:24%:30%)
  11115. val4 = 5*val1; // unknow formula
  11116. break;
  11117. case SC_MAGMA_FLOW:
  11118. val2 = 3*val1; // Activation chance
  11119. break;
  11120. case SC_PYROCLASTIC:
  11121. val2 += 100 + 10*val1; // atk bonus // !TODO: Confirm formula
  11122. break;
  11123. case SC_TEMPERING:
  11124. val2 += 5 + val1; // patk bonus
  11125. break;
  11126. case SC_GOLDENE_TONE:
  11127. val2 += 3 * val1; // res/mres bonus
  11128. break;
  11129. case SC_PARALYSIS: // [Lighta] need real info
  11130. val2 = 2*val1; // def reduction
  11131. val3 = 500*val1; // varcast augmentation
  11132. break;
  11133. case SC_TOXIN_OF_MANDARA:
  11134. val2 = 15*val1; // res reduction
  11135. break;
  11136. case SC_LIGHT_OF_REGENE: // Yommy leak need confirm
  11137. val2 = 20 * val1; // hp reco on death %
  11138. break;
  11139. case SC_PAIN_KILLER: // Yommy leak need confirm
  11140. val2 = min((( 200 * val1 ) * status_get_lv(src)) / 150, 1000); // dmg reduction linear. upto a maximum of 1000 [iRO Wiki]
  11141. if(sc->getSCE(SC_PARALYSIS))
  11142. sc_start(src,bl, SC_ENDURE, 100, val1, tick); // Start endure for same duration
  11143. break;
  11144. case SC_STYLE_CHANGE:
  11145. tick = INFINITE_TICK; // Infinite duration
  11146. break;
  11147. case SC_CBC:
  11148. val3 = 10; // Drain sp % dmg
  11149. val4 = tick/1000; // dmg each sec
  11150. tick = 1000;
  11151. break;
  11152. case SC_EQC:
  11153. val2 = 5 * val1; // def % reduc
  11154. val3 = 2 * val1; // HP drain %
  11155. break;
  11156. case SC_ASH:
  11157. val2 = 0; // hit % reduc
  11158. val3 = 0; // def % reduc
  11159. val4 = 0; // atk flee % reduc
  11160. if (!status_bl_has_mode(bl,MD_STATUSIMMUNE)) {
  11161. val2 = 50;
  11162. if (status_get_race(bl) == RC_PLANT) // plant type
  11163. val3 = 50;
  11164. if (status_get_element(bl) == ELE_WATER) // defense water type
  11165. val4 = 50;
  11166. }
  11167. break;
  11168. case SC_FULL_THROTTLE:
  11169. val2 = ( val1 == 1 ? 6 : 6 - val1 );
  11170. val3 = 20; //+% AllStats
  11171. tick_time = 1000;
  11172. val4 = tick / tick_time;
  11173. break;
  11174. case SC_REBOUND:
  11175. tick_time = 2000;
  11176. val4 = tick / tick_time;
  11177. clif_emotion(bl, ET_SWEAT);
  11178. break;
  11179. case SC_KINGS_GRACE:
  11180. val2 = 3 + val1; //HP Recover rate
  11181. tick_time = 1000;
  11182. val4 = tick / tick_time;
  11183. break;
  11184. case SC_TELEKINESIS_INTENSE:
  11185. val2 = 10 * val1; // sp consum / casttime reduc %
  11186. val3 = 40 * val1; // magic dmg bonus
  11187. break;
  11188. case SC_OFFERTORIUM:
  11189. val2 = 30 * val1; // heal power bonus
  11190. val3 = 100 + 20 * val1; // sp cost inc
  11191. break;
  11192. case SC_FRIGG_SONG:
  11193. val2 = 5 * val1; // maxhp bonus
  11194. val3 = 80 + 20 * val1; // healing
  11195. tick_time = 1000;
  11196. val4 = tick / tick_time;
  11197. break;
  11198. case SC_FLASHCOMBO:
  11199. val2 = 20 * val1 + 20; // atk bonus
  11200. break;
  11201. case SC_DARKCROW:
  11202. val2 = 30 * val1; // ATK bonus
  11203. break;
  11204. case SC_UNLIMIT:
  11205. val2 = 50 * val1;
  11206. break;
  11207. case SC_MONSTER_TRANSFORM:
  11208. case SC_ACTIVE_MONSTER_TRANSFORM:
  11209. if( !mobdb_checkid(val1) )
  11210. val1 = MOBID_PORING; // Default poring
  11211. break;
  11212. #ifndef RENEWAL
  11213. case SC_APPLEIDUN:
  11214. {
  11215. map_session_data * s_sd = BL_CAST(BL_PC, src);
  11216. val2 = (5 + 2 * val1) + (status_get_vit(src) / 10); //HP Rate: (5 + 2 * skill_lv) + (vit/10) + (BA_MUSICALLESSON level)
  11217. if (s_sd)
  11218. val2 += pc_checkskill(s_sd, BA_MUSICALLESSON) / 2;
  11219. break;
  11220. }
  11221. #endif
  11222. case SC_EPICLESIS:
  11223. val2 = 5 * val1; //HP rate bonus
  11224. break;
  11225. case SC_ILLUSIONDOPING:
  11226. val2 = 50; // -Hit
  11227. break;
  11228. case SC_OVERHEAT:
  11229. case SC_OVERHEAT_LIMITPOINT:
  11230. case SC_STEALTHFIELD:
  11231. tick_time = tick;
  11232. tick = INFINITE_TICK;
  11233. break;
  11234. case SC_STEALTHFIELD_MASTER:
  11235. tick_time = val3 = 2000 + 1000 * val1;
  11236. val4 = tick / tick_time;
  11237. break;
  11238. case SC_VACUUM_EXTREME:
  11239. // Suck target at n second, only if the n second is lower than the duration
  11240. // Does not suck targets on no-knockback maps
  11241. if (val4 < tick && unit_blown_immune(bl, 0x9) == UB_KNOCKABLE) {
  11242. tick_time = val4;
  11243. val4 = tick - tick_time;
  11244. } else
  11245. val4 = 0;
  11246. break;
  11247. case SC_FIRE_INSIGNIA:
  11248. case SC_WATER_INSIGNIA:
  11249. case SC_WIND_INSIGNIA:
  11250. case SC_EARTH_INSIGNIA:
  11251. tick_time = 5000;
  11252. val4 = tick / tick_time;
  11253. break;
  11254. case SC_NEUTRALBARRIER:
  11255. val2 = 10 + val1 * 5; // Def/Mdef
  11256. tick = INFINITE_TICK;
  11257. break;
  11258. case SC_MAGIC_POISON:
  11259. val2 = 50; // Attribute Reduction
  11260. break;
  11261. /* Rebellion */
  11262. case SC_B_TRAP:
  11263. val2 = src->id;
  11264. val3 = val1 * 25; // -movespeed TODO: Figure out movespeed rate
  11265. break;
  11266. case SC_C_MARKER:
  11267. case SC_BURNT:
  11268. // val1 = skill_lv
  11269. // val2 = src_id
  11270. val3 = 10; // -10 flee
  11271. //Start timer to send mark on mini map
  11272. val4 = tick/1000;
  11273. tick_time = 1000; // Sends every 1 seconds
  11274. break;
  11275. case SC_H_MINE:
  11276. val2 = src->id;
  11277. break;
  11278. case SC_HEAT_BARREL:
  11279. {
  11280. uint8 n = 10;
  11281. if (sd)
  11282. n = (uint8)sd->spiritball_old;
  11283. //kRO Update 2016-05-25
  11284. val2 = n * 5; // -fixed casttime
  11285. val3 = (6 + val1 * 2) * n; // ATK
  11286. val4 = 25 + val1 * 5; // -hit
  11287. }
  11288. break;
  11289. case SC_P_ALTER:
  11290. {
  11291. uint8 n = 10;
  11292. if (sd)
  11293. n = (uint8)sd->spiritball_old;
  11294. val2 = 10 * n; // +atk
  11295. val3 = (status->max_hp * (val1 * 5) / 100); // Barrier HP
  11296. }
  11297. break;
  11298. case SC_E_CHAIN:
  11299. val2 = 10;
  11300. if (sd)
  11301. val2 = sd->spiritball_old;
  11302. break;
  11303. case SC_ANTI_M_BLAST:
  11304. val2 = val1 * 10;
  11305. break;
  11306. case SC_CATNIPPOWDER:
  11307. val2 = -50; // WATK%, MATK%
  11308. val3 = 25 * val1; // Move speed reduction
  11309. if (bl->type == BL_PC && pc_checkskill(sd, SU_SPIRITOFLAND))
  11310. val4 = status_get_lv(src) / 12;
  11311. break;
  11312. case SC_BITESCAR: {
  11313. const struct status_data *b_status = status_get_base_status(src); // Base Status
  11314. val2 = (status_get_max_hp(bl) * (val1 + (b_status->dex / 25))) / status_get_max_hp(bl); // MHP% damage
  11315. tick_time = 1000;
  11316. val4 = tick / tick_time;
  11317. }
  11318. break;
  11319. case SC_ARCLOUSEDASH:
  11320. val2 = 15 + 5 * val1; // AGI
  11321. val3 = 25; // Move speed increase
  11322. if (sd && (sd->class_&MAPID_BASEMASK) == MAPID_SUMMONER)
  11323. val4 = 10; // Ranged ATK increase
  11324. break;
  11325. case SC_SHRIMP:
  11326. val2 = 10; // BATK%, MATK%
  11327. break;
  11328. case SC_FRESHSHRIMP: {
  11329. int min = 0, max = 0;
  11330. #ifdef RENEWAL
  11331. min = status_base_matk_min(src, status, status_get_lv(src));
  11332. max = status_base_matk_max(src, status, status_get_lv(src));
  11333. if (status->rhw.matk > 0) {
  11334. int wMatk, variance;
  11335. wMatk = status->rhw.matk;
  11336. variance = wMatk * status->rhw.wlv / 10;
  11337. min += wMatk - variance;
  11338. max += wMatk + variance;
  11339. }
  11340. #endif
  11341. if (sd && sd->right_weapon.overrefine > 0) {
  11342. min++;
  11343. max += sd->right_weapon.overrefine - 1;
  11344. }
  11345. val2 += min + 178; // Heal
  11346. if (max > min)
  11347. val2 += rnd() % (max - min); // Heal
  11348. if (sd) {
  11349. if (pc_checkskill(sd, SU_POWEROFSEA) > 0) {
  11350. val2 += val2 * 10 / 100;
  11351. if (pc_checkskill_summoner(sd, SUMMONER_POWER_SEA) >= 20)
  11352. val2 += val2 * 20 / 100;
  11353. }
  11354. if (pc_checkskill(sd, SU_SPIRITOFSEA) > 0)
  11355. val2 *= 2; // Doubles HP
  11356. }
  11357. tick_time = 10000 - ((val1 - 1) * 1000);
  11358. val4 = tick / tick_time;
  11359. }
  11360. break;
  11361. case SC_TUNAPARTY:
  11362. val2 = (status->max_hp * (val1 * 10) / 100); // Max HP% to absorb
  11363. if (sd && pc_checkskill(sd, SU_SPIRITOFSEA))
  11364. val2 *= 2; // Double the shield life
  11365. break;
  11366. case SC_HISS:
  11367. val2 = 50; // Perfect Dodge
  11368. sc_start(src, bl, SC_DORAM_WALKSPEED, 100, 50, skill_get_time2(SU_HISS, val1));
  11369. break;
  11370. case SC_GROOMING:
  11371. val2 = 100; // Flee
  11372. break;
  11373. case SC_CHATTERING:
  11374. val2 = 100; // eATK, eMATK
  11375. sc_start(src, bl, SC_DORAM_WALKSPEED, 100, 50, skill_get_time2(SU_CHATTERING, val1));
  11376. break;
  11377. case SC_SWORDCLAN:
  11378. case SC_ARCWANDCLAN:
  11379. case SC_GOLDENMACECLAN:
  11380. case SC_CROSSBOWCLAN:
  11381. case SC_JUMPINGCLAN:
  11382. tick = INFINITE_TICK;
  11383. status_change_start(src,bl,SC_CLAN_INFO,10000,0,val2,0,0,INFINITE_TICK,flag);
  11384. break;
  11385. case SC_DORAM_BUF_01:
  11386. case SC_DORAM_BUF_02:
  11387. tick_time = 10000; // every 10 seconds
  11388. if( (val4 = tick/tick_time) < 1 )
  11389. val4 = 1;
  11390. break;
  11391. case SC_GLASTHEIM_ATK:
  11392. val1 = 100; // Undead/Demon MDEF ignore rate
  11393. break;
  11394. case SC_GLASTHEIM_HEAL:
  11395. val1 = 100; // Heal Power rate bonus
  11396. val2 = 50; // Received heal rate bonus
  11397. break;
  11398. case SC_GLASTHEIM_HIDDEN:
  11399. val1 = 90; // Damage rate reduction bonus
  11400. break;
  11401. case SC_GLASTHEIM_STATE:
  11402. val1 = 20; // All-stat bonus
  11403. break;
  11404. case SC_GLASTHEIM_ITEMDEF:
  11405. val1 = 200; // DEF bonus
  11406. val2 = 50; // MDEF bonus
  11407. break;
  11408. case SC_GLASTHEIM_HPSP:
  11409. val1 = 10000; // HP bonus
  11410. val2 = 1000; // SP bonus
  11411. break;
  11412. case SC_ANCILLA:
  11413. val1 = 15; // Heal Power rate bonus
  11414. val2 = 30; // SP Recovery rate bonus
  11415. break;
  11416. case SC_HELPANGEL:
  11417. tick_time = 1000;
  11418. val4 = tick / tick_time;
  11419. break;
  11420. case SC_EMERGENCY_MOVE:
  11421. val2 = 25; // Movement speed increase
  11422. break;
  11423. case SC_SUNSTANCE:
  11424. val2 = 2 + val1; // ATK Increase
  11425. tick = INFINITE_TICK;
  11426. break;
  11427. case SC_LUNARSTANCE:
  11428. val2 = 2 + val1; // MaxHP Increase
  11429. tick = INFINITE_TICK;
  11430. break;
  11431. case SC_STARSTANCE:
  11432. val2 = 4 + 2 * val1; // ASPD Increase
  11433. tick = INFINITE_TICK;
  11434. break;
  11435. case SC_DIMENSION1:
  11436. case SC_DIMENSION2:
  11437. if (sd)
  11438. pc_addspiritball(sd, skill_get_time2(SJ_BOOKOFDIMENSION, 1), 2);
  11439. break;
  11440. case SC_UNIVERSESTANCE:
  11441. val2 = 2 + val1; // All Stats Increase
  11442. tick = INFINITE_TICK;
  11443. break;
  11444. case SC_NEWMOON:
  11445. val2 = 7; // Number of Regular Attacks Until Reveal
  11446. tick_time = 1000;
  11447. val4 = tick / tick_time;
  11448. break;
  11449. case SC_FALLINGSTAR:
  11450. val2 = 8 + 2 * (1 + val1) / 2; // Autocast Chance
  11451. if (val1 >= 7)
  11452. val2 += 1; // Make it 15% at level 7.
  11453. break;
  11454. case SC_CREATINGSTAR:
  11455. tick_time = 500;
  11456. val4 = tick / tick_time;
  11457. break;
  11458. case SC_LIGHTOFSUN:
  11459. case SC_LIGHTOFMOON:
  11460. case SC_LIGHTOFSTAR:
  11461. val2 = 5 * val1; // Skill Damage Increase.
  11462. break;
  11463. case SC_SOULGOLEM:
  11464. val2 = 60 * val1; // DEF Increase
  11465. val3 = 15 + 5 * val1; // MDEF Increase
  11466. break;
  11467. case SC_SOULSHADOW:
  11468. val2 = (1 + val1) / 2; // ASPD Increase
  11469. val3 = 10 + 2 * val1; // CRIT Increase
  11470. break;
  11471. case SC_SOULFALCON:
  11472. val2 = 10 * val1; // WATK Increase
  11473. val3 = 10; // HIT Increase
  11474. if (val1 >= 3)
  11475. val3 += 3;
  11476. else if (val1 >= 5)
  11477. val3 += 5;
  11478. break;
  11479. case SC_SOULFAIRY:
  11480. val2 = 10 * val1; // MATK Increase
  11481. val3 = 5; // Variable Cast Time Reduction
  11482. if (val1 >= 3)
  11483. val3 += 2;
  11484. else if (val1 >= 5)
  11485. val3 += 5;
  11486. break;
  11487. case SC_SOULUNITY:
  11488. tick_time = 3000;
  11489. val4 = tick / tick_time;
  11490. break;
  11491. case SC_SOULDIVISION:
  11492. val2 = 10 * val1; // Skill Aftercast Increase
  11493. break;
  11494. case SC_SOULREAPER:
  11495. val2 = 10 + 5 * val1; // Chance of Getting A Soul Sphere.
  11496. break;
  11497. case SC_SOULCOLLECT:
  11498. val2 = 5 + 3 * val2; // Max Soul Sphere's.
  11499. val3 = tick > 0 ? tick : 60000;
  11500. tick_time = tick;
  11501. tick = INFINITE_TICK;
  11502. break;
  11503. case SC_SP_SHA:
  11504. val2 = 50; // Move speed reduction
  11505. break;
  11506. case SC_SERVANTWEAPON:
  11507. if( sd ){
  11508. // Generate 5 servants on start
  11509. pc_addservantball( *sd, MAX_SERVANTBALL );
  11510. }
  11511. tick_time = skill_get_time2(DK_SERVANTWEAPON,val1); // Servant Regen Interval
  11512. if (tick_time < 500)
  11513. tick_time = 500; // Avoid being brought down to 0.
  11514. val4 = tick - tick_time; // Remaining Time
  11515. break;
  11516. case SC_RELIEVE_ON:
  11517. val2 = min(10*val1, 99); // % damage received reduced from 10 * skill lvl up to 99%
  11518. break;
  11519. case SC_VIGOR:
  11520. val2 = 100 - 10 * (val1 - 1); // HP consumption with each attack is reduced by skill lvl
  11521. val2 = max(val2, 0);
  11522. break;
  11523. case SC_POWERFUL_FAITH:
  11524. val2 = 5 + 5 * val1;// ATK Increase
  11525. val3 = 5 + 2 * val1;// PAtk Increase
  11526. break;
  11527. case SC_FIRM_FAITH:
  11528. val2 = 2 * val1;// MaxHP Increase
  11529. val3 = 8 * val1;// Res Increase
  11530. break;
  11531. case SC_SINCERE_FAITH:
  11532. val2 = (1 + val1) / 2;// ASPD Increase
  11533. val3 = 4 * val1;// Perfect Hit Increase
  11534. break;
  11535. case SC_GUARD_STANCE:
  11536. val2 = 50 + 50 * val1;// DEF Increase
  11537. val3 = 50 * val1;// ATK Decrease
  11538. tick = INFINITE_TICK;
  11539. break;
  11540. case SC_GUARDIAN_S:
  11541. val2 = ( status->max_hp * 30 / 100 ) * ( 25 * val1 ) / 100 + 15 * status->sta; // Barrier HP
  11542. break;
  11543. case SC_REBOUND_S:
  11544. val2 = 10 * val1;// Reduced Damage From Devotion
  11545. if (val2 > 99)
  11546. val2 = 99;// Lets not let it reduce above 99.
  11547. break;
  11548. case SC_ATTACK_STANCE:
  11549. val2 = 40 * val1;// DEF Decrease
  11550. val3 = 3 * val1; // P.ATK/S.MATK Increase
  11551. tick = INFINITE_TICK;
  11552. break;
  11553. case SC_HOLY_S:
  11554. val2 = 5 + 2 * val1;// Damage Reduction / Holy Damage Increase
  11555. break;
  11556. case SC_MEDIALE:
  11557. val2 = 2 * val1;// Heal Rate
  11558. val4 = tick / 2000;
  11559. tick_time = 2000;
  11560. break;
  11561. case SC_A_VITA:
  11562. case SC_A_TELUM:
  11563. val2 = 5 * val1;// Res/MRes Pierce Percentage
  11564. break;
  11565. case SC_PRE_ACIES:
  11566. val2 = 2 * val1;// CRate Increase
  11567. break;
  11568. case SC_COMPETENTIA:
  11569. val2 = 10 * val1;// PAtk/SMatk Increase - Unconfirmed if this is official formula but its 50 at Lv 5. [Rytech]
  11570. break;
  11571. case SC_RELIGIO:
  11572. case SC_BENEDICTUM:
  11573. val2 = 2 * val1;// Trait Stats Increase
  11574. break;
  11575. case SC_DANCING_KNIFE:
  11576. val4 = tick / 300;
  11577. tick_time = 300;
  11578. break;
  11579. case SC_POTENT_VENOM:
  11580. val2 = 2 * val1;// Res Pierce Percentage
  11581. break;
  11582. case SC_A_MACHINE:
  11583. val4 = tick / 1000;
  11584. tick_time = 1000;
  11585. break;
  11586. case SC_D_MACHINE:
  11587. val2 = 200 + 50 * val1;// DEF Increase
  11588. val3 = 20 * val1;// Res Increase
  11589. break;
  11590. case SC_SHADOW_STRIP:
  11591. if (!sd)// Res/MRes on mobs only.
  11592. val2 = 25;// Need official reduction amount.
  11593. break;
  11594. case SC_ABYSSFORCEWEAPON:
  11595. if( sd ){
  11596. // Generate 5 abyss spheres on start.
  11597. pc_addabyssball( *sd, MAX_ABYSSBALL );
  11598. }
  11599. tick_time = skill_get_time2(ABC_FROM_THE_ABYSS, val1);// Abyss Regen Interval
  11600. if (tick_time < 500)
  11601. tick_time = 500;// Avoid being brought down to 0.
  11602. val4 = tick - tick_time;// Remaining Time
  11603. break;
  11604. case SC_ABYSS_SLAYER:
  11605. val2 = 10 + 2 * val1;// PAtk/SMatk Increase
  11606. val3 = 100 + 20 * val1;// Hit Increase
  11607. break;
  11608. case SC_WINDSIGN:
  11609. val2 = 8 + 6 * val1;// Chance to gain AP on attack.
  11610. if (val1 == 5)// Its 40% on level 5.
  11611. val2 += 2;
  11612. break;
  11613. case SC_CALAMITYGALE:// Unlimit runs along with this.
  11614. sc_start(bl, bl, SC_UNLIMIT, 100, 5, skill_get_time(RA_UNLIMIT, 5));
  11615. break;
  11616. case SC_GEF_NOCTURN:// MRes Reduction. Official formula unknown.
  11617. case SC_AIN_RHAPSODY:// Res Reduction. Official formula unknown.
  11618. val2 = 10 * val1;// Res/MRes Decrease
  11619. if (val3&2)// Bonus if partner is found in party.
  11620. val2 *= 2;
  11621. break;
  11622. case SC_MUSICAL_INTERLUDE:
  11623. val2 = 5 + 5 * val1;// Res Increase
  11624. if (val3&2)// Bonus if partner is found in party.
  11625. val2 *= 2;
  11626. break;
  11627. case SC_JAWAII_SERENADE:
  11628. val2 = 3 * val1;// SMatk Increase
  11629. if (val3 & 2)// Bonus if partner is found in party.
  11630. val2 *= 2;
  11631. break;
  11632. case SC_PRON_MARCH:
  11633. val2 = 3 * val1;// PAtk Increase
  11634. if (val3 & 2)// Bonus if partner is found in party.
  11635. val2 *= 2;
  11636. break;
  11637. case SC_SPELL_ENCHANTING:
  11638. val2 = 4 * val1;// SMatk Increase
  11639. break;
  11640. case SC_FLAMETECHNIC:
  11641. case SC_FLAMEARMOR:
  11642. case SC_COLD_FORCE:
  11643. case SC_CRYSTAL_ARMOR:
  11644. case SC_GRACE_BREEZE:
  11645. case SC_EYES_OF_STORM:
  11646. case SC_EARTH_CARE:
  11647. case SC_STRONG_PROTECTION:
  11648. case SC_DEEP_POISONING:
  11649. case SC_POISON_SHIELD:
  11650. val2 += 10;
  11651. val3 += 10000;
  11652. tick_time = val3;
  11653. break;
  11654. case SC_FLAMETECHNIC_OPTION:
  11655. val3 = ELE_FIRE;
  11656. break;
  11657. case SC_COLD_FORCE_OPTION:
  11658. val3 = ELE_WATER;
  11659. break;
  11660. case SC_GRACE_BREEZE_OPTION:
  11661. val3 = ELE_WIND;
  11662. break;
  11663. case SC_EARTH_CARE_OPTION:
  11664. val3 = ELE_EARTH;
  11665. break;
  11666. case SC_DEEP_POISONING_OPTION:
  11667. val3 = ELE_POISON;
  11668. break;
  11669. case SC_SUB_WEAPONPROPERTY:
  11670. if (sd && val3 == ASC_EDP) {
  11671. uint16 poison_level = pc_checkskill(sd, GC_RESEARCHNEWPOISON);
  11672. if (poison_level > 0) {
  11673. tick += 30000; // Base of 30 seconds
  11674. tick += poison_level * 15 * 1000; // Additional 15 seconds per level
  11675. }
  11676. }
  11677. break;
  11678. case SC_WEAPONBREAKER:
  11679. val2 = val1 * 2 * 100; // Chance to break weapon
  11680. break;
  11681. case SC_INTENSIVE_AIM:
  11682. tick = 500;
  11683. break;
  11684. case SC_HIDDEN_CARD:
  11685. val2 = 3 * val1;
  11686. val3 = 10 * val1;
  11687. break;
  11688. case SC_BUCHEDENOEL:
  11689. val2 = 3; // HP & SP restoration by 3%, Hit +3
  11690. val3 = 7; // Critical +7
  11691. break;
  11692. case SC_EP16_DEF:
  11693. status_heal(bl, 1000, 0, 1);
  11694. break;
  11695. default:
  11696. 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()) {
  11697. // Status change with no calc, no icon, and no skill associated...?
  11698. 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);
  11699. return 0;
  11700. }
  11701. } else // Special considerations when loading SC data.
  11702. switch( type ) {
  11703. case SC_WEDDING:
  11704. case SC_XMAS:
  11705. case SC_SUMMER:
  11706. case SC_HANBOK:
  11707. case SC_OKTOBERFEST:
  11708. case SC_DRESSUP:
  11709. if( !vd )
  11710. break;
  11711. clif_changelook(bl,LOOK_BASE,vd->class_);
  11712. clif_changelook(bl,LOOK_WEAPON,0);
  11713. clif_changelook(bl,LOOK_SHIELD,0);
  11714. clif_changelook(bl,LOOK_CLOTHES_COLOR,vd->cloth_color);
  11715. clif_changelook(bl,LOOK_BODY2,0);
  11716. break;
  11717. case SC_STONE:
  11718. case SC_STONEWAIT:
  11719. case SC_POISON:
  11720. case SC_DPOISON:
  11721. case SC_BLEEDING:
  11722. case SC_BURNING:
  11723. case SC_TOXIN:
  11724. tick_time = tick;
  11725. tick = tick_time + max(val4, 0);
  11726. break;
  11727. case SC_DEATHHURT:
  11728. if (val3 == 1)
  11729. break;
  11730. tick_time = tick;
  11731. tick = tick_time + max(val4, 0);
  11732. [[fallthrough]];
  11733. case SC_MAGICMUSHROOM:
  11734. case SC_PYREXIA:
  11735. case SC_LEECHESEND:
  11736. if (val3 == 0)
  11737. break;
  11738. tick_time = tick;
  11739. tick = tick_time + max(val4, 0);
  11740. break;
  11741. case SC_SWORDCLAN:
  11742. case SC_ARCWANDCLAN:
  11743. case SC_GOLDENMACECLAN:
  11744. case SC_CROSSBOWCLAN:
  11745. case SC_JUMPINGCLAN:
  11746. case SC_CLAN_INFO:
  11747. // If the player still has a clan status, but was removed from his clan
  11748. if( sd && sd->status.clan_id == 0 ){
  11749. return 0;
  11750. }
  11751. break;
  11752. case SC_SERVANTWEAPON:
  11753. case SC_ABYSSFORCEWEAPON:
  11754. tick_time = tick;
  11755. tick = tick_time + max(val4, 0);
  11756. break;
  11757. }
  11758. if (sd && current_equip_combo_pos > 0 && tick == INFINITE_TICK) {
  11759. 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);
  11760. return 0;
  11761. }
  11762. /* [Ind] */
  11763. if (scdb->flag[SCF_DISPLAYPC] || scdb->flag[SCF_DISPLAYNPC]) {
  11764. int dval1 = 0, dval2 = 0, dval3 = 0;
  11765. switch (type) {
  11766. case SC_ALL_RIDING:
  11767. dval1 = 1;
  11768. break;
  11769. case SC_CLAN_INFO:
  11770. dval1 = val1;
  11771. dval2 = val2;
  11772. dval3 = val3;
  11773. break;
  11774. default: /* All others: just copy val1 */
  11775. dval1 = val1;
  11776. break;
  11777. }
  11778. status_display_add(bl,type,dval1,dval2,dval3);
  11779. }
  11780. //SC that force player to stand if is sitting
  11781. if (scdb->flag[SCF_SETSTAND] && sd && pc_issit(sd))
  11782. pc_setstand(sd, true);
  11783. //SC that make stop attacking [LuzZza]
  11784. if (scdb->flag[SCF_STOPATTACKING])
  11785. unit_stop_attack(bl);
  11786. //SC that make stop walking
  11787. if (scdb->flag[SCF_STOPWALKING]) {
  11788. switch (type) {
  11789. case SC__MANHOLE:
  11790. if (bl->type == BL_PC || !unit_blown_immune(bl,0x1))
  11791. unit_stop_walking(bl,1);
  11792. break;
  11793. case SC_VACUUM_EXTREME:
  11794. if (bl->type != BL_PC && unit_blown_immune(bl, 0x1) == UB_KNOCKABLE) {
  11795. unit_stop_walking(bl,1);
  11796. unit_stop_attack(bl);
  11797. }
  11798. break;
  11799. case SC_FREEZE:
  11800. case SC_STUN:
  11801. case SC_STONE:
  11802. if (sc->getSCE(SC_DANCING)) {
  11803. unit_stop_walking(bl, 1);
  11804. status_change_end(bl, SC_DANCING);
  11805. }
  11806. break;
  11807. default:
  11808. if (!unit_blown_immune(bl,0x1))
  11809. unit_stop_walking(bl,1);
  11810. break;
  11811. }
  11812. }
  11813. //SC that make stop casting
  11814. if (battle_config.sc_castcancel&bl->type && scdb->flag[SCF_STOPCASTING])
  11815. unit_skillcastcancel(bl,0);
  11816. if(scdb->opt1 != OPT1_NONE) sc->opt1 = scdb->opt1;
  11817. sc->opt2 |= scdb->opt2;
  11818. sc->opt3 |= scdb->opt3;
  11819. sc->option |= scdb->look;
  11820. std::bitset<SCF_MAX> opt_flag = scdb->flag;
  11821. uint16 disable_opt_flag = false;
  11822. switch(type) {
  11823. case SC_DANCING:
  11824. if ((val1&0xFFFF) == CG_MOONLIT)
  11825. sc->opt3 |= OPT3_MOONLIT;
  11826. break;
  11827. }
  11828. // On Aegis, when turning on a status change, first goes the option packet, then the sc packet.
  11829. if (!disable_opt_flag && (opt_flag[SCF_SENDOPTION] || opt_flag[SCF_ONTOUCH] || opt_flag[SCF_UNITMOVE] || opt_flag[SCF_NONPLAYER] || opt_flag[SCF_SENDLOOK])) {
  11830. clif_changeoption(bl);
  11831. if(sd && opt_flag[SCF_SENDLOOK]) {
  11832. clif_changelook(bl,LOOK_BASE,vd->class_);
  11833. clif_changelook(bl,LOOK_WEAPON,0);
  11834. clif_changelook(bl,LOOK_SHIELD,0);
  11835. clif_changelook(bl,LOOK_CLOTHES_COLOR,vd->cloth_color);
  11836. }
  11837. }
  11838. if (calc_flag[SCB_DYE]) { // Reset DYE color
  11839. if (vd && vd->cloth_color) {
  11840. val4 = vd->cloth_color;
  11841. clif_changelook(bl,LOOK_CLOTHES_COLOR,0);
  11842. }
  11843. calc_flag.reset(SCB_DYE);
  11844. }
  11845. /*if (calc_flag[SCB_BODY])// Might be needed in the future. [Rytech]
  11846. { //Reset body style
  11847. if (vd && vd->body_style)
  11848. {
  11849. val4 = vd->body_style;
  11850. clif_changelook(bl,LOOK_BODY2,0);
  11851. }
  11852. calc_flag.reset(SCB_BODY);
  11853. }*/
  11854. if (!(flag&SCSTART_NOICON) && !(flag&SCSTART_LOADED && scdb->flag[SCF_DISPLAYPC] || scdb->flag[SCF_DISPLAYNPC])) {
  11855. int status_icon = scdb->icon;
  11856. #if PACKETVER < 20151104
  11857. if (status_icon == EFST_WEAPONPROPERTY)
  11858. status_icon = EFST_ATTACK_PROPERTY_NOTHING + val1; // Assign status icon for older clients
  11859. #endif
  11860. 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);
  11861. }
  11862. // Used as temporary storage for scs with interval ticks, so that the actual duration is sent to the client first.
  11863. if( tick_time )
  11864. tick = tick_time;
  11865. // Don't trust the previous sce assignment, in case the SC ended somewhere between there and here.
  11866. if((sce=sc->getSCE(type))) { // reuse old sc
  11867. if( sce->timer != INVALID_TIMER )
  11868. delete_timer(sce->timer, status_change_timer);
  11869. sc_isnew = false;
  11870. } else { // New sc
  11871. ++(sc->count);
  11872. sce = sc->createSCE(type);
  11873. }
  11874. sce->val1 = val1;
  11875. sce->val2 = val2;
  11876. sce->val3 = val3;
  11877. sce->val4 = val4;
  11878. if (tick >= 0)
  11879. sce->timer = add_timer(gettick() + tick, status_change_timer, bl->id, type);
  11880. else
  11881. sce->timer = INVALID_TIMER; // Infinite duration
  11882. if (calc_flag.any()) {
  11883. if (sd != nullptr) {
  11884. switch(type) {
  11885. // Statuses that adjust HP/SP and heal after starting
  11886. case SC_BERSERK:
  11887. case SC_MERC_HPUP:
  11888. case SC_MERC_SPUP:
  11889. // Status needs to be updated immediately and not at the end of the damage
  11890. case SC_EXTREMITYFIST:
  11891. status_calc_bl_(bl, calc_flag, SCO_FORCE);
  11892. break;
  11893. default:
  11894. if (!sd->state.connect_new)
  11895. status_calc_bl_(bl, calc_flag);
  11896. break;
  11897. }
  11898. } else
  11899. status_calc_bl_(bl, calc_flag);
  11900. }
  11901. // Non-zero
  11902. if (sc_isnew && scdb->state.any())
  11903. status_calc_state(bl, sc, scdb->state, true);
  11904. if (sd != nullptr && sd->pd != nullptr)
  11905. pet_sc_check(sd, type); // Skotlex: Pet Status Effect Healing
  11906. // 1st thing to execute when loading status
  11907. switch (type) {
  11908. case SC_BERSERK:
  11909. if (!(sce->val2)) { // Don't heal if already set
  11910. status_heal(bl, status->max_hp, 0, 1); // Do not use percent_heal as this healing must override BERSERK's block.
  11911. status_set_sp(bl, 0, 0); // Damage all SP
  11912. }
  11913. sce->val2 = 5 * status->max_hp / 100;
  11914. break;
  11915. case SC_RUN:
  11916. {
  11917. struct unit_data *ud = unit_bl2ud(bl);
  11918. if( ud )
  11919. ud->state.running = unit_run(bl, nullptr, SC_RUN);
  11920. }
  11921. break;
  11922. case SC_BOSSMAPINFO:
  11923. if( sd == nullptr ){
  11924. return 0;
  11925. }else{
  11926. mob_data* boss_md = map_id2boss( sce->val1 );
  11927. if( boss_md == nullptr ){
  11928. return 0;
  11929. }
  11930. // Not on same map anymore
  11931. if( sd->bl.m != boss_md->bl.m ){
  11932. return 0;
  11933. // Boss is alive
  11934. }else if( boss_md->bl.prev != nullptr ){
  11935. sce->val2 = 0;
  11936. clif_bossmapinfo( *sd, boss_md, BOSS_INFO_ALIVE_WITHMSG );
  11937. // Boss is dead
  11938. }else if( boss_md->spawn_timer != INVALID_TIMER ){
  11939. sce->val2 = 1;
  11940. clif_bossmapinfo( *sd, boss_md, BOSS_INFO_DEAD );
  11941. }
  11942. }
  11943. break;
  11944. case SC_FULL_THROTTLE:
  11945. case SC_MERC_HPUP:
  11946. status_percent_heal(bl, 100, 0); // Recover Full HP
  11947. break;
  11948. case SC_MERC_SPUP:
  11949. status_percent_heal(bl, 0, 100); // Recover Full SP
  11950. break;
  11951. case SC_WUGDASH:
  11952. {
  11953. struct unit_data *ud = unit_bl2ud(bl);
  11954. if( ud )
  11955. ud->state.running = unit_run(bl, sd, SC_WUGDASH);
  11956. }
  11957. break;
  11958. case SC_COMBO:
  11959. switch(sce->val1) {
  11960. case TK_STORMKICK:
  11961. skill_combo_toggle_inf(bl, TK_JUMPKICK, 0);
  11962. clif_skill_nodamage(bl,*bl,TK_READYSTORM,1);
  11963. break;
  11964. case TK_DOWNKICK:
  11965. skill_combo_toggle_inf(bl, TK_JUMPKICK, 0);
  11966. clif_skill_nodamage(bl,*bl,TK_READYDOWN,1);
  11967. break;
  11968. case TK_TURNKICK:
  11969. skill_combo_toggle_inf(bl, TK_JUMPKICK, 0);
  11970. clif_skill_nodamage(bl,*bl,TK_READYTURN,1);
  11971. break;
  11972. case TK_COUNTER:
  11973. skill_combo_toggle_inf(bl, TK_JUMPKICK, 0);
  11974. clif_skill_nodamage(bl,*bl,TK_READYCOUNTER,1);
  11975. break;
  11976. default: // Rest just toggle inf to enable autotarget
  11977. skill_combo_toggle_inf(bl,sce->val1,INF_SELF_SKILL);
  11978. break;
  11979. }
  11980. break;
  11981. case SC_C_MARKER:
  11982. //Send mini-map, don't wait for first timer triggered
  11983. if (src->type == BL_PC) {
  11984. clif_crimson_marker(*(map_session_data *)(src), *bl, false);
  11985. }
  11986. break;
  11987. case SC_ITEMSCRIPT: // Shows Buff Icons
  11988. if (sd)
  11989. clif_status_change(bl, (efst_type)val2, 1, tick, 0, 0, 0);
  11990. break;
  11991. case SC_GVG_GIANT:
  11992. case SC_GVG_GOLEM:
  11993. case SC_GVG_STUN:
  11994. case SC_GVG_STONE:
  11995. case SC_GVG_FREEZ:
  11996. case SC_GVG_SLEEP:
  11997. case SC_GVG_CURSE:
  11998. case SC_GVG_SILENCE:
  11999. case SC_GVG_BLIND:
  12000. if (val1 || val2)
  12001. status_zap(bl, val1 ? val1 : 0, val2 ? val2 : 0);
  12002. break;
  12003. }
  12004. if( opt_flag[SCF_ONTOUCH] && sd && !sd->npc_ontouch_.empty() )
  12005. npc_touchnext_areanpc(sd,false); // Run OnTouch_ on next char in range
  12006. return 1;
  12007. }
  12008. /**
  12009. * End all statuses except those listed
  12010. * TODO: May be useful for dispel instead resetting a list there
  12011. * @param src: Source of the status change [PC|MOB|HOM|MER|ELEM|NPC]
  12012. * @param type: Changes behaviour of the function
  12013. * 0: PC killed -> Place here statuses that do not dispel on death.
  12014. * 1: If for some reason status_change_end decides to still keep the status when quitting.
  12015. * 2: Do clif_changeoption()
  12016. * 3: Do not remove some permanent/time-independent effects
  12017. * @return 1: Success 0: Fail
  12018. */
  12019. int status_change_clear(struct block_list* bl, int type)
  12020. {
  12021. status_change* sc;
  12022. sc = status_get_sc(bl);
  12023. if (!sc)
  12024. return 0;
  12025. // Cleaning all extras vars
  12026. sc->comet_x = 0;
  12027. sc->comet_y = 0;
  12028. #ifndef RENEWAL
  12029. sc->sg_counter = 0;
  12030. #endif
  12031. if (!sc->count)
  12032. return 0;
  12033. for (const auto &it : status_db) {
  12034. sc_type status = static_cast<sc_type>(it.first);
  12035. if (!sc->getSCE(status))
  12036. continue;
  12037. if (type == 0) { // Type 0: PC killed
  12038. if (it.second->flag[SCF_NOREMOVEONDEAD]) {
  12039. switch (status) {
  12040. case SC_ELEMENTALCHANGE: // Only when its Holy or Dark that it doesn't dispell on death
  12041. if (sc->getSCE(status)->val2 != ELE_HOLY && sc->getSCE(status)->val2 != ELE_DARK)
  12042. break;
  12043. default:
  12044. continue;
  12045. }
  12046. }
  12047. }
  12048. if (type == 3 && it.second->flag[SCF_NOCLEARBUFF])
  12049. continue;
  12050. status_change_end(bl, status);
  12051. if( type == 1 && sc->getSCE(status) ) { // If for some reason status_change_end decides to still keep the status when quitting. [Skotlex]
  12052. (sc->count)--;
  12053. if (sc->getSCE(status)->timer != INVALID_TIMER)
  12054. delete_timer(sc->getSCE(status)->timer, status_change_timer);
  12055. sc->deleteSCE(status);
  12056. }
  12057. }
  12058. sc->opt1 = 0;
  12059. sc->opt2 = 0;
  12060. sc->opt3 = 0;
  12061. if( type == 0 || type == 2 )
  12062. clif_changeoption(bl);
  12063. return 1;
  12064. }
  12065. /**
  12066. * End a specific status after checking
  12067. * @param bl: Source of the status change [PC|MOB|HOM|MER|ELEM|NPC]
  12068. * @param type: Status change (SC_*)
  12069. * @param tid: Timer
  12070. * @param file: Used for dancing save
  12071. * @param line: Used for dancing save
  12072. * @return 1: Success 0: Fail
  12073. */
  12074. int status_change_end(struct block_list* bl, enum sc_type type, int tid)
  12075. {
  12076. map_session_data *sd;
  12077. status_change *sc;
  12078. struct status_change_entry *sce;
  12079. struct view_data *vd;
  12080. std::shared_ptr<s_status_change_db> scdb = status_db.find(type);
  12081. nullpo_ret(bl);
  12082. sc = status_get_sc(bl);
  12083. if(!sc || !(sce = sc->getSCE(type)) || !scdb)
  12084. return 0;
  12085. sd = BL_CAST(BL_PC,bl);
  12086. if (sce->timer != tid && tid != INVALID_TIMER)
  12087. return 0;
  12088. if (tid == INVALID_TIMER) {
  12089. if (type == SC_ENDURE && sce->val4)
  12090. // Do not end infinite endure.
  12091. return 0;
  12092. if (type == SC_SPIDERWEB) {
  12093. //Delete the unit group first to expire found in the status change
  12094. std::shared_ptr<s_skill_unit_group> group, group2;
  12095. t_tick tick = gettick();
  12096. int pos = 1;
  12097. if (sce->val2)
  12098. if (!(group = skill_id2group(sce->val2)))
  12099. sce->val2 = 0;
  12100. if (sce->val3) {
  12101. if (!(group2 = skill_id2group(sce->val3)))
  12102. sce->val3 = 0;
  12103. else if (!group || ((group->limit - DIFF_TICK(tick, group->tick)) > (group2->limit - DIFF_TICK(tick, group2->tick)))) {
  12104. group = group2;
  12105. pos = 2;
  12106. }
  12107. }
  12108. if (sce->val4) {
  12109. if (!(group2 = skill_id2group(sce->val4)))
  12110. sce->val4 = 0;
  12111. else if (!group || ((group->limit - DIFF_TICK(tick, group->tick)) > (group2->limit - DIFF_TICK(tick, group2->tick)))) {
  12112. group = group2;
  12113. pos = 3;
  12114. }
  12115. }
  12116. if (pos == 1)
  12117. sce->val2 = 0;
  12118. else if (pos == 2)
  12119. sce->val3 = 0;
  12120. else if (pos == 3)
  12121. sce->val4 = 0;
  12122. if (group)
  12123. skill_delunitgroup(group);
  12124. if (!status_isdead(*bl) && (sce->val2 || sce->val3 || sce->val4))
  12125. return 0; //Don't end the status change yet as there are still unit groups associated with it
  12126. }
  12127. if (sce->timer != INVALID_TIMER) // Could be a SC with infinite duration
  12128. delete_timer(sce->timer,status_change_timer);
  12129. }
  12130. (sc->count)--;
  12131. if (scdb->state.any())
  12132. status_calc_state(bl,sc,scdb->state,false);
  12133. sc->clearSCE(type);
  12134. if (scdb->flag[SCF_DISPLAYPC] || scdb->flag[SCF_DISPLAYNPC])
  12135. status_display_remove(bl,type);
  12136. vd = status_get_viewdata(bl);
  12137. std::bitset<SCB_MAX> calc_flag = scdb->calc_flag;
  12138. status_data* status = status_get_status_data(*bl);
  12139. switch(type) {
  12140. case SC_KEEPING:
  12141. case SC_BARRIER: {
  12142. unit_data *ud = unit_bl2ud(bl);
  12143. if (ud)
  12144. ud->attackabletime = ud->canact_tick = ud->canmove_tick = gettick();
  12145. }
  12146. break;
  12147. case SC_GRANITIC_ARMOR:
  12148. {
  12149. int damage = status->max_hp*sce->val3/100;
  12150. if(status->hp < damage) // to not kill him
  12151. damage = status->hp-1;
  12152. status_damage(nullptr,bl,damage,0,0,1,0);
  12153. }
  12154. break;
  12155. case SC_RUN:
  12156. {
  12157. struct unit_data *ud = unit_bl2ud(bl);
  12158. bool begin_spurt = true;
  12159. // Note: this int64 value is stored in two separate int32 variables (FIXME)
  12160. t_tick starttick = (t_tick)sce->val3&0x00000000ffffffffLL;
  12161. starttick |= ((t_tick)sce->val4<<32)&0xffffffff00000000LL;
  12162. if (ud) {
  12163. if(!ud->state.running)
  12164. begin_spurt = false;
  12165. ud->state.running = 0;
  12166. if (ud->walktimer != INVALID_TIMER)
  12167. unit_stop_walking(bl,1);
  12168. }
  12169. if (begin_spurt && sce->val1 >= 7 &&
  12170. DIFF_TICK(gettick(), starttick) <= 1000 &&
  12171. (!sd || (sd->weapontype1 == W_FIST && sd->weapontype2 == W_FIST))
  12172. )
  12173. sc_start(bl,bl,SC_SPURT,100,sce->val1,skill_get_time2(scdb->skill_id, sce->val1));
  12174. }
  12175. break;
  12176. case SC_AUTOBERSERK:
  12177. if (sc->getSCE(SC_PROVOKE) && sc->getSCE(SC_PROVOKE)->val4 == 1)
  12178. status_change_end(bl, SC_PROVOKE);
  12179. break;
  12180. case SC_ENDURE:
  12181. case SC_DEFENDER:
  12182. case SC_REFLECTSHIELD:
  12183. case SC_AUTOGUARD:
  12184. {
  12185. map_session_data *tsd;
  12186. if( bl->type == BL_PC ) { // Clear Status from others
  12187. int i;
  12188. for( i = 0; i < MAX_DEVOTION; i++ ) {
  12189. if( sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) && tsd->sc.getSCE(type) )
  12190. status_change_end(&tsd->bl, type);
  12191. }
  12192. }
  12193. else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag ) { // Clear Status from Master
  12194. tsd = ((TBL_MER*)bl)->master;
  12195. if( tsd && tsd->sc.getSCE(type) )
  12196. status_change_end(&tsd->bl, type);
  12197. }
  12198. }
  12199. break;
  12200. case SC_DEVOTION:
  12201. {
  12202. struct block_list *d_bl = map_id2bl(sce->val1);
  12203. if( d_bl ) {
  12204. if( d_bl->type == BL_PC )
  12205. ((TBL_PC*)d_bl)->devotion[sce->val2] = 0;
  12206. else if( d_bl->type == BL_MER )
  12207. ((TBL_MER*)d_bl)->devotion_flag = 0;
  12208. clif_devotion(d_bl, nullptr);
  12209. }
  12210. }
  12211. break;
  12212. case SC_FLASHKICK: {
  12213. map_session_data *tsd;
  12214. if (!(tsd = map_id2sd(sce->val1)))
  12215. break;
  12216. tsd->stellar_mark[sce->val2] = 0;
  12217. }
  12218. break;
  12219. case SC_SOULUNITY: {
  12220. map_session_data *tsd;
  12221. if (!(tsd = map_id2sd(sce->val2)))
  12222. break;
  12223. tsd->united_soul[sce->val3] = 0;
  12224. }
  12225. break;
  12226. case SC_BLADESTOP:
  12227. if(sce->val4) {
  12228. int tid2 = sce->val4; //stop the status for the other guy of bladestop as well
  12229. struct block_list *tbl = map_id2bl(tid2);
  12230. status_change *tsc = status_get_sc(tbl);
  12231. sce->val4 = 0;
  12232. if(tbl && tsc && tsc->getSCE(SC_BLADESTOP)) {
  12233. tsc->getSCE(SC_BLADESTOP)->val4 = 0;
  12234. status_change_end(tbl, SC_BLADESTOP);
  12235. }
  12236. clif_bladestop(bl, tid2, 0);
  12237. }
  12238. break;
  12239. case SC_DANCING:
  12240. {
  12241. map_session_data *dsd;
  12242. if(sce->val4 && sce->val4 != BCT_SELF && (dsd=map_id2sd(sce->val4))) { // End status on partner as well
  12243. status_change_entry *dsc = dsd->sc.getSCE(SC_DANCING);
  12244. if(dsc) {
  12245. // This will prevent recursive loops.
  12246. dsc->val2 = 0;
  12247. dsc->val4 = BCT_SELF;
  12248. status_change_end(&dsd->bl, SC_DANCING);
  12249. }
  12250. }
  12251. if(sce->val2) { // Erase associated land skill
  12252. std::shared_ptr<s_skill_unit_group> group = skill_id2group(sce->val2);
  12253. sce->val2 = 0;
  12254. if (group)
  12255. skill_delunitgroup(group);
  12256. }
  12257. if((sce->val1&0xFFFF) == CG_MOONLIT)
  12258. clif_status_change(bl,EFST_MOON,0,0,0,0,0);
  12259. }
  12260. break;
  12261. case SC_NOCHAT:
  12262. if (sd && sd->status.manner < 0 && tid != INVALID_TIMER)
  12263. sd->status.manner = 0;
  12264. if (sd && tid == INVALID_TIMER) {
  12265. clif_changemanner( *sd );
  12266. clif_updatestatus(*sd,SP_MANNER);
  12267. }
  12268. break;
  12269. case SC_SPLASHER:
  12270. case SC_ROSEBLOSSOM:
  12271. {
  12272. struct block_list *src=map_id2bl(sce->val3);
  12273. if(src && tid != INVALID_TIMER)
  12274. skill_castend_damage_id(src, bl, sce->val2, sce->val1, gettick(), SD_LEVEL );
  12275. }
  12276. break;
  12277. case SC_CLOSECONFINE2:
  12278. {
  12279. struct block_list *src = sce->val2?map_id2bl(sce->val2):nullptr;
  12280. status_change *sc2 = src?status_get_sc(src):nullptr;
  12281. if (src && sc2 && sc2->getSCE(SC_CLOSECONFINE)) {
  12282. // If status was already ended, do nothing.
  12283. // Decrease count
  12284. if (--(sc2->getSCE(SC_CLOSECONFINE)->val1) <= 0) // No more holds, free him up.
  12285. status_change_end(src, SC_CLOSECONFINE);
  12286. }
  12287. }
  12288. [[fallthrough]];
  12289. case SC_CLOSECONFINE:
  12290. if (sce->val2 > 0) {
  12291. // Caster has been unlocked... nearby chars need to be unlocked.
  12292. int range = 1
  12293. + skill_get_range2(bl, scdb->skill_id, sce->val1, true)
  12294. + skill_get_range2(bl, TF_BACKSLIDING, 1, true); // Since most people use this to escape the hold....
  12295. map_foreachinallarea(status_change_timer_sub,
  12296. bl->m, bl->x-range, bl->y-range, bl->x+range,bl->y+range,BL_CHAR,bl,sce,type,gettick());
  12297. }
  12298. break;
  12299. case SC_COMBO:
  12300. skill_combo_toggle_inf(bl,sce->val1,0);
  12301. break;
  12302. case SC_MARIONETTE:
  12303. case SC_MARIONETTE2: // Marionette target
  12304. if (sce->val1) { // Check for partner and end their marionette status as well
  12305. enum sc_type type2 = (type == SC_MARIONETTE) ? SC_MARIONETTE2 : SC_MARIONETTE;
  12306. struct block_list *pbl = map_id2bl(sce->val1);
  12307. status_change* sc2 = pbl?status_get_sc(pbl):nullptr;
  12308. if (sc2 && sc2->getSCE(type2)) {
  12309. sc2->getSCE(type2)->val1 = 0;
  12310. status_change_end(pbl, type2);
  12311. }
  12312. }
  12313. break;
  12314. case SC_CONCENTRATION:
  12315. if (sc->getSCE(SC_ENDURE) && !sc->getSCE(SC_ENDURE)->val4)
  12316. status_change_end(bl, SC_ENDURE);
  12317. break;
  12318. case SC_BERSERK:
  12319. if(status->hp > 200 && sc && sc->getSCE(SC__BLOODYLUST)) {
  12320. status_percent_heal(bl, 100, 0);
  12321. status_change_end(bl, SC__BLOODYLUST);
  12322. } else if (status->hp > 100 && sce->val2) // If val2 is removed, no HP penalty (dispelled?) [Skotlex]
  12323. status_set_hp(bl, 100, 0);
  12324. if(sc->getSCE(SC_ENDURE) && sc->getSCE(SC_ENDURE)->val4) {
  12325. sc->getSCE(SC_ENDURE)->val4 = 0;
  12326. status_change_end(bl, SC_ENDURE);
  12327. }
  12328. sc_start4(bl, bl, SC_REGENERATION, 100, 10,0,0,(RGN_HP|RGN_SP), skill_get_time(LK_BERSERK, sce->val1));
  12329. break;
  12330. case SC_GOSPEL:
  12331. if (sce->val3) { // Clear the group.
  12332. std::shared_ptr<s_skill_unit_group> group = skill_id2group(sce->val3);
  12333. sce->val3 = 0;
  12334. if (group)
  12335. skill_delunitgroup(group);
  12336. }
  12337. break;
  12338. #ifndef RENEWAL
  12339. case SC_HERMODE:
  12340. if(sce->val3 == BCT_SELF)
  12341. skill_clear_unitgroup(bl);
  12342. break;
  12343. case SC_BASILICA: // Clear the skill area. [Skotlex]
  12344. if (sce->val3 && sce->val4 == bl->id) {
  12345. std::shared_ptr<s_skill_unit_group> group = skill_id2group(sce->val3);
  12346. sce->val3 = 0;
  12347. if (group)
  12348. skill_delunitgroup(group);
  12349. }
  12350. break;
  12351. #endif
  12352. case SC_TRICKDEAD:
  12353. if (vd) vd->dead_sit = 0;
  12354. break;
  12355. case SC_WARM:
  12356. case SC__MANHOLE:
  12357. case SC_BANDING:
  12358. case SC_LEADERSHIP:
  12359. case SC_GLORYWOUNDS:
  12360. case SC_SOULCOLD:
  12361. case SC_HAWKEYES:
  12362. if (sce->val4) { // Clear the group.
  12363. std::shared_ptr<s_skill_unit_group> group = skill_id2group(sce->val4);
  12364. sce->val4 = 0;
  12365. if( group ) // Might have been cleared before status ended, e.g. land protector
  12366. skill_delunitgroup(group);
  12367. }
  12368. break;
  12369. case SC_JAILED:
  12370. if(sd && sd->mapindex == sce->val2)
  12371. pc_setpos(sd,(unsigned short)sce->val3,sce->val4&0xFFFF, sce->val4>>16, CLR_TELEPORT);
  12372. break; // Guess hes not in jail :P
  12373. case SC_CHANGE:
  12374. if (tid == INVALID_TIMER)
  12375. break;
  12376. // "lose almost all their HP and SP" on natural expiration.
  12377. status_set_hp(bl, 10, 0);
  12378. status_set_sp(bl, 10, 0);
  12379. break;
  12380. case SC_AUTOTRADE:
  12381. if (tid == INVALID_TIMER)
  12382. break;
  12383. // Vending is not automatically closed for autovenders
  12384. vending_closevending(sd);
  12385. map_quit(sd);
  12386. // Because map_quit calls status_change_end with tid -1
  12387. // from here it's not neccesary to continue
  12388. return 1;
  12389. break;
  12390. case SC_STOP:
  12391. if( sce->val2 ) {
  12392. struct block_list* tbl = map_id2bl(sce->val2);
  12393. sce->val2 = 0;
  12394. if( tbl && (sc = status_get_sc(tbl)) && sc->getSCE(SC_STOP) && sc->getSCE(SC_STOP)->val2 == bl->id )
  12395. status_change_end(tbl, SC_STOP);
  12396. }
  12397. break;
  12398. case SC_TENSIONRELAX:
  12399. if (sc && (sc->getSCE(SC_WEIGHT50) || sc->getSCE(SC_WEIGHT90)))
  12400. status_get_regen_data(bl)->state.overweight = 1; // Add the overweight flag back
  12401. break;
  12402. case SC_MONSTER_TRANSFORM:
  12403. case SC_ACTIVE_MONSTER_TRANSFORM:
  12404. if (sce->val2)
  12405. status_change_end(bl, (sc_type)sce->val2);
  12406. break;
  12407. /* 3rd Stuff */
  12408. case SC_MILLENNIUMSHIELD:
  12409. clif_millenniumshield( *bl, 0 );
  12410. break;
  12411. case SC_HALLUCINATIONWALK:
  12412. sc_start(bl,bl,SC_HALLUCINATIONWALK_POSTDELAY,100,sce->val1,skill_get_time2(GC_HALLUCINATIONWALK,sce->val1));
  12413. break;
  12414. case SC_WHITEIMPRISON:
  12415. {
  12416. struct block_list* src = map_id2bl(sce->val2);
  12417. if( tid == -1 || !src)
  12418. break; // Terminated by Damage
  12419. 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);
  12420. }
  12421. break;
  12422. case SC_WUGDASH:
  12423. {
  12424. struct unit_data *ud = unit_bl2ud(bl);
  12425. if (ud) {
  12426. ud->state.running = 0;
  12427. if (ud->walktimer != INVALID_TIMER)
  12428. unit_stop_walking(bl,1);
  12429. }
  12430. }
  12431. break;
  12432. case SC__SHADOWFORM:
  12433. {
  12434. map_session_data *s_sd = map_id2sd(sce->val2);
  12435. if (s_sd) s_sd->shadowform_id = 0;
  12436. }
  12437. break;
  12438. case SC_SATURDAYNIGHTFEVER: // Sit down force of Saturday Night Fever has the duration of only 3 seconds.
  12439. sc_start(bl, bl,SC_SITDOWN_FORCE,100,sce->val1,skill_get_time2(WM_SATURDAY_NIGHT_FEVER,sce->val1));
  12440. break;
  12441. case SC_NEUTRALBARRIER_MASTER:
  12442. case SC_STEALTHFIELD_MASTER:
  12443. if( sce->val2 ) {
  12444. std::shared_ptr<s_skill_unit_group> group = skill_id2group(sce->val2);
  12445. sce->val2 = 0;
  12446. if( group ) // Might have been cleared before status ended, e.g. land protector
  12447. skill_delunitgroup(group);
  12448. }
  12449. break;
  12450. case SC_CURSEDCIRCLE_ATKER:
  12451. if( sce->val2 ) // Used the default area size cause there is a chance the caster could knock back and can't clear the target.
  12452. map_foreachinallrange(status_change_timer_sub, bl, AREA_SIZE + 3, BL_CHAR, bl, sce, SC_CURSEDCIRCLE_TARGET, gettick());
  12453. break;
  12454. case SC_RAISINGDRAGON:
  12455. if( sd && !pc_isdead(sd) ) {
  12456. int i = min(sd->spiritball,5);
  12457. pc_delspiritball(sd, sd->spiritball, 0);
  12458. status_change_end(bl, SC_EXPLOSIONSPIRITS);
  12459. while( i > 0 ) {
  12460. pc_addspiritball(sd, skill_get_time(MO_CALLSPIRITS, pc_checkskill(sd,MO_CALLSPIRITS)), 5);
  12461. --i;
  12462. }
  12463. }
  12464. break;
  12465. case SC_CURSEDCIRCLE_TARGET:
  12466. {
  12467. struct block_list *src = map_id2bl(sce->val2);
  12468. status_change *sc2 = status_get_sc(src);
  12469. if( sc2 && sc2->getSCE(SC_CURSEDCIRCLE_ATKER) && --(sc2->getSCE(SC_CURSEDCIRCLE_ATKER)->val2) == 0 ) {
  12470. clif_bladestop(bl, sce->val2, 0);
  12471. status_change_end(src, SC_CURSEDCIRCLE_ATKER);
  12472. }
  12473. }
  12474. break;
  12475. case SC_SITDOWN_FORCE:
  12476. case SC_BANANA_BOMB_SITDOWN:
  12477. if( sd && pc_issit(sd) && pc_setstand(sd, false) )
  12478. skill_sit(sd, false);
  12479. break;
  12480. case SC_KYOUGAKU:
  12481. clif_status_load(bl, EFST_KYOUGAKU, 0); // Avoid client crash
  12482. clif_status_load(bl, EFST_ACTIVE_MONSTER_TRANSFORM, 0);
  12483. break;
  12484. case SC_INTRAVISION:
  12485. calc_flag = status_db.getSCB_ALL(); // Required for overlapping
  12486. break;
  12487. case SC_GRAVITYCONTROL:
  12488. status_fix_damage(bl, bl, sce->val2, clif_damage(*bl, *bl, gettick(), 0, 0, sce->val2, 0, DMG_NORMAL, 0, false), 0);
  12489. clif_specialeffect(bl, 223, AREA);
  12490. clif_specialeffect(bl, 330, AREA);
  12491. break;
  12492. case SC_OVERED_BOOST:
  12493. switch (bl->type) {
  12494. case BL_HOM: {
  12495. struct homun_data *hd = BL_CAST(BL_HOM,bl);
  12496. if( hd )
  12497. hd->homunculus.hunger = max(1,hd->homunculus.hunger - 50);
  12498. }
  12499. break;
  12500. case BL_PC:
  12501. status_zap(bl,0,status_get_max_sp(bl) / 2);
  12502. break;
  12503. }
  12504. break;
  12505. case SC_FULL_THROTTLE: {
  12506. int sec = skill_get_time2(scdb->skill_id, sce->val1);
  12507. clif_status_change(bl, EFST_DEC_AGI, 1, sec, 0, 0, 0);
  12508. sc_start(bl, bl, SC_REBOUND, 100, sce->val1, sec);
  12509. }
  12510. break;
  12511. case SC_REBOUND:
  12512. clif_status_load(bl, EFST_DEC_AGI, 0);
  12513. break;
  12514. case SC_ITEMSCRIPT: // Removes Buff Icons
  12515. if (sd)
  12516. clif_status_load(bl, (enum efst_type)sce->val2, 0);
  12517. break;
  12518. case SC_C_MARKER:
  12519. {
  12520. // Remove mark data from caster
  12521. map_session_data *caster = map_id2sd(sce->val2);
  12522. uint8 i = 0;
  12523. if (!caster)
  12524. break;
  12525. ARR_FIND(0,MAX_SKILL_CRIMSON_MARKER,i,caster->c_marker[i] == bl->id);
  12526. if (i < MAX_SKILL_CRIMSON_MARKER) {
  12527. caster->c_marker[i] = 0;
  12528. clif_crimson_marker( *caster, *bl, true );
  12529. }
  12530. }
  12531. break;
  12532. case SC_H_MINE:
  12533. // Only drop the material from target if expired naturally
  12534. if( tid != INVALID_TIMER ){
  12535. map_session_data *caster = nullptr;
  12536. if (status_isdead(*bl) || !(caster = map_id2sd(sce->val2)))
  12537. break;
  12538. std::shared_ptr<s_skill_db> skill = skill_db.find(RL_H_MINE);
  12539. if (!item_db.exists(skill->require.itemid[0]))
  12540. break;
  12541. struct item it = {};
  12542. it.nameid = skill->require.itemid[0];
  12543. it.amount = max(skill->require.amount[0],1);
  12544. it.identify = 1;
  12545. map_addflooritem(&it, it.amount, bl->m,bl->x, bl->y, caster->status.char_id, 0, 0, 4, 0);
  12546. }
  12547. break;
  12548. case SC_VACUUM_EXTREME:
  12549. ///< !CHECKME: Seems on official, there's delay before same target can be vacuumed in same area again [Cydh]
  12550. sc_start2(bl, bl, SC_VACUUM_EXTREME_POSTDELAY, 100, sce->val1, sce->val2, skill_get_time2(SO_VACUUM_EXTREME,sce->val1));
  12551. break;
  12552. case SC_DIMENSION1:
  12553. case SC_DIMENSION2:
  12554. if (sd)
  12555. pc_delspiritball(sd, 1, 0);
  12556. break;
  12557. case SC_SOULENERGY:
  12558. if (sd)
  12559. pc_delsoulball(sd, sd->soulball, false);
  12560. break;
  12561. case SC_MADOGEAR:
  12562. status_db.removeByStatusFlag(bl, { SCF_MADOENDCANCEL });
  12563. if (sd)
  12564. pc_bonus_script_clear(sd, BSF_REM_ON_MADOGEAR);
  12565. break;
  12566. case SC_HOMUN_TIME:
  12567. if (sd && hom_is_active(sd->hd))
  12568. hom_vaporize(sd, HOM_ST_REST);
  12569. break;
  12570. case SC_SERVANT_SIGN: {
  12571. map_session_data *tsd = map_id2sd(sce->val1);
  12572. if( tsd != nullptr )
  12573. tsd->servant_sign[sce->val2] = 0;
  12574. }
  12575. break;
  12576. case SC_SOUNDBLEND: {
  12577. block_list *src = map_id2bl(sce->val2);
  12578. if (src && tid != INVALID_TIMER)
  12579. skill_castend_damage_id(src, bl, TR_SOUNDBLEND, sce->val1, gettick(), SD_LEVEL|SD_ANIMATION);
  12580. }
  12581. break;
  12582. case SC_SERVANTWEAPON:
  12583. if( sd ){
  12584. pc_delservantball( *sd, sd->servantball );
  12585. }
  12586. break;
  12587. case SC_ABYSSFORCEWEAPON:
  12588. if( sd ){
  12589. pc_delabyssball( *sd, sd->abyssball );
  12590. }
  12591. break;
  12592. }
  12593. // End statuses found in the EndOnEnd list.
  12594. if (!scdb->endonend.empty()) {
  12595. for (const auto &it : scdb->endonend) {
  12596. status_change_end(bl, it);
  12597. }
  12598. }
  12599. // Reset the options as needed
  12600. std::bitset<SCF_MAX> opt_flag = scdb->flag;
  12601. bool disable_opt_flag = false;
  12602. switch (type) {
  12603. case SC_DANCING:
  12604. if ((sce->val1&0xFFFF) == CG_MOONLIT)
  12605. sc->opt3 &= ~OPT3_MOONLIT;
  12606. break;
  12607. case SC_INCATKRATE: // Simulated Explosion spirits effect.
  12608. if (bl->type != BL_MOB) {
  12609. disable_opt_flag = true;
  12610. break;
  12611. }
  12612. break;
  12613. }
  12614. if (scdb->opt1)
  12615. sc->opt1 = OPT1_NONE;
  12616. if (scdb->opt2)
  12617. sc->opt2 &= ~scdb->opt2;
  12618. if (scdb->opt3)
  12619. sc->opt3 &= ~scdb->opt3;
  12620. if (scdb->look)
  12621. sc->option &= ~scdb->look;
  12622. if (calc_flag[SCB_DYE]) { // Restore DYE color
  12623. if (vd && !vd->cloth_color && sce->val4)
  12624. clif_changelook(bl,LOOK_CLOTHES_COLOR,sce->val4);
  12625. calc_flag.reset(SCB_DYE);
  12626. }
  12627. /*if (calc_flag[SCB_BODY])// Might be needed in the future. [Rytech]
  12628. { //Restore body style
  12629. if (vd && !vd->body_style && sce->val4)
  12630. clif_changelook(bl,LOOK_BODY2,sce->val4);
  12631. calc_flag.reset(SCB_BODY);
  12632. }*/
  12633. // On Aegis, when turning off a status change, first goes the sc packet, then the option packet.
  12634. int status_icon = scdb->icon;
  12635. #if PACKETVER < 20151104
  12636. if (status_icon == EFST_WEAPONPROPERTY)
  12637. status_icon = EFST_ATTACK_PROPERTY_NOTHING + sce->val1; // Assign status icon for older clients
  12638. #endif
  12639. clif_status_change(bl,status_icon,0,0,0,0,0);
  12640. if( opt_flag[SCF_NONPLAYER] ) // bugreport:681
  12641. clif_changeoption2( *bl );
  12642. 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])) {
  12643. clif_changeoption(bl);
  12644. if (sd && opt_flag[SCF_SENDLOOK]) {
  12645. clif_changelook(bl,LOOK_BASE,sd->vd.class_);
  12646. clif_get_weapon_view(sd,&sd->vd.weapon,&sd->vd.shield);
  12647. clif_changelook(bl,LOOK_WEAPON,sd->vd.weapon);
  12648. clif_changelook(bl,LOOK_SHIELD,sd->vd.shield);
  12649. clif_changelook(bl,LOOK_CLOTHES_COLOR,cap_value(sd->status.clothes_color,0,battle_config.max_cloth_color));
  12650. clif_changelook(bl,LOOK_BODY2,cap_value(sd->status.body,0,battle_config.max_body_style));
  12651. }
  12652. }
  12653. if (calc_flag.any()) {
  12654. #ifndef RENEWAL
  12655. if (type == SC_MAGICPOWER) {
  12656. //If Mystical Amplification ends, MATK is immediately recalculated
  12657. status_calc_bl_(bl, calc_flag, SCO_FORCE);
  12658. } else
  12659. #endif
  12660. status_calc_bl_(bl, calc_flag);
  12661. }
  12662. if(opt_flag[SCF_UNITMOVE]) // Out of hiding, invoke on place.
  12663. skill_unit_move(bl,gettick(),1);
  12664. if(opt_flag[SCF_ONTOUCH] && sd && !sd->state.warping && map_getcell(bl->m,bl->x,bl->y,CELL_CHKNPC))
  12665. npc_touch_area_allnpc(sd,bl->m,bl->x,bl->y); // Trigger on-touch event.
  12666. // Needed to be here to make sure OPT1_STONEWAIT has been cleared from the target (only on natural expiration of the stone wait timer)
  12667. if (type == SC_STONEWAIT && tid != INVALID_TIMER)
  12668. status_change_start(bl, bl, SC_STONE, 100, sce->val1, sce->val2, 0, 0, sce->val3, SCSTART_NOAVOID);
  12669. ers_free(sc_data_ers, sce);
  12670. return 1;
  12671. }
  12672. /**
  12673. * Resets timers for statuses
  12674. * Used with reoccurring status effects, such as dropping SP every 5 seconds
  12675. * @param tid: Timer ID
  12676. * @param tick: How long before next call
  12677. * @param id: ID of character
  12678. * @param data: Information passed through the timer call
  12679. * @return 1: Success 0: Fail
  12680. */
  12681. TIMER_FUNC(status_change_timer){
  12682. enum sc_type type = (sc_type)data;
  12683. struct block_list *bl;
  12684. map_session_data *sd;
  12685. int interval = status_get_sc_interval(type);
  12686. bool dounlock = false;
  12687. bl = map_id2bl(id);
  12688. if(!bl) {
  12689. ShowDebug("status_change_timer: Null pointer id: %d data: %" PRIdPTR "\n", id, data);
  12690. return 0;
  12691. }
  12692. status_change * const sc = status_get_sc(bl);
  12693. if(!sc) {
  12694. ShowDebug("status_change_timer: Null pointer id: %d data: %" PRIdPTR " bl-type: %d\n", id, data, bl->type);
  12695. return 0;
  12696. }
  12697. struct status_change_entry * const sce = sc->getSCE(type);
  12698. if(!sce) {
  12699. ShowDebug("status_change_timer: Null pointer id: %d data: %" PRIdPTR " bl-type: %d\n", id, data, bl->type);
  12700. return 0;
  12701. }
  12702. if( sce->timer != tid ) {
  12703. ShowError("status_change_timer: Mismatch for type %d: %d != %d (bl id %d)\n",type,tid,sce->timer, bl->id);
  12704. return 0;
  12705. }
  12706. const status_data* status = status_get_status_data(*bl);
  12707. sd = BL_CAST(BL_PC, bl);
  12708. std::function<void (t_tick)> sc_timer_next = [&sce, &bl, &data](t_tick t) {
  12709. sce->timer = add_timer(t, status_change_timer, bl->id, data);
  12710. };
  12711. switch(type) {
  12712. case SC_MAXIMIZEPOWER:
  12713. case SC_CLOAKING:
  12714. if(!status_charge(bl, 0, 1))
  12715. break; // Not enough SP to continue.
  12716. sc_timer_next(sce->val2+tick);
  12717. return 0;
  12718. case SC_CHASEWALK:
  12719. if(!status_charge(bl, 0, sce->val4))
  12720. break; // Not enough SP to continue.
  12721. if (!sc->getSCE(SC_CHASEWALK2)) {
  12722. sc_start(bl,bl, SC_CHASEWALK2,100,1<<(sce->val1-1),
  12723. (t_tick)(sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_ROGUE?10:1) // SL bonus -> x10 duration
  12724. *skill_get_time2(status_db.getSkill(type),sce->val1));
  12725. }
  12726. sc_timer_next(sce->val2+tick);
  12727. return 0;
  12728. break;
  12729. case SC_HIDING:
  12730. if(--(sce->val2)>0) {
  12731. if(sce->val2 % sce->val4 == 0 && !status_charge(bl, 0, 1))
  12732. break; // Fail if it's time to substract SP and there isn't.
  12733. sc_timer_next(1000+tick);
  12734. return 0;
  12735. }
  12736. break;
  12737. case SC_SIGHT:
  12738. case SC_RUWACH:
  12739. case SC_SIGHTBLASTER:
  12740. if(type == SC_SIGHTBLASTER) {
  12741. //Restore trap immunity
  12742. if(sce->val4%2)
  12743. sce->val4--;
  12744. map_foreachinallrange( status_change_timer_sub, bl, sce->val3, BL_CHAR|BL_SKILL, bl, sce, type, tick);
  12745. } else {
  12746. map_foreachinallrange( status_change_timer_sub, bl, sce->val3, BL_CHAR, bl, sce, type, tick);
  12747. skill_reveal_trap_inarea(bl, sce->val3, bl->x, bl->y);
  12748. }
  12749. if( --(sce->val2)>0 ) {
  12750. sce->val4 += 20; // Use for Shadow Form 2 seconds checking.
  12751. sc_timer_next(20+tick);
  12752. return 0;
  12753. }
  12754. break;
  12755. case SC_PROVOKE:
  12756. if(sce->val4) { // Auto-provoke (it is ended in status_heal)
  12757. sc_timer_next(1000*60+tick);
  12758. return 0;
  12759. }
  12760. break;
  12761. case SC_STONE:
  12762. if (sce->val4 >= 0 && status->hp > status->max_hp / 4)
  12763. status_percent_damage(nullptr, bl, -1, 0, false);
  12764. break;
  12765. case SC_POISON:
  12766. case SC_DPOISON:
  12767. if (sce->val4 >= 0 && !sc->getSCE(SC_SLOWPOISON)) {
  12768. unsigned int damage = 0;
  12769. if (sd)
  12770. damage = (type == SC_DPOISON) ? 2 + status->max_hp / 50 : 2 + status->max_hp * 3 / 200;
  12771. else
  12772. damage = (type == SC_DPOISON) ? 2 + status->max_hp / 100 : 2 + status->max_hp / 200;
  12773. if (status->hp > umax(status->max_hp / 4, damage)) // Stop damaging after 25% HP left.
  12774. status_zap(bl, damage, 0);
  12775. }
  12776. break;
  12777. case SC_BLEEDING:
  12778. if (sce->val4 >= 0) {
  12779. int64 damage = rnd() % 600 + 200;
  12780. if (!sd && damage >= status->hp)
  12781. damage = status->hp - 1; // No deadly damage for monsters
  12782. map_freeblock_lock();
  12783. dounlock = true;
  12784. status_zap(bl, damage, 0);
  12785. }
  12786. break;
  12787. case SC_BURNING:
  12788. if (sce->val4 >= 0) {
  12789. int64 damage = 1000 + (3 * status->max_hp) / 100; // Deals fixed (1000 + 3%*MaxHP)
  12790. map_freeblock_lock();
  12791. dounlock = true;
  12792. status_fix_damage(bl, bl, damage, clif_damage(*bl, *bl, tick, 0, 1, damage, 1, DMG_NORMAL, 0, false),0);
  12793. }
  12794. break;
  12795. case SC_TOXIN:
  12796. if (sce->val4 >= 0) { // Damage is every 10 seconds including 3%sp drain.
  12797. if (sce->val3 == 1) { // Target
  12798. map_freeblock_lock();
  12799. dounlock = true;
  12800. 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);
  12801. } else { // Caster
  12802. interval = 1000; // Assign here since status_get_sc_internval() contains the target interval.
  12803. if (status->sp < status->max_sp)
  12804. status_heal(bl, 0, (int)status->max_sp * 1 / 100, 1);
  12805. }
  12806. }
  12807. break;
  12808. case SC_MAGICMUSHROOM:
  12809. if (sce->val4 >= 0) {
  12810. bool flag = 0;
  12811. int64 damage = status->max_hp * 3 / 100;
  12812. if (status->hp <= damage)
  12813. damage = status->hp - 1; // Cannot Kill
  12814. if (damage > 0) { // 3% Damage each 4 seconds
  12815. map_freeblock_lock();
  12816. status_zap(bl, damage, 0);
  12817. flag = !sc->getSCE(type); // Killed? Should not
  12818. map_freeblock_unlock();
  12819. }
  12820. if (!flag) { // Random Skill Cast
  12821. if (magic_mushroom_db.size() > 0 && sd && !pc_issit(sd)) { // Can't cast if sit
  12822. auto mushroom_spell = magic_mushroom_db.begin();
  12823. std::advance(mushroom_spell, rnd() % magic_mushroom_db.size());
  12824. uint16 mushroom_skill_id = mushroom_spell->second->skill_id;
  12825. if (!skill_get_index(mushroom_skill_id))
  12826. break;
  12827. unit_stop_attack(bl);
  12828. unit_skillcastcancel(bl, 1);
  12829. switch (skill_get_casttype(mushroom_skill_id)) { // Magic Mushroom skills are buffs or area damage
  12830. case CAST_GROUND:
  12831. skill_castend_pos2(bl, bl->x, bl->y, mushroom_skill_id, 1, tick, 0);
  12832. break;
  12833. case CAST_NODAMAGE:
  12834. skill_castend_nodamage_id(bl, bl, mushroom_skill_id, 1, tick, 0);
  12835. break;
  12836. case CAST_DAMAGE:
  12837. skill_castend_damage_id(bl, bl, mushroom_skill_id, 1, tick, 0);
  12838. break;
  12839. }
  12840. }
  12841. clif_emotion(bl, ET_SMILE);
  12842. }
  12843. }
  12844. break;
  12845. case SC_PYREXIA:
  12846. if (sce->val4 >= 0) {
  12847. map_freeblock_lock();
  12848. dounlock = true;
  12849. status_fix_damage(bl, bl, 100, clif_damage(*bl, *bl, tick, status->amotion, status->dmotion + 500, 100, 1, DMG_NORMAL, 0, false),0);
  12850. unit_skillcastcancel(bl, 2);
  12851. }
  12852. break;
  12853. case SC_LEECHESEND:
  12854. if (sce->val4 >= 0) {
  12855. int64 damage = status->vit * (sce->val1 - 3) + (int)status->max_hp / 100; // {Target VIT x (New Poison Research Skill Level - 3)} + (Target HP/100)
  12856. map_freeblock_lock();
  12857. dounlock = true;
  12858. status_fix_damage(bl, bl, damage, clif_damage(*bl, *bl, tick, status->amotion, status->dmotion + 500, damage, 1, DMG_NORMAL, 0, false),0);
  12859. unit_skillcastcancel(bl, 2);
  12860. }
  12861. break;
  12862. case SC_DEATHHURT:
  12863. if (sce->val4 >= 0) {
  12864. if (status->hp < status->max_hp)
  12865. status_heal(bl, (int)status->max_hp * 1 / 100, 0, 1);
  12866. }
  12867. break;
  12868. case SC_TENSIONRELAX:
  12869. if(status->max_hp > status->hp && --(sce->val3) >= 0) {
  12870. sc_timer_next(10000 + tick);
  12871. return 0;
  12872. }
  12873. break;
  12874. case SC_KNOWLEDGE:
  12875. if (!sd) break;
  12876. if(bl->m == sd->feel_map[0].m ||
  12877. bl->m == sd->feel_map[1].m ||
  12878. bl->m == sd->feel_map[2].m)
  12879. { // Timeout will be handled by pc_setpos
  12880. sce->timer = INVALID_TIMER;
  12881. return 0;
  12882. }
  12883. break;
  12884. case SC_S_LIFEPOTION:
  12885. case SC_L_LIFEPOTION:
  12886. case SC_M_LIFEPOTION:
  12887. case SC_G_LIFEPOTION:
  12888. if( --(sce->val4) >= 0 ) {
  12889. // val1 < 0 = per max% | val1 > 0 = exact amount
  12890. int hp = 0;
  12891. if( status->hp < status->max_hp && !sc->getSCE(SC_BERSERK) )
  12892. hp = (sce->val1 < 0) ? (int)(status->max_hp * -1 * sce->val1 / 100.) : sce->val1;
  12893. status_heal(bl, hp, 0, 0);
  12894. sc_timer_next((sce->val2 * 1000) + tick);
  12895. return 0;
  12896. }
  12897. break;
  12898. case SC_S_MANAPOTION:
  12899. if( --(sce->val4) >= 0 ) {
  12900. // val1 < 0 = per max% | val1 > 0 = exact amount
  12901. int sp = 0;
  12902. if( status->sp < status->max_sp && !sc->getSCE(SC_BERSERK) )
  12903. sp = (sce->val1 < 0) ? (int)(status->max_sp * -1 * sce->val1 / 100.) : sce->val1;
  12904. status_heal(bl, 0, sp, 0);
  12905. sc_timer_next((sce->val2 * 1000) + tick);
  12906. return 0;
  12907. }
  12908. break;
  12909. case SC_GRADUAL_GRAVITY:
  12910. if (sce->val4 >= 0) {
  12911. status_zap(bl, status->max_hp * sce->val2 / 100, 0);
  12912. }
  12913. break;
  12914. case SC_BOSSMAPINFO:
  12915. if( sd && sce->val4 >= 0 ){
  12916. mob_data* boss_md = map_id2boss( sce->val1 );
  12917. if( boss_md == nullptr ){
  12918. sce->val4 = 0;
  12919. break;
  12920. }
  12921. // Not on same map anymore
  12922. if( sd->bl.m != boss_md->bl.m ){
  12923. sce->val4 = 0;
  12924. break;
  12925. // Boss is alive - Update X, Y on minimap
  12926. }else if( boss_md->bl.prev != nullptr ){
  12927. sce->val2 = 0;
  12928. clif_bossmapinfo( *sd, boss_md, BOSS_INFO_ALIVE );
  12929. // Boss is dead
  12930. }else if( boss_md->spawn_timer != INVALID_TIMER && sce->val2 == 0 ){
  12931. sce->val2 = 1;
  12932. clif_bossmapinfo( *sd, boss_md, BOSS_INFO_DEAD );
  12933. }
  12934. }
  12935. break;
  12936. case SC_DANCING: // SP consumption by time of dancing skills
  12937. {
  12938. int s = 0;
  12939. int sp = 1;
  12940. if (--sce->val3 <= 0)
  12941. break;
  12942. switch(sce->val1&0xFFFF) {
  12943. #ifndef RENEWAL
  12944. case BD_RICHMANKIM:
  12945. case BD_DRUMBATTLEFIELD:
  12946. case BD_RINGNIBELUNGEN:
  12947. case BD_SIEGFRIED:
  12948. case BA_DISSONANCE:
  12949. case BA_ASSASSINCROSS:
  12950. case DC_UGLYDANCE:
  12951. s=3;
  12952. break;
  12953. case BD_LULLABY:
  12954. case BD_ETERNALCHAOS:
  12955. case BD_ROKISWEIL:
  12956. case DC_FORTUNEKISS:
  12957. s=4;
  12958. break;
  12959. case CG_HERMODE:
  12960. case BD_INTOABYSS:
  12961. case BA_WHISTLE:
  12962. case DC_HUMMING:
  12963. case BA_POEMBRAGI:
  12964. case DC_SERVICEFORYOU:
  12965. s=5;
  12966. break;
  12967. case BA_APPLEIDUN:
  12968. s=6;
  12969. break;
  12970. #endif
  12971. case CG_MOONLIT:
  12972. // Moonlit's cost is 4sp*skill_lv [Skotlex]
  12973. sp= 4*(sce->val1>>16);
  12974. // Upkeep is also every 10 secs.
  12975. #ifndef RENEWAL
  12976. [[fallthrough]];
  12977. case DC_DONTFORGETME:
  12978. #endif
  12979. s=10;
  12980. break;
  12981. }
  12982. if( s != 0 && sce->val3 % s == 0 ) {
  12983. #ifndef RENEWAL
  12984. if (sc->getSCE(SC_LONGING))
  12985. sp*= 3;
  12986. #endif
  12987. if (!status_charge(bl, 0, sp))
  12988. break;
  12989. }
  12990. sc_timer_next(1000+tick);
  12991. return 0;
  12992. }
  12993. break;
  12994. case SC_BERSERK:
  12995. // 5% every 10 seconds [DracoRPG]
  12996. if( --( sce->val3 ) > 0 && status_charge(bl, sce->val2, 0) && status->hp > 100 ) {
  12997. sc_timer_next(sce->val4+tick);
  12998. return 0;
  12999. }
  13000. break;
  13001. case SC_NOCHAT:
  13002. if(sd) {
  13003. sd->status.manner++;
  13004. clif_changemanner( *sd );
  13005. clif_updatestatus(*sd,SP_MANNER);
  13006. if (sd->status.manner < 0) { // Every 60 seconds your manner goes up by 1 until it gets back to 0.
  13007. sc_timer_next(60000+tick);
  13008. return 0;
  13009. }
  13010. }
  13011. break;
  13012. case SC_SPLASHER:
  13013. // Custom Venom Splasher countdown timer
  13014. // if (sce->val4 % 1000 == 0) {
  13015. // char timer[10];
  13016. // snprintf (timer, 10, "%d", sce->val4/1000);
  13017. // clif_message(bl, timer);
  13018. // }
  13019. if((sce->val4 -= 500) > 0) {
  13020. sc_timer_next(500 + tick);
  13021. return 0;
  13022. }
  13023. break;
  13024. case SC_MARIONETTE:
  13025. case SC_MARIONETTE2:
  13026. {
  13027. struct block_list *pbl = map_id2bl(sce->val1);
  13028. if( pbl && check_distance_bl(bl, pbl, 7) ) {
  13029. sc_timer_next(1000 + tick);
  13030. return 0;
  13031. }
  13032. }
  13033. break;
  13034. case SC_GOSPEL:
  13035. if(sce->val4 == BCT_SELF && --(sce->val2) > 0) {
  13036. int hp, sp;
  13037. hp = (sce->val1 > 5) ? 45 : 30;
  13038. sp = (sce->val1 > 5) ? 35 : 20;
  13039. if(!status_charge(bl, hp, sp))
  13040. break;
  13041. sc_timer_next(10000+tick);
  13042. return 0;
  13043. }
  13044. break;
  13045. case SC_JAILED:
  13046. if(sce->val1 == INT_MAX || --(sce->val1) > 0) {
  13047. sc_timer_next(60000+tick);
  13048. return 0;
  13049. }
  13050. break;
  13051. case SC_BLIND:
  13052. if(sc->getSCE(SC_FOGWALL)) { // Blind lasts forever while you are standing on the fog.
  13053. sc_timer_next(5000+tick);
  13054. return 0;
  13055. }
  13056. break;
  13057. case SC_ABUNDANCE:
  13058. if(--(sce->val4) > 0) {
  13059. status_heal(bl,0,60,0);
  13060. sc_timer_next(10000+tick);
  13061. }
  13062. break;
  13063. case SC_OBLIVIONCURSE:
  13064. if( --(sce->val4) >= 0 ) {
  13065. clif_emotion(bl,ET_QUESTION);
  13066. sc_timer_next(3000 + tick);
  13067. return 0;
  13068. }
  13069. break;
  13070. case SC_WEAPONBLOCKING:
  13071. if( --(sce->val4) >= 0 ) {
  13072. if( !status_charge(bl,0,3) )
  13073. break;
  13074. sc_timer_next(5000+tick);
  13075. return 0;
  13076. }
  13077. break;
  13078. case SC_CLOAKINGEXCEED:
  13079. if(!status_charge(bl,0,10-sce->val1))
  13080. break;
  13081. sc_timer_next(1000 + tick);
  13082. return 0;
  13083. case SC_RENOVATIO:
  13084. if( --(sce->val4) >= 0 ) {
  13085. int heal = status->max_hp * (sce->val1 + 4) / 100;
  13086. if( sc && sc->getSCE(SC_AKAITSUKI) && heal )
  13087. heal = ~heal + 1;
  13088. status_heal(bl, heal, 0, 3);
  13089. sc_timer_next(5000 + tick);
  13090. return 0;
  13091. }
  13092. break;
  13093. case SC_SPHERE_1:
  13094. case SC_SPHERE_2:
  13095. case SC_SPHERE_3:
  13096. case SC_SPHERE_4:
  13097. case SC_SPHERE_5:
  13098. if( --(sce->val4) >= 0 ) {
  13099. if( !status_charge(bl, 0, 1) )
  13100. break;
  13101. sc_timer_next(1000 + tick);
  13102. return 0;
  13103. }
  13104. break;
  13105. case SC_FREEZE_SP:
  13106. if( !status_charge(bl, 0, sce->val2) ) {
  13107. int i;
  13108. for(i = SC_SPELLBOOK1; i <= SC_MAXSPELLBOOK; i++) // Also remove stored spell as well.
  13109. status_change_end(bl, (sc_type)i);
  13110. break;
  13111. }
  13112. sc_timer_next(10000 + tick);
  13113. return 0;
  13114. case SC_ELECTRICSHOCKER:
  13115. if( --(sce->val4) >= 0 ) {
  13116. status_charge(bl, 0, 5 * sce->val1 * status->max_sp / 100);
  13117. sc_timer_next(1000 + tick);
  13118. return 0;
  13119. }
  13120. break;
  13121. case SC_CAMOUFLAGE:
  13122. if (!status_charge(bl, 0, 7 - sce->val1))
  13123. break;
  13124. if (--sce->val4 >= 0)
  13125. sce->val3++;
  13126. sc_timer_next(1000 + tick);
  13127. return 0;
  13128. case SC__REPRODUCE:
  13129. if(!status_charge(bl, 0, 1))
  13130. break;
  13131. sc_timer_next(1000+tick);
  13132. return 0;
  13133. case SC__SHADOWFORM:
  13134. if( --(sce->val4) >= 0 ) {
  13135. if( !status_charge(bl, 0, 11 - sce->val1) )
  13136. break;
  13137. sc_timer_next(1000 + tick);
  13138. return 0;
  13139. }
  13140. break;
  13141. case SC__INVISIBILITY:
  13142. if( !status_charge(bl, 0, (12 - 2 * sce->val1) * status->max_sp / 100) ) // 6% - skill_lv.
  13143. break;
  13144. sc_timer_next(1000 + tick);
  13145. return 0;
  13146. case SC_STRIKING:
  13147. if( --(sce->val4) >= 0 ) {
  13148. if( !status_charge(bl,0, sce->val3 ) )
  13149. break;
  13150. sc_timer_next(1000 + tick);
  13151. return 0;
  13152. }
  13153. break;
  13154. case SC_WARMER: {
  13155. int hp = 0;
  13156. status_change *ssc = status_get_sc(map_id2bl(sce->val2));
  13157. if (ssc && ssc->getSCE(SC_HEATER_OPTION))
  13158. hp = status->max_hp * 3 * sce->val1 / 100;
  13159. else
  13160. hp = status->max_hp * sce->val1 / 100;
  13161. if (sc && sc->getSCE(SC_AKAITSUKI) && hp)
  13162. hp = ~hp + 1;
  13163. if (status->hp != status->max_hp)
  13164. status_heal(bl, hp, 0, 0);
  13165. sc_timer_next(3000 + tick);
  13166. return 0;
  13167. }
  13168. case SC_HELLS_PLANT:
  13169. if( sce->val4 >= 0 ){
  13170. skill_castend_damage_id( bl, bl, GN_HELLS_PLANT_ATK, sce->val1, tick, 0 );
  13171. }
  13172. break;
  13173. case SC_VOICEOFSIREN:
  13174. if( --(sce->val4) >= 0 ) {
  13175. clif_emotion(bl,ET_THROB);
  13176. sc_timer_next(2000 + tick);
  13177. return 0;
  13178. }
  13179. break;
  13180. case SC_DEEPSLEEP:
  13181. if( --(sce->val4) >= 0 ) { // Recovers 3% HP/SP every 2 seconds.
  13182. status_heal(bl, status->max_hp * 3 / 100, status->max_sp * 3 / 100, 2);
  13183. sc_timer_next(2000 + tick);
  13184. return 0;
  13185. }
  13186. break;
  13187. case SC_SATURDAYNIGHTFEVER:
  13188. // 1% HP/SP drain every val4 seconds [Jobbie]
  13189. if( --(sce->val3) >= 0 ) {
  13190. if( !status_charge(bl, status->hp / 100, status->sp / 100) )
  13191. break;
  13192. sc_timer_next(sce->val4+tick);
  13193. return 0;
  13194. }
  13195. break;
  13196. case SC_CRYSTALIZE:
  13197. if( --(sce->val4) >= 0 ) { // Drains 2% of HP and 1% of SP every seconds.
  13198. if (!status_charge(bl, status->max_hp * 2 / 100, status->max_sp / 100))
  13199. break;
  13200. sc_timer_next(1000 + tick);
  13201. return 0;
  13202. }
  13203. break;
  13204. case SC_FORCEOFVANGUARD:
  13205. if( !status_charge(bl,0,24 - 4 * sce->val1) )
  13206. break;
  13207. sc_timer_next(10000 + tick);
  13208. return 0;
  13209. case SC_BANDING:
  13210. if( status_charge(bl, 0, 7 - sce->val1) ) {
  13211. sce->val2 = (sd ? skill_banding_count(sd) : 1);
  13212. sc_timer_next(5000 + tick);
  13213. return 0;
  13214. }
  13215. break;
  13216. case SC_REFLECTDAMAGE:
  13217. if( --(sce->val4) > 0 ) {
  13218. if( !status_charge(bl,0,10) )
  13219. break;
  13220. sc_timer_next(1000 + tick);
  13221. return 0;
  13222. }
  13223. break;
  13224. case SC_OVERHEAT_LIMITPOINT:
  13225. if (--(sce->val1) >= 0) { // Cooling
  13226. if (sce->val2 == 0) { // Flag the overheat limit once it has been met.
  13227. static std::vector<int16> limit = { 150, 200, 280, 360, 450 };
  13228. uint16 skill_lv = (sd ? cap_value(pc_checkskill(sd, NC_MAINFRAME), 0, (uint16)(limit.size() - 1)) : 0);
  13229. if (sce->val1 > limit[skill_lv])
  13230. sce->val2 = 1;
  13231. } else {
  13232. status_change_end(bl, SC_OVERHEAT);
  13233. if (sce->val2 > 0)
  13234. sc_start(bl, bl, SC_OVERHEAT, 100, sce->val1, 975);
  13235. }
  13236. sc_timer_next(1000 + tick);
  13237. return 0;
  13238. }
  13239. break;
  13240. case SC_OVERHEAT: {
  13241. uint32 damage = status->max_hp / 100; // Suggestion 1% each second
  13242. if (damage >= status->hp)
  13243. damage = status->hp - 1; // Do not kill, just keep you with 1 hp minimum
  13244. map_freeblock_lock();
  13245. status_zap(bl, damage, 0);
  13246. sc_timer_next(975 + tick); // Tick is not 1000 to avoid desync with SC_OVERHEAT_LIMITPOINT.
  13247. map_freeblock_unlock();
  13248. return 0;
  13249. }
  13250. break;
  13251. case SC_MAGNETICFIELD:
  13252. if (--(sce->val4) >= 0) {
  13253. struct block_list *src = map_id2bl(sce->val2);
  13254. if (!src || (src && (status_isdead(*src) || src->m != bl->m)))
  13255. break;
  13256. map_freeblock_lock();
  13257. if (!status_charge(bl, 0, 50))
  13258. status_zap(bl, 0, status->sp);
  13259. if (sc->getSCE(type))
  13260. sc_timer_next(1000 + tick);
  13261. map_freeblock_unlock();
  13262. return 0;
  13263. }
  13264. break;
  13265. case SC_INSPIRATION:
  13266. if(--(sce->val4) >= 0) {
  13267. if (!status_charge(bl, status->max_hp * (35 - 5 * sce->val1) / 1000, status->max_sp * (45 - 5 * sce->val1) / 1000))
  13268. break;
  13269. sc_timer_next(5000+tick);
  13270. return 0;
  13271. }
  13272. break;
  13273. case SC_SHIELDSPELL_HP:
  13274. if( sce->val4 >= 0 && status->hp < status->max_hp ){
  13275. status_heal( bl, status->max_hp * sce->val2 / 100, 0, 1 );
  13276. }
  13277. break;
  13278. case SC_SHIELDSPELL_SP:
  13279. if( sce->val4 >= 0 && status->sp < status->max_sp ){
  13280. status_heal( bl, 0, status->max_sp * sce->val2 / 100, 1 );
  13281. }
  13282. break;
  13283. case SC_TROPIC:
  13284. case SC_CHILLY_AIR:
  13285. case SC_WILD_STORM:
  13286. case SC_UPHEAVAL:
  13287. case SC_HEATER:
  13288. case SC_COOLER:
  13289. case SC_BLAST:
  13290. case SC_CURSED_SOIL:
  13291. case SC_PYROTECHNIC:
  13292. case SC_AQUAPLAY:
  13293. case SC_GUST:
  13294. case SC_PETROLOGY:
  13295. case SC_CIRCLE_OF_FIRE:
  13296. case SC_FIRE_CLOAK:
  13297. case SC_WATER_DROP:
  13298. case SC_WATER_SCREEN:
  13299. case SC_WIND_CURTAIN:
  13300. case SC_WIND_STEP:
  13301. case SC_STONE_SHIELD:
  13302. case SC_SOLID_SKIN:
  13303. case SC_FLAMETECHNIC:
  13304. case SC_FLAMEARMOR:
  13305. case SC_COLD_FORCE:
  13306. case SC_CRYSTAL_ARMOR:
  13307. case SC_GRACE_BREEZE:
  13308. case SC_EYES_OF_STORM:
  13309. case SC_EARTH_CARE:
  13310. case SC_STRONG_PROTECTION:
  13311. case SC_DEEP_POISONING:
  13312. case SC_POISON_SHIELD:
  13313. if( !status_charge(bl,0,sce->val2) ) {
  13314. struct block_list *s_bl = battle_get_master(bl);
  13315. if (bl->type == BL_ELEM)
  13316. elemental_change_mode(BL_CAST(BL_ELEM, bl), EL_MODE_PASSIVE);
  13317. if( s_bl )
  13318. status_change_end(s_bl,static_cast<sc_type>(type+1));
  13319. status_change_end(bl,type);
  13320. break;
  13321. }
  13322. sc_timer_next(sce->val3 + tick);
  13323. return 0;
  13324. case SC_WATER_SCREEN_OPTION:
  13325. status_heal(bl,1000,0,2);
  13326. sc_timer_next(10000 + tick);
  13327. return 0;
  13328. case SC_TEARGAS:
  13329. if( --(sce->val4) >= 0 ) {
  13330. struct block_list *src = map_id2bl(sce->val3);
  13331. int damage = sce->val2;
  13332. map_freeblock_lock();
  13333. clif_damage(*bl, *bl, tick, 0, 0, damage, 1, DMG_MULTI_HIT_ENDURE, 0, false);
  13334. status_damage(src, bl, damage,0, 0, 1, 0);
  13335. if( sc->getSCE(type) ) {
  13336. sc_timer_next(2000 + tick);
  13337. }
  13338. map_freeblock_unlock();
  13339. return 0;
  13340. }
  13341. break;
  13342. case SC_TEARGAS_SOB:
  13343. if( --(sce->val4) >= 0 ) {
  13344. clif_emotion(bl, ET_CRY);
  13345. sc_timer_next(3000 + tick);
  13346. return 0;
  13347. }
  13348. break;
  13349. case SC_STOMACHACHE:
  13350. if( --(sce->val4) >= 0 ) {
  13351. status_charge(bl,0,sce->val2); // Reduce 8 every 10 seconds.
  13352. if( sd && !pc_issit(sd) ) { // Force to sit every 10 seconds.
  13353. pc_setsit(sd);
  13354. skill_sit(sd, true);
  13355. clif_sitting(*bl);
  13356. }
  13357. sc_timer_next(10000 + tick);
  13358. return 0;
  13359. }
  13360. break;
  13361. case SC_LEADERSHIP:
  13362. case SC_GLORYWOUNDS:
  13363. case SC_SOULCOLD:
  13364. case SC_HAWKEYES:
  13365. // They only end by status_change_end
  13366. sc_timer_next(600000 + tick);
  13367. return 0;
  13368. case SC_MEIKYOUSISUI:
  13369. if( --(sce->val4) >= 0 ) {
  13370. status_heal(bl, status->max_hp * sce->val2 / 100, status->max_sp * sce->val3 / 100, 0);
  13371. sc_timer_next(1000 + tick);
  13372. return 0;
  13373. }
  13374. break;
  13375. case SC_KAGEMUSYA:
  13376. if( --(sce->val4) >= 0 ) {
  13377. if(!status_charge(bl, 0, 1)) break;
  13378. sc_timer_next(1000+tick);
  13379. return 0;
  13380. }
  13381. break;
  13382. case SC_ANGRIFFS_MODUS:
  13383. if(--(sce->val4) >= 0) { // Drain hp/sp
  13384. if( !status_charge(bl,100,20) ) break;
  13385. sc_timer_next(1000+tick);
  13386. return 0;
  13387. }
  13388. break;
  13389. case SC_CBC:
  13390. if(--(sce->val4) >= 0) { // Drain hp/sp
  13391. int hp=0;
  13392. int sp = (status->max_sp * sce->val3) / 100;
  13393. if(bl->type == BL_MOB) hp = sp*10;
  13394. if( !status_charge(bl,hp,sp) )break;
  13395. sc_timer_next(1000+tick);
  13396. return 0;
  13397. }
  13398. break;
  13399. case SC_FULL_THROTTLE:
  13400. if( --(sce->val4) >= 0 ) {
  13401. status_percent_damage(bl, bl, 0, sce->val2, false);
  13402. sc_timer_next(1000 + tick);
  13403. return 0;
  13404. }
  13405. break;
  13406. case SC_REBOUND:
  13407. if( --(sce->val4) >= 0 ) {
  13408. clif_emotion(bl, ET_SWEAT);
  13409. sc_timer_next(2000 + tick);
  13410. return 0;
  13411. }
  13412. break;
  13413. case SC_KINGS_GRACE:
  13414. if( --(sce->val4) >= 0 ) {
  13415. status_percent_heal(bl, sce->val2, 0);
  13416. sc_timer_next(1000 + tick);
  13417. return 0;
  13418. }
  13419. break;
  13420. case SC_FRIGG_SONG:
  13421. if( --(sce->val4) >= 0 ) {
  13422. status_heal(bl, sce->val3, 0, 0);
  13423. sc_timer_next(1000 + tick);
  13424. return 0;
  13425. }
  13426. break;
  13427. case SC_C_MARKER:
  13428. if( --(sce->val4) >= 0 ) {
  13429. TBL_PC *caster = map_id2sd(sce->val2);
  13430. if (!caster || caster->bl.m != bl->m) //End the SC if caster isn't in same map
  13431. break;
  13432. sc_timer_next(1000 + tick);
  13433. clif_crimson_marker( *caster, *bl, false );
  13434. return 0;
  13435. }
  13436. break;
  13437. case SC_STEALTHFIELD_MASTER:
  13438. if (--(sce->val4) >= 0) {
  13439. if (!status_charge(bl, 0, status->max_sp * 3 / 100))
  13440. break;
  13441. sc_timer_next(sce->val3 + tick);
  13442. return 0;
  13443. }
  13444. break;
  13445. case SC_VACUUM_EXTREME:
  13446. if (sce->val4 > 0) {
  13447. // Only slide targets to center if they are standing still
  13448. if (unit_bl2ud(bl)->walktimer == INVALID_TIMER) {
  13449. uint16 x = sce->val3 >> 16, y = sce->val3 & 0xFFFF;
  13450. 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)) {
  13451. clif_slide(*bl, x, y);
  13452. clif_fixpos( *bl );
  13453. }
  13454. }
  13455. sc_timer_next(tick + sce->val4);
  13456. sce->val4 = 0;
  13457. }
  13458. break;
  13459. case SC_FIRE_INSIGNIA:
  13460. if (--(sce->val4) >= 0) {
  13461. if (status->def_ele == ELE_FIRE)
  13462. status_heal(bl, status->max_hp / 100, 0, 1);
  13463. else if (status->def_ele == ELE_EARTH)
  13464. status_zap(bl, status->max_hp / 100, 0);
  13465. sc_timer_next(5000 + tick);
  13466. return 0;
  13467. }
  13468. break;
  13469. case SC_WATER_INSIGNIA:
  13470. if (--(sce->val4) >= 0) {
  13471. if (status->def_ele == ELE_WATER)
  13472. status_heal(bl, status->max_hp / 100, 0, 1);
  13473. else if (status->def_ele == ELE_FIRE)
  13474. status_zap(bl, status->max_hp / 100, 0);
  13475. sc_timer_next(5000 + tick);
  13476. return 0;
  13477. }
  13478. break;
  13479. case SC_WIND_INSIGNIA:
  13480. if (--(sce->val4) >= 0) {
  13481. if (status->def_ele == ELE_WIND)
  13482. status_heal(bl, status->max_hp / 100, 0, 1);
  13483. else if (status->def_ele == ELE_WATER)
  13484. status_zap(bl, status->max_hp / 100, 0);
  13485. sc_timer_next(5000 + tick);
  13486. return 0;
  13487. }
  13488. break;
  13489. case SC_EARTH_INSIGNIA:
  13490. if (--(sce->val4) >= 0) {
  13491. if (status->def_ele == ELE_EARTH)
  13492. status_heal(bl, status->max_hp / 100, 0, 1);
  13493. else if (status->def_ele == ELE_WIND)
  13494. status_zap(bl, status->max_hp / 100, 0);
  13495. sc_timer_next(5000 + tick);
  13496. return 0;
  13497. }
  13498. break;
  13499. case SC_BITESCAR:
  13500. if (--(sce->val4) >= 0) {
  13501. status_percent_damage(bl, bl, -(sce->val2), 0, 0);
  13502. sc_timer_next(1000 + tick);
  13503. return 0;
  13504. }
  13505. break;
  13506. case SC_FRESHSHRIMP:
  13507. if (--(sce->val4) >= 0) {
  13508. status_heal(bl, sce->val2, 0, 0);
  13509. sc_timer_next((10000 - ((sce->val1 - 1) * 1000)) + tick);
  13510. return 0;
  13511. }
  13512. break;
  13513. case SC_DORAM_BUF_01:
  13514. if( sd && --(sce->val4) >= 0 ) {
  13515. if( status->hp < status->max_hp )
  13516. status_heal(bl, 10, 0, 2);
  13517. sc_timer_next(10000 + tick);
  13518. return 0;
  13519. }
  13520. break;
  13521. case SC_DORAM_BUF_02:
  13522. if( sd && --(sce->val4) >= 0 ) {
  13523. if( status->sp < status->max_sp )
  13524. status_heal(bl, 0, 5, 2);
  13525. sc_timer_next(10000 + tick);
  13526. return 0;
  13527. }
  13528. break;
  13529. case SC_NEWMOON:
  13530. if (--(sce->val4) >= 0) {
  13531. if (!status_charge(bl, 0, 1))
  13532. break;
  13533. sc_timer_next(1000 + tick);
  13534. return 0;
  13535. }
  13536. break;
  13537. case SC_CREATINGSTAR:
  13538. if (--(sce->val4) >= 0) { // Needed to check who the caster is and what AoE is giving the status.
  13539. struct block_list *star_caster = map_id2bl(sce->val2);
  13540. struct skill_unit *star_aoe = (struct skill_unit *)map_id2bl(sce->val3);
  13541. if (star_caster == nullptr || status_isdead(*star_caster) || star_caster->m != bl->m || star_aoe == nullptr)
  13542. break;
  13543. sc_timer_next(500 + tick);
  13544. // Attack after timer to prevent errors
  13545. skill_attack(BF_WEAPON, star_caster, &star_aoe->bl, bl, SJ_BOOKOFCREATINGSTAR, sce->val1, tick, 0);
  13546. return 0;
  13547. }
  13548. break;
  13549. case SC_SOULUNITY:
  13550. if (--(sce->val4) >= 0) { // Needed to check the caster's location for the range check.
  13551. struct block_list *unity_src = map_id2bl(sce->val2);
  13552. if (!unity_src || status_isdead(*unity_src) || unity_src->m != bl->m || !check_distance_bl(bl, unity_src, 11))
  13553. break;
  13554. status_heal(bl, 150 * sce->val1, 0, 2);
  13555. sc_timer_next(3000 + tick);
  13556. return 0;
  13557. }
  13558. break;
  13559. case SC_SOULCOLLECT:
  13560. pc_addsoulball(sd, sce->val2);
  13561. if (sd->soulball < sce->val2) {
  13562. sc_timer_next(sce->val3 + tick);
  13563. return 0;
  13564. }
  13565. break;
  13566. case SC_HELPANGEL:
  13567. if (--(sce->val4) >= 0) {
  13568. status_heal(bl, 1000, 350, 0); // Heal amount not displayed
  13569. sc_timer_next(1000 + tick);
  13570. return 0;
  13571. }
  13572. break;
  13573. case SC_BURNT:
  13574. if( --(sce->val4) >= 0 ) {
  13575. int damage = 2000;
  13576. if( damage >= status->hp )
  13577. damage = status->hp - 1;
  13578. map_freeblock_lock();
  13579. status_zap(bl,damage,0);
  13580. if( sc->getSCE(type) ) {
  13581. sc_timer_next(1000 + tick);
  13582. }
  13583. map_freeblock_unlock();
  13584. return 0;
  13585. }
  13586. break;
  13587. case SC_MEDIALE:
  13588. if (--(sce->val4) >= 0) {
  13589. clif_specialeffect(bl, 1808, AREA);
  13590. skill_castend_nodamage_id(bl, bl, CD_MEDIALE_VOTUM, sce->val1, tick, 1);
  13591. sc_timer_next(2000 + tick);
  13592. return 0;
  13593. }
  13594. break;
  13595. case SC_DANCING_KNIFE:
  13596. if (--(sce->val4) >= 0) {
  13597. skill_castend_nodamage_id(bl, bl, SHC_DANCING_KNIFE, sce->val1, tick, 1);
  13598. sc_timer_next(300 + tick);
  13599. return 0;
  13600. }
  13601. break;
  13602. case SC_A_MACHINE:
  13603. if (--(sce->val4) >= 0) {
  13604. skill_castend_nodamage_id(bl, bl, MT_A_MACHINE, sce->val1, tick, 1);
  13605. sc_timer_next(1000 + tick);
  13606. return 0;
  13607. }
  13608. break;
  13609. case SC_SERVANTWEAPON:
  13610. if (sce->val4 >= 0) {
  13611. if( sd && sd->servantball < MAX_SERVANTBALL ){
  13612. pc_addservantball( *sd, MAX_SERVANTBALL );
  13613. }
  13614. interval = max(500, skill_get_time2(DK_SERVANTWEAPON, sce->val1));
  13615. map_freeblock_lock();
  13616. dounlock = true;
  13617. }
  13618. break;
  13619. case SC_ABYSSFORCEWEAPON:
  13620. if (sce->val4 >= 0) {
  13621. if( sd && sd->abyssball < MAX_ABYSSBALL ){
  13622. pc_addabyssball( *sd );
  13623. }
  13624. interval = max(500, skill_get_time2(ABC_FROM_THE_ABYSS, sce->val1));
  13625. map_freeblock_lock();
  13626. dounlock = true;
  13627. }
  13628. break;
  13629. case SC_KILLING_AURA:
  13630. if (sce->val4 >= 0)
  13631. skill_castend_damage_id( bl, bl, NPC_KILLING_AURA, sce->val1, tick, 0 );
  13632. break;
  13633. case SC_INTENSIVE_AIM:
  13634. if (!sc || !sc->getSCE(SC_INTENSIVE_AIM_COUNT))
  13635. sce->val4 = 0;
  13636. if (sce->val4 < 10) {
  13637. sce->val4++;
  13638. sc_start(bl, bl, SC_INTENSIVE_AIM_COUNT, 100, sce->val4, INFINITE_TICK);
  13639. }
  13640. sc_timer_next(500 + tick);
  13641. return 0;
  13642. }
  13643. // If status has an interval and there is at least 100ms remaining time, wait for next interval
  13644. if(interval > 0 && sc->getSCE(type) && sce->val4 >= 100) {
  13645. sc_timer_next(min(sce->val4,interval)+tick);
  13646. sce->val4 -= interval;
  13647. if (dounlock)
  13648. map_freeblock_unlock();
  13649. return 0;
  13650. }
  13651. if (dounlock)
  13652. map_freeblock_unlock();
  13653. // Default for all non-handled control paths is to end the status
  13654. return status_change_end( bl,type,tid );
  13655. }
  13656. /**
  13657. * For each iteration of repetitive status
  13658. * @param bl: Object [PC|MOB|HOM|MER|ELEM]
  13659. * @param ap: va_list arguments (src, sce, type, tick)
  13660. */
  13661. int status_change_timer_sub(struct block_list* bl, va_list ap)
  13662. {
  13663. status_change* tsc;
  13664. struct block_list* src = va_arg(ap,struct block_list*);
  13665. struct status_change_entry* sce = va_arg(ap,struct status_change_entry*);
  13666. enum sc_type type = (sc_type)va_arg(ap,int); // gcc: enum args get promoted to int
  13667. t_tick tick = va_arg(ap,t_tick);
  13668. if (status_isdead(*bl))
  13669. return 0;
  13670. tsc = status_get_sc(bl);
  13671. switch( type ) {
  13672. case SC_SIGHT: // Reveal hidden ennemy on 3*3 range
  13673. case SC_CONCENTRATE:
  13674. status_change_end(bl, SC_HIDING);
  13675. status_change_end(bl, SC_CLOAKING);
  13676. status_change_end(bl, SC_CLOAKINGEXCEED);
  13677. status_change_end(bl, SC_CAMOUFLAGE);
  13678. status_change_end(bl, SC_NEWMOON);
  13679. if (tsc && tsc->getSCE(SC__SHADOWFORM) && (sce && sce->val4 > 0 && sce->val4%2000 == 0) && // For every 2 seconds do the checking
  13680. rnd()%100 < 100 - tsc->getSCE(SC__SHADOWFORM)->val1 * 10) // [100 - (Skill Level x 10)] %
  13681. status_change_end(bl, SC__SHADOWFORM);
  13682. break;
  13683. case SC_RUWACH: // Reveal hidden target and deal little dammages if enemy
  13684. if (tsc && (tsc->getSCE(SC_HIDING) || tsc->getSCE(SC_CLOAKING) ||
  13685. tsc->getSCE(SC_CAMOUFLAGE) || tsc->getSCE(SC_NEWMOON) || tsc->getSCE(SC_CLOAKINGEXCEED))) {
  13686. status_change_end(bl, SC_HIDING);
  13687. status_change_end(bl, SC_CLOAKING);
  13688. status_change_end(bl, SC_CAMOUFLAGE);
  13689. status_change_end(bl, SC_CLOAKINGEXCEED);
  13690. status_change_end(bl, SC_NEWMOON);
  13691. if(battle_check_target( src, bl, BCT_ENEMY ) > 0)
  13692. skill_attack(BF_MAGIC,src,src,bl,AL_RUWACH,1,tick,0);
  13693. }
  13694. if (tsc && tsc->getSCE(SC__SHADOWFORM) && (sce && sce->val4 > 0 && sce->val4%2000 == 0) && // For every 2 seconds do the checking
  13695. rnd()%100 < 100 - tsc->getSCE(SC__SHADOWFORM)->val1 * 10 ) { // [100 - (Skill Level x 10)] %
  13696. status_change_end(bl, SC__SHADOWFORM);
  13697. if (battle_check_target(src, bl, BCT_ENEMY) > 0)
  13698. skill_attack(BF_MAGIC, src, src, bl, status_db.getSkill(type), 1, tick, 0);
  13699. }
  13700. break;
  13701. case SC_SIGHTBLASTER:
  13702. if (battle_check_target( src, bl, BCT_ENEMY ) > 0 &&
  13703. status_check_skilluse(src, bl, WZ_SIGHTBLASTER, 2))
  13704. {
  13705. if (sce) {
  13706. struct skill_unit *su = nullptr;
  13707. if(bl->type == BL_SKILL)
  13708. su = (struct skill_unit *)bl;
  13709. if (skill_attack(BF_MAGIC,src,src,bl,WZ_SIGHTBLASTER,sce->val1,tick,0x1000000)
  13710. && (!su || !su->group || !skill_get_inf2(su->group->skill_id, INF2_ISTRAP))) { // The hit is not counted if it's against a trap
  13711. sce->val2 = 0; // This signals it to end.
  13712. } else if((bl->type&BL_SKILL) && sce->val4%2 == 0) {
  13713. //Remove trap immunity temporarily so it triggers if you still stand on it
  13714. sce->val4++;
  13715. }
  13716. }
  13717. }
  13718. break;
  13719. case SC_CLOSECONFINE:
  13720. // Lock char has released the hold on everyone...
  13721. if (tsc && tsc->getSCE(SC_CLOSECONFINE2) && tsc->getSCE(SC_CLOSECONFINE2)->val2 == src->id) {
  13722. tsc->getSCE(SC_CLOSECONFINE2)->val2 = 0;
  13723. status_change_end(bl, SC_CLOSECONFINE2);
  13724. }
  13725. break;
  13726. case SC_CURSEDCIRCLE_TARGET:
  13727. if( tsc && tsc->getSCE(SC_CURSEDCIRCLE_TARGET) && tsc->getSCE(SC_CURSEDCIRCLE_TARGET)->val2 == src->id ) {
  13728. clif_bladestop(bl, tsc->getSCE(SC_CURSEDCIRCLE_TARGET)->val2, 0);
  13729. status_change_end(bl, type);
  13730. }
  13731. break;
  13732. }
  13733. return 0;
  13734. }
  13735. /**
  13736. * Clears buffs/debuffs on an object
  13737. * @param bl: Object to clear [PC|MOB|HOM|MER|ELEM]
  13738. * @param type: Type to remove
  13739. * SCCB_BUFFS: Clear Buffs
  13740. * SCCB_DEBUFFS: Clear Debuffs
  13741. * SCCB_REFRESH: Clear specific debuffs through RK_REFRESH
  13742. * SCCB_CHEM_PROTECT: Clear AM_CP_ARMOR/HELM/SHIELD/WEAPON
  13743. * SCCB_LUXANIMA: Bonus Script removed through RK_LUXANIMA
  13744. */
  13745. void status_change_clear_buffs(struct block_list* bl, uint8 type)
  13746. {
  13747. status_change *sc= status_get_sc(bl);
  13748. if (!sc || !sc->count)
  13749. return;
  13750. //Clears buffs with specified flag and type
  13751. for (const auto &it : status_db) {
  13752. sc_type status = static_cast<sc_type>(it.first);
  13753. const std::bitset<SCF_MAX>& flag = it.second->flag;
  13754. bool end = false;
  13755. if (!sc->getSCE(status))
  13756. continue;
  13757. // Skip status with SCF_NOCLEARBUFF, no matter what
  13758. if (flag[SCF_NOCLEARBUFF])
  13759. continue;
  13760. // &SCCB_LUXANIMA : Cleared by RK_LUXANIMA and has the SCF_REMOVEONLUXANIMA flag
  13761. if ((type & SCCB_LUXANIMA) && flag[SCF_REMOVEONLUXANIMA])
  13762. end = true;
  13763. // &SCCB_CHEM_PROTECT : Clears AM_CP_ARMOR/HELP/SHIELD/WEAPON
  13764. else if ((type & SCCB_CHEM_PROTECT) && flag[SCF_REMOVECHEMICALPROTECT])
  13765. end = true;
  13766. // &SCCB_REFRESH : Cleared by RK_REFRESH and has the SCF_REMOVEONREFRESH flag
  13767. else if ((type & SCCB_REFRESH) && flag[SCF_REMOVEONREFRESH])
  13768. end = true;
  13769. // &SCCB_DEBUFFS : Clears debuffs
  13770. else if ((type & SCCB_DEBUFFS) && flag[SCF_DEBUFF])
  13771. end = true;
  13772. // &SCCB_BUFFS : Clears buffs - skip if it is a debuff
  13773. else if ((type & SCCB_BUFFS) && !flag[SCF_DEBUFF])
  13774. end = true;
  13775. // &SCCB_HERMODE : Cleared by CG_HERMODE and has the SCF_REMOVEONHERMODE flag
  13776. else if ((type & SCCB_HERMODE) && flag[SCF_REMOVEONHERMODE])
  13777. end = true;
  13778. if (status == SC_SATURDAYNIGHTFEVER || status == SC_BERSERK) // Mark to not lose HP
  13779. sc->getSCE(status)->val2 = 0;
  13780. if(end)
  13781. status_change_end(bl, status);
  13782. }
  13783. //Removes bonus_script
  13784. if (bl->type == BL_PC) {
  13785. uint32 i = 0;
  13786. if (type&SCCB_BUFFS) i |= BSF_REM_BUFF;
  13787. if (type&SCCB_DEBUFFS) i |= BSF_REM_DEBUFF;
  13788. if (type&SCCB_REFRESH) i |= BSF_REM_ON_REFRESH;
  13789. if (type&SCCB_LUXANIMA) i |= BSF_REM_ON_LUXANIMA;
  13790. pc_bonus_script_clear(BL_CAST(BL_PC,bl),i);
  13791. }
  13792. // Cleaning all extras vars
  13793. sc->comet_x = 0;
  13794. sc->comet_y = 0;
  13795. #ifndef RENEWAL
  13796. sc->sg_counter = 0;
  13797. #endif
  13798. return;
  13799. }
  13800. /**
  13801. * Infect a user with status effects (SC_DEADLYINFECT)
  13802. * @param src: Object initiating change on bl [PC|MOB|HOM|MER|ELEM]
  13803. * @param bl: Object to change
  13804. * @return 1: Success 0: Fail
  13805. */
  13806. int status_change_spread(block_list *src, block_list *bl)
  13807. {
  13808. if (src == nullptr || bl == nullptr)
  13809. return 0;
  13810. // Status Immunity resistance
  13811. if (status_bl_has_mode(src, MD_STATUSIMMUNE) || status_bl_has_mode(bl, MD_STATUSIMMUNE))
  13812. return 0;
  13813. status_change *sc = status_get_sc(src);
  13814. if (sc == nullptr || sc->count == 0)
  13815. return 0;
  13816. bool hasSpread = false;
  13817. t_tick tick = gettick(), sc_tick;
  13818. for (const auto &it : status_db) {
  13819. sc_type type = static_cast<sc_type>(it.first);
  13820. const TimerData *timer;
  13821. if (sc->getSCE(type) && it.second->flag[SCF_SPREADEFFECT]) {
  13822. if (sc->getSCE(type)->timer != INVALID_TIMER) {
  13823. timer = get_timer(sc->getSCE(type)->timer);
  13824. if (timer == nullptr || timer->func != status_change_timer || DIFF_TICK(timer->tick, tick) < 0)
  13825. continue;
  13826. int32 val4 = sc->getSCE(type)->val4;
  13827. sc_tick = DIFF_TICK(timer->tick, tick) + (val4 > 0 ? val4 : 0);
  13828. } else
  13829. sc_tick = INFINITE_TICK;
  13830. 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);
  13831. if (!hasSpread)
  13832. hasSpread = true;
  13833. }
  13834. }
  13835. return hasSpread;
  13836. }
  13837. /**
  13838. * Applying natural heal bonuses (sit, skill, homun, etc...)
  13839. * TODO: the va_list doesn't seem to be used, safe to remove?
  13840. * @param bl: Object applying bonuses to [PC|HOM|MER|ELEM]
  13841. * @param args: va_list arguments
  13842. * @return which regeneration bonuses have been applied (flag)
  13843. */
  13844. static t_tick natural_heal_prev_tick,natural_heal_diff_tick;
  13845. static int status_natural_heal(struct block_list* bl, va_list args)
  13846. {
  13847. struct regen_data *regen;
  13848. status_change *sc;
  13849. struct unit_data *ud;
  13850. struct view_data *vd = nullptr;
  13851. struct regen_data_sub *sregen;
  13852. map_session_data *sd;
  13853. int rate, multi = 1, flag;
  13854. regen = status_get_regen_data(bl);
  13855. if (!regen)
  13856. return 0;
  13857. status_data* status = status_get_status_data(*bl);
  13858. sc = status_get_sc(bl);
  13859. if (sc && !sc->count)
  13860. sc = nullptr;
  13861. sd = BL_CAST(BL_PC,bl);
  13862. flag = regen->flag;
  13863. if (flag&RGN_HP && (regen->state.block&1))
  13864. flag &= ~(RGN_HP|RGN_SHP);
  13865. if (flag&RGN_SP && (regen->state.block&2))
  13866. flag &= ~(RGN_SP|RGN_SSP);
  13867. // Only skill-based regen is disabled at max HP/SP
  13868. if (flag&RGN_SHP && (status->hp >= status->max_hp))
  13869. flag &= ~RGN_SHP;
  13870. if (flag&RGN_SSP && (status->sp >= status->max_sp))
  13871. flag &= ~RGN_SSP;
  13872. if (flag && (
  13873. status_isdead(*bl) ||
  13874. (sc && (sc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || sc->getSCE(SC__INVISIBILITY)))
  13875. ))
  13876. flag = RGN_NONE;
  13877. if (sd) {
  13878. if (sd->hp_loss.value || sd->sp_loss.value)
  13879. pc_bleeding(sd, natural_heal_diff_tick);
  13880. if (sd->hp_regen.value || sd->sp_regen.value || sd->percent_hp_regen.value || sd->percent_sp_regen.value)
  13881. pc_regen(sd, natural_heal_diff_tick);
  13882. }
  13883. if(flag&(RGN_SHP|RGN_SSP) && regen->ssregen &&
  13884. (vd = status_get_viewdata(bl)) && vd->dead_sit == 2)
  13885. { // Apply sitting regen bonus.
  13886. sregen = regen->ssregen;
  13887. if(flag&(RGN_SHP)) { // Sitting HP regen
  13888. rate = (int)(natural_heal_diff_tick * (sregen->rate.hp / 100.));
  13889. if (regen->state.overweight)
  13890. rate /= 2; // Half as fast when overweight.
  13891. sregen->tick.hp += rate;
  13892. while(sregen->tick.hp >= (unsigned int)battle_config.natural_heal_skill_interval) {
  13893. sregen->tick.hp -= battle_config.natural_heal_skill_interval;
  13894. if(status_heal(bl, sregen->hp, 0, 3) < sregen->hp) { // Full
  13895. flag &= ~RGN_SHP;
  13896. break;
  13897. }
  13898. }
  13899. }
  13900. if(flag&(RGN_SSP)) { // Sitting SP regen
  13901. rate = (int)(natural_heal_diff_tick * (sregen->rate.sp / 100.));
  13902. if (regen->state.overweight)
  13903. rate /= 2; // Half as fast when overweight.
  13904. sregen->tick.sp += rate;
  13905. while(sregen->tick.sp >= (unsigned int)battle_config.natural_heal_skill_interval) {
  13906. sregen->tick.sp -= battle_config.natural_heal_skill_interval;
  13907. if(status_heal(bl, 0, sregen->sp, 3) < sregen->sp) { // Full
  13908. flag &= ~RGN_SSP;
  13909. break;
  13910. }
  13911. }
  13912. }
  13913. }
  13914. if (flag && regen->state.overweight)
  13915. flag = RGN_NONE;
  13916. ud = unit_bl2ud(bl);
  13917. if (ud && ud->walktimer != INVALID_TIMER) {
  13918. flag &= ~(RGN_SHP|RGN_SSP);
  13919. //Mercenaries recover HP even while walking
  13920. if(bl->type != BL_MER && !regen->state.walk)
  13921. flag &= ~RGN_HP;
  13922. //Homunculus don't recover SP while walking
  13923. if (bl->type == BL_HOM && !regen->state.walk)
  13924. flag &= ~RGN_SP;
  13925. }
  13926. if (flag&(RGN_HP|RGN_SP)) {
  13927. if(!vd)
  13928. vd = status_get_viewdata(bl);
  13929. if(vd && vd->dead_sit == 2)
  13930. multi += 1; //This causes the interval to be halved
  13931. if(regen->state.gc)
  13932. multi += 1; //This causes the interval to be halved
  13933. }
  13934. // Natural Hp regen
  13935. if (flag&RGN_HP) {
  13936. // Interval to next recovery tick
  13937. rate = (int)(battle_config.natural_healhp_interval / (regen->rate.hp/100. * multi));
  13938. // Half recovery while moving only applies to players with certain traits
  13939. if (sd && ud && ud->walktimer != INVALID_TIMER)
  13940. rate *= 2;
  13941. // Homun HP regen fix (2 seconds instead of 6 seconds)
  13942. if(bl->type == BL_HOM)
  13943. rate /= 3;
  13944. // Mercenary HP regen fix (8 seconds instead of 6 seconds)
  13945. if (bl->type == BL_MER)
  13946. rate = (rate * 4) / 3;
  13947. // Our timer system isn't 100% accurate so make sure we use the closest interval
  13948. rate -= NATURAL_HEAL_INTERVAL / 2;
  13949. if(regen->tick.hp + rate <= natural_heal_prev_tick) {
  13950. regen->tick.hp = natural_heal_prev_tick;
  13951. if (status->hp >= status->max_hp)
  13952. flag &= ~(RGN_HP | RGN_SHP);
  13953. else if (status_heal(bl, regen->hp, 0, 1) < regen->hp)
  13954. flag &= ~RGN_SHP; // Full
  13955. }
  13956. }
  13957. else {
  13958. regen->tick.hp = natural_heal_prev_tick;
  13959. }
  13960. // Natural SP regen
  13961. if(flag&RGN_SP) {
  13962. // Interval to next recovery tick
  13963. rate = (int)(battle_config.natural_healsp_interval / (regen->rate.sp/100. * multi));
  13964. // Homun SP regen fix (4 seconds instead of 8 seconds)
  13965. if(bl->type==BL_HOM)
  13966. rate /= 2;
  13967. // Mercenary SP regen fix (6 seconds instead of 8 seconds)
  13968. if (bl->type == BL_MER)
  13969. rate = (rate * 3) / 4;
  13970. #ifdef RENEWAL
  13971. if (sd && (sd->class_&MAPID_UPPERMASK) == MAPID_MONK &&
  13972. sc && sc->getSCE(SC_EXPLOSIONSPIRITS) && (!sc->getSCE(SC_SPIRIT) || sc->getSCE(SC_SPIRIT)->val2 != SL_MONK))
  13973. rate *= 2; // Tick is doubled in Fury state
  13974. #endif
  13975. // Our timer system isn't 100% accurate so make sure we use the closest interval
  13976. rate -= NATURAL_HEAL_INTERVAL / 2;
  13977. if(regen->tick.sp + rate <= natural_heal_prev_tick) {
  13978. regen->tick.sp = natural_heal_prev_tick;
  13979. if (status->sp >= status->max_sp)
  13980. flag &= ~(RGN_SP | RGN_SSP);
  13981. else if (status_heal(bl, 0, regen->sp, 1) < regen->sp)
  13982. flag &= ~RGN_SSP; // Full
  13983. }
  13984. }
  13985. else {
  13986. regen->tick.sp = natural_heal_prev_tick;
  13987. }
  13988. if (!regen->sregen)
  13989. return flag;
  13990. // Skill regen
  13991. sregen = regen->sregen;
  13992. if(flag&RGN_SHP) { // Skill HP regen
  13993. sregen->tick.hp += (int)(natural_heal_diff_tick * (sregen->rate.hp / 100.));
  13994. while(sregen->tick.hp >= (unsigned int)battle_config.natural_heal_skill_interval) {
  13995. sregen->tick.hp -= battle_config.natural_heal_skill_interval;
  13996. if(status_heal(bl, sregen->hp, 0, 3) < sregen->hp)
  13997. break; // Full
  13998. }
  13999. }
  14000. if(flag&RGN_SSP) { // Skill SP regen
  14001. sregen->tick.sp += (int)(natural_heal_diff_tick * (sregen->rate.sp /100.));
  14002. while(sregen->tick.sp >= (unsigned int)battle_config.natural_heal_skill_interval) {
  14003. int val = sregen->sp;
  14004. if (sd && sd->state.doridori) {
  14005. val *= 2;
  14006. sd->state.doridori = 0;
  14007. if ((rate = pc_checkskill(sd,TK_SPTIME)))
  14008. sc_start(bl,bl,skill_get_sc(TK_SPTIME),
  14009. 100,rate,skill_get_time(TK_SPTIME, rate));
  14010. if (
  14011. (sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR &&
  14012. rnd()%10000 < battle_config.sg_angel_skill_ratio
  14013. ) { // Angel of the Sun/Moon/Star
  14014. clif_feel_hate_reset(sd);
  14015. pc_resethate(sd);
  14016. pc_resetfeel(sd);
  14017. }
  14018. }
  14019. sregen->tick.sp -= battle_config.natural_heal_skill_interval;
  14020. if(status_heal(bl, 0, val, 3) < val)
  14021. break; // Full
  14022. }
  14023. }
  14024. return flag;
  14025. }
  14026. /**
  14027. * Natural heal main timer
  14028. * @param tid: Timer ID
  14029. * @param tick: Current tick (time)
  14030. * @param id: Object ID to heal
  14031. * @param data: data pushed through timer function
  14032. * @return 0
  14033. */
  14034. static TIMER_FUNC(status_natural_heal_timer){
  14035. natural_heal_diff_tick = DIFF_TICK(tick,natural_heal_prev_tick);
  14036. natural_heal_prev_tick = tick;
  14037. map_foreachregen(status_natural_heal);
  14038. return 0;
  14039. }
  14040. /**
  14041. * Clears the lastEffect value from a target
  14042. * @param tid: Timer ID
  14043. * @param tick: Current tick (time)
  14044. * @param id: Object ID
  14045. * @param data: data pushed through timer function
  14046. * @return 0
  14047. */
  14048. TIMER_FUNC(status_clear_lastEffect_timer) {
  14049. block_list *bl = map_id2bl(id);
  14050. if (bl != nullptr) {
  14051. status_change *sc = status_get_sc(bl);
  14052. if (sc != nullptr) {
  14053. sc->lastEffect = SC_NONE;
  14054. sc->lastEffectTimer = INVALID_TIMER;
  14055. }
  14056. }
  14057. return 0;
  14058. }
  14059. /**
  14060. * Check if status is disabled on a map
  14061. * @param type: Status Change data
  14062. * @param mapIsVS: If the map is a map_flag_vs type
  14063. * @param mapisPVP: If the map is a PvP type
  14064. * @param mapIsGVG: If the map is a map_flag_gvg type
  14065. * @param mapIsBG: If the map is a Battleground type
  14066. * @param mapZone: Map Zone type
  14067. * @param mapIsTE: If the map us WOE TE
  14068. * @return True - SC disabled on map; False - SC not disabled on map/Invalid SC
  14069. */
  14070. static bool status_change_isDisabledOnMap_(sc_type type, bool mapIsVS, bool mapIsPVP, bool mapIsGVG, bool mapIsBG, unsigned int mapZone, bool mapIsTE)
  14071. {
  14072. if (!status_db.validateStatus(type))
  14073. return false;
  14074. if ((!mapIsVS && SCDisabled[type]&1) ||
  14075. (mapIsPVP && SCDisabled[type]&2) ||
  14076. (mapIsGVG && SCDisabled[type]&4) ||
  14077. (mapIsBG && SCDisabled[type]&8) ||
  14078. (mapIsTE && SCDisabled[type]&16) ||
  14079. (SCDisabled[type]&(mapZone)))
  14080. {
  14081. return true;
  14082. }
  14083. return false;
  14084. }
  14085. /**
  14086. * Clear a status if it is disabled on a map
  14087. * @param bl: Block list data
  14088. * @param sc: Status Change data
  14089. */
  14090. void status_change_clear_onChangeMap(struct block_list *bl, status_change *sc)
  14091. {
  14092. nullpo_retv(bl);
  14093. if (sc && sc->count) {
  14094. struct map_data *mapdata = map_getmapdata(bl->m);
  14095. bool mapIsVS = mapdata_flag_vs2(mapdata);
  14096. bool mapIsPVP = mapdata->getMapFlag(MF_PVP) != 0;
  14097. bool mapIsGVG = mapdata_flag_gvg2_no_te(mapdata);
  14098. bool mapIsBG = mapdata->getMapFlag(MF_BATTLEGROUND) != 0;
  14099. bool mapIsTE = mapdata_flag_gvg2_te(mapdata);
  14100. for (const auto &it : status_db) {
  14101. sc_type type = static_cast<sc_type>(it.first);
  14102. if (!sc->getSCE(type) || !SCDisabled[type])
  14103. continue;
  14104. if (status_change_isDisabledOnMap_(type, mapIsVS, mapIsPVP, mapIsGVG, mapIsBG, mapdata->zone, mapIsTE))
  14105. status_change_end(bl, type);
  14106. }
  14107. }
  14108. }
  14109. /**
  14110. * Read status_disabled.txt file
  14111. * @param str: Fields passed from sv_readdb
  14112. * @param columns: Columns passed from sv_readdb function call
  14113. * @param current: Current row being read into SCDisabled array
  14114. * @return True - Successfully stored, False - Invalid SC
  14115. */
  14116. static bool status_readdb_status_disabled( char **str, size_t columns, size_t current ){
  14117. int64 type = SC_NONE;
  14118. if (ISDIGIT(str[0][0]))
  14119. type = atoi(str[0]);
  14120. else {
  14121. if (!script_get_constant(str[0],&type))
  14122. type = SC_NONE;
  14123. }
  14124. if (type <= SC_NONE || type >= SC_MAX) {
  14125. ShowError("status_readdb_status_disabled: Invalid SC with type %s.\n", str[0]);
  14126. return false;
  14127. }
  14128. SCDisabled[type] = (unsigned int)atol(str[1]);
  14129. return true;
  14130. }
  14131. const std::string AttributeDatabase::getDefaultLocation() {
  14132. return std::string(db_path) + "/attr_fix.yml";
  14133. }
  14134. /**
  14135. * Reads and parses an entry from the attr_fix.
  14136. * @param node: YAML node containing the entry.
  14137. * @return count of successfully parsed rows
  14138. */
  14139. uint64 AttributeDatabase::parseBodyNode(const ryml::NodeRef& node) {
  14140. uint16 level;
  14141. if (!this->asUInt16(node, "Level", level))
  14142. return 0;
  14143. if (!CHK_ELEMENT_LEVEL(level)) {
  14144. this->invalidWarning(node["Level"], "Invalid element level %hu.\n", level);
  14145. return 0;
  14146. }
  14147. for (const auto &itatk : um_eleid2elename) {
  14148. if (!this->nodeExists(node, itatk.first))
  14149. continue;
  14150. const auto& eleNode = node[c4::to_csubstr(itatk.first)];
  14151. for (const auto &itdef : um_eleid2elename) {
  14152. if (!this->nodeExists(eleNode, itdef.first))
  14153. continue;
  14154. int16 val;
  14155. if (!this->asInt16(eleNode, itdef.first, val))
  14156. return 0;
  14157. if (val < -100) {
  14158. 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);
  14159. val = -100;
  14160. }
  14161. else if (val > 200) {
  14162. 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);
  14163. val = 200;
  14164. }
  14165. this->attr_fix_table[level-1][itatk.second][itdef.second] = val;
  14166. }
  14167. }
  14168. return 1;
  14169. }
  14170. AttributeDatabase elemental_attribute_db;
  14171. /**
  14172. * Get attribute ratio
  14173. * @param atk_ele Attack element enum e_element
  14174. * @param def_ele Defense element enum e_element
  14175. * @param level Element level 1 ~ MAX_ELE_LEVEL
  14176. */
  14177. int16 AttributeDatabase::getAttribute(uint16 level, uint16 atk_ele, uint16 def_ele) {
  14178. if (!CHK_ELEMENT(atk_ele) || !CHK_ELEMENT(def_ele) || !CHK_ELEMENT_LEVEL(level))
  14179. return 100;
  14180. return this->attr_fix_table[level-1][atk_ele][def_ele];
  14181. }
  14182. const std::string StatusDatabase::getDefaultLocation() {
  14183. return std::string(db_path) + "/status.yml";
  14184. }
  14185. /**
  14186. * Reads and parses an entry from status_db.
  14187. * @param node: YAML node containing the entry.
  14188. * @return count of successfully parsed rows
  14189. */
  14190. uint64 StatusDatabase::parseBodyNode(const ryml::NodeRef& node) {
  14191. std::string status_name;
  14192. if (!this->asString(node, "Status", status_name))
  14193. return 0;
  14194. std::string status_constant = "SC_" + status_name;
  14195. int64 constant;
  14196. if (!script_get_constant(status_constant.c_str(), &constant)) {
  14197. this->invalidWarning(node["Status"], "Invalid Status %s.\n", status_name.c_str());
  14198. return 0;
  14199. }
  14200. if (!this->validateStatus(static_cast<sc_type>(constant))) {
  14201. this->invalidWarning(node["Status"], "Status %s is out of bounds.\n", status_name.c_str());
  14202. return 0;
  14203. }
  14204. int status_id = static_cast<int32>(constant);
  14205. std::shared_ptr<s_status_change_db> status = this->find(status_id);
  14206. bool exists = status != nullptr;
  14207. if (!exists) {
  14208. status = std::make_shared<s_status_change_db>();
  14209. status->type = static_cast<sc_type>(status_id);
  14210. }
  14211. if (this->nodeExists(node, "Icon")) {
  14212. std::string icon_name;
  14213. if (!this->asString(node, "Icon", icon_name))
  14214. return 0;
  14215. int64 constant;
  14216. if (!script_get_constant(icon_name.c_str(), &constant)) {
  14217. this->invalidWarning(node["Icon"], "Icon %s is invalid, defaulting to EFST_BLANK.\n", icon_name.c_str());
  14218. constant = EFST_BLANK;
  14219. }
  14220. if (constant < EFST_BLANK || constant >= EFST_MAX) {
  14221. this->invalidWarning(node["Icon"], "Icon %s is out of bounds, defaulting to EFST_BLANK.\n", icon_name.c_str());
  14222. constant = EFST_BLANK;
  14223. }
  14224. status->icon = static_cast<efst_type>(constant);
  14225. } else {
  14226. if (!exists)
  14227. status->icon = EFST_BLANK;
  14228. }
  14229. if (this->nodeExists(node, "DurationLookup")) {
  14230. std::string skill_name;
  14231. if (!this->asString(node, "DurationLookup", skill_name))
  14232. return 0;
  14233. uint16 skill_id = skill_name2id(skill_name.c_str());
  14234. if (skill_id == 0)
  14235. this->invalidWarning(node["DurationLookup"], "DurationLookup skill %s is invalid, defaulting to none.\n", skill_name.c_str());
  14236. status->skill_id = skill_id;
  14237. } else {
  14238. if (!exists)
  14239. status->skill_id = 0;
  14240. }
  14241. if (this->nodeExists(node, "States")) {
  14242. const ryml::NodeRef& stateNode = node["States"];
  14243. for (const auto &it : stateNode) {
  14244. std::string state;
  14245. c4::from_chars(it.key(), &state);
  14246. std::string state_constant = "SCS_" + state;
  14247. int64 constant;
  14248. if (!script_get_constant(state_constant.c_str(), &constant)) {
  14249. this->invalidWarning(stateNode, "State %s is invalid.\n", state.c_str());
  14250. return 0;
  14251. }
  14252. if (constant < SCS_NONE || constant >= SCS_MAX) {
  14253. this->invalidWarning(stateNode, "State %s is out of bounds.\n", state.c_str());
  14254. return 0;
  14255. }
  14256. bool active;
  14257. if (!this->asBool(stateNode, state, active))
  14258. return 0;
  14259. if (active)
  14260. status->state.set(static_cast<e_scs_flag>(constant));
  14261. else
  14262. status->state.reset(static_cast<e_scs_flag>(constant));
  14263. }
  14264. } else {
  14265. if (!exists)
  14266. status->state.reset();
  14267. }
  14268. if (this->nodeExists(node, "CalcFlags")) {
  14269. const ryml::NodeRef& flagNode = node["CalcFlags"];
  14270. if (this->nodeExists(flagNode, "All")) {
  14271. bool active;
  14272. if (!this->asBool(flagNode, "All", active))
  14273. return 0;
  14274. if (active)
  14275. status->calc_flag = this->getSCB_ALL();
  14276. else
  14277. status->calc_flag.reset();
  14278. }
  14279. for (const auto &it : flagNode) {
  14280. std::string flag;
  14281. c4::from_chars(it.key(), &flag);
  14282. std::string flag_constant = "SCB_" + flag;
  14283. int64 constant;
  14284. // Skipped because processed above the loop
  14285. if (flag.compare("All") == 0)
  14286. continue;
  14287. if (!script_get_constant(flag_constant.c_str(), &constant)) {
  14288. this->invalidWarning(flagNode, "CalcFlag %s is invalid.\n", flag.c_str());
  14289. return 0;
  14290. }
  14291. if (constant < SCB_NONE || constant >= SCB_MAX) {
  14292. this->invalidWarning(flagNode, "CalcFlag %s is out of bounds.\n", flag.c_str());
  14293. return 0;
  14294. }
  14295. bool active;
  14296. if (!this->asBool(flagNode, flag, active))
  14297. return 0;
  14298. if (active)
  14299. status->calc_flag.set(static_cast<e_scb_flag>(constant));
  14300. else
  14301. status->calc_flag.reset(static_cast<e_scb_flag>(constant));
  14302. }
  14303. } else {
  14304. if (!exists)
  14305. status->calc_flag.reset();
  14306. }
  14307. if (this->nodeExists(node, "Opt1")) {
  14308. std::string opt;
  14309. if (!this->asString(node, "Opt1", opt))
  14310. return 0;
  14311. std::string opt_constant = "OPT1_" + opt;
  14312. int64 constant;
  14313. if (!script_get_constant(opt_constant.c_str(), &constant)) {
  14314. this->invalidWarning(node["Opt1"], "Opt1 %s is invalid.\n", opt.c_str());
  14315. return 0;
  14316. }
  14317. if (constant < OPT1_NONE || constant >= OPT1_MAX) {
  14318. this->invalidWarning(node["Opt1"], "Opt2 %s is out of bounds.\n", opt.c_str());
  14319. return 0;
  14320. }
  14321. status->opt1 = static_cast<e_sc_opt1>(constant);
  14322. } else {
  14323. if (!exists)
  14324. status->opt1 = OPT1_NONE;
  14325. }
  14326. if (this->nodeExists(node, "Opt2")) {
  14327. const ryml::NodeRef& optNode = node["Opt2"];
  14328. for (const auto &it : optNode) {
  14329. std::string opt;
  14330. c4::from_chars(it.key(), &opt);
  14331. std::string opt_constant = "OPT2_" + opt;
  14332. int64 constant;
  14333. if (!script_get_constant(opt_constant.c_str(), &constant)) {
  14334. this->invalidWarning(optNode, "Opt2 %s is invalid.\n", opt.c_str());
  14335. return 0;
  14336. }
  14337. if (constant < OPT2_NONE || constant >= OPT2_MAX) {
  14338. this->invalidWarning(optNode, "Opt2 %s is out of bounds.\n", opt.c_str());
  14339. return 0;
  14340. }
  14341. bool active;
  14342. if (!this->asBool(optNode, opt, active))
  14343. return 0;
  14344. if (active)
  14345. status->opt2 |= static_cast<e_sc_opt2>(constant);
  14346. else
  14347. status->opt2 &= ~static_cast<e_sc_opt2>(constant);
  14348. }
  14349. } else {
  14350. if (!exists)
  14351. status->opt2 = OPT2_NONE;
  14352. }
  14353. if (this->nodeExists(node, "Opt3")) {
  14354. const ryml::NodeRef& optNode = node["Opt3"];
  14355. for (const auto &it : optNode) {
  14356. std::string opt;
  14357. c4::from_chars(it.key(), &opt);
  14358. std::string opt_constant = "OPT3_" + opt;
  14359. int64 constant;
  14360. if (!script_get_constant(opt_constant.c_str(), &constant)) {
  14361. this->invalidWarning(optNode, "Opt3 %s is invalid.\n", opt.c_str());
  14362. return 0;
  14363. }
  14364. if (constant < OPT3_NORMAL || constant >= OPT3_MAX) {
  14365. this->invalidWarning(optNode, "Opt3 %s is out of bounds.\n", opt.c_str());
  14366. return 0;
  14367. }
  14368. bool active;
  14369. if (!this->asBool(optNode, opt, active))
  14370. return 0;
  14371. if (active)
  14372. status->opt3 |= static_cast<e_sc_opt3>(constant);
  14373. else
  14374. status->opt3 &= ~static_cast<e_sc_opt3>(constant);
  14375. }
  14376. } else {
  14377. if (!exists)
  14378. status->opt3 = OPT3_NORMAL;
  14379. }
  14380. if (this->nodeExists(node, "Options")) {
  14381. const ryml::NodeRef& optionNode = node["Options"];
  14382. for (const auto &it : optionNode) {
  14383. std::string option;
  14384. c4::from_chars(it.key(), &option);
  14385. std::string option_constant = "OPTION_" + option;
  14386. int64 constant;
  14387. if (!script_get_constant(option_constant.c_str(), &constant)) {
  14388. this->invalidWarning(optionNode, "Option %s is invalid.\n", option.c_str());
  14389. return 0;
  14390. }
  14391. if (constant < OPTION_NOTHING || constant >= OPTION_MAX) {
  14392. this->invalidWarning(optionNode, "Option %s is out of bounds.\n", option.c_str());
  14393. return 0;
  14394. }
  14395. bool active;
  14396. if (!this->asBool(optionNode, option, active))
  14397. return 0;
  14398. if (active)
  14399. status->look |= static_cast<e_option>(constant);
  14400. else
  14401. status->look &= ~static_cast<e_option>(constant);
  14402. }
  14403. } else {
  14404. if (!exists)
  14405. status->look = OPTION_NOTHING;
  14406. }
  14407. if (this->nodeExists(node, "Flags")) {
  14408. const ryml::NodeRef& flagNode = node["Flags"];
  14409. for (const auto &it : flagNode) {
  14410. std::string flag;
  14411. c4::from_chars(it.key(), &flag);
  14412. std::string flag_constant = "SCF_" + flag;
  14413. int64 constant;
  14414. if (!script_get_constant(flag_constant.c_str(), &constant)) {
  14415. this->invalidWarning(flagNode, "Flag %s is invalid.\n", flag.c_str());
  14416. return 0;
  14417. }
  14418. if (constant < SCF_NONE || constant >= SCF_MAX) {
  14419. this->invalidWarning(flagNode, "Flag %s is out of bounds.\n", flag.c_str());
  14420. return 0;
  14421. }
  14422. bool active;
  14423. if (!this->asBool(flagNode, flag, active))
  14424. return 0;
  14425. if (active)
  14426. status->flag.set(static_cast<e_status_change_flag>(constant));
  14427. else
  14428. status->flag.reset(static_cast<e_status_change_flag>(constant));
  14429. }
  14430. } else {
  14431. if (!exists)
  14432. status->flag.reset();
  14433. }
  14434. if (this->nodeExists(node, "MinRate")) {
  14435. uint16 rate;
  14436. if (!this->asUInt16(node, "MinRate", rate))
  14437. return 0;
  14438. status->min_rate = rate;
  14439. } else {
  14440. if (!exists)
  14441. status->min_rate = 0;
  14442. }
  14443. if (this->nodeExists(node, "MinDuration")) {
  14444. int64 duration;
  14445. if (!this->asInt64(node, "MinDuration", duration))
  14446. return 0;
  14447. status->min_duration = static_cast<t_tick>(duration);
  14448. } else {
  14449. if (!exists)
  14450. status->min_duration = 1;
  14451. }
  14452. if (this->nodeExists(node, "Fail")) {
  14453. const ryml::NodeRef& failNode = node["Fail"];
  14454. for (const auto &it : failNode) {
  14455. std::string fail;
  14456. c4::from_chars(it.key(), &fail);
  14457. std::string fail_constant = "SC_" + fail;
  14458. int64 constant;
  14459. if (!script_get_constant(fail_constant.c_str(), &constant)) {
  14460. this->invalidWarning(failNode, "Fail status %s is invalid.\n", fail.c_str());
  14461. return 0;
  14462. }
  14463. if (!this->validateStatus(static_cast<sc_type>(constant))) {
  14464. this->invalidWarning(failNode, "Fail status %s is out of bounds.\n", fail.c_str());
  14465. return 0;
  14466. }
  14467. bool active;
  14468. if (!this->asBool(failNode, fail, active))
  14469. return 0;
  14470. if (active)
  14471. status->fail.push_back(static_cast<sc_type>(constant));
  14472. else
  14473. util::vector_erase_if_exists(status->fail, static_cast<sc_type>(constant));
  14474. }
  14475. }
  14476. if (this->nodeExists(node, "EndOnStart")) {
  14477. const ryml::NodeRef& endNode = node["EndOnStart"];
  14478. for (const auto &it : endNode) {
  14479. std::string end;
  14480. c4::from_chars(it.key(), &end);
  14481. std::string end_constant = "SC_" + end;
  14482. int64 constant;
  14483. if (!script_get_constant(end_constant.c_str(), &constant)) {
  14484. this->invalidWarning(endNode, "EndOnStart status %s is invalid.\n", end.c_str());
  14485. return 0;
  14486. }
  14487. if (!this->validateStatus(static_cast<sc_type>(constant))) {
  14488. this->invalidWarning(endNode, "EndOnStart status %s is out of bounds.\n", end.c_str());
  14489. return 0;
  14490. }
  14491. bool active;
  14492. if (!this->asBool(endNode, end, active))
  14493. return 0;
  14494. if (active)
  14495. status->endonstart.push_back(static_cast<sc_type>(constant));
  14496. else
  14497. util::vector_erase_if_exists(status->endonstart, static_cast<sc_type>(constant));
  14498. }
  14499. }
  14500. if (this->nodeExists(node, "EndReturn")) {
  14501. const ryml::NodeRef &endNode = node["EndReturn"];
  14502. for (const auto &it : endNode) {
  14503. std::string end;
  14504. c4::from_chars(it.key(), &end);
  14505. std::string end_constant = "SC_" + end;
  14506. int64 constant;
  14507. if (!script_get_constant(end_constant.c_str(), &constant)) {
  14508. this->invalidWarning(endNode, "EndReturn status %s is invalid.\n", end.c_str());
  14509. return 0;
  14510. }
  14511. if (!this->validateStatus(static_cast<sc_type>(constant))) {
  14512. this->invalidWarning(endNode, "EndReturn status %s is out of bounds.\n", end.c_str());
  14513. return 0;
  14514. }
  14515. bool active;
  14516. if (!this->asBool(endNode, end, active))
  14517. return 0;
  14518. if (active)
  14519. status->endreturn.push_back(static_cast<sc_type>(constant));
  14520. else
  14521. util::vector_erase_if_exists(status->endreturn, static_cast<sc_type>(constant));
  14522. }
  14523. }
  14524. if (this->nodeExists(node, "EndOnEnd")) {
  14525. const ryml::NodeRef &endNode = node["EndOnEnd"];
  14526. for (const auto &it : endNode) {
  14527. std::string end;
  14528. c4::from_chars(it.key(), &end);
  14529. std::string end_constant = "SC_" + end;
  14530. int64 constant;
  14531. if (!script_get_constant(end_constant.c_str(), &constant)) {
  14532. this->invalidWarning(endNode, "EndOnEnd status %s is invalid.\n", end.c_str());
  14533. return 0;
  14534. }
  14535. if (!this->validateStatus(static_cast<sc_type>(constant))) {
  14536. this->invalidWarning(endNode, "EndOnEnd status %s is out of bounds.\n", end.c_str());
  14537. return 0;
  14538. }
  14539. bool active;
  14540. if (!this->asBool(endNode, end, active))
  14541. return 0;
  14542. if (active)
  14543. status->endonend.push_back(static_cast<sc_type>(constant));
  14544. else
  14545. util::vector_erase_if_exists(status->endonend, static_cast<sc_type>(constant));
  14546. }
  14547. }
  14548. if (!exists) {
  14549. this->put(status_id, status);
  14550. }
  14551. return 1;
  14552. }
  14553. void StatusDatabase::loadingFinished(){
  14554. std::fill( std::begin( this->StatusRelevantBLTypes ), std::end( this->StatusRelevantBLTypes ), BL_PC );
  14555. for( auto& entry : *this ){
  14556. auto& status = entry.second;
  14557. if (status->type == SC_HALLUCINATION && !battle_config.display_hallucination) // Disable Hallucination.
  14558. status->icon = EFST_BLANK;
  14559. if( status->icon == EFST_BLANK ){
  14560. continue;
  14561. }else if( status->flag[SCF_BLEFFECT] ){
  14562. this->StatusRelevantBLTypes[status->icon] |= BL_SCEFFECT;
  14563. }else{
  14564. this->StatusRelevantBLTypes[status->icon] = BL_PC;
  14565. }
  14566. }
  14567. TypesafeCachedYamlDatabase::loadingFinished();
  14568. }
  14569. StatusDatabase status_db;
  14570. /**
  14571. * Sets defaults in tables and starts read db functions
  14572. * sv_readdb reads the file, outputting the information line-by-line to
  14573. * previous functions above, separating information by delimiter
  14574. * DBs being read:
  14575. * attr_fix.yml: Attribute adjustment table for attacks
  14576. * size_fix.yml: Size adjustment table for weapons
  14577. * refine.yml: Refining data table
  14578. * @return 0
  14579. */
  14580. void status_readdb( bool reload ){
  14581. int i;
  14582. const char* dbsubpath[] = {
  14583. "",
  14584. "/" DBIMPORT,
  14585. //add other path here
  14586. };
  14587. // read databases
  14588. // path,filename,separator,mincol,maxcol,maxrow,func_parsor
  14589. for(i=0; i<ARRAYLENGTH(dbsubpath); i++){
  14590. size_t n1 = strlen(db_path)+strlen(dbsubpath[i])+1;
  14591. size_t n2 = strlen(db_path)+strlen(DBPATH)+strlen(dbsubpath[i])+1;
  14592. char* dbsubpath1 = (char*)aMalloc(n1+1);
  14593. char* dbsubpath2 = (char*)aMalloc(n2+1);
  14594. if(i==0) {
  14595. safesnprintf(dbsubpath1,n1,"%s%s",db_path,dbsubpath[i]);
  14596. safesnprintf(dbsubpath2,n2,"%s/%s%s",db_path,DBPATH,dbsubpath[i]);
  14597. }
  14598. else {
  14599. safesnprintf(dbsubpath1,n1,"%s%s",db_path,dbsubpath[i]);
  14600. safesnprintf(dbsubpath2,n1,"%s%s",db_path,dbsubpath[i]);
  14601. }
  14602. sv_readdb(dbsubpath1, "status_disabled.txt", ',', 2, 2, -1, &status_readdb_status_disabled, i > 0);
  14603. aFree(dbsubpath1);
  14604. aFree(dbsubpath2);
  14605. }
  14606. if( reload ){
  14607. size_fix_db.reload();
  14608. refine_db.reload();
  14609. status_db.reload();
  14610. enchantgrade_db.reload();
  14611. }else{
  14612. size_fix_db.load();
  14613. refine_db.load();
  14614. status_db.load();
  14615. enchantgrade_db.load();
  14616. }
  14617. elemental_attribute_db.load();
  14618. }
  14619. /**
  14620. * Status db init and destroy.
  14621. */
  14622. void do_init_status(void) {
  14623. memset(SCDisabled, 0, sizeof(SCDisabled));
  14624. add_timer_func_list(status_change_timer,"status_change_timer");
  14625. add_timer_func_list(status_natural_heal_timer,"status_natural_heal_timer");
  14626. add_timer_func_list(status_clear_lastEffect_timer, "status_clear_lastEffect_timer");
  14627. initDummyData();
  14628. status_readdb();
  14629. natural_heal_prev_tick = gettick();
  14630. sc_data_ers = ers_new(sizeof(struct status_change_entry),"status.cpp::sc_data_ers",ERS_OPT_NONE);
  14631. add_timer_interval(natural_heal_prev_tick + NATURAL_HEAL_INTERVAL, status_natural_heal_timer, 0, 0, NATURAL_HEAL_INTERVAL);
  14632. }
  14633. /** Destroy status data */
  14634. void do_final_status(void) {
  14635. ers_destroy(sc_data_ers);
  14636. enchantgrade_db.clear();
  14637. size_fix_db.clear();
  14638. refine_db.clear();
  14639. status_db.clear();
  14640. elemental_attribute_db.clear();
  14641. }