status.cpp 480 KB

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  1. // Copyright (c) rAthena Dev Teams - Licensed under GNU GPL
  2. // For more information, see LICENCE in the main folder
  3. #include "status.hpp"
  4. #include <functional>
  5. #include <math.h>
  6. #include <stdlib.h>
  7. #include <string>
  8. #include "../common/cbasetypes.hpp"
  9. #include "../common/ers.hpp"
  10. #include "../common/malloc.hpp"
  11. #include "../common/nullpo.hpp"
  12. #include "../common/random.hpp"
  13. #include "../common/showmsg.hpp"
  14. #include "../common/strlib.hpp"
  15. #include "../common/timer.hpp"
  16. #include "../common/utilities.hpp"
  17. #include "../common/utils.hpp"
  18. #include "battle.hpp"
  19. #include "battleground.hpp"
  20. #include "clif.hpp"
  21. #include "elemental.hpp"
  22. #include "guild.hpp"
  23. #include "homunculus.hpp"
  24. #include "itemdb.hpp"
  25. #include "map.hpp"
  26. #include "mercenary.hpp"
  27. #include "mob.hpp"
  28. #include "npc.hpp"
  29. #include "path.hpp"
  30. #include "pc.hpp"
  31. #include "pc_groups.hpp"
  32. #include "pet.hpp"
  33. #include "script.hpp"
  34. using namespace rathena;
  35. // Regen related flags.
  36. enum e_regen {
  37. RGN_NONE = 0x00,
  38. RGN_HP = 0x01,
  39. RGN_SP = 0x02,
  40. RGN_SHP = 0x04,
  41. RGN_SSP = 0x08,
  42. };
  43. static struct eri *sc_data_ers; /// For sc_data entries
  44. static struct status_data dummy_status;
  45. short current_equip_item_index; /// Contains inventory index of an equipped item. To pass it into the EQUP_SCRIPT [Lupus]
  46. unsigned int current_equip_combo_pos; /// For combo items we need to save the position of all involved items here
  47. int current_equip_card_id; /// To prevent card-stacking (from jA) [Skotlex]
  48. // We need it for new cards 15 Feb 2005, to check if the combo cards are insrerted into the CURRENT weapon only to avoid cards exploits
  49. short current_equip_opt_index; /// Contains random option index of an equipped item. [Secret]
  50. uint16 SCDisabled[SC_MAX]; ///< List of disabled SC on map zones. [Cydh]
  51. static unsigned short status_calc_str(struct block_list *,status_change *,int);
  52. static unsigned short status_calc_agi(struct block_list *,status_change *,int);
  53. static unsigned short status_calc_vit(struct block_list *,status_change *,int);
  54. static unsigned short status_calc_int(struct block_list *,status_change *,int);
  55. static unsigned short status_calc_dex(struct block_list *,status_change *,int);
  56. static unsigned short status_calc_luk(struct block_list *,status_change *,int);
  57. static unsigned short status_calc_pow(struct block_list *, status_change *, int);
  58. static unsigned short status_calc_sta(struct block_list *, status_change *, int);
  59. static unsigned short status_calc_wis(struct block_list *, status_change *, int);
  60. static unsigned short status_calc_spl(struct block_list *, status_change *, int);
  61. static unsigned short status_calc_con(struct block_list *, status_change *, int);
  62. static unsigned short status_calc_crt(struct block_list *, status_change *, int);
  63. static unsigned short status_calc_batk(struct block_list *,status_change *,int);
  64. static unsigned short status_calc_watk(struct block_list *,status_change *,int);
  65. static unsigned short status_calc_matk(struct block_list *,status_change *,int);
  66. static signed short status_calc_hit(struct block_list *,status_change *,int);
  67. static signed short status_calc_critical(struct block_list *,status_change *,int);
  68. static signed short status_calc_flee(struct block_list *,status_change *,int);
  69. static signed short status_calc_flee2(struct block_list *,status_change *,int);
  70. static defType status_calc_def(struct block_list *bl, status_change *sc, int);
  71. static signed short status_calc_def2(struct block_list *,status_change *,int);
  72. static defType status_calc_mdef(struct block_list *bl, status_change *sc, int);
  73. static signed short status_calc_mdef2(struct block_list *,status_change *,int);
  74. static unsigned short status_calc_speed(struct block_list *,status_change *,int);
  75. static short status_calc_aspd_rate(struct block_list *,status_change *,int);
  76. static unsigned short status_calc_dmotion(struct block_list *bl, status_change *sc, int dmotion);
  77. #ifdef RENEWAL_ASPD
  78. static short status_calc_aspd(struct block_list *bl, status_change *sc, bool fixed);
  79. #endif
  80. static short status_calc_fix_aspd(struct block_list *bl, status_change *sc, int);
  81. static signed short status_calc_patk(struct block_list *, status_change *, int);
  82. static signed short status_calc_smatk(struct block_list *, status_change *, int);
  83. static signed short status_calc_res(struct block_list *, status_change *, int);
  84. static signed short status_calc_mres(struct block_list *, status_change *, int);
  85. static signed short status_calc_hplus(struct block_list *, status_change *, int);
  86. static signed short status_calc_crate(struct block_list *, status_change *, int);
  87. static unsigned int status_calc_maxhp(struct block_list *bl, uint64 maxhp);
  88. static unsigned int status_calc_maxsp(struct block_list *bl, uint64 maxsp);
  89. static unsigned int status_calc_maxap(struct block_list *bl, uint64 maxap);
  90. static unsigned char status_calc_element(struct block_list *bl, status_change *sc, int element);
  91. static unsigned char status_calc_element_lv(struct block_list *bl, status_change *sc, int lv);
  92. static int status_calc_mode(struct block_list *bl, status_change *sc, int mode);
  93. #ifdef RENEWAL
  94. static unsigned short status_calc_ematk(struct block_list *,status_change *,int);
  95. #endif
  96. static int status_get_hpbonus(struct block_list *bl, enum e_status_bonus type);
  97. static int status_get_spbonus(struct block_list *bl, enum e_status_bonus type);
  98. static int status_get_apbonus(struct block_list *bl, enum e_status_bonus type);
  99. static unsigned int status_calc_maxhpsp_pc(map_session_data* sd, unsigned int stat, bool isHP);
  100. static unsigned int status_calc_maxap_pc(map_session_data* sd);
  101. static int status_get_sc_interval(enum sc_type type);
  102. static bool status_change_isDisabledOnMap_(sc_type type, bool mapIsVS, bool mapIsPVP, bool mapIsGVG, bool mapIsBG, unsigned int mapZone, bool mapIsTE);
  103. #define status_change_isDisabledOnMap(type, m) ( status_change_isDisabledOnMap_((type), mapdata_flag_vs2((m)), m->flag[MF_PVP] != 0, mapdata_flag_gvg2_no_te((m)), m->flag[MF_BATTLEGROUND] != 0, (m->zone << 3) != 0, mapdata_flag_gvg2_te((m))) )
  104. const std::string RefineDatabase::getDefaultLocation(){
  105. return std::string( db_path ) + "/refine.yml";
  106. }
  107. uint64 RefineDatabase::parseBodyNode( const ryml::NodeRef& node ){
  108. std::string group_name;
  109. if( !this->asString( node, "Group", group_name ) ){
  110. return 0;
  111. }
  112. std::string group_name_constant = "REFINE_TYPE_" + group_name;
  113. int64 constant;
  114. if( !script_get_constant( group_name_constant.c_str(), &constant ) ){
  115. this->invalidWarning(node["Group"], "Unknown refine group %s, skipping.\n", group_name.c_str() );
  116. return 0;
  117. }
  118. uint16 group_id = static_cast<uint16>( constant );
  119. std::shared_ptr<s_refine_info> info = this->find( group_id );
  120. bool exists = info != nullptr;
  121. if( !exists ){
  122. info = std::make_shared<s_refine_info>();
  123. }
  124. if( this->nodeExists( node, "Levels" ) ){
  125. const auto& levelsNode = node["Levels"];
  126. for( const auto& levelNode : levelsNode ){
  127. uint16 level;
  128. if( !this->asUInt16( levelNode, "Level", level ) ){
  129. return 0;
  130. }
  131. std::shared_ptr<s_refine_levels_info> levels_info = util::umap_find( info->levels, level );
  132. bool levels_exists = levels_info != nullptr;
  133. if( !levels_exists ){
  134. levels_info = std::make_shared<s_refine_levels_info>();
  135. levels_info->level = level;
  136. }
  137. if( this->nodeExists( levelNode, "RefineLevels" ) ){
  138. const auto& refineLevelsNode = levelNode["RefineLevels"];
  139. for( const auto& refineLevelNode : refineLevelsNode ){
  140. uint16 refine_level;
  141. if( !this->asUInt16( refineLevelNode, "Level", refine_level ) ){
  142. return 0;
  143. }
  144. if( refine_level == 0 || refine_level > MAX_REFINE ){
  145. this->invalidWarning( refineLevelNode["Level"], "Refine level %hu is invalid, skipping.\n", refine_level );
  146. return 0;
  147. }
  148. // Database is 1 based, code is 0 based
  149. refine_level -= 1;
  150. std::shared_ptr<s_refine_level_info> level_info = util::umap_find( levels_info->levels, refine_level );
  151. bool level_exists = level_info != nullptr;
  152. if( !level_exists ){
  153. level_info = std::make_shared<s_refine_level_info>();
  154. level_info->level = refine_level;
  155. }
  156. if( this->nodeExists( refineLevelNode, "Bonus" ) ){
  157. uint32 bonus;
  158. if( !this->asUInt32( refineLevelNode, "Bonus", bonus ) ){
  159. return 0;
  160. }
  161. level_info->bonus = bonus;
  162. }else{
  163. if( !level_exists ){
  164. level_info->bonus = 0;
  165. }
  166. }
  167. if( this->nodeExists( refineLevelNode, "RandomBonus" ) ){
  168. uint32 bonus;
  169. if( !this->asUInt32( refineLevelNode, "RandomBonus", bonus ) ){
  170. return 0;
  171. }
  172. level_info->randombonus_max = bonus;
  173. }else{
  174. if( !level_exists ){
  175. level_info->randombonus_max = 0;
  176. }
  177. }
  178. if( this->nodeExists( refineLevelNode, "BlacksmithBlessingAmount" ) ){
  179. uint16 amount;
  180. if( !this->asUInt16( refineLevelNode, "BlacksmithBlessingAmount", amount ) ){
  181. return 0;
  182. }
  183. if( amount > MAX_AMOUNT ){
  184. this->invalidWarning( refineLevelNode["BlacksmithBlessingAmount"], "Blacksmith Blessing amount %hu too high, capping to MAX_AMOUNT.\n", amount );
  185. amount = MAX_AMOUNT;
  186. }
  187. level_info->blessing_amount = amount;
  188. }else{
  189. if( !level_exists ){
  190. level_info->blessing_amount = 0;
  191. }
  192. }
  193. if (this->nodeExists(refineLevelNode, "BroadcastSuccess")) {
  194. bool bcast;
  195. if (!this->asBool(refineLevelNode, "BroadcastSuccess", bcast)) {
  196. return 0;
  197. }
  198. level_info->broadcast_success = bcast;
  199. }
  200. else {
  201. if (!level_exists) {
  202. level_info->broadcast_success = false;
  203. }
  204. }
  205. if (this->nodeExists(refineLevelNode, "BroadcastFailure")) {
  206. bool bcast;
  207. if (!this->asBool(refineLevelNode, "BroadcastFailure", bcast)) {
  208. return 0;
  209. }
  210. level_info->broadcast_failure = bcast;
  211. }
  212. else {
  213. if (!level_exists) {
  214. level_info->broadcast_failure = false;
  215. }
  216. }
  217. if( this->nodeExists( refineLevelNode, "Chances" ) ){
  218. const auto& chancesNode = refineLevelNode["Chances"];
  219. for( const auto& chanceNode : chancesNode ){
  220. std::string cost_name;
  221. if( !this->asString( chanceNode, "Type", cost_name ) ){
  222. return 0;
  223. }
  224. std::string cost_name_constant = "REFINE_COST_" + cost_name;
  225. if( !script_get_constant( cost_name_constant.c_str(), &constant ) ){
  226. this->invalidWarning( chanceNode["Type"], "Unknown refine cost type %s, skipping.\n", cost_name.c_str() );
  227. return 0;
  228. }
  229. if( constant >= REFINE_COST_MAX ){
  230. this->invalidWarning( chanceNode["Type"], "Refine cost type %s is unsupported, skipping.\n", cost_name.c_str() );
  231. return 0;
  232. }
  233. uint16 index = (uint16)constant;
  234. std::shared_ptr<s_refine_cost> cost = util::umap_find( level_info->costs, index );
  235. bool cost_exists = cost != nullptr;
  236. if( !cost_exists ){
  237. cost = std::make_shared<s_refine_cost>();
  238. cost->index = index;
  239. }
  240. if( this->nodeExists( chanceNode, "Rate" ) ){
  241. uint16 rate;
  242. if( !this->asUInt16Rate( chanceNode, "Rate", rate ) ){
  243. return 0;
  244. }
  245. cost->chance = rate;
  246. }else{
  247. if( !cost_exists ){
  248. cost->chance = 0;
  249. }
  250. }
  251. if( this->nodeExists( chanceNode, "Price" ) ){
  252. uint32 price;
  253. if( !this->asUInt32( chanceNode, "Price", price ) ){
  254. return 0;
  255. }
  256. if( price > MAX_ZENY ){
  257. this->invalidWarning( chanceNode["Price"], "Price is above MAX_ZENY, capping...\n" );
  258. price = MAX_ZENY;
  259. }
  260. cost->zeny = price;
  261. }else{
  262. if( !cost_exists ){
  263. cost->zeny = 0;
  264. }
  265. }
  266. if( this->nodeExists( chanceNode, "Material" ) ){
  267. std::string item_name;
  268. if( !this->asString( chanceNode, "Material", item_name ) ){
  269. return 0;
  270. }
  271. std::shared_ptr<item_data> id = item_db.search_aegisname( item_name.c_str() );
  272. if( id == nullptr ){
  273. this->invalidWarning( chanceNode["Material"], "Unknown refine material %s, skipping.\n", item_name.c_str() );
  274. return 0;
  275. }
  276. cost->nameid = id->nameid;
  277. }else{
  278. if( !cost_exists ){
  279. cost->nameid = 0;
  280. }
  281. }
  282. if( this->nodeExists( chanceNode, "BreakingRate" ) ){
  283. uint16 breaking_rate;
  284. if( !this->asUInt16Rate( chanceNode, "BreakingRate", breaking_rate ) ){
  285. return 0;
  286. }
  287. cost->breaking_rate = breaking_rate;
  288. }else{
  289. if( !cost_exists ){
  290. cost->breaking_rate = 0;
  291. }
  292. }
  293. if( this->nodeExists( chanceNode, "DowngradeAmount" ) ){
  294. uint16 downgrade_amount;
  295. if( !this->asUInt16( chanceNode, "DowngradeAmount", downgrade_amount ) ){
  296. return 0;
  297. }
  298. if( downgrade_amount > MAX_REFINE ){
  299. this->invalidWarning( chanceNode["DowngradeAmount"], "Downgrade amount %hu is invalid, skipping.\n", downgrade_amount );
  300. return 0;
  301. }
  302. cost->downgrade_amount = downgrade_amount;
  303. }else{
  304. if( !cost_exists ){
  305. cost->downgrade_amount = 0;
  306. }
  307. }
  308. if( !cost_exists ){
  309. level_info->costs[index] = cost;
  310. }
  311. }
  312. }
  313. if( !level_exists ){
  314. levels_info->levels[refine_level] = level_info;
  315. }
  316. }
  317. }
  318. if( !levels_exists ){
  319. info->levels[level] = levels_info;
  320. }
  321. }
  322. }
  323. if( !exists ){
  324. this->put( group_id, info );
  325. }
  326. return 1;
  327. }
  328. std::shared_ptr<s_refine_level_info> RefineDatabase::findLevelInfoSub( const struct item_data& data, struct item& item, uint16 refine ){
  329. // Check if the item can be refined
  330. if( data.flag.no_refine ){
  331. return nullptr;
  332. }
  333. // Cap the refine level
  334. if( refine > MAX_REFINE ){
  335. refine = MAX_REFINE;
  336. }
  337. e_refine_type type;
  338. uint16 level;
  339. if( !this->calculate_refine_info( data, type, level ) ){
  340. return nullptr;
  341. }
  342. std::shared_ptr<s_refine_info> info = this->find( type );
  343. if( info == nullptr ){
  344. return nullptr;
  345. }
  346. std::shared_ptr<s_refine_levels_info> levels_info = util::umap_find( info->levels, level );
  347. if( levels_info == nullptr ){
  348. return nullptr;
  349. }
  350. return util::umap_find( levels_info->levels, refine );
  351. }
  352. std::shared_ptr<s_refine_level_info> RefineDatabase::findLevelInfo( const struct item_data& data, struct item& item ){
  353. // Check the current refine level
  354. if( item.refine >= MAX_REFINE ){
  355. return nullptr;
  356. }
  357. return this->findLevelInfoSub( data, item, item.refine );
  358. }
  359. std::shared_ptr<s_refine_level_info> RefineDatabase::findCurrentLevelInfo( const struct item_data& data, struct item& item ){
  360. if( item.refine > 0 ){
  361. return this->findLevelInfoSub( data, item, item.refine - 1 );
  362. }else{
  363. return nullptr;
  364. }
  365. }
  366. bool RefineDatabase::calculate_refine_info( const struct item_data& data, e_refine_type& refine_type, uint16& level ){
  367. if( data.type == IT_WEAPON ){
  368. refine_type = REFINE_TYPE_WEAPON;
  369. level = data.weapon_level;
  370. return true;
  371. }else if( data.type == IT_ARMOR ){
  372. refine_type = REFINE_TYPE_ARMOR;
  373. level = data.armor_level;
  374. return true;
  375. }else if( data.type == IT_SHADOWGEAR ){
  376. if( data.equip == EQP_SHADOW_WEAPON ){
  377. refine_type = REFINE_TYPE_SHADOW_WEAPON;
  378. }else{
  379. refine_type = REFINE_TYPE_SHADOW_ARMOR;
  380. }
  381. level = 1;
  382. return true;
  383. }else{
  384. return false;
  385. }
  386. }
  387. RefineDatabase refine_db;
  388. const std::string SizeFixDatabase::getDefaultLocation() {
  389. return std::string(db_path) + "/size_fix.yml";
  390. }
  391. /**
  392. * Reads and parses an entry from size_fix.
  393. * @param node: YAML node containing the entry.
  394. * @return count of successfully parsed rows
  395. */
  396. uint64 SizeFixDatabase::parseBodyNode(const ryml::NodeRef& node) {
  397. std::string weapon_name;
  398. if (!this->asString(node, "Weapon", weapon_name))
  399. return 0;
  400. std::string weapon_name_constant = "W_" + weapon_name;
  401. int64 constant;
  402. if (!script_get_constant(weapon_name_constant.c_str(), &constant)) {
  403. this->invalidWarning(node["Weapon"], "Size Fix unknown weapon %s, skipping.\n", weapon_name.c_str());
  404. return 0;
  405. }
  406. if (constant < W_FIST || constant > W_2HSTAFF) {
  407. this->invalidWarning(node["Weapon"], "Size Fix weapon %s is an invalid weapon, skipping.\n", weapon_name.c_str());
  408. return 0;
  409. }
  410. int weapon_id = static_cast<int>(constant);
  411. std::shared_ptr<s_sizefix_db> size = this->find(weapon_id);
  412. bool exists = size != nullptr;
  413. if (!exists)
  414. size = std::make_shared<s_sizefix_db>();
  415. if (this->nodeExists(node, "Small")) {
  416. uint16 small;
  417. if (!this->asUInt16(node, "Small", small))
  418. return 0;
  419. if (small > 100) {
  420. this->invalidWarning(node["Small"], "Small Size Fix %d for %s is out of bounds, defaulting to 100.\n", small, weapon_name.c_str());
  421. small = 100;
  422. }
  423. size->small = small;
  424. } else {
  425. if (!exists)
  426. size->small = 100;
  427. }
  428. if (this->nodeExists(node, "Medium")) {
  429. uint16 medium;
  430. if (!this->asUInt16(node, "Medium", medium))
  431. return 0;
  432. if (medium > 100) {
  433. this->invalidWarning(node["Medium"], "Medium Size Fix %d for %s is out of bounds, defaulting to 100.\n", medium, weapon_name.c_str());
  434. medium = 100;
  435. }
  436. size->medium = medium;
  437. } else {
  438. if (!exists)
  439. size->medium = 100;
  440. }
  441. if (this->nodeExists(node, "Large")) {
  442. uint16 large;
  443. if (!this->asUInt16(node, "Large", large))
  444. return 0;
  445. if (large > 100) {
  446. this->invalidWarning(node["Large"], "Large Size Fix %d for %s is out of bounds, defaulting to 100.\n", large, weapon_name.c_str());
  447. large = 100;
  448. }
  449. size->large = large;
  450. } else {
  451. if (!exists)
  452. size->large = 100;
  453. }
  454. if (!exists)
  455. this->put(weapon_id, size);
  456. return 1;
  457. }
  458. SizeFixDatabase size_fix_db;
  459. const std::string EnchantgradeDatabase::getDefaultLocation(){
  460. return std::string(db_path) + "/enchantgrade.yml";
  461. }
  462. uint64 EnchantgradeDatabase::parseBodyNode( const ryml::NodeRef& node ){
  463. if( !this->nodesExist( node, { "Type", "Levels" } ) ){
  464. return 0;
  465. }
  466. std::string itemtype_constant;
  467. if( !this->asString( node, "Type", itemtype_constant ) ){
  468. return 0;
  469. }
  470. int64 constant_value;
  471. if( !script_get_constant( ( "IT_" + itemtype_constant ).c_str(), &constant_value ) ){
  472. this->invalidWarning( node["Type"], "Unknown item type \"%s\".\n", itemtype_constant.c_str() );
  473. return 0;
  474. }
  475. uint16 itemtype = static_cast<uint16>( constant_value );
  476. uint16 itemtype_maxlevel;
  477. if( itemtype == IT_WEAPON ){
  478. itemtype_maxlevel = MAX_WEAPON_LEVEL;
  479. }else if( itemtype == IT_ARMOR ){
  480. itemtype_maxlevel = MAX_ARMOR_LEVEL;
  481. }else{
  482. this->invalidWarning( node["Type"], "Item type \"%s\" is not supported.\n", itemtype_constant.c_str() );
  483. return 0;
  484. }
  485. std::shared_ptr<s_enchantgrade> enchantgrade = this->find( itemtype );
  486. bool exists = enchantgrade != nullptr;
  487. if( !exists ){
  488. enchantgrade = std::make_shared<s_enchantgrade>();
  489. enchantgrade->itemtype = itemtype;
  490. }
  491. for( const ryml::NodeRef& levelNode : node["Levels"] ){
  492. if( !this->nodesExist( levelNode, { "Level", "Grades" } ) ){
  493. return 0;
  494. }
  495. uint16 level;
  496. if( !this->asUInt16( levelNode, "Level", level ) ){
  497. return 0;
  498. }
  499. if( level == 0 || level > itemtype_maxlevel ){
  500. this->invalidWarning( levelNode["Level"], "Level %hu is invalid for item type %s[1~%hu].\n", level, itemtype_constant.c_str(), itemtype_maxlevel );
  501. return 0;
  502. }
  503. std::map<e_enchantgrade, std::shared_ptr<s_enchantgradelevel>>& grades = enchantgrade->levels[level];
  504. for( const ryml::NodeRef& gradeNode : levelNode["Grades"] ){
  505. std::string gradeConstant;
  506. if( !this->asString( gradeNode, "Grade", gradeConstant ) ){
  507. return 0;
  508. }
  509. if( !script_get_constant( ( "ENCHANTGRADE_" + gradeConstant ).c_str(), &constant_value ) ){
  510. this->invalidWarning( node["Grade"], "Unknown grade \"%s\".\n", gradeConstant.c_str() );
  511. return 0;
  512. }
  513. if( constant_value >= MAX_ENCHANTGRADE ){
  514. this->invalidWarning( gradeNode["Grade"], "Grade %" PRId64 " is too high. Maximum: %hu.\n", constant_value, MAX_ENCHANTGRADE - 1 );
  515. return 0;
  516. }
  517. e_enchantgrade gradeLevel = (e_enchantgrade)constant_value;
  518. std::shared_ptr<s_enchantgradelevel> grade = util::map_find( grades, gradeLevel );
  519. bool gradeExists = grade != nullptr;
  520. if( !gradeExists ){
  521. grade = std::make_shared<s_enchantgradelevel>();
  522. grade->grade = gradeLevel;
  523. if( !this->nodesExist( gradeNode, { "Refine", "Chance", "Options" } ) ){
  524. return 0;
  525. }
  526. }
  527. if( this->nodeExists( gradeNode, "Refine" ) ){
  528. uint16 refine;
  529. if( !this->asUInt16( gradeNode, "Refine", refine ) ){
  530. return 0;
  531. }
  532. if( refine > MAX_REFINE ){
  533. this->invalidWarning( gradeNode["Refine"], "Refine %hu is too high, capping to %hu...\n", refine, MAX_REFINE );
  534. refine = MAX_REFINE;
  535. }
  536. grade->refine = refine;
  537. }
  538. if( this->nodeExists( gradeNode, "Chance" ) ){
  539. uint16 chance;
  540. if( !this->asUInt16Rate( gradeNode, "Chance", chance ) ){
  541. return 0;
  542. }
  543. grade->chance = chance;
  544. }
  545. if( this->nodeExists( gradeNode, "Bonus" ) ){
  546. uint16 bonus;
  547. if( !this->asUInt16( gradeNode, "Bonus", bonus ) ){
  548. return 0;
  549. }
  550. grade->bonus = bonus;
  551. }else{
  552. if( !gradeExists ){
  553. grade->bonus = 0;
  554. }
  555. }
  556. if( this->nodeExists( gradeNode, "AnnounceSuccess" ) ){
  557. bool announce;
  558. if( !this->asBool( gradeNode, "AnnounceSuccess", announce ) ){
  559. return 0;
  560. }
  561. grade->announceSuccess = announce;
  562. }else{
  563. if( !gradeExists ){
  564. grade->announceSuccess = true;
  565. }
  566. }
  567. if( this->nodeExists( gradeNode, "AnnounceFail" ) ){
  568. bool announce;
  569. if( !this->asBool( gradeNode, "AnnounceFail", announce) ){
  570. return 0;
  571. }
  572. grade->announceFail = announce;
  573. }else{
  574. if( !gradeExists ){
  575. grade->announceFail = false;
  576. }
  577. }
  578. if( this->nodeExists( gradeNode, "Announce" ) ){
  579. bool announce;
  580. if( !this->asBool( gradeNode, "Announce", announce ) ){
  581. return 0;
  582. }
  583. grade->announceSuccess = announce;
  584. grade->announceFail = announce;
  585. }
  586. if( this->nodeExists( gradeNode, "Catalyst") ){
  587. const ryml::NodeRef& catalystNode = gradeNode["Catalyst"];
  588. if( this->nodeExists( catalystNode, "Item" ) ){
  589. std::string itemName;
  590. if( !this->asString( catalystNode, "Item", itemName ) ){
  591. return 0;
  592. }
  593. std::shared_ptr<item_data> id = item_db.search_aegisname( itemName.c_str() );
  594. if( id == nullptr ){
  595. this->invalidWarning( catalystNode["Item"], "Unknown item \"%s\".\n", itemName.c_str() );
  596. return 0;
  597. }
  598. grade->catalyst.item = id->nameid;
  599. }else{
  600. if( !gradeExists ){
  601. grade->catalyst.item = 0;
  602. }
  603. }
  604. if( this->nodeExists( catalystNode, "AmountPerStep" ) ){
  605. uint16 amountPerStep;
  606. if( !this->asUInt16( catalystNode, "AmountPerStep", amountPerStep ) ){
  607. return 0;
  608. }
  609. grade->catalyst.amountPerStep = amountPerStep;
  610. }else{
  611. if( !gradeExists ){
  612. grade->catalyst.amountPerStep = 0;
  613. }
  614. }
  615. if( this->nodeExists( catalystNode, "MaximumSteps" ) ){
  616. uint16 maximumSteps;
  617. if( !this->asUInt16( catalystNode, "MaximumSteps", maximumSteps ) ){
  618. return 0;
  619. }
  620. grade->catalyst.maximumSteps = maximumSteps;
  621. }else{
  622. if( !gradeExists ){
  623. grade->catalyst.maximumSteps = 0;
  624. }
  625. }
  626. if( this->nodeExists( catalystNode, "ChanceIncrease" ) ){
  627. uint16 chanceIncrease;
  628. if( !this->asUInt16Rate( catalystNode, "ChanceIncrease", chanceIncrease ) ){
  629. return 0;
  630. }
  631. grade->catalyst.chanceIncrease = chanceIncrease;
  632. }else{
  633. if( !gradeExists ){
  634. grade->catalyst.chanceIncrease = 0;
  635. }
  636. }
  637. }else{
  638. if( !gradeExists ){
  639. grade->catalyst.item = 0;
  640. grade->catalyst.amountPerStep = 0;
  641. grade->catalyst.maximumSteps = 0;
  642. grade->catalyst.chanceIncrease = 0;
  643. }
  644. }
  645. if( this->nodeExists( gradeNode, "Options" ) ){
  646. for( const ryml::NodeRef& optionNode : gradeNode["Options"] ){
  647. uint16 optionIndex;
  648. if( !this->asUInt16( optionNode, "Option", optionIndex ) ){
  649. return 0;
  650. }
  651. std::shared_ptr<s_enchantgradeoption> option = util::map_find( grade->options, optionIndex );
  652. bool optionExists = option != nullptr;
  653. if( !optionExists ){
  654. option = std::make_shared<s_enchantgradeoption>();
  655. option->id = optionIndex;
  656. }
  657. if( this->nodeExists( optionNode, "Amount" ) ){
  658. uint16 amount;
  659. if( !this->asUInt16( optionNode, "Amount", amount ) ){
  660. return 0;
  661. }
  662. if( amount > MAX_AMOUNT ){
  663. this->invalidWarning( optionNode["Amount"], "Amount %hu is too high, capping to %hu...\n", amount, MAX_AMOUNT );
  664. amount = MAX_AMOUNT;
  665. }
  666. if( amount == 0 ){
  667. if( grade->options.erase( optionIndex ) > 0 ){
  668. continue;
  669. }else{
  670. this->invalidWarning( optionNode["Amount"], "Trying to remove invalid option %hu...\n", optionIndex );
  671. return 0;
  672. }
  673. }
  674. option->amount = amount;
  675. }else{
  676. if( !optionExists ){
  677. option->amount = 1;
  678. }
  679. }
  680. if( this->nodeExists( optionNode, "Item" ) ){
  681. std::string itemName;
  682. if( !this->asString( optionNode, "Item", itemName ) ){
  683. return 0;
  684. }
  685. std::shared_ptr<item_data> id = item_db.search_aegisname( itemName.c_str() );
  686. if( id == nullptr ){
  687. this->invalidWarning( optionNode["Item"], "Unknown item \"%s\".\n", itemName.c_str() );
  688. return 0;
  689. }
  690. option->item = id->nameid;
  691. }else{
  692. if( !optionExists ){
  693. option->item = 0;
  694. }
  695. }
  696. if( this->nodeExists( optionNode, "Zeny" ) ){
  697. uint32 zeny;
  698. if( !this->asUInt32( optionNode, "Zeny", zeny ) ){
  699. return 0;
  700. }
  701. option->zeny = zeny;
  702. }else{
  703. if( !optionExists ){
  704. option->zeny = 0;
  705. }
  706. }
  707. if( this->nodeExists( optionNode, "BreakingRate" ) ){
  708. uint16 breaking_rate;
  709. if( !this->asUInt16Rate( optionNode, "BreakingRate", breaking_rate ) ){
  710. return 0;
  711. }
  712. option->breaking_rate = breaking_rate;
  713. }else{
  714. if( !optionExists ){
  715. option->breaking_rate = 0;
  716. }
  717. }
  718. if( this->nodeExists( optionNode, "DowngradeAmount" ) ){
  719. uint16 downgrade_amount;
  720. if( !this->asUInt16( optionNode, "DowngradeAmount", downgrade_amount ) ){
  721. return 0;
  722. }
  723. if( downgrade_amount > MAX_REFINE ){
  724. this->invalidWarning( optionNode["DowngradeAmount"], "Downgrade amount %hu is invalid, skipping.\n", downgrade_amount );
  725. return 0;
  726. }
  727. option->downgrade_amount = downgrade_amount;
  728. }else{
  729. if( !optionExists ){
  730. option->downgrade_amount = 0;
  731. }
  732. }
  733. if( !optionExists ){
  734. grade->options[optionIndex] = option;
  735. }
  736. }
  737. }
  738. if( !gradeExists ){
  739. grades[gradeLevel] = grade;
  740. }
  741. }
  742. }
  743. if( !exists ){
  744. this->put( itemtype, enchantgrade );
  745. }
  746. return 1;
  747. }
  748. std::shared_ptr<s_enchantgradelevel> EnchantgradeDatabase::findCurrentLevelInfo( const struct item_data& data, struct item& item ){
  749. std::shared_ptr<s_enchantgrade> enchantgrade = enchantgrade_db.find( data.type );
  750. // Unsupported item type - no answer
  751. if( enchantgrade == nullptr ){
  752. return nullptr;
  753. }
  754. uint16 level = 0;
  755. if( data.type == IT_WEAPON ){
  756. level = data.weapon_level;
  757. }else if( data.type == IT_ARMOR ){
  758. level = data.armor_level;
  759. }
  760. const auto& enchantgradelevels = enchantgrade->levels.find( level );
  761. // Cannot upgrade this weapon or armor level - no answer
  762. if( enchantgradelevels == enchantgrade->levels.end() ){
  763. return nullptr;
  764. }
  765. return util::map_find( enchantgradelevels->second, (e_enchantgrade)( item.enchantgrade - 1 ) );
  766. }
  767. void EnchantgradeDatabase::loadingFinished(){
  768. for( const auto& it_itemTypes : *this ){
  769. for( const auto& it_itemLevels : it_itemTypes.second->levels ){
  770. for( const auto& it_enchantgrades : it_itemLevels.second ){
  771. std::shared_ptr<s_enchantgradelevel> enchantgradelevel = it_enchantgrades.second;
  772. if( enchantgradelevel->catalyst.amountPerStep == 0 ){
  773. enchantgradelevel->catalyst.item = 0;
  774. enchantgradelevel->catalyst.chanceIncrease = 0;
  775. enchantgradelevel->catalyst.maximumSteps = 0;
  776. }
  777. }
  778. }
  779. }
  780. TypesafeYamlDatabase::loadingFinished();
  781. }
  782. EnchantgradeDatabase enchantgrade_db;
  783. /**
  784. * Get icon ID of SC
  785. * @param type: SC type
  786. * @return EFST ID
  787. **/
  788. efst_type StatusDatabase::getIcon(sc_type type) {
  789. std::shared_ptr<s_status_change_db> status = status_db.find(type);
  790. return status ? status->icon : EFST_BLANK;
  791. }
  792. /**
  793. * Get flag of SC (SCB value) for status_calc_ flag
  794. * @param type: SC type
  795. * @return cal_flag: Calc value
  796. **/
  797. std::bitset<SCB_MAX> StatusDatabase::getCalcFlag(sc_type type) {
  798. std::shared_ptr<s_status_change_db> status = status_db.find(type);
  799. return status ? status->calc_flag : std::bitset<SCB_MAX> {};
  800. }
  801. /**
  802. * Get SC's EndOnStart list
  803. * @param sc: SC type
  804. * @return End list
  805. **/
  806. std::vector<sc_type> StatusDatabase::getEndOnStart(sc_type type) {
  807. std::shared_ptr<s_status_change_db> status = status_db.find(type);
  808. return status ? status->endonstart : std::vector<sc_type> {};
  809. }
  810. /**
  811. * Get BL type to display proper effect
  812. * @param efst: EFST type
  813. * @return BL types
  814. **/
  815. uint16 status_efst_get_bl_type(enum efst_type efst) {
  816. if (efst <= EFST_BLANK || efst >= EFST_MAX)
  817. return BL_PC;
  818. return status_db.StatusRelevantBLTypes[efst];
  819. }
  820. /**
  821. * Returns the FIRST skill (in order of definition in initChangeTables) to use a given status change.
  822. * Utilized for various duration lookups. Use with caution!
  823. * @param sc The status to look up
  824. * @return A skill associated with the status
  825. **/
  826. uint16 StatusDatabase::getSkill(sc_type type) {
  827. std::shared_ptr<s_status_change_db> status = status_db.find(type);
  828. return status ? status->skill_id : 0;
  829. }
  830. /**
  831. * Returns if a status change flag is active or not for a SC.
  832. * @param sc: Status changes active on target
  833. * @param flag: Flag to check for
  834. * @return True if flag is set or false otherwise
  835. */
  836. bool StatusDatabase::hasSCF(status_change *sc, e_status_change_flag flag) {
  837. if (sc == nullptr || sc->count == 0 || flag == SCF_NONE)
  838. return false;
  839. for (const auto &status_it : *this) {
  840. std::shared_ptr<s_status_change_db> status = status_it.second;
  841. if (sc->getSCE(status->type) && status->flag[flag])
  842. return true;
  843. }
  844. return false;
  845. }
  846. /**
  847. * Returns the SCB_BATTLE constant.
  848. * return SCB_BATTLE
  849. */
  850. std::bitset<SCB_MAX> StatusDatabase::getSCB_BATTLE() {
  851. return this->SCB_BATTLE;
  852. }
  853. /**
  854. * Returns the SCB_ALL constant.
  855. * @return SCB_ALL
  856. */
  857. std::bitset<SCB_MAX> StatusDatabase::getSCB_ALL() {
  858. return this->SCB_ALL;
  859. }
  860. /**
  861. * Removes statuses from skills that aren't part of the new class skill tree.
  862. * @param sd: Player data
  863. */
  864. void StatusDatabase::changeSkillTree(map_session_data *sd, int32 class_) {
  865. if (sd == nullptr)
  866. return;
  867. std::shared_ptr<s_skill_tree> tree = skill_tree_db.find(class_ > 0 ? class_ : sd->status.class_);
  868. if (tree == nullptr)
  869. return;
  870. for (const auto &it : tree->skills) {
  871. uint16 skill_id = it.first;
  872. sc_type sc = skill_get_sc(skill_id);
  873. if (sc > SC_COMMON_MAX && sc < SC_MAX && sd->sc.getSCE(sc))
  874. status_change_end(&sd->bl, sc);
  875. }
  876. }
  877. /**
  878. * Validates if type is in SC ranges
  879. * @param type: SC type
  880. * @return True if type is in range, false otherwise
  881. */
  882. bool StatusDatabase::validateStatus(sc_type type) {
  883. if (type > SC_NONE && type < SC_MAX)
  884. return true;
  885. return false;
  886. }
  887. /**
  888. * Removes a status based on the provided flag(s).
  889. * @param bl: Target to remove status from
  890. * @param flag: List of flags to check for removing
  891. */
  892. void StatusDatabase::removeByStatusFlag(block_list *bl, std::vector<e_status_change_flag> flag) {
  893. if (bl == nullptr || flag.empty())
  894. return;
  895. status_change *sc = status_get_sc(bl);
  896. if (sc == nullptr || sc->count == 0)
  897. return;
  898. for (const auto &status_it : *this) {
  899. std::shared_ptr<s_status_change_db> status = status_it.second;
  900. sc_type type = status->type;
  901. if (sc->getSCE(type)) {
  902. for (const auto &flag_it : flag) {
  903. if (status->flag[flag_it])
  904. status_change_end(bl, type);
  905. }
  906. }
  907. }
  908. }
  909. /**
  910. * Accessor for a status_change_entry in a status_change
  911. */
  912. status_change_entry * status_change::getSCE(enum sc_type type) {
  913. // TODO: bounds check
  914. if (type == lastStatus.first)
  915. return lastStatus.second;
  916. lastStatus = {type, data[type]};
  917. return lastStatus.second;
  918. }
  919. status_change_entry * status_change::getSCE(uint32 type) {
  920. return getSCE(static_cast<sc_type>(type));
  921. }
  922. status_change_entry * status_change::createSCE(enum sc_type type) {
  923. data[type] = ers_alloc(sc_data_ers, struct status_change_entry);
  924. lastStatus = {type, data[type]};
  925. return data[type];
  926. }
  927. /**
  928. * free the sce, then clear it
  929. */
  930. void status_change::deleteSCE(enum sc_type type) {
  931. ers_free(sc_data_ers, data[type]);
  932. data[type] = nullptr;
  933. lastStatus = {type, data[type]};
  934. }
  935. /**
  936. * For when we only want to clear the sce without freeing.
  937. */
  938. void status_change::clearSCE(enum sc_type type) {
  939. data[type] = nullptr;
  940. lastStatus = {type, data[type]};
  941. }
  942. /** Creates dummy status */
  943. static void initDummyData(void) {
  944. memset(&dummy_status, 0, sizeof(dummy_status));
  945. dummy_status.hp =
  946. dummy_status.max_hp =
  947. dummy_status.max_sp =
  948. dummy_status.str =
  949. dummy_status.agi =
  950. dummy_status.vit =
  951. dummy_status.int_ =
  952. dummy_status.dex =
  953. dummy_status.luk =
  954. dummy_status.hit = 1;
  955. dummy_status.speed = 2000;
  956. dummy_status.adelay = 4000;
  957. dummy_status.amotion = 2000;
  958. dummy_status.dmotion = 2000;
  959. dummy_status.ele_lv = 1; // Min elemental level.
  960. dummy_status.mode = MD_CANMOVE;
  961. }
  962. /**
  963. * For copying a status_data structure from b to a, without overwriting current Hp, Sp, and Ap.
  964. * @param a: Status data structure to copy from
  965. * @param b: Status data structure to copy to
  966. */
  967. static inline void status_cpy(struct status_data* a, const struct status_data* b)
  968. {
  969. memcpy((void*)&a->max_hp, (const void*)&b->max_hp, sizeof(struct status_data)-(sizeof(a->hp)+sizeof(a->sp)+sizeof(a->ap)));
  970. }
  971. /**
  972. * Sets HP to a given value
  973. * Will always succeed (overrides heal impediment statuses) but can't kill an object
  974. * @param bl: Object whose HP will be set [PC|MOB|HOM|MER|ELEM|NPC]
  975. * @param hp: What the HP is to be set as
  976. * @param flag: Used in case final value is higher than current
  977. * Use 2 to display healing effect
  978. * @return heal or zapped HP if valid
  979. */
  980. int status_set_hp(struct block_list *bl, unsigned int hp, int flag)
  981. {
  982. struct status_data *status;
  983. if (hp < 1)
  984. return 0;
  985. status = status_get_status_data(bl);
  986. if (status == &dummy_status)
  987. return 0;
  988. if (hp > status->max_hp)
  989. hp = status->max_hp;
  990. if (hp == status->hp)
  991. return 0;
  992. if (hp > status->hp)
  993. return status_heal(bl, hp - status->hp, 0, 1|flag);
  994. return status_zap(bl, status->hp - hp, 0);
  995. }
  996. /**
  997. * Sets Max HP to a given value
  998. * @param bl: Object whose Max HP will be set [PC|MOB|HOM|MER|ELEM|NPC]
  999. * @param maxhp: What the Max HP is to be set as
  1000. * @param flag: Used in case final value is higher than current
  1001. * Use 2 to display healing effect
  1002. * @return heal or zapped HP if valid
  1003. */
  1004. int status_set_maxhp(struct block_list *bl, unsigned int maxhp, int flag)
  1005. {
  1006. struct status_data *status;
  1007. int64 heal;
  1008. if (maxhp < 1)
  1009. return 0;
  1010. status = status_get_status_data(bl);
  1011. if (status == &dummy_status)
  1012. return 0;
  1013. if (maxhp == status->max_hp)
  1014. return 0;
  1015. heal = maxhp - status->max_hp;
  1016. status->max_hp = maxhp;
  1017. if (heal > 0)
  1018. status_heal(bl, heal, 0, 1|flag);
  1019. else
  1020. status_zap(bl, -heal, 0);
  1021. return maxhp;
  1022. }
  1023. /**
  1024. * Sets SP to a given value
  1025. * @param bl: Object whose SP will be set [PC|HOM|MER|ELEM]
  1026. * @param sp: What the SP is to be set as
  1027. * @param flag: Used in case final value is higher than current
  1028. * Use 2 to display healing effect
  1029. * @return heal or zapped SP if valid
  1030. */
  1031. int status_set_sp(struct block_list *bl, unsigned int sp, int flag)
  1032. {
  1033. struct status_data *status;
  1034. status = status_get_status_data(bl);
  1035. if (status == &dummy_status)
  1036. return 0;
  1037. if (sp > status->max_sp)
  1038. sp = status->max_sp;
  1039. if (sp == status->sp)
  1040. return 0;
  1041. if (sp > status->sp)
  1042. return status_heal(bl, 0, sp - status->sp, 1|flag);
  1043. return status_zap(bl, 0, status->sp - sp);
  1044. }
  1045. /**
  1046. * Sets Max SP to a given value
  1047. * @param bl: Object whose Max SP will be set [PC|HOM|MER|ELEM]
  1048. * @param maxsp: What the Max SP is to be set as
  1049. * @param flag: Used in case final value is higher than current
  1050. * Use 2 to display healing effect
  1051. * @return heal or zapped HP if valid
  1052. */
  1053. int status_set_maxsp(struct block_list *bl, unsigned int maxsp, int flag)
  1054. {
  1055. struct status_data *status;
  1056. if (maxsp < 1)
  1057. return 0;
  1058. status = status_get_status_data(bl);
  1059. if (status == &dummy_status)
  1060. return 0;
  1061. if (maxsp == status->max_sp)
  1062. return 0;
  1063. if (maxsp > status->max_sp)
  1064. status_heal(bl, maxsp - status->max_sp, 0, 1|flag);
  1065. else
  1066. status_zap(bl, status->max_sp - maxsp, 0);
  1067. status->max_sp = maxsp;
  1068. return maxsp;
  1069. }
  1070. /**
  1071. * Sets AP to a given value
  1072. * @param bl: Object whose AP will be set [PC|HOM|MER|ELEM]
  1073. * @param ap: What the AP is to be set as
  1074. * @param flag: Used in case final value is higher than current
  1075. * Use 2 to display healing effect
  1076. * @return heal or zapped AP if valid
  1077. */
  1078. int status_set_ap(struct block_list *bl, unsigned int ap, int flag)
  1079. {
  1080. status_data *status = status_get_status_data(bl);
  1081. if (status == &dummy_status)
  1082. return 0;
  1083. if (ap > status->max_ap)
  1084. ap = status->max_ap;
  1085. if (ap == status->ap)
  1086. return 0;
  1087. if (ap > status->ap)
  1088. return status_heal(bl, 0, 0, ap - status->ap, 1 | flag);
  1089. return status_zap(bl, 0, 0, status->ap - ap);
  1090. }
  1091. /**
  1092. * Sets Max AP to a given value
  1093. * @param bl: Object whose Max AP will be set [PC|HOM|MER|ELEM]
  1094. * @param maxap: What the Max AP is to be set as
  1095. * @param flag: Used in case final value is higher than current
  1096. * Use 2 to display healing effect
  1097. * @return heal or zapped AP if valid
  1098. */
  1099. int status_set_maxap(struct block_list *bl, unsigned int maxap, int flag)
  1100. {
  1101. if (maxap < 1)
  1102. return 0;
  1103. status_data *status = status_get_status_data(bl);
  1104. if (status == &dummy_status)
  1105. return 0;
  1106. if (maxap == status->max_ap)
  1107. return 0;
  1108. if (maxap > status->max_ap)
  1109. status_heal(bl, 0, 0, maxap - status->max_ap, 1 | flag);
  1110. else
  1111. status_zap(bl, 0, 0, status->max_ap - maxap);
  1112. status->max_ap = maxap;
  1113. return maxap;
  1114. }
  1115. /**
  1116. * Takes HP/SP from an Object
  1117. * @param bl: Object who will have HP/SP taken [PC|MOB|HOM|MER|ELEM]
  1118. * @param hp: How much HP to charge
  1119. * @param sp: How much SP to charge
  1120. * @return hp+sp through status_damage()
  1121. * Note: HP/SP are integer values, not percentages. Values should be
  1122. * calculated either within function call or before
  1123. */
  1124. int64 status_charge(struct block_list* bl, int64 hp, int64 sp)
  1125. {
  1126. if(!(bl->type&BL_CONSUME))
  1127. return (int)hp+sp; // Assume all was charged so there are no 'not enough' fails.
  1128. return status_damage(NULL, bl, hp, sp, 0, 3, 0);
  1129. }
  1130. /**
  1131. * Inflicts damage on the target with the according walkdelay.
  1132. * @param src: Source object giving damage [PC|MOB|PET|HOM|MER|ELEM]
  1133. * @param target: Target of the damage
  1134. * @param dhp: How much damage to HP
  1135. * @param dsp: How much damage to SP
  1136. * @param dap: How much damage to AP
  1137. * @param walkdelay: Amount of time before object can walk again
  1138. * @param flag: Damage flag decides various options
  1139. * flag&1: Passive damage - Does not trigger cancelling status changes
  1140. * flag&2: Fail if there is not enough to subtract
  1141. * flag&4: Mob does not give EXP/Loot if killed
  1142. * flag&8: Used to damage SP of a dead character
  1143. * @return hp+sp+ap
  1144. * Note: HP/SP/AP are integer values, not percentages. Values should be
  1145. * calculated either within function call or before
  1146. */
  1147. 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)
  1148. {
  1149. struct status_data *status;
  1150. status_change *sc;
  1151. int hp = (int)cap_value(dhp,INT_MIN,INT_MAX);
  1152. int sp = (int)cap_value(dsp,INT_MIN,INT_MAX);
  1153. int ap = (int)cap_value(dap,INT_MIN,INT_MAX);
  1154. nullpo_ret(target);
  1155. if(sp && !(target->type&BL_CONSUME))
  1156. sp = 0; // Not a valid SP target.
  1157. if (ap && !(target->type&BL_CONSUME))
  1158. ap = 0; // Not a valid AP target.
  1159. if (hp < 0) { // Assume absorbed damage.
  1160. status_heal(target, -hp, 0, 1);
  1161. hp = 0;
  1162. }
  1163. if (sp < 0) {
  1164. status_heal(target, 0, -sp, 1);
  1165. sp = 0;
  1166. }
  1167. if (ap < 0) {
  1168. status_heal(target, 0, 0, -ap, 1);
  1169. ap = 0;
  1170. }
  1171. if (target->type == BL_SKILL) {
  1172. if (!src || src->type&battle_config.can_damage_skill)
  1173. return (int)skill_unit_ondamaged((struct skill_unit *)target, hp);
  1174. return 0;
  1175. }
  1176. status = status_get_status_data(target);
  1177. if(!status || status == &dummy_status )
  1178. return 0;
  1179. if ((unsigned int)hp >= status->hp) {
  1180. if (flag&2) return 0;
  1181. hp = status->hp;
  1182. }
  1183. if ((unsigned int)sp > status->sp) {
  1184. if (flag&2) return 0;
  1185. sp = status->sp;
  1186. }
  1187. if ((unsigned int)ap > status->ap) {
  1188. if (flag & 2) return 0;
  1189. ap = status->ap;
  1190. }
  1191. if (!hp && !sp && !ap)
  1192. return 0;
  1193. if( !status->hp )
  1194. flag |= 8;
  1195. sc = status_get_sc(target);
  1196. if( hp && battle_config.invincible_nodamage && src && sc && sc->getSCE(SC_INVINCIBLE) && !sc->getSCE(SC_INVINCIBLEOFF) )
  1197. hp = 1;
  1198. if( hp && !(flag&1) ) {
  1199. if( sc ) {
  1200. struct status_change_entry *sce;
  1201. for (const auto &it : status_db) {
  1202. sc_type type = static_cast<sc_type>(it.first);
  1203. if (sc->getSCE(type) && it.second->flag[SCF_REMOVEONDAMAGED]) {
  1204. // 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).
  1205. // !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.
  1206. if (sc->opt1 > OPT1_NONE && sc->lastEffectTimer == INVALID_TIMER) {
  1207. sc->lastEffectTimer = add_timer(gettick() + 10, status_clear_lastEffect_timer, target->id, 0);
  1208. sc->lastEffect = type;
  1209. }
  1210. status_change_end(target, type);
  1211. }
  1212. }
  1213. if ((sce=sc->getSCE(SC_ENDURE)) && !sce->val4) {
  1214. /** [Skotlex]
  1215. * Endure count is only reduced by non-players on non-gvg maps.
  1216. * val4 signals infinite endure.
  1217. **/
  1218. if (src && src->type != BL_PC && !map_flag_gvg2(target->m) && !map_getmapflag(target->m, MF_BATTLEGROUND) && --(sce->val2) <= 0)
  1219. status_change_end(target, SC_ENDURE);
  1220. }
  1221. #ifndef RENEWAL
  1222. if ((sce=sc->getSCE(SC_GRAVITATION)) && sce->val3 == BCT_SELF) {
  1223. std::shared_ptr<s_skill_unit_group> sg = skill_id2group(sce->val4);
  1224. if (sg) {
  1225. skill_delunitgroup(sg);
  1226. sce->val4 = 0;
  1227. status_change_end(target, SC_GRAVITATION);
  1228. }
  1229. }
  1230. #endif
  1231. if(sc->getSCE(SC_DANCING) && hp > (status->max_hp / 4))
  1232. status_change_end(target, SC_DANCING);
  1233. if(sc->getSCE(SC_CLOAKINGEXCEED) && --(sc->getSCE(SC_CLOAKINGEXCEED)->val2) <= 0)
  1234. status_change_end(target, SC_CLOAKINGEXCEED);
  1235. if(sc->getSCE(SC_KAGEMUSYA) && --(sc->getSCE(SC_KAGEMUSYA)->val3) <= 0)
  1236. status_change_end(target, SC_KAGEMUSYA);
  1237. }
  1238. if (target->type == BL_PC)
  1239. pc_bonus_script_clear(BL_CAST(BL_PC,target),BSF_REM_ON_DAMAGED);
  1240. unit_skillcastcancel(target, 2);
  1241. }
  1242. status->hp-= hp;
  1243. status->sp-= sp;
  1244. status->ap-= ap;
  1245. if (sc && hp && status->hp) {
  1246. if (sc->getSCE(SC_AUTOBERSERK) &&
  1247. (!sc->getSCE(SC_PROVOKE) || !sc->getSCE(SC_PROVOKE)->val4) &&
  1248. status->hp < status->max_hp / 4)
  1249. sc_start4(src,target,SC_PROVOKE,100,10,0,0,1,0);
  1250. if (sc->getSCE(SC_BERSERK) && status->hp <= 100)
  1251. status_change_end(target, SC_BERSERK);
  1252. if( sc->getSCE(SC_RAISINGDRAGON) && status->hp <= 1000 )
  1253. status_change_end(target, SC_RAISINGDRAGON);
  1254. if (sc->getSCE(SC_SATURDAYNIGHTFEVER) && status->hp <= 100)
  1255. status_change_end(target, SC_SATURDAYNIGHTFEVER);
  1256. }
  1257. switch (target->type) {
  1258. case BL_PC: pc_damage((TBL_PC*)target,src,hp,sp,ap); break;
  1259. case BL_MOB: mob_damage((TBL_MOB*)target, src, hp); break;
  1260. case BL_HOM: hom_damage((TBL_HOM*)target); break;
  1261. case BL_MER: mercenary_heal((TBL_MER*)target,hp,sp); break;
  1262. case BL_ELEM: elemental_heal((TBL_ELEM*)target,hp,sp); break;
  1263. }
  1264. if( src && target->type == BL_PC && ((TBL_PC*)target)->disguise ) { // Stop walking when attacked in disguise to prevent walk-delay bug
  1265. unit_stop_walking( target, 1 );
  1266. }
  1267. if( status->hp || (flag&8) ) { // Still lives or has been dead before this damage.
  1268. if (walkdelay)
  1269. unit_set_walkdelay(target, gettick(), walkdelay, 0);
  1270. return (int)(hp+sp+ap);
  1271. }
  1272. status->hp = 0;
  1273. /** [Skotlex]
  1274. * NOTE: These dead functions should return:
  1275. * 0: Death cancelled, auto-revived.
  1276. * Non-zero: Standard death. Clear status, cancel move/attack, etc
  1277. * &2: Remove object from map.
  1278. * &4: Delete object from memory. (One time spawn mobs)
  1279. **/
  1280. switch (target->type) {
  1281. case BL_PC: flag = pc_dead((TBL_PC*)target,src); break;
  1282. case BL_MOB: flag = mob_dead((TBL_MOB*)target, src, flag&4?3:0); break;
  1283. case BL_HOM: flag = hom_dead((TBL_HOM*)target); break;
  1284. case BL_MER: flag = mercenary_dead((TBL_MER*)target); break;
  1285. case BL_ELEM: flag = elemental_dead((TBL_ELEM*)target); break;
  1286. default: // Unhandled case, do nothing to object.
  1287. flag = 0;
  1288. break;
  1289. }
  1290. if(!flag) // Death cancelled.
  1291. return (int)(hp+sp+ap);
  1292. // Normal death
  1293. if (battle_config.clear_unit_ondeath &&
  1294. battle_config.clear_unit_ondeath&target->type)
  1295. skill_clear_unitgroup(target);
  1296. if(target->type&BL_REGEN) { // Reset regen ticks.
  1297. struct regen_data *regen = status_get_regen_data(target);
  1298. if (regen) {
  1299. memset(&regen->tick, 0, sizeof(regen->tick));
  1300. if (regen->sregen)
  1301. memset(&regen->sregen->tick, 0, sizeof(regen->sregen->tick));
  1302. if (regen->ssregen)
  1303. memset(&regen->ssregen->tick, 0, sizeof(regen->ssregen->tick));
  1304. }
  1305. }
  1306. if( sc && sc->getSCE(SC_KAIZEL) && !map_flag_gvg2(target->m) ) { // flag&8 = disable Kaizel
  1307. int time = skill_get_time2(SL_KAIZEL,sc->getSCE(SC_KAIZEL)->val1);
  1308. // Look for Osiris Card's bonus effect on the character and revive 100% or revive normally
  1309. if ( target->type == BL_PC && BL_CAST(BL_PC,target)->special_state.restart_full_recover )
  1310. status_revive(target, 100, 100);
  1311. else
  1312. status_revive(target, sc->getSCE(SC_KAIZEL)->val2, 0);
  1313. status_change_clear(target,0);
  1314. clif_skill_nodamage(target,target,ALL_RESURRECTION,1,1);
  1315. sc_start(src,target,SC_KYRIE,100,10,time);
  1316. if( target->type == BL_MOB )
  1317. ((TBL_MOB*)target)->state.rebirth = 1;
  1318. return (int)(hp+sp+ap);
  1319. }
  1320. // Disable Ultimate Sacrifice on GVG maps
  1321. if (sc && sc->getSCE(SC_ULTIMATE_S) && !map_flag_gvg2(target->m)) {
  1322. status_revive(target, 100, 100);
  1323. status_change_clear(target, 0);
  1324. clif_skill_nodamage(target, target, ALL_RESURRECTION, 1, 1);
  1325. if (target->type == BL_MOB)
  1326. ((TBL_MOB*)target)->state.rebirth = 1;
  1327. return (int)(hp+sp+ap);
  1328. }
  1329. 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.
  1330. status_revive(target, sc->getSCE(SC_REBIRTH)->val2, 0);
  1331. status_change_clear(target,0);
  1332. ((TBL_MOB*)target)->state.rebirth = 1;
  1333. return (int)(hp+sp+ap);
  1334. }
  1335. status_change_clear(target,0);
  1336. if(flag&4) // Delete from memory. (also invokes map removal code)
  1337. unit_free(target,CLR_DEAD);
  1338. else if(flag&2) // remove from map
  1339. unit_remove_map(target,CLR_DEAD);
  1340. else { // Some death states that would normally be handled by unit_remove_map
  1341. unit_stop_attack(target);
  1342. unit_stop_walking(target,1);
  1343. unit_skillcastcancel(target,0);
  1344. clif_clearunit_area(target,CLR_DEAD);
  1345. skill_unit_move(target,gettick(),4);
  1346. skill_cleartimerskill(target);
  1347. }
  1348. // Always run NPC scripts for players last
  1349. //FIXME those ain't always run if a player die if he was resurrect meanwhile
  1350. //cf SC_REBIRTH, SC_KAIZEL, pc_dead...
  1351. if(target->type == BL_PC) {
  1352. TBL_PC *sd = BL_CAST(BL_PC,target);
  1353. if( sd->bg_id ) {
  1354. std::shared_ptr<s_battleground_data> bg = util::umap_find(bg_team_db, sd->bg_id);
  1355. if( bg && !(bg->die_event.empty()) )
  1356. npc_event(sd, bg->die_event.c_str(), 0);
  1357. }
  1358. npc_script_event(sd,NPCE_DIE);
  1359. }
  1360. return (int)(hp+sp+ap);
  1361. }
  1362. /**
  1363. * Heals an object
  1364. * @param bl: Object to heal [PC|MOB|HOM|MER|ELEM]
  1365. * @param hhp: How much HP to heal
  1366. * @param hsp: How much SP to heal
  1367. * @param hap: How much AP to heal
  1368. * @param flag: Whether it's Forced(&1), gives HP/SP/AP(&2) heal effect,
  1369. * or gives HP(&4) heal effect with 0 heal
  1370. * Forced healing overrides heal impedement statuses (Berserk)
  1371. * @return hp+sp+ap
  1372. */
  1373. int status_heal(struct block_list *bl,int64 hhp,int64 hsp, int64 hap, int flag)
  1374. {
  1375. struct status_data *status;
  1376. status_change *sc;
  1377. int hp = (int)cap_value(hhp,INT_MIN,INT_MAX);
  1378. int sp = (int)cap_value(hsp,INT_MIN,INT_MAX);
  1379. int ap = (int)cap_value(hap,INT_MIN,INT_MAX);
  1380. status = status_get_status_data(bl);
  1381. if (status == &dummy_status || !status->hp)
  1382. return 0;
  1383. sc = status_get_sc(bl);
  1384. if (sc && !sc->count)
  1385. sc = NULL;
  1386. if (hp < 0) {
  1387. if (hp == INT_MIN) // -INT_MIN == INT_MIN in some architectures!
  1388. hp++;
  1389. status_damage(NULL, bl, -hp, 0, 0, 1, 0);
  1390. hp = 0;
  1391. }
  1392. if(hp) {
  1393. if( sc && (sc->getSCE(SC_BERSERK)) ) {
  1394. if( flag&1 )
  1395. flag &= ~2;
  1396. else
  1397. hp = 0;
  1398. }
  1399. if((unsigned int)hp > status->max_hp - status->hp)
  1400. hp = status->max_hp - status->hp;
  1401. }
  1402. if(sp < 0) {
  1403. if (sp == INT_MIN)
  1404. sp++;
  1405. status_damage(NULL, bl, 0, -sp, 0, 1, 0);
  1406. sp = 0;
  1407. }
  1408. if(sp) {
  1409. if((unsigned int)sp > status->max_sp - status->sp)
  1410. sp = status->max_sp - status->sp;
  1411. }
  1412. if (ap < 0) {
  1413. if (ap == INT_MIN)
  1414. ap++;
  1415. status_damage(nullptr, bl, 0, 0, -ap, 0, 1, 0);
  1416. ap = 0;
  1417. }
  1418. if (ap) {
  1419. if ((unsigned int)ap > status->max_ap - status->ap)
  1420. ap = status->max_ap - status->ap;
  1421. }
  1422. if(!ap && !sp && !hp && !(flag&4))
  1423. return 0;
  1424. status->hp += hp;
  1425. status->sp += sp;
  1426. status->ap += ap;
  1427. if(hp && sc &&
  1428. sc->getSCE(SC_AUTOBERSERK) &&
  1429. sc->getSCE(SC_PROVOKE) &&
  1430. sc->getSCE(SC_PROVOKE)->val4==1 &&
  1431. status->hp >= status->max_hp / 4
  1432. ) // End auto berserk.
  1433. status_change_end(bl, SC_PROVOKE);
  1434. // Send HP update to client
  1435. switch(bl->type) {
  1436. case BL_PC: pc_heal((TBL_PC*)bl,hp,sp,ap,flag); break;
  1437. case BL_MOB: mob_heal((TBL_MOB*)bl,hp); break;
  1438. case BL_HOM: hom_heal((TBL_HOM*)bl); break;
  1439. case BL_MER: mercenary_heal((TBL_MER*)bl,hp,sp); break;
  1440. case BL_ELEM: elemental_heal((TBL_ELEM*)bl,hp,sp); break;
  1441. }
  1442. return (int)hp+sp+ap;
  1443. }
  1444. /**
  1445. * Applies percentage based damage to a unit.
  1446. * If a mob is killed this way and there is no src, no EXP/Drops will be awarded.
  1447. * @param src: Object initiating HP/SP/AP modification [PC|MOB|PET|HOM|MER|ELEM]
  1448. * @param target: Object to modify HP/SP/AP
  1449. * @param hp_rate: Percentage of HP to modify. If > 0:percent is of current HP, if < 0:percent is of max HP
  1450. * @param sp_rate: Percentage of SP to modify. If > 0:percent is of current SP, if < 0:percent is of max SP
  1451. * @param ap_rate: Percentage of AP to modify. If > 0:percent is of current AP, if < 0:percent is of max AP
  1452. * @param flag: \n
  1453. * 0: Heal target \n
  1454. * 1: Use status_damage \n
  1455. * 2: Use status_damage and make sure target must not die from subtraction
  1456. * @return hp+sp+ap through status_heal()
  1457. */
  1458. int status_percent_change(struct block_list *src, struct block_list *target, int8 hp_rate, int8 sp_rate, int8 ap_rate, uint8 flag)
  1459. {
  1460. struct status_data *status;
  1461. unsigned int hp = 0, sp = 0, ap = 0;
  1462. status = status_get_status_data(target);
  1463. // It's safe now [MarkZD]
  1464. if (hp_rate > 99)
  1465. hp = status->hp;
  1466. else if (hp_rate > 0)
  1467. hp = apply_rate(status->hp, hp_rate);
  1468. else if (hp_rate < -99)
  1469. hp = status->max_hp;
  1470. else if (hp_rate < 0)
  1471. hp = (apply_rate(status->max_hp, -hp_rate));
  1472. if (hp_rate && !hp)
  1473. hp = 1;
  1474. if (flag == 2 && hp >= status->hp)
  1475. hp = status->hp-1; // Must not kill target.
  1476. if (sp_rate > 99)
  1477. sp = status->sp;
  1478. else if (sp_rate > 0)
  1479. sp = apply_rate(status->sp, sp_rate);
  1480. else if (sp_rate < -99)
  1481. sp = status->max_sp;
  1482. else if (sp_rate < 0)
  1483. sp = (apply_rate(status->max_sp, -sp_rate));
  1484. if (sp_rate && !sp)
  1485. sp = 1;
  1486. if (ap_rate > 99)
  1487. ap = status->ap;
  1488. else if (ap_rate > 0)
  1489. ap = apply_rate(status->ap, ap_rate);
  1490. else if (ap_rate < -99)
  1491. ap = status->max_ap;
  1492. else if (ap_rate < 0)
  1493. ap = (apply_rate(status->max_ap, -ap_rate));
  1494. if (ap_rate && !ap)
  1495. ap = 1;
  1496. // Ugly check in case damage dealt is too much for the received args of
  1497. // status_heal / status_damage. [Skotlex]
  1498. if (hp > INT_MAX) {
  1499. hp -= INT_MAX;
  1500. if (flag)
  1501. status_damage(src, target, INT_MAX, 0, 0, (!src||src==target?5:1), 0);
  1502. else
  1503. status_heal(target, INT_MAX, 0, 0);
  1504. }
  1505. if (sp > INT_MAX) {
  1506. sp -= INT_MAX;
  1507. if (flag)
  1508. status_damage(src, target, 0, INT_MAX, 0, (!src||src==target?5:1), 0);
  1509. else
  1510. status_heal(target, 0, INT_MAX, 0);
  1511. }
  1512. if (ap > INT_MAX) {
  1513. ap -= INT_MAX;
  1514. if (flag)
  1515. status_damage(src, target, 0, 0, INT_MAX, 0, (!src || src == target ? 5 : 1), 0);
  1516. else
  1517. status_heal(target, 0, 0, INT_MAX, 0);
  1518. }
  1519. if (flag)
  1520. return status_damage(src, target, hp, sp, ap, 0, (!src||src==target?5:1), 0);
  1521. return status_heal(target, hp, sp, ap, 0);
  1522. }
  1523. /**
  1524. * Revives a unit
  1525. * @param bl: Object to revive [PC|MOB|HOM]
  1526. * @param per_hp: Percentage of HP to revive with
  1527. * @param per_sp: Percentage of SP to revive with
  1528. * @param per_ap: Percentage of AP to revive with
  1529. * @return Successful (1) or Invalid target (0)
  1530. */
  1531. int status_revive(struct block_list *bl, unsigned char per_hp, unsigned char per_sp, unsigned char per_ap)
  1532. {
  1533. struct status_data *status;
  1534. unsigned int hp, sp, ap;
  1535. if (!status_isdead(bl)) return 0;
  1536. status = status_get_status_data(bl);
  1537. if (status == &dummy_status)
  1538. return 0; // Invalid target.
  1539. hp = (int64)status->max_hp * per_hp/100;
  1540. sp = (int64)status->max_sp * per_sp/100;
  1541. ap = (int64)status->max_ap * per_ap/100;
  1542. if(hp > status->max_hp - status->hp)
  1543. hp = status->max_hp - status->hp;
  1544. else if (per_hp && !hp)
  1545. hp = 1;
  1546. if(sp > status->max_sp - status->sp)
  1547. sp = status->max_sp - status->sp;
  1548. else if (per_sp && !sp)
  1549. sp = 1;
  1550. if (ap > status->max_ap - status->ap)
  1551. ap = status->max_ap - status->ap;
  1552. else if (per_ap && !ap)
  1553. ap = 1;
  1554. status->hp += hp;
  1555. status->sp += sp;
  1556. status->ap += ap;
  1557. if (bl->prev) // Animation only if character is already on a map.
  1558. clif_resurrection(bl, 1);
  1559. switch (bl->type) {
  1560. case BL_PC: pc_revive((TBL_PC*)bl, hp, sp, ap); break;
  1561. case BL_MOB: mob_revive((TBL_MOB*)bl, hp); break;
  1562. case BL_HOM: hom_revive((TBL_HOM*)bl, hp, sp); break;
  1563. }
  1564. return 1;
  1565. }
  1566. /**
  1567. * Checks whether the src can use the skill on the target,
  1568. * taking into account status/option of both source/target
  1569. * @param src: Object using skill on target [PC|MOB|PET|HOM|MER|ELEM]
  1570. src MAY be NULL to indicate we shouldn't check it, this is a ground-based skill attack
  1571. * @param target: Object being targeted by src [PC|MOB|HOM|MER|ELEM]
  1572. target MAY be NULL, which checks if src can cast skill_id on the ground
  1573. * @param skill_id: Skill ID being used on target
  1574. * @param flag: 0 - Trying to use skill on target
  1575. * 1 - Cast bar is done
  1576. * 2 - Skill already pulled off, check is due to ground-based skills or splash-damage ones
  1577. * @return src can use skill (1) or cannot use skill (0)
  1578. * @author [Skotlex]
  1579. */
  1580. bool status_check_skilluse(struct block_list *src, struct block_list *target, uint16 skill_id, int flag) {
  1581. struct status_data *status;
  1582. status_change *sc = NULL, *tsc;
  1583. int hide_flag;
  1584. status = src ? status_get_status_data(src) : &dummy_status;
  1585. if (src && src->type != BL_PC && status_isdead(src))
  1586. return false;
  1587. if (!skill_id) { // Normal attack checks.
  1588. if (sc && sc->cant.attack)
  1589. return false;
  1590. // This mode is only needed for melee attacking.
  1591. if (!status_has_mode(status,MD_CANATTACK))
  1592. return false;
  1593. // Dead state is not checked for skills as some skills can be used
  1594. // on dead characters, said checks are left to skill.cpp [Skotlex]
  1595. if (target && status_isdead(target))
  1596. return false;
  1597. }
  1598. switch( skill_id ) {
  1599. #ifndef RENEWAL
  1600. case PA_PRESSURE:
  1601. if( flag && target ) {
  1602. // Gloria Avoids pretty much everything....
  1603. tsc = status_get_sc(target);
  1604. if(tsc && tsc->option&OPTION_HIDE)
  1605. return false;
  1606. }
  1607. break;
  1608. #endif
  1609. case GN_WALLOFTHORN:
  1610. if( target && status_isdead(target) )
  1611. return false;
  1612. break;
  1613. case AL_TELEPORT:
  1614. case ALL_ODINS_POWER:
  1615. // Should fail when used on top of Land Protector [Skotlex]
  1616. if (src && map_getcell(src->m, src->x, src->y, CELL_CHKLANDPROTECTOR)
  1617. && !status_has_mode(status,MD_STATUSIMMUNE)
  1618. && (src->type != BL_PC || ((TBL_PC*)src)->skillitem != skill_id))
  1619. return false;
  1620. break;
  1621. case SC_MANHOLE:
  1622. // Skill is disabled against special racial grouped monsters(GvG and Battleground)
  1623. if (target && ( util::vector_exists(status_get_race2(target), RC2_GVG) || util::vector_exists(status_get_race2(target), RC2_BATTLEFIELD) ) )
  1624. return false;
  1625. default:
  1626. break;
  1627. }
  1628. if ( src )
  1629. sc = status_get_sc(src);
  1630. if( sc && sc->count ) {
  1631. if (sc->getSCE(SC_ALL_RIDING))
  1632. return false; //You can't use skills while in the new mounts (The client doesn't let you, this is to make cheat-safe)
  1633. if (flag == 1 && !status_has_mode(status,MD_STATUSIMMUNE) && ( // Applies to after cast completion only and doesn't apply to Boss monsters.
  1634. (sc->getSCE(SC_ASH) && rnd()%2) || // Volcanic Ash has a 50% chance of causing skills to fail.
  1635. (sc->getSCE(SC_KYOMU) && rnd()%100 < 25) // Kyomu has a 25% chance of causing skills fail.
  1636. )) {
  1637. if (src->type == BL_PC)
  1638. clif_skill_fail((TBL_PC*)src,skill_id,USESKILL_FAIL_LEVEL,0);
  1639. return false;
  1640. }
  1641. 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
  1642. if (flag != 1) // Can't cast, casted stuff can't damage.
  1643. return false;
  1644. if (skill_get_casttype(skill_id) == CAST_DAMAGE)
  1645. return false; // Damage spells stop casting.
  1646. }
  1647. if (
  1648. (sc->getSCE(SC_TRICKDEAD) && skill_id != NV_TRICKDEAD)
  1649. || (sc->getSCE(SC_AUTOCOUNTER) && !flag && skill_id)
  1650. || (sc->getSCE(SC_GOSPEL) && sc->getSCE(SC_GOSPEL)->val4 == BCT_SELF && skill_id != PA_GOSPEL)
  1651. || (sc->getSCE(SC_SUHIDE) && skill_id != SU_HIDE)
  1652. )
  1653. return false;
  1654. if (sc->getSCE(SC_WINKCHARM) && target && !flag) { // Prevents skill usage
  1655. block_list *wink_target = map_id2bl(sc->getSCE(SC_WINKCHARM)->val2);
  1656. if (wink_target != nullptr) {
  1657. unit_data *wink_ud = unit_bl2ud(src);
  1658. if (wink_ud != nullptr && wink_ud->walktimer == INVALID_TIMER)
  1659. unit_walktobl(src, wink_target, 3, 1);
  1660. clif_emotion(src, ET_THROB);
  1661. } else
  1662. status_change_end(src, SC_WINKCHARM);
  1663. }
  1664. if (sc->getSCE(SC_BLADESTOP)) {
  1665. switch (sc->getSCE(SC_BLADESTOP)->val1) {
  1666. case 5: if (skill_id == MO_EXTREMITYFIST) break;
  1667. case 4: if (skill_id == MO_CHAINCOMBO) break;
  1668. case 3: if (skill_id == MO_INVESTIGATE) break;
  1669. case 2: if (skill_id == MO_FINGEROFFENSIVE) break;
  1670. default: return false;
  1671. }
  1672. }
  1673. if (sc->getSCE(SC_DANCING) && flag!=2) {
  1674. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  1675. if (!skill)
  1676. return false;
  1677. if (src->type == BL_PC && ((skill_id >= WA_SWING_DANCE && skill_id <= WM_UNLIMITED_HUMMING_VOICE ) ||
  1678. skill_id == WM_FRIGG_SONG))
  1679. { // Lvl 5 Lesson or higher allow you use 3rd job skills while dancing.
  1680. if( pc_checkskill((TBL_PC*)src,WM_LESSON) < 5 )
  1681. return false;
  1682. #ifndef RENEWAL
  1683. } else if(sc->getSCE(SC_LONGING)) { // Allow everything except dancing/re-dancing. [Skotlex]
  1684. if (skill_id == BD_ENCORE || skill->inf2[INF2_ISSONG] || skill->inf2[INF2_ISENSEMBLE])
  1685. return false;
  1686. #endif
  1687. } else if(!skill->inf2[INF2_ALLOWWHENPERFORMING]) // Skills that can be used in dancing state
  1688. return false;
  1689. #ifndef RENEWAL
  1690. if ((sc->getSCE(SC_DANCING)->val1&0xFFFF) == CG_HERMODE && skill_id == BD_ADAPTATION)
  1691. return false; // Can't amp out of Wand of Hermode :/ [Skotlex]
  1692. #endif
  1693. }
  1694. if (skill_id && // Do not block item-casted skills.
  1695. (src->type != BL_PC || ((TBL_PC*)src)->skillitem != skill_id)
  1696. ) { // Skills blocked through status changes...
  1697. if (!flag && ( // Blocked only from using the skill (stuff like autospell may still go through
  1698. ( sc->cant.cast && skill_id != RK_REFRESH && skill_id != SU_GROOMING && skill_id != SR_GENTLETOUCH_CURE ) ||
  1699. #ifndef RENEWAL
  1700. (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
  1701. #endif
  1702. (sc->getSCE(SC_MARIONETTE) && skill_id != CG_MARIONETTE) || // Only skill you can use is marionette again to cancel it
  1703. (sc->getSCE(SC_MARIONETTE2) && skill_id == CG_MARIONETTE) || // Cannot use marionette if you are being buffed by another
  1704. (sc->getSCE(SC_ANKLE) && skill_block_check(src, SC_ANKLE, skill_id)) ||
  1705. (sc->getSCE(SC_STASIS) && skill_block_check(src, SC_STASIS, skill_id)) ||
  1706. (sc->getSCE(SC_BITE) && skill_block_check(src, SC_BITE, skill_id)) ||
  1707. (sc->getSCE(SC_NOVAEXPLOSING) && skill_block_check(src, SC_NOVAEXPLOSING, skill_id)) ||
  1708. (sc->getSCE(SC_GRAVITYCONTROL) && skill_block_check(src, SC_GRAVITYCONTROL, skill_id)) ||
  1709. (sc->getSCE(SC_KAGEHUMI) && skill_block_check(src, SC_KAGEHUMI, skill_id))
  1710. #ifdef RENEWAL
  1711. || (sc->getSCE(SC_ENSEMBLEFATIGUE) && skill_id != CG_SPECIALSINGER)
  1712. #endif
  1713. ))
  1714. return false;
  1715. // Skill blocking.
  1716. if (
  1717. (sc->getSCE(SC_VOLCANO) && skill_id == WZ_ICEWALL) ||
  1718. #ifndef RENEWAL
  1719. (sc->getSCE(SC_ROKISWEIL) && skill_id != BD_ADAPTATION) ||
  1720. #endif
  1721. (sc->getSCE(SC_HERMODE) && skill_get_inf(skill_id) & INF_SUPPORT_SKILL) ||
  1722. (sc->getSCE(SC_NOCHAT) && sc->getSCE(SC_NOCHAT)->val1&MANNER_NOSKILL)
  1723. )
  1724. return false;
  1725. }
  1726. if (sc->option) {
  1727. if ((sc->option&OPTION_HIDE) && src->type == BL_PC && (skill_id == 0 || !skill_get_inf2(skill_id, INF2_ALLOWWHENHIDDEN))) {
  1728. // Non players can use all skills while hidden.
  1729. return false;
  1730. }
  1731. if (sc->option&OPTION_CHASEWALK && skill_id != ST_CHASEWALK)
  1732. return false;
  1733. }
  1734. }
  1735. if (target == NULL || target == src) // No further checking needed.
  1736. return true;
  1737. tsc = status_get_sc(target);
  1738. if (tsc && tsc->count) {
  1739. /**
  1740. * Attacks in invincible are capped to 1 damage and handled in battle.cpp.
  1741. * Allow spell break and eske for sealed shrine GDB when in INVINCIBLE state.
  1742. **/
  1743. if( tsc->getSCE(SC_INVINCIBLE) && !tsc->getSCE(SC_INVINCIBLEOFF) && skill_id && !(skill_id&(SA_SPELLBREAKER|SL_SKE)) )
  1744. return false;
  1745. if(!skill_id && tsc->getSCE(SC_TRICKDEAD))
  1746. return false;
  1747. if((skill_id == WZ_STORMGUST || skill_id == WZ_FROSTNOVA || skill_id == NJ_HYOUSYOURAKU || skill_id == NPC_STORMGUST2)
  1748. && tsc->getSCE(SC_FREEZE))
  1749. return false;
  1750. if(skill_id == PR_LEXAETERNA && (tsc->getSCE(SC_FREEZE) || tsc->getSCE(SC_STONE)))
  1751. return false;
  1752. if (tsc->getSCE(SC__MANHOLE) && !skill_get_inf2(skill_id, INF2_TARGETMANHOLE))
  1753. return false;
  1754. }
  1755. // If targetting, cloak+hide protect you, otherwise only hiding does.
  1756. hide_flag = flag?OPTION_HIDE:(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK);
  1757. // Skill that can hit hidden target
  1758. if( skill_get_inf2(skill_id, INF2_TARGETHIDDEN) )
  1759. hide_flag &= ~OPTION_HIDE;
  1760. switch( target->type ) {
  1761. case BL_PC: {
  1762. map_session_data *tsd = (TBL_PC*)target;
  1763. bool is_boss = (src && status_get_class_(src) == CLASS_BOSS);
  1764. bool is_detect = status_has_mode(status,MD_DETECTOR);
  1765. if (pc_isinvisible(tsd))
  1766. return false;
  1767. if (tsc) {
  1768. if ((tsc->option&hide_flag) && !is_boss && (tsd->special_state.perfect_hiding || !is_detect))
  1769. return false;
  1770. if ((tsc->getSCE(SC_CLOAKINGEXCEED) || tsc->getSCE(SC_NEWMOON)) && !is_boss && (tsd->special_state.perfect_hiding || is_detect))
  1771. return false; // Works against insect and demon but not against bosses
  1772. if (tsc->getSCE(SC__FEINTBOMB) && (is_boss || is_detect))
  1773. return false; // Works against all
  1774. if ((tsc->getSCE(SC_CAMOUFLAGE) || tsc->getSCE(SC_STEALTHFIELD) || tsc->getSCE(SC_SUHIDE)) && !(is_boss || is_detect) && (!skill_id || (!flag && src)))
  1775. return false; // Insect, demon, and boss can detect
  1776. }
  1777. }
  1778. break;
  1779. case BL_ITEM: // Allow targetting of items to pick'em up (or in the case of mobs, to loot them).
  1780. // !TODO: Would be nice if this could be used to judge whether the player can or not pick up the item it targets. [Skotlex]
  1781. if (status_has_mode(status,MD_LOOTER))
  1782. return true;
  1783. return false;
  1784. case BL_HOM:
  1785. case BL_MER:
  1786. case BL_ELEM:
  1787. 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 )
  1788. return false; // Can't use support skills on Homunculus (only Master/Self)
  1789. if( target->type == BL_MER && (skill_id == PR_ASPERSIO || (skill_id >= SA_FLAMELAUNCHER && skill_id <= SA_SEISMICWEAPON)) && battle_get_master(target) != src )
  1790. return false; // Can't use Weapon endow skills on Mercenary (only Master)
  1791. if( skill_id == AM_POTIONPITCHER && ( target->type == BL_MER || target->type == BL_ELEM) )
  1792. return false; // Can't use Potion Pitcher on Mercenaries
  1793. if (tsc && tsc->getSCE(SC_ELEMENTAL_VEIL) && !(src && status_get_class_(src) == CLASS_BOSS) && !status_has_mode(status, MD_DETECTOR))
  1794. return false;
  1795. default:
  1796. // Check for chase-walk/hiding/cloaking opponents.
  1797. if( tsc ) {
  1798. if( tsc->option&hide_flag && !status_has_mode(status,MD_DETECTOR))
  1799. return false;
  1800. }
  1801. }
  1802. return true;
  1803. }
  1804. /**
  1805. * Checks whether the src can see the target
  1806. * @param src: Object using skill on target [PC|MOB|PET|HOM|MER|ELEM]
  1807. * @param target: Object being targeted by src [PC|MOB|HOM|MER|ELEM]
  1808. * @return src can see (1) or target is invisible (0)
  1809. * @author [Skotlex]
  1810. */
  1811. int status_check_visibility(struct block_list *src, struct block_list *target)
  1812. {
  1813. int view_range;
  1814. struct status_data* status = status_get_status_data(src);
  1815. status_change* tsc = status_get_sc(target);
  1816. switch (src->type) {
  1817. case BL_MOB:
  1818. view_range = ((TBL_MOB*)src)->min_chase;
  1819. break;
  1820. case BL_PET:
  1821. view_range = ((TBL_PET*)src)->db->range2;
  1822. break;
  1823. default:
  1824. view_range = AREA_SIZE;
  1825. }
  1826. if (src->m != target->m || !check_distance_bl(src, target, view_range))
  1827. return 0;
  1828. if ( src->type == BL_NPC) // NPCs don't care for the rest
  1829. return 1;
  1830. if (tsc) {
  1831. bool is_boss = (status_get_class_(src) == CLASS_BOSS);
  1832. bool is_detector = status_has_mode(status,MD_DETECTOR);
  1833. switch (target->type) { // Check for chase-walk/hiding/cloaking opponents.
  1834. case BL_PC: {
  1835. map_session_data *tsd = (TBL_PC*)target;
  1836. 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))
  1837. return 0;
  1838. if ((tsc->getSCE(SC_CLOAKINGEXCEED) || tsc->getSCE(SC_NEWMOON)) && !is_boss && ((tsd && tsd->special_state.perfect_hiding) || is_detector))
  1839. return 0;
  1840. if (tsc->getSCE(SC__FEINTBOMB) && !is_boss && !is_detector)
  1841. return 0;
  1842. }
  1843. break;
  1844. case BL_ELEM:
  1845. if (tsc->getSCE(SC_ELEMENTAL_VEIL) && !is_boss && !is_detector)
  1846. return 0;
  1847. break;
  1848. default:
  1849. 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)
  1850. return 0;
  1851. }
  1852. }
  1853. return 1;
  1854. }
  1855. /**
  1856. * Base ASPD value taken from the job tables
  1857. * @param sd: Player object
  1858. * @param status: Player status
  1859. * @return base amotion after single/dual weapon and shield adjustments [RENEWAL]
  1860. * base amotion after single/dual weapon and stats adjustments [PRE-RENEWAL]
  1861. */
  1862. int status_base_amotion_pc(map_session_data* sd, struct status_data* status)
  1863. {
  1864. std::shared_ptr<s_job_info> job = job_db.find(sd->status.class_);
  1865. if (job == nullptr)
  1866. return 2000;
  1867. int amotion;
  1868. #ifdef RENEWAL_ASPD
  1869. int16 skill_lv, val = 0;
  1870. float temp_aspd = 0;
  1871. amotion = job->aspd_base[sd->weapontype1]; // Single weapon
  1872. if (sd->status.shield)
  1873. amotion += job->aspd_base[MAX_WEAPON_TYPE];
  1874. else if (sd->weapontype2 != W_FIST && sd->equip_index[EQI_HAND_R] != sd->equip_index[EQI_HAND_L])
  1875. amotion += job->aspd_base[sd->weapontype2] / 4; // Dual-wield
  1876. switch(sd->status.weapon) {
  1877. case W_BOW:
  1878. case W_MUSICAL:
  1879. case W_WHIP:
  1880. case W_REVOLVER:
  1881. case W_RIFLE:
  1882. case W_GATLING:
  1883. case W_SHOTGUN:
  1884. case W_GRENADE:
  1885. temp_aspd = status->dex * status->dex / 7.0f + status->agi * status->agi * 0.5f;
  1886. break;
  1887. default:
  1888. temp_aspd = status->dex * status->dex / 5.0f + status->agi * status->agi * 0.5f;
  1889. break;
  1890. }
  1891. temp_aspd = (float)(sqrt(temp_aspd) * 0.25f) + 0xc4;
  1892. if ((skill_lv = pc_checkskill(sd,SA_ADVANCEDBOOK)) > 0 && sd->status.weapon == W_BOOK)
  1893. val += (skill_lv - 1) / 2 + 1;
  1894. if ((skill_lv = pc_checkskill(sd, SG_DEVIL)) > 0 && ((sd->class_&MAPID_THIRDMASK) == MAPID_STAR_EMPEROR || pc_is_maxjoblv(sd)))
  1895. val += 1 + skill_lv;
  1896. if ((skill_lv = pc_checkskill(sd,GS_SINGLEACTION)) > 0 && (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE))
  1897. val += ((skill_lv + 1) / 2);
  1898. if ((skill_lv = pc_checkskill(sd, RG_PLAGIARISM)) > 0)
  1899. val += skill_lv;
  1900. if (pc_isriding(sd))
  1901. val -= 50 - 10 * pc_checkskill(sd, KN_CAVALIERMASTERY);
  1902. else if (pc_isridingdragon(sd))
  1903. val -= 25 - 5 * pc_checkskill(sd, RK_DRAGONTRAINING);
  1904. amotion = ((int)(temp_aspd + ((float)(status_calc_aspd(&sd->bl, &sd->sc, true) + val) * status->agi / 200)) - min(amotion, 200));
  1905. #else
  1906. // Angra Manyu disregards aspd_base and similar
  1907. if (pc_checkequip2(sd, ITEMID_ANGRA_MANYU, EQI_ACC_L, EQI_MAX))
  1908. return 0;
  1909. // Base weapon delay
  1910. amotion = (sd->status.weapon < MAX_WEAPON_TYPE)
  1911. ? (job->aspd_base[sd->status.weapon]) // Single weapon
  1912. : (job->aspd_base[sd->weapontype1] + job->aspd_base[sd->weapontype2]) * 7 / 10; // Dual-wield
  1913. // Percentual delay reduction from stats
  1914. amotion -= amotion * (4 * status->agi + status->dex) / 1000;
  1915. // Raw delay adjustment from bAspd bonus
  1916. amotion += sd->bonus.aspd_add;
  1917. #endif
  1918. return amotion;
  1919. }
  1920. /**
  1921. * Base attack value calculated for units
  1922. * @param bl: Object to get attack for [BL_CHAR|BL_NPC]
  1923. * @param status: Object status
  1924. * @return base attack
  1925. */
  1926. unsigned short status_base_atk(const struct block_list *bl, const struct status_data *status, int level)
  1927. {
  1928. int flag = 0, str, dex, dstr;
  1929. #ifdef RENEWAL
  1930. if (!(bl->type&battle_config.enable_baseatk_renewal))
  1931. return 0;
  1932. #else
  1933. if (!(bl->type&battle_config.enable_baseatk))
  1934. return 0;
  1935. #endif
  1936. if (bl->type == BL_PC)
  1937. switch(((TBL_PC*)bl)->status.weapon) {
  1938. case W_BOW:
  1939. case W_MUSICAL:
  1940. case W_WHIP:
  1941. case W_REVOLVER:
  1942. case W_RIFLE:
  1943. case W_GATLING:
  1944. case W_SHOTGUN:
  1945. case W_GRENADE:
  1946. flag = 1;
  1947. }
  1948. if (flag) {
  1949. #ifdef RENEWAL
  1950. dstr =
  1951. #endif
  1952. str = status->dex;
  1953. dex = status->str;
  1954. } else {
  1955. #ifdef RENEWAL
  1956. dstr =
  1957. #endif
  1958. str = status->str;
  1959. dex = status->dex;
  1960. }
  1961. /** [Skotlex]
  1962. * Normally only players have base-atk, but homunc have a different batk
  1963. * equation, hinting that perhaps non-players should use this for batk.
  1964. **/
  1965. switch (bl->type) {
  1966. case BL_HOM:
  1967. #ifdef RENEWAL
  1968. str = 2 * level + status_get_homstr(bl);
  1969. #else
  1970. dstr = str / 10;
  1971. str += dstr*dstr;
  1972. #endif
  1973. break;
  1974. case BL_PC:
  1975. #ifdef RENEWAL
  1976. str = (dstr * 10 + dex * 10 / 5 + status->luk * 10 / 3 + level * 10 / 4) / 10 + 5 * status->pow;
  1977. #else
  1978. dstr = str / 10;
  1979. str += dstr*dstr;
  1980. str += dex / 5 + status->luk / 5;
  1981. #endif
  1982. break;
  1983. default:// Others
  1984. #ifdef RENEWAL
  1985. str = dstr + level;
  1986. #else
  1987. dstr = str / 10;
  1988. str += dstr*dstr;
  1989. str += dex / 5 + status->luk / 5;
  1990. #endif
  1991. break;
  1992. }
  1993. return cap_value(str, 0, USHRT_MAX);
  1994. }
  1995. #ifdef RENEWAL
  1996. /**
  1997. * Weapon attack value calculated for Players
  1998. * @param wa: Weapon attack
  1999. * @param status: Player status
  2000. * @return weapon attack
  2001. */
  2002. unsigned int status_weapon_atk(weapon_atk &wa)
  2003. {
  2004. return wa.atk + wa.atk2;
  2005. }
  2006. #endif
  2007. #ifndef RENEWAL
  2008. unsigned short status_base_matk_min(const struct status_data* status) { return status->int_ + (status->int_ / 7) * (status->int_ / 7); }
  2009. unsigned short status_base_matk_max(const struct status_data* status) { return status->int_ + (status->int_ / 5) * (status->int_ / 5); }
  2010. #else
  2011. /*
  2012. * Calculates minimum attack variance 80% from db's ATK1 for non BL_PC
  2013. * status->batk (base attack) will be added in battle_calc_base_damage
  2014. */
  2015. unsigned short status_base_atk_min(struct block_list *bl, const struct status_data* status, int level)
  2016. {
  2017. switch (bl->type) {
  2018. case BL_PET:
  2019. case BL_MOB:
  2020. case BL_MER:
  2021. case BL_ELEM:
  2022. return status->rhw.atk * 80 / 100;
  2023. case BL_HOM:
  2024. return (status_get_homstr(bl) + status_get_homdex(bl)) / 5;
  2025. default:
  2026. return status->rhw.atk;
  2027. }
  2028. }
  2029. /*
  2030. * Calculates maximum attack variance 120% from db's ATK1 for non BL_PC
  2031. * status->batk (base attack) will be added in battle_calc_base_damage
  2032. */
  2033. unsigned short status_base_atk_max(struct block_list *bl, const struct status_data* status, int level)
  2034. {
  2035. switch (bl->type) {
  2036. case BL_PET:
  2037. case BL_MOB:
  2038. case BL_MER:
  2039. case BL_ELEM:
  2040. return status->rhw.atk * 120 / 100;
  2041. case BL_HOM:
  2042. return (status_get_homluk(bl) + status_get_homstr(bl) + status_get_homdex(bl)) / 3;
  2043. default:
  2044. return status->rhw.atk2;
  2045. }
  2046. }
  2047. /*
  2048. * Calculates minimum magic attack
  2049. */
  2050. unsigned short status_base_matk_min(struct block_list *bl, const struct status_data* status, int level)
  2051. {
  2052. switch (bl->type) {
  2053. case BL_PET:
  2054. case BL_MOB:
  2055. case BL_MER:
  2056. case BL_ELEM:
  2057. return status->int_ + level + status->rhw.matk * 70 / 100;
  2058. case BL_HOM:
  2059. return status_get_homint(bl) + level + (status_get_homint(bl) + status_get_homdex(bl)) / 5;
  2060. case BL_PC:
  2061. default:
  2062. return status->int_ + (status->int_ / 2) + (status->dex / 5) + (status->luk / 3) + (level / 4) + 5 * status->spl;
  2063. }
  2064. }
  2065. /*
  2066. * Calculates maximum magic attack
  2067. */
  2068. unsigned short status_base_matk_max(struct block_list *bl, const struct status_data* status, int level)
  2069. {
  2070. switch (bl->type) {
  2071. case BL_PET:
  2072. case BL_MOB:
  2073. case BL_MER:
  2074. case BL_ELEM:
  2075. return status->int_ + level + status->rhw.matk * 130 / 100;
  2076. case BL_HOM:
  2077. return status_get_homint(bl) + level + (status_get_homluk(bl) + status_get_homint(bl) + status_get_homdex(bl)) / 3;
  2078. case BL_PC:
  2079. default:
  2080. return status->int_ + (status->int_ / 2) + (status->dex / 5) + (status->luk / 3) + (level / 4) + 5 * status->spl;
  2081. }
  2082. }
  2083. #endif
  2084. /**
  2085. * Fills in the misc data that can be calculated from the other status info (except for level)
  2086. * @param bl: Object to calculate status on [PC|MOB|PET|HOM|MERC|ELEM]
  2087. * @param status: Player status
  2088. */
  2089. void status_calc_misc(struct block_list *bl, struct status_data *status, int level)
  2090. {
  2091. int stat;
  2092. // Non players get the value set, players need to stack with previous bonuses.
  2093. if( bl->type != BL_PC ){
  2094. status->batk =
  2095. status->hit = status->flee =
  2096. status->def2 = status->mdef2 =
  2097. status->cri = status->flee2 =
  2098. status->patk = status->smatk =
  2099. status->hplus = status->crate = 0;
  2100. if (bl->type != BL_MOB) // BL_MOB has values set when loading mob_db
  2101. status->res = status->mres = 0;
  2102. }
  2103. #ifdef RENEWAL // Renewal formulas
  2104. if (bl->type == BL_HOM) {
  2105. // Def2
  2106. stat = status_get_homvit(bl) + status_get_homagi(bl) / 2;
  2107. status->def2 = cap_value(stat, 0, SHRT_MAX);
  2108. // Mdef2
  2109. stat = (status_get_homvit(bl) + status_get_homint(bl)) / 2;
  2110. status->mdef2 = cap_value(stat, 0, SHRT_MAX);
  2111. // Def
  2112. stat = status->def;
  2113. stat += status_get_homvit(bl) + level / 2;
  2114. status->def = cap_value(stat, 0, SHRT_MAX);
  2115. // Mdef
  2116. stat = (int)(((float)status_get_homvit(bl) + level) / 4 + (float)status_get_homint(bl) / 2);
  2117. status->mdef = cap_value(stat, 0, SHRT_MAX);
  2118. // Hit
  2119. stat = level + status->dex + 150;
  2120. status->hit = cap_value(stat, 1, SHRT_MAX);
  2121. // Flee
  2122. stat = level + status_get_homagi(bl);
  2123. status->flee = cap_value(stat, 1, SHRT_MAX);
  2124. } else {
  2125. // Hit
  2126. stat = status->hit;
  2127. 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
  2128. stat += 2 * status->con;
  2129. status->hit = cap_value(stat, 1, SHRT_MAX);
  2130. // Flee
  2131. stat = status->flee;
  2132. 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
  2133. stat += 2 * status->con;
  2134. status->flee = cap_value(stat, 1, SHRT_MAX);
  2135. // Def2
  2136. if (bl->type == BL_MER)
  2137. stat = (int)(status->vit + ((float)level / 10) + ((float)status->vit / 5));
  2138. else {
  2139. stat = status->def2;
  2140. 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)
  2141. }
  2142. status->def2 = cap_value(stat, 0, SHRT_MAX);
  2143. // Mdef2
  2144. if (bl->type == BL_MER)
  2145. stat = (int)(((float)level / 10) + ((float)status->int_ / 5));
  2146. else {
  2147. stat = status->mdef2;
  2148. 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)
  2149. }
  2150. status->mdef2 = cap_value(stat, 0, SHRT_MAX);
  2151. // PAtk
  2152. stat = status->patk;
  2153. stat += status->pow / 3 + status->con / 5;
  2154. status->patk = cap_value(stat, 0, SHRT_MAX);
  2155. // SMatk
  2156. stat = status->smatk;
  2157. stat += status->spl / 3 + status->con / 5;
  2158. status->smatk = cap_value(stat, 0, SHRT_MAX);
  2159. // Res
  2160. stat = status->res;
  2161. stat += status->sta + status->sta / 3 * 5;
  2162. status->res = cap_value(stat, 0, SHRT_MAX);
  2163. // Mres
  2164. stat = status->mres;
  2165. stat += status->wis + status->wis / 3 * 5;
  2166. status->mres = cap_value(stat, 0, SHRT_MAX);
  2167. // HPlus
  2168. stat = status->hplus;
  2169. stat += status->crt;
  2170. status->hplus = cap_value(stat, 0, SHRT_MAX);
  2171. // CRate
  2172. stat = status->crate;
  2173. stat += status->crt / 3;
  2174. status->crate = cap_value(stat, 0, SHRT_MAX);
  2175. }
  2176. // ATK
  2177. if (bl->type != BL_PC) {
  2178. status->rhw.atk2 = status_base_atk_max(bl, status, level);
  2179. status->rhw.atk = status_base_atk_min(bl, status, level);
  2180. }
  2181. // MAtk
  2182. status->matk_min = status_base_matk_min(bl, status, level);
  2183. status->matk_max = status_base_matk_max(bl, status, level);
  2184. #else
  2185. // Matk
  2186. status->matk_min = status_base_matk_min(status);
  2187. status->matk_max = status_base_matk_max(status);
  2188. // Hit
  2189. stat = status->hit;
  2190. stat += level + status->dex;
  2191. status->hit = cap_value(stat, 1, SHRT_MAX);
  2192. // Flee
  2193. stat = status->flee;
  2194. stat += level + status->agi;
  2195. status->flee = cap_value(stat, 1, SHRT_MAX);
  2196. // Def2
  2197. stat = status->def2;
  2198. stat += status->vit;
  2199. status->def2 = cap_value(stat, 0, SHRT_MAX);
  2200. // Mdef2
  2201. stat = status->mdef2;
  2202. stat += status->int_ + (status->vit / 2);
  2203. status->mdef2 = cap_value(stat, 0, SHRT_MAX);
  2204. #endif
  2205. //Critical
  2206. if( bl->type&battle_config.enable_critical ) {
  2207. stat = status->cri;
  2208. stat += 10 + (status->luk*10/3); // (every 1 luk = +0.3 critical)
  2209. status->cri = cap_value(stat, 1, SHRT_MAX);
  2210. } else
  2211. status->cri = 0;
  2212. if (bl->type&battle_config.enable_perfect_flee) {
  2213. stat = status->flee2;
  2214. stat += status->luk + 10; // (every 10 luk = +1 perfect flee)
  2215. status->flee2 = cap_value(stat, 0, SHRT_MAX);
  2216. } else
  2217. status->flee2 = 0;
  2218. if (status->batk) {
  2219. int temp = status->batk + status_base_atk(bl, status, level);
  2220. status->batk = cap_value(temp, 0, USHRT_MAX);
  2221. } else
  2222. status->batk = status_base_atk(bl, status, level);
  2223. if (status->cri) {
  2224. switch (bl->type) {
  2225. case BL_MOB:
  2226. if(battle_config.mob_critical_rate != 100)
  2227. status->cri = cap_value(status->cri*battle_config.mob_critical_rate/100,1,SHRT_MAX);
  2228. if(!status->cri && battle_config.mob_critical_rate)
  2229. status->cri = 10;
  2230. break;
  2231. case BL_PC:
  2232. // Players don't have a critical adjustment setting as of yet.
  2233. break;
  2234. default:
  2235. if(battle_config.critical_rate != 100)
  2236. status->cri = cap_value(status->cri*battle_config.critical_rate/100,1,SHRT_MAX);
  2237. if (!status->cri && battle_config.critical_rate)
  2238. status->cri = 10;
  2239. }
  2240. }
  2241. if(bl->type&BL_REGEN)
  2242. status_calc_regen(bl, status, status_get_regen_data(bl));
  2243. }
  2244. /**
  2245. * Calculates the initial status for the given mob
  2246. * @param md: Mob object
  2247. * @param opt: Whether or not it is the first calculation
  2248. This will only be false when a mob levels up (Regular and WoE Guardians)
  2249. * @return 1 for calculated special statuses or 0 for none
  2250. * @author [Skotlex]
  2251. */
  2252. int status_calc_mob_(struct mob_data* md, uint8 opt)
  2253. {
  2254. struct status_data *status;
  2255. struct block_list *mbl = NULL;
  2256. int flag=0;
  2257. if (opt&SCO_FIRST) { // Set basic level on respawn.
  2258. if (md->level > 0 && md->level <= MAX_LEVEL && md->level != md->db->lv)
  2259. ;
  2260. else
  2261. md->level = md->db->lv;
  2262. md->damagetaken = md->db->damagetaken;
  2263. }
  2264. // Check if we need custom base-status
  2265. if (battle_config.mobs_level_up && md->level > md->db->lv)
  2266. flag|=1;
  2267. if (md->special_state.size)
  2268. flag|=2;
  2269. if (md->guardian_data && md->guardian_data->guardup_lv)
  2270. flag|=4;
  2271. if (md->mob_id == MOBID_EMPERIUM)
  2272. flag|=4;
  2273. if (battle_config.slaves_inherit_speed && md->master_id)
  2274. flag|=8;
  2275. if (md->master_id && md->special_state.ai>AI_ATTACK)
  2276. flag|=16;
  2277. if (md->master_id && battle_config.slaves_inherit_mode)
  2278. flag |= 32;
  2279. if (!flag) { // No special status required.
  2280. if (md->base_status) {
  2281. aFree(md->base_status);
  2282. md->base_status = NULL;
  2283. }
  2284. if (opt&SCO_FIRST)
  2285. memcpy(&md->status, &md->db->status, sizeof(struct status_data));
  2286. return 0;
  2287. }
  2288. if (!md->base_status)
  2289. md->base_status = (struct status_data*)aCalloc(1, sizeof(struct status_data));
  2290. status = md->base_status;
  2291. memcpy(status, &md->db->status, sizeof(struct status_data));
  2292. if (flag&(8|16))
  2293. mbl = map_id2bl(md->master_id);
  2294. if (flag&8 && mbl) {
  2295. struct status_data *mstatus = status_get_base_status(mbl);
  2296. if (mstatus &&
  2297. battle_config.slaves_inherit_speed&(status_has_mode(mstatus,MD_CANMOVE)?1:2))
  2298. status->speed = mstatus->speed;
  2299. if( status->speed < 2 ) // Minimum for the unit to function properly
  2300. status->speed = 2;
  2301. }
  2302. if (flag&32)
  2303. status_calc_slave_mode(md, map_id2md(md->master_id));
  2304. if (flag&1) { // Increase from mobs leveling up [Valaris]
  2305. int diff = md->level - md->db->lv;
  2306. status->str += diff;
  2307. status->agi += diff;
  2308. status->vit += diff;
  2309. status->int_ += diff;
  2310. status->dex += diff;
  2311. status->luk += diff;
  2312. status->max_hp += diff * status->vit;
  2313. status->max_sp += diff * status->int_;
  2314. status->hp = status->max_hp;
  2315. status->sp = status->max_sp;
  2316. status->speed -= cap_value(diff, 0, status->speed - 10);
  2317. }
  2318. if (flag&2 && battle_config.mob_size_influence) { // Change for sized monsters [Valaris]
  2319. if (md->special_state.size == SZ_MEDIUM) {
  2320. status->max_hp /= 2;
  2321. status->max_sp /= 2;
  2322. if (!status->max_hp) status->max_hp = 1;
  2323. if (!status->max_sp) status->max_sp = 1;
  2324. status->hp = status->max_hp;
  2325. status->sp = status->max_sp;
  2326. status->str /= 2;
  2327. status->agi /= 2;
  2328. status->vit /= 2;
  2329. status->int_ /= 2;
  2330. status->dex /= 2;
  2331. status->luk /= 2;
  2332. if (!status->str) status->str = 1;
  2333. if (!status->agi) status->agi = 1;
  2334. if (!status->vit) status->vit = 1;
  2335. if (!status->int_) status->int_ = 1;
  2336. if (!status->dex) status->dex = 1;
  2337. if (!status->luk) status->luk = 1;
  2338. } else if (md->special_state.size == SZ_BIG) {
  2339. status->max_hp *= 2;
  2340. status->max_sp *= 2;
  2341. status->hp = status->max_hp;
  2342. status->sp = status->max_sp;
  2343. status->str *= 2;
  2344. status->agi *= 2;
  2345. status->vit *= 2;
  2346. status->int_ *= 2;
  2347. status->dex *= 2;
  2348. status->luk *= 2;
  2349. }
  2350. }
  2351. status_calc_misc(&md->bl, status, md->level);
  2352. if(flag&4) { // Strengthen Guardians - custom value +10% / lv
  2353. struct map_data *mapdata = map_getmapdata(md->bl.m);
  2354. std::shared_ptr<guild_castle> gc = castle_db.mapname2gc(mapdata->name);
  2355. if (gc == nullptr)
  2356. ShowError("status_calc_mob: No castle set at map %s\n", mapdata->name);
  2357. else if(gc->castle_id < 24 || md->mob_id == MOBID_EMPERIUM) {
  2358. #ifdef RENEWAL
  2359. status->max_hp += 50 * (gc->defense / 5);
  2360. #else
  2361. status->max_hp += 1000 * gc->defense;
  2362. #endif
  2363. status->hp = status->max_hp;
  2364. status->def += (gc->defense+2)/3;
  2365. status->mdef += (gc->defense+2)/3;
  2366. }
  2367. if(md->mob_id != MOBID_EMPERIUM) {
  2368. status->max_hp += 1000 * gc->defense;
  2369. status->hp = status->max_hp;
  2370. status->batk += 2 * md->guardian_data->guardup_lv + 8;
  2371. status->rhw.atk += 2 * md->guardian_data->guardup_lv + 8;
  2372. status->rhw.atk2 += 2 * md->guardian_data->guardup_lv + 8;
  2373. status->aspd_rate -= 2 * md->guardian_data->guardup_lv + 3;
  2374. }
  2375. }
  2376. if (flag&16 && mbl) { // Max HP setting from Summon Flora/marine Sphere
  2377. struct unit_data *ud = unit_bl2ud(mbl);
  2378. // Remove special AI when this is used by regular mobs.
  2379. if (mbl->type == BL_MOB && !((TBL_MOB*)mbl)->special_state.ai)
  2380. md->special_state.ai = AI_NONE;
  2381. if (ud) {
  2382. // Different levels of HP according to skill level
  2383. if(!ud->skill_id) // !FIXME: We lost the unit data for magic decoy in somewhere before this
  2384. ud->skill_id = ((TBL_PC*)mbl)->menuskill_id;
  2385. switch(ud->skill_id) {
  2386. case AM_SPHEREMINE:
  2387. status->max_hp = 2000 + 400*ud->skill_lv;
  2388. break;
  2389. case KO_ZANZOU:
  2390. status->max_hp = 3000 + 3000 * ud->skill_lv;
  2391. break;
  2392. case AM_CANNIBALIZE:
  2393. status->max_hp = 1500 + 200*ud->skill_lv + 10*status_get_lv(mbl);
  2394. status->mode = static_cast<e_mode>(status->mode|MD_CANATTACK|MD_AGGRESSIVE);
  2395. break;
  2396. case MH_SUMMON_LEGION:
  2397. {
  2398. int homblvl = status_get_lv(mbl);
  2399. status->max_hp = 10 * (100 * (ud->skill_lv + 2) + homblvl);
  2400. status->batk = 100 * (ud->skill_lv+5) / 2;
  2401. status->def = 10 * (100 * (ud->skill_lv+2) + homblvl);
  2402. // status->aspd_rate = 10 * (2 * (20 - ud->skill_lv) - homblvl/10);
  2403. // status->aspd_rate = max(100,status->aspd_rate);
  2404. break;
  2405. }
  2406. case NC_SILVERSNIPER:
  2407. {
  2408. struct status_data *mstatus = status_get_status_data(mbl);
  2409. if(!mstatus)
  2410. break;
  2411. status->max_hp = (1000 * ud->skill_lv) + (mstatus->hp / 3) + (status_get_lv(mbl) * 12);
  2412. status->batk = 200 * ud->skill_lv;
  2413. break;
  2414. }
  2415. case NC_MAGICDECOY:
  2416. {
  2417. struct status_data *mstatus = status_get_status_data(mbl);
  2418. if(!mstatus)
  2419. break;
  2420. status->max_hp = (1000 * ((TBL_PC*)mbl)->menuskill_val) + (mstatus->sp * 4) + (status_get_lv(mbl) * 12);
  2421. status->matk_min = status->matk_max = 250 + 50*((TBL_PC*)mbl)->menuskill_val;
  2422. break;
  2423. }
  2424. case MT_SUMMON_ABR_BATTLE_WARIOR:
  2425. case MT_SUMMON_ABR_DUAL_CANNON:
  2426. case MT_SUMMON_ABR_MOTHER_NET:
  2427. case MT_SUMMON_ABR_INFINITY: {
  2428. map_session_data *msd = BL_CAST(BL_PC, mbl);
  2429. status_data *mstatus = status_get_status_data(mbl);
  2430. if (msd == nullptr || mstatus == nullptr)
  2431. break;
  2432. uint8 abr_mastery = pc_checkskill(msd, MT_ABR_M);
  2433. // Custom formulas for ABR's.
  2434. // Its unknown how the summoner's stats affects the ABR's stats.
  2435. // I decided to do something similar to elementals for now until I know.
  2436. // Also added hit increase from ABR-Mastery for balance reasons. [Rytech]
  2437. status->max_hp = (5000 + 2000 * abr_mastery) * mstatus->vit / 100;
  2438. status->rhw.atk = (2 * mstatus->batk + 500 + 200 * abr_mastery) * 70 / 100;
  2439. status->rhw.atk2 = 2 * mstatus->batk + 500 + 200 * abr_mastery;
  2440. status->def = mstatus->def + 20 * abr_mastery;
  2441. status->mdef = mstatus->mdef + 4 * abr_mastery;
  2442. status->hit = mstatus->hit + 5 * abr_mastery / 2;
  2443. status->flee = mstatus->flee + 10 * abr_mastery;
  2444. status->speed = mstatus->speed;
  2445. // The Infinity ABR appears to have a much higher attack then other
  2446. // ABR's and im guessing has a much higher MaxHP due to it being a AP
  2447. // costing summon. [Rytech]
  2448. if (ud->skill_id == MT_SUMMON_ABR_INFINITY) {
  2449. status->max_hp += 20000;
  2450. status->rhw.atk += 1400; // 70% of 2000
  2451. status->rhw.atk2 += 2000;
  2452. }
  2453. }
  2454. break;
  2455. case BO_WOODENWARRIOR:
  2456. case BO_WOODEN_FAIRY:
  2457. case BO_CREEPER:
  2458. case BO_HELLTREE: {
  2459. map_session_data *msd = BL_CAST(BL_PC, mbl);
  2460. status_data *mstatus = status_get_status_data(mbl);
  2461. if (msd == nullptr || mstatus == nullptr)
  2462. break;
  2463. uint8 bionic_mastery = pc_checkskill(msd, BO_BIONICS_M);
  2464. // Custom formulas for bionic's.
  2465. // Its unknown how the summoner's stats affects the bionic's stats.
  2466. // I decided to do something similar to elementals for now until I know.
  2467. // Also added hit increase from Bionic-Mastery for balance reasons. [Rytech]
  2468. status->max_hp = (5000 + 2000 * bionic_mastery) * mstatus->vit / 100;
  2469. //status->max_sp = (50 + 20 * bionic_mastery) * mstatus->int_ / 100;// Wait what??? Bionic Mastery increases MaxSP? They have SP???
  2470. status->rhw.atk = (2 * mstatus->batk + 200 * bionic_mastery) * 70 / 100;
  2471. status->rhw.atk2 = 2 * mstatus->batk + 200 * bionic_mastery;
  2472. status->def = mstatus->def + 20 * bionic_mastery;
  2473. status->mdef = mstatus->mdef + 4 * bionic_mastery;
  2474. status->hit = mstatus->hit + 5 * bionic_mastery / 2;
  2475. status->flee = mstatus->flee + 10 * bionic_mastery;
  2476. status->speed = mstatus->speed;
  2477. // The Hell Tree bionic appears to have a much higher attack then other
  2478. // bionic's and im guessing has a much higher MaxHP due to it being a AP
  2479. // costing summon. [Rytech]
  2480. if (ud->skill_id == BO_HELLTREE) {
  2481. status->max_hp += 20000;
  2482. status->rhw.atk += 1400; // 70% of 2000
  2483. status->rhw.atk2 += 2000;
  2484. }
  2485. }
  2486. break;
  2487. }
  2488. status->hp = status->max_hp;
  2489. }
  2490. }
  2491. if (opt&SCO_FIRST) // Initial battle status
  2492. memcpy(&md->status, status, sizeof(struct status_data));
  2493. return 1;
  2494. }
  2495. /**
  2496. * Calculates the stats of the given pet
  2497. * @param pd: Pet object
  2498. * @param opt: Whether or not it is the first calculation
  2499. This will only be false when a pet levels up
  2500. * @return 1
  2501. * @author [Skotlex]
  2502. */
  2503. void status_calc_pet_(struct pet_data *pd, uint8 opt)
  2504. {
  2505. nullpo_retv(pd);
  2506. if (opt&SCO_FIRST) {
  2507. memcpy(&pd->status, &pd->db->status, sizeof(struct status_data));
  2508. pd->status.mode = MD_CANMOVE; // Pets discard all modes, except walking
  2509. pd->status.class_ = CLASS_NORMAL;
  2510. pd->status.speed = pd->get_pet_walk_speed();
  2511. if(battle_config.pet_attack_support || battle_config.pet_damage_support) {
  2512. // Attack support requires the pet to be able to attack
  2513. pd->status.mode = static_cast<e_mode>(pd->status.mode|MD_CANATTACK);
  2514. }
  2515. }
  2516. if (battle_config.pet_lv_rate && pd->master) {
  2517. map_session_data *sd = pd->master;
  2518. int lv;
  2519. lv =sd->status.base_level*battle_config.pet_lv_rate/100;
  2520. if (lv < 0)
  2521. lv = 1;
  2522. if (lv != pd->pet.level || opt&SCO_FIRST) {
  2523. struct status_data *bstat = &pd->db->status, *status = &pd->status;
  2524. pd->pet.level = lv;
  2525. if (!(opt&SCO_FIRST)) // Lv Up animation
  2526. clif_misceffect(&pd->bl, 0);
  2527. status->rhw.atk = (bstat->rhw.atk*lv)/pd->db->lv;
  2528. status->rhw.atk2 = (bstat->rhw.atk2*lv)/pd->db->lv;
  2529. status->str = (bstat->str*lv)/pd->db->lv;
  2530. status->agi = (bstat->agi*lv)/pd->db->lv;
  2531. status->vit = (bstat->vit*lv)/pd->db->lv;
  2532. status->int_ = (bstat->int_*lv)/pd->db->lv;
  2533. status->dex = (bstat->dex*lv)/pd->db->lv;
  2534. status->luk = (bstat->luk*lv)/pd->db->lv;
  2535. status->rhw.atk = cap_value(status->rhw.atk, 1, battle_config.pet_max_atk1);
  2536. status->rhw.atk2 = cap_value(status->rhw.atk2, 2, battle_config.pet_max_atk2);
  2537. status->str = cap_value(status->str,1,battle_config.pet_max_stats);
  2538. status->agi = cap_value(status->agi,1,battle_config.pet_max_stats);
  2539. status->vit = cap_value(status->vit,1,battle_config.pet_max_stats);
  2540. status->int_= cap_value(status->int_,1,battle_config.pet_max_stats);
  2541. status->dex = cap_value(status->dex,1,battle_config.pet_max_stats);
  2542. status->luk = cap_value(status->luk,1,battle_config.pet_max_stats);
  2543. status_calc_misc(&pd->bl, &pd->status, lv);
  2544. if (!(opt&SCO_FIRST)) // Not done the first time because the pet is not visible yet
  2545. clif_send_petstatus(sd);
  2546. }
  2547. } else if (opt&SCO_FIRST) {
  2548. status_calc_misc(&pd->bl, &pd->status, pd->db->lv);
  2549. if (!battle_config.pet_lv_rate && pd->pet.level != pd->db->lv)
  2550. pd->pet.level = pd->db->lv;
  2551. }
  2552. // Support rate modifier (1000 = 100%)
  2553. pd->rate_fix = min(1000 * (pd->pet.intimate - battle_config.pet_support_min_friendly) / (1000 - battle_config.pet_support_min_friendly) + 500, USHRT_MAX);
  2554. pd->rate_fix = min(apply_rate(pd->rate_fix, battle_config.pet_support_rate), USHRT_MAX);
  2555. }
  2556. /**
  2557. * Get HP bonus modifiers
  2558. * @param bl: block_list that will be checked
  2559. * @param type: type of e_status_bonus (STATUS_BONUS_FIX or STATUS_BONUS_RATE)
  2560. * @return bonus: total bonus for HP
  2561. * @author [Cydh]
  2562. */
  2563. static int status_get_hpbonus(struct block_list *bl, enum e_status_bonus type) {
  2564. int bonus = 0;
  2565. if (type == STATUS_BONUS_FIX) {
  2566. status_change *sc = status_get_sc(bl);
  2567. //Only for BL_PC
  2568. if (bl->type == BL_PC) {
  2569. map_session_data *sd = map_id2sd(bl->id);
  2570. uint16 skill_lv;
  2571. bonus += sd->bonus.hp;
  2572. if ((skill_lv = pc_checkskill(sd,CR_TRUST)) > 0)
  2573. bonus += skill_lv * 200;
  2574. if (pc_checkskill(sd,SU_SPRITEMABLE) > 0)
  2575. bonus += 1000;
  2576. if (pc_checkskill(sd, SU_POWEROFSEA) > 0) {
  2577. bonus += 1000;
  2578. if (pc_checkskill_summoner(sd, SUMMONER_POWER_SEA) >= 20)
  2579. bonus += 3000;
  2580. }
  2581. if ((skill_lv = pc_checkskill(sd, NV_BREAKTHROUGH)) > 0)
  2582. bonus += 350 * skill_lv + (skill_lv > 4 ? 250 : 0);
  2583. if ((skill_lv = pc_checkskill(sd, NV_TRANSCENDENCE)) > 0)
  2584. bonus += 350 * skill_lv + (skill_lv > 4 ? 250 : 0);
  2585. #ifndef HP_SP_TABLES
  2586. if ((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.base_level >= 99)
  2587. bonus += 2000; // Supernovice lvl99 hp bonus.
  2588. if ((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.base_level >= 150)
  2589. bonus += 2000; // Supernovice lvl150 hp bonus.
  2590. #endif
  2591. }
  2592. //Bonus by SC
  2593. if (sc) {
  2594. if(sc->getSCE(SC_INCMHP))
  2595. bonus += sc->getSCE(SC_INCMHP)->val1;
  2596. if(sc->getSCE(SC_EARTH_INSIGNIA) && sc->getSCE(SC_EARTH_INSIGNIA)->val1 == 2)
  2597. bonus += 500;
  2598. if (sc->getSCE(SC_PROMOTE_HEALTH_RESERCH))
  2599. bonus += sc->getSCE(SC_PROMOTE_HEALTH_RESERCH)->val3;
  2600. if(sc->getSCE(SC_SOLID_SKIN_OPTION))
  2601. bonus += 2000;
  2602. if(sc->getSCE(SC_MARIONETTE))
  2603. bonus -= 1000;
  2604. if(sc->getSCE(SC_SWORDCLAN))
  2605. bonus += 30;
  2606. if(sc->getSCE(SC_ARCWANDCLAN))
  2607. bonus += 30;
  2608. if(sc->getSCE(SC_GOLDENMACECLAN))
  2609. bonus += 30;
  2610. if(sc->getSCE(SC_CROSSBOWCLAN))
  2611. bonus += 30;
  2612. if(sc->getSCE(SC_GLASTHEIM_HPSP))
  2613. bonus += sc->getSCE(SC_GLASTHEIM_HPSP)->val1;
  2614. #ifdef RENEWAL
  2615. if (sc->getSCE(SC_ANGELUS))
  2616. bonus += sc->getSCE(SC_ANGELUS)->val1 * 50;
  2617. #endif
  2618. }
  2619. } else if (type == STATUS_BONUS_RATE) {
  2620. status_change *sc = status_get_sc(bl);
  2621. //Bonus by SC
  2622. if (sc) {
  2623. //Increasing
  2624. if(sc->getSCE(SC_INCMHPRATE))
  2625. bonus += sc->getSCE(SC_INCMHPRATE)->val1;
  2626. if(sc->getSCE(SC_APPLEIDUN))
  2627. bonus += sc->getSCE(SC_APPLEIDUN)->val2;
  2628. if(sc->getSCE(SC_DELUGE))
  2629. bonus += sc->getSCE(SC_DELUGE)->val2;
  2630. if(sc->getSCE(SC_BERSERK))
  2631. bonus += 200; //+200%
  2632. if(sc->getSCE(SC_MERC_HPUP))
  2633. bonus += sc->getSCE(SC_MERC_HPUP)->val2;
  2634. if(sc->getSCE(SC_EPICLESIS))
  2635. bonus += sc->getSCE(SC_EPICLESIS)->val2;
  2636. if(sc->getSCE(SC_FRIGG_SONG))
  2637. bonus += sc->getSCE(SC_FRIGG_SONG)->val2;
  2638. if(sc->getSCE(SC_LERADSDEW))
  2639. bonus += sc->getSCE(SC_LERADSDEW)->val3;
  2640. if(sc->getSCE(SC_FORCEOFVANGUARD))
  2641. bonus += (3 * sc->getSCE(SC_FORCEOFVANGUARD)->val1);
  2642. if(sc->getSCE(SC_INSPIRATION))
  2643. bonus += (4 * sc->getSCE(SC_INSPIRATION)->val1);
  2644. if(sc->getSCE(SC_RAISINGDRAGON))
  2645. bonus += sc->getSCE(SC_RAISINGDRAGON)->val1;
  2646. if(sc->getSCE(SC_GT_REVITALIZE))
  2647. bonus += sc->getSCE(SC_GT_REVITALIZE)->val2;
  2648. if(sc->getSCE(SC_ANGRIFFS_MODUS))
  2649. bonus += (5 * sc->getSCE(SC_ANGRIFFS_MODUS)->val1);
  2650. if(sc->getSCE(SC_PETROLOGY_OPTION))
  2651. bonus += sc->getSCE(SC_PETROLOGY_OPTION)->val2;
  2652. if(sc->getSCE(SC_POWER_OF_GAIA))
  2653. bonus += sc->getSCE(SC_POWER_OF_GAIA)->val3;
  2654. if(sc->getSCE(SC_CURSED_SOIL_OPTION))
  2655. bonus += sc->getSCE(SC_CURSED_SOIL_OPTION)->val2;
  2656. if(sc->getSCE(SC_UPHEAVAL_OPTION))
  2657. bonus += sc->getSCE(SC_UPHEAVAL_OPTION)->val2;
  2658. if(sc->getSCE(SC_LAUDAAGNUS))
  2659. bonus += 2 + (sc->getSCE(SC_LAUDAAGNUS)->val1 * 2);
  2660. #ifdef RENEWAL
  2661. if (sc->getSCE(SC_NIBELUNGEN) && sc->getSCE(SC_NIBELUNGEN)->val2 == RINGNBL_HPRATE)
  2662. bonus += 30;
  2663. #endif
  2664. if(sc->getSCE(SC_LUNARSTANCE))
  2665. bonus += sc->getSCE(SC_LUNARSTANCE)->val2;
  2666. if (sc->getSCE(SC_LUXANIMA))
  2667. bonus += sc->getSCE(SC_LUXANIMA)->val3;
  2668. if (sc->getSCE(SC_MTF_MHP))
  2669. bonus += sc->getSCE(SC_MTF_MHP)->val1;
  2670. if (sc->getSCE(SC_FIRM_FAITH))
  2671. bonus += sc->getSCE(SC_FIRM_FAITH)->val2;
  2672. //Decreasing
  2673. if (sc->getSCE(SC_VENOMBLEED) && sc->getSCE(SC_VENOMBLEED)->val3 == 1)
  2674. bonus -= 15;
  2675. if(sc->getSCE(SC_BEYONDOFWARCRY))
  2676. bonus -= sc->getSCE(SC_BEYONDOFWARCRY)->val3;
  2677. if(sc->getSCE(SC__WEAKNESS))
  2678. bonus -= sc->getSCE(SC__WEAKNESS)->val2;
  2679. if(sc->getSCE(SC_EQC))
  2680. bonus -= sc->getSCE(SC_EQC)->val3;
  2681. if(sc->getSCE(SC_PACKING_ENVELOPE3))
  2682. bonus += sc->getSCE(SC_PACKING_ENVELOPE3)->val1;
  2683. if(sc->getSCE(SC_2011RWC_SCROLL))
  2684. bonus -= 10;
  2685. if(sc->getSCE(SC_INFINITY_DRINK))
  2686. bonus += 5;
  2687. if(sc->getSCE(SC_COMBAT_PILL))
  2688. bonus -= 3;
  2689. if(sc->getSCE(SC_COMBAT_PILL2))
  2690. bonus -= 5;
  2691. }
  2692. // Max rate reduce is -100%
  2693. bonus = cap_value(bonus,-100,INT_MAX);
  2694. }
  2695. return min(bonus,INT_MAX);
  2696. }
  2697. /**
  2698. * HP bonus rate from equipment
  2699. */
  2700. static int status_get_hpbonus_equip(TBL_PC *sd) {
  2701. int bonus = 0;
  2702. bonus += sd->hprate;
  2703. return bonus -= 100; //Default hprate is 100, so it should be add 0%
  2704. }
  2705. /**
  2706. * HP bonus rate from usable items
  2707. */
  2708. static int status_get_hpbonus_item(block_list *bl) {
  2709. int bonus = 0;
  2710. status_change *sc = status_get_sc(bl);
  2711. //Bonus by SC
  2712. if (sc) {
  2713. if (sc->getSCE(SC_INCREASE_MAXHP))
  2714. bonus += sc->getSCE(SC_INCREASE_MAXHP)->val1;
  2715. if (sc->getSCE(SC_MUSTLE_M))
  2716. bonus += sc->getSCE(SC_MUSTLE_M)->val1;
  2717. if (sc->getSCE(SC_MYSTERIOUS_POWDER))
  2718. bonus -= sc->getSCE(SC_MYSTERIOUS_POWDER)->val1;
  2719. }
  2720. // Max rate reduce is -100%
  2721. return cap_value(bonus, -100, INT_MAX);
  2722. }
  2723. /**
  2724. * Get SP bonus modifiers
  2725. * @param bl: block_list that will be checked
  2726. * @param type: type of e_status_bonus (STATUS_BONUS_FIX or STATUS_BONUS_RATE)
  2727. * @return bonus: total bonus for SP
  2728. * @author [Cydh]
  2729. */
  2730. static int status_get_spbonus(struct block_list *bl, enum e_status_bonus type) {
  2731. int bonus = 0;
  2732. if (type == STATUS_BONUS_FIX) {
  2733. status_change *sc = status_get_sc(bl);
  2734. //Only for BL_PC
  2735. if (bl->type == BL_PC) {
  2736. map_session_data *sd = map_id2sd(bl->id);
  2737. uint16 skill_lv;
  2738. bonus += sd->bonus.sp;
  2739. if ((skill_lv = pc_checkskill(sd,SL_KAINA)) > 0)
  2740. bonus += 30 * skill_lv;
  2741. if ((skill_lv = pc_checkskill(sd,RA_RESEARCHTRAP)) > 0)
  2742. bonus += 200 + 20 * skill_lv;
  2743. if ((skill_lv = pc_checkskill(sd,WM_LESSON)) > 0)
  2744. bonus += 30 * skill_lv;
  2745. if (pc_checkskill(sd,SU_SPRITEMABLE) > 0)
  2746. bonus += 100;
  2747. if (pc_checkskill(sd, SU_POWEROFSEA) > 0) {
  2748. bonus += 100;
  2749. if (pc_checkskill_summoner(sd, SUMMONER_POWER_SEA) >= 20)
  2750. bonus += 300;
  2751. }
  2752. if ((skill_lv = pc_checkskill(sd, NV_BREAKTHROUGH)) > 0)
  2753. bonus += 30 * skill_lv + (skill_lv > 4 ? 50 : 0);
  2754. if ((skill_lv = pc_checkskill(sd, NV_TRANSCENDENCE)) > 0)
  2755. bonus += 30 * skill_lv + (skill_lv > 4 ? 50 : 0);
  2756. }
  2757. //Bonus by SC
  2758. if (sc) {
  2759. if(sc->getSCE(SC_INCMSP))
  2760. bonus += sc->getSCE(SC_INCMSP)->val1;
  2761. if(sc->getSCE(SC_EARTH_INSIGNIA) && sc->getSCE(SC_EARTH_INSIGNIA)->val1 == 3)
  2762. bonus += 50;
  2763. if(sc->getSCE(SC_SWORDCLAN))
  2764. bonus += 10;
  2765. if(sc->getSCE(SC_ARCWANDCLAN))
  2766. bonus += 10;
  2767. if(sc->getSCE(SC_GOLDENMACECLAN))
  2768. bonus += 10;
  2769. if(sc->getSCE(SC_CROSSBOWCLAN))
  2770. bonus += 10;
  2771. if(sc->getSCE(SC_GLASTHEIM_HPSP))
  2772. bonus += sc->getSCE(SC_GLASTHEIM_HPSP)->val2;
  2773. }
  2774. } else if (type == STATUS_BONUS_RATE) {
  2775. status_change *sc = status_get_sc(bl);
  2776. //Only for BL_PC
  2777. if (bl->type == BL_PC) {
  2778. map_session_data *sd = map_id2sd(bl->id);
  2779. uint8 i;
  2780. if((i = pc_checkskill(sd,HP_MEDITATIO)) > 0)
  2781. bonus += i;
  2782. if((i = pc_checkskill(sd,HW_SOULDRAIN)) > 0)
  2783. bonus += 2 * i;
  2784. #ifdef RENEWAL
  2785. if ((i = pc_checkskill(sd, (sd->status.sex ? BA_MUSICALLESSON : DC_DANCINGLESSON))) > 0)
  2786. bonus += i;
  2787. if (sc->getSCE(SC_NIBELUNGEN) && sc->getSCE(SC_NIBELUNGEN)->val2 == RINGNBL_SPRATE)
  2788. bonus += 30;
  2789. #endif
  2790. }
  2791. //Bonus by SC
  2792. if (sc) {
  2793. //Increasing
  2794. if(sc->getSCE(SC_INCMSPRATE))
  2795. bonus += sc->getSCE(SC_INCMSPRATE)->val1;
  2796. if(sc->getSCE(SC_RAISINGDRAGON))
  2797. bonus += sc->getSCE(SC_RAISINGDRAGON)->val1;
  2798. if(sc->getSCE(SC_SERVICE4U))
  2799. bonus += sc->getSCE(SC_SERVICE4U)->val2;
  2800. if(sc->getSCE(SC_MERC_SPUP))
  2801. bonus += sc->getSCE(SC_MERC_SPUP)->val2;
  2802. if (sc->getSCE(SC_LUXANIMA))
  2803. bonus += sc->getSCE(SC_LUXANIMA)->val3;
  2804. if (sc->getSCE(SC_MTF_MSP))
  2805. bonus += sc->getSCE(SC_MTF_MSP)->val1;
  2806. if(sc->getSCE(SC_PACKING_ENVELOPE4))
  2807. bonus += sc->getSCE(SC_PACKING_ENVELOPE4)->val1;
  2808. //Decreasing
  2809. if (sc->getSCE(SC_MELODYOFSINK))
  2810. bonus -= sc->getSCE(SC_MELODYOFSINK)->val3;
  2811. if (sc->getSCE(SC_2011RWC_SCROLL))
  2812. bonus -= 10;
  2813. if (sc->getSCE(SC_INFINITY_DRINK))
  2814. bonus += 5;
  2815. if (sc->getSCE(SC_MENTAL_POTION))
  2816. bonus += sc->getSCE(SC_MENTAL_POTION)->val1;
  2817. if(sc->getSCE(SC_COMBAT_PILL))
  2818. bonus -= 3;
  2819. if(sc->getSCE(SC_COMBAT_PILL2))
  2820. bonus -= 5;
  2821. }
  2822. // Max rate reduce is -100%
  2823. bonus = cap_value(bonus,-100,INT_MAX);
  2824. }
  2825. return min(bonus,INT_MAX);
  2826. }
  2827. /**
  2828. * SP bonus rate from equipment
  2829. */
  2830. static int status_get_spbonus_equip(TBL_PC *sd) {
  2831. int bonus = 0;
  2832. bonus += sd->sprate;
  2833. return bonus -= 100; //Default sprate is 100, so it should be add 0%
  2834. }
  2835. /**
  2836. * SP bonus rate from usable items
  2837. */
  2838. static int status_get_spbonus_item(block_list *bl) {
  2839. int bonus = 0;
  2840. status_change *sc = status_get_sc(bl);
  2841. //Bonus by SC
  2842. if (sc) {
  2843. if (sc->getSCE(SC_INCREASE_MAXSP))
  2844. bonus += sc->getSCE(SC_INCREASE_MAXSP)->val1;
  2845. if (sc->getSCE(SC_LIFE_FORCE_F))
  2846. bonus += sc->getSCE(SC_LIFE_FORCE_F)->val1;
  2847. if (sc->getSCE(SC_VITATA_500))
  2848. bonus += sc->getSCE(SC_VITATA_500)->val2;
  2849. if (sc->getSCE(SC_ENERGY_DRINK_RESERCH))
  2850. bonus += sc->getSCE(SC_ENERGY_DRINK_RESERCH)->val3;
  2851. }
  2852. // Max rate reduce is -100%
  2853. return cap_value(bonus, -100, INT_MAX);
  2854. }
  2855. /**
  2856. * Get AP bonus modifiers
  2857. * @param bl: block_list that will be checked
  2858. * @param type: type of e_status_bonus (STATUS_BONUS_FIX or STATUS_BONUS_RATE)
  2859. * @return bonus: total bonus for AP
  2860. */
  2861. static int status_get_apbonus(struct block_list *bl, enum e_status_bonus type) {
  2862. int bonus = 0;
  2863. if (type == STATUS_BONUS_FIX) {
  2864. status_change *sc = status_get_sc(bl);
  2865. //Only for BL_PC
  2866. if (bl->type == BL_PC) {
  2867. map_session_data *sd = map_id2sd(bl->id);
  2868. //uint16 skill_lv;
  2869. bonus += sd->bonus.ap;
  2870. //if ((skill_lv = pc_checkskill(sd, NV_BASIC)) > 0)
  2871. // bonus += 100 * skill_lv;
  2872. }
  2873. //Bonus by SC
  2874. if (sc) {
  2875. //if (sc->getSCE(SC_NONE))
  2876. // bonus += sc->getSCE(SC_NONE)->val1;
  2877. }
  2878. } else if (type == STATUS_BONUS_RATE) {
  2879. status_change *sc = status_get_sc(bl);
  2880. //Only for BL_PC
  2881. if (bl->type == BL_PC) {
  2882. map_session_data *sd = map_id2sd(bl->id);
  2883. //uint8 i;
  2884. //if ((i = pc_checkskill(sd, NV_BASIC)) > 0)
  2885. // bonus += 100 * i;
  2886. }
  2887. //Bonus by SC
  2888. if (sc) {
  2889. //if (sc->getSCE(SC_NONE))
  2890. // bonus += sc->getSCE(SC_NONE)->val1;
  2891. }
  2892. // Max rate reduce is -100%
  2893. bonus = cap_value(bonus, -100, INT_MAX);
  2894. }
  2895. return min(bonus, INT_MAX);
  2896. }
  2897. /**
  2898. * AP bonus rate from equipment
  2899. * @param sd: Player data
  2900. * @return AP rate
  2901. */
  2902. static int status_get_apbonus_equip(TBL_PC *sd) {
  2903. int bonus = 0;
  2904. bonus += sd->aprate;
  2905. return bonus -= 100; //Default aprate is 100, so it should be add 0%
  2906. }
  2907. /**
  2908. * AP bonus rate from usable items
  2909. * @param bl: Object to check against
  2910. * @return AP bonus
  2911. */
  2912. static int status_get_apbonus_item(block_list *bl) {
  2913. int bonus = 0;
  2914. status_change *sc = status_get_sc(bl);
  2915. //Bonus by SC
  2916. if (sc) {
  2917. //if (sc->getSCE(SC_NONE))
  2918. // bonus += sc->getSCE(SC_NONE)->val1;
  2919. }
  2920. // Max rate reduce is -100%
  2921. return cap_value(bonus, -100, INT_MAX);
  2922. }
  2923. /**
  2924. * Get final MaxHP or MaxSP for player. References: http://irowiki.org/wiki/Max_HP and http://irowiki.org/wiki/Max_SP
  2925. * The calculation needs base_level, base_status/battle_status (vit or int), additive modifier, and multiplicative modifier
  2926. * @param sd Player
  2927. * @param stat Vit/Int of player as param modifier
  2928. * @param isHP true - calculates Max HP, false - calculated Max SP
  2929. * @return max The max value of HP or SP
  2930. */
  2931. static unsigned int status_calc_maxhpsp_pc(map_session_data* sd, unsigned int stat, bool isHP) {
  2932. nullpo_ret(sd);
  2933. double dmax = 0;
  2934. uint32 level = umax(sd->status.base_level,1);
  2935. std::shared_ptr<s_job_info> job = job_db.find(pc_mapid2jobid(sd->class_, sd->status.sex));
  2936. if (job == nullptr)
  2937. return 1;
  2938. if (isHP) { //Calculates MaxHP
  2939. double equip_bonus = 0, item_bonus = 0;
  2940. 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);
  2941. dmax += sd->indexed_bonus.param_equip[PARAM_VIT]; //Vit from equip gives +1 additional HP
  2942. dmax += status_get_hpbonus(&sd->bl,STATUS_BONUS_FIX);
  2943. equip_bonus = (dmax * status_get_hpbonus_equip(sd) / 100);
  2944. item_bonus = (dmax * status_get_hpbonus_item(&sd->bl) / 100);
  2945. dmax += equip_bonus + item_bonus;
  2946. dmax += (int64)(dmax * status_get_hpbonus(&sd->bl,STATUS_BONUS_RATE) / 100); //Aegis accuracy
  2947. }
  2948. else { //Calculates MaxSP
  2949. double equip_bonus = 0, item_bonus = 0;
  2950. 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);
  2951. dmax += sd->indexed_bonus.param_equip[PARAM_INT]; //Int from equip gives +1 additional SP
  2952. dmax += status_get_spbonus(&sd->bl,STATUS_BONUS_FIX);
  2953. equip_bonus = (dmax * status_get_spbonus_equip(sd) / 100);
  2954. item_bonus = (dmax * status_get_spbonus_item(&sd->bl) / 100);
  2955. dmax += equip_bonus + item_bonus;
  2956. dmax += (int64)(dmax * status_get_spbonus(&sd->bl,STATUS_BONUS_RATE) / 100); //Aegis accuracy
  2957. }
  2958. //Make sure it's not negative before casting to unsigned int
  2959. if(dmax < 1) dmax = 1;
  2960. return cap_value((unsigned int)dmax,1,UINT_MAX);
  2961. }
  2962. /**
  2963. * Get final MaxAP for player.
  2964. * @param sd: Player data
  2965. * @return AP amount
  2966. */
  2967. static unsigned int status_calc_maxap_pc(map_session_data* sd) {
  2968. double dmax = 0, equip_bonus = 0, item_bonus = 0;
  2969. nullpo_ret(sd);
  2970. dmax = (sd->class_&JOBL_FOURTH) ? 200 : 0;
  2971. dmax += status_get_apbonus(&sd->bl, STATUS_BONUS_FIX);
  2972. equip_bonus = (dmax * status_get_apbonus_equip(sd) / 100);
  2973. item_bonus = (dmax * status_get_apbonus_item(&sd->bl) / 100);
  2974. dmax += equip_bonus + item_bonus;
  2975. dmax += (int64)(dmax * status_get_apbonus(&sd->bl, STATUS_BONUS_RATE) / 100);// Aegis accuracy
  2976. //Make sure it's not negative before casting to unsigned int
  2977. if (dmax < 0) dmax = 0;
  2978. return cap_value((unsigned int)dmax, 0, UINT_MAX);
  2979. }
  2980. /**
  2981. * Calculates player's weight
  2982. * @param sd: Player object
  2983. * @param flag: Calculation type
  2984. * CALCWT_ITEM - Item weight
  2985. * CALCWT_MAXBONUS - Skill/Status/Configuration max weight bonus
  2986. * @return false - failed, true - success
  2987. */
  2988. bool status_calc_weight(map_session_data *sd, enum e_status_calc_weight_opt flag)
  2989. {
  2990. int b_weight, b_max_weight, skill, i;
  2991. status_change *sc;
  2992. nullpo_retr(false, sd);
  2993. sc = &sd->sc;
  2994. b_max_weight = sd->max_weight; // Store max weight for later comparison
  2995. b_weight = sd->weight; // Store current weight for later comparison
  2996. sd->max_weight = job_db.get_maxWeight(pc_mapid2jobid(sd->class_, sd->status.sex)) + sd->status.str * 300; // Recalculate max weight
  2997. if (flag&CALCWT_ITEM) {
  2998. sd->weight = 0; // Reset current weight
  2999. for(i = 0; i < MAX_INVENTORY; i++) {
  3000. if (!sd->inventory.u.items_inventory[i].nameid || sd->inventory_data[i] == NULL)
  3001. continue;
  3002. sd->weight += sd->inventory_data[i]->weight * sd->inventory.u.items_inventory[i].amount;
  3003. }
  3004. }
  3005. if (flag&CALCWT_MAXBONUS) {
  3006. // Skill/Status bonus weight increases
  3007. sd->max_weight += sd->add_max_weight; // From bAddMaxWeight
  3008. if ((skill = pc_checkskill(sd, MC_INCCARRY)) > 0)
  3009. sd->max_weight += 2000 * skill;
  3010. if (pc_isriding(sd) && pc_checkskill(sd, KN_RIDING) > 0)
  3011. sd->max_weight += 10000;
  3012. else if (pc_isridingdragon(sd))
  3013. sd->max_weight += 5000 + 2000 * pc_checkskill(sd, RK_DRAGONTRAINING);
  3014. if (sc->getSCE(SC_KNOWLEDGE))
  3015. sd->max_weight += sd->max_weight * sc->getSCE(SC_KNOWLEDGE)->val1 / 10;
  3016. if ((skill = pc_checkskill(sd, ALL_INCCARRY)) > 0)
  3017. sd->max_weight += 2000 * skill;
  3018. if (pc_ismadogear(sd))
  3019. sd->max_weight += 15000;
  3020. }
  3021. // Update the client if the new weight calculations don't match
  3022. if (b_weight != sd->weight)
  3023. clif_updatestatus(sd, SP_WEIGHT);
  3024. if (b_max_weight != sd->max_weight) {
  3025. clif_updatestatus(sd, SP_MAXWEIGHT);
  3026. pc_updateweightstatus(sd);
  3027. }
  3028. return true;
  3029. }
  3030. /**
  3031. * Calculates player's cart weight
  3032. * @param sd: Player object
  3033. * @param flag: Calculation type
  3034. * CALCWT_ITEM - Cart item weight
  3035. * CALCWT_MAXBONUS - Skill/Status/Configuration max weight bonus
  3036. * CALCWT_CARTSTATE - Whether to check for cart state
  3037. * @return false - failed, true - success
  3038. */
  3039. bool status_calc_cart_weight(map_session_data *sd, enum e_status_calc_weight_opt flag)
  3040. {
  3041. int b_cart_weight_max, i;
  3042. nullpo_retr(false, sd);
  3043. if (!pc_iscarton(sd) && !(flag&CALCWT_CARTSTATE))
  3044. return false;
  3045. b_cart_weight_max = sd->cart_weight_max; // Store cart max weight for later comparison
  3046. sd->cart_weight_max = battle_config.max_cart_weight; // Recalculate max weight
  3047. if (flag&CALCWT_ITEM) {
  3048. sd->cart_weight = 0; // Reset current cart weight
  3049. sd->cart_num = 0; // Reset current cart item count
  3050. for(i = 0; i < MAX_CART; i++) {
  3051. if (!sd->cart.u.items_cart[i].nameid)
  3052. continue;
  3053. sd->cart_weight += itemdb_weight(sd->cart.u.items_cart[i].nameid) * sd->cart.u.items_cart[i].amount; // Recalculate current cart weight
  3054. sd->cart_num++; // Recalculate current cart item count
  3055. }
  3056. }
  3057. // Skill bonus max weight increases
  3058. if (flag&CALCWT_MAXBONUS)
  3059. sd->cart_weight_max += (pc_checkskill(sd, GN_REMODELING_CART) * 5000);
  3060. // Update the client if the new weight calculations don't match
  3061. if (b_cart_weight_max != sd->cart_weight_max)
  3062. clif_updatestatus(sd, SP_CARTINFO);
  3063. return true;
  3064. }
  3065. /**
  3066. * Calculates player data from scratch without counting SC adjustments
  3067. * Should be invoked whenever players raise stats, learn passive skills or change equipment
  3068. * @param sd: Player object
  3069. * @param opt: Whether it is first calc (login) or not
  3070. * @return (-1) for too many recursive calls, (1) recursive call, (0) success
  3071. */
  3072. int status_calc_pc_sub(map_session_data* sd, uint8 opt)
  3073. {
  3074. static int calculating = 0; ///< Check for recursive call preemption. [Skotlex]
  3075. struct status_data *base_status; ///< Pointer to the player's base status
  3076. status_change *sc = &sd->sc;
  3077. struct s_skill b_skill[MAX_SKILL]; ///< Previous skill tree
  3078. int i, skill, refinedef = 0;
  3079. short index = -1;
  3080. if (++calculating > 10) // Too many recursive calls!
  3081. return -1;
  3082. // Remember player-specific values that are currently being shown to the client (for refresh purposes)
  3083. memcpy(b_skill, &sd->status.skill, sizeof(b_skill));
  3084. pc_calc_skilltree(sd); // SkillTree calculation
  3085. if (opt&SCO_FIRST) {
  3086. // Load Hp/SP from char-received data.
  3087. sd->battle_status.hp = sd->status.hp;
  3088. sd->battle_status.sp = sd->status.sp;
  3089. if (battle_config.keep_ap_on_logout == 1)
  3090. sd->battle_status.ap = sd->status.ap;
  3091. sd->regen.sregen = &sd->sregen;
  3092. sd->regen.ssregen = &sd->ssregen;
  3093. }
  3094. base_status = &sd->base_status;
  3095. // These are not zeroed. [zzo]
  3096. sd->hprate = 100;
  3097. sd->sprate = 100;
  3098. sd->aprate = 100;
  3099. sd->castrate = 100;
  3100. sd->dsprate = 100;
  3101. sd->hprecov_rate = 100;
  3102. sd->sprecov_rate = 100;
  3103. sd->matk_rate = 100;
  3104. sd->critical_rate = sd->hit_rate = sd->flee_rate = sd->flee2_rate = 100;
  3105. sd->def_rate = sd->def2_rate = sd->mdef_rate = sd->mdef2_rate = 100;
  3106. sd->patk_rate = sd->smatk_rate = 100;
  3107. sd->res_rate = sd->mres_rate = 100;
  3108. sd->hplus_rate = sd->crate_rate = 100;
  3109. sd->regen.state.block = 0;
  3110. sd->add_max_weight = 0;
  3111. sd->indexed_bonus = {};
  3112. memset (&sd->right_weapon.overrefine, 0, sizeof(sd->right_weapon) - sizeof(sd->right_weapon.atkmods));
  3113. memset (&sd->left_weapon.overrefine, 0, sizeof(sd->left_weapon) - sizeof(sd->left_weapon.atkmods));
  3114. if (sd->special_state.intravision)
  3115. clif_status_load(&sd->bl, EFST_CLAIRVOYANCE, 0);
  3116. if (sd->special_state.no_walk_delay)
  3117. clif_status_load(&sd->bl, EFST_ENDURE, 0);
  3118. memset(&sd->special_state,0,sizeof(sd->special_state));
  3119. if (pc_isvip(sd)) // Magic Stone requirement avoidance for VIP.
  3120. sd->special_state.no_gemstone = battle_config.vip_gemstone;
  3121. if (!sd->state.permanent_speed) {
  3122. memset(&base_status->max_hp, 0, sizeof(struct status_data)-(sizeof(base_status->hp)+sizeof(base_status->sp)+sizeof(base_status->ap)));
  3123. base_status->speed = DEFAULT_WALK_SPEED;
  3124. } else {
  3125. int pSpeed = base_status->speed;
  3126. memset(&base_status->max_hp, 0, sizeof(struct status_data)-(sizeof(base_status->hp)+sizeof(base_status->sp)+sizeof(base_status->ap)));
  3127. base_status->speed = pSpeed;
  3128. }
  3129. // !FIXME: Most of these stuff should be calculated once, but how do I fix the memset above to do that? [Skotlex]
  3130. // Give them all modes except these (useful for clones)
  3131. 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));
  3132. base_status->size = (sd->class_&JOBL_BABY) ? SZ_SMALL : (((sd->class_&MAPID_BASEMASK) == MAPID_SUMMONER) ? battle_config.summoner_size : SZ_MEDIUM);
  3133. if (battle_config.character_size && pc_isriding(sd)) { // [Lupus]
  3134. if (sd->class_&JOBL_BABY) {
  3135. if (battle_config.character_size&SZ_BIG)
  3136. base_status->size++;
  3137. } else
  3138. if(battle_config.character_size&SZ_MEDIUM)
  3139. base_status->size++;
  3140. }
  3141. base_status->aspd_rate = 1000;
  3142. base_status->ele_lv = 1;
  3143. base_status->race = ((sd->class_&MAPID_BASEMASK) == MAPID_SUMMONER) ? battle_config.summoner_race : RC_PLAYER_HUMAN;
  3144. base_status->class_ = CLASS_NORMAL;
  3145. sd->autospell.clear();
  3146. sd->autospell2.clear();
  3147. sd->autospell3.clear();
  3148. sd->addeff.clear();
  3149. sd->addeff_atked.clear();
  3150. sd->addeff_onskill.clear();
  3151. sd->skillatk.clear();
  3152. sd->skillusesprate.clear();
  3153. sd->skillusesp.clear();
  3154. sd->skillheal.clear();
  3155. sd->skillheal2.clear();
  3156. sd->skillblown.clear();
  3157. sd->skillcastrate.clear();
  3158. sd->skillfixcastrate.clear();
  3159. sd->subskill.clear();
  3160. sd->skillcooldown.clear();
  3161. sd->skillfixcast.clear();
  3162. sd->skillvarcast.clear();
  3163. sd->add_def.clear();
  3164. sd->add_mdef.clear();
  3165. sd->add_mdmg.clear();
  3166. sd->reseff.clear();
  3167. sd->itemgrouphealrate.clear();
  3168. sd->add_drop.clear();
  3169. sd->itemhealrate.clear();
  3170. sd->subele2.clear();
  3171. sd->subrace3.clear();
  3172. sd->skilldelay.clear();
  3173. sd->sp_vanish.clear();
  3174. sd->hp_vanish.clear();
  3175. sd->itemsphealrate.clear();
  3176. sd->itemgroupsphealrate.clear();
  3177. // Zero up structures...
  3178. memset(&sd->hp_loss, 0, sizeof(sd->hp_loss)
  3179. + sizeof(sd->sp_loss)
  3180. + sizeof(sd->hp_regen)
  3181. + sizeof(sd->sp_regen)
  3182. + sizeof(sd->percent_hp_regen)
  3183. + sizeof(sd->percent_sp_regen)
  3184. + sizeof(sd->def_set_race)
  3185. + sizeof(sd->mdef_set_race)
  3186. + sizeof(sd->norecover_state_race)
  3187. + sizeof(sd->hp_vanish_race)
  3188. + sizeof(sd->sp_vanish_race)
  3189. );
  3190. memset(&sd->bonus, 0, sizeof(sd->bonus));
  3191. // Autobonus
  3192. pc_delautobonus(*sd, sd->autobonus, true);
  3193. pc_delautobonus(*sd, sd->autobonus2, true);
  3194. pc_delautobonus(*sd, sd->autobonus3, true);
  3195. if (sd->pd != nullptr) {
  3196. pet_delautobonus(*sd, sd->pd->autobonus, true);
  3197. pet_delautobonus(*sd, sd->pd->autobonus2, true);
  3198. pet_delautobonus(*sd, sd->pd->autobonus3, true);
  3199. }
  3200. // Parse equipment
  3201. for (i = 0; i < EQI_MAX; i++) {
  3202. current_equip_item_index = index = sd->equip_index[i]; // We pass INDEX to current_equip_item_index - for EQUIP_SCRIPT (new cards solution) [Lupus]
  3203. current_equip_combo_pos = 0;
  3204. if (index < 0)
  3205. continue;
  3206. if (i == EQI_AMMO)
  3207. continue;
  3208. if (pc_is_same_equip_index((enum equip_index)i, sd->equip_index, index))
  3209. continue;
  3210. if (!sd->inventory_data[index])
  3211. continue;
  3212. base_status->def += sd->inventory_data[index]->def;
  3213. // Items may be equipped, their effects however are nullified.
  3214. if (opt&SCO_FIRST && sd->inventory_data[index]->equip_script && (pc_has_permission(sd,PC_PERM_USE_ALL_EQUIPMENT)
  3215. || !itemdb_isNoEquip(sd->inventory_data[index],sd->bl.m))) { // Execute equip-script on login
  3216. run_script(sd->inventory_data[index]->equip_script,0,sd->bl.id,0);
  3217. if (!calculating)
  3218. return 1;
  3219. }
  3220. // Sanitize the refine level in case someone decreased the value inbetween
  3221. if (sd->inventory.u.items_inventory[index].refine > MAX_REFINE)
  3222. sd->inventory.u.items_inventory[index].refine = MAX_REFINE;
  3223. std::shared_ptr<s_refine_level_info> info = refine_db.findCurrentLevelInfo( *sd->inventory_data[index], sd->inventory.u.items_inventory[index] );
  3224. #ifdef RENEWAL
  3225. std::shared_ptr<s_enchantgradelevel> enchantgrade_info = nullptr;
  3226. if( sd->inventory.u.items_inventory[index].enchantgrade > 0 ){
  3227. enchantgrade_info = enchantgrade_db.findCurrentLevelInfo( *sd->inventory_data[index], sd->inventory.u.items_inventory[index] );
  3228. }
  3229. #endif
  3230. if (sd->inventory_data[index]->type == IT_WEAPON) {
  3231. int wlv = sd->inventory_data[index]->weapon_level;
  3232. struct weapon_data *wd;
  3233. struct weapon_atk *wa;
  3234. if(wlv >= MAX_WEAPON_LEVEL)
  3235. wlv = MAX_WEAPON_LEVEL;
  3236. if(i == EQI_HAND_L && sd->inventory.u.items_inventory[index].equip == EQP_HAND_L) {
  3237. wd = &sd->left_weapon; // Left-hand weapon
  3238. wa = &base_status->lhw;
  3239. } else {
  3240. wd = &sd->right_weapon;
  3241. wa = &base_status->rhw;
  3242. }
  3243. wa->atk += sd->inventory_data[index]->atk;
  3244. if( info != nullptr ){
  3245. wa->atk2 += info->bonus / 100;
  3246. #ifdef RENEWAL
  3247. if( enchantgrade_info != nullptr ){
  3248. wa->atk2 += ( ( ( info->bonus / 100 ) * enchantgrade_info->bonus ) / 100 );
  3249. }
  3250. if( wlv == 5 ){
  3251. base_status->patk += sd->inventory.u.items_inventory[index].refine * 2;
  3252. base_status->smatk += sd->inventory.u.items_inventory[index].refine * 2;
  3253. }
  3254. #endif
  3255. }
  3256. #ifdef RENEWAL
  3257. if (sd->bonus.weapon_atk_rate)
  3258. wa->atk += wa->atk * sd->bonus.weapon_atk_rate / 100;
  3259. wa->matk += sd->inventory_data[index]->matk;
  3260. wa->wlv = wlv;
  3261. // Renewal magic attack refine bonus
  3262. if( info != nullptr && sd->weapontype1 != W_BOW ){
  3263. wa->matk += info->bonus / 100;
  3264. if( enchantgrade_info != nullptr ){
  3265. wa->matk += ( ( ( info->bonus / 100 ) * enchantgrade_info->bonus ) / 100 );
  3266. }
  3267. }
  3268. #endif
  3269. // Overrefine bonus.
  3270. if( info != nullptr ){
  3271. wd->overrefine = info->randombonus_max / 100;
  3272. }
  3273. wa->range += sd->inventory_data[index]->range;
  3274. if(sd->inventory_data[index]->script && (pc_has_permission(sd,PC_PERM_USE_ALL_EQUIPMENT) || !itemdb_isNoEquip(sd->inventory_data[index],sd->bl.m))) {
  3275. if (wd == &sd->left_weapon) {
  3276. sd->state.lr_flag = 1;
  3277. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  3278. sd->state.lr_flag = 0;
  3279. } else
  3280. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  3281. if (!calculating) // Abort, run_script retriggered this. [Skotlex]
  3282. return 1;
  3283. }
  3284. #ifdef RENEWAL
  3285. if (sd->bonus.weapon_matk_rate)
  3286. wa->matk += wa->matk * sd->bonus.weapon_matk_rate / 100;
  3287. #endif
  3288. if(sd->inventory.u.items_inventory[index].card[0] == CARD0_FORGE) { // Forged weapon
  3289. wd->star += (sd->inventory.u.items_inventory[index].card[1]>>8);
  3290. if(wd->star >= 15) wd->star = 40; // 3 Star Crumbs now give +40 dmg
  3291. if(pc_famerank(MakeDWord(sd->inventory.u.items_inventory[index].card[2],sd->inventory.u.items_inventory[index].card[3]) ,MAPID_BLACKSMITH))
  3292. wd->star += 10;
  3293. if (!wa->ele) // Do not overwrite element from previous bonuses.
  3294. wa->ele = (sd->inventory.u.items_inventory[index].card[1]&0x0f);
  3295. }
  3296. } else if(sd->inventory_data[index]->type == IT_ARMOR) {
  3297. if( info != nullptr ){
  3298. refinedef += info->bonus;
  3299. #ifdef RENEWAL
  3300. if( sd->inventory_data[index]->armor_level == 2 ){
  3301. base_status->res += sd->inventory.u.items_inventory[index].refine * 2;
  3302. base_status->mres += sd->inventory.u.items_inventory[index].refine * 2;
  3303. }
  3304. #endif
  3305. }
  3306. if(sd->inventory_data[index]->script && (pc_has_permission(sd,PC_PERM_USE_ALL_EQUIPMENT) || !itemdb_isNoEquip(sd->inventory_data[index],sd->bl.m))) {
  3307. if( i == EQI_HAND_L ) // Shield
  3308. sd->state.lr_flag = 3;
  3309. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  3310. if( i == EQI_HAND_L ) // Shield
  3311. sd->state.lr_flag = 0;
  3312. if (!calculating) // Abort, run_script retriggered this. [Skotlex]
  3313. return 1;
  3314. }
  3315. } else if( sd->inventory_data[index]->type == IT_SHADOWGEAR ) { // Shadow System
  3316. if (sd->inventory_data[index]->script && (pc_has_permission(sd,PC_PERM_USE_ALL_EQUIPMENT) || !itemdb_isNoEquip(sd->inventory_data[index],sd->bl.m))) {
  3317. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  3318. if( !calculating )
  3319. return 1;
  3320. }
  3321. }
  3322. }
  3323. if(sd->equip_index[EQI_AMMO] >= 0) {
  3324. index = sd->equip_index[EQI_AMMO];
  3325. if(sd->inventory_data[index]) { // Arrows
  3326. sd->bonus.arrow_atk += sd->inventory_data[index]->atk;
  3327. sd->state.lr_flag = 2;
  3328. if( !itemdb_group.item_exists(IG_THROWABLE, sd->inventory_data[index]->nameid) ) // Don't run scripts on throwable items
  3329. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  3330. sd->state.lr_flag = 0;
  3331. if (!calculating) // Abort, run_script retriggered status_calc_pc. [Skotlex]
  3332. return 1;
  3333. }
  3334. }
  3335. // Process and check item combos
  3336. if (!sd->combos.empty()) {
  3337. for (const auto &combo : sd->combos) {
  3338. std::shared_ptr<s_item_combo> item_combo;
  3339. current_equip_item_index = -1;
  3340. current_equip_combo_pos = combo->pos;
  3341. if (combo->bonus == nullptr || !(item_combo = itemdb_combo.find(combo->id)))
  3342. continue;
  3343. bool no_run = false;
  3344. size_t j = 0;
  3345. // Check combo items
  3346. while (j < item_combo->nameid.size()) {
  3347. std::shared_ptr<item_data> id = item_db.find(item_combo->nameid[j]);
  3348. // Don't run the script if at least one of combo's pair has restriction
  3349. if (id && !pc_has_permission(sd, PC_PERM_USE_ALL_EQUIPMENT) && itemdb_isNoEquip(id.get(), sd->bl.m)) {
  3350. no_run = true;
  3351. break;
  3352. }
  3353. j++;
  3354. }
  3355. if (no_run)
  3356. continue;
  3357. run_script(combo->bonus, 0, sd->bl.id, 0);
  3358. if (!calculating) // Abort, run_script retriggered this
  3359. return 1;
  3360. }
  3361. }
  3362. // Store equipment script bonuses
  3363. memcpy(sd->indexed_bonus.param_equip,sd->indexed_bonus.param_bonus,sizeof(sd->indexed_bonus.param_equip));
  3364. memset(sd->indexed_bonus.param_bonus, 0, sizeof(sd->indexed_bonus.param_bonus));
  3365. base_status->def += (refinedef+50)/100;
  3366. // Parse Cards
  3367. for (i = 0; i < EQI_MAX; i++) {
  3368. current_equip_item_index = index = sd->equip_index[i]; // We pass INDEX to current_equip_item_index - for EQUIP_SCRIPT (new cards solution) [Lupus]
  3369. current_equip_combo_pos = 0;
  3370. if (index < 0)
  3371. continue;
  3372. if (i == EQI_AMMO)
  3373. continue;
  3374. if (pc_is_same_equip_index((enum equip_index)i, sd->equip_index, index))
  3375. continue;
  3376. if (sd->inventory_data[index]) {
  3377. int j;
  3378. // Card script execution.
  3379. if (itemdb_isspecial(sd->inventory.u.items_inventory[index].card[0]))
  3380. continue;
  3381. for (j = 0; j < MAX_SLOTS; j++) { // Uses MAX_SLOTS to support Soul Bound system [Inkfish]
  3382. int c = sd->inventory.u.items_inventory[index].card[j];
  3383. current_equip_card_id= c;
  3384. if(!c)
  3385. continue;
  3386. std::shared_ptr<item_data> data = item_db.find(c);
  3387. if(!data)
  3388. continue;
  3389. 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
  3390. run_script(data->equip_script,0,sd->bl.id,0);
  3391. if (!calculating)
  3392. return 1;
  3393. }
  3394. if(!data->script)
  3395. continue;
  3396. if(!pc_has_permission(sd,PC_PERM_USE_ALL_EQUIPMENT) && itemdb_isNoEquip(data.get(), sd->bl.m)) // Card restriction checks.
  3397. continue;
  3398. if(i == EQI_HAND_L && sd->inventory.u.items_inventory[index].equip == EQP_HAND_L) { // Left hand status.
  3399. sd->state.lr_flag = 1;
  3400. run_script(data->script,0,sd->bl.id,0);
  3401. sd->state.lr_flag = 0;
  3402. } else
  3403. run_script(data->script,0,sd->bl.id,0);
  3404. if (!calculating) // Abort, run_script his function. [Skotlex]
  3405. return 1;
  3406. }
  3407. }
  3408. }
  3409. current_equip_card_id = 0; // Clear stored card ID [Secret]
  3410. // Parse random options
  3411. for (i = 0; i < EQI_MAX; i++) {
  3412. current_equip_item_index = index = sd->equip_index[i];
  3413. current_equip_combo_pos = 0;
  3414. current_equip_opt_index = -1;
  3415. if (index < 0)
  3416. continue;
  3417. if (i == EQI_AMMO)
  3418. continue;
  3419. if (pc_is_same_equip_index((enum equip_index)i, sd->equip_index, index))
  3420. continue;
  3421. if (sd->inventory_data[index]) {
  3422. for (uint8 j = 0; j < MAX_ITEM_RDM_OPT; j++) {
  3423. short opt_id = sd->inventory.u.items_inventory[index].option[j].id;
  3424. if (!opt_id)
  3425. continue;
  3426. current_equip_opt_index = j;
  3427. std::shared_ptr<s_random_opt_data> data = random_option_db.find(opt_id);
  3428. if (!data || !data->script)
  3429. continue;
  3430. if (!pc_has_permission(sd, PC_PERM_USE_ALL_EQUIPMENT) && itemdb_isNoEquip(sd->inventory_data[index], sd->bl.m))
  3431. continue;
  3432. if (i == EQI_HAND_L && sd->inventory.u.items_inventory[index].equip == EQP_HAND_L) { // Left hand status.
  3433. sd->state.lr_flag = 1;
  3434. run_script(data->script, 0, sd->bl.id, 0);
  3435. sd->state.lr_flag = 0;
  3436. }
  3437. else
  3438. run_script(data->script, 0, sd->bl.id, 0);
  3439. if (!calculating)
  3440. return 1;
  3441. }
  3442. }
  3443. current_equip_opt_index = -1;
  3444. }
  3445. if (sc->count && sc->getSCE(SC_ITEMSCRIPT)) {
  3446. std::shared_ptr<item_data> data = item_db.find(sc->getSCE(SC_ITEMSCRIPT)->val1);
  3447. if (data && data->script)
  3448. run_script(data->script, 0, sd->bl.id, 0);
  3449. }
  3450. pc_bonus_script(sd);
  3451. if( sd->pd ) { // Pet Bonus
  3452. struct pet_data *pd = sd->pd;
  3453. std::shared_ptr<s_pet_db> pet_db_ptr = pd->get_pet_db();
  3454. if (pet_db_ptr != nullptr && pet_db_ptr->pet_bonus_script)
  3455. run_script(pet_db_ptr->pet_bonus_script,0,sd->bl.id,0);
  3456. if (pet_db_ptr != nullptr && pd->pet.intimate > 0 && (!battle_config.pet_equip_required || pd->pet.equip > 0) && pd->state.skillbonus == 1 && pd->bonus)
  3457. pc_bonus(sd,pd->bonus->type, pd->bonus->val);
  3458. }
  3459. // param_bonus now holds card bonuses.
  3460. if(base_status->rhw.range < 1) base_status->rhw.range = 1;
  3461. if(base_status->lhw.range < 1) base_status->lhw.range = 1;
  3462. if(base_status->rhw.range < base_status->lhw.range)
  3463. base_status->rhw.range = base_status->lhw.range;
  3464. sd->bonus.double_rate += sd->bonus.double_add_rate;
  3465. sd->bonus.perfect_hit += sd->bonus.perfect_hit_add;
  3466. sd->bonus.splash_range += sd->bonus.splash_add_range;
  3467. // Damage modifiers from weapon type
  3468. std::shared_ptr<s_sizefix_db> right_weapon = size_fix_db.find(sd->weapontype1);
  3469. std::shared_ptr<s_sizefix_db> left_weapon = size_fix_db.find(sd->weapontype2);
  3470. sd->right_weapon.atkmods[SZ_SMALL] = right_weapon->small;
  3471. sd->right_weapon.atkmods[SZ_MEDIUM] = right_weapon->medium;
  3472. sd->right_weapon.atkmods[SZ_BIG] = right_weapon->large;
  3473. sd->left_weapon.atkmods[SZ_SMALL] = left_weapon->small;
  3474. sd->left_weapon.atkmods[SZ_MEDIUM] = left_weapon->medium;
  3475. sd->left_weapon.atkmods[SZ_BIG] = left_weapon->large;
  3476. if((pc_isriding(sd) || pc_isridingdragon(sd)) &&
  3477. (sd->status.weapon==W_1HSPEAR || sd->status.weapon==W_2HSPEAR))
  3478. { // When Riding with spear, damage modifier to mid-class becomes
  3479. // same as versus large size.
  3480. sd->right_weapon.atkmods[SZ_MEDIUM] = sd->right_weapon.atkmods[SZ_BIG];
  3481. sd->left_weapon.atkmods[SZ_MEDIUM] = sd->left_weapon.atkmods[SZ_BIG];
  3482. }
  3483. // ----- STATS CALCULATION -----
  3484. // Job bonuses
  3485. std::shared_ptr<s_job_info> job_info = job_db.find( pc_mapid2jobid( sd->class_, sd->status.sex ) );
  3486. if( job_info != nullptr ){
  3487. const auto& bonus = job_info->job_bonus[sd->status.job_level-1];
  3488. base_status->str += bonus[PARAM_STR];
  3489. base_status->agi += bonus[PARAM_AGI];
  3490. base_status->vit += bonus[PARAM_VIT];
  3491. base_status->int_ += bonus[PARAM_INT];
  3492. base_status->dex += bonus[PARAM_DEX];
  3493. base_status->luk += bonus[PARAM_LUK];
  3494. base_status->pow += bonus[PARAM_POW];
  3495. base_status->sta += bonus[PARAM_STA];
  3496. base_status->wis += bonus[PARAM_WIS];
  3497. base_status->spl += bonus[PARAM_SPL];
  3498. base_status->con += bonus[PARAM_CON];
  3499. base_status->crt += bonus[PARAM_CRT];
  3500. }
  3501. // If a Super Novice has never died and is at least joblv 70, he gets all stats +10
  3502. if(((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && (sd->status.job_level >= 70 || sd->class_&JOBL_THIRD)) && sd->die_counter == 0) {
  3503. base_status->str += 10;
  3504. base_status->agi += 10;
  3505. base_status->vit += 10;
  3506. base_status->int_+= 10;
  3507. base_status->dex += 10;
  3508. base_status->luk += 10;
  3509. }
  3510. // Absolute modifiers from passive skills
  3511. if(pc_checkskill(sd,BS_HILTBINDING)>0)
  3512. base_status->str++;
  3513. if((skill=pc_checkskill(sd,SA_DRAGONOLOGY))>0)
  3514. base_status->int_ += (skill+1)/2; // +1 INT / 2 lv
  3515. if((skill=pc_checkskill(sd,AC_OWL))>0)
  3516. base_status->dex += skill;
  3517. if((skill = pc_checkskill(sd,RA_RESEARCHTRAP))>0)
  3518. base_status->int_ += skill;
  3519. if (pc_checkskill(sd, SU_POWEROFLAND) > 0)
  3520. base_status->int_ += 20;
  3521. // Bonuses from cards and equipment as well as base stat, remember to avoid overflows.
  3522. i = base_status->str + sd->status.str + sd->indexed_bonus.param_bonus[PARAM_STR] + sd->indexed_bonus.param_equip[PARAM_STR];
  3523. base_status->str = cap_value(i,0,USHRT_MAX);
  3524. i = base_status->agi + sd->status.agi + sd->indexed_bonus.param_bonus[PARAM_AGI] + sd->indexed_bonus.param_equip[PARAM_AGI];
  3525. base_status->agi = cap_value(i,0,USHRT_MAX);
  3526. i = base_status->vit + sd->status.vit + sd->indexed_bonus.param_bonus[PARAM_VIT] + sd->indexed_bonus.param_equip[PARAM_VIT];
  3527. base_status->vit = cap_value(i,0,USHRT_MAX);
  3528. i = base_status->int_+ sd->status.int_+ sd->indexed_bonus.param_bonus[PARAM_INT] + sd->indexed_bonus.param_equip[PARAM_INT];
  3529. base_status->int_ = cap_value(i,0,USHRT_MAX);
  3530. i = base_status->dex + sd->status.dex + sd->indexed_bonus.param_bonus[PARAM_DEX] + sd->indexed_bonus.param_equip[PARAM_DEX];
  3531. base_status->dex = cap_value(i,0,USHRT_MAX);
  3532. i = base_status->luk + sd->status.luk + sd->indexed_bonus.param_bonus[PARAM_LUK] + sd->indexed_bonus.param_equip[PARAM_LUK];
  3533. base_status->luk = cap_value(i,0,USHRT_MAX);
  3534. i = base_status->pow + sd->status.pow + sd->indexed_bonus.param_bonus[PARAM_POW] + sd->indexed_bonus.param_equip[PARAM_POW];
  3535. base_status->pow = cap_value(i, 0, USHRT_MAX);
  3536. i = base_status->sta + sd->status.sta + sd->indexed_bonus.param_bonus[PARAM_STA] + sd->indexed_bonus.param_equip[PARAM_STA];
  3537. base_status->sta = cap_value(i, 0, USHRT_MAX);
  3538. i = base_status->wis + sd->status.wis + sd->indexed_bonus.param_bonus[PARAM_WIS] + sd->indexed_bonus.param_equip[PARAM_WIS];
  3539. base_status->wis = cap_value(i, 0, USHRT_MAX);
  3540. i = base_status->spl + sd->status.spl + sd->indexed_bonus.param_bonus[PARAM_SPL] + sd->indexed_bonus.param_equip[PARAM_SPL];
  3541. base_status->spl = cap_value(i, 0, USHRT_MAX);
  3542. i = base_status->con + sd->status.con + sd->indexed_bonus.param_bonus[PARAM_CON] + sd->indexed_bonus.param_equip[PARAM_CON];
  3543. base_status->con = cap_value(i, 0, USHRT_MAX);
  3544. i = base_status->crt + sd->status.crt + sd->indexed_bonus.param_bonus[PARAM_CRT] + sd->indexed_bonus.param_equip[PARAM_CRT];
  3545. base_status->crt = cap_value(i, 0, USHRT_MAX);
  3546. if (sd->special_state.no_walk_delay) {
  3547. if (sc->getSCE(SC_ENDURE)) {
  3548. if (sc->getSCE(SC_ENDURE)->val4)
  3549. sc->getSCE(SC_ENDURE)->val4 = 0;
  3550. status_change_end(&sd->bl, SC_ENDURE);
  3551. }
  3552. clif_status_load(&sd->bl, EFST_ENDURE, 1);
  3553. base_status->mdef++;
  3554. }
  3555. // ------ ATTACK CALCULATION ------
  3556. // Base batk value is set in status_calc_misc
  3557. #ifndef RENEWAL
  3558. // !FIXME: Weapon-type bonus (Why is the weapon_atk bonus applied to base attack?)
  3559. if (sd->status.weapon < MAX_WEAPON_TYPE && sd->indexed_bonus.weapon_atk[sd->status.weapon])
  3560. base_status->batk += sd->indexed_bonus.weapon_atk[sd->status.weapon];
  3561. // Absolute modifiers from passive skills
  3562. if((skill=pc_checkskill(sd,BS_HILTBINDING))>0)
  3563. base_status->batk += 4;
  3564. #else
  3565. base_status->watk = status_weapon_atk(base_status->rhw);
  3566. base_status->watk2 = status_weapon_atk(base_status->lhw);
  3567. base_status->eatk = sd->bonus.eatk;
  3568. #endif
  3569. // ----- HP MAX CALCULATION -----
  3570. base_status->max_hp = sd->status.max_hp = status_calc_maxhpsp_pc(sd,base_status->vit,true);
  3571. if(battle_config.hp_rate != 100)
  3572. base_status->max_hp = (unsigned int)(battle_config.hp_rate * (base_status->max_hp/100.));
  3573. if (sd->status.base_level < 100)
  3574. base_status->max_hp = cap_value(base_status->max_hp,1,(unsigned int)battle_config.max_hp_lv99);
  3575. else if (sd->status.base_level < 151)
  3576. base_status->max_hp = cap_value(base_status->max_hp,1,(unsigned int)battle_config.max_hp_lv150);
  3577. else
  3578. base_status->max_hp = cap_value(base_status->max_hp,1,(unsigned int)battle_config.max_hp);
  3579. // ----- SP MAX CALCULATION -----
  3580. base_status->max_sp = sd->status.max_sp = status_calc_maxhpsp_pc(sd,base_status->int_,false);
  3581. if(battle_config.sp_rate != 100)
  3582. base_status->max_sp = (unsigned int)(battle_config.sp_rate * (base_status->max_sp/100.));
  3583. base_status->max_sp = cap_value(base_status->max_sp,1,(unsigned int)battle_config.max_sp);
  3584. // ----- AP MAX CALCULATION -----
  3585. base_status->max_ap = sd->status.max_ap = status_calc_maxap_pc(sd);
  3586. if (battle_config.ap_rate != 100)
  3587. base_status->max_ap = (unsigned int)(battle_config.ap_rate * (base_status->max_ap / 100.));
  3588. base_status->max_ap = cap_value(base_status->max_ap, 0, (unsigned int)battle_config.max_ap);
  3589. // ----- RESPAWN HP/SP/AP -----
  3590. // Calc respawn hp and store it on base_status
  3591. if (sd->special_state.restart_full_recover) {
  3592. base_status->hp = base_status->max_hp;
  3593. base_status->sp = base_status->max_sp;
  3594. } else {
  3595. if((sd->class_&MAPID_BASEMASK) == MAPID_NOVICE && !(sd->class_&JOBL_2)
  3596. && battle_config.restart_hp_rate < 50)
  3597. base_status->hp = base_status->max_hp / 2;
  3598. else
  3599. base_status->hp = (int64)base_status->max_hp * battle_config.restart_hp_rate/100;
  3600. if(!base_status->hp)
  3601. base_status->hp = 1;
  3602. base_status->sp = (int64)base_status->max_sp * battle_config.restart_sp_rate /100;
  3603. if( !base_status->sp ) // The minimum for the respawn setting is SP:1
  3604. base_status->sp = 1;
  3605. base_status->ap = (int64)base_status->max_ap * battle_config.restart_ap_rate / 100;
  3606. }
  3607. // ----- MISC CALCULATION -----
  3608. status_calc_misc(&sd->bl, base_status, sd->status.base_level);
  3609. // Equipment modifiers for misc settings
  3610. if(sd->matk_rate < 0)
  3611. sd->matk_rate = 0;
  3612. if(sd->matk_rate != 100) {
  3613. base_status->matk_max = base_status->matk_max * sd->matk_rate/100;
  3614. base_status->matk_min = base_status->matk_min * sd->matk_rate/100;
  3615. }
  3616. if(sd->hit_rate < 0)
  3617. sd->hit_rate = 0;
  3618. if(sd->hit_rate != 100)
  3619. base_status->hit = base_status->hit * sd->hit_rate/100;
  3620. if(sd->flee_rate < 0)
  3621. sd->flee_rate = 0;
  3622. if(sd->flee_rate != 100)
  3623. base_status->flee = base_status->flee * sd->flee_rate/100;
  3624. if(sd->def2_rate < 0)
  3625. sd->def2_rate = 0;
  3626. if(sd->def2_rate != 100)
  3627. base_status->def2 = base_status->def2 * sd->def2_rate/100;
  3628. if(sd->mdef2_rate < 0)
  3629. sd->mdef2_rate = 0;
  3630. if(sd->mdef2_rate != 100)
  3631. base_status->mdef2 = base_status->mdef2 * sd->mdef2_rate/100;
  3632. if(sd->critical_rate < 0)
  3633. sd->critical_rate = 0;
  3634. if(sd->critical_rate != 100)
  3635. base_status->cri = cap_value(base_status->cri * sd->critical_rate/100,SHRT_MIN,SHRT_MAX);
  3636. if (pc_checkskill(sd, SU_POWEROFLIFE) > 0)
  3637. base_status->cri += 200;
  3638. if(sd->flee2_rate < 0)
  3639. sd->flee2_rate = 0;
  3640. if(sd->flee2_rate != 100)
  3641. base_status->flee2 = base_status->flee2 * sd->flee2_rate/100;
  3642. if (sd->patk_rate < 0)
  3643. sd->patk_rate = 0;
  3644. if (sd->patk_rate != 100)
  3645. base_status->patk = base_status->patk * sd->patk_rate / 100;
  3646. if (sd->smatk_rate < 0)
  3647. sd->smatk_rate = 0;
  3648. if (sd->smatk_rate != 100)
  3649. base_status->smatk = base_status->smatk * sd->smatk_rate / 100;
  3650. if (sd->res_rate < 0)
  3651. sd->res_rate = 0;
  3652. if (sd->res_rate != 100)
  3653. base_status->res = base_status->res * sd->res_rate / 100;
  3654. if (sd->mres_rate < 0)
  3655. sd->mres_rate = 0;
  3656. if (sd->mres_rate != 100)
  3657. base_status->mres = base_status->mres * sd->mres_rate / 100;
  3658. if (sd->hplus_rate < 0)
  3659. sd->hplus_rate = 0;
  3660. if (sd->hplus_rate != 100)
  3661. base_status->hplus = base_status->hplus * sd->hplus_rate / 100;
  3662. if (sd->crate_rate < 0)
  3663. sd->crate_rate = 0;
  3664. if (sd->crate_rate != 100)
  3665. base_status->crate = base_status->crate * sd->crate_rate / 100;
  3666. // ----- HIT CALCULATION -----
  3667. // Absolute modifiers from passive skills
  3668. #ifndef RENEWAL
  3669. if((skill=pc_checkskill(sd,BS_WEAPONRESEARCH))>0)
  3670. base_status->hit += skill*2;
  3671. #endif
  3672. if((skill=pc_checkskill(sd,AC_VULTURE))>0) {
  3673. #ifndef RENEWAL
  3674. base_status->hit += skill;
  3675. #endif
  3676. if(sd->status.weapon == W_BOW)
  3677. base_status->rhw.range += skill;
  3678. }
  3679. if(sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE) {
  3680. if((skill=pc_checkskill(sd,GS_SINGLEACTION))>0)
  3681. base_status->hit += 2*skill;
  3682. if((skill=pc_checkskill(sd,GS_SNAKEEYE))>0) {
  3683. base_status->hit += skill;
  3684. base_status->rhw.range += skill;
  3685. }
  3686. }
  3687. if((sd->status.weapon == W_1HAXE || sd->status.weapon == W_2HAXE) && (skill = pc_checkskill(sd,NC_TRAININGAXE)) > 0)
  3688. base_status->hit += skill * 3;
  3689. if((sd->status.weapon == W_MACE || sd->status.weapon == W_2HMACE) && (skill = pc_checkskill(sd,NC_TRAININGAXE)) > 0)
  3690. base_status->hit += skill * 2;
  3691. if (pc_checkskill(sd, SU_POWEROFLIFE) > 0)
  3692. base_status->hit += 20;
  3693. if ((skill = pc_checkskill_imperial_guard(sd, 2)) > 0)// IG_SPEAR_SWORD_M
  3694. base_status->hit += skill * 3;
  3695. if ((skill = pc_checkskill(sd, SU_SOULATTACK)) > 0)
  3696. base_status->rhw.range += skill_get_range2(&sd->bl, SU_SOULATTACK, skill, true);
  3697. // ----- FLEE CALCULATION -----
  3698. // Absolute modifiers from passive skills
  3699. if((skill=pc_checkskill(sd,TF_MISS))>0)
  3700. base_status->flee += skill*(sd->class_&JOBL_2 && (sd->class_&MAPID_BASEMASK) == MAPID_THIEF? 4 : 3);
  3701. if((skill=pc_checkskill(sd,MO_DODGE))>0)
  3702. base_status->flee += (skill*3) / 2;
  3703. if (pc_checkskill(sd, SU_POWEROFLIFE) > 0)
  3704. base_status->flee += 20;
  3705. if ((skill = pc_checkskill(sd, SHC_SHADOW_SENSE)) > 0)
  3706. base_status->flee += skill * 10;
  3707. // ----- CRITICAL CALCULATION -----
  3708. #ifdef RENEWAL
  3709. if ((skill = pc_checkskill(sd, DC_DANCINGLESSON)) > 0)
  3710. base_status->cri += skill * 10;
  3711. if ((skill = pc_checkskill(sd, PR_MACEMASTERY)) > 0 && (sd->status.weapon == W_MACE || sd->status.weapon == W_2HMACE))
  3712. base_status->cri += skill * 10;
  3713. #endif
  3714. if ((skill = pc_checkskill(sd, SHC_SHADOW_SENSE)) > 0)
  3715. {
  3716. if (sd->status.weapon == W_DAGGER || sd->status.weapon == W_DOUBLE_DD ||
  3717. sd->status.weapon == W_DOUBLE_DS || sd->status.weapon == W_DOUBLE_DA)
  3718. base_status->cri += 100 + skill * 40;
  3719. else if (sd->status.weapon == W_KATAR)
  3720. base_status->cri += 50 + skill * 20;
  3721. }
  3722. // ----- P.Atk/S.Matk CALCULATION -----
  3723. if ((skill = pc_checkskill(sd, TR_STAGE_MANNER)) > 0 && (sd->status.weapon == W_BOW || sd->status.weapon == W_MUSICAL || sd->status.weapon == W_WHIP)) {
  3724. base_status->patk += skill * 3;
  3725. base_status->smatk += skill * 3;
  3726. }
  3727. // ----- PHYSICAL RESISTANCE CALCULATION -----
  3728. if ((skill = pc_checkskill_imperial_guard(sd, 1)) > 0)// IG_SHIELD_MASTERY
  3729. base_status->res += skill * 3;
  3730. // ----- EQUIPMENT-DEF CALCULATION -----
  3731. // Apply relative modifiers from equipment
  3732. if(sd->def_rate < 0)
  3733. sd->def_rate = 0;
  3734. if(sd->def_rate != 100) {
  3735. i = base_status->def * sd->def_rate/100;
  3736. base_status->def = cap_value(i, DEFTYPE_MIN, DEFTYPE_MAX);
  3737. }
  3738. if(pc_ismadogear(sd) && pc_checkskill(sd, NC_MAINFRAME) > 0)
  3739. base_status->def += 20 + (pc_checkskill(sd, NC_MAINFRAME) * 20);
  3740. #ifndef RENEWAL
  3741. if (!battle_config.weapon_defense_type && base_status->def > battle_config.max_def) {
  3742. base_status->def2 += battle_config.over_def_bonus*(base_status->def -battle_config.max_def);
  3743. base_status->def = (unsigned char)battle_config.max_def;
  3744. }
  3745. #endif
  3746. // ----- EQUIPMENT-MDEF CALCULATION -----
  3747. // Apply relative modifiers from equipment
  3748. if(sd->mdef_rate < 0)
  3749. sd->mdef_rate = 0;
  3750. if(sd->mdef_rate != 100) {
  3751. i = base_status->mdef * sd->mdef_rate/100;
  3752. base_status->mdef = cap_value(i, DEFTYPE_MIN, DEFTYPE_MAX);
  3753. }
  3754. #ifndef RENEWAL
  3755. if (!battle_config.magic_defense_type && base_status->mdef > battle_config.max_def) {
  3756. base_status->mdef2 += battle_config.over_def_bonus*(base_status->mdef -battle_config.max_def);
  3757. base_status->mdef = (signed char)battle_config.max_def;
  3758. }
  3759. #endif
  3760. // ----- ASPD CALCULATION -----
  3761. /// Unlike other stats, ASPD rate modifiers from skills/SCs/items/etc are first all added together, then the final modifier is applied
  3762. // Basic ASPD value
  3763. i = status_base_amotion_pc(sd,base_status);
  3764. base_status->amotion = cap_value(i,pc_maxaspd(sd),2000);
  3765. // Relative modifiers from passive skills
  3766. // Renewal modifiers are handled in status_base_amotion_pc
  3767. #ifndef RENEWAL_ASPD
  3768. if((skill=pc_checkskill(sd,SA_ADVANCEDBOOK))>0 && sd->status.weapon == W_BOOK)
  3769. base_status->aspd_rate -= 5*skill;
  3770. if ((skill = pc_checkskill(sd,SG_DEVIL)) > 0 && ((sd->class_&MAPID_THIRDMASK) == MAPID_STAR_EMPEROR || pc_is_maxjoblv(sd)))
  3771. base_status->aspd_rate -= 30*skill;
  3772. if((skill=pc_checkskill(sd,GS_SINGLEACTION))>0 &&
  3773. (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE))
  3774. base_status->aspd_rate -= ((skill+1)/2) * 10;
  3775. if(pc_isriding(sd))
  3776. base_status->aspd_rate += 500-100*pc_checkskill(sd,KN_CAVALIERMASTERY);
  3777. else if(pc_isridingdragon(sd))
  3778. base_status->aspd_rate += 250-50*pc_checkskill(sd,RK_DRAGONTRAINING);
  3779. #endif
  3780. base_status->adelay = 2*base_status->amotion;
  3781. // ----- DMOTION -----
  3782. i = 800-base_status->agi*4;
  3783. base_status->dmotion = cap_value(i, 400, 800);
  3784. if(battle_config.pc_damage_delay_rate != 100)
  3785. base_status->dmotion = base_status->dmotion*battle_config.pc_damage_delay_rate/100;
  3786. // ----- MISC CALCULATIONS -----
  3787. // Weight
  3788. status_calc_weight(sd, CALCWT_MAXBONUS);
  3789. status_calc_cart_weight(sd, CALCWT_MAXBONUS);
  3790. if (pc_checkskill(sd, SM_MOVINGRECOVERY) > 0 || pc_ismadogear(sd))
  3791. sd->regen.state.walk = 1;
  3792. else
  3793. sd->regen.state.walk = 0;
  3794. // Skill SP cost
  3795. if((skill=pc_checkskill(sd,HP_MANARECHARGE))>0 )
  3796. sd->dsprate -= 4*skill;
  3797. if(sc->getSCE(SC_SERVICE4U))
  3798. sd->dsprate -= sc->getSCE(SC_SERVICE4U)->val3;
  3799. if(sc->getSCE(SC_SPCOST_RATE))
  3800. sd->dsprate -= sc->getSCE(SC_SPCOST_RATE)->val1;
  3801. // Underflow protections.
  3802. if(sd->dsprate < 0)
  3803. sd->dsprate = 0;
  3804. if(sd->castrate < 0)
  3805. sd->castrate = 0;
  3806. if(sd->hprecov_rate < 0)
  3807. sd->hprecov_rate = 0;
  3808. if(sd->sprecov_rate < 0)
  3809. sd->sprecov_rate = 0;
  3810. // Anti-element and anti-race
  3811. if((skill=pc_checkskill(sd,CR_TRUST))>0)
  3812. sd->indexed_bonus.subele[ELE_HOLY] += skill*5;
  3813. if((skill=pc_checkskill(sd,BS_SKINTEMPER))>0) {
  3814. sd->indexed_bonus.subele[ELE_NEUTRAL] += skill;
  3815. sd->indexed_bonus.subele[ELE_FIRE] += skill*5;
  3816. }
  3817. if((skill=pc_checkskill(sd,SA_DRAGONOLOGY))>0) {
  3818. uint8 dragon_matk = skill * 2;
  3819. skill = skill * 4;
  3820. sd->right_weapon.addrace[RC_DRAGON]+=skill;
  3821. sd->left_weapon.addrace[RC_DRAGON]+=skill;
  3822. sd->indexed_bonus.magic_addrace[RC_DRAGON]+=dragon_matk;
  3823. sd->indexed_bonus.subrace[RC_DRAGON]+=skill;
  3824. }
  3825. if ((skill = pc_checkskill(sd, AB_EUCHARISTICA)) > 0) {
  3826. sd->right_weapon.addrace[RC_DEMON] += skill;
  3827. sd->right_weapon.addele[ELE_DARK] += skill;
  3828. sd->left_weapon.addrace[RC_DEMON] += skill;
  3829. sd->left_weapon.addele[ELE_DARK] += skill;
  3830. sd->indexed_bonus.magic_addrace[RC_DEMON] += skill;
  3831. sd->indexed_bonus.magic_addele[ELE_DARK] += skill;
  3832. sd->indexed_bonus.subrace[RC_DEMON] += skill;
  3833. sd->indexed_bonus.subele[ELE_DARK] += skill;
  3834. }
  3835. if ((skill = pc_checkskill(sd, DK_TWOHANDDEF)) > 0 && (sd->status.weapon == W_2HSWORD || sd->status.weapon == W_2HSPEAR || sd->status.weapon == W_2HAXE)) {
  3836. uint8 defense_bonus[SZ_MAX][10] = {
  3837. { 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 }, // SZ_SMALL
  3838. { 2, 3, 5, 6, 8, 9, 11, 12, 14, 15 }, // SZ_MEDIUM
  3839. { 3, 5, 7, 9, 10, 12, 13, 15, 16, 18 }, // SZ_BIG
  3840. { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } // SZ_ALL
  3841. };
  3842. for( uint8 size = SZ_SMALL; size < SZ_MAX; size++ ){
  3843. sd->indexed_bonus.weapon_subsize[size] += defense_bonus[size][skill - 1];
  3844. }
  3845. }
  3846. if ((skill = pc_checkskill(sd, IQ_WILL_OF_FAITH)) > 0 && sd->status.weapon == W_KNUCKLE) {
  3847. uint8 race_atk[10] = { 3, 4, 5, 6, 7, 8, 9, 10, 11, 12 };
  3848. uint8 race_def[10] = { 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 };
  3849. sd->right_weapon.addrace[RC_UNDEAD] += race_atk[skill - 1];
  3850. sd->right_weapon.addrace[RC_DEMON] += race_atk[skill - 1];
  3851. sd->left_weapon.addrace[RC_UNDEAD] += race_atk[skill - 1];
  3852. sd->left_weapon.addrace[RC_DEMON] += race_atk[skill - 1];
  3853. sd->indexed_bonus.subrace[RC_UNDEAD] += race_def[skill - 1];
  3854. sd->indexed_bonus.subrace[RC_DEMON] += race_def[skill - 1];
  3855. }
  3856. 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)) {
  3857. uint8 attack_bonus[SZ_MAX][10] = {
  3858. { 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 }, // SZ_SMALL
  3859. { 2, 3, 5, 6, 8, 9, 11, 12, 14, 15 }, // SZ_MEDIUM
  3860. { 3, 5, 7, 9, 10, 12, 13, 15, 16, 18 }, // SZ_BIG
  3861. { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } // SZ_ALL
  3862. };
  3863. for( uint8 size = SZ_SMALL; size < SZ_MAX; size++ ){
  3864. sd->right_weapon.addsize[size] += attack_bonus[size][skill - 1];
  3865. sd->left_weapon.addsize[size] += attack_bonus[size][skill - 1];
  3866. }
  3867. }
  3868. if ((skill = pc_checkskill(sd, CD_FIDUS_ANIMUS)) > 0) {
  3869. uint8 holy_matk[10] = { 1, 3, 4, 6, 7, 9, 10, 12, 13, 15 };
  3870. sd->indexed_bonus.magic_atk_ele[ELE_HOLY] += holy_matk[skill - 1];
  3871. }
  3872. if ((skill = pc_checkskill(sd, MT_TWOAXEDEF)) > 0 && sd->status.weapon == W_2HAXE) {
  3873. uint8 defense_bonus[SZ_MAX][10] = {
  3874. { 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 }, // SZ_SMALL
  3875. { 2, 3, 5, 6, 8, 9, 11, 12, 14, 15 }, // SZ_MEDIUM
  3876. { 3, 5, 7, 9, 10, 12, 13, 15, 16, 18 }, // SZ_BIG
  3877. { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } // SZ_ALL
  3878. };
  3879. for( uint8 size = SZ_SMALL; size < SZ_MAX; size++ ){
  3880. sd->indexed_bonus.weapon_subsize[size] += defense_bonus[size][skill - 1];
  3881. }
  3882. }
  3883. 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)) {
  3884. uint8 attack_bonus[SZ_MAX][10] = {
  3885. { 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 }, // SZ_SMALL
  3886. { 2, 3, 5, 6, 8, 9, 11, 12, 14, 15 }, // SZ_MEDIUM
  3887. { 2, 4, 6, 8, 10, 12, 14, 16, 18, 20 }, // SZ_BIG
  3888. { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } // SZ_ALL
  3889. };
  3890. for( uint8 size = SZ_SMALL; size < SZ_MAX; size++ ){
  3891. sd->right_weapon.addsize[size] += attack_bonus[size][skill - 1];
  3892. sd->left_weapon.addsize[size] += attack_bonus[size][skill - 1];
  3893. }
  3894. }
  3895. 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)) {
  3896. uint8 attack_bonus[SZ_MAX][10] = {
  3897. { 2, 3, 5, 6, 8, 9, 11, 12, 14, 15 }, // SZ_SMALL
  3898. { 2, 3, 5, 6, 8, 9, 11, 12, 14, 15 }, // SZ_MEDIUM
  3899. { 2, 3, 5, 6, 8, 9, 11, 12, 14, 15 }, // SZ_BIG
  3900. { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } // SZ_ALL
  3901. };
  3902. for( uint8 size = SZ_SMALL; size < SZ_MAX; size++ ){
  3903. sd->indexed_bonus.magic_addsize[size] += attack_bonus[size][skill - 1];
  3904. }
  3905. }
  3906. if ((skill = pc_checkskill(sd, EM_MAGIC_BOOK_M)) > 0 && sd->status.weapon == W_BOOK) {
  3907. sd->indexed_bonus.magic_atk_ele[ELE_WATER] += skill;
  3908. sd->indexed_bonus.magic_atk_ele[ELE_EARTH] += skill;
  3909. sd->indexed_bonus.magic_atk_ele[ELE_FIRE] += skill;
  3910. sd->indexed_bonus.magic_atk_ele[ELE_WIND] += skill;
  3911. sd->indexed_bonus.magic_atk_ele[ELE_POISON] += skill;
  3912. }
  3913. if(sc->count) {
  3914. if(sc->getSCE(SC_CONCENTRATE)) { // Update the card-bonus data
  3915. sc->getSCE(SC_CONCENTRATE)->val3 = sd->indexed_bonus.param_bonus[1]; // Agi
  3916. sc->getSCE(SC_CONCENTRATE)->val4 = sd->indexed_bonus.param_bonus[4]; // Dex
  3917. }
  3918. if(sc->getSCE(SC_SIEGFRIED)) {
  3919. i = sc->getSCE(SC_SIEGFRIED)->val2;
  3920. sd->indexed_bonus.subele[ELE_WATER] += i;
  3921. sd->indexed_bonus.subele[ELE_EARTH] += i;
  3922. sd->indexed_bonus.subele[ELE_FIRE] += i;
  3923. sd->indexed_bonus.subele[ELE_WIND] += i;
  3924. #ifndef RENEWAL
  3925. sd->indexed_bonus.subele[ELE_POISON] += i;
  3926. sd->indexed_bonus.subele[ELE_HOLY] += i;
  3927. sd->indexed_bonus.subele[ELE_DARK] += i;
  3928. sd->indexed_bonus.subele[ELE_GHOST] += i;
  3929. sd->indexed_bonus.subele[ELE_UNDEAD] += i;
  3930. #endif
  3931. }
  3932. #ifdef RENEWAL
  3933. if (sc->getSCE(SC_BASILICA)) {
  3934. i = sc->getSCE(SC_BASILICA)->val1 * 5;
  3935. sd->right_weapon.addele[ELE_DARK] += i;
  3936. sd->right_weapon.addele[ELE_UNDEAD] += i;
  3937. sd->left_weapon.addele[ELE_DARK] += i;
  3938. sd->left_weapon.addele[ELE_UNDEAD] += i;
  3939. sd->indexed_bonus.magic_atk_ele[ELE_HOLY] += sc->getSCE(SC_BASILICA)->val1 * 3;
  3940. }
  3941. if (sc->getSCE(SC_FIREWEAPON))
  3942. sd->indexed_bonus.magic_atk_ele[ELE_FIRE] += sc->getSCE(SC_FIREWEAPON)->val1;
  3943. if (sc->getSCE(SC_WINDWEAPON))
  3944. sd->indexed_bonus.magic_atk_ele[ELE_WIND] += sc->getSCE(SC_WINDWEAPON)->val1;
  3945. if (sc->getSCE(SC_WATERWEAPON))
  3946. sd->indexed_bonus.magic_atk_ele[ELE_WATER] += sc->getSCE(SC_WATERWEAPON)->val1;
  3947. if (sc->getSCE(SC_EARTHWEAPON))
  3948. sd->indexed_bonus.magic_atk_ele[ELE_EARTH] += sc->getSCE(SC_EARTHWEAPON)->val1;
  3949. #endif
  3950. if(sc->getSCE(SC_PROVIDENCE)) {
  3951. sd->indexed_bonus.subele[ELE_HOLY] += sc->getSCE(SC_PROVIDENCE)->val2;
  3952. sd->indexed_bonus.subrace[RC_DEMON] += sc->getSCE(SC_PROVIDENCE)->val2;
  3953. }
  3954. if (sc->getSCE(SC_GEFFEN_MAGIC1)) {
  3955. sd->right_weapon.addrace[RC_PLAYER_HUMAN] += sc->getSCE(SC_GEFFEN_MAGIC1)->val1;
  3956. sd->right_weapon.addrace[RC_DEMIHUMAN] += sc->getSCE(SC_GEFFEN_MAGIC1)->val1;
  3957. sd->left_weapon.addrace[RC_PLAYER_HUMAN] += sc->getSCE(SC_GEFFEN_MAGIC1)->val1;
  3958. sd->left_weapon.addrace[RC_DEMIHUMAN] += sc->getSCE(SC_GEFFEN_MAGIC1)->val1;
  3959. }
  3960. if (sc->getSCE(SC_GEFFEN_MAGIC2)) {
  3961. sd->indexed_bonus.magic_addrace[RC_PLAYER_HUMAN] += sc->getSCE(SC_GEFFEN_MAGIC2)->val1;
  3962. sd->indexed_bonus.magic_addrace[RC_DEMIHUMAN] += sc->getSCE(SC_GEFFEN_MAGIC2)->val1;
  3963. }
  3964. if(sc->getSCE(SC_GEFFEN_MAGIC3)) {
  3965. sd->indexed_bonus.subrace[RC_PLAYER_HUMAN] += sc->getSCE(SC_GEFFEN_MAGIC3)->val1;
  3966. sd->indexed_bonus.subrace[RC_DEMIHUMAN] += sc->getSCE(SC_GEFFEN_MAGIC3)->val1;
  3967. }
  3968. if(sc->getSCE(SC_ARMOR_ELEMENT_WATER)) { // This status change should grant card-type elemental resist.
  3969. sd->indexed_bonus.subele[ELE_WATER] += sc->getSCE(SC_ARMOR_ELEMENT_WATER)->val1;
  3970. sd->indexed_bonus.subele[ELE_EARTH] += sc->getSCE(SC_ARMOR_ELEMENT_WATER)->val2;
  3971. sd->indexed_bonus.subele[ELE_FIRE] += sc->getSCE(SC_ARMOR_ELEMENT_WATER)->val3;
  3972. sd->indexed_bonus.subele[ELE_WIND] += sc->getSCE(SC_ARMOR_ELEMENT_WATER)->val4;
  3973. }
  3974. if(sc->getSCE(SC_ARMOR_ELEMENT_EARTH)) { // This status change should grant card-type elemental resist.
  3975. sd->indexed_bonus.subele[ELE_WATER] += sc->getSCE(SC_ARMOR_ELEMENT_EARTH)->val1;
  3976. sd->indexed_bonus.subele[ELE_EARTH] += sc->getSCE(SC_ARMOR_ELEMENT_EARTH)->val2;
  3977. sd->indexed_bonus.subele[ELE_FIRE] += sc->getSCE(SC_ARMOR_ELEMENT_EARTH)->val3;
  3978. sd->indexed_bonus.subele[ELE_WIND] += sc->getSCE(SC_ARMOR_ELEMENT_EARTH)->val4;
  3979. }
  3980. if(sc->getSCE(SC_ARMOR_ELEMENT_FIRE)) { // This status change should grant card-type elemental resist.
  3981. sd->indexed_bonus.subele[ELE_WATER] += sc->getSCE(SC_ARMOR_ELEMENT_FIRE)->val1;
  3982. sd->indexed_bonus.subele[ELE_EARTH] += sc->getSCE(SC_ARMOR_ELEMENT_FIRE)->val2;
  3983. sd->indexed_bonus.subele[ELE_FIRE] += sc->getSCE(SC_ARMOR_ELEMENT_FIRE)->val3;
  3984. sd->indexed_bonus.subele[ELE_WIND] += sc->getSCE(SC_ARMOR_ELEMENT_FIRE)->val4;
  3985. }
  3986. if(sc->getSCE(SC_ARMOR_ELEMENT_WIND)) { // This status change should grant card-type elemental resist.
  3987. sd->indexed_bonus.subele[ELE_WATER] += sc->getSCE(SC_ARMOR_ELEMENT_WIND)->val1;
  3988. sd->indexed_bonus.subele[ELE_EARTH] += sc->getSCE(SC_ARMOR_ELEMENT_WIND)->val2;
  3989. sd->indexed_bonus.subele[ELE_FIRE] += sc->getSCE(SC_ARMOR_ELEMENT_WIND)->val3;
  3990. sd->indexed_bonus.subele[ELE_WIND] += sc->getSCE(SC_ARMOR_ELEMENT_WIND)->val4;
  3991. }
  3992. if(sc->getSCE(SC_ARMOR_RESIST)) { // Undead Scroll
  3993. sd->indexed_bonus.subele[ELE_WATER] += sc->getSCE(SC_ARMOR_RESIST)->val1;
  3994. sd->indexed_bonus.subele[ELE_EARTH] += sc->getSCE(SC_ARMOR_RESIST)->val2;
  3995. sd->indexed_bonus.subele[ELE_FIRE] += sc->getSCE(SC_ARMOR_RESIST)->val3;
  3996. sd->indexed_bonus.subele[ELE_WIND] += sc->getSCE(SC_ARMOR_RESIST)->val4;
  3997. }
  3998. if( sc->getSCE(SC_FIRE_CLOAK_OPTION) ) {
  3999. i = sc->getSCE(SC_FIRE_CLOAK_OPTION)->val2;
  4000. sd->indexed_bonus.subele[ELE_FIRE] += i;
  4001. sd->indexed_bonus.subele[ELE_WATER] -= i;
  4002. }
  4003. if( sc->getSCE(SC_WATER_DROP_OPTION) ) {
  4004. i = sc->getSCE(SC_WATER_DROP_OPTION)->val2;
  4005. sd->indexed_bonus.subele[ELE_WATER] += i;
  4006. sd->indexed_bonus.subele[ELE_WIND] -= i;
  4007. }
  4008. if( sc->getSCE(SC_WIND_CURTAIN_OPTION) ) {
  4009. i = sc->getSCE(SC_WIND_CURTAIN_OPTION)->val2;
  4010. sd->indexed_bonus.subele[ELE_WIND] += i;
  4011. sd->indexed_bonus.subele[ELE_EARTH] -= i;
  4012. }
  4013. if( sc->getSCE(SC_STONE_SHIELD_OPTION) ) {
  4014. i = sc->getSCE(SC_STONE_SHIELD_OPTION)->val2;
  4015. sd->indexed_bonus.subele[ELE_EARTH] += i;
  4016. sd->indexed_bonus.subele[ELE_FIRE] -= i;
  4017. }
  4018. if (sc->getSCE(SC_MTF_MLEATKED) )
  4019. sd->indexed_bonus.subele[ELE_NEUTRAL] += sc->getSCE(SC_MTF_MLEATKED)->val3;
  4020. if (sc->getSCE(SC_MTF_CRIDAMAGE))
  4021. sd->bonus.crit_atk_rate += sc->getSCE(SC_MTF_CRIDAMAGE)->val1;
  4022. if (sc->getSCE(SC_GLASTHEIM_ATK)) {
  4023. sd->indexed_bonus.ignore_mdef_by_race[RC_UNDEAD] += sc->getSCE(SC_GLASTHEIM_ATK)->val1;
  4024. sd->indexed_bonus.ignore_mdef_by_race[RC_DEMON] += sc->getSCE(SC_GLASTHEIM_ATK)->val1;
  4025. }
  4026. if (sc->getSCE(SC_LAUDARAMUS))
  4027. sd->bonus.crit_atk_rate += 5 * sc->getSCE(SC_LAUDARAMUS)->val1;
  4028. #ifdef RENEWAL
  4029. if (sc->getSCE(SC_FORTUNE))
  4030. sd->bonus.crit_atk_rate += 2 * sc->getSCE(SC_FORTUNE)->val1;
  4031. #endif
  4032. if (sc->getSCE(SC_SYMPHONYOFLOVER)) {
  4033. sd->indexed_bonus.subele[ELE_GHOST] += sc->getSCE(SC_SYMPHONYOFLOVER)->val1 * 3;
  4034. sd->indexed_bonus.subele[ELE_HOLY] += sc->getSCE(SC_SYMPHONYOFLOVER)->val1 * 3;
  4035. }
  4036. if (sc->getSCE(SC_PYREXIA) && sc->getSCE(SC_PYREXIA)->val3 == 0)
  4037. sd->bonus.crit_atk_rate += sc->getSCE(SC_PYREXIA)->val2;
  4038. if (sc->getSCE(SC_LUXANIMA)) {
  4039. pc_bonus2(sd, SP_ADDSIZE, SZ_ALL, sc->getSCE(SC_LUXANIMA)->val3);
  4040. sd->bonus.crit_atk_rate += sc->getSCE(SC_LUXANIMA)->val3;
  4041. sd->bonus.short_attack_atk_rate += sc->getSCE(SC_LUXANIMA)->val3;
  4042. sd->bonus.long_attack_atk_rate += sc->getSCE(SC_LUXANIMA)->val3;
  4043. }
  4044. if (sc->getSCE(SC_STRIKING))
  4045. sd->bonus.perfect_hit += 20 + 10 * pc_checkskill(sd, SO_STRIKING);
  4046. if (sc->getSCE(SC_VIGOR)) {
  4047. // Skill desc says increases physical damage. Supposed to affect damage from base ATK right???
  4048. // Because this is only boosting the ATK from the equipped weapon and not from base ATK. [Rytech]
  4049. sd->right_weapon.addrace[RC_DEMIHUMAN] += 50;
  4050. sd->left_weapon.addrace[RC_ANGEL] += 50;
  4051. }
  4052. if (sc->getSCE(SC_DEADLY_DEFEASANCE))
  4053. sd->special_state.no_magic_damage = 0;
  4054. if (sc->getSCE(SC_CLIMAX_DES_HU))
  4055. sd->indexed_bonus.magic_atk_ele[ELE_WIND] += 30;
  4056. if (sc->getSCE(SC_CLIMAX_EARTH))
  4057. sd->indexed_bonus.subele[ELE_EARTH] -= 100;
  4058. if (sc->getSCE(SC_CLIMAX_BLOOM))
  4059. sd->indexed_bonus.subele[ELE_FIRE] -= 100;
  4060. if (sc->getSCE(SC_CLIMAX_CRYIMP)) {
  4061. sd->indexed_bonus.subele[ELE_WATER] += 30;
  4062. sd->indexed_bonus.magic_atk_ele[ELE_WATER] += 30;
  4063. }
  4064. if (sc->getSCE(SC_SINCERE_FAITH))
  4065. sd->bonus.perfect_hit += sc->getSCE(SC_SINCERE_FAITH)->val3;
  4066. if (sc->getSCE(SC_HOLY_S)) {
  4067. sd->indexed_bonus.subele[ELE_DARK] += sc->getSCE(SC_HOLY_S)->val2;
  4068. sd->indexed_bonus.subele[ELE_UNDEAD] += sc->getSCE(SC_HOLY_S)->val2;
  4069. sd->indexed_bonus.magic_atk_ele[ELE_HOLY] += sc->getSCE(SC_HOLY_S)->val2;
  4070. }
  4071. if (sc->getSCE(SC_SUMMON_ELEMENTAL_ARDOR))
  4072. sd->indexed_bonus.magic_atk_ele[ELE_FIRE] += 10;
  4073. if (sc->getSCE(SC_SUMMON_ELEMENTAL_DILUVIO))
  4074. sd->indexed_bonus.magic_atk_ele[ELE_WATER] += 10;
  4075. if (sc->getSCE(SC_SUMMON_ELEMENTAL_PROCELLA))
  4076. sd->indexed_bonus.magic_atk_ele[ELE_WIND] += 10;
  4077. if (sc->getSCE(SC_SUMMON_ELEMENTAL_TERREMOTUS))
  4078. sd->indexed_bonus.magic_atk_ele[ELE_EARTH] += 10;
  4079. if (sc->getSCE(SC_SUMMON_ELEMENTAL_SERPENS))
  4080. sd->indexed_bonus.magic_atk_ele[ELE_POISON] += 10;
  4081. if (sc->getSCE(SC_FLAMEARMOR_OPTION)) {
  4082. sd->indexed_bonus.subele[ELE_FIRE] += 100;
  4083. sd->indexed_bonus.subele[ELE_WATER] -= 30;
  4084. }
  4085. if (sc->getSCE(SC_CRYSTAL_ARMOR_OPTION)) {
  4086. sd->indexed_bonus.subele[ELE_WATER] += 100;
  4087. sd->indexed_bonus.subele[ELE_WIND] -= 30;
  4088. }
  4089. if (sc->getSCE(SC_EYES_OF_STORM_OPTION)) {
  4090. sd->indexed_bonus.subele[ELE_WIND] += 100;
  4091. sd->indexed_bonus.subele[ELE_EARTH] -= 30;
  4092. }
  4093. if (sc->getSCE(SC_STRONG_PROTECTION_OPTION)) {
  4094. sd->indexed_bonus.subele[ELE_EARTH] += 100;
  4095. sd->indexed_bonus.subele[ELE_FIRE] -= 30;
  4096. }
  4097. if (sc->getSCE(SC_POISON_SHIELD_OPTION)) {
  4098. sd->indexed_bonus.subele[ELE_POISON] += 100;
  4099. sd->indexed_bonus.subele[ELE_HOLY] -= 30;
  4100. }
  4101. if (sc->getSCE(SC_INFINITY_DRINK)) {
  4102. sd->bonus.crit_atk_rate += 5;
  4103. sd->bonus.long_attack_atk_rate += 5;
  4104. sd->indexed_bonus.magic_atk_ele[ELE_ALL] += 5;
  4105. sd->special_state.no_castcancel = 1;
  4106. }
  4107. if(sc->getSCE(SC_MENTAL_POTION))
  4108. sd->dsprate -= sc->getSCE(SC_MENTAL_POTION)->val1;
  4109. if (sc->getSCE(SC_LIMIT_POWER_BOOSTER)) {
  4110. pc_bonus(sd, SP_ATK_RATE, 1);
  4111. pc_bonus(sd, SP_MATK_RATE, 1);
  4112. sd->dsprate -= 5;
  4113. sd->bonus.fixcastrate -= sc->getSCE(SC_LIMIT_POWER_BOOSTER)->val1;
  4114. }
  4115. if (sc->getSCE(SC_COMBAT_PILL)) {
  4116. pc_bonus(sd, SP_ATK_RATE, sc->getSCE(SC_COMBAT_PILL)->val1);
  4117. pc_bonus(sd, SP_MATK_RATE, sc->getSCE(SC_COMBAT_PILL)->val1);
  4118. }
  4119. if (sc->getSCE(SC_COMBAT_PILL2)) {
  4120. pc_bonus(sd, SP_ATK_RATE, sc->getSCE(SC_COMBAT_PILL2)->val1);
  4121. pc_bonus(sd, SP_MATK_RATE, sc->getSCE(SC_COMBAT_PILL2)->val1);
  4122. }
  4123. if (sc->getSCE(SC_SPARKCANDY))
  4124. pc_bonus2(sd, SP_HP_LOSS_RATE, 100, 10000);
  4125. if (sc->getSCE(SC_MAGICCANDY)) {
  4126. sd->bonus.fixcastrate -= 70;
  4127. sd->special_state.no_castcancel = 1;
  4128. pc_bonus2(sd, SP_SP_LOSS_RATE, 90, 10000);
  4129. }
  4130. if (sc->getSCE(SC_POPECOOKIE)) {
  4131. pc_bonus(sd, SP_ATK_RATE, sc->getSCE(SC_POPECOOKIE)->val1);
  4132. pc_bonus(sd, SP_MATK_RATE, sc->getSCE(SC_POPECOOKIE)->val1);
  4133. sd->indexed_bonus.subele[ELE_ALL] -= sc->getSCE(SC_POPECOOKIE)->val1;
  4134. }
  4135. if (sc->getSCE(SC_VITALIZE_POTION)) {
  4136. pc_bonus(sd, SP_ATK_RATE, sc->getSCE(SC_VITALIZE_POTION)->val1);
  4137. pc_bonus(sd, SP_MATK_RATE, sc->getSCE(SC_VITALIZE_POTION)->val1);
  4138. }
  4139. if (sc->getSCE(SC_CUP_OF_BOZA))
  4140. sd->indexed_bonus.subele[ELE_FIRE] -= 5;
  4141. if (sc->getSCE(SC_SKF_CAST))
  4142. sd->bonus.varcastrate -= sc->getSCE(SC_SKF_CAST)->val1;
  4143. if (sc->getSCE(SC_BEEF_RIB_STEW)) {
  4144. sd->bonus.varcastrate -= 5;
  4145. sd->dsprate -= 3;
  4146. }
  4147. if (sc->getSCE(SC_PORK_RIB_STEW))
  4148. sd->dsprate -= 2;
  4149. }
  4150. status_cpy(&sd->battle_status, base_status);
  4151. // ----- CLIENT-SIDE REFRESH -----
  4152. if(!sd->bl.prev) {
  4153. // Will update on LoadEndAck
  4154. calculating = 0;
  4155. return 0;
  4156. }
  4157. if(memcmp(b_skill,sd->status.skill,sizeof(sd->status.skill)))
  4158. clif_skillinfoblock(sd);
  4159. // If the skill is learned, the status is infinite.
  4160. if (pc_checkskill(sd, SU_SPRITEMABLE) > 0 && !sd->sc.getSCE(SC_SPRITEMABLE))
  4161. sc_start(&sd->bl, &sd->bl, SC_SPRITEMABLE, 100, 1, INFINITE_TICK);
  4162. if (pc_checkskill(sd, SU_SOULATTACK) > 0 && !sd->sc.getSCE(SC_SOULATTACK))
  4163. sc_start(&sd->bl, &sd->bl, SC_SOULATTACK, 100, 1, INFINITE_TICK);
  4164. calculating = 0;
  4165. return 0;
  4166. }
  4167. /// Intermediate function since C++ does not have a try-finally syntax
  4168. int status_calc_pc_( map_session_data* sd, uint8 opt ){
  4169. // Save the old script the player was attached to
  4170. struct script_state* previous_st = sd->st;
  4171. // Store the return value of the original function
  4172. int ret = status_calc_pc_sub( sd, opt );
  4173. // If an old script is present
  4174. if( previous_st ){
  4175. // Reattach the player to it, so that the limitations of that script kick back in
  4176. script_attach_state( previous_st );
  4177. }
  4178. // Return the original return value
  4179. return ret;
  4180. }
  4181. /**
  4182. * Calculates Mercenary data
  4183. * @param md: Mercenary object
  4184. * @param opt: Whether it is first calc or not (0 on level up or status)
  4185. * @return 0
  4186. */
  4187. int status_calc_mercenary_(s_mercenary_data *md, uint8 opt)
  4188. {
  4189. struct status_data *status = &md->base_status;
  4190. s_mercenary *merc = &md->mercenary;
  4191. if (opt&SCO_FIRST) {
  4192. memcpy(status, &md->db->status, sizeof(struct status_data));
  4193. status->class_ = CLASS_NORMAL;
  4194. status->mode = static_cast<e_mode>(MD_CANMOVE|MD_CANATTACK);
  4195. status->hp = status->max_hp;
  4196. status->sp = status->max_sp;
  4197. md->battle_status.hp = merc->hp;
  4198. md->battle_status.sp = merc->sp;
  4199. if (md->master)
  4200. status->speed = status_get_speed(&md->master->bl);
  4201. }
  4202. status_calc_misc(&md->bl, status, md->db->lv);
  4203. status_cpy(&md->battle_status, status);
  4204. return 0;
  4205. }
  4206. /**
  4207. * Calculates Homunculus data
  4208. * @param hd: Homunculus object
  4209. * @param opt: Whether it is first calc or not (0 on level up or status)
  4210. * @return 1
  4211. */
  4212. int status_calc_homunculus_(struct homun_data *hd, uint8 opt)
  4213. {
  4214. struct status_data *status = &hd->base_status;
  4215. struct s_homunculus *hom = &hd->homunculus;
  4216. int skill_lv;
  4217. int amotion;
  4218. status->str = hom->str / 10;
  4219. status->agi = hom->agi / 10;
  4220. status->vit = hom->vit / 10;
  4221. status->dex = hom->dex / 10;
  4222. status->int_ = hom->int_ / 10;
  4223. status->luk = hom->luk / 10;
  4224. APPLY_HOMUN_LEVEL_STATWEIGHT();
  4225. if (opt&SCO_FIRST) {
  4226. const struct s_homunculus_db *db = hd->homunculusDB;
  4227. status->def_ele = db->element;
  4228. status->ele_lv = 1;
  4229. status->race = db->race;
  4230. status->class_ = CLASS_NORMAL;
  4231. status->size = (hom->class_ == db->evo_class) ? db->evo_size : db->base_size;
  4232. status->rhw.range = 1 + status->size;
  4233. status->mode = static_cast<e_mode>(MD_CANMOVE|MD_CANATTACK);
  4234. status->speed = DEFAULT_WALK_SPEED;
  4235. if (battle_config.hom_setting&HOMSET_COPY_SPEED && hd->master)
  4236. status->speed = status_get_speed(&hd->master->bl);
  4237. status->hp = 1;
  4238. status->sp = 1;
  4239. }
  4240. status->aspd_rate = 1000;
  4241. #ifdef RENEWAL
  4242. amotion = hd->homunculusDB->baseASPD;
  4243. amotion = amotion - amotion * (status->dex + hom->dex_value) / 1000 - (status->agi + hom->agi_value) * amotion / 250;
  4244. status->def = status->mdef = 0;
  4245. #else
  4246. skill_lv = hom->level / 10 + status->vit / 5;
  4247. status->def = cap_value(skill_lv, 0, 99);
  4248. skill_lv = hom->level / 10 + status->int_ / 5;
  4249. status->mdef = cap_value(skill_lv, 0, 99);
  4250. amotion = (1000 - 4 * status->agi - status->dex) * hd->homunculusDB->baseASPD / 1000;
  4251. #endif
  4252. status->amotion = cap_value(amotion, battle_config.max_aspd, 2000);
  4253. status->adelay = status->amotion; //It seems adelay = amotion for Homunculus.
  4254. status->max_hp = hom->max_hp;
  4255. status->max_sp = hom->max_sp;
  4256. hom_calc_skilltree(hd, 0);
  4257. if((skill_lv = hom_checkskill(hd, HAMI_SKIN)) > 0)
  4258. status->def += skill_lv * 4;
  4259. if((skill_lv = hom_checkskill(hd, HVAN_INSTRUCT)) > 0) {
  4260. status->int_ += 1 + skill_lv / 2 + skill_lv / 4 + skill_lv / 5;
  4261. status->str += 1 + skill_lv / 3 + skill_lv / 3 + skill_lv / 4;
  4262. }
  4263. if((skill_lv = hom_checkskill(hd, HAMI_SKIN)) > 0)
  4264. status->max_hp += skill_lv * 2 * status->max_hp / 100;
  4265. if((skill_lv = hom_checkskill(hd, HLIF_BRAIN)) > 0)
  4266. status->max_sp += skill_lv * status->max_sp / 100;
  4267. if (opt&SCO_FIRST) {
  4268. hd->battle_status.hp = hom->hp;
  4269. hd->battle_status.sp = hom->sp;
  4270. if(hom->class_ == 6052) // Eleanor
  4271. sc_start(&hd->bl,&hd->bl, SC_STYLE_CHANGE, 100, MH_MD_FIGHTING, INFINITE_TICK);
  4272. }
  4273. #ifndef RENEWAL
  4274. status->rhw.atk = status->dex;
  4275. status->rhw.atk2 = status->str + hom->level;
  4276. #endif
  4277. status_calc_misc(&hd->bl, status, hom->level);
  4278. status_cpy(&hd->battle_status, status);
  4279. return 1;
  4280. }
  4281. /**
  4282. * Calculates Elemental data
  4283. * @param ed: Elemental object
  4284. * @param opt: Whether it is first calc or not (0 on status change)
  4285. * @return 0
  4286. */
  4287. int status_calc_elemental_(s_elemental_data *ed, uint8 opt)
  4288. {
  4289. struct status_data *status = &ed->base_status;
  4290. s_elemental *ele = &ed->elemental;
  4291. map_session_data *sd = ed->master;
  4292. if( !sd )
  4293. return 0;
  4294. if (opt&SCO_FIRST) {
  4295. memcpy(status, &ed->db->status, sizeof(struct status_data));
  4296. if( !ele->mode )
  4297. status->mode = EL_MODE_PASSIVE;
  4298. else
  4299. status->mode = ele->mode;
  4300. status->class_ = CLASS_NORMAL;
  4301. status_calc_misc(&ed->bl, status, 0);
  4302. status->max_hp = ele->max_hp;
  4303. status->max_sp = ele->max_sp;
  4304. status->hp = ele->hp;
  4305. status->sp = ele->sp;
  4306. status->rhw.atk = ele->atk;
  4307. status->rhw.atk2 = ele->atk2;
  4308. status->matk_min += ele->matk;
  4309. status->def += ele->def;
  4310. status->mdef += ele->mdef;
  4311. status->flee = ele->flee;
  4312. status->hit = ele->hit;
  4313. if (ed->master)
  4314. status->speed = status_get_speed(&ed->master->bl);
  4315. memcpy(&ed->battle_status,status,sizeof(struct status_data));
  4316. } else {
  4317. status_calc_misc(&ed->bl, status, 0);
  4318. status_cpy(&ed->battle_status, status);
  4319. }
  4320. return 0;
  4321. }
  4322. /**
  4323. * Calculates NPC data
  4324. * @param nd: NPC object
  4325. * @param opt: Whether it is first calc or not (what?)
  4326. * @return 0
  4327. */
  4328. int status_calc_npc_(struct npc_data *nd, uint8 opt)
  4329. {
  4330. struct status_data *status = &nd->status;
  4331. if (!nd)
  4332. return 0;
  4333. if (opt&SCO_FIRST) {
  4334. status->hp = 1;
  4335. status->sp = 1;
  4336. status->max_hp = 1;
  4337. status->max_sp = 1;
  4338. status->def_ele = ELE_NEUTRAL;
  4339. status->ele_lv = 1;
  4340. status->race = RC_DEMIHUMAN;
  4341. status->class_ = CLASS_NORMAL;
  4342. status->size = nd->size;
  4343. status->rhw.range = 1 + status->size;
  4344. status->mode = static_cast<e_mode>(MD_CANMOVE|MD_CANATTACK);
  4345. status->speed = nd->speed;
  4346. }
  4347. status->str = nd->stat_point + nd->params.str;
  4348. status->agi = nd->stat_point + nd->params.agi;
  4349. status->vit = nd->stat_point + nd->params.vit;
  4350. status->int_= nd->stat_point + nd->params.int_;
  4351. status->dex = nd->stat_point + nd->params.dex;
  4352. status->luk = nd->stat_point + nd->params.luk;
  4353. status_calc_misc(&nd->bl, status, nd->level);
  4354. status_cpy(&nd->status, status);
  4355. return 0;
  4356. }
  4357. /**
  4358. * Calculates regeneration values
  4359. * Applies passive skill regeneration additions
  4360. * @param bl: Object to calculate regen for [PC|HOM|MER|ELEM]
  4361. * @param status: Object's status
  4362. * @param regen: Object's base regeneration data
  4363. */
  4364. void status_calc_regen(struct block_list *bl, struct status_data *status, struct regen_data *regen)
  4365. {
  4366. map_session_data *sd;
  4367. status_change *sc;
  4368. int val, skill, reg_flag;
  4369. if( !(bl->type&BL_REGEN) || !regen )
  4370. return;
  4371. sd = BL_CAST(BL_PC,bl);
  4372. sc = status_get_sc(bl);
  4373. val = (status->vit/5) + max(1, status->max_hp/200);
  4374. if( sd && sd->hprecov_rate != 100 )
  4375. val = val*sd->hprecov_rate/100;
  4376. reg_flag = bl->type == BL_PC ? 0 : 1;
  4377. regen->hp = cap_value(val, reg_flag, SHRT_MAX);
  4378. val = 1 + (status->int_/6) + (status->max_sp/100);
  4379. if( status->int_ >= 120 )
  4380. val += ((status->int_-120) / 2) + 4;
  4381. if( sd && sd->sprecov_rate != 100 )
  4382. val = val*sd->sprecov_rate/100;
  4383. regen->sp = cap_value(val, reg_flag, SHRT_MAX);
  4384. if( sd ) {
  4385. struct regen_data_sub *sregen;
  4386. if( (skill=pc_checkskill(sd,HP_MEDITATIO)) > 0 ) {
  4387. val = regen->sp*(100+3*skill)/100;
  4388. regen->sp = cap_value(val, 1, SHRT_MAX);
  4389. }
  4390. // Only players have skill/sitting skill regen for now.
  4391. sregen = regen->sregen;
  4392. val = 0;
  4393. if( (skill=pc_checkskill(sd,SM_RECOVERY)) > 0 )
  4394. val += skill*5 + skill*status->max_hp/500;
  4395. if (sc && sc->count) {
  4396. if (sc->getSCE(SC_INCREASE_MAXHP))
  4397. val += val * sc->getSCE(SC_INCREASE_MAXHP)->val2 / 100;
  4398. }
  4399. sregen->hp = cap_value(val, 0, SHRT_MAX);
  4400. val = 0;
  4401. if( (skill=pc_checkskill(sd,MG_SRECOVERY)) > 0 )
  4402. val += skill*3 + skill*status->max_sp/500;
  4403. if( (skill=pc_checkskill(sd,NJ_NINPOU)) > 0 )
  4404. val += skill*3 + skill*status->max_sp/500;
  4405. if( (skill=pc_checkskill(sd,WM_LESSON)) > 0 )
  4406. val += 3 + 3 * skill;
  4407. if (sc && sc->count) {
  4408. if (sc->getSCE(SC_ANCILLA))
  4409. val += sc->getSCE(SC_ANCILLA)->val2 / 100;
  4410. if (sc->getSCE(SC_INCREASE_MAXSP))
  4411. val += val * sc->getSCE(SC_INCREASE_MAXSP)->val2 / 100;
  4412. }
  4413. sregen->sp = cap_value(val, 0, SHRT_MAX);
  4414. // Skill-related recovery (only when sit)
  4415. sregen = regen->ssregen;
  4416. val = 0;
  4417. if( (skill=pc_checkskill(sd,MO_SPIRITSRECOVERY)) > 0 )
  4418. val += skill*4 + skill*status->max_hp/500;
  4419. if( (skill=pc_checkskill(sd,TK_HPTIME)) > 0 && sd->state.rest )
  4420. val += skill*30 + skill*status->max_hp/500;
  4421. sregen->hp = cap_value(val, 0, SHRT_MAX);
  4422. val = 0;
  4423. if( (skill=pc_checkskill(sd,TK_SPTIME)) > 0 && sd->state.rest ) {
  4424. val += skill*3 + skill*status->max_sp/500;
  4425. if ((skill=pc_checkskill(sd,SL_KAINA)) > 0) // Power up Enjoyable Rest
  4426. val += (30+10*skill)*val/100;
  4427. }
  4428. if( (skill=pc_checkskill(sd,MO_SPIRITSRECOVERY)) > 0 )
  4429. val += skill*2 + skill*status->max_sp/500;
  4430. sregen->sp = cap_value(val, 0, SHRT_MAX);
  4431. }
  4432. if( bl->type == BL_HOM ) {
  4433. struct homun_data *hd = (TBL_HOM*)bl;
  4434. if( (skill = hom_checkskill(hd,HAMI_SKIN)) > 0 ) {
  4435. val = regen->hp*(100+5*skill)/100;
  4436. regen->hp = cap_value(val, 1, SHRT_MAX);
  4437. }
  4438. if( (skill = hom_checkskill(hd,HLIF_BRAIN)) > 0 ) {
  4439. val = regen->sp*(100+3*skill)/100;
  4440. regen->sp = cap_value(val, 1, SHRT_MAX);
  4441. }
  4442. } else if( bl->type == BL_MER ) {
  4443. val = (status->max_hp * status->vit / 10000 + 1) * 6;
  4444. regen->hp = cap_value(val, 1, SHRT_MAX);
  4445. val = (status->max_sp * (status->int_ + 10) / 750) + 1;
  4446. regen->sp = cap_value(val, 1, SHRT_MAX);
  4447. } else if( bl->type == BL_ELEM ) {
  4448. val = (status->max_hp * status->vit / 10000 + 1) * 6;
  4449. regen->hp = cap_value(val, 1, SHRT_MAX);
  4450. val = (status->max_sp * (status->int_ + 10) / 750) + 1;
  4451. regen->sp = cap_value(val, 1, SHRT_MAX);
  4452. }
  4453. }
  4454. /**
  4455. * Calculates SC (Status Changes) regeneration values
  4456. * @param bl: Object to calculate regen for [PC|HOM|MER|ELEM]
  4457. * @param regen: Object's base regeneration data
  4458. * @param sc: Object's status change data
  4459. */
  4460. void status_calc_regen_rate(struct block_list *bl, struct regen_data *regen, status_change *sc)
  4461. {
  4462. if (!(bl->type&BL_REGEN) || !regen)
  4463. return;
  4464. regen->flag = RGN_HP|RGN_SP;
  4465. if(regen->sregen) {
  4466. if (regen->sregen->hp)
  4467. regen->flag |= RGN_SHP;
  4468. if (regen->sregen->sp)
  4469. regen->flag |= RGN_SSP;
  4470. regen->sregen->rate.hp = regen->sregen->rate.sp = 100;
  4471. }
  4472. if (regen->ssregen) {
  4473. if (regen->ssregen->hp)
  4474. regen->flag |= RGN_SHP;
  4475. if (regen->ssregen->sp)
  4476. regen->flag |= RGN_SSP;
  4477. regen->ssregen->rate.hp = regen->ssregen->rate.sp = 100;
  4478. }
  4479. regen->rate.hp = regen->rate.sp = 100;
  4480. if (!sc || !sc->count)
  4481. return;
  4482. // No HP or SP regen
  4483. if ((sc->getSCE(SC_POISON) && !sc->getSCE(SC_SLOWPOISON))
  4484. || (sc->getSCE(SC_DPOISON) && !sc->getSCE(SC_SLOWPOISON))
  4485. || sc->getSCE(SC_BERSERK)
  4486. || sc->getSCE(SC_TRICKDEAD)
  4487. || sc->getSCE(SC_BLEEDING)
  4488. || (sc->getSCE(SC_MAGICMUSHROOM) && sc->getSCE(SC_MAGICMUSHROOM)->val3 == 1)
  4489. || sc->getSCE(SC_SATURDAYNIGHTFEVER)
  4490. || sc->getSCE(SC_REBOUND))
  4491. regen->flag = RGN_NONE;
  4492. // No natural SP regen
  4493. if (sc->getSCE(SC_DANCING) ||
  4494. #ifdef RENEWAL
  4495. sc->getSCE(SC_MAXIMIZEPOWER) ||
  4496. #endif
  4497. #ifndef RENEWAL
  4498. (bl->type == BL_PC && (((TBL_PC*)bl)->class_&MAPID_UPPERMASK) == MAPID_MONK &&
  4499. (sc->getSCE(SC_EXTREMITYFIST) || sc->getSCE(SC_EXPLOSIONSPIRITS)) && (!sc->getSCE(SC_SPIRIT) || sc->getSCE(SC_SPIRIT)->val2 != SL_MONK)) ||
  4500. #else
  4501. (bl->type == BL_PC && (((TBL_PC*)bl)->class_&MAPID_UPPERMASK) == MAPID_MONK &&
  4502. sc->getSCE(SC_EXTREMITYFIST) && (!sc->getSCE(SC_SPIRIT) || sc->getSCE(SC_SPIRIT)->val2 != SL_MONK)) ||
  4503. #endif
  4504. (sc->getSCE(SC_OBLIVIONCURSE) && sc->getSCE(SC_OBLIVIONCURSE)->val3 == 1))
  4505. regen->flag &= ~RGN_SP;
  4506. if (sc->getSCE(SC_TENSIONRELAX)) {
  4507. if (sc->getSCE(SC_WEIGHT50) || sc->getSCE(SC_WEIGHT90))
  4508. regen->state.overweight = 0; // 1x HP regen
  4509. else {
  4510. regen->rate.hp += 200;
  4511. if (regen->sregen)
  4512. regen->sregen->rate.hp += 200;
  4513. }
  4514. }
  4515. if (sc->getSCE(SC_MAGNIFICAT))
  4516. regen->rate.sp += 100;
  4517. if (sc->getSCE(SC_REGENERATION)) {
  4518. const struct status_change_entry *sce = sc->getSCE(SC_REGENERATION);
  4519. if (!sce->val4) {
  4520. regen->rate.hp += (sce->val2*100);
  4521. regen->rate.sp += (sce->val3*100);
  4522. } else
  4523. regen->flag &= ~sce->val4; // Remove regen as specified by val4
  4524. }
  4525. if(sc->getSCE(SC_GT_REVITALIZE)) {
  4526. regen->hp += cap_value(regen->hp * sc->getSCE(SC_GT_REVITALIZE)->val3/100, 1, SHRT_MAX);
  4527. regen->state.walk = 1;
  4528. }
  4529. if (sc->getSCE(SC_EXTRACT_WHITE_POTION_Z))
  4530. regen->hp += cap_value(regen->hp * sc->getSCE(SC_EXTRACT_WHITE_POTION_Z)->val1 / 100, 1, SHRT_MAX);
  4531. if (sc->getSCE(SC_VITATA_500))
  4532. regen->sp += cap_value(regen->sp * sc->getSCE(SC_VITATA_500)->val1 / 100, 1, SHRT_MAX);
  4533. if (bl->type == BL_ELEM) { // Recovery bonus only applies to the Elementals.
  4534. int ele_class = status_get_class(bl);
  4535. switch (ele_class) {
  4536. case ELEMENTALID_AGNI_S:
  4537. case ELEMENTALID_AGNI_M:
  4538. case ELEMENTALID_AGNI_L:
  4539. case ELEMENTALID_ARDOR:
  4540. if (sc->getSCE(SC_FIRE_INSIGNIA) && sc->getSCE(SC_FIRE_INSIGNIA)->val1 == 1)
  4541. regen->rate.hp += 100;
  4542. break;
  4543. case ELEMENTALID_AQUA_S:
  4544. case ELEMENTALID_AQUA_M:
  4545. case ELEMENTALID_AQUA_L:
  4546. case ELEMENTALID_DILUVIO:
  4547. if (sc->getSCE(SC_WATER_INSIGNIA) && sc->getSCE(SC_WATER_INSIGNIA)->val1 == 1)
  4548. regen->rate.hp += 100;
  4549. break;
  4550. case ELEMENTALID_VENTUS_S:
  4551. case ELEMENTALID_VENTUS_M:
  4552. case ELEMENTALID_VENTUS_L:
  4553. case ELEMENTALID_PROCELLA:
  4554. if (sc->getSCE(SC_WIND_INSIGNIA) && sc->getSCE(SC_WIND_INSIGNIA)->val1 == 1)
  4555. regen->rate.hp += 100;
  4556. break;
  4557. case ELEMENTALID_TERA_S:
  4558. case ELEMENTALID_TERA_M:
  4559. case ELEMENTALID_TERA_L:
  4560. case ELEMENTALID_TERREMOTUS:
  4561. case ELEMENTALID_SERPENS:
  4562. if (sc->getSCE(SC_EARTH_INSIGNIA) && sc->getSCE(SC_EARTH_INSIGNIA)->val1 == 1)
  4563. regen->rate.hp += 100;
  4564. break;
  4565. }
  4566. }
  4567. if (sc->getSCE(SC_CATNIPPOWDER)) {
  4568. regen->rate.hp *= 2;
  4569. regen->rate.sp *= 2;
  4570. }
  4571. if (sc->getSCE(SC_SHRIMPBLESSING))
  4572. regen->rate.sp += 50;
  4573. #ifdef RENEWAL
  4574. if (sc->getSCE(SC_NIBELUNGEN)) {
  4575. if (sc->getSCE(SC_NIBELUNGEN)->val2 == RINGNBL_HPREGEN)
  4576. regen->rate.hp += 100;
  4577. else if (sc->getSCE(SC_NIBELUNGEN)->val2 == RINGNBL_SPREGEN)
  4578. regen->rate.sp += 100;
  4579. }
  4580. #endif
  4581. if (sc->getSCE(SC_SIRCLEOFNATURE))
  4582. regen->rate.hp += sc->getSCE(SC_SIRCLEOFNATURE)->val2;
  4583. if (sc->getSCE(SC_SONGOFMANA))
  4584. regen->rate.sp += sc->getSCE(SC_SONGOFMANA)->val3;
  4585. }
  4586. /**
  4587. * Applies a state to a unit - See [StatusChangeStateTable]
  4588. * @param bl: Object to change state on [PC|MOB|HOM|MER|ELEM]
  4589. * @param sc: Object's status change data
  4590. * @param flag: Which state to apply to bl
  4591. * @param start: (1) start state, (0) remove state
  4592. */
  4593. void status_calc_state( struct block_list *bl, status_change *sc, std::bitset<SCS_MAX> flag, bool start )
  4594. {
  4595. /// No sc at all, we can zero without any extra weight over our conciousness
  4596. if( !sc->count ) {
  4597. sc->cant = {};
  4598. return;
  4599. }
  4600. // Can't move
  4601. if( flag[SCS_NOMOVE] ) {
  4602. if( !flag[SCS_NOMOVECOND] )
  4603. sc->cant.move += (start ? 1 : ((sc->cant.move) ? -1 : 0));
  4604. else if(
  4605. (sc->getSCE(SC_GOSPEL) && sc->getSCE(SC_GOSPEL)->val4 == BCT_SELF) // cannot move while gospel is in effect
  4606. #ifndef RENEWAL
  4607. || (sc->getSCE(SC_BASILICA) && sc->getSCE(SC_BASILICA)->val4 == bl->id) // Basilica caster cannot move
  4608. || (sc->getSCE(SC_GRAVITATION) && sc->getSCE(SC_GRAVITATION)->val3 == BCT_SELF)
  4609. #endif
  4610. || (sc->getSCE(SC_CAMOUFLAGE) && sc->getSCE(SC_CAMOUFLAGE)->val1 < 3)
  4611. || (sc->getSCE(SC_MAGNETICFIELD) && sc->getSCE(SC_MAGNETICFIELD)->val2 != bl->id)
  4612. || (sc->getSCE(SC_FEAR) && sc->getSCE(SC_FEAR)->val2 > 0)
  4613. || (sc->getSCE(SC_SPIDERWEB) && sc->getSCE(SC_SPIDERWEB)->val1)
  4614. || (sc->getSCE(SC_HIDING) && (bl->type != BL_PC || (pc_checkskill(BL_CAST(BL_PC,bl),RG_TUNNELDRIVE) <= 0)))
  4615. || (sc->getSCE(SC_DANCING) && sc->getSCE(SC_DANCING)->val4 && (
  4616. #ifndef RENEWAL
  4617. !sc->getSCE(SC_LONGING) ||
  4618. #endif
  4619. (sc->getSCE(SC_DANCING)->val1&0xFFFF) == CG_MOONLIT ||
  4620. (sc->getSCE(SC_DANCING)->val1&0xFFFF) == CG_HERMODE
  4621. ))
  4622. || (sc->getSCE(SC_CRYSTALIZE) && bl->type != BL_MOB)
  4623. )
  4624. sc->cant.move += (start ? 1 : ((sc->cant.move) ? -1 : 0));
  4625. }
  4626. // Can't use skills
  4627. if( flag[SCS_NOCAST] ) {
  4628. if( !flag[SCS_NOCASTCOND] )
  4629. sc->cant.cast += (start ? 1 : ((sc->cant.cast) ? -1 : 0));
  4630. else if (sc->getSCE(SC_OBLIVIONCURSE) && sc->getSCE(SC_OBLIVIONCURSE)->val3 == 1)
  4631. sc->cant.cast += (start ? 1 : ((sc->cant.cast) ? -1 : 0));
  4632. }
  4633. // Can't chat
  4634. if( flag[SCS_NOCHAT] ) {
  4635. if( !flag[SCS_NOCHATCOND] )
  4636. sc->cant.chat += (start ? 1 : ((sc->cant.chat) ? -1 : 0));
  4637. else if(sc->getSCE(SC_NOCHAT) && sc->getSCE(SC_NOCHAT)->val1&MANNER_NOCHAT)
  4638. sc->cant.chat += (start ? 1 : ((sc->cant.chat) ? -1 : 0));
  4639. }
  4640. // Can't attack
  4641. if( flag[SCS_NOATTACK] ) {
  4642. if( !flag[SCS_NOATTACKCOND] )
  4643. sc->cant.attack += (start ? 1 : ((sc->cant.attack) ? -1 : 0));
  4644. /*else if( )
  4645. sc->cant.attack += ( start ? 1 : ((sc->cant.attack)? -1:0) );*/
  4646. }
  4647. // Can't warp
  4648. if (flag[SCS_NOWARP]) {
  4649. if (!flag[SCS_NOWARPCOND])
  4650. sc->cant.warp += (start ? 1 : ((sc->cant.warp) ? -1 : 0));
  4651. /*else if (sc->getSCE())
  4652. sc->cant.warp += ( start ? 1 : ((sc->cant.warp)? -1:0) );*/
  4653. }
  4654. // Player-only states
  4655. if( bl->type == BL_PC ) {
  4656. // Can't pick-up items
  4657. if( flag[SCS_NOPICKITEM] ) {
  4658. if( !flag[SCS_NOPICKITEMCOND] )
  4659. sc->cant.pickup += (start ? 1 : ((sc->cant.pickup) ? -1 : 0));
  4660. else if( (sc->getSCE(SC_NOCHAT) && sc->getSCE(SC_NOCHAT)->val1&MANNER_NOITEM) )
  4661. sc->cant.pickup += (start ? 1 : ((sc->cant.pickup) ? -1 : 0));
  4662. }
  4663. // Can't drop items
  4664. if( flag[SCS_NODROPITEM] ) {
  4665. if( !flag[SCS_NODROPITEMCOND] )
  4666. sc->cant.drop += (start ? 1 : ((sc->cant.drop) ? -1 : 0));
  4667. else if( (sc->getSCE(SC_NOCHAT) && sc->getSCE(SC_NOCHAT)->val1&MANNER_NOITEM) )
  4668. sc->cant.drop += (start ? 1 : ((sc->cant.drop) ? -1 : 0));
  4669. }
  4670. // Can't equip item
  4671. if( flag[SCS_NOEQUIPITEM] ) {
  4672. if( !flag[SCS_NOEQUIPITEMCOND] )
  4673. sc->cant.equip += (start ? 1 : ((sc->cant.equip) ? -1 : 0));
  4674. /*else if( )
  4675. sc->cant.equip += ( start ? 1 : ((sc->cant.equip)? -1:0) );*/
  4676. }
  4677. // Can't unequip item
  4678. if( flag[SCS_NOUNEQUIPITEM]) {
  4679. if( !flag[SCS_NOUNEQUIPITEMCOND] )
  4680. sc->cant.unequip += (start ? 1 : ((sc->cant.unequip) ? -1 : 0));
  4681. /*else if( )
  4682. sc->cant.unequip += ( start ? 1 : ((sc->cant.unequip)? -1:0) );*/
  4683. }
  4684. // Can't consume item
  4685. if( flag[SCS_NOCONSUMEITEM]) {
  4686. if( !flag[SCS_NOCONSUMEITEMCOND] )
  4687. sc->cant.consume += (start ? 1 : ((sc->cant.consume) ? -1 : 0));
  4688. else if( (sc->getSCE(SC_GRAVITATION) && sc->getSCE(SC_GRAVITATION)->val3 == BCT_SELF) ||
  4689. (sc->getSCE(SC_NOCHAT) && sc->getSCE(SC_NOCHAT)->val1&MANNER_NOITEM) )
  4690. sc->cant.consume += (start ? 1 : ((sc->cant.consume) ? -1 : 0));
  4691. }
  4692. // Can't lose exp
  4693. if (flag[SCS_NODEATHPENALTY]) {
  4694. if (!flag[SCS_NODEATHPENALTYCOND])
  4695. sc->cant.deathpenalty += (start ? 1 : ((sc->cant.deathpenalty) ? -1 : 0));
  4696. /*else if (sc->getSCE())
  4697. sc->cant.deathpenalty += ( start ? 1 : ((sc->cant.deathpenalty)? -1:0) );*/
  4698. }
  4699. // Can't sit/stand/talk to NPC
  4700. if (flag[SCS_NOINTERACT]) {
  4701. if (!flag[SCS_NOINTERACTCOND])
  4702. sc->cant.interact += (start ? 1 : ((sc->cant.interact) ? -1 : 0));
  4703. /*else if (sc->getSCE())
  4704. sc->cant.interact += ( start ? 1 : ((sc->cant.interact)? -1:0) );*/
  4705. }
  4706. }
  4707. return;
  4708. }
  4709. /**
  4710. * Recalculates parts of an objects status according to specified flags
  4711. * See [set_sc] [add_sc]
  4712. * @param bl: Object whose status has changed [PC|MOB|HOM|MER|ELEM]
  4713. * @param flag: Which status has changed on bl
  4714. */
  4715. void status_calc_bl_main(struct block_list *bl, std::bitset<SCB_MAX> flag)
  4716. {
  4717. const struct status_data *b_status = status_get_base_status(bl); // Base Status
  4718. struct status_data *status = status_get_status_data(bl); // Battle Status
  4719. status_change *sc = status_get_sc(bl);
  4720. TBL_PC *sd = BL_CAST(BL_PC,bl);
  4721. int temp;
  4722. if (!b_status || !status)
  4723. return;
  4724. /** [Playtester]
  4725. * This needs to be done even if there is currently no status change active, because
  4726. * we need to update the speed on the client when the last status change ends.
  4727. **/
  4728. if(flag[SCB_SPEED]) {
  4729. struct unit_data *ud = unit_bl2ud(bl);
  4730. /** [Skotlex]
  4731. * Re-walk to adjust speed (we do not check if walktimer != INVALID_TIMER
  4732. * because if you step on something while walking, the moment this
  4733. * piece of code triggers the walk-timer is set on INVALID_TIMER)
  4734. **/
  4735. if (ud)
  4736. ud->state.change_walk_target = ud->state.speed_changed = 1;
  4737. }
  4738. if(flag[SCB_STR]) {
  4739. status->str = status_calc_str(bl, sc, b_status->str);
  4740. flag.set(SCB_BATK);
  4741. if( bl->type&BL_HOM )
  4742. flag.set(SCB_WATK);
  4743. }
  4744. if(flag[SCB_AGI]) {
  4745. status->agi = status_calc_agi(bl, sc, b_status->agi);
  4746. flag.set(SCB_FLEE);
  4747. #ifdef RENEWAL
  4748. flag.set(SCB_DEF2);
  4749. #endif
  4750. if( bl->type&(BL_PC|BL_HOM) ) {
  4751. flag.set(SCB_ASPD);
  4752. flag.set(SCB_DSPD);
  4753. }
  4754. }
  4755. if(flag[SCB_VIT]) {
  4756. status->vit = status_calc_vit(bl, sc, b_status->vit);
  4757. flag.set(SCB_DEF2);
  4758. flag.set(SCB_MDEF2);
  4759. if( bl->type&(BL_PC|BL_HOM|BL_MER|BL_ELEM) )
  4760. flag.set(SCB_MAXHP);
  4761. if( bl->type&BL_HOM )
  4762. flag.set(SCB_DEF);
  4763. }
  4764. if(flag[SCB_INT]) {
  4765. status->int_ = status_calc_int(bl, sc, b_status->int_);
  4766. flag.set(SCB_MATK);
  4767. flag.set(SCB_MDEF2);
  4768. if( bl->type&(BL_PC|BL_HOM|BL_MER|BL_ELEM) )
  4769. flag.set(SCB_MAXSP);
  4770. if( bl->type&BL_HOM )
  4771. flag.set(SCB_MDEF);
  4772. }
  4773. if(flag[SCB_DEX]) {
  4774. status->dex = status_calc_dex(bl, sc, b_status->dex);
  4775. flag.set(SCB_BATK);
  4776. flag.set(SCB_HIT);
  4777. #ifdef RENEWAL
  4778. flag.set(SCB_MATK);
  4779. flag.set(SCB_MDEF2);
  4780. #endif
  4781. if( bl->type&(BL_PC|BL_HOM) )
  4782. flag.set(SCB_ASPD);
  4783. if( bl->type&BL_HOM )
  4784. flag.set(SCB_WATK);
  4785. }
  4786. if(flag[SCB_LUK]) {
  4787. status->luk = status_calc_luk(bl, sc, b_status->luk);
  4788. flag.set(SCB_BATK);
  4789. flag.set(SCB_CRI);
  4790. flag.set(SCB_FLEE2);
  4791. #ifdef RENEWAL
  4792. flag.set(SCB_MATK);
  4793. flag.set(SCB_HIT);
  4794. flag.set(SCB_FLEE);
  4795. #endif
  4796. }
  4797. #ifdef RENEWAL
  4798. if (flag[SCB_POW]) {
  4799. status->pow = status_calc_pow(bl, sc, b_status->pow);
  4800. flag.set(SCB_BATK);
  4801. flag.set(SCB_PATK);
  4802. }
  4803. if (flag[SCB_STA]) {
  4804. status->sta = status_calc_sta(bl, sc, b_status->sta);
  4805. flag.set(SCB_RES);
  4806. }
  4807. if (flag[SCB_WIS]) {
  4808. status->wis = status_calc_wis(bl, sc, b_status->wis);
  4809. flag.set(SCB_MRES);
  4810. }
  4811. if (flag[SCB_SPL]) {
  4812. status->spl = status_calc_spl(bl, sc, b_status->spl);
  4813. flag.set(SCB_MATK);
  4814. flag.set(SCB_SMATK);
  4815. }
  4816. if (flag[SCB_CON]) {
  4817. status->con = status_calc_con(bl, sc, b_status->con);
  4818. flag.set(SCB_HIT);
  4819. flag.set(SCB_FLEE);
  4820. flag.set(SCB_PATK);
  4821. flag.set(SCB_SMATK);
  4822. }
  4823. if (flag[SCB_CRT]) {
  4824. status->crt = status_calc_crt(bl, sc, b_status->crt);
  4825. flag.set(SCB_HPLUS);
  4826. flag.set(SCB_CRATE);
  4827. }
  4828. #endif
  4829. if(flag[SCB_BATK] && b_status->batk) {
  4830. int lv = status_get_lv(bl);
  4831. status->batk = status_base_atk(bl, status, lv);
  4832. temp = b_status->batk - status_base_atk(bl, b_status, lv);
  4833. if (temp) {
  4834. temp += status->batk;
  4835. status->batk = cap_value(temp, 0, USHRT_MAX);
  4836. }
  4837. status->batk = status_calc_batk(bl, sc, status->batk);
  4838. }
  4839. if(flag[SCB_WATK]) {
  4840. #ifndef RENEWAL
  4841. status->rhw.atk = status_calc_watk(bl, sc, b_status->rhw.atk);
  4842. if (!sd) // Should not affect weapon refine bonus
  4843. status->rhw.atk2 = status_calc_watk(bl, sc, b_status->rhw.atk2);
  4844. if (sd && sd->bonus.weapon_atk_rate)
  4845. status->rhw.atk += status->rhw.atk * sd->bonus.weapon_atk_rate / 100;
  4846. if(b_status->lhw.atk) {
  4847. if (sd) {
  4848. sd->state.lr_flag = 1;
  4849. status->lhw.atk = status_calc_watk(bl, sc, b_status->lhw.atk);
  4850. sd->state.lr_flag = 0;
  4851. } else {
  4852. status->lhw.atk = status_calc_watk(bl, sc, b_status->lhw.atk);
  4853. status->lhw.atk2= status_calc_watk(bl, sc, b_status->lhw.atk2);
  4854. }
  4855. }
  4856. #else
  4857. if(!b_status->watk) { // We only have left-hand weapon
  4858. status->watk = 0;
  4859. status->watk2 = status_calc_watk(bl, sc, b_status->watk2);
  4860. }
  4861. else status->watk = status_calc_watk(bl, sc, b_status->watk);
  4862. #endif
  4863. }
  4864. if(flag[SCB_HIT]) {
  4865. if (status->dex == b_status->dex
  4866. #ifdef RENEWAL
  4867. && status->luk == b_status->luk && status->con == b_status->con
  4868. #endif
  4869. )
  4870. status->hit = status_calc_hit(bl, sc, b_status->hit);
  4871. else
  4872. status->hit = status_calc_hit(bl, sc, b_status->hit + (status->dex - b_status->dex)
  4873. #ifdef RENEWAL
  4874. + (status->luk/3 - b_status->luk/3) + 2 * (status->con - b_status->con)
  4875. #endif
  4876. );
  4877. }
  4878. if(flag[SCB_FLEE]) {
  4879. if (status->agi == b_status->agi
  4880. #ifdef RENEWAL
  4881. && status->luk == b_status->luk && status->con == b_status->con
  4882. #endif
  4883. )
  4884. status->flee = status_calc_flee(bl, sc, b_status->flee);
  4885. else
  4886. status->flee = status_calc_flee(bl, sc, b_status->flee +(status->agi - b_status->agi)
  4887. #ifdef RENEWAL
  4888. + (status->luk/5 - b_status->luk/5) + 2 * (status->con - b_status->con)
  4889. #endif
  4890. );
  4891. }
  4892. if(flag[SCB_DEF]) {
  4893. status->def = status_calc_def(bl, sc, b_status->def);
  4894. if( bl->type&BL_HOM )
  4895. status->def += (status->vit/5 - b_status->vit/5);
  4896. }
  4897. if(flag[SCB_DEF2]) {
  4898. if (status->vit == b_status->vit
  4899. #ifdef RENEWAL
  4900. && status->agi == b_status->agi
  4901. #endif
  4902. )
  4903. status->def2 = status_calc_def2(bl, sc, b_status->def2);
  4904. else
  4905. status->def2 = status_calc_def2(bl, sc, b_status->def2
  4906. #ifdef RENEWAL
  4907. + (int)( ((float)status->vit/2 - (float)b_status->vit/2) + ((float)status->agi/5 - (float)b_status->agi/5) )
  4908. #else
  4909. + (status->vit - b_status->vit)
  4910. #endif
  4911. );
  4912. }
  4913. if(flag[SCB_MDEF]) {
  4914. status->mdef = status_calc_mdef(bl, sc, b_status->mdef);
  4915. if( bl->type&BL_HOM )
  4916. status->mdef += (status->int_/5 - b_status->int_/5);
  4917. }
  4918. if(flag[SCB_MDEF2]) {
  4919. if (status->int_ == b_status->int_ && status->vit == b_status->vit
  4920. #ifdef RENEWAL
  4921. && status->dex == b_status->dex
  4922. #endif
  4923. )
  4924. status->mdef2 = status_calc_mdef2(bl, sc, b_status->mdef2);
  4925. else
  4926. status->mdef2 = status_calc_mdef2(bl, sc, b_status->mdef2 +(status->int_ - b_status->int_)
  4927. #ifdef RENEWAL
  4928. + (int)( ((float)status->dex/5 - (float)b_status->dex/5) + ((float)status->vit/5 - (float)b_status->vit/5) )
  4929. #else
  4930. + ((status->vit - b_status->vit) / 2)
  4931. #endif
  4932. );
  4933. }
  4934. if(flag[SCB_SPEED]) {
  4935. status->speed = status_calc_speed(bl, sc, b_status->speed);
  4936. if( bl->type&BL_PC && !(sd && sd->state.permanent_speed) && status->speed < battle_config.max_walk_speed )
  4937. status->speed = battle_config.max_walk_speed;
  4938. if( bl->type&BL_PET && ((TBL_PET*)bl)->master)
  4939. status->speed = status_get_speed(&((TBL_PET*)bl)->master->bl);
  4940. if( bl->type&BL_HOM && battle_config.hom_setting&HOMSET_COPY_SPEED && ((TBL_HOM*)bl)->master)
  4941. status->speed = status_get_speed(&((TBL_HOM*)bl)->master->bl);
  4942. if( bl->type&BL_MER && ((TBL_MER*)bl)->master)
  4943. status->speed = status_get_speed(&((TBL_MER*)bl)->master->bl);
  4944. if( bl->type&BL_ELEM && ((TBL_ELEM*)bl)->master)
  4945. status->speed = status_get_speed(&((TBL_ELEM*)bl)->master->bl);
  4946. }
  4947. if(flag[SCB_CRI] && b_status->cri) {
  4948. if (status->luk == b_status->luk)
  4949. status->cri = status_calc_critical(bl, sc, b_status->cri);
  4950. else
  4951. status->cri = status_calc_critical(bl, sc, b_status->cri + 3*(status->luk - b_status->luk));
  4952. /// After status_calc_critical so the bonus is applied despite if you have or not a sc bugreport:5240
  4953. if (sd) {
  4954. if (sd->status.weapon == W_KATAR)
  4955. status->cri *= 2;
  4956. }
  4957. }
  4958. if(flag[SCB_FLEE2] && b_status->flee2) {
  4959. if (status->luk == b_status->luk)
  4960. status->flee2 = status_calc_flee2(bl, sc, b_status->flee2);
  4961. else
  4962. status->flee2 = status_calc_flee2(bl, sc, b_status->flee2 +(status->luk - b_status->luk));
  4963. }
  4964. if(flag[SCB_ATK_ELE]) {
  4965. status->rhw.ele = status_calc_attack_element(bl, sc, b_status->rhw.ele);
  4966. if (sd) sd->state.lr_flag = 1;
  4967. status->lhw.ele = status_calc_attack_element(bl, sc, b_status->lhw.ele);
  4968. if (sd) sd->state.lr_flag = 0;
  4969. }
  4970. if(flag[SCB_DEF_ELE]) {
  4971. status->def_ele = status_calc_element(bl, sc, b_status->def_ele);
  4972. status->ele_lv = status_calc_element_lv(bl, sc, b_status->ele_lv);
  4973. }
  4974. if(flag[SCB_MODE]) {
  4975. status->mode = status_calc_mode(bl, sc, b_status->mode);
  4976. if (status_has_mode(status, MD_STATUSIMMUNE|MD_SKILLIMMUNE))
  4977. status->class_ = CLASS_BATTLEFIELD;
  4978. else if (status_has_mode(status, MD_STATUSIMMUNE|MD_KNOCKBACKIMMUNE|MD_DETECTOR))
  4979. status->class_ = CLASS_BOSS;
  4980. else if (status_has_mode(status, MD_STATUSIMMUNE))
  4981. status->class_ = CLASS_GUARDIAN;
  4982. else
  4983. status->class_ = CLASS_NORMAL;
  4984. // Since mode changed, reset their state.
  4985. if (!status_has_mode(status,MD_CANATTACK))
  4986. unit_stop_attack(bl);
  4987. if (!status_has_mode(status,MD_CANMOVE))
  4988. unit_stop_walking(bl,1);
  4989. }
  4990. /**
  4991. * No status changes alter these yet.
  4992. * if(flag[SCB_SIZE])
  4993. * if(flag[SCB_RACE])
  4994. * if(flag[SCB_RANGE])
  4995. **/
  4996. if(flag[SCB_MAXHP]) {
  4997. if( bl->type&BL_PC ) {
  4998. status->max_hp = status_calc_maxhpsp_pc(sd,status->vit,true);
  4999. if(battle_config.hp_rate != 100)
  5000. status->max_hp = (unsigned int)(battle_config.hp_rate * (status->max_hp/100.));
  5001. if (sd->status.base_level < 100)
  5002. status->max_hp = umin(status->max_hp,(unsigned int)battle_config.max_hp_lv99);
  5003. else if (sd->status.base_level < 151)
  5004. status->max_hp = umin(status->max_hp,(unsigned int)battle_config.max_hp_lv150);
  5005. else
  5006. status->max_hp = umin(status->max_hp,(unsigned int)battle_config.max_hp);
  5007. }
  5008. else
  5009. status->max_hp = status_calc_maxhp(bl, b_status->max_hp);
  5010. if( status->hp > status->max_hp ) { // !FIXME: Should perhaps a status_zap should be issued?
  5011. status->hp = status->max_hp;
  5012. if( sd ) clif_updatestatus(sd,SP_HP);
  5013. }
  5014. }
  5015. if(flag[SCB_MAXSP]) {
  5016. if( bl->type&BL_PC ) {
  5017. status->max_sp = status_calc_maxhpsp_pc(sd,status->int_,false);
  5018. if(battle_config.sp_rate != 100)
  5019. status->max_sp = (unsigned int)(battle_config.sp_rate * (status->max_sp/100.));
  5020. status->max_sp = umin(status->max_sp,(unsigned int)battle_config.max_sp);
  5021. }
  5022. else
  5023. status->max_sp = status_calc_maxsp(bl, b_status->max_sp);
  5024. if( status->sp > status->max_sp ) {
  5025. status->sp = status->max_sp;
  5026. if( sd ) clif_updatestatus(sd,SP_SP);
  5027. }
  5028. }
  5029. if(flag[SCB_MATK]) {
  5030. #ifndef RENEWAL
  5031. status->matk_min = status_base_matk_min(status) + (sd?sd->bonus.ematk:0);
  5032. status->matk_max = status_base_matk_max(status) + (sd?sd->bonus.ematk:0);
  5033. #else
  5034. /**
  5035. * RE MATK Formula (from irowiki:http:// irowiki.org/wiki/MATK)
  5036. * MATK = (sMATK + wMATK + eMATK) * Multiplicative Modifiers
  5037. **/
  5038. int lv = status_get_lv(bl);
  5039. status->matk_min = status_base_matk_min(bl, status, lv);
  5040. status->matk_max = status_base_matk_max(bl, status, lv);
  5041. switch( bl->type ) {
  5042. case BL_PC: {
  5043. int wMatk = 0;
  5044. int variance = 0;
  5045. // Any +MATK you get from skills and cards, including cards in weapon, is added here.
  5046. if (sd) {
  5047. uint16 skill_lv;
  5048. if (sd->bonus.ematk > 0)
  5049. status->matk_min += sd->bonus.ematk;
  5050. if (pc_checkskill(sd, SU_POWEROFLAND) > 0 && pc_checkskill_summoner(sd, SUMMONER_POWER_LAND) >= 20)
  5051. status->matk_min += status->matk_min * 20 / 100;
  5052. if ((skill_lv = pc_checkskill(sd, NV_TRANSCENDENCE)) > 0)
  5053. status->matk_min += 15 * skill_lv + (skill_lv > 4 ? 25 : 0);
  5054. }
  5055. status->matk_min = status_calc_ematk(bl, sc, status->matk_min);
  5056. status->matk_max = status->matk_min;
  5057. // This is the only portion in MATK that varies depending on the weapon level and refinement rate.
  5058. if (b_status->lhw.matk) {
  5059. if (sd) {
  5060. //sd->state.lr_flag = 1; //?? why was that set here
  5061. status->lhw.matk = b_status->lhw.matk;
  5062. sd->state.lr_flag = 0;
  5063. } else {
  5064. status->lhw.matk = b_status->lhw.matk;
  5065. }
  5066. }
  5067. if (b_status->rhw.matk) {
  5068. status->rhw.matk = b_status->rhw.matk;
  5069. }
  5070. if (status->rhw.matk) {
  5071. wMatk += status->rhw.matk;
  5072. variance += wMatk * status->rhw.wlv / 10;
  5073. }
  5074. if (status->lhw.matk) {
  5075. wMatk += status->lhw.matk;
  5076. variance += status->lhw.matk * status->lhw.wlv / 10;
  5077. }
  5078. status->matk_min += wMatk - variance;
  5079. status->matk_max += wMatk + variance;
  5080. }
  5081. break;
  5082. }
  5083. #endif
  5084. if (bl->type&BL_PC && sd->matk_rate != 100) {
  5085. status->matk_max = status->matk_max * sd->matk_rate/100;
  5086. status->matk_min = status->matk_min * sd->matk_rate/100;
  5087. }
  5088. if ((bl->type&BL_HOM && battle_config.hom_setting&HOMSET_SAME_MATK) /// Hom Min Matk is always the same as Max Matk
  5089. || (sc && sc->getSCE(SC_RECOGNIZEDSPELL)))
  5090. status->matk_min = status->matk_max;
  5091. #ifdef RENEWAL
  5092. if( sd && sd->right_weapon.overrefine > 0) {
  5093. status->matk_min++;
  5094. status->matk_max += sd->right_weapon.overrefine - 1;
  5095. }
  5096. #endif
  5097. status->matk_max = status_calc_matk(bl, sc, status->matk_max);
  5098. status->matk_min = status_calc_matk(bl, sc, status->matk_min);
  5099. }
  5100. if(flag[SCB_ASPD]) {
  5101. int amotion;
  5102. if ( bl->type&BL_HOM ) {
  5103. #ifdef RENEWAL_ASPD
  5104. amotion = ((TBL_HOM*)bl)->homunculusDB->baseASPD;
  5105. amotion = amotion - amotion * status_get_homdex(bl) / 1000 - status_get_homagi(bl) * amotion / 250;
  5106. amotion = (amotion * status_calc_aspd(bl, sc, true) + status_calc_aspd(bl, sc, false)) / - 100 + amotion;
  5107. #else
  5108. amotion = (1000 - 4 * status->agi - status->dex) * ((TBL_HOM*)bl)->homunculusDB->baseASPD / 1000;
  5109. amotion = status_calc_aspd_rate(bl, sc, amotion);
  5110. amotion = amotion * status->aspd_rate / 1000;
  5111. #endif
  5112. amotion = status_calc_fix_aspd(bl, sc, amotion);
  5113. status->amotion = cap_value(amotion, battle_config.max_aspd, 2000);
  5114. status->adelay = status->amotion;
  5115. } else if ( bl->type&BL_PC ) {
  5116. uint16 skill_lv;
  5117. amotion = status_base_amotion_pc(sd,status);
  5118. #ifndef RENEWAL_ASPD
  5119. status->aspd_rate = status_calc_aspd_rate(bl, sc, b_status->aspd_rate);
  5120. #endif
  5121. // Absolute ASPD % modifiers
  5122. amotion = amotion * status->aspd_rate / 1000;
  5123. if (sd->ud.skilltimer != INVALID_TIMER && (skill_lv = pc_checkskill(sd, SA_FREECAST)) > 0)
  5124. #ifdef RENEWAL_ASPD
  5125. amotion = amotion * 5 * (skill_lv + 10) / 100;
  5126. #else
  5127. 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)
  5128. #endif
  5129. #ifdef RENEWAL_ASPD
  5130. // RE ASPD % modifier
  5131. amotion += (max(0xc3 - amotion, 2) * (status->aspd_rate2 + status_calc_aspd(bl, sc, false))) / 100;
  5132. amotion = 10 * (200 - amotion);
  5133. amotion += sd->bonus.aspd_add;
  5134. #endif
  5135. amotion = status_calc_fix_aspd(bl, sc, amotion);
  5136. status->amotion = cap_value(amotion,pc_maxaspd(sd),2000);
  5137. status->adelay = 2 * status->amotion;
  5138. } else { // Mercenary and mobs
  5139. amotion = b_status->amotion;
  5140. status->aspd_rate = status_calc_aspd_rate(bl, sc, b_status->aspd_rate);
  5141. amotion = amotion*status->aspd_rate/1000;
  5142. amotion = status_calc_fix_aspd(bl, sc, amotion);
  5143. status->amotion = cap_value(amotion, battle_config.monster_max_aspd, 2000);
  5144. temp = b_status->adelay*status->aspd_rate/1000;
  5145. status->adelay = cap_value(temp, battle_config.monster_max_aspd*2, 4000);
  5146. }
  5147. }
  5148. if(flag[SCB_DSPD]) {
  5149. int dmotion;
  5150. if( bl->type&BL_PC ) {
  5151. if (b_status->agi == status->agi)
  5152. status->dmotion = status_calc_dmotion(bl, sc, b_status->dmotion);
  5153. else {
  5154. dmotion = 800-status->agi*4;
  5155. status->dmotion = cap_value(dmotion, 400, 800);
  5156. if(battle_config.pc_damage_delay_rate != 100)
  5157. status->dmotion = status->dmotion*battle_config.pc_damage_delay_rate/100;
  5158. // It's safe to ignore b_status->dmotion since no bonus affects it.
  5159. status->dmotion = status_calc_dmotion(bl, sc, status->dmotion);
  5160. }
  5161. } else if( bl->type&BL_HOM ) {
  5162. dmotion = 800-status->agi*4;
  5163. status->dmotion = cap_value(dmotion, 400, 800);
  5164. status->dmotion = status_calc_dmotion(bl, sc, b_status->dmotion);
  5165. } else { // Mercenary and mobs
  5166. status->dmotion = status_calc_dmotion(bl, sc, b_status->dmotion);
  5167. }
  5168. }
  5169. #ifdef RENEWAL
  5170. if (flag[SCB_PATK]) {
  5171. if (status->pow == b_status->pow && status->con == b_status->con)
  5172. status->patk = status_calc_patk(bl, sc, b_status->patk);
  5173. else
  5174. status->patk = status_calc_patk(bl, sc, b_status->patk + (status->pow - b_status->pow) / 3 + (status->con - b_status->con) / 5);
  5175. }
  5176. if (flag[SCB_SMATK]) {
  5177. if (status->spl == b_status->spl && status->con == b_status->con)
  5178. status->smatk = status_calc_smatk(bl, sc, b_status->smatk);
  5179. else
  5180. status->smatk = status_calc_smatk(bl, sc, b_status->smatk) + (status->spl - b_status->spl) / 3 + (status->con - b_status->con) / 5;
  5181. }
  5182. if (flag[SCB_RES]) {
  5183. if (status->sta == b_status->sta)
  5184. status->res = status_calc_res(bl, sc, b_status->res);
  5185. else
  5186. status->res = status_calc_res(bl, sc, b_status->res + (status->sta - b_status->sta) + (status->sta - b_status->sta) / 3 * 5);
  5187. }
  5188. if (flag[SCB_MRES]) {
  5189. if (status->wis == b_status->wis)
  5190. status->mres = status_calc_mres(bl, sc, b_status->mres);
  5191. else
  5192. status->mres = status_calc_mres(bl, sc, b_status->mres + (status->wis - b_status->wis) + (status->wis - b_status->wis) / 3 * 5);
  5193. }
  5194. if (flag[SCB_HPLUS]) {
  5195. if (status->crt == b_status->crt)
  5196. status->hplus = status_calc_hplus(bl, sc, b_status->hplus);
  5197. else
  5198. status->hplus = status_calc_hplus(bl, sc, b_status->hplus + (status->crt - b_status->crt));
  5199. }
  5200. if (flag[SCB_CRATE]) {
  5201. if (status->crt == b_status->crt)
  5202. status->crate = status_calc_crate(bl, sc, b_status->crate);
  5203. else
  5204. status->crate = status_calc_crate(bl, sc, b_status->crate + (status->crt - b_status->crt) / 3);
  5205. }
  5206. if (flag[SCB_MAXAP]) {
  5207. if (bl->type&BL_PC) {
  5208. status->max_ap = status_calc_maxap_pc(sd);
  5209. if (battle_config.ap_rate != 100)
  5210. status->max_ap = (unsigned int)(battle_config.ap_rate * (status->max_ap / 100.));
  5211. status->max_ap = umin(status->max_ap, (unsigned int)battle_config.max_ap);
  5212. } else
  5213. status->max_ap = status_calc_maxap(bl, b_status->max_ap);
  5214. if (status->ap > status->max_ap) {
  5215. status->ap = status->max_ap;
  5216. if (sd) clif_updatestatus(sd, SP_AP);
  5217. }
  5218. }
  5219. #endif
  5220. if((flag[SCB_VIT] || flag[SCB_MAXHP] || flag[SCB_INT] || flag[SCB_MAXSP]) && bl->type &BL_REGEN)
  5221. status_calc_regen(bl, status, status_get_regen_data(bl));
  5222. if(flag[SCB_REGEN] && bl->type&BL_REGEN)
  5223. status_calc_regen_rate(bl, status_get_regen_data(bl), sc);
  5224. }
  5225. /**
  5226. * Recalculates parts of an objects status according to specified flags
  5227. * Also sends updates to the client when necessary
  5228. * See [set_sc] [add_sc]
  5229. * @param bl: Object whose status has changed [PC|MOB|HOM|MER|ELEM]
  5230. * @param flag: Which status has changed on bl
  5231. * @param opt: If true, will cause status_calc_* functions to run their base status initialization code
  5232. */
  5233. void status_calc_bl_(struct block_list* bl, std::bitset<SCB_MAX> flag, uint8 opt)
  5234. {
  5235. struct status_data b_status; // Previous battle status
  5236. struct status_data* status; // Pointer to current battle status
  5237. if (bl->type == BL_PC) {
  5238. map_session_data *sd = BL_CAST(BL_PC, bl);
  5239. if (sd->delayed_damage != 0) {
  5240. if (opt&SCO_FORCE)
  5241. sd->state.hold_recalc = false; // Clear and move on
  5242. else {
  5243. sd->state.hold_recalc = true; // Flag and stop
  5244. return;
  5245. }
  5246. }
  5247. }
  5248. // Remember previous values
  5249. status = status_get_status_data(bl);
  5250. memcpy(&b_status, status, sizeof(struct status_data));
  5251. if( flag[SCB_BASE] ) { // Calculate the object's base status too
  5252. switch( bl->type ) {
  5253. case BL_PC: status_calc_pc_(BL_CAST(BL_PC,bl), opt); break;
  5254. case BL_MOB: status_calc_mob_(BL_CAST(BL_MOB,bl), opt); break;
  5255. case BL_PET: status_calc_pet_(BL_CAST(BL_PET,bl), opt); break;
  5256. case BL_HOM: status_calc_homunculus_(BL_CAST(BL_HOM,bl), opt); break;
  5257. case BL_MER: status_calc_mercenary_(BL_CAST(BL_MER,bl), opt); break;
  5258. case BL_ELEM: status_calc_elemental_(BL_CAST(BL_ELEM,bl), opt); break;
  5259. case BL_NPC: status_calc_npc_(BL_CAST(BL_NPC,bl), opt); break;
  5260. }
  5261. }
  5262. if( bl->type == BL_PET )
  5263. return; // Pets are not affected by statuses
  5264. if (opt&SCO_FIRST && bl->type == BL_MOB)
  5265. return; // Assume there will be no statuses active
  5266. status_calc_bl_main(bl, flag);
  5267. if (opt&SCO_FIRST && bl->type == BL_HOM)
  5268. return; // Client update handled by caller
  5269. // Compare against new values and send client updates
  5270. if( bl->type == BL_PC ) {
  5271. TBL_PC* sd = BL_CAST(BL_PC, bl);
  5272. if(b_status.str != status->str)
  5273. clif_updatestatus(sd,SP_STR);
  5274. if(b_status.agi != status->agi)
  5275. clif_updatestatus(sd,SP_AGI);
  5276. if(b_status.vit != status->vit)
  5277. clif_updatestatus(sd,SP_VIT);
  5278. if(b_status.int_ != status->int_)
  5279. clif_updatestatus(sd,SP_INT);
  5280. if(b_status.dex != status->dex)
  5281. clif_updatestatus(sd,SP_DEX);
  5282. if(b_status.luk != status->luk)
  5283. clif_updatestatus(sd,SP_LUK);
  5284. if(b_status.hit != status->hit)
  5285. clif_updatestatus(sd,SP_HIT);
  5286. if(b_status.flee != status->flee)
  5287. clif_updatestatus(sd,SP_FLEE1);
  5288. if(b_status.amotion != status->amotion)
  5289. clif_updatestatus(sd,SP_ASPD);
  5290. if(b_status.speed != status->speed)
  5291. clif_updatestatus(sd,SP_SPEED);
  5292. if(b_status.batk != status->batk
  5293. #ifndef RENEWAL
  5294. || b_status.rhw.atk != status->rhw.atk || b_status.lhw.atk != status->lhw.atk
  5295. #endif
  5296. )
  5297. clif_updatestatus(sd,SP_ATK1);
  5298. if(b_status.def != status->def) {
  5299. clif_updatestatus(sd,SP_DEF1);
  5300. #ifdef RENEWAL
  5301. clif_updatestatus(sd,SP_DEF2);
  5302. #endif
  5303. }
  5304. if(
  5305. #ifdef RENEWAL
  5306. b_status.watk != status->watk || b_status.watk2 != status->watk2 || b_status.eatk != status->eatk
  5307. #else
  5308. b_status.rhw.atk2 != status->rhw.atk2 || b_status.lhw.atk2 != status->lhw.atk2
  5309. #endif
  5310. )
  5311. clif_updatestatus(sd,SP_ATK2);
  5312. if(b_status.def2 != status->def2) {
  5313. clif_updatestatus(sd,SP_DEF2);
  5314. #ifdef RENEWAL
  5315. clif_updatestatus(sd,SP_DEF1);
  5316. #endif
  5317. }
  5318. if(b_status.flee2 != status->flee2)
  5319. clif_updatestatus(sd,SP_FLEE2);
  5320. if(b_status.cri != status->cri)
  5321. clif_updatestatus(sd,SP_CRITICAL);
  5322. #ifndef RENEWAL
  5323. if(b_status.matk_max != status->matk_max)
  5324. clif_updatestatus(sd,SP_MATK1);
  5325. if(b_status.matk_min != status->matk_min)
  5326. clif_updatestatus(sd,SP_MATK2);
  5327. #else
  5328. if(b_status.matk_max != status->matk_max || b_status.matk_min != status->matk_min) {
  5329. clif_updatestatus(sd,SP_MATK2);
  5330. clif_updatestatus(sd,SP_MATK1);
  5331. }
  5332. #endif
  5333. if(b_status.mdef != status->mdef) {
  5334. clif_updatestatus(sd,SP_MDEF1);
  5335. #ifdef RENEWAL
  5336. clif_updatestatus(sd,SP_MDEF2);
  5337. #endif
  5338. }
  5339. if(b_status.mdef2 != status->mdef2) {
  5340. clif_updatestatus(sd,SP_MDEF2);
  5341. #ifdef RENEWAL
  5342. clif_updatestatus(sd,SP_MDEF1);
  5343. #endif
  5344. }
  5345. if(b_status.rhw.range != status->rhw.range)
  5346. clif_updatestatus(sd,SP_ATTACKRANGE);
  5347. if(b_status.max_hp != status->max_hp)
  5348. clif_updatestatus(sd,SP_MAXHP);
  5349. if(b_status.max_sp != status->max_sp)
  5350. clif_updatestatus(sd,SP_MAXSP);
  5351. if(b_status.hp != status->hp)
  5352. clif_updatestatus(sd,SP_HP);
  5353. if(b_status.sp != status->sp)
  5354. clif_updatestatus(sd,SP_SP);
  5355. #ifdef RENEWAL
  5356. if (b_status.pow != status->pow)
  5357. clif_updatestatus(sd,SP_POW);
  5358. if (b_status.sta != status->sta)
  5359. clif_updatestatus(sd,SP_STA);
  5360. if (b_status.wis != status->wis)
  5361. clif_updatestatus(sd,SP_WIS);
  5362. if (b_status.spl != status->spl)
  5363. clif_updatestatus(sd,SP_SPL);
  5364. if (b_status.con != status->con)
  5365. clif_updatestatus(sd,SP_CON);
  5366. if (b_status.crt != status->crt)
  5367. clif_updatestatus(sd,SP_CRT);
  5368. if (b_status.patk != status->patk)
  5369. clif_updatestatus(sd, SP_PATK);
  5370. if (b_status.smatk != status->smatk)
  5371. clif_updatestatus(sd, SP_SMATK);
  5372. if (b_status.res != status->res)
  5373. clif_updatestatus(sd, SP_RES);
  5374. if (b_status.mres != status->mres)
  5375. clif_updatestatus(sd, SP_MRES);
  5376. if (b_status.hplus != status->hplus)
  5377. clif_updatestatus(sd, SP_HPLUS);
  5378. if (b_status.crate != status->crate)
  5379. clif_updatestatus(sd, SP_CRATE);
  5380. if (b_status.max_ap != status->max_ap)
  5381. clif_updatestatus(sd, SP_MAXAP);
  5382. if (b_status.ap != status->ap)
  5383. clif_updatestatus(sd, SP_AP);
  5384. #endif
  5385. } else if( bl->type == BL_HOM ) {
  5386. TBL_HOM* hd = BL_CAST(BL_HOM, bl);
  5387. if( hd->master && memcmp(&b_status, status, sizeof(struct status_data)) != 0 )
  5388. clif_hominfo(hd->master,hd,0);
  5389. } else if( bl->type == BL_MER ) {
  5390. TBL_MER* md = BL_CAST(BL_MER, bl);
  5391. if (!md->master)
  5392. return;
  5393. if( b_status.rhw.atk != status->rhw.atk || b_status.rhw.atk2 != status->rhw.atk2 )
  5394. clif_mercenary_updatestatus(md->master, SP_ATK1);
  5395. if( b_status.matk_max != status->matk_max )
  5396. clif_mercenary_updatestatus(md->master, SP_MATK1);
  5397. if( b_status.hit != status->hit )
  5398. clif_mercenary_updatestatus(md->master, SP_HIT);
  5399. if( b_status.cri != status->cri )
  5400. clif_mercenary_updatestatus(md->master, SP_CRITICAL);
  5401. if( b_status.def != status->def )
  5402. clif_mercenary_updatestatus(md->master, SP_DEF1);
  5403. if( b_status.mdef != status->mdef )
  5404. clif_mercenary_updatestatus(md->master, SP_MDEF1);
  5405. if( b_status.flee != status->flee )
  5406. clif_mercenary_updatestatus(md->master, SP_MERCFLEE);
  5407. if( b_status.amotion != status->amotion )
  5408. clif_mercenary_updatestatus(md->master, SP_ASPD);
  5409. if( b_status.max_hp != status->max_hp )
  5410. clif_mercenary_updatestatus(md->master, SP_MAXHP);
  5411. if( b_status.max_sp != status->max_sp )
  5412. clif_mercenary_updatestatus(md->master, SP_MAXSP);
  5413. if( b_status.hp != status->hp )
  5414. clif_mercenary_updatestatus(md->master, SP_HP);
  5415. if( b_status.sp != status->sp )
  5416. clif_mercenary_updatestatus(md->master, SP_SP);
  5417. } else if( bl->type == BL_ELEM ) {
  5418. TBL_ELEM* ed = BL_CAST(BL_ELEM, bl);
  5419. if (!ed->master)
  5420. return;
  5421. if( b_status.max_hp != status->max_hp )
  5422. clif_elemental_updatestatus(ed->master, SP_MAXHP);
  5423. if( b_status.max_sp != status->max_sp )
  5424. clif_elemental_updatestatus(ed->master, SP_MAXSP);
  5425. if( b_status.hp != status->hp )
  5426. clif_elemental_updatestatus(ed->master, SP_HP);
  5427. if( b_status.sp != status->sp )
  5428. clif_mercenary_updatestatus(ed->master, SP_SP);
  5429. }
  5430. }
  5431. /**
  5432. * Adds strength modifications based on status changes
  5433. * @param bl: Object to change str [PC|MOB|HOM|MER|ELEM]
  5434. * @param sc: Object's status change information
  5435. * @param str: Initial str
  5436. * @return modified str with cap_value(str,0,USHRT_MAX)
  5437. */
  5438. static unsigned short status_calc_str(struct block_list *bl, status_change *sc, int str)
  5439. {
  5440. if(!sc || !sc->count)
  5441. return cap_value(str,0,USHRT_MAX);
  5442. if(sc->getSCE(SC_HARMONIZE)) {
  5443. str -= sc->getSCE(SC_HARMONIZE)->val2;
  5444. return (unsigned short)cap_value(str,0,USHRT_MAX);
  5445. }
  5446. if(sc->getSCE(SC_INCALLSTATUS))
  5447. str += sc->getSCE(SC_INCALLSTATUS)->val1;
  5448. if(sc->getSCE(SC_CHASEWALK2))
  5449. str += sc->getSCE(SC_CHASEWALK2)->val1;
  5450. if(sc->getSCE(SC_INCSTR))
  5451. str += sc->getSCE(SC_INCSTR)->val1;
  5452. if(sc->getSCE(SC_STRFOOD))
  5453. str += sc->getSCE(SC_STRFOOD)->val1;
  5454. if(sc->getSCE(SC_FOOD_STR_CASH))
  5455. str += sc->getSCE(SC_FOOD_STR_CASH)->val1;
  5456. if(sc->getSCE(SC_BATTLEORDERS))
  5457. str += 5;
  5458. if(sc->getSCE(SC_LEADERSHIP))
  5459. str += sc->getSCE(SC_LEADERSHIP)->val1;
  5460. if(sc->getSCE(SC_LOUD))
  5461. str += 4;
  5462. if(sc->getSCE(SC_TRUESIGHT))
  5463. str += 5;
  5464. if(sc->getSCE(SC_SPURT))
  5465. str += 10;
  5466. if(sc->getSCE(SC_NEN))
  5467. str += sc->getSCE(SC_NEN)->val1;
  5468. if(sc->getSCE(SC_BLESSING)) {
  5469. if(sc->getSCE(SC_BLESSING)->val2)
  5470. str += sc->getSCE(SC_BLESSING)->val2;
  5471. else
  5472. str -= str / 2;
  5473. }
  5474. if(sc->getSCE(SC_MARIONETTE))
  5475. str -= ((sc->getSCE(SC_MARIONETTE)->val3)>>16)&0xFF;
  5476. if(sc->getSCE(SC_MARIONETTE2))
  5477. str += ((sc->getSCE(SC_MARIONETTE2)->val3)>>16)&0xFF;
  5478. if(sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_HIGH)
  5479. str += ((sc->getSCE(SC_SPIRIT)->val3)>>16)&0xFF;
  5480. if(sc->getSCE(SC_GIANTGROWTH))
  5481. str += sc->getSCE(SC_GIANTGROWTH)->val2;
  5482. if(sc->getSCE(SC_BEYONDOFWARCRY))
  5483. str -= sc->getSCE(SC_BEYONDOFWARCRY)->val2;
  5484. if(sc->getSCE(SC_SAVAGE_STEAK))
  5485. str += sc->getSCE(SC_SAVAGE_STEAK)->val1;
  5486. if(sc->getSCE(SC_INSPIRATION))
  5487. str += sc->getSCE(SC_INSPIRATION)->val3;
  5488. if(sc->getSCE(SC_STOMACHACHE))
  5489. str -= sc->getSCE(SC_STOMACHACHE)->val1;
  5490. if(sc->getSCE(SC_KYOUGAKU))
  5491. str -= sc->getSCE(SC_KYOUGAKU)->val2;
  5492. if(sc->getSCE(SC_SWORDCLAN))
  5493. str += 1;
  5494. if(sc->getSCE(SC_JUMPINGCLAN))
  5495. str += 1;
  5496. if(sc->getSCE(SC_FULL_THROTTLE))
  5497. str += str * sc->getSCE(SC_FULL_THROTTLE)->val3 / 100;
  5498. if(sc->getSCE(SC_CHEERUP))
  5499. str += 3;
  5500. if(sc->getSCE(SC_GLASTHEIM_STATE))
  5501. str += sc->getSCE(SC_GLASTHEIM_STATE)->val1;
  5502. #ifdef RENEWAL
  5503. if (sc->getSCE(SC_NIBELUNGEN) && sc->getSCE(SC_NIBELUNGEN)->val2 == RINGNBL_ALLSTAT)
  5504. str += 15;
  5505. #endif
  5506. if (sc->getSCE(SC_UNIVERSESTANCE))
  5507. str += sc->getSCE(SC_UNIVERSESTANCE)->val2;
  5508. if (sc->getSCE(SC_ALMIGHTY))
  5509. str += sc->getSCE(SC_ALMIGHTY)->val1;
  5510. if (sc->getSCE(SC_ULTIMATECOOK))
  5511. str += sc->getSCE(SC_ULTIMATECOOK)->val1;
  5512. return (unsigned short)cap_value(str,0,USHRT_MAX);
  5513. }
  5514. /**
  5515. * Adds agility modifications based on status changes
  5516. * @param bl: Object to change agi [PC|MOB|HOM|MER|ELEM]
  5517. * @param sc: Object's status change information
  5518. * @param agi: Initial agi
  5519. * @return modified agi with cap_value(agi,0,USHRT_MAX)
  5520. */
  5521. static unsigned short status_calc_agi(struct block_list *bl, status_change *sc, int agi)
  5522. {
  5523. if(!sc || !sc->count)
  5524. return cap_value(agi,0,USHRT_MAX);
  5525. if(sc->getSCE(SC_HARMONIZE)) {
  5526. agi -= sc->getSCE(SC_HARMONIZE)->val2;
  5527. return (unsigned short)cap_value(agi,0,USHRT_MAX);
  5528. }
  5529. if(sc->getSCE(SC_CONCENTRATE) && !sc->getSCE(SC_QUAGMIRE))
  5530. agi += (agi-sc->getSCE(SC_CONCENTRATE)->val3)*sc->getSCE(SC_CONCENTRATE)->val2/100;
  5531. if(sc->getSCE(SC_INCALLSTATUS))
  5532. agi += sc->getSCE(SC_INCALLSTATUS)->val1;
  5533. if(sc->getSCE(SC_INCAGI))
  5534. agi += sc->getSCE(SC_INCAGI)->val1;
  5535. if(sc->getSCE(SC_AGIFOOD))
  5536. agi += sc->getSCE(SC_AGIFOOD)->val1;
  5537. if(sc->getSCE(SC_FOOD_AGI_CASH))
  5538. agi += sc->getSCE(SC_FOOD_AGI_CASH)->val1;
  5539. if(sc->getSCE(SC_SOULCOLD))
  5540. agi += sc->getSCE(SC_SOULCOLD)->val1;
  5541. if(sc->getSCE(SC_TRUESIGHT))
  5542. agi += 5;
  5543. if(sc->getSCE(SC_INCREASEAGI))
  5544. agi += sc->getSCE(SC_INCREASEAGI)->val2;
  5545. if(sc->getSCE(SC_INCREASING))
  5546. agi += 4; // Added based on skill updates [Reddozen]
  5547. if(sc->getSCE(SC_DECREASEAGI))
  5548. agi -= sc->getSCE(SC_DECREASEAGI)->val2;
  5549. if(sc->getSCE(SC_QUAGMIRE))
  5550. agi -= sc->getSCE(SC_QUAGMIRE)->val2;
  5551. if(sc->getSCE(SC_SUITON) && sc->getSCE(SC_SUITON)->val3)
  5552. agi -= sc->getSCE(SC_SUITON)->val2;
  5553. if(sc->getSCE(SC_MARIONETTE))
  5554. agi -= ((sc->getSCE(SC_MARIONETTE)->val3)>>8)&0xFF;
  5555. if(sc->getSCE(SC_MARIONETTE2))
  5556. agi += ((sc->getSCE(SC_MARIONETTE2)->val3)>>8)&0xFF;
  5557. if(sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_HIGH)
  5558. agi += ((sc->getSCE(SC_SPIRIT)->val3)>>8)&0xFF;
  5559. if(sc->getSCE(SC_ADORAMUS))
  5560. agi -= sc->getSCE(SC_ADORAMUS)->val2;
  5561. if(sc->getSCE(SC_MARSHOFABYSS))
  5562. agi -= agi * sc->getSCE(SC_MARSHOFABYSS)->val2 / 100;
  5563. if(sc->getSCE(SC_DROCERA_HERB_STEAMED))
  5564. agi += sc->getSCE(SC_DROCERA_HERB_STEAMED)->val1;
  5565. if(sc->getSCE(SC_INSPIRATION))
  5566. agi += sc->getSCE(SC_INSPIRATION)->val3;
  5567. if(sc->getSCE(SC_STOMACHACHE))
  5568. agi -= sc->getSCE(SC_STOMACHACHE)->val1;
  5569. if(sc->getSCE(SC_KYOUGAKU))
  5570. agi -= sc->getSCE(SC_KYOUGAKU)->val2;
  5571. if(sc->getSCE(SC_CROSSBOWCLAN))
  5572. agi += 1;
  5573. if(sc->getSCE(SC_JUMPINGCLAN))
  5574. agi += 1;
  5575. if(sc->getSCE(SC_FULL_THROTTLE))
  5576. agi += agi * sc->getSCE(SC_FULL_THROTTLE)->val3 / 100;
  5577. if (sc->getSCE(SC_ARCLOUSEDASH))
  5578. agi += sc->getSCE(SC_ARCLOUSEDASH)->val2;
  5579. if(sc->getSCE(SC_CHEERUP))
  5580. agi += 3;
  5581. if(sc->getSCE(SC_GLASTHEIM_STATE))
  5582. agi += sc->getSCE(SC_GLASTHEIM_STATE)->val1;
  5583. #ifdef RENEWAL
  5584. if (sc->getSCE(SC_NIBELUNGEN) && sc->getSCE(SC_NIBELUNGEN)->val2 == RINGNBL_ALLSTAT)
  5585. agi += 15;
  5586. #endif
  5587. if (sc->getSCE(SC_UNIVERSESTANCE))
  5588. agi += sc->getSCE(SC_UNIVERSESTANCE)->val2;
  5589. if (sc->getSCE(SC_ALMIGHTY))
  5590. agi += sc->getSCE(SC_ALMIGHTY)->val1;
  5591. if (sc->getSCE(SC_ULTIMATECOOK))
  5592. agi += sc->getSCE(SC_ULTIMATECOOK)->val1;
  5593. return (unsigned short)cap_value(agi,0,USHRT_MAX);
  5594. }
  5595. /**
  5596. * Adds vitality modifications based on status changes
  5597. * @param bl: Object to change vit [PC|MOB|HOM|MER|ELEM]
  5598. * @param sc: Object's status change information
  5599. * @param vit: Initial vit
  5600. * @return modified vit with cap_value(vit,0,USHRT_MAX)
  5601. */
  5602. static unsigned short status_calc_vit(struct block_list *bl, status_change *sc, int vit)
  5603. {
  5604. if(!sc || !sc->count)
  5605. return cap_value(vit,0,USHRT_MAX);
  5606. if(sc->getSCE(SC_HARMONIZE)) {
  5607. vit -= sc->getSCE(SC_HARMONIZE)->val2;
  5608. return (unsigned short)cap_value(vit,0,USHRT_MAX);
  5609. }
  5610. if(sc->getSCE(SC_INCALLSTATUS))
  5611. vit += sc->getSCE(SC_INCALLSTATUS)->val1;
  5612. if(sc->getSCE(SC_INCVIT))
  5613. vit += sc->getSCE(SC_INCVIT)->val1;
  5614. if(sc->getSCE(SC_VITFOOD))
  5615. vit += sc->getSCE(SC_VITFOOD)->val1;
  5616. if(sc->getSCE(SC_FOOD_VIT_CASH))
  5617. vit += sc->getSCE(SC_FOOD_VIT_CASH)->val1;
  5618. if(sc->getSCE(SC_CHANGE))
  5619. vit += sc->getSCE(SC_CHANGE)->val2;
  5620. if(sc->getSCE(SC_GLORYWOUNDS))
  5621. vit += sc->getSCE(SC_GLORYWOUNDS)->val1;
  5622. if(sc->getSCE(SC_TRUESIGHT))
  5623. vit += 5;
  5624. if(sc->getSCE(SC_MARIONETTE))
  5625. vit -= sc->getSCE(SC_MARIONETTE)->val3&0xFF;
  5626. if(sc->getSCE(SC_MARIONETTE2))
  5627. vit += sc->getSCE(SC_MARIONETTE2)->val3&0xFF;
  5628. if(sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_HIGH)
  5629. vit += sc->getSCE(SC_SPIRIT)->val3&0xFF;
  5630. if(sc->getSCE(SC_MINOR_BBQ))
  5631. vit += sc->getSCE(SC_MINOR_BBQ)->val1;
  5632. if(sc->getSCE(SC_INSPIRATION))
  5633. vit += sc->getSCE(SC_INSPIRATION)->val3;
  5634. if(sc->getSCE(SC_STOMACHACHE))
  5635. vit -= sc->getSCE(SC_STOMACHACHE)->val1;
  5636. if(sc->getSCE(SC_KYOUGAKU))
  5637. vit -= sc->getSCE(SC_KYOUGAKU)->val2;
  5638. if(sc->getSCE(SC_SWORDCLAN))
  5639. vit += 1;
  5640. if(sc->getSCE(SC_JUMPINGCLAN))
  5641. vit += 1;
  5642. if(sc->getSCE(SC_STRIPARMOR) && bl->type != BL_PC)
  5643. vit -= vit * sc->getSCE(SC_STRIPARMOR)->val2/100;
  5644. if(sc->getSCE(SC_FULL_THROTTLE))
  5645. vit += vit * sc->getSCE(SC_FULL_THROTTLE)->val3 / 100;
  5646. #ifdef RENEWAL
  5647. if(sc->getSCE(SC_DEFENCE))
  5648. vit += sc->getSCE(SC_DEFENCE)->val2;
  5649. #endif
  5650. if(sc->getSCE(SC_CHEERUP))
  5651. vit += 3;
  5652. if(sc->getSCE(SC_GLASTHEIM_STATE))
  5653. vit += sc->getSCE(SC_GLASTHEIM_STATE)->val1;
  5654. #ifdef RENEWAL
  5655. if (sc->getSCE(SC_NIBELUNGEN) && sc->getSCE(SC_NIBELUNGEN)->val2 == RINGNBL_ALLSTAT)
  5656. vit += 15;
  5657. #endif
  5658. if (sc->getSCE(SC_UNIVERSESTANCE))
  5659. vit += sc->getSCE(SC_UNIVERSESTANCE)->val2;
  5660. if (sc->getSCE(SC_ALMIGHTY))
  5661. vit += sc->getSCE(SC_ALMIGHTY)->val1;
  5662. if (sc->getSCE(SC_ULTIMATECOOK))
  5663. vit += sc->getSCE(SC_ULTIMATECOOK)->val1;
  5664. if (sc->getSCE(SC_CUP_OF_BOZA))
  5665. vit += 10;
  5666. return (unsigned short)cap_value(vit,0,USHRT_MAX);
  5667. }
  5668. /**
  5669. * Adds intelligence modifications based on status changes
  5670. * @param bl: Object to change int [PC|MOB|HOM|MER|ELEM]
  5671. * @param sc: Object's status change information
  5672. * @param int_: Initial int
  5673. * @return modified int with cap_value(int_,0,USHRT_MAX)
  5674. */
  5675. static unsigned short status_calc_int(struct block_list *bl, status_change *sc, int int_)
  5676. {
  5677. if(!sc || !sc->count)
  5678. return cap_value(int_,0,USHRT_MAX);
  5679. if(sc->getSCE(SC_HARMONIZE)) {
  5680. int_ -= sc->getSCE(SC_HARMONIZE)->val2;
  5681. return (unsigned short)cap_value(int_,0,USHRT_MAX);
  5682. }
  5683. if(sc->getSCE(SC_INCALLSTATUS))
  5684. int_ += sc->getSCE(SC_INCALLSTATUS)->val1;
  5685. if(sc->getSCE(SC_INCINT))
  5686. int_ += sc->getSCE(SC_INCINT)->val1;
  5687. if(sc->getSCE(SC_INTFOOD))
  5688. int_ += sc->getSCE(SC_INTFOOD)->val1;
  5689. if(sc->getSCE(SC_FOOD_INT_CASH))
  5690. int_ += sc->getSCE(SC_FOOD_INT_CASH)->val1;
  5691. if(sc->getSCE(SC_CHANGE))
  5692. int_ += sc->getSCE(SC_CHANGE)->val3;
  5693. if(sc->getSCE(SC_BATTLEORDERS))
  5694. int_ += 5;
  5695. if(sc->getSCE(SC_TRUESIGHT))
  5696. int_ += 5;
  5697. if(sc->getSCE(SC_BLESSING)) {
  5698. if (sc->getSCE(SC_BLESSING)->val2)
  5699. int_ += sc->getSCE(SC_BLESSING)->val2;
  5700. else
  5701. int_ -= int_ / 2;
  5702. }
  5703. if(sc->getSCE(SC_NEN))
  5704. int_ += sc->getSCE(SC_NEN)->val1;
  5705. if(sc->getSCE(SC_MARIONETTE))
  5706. int_ -= ((sc->getSCE(SC_MARIONETTE)->val4)>>16)&0xFF;
  5707. if(sc->getSCE(SC_MARIONETTE2))
  5708. int_ += ((sc->getSCE(SC_MARIONETTE2)->val4)>>16)&0xFF;
  5709. if(sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_HIGH)
  5710. int_ += ((sc->getSCE(SC_SPIRIT)->val4)>>16)&0xFF;
  5711. if(sc->getSCE(SC_INSPIRATION))
  5712. int_ += sc->getSCE(SC_INSPIRATION)->val3;
  5713. if(sc->getSCE(SC_MELODYOFSINK))
  5714. int_ -= sc->getSCE(SC_MELODYOFSINK)->val2;
  5715. if(sc->getSCE(SC_MANDRAGORA))
  5716. int_ -= 4 * sc->getSCE(SC_MANDRAGORA)->val1;
  5717. if(sc->getSCE(SC_COCKTAIL_WARG_BLOOD))
  5718. int_ += sc->getSCE(SC_COCKTAIL_WARG_BLOOD)->val1;
  5719. if(sc->getSCE(SC_STOMACHACHE))
  5720. int_ -= sc->getSCE(SC_STOMACHACHE)->val1;
  5721. if(sc->getSCE(SC_KYOUGAKU))
  5722. int_ -= sc->getSCE(SC_KYOUGAKU)->val2;
  5723. if(sc->getSCE(SC_ARCWANDCLAN))
  5724. int_ += 1;
  5725. if(sc->getSCE(SC_GOLDENMACECLAN))
  5726. int_ += 1;
  5727. if(sc->getSCE(SC_JUMPINGCLAN))
  5728. int_ += 1;
  5729. if(sc->getSCE(SC_FULL_THROTTLE))
  5730. int_ += int_ * sc->getSCE(SC_FULL_THROTTLE)->val3 / 100;
  5731. if(sc->getSCE(SC_CHEERUP))
  5732. int_ += 3;
  5733. if(sc->getSCE(SC_GLASTHEIM_STATE))
  5734. int_ += sc->getSCE(SC_GLASTHEIM_STATE)->val1;
  5735. if (sc->getSCE(SC_UNIVERSESTANCE))
  5736. int_ += sc->getSCE(SC_UNIVERSESTANCE)->val2;
  5737. if(bl->type != BL_PC) {
  5738. if(sc->getSCE(SC_STRIPHELM))
  5739. int_ -= int_ * sc->getSCE(SC_STRIPHELM)->val2/100;
  5740. if(sc->getSCE(SC__STRIPACCESSORY))
  5741. int_ -= int_ * sc->getSCE(SC__STRIPACCESSORY)->val2 / 100;
  5742. }
  5743. #ifdef RENEWAL
  5744. if (sc->getSCE(SC_NIBELUNGEN) && sc->getSCE(SC_NIBELUNGEN)->val2 == RINGNBL_ALLSTAT)
  5745. int_ += 15;
  5746. #endif
  5747. if (sc->getSCE(SC_ALMIGHTY))
  5748. int_ += sc->getSCE(SC_ALMIGHTY)->val1;
  5749. if (sc->getSCE(SC_ULTIMATECOOK))
  5750. int_ += sc->getSCE(SC_ULTIMATECOOK)->val1;
  5751. return (unsigned short)cap_value(int_,0,USHRT_MAX);
  5752. }
  5753. /**
  5754. * Adds dexterity modifications based on status changes
  5755. * @param bl: Object to change dex [PC|MOB|HOM|MER|ELEM]
  5756. * @param sc: Object's status change information
  5757. * @param dex: Initial dex
  5758. * @return modified dex with cap_value(dex,0,USHRT_MAX)
  5759. */
  5760. static unsigned short status_calc_dex(struct block_list *bl, status_change *sc, int dex)
  5761. {
  5762. if(!sc || !sc->count)
  5763. return cap_value(dex,0,USHRT_MAX);
  5764. if(sc->getSCE(SC_HARMONIZE)) {
  5765. dex -= sc->getSCE(SC_HARMONIZE)->val2;
  5766. return (unsigned short)cap_value(dex,0,USHRT_MAX);
  5767. }
  5768. if(sc->getSCE(SC_CONCENTRATE) && !sc->getSCE(SC_QUAGMIRE))
  5769. dex += (dex-sc->getSCE(SC_CONCENTRATE)->val4)*sc->getSCE(SC_CONCENTRATE)->val2/100;
  5770. if(sc->getSCE(SC_INCALLSTATUS))
  5771. dex += sc->getSCE(SC_INCALLSTATUS)->val1;
  5772. if(sc->getSCE(SC_INCDEX))
  5773. dex += sc->getSCE(SC_INCDEX)->val1;
  5774. if(sc->getSCE(SC_DEXFOOD))
  5775. dex += sc->getSCE(SC_DEXFOOD)->val1;
  5776. if(sc->getSCE(SC_FOOD_DEX_CASH))
  5777. dex += sc->getSCE(SC_FOOD_DEX_CASH)->val1;
  5778. if(sc->getSCE(SC_BATTLEORDERS))
  5779. dex += 5;
  5780. if(sc->getSCE(SC_HAWKEYES))
  5781. dex += sc->getSCE(SC_HAWKEYES)->val1;
  5782. if(sc->getSCE(SC_TRUESIGHT))
  5783. dex += 5;
  5784. if(sc->getSCE(SC_QUAGMIRE))
  5785. dex -= sc->getSCE(SC_QUAGMIRE)->val2;
  5786. if(sc->getSCE(SC_BLESSING)) {
  5787. if (sc->getSCE(SC_BLESSING)->val2)
  5788. dex += sc->getSCE(SC_BLESSING)->val2;
  5789. else
  5790. dex -= dex / 2;
  5791. }
  5792. if(sc->getSCE(SC_INCREASING))
  5793. dex += 4; // Added based on skill updates [Reddozen]
  5794. if(sc->getSCE(SC_MARIONETTE))
  5795. dex -= ((sc->getSCE(SC_MARIONETTE)->val4)>>8)&0xFF;
  5796. if(sc->getSCE(SC_MARIONETTE2))
  5797. dex += ((sc->getSCE(SC_MARIONETTE2)->val4)>>8)&0xFF;
  5798. if(sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_HIGH)
  5799. dex += ((sc->getSCE(SC_SPIRIT)->val4)>>8)&0xFF;
  5800. if(sc->getSCE(SC_SIROMA_ICE_TEA))
  5801. dex += sc->getSCE(SC_SIROMA_ICE_TEA)->val1;
  5802. if(sc->getSCE(SC_INSPIRATION))
  5803. dex += sc->getSCE(SC_INSPIRATION)->val3;
  5804. if(sc->getSCE(SC_STOMACHACHE))
  5805. dex -= sc->getSCE(SC_STOMACHACHE)->val1;
  5806. if(sc->getSCE(SC_KYOUGAKU))
  5807. dex -= sc->getSCE(SC_KYOUGAKU)->val2;
  5808. if(sc->getSCE(SC_ARCWANDCLAN))
  5809. dex += 1;
  5810. if(sc->getSCE(SC_CROSSBOWCLAN))
  5811. dex += 1;
  5812. if(sc->getSCE(SC_JUMPINGCLAN))
  5813. dex += 1;
  5814. if(sc->getSCE(SC__STRIPACCESSORY) && bl->type != BL_PC)
  5815. dex -= dex * sc->getSCE(SC__STRIPACCESSORY)->val2 / 100;
  5816. if(sc->getSCE(SC_MARSHOFABYSS))
  5817. dex -= dex * sc->getSCE(SC_MARSHOFABYSS)->val2 / 100;
  5818. if(sc->getSCE(SC_FULL_THROTTLE))
  5819. dex += dex * sc->getSCE(SC_FULL_THROTTLE)->val3 / 100;
  5820. if(sc->getSCE(SC_CHEERUP))
  5821. dex += 3;
  5822. if(sc->getSCE(SC_GLASTHEIM_STATE))
  5823. dex += sc->getSCE(SC_GLASTHEIM_STATE)->val1;
  5824. #ifdef RENEWAL
  5825. if (sc->getSCE(SC_NIBELUNGEN) && sc->getSCE(SC_NIBELUNGEN)->val2 == RINGNBL_ALLSTAT)
  5826. dex += 15;
  5827. #endif
  5828. if (sc->getSCE(SC_UNIVERSESTANCE))
  5829. dex += sc->getSCE(SC_UNIVERSESTANCE)->val2;
  5830. if (sc->getSCE(SC_ALMIGHTY))
  5831. dex += sc->getSCE(SC_ALMIGHTY)->val1;
  5832. if (sc->getSCE(SC_ULTIMATECOOK))
  5833. dex += sc->getSCE(SC_ULTIMATECOOK)->val1;
  5834. return (unsigned short)cap_value(dex,0,USHRT_MAX);
  5835. }
  5836. /**
  5837. * Adds luck modifications based on status changes
  5838. * @param bl: Object to change luk [PC|MOB|HOM|MER|ELEM]
  5839. * @param sc: Object's status change information
  5840. * @param luk: Initial luk
  5841. * @return modified luk with cap_value(luk,0,USHRT_MAX)
  5842. */
  5843. static unsigned short status_calc_luk(struct block_list *bl, status_change *sc, int luk)
  5844. {
  5845. if(!sc || !sc->count)
  5846. return cap_value(luk,0,USHRT_MAX);
  5847. if(sc->getSCE(SC_HARMONIZE)) {
  5848. luk -= sc->getSCE(SC_HARMONIZE)->val2;
  5849. return (unsigned short)cap_value(luk,0,USHRT_MAX);
  5850. }
  5851. if(sc->getSCE(SC_CURSE))
  5852. return 0;
  5853. if(sc->getSCE(SC_INCALLSTATUS))
  5854. luk += sc->getSCE(SC_INCALLSTATUS)->val1;
  5855. if(sc->getSCE(SC_INCLUK))
  5856. luk += sc->getSCE(SC_INCLUK)->val1;
  5857. if(sc->getSCE(SC_LUKFOOD))
  5858. luk += sc->getSCE(SC_LUKFOOD)->val1;
  5859. if(sc->getSCE(SC_FOOD_LUK_CASH))
  5860. luk += sc->getSCE(SC_FOOD_LUK_CASH)->val1;
  5861. if(sc->getSCE(SC_TRUESIGHT))
  5862. luk += 5;
  5863. if(sc->getSCE(SC_GLORIA))
  5864. luk += 30;
  5865. if(sc->getSCE(SC_MARIONETTE))
  5866. luk -= sc->getSCE(SC_MARIONETTE)->val4&0xFF;
  5867. if(sc->getSCE(SC_MARIONETTE2))
  5868. luk += sc->getSCE(SC_MARIONETTE2)->val4&0xFF;
  5869. if(sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_HIGH)
  5870. luk += sc->getSCE(SC_SPIRIT)->val4&0xFF;
  5871. if(sc->getSCE(SC_PUTTI_TAILS_NOODLES))
  5872. luk += sc->getSCE(SC_PUTTI_TAILS_NOODLES)->val1;
  5873. if(sc->getSCE(SC_INSPIRATION))
  5874. luk += sc->getSCE(SC_INSPIRATION)->val3;
  5875. if(sc->getSCE(SC_STOMACHACHE))
  5876. luk -= sc->getSCE(SC_STOMACHACHE)->val1;
  5877. if(sc->getSCE(SC_KYOUGAKU))
  5878. luk -= sc->getSCE(SC_KYOUGAKU)->val2;
  5879. if(sc->getSCE(SC__STRIPACCESSORY) && bl->type != BL_PC)
  5880. luk -= luk * sc->getSCE(SC__STRIPACCESSORY)->val2 / 100;
  5881. if(sc->getSCE(SC_BANANA_BOMB))
  5882. luk -= 75;
  5883. if(sc->getSCE(SC_GOLDENMACECLAN))
  5884. luk += 1;
  5885. if(sc->getSCE(SC_JUMPINGCLAN))
  5886. luk += 1;
  5887. if(sc->getSCE(SC_FULL_THROTTLE))
  5888. luk += luk * sc->getSCE(SC_FULL_THROTTLE)->val3 / 100;
  5889. if(sc->getSCE(SC_CHEERUP))
  5890. luk += 3;
  5891. if(sc->getSCE(SC_GLASTHEIM_STATE))
  5892. luk += sc->getSCE(SC_GLASTHEIM_STATE)->val1;
  5893. #ifdef RENEWAL
  5894. if (sc->getSCE(SC_NIBELUNGEN) && sc->getSCE(SC_NIBELUNGEN)->val2 == RINGNBL_ALLSTAT)
  5895. luk += 15;
  5896. #endif
  5897. if (sc->getSCE(SC_UNIVERSESTANCE))
  5898. luk += sc->getSCE(SC_UNIVERSESTANCE)->val2;
  5899. if (sc->getSCE(SC_ALMIGHTY))
  5900. luk += sc->getSCE(SC_ALMIGHTY)->val1;
  5901. if (sc->getSCE(SC_ULTIMATECOOK))
  5902. luk += sc->getSCE(SC_ULTIMATECOOK)->val1;
  5903. if (sc->getSCE(SC_MYSTICPOWDER))
  5904. luk += 10;
  5905. return (unsigned short)cap_value(luk,0,USHRT_MAX);
  5906. }
  5907. /**
  5908. * Adds power modifications based on status changes
  5909. * @param bl: Object to change pow [PC|MOB|HOM|MER|ELEM]
  5910. * @param sc: Object's status change information
  5911. * @param pow: Initial pow
  5912. * @return modified pow with cap_value(pow,0,USHRT_MAX)
  5913. */
  5914. static unsigned short status_calc_pow(struct block_list *bl, status_change *sc, int pow)
  5915. {
  5916. if (!sc || !sc->count)
  5917. return cap_value(pow, 0, USHRT_MAX);
  5918. if (sc->getSCE(SC_BENEDICTUM))
  5919. pow += sc->getSCE(SC_BENEDICTUM)->val2;
  5920. return (unsigned short)cap_value(pow, 0, USHRT_MAX);
  5921. }
  5922. /**
  5923. * Adds stamina modifications based on status changes
  5924. * @param bl: Object to change sta [PC|MOB|HOM|MER|ELEM]
  5925. * @param sc: Object's status change information
  5926. * @param sta: Initial sta
  5927. * @return modified sta with cap_value(sta,0,USHRT_MAX)
  5928. */
  5929. static unsigned short status_calc_sta(struct block_list *bl, status_change *sc, int sta)
  5930. {
  5931. if (!sc || !sc->count)
  5932. return cap_value(sta, 0, USHRT_MAX);
  5933. if (sc->getSCE(SC_RELIGIO))
  5934. sta += sc->getSCE(SC_RELIGIO)->val2;
  5935. return (unsigned short)cap_value(sta, 0, USHRT_MAX);
  5936. }
  5937. /**
  5938. * Adds wisdom modifications based on status changes
  5939. * @param bl: Object to change wis [PC|MOB|HOM|MER|ELEM]
  5940. * @param sc: Object's status change information
  5941. * @param wis: Initial wis
  5942. * @return modified wis with cap_value(wis,0,USHRT_MAX)
  5943. */
  5944. static unsigned short status_calc_wis(struct block_list *bl, status_change *sc, int wis)
  5945. {
  5946. if (!sc || !sc->count)
  5947. return cap_value(wis, 0, USHRT_MAX);
  5948. if (sc->getSCE(SC_RELIGIO))
  5949. wis += sc->getSCE(SC_RELIGIO)->val2;
  5950. return (unsigned short)cap_value(wis, 0, USHRT_MAX);
  5951. }
  5952. /**
  5953. * Adds spell modifications based on status changes
  5954. * @param bl: Object to change spl [PC|MOB|HOM|MER|ELEM]
  5955. * @param sc: Object's status change information
  5956. * @param spl: Initial spl
  5957. * @return modified spl with cap_value(spl,0,USHRT_MAX)
  5958. */
  5959. static unsigned short status_calc_spl(struct block_list *bl, status_change *sc, int spl)
  5960. {
  5961. if (!sc || !sc->count)
  5962. return cap_value(spl, 0, USHRT_MAX);
  5963. if (sc->getSCE(SC_RELIGIO))
  5964. spl += sc->getSCE(SC_RELIGIO)->val2;
  5965. return (unsigned short)cap_value(spl, 0, USHRT_MAX);
  5966. }
  5967. /**
  5968. * Adds concentration modifications based on status changes
  5969. * @param bl: Object to change con [PC|MOB|HOM|MER|ELEM]
  5970. * @param sc: Object's status change information
  5971. * @param con: Initial con
  5972. * @return modified con with cap_value(con,0,USHRT_MAX)
  5973. */
  5974. static unsigned short status_calc_con(struct block_list *bl, status_change *sc, int con)
  5975. {
  5976. if (!sc || !sc->count)
  5977. return cap_value(con, 0, USHRT_MAX);
  5978. if (sc->getSCE(SC_BENEDICTUM))
  5979. con += sc->getSCE(SC_BENEDICTUM)->val2;
  5980. return (unsigned short)cap_value(con, 0, USHRT_MAX);
  5981. }
  5982. /**
  5983. * Adds creative modifications based on status changes
  5984. * @param bl: Object to change crt [PC|MOB|HOM|MER|ELEM]
  5985. * @param sc: Object's status change information
  5986. * @param crt: Initial crt
  5987. * @return modified crt with cap_value(crt,0,USHRT_MAX)
  5988. */
  5989. static unsigned short status_calc_crt(struct block_list *bl, status_change *sc, int crt)
  5990. {
  5991. if (!sc || !sc->count)
  5992. return cap_value(crt, 0, USHRT_MAX);
  5993. if (sc->getSCE(SC_BENEDICTUM))
  5994. crt += sc->getSCE(SC_BENEDICTUM)->val2;
  5995. return (unsigned short)cap_value(crt, 0, USHRT_MAX);
  5996. }
  5997. /**
  5998. * Adds base attack modifications based on status changes
  5999. * @param bl: Object to change batk [PC|MOB|HOM|MER|ELEM]
  6000. * @param sc: Object's status change information
  6001. * @param batk: Initial batk
  6002. * @return modified batk with cap_value(batk,0,USHRT_MAX)
  6003. */
  6004. static unsigned short status_calc_batk(struct block_list *bl, status_change *sc, int batk)
  6005. {
  6006. if(!sc || !sc->count)
  6007. return cap_value(batk,0,USHRT_MAX);
  6008. if(sc->getSCE(SC_ATKPOTION))
  6009. batk += sc->getSCE(SC_ATKPOTION)->val1;
  6010. if(sc->getSCE(SC_BATKFOOD))
  6011. batk += sc->getSCE(SC_BATKFOOD)->val1;
  6012. #ifndef RENEWAL
  6013. if(sc->getSCE(SC_GATLINGFEVER))
  6014. batk += sc->getSCE(SC_GATLINGFEVER)->val3;
  6015. if(sc->getSCE(SC_MADNESSCANCEL))
  6016. batk += 100;
  6017. #endif
  6018. if(sc->getSCE(SC_FULL_SWING_K))
  6019. batk += sc->getSCE(SC_FULL_SWING_K)->val1;
  6020. if(sc->getSCE(SC_ASH))
  6021. batk -= batk * sc->getSCE(SC_ASH)->val4 / 100;
  6022. if(bl->type == BL_HOM && sc->getSCE(SC_PYROCLASTIC))
  6023. batk += sc->getSCE(SC_PYROCLASTIC)->val2;
  6024. if (sc->getSCE(SC_ANGRIFFS_MODUS))
  6025. batk += sc->getSCE(SC_ANGRIFFS_MODUS)->val2;
  6026. if(sc->getSCE(SC_2011RWC_SCROLL))
  6027. batk += 30;
  6028. if(sc->getSCE(SC_INCATKRATE))
  6029. batk += batk * sc->getSCE(SC_INCATKRATE)->val1/100;
  6030. if(sc->getSCE(SC_PROVOKE))
  6031. batk += batk * sc->getSCE(SC_PROVOKE)->val2/100;
  6032. #ifndef RENEWAL
  6033. if(sc->getSCE(SC_CONCENTRATION))
  6034. batk += batk * sc->getSCE(SC_CONCENTRATION)->val2/100;
  6035. #endif
  6036. if(sc->getSCE(SC_SKE))
  6037. batk += batk * 3;
  6038. if(sc->getSCE(SC_BLOODLUST))
  6039. batk += batk * sc->getSCE(SC_BLOODLUST)->val2/100;
  6040. if(sc->getSCE(SC_JOINTBEAT) && sc->getSCE(SC_JOINTBEAT)->val2&BREAK_WAIST)
  6041. batk -= batk * 25/100;
  6042. if(sc->getSCE(SC_CURSE))
  6043. batk -= batk * 25/100;
  6044. /* Curse shouldn't effect on this? <- Curse OR Bleeding??
  6045. if(sc->getSCE(SC_BLEEDING))
  6046. batk -= batk * 25 / 100; */
  6047. if(sc->getSCE(SC_FLEET))
  6048. batk += batk * sc->getSCE(SC_FLEET)->val3/100;
  6049. if(sc->getSCE(SC__ENERVATION))
  6050. batk -= batk * sc->getSCE(SC__ENERVATION)->val2 / 100;
  6051. if( sc->getSCE(SC_ZANGETSU) )
  6052. batk += sc->getSCE(SC_ZANGETSU)->val2;
  6053. if(sc->getSCE(SC_QUEST_BUFF1))
  6054. batk += sc->getSCE(SC_QUEST_BUFF1)->val1;
  6055. if(sc->getSCE(SC_QUEST_BUFF2))
  6056. batk += sc->getSCE(SC_QUEST_BUFF2)->val1;
  6057. if(sc->getSCE(SC_QUEST_BUFF3))
  6058. batk += sc->getSCE(SC_QUEST_BUFF3)->val1;
  6059. if (sc->getSCE(SC_SHRIMP))
  6060. batk += batk * sc->getSCE(SC_SHRIMP)->val2 / 100;
  6061. #ifdef RENEWAL
  6062. if (sc->getSCE(SC_LOUD))
  6063. batk += 30;
  6064. if (sc->getSCE(SC_NIBELUNGEN) && sc->getSCE(SC_NIBELUNGEN)->val2 == RINGNBL_ATKRATE)
  6065. batk += batk * 20 / 100;
  6066. #endif
  6067. if (sc->getSCE(SC_SUNSTANCE))
  6068. batk += batk * sc->getSCE(SC_SUNSTANCE)->val2 / 100;
  6069. if (sc->getSCE(SC_ALMIGHTY))
  6070. batk += 30;
  6071. if (sc->getSCE(SC_ULTIMATECOOK))
  6072. batk += 30;
  6073. if(sc->getSCE(SC_LIMIT_POWER_BOOSTER))
  6074. batk += sc->getSCE(SC_LIMIT_POWER_BOOSTER)->val1;
  6075. if(sc->getSCE(SC_SPARKCANDY))
  6076. batk += 20;
  6077. if(sc->getSCE(SC_SKF_ATK))
  6078. batk += sc->getSCE(SC_SKF_ATK)->val1;
  6079. return (unsigned short)cap_value(batk,0,USHRT_MAX);
  6080. }
  6081. /**
  6082. * Adds weapon attack modifications based on status changes
  6083. * @param bl: Object to change watk [PC]
  6084. * @param sc: Object's status change information
  6085. * @param watk: Initial watk
  6086. * @return modified watk with cap_value(watk,0,USHRT_MAX)
  6087. */
  6088. static unsigned short status_calc_watk(struct block_list *bl, status_change *sc, int watk)
  6089. {
  6090. if(!sc || !sc->count)
  6091. return cap_value(watk,0,USHRT_MAX);
  6092. #ifndef RENEWAL
  6093. if(sc->getSCE(SC_DRUMBATTLE))
  6094. watk += sc->getSCE(SC_DRUMBATTLE)->val2;
  6095. #endif
  6096. if (sc->getSCE(SC_IMPOSITIO))
  6097. watk += sc->getSCE(SC_IMPOSITIO)->val2;
  6098. if(sc->getSCE(SC_WATKFOOD))
  6099. watk += sc->getSCE(SC_WATKFOOD)->val1;
  6100. if(sc->getSCE(SC_VOLCANO))
  6101. watk += sc->getSCE(SC_VOLCANO)->val2;
  6102. if(sc->getSCE(SC_MERC_ATKUP))
  6103. watk += sc->getSCE(SC_MERC_ATKUP)->val2;
  6104. if(sc->getSCE(SC_WATER_BARRIER))
  6105. watk -= sc->getSCE(SC_WATER_BARRIER)->val2;
  6106. #ifndef RENEWAL
  6107. if(sc->getSCE(SC_NIBELUNGEN)) {
  6108. if (bl->type != BL_PC)
  6109. watk += sc->getSCE(SC_NIBELUNGEN)->val2;
  6110. else {
  6111. TBL_PC *sd = (TBL_PC*)bl;
  6112. short index = sd->equip_index[sd->state.lr_flag?EQI_HAND_L:EQI_HAND_R];
  6113. if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_WEAPON && sd->inventory_data[index]->weapon_level == 4)
  6114. watk += sc->getSCE(SC_NIBELUNGEN)->val2;
  6115. }
  6116. }
  6117. if(sc->getSCE(SC_CONCENTRATION))
  6118. watk += watk * sc->getSCE(SC_CONCENTRATION)->val2 / 100;
  6119. #endif
  6120. if(sc->getSCE(SC_INCATKRATE))
  6121. watk += watk * sc->getSCE(SC_INCATKRATE)->val1/100;
  6122. if(sc->getSCE(SC_PROVOKE))
  6123. watk += watk * sc->getSCE(SC_PROVOKE)->val2/100;
  6124. if(sc->getSCE(SC_SKE))
  6125. watk += watk * 3;
  6126. if(sc->getSCE(SC_FLEET))
  6127. watk += watk * sc->getSCE(SC_FLEET)->val3/100;
  6128. if(sc->getSCE(SC_CURSE))
  6129. watk -= watk * 25/100;
  6130. if(sc->getSCE(SC_STRIPWEAPON) && bl->type != BL_PC)
  6131. watk -= watk * sc->getSCE(SC_STRIPWEAPON)->val2/100;
  6132. if(sc->getSCE(SC_FIGHTINGSPIRIT))
  6133. watk += sc->getSCE(SC_FIGHTINGSPIRIT)->val1;
  6134. if (sc->getSCE(SC_SHIELDSPELL_ATK))
  6135. watk += sc->getSCE(SC_SHIELDSPELL_ATK)->val2;
  6136. if(sc->getSCE(SC_INSPIRATION))
  6137. watk += sc->getSCE(SC_INSPIRATION)->val2;
  6138. if(sc->getSCE(SC_GT_CHANGE))
  6139. watk += sc->getSCE(SC_GT_CHANGE)->val2;
  6140. if(sc->getSCE(SC__ENERVATION))
  6141. watk -= watk * sc->getSCE(SC__ENERVATION)->val2 / 100;
  6142. if(sc->getSCE(SC_STRIKING))
  6143. watk += sc->getSCE(SC_STRIKING)->val2;
  6144. if(sc->getSCE(SC_RUSHWINDMILL))
  6145. watk += sc->getSCE(SC_RUSHWINDMILL)->val3;
  6146. if(sc->getSCE(SC_FIRE_INSIGNIA) && sc->getSCE(SC_FIRE_INSIGNIA)->val1 == 2)
  6147. watk += 50;
  6148. if((sc->getSCE(SC_FIRE_INSIGNIA) && sc->getSCE(SC_FIRE_INSIGNIA)->val1 == 2)
  6149. || (sc->getSCE(SC_WATER_INSIGNIA) && sc->getSCE(SC_WATER_INSIGNIA)->val1 == 2)
  6150. || (sc->getSCE(SC_WIND_INSIGNIA) && sc->getSCE(SC_WIND_INSIGNIA)->val1 == 2)
  6151. || (sc->getSCE(SC_EARTH_INSIGNIA) && sc->getSCE(SC_EARTH_INSIGNIA)->val1 == 2))
  6152. watk += watk * 10 / 100;
  6153. if(sc->getSCE(SC_PYROTECHNIC_OPTION))
  6154. watk += sc->getSCE(SC_PYROTECHNIC_OPTION)->val2;
  6155. if(sc->getSCE(SC_HEATER_OPTION))
  6156. watk += sc->getSCE(SC_HEATER_OPTION)->val2;
  6157. if(sc->getSCE(SC_TROPIC_OPTION))
  6158. watk += sc->getSCE(SC_TROPIC_OPTION)->val2;
  6159. if( sc && sc->getSCE(SC_TIDAL_WEAPON) )
  6160. watk += watk * sc->getSCE(SC_TIDAL_WEAPON)->val2 / 100;
  6161. if(bl->type == BL_PC && sc->getSCE(SC_PYROCLASTIC))
  6162. watk += sc->getSCE(SC_PYROCLASTIC)->val2;
  6163. if(sc->getSCE(SC_ANGRIFFS_MODUS))
  6164. watk += watk * sc->getSCE(SC_ANGRIFFS_MODUS)->val2/100;
  6165. if(sc->getSCE(SC_ODINS_POWER))
  6166. watk += 40 + 30 * sc->getSCE(SC_ODINS_POWER)->val1;
  6167. if (sc->getSCE(SC_FLASHCOMBO))
  6168. watk += sc->getSCE(SC_FLASHCOMBO)->val2;
  6169. if (sc->getSCE(SC_CATNIPPOWDER))
  6170. watk -= watk * sc->getSCE(SC_CATNIPPOWDER)->val2 / 100;
  6171. if (sc->getSCE(SC_CHATTERING))
  6172. watk += sc->getSCE(SC_CHATTERING)->val2;
  6173. if (sc->getSCE(SC_SUNSTANCE))
  6174. watk += watk * sc->getSCE(SC_SUNSTANCE)->val2 / 100;
  6175. if (sc->getSCE(SC_SOULFALCON))
  6176. watk += sc->getSCE(SC_SOULFALCON)->val2;
  6177. if (sc->getSCE(SC_PACKING_ENVELOPE1))
  6178. watk += sc->getSCE(SC_PACKING_ENVELOPE1)->val1;
  6179. if (sc->getSCE(SC_POWERFUL_FAITH))
  6180. watk += sc->getSCE(SC_POWERFUL_FAITH)->val2;
  6181. if (sc->getSCE(SC_GUARD_STANCE))
  6182. watk -= sc->getSCE(SC_GUARD_STANCE)->val3;
  6183. if (sc->getSCE(SC_ATTACK_STANCE))
  6184. watk += sc->getSCE(SC_ATTACK_STANCE)->val3;
  6185. return (unsigned short)cap_value(watk,0,USHRT_MAX);
  6186. }
  6187. #ifdef RENEWAL
  6188. /**
  6189. * Adds equip magic attack modifications based on status changes [RENEWAL]
  6190. * @param bl: Object to change matk [PC]
  6191. * @param sc: Object's status change information
  6192. * @param matk: Initial matk
  6193. * @return modified matk with cap_value(matk,0,USHRT_MAX)
  6194. */
  6195. static unsigned short status_calc_ematk(struct block_list *bl, status_change *sc, int matk)
  6196. {
  6197. if (!sc || !sc->count)
  6198. return cap_value(matk,0,USHRT_MAX);
  6199. if (sc->getSCE(SC_IMPOSITIO))
  6200. matk += sc->getSCE(SC_IMPOSITIO)->val2;
  6201. if (sc->getSCE(SC_MATKPOTION))
  6202. matk += sc->getSCE(SC_MATKPOTION)->val1;
  6203. if (sc->getSCE(SC_MATKFOOD))
  6204. matk += sc->getSCE(SC_MATKFOOD)->val1;
  6205. if(sc->getSCE(SC_MANA_PLUS))
  6206. matk += sc->getSCE(SC_MANA_PLUS)->val1;
  6207. if(sc->getSCE(SC_COOLER_OPTION))
  6208. matk += sc->getSCE(SC_COOLER_OPTION)->val2;
  6209. if(sc->getSCE(SC_AQUAPLAY_OPTION))
  6210. matk += sc->getSCE(SC_AQUAPLAY_OPTION)->val2;
  6211. if(sc->getSCE(SC_CHILLY_AIR_OPTION))
  6212. matk += sc->getSCE(SC_CHILLY_AIR_OPTION)->val2;
  6213. if(sc->getSCE(SC_FIRE_INSIGNIA) && sc->getSCE(SC_FIRE_INSIGNIA)->val1 == 3)
  6214. matk += 50;
  6215. if(sc->getSCE(SC_ODINS_POWER))
  6216. matk += 40 + 30 * sc->getSCE(SC_ODINS_POWER)->val1; // 70 lvl1, 100lvl2
  6217. if(sc->getSCE(SC_MOONLITSERENADE))
  6218. matk += sc->getSCE(SC_MOONLITSERENADE)->val3;
  6219. if(sc->getSCE(SC_IZAYOI))
  6220. matk += 25 * sc->getSCE(SC_IZAYOI)->val1;
  6221. if(sc->getSCE(SC_ZANGETSU))
  6222. matk += sc->getSCE(SC_ZANGETSU)->val3;
  6223. if(sc->getSCE(SC_QUEST_BUFF1))
  6224. matk += sc->getSCE(SC_QUEST_BUFF1)->val1;
  6225. if(sc->getSCE(SC_QUEST_BUFF2))
  6226. matk += sc->getSCE(SC_QUEST_BUFF2)->val1;
  6227. if(sc->getSCE(SC_QUEST_BUFF3))
  6228. matk += sc->getSCE(SC_QUEST_BUFF3)->val1;
  6229. if(sc->getSCE(SC_MTF_MATK2))
  6230. matk += sc->getSCE(SC_MTF_MATK2)->val1;
  6231. if(sc->getSCE(SC_2011RWC_SCROLL))
  6232. matk += 30;
  6233. if (sc->getSCE(SC_CATNIPPOWDER))
  6234. matk -= matk * sc->getSCE(SC_CATNIPPOWDER)->val2 / 100;
  6235. if (sc->getSCE(SC_CHATTERING))
  6236. matk += sc->getSCE(SC_CHATTERING)->val2;
  6237. if (sc->getSCE(SC_DORAM_MATK))
  6238. matk += sc->getSCE(SC_DORAM_MATK)->val1;
  6239. if (sc->getSCE(SC_SOULFAIRY))
  6240. matk += sc->getSCE(SC_SOULFAIRY)->val2;
  6241. if (sc->getSCE(SC__AUTOSHADOWSPELL))
  6242. matk += sc->getSCE(SC__AUTOSHADOWSPELL)->val4 * 5;
  6243. if (sc->getSCE(SC_INSPIRATION))
  6244. matk += sc->getSCE(SC_INSPIRATION)->val2;
  6245. if (sc->getSCE(SC_PACKING_ENVELOPE2))
  6246. matk += sc->getSCE(SC_PACKING_ENVELOPE2)->val1;
  6247. if(sc->getSCE(SC_ALMIGHTY))
  6248. matk += 30;
  6249. if(sc->getSCE(SC_ULTIMATECOOK))
  6250. matk += 30;
  6251. if (sc->getSCE(SC_LIMIT_POWER_BOOSTER))
  6252. matk += sc->getSCE(SC_LIMIT_POWER_BOOSTER)->val1;
  6253. if (sc->getSCE(SC_MAGICCANDY))
  6254. matk += 30;
  6255. if (sc->getSCE(SC_SKF_MATK))
  6256. matk += sc->getSCE(SC_SKF_MATK)->val1;
  6257. return (unsigned short)cap_value(matk,0,USHRT_MAX);
  6258. }
  6259. #endif
  6260. /**
  6261. * Adds magic attack modifications based on status changes
  6262. * @param bl: Object to change matk [PC|MOB|HOM|MER|ELEM]
  6263. * @param sc: Object's status change information
  6264. * @param matk: Initial matk
  6265. * @return modified matk with cap_value(matk,0,USHRT_MAX)
  6266. */
  6267. static unsigned short status_calc_matk(struct block_list *bl, status_change *sc, int matk)
  6268. {
  6269. if(!sc || !sc->count)
  6270. return cap_value(matk,0,USHRT_MAX);
  6271. #ifndef RENEWAL
  6272. /// Take note fixed value first before % modifiers [PRE-RENEWAL]
  6273. if (sc->getSCE(SC_MATKPOTION))
  6274. matk += sc->getSCE(SC_MATKPOTION)->val1;
  6275. if (sc->getSCE(SC_MATKFOOD))
  6276. matk += sc->getSCE(SC_MATKFOOD)->val1;
  6277. if (sc->getSCE(SC_MANA_PLUS))
  6278. matk += sc->getSCE(SC_MANA_PLUS)->val1;
  6279. if (sc->getSCE(SC_AQUAPLAY_OPTION))
  6280. matk += sc->getSCE(SC_AQUAPLAY_OPTION)->val2;
  6281. if (sc->getSCE(SC_CHILLY_AIR_OPTION))
  6282. matk += sc->getSCE(SC_CHILLY_AIR_OPTION)->val2;
  6283. if (sc->getSCE(SC_COOLER_OPTION))
  6284. matk += sc->getSCE(SC_COOLER_OPTION)->val2;
  6285. if (sc->getSCE(SC_FIRE_INSIGNIA) && sc->getSCE(SC_FIRE_INSIGNIA)->val1 == 3)
  6286. matk += 50;
  6287. if (sc->getSCE(SC_ODINS_POWER))
  6288. matk += 40 + 30 * sc->getSCE(SC_ODINS_POWER)->val1; // 70 lvl1, 100lvl2
  6289. if (sc->getSCE(SC_IZAYOI))
  6290. matk += 25 * sc->getSCE(SC_IZAYOI)->val1;
  6291. if (sc->getSCE(SC_MTF_MATK2))
  6292. matk += sc->getSCE(SC_MTF_MATK2)->val1;
  6293. if (sc->getSCE(SC_2011RWC_SCROLL))
  6294. matk += 30;
  6295. if (sc->getSCE(SC_ALMIGHTY))
  6296. matk += 30;
  6297. if (sc->getSCE(SC_ULTIMATECOOK))
  6298. matk += 30;
  6299. if (sc->getSCE(SC_LIMIT_POWER_BOOSTER))
  6300. matk += sc->getSCE(SC_LIMIT_POWER_BOOSTER)->val1;
  6301. if (sc->getSCE(SC_MAGICCANDY))
  6302. matk += 30;
  6303. if (sc->getSCE(SC_SKF_MATK))
  6304. matk += sc->getSCE(SC_SKF_MATK)->val1;
  6305. #endif
  6306. if (sc->getSCE(SC_ZANGETSU))
  6307. matk += sc->getSCE(SC_ZANGETSU)->val3;
  6308. if (sc->getSCE(SC_QUEST_BUFF1))
  6309. matk += sc->getSCE(SC_QUEST_BUFF1)->val1;
  6310. if (sc->getSCE(SC_QUEST_BUFF2))
  6311. matk += sc->getSCE(SC_QUEST_BUFF2)->val1;
  6312. if (sc->getSCE(SC_QUEST_BUFF3))
  6313. matk += sc->getSCE(SC_QUEST_BUFF3)->val1;
  6314. if (sc->getSCE(SC_MAGICPOWER)
  6315. #ifndef RENEWAL
  6316. && sc->getSCE(SC_MAGICPOWER)->val4
  6317. #endif
  6318. )
  6319. matk += matk * sc->getSCE(SC_MAGICPOWER)->val3/100;
  6320. if (sc->getSCE(SC_MINDBREAKER))
  6321. matk += matk * sc->getSCE(SC_MINDBREAKER)->val2/100;
  6322. if (sc->getSCE(SC_INCMATKRATE))
  6323. matk += matk * sc->getSCE(SC_INCMATKRATE)->val1/100;
  6324. if (sc->getSCE(SC_MOONLITSERENADE))
  6325. matk += sc->getSCE(SC_MOONLITSERENADE)->val3/100;
  6326. if (sc->getSCE(SC_MTF_MATK))
  6327. matk += matk * sc->getSCE(SC_MTF_MATK)->val1 / 100;
  6328. if (sc->getSCE(SC_SHRIMP))
  6329. matk += matk * sc->getSCE(SC_SHRIMP)->val2 / 100;
  6330. if (sc->getSCE(SC_VOLCANO))
  6331. matk += sc->getSCE(SC_VOLCANO)->val2;
  6332. #ifdef RENEWAL
  6333. if (sc->getSCE(SC_NIBELUNGEN) && sc->getSCE(SC_NIBELUNGEN)->val2 == RINGNBL_MATKRATE)
  6334. matk += matk * 20 / 100;
  6335. #endif
  6336. if (sc->getSCE(SC_SHIELDSPELL_ATK))
  6337. matk += sc->getSCE(SC_SHIELDSPELL_ATK)->val2;
  6338. if (sc->getSCE(SC_CLIMAX_DES_HU))
  6339. matk += 100;
  6340. return (unsigned short)cap_value(matk,0,USHRT_MAX);
  6341. }
  6342. /**
  6343. * Adds critical modifications based on status changes
  6344. * @param bl: Object to change critical [PC|MOB|HOM|MER|ELEM]
  6345. * @param sc: Object's status change information
  6346. * @param critical: Initial critical
  6347. * @return modified critical with cap_value(critical,10,USHRT_MAX)
  6348. */
  6349. static signed short status_calc_critical(struct block_list *bl, status_change *sc, int critical)
  6350. {
  6351. if(!sc || !sc->count)
  6352. return cap_value(critical,10,SHRT_MAX);
  6353. if (sc->getSCE(SC_INCCRI))
  6354. critical += sc->getSCE(SC_INCCRI)->val2;
  6355. if (sc->getSCE(SC_EP16_2_BUFF_SC))
  6356. critical += 300;// crit +30
  6357. if (sc->getSCE(SC_CRIFOOD))
  6358. critical += sc->getSCE(SC_CRIFOOD)->val1;
  6359. if (sc->getSCE(SC_EXPLOSIONSPIRITS))
  6360. critical += sc->getSCE(SC_EXPLOSIONSPIRITS)->val2;
  6361. if (sc->getSCE(SC_FORTUNE))
  6362. critical += sc->getSCE(SC_FORTUNE)->val2;
  6363. if (sc->getSCE(SC_TRUESIGHT))
  6364. critical += sc->getSCE(SC_TRUESIGHT)->val2;
  6365. if (sc->getSCE(SC_CLOAKING))
  6366. critical += critical;
  6367. #ifdef RENEWAL
  6368. if (sc->getSCE(SC_SPEARQUICKEN))
  6369. critical += 3*sc->getSCE(SC_SPEARQUICKEN)->val1*10;
  6370. if (sc->getSCE(SC_TWOHANDQUICKEN))
  6371. critical += (2 + sc->getSCE(SC_TWOHANDQUICKEN)->val1) * 10;
  6372. #endif
  6373. if (sc->getSCE(SC__INVISIBILITY))
  6374. critical += sc->getSCE(SC__INVISIBILITY)->val3 * 10;
  6375. if (sc->getSCE(SC__UNLUCKY))
  6376. critical -= sc->getSCE(SC__UNLUCKY)->val2;
  6377. if (sc->getSCE(SC_SOULSHADOW))
  6378. critical += 10 * sc->getSCE(SC_SOULSHADOW)->val3;
  6379. if(sc->getSCE(SC_BEYONDOFWARCRY))
  6380. critical += sc->getSCE(SC_BEYONDOFWARCRY)->val3;
  6381. if (sc->getSCE(SC_MTF_HITFLEE))
  6382. critical += sc->getSCE(SC_MTF_HITFLEE)->val1;
  6383. if (sc->getSCE(SC_PACKING_ENVELOPE9))
  6384. critical += sc->getSCE(SC_PACKING_ENVELOPE9)->val1 * 10;
  6385. return (short)cap_value(critical,10,SHRT_MAX);
  6386. }
  6387. /**
  6388. * Adds hit modifications based on status changes
  6389. * @param bl: Object to change hit [PC|MOB|HOM|MER|ELEM]
  6390. * @param sc: Object's status change information
  6391. * @param hit: Initial hit
  6392. * @return modified hit with cap_value(hit,1,USHRT_MAX)
  6393. */
  6394. static signed short status_calc_hit(struct block_list *bl, status_change *sc, int hit)
  6395. {
  6396. if(!sc || !sc->count)
  6397. return cap_value(hit,1,SHRT_MAX);
  6398. if(sc->getSCE(SC_INCHIT))
  6399. hit += sc->getSCE(SC_INCHIT)->val1;
  6400. if(sc->getSCE(SC_HITFOOD))
  6401. hit += sc->getSCE(SC_HITFOOD)->val1;
  6402. if(sc->getSCE(SC_TRUESIGHT))
  6403. hit += sc->getSCE(SC_TRUESIGHT)->val3;
  6404. if(sc->getSCE(SC_HUMMING))
  6405. hit += sc->getSCE(SC_HUMMING)->val2;
  6406. if(sc->getSCE(SC_CONCENTRATION))
  6407. hit += sc->getSCE(SC_CONCENTRATION)->val3;
  6408. if(sc->getSCE(SC_INSPIRATION))
  6409. hit += 12 * sc->getSCE(SC_INSPIRATION)->val1;
  6410. if(sc->getSCE(SC_ADJUSTMENT))
  6411. hit -= 30;
  6412. if(sc->getSCE(SC_INCREASING))
  6413. hit += 20; // RockmanEXE; changed based on updated [Reddozen]
  6414. if(sc->getSCE(SC_MERC_HITUP))
  6415. hit += sc->getSCE(SC_MERC_HITUP)->val2;
  6416. if(sc->getSCE(SC_MTF_HITFLEE))
  6417. hit += sc->getSCE(SC_MTF_HITFLEE)->val1;
  6418. if(sc->getSCE(SC_INCHITRATE))
  6419. hit += hit * sc->getSCE(SC_INCHITRATE)->val1/100;
  6420. if(sc->getSCE(SC_BLIND))
  6421. hit -= hit * 25/100;
  6422. if(sc->getSCE(SC_HEAT_BARREL))
  6423. hit -= sc->getSCE(SC_HEAT_BARREL)->val4;
  6424. if(sc->getSCE(SC__GROOMY))
  6425. hit -= hit * sc->getSCE(SC__GROOMY)->val3 / 100;
  6426. if(sc->getSCE(SC_FEAR))
  6427. hit -= hit * 20 / 100;
  6428. if (sc->getSCE(SC_ASH))
  6429. hit -= hit * sc->getSCE(SC_ASH)->val2 / 100;
  6430. if (sc->getSCE(SC_TEARGAS))
  6431. hit -= hit * 50 / 100;
  6432. if(sc->getSCE(SC_ILLUSIONDOPING))
  6433. hit -= sc->getSCE(SC_ILLUSIONDOPING)->val2;
  6434. if (sc->getSCE(SC_MTF_ASPD))
  6435. hit += sc->getSCE(SC_MTF_ASPD)->val2;
  6436. #ifdef RENEWAL
  6437. if (sc->getSCE(SC_BLESSING))
  6438. hit += sc->getSCE(SC_BLESSING)->val1 * 2;
  6439. if (sc->getSCE(SC_TWOHANDQUICKEN))
  6440. hit += sc->getSCE(SC_TWOHANDQUICKEN)->val1 * 2;
  6441. if (sc->getSCE(SC_ADRENALINE))
  6442. hit += sc->getSCE(SC_ADRENALINE)->val1 * 3 + 5;
  6443. if (sc->getSCE(SC_NIBELUNGEN) && sc->getSCE(SC_NIBELUNGEN)->val2 == RINGNBL_HIT)
  6444. hit += 50;
  6445. #endif
  6446. if (sc->getSCE(SC_SOULFALCON))
  6447. hit += sc->getSCE(SC_SOULFALCON)->val3;
  6448. if (sc->getSCE(SC_SATURDAYNIGHTFEVER))
  6449. hit -= 50 + 50 * sc->getSCE(SC_SATURDAYNIGHTFEVER)->val1;
  6450. if (sc->getSCE(SC_PACKING_ENVELOPE10))
  6451. hit += sc->getSCE(SC_PACKING_ENVELOPE10)->val1;
  6452. if (sc->getSCE(SC_ABYSS_SLAYER))
  6453. hit += sc->getSCE(SC_ABYSS_SLAYER)->val3;
  6454. if (sc->getSCE(SC_LIMIT_POWER_BOOSTER))
  6455. hit += sc->getSCE(SC_LIMIT_POWER_BOOSTER)->val1;
  6456. if (sc->getSCE(SC_ACARAJE))
  6457. hit += 5;
  6458. return (short)cap_value(hit,1,SHRT_MAX);
  6459. }
  6460. /**
  6461. * Adds flee modifications based on status changes
  6462. * @param bl: Object to change flee [PC|MOB|HOM|MER|ELEM]
  6463. * @param sc: Object's status change information
  6464. * @param flee: Initial flee
  6465. * @return modified flee with cap_value(flee,1,USHRT_MAX)
  6466. */
  6467. static signed short status_calc_flee(struct block_list *bl, status_change *sc, int flee)
  6468. {
  6469. if( bl->type == BL_PC ) {
  6470. struct map_data *mapdata = map_getmapdata(bl->m);
  6471. if( mapdata_flag_gvg(mapdata) )
  6472. flee -= flee * battle_config.gvg_flee_penalty/100;
  6473. else if( mapdata->flag[MF_BATTLEGROUND] )
  6474. flee -= flee * battle_config.bg_flee_penalty/100;
  6475. }
  6476. if(!sc || !sc->count)
  6477. return cap_value(flee,1,SHRT_MAX);
  6478. if (sc->getSCE(SC_POISON_MIST))
  6479. return 0;
  6480. if(sc->getSCE(SC_OVERED_BOOST)) //Should be final and unmodifiable by any means
  6481. return sc->getSCE(SC_OVERED_BOOST)->val2;
  6482. // Fixed value
  6483. if(sc->getSCE(SC_INCFLEE))
  6484. flee += sc->getSCE(SC_INCFLEE)->val1;
  6485. if(sc->getSCE(SC_FLEEFOOD))
  6486. flee += sc->getSCE(SC_FLEEFOOD)->val1;
  6487. if(sc->getSCE(SC_WHISTLE))
  6488. flee += sc->getSCE(SC_WHISTLE)->val2;
  6489. if(sc->getSCE(SC_WINDWALK))
  6490. flee += sc->getSCE(SC_WINDWALK)->val2;
  6491. if(sc->getSCE(SC_VIOLENTGALE))
  6492. flee += sc->getSCE(SC_VIOLENTGALE)->val2;
  6493. if(sc->getSCE(SC_MOON_COMFORT)) // SG skill [Komurka]
  6494. flee += sc->getSCE(SC_MOON_COMFORT)->val2;
  6495. if(sc->getSCE(SC_CLOSECONFINE))
  6496. flee += sc->getSCE(SC_CLOSECONFINE)->val3;
  6497. if (sc->getSCE(SC_ANGRIFFS_MODUS))
  6498. flee -= sc->getSCE(SC_ANGRIFFS_MODUS)->val3;
  6499. if(sc->getSCE(SC_ADJUSTMENT))
  6500. flee += 30;
  6501. if(sc->getSCE(SC_SPEED))
  6502. flee += 10 + sc->getSCE(SC_SPEED)->val1 * 10;
  6503. if(sc->getSCE(SC_GATLINGFEVER))
  6504. flee -= sc->getSCE(SC_GATLINGFEVER)->val4;
  6505. if(sc->getSCE(SC_PARTYFLEE))
  6506. flee += sc->getSCE(SC_PARTYFLEE)->val1 * 10;
  6507. if(sc->getSCE(SC_MERC_FLEEUP))
  6508. flee += sc->getSCE(SC_MERC_FLEEUP)->val2;
  6509. if( sc->getSCE(SC_HALLUCINATIONWALK) )
  6510. flee += sc->getSCE(SC_HALLUCINATIONWALK)->val2;
  6511. if( sc->getSCE(SC_NPC_HALLUCINATIONWALK) )
  6512. flee += sc->getSCE(SC_NPC_HALLUCINATIONWALK)->val2;
  6513. if(sc->getSCE(SC_MTF_HITFLEE))
  6514. flee += sc->getSCE(SC_MTF_HITFLEE)->val2;
  6515. if( sc->getSCE(SC_WATER_BARRIER) )
  6516. flee -= sc->getSCE(SC_WATER_BARRIER)->val2;
  6517. if( sc->getSCE(SC_C_MARKER) )
  6518. flee -= sc->getSCE(SC_C_MARKER)->val3;
  6519. #ifdef RENEWAL
  6520. if( sc->getSCE(SC_SPEARQUICKEN) )
  6521. flee += 2 * sc->getSCE(SC_SPEARQUICKEN)->val1;
  6522. if (sc->getSCE(SC_NIBELUNGEN) && sc->getSCE(SC_NIBELUNGEN)->val2 == RINGNBL_FLEE)
  6523. flee += 50;
  6524. #endif
  6525. // Rate value
  6526. if(sc->getSCE(SC_INCFLEERATE))
  6527. flee += flee * sc->getSCE(SC_INCFLEERATE)->val1/100;
  6528. if(sc->getSCE(SC_SPIDERWEB) || sc->getSCE(SC_WIDEWEB))
  6529. flee -= flee * 50/100;
  6530. if(sc->getSCE(SC_BERSERK))
  6531. flee -= flee * 50/100;
  6532. if(sc->getSCE(SC_BLIND))
  6533. flee -= flee * 25/100;
  6534. if(sc->getSCE(SC_FEAR))
  6535. flee -= flee * 20 / 100;
  6536. if(sc->getSCE(SC_PARALYSE) && sc->getSCE(SC_PARALYSE)->val3 == 1)
  6537. flee -= flee * 10 / 100;
  6538. if(sc->getSCE(SC_INFRAREDSCAN))
  6539. flee -= flee * 30 / 100;
  6540. if( sc->getSCE(SC__LAZINESS) )
  6541. flee -= flee * sc->getSCE(SC__LAZINESS)->val3 / 100;
  6542. if( sc->getSCE(SC_GLOOMYDAY) )
  6543. flee -= flee * sc->getSCE(SC_GLOOMYDAY)->val2 / 100;
  6544. if( sc->getSCE(SC_SATURDAYNIGHTFEVER) )
  6545. flee -= 20 + 30 * sc->getSCE(SC_SATURDAYNIGHTFEVER)->val1;
  6546. if( sc->getSCE(SC_WIND_STEP_OPTION) )
  6547. flee += flee * sc->getSCE(SC_WIND_STEP_OPTION)->val2 / 100;
  6548. if( sc->getSCE(SC_TINDER_BREAKER) || sc->getSCE(SC_TINDER_BREAKER2) )
  6549. flee -= flee * 50 / 100;
  6550. if( sc->getSCE(SC_ZEPHYR) )
  6551. flee += sc->getSCE(SC_ZEPHYR)->val2;
  6552. if(sc->getSCE(SC_ASH))
  6553. flee -= flee * sc->getSCE(SC_ASH)->val4 / 100;
  6554. if (sc->getSCE(SC_GOLDENE_FERSE))
  6555. flee += flee * sc->getSCE(SC_GOLDENE_FERSE)->val2 / 100;
  6556. if (sc->getSCE(SC_SMOKEPOWDER))
  6557. flee += flee * 20 / 100;
  6558. if (sc->getSCE(SC_TEARGAS))
  6559. flee -= flee * 50 / 100;
  6560. //if( sc->getSCE(SC_C_MARKER) )
  6561. // flee -= (flee * sc->getSCE(SC_C_MARKER)->val3) / 100;
  6562. if (sc->getSCE(SC_GROOMING))
  6563. flee += sc->getSCE(SC_GROOMING)->val2;
  6564. if (sc->getSCE(SC_PACKING_ENVELOPE5))
  6565. flee += sc->getSCE(SC_PACKING_ENVELOPE5)->val1;
  6566. if (sc->getSCE(SC_LIMIT_POWER_BOOSTER))
  6567. flee += sc->getSCE(SC_LIMIT_POWER_BOOSTER)->val1;
  6568. if (sc->getSCE(SC_MYSTICPOWDER))
  6569. flee += 20;
  6570. return (short)cap_value(flee,1,SHRT_MAX);
  6571. }
  6572. /**
  6573. * Adds perfect flee modifications based on status changes
  6574. * @param bl: Object to change flee2 [PC|MOB|HOM|MER|ELEM]
  6575. * @param sc: Object's status change information
  6576. * @param flee2: Initial flee2
  6577. * @return modified flee2 with cap_value(flee2,10,USHRT_MAX)
  6578. */
  6579. static signed short status_calc_flee2(struct block_list *bl, status_change *sc, int flee2)
  6580. {
  6581. if(!sc || !sc->count)
  6582. return cap_value(flee2,10,SHRT_MAX);
  6583. if(sc->getSCE(SC_INCFLEE2))
  6584. flee2 += sc->getSCE(SC_INCFLEE2)->val2;
  6585. if(sc->getSCE(SC_WHISTLE))
  6586. flee2 += sc->getSCE(SC_WHISTLE)->val3*10;
  6587. if(sc->getSCE(SC__UNLUCKY))
  6588. flee2 -= flee2 * sc->getSCE(SC__UNLUCKY)->val2 / 100;
  6589. if (sc->getSCE(SC_HISS))
  6590. flee2 += sc->getSCE(SC_HISS)->val2*10;
  6591. if (sc->getSCE(SC_DORAM_FLEE2))
  6592. flee2 += sc->getSCE(SC_DORAM_FLEE2)->val1;
  6593. return (short)cap_value(flee2,10,SHRT_MAX);
  6594. }
  6595. /**
  6596. * Adds defense (left-side) modifications based on status changes
  6597. * @param bl: Object to change def [PC|MOB|HOM|MER|ELEM]
  6598. * @param sc: Object's status change information
  6599. * @param def: Initial def
  6600. * @return modified def with cap_value(def,DEFTYPE_MIN,DEFTYPE_MAX)
  6601. */
  6602. static defType status_calc_def(struct block_list *bl, status_change *sc, int def)
  6603. {
  6604. if(!sc || !sc->count)
  6605. return (defType)cap_value(def,DEFTYPE_MIN,DEFTYPE_MAX);
  6606. if(sc->getSCE(SC_BERSERK))
  6607. return 0;
  6608. if(sc->getSCE(SC_BARRIER))
  6609. return 100;
  6610. if(sc->getSCE(SC_KEEPING))
  6611. return 90;
  6612. #ifndef RENEWAL /// Steel Body does not provide 90 DEF in [RENEWAL]
  6613. if(sc->getSCE(SC_STEELBODY))
  6614. return 90;
  6615. #endif
  6616. if (sc->getSCE(SC_NYANGGRASS)) {
  6617. if (bl->type == BL_PC)
  6618. return 0;
  6619. else
  6620. return def /= 2;
  6621. }
  6622. if(sc->getSCE(SC_DEFSET))
  6623. return sc->getSCE(SC_DEFSET)->val1;
  6624. if(sc->getSCE(SC_DRUMBATTLE))
  6625. def += sc->getSCE(SC_DRUMBATTLE)->val3;
  6626. #ifdef RENEWAL
  6627. if (sc->getSCE(SC_ASSUMPTIO))
  6628. def += sc->getSCE(SC_ASSUMPTIO)->val1 * 50;
  6629. #else
  6630. if(sc->getSCE(SC_DEFENCE))
  6631. def += sc->getSCE(SC_DEFENCE)->val2;
  6632. #endif
  6633. if(sc->getSCE(SC_INCDEFRATE))
  6634. def += def * sc->getSCE(SC_INCDEFRATE)->val1/100;
  6635. if(sc->getSCE(SC_EARTH_INSIGNIA) && sc->getSCE(SC_EARTH_INSIGNIA)->val1 == 2)
  6636. def += 50;
  6637. if(sc->getSCE(SC_ODINS_POWER))
  6638. def -= 20 * sc->getSCE(SC_ODINS_POWER)->val1;
  6639. if( sc->getSCE(SC_ANGRIFFS_MODUS) )
  6640. def -= 20 + 10 * sc->getSCE(SC_ANGRIFFS_MODUS)->val1;
  6641. if(sc->getSCE(SC_STONEHARDSKIN))
  6642. def += sc->getSCE(SC_STONEHARDSKIN)->val1;
  6643. if(sc->getSCE(SC_STONE))
  6644. def /= 2;
  6645. if(sc->getSCE(SC_FREEZE))
  6646. def /= 2;
  6647. if(sc->getSCE(SC_SIGNUMCRUCIS))
  6648. def -= def * sc->getSCE(SC_SIGNUMCRUCIS)->val2/100;
  6649. if(sc->getSCE(SC_CONCENTRATION))
  6650. def -= def * sc->getSCE(SC_CONCENTRATION)->val4/100;
  6651. if(sc->getSCE(SC_SKE))
  6652. def /= 2;
  6653. if(sc->getSCE(SC_PROVOKE) && bl->type != BL_PC) // Provoke doesn't alter player defense->
  6654. def -= def * sc->getSCE(SC_PROVOKE)->val3/100;
  6655. if(sc->getSCE(SC_STRIPSHIELD) && bl->type != BL_PC) // Player doesn't have def reduction only equip removed
  6656. def -= def * sc->getSCE(SC_STRIPSHIELD)->val2/100;
  6657. if (sc->getSCE(SC_FLING))
  6658. def -= def * (sc->getSCE(SC_FLING)->val2)/100;
  6659. if( sc->getSCE(SC_FREEZING) )
  6660. def -= def * (bl->type == BL_PC ? 30 : 10) / 100;
  6661. if( sc->getSCE(SC_ANALYZE) )
  6662. def -= def * (14 * sc->getSCE(SC_ANALYZE)->val1) / 100;
  6663. if( sc->getSCE(SC_NEUTRALBARRIER) )
  6664. def += def * sc->getSCE(SC_NEUTRALBARRIER)->val2 / 100;
  6665. if( sc->getSCE(SC_PRESTIGE) )
  6666. def += sc->getSCE(SC_PRESTIGE)->val3;
  6667. if( sc->getSCE(SC_BANDING) && sc->getSCE(SC_BANDING)->val2 > 1 )
  6668. def += 6 * sc->getSCE(SC_BANDING)->val1;
  6669. if( sc->getSCE(SC_ECHOSONG) )
  6670. def += sc->getSCE(SC_ECHOSONG)->val3;
  6671. if( sc->getSCE(SC_CAMOUFLAGE) )
  6672. def -= def * 5 * sc->getSCE(SC_CAMOUFLAGE)->val3 / 100;
  6673. if( sc->getSCE(SC_SOLID_SKIN_OPTION) )
  6674. def += def * sc->getSCE(SC_SOLID_SKIN_OPTION)->val2 / 100;
  6675. if( sc->getSCE(SC_ROCK_CRUSHER) )
  6676. def -= def * sc->getSCE(SC_ROCK_CRUSHER)->val2 / 100;
  6677. if( sc->getSCE(SC_POWER_OF_GAIA) )
  6678. def += def * sc->getSCE(SC_POWER_OF_GAIA)->val2 / 100;
  6679. if(sc->getSCE(SC_ASH))
  6680. def -= def * sc->getSCE(SC_ASH)->val3/100;
  6681. if( sc->getSCE(SC_OVERED_BOOST) && bl->type == BL_HOM )
  6682. def -= def * sc->getSCE(SC_OVERED_BOOST)->val4 / 100;
  6683. if(sc->getSCE(SC_GLASTHEIM_ITEMDEF))
  6684. def += sc->getSCE(SC_GLASTHEIM_ITEMDEF)->val1;
  6685. if (sc->getSCE(SC_SOULGOLEM))
  6686. def += sc->getSCE(SC_SOULGOLEM)->val2;
  6687. if (sc->getSCE(SC_STONE_WALL))
  6688. def += sc->getSCE(SC_STONE_WALL)->val2;
  6689. if( sc->getSCE(SC_PACKING_ENVELOPE7) )
  6690. def += sc->getSCE(SC_PACKING_ENVELOPE7)->val1;
  6691. if (sc->getSCE(SC_D_MACHINE))
  6692. def += sc->getSCE(SC_D_MACHINE)->val2;
  6693. if (sc->getSCE(SC_CLIMAX_CRYIMP))
  6694. def += 300;
  6695. if (sc->getSCE(SC_GUARD_STANCE))
  6696. def += sc->getSCE(SC_GUARD_STANCE)->val2;
  6697. if (sc->getSCE(SC_ATTACK_STANCE))
  6698. def -= sc->getSCE(SC_ATTACK_STANCE)->val2;
  6699. if (sc->getSCE(SC_M_DEFSCROLL))
  6700. def += 500;
  6701. return (defType)cap_value(def,DEFTYPE_MIN,DEFTYPE_MAX);
  6702. }
  6703. /**
  6704. * Adds defense (right-side) modifications based on status changes
  6705. * @param bl: Object to change def2 [PC|MOB|HOM|MER|ELEM]
  6706. * @param sc: Object's status change information
  6707. * @param def2: Initial def2
  6708. * @return modified def2 with cap_value(def2,SHRT_MIN,SHRT_MAX)
  6709. */
  6710. static signed short status_calc_def2(struct block_list *bl, status_change *sc, int def2)
  6711. {
  6712. if(!sc || !sc->count)
  6713. #ifdef RENEWAL
  6714. return (short)cap_value(def2,SHRT_MIN,SHRT_MAX);
  6715. #else
  6716. return (short)cap_value(def2,1,SHRT_MAX);
  6717. #endif
  6718. if(sc->getSCE(SC_BERSERK))
  6719. return 0;
  6720. if(sc->getSCE(SC_ETERNALCHAOS))
  6721. return 0;
  6722. if(sc->getSCE(SC_DEFSET))
  6723. return sc->getSCE(SC_DEFSET)->val1;
  6724. if(sc->getSCE(SC_SUN_COMFORT))
  6725. def2 += sc->getSCE(SC_SUN_COMFORT)->val2;
  6726. #ifdef RENEWAL
  6727. if (sc->getSCE(SC_SKA))
  6728. def2 += 80;
  6729. #endif
  6730. if(sc->getSCE(SC_ANGELUS))
  6731. #ifdef RENEWAL /// The VIT stat bonus is boosted by angelus [RENEWAL]
  6732. def2 += status_get_vit(bl) / 2 * sc->getSCE(SC_ANGELUS)->val2/100;
  6733. #else
  6734. def2 += def2 * sc->getSCE(SC_ANGELUS)->val2/100;
  6735. if(sc->getSCE(SC_CONCENTRATION))
  6736. def2 -= def2 * sc->getSCE(SC_CONCENTRATION)->val4/100;
  6737. #endif
  6738. if(sc->getSCE(SC_POISON))
  6739. def2 -= def2 * 25/100;
  6740. if(sc->getSCE(SC_DPOISON))
  6741. def2 -= def2 * 25/100;
  6742. if(sc->getSCE(SC_SKE))
  6743. def2 -= def2 * 50/100;
  6744. if(sc->getSCE(SC_PROVOKE))
  6745. def2 -= def2 * sc->getSCE(SC_PROVOKE)->val3/100;
  6746. if(sc->getSCE(SC_JOINTBEAT))
  6747. def2 -= def2 * ( sc->getSCE(SC_JOINTBEAT)->val2&BREAK_SHOULDER ? 50 : 0 ) / 100
  6748. + def2 * ( sc->getSCE(SC_JOINTBEAT)->val2&BREAK_WAIST ? 25 : 0 ) / 100;
  6749. if(sc->getSCE(SC_FLING))
  6750. def2 -= def2 * (sc->getSCE(SC_FLING)->val3)/100;
  6751. if(sc->getSCE(SC_ANALYZE))
  6752. def2 -= def2 * (14 * sc->getSCE(SC_ANALYZE)->val1) / 100;
  6753. if(sc->getSCE(SC_ASH))
  6754. def2 -= def2 * sc->getSCE(SC_ASH)->val3/100;
  6755. if (sc->getSCE(SC_PARALYSIS))
  6756. def2 -= def2 * sc->getSCE(SC_PARALYSIS)->val2 / 100;
  6757. if(sc->getSCE(SC_EQC))
  6758. def2 -= def2 * sc->getSCE(SC_EQC)->val2 / 100;
  6759. if( sc->getSCE(SC_CAMOUFLAGE) )
  6760. def2 -= def2 * 5 * sc->getSCE(SC_CAMOUFLAGE)->val3 / 100;
  6761. #ifdef RENEWAL
  6762. return (short)cap_value(def2,SHRT_MIN,SHRT_MAX);
  6763. #else
  6764. return (short)cap_value(def2,1,SHRT_MAX);
  6765. #endif
  6766. }
  6767. /**
  6768. * Adds magic defense (left-side) modifications based on status changes
  6769. * @param bl: Object to change mdef [PC|MOB|HOM|MER|ELEM]
  6770. * @param sc: Object's status change information
  6771. * @param mdef: Initial mdef
  6772. * @return modified mdef with cap_value(mdef,DEFTYPE_MIN,DEFTYPE_MAX)
  6773. */
  6774. static defType status_calc_mdef(struct block_list *bl, status_change *sc, int mdef)
  6775. {
  6776. if(!sc || !sc->count)
  6777. return (defType)cap_value(mdef,DEFTYPE_MIN,DEFTYPE_MAX);
  6778. if(sc->getSCE(SC_BERSERK))
  6779. return 0;
  6780. if(sc->getSCE(SC_BARRIER))
  6781. return 100;
  6782. #ifndef RENEWAL /// Steel Body does not provide 90 MDEF in [RENEWAL]
  6783. if(sc->getSCE(SC_STEELBODY))
  6784. return 90;
  6785. #endif
  6786. if (sc->getSCE(SC_NYANGGRASS)) {
  6787. if (bl->type == BL_PC)
  6788. return 0;
  6789. else
  6790. return mdef / 2;
  6791. }
  6792. if(sc->getSCE(SC_MDEFSET))
  6793. return sc->getSCE(SC_MDEFSET)->val1;
  6794. if(sc->getSCE(SC_EARTH_INSIGNIA) && sc->getSCE(SC_EARTH_INSIGNIA)->val1 == 3)
  6795. mdef += 50;
  6796. 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.
  6797. mdef += (sc->getSCE(SC_ENDURE)->val4 == 0) ? sc->getSCE(SC_ENDURE)->val1 : 1;
  6798. if(sc->getSCE(SC_STONEHARDSKIN))
  6799. mdef += sc->getSCE(SC_STONEHARDSKIN)->val1;
  6800. if(sc->getSCE(SC_STONE))
  6801. mdef += 25 * mdef / 100;
  6802. if(sc->getSCE(SC_FREEZE))
  6803. mdef += 25 * mdef / 100;
  6804. if(sc->getSCE(SC_BURNING))
  6805. mdef -= 25 * mdef / 100;
  6806. if( sc->getSCE(SC_NEUTRALBARRIER) )
  6807. mdef += mdef * sc->getSCE(SC_NEUTRALBARRIER)->val2 / 100;
  6808. if(sc->getSCE(SC_ANALYZE))
  6809. mdef -= mdef * ( 14 * sc->getSCE(SC_ANALYZE)->val1 ) / 100;
  6810. if(sc->getSCE(SC_SYMPHONYOFLOVER))
  6811. mdef += mdef * sc->getSCE(SC_SYMPHONYOFLOVER)->val3 / 100;
  6812. if (sc->getSCE(SC_ODINS_POWER))
  6813. mdef -= 20 * sc->getSCE(SC_ODINS_POWER)->val1;
  6814. if(sc->getSCE(SC_GLASTHEIM_ITEMDEF))
  6815. mdef += sc->getSCE(SC_GLASTHEIM_ITEMDEF)->val2;
  6816. if (sc->getSCE(SC_SOULGOLEM))
  6817. mdef += sc->getSCE(SC_SOULGOLEM)->val3;
  6818. if (sc->getSCE(SC_STONE_WALL))
  6819. mdef += sc->getSCE(SC_STONE_WALL)->val3;
  6820. if (sc->getSCE(SC_PACKING_ENVELOPE8))
  6821. mdef += sc->getSCE(SC_PACKING_ENVELOPE8)->val1;
  6822. if (sc->getSCE(SC_CLIMAX_CRYIMP))
  6823. mdef += 100;
  6824. if (sc->getSCE(SC_M_DEFSCROLL))
  6825. mdef += 200;
  6826. return (defType)cap_value(mdef,DEFTYPE_MIN,DEFTYPE_MAX);
  6827. }
  6828. /**
  6829. * Adds magic defense (right-side) modifications based on status changes
  6830. * @param bl: Object to change mdef2 [PC|MOB|HOM|MER|ELEM]
  6831. * @param sc: Object's status change information
  6832. * @param mdef2: Initial mdef2
  6833. * @return modified mdef2 with cap_value(mdef2,SHRT_MIN,SHRT_MAX)
  6834. */
  6835. static signed short status_calc_mdef2(struct block_list *bl, status_change *sc, int mdef2)
  6836. {
  6837. if(!sc || !sc->count)
  6838. #ifdef RENEWAL
  6839. return (short)cap_value(mdef2,SHRT_MIN,SHRT_MAX);
  6840. #else
  6841. return (short)cap_value(mdef2,1,SHRT_MAX);
  6842. #endif
  6843. if(sc->getSCE(SC_BERSERK))
  6844. return 0;
  6845. if(sc->getSCE(SC_SKA))
  6846. return 90;
  6847. if(sc->getSCE(SC_MDEFSET))
  6848. return sc->getSCE(SC_MDEFSET)->val1;
  6849. if(sc->getSCE(SC_MINDBREAKER))
  6850. mdef2 -= mdef2 * sc->getSCE(SC_MINDBREAKER)->val3/100;
  6851. if(sc->getSCE(SC_BURNING))
  6852. mdef2 -= mdef2 * 25 / 100;
  6853. if(sc->getSCE(SC_ANALYZE))
  6854. mdef2 -= mdef2 * (14 * sc->getSCE(SC_ANALYZE)->val1) / 100;
  6855. #ifdef RENEWAL
  6856. return (short)cap_value(mdef2,SHRT_MIN,SHRT_MAX);
  6857. #else
  6858. return (short)cap_value(mdef2,1,SHRT_MAX);
  6859. #endif
  6860. }
  6861. /**
  6862. * Adds speed modifications based on status changes
  6863. * @param bl: Object to change speed [PC|MOB|HOM|MER|ELEM]
  6864. * @param sc: Object's status change information
  6865. * @param speed: Initial speed
  6866. * @return modified speed with cap_value(speed,10,USHRT_MAX)
  6867. */
  6868. static unsigned short status_calc_speed(struct block_list *bl, status_change *sc, int speed)
  6869. {
  6870. TBL_PC* sd = BL_CAST(BL_PC, bl);
  6871. int speed_rate = 100;
  6872. if (sc == NULL || (sd && sd->state.permanent_speed))
  6873. return (unsigned short)cap_value(speed, MIN_WALK_SPEED, MAX_WALK_SPEED);
  6874. if (sd && pc_ismadogear(sd)) { // Mado speed is not affected by other statuses
  6875. int val = 0;
  6876. if (pc_checkskill(sd, NC_MADOLICENCE) < 5)
  6877. val = 50 - 10 * pc_checkskill(sd, NC_MADOLICENCE);
  6878. else
  6879. val -= 25;
  6880. if (sc->getSCE(SC_ACCELERATION))
  6881. val -= 25;
  6882. speed += speed * val / 100;
  6883. return (unsigned short)cap_value(speed, MIN_WALK_SPEED, MAX_WALK_SPEED);
  6884. }
  6885. if( sd && sd->ud.skilltimer != INVALID_TIMER && (pc_checkskill(sd,SA_FREECAST) > 0 || sd->ud.skill_id == LG_EXEEDBREAK) ) {
  6886. if( sd->ud.skill_id == LG_EXEEDBREAK )
  6887. speed_rate = 160 - 10 * sd->ud.skill_lv;
  6888. else
  6889. speed_rate = 175 - 5 * pc_checkskill(sd,SA_FREECAST);
  6890. } else {
  6891. int val = 0;
  6892. // GetMoveHasteValue2()
  6893. if( sc->getSCE(SC_FUSION) )
  6894. val = 25;
  6895. else if( sd ) {
  6896. if( pc_isriding(sd) || sd->sc.option&OPTION_DRAGON )
  6897. val = 25; // Same bonus
  6898. else if( pc_isridingwug(sd) )
  6899. val = 15 + 5 * pc_checkskill(sd, RA_WUGRIDER);
  6900. else if( sc->getSCE(SC_ALL_RIDING) )
  6901. val = battle_config.rental_mount_speed_boost;
  6902. }
  6903. speed_rate -= val;
  6904. // GetMoveSlowValue()
  6905. if( sd && sc->getSCE(SC_HIDING) && pc_checkskill(sd,RG_TUNNELDRIVE) > 0 )
  6906. val = 120 - 6 * pc_checkskill(sd,RG_TUNNELDRIVE);
  6907. else if( sd && sc->getSCE(SC_CHASEWALK) && sc->getSCE(SC_CHASEWALK)->val3 < 0 )
  6908. val = sc->getSCE(SC_CHASEWALK)->val3;
  6909. else {
  6910. val = 0;
  6911. // Longing for Freedom/Special Singer cancels song/dance penalty
  6912. #ifdef RENEWAL
  6913. if (sc->getSCE(SC_ENSEMBLEFATIGUE))
  6914. val = max(val, sc->getSCE(SC_ENSEMBLEFATIGUE)->val2);
  6915. #else
  6916. if( sc->getSCE(SC_LONGING) )
  6917. val = max( val, 50 - 10 * sc->getSCE(SC_LONGING)->val1 );
  6918. #endif
  6919. else
  6920. if( sd && sc->getSCE(SC_DANCING) )
  6921. 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)) );
  6922. if( sc->getSCE(SC_DECREASEAGI) )
  6923. val = max( val, 25 );
  6924. if( sc->getSCE(SC_QUAGMIRE) || sc->getSCE(SC_HALLUCINATIONWALK_POSTDELAY) || (sc->getSCE(SC_GLOOMYDAY) && sc->getSCE(SC_GLOOMYDAY)->val4) )
  6925. val = max( val, 50 );
  6926. if( sc->getSCE(SC_DONTFORGETME) )
  6927. val = max( val, sc->getSCE(SC_DONTFORGETME)->val3 );
  6928. if( sc->getSCE(SC_CURSE) )
  6929. val = max( val, 300 );
  6930. if( sc->getSCE(SC_CHASEWALK) )
  6931. val = max( val, sc->getSCE(SC_CHASEWALK)->val3 );
  6932. if( sc->getSCE(SC_WEDDING) )
  6933. val = max( val, 100 );
  6934. if( sc->getSCE(SC_JOINTBEAT) && sc->getSCE(SC_JOINTBEAT)->val2&(BREAK_ANKLE|BREAK_KNEE) )
  6935. val = max( val, (sc->getSCE(SC_JOINTBEAT)->val2&BREAK_ANKLE ? 50 : 0) + (sc->getSCE(SC_JOINTBEAT)->val2&BREAK_KNEE ? 30 : 0) );
  6936. if( sc->getSCE(SC_CLOAKING) && (sc->getSCE(SC_CLOAKING)->val4&1) == 0 )
  6937. val = max( val, sc->getSCE(SC_CLOAKING)->val1 < 3 ? 300 : 30 - 3 * sc->getSCE(SC_CLOAKING)->val1 );
  6938. if( sc->getSCE(SC_GOSPEL) && sc->getSCE(SC_GOSPEL)->val4 == BCT_ENEMY )
  6939. val = max( val, 75 );
  6940. if( sc->getSCE(SC_SLOWDOWN) ) // Slow Potion
  6941. val = max( val, sc->getSCE(SC_SLOWDOWN)->val1 );
  6942. if( sc->getSCE(SC_GATLINGFEVER) )
  6943. val = max( val, 100 );
  6944. if( sc->getSCE(SC_SUITON) )
  6945. val = max( val, sc->getSCE(SC_SUITON)->val3 );
  6946. if( sc->getSCE(SC_SWOO) )
  6947. val = max( val, 300 );
  6948. if( sc->getSCE(SC_SKA) )
  6949. val = max( val, 25 );
  6950. if( sc->getSCE(SC_FREEZING) )
  6951. val = max( val, 30 );
  6952. if( sc->getSCE(SC_MARSHOFABYSS) )
  6953. val = max( val, sc->getSCE(SC_MARSHOFABYSS)->val3 );
  6954. if( sc->getSCE(SC_CAMOUFLAGE) && sc->getSCE(SC_CAMOUFLAGE)->val1 > 2 )
  6955. val = max( val, 25 * (5 - sc->getSCE(SC_CAMOUFLAGE)->val1) );
  6956. if( sc->getSCE(SC_STEALTHFIELD) )
  6957. val = max( val, 20 );
  6958. if( sc->getSCE(SC__LAZINESS) )
  6959. val = max( val, 25 );
  6960. if( sc->getSCE(SC_ROCK_CRUSHER_ATK) )
  6961. val = max( val, sc->getSCE(SC_ROCK_CRUSHER_ATK)->val2 );
  6962. if( sc->getSCE(SC_POWER_OF_GAIA) )
  6963. val = max( val, sc->getSCE(SC_POWER_OF_GAIA)->val2 );
  6964. if( sc->getSCE(SC_MELON_BOMB) )
  6965. val = max( val, sc->getSCE(SC_MELON_BOMB)->val2 );
  6966. if( sc->getSCE(SC_REBOUND) )
  6967. val = max( val, 25 );
  6968. if( sc->getSCE(SC_B_TRAP) )
  6969. val = max( val, sc->getSCE(SC_B_TRAP)->val3 );
  6970. if (sc->getSCE(SC_CATNIPPOWDER))
  6971. val = max(val, sc->getSCE(SC_CATNIPPOWDER)->val3);
  6972. if (sc->getSCE(SC_SP_SHA))
  6973. val = max(val, sc->getSCE(SC_SP_SHA)->val2);
  6974. if (sc->getSCE(SC_CREATINGSTAR))
  6975. val = max(val, 90);
  6976. if( sd && sd->bonus.speed_rate + sd->bonus.speed_add_rate > 0 ) // Permanent item-based speedup
  6977. val = max( val, sd->bonus.speed_rate + sd->bonus.speed_add_rate );
  6978. }
  6979. speed_rate += val;
  6980. val = 0;
  6981. if( sc->getSCE(SC_MARSHOFABYSS) && speed_rate > 150 )
  6982. speed_rate = 150;
  6983. // GetMoveHasteValue1()
  6984. if( sc->getSCE(SC_SPEEDUP1) ) // !FIXME: used both by NPC_AGIUP and Speed Potion script
  6985. val = max( val, sc->getSCE(SC_SPEEDUP1)->val1 );
  6986. if( sc->getSCE(SC_INCREASEAGI) )
  6987. val = max( val, 25 );
  6988. if( sc->getSCE(SC_WINDWALK) )
  6989. val = max( val, 2 * sc->getSCE(SC_WINDWALK)->val1 );
  6990. if( sc->getSCE(SC_CARTBOOST) )
  6991. val = max( val, 20 );
  6992. if( sd && (sd->class_&MAPID_UPPERMASK) == MAPID_ASSASSIN && pc_checkskill(sd,TF_MISS) > 0 )
  6993. val = max( val, 1 * pc_checkskill(sd,TF_MISS) );
  6994. if( sc->getSCE(SC_CLOAKING) && (sc->getSCE(SC_CLOAKING)->val4&1) == 1 )
  6995. val = max( val, sc->getSCE(SC_CLOAKING)->val1 >= 10 ? 25 : 3 * sc->getSCE(SC_CLOAKING)->val1 - 3 );
  6996. if( sc->getSCE(SC_BERSERK) )
  6997. val = max( val, 25 );
  6998. if( sc->getSCE(SC_RUN) )
  6999. val = max( val, 55 );
  7000. if( sc->getSCE(SC_AVOID) )
  7001. val = max( val, 10 * sc->getSCE(SC_AVOID)->val1 );
  7002. if( sc->getSCE(SC_INVINCIBLE) && !sc->getSCE(SC_INVINCIBLEOFF) )
  7003. val = max( val, 75 );
  7004. if( sc->getSCE(SC_CLOAKINGEXCEED) )
  7005. val = max( val, sc->getSCE(SC_CLOAKINGEXCEED)->val3);
  7006. if (sc->getSCE(SC_PARALYSE) && sc->getSCE(SC_PARALYSE)->val3 == 0)
  7007. val = max(val, 50);
  7008. if( sc->getSCE(SC_HOVERING) )
  7009. val = max( val, 10 );
  7010. if( sc->getSCE(SC_GN_CARTBOOST) )
  7011. val = max( val, sc->getSCE(SC_GN_CARTBOOST)->val2 );
  7012. if( sc->getSCE(SC_SWINGDANCE) )
  7013. val = max( val, sc->getSCE(SC_SWINGDANCE)->val3 );
  7014. if( sc->getSCE(SC_WIND_STEP_OPTION) )
  7015. val = max( val, sc->getSCE(SC_WIND_STEP_OPTION)->val2 );
  7016. if( sc->getSCE(SC_FULL_THROTTLE) )
  7017. val = max( val, 25 );
  7018. if (sc->getSCE(SC_ARCLOUSEDASH))
  7019. val = max(val, sc->getSCE(SC_ARCLOUSEDASH)->val3);
  7020. if( sc->getSCE(SC_DORAM_WALKSPEED) )
  7021. val = max(val, sc->getSCE(SC_DORAM_WALKSPEED)->val1);
  7022. if (sc->getSCE(SC_RUSHWINDMILL))
  7023. val = max(val, 25); // !TODO: Confirm bonus movement speed
  7024. if (sc->getSCE(SC_EMERGENCY_MOVE))
  7025. val = max(val, sc->getSCE(SC_EMERGENCY_MOVE)->val2);
  7026. if( sc->getSCE(SC_JAWAII_SERENADE) ){
  7027. val = max( val, 25 );
  7028. }
  7029. // !FIXME: official items use a single bonus for this [ultramage]
  7030. if( sc->getSCE(SC_SPEEDUP0) ) // Temporary item-based speedup
  7031. val = max( val, sc->getSCE(SC_SPEEDUP0)->val1 );
  7032. if( sd && sd->bonus.speed_rate + sd->bonus.speed_add_rate < 0 ) // Permanent item-based speedup
  7033. val = max( val, -(sd->bonus.speed_rate + sd->bonus.speed_add_rate) );
  7034. speed_rate -= val;
  7035. if( speed_rate < 40 )
  7036. speed_rate = 40;
  7037. }
  7038. // GetSpeed()
  7039. if( sd && pc_iscarton(sd) )
  7040. speed += speed * (50 - 5 * pc_checkskill(sd,MC_PUSHCART)) / 100;
  7041. if( sc->getSCE(SC_PARALYSE) && sc->getSCE(SC_PARALYSE)->val3 == 1 )
  7042. speed += speed * 50 / 100;
  7043. if( speed_rate != 100 )
  7044. speed = speed * speed_rate / 100;
  7045. if( sc->getSCE(SC_STEELBODY) )
  7046. speed = 200;
  7047. if( sc->getSCE(SC_DEFENDER) )
  7048. speed = max(speed, 200);
  7049. if( sc->getSCE(SC_WALKSPEED) && sc->getSCE(SC_WALKSPEED)->val1 > 0 ) // ChangeSpeed
  7050. speed = speed * 100 / sc->getSCE(SC_WALKSPEED)->val1;
  7051. return (unsigned short)cap_value(speed, MIN_WALK_SPEED, MAX_WALK_SPEED);
  7052. }
  7053. #ifdef RENEWAL_ASPD
  7054. /**
  7055. * Renewal attack speed modifiers based on status changes
  7056. * This function only affects RENEWAL players and comes after base calculation
  7057. * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
  7058. * @param sc: Object's status change information
  7059. * @param fixed: True - fixed value [malufett]
  7060. * False - percentage value
  7061. * @return modified aspd
  7062. */
  7063. static short status_calc_aspd(struct block_list *bl, status_change *sc, bool fixed)
  7064. {
  7065. int bonus = 0;
  7066. if (!sc || !sc->count)
  7067. return 0;
  7068. if (fixed) {
  7069. enum sc_type sc_val;
  7070. if (!sc->getSCE(SC_QUAGMIRE)) {
  7071. // !TODO: How does Two-Hand Quicken, Adrenaline Rush, and Spear quick change? (+10%)
  7072. if (bonus < 7 && (sc->getSCE(SC_TWOHANDQUICKEN) || sc->getSCE(SC_ONEHAND) || sc->getSCE(SC_MERC_QUICKEN) || sc->getSCE(SC_ADRENALINE) || sc->getSCE(SC_SPEARQUICKEN)))
  7073. bonus = 7;
  7074. else if (bonus < 6 && sc->getSCE(SC_ADRENALINE2))
  7075. bonus = 6;
  7076. else if (bonus < 5 && sc->getSCE(SC_FLEET))
  7077. bonus = 5;
  7078. }
  7079. if (sc->getSCE(SC_ASSNCROS) && bonus < sc->getSCE(SC_ASSNCROS)->val2) {
  7080. #ifdef RENEWAL
  7081. bonus += sc->getSCE(SC_ASSNCROS)->val2;
  7082. #else
  7083. if (bl->type != BL_PC)
  7084. bonus += sc->getSCE(SC_ASSNCROS)->val2;
  7085. else {
  7086. switch(((TBL_PC*)bl)->status.weapon) {
  7087. case W_BOW:
  7088. case W_REVOLVER:
  7089. case W_RIFLE:
  7090. case W_GATLING:
  7091. case W_SHOTGUN:
  7092. case W_GRENADE:
  7093. break;
  7094. default:
  7095. bonus += sc->getSCE(SC_ASSNCROS)->val2;
  7096. break;
  7097. }
  7098. }
  7099. #endif
  7100. }
  7101. if (bonus < 20 && sc->getSCE(SC_MADNESSCANCEL))
  7102. bonus = 20;
  7103. else if (bonus < 15 && sc->getSCE(SC_BERSERK))
  7104. bonus = 15;
  7105. 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))
  7106. bonus += sc->getSCE(sc_val)->val1;
  7107. if (sc->getSCE(SC_ATTHASTE_CASH))
  7108. bonus += sc->getSCE(SC_ATTHASTE_CASH)->val1;
  7109. } else {
  7110. if (sc->getSCE(SC_DONTFORGETME))
  7111. bonus -= sc->getSCE(SC_DONTFORGETME)->val2 / 10;
  7112. #ifdef RENEWAL
  7113. if (sc->getSCE(SC_ENSEMBLEFATIGUE))
  7114. bonus -= sc->getSCE(SC_ENSEMBLEFATIGUE)->val2 / 10;
  7115. #else
  7116. if (sc->getSCE(SC_LONGING))
  7117. bonus -= sc->getSCE(SC_LONGING)->val2 / 10;
  7118. #endif
  7119. if (sc->getSCE(SC_STEELBODY))
  7120. bonus -= 25;
  7121. if (sc->getSCE(SC_SKA))
  7122. bonus -= 25;
  7123. if (sc->getSCE(SC_DEFENDER))
  7124. bonus -= sc->getSCE(SC_DEFENDER)->val4 / 10;
  7125. if (sc->getSCE(SC_GOSPEL) && sc->getSCE(SC_GOSPEL)->val4 == BCT_ENEMY)
  7126. bonus -= 75;
  7127. #ifndef RENEWAL
  7128. if (sc->getSCE(SC_GRAVITATION))
  7129. bonus -= sc->getSCE(SC_GRAVITATION)->val2 / 10; // Needs more info
  7130. #endif
  7131. if (sc->getSCE(SC_JOINTBEAT)) { // Needs more info
  7132. if (sc->getSCE(SC_JOINTBEAT)->val2&BREAK_WRIST)
  7133. bonus -= 25;
  7134. if (sc->getSCE(SC_JOINTBEAT)->val2&BREAK_KNEE)
  7135. bonus -= 10;
  7136. }
  7137. if (sc->getSCE(SC_FREEZING))
  7138. bonus -= 30;
  7139. if (sc->getSCE(SC_HALLUCINATIONWALK_POSTDELAY))
  7140. bonus -= 50;
  7141. if (sc->getSCE(SC_PARALYSE) && sc->getSCE(SC_PARALYSE)->val3 == 1)
  7142. bonus -= 10;
  7143. if (sc->getSCE(SC__BODYPAINT))
  7144. bonus -= 5 * sc->getSCE(SC__BODYPAINT)->val1;
  7145. if (sc->getSCE(SC__INVISIBILITY))
  7146. bonus -= sc->getSCE(SC__INVISIBILITY)->val2;
  7147. if (sc->getSCE(SC__GROOMY))
  7148. bonus -= sc->getSCE(SC__GROOMY)->val2;
  7149. if (sc->getSCE(SC_SWINGDANCE))
  7150. bonus += sc->getSCE(SC_SWINGDANCE)->val3;
  7151. if (sc->getSCE(SC_DANCEWITHWUG))
  7152. bonus += sc->getSCE(SC_DANCEWITHWUG)->val3;
  7153. if (sc->getSCE(SC_GLOOMYDAY))
  7154. bonus -= sc->getSCE(SC_GLOOMYDAY)->val3;
  7155. if (sc->getSCE(SC_GT_CHANGE))
  7156. bonus += sc->getSCE(SC_GT_CHANGE)->val3;
  7157. if (sc->getSCE(SC_MELON_BOMB))
  7158. bonus -= sc->getSCE(SC_MELON_BOMB)->val3;
  7159. if (sc->getSCE(SC_BOOST500))
  7160. bonus += sc->getSCE(SC_BOOST500)->val1;
  7161. if (sc->getSCE(SC_EXTRACT_SALAMINE_JUICE))
  7162. bonus += sc->getSCE(SC_EXTRACT_SALAMINE_JUICE)->val1;
  7163. if (sc->getSCE(SC_GOLDENE_FERSE))
  7164. bonus += sc->getSCE(SC_GOLDENE_FERSE)->val3;
  7165. if (sc->getSCE(SC_INCASPDRATE))
  7166. bonus += sc->getSCE(SC_INCASPDRATE)->val1;
  7167. if (sc->getSCE(SC_GATLINGFEVER))
  7168. bonus += sc->getSCE(SC_GATLINGFEVER)->val1;
  7169. if (sc->getSCE(SC_STAR_COMFORT))
  7170. bonus += 3 * sc->getSCE(SC_STAR_COMFORT)->val1;
  7171. if (sc->getSCE(SC_WIND_INSIGNIA) && sc->getSCE(SC_WIND_INSIGNIA)->val1 == 2)
  7172. bonus += 10;
  7173. if (sc->getSCE(SC_INCREASEAGI))
  7174. bonus += sc->getSCE(SC_INCREASEAGI)->val1;
  7175. if (sc->getSCE(SC_NIBELUNGEN) && sc->getSCE(SC_NIBELUNGEN)->val2 == RINGNBL_ASPDRATE)
  7176. bonus += 20;
  7177. if (sc->getSCE(SC_STARSTANCE))
  7178. bonus += sc->getSCE(SC_STARSTANCE)->val2;
  7179. if( sc->getSCE(SC_2011RWC_SCROLL) )
  7180. bonus += 5;
  7181. if( sc->getSCE(SC_SPARKCANDY) )
  7182. bonus += 25;
  7183. if( sc->getSCE(SC_ACARAJE) )
  7184. bonus += 10;
  7185. if( sc->getSCE(SC_SKF_ASPD) )
  7186. bonus += sc->getSCE(SC_SKF_ASPD)->val1;
  7187. if( sc->getSCE(SC_PORK_RIB_STEW) )
  7188. bonus += 5;
  7189. map_session_data* sd = BL_CAST(BL_PC, bl);
  7190. uint8 skill_lv;
  7191. if (sd && (skill_lv = pc_checkskill(sd, BA_MUSICALLESSON)) > 0)
  7192. bonus += skill_lv;
  7193. }
  7194. return bonus;
  7195. }
  7196. #endif
  7197. /**
  7198. * Modifies ASPD by a number, rather than a percentage (10 = 1 ASPD)
  7199. * A subtraction reduces the delay, meaning an increase in ASPD
  7200. * This comes after the percentage changes and is based on status changes
  7201. * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
  7202. * @param sc: Object's status change information
  7203. * @param aspd: Object's current ASPD
  7204. * @return modified aspd
  7205. */
  7206. static short status_calc_fix_aspd(struct block_list *bl, status_change *sc, int aspd)
  7207. {
  7208. if (!sc || !sc->count)
  7209. return cap_value(aspd, 0, 2000);
  7210. if (sc->getSCE(SC_OVERED_BOOST))
  7211. return cap_value(2000 - sc->getSCE(SC_OVERED_BOOST)->val3 * 10, 0, 2000);
  7212. if ((sc->getSCE(SC_GUST_OPTION) || sc->getSCE(SC_BLAST_OPTION) || sc->getSCE(SC_WILD_STORM_OPTION)))
  7213. aspd -= 50; // +5 ASPD
  7214. if (sc->getSCE(SC_FIGHTINGSPIRIT))
  7215. aspd -= sc->getSCE(SC_FIGHTINGSPIRIT)->val2;
  7216. if (sc->getSCE(SC_MTF_ASPD))
  7217. aspd -= sc->getSCE(SC_MTF_ASPD)->val1;
  7218. if (sc->getSCE(SC_MTF_ASPD2))
  7219. aspd -= sc->getSCE(SC_MTF_ASPD2)->val1;
  7220. if (sc->getSCE(SC_SOULSHADOW))
  7221. aspd -= 10 * sc->getSCE(SC_SOULSHADOW)->val2;
  7222. if (sc->getSCE(SC_HEAT_BARREL))
  7223. aspd -= sc->getSCE(SC_HEAT_BARREL)->val1 * 10;
  7224. if (sc->getSCE(SC_EP16_2_BUFF_SS))
  7225. aspd -= 100; // +10 ASPD
  7226. if (sc->getSCE(SC_PACKING_ENVELOPE6))
  7227. aspd -= sc->getSCE(SC_PACKING_ENVELOPE6)->val1 * 10;
  7228. if (sc->getSCE(SC_SINCERE_FAITH))
  7229. aspd -= 10 * sc->getSCE(SC_SINCERE_FAITH)->val2;
  7230. if( sc->getSCE(SC_LIMIT_POWER_BOOSTER) )
  7231. aspd -= 10;
  7232. return cap_value(aspd, 0, 2000); // Will be recap for proper bl anyway
  7233. }
  7234. /**
  7235. * Calculates an object's ASPD modifier based on status changes (alters amotion value)
  7236. * Note: The scale of aspd_rate is 1000 = 100%
  7237. * Note2: This only affects Homunculus, Mercenaries, and Pre-renewal Players
  7238. * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
  7239. * @param sc: Object's status change information
  7240. * @param aspd_rate: Object's current ASPD
  7241. * @return modified aspd_rate
  7242. */
  7243. static short status_calc_aspd_rate(struct block_list *bl, status_change *sc, int aspd_rate)
  7244. {
  7245. int i;
  7246. if(!sc || !sc->count)
  7247. return cap_value(aspd_rate,0,SHRT_MAX);
  7248. if( !sc->getSCE(SC_QUAGMIRE) ) {
  7249. int max = 0;
  7250. if(sc->getSCE(SC_STAR_COMFORT))
  7251. max = sc->getSCE(SC_STAR_COMFORT)->val2;
  7252. if(sc->getSCE(SC_TWOHANDQUICKEN) &&
  7253. max < sc->getSCE(SC_TWOHANDQUICKEN)->val2)
  7254. max = sc->getSCE(SC_TWOHANDQUICKEN)->val2;
  7255. if(sc->getSCE(SC_ONEHAND) &&
  7256. max < sc->getSCE(SC_ONEHAND)->val2)
  7257. max = sc->getSCE(SC_ONEHAND)->val2;
  7258. if(sc->getSCE(SC_MERC_QUICKEN) &&
  7259. max < sc->getSCE(SC_MERC_QUICKEN)->val2)
  7260. max = sc->getSCE(SC_MERC_QUICKEN)->val2;
  7261. if(sc->getSCE(SC_ADRENALINE2) &&
  7262. max < sc->getSCE(SC_ADRENALINE2)->val3)
  7263. max = sc->getSCE(SC_ADRENALINE2)->val3;
  7264. if(sc->getSCE(SC_ADRENALINE) &&
  7265. max < sc->getSCE(SC_ADRENALINE)->val3)
  7266. max = sc->getSCE(SC_ADRENALINE)->val3;
  7267. if(sc->getSCE(SC_SPEARQUICKEN) &&
  7268. max < sc->getSCE(SC_SPEARQUICKEN)->val2)
  7269. max = sc->getSCE(SC_SPEARQUICKEN)->val2;
  7270. if(sc->getSCE(SC_GATLINGFEVER) &&
  7271. max < sc->getSCE(SC_GATLINGFEVER)->val2)
  7272. max = sc->getSCE(SC_GATLINGFEVER)->val2;
  7273. if(sc->getSCE(SC_FLEET) &&
  7274. max < sc->getSCE(SC_FLEET)->val2)
  7275. max = sc->getSCE(SC_FLEET)->val2;
  7276. if(sc->getSCE(SC_ASSNCROS) && max < sc->getSCE(SC_ASSNCROS)->val2) {
  7277. if (bl->type!=BL_PC)
  7278. max = sc->getSCE(SC_ASSNCROS)->val2;
  7279. else
  7280. switch(((TBL_PC*)bl)->status.weapon) {
  7281. case W_BOW:
  7282. case W_REVOLVER:
  7283. case W_RIFLE:
  7284. case W_GATLING:
  7285. case W_SHOTGUN:
  7286. case W_GRENADE:
  7287. break;
  7288. default:
  7289. max = sc->getSCE(SC_ASSNCROS)->val2;
  7290. }
  7291. }
  7292. aspd_rate -= max;
  7293. if(sc->getSCE(SC_BERSERK))
  7294. aspd_rate -= 300;
  7295. else if(sc->getSCE(SC_MADNESSCANCEL))
  7296. aspd_rate -= 200;
  7297. }
  7298. if( sc->getSCE(i=SC_ASPDPOTION3) ||
  7299. sc->getSCE(i=SC_ASPDPOTION2) ||
  7300. sc->getSCE(i=SC_ASPDPOTION1) ||
  7301. sc->getSCE(i=SC_ASPDPOTION0) )
  7302. aspd_rate -= sc->getSCE(i)->val2;
  7303. if (sc->getSCE(SC_ATTHASTE_CASH))
  7304. aspd_rate -= sc->getSCE(SC_ATTHASTE_CASH)->val2;
  7305. if(sc->getSCE(SC_DONTFORGETME))
  7306. aspd_rate += sc->getSCE(SC_DONTFORGETME)->val2;
  7307. #ifdef RENEWAL
  7308. if (sc->getSCE(SC_ENSEMBLEFATIGUE))
  7309. aspd_rate += sc->getSCE(SC_ENSEMBLEFATIGUE)->val2;
  7310. #else
  7311. if(sc->getSCE(SC_LONGING))
  7312. aspd_rate += sc->getSCE(SC_LONGING)->val2;
  7313. #endif
  7314. if(sc->getSCE(SC_STEELBODY))
  7315. aspd_rate += 250;
  7316. if(sc->getSCE(SC_SKA))
  7317. aspd_rate += 250;
  7318. if(sc->getSCE(SC_DEFENDER))
  7319. aspd_rate += sc->getSCE(SC_DEFENDER)->val4;
  7320. if(sc->getSCE(SC_GOSPEL) && sc->getSCE(SC_GOSPEL)->val4 == BCT_ENEMY)
  7321. aspd_rate += 250;
  7322. #ifndef RENEWAL
  7323. if(sc->getSCE(SC_GRAVITATION))
  7324. aspd_rate += sc->getSCE(SC_GRAVITATION)->val2;
  7325. #endif
  7326. if(sc->getSCE(SC_JOINTBEAT)) {
  7327. if( sc->getSCE(SC_JOINTBEAT)->val2&BREAK_WRIST )
  7328. aspd_rate += 250;
  7329. if( sc->getSCE(SC_JOINTBEAT)->val2&BREAK_KNEE )
  7330. aspd_rate += 100;
  7331. }
  7332. if( sc->getSCE(SC_FREEZING) )
  7333. aspd_rate += 300;
  7334. if( sc->getSCE(SC_HALLUCINATIONWALK_POSTDELAY) )
  7335. aspd_rate += 500;
  7336. if( sc->getSCE(SC_PARALYSE) && sc->getSCE(SC_PARALYSE)->val3 == 1 )
  7337. aspd_rate += 100;
  7338. if( sc->getSCE(SC__BODYPAINT) )
  7339. aspd_rate += 50 * sc->getSCE(SC__BODYPAINT)->val1;
  7340. if( sc->getSCE(SC__INVISIBILITY) )
  7341. aspd_rate += sc->getSCE(SC__INVISIBILITY)->val2 * 10;
  7342. if( sc->getSCE(SC__GROOMY) )
  7343. aspd_rate += sc->getSCE(SC__GROOMY)->val2 * 10;
  7344. if( sc->getSCE(SC_SWINGDANCE) )
  7345. aspd_rate -= sc->getSCE(SC_SWINGDANCE)->val3 * 10;
  7346. if( sc->getSCE(SC_DANCEWITHWUG) )
  7347. aspd_rate -= sc->getSCE(SC_DANCEWITHWUG)->val3 * 10;
  7348. if( sc->getSCE(SC_GLOOMYDAY) )
  7349. aspd_rate += sc->getSCE(SC_GLOOMYDAY)->val3 * 10;
  7350. if( sc->getSCE(SC_GT_CHANGE) )
  7351. aspd_rate -= sc->getSCE(SC_GT_CHANGE)->val3 * 10;
  7352. if( sc->getSCE(SC_MELON_BOMB) )
  7353. aspd_rate += sc->getSCE(SC_MELON_BOMB)->val3 * 10;
  7354. if( sc->getSCE(SC_BOOST500) )
  7355. aspd_rate -= sc->getSCE(SC_BOOST500)->val1 *10;
  7356. if( sc->getSCE(SC_EXTRACT_SALAMINE_JUICE) )
  7357. aspd_rate -= sc->getSCE(SC_EXTRACT_SALAMINE_JUICE)->val1 * 10;
  7358. if( sc->getSCE(SC_INCASPDRATE) )
  7359. aspd_rate -= sc->getSCE(SC_INCASPDRATE)->val1 * 10;
  7360. if( sc->getSCE(SC_GOLDENE_FERSE))
  7361. aspd_rate -= sc->getSCE(SC_GOLDENE_FERSE)->val3 * 10;
  7362. if (sc->getSCE(SC_WIND_INSIGNIA) && sc->getSCE(SC_WIND_INSIGNIA)->val1 == 2)
  7363. aspd_rate -= 100;
  7364. if (sc->getSCE(SC_STARSTANCE))
  7365. aspd_rate -= 10 * sc->getSCE(SC_STARSTANCE)->val2;
  7366. if( sc->getSCE(SC_2011RWC_SCROLL) )
  7367. aspd_rate -= 50;
  7368. if( sc->getSCE(SC_SPARKCANDY) )
  7369. aspd_rate -= 250;
  7370. if( sc->getSCE(SC_ACARAJE) )
  7371. aspd_rate -= 100;
  7372. if( sc->getSCE(SC_SKF_ASPD) )
  7373. aspd_rate -= sc->getSCE(SC_SKF_ASPD)->val1 * 10;
  7374. if( sc->getSCE(SC_PORK_RIB_STEW) )
  7375. aspd_rate -= 50;
  7376. return (short)cap_value(aspd_rate,0,SHRT_MAX);
  7377. }
  7378. /**
  7379. * Modifies the damage delay time based on status changes
  7380. * The lower your delay, the quicker you can act after taking damage
  7381. * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
  7382. * @param sc: Object's status change information
  7383. * @param dmotion: Object's current damage delay
  7384. * @return modified delay rate
  7385. */
  7386. static unsigned short status_calc_dmotion(struct block_list *bl, status_change *sc, int dmotion)
  7387. {
  7388. /// It has been confirmed on official servers that MvP mobs have no dmotion even without endure
  7389. if( bl->type == BL_MOB && status_get_class_(bl) == CLASS_BOSS )
  7390. return 0;
  7391. if (bl->type == BL_PC) {
  7392. if (map_flag_gvg2(bl->m) || map_getmapflag(bl->m, MF_BATTLEGROUND))
  7393. return (unsigned short)cap_value(dmotion, 0, USHRT_MAX);
  7394. if (((TBL_PC *)bl)->special_state.no_walk_delay)
  7395. return 0;
  7396. }
  7397. if (sc && sc->count > 0 && (sc->getSCE(SC_ENDURE) || sc->getSCE(SC_RUN) || sc->getSCE(SC_WUGDASH) || sc->getSCE(SC_SPARKCANDY)))
  7398. return 0;
  7399. return (unsigned short)cap_value(dmotion,0,USHRT_MAX);
  7400. }
  7401. /**
  7402. * Adds power atk modifications based on status changes
  7403. * @param bl: Object to change patk [PC|MOB|HOM|MER|ELEM]
  7404. * @param sc: Object's status change information
  7405. * @param patk: Initial patk
  7406. * @return modified patk with cap_value(patk,0,USHRT_MAX)
  7407. */
  7408. static signed short status_calc_patk(struct block_list *bl, status_change *sc, int patk)
  7409. {
  7410. if (!sc || !sc->count)
  7411. return cap_value(patk, 0, SHRT_MAX);
  7412. if (sc->getSCE(SC_POWERFUL_FAITH))
  7413. patk += sc->getSCE(SC_POWERFUL_FAITH)->val3;
  7414. if (sc->getSCE(SC_COMPETENTIA))
  7415. patk += sc->getSCE(SC_COMPETENTIA)->val2;
  7416. if (sc->getSCE(SC_ABYSS_SLAYER))
  7417. patk += sc->getSCE(SC_ABYSS_SLAYER)->val2;
  7418. if (sc->getSCE(SC_PRON_MARCH))
  7419. patk += sc->getSCE(SC_PRON_MARCH)->val2;
  7420. return (short)cap_value(patk, 0, SHRT_MAX);
  7421. }
  7422. /**
  7423. * Adds spell matk modifications based on status changes
  7424. * @param bl: Object to change smatk [PC|MOB|HOM|MER|ELEM]
  7425. * @param sc: Object's status change information
  7426. * @param smatk: Initial smatk
  7427. * @return modified smatk with cap_value(smatk,0,USHRT_MAX)
  7428. */
  7429. static signed short status_calc_smatk(struct block_list *bl, status_change *sc, int smatk)
  7430. {
  7431. if (!sc || !sc->count)
  7432. return cap_value(smatk, 0, SHRT_MAX);
  7433. if (sc->getSCE(SC_COMPETENTIA))
  7434. smatk += sc->getSCE(SC_COMPETENTIA)->val2;
  7435. if (sc->getSCE(SC_ABYSS_SLAYER))
  7436. smatk += sc->getSCE(SC_ABYSS_SLAYER)->val2;
  7437. if (sc->getSCE(SC_JAWAII_SERENADE))
  7438. smatk += sc->getSCE(SC_JAWAII_SERENADE)->val2;
  7439. if (sc->getSCE(SC_SPELL_ENCHANTING))
  7440. smatk += sc->getSCE(SC_SPELL_ENCHANTING)->val2;
  7441. return (short)cap_value(smatk, 0, SHRT_MAX);
  7442. }
  7443. /**
  7444. * Adds resist modifications based on status changes
  7445. * @param bl: Object to change res [PC|MOB|HOM|MER|ELEM]
  7446. * @param sc: Object's status change information
  7447. * @param res: Initial res
  7448. * @return modified res with cap_value(res,0,USHRT_MAX)
  7449. */
  7450. static signed short status_calc_res(struct block_list *bl, status_change *sc, int res)
  7451. {
  7452. if (!sc || !sc->count)
  7453. return cap_value(res, 0, SHRT_MAX);
  7454. if (sc->getSCE(SC_FIRM_FAITH))
  7455. res += sc->getSCE(SC_FIRM_FAITH)->val3;
  7456. if (sc->getSCE(SC_D_MACHINE))
  7457. res += sc->getSCE(SC_D_MACHINE)->val3;
  7458. if (sc->getSCE(SC_MUSICAL_INTERLUDE))
  7459. res += sc->getSCE(SC_MUSICAL_INTERLUDE)->val2;
  7460. if (sc->getSCE(SC_SHADOW_STRIP) && bl->type != BL_PC)
  7461. res -= res * sc->getSCE(SC_SHADOW_STRIP)->val2 / 100;
  7462. if (sc->getSCE(SC_AIN_RHAPSODY))
  7463. res -= sc->getSCE(SC_AIN_RHAPSODY)->val2;
  7464. return (short)cap_value(res, 0, SHRT_MAX);
  7465. }
  7466. /**
  7467. * Adds magic resist modifications based on status changes
  7468. * @param bl: Object to change mres [PC|MOB|HOM|MER|ELEM]
  7469. * @param sc: Object's status change information
  7470. * @param mres: Initial mres
  7471. * @return modified mres with cap_value(mres,0,USHRT_MAX)
  7472. */
  7473. static signed short status_calc_mres(struct block_list *bl, status_change *sc, int mres)
  7474. {
  7475. if (!sc || !sc->count)
  7476. return cap_value(mres, 0, SHRT_MAX);
  7477. if (sc->getSCE(SC_SHADOW_STRIP) && bl->type != BL_PC)
  7478. mres -= mres * sc->getSCE(SC_SHADOW_STRIP)->val2 / 100;
  7479. if (sc->getSCE(SC_GEF_NOCTURN))
  7480. mres -= sc->getSCE(SC_GEF_NOCTURN)->val2;
  7481. return (short)cap_value(mres, 0, SHRT_MAX);
  7482. }
  7483. /**
  7484. * Adds heal plus modifications based on status changes
  7485. * @param bl: Object to change hplus [PC|MOB|HOM|MER|ELEM]
  7486. * @param sc: Object's status change information
  7487. * @param hplus: Initial hplus
  7488. * @return modified hplus with cap_value(hplus,0,USHRT_MAX)
  7489. */
  7490. static signed short status_calc_hplus(struct block_list *bl, status_change *sc, int hplus)
  7491. {
  7492. if (!sc || !sc->count)
  7493. return cap_value(hplus, 0, SHRT_MAX);
  7494. return (short)cap_value(hplus, 0, SHRT_MAX);
  7495. }
  7496. /**
  7497. * Adds critical damage rate modifications based on status changes
  7498. * @param bl: Object to change crate [PC|MOB|HOM|MER|ELEM]
  7499. * @param sc: Object's status change information
  7500. * @param crate: Initial crate
  7501. * @return modified crate with cap_value(crate,0,USHRT_MAX)
  7502. */
  7503. static signed short status_calc_crate(struct block_list *bl, status_change *sc, int crate)
  7504. {
  7505. if (!sc || !sc->count)
  7506. return cap_value(crate, 0, SHRT_MAX);
  7507. if (sc->getSCE(SC_PRE_ACIES))
  7508. crate += sc->getSCE(SC_PRE_ACIES)->val2;
  7509. return (short)cap_value(crate, 0, SHRT_MAX);
  7510. }
  7511. /**
  7512. * Calculates a max HP based on status changes
  7513. * Values can either be percentages or fixed, based on how equations are formulated
  7514. * @param bl: Object's block_list data
  7515. * @param maxhp: Object's current max HP
  7516. * @return modified maxhp
  7517. */
  7518. static unsigned int status_calc_maxhp(struct block_list *bl, uint64 maxhp)
  7519. {
  7520. int rate = 100;
  7521. maxhp += status_get_hpbonus(bl,STATUS_BONUS_FIX);
  7522. if ((rate += status_get_hpbonus(bl,STATUS_BONUS_RATE)) != 100)
  7523. maxhp = maxhp * rate / 100;
  7524. return (unsigned int)cap_value(maxhp,1,UINT_MAX);
  7525. }
  7526. /**
  7527. * Calculates a max SP based on status changes
  7528. * Values can either be percentages or fixed, bas ed on how equations are formulated
  7529. * @param bl: Object's block_list data
  7530. * @param maxsp: Object's current max SP
  7531. * @return modified maxsp
  7532. */
  7533. static unsigned int status_calc_maxsp(struct block_list *bl, uint64 maxsp)
  7534. {
  7535. int rate = 100;
  7536. maxsp += status_get_spbonus(bl,STATUS_BONUS_FIX);
  7537. if ((rate += status_get_spbonus(bl,STATUS_BONUS_RATE)) != 100)
  7538. maxsp = maxsp * rate / 100;
  7539. return (unsigned int)cap_value(maxsp,1,UINT_MAX);
  7540. }
  7541. /**
  7542. * Calculates a max AP based on status changes
  7543. * Values can either be percentages or fixed, bas ed on how equations are formulated
  7544. * @param bl: Object's block_list data
  7545. * @param maxap: Object's current max AP
  7546. * @return modified maxap
  7547. */
  7548. static unsigned int status_calc_maxap(struct block_list *bl, uint64 maxap)
  7549. {
  7550. int rate = 100;
  7551. maxap += status_get_apbonus(bl, STATUS_BONUS_FIX);
  7552. if ((rate += status_get_apbonus(bl, STATUS_BONUS_RATE)) != 100)
  7553. maxap = maxap * rate / 100;
  7554. return (unsigned int)cap_value(maxap, 0, UINT_MAX);
  7555. }
  7556. /**
  7557. * Changes a player's element based on status changes
  7558. * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
  7559. * @param sc: Object's status change information
  7560. * @param element: Object's current element
  7561. * @return new element
  7562. */
  7563. static unsigned char status_calc_element(struct block_list *bl, status_change *sc, int element)
  7564. {
  7565. if(!sc || !sc->count)
  7566. return cap_value(element, 0, UCHAR_MAX);
  7567. if(sc->getSCE(SC_FREEZE) || sc->getSCE(SC_CRYSTAL_ARMOR_OPTION))
  7568. return ELE_WATER;
  7569. if(sc->getSCE(SC_STONE) || sc->getSCE(SC_STRONG_PROTECTION_OPTION))
  7570. return ELE_EARTH;
  7571. if(sc->getSCE(SC_FLAMEARMOR_OPTION))
  7572. return ELE_FIRE;
  7573. if(sc->getSCE(SC_EYES_OF_STORM_OPTION))
  7574. return ELE_WIND;
  7575. if(sc->getSCE(SC_POISON_SHIELD_OPTION))
  7576. return ELE_POISON;
  7577. if(sc->getSCE(SC_BENEDICTIO))
  7578. return ELE_HOLY;
  7579. if(sc->getSCE(SC_CHANGEUNDEAD))
  7580. return ELE_UNDEAD;
  7581. if(sc->getSCE(SC_ELEMENTALCHANGE))
  7582. return sc->getSCE(SC_ELEMENTALCHANGE)->val2;
  7583. if(sc->getSCE(SC_SHAPESHIFT))
  7584. return sc->getSCE(SC_SHAPESHIFT)->val2;
  7585. return (unsigned char)cap_value(element,0,UCHAR_MAX);
  7586. }
  7587. /**
  7588. * Changes a player's element level based on status changes
  7589. * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
  7590. * @param sc: Object's status change information
  7591. * @param lv: Object's current element level
  7592. * @return new element level
  7593. */
  7594. static unsigned char status_calc_element_lv(struct block_list *bl, status_change *sc, int lv)
  7595. {
  7596. if(!sc || !sc->count)
  7597. return cap_value(lv, 1, 4);
  7598. if(sc->getSCE(SC_FREEZE))
  7599. return 1;
  7600. if(sc->getSCE(SC_STONE))
  7601. return 1;
  7602. if(sc->getSCE(SC_BENEDICTIO))
  7603. return 1;
  7604. if(sc->getSCE(SC_CHANGEUNDEAD))
  7605. return 1;
  7606. if(sc->getSCE(SC_ELEMENTALCHANGE))
  7607. return sc->getSCE(SC_ELEMENTALCHANGE)->val1;
  7608. if(sc->getSCE(SC_SHAPESHIFT))
  7609. return 1;
  7610. if(sc->getSCE(SC__INVISIBILITY))
  7611. return 1;
  7612. if (sc->getSCE(SC_FLAMEARMOR_OPTION) || sc->getSCE(SC_CRYSTAL_ARMOR_OPTION) || sc->getSCE(SC_EYES_OF_STORM_OPTION) ||
  7613. sc->getSCE(SC_STRONG_PROTECTION_OPTION) || sc->getSCE(SC_POISON_SHIELD_OPTION))
  7614. return 1;
  7615. return (unsigned char)cap_value(lv,1,4);
  7616. }
  7617. /**
  7618. * Changes a player's attack element based on status changes
  7619. * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
  7620. * @param sc: Object's status change information
  7621. * @param element: Object's current attack element
  7622. * @return new attack element
  7623. */
  7624. unsigned char status_calc_attack_element(struct block_list *bl, status_change *sc, int element)
  7625. {
  7626. if(!sc || !sc->count)
  7627. return cap_value(element, 0, UCHAR_MAX);
  7628. if(sc->getSCE(SC_ENCHANTARMS))
  7629. return sc->getSCE(SC_ENCHANTARMS)->val1;
  7630. if(sc->getSCE(SC_WATERWEAPON)
  7631. || (sc->getSCE(SC_WATER_INSIGNIA) && sc->getSCE(SC_WATER_INSIGNIA)->val1 == 2) )
  7632. return ELE_WATER;
  7633. if(sc->getSCE(SC_EARTHWEAPON)
  7634. || (sc->getSCE(SC_EARTH_INSIGNIA) && sc->getSCE(SC_EARTH_INSIGNIA)->val1 == 2) )
  7635. return ELE_EARTH;
  7636. if(sc->getSCE(SC_FIREWEAPON)
  7637. || (sc->getSCE(SC_FIRE_INSIGNIA) && sc->getSCE(SC_FIRE_INSIGNIA)->val1 == 2) )
  7638. return ELE_FIRE;
  7639. if(sc->getSCE(SC_WINDWEAPON)
  7640. || (sc->getSCE(SC_WIND_INSIGNIA) && sc->getSCE(SC_WIND_INSIGNIA)->val1 == 2) )
  7641. return ELE_WIND;
  7642. if(sc->getSCE(SC_ENCPOISON))
  7643. return ELE_POISON;
  7644. if(sc->getSCE(SC_ASPERSIO))
  7645. return ELE_HOLY;
  7646. if(sc->getSCE(SC_SHADOWWEAPON))
  7647. return ELE_DARK;
  7648. if(sc->getSCE(SC_GHOSTWEAPON) || sc->getSCE(SC__INVISIBILITY))
  7649. return ELE_GHOST;
  7650. if(sc->getSCE(SC_TIDAL_WEAPON_OPTION) || sc->getSCE(SC_TIDAL_WEAPON) )
  7651. return ELE_WATER;
  7652. return (unsigned char)cap_value(element,0,UCHAR_MAX);
  7653. }
  7654. /**
  7655. * Changes the mode of an object
  7656. * @param bl: Object whose mode to change [PC|MOB|PET|HOM|NPC]
  7657. * @param sc: Object's status change data
  7658. * @param mode: Original mode
  7659. * @return mode with cap_value(mode, 0, INT_MAX)
  7660. */
  7661. static int status_calc_mode(struct block_list *bl, status_change *sc, int mode)
  7662. {
  7663. if(!sc || !sc->count)
  7664. return cap_value(mode, MD_NONE,INT_MAX);
  7665. if(sc->getSCE(SC_MODECHANGE)) {
  7666. if (sc->getSCE(SC_MODECHANGE)->val2)
  7667. mode = (mode&~MD_MASK)|sc->getSCE(SC_MODECHANGE)->val2; // Set mode
  7668. if (sc->getSCE(SC_MODECHANGE)->val3)
  7669. mode = mode|sc->getSCE(SC_MODECHANGE)->val3; // Add mode
  7670. if (sc->getSCE(SC_MODECHANGE)->val4)
  7671. mode = mode&~sc->getSCE(SC_MODECHANGE)->val4; // Del mode
  7672. }
  7673. return cap_value(mode, MD_NONE, INT_MAX);
  7674. }
  7675. /**
  7676. * Changes the mode of a slave mob
  7677. * @param md: Slave mob whose mode to change
  7678. * @param mmd: Master of slave mob
  7679. */
  7680. void status_calc_slave_mode(struct mob_data *md, struct mob_data *mmd)
  7681. {
  7682. switch (battle_config.slaves_inherit_mode) {
  7683. case 1: //Always aggressive
  7684. if (!status_has_mode(&md->status,MD_AGGRESSIVE))
  7685. sc_start4(NULL, &md->bl, SC_MODECHANGE, 100, 1, 0, MD_AGGRESSIVE, 0, 0);
  7686. break;
  7687. case 2: //Always passive
  7688. if (status_has_mode(&md->status,MD_AGGRESSIVE))
  7689. sc_start4(NULL, &md->bl, SC_MODECHANGE, 100, 1, 0, 0, MD_AGGRESSIVE, 0);
  7690. break;
  7691. case 4: // Overwrite with slave mode
  7692. sc_start4(NULL, &md->bl, SC_MODECHANGE, 100, 1, MD_CANMOVE|MD_NORANDOMWALK|MD_CANATTACK, 0, 0, 0);
  7693. break;
  7694. default: //Copy master
  7695. if (status_has_mode(&mmd->status,MD_AGGRESSIVE))
  7696. sc_start4(NULL, &md->bl, SC_MODECHANGE, 100, 1, 0, MD_AGGRESSIVE, 0, 0);
  7697. else
  7698. sc_start4(NULL, &md->bl, SC_MODECHANGE, 100, 1, 0, 0, MD_AGGRESSIVE, 0);
  7699. break;
  7700. }
  7701. }
  7702. /**
  7703. * Gets the name of the given bl
  7704. * @param bl: Object whose name to get [PC|MOB|PET|HOM|NPC]
  7705. * @return name or "Unknown" if any other bl->type than noted above
  7706. */
  7707. const char* status_get_name(struct block_list *bl)
  7708. {
  7709. nullpo_ret(bl);
  7710. switch (bl->type) {
  7711. case BL_PC: return ((TBL_PC *)bl)->fakename[0] != '\0' ? ((TBL_PC*)bl)->fakename : ((TBL_PC*)bl)->status.name;
  7712. case BL_MOB: return ((TBL_MOB*)bl)->name;
  7713. case BL_PET: return ((TBL_PET*)bl)->pet.name;
  7714. case BL_HOM: return ((TBL_HOM*)bl)->homunculus.name;
  7715. case BL_MER: return ((TBL_MER *)bl)->db->name.c_str(); // They only have database names which are global, not specific to GID.
  7716. case BL_NPC: return ((TBL_NPC*)bl)->name;
  7717. case BL_ELEM: return ((TBL_ELEM *)bl)->db->name.c_str(); // They only have database names which are global, not specific to GID.
  7718. }
  7719. return "Unknown";
  7720. }
  7721. /**
  7722. * Gets the class/sprite id of the given bl
  7723. * @param bl: Object whose class to get [PC|MOB|PET|HOM|MER|NPC|ELEM]
  7724. * @return class or 0 if any other bl->type than noted above
  7725. */
  7726. int status_get_class(struct block_list *bl)
  7727. {
  7728. nullpo_ret(bl);
  7729. switch( bl->type ) {
  7730. case BL_PC: return ((TBL_PC*)bl)->status.class_;
  7731. case BL_MOB: return ((TBL_MOB*)bl)->vd->class_; // Class used on all code should be the view class of the mob.
  7732. case BL_PET: return ((TBL_PET*)bl)->pet.class_;
  7733. case BL_HOM: return ((TBL_HOM*)bl)->homunculus.class_;
  7734. case BL_MER: return ((TBL_MER*)bl)->mercenary.class_;
  7735. case BL_NPC: return ((TBL_NPC*)bl)->class_;
  7736. case BL_ELEM: return ((TBL_ELEM*)bl)->elemental.class_;
  7737. }
  7738. return 0;
  7739. }
  7740. /**
  7741. * Gets the base level of the given bl
  7742. * @param bl: Object whose base level to get [PC|MOB|PET|HOM|MER|NPC|ELEM]
  7743. * @return base level or 1 if any other bl->type than noted above
  7744. */
  7745. int status_get_lv(struct block_list *bl)
  7746. {
  7747. nullpo_ret(bl);
  7748. switch (bl->type) {
  7749. case BL_PC: return ((TBL_PC*)bl)->status.base_level;
  7750. case BL_MOB: return ((TBL_MOB*)bl)->level;
  7751. case BL_PET: return ((TBL_PET*)bl)->pet.level;
  7752. case BL_HOM: return ((TBL_HOM*)bl)->homunculus.level;
  7753. case BL_MER: return ((TBL_MER*)bl)->db->lv;
  7754. case BL_ELEM: return ((TBL_ELEM*)bl)->db->lv;
  7755. case BL_NPC: return ((TBL_NPC*)bl)->level;
  7756. }
  7757. return 1;
  7758. }
  7759. /**
  7760. * Gets the regeneration info of the given bl
  7761. * @param bl: Object whose regen info to get [PC|HOM|MER|ELEM]
  7762. * @return regen data or NULL if any other bl->type than noted above
  7763. */
  7764. struct regen_data *status_get_regen_data(struct block_list *bl)
  7765. {
  7766. nullpo_retr(NULL, bl);
  7767. switch (bl->type) {
  7768. case BL_PC: return &((TBL_PC*)bl)->regen;
  7769. case BL_HOM: return &((TBL_HOM*)bl)->regen;
  7770. case BL_MER: return &((TBL_MER*)bl)->regen;
  7771. case BL_ELEM: return &((TBL_ELEM*)bl)->regen;
  7772. default:
  7773. return NULL;
  7774. }
  7775. }
  7776. /**
  7777. * Gets the status data of the given bl
  7778. * @param bl: Object whose status to get [PC|MOB|PET|HOM|MER|ELEM|NPC]
  7779. * @return status or "dummy_status" if any other bl->type than noted above
  7780. */
  7781. struct status_data *status_get_status_data(struct block_list *bl)
  7782. {
  7783. nullpo_retr(&dummy_status, bl);
  7784. switch (bl->type) {
  7785. case BL_PC: return &((TBL_PC*)bl)->battle_status;
  7786. case BL_MOB: return &((TBL_MOB*)bl)->status;
  7787. case BL_PET: return &((TBL_PET*)bl)->status;
  7788. case BL_HOM: return &((TBL_HOM*)bl)->battle_status;
  7789. case BL_MER: return &((TBL_MER*)bl)->battle_status;
  7790. case BL_ELEM: return &((TBL_ELEM*)bl)->battle_status;
  7791. case BL_NPC: return ((mobdb_checkid(((TBL_NPC*)bl)->class_) == 0) ? &((TBL_NPC*)bl)->status : &dummy_status);
  7792. default:
  7793. return &dummy_status;
  7794. }
  7795. }
  7796. /**
  7797. * Gets the base status data of the given bl
  7798. * @param bl: Object whose status to get [PC|MOB|PET|HOM|MER|ELEM|NPC]
  7799. * @return base_status or NULL if any other bl->type than noted above
  7800. */
  7801. struct status_data *status_get_base_status(struct block_list *bl)
  7802. {
  7803. nullpo_retr(NULL, bl);
  7804. switch (bl->type) {
  7805. case BL_PC: return &((TBL_PC*)bl)->base_status;
  7806. case BL_MOB: return ((TBL_MOB*)bl)->base_status ? ((TBL_MOB*)bl)->base_status : &((TBL_MOB*)bl)->db->status;
  7807. case BL_PET: return &((TBL_PET*)bl)->db->status;
  7808. case BL_HOM: return &((TBL_HOM*)bl)->base_status;
  7809. case BL_MER: return &((TBL_MER*)bl)->base_status;
  7810. case BL_ELEM: return &((TBL_ELEM*)bl)->base_status;
  7811. case BL_NPC: return ((mobdb_checkid(((TBL_NPC*)bl)->class_) == 0) ? &((TBL_NPC*)bl)->status : NULL);
  7812. default:
  7813. return NULL;
  7814. }
  7815. }
  7816. /**
  7817. * Gets the defense of the given bl
  7818. * @param bl: Object whose defense to get [PC|MOB|HOM|MER|ELEM]
  7819. * @return defense with cap_value(def, DEFTYPE_MIN, DEFTYPE_MAX)
  7820. */
  7821. defType status_get_def(struct block_list *bl)
  7822. {
  7823. struct unit_data *ud;
  7824. struct status_data *status = status_get_status_data(bl);
  7825. int def = status?status->def:0;
  7826. ud = unit_bl2ud(bl);
  7827. if (ud && ud->skilltimer != INVALID_TIMER)
  7828. def -= def * skill_get_castdef(ud->skill_id)/100;
  7829. return cap_value(def, DEFTYPE_MIN, DEFTYPE_MAX);
  7830. }
  7831. /**
  7832. * Gets the walking speed of the given bl
  7833. * @param bl: Object whose speed to get [PC|MOB|PET|HOM|MER|ELEM|NPC]
  7834. * @return speed
  7835. */
  7836. unsigned short status_get_speed(struct block_list *bl)
  7837. {
  7838. if(bl->type==BL_NPC)// Only BL with speed data but no status_data [Skotlex]
  7839. return ((struct npc_data *)bl)->speed;
  7840. return status_get_status_data(bl)->speed;
  7841. }
  7842. /**
  7843. * Gets the party ID of the given bl
  7844. * @param bl: Object whose party ID to get [PC|MOB|PET|HOM|MER|SKILL|ELEM]
  7845. * @return party ID
  7846. */
  7847. int status_get_party_id(struct block_list *bl)
  7848. {
  7849. nullpo_ret(bl);
  7850. switch (bl->type) {
  7851. case BL_PC:
  7852. return ((TBL_PC*)bl)->status.party_id;
  7853. case BL_PET:
  7854. if (((TBL_PET*)bl)->master)
  7855. return ((TBL_PET*)bl)->master->status.party_id;
  7856. break;
  7857. case BL_MOB: {
  7858. struct mob_data *md=(TBL_MOB*)bl;
  7859. if( md->master_id > 0 ) {
  7860. map_session_data *msd;
  7861. if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != NULL)
  7862. return msd->status.party_id;
  7863. return -md->master_id;
  7864. }
  7865. }
  7866. break;
  7867. case BL_HOM:
  7868. if (((TBL_HOM*)bl)->master)
  7869. return ((TBL_HOM*)bl)->master->status.party_id;
  7870. break;
  7871. case BL_MER:
  7872. if (((TBL_MER*)bl)->master)
  7873. return ((TBL_MER*)bl)->master->status.party_id;
  7874. break;
  7875. case BL_SKILL:
  7876. if (((TBL_SKILL*)bl)->group)
  7877. return ((TBL_SKILL*)bl)->group->party_id;
  7878. break;
  7879. case BL_ELEM:
  7880. if (((TBL_ELEM*)bl)->master)
  7881. return ((TBL_ELEM*)bl)->master->status.party_id;
  7882. break;
  7883. }
  7884. return 0;
  7885. }
  7886. /**
  7887. * Gets the guild ID of the given bl
  7888. * @param bl: Object whose guild ID to get [PC|MOB|PET|HOM|MER|SKILL|ELEM|NPC]
  7889. * @return guild ID
  7890. */
  7891. int status_get_guild_id(struct block_list *bl)
  7892. {
  7893. nullpo_ret(bl);
  7894. switch (bl->type) {
  7895. case BL_PC:
  7896. return ((TBL_PC*)bl)->status.guild_id;
  7897. case BL_PET:
  7898. if (((TBL_PET*)bl)->master)
  7899. return ((TBL_PET*)bl)->master->status.guild_id;
  7900. break;
  7901. case BL_MOB:
  7902. {
  7903. map_session_data *msd;
  7904. struct mob_data *md = (struct mob_data *)bl;
  7905. if (md->guardian_data) // Guardian's guild [Skotlex]
  7906. return md->guardian_data->guild_id;
  7907. if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != NULL)
  7908. return msd->status.guild_id; // Alchemist's mobs [Skotlex]
  7909. }
  7910. break;
  7911. case BL_HOM:
  7912. if (((TBL_HOM*)bl)->master)
  7913. return ((TBL_HOM*)bl)->master->status.guild_id;
  7914. break;
  7915. case BL_MER:
  7916. if (((TBL_MER*)bl)->master)
  7917. return ((TBL_MER*)bl)->master->status.guild_id;
  7918. break;
  7919. case BL_NPC:
  7920. if (((TBL_NPC*)bl)->subtype == NPCTYPE_SCRIPT)
  7921. return ((TBL_NPC*)bl)->u.scr.guild_id;
  7922. break;
  7923. case BL_SKILL:
  7924. if (((TBL_SKILL*)bl)->group)
  7925. return ((TBL_SKILL*)bl)->group->guild_id;
  7926. break;
  7927. case BL_ELEM:
  7928. if (((TBL_ELEM*)bl)->master)
  7929. return ((TBL_ELEM*)bl)->master->status.guild_id;
  7930. break;
  7931. }
  7932. return 0;
  7933. }
  7934. /**
  7935. * Gets the guild emblem ID of the given bl
  7936. * @param bl: Object whose emblem ID to get [PC|MOB|PET|HOM|MER|SKILL|ELEM|NPC]
  7937. * @return guild emblem ID
  7938. */
  7939. int status_get_emblem_id(struct block_list *bl)
  7940. {
  7941. nullpo_ret(bl);
  7942. switch (bl->type) {
  7943. case BL_PC:
  7944. return ((TBL_PC*)bl)->guild_emblem_id;
  7945. case BL_PET:
  7946. if (((TBL_PET*)bl)->master)
  7947. return ((TBL_PET*)bl)->master->guild_emblem_id;
  7948. break;
  7949. case BL_MOB:
  7950. {
  7951. map_session_data *msd;
  7952. struct mob_data *md = (struct mob_data *)bl;
  7953. if (md->guardian_data) // Guardian's guild [Skotlex]
  7954. return md->guardian_data->emblem_id;
  7955. if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != NULL)
  7956. return msd->guild_emblem_id; // Alchemist's mobs [Skotlex]
  7957. }
  7958. break;
  7959. case BL_HOM:
  7960. if (((TBL_HOM*)bl)->master)
  7961. return ((TBL_HOM*)bl)->master->guild_emblem_id;
  7962. break;
  7963. case BL_MER:
  7964. if (((TBL_MER*)bl)->master)
  7965. return ((TBL_MER*)bl)->master->guild_emblem_id;
  7966. break;
  7967. case BL_NPC:
  7968. if (((TBL_NPC*)bl)->subtype == NPCTYPE_SCRIPT && ((TBL_NPC*)bl)->u.scr.guild_id > 0) {
  7969. struct guild *g = guild_search(((TBL_NPC*)bl)->u.scr.guild_id);
  7970. if (g)
  7971. return g->emblem_id;
  7972. }
  7973. break;
  7974. case BL_ELEM:
  7975. if (((TBL_ELEM*)bl)->master)
  7976. return ((TBL_ELEM*)bl)->master->guild_emblem_id;
  7977. break;
  7978. }
  7979. return 0;
  7980. }
  7981. /**
  7982. * Gets the race2 of a mob or pet
  7983. * @param bl: Object whose race2 to get [MOB|PET]
  7984. * @return race2
  7985. */
  7986. std::vector<e_race2> status_get_race2(struct block_list *bl)
  7987. {
  7988. nullpo_retr(std::vector<e_race2>(),bl);
  7989. if (bl->type == BL_MOB)
  7990. return ((struct mob_data *)bl)->db->race2;
  7991. if (bl->type == BL_PET)
  7992. return ((struct pet_data *)bl)->db->race2;
  7993. return std::vector<e_race2>();
  7994. }
  7995. /**
  7996. * Checks if an object is dead
  7997. * @param bl: Object to check [PC|MOB|HOM|MER|ELEM]
  7998. * @return 1: Is dead or 0: Is alive
  7999. */
  8000. int status_isdead(struct block_list *bl)
  8001. {
  8002. nullpo_ret(bl);
  8003. return status_get_status_data(bl)->hp == 0;
  8004. }
  8005. /**
  8006. * Checks if an object is immune to magic
  8007. * @param bl: Object to check [PC|MOB|HOM|MER|ELEM]
  8008. * @return value of magic damage to be blocked
  8009. */
  8010. int status_isimmune(struct block_list *bl)
  8011. {
  8012. status_change *sc =status_get_sc(bl);
  8013. if (sc) {
  8014. if (sc->getSCE(SC_HERMODE))
  8015. return 100;
  8016. if (sc->getSCE(SC_DEADLY_DEFEASANCE))
  8017. return 0;
  8018. }
  8019. if (bl->type == BL_PC &&
  8020. ((TBL_PC*)bl)->special_state.no_magic_damage >= battle_config.gtb_sc_immunity)
  8021. return ((TBL_PC*)bl)->special_state.no_magic_damage;
  8022. return 0;
  8023. }
  8024. /**
  8025. * Get view data of an object
  8026. * @param bl: Object whose view data to get [PC|MOB|PET|HOM|MER|ELEM|NPC]
  8027. * @return view data structure bl->vd
  8028. */
  8029. struct view_data* status_get_viewdata(struct block_list *bl)
  8030. {
  8031. nullpo_retr(NULL, bl);
  8032. switch (bl->type) {
  8033. case BL_PC: return &((TBL_PC*)bl)->vd;
  8034. case BL_MOB: return ((TBL_MOB*)bl)->vd;
  8035. case BL_PET: return &((TBL_PET*)bl)->vd;
  8036. case BL_NPC: return &((TBL_NPC*)bl)->vd;
  8037. case BL_HOM: return ((TBL_HOM*)bl)->vd;
  8038. case BL_MER: return ((TBL_MER*)bl)->vd;
  8039. case BL_ELEM: return ((TBL_ELEM*)bl)->vd;
  8040. }
  8041. return NULL;
  8042. }
  8043. /**
  8044. * Set view data of an object
  8045. * This function deals with class, mount, and item views
  8046. * SC views are set in clif_getareachar_unit()
  8047. * @param bl: Object whose view data to set [PC|MOB|PET|HOM|MER|ELEM|NPC]
  8048. * @param class_: class of the object
  8049. */
  8050. void status_set_viewdata(struct block_list *bl, int class_)
  8051. {
  8052. struct view_data* vd;
  8053. nullpo_retv(bl);
  8054. if (mobdb_checkid(class_) || mob_is_clone(class_))
  8055. vd = mob_get_viewdata(class_);
  8056. else if (npcdb_checkid(class_))
  8057. vd = npc_get_viewdata(class_);
  8058. else if (homdb_checkid(class_))
  8059. vd = hom_get_viewdata(class_);
  8060. else if (mercenary_db.exists(class_))
  8061. vd = mercenary_get_viewdata(class_);
  8062. else if (elemental_db.exists(class_))
  8063. vd = elemental_get_viewdata(class_);
  8064. else
  8065. vd = NULL;
  8066. switch (bl->type) {
  8067. case BL_PC:
  8068. {
  8069. TBL_PC* sd = (TBL_PC*)bl;
  8070. if (pcdb_checkid(class_)) {
  8071. if (sd->sc.option&OPTION_RIDING) {
  8072. switch (class_) { // Adapt class to a Mounted one.
  8073. case JOB_KNIGHT:
  8074. class_ = JOB_KNIGHT2;
  8075. break;
  8076. case JOB_CRUSADER:
  8077. class_ = JOB_CRUSADER2;
  8078. break;
  8079. case JOB_LORD_KNIGHT:
  8080. class_ = JOB_LORD_KNIGHT2;
  8081. break;
  8082. case JOB_PALADIN:
  8083. class_ = JOB_PALADIN2;
  8084. break;
  8085. case JOB_BABY_KNIGHT:
  8086. class_ = JOB_BABY_KNIGHT2;
  8087. break;
  8088. case JOB_BABY_CRUSADER:
  8089. class_ = JOB_BABY_CRUSADER2;
  8090. break;
  8091. }
  8092. }
  8093. sd->vd.class_ = class_;
  8094. clif_get_weapon_view(sd, &sd->vd.weapon, &sd->vd.shield);
  8095. sd->vd.head_top = sd->status.head_top;
  8096. sd->vd.head_mid = sd->status.head_mid;
  8097. sd->vd.head_bottom = sd->status.head_bottom;
  8098. sd->vd.hair_style = cap_value(sd->status.hair, MIN_HAIR_STYLE, MAX_HAIR_STYLE);
  8099. sd->vd.hair_color = cap_value(sd->status.hair_color, MIN_HAIR_COLOR, MAX_HAIR_COLOR);
  8100. sd->vd.cloth_color = cap_value(sd->status.clothes_color, MIN_CLOTH_COLOR, MAX_CLOTH_COLOR);
  8101. sd->vd.body_style = cap_value(sd->status.body, MIN_BODY_STYLE, MAX_BODY_STYLE);
  8102. sd->vd.sex = sd->status.sex;
  8103. if (sd->vd.cloth_color) {
  8104. if(sd->sc.option&OPTION_WEDDING && battle_config.wedding_ignorepalette)
  8105. sd->vd.cloth_color = 0;
  8106. if(sd->sc.option&OPTION_XMAS && battle_config.xmas_ignorepalette)
  8107. sd->vd.cloth_color = 0;
  8108. if(sd->sc.option&(OPTION_SUMMER|OPTION_SUMMER2) && battle_config.summer_ignorepalette)
  8109. sd->vd.cloth_color = 0;
  8110. if(sd->sc.option&OPTION_HANBOK && battle_config.hanbok_ignorepalette)
  8111. sd->vd.cloth_color = 0;
  8112. if(sd->sc.option&OPTION_OKTOBERFEST && battle_config.oktoberfest_ignorepalette)
  8113. sd->vd.cloth_color = 0;
  8114. }
  8115. if ( sd->vd.body_style && sd->sc.option&OPTION_COSTUME)
  8116. sd->vd.body_style = 0;
  8117. } else if (vd)
  8118. memcpy(&sd->vd, vd, sizeof(struct view_data));
  8119. else
  8120. ShowError("status_set_viewdata (PC): No view data for class %d\n", class_);
  8121. }
  8122. break;
  8123. case BL_MOB:
  8124. {
  8125. TBL_MOB* md = (TBL_MOB*)bl;
  8126. if (vd){
  8127. mob_free_dynamic_viewdata( md );
  8128. md->vd = vd;
  8129. }else if( pcdb_checkid( class_ ) ){
  8130. mob_set_dynamic_viewdata( md );
  8131. md->vd->class_ = class_;
  8132. md->vd->hair_style = cap_value(md->vd->hair_style, MIN_HAIR_STYLE, MAX_HAIR_STYLE);
  8133. md->vd->hair_color = cap_value(md->vd->hair_color, MIN_HAIR_COLOR, MAX_HAIR_COLOR);
  8134. }else
  8135. ShowError("status_set_viewdata (MOB): No view data for class %d\n", class_);
  8136. }
  8137. break;
  8138. case BL_PET:
  8139. {
  8140. TBL_PET* pd = (TBL_PET*)bl;
  8141. if (vd) {
  8142. memcpy(&pd->vd, vd, sizeof(struct view_data));
  8143. if (!pcdb_checkid(vd->class_)) {
  8144. pd->vd.hair_style = battle_config.pet_hair_style;
  8145. if(pd->pet.equip) {
  8146. pd->vd.head_bottom = itemdb_viewid(pd->pet.equip);
  8147. if (!pd->vd.head_bottom)
  8148. pd->vd.head_bottom = pd->pet.equip;
  8149. }
  8150. }
  8151. } else
  8152. ShowError("status_set_viewdata (PET): No view data for class %d\n", class_);
  8153. }
  8154. break;
  8155. case BL_NPC:
  8156. {
  8157. TBL_NPC* nd = (TBL_NPC*)bl;
  8158. if (vd)
  8159. memcpy(&nd->vd, vd, sizeof(struct view_data));
  8160. else if (pcdb_checkid(class_)) {
  8161. memset(&nd->vd, 0, sizeof(struct view_data));
  8162. nd->vd.class_ = class_;
  8163. nd->vd.hair_style = cap_value(nd->vd.hair_style, MIN_HAIR_STYLE, MAX_HAIR_STYLE);
  8164. } else {
  8165. ShowError("status_set_viewdata (NPC): Invalid view data %d\n", class_);
  8166. if (bl->m >= 0)
  8167. ShowDebug("Source (NPC): %s at %s (%d,%d)\n", nd->name, map_mapid2mapname(bl->m), bl->x, bl->y);
  8168. else
  8169. ShowDebug("Source (NPC): %s (invisible/not on a map)\n", nd->name);
  8170. ShowDebug( "Source (NPC): %s is located in: %s\n", nd->name, nd->path );
  8171. }
  8172. break;
  8173. }
  8174. break;
  8175. case BL_HOM:
  8176. {
  8177. struct homun_data *hd = (struct homun_data*)bl;
  8178. if (vd)
  8179. hd->vd = vd;
  8180. else
  8181. ShowError("status_set_viewdata (HOMUNCULUS): No view data for class %d\n", class_);
  8182. }
  8183. break;
  8184. case BL_MER:
  8185. {
  8186. s_mercenary_data *md = (s_mercenary_data*)bl;
  8187. if (vd)
  8188. md->vd = vd;
  8189. else
  8190. ShowError("status_set_viewdata (MERCENARY): No view data for class %d\n", class_);
  8191. }
  8192. break;
  8193. case BL_ELEM:
  8194. {
  8195. s_elemental_data *ed = (s_elemental_data*)bl;
  8196. if (vd)
  8197. ed->vd = vd;
  8198. else
  8199. ShowError("status_set_viewdata (ELEMENTAL): No view data for class %d\n", class_);
  8200. }
  8201. break;
  8202. }
  8203. }
  8204. /**
  8205. * Get status change data of an object
  8206. * @param bl: Object whose sc data to get [PC|MOB|HOM|MER|ELEM|NPC]
  8207. * @return status change data structure bl->sc
  8208. */
  8209. status_change *status_get_sc(struct block_list *bl)
  8210. {
  8211. if( bl )
  8212. switch (bl->type) {
  8213. case BL_PC: return &((TBL_PC*)bl)->sc;
  8214. case BL_MOB: return &((TBL_MOB*)bl)->sc;
  8215. case BL_NPC: return &((TBL_NPC*)bl)->sc;
  8216. case BL_HOM: return &((TBL_HOM*)bl)->sc;
  8217. case BL_MER: return &((TBL_MER*)bl)->sc;
  8218. case BL_ELEM: return &((TBL_ELEM*)bl)->sc;
  8219. }
  8220. return NULL;
  8221. }
  8222. /**
  8223. * Initiate (memset) the status change data of an object
  8224. * @param bl: Object whose sc data to memset [PC|MOB|HOM|MER|ELEM|NPC]
  8225. */
  8226. void status_change_init(struct block_list *bl)
  8227. {
  8228. status_change *sc = status_get_sc(bl);
  8229. nullpo_retv(sc);
  8230. memset(sc, 0, sizeof (status_change));
  8231. sc->lastEffect = SC_NONE;
  8232. sc->lastEffectTimer = INVALID_TIMER;
  8233. }
  8234. /*========================================== [Playtester]
  8235. * Returns the interval for status changes that iterate multiple times
  8236. * through the timer (e.g. those that deal damage in regular intervals)
  8237. * @param type: Status change (SC_*)
  8238. *------------------------------------------*/
  8239. static int status_get_sc_interval(enum sc_type type)
  8240. {
  8241. switch (type) {
  8242. case SC_POISON:
  8243. case SC_LEECHESEND:
  8244. case SC_DPOISON:
  8245. case SC_DEATHHURT:
  8246. return 1000;
  8247. case SC_BURNING:
  8248. case SC_PYREXIA:
  8249. return 3000;
  8250. case SC_MAGICMUSHROOM:
  8251. return 4000;
  8252. case SC_STONE:
  8253. return 5000;
  8254. case SC_BLEEDING:
  8255. case SC_TOXIN:
  8256. return 10000;
  8257. case SC_HELLS_PLANT:
  8258. return 333;
  8259. case SC_SHIELDSPELL_HP:
  8260. return 3000;
  8261. case SC_SHIELDSPELL_SP:
  8262. return 5000;
  8263. default:
  8264. break;
  8265. }
  8266. return 0;
  8267. }
  8268. /**
  8269. * Applies SC defense to a given status change
  8270. * This function also determines whether or not the status change will be applied
  8271. * @param src: Source of the status change [PC|MOB|HOM|MER|ELEM|NPC]
  8272. * @param bl: Target of the status change
  8273. * @param type: Status change (SC_*)
  8274. * @param rate: Initial percentage rate of affecting bl (0~10000)
  8275. * @param tick: Initial duration that the status change affects bl
  8276. * @param flag: Value which determines what parts to calculate. See e_status_change_start_flags
  8277. * @return adjusted duration based on flag values
  8278. */
  8279. 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)
  8280. {
  8281. /// Resistance rate: 10000 = 100%
  8282. /// Example: 50% (5000) -> sc_def = 5000 -> 25%;
  8283. /// 5000ms -> tick_def = 5000 -> 2500ms
  8284. int sc_def = 0, tick_def = -1; // -1 = use sc_def
  8285. /// Fixed resistance value (after rate calculation)
  8286. /// Example: 25% (2500) -> sc_def2 = 2000 -> 5%;
  8287. /// 2500ms -> tick_def2=2000 -> 500ms
  8288. int sc_def2 = 0, tick_def2 = 0;
  8289. struct status_data *status, *status_src;
  8290. status_change *sc;
  8291. map_session_data *sd;
  8292. nullpo_ret(bl);
  8293. if (src == NULL)
  8294. return tick?tick:1; // This should not happen in current implementation, but leave it anyway
  8295. // Skills (magic type) that are blocked by Golden Thief Bug card or Wand of Hermod
  8296. if (status_isimmune(bl)) {
  8297. std::shared_ptr<s_skill_db> skill = skill_db.find(battle_getcurrentskill(src));
  8298. if (skill == nullptr) // Check for ground-type skills using the status when a player moves through units
  8299. skill = skill_db.find(status_db.getSkill(type));
  8300. if (skill != nullptr && skill->skill_type == BF_MAGIC && // Basic magic skill
  8301. !skill->inf2[INF2_IGNOREGTB] && // Specific skill to bypass
  8302. ((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
  8303. (skill->inf == INF_SELF_SKILL && src != bl))) // Self skills should get blocked on all targets except self
  8304. return 0;
  8305. }
  8306. sd = BL_CAST(BL_PC,bl);
  8307. status = status_get_status_data(bl);
  8308. status_src = status_get_status_data(src);
  8309. sc = status_get_sc(bl);
  8310. if( sc && !sc->count )
  8311. sc = NULL;
  8312. #ifdef RENEWAL
  8313. uint16 levelAdv = (static_cast<uint16>(pow(max(0, status_get_lv(src) - status_get_lv(bl)), 2)) / 5) * 100;
  8314. #endif
  8315. switch (type) {
  8316. case SC_POISON:
  8317. case SC_DPOISON:
  8318. #ifndef RENEWAL
  8319. sc_def = status->vit*100;
  8320. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  8321. if (sd) {
  8322. // For players: 60000 - 450*vit - 100*luk
  8323. tick_def = status->vit*75;
  8324. tick_def2 = status->luk*100;
  8325. } else {
  8326. // For monsters: 30000 - 200*vit
  8327. tick /= 2;
  8328. tick_def = (status->vit*200)/3;
  8329. }
  8330. #else
  8331. sc_def = status->vit * 100 - levelAdv;
  8332. tick_def2 = -2000;
  8333. #endif
  8334. break;
  8335. case SC_STUN:
  8336. #ifndef RENEWAL
  8337. sc_def = status->vit*100;
  8338. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  8339. tick_def2 = status->luk*10;
  8340. #else
  8341. sc_def = status->vit * 100 - levelAdv;
  8342. tick_def2 = -500;
  8343. #endif
  8344. break;
  8345. case SC_SILENCE:
  8346. #ifndef RENEWAL
  8347. sc_def = status->vit*100;
  8348. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  8349. tick_def2 = status->luk*10;
  8350. #else
  8351. sc_def = status->int_ * 100 - levelAdv;
  8352. tick_def2 = -2000;
  8353. #endif
  8354. break;
  8355. case SC_BLEEDING:
  8356. #ifndef RENEWAL
  8357. sc_def = status->vit*100;
  8358. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  8359. tick_def2 = status->luk*10;
  8360. #else
  8361. sc_def = status->agi * 100 - levelAdv;
  8362. tick_def2 = -12000;
  8363. #endif
  8364. break;
  8365. case SC_SLEEP:
  8366. #ifndef RENEWAL
  8367. sc_def = status->int_*100;
  8368. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  8369. tick_def2 = status->luk*10;
  8370. #else
  8371. sc_def = status->agi * 100 - levelAdv;
  8372. tick_def2 = -2000;
  8373. #endif
  8374. break;
  8375. case SC_STONEWAIT:
  8376. #ifndef RENEWAL
  8377. sc_def = status->mdef*100;
  8378. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  8379. tick_def = 0; // No duration reduction
  8380. #else
  8381. sc_def = status->mdef * 100 - levelAdv;
  8382. tick_def2 = -3000;
  8383. #endif
  8384. break;
  8385. case SC_FREEZE:
  8386. #ifndef RENEWAL
  8387. sc_def = status->mdef*100;
  8388. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  8389. tick_def2 = status_src->luk*-10; // Caster can increase final duration with luk
  8390. #else
  8391. sc_def = status->mdef * 100 - levelAdv;
  8392. tick_def2 = -3000;
  8393. #endif
  8394. break;
  8395. case SC_CURSE:
  8396. // Special property: immunity when luk is zero
  8397. if (status->luk == 0)
  8398. return 0;
  8399. #ifndef RENEWAL
  8400. sc_def = status->luk*100;
  8401. sc_def2 = status->luk*10 - status_get_lv(src)*10; // Curse only has a level penalty and no resistance
  8402. tick_def = status->vit*100;
  8403. tick_def2 = status->luk*10;
  8404. #else
  8405. sc_def = status->luk * 100 - levelAdv;
  8406. tick_def2 = -2000;
  8407. #endif
  8408. break;
  8409. case SC_BLIND:
  8410. #ifndef RENEWAL
  8411. sc_def = (status->vit + status->int_)*50;
  8412. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  8413. tick_def2 = status->luk*10;
  8414. #else
  8415. sc_def = status->int_ * 100 - levelAdv;
  8416. tick_def2 = -2000;
  8417. #endif
  8418. break;
  8419. case SC_CONFUSION:
  8420. #ifndef RENEWAL
  8421. sc_def = (status->str + status->int_)*50;
  8422. sc_def2 = status_get_lv(src)*10 - status_get_lv(bl)*10 - status->luk*10; // Reversed sc_def2
  8423. tick_def2 = status->luk*10;
  8424. #else
  8425. sc_def = status->luk * 100 - levelAdv;
  8426. tick_def2 = -2000;
  8427. #endif
  8428. break;
  8429. case SC_DECREASEAGI:
  8430. if (sd)
  8431. tick /= 2; // Half duration for players.
  8432. sc_def2 = status->mdef*100;
  8433. break;
  8434. case SC_ANKLE:
  8435. if(status_has_mode(status,MD_STATUSIMMUNE)) // Lasts 5 times less on bosses
  8436. tick /= 5;
  8437. sc_def = status->agi*50;
  8438. break;
  8439. case SC_JOINTBEAT:
  8440. tick_def2 = 1000 * ((status->luk / 2 + status->agi / 5) / 2); // (50 * LUK / 100 + 20 * AGI / 100) / 2
  8441. break;
  8442. case SC_DEEPSLEEP:
  8443. tick_def2 = status_get_base_status(bl)->int_ * 25 + status_get_lv(bl) * 50;
  8444. break;
  8445. case SC_NETHERWORLD:
  8446. // Resistance: {(Target's Base Level / 50) + (Target's Job Level / 10)} seconds
  8447. tick_def2 = status_get_lv(bl) * 20 + (sd ? sd->status.job_level : 1) * 100;
  8448. break;
  8449. case SC_MARSHOFABYSS:
  8450. // 5 second (Fixed) + 25 second - {( INT + LUK ) / 20 second }
  8451. tick_def2 = (status->int_ + status->luk)*50;
  8452. break;
  8453. case SC_STASIS:
  8454. // 10 second (fixed) + { Stasis Skill level * 10 - (Target's VIT + DEX) / 20 }
  8455. tick_def2 = (status->vit + status->dex) * 50;
  8456. break;
  8457. case SC_WHITEIMPRISON:
  8458. if( src == bl ) // 100% on caster
  8459. break;
  8460. sc_def = status->str * 20 + status_get_lv(bl) * 20 + status->luk * 10;
  8461. tick_def2 = -2000;
  8462. break;
  8463. case SC_FEAR:
  8464. sc_def = status->int_ * 20 + status_get_lv(bl) * 20 + status->luk * 10;
  8465. tick_def2 = -4000; // 2 seconds is applied twice on Aegis
  8466. break;
  8467. case SC_BURNING:
  8468. sc_def = status->agi * 20 + status_get_lv(bl) * 20 + status->luk * 10;
  8469. tick_def2 = -2000;
  8470. break;
  8471. case SC_FREEZING:
  8472. tick_def2 = (status->vit + status->dex) * 50;
  8473. break;
  8474. case SC_OBLIVIONCURSE: // 100% - (100 - 0.8 x INT)
  8475. sc_def = status->int_ * 80;
  8476. sc_def = max(sc_def, 500); // minimum of 5% resist
  8477. tick_def = 0;
  8478. tick_def2 = (status->vit + status->luk) * 500;
  8479. break;
  8480. case SC_TOXIN:
  8481. case SC_PARALYSE:
  8482. case SC_VENOMBLEED:
  8483. case SC_MAGICMUSHROOM:
  8484. case SC_DEATHHURT:
  8485. case SC_PYREXIA:
  8486. case SC_LEECHESEND:
  8487. tick_def2 = (status->vit + status->luk) * 500;
  8488. break;
  8489. case SC_BITE: // {(Base Success chance) - (Target's AGI / 4)}
  8490. sc_def2 = status->agi*25;
  8491. break;
  8492. case SC_ELECTRICSHOCKER:
  8493. tick_def2 = (status->vit + status->agi) * 70;
  8494. break;
  8495. case SC_CRYSTALIZE:
  8496. tick_def2 = status_get_base_status(bl)->vit * 100;
  8497. break;
  8498. case SC_VACUUM_EXTREME:
  8499. tick_def2 = (sd ? sd->status.str : status_get_base_status(bl)->str) * 50;
  8500. break;
  8501. case SC_KYOUGAKU:
  8502. tick_def2 = 30*status->int_;
  8503. break;
  8504. case SC_PARALYSIS:
  8505. tick_def2 = (status->vit + status->luk)*50;
  8506. break;
  8507. case SC_VOICEOFSIREN:
  8508. // Resistance: {(Target's Base Level / 10) + (Target's Job Level / 5)} seconds
  8509. tick_def2 = status_get_lv(bl) * 100 + (sd ? sd->status.job_level : 1) * 200;
  8510. break;
  8511. case SC_B_TRAP:
  8512. tick_def = (sd ? sd->status.str : status_get_base_status(bl)->str) * 50; //! TODO: Figure out reduction formula
  8513. break;
  8514. case SC_NORECOVER_STATE:
  8515. tick_def2 = status->luk * 100;
  8516. break;
  8517. default:
  8518. // Effect that cannot be reduced? Likely a buff.
  8519. if (!(rnd()%10000 < rate))
  8520. return 0;
  8521. return tick ? tick : 1;
  8522. }
  8523. if (sd) {
  8524. if (battle_config.pc_sc_def_rate != 100) {
  8525. sc_def = sc_def*battle_config.pc_sc_def_rate/100;
  8526. sc_def2 = sc_def2*battle_config.pc_sc_def_rate/100;
  8527. }
  8528. sc_def = cap_value(sc_def, 0, battle_config.pc_max_sc_def*100);
  8529. sc_def2 = cap_value(sc_def2, 0, battle_config.pc_max_sc_def*100);
  8530. if (battle_config.pc_sc_def_rate != 100) {
  8531. tick_def = tick_def*battle_config.pc_sc_def_rate/100;
  8532. tick_def2 = tick_def2*battle_config.pc_sc_def_rate/100;
  8533. }
  8534. } else {
  8535. if (battle_config.mob_sc_def_rate != 100) {
  8536. sc_def = sc_def*battle_config.mob_sc_def_rate/100;
  8537. sc_def2 = sc_def2*battle_config.mob_sc_def_rate/100;
  8538. }
  8539. sc_def = cap_value(sc_def, 0, battle_config.mob_max_sc_def*100);
  8540. sc_def2 = cap_value(sc_def2, 0, battle_config.mob_max_sc_def*100);
  8541. if (battle_config.mob_sc_def_rate != 100) {
  8542. tick_def = tick_def*battle_config.mob_sc_def_rate/100;
  8543. tick_def2 = tick_def2*battle_config.mob_sc_def_rate/100;
  8544. }
  8545. }
  8546. if (sc) {
  8547. if (sc->getSCE(SC_SCRESIST))
  8548. sc_def += sc->getSCE(SC_SCRESIST)->val1*100; // Status resist
  8549. #ifdef RENEWAL
  8550. 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))
  8551. sc_def += sc->getSCE(SC_SIEGFRIED)->val3 * 100; // Status resistance.
  8552. #else
  8553. else if (sc->getSCE(SC_SIEGFRIED))
  8554. sc_def += sc->getSCE(SC_SIEGFRIED)->val3*100; // Status resistance.
  8555. #endif
  8556. else if (sc->getSCE(SC_LEECHESEND) && sc->getSCE(SC_LEECHESEND)->val3 == 0) {
  8557. switch (type) {
  8558. case SC_BLIND:
  8559. case SC_STUN:
  8560. return 0; // Immune
  8561. }
  8562. } else if (sc->getSCE(SC_OBLIVIONCURSE) && sc->getSCE(SC_OBLIVIONCURSE)->val3 == 0) {
  8563. switch (type) {
  8564. case SC_SILENCE:
  8565. case SC_CURSE:
  8566. return 0; // Immune
  8567. }
  8568. }
  8569. }
  8570. // When tick def not set, reduction is the same for both.
  8571. if(tick_def == -1)
  8572. tick_def = sc_def;
  8573. // Natural resistance
  8574. if (!(flag&SCSTART_NORATEDEF)) {
  8575. rate -= rate*sc_def/10000;
  8576. rate -= sc_def2;
  8577. // Item resistance (only applies to rate%)
  8578. if (sd) {
  8579. for (const auto &it : sd->reseff) {
  8580. if (it.id == type)
  8581. rate -= rate * it.val / 10000;
  8582. }
  8583. if (sd->sc.getSCE(SC_COMMONSC_RESIST) && SC_COMMON_MIN <= type && type <= SC_COMMON_MAX)
  8584. rate -= rate*sd->sc.getSCE(SC_COMMONSC_RESIST)->val1/100;
  8585. }
  8586. // Aegis accuracy
  8587. if(rate > 0 && rate%10 != 0) rate += (10 - rate%10);
  8588. }
  8589. std::shared_ptr<s_status_change_db> scdb = status_db.find(type);
  8590. // Cap minimum rate
  8591. rate = max(rate, scdb->min_rate);
  8592. if (rate < 10000 && (rate <= 0 || !(rnd()%10000 < rate)))
  8593. return 0;
  8594. // Duration cannot be reduced
  8595. if (flag&SCSTART_NOTICKDEF)
  8596. return i64max(tick, scdb->min_duration);
  8597. tick -= tick*tick_def/10000;
  8598. #ifdef RENEWAL
  8599. // Renewal applies item resistance also to duration
  8600. if (sd) {
  8601. for (const auto &it : sd->reseff) {
  8602. if (it.id == type)
  8603. tick -= tick * it.val / 10000;
  8604. }
  8605. if (sd->sc.getSCE(SC_COMMONSC_RESIST) && SC_COMMON_MIN <= type && type <= SC_COMMON_MAX)
  8606. tick -= tick * sd->sc.getSCE(SC_COMMONSC_RESIST)->val1 / 100;
  8607. }
  8608. #endif
  8609. tick -= tick_def2;
  8610. return i64max(tick, scdb->min_duration);
  8611. }
  8612. /**
  8613. * Applies SC effect
  8614. * @param bl: Source to apply effect
  8615. * @param type: Status change (SC_*)
  8616. * @param dval1~3: Depends on type of status change
  8617. * Author: Ind
  8618. */
  8619. void status_display_add(struct block_list *bl, enum sc_type type, int dval1, int dval2, int dval3) {
  8620. struct eri *eri;
  8621. struct sc_display_entry **sc_display;
  8622. struct sc_display_entry ***sc_display_ptr;
  8623. struct sc_display_entry *entry;
  8624. int i;
  8625. unsigned char sc_display_count;
  8626. unsigned char *sc_display_count_ptr;
  8627. nullpo_retv(bl);
  8628. switch( bl->type ){
  8629. case BL_PC: {
  8630. map_session_data* sd = (map_session_data*)bl;
  8631. sc_display_ptr = &sd->sc_display;
  8632. sc_display_count_ptr = &sd->sc_display_count;
  8633. eri = pc_sc_display_ers;
  8634. }
  8635. break;
  8636. case BL_NPC: {
  8637. struct npc_data* nd = (struct npc_data*)bl;
  8638. sc_display_ptr = &nd->sc_display;
  8639. sc_display_count_ptr = &nd->sc_display_count;
  8640. eri = npc_sc_display_ers;
  8641. }
  8642. break;
  8643. default:
  8644. return;
  8645. }
  8646. sc_display = *sc_display_ptr;
  8647. sc_display_count = *sc_display_count_ptr;
  8648. ARR_FIND(0, sc_display_count, i, sc_display[i]->type == type);
  8649. if( i != sc_display_count ) {
  8650. sc_display[i]->val1 = dval1;
  8651. sc_display[i]->val2 = dval2;
  8652. sc_display[i]->val3 = dval3;
  8653. return;
  8654. }
  8655. entry = ers_alloc(eri, struct sc_display_entry);
  8656. entry->type = type;
  8657. entry->val1 = dval1;
  8658. entry->val2 = dval2;
  8659. entry->val3 = dval3;
  8660. RECREATE(sc_display, struct sc_display_entry *, ++sc_display_count);
  8661. sc_display[sc_display_count - 1] = entry;
  8662. *sc_display_ptr = sc_display;
  8663. *sc_display_count_ptr = sc_display_count;
  8664. }
  8665. /**
  8666. * Removes SC effect
  8667. * @param bl: Source to remove effect
  8668. * @param type: Status change (SC_*)
  8669. * Author: Ind
  8670. */
  8671. void status_display_remove(struct block_list *bl, enum sc_type type) {
  8672. struct eri *eri;
  8673. struct sc_display_entry **sc_display;
  8674. struct sc_display_entry ***sc_display_ptr;
  8675. int i;
  8676. unsigned char sc_display_count;
  8677. unsigned char *sc_display_count_ptr;
  8678. nullpo_retv(bl);
  8679. switch( bl->type ){
  8680. case BL_PC: {
  8681. map_session_data* sd = (map_session_data*)bl;
  8682. sc_display_ptr = &sd->sc_display;
  8683. sc_display_count_ptr = &sd->sc_display_count;
  8684. eri = pc_sc_display_ers;
  8685. }
  8686. break;
  8687. case BL_NPC: {
  8688. struct npc_data* nd = (struct npc_data*)bl;
  8689. sc_display_ptr = &nd->sc_display;
  8690. sc_display_count_ptr = &nd->sc_display_count;
  8691. eri = npc_sc_display_ers;
  8692. }
  8693. break;
  8694. default:
  8695. return;
  8696. }
  8697. sc_display = *sc_display_ptr;
  8698. sc_display_count = *sc_display_count_ptr;
  8699. ARR_FIND(0, sc_display_count, i, sc_display[i]->type == type);
  8700. if( i != sc_display_count ) {
  8701. int cursor;
  8702. ers_free(eri, sc_display[i]);
  8703. sc_display[i] = NULL;
  8704. /* The all-mighty compact-o-matic */
  8705. for( i = 0, cursor = 0; i < sc_display_count; i++ ) {
  8706. if( sc_display[i] == NULL )
  8707. continue;
  8708. if( i != cursor )
  8709. sc_display[cursor] = sc_display[i];
  8710. cursor++;
  8711. }
  8712. if( !(sc_display_count = cursor) ) {
  8713. aFree(sc_display);
  8714. sc_display = NULL;
  8715. }
  8716. *sc_display_ptr = sc_display;
  8717. *sc_display_count_ptr = sc_display_count;
  8718. }
  8719. }
  8720. /**
  8721. * Applies SC defense to a given status change
  8722. * This function also determines whether or not the status change will be applied
  8723. * @param src: Source of the status change [PC|MOB|HOM|MER|ELEM|NPC]
  8724. * @param bl: Target of the status change (See: enum sc_type)
  8725. * @param type: Status change (SC_*)
  8726. * @param rate: Initial percentage rate of affecting bl (0~10000)
  8727. * @param val1~4: Depends on type of status change
  8728. * @param duration: Initial duration that the status change affects bl
  8729. * @param flag: Value which determines what parts to calculate. See e_status_change_start_flags
  8730. * @param delay: Delay in milliseconds before the SC is applied
  8731. * @return adjusted duration based on flag values
  8732. */
  8733. 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) {
  8734. map_session_data *sd = NULL;
  8735. status_change* sc;
  8736. struct status_change_entry* sce;
  8737. struct status_data *status;
  8738. struct view_data *vd;
  8739. int undead_flag, tick_time = 0;
  8740. bool sc_isnew = true;
  8741. std::shared_ptr<s_status_change_db> scdb = status_db.find(type);
  8742. nullpo_ret(bl);
  8743. sc = status_get_sc(bl);
  8744. status = status_get_status_data(bl);
  8745. if( !scdb ) {
  8746. ShowError("status_change_start: Invalid status change (%d)!\n", type);
  8747. return 0;
  8748. }
  8749. if( !sc )
  8750. return 0; // Unable to receive status changes
  8751. 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
  8752. return 0;
  8753. if (status_change_isDisabledOnMap(type, map_getmapdata(bl->m)))
  8754. return 0;
  8755. if (sc->getSCE(SC_GRAVITYCONTROL))
  8756. return 0; // !TODO: Confirm what statuses/conditions (if not all) are blocked.
  8757. // Uncomment to prevent status adding hp to gvg mob (like bloodylust=hp*3 etc...
  8758. // if (bl->type == BL_MOB)
  8759. // if (util::vector_exists(status_get_race2(bl), RC2_GVG) && status_sc2scb_flag(type)&SCB_MAXHP) return 0;
  8760. // Fail if Madogear is active
  8761. if (sc->option&OPTION_MADOGEAR && flag&SCSTART_NOAVOID && scdb->flag[SCF_FAILEDMADO])
  8762. return 0;
  8763. // Check for Boss resistances
  8764. if(status->mode&MD_STATUSIMMUNE && !(flag&SCSTART_NOAVOID) && scdb->flag[SCF_BOSSRESIST])
  8765. return 0;
  8766. // Check for MVP resistance
  8767. if(status->mode&MD_MVP && !(flag&SCSTART_NOAVOID) && scdb->flag[SCF_MVPRESIST])
  8768. return 0;
  8769. // End the SCs from the list and immediately return
  8770. // If anything in this list is removed, the rest is ignored.
  8771. if (!scdb->endreturn.empty()) {
  8772. bool isRemoved = false;
  8773. for (const auto &it : scdb->endreturn) {
  8774. sc_type rem_sc = it;
  8775. if (sc->getSCE(rem_sc)) {
  8776. status_change_end(bl, rem_sc);
  8777. isRemoved = true;
  8778. }
  8779. }
  8780. if (isRemoved) // Something was removed, don't give the status
  8781. return 1; // Return 1 so that sc_start can be checked as success
  8782. }
  8783. // Check failing SCs from list
  8784. if (!scdb->fail.empty()) {
  8785. for (const auto &it : scdb->fail) {
  8786. // Don't let OPT1 that have RemoveOnDamaged start a new effect in the same attack.
  8787. if (sc->getSCE(it) || sc->lastEffect == it)
  8788. return 0;
  8789. }
  8790. }
  8791. // Adjust tick according to status resistances
  8792. if( !(flag&(SCSTART_NOAVOID|SCSTART_LOADED)) ) {
  8793. duration = status_get_sc_def(src, bl, type, rate, duration, flag);
  8794. if( !duration )
  8795. return 0;
  8796. }
  8797. int tick = (int)duration;
  8798. sd = BL_CAST(BL_PC, bl);
  8799. vd = status_get_viewdata(bl);
  8800. undead_flag = battle_check_undead(status->race,status->def_ele);
  8801. // Check for immunities / sc fails
  8802. switch (type) {
  8803. case SC_VACUUM_EXTREME:
  8804. 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)
  8805. return 0;
  8806. break;
  8807. case SC_STONE:
  8808. case SC_STONEWAIT:
  8809. case SC_FREEZE:
  8810. // Undead are immune to Freeze/Stone
  8811. if (undead_flag && !(flag&SCSTART_NOAVOID))
  8812. return 0;
  8813. break;
  8814. case SC_BURNING:
  8815. // Level 2 Fire Element is immune
  8816. if (status->def_ele == ELE_FIRE && status->ele_lv == 2)
  8817. return 0;
  8818. break;
  8819. case SC_ALL_RIDING:
  8820. if( !sd || sc->option&(OPTION_RIDING|OPTION_DRAGON|OPTION_WUG|OPTION_MADOGEAR) )
  8821. return 0;
  8822. break;
  8823. case SC_SIGNUMCRUCIS:
  8824. // Only affects demons and undead element (but not players)
  8825. if((!undead_flag && status->race!=RC_DEMON) || bl->type == BL_PC)
  8826. return 0;
  8827. break;
  8828. case SC_KYRIE:
  8829. case SC_TUNAPARTY:
  8830. if (bl->type == BL_MOB)
  8831. return 0;
  8832. break;
  8833. case SC_ADRENALINE:
  8834. if(sd && !pc_check_weapontype(sd,skill_get_weapontype(BS_ADRENALINE)))
  8835. return 0;
  8836. break;
  8837. case SC_ADRENALINE2:
  8838. if(sd && !pc_check_weapontype(sd,skill_get_weapontype(BS_ADRENALINE2)))
  8839. return 0;
  8840. break;
  8841. case SC_CLOAKING:
  8842. // Avoid cloaking with no wall and low skill level. [Skotlex]
  8843. // Due to the cloaking card, we have to check the wall versus to known
  8844. // skill level rather than the used one. [Skotlex]
  8845. // if (sd && val1 < 3 && skill_check_cloaking(bl,NULL))
  8846. if( sd && pc_checkskill(sd, AS_CLOAKING) < 3 && !skill_check_cloaking(bl,NULL) )
  8847. return 0;
  8848. break;
  8849. case SC_MODECHANGE: {
  8850. int32 mode;
  8851. struct status_data *bstatus = status_get_base_status(bl);
  8852. if (!bstatus) return 0;
  8853. if (sc->getSCE(type)) { // Pile up with previous values.
  8854. if (!val2) val2 = sc->getSCE(type)->val2;
  8855. val3 |= sc->getSCE(type)->val3;
  8856. val4 |= sc->getSCE(type)->val4;
  8857. }
  8858. mode = val2 ? ((val2&~MD_MASK) | val2) : bstatus->mode; // Base mode
  8859. if (val4) mode = static_cast<e_mode>(mode&~val4); // Del mode
  8860. if (val3) mode = static_cast<e_mode>(mode | val3); // Add mode
  8861. if (mode == bstatus->mode) { // No change.
  8862. if (sc->getSCE(type)) // Abort previous status
  8863. return status_change_end(bl, type);
  8864. return 0;
  8865. }
  8866. }
  8867. break;
  8868. // Strip skills, need to divest something or it fails.
  8869. case SC_STRIPWEAPON:
  8870. if (val2 == 1)
  8871. val2 = 0; // Brandish Spear/Bowling Bash effet. Do not take weapon off.
  8872. else if (sd && !(flag&SCSTART_LOADED)) { // Apply sc anyway if loading saved sc_data
  8873. short i;
  8874. uint8 successFlag = 0;
  8875. if(sd->bonus.unstripable_equip&EQP_WEAPON)
  8876. return 0;
  8877. i = sd->equip_index[EQI_HAND_L];
  8878. if (i>=0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_WEAPON) {
  8879. successFlag|=1;
  8880. pc_unequipitem(sd,i,3); // Left-hand weapon
  8881. }
  8882. i = sd->equip_index[EQI_HAND_R];
  8883. if (i>=0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_WEAPON) {
  8884. successFlag|=2;
  8885. pc_unequipitem(sd,i,3);
  8886. }
  8887. if (!successFlag) return 0;
  8888. }
  8889. if (tick == 1) return 1; // Minimal duration: Only strip without causing the SC
  8890. break;
  8891. case SC_STRIPSHIELD:
  8892. if( val2 == 1 ) val2 = 0; // GX effect. Do not take shield off..
  8893. else
  8894. if (sd && !(flag&SCSTART_LOADED)) {
  8895. short i;
  8896. if(sd->bonus.unstripable_equip&EQP_SHIELD)
  8897. return 0;
  8898. i = sd->equip_index[EQI_HAND_L];
  8899. if ( i < 0 || !sd->inventory_data[i] || sd->inventory_data[i]->type != IT_ARMOR )
  8900. return 0;
  8901. pc_unequipitem(sd,i,3);
  8902. }
  8903. if (tick == 1) return 1; // Minimal duration: Only strip without causing the SC
  8904. break;
  8905. case SC_STRIPARMOR:
  8906. if (sd && !(flag&SCSTART_LOADED)) {
  8907. short i;
  8908. if(sd->bonus.unstripable_equip&EQP_ARMOR)
  8909. return 0;
  8910. i = sd->equip_index[EQI_ARMOR];
  8911. if ( i < 0 || !sd->inventory_data[i] )
  8912. return 0;
  8913. pc_unequipitem(sd,i,3);
  8914. }
  8915. if (tick == 1) return 1; // Minimal duration: Only strip without causing the SC
  8916. break;
  8917. case SC_STRIPHELM:
  8918. if (sd && !(flag&SCSTART_LOADED)) {
  8919. short i;
  8920. if(sd->bonus.unstripable_equip&EQP_HELM)
  8921. return 0;
  8922. i = sd->equip_index[EQI_HEAD_TOP];
  8923. if ( i < 0 || !sd->inventory_data[i] )
  8924. return 0;
  8925. pc_unequipitem(sd,i,3);
  8926. }
  8927. if (tick == 1) return 1; // Minimal duration: Only strip without causing the SC
  8928. break;
  8929. case SC_SHADOW_STRIP:
  8930. if (sd && !(flag&SCSTART_LOADED)) {
  8931. if (sd->bonus.unstripable_equip&EQP_SHADOW_GEAR)
  8932. return 0;
  8933. bool successFlag = false;
  8934. for( int i = EQI_SHADOW_ARMOR; i <= EQI_SHADOW_ACC_L; i++ ){
  8935. int index = sd->equip_index[i];
  8936. if( index >= 0 && sd->inventory_data[index] != nullptr ){
  8937. pc_unequipitem( sd, index, 3 );
  8938. successFlag = true;
  8939. }
  8940. }
  8941. if (!successFlag)
  8942. return 0;
  8943. }
  8944. if (tick == 1)
  8945. return 1;
  8946. break;
  8947. case SC_MERC_FLEEUP:
  8948. case SC_MERC_ATKUP:
  8949. case SC_MERC_HPUP:
  8950. case SC_MERC_SPUP:
  8951. case SC_MERC_HITUP:
  8952. if( bl->type != BL_MER )
  8953. return 0; // Stats only for Mercenaries
  8954. break;
  8955. case SC_STRFOOD:
  8956. if (sc->getSCE(SC_FOOD_STR_CASH) && sc->getSCE(SC_FOOD_STR_CASH)->val1 > val1)
  8957. return 0;
  8958. break;
  8959. case SC_AGIFOOD:
  8960. if (sc->getSCE(SC_FOOD_AGI_CASH) && sc->getSCE(SC_FOOD_AGI_CASH)->val1 > val1)
  8961. return 0;
  8962. break;
  8963. case SC_VITFOOD:
  8964. if (sc->getSCE(SC_FOOD_VIT_CASH) && sc->getSCE(SC_FOOD_VIT_CASH)->val1 > val1)
  8965. return 0;
  8966. break;
  8967. case SC_INTFOOD:
  8968. if (sc->getSCE(SC_FOOD_INT_CASH) && sc->getSCE(SC_FOOD_INT_CASH)->val1 > val1)
  8969. return 0;
  8970. break;
  8971. case SC_DEXFOOD:
  8972. if (sc->getSCE(SC_FOOD_DEX_CASH) && sc->getSCE(SC_FOOD_DEX_CASH)->val1 > val1)
  8973. return 0;
  8974. break;
  8975. case SC_LUKFOOD:
  8976. if (sc->getSCE(SC_FOOD_LUK_CASH) && sc->getSCE(SC_FOOD_LUK_CASH)->val1 > val1)
  8977. return 0;
  8978. break;
  8979. case SC_FOOD_STR_CASH:
  8980. if (sc->getSCE(SC_STRFOOD) && sc->getSCE(SC_STRFOOD)->val1 > val1)
  8981. return 0;
  8982. break;
  8983. case SC_FOOD_AGI_CASH:
  8984. if (sc->getSCE(SC_AGIFOOD) && sc->getSCE(SC_AGIFOOD)->val1 > val1)
  8985. return 0;
  8986. break;
  8987. case SC_FOOD_VIT_CASH:
  8988. if (sc->getSCE(SC_VITFOOD) && sc->getSCE(SC_VITFOOD)->val1 > val1)
  8989. return 0;
  8990. break;
  8991. case SC_FOOD_INT_CASH:
  8992. if (sc->getSCE(SC_INTFOOD) && sc->getSCE(SC_INTFOOD)->val1 > val1)
  8993. return 0;
  8994. break;
  8995. case SC_FOOD_DEX_CASH:
  8996. if (sc->getSCE(SC_DEXFOOD) && sc->getSCE(SC_DEXFOOD)->val1 > val1)
  8997. return 0;
  8998. break;
  8999. case SC_FOOD_LUK_CASH:
  9000. if (sc->getSCE(SC_LUKFOOD) && sc->getSCE(SC_LUKFOOD)->val1 > val1)
  9001. return 0;
  9002. break;
  9003. case SC_CAMOUFLAGE:
  9004. if( sd && pc_checkskill(sd, RA_CAMOUFLAGE) < 3 && !skill_check_camouflage(bl,NULL) )
  9005. return 0;
  9006. break;
  9007. case SC__STRIPACCESSORY:
  9008. if( sd ) {
  9009. short i = -1;
  9010. if( !(sd->bonus.unstripable_equip&EQP_ACC_L) ) {
  9011. i = sd->equip_index[EQI_ACC_L];
  9012. if( i >= 0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_ARMOR )
  9013. pc_unequipitem(sd,i,3); // Left-Accessory
  9014. }
  9015. if( !(sd->bonus.unstripable_equip&EQP_ACC_R) ) {
  9016. i = sd->equip_index[EQI_ACC_R];
  9017. if( i >= 0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_ARMOR )
  9018. pc_unequipitem(sd,i,3); // Right-Accessory
  9019. }
  9020. if( i < 0 )
  9021. return 0;
  9022. }
  9023. if (tick == 1) return 1; // Minimal duration: Only strip without causing the SC
  9024. break;
  9025. case SC_C_MARKER:
  9026. if (src == bl)
  9027. return 0;
  9028. else {
  9029. status_change *tsc = status_get_sc(bl);
  9030. // Failed if the target is already marked and the new marker that isn't same marker
  9031. if (tsc && tsc->getSCE(type) && tsc->getSCE(type)->val2 != src->id)
  9032. return 0;
  9033. }
  9034. break;
  9035. case SC_MADNESSCANCEL:
  9036. if (sc->getSCE(type)) { // Toggle the status but still consume requirements.
  9037. status_change_end(bl, type);
  9038. return 0;
  9039. }
  9040. break;
  9041. case SC_TOXIN:
  9042. case SC_PARALYSE:
  9043. case SC_VENOMBLEED:
  9044. case SC_MAGICMUSHROOM:
  9045. case SC_DEATHHURT:
  9046. case SC_PYREXIA:
  9047. case SC_OBLIVIONCURSE:
  9048. case SC_LEECHESEND:
  9049. if (val3 == 0) // Don't display icon on self
  9050. flag |= SCSTART_NOICON;
  9051. for (int32 i = SC_TOXIN; i <= SC_LEECHESEND; i++) {
  9052. if (sc->getSCE(i) && sc->getSCE(i)->val3 == 1) // It doesn't stack or even renew on the target
  9053. return 0;
  9054. else if (sc->getSCE(i) && sc->getSCE(i)->val3 == 0)
  9055. status_change_end(bl, static_cast<sc_type>(i)); // End the bonus part on the caster
  9056. }
  9057. break;
  9058. case SC_SPIRIT:
  9059. if( sd ){
  9060. uint64 target_class = 0;
  9061. uint64 mask = MAPID_UPPERMASK;
  9062. switch( val2 ){
  9063. case SL_ALCHEMIST:
  9064. target_class = MAPID_ALCHEMIST;
  9065. break;
  9066. case SL_ASSASIN:
  9067. target_class = MAPID_ASSASSIN;
  9068. break;
  9069. case SL_BARDDANCER:
  9070. target_class = MAPID_BARDDANCER;
  9071. break;
  9072. case SL_BLACKSMITH:
  9073. target_class = MAPID_BLACKSMITH;
  9074. break;
  9075. case SL_CRUSADER:
  9076. target_class = MAPID_CRUSADER;
  9077. break;
  9078. case SL_HUNTER:
  9079. target_class = MAPID_HUNTER;
  9080. break;
  9081. case SL_KNIGHT:
  9082. target_class = MAPID_KNIGHT;
  9083. break;
  9084. case SL_MONK:
  9085. target_class = MAPID_MONK;
  9086. break;
  9087. case SL_PRIEST:
  9088. target_class = MAPID_PRIEST;
  9089. break;
  9090. case SL_ROGUE:
  9091. target_class = MAPID_ROGUE;
  9092. break;
  9093. case SL_SAGE:
  9094. target_class = MAPID_SAGE;
  9095. break;
  9096. case SL_SOULLINKER:
  9097. target_class = MAPID_SOUL_LINKER;
  9098. break;
  9099. case SL_STAR:
  9100. target_class = MAPID_STAR_GLADIATOR;
  9101. break;
  9102. case SL_SUPERNOVICE:
  9103. target_class = MAPID_SUPER_NOVICE;
  9104. break;
  9105. case SL_WIZARD:
  9106. target_class = MAPID_WIZARD;
  9107. break;
  9108. case SL_HIGH:
  9109. if( sd->status.base_level < 70 ){
  9110. return 0;
  9111. }
  9112. mask |= JOBL_UPPER;
  9113. target_class = MAPID_NOVICE_HIGH;
  9114. break;
  9115. default:
  9116. ShowError( "Unknown skill id %d for SC_SPIRIT.\n", val2 );
  9117. return 0;
  9118. }
  9119. if( ( sd->class_ & mask ) != target_class ){
  9120. return 0;
  9121. }
  9122. }else{
  9123. // Status change is only applicable for players
  9124. return 0;
  9125. }
  9126. break;
  9127. case SC_SOULGOLEM:
  9128. case SC_SOULSHADOW:
  9129. case SC_SOULFALCON:
  9130. case SC_SOULFAIRY:
  9131. if( sd == nullptr ){
  9132. // Status change is only applicable for players
  9133. return 0;
  9134. }
  9135. break;
  9136. }
  9137. // Check for OPT1 stacking
  9138. if (sc->opt1 > OPT1_NONE && scdb->opt1 > OPT1_NONE) {
  9139. for (const auto &status_it : status_db) {
  9140. sc_type opt1_type = status_it.second->type;
  9141. if (sc->getSCE(opt1_type) && status_it.second->opt1 > OPT1_NONE)
  9142. status_change_end(bl, opt1_type);
  9143. }
  9144. }
  9145. // Before overlapping fail, one must check for status cured.
  9146. std::vector<sc_type> endlist;
  9147. if (type == SC_BERSERK && val3 == SC__BLOODYLUST) //There is some reasons that using SC_BERSERK first before SC__BLOODYLUST itself on Akinari's fix
  9148. endlist = status_db.getEndOnStart(SC__BLOODYLUST);
  9149. else
  9150. endlist = scdb->endonstart;
  9151. // End the SCs from the list
  9152. if (!endlist.empty()) {
  9153. for (const auto &it : endlist) {
  9154. sc_type rem_sc = it;
  9155. if (sc->getSCE(rem_sc)) {
  9156. switch (rem_sc) {
  9157. case SC_BERSERK:
  9158. case SC_SATURDAYNIGHTFEVER:
  9159. sc->getSCE(rem_sc)->val2 = 0; // Mark to not lose hp
  9160. default:
  9161. status_change_end(bl, rem_sc);
  9162. break;
  9163. }
  9164. }
  9165. }
  9166. }
  9167. // List of hardcoded status cured.
  9168. switch (type) {
  9169. case SC_BLESSING:
  9170. if (bl->type == BL_PC) {
  9171. // Remove Curse first, Stone is only removed if the target is not cursed
  9172. if (sc->getSCE(SC_CURSE)) {
  9173. status_change_end(bl, SC_CURSE);
  9174. return 1; // End Curse and do not give stat boost
  9175. } else if (sc->getSCE(SC_STONE)) {
  9176. status_change_end(bl, SC_STONE);
  9177. return 1; // End Stone and do not give stat boost
  9178. }
  9179. }
  9180. if(sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_HIGH)
  9181. status_change_end(bl, SC_SPIRIT);
  9182. break;
  9183. case SC_INCREASEAGI:
  9184. if(sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_HIGH)
  9185. status_change_end(bl, SC_SPIRIT);
  9186. break;
  9187. case SC_DELUGE:
  9188. if (sc->getSCE(SC_FOGWALL) && sc->getSCE(SC_BLIND))
  9189. status_change_end(bl, SC_BLIND);
  9190. break;
  9191. case SC_SILENCE:
  9192. if (sc->getSCE(SC_GOSPEL) && sc->getSCE(SC_GOSPEL)->val4 == BCT_SELF)
  9193. status_change_end(bl, SC_GOSPEL);
  9194. break;
  9195. case SC_IMPOSITIO:
  9196. if (sc->getSCE(SC_IMPOSITIO) && sc->getSCE(SC_IMPOSITIO)->val1 > val1) //Replace higher level effect for lower.
  9197. status_change_end(bl,SC_IMPOSITIO);
  9198. break;
  9199. case SC_ENDURE:
  9200. if (sd && sd->special_state.no_walk_delay)
  9201. return 1;
  9202. break;
  9203. case SC_MADOGEAR:
  9204. status_db.removeByStatusFlag(bl, { SCF_MADOCANCEL });
  9205. if (sd)
  9206. pc_bonus_script_clear(sd, BSF_REM_ON_MADOGEAR);
  9207. break;
  9208. default:
  9209. break;
  9210. }
  9211. // Check for overlapping fails
  9212. if( (sce = sc->getSCE(type)) ) {
  9213. switch( type ) {
  9214. case SC_MERC_FLEEUP:
  9215. case SC_MERC_ATKUP:
  9216. case SC_MERC_HPUP:
  9217. case SC_MERC_SPUP:
  9218. case SC_MERC_HITUP:
  9219. if( sce->val1 > val1 )
  9220. val1 = sce->val1;
  9221. break;
  9222. case SC_ADRENALINE:
  9223. case SC_ADRENALINE2:
  9224. case SC_WEAPONPERFECTION:
  9225. case SC_OVERTHRUST:
  9226. if (sce->val2 > val2)
  9227. return 0;
  9228. break;
  9229. case SC_GOSPEL:
  9230. // Must not override a casting gospel char.
  9231. if(sce->val4 == BCT_SELF)
  9232. return 0;
  9233. if(sce->val1 > val1)
  9234. return 1;
  9235. break;
  9236. case SC_ENDURE:
  9237. if(sce->val4 && !val4)
  9238. return 1; // Don't let you override infinite endure.
  9239. if(sce->val1 > val1)
  9240. return 1;
  9241. break;
  9242. case SC_JAILED:
  9243. // When a player is already jailed, do not edit the jail data.
  9244. val2 = sce->val2;
  9245. val3 = sce->val3;
  9246. val4 = sce->val4;
  9247. break;
  9248. case SC_LERADSDEW:
  9249. if (sc && sc->getSCE(SC_BERSERK))
  9250. return 0;
  9251. case SC_SHAPESHIFT:
  9252. case SC_PROPERTYWALK:
  9253. break;
  9254. case SC_LEADERSHIP:
  9255. case SC_GLORYWOUNDS:
  9256. case SC_SOULCOLD:
  9257. case SC_HAWKEYES:
  9258. if( sce->val4 && !val4 ) // You cannot override master guild aura
  9259. return 0;
  9260. break;
  9261. case SC_JOINTBEAT:
  9262. if (sc && sc->getSCE(type)->val2 & BREAK_NECK)
  9263. return 0; // BREAK_NECK cannot be stacked with new breaks until the status is over.
  9264. val2 |= sce->val2; // Stackable ailments
  9265. default:
  9266. if (scdb->flag[SCF_OVERLAPIGNORELEVEL])
  9267. break;
  9268. if(sce->val1 > val1)
  9269. return 1; // Return true to not mess up skill animations. [Skotlex]
  9270. }
  9271. }
  9272. vd = status_get_viewdata(bl);
  9273. std::bitset<SCB_MAX> calc_flag = scdb->calc_flag;
  9274. if(!(flag&SCSTART_LOADED)) // &4 - Do not parse val settings when loading SCs
  9275. switch(type)
  9276. {
  9277. /* Permanent effects */
  9278. case SC_AETERNA:
  9279. case SC_MODECHANGE:
  9280. case SC_WEIGHT50:
  9281. case SC_WEIGHT90:
  9282. case SC_BROKENWEAPON:
  9283. case SC_BROKENARMOR:
  9284. case SC_READYSTORM:
  9285. case SC_READYDOWN:
  9286. case SC_READYCOUNTER:
  9287. case SC_READYTURN:
  9288. case SC_DODGE:
  9289. case SC_PUSH_CART:
  9290. case SC_SPRITEMABLE:
  9291. case SC_CLAN_INFO:
  9292. case SC_DAILYSENDMAILCNT:
  9293. case SC_SOULATTACK:
  9294. tick = INFINITE_TICK;
  9295. break;
  9296. case SC_KEEPING:
  9297. case SC_BARRIER: {
  9298. unit_data *ud = unit_bl2ud(bl);
  9299. if (ud)
  9300. ud->attackabletime = ud->canact_tick = ud->canmove_tick = gettick() + tick;
  9301. }
  9302. break;
  9303. case SC_DECREASEAGI:
  9304. case SC_INCREASEAGI:
  9305. case SC_ADORAMUS:
  9306. if (type == SC_ADORAMUS) {
  9307. // 1000% base chance to blind, but still can be resisted
  9308. sc_start(src, bl, SC_BLIND, 1000, val1, skill_get_time(scdb->skill_id, val1));
  9309. if (sc->getSCE(SC_ADORAMUS))
  9310. return 0; //Adoramus can't refresh itself, but it can cause blind again
  9311. }
  9312. val2 = 2 + val1; // Agi change
  9313. break;
  9314. case SC_ENDURE:
  9315. val2 = 7; // Hit-count [Celest]
  9316. if( !(flag&SCSTART_NOAVOID) && (bl->type&(BL_PC|BL_MER)) && !map_flag_gvg2(bl->m) && !map_getmapflag(bl->m, MF_BATTLEGROUND) && !val4 ) {
  9317. map_session_data *tsd;
  9318. if( sd ) {
  9319. int i;
  9320. for( i = 0; i < MAX_DEVOTION; i++ ) {
  9321. if( sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) )
  9322. status_change_start(src,&tsd->bl, type, 10000, val1, val2, val3, val4, tick, SCSTART_NOAVOID|SCSTART_NOICON);
  9323. }
  9324. }
  9325. else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) )
  9326. status_change_start(src,&tsd->bl, type, 10000, val1, val2, val3, val4, tick, SCSTART_NOAVOID|SCSTART_NOICON);
  9327. }
  9328. if( val4 )
  9329. tick = INFINITE_TICK;
  9330. break;
  9331. case SC_AUTOBERSERK:
  9332. if (status->hp < status->max_hp / 4 &&
  9333. (!sc->getSCE(SC_PROVOKE) || sc->getSCE(SC_PROVOKE)->val4==0))
  9334. sc_start4(src,bl,SC_PROVOKE,100,10,0,0,1,60000);
  9335. tick = INFINITE_TICK;
  9336. break;
  9337. case SC_SIGNUMCRUCIS:
  9338. val2 = 10 + 4*val1; // Def reduction
  9339. tick = INFINITE_TICK;
  9340. clif_emotion(bl, ET_SWEAT);
  9341. break;
  9342. case SC_MAXIMIZEPOWER:
  9343. tick_time = val2 = tick>0?tick:60000;
  9344. tick = INFINITE_TICK; // Duration sent to the client should be infinite
  9345. break;
  9346. case SC_EDP:
  9347. val2 = val1 + 2; // Chance to Poison enemies.
  9348. #ifndef RENEWAL
  9349. val3 = 50*(val1+1); // Damage increase (+50 +50*lv%)
  9350. #endif
  9351. if (sd) {
  9352. uint16 poison_level = pc_checkskill(sd, GC_RESEARCHNEWPOISON);
  9353. if (poison_level > 0) {
  9354. tick += 30000; // Base of 30 seconds
  9355. tick += poison_level * 15 * 1000; // Additional 15 seconds per level
  9356. }
  9357. }
  9358. break;
  9359. case SC_POISONREACT:
  9360. #ifdef RENEWAL
  9361. val2=(val1 - ((val1-1) % 1 - 1)) / 2;
  9362. #else
  9363. val2=(val1+1)/2 + val1/10; // Number of counters [Skotlex]
  9364. #endif
  9365. val3=50; // + 5*val1; // Chance to counter. [Skotlex]
  9366. break;
  9367. case SC_MAGICROD:
  9368. val2 = val1*20; // SP gained
  9369. break;
  9370. case SC_KYRIE:
  9371. if( val4 ) { // Formulas for Praefatio
  9372. val2 = (status->max_hp * (val1 * 2 + 10) / 100) + val4 * 2; //%Max HP to absorb
  9373. val3 = 6 + val1; //Hits
  9374. } else { // Formulas for Kyrie Eleison
  9375. val2 = status->max_hp * (val1 * 2 + 10) / 100;
  9376. val3 = (val1 / 2 + 5);
  9377. }
  9378. break;
  9379. case SC_MAGICPOWER:
  9380. #ifdef RENEWAL
  9381. val3 = 5 * val1; // Matk% increase
  9382. #else
  9383. val2 = 1; // Lasts 1 invocation
  9384. val3 = 10 * val1; // Matk% increase
  9385. val4 = 0; // 0 = ready to be used, 1 = activated and running
  9386. #endif
  9387. break;
  9388. case SC_SACRIFICE:
  9389. val2 = 5; // Lasts 5 hits
  9390. tick = INFINITE_TICK;
  9391. break;
  9392. case SC_ENCPOISON:
  9393. val2= 250+50*val1; // Poisoning Chance (2.5+0.5%) in 1/10000 rate
  9394. break;
  9395. case SC_ELEMENTALCHANGE:
  9396. // val1 : Element Lvl (if called by skill lvl 1, takes random value between 1 and 4)
  9397. // val2 : Element (When no element, random one is picked)
  9398. // val3 : 0 = called by skill 1 = called by script (fixed level)
  9399. if( !val2 ) val2 = rnd()%ELE_ALL;
  9400. if( val1 == 1 && val3 == 0 )
  9401. val1 = 1 + rnd()%4;
  9402. else if( val1 > 4 )
  9403. val1 = 4; // Max Level
  9404. val3 = 0; // Not need to keep this info.
  9405. break;
  9406. case SC_PROVIDENCE:
  9407. val2 = val1*5; // Race/Ele resist
  9408. break;
  9409. case SC_REFLECTSHIELD:
  9410. val2 = 10+val1*3; // %Dmg reflected
  9411. // val4 used to mark if reflect shield is an inheritance bonus from Devotion
  9412. if( !(flag&SCSTART_NOAVOID) && (bl->type&(BL_PC|BL_MER)) ) {
  9413. map_session_data *tsd;
  9414. if( sd ) {
  9415. int i;
  9416. for( i = 0; i < MAX_DEVOTION; i++ ) {
  9417. if( sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) )
  9418. status_change_start(src,&tsd->bl, type, 10000, val1, val2, 0, 1, tick, SCSTART_NOAVOID|SCSTART_NOICON);
  9419. }
  9420. }
  9421. else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) )
  9422. status_change_start(src,&tsd->bl, type, 10000, val1, val2, 0, 1, tick, SCSTART_NOAVOID|SCSTART_NOICON);
  9423. }
  9424. break;
  9425. case SC_STRIPWEAPON:
  9426. if (!sd) // Watk reduction
  9427. val2 = 25;
  9428. break;
  9429. case SC_STRIPSHIELD:
  9430. if (!sd) // Def reduction
  9431. val2 = 15;
  9432. break;
  9433. case SC_STRIPARMOR:
  9434. if (!sd) // Vit reduction
  9435. val2 = 40;
  9436. break;
  9437. case SC_STRIPHELM:
  9438. if (!sd) // Int reduction
  9439. val2 = 40;
  9440. break;
  9441. case SC_AUTOSPELL:
  9442. // Val1 Skill LV of Autospell
  9443. // Val2 Skill ID to cast
  9444. // Val3 Max Lv to cast
  9445. #ifdef RENEWAL
  9446. val4 = val1 * 2; // Chance of casting
  9447. #else
  9448. val4 = 5 + val1*2; // Chance of casting
  9449. #endif
  9450. break;
  9451. case SC_VOLCANO:
  9452. {
  9453. int8 enchant_eff[] = { 10, 14, 17, 19, 20 }; // Enchant addition
  9454. uint8 i = max((val1-1)%5, 0);
  9455. #ifdef RENEWAL
  9456. val2 = 5 + val1 * 5; // ATK/MATK increase
  9457. #else
  9458. val2 = val1*10; // Watk increase
  9459. if (status->def_ele != ELE_FIRE)
  9460. val2 = 0;
  9461. #endif
  9462. val3 = enchant_eff[i];
  9463. }
  9464. break;
  9465. case SC_VIOLENTGALE:
  9466. {
  9467. int8 enchant_eff[] = { 10, 14, 17, 19, 20 }; // Enchant addition
  9468. uint8 i = max((val1-1)%5, 0);
  9469. val2 = val1*3; // Flee increase
  9470. #ifndef RENEWAL
  9471. if (status->def_ele != ELE_WIND)
  9472. val2 = 0;
  9473. #endif
  9474. val3 = enchant_eff[i];
  9475. }
  9476. break;
  9477. case SC_DELUGE:
  9478. {
  9479. int8 deluge_eff[] = { 5, 9, 12, 14, 15 }; // HP addition rate n/100
  9480. int8 enchant_eff[] = { 10, 14, 17, 19, 20 }; // Enchant addition
  9481. uint8 i = max((val1-1)%5, 0);
  9482. val2 = deluge_eff[i]; // HP increase
  9483. #ifndef RENEWAL
  9484. if (status->def_ele != ELE_WATER)
  9485. val2 = 0;
  9486. #endif
  9487. val3 = enchant_eff[i];
  9488. }
  9489. break;
  9490. case SC_SUITON:
  9491. if (!val2 || (sd && (sd->class_&MAPID_BASEMASK) == MAPID_NINJA)) {
  9492. // No penalties.
  9493. val2 = 0; // Agi penalty
  9494. val3 = 0; // Walk speed penalty
  9495. break;
  9496. }
  9497. val3 = 50;
  9498. val2 = 3*((val1+1)/3);
  9499. if (val1 > 4) val2--;
  9500. //Suiton is a special case, stop effect is forced and only happens when target enters it
  9501. if (!unit_blown_immune(bl, 0x1))
  9502. unit_stop_walking(bl, 9);
  9503. break;
  9504. case SC_ONEHAND:
  9505. case SC_TWOHANDQUICKEN:
  9506. val2 = 300;
  9507. if (val1 > 10) // For boss casted skills [Skotlex]
  9508. val2 += 20*(val1-10);
  9509. break;
  9510. case SC_MERC_QUICKEN:
  9511. val2 = 300;
  9512. break;
  9513. #ifndef RENEWAL_ASPD
  9514. case SC_SPEARQUICKEN:
  9515. val2 = 200+10*val1;
  9516. break;
  9517. #endif
  9518. case SC_DANCING:
  9519. // val1 : Skill ID + LV
  9520. // val2 : Skill Group of the Dance.
  9521. // val3 : Brings the skill_lv (merged into val1 here)
  9522. // val4 : Partner
  9523. if (val1 == CG_MOONLIT)
  9524. clif_status_change(bl,EFST_MOON,1,tick,0, 0, 0);
  9525. val1|= (val3<<16);
  9526. val3 = tick/1000; // Tick duration
  9527. tick_time = 1000; // [GodLesZ] tick time
  9528. break;
  9529. #ifndef RENEWAL
  9530. case SC_LONGING:
  9531. val2 = 500-100*val1; // Aspd penalty.
  9532. break;
  9533. #else
  9534. case SC_ENSEMBLEFATIGUE:
  9535. val2 = 30; // Speed and ASPD penalty
  9536. break;
  9537. case SC_RICHMANKIM:
  9538. val2 = 10 + 10 * val1; // Exp increase bonus
  9539. break;
  9540. case SC_DRUMBATTLE:
  9541. val2 = 15 + val1 * 5; // Atk increase
  9542. val3 = val1 * 15; // Def increase
  9543. break;
  9544. case SC_NIBELUNGEN:
  9545. val2 = rnd() % RINGNBL_MAX; // See e_nibelungen_status
  9546. break;
  9547. case SC_SIEGFRIED:
  9548. val2 = val1 * 3; // Elemental Resistance
  9549. val3 = val1 * 5; // Status ailment resistance
  9550. break;
  9551. case SC_WHISTLE:
  9552. val2 = 18 + 2 * val1; // Flee increase
  9553. val3 = (val1 + 1) / 2; // Perfect dodge increase
  9554. break;
  9555. case SC_ASSNCROS:
  9556. val2 = val1 < 10 ? val1 * 2 - 1 : 20; // ASPD increase
  9557. break;
  9558. case SC_POEMBRAGI:
  9559. val2 = 2 * val1; // Cast time reduction
  9560. val3 = 3 * val1; // After-cast delay reduction
  9561. break;
  9562. case SC_APPLEIDUN:
  9563. val2 = val1 < 10 ? 9 + val1 : 20; // HP rate increase
  9564. val3 = 2 * val1; // Potion recovery rate
  9565. break;
  9566. case SC_HUMMING:
  9567. val2 = 4 * val1; // Hit increase
  9568. break;
  9569. case SC_DONTFORGETME:
  9570. val2 = 1 + 30 * val1; // ASPD decrease
  9571. val3 = 5 + 2 * val1; // Movement speed adjustment.
  9572. break;
  9573. case SC_FORTUNE:
  9574. val2 = val1 * 10; // Critical increase
  9575. break;
  9576. case SC_SERVICE4U:
  9577. val2 = val1 < 10 ? 9 + val1 : 20; // MaxSP percent increase
  9578. val3 = 5 + val1; // SP cost reduction
  9579. break;
  9580. #endif
  9581. case SC_EXPLOSIONSPIRITS:
  9582. val2 = 75 + 25*val1; // Cri bonus
  9583. break;
  9584. case SC_ASPDPOTION0:
  9585. case SC_ASPDPOTION1:
  9586. case SC_ASPDPOTION2:
  9587. case SC_ASPDPOTION3:
  9588. val2 = 50*(2+type-SC_ASPDPOTION0);
  9589. break;
  9590. case SC_ATTHASTE_CASH:
  9591. val2 = 50*val1; // Just custom for pre-re
  9592. break;
  9593. case SC_NOCHAT:
  9594. // A hardcoded interval of 60 seconds is expected, as the time that SC_NOCHAT uses is defined by
  9595. // mmocharstatus.manner, each negative point results in 1 minute with this status activated.
  9596. // This is done this way because the message that the client displays is hardcoded, and only
  9597. // shows how many minutes are remaining. [Panikon]
  9598. tick = 60000;
  9599. val1 = battle_config.manner_system; // Mute filters.
  9600. if (sd) {
  9601. clif_changestatus(sd,SP_MANNER,sd->status.manner);
  9602. clif_updatestatus(sd,SP_MANNER);
  9603. }
  9604. break;
  9605. case SC_STONEWAIT:
  9606. val3 = max(1, tick - delay); // Petrify time
  9607. tick = delay;
  9608. break;
  9609. case SC_DPOISON:
  9610. // Lose 10/15% of your life as long as it doesn't brings life below 25%
  9611. if (status->hp > status->max_hp / 4) {
  9612. int diff = status->max_hp*(bl->type==BL_PC?10:15)/100;
  9613. if (status->hp - diff < status->max_hp / 4)
  9614. diff = status->hp - (status->max_hp / 4);
  9615. status_zap(bl, diff, 0);
  9616. }
  9617. // Fall through
  9618. case SC_STONE:
  9619. case SC_POISON:
  9620. case SC_BLEEDING:
  9621. case SC_BURNING:
  9622. tick_time = status_get_sc_interval(type);
  9623. val4 = tick - tick_time; // Remaining time
  9624. break;
  9625. case SC_TOXIN:
  9626. if (val3 == 1) // Target
  9627. tick_time = status_get_sc_interval(type);
  9628. else // Caster
  9629. tick_time = 1000;
  9630. val4 = tick - tick_time; // Remaining time
  9631. break;
  9632. case SC_DEATHHURT:
  9633. if (val3 == 1)
  9634. break;
  9635. tick_time = status_get_sc_interval(type);
  9636. val4 = tick - tick_time; // Remaining time
  9637. case SC_LEECHESEND:
  9638. if (val3 == 0)
  9639. break;
  9640. tick_time = status_get_sc_interval(type);
  9641. val4 = tick - tick_time; // Remaining time
  9642. break;
  9643. case SC_PYREXIA:
  9644. if (val3 == 1) { // Target
  9645. // Causes blind for duration of pyrexia, unreducable and unavoidable, but can be healed with e.g. green potion
  9646. status_change_start(src, bl, SC_BLIND, 10000, val1, 0, 0, 0, tick, SCSTART_NOAVOID | SCSTART_NOTICKDEF | SCSTART_NORATEDEF);
  9647. tick_time = status_get_sc_interval(type);
  9648. val4 = tick - tick_time; // Remaining time
  9649. } else // Caster
  9650. val2 = 15; // CRIT % and ATK % increase
  9651. break;
  9652. case SC_VENOMBLEED:
  9653. if (val3 == 0) // Caster
  9654. val2 = 30; // Reflect damage % reduction
  9655. break;
  9656. case SC_MAGICMUSHROOM:
  9657. if (val3 == 1) { // Target
  9658. tick_time = status_get_sc_interval(type);
  9659. val4 = tick - tick_time; // Remaining time
  9660. } else // Caster
  9661. val2 = 10; // After-cast delay % reduction
  9662. break;
  9663. case SC_CONFUSION:
  9664. if (!val4)
  9665. clif_emotion(bl,ET_QUESTION);
  9666. break;
  9667. case SC_S_LIFEPOTION:
  9668. case SC_L_LIFEPOTION:
  9669. case SC_M_LIFEPOTION:
  9670. case SC_S_MANAPOTION:
  9671. if( val1 == 0 ) return 0;
  9672. // val1 = heal percent/amout
  9673. // val2 = seconds between heals
  9674. // val4 = total of heals
  9675. if( val2 < 1 ) val2 = 1;
  9676. if( (val4 = tick/(val2 * 1000)) < 1 )
  9677. val4 = 1;
  9678. tick_time = val2 * 1000; // [GodLesZ] tick time
  9679. break;
  9680. case SC_BOSSMAPINFO:
  9681. if( sd != NULL ) {
  9682. struct mob_data *boss_md = map_getmob_boss(bl->m); // Search for Boss on this Map
  9683. if( boss_md == NULL ) { // No MVP on this map
  9684. clif_bossmapinfo(sd, NULL, BOSS_INFO_NOT);
  9685. return 0;
  9686. }
  9687. val1 = boss_md->bl.id;
  9688. tick_time = 1000; // [GodLesZ] tick time
  9689. val4 = tick / tick_time;
  9690. }
  9691. break;
  9692. case SC_HIDING:
  9693. val2 = tick/1000;
  9694. tick_time = 1000; // [GodLesZ] tick time
  9695. val3 = 0; // Unused, previously speed adjustment
  9696. val4 = val1+3; // Seconds before SP substraction happen.
  9697. break;
  9698. case SC_CHASEWALK:
  9699. val2 = tick>0?tick:10000; // Interval at which SP is drained.
  9700. val3 = 35 - 5 * val1; // Speed adjustment.
  9701. if (sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_ROGUE)
  9702. val3 -= 40;
  9703. val4 = 10+val1*2; // SP cost.
  9704. if (map_flag_gvg2(bl->m) || map_getmapflag(bl->m, MF_BATTLEGROUND)) val4 *= 5;
  9705. break;
  9706. case SC_CLOAKING:
  9707. if (!sd) // Monsters should be able to walk with no penalties. [Skotlex]
  9708. val1 = 10;
  9709. tick_time = val2 = tick>0?tick:60000; // SP consumption rate.
  9710. tick = INFINITE_TICK; // Duration sent to the client should be infinite
  9711. val3 = 0; // Unused, previously walk speed adjustment
  9712. // val4&1 signals the presence of a wall.
  9713. // val4&2 makes cloak not end on normal attacks [Skotlex]
  9714. // val4&4 makes cloak not end on using skills
  9715. if (bl->type == BL_PC || (bl->type == BL_MOB && ((TBL_MOB*)bl)->special_state.clone) ) // Standard cloaking.
  9716. val4 |= battle_config.pc_cloak_check_type&7;
  9717. else
  9718. val4 |= battle_config.monster_cloak_check_type&7;
  9719. break;
  9720. case SC_SIGHT: /* splash status */
  9721. case SC_RUWACH:
  9722. case SC_SIGHTBLASTER:
  9723. val3 = skill_get_splash(val2, val1); // Val2 should bring the skill-id.
  9724. val2 = tick/20;
  9725. tick_time = 20; // [GodLesZ] tick time
  9726. break;
  9727. case SC_AUTOGUARD:
  9728. if( !(flag&SCSTART_NOAVOID) ) {
  9729. map_session_data *tsd;
  9730. int i;
  9731. for( i = val2 = 0; i < val1; i++) {
  9732. int t = 5-(i / 2);
  9733. val2 += (t < 0)? 1:t;
  9734. }
  9735. if( bl->type&(BL_PC|BL_MER) ) {
  9736. if( sd ) {
  9737. for( i = 0; i < MAX_DEVOTION; i++ ) {
  9738. if( sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) )
  9739. status_change_start(src,&tsd->bl, type, 10000, val1, val2, 0, 0, tick, SCSTART_NOAVOID|SCSTART_NOICON);
  9740. }
  9741. }
  9742. else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) )
  9743. status_change_start(src,&tsd->bl, type, 10000, val1, val2, 0, 0, tick, SCSTART_NOAVOID|SCSTART_NOICON);
  9744. }
  9745. }
  9746. break;
  9747. case SC_DEFENDER:
  9748. if (!(flag&SCSTART_NOAVOID)) {
  9749. val2 = 5 + 15*val1; // Damage reduction
  9750. val3 = 0; // Unused, previously speed adjustment
  9751. val4 = 250 - 50*val1; // Aspd adjustment
  9752. if (sd) {
  9753. map_session_data *tsd;
  9754. int i;
  9755. for (i = 0; i < MAX_DEVOTION; i++) { // See if there are devoted characters, and pass the status to them. [Skotlex]
  9756. if (sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])))
  9757. status_change_start(src,&tsd->bl,type,10000,val1,val2,val3,val4,tick,SCSTART_NOAVOID);
  9758. }
  9759. }
  9760. }
  9761. break;
  9762. case SC_TENSIONRELAX:
  9763. if (sd) {
  9764. pc_setsit(sd);
  9765. skill_sit(sd, true);
  9766. clif_sitting(&sd->bl);
  9767. }
  9768. val2 = 12; // SP cost
  9769. tick_time = 10000; // Decrease at 10secs intervals.
  9770. val3 = tick / tick_time;
  9771. tick = INFINITE_TICK; // Duration sent to the client should be infinite
  9772. break;
  9773. case SC_PARRYING:
  9774. val2 = 20 + val1*3; // Block Chance
  9775. break;
  9776. case SC_WINDWALK:
  9777. val2 = (val1+1)/2; // Flee bonus is 1/1/2/2/3/3/4/4/5/5
  9778. break;
  9779. case SC_JOINTBEAT:
  9780. if( val2&BREAK_NECK )
  9781. sc_start2(src,bl,SC_BLEEDING,100,val1,val3,skill_get_time2(scdb->skill_id,val1));
  9782. break;
  9783. case SC_BERSERK:
  9784. if( val3 == SC__BLOODYLUST )
  9785. sc_start(src,bl,(sc_type)val3,100,val1,tick);
  9786. else
  9787. sc_start4(src,bl, SC_ENDURE, 100,10,0,0,1, tick);
  9788. // HP healing is performing after the calc_status call.
  9789. // Val2 holds HP penalty
  9790. if (!val4) val4 = skill_get_time2(scdb->skill_id,val1);
  9791. if (!val4) val4 = 10000; // Val4 holds damage interval
  9792. val3 = tick/val4; // val3 holds skill duration
  9793. tick_time = val4; // [GodLesZ] tick time
  9794. break;
  9795. case SC_GOSPEL:
  9796. if(val4 == BCT_SELF) { // Self effect
  9797. val2 = tick/10000;
  9798. tick_time = 10000; // [GodLesZ] tick time
  9799. status_change_clear_buffs(bl, SCCB_BUFFS|SCCB_DEBUFFS|SCCB_CHEM_PROTECT); // Remove buffs/debuffs
  9800. }
  9801. break;
  9802. case SC_MARIONETTE:
  9803. {
  9804. int stat;
  9805. val3 = 0;
  9806. val4 = 0;
  9807. stat = ( sd ? sd->status.str : status_get_base_status(bl)->str ) / 2; val3 |= cap_value(stat,0,0xFF)<<16;
  9808. stat = ( sd ? sd->status.agi : status_get_base_status(bl)->agi ) / 2; val3 |= cap_value(stat,0,0xFF)<<8;
  9809. stat = ( sd ? sd->status.vit : status_get_base_status(bl)->vit ) / 2; val3 |= cap_value(stat,0,0xFF);
  9810. stat = ( sd ? sd->status.int_: status_get_base_status(bl)->int_) / 2; val4 |= cap_value(stat,0,0xFF)<<16;
  9811. stat = ( sd ? sd->status.dex : status_get_base_status(bl)->dex ) / 2; val4 |= cap_value(stat,0,0xFF)<<8;
  9812. stat = ( sd ? sd->status.luk : status_get_base_status(bl)->luk ) / 2; val4 |= cap_value(stat,0,0xFF);
  9813. break;
  9814. }
  9815. case SC_MARIONETTE2:
  9816. {
  9817. int stat,max_stat;
  9818. // Fetch caster information
  9819. struct block_list *pbl = map_id2bl(val1);
  9820. status_change *psc = pbl?status_get_sc(pbl):NULL;
  9821. struct status_change_entry *psce = psc?psc->getSCE(SC_MARIONETTE):NULL;
  9822. // Fetch target's stats
  9823. struct status_data* status2 = status_get_status_data(bl); // Battle status
  9824. if (!psce)
  9825. return 0;
  9826. val3 = 0;
  9827. val4 = 0;
  9828. max_stat = battle_config.max_parameter; // Cap to 99 (default)
  9829. stat = (psce->val3 >>16)&0xFF; stat = min(stat, max_stat - status2->str ); val3 |= cap_value(stat,0,0xFF)<<16;
  9830. stat = (psce->val3 >> 8)&0xFF; stat = min(stat, max_stat - status2->agi ); val3 |= cap_value(stat,0,0xFF)<<8;
  9831. stat = (psce->val3 >> 0)&0xFF; stat = min(stat, max_stat - status2->vit ); val3 |= cap_value(stat,0,0xFF);
  9832. stat = (psce->val4 >>16)&0xFF; stat = min(stat, max_stat - status2->int_); val4 |= cap_value(stat,0,0xFF)<<16;
  9833. stat = (psce->val4 >> 8)&0xFF; stat = min(stat, max_stat - status2->dex ); val4 |= cap_value(stat,0,0xFF)<<8;
  9834. stat = (psce->val4 >> 0)&0xFF; stat = min(stat, max_stat - status2->luk ); val4 |= cap_value(stat,0,0xFF);
  9835. break;
  9836. }
  9837. case SC_SPIRIT:
  9838. //1st Transcendent Spirit works similar to Marionette Control
  9839. if(sd && val2 == SL_HIGH) {
  9840. int stat,max_stat;
  9841. struct status_data *status2 = status_get_base_status(bl);
  9842. val3 = 0;
  9843. val4 = 0;
  9844. max_stat = (status_get_lv(bl)-10<50)?status_get_lv(bl)-10:50;
  9845. stat = max(0, max_stat - status2->str); val3 |= cap_value(stat,0,0xFF)<<16;
  9846. stat = max(0, max_stat - status2->agi ); val3 |= cap_value(stat,0,0xFF)<<8;
  9847. stat = max(0, max_stat - status2->vit ); val3 |= cap_value(stat,0,0xFF);
  9848. stat = max(0, max_stat - status2->int_); val4 |= cap_value(stat,0,0xFF)<<16;
  9849. stat = max(0, max_stat - status2->dex ); val4 |= cap_value(stat,0,0xFF)<<8;
  9850. stat = max(0, max_stat - status2->luk ); val4 |= cap_value(stat,0,0xFF);
  9851. }
  9852. break;
  9853. case SC_REJECTSWORD:
  9854. val2 = 15*val1; // Reflect chance
  9855. val3 = 3; // Reflections
  9856. tick = INFINITE_TICK;
  9857. break;
  9858. case SC_MEMORIZE:
  9859. val2 = 5; // Memorized casts.
  9860. tick = INFINITE_TICK;
  9861. break;
  9862. #ifndef RENEWAL
  9863. case SC_GRAVITATION:
  9864. val2 = 50*val1; // aspd reduction
  9865. break;
  9866. #endif
  9867. case SC_REGENERATION:
  9868. if (val1 == 1)
  9869. val2 = 2;
  9870. else
  9871. val2 = val1; // HP Regerenation rate: 200% 200% 300%
  9872. val3 = val1; // SP Regeneration Rate: 100% 200% 300%
  9873. // If val4 comes set, this blocks regen rather than increase it.
  9874. break;
  9875. case SC_DEVOTION:
  9876. {
  9877. struct block_list *d_bl;
  9878. status_change *d_sc;
  9879. if( (d_bl = map_id2bl(val1)) && (d_sc = status_get_sc(d_bl)) && d_sc->count ) { // Inherits Status From Source
  9880. const enum sc_type types[] = { SC_AUTOGUARD, SC_DEFENDER, SC_REFLECTSHIELD, SC_ENDURE };
  9881. int i = (map_flag_gvg2(bl->m) || map_getmapflag(bl->m, MF_BATTLEGROUND))?2:3;
  9882. while( i >= 0 ) {
  9883. enum sc_type type2 = types[i];
  9884. if( d_sc->getSCE(type2) )
  9885. 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);
  9886. i--;
  9887. }
  9888. }
  9889. break;
  9890. }
  9891. case SC_COMA: // Coma. Sends a char to 1HP. If val2, do not zap sp
  9892. status_zap(bl, status->hp-1, val2?0:status->sp);
  9893. return 1;
  9894. break;
  9895. case SC_CLOSECONFINE2:
  9896. {
  9897. struct block_list *src2 = val2?map_id2bl(val2):NULL;
  9898. status_change *sc2 = src2?status_get_sc(src2):NULL;
  9899. struct status_change_entry *sce2 = sc2?sc2->getSCE(SC_CLOSECONFINE):NULL;
  9900. if (src2 && sc2) {
  9901. if (!sce2) { // Start lock on caster.
  9902. #ifdef RENEWAL
  9903. val3 = 50; // Flee increase
  9904. #else
  9905. val3 = 10; // Flee increase
  9906. #endif
  9907. sc_start4(src2,src2,SC_CLOSECONFINE,100,val1,1,val3,0,tick+1000);
  9908. } else { // Increase count of locked enemies and refresh time.
  9909. (sce2->val2)++;
  9910. delete_timer(sce2->timer, status_change_timer);
  9911. sce2->timer = add_timer(gettick()+tick+1000, status_change_timer, src2->id, SC_CLOSECONFINE);
  9912. }
  9913. } else // Status failed.
  9914. return 0;
  9915. }
  9916. break;
  9917. case SC_KAITE:
  9918. val2 = 1+val1/5; // Number of bounces: 1 + skill_lv/5
  9919. break;
  9920. case SC_KAUPE:
  9921. switch (val1) {
  9922. case 3: // 33*3 + 1 -> 100%
  9923. val2++;
  9924. case 1:
  9925. case 2: // 33, 66%
  9926. val2 += 33*val1;
  9927. val3 = 1; // Dodge 1 attack total.
  9928. break;
  9929. default: // Custom. For high level mob usage, higher level means more blocks. [Skotlex]
  9930. val2 = 100;
  9931. val3 = val1-2;
  9932. break;
  9933. }
  9934. break;
  9935. case SC_COMBO:
  9936. {
  9937. // val1: Skill ID
  9938. // val2: When given, target (for autotargetting skills)
  9939. // val3: When set, this combo time should NOT delay attack/movement
  9940. // val3: If set to 2 this combo will delay ONLY attack
  9941. // val3: TK: Last used kick
  9942. // val4: TK: Combo time
  9943. struct unit_data *ud = unit_bl2ud(bl);
  9944. if ( ud && (!val3 || val3 == 2) ) {
  9945. tick += 300 * battle_config.combo_delay_rate/100;
  9946. ud->attackabletime = gettick()+tick;
  9947. if( !val3 )
  9948. unit_set_walkdelay(bl, gettick(), tick, 1);
  9949. }
  9950. val3 = 0;
  9951. val4 = tick;
  9952. break;
  9953. }
  9954. case SC_EARTHSCROLL:
  9955. val2 = 11-val1; // Chance to consume: 11-skill_lv%
  9956. break;
  9957. case SC_RUN:
  9958. {
  9959. //Store time at which you started running.
  9960. t_tick currenttick = gettick();
  9961. // Note: this int64 value is stored in two separate int32 variables (FIXME)
  9962. val3 = (int)(currenttick & 0x00000000ffffffffLL);
  9963. val4 = (int)((currenttick & 0xffffffff00000000LL) >> 32);
  9964. tick = INFINITE_TICK;
  9965. break;
  9966. }
  9967. case SC_KAAHI:
  9968. val2 = 200*val1; // HP heal
  9969. val3 = 5*val1; // SP cost
  9970. break;
  9971. case SC_BLESSING:
  9972. if (bl->type == BL_PC || (!undead_flag && status->race != RC_DEMON))
  9973. val2 = val1;
  9974. else
  9975. val2 = 0; // 0 -> Half stat.
  9976. break;
  9977. case SC_TRICKDEAD:
  9978. if (vd) vd->dead_sit = 1;
  9979. tick = INFINITE_TICK;
  9980. break;
  9981. case SC_CONCENTRATE:
  9982. val2 = 2 + val1;
  9983. if (sd) { // Store the card-bonus data that should not count in the %
  9984. val3 = sd->indexed_bonus.param_bonus[1]; // Agi
  9985. val4 = sd->indexed_bonus.param_bonus[4]; // Dex
  9986. } else
  9987. val3 = val4 = 0;
  9988. break;
  9989. case SC_MAXOVERTHRUST:
  9990. val2 = 20*val1; // Power increase
  9991. break;
  9992. case SC_OVERTHRUST:
  9993. case SC_ADRENALINE2:
  9994. case SC_ADRENALINE:
  9995. case SC_WEAPONPERFECTION:
  9996. {
  9997. map_session_data * s_sd = BL_CAST(BL_PC, src);
  9998. if (type == SC_OVERTHRUST) {
  9999. // val2 holds if it was casted on self, or is bonus received from others
  10000. #ifdef RENEWAL
  10001. val3 = (val2) ? 5 * val1 : (val1 > 4) ? 15 : (val1 > 2) ? 10 : 5; // Power increase
  10002. #else
  10003. val3 = (val2) ? 5 * val1 : 5; // Power increase
  10004. #endif
  10005. }
  10006. else if (type == SC_ADRENALINE2 || type == SC_ADRENALINE) {
  10007. val3 = (val2) ? 300 : 200; // Aspd increase
  10008. }
  10009. if (s_sd && pc_checkskill(s_sd, BS_HILTBINDING) > 0)
  10010. tick += tick / 10; //If caster has Hilt Binding, duration increases by 10%
  10011. }
  10012. break;
  10013. case SC_CONCENTRATION:
  10014. #ifdef RENEWAL
  10015. val2 = 5 + val1 * 2; // Batk/Watk Increase
  10016. val4 = 5 + val1 * 2; // Def reduction
  10017. #else
  10018. val2 = 5*val1; // Batk/Watk Increase
  10019. val4 = 5*val1; // Def reduction
  10020. #endif
  10021. val3 = 10*val1; // Hit Increase
  10022. sc_start(src, bl, SC_ENDURE, 100, 1, tick); // Level 1 Endure effect
  10023. break;
  10024. case SC_ANGELUS:
  10025. val2 = 5*val1; // def increase
  10026. break;
  10027. case SC_IMPOSITIO:
  10028. val2 = 5*val1; // WATK/MATK increase
  10029. break;
  10030. case SC_MELTDOWN:
  10031. val2 = 100*val1; // Chance to break weapon
  10032. val3 = 70*val1; // Change to break armor
  10033. break;
  10034. case SC_TRUESIGHT:
  10035. val2 = 10*val1; // Critical increase
  10036. val3 = 3*val1; // Hit increase
  10037. break;
  10038. case SC_SUN_COMFORT:
  10039. val2 = (status_get_lv(bl) + status->dex + status->luk)/2; // def increase
  10040. break;
  10041. case SC_MOON_COMFORT:
  10042. val2 = (status_get_lv(bl) + status->dex + status->luk)/10; // flee increase
  10043. break;
  10044. case SC_STAR_COMFORT:
  10045. val2 = (status_get_lv(bl) + status->dex + status->luk); // Aspd increase
  10046. break;
  10047. case SC_QUAGMIRE:
  10048. val2 = (sd?5:10)*val1; // Agi/Dex decrease.
  10049. break;
  10050. // gs_something1 [Vicious]
  10051. case SC_GATLINGFEVER:
  10052. val2 = 20*val1; // Aspd increase
  10053. val3 = 20+10*val1; // Atk increase
  10054. val4 = 5*val1; // Flee decrease
  10055. break;
  10056. case SC_FLING:
  10057. if (bl->type == BL_PC)
  10058. val2 = 0; // No armor reduction to players.
  10059. else
  10060. val2 = 5*val1; // Def reduction
  10061. val3 = 5*val1; // Def2 reduction
  10062. break;
  10063. case SC_PROVOKE:
  10064. val2 = 2+3*val1; // Atk increase
  10065. val3 = 5+5*val1; // Def reduction.
  10066. // val4 signals autoprovoke.
  10067. break;
  10068. case SC_AVOID:
  10069. // val2 = 10*val1; // Speed change rate.
  10070. break;
  10071. case SC_DEFENCE:
  10072. #ifdef RENEWAL
  10073. val2 = 5 + (val1 * 5); // Vit bonus
  10074. #else
  10075. val2 = 2*val1; // Def bonus
  10076. #endif
  10077. break;
  10078. case SC_BLOODLUST:
  10079. val2 = 20+10*val1; // Atk rate change.
  10080. val3 = 3*val1; // Leech chance
  10081. val4 = 20; // Leech percent
  10082. break;
  10083. case SC_FLEET:
  10084. val2 = 30*val1; // Aspd change
  10085. val3 = 5+5*val1; // bAtk/wAtk rate change
  10086. break;
  10087. case SC_MINDBREAKER:
  10088. val2 = 20*val1; // matk increase.
  10089. val3 = 12*val1; // mdef2 reduction.
  10090. break;
  10091. case SC_JAILED:
  10092. // Val1 is duration in minutes. Use INT_MAX to specify 'unlimited' time.
  10093. if (sd) {
  10094. if (sd->mapindex != val2) {
  10095. int pos = (bl->x&0xFFFF)|(bl->y<<16), // Current Coordinates
  10096. map_idx = sd->mapindex; // Current Map
  10097. // 1. Place in Jail (val2 -> Jail Map, val3 -> x, val4 -> y
  10098. pc_setpos(sd,(unsigned short)val2,val3,val4, CLR_TELEPORT);
  10099. // 2. Set restore point (val3 -> return map, val4 return coords
  10100. val3 = map_idx;
  10101. val4 = pos;
  10102. } else if (!val3 || val3 == sd->mapindex) { // Use save point.
  10103. val3 = mapindex_name2id( sd->status.save_point.map );
  10104. val4 = (sd->status.save_point.x&0xFFFF)
  10105. |(sd->status.save_point.y<<16);
  10106. }
  10107. }
  10108. break;
  10109. case SC_UTSUSEMI:
  10110. val2=(val1+1)/2; // Number of hits blocked
  10111. val3=skill_get_blewcount(NJ_UTSUSEMI, val1); // knockback value.
  10112. break;
  10113. case SC_BUNSINJYUTSU:
  10114. val2=(val1+1)/2; // Number of hits blocked
  10115. break;
  10116. case SC_CHANGE:
  10117. val2= 30*val1; // Vit increase
  10118. val3= 20*val1; // Int increase
  10119. break;
  10120. case SC_SWOO:
  10121. if(status_has_mode(status,MD_STATUSIMMUNE))
  10122. tick /= 5; // !TODO: Reduce skill's duration. But for how long?
  10123. break;
  10124. case SC_ARMOR:
  10125. // NPC_DEFENDER:
  10126. val2 = 80; // Damage reduction
  10127. // Attack requirements to be blocked:
  10128. val3 = BF_LONG; // Range
  10129. val4 = BF_WEAPON|BF_MISC; // Type
  10130. break;
  10131. case SC_ENCHANTARMS:
  10132. // Make sure the received element is valid.
  10133. if (val1 >= ELE_ALL)
  10134. val1 = val1%ELE_ALL;
  10135. else if (val1 < 0)
  10136. val1 = rnd()%ELE_ALL;
  10137. break;
  10138. case SC_CRITICALWOUND:
  10139. val2 = 20*val1; // Heal effectiveness decrease
  10140. break;
  10141. case SC_MAGICMIRROR:
  10142. // Level 1 ~ 5 & 6 ~ 10 has different duration
  10143. // Level 6 ~ 10 use effect of level 1 ~ 5
  10144. val1 = 1 + ((val1-1)%5);
  10145. case SC_SLOWCAST:
  10146. val2 = 20*val1; // Magic reflection/cast rate
  10147. break;
  10148. case SC_ARMORCHANGE:
  10149. if (val2 == NPC_ANTIMAGIC) { // Boost mdef
  10150. val2 =-20;
  10151. val3 = 20;
  10152. } else { // Boost def
  10153. val2 = 20;
  10154. val3 =-20;
  10155. }
  10156. // Level 1 ~ 5 & 6 ~ 10 has different duration
  10157. // Level 6 ~ 10 use effect of level 1 ~ 5
  10158. val1 = 1 + ((val1-1)%5);
  10159. val2 *= val1; // 20% per level
  10160. val3 *= val1;
  10161. break;
  10162. case SC_EXPBOOST:
  10163. case SC_JEXPBOOST:
  10164. case SC_JP_EVENT04:
  10165. if (val1 < 0)
  10166. val1 = 0;
  10167. break;
  10168. case SC_INCFLEE2:
  10169. case SC_INCCRI:
  10170. val2 = val1*10; // Actual boost (since 100% = 1000)
  10171. break;
  10172. case SC_SUFFRAGIUM:
  10173. #ifdef RENEWAL
  10174. val2 = 5 + val1 * 5; // Speed cast decrease
  10175. #else
  10176. val2 = 15 * val1; // Speed cast decrease
  10177. #endif
  10178. break;
  10179. case SC_INCHEALRATE:
  10180. if (val1 < 1)
  10181. val1 = 1;
  10182. break;
  10183. case SC_DOUBLECAST:
  10184. val2 = 30+10*val1; // Trigger rate
  10185. break;
  10186. case SC_KAIZEL:
  10187. val2 = 10*val1; // % of life to be revived with
  10188. break;
  10189. // case SC_ARMOR_ELEMENT_WATER:
  10190. // case SC_ARMOR_ELEMENT_EARTH:
  10191. // case SC_ARMOR_ELEMENT_FIRE:
  10192. // case SC_ARMOR_ELEMENT_WIND:
  10193. // case SC_ARMOR_RESIST:
  10194. // Mod your resistance against elements:
  10195. // val1 = water | val2 = earth | val3 = fire | val4 = wind
  10196. // break;
  10197. // case ????:
  10198. // Place here SCs that have no SCB_* data, no skill associated, no ICON
  10199. // associated, and yet are not wrong/unknown. [Skotlex]
  10200. // break;
  10201. case SC_MERC_FLEEUP:
  10202. case SC_MERC_ATKUP:
  10203. case SC_MERC_HITUP:
  10204. val2 = 15 * val1;
  10205. break;
  10206. case SC_MERC_HPUP:
  10207. case SC_MERC_SPUP:
  10208. val2 = 5 * val1;
  10209. break;
  10210. case SC_REBIRTH:
  10211. val2 = 20*val1; // % of life to be revived with
  10212. break;
  10213. case SC_MANU_DEF:
  10214. case SC_MANU_ATK:
  10215. case SC_MANU_MATK:
  10216. val2 = 1; // Manuk group
  10217. break;
  10218. case SC_SPL_DEF:
  10219. case SC_SPL_ATK:
  10220. case SC_SPL_MATK:
  10221. val2 = 2; // Splendide group
  10222. break;
  10223. /* General */
  10224. case SC_FEAR:
  10225. status_change_start(src,bl,SC_ANKLE,10000,val1,0,0,0,2000,SCSTART_NOAVOID|SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  10226. break;
  10227. /* Rune Knight */
  10228. case SC_DEATHBOUND:
  10229. val2 = 500 + 100 * val1;
  10230. break;
  10231. case SC_STONEHARDSKIN:
  10232. if (!status_charge(bl, status->hp / 5, 0)) // 20% of HP
  10233. return 0;
  10234. if (sd)
  10235. val1 = sd->status.job_level * pc_checkskill(sd, RK_RUNEMASTERY) / 4; // DEF/MDEF Increase
  10236. break;
  10237. case SC_REFRESH:
  10238. status_heal(bl, status_get_max_hp(bl) * 25 / 100, 0, 1);
  10239. status_change_clear_buffs(bl, SCCB_REFRESH);
  10240. break;
  10241. case SC_MILLENNIUMSHIELD:
  10242. {
  10243. int8 chance = rnd()%100;
  10244. val2 = ((chance < 20) ? 4 : (chance < 50) ? 3 : 2); // Shield count
  10245. val3 = 1000; // Shield HP
  10246. clif_millenniumshield(bl, val2);
  10247. }
  10248. break;
  10249. case SC_ABUNDANCE:
  10250. val4 = tick / 10000;
  10251. tick_time = 10000; // [GodLesZ] tick time
  10252. break;
  10253. case SC_GIANTGROWTH:
  10254. val2 = 30; // Damage success rate and STR increase
  10255. break;
  10256. case SC_LUXANIMA:
  10257. val2 = 15; // Storm Blast success %
  10258. val3 = 30; // Damage/HP/SP % increase
  10259. break;
  10260. /* Arch Bishop */
  10261. case SC_RENOVATIO:
  10262. val4 = tick / 5000;
  10263. tick_time = 5000;
  10264. break;
  10265. case SC_SECRAMENT:
  10266. val2 = 10 * val1;
  10267. break;
  10268. case SC_VENOMIMPRESS:
  10269. val2 = 10 * val1;
  10270. break;
  10271. case SC_WEAPONBLOCKING:
  10272. val2 = 10 + 2 * val1; // Chance
  10273. val4 = tick / 5000;
  10274. tick_time = 5000; // [GodLesZ] tick time
  10275. break;
  10276. case SC_OBLIVIONCURSE:
  10277. if (val3 == 0)
  10278. break;
  10279. val4 = tick / 3000;
  10280. tick_time = 3000; // [GodLesZ] tick time
  10281. break;
  10282. case SC_CLOAKINGEXCEED:
  10283. val2 = (val1 + 1) / 2; // Hits
  10284. val3 = (val1 - 1) * 10; // Walk speed
  10285. if (bl->type == BL_PC)
  10286. val4 |= battle_config.pc_cloak_check_type&7;
  10287. else
  10288. val4 |= battle_config.monster_cloak_check_type&7;
  10289. tick_time = 1000; // [GodLesZ] tick time
  10290. break;
  10291. case SC_HALLUCINATIONWALK:
  10292. case SC_NPC_HALLUCINATIONWALK:
  10293. val2 = 50 * val1; // Evasion rate of physical attacks. Flee
  10294. val3 = 10 * val1; // Evasion rate of magical attacks.
  10295. break;
  10296. case SC_MARSHOFABYSS:
  10297. if( bl->type == BL_PC )
  10298. val2 = 3 * val1; // AGI and DEX Reduction
  10299. else // BL_MOB
  10300. val2 = 6 * val1; // AGI and DEX Reduction
  10301. val3 = 10 * val1; // Movement Speed Reduction
  10302. break;
  10303. case SC_FREEZE_SP:
  10304. // val2 = sp drain per 10 seconds
  10305. tick_time = 10000; // [GodLesZ] tick time
  10306. break;
  10307. case SC_SPHERE_1:
  10308. case SC_SPHERE_2:
  10309. case SC_SPHERE_3:
  10310. case SC_SPHERE_4:
  10311. case SC_SPHERE_5:
  10312. if( !sd )
  10313. return 0; // Should only work on players.
  10314. val4 = tick / 1000;
  10315. if( val4 < 1 )
  10316. val4 = 1;
  10317. tick_time = 1000; // [GodLesZ] tick time
  10318. break;
  10319. case SC_SHAPESHIFT:
  10320. switch( val1 ) {
  10321. case 1: val2 = ELE_FIRE; break;
  10322. case 2: val2 = ELE_EARTH; break;
  10323. case 3: val2 = ELE_WIND; break;
  10324. case 4: val2 = ELE_WATER; break;
  10325. }
  10326. break;
  10327. case SC_ELECTRICSHOCKER:
  10328. case SC_CRYSTALIZE:
  10329. val4 = tick / 1000;
  10330. if( val4 < 1 )
  10331. val4 = 1;
  10332. tick_time = 1000; // [GodLesZ] tick time
  10333. break;
  10334. case SC_MEIKYOUSISUI:
  10335. val2 = val1 * 2; // % HP each sec
  10336. val3 = val1; // % SP each sec
  10337. val4 = tick / 1000;
  10338. if( val4 < 1 )
  10339. val4 = 1;
  10340. tick_time = 1000;
  10341. break;
  10342. case SC_CAMOUFLAGE:
  10343. val4 = tick/1000;
  10344. tick_time = 1000; // [GodLesZ] tick time
  10345. break;
  10346. case SC_WUGDASH:
  10347. {
  10348. //Store time at which you started running.
  10349. t_tick currenttick = gettick();
  10350. // Note: this int64 value is stored in two separate int32 variables (FIXME)
  10351. val3 = (int)(currenttick&0x00000000ffffffffLL);
  10352. val4 = (int)((currenttick&0xffffffff00000000LL)>>32);
  10353. tick = INFINITE_TICK;
  10354. break;
  10355. }
  10356. case SC__SHADOWFORM:
  10357. {
  10358. map_session_data * s_sd = map_id2sd(val2);
  10359. if( s_sd )
  10360. s_sd->shadowform_id = bl->id;
  10361. val4 = tick / 1000;
  10362. tick_time = 1000; // [GodLesZ] tick time
  10363. }
  10364. break;
  10365. case SC__STRIPACCESSORY:
  10366. if (!sd)
  10367. val2 = 20;
  10368. break;
  10369. case SC__INVISIBILITY:
  10370. val2 = 50 - 10 * val1; // ASPD
  10371. val3 = 20 * val1; // CRITICAL
  10372. val4 = tick / 1000;
  10373. tick = INFINITE_TICK; // Duration sent to the client should be infinite
  10374. tick_time = 1000; // [GodLesZ] tick time
  10375. break;
  10376. case SC__ENERVATION:
  10377. val2 = 20 + 10 * val1; // ATK Reduction
  10378. if (sd) {
  10379. pc_delspiritball(sd,sd->spiritball,0);
  10380. pc_delspiritcharm(sd,sd->spiritcharm,sd->spiritcharm_type);
  10381. }
  10382. break;
  10383. case SC__GROOMY:
  10384. val2 = 20 + 10 * val1; // ASPD
  10385. val3 = 20 * val1; // HIT
  10386. if( sd ) { // Removes Animals
  10387. if( pc_isriding(sd) ) pc_setriding(sd, 0);
  10388. if( pc_isridingdragon(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_DRAGON);
  10389. if( pc_iswug(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_WUG);
  10390. if( pc_isridingwug(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_WUGRIDER);
  10391. if( pc_isfalcon(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_FALCON);
  10392. if( sd->status.pet_id > 0 ) pet_return_egg(sd, sd->pd);
  10393. if( hom_is_active(sd->hd) ) hom_vaporize(sd, HOM_ST_ACTIVE);
  10394. //if( sd->md ) mercenary_delete(sd->md,3); // Are Mercenaries removed? [aleos]
  10395. }
  10396. break;
  10397. case SC__LAZINESS:
  10398. val2 = 10 + 10 * val1; // Cast Increase
  10399. val3 = 10 * val1; // Flee Reduction
  10400. break;
  10401. case SC__UNLUCKY:
  10402. {
  10403. sc_type rand_eff;
  10404. switch(rnd() % 3) {
  10405. case 1: rand_eff = SC_BLIND; break;
  10406. case 2: rand_eff = SC_SILENCE; break;
  10407. default: rand_eff = SC_POISON; break;
  10408. }
  10409. val2 = 10 * val1; // Crit and Flee2 Reduction
  10410. status_change_start(src,bl,rand_eff,10000,val1,0,(rand_eff == SC_POISON ? src->id : 0),0,tick,SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  10411. break;
  10412. }
  10413. case SC__WEAKNESS:
  10414. val2 = 10 * val1;
  10415. // Bypasses coating protection and MADO
  10416. sc_start(src,bl,SC_STRIPWEAPON,100,val1,tick);
  10417. sc_start(src,bl,SC_STRIPSHIELD,100,val1,tick);
  10418. break;
  10419. case SC_GN_CARTBOOST:
  10420. if( val1 < 3 )
  10421. val2 = 50;
  10422. else if( val1 > 2 && val1 < 5 )
  10423. val2 = 75;
  10424. else
  10425. val2 = 100;
  10426. break;
  10427. case SC_PROPERTYWALK:
  10428. val3 = 0;
  10429. break;
  10430. case SC_STRIKING:
  10431. // val2 = watk bonus already calc
  10432. val3 = 6 - val1;// spcost = 6 - level (lvl1:5 ... lvl 5: 1)
  10433. val4 = tick / 1000;
  10434. tick_time = 1000; // [GodLesZ] tick time
  10435. break;
  10436. case SC_WARMER:
  10437. val4 = tick / 3000;
  10438. tick = INFINITE_TICK; // Duration sent to the client should be infinite
  10439. tick_time = 3000;
  10440. break;
  10441. case SC_HELLS_PLANT:
  10442. tick_time = status_get_sc_interval(type);
  10443. val4 = tick - tick_time; // Remaining time
  10444. break;
  10445. case SC_SWINGDANCE:
  10446. val3 = 3 * val1 + val2; // Walk speed and aspd reduction.
  10447. break;
  10448. case SC_SYMPHONYOFLOVER:
  10449. val3 = 2 * val1 + val2 + (sd?sd->status.job_level:50) / 4; // MDEF Increase
  10450. break;
  10451. case SC_MOONLITSERENADE: // MATK Increase
  10452. case SC_RUSHWINDMILL: // ATK Increase
  10453. val3 = 4 + val1 * 3 + val2 + (sd?sd->status.job_level:50) / 5;
  10454. break;
  10455. case SC_ECHOSONG:
  10456. val3 = 6 * val1 + val2 + (sd?sd->status.job_level:50) / 4; // DEF Increase
  10457. break;
  10458. case SC_HARMONIZE:
  10459. val2 = 5 + 5 * val1;
  10460. break;
  10461. case SC_VOICEOFSIREN:
  10462. val4 = tick / 2000;
  10463. tick_time = 2000; // [GodLesZ] tick time
  10464. break;
  10465. case SC_DEEPSLEEP:
  10466. val4 = tick / 2000;
  10467. tick_time = 2000; // [GodLesZ] tick time
  10468. break;
  10469. case SC_SIRCLEOFNATURE:
  10470. val2 = 50 * val1; // HP recovery rate
  10471. break;
  10472. case SC_SONGOFMANA:
  10473. status_heal(bl, 0, status->max_sp * (val1 <= 2 ? 10 : val1 <= 4 ? 15 : 20) / 100, 1);
  10474. val3 = 50 * val1;
  10475. break;
  10476. case SC_SATURDAYNIGHTFEVER:
  10477. if (!val4) val4 = skill_get_time2(scdb->skill_id,val1);
  10478. if (!val4) val4 = 3000;
  10479. val3 = tick/val4;
  10480. tick_time = val4; // [GodLesZ] tick time
  10481. break;
  10482. case SC_GLOOMYDAY:
  10483. val2 = 20 + 5 * val1; // Flee reduction.
  10484. val3 = 15 + 5 * val1; // ASPD reduction.
  10485. if( sd && rnd()%100 < val1 ) { // (Skill Lv) %
  10486. val4 = 1; // Reduce walk speed by half.
  10487. if( pc_isriding(sd) ) pc_setriding(sd, 0);
  10488. if( pc_isridingdragon(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_DRAGON);
  10489. }
  10490. break;
  10491. case SC_GLOOMYDAY_SK:
  10492. // Random number between [15 ~ (Voice Lesson Skill Level x 5) + (Skill Level x 10)] %.
  10493. val2 = 15 + rnd()%( (sd?pc_checkskill(sd, WM_LESSON)*5:0) + val1*10 );
  10494. break;
  10495. case SC_SITDOWN_FORCE:
  10496. case SC_BANANA_BOMB_SITDOWN:
  10497. if( sd && !pc_issit(sd) ) {
  10498. pc_setsit(sd);
  10499. skill_sit(sd, true);
  10500. clif_sitting(bl);
  10501. }
  10502. break;
  10503. case SC_DANCEWITHWUG:
  10504. val3 = 5 * val1; // ASPD Increase
  10505. val4 = 20 + 10 * val1; // Fixed Cast Time Reduction
  10506. break;
  10507. case SC_LERADSDEW:
  10508. val3 = 2 + 3 * val1 + min(3 * val2, 25); // MaxHP Increase
  10509. break;
  10510. case SC_MELODYOFSINK:
  10511. val2 = 10 * val1; // INT Reduction.
  10512. val3 = 2 + 2 * val1; // MaxSP reduction
  10513. break;
  10514. case SC_BEYONDOFWARCRY:
  10515. val2 = 10 + 10 * val1; // STR Reduction
  10516. val3 = 4 * val1; // MaxHP Reduction
  10517. break;
  10518. case SC_UNLIMITEDHUMMINGVOICE:
  10519. val3 = 4 * val1 + min(3 * val2, 15); // !TODO: What's the Lesson bonus?
  10520. break;
  10521. case SC_REFLECTDAMAGE:
  10522. val2 = 10 * val1; // Reflect reduction amount
  10523. val4 = tick/1000; // Number of SP cycles (duration)
  10524. tick_time = 1000; // [GodLesZ] tick time
  10525. break;
  10526. case SC_FORCEOFVANGUARD:
  10527. val2 = 8 + 12 * val1; // Chance
  10528. val3 = 5 + 2 * val1; // Max rage counters
  10529. tick = INFINITE_TICK; // Endless duration in the client
  10530. tick_time = 10000; // [GodLesZ] tick time
  10531. break;
  10532. case SC_EXEEDBREAK:
  10533. val2 = 150 * val1;
  10534. if (sd) { // Players
  10535. short index = sd->equip_index[EQI_HAND_R];
  10536. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_WEAPON)
  10537. val2 += 15 * sd->status.job_level + sd->inventory_data[index]->weight / 10 * sd->inventory_data[index]->weapon_level * status_get_lv(bl) / 100;
  10538. } else // Monster
  10539. val2 += 750;
  10540. break;
  10541. case SC_PRESTIGE:
  10542. val2 = (status->int_ + status->luk) * val1 / 20 * status_get_lv(bl) / 200 + val1; // Chance to evade magic damage.
  10543. val3 = ((val1 * 15) + (10 * (sd?pc_checkskill(sd,CR_DEFENDER):skill_get_max(CR_DEFENDER)))) * status_get_lv(bl) / 100; // Defence added
  10544. break;
  10545. case SC_SHIELDSPELL_HP:
  10546. val2 = 3; // 3% HP every 3 seconds
  10547. tick_time = status_get_sc_interval(type);
  10548. val4 = tick - tick_time; // Remaining time
  10549. break;
  10550. case SC_SHIELDSPELL_SP:
  10551. val2 = 3; // 3% SP every 5 seconds
  10552. tick_time = status_get_sc_interval(type);
  10553. val4 = tick - tick_time; // Remaining time
  10554. break;
  10555. case SC_SHIELDSPELL_ATK:
  10556. val2 = 150; // WATK/MATK bonus
  10557. break;
  10558. case SC_BANDING:
  10559. val2 = (sd ? skill_banding_count(sd) : 1);
  10560. tick_time = 5000; // [GodLesZ] tick time
  10561. break;
  10562. case SC_MAGNETICFIELD:
  10563. tick_time = 1000; // [GodLesZ] tick time
  10564. val4 = tick / tick_time;
  10565. break;
  10566. case SC_INSPIRATION:
  10567. val2 = 40 * val1; // ATK/MATK
  10568. val3 = 6 * val1; //All stat bonus
  10569. val4 = tick / 5000;
  10570. tick_time = 5000; // [GodLesZ] tick time
  10571. status_change_clear_buffs(bl, SCCB_DEBUFFS); // Remove debuffs
  10572. break;
  10573. case SC_CRESCENTELBOW:
  10574. val2 = (sd?sd->status.job_level:50) / 2 + (50 + 5 * val1);
  10575. break;
  10576. case SC_LIGHTNINGWALK: // [(Job Level / 2) + (40 + 5 * Skill Level)] %
  10577. val1 = (sd?sd->status.job_level:2)/2 + 40 + 5 * val1;
  10578. break;
  10579. case SC_GT_ENERGYGAIN:
  10580. val2 = 10 + 5 * val1; // Sphere gain chance.
  10581. break;
  10582. case SC_GT_CHANGE:
  10583. // Take note there is no def increase as skill desc says. [malufett]
  10584. val2 = val1 * 8; // ATK increase
  10585. val3 = status->agi * val1 / 60; // ASPD increase: [(Target AGI x Skill Level) / 60] %
  10586. break;
  10587. case SC_GT_REVITALIZE:
  10588. // Take note there is no vit, aspd, speed increase as skill desc says. [malufett]
  10589. val2 = 2 * val1; // MaxHP: [(Skill Level * 2)]%
  10590. val3 = val1 * 30 + 50; // Natural HP recovery increase: [(Skill Level x 30) + 50] %
  10591. // The stat def is not shown in the status window and it is processed differently
  10592. val4 = val1 * 20; // STAT DEF increase
  10593. break;
  10594. case SC_PYROTECHNIC_OPTION:
  10595. val2 = 60; // Eatk Renewal (Atk2)
  10596. break;
  10597. case SC_HEATER_OPTION:
  10598. val2 = 120; // Eatk Renewal (Atk2)
  10599. val3 = ELE_FIRE; // Change into fire element.
  10600. break;
  10601. case SC_TROPIC_OPTION:
  10602. val2 = 180; // Eatk Renewal (Atk2)
  10603. val3 = MG_FIREBOLT;
  10604. break;
  10605. case SC_AQUAPLAY_OPTION:
  10606. val2 = 40;
  10607. break;
  10608. case SC_COOLER_OPTION:
  10609. val2 = 80;
  10610. val3 = ELE_WATER; // Change into water element.
  10611. break;
  10612. case SC_CHILLY_AIR_OPTION:
  10613. val2 = 120; // Matk. Renewal (Matk1)
  10614. val3 = MG_COLDBOLT;
  10615. break;
  10616. case SC_WIND_STEP_OPTION:
  10617. val2 = 50; // % Increase speed and flee.
  10618. break;
  10619. case SC_BLAST_OPTION:
  10620. val2 = 20;
  10621. val3 = ELE_WIND; // Change into wind element.
  10622. break;
  10623. case SC_WILD_STORM_OPTION:
  10624. val2 = MG_LIGHTNINGBOLT;
  10625. break;
  10626. case SC_PETROLOGY_OPTION:
  10627. val2 = 5; //HP Rate bonus
  10628. val3 = 50;
  10629. break;
  10630. case SC_SOLID_SKIN_OPTION:
  10631. val2 = 33; //% Increase DEF
  10632. break;
  10633. case SC_CURSED_SOIL_OPTION:
  10634. val2 = 10; //HP rate bonus
  10635. val3 = ELE_EARTH; // Change into earth element.
  10636. break;
  10637. case SC_UPHEAVAL_OPTION:
  10638. val2 = 15; //HP rate bonus
  10639. val3 = WZ_EARTHSPIKE;
  10640. break;
  10641. case SC_CIRCLE_OF_FIRE_OPTION:
  10642. val2 = 300;
  10643. break;
  10644. case SC_WATER_SCREEN_OPTION:
  10645. tick_time = 10000;
  10646. break;
  10647. case SC_FIRE_CLOAK_OPTION:
  10648. case SC_WATER_DROP_OPTION:
  10649. case SC_WIND_CURTAIN_OPTION:
  10650. case SC_STONE_SHIELD_OPTION:
  10651. val2 = 100; // Elemental modifier.
  10652. break;
  10653. case SC_TROPIC:
  10654. case SC_CHILLY_AIR:
  10655. case SC_WILD_STORM:
  10656. case SC_UPHEAVAL:
  10657. val2 += 10;
  10658. case SC_HEATER:
  10659. case SC_COOLER:
  10660. case SC_BLAST:
  10661. case SC_CURSED_SOIL:
  10662. val2 += 10;
  10663. case SC_PYROTECHNIC:
  10664. case SC_AQUAPLAY:
  10665. case SC_GUST:
  10666. case SC_PETROLOGY:
  10667. val2 += 5;
  10668. val3 += 9000;
  10669. case SC_CIRCLE_OF_FIRE:
  10670. case SC_FIRE_CLOAK:
  10671. case SC_WATER_DROP:
  10672. case SC_WATER_SCREEN:
  10673. case SC_WIND_CURTAIN:
  10674. case SC_WIND_STEP:
  10675. case SC_STONE_SHIELD:
  10676. case SC_SOLID_SKIN:
  10677. val2 += 5;
  10678. val3 += 1000;
  10679. tick_time = val3; // [GodLesZ] tick time
  10680. break;
  10681. case SC_WATER_BARRIER:
  10682. val2 = 30; // Reductions. Atk2 and Flee1
  10683. break;
  10684. case SC_ZEPHYR:
  10685. val2 = 25; // Flee.
  10686. break;
  10687. case SC_TIDAL_WEAPON:
  10688. val2 = 20; // Increase Elemental's attack.
  10689. break;
  10690. case SC_ROCK_CRUSHER:
  10691. case SC_ROCK_CRUSHER_ATK:
  10692. case SC_POWER_OF_GAIA:
  10693. val2 = 33; //Def rate bonus/Speed rate reduction
  10694. val3 = 20; //HP rate bonus
  10695. break;
  10696. case SC_TEARGAS:
  10697. val2 = status_get_max_hp(bl) * 5 / 100; // Drain 5% HP
  10698. val4 = tick / 2000;
  10699. tick_time = 2000;
  10700. break;
  10701. case SC_TEARGAS_SOB:
  10702. val4 = tick / 3000;
  10703. tick_time = 3000;
  10704. break;
  10705. case SC_STOMACHACHE:
  10706. val2 = 8; // SP consume.
  10707. val4 = tick / 10000;
  10708. tick_time = 10000; // [GodLesZ] tick time
  10709. break;
  10710. case SC_PROMOTE_HEALTH_RESERCH:
  10711. //val1: 1 = Regular Potion, 2 = Thrown Potion
  10712. //val2: 1 = Small Potion, 2 = Medium Potion, 3 = Large Potion
  10713. //val3: MaxHP Increase By Fixed Amount
  10714. if (val1 == 1) // If potion was normally used, take the user's BaseLv
  10715. val3 = 1000 * val2 - 500 + status_get_lv(bl) * 10 / 3;
  10716. else if (val1 == 2) // If potion was thrown at someone, take the thrower's BaseLv
  10717. val3 = 1000 * val2 - 500 + status_get_lv(src) * 10 / 3;
  10718. if (val3 <= 0) // Prevents a negeative value from happening
  10719. val3 = 0;
  10720. break;
  10721. case SC_ENERGY_DRINK_RESERCH:
  10722. //val1: 1 = Regular Potion, 2 = Thrown Potion
  10723. //val2: 1 = Small Potion, 2 = Medium Potion, 3 = Large Potion
  10724. //val3: MaxSP Increase By Percentage Amount
  10725. if (val1 == 1) // If potion was normally used, take the user's BaseLv
  10726. val3 = status_get_lv(bl) / 10 + 5 * val2 - 10;
  10727. else if (val1 == 2) // If potion was thrown at someone, take the thrower's BaseLv
  10728. val3 = status_get_lv(src) / 10 + 5 * val2 - 10;
  10729. if (val3 <= 0) // Prevents a negeative value from happening
  10730. val3 = 0;
  10731. break;
  10732. case SC_KYOUGAKU:
  10733. val2 = 2*val1 + rnd()%val1;
  10734. clif_status_change(bl,EFST_ACTIVE_MONSTER_TRANSFORM,1,0,1002,0,0);
  10735. break;
  10736. case SC_KAGEMUSYA:
  10737. val2 = 20; // Damage increase bonus
  10738. val3 = val1 * 2;
  10739. tick_time = 1000;
  10740. val4 = tick / tick_time;
  10741. break;
  10742. case SC_ZANGETSU:
  10743. if( status_get_hp(bl) % 2 == 0 )
  10744. val2 = (status_get_lv(bl) / 3) + (20 * val1); //+Watk
  10745. else
  10746. val2 -= (status_get_lv(bl) / 3) + (30 * val1); //-Watk
  10747. if( status_get_sp(bl) % 2 == 0 )
  10748. val3 = (status_get_lv(bl) / 3) + (20 * val1); //+Matk
  10749. else
  10750. val3 -= (status_get_lv(bl) / 3) + (30 * val1); //-Matk
  10751. break;
  10752. case SC_GENSOU:
  10753. {
  10754. int hp = status_get_hp(bl), lv = 5;
  10755. short per = 100 / (status_get_max_hp(bl) / hp);
  10756. if( per <= 15 )
  10757. lv = 1;
  10758. else if( per <= 30 )
  10759. lv = 2;
  10760. else if( per <= 50 )
  10761. lv = 3;
  10762. else if( per <= 75 )
  10763. lv = 4;
  10764. if( hp % 2 == 0)
  10765. status_heal(bl, hp * (6-lv) * 4 / 100, status_get_sp(bl) * (6-lv) * 3 / 100, 1);
  10766. else
  10767. status_zap(bl, hp * (lv*4) / 100, status_get_sp(bl) * (lv*3) / 100);
  10768. }
  10769. break;
  10770. case SC_ANGRIFFS_MODUS:
  10771. val2 = 50 + 20 * val1; // atk bonus
  10772. val3 = 25 + 10 * val1; // Flee reduction.
  10773. val4 = tick/1000; // hp/sp reduction timer
  10774. tick_time = 1000;
  10775. break;
  10776. case SC_GOLDENE_FERSE:
  10777. val2 = 10 + 10*val1; // flee bonus
  10778. val3 = 6 + 4 * val1; // Aspd Bonus
  10779. val4 = 2 + 2 * val1; // Chance of holy attack
  10780. break;
  10781. case SC_STONE_WALL:
  10782. val2 = 100 * val1; // DEF bonus
  10783. val3 = 30 * val1; // MDEF bonus
  10784. break;
  10785. case SC_OVERED_BOOST:
  10786. val2 = 400 + 40 * val1; // flee bonus
  10787. val3 = 180 + 2 * val1; // aspd bonus
  10788. val4 = 50; // def reduc %
  10789. break;
  10790. case SC_GRANITIC_ARMOR:
  10791. val2 = 2*val1; // dmg reduction
  10792. val3 = 6*val1; // dmg taken on status end (6%:12%:18%:24%:30%)
  10793. val4 = 5*val1; // unknow formula
  10794. break;
  10795. case SC_MAGMA_FLOW:
  10796. val2 = 3*val1; // Activation chance
  10797. break;
  10798. case SC_PYROCLASTIC:
  10799. val2 += 100 + 10*val1; // atk bonus // !TODO: Confirm formula
  10800. break;
  10801. case SC_PARALYSIS: // [Lighta] need real info
  10802. val2 = 2*val1; // def reduction
  10803. val3 = 500*val1; // varcast augmentation
  10804. break;
  10805. case SC_LIGHT_OF_REGENE: // Yommy leak need confirm
  10806. val2 = 20 * val1; // hp reco on death %
  10807. break;
  10808. case SC_PAIN_KILLER: // Yommy leak need confirm
  10809. val2 = min((( 200 * val1 ) * status_get_lv(src)) / 150, 1000); // dmg reduction linear. upto a maximum of 1000 [iRO Wiki]
  10810. if(sc->getSCE(SC_PARALYSIS))
  10811. sc_start(src,bl, SC_ENDURE, 100, val1, tick); // Start endure for same duration
  10812. break;
  10813. case SC_STYLE_CHANGE:
  10814. tick = INFINITE_TICK; // Infinite duration
  10815. break;
  10816. case SC_CBC:
  10817. val3 = 10; // Drain sp % dmg
  10818. val4 = tick/1000; // dmg each sec
  10819. tick = 1000;
  10820. break;
  10821. case SC_EQC:
  10822. val2 = 5 * val1; // def % reduc
  10823. val3 = 2 * val1; // HP drain %
  10824. break;
  10825. case SC_ASH:
  10826. val2 = 0; // hit % reduc
  10827. val3 = 0; // def % reduc
  10828. val4 = 0; // atk flee & reduc
  10829. if (!status_bl_has_mode(bl,MD_STATUSIMMUNE)) {
  10830. val2 = 50;
  10831. if (status_get_race(bl) == RC_PLANT) // plant type
  10832. val3 = 50;
  10833. if (status_get_element(bl) == ELE_WATER) // defense water type
  10834. val4 = 50;
  10835. }
  10836. break;
  10837. case SC_FULL_THROTTLE:
  10838. val2 = ( val1 == 1 ? 6 : 6 - val1 );
  10839. val3 = 20; //+% AllStats
  10840. tick_time = 1000;
  10841. val4 = tick / tick_time;
  10842. break;
  10843. case SC_REBOUND:
  10844. tick_time = 2000;
  10845. val4 = tick / tick_time;
  10846. clif_emotion(bl, ET_SWEAT);
  10847. break;
  10848. case SC_KINGS_GRACE:
  10849. val2 = 3 + val1; //HP Recover rate
  10850. tick_time = 1000;
  10851. val4 = tick / tick_time;
  10852. break;
  10853. case SC_TELEKINESIS_INTENSE:
  10854. val2 = 10 * val1; // sp consum / casttime reduc %
  10855. val3 = 40 * val1; // magic dmg bonus
  10856. break;
  10857. case SC_OFFERTORIUM:
  10858. val2 = 30 * val1; // heal power bonus
  10859. val3 = 100 + 20 * val1; // sp cost inc
  10860. break;
  10861. case SC_FRIGG_SONG:
  10862. val2 = 5 * val1; // maxhp bonus
  10863. val3 = 80 + 20 * val1; // healing
  10864. tick_time = 1000;
  10865. val4 = tick / tick_time;
  10866. break;
  10867. case SC_FLASHCOMBO:
  10868. val2 = 20 * val1 + 20; // atk bonus
  10869. break;
  10870. case SC_DARKCROW:
  10871. val2 = 30 * val1; // ATK bonus
  10872. break;
  10873. case SC_UNLIMIT:
  10874. val2 = 50 * val1;
  10875. break;
  10876. case SC_MONSTER_TRANSFORM:
  10877. case SC_ACTIVE_MONSTER_TRANSFORM:
  10878. if( !mobdb_checkid(val1) )
  10879. val1 = MOBID_PORING; // Default poring
  10880. break;
  10881. #ifndef RENEWAL
  10882. case SC_APPLEIDUN:
  10883. {
  10884. map_session_data * s_sd = BL_CAST(BL_PC, src);
  10885. val2 = (5 + 2 * val1) + (status_get_vit(src) / 10); //HP Rate: (5 + 2 * skill_lv) + (vit/10) + (BA_MUSICALLESSON level)
  10886. if (s_sd)
  10887. val2 += pc_checkskill(s_sd, BA_MUSICALLESSON) / 2;
  10888. break;
  10889. }
  10890. #endif
  10891. case SC_EPICLESIS:
  10892. val2 = 5 * val1; //HP rate bonus
  10893. break;
  10894. case SC_ILLUSIONDOPING:
  10895. val2 = 50; // -Hit
  10896. break;
  10897. case SC_OVERHEAT:
  10898. case SC_OVERHEAT_LIMITPOINT:
  10899. case SC_STEALTHFIELD:
  10900. tick_time = tick;
  10901. tick = INFINITE_TICK;
  10902. break;
  10903. case SC_STEALTHFIELD_MASTER:
  10904. tick_time = val3 = 2000 + 1000 * val1;
  10905. val4 = tick / tick_time;
  10906. break;
  10907. case SC_VACUUM_EXTREME:
  10908. // Suck target at n second, only if the n second is lower than the duration
  10909. // Does not suck targets on no-knockback maps
  10910. if (val4 < tick && unit_blown_immune(bl, 0x9) == UB_KNOCKABLE) {
  10911. tick_time = val4;
  10912. val4 = tick - tick_time;
  10913. } else
  10914. val4 = 0;
  10915. break;
  10916. case SC_FIRE_INSIGNIA:
  10917. case SC_WATER_INSIGNIA:
  10918. case SC_WIND_INSIGNIA:
  10919. case SC_EARTH_INSIGNIA:
  10920. tick_time = 5000;
  10921. val4 = tick / tick_time;
  10922. break;
  10923. case SC_NEUTRALBARRIER:
  10924. val2 = 10 + val1 * 5; // Def/Mdef
  10925. tick = INFINITE_TICK;
  10926. break;
  10927. case SC_MAGIC_POISON:
  10928. val2 = 50; // Attribute Reduction
  10929. break;
  10930. /* Rebellion */
  10931. case SC_B_TRAP:
  10932. val2 = src->id;
  10933. val3 = val1 * 25; // -movespeed TODO: Figure out movespeed rate
  10934. break;
  10935. case SC_C_MARKER:
  10936. case SC_BURNT:
  10937. // val1 = skill_lv
  10938. // val2 = src_id
  10939. val3 = 10; // -10 flee
  10940. //Start timer to send mark on mini map
  10941. val4 = tick/1000;
  10942. tick_time = 1000; // Sends every 1 seconds
  10943. break;
  10944. case SC_H_MINE:
  10945. val2 = src->id;
  10946. break;
  10947. case SC_HEAT_BARREL:
  10948. {
  10949. uint8 n = 10;
  10950. if (sd)
  10951. n = (uint8)sd->spiritball_old;
  10952. //kRO Update 2016-05-25
  10953. val2 = n * 5; // -fixed casttime
  10954. val3 = (6 + val1 * 2) * n; // ATK
  10955. val4 = 25 + val1 * 5; // -hit
  10956. }
  10957. break;
  10958. case SC_P_ALTER:
  10959. {
  10960. uint8 n = 10;
  10961. if (sd)
  10962. n = (uint8)sd->spiritball_old;
  10963. val2 = 10 * n; // +atk
  10964. val3 = (status->max_hp * (val1 * 5) / 100); // Barrier HP
  10965. }
  10966. break;
  10967. case SC_E_CHAIN:
  10968. val2 = 10;
  10969. if (sd)
  10970. val2 = sd->spiritball_old;
  10971. break;
  10972. case SC_ANTI_M_BLAST:
  10973. val2 = val1 * 10;
  10974. break;
  10975. case SC_CATNIPPOWDER:
  10976. val2 = 50; // WATK%, MATK%
  10977. val3 = 25 * val1; // Move speed reduction
  10978. if (bl->type == BL_PC && pc_checkskill(sd, SU_SPIRITOFLAND))
  10979. val4 = status_get_lv(src) / 12;
  10980. break;
  10981. case SC_BITESCAR: {
  10982. const struct status_data *b_status = status_get_base_status(src); // Base Status
  10983. val2 = (status_get_max_hp(bl) * (val1 + (b_status->dex / 25))) / status_get_max_hp(bl); // MHP% damage
  10984. tick_time = 1000;
  10985. val4 = tick / tick_time;
  10986. }
  10987. break;
  10988. case SC_ARCLOUSEDASH:
  10989. val2 = 15 + 5 * val1; // AGI
  10990. val3 = 25; // Move speed increase
  10991. if (sd && (sd->class_&MAPID_BASEMASK) == MAPID_SUMMONER)
  10992. val4 = 10; // Ranged ATK increase
  10993. break;
  10994. case SC_SHRIMP:
  10995. val2 = 10; // BATK%, MATK%
  10996. break;
  10997. case SC_FRESHSHRIMP: {
  10998. int min = 0, max = 0;
  10999. #ifdef RENEWAL
  11000. min = status_base_matk_min(src, status, status_get_lv(src));
  11001. max = status_base_matk_max(src, status, status_get_lv(src));
  11002. if (status->rhw.matk > 0) {
  11003. int wMatk, variance;
  11004. wMatk = status->rhw.matk;
  11005. variance = wMatk * status->rhw.wlv / 10;
  11006. min += wMatk - variance;
  11007. max += wMatk + variance;
  11008. }
  11009. #endif
  11010. if (sd && sd->right_weapon.overrefine > 0) {
  11011. min++;
  11012. max += sd->right_weapon.overrefine - 1;
  11013. }
  11014. val2 += min + 178; // Heal
  11015. if (max > min)
  11016. val2 += rnd() % (max - min); // Heal
  11017. if (sd) {
  11018. if (pc_checkskill(sd, SU_POWEROFSEA) > 0) {
  11019. val2 += val2 * 10 / 100;
  11020. if (pc_checkskill_summoner(sd, SUMMONER_POWER_SEA) >= 20)
  11021. val2 += val2 * 20 / 100;
  11022. }
  11023. if (pc_checkskill(sd, SU_SPIRITOFSEA) > 0)
  11024. val2 *= 2; // Doubles HP
  11025. }
  11026. tick_time = 10000 - ((val1 - 1) * 1000);
  11027. val4 = tick / tick_time;
  11028. }
  11029. break;
  11030. case SC_TUNAPARTY:
  11031. val2 = (status->max_hp * (val1 * 10) / 100); // Max HP% to absorb
  11032. if (sd && pc_checkskill(sd, SU_SPIRITOFSEA))
  11033. val2 *= 2; // Double the shield life
  11034. break;
  11035. case SC_HISS:
  11036. val2 = 50; // Perfect Dodge
  11037. sc_start(src, bl, SC_DORAM_WALKSPEED, 100, 50, skill_get_time2(SU_HISS, val1));
  11038. break;
  11039. case SC_GROOMING:
  11040. val2 = 100; // Flee
  11041. break;
  11042. case SC_CHATTERING:
  11043. val2 = 100; // eATK, eMATK
  11044. sc_start(src, bl, SC_DORAM_WALKSPEED, 100, 50, skill_get_time2(SU_CHATTERING, val1));
  11045. break;
  11046. case SC_SWORDCLAN:
  11047. case SC_ARCWANDCLAN:
  11048. case SC_GOLDENMACECLAN:
  11049. case SC_CROSSBOWCLAN:
  11050. case SC_JUMPINGCLAN:
  11051. tick = INFINITE_TICK;
  11052. status_change_start(src,bl,SC_CLAN_INFO,10000,0,val2,0,0,INFINITE_TICK,flag);
  11053. break;
  11054. case SC_DORAM_BUF_01:
  11055. case SC_DORAM_BUF_02:
  11056. tick_time = 10000; // every 10 seconds
  11057. if( (val4 = tick/tick_time) < 1 )
  11058. val4 = 1;
  11059. break;
  11060. case SC_GLASTHEIM_ATK:
  11061. val1 = 100; // Undead/Demon MDEF ignore rate
  11062. break;
  11063. case SC_GLASTHEIM_HEAL:
  11064. val1 = 100; // Heal Power rate bonus
  11065. val2 = 50; // Received heal rate bonus
  11066. break;
  11067. case SC_GLASTHEIM_HIDDEN:
  11068. val1 = 90; // Damage rate reduction bonus
  11069. break;
  11070. case SC_GLASTHEIM_STATE:
  11071. val1 = 20; // All-stat bonus
  11072. break;
  11073. case SC_GLASTHEIM_ITEMDEF:
  11074. val1 = 200; // DEF bonus
  11075. val2 = 50; // MDEF bonus
  11076. break;
  11077. case SC_GLASTHEIM_HPSP:
  11078. val1 = 10000; // HP bonus
  11079. val2 = 1000; // SP bonus
  11080. break;
  11081. case SC_ANCILLA:
  11082. val1 = 15; // Heal Power rate bonus
  11083. val2 = 30; // SP Recovery rate bonus
  11084. break;
  11085. case SC_HELPANGEL:
  11086. tick_time = 1000;
  11087. val4 = tick / tick_time;
  11088. break;
  11089. case SC_EMERGENCY_MOVE:
  11090. val2 = 25; // Movement speed increase
  11091. break;
  11092. case SC_SUNSTANCE:
  11093. val2 = 2 + val1; // ATK Increase
  11094. tick = INFINITE_TICK;
  11095. break;
  11096. case SC_LUNARSTANCE:
  11097. val2 = 2 + val1; // MaxHP Increase
  11098. tick = INFINITE_TICK;
  11099. break;
  11100. case SC_STARSTANCE:
  11101. val2 = 4 + 2 * val1; // ASPD Increase
  11102. tick = INFINITE_TICK;
  11103. break;
  11104. case SC_DIMENSION1:
  11105. case SC_DIMENSION2:
  11106. if (sd)
  11107. pc_addspiritball(sd, skill_get_time2(SJ_BOOKOFDIMENSION, 1), 2);
  11108. break;
  11109. case SC_UNIVERSESTANCE:
  11110. val2 = 2 + val1; // All Stats Increase
  11111. tick = INFINITE_TICK;
  11112. break;
  11113. case SC_NEWMOON:
  11114. val2 = 7; // Number of Regular Attacks Until Reveal
  11115. tick_time = 1000;
  11116. val4 = tick / tick_time;
  11117. break;
  11118. case SC_FALLINGSTAR:
  11119. val2 = 8 + 2 * (1 + val1) / 2; // Autocast Chance
  11120. if (val1 >= 7)
  11121. val2 += 1; // Make it 15% at level 7.
  11122. break;
  11123. case SC_CREATINGSTAR:
  11124. tick_time = 500;
  11125. val4 = tick / tick_time;
  11126. break;
  11127. case SC_LIGHTOFSUN:
  11128. case SC_LIGHTOFMOON:
  11129. case SC_LIGHTOFSTAR:
  11130. val2 = 5 * val1; // Skill Damage Increase.
  11131. break;
  11132. case SC_SOULGOLEM:
  11133. val2 = 60 * val1; // DEF Increase
  11134. val3 = 15 + 5 * val1; // MDEF Increase
  11135. break;
  11136. case SC_SOULSHADOW:
  11137. val2 = (1 + val1) / 2; // ASPD Increase
  11138. val3 = 10 + 2 * val1; // CRIT Increase
  11139. break;
  11140. case SC_SOULFALCON:
  11141. val2 = 10 * val1; // WATK Increase
  11142. val3 = 10; // HIT Increase
  11143. if (val1 >= 3)
  11144. val3 += 3;
  11145. else if (val1 >= 5)
  11146. val3 += 5;
  11147. break;
  11148. case SC_SOULFAIRY:
  11149. val2 = 10 * val1; // MATK Increase
  11150. val3 = 5; // Variable Cast Time Reduction
  11151. if (val1 >= 3)
  11152. val3 += 2;
  11153. else if (val1 >= 5)
  11154. val3 += 5;
  11155. break;
  11156. case SC_SOULUNITY:
  11157. tick_time = 3000;
  11158. val4 = tick / tick_time;
  11159. break;
  11160. case SC_SOULDIVISION:
  11161. val2 = 10 * val1; // Skill Aftercast Increase
  11162. break;
  11163. case SC_SOULREAPER:
  11164. val2 = 10 + 5 * val1; // Chance of Getting A Soul Sphere.
  11165. break;
  11166. case SC_SOULCOLLECT:
  11167. val2 = 5 + 3 * val2; // Max Soul Sphere's.
  11168. val3 = tick > 0 ? tick : 60000;
  11169. tick_time = tick;
  11170. tick = INFINITE_TICK;
  11171. break;
  11172. case SC_SP_SHA:
  11173. val2 = 50; // Move speed reduction
  11174. break;
  11175. case SC_SERVANTWEAPON:
  11176. if( sd ){
  11177. // Generate 5 servants on start
  11178. pc_addservantball( *sd, MAX_SERVANTBALL );
  11179. }
  11180. tick_time = skill_get_time2(DK_SERVANTWEAPON,val1); // Servant Regen Interval
  11181. if (tick_time < 500)
  11182. tick_time = 500; // Avoid being brought down to 0.
  11183. val4 = tick - tick_time; // Remaining Time
  11184. break;
  11185. case SC_VIGOR: {
  11186. uint8 hp_loss[10] = { 15, 14, 12, 11, 9, 8, 6, 5, 3, 2 };
  11187. val2 = hp_loss[val1- 1];
  11188. }
  11189. break;
  11190. case SC_POWERFUL_FAITH:
  11191. val2 = 5 + 5 * val1;// ATK Increase
  11192. val3 = 5 + 2 * val1;// PAtk Increase
  11193. break;
  11194. case SC_FIRM_FAITH:
  11195. val2 = 2 * val1;// MaxHP Increase
  11196. val3 = 8 * val1;// Res Increase
  11197. break;
  11198. case SC_SINCERE_FAITH:
  11199. val2 = (1 + val1) / 2;// ASPD Increase
  11200. val3 = 4 * val1;// Perfect Hit Increase
  11201. break;
  11202. case SC_GUARD_STANCE:
  11203. val2 = 50 + 50 * val1;// DEF Increase
  11204. val3 = 50 * val1;// ATK Decrease
  11205. tick = INFINITE_TICK;
  11206. break;
  11207. case SC_GUARDIAN_S:
  11208. val2 = status->max_hp * (50 * val1) / 100;// Barrier HP
  11209. break;
  11210. case SC_REBOUND_S:
  11211. val2 = 10 * val1;// Reduced Damage From Devotion
  11212. if (val2 > 99)
  11213. val2 = 99;// Lets not let it reduce above 99.
  11214. break;
  11215. case SC_ATTACK_STANCE:
  11216. val2 = 40 * val1;// DEF Decrease
  11217. val3 = 5 + 5 * val1;// ATK Increase
  11218. tick = INFINITE_TICK;
  11219. break;
  11220. case SC_HOLY_S:
  11221. val2 = 5 + 2 * val1;// Damage Reduction / Holy Damage Increase
  11222. break;
  11223. case SC_MEDIALE:
  11224. val2 = 2 * val1;// Heal Rate
  11225. val4 = tick / 2000;
  11226. tick_time = 2000;
  11227. break;
  11228. case SC_A_VITA:
  11229. case SC_A_TELUM:
  11230. val2 = 5 * val1;// Res/MRes Pierce Percentage
  11231. break;
  11232. case SC_PRE_ACIES:
  11233. val2 = 2 * val1;// CRate Increase
  11234. break;
  11235. case SC_COMPETENTIA:
  11236. val2 = 10 * val1;// PAtk/SMatk Increase - Unconfirmed if this is official formula but its 50 at Lv 5. [Rytech]
  11237. break;
  11238. case SC_RELIGIO:
  11239. case SC_BENEDICTUM:
  11240. val2 = 2 * val1;// Trait Stats Increase
  11241. break;
  11242. case SC_DANCING_KNIFE:
  11243. val4 = tick / 300;
  11244. tick_time = 300;
  11245. break;
  11246. case SC_POTENT_VENOM:
  11247. val2 = 3 * val1;// Res Pierce Percentage
  11248. break;
  11249. case SC_A_MACHINE:
  11250. val4 = tick / 1000;
  11251. tick_time = 1000;
  11252. break;
  11253. case SC_D_MACHINE:
  11254. val2 = 200 + 50 * val1;// DEF Increase
  11255. val3 = 20 * val1;// Res Increase
  11256. break;
  11257. case SC_SHADOW_STRIP:
  11258. if (!sd)// Res/MRes on mobs only.
  11259. val2 = 25;// Need official reduction amount.
  11260. break;
  11261. case SC_ABYSSFORCEWEAPON:
  11262. if( sd ){
  11263. // Generate 5 abyss spheres on start.
  11264. pc_addabyssball( *sd, MAX_ABYSSBALL );
  11265. }
  11266. tick_time = skill_get_time2(ABC_FROM_THE_ABYSS, val1);// Abyss Regen Interval
  11267. if (tick_time < 500)
  11268. tick_time = 500;// Avoid being brought down to 0.
  11269. val4 = tick - tick_time;// Remaining Time
  11270. break;
  11271. case SC_ABYSS_SLAYER:
  11272. val2 = 10 + 2 * val1;// PAtk/SMatk Increase
  11273. val3 = 100 + 20 * val1;// Hit Increase
  11274. break;
  11275. case SC_WINDSIGN:
  11276. val2 = 8 + 6 * val1;// Chance to gain AP on attack.
  11277. if (val1 == 5)// Its 40% on level 5.
  11278. val2 += 2;
  11279. break;
  11280. case SC_CALAMITYGALE:// Unlimit runs along with this.
  11281. sc_start(bl, bl, SC_UNLIMIT, 100, 5, skill_get_time(RA_UNLIMIT, 5));
  11282. break;
  11283. case SC_GEF_NOCTURN:// MRes Reduction. Official formula unknown.
  11284. case SC_AIN_RHAPSODY:// Res Reduction. Official formula unknown.
  11285. val2 = 10 * val1;// Res/MRes Decrease
  11286. if (val3&2)// Bonus if partner is found in party.
  11287. val2 *= 2;
  11288. break;
  11289. case SC_MUSICAL_INTERLUDE:
  11290. val2 = 5 + 5 * val1;// Res Increase
  11291. if (val3&2)// Bonus if partner is found in party.
  11292. val2 *= 2;
  11293. break;
  11294. case SC_JAWAII_SERENADE:
  11295. val2 = 3 * val1;// SMatk Increase
  11296. if (val3 & 2)// Bonus if partner is found in party.
  11297. val2 *= 2;
  11298. break;
  11299. case SC_PRON_MARCH:
  11300. val2 = 3 * val1;// PAtk Increase
  11301. if (val3 & 2)// Bonus if partner is found in party.
  11302. val2 *= 2;
  11303. break;
  11304. case SC_SPELL_ENCHANTING:
  11305. val2 = 4 * val1;// SMatk Increase
  11306. break;
  11307. case SC_FLAMETECHNIC:
  11308. case SC_FLAMEARMOR:
  11309. case SC_COLD_FORCE:
  11310. case SC_CRYSTAL_ARMOR:
  11311. case SC_GRACE_BREEZE:
  11312. case SC_EYES_OF_STORM:
  11313. case SC_EARTH_CARE:
  11314. case SC_STRONG_PROTECTION:
  11315. case SC_DEEP_POISONING:
  11316. case SC_POISON_SHIELD:
  11317. val2 += 10;
  11318. val3 += 10000;
  11319. tick_time = val3;
  11320. break;
  11321. case SC_FLAMETECHNIC_OPTION:
  11322. val3 = ELE_FIRE;
  11323. break;
  11324. case SC_COLD_FORCE_OPTION:
  11325. val3 = ELE_WATER;
  11326. break;
  11327. case SC_GRACE_BREEZE_OPTION:
  11328. val3 = ELE_WIND;
  11329. break;
  11330. case SC_EARTH_CARE_OPTION:
  11331. val3 = ELE_EARTH;
  11332. break;
  11333. case SC_DEEP_POISONING_OPTION:
  11334. val3 = ELE_POISON;
  11335. break;
  11336. case SC_SUB_WEAPONPROPERTY:
  11337. if (sd && val3 == ASC_EDP) {
  11338. uint16 poison_level = pc_checkskill(sd, GC_RESEARCHNEWPOISON);
  11339. if (poison_level > 0) {
  11340. tick += 30000; // Base of 30 seconds
  11341. tick += poison_level * 15 * 1000; // Additional 15 seconds per level
  11342. }
  11343. }
  11344. break;
  11345. case SC_WEAPONBREAKER:
  11346. val2 = val1 * 2 * 100; // Chance to break weapon
  11347. break;
  11348. default:
  11349. 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()) {
  11350. // Status change with no calc, no icon, and no skill associated...?
  11351. 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);
  11352. return 0;
  11353. }
  11354. } else // Special considerations when loading SC data.
  11355. switch( type ) {
  11356. case SC_WEDDING:
  11357. case SC_XMAS:
  11358. case SC_SUMMER:
  11359. case SC_HANBOK:
  11360. case SC_OKTOBERFEST:
  11361. case SC_DRESSUP:
  11362. if( !vd )
  11363. break;
  11364. clif_changelook(bl,LOOK_BASE,vd->class_);
  11365. clif_changelook(bl,LOOK_WEAPON,0);
  11366. clif_changelook(bl,LOOK_SHIELD,0);
  11367. clif_changelook(bl,LOOK_CLOTHES_COLOR,vd->cloth_color);
  11368. clif_changelook(bl,LOOK_BODY2,0);
  11369. break;
  11370. case SC_STONE:
  11371. case SC_STONEWAIT:
  11372. case SC_POISON:
  11373. case SC_DPOISON:
  11374. case SC_BLEEDING:
  11375. case SC_BURNING:
  11376. case SC_TOXIN:
  11377. tick_time = tick;
  11378. tick = tick_time + max(val4, 0);
  11379. break;
  11380. case SC_DEATHHURT:
  11381. if (val3 == 1)
  11382. break;
  11383. tick_time = tick;
  11384. tick = tick_time + max(val4, 0);
  11385. case SC_MAGICMUSHROOM:
  11386. case SC_PYREXIA:
  11387. case SC_LEECHESEND:
  11388. if (val3 == 0)
  11389. break;
  11390. tick_time = tick;
  11391. tick = tick_time + max(val4, 0);
  11392. break;
  11393. case SC_SWORDCLAN:
  11394. case SC_ARCWANDCLAN:
  11395. case SC_GOLDENMACECLAN:
  11396. case SC_CROSSBOWCLAN:
  11397. case SC_JUMPINGCLAN:
  11398. case SC_CLAN_INFO:
  11399. // If the player still has a clan status, but was removed from his clan
  11400. if( sd && sd->status.clan_id == 0 ){
  11401. return 0;
  11402. }
  11403. break;
  11404. case SC_SERVANTWEAPON:
  11405. case SC_ABYSSFORCEWEAPON:
  11406. tick_time = tick;
  11407. tick = tick_time + max(val4, 0);
  11408. break;
  11409. }
  11410. if (sd && current_equip_combo_pos > 0 && tick == INFINITE_TICK) {
  11411. 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);
  11412. return 0;
  11413. }
  11414. /* [Ind] */
  11415. if (scdb->flag[SCF_DISPLAYPC] || scdb->flag[SCF_DISPLAYNPC]) {
  11416. int dval1 = 0, dval2 = 0, dval3 = 0;
  11417. switch (type) {
  11418. case SC_ALL_RIDING:
  11419. dval1 = 1;
  11420. break;
  11421. case SC_CLAN_INFO:
  11422. dval1 = val1;
  11423. dval2 = val2;
  11424. dval3 = val3;
  11425. break;
  11426. default: /* All others: just copy val1 */
  11427. dval1 = val1;
  11428. break;
  11429. }
  11430. status_display_add(bl,type,dval1,dval2,dval3);
  11431. }
  11432. //SC that force player to stand if is sitting
  11433. if (scdb->flag[SCF_SETSTAND] && sd && pc_issit(sd))
  11434. pc_setstand(sd, true);
  11435. //SC that make stop attacking [LuzZza]
  11436. if (scdb->flag[SCF_STOPATTACKING])
  11437. unit_stop_attack(bl);
  11438. //SC that make stop walking
  11439. if (scdb->flag[SCF_STOPWALKING]) {
  11440. switch (type) {
  11441. case SC_ANKLE:
  11442. if (battle_config.skill_trap_type || !map_flag_gvg(bl->m))
  11443. unit_stop_walking(bl, 1);
  11444. break;
  11445. case SC__MANHOLE:
  11446. if (bl->type == BL_PC || !unit_blown_immune(bl,0x1))
  11447. unit_stop_walking(bl,1);
  11448. break;
  11449. case SC_VACUUM_EXTREME:
  11450. if (bl->type != BL_PC && unit_blown_immune(bl, 0x1) == UB_KNOCKABLE) {
  11451. unit_stop_walking(bl,1);
  11452. unit_stop_attack(bl);
  11453. }
  11454. break;
  11455. case SC_FREEZE:
  11456. case SC_STUN:
  11457. case SC_STONE:
  11458. if (sc->getSCE(SC_DANCING)) {
  11459. unit_stop_walking(bl, 1);
  11460. status_change_end(bl, SC_DANCING);
  11461. }
  11462. break;
  11463. default:
  11464. if (!unit_blown_immune(bl,0x1))
  11465. unit_stop_walking(bl,1);
  11466. break;
  11467. }
  11468. }
  11469. //SC that make stop casting
  11470. if (battle_config.sc_castcancel&bl->type && scdb->flag[SCF_STOPCASTING])
  11471. unit_skillcastcancel(bl,0);
  11472. sc->opt1 = scdb->opt1;
  11473. sc->opt2 |= scdb->opt2;
  11474. sc->opt3 |= scdb->opt3;
  11475. sc->option |= scdb->look;
  11476. std::bitset<SCF_MAX> opt_flag = scdb->flag;
  11477. uint16 disable_opt_flag = false;
  11478. switch(type) {
  11479. case SC_DANCING:
  11480. if ((val1&0xFFFF) == CG_MOONLIT)
  11481. sc->opt3 |= OPT3_MOONLIT;
  11482. break;
  11483. case SC_INCATKRATE:
  11484. // Simulate Explosion Spirits effect for NPC_POWERUP [Skotlex]
  11485. if (bl->type != BL_MOB) {
  11486. disable_opt_flag = true;
  11487. break;
  11488. }
  11489. break;
  11490. }
  11491. // On Aegis, when turning on a status change, first goes the option packet, then the sc packet.
  11492. if (!disable_opt_flag && (opt_flag[SCF_SENDOPTION] || opt_flag[SCF_ONTOUCH] || opt_flag[SCF_UNITMOVE] || opt_flag[SCF_NONPLAYER] || opt_flag[SCF_SENDLOOK])) {
  11493. clif_changeoption(bl);
  11494. if(sd && opt_flag[SCF_SENDLOOK]) {
  11495. clif_changelook(bl,LOOK_BASE,vd->class_);
  11496. clif_changelook(bl,LOOK_WEAPON,0);
  11497. clif_changelook(bl,LOOK_SHIELD,0);
  11498. clif_changelook(bl,LOOK_CLOTHES_COLOR,vd->cloth_color);
  11499. }
  11500. }
  11501. if (calc_flag[SCB_DYE]) { // Reset DYE color
  11502. if (vd && vd->cloth_color) {
  11503. val4 = vd->cloth_color;
  11504. clif_changelook(bl,LOOK_CLOTHES_COLOR,0);
  11505. }
  11506. calc_flag.reset(SCB_DYE);
  11507. }
  11508. /*if (calc_flag[SCB_BODY])// Might be needed in the future. [Rytech]
  11509. { //Reset body style
  11510. if (vd && vd->body_style)
  11511. {
  11512. val4 = vd->body_style;
  11513. clif_changelook(bl,LOOK_BODY2,0);
  11514. }
  11515. calc_flag.reset(SCB_BODY);
  11516. }*/
  11517. if (!(flag&SCSTART_NOICON) && !(flag&SCSTART_LOADED && scdb->flag[SCF_DISPLAYPC] || scdb->flag[SCF_DISPLAYNPC])) {
  11518. int status_icon = scdb->icon;
  11519. #if PACKETVER < 20151104
  11520. if (status_icon == EFST_WEAPONPROPERTY)
  11521. status_icon = EFST_ATTACK_PROPERTY_NOTHING + val1; // Assign status icon for older clients
  11522. #endif
  11523. 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);
  11524. }
  11525. // Used as temporary storage for scs with interval ticks, so that the actual duration is sent to the client first.
  11526. if( tick_time )
  11527. tick = tick_time;
  11528. // Don't trust the previous sce assignment, in case the SC ended somewhere between there and here.
  11529. if((sce=sc->getSCE(type))) { // reuse old sc
  11530. if( sce->timer != INVALID_TIMER )
  11531. delete_timer(sce->timer, status_change_timer);
  11532. sc_isnew = false;
  11533. } else { // New sc
  11534. ++(sc->count);
  11535. sce = sc->createSCE(type);
  11536. }
  11537. sce->val1 = val1;
  11538. sce->val2 = val2;
  11539. sce->val3 = val3;
  11540. sce->val4 = val4;
  11541. if (tick >= 0)
  11542. sce->timer = add_timer(gettick() + tick, status_change_timer, bl->id, type);
  11543. else
  11544. sce->timer = INVALID_TIMER; // Infinite duration
  11545. if (calc_flag.any()) {
  11546. if (sd != nullptr) {
  11547. switch(type) {
  11548. // Statuses that adjust HP/SP and heal after starting
  11549. case SC_BERSERK:
  11550. case SC_MERC_HPUP:
  11551. case SC_MERC_SPUP:
  11552. status_calc_bl_(bl, calc_flag, SCO_FORCE);
  11553. break;
  11554. default:
  11555. if (!sd->state.connect_new)
  11556. status_calc_bl_(bl, calc_flag);
  11557. break;
  11558. }
  11559. } else
  11560. status_calc_bl_(bl, calc_flag);
  11561. }
  11562. // Non-zero
  11563. if (sc_isnew && scdb->state.any())
  11564. status_calc_state(bl, sc, scdb->state, true);
  11565. if (sd != nullptr && sd->pd != nullptr)
  11566. pet_sc_check(sd, type); // Skotlex: Pet Status Effect Healing
  11567. // 1st thing to execute when loading status
  11568. switch (type) {
  11569. case SC_BERSERK:
  11570. if (!(sce->val2)) { // Don't heal if already set
  11571. status_heal(bl, status->max_hp, 0, 1); // Do not use percent_heal as this healing must override BERSERK's block.
  11572. status_set_sp(bl, 0, 0); // Damage all SP
  11573. }
  11574. sce->val2 = 5 * status->max_hp / 100;
  11575. break;
  11576. case SC_RUN:
  11577. {
  11578. struct unit_data *ud = unit_bl2ud(bl);
  11579. if( ud )
  11580. ud->state.running = unit_run(bl, NULL, SC_RUN);
  11581. }
  11582. break;
  11583. case SC_BOSSMAPINFO:
  11584. if (sd)
  11585. clif_bossmapinfo(sd, map_id2boss(sce->val1), BOSS_INFO_ALIVE_WITHMSG); // First Message
  11586. break;
  11587. case SC_FULL_THROTTLE:
  11588. case SC_MERC_HPUP:
  11589. status_percent_heal(bl, 100, 0); // Recover Full HP
  11590. break;
  11591. case SC_MERC_SPUP:
  11592. status_percent_heal(bl, 0, 100); // Recover Full SP
  11593. break;
  11594. case SC_WUGDASH:
  11595. {
  11596. struct unit_data *ud = unit_bl2ud(bl);
  11597. if( ud )
  11598. ud->state.running = unit_run(bl, sd, SC_WUGDASH);
  11599. }
  11600. break;
  11601. case SC_COMBO:
  11602. switch(sce->val1) {
  11603. case TK_STORMKICK:
  11604. skill_combo_toggle_inf(bl, TK_JUMPKICK, 0);
  11605. clif_skill_nodamage(bl,bl,TK_READYSTORM,1,1);
  11606. break;
  11607. case TK_DOWNKICK:
  11608. skill_combo_toggle_inf(bl, TK_JUMPKICK, 0);
  11609. clif_skill_nodamage(bl,bl,TK_READYDOWN,1,1);
  11610. break;
  11611. case TK_TURNKICK:
  11612. skill_combo_toggle_inf(bl, TK_JUMPKICK, 0);
  11613. clif_skill_nodamage(bl,bl,TK_READYTURN,1,1);
  11614. break;
  11615. case TK_COUNTER:
  11616. skill_combo_toggle_inf(bl, TK_JUMPKICK, 0);
  11617. clif_skill_nodamage(bl,bl,TK_READYCOUNTER,1,1);
  11618. break;
  11619. default: // Rest just toggle inf to enable autotarget
  11620. skill_combo_toggle_inf(bl,sce->val1,INF_SELF_SKILL);
  11621. break;
  11622. }
  11623. break;
  11624. case SC_C_MARKER:
  11625. //Send mini-map, don't wait for first timer triggered
  11626. if (src->type == BL_PC) {
  11627. clif_crimson_marker(*(map_session_data *)(src), *bl, false);
  11628. }
  11629. break;
  11630. case SC_ITEMSCRIPT: // Shows Buff Icons
  11631. if (sd)
  11632. clif_status_change(bl, (efst_type)val2, 1, tick, 0, 0, 0);
  11633. break;
  11634. case SC_GVG_GIANT:
  11635. case SC_GVG_GOLEM:
  11636. case SC_GVG_STUN:
  11637. case SC_GVG_STONE:
  11638. case SC_GVG_FREEZ:
  11639. case SC_GVG_SLEEP:
  11640. case SC_GVG_CURSE:
  11641. case SC_GVG_SILENCE:
  11642. case SC_GVG_BLIND:
  11643. if (val1 || val2)
  11644. status_zap(bl, val1 ? val1 : 0, val2 ? val2 : 0);
  11645. break;
  11646. }
  11647. if( opt_flag[SCF_ONTOUCH] && sd && !sd->npc_ontouch_.empty() )
  11648. npc_touchnext_areanpc(sd,false); // Run OnTouch_ on next char in range
  11649. return 1;
  11650. }
  11651. /**
  11652. * End all statuses except those listed
  11653. * TODO: May be useful for dispel instead resetting a list there
  11654. * @param src: Source of the status change [PC|MOB|HOM|MER|ELEM|NPC]
  11655. * @param type: Changes behaviour of the function
  11656. * 0: PC killed -> Place here statuses that do not dispel on death.
  11657. * 1: If for some reason status_change_end decides to still keep the status when quitting.
  11658. * 2: Do clif_changeoption()
  11659. * 3: Do not remove some permanent/time-independent effects
  11660. * @return 1: Success 0: Fail
  11661. */
  11662. int status_change_clear(struct block_list* bl, int type)
  11663. {
  11664. status_change* sc;
  11665. sc = status_get_sc(bl);
  11666. if (!sc)
  11667. return 0;
  11668. // Cleaning all extras vars
  11669. sc->comet_x = 0;
  11670. sc->comet_y = 0;
  11671. #ifndef RENEWAL
  11672. sc->sg_counter = 0;
  11673. #endif
  11674. if (!sc->count)
  11675. return 0;
  11676. for (const auto &it : status_db) {
  11677. sc_type status = static_cast<sc_type>(it.first);
  11678. if (!sc->getSCE(status))
  11679. continue;
  11680. if (type == 0) { // Type 0: PC killed
  11681. if (it.second->flag[SCF_NOREMOVEONDEAD]) {
  11682. switch (status) {
  11683. case SC_ELEMENTALCHANGE: // Only when its Holy or Dark that it doesn't dispell on death
  11684. if (sc->getSCE(status)->val2 != ELE_HOLY && sc->getSCE(status)->val2 != ELE_DARK)
  11685. break;
  11686. default:
  11687. continue;
  11688. }
  11689. }
  11690. }
  11691. if (type == 3 && it.second->flag[SCF_NOCLEARBUFF])
  11692. continue;
  11693. status_change_end(bl, status);
  11694. if( type == 1 && sc->getSCE(status) ) { // If for some reason status_change_end decides to still keep the status when quitting. [Skotlex]
  11695. (sc->count)--;
  11696. if (sc->getSCE(status)->timer != INVALID_TIMER)
  11697. delete_timer(sc->getSCE(status)->timer, status_change_timer);
  11698. sc->deleteSCE(status);
  11699. }
  11700. }
  11701. sc->opt1 = 0;
  11702. sc->opt2 = 0;
  11703. sc->opt3 = 0;
  11704. if( type == 0 || type == 2 )
  11705. clif_changeoption(bl);
  11706. return 1;
  11707. }
  11708. /**
  11709. * End a specific status after checking
  11710. * @param bl: Source of the status change [PC|MOB|HOM|MER|ELEM|NPC]
  11711. * @param type: Status change (SC_*)
  11712. * @param tid: Timer
  11713. * @param file: Used for dancing save
  11714. * @param line: Used for dancing save
  11715. * @return 1: Success 0: Fail
  11716. */
  11717. int status_change_end(struct block_list* bl, enum sc_type type, int tid)
  11718. {
  11719. map_session_data *sd;
  11720. status_change *sc;
  11721. struct status_change_entry *sce;
  11722. struct status_data *status;
  11723. struct view_data *vd;
  11724. std::shared_ptr<s_status_change_db> scdb = status_db.find(type);
  11725. nullpo_ret(bl);
  11726. sc = status_get_sc(bl);
  11727. status = status_get_status_data(bl);
  11728. if(!sc || !(sce = sc->getSCE(type)) || !scdb)
  11729. return 0;
  11730. sd = BL_CAST(BL_PC,bl);
  11731. if (sce->timer != tid && tid != INVALID_TIMER)
  11732. return 0;
  11733. if (tid == INVALID_TIMER) {
  11734. if (type == SC_ENDURE && sce->val4)
  11735. // Do not end infinite endure.
  11736. return 0;
  11737. if (type == SC_SPIDERWEB) {
  11738. //Delete the unit group first to expire found in the status change
  11739. std::shared_ptr<s_skill_unit_group> group, group2;
  11740. t_tick tick = gettick();
  11741. int pos = 1;
  11742. if (sce->val2)
  11743. if (!(group = skill_id2group(sce->val2)))
  11744. sce->val2 = 0;
  11745. if (sce->val3) {
  11746. if (!(group2 = skill_id2group(sce->val3)))
  11747. sce->val3 = 0;
  11748. else if (!group || ((group->limit - DIFF_TICK(tick, group->tick)) > (group2->limit - DIFF_TICK(tick, group2->tick)))) {
  11749. group = group2;
  11750. pos = 2;
  11751. }
  11752. }
  11753. if (sce->val4) {
  11754. if (!(group2 = skill_id2group(sce->val4)))
  11755. sce->val4 = 0;
  11756. else if (!group || ((group->limit - DIFF_TICK(tick, group->tick)) > (group2->limit - DIFF_TICK(tick, group2->tick)))) {
  11757. group = group2;
  11758. pos = 3;
  11759. }
  11760. }
  11761. if (pos == 1)
  11762. sce->val2 = 0;
  11763. else if (pos == 2)
  11764. sce->val3 = 0;
  11765. else if (pos == 3)
  11766. sce->val4 = 0;
  11767. if (group)
  11768. skill_delunitgroup(group);
  11769. if (!status_isdead(bl) && (sce->val2 || sce->val3 || sce->val4))
  11770. return 0; //Don't end the status change yet as there are still unit groups associated with it
  11771. }
  11772. if (sce->timer != INVALID_TIMER) // Could be a SC with infinite duration
  11773. delete_timer(sce->timer,status_change_timer);
  11774. }
  11775. (sc->count)--;
  11776. if (scdb->state.any())
  11777. status_calc_state(bl,sc,scdb->state,false);
  11778. sc->clearSCE(type);
  11779. if (scdb->flag[SCF_DISPLAYPC] || scdb->flag[SCF_DISPLAYNPC])
  11780. status_display_remove(bl,type);
  11781. vd = status_get_viewdata(bl);
  11782. std::bitset<SCB_MAX> calc_flag = scdb->calc_flag;
  11783. switch(type) {
  11784. case SC_KEEPING:
  11785. case SC_BARRIER: {
  11786. unit_data *ud = unit_bl2ud(bl);
  11787. if (ud)
  11788. ud->attackabletime = ud->canact_tick = ud->canmove_tick = gettick();
  11789. }
  11790. break;
  11791. case SC_GRANITIC_ARMOR:
  11792. {
  11793. int damage = status->max_hp*sce->val3/100;
  11794. if(status->hp < damage) // to not kill him
  11795. damage = status->hp-1;
  11796. status_damage(NULL,bl,damage,0,0,1,0);
  11797. }
  11798. break;
  11799. case SC_RUN:
  11800. {
  11801. struct unit_data *ud = unit_bl2ud(bl);
  11802. bool begin_spurt = true;
  11803. // Note: this int64 value is stored in two separate int32 variables (FIXME)
  11804. t_tick starttick = (t_tick)sce->val3&0x00000000ffffffffLL;
  11805. starttick |= ((t_tick)sce->val4<<32)&0xffffffff00000000LL;
  11806. if (ud) {
  11807. if(!ud->state.running)
  11808. begin_spurt = false;
  11809. ud->state.running = 0;
  11810. if (ud->walktimer != INVALID_TIMER)
  11811. unit_stop_walking(bl,1);
  11812. }
  11813. if (begin_spurt && sce->val1 >= 7 &&
  11814. DIFF_TICK(gettick(), starttick) <= 1000 &&
  11815. (!sd || (sd->weapontype1 == W_FIST && sd->weapontype2 == W_FIST))
  11816. )
  11817. sc_start(bl,bl,SC_SPURT,100,sce->val1,skill_get_time2(scdb->skill_id, sce->val1));
  11818. }
  11819. break;
  11820. case SC_AUTOBERSERK:
  11821. if (sc->getSCE(SC_PROVOKE) && sc->getSCE(SC_PROVOKE)->val4 == 1)
  11822. status_change_end(bl, SC_PROVOKE);
  11823. break;
  11824. case SC_ENDURE:
  11825. case SC_DEFENDER:
  11826. case SC_REFLECTSHIELD:
  11827. case SC_AUTOGUARD:
  11828. {
  11829. map_session_data *tsd;
  11830. if( bl->type == BL_PC ) { // Clear Status from others
  11831. int i;
  11832. for( i = 0; i < MAX_DEVOTION; i++ ) {
  11833. if( sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) && tsd->sc.getSCE(type) )
  11834. status_change_end(&tsd->bl, type);
  11835. }
  11836. }
  11837. else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag ) { // Clear Status from Master
  11838. tsd = ((TBL_MER*)bl)->master;
  11839. if( tsd && tsd->sc.getSCE(type) )
  11840. status_change_end(&tsd->bl, type);
  11841. }
  11842. }
  11843. break;
  11844. case SC_DEVOTION:
  11845. {
  11846. struct block_list *d_bl = map_id2bl(sce->val1);
  11847. if( d_bl ) {
  11848. if( d_bl->type == BL_PC )
  11849. ((TBL_PC*)d_bl)->devotion[sce->val2] = 0;
  11850. else if( d_bl->type == BL_MER )
  11851. ((TBL_MER*)d_bl)->devotion_flag = 0;
  11852. clif_devotion(d_bl, NULL);
  11853. }
  11854. }
  11855. break;
  11856. case SC_FLASHKICK: {
  11857. map_session_data *tsd;
  11858. if (!(tsd = map_id2sd(sce->val1)))
  11859. break;
  11860. tsd->stellar_mark[sce->val2] = 0;
  11861. }
  11862. break;
  11863. case SC_SOULUNITY: {
  11864. map_session_data *tsd;
  11865. if (!(tsd = map_id2sd(sce->val2)))
  11866. break;
  11867. tsd->united_soul[sce->val3] = 0;
  11868. }
  11869. break;
  11870. case SC_BLADESTOP:
  11871. if(sce->val4) {
  11872. int tid2 = sce->val4; //stop the status for the other guy of bladestop as well
  11873. struct block_list *tbl = map_id2bl(tid2);
  11874. status_change *tsc = status_get_sc(tbl);
  11875. sce->val4 = 0;
  11876. if(tbl && tsc && tsc->getSCE(SC_BLADESTOP)) {
  11877. tsc->getSCE(SC_BLADESTOP)->val4 = 0;
  11878. status_change_end(tbl, SC_BLADESTOP);
  11879. }
  11880. clif_bladestop(bl, tid2, 0);
  11881. }
  11882. break;
  11883. case SC_DANCING:
  11884. {
  11885. map_session_data *dsd;
  11886. if(sce->val4 && sce->val4 != BCT_SELF && (dsd=map_id2sd(sce->val4))) { // End status on partner as well
  11887. status_change_entry *dsc = dsd->sc.getSCE(SC_DANCING);
  11888. if(dsc) {
  11889. // This will prevent recursive loops.
  11890. dsc->val2 = 0;
  11891. dsc->val4 = BCT_SELF;
  11892. status_change_end(&dsd->bl, SC_DANCING);
  11893. }
  11894. }
  11895. if(sce->val2) { // Erase associated land skill
  11896. std::shared_ptr<s_skill_unit_group> group = skill_id2group(sce->val2);
  11897. sce->val2 = 0;
  11898. if (group)
  11899. skill_delunitgroup(group);
  11900. }
  11901. if((sce->val1&0xFFFF) == CG_MOONLIT)
  11902. clif_status_change(bl,EFST_MOON,0,0,0,0,0);
  11903. }
  11904. break;
  11905. case SC_NOCHAT:
  11906. if (sd && sd->status.manner < 0 && tid != INVALID_TIMER)
  11907. sd->status.manner = 0;
  11908. if (sd && tid == INVALID_TIMER) {
  11909. clif_changestatus(sd,SP_MANNER,sd->status.manner);
  11910. clif_updatestatus(sd,SP_MANNER);
  11911. }
  11912. break;
  11913. case SC_SPLASHER:
  11914. case SC_ROSEBLOSSOM:
  11915. {
  11916. struct block_list *src=map_id2bl(sce->val3);
  11917. if(src && tid != INVALID_TIMER)
  11918. skill_castend_damage_id(src, bl, sce->val2, sce->val1, gettick(), SD_LEVEL );
  11919. }
  11920. break;
  11921. case SC_CLOSECONFINE2:{
  11922. struct block_list *src = sce->val2?map_id2bl(sce->val2):NULL;
  11923. status_change *sc2 = src?status_get_sc(src):NULL;
  11924. if (src && sc2 && sc2->getSCE(SC_CLOSECONFINE)) {
  11925. // If status was already ended, do nothing.
  11926. // Decrease count
  11927. if (--(sc2->getSCE(SC_CLOSECONFINE)->val1) <= 0) // No more holds, free him up.
  11928. status_change_end(src, SC_CLOSECONFINE);
  11929. }
  11930. }
  11931. case SC_CLOSECONFINE:
  11932. if (sce->val2 > 0) {
  11933. // Caster has been unlocked... nearby chars need to be unlocked.
  11934. int range = 1
  11935. + skill_get_range2(bl, scdb->skill_id, sce->val1, true)
  11936. + skill_get_range2(bl, TF_BACKSLIDING, 1, true); // Since most people use this to escape the hold....
  11937. map_foreachinallarea(status_change_timer_sub,
  11938. bl->m, bl->x-range, bl->y-range, bl->x+range,bl->y+range,BL_CHAR,bl,sce,type,gettick());
  11939. }
  11940. break;
  11941. case SC_COMBO:
  11942. skill_combo_toggle_inf(bl,sce->val1,0);
  11943. break;
  11944. case SC_MARIONETTE:
  11945. case SC_MARIONETTE2: // Marionette target
  11946. if (sce->val1) { // Check for partner and end their marionette status as well
  11947. enum sc_type type2 = (type == SC_MARIONETTE) ? SC_MARIONETTE2 : SC_MARIONETTE;
  11948. struct block_list *pbl = map_id2bl(sce->val1);
  11949. status_change* sc2 = pbl?status_get_sc(pbl):NULL;
  11950. if (sc2 && sc2->getSCE(type2)) {
  11951. sc2->getSCE(type2)->val1 = 0;
  11952. status_change_end(pbl, type2);
  11953. }
  11954. }
  11955. break;
  11956. case SC_CONCENTRATION:
  11957. if (sc->getSCE(SC_ENDURE) && !sc->getSCE(SC_ENDURE)->val4)
  11958. status_change_end(bl, SC_ENDURE);
  11959. break;
  11960. case SC_BERSERK:
  11961. if(status->hp > 200 && sc && sc->getSCE(SC__BLOODYLUST)) {
  11962. status_percent_heal(bl, 100, 0);
  11963. status_change_end(bl, SC__BLOODYLUST);
  11964. } else if (status->hp > 100 && sce->val2) // If val2 is removed, no HP penalty (dispelled?) [Skotlex]
  11965. status_set_hp(bl, 100, 0);
  11966. if(sc->getSCE(SC_ENDURE) && sc->getSCE(SC_ENDURE)->val4) {
  11967. sc->getSCE(SC_ENDURE)->val4 = 0;
  11968. status_change_end(bl, SC_ENDURE);
  11969. }
  11970. sc_start4(bl, bl, SC_REGENERATION, 100, 10,0,0,(RGN_HP|RGN_SP), skill_get_time(LK_BERSERK, sce->val1));
  11971. break;
  11972. case SC_GOSPEL:
  11973. if (sce->val3) { // Clear the group.
  11974. std::shared_ptr<s_skill_unit_group> group = skill_id2group(sce->val3);
  11975. sce->val3 = 0;
  11976. if (group)
  11977. skill_delunitgroup(group);
  11978. }
  11979. break;
  11980. #ifndef RENEWAL
  11981. case SC_HERMODE:
  11982. if(sce->val3 == BCT_SELF)
  11983. skill_clear_unitgroup(bl);
  11984. break;
  11985. case SC_BASILICA: // Clear the skill area. [Skotlex]
  11986. if (sce->val3 && sce->val4 == bl->id) {
  11987. std::shared_ptr<s_skill_unit_group> group = skill_id2group(sce->val3);
  11988. sce->val3 = 0;
  11989. if (group)
  11990. skill_delunitgroup(group);
  11991. }
  11992. break;
  11993. #endif
  11994. case SC_TRICKDEAD:
  11995. if (vd) vd->dead_sit = 0;
  11996. break;
  11997. case SC_WARM:
  11998. case SC__MANHOLE:
  11999. case SC_BANDING:
  12000. case SC_LEADERSHIP:
  12001. case SC_GLORYWOUNDS:
  12002. case SC_SOULCOLD:
  12003. case SC_HAWKEYES:
  12004. if (sce->val4) { // Clear the group.
  12005. std::shared_ptr<s_skill_unit_group> group = skill_id2group(sce->val4);
  12006. sce->val4 = 0;
  12007. if( group ) // Might have been cleared before status ended, e.g. land protector
  12008. skill_delunitgroup(group);
  12009. }
  12010. break;
  12011. case SC_JAILED:
  12012. if(sd && sd->mapindex == sce->val2)
  12013. pc_setpos(sd,(unsigned short)sce->val3,sce->val4&0xFFFF, sce->val4>>16, CLR_TELEPORT);
  12014. break; // Guess hes not in jail :P
  12015. case SC_CHANGE:
  12016. if (tid == INVALID_TIMER)
  12017. break;
  12018. // "lose almost all their HP and SP" on natural expiration.
  12019. status_set_hp(bl, 10, 0);
  12020. status_set_sp(bl, 10, 0);
  12021. break;
  12022. case SC_AUTOTRADE:
  12023. if (tid == INVALID_TIMER)
  12024. break;
  12025. // Vending is not automatically closed for autovenders
  12026. vending_closevending(sd);
  12027. map_quit(sd);
  12028. // Because map_quit calls status_change_end with tid -1
  12029. // from here it's not neccesary to continue
  12030. return 1;
  12031. break;
  12032. case SC_STOP:
  12033. if( sce->val2 ) {
  12034. struct block_list* tbl = map_id2bl(sce->val2);
  12035. sce->val2 = 0;
  12036. if( tbl && (sc = status_get_sc(tbl)) && sc->getSCE(SC_STOP) && sc->getSCE(SC_STOP)->val2 == bl->id )
  12037. status_change_end(tbl, SC_STOP);
  12038. }
  12039. break;
  12040. case SC_TENSIONRELAX:
  12041. if (sc && (sc->getSCE(SC_WEIGHT50) || sc->getSCE(SC_WEIGHT90)))
  12042. status_get_regen_data(bl)->state.overweight = 1; // Add the overweight flag back
  12043. break;
  12044. case SC_MONSTER_TRANSFORM:
  12045. case SC_ACTIVE_MONSTER_TRANSFORM:
  12046. if (sce->val2)
  12047. status_change_end(bl, (sc_type)sce->val2);
  12048. break;
  12049. /* 3rd Stuff */
  12050. case SC_MILLENNIUMSHIELD:
  12051. clif_millenniumshield(bl, 0);
  12052. break;
  12053. case SC_HALLUCINATIONWALK:
  12054. sc_start(bl,bl,SC_HALLUCINATIONWALK_POSTDELAY,100,sce->val1,skill_get_time2(GC_HALLUCINATIONWALK,sce->val1));
  12055. break;
  12056. case SC_WHITEIMPRISON:
  12057. {
  12058. struct block_list* src = map_id2bl(sce->val2);
  12059. if( tid == -1 || !src)
  12060. break; // Terminated by Damage
  12061. 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);
  12062. }
  12063. break;
  12064. case SC_WUGDASH:
  12065. {
  12066. struct unit_data *ud = unit_bl2ud(bl);
  12067. if (ud) {
  12068. ud->state.running = 0;
  12069. if (ud->walktimer != INVALID_TIMER)
  12070. unit_stop_walking(bl,1);
  12071. }
  12072. }
  12073. break;
  12074. case SC__SHADOWFORM:
  12075. {
  12076. map_session_data *s_sd = map_id2sd(sce->val2);
  12077. if (s_sd) s_sd->shadowform_id = 0;
  12078. }
  12079. break;
  12080. case SC_SATURDAYNIGHTFEVER: // Sit down force of Saturday Night Fever has the duration of only 3 seconds.
  12081. sc_start(bl, bl,SC_SITDOWN_FORCE,100,sce->val1,skill_get_time2(WM_SATURDAY_NIGHT_FEVER,sce->val1));
  12082. break;
  12083. case SC_NEUTRALBARRIER_MASTER:
  12084. case SC_STEALTHFIELD_MASTER:
  12085. if( sce->val2 ) {
  12086. std::shared_ptr<s_skill_unit_group> group = skill_id2group(sce->val2);
  12087. sce->val2 = 0;
  12088. if( group ) // Might have been cleared before status ended, e.g. land protector
  12089. skill_delunitgroup(group);
  12090. }
  12091. break;
  12092. case SC_CURSEDCIRCLE_ATKER:
  12093. if( sce->val2 ) // Used the default area size cause there is a chance the caster could knock back and can't clear the target.
  12094. map_foreachinallrange(status_change_timer_sub, bl, AREA_SIZE + 3, BL_CHAR, bl, sce, SC_CURSEDCIRCLE_TARGET, gettick());
  12095. break;
  12096. case SC_RAISINGDRAGON:
  12097. if( sd && !pc_isdead(sd) ) {
  12098. int i = min(sd->spiritball,5);
  12099. pc_delspiritball(sd, sd->spiritball, 0);
  12100. status_change_end(bl, SC_EXPLOSIONSPIRITS);
  12101. while( i > 0 ) {
  12102. pc_addspiritball(sd, skill_get_time(MO_CALLSPIRITS, pc_checkskill(sd,MO_CALLSPIRITS)), 5);
  12103. --i;
  12104. }
  12105. }
  12106. break;
  12107. case SC_CURSEDCIRCLE_TARGET:
  12108. {
  12109. struct block_list *src = map_id2bl(sce->val2);
  12110. status_change *sc2 = status_get_sc(src);
  12111. if( sc2 && sc2->getSCE(SC_CURSEDCIRCLE_ATKER) && --(sc2->getSCE(SC_CURSEDCIRCLE_ATKER)->val2) == 0 ) {
  12112. clif_bladestop(bl, sce->val2, 0);
  12113. status_change_end(src, SC_CURSEDCIRCLE_ATKER);
  12114. }
  12115. }
  12116. break;
  12117. case SC_SITDOWN_FORCE:
  12118. case SC_BANANA_BOMB_SITDOWN:
  12119. if( sd && pc_issit(sd) && pc_setstand(sd, false) )
  12120. skill_sit(sd, false);
  12121. break;
  12122. case SC_KYOUGAKU:
  12123. clif_status_load(bl, EFST_KYOUGAKU, 0); // Avoid client crash
  12124. clif_status_load(bl, EFST_ACTIVE_MONSTER_TRANSFORM, 0);
  12125. break;
  12126. case SC_INTRAVISION:
  12127. calc_flag = status_db.getSCB_ALL(); // Required for overlapping
  12128. break;
  12129. case SC_GRAVITYCONTROL:
  12130. status_fix_damage(bl, bl, sce->val2, clif_damage(bl, bl, gettick(), 0, 0, sce->val2, 0, DMG_NORMAL, 0, false), 0);
  12131. clif_specialeffect(bl, 223, AREA);
  12132. clif_specialeffect(bl, 330, AREA);
  12133. break;
  12134. case SC_OVERED_BOOST:
  12135. switch (bl->type) {
  12136. case BL_HOM: {
  12137. struct homun_data *hd = BL_CAST(BL_HOM,bl);
  12138. if( hd )
  12139. hd->homunculus.hunger = max(1,hd->homunculus.hunger - 50);
  12140. }
  12141. break;
  12142. case BL_PC:
  12143. status_zap(bl,0,status_get_max_sp(bl) / 2);
  12144. break;
  12145. }
  12146. break;
  12147. case SC_FULL_THROTTLE: {
  12148. int sec = skill_get_time2(scdb->skill_id, sce->val1);
  12149. clif_status_change(bl, EFST_DEC_AGI, 1, sec, 0, 0, 0);
  12150. sc_start(bl, bl, SC_REBOUND, 100, sce->val1, sec);
  12151. }
  12152. break;
  12153. case SC_REBOUND:
  12154. clif_status_load(bl, EFST_DEC_AGI, 0);
  12155. break;
  12156. case SC_ITEMSCRIPT: // Removes Buff Icons
  12157. if (sd)
  12158. clif_status_load(bl, (enum efst_type)sce->val2, 0);
  12159. break;
  12160. case SC_C_MARKER:
  12161. {
  12162. // Remove mark data from caster
  12163. map_session_data *caster = map_id2sd(sce->val2);
  12164. uint8 i = 0;
  12165. if (!caster)
  12166. break;
  12167. ARR_FIND(0,MAX_SKILL_CRIMSON_MARKER,i,caster->c_marker[i] == bl->id);
  12168. if (i < MAX_SKILL_CRIMSON_MARKER) {
  12169. caster->c_marker[i] = 0;
  12170. clif_crimson_marker( *caster, *bl, true );
  12171. }
  12172. }
  12173. break;
  12174. case SC_H_MINE:
  12175. {
  12176. // Drop the material from target if expired
  12177. struct item it;
  12178. map_session_data *caster = NULL;
  12179. if (sce->val3 || status_isdead(bl) || !(caster = map_id2sd(sce->val2)))
  12180. break;
  12181. std::shared_ptr<s_skill_db> skill = skill_db.find(RL_H_MINE);
  12182. if (!item_db.exists(skill->require.itemid[0]))
  12183. break;
  12184. memset(&it, 0, sizeof(it));
  12185. it.nameid = skill->require.itemid[0];
  12186. it.amount = max(skill->require.amount[0],1);
  12187. it.identify = 1;
  12188. map_addflooritem(&it, it.amount, bl->m,bl->x, bl->y, caster->status.char_id, 0, 0, 4, 0);
  12189. }
  12190. break;
  12191. case SC_VACUUM_EXTREME:
  12192. ///< !CHECKME: Seems on official, there's delay before same target can be vacuumed in same area again [Cydh]
  12193. sc_start2(bl, bl, SC_VACUUM_EXTREME_POSTDELAY, 100, sce->val1, sce->val2, skill_get_time2(SO_VACUUM_EXTREME,sce->val1));
  12194. break;
  12195. case SC_DIMENSION1:
  12196. case SC_DIMENSION2:
  12197. if (sd)
  12198. pc_delspiritball(sd, 1, 0);
  12199. break;
  12200. case SC_SOULENERGY:
  12201. if (sd)
  12202. pc_delsoulball(sd, sd->soulball, false);
  12203. break;
  12204. case SC_MADOGEAR:
  12205. status_db.removeByStatusFlag(bl, { SCF_MADOENDCANCEL });
  12206. if (sd)
  12207. pc_bonus_script_clear(sd, BSF_REM_ON_MADOGEAR);
  12208. break;
  12209. case SC_HOMUN_TIME:
  12210. if (sd && hom_is_active(sd->hd))
  12211. hom_vaporize(sd, HOM_ST_REST);
  12212. break;
  12213. case SC_SERVANT_SIGN: {
  12214. map_session_data *tsd = map_id2sd(sce->val1);
  12215. if( tsd != nullptr )
  12216. tsd->servant_sign[sce->val2] = 0;
  12217. }
  12218. break;
  12219. case SC_SOUNDBLEND: {
  12220. block_list *src = map_id2bl(sce->val2);
  12221. if (src && tid != INVALID_TIMER)
  12222. skill_castend_damage_id(src, bl, TR_SOUNDBLEND, sce->val1, gettick(), SD_LEVEL|SD_ANIMATION);
  12223. }
  12224. break;
  12225. case SC_SERVANTWEAPON:
  12226. if( sd ){
  12227. pc_delservantball( *sd, sd->servantball );
  12228. }
  12229. break;
  12230. case SC_ABYSSFORCEWEAPON:
  12231. if( sd ){
  12232. pc_delabyssball( *sd, sd->abyssball );
  12233. }
  12234. break;
  12235. }
  12236. // End statuses found in the EndOnEnd list.
  12237. if (!scdb->endonend.empty()) {
  12238. for (const auto &it : scdb->endonend) {
  12239. status_change_end(bl, it);
  12240. }
  12241. }
  12242. // Reset the options as needed
  12243. std::bitset<SCF_MAX> opt_flag = scdb->flag;
  12244. bool disable_opt_flag = false;
  12245. switch (type) {
  12246. case SC_DANCING:
  12247. if ((sce->val1&0xFFFF) == CG_MOONLIT)
  12248. sc->opt3 &= ~OPT3_MOONLIT;
  12249. break;
  12250. case SC_INCATKRATE: // Simulated Explosion spirits effect.
  12251. if (bl->type != BL_MOB) {
  12252. disable_opt_flag = true;
  12253. break;
  12254. }
  12255. break;
  12256. }
  12257. if (scdb->opt1)
  12258. sc->opt1 = OPT1_NONE;
  12259. if (scdb->opt2)
  12260. sc->opt2 &= ~scdb->opt2;
  12261. if (scdb->opt3)
  12262. sc->opt3 &= ~scdb->opt3;
  12263. if (scdb->look)
  12264. sc->option &= ~scdb->look;
  12265. if (calc_flag[SCB_DYE]) { // Restore DYE color
  12266. if (vd && !vd->cloth_color && sce->val4)
  12267. clif_changelook(bl,LOOK_CLOTHES_COLOR,sce->val4);
  12268. calc_flag.reset(SCB_DYE);
  12269. }
  12270. /*if (calc_flag[SCB_BODY])// Might be needed in the future. [Rytech]
  12271. { //Restore body style
  12272. if (vd && !vd->body_style && sce->val4)
  12273. clif_changelook(bl,LOOK_BODY2,sce->val4);
  12274. calc_flag.reset(SCB_BODY);
  12275. }*/
  12276. // On Aegis, when turning off a status change, first goes the sc packet, then the option packet.
  12277. int status_icon = scdb->icon;
  12278. #if PACKETVER < 20151104
  12279. if (status_icon == EFST_WEAPONPROPERTY)
  12280. status_icon = EFST_ATTACK_PROPERTY_NOTHING + sce->val1; // Assign status icon for older clients
  12281. #endif
  12282. clif_status_change(bl,status_icon,0,0,0,0,0);
  12283. if( opt_flag[SCF_NONPLAYER] ) // bugreport:681
  12284. clif_changeoption2(bl);
  12285. 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])) {
  12286. clif_changeoption(bl);
  12287. if (sd && opt_flag[SCF_SENDLOOK]) {
  12288. clif_changelook(bl,LOOK_BASE,sd->vd.class_);
  12289. clif_get_weapon_view(sd,&sd->vd.weapon,&sd->vd.shield);
  12290. clif_changelook(bl,LOOK_WEAPON,sd->vd.weapon);
  12291. clif_changelook(bl,LOOK_SHIELD,sd->vd.shield);
  12292. clif_changelook(bl,LOOK_CLOTHES_COLOR,cap_value(sd->status.clothes_color,0,battle_config.max_cloth_color));
  12293. clif_changelook(bl,LOOK_BODY2,cap_value(sd->status.body,0,battle_config.max_body_style));
  12294. }
  12295. }
  12296. if (calc_flag.any()) {
  12297. #ifndef RENEWAL
  12298. if (type == SC_MAGICPOWER) {
  12299. //If Mystical Amplification ends, MATK is immediately recalculated
  12300. status_calc_bl_(bl, calc_flag, SCO_FORCE);
  12301. } else
  12302. #endif
  12303. status_calc_bl_(bl, calc_flag);
  12304. }
  12305. if(opt_flag[SCF_UNITMOVE]) // Out of hiding, invoke on place.
  12306. skill_unit_move(bl,gettick(),1);
  12307. if(opt_flag[SCF_ONTOUCH] && sd && !sd->state.warping && map_getcell(bl->m,bl->x,bl->y,CELL_CHKNPC))
  12308. npc_touch_area_allnpc(sd,bl->m,bl->x,bl->y); // Trigger on-touch event.
  12309. // Needed to be here to make sure OPT1_STONEWAIT has been cleared from the target (only on natural expiration of the stone wait timer)
  12310. if (type == SC_STONEWAIT && tid != INVALID_TIMER)
  12311. status_change_start(bl, bl, SC_STONE, 100, sce->val1, sce->val2, 0, 0, sce->val3, SCSTART_NOAVOID);
  12312. ers_free(sc_data_ers, sce);
  12313. return 1;
  12314. }
  12315. /**
  12316. * Resets timers for statuses
  12317. * Used with reoccurring status effects, such as dropping SP every 5 seconds
  12318. * @param tid: Timer ID
  12319. * @param tick: How long before next call
  12320. * @param id: ID of character
  12321. * @param data: Information passed through the timer call
  12322. * @return 1: Success 0: Fail
  12323. */
  12324. TIMER_FUNC(status_change_timer){
  12325. enum sc_type type = (sc_type)data;
  12326. struct block_list *bl;
  12327. map_session_data *sd;
  12328. int interval = status_get_sc_interval(type);
  12329. bool dounlock = false;
  12330. bl = map_id2bl(id);
  12331. if(!bl) {
  12332. ShowDebug("status_change_timer: Null pointer id: %d data: %" PRIdPTR "\n", id, data);
  12333. return 0;
  12334. }
  12335. status_change * const sc = status_get_sc(bl);
  12336. struct status_data * const status = status_get_status_data(bl);
  12337. if(!sc) {
  12338. ShowDebug("status_change_timer: Null pointer id: %d data: %" PRIdPTR " bl-type: %d\n", id, data, bl->type);
  12339. return 0;
  12340. }
  12341. struct status_change_entry * const sce = sc->getSCE(type);
  12342. if(!sce) {
  12343. ShowDebug("status_change_timer: Null pointer id: %d data: %" PRIdPTR " bl-type: %d\n", id, data, bl->type);
  12344. return 0;
  12345. }
  12346. if( sce->timer != tid ) {
  12347. ShowError("status_change_timer: Mismatch for type %d: %d != %d (bl id %d)\n",type,tid,sce->timer, bl->id);
  12348. return 0;
  12349. }
  12350. sd = BL_CAST(BL_PC, bl);
  12351. std::function<void (t_tick)> sc_timer_next = [&sce, &bl, &data](t_tick t) {
  12352. sce->timer = add_timer(t, status_change_timer, bl->id, data);
  12353. };
  12354. switch(type) {
  12355. case SC_MAXIMIZEPOWER:
  12356. case SC_CLOAKING:
  12357. if(!status_charge(bl, 0, 1))
  12358. break; // Not enough SP to continue.
  12359. sc_timer_next(sce->val2+tick);
  12360. return 0;
  12361. case SC_CHASEWALK:
  12362. if(!status_charge(bl, 0, sce->val4))
  12363. break; // Not enough SP to continue.
  12364. if (!sc->getSCE(SC_CHASEWALK2)) {
  12365. sc_start(bl,bl, SC_CHASEWALK2,100,1<<(sce->val1-1),
  12366. (t_tick)(sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_ROGUE?10:1) // SL bonus -> x10 duration
  12367. *skill_get_time2(status_db.getSkill(type),sce->val1));
  12368. }
  12369. sc_timer_next(sce->val2+tick);
  12370. return 0;
  12371. break;
  12372. case SC_HIDING:
  12373. if(--(sce->val2)>0) {
  12374. if(sce->val2 % sce->val4 == 0 && !status_charge(bl, 0, 1))
  12375. break; // Fail if it's time to substract SP and there isn't.
  12376. sc_timer_next(1000+tick);
  12377. return 0;
  12378. }
  12379. break;
  12380. case SC_SIGHT:
  12381. case SC_RUWACH:
  12382. case SC_SIGHTBLASTER:
  12383. if(type == SC_SIGHTBLASTER) {
  12384. //Restore trap immunity
  12385. if(sce->val4%2)
  12386. sce->val4--;
  12387. map_foreachinallrange( status_change_timer_sub, bl, sce->val3, BL_CHAR|BL_SKILL, bl, sce, type, tick);
  12388. } else {
  12389. map_foreachinallrange( status_change_timer_sub, bl, sce->val3, BL_CHAR, bl, sce, type, tick);
  12390. skill_reveal_trap_inarea(bl, sce->val3, bl->x, bl->y);
  12391. }
  12392. if( --(sce->val2)>0 ) {
  12393. sce->val4 += 20; // Use for Shadow Form 2 seconds checking.
  12394. sc_timer_next(20+tick);
  12395. return 0;
  12396. }
  12397. break;
  12398. case SC_PROVOKE:
  12399. if(sce->val4) { // Auto-provoke (it is ended in status_heal)
  12400. sc_timer_next(1000*60+tick);
  12401. return 0;
  12402. }
  12403. break;
  12404. case SC_STONE:
  12405. if (sce->val4 >= 0 && status->hp > status->max_hp / 4)
  12406. status_percent_damage(nullptr, bl, -1, 0, false);
  12407. break;
  12408. case SC_POISON:
  12409. case SC_DPOISON:
  12410. if (sce->val4 >= 0 && !sc->getSCE(SC_SLOWPOISON)) {
  12411. unsigned int damage = 0;
  12412. if (sd)
  12413. damage = (type == SC_DPOISON) ? 2 + status->max_hp / 50 : 2 + status->max_hp * 3 / 200;
  12414. else
  12415. damage = (type == SC_DPOISON) ? 2 + status->max_hp / 100 : 2 + status->max_hp / 200;
  12416. if (status->hp > umax(status->max_hp / 4, damage)) // Stop damaging after 25% HP left.
  12417. status_zap(bl, damage, 0);
  12418. }
  12419. break;
  12420. case SC_BLEEDING:
  12421. if (sce->val4 >= 0) {
  12422. int64 damage = rnd() % 600 + 200;
  12423. if (!sd && damage >= status->hp)
  12424. damage = status->hp - 1; // No deadly damage for monsters
  12425. map_freeblock_lock();
  12426. dounlock = true;
  12427. status_zap(bl, damage, 0);
  12428. }
  12429. break;
  12430. case SC_BURNING:
  12431. if (sce->val4 >= 0) {
  12432. int64 damage = 1000 + (3 * status->max_hp) / 100; // Deals fixed (1000 + 3%*MaxHP)
  12433. map_freeblock_lock();
  12434. dounlock = true;
  12435. status_fix_damage(bl, bl, damage, clif_damage(bl, bl, tick, 0, 1, damage, 1, DMG_NORMAL, 0, false),0);
  12436. }
  12437. break;
  12438. case SC_TOXIN:
  12439. if (sce->val4 >= 0) { // Damage is every 10 seconds including 3%sp drain.
  12440. if (sce->val3 == 1) { // Target
  12441. map_freeblock_lock();
  12442. dounlock = true;
  12443. 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);
  12444. } else { // Caster
  12445. interval = 1000; // Assign here since status_get_sc_internval() contains the target interval.
  12446. if (status->sp < status->max_sp)
  12447. status_heal(bl, 0, (int)status->max_sp * 1 / 100, 1);
  12448. }
  12449. }
  12450. break;
  12451. case SC_MAGICMUSHROOM:
  12452. if (sce->val4 >= 0) {
  12453. bool flag = 0;
  12454. int64 damage = status->max_hp * 3 / 100;
  12455. if (status->hp <= damage)
  12456. damage = status->hp - 1; // Cannot Kill
  12457. if (damage > 0) { // 3% Damage each 4 seconds
  12458. map_freeblock_lock();
  12459. status_zap(bl, damage, 0);
  12460. flag = !sc->getSCE(type); // Killed? Should not
  12461. map_freeblock_unlock();
  12462. }
  12463. if (!flag) { // Random Skill Cast
  12464. if (magic_mushroom_db.size() > 0 && sd && !pc_issit(sd)) { // Can't cast if sit
  12465. auto mushroom_spell = magic_mushroom_db.begin();
  12466. std::advance(mushroom_spell, rnd() % magic_mushroom_db.size());
  12467. uint16 mushroom_skill_id = mushroom_spell->second->skill_id;
  12468. if (!skill_get_index(mushroom_skill_id))
  12469. break;
  12470. unit_stop_attack(bl);
  12471. unit_skillcastcancel(bl, 1);
  12472. switch (skill_get_casttype(mushroom_skill_id)) { // Magic Mushroom skills are buffs or area damage
  12473. case CAST_GROUND:
  12474. skill_castend_pos2(bl, bl->x, bl->y, mushroom_skill_id, 1, tick, 0);
  12475. break;
  12476. case CAST_NODAMAGE:
  12477. skill_castend_nodamage_id(bl, bl, mushroom_skill_id, 1, tick, 0);
  12478. break;
  12479. case CAST_DAMAGE:
  12480. skill_castend_damage_id(bl, bl, mushroom_skill_id, 1, tick, 0);
  12481. break;
  12482. }
  12483. }
  12484. clif_emotion(bl, ET_SMILE);
  12485. }
  12486. }
  12487. break;
  12488. case SC_PYREXIA:
  12489. if (sce->val4 >= 0) {
  12490. map_freeblock_lock();
  12491. dounlock = true;
  12492. status_fix_damage(bl, bl, 100, clif_damage(bl, bl, tick, status->amotion, status->dmotion + 500, 100, 1, DMG_NORMAL, 0, false),0);
  12493. unit_skillcastcancel(bl, 2);
  12494. }
  12495. break;
  12496. case SC_LEECHESEND:
  12497. if (sce->val4 >= 0) {
  12498. int64 damage = status->vit * (sce->val1 - 3) + (int)status->max_hp / 100; // {Target VIT x (New Poison Research Skill Level - 3)} + (Target HP/100)
  12499. map_freeblock_lock();
  12500. dounlock = true;
  12501. status_fix_damage(bl, bl, damage, clif_damage(bl, bl, tick, status->amotion, status->dmotion + 500, damage, 1, DMG_NORMAL, 0, false),0);
  12502. unit_skillcastcancel(bl, 2);
  12503. }
  12504. break;
  12505. case SC_DEATHHURT:
  12506. if (sce->val4 >= 0) {
  12507. if (status->hp < status->max_hp)
  12508. status_heal(bl, (int)status->max_hp * 1 / 100, 0, 1);
  12509. }
  12510. break;
  12511. case SC_TENSIONRELAX:
  12512. if(status->max_hp > status->hp && --(sce->val3) >= 0) {
  12513. sc_timer_next(10000 + tick);
  12514. return 0;
  12515. }
  12516. break;
  12517. case SC_KNOWLEDGE:
  12518. if (!sd) break;
  12519. if(bl->m == sd->feel_map[0].m ||
  12520. bl->m == sd->feel_map[1].m ||
  12521. bl->m == sd->feel_map[2].m)
  12522. { // Timeout will be handled by pc_setpos
  12523. sce->timer = INVALID_TIMER;
  12524. return 0;
  12525. }
  12526. break;
  12527. case SC_S_LIFEPOTION:
  12528. case SC_L_LIFEPOTION:
  12529. case SC_M_LIFEPOTION:
  12530. if( --(sce->val4) >= 0 ) {
  12531. // val1 < 0 = per max% | val1 > 0 = exact amount
  12532. int hp = 0;
  12533. if( status->hp < status->max_hp && !sc->getSCE(SC_BERSERK) )
  12534. hp = (sce->val1 < 0) ? (int)(status->max_hp * -1 * sce->val1 / 100.) : sce->val1;
  12535. status_heal(bl, hp, 0, 2);
  12536. sc_timer_next((sce->val2 * 1000) + tick);
  12537. return 0;
  12538. }
  12539. break;
  12540. case SC_S_MANAPOTION:
  12541. if( --(sce->val4) >= 0 ) {
  12542. // val1 < 0 = per max% | val1 > 0 = exact amount
  12543. int sp = 0;
  12544. if( status->sp < status->max_sp && !sc->getSCE(SC_BERSERK) )
  12545. sp = (sce->val1 < 0) ? (int)(status->max_sp * -1 * sce->val1 / 100.) : sce->val1;
  12546. status_heal(bl, 0, sp, 2);
  12547. sc_timer_next((sce->val2 * 1000) + tick);
  12548. return 0;
  12549. }
  12550. break;
  12551. case SC_BOSSMAPINFO:
  12552. if( sd && --(sce->val4) >= 0 ) {
  12553. struct mob_data *boss_md = map_id2boss(sce->val1);
  12554. if (boss_md) {
  12555. if (sd->bl.m != boss_md->bl.m) // Not on same map anymore
  12556. return 0;
  12557. else if (boss_md->bl.prev != NULL) { // Boss is alive - Update X, Y on minimap
  12558. sce->val2 = 0;
  12559. clif_bossmapinfo(sd, boss_md, BOSS_INFO_ALIVE);
  12560. } else if (boss_md->spawn_timer != INVALID_TIMER && !sce->val2) { // Boss is dead
  12561. sce->val2 = 1;
  12562. clif_bossmapinfo(sd, boss_md, BOSS_INFO_DEAD);
  12563. }
  12564. }
  12565. sc_timer_next(1000 + tick);
  12566. return 0;
  12567. }
  12568. break;
  12569. case SC_DANCING: // SP consumption by time of dancing skills
  12570. {
  12571. int s = 0;
  12572. int sp = 1;
  12573. if (--sce->val3 <= 0)
  12574. break;
  12575. switch(sce->val1&0xFFFF) {
  12576. #ifndef RENEWAL
  12577. case BD_RICHMANKIM:
  12578. case BD_DRUMBATTLEFIELD:
  12579. case BD_RINGNIBELUNGEN:
  12580. case BD_SIEGFRIED:
  12581. case BA_DISSONANCE:
  12582. case BA_ASSASSINCROSS:
  12583. case DC_UGLYDANCE:
  12584. s=3;
  12585. break;
  12586. case BD_LULLABY:
  12587. case BD_ETERNALCHAOS:
  12588. case BD_ROKISWEIL:
  12589. case DC_FORTUNEKISS:
  12590. s=4;
  12591. break;
  12592. case CG_HERMODE:
  12593. case BD_INTOABYSS:
  12594. case BA_WHISTLE:
  12595. case DC_HUMMING:
  12596. case BA_POEMBRAGI:
  12597. case DC_SERVICEFORYOU:
  12598. s=5;
  12599. break;
  12600. case BA_APPLEIDUN:
  12601. s=6;
  12602. break;
  12603. #endif
  12604. case CG_MOONLIT:
  12605. // Moonlit's cost is 4sp*skill_lv [Skotlex]
  12606. sp= 4*(sce->val1>>16);
  12607. // Upkeep is also every 10 secs.
  12608. #ifndef RENEWAL
  12609. case DC_DONTFORGETME:
  12610. #endif
  12611. s=10;
  12612. break;
  12613. }
  12614. if( s != 0 && sce->val3 % s == 0 ) {
  12615. #ifndef RENEWAL
  12616. if (sc->getSCE(SC_LONGING))
  12617. sp*= 3;
  12618. #endif
  12619. if (!status_charge(bl, 0, sp))
  12620. break;
  12621. }
  12622. sc_timer_next(1000+tick);
  12623. return 0;
  12624. }
  12625. break;
  12626. case SC_BERSERK:
  12627. // 5% every 10 seconds [DracoRPG]
  12628. if( --( sce->val3 ) > 0 && status_charge(bl, sce->val2, 0) && status->hp > 100 ) {
  12629. sc_timer_next(sce->val4+tick);
  12630. return 0;
  12631. }
  12632. break;
  12633. case SC_NOCHAT:
  12634. if(sd) {
  12635. sd->status.manner++;
  12636. clif_changestatus(sd,SP_MANNER,sd->status.manner);
  12637. clif_updatestatus(sd,SP_MANNER);
  12638. if (sd->status.manner < 0) { // Every 60 seconds your manner goes up by 1 until it gets back to 0.
  12639. sc_timer_next(60000+tick);
  12640. return 0;
  12641. }
  12642. }
  12643. break;
  12644. case SC_SPLASHER:
  12645. // Custom Venom Splasher countdown timer
  12646. // if (sce->val4 % 1000 == 0) {
  12647. // char timer[10];
  12648. // snprintf (timer, 10, "%d", sce->val4/1000);
  12649. // clif_message(bl, timer);
  12650. // }
  12651. if((sce->val4 -= 500) > 0) {
  12652. sc_timer_next(500 + tick);
  12653. return 0;
  12654. }
  12655. break;
  12656. case SC_MARIONETTE:
  12657. case SC_MARIONETTE2:
  12658. {
  12659. struct block_list *pbl = map_id2bl(sce->val1);
  12660. if( pbl && check_distance_bl(bl, pbl, 7) ) {
  12661. sc_timer_next(1000 + tick);
  12662. return 0;
  12663. }
  12664. }
  12665. break;
  12666. case SC_GOSPEL:
  12667. if(sce->val4 == BCT_SELF && --(sce->val2) > 0) {
  12668. int hp, sp;
  12669. hp = (sce->val1 > 5) ? 45 : 30;
  12670. sp = (sce->val1 > 5) ? 35 : 20;
  12671. if(!status_charge(bl, hp, sp))
  12672. break;
  12673. sc_timer_next(10000+tick);
  12674. return 0;
  12675. }
  12676. break;
  12677. case SC_JAILED:
  12678. if(sce->val1 == INT_MAX || --(sce->val1) > 0) {
  12679. sc_timer_next(60000+tick);
  12680. return 0;
  12681. }
  12682. break;
  12683. case SC_BLIND:
  12684. if(sc->getSCE(SC_FOGWALL)) { // Blind lasts forever while you are standing on the fog.
  12685. sc_timer_next(5000+tick);
  12686. return 0;
  12687. }
  12688. break;
  12689. case SC_ABUNDANCE:
  12690. if(--(sce->val4) > 0) {
  12691. status_heal(bl,0,60,0);
  12692. sc_timer_next(10000+tick);
  12693. }
  12694. break;
  12695. case SC_OBLIVIONCURSE:
  12696. if( --(sce->val4) >= 0 ) {
  12697. clif_emotion(bl,ET_QUESTION);
  12698. sc_timer_next(3000 + tick);
  12699. return 0;
  12700. }
  12701. break;
  12702. case SC_WEAPONBLOCKING:
  12703. if( --(sce->val4) >= 0 ) {
  12704. if( !status_charge(bl,0,3) )
  12705. break;
  12706. sc_timer_next(5000+tick);
  12707. return 0;
  12708. }
  12709. break;
  12710. case SC_CLOAKINGEXCEED:
  12711. if(!status_charge(bl,0,10-sce->val1))
  12712. break;
  12713. sc_timer_next(1000 + tick);
  12714. return 0;
  12715. case SC_RENOVATIO:
  12716. if( --(sce->val4) >= 0 ) {
  12717. int heal = status->max_hp * (sce->val1 + 4) / 100;
  12718. if( sc && sc->getSCE(SC_AKAITSUKI) && heal )
  12719. heal = ~heal + 1;
  12720. status_heal(bl, heal, 0, 3);
  12721. sc_timer_next(5000 + tick);
  12722. return 0;
  12723. }
  12724. break;
  12725. case SC_SPHERE_1:
  12726. case SC_SPHERE_2:
  12727. case SC_SPHERE_3:
  12728. case SC_SPHERE_4:
  12729. case SC_SPHERE_5:
  12730. if( --(sce->val4) >= 0 ) {
  12731. if( !status_charge(bl, 0, 1) )
  12732. break;
  12733. sc_timer_next(1000 + tick);
  12734. return 0;
  12735. }
  12736. break;
  12737. case SC_FREEZE_SP:
  12738. if( !status_charge(bl, 0, sce->val2) ) {
  12739. int i;
  12740. for(i = SC_SPELLBOOK1; i <= SC_MAXSPELLBOOK; i++) // Also remove stored spell as well.
  12741. status_change_end(bl, (sc_type)i);
  12742. break;
  12743. }
  12744. sc_timer_next(10000 + tick);
  12745. return 0;
  12746. case SC_ELECTRICSHOCKER:
  12747. if( --(sce->val4) >= 0 ) {
  12748. status_charge(bl, 0, 5 * sce->val1 * status->max_sp / 100);
  12749. sc_timer_next(1000 + tick);
  12750. return 0;
  12751. }
  12752. break;
  12753. case SC_CAMOUFLAGE:
  12754. if (!status_charge(bl, 0, 7 - sce->val1))
  12755. break;
  12756. if (--sce->val4 >= 0)
  12757. sce->val3++;
  12758. sc_timer_next(1000 + tick);
  12759. return 0;
  12760. case SC__REPRODUCE:
  12761. if(!status_charge(bl, 0, 1))
  12762. break;
  12763. sc_timer_next(1000+tick);
  12764. return 0;
  12765. case SC__SHADOWFORM:
  12766. if( --(sce->val4) >= 0 ) {
  12767. if( !status_charge(bl, 0, 11 - sce->val1) )
  12768. break;
  12769. sc_timer_next(1000 + tick);
  12770. return 0;
  12771. }
  12772. break;
  12773. case SC__INVISIBILITY:
  12774. if( !status_charge(bl, 0, (12 - 2 * sce->val1) * status->max_sp / 100) ) // 6% - skill_lv.
  12775. break;
  12776. sc_timer_next(1000 + tick);
  12777. return 0;
  12778. case SC_STRIKING:
  12779. if( --(sce->val4) >= 0 ) {
  12780. if( !status_charge(bl,0, sce->val3 ) )
  12781. break;
  12782. sc_timer_next(1000 + tick);
  12783. return 0;
  12784. }
  12785. break;
  12786. case SC_WARMER: {
  12787. int hp = 0;
  12788. status_change *ssc = status_get_sc(map_id2bl(sce->val2));
  12789. if (ssc && ssc->getSCE(SC_HEATER_OPTION))
  12790. hp = status->max_hp * 3 * sce->val1 / 100;
  12791. else
  12792. hp = status->max_hp * sce->val1 / 100;
  12793. if (sc && sc->getSCE(SC_AKAITSUKI) && hp)
  12794. hp = ~hp + 1;
  12795. if (status->hp != status->max_hp)
  12796. status_heal(bl, hp, 0, 0);
  12797. sc_timer_next(3000 + tick);
  12798. return 0;
  12799. }
  12800. case SC_HELLS_PLANT:
  12801. if( sce->val4 >= 0 ){
  12802. skill_castend_damage_id( bl, bl, GN_HELLS_PLANT_ATK, sce->val1, tick, 0 );
  12803. }
  12804. break;
  12805. case SC_VOICEOFSIREN:
  12806. if( --(sce->val4) >= 0 ) {
  12807. clif_emotion(bl,ET_THROB);
  12808. sc_timer_next(2000 + tick);
  12809. return 0;
  12810. }
  12811. break;
  12812. case SC_DEEPSLEEP:
  12813. if( --(sce->val4) >= 0 ) { // Recovers 3% HP/SP every 2 seconds.
  12814. status_heal(bl, status->max_hp * 3 / 100, status->max_sp * 3 / 100, 2);
  12815. sc_timer_next(2000 + tick);
  12816. return 0;
  12817. }
  12818. break;
  12819. case SC_SATURDAYNIGHTFEVER:
  12820. // 1% HP/SP drain every val4 seconds [Jobbie]
  12821. if( --(sce->val3) >= 0 ) {
  12822. if( !status_charge(bl, status->hp / 100, status->sp / 100) )
  12823. break;
  12824. sc_timer_next(sce->val4+tick);
  12825. return 0;
  12826. }
  12827. break;
  12828. case SC_CRYSTALIZE:
  12829. if( --(sce->val4) >= 0 ) { // Drains 2% of HP and 1% of SP every seconds.
  12830. if (!status_charge(bl, status->max_hp * 2 / 100, status->max_sp / 100))
  12831. break;
  12832. sc_timer_next(1000 + tick);
  12833. return 0;
  12834. }
  12835. break;
  12836. case SC_FORCEOFVANGUARD:
  12837. if( !status_charge(bl,0,24 - 4 * sce->val1) )
  12838. break;
  12839. sc_timer_next(10000 + tick);
  12840. return 0;
  12841. case SC_BANDING:
  12842. if( status_charge(bl, 0, 7 - sce->val1) ) {
  12843. sce->val2 = (sd ? skill_banding_count(sd) : 1);
  12844. sc_timer_next(5000 + tick);
  12845. return 0;
  12846. }
  12847. break;
  12848. case SC_REFLECTDAMAGE:
  12849. if( --(sce->val4) > 0 ) {
  12850. if( !status_charge(bl,0,10) )
  12851. break;
  12852. sc_timer_next(1000 + tick);
  12853. return 0;
  12854. }
  12855. break;
  12856. case SC_OVERHEAT_LIMITPOINT:
  12857. if (--(sce->val1) >= 0) { // Cooling
  12858. if (sce->val2 == 0) { // Flag the overheat limit once it has been met.
  12859. static std::vector<int16> limit = { 150, 200, 280, 360, 450 };
  12860. uint16 skill_lv = (sd ? cap_value(pc_checkskill(sd, NC_MAINFRAME), 0, (uint16)(limit.size() - 1)) : 0);
  12861. if (sce->val1 > limit[skill_lv])
  12862. sce->val2 = 1;
  12863. } else {
  12864. status_change_end(bl, SC_OVERHEAT);
  12865. if (sce->val2 > 0)
  12866. sc_start(bl, bl, SC_OVERHEAT, 100, sce->val1, 975);
  12867. }
  12868. sc_timer_next(1000 + tick);
  12869. return 0;
  12870. }
  12871. break;
  12872. case SC_OVERHEAT: {
  12873. uint32 damage = status->max_hp / 100; // Suggestion 1% each second
  12874. if (damage >= status->hp)
  12875. damage = status->hp - 1; // Do not kill, just keep you with 1 hp minimum
  12876. map_freeblock_lock();
  12877. status_zap(bl, damage, 0);
  12878. sc_timer_next(975 + tick); // Tick is not 1000 to avoid desync with SC_OVERHEAT_LIMITPOINT.
  12879. map_freeblock_unlock();
  12880. return 0;
  12881. }
  12882. break;
  12883. case SC_MAGNETICFIELD:
  12884. if (--(sce->val4) >= 0) {
  12885. struct block_list *src = map_id2bl(sce->val2);
  12886. if (!src || (src && (status_isdead(src) || src->m != bl->m)))
  12887. break;
  12888. map_freeblock_lock();
  12889. if (!status_charge(bl, 0, 50))
  12890. status_zap(bl, 0, status->sp);
  12891. if (sc->getSCE(type))
  12892. sc_timer_next(1000 + tick);
  12893. map_freeblock_unlock();
  12894. return 0;
  12895. }
  12896. break;
  12897. case SC_INSPIRATION:
  12898. if(--(sce->val4) >= 0) {
  12899. if (!status_charge(bl, status->max_hp * (35 - 5 * sce->val1) / 1000, status->max_sp * (45 - 5 * sce->val1) / 1000))
  12900. break;
  12901. sc_timer_next(5000+tick);
  12902. return 0;
  12903. }
  12904. break;
  12905. case SC_SHIELDSPELL_HP:
  12906. if( sce->val4 >= 0 && status->hp < status->max_hp ){
  12907. status_heal( bl, status->max_hp * sce->val2 / 100, 0, 1 );
  12908. }
  12909. break;
  12910. case SC_SHIELDSPELL_SP:
  12911. if( sce->val4 >= 0 && status->sp < status->max_sp ){
  12912. status_heal( bl, 0, status->max_sp * sce->val2 / 100, 1 );
  12913. }
  12914. break;
  12915. case SC_TROPIC:
  12916. case SC_CHILLY_AIR:
  12917. case SC_WILD_STORM:
  12918. case SC_UPHEAVAL:
  12919. case SC_HEATER:
  12920. case SC_COOLER:
  12921. case SC_BLAST:
  12922. case SC_CURSED_SOIL:
  12923. case SC_PYROTECHNIC:
  12924. case SC_AQUAPLAY:
  12925. case SC_GUST:
  12926. case SC_PETROLOGY:
  12927. case SC_CIRCLE_OF_FIRE:
  12928. case SC_FIRE_CLOAK:
  12929. case SC_WATER_DROP:
  12930. case SC_WATER_SCREEN:
  12931. case SC_WIND_CURTAIN:
  12932. case SC_WIND_STEP:
  12933. case SC_STONE_SHIELD:
  12934. case SC_SOLID_SKIN:
  12935. case SC_FLAMETECHNIC:
  12936. case SC_FLAMEARMOR:
  12937. case SC_COLD_FORCE:
  12938. case SC_CRYSTAL_ARMOR:
  12939. case SC_GRACE_BREEZE:
  12940. case SC_EYES_OF_STORM:
  12941. case SC_EARTH_CARE:
  12942. case SC_STRONG_PROTECTION:
  12943. case SC_DEEP_POISONING:
  12944. case SC_POISON_SHIELD:
  12945. if( !status_charge(bl,0,sce->val2) ) {
  12946. struct block_list *s_bl = battle_get_master(bl);
  12947. if (bl->type == BL_ELEM)
  12948. elemental_change_mode(BL_CAST(BL_ELEM, bl), EL_MODE_PASSIVE);
  12949. if( s_bl )
  12950. status_change_end(s_bl,static_cast<sc_type>(type+1));
  12951. status_change_end(bl,type);
  12952. break;
  12953. }
  12954. sc_timer_next(sce->val3 + tick);
  12955. return 0;
  12956. case SC_WATER_SCREEN_OPTION:
  12957. status_heal(bl,1000,0,2);
  12958. sc_timer_next(10000 + tick);
  12959. return 0;
  12960. case SC_TEARGAS:
  12961. if( --(sce->val4) >= 0 ) {
  12962. struct block_list *src = map_id2bl(sce->val3);
  12963. int damage = sce->val2;
  12964. map_freeblock_lock();
  12965. clif_damage(bl, bl, tick, 0, 0, damage, 1, DMG_MULTI_HIT_ENDURE, 0, false);
  12966. status_damage(src, bl, damage,0, 0, 1, 0);
  12967. if( sc->getSCE(type) ) {
  12968. sc_timer_next(2000 + tick);
  12969. }
  12970. map_freeblock_unlock();
  12971. return 0;
  12972. }
  12973. break;
  12974. case SC_TEARGAS_SOB:
  12975. if( --(sce->val4) >= 0 ) {
  12976. clif_emotion(bl, ET_CRY);
  12977. sc_timer_next(3000 + tick);
  12978. return 0;
  12979. }
  12980. break;
  12981. case SC_STOMACHACHE:
  12982. if( --(sce->val4) >= 0 ) {
  12983. status_charge(bl,0,sce->val2); // Reduce 8 every 10 seconds.
  12984. if( sd && !pc_issit(sd) ) { // Force to sit every 10 seconds.
  12985. pc_setsit(sd);
  12986. skill_sit(sd, true);
  12987. clif_sitting(bl);
  12988. }
  12989. sc_timer_next(10000 + tick);
  12990. return 0;
  12991. }
  12992. break;
  12993. case SC_LEADERSHIP:
  12994. case SC_GLORYWOUNDS:
  12995. case SC_SOULCOLD:
  12996. case SC_HAWKEYES:
  12997. // They only end by status_change_end
  12998. sc_timer_next(600000 + tick);
  12999. return 0;
  13000. case SC_MEIKYOUSISUI:
  13001. if( --(sce->val4) >= 0 ) {
  13002. status_heal(bl, status->max_hp * sce->val2 / 100, status->max_sp * sce->val3 / 100, 0);
  13003. sc_timer_next(1000 + tick);
  13004. return 0;
  13005. }
  13006. break;
  13007. case SC_KAGEMUSYA:
  13008. if( --(sce->val4) >= 0 ) {
  13009. if(!status_charge(bl, 0, 1)) break;
  13010. sc_timer_next(1000+tick);
  13011. return 0;
  13012. }
  13013. break;
  13014. case SC_ANGRIFFS_MODUS:
  13015. if(--(sce->val4) >= 0) { // Drain hp/sp
  13016. if( !status_charge(bl,100,20) ) break;
  13017. sc_timer_next(1000+tick);
  13018. return 0;
  13019. }
  13020. break;
  13021. case SC_CBC:
  13022. if(--(sce->val4) >= 0) { // Drain hp/sp
  13023. int hp=0;
  13024. int sp = (status->max_sp * sce->val3) / 100;
  13025. if(bl->type == BL_MOB) hp = sp*10;
  13026. if( !status_charge(bl,hp,sp) )break;
  13027. sc_timer_next(1000+tick);
  13028. return 0;
  13029. }
  13030. break;
  13031. case SC_FULL_THROTTLE:
  13032. if( --(sce->val4) >= 0 ) {
  13033. status_percent_damage(bl, bl, 0, sce->val2, false);
  13034. sc_timer_next(1000 + tick);
  13035. return 0;
  13036. }
  13037. break;
  13038. case SC_REBOUND:
  13039. if( --(sce->val4) >= 0 ) {
  13040. clif_emotion(bl, ET_SWEAT);
  13041. sc_timer_next(2000 + tick);
  13042. return 0;
  13043. }
  13044. break;
  13045. case SC_KINGS_GRACE:
  13046. if( --(sce->val4) >= 0 ) {
  13047. status_percent_heal(bl, sce->val2, 0);
  13048. sc_timer_next(1000 + tick);
  13049. return 0;
  13050. }
  13051. break;
  13052. case SC_FRIGG_SONG:
  13053. if( --(sce->val4) >= 0 ) {
  13054. status_heal(bl, sce->val3, 0, 0);
  13055. sc_timer_next(1000 + tick);
  13056. return 0;
  13057. }
  13058. break;
  13059. case SC_C_MARKER:
  13060. if( --(sce->val4) >= 0 ) {
  13061. TBL_PC *caster = map_id2sd(sce->val2);
  13062. if (!caster || caster->bl.m != bl->m) //End the SC if caster isn't in same map
  13063. break;
  13064. sc_timer_next(1000 + tick);
  13065. clif_crimson_marker( *caster, *bl, false );
  13066. return 0;
  13067. }
  13068. break;
  13069. case SC_STEALTHFIELD_MASTER:
  13070. if (--(sce->val4) >= 0) {
  13071. if (!status_charge(bl, 0, status->max_sp * 3 / 100))
  13072. break;
  13073. sc_timer_next(sce->val3 + tick);
  13074. return 0;
  13075. }
  13076. break;
  13077. case SC_VACUUM_EXTREME:
  13078. if (sce->val4 > 0) {
  13079. // Only slide targets to center if they are standing still
  13080. if (unit_bl2ud(bl)->walktimer == INVALID_TIMER) {
  13081. uint16 x = sce->val3 >> 16, y = sce->val3 & 0xFFFF;
  13082. 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)) {
  13083. clif_slide(bl, x, y);
  13084. clif_fixpos(bl);
  13085. }
  13086. }
  13087. sc_timer_next(tick + sce->val4);
  13088. sce->val4 = 0;
  13089. }
  13090. break;
  13091. case SC_FIRE_INSIGNIA:
  13092. if (--(sce->val4) >= 0) {
  13093. if (status->def_ele == ELE_FIRE)
  13094. status_heal(bl, status->max_hp / 100, 0, 1);
  13095. else if (status->def_ele == ELE_EARTH)
  13096. status_zap(bl, status->max_hp / 100, 0);
  13097. sc_timer_next(5000 + tick);
  13098. return 0;
  13099. }
  13100. break;
  13101. case SC_WATER_INSIGNIA:
  13102. if (--(sce->val4) >= 0) {
  13103. if (status->def_ele == ELE_WATER)
  13104. status_heal(bl, status->max_hp / 100, 0, 1);
  13105. else if (status->def_ele == ELE_FIRE)
  13106. status_zap(bl, status->max_hp / 100, 0);
  13107. sc_timer_next(5000 + tick);
  13108. return 0;
  13109. }
  13110. break;
  13111. case SC_WIND_INSIGNIA:
  13112. if (--(sce->val4) >= 0) {
  13113. if (status->def_ele == ELE_WIND)
  13114. status_heal(bl, status->max_hp / 100, 0, 1);
  13115. else if (status->def_ele == ELE_WATER)
  13116. status_zap(bl, status->max_hp / 100, 0);
  13117. sc_timer_next(5000 + tick);
  13118. return 0;
  13119. }
  13120. break;
  13121. case SC_EARTH_INSIGNIA:
  13122. if (--(sce->val4) >= 0) {
  13123. if (status->def_ele == ELE_EARTH)
  13124. status_heal(bl, status->max_hp / 100, 0, 1);
  13125. else if (status->def_ele == ELE_WIND)
  13126. status_zap(bl, status->max_hp / 100, 0);
  13127. sc_timer_next(5000 + tick);
  13128. return 0;
  13129. }
  13130. break;
  13131. case SC_BITESCAR:
  13132. if (--(sce->val4) >= 0) {
  13133. status_percent_damage(bl, bl, -(sce->val2), 0, 0);
  13134. sc_timer_next(1000 + tick);
  13135. return 0;
  13136. }
  13137. break;
  13138. case SC_FRESHSHRIMP:
  13139. if (--(sce->val4) >= 0) {
  13140. status_heal(bl, sce->val2, 0, 0);
  13141. sc_timer_next((10000 - ((sce->val1 - 1) * 1000)) + tick);
  13142. return 0;
  13143. }
  13144. break;
  13145. case SC_DORAM_BUF_01:
  13146. if( sd && --(sce->val4) >= 0 ) {
  13147. if( status->hp < status->max_hp )
  13148. status_heal(bl, 10, 0, 2);
  13149. sc_timer_next(10000 + tick);
  13150. return 0;
  13151. }
  13152. break;
  13153. case SC_DORAM_BUF_02:
  13154. if( sd && --(sce->val4) >= 0 ) {
  13155. if( status->sp < status->max_sp )
  13156. status_heal(bl, 0, 5, 2);
  13157. sc_timer_next(10000 + tick);
  13158. return 0;
  13159. }
  13160. break;
  13161. case SC_NEWMOON:
  13162. if (--(sce->val4) >= 0) {
  13163. if (!status_charge(bl, 0, 1))
  13164. break;
  13165. sc_timer_next(1000 + tick);
  13166. return 0;
  13167. }
  13168. break;
  13169. case SC_CREATINGSTAR:
  13170. if (--(sce->val4) >= 0) { // Needed to check who the caster is and what AoE is giving the status.
  13171. struct block_list *star_caster = map_id2bl(sce->val2);
  13172. struct skill_unit *star_aoe = (struct skill_unit *)map_id2bl(sce->val3);
  13173. if (star_caster == nullptr || status_isdead(star_caster) || star_caster->m != bl->m || star_aoe == nullptr)
  13174. break;
  13175. sc_timer_next(500 + tick);
  13176. // Attack after timer to prevent errors
  13177. skill_attack(BF_WEAPON, star_caster, &star_aoe->bl, bl, SJ_BOOKOFCREATINGSTAR, sce->val1, tick, 0);
  13178. return 0;
  13179. }
  13180. break;
  13181. case SC_SOULUNITY:
  13182. if (--(sce->val4) >= 0) { // Needed to check the caster's location for the range check.
  13183. struct block_list *unity_src = map_id2bl(sce->val2);
  13184. if (!unity_src || status_isdead(unity_src) || unity_src->m != bl->m || !check_distance_bl(bl, unity_src, 11))
  13185. break;
  13186. status_heal(bl, 150 * sce->val1, 0, 2);
  13187. sc_timer_next(3000 + tick);
  13188. return 0;
  13189. }
  13190. break;
  13191. case SC_SOULCOLLECT:
  13192. pc_addsoulball(sd, sce->val2);
  13193. if (sd->soulball < sce->val2) {
  13194. sc_timer_next(sce->val3 + tick);
  13195. return 0;
  13196. }
  13197. break;
  13198. case SC_HELPANGEL:
  13199. if (--(sce->val4) >= 0) {
  13200. status_heal(bl, 1000, 350, 2);
  13201. sc_timer_next(1000 + tick);
  13202. return 0;
  13203. }
  13204. break;
  13205. case SC_BURNT:
  13206. if( --(sce->val4) >= 0 ) {
  13207. int damage = 2000;
  13208. if( damage >= status->hp )
  13209. damage = status->hp - 1;
  13210. map_freeblock_lock();
  13211. status_zap(bl,damage,0);
  13212. if( sc->getSCE(type) ) {
  13213. sc_timer_next(1000 + tick);
  13214. }
  13215. map_freeblock_unlock();
  13216. return 0;
  13217. }
  13218. break;
  13219. case SC_MEDIALE:
  13220. if (--(sce->val4) >= 0) {
  13221. clif_specialeffect(bl, 1808, AREA);
  13222. skill_castend_nodamage_id(bl, bl, CD_MEDIALE_VOTUM, sce->val1, tick, 1);
  13223. sc_timer_next(2000 + tick);
  13224. return 0;
  13225. }
  13226. break;
  13227. case SC_DANCING_KNIFE:
  13228. if (--(sce->val4) >= 0) {
  13229. skill_castend_nodamage_id(bl, bl, SHC_DANCING_KNIFE, sce->val1, tick, 1);
  13230. sc_timer_next(300 + tick);
  13231. return 0;
  13232. }
  13233. break;
  13234. case SC_A_MACHINE:
  13235. if (--(sce->val4) >= 0) {
  13236. skill_castend_nodamage_id(bl, bl, MT_A_MACHINE, sce->val1, tick, 1);
  13237. sc_timer_next(1000 + tick);
  13238. return 0;
  13239. }
  13240. break;
  13241. case SC_SERVANTWEAPON:
  13242. if (sce->val4 >= 0) {
  13243. if( sd && sd->servantball < MAX_SERVANTBALL ){
  13244. pc_addservantball( *sd, MAX_SERVANTBALL );
  13245. }
  13246. interval = max(500, skill_get_time2(DK_SERVANTWEAPON, sce->val1));
  13247. map_freeblock_lock();
  13248. dounlock = true;
  13249. }
  13250. break;
  13251. case SC_ABYSSFORCEWEAPON:
  13252. if (sce->val4 >= 0) {
  13253. if( sd && sd->abyssball < MAX_ABYSSBALL ){
  13254. pc_addabyssball( *sd );
  13255. }
  13256. interval = max(500, skill_get_time2(ABC_FROM_THE_ABYSS, sce->val1));
  13257. map_freeblock_lock();
  13258. dounlock = true;
  13259. }
  13260. break;
  13261. }
  13262. // If status has an interval and there is at least 100ms remaining time, wait for next interval
  13263. if(interval > 0 && sc->getSCE(type) && sce->val4 >= 100) {
  13264. sc_timer_next(min(sce->val4,interval)+tick);
  13265. sce->val4 -= interval;
  13266. if (dounlock)
  13267. map_freeblock_unlock();
  13268. return 0;
  13269. }
  13270. if (dounlock)
  13271. map_freeblock_unlock();
  13272. // Default for all non-handled control paths is to end the status
  13273. return status_change_end( bl,type,tid );
  13274. }
  13275. /**
  13276. * For each iteration of repetitive status
  13277. * @param bl: Object [PC|MOB|HOM|MER|ELEM]
  13278. * @param ap: va_list arguments (src, sce, type, tick)
  13279. */
  13280. int status_change_timer_sub(struct block_list* bl, va_list ap)
  13281. {
  13282. status_change* tsc;
  13283. struct block_list* src = va_arg(ap,struct block_list*);
  13284. struct status_change_entry* sce = va_arg(ap,struct status_change_entry*);
  13285. enum sc_type type = (sc_type)va_arg(ap,int); // gcc: enum args get promoted to int
  13286. t_tick tick = va_arg(ap,t_tick);
  13287. if (status_isdead(bl))
  13288. return 0;
  13289. tsc = status_get_sc(bl);
  13290. switch( type ) {
  13291. case SC_SIGHT: // Reveal hidden ennemy on 3*3 range
  13292. case SC_CONCENTRATE:
  13293. status_change_end(bl, SC_HIDING);
  13294. status_change_end(bl, SC_CLOAKING);
  13295. status_change_end(bl, SC_CLOAKINGEXCEED);
  13296. status_change_end(bl, SC_CAMOUFLAGE);
  13297. status_change_end(bl, SC_NEWMOON);
  13298. if (tsc && tsc->getSCE(SC__SHADOWFORM) && (sce && sce->val4 > 0 && sce->val4%2000 == 0) && // For every 2 seconds do the checking
  13299. rnd()%100 < 100 - tsc->getSCE(SC__SHADOWFORM)->val1 * 10) // [100 - (Skill Level x 10)] %
  13300. status_change_end(bl, SC__SHADOWFORM);
  13301. break;
  13302. case SC_RUWACH: // Reveal hidden target and deal little dammages if enemy
  13303. if (tsc && (tsc->getSCE(SC_HIDING) || tsc->getSCE(SC_CLOAKING) ||
  13304. tsc->getSCE(SC_CAMOUFLAGE) || tsc->getSCE(SC_NEWMOON) || tsc->getSCE(SC_CLOAKINGEXCEED))) {
  13305. status_change_end(bl, SC_HIDING);
  13306. status_change_end(bl, SC_CLOAKING);
  13307. status_change_end(bl, SC_CAMOUFLAGE);
  13308. status_change_end(bl, SC_CLOAKINGEXCEED);
  13309. status_change_end(bl, SC_NEWMOON);
  13310. if(battle_check_target( src, bl, BCT_ENEMY ) > 0)
  13311. skill_attack(BF_MAGIC,src,src,bl,AL_RUWACH,1,tick,0);
  13312. }
  13313. if (tsc && tsc->getSCE(SC__SHADOWFORM) && (sce && sce->val4 > 0 && sce->val4%2000 == 0) && // For every 2 seconds do the checking
  13314. rnd()%100 < 100 - tsc->getSCE(SC__SHADOWFORM)->val1 * 10 ) { // [100 - (Skill Level x 10)] %
  13315. status_change_end(bl, SC__SHADOWFORM);
  13316. if (battle_check_target(src, bl, BCT_ENEMY) > 0)
  13317. skill_attack(BF_MAGIC, src, src, bl, status_db.getSkill(type), 1, tick, 0);
  13318. }
  13319. break;
  13320. case SC_SIGHTBLASTER:
  13321. if (battle_check_target( src, bl, BCT_ENEMY ) > 0 &&
  13322. status_check_skilluse(src, bl, WZ_SIGHTBLASTER, 2))
  13323. {
  13324. if (sce) {
  13325. struct skill_unit *su = NULL;
  13326. if(bl->type == BL_SKILL)
  13327. su = (struct skill_unit *)bl;
  13328. if (skill_attack(BF_MAGIC,src,src,bl,WZ_SIGHTBLASTER,sce->val1,tick,0x1000000)
  13329. && (!su || !su->group || !skill_get_inf2(su->group->skill_id, INF2_ISTRAP))) { // The hit is not counted if it's against a trap
  13330. sce->val2 = 0; // This signals it to end.
  13331. } else if((bl->type&BL_SKILL) && sce->val4%2 == 0) {
  13332. //Remove trap immunity temporarily so it triggers if you still stand on it
  13333. sce->val4++;
  13334. }
  13335. }
  13336. }
  13337. break;
  13338. case SC_CLOSECONFINE:
  13339. // Lock char has released the hold on everyone...
  13340. if (tsc && tsc->getSCE(SC_CLOSECONFINE2) && tsc->getSCE(SC_CLOSECONFINE2)->val2 == src->id) {
  13341. tsc->getSCE(SC_CLOSECONFINE2)->val2 = 0;
  13342. status_change_end(bl, SC_CLOSECONFINE2);
  13343. }
  13344. break;
  13345. case SC_CURSEDCIRCLE_TARGET:
  13346. if( tsc && tsc->getSCE(SC_CURSEDCIRCLE_TARGET) && tsc->getSCE(SC_CURSEDCIRCLE_TARGET)->val2 == src->id ) {
  13347. clif_bladestop(bl, tsc->getSCE(SC_CURSEDCIRCLE_TARGET)->val2, 0);
  13348. status_change_end(bl, type);
  13349. }
  13350. break;
  13351. }
  13352. return 0;
  13353. }
  13354. /**
  13355. * Clears buffs/debuffs on an object
  13356. * @param bl: Object to clear [PC|MOB|HOM|MER|ELEM]
  13357. * @param type: Type to remove
  13358. * SCCB_BUFFS: Clear Buffs
  13359. * SCCB_DEBUFFS: Clear Debuffs
  13360. * SCCB_REFRESH: Clear specific debuffs through RK_REFRESH
  13361. * SCCB_CHEM_PROTECT: Clear AM_CP_ARMOR/HELM/SHIELD/WEAPON
  13362. * SCCB_LUXANIMA: Bonus Script removed through RK_LUXANIMA
  13363. */
  13364. void status_change_clear_buffs(struct block_list* bl, uint8 type)
  13365. {
  13366. status_change *sc= status_get_sc(bl);
  13367. if (!sc || !sc->count)
  13368. return;
  13369. //Clears buffs with specified flag and type
  13370. for (const auto &it : status_db) {
  13371. sc_type status = static_cast<sc_type>(it.first);
  13372. std::bitset<SCF_MAX> flag = it.second->flag;
  13373. if (!sc->getSCE(status))
  13374. continue;
  13375. // Skip status with SCF_NOCLEARBUFF, no matter what
  13376. if (flag[SCF_NOCLEARBUFF])
  13377. continue;
  13378. // &SCCB_LUXANIMA : Cleared by RK_LUXANIMA and has the SCF_REMOVEONLUXANIMA flag
  13379. if ((type & SCCB_LUXANIMA) && !flag[SCF_REMOVEONLUXANIMA])
  13380. continue;
  13381. // &SCCB_CHEM_PROTECT : Clears AM_CP_ARMOR/HELP/SHIELD/WEAPON
  13382. if ((type & SCCB_CHEM_PROTECT) && !flag[SCF_REMOVECHEMICALPROTECT])
  13383. continue;
  13384. // &SCCB_REFRESH : Cleared by RK_REFRESH and has the SCF_REMOVEONREFRESH flag
  13385. if ((type & SCCB_REFRESH) && !flag[SCF_REMOVEONREFRESH])
  13386. continue;
  13387. // &SCCB_DEBUFFS : Clears debuffs - skip if it is not a debuff
  13388. if (type & SCCB_DEBUFFS && !flag[SCF_DEBUFF] && !(type & SCCB_BUFFS))
  13389. continue;
  13390. // &SCCB_BUFFS : Clears buffs - skip if it is a debuff
  13391. if (type & SCCB_BUFFS && flag[SCF_DEBUFF] && !(type & SCCB_DEBUFFS))
  13392. continue;
  13393. // &SCCB_HERMODE : Cleared by CG_HERMODE and has the SCF_REMOVEONHERMODE flag
  13394. if ((type & SCCB_HERMODE) && !flag[SCF_REMOVEONHERMODE])
  13395. continue;
  13396. if (status == SC_SATURDAYNIGHTFEVER || status == SC_BERSERK) // Mark to not lose HP
  13397. sc->getSCE(status)->val2 = 0;
  13398. status_change_end(bl, status);
  13399. }
  13400. //Removes bonus_script
  13401. if (bl->type == BL_PC) {
  13402. uint32 i = 0;
  13403. if (type&SCCB_BUFFS) i |= BSF_REM_BUFF;
  13404. if (type&SCCB_DEBUFFS) i |= BSF_REM_DEBUFF;
  13405. if (type&SCCB_REFRESH) i |= BSF_REM_ON_REFRESH;
  13406. if (type&SCCB_LUXANIMA) i |= BSF_REM_ON_LUXANIMA;
  13407. pc_bonus_script_clear(BL_CAST(BL_PC,bl),i);
  13408. }
  13409. // Cleaning all extras vars
  13410. sc->comet_x = 0;
  13411. sc->comet_y = 0;
  13412. #ifndef RENEWAL
  13413. sc->sg_counter = 0;
  13414. #endif
  13415. return;
  13416. }
  13417. /**
  13418. * Infect a user with status effects (SC_DEADLYINFECT)
  13419. * @param src: Object initiating change on bl [PC|MOB|HOM|MER|ELEM]
  13420. * @param bl: Object to change
  13421. * @return 1: Success 0: Fail
  13422. */
  13423. int status_change_spread(block_list *src, block_list *bl)
  13424. {
  13425. if (src == nullptr || bl == nullptr)
  13426. return 0;
  13427. // Status Immunity resistance
  13428. if (status_bl_has_mode(src, MD_STATUSIMMUNE) || status_bl_has_mode(bl, MD_STATUSIMMUNE))
  13429. return 0;
  13430. status_change *sc = status_get_sc(src);
  13431. if (sc == nullptr || sc->count == 0)
  13432. return 0;
  13433. bool hasSpread = false;
  13434. t_tick tick = gettick(), sc_tick;
  13435. for (const auto &it : status_db) {
  13436. sc_type type = static_cast<sc_type>(it.first);
  13437. const TimerData *timer;
  13438. if (sc->getSCE(type) && it.second->flag[SCF_SPREADEFFECT]) {
  13439. if (sc->getSCE(type)->timer != INVALID_TIMER) {
  13440. timer = get_timer(sc->getSCE(type)->timer);
  13441. if (timer == nullptr || timer->func != status_change_timer || DIFF_TICK(timer->tick, tick) < 0)
  13442. continue;
  13443. int32 val4 = sc->getSCE(type)->val4;
  13444. sc_tick = DIFF_TICK(timer->tick, tick) + (val4 > 0 ? val4 : 0);
  13445. } else
  13446. sc_tick = INFINITE_TICK;
  13447. 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);
  13448. if (!hasSpread)
  13449. hasSpread = true;
  13450. }
  13451. }
  13452. return hasSpread;
  13453. }
  13454. /**
  13455. * Applying natural heal bonuses (sit, skill, homun, etc...)
  13456. * TODO: the va_list doesn't seem to be used, safe to remove?
  13457. * @param bl: Object applying bonuses to [PC|HOM|MER|ELEM]
  13458. * @param args: va_list arguments
  13459. * @return which regeneration bonuses have been applied (flag)
  13460. */
  13461. static t_tick natural_heal_prev_tick,natural_heal_diff_tick;
  13462. static int status_natural_heal(struct block_list* bl, va_list args)
  13463. {
  13464. struct regen_data *regen;
  13465. struct status_data *status;
  13466. status_change *sc;
  13467. struct unit_data *ud;
  13468. struct view_data *vd = NULL;
  13469. struct regen_data_sub *sregen;
  13470. map_session_data *sd;
  13471. int rate, multi = 1, flag;
  13472. regen = status_get_regen_data(bl);
  13473. if (!regen)
  13474. return 0;
  13475. status = status_get_status_data(bl);
  13476. sc = status_get_sc(bl);
  13477. if (sc && !sc->count)
  13478. sc = NULL;
  13479. sd = BL_CAST(BL_PC,bl);
  13480. flag = regen->flag;
  13481. if (flag&RGN_HP && (regen->state.block&1))
  13482. flag &= ~(RGN_HP|RGN_SHP);
  13483. if (flag&RGN_SP && (regen->state.block&2))
  13484. flag &= ~(RGN_SP|RGN_SSP);
  13485. // Only skill-based regen is disabled at max HP/SP
  13486. if (flag&RGN_SHP && (status->hp >= status->max_hp))
  13487. flag &= ~RGN_SHP;
  13488. if (flag&RGN_SSP && (status->sp >= status->max_sp))
  13489. flag &= ~RGN_SSP;
  13490. if (flag && (
  13491. status_isdead(bl) ||
  13492. (sc && (sc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || sc->getSCE(SC__INVISIBILITY)))
  13493. ))
  13494. flag = RGN_NONE;
  13495. if (sd) {
  13496. if (sd->hp_loss.value || sd->sp_loss.value)
  13497. pc_bleeding(sd, natural_heal_diff_tick);
  13498. if (sd->hp_regen.value || sd->sp_regen.value || sd->percent_hp_regen.value || sd->percent_sp_regen.value)
  13499. pc_regen(sd, natural_heal_diff_tick);
  13500. }
  13501. if(flag&(RGN_SHP|RGN_SSP) && regen->ssregen &&
  13502. (vd = status_get_viewdata(bl)) && vd->dead_sit == 2)
  13503. { // Apply sitting regen bonus.
  13504. sregen = regen->ssregen;
  13505. if(flag&(RGN_SHP)) { // Sitting HP regen
  13506. rate = (int)(natural_heal_diff_tick * (sregen->rate.hp / 100.));
  13507. if (regen->state.overweight)
  13508. rate /= 2; // Half as fast when overweight.
  13509. sregen->tick.hp += rate;
  13510. while(sregen->tick.hp >= (unsigned int)battle_config.natural_heal_skill_interval) {
  13511. sregen->tick.hp -= battle_config.natural_heal_skill_interval;
  13512. if(status_heal(bl, sregen->hp, 0, 3) < sregen->hp) { // Full
  13513. flag &= ~RGN_SHP;
  13514. break;
  13515. }
  13516. }
  13517. }
  13518. if(flag&(RGN_SSP)) { // Sitting SP regen
  13519. rate = (int)(natural_heal_diff_tick * (sregen->rate.sp / 100.));
  13520. if (regen->state.overweight)
  13521. rate /= 2; // Half as fast when overweight.
  13522. sregen->tick.sp += rate;
  13523. while(sregen->tick.sp >= (unsigned int)battle_config.natural_heal_skill_interval) {
  13524. sregen->tick.sp -= battle_config.natural_heal_skill_interval;
  13525. if(status_heal(bl, 0, sregen->sp, 3) < sregen->sp) { // Full
  13526. flag &= ~RGN_SSP;
  13527. break;
  13528. }
  13529. }
  13530. }
  13531. }
  13532. if (flag && regen->state.overweight)
  13533. flag = RGN_NONE;
  13534. ud = unit_bl2ud(bl);
  13535. if (flag&(RGN_HP|RGN_SHP|RGN_SSP) && ud && ud->walktimer != INVALID_TIMER) {
  13536. flag &= ~(RGN_SHP|RGN_SSP);
  13537. if(!regen->state.walk)
  13538. flag &= ~RGN_HP;
  13539. }
  13540. if (flag&(RGN_HP|RGN_SP)) {
  13541. if(!vd)
  13542. vd = status_get_viewdata(bl);
  13543. if(vd && vd->dead_sit == 2)
  13544. multi += 1; //This causes the interval to be halved
  13545. if(regen->state.gc)
  13546. multi += 1; //This causes the interval to be halved
  13547. }
  13548. // Natural Hp regen
  13549. if (flag&RGN_HP) {
  13550. // Interval to next recovery tick
  13551. rate = (int)(battle_config.natural_healhp_interval / (regen->rate.hp/100. * multi));
  13552. if (ud && ud->walktimer != INVALID_TIMER)
  13553. rate *= 2;
  13554. // Homun HP regen fix (they should regen as if they were sitting (twice as fast)
  13555. if(bl->type == BL_HOM)
  13556. rate /= 2;
  13557. // Our timer system isn't 100% accurate so make sure we use the closest interval
  13558. rate -= NATURAL_HEAL_INTERVAL / 2;
  13559. if(regen->tick.hp + rate <= natural_heal_prev_tick) {
  13560. regen->tick.hp = natural_heal_prev_tick;
  13561. if (status->hp >= status->max_hp)
  13562. flag &= ~(RGN_HP | RGN_SHP);
  13563. else if (status_heal(bl, regen->hp, 0, 1) < regen->hp)
  13564. flag &= ~RGN_SHP; // Full
  13565. }
  13566. }
  13567. else {
  13568. regen->tick.hp = natural_heal_prev_tick;
  13569. }
  13570. // Natural SP regen
  13571. if(flag&RGN_SP) {
  13572. // Interval to next recovery tick
  13573. rate = (int)(battle_config.natural_healsp_interval / (regen->rate.sp/100. * multi));
  13574. // Homun SP regen fix (they should regen as if they were sitting (twice as fast)
  13575. if(bl->type==BL_HOM)
  13576. rate /= 2;
  13577. #ifdef RENEWAL
  13578. if (sd && (sd->class_&MAPID_UPPERMASK) == MAPID_MONK &&
  13579. sc && sc->getSCE(SC_EXPLOSIONSPIRITS) && (!sc->getSCE(SC_SPIRIT) || sc->getSCE(SC_SPIRIT)->val2 != SL_MONK))
  13580. rate *= 2; // Tick is doubled in Fury state
  13581. #endif
  13582. // Our timer system isn't 100% accurate so make sure we use the closest interval
  13583. rate -= NATURAL_HEAL_INTERVAL / 2;
  13584. if(regen->tick.sp + rate <= natural_heal_prev_tick) {
  13585. regen->tick.sp = natural_heal_prev_tick;
  13586. if (status->sp >= status->max_sp)
  13587. flag &= ~(RGN_SP | RGN_SSP);
  13588. else if (status_heal(bl, 0, regen->sp, 1) < regen->sp)
  13589. flag &= ~RGN_SSP; // Full
  13590. }
  13591. }
  13592. else {
  13593. regen->tick.sp = natural_heal_prev_tick;
  13594. }
  13595. if (!regen->sregen)
  13596. return flag;
  13597. // Skill regen
  13598. sregen = regen->sregen;
  13599. if(flag&RGN_SHP) { // Skill HP regen
  13600. sregen->tick.hp += (int)(natural_heal_diff_tick * (sregen->rate.hp / 100.));
  13601. while(sregen->tick.hp >= (unsigned int)battle_config.natural_heal_skill_interval) {
  13602. sregen->tick.hp -= battle_config.natural_heal_skill_interval;
  13603. if(status_heal(bl, sregen->hp, 0, 3) < sregen->hp)
  13604. break; // Full
  13605. }
  13606. }
  13607. if(flag&RGN_SSP) { // Skill SP regen
  13608. sregen->tick.sp += (int)(natural_heal_diff_tick * (sregen->rate.sp /100.));
  13609. while(sregen->tick.sp >= (unsigned int)battle_config.natural_heal_skill_interval) {
  13610. int val = sregen->sp;
  13611. if (sd && sd->state.doridori) {
  13612. val *= 2;
  13613. sd->state.doridori = 0;
  13614. if ((rate = pc_checkskill(sd,TK_SPTIME)))
  13615. sc_start(bl,bl,skill_get_sc(TK_SPTIME),
  13616. 100,rate,skill_get_time(TK_SPTIME, rate));
  13617. if (
  13618. (sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR &&
  13619. rnd()%10000 < battle_config.sg_angel_skill_ratio
  13620. ) { // Angel of the Sun/Moon/Star
  13621. clif_feel_hate_reset(sd);
  13622. pc_resethate(sd);
  13623. pc_resetfeel(sd);
  13624. }
  13625. }
  13626. sregen->tick.sp -= battle_config.natural_heal_skill_interval;
  13627. if(status_heal(bl, 0, val, 3) < val)
  13628. break; // Full
  13629. }
  13630. }
  13631. return flag;
  13632. }
  13633. /**
  13634. * Natural heal main timer
  13635. * @param tid: Timer ID
  13636. * @param tick: Current tick (time)
  13637. * @param id: Object ID to heal
  13638. * @param data: data pushed through timer function
  13639. * @return 0
  13640. */
  13641. static TIMER_FUNC(status_natural_heal_timer){
  13642. natural_heal_diff_tick = DIFF_TICK(tick,natural_heal_prev_tick);
  13643. natural_heal_prev_tick = tick;
  13644. map_foreachregen(status_natural_heal);
  13645. return 0;
  13646. }
  13647. /**
  13648. * Clears the lastEffect value from a target
  13649. * @param tid: Timer ID
  13650. * @param tick: Current tick (time)
  13651. * @param id: Object ID
  13652. * @param data: data pushed through timer function
  13653. * @return 0
  13654. */
  13655. TIMER_FUNC(status_clear_lastEffect_timer) {
  13656. block_list *bl = map_id2bl(id);
  13657. if (bl != nullptr) {
  13658. status_change *sc = status_get_sc(bl);
  13659. if (sc != nullptr) {
  13660. sc->lastEffect = SC_NONE;
  13661. sc->lastEffectTimer = INVALID_TIMER;
  13662. }
  13663. }
  13664. return 0;
  13665. }
  13666. /**
  13667. * Check if status is disabled on a map
  13668. * @param type: Status Change data
  13669. * @param mapIsVS: If the map is a map_flag_vs type
  13670. * @param mapisPVP: If the map is a PvP type
  13671. * @param mapIsGVG: If the map is a map_flag_gvg type
  13672. * @param mapIsBG: If the map is a Battleground type
  13673. * @param mapZone: Map Zone type
  13674. * @param mapIsTE: If the map us WOE TE
  13675. * @return True - SC disabled on map; False - SC not disabled on map/Invalid SC
  13676. */
  13677. static bool status_change_isDisabledOnMap_(sc_type type, bool mapIsVS, bool mapIsPVP, bool mapIsGVG, bool mapIsBG, unsigned int mapZone, bool mapIsTE)
  13678. {
  13679. if (!status_db.validateStatus(type))
  13680. return false;
  13681. if ((!mapIsVS && SCDisabled[type]&1) ||
  13682. (mapIsPVP && SCDisabled[type]&2) ||
  13683. (mapIsGVG && SCDisabled[type]&4) ||
  13684. (mapIsBG && SCDisabled[type]&8) ||
  13685. (mapIsTE && SCDisabled[type]&16) ||
  13686. (SCDisabled[type]&(mapZone)))
  13687. {
  13688. return true;
  13689. }
  13690. return false;
  13691. }
  13692. /**
  13693. * Clear a status if it is disabled on a map
  13694. * @param bl: Block list data
  13695. * @param sc: Status Change data
  13696. */
  13697. void status_change_clear_onChangeMap(struct block_list *bl, status_change *sc)
  13698. {
  13699. nullpo_retv(bl);
  13700. if (sc && sc->count) {
  13701. struct map_data *mapdata = map_getmapdata(bl->m);
  13702. bool mapIsVS = mapdata_flag_vs2(mapdata);
  13703. bool mapIsPVP = mapdata->flag[MF_PVP] != 0;
  13704. bool mapIsGVG = mapdata_flag_gvg2_no_te(mapdata);
  13705. bool mapIsBG = mapdata->flag[MF_BATTLEGROUND] != 0;
  13706. bool mapIsTE = mapdata_flag_gvg2_te(mapdata);
  13707. for (const auto &it : status_db) {
  13708. sc_type type = static_cast<sc_type>(it.first);
  13709. if (!sc->getSCE(type) || !SCDisabled[type])
  13710. continue;
  13711. if (status_change_isDisabledOnMap_(type, mapIsVS, mapIsPVP, mapIsGVG, mapIsBG, mapdata->zone, mapIsTE))
  13712. status_change_end(bl, type);
  13713. }
  13714. }
  13715. }
  13716. /**
  13717. * Read status_disabled.txt file
  13718. * @param str: Fields passed from sv_readdb
  13719. * @param columns: Columns passed from sv_readdb function call
  13720. * @param current: Current row being read into SCDisabled array
  13721. * @return True - Successfully stored, False - Invalid SC
  13722. */
  13723. static bool status_readdb_status_disabled(char **str, int columns, int current)
  13724. {
  13725. int64 type = SC_NONE;
  13726. if (ISDIGIT(str[0][0]))
  13727. type = atoi(str[0]);
  13728. else {
  13729. if (!script_get_constant(str[0],&type))
  13730. type = SC_NONE;
  13731. }
  13732. if (type <= SC_NONE || type >= SC_MAX) {
  13733. ShowError("status_readdb_status_disabled: Invalid SC with type %s.\n", str[0]);
  13734. return false;
  13735. }
  13736. SCDisabled[type] = (unsigned int)atol(str[1]);
  13737. return true;
  13738. }
  13739. const std::string AttributeDatabase::getDefaultLocation() {
  13740. return std::string(db_path) + "/attr_fix.yml";
  13741. }
  13742. /**
  13743. * Reads and parses an entry from the attr_fix.
  13744. * @param node: YAML node containing the entry.
  13745. * @return count of successfully parsed rows
  13746. */
  13747. uint64 AttributeDatabase::parseBodyNode(const ryml::NodeRef& node) {
  13748. uint16 level;
  13749. if (!this->asUInt16(node, "Level", level))
  13750. return 0;
  13751. if (!CHK_ELEMENT_LEVEL(level)) {
  13752. this->invalidWarning(node["Level"], "Invalid element level %hu.\n", level);
  13753. return 0;
  13754. }
  13755. for (const auto &itatk : um_eleid2elename) {
  13756. if (!this->nodeExists(node, itatk.first))
  13757. continue;
  13758. const auto& eleNode = node[c4::to_csubstr(itatk.first)];
  13759. for (const auto &itdef : um_eleid2elename) {
  13760. if (!this->nodeExists(eleNode, itdef.first))
  13761. continue;
  13762. int16 val;
  13763. if (!this->asInt16(eleNode, itdef.first, val))
  13764. return 0;
  13765. if (val < -100) {
  13766. 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);
  13767. val = -100;
  13768. }
  13769. else if (val > 200) {
  13770. 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);
  13771. val = 200;
  13772. }
  13773. this->attr_fix_table[level-1][itatk.second][itdef.second] = val;
  13774. }
  13775. }
  13776. return 1;
  13777. }
  13778. AttributeDatabase elemental_attribute_db;
  13779. /**
  13780. * Get attribute ratio
  13781. * @param atk_ele Attack element enum e_element
  13782. * @param def_ele Defense element enum e_element
  13783. * @param level Element level 1 ~ MAX_ELE_LEVEL
  13784. */
  13785. int16 AttributeDatabase::getAttribute(uint16 level, uint16 atk_ele, uint16 def_ele) {
  13786. if (!CHK_ELEMENT(atk_ele) || !CHK_ELEMENT(def_ele) || !CHK_ELEMENT_LEVEL(level+1))
  13787. return 100;
  13788. return this->attr_fix_table[level][atk_ele][def_ele];
  13789. }
  13790. const std::string StatusDatabase::getDefaultLocation() {
  13791. return std::string(db_path) + "/status.yml";
  13792. }
  13793. /**
  13794. * Reads and parses an entry from status_db.
  13795. * @param node: YAML node containing the entry.
  13796. * @return count of successfully parsed rows
  13797. */
  13798. uint64 StatusDatabase::parseBodyNode(const ryml::NodeRef& node) {
  13799. std::string status_name;
  13800. if (!this->asString(node, "Status", status_name))
  13801. return 0;
  13802. std::string status_constant = "SC_" + status_name;
  13803. int64 constant;
  13804. if (!script_get_constant(status_constant.c_str(), &constant)) {
  13805. this->invalidWarning(node["Status"], "Invalid Status %s.\n", status_name.c_str());
  13806. return 0;
  13807. }
  13808. if (!this->validateStatus(static_cast<sc_type>(constant))) {
  13809. this->invalidWarning(node["Status"], "Status %s is out of bounds.\n", status_name.c_str());
  13810. return 0;
  13811. }
  13812. int status_id = static_cast<int32>(constant);
  13813. std::shared_ptr<s_status_change_db> status = this->find(status_id);
  13814. bool exists = status != nullptr;
  13815. if (!exists) {
  13816. status = std::make_shared<s_status_change_db>();
  13817. status->type = static_cast<sc_type>(status_id);
  13818. }
  13819. if (this->nodeExists(node, "Icon")) {
  13820. std::string icon_name;
  13821. if (!this->asString(node, "Icon", icon_name))
  13822. return 0;
  13823. int64 constant;
  13824. if (!script_get_constant(icon_name.c_str(), &constant)) {
  13825. this->invalidWarning(node["Icon"], "Icon %s is invalid, defaulting to EFST_BLANK.\n", icon_name.c_str());
  13826. constant = EFST_BLANK;
  13827. }
  13828. if (constant < EFST_BLANK || constant >= EFST_MAX) {
  13829. this->invalidWarning(node["Icon"], "Icon %s is out of bounds, defaulting to EFST_BLANK.\n", icon_name.c_str());
  13830. constant = EFST_BLANK;
  13831. }
  13832. status->icon = static_cast<efst_type>(constant);
  13833. } else {
  13834. if (!exists)
  13835. status->icon = EFST_BLANK;
  13836. }
  13837. if (this->nodeExists(node, "DurationLookup")) {
  13838. std::string skill_name;
  13839. if (!this->asString(node, "DurationLookup", skill_name))
  13840. return 0;
  13841. uint16 skill_id = skill_name2id(skill_name.c_str());
  13842. if (skill_id == 0)
  13843. this->invalidWarning(node["DurationLookup"], "DurationLookup skill %s is invalid, defaulting to none.\n", skill_name.c_str());
  13844. status->skill_id = skill_id;
  13845. } else {
  13846. if (!exists)
  13847. status->skill_id = 0;
  13848. }
  13849. if (this->nodeExists(node, "States")) {
  13850. const ryml::NodeRef& stateNode = node["States"];
  13851. for (const auto &it : stateNode) {
  13852. std::string state;
  13853. c4::from_chars(it.key(), &state);
  13854. std::string state_constant = "SCS_" + state;
  13855. int64 constant;
  13856. if (!script_get_constant(state_constant.c_str(), &constant)) {
  13857. this->invalidWarning(stateNode, "State %s is invalid.\n", state.c_str());
  13858. return 0;
  13859. }
  13860. if (constant < SCS_NONE || constant >= SCS_MAX) {
  13861. this->invalidWarning(stateNode, "State %s is out of bounds.\n", state.c_str());
  13862. return 0;
  13863. }
  13864. bool active;
  13865. if (!this->asBool(stateNode, state, active))
  13866. return 0;
  13867. if (active)
  13868. status->state.set(static_cast<e_scs_flag>(constant));
  13869. else
  13870. status->state.reset(static_cast<e_scs_flag>(constant));
  13871. }
  13872. } else {
  13873. if (!exists)
  13874. status->state.reset();
  13875. }
  13876. if (this->nodeExists(node, "CalcFlags")) {
  13877. const ryml::NodeRef& flagNode = node["CalcFlags"];
  13878. if (this->nodeExists(flagNode, "All")) {
  13879. bool active;
  13880. if (!this->asBool(flagNode, "All", active))
  13881. return 0;
  13882. if (active)
  13883. status->calc_flag = this->getSCB_ALL();
  13884. else
  13885. status->calc_flag.reset();
  13886. }
  13887. for (const auto &it : flagNode) {
  13888. std::string flag;
  13889. c4::from_chars(it.key(), &flag);
  13890. std::string flag_constant = "SCB_" + flag;
  13891. int64 constant;
  13892. // Skipped because processed above the loop
  13893. if (flag.compare("All") == 0)
  13894. continue;
  13895. if (!script_get_constant(flag_constant.c_str(), &constant)) {
  13896. this->invalidWarning(flagNode, "CalcFlag %s is invalid.\n", flag.c_str());
  13897. return 0;
  13898. }
  13899. if (constant < SCB_NONE || constant >= SCB_MAX) {
  13900. this->invalidWarning(flagNode, "CalcFlag %s is out of bounds.\n", flag.c_str());
  13901. return 0;
  13902. }
  13903. bool active;
  13904. if (!this->asBool(flagNode, flag, active))
  13905. return 0;
  13906. if (active)
  13907. status->calc_flag.set(static_cast<e_scb_flag>(constant));
  13908. else
  13909. status->calc_flag.reset(static_cast<e_scb_flag>(constant));
  13910. }
  13911. } else {
  13912. if (!exists)
  13913. status->calc_flag.reset();
  13914. }
  13915. if (this->nodeExists(node, "Opt1")) {
  13916. std::string opt;
  13917. if (!this->asString(node, "Opt1", opt))
  13918. return 0;
  13919. std::string opt_constant = "OPT1_" + opt;
  13920. int64 constant;
  13921. if (!script_get_constant(opt_constant.c_str(), &constant)) {
  13922. this->invalidWarning(node["Opt1"], "Opt1 %s is invalid.\n", opt.c_str());
  13923. return 0;
  13924. }
  13925. if (constant < OPT1_NONE || constant >= OPT1_MAX) {
  13926. this->invalidWarning(node["Opt1"], "Opt2 %s is out of bounds.\n", opt.c_str());
  13927. return 0;
  13928. }
  13929. status->opt1 = static_cast<e_sc_opt1>(constant);
  13930. } else {
  13931. if (!exists)
  13932. status->opt1 = OPT1_NONE;
  13933. }
  13934. if (this->nodeExists(node, "Opt2")) {
  13935. const ryml::NodeRef& optNode = node["Opt2"];
  13936. for (const auto &it : optNode) {
  13937. std::string opt;
  13938. c4::from_chars(it.key(), &opt);
  13939. std::string opt_constant = "OPT2_" + opt;
  13940. int64 constant;
  13941. if (!script_get_constant(opt_constant.c_str(), &constant)) {
  13942. this->invalidWarning(optNode, "Opt2 %s is invalid.\n", opt.c_str());
  13943. return 0;
  13944. }
  13945. if (constant < OPT2_NONE || constant >= OPT2_MAX) {
  13946. this->invalidWarning(optNode, "Opt2 %s is out of bounds.\n", opt.c_str());
  13947. return 0;
  13948. }
  13949. bool active;
  13950. if (!this->asBool(optNode, opt, active))
  13951. return 0;
  13952. if (active)
  13953. status->opt2 |= static_cast<e_sc_opt2>(constant);
  13954. else
  13955. status->opt2 &= ~static_cast<e_sc_opt2>(constant);
  13956. }
  13957. } else {
  13958. if (!exists)
  13959. status->opt2 = OPT2_NONE;
  13960. }
  13961. if (this->nodeExists(node, "Opt3")) {
  13962. const ryml::NodeRef& optNode = node["Opt3"];
  13963. for (const auto &it : optNode) {
  13964. std::string opt;
  13965. c4::from_chars(it.key(), &opt);
  13966. std::string opt_constant = "OPT3_" + opt;
  13967. int64 constant;
  13968. if (!script_get_constant(opt_constant.c_str(), &constant)) {
  13969. this->invalidWarning(optNode, "Opt3 %s is invalid.\n", opt.c_str());
  13970. return 0;
  13971. }
  13972. if (constant < OPT3_NORMAL || constant >= OPT3_MAX) {
  13973. this->invalidWarning(optNode, "Opt3 %s is out of bounds.\n", opt.c_str());
  13974. return 0;
  13975. }
  13976. bool active;
  13977. if (!this->asBool(optNode, opt, active))
  13978. return 0;
  13979. if (active)
  13980. status->opt3 |= static_cast<e_sc_opt3>(constant);
  13981. else
  13982. status->opt3 &= ~static_cast<e_sc_opt3>(constant);
  13983. }
  13984. } else {
  13985. if (!exists)
  13986. status->opt3 = OPT3_NORMAL;
  13987. }
  13988. if (this->nodeExists(node, "Options")) {
  13989. const ryml::NodeRef& optionNode = node["Options"];
  13990. for (const auto &it : optionNode) {
  13991. std::string option;
  13992. c4::from_chars(it.key(), &option);
  13993. std::string option_constant = "OPTION_" + option;
  13994. int64 constant;
  13995. if (!script_get_constant(option_constant.c_str(), &constant)) {
  13996. this->invalidWarning(optionNode, "Option %s is invalid.\n", option.c_str());
  13997. return 0;
  13998. }
  13999. if (constant < OPTION_NOTHING || constant >= OPTION_MAX) {
  14000. this->invalidWarning(optionNode, "Option %s is out of bounds.\n", option.c_str());
  14001. return 0;
  14002. }
  14003. bool active;
  14004. if (!this->asBool(optionNode, option, active))
  14005. return 0;
  14006. if (active)
  14007. status->look |= static_cast<e_option>(constant);
  14008. else
  14009. status->look &= ~static_cast<e_option>(constant);
  14010. }
  14011. } else {
  14012. if (!exists)
  14013. status->look = OPTION_NOTHING;
  14014. }
  14015. if (this->nodeExists(node, "Flags")) {
  14016. const ryml::NodeRef& flagNode = node["Flags"];
  14017. for (const auto &it : flagNode) {
  14018. std::string flag;
  14019. c4::from_chars(it.key(), &flag);
  14020. std::string flag_constant = "SCF_" + flag;
  14021. int64 constant;
  14022. if (!script_get_constant(flag_constant.c_str(), &constant)) {
  14023. this->invalidWarning(flagNode, "Flag %s is invalid.\n", flag.c_str());
  14024. return 0;
  14025. }
  14026. if (constant < SCF_NONE || constant >= SCF_MAX) {
  14027. this->invalidWarning(flagNode, "Flag %s is out of bounds.\n", flag.c_str());
  14028. return 0;
  14029. }
  14030. bool active;
  14031. if (!this->asBool(flagNode, flag, active))
  14032. return 0;
  14033. if (active)
  14034. status->flag.set(static_cast<e_status_change_flag>(constant));
  14035. else
  14036. status->flag.reset(static_cast<e_status_change_flag>(constant));
  14037. }
  14038. } else {
  14039. if (!exists)
  14040. status->flag.reset();
  14041. }
  14042. if (this->nodeExists(node, "MinRate")) {
  14043. uint16 rate;
  14044. if (!this->asUInt16(node, "MinRate", rate))
  14045. return 0;
  14046. status->min_rate = rate;
  14047. } else {
  14048. if (!exists)
  14049. status->min_rate = 0;
  14050. }
  14051. if (this->nodeExists(node, "MinDuration")) {
  14052. int64 duration;
  14053. if (!this->asInt64(node, "MinDuration", duration))
  14054. return 0;
  14055. status->min_duration = static_cast<t_tick>(duration);
  14056. } else {
  14057. if (!exists)
  14058. status->min_duration = 1;
  14059. }
  14060. if (this->nodeExists(node, "Fail")) {
  14061. const ryml::NodeRef& failNode = node["Fail"];
  14062. for (const auto &it : failNode) {
  14063. std::string fail;
  14064. c4::from_chars(it.key(), &fail);
  14065. std::string fail_constant = "SC_" + fail;
  14066. int64 constant;
  14067. if (!script_get_constant(fail_constant.c_str(), &constant)) {
  14068. this->invalidWarning(failNode, "Fail status %s is invalid.\n", fail.c_str());
  14069. return 0;
  14070. }
  14071. if (!this->validateStatus(static_cast<sc_type>(constant))) {
  14072. this->invalidWarning(failNode, "Fail status %s is out of bounds.\n", fail.c_str());
  14073. return 0;
  14074. }
  14075. bool active;
  14076. if (!this->asBool(failNode, fail, active))
  14077. return 0;
  14078. if (active)
  14079. status->fail.push_back(static_cast<sc_type>(constant));
  14080. else
  14081. util::vector_erase_if_exists(status->fail, static_cast<sc_type>(constant));
  14082. }
  14083. }
  14084. if (this->nodeExists(node, "EndOnStart")) {
  14085. const ryml::NodeRef& endNode = node["EndOnStart"];
  14086. for (const auto &it : endNode) {
  14087. std::string end;
  14088. c4::from_chars(it.key(), &end);
  14089. std::string end_constant = "SC_" + end;
  14090. int64 constant;
  14091. if (!script_get_constant(end_constant.c_str(), &constant)) {
  14092. this->invalidWarning(endNode, "EndOnStart status %s is invalid.\n", end.c_str());
  14093. return 0;
  14094. }
  14095. if (!this->validateStatus(static_cast<sc_type>(constant))) {
  14096. this->invalidWarning(endNode, "EndOnStart status %s is out of bounds.\n", end.c_str());
  14097. return 0;
  14098. }
  14099. bool active;
  14100. if (!this->asBool(endNode, end, active))
  14101. return 0;
  14102. if (active)
  14103. status->endonstart.push_back(static_cast<sc_type>(constant));
  14104. else
  14105. util::vector_erase_if_exists(status->endonstart, static_cast<sc_type>(constant));
  14106. }
  14107. }
  14108. if (this->nodeExists(node, "EndReturn")) {
  14109. const ryml::NodeRef &endNode = node["EndReturn"];
  14110. for (const auto &it : endNode) {
  14111. std::string end;
  14112. c4::from_chars(it.key(), &end);
  14113. std::string end_constant = "SC_" + end;
  14114. int64 constant;
  14115. if (!script_get_constant(end_constant.c_str(), &constant)) {
  14116. this->invalidWarning(endNode, "EndReturn status %s is invalid.\n", end.c_str());
  14117. return 0;
  14118. }
  14119. if (!this->validateStatus(static_cast<sc_type>(constant))) {
  14120. this->invalidWarning(endNode, "EndReturn status %s is out of bounds.\n", end.c_str());
  14121. return 0;
  14122. }
  14123. bool active;
  14124. if (!this->asBool(endNode, end, active))
  14125. return 0;
  14126. if (active)
  14127. status->endreturn.push_back(static_cast<sc_type>(constant));
  14128. else
  14129. util::vector_erase_if_exists(status->endreturn, static_cast<sc_type>(constant));
  14130. }
  14131. }
  14132. if (this->nodeExists(node, "EndOnEnd")) {
  14133. const ryml::NodeRef &endNode = node["EndOnEnd"];
  14134. for (const auto &it : endNode) {
  14135. std::string end;
  14136. c4::from_chars(it.key(), &end);
  14137. std::string end_constant = "SC_" + end;
  14138. int64 constant;
  14139. if (!script_get_constant(end_constant.c_str(), &constant)) {
  14140. this->invalidWarning(endNode, "EndOnEnd status %s is invalid.\n", end.c_str());
  14141. return 0;
  14142. }
  14143. if (!this->validateStatus(static_cast<sc_type>(constant))) {
  14144. this->invalidWarning(endNode, "EndOnEnd status %s is out of bounds.\n", end.c_str());
  14145. return 0;
  14146. }
  14147. bool active;
  14148. if (!this->asBool(endNode, end, active))
  14149. return 0;
  14150. if (active)
  14151. status->endonend.push_back(static_cast<sc_type>(constant));
  14152. else
  14153. util::vector_erase_if_exists(status->endonend, static_cast<sc_type>(constant));
  14154. }
  14155. }
  14156. if (!exists) {
  14157. this->put(status_id, status);
  14158. }
  14159. return 1;
  14160. }
  14161. void StatusDatabase::loadingFinished(){
  14162. std::fill( std::begin( this->StatusRelevantBLTypes ), std::end( this->StatusRelevantBLTypes ), BL_PC );
  14163. for( auto& entry : *this ){
  14164. auto& status = entry.second;
  14165. if (status->type == SC_HALLUCINATION && !battle_config.display_hallucination) // Disable Hallucination.
  14166. status->icon = EFST_BLANK;
  14167. if( status->icon == EFST_BLANK ){
  14168. continue;
  14169. }else if( status->flag[SCF_BLEFFECT] ){
  14170. this->StatusRelevantBLTypes[status->icon] |= BL_SCEFFECT;
  14171. }else{
  14172. this->StatusRelevantBLTypes[status->icon] = BL_PC;
  14173. }
  14174. }
  14175. TypesafeCachedYamlDatabase::loadingFinished();
  14176. }
  14177. StatusDatabase status_db;
  14178. /**
  14179. * Sets defaults in tables and starts read db functions
  14180. * sv_readdb reads the file, outputting the information line-by-line to
  14181. * previous functions above, separating information by delimiter
  14182. * DBs being read:
  14183. * attr_fix.yml: Attribute adjustment table for attacks
  14184. * size_fix.yml: Size adjustment table for weapons
  14185. * refine.yml: Refining data table
  14186. * @return 0
  14187. */
  14188. void status_readdb( bool reload ){
  14189. int i;
  14190. const char* dbsubpath[] = {
  14191. "",
  14192. "/" DBIMPORT,
  14193. //add other path here
  14194. };
  14195. // read databases
  14196. // path,filename,separator,mincol,maxcol,maxrow,func_parsor
  14197. for(i=0; i<ARRAYLENGTH(dbsubpath); i++){
  14198. size_t n1 = strlen(db_path)+strlen(dbsubpath[i])+1;
  14199. size_t n2 = strlen(db_path)+strlen(DBPATH)+strlen(dbsubpath[i])+1;
  14200. char* dbsubpath1 = (char*)aMalloc(n1+1);
  14201. char* dbsubpath2 = (char*)aMalloc(n2+1);
  14202. if(i==0) {
  14203. safesnprintf(dbsubpath1,n1,"%s%s",db_path,dbsubpath[i]);
  14204. safesnprintf(dbsubpath2,n2,"%s/%s%s",db_path,DBPATH,dbsubpath[i]);
  14205. }
  14206. else {
  14207. safesnprintf(dbsubpath1,n1,"%s%s",db_path,dbsubpath[i]);
  14208. safesnprintf(dbsubpath2,n1,"%s%s",db_path,dbsubpath[i]);
  14209. }
  14210. sv_readdb(dbsubpath1, "status_disabled.txt", ',', 2, 2, -1, &status_readdb_status_disabled, i > 0);
  14211. aFree(dbsubpath1);
  14212. aFree(dbsubpath2);
  14213. }
  14214. if( reload ){
  14215. size_fix_db.reload();
  14216. refine_db.reload();
  14217. status_db.reload();
  14218. enchantgrade_db.reload();
  14219. }else{
  14220. size_fix_db.load();
  14221. refine_db.load();
  14222. status_db.load();
  14223. enchantgrade_db.load();
  14224. }
  14225. elemental_attribute_db.load();
  14226. }
  14227. /**
  14228. * Status db init and destroy.
  14229. */
  14230. void do_init_status(void) {
  14231. memset(SCDisabled, 0, sizeof(SCDisabled));
  14232. add_timer_func_list(status_change_timer,"status_change_timer");
  14233. add_timer_func_list(status_natural_heal_timer,"status_natural_heal_timer");
  14234. add_timer_func_list(status_clear_lastEffect_timer, "status_clear_lastEffect_timer");
  14235. initDummyData();
  14236. status_readdb();
  14237. natural_heal_prev_tick = gettick();
  14238. sc_data_ers = ers_new(sizeof(struct status_change_entry),"status.cpp::sc_data_ers",ERS_OPT_NONE);
  14239. add_timer_interval(natural_heal_prev_tick + NATURAL_HEAL_INTERVAL, status_natural_heal_timer, 0, 0, NATURAL_HEAL_INTERVAL);
  14240. }
  14241. /** Destroy status data */
  14242. void do_final_status(void) {
  14243. ers_destroy(sc_data_ers);
  14244. enchantgrade_db.clear();
  14245. size_fix_db.clear();
  14246. refine_db.clear();
  14247. status_db.clear();
  14248. elemental_attribute_db.clear();
  14249. }