status.cpp 495 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 <cmath>
  5. #include <cstdlib>
  6. #include <functional>
  7. #include <string>
  8. #include <common/cbasetypes.hpp>
  9. #include <common/ers.hpp>
  10. #include <common/malloc.hpp>
  11. #include <common/nullpo.hpp>
  12. #include <common/random.hpp>
  13. #include <common/showmsg.hpp>
  14. #include <common/strlib.hpp>
  15. #include <common/timer.hpp>
  16. #include <common/utilities.hpp>
  17. #include <common/utils.hpp>
  18. #include "battle.hpp"
  19. #include "battleground.hpp"
  20. #include "clif.hpp"
  21. #include "elemental.hpp"
  22. #include "guild.hpp"
  23. #include "homunculus.hpp"
  24. #include "itemdb.hpp"
  25. #include "map.hpp"
  26. #include "mercenary.hpp"
  27. #include "mob.hpp"
  28. #include "npc.hpp"
  29. #include "path.hpp"
  30. #include "pc.hpp"
  31. #include "pc_groups.hpp"
  32. #include "pet.hpp"
  33. #include "script.hpp"
  34. using namespace rathena;
  35. // Regen related flags.
  36. enum e_regen {
  37. RGN_NONE = 0x00,
  38. RGN_HP = 0x01,
  39. RGN_SP = 0x02,
  40. RGN_SHP = 0x04,
  41. RGN_SSP = 0x08,
  42. };
  43. static struct eri *sc_data_ers; /// For sc_data entries
  44. static struct status_data dummy_status;
  45. short current_equip_item_index; /// Contains inventory index of an equipped item. To pass it into the EQUP_SCRIPT [Lupus]
  46. unsigned int current_equip_combo_pos; /// For combo items we need to save the position of all involved items here
  47. int current_equip_card_id; /// To prevent card-stacking (from jA) [Skotlex]
  48. // We need it for new cards 15 Feb 2005, to check if the combo cards are insrerted into the CURRENT weapon only to avoid cards exploits
  49. short current_equip_opt_index; /// Contains random option index of an equipped item. [Secret]
  50. uint16 SCDisabled[SC_MAX]; ///< List of disabled SC on map zones. [Cydh]
  51. static unsigned short status_calc_str(struct block_list *,status_change *,int);
  52. static unsigned short status_calc_agi(struct block_list *,status_change *,int);
  53. static unsigned short status_calc_vit(struct block_list *,status_change *,int);
  54. static unsigned short status_calc_int(struct block_list *,status_change *,int);
  55. static unsigned short status_calc_dex(struct block_list *,status_change *,int);
  56. static unsigned short status_calc_luk(struct block_list *,status_change *,int);
  57. static unsigned short status_calc_pow(struct block_list *, status_change *, int);
  58. static unsigned short status_calc_sta(struct block_list *, status_change *, int);
  59. static unsigned short status_calc_wis(struct block_list *, status_change *, int);
  60. static unsigned short status_calc_spl(struct block_list *, status_change *, int);
  61. static unsigned short status_calc_con(struct block_list *, status_change *, int);
  62. static unsigned short status_calc_crt(struct block_list *, status_change *, int);
  63. static unsigned short status_calc_batk(struct block_list *,status_change *,int);
  64. static unsigned short status_calc_watk(struct block_list *,status_change *,int);
  65. static unsigned short status_calc_matk(struct block_list *,status_change *,int);
  66. static signed short status_calc_hit(struct block_list *,status_change *,int);
  67. static signed short status_calc_critical(struct block_list *,status_change *,int);
  68. static signed short status_calc_flee(struct block_list *,status_change *,int);
  69. static signed short status_calc_flee2(struct block_list *,status_change *,int);
  70. static defType status_calc_def(struct block_list *bl, status_change *sc, int);
  71. static signed short status_calc_def2(struct block_list *,status_change *,int);
  72. static defType status_calc_mdef(struct block_list *bl, status_change *sc, int);
  73. static signed short status_calc_mdef2(struct block_list *,status_change *,int);
  74. static unsigned short status_calc_speed(struct block_list *,status_change *,int);
  75. static short status_calc_aspd_rate(struct block_list *,status_change *,int);
  76. static unsigned short status_calc_dmotion(struct block_list *bl, status_change *sc, int dmotion);
  77. #ifdef RENEWAL_ASPD
  78. static short status_calc_aspd(struct block_list *bl, status_change *sc, bool fixed);
  79. #endif
  80. static short status_calc_fix_aspd(struct block_list *bl, status_change *sc, int);
  81. static signed short status_calc_patk(struct block_list *, status_change *, int);
  82. static signed short status_calc_smatk(struct block_list *, status_change *, int);
  83. static signed short status_calc_res(struct block_list *, status_change *, int);
  84. static signed short status_calc_mres(struct block_list *, status_change *, int);
  85. static signed short status_calc_hplus(struct block_list *, status_change *, int);
  86. static signed short status_calc_crate(struct block_list *, status_change *, int);
  87. static unsigned int status_calc_maxhp(struct block_list *bl, uint64 maxhp);
  88. static unsigned int status_calc_maxsp(struct block_list *bl, uint64 maxsp);
  89. static unsigned int status_calc_maxap(struct block_list *bl, uint64 maxap);
  90. static unsigned char status_calc_element(struct block_list *bl, status_change *sc, int element);
  91. static unsigned char status_calc_element_lv(struct block_list *bl, status_change *sc, int lv);
  92. static int status_calc_mode(struct block_list *bl, status_change *sc, int mode);
  93. #ifdef RENEWAL
  94. static unsigned short status_calc_ematk(struct block_list *,status_change *,int);
  95. #endif
  96. static int status_get_hpbonus(struct block_list *bl, enum e_status_bonus type);
  97. static int status_get_spbonus(struct block_list *bl, enum e_status_bonus type);
  98. static int status_get_apbonus(struct block_list *bl, enum e_status_bonus type);
  99. static unsigned int status_calc_maxhpsp_pc(map_session_data* sd, unsigned int stat, bool isHP);
  100. static unsigned int status_calc_maxap_pc(map_session_data* sd);
  101. static int status_get_sc_interval(enum sc_type type);
  102. static bool status_change_isDisabledOnMap_(sc_type type, bool mapIsVS, bool mapIsPVP, bool mapIsGVG, bool mapIsBG, unsigned int mapZone, bool mapIsTE);
  103. #define status_change_isDisabledOnMap(type, m) ( status_change_isDisabledOnMap_((type), mapdata_flag_vs2((m)), m->getMapFlag(MF_PVP) != 0, mapdata_flag_gvg2_no_te((m)), m->getMapFlag(MF_BATTLEGROUND) != 0, (m->zone << 3) != 0, mapdata_flag_gvg2_te((m))) )
  104. const std::string RefineDatabase::getDefaultLocation(){
  105. return std::string( db_path ) + "/refine.yml";
  106. }
  107. uint64 RefineDatabase::parseBodyNode( const ryml::NodeRef& node ){
  108. std::string group_name;
  109. if( !this->asString( node, "Group", group_name ) ){
  110. return 0;
  111. }
  112. std::string group_name_constant = "REFINE_TYPE_" + group_name;
  113. int64 constant;
  114. if( !script_get_constant( group_name_constant.c_str(), &constant ) ){
  115. this->invalidWarning(node["Group"], "Unknown refine group %s, skipping.\n", group_name.c_str() );
  116. return 0;
  117. }
  118. uint16 group_id = static_cast<uint16>( constant );
  119. std::shared_ptr<s_refine_info> info = this->find( group_id );
  120. bool exists = info != nullptr;
  121. if( !exists ){
  122. info = std::make_shared<s_refine_info>();
  123. }
  124. if( this->nodeExists( node, "Levels" ) ){
  125. const auto& levelsNode = node["Levels"];
  126. for( const auto& levelNode : levelsNode ){
  127. uint16 level;
  128. if( !this->asUInt16( levelNode, "Level", level ) ){
  129. return 0;
  130. }
  131. std::shared_ptr<s_refine_levels_info> levels_info = util::umap_find( info->levels, level );
  132. bool levels_exists = levels_info != nullptr;
  133. if( !levels_exists ){
  134. levels_info = std::make_shared<s_refine_levels_info>();
  135. levels_info->level = level;
  136. }
  137. if( this->nodeExists( levelNode, "RefineLevels" ) ){
  138. const auto& refineLevelsNode = levelNode["RefineLevels"];
  139. for( const auto& refineLevelNode : refineLevelsNode ){
  140. uint16 refine_level;
  141. if( !this->asUInt16( refineLevelNode, "Level", refine_level ) ){
  142. return 0;
  143. }
  144. if( refine_level == 0 || refine_level > MAX_REFINE ){
  145. this->invalidWarning( refineLevelNode["Level"], "Refine level %hu is invalid, skipping.\n", refine_level );
  146. return 0;
  147. }
  148. // Database is 1 based, code is 0 based
  149. refine_level -= 1;
  150. std::shared_ptr<s_refine_level_info> level_info = util::umap_find( levels_info->levels, refine_level );
  151. bool level_exists = level_info != nullptr;
  152. if( !level_exists ){
  153. level_info = std::make_shared<s_refine_level_info>();
  154. level_info->level = refine_level;
  155. }
  156. if( this->nodeExists( refineLevelNode, "Bonus" ) ){
  157. uint32 bonus;
  158. if( !this->asUInt32( refineLevelNode, "Bonus", bonus ) ){
  159. return 0;
  160. }
  161. level_info->bonus = bonus;
  162. }else{
  163. if( !level_exists ){
  164. level_info->bonus = 0;
  165. }
  166. }
  167. if( this->nodeExists( refineLevelNode, "RandomBonus" ) ){
  168. uint32 bonus;
  169. if( !this->asUInt32( refineLevelNode, "RandomBonus", bonus ) ){
  170. return 0;
  171. }
  172. level_info->randombonus_max = bonus;
  173. }else{
  174. if( !level_exists ){
  175. level_info->randombonus_max = 0;
  176. }
  177. }
  178. if( this->nodeExists( refineLevelNode, "BlacksmithBlessingAmount" ) ){
  179. uint16 amount;
  180. if( !this->asUInt16( refineLevelNode, "BlacksmithBlessingAmount", amount ) ){
  181. return 0;
  182. }
  183. if( amount > MAX_AMOUNT ){
  184. this->invalidWarning( refineLevelNode["BlacksmithBlessingAmount"], "Blacksmith Blessing amount %hu too high, capping to MAX_AMOUNT.\n", amount );
  185. amount = MAX_AMOUNT;
  186. }
  187. level_info->blessing_amount = amount;
  188. }else{
  189. if( !level_exists ){
  190. level_info->blessing_amount = 0;
  191. }
  192. }
  193. if (this->nodeExists(refineLevelNode, "BroadcastSuccess")) {
  194. bool bcast;
  195. if (!this->asBool(refineLevelNode, "BroadcastSuccess", bcast)) {
  196. return 0;
  197. }
  198. level_info->broadcast_success = bcast;
  199. }
  200. else {
  201. if (!level_exists) {
  202. level_info->broadcast_success = false;
  203. }
  204. }
  205. if (this->nodeExists(refineLevelNode, "BroadcastFailure")) {
  206. bool bcast;
  207. if (!this->asBool(refineLevelNode, "BroadcastFailure", bcast)) {
  208. return 0;
  209. }
  210. level_info->broadcast_failure = bcast;
  211. }
  212. else {
  213. if (!level_exists) {
  214. level_info->broadcast_failure = false;
  215. }
  216. }
  217. if( this->nodeExists( refineLevelNode, "Chances" ) ){
  218. const auto& chancesNode = refineLevelNode["Chances"];
  219. for( const auto& chanceNode : chancesNode ){
  220. std::string cost_name;
  221. if( !this->asString( chanceNode, "Type", cost_name ) ){
  222. return 0;
  223. }
  224. std::string cost_name_constant = "REFINE_COST_" + cost_name;
  225. if( !script_get_constant( cost_name_constant.c_str(), &constant ) ){
  226. this->invalidWarning( chanceNode["Type"], "Unknown refine cost type %s, skipping.\n", cost_name.c_str() );
  227. return 0;
  228. }
  229. if( constant >= REFINE_COST_MAX ){
  230. this->invalidWarning( chanceNode["Type"], "Refine cost type %s is unsupported, skipping.\n", cost_name.c_str() );
  231. return 0;
  232. }
  233. uint16 index = (uint16)constant;
  234. std::shared_ptr<s_refine_cost> cost = util::umap_find( level_info->costs, index );
  235. bool cost_exists = cost != nullptr;
  236. if( !cost_exists ){
  237. cost = std::make_shared<s_refine_cost>();
  238. cost->index = index;
  239. }
  240. if( this->nodeExists( chanceNode, "Rate" ) ){
  241. uint16 rate;
  242. if( !this->asUInt16Rate( chanceNode, "Rate", rate ) ){
  243. return 0;
  244. }
  245. cost->chance = rate;
  246. }else{
  247. if( !cost_exists ){
  248. cost->chance = 0;
  249. }
  250. }
  251. if( this->nodeExists( chanceNode, "Price" ) ){
  252. uint32 price;
  253. if( !this->asUInt32( chanceNode, "Price", price ) ){
  254. return 0;
  255. }
  256. if( price > MAX_ZENY ){
  257. this->invalidWarning( chanceNode["Price"], "Price is above MAX_ZENY, capping...\n" );
  258. price = MAX_ZENY;
  259. }
  260. cost->zeny = price;
  261. }else{
  262. if( !cost_exists ){
  263. cost->zeny = 0;
  264. }
  265. }
  266. if( this->nodeExists( chanceNode, "Material" ) ){
  267. std::string item_name;
  268. if( !this->asString( chanceNode, "Material", item_name ) ){
  269. return 0;
  270. }
  271. std::shared_ptr<item_data> id = item_db.search_aegisname( item_name.c_str() );
  272. if( id == nullptr ){
  273. this->invalidWarning( chanceNode["Material"], "Unknown refine material %s, skipping.\n", item_name.c_str() );
  274. return 0;
  275. }
  276. cost->nameid = id->nameid;
  277. }else{
  278. if( !cost_exists ){
  279. cost->nameid = 0;
  280. }
  281. }
  282. if( this->nodeExists( chanceNode, "BreakingRate" ) ){
  283. uint16 breaking_rate;
  284. if( !this->asUInt16Rate( chanceNode, "BreakingRate", breaking_rate ) ){
  285. return 0;
  286. }
  287. cost->breaking_rate = breaking_rate;
  288. }else{
  289. if( !cost_exists ){
  290. cost->breaking_rate = 0;
  291. }
  292. }
  293. if( this->nodeExists( chanceNode, "DowngradeAmount" ) ){
  294. uint16 downgrade_amount;
  295. if( !this->asUInt16( chanceNode, "DowngradeAmount", downgrade_amount ) ){
  296. return 0;
  297. }
  298. if( downgrade_amount > MAX_REFINE ){
  299. this->invalidWarning( chanceNode["DowngradeAmount"], "Downgrade amount %hu is invalid, skipping.\n", downgrade_amount );
  300. return 0;
  301. }
  302. cost->downgrade_amount = downgrade_amount;
  303. }else{
  304. if( !cost_exists ){
  305. cost->downgrade_amount = 0;
  306. }
  307. }
  308. if( !cost_exists ){
  309. level_info->costs[index] = cost;
  310. }
  311. }
  312. }
  313. if( !level_exists ){
  314. levels_info->levels[refine_level] = level_info;
  315. }
  316. }
  317. }
  318. if( !levels_exists ){
  319. info->levels[level] = levels_info;
  320. }
  321. }
  322. }
  323. if( !exists ){
  324. this->put( group_id, info );
  325. }
  326. return 1;
  327. }
  328. std::shared_ptr<s_refine_level_info> RefineDatabase::findLevelInfoSub( const struct item_data& data, struct item& item, uint16 refine ){
  329. // Check if the item can be refined
  330. if( data.flag.no_refine ){
  331. return nullptr;
  332. }
  333. // Cap the refine level
  334. if( refine > MAX_REFINE ){
  335. refine = MAX_REFINE;
  336. }
  337. e_refine_type type;
  338. uint16 level;
  339. if( !this->calculate_refine_info( data, type, level ) ){
  340. return nullptr;
  341. }
  342. std::shared_ptr<s_refine_info> info = this->find( type );
  343. if( info == nullptr ){
  344. return nullptr;
  345. }
  346. std::shared_ptr<s_refine_levels_info> levels_info = util::umap_find( info->levels, level );
  347. if( levels_info == nullptr ){
  348. return nullptr;
  349. }
  350. return util::umap_find( levels_info->levels, refine );
  351. }
  352. std::shared_ptr<s_refine_level_info> RefineDatabase::findLevelInfo( const struct item_data& data, struct item& item ){
  353. // Check the current refine level
  354. if( item.refine >= MAX_REFINE ){
  355. return nullptr;
  356. }
  357. return this->findLevelInfoSub( data, item, item.refine );
  358. }
  359. std::shared_ptr<s_refine_level_info> RefineDatabase::findCurrentLevelInfo( const struct item_data& data, struct item& item ){
  360. if( item.refine > 0 ){
  361. return this->findLevelInfoSub( data, item, item.refine - 1 );
  362. }else{
  363. return nullptr;
  364. }
  365. }
  366. bool RefineDatabase::calculate_refine_info( const struct item_data& data, e_refine_type& refine_type, uint16& level ){
  367. if( data.type == IT_WEAPON ){
  368. refine_type = REFINE_TYPE_WEAPON;
  369. level = data.weapon_level;
  370. return true;
  371. }else if( data.type == IT_ARMOR ){
  372. refine_type = REFINE_TYPE_ARMOR;
  373. level = data.armor_level;
  374. return true;
  375. }else if( data.type == IT_SHADOWGEAR ){
  376. if( data.equip == EQP_SHADOW_WEAPON ){
  377. refine_type = REFINE_TYPE_SHADOW_WEAPON;
  378. }else{
  379. refine_type = REFINE_TYPE_SHADOW_ARMOR;
  380. }
  381. level = 1;
  382. return true;
  383. }else{
  384. return false;
  385. }
  386. }
  387. RefineDatabase refine_db;
  388. const std::string SizeFixDatabase::getDefaultLocation() {
  389. return std::string(db_path) + "/size_fix.yml";
  390. }
  391. /**
  392. * Reads and parses an entry from size_fix.
  393. * @param node: YAML node containing the entry.
  394. * @return count of successfully parsed rows
  395. */
  396. uint64 SizeFixDatabase::parseBodyNode(const ryml::NodeRef& node) {
  397. std::string weapon_name;
  398. if (!this->asString(node, "Weapon", weapon_name))
  399. return 0;
  400. std::string weapon_name_constant = "W_" + weapon_name;
  401. int64 constant;
  402. if (!script_get_constant(weapon_name_constant.c_str(), &constant)) {
  403. this->invalidWarning(node["Weapon"], "Size Fix unknown weapon %s, skipping.\n", weapon_name.c_str());
  404. return 0;
  405. }
  406. if (constant < W_FIST || constant > W_2HSTAFF) {
  407. this->invalidWarning(node["Weapon"], "Size Fix weapon %s is an invalid weapon, skipping.\n", weapon_name.c_str());
  408. return 0;
  409. }
  410. int weapon_id = static_cast<int>(constant);
  411. std::shared_ptr<s_sizefix_db> size = this->find(weapon_id);
  412. bool exists = size != nullptr;
  413. if (!exists)
  414. size = std::make_shared<s_sizefix_db>();
  415. if (this->nodeExists(node, "Small")) {
  416. uint16 small;
  417. if (!this->asUInt16(node, "Small", small))
  418. return 0;
  419. if (small > 100) {
  420. this->invalidWarning(node["Small"], "Small Size Fix %d for %s is out of bounds, defaulting to 100.\n", small, weapon_name.c_str());
  421. small = 100;
  422. }
  423. size->small = small;
  424. } else {
  425. if (!exists)
  426. size->small = 100;
  427. }
  428. if (this->nodeExists(node, "Medium")) {
  429. uint16 medium;
  430. if (!this->asUInt16(node, "Medium", medium))
  431. return 0;
  432. if (medium > 100) {
  433. this->invalidWarning(node["Medium"], "Medium Size Fix %d for %s is out of bounds, defaulting to 100.\n", medium, weapon_name.c_str());
  434. medium = 100;
  435. }
  436. size->medium = medium;
  437. } else {
  438. if (!exists)
  439. size->medium = 100;
  440. }
  441. if (this->nodeExists(node, "Large")) {
  442. uint16 large;
  443. if (!this->asUInt16(node, "Large", large))
  444. return 0;
  445. if (large > 100) {
  446. this->invalidWarning(node["Large"], "Large Size Fix %d for %s is out of bounds, defaulting to 100.\n", large, weapon_name.c_str());
  447. large = 100;
  448. }
  449. size->large = large;
  450. } else {
  451. if (!exists)
  452. size->large = 100;
  453. }
  454. if (!exists)
  455. this->put(weapon_id, size);
  456. return 1;
  457. }
  458. SizeFixDatabase size_fix_db;
  459. const std::string EnchantgradeDatabase::getDefaultLocation(){
  460. return std::string(db_path) + "/enchantgrade.yml";
  461. }
  462. uint64 EnchantgradeDatabase::parseBodyNode( const ryml::NodeRef& node ){
  463. if( !this->nodesExist( node, { "Type", "Levels" } ) ){
  464. return 0;
  465. }
  466. std::string itemtype_constant;
  467. if( !this->asString( node, "Type", itemtype_constant ) ){
  468. return 0;
  469. }
  470. int64 constant_value;
  471. if( !script_get_constant( ( "IT_" + itemtype_constant ).c_str(), &constant_value ) ){
  472. this->invalidWarning( node["Type"], "Unknown item type \"%s\".\n", itemtype_constant.c_str() );
  473. return 0;
  474. }
  475. uint16 itemtype = static_cast<uint16>( constant_value );
  476. uint16 itemtype_maxlevel;
  477. if( itemtype == IT_WEAPON ){
  478. itemtype_maxlevel = MAX_WEAPON_LEVEL;
  479. }else if( itemtype == IT_ARMOR ){
  480. itemtype_maxlevel = MAX_ARMOR_LEVEL;
  481. }else{
  482. this->invalidWarning( node["Type"], "Item type \"%s\" is not supported.\n", itemtype_constant.c_str() );
  483. return 0;
  484. }
  485. std::shared_ptr<s_enchantgrade> enchantgrade = this->find( itemtype );
  486. bool exists = enchantgrade != nullptr;
  487. if( !exists ){
  488. enchantgrade = std::make_shared<s_enchantgrade>();
  489. enchantgrade->itemtype = itemtype;
  490. }
  491. for( const ryml::NodeRef& levelNode : node["Levels"] ){
  492. if( !this->nodesExist( levelNode, { "Level", "Grades" } ) ){
  493. return 0;
  494. }
  495. uint16 level;
  496. if( !this->asUInt16( levelNode, "Level", level ) ){
  497. return 0;
  498. }
  499. if( level == 0 || level > itemtype_maxlevel ){
  500. this->invalidWarning( levelNode["Level"], "Level %hu is invalid for item type %s[1~%hu].\n", level, itemtype_constant.c_str(), itemtype_maxlevel );
  501. return 0;
  502. }
  503. std::map<e_enchantgrade, std::shared_ptr<s_enchantgradelevel>>& grades = enchantgrade->levels[level];
  504. for( const ryml::NodeRef& gradeNode : levelNode["Grades"] ){
  505. std::string gradeConstant;
  506. if( !this->asString( gradeNode, "Grade", gradeConstant ) ){
  507. return 0;
  508. }
  509. if( !script_get_constant( ( "ENCHANTGRADE_" + gradeConstant ).c_str(), &constant_value ) ){
  510. this->invalidWarning( node["Grade"], "Unknown grade \"%s\".\n", gradeConstant.c_str() );
  511. return 0;
  512. }
  513. if( constant_value >= MAX_ENCHANTGRADE ){
  514. this->invalidWarning( gradeNode["Grade"], "Grade %" PRId64 " is too high. Maximum: %hu.\n", constant_value, MAX_ENCHANTGRADE - 1 );
  515. return 0;
  516. }
  517. e_enchantgrade gradeLevel = (e_enchantgrade)constant_value;
  518. std::shared_ptr<s_enchantgradelevel> grade = util::map_find( grades, gradeLevel );
  519. bool gradeExists = grade != nullptr;
  520. if( !gradeExists ){
  521. if( !this->nodesExist( gradeNode, { "Chances", "Options" } ) ){
  522. return 0;
  523. }
  524. grade = std::make_shared<s_enchantgradelevel>();
  525. grade->grade = gradeLevel;
  526. for( int i = 0; i < ARRAYLENGTH( grade->chances ); i++ ){
  527. grade->chances[i] = 0;
  528. }
  529. }
  530. if( this->nodeExists( gradeNode, "Chances" ) ){
  531. for( const ryml::NodeRef& chanceNode : gradeNode["Chances"] ){
  532. uint16 refine;
  533. if( !this->asUInt16( chanceNode, "Refine", refine ) ){
  534. return 0;
  535. }
  536. if( refine > MAX_REFINE ){
  537. this->invalidWarning( chanceNode["Refine"], "Refine %hu is too high. Maximum: %hu.\n", refine, MAX_REFINE );
  538. return 0;
  539. }
  540. uint16 chance;
  541. if( !this->asUInt16Rate( chanceNode, "Chance", chance ) ){
  542. return 0;
  543. }
  544. grade->chances[refine] = chance;
  545. }
  546. }
  547. if( this->nodeExists( gradeNode, "Bonus" ) ){
  548. uint16 bonus;
  549. if( !this->asUInt16( gradeNode, "Bonus", bonus ) ){
  550. return 0;
  551. }
  552. grade->bonus = bonus;
  553. }else{
  554. if( !gradeExists ){
  555. grade->bonus = 0;
  556. }
  557. }
  558. if( this->nodeExists( gradeNode, "AnnounceSuccess" ) ){
  559. bool announce;
  560. if( !this->asBool( gradeNode, "AnnounceSuccess", announce ) ){
  561. return 0;
  562. }
  563. grade->announceSuccess = announce;
  564. }else{
  565. if( !gradeExists ){
  566. grade->announceSuccess = true;
  567. }
  568. }
  569. if( this->nodeExists( gradeNode, "AnnounceFail" ) ){
  570. bool announce;
  571. if( !this->asBool( gradeNode, "AnnounceFail", announce) ){
  572. return 0;
  573. }
  574. grade->announceFail = announce;
  575. }else{
  576. if( !gradeExists ){
  577. grade->announceFail = false;
  578. }
  579. }
  580. if( this->nodeExists( gradeNode, "Announce" ) ){
  581. bool announce;
  582. if( !this->asBool( gradeNode, "Announce", announce ) ){
  583. return 0;
  584. }
  585. grade->announceSuccess = announce;
  586. grade->announceFail = announce;
  587. }
  588. if( this->nodeExists( gradeNode, "Catalyst") ){
  589. const ryml::NodeRef& catalystNode = gradeNode["Catalyst"];
  590. if( this->nodeExists( catalystNode, "Item" ) ){
  591. std::string itemName;
  592. if( !this->asString( catalystNode, "Item", itemName ) ){
  593. return 0;
  594. }
  595. std::shared_ptr<item_data> id = item_db.search_aegisname( itemName.c_str() );
  596. if( id == nullptr ){
  597. this->invalidWarning( catalystNode["Item"], "Unknown item \"%s\".\n", itemName.c_str() );
  598. return 0;
  599. }
  600. grade->catalyst.item = id->nameid;
  601. }else{
  602. if( !gradeExists ){
  603. grade->catalyst.item = 0;
  604. }
  605. }
  606. if( this->nodeExists( catalystNode, "AmountPerStep" ) ){
  607. uint16 amountPerStep;
  608. if( !this->asUInt16( catalystNode, "AmountPerStep", amountPerStep ) ){
  609. return 0;
  610. }
  611. grade->catalyst.amountPerStep = amountPerStep;
  612. }else{
  613. if( !gradeExists ){
  614. grade->catalyst.amountPerStep = 0;
  615. }
  616. }
  617. if( this->nodeExists( catalystNode, "MaximumSteps" ) ){
  618. uint16 maximumSteps;
  619. if( !this->asUInt16( catalystNode, "MaximumSteps", maximumSteps ) ){
  620. return 0;
  621. }
  622. grade->catalyst.maximumSteps = maximumSteps;
  623. }else{
  624. if( !gradeExists ){
  625. grade->catalyst.maximumSteps = 0;
  626. }
  627. }
  628. if( this->nodeExists( catalystNode, "ChanceIncrease" ) ){
  629. uint16 chanceIncrease;
  630. if( !this->asUInt16Rate( catalystNode, "ChanceIncrease", chanceIncrease ) ){
  631. return 0;
  632. }
  633. grade->catalyst.chanceIncrease = chanceIncrease;
  634. }else{
  635. if( !gradeExists ){
  636. grade->catalyst.chanceIncrease = 0;
  637. }
  638. }
  639. }else{
  640. if( !gradeExists ){
  641. grade->catalyst.item = 0;
  642. grade->catalyst.amountPerStep = 0;
  643. grade->catalyst.maximumSteps = 0;
  644. grade->catalyst.chanceIncrease = 0;
  645. }
  646. }
  647. if( this->nodeExists( gradeNode, "Options" ) ){
  648. for( const ryml::NodeRef& optionNode : gradeNode["Options"] ){
  649. uint16 optionIndex;
  650. if( !this->asUInt16( optionNode, "Option", optionIndex ) ){
  651. return 0;
  652. }
  653. std::shared_ptr<s_enchantgradeoption> option = util::map_find( grade->options, optionIndex );
  654. bool optionExists = option != nullptr;
  655. if( !optionExists ){
  656. option = std::make_shared<s_enchantgradeoption>();
  657. option->id = optionIndex;
  658. }
  659. if( this->nodeExists( optionNode, "Amount" ) ){
  660. uint16 amount;
  661. if( !this->asUInt16( optionNode, "Amount", amount ) ){
  662. return 0;
  663. }
  664. if( amount > MAX_AMOUNT ){
  665. this->invalidWarning( optionNode["Amount"], "Amount %hu is too high, capping to %hu...\n", amount, MAX_AMOUNT );
  666. amount = MAX_AMOUNT;
  667. }
  668. if( amount == 0 ){
  669. if( grade->options.erase( optionIndex ) > 0 ){
  670. continue;
  671. }else{
  672. this->invalidWarning( optionNode["Amount"], "Trying to remove invalid option %hu...\n", optionIndex );
  673. return 0;
  674. }
  675. }
  676. option->amount = amount;
  677. }else{
  678. if( !optionExists ){
  679. option->amount = 1;
  680. }
  681. }
  682. if( this->nodeExists( optionNode, "Item" ) ){
  683. std::string itemName;
  684. if( !this->asString( optionNode, "Item", itemName ) ){
  685. return 0;
  686. }
  687. std::shared_ptr<item_data> id = item_db.search_aegisname( itemName.c_str() );
  688. if( id == nullptr ){
  689. this->invalidWarning( optionNode["Item"], "Unknown item \"%s\".\n", itemName.c_str() );
  690. return 0;
  691. }
  692. option->item = id->nameid;
  693. }else{
  694. if( !optionExists ){
  695. option->item = 0;
  696. }
  697. }
  698. if( this->nodeExists( optionNode, "Zeny" ) ){
  699. uint32 zeny;
  700. if( !this->asUInt32( optionNode, "Zeny", zeny ) ){
  701. return 0;
  702. }
  703. option->zeny = zeny;
  704. }else{
  705. if( !optionExists ){
  706. option->zeny = 0;
  707. }
  708. }
  709. if( this->nodeExists( optionNode, "BreakingRate" ) ){
  710. uint16 breaking_rate;
  711. if( !this->asUInt16Rate( optionNode, "BreakingRate", breaking_rate ) ){
  712. return 0;
  713. }
  714. option->breaking_rate = breaking_rate;
  715. }else{
  716. if( !optionExists ){
  717. option->breaking_rate = 0;
  718. }
  719. }
  720. if( this->nodeExists( optionNode, "DowngradeAmount" ) ){
  721. uint16 downgrade_amount;
  722. if( !this->asUInt16( optionNode, "DowngradeAmount", downgrade_amount ) ){
  723. return 0;
  724. }
  725. if( downgrade_amount > MAX_REFINE ){
  726. this->invalidWarning( optionNode["DowngradeAmount"], "Downgrade amount %hu is invalid, skipping.\n", downgrade_amount );
  727. return 0;
  728. }
  729. option->downgrade_amount = downgrade_amount;
  730. }else{
  731. if( !optionExists ){
  732. option->downgrade_amount = 0;
  733. }
  734. }
  735. if( !optionExists ){
  736. grade->options[optionIndex] = option;
  737. }
  738. }
  739. }
  740. if( !gradeExists ){
  741. grades[gradeLevel] = grade;
  742. }
  743. }
  744. }
  745. if( !exists ){
  746. this->put( itemtype, enchantgrade );
  747. }
  748. return 1;
  749. }
  750. std::shared_ptr<s_enchantgradelevel> EnchantgradeDatabase::findCurrentLevelInfo( const struct item_data& data, struct item& item ){
  751. std::shared_ptr<s_enchantgrade> enchantgrade = enchantgrade_db.find( data.type );
  752. // Unsupported item type - no answer
  753. if( enchantgrade == nullptr ){
  754. return nullptr;
  755. }
  756. uint16 level = 0;
  757. if( data.type == IT_WEAPON ){
  758. level = data.weapon_level;
  759. }else if( data.type == IT_ARMOR ){
  760. level = data.armor_level;
  761. }
  762. const auto& enchantgradelevels = enchantgrade->levels.find( level );
  763. // Cannot upgrade this weapon or armor level - no answer
  764. if( enchantgradelevels == enchantgrade->levels.end() ){
  765. return nullptr;
  766. }
  767. return util::map_find( enchantgradelevels->second, (e_enchantgrade)( item.enchantgrade - 1 ) );
  768. }
  769. void EnchantgradeDatabase::loadingFinished(){
  770. for( const auto& it_itemTypes : *this ){
  771. for( const auto& it_itemLevels : it_itemTypes.second->levels ){
  772. for( const auto& it_enchantgrades : it_itemLevels.second ){
  773. std::shared_ptr<s_enchantgradelevel> enchantgradelevel = it_enchantgrades.second;
  774. if( enchantgradelevel->catalyst.amountPerStep == 0 ){
  775. enchantgradelevel->catalyst.item = 0;
  776. enchantgradelevel->catalyst.chanceIncrease = 0;
  777. enchantgradelevel->catalyst.maximumSteps = 0;
  778. }
  779. }
  780. }
  781. }
  782. TypesafeYamlDatabase::loadingFinished();
  783. }
  784. EnchantgradeDatabase enchantgrade_db;
  785. /**
  786. * Get icon ID of SC
  787. * @param type: SC type
  788. * @return EFST ID
  789. **/
  790. efst_type StatusDatabase::getIcon(sc_type type) {
  791. std::shared_ptr<s_status_change_db> status = status_db.find(type);
  792. return status ? status->icon : EFST_BLANK;
  793. }
  794. /**
  795. * Get flag of SC (SCB value) for status_calc_ flag
  796. * @param type: SC type
  797. * @return cal_flag: Calc value
  798. **/
  799. std::bitset<SCB_MAX> StatusDatabase::getCalcFlag(sc_type type) {
  800. std::shared_ptr<s_status_change_db> status = status_db.find(type);
  801. return status ? status->calc_flag : std::bitset<SCB_MAX> {};
  802. }
  803. /**
  804. * Get SC's EndOnStart list
  805. * @param sc: SC type
  806. * @return End list
  807. **/
  808. std::vector<sc_type> StatusDatabase::getEndOnStart(sc_type type) {
  809. std::shared_ptr<s_status_change_db> status = status_db.find(type);
  810. return status ? status->endonstart : std::vector<sc_type> {};
  811. }
  812. /**
  813. * Get BL type to display proper effect
  814. * @param efst: EFST type
  815. * @return BL types
  816. **/
  817. uint16 status_efst_get_bl_type(enum efst_type efst) {
  818. if (efst <= EFST_BLANK || efst >= EFST_MAX)
  819. return BL_PC;
  820. return status_db.StatusRelevantBLTypes[efst];
  821. }
  822. /**
  823. * Returns the FIRST skill (in order of definition in initChangeTables) to use a given status change.
  824. * Utilized for various duration lookups. Use with caution!
  825. * @param sc The status to look up
  826. * @return A skill associated with the status
  827. **/
  828. uint16 StatusDatabase::getSkill(sc_type type) {
  829. std::shared_ptr<s_status_change_db> status = status_db.find(type);
  830. return status ? status->skill_id : 0;
  831. }
  832. /**
  833. * Returns if a status change flag is active or not for a SC.
  834. * @param sc: Status changes active on target
  835. * @param flag: Flag to check for
  836. * @return True if flag is set or false otherwise
  837. */
  838. bool StatusDatabase::hasSCF(status_change *sc, e_status_change_flag flag) {
  839. if (sc == nullptr || sc->count == 0 || flag == SCF_NONE)
  840. return false;
  841. for (const auto &status_it : *this) {
  842. std::shared_ptr<s_status_change_db> status = status_it.second;
  843. if (sc->getSCE(status->type) && status->flag[flag])
  844. return true;
  845. }
  846. return false;
  847. }
  848. /**
  849. * Returns the SCB_BATTLE constant.
  850. * return SCB_BATTLE
  851. */
  852. std::bitset<SCB_MAX> StatusDatabase::getSCB_BATTLE() {
  853. return this->SCB_BATTLE;
  854. }
  855. /**
  856. * Returns the SCB_ALL constant.
  857. * @return SCB_ALL
  858. */
  859. std::bitset<SCB_MAX> StatusDatabase::getSCB_ALL() {
  860. return this->SCB_ALL;
  861. }
  862. /**
  863. * Removes statuses from skills that aren't part of the new class skill tree.
  864. * @param sd: Player data
  865. */
  866. void StatusDatabase::changeSkillTree(map_session_data *sd, int32 class_) {
  867. if (sd == nullptr)
  868. return;
  869. std::shared_ptr<s_skill_tree> tree = skill_tree_db.find(class_ > 0 ? class_ : sd->status.class_);
  870. if (tree == nullptr)
  871. return;
  872. for (const auto &it : tree->skills) {
  873. uint16 skill_id = it.first;
  874. sc_type sc = skill_get_sc(skill_id);
  875. if (sc > SC_COMMON_MAX && sc < SC_MAX && sd->sc.getSCE(sc))
  876. status_change_end(&sd->bl, sc);
  877. }
  878. }
  879. /**
  880. * Validates if type is in SC ranges
  881. * @param type: SC type
  882. * @return True if type is in range, false otherwise
  883. */
  884. bool StatusDatabase::validateStatus(sc_type type) {
  885. if (type > SC_NONE && type < SC_MAX)
  886. return true;
  887. return false;
  888. }
  889. /**
  890. * Removes a status based on the provided flag(s).
  891. * @param bl: Target to remove status from
  892. * @param flag: List of flags to check for removing
  893. */
  894. void StatusDatabase::removeByStatusFlag(block_list *bl, std::vector<e_status_change_flag> flag) {
  895. if (bl == nullptr || flag.empty())
  896. return;
  897. status_change *sc = status_get_sc(bl);
  898. if (sc == nullptr || sc->count == 0)
  899. return;
  900. for (const auto &status_it : *this) {
  901. std::shared_ptr<s_status_change_db> status = status_it.second;
  902. sc_type type = status->type;
  903. if (sc->getSCE(type)) {
  904. for (const auto &flag_it : flag) {
  905. if (status->flag[flag_it])
  906. status_change_end(bl, type);
  907. }
  908. }
  909. }
  910. }
  911. status_change::status_change(){
  912. this->option = OPTION_NOTHING;
  913. this->opt3 = OPT3_NORMAL;
  914. this->opt1 = OPT1_NONE;
  915. this->opt2 = OPT2_NONE;
  916. this->count = 0;
  917. this->lastEffect = SC_NONE;
  918. this->lastEffectTimer = INVALID_TIMER;
  919. this->cant = {};
  920. this->comet_x = 0;
  921. this->comet_y = 0;
  922. #ifndef RENEWAL
  923. this->sg_counter = 0;
  924. #endif
  925. std::fill( std::begin( this->data ), std::end( this->data ), nullptr );
  926. this->lastStatus = { SC_NONE, nullptr };
  927. }
  928. /**
  929. * Accessor for a status_change_entry in a status_change
  930. */
  931. status_change_entry * status_change::getSCE(enum sc_type type) {
  932. // TODO: bounds check
  933. if (type == lastStatus.first)
  934. return lastStatus.second;
  935. lastStatus = {type, data[type]};
  936. return lastStatus.second;
  937. }
  938. status_change_entry * status_change::getSCE(uint32 type) {
  939. return getSCE(static_cast<sc_type>(type));
  940. }
  941. status_change_entry * status_change::createSCE(enum sc_type type) {
  942. data[type] = ers_alloc(sc_data_ers, struct status_change_entry);
  943. lastStatus = {type, data[type]};
  944. return data[type];
  945. }
  946. /**
  947. * free the sce, then clear it
  948. */
  949. void status_change::deleteSCE(enum sc_type type) {
  950. ers_free(sc_data_ers, data[type]);
  951. data[type] = nullptr;
  952. lastStatus = {type, data[type]};
  953. }
  954. /**
  955. * For when we only want to clear the sce without freeing.
  956. */
  957. void status_change::clearSCE(enum sc_type type) {
  958. data[type] = nullptr;
  959. lastStatus = {type, data[type]};
  960. }
  961. /** Creates dummy status */
  962. static void initDummyData(void) {
  963. memset(&dummy_status, 0, sizeof(dummy_status));
  964. dummy_status.hp =
  965. dummy_status.max_hp =
  966. dummy_status.max_sp =
  967. dummy_status.str =
  968. dummy_status.agi =
  969. dummy_status.vit =
  970. dummy_status.int_ =
  971. dummy_status.dex =
  972. dummy_status.luk =
  973. dummy_status.hit = 1;
  974. dummy_status.speed = 2000;
  975. dummy_status.adelay = 4000;
  976. dummy_status.amotion = 2000;
  977. dummy_status.dmotion = 2000;
  978. dummy_status.ele_lv = 1; // Min elemental level.
  979. dummy_status.mode = MD_CANMOVE;
  980. }
  981. /**
  982. * For copying a status_data structure from b to a, without overwriting current Hp, Sp, and Ap.
  983. * @param a: Status data structure to copy from
  984. * @param b: Status data structure to copy to
  985. */
  986. static inline void status_cpy(struct status_data* a, const struct status_data* b)
  987. {
  988. memcpy((void*)&a->max_hp, (const void*)&b->max_hp, sizeof(struct status_data)-(sizeof(a->hp)+sizeof(a->sp)+sizeof(a->ap)));
  989. }
  990. /**
  991. * Sets HP to a given value
  992. * Will always succeed (overrides heal impediment statuses) but can't kill an object
  993. * @param bl: Object whose HP will be set [PC|MOB|HOM|MER|ELEM|NPC]
  994. * @param hp: What the HP is to be set as
  995. * @param flag: Used in case final value is higher than current
  996. * Use 2 to display healing effect
  997. * @return heal or zapped HP if valid
  998. */
  999. int status_set_hp(struct block_list *bl, unsigned int hp, int flag)
  1000. {
  1001. if (hp < 1)
  1002. return 0;
  1003. status_data* status = status_get_status_data(*bl);
  1004. if (status == &dummy_status)
  1005. return 0;
  1006. if (hp > status->max_hp)
  1007. hp = status->max_hp;
  1008. if (hp == status->hp)
  1009. return 0;
  1010. if (hp > status->hp)
  1011. return status_heal(bl, hp - status->hp, 0, 1|flag);
  1012. return status_zap(bl, status->hp - hp, 0);
  1013. }
  1014. /**
  1015. * Sets Max HP to a given value
  1016. * @param bl: Object whose Max HP will be set [PC|MOB|HOM|MER|ELEM|NPC]
  1017. * @param maxhp: What the Max HP is to be set as
  1018. * @param flag: Used in case final value is higher than current
  1019. * Use 2 to display healing effect
  1020. * @return heal or zapped HP if valid
  1021. */
  1022. int status_set_maxhp(struct block_list *bl, unsigned int maxhp, int flag)
  1023. {
  1024. int64 heal;
  1025. if (maxhp < 1)
  1026. return 0;
  1027. status_data* status = status_get_status_data(*bl);
  1028. if (status == &dummy_status)
  1029. return 0;
  1030. if (maxhp == status->max_hp)
  1031. return 0;
  1032. heal = maxhp - status->max_hp;
  1033. status->max_hp = maxhp;
  1034. if (heal > 0)
  1035. status_heal(bl, heal, 0, 1|flag);
  1036. else
  1037. status_zap(bl, -heal, 0);
  1038. return maxhp;
  1039. }
  1040. /**
  1041. * Sets SP to a given value
  1042. * @param bl: Object whose SP will be set [PC|HOM|MER|ELEM]
  1043. * @param sp: What the SP is to be set as
  1044. * @param flag: Used in case final value is higher than current
  1045. * Use 2 to display healing effect
  1046. * @return heal or zapped SP if valid
  1047. */
  1048. int status_set_sp(struct block_list *bl, unsigned int sp, int flag)
  1049. {
  1050. status_data* status = status_get_status_data(*bl);
  1051. if (status == &dummy_status)
  1052. return 0;
  1053. if (sp > status->max_sp)
  1054. sp = status->max_sp;
  1055. if (sp == status->sp)
  1056. return 0;
  1057. if (sp > status->sp)
  1058. return status_heal(bl, 0, sp - status->sp, 1|flag);
  1059. return status_zap(bl, 0, status->sp - sp);
  1060. }
  1061. /**
  1062. * Sets Max SP to a given value
  1063. * @param bl: Object whose Max SP will be set [PC|HOM|MER|ELEM]
  1064. * @param maxsp: What the Max SP is to be set as
  1065. * @param flag: Used in case final value is higher than current
  1066. * Use 2 to display healing effect
  1067. * @return heal or zapped HP if valid
  1068. */
  1069. int status_set_maxsp(struct block_list *bl, unsigned int maxsp, int flag)
  1070. {
  1071. if (maxsp < 1)
  1072. return 0;
  1073. status_data* status = status_get_status_data(*bl);
  1074. if (status == &dummy_status)
  1075. return 0;
  1076. if (maxsp == status->max_sp)
  1077. return 0;
  1078. if (maxsp > status->max_sp)
  1079. status_heal(bl, maxsp - status->max_sp, 0, 1|flag);
  1080. else
  1081. status_zap(bl, status->max_sp - maxsp, 0);
  1082. status->max_sp = maxsp;
  1083. return maxsp;
  1084. }
  1085. /**
  1086. * Sets AP to a given value
  1087. * @param bl: Object whose AP will be set [PC|HOM|MER|ELEM]
  1088. * @param ap: What the AP is to be set as
  1089. * @param flag: Used in case final value is higher than current
  1090. * Use 2 to display healing effect
  1091. * @return heal or zapped AP if valid
  1092. */
  1093. int status_set_ap(struct block_list *bl, unsigned int ap, int flag)
  1094. {
  1095. status_data *status = status_get_status_data(*bl);
  1096. if (status == &dummy_status)
  1097. return 0;
  1098. if (ap > status->max_ap)
  1099. ap = status->max_ap;
  1100. if (ap == status->ap)
  1101. return 0;
  1102. if (ap > status->ap)
  1103. return status_heal(bl, 0, 0, ap - status->ap, 1 | flag);
  1104. return status_zap(bl, 0, 0, status->ap - ap);
  1105. }
  1106. /**
  1107. * Sets Max AP to a given value
  1108. * @param bl: Object whose Max AP will be set [PC|HOM|MER|ELEM]
  1109. * @param maxap: What the Max AP is to be set as
  1110. * @param flag: Used in case final value is higher than current
  1111. * Use 2 to display healing effect
  1112. * @return heal or zapped AP if valid
  1113. */
  1114. int status_set_maxap(struct block_list *bl, unsigned int maxap, int flag)
  1115. {
  1116. if (maxap < 1)
  1117. return 0;
  1118. status_data *status = status_get_status_data(*bl);
  1119. if (status == &dummy_status)
  1120. return 0;
  1121. if (maxap == status->max_ap)
  1122. return 0;
  1123. if (maxap > status->max_ap)
  1124. status_heal(bl, 0, 0, maxap - status->max_ap, 1 | flag);
  1125. else
  1126. status_zap(bl, 0, 0, status->max_ap - maxap);
  1127. status->max_ap = maxap;
  1128. return maxap;
  1129. }
  1130. /**
  1131. * Takes HP/SP from an Object
  1132. * @param bl: Object who will have HP/SP taken [PC|MOB|HOM|MER|ELEM]
  1133. * @param hp: How much HP to charge
  1134. * @param sp: How much SP to charge
  1135. * @return hp+sp through status_damage()
  1136. * Note: HP/SP are integer values, not percentages. Values should be
  1137. * calculated either within function call or before
  1138. */
  1139. int64 status_charge(struct block_list* bl, int64 hp, int64 sp)
  1140. {
  1141. if(!(bl->type&BL_CONSUME))
  1142. return (int)hp+sp; // Assume all was charged so there are no 'not enough' fails.
  1143. return status_damage(nullptr, bl, hp, sp, 0, 3, 0);
  1144. }
  1145. /**
  1146. * Inflicts damage on the target with the according walkdelay.
  1147. * @param src: Source object giving damage [PC|MOB|PET|HOM|MER|ELEM]
  1148. * @param target: Target of the damage
  1149. * @param dhp: How much damage to HP
  1150. * @param dsp: How much damage to SP
  1151. * @param dap: How much damage to AP
  1152. * @param walkdelay: Amount of time before object can walk again
  1153. * @param flag: Damage flag decides various options
  1154. * flag&1: Passive damage - Does not trigger cancelling status changes
  1155. * flag&2: Fail if there is not enough to subtract
  1156. * flag&4: Mob does not give EXP/Loot if killed
  1157. * flag&8: Used to damage SP of a dead character
  1158. * flag&16: Coma damage - Log it as normal damage, but actually set HP/SP to 1
  1159. * @return hp+sp+ap
  1160. * Note: HP/SP/AP are integer values, not percentages. Values should be
  1161. * calculated either within function call or before
  1162. */
  1163. 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)
  1164. {
  1165. status_change *sc;
  1166. int hp = (int)cap_value(dhp,INT_MIN,INT_MAX);
  1167. int sp = (int)cap_value(dsp,INT_MIN,INT_MAX);
  1168. int ap = (int)cap_value(dap,INT_MIN,INT_MAX);
  1169. nullpo_ret(target);
  1170. if(sp && !(target->type&BL_CONSUME))
  1171. sp = 0; // Not a valid SP target.
  1172. if (ap && !(target->type&BL_CONSUME))
  1173. ap = 0; // Not a valid AP target.
  1174. if (hp < 0) { // Assume absorbed damage.
  1175. status_heal(target, -hp, 0, 1);
  1176. hp = 0;
  1177. }
  1178. if (sp < 0) {
  1179. status_heal(target, 0, -sp, 1);
  1180. sp = 0;
  1181. }
  1182. if (ap < 0) {
  1183. status_heal(target, 0, 0, -ap, 1);
  1184. ap = 0;
  1185. }
  1186. if (target->type == BL_SKILL) {
  1187. if (!src || src->type&battle_config.can_damage_skill)
  1188. return (int)skill_unit_ondamaged((struct skill_unit *)target, hp);
  1189. return 0;
  1190. }
  1191. status_data* status = status_get_status_data(*target);
  1192. if( status == &dummy_status )
  1193. return 0;
  1194. if ((unsigned int)hp >= status->hp) {
  1195. if (flag&2) return 0;
  1196. hp = status->hp;
  1197. }
  1198. if ((unsigned int)sp > status->sp) {
  1199. if (flag&2) return 0;
  1200. sp = status->sp;
  1201. }
  1202. if ((unsigned int)ap > status->ap) {
  1203. if (flag & 2) return 0;
  1204. ap = status->ap;
  1205. }
  1206. if (!hp && !sp && !ap)
  1207. return 0;
  1208. if( !status->hp )
  1209. flag |= 8;
  1210. sc = status_get_sc(target);
  1211. if (hp && battle_config.invincible_nodamage && src && sc && sc->getSCE(SC_INVINCIBLE))
  1212. hp = 1;
  1213. if( hp && !(flag&1) ) {
  1214. if( sc ) {
  1215. struct status_change_entry *sce;
  1216. for (const auto &it : status_db) {
  1217. sc_type type = static_cast<sc_type>(it.first);
  1218. if (sc->getSCE(type) && it.second->flag[SCF_REMOVEONDAMAGED]) {
  1219. // 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).
  1220. // !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.
  1221. if (sc->opt1 > OPT1_NONE && sc->lastEffectTimer == INVALID_TIMER) {
  1222. sc->lastEffectTimer = add_timer(gettick() + 10, status_clear_lastEffect_timer, target->id, 0);
  1223. sc->lastEffect = type;
  1224. }
  1225. status_change_end(target, type);
  1226. }
  1227. }
  1228. if ((sce=sc->getSCE(SC_ENDURE)) && !sce->val4) {
  1229. /** [Skotlex]
  1230. * Endure count is only reduced by non-players on non-gvg maps.
  1231. * val4 signals infinite endure.
  1232. **/
  1233. if (src && src->type != BL_PC && !map_flag_gvg2(target->m) && !map_getmapflag(target->m, MF_BATTLEGROUND) && --(sce->val2) <= 0)
  1234. status_change_end(target, SC_ENDURE);
  1235. }
  1236. #ifndef RENEWAL
  1237. if ((sce=sc->getSCE(SC_GRAVITATION)) && sce->val3 == BCT_SELF) {
  1238. std::shared_ptr<s_skill_unit_group> sg = skill_id2group(sce->val4);
  1239. if (sg) {
  1240. skill_delunitgroup(sg);
  1241. sce->val4 = 0;
  1242. status_change_end(target, SC_GRAVITATION);
  1243. }
  1244. }
  1245. #endif
  1246. if(sc->getSCE(SC_DANCING) && hp > (status->max_hp / 4))
  1247. status_change_end(target, SC_DANCING);
  1248. if(sc->getSCE(SC_CLOAKINGEXCEED) && --(sc->getSCE(SC_CLOAKINGEXCEED)->val2) <= 0)
  1249. status_change_end(target, SC_CLOAKINGEXCEED);
  1250. if(sc->getSCE(SC_KAGEMUSYA) && --(sc->getSCE(SC_KAGEMUSYA)->val3) <= 0)
  1251. status_change_end(target, SC_KAGEMUSYA);
  1252. }
  1253. if (target->type == BL_PC)
  1254. pc_bonus_script_clear(BL_CAST(BL_PC,target),BSF_REM_ON_DAMAGED);
  1255. unit_skillcastcancel(target, 2);
  1256. }
  1257. // We need to log the real damage on exp_calc_type 1
  1258. if (battle_config.exp_calc_type == 1) {
  1259. dhp = hp;
  1260. // Coma real damage
  1261. if (flag&16)
  1262. dhp = status->hp - 1;
  1263. }
  1264. status->hp-= hp;
  1265. status->sp-= sp;
  1266. status->ap-= ap;
  1267. // Coma
  1268. if (flag&16) {
  1269. status->hp = 1;
  1270. status->sp = 1;
  1271. if (!sp) sp = 1; // To make sure the status bar is updated
  1272. }
  1273. if (sc && hp && status->hp) {
  1274. if (sc->getSCE(SC_AUTOBERSERK) &&
  1275. (!sc->getSCE(SC_PROVOKE) || !sc->getSCE(SC_PROVOKE)->val4) &&
  1276. status->hp < status->max_hp / 4)
  1277. sc_start4(src,target,SC_PROVOKE,100,10,0,0,1,0);
  1278. if (sc->getSCE(SC_BERSERK) && status->hp <= 100)
  1279. status_change_end(target, SC_BERSERK);
  1280. if( sc->getSCE(SC_RAISINGDRAGON) && status->hp <= 1000 )
  1281. status_change_end(target, SC_RAISINGDRAGON);
  1282. if (sc->getSCE(SC_SATURDAYNIGHTFEVER) && status->hp <= 100)
  1283. status_change_end(target, SC_SATURDAYNIGHTFEVER);
  1284. }
  1285. // Need to pass original HP damage for the mob damage log
  1286. dhp = cap_value(dhp, INT_MIN, INT_MAX);
  1287. switch (target->type) {
  1288. case BL_PC:
  1289. pc_damage(reinterpret_cast<map_session_data*>(target), src, hp, sp, ap); break;
  1290. case BL_MOB:
  1291. mob_damage(reinterpret_cast<mob_data*>(target), src, (int)dhp);
  1292. break;
  1293. case BL_HOM:
  1294. hom_heal(reinterpret_cast<homun_data&>(*target), hp != 0, sp != 0);
  1295. break;
  1296. case BL_MER:
  1297. mercenary_heal(reinterpret_cast<s_mercenary_data*>(target), hp, sp);
  1298. break;
  1299. case BL_ELEM:
  1300. elemental_heal(reinterpret_cast<s_elemental_data*>(target), hp, sp);
  1301. break;
  1302. }
  1303. if( src && target->type == BL_PC && ((TBL_PC*)target)->disguise ) { // Stop walking when attacked in disguise to prevent walk-delay bug
  1304. unit_stop_walking( target, 1 );
  1305. }
  1306. if( status->hp || (flag&8) ) { // Still lives or has been dead before this damage.
  1307. if (walkdelay)
  1308. unit_set_walkdelay(target, gettick(), walkdelay, 0);
  1309. return (int)(hp+sp+ap);
  1310. }
  1311. status->hp = 0;
  1312. /** [Skotlex]
  1313. * NOTE: These dead functions should return:
  1314. * 0: Death cancelled, auto-revived.
  1315. * Non-zero: Standard death. Clear status, cancel move/attack, etc
  1316. * &2: Remove object from map.
  1317. * &4: Delete object from memory. (One time spawn mobs)
  1318. **/
  1319. switch (target->type) {
  1320. case BL_PC: flag = pc_dead((TBL_PC*)target,src); break;
  1321. case BL_MOB: flag = mob_dead((TBL_MOB*)target, src, flag&4?3:0); break;
  1322. case BL_HOM: flag = hom_dead((TBL_HOM*)target); break;
  1323. case BL_MER: flag = mercenary_dead((TBL_MER*)target); break;
  1324. case BL_ELEM: flag = elemental_dead((TBL_ELEM*)target); break;
  1325. default: // Unhandled case, do nothing to object.
  1326. flag = 0;
  1327. break;
  1328. }
  1329. if(!flag) // Death cancelled.
  1330. return (int)(hp+sp+ap);
  1331. // Normal death
  1332. if (battle_config.clear_unit_ondeath &&
  1333. battle_config.clear_unit_ondeath&target->type)
  1334. skill_clear_unitgroup(target);
  1335. if(target->type&BL_REGEN) { // Reset regen ticks.
  1336. struct regen_data *regen = status_get_regen_data(target);
  1337. if (regen) {
  1338. memset(&regen->tick, 0, sizeof(regen->tick));
  1339. if (regen->sregen)
  1340. memset(&regen->sregen->tick, 0, sizeof(regen->sregen->tick));
  1341. if (regen->ssregen)
  1342. memset(&regen->ssregen->tick, 0, sizeof(regen->ssregen->tick));
  1343. }
  1344. }
  1345. if( sc && sc->getSCE(SC_KAIZEL) && !map_flag_gvg2(target->m) ) { // flag&8 = disable Kaizel
  1346. int time = skill_get_time2(SL_KAIZEL,sc->getSCE(SC_KAIZEL)->val1);
  1347. // Look for Osiris Card's bonus effect on the character and revive 100% or revive normally
  1348. if ( target->type == BL_PC && BL_CAST(BL_PC,target)->special_state.restart_full_recover )
  1349. status_revive(target, 100, 100);
  1350. else
  1351. status_revive(target, sc->getSCE(SC_KAIZEL)->val2, 0);
  1352. status_change_clear(target,0);
  1353. clif_skill_nodamage(target,*target,ALL_RESURRECTION,1);
  1354. sc_start(src,target,SC_KYRIE,100,10,time);
  1355. if( target->type == BL_MOB )
  1356. ((TBL_MOB*)target)->state.rebirth = 1;
  1357. return (int)(hp+sp+ap);
  1358. }
  1359. // Disable Ultimate Sacrifice on GVG maps
  1360. if (sc && sc->getSCE(SC_ULTIMATE_S) && !map_flag_gvg2(target->m)) {
  1361. status_revive(target, 100, 100);
  1362. status_change_clear(target, 0);
  1363. clif_skill_nodamage(target, *target, ALL_RESURRECTION, 1);
  1364. if (target->type == BL_MOB)
  1365. ((TBL_MOB*)target)->state.rebirth = 1;
  1366. return (int)(hp+sp+ap);
  1367. }
  1368. 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.
  1369. status_revive(target, sc->getSCE(SC_REBIRTH)->val2, 0);
  1370. status_change_clear(target,0);
  1371. ((TBL_MOB*)target)->state.rebirth = 1;
  1372. return (int)(hp+sp+ap);
  1373. }
  1374. status_change_clear(target,0);
  1375. if(flag&4) // Delete from memory. (also invokes map removal code)
  1376. unit_free(target,CLR_DEAD);
  1377. else if(flag&2) // remove from map
  1378. unit_remove_map(target,CLR_DEAD);
  1379. else { // Some death states that would normally be handled by unit_remove_map
  1380. unit_stop_attack(target);
  1381. unit_stop_walking(target,1);
  1382. unit_skillcastcancel(target,0);
  1383. clif_clearunit_area( *target, CLR_DEAD );
  1384. skill_unit_move(target,gettick(),4);
  1385. skill_cleartimerskill(target);
  1386. }
  1387. // Always run NPC scripts for players last
  1388. //FIXME those ain't always run if a player die if he was resurrect meanwhile
  1389. //cf SC_REBIRTH, SC_KAIZEL, pc_dead...
  1390. if(target->type == BL_PC) {
  1391. TBL_PC *sd = BL_CAST(BL_PC,target);
  1392. if( sd->bg_id ) {
  1393. std::shared_ptr<s_battleground_data> bg = util::umap_find(bg_team_db, sd->bg_id);
  1394. if( bg && !(bg->die_event.empty()) )
  1395. npc_event(sd, bg->die_event.c_str(), 0);
  1396. }
  1397. npc_script_event( *sd, NPCE_DIE );
  1398. }
  1399. return (int)(hp+sp+ap);
  1400. }
  1401. /**
  1402. * Heals an object
  1403. * @param bl: Object to heal [PC|MOB|HOM|MER|ELEM]
  1404. * @param hhp: How much HP to heal
  1405. * @param hsp: How much SP to heal
  1406. * @param hap: How much AP to heal
  1407. * @param flag: Whether it's Forced(&1), gives HP/SP/AP(&2) heal effect,
  1408. * or gives HP(&4) heal effect with 0 heal
  1409. * Forced healing overrides heal impedement statuses (Berserk)
  1410. * @return hp+sp+ap
  1411. */
  1412. int status_heal(struct block_list *bl,int64 hhp,int64 hsp, int64 hap, int flag)
  1413. {
  1414. status_change *sc;
  1415. int hp = (int)cap_value(hhp,INT_MIN,INT_MAX);
  1416. int sp = (int)cap_value(hsp,INT_MIN,INT_MAX);
  1417. int ap = (int)cap_value(hap,INT_MIN,INT_MAX);
  1418. status_data* status = status_get_status_data(*bl);
  1419. if (status == &dummy_status || !status->hp)
  1420. return 0;
  1421. sc = status_get_sc(bl);
  1422. if (sc && !sc->count)
  1423. sc = nullptr;
  1424. if (hp < 0) {
  1425. if (hp == INT_MIN) // -INT_MIN == INT_MIN in some architectures!
  1426. hp++;
  1427. status_damage(nullptr, bl, -hp, 0, 0, 1, 0);
  1428. hp = 0;
  1429. }
  1430. if(hp) {
  1431. if( sc && (sc->getSCE(SC_BERSERK)) ) {
  1432. if( flag&1 )
  1433. flag &= ~2;
  1434. else
  1435. hp = 0;
  1436. }
  1437. if((unsigned int)hp > status->max_hp - status->hp)
  1438. hp = status->max_hp - status->hp;
  1439. }
  1440. if(sp < 0) {
  1441. if (sp == INT_MIN)
  1442. sp++;
  1443. status_damage(nullptr, bl, 0, -sp, 0, 1, 0);
  1444. sp = 0;
  1445. }
  1446. if(sp) {
  1447. if((unsigned int)sp > status->max_sp - status->sp)
  1448. sp = status->max_sp - status->sp;
  1449. }
  1450. if (ap < 0) {
  1451. if (ap == INT_MIN)
  1452. ap++;
  1453. status_damage(nullptr, bl, 0, 0, -ap, 0, 1, 0);
  1454. ap = 0;
  1455. }
  1456. if (ap) {
  1457. if ((unsigned int)ap > status->max_ap - status->ap)
  1458. ap = status->max_ap - status->ap;
  1459. }
  1460. if(!ap && !sp && !hp && !(flag&4))
  1461. return 0;
  1462. status->hp += hp;
  1463. status->sp += sp;
  1464. status->ap += ap;
  1465. if(hp && sc &&
  1466. sc->getSCE(SC_AUTOBERSERK) &&
  1467. sc->getSCE(SC_PROVOKE) &&
  1468. sc->getSCE(SC_PROVOKE)->val4==1 &&
  1469. status->hp >= status->max_hp / 4
  1470. ) // End auto berserk.
  1471. status_change_end(bl, SC_PROVOKE);
  1472. // Send HP update to client
  1473. switch(bl->type) {
  1474. case BL_PC:
  1475. pc_heal(reinterpret_cast<map_session_data*>(bl), hp, sp, ap, flag);
  1476. break;
  1477. case BL_MOB:
  1478. mob_heal(reinterpret_cast<mob_data*>(bl), hp);
  1479. break;
  1480. case BL_HOM:
  1481. hom_heal(reinterpret_cast<homun_data&>(*bl), hp != 0, sp != 0);
  1482. break;
  1483. case BL_MER:
  1484. mercenary_heal(reinterpret_cast<s_mercenary_data*>(bl), hp, sp);
  1485. break;
  1486. case BL_ELEM:
  1487. elemental_heal(reinterpret_cast<s_elemental_data*>(bl), hp, sp);
  1488. break;
  1489. }
  1490. return (int)hp+sp+ap;
  1491. }
  1492. /**
  1493. * Applies percentage based damage to a unit.
  1494. * If a mob is killed this way and there is no src, no EXP/Drops will be awarded.
  1495. * @param src: Object initiating HP/SP/AP modification [PC|MOB|PET|HOM|MER|ELEM]
  1496. * @param target: Object to modify HP/SP/AP
  1497. * @param hp_rate: Percentage of HP to modify. If > 0:percent is of current HP, if < 0:percent is of max HP
  1498. * @param sp_rate: Percentage of SP to modify. If > 0:percent is of current SP, if < 0:percent is of max SP
  1499. * @param ap_rate: Percentage of AP to modify. If > 0:percent is of current AP, if < 0:percent is of max AP
  1500. * @param flag: \n
  1501. * 0: Heal target \n
  1502. * 1: Use status_damage \n
  1503. * 2: Use status_damage and make sure target must not die from subtraction
  1504. * @return hp+sp+ap through status_heal()
  1505. */
  1506. int status_percent_change(struct block_list *src, struct block_list *target, int8 hp_rate, int8 sp_rate, int8 ap_rate, uint8 flag)
  1507. {
  1508. unsigned int hp = 0, sp = 0, ap = 0;
  1509. status_data* status = status_get_status_data(*target);
  1510. // It's safe now [MarkZD]
  1511. if (hp_rate > 99)
  1512. hp = status->hp;
  1513. else if (hp_rate > 0)
  1514. hp = apply_rate(status->hp, hp_rate);
  1515. else if (hp_rate < -99)
  1516. hp = status->max_hp;
  1517. else if (hp_rate < 0)
  1518. hp = (apply_rate(status->max_hp, -hp_rate));
  1519. if (hp_rate && !hp)
  1520. hp = 1;
  1521. if (flag == 2 && hp >= status->hp)
  1522. hp = status->hp-1; // Must not kill target.
  1523. if (sp_rate > 99)
  1524. sp = status->sp;
  1525. else if (sp_rate > 0)
  1526. sp = apply_rate(status->sp, sp_rate);
  1527. else if (sp_rate < -99)
  1528. sp = status->max_sp;
  1529. else if (sp_rate < 0)
  1530. sp = (apply_rate(status->max_sp, -sp_rate));
  1531. if (sp_rate && !sp)
  1532. sp = 1;
  1533. if (ap_rate > 99)
  1534. ap = status->ap;
  1535. else if (ap_rate > 0)
  1536. ap = apply_rate(status->ap, ap_rate);
  1537. else if (ap_rate < -99)
  1538. ap = status->max_ap;
  1539. else if (ap_rate < 0)
  1540. ap = (apply_rate(status->max_ap, -ap_rate));
  1541. if (ap_rate && !ap)
  1542. ap = 1;
  1543. // Ugly check in case damage dealt is too much for the received args of
  1544. // status_heal / status_damage. [Skotlex]
  1545. if (hp > INT_MAX) {
  1546. hp -= INT_MAX;
  1547. if (flag)
  1548. status_damage(src, target, INT_MAX, 0, 0, (!src||src==target?5:1), 0);
  1549. else
  1550. status_heal(target, INT_MAX, 0, 0);
  1551. }
  1552. if (sp > INT_MAX) {
  1553. sp -= INT_MAX;
  1554. if (flag)
  1555. status_damage(src, target, 0, INT_MAX, 0, (!src||src==target?5:1), 0);
  1556. else
  1557. status_heal(target, 0, INT_MAX, 0);
  1558. }
  1559. if (ap > INT_MAX) {
  1560. ap -= INT_MAX;
  1561. if (flag)
  1562. status_damage(src, target, 0, 0, INT_MAX, 0, (!src || src == target ? 5 : 1), 0);
  1563. else
  1564. status_heal(target, 0, 0, INT_MAX, 0);
  1565. }
  1566. if (flag)
  1567. return status_damage(src, target, hp, sp, ap, 0, (!src||src==target?5:1), 0);
  1568. return status_heal(target, hp, sp, ap, 0);
  1569. }
  1570. /**
  1571. * Revives a unit
  1572. * @param bl: Object to revive [PC|MOB|HOM]
  1573. * @param per_hp: Percentage of HP to revive with
  1574. * @param per_sp: Percentage of SP to revive with
  1575. * @param per_ap: Percentage of AP to revive with
  1576. * @return Successful (1) or Invalid target (0)
  1577. */
  1578. int status_revive(struct block_list *bl, unsigned char per_hp, unsigned char per_sp, unsigned char per_ap)
  1579. {
  1580. unsigned int hp, sp, ap;
  1581. if (!status_isdead(*bl)) return 0;
  1582. status_data* status = status_get_status_data(*bl);
  1583. if (status == &dummy_status)
  1584. return 0; // Invalid target.
  1585. hp = (int64)status->max_hp * per_hp/100;
  1586. sp = (int64)status->max_sp * per_sp/100;
  1587. ap = (int64)status->max_ap * per_ap/100;
  1588. if(hp > status->max_hp - status->hp)
  1589. hp = status->max_hp - status->hp;
  1590. else if (per_hp && !hp)
  1591. hp = 1;
  1592. if(sp > status->max_sp - status->sp)
  1593. sp = status->max_sp - status->sp;
  1594. else if (per_sp && !sp)
  1595. sp = 1;
  1596. if (ap > status->max_ap - status->ap)
  1597. ap = status->max_ap - status->ap;
  1598. else if (per_ap && !ap)
  1599. ap = 1;
  1600. status->hp += hp;
  1601. status->sp += sp;
  1602. status->ap += ap;
  1603. if (bl->prev) // Animation only if character is already on a map.
  1604. clif_resurrection( *bl );
  1605. switch (bl->type) {
  1606. case BL_PC: pc_revive((TBL_PC*)bl, hp, sp, ap); break;
  1607. case BL_MOB: mob_revive((TBL_MOB*)bl, hp); break;
  1608. case BL_HOM: hom_revive((TBL_HOM*)bl, hp, sp); break;
  1609. }
  1610. return 1;
  1611. }
  1612. /**
  1613. * Checks whether the src can use the skill on the target,
  1614. * taking into account status/option of both source/target
  1615. * @param src: Object using skill on target [PC|MOB|PET|HOM|MER|ELEM]
  1616. src MAY be nullptr to indicate we shouldn't check it, this is a ground-based skill attack
  1617. * @param target: Object being targeted by src [PC|MOB|HOM|MER|ELEM]
  1618. target MAY be nullptr, which checks if src can cast skill_id on the ground
  1619. * @param skill_id: Skill ID being used on target
  1620. * @param flag: 0 - Trying to use skill on target
  1621. * 1 - Cast bar is done
  1622. * 2 - Skill already pulled off, check is due to ground-based skills or splash-damage ones
  1623. * @return src can use skill (1) or cannot use skill (0)
  1624. * @author [Skotlex]
  1625. */
  1626. bool status_check_skilluse(struct block_list *src, struct block_list *target, uint16 skill_id, int flag) {
  1627. status_data* status;
  1628. int hide_flag;
  1629. if (src) {
  1630. if (src->type != BL_PC && status_isdead(*src))
  1631. return false;
  1632. status = status_get_status_data(*src);
  1633. }else{
  1634. status = &dummy_status;
  1635. }
  1636. status_change *sc = status_get_sc(src);
  1637. status_change *tsc = status_get_sc(target);
  1638. if (!skill_id) { // Normal attack checks.
  1639. if (sc && sc->cant.attack)
  1640. return false;
  1641. // This mode is only needed for melee attacking.
  1642. if (!status_has_mode(status,MD_CANATTACK))
  1643. return false;
  1644. // Dead state is not checked for skills as some skills can be used
  1645. // on dead characters, said checks are left to skill.cpp [Skotlex]
  1646. if (target && status_isdead(*target))
  1647. return false;
  1648. }
  1649. switch( skill_id ) {
  1650. #ifndef RENEWAL
  1651. case PA_PRESSURE:
  1652. if( flag && tsc && tsc->option&OPTION_HIDE)
  1653. return false; // Gloria Avoids pretty much everything....
  1654. break;
  1655. #endif
  1656. case GN_WALLOFTHORN:
  1657. if( target && status_isdead(*target) )
  1658. return false;
  1659. break;
  1660. case AL_TELEPORT:
  1661. case ALL_ODINS_POWER:
  1662. // Should fail when used on top of Land Protector [Skotlex]
  1663. if (src && map_getcell(src->m, src->x, src->y, CELL_CHKLANDPROTECTOR)
  1664. && !status_has_mode(status,MD_STATUSIMMUNE)
  1665. && (src->type != BL_PC || ((TBL_PC*)src)->skillitem != skill_id))
  1666. return false;
  1667. break;
  1668. case SC_MANHOLE:
  1669. // Skill is disabled against special racial grouped monsters(GvG and Battleground)
  1670. if (target && ( util::vector_exists(status_get_race2(target), RC2_GVG) || util::vector_exists(status_get_race2(target), RC2_BATTLEFIELD) ) )
  1671. return false;
  1672. default:
  1673. break;
  1674. }
  1675. if( sc && sc->count ) {
  1676. if (sc->getSCE(SC_ALL_RIDING))
  1677. return false; //You can't use skills while in the new mounts (The client doesn't let you, this is to make cheat-safe)
  1678. if (flag == 1 && !status_has_mode(status,MD_STATUSIMMUNE) && ( // Applies to after cast completion only and doesn't apply to Boss monsters.
  1679. (sc->getSCE(SC_ASH) && rnd()%2) || // Volcanic Ash has a 50% chance of causing skills to fail.
  1680. (sc->getSCE(SC_KYOMU) && rnd()%100 < 25) // Kyomu has a 25% chance of causing skills fail.
  1681. )) {
  1682. if (src->type == BL_PC)
  1683. clif_skill_fail( *((map_session_data*)src), skill_id );
  1684. return false;
  1685. }
  1686. 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
  1687. if (flag != 1) // Can't cast, casted stuff can't damage.
  1688. return false;
  1689. if (skill_get_casttype(skill_id) == CAST_DAMAGE)
  1690. return false; // Damage spells stop casting.
  1691. }
  1692. if (
  1693. (sc->getSCE(SC_TRICKDEAD) && skill_id != NV_TRICKDEAD)
  1694. || (sc->getSCE(SC_AUTOCOUNTER) && !flag && skill_id)
  1695. || (sc->getSCE(SC_GOSPEL) && sc->getSCE(SC_GOSPEL)->val4 == BCT_SELF && skill_id != PA_GOSPEL)
  1696. || (sc->getSCE(SC_SUHIDE) && skill_id != SU_HIDE)
  1697. )
  1698. return false;
  1699. if (sc->getSCE(SC_WINKCHARM) && target && !flag) { // Prevents skill usage
  1700. block_list *wink_target = map_id2bl(sc->getSCE(SC_WINKCHARM)->val2);
  1701. if (wink_target != nullptr) {
  1702. unit_data *wink_ud = unit_bl2ud(src);
  1703. if (wink_ud != nullptr && wink_ud->walktimer == INVALID_TIMER)
  1704. unit_walktobl(src, map_id2bl(sc->getSCE(SC_WINKCHARM)->val2), 3, 1);
  1705. clif_emotion(src, ET_THROB);
  1706. return false;
  1707. } else
  1708. status_change_end(src, SC_WINKCHARM);
  1709. }
  1710. if (sc->getSCE(SC_BLADESTOP)) {
  1711. switch (sc->getSCE(SC_BLADESTOP)->val1) {
  1712. case 5:
  1713. if (skill_id == MO_EXTREMITYFIST)
  1714. break;
  1715. [[fallthrough]];
  1716. case 4:
  1717. if (skill_id == MO_CHAINCOMBO)
  1718. break;
  1719. [[fallthrough]];
  1720. case 3:
  1721. if (skill_id == MO_INVESTIGATE)
  1722. break;
  1723. [[fallthrough]];
  1724. case 2:
  1725. if (skill_id == MO_FINGEROFFENSIVE)
  1726. break;
  1727. [[fallthrough]];
  1728. default:
  1729. return false;
  1730. }
  1731. }
  1732. if (sc->getSCE(SC_DANCING) && flag!=2) {
  1733. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  1734. if (!skill)
  1735. return false;
  1736. if (src->type == BL_PC && ((skill_id >= WA_SWING_DANCE && skill_id <= WM_UNLIMITED_HUMMING_VOICE ) ||
  1737. skill_id == WM_FRIGG_SONG))
  1738. { // Lvl 5 Lesson or higher allow you use 3rd job skills while dancing.
  1739. if( pc_checkskill((TBL_PC*)src,WM_LESSON) < 5 )
  1740. return false;
  1741. #ifndef RENEWAL
  1742. } else if(sc->getSCE(SC_LONGING)) { // Allow everything except dancing/re-dancing. [Skotlex]
  1743. if (skill_id == BD_ENCORE || skill->inf2[INF2_ISSONG] || skill->inf2[INF2_ISENSEMBLE])
  1744. return false;
  1745. #endif
  1746. } else if(!skill->inf2[INF2_ALLOWWHENPERFORMING]) // Skills that can be used in dancing state
  1747. return false;
  1748. #ifndef RENEWAL
  1749. if ((sc->getSCE(SC_DANCING)->val1&0xFFFF) == CG_HERMODE && skill_id == BD_ADAPTATION)
  1750. return false; // Can't amp out of Wand of Hermode :/ [Skotlex]
  1751. #endif
  1752. }
  1753. if (skill_id && // Do not block item-casted skills.
  1754. (src->type != BL_PC || ((TBL_PC*)src)->skillitem != skill_id)
  1755. ) { // Skills blocked through status changes...
  1756. if (!flag && ( // Blocked only from using the skill (stuff like autospell may still go through
  1757. ( sc->cant.cast && skill_id != RK_REFRESH && skill_id != SU_GROOMING && skill_id != SR_GENTLETOUCH_CURE ) ||
  1758. #ifndef RENEWAL
  1759. (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
  1760. #endif
  1761. (sc->getSCE(SC_MARIONETTE) && skill_id != CG_MARIONETTE) || // Only skill you can use is marionette again to cancel it
  1762. (sc->getSCE(SC_MARIONETTE2) && skill_id == CG_MARIONETTE) || // Cannot use marionette if you are being buffed by another
  1763. (sc->getSCE(SC_ANKLE) && skill_block_check(src, SC_ANKLE, skill_id)) ||
  1764. (sc->getSCE(SC_STASIS) && skill_block_check(src, SC_STASIS, skill_id)) ||
  1765. (sc->getSCE(SC_BITE) && skill_block_check(src, SC_BITE, skill_id)) ||
  1766. (sc->getSCE(SC_NOVAEXPLOSING) && skill_block_check(src, SC_NOVAEXPLOSING, skill_id)) ||
  1767. (sc->getSCE(SC_GRAVITYCONTROL) && skill_block_check(src, SC_GRAVITYCONTROL, skill_id)) ||
  1768. (sc->getSCE(SC_KAGEHUMI) && skill_block_check(src, SC_KAGEHUMI, skill_id))
  1769. #ifdef RENEWAL
  1770. || (sc->getSCE(SC_ENSEMBLEFATIGUE) && skill_id != CG_SPECIALSINGER)
  1771. #endif
  1772. ))
  1773. return false;
  1774. // Skill blocking.
  1775. if (
  1776. (sc->getSCE(SC_VOLCANO) && skill_id == WZ_ICEWALL) ||
  1777. #ifndef RENEWAL
  1778. (sc->getSCE(SC_ROKISWEIL) && skill_id != BD_ADAPTATION) ||
  1779. #endif
  1780. (sc->getSCE(SC_HERMODE) && skill_get_inf(skill_id) & INF_SUPPORT_SKILL) ||
  1781. (sc->getSCE(SC_NOCHAT) && sc->getSCE(SC_NOCHAT)->val1&MANNER_NOSKILL)
  1782. )
  1783. return false;
  1784. }
  1785. if (sc->option) {
  1786. if ((sc->option&OPTION_HIDE) && src->type == BL_PC && (skill_id == 0 || !skill_get_inf2(skill_id, INF2_ALLOWWHENHIDDEN))) {
  1787. // Non players can use all skills while hidden.
  1788. return false;
  1789. }
  1790. if (sc->option&OPTION_CHASEWALK && skill_id != ST_CHASEWALK)
  1791. return false;
  1792. }
  1793. }
  1794. if (target == nullptr || target == src) // No further checking needed.
  1795. return true;
  1796. if (tsc && tsc->count) {
  1797. if(!skill_id && tsc->getSCE(SC_TRICKDEAD))
  1798. return false;
  1799. if((skill_id == WZ_STORMGUST || skill_id == WZ_FROSTNOVA || skill_id == NJ_HYOUSYOURAKU || skill_id == NPC_STORMGUST2)
  1800. && tsc->getSCE(SC_FREEZE))
  1801. return false;
  1802. if(skill_id == PR_LEXAETERNA && (tsc->getSCE(SC_FREEZE) || tsc->getSCE(SC_STONE)))
  1803. return false;
  1804. if (tsc->getSCE(SC__MANHOLE) && !skill_get_inf2(skill_id, INF2_TARGETMANHOLE))
  1805. return false;
  1806. }
  1807. // If targetting, cloak+hide protect you, otherwise only hiding does.
  1808. hide_flag = flag?OPTION_HIDE:(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK);
  1809. // Skill that can hit hidden target
  1810. if( skill_get_inf2(skill_id, INF2_TARGETHIDDEN) )
  1811. hide_flag &= ~OPTION_HIDE;
  1812. switch( target->type ) {
  1813. case BL_PC: {
  1814. map_session_data *tsd = (TBL_PC*)target;
  1815. bool is_boss = (src && status_get_class_(src) == CLASS_BOSS);
  1816. bool is_detect = status_has_mode(status,MD_DETECTOR);
  1817. if (pc_isinvisible(tsd))
  1818. return false;
  1819. if (tsc) {
  1820. if ((tsc->option&hide_flag) && !is_boss && (tsd->special_state.perfect_hiding || !is_detect))
  1821. return false;
  1822. if ((tsc->getSCE(SC_CLOAKINGEXCEED) || tsc->getSCE(SC_NEWMOON)) && !is_boss && (tsd->special_state.perfect_hiding || is_detect))
  1823. return false; // Works against insect and demon but not against bosses
  1824. if (tsc->getSCE(SC__FEINTBOMB) && (is_boss || is_detect))
  1825. return false; // Works against all
  1826. if ((tsc->getSCE(SC_CAMOUFLAGE) || tsc->getSCE(SC_STEALTHFIELD) || tsc->getSCE(SC_SUHIDE)) && !(is_boss || is_detect) && (!skill_id || (!flag && src)))
  1827. return false; // Insect, demon, and boss can detect
  1828. }
  1829. }
  1830. break;
  1831. case BL_ITEM: // Allow targetting of items to pick'em up (or in the case of mobs, to loot them).
  1832. // !TODO: Would be nice if this could be used to judge whether the player can or not pick up the item it targets. [Skotlex]
  1833. if (status_has_mode(status,MD_LOOTER))
  1834. return true;
  1835. return false;
  1836. case BL_HOM:
  1837. case BL_MER:
  1838. case BL_ELEM:
  1839. 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 )
  1840. return false; // Can't use support skills on Homunculus (only Master/Self)
  1841. if( target->type == BL_MER && (skill_id == PR_ASPERSIO || (skill_id >= SA_FLAMELAUNCHER && skill_id <= SA_SEISMICWEAPON)) && battle_get_master(target) != src )
  1842. return false; // Can't use Weapon endow skills on Mercenary (only Master)
  1843. if( skill_id == AM_POTIONPITCHER && ( target->type == BL_MER || target->type == BL_ELEM) )
  1844. return false; // Can't use Potion Pitcher on Mercenaries
  1845. if (tsc && tsc->getSCE(SC_ELEMENTAL_VEIL) && !(src && status_get_class_(src) == CLASS_BOSS) && !status_has_mode(status, MD_DETECTOR))
  1846. return false;
  1847. [[fallthrough]];
  1848. default:
  1849. // Check for chase-walk/hiding/cloaking opponents.
  1850. if( tsc ) {
  1851. if( tsc->option&hide_flag && !status_has_mode(status,MD_DETECTOR))
  1852. return false;
  1853. }
  1854. }
  1855. return true;
  1856. }
  1857. /**
  1858. * Checks whether the src can see the target
  1859. * @param src: Object using skill on target [PC|MOB|PET|HOM|MER|ELEM]
  1860. * @param target: Object being targeted by src [PC|MOB|HOM|MER|ELEM]
  1861. * @return src can see (1) or target is invisible (0)
  1862. * @author [Skotlex]
  1863. */
  1864. int status_check_visibility(struct block_list *src, struct block_list *target)
  1865. {
  1866. int view_range;
  1867. status_change* tsc = status_get_sc(target);
  1868. switch (src->type) {
  1869. case BL_MOB:
  1870. view_range = ((TBL_MOB*)src)->min_chase;
  1871. break;
  1872. case BL_PET:
  1873. view_range = ((TBL_PET*)src)->db->range2;
  1874. break;
  1875. default:
  1876. view_range = AREA_SIZE;
  1877. }
  1878. if (src->m != target->m || !check_distance_bl(src, target, view_range))
  1879. return 0;
  1880. if ( src->type == BL_NPC) // NPCs don't care for the rest
  1881. return 1;
  1882. if (tsc) {
  1883. bool is_boss = (status_get_class_(src) == CLASS_BOSS);
  1884. bool is_detector = status_bl_has_mode(src,MD_DETECTOR);
  1885. switch (target->type) { // Check for chase-walk/hiding/cloaking opponents.
  1886. case BL_PC: {
  1887. map_session_data *tsd = (TBL_PC*)target;
  1888. 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))
  1889. return 0;
  1890. if ((tsc->getSCE(SC_CLOAKINGEXCEED) || tsc->getSCE(SC_NEWMOON)) && !is_boss && ((tsd && tsd->special_state.perfect_hiding) || is_detector))
  1891. return 0;
  1892. if (tsc->getSCE(SC__FEINTBOMB) && !is_boss && !is_detector)
  1893. return 0;
  1894. }
  1895. break;
  1896. case BL_ELEM:
  1897. if (tsc->getSCE(SC_ELEMENTAL_VEIL) && !is_boss && !is_detector)
  1898. return 0;
  1899. break;
  1900. default:
  1901. 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)
  1902. return 0;
  1903. }
  1904. }
  1905. return 1;
  1906. }
  1907. /**
  1908. * Base ASPD value taken from the job tables
  1909. * @param sd: Player object
  1910. * @param status: Player status
  1911. * @return base amotion after single/dual weapon and shield adjustments [RENEWAL]
  1912. * base amotion after single/dual weapon and stats adjustments [PRE-RENEWAL]
  1913. */
  1914. int status_base_amotion_pc(map_session_data* sd, struct status_data* status)
  1915. {
  1916. std::shared_ptr<s_job_info> job = job_db.find(sd->status.class_);
  1917. if (job == nullptr)
  1918. return 2000;
  1919. int amotion;
  1920. #ifdef RENEWAL_ASPD
  1921. int16 skill_lv, val = 0;
  1922. float temp_aspd = 0;
  1923. amotion = job->aspd_base[sd->weapontype1]; // Single weapon
  1924. if (sd->status.shield)
  1925. amotion += job->aspd_base[MAX_WEAPON_TYPE];
  1926. else if (sd->weapontype2 != W_FIST && sd->equip_index[EQI_HAND_R] != sd->equip_index[EQI_HAND_L])
  1927. amotion += job->aspd_base[sd->weapontype2] / 4; // Dual-wield
  1928. switch(sd->status.weapon) {
  1929. case W_BOW:
  1930. case W_MUSICAL:
  1931. case W_WHIP:
  1932. case W_REVOLVER:
  1933. case W_RIFLE:
  1934. case W_GATLING:
  1935. case W_SHOTGUN:
  1936. case W_GRENADE:
  1937. temp_aspd = status->dex * status->dex / 7.0f + status->agi * status->agi * 0.5f;
  1938. break;
  1939. default:
  1940. temp_aspd = status->dex * status->dex / 5.0f + status->agi * status->agi * 0.5f;
  1941. break;
  1942. }
  1943. temp_aspd = (float)(sqrt(temp_aspd) * 0.25f) + 0xc4;
  1944. if ((skill_lv = pc_checkskill(sd,SA_ADVANCEDBOOK)) > 0 && sd->status.weapon == W_BOOK)
  1945. val += (skill_lv - 1) / 2 + 1;
  1946. if ((skill_lv = pc_checkskill(sd, SG_DEVIL)) > 0 && ((sd->class_&MAPID_THIRDMASK) == MAPID_STAR_EMPEROR || pc_is_maxjoblv(sd)))
  1947. val += 1 + skill_lv;
  1948. if ((skill_lv = pc_checkskill(sd,GS_SINGLEACTION)) > 0 && (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE))
  1949. val += ((skill_lv + 1) / 2);
  1950. if (pc_isriding(sd))
  1951. val -= 50 - 10 * pc_checkskill(sd, KN_CAVALIERMASTERY);
  1952. else if (pc_isridingdragon(sd))
  1953. val -= 25 - 5 * pc_checkskill(sd, RK_DRAGONTRAINING);
  1954. amotion = ((int)(temp_aspd + ((float)(status_calc_aspd(&sd->bl, &sd->sc, true) + val) * status->agi / 200)) - min(amotion, 200));
  1955. #else
  1956. // Angra Manyu disregards aspd_base and similar
  1957. if (pc_checkequip2(sd, ITEMID_ANGRA_MANYU, EQI_ACC_L, EQI_MAX))
  1958. return 0;
  1959. // Base weapon delay
  1960. amotion = (sd->status.weapon < MAX_WEAPON_TYPE)
  1961. ? (job->aspd_base[sd->status.weapon]) // Single weapon
  1962. : (job->aspd_base[sd->weapontype1] + job->aspd_base[sd->weapontype2]) * 7 / 10; // Dual-wield
  1963. // Percentual delay reduction from stats
  1964. amotion -= amotion * (4 * status->agi + status->dex) / 1000;
  1965. // Raw delay adjustment from bAspd bonus
  1966. amotion += sd->bonus.aspd_add;
  1967. #endif
  1968. return amotion;
  1969. }
  1970. /**
  1971. * Base attack value calculated for units
  1972. * @param bl: Object to get attack for [BL_CHAR|BL_NPC]
  1973. * @param status: Object status
  1974. * @return base attack
  1975. */
  1976. unsigned short status_base_atk(const struct block_list *bl, const struct status_data *status, int level)
  1977. {
  1978. int flag = 0, str, dex, dstr;
  1979. #ifdef RENEWAL
  1980. if (!(bl->type&battle_config.enable_baseatk_renewal))
  1981. return 0;
  1982. #else
  1983. if (!(bl->type&battle_config.enable_baseatk))
  1984. return 0;
  1985. #endif
  1986. if (bl->type == BL_PC)
  1987. switch(((TBL_PC*)bl)->status.weapon) {
  1988. case W_BOW:
  1989. case W_MUSICAL:
  1990. case W_WHIP:
  1991. case W_REVOLVER:
  1992. case W_RIFLE:
  1993. case W_GATLING:
  1994. case W_SHOTGUN:
  1995. case W_GRENADE:
  1996. flag = 1;
  1997. }
  1998. if (flag) {
  1999. #ifdef RENEWAL
  2000. dstr =
  2001. #endif
  2002. str = status->dex;
  2003. dex = status->str;
  2004. } else {
  2005. #ifdef RENEWAL
  2006. dstr =
  2007. #endif
  2008. str = status->str;
  2009. dex = status->dex;
  2010. }
  2011. /** [Skotlex]
  2012. * Normally only players have base-atk, but homunc have a different batk
  2013. * equation, hinting that perhaps non-players should use this for batk.
  2014. **/
  2015. switch (bl->type) {
  2016. case BL_HOM:
  2017. #ifdef RENEWAL
  2018. str = 2 * level + status_get_homstr(bl);
  2019. #else
  2020. dstr = str / 10;
  2021. str += dstr*dstr;
  2022. #endif
  2023. break;
  2024. case BL_PC:
  2025. #ifdef RENEWAL
  2026. str = (dstr * 10 + dex * 10 / 5 + status->luk * 10 / 3 + level * 10 / 4) / 10 + 5 * status->pow;
  2027. #else
  2028. dstr = str / 10;
  2029. str += dstr*dstr;
  2030. str += dex / 5 + status->luk / 5;
  2031. #endif
  2032. break;
  2033. default:// Others
  2034. #ifdef RENEWAL
  2035. str = dstr + level;
  2036. #else
  2037. dstr = str / 10;
  2038. str += dstr*dstr;
  2039. str += dex / 5 + status->luk / 5;
  2040. #endif
  2041. break;
  2042. }
  2043. return cap_value(str, 0, USHRT_MAX);
  2044. }
  2045. #ifdef RENEWAL
  2046. /**
  2047. * Weapon attack value calculated for Players
  2048. * @param wa: Weapon attack
  2049. * @param status: Player status
  2050. * @return weapon attack
  2051. */
  2052. unsigned int status_weapon_atk(weapon_atk &wa)
  2053. {
  2054. return wa.atk + wa.atk2;
  2055. }
  2056. #endif
  2057. #ifndef RENEWAL
  2058. unsigned short status_base_matk_min(const struct status_data* status) { return status->int_ + (status->int_ / 7) * (status->int_ / 7); }
  2059. unsigned short status_base_matk_max(const struct status_data* status) { return status->int_ + (status->int_ / 5) * (status->int_ / 5); }
  2060. #else
  2061. /*
  2062. * Calculates minimum attack variance 80% from db's ATK1 for non BL_PC
  2063. * status->batk (base attack) will be added in battle_calc_base_damage
  2064. */
  2065. unsigned short status_base_atk_min(struct block_list *bl, const struct status_data* status, int level)
  2066. {
  2067. switch (bl->type) {
  2068. case BL_PET:
  2069. case BL_MOB:
  2070. case BL_MER:
  2071. case BL_ELEM:
  2072. return status->rhw.atk * 80 / 100;
  2073. case BL_HOM:
  2074. return (status_get_homstr(bl) + status_get_homdex(bl)) / 5;
  2075. default:
  2076. return status->rhw.atk;
  2077. }
  2078. }
  2079. /*
  2080. * Calculates maximum attack variance 120% from db's ATK1 for non BL_PC
  2081. * status->batk (base attack) will be added in battle_calc_base_damage
  2082. */
  2083. unsigned short status_base_atk_max(struct block_list *bl, const struct status_data* status, int level)
  2084. {
  2085. switch (bl->type) {
  2086. case BL_PET:
  2087. case BL_MOB:
  2088. case BL_MER:
  2089. case BL_ELEM:
  2090. return status->rhw.atk * 120 / 100;
  2091. case BL_HOM:
  2092. return (status_get_homluk(bl) + status_get_homstr(bl) + status_get_homdex(bl)) / 3;
  2093. default:
  2094. return status->rhw.atk2;
  2095. }
  2096. }
  2097. /*
  2098. * Calculates minimum magic attack
  2099. */
  2100. unsigned short status_base_matk_min(struct block_list *bl, const struct status_data* status, int level)
  2101. {
  2102. switch (bl->type) {
  2103. case BL_PET:
  2104. case BL_MOB:
  2105. case BL_MER:
  2106. case BL_ELEM:
  2107. return status->int_ + level + status->rhw.matk * 70 / 100;
  2108. case BL_HOM:
  2109. return status_get_homint(bl) + level + (status_get_homint(bl) + status_get_homdex(bl)) / 5;
  2110. case BL_PC:
  2111. default:
  2112. return status->int_ + (status->int_ / 2) + (status->dex / 5) + (status->luk / 3) + (level / 4) + 5 * status->spl;
  2113. }
  2114. }
  2115. /*
  2116. * Calculates maximum magic attack
  2117. */
  2118. unsigned short status_base_matk_max(struct block_list *bl, const struct status_data* status, int level)
  2119. {
  2120. switch (bl->type) {
  2121. case BL_PET:
  2122. case BL_MOB:
  2123. case BL_MER:
  2124. case BL_ELEM:
  2125. return status->int_ + level + status->rhw.matk * 130 / 100;
  2126. case BL_HOM:
  2127. return status_get_homint(bl) + level + (status_get_homluk(bl) + status_get_homint(bl) + status_get_homdex(bl)) / 3;
  2128. case BL_PC:
  2129. default:
  2130. return status->int_ + (status->int_ / 2) + (status->dex / 5) + (status->luk / 3) + (level / 4) + 5 * status->spl;
  2131. }
  2132. }
  2133. #endif
  2134. /**
  2135. * Fills in the misc data that can be calculated from the other status info (except for level)
  2136. * @param bl: Object to calculate status on [PC|MOB|PET|HOM|MERC|ELEM]
  2137. * @param status: Player status
  2138. */
  2139. void status_calc_misc(struct block_list *bl, struct status_data *status, int level)
  2140. {
  2141. int stat;
  2142. // Non players get the value set, players need to stack with previous bonuses.
  2143. if( bl->type != BL_PC ){
  2144. status->batk =
  2145. status->hit = status->flee =
  2146. status->def2 = status->mdef2 =
  2147. status->cri = status->flee2 =
  2148. status->patk = status->smatk =
  2149. status->hplus = status->crate = 0;
  2150. if (bl->type != BL_MOB) // BL_MOB has values set when loading mob_db
  2151. status->res = status->mres = 0;
  2152. }
  2153. #ifdef RENEWAL // Renewal formulas
  2154. if (bl->type == BL_HOM) {
  2155. // Def2
  2156. stat = status_get_homvit(bl) + status_get_homagi(bl) / 2;
  2157. status->def2 = cap_value(stat, 0, SHRT_MAX);
  2158. // Mdef2
  2159. stat = (status_get_homvit(bl) + status_get_homint(bl)) / 2;
  2160. status->mdef2 = cap_value(stat, 0, SHRT_MAX);
  2161. // Def
  2162. stat = status->def;
  2163. stat += status_get_homvit(bl) + level / 2;
  2164. status->def = cap_value(stat, 0, SHRT_MAX);
  2165. // Mdef
  2166. stat = (int)(((float)status_get_homvit(bl) + level) / 4 + (float)status_get_homint(bl) / 2);
  2167. status->mdef = cap_value(stat, 0, SHRT_MAX);
  2168. // Hit
  2169. stat = level + status->dex + 150;
  2170. status->hit = cap_value(stat, 1, SHRT_MAX);
  2171. // Flee
  2172. stat = level + status_get_homagi(bl);
  2173. status->flee = cap_value(stat, 1, SHRT_MAX);
  2174. } else {
  2175. // Hit
  2176. stat = status->hit;
  2177. 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
  2178. stat += 2 * status->con;
  2179. status->hit = cap_value(stat, 1, SHRT_MAX);
  2180. // Flee
  2181. stat = status->flee;
  2182. 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
  2183. stat += 2 * status->con;
  2184. status->flee = cap_value(stat, 1, SHRT_MAX);
  2185. // Def2
  2186. if (bl->type == BL_MER)
  2187. stat = (int)(status->vit + ((float)level / 10) + ((float)status->vit / 5));
  2188. else {
  2189. stat = status->def2;
  2190. 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)
  2191. }
  2192. status->def2 = cap_value(stat, 0, SHRT_MAX);
  2193. // Mdef2
  2194. if (bl->type == BL_MER)
  2195. stat = (int)(((float)level / 10) + ((float)status->int_ / 5));
  2196. else {
  2197. stat = status->mdef2;
  2198. 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)
  2199. }
  2200. status->mdef2 = cap_value(stat, 0, SHRT_MAX);
  2201. // PAtk
  2202. stat = status->patk;
  2203. stat += status->pow / 3 + status->con / 5;
  2204. status->patk = cap_value(stat, 0, SHRT_MAX);
  2205. // SMatk
  2206. stat = status->smatk;
  2207. stat += status->spl / 3 + status->con / 5;
  2208. status->smatk = cap_value(stat, 0, SHRT_MAX);
  2209. // Res
  2210. stat = status->res;
  2211. stat += status->sta + status->sta / 3 * 5;
  2212. status->res = cap_value(stat, 0, SHRT_MAX);
  2213. // Mres
  2214. stat = status->mres;
  2215. stat += status->wis + status->wis / 3 * 5;
  2216. status->mres = cap_value(stat, 0, SHRT_MAX);
  2217. // HPlus
  2218. stat = status->hplus;
  2219. stat += status->crt;
  2220. status->hplus = cap_value(stat, 0, SHRT_MAX);
  2221. // CRate
  2222. stat = status->crate;
  2223. stat += status->crt / 3;
  2224. status->crate = cap_value(stat, 0, SHRT_MAX);
  2225. }
  2226. // ATK
  2227. if (bl->type != BL_PC) {
  2228. status->rhw.atk2 = status_base_atk_max(bl, status, level);
  2229. status->rhw.atk = status_base_atk_min(bl, status, level);
  2230. }
  2231. // MAtk
  2232. status->matk_min = status_base_matk_min(bl, status, level);
  2233. status->matk_max = status_base_matk_max(bl, status, level);
  2234. #else
  2235. // Matk
  2236. status->matk_min = status_base_matk_min(status);
  2237. status->matk_max = status_base_matk_max(status);
  2238. // Hit
  2239. stat = status->hit;
  2240. stat += level + status->dex;
  2241. status->hit = cap_value(stat, 1, SHRT_MAX);
  2242. // Flee
  2243. stat = status->flee;
  2244. stat += level + status->agi;
  2245. status->flee = cap_value(stat, 1, SHRT_MAX);
  2246. // Def2
  2247. stat = status->def2;
  2248. stat += status->vit;
  2249. status->def2 = cap_value(stat, 0, SHRT_MAX);
  2250. // Mdef2
  2251. stat = status->mdef2;
  2252. stat += status->int_ + (status->vit / 2);
  2253. status->mdef2 = cap_value(stat, 0, SHRT_MAX);
  2254. #endif
  2255. //Critical
  2256. if( bl->type&battle_config.enable_critical ) {
  2257. stat = status->cri;
  2258. #ifdef RENEWAL
  2259. stat += (level / 10); // (every 10 BaseLevel = +0.1 critical)
  2260. stat += 10 + (status->luk*3); // (every 1 luk = +0.3 critical)
  2261. #else
  2262. stat += 10 + (status->luk*10/3); // (every 1 luk = +0.3 critical)
  2263. #endif
  2264. status->cri = cap_value(stat, 1, SHRT_MAX);
  2265. } else
  2266. status->cri = 0;
  2267. if (bl->type&battle_config.enable_perfect_flee) {
  2268. stat = status->flee2;
  2269. stat += status->luk + 10; // (every 10 luk = +1 perfect flee)
  2270. status->flee2 = cap_value(stat, 0, SHRT_MAX);
  2271. } else
  2272. status->flee2 = 0;
  2273. if (status->batk) {
  2274. int temp = status->batk + status_base_atk(bl, status, level);
  2275. status->batk = cap_value(temp, 0, USHRT_MAX);
  2276. } else
  2277. status->batk = status_base_atk(bl, status, level);
  2278. if (status->cri) {
  2279. switch (bl->type) {
  2280. case BL_MOB:
  2281. if(battle_config.mob_critical_rate != 100)
  2282. status->cri = cap_value(status->cri*battle_config.mob_critical_rate/100,1,SHRT_MAX);
  2283. if(!status->cri && battle_config.mob_critical_rate)
  2284. status->cri = 10;
  2285. break;
  2286. case BL_PC:
  2287. // Players don't have a critical adjustment setting as of yet.
  2288. break;
  2289. default:
  2290. if(battle_config.critical_rate != 100)
  2291. status->cri = cap_value(status->cri*battle_config.critical_rate/100,1,SHRT_MAX);
  2292. if (!status->cri && battle_config.critical_rate)
  2293. status->cri = 10;
  2294. }
  2295. }
  2296. if(bl->type&BL_REGEN)
  2297. status_calc_regen(bl, status, status_get_regen_data(bl));
  2298. }
  2299. /**
  2300. * Calculates the initial status for the given mob
  2301. * @param md: Mob object
  2302. * @param opt: Whether or not it is the first calculation
  2303. This will only be false when a mob levels up (Regular and WoE Guardians)
  2304. * @return 1 for calculated special statuses or 0 for none
  2305. * @author [Skotlex]
  2306. */
  2307. int status_calc_mob_(struct mob_data* md, uint8 opt)
  2308. {
  2309. struct status_data *status;
  2310. struct block_list *mbl = nullptr;
  2311. int flag=0;
  2312. if (opt&SCO_FIRST) { // Set basic level on respawn.
  2313. if (md->level > 0 && md->level <= MAX_LEVEL && md->level != md->db->lv)
  2314. ;
  2315. else
  2316. md->level = md->db->lv;
  2317. md->damagetaken = md->db->damagetaken;
  2318. }
  2319. // Check if we need custom base-status
  2320. if (battle_config.mobs_level_up && md->level > md->db->lv)
  2321. flag|=1;
  2322. if (md->special_state.size)
  2323. flag|=2;
  2324. if (md->guardian_data && md->guardian_data->guardup_lv)
  2325. flag|=4;
  2326. if (md->mob_id == MOBID_EMPERIUM)
  2327. flag|=4;
  2328. if (battle_config.slaves_inherit_speed && md->master_id)
  2329. flag|=8;
  2330. if (md->master_id && md->special_state.ai>AI_ATTACK)
  2331. flag|=16;
  2332. if (md->master_id && battle_config.slaves_inherit_mode)
  2333. flag |= 32;
  2334. if (!flag) { // No special status required.
  2335. if (md->base_status) {
  2336. aFree(md->base_status);
  2337. md->base_status = nullptr;
  2338. }
  2339. if (opt&SCO_FIRST)
  2340. memcpy(&md->status, &md->db->status, sizeof(struct status_data));
  2341. return 0;
  2342. }
  2343. if (!md->base_status)
  2344. md->base_status = (struct status_data*)aCalloc(1, sizeof(struct status_data));
  2345. status = md->base_status;
  2346. memcpy(status, &md->db->status, sizeof(struct status_data));
  2347. if (flag&(8|16))
  2348. mbl = map_id2bl(md->master_id);
  2349. if (flag&8 && mbl) {
  2350. struct status_data *mstatus = status_get_base_status(mbl);
  2351. if (mstatus &&
  2352. battle_config.slaves_inherit_speed&(status_has_mode(mstatus,MD_CANMOVE)?1:2))
  2353. status->speed = mstatus->speed;
  2354. if( status->speed < 2 ) // Minimum for the unit to function properly
  2355. status->speed = 2;
  2356. }
  2357. if (flag&32)
  2358. status_calc_slave_mode(*md);
  2359. if (flag&1) { // Increase from mobs leveling up [Valaris]
  2360. int diff = md->level - md->db->lv;
  2361. status->str += diff;
  2362. status->agi += diff;
  2363. status->vit += diff;
  2364. status->int_ += diff;
  2365. status->dex += diff;
  2366. status->luk += diff;
  2367. status->max_hp += diff * status->vit;
  2368. status->max_sp += diff * status->int_;
  2369. status->hp = status->max_hp;
  2370. status->sp = status->max_sp;
  2371. status->speed -= cap_value(diff, 0, status->speed - 10);
  2372. }
  2373. if (flag&2 && battle_config.mob_size_influence) { // Change for sized monsters [Valaris]
  2374. if (md->special_state.size == SZ_MEDIUM) {
  2375. status->max_hp /= 2;
  2376. status->max_sp /= 2;
  2377. if (!status->max_hp) status->max_hp = 1;
  2378. if (!status->max_sp) status->max_sp = 1;
  2379. status->hp = status->max_hp;
  2380. status->sp = status->max_sp;
  2381. status->str /= 2;
  2382. status->agi /= 2;
  2383. status->vit /= 2;
  2384. status->int_ /= 2;
  2385. status->dex /= 2;
  2386. status->luk /= 2;
  2387. if (!status->str) status->str = 1;
  2388. if (!status->agi) status->agi = 1;
  2389. if (!status->vit) status->vit = 1;
  2390. if (!status->int_) status->int_ = 1;
  2391. if (!status->dex) status->dex = 1;
  2392. if (!status->luk) status->luk = 1;
  2393. } else if (md->special_state.size == SZ_BIG) {
  2394. status->max_hp *= 2;
  2395. status->max_sp *= 2;
  2396. status->hp = status->max_hp;
  2397. status->sp = status->max_sp;
  2398. status->str *= 2;
  2399. status->agi *= 2;
  2400. status->vit *= 2;
  2401. status->int_ *= 2;
  2402. status->dex *= 2;
  2403. status->luk *= 2;
  2404. }
  2405. }
  2406. status_calc_misc(&md->bl, status, md->level);
  2407. if(flag&4) { // Strengthen Guardians - custom value +10% / lv
  2408. struct map_data *mapdata = map_getmapdata(md->bl.m);
  2409. std::shared_ptr<guild_castle> gc = castle_db.mapname2gc(mapdata->name);
  2410. if (gc == nullptr)
  2411. ShowError("status_calc_mob: No castle set at map %s\n", mapdata->name);
  2412. else if(gc->castle_id < 24 || md->mob_id == MOBID_EMPERIUM) {
  2413. #ifdef RENEWAL
  2414. status->max_hp += 50 * (gc->defense / 5);
  2415. #else
  2416. status->max_hp += 1000 * gc->defense;
  2417. #endif
  2418. status->hp = status->max_hp;
  2419. status->def += (gc->defense+2)/3;
  2420. status->mdef += (gc->defense+2)/3;
  2421. }
  2422. if(md->mob_id != MOBID_EMPERIUM) {
  2423. status->max_hp += 1000 * gc->defense;
  2424. status->hp = status->max_hp;
  2425. status->batk += 2 * md->guardian_data->guardup_lv + 8;
  2426. status->rhw.atk += 2 * md->guardian_data->guardup_lv + 8;
  2427. status->rhw.atk2 += 2 * md->guardian_data->guardup_lv + 8;
  2428. status->aspd_rate -= 2 * md->guardian_data->guardup_lv + 3;
  2429. }
  2430. }
  2431. if (flag&16 && mbl) { // Max HP setting from Summon Flora/marine Sphere
  2432. struct unit_data *ud = unit_bl2ud(mbl);
  2433. // Remove special AI when this is used by regular mobs.
  2434. if (mbl->type == BL_MOB && !((TBL_MOB*)mbl)->special_state.ai)
  2435. md->special_state.ai = AI_NONE;
  2436. if (ud) {
  2437. // Different levels of HP according to skill level
  2438. if(!ud->skill_id) // !FIXME: We lost the unit data for magic decoy in somewhere before this
  2439. ud->skill_id = ((TBL_PC*)mbl)->menuskill_id;
  2440. switch(ud->skill_id) {
  2441. case AM_SPHEREMINE:
  2442. status->max_hp = 2000 + 400*ud->skill_lv;
  2443. break;
  2444. case KO_ZANZOU:
  2445. status->max_hp = 3000 + 3000 * ud->skill_lv;
  2446. break;
  2447. case AM_CANNIBALIZE:
  2448. status->max_hp = 1500 + 200*ud->skill_lv + 10*status_get_lv(mbl);
  2449. status->mode = static_cast<e_mode>(status->mode|MD_CANATTACK|MD_AGGRESSIVE);
  2450. break;
  2451. case MH_SUMMON_LEGION:
  2452. {
  2453. int homblvl = status_get_lv(mbl);
  2454. status->max_hp = 10 * (100 * (ud->skill_lv + 2) + homblvl);
  2455. status->batk = 100 * (ud->skill_lv+5) / 2;
  2456. status->def = 10 * (100 * (ud->skill_lv+2) + homblvl);
  2457. // status->aspd_rate = 10 * (2 * (20 - ud->skill_lv) - homblvl/10);
  2458. // status->aspd_rate = max(100,status->aspd_rate);
  2459. break;
  2460. }
  2461. case NC_SILVERSNIPER:
  2462. {
  2463. status_data* mstatus = status_get_status_data(*mbl);
  2464. // TODO: check if dummy_status? Can never be nullptr [Lemongrass]
  2465. if(!mstatus)
  2466. break;
  2467. status->max_hp = (1000 * ud->skill_lv) + (mstatus->hp / 3) + (status_get_lv(mbl) * 12);
  2468. status->batk = 200 * ud->skill_lv;
  2469. break;
  2470. }
  2471. case NC_MAGICDECOY:
  2472. {
  2473. status_data* mstatus = status_get_status_data(*mbl);
  2474. // TODO: check if dummy_status? Can never be nullptr [Lemongrass]
  2475. if(!mstatus)
  2476. break;
  2477. status->max_hp = (1000 * ((TBL_PC*)mbl)->menuskill_val) + (mstatus->sp * 4) + (status_get_lv(mbl) * 12);
  2478. status->matk_min = status->matk_max = 250 + 50*((TBL_PC*)mbl)->menuskill_val;
  2479. break;
  2480. }
  2481. case MT_SUMMON_ABR_BATTLE_WARIOR:
  2482. case MT_SUMMON_ABR_DUAL_CANNON:
  2483. case MT_SUMMON_ABR_MOTHER_NET:
  2484. case MT_SUMMON_ABR_INFINITY: {
  2485. map_session_data *msd = BL_CAST(BL_PC, mbl);
  2486. status_data* mstatus = status_get_status_data(*mbl);
  2487. // TODO: check if mstatus is dummy_status? Can never be nullptr [Lemongrass]
  2488. if (msd == nullptr || mstatus == nullptr)
  2489. break;
  2490. uint8 abr_mastery = pc_checkskill(msd, MT_ABR_M);
  2491. // Custom formulas for ABR's.
  2492. // Its unknown how the summoner's stats affects the ABR's stats.
  2493. // I decided to do something similar to elementals for now until I know.
  2494. // Also added hit increase from ABR-Mastery for balance reasons. [Rytech]
  2495. status->max_hp = ( 5000 + 40000 * abr_mastery ) * mstatus->vit / 100;
  2496. status->rhw.atk = ( 2 * mstatus->batk + 200 + 600 * abr_mastery ) * 70 / 100;
  2497. status->rhw.atk2 = 2 * mstatus->batk + 200 + 600 * abr_mastery;
  2498. status->def = mstatus->def + 20 * abr_mastery;
  2499. status->mdef = mstatus->mdef + 4 * abr_mastery;
  2500. status->hit = mstatus->hit + 5 * abr_mastery / 2;
  2501. status->flee = mstatus->flee + 10 * abr_mastery;
  2502. status->speed = mstatus->speed;
  2503. // The Infinity ABR appears to have a much higher attack then other
  2504. // ABR's and im guessing has a much higher MaxHP due to it being a AP
  2505. // costing summon. [Rytech]
  2506. if (ud->skill_id == MT_SUMMON_ABR_INFINITY) {
  2507. status->max_hp += 20000;
  2508. status->rhw.atk += 1400; // 70% of 2000
  2509. status->rhw.atk2 += 2000;
  2510. }
  2511. }
  2512. break;
  2513. case BO_WOODENWARRIOR:
  2514. case BO_WOODEN_FAIRY:
  2515. case BO_CREEPER:
  2516. case BO_HELLTREE: {
  2517. map_session_data *msd = BL_CAST(BL_PC, mbl);
  2518. status_data* mstatus = status_get_status_data(*mbl);
  2519. // TODO: check if mstatus is dummy_status? Can never be nullptr [Lemongrass]
  2520. if (msd == nullptr || mstatus == nullptr)
  2521. break;
  2522. uint8 bionic_mastery = pc_checkskill(msd, BO_BIONICS_M);
  2523. // Custom formulas for bionic's.
  2524. // Its unknown how the summoner's stats affects the bionic's stats.
  2525. // I decided to do something similar to elementals for now until I know.
  2526. // Also added hit increase from Bionic-Mastery for balance reasons. [Rytech]
  2527. status->max_hp = (5000 + 40000 * bionic_mastery) * mstatus->vit / 100;
  2528. //status->max_sp = (50 + 20 * bionic_mastery) * mstatus->int_ / 100;// Wait what??? Bionic Mastery increases MaxSP? They have SP???
  2529. status->rhw.atk = (2 * mstatus->batk + 600 * bionic_mastery) * 70 / 100;
  2530. status->rhw.atk2 = 2 * mstatus->batk + 600 * bionic_mastery;
  2531. status->def = mstatus->def + 20 * bionic_mastery;
  2532. status->mdef = mstatus->mdef + 4 * bionic_mastery;
  2533. status->hit = mstatus->hit + 5 * bionic_mastery / 2;
  2534. status->flee = mstatus->flee + 10 * bionic_mastery;
  2535. status->speed = mstatus->speed;
  2536. // The Hell Tree bionic appears to have a much higher attack then other
  2537. // bionic's and im guessing has a much higher MaxHP due to it being a AP
  2538. // costing summon. [Rytech]
  2539. if (ud->skill_id == BO_HELLTREE) {
  2540. status->max_hp += 20000;
  2541. status->rhw.atk += 1400; // 70% of 2000
  2542. status->rhw.atk2 += 2000;
  2543. }
  2544. }
  2545. break;
  2546. }
  2547. status->hp = status->max_hp;
  2548. }
  2549. }
  2550. if (opt&SCO_FIRST) // Initial battle status
  2551. memcpy(&md->status, status, sizeof(struct status_data));
  2552. return 1;
  2553. }
  2554. /**
  2555. * Calculates the stats of the given pet
  2556. * @param pd: Pet object
  2557. * @param opt: Whether or not it is the first calculation
  2558. This will only be false when a pet levels up
  2559. * @return 1
  2560. * @author [Skotlex]
  2561. */
  2562. void status_calc_pet_(struct pet_data *pd, uint8 opt)
  2563. {
  2564. nullpo_retv(pd);
  2565. if (opt&SCO_FIRST) {
  2566. memcpy(&pd->status, &pd->db->status, sizeof(struct status_data));
  2567. pd->status.mode = MD_CANMOVE; // Pets discard all modes, except walking
  2568. pd->status.class_ = CLASS_NORMAL;
  2569. pd->status.speed = pd->get_pet_walk_speed();
  2570. if(battle_config.pet_attack_support || battle_config.pet_damage_support) {
  2571. // Attack support requires the pet to be able to attack
  2572. pd->status.mode = static_cast<e_mode>(pd->status.mode|MD_CANATTACK);
  2573. }
  2574. }
  2575. if (battle_config.pet_lv_rate && pd->master) {
  2576. map_session_data *sd = pd->master;
  2577. int lv;
  2578. lv =sd->status.base_level*battle_config.pet_lv_rate/100;
  2579. if (lv < 0)
  2580. lv = 1;
  2581. if (lv != pd->pet.level || opt&SCO_FIRST) {
  2582. struct status_data *bstat = &pd->db->status, *status = &pd->status;
  2583. pd->pet.level = lv;
  2584. if (!(opt&SCO_FIRST)) // Lv Up animation
  2585. clif_misceffect( pd->bl, NOTIFYEFFECT_BASE_LEVEL_UP );
  2586. status->rhw.atk = (bstat->rhw.atk*lv)/pd->db->lv;
  2587. status->rhw.atk2 = (bstat->rhw.atk2*lv)/pd->db->lv;
  2588. status->str = (bstat->str*lv)/pd->db->lv;
  2589. status->agi = (bstat->agi*lv)/pd->db->lv;
  2590. status->vit = (bstat->vit*lv)/pd->db->lv;
  2591. status->int_ = (bstat->int_*lv)/pd->db->lv;
  2592. status->dex = (bstat->dex*lv)/pd->db->lv;
  2593. status->luk = (bstat->luk*lv)/pd->db->lv;
  2594. status->rhw.atk = cap_value(status->rhw.atk, 1, battle_config.pet_max_atk1);
  2595. status->rhw.atk2 = cap_value(status->rhw.atk2, 2, battle_config.pet_max_atk2);
  2596. status->str = cap_value(status->str,1,battle_config.pet_max_stats);
  2597. status->agi = cap_value(status->agi,1,battle_config.pet_max_stats);
  2598. status->vit = cap_value(status->vit,1,battle_config.pet_max_stats);
  2599. status->int_= cap_value(status->int_,1,battle_config.pet_max_stats);
  2600. status->dex = cap_value(status->dex,1,battle_config.pet_max_stats);
  2601. status->luk = cap_value(status->luk,1,battle_config.pet_max_stats);
  2602. status_calc_misc(&pd->bl, &pd->status, lv);
  2603. if (!(opt&SCO_FIRST)) // Not done the first time because the pet is not visible yet
  2604. clif_send_petstatus(sd);
  2605. }
  2606. } else if (opt&SCO_FIRST) {
  2607. status_calc_misc(&pd->bl, &pd->status, pd->db->lv);
  2608. if (!battle_config.pet_lv_rate && pd->pet.level != pd->db->lv)
  2609. pd->pet.level = pd->db->lv;
  2610. }
  2611. // Support rate modifier (1000 = 100%)
  2612. pd->rate_fix = min(1000 * (pd->pet.intimate - battle_config.pet_support_min_friendly) / (1000 - battle_config.pet_support_min_friendly) + 500, USHRT_MAX);
  2613. pd->rate_fix = min(apply_rate(pd->rate_fix, battle_config.pet_support_rate), USHRT_MAX);
  2614. }
  2615. /**
  2616. * Get HP bonus modifiers
  2617. * @param bl: block_list that will be checked
  2618. * @param type: type of e_status_bonus (STATUS_BONUS_FIX or STATUS_BONUS_RATE)
  2619. * @return bonus: total bonus for HP
  2620. * @author [Cydh]
  2621. */
  2622. static int status_get_hpbonus(struct block_list *bl, enum e_status_bonus type) {
  2623. int bonus = 0;
  2624. if (type == STATUS_BONUS_FIX) {
  2625. status_change *sc = status_get_sc(bl);
  2626. //Only for BL_PC
  2627. if (bl->type == BL_PC) {
  2628. map_session_data *sd = map_id2sd(bl->id);
  2629. uint16 skill_lv;
  2630. bonus += sd->bonus.hp;
  2631. if ((skill_lv = pc_checkskill(sd,CR_TRUST)) > 0)
  2632. bonus += skill_lv * 200;
  2633. if (pc_checkskill(sd,SU_SPRITEMABLE) > 0)
  2634. bonus += 1000;
  2635. if (pc_checkskill(sd, SU_POWEROFSEA) > 0) {
  2636. bonus += 1000;
  2637. if (pc_checkskill_summoner(sd, SUMMONER_POWER_SEA) >= 20)
  2638. bonus += 3000;
  2639. }
  2640. if ((skill_lv = pc_checkskill(sd, NV_BREAKTHROUGH)) > 0)
  2641. bonus += 350 * skill_lv + (skill_lv > 4 ? 250 : 0);
  2642. if ((skill_lv = pc_checkskill(sd, NV_TRANSCENDENCE)) > 0)
  2643. bonus += 350 * skill_lv + (skill_lv > 4 ? 250 : 0);
  2644. #ifndef HP_SP_TABLES
  2645. if ((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.base_level >= 99)
  2646. bonus += 2000; // Supernovice lvl99 hp bonus.
  2647. if ((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.base_level >= 150)
  2648. bonus += 2000; // Supernovice lvl150 hp bonus.
  2649. #endif
  2650. }
  2651. //Bonus by SC
  2652. if (sc) {
  2653. if(sc->getSCE(SC_INCMHP))
  2654. bonus += sc->getSCE(SC_INCMHP)->val1;
  2655. if(sc->getSCE(SC_EARTH_INSIGNIA) && sc->getSCE(SC_EARTH_INSIGNIA)->val1 == 2)
  2656. bonus += 500;
  2657. if (sc->getSCE(SC_PROMOTE_HEALTH_RESERCH))
  2658. bonus += sc->getSCE(SC_PROMOTE_HEALTH_RESERCH)->val3;
  2659. if(sc->getSCE(SC_SOLID_SKIN_OPTION))
  2660. bonus += 2000;
  2661. if(sc->getSCE(SC_MARIONETTE))
  2662. bonus -= 1000;
  2663. if(sc->getSCE(SC_SWORDCLAN))
  2664. bonus += 30;
  2665. if(sc->getSCE(SC_ARCWANDCLAN))
  2666. bonus += 30;
  2667. if(sc->getSCE(SC_GOLDENMACECLAN))
  2668. bonus += 30;
  2669. if(sc->getSCE(SC_CROSSBOWCLAN))
  2670. bonus += 30;
  2671. if(sc->getSCE(SC_GLASTHEIM_HPSP))
  2672. bonus += sc->getSCE(SC_GLASTHEIM_HPSP)->val1;
  2673. #ifdef RENEWAL
  2674. if (sc->getSCE(SC_ANGELUS))
  2675. bonus += sc->getSCE(SC_ANGELUS)->val1 * 50;
  2676. #endif
  2677. }
  2678. } else if (type == STATUS_BONUS_RATE) {
  2679. status_change *sc = status_get_sc(bl);
  2680. //Bonus by SC
  2681. if (sc) {
  2682. //Increasing
  2683. if(sc->getSCE(SC_INCMHPRATE))
  2684. bonus += sc->getSCE(SC_INCMHPRATE)->val1;
  2685. if(sc->getSCE(SC_APPLEIDUN))
  2686. bonus += sc->getSCE(SC_APPLEIDUN)->val2;
  2687. if(sc->getSCE(SC_DELUGE))
  2688. bonus += sc->getSCE(SC_DELUGE)->val2;
  2689. if(sc->getSCE(SC_BERSERK))
  2690. bonus += 200; //+200%
  2691. if(sc->getSCE(SC_MERC_HPUP))
  2692. bonus += sc->getSCE(SC_MERC_HPUP)->val2;
  2693. if(sc->getSCE(SC_EPICLESIS))
  2694. bonus += sc->getSCE(SC_EPICLESIS)->val2;
  2695. if(sc->getSCE(SC_FRIGG_SONG))
  2696. bonus += sc->getSCE(SC_FRIGG_SONG)->val2;
  2697. if(sc->getSCE(SC_LERADSDEW))
  2698. bonus += sc->getSCE(SC_LERADSDEW)->val3;
  2699. if(sc->getSCE(SC_FORCEOFVANGUARD))
  2700. bonus += (3 * sc->getSCE(SC_FORCEOFVANGUARD)->val1);
  2701. if(sc->getSCE(SC_INSPIRATION))
  2702. bonus += (4 * sc->getSCE(SC_INSPIRATION)->val1);
  2703. if(sc->getSCE(SC_RAISINGDRAGON))
  2704. bonus += sc->getSCE(SC_RAISINGDRAGON)->val1;
  2705. if(sc->getSCE(SC_GT_REVITALIZE))
  2706. bonus += sc->getSCE(SC_GT_REVITALIZE)->val2;
  2707. if(sc->getSCE(SC_ANGRIFFS_MODUS))
  2708. bonus += (5 * sc->getSCE(SC_ANGRIFFS_MODUS)->val1);
  2709. if(sc->getSCE(SC_PETROLOGY_OPTION))
  2710. bonus += sc->getSCE(SC_PETROLOGY_OPTION)->val2;
  2711. if(sc->getSCE(SC_POWER_OF_GAIA))
  2712. bonus += sc->getSCE(SC_POWER_OF_GAIA)->val3;
  2713. if(sc->getSCE(SC_CURSED_SOIL_OPTION))
  2714. bonus += sc->getSCE(SC_CURSED_SOIL_OPTION)->val2;
  2715. if(sc->getSCE(SC_UPHEAVAL_OPTION))
  2716. bonus += sc->getSCE(SC_UPHEAVAL_OPTION)->val2;
  2717. if(sc->getSCE(SC_LAUDAAGNUS))
  2718. bonus += 2 + (sc->getSCE(SC_LAUDAAGNUS)->val1 * 2);
  2719. #ifdef RENEWAL
  2720. if (sc->getSCE(SC_NIBELUNGEN) && sc->getSCE(SC_NIBELUNGEN)->val2 == RINGNBL_HPRATE)
  2721. bonus += 30;
  2722. #endif
  2723. if(sc->getSCE(SC_LUNARSTANCE))
  2724. bonus += sc->getSCE(SC_LUNARSTANCE)->val2;
  2725. if (sc->getSCE(SC_LUXANIMA))
  2726. bonus += sc->getSCE(SC_LUXANIMA)->val3;
  2727. if (sc->getSCE(SC_MTF_MHP))
  2728. bonus += sc->getSCE(SC_MTF_MHP)->val1;
  2729. if (sc->getSCE(SC_FIRM_FAITH))
  2730. bonus += sc->getSCE(SC_FIRM_FAITH)->val2;
  2731. //Decreasing
  2732. if (sc->getSCE(SC_VENOMBLEED) && sc->getSCE(SC_VENOMBLEED)->val3 == 1)
  2733. bonus -= 15;
  2734. if(sc->getSCE(SC_BEYONDOFWARCRY))
  2735. bonus -= sc->getSCE(SC_BEYONDOFWARCRY)->val3;
  2736. if(sc->getSCE(SC__WEAKNESS))
  2737. bonus -= sc->getSCE(SC__WEAKNESS)->val2;
  2738. if(sc->getSCE(SC_EQC))
  2739. bonus -= sc->getSCE(SC_EQC)->val3;
  2740. if(sc->getSCE(SC_PACKING_ENVELOPE3))
  2741. bonus += sc->getSCE(SC_PACKING_ENVELOPE3)->val1;
  2742. if(sc->getSCE(SC_2011RWC_SCROLL))
  2743. bonus -= 10;
  2744. if(sc->getSCE(SC_INFINITY_DRINK))
  2745. bonus += 5;
  2746. if(sc->getSCE(SC_COMBAT_PILL))
  2747. bonus -= 3;
  2748. if(sc->getSCE(SC_COMBAT_PILL2))
  2749. bonus -= 5;
  2750. }
  2751. // Max rate reduce is -100%
  2752. bonus = cap_value(bonus,-100,INT_MAX);
  2753. }
  2754. return min(bonus,INT_MAX);
  2755. }
  2756. /**
  2757. * HP bonus rate from equipment
  2758. */
  2759. static int status_get_hpbonus_equip(TBL_PC *sd) {
  2760. int bonus = 0;
  2761. bonus += sd->hprate;
  2762. return bonus -= 100; //Default hprate is 100, so it should be add 0%
  2763. }
  2764. /**
  2765. * HP bonus rate from usable items
  2766. */
  2767. static int status_get_hpbonus_item(block_list *bl) {
  2768. int bonus = 0;
  2769. status_change *sc = status_get_sc(bl);
  2770. //Bonus by SC
  2771. if (sc) {
  2772. if (sc->getSCE(SC_INCREASE_MAXHP))
  2773. bonus += sc->getSCE(SC_INCREASE_MAXHP)->val1;
  2774. if (sc->getSCE(SC_MUSTLE_M))
  2775. bonus += sc->getSCE(SC_MUSTLE_M)->val1;
  2776. if (sc->getSCE(SC_MYSTERIOUS_POWDER))
  2777. bonus -= sc->getSCE(SC_MYSTERIOUS_POWDER)->val1;
  2778. }
  2779. // Max rate reduce is -100%
  2780. return cap_value(bonus, -100, INT_MAX);
  2781. }
  2782. /**
  2783. * Get SP bonus modifiers
  2784. * @param bl: block_list that will be checked
  2785. * @param type: type of e_status_bonus (STATUS_BONUS_FIX or STATUS_BONUS_RATE)
  2786. * @return bonus: total bonus for SP
  2787. * @author [Cydh]
  2788. */
  2789. static int status_get_spbonus(struct block_list *bl, enum e_status_bonus type) {
  2790. int bonus = 0;
  2791. if (type == STATUS_BONUS_FIX) {
  2792. status_change *sc = status_get_sc(bl);
  2793. //Only for BL_PC
  2794. if (bl->type == BL_PC) {
  2795. map_session_data *sd = map_id2sd(bl->id);
  2796. uint16 skill_lv;
  2797. bonus += sd->bonus.sp;
  2798. if ((skill_lv = pc_checkskill(sd,SL_KAINA)) > 0)
  2799. bonus += 30 * skill_lv;
  2800. if ((skill_lv = pc_checkskill(sd,RA_RESEARCHTRAP)) > 0)
  2801. bonus += 200 + 20 * skill_lv;
  2802. if ((skill_lv = pc_checkskill(sd,WM_LESSON)) > 0)
  2803. bonus += 30 * skill_lv;
  2804. if (pc_checkskill(sd,SU_SPRITEMABLE) > 0)
  2805. bonus += 100;
  2806. if (pc_checkskill(sd, SU_POWEROFSEA) > 0) {
  2807. bonus += 100;
  2808. if (pc_checkskill_summoner(sd, SUMMONER_POWER_SEA) >= 20)
  2809. bonus += 300;
  2810. }
  2811. if ((skill_lv = pc_checkskill(sd, NV_BREAKTHROUGH)) > 0)
  2812. bonus += 30 * skill_lv + (skill_lv > 4 ? 50 : 0);
  2813. if ((skill_lv = pc_checkskill(sd, NV_TRANSCENDENCE)) > 0)
  2814. bonus += 30 * skill_lv + (skill_lv > 4 ? 50 : 0);
  2815. }
  2816. //Bonus by SC
  2817. if (sc) {
  2818. if(sc->getSCE(SC_INCMSP))
  2819. bonus += sc->getSCE(SC_INCMSP)->val1;
  2820. if(sc->getSCE(SC_EARTH_INSIGNIA) && sc->getSCE(SC_EARTH_INSIGNIA)->val1 == 3)
  2821. bonus += 50;
  2822. if(sc->getSCE(SC_SWORDCLAN))
  2823. bonus += 10;
  2824. if(sc->getSCE(SC_ARCWANDCLAN))
  2825. bonus += 10;
  2826. if(sc->getSCE(SC_GOLDENMACECLAN))
  2827. bonus += 10;
  2828. if(sc->getSCE(SC_CROSSBOWCLAN))
  2829. bonus += 10;
  2830. if(sc->getSCE(SC_GLASTHEIM_HPSP))
  2831. bonus += sc->getSCE(SC_GLASTHEIM_HPSP)->val2;
  2832. }
  2833. } else if (type == STATUS_BONUS_RATE) {
  2834. status_change *sc = status_get_sc(bl);
  2835. //Only for BL_PC
  2836. if (bl->type == BL_PC) {
  2837. map_session_data *sd = map_id2sd(bl->id);
  2838. uint8 i;
  2839. if((i = pc_checkskill(sd,HP_MEDITATIO)) > 0)
  2840. bonus += i;
  2841. if((i = pc_checkskill(sd,HW_SOULDRAIN)) > 0)
  2842. bonus += 2 * i;
  2843. #ifdef RENEWAL
  2844. if ((i = pc_checkskill(sd, (sd->status.sex ? BA_MUSICALLESSON : DC_DANCINGLESSON))) > 0)
  2845. bonus += i;
  2846. if (sc->getSCE(SC_NIBELUNGEN) && sc->getSCE(SC_NIBELUNGEN)->val2 == RINGNBL_SPRATE)
  2847. bonus += 30;
  2848. #endif
  2849. }
  2850. //Bonus by SC
  2851. if (sc) {
  2852. //Increasing
  2853. if(sc->getSCE(SC_INCMSPRATE))
  2854. bonus += sc->getSCE(SC_INCMSPRATE)->val1;
  2855. if(sc->getSCE(SC_RAISINGDRAGON))
  2856. bonus += sc->getSCE(SC_RAISINGDRAGON)->val1;
  2857. if(sc->getSCE(SC_SERVICE4U))
  2858. bonus += sc->getSCE(SC_SERVICE4U)->val2;
  2859. if(sc->getSCE(SC_MERC_SPUP))
  2860. bonus += sc->getSCE(SC_MERC_SPUP)->val2;
  2861. if (sc->getSCE(SC_LUXANIMA))
  2862. bonus += sc->getSCE(SC_LUXANIMA)->val3;
  2863. if (sc->getSCE(SC_MTF_MSP))
  2864. bonus += sc->getSCE(SC_MTF_MSP)->val1;
  2865. if(sc->getSCE(SC_PACKING_ENVELOPE4))
  2866. bonus += sc->getSCE(SC_PACKING_ENVELOPE4)->val1;
  2867. //Decreasing
  2868. if (sc->getSCE(SC_MELODYOFSINK))
  2869. bonus -= sc->getSCE(SC_MELODYOFSINK)->val3;
  2870. if (sc->getSCE(SC_2011RWC_SCROLL))
  2871. bonus -= 10;
  2872. if (sc->getSCE(SC_INFINITY_DRINK))
  2873. bonus += 5;
  2874. if (sc->getSCE(SC_MENTAL_POTION))
  2875. bonus += sc->getSCE(SC_MENTAL_POTION)->val1;
  2876. if(sc->getSCE(SC_COMBAT_PILL))
  2877. bonus -= 3;
  2878. if(sc->getSCE(SC_COMBAT_PILL2))
  2879. bonus -= 5;
  2880. }
  2881. // Max rate reduce is -100%
  2882. bonus = cap_value(bonus,-100,INT_MAX);
  2883. }
  2884. return min(bonus,INT_MAX);
  2885. }
  2886. /**
  2887. * SP bonus rate from equipment
  2888. */
  2889. static int status_get_spbonus_equip(TBL_PC *sd) {
  2890. int bonus = 0;
  2891. bonus += sd->sprate;
  2892. return bonus -= 100; //Default sprate is 100, so it should be add 0%
  2893. }
  2894. /**
  2895. * SP bonus rate from usable items
  2896. */
  2897. static int status_get_spbonus_item(block_list *bl) {
  2898. int bonus = 0;
  2899. status_change *sc = status_get_sc(bl);
  2900. //Bonus by SC
  2901. if (sc) {
  2902. if (sc->getSCE(SC_INCREASE_MAXSP))
  2903. bonus += sc->getSCE(SC_INCREASE_MAXSP)->val1;
  2904. if (sc->getSCE(SC_LIFE_FORCE_F))
  2905. bonus += sc->getSCE(SC_LIFE_FORCE_F)->val1;
  2906. if (sc->getSCE(SC_VITATA_500))
  2907. bonus += sc->getSCE(SC_VITATA_500)->val2;
  2908. if (sc->getSCE(SC_ENERGY_DRINK_RESERCH))
  2909. bonus += sc->getSCE(SC_ENERGY_DRINK_RESERCH)->val3;
  2910. }
  2911. // Max rate reduce is -100%
  2912. return cap_value(bonus, -100, INT_MAX);
  2913. }
  2914. /**
  2915. * Get AP bonus modifiers
  2916. * @param bl: block_list that will be checked
  2917. * @param type: type of e_status_bonus (STATUS_BONUS_FIX or STATUS_BONUS_RATE)
  2918. * @return bonus: total bonus for AP
  2919. */
  2920. static int status_get_apbonus(struct block_list *bl, enum e_status_bonus type) {
  2921. int bonus = 0;
  2922. if (type == STATUS_BONUS_FIX) {
  2923. status_change *sc = status_get_sc(bl);
  2924. //Only for BL_PC
  2925. if (bl->type == BL_PC) {
  2926. map_session_data *sd = map_id2sd(bl->id);
  2927. //uint16 skill_lv;
  2928. bonus += sd->bonus.ap;
  2929. //if ((skill_lv = pc_checkskill(sd, NV_BASIC)) > 0)
  2930. // bonus += 100 * skill_lv;
  2931. }
  2932. //Bonus by SC
  2933. if (sc) {
  2934. //if (sc->getSCE(SC_NONE))
  2935. // bonus += sc->getSCE(SC_NONE)->val1;
  2936. }
  2937. } else if (type == STATUS_BONUS_RATE) {
  2938. status_change *sc = status_get_sc(bl);
  2939. //Only for BL_PC
  2940. if (bl->type == BL_PC) {
  2941. map_session_data *sd = map_id2sd(bl->id);
  2942. //uint8 i;
  2943. //if ((i = pc_checkskill(sd, NV_BASIC)) > 0)
  2944. // bonus += 100 * i;
  2945. }
  2946. //Bonus by SC
  2947. if (sc) {
  2948. //if (sc->getSCE(SC_NONE))
  2949. // bonus += sc->getSCE(SC_NONE)->val1;
  2950. }
  2951. // Max rate reduce is -100%
  2952. bonus = cap_value(bonus, -100, INT_MAX);
  2953. }
  2954. return min(bonus, INT_MAX);
  2955. }
  2956. /**
  2957. * AP bonus rate from equipment
  2958. * @param sd: Player data
  2959. * @return AP rate
  2960. */
  2961. static int status_get_apbonus_equip(TBL_PC *sd) {
  2962. int bonus = 0;
  2963. bonus += sd->aprate;
  2964. return bonus -= 100; //Default aprate is 100, so it should be add 0%
  2965. }
  2966. /**
  2967. * AP bonus rate from usable items
  2968. * @param bl: Object to check against
  2969. * @return AP bonus
  2970. */
  2971. static int status_get_apbonus_item(block_list *bl) {
  2972. int bonus = 0;
  2973. status_change *sc = status_get_sc(bl);
  2974. //Bonus by SC
  2975. if (sc) {
  2976. //if (sc->getSCE(SC_NONE))
  2977. // bonus += sc->getSCE(SC_NONE)->val1;
  2978. }
  2979. // Max rate reduce is -100%
  2980. return cap_value(bonus, -100, INT_MAX);
  2981. }
  2982. /**
  2983. * Get final MaxHP or MaxSP for player. References: http://irowiki.org/wiki/Max_HP and http://irowiki.org/wiki/Max_SP
  2984. * The calculation needs base_level, base_status/battle_status (vit or int), additive modifier, and multiplicative modifier
  2985. * @param sd Player
  2986. * @param stat Vit/Int of player as param modifier
  2987. * @param isHP true - calculates Max HP, false - calculated Max SP
  2988. * @return max The max value of HP or SP
  2989. */
  2990. static unsigned int status_calc_maxhpsp_pc(map_session_data* sd, unsigned int stat, bool isHP) {
  2991. nullpo_ret(sd);
  2992. double dmax = 0;
  2993. uint32 level = umax(sd->status.base_level,1);
  2994. std::shared_ptr<s_job_info> job = job_db.find(pc_mapid2jobid(sd->class_, sd->status.sex));
  2995. if (job == nullptr)
  2996. return 1;
  2997. if (isHP) { //Calculates MaxHP
  2998. double equip_bonus = 0, item_bonus = 0;
  2999. 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);
  3000. dmax += sd->indexed_bonus.param_equip[PARAM_VIT]; //Vit from equip gives +1 additional HP
  3001. dmax += status_get_hpbonus(&sd->bl,STATUS_BONUS_FIX);
  3002. equip_bonus = (dmax * status_get_hpbonus_equip(sd) / 100);
  3003. item_bonus = (dmax * status_get_hpbonus_item(&sd->bl) / 100);
  3004. dmax += equip_bonus + item_bonus;
  3005. dmax += (int64)(dmax * status_get_hpbonus(&sd->bl,STATUS_BONUS_RATE) / 100); //Aegis accuracy
  3006. }
  3007. else { //Calculates MaxSP
  3008. double equip_bonus = 0, item_bonus = 0;
  3009. 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);
  3010. dmax += sd->indexed_bonus.param_equip[PARAM_INT]; //Int from equip gives +1 additional SP
  3011. dmax += status_get_spbonus(&sd->bl,STATUS_BONUS_FIX);
  3012. equip_bonus = (dmax * status_get_spbonus_equip(sd) / 100);
  3013. item_bonus = (dmax * status_get_spbonus_item(&sd->bl) / 100);
  3014. dmax += equip_bonus + item_bonus;
  3015. dmax += (int64)(dmax * status_get_spbonus(&sd->bl,STATUS_BONUS_RATE) / 100); //Aegis accuracy
  3016. }
  3017. //Make sure it's not negative before casting to unsigned int
  3018. if(dmax < 1) dmax = 1;
  3019. return cap_value((unsigned int)dmax,1,UINT_MAX);
  3020. }
  3021. /**
  3022. * Get final MaxAP for player.
  3023. * @param sd: Player data
  3024. * @return AP amount
  3025. */
  3026. static unsigned int status_calc_maxap_pc(map_session_data* sd) {
  3027. double dmax = 0, equip_bonus = 0, item_bonus = 0;
  3028. nullpo_ret(sd);
  3029. dmax = (sd->class_&JOBL_FOURTH) ? 200 : 0;
  3030. dmax += status_get_apbonus(&sd->bl, STATUS_BONUS_FIX);
  3031. equip_bonus = (dmax * status_get_apbonus_equip(sd) / 100);
  3032. item_bonus = (dmax * status_get_apbonus_item(&sd->bl) / 100);
  3033. dmax += equip_bonus + item_bonus;
  3034. dmax += (int64)(dmax * status_get_apbonus(&sd->bl, STATUS_BONUS_RATE) / 100);// Aegis accuracy
  3035. //Make sure it's not negative before casting to unsigned int
  3036. if (dmax < 0) dmax = 0;
  3037. return cap_value((unsigned int)dmax, 0, UINT_MAX);
  3038. }
  3039. /**
  3040. * Calculates player's weight
  3041. * @param sd: Player object
  3042. * @param flag: Calculation type
  3043. * CALCWT_ITEM - Item weight
  3044. * CALCWT_MAXBONUS - Skill/Status/Configuration max weight bonus
  3045. * @return false - failed, true - success
  3046. */
  3047. bool status_calc_weight(map_session_data *sd, enum e_status_calc_weight_opt flag)
  3048. {
  3049. int b_weight, b_max_weight, skill, i;
  3050. status_change *sc;
  3051. nullpo_retr(false, sd);
  3052. sc = &sd->sc;
  3053. b_max_weight = sd->max_weight; // Store max weight for later comparison
  3054. b_weight = sd->weight; // Store current weight for later comparison
  3055. sd->max_weight = job_db.get_maxWeight(pc_mapid2jobid(sd->class_, sd->status.sex)) + sd->status.str * 300; // Recalculate max weight
  3056. if (flag&CALCWT_ITEM) {
  3057. sd->weight = 0; // Reset current weight
  3058. for(i = 0; i < MAX_INVENTORY; i++) {
  3059. if (!sd->inventory.u.items_inventory[i].nameid || sd->inventory_data[i] == nullptr)
  3060. continue;
  3061. sd->weight += sd->inventory_data[i]->weight * sd->inventory.u.items_inventory[i].amount;
  3062. }
  3063. }
  3064. if (flag&CALCWT_MAXBONUS) {
  3065. // Skill/Status bonus weight increases
  3066. sd->max_weight += sd->add_max_weight; // From bAddMaxWeight
  3067. if ((skill = pc_checkskill(sd, MC_INCCARRY)) > 0)
  3068. sd->max_weight += 2000 * skill;
  3069. if (pc_isriding(sd) && pc_checkskill(sd, KN_RIDING) > 0)
  3070. sd->max_weight += 10000;
  3071. else if (pc_isridingdragon(sd))
  3072. sd->max_weight += 5000 + 2000 * pc_checkskill(sd, RK_DRAGONTRAINING);
  3073. if (sc->getSCE(SC_KNOWLEDGE))
  3074. sd->max_weight += sd->max_weight * sc->getSCE(SC_KNOWLEDGE)->val1 / 10;
  3075. if ((skill = pc_checkskill(sd, ALL_INCCARRY)) > 0)
  3076. sd->max_weight += 2000 * skill;
  3077. if (pc_ismadogear(sd))
  3078. sd->max_weight += 15000;
  3079. }
  3080. // Update the client if the new weight calculations don't match
  3081. if (b_weight != sd->weight)
  3082. clif_updatestatus(*sd, SP_WEIGHT);
  3083. if (b_max_weight != sd->max_weight) {
  3084. clif_updatestatus(*sd, SP_MAXWEIGHT);
  3085. pc_updateweightstatus(sd);
  3086. }
  3087. return true;
  3088. }
  3089. /**
  3090. * Calculates player's cart weight
  3091. * @param sd: Player object
  3092. * @param flag: Calculation type
  3093. * CALCWT_ITEM - Cart item weight
  3094. * CALCWT_MAXBONUS - Skill/Status/Configuration max weight bonus
  3095. * CALCWT_CARTSTATE - Whether to check for cart state
  3096. * @return false - failed, true - success
  3097. */
  3098. bool status_calc_cart_weight(map_session_data *sd, enum e_status_calc_weight_opt flag)
  3099. {
  3100. int b_cart_weight_max, i;
  3101. nullpo_retr(false, sd);
  3102. if (!pc_iscarton(sd) && !(flag&CALCWT_CARTSTATE))
  3103. return false;
  3104. b_cart_weight_max = sd->cart_weight_max; // Store cart max weight for later comparison
  3105. sd->cart_weight_max = battle_config.max_cart_weight; // Recalculate max weight
  3106. if (flag&CALCWT_ITEM) {
  3107. sd->cart_weight = 0; // Reset current cart weight
  3108. sd->cart_num = 0; // Reset current cart item count
  3109. for(i = 0; i < MAX_CART; i++) {
  3110. if (!sd->cart.u.items_cart[i].nameid)
  3111. continue;
  3112. sd->cart_weight += itemdb_weight(sd->cart.u.items_cart[i].nameid) * sd->cart.u.items_cart[i].amount; // Recalculate current cart weight
  3113. sd->cart_num++; // Recalculate current cart item count
  3114. }
  3115. }
  3116. // Skill bonus max weight increases
  3117. if (flag&CALCWT_MAXBONUS)
  3118. sd->cart_weight_max += (pc_checkskill(sd, GN_REMODELING_CART) * 5000);
  3119. // Update the client if the new weight calculations don't match
  3120. if (b_cart_weight_max != sd->cart_weight_max)
  3121. clif_updatestatus(*sd, SP_CARTINFO);
  3122. return true;
  3123. }
  3124. /**
  3125. * Calculates player data from scratch without counting SC adjustments
  3126. * Should be invoked whenever players raise stats, learn passive skills or change equipment
  3127. * @param sd: Player object
  3128. * @param opt: Whether it is first calc (login) or not
  3129. * @return (-1) for too many recursive calls, (1) recursive call, (0) success
  3130. */
  3131. int status_calc_pc_sub(map_session_data* sd, uint8 opt)
  3132. {
  3133. static int calculating = 0; ///< Check for recursive call preemption. [Skotlex]
  3134. struct status_data *base_status; ///< Pointer to the player's base status
  3135. status_change *sc = &sd->sc;
  3136. struct s_skill b_skill[MAX_SKILL]; ///< Previous skill tree
  3137. int i, skill, refinedef = 0;
  3138. short index = -1;
  3139. if (++calculating > 10) // Too many recursive calls!
  3140. return -1;
  3141. // Remember player-specific values that are currently being shown to the client (for refresh purposes)
  3142. memcpy(b_skill, &sd->status.skill, sizeof(b_skill));
  3143. pc_calc_skilltree(sd); // SkillTree calculation
  3144. if (opt&SCO_FIRST) {
  3145. // Load Hp/SP from char-received data.
  3146. sd->battle_status.hp = sd->status.hp;
  3147. sd->battle_status.sp = sd->status.sp;
  3148. if (battle_config.keep_ap_on_logout == 1)
  3149. sd->battle_status.ap = sd->status.ap;
  3150. sd->regen.sregen = &sd->sregen;
  3151. sd->regen.ssregen = &sd->ssregen;
  3152. }
  3153. base_status = &sd->base_status;
  3154. // These are not zeroed. [zzo]
  3155. sd->hprate = 100;
  3156. sd->sprate = 100;
  3157. sd->aprate = 100;
  3158. sd->castrate = 100;
  3159. sd->dsprate = 100;
  3160. sd->hprecov_rate = 100;
  3161. sd->sprecov_rate = 100;
  3162. sd->matk_rate = 100;
  3163. sd->critical_rate = sd->hit_rate = sd->flee_rate = sd->flee2_rate = 100;
  3164. sd->def_rate = sd->def2_rate = sd->mdef_rate = sd->mdef2_rate = 100;
  3165. sd->patk_rate = sd->smatk_rate = 100;
  3166. sd->res_rate = sd->mres_rate = 100;
  3167. sd->hplus_rate = sd->crate_rate = 100;
  3168. sd->regen.state.block = 0;
  3169. sd->add_max_weight = 0;
  3170. sd->indexed_bonus = {};
  3171. memset (&sd->right_weapon.overrefine, 0, sizeof(sd->right_weapon) - sizeof(sd->right_weapon.atkmods));
  3172. memset (&sd->left_weapon.overrefine, 0, sizeof(sd->left_weapon) - sizeof(sd->left_weapon.atkmods));
  3173. if (sd->special_state.intravision)
  3174. clif_status_load(&sd->bl, EFST_CLAIRVOYANCE, 0);
  3175. if (sd->special_state.no_walk_delay)
  3176. clif_status_load(&sd->bl, EFST_ENDURE, 0);
  3177. memset(&sd->special_state,0,sizeof(sd->special_state));
  3178. if (pc_isvip(sd)) // Magic Stone requirement avoidance for VIP.
  3179. sd->special_state.no_gemstone = battle_config.vip_gemstone;
  3180. if (!sd->state.permanent_speed) {
  3181. memset(&base_status->max_hp, 0, sizeof(struct status_data)-(sizeof(base_status->hp)+sizeof(base_status->sp)+sizeof(base_status->ap)));
  3182. base_status->speed = DEFAULT_WALK_SPEED;
  3183. } else {
  3184. int pSpeed = base_status->speed;
  3185. memset(&base_status->max_hp, 0, sizeof(struct status_data)-(sizeof(base_status->hp)+sizeof(base_status->sp)+sizeof(base_status->ap)));
  3186. base_status->speed = pSpeed;
  3187. }
  3188. // !FIXME: Most of these stuff should be calculated once, but how do I fix the memset above to do that? [Skotlex]
  3189. // Give them all modes except these (useful for clones)
  3190. 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));
  3191. base_status->size = (sd->class_&JOBL_BABY) ? SZ_SMALL : (((sd->class_&MAPID_BASEMASK) == MAPID_SUMMONER) ? battle_config.summoner_size : SZ_MEDIUM);
  3192. if (battle_config.character_size && pc_isriding(sd)) { // [Lupus]
  3193. if (sd->class_&JOBL_BABY) {
  3194. if (battle_config.character_size&SZ_BIG)
  3195. base_status->size++;
  3196. } else
  3197. if(battle_config.character_size&SZ_MEDIUM)
  3198. base_status->size++;
  3199. }
  3200. base_status->aspd_rate = 1000;
  3201. base_status->ele_lv = 1;
  3202. base_status->race = ((sd->class_&MAPID_BASEMASK) == MAPID_SUMMONER) ? battle_config.summoner_race : RC_PLAYER_HUMAN;
  3203. base_status->class_ = CLASS_NORMAL;
  3204. sd->autospell.clear();
  3205. sd->autospell2.clear();
  3206. sd->autospell3.clear();
  3207. sd->addeff.clear();
  3208. sd->addeff_atked.clear();
  3209. sd->addeff_onskill.clear();
  3210. sd->skillatk.clear();
  3211. sd->skillusesprate.clear();
  3212. sd->skillusesp.clear();
  3213. sd->skillheal.clear();
  3214. sd->skillheal2.clear();
  3215. sd->skillblown.clear();
  3216. sd->skillcastrate.clear();
  3217. sd->skillfixcastrate.clear();
  3218. sd->subskill.clear();
  3219. sd->skillcooldown.clear();
  3220. sd->skillfixcast.clear();
  3221. sd->skillvarcast.clear();
  3222. sd->add_def.clear();
  3223. sd->add_mdef.clear();
  3224. sd->add_mdmg.clear();
  3225. sd->reseff.clear();
  3226. sd->itemgrouphealrate.clear();
  3227. sd->add_drop.clear();
  3228. sd->itemhealrate.clear();
  3229. sd->subele2.clear();
  3230. sd->subrace3.clear();
  3231. sd->skilldelay.clear();
  3232. sd->sp_vanish.clear();
  3233. sd->hp_vanish.clear();
  3234. sd->itemsphealrate.clear();
  3235. sd->itemgroupsphealrate.clear();
  3236. // Zero up structures...
  3237. memset(&sd->hp_loss, 0, sizeof(sd->hp_loss)
  3238. + sizeof(sd->sp_loss)
  3239. + sizeof(sd->hp_regen)
  3240. + sizeof(sd->sp_regen)
  3241. + sizeof(sd->percent_hp_regen)
  3242. + sizeof(sd->percent_sp_regen)
  3243. + sizeof(sd->def_set_race)
  3244. + sizeof(sd->mdef_set_race)
  3245. + sizeof(sd->norecover_state_race)
  3246. + sizeof(sd->hp_vanish_race)
  3247. + sizeof(sd->sp_vanish_race)
  3248. );
  3249. memset(&sd->bonus, 0, sizeof(sd->bonus));
  3250. // Autobonus
  3251. pc_delautobonus(*sd, sd->autobonus, true);
  3252. pc_delautobonus(*sd, sd->autobonus2, true);
  3253. pc_delautobonus(*sd, sd->autobonus3, true);
  3254. if (sd->pd != nullptr) {
  3255. pet_delautobonus(*sd, sd->pd->autobonus, true);
  3256. pet_delautobonus(*sd, sd->pd->autobonus2, true);
  3257. pet_delautobonus(*sd, sd->pd->autobonus3, true);
  3258. }
  3259. // Parse equipment
  3260. for (i = 0; i < EQI_MAX; i++) {
  3261. current_equip_item_index = index = sd->equip_index[i]; // We pass INDEX to current_equip_item_index - for EQUIP_SCRIPT (new cards solution) [Lupus]
  3262. current_equip_combo_pos = 0;
  3263. if (index < 0)
  3264. continue;
  3265. if (i == EQI_AMMO)
  3266. continue;
  3267. if (pc_is_same_equip_index((enum equip_index)i, sd->equip_index, index))
  3268. continue;
  3269. if (!sd->inventory_data[index])
  3270. continue;
  3271. base_status->def += sd->inventory_data[index]->def;
  3272. // Items may be equipped, their effects however are nullified.
  3273. if (opt&SCO_FIRST && sd->inventory_data[index]->equip_script && (pc_has_permission(sd,PC_PERM_USE_ALL_EQUIPMENT)
  3274. || !itemdb_isNoEquip(sd->inventory_data[index],sd->bl.m))) { // Execute equip-script on login
  3275. run_script(sd->inventory_data[index]->equip_script,0,sd->bl.id,0);
  3276. if (!calculating)
  3277. return 1;
  3278. }
  3279. // Sanitize the refine level in case someone decreased the value inbetween
  3280. if (sd->inventory.u.items_inventory[index].refine > MAX_REFINE)
  3281. sd->inventory.u.items_inventory[index].refine = MAX_REFINE;
  3282. std::shared_ptr<s_refine_level_info> info = refine_db.findCurrentLevelInfo( *sd->inventory_data[index], sd->inventory.u.items_inventory[index] );
  3283. #ifdef RENEWAL
  3284. std::shared_ptr<s_enchantgradelevel> enchantgrade_info = nullptr;
  3285. if( sd->inventory.u.items_inventory[index].enchantgrade > 0 ){
  3286. enchantgrade_info = enchantgrade_db.findCurrentLevelInfo( *sd->inventory_data[index], sd->inventory.u.items_inventory[index] );
  3287. }
  3288. #endif
  3289. if (sd->inventory_data[index]->type == IT_WEAPON) {
  3290. int wlv = sd->inventory_data[index]->weapon_level;
  3291. struct weapon_data *wd;
  3292. struct weapon_atk *wa;
  3293. if(wlv >= MAX_WEAPON_LEVEL)
  3294. wlv = MAX_WEAPON_LEVEL;
  3295. if(i == EQI_HAND_L && sd->inventory.u.items_inventory[index].equip == EQP_HAND_L) {
  3296. wd = &sd->left_weapon; // Left-hand weapon
  3297. wa = &base_status->lhw;
  3298. } else {
  3299. wd = &sd->right_weapon;
  3300. wa = &base_status->rhw;
  3301. }
  3302. wa->atk += sd->inventory_data[index]->atk;
  3303. if( info != nullptr ){
  3304. wa->atk2 += info->bonus / 100;
  3305. #ifdef RENEWAL
  3306. if( enchantgrade_info != nullptr ){
  3307. wa->atk2 += ( ( ( info->bonus / 100 ) * enchantgrade_info->bonus ) / 100 );
  3308. }
  3309. if( wlv == 5 ){
  3310. base_status->patk += sd->inventory.u.items_inventory[index].refine * 2;
  3311. base_status->smatk += sd->inventory.u.items_inventory[index].refine * 2;
  3312. }
  3313. #endif
  3314. }
  3315. #ifdef RENEWAL
  3316. if (sd->bonus.weapon_atk_rate)
  3317. wa->atk += wa->atk * sd->bonus.weapon_atk_rate / 100;
  3318. wa->matk += sd->inventory_data[index]->matk;
  3319. wa->wlv = wlv;
  3320. // Renewal magic attack refine bonus
  3321. if( info != nullptr && sd->weapontype1 != W_BOW ){
  3322. wa->matk += info->bonus / 100;
  3323. if( enchantgrade_info != nullptr ){
  3324. wa->matk += ( ( ( info->bonus / 100 ) * enchantgrade_info->bonus ) / 100 );
  3325. }
  3326. }
  3327. #endif
  3328. // Overrefine bonus.
  3329. if( info != nullptr ){
  3330. wd->overrefine = info->randombonus_max / 100;
  3331. }
  3332. wa->range += sd->inventory_data[index]->range;
  3333. if(sd->inventory_data[index]->script && (pc_has_permission(sd,PC_PERM_USE_ALL_EQUIPMENT) || !itemdb_isNoEquip(sd->inventory_data[index],sd->bl.m))) {
  3334. if (wd == &sd->left_weapon) {
  3335. sd->state.lr_flag = 1;
  3336. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  3337. sd->state.lr_flag = 0;
  3338. } else
  3339. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  3340. if (!calculating) // Abort, run_script retriggered this. [Skotlex]
  3341. return 1;
  3342. }
  3343. #ifdef RENEWAL
  3344. if (sd->bonus.weapon_matk_rate)
  3345. wa->matk += wa->matk * sd->bonus.weapon_matk_rate / 100;
  3346. #endif
  3347. if(sd->inventory.u.items_inventory[index].card[0] == CARD0_FORGE) { // Forged weapon
  3348. wd->star += (sd->inventory.u.items_inventory[index].card[1]>>8);
  3349. if(wd->star >= 15) wd->star = 40; // 3 Star Crumbs now give +40 dmg
  3350. if(pc_famerank(MakeDWord(sd->inventory.u.items_inventory[index].card[2],sd->inventory.u.items_inventory[index].card[3]) ,MAPID_BLACKSMITH))
  3351. wd->star += 10;
  3352. if (!wa->ele) // Do not overwrite element from previous bonuses.
  3353. wa->ele = (sd->inventory.u.items_inventory[index].card[1]&0x0f);
  3354. }
  3355. } else if(sd->inventory_data[index]->type == IT_ARMOR) {
  3356. if( info != nullptr ){
  3357. refinedef += info->bonus;
  3358. #ifdef RENEWAL
  3359. if( sd->inventory_data[index]->armor_level == 2 ){
  3360. base_status->res += sd->inventory.u.items_inventory[index].refine * 2;
  3361. base_status->mres += sd->inventory.u.items_inventory[index].refine * 2;
  3362. }
  3363. #endif
  3364. }
  3365. if(sd->inventory_data[index]->script && (pc_has_permission(sd,PC_PERM_USE_ALL_EQUIPMENT) || !itemdb_isNoEquip(sd->inventory_data[index],sd->bl.m))) {
  3366. if( i == EQI_HAND_L ) // Shield
  3367. sd->state.lr_flag = 3;
  3368. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  3369. if( i == EQI_HAND_L ) // Shield
  3370. sd->state.lr_flag = 0;
  3371. if (!calculating) // Abort, run_script retriggered this. [Skotlex]
  3372. return 1;
  3373. }
  3374. } else if( sd->inventory_data[index]->type == IT_SHADOWGEAR ) { // Shadow System
  3375. if (sd->inventory_data[index]->script && (pc_has_permission(sd,PC_PERM_USE_ALL_EQUIPMENT) || !itemdb_isNoEquip(sd->inventory_data[index],sd->bl.m))) {
  3376. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  3377. if( !calculating )
  3378. return 1;
  3379. }
  3380. }
  3381. }
  3382. if(sd->equip_index[EQI_AMMO] >= 0) {
  3383. index = sd->equip_index[EQI_AMMO];
  3384. if(sd->inventory_data[index]) { // Arrows
  3385. sd->bonus.arrow_atk += sd->inventory_data[index]->atk;
  3386. sd->state.lr_flag = 2;
  3387. if( !itemdb_group.item_exists(IG_THROWABLE, sd->inventory_data[index]->nameid) ) // Don't run scripts on throwable items
  3388. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  3389. sd->state.lr_flag = 0;
  3390. if (!calculating) // Abort, run_script retriggered status_calc_pc. [Skotlex]
  3391. return 1;
  3392. }
  3393. }
  3394. // Process and check item combos
  3395. if (!sd->combos.empty()) {
  3396. for (const auto &combo : sd->combos) {
  3397. std::shared_ptr<s_item_combo> item_combo;
  3398. current_equip_item_index = -1;
  3399. current_equip_combo_pos = combo->pos;
  3400. if (combo->bonus == nullptr || !(item_combo = itemdb_combo.find(combo->id)))
  3401. continue;
  3402. bool no_run = false;
  3403. size_t j = 0;
  3404. // Check combo items
  3405. while (j < item_combo->nameid.size()) {
  3406. std::shared_ptr<item_data> id = item_db.find(item_combo->nameid[j]);
  3407. // Don't run the script if at least one of combo's pair has restriction
  3408. if (id && !pc_has_permission(sd, PC_PERM_USE_ALL_EQUIPMENT) && itemdb_isNoEquip(id.get(), sd->bl.m)) {
  3409. no_run = true;
  3410. break;
  3411. }
  3412. j++;
  3413. }
  3414. if (no_run)
  3415. continue;
  3416. run_script(combo->bonus, 0, sd->bl.id, 0);
  3417. if (!calculating) // Abort, run_script retriggered this
  3418. return 1;
  3419. }
  3420. }
  3421. // Store equipment script bonuses
  3422. memcpy(sd->indexed_bonus.param_equip,sd->indexed_bonus.param_bonus,sizeof(sd->indexed_bonus.param_equip));
  3423. memset(sd->indexed_bonus.param_bonus, 0, sizeof(sd->indexed_bonus.param_bonus));
  3424. base_status->def += (refinedef+50)/100;
  3425. // Parse Cards
  3426. for (i = 0; i < EQI_MAX; i++) {
  3427. current_equip_item_index = index = sd->equip_index[i]; // We pass INDEX to current_equip_item_index - for EQUIP_SCRIPT (new cards solution) [Lupus]
  3428. current_equip_combo_pos = 0;
  3429. if (index < 0)
  3430. continue;
  3431. if (i == EQI_AMMO)
  3432. continue;
  3433. if (pc_is_same_equip_index((enum equip_index)i, sd->equip_index, index))
  3434. continue;
  3435. if (sd->inventory_data[index]) {
  3436. int j;
  3437. // Card script execution.
  3438. if (itemdb_isspecial(sd->inventory.u.items_inventory[index].card[0]))
  3439. continue;
  3440. for (j = 0; j < MAX_SLOTS; j++) { // Uses MAX_SLOTS to support Soul Bound system [Inkfish]
  3441. int c = sd->inventory.u.items_inventory[index].card[j];
  3442. current_equip_card_id= c;
  3443. if(!c)
  3444. continue;
  3445. std::shared_ptr<item_data> data = item_db.find(c);
  3446. if(!data)
  3447. continue;
  3448. 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
  3449. run_script(data->equip_script,0,sd->bl.id,0);
  3450. if (!calculating)
  3451. return 1;
  3452. }
  3453. if(!data->script)
  3454. continue;
  3455. if(!pc_has_permission(sd,PC_PERM_USE_ALL_EQUIPMENT) && itemdb_isNoEquip(data.get(), sd->bl.m)) // Card restriction checks.
  3456. continue;
  3457. if(i == EQI_HAND_L && sd->inventory.u.items_inventory[index].equip == EQP_HAND_L) { // Left hand status.
  3458. sd->state.lr_flag = 1;
  3459. run_script(data->script,0,sd->bl.id,0);
  3460. sd->state.lr_flag = 0;
  3461. } else
  3462. run_script(data->script,0,sd->bl.id,0);
  3463. if (!calculating) // Abort, run_script his function. [Skotlex]
  3464. return 1;
  3465. }
  3466. }
  3467. }
  3468. current_equip_card_id = 0; // Clear stored card ID [Secret]
  3469. // Parse random options
  3470. for (i = 0; i < EQI_MAX; i++) {
  3471. current_equip_item_index = index = sd->equip_index[i];
  3472. current_equip_combo_pos = 0;
  3473. current_equip_opt_index = -1;
  3474. if (index < 0)
  3475. continue;
  3476. if (i == EQI_AMMO)
  3477. continue;
  3478. if (pc_is_same_equip_index((enum equip_index)i, sd->equip_index, index))
  3479. continue;
  3480. if (sd->inventory_data[index]) {
  3481. for (uint8 j = 0; j < MAX_ITEM_RDM_OPT; j++) {
  3482. short opt_id = sd->inventory.u.items_inventory[index].option[j].id;
  3483. if (!opt_id)
  3484. continue;
  3485. current_equip_opt_index = j;
  3486. std::shared_ptr<s_random_opt_data> data = random_option_db.find(opt_id);
  3487. if (!data || !data->script)
  3488. continue;
  3489. if (!pc_has_permission(sd, PC_PERM_USE_ALL_EQUIPMENT) && itemdb_isNoEquip(sd->inventory_data[index], sd->bl.m))
  3490. continue;
  3491. if (i == EQI_HAND_L && sd->inventory.u.items_inventory[index].equip == EQP_HAND_L) { // Left hand status.
  3492. sd->state.lr_flag = 1;
  3493. run_script(data->script, 0, sd->bl.id, 0);
  3494. sd->state.lr_flag = 0;
  3495. }
  3496. else
  3497. run_script(data->script, 0, sd->bl.id, 0);
  3498. if (!calculating)
  3499. return 1;
  3500. }
  3501. }
  3502. current_equip_opt_index = -1;
  3503. }
  3504. if (sc->count && sc->getSCE(SC_ITEMSCRIPT)) {
  3505. std::shared_ptr<item_data> data = item_db.find(sc->getSCE(SC_ITEMSCRIPT)->val1);
  3506. if (data && data->script)
  3507. run_script(data->script, 0, sd->bl.id, 0);
  3508. }
  3509. pc_bonus_script(sd);
  3510. if( sd->pd ) { // Pet Bonus
  3511. struct pet_data *pd = sd->pd;
  3512. std::shared_ptr<s_pet_db> pet_db_ptr = pd->get_pet_db();
  3513. if (pet_db_ptr != nullptr && pet_db_ptr->pet_bonus_script)
  3514. run_script(pet_db_ptr->pet_bonus_script,0,sd->bl.id,0);
  3515. if (pet_db_ptr != nullptr && pd->pet.intimate > 0 && (!battle_config.pet_equip_required || pd->pet.equip > 0) && pd->state.skillbonus == 1 && pd->bonus)
  3516. pc_bonus(sd,pd->bonus->type, pd->bonus->val);
  3517. }
  3518. // param_bonus now holds card bonuses.
  3519. if(base_status->rhw.range < 1) base_status->rhw.range = 1;
  3520. if(base_status->lhw.range < 1) base_status->lhw.range = 1;
  3521. if(base_status->rhw.range < base_status->lhw.range)
  3522. base_status->rhw.range = base_status->lhw.range;
  3523. sd->bonus.double_rate += sd->bonus.double_add_rate;
  3524. sd->bonus.perfect_hit += sd->bonus.perfect_hit_add;
  3525. sd->bonus.splash_range += sd->bonus.splash_add_range;
  3526. // Damage modifiers from weapon type
  3527. if( std::shared_ptr<s_sizefix_db> right_weapon = size_fix_db.find(sd->weapontype1); right_weapon != nullptr ){
  3528. sd->right_weapon.atkmods[SZ_SMALL] = right_weapon->small;
  3529. sd->right_weapon.atkmods[SZ_MEDIUM] = right_weapon->medium;
  3530. sd->right_weapon.atkmods[SZ_BIG] = right_weapon->large;
  3531. }
  3532. if( std::shared_ptr<s_sizefix_db> left_weapon = size_fix_db.find(sd->weapontype2); left_weapon != nullptr ){
  3533. sd->left_weapon.atkmods[SZ_SMALL] = left_weapon->small;
  3534. sd->left_weapon.atkmods[SZ_MEDIUM] = left_weapon->medium;
  3535. sd->left_weapon.atkmods[SZ_BIG] = left_weapon->large;
  3536. }
  3537. if((pc_isriding(sd) || pc_isridingdragon(sd)) &&
  3538. (sd->status.weapon==W_1HSPEAR || sd->status.weapon==W_2HSPEAR))
  3539. { // When Riding with spear, damage modifier to mid-class becomes
  3540. // same as versus large size.
  3541. sd->right_weapon.atkmods[SZ_MEDIUM] = sd->right_weapon.atkmods[SZ_BIG];
  3542. sd->left_weapon.atkmods[SZ_MEDIUM] = sd->left_weapon.atkmods[SZ_BIG];
  3543. }
  3544. // ----- STATS CALCULATION -----
  3545. // Job bonuses
  3546. std::shared_ptr<s_job_info> job_info = job_db.find( pc_mapid2jobid( sd->class_, sd->status.sex ) );
  3547. if( job_info != nullptr ){
  3548. const auto& bonus = job_info->job_bonus[sd->status.job_level-1];
  3549. base_status->str += bonus[PARAM_STR];
  3550. base_status->agi += bonus[PARAM_AGI];
  3551. base_status->vit += bonus[PARAM_VIT];
  3552. base_status->int_ += bonus[PARAM_INT];
  3553. base_status->dex += bonus[PARAM_DEX];
  3554. base_status->luk += bonus[PARAM_LUK];
  3555. base_status->pow += bonus[PARAM_POW];
  3556. base_status->sta += bonus[PARAM_STA];
  3557. base_status->wis += bonus[PARAM_WIS];
  3558. base_status->spl += bonus[PARAM_SPL];
  3559. base_status->con += bonus[PARAM_CON];
  3560. base_status->crt += bonus[PARAM_CRT];
  3561. }
  3562. // If a Super Novice has never died and is at least joblv 70, he gets all stats +10
  3563. if(((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && (sd->status.job_level >= 70 || sd->class_&JOBL_THIRD)) && sd->die_counter == 0) {
  3564. base_status->str += 10;
  3565. base_status->agi += 10;
  3566. base_status->vit += 10;
  3567. base_status->int_+= 10;
  3568. base_status->dex += 10;
  3569. base_status->luk += 10;
  3570. }
  3571. // Absolute modifiers from passive skills
  3572. if(pc_checkskill(sd,BS_HILTBINDING)>0)
  3573. base_status->str++;
  3574. if((skill=pc_checkskill(sd,SA_DRAGONOLOGY))>0)
  3575. base_status->int_ += (skill+1)/2; // +1 INT / 2 lv
  3576. if((skill=pc_checkskill(sd,AC_OWL))>0)
  3577. base_status->dex += skill;
  3578. if((skill = pc_checkskill(sd,RA_RESEARCHTRAP))>0)
  3579. base_status->int_ += skill;
  3580. if (pc_checkskill(sd, SU_POWEROFLAND) > 0)
  3581. base_status->int_ += 20;
  3582. // Bonuses from cards and equipment as well as base stat, remember to avoid overflows.
  3583. i = base_status->str + sd->status.str + sd->indexed_bonus.param_bonus[PARAM_STR] + sd->indexed_bonus.param_equip[PARAM_STR];
  3584. base_status->str = cap_value(i,0,USHRT_MAX);
  3585. i = base_status->agi + sd->status.agi + sd->indexed_bonus.param_bonus[PARAM_AGI] + sd->indexed_bonus.param_equip[PARAM_AGI];
  3586. base_status->agi = cap_value(i,0,USHRT_MAX);
  3587. i = base_status->vit + sd->status.vit + sd->indexed_bonus.param_bonus[PARAM_VIT] + sd->indexed_bonus.param_equip[PARAM_VIT];
  3588. base_status->vit = cap_value(i,0,USHRT_MAX);
  3589. i = base_status->int_+ sd->status.int_+ sd->indexed_bonus.param_bonus[PARAM_INT] + sd->indexed_bonus.param_equip[PARAM_INT];
  3590. base_status->int_ = cap_value(i,0,USHRT_MAX);
  3591. i = base_status->dex + sd->status.dex + sd->indexed_bonus.param_bonus[PARAM_DEX] + sd->indexed_bonus.param_equip[PARAM_DEX];
  3592. base_status->dex = cap_value(i,0,USHRT_MAX);
  3593. i = base_status->luk + sd->status.luk + sd->indexed_bonus.param_bonus[PARAM_LUK] + sd->indexed_bonus.param_equip[PARAM_LUK];
  3594. base_status->luk = cap_value(i,0,USHRT_MAX);
  3595. i = base_status->pow + sd->status.pow + sd->indexed_bonus.param_bonus[PARAM_POW] + sd->indexed_bonus.param_equip[PARAM_POW];
  3596. base_status->pow = cap_value(i, 0, USHRT_MAX);
  3597. i = base_status->sta + sd->status.sta + sd->indexed_bonus.param_bonus[PARAM_STA] + sd->indexed_bonus.param_equip[PARAM_STA];
  3598. base_status->sta = cap_value(i, 0, USHRT_MAX);
  3599. i = base_status->wis + sd->status.wis + sd->indexed_bonus.param_bonus[PARAM_WIS] + sd->indexed_bonus.param_equip[PARAM_WIS];
  3600. base_status->wis = cap_value(i, 0, USHRT_MAX);
  3601. i = base_status->spl + sd->status.spl + sd->indexed_bonus.param_bonus[PARAM_SPL] + sd->indexed_bonus.param_equip[PARAM_SPL];
  3602. base_status->spl = cap_value(i, 0, USHRT_MAX);
  3603. i = base_status->con + sd->status.con + sd->indexed_bonus.param_bonus[PARAM_CON] + sd->indexed_bonus.param_equip[PARAM_CON];
  3604. base_status->con = cap_value(i, 0, USHRT_MAX);
  3605. i = base_status->crt + sd->status.crt + sd->indexed_bonus.param_bonus[PARAM_CRT] + sd->indexed_bonus.param_equip[PARAM_CRT];
  3606. base_status->crt = cap_value(i, 0, USHRT_MAX);
  3607. if (sd->special_state.no_walk_delay) {
  3608. if (sc->getSCE(SC_ENDURE)) {
  3609. if (sc->getSCE(SC_ENDURE)->val4)
  3610. sc->getSCE(SC_ENDURE)->val4 = 0;
  3611. status_change_end(&sd->bl, SC_ENDURE);
  3612. }
  3613. clif_status_load(&sd->bl, EFST_ENDURE, 1);
  3614. base_status->mdef++;
  3615. }
  3616. // ----- CONCENTRATION CALCULATION -----
  3617. if ((skill = pc_checkskill(sd, NW_GRENADE_MASTERY)) > 0)
  3618. base_status->con += skill;
  3619. // ------ ATTACK CALCULATION ------
  3620. // Base batk value is set in status_calc_misc
  3621. #ifndef RENEWAL
  3622. // !FIXME: Weapon-type bonus (Why is the weapon_atk bonus applied to base attack?)
  3623. if (sd->status.weapon < MAX_WEAPON_TYPE && sd->indexed_bonus.weapon_atk[sd->status.weapon])
  3624. base_status->batk += sd->indexed_bonus.weapon_atk[sd->status.weapon];
  3625. // Absolute modifiers from passive skills
  3626. if((skill=pc_checkskill(sd,BS_HILTBINDING))>0)
  3627. base_status->batk += 4;
  3628. #else
  3629. base_status->watk = status_weapon_atk(base_status->rhw);
  3630. base_status->watk2 = status_weapon_atk(base_status->lhw);
  3631. base_status->eatk = sd->bonus.eatk;
  3632. #endif
  3633. // ----- HP MAX CALCULATION -----
  3634. base_status->max_hp = sd->status.max_hp = status_calc_maxhpsp_pc(sd,base_status->vit,true);
  3635. if(battle_config.hp_rate != 100)
  3636. base_status->max_hp = (unsigned int)(battle_config.hp_rate * (base_status->max_hp/100.));
  3637. if (sd->status.base_level < 100)
  3638. base_status->max_hp = cap_value(base_status->max_hp,1,(unsigned int)battle_config.max_hp_lv99);
  3639. else if (sd->status.base_level < 151)
  3640. base_status->max_hp = cap_value(base_status->max_hp,1,(unsigned int)battle_config.max_hp_lv150);
  3641. else
  3642. base_status->max_hp = cap_value(base_status->max_hp,1,(unsigned int)battle_config.max_hp);
  3643. // ----- SP MAX CALCULATION -----
  3644. base_status->max_sp = sd->status.max_sp = status_calc_maxhpsp_pc(sd,base_status->int_,false);
  3645. if(battle_config.sp_rate != 100)
  3646. base_status->max_sp = (unsigned int)(battle_config.sp_rate * (base_status->max_sp/100.));
  3647. base_status->max_sp = cap_value(base_status->max_sp,1,(unsigned int)battle_config.max_sp);
  3648. // ----- AP MAX CALCULATION -----
  3649. base_status->max_ap = sd->status.max_ap = status_calc_maxap_pc(sd);
  3650. if (battle_config.ap_rate != 100)
  3651. base_status->max_ap = (unsigned int)(battle_config.ap_rate * (base_status->max_ap / 100.));
  3652. base_status->max_ap = cap_value(base_status->max_ap, 0, (unsigned int)battle_config.max_ap);
  3653. // ----- RESPAWN HP/SP/AP -----
  3654. // Calc respawn hp and store it on base_status
  3655. if (sd->special_state.restart_full_recover) {
  3656. base_status->hp = base_status->max_hp;
  3657. base_status->sp = base_status->max_sp;
  3658. } else {
  3659. if((sd->class_&MAPID_BASEMASK) == MAPID_NOVICE && !(sd->class_&JOBL_2)
  3660. && battle_config.restart_hp_rate < 50)
  3661. base_status->hp = base_status->max_hp / 2;
  3662. else
  3663. base_status->hp = (int64)base_status->max_hp * battle_config.restart_hp_rate/100;
  3664. if(!base_status->hp)
  3665. base_status->hp = 1;
  3666. base_status->sp = (int64)base_status->max_sp * battle_config.restart_sp_rate /100;
  3667. if( !base_status->sp ) // The minimum for the respawn setting is SP:1
  3668. base_status->sp = 1;
  3669. base_status->ap = (int64)base_status->max_ap * battle_config.restart_ap_rate / 100;
  3670. }
  3671. // ----- MISC CALCULATION -----
  3672. status_calc_misc(&sd->bl, base_status, sd->status.base_level);
  3673. // Equipment modifiers for misc settings
  3674. if(sd->matk_rate < 0)
  3675. sd->matk_rate = 0;
  3676. if(sd->matk_rate != 100) {
  3677. base_status->matk_max = base_status->matk_max * sd->matk_rate/100;
  3678. base_status->matk_min = base_status->matk_min * sd->matk_rate/100;
  3679. }
  3680. if(sd->hit_rate < 0)
  3681. sd->hit_rate = 0;
  3682. if(sd->hit_rate != 100)
  3683. base_status->hit = base_status->hit * sd->hit_rate/100;
  3684. if(sd->flee_rate < 0)
  3685. sd->flee_rate = 0;
  3686. if(sd->flee_rate != 100)
  3687. base_status->flee = base_status->flee * sd->flee_rate/100;
  3688. if(sd->def2_rate < 0)
  3689. sd->def2_rate = 0;
  3690. if(sd->def2_rate != 100)
  3691. base_status->def2 = base_status->def2 * sd->def2_rate/100;
  3692. if(sd->mdef2_rate < 0)
  3693. sd->mdef2_rate = 0;
  3694. if(sd->mdef2_rate != 100)
  3695. base_status->mdef2 = base_status->mdef2 * sd->mdef2_rate/100;
  3696. if(sd->critical_rate < 0)
  3697. sd->critical_rate = 0;
  3698. if(sd->critical_rate != 100)
  3699. base_status->cri = cap_value(base_status->cri * sd->critical_rate/100,SHRT_MIN,SHRT_MAX);
  3700. if (pc_checkskill(sd, SU_POWEROFLIFE) > 0)
  3701. base_status->cri += 200;
  3702. if(sd->flee2_rate < 0)
  3703. sd->flee2_rate = 0;
  3704. if(sd->flee2_rate != 100)
  3705. base_status->flee2 = base_status->flee2 * sd->flee2_rate/100;
  3706. if (sd->patk_rate < 0)
  3707. sd->patk_rate = 0;
  3708. if (sd->patk_rate != 100)
  3709. base_status->patk = base_status->patk * sd->patk_rate / 100;
  3710. if (sd->smatk_rate < 0)
  3711. sd->smatk_rate = 0;
  3712. if (sd->smatk_rate != 100)
  3713. base_status->smatk = base_status->smatk * sd->smatk_rate / 100;
  3714. if (sd->res_rate < 0)
  3715. sd->res_rate = 0;
  3716. if (sd->res_rate != 100)
  3717. base_status->res = base_status->res * sd->res_rate / 100;
  3718. if (sd->mres_rate < 0)
  3719. sd->mres_rate = 0;
  3720. if (sd->mres_rate != 100)
  3721. base_status->mres = base_status->mres * sd->mres_rate / 100;
  3722. if (sd->hplus_rate < 0)
  3723. sd->hplus_rate = 0;
  3724. if (sd->hplus_rate != 100)
  3725. base_status->hplus = base_status->hplus * sd->hplus_rate / 100;
  3726. if (sd->crate_rate < 0)
  3727. sd->crate_rate = 0;
  3728. if (sd->crate_rate != 100)
  3729. base_status->crate = base_status->crate * sd->crate_rate / 100;
  3730. // ----- HIT CALCULATION -----
  3731. // Absolute modifiers from passive skills
  3732. #ifndef RENEWAL
  3733. if((skill=pc_checkskill(sd,BS_WEAPONRESEARCH))>0)
  3734. base_status->hit += skill*2;
  3735. #endif
  3736. if((skill=pc_checkskill(sd,AC_VULTURE))>0) {
  3737. #ifndef RENEWAL
  3738. base_status->hit += skill;
  3739. #endif
  3740. if(sd->status.weapon == W_BOW)
  3741. base_status->rhw.range += skill;
  3742. }
  3743. if(sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE) {
  3744. if((skill=pc_checkskill(sd,GS_SINGLEACTION))>0)
  3745. base_status->hit += 2*skill;
  3746. if((skill=pc_checkskill(sd,GS_SNAKEEYE))>0) {
  3747. base_status->hit += skill;
  3748. base_status->rhw.range += skill;
  3749. }
  3750. }
  3751. if((sd->status.weapon == W_1HAXE || sd->status.weapon == W_2HAXE) && (skill = pc_checkskill(sd,NC_TRAININGAXE)) > 0)
  3752. base_status->hit += skill * 3;
  3753. if((sd->status.weapon == W_MACE || sd->status.weapon == W_2HMACE) && (skill = pc_checkskill(sd,NC_TRAININGAXE)) > 0)
  3754. base_status->hit += skill * 2;
  3755. if (pc_checkskill(sd, SU_POWEROFLIFE) > 0)
  3756. base_status->hit += 20;
  3757. if ((skill = pc_checkskill_imperial_guard(sd, 2)) > 0)// IG_SPEAR_SWORD_M
  3758. base_status->hit += skill * 3;
  3759. if ((skill = pc_checkskill(sd, SU_SOULATTACK)) > 0)
  3760. base_status->rhw.range += skill_get_range2(&sd->bl, SU_SOULATTACK, skill, true);
  3761. // ----- FLEE CALCULATION -----
  3762. // Absolute modifiers from passive skills
  3763. if((skill=pc_checkskill(sd,TF_MISS))>0)
  3764. base_status->flee += skill*(sd->class_&JOBL_2 && (sd->class_&MAPID_BASEMASK) == MAPID_THIEF? 4 : 3);
  3765. if((skill=pc_checkskill(sd,MO_DODGE))>0)
  3766. base_status->flee += (skill*3) / 2;
  3767. if (pc_checkskill(sd, SU_POWEROFLIFE) > 0)
  3768. base_status->flee += 20;
  3769. if ((skill = pc_checkskill(sd, SHC_SHADOW_SENSE)) > 0)
  3770. base_status->flee += skill * 10;
  3771. // ----- CRITICAL CALCULATION -----
  3772. #ifdef RENEWAL
  3773. if ((skill = pc_checkskill(sd, DC_DANCINGLESSON)) > 0)
  3774. base_status->cri += skill * 10;
  3775. if ((skill = pc_checkskill(sd, PR_MACEMASTERY)) > 0 && (sd->status.weapon == W_MACE || sd->status.weapon == W_2HMACE))
  3776. base_status->cri += skill * 10;
  3777. #endif
  3778. if ((skill = pc_checkskill(sd, SHC_SHADOW_SENSE)) > 0)
  3779. {
  3780. if (sd->status.weapon == W_DAGGER || sd->status.weapon == W_DOUBLE_DD ||
  3781. sd->status.weapon == W_DOUBLE_DS || sd->status.weapon == W_DOUBLE_DA)
  3782. base_status->cri += 100 + skill * 40;
  3783. else if (sd->status.weapon == W_KATAR)
  3784. base_status->cri += 50 + skill * 20;
  3785. }
  3786. // ----- P.Atk/S.Matk CALCULATION -----
  3787. if ((skill = pc_checkskill(sd, TR_STAGE_MANNER)) > 0 && (sd->status.weapon == W_BOW || sd->status.weapon == W_MUSICAL || sd->status.weapon == W_WHIP)) {
  3788. base_status->patk += skill * 3;
  3789. base_status->smatk += skill * 3;
  3790. }
  3791. if ((skill = pc_checkskill(sd, HN_SELFSTUDY_TATICS)) > 0)
  3792. base_status->patk += skill;
  3793. if ((skill = pc_checkskill(sd, HN_SELFSTUDY_SOCERY)) > 0)
  3794. base_status->smatk += skill;
  3795. if ((skill = pc_checkskill(sd, NW_P_F_I)) > 0 && (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE))
  3796. base_status->patk += skill + 2;
  3797. // 2-Handed Staff Mastery
  3798. if( sd->status.weapon == W_2HSTAFF && ( skill = pc_checkskill( sd, AG_TWOHANDSTAFF ) ) > 0 ){
  3799. base_status->smatk += skill * 2;
  3800. }
  3801. // ----- PHYSICAL RESISTANCE CALCULATION -----
  3802. if ((skill = pc_checkskill_imperial_guard(sd, 1)) > 0)// IG_SHIELD_MASTERY
  3803. base_status->res += skill * 3;
  3804. // ----- EQUIPMENT-DEF CALCULATION -----
  3805. // Apply relative modifiers from equipment
  3806. if(sd->def_rate < 0)
  3807. sd->def_rate = 0;
  3808. if(sd->def_rate != 100) {
  3809. i = base_status->def * sd->def_rate/100;
  3810. base_status->def = cap_value(i, DEFTYPE_MIN, DEFTYPE_MAX);
  3811. }
  3812. if(pc_ismadogear(sd) && pc_checkskill(sd, NC_MAINFRAME) > 0)
  3813. base_status->def += 20 + (pc_checkskill(sd, NC_MAINFRAME) * 20);
  3814. #ifndef RENEWAL
  3815. if (!battle_config.weapon_defense_type && base_status->def > battle_config.max_def) {
  3816. base_status->def2 += battle_config.over_def_bonus*(base_status->def -battle_config.max_def);
  3817. base_status->def = (unsigned char)battle_config.max_def;
  3818. }
  3819. #endif
  3820. // ----- EQUIPMENT-MDEF CALCULATION -----
  3821. // Apply relative modifiers from equipment
  3822. if(sd->mdef_rate < 0)
  3823. sd->mdef_rate = 0;
  3824. if(sd->mdef_rate != 100) {
  3825. i = base_status->mdef * sd->mdef_rate/100;
  3826. base_status->mdef = cap_value(i, DEFTYPE_MIN, DEFTYPE_MAX);
  3827. }
  3828. #ifndef RENEWAL
  3829. if (!battle_config.magic_defense_type && base_status->mdef > battle_config.max_def) {
  3830. base_status->mdef2 += battle_config.over_def_bonus*(base_status->mdef -battle_config.max_def);
  3831. base_status->mdef = (signed char)battle_config.max_def;
  3832. }
  3833. #endif
  3834. // ----- ASPD CALCULATION -----
  3835. /// Unlike other stats, ASPD rate modifiers from skills/SCs/items/etc are first all added together, then the final modifier is applied
  3836. // Basic ASPD value
  3837. i = status_base_amotion_pc(sd,base_status);
  3838. base_status->amotion = cap_value(i,pc_maxaspd(sd),2000);
  3839. // Relative modifiers from passive skills
  3840. // Renewal modifiers are handled in status_base_amotion_pc
  3841. #ifndef RENEWAL_ASPD
  3842. if((skill=pc_checkskill(sd,SA_ADVANCEDBOOK))>0 && sd->status.weapon == W_BOOK)
  3843. base_status->aspd_rate -= 5*skill;
  3844. if ((skill = pc_checkskill(sd,SG_DEVIL)) > 0 && ((sd->class_&MAPID_THIRDMASK) == MAPID_STAR_EMPEROR || pc_is_maxjoblv(sd)))
  3845. base_status->aspd_rate -= 30*skill;
  3846. if((skill=pc_checkskill(sd,GS_SINGLEACTION))>0 &&
  3847. (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE))
  3848. base_status->aspd_rate -= ((skill+1)/2) * 10;
  3849. if(pc_isriding(sd))
  3850. base_status->aspd_rate += 500-100*pc_checkskill(sd,KN_CAVALIERMASTERY);
  3851. else if(pc_isridingdragon(sd))
  3852. base_status->aspd_rate += 250-50*pc_checkskill(sd,RK_DRAGONTRAINING);
  3853. #endif
  3854. base_status->adelay = 2*base_status->amotion;
  3855. // ----- DMOTION -----
  3856. i = 800-base_status->agi*4;
  3857. base_status->dmotion = cap_value(i, 400, 800);
  3858. if(battle_config.pc_damage_delay_rate != 100)
  3859. base_status->dmotion = base_status->dmotion*battle_config.pc_damage_delay_rate/100;
  3860. // ----- MISC CALCULATIONS -----
  3861. // Weight
  3862. status_calc_weight(sd, CALCWT_MAXBONUS);
  3863. status_calc_cart_weight(sd, CALCWT_MAXBONUS);
  3864. if (pc_checkskill(sd, SM_MOVINGRECOVERY) > 0 || pc_ismadogear(sd))
  3865. sd->regen.state.walk = 1;
  3866. else
  3867. sd->regen.state.walk = 0;
  3868. // Skill SP cost
  3869. if((skill=pc_checkskill(sd,HP_MANARECHARGE))>0 )
  3870. sd->dsprate -= 4*skill;
  3871. if(sc->getSCE(SC_SERVICE4U))
  3872. sd->dsprate -= sc->getSCE(SC_SERVICE4U)->val3;
  3873. if(sc->getSCE(SC_SPCOST_RATE))
  3874. sd->dsprate -= sc->getSCE(SC_SPCOST_RATE)->val1;
  3875. // Underflow protections.
  3876. if(sd->dsprate < 0)
  3877. sd->dsprate = 0;
  3878. if(sd->castrate < 0)
  3879. sd->castrate = 0;
  3880. if(sd->hprecov_rate < 0)
  3881. sd->hprecov_rate = 0;
  3882. if(sd->sprecov_rate < 0)
  3883. sd->sprecov_rate = 0;
  3884. // Anti-element and anti-race
  3885. if((skill=pc_checkskill(sd,CR_TRUST))>0)
  3886. sd->indexed_bonus.subele[ELE_HOLY] += skill*5;
  3887. if((skill=pc_checkskill(sd,BS_SKINTEMPER))>0) {
  3888. sd->indexed_bonus.subele[ELE_NEUTRAL] += skill;
  3889. sd->indexed_bonus.subele[ELE_FIRE] += skill*5;
  3890. }
  3891. if((skill=pc_checkskill(sd,SA_DRAGONOLOGY))>0) {
  3892. uint8 dragon_matk = skill * 2;
  3893. skill = skill * 4;
  3894. sd->right_weapon.addrace[RC_DRAGON]+=skill;
  3895. if( !battle_config.left_cardfix_to_right ){
  3896. sd->left_weapon.addrace[RC_DRAGON] += skill;
  3897. }
  3898. sd->indexed_bonus.magic_addrace[RC_DRAGON]+=dragon_matk;
  3899. sd->indexed_bonus.subrace[RC_DRAGON]+=skill;
  3900. }
  3901. if ((skill = pc_checkskill(sd, AB_EUCHARISTICA)) > 0) {
  3902. sd->right_weapon.addrace[RC_DEMON] += skill;
  3903. sd->right_weapon.addele[ELE_DARK] += skill;
  3904. if( !battle_config.left_cardfix_to_right ){
  3905. sd->left_weapon.addrace[RC_DEMON] += skill;
  3906. sd->left_weapon.addele[ELE_DARK] += skill;
  3907. }
  3908. sd->indexed_bonus.magic_addrace[RC_DEMON] += skill;
  3909. sd->indexed_bonus.magic_addele[ELE_DARK] += skill;
  3910. sd->indexed_bonus.subrace[RC_DEMON] += skill;
  3911. sd->indexed_bonus.subele[ELE_DARK] += skill;
  3912. }
  3913. if ((skill = pc_checkskill(sd, DK_TWOHANDDEF)) > 0 && (sd->status.weapon == W_2HSWORD || sd->status.weapon == W_2HSPEAR || sd->status.weapon == W_2HAXE)) {
  3914. uint8 defense_bonus[SZ_MAX][10] = {
  3915. { 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 }, // SZ_SMALL
  3916. { 2, 3, 5, 6, 8, 9, 11, 12, 14, 15 }, // SZ_MEDIUM
  3917. { 3, 5, 7, 9, 10, 12, 13, 15, 16, 18 }, // SZ_BIG
  3918. { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } // SZ_ALL
  3919. };
  3920. for( uint8 size = SZ_SMALL; size < SZ_MAX; size++ ){
  3921. sd->indexed_bonus.weapon_subsize[size] += defense_bonus[size][skill - 1];
  3922. }
  3923. }
  3924. if ((skill = pc_checkskill(sd, IQ_WILL_OF_FAITH)) > 0 && sd->status.weapon == W_KNUCKLE) {
  3925. uint8 race_atk[10] = { 3, 4, 5, 6, 7, 8, 9, 10, 11, 12 };
  3926. uint8 race_def[10] = { 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 };
  3927. sd->right_weapon.addrace[RC_UNDEAD] += race_atk[skill - 1];
  3928. sd->right_weapon.addrace[RC_DEMON] += race_atk[skill - 1];
  3929. if( !battle_config.left_cardfix_to_right ){
  3930. sd->left_weapon.addrace[RC_UNDEAD] += race_atk[skill - 1];
  3931. sd->left_weapon.addrace[RC_DEMON] += race_atk[skill - 1];
  3932. }
  3933. sd->indexed_bonus.subrace[RC_UNDEAD] += race_def[skill - 1];
  3934. sd->indexed_bonus.subrace[RC_DEMON] += race_def[skill - 1];
  3935. }
  3936. 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)) {
  3937. uint8 attack_bonus[SZ_MAX][10] = {
  3938. { 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 }, // SZ_SMALL
  3939. { 2, 3, 5, 6, 8, 9, 11, 12, 14, 15 }, // SZ_MEDIUM
  3940. { 3, 5, 7, 9, 10, 12, 13, 15, 16, 18 }, // SZ_BIG
  3941. { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } // SZ_ALL
  3942. };
  3943. for( uint8 size = SZ_SMALL; size < SZ_MAX; size++ ){
  3944. sd->right_weapon.addsize[size] += attack_bonus[size][skill - 1];
  3945. if( !battle_config.left_cardfix_to_right ){
  3946. sd->left_weapon.addsize[size] += attack_bonus[size][skill - 1];
  3947. }
  3948. }
  3949. }
  3950. if ((skill = pc_checkskill(sd, CD_FIDUS_ANIMUS)) > 0) {
  3951. uint8 holy_matk[10] = { 1, 3, 4, 6, 7, 9, 10, 12, 13, 15 };
  3952. sd->indexed_bonus.magic_atk_ele[ELE_HOLY] += holy_matk[skill - 1];
  3953. }
  3954. if ((skill = pc_checkskill(sd, MT_TWOAXEDEF)) > 0 && sd->status.weapon == W_2HAXE) {
  3955. uint8 defense_bonus[SZ_MAX][10] = {
  3956. { 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 }, // SZ_SMALL
  3957. { 2, 3, 5, 6, 8, 9, 11, 12, 14, 15 }, // SZ_MEDIUM
  3958. { 3, 5, 7, 9, 10, 12, 13, 15, 16, 18 }, // SZ_BIG
  3959. { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } // SZ_ALL
  3960. };
  3961. for( uint8 size = SZ_SMALL; size < SZ_MAX; size++ ){
  3962. sd->indexed_bonus.weapon_subsize[size] += defense_bonus[size][skill - 1];
  3963. }
  3964. }
  3965. 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)) {
  3966. uint8 attack_bonus[SZ_MAX][10] = {
  3967. { 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 }, // SZ_SMALL
  3968. { 2, 3, 5, 6, 8, 9, 11, 12, 14, 15 }, // SZ_MEDIUM
  3969. { 2, 4, 6, 8, 10, 12, 14, 16, 18, 20 }, // SZ_BIG
  3970. { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } // SZ_ALL
  3971. };
  3972. for( uint8 size = SZ_SMALL; size < SZ_MAX; size++ ){
  3973. sd->right_weapon.addsize[size] += attack_bonus[size][skill - 1];
  3974. if( !battle_config.left_cardfix_to_right ){
  3975. sd->left_weapon.addsize[size] += attack_bonus[size][skill - 1];
  3976. }
  3977. }
  3978. }
  3979. 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)) {
  3980. uint8 attack_bonus[SZ_MAX][10] = {
  3981. { 2, 3, 5, 6, 8, 9, 11, 12, 14, 15 }, // SZ_SMALL
  3982. { 2, 3, 5, 6, 8, 9, 11, 12, 14, 15 }, // SZ_MEDIUM
  3983. { 2, 3, 5, 6, 8, 9, 11, 12, 14, 15 }, // SZ_BIG
  3984. { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } // SZ_ALL
  3985. };
  3986. for( uint8 size = SZ_SMALL; size < SZ_MAX; size++ ){
  3987. sd->indexed_bonus.magic_addsize[size] += attack_bonus[size][skill - 1];
  3988. }
  3989. }
  3990. if ((skill = pc_checkskill(sd, EM_MAGIC_BOOK_M)) > 0 && sd->status.weapon == W_BOOK) {
  3991. sd->indexed_bonus.magic_atk_ele[ELE_WATER] += skill;
  3992. sd->indexed_bonus.magic_atk_ele[ELE_EARTH] += skill;
  3993. sd->indexed_bonus.magic_atk_ele[ELE_FIRE] += skill;
  3994. sd->indexed_bonus.magic_atk_ele[ELE_WIND] += skill;
  3995. sd->indexed_bonus.magic_atk_ele[ELE_POISON] += skill;
  3996. }
  3997. if(sc->count) {
  3998. if(sc->getSCE(SC_CONCENTRATE)) { // Update the card-bonus data
  3999. sc->getSCE(SC_CONCENTRATE)->val3 = sd->indexed_bonus.param_bonus[1]; // Agi
  4000. sc->getSCE(SC_CONCENTRATE)->val4 = sd->indexed_bonus.param_bonus[4]; // Dex
  4001. }
  4002. if(sc->getSCE(SC_SIEGFRIED)) {
  4003. i = sc->getSCE(SC_SIEGFRIED)->val2;
  4004. sd->indexed_bonus.subele[ELE_WATER] += i;
  4005. sd->indexed_bonus.subele[ELE_EARTH] += i;
  4006. sd->indexed_bonus.subele[ELE_FIRE] += i;
  4007. sd->indexed_bonus.subele[ELE_WIND] += i;
  4008. #ifndef RENEWAL
  4009. sd->indexed_bonus.subele[ELE_POISON] += i;
  4010. sd->indexed_bonus.subele[ELE_HOLY] += i;
  4011. sd->indexed_bonus.subele[ELE_DARK] += i;
  4012. sd->indexed_bonus.subele[ELE_GHOST] += i;
  4013. sd->indexed_bonus.subele[ELE_UNDEAD] += i;
  4014. #endif
  4015. }
  4016. #ifdef RENEWAL
  4017. if (sc->getSCE(SC_BASILICA)) {
  4018. i = sc->getSCE(SC_BASILICA)->val1 * 5;
  4019. sd->right_weapon.addele[ELE_DARK] += i;
  4020. sd->right_weapon.addele[ELE_UNDEAD] += i;
  4021. if( !battle_config.left_cardfix_to_right ){
  4022. sd->left_weapon.addele[ELE_DARK] += i;
  4023. sd->left_weapon.addele[ELE_UNDEAD] += i;
  4024. }
  4025. sd->indexed_bonus.magic_atk_ele[ELE_HOLY] += sc->getSCE(SC_BASILICA)->val1 * 3;
  4026. }
  4027. if (sc->getSCE(SC_FIREWEAPON))
  4028. sd->indexed_bonus.magic_atk_ele[ELE_FIRE] += sc->getSCE(SC_FIREWEAPON)->val1;
  4029. if (sc->getSCE(SC_WINDWEAPON))
  4030. sd->indexed_bonus.magic_atk_ele[ELE_WIND] += sc->getSCE(SC_WINDWEAPON)->val1;
  4031. if (sc->getSCE(SC_WATERWEAPON))
  4032. sd->indexed_bonus.magic_atk_ele[ELE_WATER] += sc->getSCE(SC_WATERWEAPON)->val1;
  4033. if (sc->getSCE(SC_EARTHWEAPON))
  4034. sd->indexed_bonus.magic_atk_ele[ELE_EARTH] += sc->getSCE(SC_EARTHWEAPON)->val1;
  4035. #endif
  4036. if(sc->getSCE(SC_PROVIDENCE)) {
  4037. sd->indexed_bonus.subele[ELE_HOLY] += sc->getSCE(SC_PROVIDENCE)->val2;
  4038. sd->indexed_bonus.subrace[RC_DEMON] += sc->getSCE(SC_PROVIDENCE)->val2;
  4039. }
  4040. if (sc->getSCE(SC_GEFFEN_MAGIC1)) {
  4041. sd->right_weapon.addrace[RC_PLAYER_HUMAN] += sc->getSCE(SC_GEFFEN_MAGIC1)->val1;
  4042. sd->right_weapon.addrace[RC_DEMIHUMAN] += sc->getSCE(SC_GEFFEN_MAGIC1)->val1;
  4043. if( !battle_config.left_cardfix_to_right ){
  4044. sd->left_weapon.addrace[RC_PLAYER_HUMAN] += sc->getSCE( SC_GEFFEN_MAGIC1 )->val1;
  4045. sd->left_weapon.addrace[RC_DEMIHUMAN] += sc->getSCE( SC_GEFFEN_MAGIC1 )->val1;
  4046. }
  4047. }
  4048. if (sc->getSCE(SC_GEFFEN_MAGIC2)) {
  4049. sd->indexed_bonus.magic_addrace[RC_PLAYER_HUMAN] += sc->getSCE(SC_GEFFEN_MAGIC2)->val1;
  4050. sd->indexed_bonus.magic_addrace[RC_DEMIHUMAN] += sc->getSCE(SC_GEFFEN_MAGIC2)->val1;
  4051. }
  4052. if(sc->getSCE(SC_GEFFEN_MAGIC3)) {
  4053. sd->indexed_bonus.subrace[RC_PLAYER_HUMAN] += sc->getSCE(SC_GEFFEN_MAGIC3)->val1;
  4054. sd->indexed_bonus.subrace[RC_DEMIHUMAN] += sc->getSCE(SC_GEFFEN_MAGIC3)->val1;
  4055. }
  4056. if(sc->getSCE(SC_ARMOR_ELEMENT_WATER)) { // This status change should grant card-type elemental resist.
  4057. sd->indexed_bonus.subele[ELE_WATER] += sc->getSCE(SC_ARMOR_ELEMENT_WATER)->val1;
  4058. sd->indexed_bonus.subele[ELE_EARTH] += sc->getSCE(SC_ARMOR_ELEMENT_WATER)->val2;
  4059. sd->indexed_bonus.subele[ELE_FIRE] += sc->getSCE(SC_ARMOR_ELEMENT_WATER)->val3;
  4060. sd->indexed_bonus.subele[ELE_WIND] += sc->getSCE(SC_ARMOR_ELEMENT_WATER)->val4;
  4061. }
  4062. if(sc->getSCE(SC_ARMOR_ELEMENT_EARTH)) { // This status change should grant card-type elemental resist.
  4063. sd->indexed_bonus.subele[ELE_WATER] += sc->getSCE(SC_ARMOR_ELEMENT_EARTH)->val1;
  4064. sd->indexed_bonus.subele[ELE_EARTH] += sc->getSCE(SC_ARMOR_ELEMENT_EARTH)->val2;
  4065. sd->indexed_bonus.subele[ELE_FIRE] += sc->getSCE(SC_ARMOR_ELEMENT_EARTH)->val3;
  4066. sd->indexed_bonus.subele[ELE_WIND] += sc->getSCE(SC_ARMOR_ELEMENT_EARTH)->val4;
  4067. }
  4068. if(sc->getSCE(SC_ARMOR_ELEMENT_FIRE)) { // This status change should grant card-type elemental resist.
  4069. sd->indexed_bonus.subele[ELE_WATER] += sc->getSCE(SC_ARMOR_ELEMENT_FIRE)->val1;
  4070. sd->indexed_bonus.subele[ELE_EARTH] += sc->getSCE(SC_ARMOR_ELEMENT_FIRE)->val2;
  4071. sd->indexed_bonus.subele[ELE_FIRE] += sc->getSCE(SC_ARMOR_ELEMENT_FIRE)->val3;
  4072. sd->indexed_bonus.subele[ELE_WIND] += sc->getSCE(SC_ARMOR_ELEMENT_FIRE)->val4;
  4073. }
  4074. if(sc->getSCE(SC_ARMOR_ELEMENT_WIND)) { // This status change should grant card-type elemental resist.
  4075. sd->indexed_bonus.subele[ELE_WATER] += sc->getSCE(SC_ARMOR_ELEMENT_WIND)->val1;
  4076. sd->indexed_bonus.subele[ELE_EARTH] += sc->getSCE(SC_ARMOR_ELEMENT_WIND)->val2;
  4077. sd->indexed_bonus.subele[ELE_FIRE] += sc->getSCE(SC_ARMOR_ELEMENT_WIND)->val3;
  4078. sd->indexed_bonus.subele[ELE_WIND] += sc->getSCE(SC_ARMOR_ELEMENT_WIND)->val4;
  4079. }
  4080. if(sc->getSCE(SC_ARMOR_RESIST)) { // Undead Scroll
  4081. sd->indexed_bonus.subele[ELE_WATER] += sc->getSCE(SC_ARMOR_RESIST)->val1;
  4082. sd->indexed_bonus.subele[ELE_EARTH] += sc->getSCE(SC_ARMOR_RESIST)->val2;
  4083. sd->indexed_bonus.subele[ELE_FIRE] += sc->getSCE(SC_ARMOR_RESIST)->val3;
  4084. sd->indexed_bonus.subele[ELE_WIND] += sc->getSCE(SC_ARMOR_RESIST)->val4;
  4085. }
  4086. if( sc->getSCE(SC_FIRE_CLOAK_OPTION) ) {
  4087. i = sc->getSCE(SC_FIRE_CLOAK_OPTION)->val2;
  4088. sd->indexed_bonus.subele[ELE_FIRE] += i;
  4089. sd->indexed_bonus.subele[ELE_WATER] -= i;
  4090. }
  4091. if( sc->getSCE(SC_WATER_DROP_OPTION) ) {
  4092. i = sc->getSCE(SC_WATER_DROP_OPTION)->val2;
  4093. sd->indexed_bonus.subele[ELE_WATER] += i;
  4094. sd->indexed_bonus.subele[ELE_WIND] -= i;
  4095. }
  4096. if( sc->getSCE(SC_WIND_CURTAIN_OPTION) ) {
  4097. i = sc->getSCE(SC_WIND_CURTAIN_OPTION)->val2;
  4098. sd->indexed_bonus.subele[ELE_WIND] += i;
  4099. sd->indexed_bonus.subele[ELE_EARTH] -= i;
  4100. }
  4101. if( sc->getSCE(SC_STONE_SHIELD_OPTION) ) {
  4102. i = sc->getSCE(SC_STONE_SHIELD_OPTION)->val2;
  4103. sd->indexed_bonus.subele[ELE_EARTH] += i;
  4104. sd->indexed_bonus.subele[ELE_FIRE] -= i;
  4105. }
  4106. if (sc->getSCE(SC_MTF_MLEATKED) )
  4107. sd->indexed_bonus.subele[ELE_NEUTRAL] += sc->getSCE(SC_MTF_MLEATKED)->val3;
  4108. if (sc->getSCE(SC_MTF_CRIDAMAGE))
  4109. sd->bonus.crit_atk_rate += sc->getSCE(SC_MTF_CRIDAMAGE)->val1;
  4110. if (sc->getSCE(SC_GLASTHEIM_ATK)) {
  4111. sd->indexed_bonus.ignore_mdef_by_race[RC_UNDEAD] += sc->getSCE(SC_GLASTHEIM_ATK)->val1;
  4112. sd->indexed_bonus.ignore_mdef_by_race[RC_DEMON] += sc->getSCE(SC_GLASTHEIM_ATK)->val1;
  4113. }
  4114. if (sc->getSCE(SC_LAUDARAMUS))
  4115. sd->bonus.crit_atk_rate += 5 * sc->getSCE(SC_LAUDARAMUS)->val1;
  4116. #ifdef RENEWAL
  4117. if (sc->getSCE(SC_FORTUNE))
  4118. sd->bonus.crit_atk_rate += 2 * sc->getSCE(SC_FORTUNE)->val1;
  4119. #endif
  4120. if (sc->getSCE(SC_SYMPHONYOFLOVER)) {
  4121. sd->indexed_bonus.subele[ELE_GHOST] += sc->getSCE(SC_SYMPHONYOFLOVER)->val1 * 3;
  4122. sd->indexed_bonus.subele[ELE_HOLY] += sc->getSCE(SC_SYMPHONYOFLOVER)->val1 * 3;
  4123. }
  4124. if (sc->getSCE(SC_PYREXIA) && sc->getSCE(SC_PYREXIA)->val3 == 0)
  4125. sd->bonus.crit_atk_rate += sc->getSCE(SC_PYREXIA)->val2;
  4126. if (sc->getSCE(SC_LUXANIMA)) {
  4127. pc_bonus2(sd, SP_ADDSIZE, SZ_ALL, sc->getSCE(SC_LUXANIMA)->val3);
  4128. sd->bonus.crit_atk_rate += sc->getSCE(SC_LUXANIMA)->val3;
  4129. sd->bonus.short_attack_atk_rate += sc->getSCE(SC_LUXANIMA)->val3;
  4130. sd->bonus.long_attack_atk_rate += sc->getSCE(SC_LUXANIMA)->val3;
  4131. }
  4132. if (sc->getSCE(SC_STRIKING))
  4133. sd->bonus.perfect_hit += 20 + 10 * pc_checkskill(sd, SO_STRIKING);
  4134. if( sc->getSCE( SC_RUSH_QUAKE2 ) ){
  4135. sd->bonus.short_attack_atk_rate += 5 * sc->getSCE( SC_RUSH_QUAKE2 )->val1;
  4136. sd->bonus.long_attack_atk_rate += 5 * sc->getSCE( SC_RUSH_QUAKE2 )->val1;
  4137. }
  4138. if (sc->getSCE(SC_HIDDEN_CARD))
  4139. sd->bonus.long_attack_atk_rate += sc->getSCE(SC_HIDDEN_CARD)->val3;
  4140. if (sc->getSCE(SC_DEADLY_DEFEASANCE))
  4141. sd->special_state.no_magic_damage = 0;
  4142. if (sc->getSCE(SC_CLIMAX_DES_HU))
  4143. sd->indexed_bonus.magic_atk_ele[ELE_WIND] += 30;
  4144. if (sc->getSCE(SC_CLIMAX_EARTH))
  4145. sd->indexed_bonus.subele[ELE_EARTH] -= 100;
  4146. if (sc->getSCE(SC_CLIMAX_BLOOM))
  4147. sd->indexed_bonus.subele[ELE_FIRE] -= 100;
  4148. if (sc->getSCE(SC_CLIMAX_CRYIMP)) {
  4149. sd->indexed_bonus.subele[ELE_WATER] += 30;
  4150. sd->indexed_bonus.magic_atk_ele[ELE_WATER] += 30;
  4151. }
  4152. if (sc->getSCE(SC_SINCERE_FAITH))
  4153. sd->bonus.perfect_hit += sc->getSCE(SC_SINCERE_FAITH)->val3;
  4154. if (sc->getSCE(SC_HOLY_S)) {
  4155. sd->indexed_bonus.subele[ELE_DARK] += sc->getSCE(SC_HOLY_S)->val2;
  4156. sd->indexed_bonus.subele[ELE_UNDEAD] += sc->getSCE(SC_HOLY_S)->val2;
  4157. sd->indexed_bonus.magic_atk_ele[ELE_HOLY] += sc->getSCE(SC_HOLY_S)->val2;
  4158. }
  4159. if (sc->getSCE(SC_SUMMON_ELEMENTAL_ARDOR))
  4160. sd->indexed_bonus.magic_atk_ele[ELE_FIRE] += 10;
  4161. if (sc->getSCE(SC_SUMMON_ELEMENTAL_DILUVIO))
  4162. sd->indexed_bonus.magic_atk_ele[ELE_WATER] += 10;
  4163. if (sc->getSCE(SC_SUMMON_ELEMENTAL_PROCELLA))
  4164. sd->indexed_bonus.magic_atk_ele[ELE_WIND] += 10;
  4165. if (sc->getSCE(SC_SUMMON_ELEMENTAL_TERREMOTUS))
  4166. sd->indexed_bonus.magic_atk_ele[ELE_EARTH] += 10;
  4167. if (sc->getSCE(SC_SUMMON_ELEMENTAL_SERPENS))
  4168. sd->indexed_bonus.magic_atk_ele[ELE_POISON] += 10;
  4169. if (sc->getSCE(SC_FLAMEARMOR_OPTION)) {
  4170. sd->indexed_bonus.subele[ELE_FIRE] += 100;
  4171. sd->indexed_bonus.subele[ELE_WATER] -= 30;
  4172. }
  4173. if (sc->getSCE(SC_CRYSTAL_ARMOR_OPTION)) {
  4174. sd->indexed_bonus.subele[ELE_WATER] += 100;
  4175. sd->indexed_bonus.subele[ELE_WIND] -= 30;
  4176. }
  4177. if (sc->getSCE(SC_EYES_OF_STORM_OPTION)) {
  4178. sd->indexed_bonus.subele[ELE_WIND] += 100;
  4179. sd->indexed_bonus.subele[ELE_EARTH] -= 30;
  4180. }
  4181. if (sc->getSCE(SC_STRONG_PROTECTION_OPTION)) {
  4182. sd->indexed_bonus.subele[ELE_EARTH] += 100;
  4183. sd->indexed_bonus.subele[ELE_FIRE] -= 30;
  4184. }
  4185. if (sc->getSCE(SC_POISON_SHIELD_OPTION)) {
  4186. sd->indexed_bonus.subele[ELE_POISON] += 100;
  4187. sd->indexed_bonus.subele[ELE_HOLY] -= 30;
  4188. }
  4189. if (sc->getSCE(SC_INFINITY_DRINK)) {
  4190. sd->bonus.crit_atk_rate += 5;
  4191. sd->bonus.long_attack_atk_rate += 5;
  4192. sd->indexed_bonus.magic_atk_ele[ELE_ALL] += 5;
  4193. sd->special_state.no_castcancel = 1;
  4194. }
  4195. if(sc->getSCE(SC_MENTAL_POTION))
  4196. sd->dsprate -= sc->getSCE(SC_MENTAL_POTION)->val1;
  4197. if (sc->getSCE(SC_LIMIT_POWER_BOOSTER)) {
  4198. pc_bonus(sd, SP_ATK_RATE, 1);
  4199. pc_bonus(sd, SP_MATK_RATE, 1);
  4200. sd->dsprate -= 5;
  4201. sd->bonus.fixcastrate -= sc->getSCE(SC_LIMIT_POWER_BOOSTER)->val1;
  4202. }
  4203. if (sc->getSCE(SC_COMBAT_PILL)) {
  4204. pc_bonus(sd, SP_ATK_RATE, sc->getSCE(SC_COMBAT_PILL)->val1);
  4205. pc_bonus(sd, SP_MATK_RATE, sc->getSCE(SC_COMBAT_PILL)->val1);
  4206. }
  4207. if (sc->getSCE(SC_COMBAT_PILL2)) {
  4208. pc_bonus(sd, SP_ATK_RATE, sc->getSCE(SC_COMBAT_PILL2)->val1);
  4209. pc_bonus(sd, SP_MATK_RATE, sc->getSCE(SC_COMBAT_PILL2)->val1);
  4210. }
  4211. if (sc->getSCE(SC_SPARKCANDY))
  4212. pc_bonus2(sd, SP_HP_LOSS_RATE, 100, 10000);
  4213. if (sc->getSCE(SC_MAGICCANDY)) {
  4214. sd->bonus.fixcastrate -= 70;
  4215. sd->special_state.no_castcancel = 1;
  4216. pc_bonus2(sd, SP_SP_LOSS_RATE, 90, 10000);
  4217. }
  4218. if (sc->getSCE(SC_POPECOOKIE)) {
  4219. pc_bonus(sd, SP_ATK_RATE, sc->getSCE(SC_POPECOOKIE)->val1);
  4220. pc_bonus(sd, SP_MATK_RATE, sc->getSCE(SC_POPECOOKIE)->val1);
  4221. sd->indexed_bonus.subele[ELE_ALL] -= sc->getSCE(SC_POPECOOKIE)->val1;
  4222. }
  4223. if (sc->getSCE(SC_VITALIZE_POTION)) {
  4224. pc_bonus(sd, SP_ATK_RATE, sc->getSCE(SC_VITALIZE_POTION)->val1);
  4225. pc_bonus(sd, SP_MATK_RATE, sc->getSCE(SC_VITALIZE_POTION)->val1);
  4226. }
  4227. if (sc->getSCE(SC_CUP_OF_BOZA))
  4228. sd->indexed_bonus.subele[ELE_FIRE] -= 5;
  4229. if (sc->getSCE(SC_SKF_CAST))
  4230. sd->bonus.varcastrate -= sc->getSCE(SC_SKF_CAST)->val1;
  4231. if (sc->getSCE(SC_BEEF_RIB_STEW)) {
  4232. sd->bonus.varcastrate -= 5;
  4233. sd->dsprate -= 3;
  4234. }
  4235. if (sc->getSCE(SC_PORK_RIB_STEW))
  4236. sd->dsprate -= 2;
  4237. if (sc->getSCE(SC_BATH_FOAM_A)) {
  4238. sd->right_weapon.addrace2[RC2_EP172BATH] += sc->getSCE(SC_BATH_FOAM_A)->val1;
  4239. sd->indexed_bonus.magic_addrace2[RC2_EP172BATH] += sc->getSCE(SC_BATH_FOAM_A)->val1;
  4240. if( !battle_config.left_cardfix_to_right ){
  4241. sd->left_weapon.addrace2[RC2_EP172BATH] += sc->getSCE(SC_BATH_FOAM_A)->val1;
  4242. }
  4243. }
  4244. if (sc->getSCE(SC_BATH_FOAM_B)) {
  4245. sd->right_weapon.addrace2[RC2_EP172BATH] += sc->getSCE(SC_BATH_FOAM_B)->val1;
  4246. sd->indexed_bonus.magic_addrace2[RC2_EP172BATH] += sc->getSCE(SC_BATH_FOAM_B)->val1;
  4247. if( !battle_config.left_cardfix_to_right ){
  4248. sd->left_weapon.addrace2[RC2_EP172BATH] += sc->getSCE(SC_BATH_FOAM_B)->val1;
  4249. }
  4250. }
  4251. if (sc->getSCE(SC_BATH_FOAM_C)) {
  4252. sd->right_weapon.addrace2[RC2_EP172BATH] += sc->getSCE(SC_BATH_FOAM_C)->val1;
  4253. sd->indexed_bonus.magic_addrace2[RC2_EP172BATH] += sc->getSCE(SC_BATH_FOAM_C)->val1;
  4254. if( !battle_config.left_cardfix_to_right ){
  4255. sd->left_weapon.addrace2[RC2_EP172BATH] += sc->getSCE(SC_BATH_FOAM_C)->val1;
  4256. }
  4257. }
  4258. if (sc->getSCE(SC_EP16_DEF)) {
  4259. sd->indexed_bonus.subrace2[RC2_EP16_DEF] += sc->getSCE(SC_EP16_DEF)->val1;
  4260. }
  4261. if (sc->getSCE(SC_CONTENTS_1)) {
  4262. sd->right_weapon.addele[ELE_ALL] += sc->getSCE(SC_CONTENTS_1)->val1;
  4263. if( !battle_config.left_cardfix_to_right ){
  4264. sd->left_weapon.addele[ELE_ALL] += sc->getSCE(SC_CONTENTS_1)->val1;
  4265. }
  4266. sd->indexed_bonus.magic_addele_script[ELE_ALL] += sc->getSCE(SC_CONTENTS_1)->val1;
  4267. }
  4268. if (sc->getSCE(SC_CONTENTS_2)) {
  4269. sd->bonus.short_attack_atk_rate += sc->getSCE(SC_CONTENTS_2)->val1;
  4270. sd->bonus.long_attack_atk_rate += sc->getSCE(SC_CONTENTS_2)->val1;
  4271. sd->indexed_bonus.magic_atk_ele[ELE_ALL] += sc->getSCE(SC_CONTENTS_2)->val1;
  4272. }
  4273. if (sc->getSCE(SC_CONTENTS_3)) {
  4274. pc_bonus(sd, SP_ATK_RATE, sc->getSCE(SC_CONTENTS_3)->val1);
  4275. pc_bonus(sd, SP_MATK_RATE, sc->getSCE(SC_CONTENTS_3)->val1);
  4276. }
  4277. if (sc->getSCE(SC_CONTENTS_4)) {
  4278. pc_bonus(sd, SP_ATK_RATE, sc->getSCE(SC_CONTENTS_4)->val1);
  4279. pc_bonus(sd, SP_MATK_RATE, sc->getSCE(SC_CONTENTS_4)->val1);
  4280. }
  4281. if (sc->getSCE(SC_CONTENTS_5)) {
  4282. sd->bonus.varcastrate -= sc->getSCE(SC_CONTENTS_5)->val1;
  4283. }
  4284. if (sc->getSCE(SC_CONTENTS_6)) {
  4285. sd->right_weapon.addrace[RC_DRAGON] += sc->getSCE(SC_CONTENTS_6)->val1;
  4286. sd->right_weapon.addrace[RC_PLANT] += sc->getSCE(SC_CONTENTS_6)->val1;
  4287. if( !battle_config.left_cardfix_to_right ){
  4288. sd->left_weapon.addrace[RC_DRAGON] += sc->getSCE(SC_CONTENTS_6)->val1;
  4289. sd->left_weapon.addrace[RC_PLANT] += sc->getSCE(SC_CONTENTS_6)->val1;
  4290. }
  4291. sd->indexed_bonus.magic_addrace[RC_DRAGON] += sc->getSCE(SC_CONTENTS_6)->val1;
  4292. sd->indexed_bonus.magic_addrace[RC_PLANT] += sc->getSCE(SC_CONTENTS_6)->val1;
  4293. }
  4294. if (sc->getSCE(SC_CONTENTS_7)) {
  4295. sd->right_weapon.addrace[RC_DEMON] += sc->getSCE(SC_CONTENTS_7)->val1;
  4296. sd->right_weapon.addrace[RC_UNDEAD] += sc->getSCE(SC_CONTENTS_7)->val1;
  4297. if( !battle_config.left_cardfix_to_right ){
  4298. sd->left_weapon.addrace[RC_DEMON] += sc->getSCE(SC_CONTENTS_7)->val1;
  4299. sd->left_weapon.addrace[RC_UNDEAD] += sc->getSCE(SC_CONTENTS_7)->val1;
  4300. }
  4301. sd->indexed_bonus.magic_addrace[RC_DEMON] += sc->getSCE(SC_CONTENTS_7)->val1;
  4302. sd->indexed_bonus.magic_addrace[RC_UNDEAD] += sc->getSCE(SC_CONTENTS_7)->val1;
  4303. }
  4304. if (sc->getSCE(SC_CONTENTS_8)) {
  4305. sd->right_weapon.addrace[RC_FORMLESS] += sc->getSCE(SC_CONTENTS_8)->val1;
  4306. sd->right_weapon.addrace[RC_FISH] += sc->getSCE(SC_CONTENTS_8)->val1;
  4307. if( !battle_config.left_cardfix_to_right ){
  4308. sd->left_weapon.addrace[RC_FORMLESS] += sc->getSCE(SC_CONTENTS_8)->val1;
  4309. sd->left_weapon.addrace[RC_FISH] += sc->getSCE(SC_CONTENTS_8)->val1;
  4310. }
  4311. sd->indexed_bonus.magic_addrace[RC_FORMLESS] += sc->getSCE(SC_CONTENTS_8)->val1;
  4312. sd->indexed_bonus.magic_addrace[RC_FISH] += sc->getSCE(SC_CONTENTS_8)->val1;
  4313. }
  4314. if (sc->getSCE(SC_CONTENTS_9)) {
  4315. sd->right_weapon.addrace[RC_ANGEL] += sc->getSCE(SC_CONTENTS_9)->val1;
  4316. sd->right_weapon.addrace[RC_BRUTE] += sc->getSCE(SC_CONTENTS_9)->val1;
  4317. if( !battle_config.left_cardfix_to_right ){
  4318. sd->left_weapon.addrace[RC_ANGEL] += sc->getSCE(SC_CONTENTS_9)->val1;
  4319. sd->left_weapon.addrace[RC_BRUTE] += sc->getSCE(SC_CONTENTS_9)->val1;
  4320. }
  4321. sd->indexed_bonus.magic_addrace[RC_ANGEL] += sc->getSCE(SC_CONTENTS_9)->val1;
  4322. sd->indexed_bonus.magic_addrace[RC_BRUTE] += sc->getSCE(SC_CONTENTS_9)->val1;
  4323. }
  4324. if (sc->getSCE(SC_CONTENTS_10)) {
  4325. sd->right_weapon.addrace[RC_DEMIHUMAN] += sc->getSCE(SC_CONTENTS_10)->val1;
  4326. sd->right_weapon.addrace[RC_INSECT] += sc->getSCE(SC_CONTENTS_10)->val1;
  4327. if( !battle_config.left_cardfix_to_right ){
  4328. sd->left_weapon.addrace[RC_DEMIHUMAN] += sc->getSCE(SC_CONTENTS_10)->val1;
  4329. sd->left_weapon.addrace[RC_INSECT] += sc->getSCE(SC_CONTENTS_10)->val1;
  4330. }
  4331. sd->indexed_bonus.magic_addrace[RC_DEMIHUMAN] += sc->getSCE(SC_CONTENTS_10)->val1;
  4332. sd->indexed_bonus.magic_addrace[RC_INSECT] += sc->getSCE(SC_CONTENTS_10)->val1;
  4333. }
  4334. if (pc_checkskill(sd, SU_POWEROFLAND) > 0 && pc_checkskill_summoner(sd, SUMMONER_POWER_LAND) >= 20)
  4335. pc_bonus(sd, SP_MATK_RATE, 20);
  4336. if (sc->getSCE(SC_SHRIMP)) {
  4337. pc_bonus(sd, SP_ATK_RATE, sc->getSCE(SC_SHRIMP)->val2);
  4338. pc_bonus(sd, SP_MATK_RATE, sc->getSCE(SC_SHRIMP)->val2);
  4339. }
  4340. }
  4341. status_cpy(&sd->battle_status, base_status);
  4342. // ----- CLIENT-SIDE REFRESH -----
  4343. if(!sd->bl.prev) {
  4344. // Will update on LoadEndAck
  4345. calculating = 0;
  4346. return 0;
  4347. }
  4348. if(memcmp(b_skill,sd->status.skill,sizeof(sd->status.skill))) {
  4349. #if PACKETVER_MAIN_NUM >= 20190807 || PACKETVER_RE_NUM >= 20190807 || PACKETVER_ZERO_NUM >= 20190918
  4350. // Client doesn't delete unavailable skills even if we refresh the skill tree, individually delete them.
  4351. for (i = 0; i < MAX_SKILL; i++) {
  4352. if (b_skill[i].id != 0 && sd->status.skill[i].id == 0)
  4353. clif_deleteskill(*sd, b_skill[i].id, true);
  4354. }
  4355. #endif
  4356. clif_skillinfoblock(sd);
  4357. }
  4358. // If the skill is learned, the status is infinite.
  4359. if (pc_checkskill(sd, SU_SPRITEMABLE) > 0 && !sd->sc.getSCE(SC_SPRITEMABLE))
  4360. sc_start(&sd->bl, &sd->bl, SC_SPRITEMABLE, 100, 1, INFINITE_TICK);
  4361. if (pc_checkskill(sd, SU_SOULATTACK) > 0 && !sd->sc.getSCE(SC_SOULATTACK))
  4362. sc_start(&sd->bl, &sd->bl, SC_SOULATTACK, 100, 1, INFINITE_TICK);
  4363. calculating = 0;
  4364. return 0;
  4365. }
  4366. /// Intermediate function since C++ does not have a try-finally syntax
  4367. int status_calc_pc_( map_session_data* sd, uint8 opt ){
  4368. // Save the old script the player was attached to
  4369. struct script_state* previous_st = sd->st;
  4370. // Store the return value of the original function
  4371. int ret = status_calc_pc_sub( sd, opt );
  4372. // If an old script is present
  4373. if( previous_st ){
  4374. // Reattach the player to it, so that the limitations of that script kick back in
  4375. script_attach_state( previous_st );
  4376. }
  4377. // Return the original return value
  4378. return ret;
  4379. }
  4380. /**
  4381. * Calculates Mercenary data
  4382. * @param md: Mercenary object
  4383. * @param opt: Whether it is first calc or not (0 on level up or status)
  4384. * @return 0
  4385. */
  4386. int status_calc_mercenary_(s_mercenary_data *md, uint8 opt)
  4387. {
  4388. struct status_data *status = &md->base_status;
  4389. s_mercenary *merc = &md->mercenary;
  4390. if (opt&SCO_FIRST) {
  4391. memcpy(status, &md->db->status, sizeof(struct status_data));
  4392. status->class_ = CLASS_NORMAL;
  4393. status->mode = static_cast<e_mode>(MD_CANMOVE|MD_CANATTACK);
  4394. status->hp = status->max_hp;
  4395. status->sp = status->max_sp;
  4396. md->battle_status.hp = merc->hp;
  4397. md->battle_status.sp = merc->sp;
  4398. if (md->master)
  4399. status->speed = status_get_speed(&md->master->bl);
  4400. }
  4401. status_calc_misc(&md->bl, status, md->db->lv);
  4402. status_cpy(&md->battle_status, status);
  4403. return 0;
  4404. }
  4405. /**
  4406. * Calculates Homunculus data
  4407. * @param hd: Homunculus object
  4408. * @param opt: Whether it is first calc or not (0 on level up or status)
  4409. * @return 1
  4410. */
  4411. int status_calc_homunculus_(struct homun_data *hd, uint8 opt)
  4412. {
  4413. struct status_data *status = &hd->base_status;
  4414. struct s_homunculus &hom = hd->homunculus;
  4415. int skill_lv;
  4416. int amotion;
  4417. status->str = hom.str / 10;
  4418. status->agi = hom.agi / 10;
  4419. status->vit = hom.vit / 10;
  4420. status->dex = hom.dex / 10;
  4421. status->int_ = hom.int_ / 10;
  4422. status->luk = hom.luk / 10;
  4423. APPLY_HOMUN_LEVEL_STATWEIGHT();
  4424. if (opt&SCO_FIRST) {
  4425. const std::shared_ptr<s_homunculus_db> db = hd->homunculusDB;
  4426. status->def_ele = db->element;
  4427. status->ele_lv = 1;
  4428. status->race = db->race;
  4429. status->class_ = CLASS_NORMAL;
  4430. status->size = (hom.class_ == db->evo_class) ? db->evo_size : db->base_size;
  4431. status->rhw.range = 1 + status->size;
  4432. status->mode = static_cast<e_mode>(MD_CANMOVE|MD_CANATTACK);
  4433. status->speed = DEFAULT_WALK_SPEED;
  4434. if (battle_config.hom_setting&HOMSET_COPY_SPEED && hd->master)
  4435. status->speed = status_get_speed(&hd->master->bl);
  4436. status->hp = 1;
  4437. status->sp = 1;
  4438. }
  4439. status->aspd_rate = 1000;
  4440. #ifdef RENEWAL
  4441. amotion = hd->homunculusDB->baseASPD;
  4442. amotion = amotion - amotion * (status->dex + hom.dex_value) / 1000 - (status->agi + hom.agi_value) * amotion / 250;
  4443. status->def = status->mdef = 0;
  4444. #else
  4445. skill_lv = hom.level / 10 + status->vit / 5;
  4446. status->def = cap_value(skill_lv, 0, 99);
  4447. skill_lv = hom.level / 10 + status->int_ / 5;
  4448. status->mdef = cap_value(skill_lv, 0, 99);
  4449. amotion = (1000 - 4 * status->agi - status->dex) * hd->homunculusDB->baseASPD / 1000;
  4450. #endif
  4451. status->amotion = cap_value(amotion, battle_config.max_aspd, 2000);
  4452. status->adelay = status->amotion; //It seems adelay = amotion for Homunculus.
  4453. status->max_hp = hom.max_hp;
  4454. status->max_sp = hom.max_sp;
  4455. hom_calc_skilltree(hd);
  4456. if((skill_lv = hom_checkskill(hd, HAMI_SKIN)) > 0)
  4457. status->def += skill_lv * 4;
  4458. if((skill_lv = hom_checkskill(hd, HVAN_INSTRUCT)) > 0) {
  4459. static const uint8 bonus_int[] = { 1, 2, 2, 4, 5 };
  4460. static const uint8 bonus_str[] = { 1, 1, 3, 4, 4 };
  4461. status->int_ += bonus_int[skill_lv - 1];
  4462. status->str += bonus_str[skill_lv - 1];
  4463. }
  4464. if((skill_lv = hom_checkskill(hd, HAMI_SKIN)) > 0)
  4465. status->max_hp += skill_lv * 2 * status->max_hp / 100;
  4466. if((skill_lv = hom_checkskill(hd, HLIF_BRAIN)) > 0)
  4467. status->max_sp += skill_lv * status->max_sp / 100;
  4468. if((skill_lv = hom_checkskill(hd, MH_CLASSY_FLUTTER)) > 0) {
  4469. status->matk_min += 100 + 60* skill_lv;
  4470. status->matk_max += 100 + 60* skill_lv;
  4471. }
  4472. if((skill_lv = hom_checkskill(hd, MH_BRUSHUP_CLAW)) > 0) {
  4473. status->batk += 100 + 60* skill_lv;
  4474. }
  4475. if((skill_lv = hom_checkskill(hd, MH_POLISHING_NEEDLE)) > 0) {
  4476. status->matk_min += 50 + 20* skill_lv;
  4477. status->matk_max += 50 + 20* skill_lv;
  4478. status->batk += 100 + 40* skill_lv;
  4479. }
  4480. if((skill_lv = hom_checkskill(hd, MH_LICHT_GEHORN)) > 0) {
  4481. status->matk_min += 100 + 30* skill_lv;
  4482. status->matk_max += 100 + 30* skill_lv;
  4483. status->batk += 100 + 30* skill_lv;
  4484. }
  4485. if((skill_lv = hom_checkskill(hd, MH_BLAZING_LAVA)) > 0) {
  4486. status->batk += 100 + 60* skill_lv;
  4487. }
  4488. if (opt&SCO_FIRST) {
  4489. hd->battle_status.hp = hom.hp;
  4490. hd->battle_status.sp = hom.sp;
  4491. if(hom.class_ == 6052) // Eleanor
  4492. sc_start(&hd->bl,&hd->bl, SC_STYLE_CHANGE, 100, MH_MD_FIGHTING, INFINITE_TICK);
  4493. }
  4494. #ifndef RENEWAL
  4495. status->rhw.atk = status->dex;
  4496. status->rhw.atk2 = status->str + hom.level;
  4497. #endif
  4498. status_calc_misc(&hd->bl, status, hom.level);
  4499. status_cpy(&hd->battle_status, status);
  4500. return 1;
  4501. }
  4502. /**
  4503. * Calculates Elemental data
  4504. * @param ed: Elemental object
  4505. * @param opt: Whether it is first calc or not (0 on status change)
  4506. * @return 0
  4507. */
  4508. int status_calc_elemental_(s_elemental_data *ed, uint8 opt)
  4509. {
  4510. struct status_data *status = &ed->base_status;
  4511. s_elemental *ele = &ed->elemental;
  4512. map_session_data *sd = ed->master;
  4513. if( !sd )
  4514. return 0;
  4515. if (opt&SCO_FIRST) {
  4516. memcpy(status, &ed->db->status, sizeof(struct status_data));
  4517. if( !ele->mode )
  4518. status->mode = EL_MODE_PASSIVE;
  4519. else
  4520. status->mode = ele->mode;
  4521. status->class_ = CLASS_NORMAL;
  4522. status_calc_misc(&ed->bl, status, 0);
  4523. status->max_hp = ele->max_hp;
  4524. status->max_sp = ele->max_sp;
  4525. status->hp = ele->hp;
  4526. status->sp = ele->sp;
  4527. status->rhw.atk = ele->atk;
  4528. status->rhw.atk2 = ele->atk2;
  4529. status->matk_min += ele->matk;
  4530. status->def += ele->def;
  4531. status->mdef += ele->mdef;
  4532. status->flee = ele->flee;
  4533. status->hit = ele->hit;
  4534. if (ed->master)
  4535. status->speed = status_get_speed(&ed->master->bl);
  4536. memcpy(&ed->battle_status,status,sizeof(struct status_data));
  4537. } else {
  4538. status_calc_misc(&ed->bl, status, 0);
  4539. status_cpy(&ed->battle_status, status);
  4540. }
  4541. return 0;
  4542. }
  4543. /**
  4544. * Calculates NPC data
  4545. * @param nd: NPC object
  4546. * @param opt: Whether it is first calc or not (what?)
  4547. * @return 0
  4548. */
  4549. int status_calc_npc_(struct npc_data *nd, uint8 opt)
  4550. {
  4551. struct status_data *status = &nd->status;
  4552. if (!nd)
  4553. return 0;
  4554. if (opt&SCO_FIRST) {
  4555. status->hp = 1;
  4556. status->sp = 1;
  4557. status->max_hp = 1;
  4558. status->max_sp = 1;
  4559. status->def_ele = ELE_NEUTRAL;
  4560. status->ele_lv = 1;
  4561. status->race = RC_DEMIHUMAN;
  4562. status->class_ = CLASS_NORMAL;
  4563. status->size = nd->size;
  4564. status->rhw.range = 1 + status->size;
  4565. status->mode = static_cast<e_mode>(MD_CANMOVE|MD_CANATTACK);
  4566. status->speed = nd->speed;
  4567. }
  4568. status->str = nd->stat_point + nd->params.str;
  4569. status->agi = nd->stat_point + nd->params.agi;
  4570. status->vit = nd->stat_point + nd->params.vit;
  4571. status->int_= nd->stat_point + nd->params.int_;
  4572. status->dex = nd->stat_point + nd->params.dex;
  4573. status->luk = nd->stat_point + nd->params.luk;
  4574. status_calc_misc(&nd->bl, status, nd->level);
  4575. status_cpy(&nd->status, status);
  4576. return 0;
  4577. }
  4578. /**
  4579. * Calculates regeneration values
  4580. * Applies passive skill regeneration additions
  4581. * @param bl: Object to calculate regen for [PC|HOM|MER|ELEM]
  4582. * @param status: Object's status
  4583. * @param regen: Object's base regeneration data
  4584. */
  4585. void status_calc_regen(struct block_list *bl, struct status_data *status, struct regen_data *regen)
  4586. {
  4587. map_session_data *sd;
  4588. status_change *sc;
  4589. int val, skill, reg_flag;
  4590. if( !(bl->type&BL_REGEN) || !regen )
  4591. return;
  4592. sd = BL_CAST(BL_PC,bl);
  4593. sc = status_get_sc(bl);
  4594. val = (status->vit/5) + max(1, status->max_hp/200);
  4595. if( sd && sd->hprecov_rate != 100 )
  4596. val = val*sd->hprecov_rate/100;
  4597. reg_flag = bl->type == BL_PC ? 0 : 1;
  4598. regen->hp = cap_value(val, reg_flag, SHRT_MAX);
  4599. val = 1 + (status->int_/6) + (status->max_sp/100);
  4600. if( status->int_ >= 120 )
  4601. val += ((status->int_-120) / 2) + 4;
  4602. if( sd && sd->sprecov_rate != 100 )
  4603. val = val*sd->sprecov_rate/100;
  4604. regen->sp = cap_value(val, reg_flag, SHRT_MAX);
  4605. if( sd ) {
  4606. struct regen_data_sub *sregen;
  4607. if( (skill=pc_checkskill(sd,HP_MEDITATIO)) > 0 ) {
  4608. val = regen->sp*(100+3*skill)/100;
  4609. regen->sp = cap_value(val, 1, SHRT_MAX);
  4610. }
  4611. // Only players have skill/sitting skill regen for now.
  4612. sregen = regen->sregen;
  4613. val = 0;
  4614. if( (skill=pc_checkskill(sd,SM_RECOVERY)) > 0 )
  4615. val += skill*5 + skill*status->max_hp/500;
  4616. if (sc && sc->count) {
  4617. if (sc->getSCE(SC_INCREASE_MAXHP))
  4618. val += val * sc->getSCE(SC_INCREASE_MAXHP)->val2 / 100;
  4619. }
  4620. sregen->hp = cap_value(val, 0, SHRT_MAX);
  4621. val = 0;
  4622. if( (skill=pc_checkskill(sd,MG_SRECOVERY)) > 0 )
  4623. val += skill*3 + skill*status->max_sp/500;
  4624. if( (skill=pc_checkskill(sd,NJ_NINPOU)) > 0 )
  4625. val += skill*3 + skill*status->max_sp/500;
  4626. if( (skill=pc_checkskill(sd,WM_LESSON)) > 0 )
  4627. val += 3 + 3 * skill;
  4628. if (sc && sc->count) {
  4629. if (sc->getSCE(SC_ANCILLA))
  4630. val += sc->getSCE(SC_ANCILLA)->val2 / 100;
  4631. if (sc->getSCE(SC_INCREASE_MAXSP))
  4632. val += val * sc->getSCE(SC_INCREASE_MAXSP)->val2 / 100;
  4633. }
  4634. sregen->sp = cap_value(val, 0, SHRT_MAX);
  4635. // Skill-related recovery (only when sit)
  4636. sregen = regen->ssregen;
  4637. val = 0;
  4638. if( (skill=pc_checkskill(sd,MO_SPIRITSRECOVERY)) > 0 )
  4639. val += skill*4 + skill*status->max_hp/500;
  4640. if( (skill=pc_checkskill(sd,TK_HPTIME)) > 0 && sd->state.rest )
  4641. val += skill*30 + skill*status->max_hp/500;
  4642. sregen->hp = cap_value(val, 0, SHRT_MAX);
  4643. val = 0;
  4644. if( (skill=pc_checkskill(sd,TK_SPTIME)) > 0 && sd->state.rest ) {
  4645. val += skill*3 + skill*status->max_sp/500;
  4646. if ((skill=pc_checkskill(sd,SL_KAINA)) > 0) // Power up Enjoyable Rest
  4647. val += (30+10*skill)*val/100;
  4648. }
  4649. if( (skill=pc_checkskill(sd,MO_SPIRITSRECOVERY)) > 0 )
  4650. val += skill*2 + skill*status->max_sp/500;
  4651. sregen->sp = cap_value(val, 0, SHRT_MAX);
  4652. }
  4653. if( bl->type == BL_HOM ) {
  4654. struct homun_data *hd = (TBL_HOM*)bl;
  4655. if( (skill = hom_checkskill(hd,HAMI_SKIN)) > 0 ) {
  4656. val = regen->hp*(100+5*skill)/100;
  4657. regen->hp = cap_value(val, 1, SHRT_MAX);
  4658. }
  4659. if( (skill = hom_checkskill(hd,HLIF_BRAIN)) > 0 ) {
  4660. val = regen->sp*(100+3*skill)/100;
  4661. regen->sp = cap_value(val, 1, SHRT_MAX);
  4662. }
  4663. } else if( bl->type == BL_MER ) {
  4664. val = static_cast<decltype(val)>((status->max_hp * status->vit / 10000.0 + 1.0) * 6.0);
  4665. regen->hp = cap_value(val, 1, SHRT_MAX);
  4666. val = static_cast<decltype(val)>((status->max_sp * (status->int_ + 10.0) / 750.0) + 1.0);
  4667. regen->sp = cap_value(val, 1, SHRT_MAX);
  4668. } else if( bl->type == BL_ELEM ) {
  4669. val = static_cast<decltype(val)>((status->max_hp * status->vit / 10000.0 + 1.0) * 6.0);
  4670. regen->hp = cap_value(val, 1, SHRT_MAX);
  4671. val = static_cast<decltype(val)>((status->max_sp * (status->int_ + 10.0) / 750.0) + 1.0);
  4672. regen->sp = cap_value(val, 1, SHRT_MAX);
  4673. }
  4674. }
  4675. /**
  4676. * Calculates SC (Status Changes) regeneration values
  4677. * @param bl: Object to calculate regen for [PC|HOM|MER|ELEM]
  4678. * @param regen: Object's base regeneration data
  4679. * @param sc: Object's status change data
  4680. */
  4681. void status_calc_regen_rate(struct block_list *bl, struct regen_data *regen, status_change *sc)
  4682. {
  4683. if (!(bl->type&BL_REGEN) || !regen)
  4684. return;
  4685. regen->flag = RGN_HP|RGN_SP;
  4686. if(regen->sregen) {
  4687. if (regen->sregen->hp)
  4688. regen->flag |= RGN_SHP;
  4689. if (regen->sregen->sp)
  4690. regen->flag |= RGN_SSP;
  4691. regen->sregen->rate.hp = regen->sregen->rate.sp = 100;
  4692. }
  4693. if (regen->ssregen) {
  4694. if (regen->ssregen->hp)
  4695. regen->flag |= RGN_SHP;
  4696. if (regen->ssregen->sp)
  4697. regen->flag |= RGN_SSP;
  4698. regen->ssregen->rate.hp = regen->ssregen->rate.sp = 100;
  4699. }
  4700. regen->rate.hp = regen->rate.sp = 100;
  4701. if (!sc || !sc->count)
  4702. return;
  4703. // No HP or SP regen
  4704. if ((sc->getSCE(SC_POISON) && !sc->getSCE(SC_SLOWPOISON))
  4705. || (sc->getSCE(SC_DPOISON) && !sc->getSCE(SC_SLOWPOISON))
  4706. || sc->getSCE(SC_BERSERK)
  4707. || sc->getSCE(SC_TRICKDEAD)
  4708. || sc->getSCE(SC_BLEEDING)
  4709. || (sc->getSCE(SC_MAGICMUSHROOM) && sc->getSCE(SC_MAGICMUSHROOM)->val3 == 1)
  4710. || sc->getSCE(SC_SATURDAYNIGHTFEVER)
  4711. || sc->getSCE(SC_REBOUND))
  4712. regen->flag = RGN_NONE;
  4713. // No natural SP regen
  4714. if (sc->getSCE(SC_DANCING) ||
  4715. #ifdef RENEWAL
  4716. sc->getSCE(SC_MAXIMIZEPOWER) ||
  4717. #endif
  4718. #ifndef RENEWAL
  4719. (bl->type == BL_PC && (((TBL_PC*)bl)->class_&MAPID_UPPERMASK) == MAPID_MONK &&
  4720. (sc->getSCE(SC_EXTREMITYFIST) || sc->getSCE(SC_EXPLOSIONSPIRITS)) && (!sc->getSCE(SC_SPIRIT) || sc->getSCE(SC_SPIRIT)->val2 != SL_MONK)) ||
  4721. #else
  4722. (bl->type == BL_PC && (((TBL_PC*)bl)->class_&MAPID_UPPERMASK) == MAPID_MONK &&
  4723. sc->getSCE(SC_EXTREMITYFIST) && (!sc->getSCE(SC_SPIRIT) || sc->getSCE(SC_SPIRIT)->val2 != SL_MONK)) ||
  4724. #endif
  4725. (sc->getSCE(SC_OBLIVIONCURSE) && sc->getSCE(SC_OBLIVIONCURSE)->val3 == 1))
  4726. regen->flag &= ~RGN_SP;
  4727. if (sc->getSCE(SC_TENSIONRELAX)) {
  4728. if (sc->getSCE(SC_WEIGHT50) || sc->getSCE(SC_WEIGHT90))
  4729. regen->state.overweight = 0; // 1x HP regen
  4730. else {
  4731. regen->rate.hp += 200;
  4732. if (regen->sregen)
  4733. regen->sregen->rate.hp += 200;
  4734. }
  4735. }
  4736. if (sc->getSCE(SC_MAGNIFICAT))
  4737. regen->rate.sp += 100;
  4738. if (sc->getSCE(SC_REGENERATION)) {
  4739. const struct status_change_entry *sce = sc->getSCE(SC_REGENERATION);
  4740. if (!sce->val4) {
  4741. regen->rate.hp += (sce->val2*100);
  4742. regen->rate.sp += (sce->val3*100);
  4743. } else
  4744. regen->flag &= ~sce->val4; // Remove regen as specified by val4
  4745. }
  4746. if(sc->getSCE(SC_GT_REVITALIZE)) {
  4747. regen->hp += cap_value(regen->hp * sc->getSCE(SC_GT_REVITALIZE)->val3/100, 1, SHRT_MAX);
  4748. regen->state.walk = 1;
  4749. }
  4750. if (sc->getSCE(SC_EXTRACT_WHITE_POTION_Z))
  4751. regen->hp += cap_value(regen->hp * sc->getSCE(SC_EXTRACT_WHITE_POTION_Z)->val1 / 100, 1, SHRT_MAX);
  4752. if (sc->getSCE(SC_VITATA_500))
  4753. regen->sp += cap_value(regen->sp * sc->getSCE(SC_VITATA_500)->val1 / 100, 1, SHRT_MAX);
  4754. if (bl->type == BL_ELEM) { // Recovery bonus only applies to the Elementals.
  4755. int ele_class = status_get_class(bl);
  4756. switch (ele_class) {
  4757. case ELEMENTALID_AGNI_S:
  4758. case ELEMENTALID_AGNI_M:
  4759. case ELEMENTALID_AGNI_L:
  4760. case ELEMENTALID_ARDOR:
  4761. if (sc->getSCE(SC_FIRE_INSIGNIA) && sc->getSCE(SC_FIRE_INSIGNIA)->val1 == 1)
  4762. regen->rate.hp += 100;
  4763. break;
  4764. case ELEMENTALID_AQUA_S:
  4765. case ELEMENTALID_AQUA_M:
  4766. case ELEMENTALID_AQUA_L:
  4767. case ELEMENTALID_DILUVIO:
  4768. if (sc->getSCE(SC_WATER_INSIGNIA) && sc->getSCE(SC_WATER_INSIGNIA)->val1 == 1)
  4769. regen->rate.hp += 100;
  4770. break;
  4771. case ELEMENTALID_VENTUS_S:
  4772. case ELEMENTALID_VENTUS_M:
  4773. case ELEMENTALID_VENTUS_L:
  4774. case ELEMENTALID_PROCELLA:
  4775. if (sc->getSCE(SC_WIND_INSIGNIA) && sc->getSCE(SC_WIND_INSIGNIA)->val1 == 1)
  4776. regen->rate.hp += 100;
  4777. break;
  4778. case ELEMENTALID_TERA_S:
  4779. case ELEMENTALID_TERA_M:
  4780. case ELEMENTALID_TERA_L:
  4781. case ELEMENTALID_TERREMOTUS:
  4782. case ELEMENTALID_SERPENS:
  4783. if (sc->getSCE(SC_EARTH_INSIGNIA) && sc->getSCE(SC_EARTH_INSIGNIA)->val1 == 1)
  4784. regen->rate.hp += 100;
  4785. break;
  4786. }
  4787. }
  4788. if (sc->getSCE(SC_CATNIPPOWDER)) {
  4789. regen->rate.hp *= 2;
  4790. regen->rate.sp *= 2;
  4791. }
  4792. if (sc->getSCE(SC_SHRIMPBLESSING))
  4793. regen->rate.sp += 50;
  4794. #ifdef RENEWAL
  4795. if (sc->getSCE(SC_NIBELUNGEN)) {
  4796. if (sc->getSCE(SC_NIBELUNGEN)->val2 == RINGNBL_HPREGEN)
  4797. regen->rate.hp += 100;
  4798. else if (sc->getSCE(SC_NIBELUNGEN)->val2 == RINGNBL_SPREGEN)
  4799. regen->rate.sp += 100;
  4800. }
  4801. #endif
  4802. if (sc->getSCE(SC_SIRCLEOFNATURE))
  4803. regen->rate.hp += sc->getSCE(SC_SIRCLEOFNATURE)->val2;
  4804. if (sc->getSCE(SC_SONGOFMANA))
  4805. regen->rate.sp += sc->getSCE(SC_SONGOFMANA)->val3;
  4806. if (sc->getSCE(SC_BUCHEDENOEL)) {
  4807. regen->rate.hp += sc->getSCE(SC_BUCHEDENOEL)->val2;
  4808. regen->rate.sp += sc->getSCE(SC_BUCHEDENOEL)->val2;
  4809. }
  4810. }
  4811. /**
  4812. * Applies a state to a unit - See [StatusChangeStateTable]
  4813. * @param bl: Object to change state on [PC|MOB|HOM|MER|ELEM]
  4814. * @param sc: Object's status change data
  4815. * @param flag: Which state to apply to bl
  4816. * @param start: (1) start state, (0) remove state
  4817. */
  4818. void status_calc_state( struct block_list *bl, status_change *sc, std::bitset<SCS_MAX> flag, bool start )
  4819. {
  4820. /// No sc at all, we can zero without any extra weight over our conciousness
  4821. if( !sc->count ) {
  4822. sc->cant = {};
  4823. return;
  4824. }
  4825. // Can't move
  4826. if( flag[SCS_NOMOVE] ) {
  4827. if( !flag[SCS_NOMOVECOND] )
  4828. sc->cant.move += (start ? 1 : ((sc->cant.move) ? -1 : 0));
  4829. else if(
  4830. (sc->getSCE(SC_GOSPEL) && sc->getSCE(SC_GOSPEL)->val4 == BCT_SELF) // cannot move while gospel is in effect
  4831. #ifndef RENEWAL
  4832. || (sc->getSCE(SC_BASILICA) && sc->getSCE(SC_BASILICA)->val4 == bl->id) // Basilica caster cannot move
  4833. || (sc->getSCE(SC_GRAVITATION) && sc->getSCE(SC_GRAVITATION)->val3 == BCT_SELF)
  4834. #endif
  4835. || (sc->getSCE(SC_CAMOUFLAGE) && sc->getSCE(SC_CAMOUFLAGE)->val1 < 3)
  4836. || (sc->getSCE(SC_MAGNETICFIELD) && sc->getSCE(SC_MAGNETICFIELD)->val2 != bl->id)
  4837. || (sc->getSCE(SC_FEAR) && sc->getSCE(SC_FEAR)->val2 > 0)
  4838. || (sc->getSCE(SC_HIDING) && (bl->type != BL_PC || (pc_checkskill(BL_CAST(BL_PC,bl),RG_TUNNELDRIVE) <= 0)))
  4839. || (sc->getSCE(SC_DANCING) && sc->getSCE(SC_DANCING)->val4 && (
  4840. #ifndef RENEWAL
  4841. !sc->getSCE(SC_LONGING) ||
  4842. #endif
  4843. (sc->getSCE(SC_DANCING)->val1&0xFFFF) == CG_MOONLIT ||
  4844. (sc->getSCE(SC_DANCING)->val1&0xFFFF) == CG_HERMODE
  4845. ))
  4846. || (sc->getSCE(SC_CRYSTALIZE) && bl->type != BL_MOB)
  4847. )
  4848. sc->cant.move += (start ? 1 : ((sc->cant.move) ? -1 : 0));
  4849. }
  4850. // Can't use skills
  4851. if( flag[SCS_NOCAST] ) {
  4852. if( !flag[SCS_NOCASTCOND] )
  4853. sc->cant.cast += (start ? 1 : ((sc->cant.cast) ? -1 : 0));
  4854. else if (sc->getSCE(SC_OBLIVIONCURSE) && sc->getSCE(SC_OBLIVIONCURSE)->val3 == 1)
  4855. sc->cant.cast += (start ? 1 : ((sc->cant.cast) ? -1 : 0));
  4856. }
  4857. // Can't chat
  4858. if( flag[SCS_NOCHAT] ) {
  4859. if( !flag[SCS_NOCHATCOND] )
  4860. sc->cant.chat += (start ? 1 : ((sc->cant.chat) ? -1 : 0));
  4861. else if(sc->getSCE(SC_NOCHAT) && sc->getSCE(SC_NOCHAT)->val1&MANNER_NOCHAT)
  4862. sc->cant.chat += (start ? 1 : ((sc->cant.chat) ? -1 : 0));
  4863. }
  4864. // Can't attack
  4865. if( flag[SCS_NOATTACK] ) {
  4866. if( !flag[SCS_NOATTACKCOND] )
  4867. sc->cant.attack += (start ? 1 : ((sc->cant.attack) ? -1 : 0));
  4868. /*else if( )
  4869. sc->cant.attack += ( start ? 1 : ((sc->cant.attack)? -1:0) );*/
  4870. }
  4871. // Can't warp
  4872. if (flag[SCS_NOWARP]) {
  4873. if (!flag[SCS_NOWARPCOND])
  4874. sc->cant.warp += (start ? 1 : ((sc->cant.warp) ? -1 : 0));
  4875. /*else if (sc->getSCE())
  4876. sc->cant.warp += ( start ? 1 : ((sc->cant.warp)? -1:0) );*/
  4877. }
  4878. // Player-only states
  4879. if( bl->type == BL_PC ) {
  4880. // Can't pick-up items
  4881. if( flag[SCS_NOPICKITEM] ) {
  4882. if( !flag[SCS_NOPICKITEMCOND] )
  4883. sc->cant.pickup += (start ? 1 : ((sc->cant.pickup) ? -1 : 0));
  4884. else if( (sc->getSCE(SC_NOCHAT) && sc->getSCE(SC_NOCHAT)->val1&MANNER_NOITEM) )
  4885. sc->cant.pickup += (start ? 1 : ((sc->cant.pickup) ? -1 : 0));
  4886. }
  4887. // Can't drop items
  4888. if( flag[SCS_NODROPITEM] ) {
  4889. if( !flag[SCS_NODROPITEMCOND] )
  4890. sc->cant.drop += (start ? 1 : ((sc->cant.drop) ? -1 : 0));
  4891. else if( (sc->getSCE(SC_NOCHAT) && sc->getSCE(SC_NOCHAT)->val1&MANNER_NOITEM) )
  4892. sc->cant.drop += (start ? 1 : ((sc->cant.drop) ? -1 : 0));
  4893. }
  4894. // Can't equip item
  4895. if( flag[SCS_NOEQUIPITEM] ) {
  4896. if( !flag[SCS_NOEQUIPITEMCOND] )
  4897. sc->cant.equip += (start ? 1 : ((sc->cant.equip) ? -1 : 0));
  4898. /*else if( )
  4899. sc->cant.equip += ( start ? 1 : ((sc->cant.equip)? -1:0) );*/
  4900. }
  4901. // Can't unequip item
  4902. if( flag[SCS_NOUNEQUIPITEM]) {
  4903. if( !flag[SCS_NOUNEQUIPITEMCOND] )
  4904. sc->cant.unequip += (start ? 1 : ((sc->cant.unequip) ? -1 : 0));
  4905. /*else if( )
  4906. sc->cant.unequip += ( start ? 1 : ((sc->cant.unequip)? -1:0) );*/
  4907. }
  4908. // Can't consume item
  4909. if( flag[SCS_NOCONSUMEITEM]) {
  4910. if( !flag[SCS_NOCONSUMEITEMCOND] )
  4911. sc->cant.consume += (start ? 1 : ((sc->cant.consume) ? -1 : 0));
  4912. else if( (sc->getSCE(SC_GRAVITATION) && sc->getSCE(SC_GRAVITATION)->val3 == BCT_SELF) ||
  4913. (sc->getSCE(SC_NOCHAT) && sc->getSCE(SC_NOCHAT)->val1&MANNER_NOITEM) )
  4914. sc->cant.consume += (start ? 1 : ((sc->cant.consume) ? -1 : 0));
  4915. }
  4916. // Can't lose exp
  4917. if (flag[SCS_NODEATHPENALTY]) {
  4918. if (!flag[SCS_NODEATHPENALTYCOND])
  4919. sc->cant.deathpenalty += (start ? 1 : ((sc->cant.deathpenalty) ? -1 : 0));
  4920. /*else if (sc->getSCE())
  4921. sc->cant.deathpenalty += ( start ? 1 : ((sc->cant.deathpenalty)? -1:0) );*/
  4922. }
  4923. // Can't sit/stand/talk to NPC
  4924. if (flag[SCS_NOINTERACT]) {
  4925. if (!flag[SCS_NOINTERACTCOND])
  4926. sc->cant.interact += (start ? 1 : ((sc->cant.interact) ? -1 : 0));
  4927. /*else if (sc->getSCE())
  4928. sc->cant.interact += ( start ? 1 : ((sc->cant.interact)? -1:0) );*/
  4929. }
  4930. }
  4931. return;
  4932. }
  4933. /**
  4934. * Recalculates parts of an objects status according to specified flags
  4935. * See [set_sc] [add_sc]
  4936. * @param bl: Object whose status has changed [PC|MOB|HOM|MER|ELEM]
  4937. * @param flag: Which status has changed on bl
  4938. */
  4939. void status_calc_bl_main(struct block_list& bl, std::bitset<SCB_MAX> flag)
  4940. {
  4941. const struct status_data *b_status = status_get_base_status(&bl); // Base Status
  4942. status_data* status = status_get_status_data(bl); // Battle Status
  4943. status_change *sc = status_get_sc(&bl);
  4944. TBL_PC *sd = BL_CAST(BL_PC,&bl);
  4945. int temp;
  4946. if (!b_status || !status)
  4947. return;
  4948. /** [Playtester]
  4949. * This needs to be done even if there is currently no status change active, because
  4950. * we need to update the speed on the client when the last status change ends.
  4951. **/
  4952. if(flag[SCB_SPEED]) {
  4953. struct unit_data *ud = unit_bl2ud(&bl);
  4954. /** [Skotlex]
  4955. * Re-walk to adjust speed (we do not check if walktimer != INVALID_TIMER
  4956. * because if you step on something while walking, the moment this
  4957. * piece of code triggers the walk-timer is set on INVALID_TIMER)
  4958. **/
  4959. if (ud)
  4960. ud->state.change_walk_target = 1;
  4961. }
  4962. if(flag[SCB_STR]) {
  4963. status->str = status_calc_str(&bl, sc, b_status->str);
  4964. flag.set(SCB_BATK);
  4965. if( bl.type == BL_HOM )
  4966. flag.set(SCB_WATK);
  4967. }
  4968. if(flag[SCB_AGI]) {
  4969. status->agi = status_calc_agi(&bl, sc, b_status->agi);
  4970. flag.set(SCB_FLEE);
  4971. #ifdef RENEWAL
  4972. flag.set(SCB_DEF2);
  4973. #endif
  4974. if( bl.type&(BL_PC|BL_HOM) ) {
  4975. flag.set(SCB_ASPD);
  4976. flag.set(SCB_DSPD);
  4977. }
  4978. }
  4979. if(flag[SCB_VIT]) {
  4980. status->vit = status_calc_vit(&bl, sc, b_status->vit);
  4981. flag.set(SCB_DEF2);
  4982. flag.set(SCB_MDEF2);
  4983. if( bl.type&(BL_PC|BL_HOM|BL_MER|BL_ELEM) )
  4984. flag.set(SCB_MAXHP);
  4985. if( bl.type == BL_HOM )
  4986. flag.set(SCB_DEF);
  4987. }
  4988. if(flag[SCB_INT]) {
  4989. status->int_ = status_calc_int(&bl, sc, b_status->int_);
  4990. flag.set(SCB_MATK);
  4991. flag.set(SCB_MDEF2);
  4992. if( bl.type&(BL_PC|BL_HOM|BL_MER|BL_ELEM) )
  4993. flag.set(SCB_MAXSP);
  4994. if( bl.type == BL_HOM )
  4995. flag.set(SCB_MDEF);
  4996. }
  4997. if(flag[SCB_DEX]) {
  4998. status->dex = status_calc_dex(&bl, sc, b_status->dex);
  4999. flag.set(SCB_BATK);
  5000. flag.set(SCB_HIT);
  5001. #ifdef RENEWAL
  5002. flag.set(SCB_MATK);
  5003. flag.set(SCB_MDEF2);
  5004. #endif
  5005. if( bl.type&(BL_PC|BL_HOM) )
  5006. flag.set(SCB_ASPD);
  5007. if( bl.type == BL_HOM )
  5008. flag.set(SCB_WATK);
  5009. }
  5010. if(flag[SCB_LUK]) {
  5011. status->luk = status_calc_luk(&bl, sc, b_status->luk);
  5012. flag.set(SCB_BATK);
  5013. flag.set(SCB_CRI);
  5014. flag.set(SCB_FLEE2);
  5015. #ifdef RENEWAL
  5016. flag.set(SCB_MATK);
  5017. flag.set(SCB_HIT);
  5018. flag.set(SCB_FLEE);
  5019. #endif
  5020. }
  5021. #ifdef RENEWAL
  5022. if (flag[SCB_POW]) {
  5023. status->pow = status_calc_pow(&bl, sc, b_status->pow);
  5024. flag.set(SCB_BATK);
  5025. flag.set(SCB_PATK);
  5026. }
  5027. if (flag[SCB_STA]) {
  5028. status->sta = status_calc_sta(&bl, sc, b_status->sta);
  5029. flag.set(SCB_RES);
  5030. }
  5031. if (flag[SCB_WIS]) {
  5032. status->wis = status_calc_wis(&bl, sc, b_status->wis);
  5033. flag.set(SCB_MRES);
  5034. }
  5035. if (flag[SCB_SPL]) {
  5036. status->spl = status_calc_spl(&bl, sc, b_status->spl);
  5037. flag.set(SCB_MATK);
  5038. flag.set(SCB_SMATK);
  5039. }
  5040. if (flag[SCB_CON]) {
  5041. status->con = status_calc_con(&bl, sc, b_status->con);
  5042. flag.set(SCB_HIT);
  5043. flag.set(SCB_FLEE);
  5044. flag.set(SCB_PATK);
  5045. flag.set(SCB_SMATK);
  5046. }
  5047. if (flag[SCB_CRT]) {
  5048. status->crt = status_calc_crt(&bl, sc, b_status->crt);
  5049. flag.set(SCB_HPLUS);
  5050. flag.set(SCB_CRATE);
  5051. }
  5052. #endif
  5053. if(flag[SCB_BATK] && b_status->batk) {
  5054. int lv = status_get_lv(&bl);
  5055. status->batk = status_base_atk(&bl, status, lv);
  5056. temp = b_status->batk - status_base_atk(&bl, b_status, lv);
  5057. if (temp) {
  5058. temp += status->batk;
  5059. status->batk = cap_value(temp, 0, USHRT_MAX);
  5060. }
  5061. status->batk = status_calc_batk(&bl, sc, status->batk);
  5062. }
  5063. if(flag[SCB_WATK]) {
  5064. #ifndef RENEWAL
  5065. status->rhw.atk = status_calc_watk(&bl, sc, b_status->rhw.atk);
  5066. if (!sd) // Should not affect weapon refine bonus
  5067. status->rhw.atk2 = status_calc_watk(&bl, sc, b_status->rhw.atk2);
  5068. if (sd && sd->bonus.weapon_atk_rate)
  5069. status->rhw.atk += status->rhw.atk * sd->bonus.weapon_atk_rate / 100;
  5070. if(b_status->lhw.atk) {
  5071. if (sd) {
  5072. sd->state.lr_flag = 1;
  5073. status->lhw.atk = status_calc_watk(&bl, sc, b_status->lhw.atk);
  5074. sd->state.lr_flag = 0;
  5075. } else {
  5076. status->lhw.atk = status_calc_watk(&bl, sc, b_status->lhw.atk);
  5077. status->lhw.atk2= status_calc_watk(&bl, sc, b_status->lhw.atk2);
  5078. }
  5079. }
  5080. #else
  5081. if(!b_status->watk) { // We only have left-hand weapon
  5082. status->watk = 0;
  5083. status->watk2 = status_calc_watk(&bl, sc, b_status->watk2);
  5084. }
  5085. else status->watk = status_calc_watk(&bl, sc, b_status->watk);
  5086. #endif
  5087. }
  5088. if(flag[SCB_HIT]) {
  5089. if (status->dex == b_status->dex
  5090. #ifdef RENEWAL
  5091. && status->luk == b_status->luk && status->con == b_status->con
  5092. #endif
  5093. )
  5094. status->hit = status_calc_hit(&bl, sc, b_status->hit);
  5095. else
  5096. status->hit = status_calc_hit(&bl, sc, b_status->hit + (status->dex - b_status->dex)
  5097. #ifdef RENEWAL
  5098. + (status->luk/3 - b_status->luk/3) + 2 * (status->con - b_status->con)
  5099. #endif
  5100. );
  5101. }
  5102. if(flag[SCB_FLEE]) {
  5103. if (status->agi == b_status->agi
  5104. #ifdef RENEWAL
  5105. && status->luk == b_status->luk && status->con == b_status->con
  5106. #endif
  5107. )
  5108. status->flee = status_calc_flee(&bl, sc, b_status->flee);
  5109. else
  5110. status->flee = status_calc_flee(&bl, sc, b_status->flee +(status->agi - b_status->agi)
  5111. #ifdef RENEWAL
  5112. + (status->luk/5 - b_status->luk/5) + 2 * (status->con - b_status->con)
  5113. #endif
  5114. );
  5115. }
  5116. if(flag[SCB_DEF]) {
  5117. status->def = status_calc_def(&bl, sc, b_status->def);
  5118. if( bl.type == BL_HOM )
  5119. status->def += (status->vit/5 - b_status->vit/5);
  5120. }
  5121. if(flag[SCB_DEF2]) {
  5122. if (status->vit == b_status->vit
  5123. #ifdef RENEWAL
  5124. && status->agi == b_status->agi
  5125. #endif
  5126. )
  5127. status->def2 = status_calc_def2(&bl, sc, b_status->def2);
  5128. else
  5129. status->def2 = status_calc_def2(&bl, sc, b_status->def2
  5130. #ifdef RENEWAL
  5131. + (int)( ((float)status->vit/2 - (float)b_status->vit/2) + ((float)status->agi/5 - (float)b_status->agi/5) )
  5132. #else
  5133. + (status->vit - b_status->vit)
  5134. #endif
  5135. );
  5136. }
  5137. if(flag[SCB_MDEF]) {
  5138. status->mdef = status_calc_mdef(&bl, sc, b_status->mdef);
  5139. if( bl.type == BL_HOM )
  5140. status->mdef += (status->int_/5 - b_status->int_/5);
  5141. }
  5142. if(flag[SCB_MDEF2]) {
  5143. if (status->int_ == b_status->int_ && status->vit == b_status->vit
  5144. #ifdef RENEWAL
  5145. && status->dex == b_status->dex
  5146. #endif
  5147. )
  5148. status->mdef2 = status_calc_mdef2(&bl, sc, b_status->mdef2);
  5149. else
  5150. status->mdef2 = status_calc_mdef2(&bl, sc, b_status->mdef2 +(status->int_ - b_status->int_)
  5151. #ifdef RENEWAL
  5152. + (int)( ((float)status->dex/5 - (float)b_status->dex/5) + ((float)status->vit/5 - (float)b_status->vit/5) )
  5153. #else
  5154. + ((status->vit - b_status->vit) / 2)
  5155. #endif
  5156. );
  5157. }
  5158. if(flag[SCB_SPEED]) {
  5159. status->speed = status_calc_speed(&bl, sc, b_status->speed);
  5160. switch (bl.type) {
  5161. case BL_PC:
  5162. if (!sd->state.permanent_speed && status->speed < battle_config.max_walk_speed)
  5163. status->speed = battle_config.max_walk_speed;
  5164. #ifdef RENEWAL
  5165. // Recalculate homunculus speed if the player receives a speed buff/debuff
  5166. if (hom_is_active(sd->hd)) {
  5167. if (battle_config.hom_setting & HOMSET_COPY_SPEED)
  5168. sd->hd->battle_status.speed = status_get_speed(&sd->bl);
  5169. // Homunculus speed buff/debuffs applies over the current speed
  5170. sd->hd->battle_status.speed = status_calc_speed(&sd->hd->bl, &sd->hd->sc, sd->hd->battle_status.speed);
  5171. }
  5172. #endif
  5173. break;
  5174. case BL_PET:{
  5175. pet_data* pd = reinterpret_cast<pet_data*>(&bl);
  5176. if (pd->master != nullptr)
  5177. status->speed = status_get_speed(&pd->master->bl);
  5178. } break;
  5179. case BL_HOM:{
  5180. homun_data* hd = reinterpret_cast<homun_data*>(&bl);
  5181. if (hd->master != nullptr) {
  5182. if (battle_config.hom_setting & HOMSET_COPY_SPEED)
  5183. status->speed = status_get_speed(&hd->master->bl);
  5184. // Homunculus speed buff/debuffs applies over the current speed
  5185. status->speed = status_calc_speed(&bl, &hd->sc, status->speed);
  5186. }
  5187. } break;
  5188. case BL_MER:{
  5189. s_mercenary_data* mc = reinterpret_cast<s_mercenary_data*>(&bl);
  5190. if (mc->master != nullptr)
  5191. status->speed = status_get_speed(&mc->master->bl);
  5192. } break;
  5193. case BL_ELEM:{
  5194. s_elemental_data* ed = reinterpret_cast<s_elemental_data*>(&bl);
  5195. if (ed->master != nullptr)
  5196. status->speed = status_get_speed(&ed->master->bl);
  5197. } break;
  5198. }
  5199. }
  5200. if(flag[SCB_CRI] && b_status->cri) {
  5201. if (status->luk == b_status->luk)
  5202. status->cri = status_calc_critical(&bl, sc, b_status->cri);
  5203. else
  5204. #ifdef RENEWAL
  5205. status->cri = status_calc_critical(&bl, sc, b_status->cri + 3*(status->luk - b_status->luk));
  5206. #else
  5207. status->cri = status_calc_critical(&bl, sc, b_status->cri + (status->luk - b_status->luk)*10/3);
  5208. #endif
  5209. /// After status_calc_critical so the bonus is applied despite if you have or not a sc bugreport:5240
  5210. if (sd) {
  5211. if (sd->status.weapon == W_KATAR)
  5212. status->cri *= 2;
  5213. }
  5214. }
  5215. if(flag[SCB_FLEE2] && b_status->flee2) {
  5216. if (status->luk == b_status->luk)
  5217. status->flee2 = status_calc_flee2(&bl, sc, b_status->flee2);
  5218. else
  5219. status->flee2 = status_calc_flee2(&bl, sc, b_status->flee2 +(status->luk - b_status->luk));
  5220. }
  5221. if(flag[SCB_ATK_ELE]) {
  5222. status->rhw.ele = status_calc_attack_element(&bl, sc, b_status->rhw.ele);
  5223. if (sd) sd->state.lr_flag = 1;
  5224. status->lhw.ele = status_calc_attack_element(&bl, sc, b_status->lhw.ele);
  5225. if (sd) sd->state.lr_flag = 0;
  5226. }
  5227. if(flag[SCB_DEF_ELE]) {
  5228. status->def_ele = status_calc_element(&bl, sc, b_status->def_ele);
  5229. status->ele_lv = status_calc_element_lv(&bl, sc, b_status->ele_lv);
  5230. }
  5231. if(flag[SCB_MODE]) {
  5232. status->mode = status_calc_mode(&bl, sc, b_status->mode);
  5233. if (status_has_mode(status, MD_STATUSIMMUNE|MD_SKILLIMMUNE))
  5234. status->class_ = CLASS_BATTLEFIELD;
  5235. else if (status_has_mode(status, MD_STATUSIMMUNE|MD_KNOCKBACKIMMUNE|MD_DETECTOR))
  5236. status->class_ = CLASS_BOSS;
  5237. else if (status_has_mode(status, MD_STATUSIMMUNE))
  5238. status->class_ = CLASS_GUARDIAN;
  5239. else
  5240. status->class_ = CLASS_NORMAL;
  5241. // Since mode changed, reset their state.
  5242. if (!status_has_mode(status,MD_CANATTACK))
  5243. unit_stop_attack(&bl);
  5244. if (!status_has_mode(status,MD_CANMOVE))
  5245. unit_stop_walking(&bl,1);
  5246. }
  5247. /**
  5248. * No status changes alter these yet.
  5249. * if(flag[SCB_SIZE])
  5250. * if(flag[SCB_RACE])
  5251. * if(flag[SCB_RANGE])
  5252. **/
  5253. if(flag[SCB_MAXHP]) {
  5254. if( bl.type == BL_PC ) {
  5255. status->max_hp = status_calc_maxhpsp_pc(sd,status->vit,true);
  5256. if(battle_config.hp_rate != 100)
  5257. status->max_hp = (unsigned int)(battle_config.hp_rate * (status->max_hp/100.));
  5258. if (sd->status.base_level < 100)
  5259. status->max_hp = umin(status->max_hp,(unsigned int)battle_config.max_hp_lv99);
  5260. else if (sd->status.base_level < 151)
  5261. status->max_hp = umin(status->max_hp,(unsigned int)battle_config.max_hp_lv150);
  5262. else
  5263. status->max_hp = umin(status->max_hp,(unsigned int)battle_config.max_hp);
  5264. }
  5265. else
  5266. status->max_hp = status_calc_maxhp(&bl, b_status->max_hp);
  5267. if( status->hp > status->max_hp ) { // !FIXME: Should perhaps a status_zap should be issued?
  5268. status->hp = status->max_hp;
  5269. if( sd ) clif_updatestatus(*sd,SP_HP);
  5270. }
  5271. }
  5272. if(flag[SCB_MAXSP]) {
  5273. if( bl.type == BL_PC ) {
  5274. status->max_sp = status_calc_maxhpsp_pc(sd,status->int_,false);
  5275. if(battle_config.sp_rate != 100)
  5276. status->max_sp = (unsigned int)(battle_config.sp_rate * (status->max_sp/100.));
  5277. status->max_sp = umin(status->max_sp,(unsigned int)battle_config.max_sp);
  5278. }
  5279. else
  5280. status->max_sp = status_calc_maxsp(&bl, b_status->max_sp);
  5281. if( status->sp > status->max_sp ) {
  5282. status->sp = status->max_sp;
  5283. if( sd ) clif_updatestatus(*sd,SP_SP);
  5284. }
  5285. }
  5286. if(flag[SCB_MATK]) {
  5287. #ifndef RENEWAL
  5288. status->matk_min = status_base_matk_min(status) + (sd != nullptr ? sd->bonus.ematk : 0);
  5289. status->matk_max = status_base_matk_max(status) + (sd != nullptr ? sd->bonus.ematk : 0);
  5290. if (sd != nullptr && sd->matk_rate != 100) {
  5291. status->matk_min = status->matk_min * sd->matk_rate / 100;
  5292. status->matk_max = status->matk_max * sd->matk_rate / 100;
  5293. }
  5294. // Apply Recognized Spell buff
  5295. // Also update homunculus MATK, hom Min Matk is always the same as Max Matk
  5296. if ((bl.type == BL_HOM && battle_config.hom_setting&HOMSET_SAME_MATK) || (sc && sc->getSCE(SC_RECOGNIZEDSPELL))) {
  5297. status->matk_min = std::max( status->matk_min, status->matk_max );
  5298. }
  5299. status->matk_min = status_calc_matk(&bl, sc, status->matk_min);
  5300. status->matk_max = status_calc_matk(&bl, sc, status->matk_max);
  5301. #else
  5302. /**
  5303. * RE MATK Formula (from irowiki:http:// irowiki.org/wiki/MATK)
  5304. * MATK = (sMATK + wMATK + eMATK) * Multiplicative Modifiers
  5305. **/
  5306. int lv = status_get_lv(&bl);
  5307. status->matk_min = status_base_matk_min(&bl, status, lv);
  5308. status->matk_max = status_base_matk_max(&bl, status, lv);
  5309. if (sd != nullptr) {
  5310. status->matk_min = status_calc_ematk(&bl, sc, status->matk_min);
  5311. status->matk_max = status->matk_min;
  5312. // Adds weapon magic attack (wMATK) modifications
  5313. // This is the only portion in MATK that varies depending on the weapon level and refinement rate.
  5314. if (b_status->lhw.matk > 0)
  5315. status->lhw.matk = b_status->lhw.matk;
  5316. if (b_status->rhw.matk > 0)
  5317. status->rhw.matk = b_status->rhw.matk;
  5318. int32 wMatk = 0;
  5319. int32 variance = 0;
  5320. if (status->rhw.matk > 0) {
  5321. wMatk = status->rhw.matk;
  5322. variance = status->rhw.matk * status->rhw.wlv / 10;
  5323. }
  5324. if (status->lhw.matk > 0) {
  5325. wMatk += status->lhw.matk;
  5326. variance += status->lhw.matk * status->lhw.wlv / 10;
  5327. }
  5328. status->matk_min += wMatk - variance;
  5329. status->matk_max += wMatk + variance;
  5330. }
  5331. // Apply Recognized Spell buff
  5332. // Also update homunculus MATK, hom Min Matk is always the same as Max Matk
  5333. if ((bl.type == BL_HOM && battle_config.hom_setting&HOMSET_SAME_MATK) || (sc && sc->getSCE(SC_RECOGNIZEDSPELL))) {
  5334. status->matk_min = std::max( status->matk_min, status->matk_max );
  5335. }
  5336. if (sd != nullptr && sd->right_weapon.overrefine > 0) {
  5337. status->matk_min++;
  5338. status->matk_max += sd->right_weapon.overrefine - 1;
  5339. }
  5340. // Apply MATK % from skill Mystical Amplification
  5341. if (sc && sc->getSCE(SC_MAGICPOWER)) {
  5342. status->matk_min += status->matk_min * sc->getSCE(SC_MAGICPOWER)->val3 / 100;
  5343. status->matk_max += status->matk_max * sc->getSCE(SC_MAGICPOWER)->val3 / 100;
  5344. }
  5345. if (sd != nullptr) {
  5346. if (sd->bonus.ematk > 0) {
  5347. status->matk_min += sd->bonus.ematk;
  5348. status->matk_max += sd->bonus.ematk;
  5349. }
  5350. if (uint16 skill_lv = pc_checkskill(sd, NV_TRANSCENDENCE); skill_lv > 0) {
  5351. status->matk_min += 15 * skill_lv + (skill_lv > 4 ? 25 : 0);
  5352. status->matk_max += 15 * skill_lv + (skill_lv > 4 ? 25 : 0);
  5353. }
  5354. }
  5355. // Adds other magic attack modifications - usually buffs from usable items
  5356. status->matk_max = status_calc_matk(&bl, sc, status->matk_max);
  5357. status->matk_min = status_calc_matk(&bl, sc, status->matk_min);
  5358. // Apply MATK % from equipments / usable items
  5359. if (sd != nullptr && sd->matk_rate != 100) {
  5360. status->matk_min = status->matk_min * sd->matk_rate / 100;
  5361. status->matk_max = status->matk_max * sd->matk_rate / 100;
  5362. }
  5363. #endif
  5364. }
  5365. if(flag[SCB_ASPD]) {
  5366. int amotion;
  5367. if ( bl.type == BL_HOM ) {
  5368. #ifdef RENEWAL_ASPD
  5369. amotion = (reinterpret_cast<homun_data*>(&bl))->homunculusDB->baseASPD;
  5370. amotion = amotion - amotion * status_get_homdex(&bl) / 1000 - status_get_homagi(&bl) * amotion / 250;
  5371. amotion = (amotion * status_calc_aspd(&bl, sc, true) + status_calc_aspd(&bl, sc, false)) / - 100 + amotion;
  5372. #else
  5373. amotion = (1000 - 4 * status->agi - status->dex) * (reinterpret_cast<homun_data*>(&bl))->homunculusDB->baseASPD / 1000;
  5374. amotion = status_calc_aspd_rate(&bl, sc, amotion);
  5375. amotion = amotion * status->aspd_rate / 1000;
  5376. #endif
  5377. amotion = status_calc_fix_aspd(&bl, sc, amotion);
  5378. status->amotion = cap_value(amotion, battle_config.max_aspd, 2000);
  5379. status->adelay = status->amotion;
  5380. } else if ( bl.type == BL_PC ) {
  5381. uint16 skill_lv;
  5382. amotion = status_base_amotion_pc(sd,status);
  5383. #ifndef RENEWAL_ASPD
  5384. status->aspd_rate = status_calc_aspd_rate(&bl, sc, b_status->aspd_rate);
  5385. #endif
  5386. // Absolute ASPD % modifiers
  5387. amotion = amotion * status->aspd_rate / 1000;
  5388. if (sd->ud.skilltimer != INVALID_TIMER && (skill_lv = pc_checkskill(sd, SA_FREECAST)) > 0)
  5389. #ifdef RENEWAL_ASPD
  5390. amotion = amotion * 5 * (skill_lv + 10) / 100;
  5391. #else
  5392. 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)
  5393. #endif
  5394. #ifdef RENEWAL_ASPD
  5395. // RE ASPD % modifier
  5396. amotion += (max(0xc3 - amotion, 2) * (status->aspd_rate2 + status_calc_aspd(&bl, sc, false))) / 100;
  5397. amotion = 10 * (200 - amotion);
  5398. amotion += sd->bonus.aspd_add;
  5399. #endif
  5400. amotion = status_calc_fix_aspd(&bl, sc, amotion);
  5401. status->amotion = cap_value(amotion,pc_maxaspd(sd),2000);
  5402. status->adelay = 2 * status->amotion;
  5403. } else { // Mercenary and mobs
  5404. amotion = b_status->amotion;
  5405. status->aspd_rate = status_calc_aspd_rate(&bl, sc, b_status->aspd_rate);
  5406. amotion = amotion*status->aspd_rate/1000;
  5407. amotion = status_calc_fix_aspd(&bl, sc, amotion);
  5408. status->amotion = cap_value(amotion, battle_config.monster_max_aspd, 2000);
  5409. temp = b_status->adelay*status->aspd_rate/1000;
  5410. status->adelay = cap_value(temp, battle_config.monster_max_aspd*2, 4000);
  5411. }
  5412. }
  5413. if(flag[SCB_DSPD]) {
  5414. int dmotion;
  5415. if( bl.type == BL_PC ) {
  5416. if (b_status->agi == status->agi)
  5417. status->dmotion = status_calc_dmotion(&bl, sc, b_status->dmotion);
  5418. else {
  5419. dmotion = 800-status->agi*4;
  5420. status->dmotion = cap_value(dmotion, 400, 800);
  5421. if(battle_config.pc_damage_delay_rate != 100)
  5422. status->dmotion = status->dmotion*battle_config.pc_damage_delay_rate/100;
  5423. // It's safe to ignore b_status->dmotion since no bonus affects it.
  5424. status->dmotion = status_calc_dmotion(&bl, sc, status->dmotion);
  5425. }
  5426. } else if( bl.type == BL_HOM ) {
  5427. dmotion = 800-status->agi*4;
  5428. status->dmotion = cap_value(dmotion, 400, 800);
  5429. status->dmotion = status_calc_dmotion(&bl, sc, b_status->dmotion);
  5430. } else { // Mercenary and mobs
  5431. status->dmotion = status_calc_dmotion(&bl, sc, b_status->dmotion);
  5432. }
  5433. }
  5434. #ifdef RENEWAL
  5435. if (flag[SCB_PATK]) {
  5436. if (status->pow == b_status->pow && status->con == b_status->con)
  5437. status->patk = status_calc_patk(&bl, sc, b_status->patk);
  5438. else
  5439. status->patk = status_calc_patk(&bl, sc, b_status->patk + (status->pow - b_status->pow) / 3 + (status->con - b_status->con) / 5);
  5440. }
  5441. if (flag[SCB_SMATK]) {
  5442. if (status->spl == b_status->spl && status->con == b_status->con)
  5443. status->smatk = status_calc_smatk(&bl, sc, b_status->smatk);
  5444. else
  5445. status->smatk = status_calc_smatk(&bl, sc, b_status->smatk) + (status->spl - b_status->spl) / 3 + (status->con - b_status->con) / 5;
  5446. }
  5447. if (flag[SCB_RES]) {
  5448. if (status->sta == b_status->sta)
  5449. status->res = status_calc_res(&bl, sc, b_status->res);
  5450. else
  5451. status->res = status_calc_res(&bl, sc, b_status->res + (status->sta - b_status->sta) + (status->sta - b_status->sta) / 3 * 5);
  5452. }
  5453. if (flag[SCB_MRES]) {
  5454. if (status->wis == b_status->wis)
  5455. status->mres = status_calc_mres(&bl, sc, b_status->mres);
  5456. else
  5457. status->mres = status_calc_mres(&bl, sc, b_status->mres + (status->wis - b_status->wis) + (status->wis - b_status->wis) / 3 * 5);
  5458. }
  5459. if (flag[SCB_HPLUS]) {
  5460. if (status->crt == b_status->crt)
  5461. status->hplus = status_calc_hplus(&bl, sc, b_status->hplus);
  5462. else
  5463. status->hplus = status_calc_hplus(&bl, sc, b_status->hplus + (status->crt - b_status->crt));
  5464. }
  5465. if (flag[SCB_CRATE]) {
  5466. if (status->crt == b_status->crt)
  5467. status->crate = status_calc_crate(&bl, sc, b_status->crate);
  5468. else
  5469. status->crate = status_calc_crate(&bl, sc, b_status->crate + (status->crt - b_status->crt) / 3);
  5470. }
  5471. if (flag[SCB_MAXAP]) {
  5472. if (bl.type == BL_PC) {
  5473. status->max_ap = status_calc_maxap_pc(sd);
  5474. if (battle_config.ap_rate != 100)
  5475. status->max_ap = (unsigned int)(battle_config.ap_rate * (status->max_ap / 100.));
  5476. status->max_ap = umin(status->max_ap, (unsigned int)battle_config.max_ap);
  5477. } else
  5478. status->max_ap = status_calc_maxap(&bl, b_status->max_ap);
  5479. if (status->ap > status->max_ap) {
  5480. status->ap = status->max_ap;
  5481. if (sd) clif_updatestatus(*sd, SP_AP);
  5482. }
  5483. }
  5484. #endif
  5485. if((flag[SCB_VIT] || flag[SCB_MAXHP] || flag[SCB_INT] || flag[SCB_MAXSP]) && bl.type & BL_REGEN)
  5486. status_calc_regen(&bl, status, status_get_regen_data(&bl));
  5487. if(flag[SCB_REGEN] && bl.type & BL_REGEN)
  5488. status_calc_regen_rate(&bl, status_get_regen_data(&bl), sc);
  5489. }
  5490. /**
  5491. * Recalculates parts of an objects status according to specified flags
  5492. * Also sends updates to the client when necessary
  5493. * See [set_sc] [add_sc]
  5494. * @param bl: Object whose status has changed [PC|MOB|HOM|MER|ELEM]
  5495. * @param flag: Which status has changed on bl
  5496. * @param opt: If true, will cause status_calc_* functions to run their base status initialization code
  5497. */
  5498. void status_calc_bl_(struct block_list* bl, std::bitset<SCB_MAX> flag, uint8 opt)
  5499. {
  5500. if (bl->type == BL_PC) {
  5501. map_session_data *sd = BL_CAST(BL_PC, bl);
  5502. if (sd->delayed_damage != 0) {
  5503. if (opt&SCO_FORCE)
  5504. sd->state.hold_recalc = false; // Clear and move on
  5505. else {
  5506. sd->state.hold_recalc = true; // Flag and stop
  5507. return;
  5508. }
  5509. }
  5510. }
  5511. // Pointer to current battle status
  5512. status_data* status = status_get_status_data(*bl);
  5513. // Previous battle status
  5514. status_data b_status;
  5515. // Remember previous values
  5516. memcpy(&b_status, status, sizeof(b_status));
  5517. if( flag[SCB_BASE] ) { // Calculate the object's base status too
  5518. switch( bl->type ) {
  5519. case BL_PC: status_calc_pc_(BL_CAST(BL_PC,bl), opt); break;
  5520. case BL_MOB: status_calc_mob_(BL_CAST(BL_MOB,bl), opt); break;
  5521. case BL_PET: status_calc_pet_(BL_CAST(BL_PET,bl), opt); break;
  5522. case BL_HOM: status_calc_homunculus_(BL_CAST(BL_HOM,bl), opt); break;
  5523. case BL_MER: status_calc_mercenary_(BL_CAST(BL_MER,bl), opt); break;
  5524. case BL_ELEM: status_calc_elemental_(BL_CAST(BL_ELEM,bl), opt); break;
  5525. case BL_NPC: status_calc_npc_(BL_CAST(BL_NPC,bl), opt); break;
  5526. }
  5527. }
  5528. if( bl->type == BL_PET )
  5529. return; // Pets are not affected by statuses
  5530. if (opt&SCO_FIRST && bl->type == BL_MOB)
  5531. return; // Assume there will be no statuses active
  5532. status_calc_bl_main(*bl, flag);
  5533. if (opt&SCO_FIRST && bl->type == BL_HOM)
  5534. return; // Client update handled by caller
  5535. // Compare against new values and send client updates
  5536. if( bl->type == BL_PC ) {
  5537. TBL_PC* sd = BL_CAST(BL_PC, bl);
  5538. if(b_status.str != status->str)
  5539. clif_updatestatus(*sd,SP_STR);
  5540. if(b_status.agi != status->agi)
  5541. clif_updatestatus(*sd,SP_AGI);
  5542. if(b_status.vit != status->vit)
  5543. clif_updatestatus(*sd,SP_VIT);
  5544. if(b_status.int_ != status->int_)
  5545. clif_updatestatus(*sd,SP_INT);
  5546. if(b_status.dex != status->dex)
  5547. clif_updatestatus(*sd,SP_DEX);
  5548. if(b_status.luk != status->luk)
  5549. clif_updatestatus(*sd,SP_LUK);
  5550. if(b_status.hit != status->hit)
  5551. clif_updatestatus(*sd,SP_HIT);
  5552. if(b_status.flee != status->flee)
  5553. clif_updatestatus(*sd,SP_FLEE1);
  5554. if(b_status.amotion != status->amotion)
  5555. clif_updatestatus(*sd,SP_ASPD);
  5556. if(b_status.speed != status->speed)
  5557. clif_updatestatus(*sd,SP_SPEED);
  5558. if(b_status.batk != status->batk
  5559. #ifndef RENEWAL
  5560. || b_status.rhw.atk != status->rhw.atk || b_status.lhw.atk != status->lhw.atk
  5561. #endif
  5562. )
  5563. clif_updatestatus(*sd,SP_ATK1);
  5564. if(b_status.def != status->def) {
  5565. clif_updatestatus(*sd,SP_DEF1);
  5566. #ifdef RENEWAL
  5567. clif_updatestatus(*sd,SP_DEF2);
  5568. #endif
  5569. }
  5570. if(
  5571. #ifdef RENEWAL
  5572. b_status.watk != status->watk || b_status.watk2 != status->watk2 || b_status.eatk != status->eatk
  5573. #else
  5574. b_status.rhw.atk2 != status->rhw.atk2 || b_status.lhw.atk2 != status->lhw.atk2
  5575. #endif
  5576. )
  5577. clif_updatestatus(*sd,SP_ATK2);
  5578. if(b_status.def2 != status->def2) {
  5579. clif_updatestatus(*sd,SP_DEF2);
  5580. #ifdef RENEWAL
  5581. clif_updatestatus(*sd,SP_DEF1);
  5582. #endif
  5583. }
  5584. if(b_status.flee2 != status->flee2)
  5585. clif_updatestatus(*sd,SP_FLEE2);
  5586. if(b_status.cri != status->cri)
  5587. clif_updatestatus(*sd,SP_CRITICAL);
  5588. #ifndef RENEWAL
  5589. if(b_status.matk_max != status->matk_max)
  5590. clif_updatestatus(*sd,SP_MATK1);
  5591. if(b_status.matk_min != status->matk_min)
  5592. clif_updatestatus(*sd,SP_MATK2);
  5593. #else
  5594. if(b_status.matk_max != status->matk_max || b_status.matk_min != status->matk_min) {
  5595. clif_updatestatus(*sd,SP_MATK2);
  5596. clif_updatestatus(*sd,SP_MATK1);
  5597. }
  5598. #endif
  5599. if(b_status.mdef != status->mdef) {
  5600. clif_updatestatus(*sd,SP_MDEF1);
  5601. #ifdef RENEWAL
  5602. clif_updatestatus(*sd,SP_MDEF2);
  5603. #endif
  5604. }
  5605. if(b_status.mdef2 != status->mdef2) {
  5606. clif_updatestatus(*sd,SP_MDEF2);
  5607. #ifdef RENEWAL
  5608. clif_updatestatus(*sd,SP_MDEF1);
  5609. #endif
  5610. }
  5611. if(b_status.rhw.range != status->rhw.range)
  5612. clif_updatestatus(*sd,SP_ATTACKRANGE);
  5613. if(b_status.max_hp != status->max_hp)
  5614. clif_updatestatus(*sd,SP_MAXHP);
  5615. if(b_status.max_sp != status->max_sp)
  5616. clif_updatestatus(*sd,SP_MAXSP);
  5617. if(b_status.hp != status->hp)
  5618. clif_updatestatus(*sd,SP_HP);
  5619. if(b_status.sp != status->sp)
  5620. clif_updatestatus(*sd,SP_SP);
  5621. #ifdef RENEWAL
  5622. if (b_status.pow != status->pow)
  5623. clif_updatestatus(*sd,SP_POW);
  5624. if (b_status.sta != status->sta)
  5625. clif_updatestatus(*sd,SP_STA);
  5626. if (b_status.wis != status->wis)
  5627. clif_updatestatus(*sd,SP_WIS);
  5628. if (b_status.spl != status->spl)
  5629. clif_updatestatus(*sd,SP_SPL);
  5630. if (b_status.con != status->con)
  5631. clif_updatestatus(*sd,SP_CON);
  5632. if (b_status.crt != status->crt)
  5633. clif_updatestatus(*sd,SP_CRT);
  5634. if (b_status.patk != status->patk)
  5635. clif_updatestatus(*sd, SP_PATK);
  5636. if (b_status.smatk != status->smatk)
  5637. clif_updatestatus(*sd, SP_SMATK);
  5638. if (b_status.res != status->res)
  5639. clif_updatestatus(*sd, SP_RES);
  5640. if (b_status.mres != status->mres)
  5641. clif_updatestatus(*sd, SP_MRES);
  5642. if (b_status.hplus != status->hplus)
  5643. clif_updatestatus(*sd, SP_HPLUS);
  5644. if (b_status.crate != status->crate)
  5645. clif_updatestatus(*sd, SP_CRATE);
  5646. if (b_status.max_ap != status->max_ap)
  5647. clif_updatestatus(*sd, SP_MAXAP);
  5648. if (b_status.ap != status->ap)
  5649. clif_updatestatus(*sd, SP_AP);
  5650. #endif
  5651. } else if( bl->type == BL_HOM ) {
  5652. TBL_HOM* hd = BL_CAST(BL_HOM, bl);
  5653. if( hd->master && memcmp(&b_status, status, sizeof(struct status_data)) != 0 )
  5654. clif_hominfo(hd->master,hd,0);
  5655. } else if( bl->type == BL_MER ) {
  5656. TBL_MER* md = BL_CAST(BL_MER, bl);
  5657. if (!md->master)
  5658. return;
  5659. if( b_status.rhw.atk != status->rhw.atk || b_status.rhw.atk2 != status->rhw.atk2 )
  5660. clif_mercenary_updatestatus(md->master, SP_ATK1);
  5661. if( b_status.matk_max != status->matk_max )
  5662. clif_mercenary_updatestatus(md->master, SP_MATK1);
  5663. if( b_status.hit != status->hit )
  5664. clif_mercenary_updatestatus(md->master, SP_HIT);
  5665. if( b_status.cri != status->cri )
  5666. clif_mercenary_updatestatus(md->master, SP_CRITICAL);
  5667. if( b_status.def != status->def )
  5668. clif_mercenary_updatestatus(md->master, SP_DEF1);
  5669. if( b_status.mdef != status->mdef )
  5670. clif_mercenary_updatestatus(md->master, SP_MDEF1);
  5671. if( b_status.flee != status->flee )
  5672. clif_mercenary_updatestatus(md->master, SP_MERCFLEE);
  5673. if( b_status.amotion != status->amotion )
  5674. clif_mercenary_updatestatus(md->master, SP_ASPD);
  5675. if( b_status.max_hp != status->max_hp )
  5676. clif_mercenary_updatestatus(md->master, SP_MAXHP);
  5677. if( b_status.max_sp != status->max_sp )
  5678. clif_mercenary_updatestatus(md->master, SP_MAXSP);
  5679. if( b_status.hp != status->hp )
  5680. clif_mercenary_updatestatus(md->master, SP_HP);
  5681. if( b_status.sp != status->sp )
  5682. clif_mercenary_updatestatus(md->master, SP_SP);
  5683. } else if( bl->type == BL_ELEM ) {
  5684. TBL_ELEM* ed = BL_CAST(BL_ELEM, bl);
  5685. if (!ed->master)
  5686. return;
  5687. if( b_status.max_hp != status->max_hp )
  5688. clif_elemental_updatestatus(*ed->master, SP_MAXHP);
  5689. if( b_status.max_sp != status->max_sp )
  5690. clif_elemental_updatestatus(*ed->master, SP_MAXSP);
  5691. if( b_status.hp != status->hp )
  5692. clif_elemental_updatestatus(*ed->master, SP_HP);
  5693. if( b_status.sp != status->sp )
  5694. clif_elemental_updatestatus(*ed->master, SP_SP);
  5695. }
  5696. }
  5697. /**
  5698. * Adds strength modifications based on status changes
  5699. * @param bl: Object to change str [PC|MOB|HOM|MER|ELEM]
  5700. * @param sc: Object's status change information
  5701. * @param str: Initial str
  5702. * @return modified str with cap_value(str,0,USHRT_MAX)
  5703. */
  5704. static unsigned short status_calc_str(struct block_list *bl, status_change *sc, int str)
  5705. {
  5706. if(!sc || !sc->count)
  5707. return cap_value(str,0,USHRT_MAX);
  5708. if(sc->getSCE(SC_HARMONIZE)) {
  5709. str -= sc->getSCE(SC_HARMONIZE)->val2;
  5710. return (unsigned short)cap_value(str,0,USHRT_MAX);
  5711. }
  5712. if(sc->getSCE(SC_INCALLSTATUS))
  5713. str += sc->getSCE(SC_INCALLSTATUS)->val1;
  5714. if(sc->getSCE(SC_CHASEWALK2))
  5715. str += sc->getSCE(SC_CHASEWALK2)->val1;
  5716. if(sc->getSCE(SC_INCSTR))
  5717. str += sc->getSCE(SC_INCSTR)->val1;
  5718. if(sc->getSCE(SC_STRFOOD))
  5719. str += sc->getSCE(SC_STRFOOD)->val1;
  5720. if(sc->getSCE(SC_FOOD_STR_CASH))
  5721. str += sc->getSCE(SC_FOOD_STR_CASH)->val1;
  5722. if(sc->getSCE(SC_BATTLEORDERS))
  5723. str += 5;
  5724. if(sc->getSCE(SC_LEADERSHIP))
  5725. str += sc->getSCE(SC_LEADERSHIP)->val1;
  5726. if(sc->getSCE(SC_LOUD))
  5727. str += 4;
  5728. if(sc->getSCE(SC_TRUESIGHT))
  5729. str += 5;
  5730. if(sc->getSCE(SC_SPURT))
  5731. str += 10;
  5732. if(sc->getSCE(SC_NEN))
  5733. str += sc->getSCE(SC_NEN)->val1;
  5734. if(sc->getSCE(SC_BLESSING)) {
  5735. if(sc->getSCE(SC_BLESSING)->val2)
  5736. str += sc->getSCE(SC_BLESSING)->val2;
  5737. else
  5738. str -= str / 2;
  5739. }
  5740. if(sc->getSCE(SC_MARIONETTE))
  5741. str -= ((sc->getSCE(SC_MARIONETTE)->val3)>>16)&0xFF;
  5742. if(sc->getSCE(SC_MARIONETTE2))
  5743. str += ((sc->getSCE(SC_MARIONETTE2)->val3)>>16)&0xFF;
  5744. if(sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_HIGH)
  5745. str += ((sc->getSCE(SC_SPIRIT)->val3)>>16)&0xFF;
  5746. if(sc->getSCE(SC_GIANTGROWTH))
  5747. str += sc->getSCE(SC_GIANTGROWTH)->val2;
  5748. if(sc->getSCE(SC_BEYONDOFWARCRY))
  5749. str -= sc->getSCE(SC_BEYONDOFWARCRY)->val2;
  5750. if(sc->getSCE(SC_SAVAGE_STEAK))
  5751. str += sc->getSCE(SC_SAVAGE_STEAK)->val1;
  5752. if(sc->getSCE(SC_INSPIRATION))
  5753. str += sc->getSCE(SC_INSPIRATION)->val3;
  5754. if(sc->getSCE(SC_STOMACHACHE))
  5755. str -= sc->getSCE(SC_STOMACHACHE)->val1;
  5756. if(sc->getSCE(SC_KYOUGAKU))
  5757. str -= sc->getSCE(SC_KYOUGAKU)->val2;
  5758. if(sc->getSCE(SC_SWORDCLAN))
  5759. str += 1;
  5760. if(sc->getSCE(SC_JUMPINGCLAN))
  5761. str += 1;
  5762. if(sc->getSCE(SC_FULL_THROTTLE))
  5763. str += str * sc->getSCE(SC_FULL_THROTTLE)->val3 / 100;
  5764. if(sc->getSCE(SC_CHEERUP))
  5765. str += 3;
  5766. if(sc->getSCE(SC_GLASTHEIM_STATE))
  5767. str += sc->getSCE(SC_GLASTHEIM_STATE)->val1;
  5768. #ifdef RENEWAL
  5769. if (sc->getSCE(SC_NIBELUNGEN) && sc->getSCE(SC_NIBELUNGEN)->val2 == RINGNBL_ALLSTAT)
  5770. str += 15;
  5771. #endif
  5772. if (sc->getSCE(SC_UNIVERSESTANCE))
  5773. str += sc->getSCE(SC_UNIVERSESTANCE)->val2;
  5774. if (sc->getSCE(SC_ULTIMATECOOK))
  5775. str += sc->getSCE(SC_ULTIMATECOOK)->val1;
  5776. if (sc->getSCE(SC_ALL_STAT_DOWN))
  5777. str -= sc->getSCE(SC_ALL_STAT_DOWN)->val2;
  5778. if (sc->getSCE(SC_STR_SCROLL))
  5779. str += sc->getSCE(SC_STR_SCROLL)->val1;
  5780. //TODO: Stat points should be able to be decreased below 0
  5781. return (unsigned short)cap_value(str,0,USHRT_MAX);
  5782. }
  5783. /**
  5784. * Adds agility modifications based on status changes
  5785. * @param bl: Object to change agi [PC|MOB|HOM|MER|ELEM]
  5786. * @param sc: Object's status change information
  5787. * @param agi: Initial agi
  5788. * @return modified agi with cap_value(agi,0,USHRT_MAX)
  5789. */
  5790. static unsigned short status_calc_agi(struct block_list *bl, status_change *sc, int agi)
  5791. {
  5792. if(!sc || !sc->count)
  5793. return cap_value(agi,0,USHRT_MAX);
  5794. if(sc->getSCE(SC_HARMONIZE)) {
  5795. agi -= sc->getSCE(SC_HARMONIZE)->val2;
  5796. return (unsigned short)cap_value(agi,0,USHRT_MAX);
  5797. }
  5798. if(sc->getSCE(SC_CONCENTRATE) && !sc->getSCE(SC_QUAGMIRE))
  5799. agi += (agi-sc->getSCE(SC_CONCENTRATE)->val3)*sc->getSCE(SC_CONCENTRATE)->val2/100;
  5800. if(sc->getSCE(SC_INCALLSTATUS))
  5801. agi += sc->getSCE(SC_INCALLSTATUS)->val1;
  5802. if(sc->getSCE(SC_INCAGI))
  5803. agi += sc->getSCE(SC_INCAGI)->val1;
  5804. if(sc->getSCE(SC_AGIFOOD))
  5805. agi += sc->getSCE(SC_AGIFOOD)->val1;
  5806. if(sc->getSCE(SC_FOOD_AGI_CASH))
  5807. agi += sc->getSCE(SC_FOOD_AGI_CASH)->val1;
  5808. if(sc->getSCE(SC_SOULCOLD))
  5809. agi += sc->getSCE(SC_SOULCOLD)->val1;
  5810. if(sc->getSCE(SC_TRUESIGHT))
  5811. agi += 5;
  5812. if(sc->getSCE(SC_INCREASEAGI))
  5813. agi += sc->getSCE(SC_INCREASEAGI)->val2;
  5814. if(sc->getSCE(SC_INCREASING))
  5815. agi += 4; // Added based on skill updates [Reddozen]
  5816. if(sc->getSCE(SC_DECREASEAGI))
  5817. agi -= sc->getSCE(SC_DECREASEAGI)->val2;
  5818. if(sc->getSCE(SC_QUAGMIRE))
  5819. agi -= sc->getSCE(SC_QUAGMIRE)->val2;
  5820. if(sc->getSCE(SC_SUITON) && sc->getSCE(SC_SUITON)->val3)
  5821. agi -= sc->getSCE(SC_SUITON)->val2;
  5822. if(sc->getSCE(SC_MARIONETTE))
  5823. agi -= ((sc->getSCE(SC_MARIONETTE)->val3)>>8)&0xFF;
  5824. if(sc->getSCE(SC_MARIONETTE2))
  5825. agi += ((sc->getSCE(SC_MARIONETTE2)->val3)>>8)&0xFF;
  5826. if(sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_HIGH)
  5827. agi += ((sc->getSCE(SC_SPIRIT)->val3)>>8)&0xFF;
  5828. if(sc->getSCE(SC_ADORAMUS))
  5829. agi -= sc->getSCE(SC_ADORAMUS)->val2;
  5830. if(sc->getSCE(SC_MARSHOFABYSS))
  5831. agi -= agi * sc->getSCE(SC_MARSHOFABYSS)->val2 / 100;
  5832. if(sc->getSCE(SC_DROCERA_HERB_STEAMED))
  5833. agi += sc->getSCE(SC_DROCERA_HERB_STEAMED)->val1;
  5834. if(sc->getSCE(SC_INSPIRATION))
  5835. agi += sc->getSCE(SC_INSPIRATION)->val3;
  5836. if(sc->getSCE(SC_STOMACHACHE))
  5837. agi -= sc->getSCE(SC_STOMACHACHE)->val1;
  5838. if(sc->getSCE(SC_KYOUGAKU))
  5839. agi -= sc->getSCE(SC_KYOUGAKU)->val2;
  5840. if(sc->getSCE(SC_CROSSBOWCLAN))
  5841. agi += 1;
  5842. if(sc->getSCE(SC_JUMPINGCLAN))
  5843. agi += 1;
  5844. if(sc->getSCE(SC_FULL_THROTTLE))
  5845. agi += agi * sc->getSCE(SC_FULL_THROTTLE)->val3 / 100;
  5846. if (sc->getSCE(SC_ARCLOUSEDASH))
  5847. agi += sc->getSCE(SC_ARCLOUSEDASH)->val2;
  5848. if(sc->getSCE(SC_CHEERUP))
  5849. agi += 3;
  5850. if(sc->getSCE(SC_GLASTHEIM_STATE))
  5851. agi += sc->getSCE(SC_GLASTHEIM_STATE)->val1;
  5852. #ifdef RENEWAL
  5853. if (sc->getSCE(SC_NIBELUNGEN) && sc->getSCE(SC_NIBELUNGEN)->val2 == RINGNBL_ALLSTAT)
  5854. agi += 15;
  5855. #endif
  5856. if (sc->getSCE(SC_UNIVERSESTANCE))
  5857. agi += sc->getSCE(SC_UNIVERSESTANCE)->val2;
  5858. if (sc->getSCE(SC_ULTIMATECOOK))
  5859. agi += sc->getSCE(SC_ULTIMATECOOK)->val1;
  5860. if (sc->getSCE(SC_ALL_STAT_DOWN))
  5861. agi -= sc->getSCE(SC_ALL_STAT_DOWN)->val2;
  5862. //TODO: Stat points should be able to be decreased below 0
  5863. return (unsigned short)cap_value(agi,0,USHRT_MAX);
  5864. }
  5865. /**
  5866. * Adds vitality modifications based on status changes
  5867. * @param bl: Object to change vit [PC|MOB|HOM|MER|ELEM]
  5868. * @param sc: Object's status change information
  5869. * @param vit: Initial vit
  5870. * @return modified vit with cap_value(vit,0,USHRT_MAX)
  5871. */
  5872. static unsigned short status_calc_vit(struct block_list *bl, status_change *sc, int vit)
  5873. {
  5874. if(!sc || !sc->count)
  5875. return cap_value(vit,0,USHRT_MAX);
  5876. if(sc->getSCE(SC_HARMONIZE)) {
  5877. vit -= sc->getSCE(SC_HARMONIZE)->val2;
  5878. return (unsigned short)cap_value(vit,0,USHRT_MAX);
  5879. }
  5880. if(sc->getSCE(SC_INCALLSTATUS))
  5881. vit += sc->getSCE(SC_INCALLSTATUS)->val1;
  5882. if(sc->getSCE(SC_INCVIT))
  5883. vit += sc->getSCE(SC_INCVIT)->val1;
  5884. if(sc->getSCE(SC_VITFOOD))
  5885. vit += sc->getSCE(SC_VITFOOD)->val1;
  5886. if(sc->getSCE(SC_FOOD_VIT_CASH))
  5887. vit += sc->getSCE(SC_FOOD_VIT_CASH)->val1;
  5888. if(sc->getSCE(SC_CHANGE))
  5889. vit += sc->getSCE(SC_CHANGE)->val2;
  5890. if(sc->getSCE(SC_GLORYWOUNDS))
  5891. vit += sc->getSCE(SC_GLORYWOUNDS)->val1;
  5892. if(sc->getSCE(SC_TRUESIGHT))
  5893. vit += 5;
  5894. if(sc->getSCE(SC_MARIONETTE))
  5895. vit -= sc->getSCE(SC_MARIONETTE)->val3&0xFF;
  5896. if(sc->getSCE(SC_MARIONETTE2))
  5897. vit += sc->getSCE(SC_MARIONETTE2)->val3&0xFF;
  5898. if(sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_HIGH)
  5899. vit += sc->getSCE(SC_SPIRIT)->val3&0xFF;
  5900. if(sc->getSCE(SC_MINOR_BBQ))
  5901. vit += sc->getSCE(SC_MINOR_BBQ)->val1;
  5902. if(sc->getSCE(SC_INSPIRATION))
  5903. vit += sc->getSCE(SC_INSPIRATION)->val3;
  5904. if(sc->getSCE(SC_STOMACHACHE))
  5905. vit -= sc->getSCE(SC_STOMACHACHE)->val1;
  5906. if(sc->getSCE(SC_KYOUGAKU))
  5907. vit -= sc->getSCE(SC_KYOUGAKU)->val2;
  5908. if(sc->getSCE(SC_SWORDCLAN))
  5909. vit += 1;
  5910. if(sc->getSCE(SC_JUMPINGCLAN))
  5911. vit += 1;
  5912. if(sc->getSCE(SC_STRIPARMOR) && bl->type != BL_PC)
  5913. vit -= vit * sc->getSCE(SC_STRIPARMOR)->val2/100;
  5914. if(sc->getSCE(SC_FULL_THROTTLE))
  5915. vit += vit * sc->getSCE(SC_FULL_THROTTLE)->val3 / 100;
  5916. if(bl->type == BL_PC && sc->getSCE(SC_DEFENCE))
  5917. vit += sc->getSCE(SC_DEFENCE)->val2;
  5918. if(sc->getSCE(SC_CHEERUP))
  5919. vit += 3;
  5920. if(sc->getSCE(SC_GLASTHEIM_STATE))
  5921. vit += sc->getSCE(SC_GLASTHEIM_STATE)->val1;
  5922. #ifdef RENEWAL
  5923. if (sc->getSCE(SC_NIBELUNGEN) && sc->getSCE(SC_NIBELUNGEN)->val2 == RINGNBL_ALLSTAT)
  5924. vit += 15;
  5925. #endif
  5926. if (sc->getSCE(SC_UNIVERSESTANCE))
  5927. vit += sc->getSCE(SC_UNIVERSESTANCE)->val2;
  5928. if (sc->getSCE(SC_ULTIMATECOOK))
  5929. vit += sc->getSCE(SC_ULTIMATECOOK)->val1;
  5930. if (sc->getSCE(SC_CUP_OF_BOZA))
  5931. vit += 10;
  5932. if (sc->getSCE(SC_ALL_STAT_DOWN))
  5933. vit -= sc->getSCE(SC_ALL_STAT_DOWN)->val2;
  5934. //TODO: Stat points should be able to be decreased below 0
  5935. return (unsigned short)cap_value(vit,0,USHRT_MAX);
  5936. }
  5937. /**
  5938. * Adds intelligence modifications based on status changes
  5939. * @param bl: Object to change int [PC|MOB|HOM|MER|ELEM]
  5940. * @param sc: Object's status change information
  5941. * @param int_: Initial int
  5942. * @return modified int with cap_value(int_,0,USHRT_MAX)
  5943. */
  5944. static unsigned short status_calc_int(struct block_list *bl, status_change *sc, int int_)
  5945. {
  5946. if(!sc || !sc->count)
  5947. return cap_value(int_,0,USHRT_MAX);
  5948. if(sc->getSCE(SC_HARMONIZE)) {
  5949. int_ -= sc->getSCE(SC_HARMONIZE)->val2;
  5950. return (unsigned short)cap_value(int_,0,USHRT_MAX);
  5951. }
  5952. if(sc->getSCE(SC_INCALLSTATUS))
  5953. int_ += sc->getSCE(SC_INCALLSTATUS)->val1;
  5954. if(sc->getSCE(SC_INCINT))
  5955. int_ += sc->getSCE(SC_INCINT)->val1;
  5956. if(sc->getSCE(SC_INTFOOD))
  5957. int_ += sc->getSCE(SC_INTFOOD)->val1;
  5958. if(sc->getSCE(SC_FOOD_INT_CASH))
  5959. int_ += sc->getSCE(SC_FOOD_INT_CASH)->val1;
  5960. if(sc->getSCE(SC_CHANGE))
  5961. int_ += sc->getSCE(SC_CHANGE)->val3;
  5962. if(sc->getSCE(SC_BATTLEORDERS))
  5963. int_ += 5;
  5964. if(sc->getSCE(SC_TRUESIGHT))
  5965. int_ += 5;
  5966. if(sc->getSCE(SC_BLESSING)) {
  5967. if (sc->getSCE(SC_BLESSING)->val2)
  5968. int_ += sc->getSCE(SC_BLESSING)->val2;
  5969. else
  5970. int_ -= int_ / 2;
  5971. }
  5972. if(sc->getSCE(SC_NEN))
  5973. int_ += sc->getSCE(SC_NEN)->val1;
  5974. if(sc->getSCE(SC_MARIONETTE))
  5975. int_ -= ((sc->getSCE(SC_MARIONETTE)->val4)>>16)&0xFF;
  5976. if(sc->getSCE(SC_MARIONETTE2))
  5977. int_ += ((sc->getSCE(SC_MARIONETTE2)->val4)>>16)&0xFF;
  5978. if(sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_HIGH)
  5979. int_ += ((sc->getSCE(SC_SPIRIT)->val4)>>16)&0xFF;
  5980. if(sc->getSCE(SC_INSPIRATION))
  5981. int_ += sc->getSCE(SC_INSPIRATION)->val3;
  5982. if(sc->getSCE(SC_MELODYOFSINK))
  5983. int_ -= sc->getSCE(SC_MELODYOFSINK)->val2;
  5984. if(sc->getSCE(SC_MANDRAGORA))
  5985. int_ -= 4 * sc->getSCE(SC_MANDRAGORA)->val1;
  5986. if(sc->getSCE(SC_COCKTAIL_WARG_BLOOD))
  5987. int_ += sc->getSCE(SC_COCKTAIL_WARG_BLOOD)->val1;
  5988. if(sc->getSCE(SC_STOMACHACHE))
  5989. int_ -= sc->getSCE(SC_STOMACHACHE)->val1;
  5990. if(sc->getSCE(SC_KYOUGAKU))
  5991. int_ -= sc->getSCE(SC_KYOUGAKU)->val2;
  5992. if(sc->getSCE(SC_ARCWANDCLAN))
  5993. int_ += 1;
  5994. if(sc->getSCE(SC_GOLDENMACECLAN))
  5995. int_ += 1;
  5996. if(sc->getSCE(SC_JUMPINGCLAN))
  5997. int_ += 1;
  5998. if(sc->getSCE(SC_FULL_THROTTLE))
  5999. int_ += int_ * sc->getSCE(SC_FULL_THROTTLE)->val3 / 100;
  6000. if(sc->getSCE(SC_CHEERUP))
  6001. int_ += 3;
  6002. if(sc->getSCE(SC_GLASTHEIM_STATE))
  6003. int_ += sc->getSCE(SC_GLASTHEIM_STATE)->val1;
  6004. if (sc->getSCE(SC_UNIVERSESTANCE))
  6005. int_ += sc->getSCE(SC_UNIVERSESTANCE)->val2;
  6006. if(bl->type != BL_PC) {
  6007. if(sc->getSCE(SC_STRIPHELM))
  6008. int_ -= int_ * sc->getSCE(SC_STRIPHELM)->val2/100;
  6009. if(sc->getSCE(SC__STRIPACCESSORY))
  6010. int_ -= int_ * sc->getSCE(SC__STRIPACCESSORY)->val2 / 100;
  6011. }
  6012. #ifdef RENEWAL
  6013. if (sc->getSCE(SC_NIBELUNGEN) && sc->getSCE(SC_NIBELUNGEN)->val2 == RINGNBL_ALLSTAT)
  6014. int_ += 15;
  6015. #endif
  6016. if (sc->getSCE(SC_ULTIMATECOOK))
  6017. int_ += sc->getSCE(SC_ULTIMATECOOK)->val1;
  6018. if (sc->getSCE(SC_ALL_STAT_DOWN))
  6019. int_ -= sc->getSCE(SC_ALL_STAT_DOWN)->val2;
  6020. if (sc->getSCE(SC_INT_SCROLL))
  6021. int_ += sc->getSCE(SC_INT_SCROLL)->val1;
  6022. //TODO: Stat points should be able to be decreased below 0
  6023. return (unsigned short)cap_value(int_,0,USHRT_MAX);
  6024. }
  6025. /**
  6026. * Adds dexterity modifications based on status changes
  6027. * @param bl: Object to change dex [PC|MOB|HOM|MER|ELEM]
  6028. * @param sc: Object's status change information
  6029. * @param dex: Initial dex
  6030. * @return modified dex with cap_value(dex,0,USHRT_MAX)
  6031. */
  6032. static unsigned short status_calc_dex(struct block_list *bl, status_change *sc, int dex)
  6033. {
  6034. if(!sc || !sc->count)
  6035. return cap_value(dex,0,USHRT_MAX);
  6036. if(sc->getSCE(SC_HARMONIZE)) {
  6037. dex -= sc->getSCE(SC_HARMONIZE)->val2;
  6038. return (unsigned short)cap_value(dex,0,USHRT_MAX);
  6039. }
  6040. if(sc->getSCE(SC_CONCENTRATE) && !sc->getSCE(SC_QUAGMIRE))
  6041. dex += (dex-sc->getSCE(SC_CONCENTRATE)->val4)*sc->getSCE(SC_CONCENTRATE)->val2/100;
  6042. if(sc->getSCE(SC_INCALLSTATUS))
  6043. dex += sc->getSCE(SC_INCALLSTATUS)->val1;
  6044. if(sc->getSCE(SC_INCDEX))
  6045. dex += sc->getSCE(SC_INCDEX)->val1;
  6046. if(sc->getSCE(SC_DEXFOOD))
  6047. dex += sc->getSCE(SC_DEXFOOD)->val1;
  6048. if(sc->getSCE(SC_FOOD_DEX_CASH))
  6049. dex += sc->getSCE(SC_FOOD_DEX_CASH)->val1;
  6050. if(sc->getSCE(SC_BATTLEORDERS))
  6051. dex += 5;
  6052. if(sc->getSCE(SC_HAWKEYES))
  6053. dex += sc->getSCE(SC_HAWKEYES)->val1;
  6054. if(sc->getSCE(SC_TRUESIGHT))
  6055. dex += 5;
  6056. if(sc->getSCE(SC_QUAGMIRE))
  6057. dex -= sc->getSCE(SC_QUAGMIRE)->val2;
  6058. if(sc->getSCE(SC_BLESSING)) {
  6059. if (sc->getSCE(SC_BLESSING)->val2)
  6060. dex += sc->getSCE(SC_BLESSING)->val2;
  6061. else
  6062. dex -= dex / 2;
  6063. }
  6064. if(sc->getSCE(SC_INCREASING))
  6065. dex += 4; // Added based on skill updates [Reddozen]
  6066. if(sc->getSCE(SC_MARIONETTE))
  6067. dex -= ((sc->getSCE(SC_MARIONETTE)->val4)>>8)&0xFF;
  6068. if(sc->getSCE(SC_MARIONETTE2))
  6069. dex += ((sc->getSCE(SC_MARIONETTE2)->val4)>>8)&0xFF;
  6070. if(sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_HIGH)
  6071. dex += ((sc->getSCE(SC_SPIRIT)->val4)>>8)&0xFF;
  6072. if(sc->getSCE(SC_SIROMA_ICE_TEA))
  6073. dex += sc->getSCE(SC_SIROMA_ICE_TEA)->val1;
  6074. if(sc->getSCE(SC_INSPIRATION))
  6075. dex += sc->getSCE(SC_INSPIRATION)->val3;
  6076. if(sc->getSCE(SC_STOMACHACHE))
  6077. dex -= sc->getSCE(SC_STOMACHACHE)->val1;
  6078. if(sc->getSCE(SC_KYOUGAKU))
  6079. dex -= sc->getSCE(SC_KYOUGAKU)->val2;
  6080. if(sc->getSCE(SC_ARCWANDCLAN))
  6081. dex += 1;
  6082. if(sc->getSCE(SC_CROSSBOWCLAN))
  6083. dex += 1;
  6084. if(sc->getSCE(SC_JUMPINGCLAN))
  6085. dex += 1;
  6086. if(sc->getSCE(SC__STRIPACCESSORY) && bl->type != BL_PC)
  6087. dex -= dex * sc->getSCE(SC__STRIPACCESSORY)->val2 / 100;
  6088. if(sc->getSCE(SC_MARSHOFABYSS))
  6089. dex -= dex * sc->getSCE(SC_MARSHOFABYSS)->val2 / 100;
  6090. if(sc->getSCE(SC_FULL_THROTTLE))
  6091. dex += dex * sc->getSCE(SC_FULL_THROTTLE)->val3 / 100;
  6092. if(sc->getSCE(SC_CHEERUP))
  6093. dex += 3;
  6094. if(sc->getSCE(SC_GLASTHEIM_STATE))
  6095. dex += sc->getSCE(SC_GLASTHEIM_STATE)->val1;
  6096. #ifdef RENEWAL
  6097. if (sc->getSCE(SC_NIBELUNGEN) && sc->getSCE(SC_NIBELUNGEN)->val2 == RINGNBL_ALLSTAT)
  6098. dex += 15;
  6099. #endif
  6100. if (sc->getSCE(SC_UNIVERSESTANCE))
  6101. dex += sc->getSCE(SC_UNIVERSESTANCE)->val2;
  6102. if (sc->getSCE(SC_ULTIMATECOOK))
  6103. dex += sc->getSCE(SC_ULTIMATECOOK)->val1;
  6104. if (sc->getSCE(SC_ALL_STAT_DOWN))
  6105. dex -= sc->getSCE(SC_ALL_STAT_DOWN)->val2;
  6106. //TODO: Stat points should be able to be decreased below 0
  6107. return (unsigned short)cap_value(dex,0,USHRT_MAX);
  6108. }
  6109. /**
  6110. * Adds luck modifications based on status changes
  6111. * @param bl: Object to change luk [PC|MOB|HOM|MER|ELEM]
  6112. * @param sc: Object's status change information
  6113. * @param luk: Initial luk
  6114. * @return modified luk with cap_value(luk,0,USHRT_MAX)
  6115. */
  6116. static unsigned short status_calc_luk(struct block_list *bl, status_change *sc, int luk)
  6117. {
  6118. if(!sc || !sc->count)
  6119. return cap_value(luk,0,USHRT_MAX);
  6120. if(sc->getSCE(SC_HARMONIZE)) {
  6121. luk -= sc->getSCE(SC_HARMONIZE)->val2;
  6122. return (unsigned short)cap_value(luk,0,USHRT_MAX);
  6123. }
  6124. if(sc->getSCE(SC_CURSE))
  6125. return 0;
  6126. if(sc->getSCE(SC_INCALLSTATUS))
  6127. luk += sc->getSCE(SC_INCALLSTATUS)->val1;
  6128. if(sc->getSCE(SC_INCLUK))
  6129. luk += sc->getSCE(SC_INCLUK)->val1;
  6130. if(sc->getSCE(SC_LUKFOOD))
  6131. luk += sc->getSCE(SC_LUKFOOD)->val1;
  6132. if(sc->getSCE(SC_FOOD_LUK_CASH))
  6133. luk += sc->getSCE(SC_FOOD_LUK_CASH)->val1;
  6134. if(sc->getSCE(SC_TRUESIGHT))
  6135. luk += 5;
  6136. if(sc->getSCE(SC_GLORIA))
  6137. luk += 30;
  6138. if(sc->getSCE(SC_MARIONETTE))
  6139. luk -= sc->getSCE(SC_MARIONETTE)->val4&0xFF;
  6140. if(sc->getSCE(SC_MARIONETTE2))
  6141. luk += sc->getSCE(SC_MARIONETTE2)->val4&0xFF;
  6142. if(sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_HIGH)
  6143. luk += sc->getSCE(SC_SPIRIT)->val4&0xFF;
  6144. if(sc->getSCE(SC_PUTTI_TAILS_NOODLES))
  6145. luk += sc->getSCE(SC_PUTTI_TAILS_NOODLES)->val1;
  6146. if(sc->getSCE(SC_INSPIRATION))
  6147. luk += sc->getSCE(SC_INSPIRATION)->val3;
  6148. if(sc->getSCE(SC_STOMACHACHE))
  6149. luk -= sc->getSCE(SC_STOMACHACHE)->val1;
  6150. if(sc->getSCE(SC_KYOUGAKU))
  6151. luk -= sc->getSCE(SC_KYOUGAKU)->val2;
  6152. if(sc->getSCE(SC__STRIPACCESSORY) && bl->type != BL_PC)
  6153. luk -= luk * sc->getSCE(SC__STRIPACCESSORY)->val2 / 100;
  6154. if(sc->getSCE(SC_BANANA_BOMB))
  6155. luk -= 75;
  6156. if(sc->getSCE(SC_GOLDENMACECLAN))
  6157. luk += 1;
  6158. if(sc->getSCE(SC_JUMPINGCLAN))
  6159. luk += 1;
  6160. if(sc->getSCE(SC_FULL_THROTTLE))
  6161. luk += luk * sc->getSCE(SC_FULL_THROTTLE)->val3 / 100;
  6162. if(sc->getSCE(SC_CHEERUP))
  6163. luk += 3;
  6164. if(sc->getSCE(SC_GLASTHEIM_STATE))
  6165. luk += sc->getSCE(SC_GLASTHEIM_STATE)->val1;
  6166. #ifdef RENEWAL
  6167. if (sc->getSCE(SC_NIBELUNGEN) && sc->getSCE(SC_NIBELUNGEN)->val2 == RINGNBL_ALLSTAT)
  6168. luk += 15;
  6169. #endif
  6170. if (sc->getSCE(SC_UNIVERSESTANCE))
  6171. luk += sc->getSCE(SC_UNIVERSESTANCE)->val2;
  6172. if (sc->getSCE(SC_ULTIMATECOOK))
  6173. luk += sc->getSCE(SC_ULTIMATECOOK)->val1;
  6174. if (sc->getSCE(SC_MYSTICPOWDER))
  6175. luk += 10;
  6176. if (sc->getSCE(SC_ALL_STAT_DOWN))
  6177. luk -= sc->getSCE(SC_ALL_STAT_DOWN)->val2;
  6178. //TODO: Stat points should be able to be decreased below 0
  6179. return (unsigned short)cap_value(luk,0,USHRT_MAX);
  6180. }
  6181. /**
  6182. * Adds power modifications based on status changes
  6183. * @param bl: Object to change pow [PC|MOB|HOM|MER|ELEM]
  6184. * @param sc: Object's status change information
  6185. * @param pow: Initial pow
  6186. * @return modified pow with cap_value(pow,0,USHRT_MAX)
  6187. */
  6188. static unsigned short status_calc_pow(struct block_list *bl, status_change *sc, int pow)
  6189. {
  6190. if (!sc || !sc->count)
  6191. return cap_value(pow, 0, USHRT_MAX);
  6192. if (sc->getSCE(SC_BENEDICTUM))
  6193. pow += sc->getSCE(SC_BENEDICTUM)->val2;
  6194. return (unsigned short)cap_value(pow, 0, USHRT_MAX);
  6195. }
  6196. /**
  6197. * Adds stamina modifications based on status changes
  6198. * @param bl: Object to change sta [PC|MOB|HOM|MER|ELEM]
  6199. * @param sc: Object's status change information
  6200. * @param sta: Initial sta
  6201. * @return modified sta with cap_value(sta,0,USHRT_MAX)
  6202. */
  6203. static unsigned short status_calc_sta(struct block_list *bl, status_change *sc, int sta)
  6204. {
  6205. if (!sc || !sc->count)
  6206. return cap_value(sta, 0, USHRT_MAX);
  6207. if (sc->getSCE(SC_RELIGIO))
  6208. sta += sc->getSCE(SC_RELIGIO)->val2;
  6209. return (unsigned short)cap_value(sta, 0, USHRT_MAX);
  6210. }
  6211. /**
  6212. * Adds wisdom modifications based on status changes
  6213. * @param bl: Object to change wis [PC|MOB|HOM|MER|ELEM]
  6214. * @param sc: Object's status change information
  6215. * @param wis: Initial wis
  6216. * @return modified wis with cap_value(wis,0,USHRT_MAX)
  6217. */
  6218. static unsigned short status_calc_wis(struct block_list *bl, status_change *sc, int wis)
  6219. {
  6220. if (!sc || !sc->count)
  6221. return cap_value(wis, 0, USHRT_MAX);
  6222. if (sc->getSCE(SC_RELIGIO))
  6223. wis += sc->getSCE(SC_RELIGIO)->val2;
  6224. return (unsigned short)cap_value(wis, 0, USHRT_MAX);
  6225. }
  6226. /**
  6227. * Adds spell modifications based on status changes
  6228. * @param bl: Object to change spl [PC|MOB|HOM|MER|ELEM]
  6229. * @param sc: Object's status change information
  6230. * @param spl: Initial spl
  6231. * @return modified spl with cap_value(spl,0,USHRT_MAX)
  6232. */
  6233. static unsigned short status_calc_spl(struct block_list *bl, status_change *sc, int spl)
  6234. {
  6235. if (!sc || !sc->count)
  6236. return cap_value(spl, 0, USHRT_MAX);
  6237. if (sc->getSCE(SC_RELIGIO))
  6238. spl += sc->getSCE(SC_RELIGIO)->val2;
  6239. return (unsigned short)cap_value(spl, 0, USHRT_MAX);
  6240. }
  6241. /**
  6242. * Adds concentration modifications based on status changes
  6243. * @param bl: Object to change con [PC|MOB|HOM|MER|ELEM]
  6244. * @param sc: Object's status change information
  6245. * @param con: Initial con
  6246. * @return modified con with cap_value(con,0,USHRT_MAX)
  6247. */
  6248. static unsigned short status_calc_con(struct block_list *bl, status_change *sc, int con)
  6249. {
  6250. if (!sc || !sc->count)
  6251. return cap_value(con, 0, USHRT_MAX);
  6252. if (sc->getSCE(SC_BENEDICTUM))
  6253. con += sc->getSCE(SC_BENEDICTUM)->val2;
  6254. return (unsigned short)cap_value(con, 0, USHRT_MAX);
  6255. }
  6256. /**
  6257. * Adds creative modifications based on status changes
  6258. * @param bl: Object to change crt [PC|MOB|HOM|MER|ELEM]
  6259. * @param sc: Object's status change information
  6260. * @param crt: Initial crt
  6261. * @return modified crt with cap_value(crt,0,USHRT_MAX)
  6262. */
  6263. static unsigned short status_calc_crt(struct block_list *bl, status_change *sc, int crt)
  6264. {
  6265. if (!sc || !sc->count)
  6266. return cap_value(crt, 0, USHRT_MAX);
  6267. if (sc->getSCE(SC_BENEDICTUM))
  6268. crt += sc->getSCE(SC_BENEDICTUM)->val2;
  6269. return (unsigned short)cap_value(crt, 0, USHRT_MAX);
  6270. }
  6271. /**
  6272. * Adds base attack modifications based on status changes
  6273. * @param bl: Object to change batk [PC|MOB|HOM|MER|ELEM]
  6274. * @param sc: Object's status change information
  6275. * @param batk: Initial batk
  6276. * @return modified batk with cap_value(batk,0,USHRT_MAX)
  6277. */
  6278. static unsigned short status_calc_batk(struct block_list *bl, status_change *sc, int batk)
  6279. {
  6280. if(!sc || !sc->count)
  6281. return cap_value(batk,0,USHRT_MAX);
  6282. if(sc->getSCE(SC_ATKPOTION))
  6283. batk += sc->getSCE(SC_ATKPOTION)->val1;
  6284. if(sc->getSCE(SC_BATKFOOD))
  6285. batk += sc->getSCE(SC_BATKFOOD)->val1;
  6286. if (sc->getSCE(SC_VOLCANO))
  6287. batk += sc->getSCE(SC_VOLCANO)->val2;
  6288. #ifndef RENEWAL
  6289. if(sc->getSCE(SC_GATLINGFEVER))
  6290. batk += sc->getSCE(SC_GATLINGFEVER)->val3;
  6291. if(sc->getSCE(SC_MADNESSCANCEL))
  6292. batk += 100;
  6293. #endif
  6294. if(sc->getSCE(SC_FULL_SWING_K))
  6295. batk += sc->getSCE(SC_FULL_SWING_K)->val1;
  6296. if(sc->getSCE(SC_ASH))
  6297. batk -= batk * sc->getSCE(SC_ASH)->val4 / 100;
  6298. if(bl->type == BL_HOM && sc->getSCE(SC_PYROCLASTIC))
  6299. batk += sc->getSCE(SC_PYROCLASTIC)->val2;
  6300. if (sc->getSCE(SC_ANGRIFFS_MODUS))
  6301. batk += sc->getSCE(SC_ANGRIFFS_MODUS)->val2;
  6302. if(sc->getSCE(SC_2011RWC_SCROLL))
  6303. batk += 30;
  6304. if(sc->getSCE(SC__ENERVATION))
  6305. batk -= batk * sc->getSCE(SC__ENERVATION)->val2 / 100;
  6306. if( sc->getSCE(SC_ZANGETSU) )
  6307. batk += sc->getSCE(SC_ZANGETSU)->val2;
  6308. if(sc->getSCE(SC_QUEST_BUFF1))
  6309. batk += sc->getSCE(SC_QUEST_BUFF1)->val1;
  6310. if(sc->getSCE(SC_QUEST_BUFF2))
  6311. batk += sc->getSCE(SC_QUEST_BUFF2)->val1;
  6312. if(sc->getSCE(SC_QUEST_BUFF3))
  6313. batk += sc->getSCE(SC_QUEST_BUFF3)->val1;
  6314. #ifdef RENEWAL
  6315. if (sc->getSCE(SC_LOUD))
  6316. batk += 30;
  6317. if (sc->getSCE(SC_NIBELUNGEN) && sc->getSCE(SC_NIBELUNGEN)->val2 == RINGNBL_ATKRATE)
  6318. batk += batk * 20 / 100;
  6319. #endif
  6320. if (sc->getSCE(SC_SUNSTANCE))
  6321. batk += batk * sc->getSCE(SC_SUNSTANCE)->val2 / 100;
  6322. if (sc->getSCE(SC_ALMIGHTY))
  6323. batk += 30;
  6324. if (sc->getSCE(SC_ULTIMATECOOK))
  6325. batk += 30;
  6326. if(sc->getSCE(SC_LIMIT_POWER_BOOSTER))
  6327. batk += sc->getSCE(SC_LIMIT_POWER_BOOSTER)->val1;
  6328. if(sc->getSCE(SC_SPARKCANDY))
  6329. batk += 20;
  6330. if(sc->getSCE(SC_SKF_ATK))
  6331. batk += sc->getSCE(SC_SKF_ATK)->val1;
  6332. if (sc->getSCE(SC_INTENSIVE_AIM))
  6333. batk += 150;
  6334. return (unsigned short)cap_value(batk,0,USHRT_MAX);
  6335. }
  6336. /**
  6337. * Adds weapon attack modifications based on status changes
  6338. * @param bl: Object to change watk [PC]
  6339. * @param sc: Object's status change information
  6340. * @param watk: Initial watk
  6341. * @return modified watk with cap_value(watk,0,USHRT_MAX)
  6342. */
  6343. static unsigned short status_calc_watk(struct block_list *bl, status_change *sc, int watk)
  6344. {
  6345. if(!sc || !sc->count)
  6346. return cap_value(watk,0,USHRT_MAX);
  6347. #ifndef RENEWAL
  6348. if(sc->getSCE(SC_DRUMBATTLE))
  6349. watk += sc->getSCE(SC_DRUMBATTLE)->val2;
  6350. #endif
  6351. if (sc->getSCE(SC_IMPOSITIO))
  6352. watk += sc->getSCE(SC_IMPOSITIO)->val2;
  6353. if(sc->getSCE(SC_WATKFOOD))
  6354. watk += sc->getSCE(SC_WATKFOOD)->val1;
  6355. if (sc->getSCE(SC_VOLCANO) && bl->type == BL_MOB)
  6356. watk += sc->getSCE(SC_VOLCANO)->val2;
  6357. if(sc->getSCE(SC_MERC_ATKUP))
  6358. watk += sc->getSCE(SC_MERC_ATKUP)->val2;
  6359. if(sc->getSCE(SC_WATER_BARRIER))
  6360. watk -= sc->getSCE(SC_WATER_BARRIER)->val2;
  6361. #ifndef RENEWAL
  6362. if(sc->getSCE(SC_NIBELUNGEN)) {
  6363. if (bl->type != BL_PC)
  6364. watk += sc->getSCE(SC_NIBELUNGEN)->val2;
  6365. else {
  6366. TBL_PC *sd = (TBL_PC*)bl;
  6367. short index = sd->equip_index[sd->state.lr_flag?EQI_HAND_L:EQI_HAND_R];
  6368. if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_WEAPON && sd->inventory_data[index]->weapon_level == 4)
  6369. watk += sc->getSCE(SC_NIBELUNGEN)->val2;
  6370. }
  6371. }
  6372. #endif
  6373. if(sc->getSCE(SC_FIGHTINGSPIRIT))
  6374. watk += sc->getSCE(SC_FIGHTINGSPIRIT)->val1;
  6375. if (sc->getSCE(SC_SHIELDSPELL_ATK))
  6376. watk += sc->getSCE(SC_SHIELDSPELL_ATK)->val2;
  6377. if(sc->getSCE(SC_INSPIRATION))
  6378. watk += sc->getSCE(SC_INSPIRATION)->val2;
  6379. if(sc->getSCE(SC_GT_CHANGE))
  6380. watk += sc->getSCE(SC_GT_CHANGE)->val2;
  6381. if(sc->getSCE(SC__ENERVATION))
  6382. watk -= watk * sc->getSCE(SC__ENERVATION)->val2 / 100;
  6383. if(sc->getSCE(SC_STRIKING))
  6384. watk += sc->getSCE(SC_STRIKING)->val2;
  6385. if(sc->getSCE(SC_RUSHWINDMILL))
  6386. watk += sc->getSCE(SC_RUSHWINDMILL)->val3;
  6387. if(sc->getSCE(SC_FIRE_INSIGNIA) && sc->getSCE(SC_FIRE_INSIGNIA)->val1 == 2)
  6388. watk += 50;
  6389. if((sc->getSCE(SC_FIRE_INSIGNIA) && sc->getSCE(SC_FIRE_INSIGNIA)->val1 == 2)
  6390. || (sc->getSCE(SC_WATER_INSIGNIA) && sc->getSCE(SC_WATER_INSIGNIA)->val1 == 2)
  6391. || (sc->getSCE(SC_WIND_INSIGNIA) && sc->getSCE(SC_WIND_INSIGNIA)->val1 == 2)
  6392. || (sc->getSCE(SC_EARTH_INSIGNIA) && sc->getSCE(SC_EARTH_INSIGNIA)->val1 == 2))
  6393. watk += watk * 10 / 100;
  6394. if(sc->getSCE(SC_PYROTECHNIC_OPTION))
  6395. watk += sc->getSCE(SC_PYROTECHNIC_OPTION)->val2;
  6396. if(sc->getSCE(SC_HEATER_OPTION))
  6397. watk += sc->getSCE(SC_HEATER_OPTION)->val2;
  6398. if(sc->getSCE(SC_TROPIC_OPTION))
  6399. watk += sc->getSCE(SC_TROPIC_OPTION)->val2;
  6400. if( sc && sc->getSCE(SC_TIDAL_WEAPON) )
  6401. watk += watk * sc->getSCE(SC_TIDAL_WEAPON)->val2 / 100;
  6402. if(bl->type == BL_PC && sc->getSCE(SC_PYROCLASTIC))
  6403. watk += sc->getSCE(SC_PYROCLASTIC)->val2;
  6404. if(sc->getSCE(SC_ANGRIFFS_MODUS))
  6405. watk += watk * sc->getSCE(SC_ANGRIFFS_MODUS)->val2/100;
  6406. if(sc->getSCE(SC_ODINS_POWER))
  6407. watk += 40 + 30 * sc->getSCE(SC_ODINS_POWER)->val1;
  6408. if (sc->getSCE(SC_FLASHCOMBO))
  6409. watk += sc->getSCE(SC_FLASHCOMBO)->val2;
  6410. if (sc->getSCE(SC_CATNIPPOWDER))
  6411. watk -= watk * sc->getSCE(SC_CATNIPPOWDER)->val2 / 100;
  6412. if (sc->getSCE(SC_CHATTERING))
  6413. watk += sc->getSCE(SC_CHATTERING)->val2;
  6414. if (sc->getSCE(SC_SUNSTANCE))
  6415. watk += watk * sc->getSCE(SC_SUNSTANCE)->val2 / 100;
  6416. if (sc->getSCE(SC_SOULFALCON))
  6417. watk += sc->getSCE(SC_SOULFALCON)->val2;
  6418. if (sc->getSCE(SC_PACKING_ENVELOPE1))
  6419. watk += sc->getSCE(SC_PACKING_ENVELOPE1)->val1;
  6420. if (sc->getSCE(SC_POWERFUL_FAITH))
  6421. watk += sc->getSCE(SC_POWERFUL_FAITH)->val2;
  6422. if (sc->getSCE(SC_GUARD_STANCE))
  6423. watk -= sc->getSCE(SC_GUARD_STANCE)->val3;
  6424. return (unsigned short)cap_value(watk,0,USHRT_MAX);
  6425. }
  6426. #ifdef RENEWAL
  6427. /**
  6428. * Adds equip magic attack modifications based on status changes [RENEWAL]
  6429. * @param bl: Object to change matk [PC]
  6430. * @param sc: Object's status change information
  6431. * @param matk: Initial matk
  6432. * @return modified matk with cap_value(matk,0,USHRT_MAX)
  6433. */
  6434. static unsigned short status_calc_ematk(struct block_list *bl, status_change *sc, int matk)
  6435. {
  6436. if (!sc || !sc->count)
  6437. return cap_value(matk,0,USHRT_MAX);
  6438. if (sc->getSCE(SC_IMPOSITIO))
  6439. matk += sc->getSCE(SC_IMPOSITIO)->val2;
  6440. if (sc->getSCE(SC_MATKFOOD))
  6441. matk += sc->getSCE(SC_MATKFOOD)->val1;
  6442. if(sc->getSCE(SC_MANA_PLUS))
  6443. matk += sc->getSCE(SC_MANA_PLUS)->val1;
  6444. if(sc->getSCE(SC_COOLER_OPTION))
  6445. matk += sc->getSCE(SC_COOLER_OPTION)->val2;
  6446. if(sc->getSCE(SC_AQUAPLAY_OPTION))
  6447. matk += sc->getSCE(SC_AQUAPLAY_OPTION)->val2;
  6448. if(sc->getSCE(SC_CHILLY_AIR_OPTION))
  6449. matk += sc->getSCE(SC_CHILLY_AIR_OPTION)->val2;
  6450. if(sc->getSCE(SC_FIRE_INSIGNIA) && sc->getSCE(SC_FIRE_INSIGNIA)->val1 == 3)
  6451. matk += 50;
  6452. if(sc->getSCE(SC_ODINS_POWER))
  6453. matk += 40 + 30 * sc->getSCE(SC_ODINS_POWER)->val1; // 70 lvl1, 100lvl2
  6454. if(sc->getSCE(SC_MOONLITSERENADE))
  6455. matk += sc->getSCE(SC_MOONLITSERENADE)->val3;
  6456. if(sc->getSCE(SC_IZAYOI))
  6457. matk += 25 * sc->getSCE(SC_IZAYOI)->val1;
  6458. if(sc->getSCE(SC_ZANGETSU))
  6459. matk += sc->getSCE(SC_ZANGETSU)->val3;
  6460. if(sc->getSCE(SC_QUEST_BUFF1))
  6461. matk += sc->getSCE(SC_QUEST_BUFF1)->val1;
  6462. if(sc->getSCE(SC_QUEST_BUFF2))
  6463. matk += sc->getSCE(SC_QUEST_BUFF2)->val1;
  6464. if(sc->getSCE(SC_QUEST_BUFF3))
  6465. matk += sc->getSCE(SC_QUEST_BUFF3)->val1;
  6466. if(sc->getSCE(SC_MTF_MATK2))
  6467. matk += sc->getSCE(SC_MTF_MATK2)->val1;
  6468. if (sc->getSCE(SC_CATNIPPOWDER))
  6469. matk -= matk * sc->getSCE(SC_CATNIPPOWDER)->val2 / 100;
  6470. if (sc->getSCE(SC_CHATTERING))
  6471. matk += sc->getSCE(SC_CHATTERING)->val2;
  6472. if (sc->getSCE(SC_DORAM_MATK))
  6473. matk += sc->getSCE(SC_DORAM_MATK)->val1;
  6474. if (sc->getSCE(SC_SOULFAIRY))
  6475. matk += sc->getSCE(SC_SOULFAIRY)->val2;
  6476. if (sc->getSCE(SC__AUTOSHADOWSPELL))
  6477. matk += sc->getSCE(SC__AUTOSHADOWSPELL)->val4 * 5;
  6478. if (sc->getSCE(SC_INSPIRATION))
  6479. matk += sc->getSCE(SC_INSPIRATION)->val2;
  6480. if (sc->getSCE(SC_PACKING_ENVELOPE2))
  6481. matk += sc->getSCE(SC_PACKING_ENVELOPE2)->val1;
  6482. if(sc->getSCE(SC_ULTIMATECOOK))
  6483. matk += 30;
  6484. if (sc->getSCE(SC_MAGICCANDY))
  6485. matk += 30;
  6486. if (sc->getSCE(SC_SKF_MATK))
  6487. matk += sc->getSCE(SC_SKF_MATK)->val1;
  6488. return (unsigned short)cap_value(matk,0,USHRT_MAX);
  6489. }
  6490. #endif
  6491. /**
  6492. * Adds magic attack modifications based on status changes
  6493. * @param bl: Object to change matk [PC|MOB|HOM|MER|ELEM]
  6494. * @param sc: Object's status change information
  6495. * @param matk: Initial matk
  6496. * @return modified matk with cap_value(matk,0,USHRT_MAX)
  6497. */
  6498. static unsigned short status_calc_matk(struct block_list *bl, status_change *sc, int matk)
  6499. {
  6500. if(!sc || !sc->count)
  6501. return cap_value(matk,0,USHRT_MAX);
  6502. #ifndef RENEWAL
  6503. /// Take note fixed value first before % modifiers [PRE-RENEWAL]
  6504. if (sc->getSCE(SC_MATKFOOD))
  6505. matk += sc->getSCE(SC_MATKFOOD)->val1;
  6506. if (sc->getSCE(SC_MANA_PLUS))
  6507. matk += sc->getSCE(SC_MANA_PLUS)->val1;
  6508. if (sc->getSCE(SC_AQUAPLAY_OPTION))
  6509. matk += sc->getSCE(SC_AQUAPLAY_OPTION)->val2;
  6510. if (sc->getSCE(SC_CHILLY_AIR_OPTION))
  6511. matk += sc->getSCE(SC_CHILLY_AIR_OPTION)->val2;
  6512. if (sc->getSCE(SC_COOLER_OPTION))
  6513. matk += sc->getSCE(SC_COOLER_OPTION)->val2;
  6514. if (sc->getSCE(SC_FIRE_INSIGNIA) && sc->getSCE(SC_FIRE_INSIGNIA)->val1 == 3)
  6515. matk += 50;
  6516. if (sc->getSCE(SC_ODINS_POWER))
  6517. matk += 40 + 30 * sc->getSCE(SC_ODINS_POWER)->val1; // 70 lvl1, 100lvl2
  6518. if (sc->getSCE(SC_IZAYOI))
  6519. matk += 25 * sc->getSCE(SC_IZAYOI)->val1;
  6520. if (sc->getSCE(SC_MTF_MATK2))
  6521. matk += sc->getSCE(SC_MTF_MATK2)->val1;
  6522. if (sc->getSCE(SC_ULTIMATECOOK))
  6523. matk += 30;
  6524. if (sc->getSCE(SC_MAGICCANDY))
  6525. matk += 30;
  6526. if (sc->getSCE(SC_SKF_MATK))
  6527. matk += sc->getSCE(SC_SKF_MATK)->val1;
  6528. #endif
  6529. if (sc->getSCE(SC_MATKPOTION))
  6530. matk += sc->getSCE(SC_MATKPOTION)->val1;
  6531. if (sc->getSCE(SC_LIMIT_POWER_BOOSTER))
  6532. matk += sc->getSCE(SC_LIMIT_POWER_BOOSTER)->val1;
  6533. if (sc->getSCE(SC_ALMIGHTY))
  6534. matk += 30;
  6535. if (sc->getSCE(SC_2011RWC_SCROLL))
  6536. matk += 30;
  6537. if (sc->getSCE(SC_ZANGETSU))
  6538. matk += sc->getSCE(SC_ZANGETSU)->val3;
  6539. if (sc->getSCE(SC_QUEST_BUFF1))
  6540. matk += sc->getSCE(SC_QUEST_BUFF1)->val1;
  6541. if (sc->getSCE(SC_QUEST_BUFF2))
  6542. matk += sc->getSCE(SC_QUEST_BUFF2)->val1;
  6543. if (sc->getSCE(SC_QUEST_BUFF3))
  6544. matk += sc->getSCE(SC_QUEST_BUFF3)->val1;
  6545. #ifndef RENEWAL
  6546. if (sc->getSCE(SC_MAGICPOWER) && sc->getSCE(SC_MAGICPOWER)->val4)
  6547. matk += matk * sc->getSCE(SC_MAGICPOWER)->val3/100;
  6548. #endif
  6549. if (sc->getSCE(SC_MINDBREAKER))
  6550. matk += matk * sc->getSCE(SC_MINDBREAKER)->val2/100;
  6551. if (sc->getSCE(SC_INCMATKRATE))
  6552. matk += matk * sc->getSCE(SC_INCMATKRATE)->val1/100;
  6553. if (sc->getSCE(SC_MOONLITSERENADE))
  6554. matk += sc->getSCE(SC_MOONLITSERENADE)->val3/100;
  6555. if (sc->getSCE(SC_MTF_MATK))
  6556. matk += matk * sc->getSCE(SC_MTF_MATK)->val1 / 100;
  6557. #ifdef RENEWAL
  6558. if (sc->getSCE(SC_VOLCANO))
  6559. matk += sc->getSCE(SC_VOLCANO)->val2;
  6560. if (sc->getSCE(SC_NIBELUNGEN) && sc->getSCE(SC_NIBELUNGEN)->val2 == RINGNBL_MATKRATE)
  6561. matk += matk * 20 / 100;
  6562. #endif
  6563. if (sc->getSCE(SC_SHIELDSPELL_ATK))
  6564. matk += sc->getSCE(SC_SHIELDSPELL_ATK)->val2;
  6565. if (sc->getSCE(SC_CLIMAX_DES_HU))
  6566. matk += 100;
  6567. return (unsigned short)cap_value(matk,0,USHRT_MAX);
  6568. }
  6569. /**
  6570. * Adds critical modifications based on status changes
  6571. * @param bl: Object to change critical [PC|MOB|HOM|MER|ELEM]
  6572. * @param sc: Object's status change information
  6573. * @param critical: Initial critical
  6574. * @return modified critical with cap_value(critical,10,USHRT_MAX)
  6575. */
  6576. static signed short status_calc_critical(struct block_list *bl, status_change *sc, int critical)
  6577. {
  6578. if(!sc || !sc->count)
  6579. return cap_value(critical,10,SHRT_MAX);
  6580. if (sc->getSCE(SC_INCCRI))
  6581. critical += sc->getSCE(SC_INCCRI)->val2;
  6582. if (sc->getSCE(SC_EP16_2_BUFF_SC))
  6583. critical += 300;// crit +30
  6584. if (sc->getSCE(SC_CRIFOOD))
  6585. critical += sc->getSCE(SC_CRIFOOD)->val1;
  6586. if (sc->getSCE(SC_EXPLOSIONSPIRITS))
  6587. critical += sc->getSCE(SC_EXPLOSIONSPIRITS)->val2;
  6588. if (sc->getSCE(SC_FORTUNE))
  6589. critical += sc->getSCE(SC_FORTUNE)->val2;
  6590. if (sc->getSCE(SC_TRUESIGHT))
  6591. critical += sc->getSCE(SC_TRUESIGHT)->val2;
  6592. if (sc->getSCE(SC_CLOAKING))
  6593. critical += critical;
  6594. #ifdef RENEWAL
  6595. if (sc->getSCE(SC_SPEARQUICKEN))
  6596. critical += 3*sc->getSCE(SC_SPEARQUICKEN)->val1*10;
  6597. if (sc->getSCE(SC_TWOHANDQUICKEN))
  6598. critical += (2 + sc->getSCE(SC_TWOHANDQUICKEN)->val1) * 10;
  6599. #endif
  6600. if (sc->getSCE(SC__INVISIBILITY))
  6601. critical += sc->getSCE(SC__INVISIBILITY)->val3 * 10;
  6602. if (sc->getSCE(SC__UNLUCKY))
  6603. critical -= sc->getSCE(SC__UNLUCKY)->val2;
  6604. if (sc->getSCE(SC_SOULSHADOW))
  6605. critical += 10 * sc->getSCE(SC_SOULSHADOW)->val3;
  6606. if(sc->getSCE(SC_BEYONDOFWARCRY))
  6607. critical += sc->getSCE(SC_BEYONDOFWARCRY)->val3;
  6608. if (sc->getSCE(SC_MTF_HITFLEE))
  6609. critical += sc->getSCE(SC_MTF_HITFLEE)->val1;
  6610. if (sc->getSCE(SC_PACKING_ENVELOPE9))
  6611. critical += sc->getSCE(SC_PACKING_ENVELOPE9)->val1 * 10;
  6612. if (sc->getSCE(SC_INTENSIVE_AIM))
  6613. critical += 300;
  6614. if (sc->getSCE(SC_BUCHEDENOEL))
  6615. critical += sc->getSCE(SC_BUCHEDENOEL)->val3 * 10;
  6616. return (short)cap_value(critical,10,SHRT_MAX);
  6617. }
  6618. /**
  6619. * Adds hit modifications based on status changes
  6620. * @param bl: Object to change hit [PC|MOB|HOM|MER|ELEM]
  6621. * @param sc: Object's status change information
  6622. * @param hit: Initial hit
  6623. * @return modified hit with cap_value(hit,1,USHRT_MAX)
  6624. */
  6625. static signed short status_calc_hit(struct block_list *bl, status_change *sc, int hit)
  6626. {
  6627. if(!sc || !sc->count)
  6628. return cap_value(hit,1,SHRT_MAX);
  6629. if(sc->getSCE(SC_INCHIT))
  6630. hit += sc->getSCE(SC_INCHIT)->val1;
  6631. if(sc->getSCE(SC_HITFOOD))
  6632. hit += sc->getSCE(SC_HITFOOD)->val1;
  6633. if(sc->getSCE(SC_TRUESIGHT))
  6634. hit += sc->getSCE(SC_TRUESIGHT)->val3;
  6635. if(sc->getSCE(SC_HUMMING))
  6636. hit += sc->getSCE(SC_HUMMING)->val2;
  6637. if(sc->getSCE(SC_CONCENTRATION))
  6638. hit += sc->getSCE(SC_CONCENTRATION)->val3;
  6639. if(sc->getSCE(SC_INSPIRATION))
  6640. hit += 12 * sc->getSCE(SC_INSPIRATION)->val1;
  6641. if(sc->getSCE(SC_ADJUSTMENT))
  6642. hit -= 30;
  6643. if(sc->getSCE(SC_INCREASING))
  6644. hit += 20; // RockmanEXE; changed based on updated [Reddozen]
  6645. if(sc->getSCE(SC_MERC_HITUP))
  6646. hit += sc->getSCE(SC_MERC_HITUP)->val2;
  6647. if(sc->getSCE(SC_MTF_HITFLEE))
  6648. hit += sc->getSCE(SC_MTF_HITFLEE)->val1;
  6649. if(sc->getSCE(SC_INCHITRATE))
  6650. hit += hit * sc->getSCE(SC_INCHITRATE)->val1/100;
  6651. if (sc->getSCE(SC_POWERUP))
  6652. hit += hit * sc->getSCE(SC_POWERUP)->val2 / 100;
  6653. if(sc->getSCE(SC_BLIND))
  6654. hit -= hit * 25/100;
  6655. if(sc->getSCE(SC_HEAT_BARREL))
  6656. hit -= sc->getSCE(SC_HEAT_BARREL)->val4;
  6657. if(sc->getSCE(SC__GROOMY))
  6658. hit -= hit * sc->getSCE(SC__GROOMY)->val3 / 100;
  6659. if(sc->getSCE(SC_FEAR))
  6660. hit -= hit * 20 / 100;
  6661. if (sc->getSCE(SC_ASH))
  6662. hit -= hit * sc->getSCE(SC_ASH)->val2 / 100;
  6663. if (sc->getSCE(SC_TEARGAS))
  6664. hit -= hit * 50 / 100;
  6665. if(sc->getSCE(SC_ILLUSIONDOPING))
  6666. hit -= sc->getSCE(SC_ILLUSIONDOPING)->val2;
  6667. if (sc->getSCE(SC_MTF_ASPD))
  6668. hit += sc->getSCE(SC_MTF_ASPD)->val2;
  6669. #ifdef RENEWAL
  6670. if (sc->getSCE(SC_BLESSING))
  6671. hit += sc->getSCE(SC_BLESSING)->val1 * 2;
  6672. if (sc->getSCE(SC_TWOHANDQUICKEN))
  6673. hit += sc->getSCE(SC_TWOHANDQUICKEN)->val1 * 2;
  6674. if (sc->getSCE(SC_ADRENALINE))
  6675. hit += sc->getSCE(SC_ADRENALINE)->val1 * 3 + 5;
  6676. if (sc->getSCE(SC_NIBELUNGEN) && sc->getSCE(SC_NIBELUNGEN)->val2 == RINGNBL_HIT)
  6677. hit += 50;
  6678. #endif
  6679. if (sc->getSCE(SC_SOULFALCON))
  6680. hit += sc->getSCE(SC_SOULFALCON)->val3;
  6681. if (sc->getSCE(SC_SATURDAYNIGHTFEVER))
  6682. hit -= 50 + 50 * sc->getSCE(SC_SATURDAYNIGHTFEVER)->val1;
  6683. if (sc->getSCE(SC_PACKING_ENVELOPE10))
  6684. hit += sc->getSCE(SC_PACKING_ENVELOPE10)->val1;
  6685. if (sc->getSCE(SC_ABYSS_SLAYER))
  6686. hit += sc->getSCE(SC_ABYSS_SLAYER)->val3;
  6687. if (sc->getSCE(SC_LIMIT_POWER_BOOSTER))
  6688. hit += sc->getSCE(SC_LIMIT_POWER_BOOSTER)->val1;
  6689. if (sc->getSCE(SC_ACARAJE))
  6690. hit += 5;
  6691. if (sc->getSCE(SC_INTENSIVE_AIM))
  6692. hit += 250;
  6693. if (sc->getSCE(SC_BUCHEDENOEL))
  6694. hit += sc->getSCE(SC_BUCHEDENOEL)->val2;
  6695. return (short)cap_value(hit,1,SHRT_MAX);
  6696. }
  6697. /**
  6698. * Adds flee modifications based on status changes
  6699. * @param bl: Object to change flee [PC|MOB|HOM|MER|ELEM]
  6700. * @param sc: Object's status change information
  6701. * @param flee: Initial flee
  6702. * @return modified flee with cap_value(flee,1,USHRT_MAX)
  6703. */
  6704. static signed short status_calc_flee(struct block_list *bl, status_change *sc, int flee)
  6705. {
  6706. if( bl->type == BL_PC ) {
  6707. struct map_data *mapdata = map_getmapdata(bl->m);
  6708. if( mapdata_flag_gvg(mapdata) )
  6709. flee -= flee * battle_config.gvg_flee_penalty/100;
  6710. else if( mapdata->getMapFlag(MF_BATTLEGROUND) )
  6711. flee -= flee * battle_config.bg_flee_penalty/100;
  6712. }
  6713. if(!sc || !sc->count)
  6714. return cap_value(flee,1,SHRT_MAX);
  6715. if (sc->getSCE(SC_POISON_MIST))
  6716. return 0;
  6717. if(sc->getSCE(SC_OVERED_BOOST)) //Should be final and unmodifiable by any means
  6718. return sc->getSCE(SC_OVERED_BOOST)->val2;
  6719. // Fixed value
  6720. if(sc->getSCE(SC_INCFLEE))
  6721. flee += sc->getSCE(SC_INCFLEE)->val1;
  6722. if(sc->getSCE(SC_FLEEFOOD))
  6723. flee += sc->getSCE(SC_FLEEFOOD)->val1;
  6724. if(sc->getSCE(SC_WHISTLE))
  6725. flee += sc->getSCE(SC_WHISTLE)->val2;
  6726. if(sc->getSCE(SC_WINDWALK))
  6727. flee += sc->getSCE(SC_WINDWALK)->val2;
  6728. if(sc->getSCE(SC_VIOLENTGALE))
  6729. flee += sc->getSCE(SC_VIOLENTGALE)->val2;
  6730. if(sc->getSCE(SC_MOON_COMFORT)) // SG skill [Komurka]
  6731. flee += sc->getSCE(SC_MOON_COMFORT)->val2;
  6732. if(sc->getSCE(SC_CLOSECONFINE))
  6733. flee += sc->getSCE(SC_CLOSECONFINE)->val3;
  6734. if (sc->getSCE(SC_ANGRIFFS_MODUS))
  6735. flee -= sc->getSCE(SC_ANGRIFFS_MODUS)->val3;
  6736. if(sc->getSCE(SC_ADJUSTMENT))
  6737. flee += 30;
  6738. if(sc->getSCE(SC_SPEED))
  6739. flee += 10 + sc->getSCE(SC_SPEED)->val1 * 10;
  6740. if(sc->getSCE(SC_GATLINGFEVER))
  6741. flee -= sc->getSCE(SC_GATLINGFEVER)->val4;
  6742. if(sc->getSCE(SC_PARTYFLEE))
  6743. flee += sc->getSCE(SC_PARTYFLEE)->val1 * 10;
  6744. if(sc->getSCE(SC_MERC_FLEEUP))
  6745. flee += sc->getSCE(SC_MERC_FLEEUP)->val2;
  6746. if( sc->getSCE(SC_HALLUCINATIONWALK) )
  6747. flee += sc->getSCE(SC_HALLUCINATIONWALK)->val2;
  6748. if( sc->getSCE(SC_NPC_HALLUCINATIONWALK) )
  6749. flee += sc->getSCE(SC_NPC_HALLUCINATIONWALK)->val2;
  6750. if(sc->getSCE(SC_MTF_HITFLEE))
  6751. flee += sc->getSCE(SC_MTF_HITFLEE)->val2;
  6752. if( sc->getSCE(SC_WATER_BARRIER) )
  6753. flee -= sc->getSCE(SC_WATER_BARRIER)->val2;
  6754. if( sc->getSCE(SC_C_MARKER) )
  6755. flee -= sc->getSCE(SC_C_MARKER)->val3;
  6756. #ifdef RENEWAL
  6757. if( sc->getSCE(SC_SPEARQUICKEN) )
  6758. flee += 2 * sc->getSCE(SC_SPEARQUICKEN)->val1;
  6759. if (sc->getSCE(SC_NIBELUNGEN) && sc->getSCE(SC_NIBELUNGEN)->val2 == RINGNBL_FLEE)
  6760. flee += 50;
  6761. #endif
  6762. // Rate value
  6763. if(sc->getSCE(SC_INCFLEERATE))
  6764. flee += flee * sc->getSCE(SC_INCFLEERATE)->val1/100;
  6765. if (sc->getSCE(SC_AGIUP))
  6766. flee += flee * sc->getSCE(SC_AGIUP)->val2 / 100;
  6767. if(sc->getSCE(SC_SPIDERWEB) || sc->getSCE(SC_WIDEWEB))
  6768. flee -= flee * 50/100;
  6769. if(sc->getSCE(SC_BERSERK))
  6770. flee -= flee * 50/100;
  6771. if(sc->getSCE(SC_BLIND))
  6772. flee -= flee * 25/100;
  6773. if(sc->getSCE(SC_FEAR))
  6774. flee -= flee * 20 / 100;
  6775. if(sc->getSCE(SC_PARALYSE) && sc->getSCE(SC_PARALYSE)->val3 == 1)
  6776. flee -= flee * 10 / 100;
  6777. if(sc->getSCE(SC_INFRAREDSCAN))
  6778. flee -= flee * 30 / 100;
  6779. if( sc->getSCE(SC__LAZINESS) )
  6780. flee -= flee * sc->getSCE(SC__LAZINESS)->val3 / 100;
  6781. if( sc->getSCE(SC_GLOOMYDAY) )
  6782. flee -= flee * sc->getSCE(SC_GLOOMYDAY)->val2 / 100;
  6783. if( sc->getSCE(SC_SATURDAYNIGHTFEVER) )
  6784. flee -= 20 + 30 * sc->getSCE(SC_SATURDAYNIGHTFEVER)->val1;
  6785. if( sc->getSCE(SC_WIND_STEP_OPTION) )
  6786. flee += flee * sc->getSCE(SC_WIND_STEP_OPTION)->val2 / 100;
  6787. if( sc->getSCE(SC_TINDER_BREAKER) || sc->getSCE(SC_TINDER_BREAKER2) )
  6788. flee -= flee * 50 / 100;
  6789. if( sc->getSCE(SC_ZEPHYR) )
  6790. flee += sc->getSCE(SC_ZEPHYR)->val2;
  6791. if(sc->getSCE(SC_ASH))
  6792. flee -= flee * sc->getSCE(SC_ASH)->val4 / 100;
  6793. if (sc->getSCE(SC_GOLDENE_FERSE))
  6794. flee += flee * sc->getSCE(SC_GOLDENE_FERSE)->val2 / 100;
  6795. if (sc->getSCE(SC_SMOKEPOWDER))
  6796. flee += flee * 20 / 100;
  6797. if (sc->getSCE(SC_TEARGAS))
  6798. flee -= flee * 50 / 100;
  6799. //if( sc->getSCE(SC_C_MARKER) )
  6800. // flee -= (flee * sc->getSCE(SC_C_MARKER)->val3) / 100;
  6801. if (sc->getSCE(SC_GROOMING))
  6802. flee += sc->getSCE(SC_GROOMING)->val2;
  6803. if (sc->getSCE(SC_PACKING_ENVELOPE5))
  6804. flee += sc->getSCE(SC_PACKING_ENVELOPE5)->val1;
  6805. if (sc->getSCE(SC_LIMIT_POWER_BOOSTER))
  6806. flee += sc->getSCE(SC_LIMIT_POWER_BOOSTER)->val1;
  6807. if (sc->getSCE(SC_MYSTICPOWDER))
  6808. flee += 20;
  6809. return (short)cap_value(flee,1,SHRT_MAX);
  6810. }
  6811. /**
  6812. * Adds perfect flee modifications based on status changes
  6813. * @param bl: Object to change flee2 [PC|MOB|HOM|MER|ELEM]
  6814. * @param sc: Object's status change information
  6815. * @param flee2: Initial flee2
  6816. * @return modified flee2 with cap_value(flee2,10,USHRT_MAX)
  6817. */
  6818. static signed short status_calc_flee2(struct block_list *bl, status_change *sc, int flee2)
  6819. {
  6820. if(!sc || !sc->count)
  6821. return cap_value(flee2,10,SHRT_MAX);
  6822. if(sc->getSCE(SC_INCFLEE2))
  6823. flee2 += sc->getSCE(SC_INCFLEE2)->val2;
  6824. if(sc->getSCE(SC_WHISTLE))
  6825. flee2 += sc->getSCE(SC_WHISTLE)->val3*10;
  6826. if(sc->getSCE(SC__UNLUCKY))
  6827. flee2 -= flee2 * sc->getSCE(SC__UNLUCKY)->val2 / 100;
  6828. if (sc->getSCE(SC_HISS))
  6829. flee2 += sc->getSCE(SC_HISS)->val2*10;
  6830. if (sc->getSCE(SC_DORAM_FLEE2))
  6831. flee2 += sc->getSCE(SC_DORAM_FLEE2)->val1;
  6832. return (short)cap_value(flee2,10,SHRT_MAX);
  6833. }
  6834. /**
  6835. * Adds defense (left-side) modifications based on status changes
  6836. * @param bl: Object to change def [PC|MOB|HOM|MER|ELEM]
  6837. * @param sc: Object's status change information
  6838. * @param def: Initial def
  6839. * @return modified def with cap_value(def,DEFTYPE_MIN,DEFTYPE_MAX)
  6840. */
  6841. static defType status_calc_def(struct block_list *bl, status_change *sc, int def)
  6842. {
  6843. if(!sc || !sc->count)
  6844. return (defType)cap_value(def,DEFTYPE_MIN,DEFTYPE_MAX);
  6845. if(sc->getSCE(SC_BERSERK))
  6846. return 0;
  6847. #ifdef RENEWAL
  6848. if(sc->getSCE(SC_ETERNALCHAOS))
  6849. return 0;
  6850. #endif
  6851. if(sc->getSCE(SC_BARRIER))
  6852. return 100;
  6853. if(sc->getSCE(SC_KEEPING))
  6854. return 90;
  6855. #ifndef RENEWAL /// Steel Body does not provide 90 DEF in [RENEWAL]
  6856. if(sc->getSCE(SC_STEELBODY))
  6857. return 90;
  6858. #endif
  6859. if (sc->getSCE(SC_NYANGGRASS)) {
  6860. if (bl->type == BL_PC)
  6861. return 0;
  6862. else
  6863. return def /= 2;
  6864. }
  6865. if(sc->getSCE(SC_DEFSET))
  6866. return sc->getSCE(SC_DEFSET)->val1;
  6867. if(sc->getSCE(SC_DRUMBATTLE))
  6868. def += sc->getSCE(SC_DRUMBATTLE)->val3;
  6869. #ifdef RENEWAL
  6870. if (sc->getSCE(SC_ASSUMPTIO))
  6871. def += sc->getSCE(SC_ASSUMPTIO)->val1 * 50;
  6872. #endif
  6873. if (bl->type == BL_HOM && sc->getSCE(SC_DEFENCE))
  6874. def += sc->getSCE(SC_DEFENCE)->val2;
  6875. if(sc->getSCE(SC_INCDEFRATE))
  6876. def += def * sc->getSCE(SC_INCDEFRATE)->val1/100;
  6877. if(sc->getSCE(SC_EARTH_INSIGNIA) && sc->getSCE(SC_EARTH_INSIGNIA)->val1 == 2)
  6878. def += 50;
  6879. if(sc->getSCE(SC_ODINS_POWER))
  6880. def -= 20 * sc->getSCE(SC_ODINS_POWER)->val1;
  6881. if( sc->getSCE(SC_ANGRIFFS_MODUS) )
  6882. def -= 20 + 10 * sc->getSCE(SC_ANGRIFFS_MODUS)->val1;
  6883. if(sc->getSCE(SC_STONEHARDSKIN))
  6884. def += sc->getSCE(SC_STONEHARDSKIN)->val1;
  6885. if(sc->getSCE(SC_STONE))
  6886. def /= 2;
  6887. if(sc->getSCE(SC_FREEZE))
  6888. def /= 2;
  6889. if(sc->getSCE(SC_POISON) || sc->getSCE(SC_DPOISON) && bl->type != BL_PC)
  6890. def = def * 75 / 100; //Should round down
  6891. if(sc->getSCE(SC_SIGNUMCRUCIS))
  6892. def -= def * sc->getSCE(SC_SIGNUMCRUCIS)->val2/100;
  6893. if(sc->getSCE(SC_CONCENTRATION))
  6894. def -= def * sc->getSCE(SC_CONCENTRATION)->val4/100;
  6895. if(sc->getSCE(SC_SKE))
  6896. def /= 2;
  6897. if(sc->getSCE(SC_PROVOKE) && bl->type != BL_PC) // Provoke doesn't alter player defense->
  6898. def -= def * sc->getSCE(SC_PROVOKE)->val3/100;
  6899. if(sc->getSCE(SC_STRIPSHIELD) && bl->type != BL_PC) // Player doesn't have def reduction only equip removed
  6900. def -= def * sc->getSCE(SC_STRIPSHIELD)->val2/100;
  6901. if (sc->getSCE(SC_FLING))
  6902. def -= def * (sc->getSCE(SC_FLING)->val2)/100;
  6903. if( sc->getSCE(SC_FREEZING) )
  6904. def -= def * (bl->type == BL_PC ? 30 : 10) / 100;
  6905. if( sc->getSCE(SC_ANALYZE) )
  6906. def -= def * (14 * sc->getSCE(SC_ANALYZE)->val1) / 100;
  6907. if( sc->getSCE(SC_NEUTRALBARRIER) )
  6908. def += def * sc->getSCE(SC_NEUTRALBARRIER)->val2 / 100;
  6909. if( sc->getSCE(SC_PRESTIGE) )
  6910. def += sc->getSCE(SC_PRESTIGE)->val3;
  6911. if( sc->getSCE(SC_BANDING) && sc->getSCE(SC_BANDING)->val2 > 1 )
  6912. def += 6 * sc->getSCE(SC_BANDING)->val1;
  6913. if( sc->getSCE(SC_ECHOSONG) )
  6914. def += sc->getSCE(SC_ECHOSONG)->val3;
  6915. if( sc->getSCE(SC_CAMOUFLAGE) )
  6916. def -= def * 5 * sc->getSCE(SC_CAMOUFLAGE)->val3 / 100;
  6917. if( sc->getSCE(SC_SOLID_SKIN_OPTION) )
  6918. def += def * sc->getSCE(SC_SOLID_SKIN_OPTION)->val2 / 100;
  6919. if( sc->getSCE(SC_ROCK_CRUSHER) )
  6920. def -= def * sc->getSCE(SC_ROCK_CRUSHER)->val2 / 100;
  6921. if( sc->getSCE(SC_POWER_OF_GAIA) )
  6922. def += def * sc->getSCE(SC_POWER_OF_GAIA)->val2 / 100;
  6923. if(sc->getSCE(SC_ASH))
  6924. def -= def * sc->getSCE(SC_ASH)->val3/100;
  6925. if( sc->getSCE(SC_OVERED_BOOST) && bl->type == BL_HOM )
  6926. def -= def * sc->getSCE(SC_OVERED_BOOST)->val4 / 100;
  6927. if(sc->getSCE(SC_GLASTHEIM_ITEMDEF))
  6928. def += sc->getSCE(SC_GLASTHEIM_ITEMDEF)->val1;
  6929. if (sc->getSCE(SC_SOULGOLEM))
  6930. def += sc->getSCE(SC_SOULGOLEM)->val2;
  6931. if (sc->getSCE(SC_STONE_WALL))
  6932. def += sc->getSCE(SC_STONE_WALL)->val2;
  6933. if( sc->getSCE(SC_PACKING_ENVELOPE7) )
  6934. def += sc->getSCE(SC_PACKING_ENVELOPE7)->val1;
  6935. if (sc->getSCE(SC_D_MACHINE))
  6936. def += sc->getSCE(SC_D_MACHINE)->val2;
  6937. if (sc->getSCE(SC_CLIMAX_CRYIMP))
  6938. def += 300;
  6939. if (sc->getSCE(SC_GUARD_STANCE))
  6940. def += sc->getSCE(SC_GUARD_STANCE)->val2;
  6941. if (sc->getSCE(SC_ATTACK_STANCE))
  6942. def -= sc->getSCE(SC_ATTACK_STANCE)->val2;
  6943. if (sc->getSCE(SC_M_DEFSCROLL))
  6944. def += sc->getSCE(SC_M_DEFSCROLL)->val1;
  6945. return (defType)cap_value(def,DEFTYPE_MIN,DEFTYPE_MAX);
  6946. }
  6947. /**
  6948. * Adds defense (right-side) modifications based on status changes
  6949. * @param bl: Object to change def2 [PC|MOB|HOM|MER|ELEM]
  6950. * @param sc: Object's status change information
  6951. * @param def2: Initial def2
  6952. * @return modified def2 with cap_value(def2,SHRT_MIN,SHRT_MAX)
  6953. */
  6954. static signed short status_calc_def2(struct block_list *bl, status_change *sc, int def2)
  6955. {
  6956. if(!sc || !sc->count)
  6957. #ifdef RENEWAL
  6958. return (short)cap_value(def2,SHRT_MIN,SHRT_MAX);
  6959. #else
  6960. return (short)cap_value(def2,1,SHRT_MAX);
  6961. #endif
  6962. if(sc->getSCE(SC_BERSERK))
  6963. return 0;
  6964. if(sc->getSCE(SC_ETERNALCHAOS))
  6965. return 0;
  6966. if(sc->getSCE(SC_DEFSET))
  6967. return sc->getSCE(SC_DEFSET)->val1;
  6968. if(sc->getSCE(SC_SUN_COMFORT))
  6969. def2 += sc->getSCE(SC_SUN_COMFORT)->val2;
  6970. #ifdef RENEWAL
  6971. if (sc->getSCE(SC_SKA))
  6972. def2 += 80;
  6973. #endif
  6974. if(sc->getSCE(SC_ANGELUS))
  6975. #ifdef RENEWAL /// The VIT stat bonus is boosted by angelus [RENEWAL]
  6976. def2 += status_get_vit(bl) / 2 * sc->getSCE(SC_ANGELUS)->val2/100;
  6977. #else
  6978. def2 += def2 * sc->getSCE(SC_ANGELUS)->val2/100;
  6979. if(sc->getSCE(SC_CONCENTRATION))
  6980. def2 -= def2 * sc->getSCE(SC_CONCENTRATION)->val4/100;
  6981. #endif
  6982. if(sc->getSCE(SC_POISON) || sc->getSCE(SC_DPOISON))
  6983. def2 = def2 * 75 / 100; //Should round down
  6984. if(sc->getSCE(SC_SKE))
  6985. def2 -= def2 * 50/100;
  6986. if(sc->getSCE(SC_PROVOKE))
  6987. def2 -= def2 * sc->getSCE(SC_PROVOKE)->val3/100;
  6988. if(sc->getSCE(SC_JOINTBEAT))
  6989. def2 -= def2 * ( sc->getSCE(SC_JOINTBEAT)->val2&BREAK_SHOULDER ? 50 : 0 ) / 100
  6990. + def2 * ( sc->getSCE(SC_JOINTBEAT)->val2&BREAK_WAIST ? 25 : 0 ) / 100;
  6991. if(sc->getSCE(SC_FLING))
  6992. def2 -= def2 * (sc->getSCE(SC_FLING)->val3)/100;
  6993. if(sc->getSCE(SC_ANALYZE))
  6994. def2 -= def2 * (14 * sc->getSCE(SC_ANALYZE)->val1) / 100;
  6995. if(sc->getSCE(SC_ASH))
  6996. def2 -= def2 * sc->getSCE(SC_ASH)->val3/100;
  6997. if (sc->getSCE(SC_PARALYSIS))
  6998. def2 -= def2 * sc->getSCE(SC_PARALYSIS)->val2 / 100;
  6999. if(sc->getSCE(SC_EQC))
  7000. def2 -= def2 * sc->getSCE(SC_EQC)->val2 / 100;
  7001. if( sc->getSCE(SC_CAMOUFLAGE) )
  7002. def2 -= def2 * 5 * sc->getSCE(SC_CAMOUFLAGE)->val3 / 100;
  7003. #ifdef RENEWAL
  7004. return (short)cap_value(def2,SHRT_MIN,SHRT_MAX);
  7005. #else
  7006. return (short)cap_value(def2,1,SHRT_MAX);
  7007. #endif
  7008. }
  7009. /**
  7010. * Adds magic defense (left-side) modifications based on status changes
  7011. * @param bl: Object to change mdef [PC|MOB|HOM|MER|ELEM]
  7012. * @param sc: Object's status change information
  7013. * @param mdef: Initial mdef
  7014. * @return modified mdef with cap_value(mdef,DEFTYPE_MIN,DEFTYPE_MAX)
  7015. */
  7016. static defType status_calc_mdef(struct block_list *bl, status_change *sc, int mdef)
  7017. {
  7018. if(!sc || !sc->count)
  7019. return (defType)cap_value(mdef,DEFTYPE_MIN,DEFTYPE_MAX);
  7020. if(sc->getSCE(SC_BERSERK))
  7021. return 0;
  7022. if(sc->getSCE(SC_BARRIER))
  7023. return 100;
  7024. #ifndef RENEWAL /// Steel Body does not provide 90 MDEF in [RENEWAL]
  7025. if(sc->getSCE(SC_STEELBODY))
  7026. return 90;
  7027. #endif
  7028. if (sc->getSCE(SC_NYANGGRASS)) {
  7029. if (bl->type == BL_PC)
  7030. return 0;
  7031. else
  7032. return mdef / 2;
  7033. }
  7034. if(sc->getSCE(SC_MDEFSET))
  7035. return sc->getSCE(SC_MDEFSET)->val1;
  7036. if(sc->getSCE(SC_EARTH_INSIGNIA) && sc->getSCE(SC_EARTH_INSIGNIA)->val1 == 3)
  7037. mdef += 50;
  7038. 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.
  7039. mdef += (sc->getSCE(SC_ENDURE)->val4 == 0) ? sc->getSCE(SC_ENDURE)->val1 : 1;
  7040. if(sc->getSCE(SC_STONEHARDSKIN))
  7041. mdef += sc->getSCE(SC_STONEHARDSKIN)->val1;
  7042. if(sc->getSCE(SC_STONE))
  7043. mdef += 25 * mdef / 100;
  7044. if(sc->getSCE(SC_FREEZE))
  7045. mdef += 25 * mdef / 100;
  7046. if(sc->getSCE(SC_BURNING))
  7047. mdef -= 25 * mdef / 100;
  7048. if( sc->getSCE(SC_NEUTRALBARRIER) )
  7049. mdef += mdef * sc->getSCE(SC_NEUTRALBARRIER)->val2 / 100;
  7050. if(sc->getSCE(SC_ANALYZE))
  7051. mdef -= mdef * ( 14 * sc->getSCE(SC_ANALYZE)->val1 ) / 100;
  7052. if(sc->getSCE(SC_SYMPHONYOFLOVER))
  7053. mdef += mdef * sc->getSCE(SC_SYMPHONYOFLOVER)->val3 / 100;
  7054. if (sc->getSCE(SC_ODINS_POWER))
  7055. mdef -= 20 * sc->getSCE(SC_ODINS_POWER)->val1;
  7056. if(sc->getSCE(SC_GLASTHEIM_ITEMDEF))
  7057. mdef += sc->getSCE(SC_GLASTHEIM_ITEMDEF)->val2;
  7058. if (sc->getSCE(SC_SOULGOLEM))
  7059. mdef += sc->getSCE(SC_SOULGOLEM)->val3;
  7060. if (sc->getSCE(SC_STONE_WALL))
  7061. mdef += sc->getSCE(SC_STONE_WALL)->val3;
  7062. if (sc->getSCE(SC_PACKING_ENVELOPE8))
  7063. mdef += sc->getSCE(SC_PACKING_ENVELOPE8)->val1;
  7064. if (sc->getSCE(SC_CLIMAX_CRYIMP))
  7065. mdef += 100;
  7066. if (sc->getSCE(SC_M_DEFSCROLL))
  7067. mdef += sc->getSCE(SC_M_DEFSCROLL)->val2;
  7068. return (defType)cap_value(mdef,DEFTYPE_MIN,DEFTYPE_MAX);
  7069. }
  7070. /**
  7071. * Adds magic defense (right-side) modifications based on status changes
  7072. * @param bl: Object to change mdef2 [PC|MOB|HOM|MER|ELEM]
  7073. * @param sc: Object's status change information
  7074. * @param mdef2: Initial mdef2
  7075. * @return modified mdef2 with cap_value(mdef2,SHRT_MIN,SHRT_MAX)
  7076. */
  7077. static signed short status_calc_mdef2(struct block_list *bl, status_change *sc, int mdef2)
  7078. {
  7079. if(!sc || !sc->count)
  7080. #ifdef RENEWAL
  7081. return (short)cap_value(mdef2,SHRT_MIN,SHRT_MAX);
  7082. #else
  7083. return (short)cap_value(mdef2,1,SHRT_MAX);
  7084. #endif
  7085. if(sc->getSCE(SC_BERSERK))
  7086. return 0;
  7087. if(sc->getSCE(SC_SKA))
  7088. return 90;
  7089. if(sc->getSCE(SC_MDEFSET))
  7090. return sc->getSCE(SC_MDEFSET)->val1;
  7091. if(sc->getSCE(SC_MINDBREAKER))
  7092. mdef2 -= mdef2 * sc->getSCE(SC_MINDBREAKER)->val3/100;
  7093. if(sc->getSCE(SC_BURNING))
  7094. mdef2 -= mdef2 * 25 / 100;
  7095. if(sc->getSCE(SC_ANALYZE))
  7096. mdef2 -= mdef2 * (14 * sc->getSCE(SC_ANALYZE)->val1) / 100;
  7097. #ifdef RENEWAL
  7098. return (short)cap_value(mdef2,SHRT_MIN,SHRT_MAX);
  7099. #else
  7100. return (short)cap_value(mdef2,1,SHRT_MAX);
  7101. #endif
  7102. }
  7103. /**
  7104. * Adds speed modifications based on status changes
  7105. * @param bl: Object to change speed [PC|MOB|HOM|MER|ELEM]
  7106. * @param sc: Object's status change information
  7107. * @param speed: Initial speed
  7108. * @return modified speed with cap_value(speed,10,USHRT_MAX)
  7109. */
  7110. static unsigned short status_calc_speed(struct block_list *bl, status_change *sc, int speed)
  7111. {
  7112. TBL_PC* sd = BL_CAST(BL_PC, bl);
  7113. int speed_rate = 100;
  7114. if (sc == nullptr || (sd && sd->state.permanent_speed))
  7115. return (unsigned short)cap_value(speed, MIN_WALK_SPEED, MAX_WALK_SPEED);
  7116. if (sd && pc_ismadogear(sd)) { // Mado speed is not affected by other statuses
  7117. int val = 0;
  7118. if (pc_checkskill(sd, NC_MADOLICENCE) < 5)
  7119. val = 50 - 10 * pc_checkskill(sd, NC_MADOLICENCE);
  7120. else
  7121. val -= 25;
  7122. if (sc->getSCE(SC_ACCELERATION))
  7123. val -= 25;
  7124. speed += speed * val / 100;
  7125. return (unsigned short)cap_value(speed, MIN_WALK_SPEED, MAX_WALK_SPEED);
  7126. }
  7127. if( sd && sd->ud.skilltimer != INVALID_TIMER && (pc_checkskill(sd,SA_FREECAST) > 0 || sd->ud.skill_id == LG_EXEEDBREAK) ) {
  7128. if( sd->ud.skill_id == LG_EXEEDBREAK )
  7129. speed_rate = 160 - 10 * sd->ud.skill_lv;
  7130. else
  7131. speed_rate = 175 - 5 * pc_checkskill(sd,SA_FREECAST);
  7132. } else {
  7133. int val = 0;
  7134. // GetMoveHasteValue2()
  7135. if( sc->getSCE(SC_FUSION) )
  7136. val = 25;
  7137. else if( sd ) {
  7138. if( pc_isriding(sd) || sd->sc.option&OPTION_DRAGON )
  7139. val = 25; // Same bonus
  7140. else if( pc_isridingwug(sd) )
  7141. val = 15 + 5 * pc_checkskill(sd, RA_WUGRIDER);
  7142. else if( sc->getSCE(SC_ALL_RIDING) )
  7143. val = battle_config.rental_mount_speed_boost;
  7144. }
  7145. speed_rate -= val;
  7146. // GetMoveSlowValue()
  7147. if( sd && sc->getSCE(SC_HIDING) && pc_checkskill(sd,RG_TUNNELDRIVE) > 0 )
  7148. val = 120 - 6 * pc_checkskill(sd,RG_TUNNELDRIVE);
  7149. else if( sd && sc->getSCE(SC_CHASEWALK) && sc->getSCE(SC_CHASEWALK)->val3 < 0 )
  7150. val = sc->getSCE(SC_CHASEWALK)->val3;
  7151. else {
  7152. val = 0;
  7153. // Longing for Freedom/Special Singer cancels song/dance penalty
  7154. #ifdef RENEWAL
  7155. if (sc->getSCE(SC_ENSEMBLEFATIGUE))
  7156. val = max(val, sc->getSCE(SC_ENSEMBLEFATIGUE)->val2);
  7157. #else
  7158. if( sc->getSCE(SC_LONGING) )
  7159. val = max( val, 50 - 10 * sc->getSCE(SC_LONGING)->val1 );
  7160. #endif
  7161. else
  7162. if( sd && sc->getSCE(SC_DANCING) )
  7163. 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)) );
  7164. if( sc->getSCE(SC_DECREASEAGI) )
  7165. val = max( val, 25 );
  7166. if( sc->getSCE(SC_QUAGMIRE) || sc->getSCE(SC_HALLUCINATIONWALK_POSTDELAY) || (sc->getSCE(SC_GLOOMYDAY) && sc->getSCE(SC_GLOOMYDAY)->val4) )
  7167. val = max( val, 50 );
  7168. if( sc->getSCE(SC_DONTFORGETME) )
  7169. val = max( val, sc->getSCE(SC_DONTFORGETME)->val3 );
  7170. if( sc->getSCE(SC_CURSE) )
  7171. val = max( val, 300 );
  7172. if( sc->getSCE(SC_CHASEWALK) )
  7173. val = max( val, sc->getSCE(SC_CHASEWALK)->val3 );
  7174. if( sc->getSCE(SC_WEDDING) )
  7175. val = max( val, 100 );
  7176. if( sc->getSCE(SC_JOINTBEAT) && sc->getSCE(SC_JOINTBEAT)->val2&(BREAK_ANKLE|BREAK_KNEE) )
  7177. val = max( val, (sc->getSCE(SC_JOINTBEAT)->val2&BREAK_ANKLE ? 50 : 0) + (sc->getSCE(SC_JOINTBEAT)->val2&BREAK_KNEE ? 30 : 0) );
  7178. if( sc->getSCE(SC_CLOAKING) && (sc->getSCE(SC_CLOAKING)->val4&1) == 0 )
  7179. val = max( val, sc->getSCE(SC_CLOAKING)->val1 < 3 ? 300 : 30 - 3 * sc->getSCE(SC_CLOAKING)->val1 );
  7180. if( sc->getSCE(SC_GOSPEL) && sc->getSCE(SC_GOSPEL)->val4 == BCT_ENEMY )
  7181. val = max( val, 75 );
  7182. if( sc->getSCE(SC_SLOWDOWN) ) // Slow Potion
  7183. val = max( val, sc->getSCE(SC_SLOWDOWN)->val1 );
  7184. if( sc->getSCE(SC_GATLINGFEVER) )
  7185. val = max( val, 100 );
  7186. if( sc->getSCE(SC_SUITON) )
  7187. val = max( val, sc->getSCE(SC_SUITON)->val3 );
  7188. if( sc->getSCE(SC_SWOO) )
  7189. val = max( val, 300 );
  7190. if( sc->getSCE(SC_SKA) )
  7191. val = max( val, 25 );
  7192. if( sc->getSCE(SC_FREEZING) )
  7193. val = max( val, 30 );
  7194. if( sc->getSCE(SC_MARSHOFABYSS) )
  7195. val = max( val, sc->getSCE(SC_MARSHOFABYSS)->val3 );
  7196. if( sc->getSCE(SC_CAMOUFLAGE) && sc->getSCE(SC_CAMOUFLAGE)->val1 > 2 )
  7197. val = max( val, 25 * (5 - sc->getSCE(SC_CAMOUFLAGE)->val1) );
  7198. if( sc->getSCE(SC_STEALTHFIELD) )
  7199. val = max( val, 20 );
  7200. if( sc->getSCE(SC__LAZINESS) )
  7201. val = max( val, 25 );
  7202. if( sc->getSCE(SC_ROCK_CRUSHER_ATK) )
  7203. val = max( val, sc->getSCE(SC_ROCK_CRUSHER_ATK)->val2 );
  7204. if( sc->getSCE(SC_POWER_OF_GAIA) )
  7205. val = max( val, sc->getSCE(SC_POWER_OF_GAIA)->val2 );
  7206. if( sc->getSCE(SC_MELON_BOMB) )
  7207. val = max( val, sc->getSCE(SC_MELON_BOMB)->val2 );
  7208. if( sc->getSCE(SC_REBOUND) )
  7209. val = max( val, 25 );
  7210. if( sc->getSCE(SC_B_TRAP) )
  7211. val = max( val, sc->getSCE(SC_B_TRAP)->val3 );
  7212. if (sc->getSCE(SC_CATNIPPOWDER))
  7213. val = max(val, sc->getSCE(SC_CATNIPPOWDER)->val3);
  7214. if (sc->getSCE(SC_SP_SHA))
  7215. val = max(val, sc->getSCE(SC_SP_SHA)->val2);
  7216. if (sc->getSCE(SC_CREATINGSTAR))
  7217. val = max(val, 90);
  7218. if (sc->getSCE(SC_SHIELDCHAINRUSH))
  7219. val = max(val, 20);
  7220. if (sc->getSCE(SC_GROUNDGRAVITY))
  7221. val = max(val, 20);
  7222. if( sd && sd->bonus.speed_rate + sd->bonus.speed_add_rate > 0 ) // Permanent item-based speedup
  7223. val = max( val, sd->bonus.speed_rate + sd->bonus.speed_add_rate );
  7224. }
  7225. speed_rate += val;
  7226. val = 0;
  7227. if( sc->getSCE(SC_MARSHOFABYSS) && speed_rate > 150 )
  7228. speed_rate = 150;
  7229. // GetMoveHasteValue1()
  7230. if( sc->getSCE(SC_SPEEDUP1) )
  7231. val = max( val, sc->getSCE(SC_SPEEDUP1)->val1 );
  7232. if (sc->getSCE(SC_AGIUP))
  7233. val = max(val, sc->getSCE(SC_AGIUP)->val1);
  7234. if( sc->getSCE(SC_INCREASEAGI) )
  7235. val = max( val, 25 );
  7236. if( sc->getSCE(SC_WINDWALK) )
  7237. val = max( val, 2 * sc->getSCE(SC_WINDWALK)->val1 );
  7238. if( sc->getSCE(SC_CARTBOOST) )
  7239. val = max( val, 20 );
  7240. if( sd && (sd->class_&MAPID_UPPERMASK) == MAPID_ASSASSIN && pc_checkskill(sd,TF_MISS) > 0 )
  7241. val = max( val, 1 * pc_checkskill(sd,TF_MISS) );
  7242. if( sc->getSCE(SC_CLOAKING) && (sc->getSCE(SC_CLOAKING)->val4&1) == 1 )
  7243. val = max( val, sc->getSCE(SC_CLOAKING)->val1 >= 10 ? 25 : 3 * sc->getSCE(SC_CLOAKING)->val1 - 3 );
  7244. if( sc->getSCE(SC_BERSERK) )
  7245. val = max( val, 25 );
  7246. if( sc->getSCE(SC_RUN) )
  7247. val = max( val, 55 );
  7248. if( sc->getSCE(SC_AVOID) )
  7249. val = max( val, sc->getSCE(SC_AVOID)->val2 );
  7250. if (sc->getSCE(SC_INVINCIBLE))
  7251. val = max(val, sc->getSCE(SC_INVINCIBLE)->val3);
  7252. if( sc->getSCE(SC_CLOAKINGEXCEED) )
  7253. val = max( val, sc->getSCE(SC_CLOAKINGEXCEED)->val3);
  7254. if (sc->getSCE(SC_PARALYSE) && sc->getSCE(SC_PARALYSE)->val3 == 0)
  7255. val = max(val, 50);
  7256. if( sc->getSCE(SC_HOVERING) )
  7257. val = max( val, 10 );
  7258. if( sc->getSCE(SC_GN_CARTBOOST) )
  7259. val = max( val, sc->getSCE(SC_GN_CARTBOOST)->val2 );
  7260. if( sc->getSCE(SC_SWINGDANCE) )
  7261. val = max( val, sc->getSCE(SC_SWINGDANCE)->val3 );
  7262. if( sc->getSCE(SC_WIND_STEP_OPTION) )
  7263. val = max( val, sc->getSCE(SC_WIND_STEP_OPTION)->val2 );
  7264. if( sc->getSCE(SC_FULL_THROTTLE) )
  7265. val = max( val, 25 );
  7266. if (sc->getSCE(SC_ARCLOUSEDASH))
  7267. val = max(val, sc->getSCE(SC_ARCLOUSEDASH)->val3);
  7268. if( sc->getSCE(SC_DORAM_WALKSPEED) )
  7269. val = max(val, sc->getSCE(SC_DORAM_WALKSPEED)->val1);
  7270. if (sc->getSCE(SC_RUSHWINDMILL))
  7271. val = max(val, 25); // !TODO: Confirm bonus movement speed
  7272. if (sc->getSCE(SC_EMERGENCY_MOVE))
  7273. val = max(val, sc->getSCE(SC_EMERGENCY_MOVE)->val2);
  7274. if( sc->getSCE(SC_JAWAII_SERENADE) ){
  7275. val = max( val, 25 );
  7276. }
  7277. // !FIXME: official items use a single bonus for this [ultramage]
  7278. if( sc->getSCE(SC_SPEEDUP0) ) // Temporary item-based speedup
  7279. val = max( val, sc->getSCE(SC_SPEEDUP0)->val1 );
  7280. if( sd && sd->bonus.speed_rate + sd->bonus.speed_add_rate < 0 ) // Permanent item-based speedup
  7281. val = max( val, -(sd->bonus.speed_rate + sd->bonus.speed_add_rate) );
  7282. speed_rate -= val;
  7283. if( speed_rate < 40 )
  7284. speed_rate = 40;
  7285. }
  7286. // GetSpeed()
  7287. if( sd && pc_iscarton(sd) )
  7288. speed += speed * (50 - 5 * pc_checkskill(sd,MC_PUSHCART)) / 100;
  7289. if( sc->getSCE(SC_PARALYSE) && sc->getSCE(SC_PARALYSE)->val3 == 1 )
  7290. speed += speed * 50 / 100;
  7291. if( speed_rate != 100 )
  7292. speed = speed * speed_rate / 100;
  7293. if( sc->getSCE(SC_STEELBODY) )
  7294. speed = 200;
  7295. if( sc->getSCE(SC_DEFENDER) )
  7296. speed = max(speed, 200);
  7297. if (sc->getSCE(SC_ARMOR))
  7298. speed = max(speed, 200);
  7299. if( sc->getSCE(SC_WALKSPEED) && sc->getSCE(SC_WALKSPEED)->val1 > 0 ) // ChangeSpeed
  7300. speed = speed * 100 / sc->getSCE(SC_WALKSPEED)->val1;
  7301. return (unsigned short)cap_value(speed, MIN_WALK_SPEED, MAX_WALK_SPEED);
  7302. }
  7303. #ifdef RENEWAL_ASPD
  7304. /**
  7305. * Renewal attack speed modifiers based on status changes
  7306. * This function only affects RENEWAL players and comes after base calculation
  7307. * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
  7308. * @param sc: Object's status change information
  7309. * @param fixed: True - fixed value [malufett]
  7310. * False - percentage value
  7311. * @return modified aspd
  7312. */
  7313. static short status_calc_aspd(struct block_list *bl, status_change *sc, bool fixed)
  7314. {
  7315. int bonus = 0;
  7316. if (!sc || !sc->count)
  7317. return 0;
  7318. if (fixed) {
  7319. enum sc_type sc_val;
  7320. if (!sc->getSCE(SC_QUAGMIRE)) {
  7321. // !TODO: How does Two-Hand Quicken, Adrenaline Rush, and Spear quick change? (+10%)
  7322. if (bonus < 7 && (sc->getSCE(SC_TWOHANDQUICKEN) || sc->getSCE(SC_ONEHAND) || sc->getSCE(SC_MERC_QUICKEN) || sc->getSCE(SC_ADRENALINE) || sc->getSCE(SC_SPEARQUICKEN)))
  7323. bonus = 7;
  7324. else if (bonus < 6 && sc->getSCE(SC_ADRENALINE2))
  7325. bonus = 6;
  7326. else if (bonus < 5 && sc->getSCE(SC_FLEET))
  7327. bonus = 5;
  7328. }
  7329. if (sc->getSCE(SC_ASSNCROS) && bonus < sc->getSCE(SC_ASSNCROS)->val2) {
  7330. #ifdef RENEWAL
  7331. bonus += sc->getSCE(SC_ASSNCROS)->val2;
  7332. #else
  7333. if (bl->type != BL_PC)
  7334. bonus += sc->getSCE(SC_ASSNCROS)->val2;
  7335. else {
  7336. switch(((TBL_PC*)bl)->status.weapon) {
  7337. case W_BOW:
  7338. case W_REVOLVER:
  7339. case W_RIFLE:
  7340. case W_GATLING:
  7341. case W_SHOTGUN:
  7342. case W_GRENADE:
  7343. break;
  7344. default:
  7345. bonus += sc->getSCE(SC_ASSNCROS)->val2;
  7346. break;
  7347. }
  7348. }
  7349. #endif
  7350. }
  7351. if (bonus < 20 && sc->getSCE(SC_MADNESSCANCEL))
  7352. bonus = 20;
  7353. else if (bonus < 15 && sc->getSCE(SC_BERSERK))
  7354. bonus = 15;
  7355. 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))
  7356. bonus += sc->getSCE(sc_val)->val1;
  7357. if (sc->getSCE(SC_ATTHASTE_CASH))
  7358. bonus += sc->getSCE(SC_ATTHASTE_CASH)->val1;
  7359. } else {
  7360. if (sc->getSCE(SC_DONTFORGETME))
  7361. bonus -= sc->getSCE(SC_DONTFORGETME)->val2 / 10;
  7362. #ifdef RENEWAL
  7363. if (sc->getSCE(SC_ENSEMBLEFATIGUE))
  7364. bonus -= sc->getSCE(SC_ENSEMBLEFATIGUE)->val2 / 10;
  7365. #else
  7366. if (sc->getSCE(SC_LONGING))
  7367. bonus -= sc->getSCE(SC_LONGING)->val2 / 10;
  7368. #endif
  7369. if (sc->getSCE(SC_STEELBODY))
  7370. bonus -= 25;
  7371. if (sc->getSCE(SC_SKA))
  7372. bonus -= 25;
  7373. if (sc->getSCE(SC_DEFENDER))
  7374. bonus -= sc->getSCE(SC_DEFENDER)->val4 / 10;
  7375. if (sc->getSCE(SC_GOSPEL) && sc->getSCE(SC_GOSPEL)->val4 == BCT_ENEMY)
  7376. bonus -= 75;
  7377. #ifndef RENEWAL
  7378. if (sc->getSCE(SC_GRAVITATION))
  7379. bonus -= sc->getSCE(SC_GRAVITATION)->val2 / 10; // Needs more info
  7380. #endif
  7381. if (sc->getSCE(SC_JOINTBEAT)) { // Needs more info
  7382. if (sc->getSCE(SC_JOINTBEAT)->val2&BREAK_WRIST)
  7383. bonus -= 25;
  7384. if (sc->getSCE(SC_JOINTBEAT)->val2&BREAK_KNEE)
  7385. bonus -= 10;
  7386. }
  7387. if (sc->getSCE(SC_FREEZING))
  7388. bonus -= 30;
  7389. if (sc->getSCE(SC_HALLUCINATIONWALK_POSTDELAY))
  7390. bonus -= 50;
  7391. if (sc->getSCE(SC_PARALYSE) && sc->getSCE(SC_PARALYSE)->val3 == 1)
  7392. bonus -= 10;
  7393. if (sc->getSCE(SC__BODYPAINT))
  7394. bonus -= 5 * sc->getSCE(SC__BODYPAINT)->val1;
  7395. if (sc->getSCE(SC__INVISIBILITY))
  7396. bonus -= sc->getSCE(SC__INVISIBILITY)->val2;
  7397. if (sc->getSCE(SC__GROOMY))
  7398. bonus -= sc->getSCE(SC__GROOMY)->val2;
  7399. if (sc->getSCE(SC_SWINGDANCE))
  7400. bonus += sc->getSCE(SC_SWINGDANCE)->val3;
  7401. if (sc->getSCE(SC_DANCEWITHWUG))
  7402. bonus += sc->getSCE(SC_DANCEWITHWUG)->val3;
  7403. if (sc->getSCE(SC_GLOOMYDAY))
  7404. bonus -= sc->getSCE(SC_GLOOMYDAY)->val3;
  7405. if (sc->getSCE(SC_GT_CHANGE))
  7406. bonus += sc->getSCE(SC_GT_CHANGE)->val3;
  7407. if (sc->getSCE(SC_MELON_BOMB))
  7408. bonus -= sc->getSCE(SC_MELON_BOMB)->val3;
  7409. if (sc->getSCE(SC_BOOST500))
  7410. bonus += sc->getSCE(SC_BOOST500)->val1;
  7411. if (sc->getSCE(SC_EXTRACT_SALAMINE_JUICE))
  7412. bonus += sc->getSCE(SC_EXTRACT_SALAMINE_JUICE)->val1;
  7413. if (sc->getSCE(SC_GOLDENE_FERSE))
  7414. bonus += sc->getSCE(SC_GOLDENE_FERSE)->val3;
  7415. if (sc->getSCE(SC_INCASPDRATE))
  7416. bonus += sc->getSCE(SC_INCASPDRATE)->val1;
  7417. if (sc->getSCE(SC_GATLINGFEVER))
  7418. bonus += sc->getSCE(SC_GATLINGFEVER)->val1;
  7419. if (sc->getSCE(SC_STAR_COMFORT))
  7420. bonus += 3 * sc->getSCE(SC_STAR_COMFORT)->val1;
  7421. if (sc->getSCE(SC_WIND_INSIGNIA) && sc->getSCE(SC_WIND_INSIGNIA)->val1 == 2)
  7422. bonus += 10;
  7423. if (sc->getSCE(SC_INCREASEAGI))
  7424. bonus += sc->getSCE(SC_INCREASEAGI)->val1;
  7425. if (sc->getSCE(SC_NIBELUNGEN) && sc->getSCE(SC_NIBELUNGEN)->val2 == RINGNBL_ASPDRATE)
  7426. bonus += 20;
  7427. if (sc->getSCE(SC_STARSTANCE))
  7428. bonus += sc->getSCE(SC_STARSTANCE)->val2;
  7429. if( sc->getSCE(SC_2011RWC_SCROLL) )
  7430. bonus += 5;
  7431. if( sc->getSCE(SC_SPARKCANDY) )
  7432. bonus += 25;
  7433. if( sc->getSCE(SC_ACARAJE) )
  7434. bonus += 10;
  7435. if( sc->getSCE(SC_SKF_ASPD) )
  7436. bonus += sc->getSCE(SC_SKF_ASPD)->val1;
  7437. if( sc->getSCE(SC_PORK_RIB_STEW) )
  7438. bonus += 5;
  7439. if( sc->getSCE(SC_CONTENTS_5) )
  7440. bonus += sc->getSCE(SC_CONTENTS_5)->val1;
  7441. map_session_data* sd = BL_CAST(BL_PC, bl);
  7442. uint8 skill_lv;
  7443. if (sd) {
  7444. if ((skill_lv = pc_checkskill(sd, BA_MUSICALLESSON)) > 0)
  7445. bonus += skill_lv;
  7446. if ((skill_lv = pc_checkskill(sd, RG_PLAGIARISM)) > 0)
  7447. bonus += skill_lv;
  7448. }
  7449. }
  7450. return bonus;
  7451. }
  7452. #endif
  7453. /**
  7454. * Modifies ASPD by a number, rather than a percentage (10 = 1 ASPD)
  7455. * A subtraction reduces the delay, meaning an increase in ASPD
  7456. * This comes after the percentage changes and is based on status changes
  7457. * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
  7458. * @param sc: Object's status change information
  7459. * @param aspd: Object's current ASPD
  7460. * @return modified aspd
  7461. */
  7462. static short status_calc_fix_aspd(struct block_list *bl, status_change *sc, int aspd)
  7463. {
  7464. if (!sc || !sc->count)
  7465. return cap_value(aspd, 0, 2000);
  7466. if (sc->getSCE(SC_OVERED_BOOST))
  7467. return cap_value(2000 - sc->getSCE(SC_OVERED_BOOST)->val3 * 10, 0, 2000);
  7468. if ((sc->getSCE(SC_GUST_OPTION) || sc->getSCE(SC_BLAST_OPTION) || sc->getSCE(SC_WILD_STORM_OPTION)))
  7469. aspd -= 50; // +5 ASPD
  7470. if (sc->getSCE(SC_FIGHTINGSPIRIT))
  7471. aspd -= sc->getSCE(SC_FIGHTINGSPIRIT)->val2;
  7472. if (sc->getSCE(SC_MTF_ASPD))
  7473. aspd -= sc->getSCE(SC_MTF_ASPD)->val1;
  7474. if (sc->getSCE(SC_MTF_ASPD2))
  7475. aspd -= sc->getSCE(SC_MTF_ASPD2)->val1;
  7476. if (sc->getSCE(SC_SOULSHADOW))
  7477. aspd -= 10 * sc->getSCE(SC_SOULSHADOW)->val2;
  7478. if (sc->getSCE(SC_HEAT_BARREL))
  7479. aspd -= sc->getSCE(SC_HEAT_BARREL)->val1 * 10;
  7480. if (sc->getSCE(SC_EP16_2_BUFF_SS))
  7481. aspd -= 100; // +10 ASPD
  7482. if (sc->getSCE(SC_PACKING_ENVELOPE6))
  7483. aspd -= sc->getSCE(SC_PACKING_ENVELOPE6)->val1 * 10;
  7484. if (sc->getSCE(SC_SINCERE_FAITH))
  7485. aspd -= 10 * sc->getSCE(SC_SINCERE_FAITH)->val2;
  7486. if( sc->getSCE(SC_LIMIT_POWER_BOOSTER) )
  7487. aspd -= 10;
  7488. return cap_value(aspd, 0, 2000); // Will be recap for proper bl anyway
  7489. }
  7490. /**
  7491. * Calculates an object's ASPD modifier based on status changes (alters amotion value)
  7492. * Note: The scale of aspd_rate is 1000 = 100%
  7493. * Note2: This only affects Homunculus, Mercenaries, and Pre-renewal Players
  7494. * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
  7495. * @param sc: Object's status change information
  7496. * @param aspd_rate: Object's current ASPD
  7497. * @return modified aspd_rate
  7498. */
  7499. static short status_calc_aspd_rate(struct block_list *bl, status_change *sc, int aspd_rate)
  7500. {
  7501. int i;
  7502. if(!sc || !sc->count)
  7503. return cap_value(aspd_rate,0,SHRT_MAX);
  7504. int max = 0;
  7505. if (sc->getSCE(SC_STAR_COMFORT))
  7506. max = sc->getSCE(SC_STAR_COMFORT)->val2;
  7507. if (sc->getSCE(SC_TWOHANDQUICKEN) &&
  7508. max < sc->getSCE(SC_TWOHANDQUICKEN)->val2)
  7509. max = sc->getSCE(SC_TWOHANDQUICKEN)->val2;
  7510. if (sc->getSCE(SC_ONEHAND) &&
  7511. max < sc->getSCE(SC_ONEHAND)->val2)
  7512. max = sc->getSCE(SC_ONEHAND)->val2;
  7513. if (sc->getSCE(SC_MERC_QUICKEN) &&
  7514. max < sc->getSCE(SC_MERC_QUICKEN)->val2)
  7515. max = sc->getSCE(SC_MERC_QUICKEN)->val2;
  7516. if (sc->getSCE(SC_ADRENALINE2) &&
  7517. max < sc->getSCE(SC_ADRENALINE2)->val3)
  7518. max = sc->getSCE(SC_ADRENALINE2)->val3;
  7519. if (sc->getSCE(SC_ADRENALINE) &&
  7520. max < sc->getSCE(SC_ADRENALINE)->val3)
  7521. max = sc->getSCE(SC_ADRENALINE)->val3;
  7522. if (sc->getSCE(SC_SPEARQUICKEN) &&
  7523. max < sc->getSCE(SC_SPEARQUICKEN)->val2)
  7524. max = sc->getSCE(SC_SPEARQUICKEN)->val2;
  7525. if (sc->getSCE(SC_GATLINGFEVER) &&
  7526. max < sc->getSCE(SC_GATLINGFEVER)->val2)
  7527. max = sc->getSCE(SC_GATLINGFEVER)->val2;
  7528. if (sc->getSCE(SC_FLEET) &&
  7529. max < sc->getSCE(SC_FLEET)->val2)
  7530. max = sc->getSCE(SC_FLEET)->val2;
  7531. if (sc->getSCE(SC_INVINCIBLE) &&
  7532. max < sc->getSCE(SC_INVINCIBLE)->val4)
  7533. max = sc->getSCE(SC_INVINCIBLE)->val4;
  7534. if (sc->getSCE(SC_ASSNCROS) && max < sc->getSCE(SC_ASSNCROS)->val2) {
  7535. if (bl->type != BL_PC)
  7536. max = sc->getSCE(SC_ASSNCROS)->val2;
  7537. else
  7538. switch (((TBL_PC*)bl)->status.weapon) {
  7539. case W_BOW:
  7540. case W_REVOLVER:
  7541. case W_RIFLE:
  7542. case W_GATLING:
  7543. case W_SHOTGUN:
  7544. case W_GRENADE:
  7545. break;
  7546. default:
  7547. max = sc->getSCE(SC_ASSNCROS)->val2;
  7548. }
  7549. }
  7550. aspd_rate -= max;
  7551. if (sc->getSCE(SC_BERSERK))
  7552. aspd_rate -= 300;
  7553. else if (sc->getSCE(SC_MADNESSCANCEL))
  7554. aspd_rate -= 200;
  7555. if( sc->getSCE(i=SC_ASPDPOTION3) ||
  7556. sc->getSCE(i=SC_ASPDPOTION2) ||
  7557. sc->getSCE(i=SC_ASPDPOTION1) ||
  7558. sc->getSCE(i=SC_ASPDPOTION0) )
  7559. aspd_rate -= sc->getSCE(i)->val2;
  7560. if (sc->getSCE(SC_ATTHASTE_CASH))
  7561. aspd_rate -= sc->getSCE(SC_ATTHASTE_CASH)->val2;
  7562. if(sc->getSCE(SC_DONTFORGETME))
  7563. aspd_rate += sc->getSCE(SC_DONTFORGETME)->val2;
  7564. #ifdef RENEWAL
  7565. if (sc->getSCE(SC_ENSEMBLEFATIGUE))
  7566. aspd_rate += sc->getSCE(SC_ENSEMBLEFATIGUE)->val2;
  7567. #else
  7568. if(sc->getSCE(SC_LONGING))
  7569. aspd_rate += sc->getSCE(SC_LONGING)->val2;
  7570. #endif
  7571. if(sc->getSCE(SC_STEELBODY))
  7572. aspd_rate += 250;
  7573. if(sc->getSCE(SC_SKA))
  7574. aspd_rate += 250;
  7575. if(sc->getSCE(SC_DEFENDER))
  7576. aspd_rate += sc->getSCE(SC_DEFENDER)->val4;
  7577. if(sc->getSCE(SC_GOSPEL) && sc->getSCE(SC_GOSPEL)->val4 == BCT_ENEMY)
  7578. aspd_rate += 250;
  7579. #ifndef RENEWAL
  7580. if(sc->getSCE(SC_GRAVITATION))
  7581. aspd_rate += sc->getSCE(SC_GRAVITATION)->val2;
  7582. #endif
  7583. if(sc->getSCE(SC_JOINTBEAT)) {
  7584. if( sc->getSCE(SC_JOINTBEAT)->val2&BREAK_WRIST )
  7585. aspd_rate += 250;
  7586. if( sc->getSCE(SC_JOINTBEAT)->val2&BREAK_KNEE )
  7587. aspd_rate += 100;
  7588. }
  7589. if( sc->getSCE(SC_FREEZING) )
  7590. aspd_rate += 300;
  7591. if( sc->getSCE(SC_HALLUCINATIONWALK_POSTDELAY) )
  7592. aspd_rate += 500;
  7593. if( sc->getSCE(SC_PARALYSE) && sc->getSCE(SC_PARALYSE)->val3 == 1 )
  7594. aspd_rate += 100;
  7595. if( sc->getSCE(SC__BODYPAINT) )
  7596. aspd_rate += 50 * sc->getSCE(SC__BODYPAINT)->val1;
  7597. if( sc->getSCE(SC__INVISIBILITY) )
  7598. aspd_rate += sc->getSCE(SC__INVISIBILITY)->val2 * 10;
  7599. if( sc->getSCE(SC__GROOMY) )
  7600. aspd_rate += sc->getSCE(SC__GROOMY)->val2 * 10;
  7601. if( sc->getSCE(SC_SWINGDANCE) )
  7602. aspd_rate -= sc->getSCE(SC_SWINGDANCE)->val3 * 10;
  7603. if( sc->getSCE(SC_DANCEWITHWUG) )
  7604. aspd_rate -= sc->getSCE(SC_DANCEWITHWUG)->val3 * 10;
  7605. if( sc->getSCE(SC_GLOOMYDAY) )
  7606. aspd_rate += sc->getSCE(SC_GLOOMYDAY)->val3 * 10;
  7607. if( sc->getSCE(SC_GT_CHANGE) )
  7608. aspd_rate -= sc->getSCE(SC_GT_CHANGE)->val3 * 10;
  7609. if( sc->getSCE(SC_MELON_BOMB) )
  7610. aspd_rate += sc->getSCE(SC_MELON_BOMB)->val3 * 10;
  7611. if( sc->getSCE(SC_BOOST500) )
  7612. aspd_rate -= sc->getSCE(SC_BOOST500)->val1 *10;
  7613. if( sc->getSCE(SC_EXTRACT_SALAMINE_JUICE) )
  7614. aspd_rate -= sc->getSCE(SC_EXTRACT_SALAMINE_JUICE)->val1 * 10;
  7615. if( sc->getSCE(SC_INCASPDRATE) )
  7616. aspd_rate -= sc->getSCE(SC_INCASPDRATE)->val1 * 10;
  7617. if( sc->getSCE(SC_GOLDENE_FERSE))
  7618. aspd_rate -= sc->getSCE(SC_GOLDENE_FERSE)->val3 * 10;
  7619. if (sc->getSCE(SC_WIND_INSIGNIA) && sc->getSCE(SC_WIND_INSIGNIA)->val1 == 2)
  7620. aspd_rate -= 100;
  7621. if (sc->getSCE(SC_STARSTANCE))
  7622. aspd_rate -= 10 * sc->getSCE(SC_STARSTANCE)->val2;
  7623. if( sc->getSCE(SC_2011RWC_SCROLL) )
  7624. aspd_rate -= 50;
  7625. if( sc->getSCE(SC_SPARKCANDY) )
  7626. aspd_rate -= 250;
  7627. if( sc->getSCE(SC_ACARAJE) )
  7628. aspd_rate -= 100;
  7629. if( sc->getSCE(SC_SKF_ASPD) )
  7630. aspd_rate -= sc->getSCE(SC_SKF_ASPD)->val1 * 10;
  7631. if( sc->getSCE(SC_PORK_RIB_STEW) )
  7632. aspd_rate -= 50;
  7633. if ( sc->getSCE(SC_CONTENTS_5) )
  7634. aspd_rate -= sc->getSCE(SC_CONTENTS_5)->val1 * 10;
  7635. return (short)cap_value(aspd_rate,0,SHRT_MAX);
  7636. }
  7637. /**
  7638. * Modifies the damage delay time based on status changes
  7639. * The lower your delay, the quicker you can act after taking damage
  7640. * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
  7641. * @param sc: Object's status change information
  7642. * @param dmotion: Object's current damage delay
  7643. * @return modified delay rate
  7644. */
  7645. static unsigned short status_calc_dmotion(struct block_list *bl, status_change *sc, int dmotion)
  7646. {
  7647. /// It has been confirmed on official servers that MvP mobs have no dmotion even without endure
  7648. if( bl->type == BL_MOB && status_get_class_(bl) == CLASS_BOSS )
  7649. return 0;
  7650. if (bl->type == BL_PC) {
  7651. if (map_flag_gvg2(bl->m) || map_getmapflag(bl->m, MF_BATTLEGROUND))
  7652. return (unsigned short)cap_value(dmotion, 0, USHRT_MAX);
  7653. if (((TBL_PC *)bl)->special_state.no_walk_delay)
  7654. return 0;
  7655. }
  7656. if (sc && sc->count > 0 && (sc->getSCE(SC_ENDURE) || sc->getSCE(SC_RUN) || sc->getSCE(SC_WUGDASH) || sc->getSCE(SC_SPARKCANDY)))
  7657. return 0;
  7658. return (unsigned short)cap_value(dmotion,0,USHRT_MAX);
  7659. }
  7660. /**
  7661. * Adds power atk modifications based on status changes
  7662. * @param bl: Object to change patk [PC|MOB|HOM|MER|ELEM]
  7663. * @param sc: Object's status change information
  7664. * @param patk: Initial patk
  7665. * @return modified patk with cap_value(patk,0,USHRT_MAX)
  7666. */
  7667. static signed short status_calc_patk(struct block_list *bl, status_change *sc, int patk)
  7668. {
  7669. if (!sc || !sc->count)
  7670. return cap_value(patk, 0, SHRT_MAX);
  7671. if (sc->getSCE(SC_POWERFUL_FAITH))
  7672. patk += sc->getSCE(SC_POWERFUL_FAITH)->val3;
  7673. if (sc->getSCE(SC_COMPETENTIA))
  7674. patk += sc->getSCE(SC_COMPETENTIA)->val2;
  7675. if (sc->getSCE(SC_ABYSS_SLAYER))
  7676. patk += sc->getSCE(SC_ABYSS_SLAYER)->val2;
  7677. if (sc->getSCE(SC_PRON_MARCH))
  7678. patk += sc->getSCE(SC_PRON_MARCH)->val2;
  7679. if (sc->getSCE(SC_TEMPERING))
  7680. patk += sc->getSCE(SC_TEMPERING)->val2;
  7681. if( sc->getSCE( SC_ATTACK_STANCE ) ){
  7682. patk += sc->getSCE( SC_ATTACK_STANCE )->val3;
  7683. }
  7684. if (sc->getSCE(SC_HIDDEN_CARD))
  7685. patk += sc->getSCE(SC_HIDDEN_CARD)->val2;
  7686. return (short)cap_value(patk, 0, SHRT_MAX);
  7687. }
  7688. /**
  7689. * Adds spell matk modifications based on status changes
  7690. * @param bl: Object to change smatk [PC|MOB|HOM|MER|ELEM]
  7691. * @param sc: Object's status change information
  7692. * @param smatk: Initial smatk
  7693. * @return modified smatk with cap_value(smatk,0,USHRT_MAX)
  7694. */
  7695. static signed short status_calc_smatk(struct block_list *bl, status_change *sc, int smatk)
  7696. {
  7697. if (!sc || !sc->count)
  7698. return cap_value(smatk, 0, SHRT_MAX);
  7699. if (sc->getSCE(SC_COMPETENTIA))
  7700. smatk += sc->getSCE(SC_COMPETENTIA)->val2;
  7701. if (sc->getSCE(SC_ABYSS_SLAYER))
  7702. smatk += sc->getSCE(SC_ABYSS_SLAYER)->val2;
  7703. if (sc->getSCE(SC_JAWAII_SERENADE))
  7704. smatk += sc->getSCE(SC_JAWAII_SERENADE)->val2;
  7705. if (sc->getSCE(SC_SPELL_ENCHANTING))
  7706. smatk += sc->getSCE(SC_SPELL_ENCHANTING)->val2;
  7707. if( sc->getSCE( SC_ATTACK_STANCE ) ){
  7708. smatk += sc->getSCE( SC_ATTACK_STANCE )->val3;
  7709. }
  7710. return (short)cap_value(smatk, 0, SHRT_MAX);
  7711. }
  7712. /**
  7713. * Adds resist modifications based on status changes
  7714. * @param bl: Object to change res [PC|MOB|HOM|MER|ELEM]
  7715. * @param sc: Object's status change information
  7716. * @param res: Initial res
  7717. * @return modified res with cap_value(res,0,USHRT_MAX)
  7718. */
  7719. static signed short status_calc_res(struct block_list *bl, status_change *sc, int res)
  7720. {
  7721. if (!sc || !sc->count)
  7722. return cap_value(res, 0, SHRT_MAX);
  7723. if (sc->getSCE(SC_FIRM_FAITH))
  7724. res += sc->getSCE(SC_FIRM_FAITH)->val3;
  7725. if (sc->getSCE(SC_D_MACHINE))
  7726. res += sc->getSCE(SC_D_MACHINE)->val3;
  7727. if (sc->getSCE(SC_MUSICAL_INTERLUDE))
  7728. res += sc->getSCE(SC_MUSICAL_INTERLUDE)->val2;
  7729. if (sc->getSCE(SC_GOLDENE_TONE))
  7730. res += sc->getSCE(SC_GOLDENE_TONE)->val2;
  7731. if (sc->getSCE(SC_SHADOW_STRIP) && bl->type != BL_PC)
  7732. res -= res * sc->getSCE(SC_SHADOW_STRIP)->val2 / 100;
  7733. if (sc->getSCE(SC_AIN_RHAPSODY))
  7734. res -= sc->getSCE(SC_AIN_RHAPSODY)->val2;
  7735. if (sc->getSCE(SC_TOXIN_OF_MANDARA))
  7736. res -= sc->getSCE(SC_TOXIN_OF_MANDARA)->val2;
  7737. return (short)cap_value(res, 0, SHRT_MAX);
  7738. }
  7739. /**
  7740. * Adds magic resist modifications based on status changes
  7741. * @param bl: Object to change mres [PC|MOB|HOM|MER|ELEM]
  7742. * @param sc: Object's status change information
  7743. * @param mres: Initial mres
  7744. * @return modified mres with cap_value(mres,0,USHRT_MAX)
  7745. */
  7746. static signed short status_calc_mres(struct block_list *bl, status_change *sc, int mres)
  7747. {
  7748. if (!sc || !sc->count)
  7749. return cap_value(mres, 0, SHRT_MAX);
  7750. if (sc->getSCE(SC_GOLDENE_TONE))
  7751. mres += sc->getSCE(SC_GOLDENE_TONE)->val2;
  7752. if (sc->getSCE(SC_SHADOW_STRIP) && bl->type != BL_PC)
  7753. mres -= mres * sc->getSCE(SC_SHADOW_STRIP)->val2 / 100;
  7754. if (sc->getSCE(SC_GEF_NOCTURN))
  7755. mres -= sc->getSCE(SC_GEF_NOCTURN)->val2;
  7756. return (short)cap_value(mres, 0, SHRT_MAX);
  7757. }
  7758. /**
  7759. * Adds heal plus modifications based on status changes
  7760. * @param bl: Object to change hplus [PC|MOB|HOM|MER|ELEM]
  7761. * @param sc: Object's status change information
  7762. * @param hplus: Initial hplus
  7763. * @return modified hplus with cap_value(hplus,0,USHRT_MAX)
  7764. */
  7765. static signed short status_calc_hplus(struct block_list *bl, status_change *sc, int hplus)
  7766. {
  7767. if (!sc || !sc->count)
  7768. return cap_value(hplus, 0, SHRT_MAX);
  7769. return (short)cap_value(hplus, 0, SHRT_MAX);
  7770. }
  7771. /**
  7772. * Adds critical damage rate modifications based on status changes
  7773. * @param bl: Object to change crate [PC|MOB|HOM|MER|ELEM]
  7774. * @param sc: Object's status change information
  7775. * @param crate: Initial crate
  7776. * @return modified crate with cap_value(crate,0,USHRT_MAX)
  7777. */
  7778. static signed short status_calc_crate(struct block_list *bl, status_change *sc, int crate)
  7779. {
  7780. if (!sc || !sc->count)
  7781. return cap_value(crate, 0, SHRT_MAX);
  7782. if (sc->getSCE(SC_PRE_ACIES))
  7783. crate += sc->getSCE(SC_PRE_ACIES)->val2;
  7784. return (short)cap_value(crate, 0, SHRT_MAX);
  7785. }
  7786. /**
  7787. * Calculates a max HP based on status changes
  7788. * Values can either be percentages or fixed, based on how equations are formulated
  7789. * @param bl: Object's block_list data
  7790. * @param maxhp: Object's current max HP
  7791. * @return modified maxhp
  7792. */
  7793. static unsigned int status_calc_maxhp(struct block_list *bl, uint64 maxhp)
  7794. {
  7795. int rate = 100;
  7796. maxhp += status_get_hpbonus(bl,STATUS_BONUS_FIX);
  7797. if ((rate += status_get_hpbonus(bl,STATUS_BONUS_RATE)) != 100)
  7798. maxhp = maxhp * rate / 100;
  7799. return (unsigned int)cap_value(maxhp,1,UINT_MAX);
  7800. }
  7801. /**
  7802. * Calculates a max SP based on status changes
  7803. * Values can either be percentages or fixed, bas ed on how equations are formulated
  7804. * @param bl: Object's block_list data
  7805. * @param maxsp: Object's current max SP
  7806. * @return modified maxsp
  7807. */
  7808. static unsigned int status_calc_maxsp(struct block_list *bl, uint64 maxsp)
  7809. {
  7810. int rate = 100;
  7811. maxsp += status_get_spbonus(bl,STATUS_BONUS_FIX);
  7812. if ((rate += status_get_spbonus(bl,STATUS_BONUS_RATE)) != 100)
  7813. maxsp = maxsp * rate / 100;
  7814. return (unsigned int)cap_value(maxsp,1,UINT_MAX);
  7815. }
  7816. /**
  7817. * Calculates a max AP based on status changes
  7818. * Values can either be percentages or fixed, bas ed on how equations are formulated
  7819. * @param bl: Object's block_list data
  7820. * @param maxap: Object's current max AP
  7821. * @return modified maxap
  7822. */
  7823. static unsigned int status_calc_maxap(struct block_list *bl, uint64 maxap)
  7824. {
  7825. int rate = 100;
  7826. maxap += status_get_apbonus(bl, STATUS_BONUS_FIX);
  7827. if ((rate += status_get_apbonus(bl, STATUS_BONUS_RATE)) != 100)
  7828. maxap = maxap * rate / 100;
  7829. return (unsigned int)cap_value(maxap, 0, UINT_MAX);
  7830. }
  7831. /**
  7832. * Changes a player's element based on status changes
  7833. * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
  7834. * @param sc: Object's status change information
  7835. * @param element: Object's current element
  7836. * @return new element
  7837. */
  7838. static unsigned char status_calc_element(struct block_list *bl, status_change *sc, int element)
  7839. {
  7840. if(!sc || !sc->count)
  7841. return cap_value(element, 0, UCHAR_MAX);
  7842. if(sc->getSCE(SC_FREEZE) || sc->getSCE(SC_CRYSTAL_ARMOR_OPTION))
  7843. return ELE_WATER;
  7844. if(sc->getSCE(SC_STONE) || sc->getSCE(SC_STRONG_PROTECTION_OPTION))
  7845. return ELE_EARTH;
  7846. if(sc->getSCE(SC_FLAMEARMOR_OPTION))
  7847. return ELE_FIRE;
  7848. if(sc->getSCE(SC_EYES_OF_STORM_OPTION))
  7849. return ELE_WIND;
  7850. if(sc->getSCE(SC_POISON_SHIELD_OPTION))
  7851. return ELE_POISON;
  7852. if(sc->getSCE(SC_BENEDICTIO))
  7853. return ELE_HOLY;
  7854. if(sc->getSCE(SC_CHANGEUNDEAD))
  7855. return ELE_UNDEAD;
  7856. if(sc->getSCE(SC_ELEMENTALCHANGE))
  7857. return sc->getSCE(SC_ELEMENTALCHANGE)->val2;
  7858. if(sc->getSCE(SC_SHAPESHIFT))
  7859. return sc->getSCE(SC_SHAPESHIFT)->val2;
  7860. return (unsigned char)cap_value(element,0,UCHAR_MAX);
  7861. }
  7862. /**
  7863. * Changes a player's element level based on status changes
  7864. * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
  7865. * @param sc: Object's status change information
  7866. * @param lv: Object's current element level
  7867. * @return new element level
  7868. */
  7869. static unsigned char status_calc_element_lv(struct block_list *bl, status_change *sc, int lv)
  7870. {
  7871. if(!sc || !sc->count)
  7872. return cap_value(lv, 1, 4);
  7873. if(sc->getSCE(SC_FREEZE))
  7874. return 1;
  7875. if(sc->getSCE(SC_STONE))
  7876. return 1;
  7877. if(sc->getSCE(SC_BENEDICTIO))
  7878. return 1;
  7879. if(sc->getSCE(SC_CHANGEUNDEAD))
  7880. return 1;
  7881. if(sc->getSCE(SC_ELEMENTALCHANGE))
  7882. return sc->getSCE(SC_ELEMENTALCHANGE)->val1;
  7883. if(sc->getSCE(SC_SHAPESHIFT))
  7884. return 1;
  7885. if(sc->getSCE(SC__INVISIBILITY))
  7886. return 1;
  7887. if (sc->getSCE(SC_FLAMEARMOR_OPTION) || sc->getSCE(SC_CRYSTAL_ARMOR_OPTION) || sc->getSCE(SC_EYES_OF_STORM_OPTION) ||
  7888. sc->getSCE(SC_STRONG_PROTECTION_OPTION) || sc->getSCE(SC_POISON_SHIELD_OPTION))
  7889. return 1;
  7890. return (unsigned char)cap_value(lv,1,4);
  7891. }
  7892. /**
  7893. * Changes a player's attack element based on status changes
  7894. * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
  7895. * @param sc: Object's status change information
  7896. * @param element: Object's current attack element
  7897. * @return new attack element
  7898. */
  7899. unsigned char status_calc_attack_element(struct block_list *bl, status_change *sc, int element)
  7900. {
  7901. if(!sc || !sc->count)
  7902. return cap_value(element, 0, UCHAR_MAX);
  7903. if(sc->getSCE(SC_ENCHANTARMS))
  7904. return sc->getSCE(SC_ENCHANTARMS)->val1;
  7905. if(sc->getSCE(SC_WATERWEAPON)
  7906. || (sc->getSCE(SC_WATER_INSIGNIA) && sc->getSCE(SC_WATER_INSIGNIA)->val1 == 2) )
  7907. return ELE_WATER;
  7908. if(sc->getSCE(SC_EARTHWEAPON)
  7909. || (sc->getSCE(SC_EARTH_INSIGNIA) && sc->getSCE(SC_EARTH_INSIGNIA)->val1 == 2) )
  7910. return ELE_EARTH;
  7911. if(sc->getSCE(SC_FIREWEAPON)
  7912. || (sc->getSCE(SC_FIRE_INSIGNIA) && sc->getSCE(SC_FIRE_INSIGNIA)->val1 == 2) )
  7913. return ELE_FIRE;
  7914. if(sc->getSCE(SC_WINDWEAPON)
  7915. || (sc->getSCE(SC_WIND_INSIGNIA) && sc->getSCE(SC_WIND_INSIGNIA)->val1 == 2) )
  7916. return ELE_WIND;
  7917. if(sc->getSCE(SC_ENCPOISON))
  7918. return ELE_POISON;
  7919. if(sc->getSCE(SC_ASPERSIO))
  7920. return ELE_HOLY;
  7921. if(sc->getSCE(SC_SHADOWWEAPON))
  7922. return ELE_DARK;
  7923. if(sc->getSCE(SC_GHOSTWEAPON) || sc->getSCE(SC__INVISIBILITY))
  7924. return ELE_GHOST;
  7925. if(sc->getSCE(SC_TIDAL_WEAPON_OPTION) || sc->getSCE(SC_TIDAL_WEAPON) )
  7926. return ELE_WATER;
  7927. return (unsigned char)cap_value(element,0,UCHAR_MAX);
  7928. }
  7929. /**
  7930. * Changes the mode of an object
  7931. * @param bl: Object whose mode to change [PC|MOB|PET|HOM|NPC]
  7932. * @param sc: Object's status change data
  7933. * @param mode: Original mode
  7934. * @return mode with cap_value(mode, 0, INT_MAX)
  7935. */
  7936. static int status_calc_mode(struct block_list *bl, status_change *sc, int mode)
  7937. {
  7938. if(!sc || !sc->count)
  7939. return cap_value(mode, MD_NONE,INT_MAX);
  7940. if(sc->getSCE(SC_MODECHANGE)) {
  7941. if (sc->getSCE(SC_MODECHANGE)->val2)
  7942. mode = (mode&~MD_MASK)|sc->getSCE(SC_MODECHANGE)->val2; // Set mode
  7943. if (sc->getSCE(SC_MODECHANGE)->val3)
  7944. mode = mode|sc->getSCE(SC_MODECHANGE)->val3; // Add mode
  7945. if (sc->getSCE(SC_MODECHANGE)->val4)
  7946. mode = mode&~sc->getSCE(SC_MODECHANGE)->val4; // Del mode
  7947. }
  7948. return cap_value(mode, MD_NONE, INT_MAX);
  7949. }
  7950. /**
  7951. * Changes the mode of a slave mob
  7952. * @param md: Slave mob whose mode to change
  7953. */
  7954. void status_calc_slave_mode(mob_data& md)
  7955. {
  7956. switch (battle_config.slaves_inherit_mode) {
  7957. case 1: //Always aggressive
  7958. if (!status_has_mode(&md.status,MD_AGGRESSIVE))
  7959. sc_start4(nullptr, &md.bl, SC_MODECHANGE, 100, 1, 0, MD_AGGRESSIVE, 0, 0);
  7960. break;
  7961. case 2: //Always passive
  7962. if (status_has_mode(&md.status,MD_AGGRESSIVE))
  7963. sc_start4(nullptr, &md.bl, SC_MODECHANGE, 100, 1, 0, 0, MD_AGGRESSIVE, 0);
  7964. break;
  7965. case 4: // Overwrite with slave mode
  7966. sc_start4(nullptr, &md.bl, SC_MODECHANGE, 100, 1, MD_CANMOVE|MD_NORANDOMWALK|MD_CANATTACK, 0, 0, 0);
  7967. break;
  7968. default: //Copy master
  7969. if (block_list* mbl = map_id2bl(md.master_id); mbl != nullptr && status_has_mode(status_get_status_data(*mbl), MD_AGGRESSIVE))
  7970. sc_start4(nullptr, &md.bl, SC_MODECHANGE, 100, 1, 0, MD_AGGRESSIVE, 0, 0);
  7971. else
  7972. sc_start4(nullptr, &md.bl, SC_MODECHANGE, 100, 1, 0, 0, MD_AGGRESSIVE, 0);
  7973. break;
  7974. }
  7975. }
  7976. /**
  7977. * Gets the name of the given bl
  7978. * @param bl: Object whose name to get [PC|MOB|PET|HOM|NPC]
  7979. * @return name or "Unknown" if any other bl->type than noted above
  7980. */
  7981. const char* status_get_name(struct block_list *bl)
  7982. {
  7983. nullpo_ret(bl);
  7984. switch (bl->type) {
  7985. case BL_PC: return ((TBL_PC *)bl)->fakename[0] != '\0' ? ((TBL_PC*)bl)->fakename : ((TBL_PC*)bl)->status.name;
  7986. case BL_MOB: return ((TBL_MOB*)bl)->name;
  7987. case BL_PET: return ((TBL_PET*)bl)->pet.name;
  7988. case BL_HOM: return ((TBL_HOM*)bl)->homunculus.name;
  7989. case BL_MER: return ((TBL_MER *)bl)->db->name.c_str(); // They only have database names which are global, not specific to GID.
  7990. case BL_NPC: return ((TBL_NPC*)bl)->name;
  7991. case BL_ELEM: return ((TBL_ELEM *)bl)->db->name.c_str(); // They only have database names which are global, not specific to GID.
  7992. }
  7993. return "Unknown";
  7994. }
  7995. /**
  7996. * Gets the class/sprite id of the given bl
  7997. * @param bl: Object whose class to get [PC|MOB|PET|HOM|MER|NPC|ELEM]
  7998. * @return class or 0 if any other bl->type than noted above
  7999. */
  8000. int status_get_class(struct block_list *bl)
  8001. {
  8002. nullpo_ret(bl);
  8003. switch( bl->type ) {
  8004. case BL_PC: return ((TBL_PC*)bl)->status.class_;
  8005. case BL_MOB: return ((TBL_MOB*)bl)->vd->class_; // Class used on all code should be the view class of the mob.
  8006. case BL_PET: return ((TBL_PET*)bl)->pet.class_;
  8007. case BL_HOM: return ((TBL_HOM*)bl)->homunculus.class_;
  8008. case BL_MER: return ((TBL_MER*)bl)->mercenary.class_;
  8009. case BL_NPC: return ((TBL_NPC*)bl)->class_;
  8010. case BL_ELEM: return ((TBL_ELEM*)bl)->elemental.class_;
  8011. }
  8012. return 0;
  8013. }
  8014. /**
  8015. * Gets the base level of the given bl
  8016. * @param bl: Object whose base level to get [PC|MOB|PET|HOM|MER|NPC|ELEM]
  8017. * @return base level or 1 if any other bl->type than noted above
  8018. */
  8019. int status_get_lv(struct block_list *bl)
  8020. {
  8021. nullpo_ret(bl);
  8022. switch (bl->type) {
  8023. case BL_PC: return ((TBL_PC*)bl)->status.base_level;
  8024. case BL_MOB: return ((TBL_MOB*)bl)->level;
  8025. case BL_PET: return ((TBL_PET*)bl)->pet.level;
  8026. case BL_HOM: return ((TBL_HOM*)bl)->homunculus.level;
  8027. case BL_MER: return ((TBL_MER*)bl)->db->lv;
  8028. case BL_ELEM: return ((TBL_ELEM*)bl)->db->lv;
  8029. case BL_NPC: return ((TBL_NPC*)bl)->level;
  8030. }
  8031. return 1;
  8032. }
  8033. /**
  8034. * Gets the regeneration info of the given bl
  8035. * @param bl: Object whose regen info to get [PC|HOM|MER|ELEM]
  8036. * @return regen data or nullptr if any other bl->type than noted above
  8037. */
  8038. struct regen_data *status_get_regen_data(struct block_list *bl)
  8039. {
  8040. nullpo_retr(nullptr, bl);
  8041. switch (bl->type) {
  8042. case BL_PC: return &((TBL_PC*)bl)->regen;
  8043. case BL_HOM: return &((TBL_HOM*)bl)->regen;
  8044. case BL_MER: return &((TBL_MER*)bl)->regen;
  8045. case BL_ELEM: return &((TBL_ELEM*)bl)->regen;
  8046. default:
  8047. return nullptr;
  8048. }
  8049. }
  8050. /**
  8051. * Gets the status data of the given bl
  8052. * @param bl: Object whose status to get [PC|MOB|PET|HOM|MER|ELEM|NPC]
  8053. * @return status or "dummy_status" if any other bl->type than noted above
  8054. */
  8055. status_data* status_get_status_data(block_list& bl){
  8056. switch (bl.type) {
  8057. case BL_PC:
  8058. return &reinterpret_cast<map_session_data*>( &bl )->battle_status;
  8059. case BL_MOB:
  8060. return &reinterpret_cast<mob_data*>( &bl )->status;
  8061. case BL_PET:
  8062. return &reinterpret_cast<pet_data*>( &bl )->status;
  8063. case BL_HOM:
  8064. return &reinterpret_cast<homun_data*>( &bl )->battle_status;
  8065. case BL_MER:
  8066. return &reinterpret_cast<s_mercenary_data*>( &bl )->battle_status;
  8067. case BL_ELEM:
  8068. return &reinterpret_cast<s_elemental_data*>( &bl )->battle_status;
  8069. case BL_NPC: {
  8070. npc_data* nd = reinterpret_cast<npc_data*>( &bl );
  8071. if( mobdb_checkid( nd->class_ ) == 0 ){
  8072. return &nd->status;
  8073. }else{
  8074. return &dummy_status;
  8075. }
  8076. }
  8077. default:
  8078. return &dummy_status;
  8079. }
  8080. }
  8081. /**
  8082. * Gets the base status data of the given bl
  8083. * @param bl: Object whose status to get [PC|MOB|PET|HOM|MER|ELEM|NPC]
  8084. * @return base_status or nullptr if any other bl->type than noted above
  8085. */
  8086. struct status_data *status_get_base_status(struct block_list *bl)
  8087. {
  8088. nullpo_retr(nullptr, bl);
  8089. switch (bl->type) {
  8090. case BL_PC: return &((TBL_PC*)bl)->base_status;
  8091. case BL_MOB: return ((TBL_MOB*)bl)->base_status ? ((TBL_MOB*)bl)->base_status : &((TBL_MOB*)bl)->db->status;
  8092. case BL_PET: return &((TBL_PET*)bl)->db->status;
  8093. case BL_HOM: return &((TBL_HOM*)bl)->base_status;
  8094. case BL_MER: return &((TBL_MER*)bl)->base_status;
  8095. case BL_ELEM: return &((TBL_ELEM*)bl)->base_status;
  8096. case BL_NPC: return ((mobdb_checkid(((TBL_NPC*)bl)->class_) == 0) ? &((TBL_NPC*)bl)->status : nullptr);
  8097. default:
  8098. return nullptr;
  8099. }
  8100. }
  8101. /**
  8102. * Gets the defense of the given bl
  8103. * @param bl: Object whose defense to get [PC|MOB|HOM|MER|ELEM]
  8104. * @return defense with cap_value(def, DEFTYPE_MIN, DEFTYPE_MAX)
  8105. */
  8106. defType status_get_def(struct block_list *bl)
  8107. {
  8108. struct unit_data *ud;
  8109. status_data* status = status_get_status_data(*bl);
  8110. // TODO: check if dummy_status? Can never be nullptr [Lemongrass]
  8111. int def = status?status->def:0;
  8112. ud = unit_bl2ud(bl);
  8113. if (ud && ud->skilltimer != INVALID_TIMER)
  8114. def -= def * skill_get_castdef(ud->skill_id)/100;
  8115. return cap_value(def, DEFTYPE_MIN, DEFTYPE_MAX);
  8116. }
  8117. /**
  8118. * Gets the walking speed of the given bl
  8119. * @param bl: Object whose speed to get [PC|MOB|PET|HOM|MER|ELEM|NPC]
  8120. * @return speed
  8121. */
  8122. unsigned short status_get_speed(struct block_list *bl)
  8123. {
  8124. // TODO: is the statement of Skotlex still true? And would it not be better to check for dummy_status instead? [Lemongrass]
  8125. if(bl->type==BL_NPC)// Only BL with speed data but no status_data [Skotlex]
  8126. return ((struct npc_data *)bl)->speed;
  8127. return status_get_status_data(*bl)->speed;
  8128. }
  8129. /**
  8130. * Gets the party ID of the given bl
  8131. * @param bl: Object whose party ID to get [PC|MOB|PET|HOM|MER|SKILL|ELEM]
  8132. * @return party ID
  8133. */
  8134. int status_get_party_id(struct block_list *bl)
  8135. {
  8136. nullpo_ret(bl);
  8137. switch (bl->type) {
  8138. case BL_PC:
  8139. return ((TBL_PC*)bl)->status.party_id;
  8140. case BL_PET:
  8141. if (((TBL_PET*)bl)->master)
  8142. return ((TBL_PET*)bl)->master->status.party_id;
  8143. break;
  8144. case BL_MOB: {
  8145. struct mob_data *md=(TBL_MOB*)bl;
  8146. if( md->master_id > 0 ) {
  8147. map_session_data *msd;
  8148. if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != nullptr)
  8149. return msd->status.party_id;
  8150. return -md->master_id;
  8151. }
  8152. }
  8153. break;
  8154. case BL_HOM:
  8155. if (((TBL_HOM*)bl)->master)
  8156. return ((TBL_HOM*)bl)->master->status.party_id;
  8157. break;
  8158. case BL_MER:
  8159. if (((TBL_MER*)bl)->master)
  8160. return ((TBL_MER*)bl)->master->status.party_id;
  8161. break;
  8162. case BL_SKILL:
  8163. if (((TBL_SKILL*)bl)->group)
  8164. return ((TBL_SKILL*)bl)->group->party_id;
  8165. break;
  8166. case BL_ELEM:
  8167. if (((TBL_ELEM*)bl)->master)
  8168. return ((TBL_ELEM*)bl)->master->status.party_id;
  8169. break;
  8170. }
  8171. return 0;
  8172. }
  8173. /**
  8174. * Gets the guild ID of the given bl
  8175. * @param bl: Object whose guild ID to get [PC|MOB|PET|HOM|MER|SKILL|ELEM|NPC]
  8176. * @return guild ID
  8177. */
  8178. int status_get_guild_id(struct block_list *bl)
  8179. {
  8180. nullpo_ret(bl);
  8181. switch (bl->type) {
  8182. case BL_PC:
  8183. return ((TBL_PC*)bl)->status.guild_id;
  8184. case BL_PET:
  8185. if (((TBL_PET*)bl)->master)
  8186. return ((TBL_PET*)bl)->master->status.guild_id;
  8187. break;
  8188. case BL_MOB:
  8189. {
  8190. map_session_data *msd;
  8191. struct mob_data *md = (struct mob_data *)bl;
  8192. if (md->guardian_data) // Guardian's guild [Skotlex]
  8193. return md->guardian_data->guild_id;
  8194. if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != nullptr)
  8195. return msd->status.guild_id; // Alchemist's mobs [Skotlex]
  8196. }
  8197. break;
  8198. case BL_HOM:
  8199. if (((TBL_HOM*)bl)->master)
  8200. return ((TBL_HOM*)bl)->master->status.guild_id;
  8201. break;
  8202. case BL_MER:
  8203. if (((TBL_MER*)bl)->master)
  8204. return ((TBL_MER*)bl)->master->status.guild_id;
  8205. break;
  8206. case BL_NPC:
  8207. if (((TBL_NPC*)bl)->subtype == NPCTYPE_SCRIPT)
  8208. return ((TBL_NPC*)bl)->u.scr.guild_id;
  8209. break;
  8210. case BL_SKILL:
  8211. if (((TBL_SKILL*)bl)->group)
  8212. return ((TBL_SKILL*)bl)->group->guild_id;
  8213. break;
  8214. case BL_ELEM:
  8215. if (((TBL_ELEM*)bl)->master)
  8216. return ((TBL_ELEM*)bl)->master->status.guild_id;
  8217. break;
  8218. }
  8219. return 0;
  8220. }
  8221. /**
  8222. * Gets the guild emblem ID of the given bl
  8223. * @param bl: Object whose emblem ID to get [PC|MOB|PET|HOM|MER|SKILL|ELEM|NPC]
  8224. * @return guild emblem ID
  8225. */
  8226. int status_get_emblem_id(struct block_list *bl)
  8227. {
  8228. nullpo_ret(bl);
  8229. switch (bl->type) {
  8230. case BL_PC:
  8231. return ((TBL_PC*)bl)->guild_emblem_id;
  8232. case BL_PET:
  8233. if (((TBL_PET*)bl)->master)
  8234. return ((TBL_PET*)bl)->master->guild_emblem_id;
  8235. break;
  8236. case BL_MOB:
  8237. {
  8238. map_session_data *msd;
  8239. struct mob_data *md = (struct mob_data *)bl;
  8240. if (md->guardian_data) // Guardian's guild [Skotlex]
  8241. return md->guardian_data->emblem_id;
  8242. if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != nullptr)
  8243. return msd->guild_emblem_id; // Alchemist's mobs [Skotlex]
  8244. }
  8245. break;
  8246. case BL_HOM:
  8247. if (((TBL_HOM*)bl)->master)
  8248. return ((TBL_HOM*)bl)->master->guild_emblem_id;
  8249. break;
  8250. case BL_MER:
  8251. if (((TBL_MER*)bl)->master)
  8252. return ((TBL_MER*)bl)->master->guild_emblem_id;
  8253. break;
  8254. case BL_NPC:
  8255. if (((TBL_NPC*)bl)->subtype == NPCTYPE_SCRIPT && ((TBL_NPC*)bl)->u.scr.guild_id > 0) {
  8256. auto g = guild_search(((TBL_NPC*)bl)->u.scr.guild_id);
  8257. if (g)
  8258. return g->guild.emblem_id;
  8259. }
  8260. break;
  8261. case BL_ELEM:
  8262. if (((TBL_ELEM*)bl)->master)
  8263. return ((TBL_ELEM*)bl)->master->guild_emblem_id;
  8264. break;
  8265. }
  8266. return 0;
  8267. }
  8268. /**
  8269. * Gets the race2 of a mob or pet
  8270. * @param bl: Object whose race2 to get [MOB|PET]
  8271. * @return race2
  8272. */
  8273. std::vector<e_race2> status_get_race2(struct block_list *bl)
  8274. {
  8275. nullpo_retr(std::vector<e_race2>(),bl);
  8276. if (bl->type == BL_MOB)
  8277. return ((struct mob_data *)bl)->db->race2;
  8278. if (bl->type == BL_PET)
  8279. return ((struct pet_data *)bl)->db->race2;
  8280. return std::vector<e_race2>();
  8281. }
  8282. /**
  8283. * Checks if an object is dead
  8284. * @param bl: Object to check [PC|MOB|HOM|MER|ELEM]
  8285. * @return 1: Is dead or 0: Is alive
  8286. */
  8287. bool status_isdead(block_list &bl){
  8288. return status_get_status_data(bl)->hp == 0;
  8289. }
  8290. /**
  8291. * Checks if an object is immune to magic
  8292. * @param bl: Object to check [PC|MOB|HOM|MER|ELEM]
  8293. * @return value of magic damage to be blocked
  8294. */
  8295. int status_isimmune(struct block_list *bl)
  8296. {
  8297. status_change *sc =status_get_sc(bl);
  8298. if (sc) {
  8299. if (sc->getSCE(SC_HERMODE))
  8300. return 100;
  8301. if (sc->getSCE(SC_DEADLY_DEFEASANCE))
  8302. return 0;
  8303. }
  8304. if (bl->type == BL_PC &&
  8305. ((TBL_PC*)bl)->special_state.no_magic_damage >= battle_config.gtb_sc_immunity)
  8306. return ((TBL_PC*)bl)->special_state.no_magic_damage;
  8307. return 0;
  8308. }
  8309. /**
  8310. * Get view data of an object
  8311. * @param bl: Object whose view data to get [PC|MOB|PET|HOM|MER|ELEM|NPC]
  8312. * @return view data structure bl->vd
  8313. */
  8314. struct view_data* status_get_viewdata(struct block_list *bl)
  8315. {
  8316. nullpo_retr(nullptr, bl);
  8317. switch (bl->type) {
  8318. case BL_PC: return &((TBL_PC*)bl)->vd;
  8319. case BL_MOB: return ((TBL_MOB*)bl)->vd;
  8320. case BL_PET: return &((TBL_PET*)bl)->vd;
  8321. case BL_NPC: return &((TBL_NPC*)bl)->vd;
  8322. case BL_HOM: return ((TBL_HOM*)bl)->vd;
  8323. case BL_MER: return ((TBL_MER*)bl)->vd;
  8324. case BL_ELEM: return ((TBL_ELEM*)bl)->vd;
  8325. }
  8326. return nullptr;
  8327. }
  8328. /**
  8329. * Set view data of an object
  8330. * This function deals with class, mount, and item views
  8331. * SC views are set in clif_getareachar_unit()
  8332. * @param bl: Object whose view data to set [PC|MOB|PET|HOM|MER|ELEM|NPC]
  8333. * @param class_: class of the object
  8334. */
  8335. void status_set_viewdata(struct block_list *bl, int class_)
  8336. {
  8337. struct view_data* vd;
  8338. nullpo_retv(bl);
  8339. if (mobdb_checkid(class_) || mob_is_clone(class_))
  8340. vd = mob_get_viewdata(class_);
  8341. else if (npcdb_checkid(class_))
  8342. vd = npc_get_viewdata(class_);
  8343. else if (homdb_checkid(class_))
  8344. vd = hom_get_viewdata(class_);
  8345. else if (mercenary_db.exists(class_))
  8346. vd = mercenary_get_viewdata(class_);
  8347. else if (elemental_db.exists(class_))
  8348. vd = elemental_get_viewdata(class_);
  8349. else
  8350. vd = nullptr;
  8351. switch (bl->type) {
  8352. case BL_PC:
  8353. {
  8354. TBL_PC* sd = (TBL_PC*)bl;
  8355. if (pcdb_checkid(class_)) {
  8356. if (sd->sc.option&OPTION_RIDING) {
  8357. switch (class_) { // Adapt class to a Mounted one.
  8358. case JOB_KNIGHT:
  8359. class_ = JOB_KNIGHT2;
  8360. break;
  8361. case JOB_CRUSADER:
  8362. class_ = JOB_CRUSADER2;
  8363. break;
  8364. case JOB_LORD_KNIGHT:
  8365. class_ = JOB_LORD_KNIGHT2;
  8366. break;
  8367. case JOB_PALADIN:
  8368. class_ = JOB_PALADIN2;
  8369. break;
  8370. case JOB_BABY_KNIGHT:
  8371. class_ = JOB_BABY_KNIGHT2;
  8372. break;
  8373. case JOB_BABY_CRUSADER:
  8374. class_ = JOB_BABY_CRUSADER2;
  8375. break;
  8376. }
  8377. }
  8378. sd->vd.class_ = class_;
  8379. clif_get_weapon_view(sd, &sd->vd.weapon, &sd->vd.shield);
  8380. sd->vd.head_top = sd->status.head_top;
  8381. sd->vd.head_mid = sd->status.head_mid;
  8382. sd->vd.head_bottom = sd->status.head_bottom;
  8383. sd->vd.hair_style = cap_value(sd->status.hair, MIN_HAIR_STYLE, MAX_HAIR_STYLE);
  8384. sd->vd.hair_color = cap_value(sd->status.hair_color, MIN_HAIR_COLOR, MAX_HAIR_COLOR);
  8385. sd->vd.cloth_color = cap_value(sd->status.clothes_color, MIN_CLOTH_COLOR, MAX_CLOTH_COLOR);
  8386. sd->vd.body_style = cap_value(sd->status.body, MIN_BODY_STYLE, MAX_BODY_STYLE);
  8387. sd->vd.sex = sd->status.sex;
  8388. if (sd->vd.cloth_color) {
  8389. if(sd->sc.option&OPTION_WEDDING && battle_config.wedding_ignorepalette)
  8390. sd->vd.cloth_color = 0;
  8391. if(sd->sc.option&OPTION_XMAS && battle_config.xmas_ignorepalette)
  8392. sd->vd.cloth_color = 0;
  8393. if(sd->sc.option&(OPTION_SUMMER|OPTION_SUMMER2) && battle_config.summer_ignorepalette)
  8394. sd->vd.cloth_color = 0;
  8395. if(sd->sc.option&OPTION_HANBOK && battle_config.hanbok_ignorepalette)
  8396. sd->vd.cloth_color = 0;
  8397. if(sd->sc.option&OPTION_OKTOBERFEST && battle_config.oktoberfest_ignorepalette)
  8398. sd->vd.cloth_color = 0;
  8399. }
  8400. if ( sd->vd.body_style && sd->sc.option&OPTION_COSTUME)
  8401. sd->vd.body_style = 0;
  8402. } else if (vd)
  8403. memcpy(&sd->vd, vd, sizeof(struct view_data));
  8404. else
  8405. ShowError("status_set_viewdata (PC): No view data for class %d\n", class_);
  8406. }
  8407. break;
  8408. case BL_MOB:
  8409. {
  8410. TBL_MOB* md = (TBL_MOB*)bl;
  8411. if (vd){
  8412. mob_free_dynamic_viewdata( md );
  8413. md->vd = vd;
  8414. }else if( pcdb_checkid( class_ ) ){
  8415. mob_set_dynamic_viewdata( md );
  8416. md->vd->class_ = class_;
  8417. md->vd->hair_style = cap_value(md->vd->hair_style, MIN_HAIR_STYLE, MAX_HAIR_STYLE);
  8418. md->vd->hair_color = cap_value(md->vd->hair_color, MIN_HAIR_COLOR, MAX_HAIR_COLOR);
  8419. }else
  8420. ShowError("status_set_viewdata (MOB): No view data for class %d\n", class_);
  8421. }
  8422. break;
  8423. case BL_PET:
  8424. {
  8425. TBL_PET* pd = (TBL_PET*)bl;
  8426. if (vd) {
  8427. memcpy(&pd->vd, vd, sizeof(struct view_data));
  8428. if (!pcdb_checkid(vd->class_)) {
  8429. pd->vd.hair_style = battle_config.pet_hair_style;
  8430. if(pd->pet.equip) {
  8431. pd->vd.head_bottom = itemdb_viewid(pd->pet.equip);
  8432. if (!pd->vd.head_bottom)
  8433. pd->vd.head_bottom = pd->pet.equip;
  8434. }
  8435. }
  8436. } else
  8437. ShowError("status_set_viewdata (PET): No view data for class %d\n", class_);
  8438. }
  8439. break;
  8440. case BL_NPC:
  8441. {
  8442. TBL_NPC* nd = (TBL_NPC*)bl;
  8443. if (vd)
  8444. memcpy(&nd->vd, vd, sizeof(struct view_data));
  8445. else if (pcdb_checkid(class_)) {
  8446. memset(&nd->vd, 0, sizeof(struct view_data));
  8447. nd->vd.class_ = class_;
  8448. nd->vd.hair_style = cap_value(nd->vd.hair_style, MIN_HAIR_STYLE, MAX_HAIR_STYLE);
  8449. } else {
  8450. ShowError("status_set_viewdata (NPC): Invalid view data %d\n", class_);
  8451. if (bl->m >= 0)
  8452. ShowDebug("Source (NPC): %s at %s (%d,%d)\n", nd->name, map_mapid2mapname(bl->m), bl->x, bl->y);
  8453. else
  8454. ShowDebug("Source (NPC): %s (invisible/not on a map)\n", nd->name);
  8455. ShowDebug( "Source (NPC): %s is located in: %s\n", nd->name, nd->path );
  8456. }
  8457. break;
  8458. }
  8459. break;
  8460. case BL_HOM:
  8461. {
  8462. struct homun_data *hd = (struct homun_data*)bl;
  8463. if (vd)
  8464. hd->vd = vd;
  8465. else
  8466. ShowError("status_set_viewdata (HOMUNCULUS): No view data for class %d\n", class_);
  8467. }
  8468. break;
  8469. case BL_MER:
  8470. {
  8471. s_mercenary_data *md = (s_mercenary_data*)bl;
  8472. if (vd)
  8473. md->vd = vd;
  8474. else
  8475. ShowError("status_set_viewdata (MERCENARY): No view data for class %d\n", class_);
  8476. }
  8477. break;
  8478. case BL_ELEM:
  8479. {
  8480. s_elemental_data *ed = (s_elemental_data*)bl;
  8481. if (vd)
  8482. ed->vd = vd;
  8483. else
  8484. ShowError("status_set_viewdata (ELEMENTAL): No view data for class %d\n", class_);
  8485. }
  8486. break;
  8487. }
  8488. }
  8489. /**
  8490. * Get status change data of an object
  8491. * @param bl: Object whose sc data to get [PC|MOB|HOM|MER|ELEM|NPC]
  8492. * @return status change data structure bl->sc
  8493. */
  8494. status_change *status_get_sc(struct block_list *bl)
  8495. {
  8496. if( bl )
  8497. switch (bl->type) {
  8498. case BL_PC: return &((TBL_PC*)bl)->sc;
  8499. case BL_MOB: return &((TBL_MOB*)bl)->sc;
  8500. case BL_NPC: return &((TBL_NPC*)bl)->sc;
  8501. case BL_HOM: return &((TBL_HOM*)bl)->sc;
  8502. case BL_MER: return &((TBL_MER*)bl)->sc;
  8503. case BL_ELEM: return &((TBL_ELEM*)bl)->sc;
  8504. }
  8505. return nullptr;
  8506. }
  8507. /**
  8508. * Initiate (memset) the status change data of an object
  8509. * @param bl: Object whose sc data to memset [PC|MOB|HOM|MER|ELEM|NPC]
  8510. */
  8511. void status_change_init(struct block_list *bl)
  8512. {
  8513. status_change *sc = status_get_sc(bl);
  8514. nullpo_retv(sc);
  8515. new (sc) status_change();
  8516. }
  8517. /*========================================== [Playtester]
  8518. * Returns the interval for status changes that iterate multiple times
  8519. * through the timer (e.g. those that deal damage in regular intervals)
  8520. * @param type: Status change (SC_*)
  8521. *------------------------------------------*/
  8522. static int status_get_sc_interval(enum sc_type type)
  8523. {
  8524. switch (type) {
  8525. case SC_POISON:
  8526. case SC_LEECHESEND:
  8527. case SC_DPOISON:
  8528. case SC_DEATHHURT:
  8529. case SC_GRADUAL_GRAVITY:
  8530. case SC_KILLING_AURA:
  8531. case SC_BOSSMAPINFO:
  8532. return 1000;
  8533. case SC_BURNING:
  8534. case SC_PYREXIA:
  8535. return 3000;
  8536. case SC_MAGICMUSHROOM:
  8537. return 4000;
  8538. case SC_STONE:
  8539. return 5000;
  8540. case SC_BLEEDING:
  8541. case SC_TOXIN:
  8542. return 10000;
  8543. case SC_HELLS_PLANT:
  8544. return 333;
  8545. case SC_SHIELDSPELL_HP:
  8546. return 3000;
  8547. case SC_SHIELDSPELL_SP:
  8548. return 5000;
  8549. default:
  8550. break;
  8551. }
  8552. return 0;
  8553. }
  8554. /**
  8555. * Applies SC defense to a given status change
  8556. * This function also determines whether or not the status change will be applied
  8557. * @param src: Source of the status change [PC|MOB|HOM|MER|ELEM|NPC]
  8558. * @param bl: Target of the status change
  8559. * @param type: Status change (SC_*)
  8560. * @param rate: Initial percentage rate of affecting bl (0~10000)
  8561. * @param tick: Initial duration that the status change affects bl
  8562. * @param flag: Value which determines what parts to calculate. See e_status_change_start_flags
  8563. * @return adjusted duration based on flag values
  8564. */
  8565. 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)
  8566. {
  8567. /// Resistance rate: 10000 = 100%
  8568. /// Example: 50% (5000) -> sc_def = 5000 -> 25%;
  8569. /// 5000ms -> tick_def = 5000 -> 2500ms
  8570. int sc_def = 0, tick_def = -1; // -1 = use sc_def
  8571. /// Fixed resistance value (after rate calculation)
  8572. /// Example: 25% (2500) -> sc_def2 = 2000 -> 5%;
  8573. /// 2500ms -> tick_def2=2000 -> 500ms
  8574. int sc_def2 = 0, tick_def2 = 0;
  8575. status_change *sc;
  8576. map_session_data *sd;
  8577. nullpo_ret(bl);
  8578. if (src == nullptr)
  8579. return tick?tick:1; // This should not happen in current implementation, but leave it anyway
  8580. // Skills (magic type) that are blocked by Golden Thief Bug card or Wand of Hermod
  8581. if (status_isimmune(bl)) {
  8582. std::shared_ptr<s_skill_db> skill = skill_db.find(battle_getcurrentskill(src));
  8583. if (skill == nullptr) // Check for ground-type skills using the status when a player moves through units
  8584. skill = skill_db.find(status_db.getSkill(type));
  8585. if (skill != nullptr && skill->skill_type == BF_MAGIC && // Basic magic skill
  8586. !skill->inf2[INF2_IGNOREGTB] && // Specific skill to bypass
  8587. ((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
  8588. (skill->inf == INF_SELF_SKILL && src != bl))) // Self skills should get blocked on all targets except self
  8589. return 0;
  8590. }
  8591. sd = BL_CAST(BL_PC,bl);
  8592. status_data* status = status_get_status_data(*bl);
  8593. status_data* status_src = status_get_status_data(*src);
  8594. sc = status_get_sc(bl);
  8595. if( sc && !sc->count )
  8596. sc = nullptr;
  8597. #ifdef RENEWAL
  8598. uint16 levelAdv = (static_cast<uint16>(pow(max(0, status_get_lv(src) - status_get_lv(bl)), 2)) / 5) * 100;
  8599. #endif
  8600. switch (type) {
  8601. case SC_POISON:
  8602. case SC_DPOISON:
  8603. #ifndef RENEWAL
  8604. sc_def = status->vit*100;
  8605. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  8606. if (sd) {
  8607. // For players: 60000 - 450*vit - 100*luk
  8608. tick_def = status->vit*75;
  8609. tick_def2 = status->luk*100;
  8610. } else {
  8611. // For monsters: 30000 - 200*vit
  8612. tick /= 2;
  8613. tick_def = (status->vit*200)/3;
  8614. }
  8615. #else
  8616. sc_def = status->vit * 100 - levelAdv;
  8617. tick_def2 = -2000;
  8618. #endif
  8619. break;
  8620. case SC_STUN:
  8621. #ifndef RENEWAL
  8622. sc_def = status->vit*100;
  8623. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  8624. tick_def2 = status->luk*10;
  8625. #else
  8626. sc_def = status->vit * 100 - levelAdv;
  8627. tick_def2 = -500;
  8628. #endif
  8629. break;
  8630. case SC_SILENCE:
  8631. #ifndef RENEWAL
  8632. sc_def = status->vit*100;
  8633. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  8634. tick_def2 = status->luk*10;
  8635. #else
  8636. sc_def = status->int_ * 100 - levelAdv;
  8637. tick_def2 = -2000;
  8638. #endif
  8639. break;
  8640. case SC_BLEEDING:
  8641. #ifndef RENEWAL
  8642. sc_def = status->vit*100;
  8643. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  8644. tick_def2 = status->luk*10;
  8645. #else
  8646. sc_def = status->agi * 100 - levelAdv;
  8647. tick_def2 = -12000;
  8648. #endif
  8649. break;
  8650. case SC_SLEEP:
  8651. #ifndef RENEWAL
  8652. sc_def = status->int_*100;
  8653. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  8654. tick_def2 = status->luk*10;
  8655. #else
  8656. sc_def = status->agi * 100 - levelAdv;
  8657. tick_def2 = -2000;
  8658. #endif
  8659. break;
  8660. case SC_STONEWAIT:
  8661. #ifndef RENEWAL
  8662. sc_def = status->mdef*100;
  8663. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  8664. tick_def = 0; // No duration reduction
  8665. #else
  8666. sc_def = status->mdef * 100 - levelAdv;
  8667. tick_def2 = -3000;
  8668. #endif
  8669. break;
  8670. case SC_FREEZE:
  8671. #ifndef RENEWAL
  8672. sc_def = status->mdef*100;
  8673. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  8674. tick_def2 = status_src->luk*-10; // Caster can increase final duration with luk
  8675. #else
  8676. sc_def = status->mdef * 100 - levelAdv;
  8677. tick_def2 = -3000;
  8678. #endif
  8679. break;
  8680. case SC_CURSE:
  8681. // Special property: immunity when luk is zero
  8682. if (status->luk == 0)
  8683. return 0;
  8684. #ifndef RENEWAL
  8685. sc_def = status->luk*100;
  8686. sc_def2 = status->luk*10 - status_get_lv(src)*10; // Curse only has a level penalty and no resistance
  8687. tick_def = status->vit*100;
  8688. tick_def2 = status->luk*10;
  8689. #else
  8690. sc_def = status->luk * 100 - levelAdv;
  8691. tick_def2 = -2000;
  8692. #endif
  8693. break;
  8694. case SC_BLIND:
  8695. #ifndef RENEWAL
  8696. sc_def = (status->vit + status->int_)*50;
  8697. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  8698. tick_def2 = status->luk*10;
  8699. #else
  8700. sc_def = status->int_ * 100 - levelAdv;
  8701. tick_def2 = -2000;
  8702. #endif
  8703. break;
  8704. case SC_CONFUSION:
  8705. #ifndef RENEWAL
  8706. sc_def = (status->str + status->int_)*50;
  8707. sc_def2 = status_get_lv(src)*10 - status_get_lv(bl)*10 - status->luk*10; // Reversed sc_def2
  8708. tick_def2 = status->luk*10;
  8709. #else
  8710. sc_def = status->luk * 100 - levelAdv;
  8711. tick_def2 = -2000;
  8712. #endif
  8713. break;
  8714. case SC_DECREASEAGI:
  8715. if (sd)
  8716. tick /= 2; // Half duration for players.
  8717. sc_def2 = status->mdef*100;
  8718. break;
  8719. case SC_JOINTBEAT:
  8720. tick_def2 = 1000 * ((status->luk / 2 + status->agi / 5) / 2); // (50 * LUK / 100 + 20 * AGI / 100) / 2
  8721. break;
  8722. case SC_DEEPSLEEP:
  8723. tick_def2 = status_get_base_status(bl)->int_ * 25 + status_get_lv(bl) * 50;
  8724. break;
  8725. case SC_NETHERWORLD:
  8726. // Resistance: {(Target's Base Level / 50) + (Target's Job Level / 10)} seconds
  8727. tick_def2 = status_get_lv(bl) * 20 + (sd ? sd->status.job_level : 1) * 100;
  8728. break;
  8729. case SC_MARSHOFABYSS:
  8730. // 5 second (Fixed) + 25 second - {( INT + LUK ) / 20 second }
  8731. tick_def2 = (status->int_ + status->luk)*50;
  8732. break;
  8733. case SC_STASIS:
  8734. // 10 second (fixed) + { Stasis Skill level * 10 - (Target's VIT + DEX) / 20 }
  8735. tick_def2 = (status->vit + status->dex) * 50;
  8736. break;
  8737. case SC_WHITEIMPRISON:
  8738. if( src == bl ) // 100% on caster
  8739. break;
  8740. sc_def = status->str * 20 + status_get_lv(bl) * 20 + status->luk * 10;
  8741. tick_def2 = -2000;
  8742. break;
  8743. case SC_FEAR:
  8744. sc_def = status->int_ * 20 + status_get_lv(bl) * 20 + status->luk * 10;
  8745. tick_def2 = -4000; // 2 seconds is applied twice on Aegis
  8746. break;
  8747. case SC_BURNING:
  8748. sc_def = status->agi * 20 + status_get_lv(bl) * 20 + status->luk * 10;
  8749. tick_def2 = -2000;
  8750. break;
  8751. case SC_FREEZING:
  8752. tick_def2 = (status->vit + status->dex) * 50;
  8753. break;
  8754. case SC_OBLIVIONCURSE: // 100% - (100 - 0.8 x INT)
  8755. sc_def = status->int_ * 80;
  8756. sc_def = max(sc_def, 500); // minimum of 5% resist
  8757. tick_def = 0;
  8758. tick_def2 = (status->vit + status->luk) * 500;
  8759. break;
  8760. case SC_TOXIN:
  8761. case SC_PARALYSE:
  8762. case SC_VENOMBLEED:
  8763. case SC_MAGICMUSHROOM:
  8764. case SC_DEATHHURT:
  8765. case SC_PYREXIA:
  8766. case SC_LEECHESEND:
  8767. tick_def2 = (status->vit + status->luk) * 500;
  8768. break;
  8769. case SC_BITE: // {(Base Success chance) - (Target's AGI / 4)}
  8770. sc_def2 = status->agi*25;
  8771. break;
  8772. case SC_ELECTRICSHOCKER:
  8773. tick_def2 = (status->vit + status->agi) * 70;
  8774. break;
  8775. case SC_CRYSTALIZE:
  8776. tick_def2 = status_get_base_status(bl)->vit * 100;
  8777. break;
  8778. case SC_VACUUM_EXTREME:
  8779. tick_def2 = (sd ? sd->status.str : status_get_base_status(bl)->str) * 50;
  8780. break;
  8781. case SC_KYOUGAKU:
  8782. tick_def2 = 30*status->int_;
  8783. break;
  8784. case SC_PARALYSIS:
  8785. tick_def2 = (status->vit + status->luk)*50;
  8786. break;
  8787. case SC_VOICEOFSIREN:
  8788. // Resistance: {(Target's Base Level / 10) + (Target's Job Level / 5)} seconds
  8789. tick_def2 = status_get_lv(bl) * 100 + (sd ? sd->status.job_level : 1) * 200;
  8790. break;
  8791. case SC_B_TRAP:
  8792. tick_def = (sd ? sd->status.str : status_get_base_status(bl)->str) * 50; //! TODO: Figure out reduction formula
  8793. break;
  8794. case SC_NORECOVER_STATE:
  8795. tick_def2 = status->luk * 100;
  8796. break;
  8797. default:
  8798. // Effect that cannot be reduced? Likely a buff.
  8799. if (!(rnd()%10000 < rate))
  8800. return 0;
  8801. return tick ? tick : 1;
  8802. }
  8803. if (sd) {
  8804. if (battle_config.pc_sc_def_rate != 100) {
  8805. sc_def = sc_def*battle_config.pc_sc_def_rate/100;
  8806. sc_def2 = sc_def2*battle_config.pc_sc_def_rate/100;
  8807. }
  8808. #ifndef RENEWAL
  8809. sc_def = min(sc_def, battle_config.pc_max_sc_def*100);
  8810. sc_def2 = min(sc_def2, battle_config.pc_max_sc_def*100);
  8811. #else
  8812. sc_def = cap_value(sc_def, 0, battle_config.pc_max_sc_def*100);
  8813. sc_def2 = cap_value(sc_def2, 0, battle_config.pc_max_sc_def*100);
  8814. #endif
  8815. if (battle_config.pc_sc_def_rate != 100) {
  8816. tick_def = tick_def*battle_config.pc_sc_def_rate/100;
  8817. tick_def2 = tick_def2*battle_config.pc_sc_def_rate/100;
  8818. }
  8819. } else {
  8820. if (battle_config.mob_sc_def_rate != 100) {
  8821. sc_def = sc_def*battle_config.mob_sc_def_rate/100;
  8822. sc_def2 = sc_def2*battle_config.mob_sc_def_rate/100;
  8823. }
  8824. #ifndef RENEWAL
  8825. sc_def = min(sc_def, battle_config.mob_max_sc_def*100);
  8826. sc_def2 = min(sc_def2, battle_config.mob_max_sc_def*100);
  8827. #else
  8828. sc_def = cap_value(sc_def, 0, battle_config.mob_max_sc_def*100);
  8829. sc_def2 = cap_value(sc_def2, 0, battle_config.mob_max_sc_def*100);
  8830. #endif
  8831. if (battle_config.mob_sc_def_rate != 100) {
  8832. tick_def = tick_def*battle_config.mob_sc_def_rate/100;
  8833. tick_def2 = tick_def2*battle_config.mob_sc_def_rate/100;
  8834. }
  8835. }
  8836. if (sc) {
  8837. if (sc->getSCE(SC_SCRESIST))
  8838. sc_def += sc->getSCE(SC_SCRESIST)->val1*100; // Status resist
  8839. #ifdef RENEWAL
  8840. 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))
  8841. sc_def += sc->getSCE(SC_SIEGFRIED)->val3 * 100; // Status resistance.
  8842. #else
  8843. else if (sc->getSCE(SC_SIEGFRIED))
  8844. sc_def += sc->getSCE(SC_SIEGFRIED)->val3*100; // Status resistance.
  8845. #endif
  8846. else if (sc->getSCE(SC_LEECHESEND) && sc->getSCE(SC_LEECHESEND)->val3 == 0) {
  8847. switch (type) {
  8848. case SC_BLIND:
  8849. case SC_STUN:
  8850. return 0; // Immune
  8851. }
  8852. } else if (sc->getSCE(SC_OBLIVIONCURSE) && sc->getSCE(SC_OBLIVIONCURSE)->val3 == 0) {
  8853. switch (type) {
  8854. case SC_SILENCE:
  8855. case SC_CURSE:
  8856. return 0; // Immune
  8857. }
  8858. }
  8859. }
  8860. // When tick def not set, reduction is the same for both.
  8861. if(tick_def == -1)
  8862. tick_def = sc_def;
  8863. // Natural resistance
  8864. if (!(flag&SCSTART_NORATEDEF)) {
  8865. rate -= rate*sc_def/10000;
  8866. rate -= sc_def2;
  8867. // Item resistance (only applies to rate%)
  8868. if (sd) {
  8869. for (const auto &it : sd->reseff) {
  8870. if (it.id == type)
  8871. rate -= rate * it.val / 10000;
  8872. }
  8873. if (sd->sc.getSCE(SC_COMMONSC_RESIST) && SC_COMMON_MIN <= type && type <= SC_COMMON_MAX)
  8874. rate -= rate*sd->sc.getSCE(SC_COMMONSC_RESIST)->val1/100;
  8875. }
  8876. // Aegis accuracy
  8877. if(rate > 0 && rate%10 != 0) rate += (10 - rate%10);
  8878. }
  8879. std::shared_ptr<s_status_change_db> scdb = status_db.find(type);
  8880. // Cap minimum rate
  8881. rate = max(rate, scdb->min_rate);
  8882. if (rate < 10000 && (rate <= 0 || !(rnd()%10000 < rate)))
  8883. return 0;
  8884. // Duration cannot be reduced
  8885. if (flag&SCSTART_NOTICKDEF)
  8886. return i64max(tick, scdb->min_duration);
  8887. tick -= tick*tick_def/10000;
  8888. #ifdef RENEWAL
  8889. // Renewal applies item resistance also to duration
  8890. if (sd) {
  8891. for (const auto &it : sd->reseff) {
  8892. if (it.id == type)
  8893. tick -= tick * it.val / 10000;
  8894. }
  8895. if (sd->sc.getSCE(SC_COMMONSC_RESIST) && SC_COMMON_MIN <= type && type <= SC_COMMON_MAX)
  8896. tick -= tick * sd->sc.getSCE(SC_COMMONSC_RESIST)->val1 / 100;
  8897. }
  8898. #endif
  8899. tick -= tick_def2;
  8900. return i64max(tick, scdb->min_duration);
  8901. }
  8902. /**
  8903. * Applies SC effect
  8904. * @param bl: Source to apply effect
  8905. * @param type: Status change (SC_*)
  8906. * @param dval1~3: Depends on type of status change
  8907. * Author: Ind
  8908. */
  8909. void status_display_add(struct block_list *bl, enum sc_type type, int dval1, int dval2, int dval3) {
  8910. struct eri *eri;
  8911. struct sc_display_entry **sc_display;
  8912. struct sc_display_entry ***sc_display_ptr;
  8913. struct sc_display_entry *entry;
  8914. int i;
  8915. unsigned char sc_display_count;
  8916. unsigned char *sc_display_count_ptr;
  8917. nullpo_retv(bl);
  8918. switch( bl->type ){
  8919. case BL_PC: {
  8920. map_session_data* sd = (map_session_data*)bl;
  8921. sc_display_ptr = &sd->sc_display;
  8922. sc_display_count_ptr = &sd->sc_display_count;
  8923. eri = pc_sc_display_ers;
  8924. }
  8925. break;
  8926. case BL_NPC: {
  8927. struct npc_data* nd = (struct npc_data*)bl;
  8928. sc_display_ptr = &nd->sc_display;
  8929. sc_display_count_ptr = &nd->sc_display_count;
  8930. eri = npc_sc_display_ers;
  8931. }
  8932. break;
  8933. default:
  8934. return;
  8935. }
  8936. sc_display = *sc_display_ptr;
  8937. sc_display_count = *sc_display_count_ptr;
  8938. ARR_FIND(0, sc_display_count, i, sc_display[i]->type == type);
  8939. if( i != sc_display_count ) {
  8940. sc_display[i]->val1 = dval1;
  8941. sc_display[i]->val2 = dval2;
  8942. sc_display[i]->val3 = dval3;
  8943. return;
  8944. }
  8945. entry = ers_alloc(eri, struct sc_display_entry);
  8946. entry->type = type;
  8947. entry->val1 = dval1;
  8948. entry->val2 = dval2;
  8949. entry->val3 = dval3;
  8950. RECREATE(sc_display, struct sc_display_entry *, ++sc_display_count);
  8951. sc_display[sc_display_count - 1] = entry;
  8952. *sc_display_ptr = sc_display;
  8953. *sc_display_count_ptr = sc_display_count;
  8954. }
  8955. /**
  8956. * Removes SC effect
  8957. * @param bl: Source to remove effect
  8958. * @param type: Status change (SC_*)
  8959. * Author: Ind
  8960. */
  8961. void status_display_remove(struct block_list *bl, enum sc_type type) {
  8962. struct eri *eri;
  8963. struct sc_display_entry **sc_display;
  8964. struct sc_display_entry ***sc_display_ptr;
  8965. int i;
  8966. unsigned char sc_display_count;
  8967. unsigned char *sc_display_count_ptr;
  8968. nullpo_retv(bl);
  8969. switch( bl->type ){
  8970. case BL_PC: {
  8971. map_session_data* sd = (map_session_data*)bl;
  8972. sc_display_ptr = &sd->sc_display;
  8973. sc_display_count_ptr = &sd->sc_display_count;
  8974. eri = pc_sc_display_ers;
  8975. }
  8976. break;
  8977. case BL_NPC: {
  8978. struct npc_data* nd = (struct npc_data*)bl;
  8979. sc_display_ptr = &nd->sc_display;
  8980. sc_display_count_ptr = &nd->sc_display_count;
  8981. eri = npc_sc_display_ers;
  8982. }
  8983. break;
  8984. default:
  8985. return;
  8986. }
  8987. sc_display = *sc_display_ptr;
  8988. sc_display_count = *sc_display_count_ptr;
  8989. ARR_FIND(0, sc_display_count, i, sc_display[i]->type == type);
  8990. if( i != sc_display_count ) {
  8991. int cursor;
  8992. ers_free(eri, sc_display[i]);
  8993. sc_display[i] = nullptr;
  8994. /* The all-mighty compact-o-matic */
  8995. for( i = 0, cursor = 0; i < sc_display_count; i++ ) {
  8996. if( sc_display[i] == nullptr )
  8997. continue;
  8998. if( i != cursor )
  8999. sc_display[cursor] = sc_display[i];
  9000. cursor++;
  9001. }
  9002. if( !(sc_display_count = cursor) ) {
  9003. aFree(sc_display);
  9004. sc_display = nullptr;
  9005. }
  9006. *sc_display_ptr = sc_display;
  9007. *sc_display_count_ptr = sc_display_count;
  9008. }
  9009. }
  9010. /**
  9011. * Applies SC defense to a given status change
  9012. * This function also determines whether or not the status change will be applied
  9013. * @param src: Source of the status change [PC|MOB|HOM|MER|ELEM|NPC]
  9014. * @param bl: Target of the status change (See: enum sc_type)
  9015. * @param type: Status change (SC_*)
  9016. * @param rate: Initial percentage rate of affecting bl (0~10000)
  9017. * @param val1~4: Depends on type of status change
  9018. * @param duration: Initial duration that the status change affects bl
  9019. * @param flag: Value which determines what parts to calculate. See e_status_change_start_flags
  9020. * @param delay: Delay in milliseconds before the SC is applied
  9021. * @return adjusted duration based on flag values
  9022. */
  9023. 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) {
  9024. map_session_data *sd = nullptr;
  9025. status_change* sc;
  9026. struct status_change_entry* sce;
  9027. struct view_data *vd;
  9028. int undead_flag, tick_time = 0;
  9029. bool sc_isnew = true;
  9030. std::shared_ptr<s_status_change_db> scdb = status_db.find(type);
  9031. nullpo_ret(bl);
  9032. sc = status_get_sc(bl);
  9033. if( !scdb ) {
  9034. ShowError("status_change_start: Invalid status change (%d)!\n", type);
  9035. return 0;
  9036. }
  9037. if( !sc )
  9038. return 0; // Unable to receive status changes
  9039. 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
  9040. return 0;
  9041. if (status_change_isDisabledOnMap(type, map_getmapdata(bl->m)))
  9042. return 0;
  9043. if (sc->getSCE(SC_GRAVITYCONTROL))
  9044. return 0; // !TODO: Confirm what statuses/conditions (if not all) are blocked.
  9045. // Uncomment to prevent status adding hp to gvg mob (like bloodylust=hp*3 etc...
  9046. // if (bl->type == BL_MOB)
  9047. // if (util::vector_exists(status_get_race2(bl), RC2_GVG) && status_sc2scb_flag(type)&SCB_MAXHP) return 0;
  9048. // Fail if Madogear is active
  9049. if (sc->option&OPTION_MADOGEAR && flag&SCSTART_NOAVOID && scdb->flag[SCF_FAILEDMADO])
  9050. return 0;
  9051. status_data* status = status_get_status_data(*bl);
  9052. // Check for Boss resistances
  9053. if(status->mode&MD_STATUSIMMUNE && !(flag&SCSTART_NOAVOID) && scdb->flag[SCF_BOSSRESIST])
  9054. return 0;
  9055. // Check for MVP resistance
  9056. if(status->mode&MD_MVP && !(flag&SCSTART_NOAVOID) && scdb->flag[SCF_MVPRESIST])
  9057. return 0;
  9058. // End the SCs from the list and immediately return
  9059. // If anything in this list is removed, the rest is ignored.
  9060. if (!scdb->endreturn.empty()) {
  9061. bool isRemoved = false;
  9062. for (const auto &it : scdb->endreturn) {
  9063. sc_type rem_sc = it;
  9064. if (sc->getSCE(rem_sc)) {
  9065. status_change_end(bl, rem_sc);
  9066. isRemoved = true;
  9067. }
  9068. }
  9069. if (isRemoved) // Something was removed, don't give the status
  9070. return 1; // Return 1 so that sc_start can be checked as success
  9071. }
  9072. // Check failing SCs from list
  9073. if (!scdb->fail.empty()) {
  9074. for (const auto &it : scdb->fail) {
  9075. // Don't let OPT1 that have RemoveOnDamaged start a new effect in the same attack.
  9076. if (sc->getSCE(it) || sc->lastEffect == it)
  9077. return 0;
  9078. }
  9079. }
  9080. // Adjust tick according to status resistances
  9081. if( !(flag&(SCSTART_NOAVOID|SCSTART_LOADED)) ) {
  9082. duration = status_get_sc_def(src, bl, type, rate, duration, flag);
  9083. if( !duration )
  9084. return 0;
  9085. }
  9086. int tick = (int)duration;
  9087. sd = BL_CAST(BL_PC, bl);
  9088. vd = status_get_viewdata(bl);
  9089. undead_flag = battle_check_undead(status->race,status->def_ele);
  9090. // Check for immunities / sc fails
  9091. switch (type) {
  9092. case SC_VACUUM_EXTREME:
  9093. 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)
  9094. return 0;
  9095. break;
  9096. case SC_STONE:
  9097. case SC_STONEWAIT:
  9098. case SC_FREEZE:
  9099. // Undead are immune to Freeze/Stone
  9100. if (undead_flag && !(flag&SCSTART_NOAVOID))
  9101. return 0;
  9102. break;
  9103. case SC_BURNING:
  9104. // Level 2 Fire Element is immune
  9105. if (status->def_ele == ELE_FIRE && status->ele_lv == 2)
  9106. return 0;
  9107. break;
  9108. case SC_ALL_RIDING:
  9109. if( !sd || sc->option&(OPTION_RIDING|OPTION_DRAGON|OPTION_WUG|OPTION_MADOGEAR) )
  9110. return 0;
  9111. break;
  9112. case SC_SIGNUMCRUCIS:
  9113. // Only affects demons and undead element (but not players)
  9114. if((!undead_flag && status->race!=RC_DEMON) || bl->type == BL_PC)
  9115. return 0;
  9116. break;
  9117. case SC_KYRIE:
  9118. case SC_TUNAPARTY:
  9119. if (bl->type == BL_MOB)
  9120. return 0;
  9121. break;
  9122. case SC_ADRENALINE:
  9123. if(sd && !pc_check_weapontype(sd,skill_get_weapontype(BS_ADRENALINE)))
  9124. return 0;
  9125. break;
  9126. case SC_ADRENALINE2:
  9127. if(sd && !pc_check_weapontype(sd,skill_get_weapontype(BS_ADRENALINE2)))
  9128. return 0;
  9129. break;
  9130. case SC_CLOAKING:
  9131. // Avoid cloaking with no wall and low skill level. [Skotlex]
  9132. // Due to the cloaking card, we have to check the wall versus to known
  9133. // skill level rather than the used one. [Skotlex]
  9134. // if (sd && val1 < 3 && skill_check_cloaking(bl,nullptr))
  9135. if( sd && pc_checkskill(sd, AS_CLOAKING) < 3 && !skill_check_cloaking(bl,nullptr) )
  9136. return 0;
  9137. break;
  9138. case SC_MODECHANGE: {
  9139. int32 mode;
  9140. struct status_data *bstatus = status_get_base_status(bl);
  9141. if (!bstatus) return 0;
  9142. if (sc->getSCE(type)) { // Pile up with previous values.
  9143. if (!val2) val2 = sc->getSCE(type)->val2;
  9144. val3 |= sc->getSCE(type)->val3;
  9145. val4 |= sc->getSCE(type)->val4;
  9146. }
  9147. mode = val2 ? ((val2&~MD_MASK) | val2) : bstatus->mode; // Base mode
  9148. if (val4) mode = static_cast<e_mode>(mode&~val4); // Del mode
  9149. if (val3) mode = static_cast<e_mode>(mode | val3); // Add mode
  9150. if (mode == bstatus->mode) { // No change.
  9151. if (sc->getSCE(type)) // Abort previous status
  9152. return status_change_end(bl, type);
  9153. return 0;
  9154. }
  9155. }
  9156. break;
  9157. // Strip skills, need to divest something or it fails.
  9158. case SC_STRIPWEAPON:
  9159. if (val2 == 1)
  9160. val2 = 0; // Brandish Spear/Bowling Bash effet. Do not take weapon off.
  9161. else if (sd && !(flag&SCSTART_LOADED)) { // Apply sc anyway if loading saved sc_data
  9162. short i;
  9163. uint8 successFlag = 0;
  9164. if(sd->bonus.unstripable_equip&EQP_WEAPON)
  9165. return 0;
  9166. i = sd->equip_index[EQI_HAND_L];
  9167. if (i>=0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_WEAPON) {
  9168. successFlag|=1;
  9169. pc_unequipitem(sd,i,3); // Left-hand weapon
  9170. }
  9171. i = sd->equip_index[EQI_HAND_R];
  9172. if (i>=0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_WEAPON) {
  9173. successFlag|=2;
  9174. pc_unequipitem(sd,i,3);
  9175. }
  9176. if (!successFlag) return 0;
  9177. }
  9178. if (tick == 1) return 1; // Minimal duration: Only strip without causing the SC
  9179. break;
  9180. case SC_STRIPSHIELD:
  9181. if( val2 == 1 ) val2 = 0; // GX effect. Do not take shield off..
  9182. else
  9183. if (sd && !(flag&SCSTART_LOADED)) {
  9184. short i;
  9185. if(sd->bonus.unstripable_equip&EQP_SHIELD)
  9186. return 0;
  9187. i = sd->equip_index[EQI_HAND_L];
  9188. if ( i < 0 || !sd->inventory_data[i] || sd->inventory_data[i]->type != IT_ARMOR )
  9189. return 0;
  9190. pc_unequipitem(sd,i,3);
  9191. }
  9192. if (tick == 1) return 1; // Minimal duration: Only strip without causing the SC
  9193. break;
  9194. case SC_STRIPARMOR:
  9195. if (sd && !(flag&SCSTART_LOADED)) {
  9196. short i;
  9197. if(sd->bonus.unstripable_equip&EQP_ARMOR)
  9198. return 0;
  9199. i = sd->equip_index[EQI_ARMOR];
  9200. if ( i < 0 || !sd->inventory_data[i] )
  9201. return 0;
  9202. pc_unequipitem(sd,i,3);
  9203. }
  9204. if (tick == 1) return 1; // Minimal duration: Only strip without causing the SC
  9205. break;
  9206. case SC_STRIPHELM:
  9207. if (sd && !(flag&SCSTART_LOADED)) {
  9208. short i;
  9209. if(sd->bonus.unstripable_equip&EQP_HELM)
  9210. return 0;
  9211. i = sd->equip_index[EQI_HEAD_TOP];
  9212. if ( i < 0 || !sd->inventory_data[i] )
  9213. return 0;
  9214. pc_unequipitem(sd,i,3);
  9215. }
  9216. if (tick == 1) return 1; // Minimal duration: Only strip without causing the SC
  9217. break;
  9218. case SC_SHADOW_STRIP:
  9219. if (sd && !(flag&SCSTART_LOADED)) {
  9220. if (sd->bonus.unstripable_equip&EQP_SHADOW_GEAR)
  9221. return 0;
  9222. bool successFlag = false;
  9223. for( int i = EQI_SHADOW_ARMOR; i <= EQI_SHADOW_ACC_L; i++ ){
  9224. int index = sd->equip_index[i];
  9225. if( index >= 0 && sd->inventory_data[index] != nullptr ){
  9226. pc_unequipitem( sd, index, 3 );
  9227. successFlag = true;
  9228. }
  9229. }
  9230. if (!successFlag)
  9231. return 0;
  9232. }
  9233. if (tick == 1)
  9234. return 1;
  9235. break;
  9236. case SC_MERC_FLEEUP:
  9237. case SC_MERC_ATKUP:
  9238. case SC_MERC_HPUP:
  9239. case SC_MERC_SPUP:
  9240. case SC_MERC_HITUP:
  9241. if( bl->type != BL_MER )
  9242. return 0; // Stats only for Mercenaries
  9243. break;
  9244. case SC_STRFOOD:
  9245. if (sc->getSCE(SC_FOOD_STR_CASH) && sc->getSCE(SC_FOOD_STR_CASH)->val1 > val1)
  9246. return 0;
  9247. break;
  9248. case SC_AGIFOOD:
  9249. if (sc->getSCE(SC_FOOD_AGI_CASH) && sc->getSCE(SC_FOOD_AGI_CASH)->val1 > val1)
  9250. return 0;
  9251. break;
  9252. case SC_VITFOOD:
  9253. if (sc->getSCE(SC_FOOD_VIT_CASH) && sc->getSCE(SC_FOOD_VIT_CASH)->val1 > val1)
  9254. return 0;
  9255. break;
  9256. case SC_INTFOOD:
  9257. if (sc->getSCE(SC_FOOD_INT_CASH) && sc->getSCE(SC_FOOD_INT_CASH)->val1 > val1)
  9258. return 0;
  9259. break;
  9260. case SC_DEXFOOD:
  9261. if (sc->getSCE(SC_FOOD_DEX_CASH) && sc->getSCE(SC_FOOD_DEX_CASH)->val1 > val1)
  9262. return 0;
  9263. break;
  9264. case SC_LUKFOOD:
  9265. if (sc->getSCE(SC_FOOD_LUK_CASH) && sc->getSCE(SC_FOOD_LUK_CASH)->val1 > val1)
  9266. return 0;
  9267. break;
  9268. case SC_FOOD_STR_CASH:
  9269. if (sc->getSCE(SC_STRFOOD) && sc->getSCE(SC_STRFOOD)->val1 > val1)
  9270. return 0;
  9271. break;
  9272. case SC_FOOD_AGI_CASH:
  9273. if (sc->getSCE(SC_AGIFOOD) && sc->getSCE(SC_AGIFOOD)->val1 > val1)
  9274. return 0;
  9275. break;
  9276. case SC_FOOD_VIT_CASH:
  9277. if (sc->getSCE(SC_VITFOOD) && sc->getSCE(SC_VITFOOD)->val1 > val1)
  9278. return 0;
  9279. break;
  9280. case SC_FOOD_INT_CASH:
  9281. if (sc->getSCE(SC_INTFOOD) && sc->getSCE(SC_INTFOOD)->val1 > val1)
  9282. return 0;
  9283. break;
  9284. case SC_FOOD_DEX_CASH:
  9285. if (sc->getSCE(SC_DEXFOOD) && sc->getSCE(SC_DEXFOOD)->val1 > val1)
  9286. return 0;
  9287. break;
  9288. case SC_FOOD_LUK_CASH:
  9289. if (sc->getSCE(SC_LUKFOOD) && sc->getSCE(SC_LUKFOOD)->val1 > val1)
  9290. return 0;
  9291. break;
  9292. case SC_CAMOUFLAGE:
  9293. if( sd && pc_checkskill(sd, RA_CAMOUFLAGE) < 3 && !skill_check_camouflage(bl,nullptr) )
  9294. return 0;
  9295. break;
  9296. case SC__STRIPACCESSORY:
  9297. if( sd ) {
  9298. short i = -1;
  9299. if( !(sd->bonus.unstripable_equip&EQP_ACC_L) ) {
  9300. i = sd->equip_index[EQI_ACC_L];
  9301. if( i >= 0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_ARMOR )
  9302. pc_unequipitem(sd,i,3); // Left-Accessory
  9303. }
  9304. if( !(sd->bonus.unstripable_equip&EQP_ACC_R) ) {
  9305. i = sd->equip_index[EQI_ACC_R];
  9306. if( i >= 0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_ARMOR )
  9307. pc_unequipitem(sd,i,3); // Right-Accessory
  9308. }
  9309. if( i < 0 )
  9310. return 0;
  9311. }
  9312. if (tick == 1) return 1; // Minimal duration: Only strip without causing the SC
  9313. break;
  9314. case SC_C_MARKER:
  9315. if (src == bl)
  9316. return 0;
  9317. else {
  9318. status_change *tsc = status_get_sc(bl);
  9319. // Failed if the target is already marked and the new marker that isn't same marker
  9320. if (tsc && tsc->getSCE(type) && tsc->getSCE(type)->val2 != src->id)
  9321. return 0;
  9322. }
  9323. break;
  9324. case SC_MADNESSCANCEL:
  9325. if (sc->getSCE(type)) { // Toggle the status but still consume requirements.
  9326. status_change_end(bl, type);
  9327. return 0;
  9328. }
  9329. break;
  9330. case SC_TOXIN:
  9331. case SC_PARALYSE:
  9332. case SC_VENOMBLEED:
  9333. case SC_MAGICMUSHROOM:
  9334. case SC_DEATHHURT:
  9335. case SC_PYREXIA:
  9336. case SC_OBLIVIONCURSE:
  9337. case SC_LEECHESEND:
  9338. if (val3 == 0) // Don't display icon on self
  9339. flag |= SCSTART_NOICON;
  9340. for (int32 i = SC_TOXIN; i <= SC_LEECHESEND; i++) {
  9341. if (sc->getSCE(i) && sc->getSCE(i)->val3 == 1) // It doesn't stack or even renew on the target
  9342. return 0;
  9343. else if (sc->getSCE(i) && sc->getSCE(i)->val3 == 0)
  9344. status_change_end(bl, static_cast<sc_type>(i)); // End the bonus part on the caster
  9345. }
  9346. break;
  9347. case SC_SPIRIT:
  9348. if( sd ){
  9349. uint64 target_class = 0;
  9350. uint64 mask = MAPID_UPPERMASK;
  9351. switch( val2 ){
  9352. case SL_ALCHEMIST:
  9353. target_class = MAPID_ALCHEMIST;
  9354. break;
  9355. case SL_ASSASIN:
  9356. target_class = MAPID_ASSASSIN;
  9357. break;
  9358. case SL_BARDDANCER:
  9359. target_class = MAPID_BARDDANCER;
  9360. break;
  9361. case SL_BLACKSMITH:
  9362. target_class = MAPID_BLACKSMITH;
  9363. break;
  9364. case SL_CRUSADER:
  9365. target_class = MAPID_CRUSADER;
  9366. break;
  9367. case SL_HUNTER:
  9368. target_class = MAPID_HUNTER;
  9369. break;
  9370. case SL_KNIGHT:
  9371. target_class = MAPID_KNIGHT;
  9372. break;
  9373. case SL_MONK:
  9374. target_class = MAPID_MONK;
  9375. break;
  9376. case SL_PRIEST:
  9377. target_class = MAPID_PRIEST;
  9378. break;
  9379. case SL_ROGUE:
  9380. target_class = MAPID_ROGUE;
  9381. break;
  9382. case SL_SAGE:
  9383. target_class = MAPID_SAGE;
  9384. break;
  9385. case SL_SOULLINKER:
  9386. target_class = MAPID_SOUL_LINKER;
  9387. break;
  9388. case SL_STAR:
  9389. target_class = MAPID_STAR_GLADIATOR;
  9390. break;
  9391. case SL_SUPERNOVICE:
  9392. target_class = MAPID_SUPER_NOVICE;
  9393. break;
  9394. case SL_WIZARD:
  9395. target_class = MAPID_WIZARD;
  9396. break;
  9397. case SL_HIGH:
  9398. if( sd->status.base_level >= 70 ){
  9399. return 0;
  9400. }
  9401. switch (sd->class_) {
  9402. case MAPID_SWORDMAN_HIGH:
  9403. case MAPID_MAGE_HIGH:
  9404. case MAPID_ARCHER_HIGH:
  9405. case MAPID_ACOLYTE_HIGH:
  9406. case MAPID_MERCHANT_HIGH:
  9407. case MAPID_THIEF_HIGH:
  9408. // Only these classes are allowed.
  9409. break;
  9410. default:
  9411. return 0;
  9412. }
  9413. // Set these to pass the check below.
  9414. mask = sd->class_;
  9415. target_class = sd->class_;
  9416. break;
  9417. default:
  9418. ShowError( "Unknown skill id %d for SC_SPIRIT.\n", val2 );
  9419. return 0;
  9420. }
  9421. if( ( sd->class_ & mask ) != target_class ){
  9422. return 0;
  9423. }
  9424. }else{
  9425. // Status change is only applicable for players
  9426. return 0;
  9427. }
  9428. break;
  9429. case SC_SOULGOLEM:
  9430. case SC_SOULSHADOW:
  9431. case SC_SOULFALCON:
  9432. case SC_SOULFAIRY:
  9433. if( sd == nullptr ){
  9434. // Status change is only applicable for players
  9435. return 0;
  9436. }
  9437. break;
  9438. }
  9439. // Check for OPT1 stacking
  9440. if (sc->opt1 > OPT1_NONE && scdb->opt1 > OPT1_NONE) {
  9441. for (const auto &status_it : status_db) {
  9442. sc_type opt1_type = status_it.second->type;
  9443. if (sc->getSCE(opt1_type) && status_it.second->opt1 > OPT1_NONE)
  9444. status_change_end(bl, opt1_type);
  9445. }
  9446. }
  9447. // Before overlapping fail, one must check for status cured.
  9448. std::vector<sc_type> endlist;
  9449. if (type == SC_BERSERK && val3 == SC__BLOODYLUST) //There is some reasons that using SC_BERSERK first before SC__BLOODYLUST itself on Akinari's fix
  9450. endlist = status_db.getEndOnStart(SC__BLOODYLUST);
  9451. else
  9452. endlist = scdb->endonstart;
  9453. // End the SCs from the list
  9454. if (!endlist.empty()) {
  9455. for (const auto &it : endlist) {
  9456. sc_type rem_sc = it;
  9457. if (sc->getSCE(rem_sc)) {
  9458. switch (rem_sc) {
  9459. case SC_BERSERK:
  9460. case SC_SATURDAYNIGHTFEVER:
  9461. sc->getSCE(rem_sc)->val2 = 0; // Mark to not lose hp
  9462. [[fallthrough]];
  9463. default:
  9464. status_change_end(bl, rem_sc);
  9465. break;
  9466. }
  9467. }
  9468. }
  9469. }
  9470. // List of hardcoded status cured.
  9471. switch (type) {
  9472. case SC_BLESSING:
  9473. if (bl->type == BL_PC) {
  9474. // Remove Curse first, Stone is only removed if the target is not cursed
  9475. if (sc->getSCE(SC_CURSE)) {
  9476. status_change_end(bl, SC_CURSE);
  9477. return 1; // End Curse and do not give stat boost
  9478. } else if (sc->getSCE(SC_STONE)) {
  9479. status_change_end(bl, SC_STONE);
  9480. return 1; // End Stone and do not give stat boost
  9481. }
  9482. }
  9483. if(sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_HIGH)
  9484. status_change_end(bl, SC_SPIRIT);
  9485. break;
  9486. case SC_INCREASEAGI:
  9487. if(sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_HIGH)
  9488. status_change_end(bl, SC_SPIRIT);
  9489. break;
  9490. case SC_DELUGE:
  9491. if (sc->getSCE(SC_FOGWALL) && sc->getSCE(SC_BLIND))
  9492. status_change_end(bl, SC_BLIND);
  9493. break;
  9494. case SC_SILENCE:
  9495. if (sc->getSCE(SC_GOSPEL) && sc->getSCE(SC_GOSPEL)->val4 == BCT_SELF)
  9496. status_change_end(bl, SC_GOSPEL);
  9497. break;
  9498. case SC_IMPOSITIO:
  9499. if (sc->getSCE(SC_IMPOSITIO) && sc->getSCE(SC_IMPOSITIO)->val1 > val1) //Replace higher level effect for lower.
  9500. status_change_end(bl,SC_IMPOSITIO);
  9501. break;
  9502. case SC_ENDURE:
  9503. if (sd && sd->special_state.no_walk_delay)
  9504. return 1;
  9505. break;
  9506. case SC_MADOGEAR:
  9507. status_db.removeByStatusFlag(bl, { SCF_MADOCANCEL });
  9508. if (sd)
  9509. pc_bonus_script_clear(sd, BSF_REM_ON_MADOGEAR);
  9510. break;
  9511. default:
  9512. break;
  9513. }
  9514. // Check for overlapping fails
  9515. if( (sce = sc->getSCE(type)) ) {
  9516. switch( type ) {
  9517. case SC_MERC_FLEEUP:
  9518. case SC_MERC_ATKUP:
  9519. case SC_MERC_HPUP:
  9520. case SC_MERC_SPUP:
  9521. case SC_MERC_HITUP:
  9522. if( sce->val1 > val1 )
  9523. val1 = sce->val1;
  9524. break;
  9525. case SC_ADRENALINE:
  9526. case SC_ADRENALINE2:
  9527. case SC_WEAPONPERFECTION:
  9528. case SC_OVERTHRUST:
  9529. if (sce->val2 > val2)
  9530. return 0;
  9531. break;
  9532. case SC_GOSPEL:
  9533. // Must not override a casting gospel char.
  9534. if(sce->val4 == BCT_SELF)
  9535. return 0;
  9536. if(sce->val1 > val1)
  9537. return 1;
  9538. break;
  9539. case SC_ENDURE:
  9540. if(sce->val4 && !val4)
  9541. return 1; // Don't let you override infinite endure.
  9542. if(sce->val1 > val1)
  9543. return 1;
  9544. break;
  9545. case SC_JAILED:
  9546. // When a player is already jailed, do not edit the jail data.
  9547. val2 = sce->val2;
  9548. val3 = sce->val3;
  9549. val4 = sce->val4;
  9550. break;
  9551. case SC_SHAPESHIFT:
  9552. case SC_PROPERTYWALK:
  9553. break;
  9554. case SC_LEADERSHIP:
  9555. case SC_GLORYWOUNDS:
  9556. case SC_SOULCOLD:
  9557. case SC_HAWKEYES:
  9558. if( sce->val4 && !val4 ) // You cannot override master guild aura
  9559. return 0;
  9560. break;
  9561. case SC_JOINTBEAT:
  9562. if (sc && sc->getSCE(type)->val2 & BREAK_NECK)
  9563. return 0; // BREAK_NECK cannot be stacked with new breaks until the status is over.
  9564. val2 |= sce->val2; // Stackable ailments
  9565. [[fallthrough]];
  9566. default:
  9567. if (scdb->flag[SCF_OVERLAPIGNORELEVEL])
  9568. break;
  9569. if(sce->val1 > val1)
  9570. return 1; // Return true to not mess up skill animations. [Skotlex]
  9571. }
  9572. }
  9573. vd = status_get_viewdata(bl);
  9574. std::bitset<SCB_MAX> calc_flag = scdb->calc_flag;
  9575. if(!(flag&SCSTART_LOADED)) // &4 - Do not parse val settings when loading SCs
  9576. switch(type)
  9577. {
  9578. /* Permanent effects */
  9579. case SC_AETERNA:
  9580. case SC_MODECHANGE:
  9581. case SC_WEIGHT50:
  9582. case SC_WEIGHT90:
  9583. case SC_BROKENWEAPON:
  9584. case SC_BROKENARMOR:
  9585. case SC_READYSTORM:
  9586. case SC_READYDOWN:
  9587. case SC_READYCOUNTER:
  9588. case SC_READYTURN:
  9589. case SC_DODGE:
  9590. case SC_PUSH_CART:
  9591. case SC_SPRITEMABLE:
  9592. case SC_CLAN_INFO:
  9593. case SC_DAILYSENDMAILCNT:
  9594. case SC_SOULATTACK:
  9595. tick = INFINITE_TICK;
  9596. break;
  9597. case SC_KEEPING:
  9598. case SC_BARRIER: {
  9599. unit_data *ud = unit_bl2ud(bl);
  9600. if (ud)
  9601. ud->attackabletime = ud->canact_tick = ud->canmove_tick = gettick() + tick;
  9602. }
  9603. break;
  9604. case SC_DECREASEAGI:
  9605. case SC_INCREASEAGI:
  9606. case SC_ADORAMUS:
  9607. if (type == SC_ADORAMUS) {
  9608. // 1000% base chance to blind, but still can be resisted
  9609. sc_start(src, bl, SC_BLIND, 1000, val1, skill_get_time(scdb->skill_id, val1));
  9610. if (sc->getSCE(SC_ADORAMUS))
  9611. return 0; //Adoramus can't refresh itself, but it can cause blind again
  9612. }
  9613. val2 = 2 + val1; // Agi change
  9614. break;
  9615. case SC_ENDURE:
  9616. val2 = 7; // Hit-count [Celest]
  9617. if( !(flag&SCSTART_NOAVOID) && (bl->type&(BL_PC|BL_MER)) && !map_flag_gvg2(bl->m) && !map_getmapflag(bl->m, MF_BATTLEGROUND) && !val4 ) {
  9618. map_session_data *tsd;
  9619. if( sd ) {
  9620. int i;
  9621. for( i = 0; i < MAX_DEVOTION; i++ ) {
  9622. if( sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) )
  9623. status_change_start(src,&tsd->bl, type, 10000, val1, val2, val3, val4, tick, SCSTART_NOAVOID|SCSTART_NOICON);
  9624. }
  9625. }
  9626. else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) )
  9627. status_change_start(src,&tsd->bl, type, 10000, val1, val2, val3, val4, tick, SCSTART_NOAVOID|SCSTART_NOICON);
  9628. }
  9629. if( val4 )
  9630. tick = INFINITE_TICK;
  9631. break;
  9632. case SC_AUTOBERSERK:
  9633. if (status->hp < status->max_hp / 4 &&
  9634. (!sc->getSCE(SC_PROVOKE) || sc->getSCE(SC_PROVOKE)->val4==0))
  9635. sc_start4(src,bl,SC_PROVOKE,100,10,0,0,1,60000);
  9636. tick = INFINITE_TICK;
  9637. break;
  9638. case SC_SIGNUMCRUCIS:
  9639. val2 = 10 + 4*val1; // Def reduction
  9640. tick = INFINITE_TICK;
  9641. clif_emotion(bl, ET_SWEAT);
  9642. break;
  9643. case SC_MAXIMIZEPOWER:
  9644. tick_time = val2 = tick>0?tick:60000;
  9645. tick = INFINITE_TICK; // Duration sent to the client should be infinite
  9646. break;
  9647. case SC_EDP:
  9648. val2 = (val1 + 1) / 2 + 2; // Chance to Poison enemies.
  9649. #ifndef RENEWAL
  9650. val3 = 50*(val1+1); // Damage increase (+50 +50*lv%)
  9651. #endif
  9652. if (sd) {
  9653. uint16 poison_level = pc_checkskill(sd, GC_RESEARCHNEWPOISON);
  9654. if (poison_level > 0) {
  9655. tick += 30000; // Base of 30 seconds
  9656. tick += poison_level * 15 * 1000; // Additional 15 seconds per level
  9657. }
  9658. }
  9659. break;
  9660. case SC_POISONREACT:
  9661. #ifdef RENEWAL
  9662. val2= (val1 + 1) / 2;
  9663. #else
  9664. val2=(val1+1)/2 + val1/10; // Number of counters [Skotlex]
  9665. #endif
  9666. val3=50; // + 5*val1; // Chance to counter. [Skotlex]
  9667. break;
  9668. case SC_MAGICROD:
  9669. val2 = val1*20; // SP gained
  9670. break;
  9671. case SC_KYRIE:
  9672. if( val4 ) { // Formulas for Praefatio
  9673. val2 = (status->max_hp * (val1 * 2 + 10) / 100) + val4 * 2; //%Max HP to absorb
  9674. val3 = 6 + val1; //Hits
  9675. } else { // Formulas for Kyrie Eleison
  9676. val2 = status->max_hp * (val1 * 2 + 10) / 100;
  9677. val3 = (val1 / 2 + 5);
  9678. }
  9679. break;
  9680. case SC_MAGICPOWER:
  9681. #ifdef RENEWAL
  9682. val3 = 5 * val1; // Matk% increase
  9683. #else
  9684. val2 = 1; // Lasts 1 invocation
  9685. val3 = 10 * val1; // Matk% increase
  9686. val4 = 0; // 0 = ready to be used, 1 = activated and running
  9687. #endif
  9688. break;
  9689. case SC_SACRIFICE:
  9690. val2 = 5; // Lasts 5 hits
  9691. tick = INFINITE_TICK;
  9692. break;
  9693. case SC_ENCPOISON:
  9694. val2= 250+50*val1; // Poisoning Chance (2.5+0.5%) in 1/10000 rate
  9695. break;
  9696. case SC_ELEMENTALCHANGE:
  9697. // val1 : Element Lvl (if called by skill lvl 1, takes random value between 1 and 4)
  9698. // val2 : Element (When no element, random one is picked)
  9699. // val3 : 0 = called by skill 1 = called by script (fixed level)
  9700. if( !val2 ) val2 = rnd()%ELE_ALL;
  9701. if( val1 == 1 && val3 == 0 )
  9702. val1 = 1 + rnd()%4;
  9703. else if( val1 > 4 )
  9704. val1 = 4; // Max Level
  9705. val3 = 0; // Not need to keep this info.
  9706. break;
  9707. case SC_PROVIDENCE:
  9708. val2 = val1*5; // Race/Ele resist
  9709. break;
  9710. case SC_REFLECTSHIELD:
  9711. val2 = 10+val1*3; // %Dmg reflected
  9712. // val4 used to mark if reflect shield is an inheritance bonus from Devotion
  9713. if( !(flag&SCSTART_NOAVOID) && (bl->type&(BL_PC|BL_MER)) ) {
  9714. map_session_data *tsd;
  9715. if( sd ) {
  9716. int i;
  9717. for( i = 0; i < MAX_DEVOTION; i++ ) {
  9718. if( sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) )
  9719. status_change_start(src,&tsd->bl, type, 10000, val1, val2, 0, 1, tick, SCSTART_NOAVOID|SCSTART_NOICON);
  9720. }
  9721. }
  9722. else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) )
  9723. status_change_start(src,&tsd->bl, type, 10000, val1, val2, 0, 1, tick, SCSTART_NOAVOID|SCSTART_NOICON);
  9724. }
  9725. break;
  9726. case SC_STRIPWEAPON:
  9727. if (!sd) // Watk reduction
  9728. val2 = 25;
  9729. break;
  9730. case SC_STRIPSHIELD:
  9731. if (!sd) // Def reduction
  9732. val2 = 15;
  9733. break;
  9734. case SC_STRIPARMOR:
  9735. if (!sd) // Vit reduction
  9736. val2 = 40;
  9737. break;
  9738. case SC_STRIPHELM:
  9739. if (!sd) // Int reduction
  9740. val2 = 40;
  9741. break;
  9742. case SC_AUTOSPELL:
  9743. // Val1 Skill LV of Autospell
  9744. // Val2 Skill ID to cast
  9745. // Val3 Max Lv to cast
  9746. #ifdef RENEWAL
  9747. val4 = val1 * 2; // Chance of casting
  9748. #else
  9749. val4 = 5 + val1*2; // Chance of casting
  9750. #endif
  9751. break;
  9752. case SC_VOLCANO:
  9753. {
  9754. int8 enchant_eff[] = { 10, 14, 17, 19, 20 }; // Enchant addition
  9755. uint8 i = max((val1-1)%5, 0);
  9756. #ifdef RENEWAL
  9757. val2 = 5 + val1 * 5; // ATK/MATK increase
  9758. #else
  9759. val2 = val1*10; // Watk increase
  9760. if (status->def_ele != ELE_FIRE)
  9761. val2 = 0;
  9762. #endif
  9763. val3 = enchant_eff[i];
  9764. }
  9765. break;
  9766. case SC_VIOLENTGALE:
  9767. {
  9768. int8 enchant_eff[] = { 10, 14, 17, 19, 20 }; // Enchant addition
  9769. uint8 i = max((val1-1)%5, 0);
  9770. val2 = val1*3; // Flee increase
  9771. #ifndef RENEWAL
  9772. if (status->def_ele != ELE_WIND)
  9773. val2 = 0;
  9774. #endif
  9775. val3 = enchant_eff[i];
  9776. }
  9777. break;
  9778. case SC_DELUGE:
  9779. {
  9780. int8 deluge_eff[] = { 5, 9, 12, 14, 15 }; // HP addition rate n/100
  9781. int8 enchant_eff[] = { 10, 14, 17, 19, 20 }; // Enchant addition
  9782. uint8 i = max((val1-1)%5, 0);
  9783. val2 = deluge_eff[i]; // HP increase
  9784. #ifndef RENEWAL
  9785. if (status->def_ele != ELE_WATER)
  9786. val2 = 0;
  9787. #endif
  9788. val3 = enchant_eff[i];
  9789. }
  9790. break;
  9791. case SC_SUITON:
  9792. if (!val2 || (sd && (sd->class_&MAPID_BASEMASK) == MAPID_NINJA)) {
  9793. // No penalties.
  9794. val2 = 0; // Agi penalty
  9795. val3 = 0; // Walk speed penalty
  9796. break;
  9797. }
  9798. val3 = 50;
  9799. val2 = 3*((val1+1)/3);
  9800. if (val1 > 4) val2--;
  9801. //Suiton is a special case, stop effect is forced and only happens when target enters it
  9802. if (!unit_blown_immune(bl, 0x1))
  9803. unit_stop_walking(bl, 9);
  9804. break;
  9805. case SC_ONEHAND:
  9806. case SC_TWOHANDQUICKEN:
  9807. val2 = 300;
  9808. if (val1 > 10) // For boss casted skills [Skotlex]
  9809. val2 += 20*(val1-10);
  9810. break;
  9811. case SC_MERC_QUICKEN:
  9812. val2 = 300;
  9813. break;
  9814. #ifndef RENEWAL_ASPD
  9815. case SC_SPEARQUICKEN:
  9816. val2 = 200+10*val1;
  9817. break;
  9818. #endif
  9819. case SC_DANCING:
  9820. // val1 : Skill ID + LV
  9821. // val2 : Skill Group of the Dance.
  9822. // val3 : Brings the skill_lv (merged into val1 here)
  9823. // val4 : Partner
  9824. if (val1 == CG_MOONLIT)
  9825. clif_status_change(bl,EFST_MOON,1,tick,0, 0, 0);
  9826. val1|= (val3<<16);
  9827. val3 = tick/1000; // Tick duration
  9828. tick_time = 1000; // [GodLesZ] tick time
  9829. break;
  9830. #ifndef RENEWAL
  9831. case SC_LONGING:
  9832. val2 = 500-100*val1; // Aspd penalty.
  9833. break;
  9834. #else
  9835. case SC_ENSEMBLEFATIGUE:
  9836. val2 = 30; // Speed and ASPD penalty
  9837. break;
  9838. case SC_RICHMANKIM:
  9839. val2 = 10 + 10 * val1; // Exp increase bonus
  9840. break;
  9841. case SC_DRUMBATTLE:
  9842. val2 = 15 + val1 * 5; // Atk increase
  9843. val3 = val1 * 15; // Def increase
  9844. break;
  9845. case SC_NIBELUNGEN:
  9846. val2 = rnd() % RINGNBL_MAX; // See e_nibelungen_status
  9847. break;
  9848. case SC_SIEGFRIED:
  9849. val2 = val1 * 3; // Elemental Resistance
  9850. val3 = val1 * 5; // Status ailment resistance
  9851. break;
  9852. case SC_WHISTLE:
  9853. val2 = 18 + 2 * val1; // Flee increase
  9854. val3 = (val1 + 1) / 2; // Perfect dodge increase
  9855. break;
  9856. case SC_ASSNCROS:
  9857. val2 = val1 < 10 ? val1 * 2 - 1 : 20; // ASPD increase
  9858. break;
  9859. case SC_POEMBRAGI:
  9860. val2 = 2 * val1; // Cast time reduction
  9861. val3 = 3 * val1; // After-cast delay reduction
  9862. break;
  9863. case SC_APPLEIDUN:
  9864. val2 = val1 < 10 ? 9 + val1 : 20; // HP rate increase
  9865. val3 = 2 * val1; // Potion recovery rate
  9866. break;
  9867. case SC_HUMMING:
  9868. val2 = 4 * val1; // Hit increase
  9869. break;
  9870. case SC_DONTFORGETME:
  9871. val2 = 1 + 30 * val1; // ASPD decrease
  9872. val3 = 5 + 2 * val1; // Movement speed adjustment.
  9873. break;
  9874. case SC_FORTUNE:
  9875. val2 = val1 * 10; // Critical increase
  9876. break;
  9877. case SC_SERVICE4U:
  9878. val2 = val1 < 10 ? 9 + val1 : 20; // MaxSP percent increase
  9879. val3 = 5 + val1; // SP cost reduction
  9880. break;
  9881. #endif
  9882. case SC_EXPLOSIONSPIRITS:
  9883. val2 = 75 + 25*val1; // Cri bonus
  9884. break;
  9885. case SC_ASPDPOTION0:
  9886. case SC_ASPDPOTION1:
  9887. case SC_ASPDPOTION2:
  9888. case SC_ASPDPOTION3:
  9889. val2 = 50*(2+type-SC_ASPDPOTION0);
  9890. break;
  9891. case SC_ATTHASTE_CASH:
  9892. val2 = 50*val1; // Just custom for pre-re
  9893. break;
  9894. case SC_NOCHAT:
  9895. // A hardcoded interval of 60 seconds is expected, as the time that SC_NOCHAT uses is defined by
  9896. // mmocharstatus.manner, each negative point results in 1 minute with this status activated.
  9897. // This is done this way because the message that the client displays is hardcoded, and only
  9898. // shows how many minutes are remaining. [Panikon]
  9899. tick = 60000;
  9900. val1 = battle_config.manner_system; // Mute filters.
  9901. if (sd) {
  9902. clif_changemanner( *sd );
  9903. clif_updatestatus(*sd,SP_MANNER);
  9904. }
  9905. break;
  9906. case SC_STONEWAIT:
  9907. val3 = max(1, tick - delay); // Petrify time
  9908. tick = delay;
  9909. break;
  9910. case SC_DPOISON:
  9911. // Lose 10/15% of your life as long as it doesn't brings life below 25%
  9912. if (status->hp > status->max_hp / 4) {
  9913. int diff = status->max_hp*(bl->type==BL_PC?10:15)/100;
  9914. if (status->hp - diff < status->max_hp / 4)
  9915. diff = status->hp - (status->max_hp / 4);
  9916. status_zap(bl, diff, 0);
  9917. }
  9918. [[fallthrough]];
  9919. case SC_STONE:
  9920. case SC_POISON:
  9921. case SC_BLEEDING:
  9922. case SC_BURNING:
  9923. case SC_KILLING_AURA:
  9924. tick_time = status_get_sc_interval(type);
  9925. val4 = tick - tick_time; // Remaining time
  9926. break;
  9927. case SC_TOXIN:
  9928. if (val3 == 1) // Target
  9929. tick_time = status_get_sc_interval(type);
  9930. else // Caster
  9931. tick_time = 1000;
  9932. val4 = tick - tick_time; // Remaining time
  9933. break;
  9934. case SC_DEATHHURT:
  9935. if (val3 == 1)
  9936. break;
  9937. tick_time = status_get_sc_interval(type);
  9938. val4 = tick - tick_time; // Remaining time
  9939. break;
  9940. case SC_LEECHESEND:
  9941. if (val3 == 0)
  9942. break;
  9943. tick_time = status_get_sc_interval(type);
  9944. val4 = tick - tick_time; // Remaining time
  9945. break;
  9946. case SC_PYREXIA:
  9947. if (val3 == 1) { // Target
  9948. // Causes blind for duration of pyrexia, unreducable and unavoidable, but can be healed with e.g. green potion
  9949. status_change_start(src, bl, SC_BLIND, 10000, val1, 0, 0, 0, tick, SCSTART_NOAVOID | SCSTART_NOTICKDEF | SCSTART_NORATEDEF);
  9950. tick_time = status_get_sc_interval(type);
  9951. val4 = tick - tick_time; // Remaining time
  9952. } else // Caster
  9953. val2 = 15; // CRIT % and ATK % increase
  9954. break;
  9955. case SC_VENOMBLEED:
  9956. if (val3 == 0) // Caster
  9957. val2 = 30; // Reflect damage % reduction
  9958. break;
  9959. case SC_MAGICMUSHROOM:
  9960. if (val3 == 1) { // Target
  9961. tick_time = status_get_sc_interval(type);
  9962. val4 = tick - tick_time; // Remaining time
  9963. } else // Caster
  9964. val2 = 10; // After-cast delay % reduction
  9965. break;
  9966. case SC_CONFUSION:
  9967. if (!val4)
  9968. clif_emotion(bl,ET_QUESTION);
  9969. break;
  9970. case SC_S_LIFEPOTION:
  9971. case SC_L_LIFEPOTION:
  9972. case SC_M_LIFEPOTION:
  9973. case SC_S_MANAPOTION:
  9974. case SC_G_LIFEPOTION:
  9975. if( val1 == 0 ) return 0;
  9976. // val1 = heal percent/amout
  9977. // val2 = seconds between heals
  9978. // val4 = total of heals
  9979. if( val2 < 1 ) val2 = 1;
  9980. if( (val4 = tick/(val2 * 1000)) < 1 )
  9981. val4 = 1;
  9982. tick_time = val2 * 1000; // [GodLesZ] tick time
  9983. break;
  9984. case SC_GRADUAL_GRAVITY:
  9985. val2 = 10 * val1;
  9986. tick_time = status_get_sc_interval(type);
  9987. val4 = tick - tick_time; // Remaining time
  9988. break;
  9989. case SC_ALL_STAT_DOWN:
  9990. val2 = 20 * val1;
  9991. if( val1 < skill_get_max( NPC_ALL_STAT_DOWN ) ){
  9992. val2 -= 10;
  9993. }
  9994. break;
  9995. case SC_DAMAGE_HEAL:
  9996. switch( val1 ){
  9997. case 1:
  9998. val2 = BF_WEAPON;
  9999. break;
  10000. case 2:
  10001. val2 = BF_MAGIC;
  10002. break;
  10003. case 3:
  10004. //TODO: Absorb MISC damage? Both WEAPON & MAGIC damage? Which is correct on level 3?
  10005. val2 = BF_MISC;
  10006. break;
  10007. }
  10008. break;
  10009. case SC_BOSSMAPINFO:
  10010. if( sd == nullptr ){
  10011. return 0;
  10012. }else{
  10013. // Search for Boss on this Map
  10014. mob_data* boss_md = map_getmob_boss( bl->m );
  10015. // No MVP on this map
  10016. if( boss_md == nullptr ){
  10017. clif_bossmapinfo( *sd, nullptr, BOSS_INFO_NOT );
  10018. return 0;
  10019. }
  10020. val1 = boss_md->bl.id;
  10021. tick_time = status_get_sc_interval( type );
  10022. val4 = tick - tick_time; // Remaining time
  10023. }
  10024. break;
  10025. case SC_HIDING:
  10026. val2 = tick/1000;
  10027. tick_time = 1000; // [GodLesZ] tick time
  10028. val3 = 0; // Unused, previously speed adjustment
  10029. val4 = val1+3; // Seconds before SP substraction happen.
  10030. break;
  10031. case SC_CHASEWALK:
  10032. val2 = tick>0?tick:10000; // Interval at which SP is drained.
  10033. val3 = 35 - 5 * val1; // Speed adjustment.
  10034. if (sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_ROGUE)
  10035. val3 -= 40;
  10036. val4 = 10+val1*2; // SP cost.
  10037. if (map_flag_gvg2(bl->m) || map_getmapflag(bl->m, MF_BATTLEGROUND)) val4 *= 5;
  10038. break;
  10039. case SC_CLOAKING:
  10040. if (!sd) // Monsters should be able to walk with no penalties. [Skotlex]
  10041. val1 = 10;
  10042. tick_time = val2 = tick>0?tick:60000; // SP consumption rate.
  10043. tick = INFINITE_TICK; // Duration sent to the client should be infinite
  10044. val3 = 0; // Unused, previously walk speed adjustment
  10045. // val4&1 signals the presence of a wall.
  10046. // val4&2 makes cloak not end on normal attacks [Skotlex]
  10047. // val4&4 makes cloak not end on using skills
  10048. if (bl->type == BL_PC || (bl->type == BL_MOB && ((TBL_MOB*)bl)->special_state.clone) ) // Standard cloaking.
  10049. val4 |= battle_config.pc_cloak_check_type&7;
  10050. else
  10051. val4 |= battle_config.monster_cloak_check_type&7;
  10052. break;
  10053. case SC_SIGHT: /* splash status */
  10054. case SC_RUWACH:
  10055. case SC_SIGHTBLASTER:
  10056. val3 = skill_get_splash(val2, val1); // Val2 should bring the skill-id.
  10057. val2 = tick/20;
  10058. tick_time = 20; // [GodLesZ] tick time
  10059. break;
  10060. case SC_AUTOGUARD:
  10061. if( !(flag&SCSTART_NOAVOID) ) {
  10062. map_session_data *tsd;
  10063. int i;
  10064. for( i = val2 = 0; i < val1; i++) {
  10065. int t = 5-(i / 2);
  10066. val2 += (t < 0)? 1:t;
  10067. }
  10068. if( bl->type&(BL_PC|BL_MER) ) {
  10069. if( sd ) {
  10070. for( i = 0; i < MAX_DEVOTION; i++ ) {
  10071. if( sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) )
  10072. status_change_start(src,&tsd->bl, type, 10000, val1, val2, 0, 0, tick, SCSTART_NOAVOID|SCSTART_NOICON);
  10073. }
  10074. }
  10075. else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) )
  10076. status_change_start(src,&tsd->bl, type, 10000, val1, val2, 0, 0, tick, SCSTART_NOAVOID|SCSTART_NOICON);
  10077. }
  10078. }
  10079. break;
  10080. case SC_DEFENDER:
  10081. if (!(flag&SCSTART_NOAVOID)) {
  10082. val2 = 5 + 15*val1; // Damage reduction
  10083. val3 = 0; // Unused, previously speed adjustment
  10084. val4 = 250 - 50*val1; // Aspd adjustment
  10085. if (sd) {
  10086. map_session_data *tsd;
  10087. int i;
  10088. for (i = 0; i < MAX_DEVOTION; i++) { // See if there are devoted characters, and pass the status to them. [Skotlex]
  10089. if (sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])))
  10090. status_change_start(src,&tsd->bl,type,10000,val1,val2,val3,val4,tick,SCSTART_NOAVOID);
  10091. }
  10092. }
  10093. }
  10094. break;
  10095. case SC_TENSIONRELAX:
  10096. if (sd) {
  10097. pc_setsit(sd);
  10098. skill_sit(sd, true);
  10099. clif_sitting(sd->bl);
  10100. }
  10101. val2 = 12; // SP cost
  10102. tick_time = 10000; // Decrease at 10secs intervals.
  10103. val3 = tick / tick_time;
  10104. tick = INFINITE_TICK; // Duration sent to the client should be infinite
  10105. break;
  10106. case SC_PARRYING:
  10107. val2 = 20 + val1*3; // Block Chance
  10108. break;
  10109. case SC_WINDWALK:
  10110. val2 = (val1+1)/2; // Flee bonus is 1/1/2/2/3/3/4/4/5/5
  10111. break;
  10112. case SC_JOINTBEAT:
  10113. if( val2&BREAK_NECK )
  10114. sc_start2(src,bl,SC_BLEEDING,100,val1,val3,skill_get_time2(scdb->skill_id,val1));
  10115. break;
  10116. case SC_BERSERK:
  10117. if( val3 == SC__BLOODYLUST )
  10118. sc_start(src,bl,(sc_type)val3,100,val1,tick);
  10119. else
  10120. sc_start4(src,bl, SC_ENDURE, 100,10,0,0,1, tick);
  10121. // HP healing is performing after the calc_status call.
  10122. // Val2 holds HP penalty
  10123. if (!val4) val4 = skill_get_time2(scdb->skill_id,val1);
  10124. if (!val4) val4 = 10000; // Val4 holds damage interval
  10125. val3 = tick/val4; // val3 holds skill duration
  10126. tick_time = val4; // [GodLesZ] tick time
  10127. break;
  10128. case SC_GOSPEL:
  10129. if(val4 == BCT_SELF) { // Self effect
  10130. val2 = tick/10000;
  10131. tick_time = 10000; // [GodLesZ] tick time
  10132. status_change_clear_buffs(bl, SCCB_BUFFS|SCCB_DEBUFFS|SCCB_CHEM_PROTECT); // Remove buffs/debuffs
  10133. }
  10134. break;
  10135. case SC_MARIONETTE:
  10136. {
  10137. int stat;
  10138. val3 = 0;
  10139. val4 = 0;
  10140. stat = ( sd ? sd->status.str : status_get_base_status(bl)->str ) / 2; val3 |= cap_value(stat,0,0xFF)<<16;
  10141. stat = ( sd ? sd->status.agi : status_get_base_status(bl)->agi ) / 2; val3 |= cap_value(stat,0,0xFF)<<8;
  10142. stat = ( sd ? sd->status.vit : status_get_base_status(bl)->vit ) / 2; val3 |= cap_value(stat,0,0xFF);
  10143. stat = ( sd ? sd->status.int_: status_get_base_status(bl)->int_) / 2; val4 |= cap_value(stat,0,0xFF)<<16;
  10144. stat = ( sd ? sd->status.dex : status_get_base_status(bl)->dex ) / 2; val4 |= cap_value(stat,0,0xFF)<<8;
  10145. stat = ( sd ? sd->status.luk : status_get_base_status(bl)->luk ) / 2; val4 |= cap_value(stat,0,0xFF);
  10146. break;
  10147. }
  10148. case SC_MARIONETTE2:
  10149. {
  10150. int stat,max_stat;
  10151. // Fetch caster information
  10152. struct block_list *pbl = map_id2bl(val1);
  10153. status_change *psc = pbl?status_get_sc(pbl):nullptr;
  10154. struct status_change_entry *psce = psc?psc->getSCE(SC_MARIONETTE):nullptr;
  10155. if (!psce)
  10156. return 0;
  10157. // Fetch target's stats
  10158. status_data* status2 = status_get_status_data(*bl); // Battle status
  10159. val3 = 0;
  10160. val4 = 0;
  10161. max_stat = battle_config.max_parameter; // Cap to 99 (default)
  10162. stat = (psce->val3 >>16)&0xFF; stat = min(stat, max_stat - status2->str ); val3 |= cap_value(stat,0,0xFF)<<16;
  10163. stat = (psce->val3 >> 8)&0xFF; stat = min(stat, max_stat - status2->agi ); val3 |= cap_value(stat,0,0xFF)<<8;
  10164. stat = (psce->val3 >> 0)&0xFF; stat = min(stat, max_stat - status2->vit ); val3 |= cap_value(stat,0,0xFF);
  10165. stat = (psce->val4 >>16)&0xFF; stat = min(stat, max_stat - status2->int_); val4 |= cap_value(stat,0,0xFF)<<16;
  10166. stat = (psce->val4 >> 8)&0xFF; stat = min(stat, max_stat - status2->dex ); val4 |= cap_value(stat,0,0xFF)<<8;
  10167. stat = (psce->val4 >> 0)&0xFF; stat = min(stat, max_stat - status2->luk ); val4 |= cap_value(stat,0,0xFF);
  10168. break;
  10169. }
  10170. case SC_SPIRIT:
  10171. //1st Transcendent Spirit works similar to Marionette Control
  10172. if(sd && val2 == SL_HIGH) {
  10173. int stat,max_stat;
  10174. status_data *status2 = status_get_base_status(bl);
  10175. val3 = 0;
  10176. val4 = 0;
  10177. max_stat = (status_get_lv(bl)-10<50)?status_get_lv(bl)-10:50;
  10178. stat = max(0, max_stat - status2->str); val3 |= cap_value(stat,0,0xFF)<<16;
  10179. stat = max(0, max_stat - status2->agi ); val3 |= cap_value(stat,0,0xFF)<<8;
  10180. stat = max(0, max_stat - status2->vit ); val3 |= cap_value(stat,0,0xFF);
  10181. stat = max(0, max_stat - status2->int_); val4 |= cap_value(stat,0,0xFF)<<16;
  10182. stat = max(0, max_stat - status2->dex ); val4 |= cap_value(stat,0,0xFF)<<8;
  10183. stat = max(0, max_stat - status2->luk ); val4 |= cap_value(stat,0,0xFF);
  10184. }
  10185. break;
  10186. case SC_REJECTSWORD:
  10187. val2 = 15*val1; // Reflect chance
  10188. val3 = 3; // Reflections
  10189. tick = INFINITE_TICK;
  10190. break;
  10191. case SC_MEMORIZE:
  10192. val2 = 5; // Memorized casts.
  10193. tick = INFINITE_TICK;
  10194. break;
  10195. #ifndef RENEWAL
  10196. case SC_GRAVITATION:
  10197. val2 = 50*val1; // aspd reduction
  10198. break;
  10199. #endif
  10200. case SC_REGENERATION:
  10201. if (val1 == 1)
  10202. val2 = 2;
  10203. else
  10204. val2 = val1; // HP Regerenation rate: 200% 200% 300%
  10205. val3 = val1; // SP Regeneration Rate: 100% 200% 300%
  10206. // If val4 comes set, this blocks regen rather than increase it.
  10207. break;
  10208. case SC_DEVOTION:
  10209. {
  10210. struct block_list *d_bl;
  10211. status_change *d_sc;
  10212. if( (d_bl = map_id2bl(val1)) && (d_sc = status_get_sc(d_bl)) && d_sc->count ) { // Inherits Status From Source
  10213. const enum sc_type types[] = { SC_AUTOGUARD, SC_DEFENDER, SC_REFLECTSHIELD, SC_ENDURE };
  10214. int i = (map_flag_gvg2(bl->m) || map_getmapflag(bl->m, MF_BATTLEGROUND))?2:3;
  10215. while( i >= 0 ) {
  10216. enum sc_type type2 = types[i];
  10217. if( d_sc->getSCE(type2) )
  10218. 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);
  10219. i--;
  10220. }
  10221. }
  10222. break;
  10223. }
  10224. case SC_COMA: // Coma. Sends a char to 1HP. If val2, do not zap sp
  10225. status_zap(bl, status->hp-1, val2?0:status->sp-1);
  10226. return 1;
  10227. break;
  10228. case SC_CLOSECONFINE2:
  10229. {
  10230. struct block_list *src2 = val2?map_id2bl(val2):nullptr;
  10231. status_change *sc2 = src2?status_get_sc(src2):nullptr;
  10232. struct status_change_entry *sce2 = sc2?sc2->getSCE(SC_CLOSECONFINE):nullptr;
  10233. if (src2 && sc2) {
  10234. if (!sce2) { // Start lock on caster.
  10235. #ifdef RENEWAL
  10236. val3 = 50; // Flee increase
  10237. #else
  10238. val3 = 10; // Flee increase
  10239. #endif
  10240. sc_start4(src2,src2,SC_CLOSECONFINE,100,val1,1,val3,0,tick+1000);
  10241. } else { // Increase count of locked enemies and refresh time.
  10242. (sce2->val2)++;
  10243. delete_timer(sce2->timer, status_change_timer);
  10244. sce2->timer = add_timer(gettick()+tick+1000, status_change_timer, src2->id, SC_CLOSECONFINE);
  10245. }
  10246. } else // Status failed.
  10247. return 0;
  10248. }
  10249. break;
  10250. case SC_KAITE:
  10251. val2 = 1+val1/5; // Number of bounces: 1 + skill_lv/5
  10252. break;
  10253. case SC_KAUPE:
  10254. switch (val1) {
  10255. case 3: // 33*3 + 1 -> 100%
  10256. val2++;
  10257. [[fallthrough]];
  10258. case 1:
  10259. case 2: // 33, 66%
  10260. val2 += 33*val1;
  10261. val3 = 1; // Dodge 1 attack total.
  10262. break;
  10263. default: // Custom. For high level mob usage, higher level means more blocks. [Skotlex]
  10264. val2 = 100;
  10265. val3 = val1-2;
  10266. break;
  10267. }
  10268. break;
  10269. case SC_COMBO:
  10270. {
  10271. // val1: Skill ID
  10272. // val2: When given, target (for autotargetting skills)
  10273. // val3: When set, this combo time should NOT delay attack/movement
  10274. // val3: If set to 2 this combo will delay ONLY attack
  10275. // val3: TK: Last used kick
  10276. // val4: TK: Combo time
  10277. struct unit_data *ud = unit_bl2ud(bl);
  10278. if ( ud && (!val3 || val3 == 2) ) {
  10279. tick += 300 * battle_config.combo_delay_rate/100;
  10280. ud->attackabletime = gettick()+tick;
  10281. if( !val3 )
  10282. unit_set_walkdelay(bl, gettick(), tick, 1);
  10283. }
  10284. val3 = 0;
  10285. val4 = tick;
  10286. break;
  10287. }
  10288. case SC_EARTHSCROLL:
  10289. val2 = 11-val1; // Chance to consume: 11-skill_lv%
  10290. break;
  10291. case SC_RUN:
  10292. {
  10293. //Store time at which you started running.
  10294. t_tick currenttick = gettick();
  10295. // Note: this int64 value is stored in two separate int32 variables (FIXME)
  10296. val3 = (int)(currenttick & 0x00000000ffffffffLL);
  10297. val4 = (int)((currenttick & 0xffffffff00000000LL) >> 32);
  10298. tick = INFINITE_TICK;
  10299. break;
  10300. }
  10301. case SC_KAAHI:
  10302. val2 = 200*val1; // HP heal
  10303. val3 = 5*val1; // SP cost
  10304. break;
  10305. case SC_BLESSING:
  10306. if (bl->type == BL_PC || (!undead_flag && status->race != RC_DEMON))
  10307. val2 = val1;
  10308. else
  10309. val2 = 0; // 0 -> Half stat.
  10310. break;
  10311. case SC_TRICKDEAD:
  10312. if (vd) vd->dead_sit = 1;
  10313. tick = INFINITE_TICK;
  10314. break;
  10315. case SC_CONCENTRATE:
  10316. val2 = 2 + val1;
  10317. if (sd) { // Store the card-bonus data that should not count in the %
  10318. val3 = sd->indexed_bonus.param_bonus[1]; // Agi
  10319. val4 = sd->indexed_bonus.param_bonus[4]; // Dex
  10320. } else
  10321. val3 = val4 = 0;
  10322. break;
  10323. case SC_MAXOVERTHRUST:
  10324. val2 = 20*val1; // Power increase
  10325. break;
  10326. case SC_OVERTHRUST:
  10327. case SC_ADRENALINE2:
  10328. case SC_ADRENALINE:
  10329. case SC_WEAPONPERFECTION:
  10330. {
  10331. map_session_data * s_sd = BL_CAST(BL_PC, src);
  10332. if (type == SC_OVERTHRUST) {
  10333. // val2 holds if it was casted on self, or is bonus received from others
  10334. #ifdef RENEWAL
  10335. val3 = (val2) ? 5 * val1 : (val1 > 4) ? 15 : (val1 > 2) ? 10 : 5; // Power increase
  10336. #else
  10337. val3 = (val2) ? 5 * val1 : 5; // Power increase
  10338. #endif
  10339. }
  10340. else if (type == SC_ADRENALINE2 || type == SC_ADRENALINE) {
  10341. val3 = (val2) ? 300 : 200; // Aspd increase
  10342. }
  10343. if (s_sd && pc_checkskill(s_sd, BS_HILTBINDING) > 0)
  10344. tick += tick / 10; //If caster has Hilt Binding, duration increases by 10%
  10345. }
  10346. break;
  10347. case SC_CONCENTRATION:
  10348. #ifdef RENEWAL
  10349. val2 = 5 + val1 * 2; // Batk/Watk Increase
  10350. val4 = 5 + val1 * 2; // Def reduction
  10351. #else
  10352. val2 = 5*val1; // Batk/Watk Increase
  10353. val4 = 5*val1; // Def reduction
  10354. #endif
  10355. val3 = 10*val1; // Hit Increase
  10356. sc_start(src, bl, SC_ENDURE, 100, 1, tick); // Level 1 Endure effect
  10357. break;
  10358. case SC_ANGELUS:
  10359. val2 = 5*val1; // def increase
  10360. break;
  10361. case SC_IMPOSITIO:
  10362. val2 = 5*val1; // WATK/MATK increase
  10363. break;
  10364. case SC_MELTDOWN:
  10365. val2 = 100*val1; // Chance to break weapon
  10366. val3 = 70*val1; // Change to break armor
  10367. break;
  10368. case SC_TRUESIGHT:
  10369. val2 = 10*val1; // Critical increase
  10370. val3 = 3*val1; // Hit increase
  10371. break;
  10372. case SC_SUN_COMFORT:
  10373. val2 = (status_get_lv(bl) + status->dex + status->luk)/2; // def increase
  10374. break;
  10375. case SC_MOON_COMFORT:
  10376. val2 = (status_get_lv(bl) + status->dex + status->luk)/10; // flee increase
  10377. break;
  10378. case SC_STAR_COMFORT:
  10379. val2 = (status_get_lv(bl) + status->dex + status->luk); // Aspd increase
  10380. break;
  10381. case SC_QUAGMIRE:
  10382. val2 = (sd?5:10)*val1; // Agi/Dex decrease.
  10383. break;
  10384. // gs_something1 [Vicious]
  10385. case SC_GATLINGFEVER:
  10386. val2 = 20*val1; // Aspd increase
  10387. val3 = 20+10*val1; // Atk increase
  10388. val4 = 5*val1; // Flee decrease
  10389. break;
  10390. case SC_FLING:
  10391. if (bl->type == BL_PC)
  10392. val2 = 0; // No armor reduction to players.
  10393. else
  10394. val2 = 5*val1; // Def reduction
  10395. val3 = 5*val1; // Def2 reduction
  10396. break;
  10397. case SC_PROVOKE:
  10398. val2 = 2+3*val1; // Atk increase
  10399. val3 = 5+5*val1; // Def reduction.
  10400. // val4 signals autoprovoke.
  10401. break;
  10402. case SC_AVOID:
  10403. // Speed change rate.
  10404. if (bl->type == BL_HOM)
  10405. val2 = 40 * val1;
  10406. else
  10407. val2 = 10 * val1;
  10408. break;
  10409. case SC_DEFENCE:
  10410. // Vit bonus for players / Def bonus for homunculus
  10411. #ifdef RENEWAL
  10412. val2 = 5 + (5 * val1);
  10413. #else
  10414. val2 = 2 * val1;
  10415. #endif
  10416. break;
  10417. case SC_BLOODLUST:
  10418. // Atk rate change
  10419. val2 = 20 + (10 * val1);
  10420. // Leech chance
  10421. // It's actually 9 * level on both pre-re and renewal, despite the description
  10422. val3 = 9 * val1;
  10423. // Leech percent
  10424. val4 = 20;
  10425. break;
  10426. case SC_FLEET:
  10427. val2 = 30*val1; // Aspd change
  10428. val3 = 5+5*val1; // bAtk/wAtk rate change
  10429. break;
  10430. case SC_MINDBREAKER:
  10431. val2 = 20*val1; // matk increase.
  10432. val3 = 12*val1; // mdef2 reduction.
  10433. break;
  10434. case SC_JAILED:
  10435. // Val1 is duration in minutes. Use INT_MAX to specify 'unlimited' time.
  10436. if (sd) {
  10437. if (sd->mapindex != val2) {
  10438. int pos = (bl->x&0xFFFF)|(bl->y<<16), // Current Coordinates
  10439. map_idx = sd->mapindex; // Current Map
  10440. // 1. Place in Jail (val2 -> Jail Map, val3 -> x, val4 -> y
  10441. pc_setpos(sd,(unsigned short)val2,val3,val4, CLR_TELEPORT);
  10442. // 2. Set restore point (val3 -> return map, val4 return coords
  10443. val3 = map_idx;
  10444. val4 = pos;
  10445. } else if (!val3 || val3 == sd->mapindex) { // Use save point.
  10446. val3 = mapindex_name2id( sd->status.save_point.map );
  10447. val4 = (sd->status.save_point.x&0xFFFF)
  10448. |(sd->status.save_point.y<<16);
  10449. }
  10450. }
  10451. break;
  10452. case SC_UTSUSEMI:
  10453. val2=(val1+1)/2; // Number of hits blocked
  10454. val3=skill_get_blewcount(NJ_UTSUSEMI, val1); // knockback value.
  10455. break;
  10456. case SC_BUNSINJYUTSU:
  10457. val2=(val1+1)/2; // Number of hits blocked
  10458. break;
  10459. case SC_CHANGE:
  10460. val2= 30*val1; // Vit increase
  10461. val3= 20*val1; // Int increase
  10462. break;
  10463. case SC_SWOO:
  10464. if(status_has_mode(status,MD_STATUSIMMUNE))
  10465. tick /= 5; // !TODO: Reduce skill's duration. But for how long?
  10466. break;
  10467. case SC_ARMOR:
  10468. // NPC_DEFENDER:
  10469. val2 = 8; // Damage will be divided by this value
  10470. // Attack requirements to be blocked:
  10471. val3 = BF_LONG; // Range
  10472. val4 = BF_WEAPON|BF_MISC; // Type
  10473. break;
  10474. case SC_ENCHANTARMS:
  10475. // Make sure the received element is valid.
  10476. if (val1 >= ELE_ALL)
  10477. val1 = val1%ELE_ALL;
  10478. else if (val1 < 0)
  10479. val1 = rnd()%ELE_ALL;
  10480. break;
  10481. case SC_CRITICALWOUND:
  10482. // Level 1 ~ 5 & 6 ~ 10 has different duration
  10483. // Level 6 ~ 10 use effect of level 1 ~ 5
  10484. val1 = 1 + ((val1-1)%5);
  10485. val2 = 20*val1; // Heal effectiveness decrease
  10486. break;
  10487. case SC_MAGICMIRROR:
  10488. // Level 1 ~ 5 & 6 ~ 10 has different duration
  10489. // Level 6 ~ 10 use effect of level 1 ~ 5
  10490. val1 = 1 + ((val1-1)%5);
  10491. [[fallthrough]];
  10492. case SC_SLOWCAST:
  10493. val2 = 20*val1; // Magic reflection/cast rate
  10494. break;
  10495. case SC_ARMORCHANGE:
  10496. if (val2 == NPC_ANTIMAGIC) { // Boost mdef
  10497. val2 =-20;
  10498. val3 = 20;
  10499. } else { // Boost def
  10500. val2 = 20;
  10501. val3 =-20;
  10502. }
  10503. // Level 1 ~ 5 & 6 ~ 10 has different duration
  10504. // Level 6 ~ 10 use effect of level 1 ~ 5
  10505. val1 = 1 + ((val1-1)%5);
  10506. val2 *= val1; // 20% per level
  10507. val3 *= val1;
  10508. break;
  10509. case SC_EXPBOOST:
  10510. case SC_JEXPBOOST:
  10511. case SC_JP_EVENT04:
  10512. case SC_PERIOD_RECEIVEITEM_2ND:
  10513. case SC_PERIOD_PLUSEXP_2ND:
  10514. if (val1 < 1)
  10515. return 0;
  10516. break;
  10517. case SC_INCFLEE2:
  10518. case SC_INCCRI:
  10519. val2 = val1*10; // Actual boost (since 100% = 1000)
  10520. break;
  10521. case SC_SUFFRAGIUM:
  10522. #ifdef RENEWAL
  10523. val2 = 5 + val1 * 5; // Speed cast decrease
  10524. #else
  10525. val2 = 15 * val1; // Speed cast decrease
  10526. #endif
  10527. break;
  10528. case SC_INCHEALRATE:
  10529. if (val1 < 1)
  10530. val1 = 1;
  10531. break;
  10532. case SC_DOUBLECAST:
  10533. val2 = 30+10*val1; // Trigger rate
  10534. break;
  10535. case SC_KAIZEL:
  10536. val2 = 10*val1; // % of life to be revived with
  10537. break;
  10538. // case SC_ARMOR_ELEMENT_WATER:
  10539. // case SC_ARMOR_ELEMENT_EARTH:
  10540. // case SC_ARMOR_ELEMENT_FIRE:
  10541. // case SC_ARMOR_ELEMENT_WIND:
  10542. // case SC_ARMOR_RESIST:
  10543. // Mod your resistance against elements:
  10544. // val1 = water | val2 = earth | val3 = fire | val4 = wind
  10545. // break;
  10546. // case ????:
  10547. // Place here SCs that have no SCB_* data, no skill associated, no ICON
  10548. // associated, and yet are not wrong/unknown. [Skotlex]
  10549. // break;
  10550. case SC_MERC_FLEEUP:
  10551. case SC_MERC_ATKUP:
  10552. case SC_MERC_HITUP:
  10553. val2 = 15 * val1;
  10554. break;
  10555. case SC_MERC_HPUP:
  10556. case SC_MERC_SPUP:
  10557. val2 = 5 * val1;
  10558. break;
  10559. case SC_REBIRTH:
  10560. val2 = 20*val1; // % of life to be revived with
  10561. break;
  10562. case SC_INVINCIBLE:
  10563. val2 = 100; // ATKpercent increase
  10564. val3 = 50; // Speed increase
  10565. val4 = 700; // ASPD increase
  10566. break;
  10567. case SC_MANU_DEF:
  10568. case SC_MANU_ATK:
  10569. case SC_MANU_MATK:
  10570. val2 = 1; // Manuk group
  10571. break;
  10572. case SC_SPL_DEF:
  10573. case SC_SPL_ATK:
  10574. case SC_SPL_MATK:
  10575. val2 = 2; // Splendide group
  10576. break;
  10577. /* General */
  10578. case SC_FEAR:
  10579. sc_start(src, bl, SC_ANKLE, 100, 0, 2000);
  10580. break;
  10581. /* Rune Knight */
  10582. case SC_DEATHBOUND:
  10583. val2 = 500 + 100 * val1;
  10584. break;
  10585. case SC_STONEHARDSKIN:
  10586. if (!status_charge(bl, status->hp / 5, 0)) // 20% of HP
  10587. return 0;
  10588. if (sd)
  10589. val1 = sd->status.job_level * pc_checkskill(sd, RK_RUNEMASTERY) / 4; // DEF/MDEF Increase
  10590. break;
  10591. case SC_REFRESH:
  10592. status_heal(bl, status_get_max_hp(bl) * 25 / 100, 0, 1);
  10593. status_change_clear_buffs(bl, SCCB_REFRESH);
  10594. break;
  10595. case SC_MILLENNIUMSHIELD:
  10596. {
  10597. int8 chance = rnd()%100;
  10598. val2 = ((chance < 20) ? 4 : (chance < 50) ? 3 : 2); // Shield count
  10599. val3 = 1000; // Shield HP
  10600. clif_millenniumshield( *bl, val2 );
  10601. }
  10602. break;
  10603. case SC_ABUNDANCE:
  10604. val4 = tick / 10000;
  10605. tick_time = 10000; // [GodLesZ] tick time
  10606. break;
  10607. case SC_GIANTGROWTH:
  10608. val2 = 30; // Damage success rate and STR increase
  10609. break;
  10610. case SC_LUXANIMA:
  10611. val2 = 15; // Storm Blast success %
  10612. val3 = 30; // Damage/HP/SP % increase
  10613. break;
  10614. /* Arch Bishop */
  10615. case SC_RENOVATIO:
  10616. val4 = tick / 5000;
  10617. tick_time = 5000;
  10618. break;
  10619. case SC_SECRAMENT:
  10620. val2 = 10 * val1;
  10621. break;
  10622. case SC_VENOMIMPRESS:
  10623. val2 = 10 * val1;
  10624. break;
  10625. case SC_WEAPONBLOCKING:
  10626. val2 = 10 + 2 * val1; // Chance
  10627. val4 = tick / 5000;
  10628. tick_time = 5000; // [GodLesZ] tick time
  10629. break;
  10630. case SC_OBLIVIONCURSE:
  10631. if (val3 == 0)
  10632. break;
  10633. val4 = tick / 3000;
  10634. tick_time = 3000; // [GodLesZ] tick time
  10635. break;
  10636. case SC_CLOAKINGEXCEED:
  10637. val2 = (val1 + 1) / 2; // Hits
  10638. val3 = (val1 - 1) * 10; // Walk speed
  10639. if (bl->type == BL_PC)
  10640. val4 |= battle_config.pc_cloak_check_type&7;
  10641. else
  10642. val4 |= battle_config.monster_cloak_check_type&7;
  10643. tick_time = 1000; // [GodLesZ] tick time
  10644. break;
  10645. case SC_HALLUCINATIONWALK:
  10646. case SC_NPC_HALLUCINATIONWALK:
  10647. val2 = 50 * val1; // Evasion rate of physical attacks. Flee
  10648. val3 = 10 * val1; // Evasion rate of magical attacks.
  10649. break;
  10650. case SC_MARSHOFABYSS:
  10651. if( bl->type == BL_PC )
  10652. val2 = 3 * val1; // AGI and DEX Reduction
  10653. else // BL_MOB
  10654. val2 = 6 * val1; // AGI and DEX Reduction
  10655. val3 = 10 * val1; // Movement Speed Reduction
  10656. break;
  10657. case SC_FREEZE_SP:
  10658. // val2 = sp drain per 10 seconds
  10659. tick_time = 10000; // [GodLesZ] tick time
  10660. break;
  10661. case SC_SPHERE_1:
  10662. case SC_SPHERE_2:
  10663. case SC_SPHERE_3:
  10664. case SC_SPHERE_4:
  10665. case SC_SPHERE_5:
  10666. if( !sd )
  10667. return 0; // Should only work on players.
  10668. val4 = tick / 1000;
  10669. if( val4 < 1 )
  10670. val4 = 1;
  10671. tick_time = 1000; // [GodLesZ] tick time
  10672. break;
  10673. case SC_SHAPESHIFT:
  10674. switch( val1 ) {
  10675. case 1: val2 = ELE_FIRE; break;
  10676. case 2: val2 = ELE_EARTH; break;
  10677. case 3: val2 = ELE_WIND; break;
  10678. case 4: val2 = ELE_WATER; break;
  10679. }
  10680. break;
  10681. case SC_ELECTRICSHOCKER:
  10682. case SC_CRYSTALIZE:
  10683. val4 = tick / 1000;
  10684. if( val4 < 1 )
  10685. val4 = 1;
  10686. tick_time = 1000; // [GodLesZ] tick time
  10687. break;
  10688. case SC_MEIKYOUSISUI:
  10689. val2 = val1 * 2; // % HP each sec
  10690. val3 = val1; // % SP each sec
  10691. val4 = tick / 1000;
  10692. if( val4 < 1 )
  10693. val4 = 1;
  10694. tick_time = 1000;
  10695. break;
  10696. case SC_CAMOUFLAGE:
  10697. val4 = tick/1000;
  10698. tick_time = 1000; // [GodLesZ] tick time
  10699. break;
  10700. case SC_WUGDASH:
  10701. {
  10702. //Store time at which you started running.
  10703. t_tick currenttick = gettick();
  10704. // Note: this int64 value is stored in two separate int32 variables (FIXME)
  10705. val3 = (int)(currenttick&0x00000000ffffffffLL);
  10706. val4 = (int)((currenttick&0xffffffff00000000LL)>>32);
  10707. tick = INFINITE_TICK;
  10708. break;
  10709. }
  10710. case SC__SHADOWFORM:
  10711. {
  10712. map_session_data * s_sd = map_id2sd(val2);
  10713. if( s_sd )
  10714. s_sd->shadowform_id = bl->id;
  10715. val4 = tick / 1000;
  10716. tick_time = 1000; // [GodLesZ] tick time
  10717. }
  10718. break;
  10719. case SC__STRIPACCESSORY:
  10720. if (!sd)
  10721. val2 = 20;
  10722. break;
  10723. case SC__INVISIBILITY:
  10724. val2 = 50 - 10 * val1; // ASPD
  10725. val3 = 20 * val1; // CRITICAL
  10726. val4 = tick / 1000;
  10727. tick = INFINITE_TICK; // Duration sent to the client should be infinite
  10728. tick_time = 1000; // [GodLesZ] tick time
  10729. break;
  10730. case SC__ENERVATION:
  10731. val2 = 20 + 10 * val1; // ATK Reduction
  10732. if (sd) {
  10733. pc_delspiritball(sd,sd->spiritball,0);
  10734. pc_delspiritcharm(sd,sd->spiritcharm,sd->spiritcharm_type);
  10735. }
  10736. break;
  10737. case SC__GROOMY:
  10738. val2 = 20 + 10 * val1; // ASPD
  10739. val3 = 20 * val1; // HIT
  10740. if( sd ) { // Removes Animals
  10741. if( pc_isriding(sd) ) pc_setriding(sd, 0);
  10742. if( pc_isridingdragon(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_DRAGON);
  10743. if( pc_iswug(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_WUG);
  10744. if( pc_isridingwug(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_WUGRIDER);
  10745. if( pc_isfalcon(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_FALCON);
  10746. if( sd->status.pet_id > 0 ) pet_return_egg(sd, sd->pd);
  10747. if( hom_is_active(sd->hd) ) hom_vaporize(sd, HOM_ST_ACTIVE);
  10748. //if( sd->md ) mercenary_delete(sd->md,3); // Are Mercenaries removed? [aleos]
  10749. }
  10750. break;
  10751. case SC__LAZINESS:
  10752. val2 = 10 + 10 * val1; // Cast Increase
  10753. val3 = 10 * val1; // Flee Reduction
  10754. break;
  10755. case SC__UNLUCKY:
  10756. {
  10757. sc_type rand_eff;
  10758. switch(rnd() % 3) {
  10759. case 1: rand_eff = SC_BLIND; break;
  10760. case 2: rand_eff = SC_SILENCE; break;
  10761. default: rand_eff = SC_POISON; break;
  10762. }
  10763. val2 = 10 * val1; // Crit and Flee2 Reduction
  10764. status_change_start(src,bl,rand_eff,10000,val1,0,(rand_eff == SC_POISON ? src->id : 0),0,tick,SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  10765. break;
  10766. }
  10767. case SC__WEAKNESS:
  10768. val2 = 10 * val1;
  10769. // Bypasses coating protection and MADO
  10770. sc_start(src,bl,SC_STRIPWEAPON,100,val1,tick);
  10771. sc_start(src,bl,SC_STRIPSHIELD,100,val1,tick);
  10772. break;
  10773. case SC_GN_CARTBOOST:
  10774. if( val1 < 3 )
  10775. val2 = 50;
  10776. else if( val1 > 2 && val1 < 5 )
  10777. val2 = 75;
  10778. else
  10779. val2 = 100;
  10780. break;
  10781. case SC_PROPERTYWALK:
  10782. val3 = 0;
  10783. break;
  10784. case SC_STRIKING:
  10785. // val2 = watk bonus already calc
  10786. val3 = 6 - val1;// spcost = 6 - level (lvl1:5 ... lvl 5: 1)
  10787. val4 = tick / 1000;
  10788. tick_time = 1000; // [GodLesZ] tick time
  10789. break;
  10790. case SC_WARMER:
  10791. val4 = tick / 3000;
  10792. tick = INFINITE_TICK; // Duration sent to the client should be infinite
  10793. tick_time = 3000;
  10794. break;
  10795. case SC_HELLS_PLANT:
  10796. tick_time = status_get_sc_interval(type);
  10797. val4 = tick - tick_time; // Remaining time
  10798. break;
  10799. case SC_SWINGDANCE:
  10800. val3 = 3 * val1 + val2; // Walk speed and aspd reduction.
  10801. break;
  10802. case SC_SYMPHONYOFLOVER:
  10803. val3 = 2 * val1 + val2 + (sd?sd->status.job_level:50) / 4; // MDEF Increase
  10804. break;
  10805. case SC_MOONLITSERENADE: // MATK Increase
  10806. case SC_RUSHWINDMILL: // ATK Increase
  10807. val3 = 4 + val1 * 3 + val2 + (sd?sd->status.job_level:50) / 5;
  10808. break;
  10809. case SC_ECHOSONG:
  10810. val3 = 6 * val1 + val2 + (sd?sd->status.job_level:50) / 4; // DEF Increase
  10811. break;
  10812. case SC_HARMONIZE:
  10813. val2 = 5 + 5 * val1;
  10814. break;
  10815. case SC_VOICEOFSIREN:
  10816. val4 = tick / 2000;
  10817. tick_time = 2000; // [GodLesZ] tick time
  10818. break;
  10819. case SC_DEEPSLEEP:
  10820. val4 = tick / 2000;
  10821. tick_time = 2000; // [GodLesZ] tick time
  10822. break;
  10823. case SC_SIRCLEOFNATURE:
  10824. val2 = 50 * val1; // HP recovery rate
  10825. break;
  10826. case SC_SONGOFMANA:
  10827. status_heal(bl, 0, status->max_sp * (val1 <= 2 ? 10 : val1 <= 4 ? 15 : 20) / 100, 1);
  10828. val3 = 50 * val1;
  10829. break;
  10830. case SC_SATURDAYNIGHTFEVER:
  10831. if (!val4) val4 = skill_get_time2(scdb->skill_id,val1);
  10832. if (!val4) val4 = 3000;
  10833. val3 = tick/val4;
  10834. tick_time = val4; // [GodLesZ] tick time
  10835. break;
  10836. case SC_GLOOMYDAY:
  10837. val2 = 20 + 5 * val1; // Flee reduction.
  10838. val3 = 15 + 5 * val1; // ASPD reduction.
  10839. if( sd && rnd()%100 < val1 ) { // (Skill Lv) %
  10840. val4 = 1; // Reduce walk speed by half.
  10841. if( pc_isriding(sd) ) pc_setriding(sd, 0);
  10842. if( pc_isridingdragon(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_DRAGON);
  10843. }
  10844. break;
  10845. case SC_GLOOMYDAY_SK:
  10846. // Random number between [15 ~ (Voice Lesson Skill Level x 5) + (Skill Level x 10)] %.
  10847. val2 = 15 + rnd()%( (sd?pc_checkskill(sd, WM_LESSON)*5:0) + val1*10 );
  10848. break;
  10849. case SC_SITDOWN_FORCE:
  10850. case SC_BANANA_BOMB_SITDOWN:
  10851. if( sd && !pc_issit(sd) ) {
  10852. pc_setsit(sd);
  10853. skill_sit(sd, true);
  10854. clif_sitting(*bl);
  10855. }
  10856. break;
  10857. case SC_DANCEWITHWUG:
  10858. val3 = 5 * val1; // ASPD Increase
  10859. val4 = 20 + 10 * val1; // Fixed Cast Time Reduction
  10860. break;
  10861. case SC_LERADSDEW:
  10862. val3 = 2 + 3 * val1 + min(3 * val2, 25); // MaxHP Increase
  10863. break;
  10864. case SC_MELODYOFSINK:
  10865. val2 = 10 * val1; // INT Reduction.
  10866. val3 = 2 + 2 * val1; // MaxSP reduction
  10867. break;
  10868. case SC_BEYONDOFWARCRY:
  10869. val2 = 10 + 10 * val1; // STR Reduction
  10870. val3 = 4 * val1; // MaxHP Reduction
  10871. break;
  10872. case SC_UNLIMITEDHUMMINGVOICE:
  10873. val3 = 4 * val1 + min(3 * val2, 15); // !TODO: What's the Lesson bonus?
  10874. break;
  10875. case SC_REFLECTDAMAGE:
  10876. val2 = 10 * val1; // Reflect reduction amount
  10877. val4 = tick/1000; // Number of SP cycles (duration)
  10878. tick_time = 1000; // [GodLesZ] tick time
  10879. break;
  10880. case SC_FORCEOFVANGUARD:
  10881. val2 = 8 + 12 * val1; // Chance
  10882. val3 = 5 + 2 * val1; // Max rage counters
  10883. tick = INFINITE_TICK; // Endless duration in the client
  10884. tick_time = 10000; // [GodLesZ] tick time
  10885. break;
  10886. case SC_EXEEDBREAK:
  10887. val2 = 150 * val1;
  10888. if (sd) { // Players
  10889. short index = sd->equip_index[EQI_HAND_R];
  10890. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_WEAPON)
  10891. val2 += 15 * sd->status.job_level + sd->inventory_data[index]->weight / 10 * sd->inventory_data[index]->weapon_level * status_get_lv(bl) / 100;
  10892. } else // Monster
  10893. val2 += 750;
  10894. break;
  10895. case SC_PRESTIGE:
  10896. val2 = (status->int_ + status->luk) * val1 / 20 * status_get_lv(bl) / 200 + val1; // Chance to evade magic damage.
  10897. val3 = ((val1 * 15) + (10 * (sd?pc_checkskill(sd,CR_DEFENDER):skill_get_max(CR_DEFENDER)))) * status_get_lv(bl) / 100; // Defence added
  10898. break;
  10899. case SC_SHIELDSPELL_HP:
  10900. val2 = 3; // 3% HP every 3 seconds
  10901. tick_time = status_get_sc_interval(type);
  10902. val4 = tick - tick_time; // Remaining time
  10903. break;
  10904. case SC_SHIELDSPELL_SP:
  10905. val2 = 3; // 3% SP every 5 seconds
  10906. tick_time = status_get_sc_interval(type);
  10907. val4 = tick - tick_time; // Remaining time
  10908. break;
  10909. case SC_SHIELDSPELL_ATK:
  10910. val2 = 150; // WATK/MATK bonus
  10911. break;
  10912. case SC_BANDING:
  10913. val2 = (sd ? skill_banding_count(sd) : 1);
  10914. tick_time = 5000; // [GodLesZ] tick time
  10915. break;
  10916. case SC_MAGNETICFIELD:
  10917. tick_time = 1000; // [GodLesZ] tick time
  10918. val4 = tick / tick_time;
  10919. break;
  10920. case SC_INSPIRATION:
  10921. val2 = 40 * val1; // ATK/MATK
  10922. val3 = 6 * val1; //All stat bonus
  10923. val4 = tick / 5000;
  10924. tick_time = 5000; // [GodLesZ] tick time
  10925. status_change_clear_buffs(bl, SCCB_DEBUFFS); // Remove debuffs
  10926. break;
  10927. case SC_CRESCENTELBOW:
  10928. val2 = (sd?sd->status.job_level:50) / 2 + (50 + 5 * val1);
  10929. break;
  10930. case SC_LIGHTNINGWALK: // [(Job Level / 2) + (40 + 5 * Skill Level)] %
  10931. val1 = (sd?sd->status.job_level:2)/2 + 40 + 5 * val1;
  10932. break;
  10933. case SC_GT_ENERGYGAIN:
  10934. val2 = 10 + 5 * val1; // Sphere gain chance.
  10935. break;
  10936. case SC_GT_CHANGE:
  10937. // Take note there is no def increase as skill desc says. [malufett]
  10938. val2 = val1 * 8; // ATK increase
  10939. val3 = status->agi * val1 / 60; // ASPD increase: [(Target AGI x Skill Level) / 60] %
  10940. break;
  10941. case SC_GT_REVITALIZE:
  10942. // Take note there is no vit, aspd, speed increase as skill desc says. [malufett]
  10943. val2 = 2 * val1; // MaxHP: [(Skill Level * 2)]%
  10944. val3 = val1 * 30 + 50; // Natural HP recovery increase: [(Skill Level x 30) + 50] %
  10945. // The stat def is not shown in the status window and it is processed differently
  10946. val4 = val1 * 20; // STAT DEF increase
  10947. break;
  10948. case SC_PYROTECHNIC_OPTION:
  10949. val2 = 60; // Eatk Renewal (Atk2)
  10950. break;
  10951. case SC_HEATER_OPTION:
  10952. val2 = 120; // Eatk Renewal (Atk2)
  10953. val3 = ELE_FIRE; // Change into fire element.
  10954. break;
  10955. case SC_TROPIC_OPTION:
  10956. val2 = 180; // Eatk Renewal (Atk2)
  10957. val3 = MG_FIREBOLT;
  10958. break;
  10959. case SC_AQUAPLAY_OPTION:
  10960. val2 = 40;
  10961. break;
  10962. case SC_COOLER_OPTION:
  10963. val2 = 80;
  10964. val3 = ELE_WATER; // Change into water element.
  10965. break;
  10966. case SC_CHILLY_AIR_OPTION:
  10967. val2 = 120; // Matk. Renewal (Matk1)
  10968. val3 = MG_COLDBOLT;
  10969. break;
  10970. case SC_WIND_STEP_OPTION:
  10971. val2 = 50; // % Increase speed and flee.
  10972. break;
  10973. case SC_BLAST_OPTION:
  10974. val2 = 20;
  10975. val3 = ELE_WIND; // Change into wind element.
  10976. break;
  10977. case SC_WILD_STORM_OPTION:
  10978. val2 = MG_LIGHTNINGBOLT;
  10979. break;
  10980. case SC_PETROLOGY_OPTION:
  10981. val2 = 5; //HP Rate bonus
  10982. val3 = 50;
  10983. break;
  10984. case SC_SOLID_SKIN_OPTION:
  10985. val2 = 33; //% Increase DEF
  10986. break;
  10987. case SC_CURSED_SOIL_OPTION:
  10988. val2 = 10; //HP rate bonus
  10989. val3 = ELE_EARTH; // Change into earth element.
  10990. break;
  10991. case SC_UPHEAVAL_OPTION:
  10992. val2 = 15; //HP rate bonus
  10993. val3 = WZ_EARTHSPIKE;
  10994. break;
  10995. case SC_CIRCLE_OF_FIRE_OPTION:
  10996. val2 = 300;
  10997. break;
  10998. case SC_WATER_SCREEN_OPTION:
  10999. tick_time = 10000;
  11000. break;
  11001. case SC_FIRE_CLOAK_OPTION:
  11002. case SC_WATER_DROP_OPTION:
  11003. case SC_WIND_CURTAIN_OPTION:
  11004. case SC_STONE_SHIELD_OPTION:
  11005. val2 = 100; // Elemental modifier.
  11006. break;
  11007. case SC_TROPIC:
  11008. case SC_CHILLY_AIR:
  11009. case SC_WILD_STORM:
  11010. case SC_UPHEAVAL:
  11011. val2 += 10;
  11012. [[fallthrough]];
  11013. case SC_HEATER:
  11014. case SC_COOLER:
  11015. case SC_BLAST:
  11016. case SC_CURSED_SOIL:
  11017. val2 += 10;
  11018. [[fallthrough]];
  11019. case SC_PYROTECHNIC:
  11020. case SC_AQUAPLAY:
  11021. case SC_GUST:
  11022. case SC_PETROLOGY:
  11023. val2 += 5;
  11024. val3 += 9000;
  11025. [[fallthrough]];
  11026. case SC_CIRCLE_OF_FIRE:
  11027. case SC_FIRE_CLOAK:
  11028. case SC_WATER_DROP:
  11029. case SC_WATER_SCREEN:
  11030. case SC_WIND_CURTAIN:
  11031. case SC_WIND_STEP:
  11032. case SC_STONE_SHIELD:
  11033. case SC_SOLID_SKIN:
  11034. val2 += 5;
  11035. val3 += 1000;
  11036. tick_time = val3; // [GodLesZ] tick time
  11037. break;
  11038. case SC_WATER_BARRIER:
  11039. val2 = 30; // Reductions. Atk2 and Flee1
  11040. break;
  11041. case SC_ZEPHYR:
  11042. val2 = 25; // Flee.
  11043. break;
  11044. case SC_TIDAL_WEAPON:
  11045. val2 = 20; // Increase Elemental's attack.
  11046. break;
  11047. case SC_ROCK_CRUSHER:
  11048. case SC_ROCK_CRUSHER_ATK:
  11049. case SC_POWER_OF_GAIA:
  11050. val2 = 33; //Def rate bonus/Speed rate reduction
  11051. val3 = 20; //HP rate bonus
  11052. break;
  11053. case SC_TEARGAS:
  11054. val2 = status_get_max_hp(bl) * 5 / 100; // Drain 5% HP
  11055. val4 = tick / 2000;
  11056. tick_time = 2000;
  11057. break;
  11058. case SC_TEARGAS_SOB:
  11059. val4 = tick / 3000;
  11060. tick_time = 3000;
  11061. break;
  11062. case SC_STOMACHACHE:
  11063. val2 = 8; // SP consume.
  11064. val4 = tick / 10000;
  11065. tick_time = 10000; // [GodLesZ] tick time
  11066. break;
  11067. case SC_PROMOTE_HEALTH_RESERCH:
  11068. //val1: 1 = Regular Potion, 2 = Thrown Potion
  11069. //val2: 1 = Small Potion, 2 = Medium Potion, 3 = Large Potion
  11070. //val3: MaxHP Increase By Fixed Amount
  11071. if (val1 == 1) // If potion was normally used, take the user's BaseLv
  11072. val3 = 1000 * val2 - 500 + status_get_lv(bl) * 10 / 3;
  11073. else if (val1 == 2) // If potion was thrown at someone, take the thrower's BaseLv
  11074. val3 = 1000 * val2 - 500 + status_get_lv(src) * 10 / 3;
  11075. if (val3 <= 0) // Prevents a negeative value from happening
  11076. val3 = 0;
  11077. break;
  11078. case SC_ENERGY_DRINK_RESERCH:
  11079. //val1: 1 = Regular Potion, 2 = Thrown Potion
  11080. //val2: 1 = Small Potion, 2 = Medium Potion, 3 = Large Potion
  11081. //val3: MaxSP Increase By Percentage Amount
  11082. if (val1 == 1) // If potion was normally used, take the user's BaseLv
  11083. val3 = status_get_lv(bl) / 10 + 5 * val2 - 10;
  11084. else if (val1 == 2) // If potion was thrown at someone, take the thrower's BaseLv
  11085. val3 = status_get_lv(src) / 10 + 5 * val2 - 10;
  11086. if (val3 <= 0) // Prevents a negeative value from happening
  11087. val3 = 0;
  11088. break;
  11089. case SC_KYOUGAKU:
  11090. val2 = 2*val1 + rnd()%val1;
  11091. clif_status_change(bl,EFST_ACTIVE_MONSTER_TRANSFORM,1,0,1002,0,0);
  11092. break;
  11093. case SC_KAGEMUSYA:
  11094. val2 = 20; // Damage increase bonus
  11095. val3 = val1 * 2;
  11096. tick_time = 1000;
  11097. val4 = tick / tick_time;
  11098. break;
  11099. case SC_ZANGETSU:
  11100. if( status_get_hp(bl) % 2 == 0 )
  11101. val2 = (status_get_lv(bl) / 3) + (20 * val1); //+Watk
  11102. else
  11103. val2 -= (status_get_lv(bl) / 3) + (30 * val1); //-Watk
  11104. if( status_get_sp(bl) % 2 == 0 )
  11105. val3 = (status_get_lv(bl) / 3) + (20 * val1); //+Matk
  11106. else
  11107. val3 -= (status_get_lv(bl) / 3) + (30 * val1); //-Matk
  11108. break;
  11109. case SC_GENSOU:
  11110. {
  11111. int hp = status_get_hp(bl), lv = 5;
  11112. short per = 100 / (status_get_max_hp(bl) / hp);
  11113. if( per <= 15 )
  11114. lv = 1;
  11115. else if( per <= 30 )
  11116. lv = 2;
  11117. else if( per <= 50 )
  11118. lv = 3;
  11119. else if( per <= 75 )
  11120. lv = 4;
  11121. if( hp % 2 == 0)
  11122. status_heal(bl, hp * (6-lv) * 4 / 100, status_get_sp(bl) * (6-lv) * 3 / 100, 1);
  11123. else
  11124. status_zap(bl, hp * (lv*4) / 100, status_get_sp(bl) * (lv*3) / 100);
  11125. }
  11126. break;
  11127. case SC_ANGRIFFS_MODUS:
  11128. val2 = 50 + 20 * val1; // atk bonus
  11129. val3 = 25 + 10 * val1; // Flee reduction.
  11130. val4 = tick/1000; // hp/sp reduction timer
  11131. tick_time = 1000;
  11132. break;
  11133. case SC_GOLDENE_FERSE:
  11134. val2 = 10 + 10*val1; // flee bonus
  11135. val3 = 6 + 4 * val1; // Aspd Bonus
  11136. val4 = 2 + 2 * val1; // Chance of holy attack
  11137. break;
  11138. case SC_STONE_WALL:
  11139. val2 = 100 * val1; // DEF bonus
  11140. val3 = 30 * val1; // MDEF bonus
  11141. break;
  11142. case SC_OVERED_BOOST:
  11143. val2 = 400 + 40 * val1; // flee bonus
  11144. val3 = 180 + 2 * val1; // aspd bonus
  11145. val4 = 50; // def reduc %
  11146. break;
  11147. case SC_GRANITIC_ARMOR:
  11148. val2 = 2*val1; // dmg reduction
  11149. val3 = 6*val1; // dmg taken on status end (6%:12%:18%:24%:30%)
  11150. val4 = 5*val1; // unknow formula
  11151. break;
  11152. case SC_MAGMA_FLOW:
  11153. val2 = 3*val1; // Activation chance
  11154. break;
  11155. case SC_PYROCLASTIC:
  11156. val2 += 100 + 10*val1; // atk bonus // !TODO: Confirm formula
  11157. break;
  11158. case SC_TEMPERING:
  11159. val2 += 5 + val1; // patk bonus
  11160. break;
  11161. case SC_GOLDENE_TONE:
  11162. val2 += 3 * val1; // res/mres bonus
  11163. break;
  11164. case SC_PARALYSIS: // [Lighta] need real info
  11165. val2 = 2*val1; // def reduction
  11166. val3 = 500*val1; // varcast augmentation
  11167. break;
  11168. case SC_TOXIN_OF_MANDARA:
  11169. val2 = 15*val1; // res reduction
  11170. break;
  11171. case SC_LIGHT_OF_REGENE: // Yommy leak need confirm
  11172. val2 = 20 * val1; // hp reco on death %
  11173. break;
  11174. case SC_PAIN_KILLER: // Yommy leak need confirm
  11175. val2 = min((( 200 * val1 ) * status_get_lv(src)) / 150, 1000); // dmg reduction linear. upto a maximum of 1000 [iRO Wiki]
  11176. if(sc->getSCE(SC_PARALYSIS))
  11177. sc_start(src,bl, SC_ENDURE, 100, val1, tick); // Start endure for same duration
  11178. break;
  11179. case SC_STYLE_CHANGE:
  11180. tick = INFINITE_TICK; // Infinite duration
  11181. break;
  11182. case SC_CBC:
  11183. val3 = 10; // Drain sp % dmg
  11184. val4 = tick/1000; // dmg each sec
  11185. tick = 1000;
  11186. break;
  11187. case SC_EQC:
  11188. val2 = 5 * val1; // def % reduc
  11189. val3 = 2 * val1; // HP drain %
  11190. break;
  11191. case SC_ASH:
  11192. val2 = 0; // hit % reduc
  11193. val3 = 0; // def % reduc
  11194. val4 = 0; // atk flee % reduc
  11195. if (!status_bl_has_mode(bl,MD_STATUSIMMUNE)) {
  11196. val2 = 50;
  11197. if (status_get_race(bl) == RC_PLANT) // plant type
  11198. val3 = 50;
  11199. if (status_get_element(bl) == ELE_WATER) // defense water type
  11200. val4 = 50;
  11201. }
  11202. break;
  11203. case SC_FULL_THROTTLE:
  11204. val2 = ( val1 == 1 ? 6 : 6 - val1 );
  11205. val3 = 20; //+% AllStats
  11206. tick_time = 1000;
  11207. val4 = tick / tick_time;
  11208. break;
  11209. case SC_REBOUND:
  11210. tick_time = 2000;
  11211. val4 = tick / tick_time;
  11212. clif_emotion(bl, ET_SWEAT);
  11213. break;
  11214. case SC_KINGS_GRACE:
  11215. val2 = 3 + val1; //HP Recover rate
  11216. tick_time = 1000;
  11217. val4 = tick / tick_time;
  11218. break;
  11219. case SC_TELEKINESIS_INTENSE:
  11220. val2 = 10 * val1; // sp consum / casttime reduc %
  11221. val3 = 40 * val1; // magic dmg bonus
  11222. break;
  11223. case SC_OFFERTORIUM:
  11224. val2 = 30 * val1; // heal power bonus
  11225. val3 = 100 + 20 * val1; // sp cost inc
  11226. break;
  11227. case SC_FRIGG_SONG:
  11228. val2 = 5 * val1; // maxhp bonus
  11229. val3 = 80 + 20 * val1; // healing
  11230. tick_time = 1000;
  11231. val4 = tick / tick_time;
  11232. break;
  11233. case SC_FLASHCOMBO:
  11234. val2 = 20 * val1 + 20; // atk bonus
  11235. break;
  11236. case SC_DARKCROW:
  11237. val2 = 30 * val1; // ATK bonus
  11238. break;
  11239. case SC_UNLIMIT:
  11240. val2 = 50 * val1;
  11241. break;
  11242. case SC_MONSTER_TRANSFORM:
  11243. case SC_ACTIVE_MONSTER_TRANSFORM:
  11244. if( !mobdb_checkid(val1) )
  11245. val1 = MOBID_PORING; // Default poring
  11246. break;
  11247. #ifndef RENEWAL
  11248. case SC_APPLEIDUN:
  11249. {
  11250. map_session_data * s_sd = BL_CAST(BL_PC, src);
  11251. val2 = (5 + 2 * val1) + (status_get_vit(src) / 10); //HP Rate: (5 + 2 * skill_lv) + (vit/10) + (BA_MUSICALLESSON level)
  11252. if (s_sd)
  11253. val2 += pc_checkskill(s_sd, BA_MUSICALLESSON) / 2;
  11254. break;
  11255. }
  11256. #endif
  11257. case SC_EPICLESIS:
  11258. val2 = 5 * val1; //HP rate bonus
  11259. break;
  11260. case SC_ILLUSIONDOPING:
  11261. val2 = 50; // -Hit
  11262. break;
  11263. case SC_OVERHEAT:
  11264. case SC_OVERHEAT_LIMITPOINT:
  11265. case SC_STEALTHFIELD:
  11266. tick_time = tick;
  11267. tick = INFINITE_TICK;
  11268. break;
  11269. case SC_STEALTHFIELD_MASTER:
  11270. tick_time = val3 = 2000 + 1000 * val1;
  11271. val4 = tick / tick_time;
  11272. break;
  11273. case SC_VACUUM_EXTREME:
  11274. // Suck target at n second, only if the n second is lower than the duration
  11275. // Does not suck targets on no-knockback maps
  11276. if (val4 < tick && unit_blown_immune(bl, 0x9) == UB_KNOCKABLE) {
  11277. tick_time = val4;
  11278. val4 = tick - tick_time;
  11279. } else
  11280. val4 = 0;
  11281. break;
  11282. case SC_FIRE_INSIGNIA:
  11283. case SC_WATER_INSIGNIA:
  11284. case SC_WIND_INSIGNIA:
  11285. case SC_EARTH_INSIGNIA:
  11286. tick_time = 5000;
  11287. val4 = tick / tick_time;
  11288. break;
  11289. case SC_NEUTRALBARRIER:
  11290. val2 = 10 + val1 * 5; // Def/Mdef
  11291. tick = INFINITE_TICK;
  11292. break;
  11293. case SC_MAGIC_POISON:
  11294. val2 = 50; // Attribute Reduction
  11295. break;
  11296. /* Rebellion */
  11297. case SC_B_TRAP:
  11298. val2 = src->id;
  11299. val3 = val1 * 25; // -movespeed TODO: Figure out movespeed rate
  11300. break;
  11301. case SC_C_MARKER:
  11302. case SC_BURNT:
  11303. // val1 = skill_lv
  11304. // val2 = src_id
  11305. val3 = 10; // -10 flee
  11306. //Start timer to send mark on mini map
  11307. val4 = tick/1000;
  11308. tick_time = 1000; // Sends every 1 seconds
  11309. break;
  11310. case SC_H_MINE:
  11311. val2 = src->id;
  11312. break;
  11313. case SC_HEAT_BARREL:
  11314. {
  11315. uint8 n = 10;
  11316. if (sd)
  11317. n = (uint8)sd->spiritball_old;
  11318. //kRO Update 2016-05-25
  11319. val2 = n * 5; // -fixed casttime
  11320. val3 = (6 + val1 * 2) * n; // ATK
  11321. val4 = 25 + val1 * 5; // -hit
  11322. }
  11323. break;
  11324. case SC_P_ALTER:
  11325. {
  11326. uint8 n = 10;
  11327. if (sd)
  11328. n = (uint8)sd->spiritball_old;
  11329. val2 = 10 * n; // +atk
  11330. val3 = (status->max_hp * (val1 * 5) / 100); // Barrier HP
  11331. }
  11332. break;
  11333. case SC_E_CHAIN:
  11334. val2 = 10;
  11335. if (sd)
  11336. val2 = sd->spiritball_old;
  11337. break;
  11338. case SC_ANTI_M_BLAST:
  11339. val2 = val1 * 10;
  11340. break;
  11341. case SC_CATNIPPOWDER:
  11342. val2 = 50; // WATK%, MATK%
  11343. val3 = 25 * val1; // Move speed reduction
  11344. if (bl->type == BL_PC && pc_checkskill(sd, SU_SPIRITOFLAND))
  11345. val4 = status_get_lv(src) / 12;
  11346. break;
  11347. case SC_BITESCAR: {
  11348. const struct status_data *b_status = status_get_base_status(src); // Base Status
  11349. val2 = (status_get_max_hp(bl) * (val1 + (b_status->dex / 25))) / status_get_max_hp(bl); // MHP% damage
  11350. tick_time = 1000;
  11351. val4 = tick / tick_time;
  11352. }
  11353. break;
  11354. case SC_ARCLOUSEDASH:
  11355. val2 = 15 + 5 * val1; // AGI
  11356. val3 = 25; // Move speed increase
  11357. if (sd && (sd->class_&MAPID_BASEMASK) == MAPID_SUMMONER)
  11358. val4 = 10; // Ranged ATK increase
  11359. break;
  11360. case SC_SHRIMP:
  11361. val2 = 10; // BATK%, MATK%
  11362. break;
  11363. case SC_FRESHSHRIMP: {
  11364. int min = 0, max = 0;
  11365. #ifdef RENEWAL
  11366. min = status_base_matk_min(src, status, status_get_lv(src));
  11367. max = status_base_matk_max(src, status, status_get_lv(src));
  11368. if (status->rhw.matk > 0) {
  11369. int wMatk, variance;
  11370. wMatk = status->rhw.matk;
  11371. variance = wMatk * status->rhw.wlv / 10;
  11372. min += wMatk - variance;
  11373. max += wMatk + variance;
  11374. }
  11375. #endif
  11376. if (sd && sd->right_weapon.overrefine > 0) {
  11377. min++;
  11378. max += sd->right_weapon.overrefine - 1;
  11379. }
  11380. val2 += min + 178; // Heal
  11381. if (max > min)
  11382. val2 += rnd() % (max - min); // Heal
  11383. if (sd) {
  11384. if (pc_checkskill(sd, SU_POWEROFSEA) > 0) {
  11385. val2 += val2 * 10 / 100;
  11386. if (pc_checkskill_summoner(sd, SUMMONER_POWER_SEA) >= 20)
  11387. val2 += val2 * 20 / 100;
  11388. }
  11389. if (pc_checkskill(sd, SU_SPIRITOFSEA) > 0)
  11390. val2 *= 2; // Doubles HP
  11391. }
  11392. tick_time = 10000 - ((val1 - 1) * 1000);
  11393. val4 = tick / tick_time;
  11394. }
  11395. break;
  11396. case SC_TUNAPARTY:
  11397. val2 = (status->max_hp * (val1 * 10) / 100); // Max HP% to absorb
  11398. if (sd && pc_checkskill(sd, SU_SPIRITOFSEA))
  11399. val2 *= 2; // Double the shield life
  11400. break;
  11401. case SC_HISS:
  11402. val2 = 50; // Perfect Dodge
  11403. sc_start(src, bl, SC_DORAM_WALKSPEED, 100, 50, skill_get_time2(SU_HISS, val1));
  11404. break;
  11405. case SC_GROOMING:
  11406. val2 = 100; // Flee
  11407. break;
  11408. case SC_CHATTERING:
  11409. val2 = 100; // eATK, eMATK
  11410. sc_start(src, bl, SC_DORAM_WALKSPEED, 100, 50, skill_get_time2(SU_CHATTERING, val1));
  11411. break;
  11412. case SC_SWORDCLAN:
  11413. case SC_ARCWANDCLAN:
  11414. case SC_GOLDENMACECLAN:
  11415. case SC_CROSSBOWCLAN:
  11416. case SC_JUMPINGCLAN:
  11417. tick = INFINITE_TICK;
  11418. status_change_start(src,bl,SC_CLAN_INFO,10000,0,val2,0,0,INFINITE_TICK,flag);
  11419. break;
  11420. case SC_DORAM_BUF_01:
  11421. case SC_DORAM_BUF_02:
  11422. tick_time = 10000; // every 10 seconds
  11423. if( (val4 = tick/tick_time) < 1 )
  11424. val4 = 1;
  11425. break;
  11426. case SC_GLASTHEIM_ATK:
  11427. val1 = 100; // Undead/Demon MDEF ignore rate
  11428. break;
  11429. case SC_GLASTHEIM_HEAL:
  11430. val1 = 100; // Heal Power rate bonus
  11431. val2 = 50; // Received heal rate bonus
  11432. break;
  11433. case SC_GLASTHEIM_HIDDEN:
  11434. val1 = 90; // Damage rate reduction bonus
  11435. break;
  11436. case SC_GLASTHEIM_STATE:
  11437. val1 = 20; // All-stat bonus
  11438. break;
  11439. case SC_GLASTHEIM_ITEMDEF:
  11440. val1 = 200; // DEF bonus
  11441. val2 = 50; // MDEF bonus
  11442. break;
  11443. case SC_GLASTHEIM_HPSP:
  11444. val1 = 10000; // HP bonus
  11445. val2 = 1000; // SP bonus
  11446. break;
  11447. case SC_ANCILLA:
  11448. val1 = 15; // Heal Power rate bonus
  11449. val2 = 30; // SP Recovery rate bonus
  11450. break;
  11451. case SC_HELPANGEL:
  11452. tick_time = 1000;
  11453. val4 = tick / tick_time;
  11454. break;
  11455. case SC_EMERGENCY_MOVE:
  11456. val2 = 25; // Movement speed increase
  11457. break;
  11458. case SC_SUNSTANCE:
  11459. val2 = 2 + val1; // ATK Increase
  11460. tick = INFINITE_TICK;
  11461. break;
  11462. case SC_LUNARSTANCE:
  11463. val2 = 2 + val1; // MaxHP Increase
  11464. tick = INFINITE_TICK;
  11465. break;
  11466. case SC_STARSTANCE:
  11467. val2 = 4 + 2 * val1; // ASPD Increase
  11468. tick = INFINITE_TICK;
  11469. break;
  11470. case SC_DIMENSION1:
  11471. case SC_DIMENSION2:
  11472. if (sd)
  11473. pc_addspiritball(sd, skill_get_time2(SJ_BOOKOFDIMENSION, 1), 2);
  11474. break;
  11475. case SC_UNIVERSESTANCE:
  11476. val2 = 2 + val1; // All Stats Increase
  11477. tick = INFINITE_TICK;
  11478. break;
  11479. case SC_NEWMOON:
  11480. val2 = 7; // Number of Regular Attacks Until Reveal
  11481. tick_time = 1000;
  11482. val4 = tick / tick_time;
  11483. break;
  11484. case SC_FALLINGSTAR:
  11485. val2 = 8 + 2 * (1 + val1) / 2; // Autocast Chance
  11486. if (val1 >= 7)
  11487. val2 += 1; // Make it 15% at level 7.
  11488. break;
  11489. case SC_CREATINGSTAR:
  11490. tick_time = 500;
  11491. val4 = tick / tick_time;
  11492. break;
  11493. case SC_LIGHTOFSUN:
  11494. case SC_LIGHTOFMOON:
  11495. case SC_LIGHTOFSTAR:
  11496. val2 = 5 * val1; // Skill Damage Increase.
  11497. break;
  11498. case SC_SOULGOLEM:
  11499. val2 = 60 * val1; // DEF Increase
  11500. val3 = 15 + 5 * val1; // MDEF Increase
  11501. break;
  11502. case SC_SOULSHADOW:
  11503. val2 = (1 + val1) / 2; // ASPD Increase
  11504. val3 = 10 + 2 * val1; // CRIT Increase
  11505. break;
  11506. case SC_SOULFALCON:
  11507. val2 = 10 * val1; // WATK Increase
  11508. val3 = 10; // HIT Increase
  11509. if (val1 >= 3)
  11510. val3 += 3;
  11511. else if (val1 >= 5)
  11512. val3 += 5;
  11513. break;
  11514. case SC_SOULFAIRY:
  11515. val2 = 10 * val1; // MATK Increase
  11516. val3 = 5; // Variable Cast Time Reduction
  11517. if (val1 >= 3)
  11518. val3 += 2;
  11519. else if (val1 >= 5)
  11520. val3 += 5;
  11521. break;
  11522. case SC_SOULUNITY:
  11523. tick_time = 3000;
  11524. val4 = tick / tick_time;
  11525. break;
  11526. case SC_SOULDIVISION:
  11527. val2 = 10 * val1; // Skill Aftercast Increase
  11528. break;
  11529. case SC_SOULREAPER:
  11530. val2 = 10 + 5 * val1; // Chance of Getting A Soul Sphere.
  11531. break;
  11532. case SC_SOULCOLLECT:
  11533. val2 = 5 + 3 * val2; // Max Soul Sphere's.
  11534. val3 = tick > 0 ? tick : 60000;
  11535. tick_time = tick;
  11536. tick = INFINITE_TICK;
  11537. break;
  11538. case SC_SP_SHA:
  11539. val2 = 50; // Move speed reduction
  11540. break;
  11541. case SC_SERVANTWEAPON:
  11542. if( sd ){
  11543. // Generate 5 servants on start
  11544. pc_addservantball( *sd, MAX_SERVANTBALL );
  11545. }
  11546. tick_time = skill_get_time2(DK_SERVANTWEAPON,val1); // Servant Regen Interval
  11547. if (tick_time < 500)
  11548. tick_time = 500; // Avoid being brought down to 0.
  11549. val4 = tick - tick_time; // Remaining Time
  11550. break;
  11551. case SC_RELIEVE_ON:
  11552. val2 = min(10*val1, 99); // % damage received reduced from 10 * skill lvl up to 99%
  11553. break;
  11554. case SC_VIGOR:
  11555. val2 = 100 - 10 * (val1 - 1); // HP consumption with each attack is reduced by skill lvl
  11556. val2 = max(val2, 0);
  11557. break;
  11558. case SC_POWERFUL_FAITH:
  11559. val2 = 5 + 5 * val1;// ATK Increase
  11560. val3 = 5 + 2 * val1;// PAtk Increase
  11561. break;
  11562. case SC_FIRM_FAITH:
  11563. val2 = 2 * val1;// MaxHP Increase
  11564. val3 = 8 * val1;// Res Increase
  11565. break;
  11566. case SC_SINCERE_FAITH:
  11567. val2 = (1 + val1) / 2;// ASPD Increase
  11568. val3 = 4 * val1;// Perfect Hit Increase
  11569. break;
  11570. case SC_GUARD_STANCE:
  11571. val2 = 50 + 50 * val1;// DEF Increase
  11572. val3 = 50 * val1;// ATK Decrease
  11573. tick = INFINITE_TICK;
  11574. break;
  11575. case SC_GUARDIAN_S:
  11576. val2 = ( status->max_hp * 30 / 100 ) * ( 25 * val1 ) / 100 + 15 * status->sta; // Barrier HP
  11577. break;
  11578. case SC_REBOUND_S:
  11579. val2 = 10 * val1;// Reduced Damage From Devotion
  11580. if (val2 > 99)
  11581. val2 = 99;// Lets not let it reduce above 99.
  11582. break;
  11583. case SC_ATTACK_STANCE:
  11584. val2 = 40 * val1;// DEF Decrease
  11585. val3 = 3 * val1; // P.ATK/S.MATK Increase
  11586. tick = INFINITE_TICK;
  11587. break;
  11588. case SC_HOLY_S:
  11589. val2 = 5 + 2 * val1;// Damage Reduction / Holy Damage Increase
  11590. break;
  11591. case SC_MEDIALE:
  11592. val2 = 2 * val1;// Heal Rate
  11593. val4 = tick / 2000;
  11594. tick_time = 2000;
  11595. break;
  11596. case SC_A_VITA:
  11597. case SC_A_TELUM:
  11598. val2 = 5 * val1;// Res/MRes Pierce Percentage
  11599. break;
  11600. case SC_PRE_ACIES:
  11601. val2 = 2 * val1;// CRate Increase
  11602. break;
  11603. case SC_COMPETENTIA:
  11604. val2 = 10 * val1;// PAtk/SMatk Increase - Unconfirmed if this is official formula but its 50 at Lv 5. [Rytech]
  11605. break;
  11606. case SC_RELIGIO:
  11607. case SC_BENEDICTUM:
  11608. val2 = 2 * val1;// Trait Stats Increase
  11609. break;
  11610. case SC_DANCING_KNIFE:
  11611. val4 = tick / 300;
  11612. tick_time = 300;
  11613. break;
  11614. case SC_POTENT_VENOM:
  11615. val2 = 2 * val1;// Res Pierce Percentage
  11616. break;
  11617. case SC_A_MACHINE:
  11618. val4 = tick / 1000;
  11619. tick_time = 1000;
  11620. break;
  11621. case SC_D_MACHINE:
  11622. val2 = 200 + 50 * val1;// DEF Increase
  11623. val3 = 20 * val1;// Res Increase
  11624. break;
  11625. case SC_SHADOW_STRIP:
  11626. if (!sd)// Res/MRes on mobs only.
  11627. val2 = 25;// Need official reduction amount.
  11628. break;
  11629. case SC_ABYSSFORCEWEAPON:
  11630. if( sd ){
  11631. // Generate 5 abyss spheres on start.
  11632. pc_addabyssball( *sd, MAX_ABYSSBALL );
  11633. }
  11634. tick_time = skill_get_time2(ABC_FROM_THE_ABYSS, val1);// Abyss Regen Interval
  11635. if (tick_time < 500)
  11636. tick_time = 500;// Avoid being brought down to 0.
  11637. val4 = tick - tick_time;// Remaining Time
  11638. break;
  11639. case SC_ABYSS_SLAYER:
  11640. val2 = 10 + 2 * val1;// PAtk/SMatk Increase
  11641. val3 = 100 + 20 * val1;// Hit Increase
  11642. break;
  11643. case SC_WINDSIGN:
  11644. val2 = 8 + 6 * val1;// Chance to gain AP on attack.
  11645. if (val1 == 5)// Its 40% on level 5.
  11646. val2 += 2;
  11647. break;
  11648. case SC_CALAMITYGALE:// Unlimit runs along with this.
  11649. sc_start(bl, bl, SC_UNLIMIT, 100, 5, skill_get_time(RA_UNLIMIT, 5));
  11650. break;
  11651. case SC_GEF_NOCTURN:// MRes Reduction. Official formula unknown.
  11652. case SC_AIN_RHAPSODY:// Res Reduction. Official formula unknown.
  11653. val2 = 10 * val1;// Res/MRes Decrease
  11654. if (val3&2)// Bonus if partner is found in party.
  11655. val2 *= 2;
  11656. break;
  11657. case SC_MUSICAL_INTERLUDE:
  11658. val2 = 5 + 5 * val1;// Res Increase
  11659. if (val3&2)// Bonus if partner is found in party.
  11660. val2 *= 2;
  11661. break;
  11662. case SC_JAWAII_SERENADE:
  11663. val2 = 3 * val1;// SMatk Increase
  11664. if (val3 & 2)// Bonus if partner is found in party.
  11665. val2 *= 2;
  11666. break;
  11667. case SC_PRON_MARCH:
  11668. val2 = 3 * val1;// PAtk Increase
  11669. if (val3 & 2)// Bonus if partner is found in party.
  11670. val2 *= 2;
  11671. break;
  11672. case SC_SPELL_ENCHANTING:
  11673. val2 = 4 * val1;// SMatk Increase
  11674. break;
  11675. case SC_FLAMETECHNIC:
  11676. case SC_FLAMEARMOR:
  11677. case SC_COLD_FORCE:
  11678. case SC_CRYSTAL_ARMOR:
  11679. case SC_GRACE_BREEZE:
  11680. case SC_EYES_OF_STORM:
  11681. case SC_EARTH_CARE:
  11682. case SC_STRONG_PROTECTION:
  11683. case SC_DEEP_POISONING:
  11684. case SC_POISON_SHIELD:
  11685. val2 += 10;
  11686. val3 += 10000;
  11687. tick_time = val3;
  11688. break;
  11689. case SC_FLAMETECHNIC_OPTION:
  11690. val3 = ELE_FIRE;
  11691. break;
  11692. case SC_COLD_FORCE_OPTION:
  11693. val3 = ELE_WATER;
  11694. break;
  11695. case SC_GRACE_BREEZE_OPTION:
  11696. val3 = ELE_WIND;
  11697. break;
  11698. case SC_EARTH_CARE_OPTION:
  11699. val3 = ELE_EARTH;
  11700. break;
  11701. case SC_DEEP_POISONING_OPTION:
  11702. val3 = ELE_POISON;
  11703. break;
  11704. case SC_SUB_WEAPONPROPERTY:
  11705. if (sd && val3 == ASC_EDP) {
  11706. uint16 poison_level = pc_checkskill(sd, GC_RESEARCHNEWPOISON);
  11707. if (poison_level > 0) {
  11708. tick += 30000; // Base of 30 seconds
  11709. tick += poison_level * 15 * 1000; // Additional 15 seconds per level
  11710. }
  11711. }
  11712. break;
  11713. case SC_WEAPONBREAKER:
  11714. val2 = val1 * 2 * 100; // Chance to break weapon
  11715. break;
  11716. case SC_INTENSIVE_AIM:
  11717. tick = 500;
  11718. break;
  11719. case SC_HIDDEN_CARD:
  11720. val2 = 3 * val1;
  11721. val3 = 10 * val1;
  11722. break;
  11723. case SC_BUCHEDENOEL:
  11724. val2 = 3; // HP & SP restoration by 3%, Hit +3
  11725. val3 = 7; // Critical +7
  11726. break;
  11727. case SC_EP16_DEF:
  11728. status_heal(bl, 1000, 0, 1);
  11729. break;
  11730. default:
  11731. 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()) {
  11732. // Status change with no calc, no icon, and no skill associated...?
  11733. 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);
  11734. return 0;
  11735. }
  11736. } else // Special considerations when loading SC data.
  11737. switch( type ) {
  11738. case SC_WEDDING:
  11739. case SC_XMAS:
  11740. case SC_SUMMER:
  11741. case SC_HANBOK:
  11742. case SC_OKTOBERFEST:
  11743. case SC_DRESSUP:
  11744. if( !vd )
  11745. break;
  11746. clif_changelook(bl,LOOK_BASE,vd->class_);
  11747. clif_changelook(bl,LOOK_WEAPON,0);
  11748. clif_changelook(bl,LOOK_SHIELD,0);
  11749. clif_changelook(bl,LOOK_CLOTHES_COLOR,vd->cloth_color);
  11750. clif_changelook(bl,LOOK_BODY2,0);
  11751. break;
  11752. case SC_STONE:
  11753. case SC_STONEWAIT:
  11754. case SC_POISON:
  11755. case SC_DPOISON:
  11756. case SC_BLEEDING:
  11757. case SC_BURNING:
  11758. case SC_TOXIN:
  11759. tick_time = tick;
  11760. tick = tick_time + max(val4, 0);
  11761. break;
  11762. case SC_DEATHHURT:
  11763. if (val3 == 1)
  11764. break;
  11765. tick_time = tick;
  11766. tick = tick_time + max(val4, 0);
  11767. [[fallthrough]];
  11768. case SC_MAGICMUSHROOM:
  11769. case SC_PYREXIA:
  11770. case SC_LEECHESEND:
  11771. if (val3 == 0)
  11772. break;
  11773. tick_time = tick;
  11774. tick = tick_time + max(val4, 0);
  11775. break;
  11776. case SC_SWORDCLAN:
  11777. case SC_ARCWANDCLAN:
  11778. case SC_GOLDENMACECLAN:
  11779. case SC_CROSSBOWCLAN:
  11780. case SC_JUMPINGCLAN:
  11781. case SC_CLAN_INFO:
  11782. // If the player still has a clan status, but was removed from his clan
  11783. if( sd && sd->status.clan_id == 0 ){
  11784. return 0;
  11785. }
  11786. break;
  11787. case SC_SERVANTWEAPON:
  11788. case SC_ABYSSFORCEWEAPON:
  11789. tick_time = tick;
  11790. tick = tick_time + max(val4, 0);
  11791. break;
  11792. }
  11793. if (sd && current_equip_combo_pos > 0 && tick == INFINITE_TICK) {
  11794. 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);
  11795. return 0;
  11796. }
  11797. /* [Ind] */
  11798. if (scdb->flag[SCF_DISPLAYPC] || scdb->flag[SCF_DISPLAYNPC]) {
  11799. int dval1 = 0, dval2 = 0, dval3 = 0;
  11800. switch (type) {
  11801. case SC_ALL_RIDING:
  11802. dval1 = 1;
  11803. break;
  11804. case SC_CLAN_INFO:
  11805. dval1 = val1;
  11806. dval2 = val2;
  11807. dval3 = val3;
  11808. break;
  11809. default: /* All others: just copy val1 */
  11810. dval1 = val1;
  11811. break;
  11812. }
  11813. status_display_add(bl,type,dval1,dval2,dval3);
  11814. }
  11815. //SC that force player to stand if is sitting
  11816. if (scdb->flag[SCF_SETSTAND] && sd && pc_issit(sd))
  11817. pc_setstand(sd, true);
  11818. //SC that make stop attacking [LuzZza]
  11819. if (scdb->flag[SCF_STOPATTACKING])
  11820. unit_stop_attack(bl);
  11821. //SC that make stop walking
  11822. if (scdb->flag[SCF_STOPWALKING]) {
  11823. switch (type) {
  11824. case SC__MANHOLE:
  11825. if (bl->type == BL_PC || !unit_blown_immune(bl,0x1))
  11826. unit_stop_walking(bl,1);
  11827. break;
  11828. case SC_VACUUM_EXTREME:
  11829. if (bl->type != BL_PC && unit_blown_immune(bl, 0x1) == UB_KNOCKABLE) {
  11830. unit_stop_walking(bl,1);
  11831. unit_stop_attack(bl);
  11832. }
  11833. break;
  11834. case SC_FREEZE:
  11835. case SC_STUN:
  11836. case SC_STONE:
  11837. if (sc->getSCE(SC_DANCING)) {
  11838. unit_stop_walking(bl, 1);
  11839. status_change_end(bl, SC_DANCING);
  11840. }
  11841. break;
  11842. default:
  11843. if (!unit_blown_immune(bl,0x1))
  11844. unit_stop_walking(bl,1);
  11845. break;
  11846. }
  11847. }
  11848. //SC that make stop casting
  11849. if (battle_config.sc_castcancel&bl->type && scdb->flag[SCF_STOPCASTING])
  11850. unit_skillcastcancel(bl,0);
  11851. if(scdb->opt1 != OPT1_NONE) sc->opt1 = scdb->opt1;
  11852. sc->opt2 |= scdb->opt2;
  11853. sc->opt3 |= scdb->opt3;
  11854. sc->option |= scdb->look;
  11855. std::bitset<SCF_MAX> opt_flag = scdb->flag;
  11856. uint16 disable_opt_flag = false;
  11857. switch(type) {
  11858. case SC_DANCING:
  11859. if ((val1&0xFFFF) == CG_MOONLIT)
  11860. sc->opt3 |= OPT3_MOONLIT;
  11861. break;
  11862. }
  11863. // On Aegis, when turning on a status change, first goes the option packet, then the sc packet.
  11864. if (!disable_opt_flag && (opt_flag[SCF_SENDOPTION] || opt_flag[SCF_ONTOUCH] || opt_flag[SCF_UNITMOVE] || opt_flag[SCF_NONPLAYER] || opt_flag[SCF_SENDLOOK])) {
  11865. clif_changeoption(bl);
  11866. if(sd && opt_flag[SCF_SENDLOOK]) {
  11867. clif_changelook(bl,LOOK_BASE,vd->class_);
  11868. clif_changelook(bl,LOOK_WEAPON,0);
  11869. clif_changelook(bl,LOOK_SHIELD,0);
  11870. clif_changelook(bl,LOOK_CLOTHES_COLOR,vd->cloth_color);
  11871. }
  11872. }
  11873. if (calc_flag[SCB_DYE]) { // Reset DYE color
  11874. if (vd && vd->cloth_color) {
  11875. val4 = vd->cloth_color;
  11876. clif_changelook(bl,LOOK_CLOTHES_COLOR,0);
  11877. }
  11878. calc_flag.reset(SCB_DYE);
  11879. }
  11880. /*if (calc_flag[SCB_BODY])// Might be needed in the future. [Rytech]
  11881. { //Reset body style
  11882. if (vd && vd->body_style)
  11883. {
  11884. val4 = vd->body_style;
  11885. clif_changelook(bl,LOOK_BODY2,0);
  11886. }
  11887. calc_flag.reset(SCB_BODY);
  11888. }*/
  11889. if (!(flag&SCSTART_NOICON) && !(flag&SCSTART_LOADED && scdb->flag[SCF_DISPLAYPC] || scdb->flag[SCF_DISPLAYNPC])) {
  11890. int status_icon = scdb->icon;
  11891. #if PACKETVER < 20151104
  11892. if (status_icon == EFST_WEAPONPROPERTY)
  11893. status_icon = EFST_ATTACK_PROPERTY_NOTHING + val1; // Assign status icon for older clients
  11894. #endif
  11895. 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);
  11896. }
  11897. // Used as temporary storage for scs with interval ticks, so that the actual duration is sent to the client first.
  11898. if( tick_time )
  11899. tick = tick_time;
  11900. // Don't trust the previous sce assignment, in case the SC ended somewhere between there and here.
  11901. if((sce=sc->getSCE(type))) { // reuse old sc
  11902. if( sce->timer != INVALID_TIMER )
  11903. delete_timer(sce->timer, status_change_timer);
  11904. sc_isnew = false;
  11905. } else { // New sc
  11906. ++(sc->count);
  11907. sce = sc->createSCE(type);
  11908. }
  11909. sce->val1 = val1;
  11910. sce->val2 = val2;
  11911. sce->val3 = val3;
  11912. sce->val4 = val4;
  11913. if (tick >= 0)
  11914. sce->timer = add_timer(gettick() + tick, status_change_timer, bl->id, type);
  11915. else
  11916. sce->timer = INVALID_TIMER; // Infinite duration
  11917. if (calc_flag.any()) {
  11918. if (sd != nullptr) {
  11919. switch(type) {
  11920. // Statuses that adjust HP/SP and heal after starting
  11921. case SC_BERSERK:
  11922. case SC_MERC_HPUP:
  11923. case SC_MERC_SPUP:
  11924. // Status needs to be updated immediately and not at the end of the damage
  11925. case SC_EXTREMITYFIST:
  11926. status_calc_bl_(bl, calc_flag, SCO_FORCE);
  11927. break;
  11928. default:
  11929. if (!sd->state.connect_new)
  11930. status_calc_bl_(bl, calc_flag);
  11931. break;
  11932. }
  11933. } else
  11934. status_calc_bl_(bl, calc_flag);
  11935. }
  11936. // Non-zero
  11937. if (sc_isnew && scdb->state.any())
  11938. status_calc_state(bl, sc, scdb->state, true);
  11939. if (sd != nullptr && sd->pd != nullptr)
  11940. pet_sc_check(sd, type); // Skotlex: Pet Status Effect Healing
  11941. // 1st thing to execute when loading status
  11942. switch (type) {
  11943. case SC_BERSERK:
  11944. if (!(sce->val2)) { // Don't heal if already set
  11945. status_heal(bl, status->max_hp, 0, 1); // Do not use percent_heal as this healing must override BERSERK's block.
  11946. status_set_sp(bl, 0, 0); // Damage all SP
  11947. }
  11948. sce->val2 = 5 * status->max_hp / 100;
  11949. break;
  11950. case SC_RUN:
  11951. {
  11952. struct unit_data *ud = unit_bl2ud(bl);
  11953. if( ud )
  11954. ud->state.running = unit_run(bl, nullptr, SC_RUN);
  11955. }
  11956. break;
  11957. case SC_BOSSMAPINFO:
  11958. if( sd == nullptr ){
  11959. return 0;
  11960. }else{
  11961. mob_data* boss_md = map_id2boss( sce->val1 );
  11962. if( boss_md == nullptr ){
  11963. return 0;
  11964. }
  11965. // Not on same map anymore
  11966. if( sd->bl.m != boss_md->bl.m ){
  11967. return 0;
  11968. // Boss is alive
  11969. }else if( boss_md->bl.prev != nullptr ){
  11970. sce->val2 = 0;
  11971. clif_bossmapinfo( *sd, boss_md, BOSS_INFO_ALIVE_WITHMSG );
  11972. // Boss is dead
  11973. }else if( boss_md->spawn_timer != INVALID_TIMER ){
  11974. sce->val2 = 1;
  11975. clif_bossmapinfo( *sd, boss_md, BOSS_INFO_DEAD );
  11976. }
  11977. }
  11978. break;
  11979. case SC_FULL_THROTTLE:
  11980. case SC_MERC_HPUP:
  11981. status_percent_heal(bl, 100, 0); // Recover Full HP
  11982. break;
  11983. case SC_MERC_SPUP:
  11984. status_percent_heal(bl, 0, 100); // Recover Full SP
  11985. break;
  11986. case SC_WUGDASH:
  11987. {
  11988. struct unit_data *ud = unit_bl2ud(bl);
  11989. if( ud )
  11990. ud->state.running = unit_run(bl, sd, SC_WUGDASH);
  11991. }
  11992. break;
  11993. case SC_COMBO:
  11994. switch(sce->val1) {
  11995. case TK_STORMKICK:
  11996. skill_combo_toggle_inf(bl, TK_JUMPKICK, 0);
  11997. clif_skill_nodamage(bl,*bl,TK_READYSTORM,1);
  11998. break;
  11999. case TK_DOWNKICK:
  12000. skill_combo_toggle_inf(bl, TK_JUMPKICK, 0);
  12001. clif_skill_nodamage(bl,*bl,TK_READYDOWN,1);
  12002. break;
  12003. case TK_TURNKICK:
  12004. skill_combo_toggle_inf(bl, TK_JUMPKICK, 0);
  12005. clif_skill_nodamage(bl,*bl,TK_READYTURN,1);
  12006. break;
  12007. case TK_COUNTER:
  12008. skill_combo_toggle_inf(bl, TK_JUMPKICK, 0);
  12009. clif_skill_nodamage(bl,*bl,TK_READYCOUNTER,1);
  12010. break;
  12011. default: // Rest just toggle inf to enable autotarget
  12012. skill_combo_toggle_inf(bl,sce->val1,INF_SELF_SKILL);
  12013. break;
  12014. }
  12015. break;
  12016. case SC_C_MARKER:
  12017. //Send mini-map, don't wait for first timer triggered
  12018. if (src->type == BL_PC) {
  12019. clif_crimson_marker(*(map_session_data *)(src), *bl, false);
  12020. }
  12021. break;
  12022. case SC_ITEMSCRIPT: // Shows Buff Icons
  12023. if (sd)
  12024. clif_status_change(bl, (efst_type)val2, 1, tick, 0, 0, 0);
  12025. break;
  12026. case SC_GVG_GIANT:
  12027. case SC_GVG_GOLEM:
  12028. case SC_GVG_STUN:
  12029. case SC_GVG_STONE:
  12030. case SC_GVG_FREEZ:
  12031. case SC_GVG_SLEEP:
  12032. case SC_GVG_CURSE:
  12033. case SC_GVG_SILENCE:
  12034. case SC_GVG_BLIND:
  12035. if (val1 || val2)
  12036. status_zap(bl, val1 ? val1 : 0, val2 ? val2 : 0);
  12037. break;
  12038. }
  12039. if( opt_flag[SCF_ONTOUCH] && sd && !sd->npc_ontouch_.empty() )
  12040. npc_touchnext_areanpc(sd,false); // Run OnTouch_ on next char in range
  12041. return 1;
  12042. }
  12043. /**
  12044. * End all statuses except those listed
  12045. * TODO: May be useful for dispel instead resetting a list there
  12046. * @param src: Source of the status change [PC|MOB|HOM|MER|ELEM|NPC]
  12047. * @param type: Changes behaviour of the function
  12048. * 0: PC killed -> Place here statuses that do not dispel on death.
  12049. * 1: If for some reason status_change_end decides to still keep the status when quitting.
  12050. * 2: Do clif_changeoption()
  12051. * 3: Do not remove some permanent/time-independent effects
  12052. * @return 1: Success 0: Fail
  12053. */
  12054. int status_change_clear(struct block_list* bl, int type)
  12055. {
  12056. status_change* sc;
  12057. sc = status_get_sc(bl);
  12058. if (!sc)
  12059. return 0;
  12060. // Cleaning all extras vars
  12061. sc->comet_x = 0;
  12062. sc->comet_y = 0;
  12063. #ifndef RENEWAL
  12064. sc->sg_counter = 0;
  12065. #endif
  12066. if (!sc->count)
  12067. return 0;
  12068. for (const auto &it : status_db) {
  12069. sc_type status = static_cast<sc_type>(it.first);
  12070. if (!sc->getSCE(status))
  12071. continue;
  12072. if (type == 0) { // Type 0: PC killed
  12073. if (it.second->flag[SCF_NOREMOVEONDEAD]) {
  12074. switch (status) {
  12075. case SC_ELEMENTALCHANGE: // Only when its Holy or Dark that it doesn't dispell on death
  12076. if (sc->getSCE(status)->val2 != ELE_HOLY && sc->getSCE(status)->val2 != ELE_DARK)
  12077. break;
  12078. default:
  12079. continue;
  12080. }
  12081. }
  12082. }
  12083. if (type == 3 && it.second->flag[SCF_NOCLEARBUFF])
  12084. continue;
  12085. status_change_end(bl, status);
  12086. if( type == 1 && sc->getSCE(status) ) { // If for some reason status_change_end decides to still keep the status when quitting. [Skotlex]
  12087. (sc->count)--;
  12088. if (sc->getSCE(status)->timer != INVALID_TIMER)
  12089. delete_timer(sc->getSCE(status)->timer, status_change_timer);
  12090. sc->deleteSCE(status);
  12091. }
  12092. }
  12093. sc->opt1 = 0;
  12094. sc->opt2 = 0;
  12095. sc->opt3 = 0;
  12096. if( type == 0 || type == 2 )
  12097. clif_changeoption(bl);
  12098. return 1;
  12099. }
  12100. /**
  12101. * End a specific status after checking
  12102. * @param bl: Source of the status change [PC|MOB|HOM|MER|ELEM|NPC]
  12103. * @param type: Status change (SC_*)
  12104. * @param tid: Timer
  12105. * @param file: Used for dancing save
  12106. * @param line: Used for dancing save
  12107. * @return 1: Success 0: Fail
  12108. */
  12109. int status_change_end(struct block_list* bl, enum sc_type type, int tid)
  12110. {
  12111. map_session_data *sd;
  12112. status_change *sc;
  12113. struct status_change_entry *sce;
  12114. struct view_data *vd;
  12115. std::shared_ptr<s_status_change_db> scdb = status_db.find(type);
  12116. nullpo_ret(bl);
  12117. sc = status_get_sc(bl);
  12118. if(!sc || !(sce = sc->getSCE(type)) || !scdb)
  12119. return 0;
  12120. sd = BL_CAST(BL_PC,bl);
  12121. if (sce->timer != tid && tid != INVALID_TIMER)
  12122. return 0;
  12123. if (tid == INVALID_TIMER) {
  12124. if (type == SC_ENDURE && sce->val4)
  12125. // Do not end infinite endure.
  12126. return 0;
  12127. if (type == SC_SPIDERWEB) {
  12128. //Delete the unit group first to expire found in the status change
  12129. std::shared_ptr<s_skill_unit_group> group, group2;
  12130. t_tick tick = gettick();
  12131. int pos = 1;
  12132. if (sce->val2)
  12133. if (!(group = skill_id2group(sce->val2)))
  12134. sce->val2 = 0;
  12135. if (sce->val3) {
  12136. if (!(group2 = skill_id2group(sce->val3)))
  12137. sce->val3 = 0;
  12138. else if (!group || ((group->limit - DIFF_TICK(tick, group->tick)) > (group2->limit - DIFF_TICK(tick, group2->tick)))) {
  12139. group = group2;
  12140. pos = 2;
  12141. }
  12142. }
  12143. if (sce->val4) {
  12144. if (!(group2 = skill_id2group(sce->val4)))
  12145. sce->val4 = 0;
  12146. else if (!group || ((group->limit - DIFF_TICK(tick, group->tick)) > (group2->limit - DIFF_TICK(tick, group2->tick)))) {
  12147. group = group2;
  12148. pos = 3;
  12149. }
  12150. }
  12151. if (pos == 1)
  12152. sce->val2 = 0;
  12153. else if (pos == 2)
  12154. sce->val3 = 0;
  12155. else if (pos == 3)
  12156. sce->val4 = 0;
  12157. if (group)
  12158. skill_delunitgroup(group);
  12159. if (!status_isdead(*bl) && (sce->val2 || sce->val3 || sce->val4))
  12160. return 0; //Don't end the status change yet as there are still unit groups associated with it
  12161. }
  12162. if (sce->timer != INVALID_TIMER) // Could be a SC with infinite duration
  12163. delete_timer(sce->timer,status_change_timer);
  12164. }
  12165. (sc->count)--;
  12166. if (scdb->state.any())
  12167. status_calc_state(bl,sc,scdb->state,false);
  12168. sc->clearSCE(type);
  12169. if (scdb->flag[SCF_DISPLAYPC] || scdb->flag[SCF_DISPLAYNPC])
  12170. status_display_remove(bl,type);
  12171. vd = status_get_viewdata(bl);
  12172. std::bitset<SCB_MAX> calc_flag = scdb->calc_flag;
  12173. status_data* status = status_get_status_data(*bl);
  12174. switch(type) {
  12175. case SC_KEEPING:
  12176. case SC_BARRIER: {
  12177. unit_data *ud = unit_bl2ud(bl);
  12178. if (ud)
  12179. ud->attackabletime = ud->canact_tick = ud->canmove_tick = gettick();
  12180. }
  12181. break;
  12182. case SC_GRANITIC_ARMOR:
  12183. {
  12184. int damage = status->max_hp*sce->val3/100;
  12185. if(status->hp < damage) // to not kill him
  12186. damage = status->hp-1;
  12187. status_damage(nullptr,bl,damage,0,0,1,0);
  12188. }
  12189. break;
  12190. case SC_RUN:
  12191. {
  12192. struct unit_data *ud = unit_bl2ud(bl);
  12193. bool begin_spurt = true;
  12194. // Note: this int64 value is stored in two separate int32 variables (FIXME)
  12195. t_tick starttick = (t_tick)sce->val3&0x00000000ffffffffLL;
  12196. starttick |= ((t_tick)sce->val4<<32)&0xffffffff00000000LL;
  12197. if (ud) {
  12198. if(!ud->state.running)
  12199. begin_spurt = false;
  12200. ud->state.running = 0;
  12201. if (ud->walktimer != INVALID_TIMER)
  12202. unit_stop_walking(bl,1);
  12203. }
  12204. if (begin_spurt && sce->val1 >= 7 &&
  12205. DIFF_TICK(gettick(), starttick) <= 1000 &&
  12206. (!sd || (sd->weapontype1 == W_FIST && sd->weapontype2 == W_FIST))
  12207. )
  12208. sc_start(bl,bl,SC_SPURT,100,sce->val1,skill_get_time2(scdb->skill_id, sce->val1));
  12209. }
  12210. break;
  12211. case SC_AUTOBERSERK:
  12212. if (sc->getSCE(SC_PROVOKE) && sc->getSCE(SC_PROVOKE)->val4 == 1)
  12213. status_change_end(bl, SC_PROVOKE);
  12214. break;
  12215. case SC_ENDURE:
  12216. case SC_DEFENDER:
  12217. case SC_REFLECTSHIELD:
  12218. case SC_AUTOGUARD:
  12219. {
  12220. map_session_data *tsd;
  12221. if( bl->type == BL_PC ) { // Clear Status from others
  12222. int i;
  12223. for( i = 0; i < MAX_DEVOTION; i++ ) {
  12224. if( sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) && tsd->sc.getSCE(type) )
  12225. status_change_end(&tsd->bl, type);
  12226. }
  12227. }
  12228. else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag ) { // Clear Status from Master
  12229. tsd = ((TBL_MER*)bl)->master;
  12230. if( tsd && tsd->sc.getSCE(type) )
  12231. status_change_end(&tsd->bl, type);
  12232. }
  12233. }
  12234. break;
  12235. case SC_DEVOTION:
  12236. {
  12237. struct block_list *d_bl = map_id2bl(sce->val1);
  12238. if( d_bl ) {
  12239. if( d_bl->type == BL_PC )
  12240. ((TBL_PC*)d_bl)->devotion[sce->val2] = 0;
  12241. else if( d_bl->type == BL_MER )
  12242. ((TBL_MER*)d_bl)->devotion_flag = 0;
  12243. clif_devotion(d_bl, nullptr);
  12244. }
  12245. }
  12246. break;
  12247. case SC_FLASHKICK: {
  12248. map_session_data *tsd;
  12249. if (!(tsd = map_id2sd(sce->val1)))
  12250. break;
  12251. tsd->stellar_mark[sce->val2] = 0;
  12252. }
  12253. break;
  12254. case SC_SOULUNITY: {
  12255. map_session_data *tsd;
  12256. if (!(tsd = map_id2sd(sce->val2)))
  12257. break;
  12258. tsd->united_soul[sce->val3] = 0;
  12259. }
  12260. break;
  12261. case SC_BLADESTOP:
  12262. if(sce->val4) {
  12263. int tid2 = sce->val4; //stop the status for the other guy of bladestop as well
  12264. struct block_list *tbl = map_id2bl(tid2);
  12265. status_change *tsc = status_get_sc(tbl);
  12266. sce->val4 = 0;
  12267. if(tbl && tsc && tsc->getSCE(SC_BLADESTOP)) {
  12268. tsc->getSCE(SC_BLADESTOP)->val4 = 0;
  12269. status_change_end(tbl, SC_BLADESTOP);
  12270. }
  12271. clif_bladestop(bl, tid2, 0);
  12272. }
  12273. break;
  12274. case SC_DANCING:
  12275. {
  12276. map_session_data *dsd;
  12277. if(sce->val4 && sce->val4 != BCT_SELF && (dsd=map_id2sd(sce->val4))) { // End status on partner as well
  12278. status_change_entry *dsc = dsd->sc.getSCE(SC_DANCING);
  12279. if(dsc) {
  12280. // This will prevent recursive loops.
  12281. dsc->val2 = 0;
  12282. dsc->val4 = BCT_SELF;
  12283. status_change_end(&dsd->bl, SC_DANCING);
  12284. }
  12285. }
  12286. if(sce->val2) { // Erase associated land skill
  12287. std::shared_ptr<s_skill_unit_group> group = skill_id2group(sce->val2);
  12288. sce->val2 = 0;
  12289. if (group)
  12290. skill_delunitgroup(group);
  12291. }
  12292. if((sce->val1&0xFFFF) == CG_MOONLIT)
  12293. clif_status_change(bl,EFST_MOON,0,0,0,0,0);
  12294. }
  12295. break;
  12296. case SC_NOCHAT:
  12297. if (sd && sd->status.manner < 0 && tid != INVALID_TIMER)
  12298. sd->status.manner = 0;
  12299. if (sd && tid == INVALID_TIMER) {
  12300. clif_changemanner( *sd );
  12301. clif_updatestatus(*sd,SP_MANNER);
  12302. }
  12303. break;
  12304. case SC_SPLASHER:
  12305. case SC_ROSEBLOSSOM:
  12306. {
  12307. struct block_list *src=map_id2bl(sce->val3);
  12308. if(src && tid != INVALID_TIMER)
  12309. skill_castend_damage_id(src, bl, sce->val2, sce->val1, gettick(), SD_LEVEL );
  12310. }
  12311. break;
  12312. case SC_CLOSECONFINE2:
  12313. {
  12314. struct block_list *src = sce->val2?map_id2bl(sce->val2):nullptr;
  12315. status_change *sc2 = src?status_get_sc(src):nullptr;
  12316. if (src && sc2 && sc2->getSCE(SC_CLOSECONFINE)) {
  12317. // If status was already ended, do nothing.
  12318. // Decrease count
  12319. if (--(sc2->getSCE(SC_CLOSECONFINE)->val1) <= 0) // No more holds, free him up.
  12320. status_change_end(src, SC_CLOSECONFINE);
  12321. }
  12322. }
  12323. [[fallthrough]];
  12324. case SC_CLOSECONFINE:
  12325. if (sce->val2 > 0) {
  12326. // Caster has been unlocked... nearby chars need to be unlocked.
  12327. int range = 1
  12328. + skill_get_range2(bl, scdb->skill_id, sce->val1, true)
  12329. + skill_get_range2(bl, TF_BACKSLIDING, 1, true); // Since most people use this to escape the hold....
  12330. map_foreachinallarea(status_change_timer_sub,
  12331. bl->m, bl->x-range, bl->y-range, bl->x+range,bl->y+range,BL_CHAR,bl,sce,type,gettick());
  12332. }
  12333. break;
  12334. case SC_COMBO:
  12335. skill_combo_toggle_inf(bl,sce->val1,0);
  12336. break;
  12337. case SC_MARIONETTE:
  12338. case SC_MARIONETTE2: // Marionette target
  12339. if (sce->val1) { // Check for partner and end their marionette status as well
  12340. enum sc_type type2 = (type == SC_MARIONETTE) ? SC_MARIONETTE2 : SC_MARIONETTE;
  12341. struct block_list *pbl = map_id2bl(sce->val1);
  12342. status_change* sc2 = pbl?status_get_sc(pbl):nullptr;
  12343. if (sc2 && sc2->getSCE(type2)) {
  12344. sc2->getSCE(type2)->val1 = 0;
  12345. status_change_end(pbl, type2);
  12346. }
  12347. }
  12348. break;
  12349. case SC_CONCENTRATION:
  12350. if (sc->getSCE(SC_ENDURE) && !sc->getSCE(SC_ENDURE)->val4)
  12351. status_change_end(bl, SC_ENDURE);
  12352. break;
  12353. case SC_BERSERK:
  12354. if(status->hp > 200 && sc && sc->getSCE(SC__BLOODYLUST)) {
  12355. status_percent_heal(bl, 100, 0);
  12356. status_change_end(bl, SC__BLOODYLUST);
  12357. } else if (status->hp > 100 && sce->val2) // If val2 is removed, no HP penalty (dispelled?) [Skotlex]
  12358. status_set_hp(bl, 100, 0);
  12359. if(sc->getSCE(SC_ENDURE) && sc->getSCE(SC_ENDURE)->val4) {
  12360. sc->getSCE(SC_ENDURE)->val4 = 0;
  12361. status_change_end(bl, SC_ENDURE);
  12362. }
  12363. sc_start4(bl, bl, SC_REGENERATION, 100, 10,0,0,(RGN_HP|RGN_SP), skill_get_time(LK_BERSERK, sce->val1));
  12364. break;
  12365. case SC_GOSPEL:
  12366. if (sce->val3) { // Clear the group.
  12367. std::shared_ptr<s_skill_unit_group> group = skill_id2group(sce->val3);
  12368. sce->val3 = 0;
  12369. if (group)
  12370. skill_delunitgroup(group);
  12371. }
  12372. break;
  12373. #ifndef RENEWAL
  12374. case SC_HERMODE:
  12375. if(sce->val3 == BCT_SELF)
  12376. skill_clear_unitgroup(bl);
  12377. break;
  12378. case SC_BASILICA: // Clear the skill area. [Skotlex]
  12379. if (sce->val3 && sce->val4 == bl->id) {
  12380. std::shared_ptr<s_skill_unit_group> group = skill_id2group(sce->val3);
  12381. sce->val3 = 0;
  12382. if (group)
  12383. skill_delunitgroup(group);
  12384. }
  12385. break;
  12386. #endif
  12387. case SC_TRICKDEAD:
  12388. if (vd) vd->dead_sit = 0;
  12389. break;
  12390. case SC_WARM:
  12391. case SC__MANHOLE:
  12392. case SC_BANDING:
  12393. case SC_LEADERSHIP:
  12394. case SC_GLORYWOUNDS:
  12395. case SC_SOULCOLD:
  12396. case SC_HAWKEYES:
  12397. if (sce->val4) { // Clear the group.
  12398. std::shared_ptr<s_skill_unit_group> group = skill_id2group(sce->val4);
  12399. sce->val4 = 0;
  12400. if( group ) // Might have been cleared before status ended, e.g. land protector
  12401. skill_delunitgroup(group);
  12402. }
  12403. break;
  12404. case SC_JAILED:
  12405. if(sd && sd->mapindex == sce->val2)
  12406. pc_setpos(sd,(unsigned short)sce->val3,sce->val4&0xFFFF, sce->val4>>16, CLR_TELEPORT);
  12407. break; // Guess hes not in jail :P
  12408. case SC_CHANGE:
  12409. if (tid == INVALID_TIMER)
  12410. break;
  12411. // "lose almost all their HP and SP" on natural expiration.
  12412. status_set_hp(bl, 10, 0);
  12413. status_set_sp(bl, 10, 0);
  12414. break;
  12415. case SC_AUTOTRADE:
  12416. if (tid == INVALID_TIMER)
  12417. break;
  12418. // Vending is not automatically closed for autovenders
  12419. vending_closevending(sd);
  12420. map_quit(sd);
  12421. // Because map_quit calls status_change_end with tid -1
  12422. // from here it's not neccesary to continue
  12423. return 1;
  12424. break;
  12425. case SC_STOP:
  12426. if( sce->val2 ) {
  12427. struct block_list* tbl = map_id2bl(sce->val2);
  12428. sce->val2 = 0;
  12429. if( tbl && (sc = status_get_sc(tbl)) && sc->getSCE(SC_STOP) && sc->getSCE(SC_STOP)->val2 == bl->id )
  12430. status_change_end(tbl, SC_STOP);
  12431. }
  12432. break;
  12433. case SC_TENSIONRELAX:
  12434. if (sc && (sc->getSCE(SC_WEIGHT50) || sc->getSCE(SC_WEIGHT90)))
  12435. status_get_regen_data(bl)->state.overweight = 1; // Add the overweight flag back
  12436. break;
  12437. case SC_MONSTER_TRANSFORM:
  12438. case SC_ACTIVE_MONSTER_TRANSFORM:
  12439. if (sce->val2)
  12440. status_change_end(bl, (sc_type)sce->val2);
  12441. break;
  12442. /* 3rd Stuff */
  12443. case SC_MILLENNIUMSHIELD:
  12444. clif_millenniumshield( *bl, 0 );
  12445. break;
  12446. case SC_HALLUCINATIONWALK:
  12447. sc_start(bl,bl,SC_HALLUCINATIONWALK_POSTDELAY,100,sce->val1,skill_get_time2(GC_HALLUCINATIONWALK,sce->val1));
  12448. break;
  12449. case SC_WHITEIMPRISON:
  12450. {
  12451. struct block_list* src = map_id2bl(sce->val2);
  12452. if( tid == -1 || !src)
  12453. break; // Terminated by Damage
  12454. 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);
  12455. }
  12456. break;
  12457. case SC_WUGDASH:
  12458. {
  12459. struct unit_data *ud = unit_bl2ud(bl);
  12460. if (ud) {
  12461. ud->state.running = 0;
  12462. if (ud->walktimer != INVALID_TIMER)
  12463. unit_stop_walking(bl,1);
  12464. }
  12465. }
  12466. break;
  12467. case SC__SHADOWFORM:
  12468. {
  12469. map_session_data *s_sd = map_id2sd(sce->val2);
  12470. if (s_sd) s_sd->shadowform_id = 0;
  12471. }
  12472. break;
  12473. case SC_SATURDAYNIGHTFEVER: // Sit down force of Saturday Night Fever has the duration of only 3 seconds.
  12474. sc_start(bl, bl,SC_SITDOWN_FORCE,100,sce->val1,skill_get_time2(WM_SATURDAY_NIGHT_FEVER,sce->val1));
  12475. break;
  12476. case SC_NEUTRALBARRIER_MASTER:
  12477. case SC_STEALTHFIELD_MASTER:
  12478. if( sce->val2 ) {
  12479. std::shared_ptr<s_skill_unit_group> group = skill_id2group(sce->val2);
  12480. sce->val2 = 0;
  12481. if( group ) // Might have been cleared before status ended, e.g. land protector
  12482. skill_delunitgroup(group);
  12483. }
  12484. break;
  12485. case SC_CURSEDCIRCLE_ATKER:
  12486. if( sce->val2 ) // Used the default area size cause there is a chance the caster could knock back and can't clear the target.
  12487. map_foreachinallrange(status_change_timer_sub, bl, AREA_SIZE + 3, BL_CHAR, bl, sce, SC_CURSEDCIRCLE_TARGET, gettick());
  12488. break;
  12489. case SC_RAISINGDRAGON:
  12490. if( sd && !pc_isdead(sd) ) {
  12491. int i = min(sd->spiritball,5);
  12492. pc_delspiritball(sd, sd->spiritball, 0);
  12493. status_change_end(bl, SC_EXPLOSIONSPIRITS);
  12494. while( i > 0 ) {
  12495. pc_addspiritball(sd, skill_get_time(MO_CALLSPIRITS, pc_checkskill(sd,MO_CALLSPIRITS)), 5);
  12496. --i;
  12497. }
  12498. }
  12499. break;
  12500. case SC_CURSEDCIRCLE_TARGET:
  12501. {
  12502. struct block_list *src = map_id2bl(sce->val2);
  12503. status_change *sc2 = status_get_sc(src);
  12504. if( sc2 && sc2->getSCE(SC_CURSEDCIRCLE_ATKER) && --(sc2->getSCE(SC_CURSEDCIRCLE_ATKER)->val2) == 0 ) {
  12505. clif_bladestop(bl, sce->val2, 0);
  12506. status_change_end(src, SC_CURSEDCIRCLE_ATKER);
  12507. }
  12508. }
  12509. break;
  12510. case SC_SITDOWN_FORCE:
  12511. case SC_BANANA_BOMB_SITDOWN:
  12512. if( sd && pc_issit(sd) && pc_setstand(sd, false) )
  12513. skill_sit(sd, false);
  12514. break;
  12515. case SC_KYOUGAKU:
  12516. clif_status_load(bl, EFST_KYOUGAKU, 0); // Avoid client crash
  12517. clif_status_load(bl, EFST_ACTIVE_MONSTER_TRANSFORM, 0);
  12518. break;
  12519. case SC_INTRAVISION:
  12520. calc_flag = status_db.getSCB_ALL(); // Required for overlapping
  12521. break;
  12522. case SC_GRAVITYCONTROL:
  12523. status_fix_damage(bl, bl, sce->val2, clif_damage(*bl, *bl, gettick(), 0, 0, sce->val2, 0, DMG_NORMAL, 0, false), 0);
  12524. clif_specialeffect(bl, 223, AREA);
  12525. clif_specialeffect(bl, 330, AREA);
  12526. break;
  12527. case SC_OVERED_BOOST:
  12528. switch (bl->type) {
  12529. case BL_HOM: {
  12530. struct homun_data *hd = BL_CAST(BL_HOM,bl);
  12531. if( hd )
  12532. hd->homunculus.hunger = max(1,hd->homunculus.hunger - 50);
  12533. }
  12534. break;
  12535. case BL_PC:
  12536. status_zap(bl,0,status_get_max_sp(bl) / 2);
  12537. break;
  12538. }
  12539. break;
  12540. case SC_FULL_THROTTLE: {
  12541. int sec = skill_get_time2(scdb->skill_id, sce->val1);
  12542. clif_status_change(bl, EFST_DEC_AGI, 1, sec, 0, 0, 0);
  12543. sc_start(bl, bl, SC_REBOUND, 100, sce->val1, sec);
  12544. }
  12545. break;
  12546. case SC_REBOUND:
  12547. clif_status_load(bl, EFST_DEC_AGI, 0);
  12548. break;
  12549. case SC_ITEMSCRIPT: // Removes Buff Icons
  12550. if (sd)
  12551. clif_status_load(bl, (enum efst_type)sce->val2, 0);
  12552. break;
  12553. case SC_C_MARKER:
  12554. {
  12555. // Remove mark data from caster
  12556. map_session_data *caster = map_id2sd(sce->val2);
  12557. uint8 i = 0;
  12558. if (!caster)
  12559. break;
  12560. ARR_FIND(0,MAX_SKILL_CRIMSON_MARKER,i,caster->c_marker[i] == bl->id);
  12561. if (i < MAX_SKILL_CRIMSON_MARKER) {
  12562. caster->c_marker[i] = 0;
  12563. clif_crimson_marker( *caster, *bl, true );
  12564. }
  12565. }
  12566. break;
  12567. case SC_H_MINE:
  12568. // Only drop the material from target if expired naturally
  12569. if( tid != INVALID_TIMER ){
  12570. map_session_data *caster = nullptr;
  12571. if (status_isdead(*bl) || !(caster = map_id2sd(sce->val2)))
  12572. break;
  12573. std::shared_ptr<s_skill_db> skill = skill_db.find(RL_H_MINE);
  12574. if (!item_db.exists(skill->require.itemid[0]))
  12575. break;
  12576. struct item it = {};
  12577. it.nameid = skill->require.itemid[0];
  12578. it.amount = max(skill->require.amount[0],1);
  12579. it.identify = 1;
  12580. map_addflooritem(&it, it.amount, bl->m,bl->x, bl->y, caster->status.char_id, 0, 0, 4, 0);
  12581. }
  12582. break;
  12583. case SC_VACUUM_EXTREME:
  12584. ///< !CHECKME: Seems on official, there's delay before same target can be vacuumed in same area again [Cydh]
  12585. sc_start2(bl, bl, SC_VACUUM_EXTREME_POSTDELAY, 100, sce->val1, sce->val2, skill_get_time2(SO_VACUUM_EXTREME,sce->val1));
  12586. break;
  12587. case SC_DIMENSION1:
  12588. case SC_DIMENSION2:
  12589. if (sd)
  12590. pc_delspiritball(sd, 1, 0);
  12591. break;
  12592. case SC_SOULENERGY:
  12593. if (sd)
  12594. pc_delsoulball(sd, sd->soulball, false);
  12595. break;
  12596. case SC_MADOGEAR:
  12597. status_db.removeByStatusFlag(bl, { SCF_MADOENDCANCEL });
  12598. if (sd)
  12599. pc_bonus_script_clear(sd, BSF_REM_ON_MADOGEAR);
  12600. break;
  12601. case SC_HOMUN_TIME:
  12602. if (sd && hom_is_active(sd->hd))
  12603. hom_vaporize(sd, HOM_ST_REST);
  12604. break;
  12605. case SC_SERVANT_SIGN: {
  12606. map_session_data *tsd = map_id2sd(sce->val1);
  12607. if( tsd != nullptr )
  12608. tsd->servant_sign[sce->val2] = 0;
  12609. }
  12610. break;
  12611. case SC_SOUNDBLEND: {
  12612. block_list *src = map_id2bl(sce->val2);
  12613. if (src && tid != INVALID_TIMER)
  12614. skill_castend_damage_id(src, bl, TR_SOUNDBLEND, sce->val1, gettick(), SD_LEVEL|SD_ANIMATION);
  12615. }
  12616. break;
  12617. case SC_SERVANTWEAPON:
  12618. if( sd ){
  12619. pc_delservantball( *sd, sd->servantball );
  12620. }
  12621. break;
  12622. case SC_ABYSSFORCEWEAPON:
  12623. if( sd ){
  12624. pc_delabyssball( *sd, sd->abyssball );
  12625. }
  12626. break;
  12627. }
  12628. // End statuses found in the EndOnEnd list.
  12629. if (!scdb->endonend.empty()) {
  12630. for (const auto &it : scdb->endonend) {
  12631. status_change_end(bl, it);
  12632. }
  12633. }
  12634. // Reset the options as needed
  12635. std::bitset<SCF_MAX> opt_flag = scdb->flag;
  12636. bool disable_opt_flag = false;
  12637. switch (type) {
  12638. case SC_DANCING:
  12639. if ((sce->val1&0xFFFF) == CG_MOONLIT)
  12640. sc->opt3 &= ~OPT3_MOONLIT;
  12641. break;
  12642. case SC_INCATKRATE: // Simulated Explosion spirits effect.
  12643. if (bl->type != BL_MOB) {
  12644. disable_opt_flag = true;
  12645. break;
  12646. }
  12647. break;
  12648. }
  12649. if (scdb->opt1)
  12650. sc->opt1 = OPT1_NONE;
  12651. if (scdb->opt2)
  12652. sc->opt2 &= ~scdb->opt2;
  12653. if (scdb->opt3)
  12654. sc->opt3 &= ~scdb->opt3;
  12655. if (scdb->look)
  12656. sc->option &= ~scdb->look;
  12657. if (calc_flag[SCB_DYE]) { // Restore DYE color
  12658. if (vd && !vd->cloth_color && sce->val4)
  12659. clif_changelook(bl,LOOK_CLOTHES_COLOR,sce->val4);
  12660. calc_flag.reset(SCB_DYE);
  12661. }
  12662. /*if (calc_flag[SCB_BODY])// Might be needed in the future. [Rytech]
  12663. { //Restore body style
  12664. if (vd && !vd->body_style && sce->val4)
  12665. clif_changelook(bl,LOOK_BODY2,sce->val4);
  12666. calc_flag.reset(SCB_BODY);
  12667. }*/
  12668. // On Aegis, when turning off a status change, first goes the sc packet, then the option packet.
  12669. int status_icon = scdb->icon;
  12670. #if PACKETVER < 20151104
  12671. if (status_icon == EFST_WEAPONPROPERTY)
  12672. status_icon = EFST_ATTACK_PROPERTY_NOTHING + sce->val1; // Assign status icon for older clients
  12673. #endif
  12674. clif_status_change(bl,status_icon,0,0,0,0,0);
  12675. if( opt_flag[SCF_NONPLAYER] ) // bugreport:681
  12676. clif_changeoption2( *bl );
  12677. 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])) {
  12678. clif_changeoption(bl);
  12679. if (sd && opt_flag[SCF_SENDLOOK]) {
  12680. clif_changelook(bl,LOOK_BASE,sd->vd.class_);
  12681. clif_get_weapon_view(sd,&sd->vd.weapon,&sd->vd.shield);
  12682. clif_changelook(bl,LOOK_WEAPON,sd->vd.weapon);
  12683. clif_changelook(bl,LOOK_SHIELD,sd->vd.shield);
  12684. clif_changelook(bl,LOOK_CLOTHES_COLOR,cap_value(sd->status.clothes_color,0,battle_config.max_cloth_color));
  12685. clif_changelook(bl,LOOK_BODY2,cap_value(sd->status.body,0,battle_config.max_body_style));
  12686. }
  12687. }
  12688. if (calc_flag.any()) {
  12689. #ifndef RENEWAL
  12690. if (type == SC_MAGICPOWER) {
  12691. //If Mystical Amplification ends, MATK is immediately recalculated
  12692. status_calc_bl_(bl, calc_flag, SCO_FORCE);
  12693. } else
  12694. #endif
  12695. status_calc_bl_(bl, calc_flag);
  12696. }
  12697. if(opt_flag[SCF_UNITMOVE]) // Out of hiding, invoke on place.
  12698. skill_unit_move(bl,gettick(),1);
  12699. if(opt_flag[SCF_ONTOUCH] && sd && !sd->state.warping && map_getcell(bl->m,bl->x,bl->y,CELL_CHKNPC))
  12700. npc_touch_area_allnpc(sd,bl->m,bl->x,bl->y); // Trigger on-touch event.
  12701. // Needed to be here to make sure OPT1_STONEWAIT has been cleared from the target (only on natural expiration of the stone wait timer)
  12702. if (type == SC_STONEWAIT && tid != INVALID_TIMER)
  12703. status_change_start(bl, bl, SC_STONE, 100, sce->val1, sce->val2, 0, 0, sce->val3, SCSTART_NOAVOID);
  12704. ers_free(sc_data_ers, sce);
  12705. return 1;
  12706. }
  12707. /**
  12708. * Resets timers for statuses
  12709. * Used with reoccurring status effects, such as dropping SP every 5 seconds
  12710. * @param tid: Timer ID
  12711. * @param tick: How long before next call
  12712. * @param id: ID of character
  12713. * @param data: Information passed through the timer call
  12714. * @return 1: Success 0: Fail
  12715. */
  12716. TIMER_FUNC(status_change_timer){
  12717. enum sc_type type = (sc_type)data;
  12718. struct block_list *bl;
  12719. map_session_data *sd;
  12720. int interval = status_get_sc_interval(type);
  12721. bool dounlock = false;
  12722. bl = map_id2bl(id);
  12723. if(!bl) {
  12724. ShowDebug("status_change_timer: Null pointer id: %d data: %" PRIdPTR "\n", id, data);
  12725. return 0;
  12726. }
  12727. status_change * const sc = status_get_sc(bl);
  12728. if(!sc) {
  12729. ShowDebug("status_change_timer: Null pointer id: %d data: %" PRIdPTR " bl-type: %d\n", id, data, bl->type);
  12730. return 0;
  12731. }
  12732. struct status_change_entry * const sce = sc->getSCE(type);
  12733. if(!sce) {
  12734. ShowDebug("status_change_timer: Null pointer id: %d data: %" PRIdPTR " bl-type: %d\n", id, data, bl->type);
  12735. return 0;
  12736. }
  12737. if( sce->timer != tid ) {
  12738. ShowError("status_change_timer: Mismatch for type %d: %d != %d (bl id %d)\n",type,tid,sce->timer, bl->id);
  12739. return 0;
  12740. }
  12741. const status_data* status = status_get_status_data(*bl);
  12742. sd = BL_CAST(BL_PC, bl);
  12743. std::function<void (t_tick)> sc_timer_next = [&sce, &bl, &data](t_tick t) {
  12744. sce->timer = add_timer(t, status_change_timer, bl->id, data);
  12745. };
  12746. switch(type) {
  12747. case SC_MAXIMIZEPOWER:
  12748. case SC_CLOAKING:
  12749. if(!status_charge(bl, 0, 1))
  12750. break; // Not enough SP to continue.
  12751. sc_timer_next(sce->val2+tick);
  12752. return 0;
  12753. case SC_CHASEWALK:
  12754. if(!status_charge(bl, 0, sce->val4))
  12755. break; // Not enough SP to continue.
  12756. if (!sc->getSCE(SC_CHASEWALK2)) {
  12757. sc_start(bl,bl, SC_CHASEWALK2,100,1<<(sce->val1-1),
  12758. (t_tick)(sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_ROGUE?10:1) // SL bonus -> x10 duration
  12759. *skill_get_time2(status_db.getSkill(type),sce->val1));
  12760. }
  12761. sc_timer_next(sce->val2+tick);
  12762. return 0;
  12763. break;
  12764. case SC_HIDING:
  12765. if(--(sce->val2)>0) {
  12766. if(sce->val2 % sce->val4 == 0 && !status_charge(bl, 0, 1))
  12767. break; // Fail if it's time to substract SP and there isn't.
  12768. sc_timer_next(1000+tick);
  12769. return 0;
  12770. }
  12771. break;
  12772. case SC_SIGHT:
  12773. case SC_RUWACH:
  12774. case SC_SIGHTBLASTER:
  12775. if(type == SC_SIGHTBLASTER) {
  12776. //Restore trap immunity
  12777. if(sce->val4%2)
  12778. sce->val4--;
  12779. map_foreachinallrange( status_change_timer_sub, bl, sce->val3, BL_CHAR|BL_SKILL, bl, sce, type, tick);
  12780. } else {
  12781. map_foreachinallrange( status_change_timer_sub, bl, sce->val3, BL_CHAR, bl, sce, type, tick);
  12782. skill_reveal_trap_inarea(bl, sce->val3, bl->x, bl->y);
  12783. }
  12784. if( --(sce->val2)>0 ) {
  12785. sce->val4 += 20; // Use for Shadow Form 2 seconds checking.
  12786. sc_timer_next(20+tick);
  12787. return 0;
  12788. }
  12789. break;
  12790. case SC_PROVOKE:
  12791. if(sce->val4) { // Auto-provoke (it is ended in status_heal)
  12792. sc_timer_next(1000*60+tick);
  12793. return 0;
  12794. }
  12795. break;
  12796. case SC_STONE:
  12797. if (sce->val4 >= 0 && status->hp > status->max_hp / 4)
  12798. status_percent_damage(nullptr, bl, -1, 0, false);
  12799. break;
  12800. case SC_POISON:
  12801. case SC_DPOISON:
  12802. if (sce->val4 >= 0 && !sc->getSCE(SC_SLOWPOISON)) {
  12803. unsigned int damage = 0;
  12804. if (sd)
  12805. damage = (type == SC_DPOISON) ? 2 + status->max_hp / 50 : 2 + status->max_hp * 3 / 200;
  12806. else
  12807. damage = (type == SC_DPOISON) ? 2 + status->max_hp / 100 : 2 + status->max_hp / 200;
  12808. if (status->hp > umax(status->max_hp / 4, damage)) // Stop damaging after 25% HP left.
  12809. status_zap(bl, damage, 0);
  12810. }
  12811. break;
  12812. case SC_BLEEDING:
  12813. if (sce->val4 >= 0) {
  12814. int64 damage = rnd() % 600 + 200;
  12815. if (!sd && damage >= status->hp)
  12816. damage = status->hp - 1; // No deadly damage for monsters
  12817. map_freeblock_lock();
  12818. dounlock = true;
  12819. status_zap(bl, damage, 0);
  12820. }
  12821. break;
  12822. case SC_BURNING:
  12823. if (sce->val4 >= 0) {
  12824. int64 damage = 1000 + (3 * status->max_hp) / 100; // Deals fixed (1000 + 3%*MaxHP)
  12825. map_freeblock_lock();
  12826. dounlock = true;
  12827. status_fix_damage(bl, bl, damage, clif_damage(*bl, *bl, tick, 0, 1, damage, 1, DMG_NORMAL, 0, false),0);
  12828. }
  12829. break;
  12830. case SC_TOXIN:
  12831. if (sce->val4 >= 0) { // Damage is every 10 seconds including 3%sp drain.
  12832. if (sce->val3 == 1) { // Target
  12833. map_freeblock_lock();
  12834. dounlock = true;
  12835. 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);
  12836. } else { // Caster
  12837. interval = 1000; // Assign here since status_get_sc_internval() contains the target interval.
  12838. if (status->sp < status->max_sp)
  12839. status_heal(bl, 0, (int)status->max_sp * 1 / 100, 1);
  12840. }
  12841. }
  12842. break;
  12843. case SC_MAGICMUSHROOM:
  12844. if (sce->val4 >= 0) {
  12845. bool flag = 0;
  12846. int64 damage = status->max_hp * 3 / 100;
  12847. if (status->hp <= damage)
  12848. damage = status->hp - 1; // Cannot Kill
  12849. if (damage > 0) { // 3% Damage each 4 seconds
  12850. map_freeblock_lock();
  12851. status_zap(bl, damage, 0);
  12852. flag = !sc->getSCE(type); // Killed? Should not
  12853. map_freeblock_unlock();
  12854. }
  12855. if (!flag) { // Random Skill Cast
  12856. if (magic_mushroom_db.size() > 0 && sd && !pc_issit(sd)) { // Can't cast if sit
  12857. auto mushroom_spell = magic_mushroom_db.begin();
  12858. std::advance(mushroom_spell, rnd() % magic_mushroom_db.size());
  12859. uint16 mushroom_skill_id = mushroom_spell->second->skill_id;
  12860. if (!skill_get_index(mushroom_skill_id))
  12861. break;
  12862. unit_stop_attack(bl);
  12863. unit_skillcastcancel(bl, 1);
  12864. switch (skill_get_casttype(mushroom_skill_id)) { // Magic Mushroom skills are buffs or area damage
  12865. case CAST_GROUND:
  12866. skill_castend_pos2(bl, bl->x, bl->y, mushroom_skill_id, 1, tick, 0);
  12867. break;
  12868. case CAST_NODAMAGE:
  12869. skill_castend_nodamage_id(bl, bl, mushroom_skill_id, 1, tick, 0);
  12870. break;
  12871. case CAST_DAMAGE:
  12872. skill_castend_damage_id(bl, bl, mushroom_skill_id, 1, tick, 0);
  12873. break;
  12874. }
  12875. }
  12876. clif_emotion(bl, ET_SMILE);
  12877. }
  12878. }
  12879. break;
  12880. case SC_PYREXIA:
  12881. if (sce->val4 >= 0) {
  12882. map_freeblock_lock();
  12883. dounlock = true;
  12884. status_fix_damage(bl, bl, 100, clif_damage(*bl, *bl, tick, status->amotion, status->dmotion + 500, 100, 1, DMG_NORMAL, 0, false),0);
  12885. unit_skillcastcancel(bl, 2);
  12886. }
  12887. break;
  12888. case SC_LEECHESEND:
  12889. if (sce->val4 >= 0) {
  12890. int64 damage = status->vit * (sce->val1 - 3) + (int)status->max_hp / 100; // {Target VIT x (New Poison Research Skill Level - 3)} + (Target HP/100)
  12891. map_freeblock_lock();
  12892. dounlock = true;
  12893. status_fix_damage(bl, bl, damage, clif_damage(*bl, *bl, tick, status->amotion, status->dmotion + 500, damage, 1, DMG_NORMAL, 0, false),0);
  12894. unit_skillcastcancel(bl, 2);
  12895. }
  12896. break;
  12897. case SC_DEATHHURT:
  12898. if (sce->val4 >= 0) {
  12899. if (status->hp < status->max_hp)
  12900. status_heal(bl, (int)status->max_hp * 1 / 100, 0, 1);
  12901. }
  12902. break;
  12903. case SC_TENSIONRELAX:
  12904. if(status->max_hp > status->hp && --(sce->val3) >= 0) {
  12905. sc_timer_next(10000 + tick);
  12906. return 0;
  12907. }
  12908. break;
  12909. case SC_KNOWLEDGE:
  12910. if (!sd) break;
  12911. if(bl->m == sd->feel_map[0].m ||
  12912. bl->m == sd->feel_map[1].m ||
  12913. bl->m == sd->feel_map[2].m)
  12914. { // Timeout will be handled by pc_setpos
  12915. sce->timer = INVALID_TIMER;
  12916. return 0;
  12917. }
  12918. break;
  12919. case SC_S_LIFEPOTION:
  12920. case SC_L_LIFEPOTION:
  12921. case SC_M_LIFEPOTION:
  12922. case SC_G_LIFEPOTION:
  12923. if( --(sce->val4) >= 0 ) {
  12924. // val1 < 0 = per max% | val1 > 0 = exact amount
  12925. int hp = 0;
  12926. if( status->hp < status->max_hp && !sc->getSCE(SC_BERSERK) )
  12927. hp = (sce->val1 < 0) ? (int)(status->max_hp * -1 * sce->val1 / 100.) : sce->val1;
  12928. status_heal(bl, hp, 0, 0);
  12929. sc_timer_next((sce->val2 * 1000) + tick);
  12930. return 0;
  12931. }
  12932. break;
  12933. case SC_S_MANAPOTION:
  12934. if( --(sce->val4) >= 0 ) {
  12935. // val1 < 0 = per max% | val1 > 0 = exact amount
  12936. int sp = 0;
  12937. if( status->sp < status->max_sp && !sc->getSCE(SC_BERSERK) )
  12938. sp = (sce->val1 < 0) ? (int)(status->max_sp * -1 * sce->val1 / 100.) : sce->val1;
  12939. status_heal(bl, 0, sp, 0);
  12940. sc_timer_next((sce->val2 * 1000) + tick);
  12941. return 0;
  12942. }
  12943. break;
  12944. case SC_GRADUAL_GRAVITY:
  12945. if (sce->val4 >= 0) {
  12946. status_zap(bl, status->max_hp * sce->val2 / 100, 0);
  12947. }
  12948. break;
  12949. case SC_BOSSMAPINFO:
  12950. if( sd && sce->val4 >= 0 ){
  12951. mob_data* boss_md = map_id2boss( sce->val1 );
  12952. if( boss_md == nullptr ){
  12953. sce->val4 = 0;
  12954. break;
  12955. }
  12956. // Not on same map anymore
  12957. if( sd->bl.m != boss_md->bl.m ){
  12958. sce->val4 = 0;
  12959. break;
  12960. // Boss is alive - Update X, Y on minimap
  12961. }else if( boss_md->bl.prev != nullptr ){
  12962. sce->val2 = 0;
  12963. clif_bossmapinfo( *sd, boss_md, BOSS_INFO_ALIVE );
  12964. // Boss is dead
  12965. }else if( boss_md->spawn_timer != INVALID_TIMER && sce->val2 == 0 ){
  12966. sce->val2 = 1;
  12967. clif_bossmapinfo( *sd, boss_md, BOSS_INFO_DEAD );
  12968. }
  12969. }
  12970. break;
  12971. case SC_DANCING: // SP consumption by time of dancing skills
  12972. {
  12973. int s = 0;
  12974. int sp = 1;
  12975. if (--sce->val3 <= 0)
  12976. break;
  12977. switch(sce->val1&0xFFFF) {
  12978. #ifndef RENEWAL
  12979. case BD_RICHMANKIM:
  12980. case BD_DRUMBATTLEFIELD:
  12981. case BD_RINGNIBELUNGEN:
  12982. case BD_SIEGFRIED:
  12983. case BA_DISSONANCE:
  12984. case BA_ASSASSINCROSS:
  12985. case DC_UGLYDANCE:
  12986. s=3;
  12987. break;
  12988. case BD_LULLABY:
  12989. case BD_ETERNALCHAOS:
  12990. case BD_ROKISWEIL:
  12991. case DC_FORTUNEKISS:
  12992. s=4;
  12993. break;
  12994. case CG_HERMODE:
  12995. case BD_INTOABYSS:
  12996. case BA_WHISTLE:
  12997. case DC_HUMMING:
  12998. case BA_POEMBRAGI:
  12999. case DC_SERVICEFORYOU:
  13000. s=5;
  13001. break;
  13002. case BA_APPLEIDUN:
  13003. s=6;
  13004. break;
  13005. #endif
  13006. case CG_MOONLIT:
  13007. // Moonlit's cost is 4sp*skill_lv [Skotlex]
  13008. sp= 4*(sce->val1>>16);
  13009. // Upkeep is also every 10 secs.
  13010. #ifndef RENEWAL
  13011. [[fallthrough]];
  13012. case DC_DONTFORGETME:
  13013. #endif
  13014. s=10;
  13015. break;
  13016. }
  13017. if( s != 0 && sce->val3 % s == 0 ) {
  13018. #ifndef RENEWAL
  13019. if (sc->getSCE(SC_LONGING))
  13020. sp*= 3;
  13021. #endif
  13022. if (!status_charge(bl, 0, sp))
  13023. break;
  13024. }
  13025. sc_timer_next(1000+tick);
  13026. return 0;
  13027. }
  13028. break;
  13029. case SC_BERSERK:
  13030. // 5% every 10 seconds [DracoRPG]
  13031. if( --( sce->val3 ) > 0 && status_charge(bl, sce->val2, 0) && status->hp > 100 ) {
  13032. sc_timer_next(sce->val4+tick);
  13033. return 0;
  13034. }
  13035. break;
  13036. case SC_NOCHAT:
  13037. if(sd) {
  13038. sd->status.manner++;
  13039. clif_changemanner( *sd );
  13040. clif_updatestatus(*sd,SP_MANNER);
  13041. if (sd->status.manner < 0) { // Every 60 seconds your manner goes up by 1 until it gets back to 0.
  13042. sc_timer_next(60000+tick);
  13043. return 0;
  13044. }
  13045. }
  13046. break;
  13047. case SC_SPLASHER:
  13048. // Custom Venom Splasher countdown timer
  13049. // if (sce->val4 % 1000 == 0) {
  13050. // char timer[10];
  13051. // snprintf (timer, 10, "%d", sce->val4/1000);
  13052. // clif_message(bl, timer);
  13053. // }
  13054. if((sce->val4 -= 500) > 0) {
  13055. sc_timer_next(500 + tick);
  13056. return 0;
  13057. }
  13058. break;
  13059. case SC_MARIONETTE:
  13060. case SC_MARIONETTE2:
  13061. {
  13062. struct block_list *pbl = map_id2bl(sce->val1);
  13063. if( pbl && check_distance_bl(bl, pbl, 7) ) {
  13064. sc_timer_next(1000 + tick);
  13065. return 0;
  13066. }
  13067. }
  13068. break;
  13069. case SC_GOSPEL:
  13070. if(sce->val4 == BCT_SELF && --(sce->val2) > 0) {
  13071. int hp, sp;
  13072. hp = (sce->val1 > 5) ? 45 : 30;
  13073. sp = (sce->val1 > 5) ? 35 : 20;
  13074. if(!status_charge(bl, hp, sp))
  13075. break;
  13076. sc_timer_next(10000+tick);
  13077. return 0;
  13078. }
  13079. break;
  13080. case SC_JAILED:
  13081. if(sce->val1 == INT_MAX || --(sce->val1) > 0) {
  13082. sc_timer_next(60000+tick);
  13083. return 0;
  13084. }
  13085. break;
  13086. case SC_BLIND:
  13087. if(sc->getSCE(SC_FOGWALL)) { // Blind lasts forever while you are standing on the fog.
  13088. sc_timer_next(5000+tick);
  13089. return 0;
  13090. }
  13091. break;
  13092. case SC_ABUNDANCE:
  13093. if(--(sce->val4) > 0) {
  13094. status_heal(bl,0,60,0);
  13095. sc_timer_next(10000+tick);
  13096. }
  13097. break;
  13098. case SC_OBLIVIONCURSE:
  13099. if( --(sce->val4) >= 0 ) {
  13100. clif_emotion(bl,ET_QUESTION);
  13101. sc_timer_next(3000 + tick);
  13102. return 0;
  13103. }
  13104. break;
  13105. case SC_WEAPONBLOCKING:
  13106. if( --(sce->val4) >= 0 ) {
  13107. if( !status_charge(bl,0,3) )
  13108. break;
  13109. sc_timer_next(5000+tick);
  13110. return 0;
  13111. }
  13112. break;
  13113. case SC_CLOAKINGEXCEED:
  13114. if(!status_charge(bl,0,10-sce->val1))
  13115. break;
  13116. sc_timer_next(1000 + tick);
  13117. return 0;
  13118. case SC_RENOVATIO:
  13119. if( --(sce->val4) >= 0 ) {
  13120. int heal = status->max_hp * (sce->val1 + 4) / 100;
  13121. if( sc && sc->getSCE(SC_AKAITSUKI) && heal )
  13122. heal = ~heal + 1;
  13123. status_heal(bl, heal, 0, 3);
  13124. sc_timer_next(5000 + tick);
  13125. return 0;
  13126. }
  13127. break;
  13128. case SC_SPHERE_1:
  13129. case SC_SPHERE_2:
  13130. case SC_SPHERE_3:
  13131. case SC_SPHERE_4:
  13132. case SC_SPHERE_5:
  13133. if( --(sce->val4) >= 0 ) {
  13134. if( !status_charge(bl, 0, 1) )
  13135. break;
  13136. sc_timer_next(1000 + tick);
  13137. return 0;
  13138. }
  13139. break;
  13140. case SC_FREEZE_SP:
  13141. if( !status_charge(bl, 0, sce->val2) ) {
  13142. int i;
  13143. for(i = SC_SPELLBOOK1; i <= SC_MAXSPELLBOOK; i++) // Also remove stored spell as well.
  13144. status_change_end(bl, (sc_type)i);
  13145. break;
  13146. }
  13147. sc_timer_next(10000 + tick);
  13148. return 0;
  13149. case SC_ELECTRICSHOCKER:
  13150. if( --(sce->val4) >= 0 ) {
  13151. status_charge(bl, 0, 5 * sce->val1 * status->max_sp / 100);
  13152. sc_timer_next(1000 + tick);
  13153. return 0;
  13154. }
  13155. break;
  13156. case SC_CAMOUFLAGE:
  13157. if (!status_charge(bl, 0, 7 - sce->val1))
  13158. break;
  13159. if (--sce->val4 >= 0)
  13160. sce->val3++;
  13161. sc_timer_next(1000 + tick);
  13162. return 0;
  13163. case SC__REPRODUCE:
  13164. if(!status_charge(bl, 0, 1))
  13165. break;
  13166. sc_timer_next(1000+tick);
  13167. return 0;
  13168. case SC__SHADOWFORM:
  13169. if( --(sce->val4) >= 0 ) {
  13170. if( !status_charge(bl, 0, 11 - sce->val1) )
  13171. break;
  13172. sc_timer_next(1000 + tick);
  13173. return 0;
  13174. }
  13175. break;
  13176. case SC__INVISIBILITY:
  13177. if( !status_charge(bl, 0, (12 - 2 * sce->val1) * status->max_sp / 100) ) // 6% - skill_lv.
  13178. break;
  13179. sc_timer_next(1000 + tick);
  13180. return 0;
  13181. case SC_STRIKING:
  13182. if( --(sce->val4) >= 0 ) {
  13183. if( !status_charge(bl,0, sce->val3 ) )
  13184. break;
  13185. sc_timer_next(1000 + tick);
  13186. return 0;
  13187. }
  13188. break;
  13189. case SC_WARMER: {
  13190. int hp = 0;
  13191. status_change *ssc = status_get_sc(map_id2bl(sce->val2));
  13192. if (ssc && ssc->getSCE(SC_HEATER_OPTION))
  13193. hp = status->max_hp * 3 * sce->val1 / 100;
  13194. else
  13195. hp = status->max_hp * sce->val1 / 100;
  13196. if (sc && sc->getSCE(SC_AKAITSUKI) && hp)
  13197. hp = ~hp + 1;
  13198. if (status->hp != status->max_hp)
  13199. status_heal(bl, hp, 0, 0);
  13200. sc_timer_next(3000 + tick);
  13201. return 0;
  13202. }
  13203. case SC_HELLS_PLANT:
  13204. if( sce->val4 >= 0 ){
  13205. skill_castend_damage_id( bl, bl, GN_HELLS_PLANT_ATK, sce->val1, tick, 0 );
  13206. }
  13207. break;
  13208. case SC_VOICEOFSIREN:
  13209. if( --(sce->val4) >= 0 ) {
  13210. clif_emotion(bl,ET_THROB);
  13211. sc_timer_next(2000 + tick);
  13212. return 0;
  13213. }
  13214. break;
  13215. case SC_DEEPSLEEP:
  13216. if( --(sce->val4) >= 0 ) { // Recovers 3% HP/SP every 2 seconds.
  13217. status_heal(bl, status->max_hp * 3 / 100, status->max_sp * 3 / 100, 2);
  13218. sc_timer_next(2000 + tick);
  13219. return 0;
  13220. }
  13221. break;
  13222. case SC_SATURDAYNIGHTFEVER:
  13223. // 1% HP/SP drain every val4 seconds [Jobbie]
  13224. if( --(sce->val3) >= 0 ) {
  13225. if( !status_charge(bl, status->hp / 100, status->sp / 100) )
  13226. break;
  13227. sc_timer_next(sce->val4+tick);
  13228. return 0;
  13229. }
  13230. break;
  13231. case SC_CRYSTALIZE:
  13232. if( --(sce->val4) >= 0 ) { // Drains 2% of HP and 1% of SP every seconds.
  13233. if (!status_charge(bl, status->max_hp * 2 / 100, status->max_sp / 100))
  13234. break;
  13235. sc_timer_next(1000 + tick);
  13236. return 0;
  13237. }
  13238. break;
  13239. case SC_FORCEOFVANGUARD:
  13240. if( !status_charge(bl,0,24 - 4 * sce->val1) )
  13241. break;
  13242. sc_timer_next(10000 + tick);
  13243. return 0;
  13244. case SC_BANDING:
  13245. if( status_charge(bl, 0, 7 - sce->val1) ) {
  13246. sce->val2 = (sd ? skill_banding_count(sd) : 1);
  13247. sc_timer_next(5000 + tick);
  13248. return 0;
  13249. }
  13250. break;
  13251. case SC_REFLECTDAMAGE:
  13252. if( --(sce->val4) > 0 ) {
  13253. if( !status_charge(bl,0,10) )
  13254. break;
  13255. sc_timer_next(1000 + tick);
  13256. return 0;
  13257. }
  13258. break;
  13259. case SC_OVERHEAT_LIMITPOINT:
  13260. if (--(sce->val1) >= 0) { // Cooling
  13261. if (sce->val2 == 0) { // Flag the overheat limit once it has been met.
  13262. static std::vector<int16> limit = { 150, 200, 280, 360, 450 };
  13263. uint16 skill_lv = (sd ? cap_value(pc_checkskill(sd, NC_MAINFRAME), 0, (uint16)(limit.size() - 1)) : 0);
  13264. if (sce->val1 > limit[skill_lv])
  13265. sce->val2 = 1;
  13266. } else {
  13267. status_change_end(bl, SC_OVERHEAT);
  13268. if (sce->val2 > 0)
  13269. sc_start(bl, bl, SC_OVERHEAT, 100, sce->val1, 975);
  13270. }
  13271. sc_timer_next(1000 + tick);
  13272. return 0;
  13273. }
  13274. break;
  13275. case SC_OVERHEAT: {
  13276. uint32 damage = status->max_hp / 100; // Suggestion 1% each second
  13277. if (damage >= status->hp)
  13278. damage = status->hp - 1; // Do not kill, just keep you with 1 hp minimum
  13279. map_freeblock_lock();
  13280. status_zap(bl, damage, 0);
  13281. sc_timer_next(975 + tick); // Tick is not 1000 to avoid desync with SC_OVERHEAT_LIMITPOINT.
  13282. map_freeblock_unlock();
  13283. return 0;
  13284. }
  13285. break;
  13286. case SC_MAGNETICFIELD:
  13287. if (--(sce->val4) >= 0) {
  13288. struct block_list *src = map_id2bl(sce->val2);
  13289. if (!src || (src && (status_isdead(*src) || src->m != bl->m)))
  13290. break;
  13291. map_freeblock_lock();
  13292. if (!status_charge(bl, 0, 50))
  13293. status_zap(bl, 0, status->sp);
  13294. if (sc->getSCE(type))
  13295. sc_timer_next(1000 + tick);
  13296. map_freeblock_unlock();
  13297. return 0;
  13298. }
  13299. break;
  13300. case SC_INSPIRATION:
  13301. if(--(sce->val4) >= 0) {
  13302. if (!status_charge(bl, status->max_hp * (35 - 5 * sce->val1) / 1000, status->max_sp * (45 - 5 * sce->val1) / 1000))
  13303. break;
  13304. sc_timer_next(5000+tick);
  13305. return 0;
  13306. }
  13307. break;
  13308. case SC_SHIELDSPELL_HP:
  13309. if( sce->val4 >= 0 && status->hp < status->max_hp ){
  13310. status_heal( bl, status->max_hp * sce->val2 / 100, 0, 1 );
  13311. }
  13312. break;
  13313. case SC_SHIELDSPELL_SP:
  13314. if( sce->val4 >= 0 && status->sp < status->max_sp ){
  13315. status_heal( bl, 0, status->max_sp * sce->val2 / 100, 1 );
  13316. }
  13317. break;
  13318. case SC_TROPIC:
  13319. case SC_CHILLY_AIR:
  13320. case SC_WILD_STORM:
  13321. case SC_UPHEAVAL:
  13322. case SC_HEATER:
  13323. case SC_COOLER:
  13324. case SC_BLAST:
  13325. case SC_CURSED_SOIL:
  13326. case SC_PYROTECHNIC:
  13327. case SC_AQUAPLAY:
  13328. case SC_GUST:
  13329. case SC_PETROLOGY:
  13330. case SC_CIRCLE_OF_FIRE:
  13331. case SC_FIRE_CLOAK:
  13332. case SC_WATER_DROP:
  13333. case SC_WATER_SCREEN:
  13334. case SC_WIND_CURTAIN:
  13335. case SC_WIND_STEP:
  13336. case SC_STONE_SHIELD:
  13337. case SC_SOLID_SKIN:
  13338. case SC_FLAMETECHNIC:
  13339. case SC_FLAMEARMOR:
  13340. case SC_COLD_FORCE:
  13341. case SC_CRYSTAL_ARMOR:
  13342. case SC_GRACE_BREEZE:
  13343. case SC_EYES_OF_STORM:
  13344. case SC_EARTH_CARE:
  13345. case SC_STRONG_PROTECTION:
  13346. case SC_DEEP_POISONING:
  13347. case SC_POISON_SHIELD:
  13348. if( !status_charge(bl,0,sce->val2) ) {
  13349. struct block_list *s_bl = battle_get_master(bl);
  13350. if (bl->type == BL_ELEM)
  13351. elemental_change_mode(BL_CAST(BL_ELEM, bl), EL_MODE_PASSIVE);
  13352. if( s_bl )
  13353. status_change_end(s_bl,static_cast<sc_type>(type+1));
  13354. status_change_end(bl,type);
  13355. break;
  13356. }
  13357. sc_timer_next(sce->val3 + tick);
  13358. return 0;
  13359. case SC_WATER_SCREEN_OPTION:
  13360. status_heal(bl,1000,0,2);
  13361. sc_timer_next(10000 + tick);
  13362. return 0;
  13363. case SC_TEARGAS:
  13364. if( --(sce->val4) >= 0 ) {
  13365. struct block_list *src = map_id2bl(sce->val3);
  13366. int damage = sce->val2;
  13367. map_freeblock_lock();
  13368. clif_damage(*bl, *bl, tick, 0, 0, damage, 1, DMG_MULTI_HIT_ENDURE, 0, false);
  13369. status_damage(src, bl, damage,0, 0, 1, 0);
  13370. if( sc->getSCE(type) ) {
  13371. sc_timer_next(2000 + tick);
  13372. }
  13373. map_freeblock_unlock();
  13374. return 0;
  13375. }
  13376. break;
  13377. case SC_TEARGAS_SOB:
  13378. if( --(sce->val4) >= 0 ) {
  13379. clif_emotion(bl, ET_CRY);
  13380. sc_timer_next(3000 + tick);
  13381. return 0;
  13382. }
  13383. break;
  13384. case SC_STOMACHACHE:
  13385. if( --(sce->val4) >= 0 ) {
  13386. status_charge(bl,0,sce->val2); // Reduce 8 every 10 seconds.
  13387. if( sd && !pc_issit(sd) ) { // Force to sit every 10 seconds.
  13388. pc_setsit(sd);
  13389. skill_sit(sd, true);
  13390. clif_sitting(*bl);
  13391. }
  13392. sc_timer_next(10000 + tick);
  13393. return 0;
  13394. }
  13395. break;
  13396. case SC_LEADERSHIP:
  13397. case SC_GLORYWOUNDS:
  13398. case SC_SOULCOLD:
  13399. case SC_HAWKEYES:
  13400. // They only end by status_change_end
  13401. sc_timer_next(600000 + tick);
  13402. return 0;
  13403. case SC_MEIKYOUSISUI:
  13404. if( --(sce->val4) >= 0 ) {
  13405. status_heal(bl, status->max_hp * sce->val2 / 100, status->max_sp * sce->val3 / 100, 0);
  13406. sc_timer_next(1000 + tick);
  13407. return 0;
  13408. }
  13409. break;
  13410. case SC_KAGEMUSYA:
  13411. if( --(sce->val4) >= 0 ) {
  13412. if(!status_charge(bl, 0, 1)) break;
  13413. sc_timer_next(1000+tick);
  13414. return 0;
  13415. }
  13416. break;
  13417. case SC_ANGRIFFS_MODUS:
  13418. if(--(sce->val4) >= 0) { // Drain hp/sp
  13419. if( !status_charge(bl,100,20) ) break;
  13420. sc_timer_next(1000+tick);
  13421. return 0;
  13422. }
  13423. break;
  13424. case SC_CBC:
  13425. if(--(sce->val4) >= 0) { // Drain hp/sp
  13426. int hp=0;
  13427. int sp = (status->max_sp * sce->val3) / 100;
  13428. if(bl->type == BL_MOB) hp = sp*10;
  13429. if( !status_charge(bl,hp,sp) )break;
  13430. sc_timer_next(1000+tick);
  13431. return 0;
  13432. }
  13433. break;
  13434. case SC_FULL_THROTTLE:
  13435. if( --(sce->val4) >= 0 ) {
  13436. status_percent_damage(bl, bl, 0, sce->val2, false);
  13437. sc_timer_next(1000 + tick);
  13438. return 0;
  13439. }
  13440. break;
  13441. case SC_REBOUND:
  13442. if( --(sce->val4) >= 0 ) {
  13443. clif_emotion(bl, ET_SWEAT);
  13444. sc_timer_next(2000 + tick);
  13445. return 0;
  13446. }
  13447. break;
  13448. case SC_KINGS_GRACE:
  13449. if( --(sce->val4) >= 0 ) {
  13450. status_percent_heal(bl, sce->val2, 0);
  13451. sc_timer_next(1000 + tick);
  13452. return 0;
  13453. }
  13454. break;
  13455. case SC_FRIGG_SONG:
  13456. if( --(sce->val4) >= 0 ) {
  13457. status_heal(bl, sce->val3, 0, 0);
  13458. sc_timer_next(1000 + tick);
  13459. return 0;
  13460. }
  13461. break;
  13462. case SC_C_MARKER:
  13463. if( --(sce->val4) >= 0 ) {
  13464. TBL_PC *caster = map_id2sd(sce->val2);
  13465. if (!caster || caster->bl.m != bl->m) //End the SC if caster isn't in same map
  13466. break;
  13467. sc_timer_next(1000 + tick);
  13468. clif_crimson_marker( *caster, *bl, false );
  13469. return 0;
  13470. }
  13471. break;
  13472. case SC_STEALTHFIELD_MASTER:
  13473. if (--(sce->val4) >= 0) {
  13474. if (!status_charge(bl, 0, status->max_sp * 3 / 100))
  13475. break;
  13476. sc_timer_next(sce->val3 + tick);
  13477. return 0;
  13478. }
  13479. break;
  13480. case SC_VACUUM_EXTREME:
  13481. if (sce->val4 > 0) {
  13482. // Only slide targets to center if they are standing still
  13483. if (unit_bl2ud(bl)->walktimer == INVALID_TIMER) {
  13484. uint16 x = sce->val3 >> 16, y = sce->val3 & 0xFFFF;
  13485. 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)) {
  13486. clif_slide(*bl, x, y);
  13487. clif_fixpos( *bl );
  13488. }
  13489. }
  13490. sc_timer_next(tick + sce->val4);
  13491. sce->val4 = 0;
  13492. }
  13493. break;
  13494. case SC_FIRE_INSIGNIA:
  13495. if (--(sce->val4) >= 0) {
  13496. if (status->def_ele == ELE_FIRE)
  13497. status_heal(bl, status->max_hp / 100, 0, 1);
  13498. else if (status->def_ele == ELE_EARTH)
  13499. status_zap(bl, status->max_hp / 100, 0);
  13500. sc_timer_next(5000 + tick);
  13501. return 0;
  13502. }
  13503. break;
  13504. case SC_WATER_INSIGNIA:
  13505. if (--(sce->val4) >= 0) {
  13506. if (status->def_ele == ELE_WATER)
  13507. status_heal(bl, status->max_hp / 100, 0, 1);
  13508. else if (status->def_ele == ELE_FIRE)
  13509. status_zap(bl, status->max_hp / 100, 0);
  13510. sc_timer_next(5000 + tick);
  13511. return 0;
  13512. }
  13513. break;
  13514. case SC_WIND_INSIGNIA:
  13515. if (--(sce->val4) >= 0) {
  13516. if (status->def_ele == ELE_WIND)
  13517. status_heal(bl, status->max_hp / 100, 0, 1);
  13518. else if (status->def_ele == ELE_WATER)
  13519. status_zap(bl, status->max_hp / 100, 0);
  13520. sc_timer_next(5000 + tick);
  13521. return 0;
  13522. }
  13523. break;
  13524. case SC_EARTH_INSIGNIA:
  13525. if (--(sce->val4) >= 0) {
  13526. if (status->def_ele == ELE_EARTH)
  13527. status_heal(bl, status->max_hp / 100, 0, 1);
  13528. else if (status->def_ele == ELE_WIND)
  13529. status_zap(bl, status->max_hp / 100, 0);
  13530. sc_timer_next(5000 + tick);
  13531. return 0;
  13532. }
  13533. break;
  13534. case SC_BITESCAR:
  13535. if (--(sce->val4) >= 0) {
  13536. status_percent_damage(bl, bl, -(sce->val2), 0, 0);
  13537. sc_timer_next(1000 + tick);
  13538. return 0;
  13539. }
  13540. break;
  13541. case SC_FRESHSHRIMP:
  13542. if (--(sce->val4) >= 0) {
  13543. status_heal(bl, sce->val2, 0, 0);
  13544. sc_timer_next((10000 - ((sce->val1 - 1) * 1000)) + tick);
  13545. return 0;
  13546. }
  13547. break;
  13548. case SC_DORAM_BUF_01:
  13549. if( sd && --(sce->val4) >= 0 ) {
  13550. if( status->hp < status->max_hp )
  13551. status_heal(bl, 10, 0, 2);
  13552. sc_timer_next(10000 + tick);
  13553. return 0;
  13554. }
  13555. break;
  13556. case SC_DORAM_BUF_02:
  13557. if( sd && --(sce->val4) >= 0 ) {
  13558. if( status->sp < status->max_sp )
  13559. status_heal(bl, 0, 5, 2);
  13560. sc_timer_next(10000 + tick);
  13561. return 0;
  13562. }
  13563. break;
  13564. case SC_NEWMOON:
  13565. if (--(sce->val4) >= 0) {
  13566. if (!status_charge(bl, 0, 1))
  13567. break;
  13568. sc_timer_next(1000 + tick);
  13569. return 0;
  13570. }
  13571. break;
  13572. case SC_CREATINGSTAR:
  13573. if (--(sce->val4) >= 0) { // Needed to check who the caster is and what AoE is giving the status.
  13574. struct block_list *star_caster = map_id2bl(sce->val2);
  13575. struct skill_unit *star_aoe = (struct skill_unit *)map_id2bl(sce->val3);
  13576. if (star_caster == nullptr || status_isdead(*star_caster) || star_caster->m != bl->m || star_aoe == nullptr)
  13577. break;
  13578. sc_timer_next(500 + tick);
  13579. // Attack after timer to prevent errors
  13580. skill_attack(BF_WEAPON, star_caster, &star_aoe->bl, bl, SJ_BOOKOFCREATINGSTAR, sce->val1, tick, 0);
  13581. return 0;
  13582. }
  13583. break;
  13584. case SC_SOULUNITY:
  13585. if (--(sce->val4) >= 0) { // Needed to check the caster's location for the range check.
  13586. struct block_list *unity_src = map_id2bl(sce->val2);
  13587. if (!unity_src || status_isdead(*unity_src) || unity_src->m != bl->m || !check_distance_bl(bl, unity_src, 11))
  13588. break;
  13589. status_heal(bl, 150 * sce->val1, 0, 2);
  13590. sc_timer_next(3000 + tick);
  13591. return 0;
  13592. }
  13593. break;
  13594. case SC_SOULCOLLECT:
  13595. pc_addsoulball(sd, sce->val2);
  13596. if (sd->soulball < sce->val2) {
  13597. sc_timer_next(sce->val3 + tick);
  13598. return 0;
  13599. }
  13600. break;
  13601. case SC_HELPANGEL:
  13602. if (--(sce->val4) >= 0) {
  13603. status_heal(bl, 1000, 350, 0); // Heal amount not displayed
  13604. sc_timer_next(1000 + tick);
  13605. return 0;
  13606. }
  13607. break;
  13608. case SC_BURNT:
  13609. if( --(sce->val4) >= 0 ) {
  13610. int damage = 2000;
  13611. if( damage >= status->hp )
  13612. damage = status->hp - 1;
  13613. map_freeblock_lock();
  13614. status_zap(bl,damage,0);
  13615. if( sc->getSCE(type) ) {
  13616. sc_timer_next(1000 + tick);
  13617. }
  13618. map_freeblock_unlock();
  13619. return 0;
  13620. }
  13621. break;
  13622. case SC_MEDIALE:
  13623. if (--(sce->val4) >= 0) {
  13624. clif_specialeffect(bl, 1808, AREA);
  13625. skill_castend_nodamage_id(bl, bl, CD_MEDIALE_VOTUM, sce->val1, tick, 1);
  13626. sc_timer_next(2000 + tick);
  13627. return 0;
  13628. }
  13629. break;
  13630. case SC_DANCING_KNIFE:
  13631. if (--(sce->val4) >= 0) {
  13632. skill_castend_nodamage_id(bl, bl, SHC_DANCING_KNIFE, sce->val1, tick, 1);
  13633. sc_timer_next(300 + tick);
  13634. return 0;
  13635. }
  13636. break;
  13637. case SC_A_MACHINE:
  13638. if (--(sce->val4) >= 0) {
  13639. skill_castend_nodamage_id(bl, bl, MT_A_MACHINE, sce->val1, tick, 1);
  13640. sc_timer_next(1000 + tick);
  13641. return 0;
  13642. }
  13643. break;
  13644. case SC_SERVANTWEAPON:
  13645. if (sce->val4 >= 0) {
  13646. if( sd && sd->servantball < MAX_SERVANTBALL ){
  13647. pc_addservantball( *sd, MAX_SERVANTBALL );
  13648. }
  13649. interval = max(500, skill_get_time2(DK_SERVANTWEAPON, sce->val1));
  13650. map_freeblock_lock();
  13651. dounlock = true;
  13652. }
  13653. break;
  13654. case SC_ABYSSFORCEWEAPON:
  13655. if (sce->val4 >= 0) {
  13656. if( sd && sd->abyssball < MAX_ABYSSBALL ){
  13657. pc_addabyssball( *sd );
  13658. }
  13659. interval = max(500, skill_get_time2(ABC_FROM_THE_ABYSS, sce->val1));
  13660. map_freeblock_lock();
  13661. dounlock = true;
  13662. }
  13663. break;
  13664. case SC_KILLING_AURA:
  13665. if (sce->val4 >= 0)
  13666. skill_castend_damage_id( bl, bl, NPC_KILLING_AURA, sce->val1, tick, 0 );
  13667. break;
  13668. case SC_INTENSIVE_AIM:
  13669. if (!sc || !sc->getSCE(SC_INTENSIVE_AIM_COUNT))
  13670. sce->val4 = 0;
  13671. if (sce->val4 < 10) {
  13672. sce->val4++;
  13673. sc_start(bl, bl, SC_INTENSIVE_AIM_COUNT, 100, sce->val4, INFINITE_TICK);
  13674. }
  13675. sc_timer_next(500 + tick);
  13676. return 0;
  13677. }
  13678. // If status has an interval and there is at least 100ms remaining time, wait for next interval
  13679. if(interval > 0 && sc->getSCE(type) && sce->val4 >= 100) {
  13680. sc_timer_next(min(sce->val4,interval)+tick);
  13681. sce->val4 -= interval;
  13682. if (dounlock)
  13683. map_freeblock_unlock();
  13684. return 0;
  13685. }
  13686. if (dounlock)
  13687. map_freeblock_unlock();
  13688. // Default for all non-handled control paths is to end the status
  13689. return status_change_end( bl,type,tid );
  13690. }
  13691. /**
  13692. * For each iteration of repetitive status
  13693. * @param bl: Object [PC|MOB|HOM|MER|ELEM]
  13694. * @param ap: va_list arguments (src, sce, type, tick)
  13695. */
  13696. int status_change_timer_sub(struct block_list* bl, va_list ap)
  13697. {
  13698. status_change* tsc;
  13699. struct block_list* src = va_arg(ap,struct block_list*);
  13700. struct status_change_entry* sce = va_arg(ap,struct status_change_entry*);
  13701. enum sc_type type = (sc_type)va_arg(ap,int); // gcc: enum args get promoted to int
  13702. t_tick tick = va_arg(ap,t_tick);
  13703. if (status_isdead(*bl))
  13704. return 0;
  13705. tsc = status_get_sc(bl);
  13706. switch( type ) {
  13707. case SC_SIGHT: // Reveal hidden ennemy on 3*3 range
  13708. case SC_CONCENTRATE:
  13709. status_change_end(bl, SC_HIDING);
  13710. status_change_end(bl, SC_CLOAKING);
  13711. status_change_end(bl, SC_CLOAKINGEXCEED);
  13712. status_change_end(bl, SC_CAMOUFLAGE);
  13713. status_change_end(bl, SC_NEWMOON);
  13714. if (tsc && tsc->getSCE(SC__SHADOWFORM) && (sce && sce->val4 > 0 && sce->val4%2000 == 0) && // For every 2 seconds do the checking
  13715. rnd()%100 < 100 - tsc->getSCE(SC__SHADOWFORM)->val1 * 10) // [100 - (Skill Level x 10)] %
  13716. status_change_end(bl, SC__SHADOWFORM);
  13717. break;
  13718. case SC_RUWACH: // Reveal hidden target and deal little dammages if enemy
  13719. if (tsc && (tsc->getSCE(SC_HIDING) || tsc->getSCE(SC_CLOAKING) ||
  13720. tsc->getSCE(SC_CAMOUFLAGE) || tsc->getSCE(SC_NEWMOON) || tsc->getSCE(SC_CLOAKINGEXCEED))) {
  13721. status_change_end(bl, SC_HIDING);
  13722. status_change_end(bl, SC_CLOAKING);
  13723. status_change_end(bl, SC_CAMOUFLAGE);
  13724. status_change_end(bl, SC_CLOAKINGEXCEED);
  13725. status_change_end(bl, SC_NEWMOON);
  13726. if(battle_check_target( src, bl, BCT_ENEMY ) > 0)
  13727. skill_attack(BF_MAGIC,src,src,bl,AL_RUWACH,1,tick,0);
  13728. }
  13729. if (tsc && tsc->getSCE(SC__SHADOWFORM) && (sce && sce->val4 > 0 && sce->val4%2000 == 0) && // For every 2 seconds do the checking
  13730. rnd()%100 < 100 - tsc->getSCE(SC__SHADOWFORM)->val1 * 10 ) { // [100 - (Skill Level x 10)] %
  13731. status_change_end(bl, SC__SHADOWFORM);
  13732. if (battle_check_target(src, bl, BCT_ENEMY) > 0)
  13733. skill_attack(BF_MAGIC, src, src, bl, status_db.getSkill(type), 1, tick, 0);
  13734. }
  13735. break;
  13736. case SC_SIGHTBLASTER:
  13737. if (battle_check_target( src, bl, BCT_ENEMY ) > 0 &&
  13738. status_check_skilluse(src, bl, WZ_SIGHTBLASTER, 2))
  13739. {
  13740. if (sce) {
  13741. struct skill_unit *su = nullptr;
  13742. if(bl->type == BL_SKILL)
  13743. su = (struct skill_unit *)bl;
  13744. if (skill_attack(BF_MAGIC,src,src,bl,WZ_SIGHTBLASTER,sce->val1,tick,0x1000000)
  13745. && (!su || !su->group || !skill_get_inf2(su->group->skill_id, INF2_ISTRAP))) { // The hit is not counted if it's against a trap
  13746. sce->val2 = 0; // This signals it to end.
  13747. } else if((bl->type&BL_SKILL) && sce->val4%2 == 0) {
  13748. //Remove trap immunity temporarily so it triggers if you still stand on it
  13749. sce->val4++;
  13750. }
  13751. }
  13752. }
  13753. break;
  13754. case SC_CLOSECONFINE:
  13755. // Lock char has released the hold on everyone...
  13756. if (tsc && tsc->getSCE(SC_CLOSECONFINE2) && tsc->getSCE(SC_CLOSECONFINE2)->val2 == src->id) {
  13757. tsc->getSCE(SC_CLOSECONFINE2)->val2 = 0;
  13758. status_change_end(bl, SC_CLOSECONFINE2);
  13759. }
  13760. break;
  13761. case SC_CURSEDCIRCLE_TARGET:
  13762. if( tsc && tsc->getSCE(SC_CURSEDCIRCLE_TARGET) && tsc->getSCE(SC_CURSEDCIRCLE_TARGET)->val2 == src->id ) {
  13763. clif_bladestop(bl, tsc->getSCE(SC_CURSEDCIRCLE_TARGET)->val2, 0);
  13764. status_change_end(bl, type);
  13765. }
  13766. break;
  13767. }
  13768. return 0;
  13769. }
  13770. /**
  13771. * Clears buffs/debuffs on an object
  13772. * @param bl: Object to clear [PC|MOB|HOM|MER|ELEM]
  13773. * @param type: Type to remove
  13774. * SCCB_BUFFS: Clear Buffs
  13775. * SCCB_DEBUFFS: Clear Debuffs
  13776. * SCCB_REFRESH: Clear specific debuffs through RK_REFRESH
  13777. * SCCB_CHEM_PROTECT: Clear AM_CP_ARMOR/HELM/SHIELD/WEAPON
  13778. * SCCB_LUXANIMA: Bonus Script removed through RK_LUXANIMA
  13779. */
  13780. void status_change_clear_buffs(struct block_list* bl, uint8 type)
  13781. {
  13782. status_change *sc= status_get_sc(bl);
  13783. if (!sc || !sc->count)
  13784. return;
  13785. //Clears buffs with specified flag and type
  13786. for (const auto &it : status_db) {
  13787. sc_type status = static_cast<sc_type>(it.first);
  13788. const std::bitset<SCF_MAX>& flag = it.second->flag;
  13789. bool end = false;
  13790. if (!sc->getSCE(status))
  13791. continue;
  13792. // Skip status with SCF_NOCLEARBUFF, no matter what
  13793. if (flag[SCF_NOCLEARBUFF])
  13794. continue;
  13795. // &SCCB_LUXANIMA : Cleared by RK_LUXANIMA and has the SCF_REMOVEONLUXANIMA flag
  13796. if ((type & SCCB_LUXANIMA) && flag[SCF_REMOVEONLUXANIMA])
  13797. end = true;
  13798. // &SCCB_CHEM_PROTECT : Clears AM_CP_ARMOR/HELP/SHIELD/WEAPON
  13799. else if ((type & SCCB_CHEM_PROTECT) && flag[SCF_REMOVECHEMICALPROTECT])
  13800. end = true;
  13801. // &SCCB_REFRESH : Cleared by RK_REFRESH and has the SCF_REMOVEONREFRESH flag
  13802. else if ((type & SCCB_REFRESH) && flag[SCF_REMOVEONREFRESH])
  13803. end = true;
  13804. // &SCCB_DEBUFFS : Clears debuffs
  13805. else if ((type & SCCB_DEBUFFS) && flag[SCF_DEBUFF])
  13806. end = true;
  13807. // &SCCB_BUFFS : Clears buffs - skip if it is a debuff
  13808. else if ((type & SCCB_BUFFS) && !flag[SCF_DEBUFF])
  13809. end = true;
  13810. // &SCCB_HERMODE : Cleared by CG_HERMODE and has the SCF_REMOVEONHERMODE flag
  13811. else if ((type & SCCB_HERMODE) && flag[SCF_REMOVEONHERMODE])
  13812. end = true;
  13813. if (status == SC_SATURDAYNIGHTFEVER || status == SC_BERSERK) // Mark to not lose HP
  13814. sc->getSCE(status)->val2 = 0;
  13815. if(end)
  13816. status_change_end(bl, status);
  13817. }
  13818. //Removes bonus_script
  13819. if (bl->type == BL_PC) {
  13820. uint32 i = 0;
  13821. if (type&SCCB_BUFFS) i |= BSF_REM_BUFF;
  13822. if (type&SCCB_DEBUFFS) i |= BSF_REM_DEBUFF;
  13823. if (type&SCCB_REFRESH) i |= BSF_REM_ON_REFRESH;
  13824. if (type&SCCB_LUXANIMA) i |= BSF_REM_ON_LUXANIMA;
  13825. pc_bonus_script_clear(BL_CAST(BL_PC,bl),i);
  13826. }
  13827. // Cleaning all extras vars
  13828. sc->comet_x = 0;
  13829. sc->comet_y = 0;
  13830. #ifndef RENEWAL
  13831. sc->sg_counter = 0;
  13832. #endif
  13833. return;
  13834. }
  13835. /**
  13836. * Infect a user with status effects (SC_DEADLYINFECT)
  13837. * @param src: Object initiating change on bl [PC|MOB|HOM|MER|ELEM]
  13838. * @param bl: Object to change
  13839. * @return 1: Success 0: Fail
  13840. */
  13841. int status_change_spread(block_list *src, block_list *bl)
  13842. {
  13843. if (src == nullptr || bl == nullptr)
  13844. return 0;
  13845. // Status Immunity resistance
  13846. if (status_bl_has_mode(src, MD_STATUSIMMUNE) || status_bl_has_mode(bl, MD_STATUSIMMUNE))
  13847. return 0;
  13848. status_change *sc = status_get_sc(src);
  13849. if (sc == nullptr || sc->count == 0)
  13850. return 0;
  13851. bool hasSpread = false;
  13852. t_tick tick = gettick(), sc_tick;
  13853. for (const auto &it : status_db) {
  13854. sc_type type = static_cast<sc_type>(it.first);
  13855. const TimerData *timer;
  13856. if (sc->getSCE(type) && it.second->flag[SCF_SPREADEFFECT]) {
  13857. if (sc->getSCE(type)->timer != INVALID_TIMER) {
  13858. timer = get_timer(sc->getSCE(type)->timer);
  13859. if (timer == nullptr || timer->func != status_change_timer || DIFF_TICK(timer->tick, tick) < 0)
  13860. continue;
  13861. int32 val4 = sc->getSCE(type)->val4;
  13862. sc_tick = DIFF_TICK(timer->tick, tick) + (val4 > 0 ? val4 : 0);
  13863. } else
  13864. sc_tick = INFINITE_TICK;
  13865. 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);
  13866. if (!hasSpread)
  13867. hasSpread = true;
  13868. }
  13869. }
  13870. return hasSpread;
  13871. }
  13872. /**
  13873. * Applying natural heal bonuses (sit, skill, homun, etc...)
  13874. * TODO: the va_list doesn't seem to be used, safe to remove?
  13875. * @param bl: Object applying bonuses to [PC|HOM|MER|ELEM]
  13876. * @param args: va_list arguments
  13877. * @return which regeneration bonuses have been applied (flag)
  13878. */
  13879. static t_tick natural_heal_prev_tick,natural_heal_diff_tick;
  13880. static int status_natural_heal(struct block_list* bl, va_list args)
  13881. {
  13882. struct regen_data *regen;
  13883. status_change *sc;
  13884. struct unit_data *ud;
  13885. struct view_data *vd = nullptr;
  13886. struct regen_data_sub *sregen;
  13887. map_session_data *sd;
  13888. int rate, multi = 1, flag;
  13889. regen = status_get_regen_data(bl);
  13890. if (!regen)
  13891. return 0;
  13892. status_data* status = status_get_status_data(*bl);
  13893. sc = status_get_sc(bl);
  13894. if (sc && !sc->count)
  13895. sc = nullptr;
  13896. sd = BL_CAST(BL_PC,bl);
  13897. flag = regen->flag;
  13898. if (flag&RGN_HP && (regen->state.block&1))
  13899. flag &= ~(RGN_HP|RGN_SHP);
  13900. if (flag&RGN_SP && (regen->state.block&2))
  13901. flag &= ~(RGN_SP|RGN_SSP);
  13902. // Only skill-based regen is disabled at max HP/SP
  13903. if (flag&RGN_SHP && (status->hp >= status->max_hp))
  13904. flag &= ~RGN_SHP;
  13905. if (flag&RGN_SSP && (status->sp >= status->max_sp))
  13906. flag &= ~RGN_SSP;
  13907. if (flag && (
  13908. status_isdead(*bl) ||
  13909. (sc && (sc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || sc->getSCE(SC__INVISIBILITY)))
  13910. ))
  13911. flag = RGN_NONE;
  13912. if (sd) {
  13913. if (sd->hp_loss.value || sd->sp_loss.value)
  13914. pc_bleeding(sd, natural_heal_diff_tick);
  13915. if (sd->hp_regen.value || sd->sp_regen.value || sd->percent_hp_regen.value || sd->percent_sp_regen.value)
  13916. pc_regen(sd, natural_heal_diff_tick);
  13917. }
  13918. if(flag&(RGN_SHP|RGN_SSP) && regen->ssregen &&
  13919. (vd = status_get_viewdata(bl)) && vd->dead_sit == 2)
  13920. { // Apply sitting regen bonus.
  13921. sregen = regen->ssregen;
  13922. if(flag&(RGN_SHP)) { // Sitting HP regen
  13923. rate = (int)(natural_heal_diff_tick * (sregen->rate.hp / 100.));
  13924. if (regen->state.overweight)
  13925. rate /= 2; // Half as fast when overweight.
  13926. sregen->tick.hp += rate;
  13927. while(sregen->tick.hp >= (unsigned int)battle_config.natural_heal_skill_interval) {
  13928. sregen->tick.hp -= battle_config.natural_heal_skill_interval;
  13929. if(status_heal(bl, sregen->hp, 0, 3) < sregen->hp) { // Full
  13930. flag &= ~RGN_SHP;
  13931. break;
  13932. }
  13933. }
  13934. }
  13935. if(flag&(RGN_SSP)) { // Sitting SP regen
  13936. rate = (int)(natural_heal_diff_tick * (sregen->rate.sp / 100.));
  13937. if (regen->state.overweight)
  13938. rate /= 2; // Half as fast when overweight.
  13939. sregen->tick.sp += rate;
  13940. while(sregen->tick.sp >= (unsigned int)battle_config.natural_heal_skill_interval) {
  13941. sregen->tick.sp -= battle_config.natural_heal_skill_interval;
  13942. if(status_heal(bl, 0, sregen->sp, 3) < sregen->sp) { // Full
  13943. flag &= ~RGN_SSP;
  13944. break;
  13945. }
  13946. }
  13947. }
  13948. }
  13949. if (flag && regen->state.overweight)
  13950. flag = RGN_NONE;
  13951. ud = unit_bl2ud(bl);
  13952. if (ud && ud->walktimer != INVALID_TIMER) {
  13953. flag &= ~(RGN_SHP|RGN_SSP);
  13954. //Mercenaries recover HP even while walking
  13955. if(bl->type != BL_MER && !regen->state.walk)
  13956. flag &= ~RGN_HP;
  13957. //Homunculus don't recover SP while walking
  13958. if (bl->type == BL_HOM && !regen->state.walk)
  13959. flag &= ~RGN_SP;
  13960. }
  13961. if (flag&(RGN_HP|RGN_SP)) {
  13962. if(!vd)
  13963. vd = status_get_viewdata(bl);
  13964. if(vd && vd->dead_sit == 2)
  13965. multi += 1; //This causes the interval to be halved
  13966. if(regen->state.gc)
  13967. multi += 1; //This causes the interval to be halved
  13968. }
  13969. // Natural Hp regen
  13970. if (flag&RGN_HP) {
  13971. // Interval to next recovery tick
  13972. rate = (int)(battle_config.natural_healhp_interval / (regen->rate.hp/100. * multi));
  13973. // Half recovery while moving only applies to players with certain traits
  13974. if (sd && ud && ud->walktimer != INVALID_TIMER)
  13975. rate *= 2;
  13976. // Homun HP regen fix (2 seconds instead of 6 seconds)
  13977. if(bl->type == BL_HOM)
  13978. rate /= 3;
  13979. // Mercenary HP regen fix (8 seconds instead of 6 seconds)
  13980. if (bl->type == BL_MER)
  13981. rate = (rate * 4) / 3;
  13982. // Our timer system isn't 100% accurate so make sure we use the closest interval
  13983. rate -= NATURAL_HEAL_INTERVAL / 2;
  13984. if(regen->tick.hp + rate <= natural_heal_prev_tick) {
  13985. regen->tick.hp = natural_heal_prev_tick;
  13986. if (status->hp >= status->max_hp)
  13987. flag &= ~(RGN_HP | RGN_SHP);
  13988. else if (status_heal(bl, regen->hp, 0, 1) < regen->hp)
  13989. flag &= ~RGN_SHP; // Full
  13990. }
  13991. }
  13992. else {
  13993. regen->tick.hp = natural_heal_prev_tick;
  13994. }
  13995. // Natural SP regen
  13996. if(flag&RGN_SP) {
  13997. // Interval to next recovery tick
  13998. rate = (int)(battle_config.natural_healsp_interval / (regen->rate.sp/100. * multi));
  13999. // Homun SP regen fix (4 seconds instead of 8 seconds)
  14000. if(bl->type==BL_HOM)
  14001. rate /= 2;
  14002. // Mercenary SP regen fix (6 seconds instead of 8 seconds)
  14003. if (bl->type == BL_MER)
  14004. rate = (rate * 3) / 4;
  14005. #ifdef RENEWAL
  14006. if (sd && (sd->class_&MAPID_UPPERMASK) == MAPID_MONK &&
  14007. sc && sc->getSCE(SC_EXPLOSIONSPIRITS) && (!sc->getSCE(SC_SPIRIT) || sc->getSCE(SC_SPIRIT)->val2 != SL_MONK))
  14008. rate *= 2; // Tick is doubled in Fury state
  14009. #endif
  14010. // Our timer system isn't 100% accurate so make sure we use the closest interval
  14011. rate -= NATURAL_HEAL_INTERVAL / 2;
  14012. if(regen->tick.sp + rate <= natural_heal_prev_tick) {
  14013. regen->tick.sp = natural_heal_prev_tick;
  14014. if (status->sp >= status->max_sp)
  14015. flag &= ~(RGN_SP | RGN_SSP);
  14016. else if (status_heal(bl, 0, regen->sp, 1) < regen->sp)
  14017. flag &= ~RGN_SSP; // Full
  14018. }
  14019. }
  14020. else {
  14021. regen->tick.sp = natural_heal_prev_tick;
  14022. }
  14023. if (!regen->sregen)
  14024. return flag;
  14025. // Skill regen
  14026. sregen = regen->sregen;
  14027. if(flag&RGN_SHP) { // Skill HP regen
  14028. sregen->tick.hp += (int)(natural_heal_diff_tick * (sregen->rate.hp / 100.));
  14029. while(sregen->tick.hp >= (unsigned int)battle_config.natural_heal_skill_interval) {
  14030. sregen->tick.hp -= battle_config.natural_heal_skill_interval;
  14031. if(status_heal(bl, sregen->hp, 0, 3) < sregen->hp)
  14032. break; // Full
  14033. }
  14034. }
  14035. if(flag&RGN_SSP) { // Skill SP regen
  14036. sregen->tick.sp += (int)(natural_heal_diff_tick * (sregen->rate.sp /100.));
  14037. while(sregen->tick.sp >= (unsigned int)battle_config.natural_heal_skill_interval) {
  14038. int val = sregen->sp;
  14039. if (sd && sd->state.doridori) {
  14040. val *= 2;
  14041. sd->state.doridori = 0;
  14042. if ((rate = pc_checkskill(sd,TK_SPTIME)))
  14043. sc_start(bl,bl,skill_get_sc(TK_SPTIME),
  14044. 100,rate,skill_get_time(TK_SPTIME, rate));
  14045. if (
  14046. (sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR &&
  14047. rnd()%10000 < battle_config.sg_angel_skill_ratio
  14048. ) { // Angel of the Sun/Moon/Star
  14049. clif_feel_hate_reset(sd);
  14050. pc_resethate(sd);
  14051. pc_resetfeel(sd);
  14052. }
  14053. }
  14054. sregen->tick.sp -= battle_config.natural_heal_skill_interval;
  14055. if(status_heal(bl, 0, val, 3) < val)
  14056. break; // Full
  14057. }
  14058. }
  14059. return flag;
  14060. }
  14061. /**
  14062. * Natural heal main timer
  14063. * @param tid: Timer ID
  14064. * @param tick: Current tick (time)
  14065. * @param id: Object ID to heal
  14066. * @param data: data pushed through timer function
  14067. * @return 0
  14068. */
  14069. static TIMER_FUNC(status_natural_heal_timer){
  14070. natural_heal_diff_tick = DIFF_TICK(tick,natural_heal_prev_tick);
  14071. natural_heal_prev_tick = tick;
  14072. map_foreachregen(status_natural_heal);
  14073. return 0;
  14074. }
  14075. /**
  14076. * Clears the lastEffect value from a target
  14077. * @param tid: Timer ID
  14078. * @param tick: Current tick (time)
  14079. * @param id: Object ID
  14080. * @param data: data pushed through timer function
  14081. * @return 0
  14082. */
  14083. TIMER_FUNC(status_clear_lastEffect_timer) {
  14084. block_list *bl = map_id2bl(id);
  14085. if (bl != nullptr) {
  14086. status_change *sc = status_get_sc(bl);
  14087. if (sc != nullptr) {
  14088. sc->lastEffect = SC_NONE;
  14089. sc->lastEffectTimer = INVALID_TIMER;
  14090. }
  14091. }
  14092. return 0;
  14093. }
  14094. /**
  14095. * Check if status is disabled on a map
  14096. * @param type: Status Change data
  14097. * @param mapIsVS: If the map is a map_flag_vs type
  14098. * @param mapisPVP: If the map is a PvP type
  14099. * @param mapIsGVG: If the map is a map_flag_gvg type
  14100. * @param mapIsBG: If the map is a Battleground type
  14101. * @param mapZone: Map Zone type
  14102. * @param mapIsTE: If the map us WOE TE
  14103. * @return True - SC disabled on map; False - SC not disabled on map/Invalid SC
  14104. */
  14105. static bool status_change_isDisabledOnMap_(sc_type type, bool mapIsVS, bool mapIsPVP, bool mapIsGVG, bool mapIsBG, unsigned int mapZone, bool mapIsTE)
  14106. {
  14107. if (!status_db.validateStatus(type))
  14108. return false;
  14109. if ((!mapIsVS && SCDisabled[type]&1) ||
  14110. (mapIsPVP && SCDisabled[type]&2) ||
  14111. (mapIsGVG && SCDisabled[type]&4) ||
  14112. (mapIsBG && SCDisabled[type]&8) ||
  14113. (mapIsTE && SCDisabled[type]&16) ||
  14114. (SCDisabled[type]&(mapZone)))
  14115. {
  14116. return true;
  14117. }
  14118. return false;
  14119. }
  14120. /**
  14121. * Clear a status if it is disabled on a map
  14122. * @param bl: Block list data
  14123. * @param sc: Status Change data
  14124. */
  14125. void status_change_clear_onChangeMap(struct block_list *bl, status_change *sc)
  14126. {
  14127. nullpo_retv(bl);
  14128. if (sc && sc->count) {
  14129. struct map_data *mapdata = map_getmapdata(bl->m);
  14130. bool mapIsVS = mapdata_flag_vs2(mapdata);
  14131. bool mapIsPVP = mapdata->getMapFlag(MF_PVP) != 0;
  14132. bool mapIsGVG = mapdata_flag_gvg2_no_te(mapdata);
  14133. bool mapIsBG = mapdata->getMapFlag(MF_BATTLEGROUND) != 0;
  14134. bool mapIsTE = mapdata_flag_gvg2_te(mapdata);
  14135. for (const auto &it : status_db) {
  14136. sc_type type = static_cast<sc_type>(it.first);
  14137. if (!sc->getSCE(type) || !SCDisabled[type])
  14138. continue;
  14139. if (status_change_isDisabledOnMap_(type, mapIsVS, mapIsPVP, mapIsGVG, mapIsBG, mapdata->zone, mapIsTE))
  14140. status_change_end(bl, type);
  14141. }
  14142. }
  14143. }
  14144. /**
  14145. * Read status_disabled.txt file
  14146. * @param str: Fields passed from sv_readdb
  14147. * @param columns: Columns passed from sv_readdb function call
  14148. * @param current: Current row being read into SCDisabled array
  14149. * @return True - Successfully stored, False - Invalid SC
  14150. */
  14151. static bool status_readdb_status_disabled( char **str, size_t columns, size_t current ){
  14152. int64 type = SC_NONE;
  14153. if (ISDIGIT(str[0][0]))
  14154. type = atoi(str[0]);
  14155. else {
  14156. if (!script_get_constant(str[0],&type))
  14157. type = SC_NONE;
  14158. }
  14159. if (type <= SC_NONE || type >= SC_MAX) {
  14160. ShowError("status_readdb_status_disabled: Invalid SC with type %s.\n", str[0]);
  14161. return false;
  14162. }
  14163. SCDisabled[type] = (unsigned int)atol(str[1]);
  14164. return true;
  14165. }
  14166. const std::string AttributeDatabase::getDefaultLocation() {
  14167. return std::string(db_path) + "/attr_fix.yml";
  14168. }
  14169. /**
  14170. * Reads and parses an entry from the attr_fix.
  14171. * @param node: YAML node containing the entry.
  14172. * @return count of successfully parsed rows
  14173. */
  14174. uint64 AttributeDatabase::parseBodyNode(const ryml::NodeRef& node) {
  14175. uint16 level;
  14176. if (!this->asUInt16(node, "Level", level))
  14177. return 0;
  14178. if (!CHK_ELEMENT_LEVEL(level)) {
  14179. this->invalidWarning(node["Level"], "Invalid element level %hu.\n", level);
  14180. return 0;
  14181. }
  14182. for (const auto &itatk : um_eleid2elename) {
  14183. if (!this->nodeExists(node, itatk.first))
  14184. continue;
  14185. const auto& eleNode = node[c4::to_csubstr(itatk.first)];
  14186. for (const auto &itdef : um_eleid2elename) {
  14187. if (!this->nodeExists(eleNode, itdef.first))
  14188. continue;
  14189. int16 val;
  14190. if (!this->asInt16(eleNode, itdef.first, val))
  14191. return 0;
  14192. if (val < -100) {
  14193. 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);
  14194. val = -100;
  14195. }
  14196. else if (val > 200) {
  14197. 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);
  14198. val = 200;
  14199. }
  14200. this->attr_fix_table[level-1][itatk.second][itdef.second] = val;
  14201. }
  14202. }
  14203. return 1;
  14204. }
  14205. AttributeDatabase elemental_attribute_db;
  14206. /**
  14207. * Get attribute ratio
  14208. * @param atk_ele Attack element enum e_element
  14209. * @param def_ele Defense element enum e_element
  14210. * @param level Element level 1 ~ MAX_ELE_LEVEL
  14211. */
  14212. int16 AttributeDatabase::getAttribute(uint16 level, uint16 atk_ele, uint16 def_ele) {
  14213. if (!CHK_ELEMENT(atk_ele) || !CHK_ELEMENT(def_ele) || !CHK_ELEMENT_LEVEL(level))
  14214. return 100;
  14215. return this->attr_fix_table[level-1][atk_ele][def_ele];
  14216. }
  14217. const std::string StatusDatabase::getDefaultLocation() {
  14218. return std::string(db_path) + "/status.yml";
  14219. }
  14220. /**
  14221. * Reads and parses an entry from status_db.
  14222. * @param node: YAML node containing the entry.
  14223. * @return count of successfully parsed rows
  14224. */
  14225. uint64 StatusDatabase::parseBodyNode(const ryml::NodeRef& node) {
  14226. std::string status_name;
  14227. if (!this->asString(node, "Status", status_name))
  14228. return 0;
  14229. std::string status_constant = "SC_" + status_name;
  14230. int64 constant;
  14231. if (!script_get_constant(status_constant.c_str(), &constant)) {
  14232. this->invalidWarning(node["Status"], "Invalid Status %s.\n", status_name.c_str());
  14233. return 0;
  14234. }
  14235. if (!this->validateStatus(static_cast<sc_type>(constant))) {
  14236. this->invalidWarning(node["Status"], "Status %s is out of bounds.\n", status_name.c_str());
  14237. return 0;
  14238. }
  14239. int status_id = static_cast<int32>(constant);
  14240. std::shared_ptr<s_status_change_db> status = this->find(status_id);
  14241. bool exists = status != nullptr;
  14242. if (!exists) {
  14243. status = std::make_shared<s_status_change_db>();
  14244. status->type = static_cast<sc_type>(status_id);
  14245. }
  14246. if (this->nodeExists(node, "Icon")) {
  14247. std::string icon_name;
  14248. if (!this->asString(node, "Icon", icon_name))
  14249. return 0;
  14250. int64 constant;
  14251. if (!script_get_constant(icon_name.c_str(), &constant)) {
  14252. this->invalidWarning(node["Icon"], "Icon %s is invalid, defaulting to EFST_BLANK.\n", icon_name.c_str());
  14253. constant = EFST_BLANK;
  14254. }
  14255. if (constant < EFST_BLANK || constant >= EFST_MAX) {
  14256. this->invalidWarning(node["Icon"], "Icon %s is out of bounds, defaulting to EFST_BLANK.\n", icon_name.c_str());
  14257. constant = EFST_BLANK;
  14258. }
  14259. status->icon = static_cast<efst_type>(constant);
  14260. } else {
  14261. if (!exists)
  14262. status->icon = EFST_BLANK;
  14263. }
  14264. if (this->nodeExists(node, "DurationLookup")) {
  14265. std::string skill_name;
  14266. if (!this->asString(node, "DurationLookup", skill_name))
  14267. return 0;
  14268. uint16 skill_id = skill_name2id(skill_name.c_str());
  14269. if (skill_id == 0)
  14270. this->invalidWarning(node["DurationLookup"], "DurationLookup skill %s is invalid, defaulting to none.\n", skill_name.c_str());
  14271. status->skill_id = skill_id;
  14272. } else {
  14273. if (!exists)
  14274. status->skill_id = 0;
  14275. }
  14276. if (this->nodeExists(node, "States")) {
  14277. const ryml::NodeRef& stateNode = node["States"];
  14278. for (const auto &it : stateNode) {
  14279. std::string state;
  14280. c4::from_chars(it.key(), &state);
  14281. std::string state_constant = "SCS_" + state;
  14282. int64 constant;
  14283. if (!script_get_constant(state_constant.c_str(), &constant)) {
  14284. this->invalidWarning(stateNode, "State %s is invalid.\n", state.c_str());
  14285. return 0;
  14286. }
  14287. if (constant < SCS_NONE || constant >= SCS_MAX) {
  14288. this->invalidWarning(stateNode, "State %s is out of bounds.\n", state.c_str());
  14289. return 0;
  14290. }
  14291. bool active;
  14292. if (!this->asBool(stateNode, state, active))
  14293. return 0;
  14294. if (active)
  14295. status->state.set(static_cast<e_scs_flag>(constant));
  14296. else
  14297. status->state.reset(static_cast<e_scs_flag>(constant));
  14298. }
  14299. } else {
  14300. if (!exists)
  14301. status->state.reset();
  14302. }
  14303. if (this->nodeExists(node, "CalcFlags")) {
  14304. const ryml::NodeRef& flagNode = node["CalcFlags"];
  14305. if (this->nodeExists(flagNode, "All")) {
  14306. bool active;
  14307. if (!this->asBool(flagNode, "All", active))
  14308. return 0;
  14309. if (active)
  14310. status->calc_flag = this->getSCB_ALL();
  14311. else
  14312. status->calc_flag.reset();
  14313. }
  14314. for (const auto &it : flagNode) {
  14315. std::string flag;
  14316. c4::from_chars(it.key(), &flag);
  14317. std::string flag_constant = "SCB_" + flag;
  14318. int64 constant;
  14319. // Skipped because processed above the loop
  14320. if (flag.compare("All") == 0)
  14321. continue;
  14322. if (!script_get_constant(flag_constant.c_str(), &constant)) {
  14323. this->invalidWarning(flagNode, "CalcFlag %s is invalid.\n", flag.c_str());
  14324. return 0;
  14325. }
  14326. if (constant < SCB_NONE || constant >= SCB_MAX) {
  14327. this->invalidWarning(flagNode, "CalcFlag %s is out of bounds.\n", flag.c_str());
  14328. return 0;
  14329. }
  14330. bool active;
  14331. if (!this->asBool(flagNode, flag, active))
  14332. return 0;
  14333. if (active)
  14334. status->calc_flag.set(static_cast<e_scb_flag>(constant));
  14335. else
  14336. status->calc_flag.reset(static_cast<e_scb_flag>(constant));
  14337. }
  14338. } else {
  14339. if (!exists)
  14340. status->calc_flag.reset();
  14341. }
  14342. if (this->nodeExists(node, "Opt1")) {
  14343. std::string opt;
  14344. if (!this->asString(node, "Opt1", opt))
  14345. return 0;
  14346. std::string opt_constant = "OPT1_" + opt;
  14347. int64 constant;
  14348. if (!script_get_constant(opt_constant.c_str(), &constant)) {
  14349. this->invalidWarning(node["Opt1"], "Opt1 %s is invalid.\n", opt.c_str());
  14350. return 0;
  14351. }
  14352. if (constant < OPT1_NONE || constant >= OPT1_MAX) {
  14353. this->invalidWarning(node["Opt1"], "Opt2 %s is out of bounds.\n", opt.c_str());
  14354. return 0;
  14355. }
  14356. status->opt1 = static_cast<e_sc_opt1>(constant);
  14357. } else {
  14358. if (!exists)
  14359. status->opt1 = OPT1_NONE;
  14360. }
  14361. if (this->nodeExists(node, "Opt2")) {
  14362. const ryml::NodeRef& optNode = node["Opt2"];
  14363. for (const auto &it : optNode) {
  14364. std::string opt;
  14365. c4::from_chars(it.key(), &opt);
  14366. std::string opt_constant = "OPT2_" + opt;
  14367. int64 constant;
  14368. if (!script_get_constant(opt_constant.c_str(), &constant)) {
  14369. this->invalidWarning(optNode, "Opt2 %s is invalid.\n", opt.c_str());
  14370. return 0;
  14371. }
  14372. if (constant < OPT2_NONE || constant >= OPT2_MAX) {
  14373. this->invalidWarning(optNode, "Opt2 %s is out of bounds.\n", opt.c_str());
  14374. return 0;
  14375. }
  14376. bool active;
  14377. if (!this->asBool(optNode, opt, active))
  14378. return 0;
  14379. if (active)
  14380. status->opt2 |= static_cast<e_sc_opt2>(constant);
  14381. else
  14382. status->opt2 &= ~static_cast<e_sc_opt2>(constant);
  14383. }
  14384. } else {
  14385. if (!exists)
  14386. status->opt2 = OPT2_NONE;
  14387. }
  14388. if (this->nodeExists(node, "Opt3")) {
  14389. const ryml::NodeRef& optNode = node["Opt3"];
  14390. for (const auto &it : optNode) {
  14391. std::string opt;
  14392. c4::from_chars(it.key(), &opt);
  14393. std::string opt_constant = "OPT3_" + opt;
  14394. int64 constant;
  14395. if (!script_get_constant(opt_constant.c_str(), &constant)) {
  14396. this->invalidWarning(optNode, "Opt3 %s is invalid.\n", opt.c_str());
  14397. return 0;
  14398. }
  14399. if (constant < OPT3_NORMAL || constant >= OPT3_MAX) {
  14400. this->invalidWarning(optNode, "Opt3 %s is out of bounds.\n", opt.c_str());
  14401. return 0;
  14402. }
  14403. bool active;
  14404. if (!this->asBool(optNode, opt, active))
  14405. return 0;
  14406. if (active)
  14407. status->opt3 |= static_cast<e_sc_opt3>(constant);
  14408. else
  14409. status->opt3 &= ~static_cast<e_sc_opt3>(constant);
  14410. }
  14411. } else {
  14412. if (!exists)
  14413. status->opt3 = OPT3_NORMAL;
  14414. }
  14415. if (this->nodeExists(node, "Options")) {
  14416. const ryml::NodeRef& optionNode = node["Options"];
  14417. for (const auto &it : optionNode) {
  14418. std::string option;
  14419. c4::from_chars(it.key(), &option);
  14420. std::string option_constant = "OPTION_" + option;
  14421. int64 constant;
  14422. if (!script_get_constant(option_constant.c_str(), &constant)) {
  14423. this->invalidWarning(optionNode, "Option %s is invalid.\n", option.c_str());
  14424. return 0;
  14425. }
  14426. if (constant < OPTION_NOTHING || constant >= OPTION_MAX) {
  14427. this->invalidWarning(optionNode, "Option %s is out of bounds.\n", option.c_str());
  14428. return 0;
  14429. }
  14430. bool active;
  14431. if (!this->asBool(optionNode, option, active))
  14432. return 0;
  14433. if (active)
  14434. status->look |= static_cast<e_option>(constant);
  14435. else
  14436. status->look &= ~static_cast<e_option>(constant);
  14437. }
  14438. } else {
  14439. if (!exists)
  14440. status->look = OPTION_NOTHING;
  14441. }
  14442. if (this->nodeExists(node, "Flags")) {
  14443. const ryml::NodeRef& flagNode = node["Flags"];
  14444. for (const auto &it : flagNode) {
  14445. std::string flag;
  14446. c4::from_chars(it.key(), &flag);
  14447. std::string flag_constant = "SCF_" + flag;
  14448. int64 constant;
  14449. if (!script_get_constant(flag_constant.c_str(), &constant)) {
  14450. this->invalidWarning(flagNode, "Flag %s is invalid.\n", flag.c_str());
  14451. return 0;
  14452. }
  14453. if (constant < SCF_NONE || constant >= SCF_MAX) {
  14454. this->invalidWarning(flagNode, "Flag %s is out of bounds.\n", flag.c_str());
  14455. return 0;
  14456. }
  14457. bool active;
  14458. if (!this->asBool(flagNode, flag, active))
  14459. return 0;
  14460. if (active)
  14461. status->flag.set(static_cast<e_status_change_flag>(constant));
  14462. else
  14463. status->flag.reset(static_cast<e_status_change_flag>(constant));
  14464. }
  14465. } else {
  14466. if (!exists)
  14467. status->flag.reset();
  14468. }
  14469. if (this->nodeExists(node, "MinRate")) {
  14470. uint16 rate;
  14471. if (!this->asUInt16(node, "MinRate", rate))
  14472. return 0;
  14473. status->min_rate = rate;
  14474. } else {
  14475. if (!exists)
  14476. status->min_rate = 0;
  14477. }
  14478. if (this->nodeExists(node, "MinDuration")) {
  14479. int64 duration;
  14480. if (!this->asInt64(node, "MinDuration", duration))
  14481. return 0;
  14482. status->min_duration = static_cast<t_tick>(duration);
  14483. } else {
  14484. if (!exists)
  14485. status->min_duration = 1;
  14486. }
  14487. if (this->nodeExists(node, "Fail")) {
  14488. const ryml::NodeRef& failNode = node["Fail"];
  14489. for (const auto &it : failNode) {
  14490. std::string fail;
  14491. c4::from_chars(it.key(), &fail);
  14492. std::string fail_constant = "SC_" + fail;
  14493. int64 constant;
  14494. if (!script_get_constant(fail_constant.c_str(), &constant)) {
  14495. this->invalidWarning(failNode, "Fail status %s is invalid.\n", fail.c_str());
  14496. return 0;
  14497. }
  14498. if (!this->validateStatus(static_cast<sc_type>(constant))) {
  14499. this->invalidWarning(failNode, "Fail status %s is out of bounds.\n", fail.c_str());
  14500. return 0;
  14501. }
  14502. bool active;
  14503. if (!this->asBool(failNode, fail, active))
  14504. return 0;
  14505. if (active)
  14506. status->fail.push_back(static_cast<sc_type>(constant));
  14507. else
  14508. util::vector_erase_if_exists(status->fail, static_cast<sc_type>(constant));
  14509. }
  14510. }
  14511. if (this->nodeExists(node, "EndOnStart")) {
  14512. const ryml::NodeRef& endNode = node["EndOnStart"];
  14513. for (const auto &it : endNode) {
  14514. std::string end;
  14515. c4::from_chars(it.key(), &end);
  14516. std::string end_constant = "SC_" + end;
  14517. int64 constant;
  14518. if (!script_get_constant(end_constant.c_str(), &constant)) {
  14519. this->invalidWarning(endNode, "EndOnStart status %s is invalid.\n", end.c_str());
  14520. return 0;
  14521. }
  14522. if (!this->validateStatus(static_cast<sc_type>(constant))) {
  14523. this->invalidWarning(endNode, "EndOnStart status %s is out of bounds.\n", end.c_str());
  14524. return 0;
  14525. }
  14526. bool active;
  14527. if (!this->asBool(endNode, end, active))
  14528. return 0;
  14529. if (active)
  14530. status->endonstart.push_back(static_cast<sc_type>(constant));
  14531. else
  14532. util::vector_erase_if_exists(status->endonstart, static_cast<sc_type>(constant));
  14533. }
  14534. }
  14535. if (this->nodeExists(node, "EndReturn")) {
  14536. const ryml::NodeRef &endNode = node["EndReturn"];
  14537. for (const auto &it : endNode) {
  14538. std::string end;
  14539. c4::from_chars(it.key(), &end);
  14540. std::string end_constant = "SC_" + end;
  14541. int64 constant;
  14542. if (!script_get_constant(end_constant.c_str(), &constant)) {
  14543. this->invalidWarning(endNode, "EndReturn status %s is invalid.\n", end.c_str());
  14544. return 0;
  14545. }
  14546. if (!this->validateStatus(static_cast<sc_type>(constant))) {
  14547. this->invalidWarning(endNode, "EndReturn status %s is out of bounds.\n", end.c_str());
  14548. return 0;
  14549. }
  14550. bool active;
  14551. if (!this->asBool(endNode, end, active))
  14552. return 0;
  14553. if (active)
  14554. status->endreturn.push_back(static_cast<sc_type>(constant));
  14555. else
  14556. util::vector_erase_if_exists(status->endreturn, static_cast<sc_type>(constant));
  14557. }
  14558. }
  14559. if (this->nodeExists(node, "EndOnEnd")) {
  14560. const ryml::NodeRef &endNode = node["EndOnEnd"];
  14561. for (const auto &it : endNode) {
  14562. std::string end;
  14563. c4::from_chars(it.key(), &end);
  14564. std::string end_constant = "SC_" + end;
  14565. int64 constant;
  14566. if (!script_get_constant(end_constant.c_str(), &constant)) {
  14567. this->invalidWarning(endNode, "EndOnEnd status %s is invalid.\n", end.c_str());
  14568. return 0;
  14569. }
  14570. if (!this->validateStatus(static_cast<sc_type>(constant))) {
  14571. this->invalidWarning(endNode, "EndOnEnd status %s is out of bounds.\n", end.c_str());
  14572. return 0;
  14573. }
  14574. bool active;
  14575. if (!this->asBool(endNode, end, active))
  14576. return 0;
  14577. if (active)
  14578. status->endonend.push_back(static_cast<sc_type>(constant));
  14579. else
  14580. util::vector_erase_if_exists(status->endonend, static_cast<sc_type>(constant));
  14581. }
  14582. }
  14583. if (!exists) {
  14584. this->put(status_id, status);
  14585. }
  14586. return 1;
  14587. }
  14588. void StatusDatabase::loadingFinished(){
  14589. std::fill( std::begin( this->StatusRelevantBLTypes ), std::end( this->StatusRelevantBLTypes ), BL_PC );
  14590. for( auto& entry : *this ){
  14591. auto& status = entry.second;
  14592. if (status->type == SC_HALLUCINATION && !battle_config.display_hallucination) // Disable Hallucination.
  14593. status->icon = EFST_BLANK;
  14594. if( status->icon == EFST_BLANK ){
  14595. continue;
  14596. }else if( status->flag[SCF_BLEFFECT] ){
  14597. this->StatusRelevantBLTypes[status->icon] |= BL_SCEFFECT;
  14598. }else{
  14599. this->StatusRelevantBLTypes[status->icon] = BL_PC;
  14600. }
  14601. }
  14602. TypesafeCachedYamlDatabase::loadingFinished();
  14603. }
  14604. StatusDatabase status_db;
  14605. /**
  14606. * Sets defaults in tables and starts read db functions
  14607. * sv_readdb reads the file, outputting the information line-by-line to
  14608. * previous functions above, separating information by delimiter
  14609. * DBs being read:
  14610. * attr_fix.yml: Attribute adjustment table for attacks
  14611. * size_fix.yml: Size adjustment table for weapons
  14612. * refine.yml: Refining data table
  14613. * @return 0
  14614. */
  14615. void status_readdb( bool reload ){
  14616. int i;
  14617. const char* dbsubpath[] = {
  14618. "",
  14619. "/" DBIMPORT,
  14620. //add other path here
  14621. };
  14622. // read databases
  14623. // path,filename,separator,mincol,maxcol,maxrow,func_parsor
  14624. for(i=0; i<ARRAYLENGTH(dbsubpath); i++){
  14625. size_t n1 = strlen(db_path)+strlen(dbsubpath[i])+1;
  14626. size_t n2 = strlen(db_path)+strlen(DBPATH)+strlen(dbsubpath[i])+1;
  14627. char* dbsubpath1 = (char*)aMalloc(n1+1);
  14628. char* dbsubpath2 = (char*)aMalloc(n2+1);
  14629. if(i==0) {
  14630. safesnprintf(dbsubpath1,n1,"%s%s",db_path,dbsubpath[i]);
  14631. safesnprintf(dbsubpath2,n2,"%s/%s%s",db_path,DBPATH,dbsubpath[i]);
  14632. }
  14633. else {
  14634. safesnprintf(dbsubpath1,n1,"%s%s",db_path,dbsubpath[i]);
  14635. safesnprintf(dbsubpath2,n1,"%s%s",db_path,dbsubpath[i]);
  14636. }
  14637. sv_readdb(dbsubpath1, "status_disabled.txt", ',', 2, 2, -1, &status_readdb_status_disabled, i > 0);
  14638. aFree(dbsubpath1);
  14639. aFree(dbsubpath2);
  14640. }
  14641. if( reload ){
  14642. size_fix_db.reload();
  14643. refine_db.reload();
  14644. status_db.reload();
  14645. enchantgrade_db.reload();
  14646. }else{
  14647. size_fix_db.load();
  14648. refine_db.load();
  14649. status_db.load();
  14650. enchantgrade_db.load();
  14651. }
  14652. elemental_attribute_db.load();
  14653. }
  14654. /**
  14655. * Status db init and destroy.
  14656. */
  14657. void do_init_status(void) {
  14658. memset(SCDisabled, 0, sizeof(SCDisabled));
  14659. add_timer_func_list(status_change_timer,"status_change_timer");
  14660. add_timer_func_list(status_natural_heal_timer,"status_natural_heal_timer");
  14661. add_timer_func_list(status_clear_lastEffect_timer, "status_clear_lastEffect_timer");
  14662. initDummyData();
  14663. status_readdb();
  14664. natural_heal_prev_tick = gettick();
  14665. sc_data_ers = ers_new(sizeof(struct status_change_entry),"status.cpp::sc_data_ers",ERS_OPT_NONE);
  14666. add_timer_interval(natural_heal_prev_tick + NATURAL_HEAL_INTERVAL, status_natural_heal_timer, 0, 0, NATURAL_HEAL_INTERVAL);
  14667. }
  14668. /** Destroy status data */
  14669. void do_final_status(void) {
  14670. ers_destroy(sc_data_ers);
  14671. enchantgrade_db.clear();
  14672. size_fix_db.clear();
  14673. refine_db.clear();
  14674. status_db.clear();
  14675. elemental_attribute_db.clear();
  14676. }