status.cpp 491 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, map_id2md(md->master_id));
  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. }
  4259. status_cpy(&sd->battle_status, base_status);
  4260. // ----- CLIENT-SIDE REFRESH -----
  4261. if(!sd->bl.prev) {
  4262. // Will update on LoadEndAck
  4263. calculating = 0;
  4264. return 0;
  4265. }
  4266. if(memcmp(b_skill,sd->status.skill,sizeof(sd->status.skill))) {
  4267. #if PACKETVER_MAIN_NUM >= 20190807 || PACKETVER_RE_NUM >= 20190807 || PACKETVER_ZERO_NUM >= 20190918
  4268. // Client doesn't delete unavailable skills even if we refresh the skill tree, individually delete them.
  4269. for (i = 0; i < MAX_SKILL; i++) {
  4270. if (b_skill[i].id != 0 && sd->status.skill[i].id == 0)
  4271. clif_deleteskill(*sd, b_skill[i].id, true);
  4272. }
  4273. #endif
  4274. clif_skillinfoblock(sd);
  4275. }
  4276. // If the skill is learned, the status is infinite.
  4277. if (pc_checkskill(sd, SU_SPRITEMABLE) > 0 && !sd->sc.getSCE(SC_SPRITEMABLE))
  4278. sc_start(&sd->bl, &sd->bl, SC_SPRITEMABLE, 100, 1, INFINITE_TICK);
  4279. if (pc_checkskill(sd, SU_SOULATTACK) > 0 && !sd->sc.getSCE(SC_SOULATTACK))
  4280. sc_start(&sd->bl, &sd->bl, SC_SOULATTACK, 100, 1, INFINITE_TICK);
  4281. calculating = 0;
  4282. return 0;
  4283. }
  4284. /// Intermediate function since C++ does not have a try-finally syntax
  4285. int status_calc_pc_( map_session_data* sd, uint8 opt ){
  4286. // Save the old script the player was attached to
  4287. struct script_state* previous_st = sd->st;
  4288. // Store the return value of the original function
  4289. int ret = status_calc_pc_sub( sd, opt );
  4290. // If an old script is present
  4291. if( previous_st ){
  4292. // Reattach the player to it, so that the limitations of that script kick back in
  4293. script_attach_state( previous_st );
  4294. }
  4295. // Return the original return value
  4296. return ret;
  4297. }
  4298. /**
  4299. * Calculates Mercenary data
  4300. * @param md: Mercenary object
  4301. * @param opt: Whether it is first calc or not (0 on level up or status)
  4302. * @return 0
  4303. */
  4304. int status_calc_mercenary_(s_mercenary_data *md, uint8 opt)
  4305. {
  4306. struct status_data *status = &md->base_status;
  4307. s_mercenary *merc = &md->mercenary;
  4308. if (opt&SCO_FIRST) {
  4309. memcpy(status, &md->db->status, sizeof(struct status_data));
  4310. status->class_ = CLASS_NORMAL;
  4311. status->mode = static_cast<e_mode>(MD_CANMOVE|MD_CANATTACK);
  4312. status->hp = status->max_hp;
  4313. status->sp = status->max_sp;
  4314. md->battle_status.hp = merc->hp;
  4315. md->battle_status.sp = merc->sp;
  4316. if (md->master)
  4317. status->speed = status_get_speed(&md->master->bl);
  4318. }
  4319. status_calc_misc(&md->bl, status, md->db->lv);
  4320. status_cpy(&md->battle_status, status);
  4321. return 0;
  4322. }
  4323. /**
  4324. * Calculates Homunculus data
  4325. * @param hd: Homunculus object
  4326. * @param opt: Whether it is first calc or not (0 on level up or status)
  4327. * @return 1
  4328. */
  4329. int status_calc_homunculus_(struct homun_data *hd, uint8 opt)
  4330. {
  4331. struct status_data *status = &hd->base_status;
  4332. struct s_homunculus &hom = hd->homunculus;
  4333. int skill_lv;
  4334. int amotion;
  4335. status->str = hom.str / 10;
  4336. status->agi = hom.agi / 10;
  4337. status->vit = hom.vit / 10;
  4338. status->dex = hom.dex / 10;
  4339. status->int_ = hom.int_ / 10;
  4340. status->luk = hom.luk / 10;
  4341. APPLY_HOMUN_LEVEL_STATWEIGHT();
  4342. if (opt&SCO_FIRST) {
  4343. const std::shared_ptr<s_homunculus_db> db = hd->homunculusDB;
  4344. status->def_ele = db->element;
  4345. status->ele_lv = 1;
  4346. status->race = db->race;
  4347. status->class_ = CLASS_NORMAL;
  4348. status->size = (hom.class_ == db->evo_class) ? db->evo_size : db->base_size;
  4349. status->rhw.range = 1 + status->size;
  4350. status->mode = static_cast<e_mode>(MD_CANMOVE|MD_CANATTACK);
  4351. status->speed = DEFAULT_WALK_SPEED;
  4352. if (battle_config.hom_setting&HOMSET_COPY_SPEED && hd->master)
  4353. status->speed = status_get_speed(&hd->master->bl);
  4354. status->hp = 1;
  4355. status->sp = 1;
  4356. }
  4357. status->aspd_rate = 1000;
  4358. #ifdef RENEWAL
  4359. amotion = hd->homunculusDB->baseASPD;
  4360. amotion = amotion - amotion * (status->dex + hom.dex_value) / 1000 - (status->agi + hom.agi_value) * amotion / 250;
  4361. status->def = status->mdef = 0;
  4362. #else
  4363. skill_lv = hom.level / 10 + status->vit / 5;
  4364. status->def = cap_value(skill_lv, 0, 99);
  4365. skill_lv = hom.level / 10 + status->int_ / 5;
  4366. status->mdef = cap_value(skill_lv, 0, 99);
  4367. amotion = (1000 - 4 * status->agi - status->dex) * hd->homunculusDB->baseASPD / 1000;
  4368. #endif
  4369. status->amotion = cap_value(amotion, battle_config.max_aspd, 2000);
  4370. status->adelay = status->amotion; //It seems adelay = amotion for Homunculus.
  4371. status->max_hp = hom.max_hp;
  4372. status->max_sp = hom.max_sp;
  4373. hom_calc_skilltree(hd);
  4374. if((skill_lv = hom_checkskill(hd, HAMI_SKIN)) > 0)
  4375. status->def += skill_lv * 4;
  4376. if((skill_lv = hom_checkskill(hd, HVAN_INSTRUCT)) > 0) {
  4377. static const uint8 bonus_int[] = { 1, 2, 2, 4, 5 };
  4378. static const uint8 bonus_str[] = { 1, 1, 3, 4, 4 };
  4379. status->int_ += bonus_int[skill_lv - 1];
  4380. status->str += bonus_str[skill_lv - 1];
  4381. }
  4382. if((skill_lv = hom_checkskill(hd, HAMI_SKIN)) > 0)
  4383. status->max_hp += skill_lv * 2 * status->max_hp / 100;
  4384. if((skill_lv = hom_checkskill(hd, HLIF_BRAIN)) > 0)
  4385. status->max_sp += skill_lv * status->max_sp / 100;
  4386. if((skill_lv = hom_checkskill(hd, MH_CLASSY_FLUTTER)) > 0) {
  4387. status->matk_min += 100 + 60* skill_lv;
  4388. status->matk_max += 100 + 60* skill_lv;
  4389. }
  4390. if((skill_lv = hom_checkskill(hd, MH_BRUSHUP_CLAW)) > 0) {
  4391. status->batk += 100 + 60* skill_lv;
  4392. }
  4393. if((skill_lv = hom_checkskill(hd, MH_POLISHING_NEEDLE)) > 0) {
  4394. status->matk_min += 50 + 20* skill_lv;
  4395. status->matk_max += 50 + 20* skill_lv;
  4396. status->batk += 100 + 40* skill_lv;
  4397. }
  4398. if((skill_lv = hom_checkskill(hd, MH_LICHT_GEHORN)) > 0) {
  4399. status->matk_min += 100 + 30* skill_lv;
  4400. status->matk_max += 100 + 30* skill_lv;
  4401. status->batk += 100 + 30* skill_lv;
  4402. }
  4403. if((skill_lv = hom_checkskill(hd, MH_BLAZING_LAVA)) > 0) {
  4404. status->batk += 100 + 60* skill_lv;
  4405. }
  4406. if (opt&SCO_FIRST) {
  4407. hd->battle_status.hp = hom.hp;
  4408. hd->battle_status.sp = hom.sp;
  4409. if(hom.class_ == 6052) // Eleanor
  4410. sc_start(&hd->bl,&hd->bl, SC_STYLE_CHANGE, 100, MH_MD_FIGHTING, INFINITE_TICK);
  4411. }
  4412. #ifndef RENEWAL
  4413. status->rhw.atk = status->dex;
  4414. status->rhw.atk2 = status->str + hom.level;
  4415. #endif
  4416. status_calc_misc(&hd->bl, status, hom.level);
  4417. status_cpy(&hd->battle_status, status);
  4418. return 1;
  4419. }
  4420. /**
  4421. * Calculates Elemental data
  4422. * @param ed: Elemental object
  4423. * @param opt: Whether it is first calc or not (0 on status change)
  4424. * @return 0
  4425. */
  4426. int status_calc_elemental_(s_elemental_data *ed, uint8 opt)
  4427. {
  4428. struct status_data *status = &ed->base_status;
  4429. s_elemental *ele = &ed->elemental;
  4430. map_session_data *sd = ed->master;
  4431. if( !sd )
  4432. return 0;
  4433. if (opt&SCO_FIRST) {
  4434. memcpy(status, &ed->db->status, sizeof(struct status_data));
  4435. if( !ele->mode )
  4436. status->mode = EL_MODE_PASSIVE;
  4437. else
  4438. status->mode = ele->mode;
  4439. status->class_ = CLASS_NORMAL;
  4440. status_calc_misc(&ed->bl, status, 0);
  4441. status->max_hp = ele->max_hp;
  4442. status->max_sp = ele->max_sp;
  4443. status->hp = ele->hp;
  4444. status->sp = ele->sp;
  4445. status->rhw.atk = ele->atk;
  4446. status->rhw.atk2 = ele->atk2;
  4447. status->matk_min += ele->matk;
  4448. status->def += ele->def;
  4449. status->mdef += ele->mdef;
  4450. status->flee = ele->flee;
  4451. status->hit = ele->hit;
  4452. if (ed->master)
  4453. status->speed = status_get_speed(&ed->master->bl);
  4454. memcpy(&ed->battle_status,status,sizeof(struct status_data));
  4455. } else {
  4456. status_calc_misc(&ed->bl, status, 0);
  4457. status_cpy(&ed->battle_status, status);
  4458. }
  4459. return 0;
  4460. }
  4461. /**
  4462. * Calculates NPC data
  4463. * @param nd: NPC object
  4464. * @param opt: Whether it is first calc or not (what?)
  4465. * @return 0
  4466. */
  4467. int status_calc_npc_(struct npc_data *nd, uint8 opt)
  4468. {
  4469. struct status_data *status = &nd->status;
  4470. if (!nd)
  4471. return 0;
  4472. if (opt&SCO_FIRST) {
  4473. status->hp = 1;
  4474. status->sp = 1;
  4475. status->max_hp = 1;
  4476. status->max_sp = 1;
  4477. status->def_ele = ELE_NEUTRAL;
  4478. status->ele_lv = 1;
  4479. status->race = RC_DEMIHUMAN;
  4480. status->class_ = CLASS_NORMAL;
  4481. status->size = nd->size;
  4482. status->rhw.range = 1 + status->size;
  4483. status->mode = static_cast<e_mode>(MD_CANMOVE|MD_CANATTACK);
  4484. status->speed = nd->speed;
  4485. }
  4486. status->str = nd->stat_point + nd->params.str;
  4487. status->agi = nd->stat_point + nd->params.agi;
  4488. status->vit = nd->stat_point + nd->params.vit;
  4489. status->int_= nd->stat_point + nd->params.int_;
  4490. status->dex = nd->stat_point + nd->params.dex;
  4491. status->luk = nd->stat_point + nd->params.luk;
  4492. status_calc_misc(&nd->bl, status, nd->level);
  4493. status_cpy(&nd->status, status);
  4494. return 0;
  4495. }
  4496. /**
  4497. * Calculates regeneration values
  4498. * Applies passive skill regeneration additions
  4499. * @param bl: Object to calculate regen for [PC|HOM|MER|ELEM]
  4500. * @param status: Object's status
  4501. * @param regen: Object's base regeneration data
  4502. */
  4503. void status_calc_regen(struct block_list *bl, struct status_data *status, struct regen_data *regen)
  4504. {
  4505. map_session_data *sd;
  4506. status_change *sc;
  4507. int val, skill, reg_flag;
  4508. if( !(bl->type&BL_REGEN) || !regen )
  4509. return;
  4510. sd = BL_CAST(BL_PC,bl);
  4511. sc = status_get_sc(bl);
  4512. val = (status->vit/5) + max(1, status->max_hp/200);
  4513. if( sd && sd->hprecov_rate != 100 )
  4514. val = val*sd->hprecov_rate/100;
  4515. reg_flag = bl->type == BL_PC ? 0 : 1;
  4516. regen->hp = cap_value(val, reg_flag, SHRT_MAX);
  4517. val = 1 + (status->int_/6) + (status->max_sp/100);
  4518. if( status->int_ >= 120 )
  4519. val += ((status->int_-120) / 2) + 4;
  4520. if( sd && sd->sprecov_rate != 100 )
  4521. val = val*sd->sprecov_rate/100;
  4522. regen->sp = cap_value(val, reg_flag, SHRT_MAX);
  4523. if( sd ) {
  4524. struct regen_data_sub *sregen;
  4525. if( (skill=pc_checkskill(sd,HP_MEDITATIO)) > 0 ) {
  4526. val = regen->sp*(100+3*skill)/100;
  4527. regen->sp = cap_value(val, 1, SHRT_MAX);
  4528. }
  4529. // Only players have skill/sitting skill regen for now.
  4530. sregen = regen->sregen;
  4531. val = 0;
  4532. if( (skill=pc_checkskill(sd,SM_RECOVERY)) > 0 )
  4533. val += skill*5 + skill*status->max_hp/500;
  4534. if (sc && sc->count) {
  4535. if (sc->getSCE(SC_INCREASE_MAXHP))
  4536. val += val * sc->getSCE(SC_INCREASE_MAXHP)->val2 / 100;
  4537. }
  4538. sregen->hp = cap_value(val, 0, SHRT_MAX);
  4539. val = 0;
  4540. if( (skill=pc_checkskill(sd,MG_SRECOVERY)) > 0 )
  4541. val += skill*3 + skill*status->max_sp/500;
  4542. if( (skill=pc_checkskill(sd,NJ_NINPOU)) > 0 )
  4543. val += skill*3 + skill*status->max_sp/500;
  4544. if( (skill=pc_checkskill(sd,WM_LESSON)) > 0 )
  4545. val += 3 + 3 * skill;
  4546. if (sc && sc->count) {
  4547. if (sc->getSCE(SC_ANCILLA))
  4548. val += sc->getSCE(SC_ANCILLA)->val2 / 100;
  4549. if (sc->getSCE(SC_INCREASE_MAXSP))
  4550. val += val * sc->getSCE(SC_INCREASE_MAXSP)->val2 / 100;
  4551. }
  4552. sregen->sp = cap_value(val, 0, SHRT_MAX);
  4553. // Skill-related recovery (only when sit)
  4554. sregen = regen->ssregen;
  4555. val = 0;
  4556. if( (skill=pc_checkskill(sd,MO_SPIRITSRECOVERY)) > 0 )
  4557. val += skill*4 + skill*status->max_hp/500;
  4558. if( (skill=pc_checkskill(sd,TK_HPTIME)) > 0 && sd->state.rest )
  4559. val += skill*30 + skill*status->max_hp/500;
  4560. sregen->hp = cap_value(val, 0, SHRT_MAX);
  4561. val = 0;
  4562. if( (skill=pc_checkskill(sd,TK_SPTIME)) > 0 && sd->state.rest ) {
  4563. val += skill*3 + skill*status->max_sp/500;
  4564. if ((skill=pc_checkskill(sd,SL_KAINA)) > 0) // Power up Enjoyable Rest
  4565. val += (30+10*skill)*val/100;
  4566. }
  4567. if( (skill=pc_checkskill(sd,MO_SPIRITSRECOVERY)) > 0 )
  4568. val += skill*2 + skill*status->max_sp/500;
  4569. sregen->sp = cap_value(val, 0, SHRT_MAX);
  4570. }
  4571. if( bl->type == BL_HOM ) {
  4572. struct homun_data *hd = (TBL_HOM*)bl;
  4573. if( (skill = hom_checkskill(hd,HAMI_SKIN)) > 0 ) {
  4574. val = regen->hp*(100+5*skill)/100;
  4575. regen->hp = cap_value(val, 1, SHRT_MAX);
  4576. }
  4577. if( (skill = hom_checkskill(hd,HLIF_BRAIN)) > 0 ) {
  4578. val = regen->sp*(100+3*skill)/100;
  4579. regen->sp = cap_value(val, 1, SHRT_MAX);
  4580. }
  4581. } else if( bl->type == BL_MER ) {
  4582. val = static_cast<decltype(val)>((status->max_hp * status->vit / 10000.0 + 1.0) * 6.0);
  4583. regen->hp = cap_value(val, 1, SHRT_MAX);
  4584. val = static_cast<decltype(val)>((status->max_sp * (status->int_ + 10.0) / 750.0) + 1.0);
  4585. regen->sp = cap_value(val, 1, SHRT_MAX);
  4586. } else if( bl->type == BL_ELEM ) {
  4587. val = static_cast<decltype(val)>((status->max_hp * status->vit / 10000.0 + 1.0) * 6.0);
  4588. regen->hp = cap_value(val, 1, SHRT_MAX);
  4589. val = static_cast<decltype(val)>((status->max_sp * (status->int_ + 10.0) / 750.0) + 1.0);
  4590. regen->sp = cap_value(val, 1, SHRT_MAX);
  4591. }
  4592. }
  4593. /**
  4594. * Calculates SC (Status Changes) regeneration values
  4595. * @param bl: Object to calculate regen for [PC|HOM|MER|ELEM]
  4596. * @param regen: Object's base regeneration data
  4597. * @param sc: Object's status change data
  4598. */
  4599. void status_calc_regen_rate(struct block_list *bl, struct regen_data *regen, status_change *sc)
  4600. {
  4601. if (!(bl->type&BL_REGEN) || !regen)
  4602. return;
  4603. regen->flag = RGN_HP|RGN_SP;
  4604. if(regen->sregen) {
  4605. if (regen->sregen->hp)
  4606. regen->flag |= RGN_SHP;
  4607. if (regen->sregen->sp)
  4608. regen->flag |= RGN_SSP;
  4609. regen->sregen->rate.hp = regen->sregen->rate.sp = 100;
  4610. }
  4611. if (regen->ssregen) {
  4612. if (regen->ssregen->hp)
  4613. regen->flag |= RGN_SHP;
  4614. if (regen->ssregen->sp)
  4615. regen->flag |= RGN_SSP;
  4616. regen->ssregen->rate.hp = regen->ssregen->rate.sp = 100;
  4617. }
  4618. regen->rate.hp = regen->rate.sp = 100;
  4619. if (!sc || !sc->count)
  4620. return;
  4621. // No HP or SP regen
  4622. if ((sc->getSCE(SC_POISON) && !sc->getSCE(SC_SLOWPOISON))
  4623. || (sc->getSCE(SC_DPOISON) && !sc->getSCE(SC_SLOWPOISON))
  4624. || sc->getSCE(SC_BERSERK)
  4625. || sc->getSCE(SC_TRICKDEAD)
  4626. || sc->getSCE(SC_BLEEDING)
  4627. || (sc->getSCE(SC_MAGICMUSHROOM) && sc->getSCE(SC_MAGICMUSHROOM)->val3 == 1)
  4628. || sc->getSCE(SC_SATURDAYNIGHTFEVER)
  4629. || sc->getSCE(SC_REBOUND))
  4630. regen->flag = RGN_NONE;
  4631. // No natural SP regen
  4632. if (sc->getSCE(SC_DANCING) ||
  4633. #ifdef RENEWAL
  4634. sc->getSCE(SC_MAXIMIZEPOWER) ||
  4635. #endif
  4636. #ifndef RENEWAL
  4637. (bl->type == BL_PC && (((TBL_PC*)bl)->class_&MAPID_UPPERMASK) == MAPID_MONK &&
  4638. (sc->getSCE(SC_EXTREMITYFIST) || sc->getSCE(SC_EXPLOSIONSPIRITS)) && (!sc->getSCE(SC_SPIRIT) || sc->getSCE(SC_SPIRIT)->val2 != SL_MONK)) ||
  4639. #else
  4640. (bl->type == BL_PC && (((TBL_PC*)bl)->class_&MAPID_UPPERMASK) == MAPID_MONK &&
  4641. sc->getSCE(SC_EXTREMITYFIST) && (!sc->getSCE(SC_SPIRIT) || sc->getSCE(SC_SPIRIT)->val2 != SL_MONK)) ||
  4642. #endif
  4643. (sc->getSCE(SC_OBLIVIONCURSE) && sc->getSCE(SC_OBLIVIONCURSE)->val3 == 1))
  4644. regen->flag &= ~RGN_SP;
  4645. if (sc->getSCE(SC_TENSIONRELAX)) {
  4646. if (sc->getSCE(SC_WEIGHT50) || sc->getSCE(SC_WEIGHT90))
  4647. regen->state.overweight = 0; // 1x HP regen
  4648. else {
  4649. regen->rate.hp += 200;
  4650. if (regen->sregen)
  4651. regen->sregen->rate.hp += 200;
  4652. }
  4653. }
  4654. if (sc->getSCE(SC_MAGNIFICAT))
  4655. regen->rate.sp += 100;
  4656. if (sc->getSCE(SC_REGENERATION)) {
  4657. const struct status_change_entry *sce = sc->getSCE(SC_REGENERATION);
  4658. if (!sce->val4) {
  4659. regen->rate.hp += (sce->val2*100);
  4660. regen->rate.sp += (sce->val3*100);
  4661. } else
  4662. regen->flag &= ~sce->val4; // Remove regen as specified by val4
  4663. }
  4664. if(sc->getSCE(SC_GT_REVITALIZE)) {
  4665. regen->hp += cap_value(regen->hp * sc->getSCE(SC_GT_REVITALIZE)->val3/100, 1, SHRT_MAX);
  4666. regen->state.walk = 1;
  4667. }
  4668. if (sc->getSCE(SC_EXTRACT_WHITE_POTION_Z))
  4669. regen->hp += cap_value(regen->hp * sc->getSCE(SC_EXTRACT_WHITE_POTION_Z)->val1 / 100, 1, SHRT_MAX);
  4670. if (sc->getSCE(SC_VITATA_500))
  4671. regen->sp += cap_value(regen->sp * sc->getSCE(SC_VITATA_500)->val1 / 100, 1, SHRT_MAX);
  4672. if (bl->type == BL_ELEM) { // Recovery bonus only applies to the Elementals.
  4673. int ele_class = status_get_class(bl);
  4674. switch (ele_class) {
  4675. case ELEMENTALID_AGNI_S:
  4676. case ELEMENTALID_AGNI_M:
  4677. case ELEMENTALID_AGNI_L:
  4678. case ELEMENTALID_ARDOR:
  4679. if (sc->getSCE(SC_FIRE_INSIGNIA) && sc->getSCE(SC_FIRE_INSIGNIA)->val1 == 1)
  4680. regen->rate.hp += 100;
  4681. break;
  4682. case ELEMENTALID_AQUA_S:
  4683. case ELEMENTALID_AQUA_M:
  4684. case ELEMENTALID_AQUA_L:
  4685. case ELEMENTALID_DILUVIO:
  4686. if (sc->getSCE(SC_WATER_INSIGNIA) && sc->getSCE(SC_WATER_INSIGNIA)->val1 == 1)
  4687. regen->rate.hp += 100;
  4688. break;
  4689. case ELEMENTALID_VENTUS_S:
  4690. case ELEMENTALID_VENTUS_M:
  4691. case ELEMENTALID_VENTUS_L:
  4692. case ELEMENTALID_PROCELLA:
  4693. if (sc->getSCE(SC_WIND_INSIGNIA) && sc->getSCE(SC_WIND_INSIGNIA)->val1 == 1)
  4694. regen->rate.hp += 100;
  4695. break;
  4696. case ELEMENTALID_TERA_S:
  4697. case ELEMENTALID_TERA_M:
  4698. case ELEMENTALID_TERA_L:
  4699. case ELEMENTALID_TERREMOTUS:
  4700. case ELEMENTALID_SERPENS:
  4701. if (sc->getSCE(SC_EARTH_INSIGNIA) && sc->getSCE(SC_EARTH_INSIGNIA)->val1 == 1)
  4702. regen->rate.hp += 100;
  4703. break;
  4704. }
  4705. }
  4706. if (sc->getSCE(SC_CATNIPPOWDER)) {
  4707. regen->rate.hp *= 2;
  4708. regen->rate.sp *= 2;
  4709. }
  4710. if (sc->getSCE(SC_SHRIMPBLESSING))
  4711. regen->rate.sp += 50;
  4712. #ifdef RENEWAL
  4713. if (sc->getSCE(SC_NIBELUNGEN)) {
  4714. if (sc->getSCE(SC_NIBELUNGEN)->val2 == RINGNBL_HPREGEN)
  4715. regen->rate.hp += 100;
  4716. else if (sc->getSCE(SC_NIBELUNGEN)->val2 == RINGNBL_SPREGEN)
  4717. regen->rate.sp += 100;
  4718. }
  4719. #endif
  4720. if (sc->getSCE(SC_SIRCLEOFNATURE))
  4721. regen->rate.hp += sc->getSCE(SC_SIRCLEOFNATURE)->val2;
  4722. if (sc->getSCE(SC_SONGOFMANA))
  4723. regen->rate.sp += sc->getSCE(SC_SONGOFMANA)->val3;
  4724. }
  4725. /**
  4726. * Applies a state to a unit - See [StatusChangeStateTable]
  4727. * @param bl: Object to change state on [PC|MOB|HOM|MER|ELEM]
  4728. * @param sc: Object's status change data
  4729. * @param flag: Which state to apply to bl
  4730. * @param start: (1) start state, (0) remove state
  4731. */
  4732. void status_calc_state( struct block_list *bl, status_change *sc, std::bitset<SCS_MAX> flag, bool start )
  4733. {
  4734. /// No sc at all, we can zero without any extra weight over our conciousness
  4735. if( !sc->count ) {
  4736. sc->cant = {};
  4737. return;
  4738. }
  4739. // Can't move
  4740. if( flag[SCS_NOMOVE] ) {
  4741. if( !flag[SCS_NOMOVECOND] )
  4742. sc->cant.move += (start ? 1 : ((sc->cant.move) ? -1 : 0));
  4743. else if(
  4744. (sc->getSCE(SC_GOSPEL) && sc->getSCE(SC_GOSPEL)->val4 == BCT_SELF) // cannot move while gospel is in effect
  4745. #ifndef RENEWAL
  4746. || (sc->getSCE(SC_BASILICA) && sc->getSCE(SC_BASILICA)->val4 == bl->id) // Basilica caster cannot move
  4747. || (sc->getSCE(SC_GRAVITATION) && sc->getSCE(SC_GRAVITATION)->val3 == BCT_SELF)
  4748. #endif
  4749. || (sc->getSCE(SC_CAMOUFLAGE) && sc->getSCE(SC_CAMOUFLAGE)->val1 < 3)
  4750. || (sc->getSCE(SC_MAGNETICFIELD) && sc->getSCE(SC_MAGNETICFIELD)->val2 != bl->id)
  4751. || (sc->getSCE(SC_FEAR) && sc->getSCE(SC_FEAR)->val2 > 0)
  4752. || (sc->getSCE(SC_HIDING) && (bl->type != BL_PC || (pc_checkskill(BL_CAST(BL_PC,bl),RG_TUNNELDRIVE) <= 0)))
  4753. || (sc->getSCE(SC_DANCING) && sc->getSCE(SC_DANCING)->val4 && (
  4754. #ifndef RENEWAL
  4755. !sc->getSCE(SC_LONGING) ||
  4756. #endif
  4757. (sc->getSCE(SC_DANCING)->val1&0xFFFF) == CG_MOONLIT ||
  4758. (sc->getSCE(SC_DANCING)->val1&0xFFFF) == CG_HERMODE
  4759. ))
  4760. || (sc->getSCE(SC_CRYSTALIZE) && bl->type != BL_MOB)
  4761. )
  4762. sc->cant.move += (start ? 1 : ((sc->cant.move) ? -1 : 0));
  4763. }
  4764. // Can't use skills
  4765. if( flag[SCS_NOCAST] ) {
  4766. if( !flag[SCS_NOCASTCOND] )
  4767. sc->cant.cast += (start ? 1 : ((sc->cant.cast) ? -1 : 0));
  4768. else if (sc->getSCE(SC_OBLIVIONCURSE) && sc->getSCE(SC_OBLIVIONCURSE)->val3 == 1)
  4769. sc->cant.cast += (start ? 1 : ((sc->cant.cast) ? -1 : 0));
  4770. }
  4771. // Can't chat
  4772. if( flag[SCS_NOCHAT] ) {
  4773. if( !flag[SCS_NOCHATCOND] )
  4774. sc->cant.chat += (start ? 1 : ((sc->cant.chat) ? -1 : 0));
  4775. else if(sc->getSCE(SC_NOCHAT) && sc->getSCE(SC_NOCHAT)->val1&MANNER_NOCHAT)
  4776. sc->cant.chat += (start ? 1 : ((sc->cant.chat) ? -1 : 0));
  4777. }
  4778. // Can't attack
  4779. if( flag[SCS_NOATTACK] ) {
  4780. if( !flag[SCS_NOATTACKCOND] )
  4781. sc->cant.attack += (start ? 1 : ((sc->cant.attack) ? -1 : 0));
  4782. /*else if( )
  4783. sc->cant.attack += ( start ? 1 : ((sc->cant.attack)? -1:0) );*/
  4784. }
  4785. // Can't warp
  4786. if (flag[SCS_NOWARP]) {
  4787. if (!flag[SCS_NOWARPCOND])
  4788. sc->cant.warp += (start ? 1 : ((sc->cant.warp) ? -1 : 0));
  4789. /*else if (sc->getSCE())
  4790. sc->cant.warp += ( start ? 1 : ((sc->cant.warp)? -1:0) );*/
  4791. }
  4792. // Player-only states
  4793. if( bl->type == BL_PC ) {
  4794. // Can't pick-up items
  4795. if( flag[SCS_NOPICKITEM] ) {
  4796. if( !flag[SCS_NOPICKITEMCOND] )
  4797. sc->cant.pickup += (start ? 1 : ((sc->cant.pickup) ? -1 : 0));
  4798. else if( (sc->getSCE(SC_NOCHAT) && sc->getSCE(SC_NOCHAT)->val1&MANNER_NOITEM) )
  4799. sc->cant.pickup += (start ? 1 : ((sc->cant.pickup) ? -1 : 0));
  4800. }
  4801. // Can't drop items
  4802. if( flag[SCS_NODROPITEM] ) {
  4803. if( !flag[SCS_NODROPITEMCOND] )
  4804. sc->cant.drop += (start ? 1 : ((sc->cant.drop) ? -1 : 0));
  4805. else if( (sc->getSCE(SC_NOCHAT) && sc->getSCE(SC_NOCHAT)->val1&MANNER_NOITEM) )
  4806. sc->cant.drop += (start ? 1 : ((sc->cant.drop) ? -1 : 0));
  4807. }
  4808. // Can't equip item
  4809. if( flag[SCS_NOEQUIPITEM] ) {
  4810. if( !flag[SCS_NOEQUIPITEMCOND] )
  4811. sc->cant.equip += (start ? 1 : ((sc->cant.equip) ? -1 : 0));
  4812. /*else if( )
  4813. sc->cant.equip += ( start ? 1 : ((sc->cant.equip)? -1:0) );*/
  4814. }
  4815. // Can't unequip item
  4816. if( flag[SCS_NOUNEQUIPITEM]) {
  4817. if( !flag[SCS_NOUNEQUIPITEMCOND] )
  4818. sc->cant.unequip += (start ? 1 : ((sc->cant.unequip) ? -1 : 0));
  4819. /*else if( )
  4820. sc->cant.unequip += ( start ? 1 : ((sc->cant.unequip)? -1:0) );*/
  4821. }
  4822. // Can't consume item
  4823. if( flag[SCS_NOCONSUMEITEM]) {
  4824. if( !flag[SCS_NOCONSUMEITEMCOND] )
  4825. sc->cant.consume += (start ? 1 : ((sc->cant.consume) ? -1 : 0));
  4826. else if( (sc->getSCE(SC_GRAVITATION) && sc->getSCE(SC_GRAVITATION)->val3 == BCT_SELF) ||
  4827. (sc->getSCE(SC_NOCHAT) && sc->getSCE(SC_NOCHAT)->val1&MANNER_NOITEM) )
  4828. sc->cant.consume += (start ? 1 : ((sc->cant.consume) ? -1 : 0));
  4829. }
  4830. // Can't lose exp
  4831. if (flag[SCS_NODEATHPENALTY]) {
  4832. if (!flag[SCS_NODEATHPENALTYCOND])
  4833. sc->cant.deathpenalty += (start ? 1 : ((sc->cant.deathpenalty) ? -1 : 0));
  4834. /*else if (sc->getSCE())
  4835. sc->cant.deathpenalty += ( start ? 1 : ((sc->cant.deathpenalty)? -1:0) );*/
  4836. }
  4837. // Can't sit/stand/talk to NPC
  4838. if (flag[SCS_NOINTERACT]) {
  4839. if (!flag[SCS_NOINTERACTCOND])
  4840. sc->cant.interact += (start ? 1 : ((sc->cant.interact) ? -1 : 0));
  4841. /*else if (sc->getSCE())
  4842. sc->cant.interact += ( start ? 1 : ((sc->cant.interact)? -1:0) );*/
  4843. }
  4844. }
  4845. return;
  4846. }
  4847. /**
  4848. * Recalculates parts of an objects status according to specified flags
  4849. * See [set_sc] [add_sc]
  4850. * @param bl: Object whose status has changed [PC|MOB|HOM|MER|ELEM]
  4851. * @param flag: Which status has changed on bl
  4852. */
  4853. void status_calc_bl_main(struct block_list& bl, std::bitset<SCB_MAX> flag)
  4854. {
  4855. const struct status_data *b_status = status_get_base_status(&bl); // Base Status
  4856. status_data* status = status_get_status_data(bl); // Battle Status
  4857. status_change *sc = status_get_sc(&bl);
  4858. TBL_PC *sd = BL_CAST(BL_PC,&bl);
  4859. int temp;
  4860. if (!b_status || !status)
  4861. return;
  4862. /** [Playtester]
  4863. * This needs to be done even if there is currently no status change active, because
  4864. * we need to update the speed on the client when the last status change ends.
  4865. **/
  4866. if(flag[SCB_SPEED]) {
  4867. struct unit_data *ud = unit_bl2ud(&bl);
  4868. /** [Skotlex]
  4869. * Re-walk to adjust speed (we do not check if walktimer != INVALID_TIMER
  4870. * because if you step on something while walking, the moment this
  4871. * piece of code triggers the walk-timer is set on INVALID_TIMER)
  4872. **/
  4873. if (ud)
  4874. ud->state.change_walk_target = 1;
  4875. }
  4876. if(flag[SCB_STR]) {
  4877. status->str = status_calc_str(&bl, sc, b_status->str);
  4878. flag.set(SCB_BATK);
  4879. if( bl.type == BL_HOM )
  4880. flag.set(SCB_WATK);
  4881. }
  4882. if(flag[SCB_AGI]) {
  4883. status->agi = status_calc_agi(&bl, sc, b_status->agi);
  4884. flag.set(SCB_FLEE);
  4885. #ifdef RENEWAL
  4886. flag.set(SCB_DEF2);
  4887. #endif
  4888. if( bl.type&(BL_PC|BL_HOM) ) {
  4889. flag.set(SCB_ASPD);
  4890. flag.set(SCB_DSPD);
  4891. }
  4892. }
  4893. if(flag[SCB_VIT]) {
  4894. status->vit = status_calc_vit(&bl, sc, b_status->vit);
  4895. flag.set(SCB_DEF2);
  4896. flag.set(SCB_MDEF2);
  4897. if( bl.type&(BL_PC|BL_HOM|BL_MER|BL_ELEM) )
  4898. flag.set(SCB_MAXHP);
  4899. if( bl.type == BL_HOM )
  4900. flag.set(SCB_DEF);
  4901. }
  4902. if(flag[SCB_INT]) {
  4903. status->int_ = status_calc_int(&bl, sc, b_status->int_);
  4904. flag.set(SCB_MATK);
  4905. flag.set(SCB_MDEF2);
  4906. if( bl.type&(BL_PC|BL_HOM|BL_MER|BL_ELEM) )
  4907. flag.set(SCB_MAXSP);
  4908. if( bl.type == BL_HOM )
  4909. flag.set(SCB_MDEF);
  4910. }
  4911. if(flag[SCB_DEX]) {
  4912. status->dex = status_calc_dex(&bl, sc, b_status->dex);
  4913. flag.set(SCB_BATK);
  4914. flag.set(SCB_HIT);
  4915. #ifdef RENEWAL
  4916. flag.set(SCB_MATK);
  4917. flag.set(SCB_MDEF2);
  4918. #endif
  4919. if( bl.type&(BL_PC|BL_HOM) )
  4920. flag.set(SCB_ASPD);
  4921. if( bl.type == BL_HOM )
  4922. flag.set(SCB_WATK);
  4923. }
  4924. if(flag[SCB_LUK]) {
  4925. status->luk = status_calc_luk(&bl, sc, b_status->luk);
  4926. flag.set(SCB_BATK);
  4927. flag.set(SCB_CRI);
  4928. flag.set(SCB_FLEE2);
  4929. #ifdef RENEWAL
  4930. flag.set(SCB_MATK);
  4931. flag.set(SCB_HIT);
  4932. flag.set(SCB_FLEE);
  4933. #endif
  4934. }
  4935. #ifdef RENEWAL
  4936. if (flag[SCB_POW]) {
  4937. status->pow = status_calc_pow(&bl, sc, b_status->pow);
  4938. flag.set(SCB_BATK);
  4939. flag.set(SCB_PATK);
  4940. }
  4941. if (flag[SCB_STA]) {
  4942. status->sta = status_calc_sta(&bl, sc, b_status->sta);
  4943. flag.set(SCB_RES);
  4944. }
  4945. if (flag[SCB_WIS]) {
  4946. status->wis = status_calc_wis(&bl, sc, b_status->wis);
  4947. flag.set(SCB_MRES);
  4948. }
  4949. if (flag[SCB_SPL]) {
  4950. status->spl = status_calc_spl(&bl, sc, b_status->spl);
  4951. flag.set(SCB_MATK);
  4952. flag.set(SCB_SMATK);
  4953. }
  4954. if (flag[SCB_CON]) {
  4955. status->con = status_calc_con(&bl, sc, b_status->con);
  4956. flag.set(SCB_HIT);
  4957. flag.set(SCB_FLEE);
  4958. flag.set(SCB_PATK);
  4959. flag.set(SCB_SMATK);
  4960. }
  4961. if (flag[SCB_CRT]) {
  4962. status->crt = status_calc_crt(&bl, sc, b_status->crt);
  4963. flag.set(SCB_HPLUS);
  4964. flag.set(SCB_CRATE);
  4965. }
  4966. #endif
  4967. if(flag[SCB_BATK] && b_status->batk) {
  4968. int lv = status_get_lv(&bl);
  4969. status->batk = status_base_atk(&bl, status, lv);
  4970. temp = b_status->batk - status_base_atk(&bl, b_status, lv);
  4971. if (temp) {
  4972. temp += status->batk;
  4973. status->batk = cap_value(temp, 0, USHRT_MAX);
  4974. }
  4975. status->batk = status_calc_batk(&bl, sc, status->batk);
  4976. }
  4977. if(flag[SCB_WATK]) {
  4978. #ifndef RENEWAL
  4979. status->rhw.atk = status_calc_watk(&bl, sc, b_status->rhw.atk);
  4980. if (!sd) // Should not affect weapon refine bonus
  4981. status->rhw.atk2 = status_calc_watk(&bl, sc, b_status->rhw.atk2);
  4982. if (sd && sd->bonus.weapon_atk_rate)
  4983. status->rhw.atk += status->rhw.atk * sd->bonus.weapon_atk_rate / 100;
  4984. if(b_status->lhw.atk) {
  4985. if (sd) {
  4986. sd->state.lr_flag = 1;
  4987. status->lhw.atk = status_calc_watk(&bl, sc, b_status->lhw.atk);
  4988. sd->state.lr_flag = 0;
  4989. } else {
  4990. status->lhw.atk = status_calc_watk(&bl, sc, b_status->lhw.atk);
  4991. status->lhw.atk2= status_calc_watk(&bl, sc, b_status->lhw.atk2);
  4992. }
  4993. }
  4994. #else
  4995. if(!b_status->watk) { // We only have left-hand weapon
  4996. status->watk = 0;
  4997. status->watk2 = status_calc_watk(&bl, sc, b_status->watk2);
  4998. }
  4999. else status->watk = status_calc_watk(&bl, sc, b_status->watk);
  5000. #endif
  5001. }
  5002. if(flag[SCB_HIT]) {
  5003. if (status->dex == b_status->dex
  5004. #ifdef RENEWAL
  5005. && status->luk == b_status->luk && status->con == b_status->con
  5006. #endif
  5007. )
  5008. status->hit = status_calc_hit(&bl, sc, b_status->hit);
  5009. else
  5010. status->hit = status_calc_hit(&bl, sc, b_status->hit + (status->dex - b_status->dex)
  5011. #ifdef RENEWAL
  5012. + (status->luk/3 - b_status->luk/3) + 2 * (status->con - b_status->con)
  5013. #endif
  5014. );
  5015. }
  5016. if(flag[SCB_FLEE]) {
  5017. if (status->agi == b_status->agi
  5018. #ifdef RENEWAL
  5019. && status->luk == b_status->luk && status->con == b_status->con
  5020. #endif
  5021. )
  5022. status->flee = status_calc_flee(&bl, sc, b_status->flee);
  5023. else
  5024. status->flee = status_calc_flee(&bl, sc, b_status->flee +(status->agi - b_status->agi)
  5025. #ifdef RENEWAL
  5026. + (status->luk/5 - b_status->luk/5) + 2 * (status->con - b_status->con)
  5027. #endif
  5028. );
  5029. }
  5030. if(flag[SCB_DEF]) {
  5031. status->def = status_calc_def(&bl, sc, b_status->def);
  5032. if( bl.type == BL_HOM )
  5033. status->def += (status->vit/5 - b_status->vit/5);
  5034. }
  5035. if(flag[SCB_DEF2]) {
  5036. if (status->vit == b_status->vit
  5037. #ifdef RENEWAL
  5038. && status->agi == b_status->agi
  5039. #endif
  5040. )
  5041. status->def2 = status_calc_def2(&bl, sc, b_status->def2);
  5042. else
  5043. status->def2 = status_calc_def2(&bl, sc, b_status->def2
  5044. #ifdef RENEWAL
  5045. + (int)( ((float)status->vit/2 - (float)b_status->vit/2) + ((float)status->agi/5 - (float)b_status->agi/5) )
  5046. #else
  5047. + (status->vit - b_status->vit)
  5048. #endif
  5049. );
  5050. }
  5051. if(flag[SCB_MDEF]) {
  5052. status->mdef = status_calc_mdef(&bl, sc, b_status->mdef);
  5053. if( bl.type == BL_HOM )
  5054. status->mdef += (status->int_/5 - b_status->int_/5);
  5055. }
  5056. if(flag[SCB_MDEF2]) {
  5057. if (status->int_ == b_status->int_ && status->vit == b_status->vit
  5058. #ifdef RENEWAL
  5059. && status->dex == b_status->dex
  5060. #endif
  5061. )
  5062. status->mdef2 = status_calc_mdef2(&bl, sc, b_status->mdef2);
  5063. else
  5064. status->mdef2 = status_calc_mdef2(&bl, sc, b_status->mdef2 +(status->int_ - b_status->int_)
  5065. #ifdef RENEWAL
  5066. + (int)( ((float)status->dex/5 - (float)b_status->dex/5) + ((float)status->vit/5 - (float)b_status->vit/5) )
  5067. #else
  5068. + ((status->vit - b_status->vit) / 2)
  5069. #endif
  5070. );
  5071. }
  5072. if(flag[SCB_SPEED]) {
  5073. status->speed = status_calc_speed(&bl, sc, b_status->speed);
  5074. switch (bl.type) {
  5075. case BL_PC:
  5076. if (!sd->state.permanent_speed && status->speed < battle_config.max_walk_speed)
  5077. status->speed = battle_config.max_walk_speed;
  5078. #ifdef RENEWAL
  5079. // Recalculate homunculus speed if the player receives a speed buff/debuff
  5080. if (hom_is_active(sd->hd)) {
  5081. if (battle_config.hom_setting & HOMSET_COPY_SPEED)
  5082. sd->hd->battle_status.speed = status_get_speed(&sd->bl);
  5083. // Homunculus speed buff/debuffs applies over the current speed
  5084. sd->hd->battle_status.speed = status_calc_speed(&sd->hd->bl, &sd->hd->sc, sd->hd->battle_status.speed);
  5085. }
  5086. #endif
  5087. break;
  5088. case BL_PET:{
  5089. pet_data* pd = reinterpret_cast<pet_data*>(&bl);
  5090. if (pd->master != nullptr)
  5091. status->speed = status_get_speed(&pd->master->bl);
  5092. } break;
  5093. case BL_HOM:{
  5094. homun_data* hd = reinterpret_cast<homun_data*>(&bl);
  5095. if (hd->master != nullptr) {
  5096. if (battle_config.hom_setting & HOMSET_COPY_SPEED)
  5097. status->speed = status_get_speed(&hd->master->bl);
  5098. // Homunculus speed buff/debuffs applies over the current speed
  5099. status->speed = status_calc_speed(&bl, &hd->sc, status->speed);
  5100. }
  5101. } break;
  5102. case BL_MER:{
  5103. s_mercenary_data* mc = reinterpret_cast<s_mercenary_data*>(&bl);
  5104. if (mc->master != nullptr)
  5105. status->speed = status_get_speed(&mc->master->bl);
  5106. } break;
  5107. case BL_ELEM:{
  5108. s_elemental_data* ed = reinterpret_cast<s_elemental_data*>(&bl);
  5109. if (ed->master != nullptr)
  5110. status->speed = status_get_speed(&ed->master->bl);
  5111. } break;
  5112. }
  5113. }
  5114. if(flag[SCB_CRI] && b_status->cri) {
  5115. if (status->luk == b_status->luk)
  5116. status->cri = status_calc_critical(&bl, sc, b_status->cri);
  5117. else
  5118. #ifdef RENEWAL
  5119. status->cri = status_calc_critical(&bl, sc, b_status->cri + 3*(status->luk - b_status->luk));
  5120. #else
  5121. status->cri = status_calc_critical(&bl, sc, b_status->cri + (status->luk - b_status->luk)*10/3);
  5122. #endif
  5123. /// After status_calc_critical so the bonus is applied despite if you have or not a sc bugreport:5240
  5124. if (sd) {
  5125. if (sd->status.weapon == W_KATAR)
  5126. status->cri *= 2;
  5127. }
  5128. }
  5129. if(flag[SCB_FLEE2] && b_status->flee2) {
  5130. if (status->luk == b_status->luk)
  5131. status->flee2 = status_calc_flee2(&bl, sc, b_status->flee2);
  5132. else
  5133. status->flee2 = status_calc_flee2(&bl, sc, b_status->flee2 +(status->luk - b_status->luk));
  5134. }
  5135. if(flag[SCB_ATK_ELE]) {
  5136. status->rhw.ele = status_calc_attack_element(&bl, sc, b_status->rhw.ele);
  5137. if (sd) sd->state.lr_flag = 1;
  5138. status->lhw.ele = status_calc_attack_element(&bl, sc, b_status->lhw.ele);
  5139. if (sd) sd->state.lr_flag = 0;
  5140. }
  5141. if(flag[SCB_DEF_ELE]) {
  5142. status->def_ele = status_calc_element(&bl, sc, b_status->def_ele);
  5143. status->ele_lv = status_calc_element_lv(&bl, sc, b_status->ele_lv);
  5144. }
  5145. if(flag[SCB_MODE]) {
  5146. status->mode = status_calc_mode(&bl, sc, b_status->mode);
  5147. if (status_has_mode(status, MD_STATUSIMMUNE|MD_SKILLIMMUNE))
  5148. status->class_ = CLASS_BATTLEFIELD;
  5149. else if (status_has_mode(status, MD_STATUSIMMUNE|MD_KNOCKBACKIMMUNE|MD_DETECTOR))
  5150. status->class_ = CLASS_BOSS;
  5151. else if (status_has_mode(status, MD_STATUSIMMUNE))
  5152. status->class_ = CLASS_GUARDIAN;
  5153. else
  5154. status->class_ = CLASS_NORMAL;
  5155. // Since mode changed, reset their state.
  5156. if (!status_has_mode(status,MD_CANATTACK))
  5157. unit_stop_attack(&bl);
  5158. if (!status_has_mode(status,MD_CANMOVE))
  5159. unit_stop_walking(&bl,1);
  5160. }
  5161. /**
  5162. * No status changes alter these yet.
  5163. * if(flag[SCB_SIZE])
  5164. * if(flag[SCB_RACE])
  5165. * if(flag[SCB_RANGE])
  5166. **/
  5167. if(flag[SCB_MAXHP]) {
  5168. if( bl.type == BL_PC ) {
  5169. status->max_hp = status_calc_maxhpsp_pc(sd,status->vit,true);
  5170. if(battle_config.hp_rate != 100)
  5171. status->max_hp = (unsigned int)(battle_config.hp_rate * (status->max_hp/100.));
  5172. if (sd->status.base_level < 100)
  5173. status->max_hp = umin(status->max_hp,(unsigned int)battle_config.max_hp_lv99);
  5174. else if (sd->status.base_level < 151)
  5175. status->max_hp = umin(status->max_hp,(unsigned int)battle_config.max_hp_lv150);
  5176. else
  5177. status->max_hp = umin(status->max_hp,(unsigned int)battle_config.max_hp);
  5178. }
  5179. else
  5180. status->max_hp = status_calc_maxhp(&bl, b_status->max_hp);
  5181. if( status->hp > status->max_hp ) { // !FIXME: Should perhaps a status_zap should be issued?
  5182. status->hp = status->max_hp;
  5183. if( sd ) clif_updatestatus(*sd,SP_HP);
  5184. }
  5185. }
  5186. if(flag[SCB_MAXSP]) {
  5187. if( bl.type == BL_PC ) {
  5188. status->max_sp = status_calc_maxhpsp_pc(sd,status->int_,false);
  5189. if(battle_config.sp_rate != 100)
  5190. status->max_sp = (unsigned int)(battle_config.sp_rate * (status->max_sp/100.));
  5191. status->max_sp = umin(status->max_sp,(unsigned int)battle_config.max_sp);
  5192. }
  5193. else
  5194. status->max_sp = status_calc_maxsp(&bl, b_status->max_sp);
  5195. if( status->sp > status->max_sp ) {
  5196. status->sp = status->max_sp;
  5197. if( sd ) clif_updatestatus(*sd,SP_SP);
  5198. }
  5199. }
  5200. if(flag[SCB_MATK]) {
  5201. #ifndef RENEWAL
  5202. status->matk_min = status_base_matk_min(status) + (sd != nullptr ? sd->bonus.ematk : 0);
  5203. status->matk_max = status_base_matk_max(status) + (sd != nullptr ? sd->bonus.ematk : 0);
  5204. if (sd != nullptr && sd->matk_rate != 100) {
  5205. status->matk_min = status->matk_min * sd->matk_rate / 100;
  5206. status->matk_max = status->matk_max * sd->matk_rate / 100;
  5207. }
  5208. // Apply Recognized Spell buff
  5209. // Also update homunculus MATK, hom Min Matk is always the same as Max Matk
  5210. if ((bl.type == BL_HOM && battle_config.hom_setting&HOMSET_SAME_MATK) || (sc && sc->getSCE(SC_RECOGNIZEDSPELL))) {
  5211. status->matk_min = std::max( status->matk_min, status->matk_max );
  5212. }
  5213. status->matk_min = status_calc_matk(&bl, sc, status->matk_min);
  5214. status->matk_max = status_calc_matk(&bl, sc, status->matk_max);
  5215. #else
  5216. /**
  5217. * RE MATK Formula (from irowiki:http:// irowiki.org/wiki/MATK)
  5218. * MATK = (sMATK + wMATK + eMATK) * Multiplicative Modifiers
  5219. **/
  5220. int lv = status_get_lv(&bl);
  5221. status->matk_min = status_base_matk_min(&bl, status, lv);
  5222. status->matk_max = status_base_matk_max(&bl, status, lv);
  5223. if (sd != nullptr) {
  5224. status->matk_min = status_calc_ematk(&bl, sc, status->matk_min);
  5225. status->matk_max = status->matk_min;
  5226. // Adds weapon magic attack (wMATK) modifications
  5227. // This is the only portion in MATK that varies depending on the weapon level and refinement rate.
  5228. if (b_status->lhw.matk > 0)
  5229. status->lhw.matk = b_status->lhw.matk;
  5230. if (b_status->rhw.matk > 0)
  5231. status->rhw.matk = b_status->rhw.matk;
  5232. int32 wMatk = 0;
  5233. int32 variance = 0;
  5234. if (status->rhw.matk > 0) {
  5235. wMatk = status->rhw.matk;
  5236. variance = status->rhw.matk * status->rhw.wlv / 10;
  5237. }
  5238. if (status->lhw.matk > 0) {
  5239. wMatk += status->lhw.matk;
  5240. variance += status->lhw.matk * status->lhw.wlv / 10;
  5241. }
  5242. status->matk_min += wMatk - variance;
  5243. status->matk_max += wMatk + variance;
  5244. }
  5245. // Apply Recognized Spell buff
  5246. // Also update homunculus MATK, hom Min Matk is always the same as Max Matk
  5247. if ((bl.type == BL_HOM && battle_config.hom_setting&HOMSET_SAME_MATK) || (sc && sc->getSCE(SC_RECOGNIZEDSPELL))) {
  5248. status->matk_min = std::max( status->matk_min, status->matk_max );
  5249. }
  5250. if (sd != nullptr && sd->right_weapon.overrefine > 0) {
  5251. status->matk_min++;
  5252. status->matk_max += sd->right_weapon.overrefine - 1;
  5253. }
  5254. // Apply MATK % from skill Mystical Amplification
  5255. if (sc && sc->getSCE(SC_MAGICPOWER)) {
  5256. status->matk_min += status->matk_min * sc->getSCE(SC_MAGICPOWER)->val3 / 100;
  5257. status->matk_max += status->matk_max * sc->getSCE(SC_MAGICPOWER)->val3 / 100;
  5258. }
  5259. if (sd != nullptr) {
  5260. if (sd->bonus.ematk > 0) {
  5261. status->matk_min += sd->bonus.ematk;
  5262. status->matk_max += sd->bonus.ematk;
  5263. }
  5264. if (pc_checkskill(sd, SU_POWEROFLAND) > 0 && pc_checkskill_summoner(sd, SUMMONER_POWER_LAND) >= 20) {
  5265. status->matk_min += status->matk_min * 20 / 100;
  5266. status->matk_max += status->matk_max * 20 / 100;
  5267. }
  5268. if (uint16 skill_lv = pc_checkskill(sd, NV_TRANSCENDENCE); skill_lv > 0) {
  5269. status->matk_min += 15 * skill_lv + (skill_lv > 4 ? 25 : 0);
  5270. status->matk_max += 15 * skill_lv + (skill_lv > 4 ? 25 : 0);
  5271. }
  5272. }
  5273. // Adds other magic attack modifications - usually buffs from usable items
  5274. status->matk_max = status_calc_matk(&bl, sc, status->matk_max);
  5275. status->matk_min = status_calc_matk(&bl, sc, status->matk_min);
  5276. // Apply MATK % from equipments / usable items
  5277. if (sd != nullptr && sd->matk_rate != 100) {
  5278. status->matk_min = status->matk_min * sd->matk_rate / 100;
  5279. status->matk_max = status->matk_max * sd->matk_rate / 100;
  5280. }
  5281. #endif
  5282. }
  5283. if(flag[SCB_ASPD]) {
  5284. int amotion;
  5285. if ( bl.type == BL_HOM ) {
  5286. #ifdef RENEWAL_ASPD
  5287. amotion = (reinterpret_cast<homun_data*>(&bl))->homunculusDB->baseASPD;
  5288. amotion = amotion - amotion * status_get_homdex(&bl) / 1000 - status_get_homagi(&bl) * amotion / 250;
  5289. amotion = (amotion * status_calc_aspd(&bl, sc, true) + status_calc_aspd(&bl, sc, false)) / - 100 + amotion;
  5290. #else
  5291. amotion = (1000 - 4 * status->agi - status->dex) * (reinterpret_cast<homun_data*>(&bl))->homunculusDB->baseASPD / 1000;
  5292. amotion = status_calc_aspd_rate(&bl, sc, amotion);
  5293. amotion = amotion * status->aspd_rate / 1000;
  5294. #endif
  5295. amotion = status_calc_fix_aspd(&bl, sc, amotion);
  5296. status->amotion = cap_value(amotion, battle_config.max_aspd, 2000);
  5297. status->adelay = status->amotion;
  5298. } else if ( bl.type == BL_PC ) {
  5299. uint16 skill_lv;
  5300. amotion = status_base_amotion_pc(sd,status);
  5301. #ifndef RENEWAL_ASPD
  5302. status->aspd_rate = status_calc_aspd_rate(&bl, sc, b_status->aspd_rate);
  5303. #endif
  5304. // Absolute ASPD % modifiers
  5305. amotion = amotion * status->aspd_rate / 1000;
  5306. if (sd->ud.skilltimer != INVALID_TIMER && (skill_lv = pc_checkskill(sd, SA_FREECAST)) > 0)
  5307. #ifdef RENEWAL_ASPD
  5308. amotion = amotion * 5 * (skill_lv + 10) / 100;
  5309. #else
  5310. 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)
  5311. #endif
  5312. #ifdef RENEWAL_ASPD
  5313. // RE ASPD % modifier
  5314. amotion += (max(0xc3 - amotion, 2) * (status->aspd_rate2 + status_calc_aspd(&bl, sc, false))) / 100;
  5315. amotion = 10 * (200 - amotion);
  5316. amotion += sd->bonus.aspd_add;
  5317. #endif
  5318. amotion = status_calc_fix_aspd(&bl, sc, amotion);
  5319. status->amotion = cap_value(amotion,pc_maxaspd(sd),2000);
  5320. status->adelay = 2 * status->amotion;
  5321. } else { // Mercenary and mobs
  5322. amotion = b_status->amotion;
  5323. status->aspd_rate = status_calc_aspd_rate(&bl, sc, b_status->aspd_rate);
  5324. amotion = amotion*status->aspd_rate/1000;
  5325. amotion = status_calc_fix_aspd(&bl, sc, amotion);
  5326. status->amotion = cap_value(amotion, battle_config.monster_max_aspd, 2000);
  5327. temp = b_status->adelay*status->aspd_rate/1000;
  5328. status->adelay = cap_value(temp, battle_config.monster_max_aspd*2, 4000);
  5329. }
  5330. }
  5331. if(flag[SCB_DSPD]) {
  5332. int dmotion;
  5333. if( bl.type == BL_PC ) {
  5334. if (b_status->agi == status->agi)
  5335. status->dmotion = status_calc_dmotion(&bl, sc, b_status->dmotion);
  5336. else {
  5337. dmotion = 800-status->agi*4;
  5338. status->dmotion = cap_value(dmotion, 400, 800);
  5339. if(battle_config.pc_damage_delay_rate != 100)
  5340. status->dmotion = status->dmotion*battle_config.pc_damage_delay_rate/100;
  5341. // It's safe to ignore b_status->dmotion since no bonus affects it.
  5342. status->dmotion = status_calc_dmotion(&bl, sc, status->dmotion);
  5343. }
  5344. } else if( bl.type == BL_HOM ) {
  5345. dmotion = 800-status->agi*4;
  5346. status->dmotion = cap_value(dmotion, 400, 800);
  5347. status->dmotion = status_calc_dmotion(&bl, sc, b_status->dmotion);
  5348. } else { // Mercenary and mobs
  5349. status->dmotion = status_calc_dmotion(&bl, sc, b_status->dmotion);
  5350. }
  5351. }
  5352. #ifdef RENEWAL
  5353. if (flag[SCB_PATK]) {
  5354. if (status->pow == b_status->pow && status->con == b_status->con)
  5355. status->patk = status_calc_patk(&bl, sc, b_status->patk);
  5356. else
  5357. status->patk = status_calc_patk(&bl, sc, b_status->patk + (status->pow - b_status->pow) / 3 + (status->con - b_status->con) / 5);
  5358. }
  5359. if (flag[SCB_SMATK]) {
  5360. if (status->spl == b_status->spl && status->con == b_status->con)
  5361. status->smatk = status_calc_smatk(&bl, sc, b_status->smatk);
  5362. else
  5363. status->smatk = status_calc_smatk(&bl, sc, b_status->smatk) + (status->spl - b_status->spl) / 3 + (status->con - b_status->con) / 5;
  5364. }
  5365. if (flag[SCB_RES]) {
  5366. if (status->sta == b_status->sta)
  5367. status->res = status_calc_res(&bl, sc, b_status->res);
  5368. else
  5369. status->res = status_calc_res(&bl, sc, b_status->res + (status->sta - b_status->sta) + (status->sta - b_status->sta) / 3 * 5);
  5370. }
  5371. if (flag[SCB_MRES]) {
  5372. if (status->wis == b_status->wis)
  5373. status->mres = status_calc_mres(&bl, sc, b_status->mres);
  5374. else
  5375. status->mres = status_calc_mres(&bl, sc, b_status->mres + (status->wis - b_status->wis) + (status->wis - b_status->wis) / 3 * 5);
  5376. }
  5377. if (flag[SCB_HPLUS]) {
  5378. if (status->crt == b_status->crt)
  5379. status->hplus = status_calc_hplus(&bl, sc, b_status->hplus);
  5380. else
  5381. status->hplus = status_calc_hplus(&bl, sc, b_status->hplus + (status->crt - b_status->crt));
  5382. }
  5383. if (flag[SCB_CRATE]) {
  5384. if (status->crt == b_status->crt)
  5385. status->crate = status_calc_crate(&bl, sc, b_status->crate);
  5386. else
  5387. status->crate = status_calc_crate(&bl, sc, b_status->crate + (status->crt - b_status->crt) / 3);
  5388. }
  5389. if (flag[SCB_MAXAP]) {
  5390. if (bl.type == BL_PC) {
  5391. status->max_ap = status_calc_maxap_pc(sd);
  5392. if (battle_config.ap_rate != 100)
  5393. status->max_ap = (unsigned int)(battle_config.ap_rate * (status->max_ap / 100.));
  5394. status->max_ap = umin(status->max_ap, (unsigned int)battle_config.max_ap);
  5395. } else
  5396. status->max_ap = status_calc_maxap(&bl, b_status->max_ap);
  5397. if (status->ap > status->max_ap) {
  5398. status->ap = status->max_ap;
  5399. if (sd) clif_updatestatus(*sd, SP_AP);
  5400. }
  5401. }
  5402. #endif
  5403. if((flag[SCB_VIT] || flag[SCB_MAXHP] || flag[SCB_INT] || flag[SCB_MAXSP]) && bl.type & BL_REGEN)
  5404. status_calc_regen(&bl, status, status_get_regen_data(&bl));
  5405. if(flag[SCB_REGEN] && bl.type & BL_REGEN)
  5406. status_calc_regen_rate(&bl, status_get_regen_data(&bl), sc);
  5407. }
  5408. /**
  5409. * Recalculates parts of an objects status according to specified flags
  5410. * Also sends updates to the client when necessary
  5411. * See [set_sc] [add_sc]
  5412. * @param bl: Object whose status has changed [PC|MOB|HOM|MER|ELEM]
  5413. * @param flag: Which status has changed on bl
  5414. * @param opt: If true, will cause status_calc_* functions to run their base status initialization code
  5415. */
  5416. void status_calc_bl_(struct block_list* bl, std::bitset<SCB_MAX> flag, uint8 opt)
  5417. {
  5418. if (bl->type == BL_PC) {
  5419. map_session_data *sd = BL_CAST(BL_PC, bl);
  5420. if (sd->delayed_damage != 0) {
  5421. if (opt&SCO_FORCE)
  5422. sd->state.hold_recalc = false; // Clear and move on
  5423. else {
  5424. sd->state.hold_recalc = true; // Flag and stop
  5425. return;
  5426. }
  5427. }
  5428. }
  5429. // Pointer to current battle status
  5430. status_data* status = status_get_status_data(*bl);
  5431. // Previous battle status
  5432. status_data b_status;
  5433. // Remember previous values
  5434. memcpy(&b_status, status, sizeof(b_status));
  5435. if( flag[SCB_BASE] ) { // Calculate the object's base status too
  5436. switch( bl->type ) {
  5437. case BL_PC: status_calc_pc_(BL_CAST(BL_PC,bl), opt); break;
  5438. case BL_MOB: status_calc_mob_(BL_CAST(BL_MOB,bl), opt); break;
  5439. case BL_PET: status_calc_pet_(BL_CAST(BL_PET,bl), opt); break;
  5440. case BL_HOM: status_calc_homunculus_(BL_CAST(BL_HOM,bl), opt); break;
  5441. case BL_MER: status_calc_mercenary_(BL_CAST(BL_MER,bl), opt); break;
  5442. case BL_ELEM: status_calc_elemental_(BL_CAST(BL_ELEM,bl), opt); break;
  5443. case BL_NPC: status_calc_npc_(BL_CAST(BL_NPC,bl), opt); break;
  5444. }
  5445. }
  5446. if( bl->type == BL_PET )
  5447. return; // Pets are not affected by statuses
  5448. if (opt&SCO_FIRST && bl->type == BL_MOB)
  5449. return; // Assume there will be no statuses active
  5450. status_calc_bl_main(*bl, flag);
  5451. if (opt&SCO_FIRST && bl->type == BL_HOM)
  5452. return; // Client update handled by caller
  5453. // Compare against new values and send client updates
  5454. if( bl->type == BL_PC ) {
  5455. TBL_PC* sd = BL_CAST(BL_PC, bl);
  5456. if(b_status.str != status->str)
  5457. clif_updatestatus(*sd,SP_STR);
  5458. if(b_status.agi != status->agi)
  5459. clif_updatestatus(*sd,SP_AGI);
  5460. if(b_status.vit != status->vit)
  5461. clif_updatestatus(*sd,SP_VIT);
  5462. if(b_status.int_ != status->int_)
  5463. clif_updatestatus(*sd,SP_INT);
  5464. if(b_status.dex != status->dex)
  5465. clif_updatestatus(*sd,SP_DEX);
  5466. if(b_status.luk != status->luk)
  5467. clif_updatestatus(*sd,SP_LUK);
  5468. if(b_status.hit != status->hit)
  5469. clif_updatestatus(*sd,SP_HIT);
  5470. if(b_status.flee != status->flee)
  5471. clif_updatestatus(*sd,SP_FLEE1);
  5472. if(b_status.amotion != status->amotion)
  5473. clif_updatestatus(*sd,SP_ASPD);
  5474. if(b_status.speed != status->speed)
  5475. clif_updatestatus(*sd,SP_SPEED);
  5476. if(b_status.batk != status->batk
  5477. #ifndef RENEWAL
  5478. || b_status.rhw.atk != status->rhw.atk || b_status.lhw.atk != status->lhw.atk
  5479. #endif
  5480. )
  5481. clif_updatestatus(*sd,SP_ATK1);
  5482. if(b_status.def != status->def) {
  5483. clif_updatestatus(*sd,SP_DEF1);
  5484. #ifdef RENEWAL
  5485. clif_updatestatus(*sd,SP_DEF2);
  5486. #endif
  5487. }
  5488. if(
  5489. #ifdef RENEWAL
  5490. b_status.watk != status->watk || b_status.watk2 != status->watk2 || b_status.eatk != status->eatk
  5491. #else
  5492. b_status.rhw.atk2 != status->rhw.atk2 || b_status.lhw.atk2 != status->lhw.atk2
  5493. #endif
  5494. )
  5495. clif_updatestatus(*sd,SP_ATK2);
  5496. if(b_status.def2 != status->def2) {
  5497. clif_updatestatus(*sd,SP_DEF2);
  5498. #ifdef RENEWAL
  5499. clif_updatestatus(*sd,SP_DEF1);
  5500. #endif
  5501. }
  5502. if(b_status.flee2 != status->flee2)
  5503. clif_updatestatus(*sd,SP_FLEE2);
  5504. if(b_status.cri != status->cri)
  5505. clif_updatestatus(*sd,SP_CRITICAL);
  5506. #ifndef RENEWAL
  5507. if(b_status.matk_max != status->matk_max)
  5508. clif_updatestatus(*sd,SP_MATK1);
  5509. if(b_status.matk_min != status->matk_min)
  5510. clif_updatestatus(*sd,SP_MATK2);
  5511. #else
  5512. if(b_status.matk_max != status->matk_max || b_status.matk_min != status->matk_min) {
  5513. clif_updatestatus(*sd,SP_MATK2);
  5514. clif_updatestatus(*sd,SP_MATK1);
  5515. }
  5516. #endif
  5517. if(b_status.mdef != status->mdef) {
  5518. clif_updatestatus(*sd,SP_MDEF1);
  5519. #ifdef RENEWAL
  5520. clif_updatestatus(*sd,SP_MDEF2);
  5521. #endif
  5522. }
  5523. if(b_status.mdef2 != status->mdef2) {
  5524. clif_updatestatus(*sd,SP_MDEF2);
  5525. #ifdef RENEWAL
  5526. clif_updatestatus(*sd,SP_MDEF1);
  5527. #endif
  5528. }
  5529. if(b_status.rhw.range != status->rhw.range)
  5530. clif_updatestatus(*sd,SP_ATTACKRANGE);
  5531. if(b_status.max_hp != status->max_hp)
  5532. clif_updatestatus(*sd,SP_MAXHP);
  5533. if(b_status.max_sp != status->max_sp)
  5534. clif_updatestatus(*sd,SP_MAXSP);
  5535. if(b_status.hp != status->hp)
  5536. clif_updatestatus(*sd,SP_HP);
  5537. if(b_status.sp != status->sp)
  5538. clif_updatestatus(*sd,SP_SP);
  5539. #ifdef RENEWAL
  5540. if (b_status.pow != status->pow)
  5541. clif_updatestatus(*sd,SP_POW);
  5542. if (b_status.sta != status->sta)
  5543. clif_updatestatus(*sd,SP_STA);
  5544. if (b_status.wis != status->wis)
  5545. clif_updatestatus(*sd,SP_WIS);
  5546. if (b_status.spl != status->spl)
  5547. clif_updatestatus(*sd,SP_SPL);
  5548. if (b_status.con != status->con)
  5549. clif_updatestatus(*sd,SP_CON);
  5550. if (b_status.crt != status->crt)
  5551. clif_updatestatus(*sd,SP_CRT);
  5552. if (b_status.patk != status->patk)
  5553. clif_updatestatus(*sd, SP_PATK);
  5554. if (b_status.smatk != status->smatk)
  5555. clif_updatestatus(*sd, SP_SMATK);
  5556. if (b_status.res != status->res)
  5557. clif_updatestatus(*sd, SP_RES);
  5558. if (b_status.mres != status->mres)
  5559. clif_updatestatus(*sd, SP_MRES);
  5560. if (b_status.hplus != status->hplus)
  5561. clif_updatestatus(*sd, SP_HPLUS);
  5562. if (b_status.crate != status->crate)
  5563. clif_updatestatus(*sd, SP_CRATE);
  5564. if (b_status.max_ap != status->max_ap)
  5565. clif_updatestatus(*sd, SP_MAXAP);
  5566. if (b_status.ap != status->ap)
  5567. clif_updatestatus(*sd, SP_AP);
  5568. #endif
  5569. } else if( bl->type == BL_HOM ) {
  5570. TBL_HOM* hd = BL_CAST(BL_HOM, bl);
  5571. if( hd->master && memcmp(&b_status, status, sizeof(struct status_data)) != 0 )
  5572. clif_hominfo(hd->master,hd,0);
  5573. } else if( bl->type == BL_MER ) {
  5574. TBL_MER* md = BL_CAST(BL_MER, bl);
  5575. if (!md->master)
  5576. return;
  5577. if( b_status.rhw.atk != status->rhw.atk || b_status.rhw.atk2 != status->rhw.atk2 )
  5578. clif_mercenary_updatestatus(md->master, SP_ATK1);
  5579. if( b_status.matk_max != status->matk_max )
  5580. clif_mercenary_updatestatus(md->master, SP_MATK1);
  5581. if( b_status.hit != status->hit )
  5582. clif_mercenary_updatestatus(md->master, SP_HIT);
  5583. if( b_status.cri != status->cri )
  5584. clif_mercenary_updatestatus(md->master, SP_CRITICAL);
  5585. if( b_status.def != status->def )
  5586. clif_mercenary_updatestatus(md->master, SP_DEF1);
  5587. if( b_status.mdef != status->mdef )
  5588. clif_mercenary_updatestatus(md->master, SP_MDEF1);
  5589. if( b_status.flee != status->flee )
  5590. clif_mercenary_updatestatus(md->master, SP_MERCFLEE);
  5591. if( b_status.amotion != status->amotion )
  5592. clif_mercenary_updatestatus(md->master, SP_ASPD);
  5593. if( b_status.max_hp != status->max_hp )
  5594. clif_mercenary_updatestatus(md->master, SP_MAXHP);
  5595. if( b_status.max_sp != status->max_sp )
  5596. clif_mercenary_updatestatus(md->master, SP_MAXSP);
  5597. if( b_status.hp != status->hp )
  5598. clif_mercenary_updatestatus(md->master, SP_HP);
  5599. if( b_status.sp != status->sp )
  5600. clif_mercenary_updatestatus(md->master, SP_SP);
  5601. } else if( bl->type == BL_ELEM ) {
  5602. TBL_ELEM* ed = BL_CAST(BL_ELEM, bl);
  5603. if (!ed->master)
  5604. return;
  5605. if( b_status.max_hp != status->max_hp )
  5606. clif_elemental_updatestatus(*ed->master, SP_MAXHP);
  5607. if( b_status.max_sp != status->max_sp )
  5608. clif_elemental_updatestatus(*ed->master, SP_MAXSP);
  5609. if( b_status.hp != status->hp )
  5610. clif_elemental_updatestatus(*ed->master, SP_HP);
  5611. if( b_status.sp != status->sp )
  5612. clif_elemental_updatestatus(*ed->master, SP_SP);
  5613. }
  5614. }
  5615. /**
  5616. * Adds strength modifications based on status changes
  5617. * @param bl: Object to change str [PC|MOB|HOM|MER|ELEM]
  5618. * @param sc: Object's status change information
  5619. * @param str: Initial str
  5620. * @return modified str with cap_value(str,0,USHRT_MAX)
  5621. */
  5622. static unsigned short status_calc_str(struct block_list *bl, status_change *sc, int str)
  5623. {
  5624. if(!sc || !sc->count)
  5625. return cap_value(str,0,USHRT_MAX);
  5626. if(sc->getSCE(SC_HARMONIZE)) {
  5627. str -= sc->getSCE(SC_HARMONIZE)->val2;
  5628. return (unsigned short)cap_value(str,0,USHRT_MAX);
  5629. }
  5630. if(sc->getSCE(SC_INCALLSTATUS))
  5631. str += sc->getSCE(SC_INCALLSTATUS)->val1;
  5632. if(sc->getSCE(SC_CHASEWALK2))
  5633. str += sc->getSCE(SC_CHASEWALK2)->val1;
  5634. if(sc->getSCE(SC_INCSTR))
  5635. str += sc->getSCE(SC_INCSTR)->val1;
  5636. if(sc->getSCE(SC_STRFOOD))
  5637. str += sc->getSCE(SC_STRFOOD)->val1;
  5638. if(sc->getSCE(SC_FOOD_STR_CASH))
  5639. str += sc->getSCE(SC_FOOD_STR_CASH)->val1;
  5640. if(sc->getSCE(SC_BATTLEORDERS))
  5641. str += 5;
  5642. if(sc->getSCE(SC_LEADERSHIP))
  5643. str += sc->getSCE(SC_LEADERSHIP)->val1;
  5644. if(sc->getSCE(SC_LOUD))
  5645. str += 4;
  5646. if(sc->getSCE(SC_TRUESIGHT))
  5647. str += 5;
  5648. if(sc->getSCE(SC_SPURT))
  5649. str += 10;
  5650. if(sc->getSCE(SC_NEN))
  5651. str += sc->getSCE(SC_NEN)->val1;
  5652. if(sc->getSCE(SC_BLESSING)) {
  5653. if(sc->getSCE(SC_BLESSING)->val2)
  5654. str += sc->getSCE(SC_BLESSING)->val2;
  5655. else
  5656. str -= str / 2;
  5657. }
  5658. if(sc->getSCE(SC_MARIONETTE))
  5659. str -= ((sc->getSCE(SC_MARIONETTE)->val3)>>16)&0xFF;
  5660. if(sc->getSCE(SC_MARIONETTE2))
  5661. str += ((sc->getSCE(SC_MARIONETTE2)->val3)>>16)&0xFF;
  5662. if(sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_HIGH)
  5663. str += ((sc->getSCE(SC_SPIRIT)->val3)>>16)&0xFF;
  5664. if(sc->getSCE(SC_GIANTGROWTH))
  5665. str += sc->getSCE(SC_GIANTGROWTH)->val2;
  5666. if(sc->getSCE(SC_BEYONDOFWARCRY))
  5667. str -= sc->getSCE(SC_BEYONDOFWARCRY)->val2;
  5668. if(sc->getSCE(SC_SAVAGE_STEAK))
  5669. str += sc->getSCE(SC_SAVAGE_STEAK)->val1;
  5670. if(sc->getSCE(SC_INSPIRATION))
  5671. str += sc->getSCE(SC_INSPIRATION)->val3;
  5672. if(sc->getSCE(SC_STOMACHACHE))
  5673. str -= sc->getSCE(SC_STOMACHACHE)->val1;
  5674. if(sc->getSCE(SC_KYOUGAKU))
  5675. str -= sc->getSCE(SC_KYOUGAKU)->val2;
  5676. if(sc->getSCE(SC_SWORDCLAN))
  5677. str += 1;
  5678. if(sc->getSCE(SC_JUMPINGCLAN))
  5679. str += 1;
  5680. if(sc->getSCE(SC_FULL_THROTTLE))
  5681. str += str * sc->getSCE(SC_FULL_THROTTLE)->val3 / 100;
  5682. if(sc->getSCE(SC_CHEERUP))
  5683. str += 3;
  5684. if(sc->getSCE(SC_GLASTHEIM_STATE))
  5685. str += sc->getSCE(SC_GLASTHEIM_STATE)->val1;
  5686. #ifdef RENEWAL
  5687. if (sc->getSCE(SC_NIBELUNGEN) && sc->getSCE(SC_NIBELUNGEN)->val2 == RINGNBL_ALLSTAT)
  5688. str += 15;
  5689. #endif
  5690. if (sc->getSCE(SC_UNIVERSESTANCE))
  5691. str += sc->getSCE(SC_UNIVERSESTANCE)->val2;
  5692. if (sc->getSCE(SC_ULTIMATECOOK))
  5693. str += sc->getSCE(SC_ULTIMATECOOK)->val1;
  5694. if (sc->getSCE(SC_ALL_STAT_DOWN))
  5695. str -= sc->getSCE(SC_ALL_STAT_DOWN)->val2;
  5696. //TODO: Stat points should be able to be decreased below 0
  5697. return (unsigned short)cap_value(str,0,USHRT_MAX);
  5698. }
  5699. /**
  5700. * Adds agility modifications based on status changes
  5701. * @param bl: Object to change agi [PC|MOB|HOM|MER|ELEM]
  5702. * @param sc: Object's status change information
  5703. * @param agi: Initial agi
  5704. * @return modified agi with cap_value(agi,0,USHRT_MAX)
  5705. */
  5706. static unsigned short status_calc_agi(struct block_list *bl, status_change *sc, int agi)
  5707. {
  5708. if(!sc || !sc->count)
  5709. return cap_value(agi,0,USHRT_MAX);
  5710. if(sc->getSCE(SC_HARMONIZE)) {
  5711. agi -= sc->getSCE(SC_HARMONIZE)->val2;
  5712. return (unsigned short)cap_value(agi,0,USHRT_MAX);
  5713. }
  5714. if(sc->getSCE(SC_CONCENTRATE) && !sc->getSCE(SC_QUAGMIRE))
  5715. agi += (agi-sc->getSCE(SC_CONCENTRATE)->val3)*sc->getSCE(SC_CONCENTRATE)->val2/100;
  5716. if(sc->getSCE(SC_INCALLSTATUS))
  5717. agi += sc->getSCE(SC_INCALLSTATUS)->val1;
  5718. if(sc->getSCE(SC_INCAGI))
  5719. agi += sc->getSCE(SC_INCAGI)->val1;
  5720. if(sc->getSCE(SC_AGIFOOD))
  5721. agi += sc->getSCE(SC_AGIFOOD)->val1;
  5722. if(sc->getSCE(SC_FOOD_AGI_CASH))
  5723. agi += sc->getSCE(SC_FOOD_AGI_CASH)->val1;
  5724. if(sc->getSCE(SC_SOULCOLD))
  5725. agi += sc->getSCE(SC_SOULCOLD)->val1;
  5726. if(sc->getSCE(SC_TRUESIGHT))
  5727. agi += 5;
  5728. if(sc->getSCE(SC_INCREASEAGI))
  5729. agi += sc->getSCE(SC_INCREASEAGI)->val2;
  5730. if(sc->getSCE(SC_INCREASING))
  5731. agi += 4; // Added based on skill updates [Reddozen]
  5732. if(sc->getSCE(SC_DECREASEAGI))
  5733. agi -= sc->getSCE(SC_DECREASEAGI)->val2;
  5734. if(sc->getSCE(SC_QUAGMIRE))
  5735. agi -= sc->getSCE(SC_QUAGMIRE)->val2;
  5736. if(sc->getSCE(SC_SUITON) && sc->getSCE(SC_SUITON)->val3)
  5737. agi -= sc->getSCE(SC_SUITON)->val2;
  5738. if(sc->getSCE(SC_MARIONETTE))
  5739. agi -= ((sc->getSCE(SC_MARIONETTE)->val3)>>8)&0xFF;
  5740. if(sc->getSCE(SC_MARIONETTE2))
  5741. agi += ((sc->getSCE(SC_MARIONETTE2)->val3)>>8)&0xFF;
  5742. if(sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_HIGH)
  5743. agi += ((sc->getSCE(SC_SPIRIT)->val3)>>8)&0xFF;
  5744. if(sc->getSCE(SC_ADORAMUS))
  5745. agi -= sc->getSCE(SC_ADORAMUS)->val2;
  5746. if(sc->getSCE(SC_MARSHOFABYSS))
  5747. agi -= agi * sc->getSCE(SC_MARSHOFABYSS)->val2 / 100;
  5748. if(sc->getSCE(SC_DROCERA_HERB_STEAMED))
  5749. agi += sc->getSCE(SC_DROCERA_HERB_STEAMED)->val1;
  5750. if(sc->getSCE(SC_INSPIRATION))
  5751. agi += sc->getSCE(SC_INSPIRATION)->val3;
  5752. if(sc->getSCE(SC_STOMACHACHE))
  5753. agi -= sc->getSCE(SC_STOMACHACHE)->val1;
  5754. if(sc->getSCE(SC_KYOUGAKU))
  5755. agi -= sc->getSCE(SC_KYOUGAKU)->val2;
  5756. if(sc->getSCE(SC_CROSSBOWCLAN))
  5757. agi += 1;
  5758. if(sc->getSCE(SC_JUMPINGCLAN))
  5759. agi += 1;
  5760. if(sc->getSCE(SC_FULL_THROTTLE))
  5761. agi += agi * sc->getSCE(SC_FULL_THROTTLE)->val3 / 100;
  5762. if (sc->getSCE(SC_ARCLOUSEDASH))
  5763. agi += sc->getSCE(SC_ARCLOUSEDASH)->val2;
  5764. if(sc->getSCE(SC_CHEERUP))
  5765. agi += 3;
  5766. if(sc->getSCE(SC_GLASTHEIM_STATE))
  5767. agi += sc->getSCE(SC_GLASTHEIM_STATE)->val1;
  5768. #ifdef RENEWAL
  5769. if (sc->getSCE(SC_NIBELUNGEN) && sc->getSCE(SC_NIBELUNGEN)->val2 == RINGNBL_ALLSTAT)
  5770. agi += 15;
  5771. #endif
  5772. if (sc->getSCE(SC_UNIVERSESTANCE))
  5773. agi += sc->getSCE(SC_UNIVERSESTANCE)->val2;
  5774. if (sc->getSCE(SC_ULTIMATECOOK))
  5775. agi += sc->getSCE(SC_ULTIMATECOOK)->val1;
  5776. if (sc->getSCE(SC_ALL_STAT_DOWN))
  5777. agi -= sc->getSCE(SC_ALL_STAT_DOWN)->val2;
  5778. //TODO: Stat points should be able to be decreased below 0
  5779. return (unsigned short)cap_value(agi,0,USHRT_MAX);
  5780. }
  5781. /**
  5782. * Adds vitality modifications based on status changes
  5783. * @param bl: Object to change vit [PC|MOB|HOM|MER|ELEM]
  5784. * @param sc: Object's status change information
  5785. * @param vit: Initial vit
  5786. * @return modified vit with cap_value(vit,0,USHRT_MAX)
  5787. */
  5788. static unsigned short status_calc_vit(struct block_list *bl, status_change *sc, int vit)
  5789. {
  5790. if(!sc || !sc->count)
  5791. return cap_value(vit,0,USHRT_MAX);
  5792. if(sc->getSCE(SC_HARMONIZE)) {
  5793. vit -= sc->getSCE(SC_HARMONIZE)->val2;
  5794. return (unsigned short)cap_value(vit,0,USHRT_MAX);
  5795. }
  5796. if(sc->getSCE(SC_INCALLSTATUS))
  5797. vit += sc->getSCE(SC_INCALLSTATUS)->val1;
  5798. if(sc->getSCE(SC_INCVIT))
  5799. vit += sc->getSCE(SC_INCVIT)->val1;
  5800. if(sc->getSCE(SC_VITFOOD))
  5801. vit += sc->getSCE(SC_VITFOOD)->val1;
  5802. if(sc->getSCE(SC_FOOD_VIT_CASH))
  5803. vit += sc->getSCE(SC_FOOD_VIT_CASH)->val1;
  5804. if(sc->getSCE(SC_CHANGE))
  5805. vit += sc->getSCE(SC_CHANGE)->val2;
  5806. if(sc->getSCE(SC_GLORYWOUNDS))
  5807. vit += sc->getSCE(SC_GLORYWOUNDS)->val1;
  5808. if(sc->getSCE(SC_TRUESIGHT))
  5809. vit += 5;
  5810. if(sc->getSCE(SC_MARIONETTE))
  5811. vit -= sc->getSCE(SC_MARIONETTE)->val3&0xFF;
  5812. if(sc->getSCE(SC_MARIONETTE2))
  5813. vit += sc->getSCE(SC_MARIONETTE2)->val3&0xFF;
  5814. if(sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_HIGH)
  5815. vit += sc->getSCE(SC_SPIRIT)->val3&0xFF;
  5816. if(sc->getSCE(SC_MINOR_BBQ))
  5817. vit += sc->getSCE(SC_MINOR_BBQ)->val1;
  5818. if(sc->getSCE(SC_INSPIRATION))
  5819. vit += sc->getSCE(SC_INSPIRATION)->val3;
  5820. if(sc->getSCE(SC_STOMACHACHE))
  5821. vit -= sc->getSCE(SC_STOMACHACHE)->val1;
  5822. if(sc->getSCE(SC_KYOUGAKU))
  5823. vit -= sc->getSCE(SC_KYOUGAKU)->val2;
  5824. if(sc->getSCE(SC_SWORDCLAN))
  5825. vit += 1;
  5826. if(sc->getSCE(SC_JUMPINGCLAN))
  5827. vit += 1;
  5828. if(sc->getSCE(SC_STRIPARMOR) && bl->type != BL_PC)
  5829. vit -= vit * sc->getSCE(SC_STRIPARMOR)->val2/100;
  5830. if(sc->getSCE(SC_FULL_THROTTLE))
  5831. vit += vit * sc->getSCE(SC_FULL_THROTTLE)->val3 / 100;
  5832. if(bl->type == BL_PC && sc->getSCE(SC_DEFENCE))
  5833. vit += sc->getSCE(SC_DEFENCE)->val2;
  5834. if(sc->getSCE(SC_CHEERUP))
  5835. vit += 3;
  5836. if(sc->getSCE(SC_GLASTHEIM_STATE))
  5837. vit += sc->getSCE(SC_GLASTHEIM_STATE)->val1;
  5838. #ifdef RENEWAL
  5839. if (sc->getSCE(SC_NIBELUNGEN) && sc->getSCE(SC_NIBELUNGEN)->val2 == RINGNBL_ALLSTAT)
  5840. vit += 15;
  5841. #endif
  5842. if (sc->getSCE(SC_UNIVERSESTANCE))
  5843. vit += sc->getSCE(SC_UNIVERSESTANCE)->val2;
  5844. if (sc->getSCE(SC_ULTIMATECOOK))
  5845. vit += sc->getSCE(SC_ULTIMATECOOK)->val1;
  5846. if (sc->getSCE(SC_CUP_OF_BOZA))
  5847. vit += 10;
  5848. if (sc->getSCE(SC_ALL_STAT_DOWN))
  5849. vit -= sc->getSCE(SC_ALL_STAT_DOWN)->val2;
  5850. //TODO: Stat points should be able to be decreased below 0
  5851. return (unsigned short)cap_value(vit,0,USHRT_MAX);
  5852. }
  5853. /**
  5854. * Adds intelligence modifications based on status changes
  5855. * @param bl: Object to change int [PC|MOB|HOM|MER|ELEM]
  5856. * @param sc: Object's status change information
  5857. * @param int_: Initial int
  5858. * @return modified int with cap_value(int_,0,USHRT_MAX)
  5859. */
  5860. static unsigned short status_calc_int(struct block_list *bl, status_change *sc, int int_)
  5861. {
  5862. if(!sc || !sc->count)
  5863. return cap_value(int_,0,USHRT_MAX);
  5864. if(sc->getSCE(SC_HARMONIZE)) {
  5865. int_ -= sc->getSCE(SC_HARMONIZE)->val2;
  5866. return (unsigned short)cap_value(int_,0,USHRT_MAX);
  5867. }
  5868. if(sc->getSCE(SC_INCALLSTATUS))
  5869. int_ += sc->getSCE(SC_INCALLSTATUS)->val1;
  5870. if(sc->getSCE(SC_INCINT))
  5871. int_ += sc->getSCE(SC_INCINT)->val1;
  5872. if(sc->getSCE(SC_INTFOOD))
  5873. int_ += sc->getSCE(SC_INTFOOD)->val1;
  5874. if(sc->getSCE(SC_FOOD_INT_CASH))
  5875. int_ += sc->getSCE(SC_FOOD_INT_CASH)->val1;
  5876. if(sc->getSCE(SC_CHANGE))
  5877. int_ += sc->getSCE(SC_CHANGE)->val3;
  5878. if(sc->getSCE(SC_BATTLEORDERS))
  5879. int_ += 5;
  5880. if(sc->getSCE(SC_TRUESIGHT))
  5881. int_ += 5;
  5882. if(sc->getSCE(SC_BLESSING)) {
  5883. if (sc->getSCE(SC_BLESSING)->val2)
  5884. int_ += sc->getSCE(SC_BLESSING)->val2;
  5885. else
  5886. int_ -= int_ / 2;
  5887. }
  5888. if(sc->getSCE(SC_NEN))
  5889. int_ += sc->getSCE(SC_NEN)->val1;
  5890. if(sc->getSCE(SC_MARIONETTE))
  5891. int_ -= ((sc->getSCE(SC_MARIONETTE)->val4)>>16)&0xFF;
  5892. if(sc->getSCE(SC_MARIONETTE2))
  5893. int_ += ((sc->getSCE(SC_MARIONETTE2)->val4)>>16)&0xFF;
  5894. if(sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_HIGH)
  5895. int_ += ((sc->getSCE(SC_SPIRIT)->val4)>>16)&0xFF;
  5896. if(sc->getSCE(SC_INSPIRATION))
  5897. int_ += sc->getSCE(SC_INSPIRATION)->val3;
  5898. if(sc->getSCE(SC_MELODYOFSINK))
  5899. int_ -= sc->getSCE(SC_MELODYOFSINK)->val2;
  5900. if(sc->getSCE(SC_MANDRAGORA))
  5901. int_ -= 4 * sc->getSCE(SC_MANDRAGORA)->val1;
  5902. if(sc->getSCE(SC_COCKTAIL_WARG_BLOOD))
  5903. int_ += sc->getSCE(SC_COCKTAIL_WARG_BLOOD)->val1;
  5904. if(sc->getSCE(SC_STOMACHACHE))
  5905. int_ -= sc->getSCE(SC_STOMACHACHE)->val1;
  5906. if(sc->getSCE(SC_KYOUGAKU))
  5907. int_ -= sc->getSCE(SC_KYOUGAKU)->val2;
  5908. if(sc->getSCE(SC_ARCWANDCLAN))
  5909. int_ += 1;
  5910. if(sc->getSCE(SC_GOLDENMACECLAN))
  5911. int_ += 1;
  5912. if(sc->getSCE(SC_JUMPINGCLAN))
  5913. int_ += 1;
  5914. if(sc->getSCE(SC_FULL_THROTTLE))
  5915. int_ += int_ * sc->getSCE(SC_FULL_THROTTLE)->val3 / 100;
  5916. if(sc->getSCE(SC_CHEERUP))
  5917. int_ += 3;
  5918. if(sc->getSCE(SC_GLASTHEIM_STATE))
  5919. int_ += sc->getSCE(SC_GLASTHEIM_STATE)->val1;
  5920. if (sc->getSCE(SC_UNIVERSESTANCE))
  5921. int_ += sc->getSCE(SC_UNIVERSESTANCE)->val2;
  5922. if(bl->type != BL_PC) {
  5923. if(sc->getSCE(SC_STRIPHELM))
  5924. int_ -= int_ * sc->getSCE(SC_STRIPHELM)->val2/100;
  5925. if(sc->getSCE(SC__STRIPACCESSORY))
  5926. int_ -= int_ * sc->getSCE(SC__STRIPACCESSORY)->val2 / 100;
  5927. }
  5928. #ifdef RENEWAL
  5929. if (sc->getSCE(SC_NIBELUNGEN) && sc->getSCE(SC_NIBELUNGEN)->val2 == RINGNBL_ALLSTAT)
  5930. int_ += 15;
  5931. #endif
  5932. if (sc->getSCE(SC_ULTIMATECOOK))
  5933. int_ += sc->getSCE(SC_ULTIMATECOOK)->val1;
  5934. if (sc->getSCE(SC_ALL_STAT_DOWN))
  5935. int_ -= sc->getSCE(SC_ALL_STAT_DOWN)->val2;
  5936. //TODO: Stat points should be able to be decreased below 0
  5937. return (unsigned short)cap_value(int_,0,USHRT_MAX);
  5938. }
  5939. /**
  5940. * Adds dexterity modifications based on status changes
  5941. * @param bl: Object to change dex [PC|MOB|HOM|MER|ELEM]
  5942. * @param sc: Object's status change information
  5943. * @param dex: Initial dex
  5944. * @return modified dex with cap_value(dex,0,USHRT_MAX)
  5945. */
  5946. static unsigned short status_calc_dex(struct block_list *bl, status_change *sc, int dex)
  5947. {
  5948. if(!sc || !sc->count)
  5949. return cap_value(dex,0,USHRT_MAX);
  5950. if(sc->getSCE(SC_HARMONIZE)) {
  5951. dex -= sc->getSCE(SC_HARMONIZE)->val2;
  5952. return (unsigned short)cap_value(dex,0,USHRT_MAX);
  5953. }
  5954. if(sc->getSCE(SC_CONCENTRATE) && !sc->getSCE(SC_QUAGMIRE))
  5955. dex += (dex-sc->getSCE(SC_CONCENTRATE)->val4)*sc->getSCE(SC_CONCENTRATE)->val2/100;
  5956. if(sc->getSCE(SC_INCALLSTATUS))
  5957. dex += sc->getSCE(SC_INCALLSTATUS)->val1;
  5958. if(sc->getSCE(SC_INCDEX))
  5959. dex += sc->getSCE(SC_INCDEX)->val1;
  5960. if(sc->getSCE(SC_DEXFOOD))
  5961. dex += sc->getSCE(SC_DEXFOOD)->val1;
  5962. if(sc->getSCE(SC_FOOD_DEX_CASH))
  5963. dex += sc->getSCE(SC_FOOD_DEX_CASH)->val1;
  5964. if(sc->getSCE(SC_BATTLEORDERS))
  5965. dex += 5;
  5966. if(sc->getSCE(SC_HAWKEYES))
  5967. dex += sc->getSCE(SC_HAWKEYES)->val1;
  5968. if(sc->getSCE(SC_TRUESIGHT))
  5969. dex += 5;
  5970. if(sc->getSCE(SC_QUAGMIRE))
  5971. dex -= sc->getSCE(SC_QUAGMIRE)->val2;
  5972. if(sc->getSCE(SC_BLESSING)) {
  5973. if (sc->getSCE(SC_BLESSING)->val2)
  5974. dex += sc->getSCE(SC_BLESSING)->val2;
  5975. else
  5976. dex -= dex / 2;
  5977. }
  5978. if(sc->getSCE(SC_INCREASING))
  5979. dex += 4; // Added based on skill updates [Reddozen]
  5980. if(sc->getSCE(SC_MARIONETTE))
  5981. dex -= ((sc->getSCE(SC_MARIONETTE)->val4)>>8)&0xFF;
  5982. if(sc->getSCE(SC_MARIONETTE2))
  5983. dex += ((sc->getSCE(SC_MARIONETTE2)->val4)>>8)&0xFF;
  5984. if(sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_HIGH)
  5985. dex += ((sc->getSCE(SC_SPIRIT)->val4)>>8)&0xFF;
  5986. if(sc->getSCE(SC_SIROMA_ICE_TEA))
  5987. dex += sc->getSCE(SC_SIROMA_ICE_TEA)->val1;
  5988. if(sc->getSCE(SC_INSPIRATION))
  5989. dex += sc->getSCE(SC_INSPIRATION)->val3;
  5990. if(sc->getSCE(SC_STOMACHACHE))
  5991. dex -= sc->getSCE(SC_STOMACHACHE)->val1;
  5992. if(sc->getSCE(SC_KYOUGAKU))
  5993. dex -= sc->getSCE(SC_KYOUGAKU)->val2;
  5994. if(sc->getSCE(SC_ARCWANDCLAN))
  5995. dex += 1;
  5996. if(sc->getSCE(SC_CROSSBOWCLAN))
  5997. dex += 1;
  5998. if(sc->getSCE(SC_JUMPINGCLAN))
  5999. dex += 1;
  6000. if(sc->getSCE(SC__STRIPACCESSORY) && bl->type != BL_PC)
  6001. dex -= dex * sc->getSCE(SC__STRIPACCESSORY)->val2 / 100;
  6002. if(sc->getSCE(SC_MARSHOFABYSS))
  6003. dex -= dex * sc->getSCE(SC_MARSHOFABYSS)->val2 / 100;
  6004. if(sc->getSCE(SC_FULL_THROTTLE))
  6005. dex += dex * sc->getSCE(SC_FULL_THROTTLE)->val3 / 100;
  6006. if(sc->getSCE(SC_CHEERUP))
  6007. dex += 3;
  6008. if(sc->getSCE(SC_GLASTHEIM_STATE))
  6009. dex += sc->getSCE(SC_GLASTHEIM_STATE)->val1;
  6010. #ifdef RENEWAL
  6011. if (sc->getSCE(SC_NIBELUNGEN) && sc->getSCE(SC_NIBELUNGEN)->val2 == RINGNBL_ALLSTAT)
  6012. dex += 15;
  6013. #endif
  6014. if (sc->getSCE(SC_UNIVERSESTANCE))
  6015. dex += sc->getSCE(SC_UNIVERSESTANCE)->val2;
  6016. if (sc->getSCE(SC_ULTIMATECOOK))
  6017. dex += sc->getSCE(SC_ULTIMATECOOK)->val1;
  6018. if (sc->getSCE(SC_ALL_STAT_DOWN))
  6019. dex -= sc->getSCE(SC_ALL_STAT_DOWN)->val2;
  6020. //TODO: Stat points should be able to be decreased below 0
  6021. return (unsigned short)cap_value(dex,0,USHRT_MAX);
  6022. }
  6023. /**
  6024. * Adds luck modifications based on status changes
  6025. * @param bl: Object to change luk [PC|MOB|HOM|MER|ELEM]
  6026. * @param sc: Object's status change information
  6027. * @param luk: Initial luk
  6028. * @return modified luk with cap_value(luk,0,USHRT_MAX)
  6029. */
  6030. static unsigned short status_calc_luk(struct block_list *bl, status_change *sc, int luk)
  6031. {
  6032. if(!sc || !sc->count)
  6033. return cap_value(luk,0,USHRT_MAX);
  6034. if(sc->getSCE(SC_HARMONIZE)) {
  6035. luk -= sc->getSCE(SC_HARMONIZE)->val2;
  6036. return (unsigned short)cap_value(luk,0,USHRT_MAX);
  6037. }
  6038. if(sc->getSCE(SC_CURSE))
  6039. return 0;
  6040. if(sc->getSCE(SC_INCALLSTATUS))
  6041. luk += sc->getSCE(SC_INCALLSTATUS)->val1;
  6042. if(sc->getSCE(SC_INCLUK))
  6043. luk += sc->getSCE(SC_INCLUK)->val1;
  6044. if(sc->getSCE(SC_LUKFOOD))
  6045. luk += sc->getSCE(SC_LUKFOOD)->val1;
  6046. if(sc->getSCE(SC_FOOD_LUK_CASH))
  6047. luk += sc->getSCE(SC_FOOD_LUK_CASH)->val1;
  6048. if(sc->getSCE(SC_TRUESIGHT))
  6049. luk += 5;
  6050. if(sc->getSCE(SC_GLORIA))
  6051. luk += 30;
  6052. if(sc->getSCE(SC_MARIONETTE))
  6053. luk -= sc->getSCE(SC_MARIONETTE)->val4&0xFF;
  6054. if(sc->getSCE(SC_MARIONETTE2))
  6055. luk += sc->getSCE(SC_MARIONETTE2)->val4&0xFF;
  6056. if(sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_HIGH)
  6057. luk += sc->getSCE(SC_SPIRIT)->val4&0xFF;
  6058. if(sc->getSCE(SC_PUTTI_TAILS_NOODLES))
  6059. luk += sc->getSCE(SC_PUTTI_TAILS_NOODLES)->val1;
  6060. if(sc->getSCE(SC_INSPIRATION))
  6061. luk += sc->getSCE(SC_INSPIRATION)->val3;
  6062. if(sc->getSCE(SC_STOMACHACHE))
  6063. luk -= sc->getSCE(SC_STOMACHACHE)->val1;
  6064. if(sc->getSCE(SC_KYOUGAKU))
  6065. luk -= sc->getSCE(SC_KYOUGAKU)->val2;
  6066. if(sc->getSCE(SC__STRIPACCESSORY) && bl->type != BL_PC)
  6067. luk -= luk * sc->getSCE(SC__STRIPACCESSORY)->val2 / 100;
  6068. if(sc->getSCE(SC_BANANA_BOMB))
  6069. luk -= 75;
  6070. if(sc->getSCE(SC_GOLDENMACECLAN))
  6071. luk += 1;
  6072. if(sc->getSCE(SC_JUMPINGCLAN))
  6073. luk += 1;
  6074. if(sc->getSCE(SC_FULL_THROTTLE))
  6075. luk += luk * sc->getSCE(SC_FULL_THROTTLE)->val3 / 100;
  6076. if(sc->getSCE(SC_CHEERUP))
  6077. luk += 3;
  6078. if(sc->getSCE(SC_GLASTHEIM_STATE))
  6079. luk += sc->getSCE(SC_GLASTHEIM_STATE)->val1;
  6080. #ifdef RENEWAL
  6081. if (sc->getSCE(SC_NIBELUNGEN) && sc->getSCE(SC_NIBELUNGEN)->val2 == RINGNBL_ALLSTAT)
  6082. luk += 15;
  6083. #endif
  6084. if (sc->getSCE(SC_UNIVERSESTANCE))
  6085. luk += sc->getSCE(SC_UNIVERSESTANCE)->val2;
  6086. if (sc->getSCE(SC_ULTIMATECOOK))
  6087. luk += sc->getSCE(SC_ULTIMATECOOK)->val1;
  6088. if (sc->getSCE(SC_MYSTICPOWDER))
  6089. luk += 10;
  6090. if (sc->getSCE(SC_ALL_STAT_DOWN))
  6091. luk -= sc->getSCE(SC_ALL_STAT_DOWN)->val2;
  6092. //TODO: Stat points should be able to be decreased below 0
  6093. return (unsigned short)cap_value(luk,0,USHRT_MAX);
  6094. }
  6095. /**
  6096. * Adds power modifications based on status changes
  6097. * @param bl: Object to change pow [PC|MOB|HOM|MER|ELEM]
  6098. * @param sc: Object's status change information
  6099. * @param pow: Initial pow
  6100. * @return modified pow with cap_value(pow,0,USHRT_MAX)
  6101. */
  6102. static unsigned short status_calc_pow(struct block_list *bl, status_change *sc, int pow)
  6103. {
  6104. if (!sc || !sc->count)
  6105. return cap_value(pow, 0, USHRT_MAX);
  6106. if (sc->getSCE(SC_BENEDICTUM))
  6107. pow += sc->getSCE(SC_BENEDICTUM)->val2;
  6108. return (unsigned short)cap_value(pow, 0, USHRT_MAX);
  6109. }
  6110. /**
  6111. * Adds stamina modifications based on status changes
  6112. * @param bl: Object to change sta [PC|MOB|HOM|MER|ELEM]
  6113. * @param sc: Object's status change information
  6114. * @param sta: Initial sta
  6115. * @return modified sta with cap_value(sta,0,USHRT_MAX)
  6116. */
  6117. static unsigned short status_calc_sta(struct block_list *bl, status_change *sc, int sta)
  6118. {
  6119. if (!sc || !sc->count)
  6120. return cap_value(sta, 0, USHRT_MAX);
  6121. if (sc->getSCE(SC_RELIGIO))
  6122. sta += sc->getSCE(SC_RELIGIO)->val2;
  6123. return (unsigned short)cap_value(sta, 0, USHRT_MAX);
  6124. }
  6125. /**
  6126. * Adds wisdom modifications based on status changes
  6127. * @param bl: Object to change wis [PC|MOB|HOM|MER|ELEM]
  6128. * @param sc: Object's status change information
  6129. * @param wis: Initial wis
  6130. * @return modified wis with cap_value(wis,0,USHRT_MAX)
  6131. */
  6132. static unsigned short status_calc_wis(struct block_list *bl, status_change *sc, int wis)
  6133. {
  6134. if (!sc || !sc->count)
  6135. return cap_value(wis, 0, USHRT_MAX);
  6136. if (sc->getSCE(SC_RELIGIO))
  6137. wis += sc->getSCE(SC_RELIGIO)->val2;
  6138. return (unsigned short)cap_value(wis, 0, USHRT_MAX);
  6139. }
  6140. /**
  6141. * Adds spell modifications based on status changes
  6142. * @param bl: Object to change spl [PC|MOB|HOM|MER|ELEM]
  6143. * @param sc: Object's status change information
  6144. * @param spl: Initial spl
  6145. * @return modified spl with cap_value(spl,0,USHRT_MAX)
  6146. */
  6147. static unsigned short status_calc_spl(struct block_list *bl, status_change *sc, int spl)
  6148. {
  6149. if (!sc || !sc->count)
  6150. return cap_value(spl, 0, USHRT_MAX);
  6151. if (sc->getSCE(SC_RELIGIO))
  6152. spl += sc->getSCE(SC_RELIGIO)->val2;
  6153. return (unsigned short)cap_value(spl, 0, USHRT_MAX);
  6154. }
  6155. /**
  6156. * Adds concentration modifications based on status changes
  6157. * @param bl: Object to change con [PC|MOB|HOM|MER|ELEM]
  6158. * @param sc: Object's status change information
  6159. * @param con: Initial con
  6160. * @return modified con with cap_value(con,0,USHRT_MAX)
  6161. */
  6162. static unsigned short status_calc_con(struct block_list *bl, status_change *sc, int con)
  6163. {
  6164. if (!sc || !sc->count)
  6165. return cap_value(con, 0, USHRT_MAX);
  6166. if (sc->getSCE(SC_BENEDICTUM))
  6167. con += sc->getSCE(SC_BENEDICTUM)->val2;
  6168. return (unsigned short)cap_value(con, 0, USHRT_MAX);
  6169. }
  6170. /**
  6171. * Adds creative modifications based on status changes
  6172. * @param bl: Object to change crt [PC|MOB|HOM|MER|ELEM]
  6173. * @param sc: Object's status change information
  6174. * @param crt: Initial crt
  6175. * @return modified crt with cap_value(crt,0,USHRT_MAX)
  6176. */
  6177. static unsigned short status_calc_crt(struct block_list *bl, status_change *sc, int crt)
  6178. {
  6179. if (!sc || !sc->count)
  6180. return cap_value(crt, 0, USHRT_MAX);
  6181. if (sc->getSCE(SC_BENEDICTUM))
  6182. crt += sc->getSCE(SC_BENEDICTUM)->val2;
  6183. return (unsigned short)cap_value(crt, 0, USHRT_MAX);
  6184. }
  6185. /**
  6186. * Adds base attack modifications based on status changes
  6187. * @param bl: Object to change batk [PC|MOB|HOM|MER|ELEM]
  6188. * @param sc: Object's status change information
  6189. * @param batk: Initial batk
  6190. * @return modified batk with cap_value(batk,0,USHRT_MAX)
  6191. */
  6192. static unsigned short status_calc_batk(struct block_list *bl, status_change *sc, int batk)
  6193. {
  6194. if(!sc || !sc->count)
  6195. return cap_value(batk,0,USHRT_MAX);
  6196. if(sc->getSCE(SC_ATKPOTION))
  6197. batk += sc->getSCE(SC_ATKPOTION)->val1;
  6198. if(sc->getSCE(SC_BATKFOOD))
  6199. batk += sc->getSCE(SC_BATKFOOD)->val1;
  6200. if (sc->getSCE(SC_VOLCANO))
  6201. batk += sc->getSCE(SC_VOLCANO)->val2;
  6202. #ifndef RENEWAL
  6203. if(sc->getSCE(SC_GATLINGFEVER))
  6204. batk += sc->getSCE(SC_GATLINGFEVER)->val3;
  6205. if(sc->getSCE(SC_MADNESSCANCEL))
  6206. batk += 100;
  6207. #endif
  6208. if(sc->getSCE(SC_FULL_SWING_K))
  6209. batk += sc->getSCE(SC_FULL_SWING_K)->val1;
  6210. if(sc->getSCE(SC_ASH))
  6211. batk -= batk * sc->getSCE(SC_ASH)->val4 / 100;
  6212. if(bl->type == BL_HOM && sc->getSCE(SC_PYROCLASTIC))
  6213. batk += sc->getSCE(SC_PYROCLASTIC)->val2;
  6214. if (sc->getSCE(SC_ANGRIFFS_MODUS))
  6215. batk += sc->getSCE(SC_ANGRIFFS_MODUS)->val2;
  6216. if(sc->getSCE(SC_2011RWC_SCROLL))
  6217. batk += 30;
  6218. if(sc->getSCE(SC__ENERVATION))
  6219. batk -= batk * sc->getSCE(SC__ENERVATION)->val2 / 100;
  6220. if( sc->getSCE(SC_ZANGETSU) )
  6221. batk += sc->getSCE(SC_ZANGETSU)->val2;
  6222. if(sc->getSCE(SC_QUEST_BUFF1))
  6223. batk += sc->getSCE(SC_QUEST_BUFF1)->val1;
  6224. if(sc->getSCE(SC_QUEST_BUFF2))
  6225. batk += sc->getSCE(SC_QUEST_BUFF2)->val1;
  6226. if(sc->getSCE(SC_QUEST_BUFF3))
  6227. batk += sc->getSCE(SC_QUEST_BUFF3)->val1;
  6228. if (sc->getSCE(SC_SHRIMP))
  6229. batk += batk * sc->getSCE(SC_SHRIMP)->val2 / 100;
  6230. #ifdef RENEWAL
  6231. if (sc->getSCE(SC_LOUD))
  6232. batk += 30;
  6233. if (sc->getSCE(SC_NIBELUNGEN) && sc->getSCE(SC_NIBELUNGEN)->val2 == RINGNBL_ATKRATE)
  6234. batk += batk * 20 / 100;
  6235. #endif
  6236. if (sc->getSCE(SC_SUNSTANCE))
  6237. batk += batk * sc->getSCE(SC_SUNSTANCE)->val2 / 100;
  6238. if (sc->getSCE(SC_ALMIGHTY))
  6239. batk += 30;
  6240. if (sc->getSCE(SC_ULTIMATECOOK))
  6241. batk += 30;
  6242. if(sc->getSCE(SC_LIMIT_POWER_BOOSTER))
  6243. batk += sc->getSCE(SC_LIMIT_POWER_BOOSTER)->val1;
  6244. if(sc->getSCE(SC_SPARKCANDY))
  6245. batk += 20;
  6246. if(sc->getSCE(SC_SKF_ATK))
  6247. batk += sc->getSCE(SC_SKF_ATK)->val1;
  6248. if (sc->getSCE(SC_INTENSIVE_AIM))
  6249. batk += 150;
  6250. return (unsigned short)cap_value(batk,0,USHRT_MAX);
  6251. }
  6252. /**
  6253. * Adds weapon attack modifications based on status changes
  6254. * @param bl: Object to change watk [PC]
  6255. * @param sc: Object's status change information
  6256. * @param watk: Initial watk
  6257. * @return modified watk with cap_value(watk,0,USHRT_MAX)
  6258. */
  6259. static unsigned short status_calc_watk(struct block_list *bl, status_change *sc, int watk)
  6260. {
  6261. if(!sc || !sc->count)
  6262. return cap_value(watk,0,USHRT_MAX);
  6263. #ifndef RENEWAL
  6264. if(sc->getSCE(SC_DRUMBATTLE))
  6265. watk += sc->getSCE(SC_DRUMBATTLE)->val2;
  6266. #endif
  6267. if (sc->getSCE(SC_IMPOSITIO))
  6268. watk += sc->getSCE(SC_IMPOSITIO)->val2;
  6269. if(sc->getSCE(SC_WATKFOOD))
  6270. watk += sc->getSCE(SC_WATKFOOD)->val1;
  6271. if (sc->getSCE(SC_VOLCANO) && bl->type == BL_MOB)
  6272. watk += sc->getSCE(SC_VOLCANO)->val2;
  6273. if(sc->getSCE(SC_MERC_ATKUP))
  6274. watk += sc->getSCE(SC_MERC_ATKUP)->val2;
  6275. if(sc->getSCE(SC_WATER_BARRIER))
  6276. watk -= sc->getSCE(SC_WATER_BARRIER)->val2;
  6277. #ifndef RENEWAL
  6278. if(sc->getSCE(SC_NIBELUNGEN)) {
  6279. if (bl->type != BL_PC)
  6280. watk += sc->getSCE(SC_NIBELUNGEN)->val2;
  6281. else {
  6282. TBL_PC *sd = (TBL_PC*)bl;
  6283. short index = sd->equip_index[sd->state.lr_flag?EQI_HAND_L:EQI_HAND_R];
  6284. if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_WEAPON && sd->inventory_data[index]->weapon_level == 4)
  6285. watk += sc->getSCE(SC_NIBELUNGEN)->val2;
  6286. }
  6287. }
  6288. #endif
  6289. if(sc->getSCE(SC_FIGHTINGSPIRIT))
  6290. watk += sc->getSCE(SC_FIGHTINGSPIRIT)->val1;
  6291. if (sc->getSCE(SC_SHIELDSPELL_ATK))
  6292. watk += sc->getSCE(SC_SHIELDSPELL_ATK)->val2;
  6293. if(sc->getSCE(SC_INSPIRATION))
  6294. watk += sc->getSCE(SC_INSPIRATION)->val2;
  6295. if(sc->getSCE(SC_GT_CHANGE))
  6296. watk += sc->getSCE(SC_GT_CHANGE)->val2;
  6297. if(sc->getSCE(SC__ENERVATION))
  6298. watk -= watk * sc->getSCE(SC__ENERVATION)->val2 / 100;
  6299. if(sc->getSCE(SC_STRIKING))
  6300. watk += sc->getSCE(SC_STRIKING)->val2;
  6301. if(sc->getSCE(SC_RUSHWINDMILL))
  6302. watk += sc->getSCE(SC_RUSHWINDMILL)->val3;
  6303. if(sc->getSCE(SC_FIRE_INSIGNIA) && sc->getSCE(SC_FIRE_INSIGNIA)->val1 == 2)
  6304. watk += 50;
  6305. if((sc->getSCE(SC_FIRE_INSIGNIA) && sc->getSCE(SC_FIRE_INSIGNIA)->val1 == 2)
  6306. || (sc->getSCE(SC_WATER_INSIGNIA) && sc->getSCE(SC_WATER_INSIGNIA)->val1 == 2)
  6307. || (sc->getSCE(SC_WIND_INSIGNIA) && sc->getSCE(SC_WIND_INSIGNIA)->val1 == 2)
  6308. || (sc->getSCE(SC_EARTH_INSIGNIA) && sc->getSCE(SC_EARTH_INSIGNIA)->val1 == 2))
  6309. watk += watk * 10 / 100;
  6310. if(sc->getSCE(SC_PYROTECHNIC_OPTION))
  6311. watk += sc->getSCE(SC_PYROTECHNIC_OPTION)->val2;
  6312. if(sc->getSCE(SC_HEATER_OPTION))
  6313. watk += sc->getSCE(SC_HEATER_OPTION)->val2;
  6314. if(sc->getSCE(SC_TROPIC_OPTION))
  6315. watk += sc->getSCE(SC_TROPIC_OPTION)->val2;
  6316. if( sc && sc->getSCE(SC_TIDAL_WEAPON) )
  6317. watk += watk * sc->getSCE(SC_TIDAL_WEAPON)->val2 / 100;
  6318. if(bl->type == BL_PC && sc->getSCE(SC_PYROCLASTIC))
  6319. watk += sc->getSCE(SC_PYROCLASTIC)->val2;
  6320. if(sc->getSCE(SC_ANGRIFFS_MODUS))
  6321. watk += watk * sc->getSCE(SC_ANGRIFFS_MODUS)->val2/100;
  6322. if(sc->getSCE(SC_ODINS_POWER))
  6323. watk += 40 + 30 * sc->getSCE(SC_ODINS_POWER)->val1;
  6324. if (sc->getSCE(SC_FLASHCOMBO))
  6325. watk += sc->getSCE(SC_FLASHCOMBO)->val2;
  6326. if (sc->getSCE(SC_CATNIPPOWDER))
  6327. watk -= watk * sc->getSCE(SC_CATNIPPOWDER)->val2 / 100;
  6328. if (sc->getSCE(SC_CHATTERING))
  6329. watk += sc->getSCE(SC_CHATTERING)->val2;
  6330. if (sc->getSCE(SC_SUNSTANCE))
  6331. watk += watk * sc->getSCE(SC_SUNSTANCE)->val2 / 100;
  6332. if (sc->getSCE(SC_SOULFALCON))
  6333. watk += sc->getSCE(SC_SOULFALCON)->val2;
  6334. if (sc->getSCE(SC_PACKING_ENVELOPE1))
  6335. watk += sc->getSCE(SC_PACKING_ENVELOPE1)->val1;
  6336. if (sc->getSCE(SC_POWERFUL_FAITH))
  6337. watk += sc->getSCE(SC_POWERFUL_FAITH)->val2;
  6338. if (sc->getSCE(SC_GUARD_STANCE))
  6339. watk -= sc->getSCE(SC_GUARD_STANCE)->val3;
  6340. return (unsigned short)cap_value(watk,0,USHRT_MAX);
  6341. }
  6342. #ifdef RENEWAL
  6343. /**
  6344. * Adds equip magic attack modifications based on status changes [RENEWAL]
  6345. * @param bl: Object to change matk [PC]
  6346. * @param sc: Object's status change information
  6347. * @param matk: Initial matk
  6348. * @return modified matk with cap_value(matk,0,USHRT_MAX)
  6349. */
  6350. static unsigned short status_calc_ematk(struct block_list *bl, status_change *sc, int matk)
  6351. {
  6352. if (!sc || !sc->count)
  6353. return cap_value(matk,0,USHRT_MAX);
  6354. if (sc->getSCE(SC_IMPOSITIO))
  6355. matk += sc->getSCE(SC_IMPOSITIO)->val2;
  6356. if (sc->getSCE(SC_MATKFOOD))
  6357. matk += sc->getSCE(SC_MATKFOOD)->val1;
  6358. if(sc->getSCE(SC_MANA_PLUS))
  6359. matk += sc->getSCE(SC_MANA_PLUS)->val1;
  6360. if(sc->getSCE(SC_COOLER_OPTION))
  6361. matk += sc->getSCE(SC_COOLER_OPTION)->val2;
  6362. if(sc->getSCE(SC_AQUAPLAY_OPTION))
  6363. matk += sc->getSCE(SC_AQUAPLAY_OPTION)->val2;
  6364. if(sc->getSCE(SC_CHILLY_AIR_OPTION))
  6365. matk += sc->getSCE(SC_CHILLY_AIR_OPTION)->val2;
  6366. if(sc->getSCE(SC_FIRE_INSIGNIA) && sc->getSCE(SC_FIRE_INSIGNIA)->val1 == 3)
  6367. matk += 50;
  6368. if(sc->getSCE(SC_ODINS_POWER))
  6369. matk += 40 + 30 * sc->getSCE(SC_ODINS_POWER)->val1; // 70 lvl1, 100lvl2
  6370. if(sc->getSCE(SC_MOONLITSERENADE))
  6371. matk += sc->getSCE(SC_MOONLITSERENADE)->val3;
  6372. if(sc->getSCE(SC_IZAYOI))
  6373. matk += 25 * sc->getSCE(SC_IZAYOI)->val1;
  6374. if(sc->getSCE(SC_ZANGETSU))
  6375. matk += sc->getSCE(SC_ZANGETSU)->val3;
  6376. if(sc->getSCE(SC_QUEST_BUFF1))
  6377. matk += sc->getSCE(SC_QUEST_BUFF1)->val1;
  6378. if(sc->getSCE(SC_QUEST_BUFF2))
  6379. matk += sc->getSCE(SC_QUEST_BUFF2)->val1;
  6380. if(sc->getSCE(SC_QUEST_BUFF3))
  6381. matk += sc->getSCE(SC_QUEST_BUFF3)->val1;
  6382. if(sc->getSCE(SC_MTF_MATK2))
  6383. matk += sc->getSCE(SC_MTF_MATK2)->val1;
  6384. if (sc->getSCE(SC_CATNIPPOWDER))
  6385. matk -= matk * sc->getSCE(SC_CATNIPPOWDER)->val2 / 100;
  6386. if (sc->getSCE(SC_CHATTERING))
  6387. matk += sc->getSCE(SC_CHATTERING)->val2;
  6388. if (sc->getSCE(SC_DORAM_MATK))
  6389. matk += sc->getSCE(SC_DORAM_MATK)->val1;
  6390. if (sc->getSCE(SC_SOULFAIRY))
  6391. matk += sc->getSCE(SC_SOULFAIRY)->val2;
  6392. if (sc->getSCE(SC__AUTOSHADOWSPELL))
  6393. matk += sc->getSCE(SC__AUTOSHADOWSPELL)->val4 * 5;
  6394. if (sc->getSCE(SC_INSPIRATION))
  6395. matk += sc->getSCE(SC_INSPIRATION)->val2;
  6396. if (sc->getSCE(SC_PACKING_ENVELOPE2))
  6397. matk += sc->getSCE(SC_PACKING_ENVELOPE2)->val1;
  6398. if(sc->getSCE(SC_ULTIMATECOOK))
  6399. matk += 30;
  6400. if (sc->getSCE(SC_MAGICCANDY))
  6401. matk += 30;
  6402. if (sc->getSCE(SC_SKF_MATK))
  6403. matk += sc->getSCE(SC_SKF_MATK)->val1;
  6404. return (unsigned short)cap_value(matk,0,USHRT_MAX);
  6405. }
  6406. #endif
  6407. /**
  6408. * Adds magic attack modifications based on status changes
  6409. * @param bl: Object to change matk [PC|MOB|HOM|MER|ELEM]
  6410. * @param sc: Object's status change information
  6411. * @param matk: Initial matk
  6412. * @return modified matk with cap_value(matk,0,USHRT_MAX)
  6413. */
  6414. static unsigned short status_calc_matk(struct block_list *bl, status_change *sc, int matk)
  6415. {
  6416. if(!sc || !sc->count)
  6417. return cap_value(matk,0,USHRT_MAX);
  6418. #ifndef RENEWAL
  6419. /// Take note fixed value first before % modifiers [PRE-RENEWAL]
  6420. if (sc->getSCE(SC_MATKFOOD))
  6421. matk += sc->getSCE(SC_MATKFOOD)->val1;
  6422. if (sc->getSCE(SC_MANA_PLUS))
  6423. matk += sc->getSCE(SC_MANA_PLUS)->val1;
  6424. if (sc->getSCE(SC_AQUAPLAY_OPTION))
  6425. matk += sc->getSCE(SC_AQUAPLAY_OPTION)->val2;
  6426. if (sc->getSCE(SC_CHILLY_AIR_OPTION))
  6427. matk += sc->getSCE(SC_CHILLY_AIR_OPTION)->val2;
  6428. if (sc->getSCE(SC_COOLER_OPTION))
  6429. matk += sc->getSCE(SC_COOLER_OPTION)->val2;
  6430. if (sc->getSCE(SC_FIRE_INSIGNIA) && sc->getSCE(SC_FIRE_INSIGNIA)->val1 == 3)
  6431. matk += 50;
  6432. if (sc->getSCE(SC_ODINS_POWER))
  6433. matk += 40 + 30 * sc->getSCE(SC_ODINS_POWER)->val1; // 70 lvl1, 100lvl2
  6434. if (sc->getSCE(SC_IZAYOI))
  6435. matk += 25 * sc->getSCE(SC_IZAYOI)->val1;
  6436. if (sc->getSCE(SC_MTF_MATK2))
  6437. matk += sc->getSCE(SC_MTF_MATK2)->val1;
  6438. if (sc->getSCE(SC_ULTIMATECOOK))
  6439. matk += 30;
  6440. if (sc->getSCE(SC_MAGICCANDY))
  6441. matk += 30;
  6442. if (sc->getSCE(SC_SKF_MATK))
  6443. matk += sc->getSCE(SC_SKF_MATK)->val1;
  6444. #endif
  6445. if (sc->getSCE(SC_MATKPOTION))
  6446. matk += sc->getSCE(SC_MATKPOTION)->val1;
  6447. if (sc->getSCE(SC_LIMIT_POWER_BOOSTER))
  6448. matk += sc->getSCE(SC_LIMIT_POWER_BOOSTER)->val1;
  6449. if (sc->getSCE(SC_ALMIGHTY))
  6450. matk += 30;
  6451. if (sc->getSCE(SC_2011RWC_SCROLL))
  6452. matk += 30;
  6453. if (sc->getSCE(SC_ZANGETSU))
  6454. matk += sc->getSCE(SC_ZANGETSU)->val3;
  6455. if (sc->getSCE(SC_QUEST_BUFF1))
  6456. matk += sc->getSCE(SC_QUEST_BUFF1)->val1;
  6457. if (sc->getSCE(SC_QUEST_BUFF2))
  6458. matk += sc->getSCE(SC_QUEST_BUFF2)->val1;
  6459. if (sc->getSCE(SC_QUEST_BUFF3))
  6460. matk += sc->getSCE(SC_QUEST_BUFF3)->val1;
  6461. #ifndef RENEWAL
  6462. if (sc->getSCE(SC_MAGICPOWER) && sc->getSCE(SC_MAGICPOWER)->val4)
  6463. matk += matk * sc->getSCE(SC_MAGICPOWER)->val3/100;
  6464. #endif
  6465. if (sc->getSCE(SC_MINDBREAKER))
  6466. matk += matk * sc->getSCE(SC_MINDBREAKER)->val2/100;
  6467. if (sc->getSCE(SC_INCMATKRATE))
  6468. matk += matk * sc->getSCE(SC_INCMATKRATE)->val1/100;
  6469. if (sc->getSCE(SC_MOONLITSERENADE))
  6470. matk += sc->getSCE(SC_MOONLITSERENADE)->val3/100;
  6471. if (sc->getSCE(SC_MTF_MATK))
  6472. matk += matk * sc->getSCE(SC_MTF_MATK)->val1 / 100;
  6473. if (sc->getSCE(SC_SHRIMP))
  6474. matk += matk * sc->getSCE(SC_SHRIMP)->val2 / 100;
  6475. #ifdef RENEWAL
  6476. if (sc->getSCE(SC_VOLCANO))
  6477. matk += sc->getSCE(SC_VOLCANO)->val2;
  6478. if (sc->getSCE(SC_NIBELUNGEN) && sc->getSCE(SC_NIBELUNGEN)->val2 == RINGNBL_MATKRATE)
  6479. matk += matk * 20 / 100;
  6480. #endif
  6481. if (sc->getSCE(SC_SHIELDSPELL_ATK))
  6482. matk += sc->getSCE(SC_SHIELDSPELL_ATK)->val2;
  6483. if (sc->getSCE(SC_CLIMAX_DES_HU))
  6484. matk += 100;
  6485. return (unsigned short)cap_value(matk,0,USHRT_MAX);
  6486. }
  6487. /**
  6488. * Adds critical modifications based on status changes
  6489. * @param bl: Object to change critical [PC|MOB|HOM|MER|ELEM]
  6490. * @param sc: Object's status change information
  6491. * @param critical: Initial critical
  6492. * @return modified critical with cap_value(critical,10,USHRT_MAX)
  6493. */
  6494. static signed short status_calc_critical(struct block_list *bl, status_change *sc, int critical)
  6495. {
  6496. if(!sc || !sc->count)
  6497. return cap_value(critical,10,SHRT_MAX);
  6498. if (sc->getSCE(SC_INCCRI))
  6499. critical += sc->getSCE(SC_INCCRI)->val2;
  6500. if (sc->getSCE(SC_EP16_2_BUFF_SC))
  6501. critical += 300;// crit +30
  6502. if (sc->getSCE(SC_CRIFOOD))
  6503. critical += sc->getSCE(SC_CRIFOOD)->val1;
  6504. if (sc->getSCE(SC_EXPLOSIONSPIRITS))
  6505. critical += sc->getSCE(SC_EXPLOSIONSPIRITS)->val2;
  6506. if (sc->getSCE(SC_FORTUNE))
  6507. critical += sc->getSCE(SC_FORTUNE)->val2;
  6508. if (sc->getSCE(SC_TRUESIGHT))
  6509. critical += sc->getSCE(SC_TRUESIGHT)->val2;
  6510. if (sc->getSCE(SC_CLOAKING))
  6511. critical += critical;
  6512. #ifdef RENEWAL
  6513. if (sc->getSCE(SC_SPEARQUICKEN))
  6514. critical += 3*sc->getSCE(SC_SPEARQUICKEN)->val1*10;
  6515. if (sc->getSCE(SC_TWOHANDQUICKEN))
  6516. critical += (2 + sc->getSCE(SC_TWOHANDQUICKEN)->val1) * 10;
  6517. #endif
  6518. if (sc->getSCE(SC__INVISIBILITY))
  6519. critical += sc->getSCE(SC__INVISIBILITY)->val3 * 10;
  6520. if (sc->getSCE(SC__UNLUCKY))
  6521. critical -= sc->getSCE(SC__UNLUCKY)->val2;
  6522. if (sc->getSCE(SC_SOULSHADOW))
  6523. critical += 10 * sc->getSCE(SC_SOULSHADOW)->val3;
  6524. if(sc->getSCE(SC_BEYONDOFWARCRY))
  6525. critical += sc->getSCE(SC_BEYONDOFWARCRY)->val3;
  6526. if (sc->getSCE(SC_MTF_HITFLEE))
  6527. critical += sc->getSCE(SC_MTF_HITFLEE)->val1;
  6528. if (sc->getSCE(SC_PACKING_ENVELOPE9))
  6529. critical += sc->getSCE(SC_PACKING_ENVELOPE9)->val1 * 10;
  6530. if (sc->getSCE(SC_INTENSIVE_AIM))
  6531. critical += 300;
  6532. return (short)cap_value(critical,10,SHRT_MAX);
  6533. }
  6534. /**
  6535. * Adds hit modifications based on status changes
  6536. * @param bl: Object to change hit [PC|MOB|HOM|MER|ELEM]
  6537. * @param sc: Object's status change information
  6538. * @param hit: Initial hit
  6539. * @return modified hit with cap_value(hit,1,USHRT_MAX)
  6540. */
  6541. static signed short status_calc_hit(struct block_list *bl, status_change *sc, int hit)
  6542. {
  6543. if(!sc || !sc->count)
  6544. return cap_value(hit,1,SHRT_MAX);
  6545. if(sc->getSCE(SC_INCHIT))
  6546. hit += sc->getSCE(SC_INCHIT)->val1;
  6547. if(sc->getSCE(SC_HITFOOD))
  6548. hit += sc->getSCE(SC_HITFOOD)->val1;
  6549. if(sc->getSCE(SC_TRUESIGHT))
  6550. hit += sc->getSCE(SC_TRUESIGHT)->val3;
  6551. if(sc->getSCE(SC_HUMMING))
  6552. hit += sc->getSCE(SC_HUMMING)->val2;
  6553. if(sc->getSCE(SC_CONCENTRATION))
  6554. hit += sc->getSCE(SC_CONCENTRATION)->val3;
  6555. if(sc->getSCE(SC_INSPIRATION))
  6556. hit += 12 * sc->getSCE(SC_INSPIRATION)->val1;
  6557. if(sc->getSCE(SC_ADJUSTMENT))
  6558. hit -= 30;
  6559. if(sc->getSCE(SC_INCREASING))
  6560. hit += 20; // RockmanEXE; changed based on updated [Reddozen]
  6561. if(sc->getSCE(SC_MERC_HITUP))
  6562. hit += sc->getSCE(SC_MERC_HITUP)->val2;
  6563. if(sc->getSCE(SC_MTF_HITFLEE))
  6564. hit += sc->getSCE(SC_MTF_HITFLEE)->val1;
  6565. if(sc->getSCE(SC_INCHITRATE))
  6566. hit += hit * sc->getSCE(SC_INCHITRATE)->val1/100;
  6567. if (sc->getSCE(SC_POWERUP))
  6568. hit += hit * sc->getSCE(SC_POWERUP)->val2 / 100;
  6569. if(sc->getSCE(SC_BLIND))
  6570. hit -= hit * 25/100;
  6571. if(sc->getSCE(SC_HEAT_BARREL))
  6572. hit -= sc->getSCE(SC_HEAT_BARREL)->val4;
  6573. if(sc->getSCE(SC__GROOMY))
  6574. hit -= hit * sc->getSCE(SC__GROOMY)->val3 / 100;
  6575. if(sc->getSCE(SC_FEAR))
  6576. hit -= hit * 20 / 100;
  6577. if (sc->getSCE(SC_ASH))
  6578. hit -= hit * sc->getSCE(SC_ASH)->val2 / 100;
  6579. if (sc->getSCE(SC_TEARGAS))
  6580. hit -= hit * 50 / 100;
  6581. if(sc->getSCE(SC_ILLUSIONDOPING))
  6582. hit -= sc->getSCE(SC_ILLUSIONDOPING)->val2;
  6583. if (sc->getSCE(SC_MTF_ASPD))
  6584. hit += sc->getSCE(SC_MTF_ASPD)->val2;
  6585. #ifdef RENEWAL
  6586. if (sc->getSCE(SC_BLESSING))
  6587. hit += sc->getSCE(SC_BLESSING)->val1 * 2;
  6588. if (sc->getSCE(SC_TWOHANDQUICKEN))
  6589. hit += sc->getSCE(SC_TWOHANDQUICKEN)->val1 * 2;
  6590. if (sc->getSCE(SC_ADRENALINE))
  6591. hit += sc->getSCE(SC_ADRENALINE)->val1 * 3 + 5;
  6592. if (sc->getSCE(SC_NIBELUNGEN) && sc->getSCE(SC_NIBELUNGEN)->val2 == RINGNBL_HIT)
  6593. hit += 50;
  6594. #endif
  6595. if (sc->getSCE(SC_SOULFALCON))
  6596. hit += sc->getSCE(SC_SOULFALCON)->val3;
  6597. if (sc->getSCE(SC_SATURDAYNIGHTFEVER))
  6598. hit -= 50 + 50 * sc->getSCE(SC_SATURDAYNIGHTFEVER)->val1;
  6599. if (sc->getSCE(SC_PACKING_ENVELOPE10))
  6600. hit += sc->getSCE(SC_PACKING_ENVELOPE10)->val1;
  6601. if (sc->getSCE(SC_ABYSS_SLAYER))
  6602. hit += sc->getSCE(SC_ABYSS_SLAYER)->val3;
  6603. if (sc->getSCE(SC_LIMIT_POWER_BOOSTER))
  6604. hit += sc->getSCE(SC_LIMIT_POWER_BOOSTER)->val1;
  6605. if (sc->getSCE(SC_ACARAJE))
  6606. hit += 5;
  6607. if (sc->getSCE(SC_INTENSIVE_AIM))
  6608. hit += 250;
  6609. return (short)cap_value(hit,1,SHRT_MAX);
  6610. }
  6611. /**
  6612. * Adds flee modifications based on status changes
  6613. * @param bl: Object to change flee [PC|MOB|HOM|MER|ELEM]
  6614. * @param sc: Object's status change information
  6615. * @param flee: Initial flee
  6616. * @return modified flee with cap_value(flee,1,USHRT_MAX)
  6617. */
  6618. static signed short status_calc_flee(struct block_list *bl, status_change *sc, int flee)
  6619. {
  6620. if( bl->type == BL_PC ) {
  6621. struct map_data *mapdata = map_getmapdata(bl->m);
  6622. if( mapdata_flag_gvg(mapdata) )
  6623. flee -= flee * battle_config.gvg_flee_penalty/100;
  6624. else if( mapdata->getMapFlag(MF_BATTLEGROUND) )
  6625. flee -= flee * battle_config.bg_flee_penalty/100;
  6626. }
  6627. if(!sc || !sc->count)
  6628. return cap_value(flee,1,SHRT_MAX);
  6629. if (sc->getSCE(SC_POISON_MIST))
  6630. return 0;
  6631. if(sc->getSCE(SC_OVERED_BOOST)) //Should be final and unmodifiable by any means
  6632. return sc->getSCE(SC_OVERED_BOOST)->val2;
  6633. // Fixed value
  6634. if(sc->getSCE(SC_INCFLEE))
  6635. flee += sc->getSCE(SC_INCFLEE)->val1;
  6636. if(sc->getSCE(SC_FLEEFOOD))
  6637. flee += sc->getSCE(SC_FLEEFOOD)->val1;
  6638. if(sc->getSCE(SC_WHISTLE))
  6639. flee += sc->getSCE(SC_WHISTLE)->val2;
  6640. if(sc->getSCE(SC_WINDWALK))
  6641. flee += sc->getSCE(SC_WINDWALK)->val2;
  6642. if(sc->getSCE(SC_VIOLENTGALE))
  6643. flee += sc->getSCE(SC_VIOLENTGALE)->val2;
  6644. if(sc->getSCE(SC_MOON_COMFORT)) // SG skill [Komurka]
  6645. flee += sc->getSCE(SC_MOON_COMFORT)->val2;
  6646. if(sc->getSCE(SC_CLOSECONFINE))
  6647. flee += sc->getSCE(SC_CLOSECONFINE)->val3;
  6648. if (sc->getSCE(SC_ANGRIFFS_MODUS))
  6649. flee -= sc->getSCE(SC_ANGRIFFS_MODUS)->val3;
  6650. if(sc->getSCE(SC_ADJUSTMENT))
  6651. flee += 30;
  6652. if(sc->getSCE(SC_SPEED))
  6653. flee += 10 + sc->getSCE(SC_SPEED)->val1 * 10;
  6654. if(sc->getSCE(SC_GATLINGFEVER))
  6655. flee -= sc->getSCE(SC_GATLINGFEVER)->val4;
  6656. if(sc->getSCE(SC_PARTYFLEE))
  6657. flee += sc->getSCE(SC_PARTYFLEE)->val1 * 10;
  6658. if(sc->getSCE(SC_MERC_FLEEUP))
  6659. flee += sc->getSCE(SC_MERC_FLEEUP)->val2;
  6660. if( sc->getSCE(SC_HALLUCINATIONWALK) )
  6661. flee += sc->getSCE(SC_HALLUCINATIONWALK)->val2;
  6662. if( sc->getSCE(SC_NPC_HALLUCINATIONWALK) )
  6663. flee += sc->getSCE(SC_NPC_HALLUCINATIONWALK)->val2;
  6664. if(sc->getSCE(SC_MTF_HITFLEE))
  6665. flee += sc->getSCE(SC_MTF_HITFLEE)->val2;
  6666. if( sc->getSCE(SC_WATER_BARRIER) )
  6667. flee -= sc->getSCE(SC_WATER_BARRIER)->val2;
  6668. if( sc->getSCE(SC_C_MARKER) )
  6669. flee -= sc->getSCE(SC_C_MARKER)->val3;
  6670. #ifdef RENEWAL
  6671. if( sc->getSCE(SC_SPEARQUICKEN) )
  6672. flee += 2 * sc->getSCE(SC_SPEARQUICKEN)->val1;
  6673. if (sc->getSCE(SC_NIBELUNGEN) && sc->getSCE(SC_NIBELUNGEN)->val2 == RINGNBL_FLEE)
  6674. flee += 50;
  6675. #endif
  6676. // Rate value
  6677. if(sc->getSCE(SC_INCFLEERATE))
  6678. flee += flee * sc->getSCE(SC_INCFLEERATE)->val1/100;
  6679. if (sc->getSCE(SC_AGIUP))
  6680. flee += flee * sc->getSCE(SC_AGIUP)->val2 / 100;
  6681. if(sc->getSCE(SC_SPIDERWEB) || sc->getSCE(SC_WIDEWEB))
  6682. flee -= flee * 50/100;
  6683. if(sc->getSCE(SC_BERSERK))
  6684. flee -= flee * 50/100;
  6685. if(sc->getSCE(SC_BLIND))
  6686. flee -= flee * 25/100;
  6687. if(sc->getSCE(SC_FEAR))
  6688. flee -= flee * 20 / 100;
  6689. if(sc->getSCE(SC_PARALYSE) && sc->getSCE(SC_PARALYSE)->val3 == 1)
  6690. flee -= flee * 10 / 100;
  6691. if(sc->getSCE(SC_INFRAREDSCAN))
  6692. flee -= flee * 30 / 100;
  6693. if( sc->getSCE(SC__LAZINESS) )
  6694. flee -= flee * sc->getSCE(SC__LAZINESS)->val3 / 100;
  6695. if( sc->getSCE(SC_GLOOMYDAY) )
  6696. flee -= flee * sc->getSCE(SC_GLOOMYDAY)->val2 / 100;
  6697. if( sc->getSCE(SC_SATURDAYNIGHTFEVER) )
  6698. flee -= 20 + 30 * sc->getSCE(SC_SATURDAYNIGHTFEVER)->val1;
  6699. if( sc->getSCE(SC_WIND_STEP_OPTION) )
  6700. flee += flee * sc->getSCE(SC_WIND_STEP_OPTION)->val2 / 100;
  6701. if( sc->getSCE(SC_TINDER_BREAKER) || sc->getSCE(SC_TINDER_BREAKER2) )
  6702. flee -= flee * 50 / 100;
  6703. if( sc->getSCE(SC_ZEPHYR) )
  6704. flee += sc->getSCE(SC_ZEPHYR)->val2;
  6705. if(sc->getSCE(SC_ASH))
  6706. flee -= flee * sc->getSCE(SC_ASH)->val4 / 100;
  6707. if (sc->getSCE(SC_GOLDENE_FERSE))
  6708. flee += flee * sc->getSCE(SC_GOLDENE_FERSE)->val2 / 100;
  6709. if (sc->getSCE(SC_SMOKEPOWDER))
  6710. flee += flee * 20 / 100;
  6711. if (sc->getSCE(SC_TEARGAS))
  6712. flee -= flee * 50 / 100;
  6713. //if( sc->getSCE(SC_C_MARKER) )
  6714. // flee -= (flee * sc->getSCE(SC_C_MARKER)->val3) / 100;
  6715. if (sc->getSCE(SC_GROOMING))
  6716. flee += sc->getSCE(SC_GROOMING)->val2;
  6717. if (sc->getSCE(SC_PACKING_ENVELOPE5))
  6718. flee += sc->getSCE(SC_PACKING_ENVELOPE5)->val1;
  6719. if (sc->getSCE(SC_LIMIT_POWER_BOOSTER))
  6720. flee += sc->getSCE(SC_LIMIT_POWER_BOOSTER)->val1;
  6721. if (sc->getSCE(SC_MYSTICPOWDER))
  6722. flee += 20;
  6723. return (short)cap_value(flee,1,SHRT_MAX);
  6724. }
  6725. /**
  6726. * Adds perfect flee modifications based on status changes
  6727. * @param bl: Object to change flee2 [PC|MOB|HOM|MER|ELEM]
  6728. * @param sc: Object's status change information
  6729. * @param flee2: Initial flee2
  6730. * @return modified flee2 with cap_value(flee2,10,USHRT_MAX)
  6731. */
  6732. static signed short status_calc_flee2(struct block_list *bl, status_change *sc, int flee2)
  6733. {
  6734. if(!sc || !sc->count)
  6735. return cap_value(flee2,10,SHRT_MAX);
  6736. if(sc->getSCE(SC_INCFLEE2))
  6737. flee2 += sc->getSCE(SC_INCFLEE2)->val2;
  6738. if(sc->getSCE(SC_WHISTLE))
  6739. flee2 += sc->getSCE(SC_WHISTLE)->val3*10;
  6740. if(sc->getSCE(SC__UNLUCKY))
  6741. flee2 -= flee2 * sc->getSCE(SC__UNLUCKY)->val2 / 100;
  6742. if (sc->getSCE(SC_HISS))
  6743. flee2 += sc->getSCE(SC_HISS)->val2*10;
  6744. if (sc->getSCE(SC_DORAM_FLEE2))
  6745. flee2 += sc->getSCE(SC_DORAM_FLEE2)->val1;
  6746. return (short)cap_value(flee2,10,SHRT_MAX);
  6747. }
  6748. /**
  6749. * Adds defense (left-side) modifications based on status changes
  6750. * @param bl: Object to change def [PC|MOB|HOM|MER|ELEM]
  6751. * @param sc: Object's status change information
  6752. * @param def: Initial def
  6753. * @return modified def with cap_value(def,DEFTYPE_MIN,DEFTYPE_MAX)
  6754. */
  6755. static defType status_calc_def(struct block_list *bl, status_change *sc, int def)
  6756. {
  6757. if(!sc || !sc->count)
  6758. return (defType)cap_value(def,DEFTYPE_MIN,DEFTYPE_MAX);
  6759. if(sc->getSCE(SC_BERSERK))
  6760. return 0;
  6761. #ifdef RENEWAL
  6762. if(sc->getSCE(SC_ETERNALCHAOS))
  6763. return 0;
  6764. #endif
  6765. if(sc->getSCE(SC_BARRIER))
  6766. return 100;
  6767. if(sc->getSCE(SC_KEEPING))
  6768. return 90;
  6769. #ifndef RENEWAL /// Steel Body does not provide 90 DEF in [RENEWAL]
  6770. if(sc->getSCE(SC_STEELBODY))
  6771. return 90;
  6772. #endif
  6773. if (sc->getSCE(SC_NYANGGRASS)) {
  6774. if (bl->type == BL_PC)
  6775. return 0;
  6776. else
  6777. return def /= 2;
  6778. }
  6779. if(sc->getSCE(SC_DEFSET))
  6780. return sc->getSCE(SC_DEFSET)->val1;
  6781. if(sc->getSCE(SC_DRUMBATTLE))
  6782. def += sc->getSCE(SC_DRUMBATTLE)->val3;
  6783. #ifdef RENEWAL
  6784. if (sc->getSCE(SC_ASSUMPTIO))
  6785. def += sc->getSCE(SC_ASSUMPTIO)->val1 * 50;
  6786. #endif
  6787. if (bl->type == BL_HOM && sc->getSCE(SC_DEFENCE))
  6788. def += sc->getSCE(SC_DEFENCE)->val2;
  6789. if(sc->getSCE(SC_INCDEFRATE))
  6790. def += def * sc->getSCE(SC_INCDEFRATE)->val1/100;
  6791. if(sc->getSCE(SC_EARTH_INSIGNIA) && sc->getSCE(SC_EARTH_INSIGNIA)->val1 == 2)
  6792. def += 50;
  6793. if(sc->getSCE(SC_ODINS_POWER))
  6794. def -= 20 * sc->getSCE(SC_ODINS_POWER)->val1;
  6795. if( sc->getSCE(SC_ANGRIFFS_MODUS) )
  6796. def -= 20 + 10 * sc->getSCE(SC_ANGRIFFS_MODUS)->val1;
  6797. if(sc->getSCE(SC_STONEHARDSKIN))
  6798. def += sc->getSCE(SC_STONEHARDSKIN)->val1;
  6799. if(sc->getSCE(SC_STONE))
  6800. def /= 2;
  6801. if(sc->getSCE(SC_FREEZE))
  6802. def /= 2;
  6803. if(sc->getSCE(SC_POISON) || sc->getSCE(SC_DPOISON) && bl->type != BL_PC)
  6804. def = def * 75 / 100; //Should round down
  6805. if(sc->getSCE(SC_SIGNUMCRUCIS))
  6806. def -= def * sc->getSCE(SC_SIGNUMCRUCIS)->val2/100;
  6807. if(sc->getSCE(SC_CONCENTRATION))
  6808. def -= def * sc->getSCE(SC_CONCENTRATION)->val4/100;
  6809. if(sc->getSCE(SC_SKE))
  6810. def /= 2;
  6811. if(sc->getSCE(SC_PROVOKE) && bl->type != BL_PC) // Provoke doesn't alter player defense->
  6812. def -= def * sc->getSCE(SC_PROVOKE)->val3/100;
  6813. if(sc->getSCE(SC_STRIPSHIELD) && bl->type != BL_PC) // Player doesn't have def reduction only equip removed
  6814. def -= def * sc->getSCE(SC_STRIPSHIELD)->val2/100;
  6815. if (sc->getSCE(SC_FLING))
  6816. def -= def * (sc->getSCE(SC_FLING)->val2)/100;
  6817. if( sc->getSCE(SC_FREEZING) )
  6818. def -= def * (bl->type == BL_PC ? 30 : 10) / 100;
  6819. if( sc->getSCE(SC_ANALYZE) )
  6820. def -= def * (14 * sc->getSCE(SC_ANALYZE)->val1) / 100;
  6821. if( sc->getSCE(SC_NEUTRALBARRIER) )
  6822. def += def * sc->getSCE(SC_NEUTRALBARRIER)->val2 / 100;
  6823. if( sc->getSCE(SC_PRESTIGE) )
  6824. def += sc->getSCE(SC_PRESTIGE)->val3;
  6825. if( sc->getSCE(SC_BANDING) && sc->getSCE(SC_BANDING)->val2 > 1 )
  6826. def += 6 * sc->getSCE(SC_BANDING)->val1;
  6827. if( sc->getSCE(SC_ECHOSONG) )
  6828. def += sc->getSCE(SC_ECHOSONG)->val3;
  6829. if( sc->getSCE(SC_CAMOUFLAGE) )
  6830. def -= def * 5 * sc->getSCE(SC_CAMOUFLAGE)->val3 / 100;
  6831. if( sc->getSCE(SC_SOLID_SKIN_OPTION) )
  6832. def += def * sc->getSCE(SC_SOLID_SKIN_OPTION)->val2 / 100;
  6833. if( sc->getSCE(SC_ROCK_CRUSHER) )
  6834. def -= def * sc->getSCE(SC_ROCK_CRUSHER)->val2 / 100;
  6835. if( sc->getSCE(SC_POWER_OF_GAIA) )
  6836. def += def * sc->getSCE(SC_POWER_OF_GAIA)->val2 / 100;
  6837. if(sc->getSCE(SC_ASH))
  6838. def -= def * sc->getSCE(SC_ASH)->val3/100;
  6839. if( sc->getSCE(SC_OVERED_BOOST) && bl->type == BL_HOM )
  6840. def -= def * sc->getSCE(SC_OVERED_BOOST)->val4 / 100;
  6841. if(sc->getSCE(SC_GLASTHEIM_ITEMDEF))
  6842. def += sc->getSCE(SC_GLASTHEIM_ITEMDEF)->val1;
  6843. if (sc->getSCE(SC_SOULGOLEM))
  6844. def += sc->getSCE(SC_SOULGOLEM)->val2;
  6845. if (sc->getSCE(SC_STONE_WALL))
  6846. def += sc->getSCE(SC_STONE_WALL)->val2;
  6847. if( sc->getSCE(SC_PACKING_ENVELOPE7) )
  6848. def += sc->getSCE(SC_PACKING_ENVELOPE7)->val1;
  6849. if (sc->getSCE(SC_D_MACHINE))
  6850. def += sc->getSCE(SC_D_MACHINE)->val2;
  6851. if (sc->getSCE(SC_CLIMAX_CRYIMP))
  6852. def += 300;
  6853. if (sc->getSCE(SC_GUARD_STANCE))
  6854. def += sc->getSCE(SC_GUARD_STANCE)->val2;
  6855. if (sc->getSCE(SC_ATTACK_STANCE))
  6856. def -= sc->getSCE(SC_ATTACK_STANCE)->val2;
  6857. if (sc->getSCE(SC_M_DEFSCROLL))
  6858. def += sc->getSCE(SC_M_DEFSCROLL)->val1;
  6859. return (defType)cap_value(def,DEFTYPE_MIN,DEFTYPE_MAX);
  6860. }
  6861. /**
  6862. * Adds defense (right-side) modifications based on status changes
  6863. * @param bl: Object to change def2 [PC|MOB|HOM|MER|ELEM]
  6864. * @param sc: Object's status change information
  6865. * @param def2: Initial def2
  6866. * @return modified def2 with cap_value(def2,SHRT_MIN,SHRT_MAX)
  6867. */
  6868. static signed short status_calc_def2(struct block_list *bl, status_change *sc, int def2)
  6869. {
  6870. if(!sc || !sc->count)
  6871. #ifdef RENEWAL
  6872. return (short)cap_value(def2,SHRT_MIN,SHRT_MAX);
  6873. #else
  6874. return (short)cap_value(def2,1,SHRT_MAX);
  6875. #endif
  6876. if(sc->getSCE(SC_BERSERK))
  6877. return 0;
  6878. if(sc->getSCE(SC_ETERNALCHAOS))
  6879. return 0;
  6880. if(sc->getSCE(SC_DEFSET))
  6881. return sc->getSCE(SC_DEFSET)->val1;
  6882. if(sc->getSCE(SC_SUN_COMFORT))
  6883. def2 += sc->getSCE(SC_SUN_COMFORT)->val2;
  6884. #ifdef RENEWAL
  6885. if (sc->getSCE(SC_SKA))
  6886. def2 += 80;
  6887. #endif
  6888. if(sc->getSCE(SC_ANGELUS))
  6889. #ifdef RENEWAL /// The VIT stat bonus is boosted by angelus [RENEWAL]
  6890. def2 += status_get_vit(bl) / 2 * sc->getSCE(SC_ANGELUS)->val2/100;
  6891. #else
  6892. def2 += def2 * sc->getSCE(SC_ANGELUS)->val2/100;
  6893. if(sc->getSCE(SC_CONCENTRATION))
  6894. def2 -= def2 * sc->getSCE(SC_CONCENTRATION)->val4/100;
  6895. #endif
  6896. if(sc->getSCE(SC_POISON) || sc->getSCE(SC_DPOISON))
  6897. def2 = def2 * 75 / 100; //Should round down
  6898. if(sc->getSCE(SC_SKE))
  6899. def2 -= def2 * 50/100;
  6900. if(sc->getSCE(SC_PROVOKE))
  6901. def2 -= def2 * sc->getSCE(SC_PROVOKE)->val3/100;
  6902. if(sc->getSCE(SC_JOINTBEAT))
  6903. def2 -= def2 * ( sc->getSCE(SC_JOINTBEAT)->val2&BREAK_SHOULDER ? 50 : 0 ) / 100
  6904. + def2 * ( sc->getSCE(SC_JOINTBEAT)->val2&BREAK_WAIST ? 25 : 0 ) / 100;
  6905. if(sc->getSCE(SC_FLING))
  6906. def2 -= def2 * (sc->getSCE(SC_FLING)->val3)/100;
  6907. if(sc->getSCE(SC_ANALYZE))
  6908. def2 -= def2 * (14 * sc->getSCE(SC_ANALYZE)->val1) / 100;
  6909. if(sc->getSCE(SC_ASH))
  6910. def2 -= def2 * sc->getSCE(SC_ASH)->val3/100;
  6911. if (sc->getSCE(SC_PARALYSIS))
  6912. def2 -= def2 * sc->getSCE(SC_PARALYSIS)->val2 / 100;
  6913. if(sc->getSCE(SC_EQC))
  6914. def2 -= def2 * sc->getSCE(SC_EQC)->val2 / 100;
  6915. if( sc->getSCE(SC_CAMOUFLAGE) )
  6916. def2 -= def2 * 5 * sc->getSCE(SC_CAMOUFLAGE)->val3 / 100;
  6917. #ifdef RENEWAL
  6918. return (short)cap_value(def2,SHRT_MIN,SHRT_MAX);
  6919. #else
  6920. return (short)cap_value(def2,1,SHRT_MAX);
  6921. #endif
  6922. }
  6923. /**
  6924. * Adds magic defense (left-side) modifications based on status changes
  6925. * @param bl: Object to change mdef [PC|MOB|HOM|MER|ELEM]
  6926. * @param sc: Object's status change information
  6927. * @param mdef: Initial mdef
  6928. * @return modified mdef with cap_value(mdef,DEFTYPE_MIN,DEFTYPE_MAX)
  6929. */
  6930. static defType status_calc_mdef(struct block_list *bl, status_change *sc, int mdef)
  6931. {
  6932. if(!sc || !sc->count)
  6933. return (defType)cap_value(mdef,DEFTYPE_MIN,DEFTYPE_MAX);
  6934. if(sc->getSCE(SC_BERSERK))
  6935. return 0;
  6936. if(sc->getSCE(SC_BARRIER))
  6937. return 100;
  6938. #ifndef RENEWAL /// Steel Body does not provide 90 MDEF in [RENEWAL]
  6939. if(sc->getSCE(SC_STEELBODY))
  6940. return 90;
  6941. #endif
  6942. if (sc->getSCE(SC_NYANGGRASS)) {
  6943. if (bl->type == BL_PC)
  6944. return 0;
  6945. else
  6946. return mdef / 2;
  6947. }
  6948. if(sc->getSCE(SC_MDEFSET))
  6949. return sc->getSCE(SC_MDEFSET)->val1;
  6950. if(sc->getSCE(SC_EARTH_INSIGNIA) && sc->getSCE(SC_EARTH_INSIGNIA)->val1 == 3)
  6951. mdef += 50;
  6952. 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.
  6953. mdef += (sc->getSCE(SC_ENDURE)->val4 == 0) ? sc->getSCE(SC_ENDURE)->val1 : 1;
  6954. if(sc->getSCE(SC_STONEHARDSKIN))
  6955. mdef += sc->getSCE(SC_STONEHARDSKIN)->val1;
  6956. if(sc->getSCE(SC_STONE))
  6957. mdef += 25 * mdef / 100;
  6958. if(sc->getSCE(SC_FREEZE))
  6959. mdef += 25 * mdef / 100;
  6960. if(sc->getSCE(SC_BURNING))
  6961. mdef -= 25 * mdef / 100;
  6962. if( sc->getSCE(SC_NEUTRALBARRIER) )
  6963. mdef += mdef * sc->getSCE(SC_NEUTRALBARRIER)->val2 / 100;
  6964. if(sc->getSCE(SC_ANALYZE))
  6965. mdef -= mdef * ( 14 * sc->getSCE(SC_ANALYZE)->val1 ) / 100;
  6966. if(sc->getSCE(SC_SYMPHONYOFLOVER))
  6967. mdef += mdef * sc->getSCE(SC_SYMPHONYOFLOVER)->val3 / 100;
  6968. if (sc->getSCE(SC_ODINS_POWER))
  6969. mdef -= 20 * sc->getSCE(SC_ODINS_POWER)->val1;
  6970. if(sc->getSCE(SC_GLASTHEIM_ITEMDEF))
  6971. mdef += sc->getSCE(SC_GLASTHEIM_ITEMDEF)->val2;
  6972. if (sc->getSCE(SC_SOULGOLEM))
  6973. mdef += sc->getSCE(SC_SOULGOLEM)->val3;
  6974. if (sc->getSCE(SC_STONE_WALL))
  6975. mdef += sc->getSCE(SC_STONE_WALL)->val3;
  6976. if (sc->getSCE(SC_PACKING_ENVELOPE8))
  6977. mdef += sc->getSCE(SC_PACKING_ENVELOPE8)->val1;
  6978. if (sc->getSCE(SC_CLIMAX_CRYIMP))
  6979. mdef += 100;
  6980. if (sc->getSCE(SC_M_DEFSCROLL))
  6981. mdef += sc->getSCE(SC_M_DEFSCROLL)->val2;
  6982. return (defType)cap_value(mdef,DEFTYPE_MIN,DEFTYPE_MAX);
  6983. }
  6984. /**
  6985. * Adds magic defense (right-side) modifications based on status changes
  6986. * @param bl: Object to change mdef2 [PC|MOB|HOM|MER|ELEM]
  6987. * @param sc: Object's status change information
  6988. * @param mdef2: Initial mdef2
  6989. * @return modified mdef2 with cap_value(mdef2,SHRT_MIN,SHRT_MAX)
  6990. */
  6991. static signed short status_calc_mdef2(struct block_list *bl, status_change *sc, int mdef2)
  6992. {
  6993. if(!sc || !sc->count)
  6994. #ifdef RENEWAL
  6995. return (short)cap_value(mdef2,SHRT_MIN,SHRT_MAX);
  6996. #else
  6997. return (short)cap_value(mdef2,1,SHRT_MAX);
  6998. #endif
  6999. if(sc->getSCE(SC_BERSERK))
  7000. return 0;
  7001. if(sc->getSCE(SC_SKA))
  7002. return 90;
  7003. if(sc->getSCE(SC_MDEFSET))
  7004. return sc->getSCE(SC_MDEFSET)->val1;
  7005. if(sc->getSCE(SC_MINDBREAKER))
  7006. mdef2 -= mdef2 * sc->getSCE(SC_MINDBREAKER)->val3/100;
  7007. if(sc->getSCE(SC_BURNING))
  7008. mdef2 -= mdef2 * 25 / 100;
  7009. if(sc->getSCE(SC_ANALYZE))
  7010. mdef2 -= mdef2 * (14 * sc->getSCE(SC_ANALYZE)->val1) / 100;
  7011. #ifdef RENEWAL
  7012. return (short)cap_value(mdef2,SHRT_MIN,SHRT_MAX);
  7013. #else
  7014. return (short)cap_value(mdef2,1,SHRT_MAX);
  7015. #endif
  7016. }
  7017. /**
  7018. * Adds speed modifications based on status changes
  7019. * @param bl: Object to change speed [PC|MOB|HOM|MER|ELEM]
  7020. * @param sc: Object's status change information
  7021. * @param speed: Initial speed
  7022. * @return modified speed with cap_value(speed,10,USHRT_MAX)
  7023. */
  7024. static unsigned short status_calc_speed(struct block_list *bl, status_change *sc, int speed)
  7025. {
  7026. TBL_PC* sd = BL_CAST(BL_PC, bl);
  7027. int speed_rate = 100;
  7028. if (sc == nullptr || (sd && sd->state.permanent_speed))
  7029. return (unsigned short)cap_value(speed, MIN_WALK_SPEED, MAX_WALK_SPEED);
  7030. if (sd && pc_ismadogear(sd)) { // Mado speed is not affected by other statuses
  7031. int val = 0;
  7032. if (pc_checkskill(sd, NC_MADOLICENCE) < 5)
  7033. val = 50 - 10 * pc_checkskill(sd, NC_MADOLICENCE);
  7034. else
  7035. val -= 25;
  7036. if (sc->getSCE(SC_ACCELERATION))
  7037. val -= 25;
  7038. speed += speed * val / 100;
  7039. return (unsigned short)cap_value(speed, MIN_WALK_SPEED, MAX_WALK_SPEED);
  7040. }
  7041. if( sd && sd->ud.skilltimer != INVALID_TIMER && (pc_checkskill(sd,SA_FREECAST) > 0 || sd->ud.skill_id == LG_EXEEDBREAK) ) {
  7042. if( sd->ud.skill_id == LG_EXEEDBREAK )
  7043. speed_rate = 160 - 10 * sd->ud.skill_lv;
  7044. else
  7045. speed_rate = 175 - 5 * pc_checkskill(sd,SA_FREECAST);
  7046. } else {
  7047. int val = 0;
  7048. // GetMoveHasteValue2()
  7049. if( sc->getSCE(SC_FUSION) )
  7050. val = 25;
  7051. else if( sd ) {
  7052. if( pc_isriding(sd) || sd->sc.option&OPTION_DRAGON )
  7053. val = 25; // Same bonus
  7054. else if( pc_isridingwug(sd) )
  7055. val = 15 + 5 * pc_checkskill(sd, RA_WUGRIDER);
  7056. else if( sc->getSCE(SC_ALL_RIDING) )
  7057. val = battle_config.rental_mount_speed_boost;
  7058. }
  7059. speed_rate -= val;
  7060. // GetMoveSlowValue()
  7061. if( sd && sc->getSCE(SC_HIDING) && pc_checkskill(sd,RG_TUNNELDRIVE) > 0 )
  7062. val = 120 - 6 * pc_checkskill(sd,RG_TUNNELDRIVE);
  7063. else if( sd && sc->getSCE(SC_CHASEWALK) && sc->getSCE(SC_CHASEWALK)->val3 < 0 )
  7064. val = sc->getSCE(SC_CHASEWALK)->val3;
  7065. else {
  7066. val = 0;
  7067. // Longing for Freedom/Special Singer cancels song/dance penalty
  7068. #ifdef RENEWAL
  7069. if (sc->getSCE(SC_ENSEMBLEFATIGUE))
  7070. val = max(val, sc->getSCE(SC_ENSEMBLEFATIGUE)->val2);
  7071. #else
  7072. if( sc->getSCE(SC_LONGING) )
  7073. val = max( val, 50 - 10 * sc->getSCE(SC_LONGING)->val1 );
  7074. #endif
  7075. else
  7076. if( sd && sc->getSCE(SC_DANCING) )
  7077. 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)) );
  7078. if( sc->getSCE(SC_DECREASEAGI) )
  7079. val = max( val, 25 );
  7080. if( sc->getSCE(SC_QUAGMIRE) || sc->getSCE(SC_HALLUCINATIONWALK_POSTDELAY) || (sc->getSCE(SC_GLOOMYDAY) && sc->getSCE(SC_GLOOMYDAY)->val4) )
  7081. val = max( val, 50 );
  7082. if( sc->getSCE(SC_DONTFORGETME) )
  7083. val = max( val, sc->getSCE(SC_DONTFORGETME)->val3 );
  7084. if( sc->getSCE(SC_CURSE) )
  7085. val = max( val, 300 );
  7086. if( sc->getSCE(SC_CHASEWALK) )
  7087. val = max( val, sc->getSCE(SC_CHASEWALK)->val3 );
  7088. if( sc->getSCE(SC_WEDDING) )
  7089. val = max( val, 100 );
  7090. if( sc->getSCE(SC_JOINTBEAT) && sc->getSCE(SC_JOINTBEAT)->val2&(BREAK_ANKLE|BREAK_KNEE) )
  7091. val = max( val, (sc->getSCE(SC_JOINTBEAT)->val2&BREAK_ANKLE ? 50 : 0) + (sc->getSCE(SC_JOINTBEAT)->val2&BREAK_KNEE ? 30 : 0) );
  7092. if( sc->getSCE(SC_CLOAKING) && (sc->getSCE(SC_CLOAKING)->val4&1) == 0 )
  7093. val = max( val, sc->getSCE(SC_CLOAKING)->val1 < 3 ? 300 : 30 - 3 * sc->getSCE(SC_CLOAKING)->val1 );
  7094. if( sc->getSCE(SC_GOSPEL) && sc->getSCE(SC_GOSPEL)->val4 == BCT_ENEMY )
  7095. val = max( val, 75 );
  7096. if( sc->getSCE(SC_SLOWDOWN) ) // Slow Potion
  7097. val = max( val, sc->getSCE(SC_SLOWDOWN)->val1 );
  7098. if( sc->getSCE(SC_GATLINGFEVER) )
  7099. val = max( val, 100 );
  7100. if( sc->getSCE(SC_SUITON) )
  7101. val = max( val, sc->getSCE(SC_SUITON)->val3 );
  7102. if( sc->getSCE(SC_SWOO) )
  7103. val = max( val, 300 );
  7104. if( sc->getSCE(SC_SKA) )
  7105. val = max( val, 25 );
  7106. if( sc->getSCE(SC_FREEZING) )
  7107. val = max( val, 30 );
  7108. if( sc->getSCE(SC_MARSHOFABYSS) )
  7109. val = max( val, sc->getSCE(SC_MARSHOFABYSS)->val3 );
  7110. if( sc->getSCE(SC_CAMOUFLAGE) && sc->getSCE(SC_CAMOUFLAGE)->val1 > 2 )
  7111. val = max( val, 25 * (5 - sc->getSCE(SC_CAMOUFLAGE)->val1) );
  7112. if( sc->getSCE(SC_STEALTHFIELD) )
  7113. val = max( val, 20 );
  7114. if( sc->getSCE(SC__LAZINESS) )
  7115. val = max( val, 25 );
  7116. if( sc->getSCE(SC_ROCK_CRUSHER_ATK) )
  7117. val = max( val, sc->getSCE(SC_ROCK_CRUSHER_ATK)->val2 );
  7118. if( sc->getSCE(SC_POWER_OF_GAIA) )
  7119. val = max( val, sc->getSCE(SC_POWER_OF_GAIA)->val2 );
  7120. if( sc->getSCE(SC_MELON_BOMB) )
  7121. val = max( val, sc->getSCE(SC_MELON_BOMB)->val2 );
  7122. if( sc->getSCE(SC_REBOUND) )
  7123. val = max( val, 25 );
  7124. if( sc->getSCE(SC_B_TRAP) )
  7125. val = max( val, sc->getSCE(SC_B_TRAP)->val3 );
  7126. if (sc->getSCE(SC_CATNIPPOWDER))
  7127. val = max(val, sc->getSCE(SC_CATNIPPOWDER)->val3);
  7128. if (sc->getSCE(SC_SP_SHA))
  7129. val = max(val, sc->getSCE(SC_SP_SHA)->val2);
  7130. if (sc->getSCE(SC_CREATINGSTAR))
  7131. val = max(val, 90);
  7132. if (sc->getSCE(SC_SHIELDCHAINRUSH))
  7133. val = max(val, 20);
  7134. if (sc->getSCE(SC_GROUNDGRAVITY))
  7135. val = max(val, 20);
  7136. if( sd && sd->bonus.speed_rate + sd->bonus.speed_add_rate > 0 ) // Permanent item-based speedup
  7137. val = max( val, sd->bonus.speed_rate + sd->bonus.speed_add_rate );
  7138. }
  7139. speed_rate += val;
  7140. val = 0;
  7141. if( sc->getSCE(SC_MARSHOFABYSS) && speed_rate > 150 )
  7142. speed_rate = 150;
  7143. // GetMoveHasteValue1()
  7144. if( sc->getSCE(SC_SPEEDUP1) )
  7145. val = max( val, sc->getSCE(SC_SPEEDUP1)->val1 );
  7146. if (sc->getSCE(SC_AGIUP))
  7147. val = max(val, sc->getSCE(SC_AGIUP)->val1);
  7148. if( sc->getSCE(SC_INCREASEAGI) )
  7149. val = max( val, 25 );
  7150. if( sc->getSCE(SC_WINDWALK) )
  7151. val = max( val, 2 * sc->getSCE(SC_WINDWALK)->val1 );
  7152. if( sc->getSCE(SC_CARTBOOST) )
  7153. val = max( val, 20 );
  7154. if( sd && (sd->class_&MAPID_UPPERMASK) == MAPID_ASSASSIN && pc_checkskill(sd,TF_MISS) > 0 )
  7155. val = max( val, 1 * pc_checkskill(sd,TF_MISS) );
  7156. if( sc->getSCE(SC_CLOAKING) && (sc->getSCE(SC_CLOAKING)->val4&1) == 1 )
  7157. val = max( val, sc->getSCE(SC_CLOAKING)->val1 >= 10 ? 25 : 3 * sc->getSCE(SC_CLOAKING)->val1 - 3 );
  7158. if( sc->getSCE(SC_BERSERK) )
  7159. val = max( val, 25 );
  7160. if( sc->getSCE(SC_RUN) )
  7161. val = max( val, 55 );
  7162. if( sc->getSCE(SC_AVOID) )
  7163. val = max( val, sc->getSCE(SC_AVOID)->val2 );
  7164. if (sc->getSCE(SC_INVINCIBLE))
  7165. val = max(val, sc->getSCE(SC_INVINCIBLE)->val3);
  7166. if( sc->getSCE(SC_CLOAKINGEXCEED) )
  7167. val = max( val, sc->getSCE(SC_CLOAKINGEXCEED)->val3);
  7168. if (sc->getSCE(SC_PARALYSE) && sc->getSCE(SC_PARALYSE)->val3 == 0)
  7169. val = max(val, 50);
  7170. if( sc->getSCE(SC_HOVERING) )
  7171. val = max( val, 10 );
  7172. if( sc->getSCE(SC_GN_CARTBOOST) )
  7173. val = max( val, sc->getSCE(SC_GN_CARTBOOST)->val2 );
  7174. if( sc->getSCE(SC_SWINGDANCE) )
  7175. val = max( val, sc->getSCE(SC_SWINGDANCE)->val3 );
  7176. if( sc->getSCE(SC_WIND_STEP_OPTION) )
  7177. val = max( val, sc->getSCE(SC_WIND_STEP_OPTION)->val2 );
  7178. if( sc->getSCE(SC_FULL_THROTTLE) )
  7179. val = max( val, 25 );
  7180. if (sc->getSCE(SC_ARCLOUSEDASH))
  7181. val = max(val, sc->getSCE(SC_ARCLOUSEDASH)->val3);
  7182. if( sc->getSCE(SC_DORAM_WALKSPEED) )
  7183. val = max(val, sc->getSCE(SC_DORAM_WALKSPEED)->val1);
  7184. if (sc->getSCE(SC_RUSHWINDMILL))
  7185. val = max(val, 25); // !TODO: Confirm bonus movement speed
  7186. if (sc->getSCE(SC_EMERGENCY_MOVE))
  7187. val = max(val, sc->getSCE(SC_EMERGENCY_MOVE)->val2);
  7188. if( sc->getSCE(SC_JAWAII_SERENADE) ){
  7189. val = max( val, 25 );
  7190. }
  7191. // !FIXME: official items use a single bonus for this [ultramage]
  7192. if( sc->getSCE(SC_SPEEDUP0) ) // Temporary item-based speedup
  7193. val = max( val, sc->getSCE(SC_SPEEDUP0)->val1 );
  7194. if( sd && sd->bonus.speed_rate + sd->bonus.speed_add_rate < 0 ) // Permanent item-based speedup
  7195. val = max( val, -(sd->bonus.speed_rate + sd->bonus.speed_add_rate) );
  7196. speed_rate -= val;
  7197. if( speed_rate < 40 )
  7198. speed_rate = 40;
  7199. }
  7200. // GetSpeed()
  7201. if( sd && pc_iscarton(sd) )
  7202. speed += speed * (50 - 5 * pc_checkskill(sd,MC_PUSHCART)) / 100;
  7203. if( sc->getSCE(SC_PARALYSE) && sc->getSCE(SC_PARALYSE)->val3 == 1 )
  7204. speed += speed * 50 / 100;
  7205. if( speed_rate != 100 )
  7206. speed = speed * speed_rate / 100;
  7207. if( sc->getSCE(SC_STEELBODY) )
  7208. speed = 200;
  7209. if( sc->getSCE(SC_DEFENDER) )
  7210. speed = max(speed, 200);
  7211. if (sc->getSCE(SC_ARMOR))
  7212. speed = max(speed, 200);
  7213. if( sc->getSCE(SC_WALKSPEED) && sc->getSCE(SC_WALKSPEED)->val1 > 0 ) // ChangeSpeed
  7214. speed = speed * 100 / sc->getSCE(SC_WALKSPEED)->val1;
  7215. return (unsigned short)cap_value(speed, MIN_WALK_SPEED, MAX_WALK_SPEED);
  7216. }
  7217. #ifdef RENEWAL_ASPD
  7218. /**
  7219. * Renewal attack speed modifiers based on status changes
  7220. * This function only affects RENEWAL players and comes after base calculation
  7221. * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
  7222. * @param sc: Object's status change information
  7223. * @param fixed: True - fixed value [malufett]
  7224. * False - percentage value
  7225. * @return modified aspd
  7226. */
  7227. static short status_calc_aspd(struct block_list *bl, status_change *sc, bool fixed)
  7228. {
  7229. int bonus = 0;
  7230. if (!sc || !sc->count)
  7231. return 0;
  7232. if (fixed) {
  7233. enum sc_type sc_val;
  7234. if (!sc->getSCE(SC_QUAGMIRE)) {
  7235. // !TODO: How does Two-Hand Quicken, Adrenaline Rush, and Spear quick change? (+10%)
  7236. if (bonus < 7 && (sc->getSCE(SC_TWOHANDQUICKEN) || sc->getSCE(SC_ONEHAND) || sc->getSCE(SC_MERC_QUICKEN) || sc->getSCE(SC_ADRENALINE) || sc->getSCE(SC_SPEARQUICKEN)))
  7237. bonus = 7;
  7238. else if (bonus < 6 && sc->getSCE(SC_ADRENALINE2))
  7239. bonus = 6;
  7240. else if (bonus < 5 && sc->getSCE(SC_FLEET))
  7241. bonus = 5;
  7242. }
  7243. if (sc->getSCE(SC_ASSNCROS) && bonus < sc->getSCE(SC_ASSNCROS)->val2) {
  7244. #ifdef RENEWAL
  7245. bonus += sc->getSCE(SC_ASSNCROS)->val2;
  7246. #else
  7247. if (bl->type != BL_PC)
  7248. bonus += sc->getSCE(SC_ASSNCROS)->val2;
  7249. else {
  7250. switch(((TBL_PC*)bl)->status.weapon) {
  7251. case W_BOW:
  7252. case W_REVOLVER:
  7253. case W_RIFLE:
  7254. case W_GATLING:
  7255. case W_SHOTGUN:
  7256. case W_GRENADE:
  7257. break;
  7258. default:
  7259. bonus += sc->getSCE(SC_ASSNCROS)->val2;
  7260. break;
  7261. }
  7262. }
  7263. #endif
  7264. }
  7265. if (bonus < 20 && sc->getSCE(SC_MADNESSCANCEL))
  7266. bonus = 20;
  7267. else if (bonus < 15 && sc->getSCE(SC_BERSERK))
  7268. bonus = 15;
  7269. 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))
  7270. bonus += sc->getSCE(sc_val)->val1;
  7271. if (sc->getSCE(SC_ATTHASTE_CASH))
  7272. bonus += sc->getSCE(SC_ATTHASTE_CASH)->val1;
  7273. } else {
  7274. if (sc->getSCE(SC_DONTFORGETME))
  7275. bonus -= sc->getSCE(SC_DONTFORGETME)->val2 / 10;
  7276. #ifdef RENEWAL
  7277. if (sc->getSCE(SC_ENSEMBLEFATIGUE))
  7278. bonus -= sc->getSCE(SC_ENSEMBLEFATIGUE)->val2 / 10;
  7279. #else
  7280. if (sc->getSCE(SC_LONGING))
  7281. bonus -= sc->getSCE(SC_LONGING)->val2 / 10;
  7282. #endif
  7283. if (sc->getSCE(SC_STEELBODY))
  7284. bonus -= 25;
  7285. if (sc->getSCE(SC_SKA))
  7286. bonus -= 25;
  7287. if (sc->getSCE(SC_DEFENDER))
  7288. bonus -= sc->getSCE(SC_DEFENDER)->val4 / 10;
  7289. if (sc->getSCE(SC_GOSPEL) && sc->getSCE(SC_GOSPEL)->val4 == BCT_ENEMY)
  7290. bonus -= 75;
  7291. #ifndef RENEWAL
  7292. if (sc->getSCE(SC_GRAVITATION))
  7293. bonus -= sc->getSCE(SC_GRAVITATION)->val2 / 10; // Needs more info
  7294. #endif
  7295. if (sc->getSCE(SC_JOINTBEAT)) { // Needs more info
  7296. if (sc->getSCE(SC_JOINTBEAT)->val2&BREAK_WRIST)
  7297. bonus -= 25;
  7298. if (sc->getSCE(SC_JOINTBEAT)->val2&BREAK_KNEE)
  7299. bonus -= 10;
  7300. }
  7301. if (sc->getSCE(SC_FREEZING))
  7302. bonus -= 30;
  7303. if (sc->getSCE(SC_HALLUCINATIONWALK_POSTDELAY))
  7304. bonus -= 50;
  7305. if (sc->getSCE(SC_PARALYSE) && sc->getSCE(SC_PARALYSE)->val3 == 1)
  7306. bonus -= 10;
  7307. if (sc->getSCE(SC__BODYPAINT))
  7308. bonus -= 5 * sc->getSCE(SC__BODYPAINT)->val1;
  7309. if (sc->getSCE(SC__INVISIBILITY))
  7310. bonus -= sc->getSCE(SC__INVISIBILITY)->val2;
  7311. if (sc->getSCE(SC__GROOMY))
  7312. bonus -= sc->getSCE(SC__GROOMY)->val2;
  7313. if (sc->getSCE(SC_SWINGDANCE))
  7314. bonus += sc->getSCE(SC_SWINGDANCE)->val3;
  7315. if (sc->getSCE(SC_DANCEWITHWUG))
  7316. bonus += sc->getSCE(SC_DANCEWITHWUG)->val3;
  7317. if (sc->getSCE(SC_GLOOMYDAY))
  7318. bonus -= sc->getSCE(SC_GLOOMYDAY)->val3;
  7319. if (sc->getSCE(SC_GT_CHANGE))
  7320. bonus += sc->getSCE(SC_GT_CHANGE)->val3;
  7321. if (sc->getSCE(SC_MELON_BOMB))
  7322. bonus -= sc->getSCE(SC_MELON_BOMB)->val3;
  7323. if (sc->getSCE(SC_BOOST500))
  7324. bonus += sc->getSCE(SC_BOOST500)->val1;
  7325. if (sc->getSCE(SC_EXTRACT_SALAMINE_JUICE))
  7326. bonus += sc->getSCE(SC_EXTRACT_SALAMINE_JUICE)->val1;
  7327. if (sc->getSCE(SC_GOLDENE_FERSE))
  7328. bonus += sc->getSCE(SC_GOLDENE_FERSE)->val3;
  7329. if (sc->getSCE(SC_INCASPDRATE))
  7330. bonus += sc->getSCE(SC_INCASPDRATE)->val1;
  7331. if (sc->getSCE(SC_GATLINGFEVER))
  7332. bonus += sc->getSCE(SC_GATLINGFEVER)->val1;
  7333. if (sc->getSCE(SC_STAR_COMFORT))
  7334. bonus += 3 * sc->getSCE(SC_STAR_COMFORT)->val1;
  7335. if (sc->getSCE(SC_WIND_INSIGNIA) && sc->getSCE(SC_WIND_INSIGNIA)->val1 == 2)
  7336. bonus += 10;
  7337. if (sc->getSCE(SC_INCREASEAGI))
  7338. bonus += sc->getSCE(SC_INCREASEAGI)->val1;
  7339. if (sc->getSCE(SC_NIBELUNGEN) && sc->getSCE(SC_NIBELUNGEN)->val2 == RINGNBL_ASPDRATE)
  7340. bonus += 20;
  7341. if (sc->getSCE(SC_STARSTANCE))
  7342. bonus += sc->getSCE(SC_STARSTANCE)->val2;
  7343. if( sc->getSCE(SC_2011RWC_SCROLL) )
  7344. bonus += 5;
  7345. if( sc->getSCE(SC_SPARKCANDY) )
  7346. bonus += 25;
  7347. if( sc->getSCE(SC_ACARAJE) )
  7348. bonus += 10;
  7349. if( sc->getSCE(SC_SKF_ASPD) )
  7350. bonus += sc->getSCE(SC_SKF_ASPD)->val1;
  7351. if( sc->getSCE(SC_PORK_RIB_STEW) )
  7352. bonus += 5;
  7353. map_session_data* sd = BL_CAST(BL_PC, bl);
  7354. uint8 skill_lv;
  7355. if (sd) {
  7356. if ((skill_lv = pc_checkskill(sd, BA_MUSICALLESSON)) > 0)
  7357. bonus += skill_lv;
  7358. if ((skill_lv = pc_checkskill(sd, RG_PLAGIARISM)) > 0)
  7359. bonus += skill_lv;
  7360. }
  7361. }
  7362. return bonus;
  7363. }
  7364. #endif
  7365. /**
  7366. * Modifies ASPD by a number, rather than a percentage (10 = 1 ASPD)
  7367. * A subtraction reduces the delay, meaning an increase in ASPD
  7368. * This comes after the percentage changes and is based on status changes
  7369. * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
  7370. * @param sc: Object's status change information
  7371. * @param aspd: Object's current ASPD
  7372. * @return modified aspd
  7373. */
  7374. static short status_calc_fix_aspd(struct block_list *bl, status_change *sc, int aspd)
  7375. {
  7376. if (!sc || !sc->count)
  7377. return cap_value(aspd, 0, 2000);
  7378. if (sc->getSCE(SC_OVERED_BOOST))
  7379. return cap_value(2000 - sc->getSCE(SC_OVERED_BOOST)->val3 * 10, 0, 2000);
  7380. if ((sc->getSCE(SC_GUST_OPTION) || sc->getSCE(SC_BLAST_OPTION) || sc->getSCE(SC_WILD_STORM_OPTION)))
  7381. aspd -= 50; // +5 ASPD
  7382. if (sc->getSCE(SC_FIGHTINGSPIRIT))
  7383. aspd -= sc->getSCE(SC_FIGHTINGSPIRIT)->val2;
  7384. if (sc->getSCE(SC_MTF_ASPD))
  7385. aspd -= sc->getSCE(SC_MTF_ASPD)->val1;
  7386. if (sc->getSCE(SC_MTF_ASPD2))
  7387. aspd -= sc->getSCE(SC_MTF_ASPD2)->val1;
  7388. if (sc->getSCE(SC_SOULSHADOW))
  7389. aspd -= 10 * sc->getSCE(SC_SOULSHADOW)->val2;
  7390. if (sc->getSCE(SC_HEAT_BARREL))
  7391. aspd -= sc->getSCE(SC_HEAT_BARREL)->val1 * 10;
  7392. if (sc->getSCE(SC_EP16_2_BUFF_SS))
  7393. aspd -= 100; // +10 ASPD
  7394. if (sc->getSCE(SC_PACKING_ENVELOPE6))
  7395. aspd -= sc->getSCE(SC_PACKING_ENVELOPE6)->val1 * 10;
  7396. if (sc->getSCE(SC_SINCERE_FAITH))
  7397. aspd -= 10 * sc->getSCE(SC_SINCERE_FAITH)->val2;
  7398. if( sc->getSCE(SC_LIMIT_POWER_BOOSTER) )
  7399. aspd -= 10;
  7400. return cap_value(aspd, 0, 2000); // Will be recap for proper bl anyway
  7401. }
  7402. /**
  7403. * Calculates an object's ASPD modifier based on status changes (alters amotion value)
  7404. * Note: The scale of aspd_rate is 1000 = 100%
  7405. * Note2: This only affects Homunculus, Mercenaries, and Pre-renewal Players
  7406. * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
  7407. * @param sc: Object's status change information
  7408. * @param aspd_rate: Object's current ASPD
  7409. * @return modified aspd_rate
  7410. */
  7411. static short status_calc_aspd_rate(struct block_list *bl, status_change *sc, int aspd_rate)
  7412. {
  7413. int i;
  7414. if(!sc || !sc->count)
  7415. return cap_value(aspd_rate,0,SHRT_MAX);
  7416. int max = 0;
  7417. if (sc->getSCE(SC_STAR_COMFORT))
  7418. max = sc->getSCE(SC_STAR_COMFORT)->val2;
  7419. if (sc->getSCE(SC_TWOHANDQUICKEN) &&
  7420. max < sc->getSCE(SC_TWOHANDQUICKEN)->val2)
  7421. max = sc->getSCE(SC_TWOHANDQUICKEN)->val2;
  7422. if (sc->getSCE(SC_ONEHAND) &&
  7423. max < sc->getSCE(SC_ONEHAND)->val2)
  7424. max = sc->getSCE(SC_ONEHAND)->val2;
  7425. if (sc->getSCE(SC_MERC_QUICKEN) &&
  7426. max < sc->getSCE(SC_MERC_QUICKEN)->val2)
  7427. max = sc->getSCE(SC_MERC_QUICKEN)->val2;
  7428. if (sc->getSCE(SC_ADRENALINE2) &&
  7429. max < sc->getSCE(SC_ADRENALINE2)->val3)
  7430. max = sc->getSCE(SC_ADRENALINE2)->val3;
  7431. if (sc->getSCE(SC_ADRENALINE) &&
  7432. max < sc->getSCE(SC_ADRENALINE)->val3)
  7433. max = sc->getSCE(SC_ADRENALINE)->val3;
  7434. if (sc->getSCE(SC_SPEARQUICKEN) &&
  7435. max < sc->getSCE(SC_SPEARQUICKEN)->val2)
  7436. max = sc->getSCE(SC_SPEARQUICKEN)->val2;
  7437. if (sc->getSCE(SC_GATLINGFEVER) &&
  7438. max < sc->getSCE(SC_GATLINGFEVER)->val2)
  7439. max = sc->getSCE(SC_GATLINGFEVER)->val2;
  7440. if (sc->getSCE(SC_FLEET) &&
  7441. max < sc->getSCE(SC_FLEET)->val2)
  7442. max = sc->getSCE(SC_FLEET)->val2;
  7443. if (sc->getSCE(SC_INVINCIBLE) &&
  7444. max < sc->getSCE(SC_INVINCIBLE)->val4)
  7445. max = sc->getSCE(SC_INVINCIBLE)->val4;
  7446. if (sc->getSCE(SC_ASSNCROS) && max < sc->getSCE(SC_ASSNCROS)->val2) {
  7447. if (bl->type != BL_PC)
  7448. max = sc->getSCE(SC_ASSNCROS)->val2;
  7449. else
  7450. switch (((TBL_PC*)bl)->status.weapon) {
  7451. case W_BOW:
  7452. case W_REVOLVER:
  7453. case W_RIFLE:
  7454. case W_GATLING:
  7455. case W_SHOTGUN:
  7456. case W_GRENADE:
  7457. break;
  7458. default:
  7459. max = sc->getSCE(SC_ASSNCROS)->val2;
  7460. }
  7461. }
  7462. aspd_rate -= max;
  7463. if (sc->getSCE(SC_BERSERK))
  7464. aspd_rate -= 300;
  7465. else if (sc->getSCE(SC_MADNESSCANCEL))
  7466. aspd_rate -= 200;
  7467. if( sc->getSCE(i=SC_ASPDPOTION3) ||
  7468. sc->getSCE(i=SC_ASPDPOTION2) ||
  7469. sc->getSCE(i=SC_ASPDPOTION1) ||
  7470. sc->getSCE(i=SC_ASPDPOTION0) )
  7471. aspd_rate -= sc->getSCE(i)->val2;
  7472. if (sc->getSCE(SC_ATTHASTE_CASH))
  7473. aspd_rate -= sc->getSCE(SC_ATTHASTE_CASH)->val2;
  7474. if(sc->getSCE(SC_DONTFORGETME))
  7475. aspd_rate += sc->getSCE(SC_DONTFORGETME)->val2;
  7476. #ifdef RENEWAL
  7477. if (sc->getSCE(SC_ENSEMBLEFATIGUE))
  7478. aspd_rate += sc->getSCE(SC_ENSEMBLEFATIGUE)->val2;
  7479. #else
  7480. if(sc->getSCE(SC_LONGING))
  7481. aspd_rate += sc->getSCE(SC_LONGING)->val2;
  7482. #endif
  7483. if(sc->getSCE(SC_STEELBODY))
  7484. aspd_rate += 250;
  7485. if(sc->getSCE(SC_SKA))
  7486. aspd_rate += 250;
  7487. if(sc->getSCE(SC_DEFENDER))
  7488. aspd_rate += sc->getSCE(SC_DEFENDER)->val4;
  7489. if(sc->getSCE(SC_GOSPEL) && sc->getSCE(SC_GOSPEL)->val4 == BCT_ENEMY)
  7490. aspd_rate += 250;
  7491. #ifndef RENEWAL
  7492. if(sc->getSCE(SC_GRAVITATION))
  7493. aspd_rate += sc->getSCE(SC_GRAVITATION)->val2;
  7494. #endif
  7495. if(sc->getSCE(SC_JOINTBEAT)) {
  7496. if( sc->getSCE(SC_JOINTBEAT)->val2&BREAK_WRIST )
  7497. aspd_rate += 250;
  7498. if( sc->getSCE(SC_JOINTBEAT)->val2&BREAK_KNEE )
  7499. aspd_rate += 100;
  7500. }
  7501. if( sc->getSCE(SC_FREEZING) )
  7502. aspd_rate += 300;
  7503. if( sc->getSCE(SC_HALLUCINATIONWALK_POSTDELAY) )
  7504. aspd_rate += 500;
  7505. if( sc->getSCE(SC_PARALYSE) && sc->getSCE(SC_PARALYSE)->val3 == 1 )
  7506. aspd_rate += 100;
  7507. if( sc->getSCE(SC__BODYPAINT) )
  7508. aspd_rate += 50 * sc->getSCE(SC__BODYPAINT)->val1;
  7509. if( sc->getSCE(SC__INVISIBILITY) )
  7510. aspd_rate += sc->getSCE(SC__INVISIBILITY)->val2 * 10;
  7511. if( sc->getSCE(SC__GROOMY) )
  7512. aspd_rate += sc->getSCE(SC__GROOMY)->val2 * 10;
  7513. if( sc->getSCE(SC_SWINGDANCE) )
  7514. aspd_rate -= sc->getSCE(SC_SWINGDANCE)->val3 * 10;
  7515. if( sc->getSCE(SC_DANCEWITHWUG) )
  7516. aspd_rate -= sc->getSCE(SC_DANCEWITHWUG)->val3 * 10;
  7517. if( sc->getSCE(SC_GLOOMYDAY) )
  7518. aspd_rate += sc->getSCE(SC_GLOOMYDAY)->val3 * 10;
  7519. if( sc->getSCE(SC_GT_CHANGE) )
  7520. aspd_rate -= sc->getSCE(SC_GT_CHANGE)->val3 * 10;
  7521. if( sc->getSCE(SC_MELON_BOMB) )
  7522. aspd_rate += sc->getSCE(SC_MELON_BOMB)->val3 * 10;
  7523. if( sc->getSCE(SC_BOOST500) )
  7524. aspd_rate -= sc->getSCE(SC_BOOST500)->val1 *10;
  7525. if( sc->getSCE(SC_EXTRACT_SALAMINE_JUICE) )
  7526. aspd_rate -= sc->getSCE(SC_EXTRACT_SALAMINE_JUICE)->val1 * 10;
  7527. if( sc->getSCE(SC_INCASPDRATE) )
  7528. aspd_rate -= sc->getSCE(SC_INCASPDRATE)->val1 * 10;
  7529. if( sc->getSCE(SC_GOLDENE_FERSE))
  7530. aspd_rate -= sc->getSCE(SC_GOLDENE_FERSE)->val3 * 10;
  7531. if (sc->getSCE(SC_WIND_INSIGNIA) && sc->getSCE(SC_WIND_INSIGNIA)->val1 == 2)
  7532. aspd_rate -= 100;
  7533. if (sc->getSCE(SC_STARSTANCE))
  7534. aspd_rate -= 10 * sc->getSCE(SC_STARSTANCE)->val2;
  7535. if( sc->getSCE(SC_2011RWC_SCROLL) )
  7536. aspd_rate -= 50;
  7537. if( sc->getSCE(SC_SPARKCANDY) )
  7538. aspd_rate -= 250;
  7539. if( sc->getSCE(SC_ACARAJE) )
  7540. aspd_rate -= 100;
  7541. if( sc->getSCE(SC_SKF_ASPD) )
  7542. aspd_rate -= sc->getSCE(SC_SKF_ASPD)->val1 * 10;
  7543. if( sc->getSCE(SC_PORK_RIB_STEW) )
  7544. aspd_rate -= 50;
  7545. return (short)cap_value(aspd_rate,0,SHRT_MAX);
  7546. }
  7547. /**
  7548. * Modifies the damage delay time based on status changes
  7549. * The lower your delay, the quicker you can act after taking damage
  7550. * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
  7551. * @param sc: Object's status change information
  7552. * @param dmotion: Object's current damage delay
  7553. * @return modified delay rate
  7554. */
  7555. static unsigned short status_calc_dmotion(struct block_list *bl, status_change *sc, int dmotion)
  7556. {
  7557. /// It has been confirmed on official servers that MvP mobs have no dmotion even without endure
  7558. if( bl->type == BL_MOB && status_get_class_(bl) == CLASS_BOSS )
  7559. return 0;
  7560. if (bl->type == BL_PC) {
  7561. if (map_flag_gvg2(bl->m) || map_getmapflag(bl->m, MF_BATTLEGROUND))
  7562. return (unsigned short)cap_value(dmotion, 0, USHRT_MAX);
  7563. if (((TBL_PC *)bl)->special_state.no_walk_delay)
  7564. return 0;
  7565. }
  7566. if (sc && sc->count > 0 && (sc->getSCE(SC_ENDURE) || sc->getSCE(SC_RUN) || sc->getSCE(SC_WUGDASH) || sc->getSCE(SC_SPARKCANDY)))
  7567. return 0;
  7568. return (unsigned short)cap_value(dmotion,0,USHRT_MAX);
  7569. }
  7570. /**
  7571. * Adds power atk modifications based on status changes
  7572. * @param bl: Object to change patk [PC|MOB|HOM|MER|ELEM]
  7573. * @param sc: Object's status change information
  7574. * @param patk: Initial patk
  7575. * @return modified patk with cap_value(patk,0,USHRT_MAX)
  7576. */
  7577. static signed short status_calc_patk(struct block_list *bl, status_change *sc, int patk)
  7578. {
  7579. if (!sc || !sc->count)
  7580. return cap_value(patk, 0, SHRT_MAX);
  7581. if (sc->getSCE(SC_POWERFUL_FAITH))
  7582. patk += sc->getSCE(SC_POWERFUL_FAITH)->val3;
  7583. if (sc->getSCE(SC_COMPETENTIA))
  7584. patk += sc->getSCE(SC_COMPETENTIA)->val2;
  7585. if (sc->getSCE(SC_ABYSS_SLAYER))
  7586. patk += sc->getSCE(SC_ABYSS_SLAYER)->val2;
  7587. if (sc->getSCE(SC_PRON_MARCH))
  7588. patk += sc->getSCE(SC_PRON_MARCH)->val2;
  7589. if (sc->getSCE(SC_TEMPERING))
  7590. patk += sc->getSCE(SC_TEMPERING)->val2;
  7591. if( sc->getSCE( SC_ATTACK_STANCE ) ){
  7592. patk += sc->getSCE( SC_ATTACK_STANCE )->val3;
  7593. }
  7594. if (sc->getSCE(SC_HIDDEN_CARD))
  7595. patk += sc->getSCE(SC_HIDDEN_CARD)->val2;
  7596. return (short)cap_value(patk, 0, SHRT_MAX);
  7597. }
  7598. /**
  7599. * Adds spell matk modifications based on status changes
  7600. * @param bl: Object to change smatk [PC|MOB|HOM|MER|ELEM]
  7601. * @param sc: Object's status change information
  7602. * @param smatk: Initial smatk
  7603. * @return modified smatk with cap_value(smatk,0,USHRT_MAX)
  7604. */
  7605. static signed short status_calc_smatk(struct block_list *bl, status_change *sc, int smatk)
  7606. {
  7607. if (!sc || !sc->count)
  7608. return cap_value(smatk, 0, SHRT_MAX);
  7609. if (sc->getSCE(SC_COMPETENTIA))
  7610. smatk += sc->getSCE(SC_COMPETENTIA)->val2;
  7611. if (sc->getSCE(SC_ABYSS_SLAYER))
  7612. smatk += sc->getSCE(SC_ABYSS_SLAYER)->val2;
  7613. if (sc->getSCE(SC_JAWAII_SERENADE))
  7614. smatk += sc->getSCE(SC_JAWAII_SERENADE)->val2;
  7615. if (sc->getSCE(SC_SPELL_ENCHANTING))
  7616. smatk += sc->getSCE(SC_SPELL_ENCHANTING)->val2;
  7617. if( sc->getSCE( SC_ATTACK_STANCE ) ){
  7618. smatk += sc->getSCE( SC_ATTACK_STANCE )->val3;
  7619. }
  7620. return (short)cap_value(smatk, 0, SHRT_MAX);
  7621. }
  7622. /**
  7623. * Adds resist modifications based on status changes
  7624. * @param bl: Object to change res [PC|MOB|HOM|MER|ELEM]
  7625. * @param sc: Object's status change information
  7626. * @param res: Initial res
  7627. * @return modified res with cap_value(res,0,USHRT_MAX)
  7628. */
  7629. static signed short status_calc_res(struct block_list *bl, status_change *sc, int res)
  7630. {
  7631. if (!sc || !sc->count)
  7632. return cap_value(res, 0, SHRT_MAX);
  7633. if (sc->getSCE(SC_FIRM_FAITH))
  7634. res += sc->getSCE(SC_FIRM_FAITH)->val3;
  7635. if (sc->getSCE(SC_D_MACHINE))
  7636. res += sc->getSCE(SC_D_MACHINE)->val3;
  7637. if (sc->getSCE(SC_MUSICAL_INTERLUDE))
  7638. res += sc->getSCE(SC_MUSICAL_INTERLUDE)->val2;
  7639. if (sc->getSCE(SC_GOLDENE_TONE))
  7640. res += sc->getSCE(SC_GOLDENE_TONE)->val2;
  7641. if (sc->getSCE(SC_SHADOW_STRIP) && bl->type != BL_PC)
  7642. res -= res * sc->getSCE(SC_SHADOW_STRIP)->val2 / 100;
  7643. if (sc->getSCE(SC_AIN_RHAPSODY))
  7644. res -= sc->getSCE(SC_AIN_RHAPSODY)->val2;
  7645. if (sc->getSCE(SC_TOXIN_OF_MANDARA))
  7646. res -= sc->getSCE(SC_TOXIN_OF_MANDARA)->val2;
  7647. return (short)cap_value(res, 0, SHRT_MAX);
  7648. }
  7649. /**
  7650. * Adds magic resist modifications based on status changes
  7651. * @param bl: Object to change mres [PC|MOB|HOM|MER|ELEM]
  7652. * @param sc: Object's status change information
  7653. * @param mres: Initial mres
  7654. * @return modified mres with cap_value(mres,0,USHRT_MAX)
  7655. */
  7656. static signed short status_calc_mres(struct block_list *bl, status_change *sc, int mres)
  7657. {
  7658. if (!sc || !sc->count)
  7659. return cap_value(mres, 0, SHRT_MAX);
  7660. if (sc->getSCE(SC_GOLDENE_TONE))
  7661. mres += sc->getSCE(SC_GOLDENE_TONE)->val2;
  7662. if (sc->getSCE(SC_SHADOW_STRIP) && bl->type != BL_PC)
  7663. mres -= mres * sc->getSCE(SC_SHADOW_STRIP)->val2 / 100;
  7664. if (sc->getSCE(SC_GEF_NOCTURN))
  7665. mres -= sc->getSCE(SC_GEF_NOCTURN)->val2;
  7666. return (short)cap_value(mres, 0, SHRT_MAX);
  7667. }
  7668. /**
  7669. * Adds heal plus modifications based on status changes
  7670. * @param bl: Object to change hplus [PC|MOB|HOM|MER|ELEM]
  7671. * @param sc: Object's status change information
  7672. * @param hplus: Initial hplus
  7673. * @return modified hplus with cap_value(hplus,0,USHRT_MAX)
  7674. */
  7675. static signed short status_calc_hplus(struct block_list *bl, status_change *sc, int hplus)
  7676. {
  7677. if (!sc || !sc->count)
  7678. return cap_value(hplus, 0, SHRT_MAX);
  7679. return (short)cap_value(hplus, 0, SHRT_MAX);
  7680. }
  7681. /**
  7682. * Adds critical damage rate modifications based on status changes
  7683. * @param bl: Object to change crate [PC|MOB|HOM|MER|ELEM]
  7684. * @param sc: Object's status change information
  7685. * @param crate: Initial crate
  7686. * @return modified crate with cap_value(crate,0,USHRT_MAX)
  7687. */
  7688. static signed short status_calc_crate(struct block_list *bl, status_change *sc, int crate)
  7689. {
  7690. if (!sc || !sc->count)
  7691. return cap_value(crate, 0, SHRT_MAX);
  7692. if (sc->getSCE(SC_PRE_ACIES))
  7693. crate += sc->getSCE(SC_PRE_ACIES)->val2;
  7694. return (short)cap_value(crate, 0, SHRT_MAX);
  7695. }
  7696. /**
  7697. * Calculates a max HP based on status changes
  7698. * Values can either be percentages or fixed, based on how equations are formulated
  7699. * @param bl: Object's block_list data
  7700. * @param maxhp: Object's current max HP
  7701. * @return modified maxhp
  7702. */
  7703. static unsigned int status_calc_maxhp(struct block_list *bl, uint64 maxhp)
  7704. {
  7705. int rate = 100;
  7706. maxhp += status_get_hpbonus(bl,STATUS_BONUS_FIX);
  7707. if ((rate += status_get_hpbonus(bl,STATUS_BONUS_RATE)) != 100)
  7708. maxhp = maxhp * rate / 100;
  7709. return (unsigned int)cap_value(maxhp,1,UINT_MAX);
  7710. }
  7711. /**
  7712. * Calculates a max SP based on status changes
  7713. * Values can either be percentages or fixed, bas ed on how equations are formulated
  7714. * @param bl: Object's block_list data
  7715. * @param maxsp: Object's current max SP
  7716. * @return modified maxsp
  7717. */
  7718. static unsigned int status_calc_maxsp(struct block_list *bl, uint64 maxsp)
  7719. {
  7720. int rate = 100;
  7721. maxsp += status_get_spbonus(bl,STATUS_BONUS_FIX);
  7722. if ((rate += status_get_spbonus(bl,STATUS_BONUS_RATE)) != 100)
  7723. maxsp = maxsp * rate / 100;
  7724. return (unsigned int)cap_value(maxsp,1,UINT_MAX);
  7725. }
  7726. /**
  7727. * Calculates a max AP based on status changes
  7728. * Values can either be percentages or fixed, bas ed on how equations are formulated
  7729. * @param bl: Object's block_list data
  7730. * @param maxap: Object's current max AP
  7731. * @return modified maxap
  7732. */
  7733. static unsigned int status_calc_maxap(struct block_list *bl, uint64 maxap)
  7734. {
  7735. int rate = 100;
  7736. maxap += status_get_apbonus(bl, STATUS_BONUS_FIX);
  7737. if ((rate += status_get_apbonus(bl, STATUS_BONUS_RATE)) != 100)
  7738. maxap = maxap * rate / 100;
  7739. return (unsigned int)cap_value(maxap, 0, UINT_MAX);
  7740. }
  7741. /**
  7742. * Changes a player's element based on status changes
  7743. * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
  7744. * @param sc: Object's status change information
  7745. * @param element: Object's current element
  7746. * @return new element
  7747. */
  7748. static unsigned char status_calc_element(struct block_list *bl, status_change *sc, int element)
  7749. {
  7750. if(!sc || !sc->count)
  7751. return cap_value(element, 0, UCHAR_MAX);
  7752. if(sc->getSCE(SC_FREEZE) || sc->getSCE(SC_CRYSTAL_ARMOR_OPTION))
  7753. return ELE_WATER;
  7754. if(sc->getSCE(SC_STONE) || sc->getSCE(SC_STRONG_PROTECTION_OPTION))
  7755. return ELE_EARTH;
  7756. if(sc->getSCE(SC_FLAMEARMOR_OPTION))
  7757. return ELE_FIRE;
  7758. if(sc->getSCE(SC_EYES_OF_STORM_OPTION))
  7759. return ELE_WIND;
  7760. if(sc->getSCE(SC_POISON_SHIELD_OPTION))
  7761. return ELE_POISON;
  7762. if(sc->getSCE(SC_BENEDICTIO))
  7763. return ELE_HOLY;
  7764. if(sc->getSCE(SC_CHANGEUNDEAD))
  7765. return ELE_UNDEAD;
  7766. if(sc->getSCE(SC_ELEMENTALCHANGE))
  7767. return sc->getSCE(SC_ELEMENTALCHANGE)->val2;
  7768. if(sc->getSCE(SC_SHAPESHIFT))
  7769. return sc->getSCE(SC_SHAPESHIFT)->val2;
  7770. return (unsigned char)cap_value(element,0,UCHAR_MAX);
  7771. }
  7772. /**
  7773. * Changes a player's element level based on status changes
  7774. * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
  7775. * @param sc: Object's status change information
  7776. * @param lv: Object's current element level
  7777. * @return new element level
  7778. */
  7779. static unsigned char status_calc_element_lv(struct block_list *bl, status_change *sc, int lv)
  7780. {
  7781. if(!sc || !sc->count)
  7782. return cap_value(lv, 1, 4);
  7783. if(sc->getSCE(SC_FREEZE))
  7784. return 1;
  7785. if(sc->getSCE(SC_STONE))
  7786. return 1;
  7787. if(sc->getSCE(SC_BENEDICTIO))
  7788. return 1;
  7789. if(sc->getSCE(SC_CHANGEUNDEAD))
  7790. return 1;
  7791. if(sc->getSCE(SC_ELEMENTALCHANGE))
  7792. return sc->getSCE(SC_ELEMENTALCHANGE)->val1;
  7793. if(sc->getSCE(SC_SHAPESHIFT))
  7794. return 1;
  7795. if(sc->getSCE(SC__INVISIBILITY))
  7796. return 1;
  7797. if (sc->getSCE(SC_FLAMEARMOR_OPTION) || sc->getSCE(SC_CRYSTAL_ARMOR_OPTION) || sc->getSCE(SC_EYES_OF_STORM_OPTION) ||
  7798. sc->getSCE(SC_STRONG_PROTECTION_OPTION) || sc->getSCE(SC_POISON_SHIELD_OPTION))
  7799. return 1;
  7800. return (unsigned char)cap_value(lv,1,4);
  7801. }
  7802. /**
  7803. * Changes a player's attack element based on status changes
  7804. * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
  7805. * @param sc: Object's status change information
  7806. * @param element: Object's current attack element
  7807. * @return new attack element
  7808. */
  7809. unsigned char status_calc_attack_element(struct block_list *bl, status_change *sc, int element)
  7810. {
  7811. if(!sc || !sc->count)
  7812. return cap_value(element, 0, UCHAR_MAX);
  7813. if(sc->getSCE(SC_ENCHANTARMS))
  7814. return sc->getSCE(SC_ENCHANTARMS)->val1;
  7815. if(sc->getSCE(SC_WATERWEAPON)
  7816. || (sc->getSCE(SC_WATER_INSIGNIA) && sc->getSCE(SC_WATER_INSIGNIA)->val1 == 2) )
  7817. return ELE_WATER;
  7818. if(sc->getSCE(SC_EARTHWEAPON)
  7819. || (sc->getSCE(SC_EARTH_INSIGNIA) && sc->getSCE(SC_EARTH_INSIGNIA)->val1 == 2) )
  7820. return ELE_EARTH;
  7821. if(sc->getSCE(SC_FIREWEAPON)
  7822. || (sc->getSCE(SC_FIRE_INSIGNIA) && sc->getSCE(SC_FIRE_INSIGNIA)->val1 == 2) )
  7823. return ELE_FIRE;
  7824. if(sc->getSCE(SC_WINDWEAPON)
  7825. || (sc->getSCE(SC_WIND_INSIGNIA) && sc->getSCE(SC_WIND_INSIGNIA)->val1 == 2) )
  7826. return ELE_WIND;
  7827. if(sc->getSCE(SC_ENCPOISON))
  7828. return ELE_POISON;
  7829. if(sc->getSCE(SC_ASPERSIO))
  7830. return ELE_HOLY;
  7831. if(sc->getSCE(SC_SHADOWWEAPON))
  7832. return ELE_DARK;
  7833. if(sc->getSCE(SC_GHOSTWEAPON) || sc->getSCE(SC__INVISIBILITY))
  7834. return ELE_GHOST;
  7835. if(sc->getSCE(SC_TIDAL_WEAPON_OPTION) || sc->getSCE(SC_TIDAL_WEAPON) )
  7836. return ELE_WATER;
  7837. return (unsigned char)cap_value(element,0,UCHAR_MAX);
  7838. }
  7839. /**
  7840. * Changes the mode of an object
  7841. * @param bl: Object whose mode to change [PC|MOB|PET|HOM|NPC]
  7842. * @param sc: Object's status change data
  7843. * @param mode: Original mode
  7844. * @return mode with cap_value(mode, 0, INT_MAX)
  7845. */
  7846. static int status_calc_mode(struct block_list *bl, status_change *sc, int mode)
  7847. {
  7848. if(!sc || !sc->count)
  7849. return cap_value(mode, MD_NONE,INT_MAX);
  7850. if(sc->getSCE(SC_MODECHANGE)) {
  7851. if (sc->getSCE(SC_MODECHANGE)->val2)
  7852. mode = (mode&~MD_MASK)|sc->getSCE(SC_MODECHANGE)->val2; // Set mode
  7853. if (sc->getSCE(SC_MODECHANGE)->val3)
  7854. mode = mode|sc->getSCE(SC_MODECHANGE)->val3; // Add mode
  7855. if (sc->getSCE(SC_MODECHANGE)->val4)
  7856. mode = mode&~sc->getSCE(SC_MODECHANGE)->val4; // Del mode
  7857. }
  7858. return cap_value(mode, MD_NONE, INT_MAX);
  7859. }
  7860. /**
  7861. * Changes the mode of a slave mob
  7862. * @param md: Slave mob whose mode to change
  7863. * @param mmd: Master of slave mob
  7864. */
  7865. void status_calc_slave_mode(struct mob_data *md, struct mob_data *mmd)
  7866. {
  7867. switch (battle_config.slaves_inherit_mode) {
  7868. case 1: //Always aggressive
  7869. if (!status_has_mode(&md->status,MD_AGGRESSIVE))
  7870. sc_start4(nullptr, &md->bl, SC_MODECHANGE, 100, 1, 0, MD_AGGRESSIVE, 0, 0);
  7871. break;
  7872. case 2: //Always passive
  7873. if (status_has_mode(&md->status,MD_AGGRESSIVE))
  7874. sc_start4(nullptr, &md->bl, SC_MODECHANGE, 100, 1, 0, 0, MD_AGGRESSIVE, 0);
  7875. break;
  7876. case 4: // Overwrite with slave mode
  7877. sc_start4(nullptr, &md->bl, SC_MODECHANGE, 100, 1, MD_CANMOVE|MD_NORANDOMWALK|MD_CANATTACK, 0, 0, 0);
  7878. break;
  7879. default: //Copy master
  7880. if (status_has_mode(&mmd->status,MD_AGGRESSIVE))
  7881. sc_start4(nullptr, &md->bl, SC_MODECHANGE, 100, 1, 0, MD_AGGRESSIVE, 0, 0);
  7882. else
  7883. sc_start4(nullptr, &md->bl, SC_MODECHANGE, 100, 1, 0, 0, MD_AGGRESSIVE, 0);
  7884. break;
  7885. }
  7886. }
  7887. /**
  7888. * Gets the name of the given bl
  7889. * @param bl: Object whose name to get [PC|MOB|PET|HOM|NPC]
  7890. * @return name or "Unknown" if any other bl->type than noted above
  7891. */
  7892. const char* status_get_name(struct block_list *bl)
  7893. {
  7894. nullpo_ret(bl);
  7895. switch (bl->type) {
  7896. case BL_PC: return ((TBL_PC *)bl)->fakename[0] != '\0' ? ((TBL_PC*)bl)->fakename : ((TBL_PC*)bl)->status.name;
  7897. case BL_MOB: return ((TBL_MOB*)bl)->name;
  7898. case BL_PET: return ((TBL_PET*)bl)->pet.name;
  7899. case BL_HOM: return ((TBL_HOM*)bl)->homunculus.name;
  7900. case BL_MER: return ((TBL_MER *)bl)->db->name.c_str(); // They only have database names which are global, not specific to GID.
  7901. case BL_NPC: return ((TBL_NPC*)bl)->name;
  7902. case BL_ELEM: return ((TBL_ELEM *)bl)->db->name.c_str(); // They only have database names which are global, not specific to GID.
  7903. }
  7904. return "Unknown";
  7905. }
  7906. /**
  7907. * Gets the class/sprite id of the given bl
  7908. * @param bl: Object whose class to get [PC|MOB|PET|HOM|MER|NPC|ELEM]
  7909. * @return class or 0 if any other bl->type than noted above
  7910. */
  7911. int status_get_class(struct block_list *bl)
  7912. {
  7913. nullpo_ret(bl);
  7914. switch( bl->type ) {
  7915. case BL_PC: return ((TBL_PC*)bl)->status.class_;
  7916. case BL_MOB: return ((TBL_MOB*)bl)->vd->class_; // Class used on all code should be the view class of the mob.
  7917. case BL_PET: return ((TBL_PET*)bl)->pet.class_;
  7918. case BL_HOM: return ((TBL_HOM*)bl)->homunculus.class_;
  7919. case BL_MER: return ((TBL_MER*)bl)->mercenary.class_;
  7920. case BL_NPC: return ((TBL_NPC*)bl)->class_;
  7921. case BL_ELEM: return ((TBL_ELEM*)bl)->elemental.class_;
  7922. }
  7923. return 0;
  7924. }
  7925. /**
  7926. * Gets the base level of the given bl
  7927. * @param bl: Object whose base level to get [PC|MOB|PET|HOM|MER|NPC|ELEM]
  7928. * @return base level or 1 if any other bl->type than noted above
  7929. */
  7930. int status_get_lv(struct block_list *bl)
  7931. {
  7932. nullpo_ret(bl);
  7933. switch (bl->type) {
  7934. case BL_PC: return ((TBL_PC*)bl)->status.base_level;
  7935. case BL_MOB: return ((TBL_MOB*)bl)->level;
  7936. case BL_PET: return ((TBL_PET*)bl)->pet.level;
  7937. case BL_HOM: return ((TBL_HOM*)bl)->homunculus.level;
  7938. case BL_MER: return ((TBL_MER*)bl)->db->lv;
  7939. case BL_ELEM: return ((TBL_ELEM*)bl)->db->lv;
  7940. case BL_NPC: return ((TBL_NPC*)bl)->level;
  7941. }
  7942. return 1;
  7943. }
  7944. /**
  7945. * Gets the regeneration info of the given bl
  7946. * @param bl: Object whose regen info to get [PC|HOM|MER|ELEM]
  7947. * @return regen data or nullptr if any other bl->type than noted above
  7948. */
  7949. struct regen_data *status_get_regen_data(struct block_list *bl)
  7950. {
  7951. nullpo_retr(nullptr, bl);
  7952. switch (bl->type) {
  7953. case BL_PC: return &((TBL_PC*)bl)->regen;
  7954. case BL_HOM: return &((TBL_HOM*)bl)->regen;
  7955. case BL_MER: return &((TBL_MER*)bl)->regen;
  7956. case BL_ELEM: return &((TBL_ELEM*)bl)->regen;
  7957. default:
  7958. return nullptr;
  7959. }
  7960. }
  7961. /**
  7962. * Gets the status data of the given bl
  7963. * @param bl: Object whose status to get [PC|MOB|PET|HOM|MER|ELEM|NPC]
  7964. * @return status or "dummy_status" if any other bl->type than noted above
  7965. */
  7966. status_data* status_get_status_data(block_list& bl){
  7967. switch (bl.type) {
  7968. case BL_PC:
  7969. return &reinterpret_cast<map_session_data*>( &bl )->battle_status;
  7970. case BL_MOB:
  7971. return &reinterpret_cast<mob_data*>( &bl )->status;
  7972. case BL_PET:
  7973. return &reinterpret_cast<pet_data*>( &bl )->status;
  7974. case BL_HOM:
  7975. return &reinterpret_cast<homun_data*>( &bl )->battle_status;
  7976. case BL_MER:
  7977. return &reinterpret_cast<s_mercenary_data*>( &bl )->battle_status;
  7978. case BL_ELEM:
  7979. return &reinterpret_cast<s_elemental_data*>( &bl )->battle_status;
  7980. case BL_NPC: {
  7981. npc_data* nd = reinterpret_cast<npc_data*>( &bl );
  7982. if( mobdb_checkid( nd->class_ ) == 0 ){
  7983. return &nd->status;
  7984. }else{
  7985. return &dummy_status;
  7986. }
  7987. }
  7988. default:
  7989. return &dummy_status;
  7990. }
  7991. }
  7992. /**
  7993. * Gets the base status data of the given bl
  7994. * @param bl: Object whose status to get [PC|MOB|PET|HOM|MER|ELEM|NPC]
  7995. * @return base_status or nullptr if any other bl->type than noted above
  7996. */
  7997. struct status_data *status_get_base_status(struct block_list *bl)
  7998. {
  7999. nullpo_retr(nullptr, bl);
  8000. switch (bl->type) {
  8001. case BL_PC: return &((TBL_PC*)bl)->base_status;
  8002. case BL_MOB: return ((TBL_MOB*)bl)->base_status ? ((TBL_MOB*)bl)->base_status : &((TBL_MOB*)bl)->db->status;
  8003. case BL_PET: return &((TBL_PET*)bl)->db->status;
  8004. case BL_HOM: return &((TBL_HOM*)bl)->base_status;
  8005. case BL_MER: return &((TBL_MER*)bl)->base_status;
  8006. case BL_ELEM: return &((TBL_ELEM*)bl)->base_status;
  8007. case BL_NPC: return ((mobdb_checkid(((TBL_NPC*)bl)->class_) == 0) ? &((TBL_NPC*)bl)->status : nullptr);
  8008. default:
  8009. return nullptr;
  8010. }
  8011. }
  8012. /**
  8013. * Gets the defense of the given bl
  8014. * @param bl: Object whose defense to get [PC|MOB|HOM|MER|ELEM]
  8015. * @return defense with cap_value(def, DEFTYPE_MIN, DEFTYPE_MAX)
  8016. */
  8017. defType status_get_def(struct block_list *bl)
  8018. {
  8019. struct unit_data *ud;
  8020. status_data* status = status_get_status_data(*bl);
  8021. // TODO: check if dummy_status? Can never be nullptr [Lemongrass]
  8022. int def = status?status->def:0;
  8023. ud = unit_bl2ud(bl);
  8024. if (ud && ud->skilltimer != INVALID_TIMER)
  8025. def -= def * skill_get_castdef(ud->skill_id)/100;
  8026. return cap_value(def, DEFTYPE_MIN, DEFTYPE_MAX);
  8027. }
  8028. /**
  8029. * Gets the walking speed of the given bl
  8030. * @param bl: Object whose speed to get [PC|MOB|PET|HOM|MER|ELEM|NPC]
  8031. * @return speed
  8032. */
  8033. unsigned short status_get_speed(struct block_list *bl)
  8034. {
  8035. // TODO: is the statement of Skotlex still true? And would it not be better to check for dummy_status instead? [Lemongrass]
  8036. if(bl->type==BL_NPC)// Only BL with speed data but no status_data [Skotlex]
  8037. return ((struct npc_data *)bl)->speed;
  8038. return status_get_status_data(*bl)->speed;
  8039. }
  8040. /**
  8041. * Gets the party ID of the given bl
  8042. * @param bl: Object whose party ID to get [PC|MOB|PET|HOM|MER|SKILL|ELEM]
  8043. * @return party ID
  8044. */
  8045. int status_get_party_id(struct block_list *bl)
  8046. {
  8047. nullpo_ret(bl);
  8048. switch (bl->type) {
  8049. case BL_PC:
  8050. return ((TBL_PC*)bl)->status.party_id;
  8051. case BL_PET:
  8052. if (((TBL_PET*)bl)->master)
  8053. return ((TBL_PET*)bl)->master->status.party_id;
  8054. break;
  8055. case BL_MOB: {
  8056. struct mob_data *md=(TBL_MOB*)bl;
  8057. if( md->master_id > 0 ) {
  8058. map_session_data *msd;
  8059. if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != nullptr)
  8060. return msd->status.party_id;
  8061. return -md->master_id;
  8062. }
  8063. }
  8064. break;
  8065. case BL_HOM:
  8066. if (((TBL_HOM*)bl)->master)
  8067. return ((TBL_HOM*)bl)->master->status.party_id;
  8068. break;
  8069. case BL_MER:
  8070. if (((TBL_MER*)bl)->master)
  8071. return ((TBL_MER*)bl)->master->status.party_id;
  8072. break;
  8073. case BL_SKILL:
  8074. if (((TBL_SKILL*)bl)->group)
  8075. return ((TBL_SKILL*)bl)->group->party_id;
  8076. break;
  8077. case BL_ELEM:
  8078. if (((TBL_ELEM*)bl)->master)
  8079. return ((TBL_ELEM*)bl)->master->status.party_id;
  8080. break;
  8081. }
  8082. return 0;
  8083. }
  8084. /**
  8085. * Gets the guild ID of the given bl
  8086. * @param bl: Object whose guild ID to get [PC|MOB|PET|HOM|MER|SKILL|ELEM|NPC]
  8087. * @return guild ID
  8088. */
  8089. int status_get_guild_id(struct block_list *bl)
  8090. {
  8091. nullpo_ret(bl);
  8092. switch (bl->type) {
  8093. case BL_PC:
  8094. return ((TBL_PC*)bl)->status.guild_id;
  8095. case BL_PET:
  8096. if (((TBL_PET*)bl)->master)
  8097. return ((TBL_PET*)bl)->master->status.guild_id;
  8098. break;
  8099. case BL_MOB:
  8100. {
  8101. map_session_data *msd;
  8102. struct mob_data *md = (struct mob_data *)bl;
  8103. if (md->guardian_data) // Guardian's guild [Skotlex]
  8104. return md->guardian_data->guild_id;
  8105. if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != nullptr)
  8106. return msd->status.guild_id; // Alchemist's mobs [Skotlex]
  8107. }
  8108. break;
  8109. case BL_HOM:
  8110. if (((TBL_HOM*)bl)->master)
  8111. return ((TBL_HOM*)bl)->master->status.guild_id;
  8112. break;
  8113. case BL_MER:
  8114. if (((TBL_MER*)bl)->master)
  8115. return ((TBL_MER*)bl)->master->status.guild_id;
  8116. break;
  8117. case BL_NPC:
  8118. if (((TBL_NPC*)bl)->subtype == NPCTYPE_SCRIPT)
  8119. return ((TBL_NPC*)bl)->u.scr.guild_id;
  8120. break;
  8121. case BL_SKILL:
  8122. if (((TBL_SKILL*)bl)->group)
  8123. return ((TBL_SKILL*)bl)->group->guild_id;
  8124. break;
  8125. case BL_ELEM:
  8126. if (((TBL_ELEM*)bl)->master)
  8127. return ((TBL_ELEM*)bl)->master->status.guild_id;
  8128. break;
  8129. }
  8130. return 0;
  8131. }
  8132. /**
  8133. * Gets the guild emblem ID of the given bl
  8134. * @param bl: Object whose emblem ID to get [PC|MOB|PET|HOM|MER|SKILL|ELEM|NPC]
  8135. * @return guild emblem ID
  8136. */
  8137. int status_get_emblem_id(struct block_list *bl)
  8138. {
  8139. nullpo_ret(bl);
  8140. switch (bl->type) {
  8141. case BL_PC:
  8142. return ((TBL_PC*)bl)->guild_emblem_id;
  8143. case BL_PET:
  8144. if (((TBL_PET*)bl)->master)
  8145. return ((TBL_PET*)bl)->master->guild_emblem_id;
  8146. break;
  8147. case BL_MOB:
  8148. {
  8149. map_session_data *msd;
  8150. struct mob_data *md = (struct mob_data *)bl;
  8151. if (md->guardian_data) // Guardian's guild [Skotlex]
  8152. return md->guardian_data->emblem_id;
  8153. if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != nullptr)
  8154. return msd->guild_emblem_id; // Alchemist's mobs [Skotlex]
  8155. }
  8156. break;
  8157. case BL_HOM:
  8158. if (((TBL_HOM*)bl)->master)
  8159. return ((TBL_HOM*)bl)->master->guild_emblem_id;
  8160. break;
  8161. case BL_MER:
  8162. if (((TBL_MER*)bl)->master)
  8163. return ((TBL_MER*)bl)->master->guild_emblem_id;
  8164. break;
  8165. case BL_NPC:
  8166. if (((TBL_NPC*)bl)->subtype == NPCTYPE_SCRIPT && ((TBL_NPC*)bl)->u.scr.guild_id > 0) {
  8167. auto g = guild_search(((TBL_NPC*)bl)->u.scr.guild_id);
  8168. if (g)
  8169. return g->guild.emblem_id;
  8170. }
  8171. break;
  8172. case BL_ELEM:
  8173. if (((TBL_ELEM*)bl)->master)
  8174. return ((TBL_ELEM*)bl)->master->guild_emblem_id;
  8175. break;
  8176. }
  8177. return 0;
  8178. }
  8179. /**
  8180. * Gets the race2 of a mob or pet
  8181. * @param bl: Object whose race2 to get [MOB|PET]
  8182. * @return race2
  8183. */
  8184. std::vector<e_race2> status_get_race2(struct block_list *bl)
  8185. {
  8186. nullpo_retr(std::vector<e_race2>(),bl);
  8187. if (bl->type == BL_MOB)
  8188. return ((struct mob_data *)bl)->db->race2;
  8189. if (bl->type == BL_PET)
  8190. return ((struct pet_data *)bl)->db->race2;
  8191. return std::vector<e_race2>();
  8192. }
  8193. /**
  8194. * Checks if an object is dead
  8195. * @param bl: Object to check [PC|MOB|HOM|MER|ELEM]
  8196. * @return 1: Is dead or 0: Is alive
  8197. */
  8198. bool status_isdead(block_list &bl){
  8199. return status_get_status_data(bl)->hp == 0;
  8200. }
  8201. /**
  8202. * Checks if an object is immune to magic
  8203. * @param bl: Object to check [PC|MOB|HOM|MER|ELEM]
  8204. * @return value of magic damage to be blocked
  8205. */
  8206. int status_isimmune(struct block_list *bl)
  8207. {
  8208. status_change *sc =status_get_sc(bl);
  8209. if (sc) {
  8210. if (sc->getSCE(SC_HERMODE))
  8211. return 100;
  8212. if (sc->getSCE(SC_DEADLY_DEFEASANCE))
  8213. return 0;
  8214. }
  8215. if (bl->type == BL_PC &&
  8216. ((TBL_PC*)bl)->special_state.no_magic_damage >= battle_config.gtb_sc_immunity)
  8217. return ((TBL_PC*)bl)->special_state.no_magic_damage;
  8218. return 0;
  8219. }
  8220. /**
  8221. * Get view data of an object
  8222. * @param bl: Object whose view data to get [PC|MOB|PET|HOM|MER|ELEM|NPC]
  8223. * @return view data structure bl->vd
  8224. */
  8225. struct view_data* status_get_viewdata(struct block_list *bl)
  8226. {
  8227. nullpo_retr(nullptr, bl);
  8228. switch (bl->type) {
  8229. case BL_PC: return &((TBL_PC*)bl)->vd;
  8230. case BL_MOB: return ((TBL_MOB*)bl)->vd;
  8231. case BL_PET: return &((TBL_PET*)bl)->vd;
  8232. case BL_NPC: return &((TBL_NPC*)bl)->vd;
  8233. case BL_HOM: return ((TBL_HOM*)bl)->vd;
  8234. case BL_MER: return ((TBL_MER*)bl)->vd;
  8235. case BL_ELEM: return ((TBL_ELEM*)bl)->vd;
  8236. }
  8237. return nullptr;
  8238. }
  8239. /**
  8240. * Set view data of an object
  8241. * This function deals with class, mount, and item views
  8242. * SC views are set in clif_getareachar_unit()
  8243. * @param bl: Object whose view data to set [PC|MOB|PET|HOM|MER|ELEM|NPC]
  8244. * @param class_: class of the object
  8245. */
  8246. void status_set_viewdata(struct block_list *bl, int class_)
  8247. {
  8248. struct view_data* vd;
  8249. nullpo_retv(bl);
  8250. if (mobdb_checkid(class_) || mob_is_clone(class_))
  8251. vd = mob_get_viewdata(class_);
  8252. else if (npcdb_checkid(class_))
  8253. vd = npc_get_viewdata(class_);
  8254. else if (homdb_checkid(class_))
  8255. vd = hom_get_viewdata(class_);
  8256. else if (mercenary_db.exists(class_))
  8257. vd = mercenary_get_viewdata(class_);
  8258. else if (elemental_db.exists(class_))
  8259. vd = elemental_get_viewdata(class_);
  8260. else
  8261. vd = nullptr;
  8262. switch (bl->type) {
  8263. case BL_PC:
  8264. {
  8265. TBL_PC* sd = (TBL_PC*)bl;
  8266. if (pcdb_checkid(class_)) {
  8267. if (sd->sc.option&OPTION_RIDING) {
  8268. switch (class_) { // Adapt class to a Mounted one.
  8269. case JOB_KNIGHT:
  8270. class_ = JOB_KNIGHT2;
  8271. break;
  8272. case JOB_CRUSADER:
  8273. class_ = JOB_CRUSADER2;
  8274. break;
  8275. case JOB_LORD_KNIGHT:
  8276. class_ = JOB_LORD_KNIGHT2;
  8277. break;
  8278. case JOB_PALADIN:
  8279. class_ = JOB_PALADIN2;
  8280. break;
  8281. case JOB_BABY_KNIGHT:
  8282. class_ = JOB_BABY_KNIGHT2;
  8283. break;
  8284. case JOB_BABY_CRUSADER:
  8285. class_ = JOB_BABY_CRUSADER2;
  8286. break;
  8287. }
  8288. }
  8289. sd->vd.class_ = class_;
  8290. clif_get_weapon_view(sd, &sd->vd.weapon, &sd->vd.shield);
  8291. sd->vd.head_top = sd->status.head_top;
  8292. sd->vd.head_mid = sd->status.head_mid;
  8293. sd->vd.head_bottom = sd->status.head_bottom;
  8294. sd->vd.hair_style = cap_value(sd->status.hair, MIN_HAIR_STYLE, MAX_HAIR_STYLE);
  8295. sd->vd.hair_color = cap_value(sd->status.hair_color, MIN_HAIR_COLOR, MAX_HAIR_COLOR);
  8296. sd->vd.cloth_color = cap_value(sd->status.clothes_color, MIN_CLOTH_COLOR, MAX_CLOTH_COLOR);
  8297. sd->vd.body_style = cap_value(sd->status.body, MIN_BODY_STYLE, MAX_BODY_STYLE);
  8298. sd->vd.sex = sd->status.sex;
  8299. if (sd->vd.cloth_color) {
  8300. if(sd->sc.option&OPTION_WEDDING && battle_config.wedding_ignorepalette)
  8301. sd->vd.cloth_color = 0;
  8302. if(sd->sc.option&OPTION_XMAS && battle_config.xmas_ignorepalette)
  8303. sd->vd.cloth_color = 0;
  8304. if(sd->sc.option&(OPTION_SUMMER|OPTION_SUMMER2) && battle_config.summer_ignorepalette)
  8305. sd->vd.cloth_color = 0;
  8306. if(sd->sc.option&OPTION_HANBOK && battle_config.hanbok_ignorepalette)
  8307. sd->vd.cloth_color = 0;
  8308. if(sd->sc.option&OPTION_OKTOBERFEST && battle_config.oktoberfest_ignorepalette)
  8309. sd->vd.cloth_color = 0;
  8310. }
  8311. if ( sd->vd.body_style && sd->sc.option&OPTION_COSTUME)
  8312. sd->vd.body_style = 0;
  8313. } else if (vd)
  8314. memcpy(&sd->vd, vd, sizeof(struct view_data));
  8315. else
  8316. ShowError("status_set_viewdata (PC): No view data for class %d\n", class_);
  8317. }
  8318. break;
  8319. case BL_MOB:
  8320. {
  8321. TBL_MOB* md = (TBL_MOB*)bl;
  8322. if (vd){
  8323. mob_free_dynamic_viewdata( md );
  8324. md->vd = vd;
  8325. }else if( pcdb_checkid( class_ ) ){
  8326. mob_set_dynamic_viewdata( md );
  8327. md->vd->class_ = class_;
  8328. md->vd->hair_style = cap_value(md->vd->hair_style, MIN_HAIR_STYLE, MAX_HAIR_STYLE);
  8329. md->vd->hair_color = cap_value(md->vd->hair_color, MIN_HAIR_COLOR, MAX_HAIR_COLOR);
  8330. }else
  8331. ShowError("status_set_viewdata (MOB): No view data for class %d\n", class_);
  8332. }
  8333. break;
  8334. case BL_PET:
  8335. {
  8336. TBL_PET* pd = (TBL_PET*)bl;
  8337. if (vd) {
  8338. memcpy(&pd->vd, vd, sizeof(struct view_data));
  8339. if (!pcdb_checkid(vd->class_)) {
  8340. pd->vd.hair_style = battle_config.pet_hair_style;
  8341. if(pd->pet.equip) {
  8342. pd->vd.head_bottom = itemdb_viewid(pd->pet.equip);
  8343. if (!pd->vd.head_bottom)
  8344. pd->vd.head_bottom = pd->pet.equip;
  8345. }
  8346. }
  8347. } else
  8348. ShowError("status_set_viewdata (PET): No view data for class %d\n", class_);
  8349. }
  8350. break;
  8351. case BL_NPC:
  8352. {
  8353. TBL_NPC* nd = (TBL_NPC*)bl;
  8354. if (vd)
  8355. memcpy(&nd->vd, vd, sizeof(struct view_data));
  8356. else if (pcdb_checkid(class_)) {
  8357. memset(&nd->vd, 0, sizeof(struct view_data));
  8358. nd->vd.class_ = class_;
  8359. nd->vd.hair_style = cap_value(nd->vd.hair_style, MIN_HAIR_STYLE, MAX_HAIR_STYLE);
  8360. } else {
  8361. ShowError("status_set_viewdata (NPC): Invalid view data %d\n", class_);
  8362. if (bl->m >= 0)
  8363. ShowDebug("Source (NPC): %s at %s (%d,%d)\n", nd->name, map_mapid2mapname(bl->m), bl->x, bl->y);
  8364. else
  8365. ShowDebug("Source (NPC): %s (invisible/not on a map)\n", nd->name);
  8366. ShowDebug( "Source (NPC): %s is located in: %s\n", nd->name, nd->path );
  8367. }
  8368. break;
  8369. }
  8370. break;
  8371. case BL_HOM:
  8372. {
  8373. struct homun_data *hd = (struct homun_data*)bl;
  8374. if (vd)
  8375. hd->vd = vd;
  8376. else
  8377. ShowError("status_set_viewdata (HOMUNCULUS): No view data for class %d\n", class_);
  8378. }
  8379. break;
  8380. case BL_MER:
  8381. {
  8382. s_mercenary_data *md = (s_mercenary_data*)bl;
  8383. if (vd)
  8384. md->vd = vd;
  8385. else
  8386. ShowError("status_set_viewdata (MERCENARY): No view data for class %d\n", class_);
  8387. }
  8388. break;
  8389. case BL_ELEM:
  8390. {
  8391. s_elemental_data *ed = (s_elemental_data*)bl;
  8392. if (vd)
  8393. ed->vd = vd;
  8394. else
  8395. ShowError("status_set_viewdata (ELEMENTAL): No view data for class %d\n", class_);
  8396. }
  8397. break;
  8398. }
  8399. }
  8400. /**
  8401. * Get status change data of an object
  8402. * @param bl: Object whose sc data to get [PC|MOB|HOM|MER|ELEM|NPC]
  8403. * @return status change data structure bl->sc
  8404. */
  8405. status_change *status_get_sc(struct block_list *bl)
  8406. {
  8407. if( bl )
  8408. switch (bl->type) {
  8409. case BL_PC: return &((TBL_PC*)bl)->sc;
  8410. case BL_MOB: return &((TBL_MOB*)bl)->sc;
  8411. case BL_NPC: return &((TBL_NPC*)bl)->sc;
  8412. case BL_HOM: return &((TBL_HOM*)bl)->sc;
  8413. case BL_MER: return &((TBL_MER*)bl)->sc;
  8414. case BL_ELEM: return &((TBL_ELEM*)bl)->sc;
  8415. }
  8416. return nullptr;
  8417. }
  8418. /**
  8419. * Initiate (memset) the status change data of an object
  8420. * @param bl: Object whose sc data to memset [PC|MOB|HOM|MER|ELEM|NPC]
  8421. */
  8422. void status_change_init(struct block_list *bl)
  8423. {
  8424. status_change *sc = status_get_sc(bl);
  8425. nullpo_retv(sc);
  8426. new (sc) status_change();
  8427. }
  8428. /*========================================== [Playtester]
  8429. * Returns the interval for status changes that iterate multiple times
  8430. * through the timer (e.g. those that deal damage in regular intervals)
  8431. * @param type: Status change (SC_*)
  8432. *------------------------------------------*/
  8433. static int status_get_sc_interval(enum sc_type type)
  8434. {
  8435. switch (type) {
  8436. case SC_POISON:
  8437. case SC_LEECHESEND:
  8438. case SC_DPOISON:
  8439. case SC_DEATHHURT:
  8440. case SC_GRADUAL_GRAVITY:
  8441. case SC_KILLING_AURA:
  8442. case SC_BOSSMAPINFO:
  8443. return 1000;
  8444. case SC_BURNING:
  8445. case SC_PYREXIA:
  8446. return 3000;
  8447. case SC_MAGICMUSHROOM:
  8448. return 4000;
  8449. case SC_STONE:
  8450. return 5000;
  8451. case SC_BLEEDING:
  8452. case SC_TOXIN:
  8453. return 10000;
  8454. case SC_HELLS_PLANT:
  8455. return 333;
  8456. case SC_SHIELDSPELL_HP:
  8457. return 3000;
  8458. case SC_SHIELDSPELL_SP:
  8459. return 5000;
  8460. default:
  8461. break;
  8462. }
  8463. return 0;
  8464. }
  8465. /**
  8466. * Applies SC defense to a given status change
  8467. * This function also determines whether or not the status change will be applied
  8468. * @param src: Source of the status change [PC|MOB|HOM|MER|ELEM|NPC]
  8469. * @param bl: Target of the status change
  8470. * @param type: Status change (SC_*)
  8471. * @param rate: Initial percentage rate of affecting bl (0~10000)
  8472. * @param tick: Initial duration that the status change affects bl
  8473. * @param flag: Value which determines what parts to calculate. See e_status_change_start_flags
  8474. * @return adjusted duration based on flag values
  8475. */
  8476. 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)
  8477. {
  8478. /// Resistance rate: 10000 = 100%
  8479. /// Example: 50% (5000) -> sc_def = 5000 -> 25%;
  8480. /// 5000ms -> tick_def = 5000 -> 2500ms
  8481. int sc_def = 0, tick_def = -1; // -1 = use sc_def
  8482. /// Fixed resistance value (after rate calculation)
  8483. /// Example: 25% (2500) -> sc_def2 = 2000 -> 5%;
  8484. /// 2500ms -> tick_def2=2000 -> 500ms
  8485. int sc_def2 = 0, tick_def2 = 0;
  8486. status_change *sc;
  8487. map_session_data *sd;
  8488. nullpo_ret(bl);
  8489. if (src == nullptr)
  8490. return tick?tick:1; // This should not happen in current implementation, but leave it anyway
  8491. // Skills (magic type) that are blocked by Golden Thief Bug card or Wand of Hermod
  8492. if (status_isimmune(bl)) {
  8493. std::shared_ptr<s_skill_db> skill = skill_db.find(battle_getcurrentskill(src));
  8494. if (skill == nullptr) // Check for ground-type skills using the status when a player moves through units
  8495. skill = skill_db.find(status_db.getSkill(type));
  8496. if (skill != nullptr && skill->skill_type == BF_MAGIC && // Basic magic skill
  8497. !skill->inf2[INF2_IGNOREGTB] && // Specific skill to bypass
  8498. ((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
  8499. (skill->inf == INF_SELF_SKILL && src != bl))) // Self skills should get blocked on all targets except self
  8500. return 0;
  8501. }
  8502. sd = BL_CAST(BL_PC,bl);
  8503. status_data* status = status_get_status_data(*bl);
  8504. status_data* status_src = status_get_status_data(*src);
  8505. sc = status_get_sc(bl);
  8506. if( sc && !sc->count )
  8507. sc = nullptr;
  8508. #ifdef RENEWAL
  8509. uint16 levelAdv = (static_cast<uint16>(pow(max(0, status_get_lv(src) - status_get_lv(bl)), 2)) / 5) * 100;
  8510. #endif
  8511. switch (type) {
  8512. case SC_POISON:
  8513. case SC_DPOISON:
  8514. #ifndef RENEWAL
  8515. sc_def = status->vit*100;
  8516. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  8517. if (sd) {
  8518. // For players: 60000 - 450*vit - 100*luk
  8519. tick_def = status->vit*75;
  8520. tick_def2 = status->luk*100;
  8521. } else {
  8522. // For monsters: 30000 - 200*vit
  8523. tick /= 2;
  8524. tick_def = (status->vit*200)/3;
  8525. }
  8526. #else
  8527. sc_def = status->vit * 100 - levelAdv;
  8528. tick_def2 = -2000;
  8529. #endif
  8530. break;
  8531. case SC_STUN:
  8532. #ifndef RENEWAL
  8533. sc_def = status->vit*100;
  8534. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  8535. tick_def2 = status->luk*10;
  8536. #else
  8537. sc_def = status->vit * 100 - levelAdv;
  8538. tick_def2 = -500;
  8539. #endif
  8540. break;
  8541. case SC_SILENCE:
  8542. #ifndef RENEWAL
  8543. sc_def = status->vit*100;
  8544. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  8545. tick_def2 = status->luk*10;
  8546. #else
  8547. sc_def = status->int_ * 100 - levelAdv;
  8548. tick_def2 = -2000;
  8549. #endif
  8550. break;
  8551. case SC_BLEEDING:
  8552. #ifndef RENEWAL
  8553. sc_def = status->vit*100;
  8554. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  8555. tick_def2 = status->luk*10;
  8556. #else
  8557. sc_def = status->agi * 100 - levelAdv;
  8558. tick_def2 = -12000;
  8559. #endif
  8560. break;
  8561. case SC_SLEEP:
  8562. #ifndef RENEWAL
  8563. sc_def = status->int_*100;
  8564. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  8565. tick_def2 = status->luk*10;
  8566. #else
  8567. sc_def = status->agi * 100 - levelAdv;
  8568. tick_def2 = -2000;
  8569. #endif
  8570. break;
  8571. case SC_STONEWAIT:
  8572. #ifndef RENEWAL
  8573. sc_def = status->mdef*100;
  8574. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  8575. tick_def = 0; // No duration reduction
  8576. #else
  8577. sc_def = status->mdef * 100 - levelAdv;
  8578. tick_def2 = -3000;
  8579. #endif
  8580. break;
  8581. case SC_FREEZE:
  8582. #ifndef RENEWAL
  8583. sc_def = status->mdef*100;
  8584. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  8585. tick_def2 = status_src->luk*-10; // Caster can increase final duration with luk
  8586. #else
  8587. sc_def = status->mdef * 100 - levelAdv;
  8588. tick_def2 = -3000;
  8589. #endif
  8590. break;
  8591. case SC_CURSE:
  8592. // Special property: immunity when luk is zero
  8593. if (status->luk == 0)
  8594. return 0;
  8595. #ifndef RENEWAL
  8596. sc_def = status->luk*100;
  8597. sc_def2 = status->luk*10 - status_get_lv(src)*10; // Curse only has a level penalty and no resistance
  8598. tick_def = status->vit*100;
  8599. tick_def2 = status->luk*10;
  8600. #else
  8601. sc_def = status->luk * 100 - levelAdv;
  8602. tick_def2 = -2000;
  8603. #endif
  8604. break;
  8605. case SC_BLIND:
  8606. #ifndef RENEWAL
  8607. sc_def = (status->vit + status->int_)*50;
  8608. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  8609. tick_def2 = status->luk*10;
  8610. #else
  8611. sc_def = status->int_ * 100 - levelAdv;
  8612. tick_def2 = -2000;
  8613. #endif
  8614. break;
  8615. case SC_CONFUSION:
  8616. #ifndef RENEWAL
  8617. sc_def = (status->str + status->int_)*50;
  8618. sc_def2 = status_get_lv(src)*10 - status_get_lv(bl)*10 - status->luk*10; // Reversed sc_def2
  8619. tick_def2 = status->luk*10;
  8620. #else
  8621. sc_def = status->luk * 100 - levelAdv;
  8622. tick_def2 = -2000;
  8623. #endif
  8624. break;
  8625. case SC_DECREASEAGI:
  8626. if (sd)
  8627. tick /= 2; // Half duration for players.
  8628. sc_def2 = status->mdef*100;
  8629. break;
  8630. case SC_JOINTBEAT:
  8631. tick_def2 = 1000 * ((status->luk / 2 + status->agi / 5) / 2); // (50 * LUK / 100 + 20 * AGI / 100) / 2
  8632. break;
  8633. case SC_DEEPSLEEP:
  8634. tick_def2 = status_get_base_status(bl)->int_ * 25 + status_get_lv(bl) * 50;
  8635. break;
  8636. case SC_NETHERWORLD:
  8637. // Resistance: {(Target's Base Level / 50) + (Target's Job Level / 10)} seconds
  8638. tick_def2 = status_get_lv(bl) * 20 + (sd ? sd->status.job_level : 1) * 100;
  8639. break;
  8640. case SC_MARSHOFABYSS:
  8641. // 5 second (Fixed) + 25 second - {( INT + LUK ) / 20 second }
  8642. tick_def2 = (status->int_ + status->luk)*50;
  8643. break;
  8644. case SC_STASIS:
  8645. // 10 second (fixed) + { Stasis Skill level * 10 - (Target's VIT + DEX) / 20 }
  8646. tick_def2 = (status->vit + status->dex) * 50;
  8647. break;
  8648. case SC_WHITEIMPRISON:
  8649. if( src == bl ) // 100% on caster
  8650. break;
  8651. sc_def = status->str * 20 + status_get_lv(bl) * 20 + status->luk * 10;
  8652. tick_def2 = -2000;
  8653. break;
  8654. case SC_FEAR:
  8655. sc_def = status->int_ * 20 + status_get_lv(bl) * 20 + status->luk * 10;
  8656. tick_def2 = -4000; // 2 seconds is applied twice on Aegis
  8657. break;
  8658. case SC_BURNING:
  8659. sc_def = status->agi * 20 + status_get_lv(bl) * 20 + status->luk * 10;
  8660. tick_def2 = -2000;
  8661. break;
  8662. case SC_FREEZING:
  8663. tick_def2 = (status->vit + status->dex) * 50;
  8664. break;
  8665. case SC_OBLIVIONCURSE: // 100% - (100 - 0.8 x INT)
  8666. sc_def = status->int_ * 80;
  8667. sc_def = max(sc_def, 500); // minimum of 5% resist
  8668. tick_def = 0;
  8669. tick_def2 = (status->vit + status->luk) * 500;
  8670. break;
  8671. case SC_TOXIN:
  8672. case SC_PARALYSE:
  8673. case SC_VENOMBLEED:
  8674. case SC_MAGICMUSHROOM:
  8675. case SC_DEATHHURT:
  8676. case SC_PYREXIA:
  8677. case SC_LEECHESEND:
  8678. tick_def2 = (status->vit + status->luk) * 500;
  8679. break;
  8680. case SC_BITE: // {(Base Success chance) - (Target's AGI / 4)}
  8681. sc_def2 = status->agi*25;
  8682. break;
  8683. case SC_ELECTRICSHOCKER:
  8684. tick_def2 = (status->vit + status->agi) * 70;
  8685. break;
  8686. case SC_CRYSTALIZE:
  8687. tick_def2 = status_get_base_status(bl)->vit * 100;
  8688. break;
  8689. case SC_VACUUM_EXTREME:
  8690. tick_def2 = (sd ? sd->status.str : status_get_base_status(bl)->str) * 50;
  8691. break;
  8692. case SC_KYOUGAKU:
  8693. tick_def2 = 30*status->int_;
  8694. break;
  8695. case SC_PARALYSIS:
  8696. tick_def2 = (status->vit + status->luk)*50;
  8697. break;
  8698. case SC_VOICEOFSIREN:
  8699. // Resistance: {(Target's Base Level / 10) + (Target's Job Level / 5)} seconds
  8700. tick_def2 = status_get_lv(bl) * 100 + (sd ? sd->status.job_level : 1) * 200;
  8701. break;
  8702. case SC_B_TRAP:
  8703. tick_def = (sd ? sd->status.str : status_get_base_status(bl)->str) * 50; //! TODO: Figure out reduction formula
  8704. break;
  8705. case SC_NORECOVER_STATE:
  8706. tick_def2 = status->luk * 100;
  8707. break;
  8708. default:
  8709. // Effect that cannot be reduced? Likely a buff.
  8710. if (!(rnd()%10000 < rate))
  8711. return 0;
  8712. return tick ? tick : 1;
  8713. }
  8714. if (sd) {
  8715. if (battle_config.pc_sc_def_rate != 100) {
  8716. sc_def = sc_def*battle_config.pc_sc_def_rate/100;
  8717. sc_def2 = sc_def2*battle_config.pc_sc_def_rate/100;
  8718. }
  8719. #ifndef RENEWAL
  8720. sc_def = min(sc_def, battle_config.pc_max_sc_def*100);
  8721. sc_def2 = min(sc_def2, battle_config.pc_max_sc_def*100);
  8722. #else
  8723. sc_def = cap_value(sc_def, 0, battle_config.pc_max_sc_def*100);
  8724. sc_def2 = cap_value(sc_def2, 0, battle_config.pc_max_sc_def*100);
  8725. #endif
  8726. if (battle_config.pc_sc_def_rate != 100) {
  8727. tick_def = tick_def*battle_config.pc_sc_def_rate/100;
  8728. tick_def2 = tick_def2*battle_config.pc_sc_def_rate/100;
  8729. }
  8730. } else {
  8731. if (battle_config.mob_sc_def_rate != 100) {
  8732. sc_def = sc_def*battle_config.mob_sc_def_rate/100;
  8733. sc_def2 = sc_def2*battle_config.mob_sc_def_rate/100;
  8734. }
  8735. #ifndef RENEWAL
  8736. sc_def = min(sc_def, battle_config.mob_max_sc_def*100);
  8737. sc_def2 = min(sc_def2, battle_config.mob_max_sc_def*100);
  8738. #else
  8739. sc_def = cap_value(sc_def, 0, battle_config.mob_max_sc_def*100);
  8740. sc_def2 = cap_value(sc_def2, 0, battle_config.mob_max_sc_def*100);
  8741. #endif
  8742. if (battle_config.mob_sc_def_rate != 100) {
  8743. tick_def = tick_def*battle_config.mob_sc_def_rate/100;
  8744. tick_def2 = tick_def2*battle_config.mob_sc_def_rate/100;
  8745. }
  8746. }
  8747. if (sc) {
  8748. if (sc->getSCE(SC_SCRESIST))
  8749. sc_def += sc->getSCE(SC_SCRESIST)->val1*100; // Status resist
  8750. #ifdef RENEWAL
  8751. 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))
  8752. sc_def += sc->getSCE(SC_SIEGFRIED)->val3 * 100; // Status resistance.
  8753. #else
  8754. else if (sc->getSCE(SC_SIEGFRIED))
  8755. sc_def += sc->getSCE(SC_SIEGFRIED)->val3*100; // Status resistance.
  8756. #endif
  8757. else if (sc->getSCE(SC_LEECHESEND) && sc->getSCE(SC_LEECHESEND)->val3 == 0) {
  8758. switch (type) {
  8759. case SC_BLIND:
  8760. case SC_STUN:
  8761. return 0; // Immune
  8762. }
  8763. } else if (sc->getSCE(SC_OBLIVIONCURSE) && sc->getSCE(SC_OBLIVIONCURSE)->val3 == 0) {
  8764. switch (type) {
  8765. case SC_SILENCE:
  8766. case SC_CURSE:
  8767. return 0; // Immune
  8768. }
  8769. }
  8770. }
  8771. // When tick def not set, reduction is the same for both.
  8772. if(tick_def == -1)
  8773. tick_def = sc_def;
  8774. // Natural resistance
  8775. if (!(flag&SCSTART_NORATEDEF)) {
  8776. rate -= rate*sc_def/10000;
  8777. rate -= sc_def2;
  8778. // Item resistance (only applies to rate%)
  8779. if (sd) {
  8780. for (const auto &it : sd->reseff) {
  8781. if (it.id == type)
  8782. rate -= rate * it.val / 10000;
  8783. }
  8784. if (sd->sc.getSCE(SC_COMMONSC_RESIST) && SC_COMMON_MIN <= type && type <= SC_COMMON_MAX)
  8785. rate -= rate*sd->sc.getSCE(SC_COMMONSC_RESIST)->val1/100;
  8786. }
  8787. // Aegis accuracy
  8788. if(rate > 0 && rate%10 != 0) rate += (10 - rate%10);
  8789. }
  8790. std::shared_ptr<s_status_change_db> scdb = status_db.find(type);
  8791. // Cap minimum rate
  8792. rate = max(rate, scdb->min_rate);
  8793. if (rate < 10000 && (rate <= 0 || !(rnd()%10000 < rate)))
  8794. return 0;
  8795. // Duration cannot be reduced
  8796. if (flag&SCSTART_NOTICKDEF)
  8797. return i64max(tick, scdb->min_duration);
  8798. tick -= tick*tick_def/10000;
  8799. #ifdef RENEWAL
  8800. // Renewal applies item resistance also to duration
  8801. if (sd) {
  8802. for (const auto &it : sd->reseff) {
  8803. if (it.id == type)
  8804. tick -= tick * it.val / 10000;
  8805. }
  8806. if (sd->sc.getSCE(SC_COMMONSC_RESIST) && SC_COMMON_MIN <= type && type <= SC_COMMON_MAX)
  8807. tick -= tick * sd->sc.getSCE(SC_COMMONSC_RESIST)->val1 / 100;
  8808. }
  8809. #endif
  8810. tick -= tick_def2;
  8811. return i64max(tick, scdb->min_duration);
  8812. }
  8813. /**
  8814. * Applies SC effect
  8815. * @param bl: Source to apply effect
  8816. * @param type: Status change (SC_*)
  8817. * @param dval1~3: Depends on type of status change
  8818. * Author: Ind
  8819. */
  8820. void status_display_add(struct block_list *bl, enum sc_type type, int dval1, int dval2, int dval3) {
  8821. struct eri *eri;
  8822. struct sc_display_entry **sc_display;
  8823. struct sc_display_entry ***sc_display_ptr;
  8824. struct sc_display_entry *entry;
  8825. int i;
  8826. unsigned char sc_display_count;
  8827. unsigned char *sc_display_count_ptr;
  8828. nullpo_retv(bl);
  8829. switch( bl->type ){
  8830. case BL_PC: {
  8831. map_session_data* sd = (map_session_data*)bl;
  8832. sc_display_ptr = &sd->sc_display;
  8833. sc_display_count_ptr = &sd->sc_display_count;
  8834. eri = pc_sc_display_ers;
  8835. }
  8836. break;
  8837. case BL_NPC: {
  8838. struct npc_data* nd = (struct npc_data*)bl;
  8839. sc_display_ptr = &nd->sc_display;
  8840. sc_display_count_ptr = &nd->sc_display_count;
  8841. eri = npc_sc_display_ers;
  8842. }
  8843. break;
  8844. default:
  8845. return;
  8846. }
  8847. sc_display = *sc_display_ptr;
  8848. sc_display_count = *sc_display_count_ptr;
  8849. ARR_FIND(0, sc_display_count, i, sc_display[i]->type == type);
  8850. if( i != sc_display_count ) {
  8851. sc_display[i]->val1 = dval1;
  8852. sc_display[i]->val2 = dval2;
  8853. sc_display[i]->val3 = dval3;
  8854. return;
  8855. }
  8856. entry = ers_alloc(eri, struct sc_display_entry);
  8857. entry->type = type;
  8858. entry->val1 = dval1;
  8859. entry->val2 = dval2;
  8860. entry->val3 = dval3;
  8861. RECREATE(sc_display, struct sc_display_entry *, ++sc_display_count);
  8862. sc_display[sc_display_count - 1] = entry;
  8863. *sc_display_ptr = sc_display;
  8864. *sc_display_count_ptr = sc_display_count;
  8865. }
  8866. /**
  8867. * Removes SC effect
  8868. * @param bl: Source to remove effect
  8869. * @param type: Status change (SC_*)
  8870. * Author: Ind
  8871. */
  8872. void status_display_remove(struct block_list *bl, enum sc_type type) {
  8873. struct eri *eri;
  8874. struct sc_display_entry **sc_display;
  8875. struct sc_display_entry ***sc_display_ptr;
  8876. int i;
  8877. unsigned char sc_display_count;
  8878. unsigned char *sc_display_count_ptr;
  8879. nullpo_retv(bl);
  8880. switch( bl->type ){
  8881. case BL_PC: {
  8882. map_session_data* sd = (map_session_data*)bl;
  8883. sc_display_ptr = &sd->sc_display;
  8884. sc_display_count_ptr = &sd->sc_display_count;
  8885. eri = pc_sc_display_ers;
  8886. }
  8887. break;
  8888. case BL_NPC: {
  8889. struct npc_data* nd = (struct npc_data*)bl;
  8890. sc_display_ptr = &nd->sc_display;
  8891. sc_display_count_ptr = &nd->sc_display_count;
  8892. eri = npc_sc_display_ers;
  8893. }
  8894. break;
  8895. default:
  8896. return;
  8897. }
  8898. sc_display = *sc_display_ptr;
  8899. sc_display_count = *sc_display_count_ptr;
  8900. ARR_FIND(0, sc_display_count, i, sc_display[i]->type == type);
  8901. if( i != sc_display_count ) {
  8902. int cursor;
  8903. ers_free(eri, sc_display[i]);
  8904. sc_display[i] = nullptr;
  8905. /* The all-mighty compact-o-matic */
  8906. for( i = 0, cursor = 0; i < sc_display_count; i++ ) {
  8907. if( sc_display[i] == nullptr )
  8908. continue;
  8909. if( i != cursor )
  8910. sc_display[cursor] = sc_display[i];
  8911. cursor++;
  8912. }
  8913. if( !(sc_display_count = cursor) ) {
  8914. aFree(sc_display);
  8915. sc_display = nullptr;
  8916. }
  8917. *sc_display_ptr = sc_display;
  8918. *sc_display_count_ptr = sc_display_count;
  8919. }
  8920. }
  8921. /**
  8922. * Applies SC defense to a given status change
  8923. * This function also determines whether or not the status change will be applied
  8924. * @param src: Source of the status change [PC|MOB|HOM|MER|ELEM|NPC]
  8925. * @param bl: Target of the status change (See: enum sc_type)
  8926. * @param type: Status change (SC_*)
  8927. * @param rate: Initial percentage rate of affecting bl (0~10000)
  8928. * @param val1~4: Depends on type of status change
  8929. * @param duration: Initial duration that the status change affects bl
  8930. * @param flag: Value which determines what parts to calculate. See e_status_change_start_flags
  8931. * @param delay: Delay in milliseconds before the SC is applied
  8932. * @return adjusted duration based on flag values
  8933. */
  8934. 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) {
  8935. map_session_data *sd = nullptr;
  8936. status_change* sc;
  8937. struct status_change_entry* sce;
  8938. struct view_data *vd;
  8939. int undead_flag, tick_time = 0;
  8940. bool sc_isnew = true;
  8941. std::shared_ptr<s_status_change_db> scdb = status_db.find(type);
  8942. nullpo_ret(bl);
  8943. sc = status_get_sc(bl);
  8944. if( !scdb ) {
  8945. ShowError("status_change_start: Invalid status change (%d)!\n", type);
  8946. return 0;
  8947. }
  8948. if( !sc )
  8949. return 0; // Unable to receive status changes
  8950. 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
  8951. return 0;
  8952. if (status_change_isDisabledOnMap(type, map_getmapdata(bl->m)))
  8953. return 0;
  8954. if (sc->getSCE(SC_GRAVITYCONTROL))
  8955. return 0; // !TODO: Confirm what statuses/conditions (if not all) are blocked.
  8956. // Uncomment to prevent status adding hp to gvg mob (like bloodylust=hp*3 etc...
  8957. // if (bl->type == BL_MOB)
  8958. // if (util::vector_exists(status_get_race2(bl), RC2_GVG) && status_sc2scb_flag(type)&SCB_MAXHP) return 0;
  8959. // Fail if Madogear is active
  8960. if (sc->option&OPTION_MADOGEAR && flag&SCSTART_NOAVOID && scdb->flag[SCF_FAILEDMADO])
  8961. return 0;
  8962. status_data* status = status_get_status_data(*bl);
  8963. // Check for Boss resistances
  8964. if(status->mode&MD_STATUSIMMUNE && !(flag&SCSTART_NOAVOID) && scdb->flag[SCF_BOSSRESIST])
  8965. return 0;
  8966. // Check for MVP resistance
  8967. if(status->mode&MD_MVP && !(flag&SCSTART_NOAVOID) && scdb->flag[SCF_MVPRESIST])
  8968. return 0;
  8969. // End the SCs from the list and immediately return
  8970. // If anything in this list is removed, the rest is ignored.
  8971. if (!scdb->endreturn.empty()) {
  8972. bool isRemoved = false;
  8973. for (const auto &it : scdb->endreturn) {
  8974. sc_type rem_sc = it;
  8975. if (sc->getSCE(rem_sc)) {
  8976. status_change_end(bl, rem_sc);
  8977. isRemoved = true;
  8978. }
  8979. }
  8980. if (isRemoved) // Something was removed, don't give the status
  8981. return 1; // Return 1 so that sc_start can be checked as success
  8982. }
  8983. // Check failing SCs from list
  8984. if (!scdb->fail.empty()) {
  8985. for (const auto &it : scdb->fail) {
  8986. // Don't let OPT1 that have RemoveOnDamaged start a new effect in the same attack.
  8987. if (sc->getSCE(it) || sc->lastEffect == it)
  8988. return 0;
  8989. }
  8990. }
  8991. // Adjust tick according to status resistances
  8992. if( !(flag&(SCSTART_NOAVOID|SCSTART_LOADED)) ) {
  8993. duration = status_get_sc_def(src, bl, type, rate, duration, flag);
  8994. if( !duration )
  8995. return 0;
  8996. }
  8997. int tick = (int)duration;
  8998. sd = BL_CAST(BL_PC, bl);
  8999. vd = status_get_viewdata(bl);
  9000. undead_flag = battle_check_undead(status->race,status->def_ele);
  9001. // Check for immunities / sc fails
  9002. switch (type) {
  9003. case SC_VACUUM_EXTREME:
  9004. 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)
  9005. return 0;
  9006. break;
  9007. case SC_STONE:
  9008. case SC_STONEWAIT:
  9009. case SC_FREEZE:
  9010. // Undead are immune to Freeze/Stone
  9011. if (undead_flag && !(flag&SCSTART_NOAVOID))
  9012. return 0;
  9013. break;
  9014. case SC_BURNING:
  9015. // Level 2 Fire Element is immune
  9016. if (status->def_ele == ELE_FIRE && status->ele_lv == 2)
  9017. return 0;
  9018. break;
  9019. case SC_ALL_RIDING:
  9020. if( !sd || sc->option&(OPTION_RIDING|OPTION_DRAGON|OPTION_WUG|OPTION_MADOGEAR) )
  9021. return 0;
  9022. break;
  9023. case SC_SIGNUMCRUCIS:
  9024. // Only affects demons and undead element (but not players)
  9025. if((!undead_flag && status->race!=RC_DEMON) || bl->type == BL_PC)
  9026. return 0;
  9027. break;
  9028. case SC_KYRIE:
  9029. case SC_TUNAPARTY:
  9030. if (bl->type == BL_MOB)
  9031. return 0;
  9032. break;
  9033. case SC_ADRENALINE:
  9034. if(sd && !pc_check_weapontype(sd,skill_get_weapontype(BS_ADRENALINE)))
  9035. return 0;
  9036. break;
  9037. case SC_ADRENALINE2:
  9038. if(sd && !pc_check_weapontype(sd,skill_get_weapontype(BS_ADRENALINE2)))
  9039. return 0;
  9040. break;
  9041. case SC_CLOAKING:
  9042. // Avoid cloaking with no wall and low skill level. [Skotlex]
  9043. // Due to the cloaking card, we have to check the wall versus to known
  9044. // skill level rather than the used one. [Skotlex]
  9045. // if (sd && val1 < 3 && skill_check_cloaking(bl,nullptr))
  9046. if( sd && pc_checkskill(sd, AS_CLOAKING) < 3 && !skill_check_cloaking(bl,nullptr) )
  9047. return 0;
  9048. break;
  9049. case SC_MODECHANGE: {
  9050. int32 mode;
  9051. struct status_data *bstatus = status_get_base_status(bl);
  9052. if (!bstatus) return 0;
  9053. if (sc->getSCE(type)) { // Pile up with previous values.
  9054. if (!val2) val2 = sc->getSCE(type)->val2;
  9055. val3 |= sc->getSCE(type)->val3;
  9056. val4 |= sc->getSCE(type)->val4;
  9057. }
  9058. mode = val2 ? ((val2&~MD_MASK) | val2) : bstatus->mode; // Base mode
  9059. if (val4) mode = static_cast<e_mode>(mode&~val4); // Del mode
  9060. if (val3) mode = static_cast<e_mode>(mode | val3); // Add mode
  9061. if (mode == bstatus->mode) { // No change.
  9062. if (sc->getSCE(type)) // Abort previous status
  9063. return status_change_end(bl, type);
  9064. return 0;
  9065. }
  9066. }
  9067. break;
  9068. // Strip skills, need to divest something or it fails.
  9069. case SC_STRIPWEAPON:
  9070. if (val2 == 1)
  9071. val2 = 0; // Brandish Spear/Bowling Bash effet. Do not take weapon off.
  9072. else if (sd && !(flag&SCSTART_LOADED)) { // Apply sc anyway if loading saved sc_data
  9073. short i;
  9074. uint8 successFlag = 0;
  9075. if(sd->bonus.unstripable_equip&EQP_WEAPON)
  9076. return 0;
  9077. i = sd->equip_index[EQI_HAND_L];
  9078. if (i>=0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_WEAPON) {
  9079. successFlag|=1;
  9080. pc_unequipitem(sd,i,3); // Left-hand weapon
  9081. }
  9082. i = sd->equip_index[EQI_HAND_R];
  9083. if (i>=0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_WEAPON) {
  9084. successFlag|=2;
  9085. pc_unequipitem(sd,i,3);
  9086. }
  9087. if (!successFlag) return 0;
  9088. }
  9089. if (tick == 1) return 1; // Minimal duration: Only strip without causing the SC
  9090. break;
  9091. case SC_STRIPSHIELD:
  9092. if( val2 == 1 ) val2 = 0; // GX effect. Do not take shield off..
  9093. else
  9094. if (sd && !(flag&SCSTART_LOADED)) {
  9095. short i;
  9096. if(sd->bonus.unstripable_equip&EQP_SHIELD)
  9097. return 0;
  9098. i = sd->equip_index[EQI_HAND_L];
  9099. if ( i < 0 || !sd->inventory_data[i] || sd->inventory_data[i]->type != IT_ARMOR )
  9100. return 0;
  9101. pc_unequipitem(sd,i,3);
  9102. }
  9103. if (tick == 1) return 1; // Minimal duration: Only strip without causing the SC
  9104. break;
  9105. case SC_STRIPARMOR:
  9106. if (sd && !(flag&SCSTART_LOADED)) {
  9107. short i;
  9108. if(sd->bonus.unstripable_equip&EQP_ARMOR)
  9109. return 0;
  9110. i = sd->equip_index[EQI_ARMOR];
  9111. if ( i < 0 || !sd->inventory_data[i] )
  9112. return 0;
  9113. pc_unequipitem(sd,i,3);
  9114. }
  9115. if (tick == 1) return 1; // Minimal duration: Only strip without causing the SC
  9116. break;
  9117. case SC_STRIPHELM:
  9118. if (sd && !(flag&SCSTART_LOADED)) {
  9119. short i;
  9120. if(sd->bonus.unstripable_equip&EQP_HELM)
  9121. return 0;
  9122. i = sd->equip_index[EQI_HEAD_TOP];
  9123. if ( i < 0 || !sd->inventory_data[i] )
  9124. return 0;
  9125. pc_unequipitem(sd,i,3);
  9126. }
  9127. if (tick == 1) return 1; // Minimal duration: Only strip without causing the SC
  9128. break;
  9129. case SC_SHADOW_STRIP:
  9130. if (sd && !(flag&SCSTART_LOADED)) {
  9131. if (sd->bonus.unstripable_equip&EQP_SHADOW_GEAR)
  9132. return 0;
  9133. bool successFlag = false;
  9134. for( int i = EQI_SHADOW_ARMOR; i <= EQI_SHADOW_ACC_L; i++ ){
  9135. int index = sd->equip_index[i];
  9136. if( index >= 0 && sd->inventory_data[index] != nullptr ){
  9137. pc_unequipitem( sd, index, 3 );
  9138. successFlag = true;
  9139. }
  9140. }
  9141. if (!successFlag)
  9142. return 0;
  9143. }
  9144. if (tick == 1)
  9145. return 1;
  9146. break;
  9147. case SC_MERC_FLEEUP:
  9148. case SC_MERC_ATKUP:
  9149. case SC_MERC_HPUP:
  9150. case SC_MERC_SPUP:
  9151. case SC_MERC_HITUP:
  9152. if( bl->type != BL_MER )
  9153. return 0; // Stats only for Mercenaries
  9154. break;
  9155. case SC_STRFOOD:
  9156. if (sc->getSCE(SC_FOOD_STR_CASH) && sc->getSCE(SC_FOOD_STR_CASH)->val1 > val1)
  9157. return 0;
  9158. break;
  9159. case SC_AGIFOOD:
  9160. if (sc->getSCE(SC_FOOD_AGI_CASH) && sc->getSCE(SC_FOOD_AGI_CASH)->val1 > val1)
  9161. return 0;
  9162. break;
  9163. case SC_VITFOOD:
  9164. if (sc->getSCE(SC_FOOD_VIT_CASH) && sc->getSCE(SC_FOOD_VIT_CASH)->val1 > val1)
  9165. return 0;
  9166. break;
  9167. case SC_INTFOOD:
  9168. if (sc->getSCE(SC_FOOD_INT_CASH) && sc->getSCE(SC_FOOD_INT_CASH)->val1 > val1)
  9169. return 0;
  9170. break;
  9171. case SC_DEXFOOD:
  9172. if (sc->getSCE(SC_FOOD_DEX_CASH) && sc->getSCE(SC_FOOD_DEX_CASH)->val1 > val1)
  9173. return 0;
  9174. break;
  9175. case SC_LUKFOOD:
  9176. if (sc->getSCE(SC_FOOD_LUK_CASH) && sc->getSCE(SC_FOOD_LUK_CASH)->val1 > val1)
  9177. return 0;
  9178. break;
  9179. case SC_FOOD_STR_CASH:
  9180. if (sc->getSCE(SC_STRFOOD) && sc->getSCE(SC_STRFOOD)->val1 > val1)
  9181. return 0;
  9182. break;
  9183. case SC_FOOD_AGI_CASH:
  9184. if (sc->getSCE(SC_AGIFOOD) && sc->getSCE(SC_AGIFOOD)->val1 > val1)
  9185. return 0;
  9186. break;
  9187. case SC_FOOD_VIT_CASH:
  9188. if (sc->getSCE(SC_VITFOOD) && sc->getSCE(SC_VITFOOD)->val1 > val1)
  9189. return 0;
  9190. break;
  9191. case SC_FOOD_INT_CASH:
  9192. if (sc->getSCE(SC_INTFOOD) && sc->getSCE(SC_INTFOOD)->val1 > val1)
  9193. return 0;
  9194. break;
  9195. case SC_FOOD_DEX_CASH:
  9196. if (sc->getSCE(SC_DEXFOOD) && sc->getSCE(SC_DEXFOOD)->val1 > val1)
  9197. return 0;
  9198. break;
  9199. case SC_FOOD_LUK_CASH:
  9200. if (sc->getSCE(SC_LUKFOOD) && sc->getSCE(SC_LUKFOOD)->val1 > val1)
  9201. return 0;
  9202. break;
  9203. case SC_CAMOUFLAGE:
  9204. if( sd && pc_checkskill(sd, RA_CAMOUFLAGE) < 3 && !skill_check_camouflage(bl,nullptr) )
  9205. return 0;
  9206. break;
  9207. case SC__STRIPACCESSORY:
  9208. if( sd ) {
  9209. short i = -1;
  9210. if( !(sd->bonus.unstripable_equip&EQP_ACC_L) ) {
  9211. i = sd->equip_index[EQI_ACC_L];
  9212. if( i >= 0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_ARMOR )
  9213. pc_unequipitem(sd,i,3); // Left-Accessory
  9214. }
  9215. if( !(sd->bonus.unstripable_equip&EQP_ACC_R) ) {
  9216. i = sd->equip_index[EQI_ACC_R];
  9217. if( i >= 0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_ARMOR )
  9218. pc_unequipitem(sd,i,3); // Right-Accessory
  9219. }
  9220. if( i < 0 )
  9221. return 0;
  9222. }
  9223. if (tick == 1) return 1; // Minimal duration: Only strip without causing the SC
  9224. break;
  9225. case SC_C_MARKER:
  9226. if (src == bl)
  9227. return 0;
  9228. else {
  9229. status_change *tsc = status_get_sc(bl);
  9230. // Failed if the target is already marked and the new marker that isn't same marker
  9231. if (tsc && tsc->getSCE(type) && tsc->getSCE(type)->val2 != src->id)
  9232. return 0;
  9233. }
  9234. break;
  9235. case SC_MADNESSCANCEL:
  9236. if (sc->getSCE(type)) { // Toggle the status but still consume requirements.
  9237. status_change_end(bl, type);
  9238. return 0;
  9239. }
  9240. break;
  9241. case SC_TOXIN:
  9242. case SC_PARALYSE:
  9243. case SC_VENOMBLEED:
  9244. case SC_MAGICMUSHROOM:
  9245. case SC_DEATHHURT:
  9246. case SC_PYREXIA:
  9247. case SC_OBLIVIONCURSE:
  9248. case SC_LEECHESEND:
  9249. if (val3 == 0) // Don't display icon on self
  9250. flag |= SCSTART_NOICON;
  9251. for (int32 i = SC_TOXIN; i <= SC_LEECHESEND; i++) {
  9252. if (sc->getSCE(i) && sc->getSCE(i)->val3 == 1) // It doesn't stack or even renew on the target
  9253. return 0;
  9254. else if (sc->getSCE(i) && sc->getSCE(i)->val3 == 0)
  9255. status_change_end(bl, static_cast<sc_type>(i)); // End the bonus part on the caster
  9256. }
  9257. break;
  9258. case SC_SPIRIT:
  9259. if( sd ){
  9260. uint64 target_class = 0;
  9261. uint64 mask = MAPID_UPPERMASK;
  9262. switch( val2 ){
  9263. case SL_ALCHEMIST:
  9264. target_class = MAPID_ALCHEMIST;
  9265. break;
  9266. case SL_ASSASIN:
  9267. target_class = MAPID_ASSASSIN;
  9268. break;
  9269. case SL_BARDDANCER:
  9270. target_class = MAPID_BARDDANCER;
  9271. break;
  9272. case SL_BLACKSMITH:
  9273. target_class = MAPID_BLACKSMITH;
  9274. break;
  9275. case SL_CRUSADER:
  9276. target_class = MAPID_CRUSADER;
  9277. break;
  9278. case SL_HUNTER:
  9279. target_class = MAPID_HUNTER;
  9280. break;
  9281. case SL_KNIGHT:
  9282. target_class = MAPID_KNIGHT;
  9283. break;
  9284. case SL_MONK:
  9285. target_class = MAPID_MONK;
  9286. break;
  9287. case SL_PRIEST:
  9288. target_class = MAPID_PRIEST;
  9289. break;
  9290. case SL_ROGUE:
  9291. target_class = MAPID_ROGUE;
  9292. break;
  9293. case SL_SAGE:
  9294. target_class = MAPID_SAGE;
  9295. break;
  9296. case SL_SOULLINKER:
  9297. target_class = MAPID_SOUL_LINKER;
  9298. break;
  9299. case SL_STAR:
  9300. target_class = MAPID_STAR_GLADIATOR;
  9301. break;
  9302. case SL_SUPERNOVICE:
  9303. target_class = MAPID_SUPER_NOVICE;
  9304. break;
  9305. case SL_WIZARD:
  9306. target_class = MAPID_WIZARD;
  9307. break;
  9308. case SL_HIGH:
  9309. if( sd->status.base_level >= 70 ){
  9310. return 0;
  9311. }
  9312. switch (sd->class_) {
  9313. case MAPID_SWORDMAN_HIGH:
  9314. case MAPID_MAGE_HIGH:
  9315. case MAPID_ARCHER_HIGH:
  9316. case MAPID_ACOLYTE_HIGH:
  9317. case MAPID_MERCHANT_HIGH:
  9318. case MAPID_THIEF_HIGH:
  9319. // Only these classes are allowed.
  9320. break;
  9321. default:
  9322. return 0;
  9323. }
  9324. // Set these to pass the check below.
  9325. mask = sd->class_;
  9326. target_class = sd->class_;
  9327. break;
  9328. default:
  9329. ShowError( "Unknown skill id %d for SC_SPIRIT.\n", val2 );
  9330. return 0;
  9331. }
  9332. if( ( sd->class_ & mask ) != target_class ){
  9333. return 0;
  9334. }
  9335. }else{
  9336. // Status change is only applicable for players
  9337. return 0;
  9338. }
  9339. break;
  9340. case SC_SOULGOLEM:
  9341. case SC_SOULSHADOW:
  9342. case SC_SOULFALCON:
  9343. case SC_SOULFAIRY:
  9344. if( sd == nullptr ){
  9345. // Status change is only applicable for players
  9346. return 0;
  9347. }
  9348. break;
  9349. }
  9350. // Check for OPT1 stacking
  9351. if (sc->opt1 > OPT1_NONE && scdb->opt1 > OPT1_NONE) {
  9352. for (const auto &status_it : status_db) {
  9353. sc_type opt1_type = status_it.second->type;
  9354. if (sc->getSCE(opt1_type) && status_it.second->opt1 > OPT1_NONE)
  9355. status_change_end(bl, opt1_type);
  9356. }
  9357. }
  9358. // Before overlapping fail, one must check for status cured.
  9359. std::vector<sc_type> endlist;
  9360. if (type == SC_BERSERK && val3 == SC__BLOODYLUST) //There is some reasons that using SC_BERSERK first before SC__BLOODYLUST itself on Akinari's fix
  9361. endlist = status_db.getEndOnStart(SC__BLOODYLUST);
  9362. else
  9363. endlist = scdb->endonstart;
  9364. // End the SCs from the list
  9365. if (!endlist.empty()) {
  9366. for (const auto &it : endlist) {
  9367. sc_type rem_sc = it;
  9368. if (sc->getSCE(rem_sc)) {
  9369. switch (rem_sc) {
  9370. case SC_BERSERK:
  9371. case SC_SATURDAYNIGHTFEVER:
  9372. sc->getSCE(rem_sc)->val2 = 0; // Mark to not lose hp
  9373. [[fallthrough]];
  9374. default:
  9375. status_change_end(bl, rem_sc);
  9376. break;
  9377. }
  9378. }
  9379. }
  9380. }
  9381. // List of hardcoded status cured.
  9382. switch (type) {
  9383. case SC_BLESSING:
  9384. if (bl->type == BL_PC) {
  9385. // Remove Curse first, Stone is only removed if the target is not cursed
  9386. if (sc->getSCE(SC_CURSE)) {
  9387. status_change_end(bl, SC_CURSE);
  9388. return 1; // End Curse and do not give stat boost
  9389. } else if (sc->getSCE(SC_STONE)) {
  9390. status_change_end(bl, SC_STONE);
  9391. return 1; // End Stone and do not give stat boost
  9392. }
  9393. }
  9394. if(sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_HIGH)
  9395. status_change_end(bl, SC_SPIRIT);
  9396. break;
  9397. case SC_INCREASEAGI:
  9398. if(sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_HIGH)
  9399. status_change_end(bl, SC_SPIRIT);
  9400. break;
  9401. case SC_DELUGE:
  9402. if (sc->getSCE(SC_FOGWALL) && sc->getSCE(SC_BLIND))
  9403. status_change_end(bl, SC_BLIND);
  9404. break;
  9405. case SC_SILENCE:
  9406. if (sc->getSCE(SC_GOSPEL) && sc->getSCE(SC_GOSPEL)->val4 == BCT_SELF)
  9407. status_change_end(bl, SC_GOSPEL);
  9408. break;
  9409. case SC_IMPOSITIO:
  9410. if (sc->getSCE(SC_IMPOSITIO) && sc->getSCE(SC_IMPOSITIO)->val1 > val1) //Replace higher level effect for lower.
  9411. status_change_end(bl,SC_IMPOSITIO);
  9412. break;
  9413. case SC_ENDURE:
  9414. if (sd && sd->special_state.no_walk_delay)
  9415. return 1;
  9416. break;
  9417. case SC_MADOGEAR:
  9418. status_db.removeByStatusFlag(bl, { SCF_MADOCANCEL });
  9419. if (sd)
  9420. pc_bonus_script_clear(sd, BSF_REM_ON_MADOGEAR);
  9421. break;
  9422. default:
  9423. break;
  9424. }
  9425. // Check for overlapping fails
  9426. if( (sce = sc->getSCE(type)) ) {
  9427. switch( type ) {
  9428. case SC_MERC_FLEEUP:
  9429. case SC_MERC_ATKUP:
  9430. case SC_MERC_HPUP:
  9431. case SC_MERC_SPUP:
  9432. case SC_MERC_HITUP:
  9433. if( sce->val1 > val1 )
  9434. val1 = sce->val1;
  9435. break;
  9436. case SC_ADRENALINE:
  9437. case SC_ADRENALINE2:
  9438. case SC_WEAPONPERFECTION:
  9439. case SC_OVERTHRUST:
  9440. if (sce->val2 > val2)
  9441. return 0;
  9442. break;
  9443. case SC_GOSPEL:
  9444. // Must not override a casting gospel char.
  9445. if(sce->val4 == BCT_SELF)
  9446. return 0;
  9447. if(sce->val1 > val1)
  9448. return 1;
  9449. break;
  9450. case SC_ENDURE:
  9451. if(sce->val4 && !val4)
  9452. return 1; // Don't let you override infinite endure.
  9453. if(sce->val1 > val1)
  9454. return 1;
  9455. break;
  9456. case SC_JAILED:
  9457. // When a player is already jailed, do not edit the jail data.
  9458. val2 = sce->val2;
  9459. val3 = sce->val3;
  9460. val4 = sce->val4;
  9461. break;
  9462. case SC_SHAPESHIFT:
  9463. case SC_PROPERTYWALK:
  9464. break;
  9465. case SC_LEADERSHIP:
  9466. case SC_GLORYWOUNDS:
  9467. case SC_SOULCOLD:
  9468. case SC_HAWKEYES:
  9469. if( sce->val4 && !val4 ) // You cannot override master guild aura
  9470. return 0;
  9471. break;
  9472. case SC_JOINTBEAT:
  9473. if (sc && sc->getSCE(type)->val2 & BREAK_NECK)
  9474. return 0; // BREAK_NECK cannot be stacked with new breaks until the status is over.
  9475. val2 |= sce->val2; // Stackable ailments
  9476. [[fallthrough]];
  9477. default:
  9478. if (scdb->flag[SCF_OVERLAPIGNORELEVEL])
  9479. break;
  9480. if(sce->val1 > val1)
  9481. return 1; // Return true to not mess up skill animations. [Skotlex]
  9482. }
  9483. }
  9484. vd = status_get_viewdata(bl);
  9485. std::bitset<SCB_MAX> calc_flag = scdb->calc_flag;
  9486. if(!(flag&SCSTART_LOADED)) // &4 - Do not parse val settings when loading SCs
  9487. switch(type)
  9488. {
  9489. /* Permanent effects */
  9490. case SC_AETERNA:
  9491. case SC_MODECHANGE:
  9492. case SC_WEIGHT50:
  9493. case SC_WEIGHT90:
  9494. case SC_BROKENWEAPON:
  9495. case SC_BROKENARMOR:
  9496. case SC_READYSTORM:
  9497. case SC_READYDOWN:
  9498. case SC_READYCOUNTER:
  9499. case SC_READYTURN:
  9500. case SC_DODGE:
  9501. case SC_PUSH_CART:
  9502. case SC_SPRITEMABLE:
  9503. case SC_CLAN_INFO:
  9504. case SC_DAILYSENDMAILCNT:
  9505. case SC_SOULATTACK:
  9506. tick = INFINITE_TICK;
  9507. break;
  9508. case SC_KEEPING:
  9509. case SC_BARRIER: {
  9510. unit_data *ud = unit_bl2ud(bl);
  9511. if (ud)
  9512. ud->attackabletime = ud->canact_tick = ud->canmove_tick = gettick() + tick;
  9513. }
  9514. break;
  9515. case SC_DECREASEAGI:
  9516. case SC_INCREASEAGI:
  9517. case SC_ADORAMUS:
  9518. if (type == SC_ADORAMUS) {
  9519. // 1000% base chance to blind, but still can be resisted
  9520. sc_start(src, bl, SC_BLIND, 1000, val1, skill_get_time(scdb->skill_id, val1));
  9521. if (sc->getSCE(SC_ADORAMUS))
  9522. return 0; //Adoramus can't refresh itself, but it can cause blind again
  9523. }
  9524. val2 = 2 + val1; // Agi change
  9525. break;
  9526. case SC_ENDURE:
  9527. val2 = 7; // Hit-count [Celest]
  9528. if( !(flag&SCSTART_NOAVOID) && (bl->type&(BL_PC|BL_MER)) && !map_flag_gvg2(bl->m) && !map_getmapflag(bl->m, MF_BATTLEGROUND) && !val4 ) {
  9529. map_session_data *tsd;
  9530. if( sd ) {
  9531. int i;
  9532. for( i = 0; i < MAX_DEVOTION; i++ ) {
  9533. if( sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) )
  9534. status_change_start(src,&tsd->bl, type, 10000, val1, val2, val3, val4, tick, SCSTART_NOAVOID|SCSTART_NOICON);
  9535. }
  9536. }
  9537. else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) )
  9538. status_change_start(src,&tsd->bl, type, 10000, val1, val2, val3, val4, tick, SCSTART_NOAVOID|SCSTART_NOICON);
  9539. }
  9540. if( val4 )
  9541. tick = INFINITE_TICK;
  9542. break;
  9543. case SC_AUTOBERSERK:
  9544. if (status->hp < status->max_hp / 4 &&
  9545. (!sc->getSCE(SC_PROVOKE) || sc->getSCE(SC_PROVOKE)->val4==0))
  9546. sc_start4(src,bl,SC_PROVOKE,100,10,0,0,1,60000);
  9547. tick = INFINITE_TICK;
  9548. break;
  9549. case SC_SIGNUMCRUCIS:
  9550. val2 = 10 + 4*val1; // Def reduction
  9551. tick = INFINITE_TICK;
  9552. clif_emotion(bl, ET_SWEAT);
  9553. break;
  9554. case SC_MAXIMIZEPOWER:
  9555. tick_time = val2 = tick>0?tick:60000;
  9556. tick = INFINITE_TICK; // Duration sent to the client should be infinite
  9557. break;
  9558. case SC_EDP:
  9559. val2 = (val1 + 1) / 2 + 2; // Chance to Poison enemies.
  9560. #ifndef RENEWAL
  9561. val3 = 50*(val1+1); // Damage increase (+50 +50*lv%)
  9562. #endif
  9563. if (sd) {
  9564. uint16 poison_level = pc_checkskill(sd, GC_RESEARCHNEWPOISON);
  9565. if (poison_level > 0) {
  9566. tick += 30000; // Base of 30 seconds
  9567. tick += poison_level * 15 * 1000; // Additional 15 seconds per level
  9568. }
  9569. }
  9570. break;
  9571. case SC_POISONREACT:
  9572. #ifdef RENEWAL
  9573. val2= (val1 + 1) / 2;
  9574. #else
  9575. val2=(val1+1)/2 + val1/10; // Number of counters [Skotlex]
  9576. #endif
  9577. val3=50; // + 5*val1; // Chance to counter. [Skotlex]
  9578. break;
  9579. case SC_MAGICROD:
  9580. val2 = val1*20; // SP gained
  9581. break;
  9582. case SC_KYRIE:
  9583. if( val4 ) { // Formulas for Praefatio
  9584. val2 = (status->max_hp * (val1 * 2 + 10) / 100) + val4 * 2; //%Max HP to absorb
  9585. val3 = 6 + val1; //Hits
  9586. } else { // Formulas for Kyrie Eleison
  9587. val2 = status->max_hp * (val1 * 2 + 10) / 100;
  9588. val3 = (val1 / 2 + 5);
  9589. }
  9590. break;
  9591. case SC_MAGICPOWER:
  9592. #ifdef RENEWAL
  9593. val3 = 5 * val1; // Matk% increase
  9594. #else
  9595. val2 = 1; // Lasts 1 invocation
  9596. val3 = 10 * val1; // Matk% increase
  9597. val4 = 0; // 0 = ready to be used, 1 = activated and running
  9598. #endif
  9599. break;
  9600. case SC_SACRIFICE:
  9601. val2 = 5; // Lasts 5 hits
  9602. tick = INFINITE_TICK;
  9603. break;
  9604. case SC_ENCPOISON:
  9605. val2= 250+50*val1; // Poisoning Chance (2.5+0.5%) in 1/10000 rate
  9606. break;
  9607. case SC_ELEMENTALCHANGE:
  9608. // val1 : Element Lvl (if called by skill lvl 1, takes random value between 1 and 4)
  9609. // val2 : Element (When no element, random one is picked)
  9610. // val3 : 0 = called by skill 1 = called by script (fixed level)
  9611. if( !val2 ) val2 = rnd()%ELE_ALL;
  9612. if( val1 == 1 && val3 == 0 )
  9613. val1 = 1 + rnd()%4;
  9614. else if( val1 > 4 )
  9615. val1 = 4; // Max Level
  9616. val3 = 0; // Not need to keep this info.
  9617. break;
  9618. case SC_PROVIDENCE:
  9619. val2 = val1*5; // Race/Ele resist
  9620. break;
  9621. case SC_REFLECTSHIELD:
  9622. val2 = 10+val1*3; // %Dmg reflected
  9623. // val4 used to mark if reflect shield is an inheritance bonus from Devotion
  9624. if( !(flag&SCSTART_NOAVOID) && (bl->type&(BL_PC|BL_MER)) ) {
  9625. map_session_data *tsd;
  9626. if( sd ) {
  9627. int i;
  9628. for( i = 0; i < MAX_DEVOTION; i++ ) {
  9629. if( sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) )
  9630. status_change_start(src,&tsd->bl, type, 10000, val1, val2, 0, 1, tick, SCSTART_NOAVOID|SCSTART_NOICON);
  9631. }
  9632. }
  9633. else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) )
  9634. status_change_start(src,&tsd->bl, type, 10000, val1, val2, 0, 1, tick, SCSTART_NOAVOID|SCSTART_NOICON);
  9635. }
  9636. break;
  9637. case SC_STRIPWEAPON:
  9638. if (!sd) // Watk reduction
  9639. val2 = 25;
  9640. break;
  9641. case SC_STRIPSHIELD:
  9642. if (!sd) // Def reduction
  9643. val2 = 15;
  9644. break;
  9645. case SC_STRIPARMOR:
  9646. if (!sd) // Vit reduction
  9647. val2 = 40;
  9648. break;
  9649. case SC_STRIPHELM:
  9650. if (!sd) // Int reduction
  9651. val2 = 40;
  9652. break;
  9653. case SC_AUTOSPELL:
  9654. // Val1 Skill LV of Autospell
  9655. // Val2 Skill ID to cast
  9656. // Val3 Max Lv to cast
  9657. #ifdef RENEWAL
  9658. val4 = val1 * 2; // Chance of casting
  9659. #else
  9660. val4 = 5 + val1*2; // Chance of casting
  9661. #endif
  9662. break;
  9663. case SC_VOLCANO:
  9664. {
  9665. int8 enchant_eff[] = { 10, 14, 17, 19, 20 }; // Enchant addition
  9666. uint8 i = max((val1-1)%5, 0);
  9667. #ifdef RENEWAL
  9668. val2 = 5 + val1 * 5; // ATK/MATK increase
  9669. #else
  9670. val2 = val1*10; // Watk increase
  9671. if (status->def_ele != ELE_FIRE)
  9672. val2 = 0;
  9673. #endif
  9674. val3 = enchant_eff[i];
  9675. }
  9676. break;
  9677. case SC_VIOLENTGALE:
  9678. {
  9679. int8 enchant_eff[] = { 10, 14, 17, 19, 20 }; // Enchant addition
  9680. uint8 i = max((val1-1)%5, 0);
  9681. val2 = val1*3; // Flee increase
  9682. #ifndef RENEWAL
  9683. if (status->def_ele != ELE_WIND)
  9684. val2 = 0;
  9685. #endif
  9686. val3 = enchant_eff[i];
  9687. }
  9688. break;
  9689. case SC_DELUGE:
  9690. {
  9691. int8 deluge_eff[] = { 5, 9, 12, 14, 15 }; // HP addition rate n/100
  9692. int8 enchant_eff[] = { 10, 14, 17, 19, 20 }; // Enchant addition
  9693. uint8 i = max((val1-1)%5, 0);
  9694. val2 = deluge_eff[i]; // HP increase
  9695. #ifndef RENEWAL
  9696. if (status->def_ele != ELE_WATER)
  9697. val2 = 0;
  9698. #endif
  9699. val3 = enchant_eff[i];
  9700. }
  9701. break;
  9702. case SC_SUITON:
  9703. if (!val2 || (sd && (sd->class_&MAPID_BASEMASK) == MAPID_NINJA)) {
  9704. // No penalties.
  9705. val2 = 0; // Agi penalty
  9706. val3 = 0; // Walk speed penalty
  9707. break;
  9708. }
  9709. val3 = 50;
  9710. val2 = 3*((val1+1)/3);
  9711. if (val1 > 4) val2--;
  9712. //Suiton is a special case, stop effect is forced and only happens when target enters it
  9713. if (!unit_blown_immune(bl, 0x1))
  9714. unit_stop_walking(bl, 9);
  9715. break;
  9716. case SC_ONEHAND:
  9717. case SC_TWOHANDQUICKEN:
  9718. val2 = 300;
  9719. if (val1 > 10) // For boss casted skills [Skotlex]
  9720. val2 += 20*(val1-10);
  9721. break;
  9722. case SC_MERC_QUICKEN:
  9723. val2 = 300;
  9724. break;
  9725. #ifndef RENEWAL_ASPD
  9726. case SC_SPEARQUICKEN:
  9727. val2 = 200+10*val1;
  9728. break;
  9729. #endif
  9730. case SC_DANCING:
  9731. // val1 : Skill ID + LV
  9732. // val2 : Skill Group of the Dance.
  9733. // val3 : Brings the skill_lv (merged into val1 here)
  9734. // val4 : Partner
  9735. if (val1 == CG_MOONLIT)
  9736. clif_status_change(bl,EFST_MOON,1,tick,0, 0, 0);
  9737. val1|= (val3<<16);
  9738. val3 = tick/1000; // Tick duration
  9739. tick_time = 1000; // [GodLesZ] tick time
  9740. break;
  9741. #ifndef RENEWAL
  9742. case SC_LONGING:
  9743. val2 = 500-100*val1; // Aspd penalty.
  9744. break;
  9745. #else
  9746. case SC_ENSEMBLEFATIGUE:
  9747. val2 = 30; // Speed and ASPD penalty
  9748. break;
  9749. case SC_RICHMANKIM:
  9750. val2 = 10 + 10 * val1; // Exp increase bonus
  9751. break;
  9752. case SC_DRUMBATTLE:
  9753. val2 = 15 + val1 * 5; // Atk increase
  9754. val3 = val1 * 15; // Def increase
  9755. break;
  9756. case SC_NIBELUNGEN:
  9757. val2 = rnd() % RINGNBL_MAX; // See e_nibelungen_status
  9758. break;
  9759. case SC_SIEGFRIED:
  9760. val2 = val1 * 3; // Elemental Resistance
  9761. val3 = val1 * 5; // Status ailment resistance
  9762. break;
  9763. case SC_WHISTLE:
  9764. val2 = 18 + 2 * val1; // Flee increase
  9765. val3 = (val1 + 1) / 2; // Perfect dodge increase
  9766. break;
  9767. case SC_ASSNCROS:
  9768. val2 = val1 < 10 ? val1 * 2 - 1 : 20; // ASPD increase
  9769. break;
  9770. case SC_POEMBRAGI:
  9771. val2 = 2 * val1; // Cast time reduction
  9772. val3 = 3 * val1; // After-cast delay reduction
  9773. break;
  9774. case SC_APPLEIDUN:
  9775. val2 = val1 < 10 ? 9 + val1 : 20; // HP rate increase
  9776. val3 = 2 * val1; // Potion recovery rate
  9777. break;
  9778. case SC_HUMMING:
  9779. val2 = 4 * val1; // Hit increase
  9780. break;
  9781. case SC_DONTFORGETME:
  9782. val2 = 1 + 30 * val1; // ASPD decrease
  9783. val3 = 5 + 2 * val1; // Movement speed adjustment.
  9784. break;
  9785. case SC_FORTUNE:
  9786. val2 = val1 * 10; // Critical increase
  9787. break;
  9788. case SC_SERVICE4U:
  9789. val2 = val1 < 10 ? 9 + val1 : 20; // MaxSP percent increase
  9790. val3 = 5 + val1; // SP cost reduction
  9791. break;
  9792. #endif
  9793. case SC_EXPLOSIONSPIRITS:
  9794. val2 = 75 + 25*val1; // Cri bonus
  9795. break;
  9796. case SC_ASPDPOTION0:
  9797. case SC_ASPDPOTION1:
  9798. case SC_ASPDPOTION2:
  9799. case SC_ASPDPOTION3:
  9800. val2 = 50*(2+type-SC_ASPDPOTION0);
  9801. break;
  9802. case SC_ATTHASTE_CASH:
  9803. val2 = 50*val1; // Just custom for pre-re
  9804. break;
  9805. case SC_NOCHAT:
  9806. // A hardcoded interval of 60 seconds is expected, as the time that SC_NOCHAT uses is defined by
  9807. // mmocharstatus.manner, each negative point results in 1 minute with this status activated.
  9808. // This is done this way because the message that the client displays is hardcoded, and only
  9809. // shows how many minutes are remaining. [Panikon]
  9810. tick = 60000;
  9811. val1 = battle_config.manner_system; // Mute filters.
  9812. if (sd) {
  9813. clif_changemanner( *sd );
  9814. clif_updatestatus(*sd,SP_MANNER);
  9815. }
  9816. break;
  9817. case SC_STONEWAIT:
  9818. val3 = max(1, tick - delay); // Petrify time
  9819. tick = delay;
  9820. break;
  9821. case SC_DPOISON:
  9822. // Lose 10/15% of your life as long as it doesn't brings life below 25%
  9823. if (status->hp > status->max_hp / 4) {
  9824. int diff = status->max_hp*(bl->type==BL_PC?10:15)/100;
  9825. if (status->hp - diff < status->max_hp / 4)
  9826. diff = status->hp - (status->max_hp / 4);
  9827. status_zap(bl, diff, 0);
  9828. }
  9829. [[fallthrough]];
  9830. case SC_STONE:
  9831. case SC_POISON:
  9832. case SC_BLEEDING:
  9833. case SC_BURNING:
  9834. case SC_KILLING_AURA:
  9835. tick_time = status_get_sc_interval(type);
  9836. val4 = tick - tick_time; // Remaining time
  9837. break;
  9838. case SC_TOXIN:
  9839. if (val3 == 1) // Target
  9840. tick_time = status_get_sc_interval(type);
  9841. else // Caster
  9842. tick_time = 1000;
  9843. val4 = tick - tick_time; // Remaining time
  9844. break;
  9845. case SC_DEATHHURT:
  9846. if (val3 == 1)
  9847. break;
  9848. tick_time = status_get_sc_interval(type);
  9849. val4 = tick - tick_time; // Remaining time
  9850. break;
  9851. case SC_LEECHESEND:
  9852. if (val3 == 0)
  9853. break;
  9854. tick_time = status_get_sc_interval(type);
  9855. val4 = tick - tick_time; // Remaining time
  9856. break;
  9857. case SC_PYREXIA:
  9858. if (val3 == 1) { // Target
  9859. // Causes blind for duration of pyrexia, unreducable and unavoidable, but can be healed with e.g. green potion
  9860. status_change_start(src, bl, SC_BLIND, 10000, val1, 0, 0, 0, tick, SCSTART_NOAVOID | SCSTART_NOTICKDEF | SCSTART_NORATEDEF);
  9861. tick_time = status_get_sc_interval(type);
  9862. val4 = tick - tick_time; // Remaining time
  9863. } else // Caster
  9864. val2 = 15; // CRIT % and ATK % increase
  9865. break;
  9866. case SC_VENOMBLEED:
  9867. if (val3 == 0) // Caster
  9868. val2 = 30; // Reflect damage % reduction
  9869. break;
  9870. case SC_MAGICMUSHROOM:
  9871. if (val3 == 1) { // Target
  9872. tick_time = status_get_sc_interval(type);
  9873. val4 = tick - tick_time; // Remaining time
  9874. } else // Caster
  9875. val2 = 10; // After-cast delay % reduction
  9876. break;
  9877. case SC_CONFUSION:
  9878. if (!val4)
  9879. clif_emotion(bl,ET_QUESTION);
  9880. break;
  9881. case SC_S_LIFEPOTION:
  9882. case SC_L_LIFEPOTION:
  9883. case SC_M_LIFEPOTION:
  9884. case SC_S_MANAPOTION:
  9885. case SC_G_LIFEPOTION:
  9886. if( val1 == 0 ) return 0;
  9887. // val1 = heal percent/amout
  9888. // val2 = seconds between heals
  9889. // val4 = total of heals
  9890. if( val2 < 1 ) val2 = 1;
  9891. if( (val4 = tick/(val2 * 1000)) < 1 )
  9892. val4 = 1;
  9893. tick_time = val2 * 1000; // [GodLesZ] tick time
  9894. break;
  9895. case SC_GRADUAL_GRAVITY:
  9896. val2 = 10 * val1;
  9897. tick_time = status_get_sc_interval(type);
  9898. val4 = tick - tick_time; // Remaining time
  9899. break;
  9900. case SC_ALL_STAT_DOWN:
  9901. val2 = 20 * val1;
  9902. if( val1 < skill_get_max( NPC_ALL_STAT_DOWN ) ){
  9903. val2 -= 10;
  9904. }
  9905. break;
  9906. case SC_DAMAGE_HEAL:
  9907. switch( val1 ){
  9908. case 1:
  9909. val2 = BF_WEAPON;
  9910. break;
  9911. case 2:
  9912. val2 = BF_MAGIC;
  9913. break;
  9914. case 3:
  9915. //TODO: Absorb MISC damage? Both WEAPON & MAGIC damage? Which is correct on level 3?
  9916. val2 = BF_MISC;
  9917. break;
  9918. }
  9919. break;
  9920. case SC_BOSSMAPINFO:
  9921. if( sd == nullptr ){
  9922. return 0;
  9923. }else{
  9924. // Search for Boss on this Map
  9925. mob_data* boss_md = map_getmob_boss( bl->m );
  9926. // No MVP on this map
  9927. if( boss_md == nullptr ){
  9928. clif_bossmapinfo( *sd, nullptr, BOSS_INFO_NOT );
  9929. return 0;
  9930. }
  9931. val1 = boss_md->bl.id;
  9932. tick_time = status_get_sc_interval( type );
  9933. val4 = tick - tick_time; // Remaining time
  9934. }
  9935. break;
  9936. case SC_HIDING:
  9937. val2 = tick/1000;
  9938. tick_time = 1000; // [GodLesZ] tick time
  9939. val3 = 0; // Unused, previously speed adjustment
  9940. val4 = val1+3; // Seconds before SP substraction happen.
  9941. break;
  9942. case SC_CHASEWALK:
  9943. val2 = tick>0?tick:10000; // Interval at which SP is drained.
  9944. val3 = 35 - 5 * val1; // Speed adjustment.
  9945. if (sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_ROGUE)
  9946. val3 -= 40;
  9947. val4 = 10+val1*2; // SP cost.
  9948. if (map_flag_gvg2(bl->m) || map_getmapflag(bl->m, MF_BATTLEGROUND)) val4 *= 5;
  9949. break;
  9950. case SC_CLOAKING:
  9951. if (!sd) // Monsters should be able to walk with no penalties. [Skotlex]
  9952. val1 = 10;
  9953. tick_time = val2 = tick>0?tick:60000; // SP consumption rate.
  9954. tick = INFINITE_TICK; // Duration sent to the client should be infinite
  9955. val3 = 0; // Unused, previously walk speed adjustment
  9956. // val4&1 signals the presence of a wall.
  9957. // val4&2 makes cloak not end on normal attacks [Skotlex]
  9958. // val4&4 makes cloak not end on using skills
  9959. if (bl->type == BL_PC || (bl->type == BL_MOB && ((TBL_MOB*)bl)->special_state.clone) ) // Standard cloaking.
  9960. val4 |= battle_config.pc_cloak_check_type&7;
  9961. else
  9962. val4 |= battle_config.monster_cloak_check_type&7;
  9963. break;
  9964. case SC_SIGHT: /* splash status */
  9965. case SC_RUWACH:
  9966. case SC_SIGHTBLASTER:
  9967. val3 = skill_get_splash(val2, val1); // Val2 should bring the skill-id.
  9968. val2 = tick/20;
  9969. tick_time = 20; // [GodLesZ] tick time
  9970. break;
  9971. case SC_AUTOGUARD:
  9972. if( !(flag&SCSTART_NOAVOID) ) {
  9973. map_session_data *tsd;
  9974. int i;
  9975. for( i = val2 = 0; i < val1; i++) {
  9976. int t = 5-(i / 2);
  9977. val2 += (t < 0)? 1:t;
  9978. }
  9979. if( bl->type&(BL_PC|BL_MER) ) {
  9980. if( sd ) {
  9981. for( i = 0; i < MAX_DEVOTION; i++ ) {
  9982. if( sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) )
  9983. status_change_start(src,&tsd->bl, type, 10000, val1, val2, 0, 0, tick, SCSTART_NOAVOID|SCSTART_NOICON);
  9984. }
  9985. }
  9986. else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) )
  9987. status_change_start(src,&tsd->bl, type, 10000, val1, val2, 0, 0, tick, SCSTART_NOAVOID|SCSTART_NOICON);
  9988. }
  9989. }
  9990. break;
  9991. case SC_DEFENDER:
  9992. if (!(flag&SCSTART_NOAVOID)) {
  9993. val2 = 5 + 15*val1; // Damage reduction
  9994. val3 = 0; // Unused, previously speed adjustment
  9995. val4 = 250 - 50*val1; // Aspd adjustment
  9996. if (sd) {
  9997. map_session_data *tsd;
  9998. int i;
  9999. for (i = 0; i < MAX_DEVOTION; i++) { // See if there are devoted characters, and pass the status to them. [Skotlex]
  10000. if (sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])))
  10001. status_change_start(src,&tsd->bl,type,10000,val1,val2,val3,val4,tick,SCSTART_NOAVOID);
  10002. }
  10003. }
  10004. }
  10005. break;
  10006. case SC_TENSIONRELAX:
  10007. if (sd) {
  10008. pc_setsit(sd);
  10009. skill_sit(sd, true);
  10010. clif_sitting(sd->bl);
  10011. }
  10012. val2 = 12; // SP cost
  10013. tick_time = 10000; // Decrease at 10secs intervals.
  10014. val3 = tick / tick_time;
  10015. tick = INFINITE_TICK; // Duration sent to the client should be infinite
  10016. break;
  10017. case SC_PARRYING:
  10018. val2 = 20 + val1*3; // Block Chance
  10019. break;
  10020. case SC_WINDWALK:
  10021. val2 = (val1+1)/2; // Flee bonus is 1/1/2/2/3/3/4/4/5/5
  10022. break;
  10023. case SC_JOINTBEAT:
  10024. if( val2&BREAK_NECK )
  10025. sc_start2(src,bl,SC_BLEEDING,100,val1,val3,skill_get_time2(scdb->skill_id,val1));
  10026. break;
  10027. case SC_BERSERK:
  10028. if( val3 == SC__BLOODYLUST )
  10029. sc_start(src,bl,(sc_type)val3,100,val1,tick);
  10030. else
  10031. sc_start4(src,bl, SC_ENDURE, 100,10,0,0,1, tick);
  10032. // HP healing is performing after the calc_status call.
  10033. // Val2 holds HP penalty
  10034. if (!val4) val4 = skill_get_time2(scdb->skill_id,val1);
  10035. if (!val4) val4 = 10000; // Val4 holds damage interval
  10036. val3 = tick/val4; // val3 holds skill duration
  10037. tick_time = val4; // [GodLesZ] tick time
  10038. break;
  10039. case SC_GOSPEL:
  10040. if(val4 == BCT_SELF) { // Self effect
  10041. val2 = tick/10000;
  10042. tick_time = 10000; // [GodLesZ] tick time
  10043. status_change_clear_buffs(bl, SCCB_BUFFS|SCCB_DEBUFFS|SCCB_CHEM_PROTECT); // Remove buffs/debuffs
  10044. }
  10045. break;
  10046. case SC_MARIONETTE:
  10047. {
  10048. int stat;
  10049. val3 = 0;
  10050. val4 = 0;
  10051. stat = ( sd ? sd->status.str : status_get_base_status(bl)->str ) / 2; val3 |= cap_value(stat,0,0xFF)<<16;
  10052. stat = ( sd ? sd->status.agi : status_get_base_status(bl)->agi ) / 2; val3 |= cap_value(stat,0,0xFF)<<8;
  10053. stat = ( sd ? sd->status.vit : status_get_base_status(bl)->vit ) / 2; val3 |= cap_value(stat,0,0xFF);
  10054. stat = ( sd ? sd->status.int_: status_get_base_status(bl)->int_) / 2; val4 |= cap_value(stat,0,0xFF)<<16;
  10055. stat = ( sd ? sd->status.dex : status_get_base_status(bl)->dex ) / 2; val4 |= cap_value(stat,0,0xFF)<<8;
  10056. stat = ( sd ? sd->status.luk : status_get_base_status(bl)->luk ) / 2; val4 |= cap_value(stat,0,0xFF);
  10057. break;
  10058. }
  10059. case SC_MARIONETTE2:
  10060. {
  10061. int stat,max_stat;
  10062. // Fetch caster information
  10063. struct block_list *pbl = map_id2bl(val1);
  10064. status_change *psc = pbl?status_get_sc(pbl):nullptr;
  10065. struct status_change_entry *psce = psc?psc->getSCE(SC_MARIONETTE):nullptr;
  10066. if (!psce)
  10067. return 0;
  10068. // Fetch target's stats
  10069. status_data* status2 = status_get_status_data(*bl); // Battle status
  10070. val3 = 0;
  10071. val4 = 0;
  10072. max_stat = battle_config.max_parameter; // Cap to 99 (default)
  10073. stat = (psce->val3 >>16)&0xFF; stat = min(stat, max_stat - status2->str ); val3 |= cap_value(stat,0,0xFF)<<16;
  10074. stat = (psce->val3 >> 8)&0xFF; stat = min(stat, max_stat - status2->agi ); val3 |= cap_value(stat,0,0xFF)<<8;
  10075. stat = (psce->val3 >> 0)&0xFF; stat = min(stat, max_stat - status2->vit ); val3 |= cap_value(stat,0,0xFF);
  10076. stat = (psce->val4 >>16)&0xFF; stat = min(stat, max_stat - status2->int_); val4 |= cap_value(stat,0,0xFF)<<16;
  10077. stat = (psce->val4 >> 8)&0xFF; stat = min(stat, max_stat - status2->dex ); val4 |= cap_value(stat,0,0xFF)<<8;
  10078. stat = (psce->val4 >> 0)&0xFF; stat = min(stat, max_stat - status2->luk ); val4 |= cap_value(stat,0,0xFF);
  10079. break;
  10080. }
  10081. case SC_SPIRIT:
  10082. //1st Transcendent Spirit works similar to Marionette Control
  10083. if(sd && val2 == SL_HIGH) {
  10084. int stat,max_stat;
  10085. status_data *status2 = status_get_base_status(bl);
  10086. val3 = 0;
  10087. val4 = 0;
  10088. max_stat = (status_get_lv(bl)-10<50)?status_get_lv(bl)-10:50;
  10089. stat = max(0, max_stat - status2->str); val3 |= cap_value(stat,0,0xFF)<<16;
  10090. stat = max(0, max_stat - status2->agi ); val3 |= cap_value(stat,0,0xFF)<<8;
  10091. stat = max(0, max_stat - status2->vit ); val3 |= cap_value(stat,0,0xFF);
  10092. stat = max(0, max_stat - status2->int_); val4 |= cap_value(stat,0,0xFF)<<16;
  10093. stat = max(0, max_stat - status2->dex ); val4 |= cap_value(stat,0,0xFF)<<8;
  10094. stat = max(0, max_stat - status2->luk ); val4 |= cap_value(stat,0,0xFF);
  10095. }
  10096. break;
  10097. case SC_REJECTSWORD:
  10098. val2 = 15*val1; // Reflect chance
  10099. val3 = 3; // Reflections
  10100. tick = INFINITE_TICK;
  10101. break;
  10102. case SC_MEMORIZE:
  10103. val2 = 5; // Memorized casts.
  10104. tick = INFINITE_TICK;
  10105. break;
  10106. #ifndef RENEWAL
  10107. case SC_GRAVITATION:
  10108. val2 = 50*val1; // aspd reduction
  10109. break;
  10110. #endif
  10111. case SC_REGENERATION:
  10112. if (val1 == 1)
  10113. val2 = 2;
  10114. else
  10115. val2 = val1; // HP Regerenation rate: 200% 200% 300%
  10116. val3 = val1; // SP Regeneration Rate: 100% 200% 300%
  10117. // If val4 comes set, this blocks regen rather than increase it.
  10118. break;
  10119. case SC_DEVOTION:
  10120. {
  10121. struct block_list *d_bl;
  10122. status_change *d_sc;
  10123. if( (d_bl = map_id2bl(val1)) && (d_sc = status_get_sc(d_bl)) && d_sc->count ) { // Inherits Status From Source
  10124. const enum sc_type types[] = { SC_AUTOGUARD, SC_DEFENDER, SC_REFLECTSHIELD, SC_ENDURE };
  10125. int i = (map_flag_gvg2(bl->m) || map_getmapflag(bl->m, MF_BATTLEGROUND))?2:3;
  10126. while( i >= 0 ) {
  10127. enum sc_type type2 = types[i];
  10128. if( d_sc->getSCE(type2) )
  10129. 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);
  10130. i--;
  10131. }
  10132. }
  10133. break;
  10134. }
  10135. case SC_COMA: // Coma. Sends a char to 1HP. If val2, do not zap sp
  10136. status_zap(bl, status->hp-1, val2?0:status->sp-1);
  10137. return 1;
  10138. break;
  10139. case SC_CLOSECONFINE2:
  10140. {
  10141. struct block_list *src2 = val2?map_id2bl(val2):nullptr;
  10142. status_change *sc2 = src2?status_get_sc(src2):nullptr;
  10143. struct status_change_entry *sce2 = sc2?sc2->getSCE(SC_CLOSECONFINE):nullptr;
  10144. if (src2 && sc2) {
  10145. if (!sce2) { // Start lock on caster.
  10146. #ifdef RENEWAL
  10147. val3 = 50; // Flee increase
  10148. #else
  10149. val3 = 10; // Flee increase
  10150. #endif
  10151. sc_start4(src2,src2,SC_CLOSECONFINE,100,val1,1,val3,0,tick+1000);
  10152. } else { // Increase count of locked enemies and refresh time.
  10153. (sce2->val2)++;
  10154. delete_timer(sce2->timer, status_change_timer);
  10155. sce2->timer = add_timer(gettick()+tick+1000, status_change_timer, src2->id, SC_CLOSECONFINE);
  10156. }
  10157. } else // Status failed.
  10158. return 0;
  10159. }
  10160. break;
  10161. case SC_KAITE:
  10162. val2 = 1+val1/5; // Number of bounces: 1 + skill_lv/5
  10163. break;
  10164. case SC_KAUPE:
  10165. switch (val1) {
  10166. case 3: // 33*3 + 1 -> 100%
  10167. val2++;
  10168. [[fallthrough]];
  10169. case 1:
  10170. case 2: // 33, 66%
  10171. val2 += 33*val1;
  10172. val3 = 1; // Dodge 1 attack total.
  10173. break;
  10174. default: // Custom. For high level mob usage, higher level means more blocks. [Skotlex]
  10175. val2 = 100;
  10176. val3 = val1-2;
  10177. break;
  10178. }
  10179. break;
  10180. case SC_COMBO:
  10181. {
  10182. // val1: Skill ID
  10183. // val2: When given, target (for autotargetting skills)
  10184. // val3: When set, this combo time should NOT delay attack/movement
  10185. // val3: If set to 2 this combo will delay ONLY attack
  10186. // val3: TK: Last used kick
  10187. // val4: TK: Combo time
  10188. struct unit_data *ud = unit_bl2ud(bl);
  10189. if ( ud && (!val3 || val3 == 2) ) {
  10190. tick += 300 * battle_config.combo_delay_rate/100;
  10191. ud->attackabletime = gettick()+tick;
  10192. if( !val3 )
  10193. unit_set_walkdelay(bl, gettick(), tick, 1);
  10194. }
  10195. val3 = 0;
  10196. val4 = tick;
  10197. break;
  10198. }
  10199. case SC_EARTHSCROLL:
  10200. val2 = 11-val1; // Chance to consume: 11-skill_lv%
  10201. break;
  10202. case SC_RUN:
  10203. {
  10204. //Store time at which you started running.
  10205. t_tick currenttick = gettick();
  10206. // Note: this int64 value is stored in two separate int32 variables (FIXME)
  10207. val3 = (int)(currenttick & 0x00000000ffffffffLL);
  10208. val4 = (int)((currenttick & 0xffffffff00000000LL) >> 32);
  10209. tick = INFINITE_TICK;
  10210. break;
  10211. }
  10212. case SC_KAAHI:
  10213. val2 = 200*val1; // HP heal
  10214. val3 = 5*val1; // SP cost
  10215. break;
  10216. case SC_BLESSING:
  10217. if (bl->type == BL_PC || (!undead_flag && status->race != RC_DEMON))
  10218. val2 = val1;
  10219. else
  10220. val2 = 0; // 0 -> Half stat.
  10221. break;
  10222. case SC_TRICKDEAD:
  10223. if (vd) vd->dead_sit = 1;
  10224. tick = INFINITE_TICK;
  10225. break;
  10226. case SC_CONCENTRATE:
  10227. val2 = 2 + val1;
  10228. if (sd) { // Store the card-bonus data that should not count in the %
  10229. val3 = sd->indexed_bonus.param_bonus[1]; // Agi
  10230. val4 = sd->indexed_bonus.param_bonus[4]; // Dex
  10231. } else
  10232. val3 = val4 = 0;
  10233. break;
  10234. case SC_MAXOVERTHRUST:
  10235. val2 = 20*val1; // Power increase
  10236. break;
  10237. case SC_OVERTHRUST:
  10238. case SC_ADRENALINE2:
  10239. case SC_ADRENALINE:
  10240. case SC_WEAPONPERFECTION:
  10241. {
  10242. map_session_data * s_sd = BL_CAST(BL_PC, src);
  10243. if (type == SC_OVERTHRUST) {
  10244. // val2 holds if it was casted on self, or is bonus received from others
  10245. #ifdef RENEWAL
  10246. val3 = (val2) ? 5 * val1 : (val1 > 4) ? 15 : (val1 > 2) ? 10 : 5; // Power increase
  10247. #else
  10248. val3 = (val2) ? 5 * val1 : 5; // Power increase
  10249. #endif
  10250. }
  10251. else if (type == SC_ADRENALINE2 || type == SC_ADRENALINE) {
  10252. val3 = (val2) ? 300 : 200; // Aspd increase
  10253. }
  10254. if (s_sd && pc_checkskill(s_sd, BS_HILTBINDING) > 0)
  10255. tick += tick / 10; //If caster has Hilt Binding, duration increases by 10%
  10256. }
  10257. break;
  10258. case SC_CONCENTRATION:
  10259. #ifdef RENEWAL
  10260. val2 = 5 + val1 * 2; // Batk/Watk Increase
  10261. val4 = 5 + val1 * 2; // Def reduction
  10262. #else
  10263. val2 = 5*val1; // Batk/Watk Increase
  10264. val4 = 5*val1; // Def reduction
  10265. #endif
  10266. val3 = 10*val1; // Hit Increase
  10267. sc_start(src, bl, SC_ENDURE, 100, 1, tick); // Level 1 Endure effect
  10268. break;
  10269. case SC_ANGELUS:
  10270. val2 = 5*val1; // def increase
  10271. break;
  10272. case SC_IMPOSITIO:
  10273. val2 = 5*val1; // WATK/MATK increase
  10274. break;
  10275. case SC_MELTDOWN:
  10276. val2 = 100*val1; // Chance to break weapon
  10277. val3 = 70*val1; // Change to break armor
  10278. break;
  10279. case SC_TRUESIGHT:
  10280. val2 = 10*val1; // Critical increase
  10281. val3 = 3*val1; // Hit increase
  10282. break;
  10283. case SC_SUN_COMFORT:
  10284. val2 = (status_get_lv(bl) + status->dex + status->luk)/2; // def increase
  10285. break;
  10286. case SC_MOON_COMFORT:
  10287. val2 = (status_get_lv(bl) + status->dex + status->luk)/10; // flee increase
  10288. break;
  10289. case SC_STAR_COMFORT:
  10290. val2 = (status_get_lv(bl) + status->dex + status->luk); // Aspd increase
  10291. break;
  10292. case SC_QUAGMIRE:
  10293. val2 = (sd?5:10)*val1; // Agi/Dex decrease.
  10294. break;
  10295. // gs_something1 [Vicious]
  10296. case SC_GATLINGFEVER:
  10297. val2 = 20*val1; // Aspd increase
  10298. val3 = 20+10*val1; // Atk increase
  10299. val4 = 5*val1; // Flee decrease
  10300. break;
  10301. case SC_FLING:
  10302. if (bl->type == BL_PC)
  10303. val2 = 0; // No armor reduction to players.
  10304. else
  10305. val2 = 5*val1; // Def reduction
  10306. val3 = 5*val1; // Def2 reduction
  10307. break;
  10308. case SC_PROVOKE:
  10309. val2 = 2+3*val1; // Atk increase
  10310. val3 = 5+5*val1; // Def reduction.
  10311. // val4 signals autoprovoke.
  10312. break;
  10313. case SC_AVOID:
  10314. // Speed change rate.
  10315. if (bl->type == BL_HOM)
  10316. val2 = 40 * val1;
  10317. else
  10318. val2 = 10 * val1;
  10319. break;
  10320. case SC_DEFENCE:
  10321. // Vit bonus for players / Def bonus for homunculus
  10322. #ifdef RENEWAL
  10323. val2 = 5 + (5 * val1);
  10324. #else
  10325. val2 = 2 * val1;
  10326. #endif
  10327. break;
  10328. case SC_BLOODLUST:
  10329. // Atk rate change
  10330. val2 = 20 + (10 * val1);
  10331. // Leech chance
  10332. // It's actually 9 * level on both pre-re and renewal, despite the description
  10333. val3 = 9 * val1;
  10334. // Leech percent
  10335. val4 = 20;
  10336. break;
  10337. case SC_FLEET:
  10338. val2 = 30*val1; // Aspd change
  10339. val3 = 5+5*val1; // bAtk/wAtk rate change
  10340. break;
  10341. case SC_MINDBREAKER:
  10342. val2 = 20*val1; // matk increase.
  10343. val3 = 12*val1; // mdef2 reduction.
  10344. break;
  10345. case SC_JAILED:
  10346. // Val1 is duration in minutes. Use INT_MAX to specify 'unlimited' time.
  10347. if (sd) {
  10348. if (sd->mapindex != val2) {
  10349. int pos = (bl->x&0xFFFF)|(bl->y<<16), // Current Coordinates
  10350. map_idx = sd->mapindex; // Current Map
  10351. // 1. Place in Jail (val2 -> Jail Map, val3 -> x, val4 -> y
  10352. pc_setpos(sd,(unsigned short)val2,val3,val4, CLR_TELEPORT);
  10353. // 2. Set restore point (val3 -> return map, val4 return coords
  10354. val3 = map_idx;
  10355. val4 = pos;
  10356. } else if (!val3 || val3 == sd->mapindex) { // Use save point.
  10357. val3 = mapindex_name2id( sd->status.save_point.map );
  10358. val4 = (sd->status.save_point.x&0xFFFF)
  10359. |(sd->status.save_point.y<<16);
  10360. }
  10361. }
  10362. break;
  10363. case SC_UTSUSEMI:
  10364. val2=(val1+1)/2; // Number of hits blocked
  10365. val3=skill_get_blewcount(NJ_UTSUSEMI, val1); // knockback value.
  10366. break;
  10367. case SC_BUNSINJYUTSU:
  10368. val2=(val1+1)/2; // Number of hits blocked
  10369. break;
  10370. case SC_CHANGE:
  10371. val2= 30*val1; // Vit increase
  10372. val3= 20*val1; // Int increase
  10373. break;
  10374. case SC_SWOO:
  10375. if(status_has_mode(status,MD_STATUSIMMUNE))
  10376. tick /= 5; // !TODO: Reduce skill's duration. But for how long?
  10377. break;
  10378. case SC_ARMOR:
  10379. // NPC_DEFENDER:
  10380. val2 = 8; // Damage will be divided by this value
  10381. // Attack requirements to be blocked:
  10382. val3 = BF_LONG; // Range
  10383. val4 = BF_WEAPON|BF_MISC; // Type
  10384. break;
  10385. case SC_ENCHANTARMS:
  10386. // Make sure the received element is valid.
  10387. if (val1 >= ELE_ALL)
  10388. val1 = val1%ELE_ALL;
  10389. else if (val1 < 0)
  10390. val1 = rnd()%ELE_ALL;
  10391. break;
  10392. case SC_CRITICALWOUND:
  10393. // Level 1 ~ 5 & 6 ~ 10 has different duration
  10394. // Level 6 ~ 10 use effect of level 1 ~ 5
  10395. val1 = 1 + ((val1-1)%5);
  10396. val2 = 20*val1; // Heal effectiveness decrease
  10397. break;
  10398. case SC_MAGICMIRROR:
  10399. // Level 1 ~ 5 & 6 ~ 10 has different duration
  10400. // Level 6 ~ 10 use effect of level 1 ~ 5
  10401. val1 = 1 + ((val1-1)%5);
  10402. [[fallthrough]];
  10403. case SC_SLOWCAST:
  10404. val2 = 20*val1; // Magic reflection/cast rate
  10405. break;
  10406. case SC_ARMORCHANGE:
  10407. if (val2 == NPC_ANTIMAGIC) { // Boost mdef
  10408. val2 =-20;
  10409. val3 = 20;
  10410. } else { // Boost def
  10411. val2 = 20;
  10412. val3 =-20;
  10413. }
  10414. // Level 1 ~ 5 & 6 ~ 10 has different duration
  10415. // Level 6 ~ 10 use effect of level 1 ~ 5
  10416. val1 = 1 + ((val1-1)%5);
  10417. val2 *= val1; // 20% per level
  10418. val3 *= val1;
  10419. break;
  10420. case SC_EXPBOOST:
  10421. case SC_JEXPBOOST:
  10422. case SC_JP_EVENT04:
  10423. case SC_PERIOD_RECEIVEITEM_2ND:
  10424. case SC_PERIOD_PLUSEXP_2ND:
  10425. if (val1 < 1)
  10426. return 0;
  10427. break;
  10428. case SC_INCFLEE2:
  10429. case SC_INCCRI:
  10430. val2 = val1*10; // Actual boost (since 100% = 1000)
  10431. break;
  10432. case SC_SUFFRAGIUM:
  10433. #ifdef RENEWAL
  10434. val2 = 5 + val1 * 5; // Speed cast decrease
  10435. #else
  10436. val2 = 15 * val1; // Speed cast decrease
  10437. #endif
  10438. break;
  10439. case SC_INCHEALRATE:
  10440. if (val1 < 1)
  10441. val1 = 1;
  10442. break;
  10443. case SC_DOUBLECAST:
  10444. val2 = 30+10*val1; // Trigger rate
  10445. break;
  10446. case SC_KAIZEL:
  10447. val2 = 10*val1; // % of life to be revived with
  10448. break;
  10449. // case SC_ARMOR_ELEMENT_WATER:
  10450. // case SC_ARMOR_ELEMENT_EARTH:
  10451. // case SC_ARMOR_ELEMENT_FIRE:
  10452. // case SC_ARMOR_ELEMENT_WIND:
  10453. // case SC_ARMOR_RESIST:
  10454. // Mod your resistance against elements:
  10455. // val1 = water | val2 = earth | val3 = fire | val4 = wind
  10456. // break;
  10457. // case ????:
  10458. // Place here SCs that have no SCB_* data, no skill associated, no ICON
  10459. // associated, and yet are not wrong/unknown. [Skotlex]
  10460. // break;
  10461. case SC_MERC_FLEEUP:
  10462. case SC_MERC_ATKUP:
  10463. case SC_MERC_HITUP:
  10464. val2 = 15 * val1;
  10465. break;
  10466. case SC_MERC_HPUP:
  10467. case SC_MERC_SPUP:
  10468. val2 = 5 * val1;
  10469. break;
  10470. case SC_REBIRTH:
  10471. val2 = 20*val1; // % of life to be revived with
  10472. break;
  10473. case SC_INVINCIBLE:
  10474. val2 = 100; // ATKpercent increase
  10475. val3 = 50; // Speed increase
  10476. val4 = 700; // ASPD increase
  10477. break;
  10478. case SC_MANU_DEF:
  10479. case SC_MANU_ATK:
  10480. case SC_MANU_MATK:
  10481. val2 = 1; // Manuk group
  10482. break;
  10483. case SC_SPL_DEF:
  10484. case SC_SPL_ATK:
  10485. case SC_SPL_MATK:
  10486. val2 = 2; // Splendide group
  10487. break;
  10488. /* General */
  10489. case SC_FEAR:
  10490. sc_start(src, bl, SC_ANKLE, 100, 0, 2000);
  10491. break;
  10492. /* Rune Knight */
  10493. case SC_DEATHBOUND:
  10494. val2 = 500 + 100 * val1;
  10495. break;
  10496. case SC_STONEHARDSKIN:
  10497. if (!status_charge(bl, status->hp / 5, 0)) // 20% of HP
  10498. return 0;
  10499. if (sd)
  10500. val1 = sd->status.job_level * pc_checkskill(sd, RK_RUNEMASTERY) / 4; // DEF/MDEF Increase
  10501. break;
  10502. case SC_REFRESH:
  10503. status_heal(bl, status_get_max_hp(bl) * 25 / 100, 0, 1);
  10504. status_change_clear_buffs(bl, SCCB_REFRESH);
  10505. break;
  10506. case SC_MILLENNIUMSHIELD:
  10507. {
  10508. int8 chance = rnd()%100;
  10509. val2 = ((chance < 20) ? 4 : (chance < 50) ? 3 : 2); // Shield count
  10510. val3 = 1000; // Shield HP
  10511. clif_millenniumshield( *bl, val2 );
  10512. }
  10513. break;
  10514. case SC_ABUNDANCE:
  10515. val4 = tick / 10000;
  10516. tick_time = 10000; // [GodLesZ] tick time
  10517. break;
  10518. case SC_GIANTGROWTH:
  10519. val2 = 30; // Damage success rate and STR increase
  10520. break;
  10521. case SC_LUXANIMA:
  10522. val2 = 15; // Storm Blast success %
  10523. val3 = 30; // Damage/HP/SP % increase
  10524. break;
  10525. /* Arch Bishop */
  10526. case SC_RENOVATIO:
  10527. val4 = tick / 5000;
  10528. tick_time = 5000;
  10529. break;
  10530. case SC_SECRAMENT:
  10531. val2 = 10 * val1;
  10532. break;
  10533. case SC_VENOMIMPRESS:
  10534. val2 = 10 * val1;
  10535. break;
  10536. case SC_WEAPONBLOCKING:
  10537. val2 = 10 + 2 * val1; // Chance
  10538. val4 = tick / 5000;
  10539. tick_time = 5000; // [GodLesZ] tick time
  10540. break;
  10541. case SC_OBLIVIONCURSE:
  10542. if (val3 == 0)
  10543. break;
  10544. val4 = tick / 3000;
  10545. tick_time = 3000; // [GodLesZ] tick time
  10546. break;
  10547. case SC_CLOAKINGEXCEED:
  10548. val2 = (val1 + 1) / 2; // Hits
  10549. val3 = (val1 - 1) * 10; // Walk speed
  10550. if (bl->type == BL_PC)
  10551. val4 |= battle_config.pc_cloak_check_type&7;
  10552. else
  10553. val4 |= battle_config.monster_cloak_check_type&7;
  10554. tick_time = 1000; // [GodLesZ] tick time
  10555. break;
  10556. case SC_HALLUCINATIONWALK:
  10557. case SC_NPC_HALLUCINATIONWALK:
  10558. val2 = 50 * val1; // Evasion rate of physical attacks. Flee
  10559. val3 = 10 * val1; // Evasion rate of magical attacks.
  10560. break;
  10561. case SC_MARSHOFABYSS:
  10562. if( bl->type == BL_PC )
  10563. val2 = 3 * val1; // AGI and DEX Reduction
  10564. else // BL_MOB
  10565. val2 = 6 * val1; // AGI and DEX Reduction
  10566. val3 = 10 * val1; // Movement Speed Reduction
  10567. break;
  10568. case SC_FREEZE_SP:
  10569. // val2 = sp drain per 10 seconds
  10570. tick_time = 10000; // [GodLesZ] tick time
  10571. break;
  10572. case SC_SPHERE_1:
  10573. case SC_SPHERE_2:
  10574. case SC_SPHERE_3:
  10575. case SC_SPHERE_4:
  10576. case SC_SPHERE_5:
  10577. if( !sd )
  10578. return 0; // Should only work on players.
  10579. val4 = tick / 1000;
  10580. if( val4 < 1 )
  10581. val4 = 1;
  10582. tick_time = 1000; // [GodLesZ] tick time
  10583. break;
  10584. case SC_SHAPESHIFT:
  10585. switch( val1 ) {
  10586. case 1: val2 = ELE_FIRE; break;
  10587. case 2: val2 = ELE_EARTH; break;
  10588. case 3: val2 = ELE_WIND; break;
  10589. case 4: val2 = ELE_WATER; break;
  10590. }
  10591. break;
  10592. case SC_ELECTRICSHOCKER:
  10593. case SC_CRYSTALIZE:
  10594. val4 = tick / 1000;
  10595. if( val4 < 1 )
  10596. val4 = 1;
  10597. tick_time = 1000; // [GodLesZ] tick time
  10598. break;
  10599. case SC_MEIKYOUSISUI:
  10600. val2 = val1 * 2; // % HP each sec
  10601. val3 = val1; // % SP each sec
  10602. val4 = tick / 1000;
  10603. if( val4 < 1 )
  10604. val4 = 1;
  10605. tick_time = 1000;
  10606. break;
  10607. case SC_CAMOUFLAGE:
  10608. val4 = tick/1000;
  10609. tick_time = 1000; // [GodLesZ] tick time
  10610. break;
  10611. case SC_WUGDASH:
  10612. {
  10613. //Store time at which you started running.
  10614. t_tick currenttick = gettick();
  10615. // Note: this int64 value is stored in two separate int32 variables (FIXME)
  10616. val3 = (int)(currenttick&0x00000000ffffffffLL);
  10617. val4 = (int)((currenttick&0xffffffff00000000LL)>>32);
  10618. tick = INFINITE_TICK;
  10619. break;
  10620. }
  10621. case SC__SHADOWFORM:
  10622. {
  10623. map_session_data * s_sd = map_id2sd(val2);
  10624. if( s_sd )
  10625. s_sd->shadowform_id = bl->id;
  10626. val4 = tick / 1000;
  10627. tick_time = 1000; // [GodLesZ] tick time
  10628. }
  10629. break;
  10630. case SC__STRIPACCESSORY:
  10631. if (!sd)
  10632. val2 = 20;
  10633. break;
  10634. case SC__INVISIBILITY:
  10635. val2 = 50 - 10 * val1; // ASPD
  10636. val3 = 20 * val1; // CRITICAL
  10637. val4 = tick / 1000;
  10638. tick = INFINITE_TICK; // Duration sent to the client should be infinite
  10639. tick_time = 1000; // [GodLesZ] tick time
  10640. break;
  10641. case SC__ENERVATION:
  10642. val2 = 20 + 10 * val1; // ATK Reduction
  10643. if (sd) {
  10644. pc_delspiritball(sd,sd->spiritball,0);
  10645. pc_delspiritcharm(sd,sd->spiritcharm,sd->spiritcharm_type);
  10646. }
  10647. break;
  10648. case SC__GROOMY:
  10649. val2 = 20 + 10 * val1; // ASPD
  10650. val3 = 20 * val1; // HIT
  10651. if( sd ) { // Removes Animals
  10652. if( pc_isriding(sd) ) pc_setriding(sd, 0);
  10653. if( pc_isridingdragon(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_DRAGON);
  10654. if( pc_iswug(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_WUG);
  10655. if( pc_isridingwug(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_WUGRIDER);
  10656. if( pc_isfalcon(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_FALCON);
  10657. if( sd->status.pet_id > 0 ) pet_return_egg(sd, sd->pd);
  10658. if( hom_is_active(sd->hd) ) hom_vaporize(sd, HOM_ST_ACTIVE);
  10659. //if( sd->md ) mercenary_delete(sd->md,3); // Are Mercenaries removed? [aleos]
  10660. }
  10661. break;
  10662. case SC__LAZINESS:
  10663. val2 = 10 + 10 * val1; // Cast Increase
  10664. val3 = 10 * val1; // Flee Reduction
  10665. break;
  10666. case SC__UNLUCKY:
  10667. {
  10668. sc_type rand_eff;
  10669. switch(rnd() % 3) {
  10670. case 1: rand_eff = SC_BLIND; break;
  10671. case 2: rand_eff = SC_SILENCE; break;
  10672. default: rand_eff = SC_POISON; break;
  10673. }
  10674. val2 = 10 * val1; // Crit and Flee2 Reduction
  10675. status_change_start(src,bl,rand_eff,10000,val1,0,(rand_eff == SC_POISON ? src->id : 0),0,tick,SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  10676. break;
  10677. }
  10678. case SC__WEAKNESS:
  10679. val2 = 10 * val1;
  10680. // Bypasses coating protection and MADO
  10681. sc_start(src,bl,SC_STRIPWEAPON,100,val1,tick);
  10682. sc_start(src,bl,SC_STRIPSHIELD,100,val1,tick);
  10683. break;
  10684. case SC_GN_CARTBOOST:
  10685. if( val1 < 3 )
  10686. val2 = 50;
  10687. else if( val1 > 2 && val1 < 5 )
  10688. val2 = 75;
  10689. else
  10690. val2 = 100;
  10691. break;
  10692. case SC_PROPERTYWALK:
  10693. val3 = 0;
  10694. break;
  10695. case SC_STRIKING:
  10696. // val2 = watk bonus already calc
  10697. val3 = 6 - val1;// spcost = 6 - level (lvl1:5 ... lvl 5: 1)
  10698. val4 = tick / 1000;
  10699. tick_time = 1000; // [GodLesZ] tick time
  10700. break;
  10701. case SC_WARMER:
  10702. val4 = tick / 3000;
  10703. tick = INFINITE_TICK; // Duration sent to the client should be infinite
  10704. tick_time = 3000;
  10705. break;
  10706. case SC_HELLS_PLANT:
  10707. tick_time = status_get_sc_interval(type);
  10708. val4 = tick - tick_time; // Remaining time
  10709. break;
  10710. case SC_SWINGDANCE:
  10711. val3 = 3 * val1 + val2; // Walk speed and aspd reduction.
  10712. break;
  10713. case SC_SYMPHONYOFLOVER:
  10714. val3 = 2 * val1 + val2 + (sd?sd->status.job_level:50) / 4; // MDEF Increase
  10715. break;
  10716. case SC_MOONLITSERENADE: // MATK Increase
  10717. case SC_RUSHWINDMILL: // ATK Increase
  10718. val3 = 4 + val1 * 3 + val2 + (sd?sd->status.job_level:50) / 5;
  10719. break;
  10720. case SC_ECHOSONG:
  10721. val3 = 6 * val1 + val2 + (sd?sd->status.job_level:50) / 4; // DEF Increase
  10722. break;
  10723. case SC_HARMONIZE:
  10724. val2 = 5 + 5 * val1;
  10725. break;
  10726. case SC_VOICEOFSIREN:
  10727. val4 = tick / 2000;
  10728. tick_time = 2000; // [GodLesZ] tick time
  10729. break;
  10730. case SC_DEEPSLEEP:
  10731. val4 = tick / 2000;
  10732. tick_time = 2000; // [GodLesZ] tick time
  10733. break;
  10734. case SC_SIRCLEOFNATURE:
  10735. val2 = 50 * val1; // HP recovery rate
  10736. break;
  10737. case SC_SONGOFMANA:
  10738. status_heal(bl, 0, status->max_sp * (val1 <= 2 ? 10 : val1 <= 4 ? 15 : 20) / 100, 1);
  10739. val3 = 50 * val1;
  10740. break;
  10741. case SC_SATURDAYNIGHTFEVER:
  10742. if (!val4) val4 = skill_get_time2(scdb->skill_id,val1);
  10743. if (!val4) val4 = 3000;
  10744. val3 = tick/val4;
  10745. tick_time = val4; // [GodLesZ] tick time
  10746. break;
  10747. case SC_GLOOMYDAY:
  10748. val2 = 20 + 5 * val1; // Flee reduction.
  10749. val3 = 15 + 5 * val1; // ASPD reduction.
  10750. if( sd && rnd()%100 < val1 ) { // (Skill Lv) %
  10751. val4 = 1; // Reduce walk speed by half.
  10752. if( pc_isriding(sd) ) pc_setriding(sd, 0);
  10753. if( pc_isridingdragon(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_DRAGON);
  10754. }
  10755. break;
  10756. case SC_GLOOMYDAY_SK:
  10757. // Random number between [15 ~ (Voice Lesson Skill Level x 5) + (Skill Level x 10)] %.
  10758. val2 = 15 + rnd()%( (sd?pc_checkskill(sd, WM_LESSON)*5:0) + val1*10 );
  10759. break;
  10760. case SC_SITDOWN_FORCE:
  10761. case SC_BANANA_BOMB_SITDOWN:
  10762. if( sd && !pc_issit(sd) ) {
  10763. pc_setsit(sd);
  10764. skill_sit(sd, true);
  10765. clif_sitting(*bl);
  10766. }
  10767. break;
  10768. case SC_DANCEWITHWUG:
  10769. val3 = 5 * val1; // ASPD Increase
  10770. val4 = 20 + 10 * val1; // Fixed Cast Time Reduction
  10771. break;
  10772. case SC_LERADSDEW:
  10773. val3 = 2 + 3 * val1 + min(3 * val2, 25); // MaxHP Increase
  10774. break;
  10775. case SC_MELODYOFSINK:
  10776. val2 = 10 * val1; // INT Reduction.
  10777. val3 = 2 + 2 * val1; // MaxSP reduction
  10778. break;
  10779. case SC_BEYONDOFWARCRY:
  10780. val2 = 10 + 10 * val1; // STR Reduction
  10781. val3 = 4 * val1; // MaxHP Reduction
  10782. break;
  10783. case SC_UNLIMITEDHUMMINGVOICE:
  10784. val3 = 4 * val1 + min(3 * val2, 15); // !TODO: What's the Lesson bonus?
  10785. break;
  10786. case SC_REFLECTDAMAGE:
  10787. val2 = 10 * val1; // Reflect reduction amount
  10788. val4 = tick/1000; // Number of SP cycles (duration)
  10789. tick_time = 1000; // [GodLesZ] tick time
  10790. break;
  10791. case SC_FORCEOFVANGUARD:
  10792. val2 = 8 + 12 * val1; // Chance
  10793. val3 = 5 + 2 * val1; // Max rage counters
  10794. tick = INFINITE_TICK; // Endless duration in the client
  10795. tick_time = 10000; // [GodLesZ] tick time
  10796. break;
  10797. case SC_EXEEDBREAK:
  10798. val2 = 150 * val1;
  10799. if (sd) { // Players
  10800. short index = sd->equip_index[EQI_HAND_R];
  10801. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_WEAPON)
  10802. val2 += 15 * sd->status.job_level + sd->inventory_data[index]->weight / 10 * sd->inventory_data[index]->weapon_level * status_get_lv(bl) / 100;
  10803. } else // Monster
  10804. val2 += 750;
  10805. break;
  10806. case SC_PRESTIGE:
  10807. val2 = (status->int_ + status->luk) * val1 / 20 * status_get_lv(bl) / 200 + val1; // Chance to evade magic damage.
  10808. val3 = ((val1 * 15) + (10 * (sd?pc_checkskill(sd,CR_DEFENDER):skill_get_max(CR_DEFENDER)))) * status_get_lv(bl) / 100; // Defence added
  10809. break;
  10810. case SC_SHIELDSPELL_HP:
  10811. val2 = 3; // 3% HP every 3 seconds
  10812. tick_time = status_get_sc_interval(type);
  10813. val4 = tick - tick_time; // Remaining time
  10814. break;
  10815. case SC_SHIELDSPELL_SP:
  10816. val2 = 3; // 3% SP every 5 seconds
  10817. tick_time = status_get_sc_interval(type);
  10818. val4 = tick - tick_time; // Remaining time
  10819. break;
  10820. case SC_SHIELDSPELL_ATK:
  10821. val2 = 150; // WATK/MATK bonus
  10822. break;
  10823. case SC_BANDING:
  10824. val2 = (sd ? skill_banding_count(sd) : 1);
  10825. tick_time = 5000; // [GodLesZ] tick time
  10826. break;
  10827. case SC_MAGNETICFIELD:
  10828. tick_time = 1000; // [GodLesZ] tick time
  10829. val4 = tick / tick_time;
  10830. break;
  10831. case SC_INSPIRATION:
  10832. val2 = 40 * val1; // ATK/MATK
  10833. val3 = 6 * val1; //All stat bonus
  10834. val4 = tick / 5000;
  10835. tick_time = 5000; // [GodLesZ] tick time
  10836. status_change_clear_buffs(bl, SCCB_DEBUFFS); // Remove debuffs
  10837. break;
  10838. case SC_CRESCENTELBOW:
  10839. val2 = (sd?sd->status.job_level:50) / 2 + (50 + 5 * val1);
  10840. break;
  10841. case SC_LIGHTNINGWALK: // [(Job Level / 2) + (40 + 5 * Skill Level)] %
  10842. val1 = (sd?sd->status.job_level:2)/2 + 40 + 5 * val1;
  10843. break;
  10844. case SC_GT_ENERGYGAIN:
  10845. val2 = 10 + 5 * val1; // Sphere gain chance.
  10846. break;
  10847. case SC_GT_CHANGE:
  10848. // Take note there is no def increase as skill desc says. [malufett]
  10849. val2 = val1 * 8; // ATK increase
  10850. val3 = status->agi * val1 / 60; // ASPD increase: [(Target AGI x Skill Level) / 60] %
  10851. break;
  10852. case SC_GT_REVITALIZE:
  10853. // Take note there is no vit, aspd, speed increase as skill desc says. [malufett]
  10854. val2 = 2 * val1; // MaxHP: [(Skill Level * 2)]%
  10855. val3 = val1 * 30 + 50; // Natural HP recovery increase: [(Skill Level x 30) + 50] %
  10856. // The stat def is not shown in the status window and it is processed differently
  10857. val4 = val1 * 20; // STAT DEF increase
  10858. break;
  10859. case SC_PYROTECHNIC_OPTION:
  10860. val2 = 60; // Eatk Renewal (Atk2)
  10861. break;
  10862. case SC_HEATER_OPTION:
  10863. val2 = 120; // Eatk Renewal (Atk2)
  10864. val3 = ELE_FIRE; // Change into fire element.
  10865. break;
  10866. case SC_TROPIC_OPTION:
  10867. val2 = 180; // Eatk Renewal (Atk2)
  10868. val3 = MG_FIREBOLT;
  10869. break;
  10870. case SC_AQUAPLAY_OPTION:
  10871. val2 = 40;
  10872. break;
  10873. case SC_COOLER_OPTION:
  10874. val2 = 80;
  10875. val3 = ELE_WATER; // Change into water element.
  10876. break;
  10877. case SC_CHILLY_AIR_OPTION:
  10878. val2 = 120; // Matk. Renewal (Matk1)
  10879. val3 = MG_COLDBOLT;
  10880. break;
  10881. case SC_WIND_STEP_OPTION:
  10882. val2 = 50; // % Increase speed and flee.
  10883. break;
  10884. case SC_BLAST_OPTION:
  10885. val2 = 20;
  10886. val3 = ELE_WIND; // Change into wind element.
  10887. break;
  10888. case SC_WILD_STORM_OPTION:
  10889. val2 = MG_LIGHTNINGBOLT;
  10890. break;
  10891. case SC_PETROLOGY_OPTION:
  10892. val2 = 5; //HP Rate bonus
  10893. val3 = 50;
  10894. break;
  10895. case SC_SOLID_SKIN_OPTION:
  10896. val2 = 33; //% Increase DEF
  10897. break;
  10898. case SC_CURSED_SOIL_OPTION:
  10899. val2 = 10; //HP rate bonus
  10900. val3 = ELE_EARTH; // Change into earth element.
  10901. break;
  10902. case SC_UPHEAVAL_OPTION:
  10903. val2 = 15; //HP rate bonus
  10904. val3 = WZ_EARTHSPIKE;
  10905. break;
  10906. case SC_CIRCLE_OF_FIRE_OPTION:
  10907. val2 = 300;
  10908. break;
  10909. case SC_WATER_SCREEN_OPTION:
  10910. tick_time = 10000;
  10911. break;
  10912. case SC_FIRE_CLOAK_OPTION:
  10913. case SC_WATER_DROP_OPTION:
  10914. case SC_WIND_CURTAIN_OPTION:
  10915. case SC_STONE_SHIELD_OPTION:
  10916. val2 = 100; // Elemental modifier.
  10917. break;
  10918. case SC_TROPIC:
  10919. case SC_CHILLY_AIR:
  10920. case SC_WILD_STORM:
  10921. case SC_UPHEAVAL:
  10922. val2 += 10;
  10923. [[fallthrough]];
  10924. case SC_HEATER:
  10925. case SC_COOLER:
  10926. case SC_BLAST:
  10927. case SC_CURSED_SOIL:
  10928. val2 += 10;
  10929. [[fallthrough]];
  10930. case SC_PYROTECHNIC:
  10931. case SC_AQUAPLAY:
  10932. case SC_GUST:
  10933. case SC_PETROLOGY:
  10934. val2 += 5;
  10935. val3 += 9000;
  10936. [[fallthrough]];
  10937. case SC_CIRCLE_OF_FIRE:
  10938. case SC_FIRE_CLOAK:
  10939. case SC_WATER_DROP:
  10940. case SC_WATER_SCREEN:
  10941. case SC_WIND_CURTAIN:
  10942. case SC_WIND_STEP:
  10943. case SC_STONE_SHIELD:
  10944. case SC_SOLID_SKIN:
  10945. val2 += 5;
  10946. val3 += 1000;
  10947. tick_time = val3; // [GodLesZ] tick time
  10948. break;
  10949. case SC_WATER_BARRIER:
  10950. val2 = 30; // Reductions. Atk2 and Flee1
  10951. break;
  10952. case SC_ZEPHYR:
  10953. val2 = 25; // Flee.
  10954. break;
  10955. case SC_TIDAL_WEAPON:
  10956. val2 = 20; // Increase Elemental's attack.
  10957. break;
  10958. case SC_ROCK_CRUSHER:
  10959. case SC_ROCK_CRUSHER_ATK:
  10960. case SC_POWER_OF_GAIA:
  10961. val2 = 33; //Def rate bonus/Speed rate reduction
  10962. val3 = 20; //HP rate bonus
  10963. break;
  10964. case SC_TEARGAS:
  10965. val2 = status_get_max_hp(bl) * 5 / 100; // Drain 5% HP
  10966. val4 = tick / 2000;
  10967. tick_time = 2000;
  10968. break;
  10969. case SC_TEARGAS_SOB:
  10970. val4 = tick / 3000;
  10971. tick_time = 3000;
  10972. break;
  10973. case SC_STOMACHACHE:
  10974. val2 = 8; // SP consume.
  10975. val4 = tick / 10000;
  10976. tick_time = 10000; // [GodLesZ] tick time
  10977. break;
  10978. case SC_PROMOTE_HEALTH_RESERCH:
  10979. //val1: 1 = Regular Potion, 2 = Thrown Potion
  10980. //val2: 1 = Small Potion, 2 = Medium Potion, 3 = Large Potion
  10981. //val3: MaxHP Increase By Fixed Amount
  10982. if (val1 == 1) // If potion was normally used, take the user's BaseLv
  10983. val3 = 1000 * val2 - 500 + status_get_lv(bl) * 10 / 3;
  10984. else if (val1 == 2) // If potion was thrown at someone, take the thrower's BaseLv
  10985. val3 = 1000 * val2 - 500 + status_get_lv(src) * 10 / 3;
  10986. if (val3 <= 0) // Prevents a negeative value from happening
  10987. val3 = 0;
  10988. break;
  10989. case SC_ENERGY_DRINK_RESERCH:
  10990. //val1: 1 = Regular Potion, 2 = Thrown Potion
  10991. //val2: 1 = Small Potion, 2 = Medium Potion, 3 = Large Potion
  10992. //val3: MaxSP Increase By Percentage Amount
  10993. if (val1 == 1) // If potion was normally used, take the user's BaseLv
  10994. val3 = status_get_lv(bl) / 10 + 5 * val2 - 10;
  10995. else if (val1 == 2) // If potion was thrown at someone, take the thrower's BaseLv
  10996. val3 = status_get_lv(src) / 10 + 5 * val2 - 10;
  10997. if (val3 <= 0) // Prevents a negeative value from happening
  10998. val3 = 0;
  10999. break;
  11000. case SC_KYOUGAKU:
  11001. val2 = 2*val1 + rnd()%val1;
  11002. clif_status_change(bl,EFST_ACTIVE_MONSTER_TRANSFORM,1,0,1002,0,0);
  11003. break;
  11004. case SC_KAGEMUSYA:
  11005. val2 = 20; // Damage increase bonus
  11006. val3 = val1 * 2;
  11007. tick_time = 1000;
  11008. val4 = tick / tick_time;
  11009. break;
  11010. case SC_ZANGETSU:
  11011. if( status_get_hp(bl) % 2 == 0 )
  11012. val2 = (status_get_lv(bl) / 3) + (20 * val1); //+Watk
  11013. else
  11014. val2 -= (status_get_lv(bl) / 3) + (30 * val1); //-Watk
  11015. if( status_get_sp(bl) % 2 == 0 )
  11016. val3 = (status_get_lv(bl) / 3) + (20 * val1); //+Matk
  11017. else
  11018. val3 -= (status_get_lv(bl) / 3) + (30 * val1); //-Matk
  11019. break;
  11020. case SC_GENSOU:
  11021. {
  11022. int hp = status_get_hp(bl), lv = 5;
  11023. short per = 100 / (status_get_max_hp(bl) / hp);
  11024. if( per <= 15 )
  11025. lv = 1;
  11026. else if( per <= 30 )
  11027. lv = 2;
  11028. else if( per <= 50 )
  11029. lv = 3;
  11030. else if( per <= 75 )
  11031. lv = 4;
  11032. if( hp % 2 == 0)
  11033. status_heal(bl, hp * (6-lv) * 4 / 100, status_get_sp(bl) * (6-lv) * 3 / 100, 1);
  11034. else
  11035. status_zap(bl, hp * (lv*4) / 100, status_get_sp(bl) * (lv*3) / 100);
  11036. }
  11037. break;
  11038. case SC_ANGRIFFS_MODUS:
  11039. val2 = 50 + 20 * val1; // atk bonus
  11040. val3 = 25 + 10 * val1; // Flee reduction.
  11041. val4 = tick/1000; // hp/sp reduction timer
  11042. tick_time = 1000;
  11043. break;
  11044. case SC_GOLDENE_FERSE:
  11045. val2 = 10 + 10*val1; // flee bonus
  11046. val3 = 6 + 4 * val1; // Aspd Bonus
  11047. val4 = 2 + 2 * val1; // Chance of holy attack
  11048. break;
  11049. case SC_STONE_WALL:
  11050. val2 = 100 * val1; // DEF bonus
  11051. val3 = 30 * val1; // MDEF bonus
  11052. break;
  11053. case SC_OVERED_BOOST:
  11054. val2 = 400 + 40 * val1; // flee bonus
  11055. val3 = 180 + 2 * val1; // aspd bonus
  11056. val4 = 50; // def reduc %
  11057. break;
  11058. case SC_GRANITIC_ARMOR:
  11059. val2 = 2*val1; // dmg reduction
  11060. val3 = 6*val1; // dmg taken on status end (6%:12%:18%:24%:30%)
  11061. val4 = 5*val1; // unknow formula
  11062. break;
  11063. case SC_MAGMA_FLOW:
  11064. val2 = 3*val1; // Activation chance
  11065. break;
  11066. case SC_PYROCLASTIC:
  11067. val2 += 100 + 10*val1; // atk bonus // !TODO: Confirm formula
  11068. break;
  11069. case SC_TEMPERING:
  11070. val2 += 5 + val1; // patk bonus
  11071. break;
  11072. case SC_GOLDENE_TONE:
  11073. val2 += 3 * val1; // res/mres bonus
  11074. break;
  11075. case SC_PARALYSIS: // [Lighta] need real info
  11076. val2 = 2*val1; // def reduction
  11077. val3 = 500*val1; // varcast augmentation
  11078. break;
  11079. case SC_TOXIN_OF_MANDARA:
  11080. val2 = 15*val1; // res reduction
  11081. break;
  11082. case SC_LIGHT_OF_REGENE: // Yommy leak need confirm
  11083. val2 = 20 * val1; // hp reco on death %
  11084. break;
  11085. case SC_PAIN_KILLER: // Yommy leak need confirm
  11086. val2 = min((( 200 * val1 ) * status_get_lv(src)) / 150, 1000); // dmg reduction linear. upto a maximum of 1000 [iRO Wiki]
  11087. if(sc->getSCE(SC_PARALYSIS))
  11088. sc_start(src,bl, SC_ENDURE, 100, val1, tick); // Start endure for same duration
  11089. break;
  11090. case SC_STYLE_CHANGE:
  11091. tick = INFINITE_TICK; // Infinite duration
  11092. break;
  11093. case SC_CBC:
  11094. val3 = 10; // Drain sp % dmg
  11095. val4 = tick/1000; // dmg each sec
  11096. tick = 1000;
  11097. break;
  11098. case SC_EQC:
  11099. val2 = 5 * val1; // def % reduc
  11100. val3 = 2 * val1; // HP drain %
  11101. break;
  11102. case SC_ASH:
  11103. val2 = 0; // hit % reduc
  11104. val3 = 0; // def % reduc
  11105. val4 = 0; // atk flee % reduc
  11106. if (!status_bl_has_mode(bl,MD_STATUSIMMUNE)) {
  11107. val2 = 50;
  11108. if (status_get_race(bl) == RC_PLANT) // plant type
  11109. val3 = 50;
  11110. if (status_get_element(bl) == ELE_WATER) // defense water type
  11111. val4 = 50;
  11112. }
  11113. break;
  11114. case SC_FULL_THROTTLE:
  11115. val2 = ( val1 == 1 ? 6 : 6 - val1 );
  11116. val3 = 20; //+% AllStats
  11117. tick_time = 1000;
  11118. val4 = tick / tick_time;
  11119. break;
  11120. case SC_REBOUND:
  11121. tick_time = 2000;
  11122. val4 = tick / tick_time;
  11123. clif_emotion(bl, ET_SWEAT);
  11124. break;
  11125. case SC_KINGS_GRACE:
  11126. val2 = 3 + val1; //HP Recover rate
  11127. tick_time = 1000;
  11128. val4 = tick / tick_time;
  11129. break;
  11130. case SC_TELEKINESIS_INTENSE:
  11131. val2 = 10 * val1; // sp consum / casttime reduc %
  11132. val3 = 40 * val1; // magic dmg bonus
  11133. break;
  11134. case SC_OFFERTORIUM:
  11135. val2 = 30 * val1; // heal power bonus
  11136. val3 = 100 + 20 * val1; // sp cost inc
  11137. break;
  11138. case SC_FRIGG_SONG:
  11139. val2 = 5 * val1; // maxhp bonus
  11140. val3 = 80 + 20 * val1; // healing
  11141. tick_time = 1000;
  11142. val4 = tick / tick_time;
  11143. break;
  11144. case SC_FLASHCOMBO:
  11145. val2 = 20 * val1 + 20; // atk bonus
  11146. break;
  11147. case SC_DARKCROW:
  11148. val2 = 30 * val1; // ATK bonus
  11149. break;
  11150. case SC_UNLIMIT:
  11151. val2 = 50 * val1;
  11152. break;
  11153. case SC_MONSTER_TRANSFORM:
  11154. case SC_ACTIVE_MONSTER_TRANSFORM:
  11155. if( !mobdb_checkid(val1) )
  11156. val1 = MOBID_PORING; // Default poring
  11157. break;
  11158. #ifndef RENEWAL
  11159. case SC_APPLEIDUN:
  11160. {
  11161. map_session_data * s_sd = BL_CAST(BL_PC, src);
  11162. val2 = (5 + 2 * val1) + (status_get_vit(src) / 10); //HP Rate: (5 + 2 * skill_lv) + (vit/10) + (BA_MUSICALLESSON level)
  11163. if (s_sd)
  11164. val2 += pc_checkskill(s_sd, BA_MUSICALLESSON) / 2;
  11165. break;
  11166. }
  11167. #endif
  11168. case SC_EPICLESIS:
  11169. val2 = 5 * val1; //HP rate bonus
  11170. break;
  11171. case SC_ILLUSIONDOPING:
  11172. val2 = 50; // -Hit
  11173. break;
  11174. case SC_OVERHEAT:
  11175. case SC_OVERHEAT_LIMITPOINT:
  11176. case SC_STEALTHFIELD:
  11177. tick_time = tick;
  11178. tick = INFINITE_TICK;
  11179. break;
  11180. case SC_STEALTHFIELD_MASTER:
  11181. tick_time = val3 = 2000 + 1000 * val1;
  11182. val4 = tick / tick_time;
  11183. break;
  11184. case SC_VACUUM_EXTREME:
  11185. // Suck target at n second, only if the n second is lower than the duration
  11186. // Does not suck targets on no-knockback maps
  11187. if (val4 < tick && unit_blown_immune(bl, 0x9) == UB_KNOCKABLE) {
  11188. tick_time = val4;
  11189. val4 = tick - tick_time;
  11190. } else
  11191. val4 = 0;
  11192. break;
  11193. case SC_FIRE_INSIGNIA:
  11194. case SC_WATER_INSIGNIA:
  11195. case SC_WIND_INSIGNIA:
  11196. case SC_EARTH_INSIGNIA:
  11197. tick_time = 5000;
  11198. val4 = tick / tick_time;
  11199. break;
  11200. case SC_NEUTRALBARRIER:
  11201. val2 = 10 + val1 * 5; // Def/Mdef
  11202. tick = INFINITE_TICK;
  11203. break;
  11204. case SC_MAGIC_POISON:
  11205. val2 = 50; // Attribute Reduction
  11206. break;
  11207. /* Rebellion */
  11208. case SC_B_TRAP:
  11209. val2 = src->id;
  11210. val3 = val1 * 25; // -movespeed TODO: Figure out movespeed rate
  11211. break;
  11212. case SC_C_MARKER:
  11213. case SC_BURNT:
  11214. // val1 = skill_lv
  11215. // val2 = src_id
  11216. val3 = 10; // -10 flee
  11217. //Start timer to send mark on mini map
  11218. val4 = tick/1000;
  11219. tick_time = 1000; // Sends every 1 seconds
  11220. break;
  11221. case SC_H_MINE:
  11222. val2 = src->id;
  11223. break;
  11224. case SC_HEAT_BARREL:
  11225. {
  11226. uint8 n = 10;
  11227. if (sd)
  11228. n = (uint8)sd->spiritball_old;
  11229. //kRO Update 2016-05-25
  11230. val2 = n * 5; // -fixed casttime
  11231. val3 = (6 + val1 * 2) * n; // ATK
  11232. val4 = 25 + val1 * 5; // -hit
  11233. }
  11234. break;
  11235. case SC_P_ALTER:
  11236. {
  11237. uint8 n = 10;
  11238. if (sd)
  11239. n = (uint8)sd->spiritball_old;
  11240. val2 = 10 * n; // +atk
  11241. val3 = (status->max_hp * (val1 * 5) / 100); // Barrier HP
  11242. }
  11243. break;
  11244. case SC_E_CHAIN:
  11245. val2 = 10;
  11246. if (sd)
  11247. val2 = sd->spiritball_old;
  11248. break;
  11249. case SC_ANTI_M_BLAST:
  11250. val2 = val1 * 10;
  11251. break;
  11252. case SC_CATNIPPOWDER:
  11253. val2 = 50; // WATK%, MATK%
  11254. val3 = 25 * val1; // Move speed reduction
  11255. if (bl->type == BL_PC && pc_checkskill(sd, SU_SPIRITOFLAND))
  11256. val4 = status_get_lv(src) / 12;
  11257. break;
  11258. case SC_BITESCAR: {
  11259. const struct status_data *b_status = status_get_base_status(src); // Base Status
  11260. val2 = (status_get_max_hp(bl) * (val1 + (b_status->dex / 25))) / status_get_max_hp(bl); // MHP% damage
  11261. tick_time = 1000;
  11262. val4 = tick / tick_time;
  11263. }
  11264. break;
  11265. case SC_ARCLOUSEDASH:
  11266. val2 = 15 + 5 * val1; // AGI
  11267. val3 = 25; // Move speed increase
  11268. if (sd && (sd->class_&MAPID_BASEMASK) == MAPID_SUMMONER)
  11269. val4 = 10; // Ranged ATK increase
  11270. break;
  11271. case SC_SHRIMP:
  11272. val2 = 10; // BATK%, MATK%
  11273. break;
  11274. case SC_FRESHSHRIMP: {
  11275. int min = 0, max = 0;
  11276. #ifdef RENEWAL
  11277. min = status_base_matk_min(src, status, status_get_lv(src));
  11278. max = status_base_matk_max(src, status, status_get_lv(src));
  11279. if (status->rhw.matk > 0) {
  11280. int wMatk, variance;
  11281. wMatk = status->rhw.matk;
  11282. variance = wMatk * status->rhw.wlv / 10;
  11283. min += wMatk - variance;
  11284. max += wMatk + variance;
  11285. }
  11286. #endif
  11287. if (sd && sd->right_weapon.overrefine > 0) {
  11288. min++;
  11289. max += sd->right_weapon.overrefine - 1;
  11290. }
  11291. val2 += min + 178; // Heal
  11292. if (max > min)
  11293. val2 += rnd() % (max - min); // Heal
  11294. if (sd) {
  11295. if (pc_checkskill(sd, SU_POWEROFSEA) > 0) {
  11296. val2 += val2 * 10 / 100;
  11297. if (pc_checkskill_summoner(sd, SUMMONER_POWER_SEA) >= 20)
  11298. val2 += val2 * 20 / 100;
  11299. }
  11300. if (pc_checkskill(sd, SU_SPIRITOFSEA) > 0)
  11301. val2 *= 2; // Doubles HP
  11302. }
  11303. tick_time = 10000 - ((val1 - 1) * 1000);
  11304. val4 = tick / tick_time;
  11305. }
  11306. break;
  11307. case SC_TUNAPARTY:
  11308. val2 = (status->max_hp * (val1 * 10) / 100); // Max HP% to absorb
  11309. if (sd && pc_checkskill(sd, SU_SPIRITOFSEA))
  11310. val2 *= 2; // Double the shield life
  11311. break;
  11312. case SC_HISS:
  11313. val2 = 50; // Perfect Dodge
  11314. sc_start(src, bl, SC_DORAM_WALKSPEED, 100, 50, skill_get_time2(SU_HISS, val1));
  11315. break;
  11316. case SC_GROOMING:
  11317. val2 = 100; // Flee
  11318. break;
  11319. case SC_CHATTERING:
  11320. val2 = 100; // eATK, eMATK
  11321. sc_start(src, bl, SC_DORAM_WALKSPEED, 100, 50, skill_get_time2(SU_CHATTERING, val1));
  11322. break;
  11323. case SC_SWORDCLAN:
  11324. case SC_ARCWANDCLAN:
  11325. case SC_GOLDENMACECLAN:
  11326. case SC_CROSSBOWCLAN:
  11327. case SC_JUMPINGCLAN:
  11328. tick = INFINITE_TICK;
  11329. status_change_start(src,bl,SC_CLAN_INFO,10000,0,val2,0,0,INFINITE_TICK,flag);
  11330. break;
  11331. case SC_DORAM_BUF_01:
  11332. case SC_DORAM_BUF_02:
  11333. tick_time = 10000; // every 10 seconds
  11334. if( (val4 = tick/tick_time) < 1 )
  11335. val4 = 1;
  11336. break;
  11337. case SC_GLASTHEIM_ATK:
  11338. val1 = 100; // Undead/Demon MDEF ignore rate
  11339. break;
  11340. case SC_GLASTHEIM_HEAL:
  11341. val1 = 100; // Heal Power rate bonus
  11342. val2 = 50; // Received heal rate bonus
  11343. break;
  11344. case SC_GLASTHEIM_HIDDEN:
  11345. val1 = 90; // Damage rate reduction bonus
  11346. break;
  11347. case SC_GLASTHEIM_STATE:
  11348. val1 = 20; // All-stat bonus
  11349. break;
  11350. case SC_GLASTHEIM_ITEMDEF:
  11351. val1 = 200; // DEF bonus
  11352. val2 = 50; // MDEF bonus
  11353. break;
  11354. case SC_GLASTHEIM_HPSP:
  11355. val1 = 10000; // HP bonus
  11356. val2 = 1000; // SP bonus
  11357. break;
  11358. case SC_ANCILLA:
  11359. val1 = 15; // Heal Power rate bonus
  11360. val2 = 30; // SP Recovery rate bonus
  11361. break;
  11362. case SC_HELPANGEL:
  11363. tick_time = 1000;
  11364. val4 = tick / tick_time;
  11365. break;
  11366. case SC_EMERGENCY_MOVE:
  11367. val2 = 25; // Movement speed increase
  11368. break;
  11369. case SC_SUNSTANCE:
  11370. val2 = 2 + val1; // ATK Increase
  11371. tick = INFINITE_TICK;
  11372. break;
  11373. case SC_LUNARSTANCE:
  11374. val2 = 2 + val1; // MaxHP Increase
  11375. tick = INFINITE_TICK;
  11376. break;
  11377. case SC_STARSTANCE:
  11378. val2 = 4 + 2 * val1; // ASPD Increase
  11379. tick = INFINITE_TICK;
  11380. break;
  11381. case SC_DIMENSION1:
  11382. case SC_DIMENSION2:
  11383. if (sd)
  11384. pc_addspiritball(sd, skill_get_time2(SJ_BOOKOFDIMENSION, 1), 2);
  11385. break;
  11386. case SC_UNIVERSESTANCE:
  11387. val2 = 2 + val1; // All Stats Increase
  11388. tick = INFINITE_TICK;
  11389. break;
  11390. case SC_NEWMOON:
  11391. val2 = 7; // Number of Regular Attacks Until Reveal
  11392. tick_time = 1000;
  11393. val4 = tick / tick_time;
  11394. break;
  11395. case SC_FALLINGSTAR:
  11396. val2 = 8 + 2 * (1 + val1) / 2; // Autocast Chance
  11397. if (val1 >= 7)
  11398. val2 += 1; // Make it 15% at level 7.
  11399. break;
  11400. case SC_CREATINGSTAR:
  11401. tick_time = 500;
  11402. val4 = tick / tick_time;
  11403. break;
  11404. case SC_LIGHTOFSUN:
  11405. case SC_LIGHTOFMOON:
  11406. case SC_LIGHTOFSTAR:
  11407. val2 = 5 * val1; // Skill Damage Increase.
  11408. break;
  11409. case SC_SOULGOLEM:
  11410. val2 = 60 * val1; // DEF Increase
  11411. val3 = 15 + 5 * val1; // MDEF Increase
  11412. break;
  11413. case SC_SOULSHADOW:
  11414. val2 = (1 + val1) / 2; // ASPD Increase
  11415. val3 = 10 + 2 * val1; // CRIT Increase
  11416. break;
  11417. case SC_SOULFALCON:
  11418. val2 = 10 * val1; // WATK Increase
  11419. val3 = 10; // HIT Increase
  11420. if (val1 >= 3)
  11421. val3 += 3;
  11422. else if (val1 >= 5)
  11423. val3 += 5;
  11424. break;
  11425. case SC_SOULFAIRY:
  11426. val2 = 10 * val1; // MATK Increase
  11427. val3 = 5; // Variable Cast Time Reduction
  11428. if (val1 >= 3)
  11429. val3 += 2;
  11430. else if (val1 >= 5)
  11431. val3 += 5;
  11432. break;
  11433. case SC_SOULUNITY:
  11434. tick_time = 3000;
  11435. val4 = tick / tick_time;
  11436. break;
  11437. case SC_SOULDIVISION:
  11438. val2 = 10 * val1; // Skill Aftercast Increase
  11439. break;
  11440. case SC_SOULREAPER:
  11441. val2 = 10 + 5 * val1; // Chance of Getting A Soul Sphere.
  11442. break;
  11443. case SC_SOULCOLLECT:
  11444. val2 = 5 + 3 * val2; // Max Soul Sphere's.
  11445. val3 = tick > 0 ? tick : 60000;
  11446. tick_time = tick;
  11447. tick = INFINITE_TICK;
  11448. break;
  11449. case SC_SP_SHA:
  11450. val2 = 50; // Move speed reduction
  11451. break;
  11452. case SC_SERVANTWEAPON:
  11453. if( sd ){
  11454. // Generate 5 servants on start
  11455. pc_addservantball( *sd, MAX_SERVANTBALL );
  11456. }
  11457. tick_time = skill_get_time2(DK_SERVANTWEAPON,val1); // Servant Regen Interval
  11458. if (tick_time < 500)
  11459. tick_time = 500; // Avoid being brought down to 0.
  11460. val4 = tick - tick_time; // Remaining Time
  11461. break;
  11462. case SC_RELIEVE_ON:
  11463. val2 = min(10*val1, 99); // % damage received reduced from 10 * skill lvl up to 99%
  11464. break;
  11465. case SC_VIGOR:
  11466. val2 = 100 - 10 * (val1 - 1); // HP consumption with each attack is reduced by skill lvl
  11467. val2 = max(val2, 0);
  11468. break;
  11469. case SC_POWERFUL_FAITH:
  11470. val2 = 5 + 5 * val1;// ATK Increase
  11471. val3 = 5 + 2 * val1;// PAtk Increase
  11472. break;
  11473. case SC_FIRM_FAITH:
  11474. val2 = 2 * val1;// MaxHP Increase
  11475. val3 = 8 * val1;// Res Increase
  11476. break;
  11477. case SC_SINCERE_FAITH:
  11478. val2 = (1 + val1) / 2;// ASPD Increase
  11479. val3 = 4 * val1;// Perfect Hit Increase
  11480. break;
  11481. case SC_GUARD_STANCE:
  11482. val2 = 50 + 50 * val1;// DEF Increase
  11483. val3 = 50 * val1;// ATK Decrease
  11484. tick = INFINITE_TICK;
  11485. break;
  11486. case SC_GUARDIAN_S:
  11487. val2 = ( status->max_hp * 30 / 100 ) * ( 25 * val1 ) / 100 + 15 * status->sta; // Barrier HP
  11488. break;
  11489. case SC_REBOUND_S:
  11490. val2 = 10 * val1;// Reduced Damage From Devotion
  11491. if (val2 > 99)
  11492. val2 = 99;// Lets not let it reduce above 99.
  11493. break;
  11494. case SC_ATTACK_STANCE:
  11495. val2 = 40 * val1;// DEF Decrease
  11496. val3 = 3 * val1; // P.ATK/S.MATK Increase
  11497. tick = INFINITE_TICK;
  11498. break;
  11499. case SC_HOLY_S:
  11500. val2 = 5 + 2 * val1;// Damage Reduction / Holy Damage Increase
  11501. break;
  11502. case SC_MEDIALE:
  11503. val2 = 2 * val1;// Heal Rate
  11504. val4 = tick / 2000;
  11505. tick_time = 2000;
  11506. break;
  11507. case SC_A_VITA:
  11508. case SC_A_TELUM:
  11509. val2 = 5 * val1;// Res/MRes Pierce Percentage
  11510. break;
  11511. case SC_PRE_ACIES:
  11512. val2 = 2 * val1;// CRate Increase
  11513. break;
  11514. case SC_COMPETENTIA:
  11515. val2 = 10 * val1;// PAtk/SMatk Increase - Unconfirmed if this is official formula but its 50 at Lv 5. [Rytech]
  11516. break;
  11517. case SC_RELIGIO:
  11518. case SC_BENEDICTUM:
  11519. val2 = 2 * val1;// Trait Stats Increase
  11520. break;
  11521. case SC_DANCING_KNIFE:
  11522. val4 = tick / 300;
  11523. tick_time = 300;
  11524. break;
  11525. case SC_POTENT_VENOM:
  11526. val2 = 2 * val1;// Res Pierce Percentage
  11527. break;
  11528. case SC_A_MACHINE:
  11529. val4 = tick / 1000;
  11530. tick_time = 1000;
  11531. break;
  11532. case SC_D_MACHINE:
  11533. val2 = 200 + 50 * val1;// DEF Increase
  11534. val3 = 20 * val1;// Res Increase
  11535. break;
  11536. case SC_SHADOW_STRIP:
  11537. if (!sd)// Res/MRes on mobs only.
  11538. val2 = 25;// Need official reduction amount.
  11539. break;
  11540. case SC_ABYSSFORCEWEAPON:
  11541. if( sd ){
  11542. // Generate 5 abyss spheres on start.
  11543. pc_addabyssball( *sd, MAX_ABYSSBALL );
  11544. }
  11545. tick_time = skill_get_time2(ABC_FROM_THE_ABYSS, val1);// Abyss Regen Interval
  11546. if (tick_time < 500)
  11547. tick_time = 500;// Avoid being brought down to 0.
  11548. val4 = tick - tick_time;// Remaining Time
  11549. break;
  11550. case SC_ABYSS_SLAYER:
  11551. val2 = 10 + 2 * val1;// PAtk/SMatk Increase
  11552. val3 = 100 + 20 * val1;// Hit Increase
  11553. break;
  11554. case SC_WINDSIGN:
  11555. val2 = 8 + 6 * val1;// Chance to gain AP on attack.
  11556. if (val1 == 5)// Its 40% on level 5.
  11557. val2 += 2;
  11558. break;
  11559. case SC_CALAMITYGALE:// Unlimit runs along with this.
  11560. sc_start(bl, bl, SC_UNLIMIT, 100, 5, skill_get_time(RA_UNLIMIT, 5));
  11561. break;
  11562. case SC_GEF_NOCTURN:// MRes Reduction. Official formula unknown.
  11563. case SC_AIN_RHAPSODY:// Res Reduction. Official formula unknown.
  11564. val2 = 10 * val1;// Res/MRes Decrease
  11565. if (val3&2)// Bonus if partner is found in party.
  11566. val2 *= 2;
  11567. break;
  11568. case SC_MUSICAL_INTERLUDE:
  11569. val2 = 5 + 5 * val1;// Res Increase
  11570. if (val3&2)// Bonus if partner is found in party.
  11571. val2 *= 2;
  11572. break;
  11573. case SC_JAWAII_SERENADE:
  11574. val2 = 3 * val1;// SMatk Increase
  11575. if (val3 & 2)// Bonus if partner is found in party.
  11576. val2 *= 2;
  11577. break;
  11578. case SC_PRON_MARCH:
  11579. val2 = 3 * val1;// PAtk Increase
  11580. if (val3 & 2)// Bonus if partner is found in party.
  11581. val2 *= 2;
  11582. break;
  11583. case SC_SPELL_ENCHANTING:
  11584. val2 = 4 * val1;// SMatk Increase
  11585. break;
  11586. case SC_FLAMETECHNIC:
  11587. case SC_FLAMEARMOR:
  11588. case SC_COLD_FORCE:
  11589. case SC_CRYSTAL_ARMOR:
  11590. case SC_GRACE_BREEZE:
  11591. case SC_EYES_OF_STORM:
  11592. case SC_EARTH_CARE:
  11593. case SC_STRONG_PROTECTION:
  11594. case SC_DEEP_POISONING:
  11595. case SC_POISON_SHIELD:
  11596. val2 += 10;
  11597. val3 += 10000;
  11598. tick_time = val3;
  11599. break;
  11600. case SC_FLAMETECHNIC_OPTION:
  11601. val3 = ELE_FIRE;
  11602. break;
  11603. case SC_COLD_FORCE_OPTION:
  11604. val3 = ELE_WATER;
  11605. break;
  11606. case SC_GRACE_BREEZE_OPTION:
  11607. val3 = ELE_WIND;
  11608. break;
  11609. case SC_EARTH_CARE_OPTION:
  11610. val3 = ELE_EARTH;
  11611. break;
  11612. case SC_DEEP_POISONING_OPTION:
  11613. val3 = ELE_POISON;
  11614. break;
  11615. case SC_SUB_WEAPONPROPERTY:
  11616. if (sd && val3 == ASC_EDP) {
  11617. uint16 poison_level = pc_checkskill(sd, GC_RESEARCHNEWPOISON);
  11618. if (poison_level > 0) {
  11619. tick += 30000; // Base of 30 seconds
  11620. tick += poison_level * 15 * 1000; // Additional 15 seconds per level
  11621. }
  11622. }
  11623. break;
  11624. case SC_WEAPONBREAKER:
  11625. val2 = val1 * 2 * 100; // Chance to break weapon
  11626. break;
  11627. case SC_INTENSIVE_AIM:
  11628. tick = 500;
  11629. break;
  11630. case SC_HIDDEN_CARD:
  11631. val2 = 3 * val1;
  11632. val3 = 10 * val1;
  11633. break;
  11634. default:
  11635. 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()) {
  11636. // Status change with no calc, no icon, and no skill associated...?
  11637. 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);
  11638. return 0;
  11639. }
  11640. } else // Special considerations when loading SC data.
  11641. switch( type ) {
  11642. case SC_WEDDING:
  11643. case SC_XMAS:
  11644. case SC_SUMMER:
  11645. case SC_HANBOK:
  11646. case SC_OKTOBERFEST:
  11647. case SC_DRESSUP:
  11648. if( !vd )
  11649. break;
  11650. clif_changelook(bl,LOOK_BASE,vd->class_);
  11651. clif_changelook(bl,LOOK_WEAPON,0);
  11652. clif_changelook(bl,LOOK_SHIELD,0);
  11653. clif_changelook(bl,LOOK_CLOTHES_COLOR,vd->cloth_color);
  11654. clif_changelook(bl,LOOK_BODY2,0);
  11655. break;
  11656. case SC_STONE:
  11657. case SC_STONEWAIT:
  11658. case SC_POISON:
  11659. case SC_DPOISON:
  11660. case SC_BLEEDING:
  11661. case SC_BURNING:
  11662. case SC_TOXIN:
  11663. tick_time = tick;
  11664. tick = tick_time + max(val4, 0);
  11665. break;
  11666. case SC_DEATHHURT:
  11667. if (val3 == 1)
  11668. break;
  11669. tick_time = tick;
  11670. tick = tick_time + max(val4, 0);
  11671. [[fallthrough]];
  11672. case SC_MAGICMUSHROOM:
  11673. case SC_PYREXIA:
  11674. case SC_LEECHESEND:
  11675. if (val3 == 0)
  11676. break;
  11677. tick_time = tick;
  11678. tick = tick_time + max(val4, 0);
  11679. break;
  11680. case SC_SWORDCLAN:
  11681. case SC_ARCWANDCLAN:
  11682. case SC_GOLDENMACECLAN:
  11683. case SC_CROSSBOWCLAN:
  11684. case SC_JUMPINGCLAN:
  11685. case SC_CLAN_INFO:
  11686. // If the player still has a clan status, but was removed from his clan
  11687. if( sd && sd->status.clan_id == 0 ){
  11688. return 0;
  11689. }
  11690. break;
  11691. case SC_SERVANTWEAPON:
  11692. case SC_ABYSSFORCEWEAPON:
  11693. tick_time = tick;
  11694. tick = tick_time + max(val4, 0);
  11695. break;
  11696. }
  11697. if (sd && current_equip_combo_pos > 0 && tick == INFINITE_TICK) {
  11698. 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);
  11699. return 0;
  11700. }
  11701. /* [Ind] */
  11702. if (scdb->flag[SCF_DISPLAYPC] || scdb->flag[SCF_DISPLAYNPC]) {
  11703. int dval1 = 0, dval2 = 0, dval3 = 0;
  11704. switch (type) {
  11705. case SC_ALL_RIDING:
  11706. dval1 = 1;
  11707. break;
  11708. case SC_CLAN_INFO:
  11709. dval1 = val1;
  11710. dval2 = val2;
  11711. dval3 = val3;
  11712. break;
  11713. default: /* All others: just copy val1 */
  11714. dval1 = val1;
  11715. break;
  11716. }
  11717. status_display_add(bl,type,dval1,dval2,dval3);
  11718. }
  11719. //SC that force player to stand if is sitting
  11720. if (scdb->flag[SCF_SETSTAND] && sd && pc_issit(sd))
  11721. pc_setstand(sd, true);
  11722. //SC that make stop attacking [LuzZza]
  11723. if (scdb->flag[SCF_STOPATTACKING])
  11724. unit_stop_attack(bl);
  11725. //SC that make stop walking
  11726. if (scdb->flag[SCF_STOPWALKING]) {
  11727. switch (type) {
  11728. case SC__MANHOLE:
  11729. if (bl->type == BL_PC || !unit_blown_immune(bl,0x1))
  11730. unit_stop_walking(bl,1);
  11731. break;
  11732. case SC_VACUUM_EXTREME:
  11733. if (bl->type != BL_PC && unit_blown_immune(bl, 0x1) == UB_KNOCKABLE) {
  11734. unit_stop_walking(bl,1);
  11735. unit_stop_attack(bl);
  11736. }
  11737. break;
  11738. case SC_FREEZE:
  11739. case SC_STUN:
  11740. case SC_STONE:
  11741. if (sc->getSCE(SC_DANCING)) {
  11742. unit_stop_walking(bl, 1);
  11743. status_change_end(bl, SC_DANCING);
  11744. }
  11745. break;
  11746. default:
  11747. if (!unit_blown_immune(bl,0x1))
  11748. unit_stop_walking(bl,1);
  11749. break;
  11750. }
  11751. }
  11752. //SC that make stop casting
  11753. if (battle_config.sc_castcancel&bl->type && scdb->flag[SCF_STOPCASTING])
  11754. unit_skillcastcancel(bl,0);
  11755. if(scdb->opt1 != OPT1_NONE) sc->opt1 = scdb->opt1;
  11756. sc->opt2 |= scdb->opt2;
  11757. sc->opt3 |= scdb->opt3;
  11758. sc->option |= scdb->look;
  11759. std::bitset<SCF_MAX> opt_flag = scdb->flag;
  11760. uint16 disable_opt_flag = false;
  11761. switch(type) {
  11762. case SC_DANCING:
  11763. if ((val1&0xFFFF) == CG_MOONLIT)
  11764. sc->opt3 |= OPT3_MOONLIT;
  11765. break;
  11766. }
  11767. // On Aegis, when turning on a status change, first goes the option packet, then the sc packet.
  11768. if (!disable_opt_flag && (opt_flag[SCF_SENDOPTION] || opt_flag[SCF_ONTOUCH] || opt_flag[SCF_UNITMOVE] || opt_flag[SCF_NONPLAYER] || opt_flag[SCF_SENDLOOK])) {
  11769. clif_changeoption(bl);
  11770. if(sd && opt_flag[SCF_SENDLOOK]) {
  11771. clif_changelook(bl,LOOK_BASE,vd->class_);
  11772. clif_changelook(bl,LOOK_WEAPON,0);
  11773. clif_changelook(bl,LOOK_SHIELD,0);
  11774. clif_changelook(bl,LOOK_CLOTHES_COLOR,vd->cloth_color);
  11775. }
  11776. }
  11777. if (calc_flag[SCB_DYE]) { // Reset DYE color
  11778. if (vd && vd->cloth_color) {
  11779. val4 = vd->cloth_color;
  11780. clif_changelook(bl,LOOK_CLOTHES_COLOR,0);
  11781. }
  11782. calc_flag.reset(SCB_DYE);
  11783. }
  11784. /*if (calc_flag[SCB_BODY])// Might be needed in the future. [Rytech]
  11785. { //Reset body style
  11786. if (vd && vd->body_style)
  11787. {
  11788. val4 = vd->body_style;
  11789. clif_changelook(bl,LOOK_BODY2,0);
  11790. }
  11791. calc_flag.reset(SCB_BODY);
  11792. }*/
  11793. if (!(flag&SCSTART_NOICON) && !(flag&SCSTART_LOADED && scdb->flag[SCF_DISPLAYPC] || scdb->flag[SCF_DISPLAYNPC])) {
  11794. int status_icon = scdb->icon;
  11795. #if PACKETVER < 20151104
  11796. if (status_icon == EFST_WEAPONPROPERTY)
  11797. status_icon = EFST_ATTACK_PROPERTY_NOTHING + val1; // Assign status icon for older clients
  11798. #endif
  11799. 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);
  11800. }
  11801. // Used as temporary storage for scs with interval ticks, so that the actual duration is sent to the client first.
  11802. if( tick_time )
  11803. tick = tick_time;
  11804. // Don't trust the previous sce assignment, in case the SC ended somewhere between there and here.
  11805. if((sce=sc->getSCE(type))) { // reuse old sc
  11806. if( sce->timer != INVALID_TIMER )
  11807. delete_timer(sce->timer, status_change_timer);
  11808. sc_isnew = false;
  11809. } else { // New sc
  11810. ++(sc->count);
  11811. sce = sc->createSCE(type);
  11812. }
  11813. sce->val1 = val1;
  11814. sce->val2 = val2;
  11815. sce->val3 = val3;
  11816. sce->val4 = val4;
  11817. if (tick >= 0)
  11818. sce->timer = add_timer(gettick() + tick, status_change_timer, bl->id, type);
  11819. else
  11820. sce->timer = INVALID_TIMER; // Infinite duration
  11821. if (calc_flag.any()) {
  11822. if (sd != nullptr) {
  11823. switch(type) {
  11824. // Statuses that adjust HP/SP and heal after starting
  11825. case SC_BERSERK:
  11826. case SC_MERC_HPUP:
  11827. case SC_MERC_SPUP:
  11828. // Status needs to be updated immediately and not at the end of the damage
  11829. case SC_EXTREMITYFIST:
  11830. status_calc_bl_(bl, calc_flag, SCO_FORCE);
  11831. break;
  11832. default:
  11833. if (!sd->state.connect_new)
  11834. status_calc_bl_(bl, calc_flag);
  11835. break;
  11836. }
  11837. } else
  11838. status_calc_bl_(bl, calc_flag);
  11839. }
  11840. // Non-zero
  11841. if (sc_isnew && scdb->state.any())
  11842. status_calc_state(bl, sc, scdb->state, true);
  11843. if (sd != nullptr && sd->pd != nullptr)
  11844. pet_sc_check(sd, type); // Skotlex: Pet Status Effect Healing
  11845. // 1st thing to execute when loading status
  11846. switch (type) {
  11847. case SC_BERSERK:
  11848. if (!(sce->val2)) { // Don't heal if already set
  11849. status_heal(bl, status->max_hp, 0, 1); // Do not use percent_heal as this healing must override BERSERK's block.
  11850. status_set_sp(bl, 0, 0); // Damage all SP
  11851. }
  11852. sce->val2 = 5 * status->max_hp / 100;
  11853. break;
  11854. case SC_RUN:
  11855. {
  11856. struct unit_data *ud = unit_bl2ud(bl);
  11857. if( ud )
  11858. ud->state.running = unit_run(bl, nullptr, SC_RUN);
  11859. }
  11860. break;
  11861. case SC_BOSSMAPINFO:
  11862. if( sd == nullptr ){
  11863. return 0;
  11864. }else{
  11865. mob_data* boss_md = map_id2boss( sce->val1 );
  11866. if( boss_md == nullptr ){
  11867. return 0;
  11868. }
  11869. // Not on same map anymore
  11870. if( sd->bl.m != boss_md->bl.m ){
  11871. return 0;
  11872. // Boss is alive
  11873. }else if( boss_md->bl.prev != nullptr ){
  11874. sce->val2 = 0;
  11875. clif_bossmapinfo( *sd, boss_md, BOSS_INFO_ALIVE_WITHMSG );
  11876. // Boss is dead
  11877. }else if( boss_md->spawn_timer != INVALID_TIMER ){
  11878. sce->val2 = 1;
  11879. clif_bossmapinfo( *sd, boss_md, BOSS_INFO_DEAD );
  11880. }
  11881. }
  11882. break;
  11883. case SC_FULL_THROTTLE:
  11884. case SC_MERC_HPUP:
  11885. status_percent_heal(bl, 100, 0); // Recover Full HP
  11886. break;
  11887. case SC_MERC_SPUP:
  11888. status_percent_heal(bl, 0, 100); // Recover Full SP
  11889. break;
  11890. case SC_WUGDASH:
  11891. {
  11892. struct unit_data *ud = unit_bl2ud(bl);
  11893. if( ud )
  11894. ud->state.running = unit_run(bl, sd, SC_WUGDASH);
  11895. }
  11896. break;
  11897. case SC_COMBO:
  11898. switch(sce->val1) {
  11899. case TK_STORMKICK:
  11900. skill_combo_toggle_inf(bl, TK_JUMPKICK, 0);
  11901. clif_skill_nodamage(bl,*bl,TK_READYSTORM,1);
  11902. break;
  11903. case TK_DOWNKICK:
  11904. skill_combo_toggle_inf(bl, TK_JUMPKICK, 0);
  11905. clif_skill_nodamage(bl,*bl,TK_READYDOWN,1);
  11906. break;
  11907. case TK_TURNKICK:
  11908. skill_combo_toggle_inf(bl, TK_JUMPKICK, 0);
  11909. clif_skill_nodamage(bl,*bl,TK_READYTURN,1);
  11910. break;
  11911. case TK_COUNTER:
  11912. skill_combo_toggle_inf(bl, TK_JUMPKICK, 0);
  11913. clif_skill_nodamage(bl,*bl,TK_READYCOUNTER,1);
  11914. break;
  11915. default: // Rest just toggle inf to enable autotarget
  11916. skill_combo_toggle_inf(bl,sce->val1,INF_SELF_SKILL);
  11917. break;
  11918. }
  11919. break;
  11920. case SC_C_MARKER:
  11921. //Send mini-map, don't wait for first timer triggered
  11922. if (src->type == BL_PC) {
  11923. clif_crimson_marker(*(map_session_data *)(src), *bl, false);
  11924. }
  11925. break;
  11926. case SC_ITEMSCRIPT: // Shows Buff Icons
  11927. if (sd)
  11928. clif_status_change(bl, (efst_type)val2, 1, tick, 0, 0, 0);
  11929. break;
  11930. case SC_GVG_GIANT:
  11931. case SC_GVG_GOLEM:
  11932. case SC_GVG_STUN:
  11933. case SC_GVG_STONE:
  11934. case SC_GVG_FREEZ:
  11935. case SC_GVG_SLEEP:
  11936. case SC_GVG_CURSE:
  11937. case SC_GVG_SILENCE:
  11938. case SC_GVG_BLIND:
  11939. if (val1 || val2)
  11940. status_zap(bl, val1 ? val1 : 0, val2 ? val2 : 0);
  11941. break;
  11942. }
  11943. if( opt_flag[SCF_ONTOUCH] && sd && !sd->npc_ontouch_.empty() )
  11944. npc_touchnext_areanpc(sd,false); // Run OnTouch_ on next char in range
  11945. return 1;
  11946. }
  11947. /**
  11948. * End all statuses except those listed
  11949. * TODO: May be useful for dispel instead resetting a list there
  11950. * @param src: Source of the status change [PC|MOB|HOM|MER|ELEM|NPC]
  11951. * @param type: Changes behaviour of the function
  11952. * 0: PC killed -> Place here statuses that do not dispel on death.
  11953. * 1: If for some reason status_change_end decides to still keep the status when quitting.
  11954. * 2: Do clif_changeoption()
  11955. * 3: Do not remove some permanent/time-independent effects
  11956. * @return 1: Success 0: Fail
  11957. */
  11958. int status_change_clear(struct block_list* bl, int type)
  11959. {
  11960. status_change* sc;
  11961. sc = status_get_sc(bl);
  11962. if (!sc)
  11963. return 0;
  11964. // Cleaning all extras vars
  11965. sc->comet_x = 0;
  11966. sc->comet_y = 0;
  11967. #ifndef RENEWAL
  11968. sc->sg_counter = 0;
  11969. #endif
  11970. if (!sc->count)
  11971. return 0;
  11972. for (const auto &it : status_db) {
  11973. sc_type status = static_cast<sc_type>(it.first);
  11974. if (!sc->getSCE(status))
  11975. continue;
  11976. if (type == 0) { // Type 0: PC killed
  11977. if (it.second->flag[SCF_NOREMOVEONDEAD]) {
  11978. switch (status) {
  11979. case SC_ELEMENTALCHANGE: // Only when its Holy or Dark that it doesn't dispell on death
  11980. if (sc->getSCE(status)->val2 != ELE_HOLY && sc->getSCE(status)->val2 != ELE_DARK)
  11981. break;
  11982. default:
  11983. continue;
  11984. }
  11985. }
  11986. }
  11987. if (type == 3 && it.second->flag[SCF_NOCLEARBUFF])
  11988. continue;
  11989. status_change_end(bl, status);
  11990. if( type == 1 && sc->getSCE(status) ) { // If for some reason status_change_end decides to still keep the status when quitting. [Skotlex]
  11991. (sc->count)--;
  11992. if (sc->getSCE(status)->timer != INVALID_TIMER)
  11993. delete_timer(sc->getSCE(status)->timer, status_change_timer);
  11994. sc->deleteSCE(status);
  11995. }
  11996. }
  11997. sc->opt1 = 0;
  11998. sc->opt2 = 0;
  11999. sc->opt3 = 0;
  12000. if( type == 0 || type == 2 )
  12001. clif_changeoption(bl);
  12002. return 1;
  12003. }
  12004. /**
  12005. * End a specific status after checking
  12006. * @param bl: Source of the status change [PC|MOB|HOM|MER|ELEM|NPC]
  12007. * @param type: Status change (SC_*)
  12008. * @param tid: Timer
  12009. * @param file: Used for dancing save
  12010. * @param line: Used for dancing save
  12011. * @return 1: Success 0: Fail
  12012. */
  12013. int status_change_end(struct block_list* bl, enum sc_type type, int tid)
  12014. {
  12015. map_session_data *sd;
  12016. status_change *sc;
  12017. struct status_change_entry *sce;
  12018. struct view_data *vd;
  12019. std::shared_ptr<s_status_change_db> scdb = status_db.find(type);
  12020. nullpo_ret(bl);
  12021. sc = status_get_sc(bl);
  12022. if(!sc || !(sce = sc->getSCE(type)) || !scdb)
  12023. return 0;
  12024. sd = BL_CAST(BL_PC,bl);
  12025. if (sce->timer != tid && tid != INVALID_TIMER)
  12026. return 0;
  12027. if (tid == INVALID_TIMER) {
  12028. if (type == SC_ENDURE && sce->val4)
  12029. // Do not end infinite endure.
  12030. return 0;
  12031. if (type == SC_SPIDERWEB) {
  12032. //Delete the unit group first to expire found in the status change
  12033. std::shared_ptr<s_skill_unit_group> group, group2;
  12034. t_tick tick = gettick();
  12035. int pos = 1;
  12036. if (sce->val2)
  12037. if (!(group = skill_id2group(sce->val2)))
  12038. sce->val2 = 0;
  12039. if (sce->val3) {
  12040. if (!(group2 = skill_id2group(sce->val3)))
  12041. sce->val3 = 0;
  12042. else if (!group || ((group->limit - DIFF_TICK(tick, group->tick)) > (group2->limit - DIFF_TICK(tick, group2->tick)))) {
  12043. group = group2;
  12044. pos = 2;
  12045. }
  12046. }
  12047. if (sce->val4) {
  12048. if (!(group2 = skill_id2group(sce->val4)))
  12049. sce->val4 = 0;
  12050. else if (!group || ((group->limit - DIFF_TICK(tick, group->tick)) > (group2->limit - DIFF_TICK(tick, group2->tick)))) {
  12051. group = group2;
  12052. pos = 3;
  12053. }
  12054. }
  12055. if (pos == 1)
  12056. sce->val2 = 0;
  12057. else if (pos == 2)
  12058. sce->val3 = 0;
  12059. else if (pos == 3)
  12060. sce->val4 = 0;
  12061. if (group)
  12062. skill_delunitgroup(group);
  12063. if (!status_isdead(*bl) && (sce->val2 || sce->val3 || sce->val4))
  12064. return 0; //Don't end the status change yet as there are still unit groups associated with it
  12065. }
  12066. if (sce->timer != INVALID_TIMER) // Could be a SC with infinite duration
  12067. delete_timer(sce->timer,status_change_timer);
  12068. }
  12069. (sc->count)--;
  12070. if (scdb->state.any())
  12071. status_calc_state(bl,sc,scdb->state,false);
  12072. sc->clearSCE(type);
  12073. if (scdb->flag[SCF_DISPLAYPC] || scdb->flag[SCF_DISPLAYNPC])
  12074. status_display_remove(bl,type);
  12075. vd = status_get_viewdata(bl);
  12076. std::bitset<SCB_MAX> calc_flag = scdb->calc_flag;
  12077. status_data* status = status_get_status_data(*bl);
  12078. switch(type) {
  12079. case SC_KEEPING:
  12080. case SC_BARRIER: {
  12081. unit_data *ud = unit_bl2ud(bl);
  12082. if (ud)
  12083. ud->attackabletime = ud->canact_tick = ud->canmove_tick = gettick();
  12084. }
  12085. break;
  12086. case SC_GRANITIC_ARMOR:
  12087. {
  12088. int damage = status->max_hp*sce->val3/100;
  12089. if(status->hp < damage) // to not kill him
  12090. damage = status->hp-1;
  12091. status_damage(nullptr,bl,damage,0,0,1,0);
  12092. }
  12093. break;
  12094. case SC_RUN:
  12095. {
  12096. struct unit_data *ud = unit_bl2ud(bl);
  12097. bool begin_spurt = true;
  12098. // Note: this int64 value is stored in two separate int32 variables (FIXME)
  12099. t_tick starttick = (t_tick)sce->val3&0x00000000ffffffffLL;
  12100. starttick |= ((t_tick)sce->val4<<32)&0xffffffff00000000LL;
  12101. if (ud) {
  12102. if(!ud->state.running)
  12103. begin_spurt = false;
  12104. ud->state.running = 0;
  12105. if (ud->walktimer != INVALID_TIMER)
  12106. unit_stop_walking(bl,1);
  12107. }
  12108. if (begin_spurt && sce->val1 >= 7 &&
  12109. DIFF_TICK(gettick(), starttick) <= 1000 &&
  12110. (!sd || (sd->weapontype1 == W_FIST && sd->weapontype2 == W_FIST))
  12111. )
  12112. sc_start(bl,bl,SC_SPURT,100,sce->val1,skill_get_time2(scdb->skill_id, sce->val1));
  12113. }
  12114. break;
  12115. case SC_AUTOBERSERK:
  12116. if (sc->getSCE(SC_PROVOKE) && sc->getSCE(SC_PROVOKE)->val4 == 1)
  12117. status_change_end(bl, SC_PROVOKE);
  12118. break;
  12119. case SC_ENDURE:
  12120. case SC_DEFENDER:
  12121. case SC_REFLECTSHIELD:
  12122. case SC_AUTOGUARD:
  12123. {
  12124. map_session_data *tsd;
  12125. if( bl->type == BL_PC ) { // Clear Status from others
  12126. int i;
  12127. for( i = 0; i < MAX_DEVOTION; i++ ) {
  12128. if( sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) && tsd->sc.getSCE(type) )
  12129. status_change_end(&tsd->bl, type);
  12130. }
  12131. }
  12132. else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag ) { // Clear Status from Master
  12133. tsd = ((TBL_MER*)bl)->master;
  12134. if( tsd && tsd->sc.getSCE(type) )
  12135. status_change_end(&tsd->bl, type);
  12136. }
  12137. }
  12138. break;
  12139. case SC_DEVOTION:
  12140. {
  12141. struct block_list *d_bl = map_id2bl(sce->val1);
  12142. if( d_bl ) {
  12143. if( d_bl->type == BL_PC )
  12144. ((TBL_PC*)d_bl)->devotion[sce->val2] = 0;
  12145. else if( d_bl->type == BL_MER )
  12146. ((TBL_MER*)d_bl)->devotion_flag = 0;
  12147. clif_devotion(d_bl, nullptr);
  12148. }
  12149. }
  12150. break;
  12151. case SC_FLASHKICK: {
  12152. map_session_data *tsd;
  12153. if (!(tsd = map_id2sd(sce->val1)))
  12154. break;
  12155. tsd->stellar_mark[sce->val2] = 0;
  12156. }
  12157. break;
  12158. case SC_SOULUNITY: {
  12159. map_session_data *tsd;
  12160. if (!(tsd = map_id2sd(sce->val2)))
  12161. break;
  12162. tsd->united_soul[sce->val3] = 0;
  12163. }
  12164. break;
  12165. case SC_BLADESTOP:
  12166. if(sce->val4) {
  12167. int tid2 = sce->val4; //stop the status for the other guy of bladestop as well
  12168. struct block_list *tbl = map_id2bl(tid2);
  12169. status_change *tsc = status_get_sc(tbl);
  12170. sce->val4 = 0;
  12171. if(tbl && tsc && tsc->getSCE(SC_BLADESTOP)) {
  12172. tsc->getSCE(SC_BLADESTOP)->val4 = 0;
  12173. status_change_end(tbl, SC_BLADESTOP);
  12174. }
  12175. clif_bladestop(bl, tid2, 0);
  12176. }
  12177. break;
  12178. case SC_DANCING:
  12179. {
  12180. map_session_data *dsd;
  12181. if(sce->val4 && sce->val4 != BCT_SELF && (dsd=map_id2sd(sce->val4))) { // End status on partner as well
  12182. status_change_entry *dsc = dsd->sc.getSCE(SC_DANCING);
  12183. if(dsc) {
  12184. // This will prevent recursive loops.
  12185. dsc->val2 = 0;
  12186. dsc->val4 = BCT_SELF;
  12187. status_change_end(&dsd->bl, SC_DANCING);
  12188. }
  12189. }
  12190. if(sce->val2) { // Erase associated land skill
  12191. std::shared_ptr<s_skill_unit_group> group = skill_id2group(sce->val2);
  12192. sce->val2 = 0;
  12193. if (group)
  12194. skill_delunitgroup(group);
  12195. }
  12196. if((sce->val1&0xFFFF) == CG_MOONLIT)
  12197. clif_status_change(bl,EFST_MOON,0,0,0,0,0);
  12198. }
  12199. break;
  12200. case SC_NOCHAT:
  12201. if (sd && sd->status.manner < 0 && tid != INVALID_TIMER)
  12202. sd->status.manner = 0;
  12203. if (sd && tid == INVALID_TIMER) {
  12204. clif_changemanner( *sd );
  12205. clif_updatestatus(*sd,SP_MANNER);
  12206. }
  12207. break;
  12208. case SC_SPLASHER:
  12209. case SC_ROSEBLOSSOM:
  12210. {
  12211. struct block_list *src=map_id2bl(sce->val3);
  12212. if(src && tid != INVALID_TIMER)
  12213. skill_castend_damage_id(src, bl, sce->val2, sce->val1, gettick(), SD_LEVEL );
  12214. }
  12215. break;
  12216. case SC_CLOSECONFINE2:
  12217. {
  12218. struct block_list *src = sce->val2?map_id2bl(sce->val2):nullptr;
  12219. status_change *sc2 = src?status_get_sc(src):nullptr;
  12220. if (src && sc2 && sc2->getSCE(SC_CLOSECONFINE)) {
  12221. // If status was already ended, do nothing.
  12222. // Decrease count
  12223. if (--(sc2->getSCE(SC_CLOSECONFINE)->val1) <= 0) // No more holds, free him up.
  12224. status_change_end(src, SC_CLOSECONFINE);
  12225. }
  12226. }
  12227. [[fallthrough]];
  12228. case SC_CLOSECONFINE:
  12229. if (sce->val2 > 0) {
  12230. // Caster has been unlocked... nearby chars need to be unlocked.
  12231. int range = 1
  12232. + skill_get_range2(bl, scdb->skill_id, sce->val1, true)
  12233. + skill_get_range2(bl, TF_BACKSLIDING, 1, true); // Since most people use this to escape the hold....
  12234. map_foreachinallarea(status_change_timer_sub,
  12235. bl->m, bl->x-range, bl->y-range, bl->x+range,bl->y+range,BL_CHAR,bl,sce,type,gettick());
  12236. }
  12237. break;
  12238. case SC_COMBO:
  12239. skill_combo_toggle_inf(bl,sce->val1,0);
  12240. break;
  12241. case SC_MARIONETTE:
  12242. case SC_MARIONETTE2: // Marionette target
  12243. if (sce->val1) { // Check for partner and end their marionette status as well
  12244. enum sc_type type2 = (type == SC_MARIONETTE) ? SC_MARIONETTE2 : SC_MARIONETTE;
  12245. struct block_list *pbl = map_id2bl(sce->val1);
  12246. status_change* sc2 = pbl?status_get_sc(pbl):nullptr;
  12247. if (sc2 && sc2->getSCE(type2)) {
  12248. sc2->getSCE(type2)->val1 = 0;
  12249. status_change_end(pbl, type2);
  12250. }
  12251. }
  12252. break;
  12253. case SC_CONCENTRATION:
  12254. if (sc->getSCE(SC_ENDURE) && !sc->getSCE(SC_ENDURE)->val4)
  12255. status_change_end(bl, SC_ENDURE);
  12256. break;
  12257. case SC_BERSERK:
  12258. if(status->hp > 200 && sc && sc->getSCE(SC__BLOODYLUST)) {
  12259. status_percent_heal(bl, 100, 0);
  12260. status_change_end(bl, SC__BLOODYLUST);
  12261. } else if (status->hp > 100 && sce->val2) // If val2 is removed, no HP penalty (dispelled?) [Skotlex]
  12262. status_set_hp(bl, 100, 0);
  12263. if(sc->getSCE(SC_ENDURE) && sc->getSCE(SC_ENDURE)->val4) {
  12264. sc->getSCE(SC_ENDURE)->val4 = 0;
  12265. status_change_end(bl, SC_ENDURE);
  12266. }
  12267. sc_start4(bl, bl, SC_REGENERATION, 100, 10,0,0,(RGN_HP|RGN_SP), skill_get_time(LK_BERSERK, sce->val1));
  12268. break;
  12269. case SC_GOSPEL:
  12270. if (sce->val3) { // Clear the group.
  12271. std::shared_ptr<s_skill_unit_group> group = skill_id2group(sce->val3);
  12272. sce->val3 = 0;
  12273. if (group)
  12274. skill_delunitgroup(group);
  12275. }
  12276. break;
  12277. #ifndef RENEWAL
  12278. case SC_HERMODE:
  12279. if(sce->val3 == BCT_SELF)
  12280. skill_clear_unitgroup(bl);
  12281. break;
  12282. case SC_BASILICA: // Clear the skill area. [Skotlex]
  12283. if (sce->val3 && sce->val4 == bl->id) {
  12284. std::shared_ptr<s_skill_unit_group> group = skill_id2group(sce->val3);
  12285. sce->val3 = 0;
  12286. if (group)
  12287. skill_delunitgroup(group);
  12288. }
  12289. break;
  12290. #endif
  12291. case SC_TRICKDEAD:
  12292. if (vd) vd->dead_sit = 0;
  12293. break;
  12294. case SC_WARM:
  12295. case SC__MANHOLE:
  12296. case SC_BANDING:
  12297. case SC_LEADERSHIP:
  12298. case SC_GLORYWOUNDS:
  12299. case SC_SOULCOLD:
  12300. case SC_HAWKEYES:
  12301. if (sce->val4) { // Clear the group.
  12302. std::shared_ptr<s_skill_unit_group> group = skill_id2group(sce->val4);
  12303. sce->val4 = 0;
  12304. if( group ) // Might have been cleared before status ended, e.g. land protector
  12305. skill_delunitgroup(group);
  12306. }
  12307. break;
  12308. case SC_JAILED:
  12309. if(sd && sd->mapindex == sce->val2)
  12310. pc_setpos(sd,(unsigned short)sce->val3,sce->val4&0xFFFF, sce->val4>>16, CLR_TELEPORT);
  12311. break; // Guess hes not in jail :P
  12312. case SC_CHANGE:
  12313. if (tid == INVALID_TIMER)
  12314. break;
  12315. // "lose almost all their HP and SP" on natural expiration.
  12316. status_set_hp(bl, 10, 0);
  12317. status_set_sp(bl, 10, 0);
  12318. break;
  12319. case SC_AUTOTRADE:
  12320. if (tid == INVALID_TIMER)
  12321. break;
  12322. // Vending is not automatically closed for autovenders
  12323. vending_closevending(sd);
  12324. map_quit(sd);
  12325. // Because map_quit calls status_change_end with tid -1
  12326. // from here it's not neccesary to continue
  12327. return 1;
  12328. break;
  12329. case SC_STOP:
  12330. if( sce->val2 ) {
  12331. struct block_list* tbl = map_id2bl(sce->val2);
  12332. sce->val2 = 0;
  12333. if( tbl && (sc = status_get_sc(tbl)) && sc->getSCE(SC_STOP) && sc->getSCE(SC_STOP)->val2 == bl->id )
  12334. status_change_end(tbl, SC_STOP);
  12335. }
  12336. break;
  12337. case SC_TENSIONRELAX:
  12338. if (sc && (sc->getSCE(SC_WEIGHT50) || sc->getSCE(SC_WEIGHT90)))
  12339. status_get_regen_data(bl)->state.overweight = 1; // Add the overweight flag back
  12340. break;
  12341. case SC_MONSTER_TRANSFORM:
  12342. case SC_ACTIVE_MONSTER_TRANSFORM:
  12343. if (sce->val2)
  12344. status_change_end(bl, (sc_type)sce->val2);
  12345. break;
  12346. /* 3rd Stuff */
  12347. case SC_MILLENNIUMSHIELD:
  12348. clif_millenniumshield( *bl, 0 );
  12349. break;
  12350. case SC_HALLUCINATIONWALK:
  12351. sc_start(bl,bl,SC_HALLUCINATIONWALK_POSTDELAY,100,sce->val1,skill_get_time2(GC_HALLUCINATIONWALK,sce->val1));
  12352. break;
  12353. case SC_WHITEIMPRISON:
  12354. {
  12355. struct block_list* src = map_id2bl(sce->val2);
  12356. if( tid == -1 || !src)
  12357. break; // Terminated by Damage
  12358. 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);
  12359. }
  12360. break;
  12361. case SC_WUGDASH:
  12362. {
  12363. struct unit_data *ud = unit_bl2ud(bl);
  12364. if (ud) {
  12365. ud->state.running = 0;
  12366. if (ud->walktimer != INVALID_TIMER)
  12367. unit_stop_walking(bl,1);
  12368. }
  12369. }
  12370. break;
  12371. case SC__SHADOWFORM:
  12372. {
  12373. map_session_data *s_sd = map_id2sd(sce->val2);
  12374. if (s_sd) s_sd->shadowform_id = 0;
  12375. }
  12376. break;
  12377. case SC_SATURDAYNIGHTFEVER: // Sit down force of Saturday Night Fever has the duration of only 3 seconds.
  12378. sc_start(bl, bl,SC_SITDOWN_FORCE,100,sce->val1,skill_get_time2(WM_SATURDAY_NIGHT_FEVER,sce->val1));
  12379. break;
  12380. case SC_NEUTRALBARRIER_MASTER:
  12381. case SC_STEALTHFIELD_MASTER:
  12382. if( sce->val2 ) {
  12383. std::shared_ptr<s_skill_unit_group> group = skill_id2group(sce->val2);
  12384. sce->val2 = 0;
  12385. if( group ) // Might have been cleared before status ended, e.g. land protector
  12386. skill_delunitgroup(group);
  12387. }
  12388. break;
  12389. case SC_CURSEDCIRCLE_ATKER:
  12390. if( sce->val2 ) // Used the default area size cause there is a chance the caster could knock back and can't clear the target.
  12391. map_foreachinallrange(status_change_timer_sub, bl, AREA_SIZE + 3, BL_CHAR, bl, sce, SC_CURSEDCIRCLE_TARGET, gettick());
  12392. break;
  12393. case SC_RAISINGDRAGON:
  12394. if( sd && !pc_isdead(sd) ) {
  12395. int i = min(sd->spiritball,5);
  12396. pc_delspiritball(sd, sd->spiritball, 0);
  12397. status_change_end(bl, SC_EXPLOSIONSPIRITS);
  12398. while( i > 0 ) {
  12399. pc_addspiritball(sd, skill_get_time(MO_CALLSPIRITS, pc_checkskill(sd,MO_CALLSPIRITS)), 5);
  12400. --i;
  12401. }
  12402. }
  12403. break;
  12404. case SC_CURSEDCIRCLE_TARGET:
  12405. {
  12406. struct block_list *src = map_id2bl(sce->val2);
  12407. status_change *sc2 = status_get_sc(src);
  12408. if( sc2 && sc2->getSCE(SC_CURSEDCIRCLE_ATKER) && --(sc2->getSCE(SC_CURSEDCIRCLE_ATKER)->val2) == 0 ) {
  12409. clif_bladestop(bl, sce->val2, 0);
  12410. status_change_end(src, SC_CURSEDCIRCLE_ATKER);
  12411. }
  12412. }
  12413. break;
  12414. case SC_SITDOWN_FORCE:
  12415. case SC_BANANA_BOMB_SITDOWN:
  12416. if( sd && pc_issit(sd) && pc_setstand(sd, false) )
  12417. skill_sit(sd, false);
  12418. break;
  12419. case SC_KYOUGAKU:
  12420. clif_status_load(bl, EFST_KYOUGAKU, 0); // Avoid client crash
  12421. clif_status_load(bl, EFST_ACTIVE_MONSTER_TRANSFORM, 0);
  12422. break;
  12423. case SC_INTRAVISION:
  12424. calc_flag = status_db.getSCB_ALL(); // Required for overlapping
  12425. break;
  12426. case SC_GRAVITYCONTROL:
  12427. status_fix_damage(bl, bl, sce->val2, clif_damage(*bl, *bl, gettick(), 0, 0, sce->val2, 0, DMG_NORMAL, 0, false), 0);
  12428. clif_specialeffect(bl, 223, AREA);
  12429. clif_specialeffect(bl, 330, AREA);
  12430. break;
  12431. case SC_OVERED_BOOST:
  12432. switch (bl->type) {
  12433. case BL_HOM: {
  12434. struct homun_data *hd = BL_CAST(BL_HOM,bl);
  12435. if( hd )
  12436. hd->homunculus.hunger = max(1,hd->homunculus.hunger - 50);
  12437. }
  12438. break;
  12439. case BL_PC:
  12440. status_zap(bl,0,status_get_max_sp(bl) / 2);
  12441. break;
  12442. }
  12443. break;
  12444. case SC_FULL_THROTTLE: {
  12445. int sec = skill_get_time2(scdb->skill_id, sce->val1);
  12446. clif_status_change(bl, EFST_DEC_AGI, 1, sec, 0, 0, 0);
  12447. sc_start(bl, bl, SC_REBOUND, 100, sce->val1, sec);
  12448. }
  12449. break;
  12450. case SC_REBOUND:
  12451. clif_status_load(bl, EFST_DEC_AGI, 0);
  12452. break;
  12453. case SC_ITEMSCRIPT: // Removes Buff Icons
  12454. if (sd)
  12455. clif_status_load(bl, (enum efst_type)sce->val2, 0);
  12456. break;
  12457. case SC_C_MARKER:
  12458. {
  12459. // Remove mark data from caster
  12460. map_session_data *caster = map_id2sd(sce->val2);
  12461. uint8 i = 0;
  12462. if (!caster)
  12463. break;
  12464. ARR_FIND(0,MAX_SKILL_CRIMSON_MARKER,i,caster->c_marker[i] == bl->id);
  12465. if (i < MAX_SKILL_CRIMSON_MARKER) {
  12466. caster->c_marker[i] = 0;
  12467. clif_crimson_marker( *caster, *bl, true );
  12468. }
  12469. }
  12470. break;
  12471. case SC_H_MINE:
  12472. // Only drop the material from target if expired naturally
  12473. if( tid != INVALID_TIMER ){
  12474. map_session_data *caster = nullptr;
  12475. if (status_isdead(*bl) || !(caster = map_id2sd(sce->val2)))
  12476. break;
  12477. std::shared_ptr<s_skill_db> skill = skill_db.find(RL_H_MINE);
  12478. if (!item_db.exists(skill->require.itemid[0]))
  12479. break;
  12480. struct item it = {};
  12481. it.nameid = skill->require.itemid[0];
  12482. it.amount = max(skill->require.amount[0],1);
  12483. it.identify = 1;
  12484. map_addflooritem(&it, it.amount, bl->m,bl->x, bl->y, caster->status.char_id, 0, 0, 4, 0);
  12485. }
  12486. break;
  12487. case SC_VACUUM_EXTREME:
  12488. ///< !CHECKME: Seems on official, there's delay before same target can be vacuumed in same area again [Cydh]
  12489. sc_start2(bl, bl, SC_VACUUM_EXTREME_POSTDELAY, 100, sce->val1, sce->val2, skill_get_time2(SO_VACUUM_EXTREME,sce->val1));
  12490. break;
  12491. case SC_DIMENSION1:
  12492. case SC_DIMENSION2:
  12493. if (sd)
  12494. pc_delspiritball(sd, 1, 0);
  12495. break;
  12496. case SC_SOULENERGY:
  12497. if (sd)
  12498. pc_delsoulball(sd, sd->soulball, false);
  12499. break;
  12500. case SC_MADOGEAR:
  12501. status_db.removeByStatusFlag(bl, { SCF_MADOENDCANCEL });
  12502. if (sd)
  12503. pc_bonus_script_clear(sd, BSF_REM_ON_MADOGEAR);
  12504. break;
  12505. case SC_HOMUN_TIME:
  12506. if (sd && hom_is_active(sd->hd))
  12507. hom_vaporize(sd, HOM_ST_REST);
  12508. break;
  12509. case SC_SERVANT_SIGN: {
  12510. map_session_data *tsd = map_id2sd(sce->val1);
  12511. if( tsd != nullptr )
  12512. tsd->servant_sign[sce->val2] = 0;
  12513. }
  12514. break;
  12515. case SC_SOUNDBLEND: {
  12516. block_list *src = map_id2bl(sce->val2);
  12517. if (src && tid != INVALID_TIMER)
  12518. skill_castend_damage_id(src, bl, TR_SOUNDBLEND, sce->val1, gettick(), SD_LEVEL|SD_ANIMATION);
  12519. }
  12520. break;
  12521. case SC_SERVANTWEAPON:
  12522. if( sd ){
  12523. pc_delservantball( *sd, sd->servantball );
  12524. }
  12525. break;
  12526. case SC_ABYSSFORCEWEAPON:
  12527. if( sd ){
  12528. pc_delabyssball( *sd, sd->abyssball );
  12529. }
  12530. break;
  12531. }
  12532. // End statuses found in the EndOnEnd list.
  12533. if (!scdb->endonend.empty()) {
  12534. for (const auto &it : scdb->endonend) {
  12535. status_change_end(bl, it);
  12536. }
  12537. }
  12538. // Reset the options as needed
  12539. std::bitset<SCF_MAX> opt_flag = scdb->flag;
  12540. bool disable_opt_flag = false;
  12541. switch (type) {
  12542. case SC_DANCING:
  12543. if ((sce->val1&0xFFFF) == CG_MOONLIT)
  12544. sc->opt3 &= ~OPT3_MOONLIT;
  12545. break;
  12546. case SC_INCATKRATE: // Simulated Explosion spirits effect.
  12547. if (bl->type != BL_MOB) {
  12548. disable_opt_flag = true;
  12549. break;
  12550. }
  12551. break;
  12552. }
  12553. if (scdb->opt1)
  12554. sc->opt1 = OPT1_NONE;
  12555. if (scdb->opt2)
  12556. sc->opt2 &= ~scdb->opt2;
  12557. if (scdb->opt3)
  12558. sc->opt3 &= ~scdb->opt3;
  12559. if (scdb->look)
  12560. sc->option &= ~scdb->look;
  12561. if (calc_flag[SCB_DYE]) { // Restore DYE color
  12562. if (vd && !vd->cloth_color && sce->val4)
  12563. clif_changelook(bl,LOOK_CLOTHES_COLOR,sce->val4);
  12564. calc_flag.reset(SCB_DYE);
  12565. }
  12566. /*if (calc_flag[SCB_BODY])// Might be needed in the future. [Rytech]
  12567. { //Restore body style
  12568. if (vd && !vd->body_style && sce->val4)
  12569. clif_changelook(bl,LOOK_BODY2,sce->val4);
  12570. calc_flag.reset(SCB_BODY);
  12571. }*/
  12572. // On Aegis, when turning off a status change, first goes the sc packet, then the option packet.
  12573. int status_icon = scdb->icon;
  12574. #if PACKETVER < 20151104
  12575. if (status_icon == EFST_WEAPONPROPERTY)
  12576. status_icon = EFST_ATTACK_PROPERTY_NOTHING + sce->val1; // Assign status icon for older clients
  12577. #endif
  12578. clif_status_change(bl,status_icon,0,0,0,0,0);
  12579. if( opt_flag[SCF_NONPLAYER] ) // bugreport:681
  12580. clif_changeoption2( *bl );
  12581. 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])) {
  12582. clif_changeoption(bl);
  12583. if (sd && opt_flag[SCF_SENDLOOK]) {
  12584. clif_changelook(bl,LOOK_BASE,sd->vd.class_);
  12585. clif_get_weapon_view(sd,&sd->vd.weapon,&sd->vd.shield);
  12586. clif_changelook(bl,LOOK_WEAPON,sd->vd.weapon);
  12587. clif_changelook(bl,LOOK_SHIELD,sd->vd.shield);
  12588. clif_changelook(bl,LOOK_CLOTHES_COLOR,cap_value(sd->status.clothes_color,0,battle_config.max_cloth_color));
  12589. clif_changelook(bl,LOOK_BODY2,cap_value(sd->status.body,0,battle_config.max_body_style));
  12590. }
  12591. }
  12592. if (calc_flag.any()) {
  12593. #ifndef RENEWAL
  12594. if (type == SC_MAGICPOWER) {
  12595. //If Mystical Amplification ends, MATK is immediately recalculated
  12596. status_calc_bl_(bl, calc_flag, SCO_FORCE);
  12597. } else
  12598. #endif
  12599. status_calc_bl_(bl, calc_flag);
  12600. }
  12601. if(opt_flag[SCF_UNITMOVE]) // Out of hiding, invoke on place.
  12602. skill_unit_move(bl,gettick(),1);
  12603. if(opt_flag[SCF_ONTOUCH] && sd && !sd->state.warping && map_getcell(bl->m,bl->x,bl->y,CELL_CHKNPC))
  12604. npc_touch_area_allnpc(sd,bl->m,bl->x,bl->y); // Trigger on-touch event.
  12605. // Needed to be here to make sure OPT1_STONEWAIT has been cleared from the target (only on natural expiration of the stone wait timer)
  12606. if (type == SC_STONEWAIT && tid != INVALID_TIMER)
  12607. status_change_start(bl, bl, SC_STONE, 100, sce->val1, sce->val2, 0, 0, sce->val3, SCSTART_NOAVOID);
  12608. ers_free(sc_data_ers, sce);
  12609. return 1;
  12610. }
  12611. /**
  12612. * Resets timers for statuses
  12613. * Used with reoccurring status effects, such as dropping SP every 5 seconds
  12614. * @param tid: Timer ID
  12615. * @param tick: How long before next call
  12616. * @param id: ID of character
  12617. * @param data: Information passed through the timer call
  12618. * @return 1: Success 0: Fail
  12619. */
  12620. TIMER_FUNC(status_change_timer){
  12621. enum sc_type type = (sc_type)data;
  12622. struct block_list *bl;
  12623. map_session_data *sd;
  12624. int interval = status_get_sc_interval(type);
  12625. bool dounlock = false;
  12626. bl = map_id2bl(id);
  12627. if(!bl) {
  12628. ShowDebug("status_change_timer: Null pointer id: %d data: %" PRIdPTR "\n", id, data);
  12629. return 0;
  12630. }
  12631. status_change * const sc = status_get_sc(bl);
  12632. if(!sc) {
  12633. ShowDebug("status_change_timer: Null pointer id: %d data: %" PRIdPTR " bl-type: %d\n", id, data, bl->type);
  12634. return 0;
  12635. }
  12636. struct status_change_entry * const sce = sc->getSCE(type);
  12637. if(!sce) {
  12638. ShowDebug("status_change_timer: Null pointer id: %d data: %" PRIdPTR " bl-type: %d\n", id, data, bl->type);
  12639. return 0;
  12640. }
  12641. if( sce->timer != tid ) {
  12642. ShowError("status_change_timer: Mismatch for type %d: %d != %d (bl id %d)\n",type,tid,sce->timer, bl->id);
  12643. return 0;
  12644. }
  12645. const status_data* status = status_get_status_data(*bl);
  12646. sd = BL_CAST(BL_PC, bl);
  12647. std::function<void (t_tick)> sc_timer_next = [&sce, &bl, &data](t_tick t) {
  12648. sce->timer = add_timer(t, status_change_timer, bl->id, data);
  12649. };
  12650. switch(type) {
  12651. case SC_MAXIMIZEPOWER:
  12652. case SC_CLOAKING:
  12653. if(!status_charge(bl, 0, 1))
  12654. break; // Not enough SP to continue.
  12655. sc_timer_next(sce->val2+tick);
  12656. return 0;
  12657. case SC_CHASEWALK:
  12658. if(!status_charge(bl, 0, sce->val4))
  12659. break; // Not enough SP to continue.
  12660. if (!sc->getSCE(SC_CHASEWALK2)) {
  12661. sc_start(bl,bl, SC_CHASEWALK2,100,1<<(sce->val1-1),
  12662. (t_tick)(sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_ROGUE?10:1) // SL bonus -> x10 duration
  12663. *skill_get_time2(status_db.getSkill(type),sce->val1));
  12664. }
  12665. sc_timer_next(sce->val2+tick);
  12666. return 0;
  12667. break;
  12668. case SC_HIDING:
  12669. if(--(sce->val2)>0) {
  12670. if(sce->val2 % sce->val4 == 0 && !status_charge(bl, 0, 1))
  12671. break; // Fail if it's time to substract SP and there isn't.
  12672. sc_timer_next(1000+tick);
  12673. return 0;
  12674. }
  12675. break;
  12676. case SC_SIGHT:
  12677. case SC_RUWACH:
  12678. case SC_SIGHTBLASTER:
  12679. if(type == SC_SIGHTBLASTER) {
  12680. //Restore trap immunity
  12681. if(sce->val4%2)
  12682. sce->val4--;
  12683. map_foreachinallrange( status_change_timer_sub, bl, sce->val3, BL_CHAR|BL_SKILL, bl, sce, type, tick);
  12684. } else {
  12685. map_foreachinallrange( status_change_timer_sub, bl, sce->val3, BL_CHAR, bl, sce, type, tick);
  12686. skill_reveal_trap_inarea(bl, sce->val3, bl->x, bl->y);
  12687. }
  12688. if( --(sce->val2)>0 ) {
  12689. sce->val4 += 20; // Use for Shadow Form 2 seconds checking.
  12690. sc_timer_next(20+tick);
  12691. return 0;
  12692. }
  12693. break;
  12694. case SC_PROVOKE:
  12695. if(sce->val4) { // Auto-provoke (it is ended in status_heal)
  12696. sc_timer_next(1000*60+tick);
  12697. return 0;
  12698. }
  12699. break;
  12700. case SC_STONE:
  12701. if (sce->val4 >= 0 && status->hp > status->max_hp / 4)
  12702. status_percent_damage(nullptr, bl, -1, 0, false);
  12703. break;
  12704. case SC_POISON:
  12705. case SC_DPOISON:
  12706. if (sce->val4 >= 0 && !sc->getSCE(SC_SLOWPOISON)) {
  12707. unsigned int damage = 0;
  12708. if (sd)
  12709. damage = (type == SC_DPOISON) ? 2 + status->max_hp / 50 : 2 + status->max_hp * 3 / 200;
  12710. else
  12711. damage = (type == SC_DPOISON) ? 2 + status->max_hp / 100 : 2 + status->max_hp / 200;
  12712. if (status->hp > umax(status->max_hp / 4, damage)) // Stop damaging after 25% HP left.
  12713. status_zap(bl, damage, 0);
  12714. }
  12715. break;
  12716. case SC_BLEEDING:
  12717. if (sce->val4 >= 0) {
  12718. int64 damage = rnd() % 600 + 200;
  12719. if (!sd && damage >= status->hp)
  12720. damage = status->hp - 1; // No deadly damage for monsters
  12721. map_freeblock_lock();
  12722. dounlock = true;
  12723. status_zap(bl, damage, 0);
  12724. }
  12725. break;
  12726. case SC_BURNING:
  12727. if (sce->val4 >= 0) {
  12728. int64 damage = 1000 + (3 * status->max_hp) / 100; // Deals fixed (1000 + 3%*MaxHP)
  12729. map_freeblock_lock();
  12730. dounlock = true;
  12731. status_fix_damage(bl, bl, damage, clif_damage(*bl, *bl, tick, 0, 1, damage, 1, DMG_NORMAL, 0, false),0);
  12732. }
  12733. break;
  12734. case SC_TOXIN:
  12735. if (sce->val4 >= 0) { // Damage is every 10 seconds including 3%sp drain.
  12736. if (sce->val3 == 1) { // Target
  12737. map_freeblock_lock();
  12738. dounlock = true;
  12739. 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);
  12740. } else { // Caster
  12741. interval = 1000; // Assign here since status_get_sc_internval() contains the target interval.
  12742. if (status->sp < status->max_sp)
  12743. status_heal(bl, 0, (int)status->max_sp * 1 / 100, 1);
  12744. }
  12745. }
  12746. break;
  12747. case SC_MAGICMUSHROOM:
  12748. if (sce->val4 >= 0) {
  12749. bool flag = 0;
  12750. int64 damage = status->max_hp * 3 / 100;
  12751. if (status->hp <= damage)
  12752. damage = status->hp - 1; // Cannot Kill
  12753. if (damage > 0) { // 3% Damage each 4 seconds
  12754. map_freeblock_lock();
  12755. status_zap(bl, damage, 0);
  12756. flag = !sc->getSCE(type); // Killed? Should not
  12757. map_freeblock_unlock();
  12758. }
  12759. if (!flag) { // Random Skill Cast
  12760. if (magic_mushroom_db.size() > 0 && sd && !pc_issit(sd)) { // Can't cast if sit
  12761. auto mushroom_spell = magic_mushroom_db.begin();
  12762. std::advance(mushroom_spell, rnd() % magic_mushroom_db.size());
  12763. uint16 mushroom_skill_id = mushroom_spell->second->skill_id;
  12764. if (!skill_get_index(mushroom_skill_id))
  12765. break;
  12766. unit_stop_attack(bl);
  12767. unit_skillcastcancel(bl, 1);
  12768. switch (skill_get_casttype(mushroom_skill_id)) { // Magic Mushroom skills are buffs or area damage
  12769. case CAST_GROUND:
  12770. skill_castend_pos2(bl, bl->x, bl->y, mushroom_skill_id, 1, tick, 0);
  12771. break;
  12772. case CAST_NODAMAGE:
  12773. skill_castend_nodamage_id(bl, bl, mushroom_skill_id, 1, tick, 0);
  12774. break;
  12775. case CAST_DAMAGE:
  12776. skill_castend_damage_id(bl, bl, mushroom_skill_id, 1, tick, 0);
  12777. break;
  12778. }
  12779. }
  12780. clif_emotion(bl, ET_SMILE);
  12781. }
  12782. }
  12783. break;
  12784. case SC_PYREXIA:
  12785. if (sce->val4 >= 0) {
  12786. map_freeblock_lock();
  12787. dounlock = true;
  12788. status_fix_damage(bl, bl, 100, clif_damage(*bl, *bl, tick, status->amotion, status->dmotion + 500, 100, 1, DMG_NORMAL, 0, false),0);
  12789. unit_skillcastcancel(bl, 2);
  12790. }
  12791. break;
  12792. case SC_LEECHESEND:
  12793. if (sce->val4 >= 0) {
  12794. int64 damage = status->vit * (sce->val1 - 3) + (int)status->max_hp / 100; // {Target VIT x (New Poison Research Skill Level - 3)} + (Target HP/100)
  12795. map_freeblock_lock();
  12796. dounlock = true;
  12797. status_fix_damage(bl, bl, damage, clif_damage(*bl, *bl, tick, status->amotion, status->dmotion + 500, damage, 1, DMG_NORMAL, 0, false),0);
  12798. unit_skillcastcancel(bl, 2);
  12799. }
  12800. break;
  12801. case SC_DEATHHURT:
  12802. if (sce->val4 >= 0) {
  12803. if (status->hp < status->max_hp)
  12804. status_heal(bl, (int)status->max_hp * 1 / 100, 0, 1);
  12805. }
  12806. break;
  12807. case SC_TENSIONRELAX:
  12808. if(status->max_hp > status->hp && --(sce->val3) >= 0) {
  12809. sc_timer_next(10000 + tick);
  12810. return 0;
  12811. }
  12812. break;
  12813. case SC_KNOWLEDGE:
  12814. if (!sd) break;
  12815. if(bl->m == sd->feel_map[0].m ||
  12816. bl->m == sd->feel_map[1].m ||
  12817. bl->m == sd->feel_map[2].m)
  12818. { // Timeout will be handled by pc_setpos
  12819. sce->timer = INVALID_TIMER;
  12820. return 0;
  12821. }
  12822. break;
  12823. case SC_S_LIFEPOTION:
  12824. case SC_L_LIFEPOTION:
  12825. case SC_M_LIFEPOTION:
  12826. case SC_G_LIFEPOTION:
  12827. if( --(sce->val4) >= 0 ) {
  12828. // val1 < 0 = per max% | val1 > 0 = exact amount
  12829. int hp = 0;
  12830. if( status->hp < status->max_hp && !sc->getSCE(SC_BERSERK) )
  12831. hp = (sce->val1 < 0) ? (int)(status->max_hp * -1 * sce->val1 / 100.) : sce->val1;
  12832. status_heal(bl, hp, 0, 0);
  12833. sc_timer_next((sce->val2 * 1000) + tick);
  12834. return 0;
  12835. }
  12836. break;
  12837. case SC_S_MANAPOTION:
  12838. if( --(sce->val4) >= 0 ) {
  12839. // val1 < 0 = per max% | val1 > 0 = exact amount
  12840. int sp = 0;
  12841. if( status->sp < status->max_sp && !sc->getSCE(SC_BERSERK) )
  12842. sp = (sce->val1 < 0) ? (int)(status->max_sp * -1 * sce->val1 / 100.) : sce->val1;
  12843. status_heal(bl, 0, sp, 0);
  12844. sc_timer_next((sce->val2 * 1000) + tick);
  12845. return 0;
  12846. }
  12847. break;
  12848. case SC_GRADUAL_GRAVITY:
  12849. if (sce->val4 >= 0) {
  12850. status_zap(bl, status->max_hp * sce->val2 / 100, 0);
  12851. }
  12852. break;
  12853. case SC_BOSSMAPINFO:
  12854. if( sd && sce->val4 >= 0 ){
  12855. mob_data* boss_md = map_id2boss( sce->val1 );
  12856. if( boss_md == nullptr ){
  12857. sce->val4 = 0;
  12858. break;
  12859. }
  12860. // Not on same map anymore
  12861. if( sd->bl.m != boss_md->bl.m ){
  12862. sce->val4 = 0;
  12863. break;
  12864. // Boss is alive - Update X, Y on minimap
  12865. }else if( boss_md->bl.prev != nullptr ){
  12866. sce->val2 = 0;
  12867. clif_bossmapinfo( *sd, boss_md, BOSS_INFO_ALIVE );
  12868. // Boss is dead
  12869. }else if( boss_md->spawn_timer != INVALID_TIMER && sce->val2 == 0 ){
  12870. sce->val2 = 1;
  12871. clif_bossmapinfo( *sd, boss_md, BOSS_INFO_DEAD );
  12872. }
  12873. }
  12874. break;
  12875. case SC_DANCING: // SP consumption by time of dancing skills
  12876. {
  12877. int s = 0;
  12878. int sp = 1;
  12879. if (--sce->val3 <= 0)
  12880. break;
  12881. switch(sce->val1&0xFFFF) {
  12882. #ifndef RENEWAL
  12883. case BD_RICHMANKIM:
  12884. case BD_DRUMBATTLEFIELD:
  12885. case BD_RINGNIBELUNGEN:
  12886. case BD_SIEGFRIED:
  12887. case BA_DISSONANCE:
  12888. case BA_ASSASSINCROSS:
  12889. case DC_UGLYDANCE:
  12890. s=3;
  12891. break;
  12892. case BD_LULLABY:
  12893. case BD_ETERNALCHAOS:
  12894. case BD_ROKISWEIL:
  12895. case DC_FORTUNEKISS:
  12896. s=4;
  12897. break;
  12898. case CG_HERMODE:
  12899. case BD_INTOABYSS:
  12900. case BA_WHISTLE:
  12901. case DC_HUMMING:
  12902. case BA_POEMBRAGI:
  12903. case DC_SERVICEFORYOU:
  12904. s=5;
  12905. break;
  12906. case BA_APPLEIDUN:
  12907. s=6;
  12908. break;
  12909. #endif
  12910. case CG_MOONLIT:
  12911. // Moonlit's cost is 4sp*skill_lv [Skotlex]
  12912. sp= 4*(sce->val1>>16);
  12913. // Upkeep is also every 10 secs.
  12914. #ifndef RENEWAL
  12915. [[fallthrough]];
  12916. case DC_DONTFORGETME:
  12917. #endif
  12918. s=10;
  12919. break;
  12920. }
  12921. if( s != 0 && sce->val3 % s == 0 ) {
  12922. #ifndef RENEWAL
  12923. if (sc->getSCE(SC_LONGING))
  12924. sp*= 3;
  12925. #endif
  12926. if (!status_charge(bl, 0, sp))
  12927. break;
  12928. }
  12929. sc_timer_next(1000+tick);
  12930. return 0;
  12931. }
  12932. break;
  12933. case SC_BERSERK:
  12934. // 5% every 10 seconds [DracoRPG]
  12935. if( --( sce->val3 ) > 0 && status_charge(bl, sce->val2, 0) && status->hp > 100 ) {
  12936. sc_timer_next(sce->val4+tick);
  12937. return 0;
  12938. }
  12939. break;
  12940. case SC_NOCHAT:
  12941. if(sd) {
  12942. sd->status.manner++;
  12943. clif_changemanner( *sd );
  12944. clif_updatestatus(*sd,SP_MANNER);
  12945. if (sd->status.manner < 0) { // Every 60 seconds your manner goes up by 1 until it gets back to 0.
  12946. sc_timer_next(60000+tick);
  12947. return 0;
  12948. }
  12949. }
  12950. break;
  12951. case SC_SPLASHER:
  12952. // Custom Venom Splasher countdown timer
  12953. // if (sce->val4 % 1000 == 0) {
  12954. // char timer[10];
  12955. // snprintf (timer, 10, "%d", sce->val4/1000);
  12956. // clif_message(bl, timer);
  12957. // }
  12958. if((sce->val4 -= 500) > 0) {
  12959. sc_timer_next(500 + tick);
  12960. return 0;
  12961. }
  12962. break;
  12963. case SC_MARIONETTE:
  12964. case SC_MARIONETTE2:
  12965. {
  12966. struct block_list *pbl = map_id2bl(sce->val1);
  12967. if( pbl && check_distance_bl(bl, pbl, 7) ) {
  12968. sc_timer_next(1000 + tick);
  12969. return 0;
  12970. }
  12971. }
  12972. break;
  12973. case SC_GOSPEL:
  12974. if(sce->val4 == BCT_SELF && --(sce->val2) > 0) {
  12975. int hp, sp;
  12976. hp = (sce->val1 > 5) ? 45 : 30;
  12977. sp = (sce->val1 > 5) ? 35 : 20;
  12978. if(!status_charge(bl, hp, sp))
  12979. break;
  12980. sc_timer_next(10000+tick);
  12981. return 0;
  12982. }
  12983. break;
  12984. case SC_JAILED:
  12985. if(sce->val1 == INT_MAX || --(sce->val1) > 0) {
  12986. sc_timer_next(60000+tick);
  12987. return 0;
  12988. }
  12989. break;
  12990. case SC_BLIND:
  12991. if(sc->getSCE(SC_FOGWALL)) { // Blind lasts forever while you are standing on the fog.
  12992. sc_timer_next(5000+tick);
  12993. return 0;
  12994. }
  12995. break;
  12996. case SC_ABUNDANCE:
  12997. if(--(sce->val4) > 0) {
  12998. status_heal(bl,0,60,0);
  12999. sc_timer_next(10000+tick);
  13000. }
  13001. break;
  13002. case SC_OBLIVIONCURSE:
  13003. if( --(sce->val4) >= 0 ) {
  13004. clif_emotion(bl,ET_QUESTION);
  13005. sc_timer_next(3000 + tick);
  13006. return 0;
  13007. }
  13008. break;
  13009. case SC_WEAPONBLOCKING:
  13010. if( --(sce->val4) >= 0 ) {
  13011. if( !status_charge(bl,0,3) )
  13012. break;
  13013. sc_timer_next(5000+tick);
  13014. return 0;
  13015. }
  13016. break;
  13017. case SC_CLOAKINGEXCEED:
  13018. if(!status_charge(bl,0,10-sce->val1))
  13019. break;
  13020. sc_timer_next(1000 + tick);
  13021. return 0;
  13022. case SC_RENOVATIO:
  13023. if( --(sce->val4) >= 0 ) {
  13024. int heal = status->max_hp * (sce->val1 + 4) / 100;
  13025. if( sc && sc->getSCE(SC_AKAITSUKI) && heal )
  13026. heal = ~heal + 1;
  13027. status_heal(bl, heal, 0, 3);
  13028. sc_timer_next(5000 + tick);
  13029. return 0;
  13030. }
  13031. break;
  13032. case SC_SPHERE_1:
  13033. case SC_SPHERE_2:
  13034. case SC_SPHERE_3:
  13035. case SC_SPHERE_4:
  13036. case SC_SPHERE_5:
  13037. if( --(sce->val4) >= 0 ) {
  13038. if( !status_charge(bl, 0, 1) )
  13039. break;
  13040. sc_timer_next(1000 + tick);
  13041. return 0;
  13042. }
  13043. break;
  13044. case SC_FREEZE_SP:
  13045. if( !status_charge(bl, 0, sce->val2) ) {
  13046. int i;
  13047. for(i = SC_SPELLBOOK1; i <= SC_MAXSPELLBOOK; i++) // Also remove stored spell as well.
  13048. status_change_end(bl, (sc_type)i);
  13049. break;
  13050. }
  13051. sc_timer_next(10000 + tick);
  13052. return 0;
  13053. case SC_ELECTRICSHOCKER:
  13054. if( --(sce->val4) >= 0 ) {
  13055. status_charge(bl, 0, 5 * sce->val1 * status->max_sp / 100);
  13056. sc_timer_next(1000 + tick);
  13057. return 0;
  13058. }
  13059. break;
  13060. case SC_CAMOUFLAGE:
  13061. if (!status_charge(bl, 0, 7 - sce->val1))
  13062. break;
  13063. if (--sce->val4 >= 0)
  13064. sce->val3++;
  13065. sc_timer_next(1000 + tick);
  13066. return 0;
  13067. case SC__REPRODUCE:
  13068. if(!status_charge(bl, 0, 1))
  13069. break;
  13070. sc_timer_next(1000+tick);
  13071. return 0;
  13072. case SC__SHADOWFORM:
  13073. if( --(sce->val4) >= 0 ) {
  13074. if( !status_charge(bl, 0, 11 - sce->val1) )
  13075. break;
  13076. sc_timer_next(1000 + tick);
  13077. return 0;
  13078. }
  13079. break;
  13080. case SC__INVISIBILITY:
  13081. if( !status_charge(bl, 0, (12 - 2 * sce->val1) * status->max_sp / 100) ) // 6% - skill_lv.
  13082. break;
  13083. sc_timer_next(1000 + tick);
  13084. return 0;
  13085. case SC_STRIKING:
  13086. if( --(sce->val4) >= 0 ) {
  13087. if( !status_charge(bl,0, sce->val3 ) )
  13088. break;
  13089. sc_timer_next(1000 + tick);
  13090. return 0;
  13091. }
  13092. break;
  13093. case SC_WARMER: {
  13094. int hp = 0;
  13095. status_change *ssc = status_get_sc(map_id2bl(sce->val2));
  13096. if (ssc && ssc->getSCE(SC_HEATER_OPTION))
  13097. hp = status->max_hp * 3 * sce->val1 / 100;
  13098. else
  13099. hp = status->max_hp * sce->val1 / 100;
  13100. if (sc && sc->getSCE(SC_AKAITSUKI) && hp)
  13101. hp = ~hp + 1;
  13102. if (status->hp != status->max_hp)
  13103. status_heal(bl, hp, 0, 0);
  13104. sc_timer_next(3000 + tick);
  13105. return 0;
  13106. }
  13107. case SC_HELLS_PLANT:
  13108. if( sce->val4 >= 0 ){
  13109. skill_castend_damage_id( bl, bl, GN_HELLS_PLANT_ATK, sce->val1, tick, 0 );
  13110. }
  13111. break;
  13112. case SC_VOICEOFSIREN:
  13113. if( --(sce->val4) >= 0 ) {
  13114. clif_emotion(bl,ET_THROB);
  13115. sc_timer_next(2000 + tick);
  13116. return 0;
  13117. }
  13118. break;
  13119. case SC_DEEPSLEEP:
  13120. if( --(sce->val4) >= 0 ) { // Recovers 3% HP/SP every 2 seconds.
  13121. status_heal(bl, status->max_hp * 3 / 100, status->max_sp * 3 / 100, 2);
  13122. sc_timer_next(2000 + tick);
  13123. return 0;
  13124. }
  13125. break;
  13126. case SC_SATURDAYNIGHTFEVER:
  13127. // 1% HP/SP drain every val4 seconds [Jobbie]
  13128. if( --(sce->val3) >= 0 ) {
  13129. if( !status_charge(bl, status->hp / 100, status->sp / 100) )
  13130. break;
  13131. sc_timer_next(sce->val4+tick);
  13132. return 0;
  13133. }
  13134. break;
  13135. case SC_CRYSTALIZE:
  13136. if( --(sce->val4) >= 0 ) { // Drains 2% of HP and 1% of SP every seconds.
  13137. if (!status_charge(bl, status->max_hp * 2 / 100, status->max_sp / 100))
  13138. break;
  13139. sc_timer_next(1000 + tick);
  13140. return 0;
  13141. }
  13142. break;
  13143. case SC_FORCEOFVANGUARD:
  13144. if( !status_charge(bl,0,24 - 4 * sce->val1) )
  13145. break;
  13146. sc_timer_next(10000 + tick);
  13147. return 0;
  13148. case SC_BANDING:
  13149. if( status_charge(bl, 0, 7 - sce->val1) ) {
  13150. sce->val2 = (sd ? skill_banding_count(sd) : 1);
  13151. sc_timer_next(5000 + tick);
  13152. return 0;
  13153. }
  13154. break;
  13155. case SC_REFLECTDAMAGE:
  13156. if( --(sce->val4) > 0 ) {
  13157. if( !status_charge(bl,0,10) )
  13158. break;
  13159. sc_timer_next(1000 + tick);
  13160. return 0;
  13161. }
  13162. break;
  13163. case SC_OVERHEAT_LIMITPOINT:
  13164. if (--(sce->val1) >= 0) { // Cooling
  13165. if (sce->val2 == 0) { // Flag the overheat limit once it has been met.
  13166. static std::vector<int16> limit = { 150, 200, 280, 360, 450 };
  13167. uint16 skill_lv = (sd ? cap_value(pc_checkskill(sd, NC_MAINFRAME), 0, (uint16)(limit.size() - 1)) : 0);
  13168. if (sce->val1 > limit[skill_lv])
  13169. sce->val2 = 1;
  13170. } else {
  13171. status_change_end(bl, SC_OVERHEAT);
  13172. if (sce->val2 > 0)
  13173. sc_start(bl, bl, SC_OVERHEAT, 100, sce->val1, 975);
  13174. }
  13175. sc_timer_next(1000 + tick);
  13176. return 0;
  13177. }
  13178. break;
  13179. case SC_OVERHEAT: {
  13180. uint32 damage = status->max_hp / 100; // Suggestion 1% each second
  13181. if (damage >= status->hp)
  13182. damage = status->hp - 1; // Do not kill, just keep you with 1 hp minimum
  13183. map_freeblock_lock();
  13184. status_zap(bl, damage, 0);
  13185. sc_timer_next(975 + tick); // Tick is not 1000 to avoid desync with SC_OVERHEAT_LIMITPOINT.
  13186. map_freeblock_unlock();
  13187. return 0;
  13188. }
  13189. break;
  13190. case SC_MAGNETICFIELD:
  13191. if (--(sce->val4) >= 0) {
  13192. struct block_list *src = map_id2bl(sce->val2);
  13193. if (!src || (src && (status_isdead(*src) || src->m != bl->m)))
  13194. break;
  13195. map_freeblock_lock();
  13196. if (!status_charge(bl, 0, 50))
  13197. status_zap(bl, 0, status->sp);
  13198. if (sc->getSCE(type))
  13199. sc_timer_next(1000 + tick);
  13200. map_freeblock_unlock();
  13201. return 0;
  13202. }
  13203. break;
  13204. case SC_INSPIRATION:
  13205. if(--(sce->val4) >= 0) {
  13206. if (!status_charge(bl, status->max_hp * (35 - 5 * sce->val1) / 1000, status->max_sp * (45 - 5 * sce->val1) / 1000))
  13207. break;
  13208. sc_timer_next(5000+tick);
  13209. return 0;
  13210. }
  13211. break;
  13212. case SC_SHIELDSPELL_HP:
  13213. if( sce->val4 >= 0 && status->hp < status->max_hp ){
  13214. status_heal( bl, status->max_hp * sce->val2 / 100, 0, 1 );
  13215. }
  13216. break;
  13217. case SC_SHIELDSPELL_SP:
  13218. if( sce->val4 >= 0 && status->sp < status->max_sp ){
  13219. status_heal( bl, 0, status->max_sp * sce->val2 / 100, 1 );
  13220. }
  13221. break;
  13222. case SC_TROPIC:
  13223. case SC_CHILLY_AIR:
  13224. case SC_WILD_STORM:
  13225. case SC_UPHEAVAL:
  13226. case SC_HEATER:
  13227. case SC_COOLER:
  13228. case SC_BLAST:
  13229. case SC_CURSED_SOIL:
  13230. case SC_PYROTECHNIC:
  13231. case SC_AQUAPLAY:
  13232. case SC_GUST:
  13233. case SC_PETROLOGY:
  13234. case SC_CIRCLE_OF_FIRE:
  13235. case SC_FIRE_CLOAK:
  13236. case SC_WATER_DROP:
  13237. case SC_WATER_SCREEN:
  13238. case SC_WIND_CURTAIN:
  13239. case SC_WIND_STEP:
  13240. case SC_STONE_SHIELD:
  13241. case SC_SOLID_SKIN:
  13242. case SC_FLAMETECHNIC:
  13243. case SC_FLAMEARMOR:
  13244. case SC_COLD_FORCE:
  13245. case SC_CRYSTAL_ARMOR:
  13246. case SC_GRACE_BREEZE:
  13247. case SC_EYES_OF_STORM:
  13248. case SC_EARTH_CARE:
  13249. case SC_STRONG_PROTECTION:
  13250. case SC_DEEP_POISONING:
  13251. case SC_POISON_SHIELD:
  13252. if( !status_charge(bl,0,sce->val2) ) {
  13253. struct block_list *s_bl = battle_get_master(bl);
  13254. if (bl->type == BL_ELEM)
  13255. elemental_change_mode(BL_CAST(BL_ELEM, bl), EL_MODE_PASSIVE);
  13256. if( s_bl )
  13257. status_change_end(s_bl,static_cast<sc_type>(type+1));
  13258. status_change_end(bl,type);
  13259. break;
  13260. }
  13261. sc_timer_next(sce->val3 + tick);
  13262. return 0;
  13263. case SC_WATER_SCREEN_OPTION:
  13264. status_heal(bl,1000,0,2);
  13265. sc_timer_next(10000 + tick);
  13266. return 0;
  13267. case SC_TEARGAS:
  13268. if( --(sce->val4) >= 0 ) {
  13269. struct block_list *src = map_id2bl(sce->val3);
  13270. int damage = sce->val2;
  13271. map_freeblock_lock();
  13272. clif_damage(*bl, *bl, tick, 0, 0, damage, 1, DMG_MULTI_HIT_ENDURE, 0, false);
  13273. status_damage(src, bl, damage,0, 0, 1, 0);
  13274. if( sc->getSCE(type) ) {
  13275. sc_timer_next(2000 + tick);
  13276. }
  13277. map_freeblock_unlock();
  13278. return 0;
  13279. }
  13280. break;
  13281. case SC_TEARGAS_SOB:
  13282. if( --(sce->val4) >= 0 ) {
  13283. clif_emotion(bl, ET_CRY);
  13284. sc_timer_next(3000 + tick);
  13285. return 0;
  13286. }
  13287. break;
  13288. case SC_STOMACHACHE:
  13289. if( --(sce->val4) >= 0 ) {
  13290. status_charge(bl,0,sce->val2); // Reduce 8 every 10 seconds.
  13291. if( sd && !pc_issit(sd) ) { // Force to sit every 10 seconds.
  13292. pc_setsit(sd);
  13293. skill_sit(sd, true);
  13294. clif_sitting(*bl);
  13295. }
  13296. sc_timer_next(10000 + tick);
  13297. return 0;
  13298. }
  13299. break;
  13300. case SC_LEADERSHIP:
  13301. case SC_GLORYWOUNDS:
  13302. case SC_SOULCOLD:
  13303. case SC_HAWKEYES:
  13304. // They only end by status_change_end
  13305. sc_timer_next(600000 + tick);
  13306. return 0;
  13307. case SC_MEIKYOUSISUI:
  13308. if( --(sce->val4) >= 0 ) {
  13309. status_heal(bl, status->max_hp * sce->val2 / 100, status->max_sp * sce->val3 / 100, 0);
  13310. sc_timer_next(1000 + tick);
  13311. return 0;
  13312. }
  13313. break;
  13314. case SC_KAGEMUSYA:
  13315. if( --(sce->val4) >= 0 ) {
  13316. if(!status_charge(bl, 0, 1)) break;
  13317. sc_timer_next(1000+tick);
  13318. return 0;
  13319. }
  13320. break;
  13321. case SC_ANGRIFFS_MODUS:
  13322. if(--(sce->val4) >= 0) { // Drain hp/sp
  13323. if( !status_charge(bl,100,20) ) break;
  13324. sc_timer_next(1000+tick);
  13325. return 0;
  13326. }
  13327. break;
  13328. case SC_CBC:
  13329. if(--(sce->val4) >= 0) { // Drain hp/sp
  13330. int hp=0;
  13331. int sp = (status->max_sp * sce->val3) / 100;
  13332. if(bl->type == BL_MOB) hp = sp*10;
  13333. if( !status_charge(bl,hp,sp) )break;
  13334. sc_timer_next(1000+tick);
  13335. return 0;
  13336. }
  13337. break;
  13338. case SC_FULL_THROTTLE:
  13339. if( --(sce->val4) >= 0 ) {
  13340. status_percent_damage(bl, bl, 0, sce->val2, false);
  13341. sc_timer_next(1000 + tick);
  13342. return 0;
  13343. }
  13344. break;
  13345. case SC_REBOUND:
  13346. if( --(sce->val4) >= 0 ) {
  13347. clif_emotion(bl, ET_SWEAT);
  13348. sc_timer_next(2000 + tick);
  13349. return 0;
  13350. }
  13351. break;
  13352. case SC_KINGS_GRACE:
  13353. if( --(sce->val4) >= 0 ) {
  13354. status_percent_heal(bl, sce->val2, 0);
  13355. sc_timer_next(1000 + tick);
  13356. return 0;
  13357. }
  13358. break;
  13359. case SC_FRIGG_SONG:
  13360. if( --(sce->val4) >= 0 ) {
  13361. status_heal(bl, sce->val3, 0, 0);
  13362. sc_timer_next(1000 + tick);
  13363. return 0;
  13364. }
  13365. break;
  13366. case SC_C_MARKER:
  13367. if( --(sce->val4) >= 0 ) {
  13368. TBL_PC *caster = map_id2sd(sce->val2);
  13369. if (!caster || caster->bl.m != bl->m) //End the SC if caster isn't in same map
  13370. break;
  13371. sc_timer_next(1000 + tick);
  13372. clif_crimson_marker( *caster, *bl, false );
  13373. return 0;
  13374. }
  13375. break;
  13376. case SC_STEALTHFIELD_MASTER:
  13377. if (--(sce->val4) >= 0) {
  13378. if (!status_charge(bl, 0, status->max_sp * 3 / 100))
  13379. break;
  13380. sc_timer_next(sce->val3 + tick);
  13381. return 0;
  13382. }
  13383. break;
  13384. case SC_VACUUM_EXTREME:
  13385. if (sce->val4 > 0) {
  13386. // Only slide targets to center if they are standing still
  13387. if (unit_bl2ud(bl)->walktimer == INVALID_TIMER) {
  13388. uint16 x = sce->val3 >> 16, y = sce->val3 & 0xFFFF;
  13389. 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)) {
  13390. clif_slide(*bl, x, y);
  13391. clif_fixpos( *bl );
  13392. }
  13393. }
  13394. sc_timer_next(tick + sce->val4);
  13395. sce->val4 = 0;
  13396. }
  13397. break;
  13398. case SC_FIRE_INSIGNIA:
  13399. if (--(sce->val4) >= 0) {
  13400. if (status->def_ele == ELE_FIRE)
  13401. status_heal(bl, status->max_hp / 100, 0, 1);
  13402. else if (status->def_ele == ELE_EARTH)
  13403. status_zap(bl, status->max_hp / 100, 0);
  13404. sc_timer_next(5000 + tick);
  13405. return 0;
  13406. }
  13407. break;
  13408. case SC_WATER_INSIGNIA:
  13409. if (--(sce->val4) >= 0) {
  13410. if (status->def_ele == ELE_WATER)
  13411. status_heal(bl, status->max_hp / 100, 0, 1);
  13412. else if (status->def_ele == ELE_FIRE)
  13413. status_zap(bl, status->max_hp / 100, 0);
  13414. sc_timer_next(5000 + tick);
  13415. return 0;
  13416. }
  13417. break;
  13418. case SC_WIND_INSIGNIA:
  13419. if (--(sce->val4) >= 0) {
  13420. if (status->def_ele == ELE_WIND)
  13421. status_heal(bl, status->max_hp / 100, 0, 1);
  13422. else if (status->def_ele == ELE_WATER)
  13423. status_zap(bl, status->max_hp / 100, 0);
  13424. sc_timer_next(5000 + tick);
  13425. return 0;
  13426. }
  13427. break;
  13428. case SC_EARTH_INSIGNIA:
  13429. if (--(sce->val4) >= 0) {
  13430. if (status->def_ele == ELE_EARTH)
  13431. status_heal(bl, status->max_hp / 100, 0, 1);
  13432. else if (status->def_ele == ELE_WIND)
  13433. status_zap(bl, status->max_hp / 100, 0);
  13434. sc_timer_next(5000 + tick);
  13435. return 0;
  13436. }
  13437. break;
  13438. case SC_BITESCAR:
  13439. if (--(sce->val4) >= 0) {
  13440. status_percent_damage(bl, bl, -(sce->val2), 0, 0);
  13441. sc_timer_next(1000 + tick);
  13442. return 0;
  13443. }
  13444. break;
  13445. case SC_FRESHSHRIMP:
  13446. if (--(sce->val4) >= 0) {
  13447. status_heal(bl, sce->val2, 0, 0);
  13448. sc_timer_next((10000 - ((sce->val1 - 1) * 1000)) + tick);
  13449. return 0;
  13450. }
  13451. break;
  13452. case SC_DORAM_BUF_01:
  13453. if( sd && --(sce->val4) >= 0 ) {
  13454. if( status->hp < status->max_hp )
  13455. status_heal(bl, 10, 0, 2);
  13456. sc_timer_next(10000 + tick);
  13457. return 0;
  13458. }
  13459. break;
  13460. case SC_DORAM_BUF_02:
  13461. if( sd && --(sce->val4) >= 0 ) {
  13462. if( status->sp < status->max_sp )
  13463. status_heal(bl, 0, 5, 2);
  13464. sc_timer_next(10000 + tick);
  13465. return 0;
  13466. }
  13467. break;
  13468. case SC_NEWMOON:
  13469. if (--(sce->val4) >= 0) {
  13470. if (!status_charge(bl, 0, 1))
  13471. break;
  13472. sc_timer_next(1000 + tick);
  13473. return 0;
  13474. }
  13475. break;
  13476. case SC_CREATINGSTAR:
  13477. if (--(sce->val4) >= 0) { // Needed to check who the caster is and what AoE is giving the status.
  13478. struct block_list *star_caster = map_id2bl(sce->val2);
  13479. struct skill_unit *star_aoe = (struct skill_unit *)map_id2bl(sce->val3);
  13480. if (star_caster == nullptr || status_isdead(*star_caster) || star_caster->m != bl->m || star_aoe == nullptr)
  13481. break;
  13482. sc_timer_next(500 + tick);
  13483. // Attack after timer to prevent errors
  13484. skill_attack(BF_WEAPON, star_caster, &star_aoe->bl, bl, SJ_BOOKOFCREATINGSTAR, sce->val1, tick, 0);
  13485. return 0;
  13486. }
  13487. break;
  13488. case SC_SOULUNITY:
  13489. if (--(sce->val4) >= 0) { // Needed to check the caster's location for the range check.
  13490. struct block_list *unity_src = map_id2bl(sce->val2);
  13491. if (!unity_src || status_isdead(*unity_src) || unity_src->m != bl->m || !check_distance_bl(bl, unity_src, 11))
  13492. break;
  13493. status_heal(bl, 150 * sce->val1, 0, 2);
  13494. sc_timer_next(3000 + tick);
  13495. return 0;
  13496. }
  13497. break;
  13498. case SC_SOULCOLLECT:
  13499. pc_addsoulball(sd, sce->val2);
  13500. if (sd->soulball < sce->val2) {
  13501. sc_timer_next(sce->val3 + tick);
  13502. return 0;
  13503. }
  13504. break;
  13505. case SC_HELPANGEL:
  13506. if (--(sce->val4) >= 0) {
  13507. status_heal(bl, 1000, 350, 0); // Heal amount not displayed
  13508. sc_timer_next(1000 + tick);
  13509. return 0;
  13510. }
  13511. break;
  13512. case SC_BURNT:
  13513. if( --(sce->val4) >= 0 ) {
  13514. int damage = 2000;
  13515. if( damage >= status->hp )
  13516. damage = status->hp - 1;
  13517. map_freeblock_lock();
  13518. status_zap(bl,damage,0);
  13519. if( sc->getSCE(type) ) {
  13520. sc_timer_next(1000 + tick);
  13521. }
  13522. map_freeblock_unlock();
  13523. return 0;
  13524. }
  13525. break;
  13526. case SC_MEDIALE:
  13527. if (--(sce->val4) >= 0) {
  13528. clif_specialeffect(bl, 1808, AREA);
  13529. skill_castend_nodamage_id(bl, bl, CD_MEDIALE_VOTUM, sce->val1, tick, 1);
  13530. sc_timer_next(2000 + tick);
  13531. return 0;
  13532. }
  13533. break;
  13534. case SC_DANCING_KNIFE:
  13535. if (--(sce->val4) >= 0) {
  13536. skill_castend_nodamage_id(bl, bl, SHC_DANCING_KNIFE, sce->val1, tick, 1);
  13537. sc_timer_next(300 + tick);
  13538. return 0;
  13539. }
  13540. break;
  13541. case SC_A_MACHINE:
  13542. if (--(sce->val4) >= 0) {
  13543. skill_castend_nodamage_id(bl, bl, MT_A_MACHINE, sce->val1, tick, 1);
  13544. sc_timer_next(1000 + tick);
  13545. return 0;
  13546. }
  13547. break;
  13548. case SC_SERVANTWEAPON:
  13549. if (sce->val4 >= 0) {
  13550. if( sd && sd->servantball < MAX_SERVANTBALL ){
  13551. pc_addservantball( *sd, MAX_SERVANTBALL );
  13552. }
  13553. interval = max(500, skill_get_time2(DK_SERVANTWEAPON, sce->val1));
  13554. map_freeblock_lock();
  13555. dounlock = true;
  13556. }
  13557. break;
  13558. case SC_ABYSSFORCEWEAPON:
  13559. if (sce->val4 >= 0) {
  13560. if( sd && sd->abyssball < MAX_ABYSSBALL ){
  13561. pc_addabyssball( *sd );
  13562. }
  13563. interval = max(500, skill_get_time2(ABC_FROM_THE_ABYSS, sce->val1));
  13564. map_freeblock_lock();
  13565. dounlock = true;
  13566. }
  13567. break;
  13568. case SC_KILLING_AURA:
  13569. if (sce->val4 >= 0)
  13570. skill_castend_damage_id( bl, bl, NPC_KILLING_AURA, sce->val1, tick, 0 );
  13571. break;
  13572. case SC_INTENSIVE_AIM:
  13573. if (!sc || !sc->getSCE(SC_INTENSIVE_AIM_COUNT))
  13574. sce->val4 = 0;
  13575. if (sce->val4 < 10) {
  13576. sce->val4++;
  13577. sc_start(bl, bl, SC_INTENSIVE_AIM_COUNT, 100, sce->val4, INFINITE_TICK);
  13578. }
  13579. sc_timer_next(500 + tick);
  13580. return 0;
  13581. }
  13582. // If status has an interval and there is at least 100ms remaining time, wait for next interval
  13583. if(interval > 0 && sc->getSCE(type) && sce->val4 >= 100) {
  13584. sc_timer_next(min(sce->val4,interval)+tick);
  13585. sce->val4 -= interval;
  13586. if (dounlock)
  13587. map_freeblock_unlock();
  13588. return 0;
  13589. }
  13590. if (dounlock)
  13591. map_freeblock_unlock();
  13592. // Default for all non-handled control paths is to end the status
  13593. return status_change_end( bl,type,tid );
  13594. }
  13595. /**
  13596. * For each iteration of repetitive status
  13597. * @param bl: Object [PC|MOB|HOM|MER|ELEM]
  13598. * @param ap: va_list arguments (src, sce, type, tick)
  13599. */
  13600. int status_change_timer_sub(struct block_list* bl, va_list ap)
  13601. {
  13602. status_change* tsc;
  13603. struct block_list* src = va_arg(ap,struct block_list*);
  13604. struct status_change_entry* sce = va_arg(ap,struct status_change_entry*);
  13605. enum sc_type type = (sc_type)va_arg(ap,int); // gcc: enum args get promoted to int
  13606. t_tick tick = va_arg(ap,t_tick);
  13607. if (status_isdead(*bl))
  13608. return 0;
  13609. tsc = status_get_sc(bl);
  13610. switch( type ) {
  13611. case SC_SIGHT: // Reveal hidden ennemy on 3*3 range
  13612. case SC_CONCENTRATE:
  13613. status_change_end(bl, SC_HIDING);
  13614. status_change_end(bl, SC_CLOAKING);
  13615. status_change_end(bl, SC_CLOAKINGEXCEED);
  13616. status_change_end(bl, SC_CAMOUFLAGE);
  13617. status_change_end(bl, SC_NEWMOON);
  13618. if (tsc && tsc->getSCE(SC__SHADOWFORM) && (sce && sce->val4 > 0 && sce->val4%2000 == 0) && // For every 2 seconds do the checking
  13619. rnd()%100 < 100 - tsc->getSCE(SC__SHADOWFORM)->val1 * 10) // [100 - (Skill Level x 10)] %
  13620. status_change_end(bl, SC__SHADOWFORM);
  13621. break;
  13622. case SC_RUWACH: // Reveal hidden target and deal little dammages if enemy
  13623. if (tsc && (tsc->getSCE(SC_HIDING) || tsc->getSCE(SC_CLOAKING) ||
  13624. tsc->getSCE(SC_CAMOUFLAGE) || tsc->getSCE(SC_NEWMOON) || tsc->getSCE(SC_CLOAKINGEXCEED))) {
  13625. status_change_end(bl, SC_HIDING);
  13626. status_change_end(bl, SC_CLOAKING);
  13627. status_change_end(bl, SC_CAMOUFLAGE);
  13628. status_change_end(bl, SC_CLOAKINGEXCEED);
  13629. status_change_end(bl, SC_NEWMOON);
  13630. if(battle_check_target( src, bl, BCT_ENEMY ) > 0)
  13631. skill_attack(BF_MAGIC,src,src,bl,AL_RUWACH,1,tick,0);
  13632. }
  13633. if (tsc && tsc->getSCE(SC__SHADOWFORM) && (sce && sce->val4 > 0 && sce->val4%2000 == 0) && // For every 2 seconds do the checking
  13634. rnd()%100 < 100 - tsc->getSCE(SC__SHADOWFORM)->val1 * 10 ) { // [100 - (Skill Level x 10)] %
  13635. status_change_end(bl, SC__SHADOWFORM);
  13636. if (battle_check_target(src, bl, BCT_ENEMY) > 0)
  13637. skill_attack(BF_MAGIC, src, src, bl, status_db.getSkill(type), 1, tick, 0);
  13638. }
  13639. break;
  13640. case SC_SIGHTBLASTER:
  13641. if (battle_check_target( src, bl, BCT_ENEMY ) > 0 &&
  13642. status_check_skilluse(src, bl, WZ_SIGHTBLASTER, 2))
  13643. {
  13644. if (sce) {
  13645. struct skill_unit *su = nullptr;
  13646. if(bl->type == BL_SKILL)
  13647. su = (struct skill_unit *)bl;
  13648. if (skill_attack(BF_MAGIC,src,src,bl,WZ_SIGHTBLASTER,sce->val1,tick,0x1000000)
  13649. && (!su || !su->group || !skill_get_inf2(su->group->skill_id, INF2_ISTRAP))) { // The hit is not counted if it's against a trap
  13650. sce->val2 = 0; // This signals it to end.
  13651. } else if((bl->type&BL_SKILL) && sce->val4%2 == 0) {
  13652. //Remove trap immunity temporarily so it triggers if you still stand on it
  13653. sce->val4++;
  13654. }
  13655. }
  13656. }
  13657. break;
  13658. case SC_CLOSECONFINE:
  13659. // Lock char has released the hold on everyone...
  13660. if (tsc && tsc->getSCE(SC_CLOSECONFINE2) && tsc->getSCE(SC_CLOSECONFINE2)->val2 == src->id) {
  13661. tsc->getSCE(SC_CLOSECONFINE2)->val2 = 0;
  13662. status_change_end(bl, SC_CLOSECONFINE2);
  13663. }
  13664. break;
  13665. case SC_CURSEDCIRCLE_TARGET:
  13666. if( tsc && tsc->getSCE(SC_CURSEDCIRCLE_TARGET) && tsc->getSCE(SC_CURSEDCIRCLE_TARGET)->val2 == src->id ) {
  13667. clif_bladestop(bl, tsc->getSCE(SC_CURSEDCIRCLE_TARGET)->val2, 0);
  13668. status_change_end(bl, type);
  13669. }
  13670. break;
  13671. }
  13672. return 0;
  13673. }
  13674. /**
  13675. * Clears buffs/debuffs on an object
  13676. * @param bl: Object to clear [PC|MOB|HOM|MER|ELEM]
  13677. * @param type: Type to remove
  13678. * SCCB_BUFFS: Clear Buffs
  13679. * SCCB_DEBUFFS: Clear Debuffs
  13680. * SCCB_REFRESH: Clear specific debuffs through RK_REFRESH
  13681. * SCCB_CHEM_PROTECT: Clear AM_CP_ARMOR/HELM/SHIELD/WEAPON
  13682. * SCCB_LUXANIMA: Bonus Script removed through RK_LUXANIMA
  13683. */
  13684. void status_change_clear_buffs(struct block_list* bl, uint8 type)
  13685. {
  13686. status_change *sc= status_get_sc(bl);
  13687. if (!sc || !sc->count)
  13688. return;
  13689. //Clears buffs with specified flag and type
  13690. for (const auto &it : status_db) {
  13691. sc_type status = static_cast<sc_type>(it.first);
  13692. const std::bitset<SCF_MAX>& flag = it.second->flag;
  13693. bool end = false;
  13694. if (!sc->getSCE(status))
  13695. continue;
  13696. // Skip status with SCF_NOCLEARBUFF, no matter what
  13697. if (flag[SCF_NOCLEARBUFF])
  13698. continue;
  13699. // &SCCB_LUXANIMA : Cleared by RK_LUXANIMA and has the SCF_REMOVEONLUXANIMA flag
  13700. if ((type & SCCB_LUXANIMA) && flag[SCF_REMOVEONLUXANIMA])
  13701. end = true;
  13702. // &SCCB_CHEM_PROTECT : Clears AM_CP_ARMOR/HELP/SHIELD/WEAPON
  13703. else if ((type & SCCB_CHEM_PROTECT) && flag[SCF_REMOVECHEMICALPROTECT])
  13704. end = true;
  13705. // &SCCB_REFRESH : Cleared by RK_REFRESH and has the SCF_REMOVEONREFRESH flag
  13706. else if ((type & SCCB_REFRESH) && flag[SCF_REMOVEONREFRESH])
  13707. end = true;
  13708. // &SCCB_DEBUFFS : Clears debuffs
  13709. else if ((type & SCCB_DEBUFFS) && flag[SCF_DEBUFF])
  13710. end = true;
  13711. // &SCCB_BUFFS : Clears buffs - skip if it is a debuff
  13712. else if ((type & SCCB_BUFFS) && !flag[SCF_DEBUFF])
  13713. end = true;
  13714. // &SCCB_HERMODE : Cleared by CG_HERMODE and has the SCF_REMOVEONHERMODE flag
  13715. else if ((type & SCCB_HERMODE) && flag[SCF_REMOVEONHERMODE])
  13716. end = true;
  13717. if (status == SC_SATURDAYNIGHTFEVER || status == SC_BERSERK) // Mark to not lose HP
  13718. sc->getSCE(status)->val2 = 0;
  13719. if(end)
  13720. status_change_end(bl, status);
  13721. }
  13722. //Removes bonus_script
  13723. if (bl->type == BL_PC) {
  13724. uint32 i = 0;
  13725. if (type&SCCB_BUFFS) i |= BSF_REM_BUFF;
  13726. if (type&SCCB_DEBUFFS) i |= BSF_REM_DEBUFF;
  13727. if (type&SCCB_REFRESH) i |= BSF_REM_ON_REFRESH;
  13728. if (type&SCCB_LUXANIMA) i |= BSF_REM_ON_LUXANIMA;
  13729. pc_bonus_script_clear(BL_CAST(BL_PC,bl),i);
  13730. }
  13731. // Cleaning all extras vars
  13732. sc->comet_x = 0;
  13733. sc->comet_y = 0;
  13734. #ifndef RENEWAL
  13735. sc->sg_counter = 0;
  13736. #endif
  13737. return;
  13738. }
  13739. /**
  13740. * Infect a user with status effects (SC_DEADLYINFECT)
  13741. * @param src: Object initiating change on bl [PC|MOB|HOM|MER|ELEM]
  13742. * @param bl: Object to change
  13743. * @return 1: Success 0: Fail
  13744. */
  13745. int status_change_spread(block_list *src, block_list *bl)
  13746. {
  13747. if (src == nullptr || bl == nullptr)
  13748. return 0;
  13749. // Status Immunity resistance
  13750. if (status_bl_has_mode(src, MD_STATUSIMMUNE) || status_bl_has_mode(bl, MD_STATUSIMMUNE))
  13751. return 0;
  13752. status_change *sc = status_get_sc(src);
  13753. if (sc == nullptr || sc->count == 0)
  13754. return 0;
  13755. bool hasSpread = false;
  13756. t_tick tick = gettick(), sc_tick;
  13757. for (const auto &it : status_db) {
  13758. sc_type type = static_cast<sc_type>(it.first);
  13759. const TimerData *timer;
  13760. if (sc->getSCE(type) && it.second->flag[SCF_SPREADEFFECT]) {
  13761. if (sc->getSCE(type)->timer != INVALID_TIMER) {
  13762. timer = get_timer(sc->getSCE(type)->timer);
  13763. if (timer == nullptr || timer->func != status_change_timer || DIFF_TICK(timer->tick, tick) < 0)
  13764. continue;
  13765. int32 val4 = sc->getSCE(type)->val4;
  13766. sc_tick = DIFF_TICK(timer->tick, tick) + (val4 > 0 ? val4 : 0);
  13767. } else
  13768. sc_tick = INFINITE_TICK;
  13769. 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);
  13770. if (!hasSpread)
  13771. hasSpread = true;
  13772. }
  13773. }
  13774. return hasSpread;
  13775. }
  13776. /**
  13777. * Applying natural heal bonuses (sit, skill, homun, etc...)
  13778. * TODO: the va_list doesn't seem to be used, safe to remove?
  13779. * @param bl: Object applying bonuses to [PC|HOM|MER|ELEM]
  13780. * @param args: va_list arguments
  13781. * @return which regeneration bonuses have been applied (flag)
  13782. */
  13783. static t_tick natural_heal_prev_tick,natural_heal_diff_tick;
  13784. static int status_natural_heal(struct block_list* bl, va_list args)
  13785. {
  13786. struct regen_data *regen;
  13787. status_change *sc;
  13788. struct unit_data *ud;
  13789. struct view_data *vd = nullptr;
  13790. struct regen_data_sub *sregen;
  13791. map_session_data *sd;
  13792. int rate, multi = 1, flag;
  13793. regen = status_get_regen_data(bl);
  13794. if (!regen)
  13795. return 0;
  13796. status_data* status = status_get_status_data(*bl);
  13797. sc = status_get_sc(bl);
  13798. if (sc && !sc->count)
  13799. sc = nullptr;
  13800. sd = BL_CAST(BL_PC,bl);
  13801. flag = regen->flag;
  13802. if (flag&RGN_HP && (regen->state.block&1))
  13803. flag &= ~(RGN_HP|RGN_SHP);
  13804. if (flag&RGN_SP && (regen->state.block&2))
  13805. flag &= ~(RGN_SP|RGN_SSP);
  13806. // Only skill-based regen is disabled at max HP/SP
  13807. if (flag&RGN_SHP && (status->hp >= status->max_hp))
  13808. flag &= ~RGN_SHP;
  13809. if (flag&RGN_SSP && (status->sp >= status->max_sp))
  13810. flag &= ~RGN_SSP;
  13811. if (flag && (
  13812. status_isdead(*bl) ||
  13813. (sc && (sc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || sc->getSCE(SC__INVISIBILITY)))
  13814. ))
  13815. flag = RGN_NONE;
  13816. if (sd) {
  13817. if (sd->hp_loss.value || sd->sp_loss.value)
  13818. pc_bleeding(sd, natural_heal_diff_tick);
  13819. if (sd->hp_regen.value || sd->sp_regen.value || sd->percent_hp_regen.value || sd->percent_sp_regen.value)
  13820. pc_regen(sd, natural_heal_diff_tick);
  13821. }
  13822. if(flag&(RGN_SHP|RGN_SSP) && regen->ssregen &&
  13823. (vd = status_get_viewdata(bl)) && vd->dead_sit == 2)
  13824. { // Apply sitting regen bonus.
  13825. sregen = regen->ssregen;
  13826. if(flag&(RGN_SHP)) { // Sitting HP regen
  13827. rate = (int)(natural_heal_diff_tick * (sregen->rate.hp / 100.));
  13828. if (regen->state.overweight)
  13829. rate /= 2; // Half as fast when overweight.
  13830. sregen->tick.hp += rate;
  13831. while(sregen->tick.hp >= (unsigned int)battle_config.natural_heal_skill_interval) {
  13832. sregen->tick.hp -= battle_config.natural_heal_skill_interval;
  13833. if(status_heal(bl, sregen->hp, 0, 3) < sregen->hp) { // Full
  13834. flag &= ~RGN_SHP;
  13835. break;
  13836. }
  13837. }
  13838. }
  13839. if(flag&(RGN_SSP)) { // Sitting SP regen
  13840. rate = (int)(natural_heal_diff_tick * (sregen->rate.sp / 100.));
  13841. if (regen->state.overweight)
  13842. rate /= 2; // Half as fast when overweight.
  13843. sregen->tick.sp += rate;
  13844. while(sregen->tick.sp >= (unsigned int)battle_config.natural_heal_skill_interval) {
  13845. sregen->tick.sp -= battle_config.natural_heal_skill_interval;
  13846. if(status_heal(bl, 0, sregen->sp, 3) < sregen->sp) { // Full
  13847. flag &= ~RGN_SSP;
  13848. break;
  13849. }
  13850. }
  13851. }
  13852. }
  13853. if (flag && regen->state.overweight)
  13854. flag = RGN_NONE;
  13855. ud = unit_bl2ud(bl);
  13856. if (ud && ud->walktimer != INVALID_TIMER) {
  13857. flag &= ~(RGN_SHP|RGN_SSP);
  13858. //Mercenaries recover HP even while walking
  13859. if(bl->type != BL_MER && !regen->state.walk)
  13860. flag &= ~RGN_HP;
  13861. //Homunculus don't recover SP while walking
  13862. if (bl->type == BL_HOM && !regen->state.walk)
  13863. flag &= ~RGN_SP;
  13864. }
  13865. if (flag&(RGN_HP|RGN_SP)) {
  13866. if(!vd)
  13867. vd = status_get_viewdata(bl);
  13868. if(vd && vd->dead_sit == 2)
  13869. multi += 1; //This causes the interval to be halved
  13870. if(regen->state.gc)
  13871. multi += 1; //This causes the interval to be halved
  13872. }
  13873. // Natural Hp regen
  13874. if (flag&RGN_HP) {
  13875. // Interval to next recovery tick
  13876. rate = (int)(battle_config.natural_healhp_interval / (regen->rate.hp/100. * multi));
  13877. // Half recovery while moving only applies to players with certain traits
  13878. if (sd && ud && ud->walktimer != INVALID_TIMER)
  13879. rate *= 2;
  13880. // Homun HP regen fix (2 seconds instead of 6 seconds)
  13881. if(bl->type == BL_HOM)
  13882. rate /= 3;
  13883. // Mercenary HP regen fix (8 seconds instead of 6 seconds)
  13884. if (bl->type == BL_MER)
  13885. rate = (rate * 4) / 3;
  13886. // Our timer system isn't 100% accurate so make sure we use the closest interval
  13887. rate -= NATURAL_HEAL_INTERVAL / 2;
  13888. if(regen->tick.hp + rate <= natural_heal_prev_tick) {
  13889. regen->tick.hp = natural_heal_prev_tick;
  13890. if (status->hp >= status->max_hp)
  13891. flag &= ~(RGN_HP | RGN_SHP);
  13892. else if (status_heal(bl, regen->hp, 0, 1) < regen->hp)
  13893. flag &= ~RGN_SHP; // Full
  13894. }
  13895. }
  13896. else {
  13897. regen->tick.hp = natural_heal_prev_tick;
  13898. }
  13899. // Natural SP regen
  13900. if(flag&RGN_SP) {
  13901. // Interval to next recovery tick
  13902. rate = (int)(battle_config.natural_healsp_interval / (regen->rate.sp/100. * multi));
  13903. // Homun SP regen fix (4 seconds instead of 8 seconds)
  13904. if(bl->type==BL_HOM)
  13905. rate /= 2;
  13906. // Mercenary SP regen fix (6 seconds instead of 8 seconds)
  13907. if (bl->type == BL_MER)
  13908. rate = (rate * 3) / 4;
  13909. #ifdef RENEWAL
  13910. if (sd && (sd->class_&MAPID_UPPERMASK) == MAPID_MONK &&
  13911. sc && sc->getSCE(SC_EXPLOSIONSPIRITS) && (!sc->getSCE(SC_SPIRIT) || sc->getSCE(SC_SPIRIT)->val2 != SL_MONK))
  13912. rate *= 2; // Tick is doubled in Fury state
  13913. #endif
  13914. // Our timer system isn't 100% accurate so make sure we use the closest interval
  13915. rate -= NATURAL_HEAL_INTERVAL / 2;
  13916. if(regen->tick.sp + rate <= natural_heal_prev_tick) {
  13917. regen->tick.sp = natural_heal_prev_tick;
  13918. if (status->sp >= status->max_sp)
  13919. flag &= ~(RGN_SP | RGN_SSP);
  13920. else if (status_heal(bl, 0, regen->sp, 1) < regen->sp)
  13921. flag &= ~RGN_SSP; // Full
  13922. }
  13923. }
  13924. else {
  13925. regen->tick.sp = natural_heal_prev_tick;
  13926. }
  13927. if (!regen->sregen)
  13928. return flag;
  13929. // Skill regen
  13930. sregen = regen->sregen;
  13931. if(flag&RGN_SHP) { // Skill HP regen
  13932. sregen->tick.hp += (int)(natural_heal_diff_tick * (sregen->rate.hp / 100.));
  13933. while(sregen->tick.hp >= (unsigned int)battle_config.natural_heal_skill_interval) {
  13934. sregen->tick.hp -= battle_config.natural_heal_skill_interval;
  13935. if(status_heal(bl, sregen->hp, 0, 3) < sregen->hp)
  13936. break; // Full
  13937. }
  13938. }
  13939. if(flag&RGN_SSP) { // Skill SP regen
  13940. sregen->tick.sp += (int)(natural_heal_diff_tick * (sregen->rate.sp /100.));
  13941. while(sregen->tick.sp >= (unsigned int)battle_config.natural_heal_skill_interval) {
  13942. int val = sregen->sp;
  13943. if (sd && sd->state.doridori) {
  13944. val *= 2;
  13945. sd->state.doridori = 0;
  13946. if ((rate = pc_checkskill(sd,TK_SPTIME)))
  13947. sc_start(bl,bl,skill_get_sc(TK_SPTIME),
  13948. 100,rate,skill_get_time(TK_SPTIME, rate));
  13949. if (
  13950. (sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR &&
  13951. rnd()%10000 < battle_config.sg_angel_skill_ratio
  13952. ) { // Angel of the Sun/Moon/Star
  13953. clif_feel_hate_reset(sd);
  13954. pc_resethate(sd);
  13955. pc_resetfeel(sd);
  13956. }
  13957. }
  13958. sregen->tick.sp -= battle_config.natural_heal_skill_interval;
  13959. if(status_heal(bl, 0, val, 3) < val)
  13960. break; // Full
  13961. }
  13962. }
  13963. return flag;
  13964. }
  13965. /**
  13966. * Natural heal main timer
  13967. * @param tid: Timer ID
  13968. * @param tick: Current tick (time)
  13969. * @param id: Object ID to heal
  13970. * @param data: data pushed through timer function
  13971. * @return 0
  13972. */
  13973. static TIMER_FUNC(status_natural_heal_timer){
  13974. natural_heal_diff_tick = DIFF_TICK(tick,natural_heal_prev_tick);
  13975. natural_heal_prev_tick = tick;
  13976. map_foreachregen(status_natural_heal);
  13977. return 0;
  13978. }
  13979. /**
  13980. * Clears the lastEffect value from a target
  13981. * @param tid: Timer ID
  13982. * @param tick: Current tick (time)
  13983. * @param id: Object ID
  13984. * @param data: data pushed through timer function
  13985. * @return 0
  13986. */
  13987. TIMER_FUNC(status_clear_lastEffect_timer) {
  13988. block_list *bl = map_id2bl(id);
  13989. if (bl != nullptr) {
  13990. status_change *sc = status_get_sc(bl);
  13991. if (sc != nullptr) {
  13992. sc->lastEffect = SC_NONE;
  13993. sc->lastEffectTimer = INVALID_TIMER;
  13994. }
  13995. }
  13996. return 0;
  13997. }
  13998. /**
  13999. * Check if status is disabled on a map
  14000. * @param type: Status Change data
  14001. * @param mapIsVS: If the map is a map_flag_vs type
  14002. * @param mapisPVP: If the map is a PvP type
  14003. * @param mapIsGVG: If the map is a map_flag_gvg type
  14004. * @param mapIsBG: If the map is a Battleground type
  14005. * @param mapZone: Map Zone type
  14006. * @param mapIsTE: If the map us WOE TE
  14007. * @return True - SC disabled on map; False - SC not disabled on map/Invalid SC
  14008. */
  14009. static bool status_change_isDisabledOnMap_(sc_type type, bool mapIsVS, bool mapIsPVP, bool mapIsGVG, bool mapIsBG, unsigned int mapZone, bool mapIsTE)
  14010. {
  14011. if (!status_db.validateStatus(type))
  14012. return false;
  14013. if ((!mapIsVS && SCDisabled[type]&1) ||
  14014. (mapIsPVP && SCDisabled[type]&2) ||
  14015. (mapIsGVG && SCDisabled[type]&4) ||
  14016. (mapIsBG && SCDisabled[type]&8) ||
  14017. (mapIsTE && SCDisabled[type]&16) ||
  14018. (SCDisabled[type]&(mapZone)))
  14019. {
  14020. return true;
  14021. }
  14022. return false;
  14023. }
  14024. /**
  14025. * Clear a status if it is disabled on a map
  14026. * @param bl: Block list data
  14027. * @param sc: Status Change data
  14028. */
  14029. void status_change_clear_onChangeMap(struct block_list *bl, status_change *sc)
  14030. {
  14031. nullpo_retv(bl);
  14032. if (sc && sc->count) {
  14033. struct map_data *mapdata = map_getmapdata(bl->m);
  14034. bool mapIsVS = mapdata_flag_vs2(mapdata);
  14035. bool mapIsPVP = mapdata->getMapFlag(MF_PVP) != 0;
  14036. bool mapIsGVG = mapdata_flag_gvg2_no_te(mapdata);
  14037. bool mapIsBG = mapdata->getMapFlag(MF_BATTLEGROUND) != 0;
  14038. bool mapIsTE = mapdata_flag_gvg2_te(mapdata);
  14039. for (const auto &it : status_db) {
  14040. sc_type type = static_cast<sc_type>(it.first);
  14041. if (!sc->getSCE(type) || !SCDisabled[type])
  14042. continue;
  14043. if (status_change_isDisabledOnMap_(type, mapIsVS, mapIsPVP, mapIsGVG, mapIsBG, mapdata->zone, mapIsTE))
  14044. status_change_end(bl, type);
  14045. }
  14046. }
  14047. }
  14048. /**
  14049. * Read status_disabled.txt file
  14050. * @param str: Fields passed from sv_readdb
  14051. * @param columns: Columns passed from sv_readdb function call
  14052. * @param current: Current row being read into SCDisabled array
  14053. * @return True - Successfully stored, False - Invalid SC
  14054. */
  14055. static bool status_readdb_status_disabled( char **str, size_t columns, size_t current ){
  14056. int64 type = SC_NONE;
  14057. if (ISDIGIT(str[0][0]))
  14058. type = atoi(str[0]);
  14059. else {
  14060. if (!script_get_constant(str[0],&type))
  14061. type = SC_NONE;
  14062. }
  14063. if (type <= SC_NONE || type >= SC_MAX) {
  14064. ShowError("status_readdb_status_disabled: Invalid SC with type %s.\n", str[0]);
  14065. return false;
  14066. }
  14067. SCDisabled[type] = (unsigned int)atol(str[1]);
  14068. return true;
  14069. }
  14070. const std::string AttributeDatabase::getDefaultLocation() {
  14071. return std::string(db_path) + "/attr_fix.yml";
  14072. }
  14073. /**
  14074. * Reads and parses an entry from the attr_fix.
  14075. * @param node: YAML node containing the entry.
  14076. * @return count of successfully parsed rows
  14077. */
  14078. uint64 AttributeDatabase::parseBodyNode(const ryml::NodeRef& node) {
  14079. uint16 level;
  14080. if (!this->asUInt16(node, "Level", level))
  14081. return 0;
  14082. if (!CHK_ELEMENT_LEVEL(level)) {
  14083. this->invalidWarning(node["Level"], "Invalid element level %hu.\n", level);
  14084. return 0;
  14085. }
  14086. for (const auto &itatk : um_eleid2elename) {
  14087. if (!this->nodeExists(node, itatk.first))
  14088. continue;
  14089. const auto& eleNode = node[c4::to_csubstr(itatk.first)];
  14090. for (const auto &itdef : um_eleid2elename) {
  14091. if (!this->nodeExists(eleNode, itdef.first))
  14092. continue;
  14093. int16 val;
  14094. if (!this->asInt16(eleNode, itdef.first, val))
  14095. return 0;
  14096. if (val < -100) {
  14097. 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);
  14098. val = -100;
  14099. }
  14100. else if (val > 200) {
  14101. 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);
  14102. val = 200;
  14103. }
  14104. this->attr_fix_table[level-1][itatk.second][itdef.second] = val;
  14105. }
  14106. }
  14107. return 1;
  14108. }
  14109. AttributeDatabase elemental_attribute_db;
  14110. /**
  14111. * Get attribute ratio
  14112. * @param atk_ele Attack element enum e_element
  14113. * @param def_ele Defense element enum e_element
  14114. * @param level Element level 1 ~ MAX_ELE_LEVEL
  14115. */
  14116. int16 AttributeDatabase::getAttribute(uint16 level, uint16 atk_ele, uint16 def_ele) {
  14117. if (!CHK_ELEMENT(atk_ele) || !CHK_ELEMENT(def_ele) || !CHK_ELEMENT_LEVEL(level+1))
  14118. return 100;
  14119. return this->attr_fix_table[level][atk_ele][def_ele];
  14120. }
  14121. const std::string StatusDatabase::getDefaultLocation() {
  14122. return std::string(db_path) + "/status.yml";
  14123. }
  14124. /**
  14125. * Reads and parses an entry from status_db.
  14126. * @param node: YAML node containing the entry.
  14127. * @return count of successfully parsed rows
  14128. */
  14129. uint64 StatusDatabase::parseBodyNode(const ryml::NodeRef& node) {
  14130. std::string status_name;
  14131. if (!this->asString(node, "Status", status_name))
  14132. return 0;
  14133. std::string status_constant = "SC_" + status_name;
  14134. int64 constant;
  14135. if (!script_get_constant(status_constant.c_str(), &constant)) {
  14136. this->invalidWarning(node["Status"], "Invalid Status %s.\n", status_name.c_str());
  14137. return 0;
  14138. }
  14139. if (!this->validateStatus(static_cast<sc_type>(constant))) {
  14140. this->invalidWarning(node["Status"], "Status %s is out of bounds.\n", status_name.c_str());
  14141. return 0;
  14142. }
  14143. int status_id = static_cast<int32>(constant);
  14144. std::shared_ptr<s_status_change_db> status = this->find(status_id);
  14145. bool exists = status != nullptr;
  14146. if (!exists) {
  14147. status = std::make_shared<s_status_change_db>();
  14148. status->type = static_cast<sc_type>(status_id);
  14149. }
  14150. if (this->nodeExists(node, "Icon")) {
  14151. std::string icon_name;
  14152. if (!this->asString(node, "Icon", icon_name))
  14153. return 0;
  14154. int64 constant;
  14155. if (!script_get_constant(icon_name.c_str(), &constant)) {
  14156. this->invalidWarning(node["Icon"], "Icon %s is invalid, defaulting to EFST_BLANK.\n", icon_name.c_str());
  14157. constant = EFST_BLANK;
  14158. }
  14159. if (constant < EFST_BLANK || constant >= EFST_MAX) {
  14160. this->invalidWarning(node["Icon"], "Icon %s is out of bounds, defaulting to EFST_BLANK.\n", icon_name.c_str());
  14161. constant = EFST_BLANK;
  14162. }
  14163. status->icon = static_cast<efst_type>(constant);
  14164. } else {
  14165. if (!exists)
  14166. status->icon = EFST_BLANK;
  14167. }
  14168. if (this->nodeExists(node, "DurationLookup")) {
  14169. std::string skill_name;
  14170. if (!this->asString(node, "DurationLookup", skill_name))
  14171. return 0;
  14172. uint16 skill_id = skill_name2id(skill_name.c_str());
  14173. if (skill_id == 0)
  14174. this->invalidWarning(node["DurationLookup"], "DurationLookup skill %s is invalid, defaulting to none.\n", skill_name.c_str());
  14175. status->skill_id = skill_id;
  14176. } else {
  14177. if (!exists)
  14178. status->skill_id = 0;
  14179. }
  14180. if (this->nodeExists(node, "States")) {
  14181. const ryml::NodeRef& stateNode = node["States"];
  14182. for (const auto &it : stateNode) {
  14183. std::string state;
  14184. c4::from_chars(it.key(), &state);
  14185. std::string state_constant = "SCS_" + state;
  14186. int64 constant;
  14187. if (!script_get_constant(state_constant.c_str(), &constant)) {
  14188. this->invalidWarning(stateNode, "State %s is invalid.\n", state.c_str());
  14189. return 0;
  14190. }
  14191. if (constant < SCS_NONE || constant >= SCS_MAX) {
  14192. this->invalidWarning(stateNode, "State %s is out of bounds.\n", state.c_str());
  14193. return 0;
  14194. }
  14195. bool active;
  14196. if (!this->asBool(stateNode, state, active))
  14197. return 0;
  14198. if (active)
  14199. status->state.set(static_cast<e_scs_flag>(constant));
  14200. else
  14201. status->state.reset(static_cast<e_scs_flag>(constant));
  14202. }
  14203. } else {
  14204. if (!exists)
  14205. status->state.reset();
  14206. }
  14207. if (this->nodeExists(node, "CalcFlags")) {
  14208. const ryml::NodeRef& flagNode = node["CalcFlags"];
  14209. if (this->nodeExists(flagNode, "All")) {
  14210. bool active;
  14211. if (!this->asBool(flagNode, "All", active))
  14212. return 0;
  14213. if (active)
  14214. status->calc_flag = this->getSCB_ALL();
  14215. else
  14216. status->calc_flag.reset();
  14217. }
  14218. for (const auto &it : flagNode) {
  14219. std::string flag;
  14220. c4::from_chars(it.key(), &flag);
  14221. std::string flag_constant = "SCB_" + flag;
  14222. int64 constant;
  14223. // Skipped because processed above the loop
  14224. if (flag.compare("All") == 0)
  14225. continue;
  14226. if (!script_get_constant(flag_constant.c_str(), &constant)) {
  14227. this->invalidWarning(flagNode, "CalcFlag %s is invalid.\n", flag.c_str());
  14228. return 0;
  14229. }
  14230. if (constant < SCB_NONE || constant >= SCB_MAX) {
  14231. this->invalidWarning(flagNode, "CalcFlag %s is out of bounds.\n", flag.c_str());
  14232. return 0;
  14233. }
  14234. bool active;
  14235. if (!this->asBool(flagNode, flag, active))
  14236. return 0;
  14237. if (active)
  14238. status->calc_flag.set(static_cast<e_scb_flag>(constant));
  14239. else
  14240. status->calc_flag.reset(static_cast<e_scb_flag>(constant));
  14241. }
  14242. } else {
  14243. if (!exists)
  14244. status->calc_flag.reset();
  14245. }
  14246. if (this->nodeExists(node, "Opt1")) {
  14247. std::string opt;
  14248. if (!this->asString(node, "Opt1", opt))
  14249. return 0;
  14250. std::string opt_constant = "OPT1_" + opt;
  14251. int64 constant;
  14252. if (!script_get_constant(opt_constant.c_str(), &constant)) {
  14253. this->invalidWarning(node["Opt1"], "Opt1 %s is invalid.\n", opt.c_str());
  14254. return 0;
  14255. }
  14256. if (constant < OPT1_NONE || constant >= OPT1_MAX) {
  14257. this->invalidWarning(node["Opt1"], "Opt2 %s is out of bounds.\n", opt.c_str());
  14258. return 0;
  14259. }
  14260. status->opt1 = static_cast<e_sc_opt1>(constant);
  14261. } else {
  14262. if (!exists)
  14263. status->opt1 = OPT1_NONE;
  14264. }
  14265. if (this->nodeExists(node, "Opt2")) {
  14266. const ryml::NodeRef& optNode = node["Opt2"];
  14267. for (const auto &it : optNode) {
  14268. std::string opt;
  14269. c4::from_chars(it.key(), &opt);
  14270. std::string opt_constant = "OPT2_" + opt;
  14271. int64 constant;
  14272. if (!script_get_constant(opt_constant.c_str(), &constant)) {
  14273. this->invalidWarning(optNode, "Opt2 %s is invalid.\n", opt.c_str());
  14274. return 0;
  14275. }
  14276. if (constant < OPT2_NONE || constant >= OPT2_MAX) {
  14277. this->invalidWarning(optNode, "Opt2 %s is out of bounds.\n", opt.c_str());
  14278. return 0;
  14279. }
  14280. bool active;
  14281. if (!this->asBool(optNode, opt, active))
  14282. return 0;
  14283. if (active)
  14284. status->opt2 |= static_cast<e_sc_opt2>(constant);
  14285. else
  14286. status->opt2 &= ~static_cast<e_sc_opt2>(constant);
  14287. }
  14288. } else {
  14289. if (!exists)
  14290. status->opt2 = OPT2_NONE;
  14291. }
  14292. if (this->nodeExists(node, "Opt3")) {
  14293. const ryml::NodeRef& optNode = node["Opt3"];
  14294. for (const auto &it : optNode) {
  14295. std::string opt;
  14296. c4::from_chars(it.key(), &opt);
  14297. std::string opt_constant = "OPT3_" + opt;
  14298. int64 constant;
  14299. if (!script_get_constant(opt_constant.c_str(), &constant)) {
  14300. this->invalidWarning(optNode, "Opt3 %s is invalid.\n", opt.c_str());
  14301. return 0;
  14302. }
  14303. if (constant < OPT3_NORMAL || constant >= OPT3_MAX) {
  14304. this->invalidWarning(optNode, "Opt3 %s is out of bounds.\n", opt.c_str());
  14305. return 0;
  14306. }
  14307. bool active;
  14308. if (!this->asBool(optNode, opt, active))
  14309. return 0;
  14310. if (active)
  14311. status->opt3 |= static_cast<e_sc_opt3>(constant);
  14312. else
  14313. status->opt3 &= ~static_cast<e_sc_opt3>(constant);
  14314. }
  14315. } else {
  14316. if (!exists)
  14317. status->opt3 = OPT3_NORMAL;
  14318. }
  14319. if (this->nodeExists(node, "Options")) {
  14320. const ryml::NodeRef& optionNode = node["Options"];
  14321. for (const auto &it : optionNode) {
  14322. std::string option;
  14323. c4::from_chars(it.key(), &option);
  14324. std::string option_constant = "OPTION_" + option;
  14325. int64 constant;
  14326. if (!script_get_constant(option_constant.c_str(), &constant)) {
  14327. this->invalidWarning(optionNode, "Option %s is invalid.\n", option.c_str());
  14328. return 0;
  14329. }
  14330. if (constant < OPTION_NOTHING || constant >= OPTION_MAX) {
  14331. this->invalidWarning(optionNode, "Option %s is out of bounds.\n", option.c_str());
  14332. return 0;
  14333. }
  14334. bool active;
  14335. if (!this->asBool(optionNode, option, active))
  14336. return 0;
  14337. if (active)
  14338. status->look |= static_cast<e_option>(constant);
  14339. else
  14340. status->look &= ~static_cast<e_option>(constant);
  14341. }
  14342. } else {
  14343. if (!exists)
  14344. status->look = OPTION_NOTHING;
  14345. }
  14346. if (this->nodeExists(node, "Flags")) {
  14347. const ryml::NodeRef& flagNode = node["Flags"];
  14348. for (const auto &it : flagNode) {
  14349. std::string flag;
  14350. c4::from_chars(it.key(), &flag);
  14351. std::string flag_constant = "SCF_" + flag;
  14352. int64 constant;
  14353. if (!script_get_constant(flag_constant.c_str(), &constant)) {
  14354. this->invalidWarning(flagNode, "Flag %s is invalid.\n", flag.c_str());
  14355. return 0;
  14356. }
  14357. if (constant < SCF_NONE || constant >= SCF_MAX) {
  14358. this->invalidWarning(flagNode, "Flag %s is out of bounds.\n", flag.c_str());
  14359. return 0;
  14360. }
  14361. bool active;
  14362. if (!this->asBool(flagNode, flag, active))
  14363. return 0;
  14364. if (active)
  14365. status->flag.set(static_cast<e_status_change_flag>(constant));
  14366. else
  14367. status->flag.reset(static_cast<e_status_change_flag>(constant));
  14368. }
  14369. } else {
  14370. if (!exists)
  14371. status->flag.reset();
  14372. }
  14373. if (this->nodeExists(node, "MinRate")) {
  14374. uint16 rate;
  14375. if (!this->asUInt16(node, "MinRate", rate))
  14376. return 0;
  14377. status->min_rate = rate;
  14378. } else {
  14379. if (!exists)
  14380. status->min_rate = 0;
  14381. }
  14382. if (this->nodeExists(node, "MinDuration")) {
  14383. int64 duration;
  14384. if (!this->asInt64(node, "MinDuration", duration))
  14385. return 0;
  14386. status->min_duration = static_cast<t_tick>(duration);
  14387. } else {
  14388. if (!exists)
  14389. status->min_duration = 1;
  14390. }
  14391. if (this->nodeExists(node, "Fail")) {
  14392. const ryml::NodeRef& failNode = node["Fail"];
  14393. for (const auto &it : failNode) {
  14394. std::string fail;
  14395. c4::from_chars(it.key(), &fail);
  14396. std::string fail_constant = "SC_" + fail;
  14397. int64 constant;
  14398. if (!script_get_constant(fail_constant.c_str(), &constant)) {
  14399. this->invalidWarning(failNode, "Fail status %s is invalid.\n", fail.c_str());
  14400. return 0;
  14401. }
  14402. if (!this->validateStatus(static_cast<sc_type>(constant))) {
  14403. this->invalidWarning(failNode, "Fail status %s is out of bounds.\n", fail.c_str());
  14404. return 0;
  14405. }
  14406. bool active;
  14407. if (!this->asBool(failNode, fail, active))
  14408. return 0;
  14409. if (active)
  14410. status->fail.push_back(static_cast<sc_type>(constant));
  14411. else
  14412. util::vector_erase_if_exists(status->fail, static_cast<sc_type>(constant));
  14413. }
  14414. }
  14415. if (this->nodeExists(node, "EndOnStart")) {
  14416. const ryml::NodeRef& endNode = node["EndOnStart"];
  14417. for (const auto &it : endNode) {
  14418. std::string end;
  14419. c4::from_chars(it.key(), &end);
  14420. std::string end_constant = "SC_" + end;
  14421. int64 constant;
  14422. if (!script_get_constant(end_constant.c_str(), &constant)) {
  14423. this->invalidWarning(endNode, "EndOnStart status %s is invalid.\n", end.c_str());
  14424. return 0;
  14425. }
  14426. if (!this->validateStatus(static_cast<sc_type>(constant))) {
  14427. this->invalidWarning(endNode, "EndOnStart status %s is out of bounds.\n", end.c_str());
  14428. return 0;
  14429. }
  14430. bool active;
  14431. if (!this->asBool(endNode, end, active))
  14432. return 0;
  14433. if (active)
  14434. status->endonstart.push_back(static_cast<sc_type>(constant));
  14435. else
  14436. util::vector_erase_if_exists(status->endonstart, static_cast<sc_type>(constant));
  14437. }
  14438. }
  14439. if (this->nodeExists(node, "EndReturn")) {
  14440. const ryml::NodeRef &endNode = node["EndReturn"];
  14441. for (const auto &it : endNode) {
  14442. std::string end;
  14443. c4::from_chars(it.key(), &end);
  14444. std::string end_constant = "SC_" + end;
  14445. int64 constant;
  14446. if (!script_get_constant(end_constant.c_str(), &constant)) {
  14447. this->invalidWarning(endNode, "EndReturn status %s is invalid.\n", end.c_str());
  14448. return 0;
  14449. }
  14450. if (!this->validateStatus(static_cast<sc_type>(constant))) {
  14451. this->invalidWarning(endNode, "EndReturn status %s is out of bounds.\n", end.c_str());
  14452. return 0;
  14453. }
  14454. bool active;
  14455. if (!this->asBool(endNode, end, active))
  14456. return 0;
  14457. if (active)
  14458. status->endreturn.push_back(static_cast<sc_type>(constant));
  14459. else
  14460. util::vector_erase_if_exists(status->endreturn, static_cast<sc_type>(constant));
  14461. }
  14462. }
  14463. if (this->nodeExists(node, "EndOnEnd")) {
  14464. const ryml::NodeRef &endNode = node["EndOnEnd"];
  14465. for (const auto &it : endNode) {
  14466. std::string end;
  14467. c4::from_chars(it.key(), &end);
  14468. std::string end_constant = "SC_" + end;
  14469. int64 constant;
  14470. if (!script_get_constant(end_constant.c_str(), &constant)) {
  14471. this->invalidWarning(endNode, "EndOnEnd status %s is invalid.\n", end.c_str());
  14472. return 0;
  14473. }
  14474. if (!this->validateStatus(static_cast<sc_type>(constant))) {
  14475. this->invalidWarning(endNode, "EndOnEnd status %s is out of bounds.\n", end.c_str());
  14476. return 0;
  14477. }
  14478. bool active;
  14479. if (!this->asBool(endNode, end, active))
  14480. return 0;
  14481. if (active)
  14482. status->endonend.push_back(static_cast<sc_type>(constant));
  14483. else
  14484. util::vector_erase_if_exists(status->endonend, static_cast<sc_type>(constant));
  14485. }
  14486. }
  14487. if (!exists) {
  14488. this->put(status_id, status);
  14489. }
  14490. return 1;
  14491. }
  14492. void StatusDatabase::loadingFinished(){
  14493. std::fill( std::begin( this->StatusRelevantBLTypes ), std::end( this->StatusRelevantBLTypes ), BL_PC );
  14494. for( auto& entry : *this ){
  14495. auto& status = entry.second;
  14496. if (status->type == SC_HALLUCINATION && !battle_config.display_hallucination) // Disable Hallucination.
  14497. status->icon = EFST_BLANK;
  14498. if( status->icon == EFST_BLANK ){
  14499. continue;
  14500. }else if( status->flag[SCF_BLEFFECT] ){
  14501. this->StatusRelevantBLTypes[status->icon] |= BL_SCEFFECT;
  14502. }else{
  14503. this->StatusRelevantBLTypes[status->icon] = BL_PC;
  14504. }
  14505. }
  14506. TypesafeCachedYamlDatabase::loadingFinished();
  14507. }
  14508. StatusDatabase status_db;
  14509. /**
  14510. * Sets defaults in tables and starts read db functions
  14511. * sv_readdb reads the file, outputting the information line-by-line to
  14512. * previous functions above, separating information by delimiter
  14513. * DBs being read:
  14514. * attr_fix.yml: Attribute adjustment table for attacks
  14515. * size_fix.yml: Size adjustment table for weapons
  14516. * refine.yml: Refining data table
  14517. * @return 0
  14518. */
  14519. void status_readdb( bool reload ){
  14520. int i;
  14521. const char* dbsubpath[] = {
  14522. "",
  14523. "/" DBIMPORT,
  14524. //add other path here
  14525. };
  14526. // read databases
  14527. // path,filename,separator,mincol,maxcol,maxrow,func_parsor
  14528. for(i=0; i<ARRAYLENGTH(dbsubpath); i++){
  14529. size_t n1 = strlen(db_path)+strlen(dbsubpath[i])+1;
  14530. size_t n2 = strlen(db_path)+strlen(DBPATH)+strlen(dbsubpath[i])+1;
  14531. char* dbsubpath1 = (char*)aMalloc(n1+1);
  14532. char* dbsubpath2 = (char*)aMalloc(n2+1);
  14533. if(i==0) {
  14534. safesnprintf(dbsubpath1,n1,"%s%s",db_path,dbsubpath[i]);
  14535. safesnprintf(dbsubpath2,n2,"%s/%s%s",db_path,DBPATH,dbsubpath[i]);
  14536. }
  14537. else {
  14538. safesnprintf(dbsubpath1,n1,"%s%s",db_path,dbsubpath[i]);
  14539. safesnprintf(dbsubpath2,n1,"%s%s",db_path,dbsubpath[i]);
  14540. }
  14541. sv_readdb(dbsubpath1, "status_disabled.txt", ',', 2, 2, -1, &status_readdb_status_disabled, i > 0);
  14542. aFree(dbsubpath1);
  14543. aFree(dbsubpath2);
  14544. }
  14545. if( reload ){
  14546. size_fix_db.reload();
  14547. refine_db.reload();
  14548. status_db.reload();
  14549. enchantgrade_db.reload();
  14550. }else{
  14551. size_fix_db.load();
  14552. refine_db.load();
  14553. status_db.load();
  14554. enchantgrade_db.load();
  14555. }
  14556. elemental_attribute_db.load();
  14557. }
  14558. /**
  14559. * Status db init and destroy.
  14560. */
  14561. void do_init_status(void) {
  14562. memset(SCDisabled, 0, sizeof(SCDisabled));
  14563. add_timer_func_list(status_change_timer,"status_change_timer");
  14564. add_timer_func_list(status_natural_heal_timer,"status_natural_heal_timer");
  14565. add_timer_func_list(status_clear_lastEffect_timer, "status_clear_lastEffect_timer");
  14566. initDummyData();
  14567. status_readdb();
  14568. natural_heal_prev_tick = gettick();
  14569. sc_data_ers = ers_new(sizeof(struct status_change_entry),"status.cpp::sc_data_ers",ERS_OPT_NONE);
  14570. add_timer_interval(natural_heal_prev_tick + NATURAL_HEAL_INTERVAL, status_natural_heal_timer, 0, 0, NATURAL_HEAL_INTERVAL);
  14571. }
  14572. /** Destroy status data */
  14573. void do_final_status(void) {
  14574. ers_destroy(sc_data_ers);
  14575. enchantgrade_db.clear();
  14576. size_fix_db.clear();
  14577. refine_db.clear();
  14578. status_db.clear();
  14579. elemental_attribute_db.clear();
  14580. }