status.cpp 488 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: pc_damage((TBL_PC*)target,src,hp,sp,ap); break;
  1289. case BL_MOB: mob_damage((TBL_MOB*)target, src, (int)dhp); break;
  1290. case BL_HOM: hom_damage((TBL_HOM*)target); break;
  1291. case BL_MER: mercenary_heal((TBL_MER*)target,hp,sp); break;
  1292. case BL_ELEM: elemental_heal((TBL_ELEM*)target,hp,sp); break;
  1293. }
  1294. if( src && target->type == BL_PC && ((TBL_PC*)target)->disguise ) { // Stop walking when attacked in disguise to prevent walk-delay bug
  1295. unit_stop_walking( target, 1 );
  1296. }
  1297. if( status->hp || (flag&8) ) { // Still lives or has been dead before this damage.
  1298. if (walkdelay)
  1299. unit_set_walkdelay(target, gettick(), walkdelay, 0);
  1300. return (int)(hp+sp+ap);
  1301. }
  1302. status->hp = 0;
  1303. /** [Skotlex]
  1304. * NOTE: These dead functions should return:
  1305. * 0: Death cancelled, auto-revived.
  1306. * Non-zero: Standard death. Clear status, cancel move/attack, etc
  1307. * &2: Remove object from map.
  1308. * &4: Delete object from memory. (One time spawn mobs)
  1309. **/
  1310. switch (target->type) {
  1311. case BL_PC: flag = pc_dead((TBL_PC*)target,src); break;
  1312. case BL_MOB: flag = mob_dead((TBL_MOB*)target, src, flag&4?3:0); break;
  1313. case BL_HOM: flag = hom_dead((TBL_HOM*)target); break;
  1314. case BL_MER: flag = mercenary_dead((TBL_MER*)target); break;
  1315. case BL_ELEM: flag = elemental_dead((TBL_ELEM*)target); break;
  1316. default: // Unhandled case, do nothing to object.
  1317. flag = 0;
  1318. break;
  1319. }
  1320. if(!flag) // Death cancelled.
  1321. return (int)(hp+sp+ap);
  1322. // Normal death
  1323. if (battle_config.clear_unit_ondeath &&
  1324. battle_config.clear_unit_ondeath&target->type)
  1325. skill_clear_unitgroup(target);
  1326. if(target->type&BL_REGEN) { // Reset regen ticks.
  1327. struct regen_data *regen = status_get_regen_data(target);
  1328. if (regen) {
  1329. memset(&regen->tick, 0, sizeof(regen->tick));
  1330. if (regen->sregen)
  1331. memset(&regen->sregen->tick, 0, sizeof(regen->sregen->tick));
  1332. if (regen->ssregen)
  1333. memset(&regen->ssregen->tick, 0, sizeof(regen->ssregen->tick));
  1334. }
  1335. }
  1336. if( sc && sc->getSCE(SC_KAIZEL) && !map_flag_gvg2(target->m) ) { // flag&8 = disable Kaizel
  1337. int time = skill_get_time2(SL_KAIZEL,sc->getSCE(SC_KAIZEL)->val1);
  1338. // Look for Osiris Card's bonus effect on the character and revive 100% or revive normally
  1339. if ( target->type == BL_PC && BL_CAST(BL_PC,target)->special_state.restart_full_recover )
  1340. status_revive(target, 100, 100);
  1341. else
  1342. status_revive(target, sc->getSCE(SC_KAIZEL)->val2, 0);
  1343. status_change_clear(target,0);
  1344. clif_skill_nodamage(target,target,ALL_RESURRECTION,1,1);
  1345. sc_start(src,target,SC_KYRIE,100,10,time);
  1346. if( target->type == BL_MOB )
  1347. ((TBL_MOB*)target)->state.rebirth = 1;
  1348. return (int)(hp+sp+ap);
  1349. }
  1350. // Disable Ultimate Sacrifice on GVG maps
  1351. if (sc && sc->getSCE(SC_ULTIMATE_S) && !map_flag_gvg2(target->m)) {
  1352. status_revive(target, 100, 100);
  1353. status_change_clear(target, 0);
  1354. clif_skill_nodamage(target, target, ALL_RESURRECTION, 1, 1);
  1355. if (target->type == BL_MOB)
  1356. ((TBL_MOB*)target)->state.rebirth = 1;
  1357. return (int)(hp+sp+ap);
  1358. }
  1359. 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.
  1360. status_revive(target, sc->getSCE(SC_REBIRTH)->val2, 0);
  1361. status_change_clear(target,0);
  1362. ((TBL_MOB*)target)->state.rebirth = 1;
  1363. return (int)(hp+sp+ap);
  1364. }
  1365. status_change_clear(target,0);
  1366. if(flag&4) // Delete from memory. (also invokes map removal code)
  1367. unit_free(target,CLR_DEAD);
  1368. else if(flag&2) // remove from map
  1369. unit_remove_map(target,CLR_DEAD);
  1370. else { // Some death states that would normally be handled by unit_remove_map
  1371. unit_stop_attack(target);
  1372. unit_stop_walking(target,1);
  1373. unit_skillcastcancel(target,0);
  1374. clif_clearunit_area( *target, CLR_DEAD );
  1375. skill_unit_move(target,gettick(),4);
  1376. skill_cleartimerskill(target);
  1377. }
  1378. // Always run NPC scripts for players last
  1379. //FIXME those ain't always run if a player die if he was resurrect meanwhile
  1380. //cf SC_REBIRTH, SC_KAIZEL, pc_dead...
  1381. if(target->type == BL_PC) {
  1382. TBL_PC *sd = BL_CAST(BL_PC,target);
  1383. if( sd->bg_id ) {
  1384. std::shared_ptr<s_battleground_data> bg = util::umap_find(bg_team_db, sd->bg_id);
  1385. if( bg && !(bg->die_event.empty()) )
  1386. npc_event(sd, bg->die_event.c_str(), 0);
  1387. }
  1388. npc_script_event( *sd, NPCE_DIE );
  1389. }
  1390. return (int)(hp+sp+ap);
  1391. }
  1392. /**
  1393. * Heals an object
  1394. * @param bl: Object to heal [PC|MOB|HOM|MER|ELEM]
  1395. * @param hhp: How much HP to heal
  1396. * @param hsp: How much SP to heal
  1397. * @param hap: How much AP to heal
  1398. * @param flag: Whether it's Forced(&1), gives HP/SP/AP(&2) heal effect,
  1399. * or gives HP(&4) heal effect with 0 heal
  1400. * Forced healing overrides heal impedement statuses (Berserk)
  1401. * @return hp+sp+ap
  1402. */
  1403. int status_heal(struct block_list *bl,int64 hhp,int64 hsp, int64 hap, int flag)
  1404. {
  1405. status_change *sc;
  1406. int hp = (int)cap_value(hhp,INT_MIN,INT_MAX);
  1407. int sp = (int)cap_value(hsp,INT_MIN,INT_MAX);
  1408. int ap = (int)cap_value(hap,INT_MIN,INT_MAX);
  1409. status_data* status = status_get_status_data(*bl);
  1410. if (status == &dummy_status || !status->hp)
  1411. return 0;
  1412. sc = status_get_sc(bl);
  1413. if (sc && !sc->count)
  1414. sc = nullptr;
  1415. if (hp < 0) {
  1416. if (hp == INT_MIN) // -INT_MIN == INT_MIN in some architectures!
  1417. hp++;
  1418. status_damage(nullptr, bl, -hp, 0, 0, 1, 0);
  1419. hp = 0;
  1420. }
  1421. if(hp) {
  1422. if( sc && (sc->getSCE(SC_BERSERK)) ) {
  1423. if( flag&1 )
  1424. flag &= ~2;
  1425. else
  1426. hp = 0;
  1427. }
  1428. if((unsigned int)hp > status->max_hp - status->hp)
  1429. hp = status->max_hp - status->hp;
  1430. }
  1431. if(sp < 0) {
  1432. if (sp == INT_MIN)
  1433. sp++;
  1434. status_damage(nullptr, bl, 0, -sp, 0, 1, 0);
  1435. sp = 0;
  1436. }
  1437. if(sp) {
  1438. if((unsigned int)sp > status->max_sp - status->sp)
  1439. sp = status->max_sp - status->sp;
  1440. }
  1441. if (ap < 0) {
  1442. if (ap == INT_MIN)
  1443. ap++;
  1444. status_damage(nullptr, bl, 0, 0, -ap, 0, 1, 0);
  1445. ap = 0;
  1446. }
  1447. if (ap) {
  1448. if ((unsigned int)ap > status->max_ap - status->ap)
  1449. ap = status->max_ap - status->ap;
  1450. }
  1451. if(!ap && !sp && !hp && !(flag&4))
  1452. return 0;
  1453. status->hp += hp;
  1454. status->sp += sp;
  1455. status->ap += ap;
  1456. if(hp && sc &&
  1457. sc->getSCE(SC_AUTOBERSERK) &&
  1458. sc->getSCE(SC_PROVOKE) &&
  1459. sc->getSCE(SC_PROVOKE)->val4==1 &&
  1460. status->hp >= status->max_hp / 4
  1461. ) // End auto berserk.
  1462. status_change_end(bl, SC_PROVOKE);
  1463. // Send HP update to client
  1464. switch(bl->type) {
  1465. case BL_PC: pc_heal((TBL_PC*)bl,hp,sp,ap,flag); break;
  1466. case BL_MOB: mob_heal((TBL_MOB*)bl,hp); break;
  1467. case BL_HOM: hom_heal((TBL_HOM*)bl); break;
  1468. case BL_MER: mercenary_heal((TBL_MER*)bl,hp,sp); break;
  1469. case BL_ELEM: elemental_heal((TBL_ELEM*)bl,hp,sp); break;
  1470. }
  1471. return (int)hp+sp+ap;
  1472. }
  1473. /**
  1474. * Applies percentage based damage to a unit.
  1475. * If a mob is killed this way and there is no src, no EXP/Drops will be awarded.
  1476. * @param src: Object initiating HP/SP/AP modification [PC|MOB|PET|HOM|MER|ELEM]
  1477. * @param target: Object to modify HP/SP/AP
  1478. * @param hp_rate: Percentage of HP to modify. If > 0:percent is of current HP, if < 0:percent is of max HP
  1479. * @param sp_rate: Percentage of SP to modify. If > 0:percent is of current SP, if < 0:percent is of max SP
  1480. * @param ap_rate: Percentage of AP to modify. If > 0:percent is of current AP, if < 0:percent is of max AP
  1481. * @param flag: \n
  1482. * 0: Heal target \n
  1483. * 1: Use status_damage \n
  1484. * 2: Use status_damage and make sure target must not die from subtraction
  1485. * @return hp+sp+ap through status_heal()
  1486. */
  1487. int status_percent_change(struct block_list *src, struct block_list *target, int8 hp_rate, int8 sp_rate, int8 ap_rate, uint8 flag)
  1488. {
  1489. unsigned int hp = 0, sp = 0, ap = 0;
  1490. status_data* status = status_get_status_data(*target);
  1491. // It's safe now [MarkZD]
  1492. if (hp_rate > 99)
  1493. hp = status->hp;
  1494. else if (hp_rate > 0)
  1495. hp = apply_rate(status->hp, hp_rate);
  1496. else if (hp_rate < -99)
  1497. hp = status->max_hp;
  1498. else if (hp_rate < 0)
  1499. hp = (apply_rate(status->max_hp, -hp_rate));
  1500. if (hp_rate && !hp)
  1501. hp = 1;
  1502. if (flag == 2 && hp >= status->hp)
  1503. hp = status->hp-1; // Must not kill target.
  1504. if (sp_rate > 99)
  1505. sp = status->sp;
  1506. else if (sp_rate > 0)
  1507. sp = apply_rate(status->sp, sp_rate);
  1508. else if (sp_rate < -99)
  1509. sp = status->max_sp;
  1510. else if (sp_rate < 0)
  1511. sp = (apply_rate(status->max_sp, -sp_rate));
  1512. if (sp_rate && !sp)
  1513. sp = 1;
  1514. if (ap_rate > 99)
  1515. ap = status->ap;
  1516. else if (ap_rate > 0)
  1517. ap = apply_rate(status->ap, ap_rate);
  1518. else if (ap_rate < -99)
  1519. ap = status->max_ap;
  1520. else if (ap_rate < 0)
  1521. ap = (apply_rate(status->max_ap, -ap_rate));
  1522. if (ap_rate && !ap)
  1523. ap = 1;
  1524. // Ugly check in case damage dealt is too much for the received args of
  1525. // status_heal / status_damage. [Skotlex]
  1526. if (hp > INT_MAX) {
  1527. hp -= INT_MAX;
  1528. if (flag)
  1529. status_damage(src, target, INT_MAX, 0, 0, (!src||src==target?5:1), 0);
  1530. else
  1531. status_heal(target, INT_MAX, 0, 0);
  1532. }
  1533. if (sp > INT_MAX) {
  1534. sp -= INT_MAX;
  1535. if (flag)
  1536. status_damage(src, target, 0, INT_MAX, 0, (!src||src==target?5:1), 0);
  1537. else
  1538. status_heal(target, 0, INT_MAX, 0);
  1539. }
  1540. if (ap > INT_MAX) {
  1541. ap -= INT_MAX;
  1542. if (flag)
  1543. status_damage(src, target, 0, 0, INT_MAX, 0, (!src || src == target ? 5 : 1), 0);
  1544. else
  1545. status_heal(target, 0, 0, INT_MAX, 0);
  1546. }
  1547. if (flag)
  1548. return status_damage(src, target, hp, sp, ap, 0, (!src||src==target?5:1), 0);
  1549. return status_heal(target, hp, sp, ap, 0);
  1550. }
  1551. /**
  1552. * Revives a unit
  1553. * @param bl: Object to revive [PC|MOB|HOM]
  1554. * @param per_hp: Percentage of HP to revive with
  1555. * @param per_sp: Percentage of SP to revive with
  1556. * @param per_ap: Percentage of AP to revive with
  1557. * @return Successful (1) or Invalid target (0)
  1558. */
  1559. int status_revive(struct block_list *bl, unsigned char per_hp, unsigned char per_sp, unsigned char per_ap)
  1560. {
  1561. unsigned int hp, sp, ap;
  1562. if (!status_isdead(*bl)) return 0;
  1563. status_data* status = status_get_status_data(*bl);
  1564. if (status == &dummy_status)
  1565. return 0; // Invalid target.
  1566. hp = (int64)status->max_hp * per_hp/100;
  1567. sp = (int64)status->max_sp * per_sp/100;
  1568. ap = (int64)status->max_ap * per_ap/100;
  1569. if(hp > status->max_hp - status->hp)
  1570. hp = status->max_hp - status->hp;
  1571. else if (per_hp && !hp)
  1572. hp = 1;
  1573. if(sp > status->max_sp - status->sp)
  1574. sp = status->max_sp - status->sp;
  1575. else if (per_sp && !sp)
  1576. sp = 1;
  1577. if (ap > status->max_ap - status->ap)
  1578. ap = status->max_ap - status->ap;
  1579. else if (per_ap && !ap)
  1580. ap = 1;
  1581. status->hp += hp;
  1582. status->sp += sp;
  1583. status->ap += ap;
  1584. if (bl->prev) // Animation only if character is already on a map.
  1585. clif_resurrection( *bl );
  1586. switch (bl->type) {
  1587. case BL_PC: pc_revive((TBL_PC*)bl, hp, sp, ap); break;
  1588. case BL_MOB: mob_revive((TBL_MOB*)bl, hp); break;
  1589. case BL_HOM: hom_revive((TBL_HOM*)bl, hp, sp); break;
  1590. }
  1591. return 1;
  1592. }
  1593. /**
  1594. * Checks whether the src can use the skill on the target,
  1595. * taking into account status/option of both source/target
  1596. * @param src: Object using skill on target [PC|MOB|PET|HOM|MER|ELEM]
  1597. src MAY be nullptr to indicate we shouldn't check it, this is a ground-based skill attack
  1598. * @param target: Object being targeted by src [PC|MOB|HOM|MER|ELEM]
  1599. target MAY be nullptr, which checks if src can cast skill_id on the ground
  1600. * @param skill_id: Skill ID being used on target
  1601. * @param flag: 0 - Trying to use skill on target
  1602. * 1 - Cast bar is done
  1603. * 2 - Skill already pulled off, check is due to ground-based skills or splash-damage ones
  1604. * @return src can use skill (1) or cannot use skill (0)
  1605. * @author [Skotlex]
  1606. */
  1607. bool status_check_skilluse(struct block_list *src, struct block_list *target, uint16 skill_id, int flag) {
  1608. status_data* status;
  1609. int hide_flag;
  1610. if (src) {
  1611. if (src->type != BL_PC && status_isdead(*src))
  1612. return false;
  1613. status = status_get_status_data(*src);
  1614. }else{
  1615. status = &dummy_status;
  1616. }
  1617. status_change *sc = status_get_sc(src);
  1618. status_change *tsc = status_get_sc(target);
  1619. if (!skill_id) { // Normal attack checks.
  1620. if (sc && sc->cant.attack)
  1621. return false;
  1622. // This mode is only needed for melee attacking.
  1623. if (!status_has_mode(status,MD_CANATTACK))
  1624. return false;
  1625. // Dead state is not checked for skills as some skills can be used
  1626. // on dead characters, said checks are left to skill.cpp [Skotlex]
  1627. if (target && status_isdead(*target))
  1628. return false;
  1629. }
  1630. switch( skill_id ) {
  1631. #ifndef RENEWAL
  1632. case PA_PRESSURE:
  1633. if( flag && tsc && tsc->option&OPTION_HIDE)
  1634. return false; // Gloria Avoids pretty much everything....
  1635. break;
  1636. #endif
  1637. case GN_WALLOFTHORN:
  1638. if( target && status_isdead(*target) )
  1639. return false;
  1640. break;
  1641. case AL_TELEPORT:
  1642. case ALL_ODINS_POWER:
  1643. // Should fail when used on top of Land Protector [Skotlex]
  1644. if (src && map_getcell(src->m, src->x, src->y, CELL_CHKLANDPROTECTOR)
  1645. && !status_has_mode(status,MD_STATUSIMMUNE)
  1646. && (src->type != BL_PC || ((TBL_PC*)src)->skillitem != skill_id))
  1647. return false;
  1648. break;
  1649. case SC_MANHOLE:
  1650. // Skill is disabled against special racial grouped monsters(GvG and Battleground)
  1651. if (target && ( util::vector_exists(status_get_race2(target), RC2_GVG) || util::vector_exists(status_get_race2(target), RC2_BATTLEFIELD) ) )
  1652. return false;
  1653. default:
  1654. break;
  1655. }
  1656. if( sc && sc->count ) {
  1657. if (sc->getSCE(SC_ALL_RIDING))
  1658. return false; //You can't use skills while in the new mounts (The client doesn't let you, this is to make cheat-safe)
  1659. if (flag == 1 && !status_has_mode(status,MD_STATUSIMMUNE) && ( // Applies to after cast completion only and doesn't apply to Boss monsters.
  1660. (sc->getSCE(SC_ASH) && rnd()%2) || // Volcanic Ash has a 50% chance of causing skills to fail.
  1661. (sc->getSCE(SC_KYOMU) && rnd()%100 < 25) // Kyomu has a 25% chance of causing skills fail.
  1662. )) {
  1663. if (src->type == BL_PC)
  1664. clif_skill_fail( *((map_session_data*)src), skill_id );
  1665. return false;
  1666. }
  1667. 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
  1668. if (flag != 1) // Can't cast, casted stuff can't damage.
  1669. return false;
  1670. if (skill_get_casttype(skill_id) == CAST_DAMAGE)
  1671. return false; // Damage spells stop casting.
  1672. }
  1673. if (
  1674. (sc->getSCE(SC_TRICKDEAD) && skill_id != NV_TRICKDEAD)
  1675. || (sc->getSCE(SC_AUTOCOUNTER) && !flag && skill_id)
  1676. || (sc->getSCE(SC_GOSPEL) && sc->getSCE(SC_GOSPEL)->val4 == BCT_SELF && skill_id != PA_GOSPEL)
  1677. || (sc->getSCE(SC_SUHIDE) && skill_id != SU_HIDE)
  1678. )
  1679. return false;
  1680. if (sc->getSCE(SC_WINKCHARM) && target && !flag) { // Prevents skill usage
  1681. block_list *wink_target = map_id2bl(sc->getSCE(SC_WINKCHARM)->val2);
  1682. if (wink_target != nullptr) {
  1683. unit_data *wink_ud = unit_bl2ud(src);
  1684. if (wink_ud != nullptr && wink_ud->walktimer == INVALID_TIMER)
  1685. unit_walktobl(src, map_id2bl(sc->getSCE(SC_WINKCHARM)->val2), 3, 1);
  1686. clif_emotion(src, ET_THROB);
  1687. return false;
  1688. } else
  1689. status_change_end(src, SC_WINKCHARM);
  1690. }
  1691. if (sc->getSCE(SC_BLADESTOP)) {
  1692. switch (sc->getSCE(SC_BLADESTOP)->val1) {
  1693. case 5:
  1694. if (skill_id == MO_EXTREMITYFIST)
  1695. break;
  1696. [[fallthrough]];
  1697. case 4:
  1698. if (skill_id == MO_CHAINCOMBO)
  1699. break;
  1700. [[fallthrough]];
  1701. case 3:
  1702. if (skill_id == MO_INVESTIGATE)
  1703. break;
  1704. [[fallthrough]];
  1705. case 2:
  1706. if (skill_id == MO_FINGEROFFENSIVE)
  1707. break;
  1708. [[fallthrough]];
  1709. default:
  1710. return false;
  1711. }
  1712. }
  1713. if (sc->getSCE(SC_DANCING) && flag!=2) {
  1714. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  1715. if (!skill)
  1716. return false;
  1717. if (src->type == BL_PC && ((skill_id >= WA_SWING_DANCE && skill_id <= WM_UNLIMITED_HUMMING_VOICE ) ||
  1718. skill_id == WM_FRIGG_SONG))
  1719. { // Lvl 5 Lesson or higher allow you use 3rd job skills while dancing.
  1720. if( pc_checkskill((TBL_PC*)src,WM_LESSON) < 5 )
  1721. return false;
  1722. #ifndef RENEWAL
  1723. } else if(sc->getSCE(SC_LONGING)) { // Allow everything except dancing/re-dancing. [Skotlex]
  1724. if (skill_id == BD_ENCORE || skill->inf2[INF2_ISSONG] || skill->inf2[INF2_ISENSEMBLE])
  1725. return false;
  1726. #endif
  1727. } else if(!skill->inf2[INF2_ALLOWWHENPERFORMING]) // Skills that can be used in dancing state
  1728. return false;
  1729. #ifndef RENEWAL
  1730. if ((sc->getSCE(SC_DANCING)->val1&0xFFFF) == CG_HERMODE && skill_id == BD_ADAPTATION)
  1731. return false; // Can't amp out of Wand of Hermode :/ [Skotlex]
  1732. #endif
  1733. }
  1734. if (skill_id && // Do not block item-casted skills.
  1735. (src->type != BL_PC || ((TBL_PC*)src)->skillitem != skill_id)
  1736. ) { // Skills blocked through status changes...
  1737. if (!flag && ( // Blocked only from using the skill (stuff like autospell may still go through
  1738. ( sc->cant.cast && skill_id != RK_REFRESH && skill_id != SU_GROOMING && skill_id != SR_GENTLETOUCH_CURE ) ||
  1739. #ifndef RENEWAL
  1740. (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
  1741. #endif
  1742. (sc->getSCE(SC_MARIONETTE) && skill_id != CG_MARIONETTE) || // Only skill you can use is marionette again to cancel it
  1743. (sc->getSCE(SC_MARIONETTE2) && skill_id == CG_MARIONETTE) || // Cannot use marionette if you are being buffed by another
  1744. (sc->getSCE(SC_ANKLE) && skill_block_check(src, SC_ANKLE, skill_id)) ||
  1745. (sc->getSCE(SC_STASIS) && skill_block_check(src, SC_STASIS, skill_id)) ||
  1746. (sc->getSCE(SC_BITE) && skill_block_check(src, SC_BITE, skill_id)) ||
  1747. (sc->getSCE(SC_NOVAEXPLOSING) && skill_block_check(src, SC_NOVAEXPLOSING, skill_id)) ||
  1748. (sc->getSCE(SC_GRAVITYCONTROL) && skill_block_check(src, SC_GRAVITYCONTROL, skill_id)) ||
  1749. (sc->getSCE(SC_KAGEHUMI) && skill_block_check(src, SC_KAGEHUMI, skill_id))
  1750. #ifdef RENEWAL
  1751. || (sc->getSCE(SC_ENSEMBLEFATIGUE) && skill_id != CG_SPECIALSINGER)
  1752. #endif
  1753. ))
  1754. return false;
  1755. // Skill blocking.
  1756. if (
  1757. (sc->getSCE(SC_VOLCANO) && skill_id == WZ_ICEWALL) ||
  1758. #ifndef RENEWAL
  1759. (sc->getSCE(SC_ROKISWEIL) && skill_id != BD_ADAPTATION) ||
  1760. #endif
  1761. (sc->getSCE(SC_HERMODE) && skill_get_inf(skill_id) & INF_SUPPORT_SKILL) ||
  1762. (sc->getSCE(SC_NOCHAT) && sc->getSCE(SC_NOCHAT)->val1&MANNER_NOSKILL)
  1763. )
  1764. return false;
  1765. }
  1766. if (sc->option) {
  1767. if ((sc->option&OPTION_HIDE) && src->type == BL_PC && (skill_id == 0 || !skill_get_inf2(skill_id, INF2_ALLOWWHENHIDDEN))) {
  1768. // Non players can use all skills while hidden.
  1769. return false;
  1770. }
  1771. if (sc->option&OPTION_CHASEWALK && skill_id != ST_CHASEWALK)
  1772. return false;
  1773. }
  1774. }
  1775. if (target == nullptr || target == src) // No further checking needed.
  1776. return true;
  1777. if (tsc && tsc->count) {
  1778. if(!skill_id && tsc->getSCE(SC_TRICKDEAD))
  1779. return false;
  1780. if((skill_id == WZ_STORMGUST || skill_id == WZ_FROSTNOVA || skill_id == NJ_HYOUSYOURAKU || skill_id == NPC_STORMGUST2)
  1781. && tsc->getSCE(SC_FREEZE))
  1782. return false;
  1783. if(skill_id == PR_LEXAETERNA && (tsc->getSCE(SC_FREEZE) || tsc->getSCE(SC_STONE)))
  1784. return false;
  1785. if (tsc->getSCE(SC__MANHOLE) && !skill_get_inf2(skill_id, INF2_TARGETMANHOLE))
  1786. return false;
  1787. }
  1788. // If targetting, cloak+hide protect you, otherwise only hiding does.
  1789. hide_flag = flag?OPTION_HIDE:(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK);
  1790. // Skill that can hit hidden target
  1791. if( skill_get_inf2(skill_id, INF2_TARGETHIDDEN) )
  1792. hide_flag &= ~OPTION_HIDE;
  1793. switch( target->type ) {
  1794. case BL_PC: {
  1795. map_session_data *tsd = (TBL_PC*)target;
  1796. bool is_boss = (src && status_get_class_(src) == CLASS_BOSS);
  1797. bool is_detect = status_has_mode(status,MD_DETECTOR);
  1798. if (pc_isinvisible(tsd))
  1799. return false;
  1800. if (tsc) {
  1801. if ((tsc->option&hide_flag) && !is_boss && (tsd->special_state.perfect_hiding || !is_detect))
  1802. return false;
  1803. if ((tsc->getSCE(SC_CLOAKINGEXCEED) || tsc->getSCE(SC_NEWMOON)) && !is_boss && (tsd->special_state.perfect_hiding || is_detect))
  1804. return false; // Works against insect and demon but not against bosses
  1805. if (tsc->getSCE(SC__FEINTBOMB) && (is_boss || is_detect))
  1806. return false; // Works against all
  1807. if ((tsc->getSCE(SC_CAMOUFLAGE) || tsc->getSCE(SC_STEALTHFIELD) || tsc->getSCE(SC_SUHIDE)) && !(is_boss || is_detect) && (!skill_id || (!flag && src)))
  1808. return false; // Insect, demon, and boss can detect
  1809. }
  1810. }
  1811. break;
  1812. case BL_ITEM: // Allow targetting of items to pick'em up (or in the case of mobs, to loot them).
  1813. // !TODO: Would be nice if this could be used to judge whether the player can or not pick up the item it targets. [Skotlex]
  1814. if (status_has_mode(status,MD_LOOTER))
  1815. return true;
  1816. return false;
  1817. case BL_HOM:
  1818. case BL_MER:
  1819. case BL_ELEM:
  1820. 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 )
  1821. return false; // Can't use support skills on Homunculus (only Master/Self)
  1822. if( target->type == BL_MER && (skill_id == PR_ASPERSIO || (skill_id >= SA_FLAMELAUNCHER && skill_id <= SA_SEISMICWEAPON)) && battle_get_master(target) != src )
  1823. return false; // Can't use Weapon endow skills on Mercenary (only Master)
  1824. if( skill_id == AM_POTIONPITCHER && ( target->type == BL_MER || target->type == BL_ELEM) )
  1825. return false; // Can't use Potion Pitcher on Mercenaries
  1826. if (tsc && tsc->getSCE(SC_ELEMENTAL_VEIL) && !(src && status_get_class_(src) == CLASS_BOSS) && !status_has_mode(status, MD_DETECTOR))
  1827. return false;
  1828. [[fallthrough]];
  1829. default:
  1830. // Check for chase-walk/hiding/cloaking opponents.
  1831. if( tsc ) {
  1832. if( tsc->option&hide_flag && !status_has_mode(status,MD_DETECTOR))
  1833. return false;
  1834. }
  1835. }
  1836. return true;
  1837. }
  1838. /**
  1839. * Checks whether the src can see the target
  1840. * @param src: Object using skill on target [PC|MOB|PET|HOM|MER|ELEM]
  1841. * @param target: Object being targeted by src [PC|MOB|HOM|MER|ELEM]
  1842. * @return src can see (1) or target is invisible (0)
  1843. * @author [Skotlex]
  1844. */
  1845. int status_check_visibility(struct block_list *src, struct block_list *target)
  1846. {
  1847. int view_range;
  1848. status_change* tsc = status_get_sc(target);
  1849. switch (src->type) {
  1850. case BL_MOB:
  1851. view_range = ((TBL_MOB*)src)->min_chase;
  1852. break;
  1853. case BL_PET:
  1854. view_range = ((TBL_PET*)src)->db->range2;
  1855. break;
  1856. default:
  1857. view_range = AREA_SIZE;
  1858. }
  1859. if (src->m != target->m || !check_distance_bl(src, target, view_range))
  1860. return 0;
  1861. if ( src->type == BL_NPC) // NPCs don't care for the rest
  1862. return 1;
  1863. if (tsc) {
  1864. bool is_boss = (status_get_class_(src) == CLASS_BOSS);
  1865. bool is_detector = status_bl_has_mode(src,MD_DETECTOR);
  1866. switch (target->type) { // Check for chase-walk/hiding/cloaking opponents.
  1867. case BL_PC: {
  1868. map_session_data *tsd = (TBL_PC*)target;
  1869. 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))
  1870. return 0;
  1871. if ((tsc->getSCE(SC_CLOAKINGEXCEED) || tsc->getSCE(SC_NEWMOON)) && !is_boss && ((tsd && tsd->special_state.perfect_hiding) || is_detector))
  1872. return 0;
  1873. if (tsc->getSCE(SC__FEINTBOMB) && !is_boss && !is_detector)
  1874. return 0;
  1875. }
  1876. break;
  1877. case BL_ELEM:
  1878. if (tsc->getSCE(SC_ELEMENTAL_VEIL) && !is_boss && !is_detector)
  1879. return 0;
  1880. break;
  1881. default:
  1882. 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)
  1883. return 0;
  1884. }
  1885. }
  1886. return 1;
  1887. }
  1888. /**
  1889. * Base ASPD value taken from the job tables
  1890. * @param sd: Player object
  1891. * @param status: Player status
  1892. * @return base amotion after single/dual weapon and shield adjustments [RENEWAL]
  1893. * base amotion after single/dual weapon and stats adjustments [PRE-RENEWAL]
  1894. */
  1895. int status_base_amotion_pc(map_session_data* sd, struct status_data* status)
  1896. {
  1897. std::shared_ptr<s_job_info> job = job_db.find(sd->status.class_);
  1898. if (job == nullptr)
  1899. return 2000;
  1900. int amotion;
  1901. #ifdef RENEWAL_ASPD
  1902. int16 skill_lv, val = 0;
  1903. float temp_aspd = 0;
  1904. amotion = job->aspd_base[sd->weapontype1]; // Single weapon
  1905. if (sd->status.shield)
  1906. amotion += job->aspd_base[MAX_WEAPON_TYPE];
  1907. else if (sd->weapontype2 != W_FIST && sd->equip_index[EQI_HAND_R] != sd->equip_index[EQI_HAND_L])
  1908. amotion += job->aspd_base[sd->weapontype2] / 4; // Dual-wield
  1909. switch(sd->status.weapon) {
  1910. case W_BOW:
  1911. case W_MUSICAL:
  1912. case W_WHIP:
  1913. case W_REVOLVER:
  1914. case W_RIFLE:
  1915. case W_GATLING:
  1916. case W_SHOTGUN:
  1917. case W_GRENADE:
  1918. temp_aspd = status->dex * status->dex / 7.0f + status->agi * status->agi * 0.5f;
  1919. break;
  1920. default:
  1921. temp_aspd = status->dex * status->dex / 5.0f + status->agi * status->agi * 0.5f;
  1922. break;
  1923. }
  1924. temp_aspd = (float)(sqrt(temp_aspd) * 0.25f) + 0xc4;
  1925. if ((skill_lv = pc_checkskill(sd,SA_ADVANCEDBOOK)) > 0 && sd->status.weapon == W_BOOK)
  1926. val += (skill_lv - 1) / 2 + 1;
  1927. if ((skill_lv = pc_checkskill(sd, SG_DEVIL)) > 0 && ((sd->class_&MAPID_THIRDMASK) == MAPID_STAR_EMPEROR || pc_is_maxjoblv(sd)))
  1928. val += 1 + skill_lv;
  1929. if ((skill_lv = pc_checkskill(sd,GS_SINGLEACTION)) > 0 && (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE))
  1930. val += ((skill_lv + 1) / 2);
  1931. if (pc_isriding(sd))
  1932. val -= 50 - 10 * pc_checkskill(sd, KN_CAVALIERMASTERY);
  1933. else if (pc_isridingdragon(sd))
  1934. val -= 25 - 5 * pc_checkskill(sd, RK_DRAGONTRAINING);
  1935. amotion = ((int)(temp_aspd + ((float)(status_calc_aspd(&sd->bl, &sd->sc, true) + val) * status->agi / 200)) - min(amotion, 200));
  1936. #else
  1937. // Angra Manyu disregards aspd_base and similar
  1938. if (pc_checkequip2(sd, ITEMID_ANGRA_MANYU, EQI_ACC_L, EQI_MAX))
  1939. return 0;
  1940. // Base weapon delay
  1941. amotion = (sd->status.weapon < MAX_WEAPON_TYPE)
  1942. ? (job->aspd_base[sd->status.weapon]) // Single weapon
  1943. : (job->aspd_base[sd->weapontype1] + job->aspd_base[sd->weapontype2]) * 7 / 10; // Dual-wield
  1944. // Percentual delay reduction from stats
  1945. amotion -= amotion * (4 * status->agi + status->dex) / 1000;
  1946. // Raw delay adjustment from bAspd bonus
  1947. amotion += sd->bonus.aspd_add;
  1948. #endif
  1949. return amotion;
  1950. }
  1951. /**
  1952. * Base attack value calculated for units
  1953. * @param bl: Object to get attack for [BL_CHAR|BL_NPC]
  1954. * @param status: Object status
  1955. * @return base attack
  1956. */
  1957. unsigned short status_base_atk(const struct block_list *bl, const struct status_data *status, int level)
  1958. {
  1959. int flag = 0, str, dex, dstr;
  1960. #ifdef RENEWAL
  1961. if (!(bl->type&battle_config.enable_baseatk_renewal))
  1962. return 0;
  1963. #else
  1964. if (!(bl->type&battle_config.enable_baseatk))
  1965. return 0;
  1966. #endif
  1967. if (bl->type == BL_PC)
  1968. switch(((TBL_PC*)bl)->status.weapon) {
  1969. case W_BOW:
  1970. case W_MUSICAL:
  1971. case W_WHIP:
  1972. case W_REVOLVER:
  1973. case W_RIFLE:
  1974. case W_GATLING:
  1975. case W_SHOTGUN:
  1976. case W_GRENADE:
  1977. flag = 1;
  1978. }
  1979. if (flag) {
  1980. #ifdef RENEWAL
  1981. dstr =
  1982. #endif
  1983. str = status->dex;
  1984. dex = status->str;
  1985. } else {
  1986. #ifdef RENEWAL
  1987. dstr =
  1988. #endif
  1989. str = status->str;
  1990. dex = status->dex;
  1991. }
  1992. /** [Skotlex]
  1993. * Normally only players have base-atk, but homunc have a different batk
  1994. * equation, hinting that perhaps non-players should use this for batk.
  1995. **/
  1996. switch (bl->type) {
  1997. case BL_HOM:
  1998. #ifdef RENEWAL
  1999. str = 2 * level + status_get_homstr(bl);
  2000. #else
  2001. dstr = str / 10;
  2002. str += dstr*dstr;
  2003. #endif
  2004. break;
  2005. case BL_PC:
  2006. #ifdef RENEWAL
  2007. str = (dstr * 10 + dex * 10 / 5 + status->luk * 10 / 3 + level * 10 / 4) / 10 + 5 * status->pow;
  2008. #else
  2009. dstr = str / 10;
  2010. str += dstr*dstr;
  2011. str += dex / 5 + status->luk / 5;
  2012. #endif
  2013. break;
  2014. default:// Others
  2015. #ifdef RENEWAL
  2016. str = dstr + level;
  2017. #else
  2018. dstr = str / 10;
  2019. str += dstr*dstr;
  2020. str += dex / 5 + status->luk / 5;
  2021. #endif
  2022. break;
  2023. }
  2024. return cap_value(str, 0, USHRT_MAX);
  2025. }
  2026. #ifdef RENEWAL
  2027. /**
  2028. * Weapon attack value calculated for Players
  2029. * @param wa: Weapon attack
  2030. * @param status: Player status
  2031. * @return weapon attack
  2032. */
  2033. unsigned int status_weapon_atk(weapon_atk &wa)
  2034. {
  2035. return wa.atk + wa.atk2;
  2036. }
  2037. #endif
  2038. #ifndef RENEWAL
  2039. unsigned short status_base_matk_min(const struct status_data* status) { return status->int_ + (status->int_ / 7) * (status->int_ / 7); }
  2040. unsigned short status_base_matk_max(const struct status_data* status) { return status->int_ + (status->int_ / 5) * (status->int_ / 5); }
  2041. #else
  2042. /*
  2043. * Calculates minimum attack variance 80% from db's ATK1 for non BL_PC
  2044. * status->batk (base attack) will be added in battle_calc_base_damage
  2045. */
  2046. unsigned short status_base_atk_min(struct block_list *bl, const struct status_data* status, int level)
  2047. {
  2048. switch (bl->type) {
  2049. case BL_PET:
  2050. case BL_MOB:
  2051. case BL_MER:
  2052. case BL_ELEM:
  2053. return status->rhw.atk * 80 / 100;
  2054. case BL_HOM:
  2055. return (status_get_homstr(bl) + status_get_homdex(bl)) / 5;
  2056. default:
  2057. return status->rhw.atk;
  2058. }
  2059. }
  2060. /*
  2061. * Calculates maximum attack variance 120% from db's ATK1 for non BL_PC
  2062. * status->batk (base attack) will be added in battle_calc_base_damage
  2063. */
  2064. unsigned short status_base_atk_max(struct block_list *bl, const struct status_data* status, int level)
  2065. {
  2066. switch (bl->type) {
  2067. case BL_PET:
  2068. case BL_MOB:
  2069. case BL_MER:
  2070. case BL_ELEM:
  2071. return status->rhw.atk * 120 / 100;
  2072. case BL_HOM:
  2073. return (status_get_homluk(bl) + status_get_homstr(bl) + status_get_homdex(bl)) / 3;
  2074. default:
  2075. return status->rhw.atk2;
  2076. }
  2077. }
  2078. /*
  2079. * Calculates minimum magic attack
  2080. */
  2081. unsigned short status_base_matk_min(struct block_list *bl, const struct status_data* status, int level)
  2082. {
  2083. switch (bl->type) {
  2084. case BL_PET:
  2085. case BL_MOB:
  2086. case BL_MER:
  2087. case BL_ELEM:
  2088. return status->int_ + level + status->rhw.matk * 70 / 100;
  2089. case BL_HOM:
  2090. return status_get_homint(bl) + level + (status_get_homint(bl) + status_get_homdex(bl)) / 5;
  2091. case BL_PC:
  2092. default:
  2093. return status->int_ + (status->int_ / 2) + (status->dex / 5) + (status->luk / 3) + (level / 4) + 5 * status->spl;
  2094. }
  2095. }
  2096. /*
  2097. * Calculates maximum magic attack
  2098. */
  2099. unsigned short status_base_matk_max(struct block_list *bl, const struct status_data* status, int level)
  2100. {
  2101. switch (bl->type) {
  2102. case BL_PET:
  2103. case BL_MOB:
  2104. case BL_MER:
  2105. case BL_ELEM:
  2106. return status->int_ + level + status->rhw.matk * 130 / 100;
  2107. case BL_HOM:
  2108. return status_get_homint(bl) + level + (status_get_homluk(bl) + status_get_homint(bl) + status_get_homdex(bl)) / 3;
  2109. case BL_PC:
  2110. default:
  2111. return status->int_ + (status->int_ / 2) + (status->dex / 5) + (status->luk / 3) + (level / 4) + 5 * status->spl;
  2112. }
  2113. }
  2114. #endif
  2115. /**
  2116. * Fills in the misc data that can be calculated from the other status info (except for level)
  2117. * @param bl: Object to calculate status on [PC|MOB|PET|HOM|MERC|ELEM]
  2118. * @param status: Player status
  2119. */
  2120. void status_calc_misc(struct block_list *bl, struct status_data *status, int level)
  2121. {
  2122. int stat;
  2123. // Non players get the value set, players need to stack with previous bonuses.
  2124. if( bl->type != BL_PC ){
  2125. status->batk =
  2126. status->hit = status->flee =
  2127. status->def2 = status->mdef2 =
  2128. status->cri = status->flee2 =
  2129. status->patk = status->smatk =
  2130. status->hplus = status->crate = 0;
  2131. if (bl->type != BL_MOB) // BL_MOB has values set when loading mob_db
  2132. status->res = status->mres = 0;
  2133. }
  2134. #ifdef RENEWAL // Renewal formulas
  2135. if (bl->type == BL_HOM) {
  2136. // Def2
  2137. stat = status_get_homvit(bl) + status_get_homagi(bl) / 2;
  2138. status->def2 = cap_value(stat, 0, SHRT_MAX);
  2139. // Mdef2
  2140. stat = (status_get_homvit(bl) + status_get_homint(bl)) / 2;
  2141. status->mdef2 = cap_value(stat, 0, SHRT_MAX);
  2142. // Def
  2143. stat = status->def;
  2144. stat += status_get_homvit(bl) + level / 2;
  2145. status->def = cap_value(stat, 0, SHRT_MAX);
  2146. // Mdef
  2147. stat = (int)(((float)status_get_homvit(bl) + level) / 4 + (float)status_get_homint(bl) / 2);
  2148. status->mdef = cap_value(stat, 0, SHRT_MAX);
  2149. // Hit
  2150. stat = level + status->dex + 150;
  2151. status->hit = cap_value(stat, 1, SHRT_MAX);
  2152. // Flee
  2153. stat = level + status_get_homagi(bl);
  2154. status->flee = cap_value(stat, 1, SHRT_MAX);
  2155. } else {
  2156. // Hit
  2157. stat = status->hit;
  2158. 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
  2159. stat += 2 * status->con;
  2160. status->hit = cap_value(stat, 1, SHRT_MAX);
  2161. // Flee
  2162. stat = status->flee;
  2163. 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
  2164. stat += 2 * status->con;
  2165. status->flee = cap_value(stat, 1, SHRT_MAX);
  2166. // Def2
  2167. if (bl->type == BL_MER)
  2168. stat = (int)(status->vit + ((float)level / 10) + ((float)status->vit / 5));
  2169. else {
  2170. stat = status->def2;
  2171. 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)
  2172. }
  2173. status->def2 = cap_value(stat, 0, SHRT_MAX);
  2174. // Mdef2
  2175. if (bl->type == BL_MER)
  2176. stat = (int)(((float)level / 10) + ((float)status->int_ / 5));
  2177. else {
  2178. stat = status->mdef2;
  2179. 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)
  2180. }
  2181. status->mdef2 = cap_value(stat, 0, SHRT_MAX);
  2182. // PAtk
  2183. stat = status->patk;
  2184. stat += status->pow / 3 + status->con / 5;
  2185. status->patk = cap_value(stat, 0, SHRT_MAX);
  2186. // SMatk
  2187. stat = status->smatk;
  2188. stat += status->spl / 3 + status->con / 5;
  2189. status->smatk = cap_value(stat, 0, SHRT_MAX);
  2190. // Res
  2191. stat = status->res;
  2192. stat += status->sta + status->sta / 3 * 5;
  2193. status->res = cap_value(stat, 0, SHRT_MAX);
  2194. // Mres
  2195. stat = status->mres;
  2196. stat += status->wis + status->wis / 3 * 5;
  2197. status->mres = cap_value(stat, 0, SHRT_MAX);
  2198. // HPlus
  2199. stat = status->hplus;
  2200. stat += status->crt;
  2201. status->hplus = cap_value(stat, 0, SHRT_MAX);
  2202. // CRate
  2203. stat = status->crate;
  2204. stat += status->crt / 3;
  2205. status->crate = cap_value(stat, 0, SHRT_MAX);
  2206. }
  2207. // ATK
  2208. if (bl->type != BL_PC) {
  2209. status->rhw.atk2 = status_base_atk_max(bl, status, level);
  2210. status->rhw.atk = status_base_atk_min(bl, status, level);
  2211. }
  2212. // MAtk
  2213. status->matk_min = status_base_matk_min(bl, status, level);
  2214. status->matk_max = status_base_matk_max(bl, status, level);
  2215. #else
  2216. // Matk
  2217. status->matk_min = status_base_matk_min(status);
  2218. status->matk_max = status_base_matk_max(status);
  2219. // Hit
  2220. stat = status->hit;
  2221. stat += level + status->dex;
  2222. status->hit = cap_value(stat, 1, SHRT_MAX);
  2223. // Flee
  2224. stat = status->flee;
  2225. stat += level + status->agi;
  2226. status->flee = cap_value(stat, 1, SHRT_MAX);
  2227. // Def2
  2228. stat = status->def2;
  2229. stat += status->vit;
  2230. status->def2 = cap_value(stat, 0, SHRT_MAX);
  2231. // Mdef2
  2232. stat = status->mdef2;
  2233. stat += status->int_ + (status->vit / 2);
  2234. status->mdef2 = cap_value(stat, 0, SHRT_MAX);
  2235. #endif
  2236. //Critical
  2237. if( bl->type&battle_config.enable_critical ) {
  2238. stat = status->cri;
  2239. #ifdef RENEWAL
  2240. stat += (level / 10); // (every 10 BaseLevel = +0.1 critical)
  2241. stat += 10 + (status->luk*3); // (every 1 luk = +0.3 critical)
  2242. #else
  2243. stat += 10 + (status->luk*10/3); // (every 1 luk = +0.3 critical)
  2244. #endif
  2245. status->cri = cap_value(stat, 1, SHRT_MAX);
  2246. } else
  2247. status->cri = 0;
  2248. if (bl->type&battle_config.enable_perfect_flee) {
  2249. stat = status->flee2;
  2250. stat += status->luk + 10; // (every 10 luk = +1 perfect flee)
  2251. status->flee2 = cap_value(stat, 0, SHRT_MAX);
  2252. } else
  2253. status->flee2 = 0;
  2254. if (status->batk) {
  2255. int temp = status->batk + status_base_atk(bl, status, level);
  2256. status->batk = cap_value(temp, 0, USHRT_MAX);
  2257. } else
  2258. status->batk = status_base_atk(bl, status, level);
  2259. if (status->cri) {
  2260. switch (bl->type) {
  2261. case BL_MOB:
  2262. if(battle_config.mob_critical_rate != 100)
  2263. status->cri = cap_value(status->cri*battle_config.mob_critical_rate/100,1,SHRT_MAX);
  2264. if(!status->cri && battle_config.mob_critical_rate)
  2265. status->cri = 10;
  2266. break;
  2267. case BL_PC:
  2268. // Players don't have a critical adjustment setting as of yet.
  2269. break;
  2270. default:
  2271. if(battle_config.critical_rate != 100)
  2272. status->cri = cap_value(status->cri*battle_config.critical_rate/100,1,SHRT_MAX);
  2273. if (!status->cri && battle_config.critical_rate)
  2274. status->cri = 10;
  2275. }
  2276. }
  2277. if(bl->type&BL_REGEN)
  2278. status_calc_regen(bl, status, status_get_regen_data(bl));
  2279. }
  2280. /**
  2281. * Calculates the initial status for the given mob
  2282. * @param md: Mob object
  2283. * @param opt: Whether or not it is the first calculation
  2284. This will only be false when a mob levels up (Regular and WoE Guardians)
  2285. * @return 1 for calculated special statuses or 0 for none
  2286. * @author [Skotlex]
  2287. */
  2288. int status_calc_mob_(struct mob_data* md, uint8 opt)
  2289. {
  2290. struct status_data *status;
  2291. struct block_list *mbl = nullptr;
  2292. int flag=0;
  2293. if (opt&SCO_FIRST) { // Set basic level on respawn.
  2294. if (md->level > 0 && md->level <= MAX_LEVEL && md->level != md->db->lv)
  2295. ;
  2296. else
  2297. md->level = md->db->lv;
  2298. md->damagetaken = md->db->damagetaken;
  2299. }
  2300. // Check if we need custom base-status
  2301. if (battle_config.mobs_level_up && md->level > md->db->lv)
  2302. flag|=1;
  2303. if (md->special_state.size)
  2304. flag|=2;
  2305. if (md->guardian_data && md->guardian_data->guardup_lv)
  2306. flag|=4;
  2307. if (md->mob_id == MOBID_EMPERIUM)
  2308. flag|=4;
  2309. if (battle_config.slaves_inherit_speed && md->master_id)
  2310. flag|=8;
  2311. if (md->master_id && md->special_state.ai>AI_ATTACK)
  2312. flag|=16;
  2313. if (md->master_id && battle_config.slaves_inherit_mode)
  2314. flag |= 32;
  2315. if (!flag) { // No special status required.
  2316. if (md->base_status) {
  2317. aFree(md->base_status);
  2318. md->base_status = nullptr;
  2319. }
  2320. if (opt&SCO_FIRST)
  2321. memcpy(&md->status, &md->db->status, sizeof(struct status_data));
  2322. return 0;
  2323. }
  2324. if (!md->base_status)
  2325. md->base_status = (struct status_data*)aCalloc(1, sizeof(struct status_data));
  2326. status = md->base_status;
  2327. memcpy(status, &md->db->status, sizeof(struct status_data));
  2328. if (flag&(8|16))
  2329. mbl = map_id2bl(md->master_id);
  2330. if (flag&8 && mbl) {
  2331. struct status_data *mstatus = status_get_base_status(mbl);
  2332. if (mstatus &&
  2333. battle_config.slaves_inherit_speed&(status_has_mode(mstatus,MD_CANMOVE)?1:2))
  2334. status->speed = mstatus->speed;
  2335. if( status->speed < 2 ) // Minimum for the unit to function properly
  2336. status->speed = 2;
  2337. }
  2338. if (flag&32)
  2339. status_calc_slave_mode(md, map_id2md(md->master_id));
  2340. if (flag&1) { // Increase from mobs leveling up [Valaris]
  2341. int diff = md->level - md->db->lv;
  2342. status->str += diff;
  2343. status->agi += diff;
  2344. status->vit += diff;
  2345. status->int_ += diff;
  2346. status->dex += diff;
  2347. status->luk += diff;
  2348. status->max_hp += diff * status->vit;
  2349. status->max_sp += diff * status->int_;
  2350. status->hp = status->max_hp;
  2351. status->sp = status->max_sp;
  2352. status->speed -= cap_value(diff, 0, status->speed - 10);
  2353. }
  2354. if (flag&2 && battle_config.mob_size_influence) { // Change for sized monsters [Valaris]
  2355. if (md->special_state.size == SZ_MEDIUM) {
  2356. status->max_hp /= 2;
  2357. status->max_sp /= 2;
  2358. if (!status->max_hp) status->max_hp = 1;
  2359. if (!status->max_sp) status->max_sp = 1;
  2360. status->hp = status->max_hp;
  2361. status->sp = status->max_sp;
  2362. status->str /= 2;
  2363. status->agi /= 2;
  2364. status->vit /= 2;
  2365. status->int_ /= 2;
  2366. status->dex /= 2;
  2367. status->luk /= 2;
  2368. if (!status->str) status->str = 1;
  2369. if (!status->agi) status->agi = 1;
  2370. if (!status->vit) status->vit = 1;
  2371. if (!status->int_) status->int_ = 1;
  2372. if (!status->dex) status->dex = 1;
  2373. if (!status->luk) status->luk = 1;
  2374. } else if (md->special_state.size == SZ_BIG) {
  2375. status->max_hp *= 2;
  2376. status->max_sp *= 2;
  2377. status->hp = status->max_hp;
  2378. status->sp = status->max_sp;
  2379. status->str *= 2;
  2380. status->agi *= 2;
  2381. status->vit *= 2;
  2382. status->int_ *= 2;
  2383. status->dex *= 2;
  2384. status->luk *= 2;
  2385. }
  2386. }
  2387. status_calc_misc(&md->bl, status, md->level);
  2388. if(flag&4) { // Strengthen Guardians - custom value +10% / lv
  2389. struct map_data *mapdata = map_getmapdata(md->bl.m);
  2390. std::shared_ptr<guild_castle> gc = castle_db.mapname2gc(mapdata->name);
  2391. if (gc == nullptr)
  2392. ShowError("status_calc_mob: No castle set at map %s\n", mapdata->name);
  2393. else if(gc->castle_id < 24 || md->mob_id == MOBID_EMPERIUM) {
  2394. #ifdef RENEWAL
  2395. status->max_hp += 50 * (gc->defense / 5);
  2396. #else
  2397. status->max_hp += 1000 * gc->defense;
  2398. #endif
  2399. status->hp = status->max_hp;
  2400. status->def += (gc->defense+2)/3;
  2401. status->mdef += (gc->defense+2)/3;
  2402. }
  2403. if(md->mob_id != MOBID_EMPERIUM) {
  2404. status->max_hp += 1000 * gc->defense;
  2405. status->hp = status->max_hp;
  2406. status->batk += 2 * md->guardian_data->guardup_lv + 8;
  2407. status->rhw.atk += 2 * md->guardian_data->guardup_lv + 8;
  2408. status->rhw.atk2 += 2 * md->guardian_data->guardup_lv + 8;
  2409. status->aspd_rate -= 2 * md->guardian_data->guardup_lv + 3;
  2410. }
  2411. }
  2412. if (flag&16 && mbl) { // Max HP setting from Summon Flora/marine Sphere
  2413. struct unit_data *ud = unit_bl2ud(mbl);
  2414. // Remove special AI when this is used by regular mobs.
  2415. if (mbl->type == BL_MOB && !((TBL_MOB*)mbl)->special_state.ai)
  2416. md->special_state.ai = AI_NONE;
  2417. if (ud) {
  2418. // Different levels of HP according to skill level
  2419. if(!ud->skill_id) // !FIXME: We lost the unit data for magic decoy in somewhere before this
  2420. ud->skill_id = ((TBL_PC*)mbl)->menuskill_id;
  2421. switch(ud->skill_id) {
  2422. case AM_SPHEREMINE:
  2423. status->max_hp = 2000 + 400*ud->skill_lv;
  2424. break;
  2425. case KO_ZANZOU:
  2426. status->max_hp = 3000 + 3000 * ud->skill_lv;
  2427. break;
  2428. case AM_CANNIBALIZE:
  2429. status->max_hp = 1500 + 200*ud->skill_lv + 10*status_get_lv(mbl);
  2430. status->mode = static_cast<e_mode>(status->mode|MD_CANATTACK|MD_AGGRESSIVE);
  2431. break;
  2432. case MH_SUMMON_LEGION:
  2433. {
  2434. int homblvl = status_get_lv(mbl);
  2435. status->max_hp = 10 * (100 * (ud->skill_lv + 2) + homblvl);
  2436. status->batk = 100 * (ud->skill_lv+5) / 2;
  2437. status->def = 10 * (100 * (ud->skill_lv+2) + homblvl);
  2438. // status->aspd_rate = 10 * (2 * (20 - ud->skill_lv) - homblvl/10);
  2439. // status->aspd_rate = max(100,status->aspd_rate);
  2440. break;
  2441. }
  2442. case NC_SILVERSNIPER:
  2443. {
  2444. status_data* mstatus = status_get_status_data(*mbl);
  2445. // TODO: check if dummy_status? Can never be nullptr [Lemongrass]
  2446. if(!mstatus)
  2447. break;
  2448. status->max_hp = (1000 * ud->skill_lv) + (mstatus->hp / 3) + (status_get_lv(mbl) * 12);
  2449. status->batk = 200 * ud->skill_lv;
  2450. break;
  2451. }
  2452. case NC_MAGICDECOY:
  2453. {
  2454. status_data* mstatus = status_get_status_data(*mbl);
  2455. // TODO: check if dummy_status? Can never be nullptr [Lemongrass]
  2456. if(!mstatus)
  2457. break;
  2458. status->max_hp = (1000 * ((TBL_PC*)mbl)->menuskill_val) + (mstatus->sp * 4) + (status_get_lv(mbl) * 12);
  2459. status->matk_min = status->matk_max = 250 + 50*((TBL_PC*)mbl)->menuskill_val;
  2460. break;
  2461. }
  2462. case MT_SUMMON_ABR_BATTLE_WARIOR:
  2463. case MT_SUMMON_ABR_DUAL_CANNON:
  2464. case MT_SUMMON_ABR_MOTHER_NET:
  2465. case MT_SUMMON_ABR_INFINITY: {
  2466. map_session_data *msd = BL_CAST(BL_PC, mbl);
  2467. status_data* mstatus = status_get_status_data(*mbl);
  2468. // TODO: check if mstatus is dummy_status? Can never be nullptr [Lemongrass]
  2469. if (msd == nullptr || mstatus == nullptr)
  2470. break;
  2471. uint8 abr_mastery = pc_checkskill(msd, MT_ABR_M);
  2472. // Custom formulas for ABR's.
  2473. // Its unknown how the summoner's stats affects the ABR's stats.
  2474. // I decided to do something similar to elementals for now until I know.
  2475. // Also added hit increase from ABR-Mastery for balance reasons. [Rytech]
  2476. status->max_hp = ( 5000 + 40000 * abr_mastery ) * mstatus->vit / 100;
  2477. status->rhw.atk = ( 2 * mstatus->batk + 200 + 600 * abr_mastery ) * 70 / 100;
  2478. status->rhw.atk2 = 2 * mstatus->batk + 200 + 600 * abr_mastery;
  2479. status->def = mstatus->def + 20 * abr_mastery;
  2480. status->mdef = mstatus->mdef + 4 * abr_mastery;
  2481. status->hit = mstatus->hit + 5 * abr_mastery / 2;
  2482. status->flee = mstatus->flee + 10 * abr_mastery;
  2483. status->speed = mstatus->speed;
  2484. // The Infinity ABR appears to have a much higher attack then other
  2485. // ABR's and im guessing has a much higher MaxHP due to it being a AP
  2486. // costing summon. [Rytech]
  2487. if (ud->skill_id == MT_SUMMON_ABR_INFINITY) {
  2488. status->max_hp += 20000;
  2489. status->rhw.atk += 1400; // 70% of 2000
  2490. status->rhw.atk2 += 2000;
  2491. }
  2492. }
  2493. break;
  2494. case BO_WOODENWARRIOR:
  2495. case BO_WOODEN_FAIRY:
  2496. case BO_CREEPER:
  2497. case BO_HELLTREE: {
  2498. map_session_data *msd = BL_CAST(BL_PC, mbl);
  2499. status_data* mstatus = status_get_status_data(*mbl);
  2500. // TODO: check if mstatus is dummy_status? Can never be nullptr [Lemongrass]
  2501. if (msd == nullptr || mstatus == nullptr)
  2502. break;
  2503. uint8 bionic_mastery = pc_checkskill(msd, BO_BIONICS_M);
  2504. // Custom formulas for bionic's.
  2505. // Its unknown how the summoner's stats affects the bionic's stats.
  2506. // I decided to do something similar to elementals for now until I know.
  2507. // Also added hit increase from Bionic-Mastery for balance reasons. [Rytech]
  2508. status->max_hp = (5000 + 40000 * bionic_mastery) * mstatus->vit / 100;
  2509. //status->max_sp = (50 + 20 * bionic_mastery) * mstatus->int_ / 100;// Wait what??? Bionic Mastery increases MaxSP? They have SP???
  2510. status->rhw.atk = (2 * mstatus->batk + 600 * bionic_mastery) * 70 / 100;
  2511. status->rhw.atk2 = 2 * mstatus->batk + 600 * bionic_mastery;
  2512. status->def = mstatus->def + 20 * bionic_mastery;
  2513. status->mdef = mstatus->mdef + 4 * bionic_mastery;
  2514. status->hit = mstatus->hit + 5 * bionic_mastery / 2;
  2515. status->flee = mstatus->flee + 10 * bionic_mastery;
  2516. status->speed = mstatus->speed;
  2517. // The Hell Tree bionic appears to have a much higher attack then other
  2518. // bionic's and im guessing has a much higher MaxHP due to it being a AP
  2519. // costing summon. [Rytech]
  2520. if (ud->skill_id == BO_HELLTREE) {
  2521. status->max_hp += 20000;
  2522. status->rhw.atk += 1400; // 70% of 2000
  2523. status->rhw.atk2 += 2000;
  2524. }
  2525. }
  2526. break;
  2527. }
  2528. status->hp = status->max_hp;
  2529. }
  2530. }
  2531. if (opt&SCO_FIRST) // Initial battle status
  2532. memcpy(&md->status, status, sizeof(struct status_data));
  2533. return 1;
  2534. }
  2535. /**
  2536. * Calculates the stats of the given pet
  2537. * @param pd: Pet object
  2538. * @param opt: Whether or not it is the first calculation
  2539. This will only be false when a pet levels up
  2540. * @return 1
  2541. * @author [Skotlex]
  2542. */
  2543. void status_calc_pet_(struct pet_data *pd, uint8 opt)
  2544. {
  2545. nullpo_retv(pd);
  2546. if (opt&SCO_FIRST) {
  2547. memcpy(&pd->status, &pd->db->status, sizeof(struct status_data));
  2548. pd->status.mode = MD_CANMOVE; // Pets discard all modes, except walking
  2549. pd->status.class_ = CLASS_NORMAL;
  2550. pd->status.speed = pd->get_pet_walk_speed();
  2551. if(battle_config.pet_attack_support || battle_config.pet_damage_support) {
  2552. // Attack support requires the pet to be able to attack
  2553. pd->status.mode = static_cast<e_mode>(pd->status.mode|MD_CANATTACK);
  2554. }
  2555. }
  2556. if (battle_config.pet_lv_rate && pd->master) {
  2557. map_session_data *sd = pd->master;
  2558. int lv;
  2559. lv =sd->status.base_level*battle_config.pet_lv_rate/100;
  2560. if (lv < 0)
  2561. lv = 1;
  2562. if (lv != pd->pet.level || opt&SCO_FIRST) {
  2563. struct status_data *bstat = &pd->db->status, *status = &pd->status;
  2564. pd->pet.level = lv;
  2565. if (!(opt&SCO_FIRST)) // Lv Up animation
  2566. clif_misceffect( pd->bl, NOTIFYEFFECT_BASE_LEVEL_UP );
  2567. status->rhw.atk = (bstat->rhw.atk*lv)/pd->db->lv;
  2568. status->rhw.atk2 = (bstat->rhw.atk2*lv)/pd->db->lv;
  2569. status->str = (bstat->str*lv)/pd->db->lv;
  2570. status->agi = (bstat->agi*lv)/pd->db->lv;
  2571. status->vit = (bstat->vit*lv)/pd->db->lv;
  2572. status->int_ = (bstat->int_*lv)/pd->db->lv;
  2573. status->dex = (bstat->dex*lv)/pd->db->lv;
  2574. status->luk = (bstat->luk*lv)/pd->db->lv;
  2575. status->rhw.atk = cap_value(status->rhw.atk, 1, battle_config.pet_max_atk1);
  2576. status->rhw.atk2 = cap_value(status->rhw.atk2, 2, battle_config.pet_max_atk2);
  2577. status->str = cap_value(status->str,1,battle_config.pet_max_stats);
  2578. status->agi = cap_value(status->agi,1,battle_config.pet_max_stats);
  2579. status->vit = cap_value(status->vit,1,battle_config.pet_max_stats);
  2580. status->int_= cap_value(status->int_,1,battle_config.pet_max_stats);
  2581. status->dex = cap_value(status->dex,1,battle_config.pet_max_stats);
  2582. status->luk = cap_value(status->luk,1,battle_config.pet_max_stats);
  2583. status_calc_misc(&pd->bl, &pd->status, lv);
  2584. if (!(opt&SCO_FIRST)) // Not done the first time because the pet is not visible yet
  2585. clif_send_petstatus(sd);
  2586. }
  2587. } else if (opt&SCO_FIRST) {
  2588. status_calc_misc(&pd->bl, &pd->status, pd->db->lv);
  2589. if (!battle_config.pet_lv_rate && pd->pet.level != pd->db->lv)
  2590. pd->pet.level = pd->db->lv;
  2591. }
  2592. // Support rate modifier (1000 = 100%)
  2593. pd->rate_fix = min(1000 * (pd->pet.intimate - battle_config.pet_support_min_friendly) / (1000 - battle_config.pet_support_min_friendly) + 500, USHRT_MAX);
  2594. pd->rate_fix = min(apply_rate(pd->rate_fix, battle_config.pet_support_rate), USHRT_MAX);
  2595. }
  2596. /**
  2597. * Get HP bonus modifiers
  2598. * @param bl: block_list that will be checked
  2599. * @param type: type of e_status_bonus (STATUS_BONUS_FIX or STATUS_BONUS_RATE)
  2600. * @return bonus: total bonus for HP
  2601. * @author [Cydh]
  2602. */
  2603. static int status_get_hpbonus(struct block_list *bl, enum e_status_bonus type) {
  2604. int bonus = 0;
  2605. if (type == STATUS_BONUS_FIX) {
  2606. status_change *sc = status_get_sc(bl);
  2607. //Only for BL_PC
  2608. if (bl->type == BL_PC) {
  2609. map_session_data *sd = map_id2sd(bl->id);
  2610. uint16 skill_lv;
  2611. bonus += sd->bonus.hp;
  2612. if ((skill_lv = pc_checkskill(sd,CR_TRUST)) > 0)
  2613. bonus += skill_lv * 200;
  2614. if (pc_checkskill(sd,SU_SPRITEMABLE) > 0)
  2615. bonus += 1000;
  2616. if (pc_checkskill(sd, SU_POWEROFSEA) > 0) {
  2617. bonus += 1000;
  2618. if (pc_checkskill_summoner(sd, SUMMONER_POWER_SEA) >= 20)
  2619. bonus += 3000;
  2620. }
  2621. if ((skill_lv = pc_checkskill(sd, NV_BREAKTHROUGH)) > 0)
  2622. bonus += 350 * skill_lv + (skill_lv > 4 ? 250 : 0);
  2623. if ((skill_lv = pc_checkskill(sd, NV_TRANSCENDENCE)) > 0)
  2624. bonus += 350 * skill_lv + (skill_lv > 4 ? 250 : 0);
  2625. #ifndef HP_SP_TABLES
  2626. if ((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.base_level >= 99)
  2627. bonus += 2000; // Supernovice lvl99 hp bonus.
  2628. if ((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.base_level >= 150)
  2629. bonus += 2000; // Supernovice lvl150 hp bonus.
  2630. #endif
  2631. }
  2632. //Bonus by SC
  2633. if (sc) {
  2634. if(sc->getSCE(SC_INCMHP))
  2635. bonus += sc->getSCE(SC_INCMHP)->val1;
  2636. if(sc->getSCE(SC_EARTH_INSIGNIA) && sc->getSCE(SC_EARTH_INSIGNIA)->val1 == 2)
  2637. bonus += 500;
  2638. if (sc->getSCE(SC_PROMOTE_HEALTH_RESERCH))
  2639. bonus += sc->getSCE(SC_PROMOTE_HEALTH_RESERCH)->val3;
  2640. if(sc->getSCE(SC_SOLID_SKIN_OPTION))
  2641. bonus += 2000;
  2642. if(sc->getSCE(SC_MARIONETTE))
  2643. bonus -= 1000;
  2644. if(sc->getSCE(SC_SWORDCLAN))
  2645. bonus += 30;
  2646. if(sc->getSCE(SC_ARCWANDCLAN))
  2647. bonus += 30;
  2648. if(sc->getSCE(SC_GOLDENMACECLAN))
  2649. bonus += 30;
  2650. if(sc->getSCE(SC_CROSSBOWCLAN))
  2651. bonus += 30;
  2652. if(sc->getSCE(SC_GLASTHEIM_HPSP))
  2653. bonus += sc->getSCE(SC_GLASTHEIM_HPSP)->val1;
  2654. #ifdef RENEWAL
  2655. if (sc->getSCE(SC_ANGELUS))
  2656. bonus += sc->getSCE(SC_ANGELUS)->val1 * 50;
  2657. #endif
  2658. }
  2659. } else if (type == STATUS_BONUS_RATE) {
  2660. status_change *sc = status_get_sc(bl);
  2661. //Bonus by SC
  2662. if (sc) {
  2663. //Increasing
  2664. if(sc->getSCE(SC_INCMHPRATE))
  2665. bonus += sc->getSCE(SC_INCMHPRATE)->val1;
  2666. if(sc->getSCE(SC_APPLEIDUN))
  2667. bonus += sc->getSCE(SC_APPLEIDUN)->val2;
  2668. if(sc->getSCE(SC_DELUGE))
  2669. bonus += sc->getSCE(SC_DELUGE)->val2;
  2670. if(sc->getSCE(SC_BERSERK))
  2671. bonus += 200; //+200%
  2672. if(sc->getSCE(SC_MERC_HPUP))
  2673. bonus += sc->getSCE(SC_MERC_HPUP)->val2;
  2674. if(sc->getSCE(SC_EPICLESIS))
  2675. bonus += sc->getSCE(SC_EPICLESIS)->val2;
  2676. if(sc->getSCE(SC_FRIGG_SONG))
  2677. bonus += sc->getSCE(SC_FRIGG_SONG)->val2;
  2678. if(sc->getSCE(SC_LERADSDEW))
  2679. bonus += sc->getSCE(SC_LERADSDEW)->val3;
  2680. if(sc->getSCE(SC_FORCEOFVANGUARD))
  2681. bonus += (3 * sc->getSCE(SC_FORCEOFVANGUARD)->val1);
  2682. if(sc->getSCE(SC_INSPIRATION))
  2683. bonus += (4 * sc->getSCE(SC_INSPIRATION)->val1);
  2684. if(sc->getSCE(SC_RAISINGDRAGON))
  2685. bonus += sc->getSCE(SC_RAISINGDRAGON)->val1;
  2686. if(sc->getSCE(SC_GT_REVITALIZE))
  2687. bonus += sc->getSCE(SC_GT_REVITALIZE)->val2;
  2688. if(sc->getSCE(SC_ANGRIFFS_MODUS))
  2689. bonus += (5 * sc->getSCE(SC_ANGRIFFS_MODUS)->val1);
  2690. if(sc->getSCE(SC_PETROLOGY_OPTION))
  2691. bonus += sc->getSCE(SC_PETROLOGY_OPTION)->val2;
  2692. if(sc->getSCE(SC_POWER_OF_GAIA))
  2693. bonus += sc->getSCE(SC_POWER_OF_GAIA)->val3;
  2694. if(sc->getSCE(SC_CURSED_SOIL_OPTION))
  2695. bonus += sc->getSCE(SC_CURSED_SOIL_OPTION)->val2;
  2696. if(sc->getSCE(SC_UPHEAVAL_OPTION))
  2697. bonus += sc->getSCE(SC_UPHEAVAL_OPTION)->val2;
  2698. if(sc->getSCE(SC_LAUDAAGNUS))
  2699. bonus += 2 + (sc->getSCE(SC_LAUDAAGNUS)->val1 * 2);
  2700. #ifdef RENEWAL
  2701. if (sc->getSCE(SC_NIBELUNGEN) && sc->getSCE(SC_NIBELUNGEN)->val2 == RINGNBL_HPRATE)
  2702. bonus += 30;
  2703. #endif
  2704. if(sc->getSCE(SC_LUNARSTANCE))
  2705. bonus += sc->getSCE(SC_LUNARSTANCE)->val2;
  2706. if (sc->getSCE(SC_LUXANIMA))
  2707. bonus += sc->getSCE(SC_LUXANIMA)->val3;
  2708. if (sc->getSCE(SC_MTF_MHP))
  2709. bonus += sc->getSCE(SC_MTF_MHP)->val1;
  2710. if (sc->getSCE(SC_FIRM_FAITH))
  2711. bonus += sc->getSCE(SC_FIRM_FAITH)->val2;
  2712. //Decreasing
  2713. if (sc->getSCE(SC_VENOMBLEED) && sc->getSCE(SC_VENOMBLEED)->val3 == 1)
  2714. bonus -= 15;
  2715. if(sc->getSCE(SC_BEYONDOFWARCRY))
  2716. bonus -= sc->getSCE(SC_BEYONDOFWARCRY)->val3;
  2717. if(sc->getSCE(SC__WEAKNESS))
  2718. bonus -= sc->getSCE(SC__WEAKNESS)->val2;
  2719. if(sc->getSCE(SC_EQC))
  2720. bonus -= sc->getSCE(SC_EQC)->val3;
  2721. if(sc->getSCE(SC_PACKING_ENVELOPE3))
  2722. bonus += sc->getSCE(SC_PACKING_ENVELOPE3)->val1;
  2723. if(sc->getSCE(SC_2011RWC_SCROLL))
  2724. bonus -= 10;
  2725. if(sc->getSCE(SC_INFINITY_DRINK))
  2726. bonus += 5;
  2727. if(sc->getSCE(SC_COMBAT_PILL))
  2728. bonus -= 3;
  2729. if(sc->getSCE(SC_COMBAT_PILL2))
  2730. bonus -= 5;
  2731. }
  2732. // Max rate reduce is -100%
  2733. bonus = cap_value(bonus,-100,INT_MAX);
  2734. }
  2735. return min(bonus,INT_MAX);
  2736. }
  2737. /**
  2738. * HP bonus rate from equipment
  2739. */
  2740. static int status_get_hpbonus_equip(TBL_PC *sd) {
  2741. int bonus = 0;
  2742. bonus += sd->hprate;
  2743. return bonus -= 100; //Default hprate is 100, so it should be add 0%
  2744. }
  2745. /**
  2746. * HP bonus rate from usable items
  2747. */
  2748. static int status_get_hpbonus_item(block_list *bl) {
  2749. int bonus = 0;
  2750. status_change *sc = status_get_sc(bl);
  2751. //Bonus by SC
  2752. if (sc) {
  2753. if (sc->getSCE(SC_INCREASE_MAXHP))
  2754. bonus += sc->getSCE(SC_INCREASE_MAXHP)->val1;
  2755. if (sc->getSCE(SC_MUSTLE_M))
  2756. bonus += sc->getSCE(SC_MUSTLE_M)->val1;
  2757. if (sc->getSCE(SC_MYSTERIOUS_POWDER))
  2758. bonus -= sc->getSCE(SC_MYSTERIOUS_POWDER)->val1;
  2759. }
  2760. // Max rate reduce is -100%
  2761. return cap_value(bonus, -100, INT_MAX);
  2762. }
  2763. /**
  2764. * Get SP bonus modifiers
  2765. * @param bl: block_list that will be checked
  2766. * @param type: type of e_status_bonus (STATUS_BONUS_FIX or STATUS_BONUS_RATE)
  2767. * @return bonus: total bonus for SP
  2768. * @author [Cydh]
  2769. */
  2770. static int status_get_spbonus(struct block_list *bl, enum e_status_bonus type) {
  2771. int bonus = 0;
  2772. if (type == STATUS_BONUS_FIX) {
  2773. status_change *sc = status_get_sc(bl);
  2774. //Only for BL_PC
  2775. if (bl->type == BL_PC) {
  2776. map_session_data *sd = map_id2sd(bl->id);
  2777. uint16 skill_lv;
  2778. bonus += sd->bonus.sp;
  2779. if ((skill_lv = pc_checkskill(sd,SL_KAINA)) > 0)
  2780. bonus += 30 * skill_lv;
  2781. if ((skill_lv = pc_checkskill(sd,RA_RESEARCHTRAP)) > 0)
  2782. bonus += 200 + 20 * skill_lv;
  2783. if ((skill_lv = pc_checkskill(sd,WM_LESSON)) > 0)
  2784. bonus += 30 * skill_lv;
  2785. if (pc_checkskill(sd,SU_SPRITEMABLE) > 0)
  2786. bonus += 100;
  2787. if (pc_checkskill(sd, SU_POWEROFSEA) > 0) {
  2788. bonus += 100;
  2789. if (pc_checkskill_summoner(sd, SUMMONER_POWER_SEA) >= 20)
  2790. bonus += 300;
  2791. }
  2792. if ((skill_lv = pc_checkskill(sd, NV_BREAKTHROUGH)) > 0)
  2793. bonus += 30 * skill_lv + (skill_lv > 4 ? 50 : 0);
  2794. if ((skill_lv = pc_checkskill(sd, NV_TRANSCENDENCE)) > 0)
  2795. bonus += 30 * skill_lv + (skill_lv > 4 ? 50 : 0);
  2796. }
  2797. //Bonus by SC
  2798. if (sc) {
  2799. if(sc->getSCE(SC_INCMSP))
  2800. bonus += sc->getSCE(SC_INCMSP)->val1;
  2801. if(sc->getSCE(SC_EARTH_INSIGNIA) && sc->getSCE(SC_EARTH_INSIGNIA)->val1 == 3)
  2802. bonus += 50;
  2803. if(sc->getSCE(SC_SWORDCLAN))
  2804. bonus += 10;
  2805. if(sc->getSCE(SC_ARCWANDCLAN))
  2806. bonus += 10;
  2807. if(sc->getSCE(SC_GOLDENMACECLAN))
  2808. bonus += 10;
  2809. if(sc->getSCE(SC_CROSSBOWCLAN))
  2810. bonus += 10;
  2811. if(sc->getSCE(SC_GLASTHEIM_HPSP))
  2812. bonus += sc->getSCE(SC_GLASTHEIM_HPSP)->val2;
  2813. }
  2814. } else if (type == STATUS_BONUS_RATE) {
  2815. status_change *sc = status_get_sc(bl);
  2816. //Only for BL_PC
  2817. if (bl->type == BL_PC) {
  2818. map_session_data *sd = map_id2sd(bl->id);
  2819. uint8 i;
  2820. if((i = pc_checkskill(sd,HP_MEDITATIO)) > 0)
  2821. bonus += i;
  2822. if((i = pc_checkskill(sd,HW_SOULDRAIN)) > 0)
  2823. bonus += 2 * i;
  2824. #ifdef RENEWAL
  2825. if ((i = pc_checkskill(sd, (sd->status.sex ? BA_MUSICALLESSON : DC_DANCINGLESSON))) > 0)
  2826. bonus += i;
  2827. if (sc->getSCE(SC_NIBELUNGEN) && sc->getSCE(SC_NIBELUNGEN)->val2 == RINGNBL_SPRATE)
  2828. bonus += 30;
  2829. #endif
  2830. }
  2831. //Bonus by SC
  2832. if (sc) {
  2833. //Increasing
  2834. if(sc->getSCE(SC_INCMSPRATE))
  2835. bonus += sc->getSCE(SC_INCMSPRATE)->val1;
  2836. if(sc->getSCE(SC_RAISINGDRAGON))
  2837. bonus += sc->getSCE(SC_RAISINGDRAGON)->val1;
  2838. if(sc->getSCE(SC_SERVICE4U))
  2839. bonus += sc->getSCE(SC_SERVICE4U)->val2;
  2840. if(sc->getSCE(SC_MERC_SPUP))
  2841. bonus += sc->getSCE(SC_MERC_SPUP)->val2;
  2842. if (sc->getSCE(SC_LUXANIMA))
  2843. bonus += sc->getSCE(SC_LUXANIMA)->val3;
  2844. if (sc->getSCE(SC_MTF_MSP))
  2845. bonus += sc->getSCE(SC_MTF_MSP)->val1;
  2846. if(sc->getSCE(SC_PACKING_ENVELOPE4))
  2847. bonus += sc->getSCE(SC_PACKING_ENVELOPE4)->val1;
  2848. //Decreasing
  2849. if (sc->getSCE(SC_MELODYOFSINK))
  2850. bonus -= sc->getSCE(SC_MELODYOFSINK)->val3;
  2851. if (sc->getSCE(SC_2011RWC_SCROLL))
  2852. bonus -= 10;
  2853. if (sc->getSCE(SC_INFINITY_DRINK))
  2854. bonus += 5;
  2855. if (sc->getSCE(SC_MENTAL_POTION))
  2856. bonus += sc->getSCE(SC_MENTAL_POTION)->val1;
  2857. if(sc->getSCE(SC_COMBAT_PILL))
  2858. bonus -= 3;
  2859. if(sc->getSCE(SC_COMBAT_PILL2))
  2860. bonus -= 5;
  2861. }
  2862. // Max rate reduce is -100%
  2863. bonus = cap_value(bonus,-100,INT_MAX);
  2864. }
  2865. return min(bonus,INT_MAX);
  2866. }
  2867. /**
  2868. * SP bonus rate from equipment
  2869. */
  2870. static int status_get_spbonus_equip(TBL_PC *sd) {
  2871. int bonus = 0;
  2872. bonus += sd->sprate;
  2873. return bonus -= 100; //Default sprate is 100, so it should be add 0%
  2874. }
  2875. /**
  2876. * SP bonus rate from usable items
  2877. */
  2878. static int status_get_spbonus_item(block_list *bl) {
  2879. int bonus = 0;
  2880. status_change *sc = status_get_sc(bl);
  2881. //Bonus by SC
  2882. if (sc) {
  2883. if (sc->getSCE(SC_INCREASE_MAXSP))
  2884. bonus += sc->getSCE(SC_INCREASE_MAXSP)->val1;
  2885. if (sc->getSCE(SC_LIFE_FORCE_F))
  2886. bonus += sc->getSCE(SC_LIFE_FORCE_F)->val1;
  2887. if (sc->getSCE(SC_VITATA_500))
  2888. bonus += sc->getSCE(SC_VITATA_500)->val2;
  2889. if (sc->getSCE(SC_ENERGY_DRINK_RESERCH))
  2890. bonus += sc->getSCE(SC_ENERGY_DRINK_RESERCH)->val3;
  2891. }
  2892. // Max rate reduce is -100%
  2893. return cap_value(bonus, -100, INT_MAX);
  2894. }
  2895. /**
  2896. * Get AP bonus modifiers
  2897. * @param bl: block_list that will be checked
  2898. * @param type: type of e_status_bonus (STATUS_BONUS_FIX or STATUS_BONUS_RATE)
  2899. * @return bonus: total bonus for AP
  2900. */
  2901. static int status_get_apbonus(struct block_list *bl, enum e_status_bonus type) {
  2902. int bonus = 0;
  2903. if (type == STATUS_BONUS_FIX) {
  2904. status_change *sc = status_get_sc(bl);
  2905. //Only for BL_PC
  2906. if (bl->type == BL_PC) {
  2907. map_session_data *sd = map_id2sd(bl->id);
  2908. //uint16 skill_lv;
  2909. bonus += sd->bonus.ap;
  2910. //if ((skill_lv = pc_checkskill(sd, NV_BASIC)) > 0)
  2911. // bonus += 100 * skill_lv;
  2912. }
  2913. //Bonus by SC
  2914. if (sc) {
  2915. //if (sc->getSCE(SC_NONE))
  2916. // bonus += sc->getSCE(SC_NONE)->val1;
  2917. }
  2918. } else if (type == STATUS_BONUS_RATE) {
  2919. status_change *sc = status_get_sc(bl);
  2920. //Only for BL_PC
  2921. if (bl->type == BL_PC) {
  2922. map_session_data *sd = map_id2sd(bl->id);
  2923. //uint8 i;
  2924. //if ((i = pc_checkskill(sd, NV_BASIC)) > 0)
  2925. // bonus += 100 * i;
  2926. }
  2927. //Bonus by SC
  2928. if (sc) {
  2929. //if (sc->getSCE(SC_NONE))
  2930. // bonus += sc->getSCE(SC_NONE)->val1;
  2931. }
  2932. // Max rate reduce is -100%
  2933. bonus = cap_value(bonus, -100, INT_MAX);
  2934. }
  2935. return min(bonus, INT_MAX);
  2936. }
  2937. /**
  2938. * AP bonus rate from equipment
  2939. * @param sd: Player data
  2940. * @return AP rate
  2941. */
  2942. static int status_get_apbonus_equip(TBL_PC *sd) {
  2943. int bonus = 0;
  2944. bonus += sd->aprate;
  2945. return bonus -= 100; //Default aprate is 100, so it should be add 0%
  2946. }
  2947. /**
  2948. * AP bonus rate from usable items
  2949. * @param bl: Object to check against
  2950. * @return AP bonus
  2951. */
  2952. static int status_get_apbonus_item(block_list *bl) {
  2953. int bonus = 0;
  2954. status_change *sc = status_get_sc(bl);
  2955. //Bonus by SC
  2956. if (sc) {
  2957. //if (sc->getSCE(SC_NONE))
  2958. // bonus += sc->getSCE(SC_NONE)->val1;
  2959. }
  2960. // Max rate reduce is -100%
  2961. return cap_value(bonus, -100, INT_MAX);
  2962. }
  2963. /**
  2964. * Get final MaxHP or MaxSP for player. References: http://irowiki.org/wiki/Max_HP and http://irowiki.org/wiki/Max_SP
  2965. * The calculation needs base_level, base_status/battle_status (vit or int), additive modifier, and multiplicative modifier
  2966. * @param sd Player
  2967. * @param stat Vit/Int of player as param modifier
  2968. * @param isHP true - calculates Max HP, false - calculated Max SP
  2969. * @return max The max value of HP or SP
  2970. */
  2971. static unsigned int status_calc_maxhpsp_pc(map_session_data* sd, unsigned int stat, bool isHP) {
  2972. nullpo_ret(sd);
  2973. double dmax = 0;
  2974. uint32 level = umax(sd->status.base_level,1);
  2975. std::shared_ptr<s_job_info> job = job_db.find(pc_mapid2jobid(sd->class_, sd->status.sex));
  2976. if (job == nullptr)
  2977. return 1;
  2978. if (isHP) { //Calculates MaxHP
  2979. double equip_bonus = 0, item_bonus = 0;
  2980. 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);
  2981. dmax += sd->indexed_bonus.param_equip[PARAM_VIT]; //Vit from equip gives +1 additional HP
  2982. dmax += status_get_hpbonus(&sd->bl,STATUS_BONUS_FIX);
  2983. equip_bonus = (dmax * status_get_hpbonus_equip(sd) / 100);
  2984. item_bonus = (dmax * status_get_hpbonus_item(&sd->bl) / 100);
  2985. dmax += equip_bonus + item_bonus;
  2986. dmax += (int64)(dmax * status_get_hpbonus(&sd->bl,STATUS_BONUS_RATE) / 100); //Aegis accuracy
  2987. }
  2988. else { //Calculates MaxSP
  2989. double equip_bonus = 0, item_bonus = 0;
  2990. 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);
  2991. dmax += sd->indexed_bonus.param_equip[PARAM_INT]; //Int from equip gives +1 additional SP
  2992. dmax += status_get_spbonus(&sd->bl,STATUS_BONUS_FIX);
  2993. equip_bonus = (dmax * status_get_spbonus_equip(sd) / 100);
  2994. item_bonus = (dmax * status_get_spbonus_item(&sd->bl) / 100);
  2995. dmax += equip_bonus + item_bonus;
  2996. dmax += (int64)(dmax * status_get_spbonus(&sd->bl,STATUS_BONUS_RATE) / 100); //Aegis accuracy
  2997. }
  2998. //Make sure it's not negative before casting to unsigned int
  2999. if(dmax < 1) dmax = 1;
  3000. return cap_value((unsigned int)dmax,1,UINT_MAX);
  3001. }
  3002. /**
  3003. * Get final MaxAP for player.
  3004. * @param sd: Player data
  3005. * @return AP amount
  3006. */
  3007. static unsigned int status_calc_maxap_pc(map_session_data* sd) {
  3008. double dmax = 0, equip_bonus = 0, item_bonus = 0;
  3009. nullpo_ret(sd);
  3010. dmax = (sd->class_&JOBL_FOURTH) ? 200 : 0;
  3011. dmax += status_get_apbonus(&sd->bl, STATUS_BONUS_FIX);
  3012. equip_bonus = (dmax * status_get_apbonus_equip(sd) / 100);
  3013. item_bonus = (dmax * status_get_apbonus_item(&sd->bl) / 100);
  3014. dmax += equip_bonus + item_bonus;
  3015. dmax += (int64)(dmax * status_get_apbonus(&sd->bl, STATUS_BONUS_RATE) / 100);// Aegis accuracy
  3016. //Make sure it's not negative before casting to unsigned int
  3017. if (dmax < 0) dmax = 0;
  3018. return cap_value((unsigned int)dmax, 0, UINT_MAX);
  3019. }
  3020. /**
  3021. * Calculates player's weight
  3022. * @param sd: Player object
  3023. * @param flag: Calculation type
  3024. * CALCWT_ITEM - Item weight
  3025. * CALCWT_MAXBONUS - Skill/Status/Configuration max weight bonus
  3026. * @return false - failed, true - success
  3027. */
  3028. bool status_calc_weight(map_session_data *sd, enum e_status_calc_weight_opt flag)
  3029. {
  3030. int b_weight, b_max_weight, skill, i;
  3031. status_change *sc;
  3032. nullpo_retr(false, sd);
  3033. sc = &sd->sc;
  3034. b_max_weight = sd->max_weight; // Store max weight for later comparison
  3035. b_weight = sd->weight; // Store current weight for later comparison
  3036. sd->max_weight = job_db.get_maxWeight(pc_mapid2jobid(sd->class_, sd->status.sex)) + sd->status.str * 300; // Recalculate max weight
  3037. if (flag&CALCWT_ITEM) {
  3038. sd->weight = 0; // Reset current weight
  3039. for(i = 0; i < MAX_INVENTORY; i++) {
  3040. if (!sd->inventory.u.items_inventory[i].nameid || sd->inventory_data[i] == nullptr)
  3041. continue;
  3042. sd->weight += sd->inventory_data[i]->weight * sd->inventory.u.items_inventory[i].amount;
  3043. }
  3044. }
  3045. if (flag&CALCWT_MAXBONUS) {
  3046. // Skill/Status bonus weight increases
  3047. sd->max_weight += sd->add_max_weight; // From bAddMaxWeight
  3048. if ((skill = pc_checkskill(sd, MC_INCCARRY)) > 0)
  3049. sd->max_weight += 2000 * skill;
  3050. if (pc_isriding(sd) && pc_checkskill(sd, KN_RIDING) > 0)
  3051. sd->max_weight += 10000;
  3052. else if (pc_isridingdragon(sd))
  3053. sd->max_weight += 5000 + 2000 * pc_checkskill(sd, RK_DRAGONTRAINING);
  3054. if (sc->getSCE(SC_KNOWLEDGE))
  3055. sd->max_weight += sd->max_weight * sc->getSCE(SC_KNOWLEDGE)->val1 / 10;
  3056. if ((skill = pc_checkskill(sd, ALL_INCCARRY)) > 0)
  3057. sd->max_weight += 2000 * skill;
  3058. if (pc_ismadogear(sd))
  3059. sd->max_weight += 15000;
  3060. }
  3061. // Update the client if the new weight calculations don't match
  3062. if (b_weight != sd->weight)
  3063. clif_updatestatus(*sd, SP_WEIGHT);
  3064. if (b_max_weight != sd->max_weight) {
  3065. clif_updatestatus(*sd, SP_MAXWEIGHT);
  3066. pc_updateweightstatus(sd);
  3067. }
  3068. return true;
  3069. }
  3070. /**
  3071. * Calculates player's cart weight
  3072. * @param sd: Player object
  3073. * @param flag: Calculation type
  3074. * CALCWT_ITEM - Cart item weight
  3075. * CALCWT_MAXBONUS - Skill/Status/Configuration max weight bonus
  3076. * CALCWT_CARTSTATE - Whether to check for cart state
  3077. * @return false - failed, true - success
  3078. */
  3079. bool status_calc_cart_weight(map_session_data *sd, enum e_status_calc_weight_opt flag)
  3080. {
  3081. int b_cart_weight_max, i;
  3082. nullpo_retr(false, sd);
  3083. if (!pc_iscarton(sd) && !(flag&CALCWT_CARTSTATE))
  3084. return false;
  3085. b_cart_weight_max = sd->cart_weight_max; // Store cart max weight for later comparison
  3086. sd->cart_weight_max = battle_config.max_cart_weight; // Recalculate max weight
  3087. if (flag&CALCWT_ITEM) {
  3088. sd->cart_weight = 0; // Reset current cart weight
  3089. sd->cart_num = 0; // Reset current cart item count
  3090. for(i = 0; i < MAX_CART; i++) {
  3091. if (!sd->cart.u.items_cart[i].nameid)
  3092. continue;
  3093. sd->cart_weight += itemdb_weight(sd->cart.u.items_cart[i].nameid) * sd->cart.u.items_cart[i].amount; // Recalculate current cart weight
  3094. sd->cart_num++; // Recalculate current cart item count
  3095. }
  3096. }
  3097. // Skill bonus max weight increases
  3098. if (flag&CALCWT_MAXBONUS)
  3099. sd->cart_weight_max += (pc_checkskill(sd, GN_REMODELING_CART) * 5000);
  3100. // Update the client if the new weight calculations don't match
  3101. if (b_cart_weight_max != sd->cart_weight_max)
  3102. clif_updatestatus(*sd, SP_CARTINFO);
  3103. return true;
  3104. }
  3105. /**
  3106. * Calculates player data from scratch without counting SC adjustments
  3107. * Should be invoked whenever players raise stats, learn passive skills or change equipment
  3108. * @param sd: Player object
  3109. * @param opt: Whether it is first calc (login) or not
  3110. * @return (-1) for too many recursive calls, (1) recursive call, (0) success
  3111. */
  3112. int status_calc_pc_sub(map_session_data* sd, uint8 opt)
  3113. {
  3114. static int calculating = 0; ///< Check for recursive call preemption. [Skotlex]
  3115. struct status_data *base_status; ///< Pointer to the player's base status
  3116. status_change *sc = &sd->sc;
  3117. struct s_skill b_skill[MAX_SKILL]; ///< Previous skill tree
  3118. int i, skill, refinedef = 0;
  3119. short index = -1;
  3120. if (++calculating > 10) // Too many recursive calls!
  3121. return -1;
  3122. // Remember player-specific values that are currently being shown to the client (for refresh purposes)
  3123. memcpy(b_skill, &sd->status.skill, sizeof(b_skill));
  3124. pc_calc_skilltree(sd); // SkillTree calculation
  3125. if (opt&SCO_FIRST) {
  3126. // Load Hp/SP from char-received data.
  3127. sd->battle_status.hp = sd->status.hp;
  3128. sd->battle_status.sp = sd->status.sp;
  3129. if (battle_config.keep_ap_on_logout == 1)
  3130. sd->battle_status.ap = sd->status.ap;
  3131. sd->regen.sregen = &sd->sregen;
  3132. sd->regen.ssregen = &sd->ssregen;
  3133. }
  3134. base_status = &sd->base_status;
  3135. // These are not zeroed. [zzo]
  3136. sd->hprate = 100;
  3137. sd->sprate = 100;
  3138. sd->aprate = 100;
  3139. sd->castrate = 100;
  3140. sd->dsprate = 100;
  3141. sd->hprecov_rate = 100;
  3142. sd->sprecov_rate = 100;
  3143. sd->matk_rate = 100;
  3144. sd->critical_rate = sd->hit_rate = sd->flee_rate = sd->flee2_rate = 100;
  3145. sd->def_rate = sd->def2_rate = sd->mdef_rate = sd->mdef2_rate = 100;
  3146. sd->patk_rate = sd->smatk_rate = 100;
  3147. sd->res_rate = sd->mres_rate = 100;
  3148. sd->hplus_rate = sd->crate_rate = 100;
  3149. sd->regen.state.block = 0;
  3150. sd->add_max_weight = 0;
  3151. sd->indexed_bonus = {};
  3152. memset (&sd->right_weapon.overrefine, 0, sizeof(sd->right_weapon) - sizeof(sd->right_weapon.atkmods));
  3153. memset (&sd->left_weapon.overrefine, 0, sizeof(sd->left_weapon) - sizeof(sd->left_weapon.atkmods));
  3154. if (sd->special_state.intravision)
  3155. clif_status_load(&sd->bl, EFST_CLAIRVOYANCE, 0);
  3156. if (sd->special_state.no_walk_delay)
  3157. clif_status_load(&sd->bl, EFST_ENDURE, 0);
  3158. memset(&sd->special_state,0,sizeof(sd->special_state));
  3159. if (pc_isvip(sd)) // Magic Stone requirement avoidance for VIP.
  3160. sd->special_state.no_gemstone = battle_config.vip_gemstone;
  3161. if (!sd->state.permanent_speed) {
  3162. memset(&base_status->max_hp, 0, sizeof(struct status_data)-(sizeof(base_status->hp)+sizeof(base_status->sp)+sizeof(base_status->ap)));
  3163. base_status->speed = DEFAULT_WALK_SPEED;
  3164. } else {
  3165. int pSpeed = base_status->speed;
  3166. memset(&base_status->max_hp, 0, sizeof(struct status_data)-(sizeof(base_status->hp)+sizeof(base_status->sp)+sizeof(base_status->ap)));
  3167. base_status->speed = pSpeed;
  3168. }
  3169. // !FIXME: Most of these stuff should be calculated once, but how do I fix the memset above to do that? [Skotlex]
  3170. // Give them all modes except these (useful for clones)
  3171. 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));
  3172. base_status->size = (sd->class_&JOBL_BABY) ? SZ_SMALL : (((sd->class_&MAPID_BASEMASK) == MAPID_SUMMONER) ? battle_config.summoner_size : SZ_MEDIUM);
  3173. if (battle_config.character_size && pc_isriding(sd)) { // [Lupus]
  3174. if (sd->class_&JOBL_BABY) {
  3175. if (battle_config.character_size&SZ_BIG)
  3176. base_status->size++;
  3177. } else
  3178. if(battle_config.character_size&SZ_MEDIUM)
  3179. base_status->size++;
  3180. }
  3181. base_status->aspd_rate = 1000;
  3182. base_status->ele_lv = 1;
  3183. base_status->race = ((sd->class_&MAPID_BASEMASK) == MAPID_SUMMONER) ? battle_config.summoner_race : RC_PLAYER_HUMAN;
  3184. base_status->class_ = CLASS_NORMAL;
  3185. sd->autospell.clear();
  3186. sd->autospell2.clear();
  3187. sd->autospell3.clear();
  3188. sd->addeff.clear();
  3189. sd->addeff_atked.clear();
  3190. sd->addeff_onskill.clear();
  3191. sd->skillatk.clear();
  3192. sd->skillusesprate.clear();
  3193. sd->skillusesp.clear();
  3194. sd->skillheal.clear();
  3195. sd->skillheal2.clear();
  3196. sd->skillblown.clear();
  3197. sd->skillcastrate.clear();
  3198. sd->skillfixcastrate.clear();
  3199. sd->subskill.clear();
  3200. sd->skillcooldown.clear();
  3201. sd->skillfixcast.clear();
  3202. sd->skillvarcast.clear();
  3203. sd->add_def.clear();
  3204. sd->add_mdef.clear();
  3205. sd->add_mdmg.clear();
  3206. sd->reseff.clear();
  3207. sd->itemgrouphealrate.clear();
  3208. sd->add_drop.clear();
  3209. sd->itemhealrate.clear();
  3210. sd->subele2.clear();
  3211. sd->subrace3.clear();
  3212. sd->skilldelay.clear();
  3213. sd->sp_vanish.clear();
  3214. sd->hp_vanish.clear();
  3215. sd->itemsphealrate.clear();
  3216. sd->itemgroupsphealrate.clear();
  3217. // Zero up structures...
  3218. memset(&sd->hp_loss, 0, sizeof(sd->hp_loss)
  3219. + sizeof(sd->sp_loss)
  3220. + sizeof(sd->hp_regen)
  3221. + sizeof(sd->sp_regen)
  3222. + sizeof(sd->percent_hp_regen)
  3223. + sizeof(sd->percent_sp_regen)
  3224. + sizeof(sd->def_set_race)
  3225. + sizeof(sd->mdef_set_race)
  3226. + sizeof(sd->norecover_state_race)
  3227. + sizeof(sd->hp_vanish_race)
  3228. + sizeof(sd->sp_vanish_race)
  3229. );
  3230. memset(&sd->bonus, 0, sizeof(sd->bonus));
  3231. // Autobonus
  3232. pc_delautobonus(*sd, sd->autobonus, true);
  3233. pc_delautobonus(*sd, sd->autobonus2, true);
  3234. pc_delautobonus(*sd, sd->autobonus3, true);
  3235. if (sd->pd != nullptr) {
  3236. pet_delautobonus(*sd, sd->pd->autobonus, true);
  3237. pet_delautobonus(*sd, sd->pd->autobonus2, true);
  3238. pet_delautobonus(*sd, sd->pd->autobonus3, true);
  3239. }
  3240. // Parse equipment
  3241. for (i = 0; i < EQI_MAX; i++) {
  3242. current_equip_item_index = index = sd->equip_index[i]; // We pass INDEX to current_equip_item_index - for EQUIP_SCRIPT (new cards solution) [Lupus]
  3243. current_equip_combo_pos = 0;
  3244. if (index < 0)
  3245. continue;
  3246. if (i == EQI_AMMO)
  3247. continue;
  3248. if (pc_is_same_equip_index((enum equip_index)i, sd->equip_index, index))
  3249. continue;
  3250. if (!sd->inventory_data[index])
  3251. continue;
  3252. base_status->def += sd->inventory_data[index]->def;
  3253. // Items may be equipped, their effects however are nullified.
  3254. if (opt&SCO_FIRST && sd->inventory_data[index]->equip_script && (pc_has_permission(sd,PC_PERM_USE_ALL_EQUIPMENT)
  3255. || !itemdb_isNoEquip(sd->inventory_data[index],sd->bl.m))) { // Execute equip-script on login
  3256. run_script(sd->inventory_data[index]->equip_script,0,sd->bl.id,0);
  3257. if (!calculating)
  3258. return 1;
  3259. }
  3260. // Sanitize the refine level in case someone decreased the value inbetween
  3261. if (sd->inventory.u.items_inventory[index].refine > MAX_REFINE)
  3262. sd->inventory.u.items_inventory[index].refine = MAX_REFINE;
  3263. std::shared_ptr<s_refine_level_info> info = refine_db.findCurrentLevelInfo( *sd->inventory_data[index], sd->inventory.u.items_inventory[index] );
  3264. #ifdef RENEWAL
  3265. std::shared_ptr<s_enchantgradelevel> enchantgrade_info = nullptr;
  3266. if( sd->inventory.u.items_inventory[index].enchantgrade > 0 ){
  3267. enchantgrade_info = enchantgrade_db.findCurrentLevelInfo( *sd->inventory_data[index], sd->inventory.u.items_inventory[index] );
  3268. }
  3269. #endif
  3270. if (sd->inventory_data[index]->type == IT_WEAPON) {
  3271. int wlv = sd->inventory_data[index]->weapon_level;
  3272. struct weapon_data *wd;
  3273. struct weapon_atk *wa;
  3274. if(wlv >= MAX_WEAPON_LEVEL)
  3275. wlv = MAX_WEAPON_LEVEL;
  3276. if(i == EQI_HAND_L && sd->inventory.u.items_inventory[index].equip == EQP_HAND_L) {
  3277. wd = &sd->left_weapon; // Left-hand weapon
  3278. wa = &base_status->lhw;
  3279. } else {
  3280. wd = &sd->right_weapon;
  3281. wa = &base_status->rhw;
  3282. }
  3283. wa->atk += sd->inventory_data[index]->atk;
  3284. if( info != nullptr ){
  3285. wa->atk2 += info->bonus / 100;
  3286. #ifdef RENEWAL
  3287. if( enchantgrade_info != nullptr ){
  3288. wa->atk2 += ( ( ( info->bonus / 100 ) * enchantgrade_info->bonus ) / 100 );
  3289. }
  3290. if( wlv == 5 ){
  3291. base_status->patk += sd->inventory.u.items_inventory[index].refine * 2;
  3292. base_status->smatk += sd->inventory.u.items_inventory[index].refine * 2;
  3293. }
  3294. #endif
  3295. }
  3296. #ifdef RENEWAL
  3297. if (sd->bonus.weapon_atk_rate)
  3298. wa->atk += wa->atk * sd->bonus.weapon_atk_rate / 100;
  3299. wa->matk += sd->inventory_data[index]->matk;
  3300. wa->wlv = wlv;
  3301. // Renewal magic attack refine bonus
  3302. if( info != nullptr && sd->weapontype1 != W_BOW ){
  3303. wa->matk += info->bonus / 100;
  3304. if( enchantgrade_info != nullptr ){
  3305. wa->matk += ( ( ( info->bonus / 100 ) * enchantgrade_info->bonus ) / 100 );
  3306. }
  3307. }
  3308. #endif
  3309. // Overrefine bonus.
  3310. if( info != nullptr ){
  3311. wd->overrefine = info->randombonus_max / 100;
  3312. }
  3313. wa->range += sd->inventory_data[index]->range;
  3314. if(sd->inventory_data[index]->script && (pc_has_permission(sd,PC_PERM_USE_ALL_EQUIPMENT) || !itemdb_isNoEquip(sd->inventory_data[index],sd->bl.m))) {
  3315. if (wd == &sd->left_weapon) {
  3316. sd->state.lr_flag = 1;
  3317. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  3318. sd->state.lr_flag = 0;
  3319. } else
  3320. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  3321. if (!calculating) // Abort, run_script retriggered this. [Skotlex]
  3322. return 1;
  3323. }
  3324. #ifdef RENEWAL
  3325. if (sd->bonus.weapon_matk_rate)
  3326. wa->matk += wa->matk * sd->bonus.weapon_matk_rate / 100;
  3327. #endif
  3328. if(sd->inventory.u.items_inventory[index].card[0] == CARD0_FORGE) { // Forged weapon
  3329. wd->star += (sd->inventory.u.items_inventory[index].card[1]>>8);
  3330. if(wd->star >= 15) wd->star = 40; // 3 Star Crumbs now give +40 dmg
  3331. if(pc_famerank(MakeDWord(sd->inventory.u.items_inventory[index].card[2],sd->inventory.u.items_inventory[index].card[3]) ,MAPID_BLACKSMITH))
  3332. wd->star += 10;
  3333. if (!wa->ele) // Do not overwrite element from previous bonuses.
  3334. wa->ele = (sd->inventory.u.items_inventory[index].card[1]&0x0f);
  3335. }
  3336. } else if(sd->inventory_data[index]->type == IT_ARMOR) {
  3337. if( info != nullptr ){
  3338. refinedef += info->bonus;
  3339. #ifdef RENEWAL
  3340. if( sd->inventory_data[index]->armor_level == 2 ){
  3341. base_status->res += sd->inventory.u.items_inventory[index].refine * 2;
  3342. base_status->mres += sd->inventory.u.items_inventory[index].refine * 2;
  3343. }
  3344. #endif
  3345. }
  3346. if(sd->inventory_data[index]->script && (pc_has_permission(sd,PC_PERM_USE_ALL_EQUIPMENT) || !itemdb_isNoEquip(sd->inventory_data[index],sd->bl.m))) {
  3347. if( i == EQI_HAND_L ) // Shield
  3348. sd->state.lr_flag = 3;
  3349. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  3350. if( i == EQI_HAND_L ) // Shield
  3351. sd->state.lr_flag = 0;
  3352. if (!calculating) // Abort, run_script retriggered this. [Skotlex]
  3353. return 1;
  3354. }
  3355. } else if( sd->inventory_data[index]->type == IT_SHADOWGEAR ) { // Shadow System
  3356. if (sd->inventory_data[index]->script && (pc_has_permission(sd,PC_PERM_USE_ALL_EQUIPMENT) || !itemdb_isNoEquip(sd->inventory_data[index],sd->bl.m))) {
  3357. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  3358. if( !calculating )
  3359. return 1;
  3360. }
  3361. }
  3362. }
  3363. if(sd->equip_index[EQI_AMMO] >= 0) {
  3364. index = sd->equip_index[EQI_AMMO];
  3365. if(sd->inventory_data[index]) { // Arrows
  3366. sd->bonus.arrow_atk += sd->inventory_data[index]->atk;
  3367. sd->state.lr_flag = 2;
  3368. if( !itemdb_group.item_exists(IG_THROWABLE, sd->inventory_data[index]->nameid) ) // Don't run scripts on throwable items
  3369. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  3370. sd->state.lr_flag = 0;
  3371. if (!calculating) // Abort, run_script retriggered status_calc_pc. [Skotlex]
  3372. return 1;
  3373. }
  3374. }
  3375. // Process and check item combos
  3376. if (!sd->combos.empty()) {
  3377. for (const auto &combo : sd->combos) {
  3378. std::shared_ptr<s_item_combo> item_combo;
  3379. current_equip_item_index = -1;
  3380. current_equip_combo_pos = combo->pos;
  3381. if (combo->bonus == nullptr || !(item_combo = itemdb_combo.find(combo->id)))
  3382. continue;
  3383. bool no_run = false;
  3384. size_t j = 0;
  3385. // Check combo items
  3386. while (j < item_combo->nameid.size()) {
  3387. std::shared_ptr<item_data> id = item_db.find(item_combo->nameid[j]);
  3388. // Don't run the script if at least one of combo's pair has restriction
  3389. if (id && !pc_has_permission(sd, PC_PERM_USE_ALL_EQUIPMENT) && itemdb_isNoEquip(id.get(), sd->bl.m)) {
  3390. no_run = true;
  3391. break;
  3392. }
  3393. j++;
  3394. }
  3395. if (no_run)
  3396. continue;
  3397. run_script(combo->bonus, 0, sd->bl.id, 0);
  3398. if (!calculating) // Abort, run_script retriggered this
  3399. return 1;
  3400. }
  3401. }
  3402. // Store equipment script bonuses
  3403. memcpy(sd->indexed_bonus.param_equip,sd->indexed_bonus.param_bonus,sizeof(sd->indexed_bonus.param_equip));
  3404. memset(sd->indexed_bonus.param_bonus, 0, sizeof(sd->indexed_bonus.param_bonus));
  3405. base_status->def += (refinedef+50)/100;
  3406. // Parse Cards
  3407. for (i = 0; i < EQI_MAX; i++) {
  3408. current_equip_item_index = index = sd->equip_index[i]; // We pass INDEX to current_equip_item_index - for EQUIP_SCRIPT (new cards solution) [Lupus]
  3409. current_equip_combo_pos = 0;
  3410. if (index < 0)
  3411. continue;
  3412. if (i == EQI_AMMO)
  3413. continue;
  3414. if (pc_is_same_equip_index((enum equip_index)i, sd->equip_index, index))
  3415. continue;
  3416. if (sd->inventory_data[index]) {
  3417. int j;
  3418. // Card script execution.
  3419. if (itemdb_isspecial(sd->inventory.u.items_inventory[index].card[0]))
  3420. continue;
  3421. for (j = 0; j < MAX_SLOTS; j++) { // Uses MAX_SLOTS to support Soul Bound system [Inkfish]
  3422. int c = sd->inventory.u.items_inventory[index].card[j];
  3423. current_equip_card_id= c;
  3424. if(!c)
  3425. continue;
  3426. std::shared_ptr<item_data> data = item_db.find(c);
  3427. if(!data)
  3428. continue;
  3429. 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
  3430. run_script(data->equip_script,0,sd->bl.id,0);
  3431. if (!calculating)
  3432. return 1;
  3433. }
  3434. if(!data->script)
  3435. continue;
  3436. if(!pc_has_permission(sd,PC_PERM_USE_ALL_EQUIPMENT) && itemdb_isNoEquip(data.get(), sd->bl.m)) // Card restriction checks.
  3437. continue;
  3438. if(i == EQI_HAND_L && sd->inventory.u.items_inventory[index].equip == EQP_HAND_L) { // Left hand status.
  3439. sd->state.lr_flag = 1;
  3440. run_script(data->script,0,sd->bl.id,0);
  3441. sd->state.lr_flag = 0;
  3442. } else
  3443. run_script(data->script,0,sd->bl.id,0);
  3444. if (!calculating) // Abort, run_script his function. [Skotlex]
  3445. return 1;
  3446. }
  3447. }
  3448. }
  3449. current_equip_card_id = 0; // Clear stored card ID [Secret]
  3450. // Parse random options
  3451. for (i = 0; i < EQI_MAX; i++) {
  3452. current_equip_item_index = index = sd->equip_index[i];
  3453. current_equip_combo_pos = 0;
  3454. current_equip_opt_index = -1;
  3455. if (index < 0)
  3456. continue;
  3457. if (i == EQI_AMMO)
  3458. continue;
  3459. if (pc_is_same_equip_index((enum equip_index)i, sd->equip_index, index))
  3460. continue;
  3461. if (sd->inventory_data[index]) {
  3462. for (uint8 j = 0; j < MAX_ITEM_RDM_OPT; j++) {
  3463. short opt_id = sd->inventory.u.items_inventory[index].option[j].id;
  3464. if (!opt_id)
  3465. continue;
  3466. current_equip_opt_index = j;
  3467. std::shared_ptr<s_random_opt_data> data = random_option_db.find(opt_id);
  3468. if (!data || !data->script)
  3469. continue;
  3470. if (!pc_has_permission(sd, PC_PERM_USE_ALL_EQUIPMENT) && itemdb_isNoEquip(sd->inventory_data[index], sd->bl.m))
  3471. continue;
  3472. if (i == EQI_HAND_L && sd->inventory.u.items_inventory[index].equip == EQP_HAND_L) { // Left hand status.
  3473. sd->state.lr_flag = 1;
  3474. run_script(data->script, 0, sd->bl.id, 0);
  3475. sd->state.lr_flag = 0;
  3476. }
  3477. else
  3478. run_script(data->script, 0, sd->bl.id, 0);
  3479. if (!calculating)
  3480. return 1;
  3481. }
  3482. }
  3483. current_equip_opt_index = -1;
  3484. }
  3485. if (sc->count && sc->getSCE(SC_ITEMSCRIPT)) {
  3486. std::shared_ptr<item_data> data = item_db.find(sc->getSCE(SC_ITEMSCRIPT)->val1);
  3487. if (data && data->script)
  3488. run_script(data->script, 0, sd->bl.id, 0);
  3489. }
  3490. pc_bonus_script(sd);
  3491. if( sd->pd ) { // Pet Bonus
  3492. struct pet_data *pd = sd->pd;
  3493. std::shared_ptr<s_pet_db> pet_db_ptr = pd->get_pet_db();
  3494. if (pet_db_ptr != nullptr && pet_db_ptr->pet_bonus_script)
  3495. run_script(pet_db_ptr->pet_bonus_script,0,sd->bl.id,0);
  3496. if (pet_db_ptr != nullptr && pd->pet.intimate > 0 && (!battle_config.pet_equip_required || pd->pet.equip > 0) && pd->state.skillbonus == 1 && pd->bonus)
  3497. pc_bonus(sd,pd->bonus->type, pd->bonus->val);
  3498. }
  3499. // param_bonus now holds card bonuses.
  3500. if(base_status->rhw.range < 1) base_status->rhw.range = 1;
  3501. if(base_status->lhw.range < 1) base_status->lhw.range = 1;
  3502. if(base_status->rhw.range < base_status->lhw.range)
  3503. base_status->rhw.range = base_status->lhw.range;
  3504. sd->bonus.double_rate += sd->bonus.double_add_rate;
  3505. sd->bonus.perfect_hit += sd->bonus.perfect_hit_add;
  3506. sd->bonus.splash_range += sd->bonus.splash_add_range;
  3507. // Damage modifiers from weapon type
  3508. std::shared_ptr<s_sizefix_db> right_weapon = size_fix_db.find(sd->weapontype1);
  3509. std::shared_ptr<s_sizefix_db> left_weapon = size_fix_db.find(sd->weapontype2);
  3510. sd->right_weapon.atkmods[SZ_SMALL] = right_weapon->small;
  3511. sd->right_weapon.atkmods[SZ_MEDIUM] = right_weapon->medium;
  3512. sd->right_weapon.atkmods[SZ_BIG] = right_weapon->large;
  3513. sd->left_weapon.atkmods[SZ_SMALL] = left_weapon->small;
  3514. sd->left_weapon.atkmods[SZ_MEDIUM] = left_weapon->medium;
  3515. sd->left_weapon.atkmods[SZ_BIG] = left_weapon->large;
  3516. if((pc_isriding(sd) || pc_isridingdragon(sd)) &&
  3517. (sd->status.weapon==W_1HSPEAR || sd->status.weapon==W_2HSPEAR))
  3518. { // When Riding with spear, damage modifier to mid-class becomes
  3519. // same as versus large size.
  3520. sd->right_weapon.atkmods[SZ_MEDIUM] = sd->right_weapon.atkmods[SZ_BIG];
  3521. sd->left_weapon.atkmods[SZ_MEDIUM] = sd->left_weapon.atkmods[SZ_BIG];
  3522. }
  3523. // ----- STATS CALCULATION -----
  3524. // Job bonuses
  3525. std::shared_ptr<s_job_info> job_info = job_db.find( pc_mapid2jobid( sd->class_, sd->status.sex ) );
  3526. if( job_info != nullptr ){
  3527. const auto& bonus = job_info->job_bonus[sd->status.job_level-1];
  3528. base_status->str += bonus[PARAM_STR];
  3529. base_status->agi += bonus[PARAM_AGI];
  3530. base_status->vit += bonus[PARAM_VIT];
  3531. base_status->int_ += bonus[PARAM_INT];
  3532. base_status->dex += bonus[PARAM_DEX];
  3533. base_status->luk += bonus[PARAM_LUK];
  3534. base_status->pow += bonus[PARAM_POW];
  3535. base_status->sta += bonus[PARAM_STA];
  3536. base_status->wis += bonus[PARAM_WIS];
  3537. base_status->spl += bonus[PARAM_SPL];
  3538. base_status->con += bonus[PARAM_CON];
  3539. base_status->crt += bonus[PARAM_CRT];
  3540. }
  3541. // If a Super Novice has never died and is at least joblv 70, he gets all stats +10
  3542. if(((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && (sd->status.job_level >= 70 || sd->class_&JOBL_THIRD)) && sd->die_counter == 0) {
  3543. base_status->str += 10;
  3544. base_status->agi += 10;
  3545. base_status->vit += 10;
  3546. base_status->int_+= 10;
  3547. base_status->dex += 10;
  3548. base_status->luk += 10;
  3549. }
  3550. // Absolute modifiers from passive skills
  3551. if(pc_checkskill(sd,BS_HILTBINDING)>0)
  3552. base_status->str++;
  3553. if((skill=pc_checkskill(sd,SA_DRAGONOLOGY))>0)
  3554. base_status->int_ += (skill+1)/2; // +1 INT / 2 lv
  3555. if((skill=pc_checkskill(sd,AC_OWL))>0)
  3556. base_status->dex += skill;
  3557. if((skill = pc_checkskill(sd,RA_RESEARCHTRAP))>0)
  3558. base_status->int_ += skill;
  3559. if (pc_checkskill(sd, SU_POWEROFLAND) > 0)
  3560. base_status->int_ += 20;
  3561. // Bonuses from cards and equipment as well as base stat, remember to avoid overflows.
  3562. i = base_status->str + sd->status.str + sd->indexed_bonus.param_bonus[PARAM_STR] + sd->indexed_bonus.param_equip[PARAM_STR];
  3563. base_status->str = cap_value(i,0,USHRT_MAX);
  3564. i = base_status->agi + sd->status.agi + sd->indexed_bonus.param_bonus[PARAM_AGI] + sd->indexed_bonus.param_equip[PARAM_AGI];
  3565. base_status->agi = cap_value(i,0,USHRT_MAX);
  3566. i = base_status->vit + sd->status.vit + sd->indexed_bonus.param_bonus[PARAM_VIT] + sd->indexed_bonus.param_equip[PARAM_VIT];
  3567. base_status->vit = cap_value(i,0,USHRT_MAX);
  3568. i = base_status->int_+ sd->status.int_+ sd->indexed_bonus.param_bonus[PARAM_INT] + sd->indexed_bonus.param_equip[PARAM_INT];
  3569. base_status->int_ = cap_value(i,0,USHRT_MAX);
  3570. i = base_status->dex + sd->status.dex + sd->indexed_bonus.param_bonus[PARAM_DEX] + sd->indexed_bonus.param_equip[PARAM_DEX];
  3571. base_status->dex = cap_value(i,0,USHRT_MAX);
  3572. i = base_status->luk + sd->status.luk + sd->indexed_bonus.param_bonus[PARAM_LUK] + sd->indexed_bonus.param_equip[PARAM_LUK];
  3573. base_status->luk = cap_value(i,0,USHRT_MAX);
  3574. i = base_status->pow + sd->status.pow + sd->indexed_bonus.param_bonus[PARAM_POW] + sd->indexed_bonus.param_equip[PARAM_POW];
  3575. base_status->pow = cap_value(i, 0, USHRT_MAX);
  3576. i = base_status->sta + sd->status.sta + sd->indexed_bonus.param_bonus[PARAM_STA] + sd->indexed_bonus.param_equip[PARAM_STA];
  3577. base_status->sta = cap_value(i, 0, USHRT_MAX);
  3578. i = base_status->wis + sd->status.wis + sd->indexed_bonus.param_bonus[PARAM_WIS] + sd->indexed_bonus.param_equip[PARAM_WIS];
  3579. base_status->wis = cap_value(i, 0, USHRT_MAX);
  3580. i = base_status->spl + sd->status.spl + sd->indexed_bonus.param_bonus[PARAM_SPL] + sd->indexed_bonus.param_equip[PARAM_SPL];
  3581. base_status->spl = cap_value(i, 0, USHRT_MAX);
  3582. i = base_status->con + sd->status.con + sd->indexed_bonus.param_bonus[PARAM_CON] + sd->indexed_bonus.param_equip[PARAM_CON];
  3583. base_status->con = cap_value(i, 0, USHRT_MAX);
  3584. i = base_status->crt + sd->status.crt + sd->indexed_bonus.param_bonus[PARAM_CRT] + sd->indexed_bonus.param_equip[PARAM_CRT];
  3585. base_status->crt = cap_value(i, 0, USHRT_MAX);
  3586. if (sd->special_state.no_walk_delay) {
  3587. if (sc->getSCE(SC_ENDURE)) {
  3588. if (sc->getSCE(SC_ENDURE)->val4)
  3589. sc->getSCE(SC_ENDURE)->val4 = 0;
  3590. status_change_end(&sd->bl, SC_ENDURE);
  3591. }
  3592. clif_status_load(&sd->bl, EFST_ENDURE, 1);
  3593. base_status->mdef++;
  3594. }
  3595. // ----- CONCENTRATION CALCULATION -----
  3596. if ((skill = pc_checkskill(sd, NW_GRENADE_MASTERY)) > 0)
  3597. base_status->con += skill;
  3598. // ------ ATTACK CALCULATION ------
  3599. // Base batk value is set in status_calc_misc
  3600. #ifndef RENEWAL
  3601. // !FIXME: Weapon-type bonus (Why is the weapon_atk bonus applied to base attack?)
  3602. if (sd->status.weapon < MAX_WEAPON_TYPE && sd->indexed_bonus.weapon_atk[sd->status.weapon])
  3603. base_status->batk += sd->indexed_bonus.weapon_atk[sd->status.weapon];
  3604. // Absolute modifiers from passive skills
  3605. if((skill=pc_checkskill(sd,BS_HILTBINDING))>0)
  3606. base_status->batk += 4;
  3607. #else
  3608. base_status->watk = status_weapon_atk(base_status->rhw);
  3609. base_status->watk2 = status_weapon_atk(base_status->lhw);
  3610. base_status->eatk = sd->bonus.eatk;
  3611. #endif
  3612. // ----- HP MAX CALCULATION -----
  3613. base_status->max_hp = sd->status.max_hp = status_calc_maxhpsp_pc(sd,base_status->vit,true);
  3614. if(battle_config.hp_rate != 100)
  3615. base_status->max_hp = (unsigned int)(battle_config.hp_rate * (base_status->max_hp/100.));
  3616. if (sd->status.base_level < 100)
  3617. base_status->max_hp = cap_value(base_status->max_hp,1,(unsigned int)battle_config.max_hp_lv99);
  3618. else if (sd->status.base_level < 151)
  3619. base_status->max_hp = cap_value(base_status->max_hp,1,(unsigned int)battle_config.max_hp_lv150);
  3620. else
  3621. base_status->max_hp = cap_value(base_status->max_hp,1,(unsigned int)battle_config.max_hp);
  3622. // ----- SP MAX CALCULATION -----
  3623. base_status->max_sp = sd->status.max_sp = status_calc_maxhpsp_pc(sd,base_status->int_,false);
  3624. if(battle_config.sp_rate != 100)
  3625. base_status->max_sp = (unsigned int)(battle_config.sp_rate * (base_status->max_sp/100.));
  3626. base_status->max_sp = cap_value(base_status->max_sp,1,(unsigned int)battle_config.max_sp);
  3627. // ----- AP MAX CALCULATION -----
  3628. base_status->max_ap = sd->status.max_ap = status_calc_maxap_pc(sd);
  3629. if (battle_config.ap_rate != 100)
  3630. base_status->max_ap = (unsigned int)(battle_config.ap_rate * (base_status->max_ap / 100.));
  3631. base_status->max_ap = cap_value(base_status->max_ap, 0, (unsigned int)battle_config.max_ap);
  3632. // ----- RESPAWN HP/SP/AP -----
  3633. // Calc respawn hp and store it on base_status
  3634. if (sd->special_state.restart_full_recover) {
  3635. base_status->hp = base_status->max_hp;
  3636. base_status->sp = base_status->max_sp;
  3637. } else {
  3638. if((sd->class_&MAPID_BASEMASK) == MAPID_NOVICE && !(sd->class_&JOBL_2)
  3639. && battle_config.restart_hp_rate < 50)
  3640. base_status->hp = base_status->max_hp / 2;
  3641. else
  3642. base_status->hp = (int64)base_status->max_hp * battle_config.restart_hp_rate/100;
  3643. if(!base_status->hp)
  3644. base_status->hp = 1;
  3645. base_status->sp = (int64)base_status->max_sp * battle_config.restart_sp_rate /100;
  3646. if( !base_status->sp ) // The minimum for the respawn setting is SP:1
  3647. base_status->sp = 1;
  3648. base_status->ap = (int64)base_status->max_ap * battle_config.restart_ap_rate / 100;
  3649. }
  3650. // ----- MISC CALCULATION -----
  3651. status_calc_misc(&sd->bl, base_status, sd->status.base_level);
  3652. // Equipment modifiers for misc settings
  3653. if(sd->matk_rate < 0)
  3654. sd->matk_rate = 0;
  3655. if(sd->matk_rate != 100) {
  3656. base_status->matk_max = base_status->matk_max * sd->matk_rate/100;
  3657. base_status->matk_min = base_status->matk_min * sd->matk_rate/100;
  3658. }
  3659. if(sd->hit_rate < 0)
  3660. sd->hit_rate = 0;
  3661. if(sd->hit_rate != 100)
  3662. base_status->hit = base_status->hit * sd->hit_rate/100;
  3663. if(sd->flee_rate < 0)
  3664. sd->flee_rate = 0;
  3665. if(sd->flee_rate != 100)
  3666. base_status->flee = base_status->flee * sd->flee_rate/100;
  3667. if(sd->def2_rate < 0)
  3668. sd->def2_rate = 0;
  3669. if(sd->def2_rate != 100)
  3670. base_status->def2 = base_status->def2 * sd->def2_rate/100;
  3671. if(sd->mdef2_rate < 0)
  3672. sd->mdef2_rate = 0;
  3673. if(sd->mdef2_rate != 100)
  3674. base_status->mdef2 = base_status->mdef2 * sd->mdef2_rate/100;
  3675. if(sd->critical_rate < 0)
  3676. sd->critical_rate = 0;
  3677. if(sd->critical_rate != 100)
  3678. base_status->cri = cap_value(base_status->cri * sd->critical_rate/100,SHRT_MIN,SHRT_MAX);
  3679. if (pc_checkskill(sd, SU_POWEROFLIFE) > 0)
  3680. base_status->cri += 200;
  3681. if(sd->flee2_rate < 0)
  3682. sd->flee2_rate = 0;
  3683. if(sd->flee2_rate != 100)
  3684. base_status->flee2 = base_status->flee2 * sd->flee2_rate/100;
  3685. if (sd->patk_rate < 0)
  3686. sd->patk_rate = 0;
  3687. if (sd->patk_rate != 100)
  3688. base_status->patk = base_status->patk * sd->patk_rate / 100;
  3689. if (sd->smatk_rate < 0)
  3690. sd->smatk_rate = 0;
  3691. if (sd->smatk_rate != 100)
  3692. base_status->smatk = base_status->smatk * sd->smatk_rate / 100;
  3693. if (sd->res_rate < 0)
  3694. sd->res_rate = 0;
  3695. if (sd->res_rate != 100)
  3696. base_status->res = base_status->res * sd->res_rate / 100;
  3697. if (sd->mres_rate < 0)
  3698. sd->mres_rate = 0;
  3699. if (sd->mres_rate != 100)
  3700. base_status->mres = base_status->mres * sd->mres_rate / 100;
  3701. if (sd->hplus_rate < 0)
  3702. sd->hplus_rate = 0;
  3703. if (sd->hplus_rate != 100)
  3704. base_status->hplus = base_status->hplus * sd->hplus_rate / 100;
  3705. if (sd->crate_rate < 0)
  3706. sd->crate_rate = 0;
  3707. if (sd->crate_rate != 100)
  3708. base_status->crate = base_status->crate * sd->crate_rate / 100;
  3709. // ----- HIT CALCULATION -----
  3710. // Absolute modifiers from passive skills
  3711. #ifndef RENEWAL
  3712. if((skill=pc_checkskill(sd,BS_WEAPONRESEARCH))>0)
  3713. base_status->hit += skill*2;
  3714. #endif
  3715. if((skill=pc_checkskill(sd,AC_VULTURE))>0) {
  3716. #ifndef RENEWAL
  3717. base_status->hit += skill;
  3718. #endif
  3719. if(sd->status.weapon == W_BOW)
  3720. base_status->rhw.range += skill;
  3721. }
  3722. if(sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE) {
  3723. if((skill=pc_checkskill(sd,GS_SINGLEACTION))>0)
  3724. base_status->hit += 2*skill;
  3725. if((skill=pc_checkskill(sd,GS_SNAKEEYE))>0) {
  3726. base_status->hit += skill;
  3727. base_status->rhw.range += skill;
  3728. }
  3729. }
  3730. if((sd->status.weapon == W_1HAXE || sd->status.weapon == W_2HAXE) && (skill = pc_checkskill(sd,NC_TRAININGAXE)) > 0)
  3731. base_status->hit += skill * 3;
  3732. if((sd->status.weapon == W_MACE || sd->status.weapon == W_2HMACE) && (skill = pc_checkskill(sd,NC_TRAININGAXE)) > 0)
  3733. base_status->hit += skill * 2;
  3734. if (pc_checkskill(sd, SU_POWEROFLIFE) > 0)
  3735. base_status->hit += 20;
  3736. if ((skill = pc_checkskill_imperial_guard(sd, 2)) > 0)// IG_SPEAR_SWORD_M
  3737. base_status->hit += skill * 3;
  3738. if ((skill = pc_checkskill(sd, SU_SOULATTACK)) > 0)
  3739. base_status->rhw.range += skill_get_range2(&sd->bl, SU_SOULATTACK, skill, true);
  3740. // ----- FLEE CALCULATION -----
  3741. // Absolute modifiers from passive skills
  3742. if((skill=pc_checkskill(sd,TF_MISS))>0)
  3743. base_status->flee += skill*(sd->class_&JOBL_2 && (sd->class_&MAPID_BASEMASK) == MAPID_THIEF? 4 : 3);
  3744. if((skill=pc_checkskill(sd,MO_DODGE))>0)
  3745. base_status->flee += (skill*3) / 2;
  3746. if (pc_checkskill(sd, SU_POWEROFLIFE) > 0)
  3747. base_status->flee += 20;
  3748. if ((skill = pc_checkskill(sd, SHC_SHADOW_SENSE)) > 0)
  3749. base_status->flee += skill * 10;
  3750. // ----- CRITICAL CALCULATION -----
  3751. #ifdef RENEWAL
  3752. if ((skill = pc_checkskill(sd, DC_DANCINGLESSON)) > 0)
  3753. base_status->cri += skill * 10;
  3754. if ((skill = pc_checkskill(sd, PR_MACEMASTERY)) > 0 && (sd->status.weapon == W_MACE || sd->status.weapon == W_2HMACE))
  3755. base_status->cri += skill * 10;
  3756. #endif
  3757. if ((skill = pc_checkskill(sd, SHC_SHADOW_SENSE)) > 0)
  3758. {
  3759. if (sd->status.weapon == W_DAGGER || sd->status.weapon == W_DOUBLE_DD ||
  3760. sd->status.weapon == W_DOUBLE_DS || sd->status.weapon == W_DOUBLE_DA)
  3761. base_status->cri += 100 + skill * 40;
  3762. else if (sd->status.weapon == W_KATAR)
  3763. base_status->cri += 50 + skill * 20;
  3764. }
  3765. // ----- P.Atk/S.Matk CALCULATION -----
  3766. if ((skill = pc_checkskill(sd, TR_STAGE_MANNER)) > 0 && (sd->status.weapon == W_BOW || sd->status.weapon == W_MUSICAL || sd->status.weapon == W_WHIP)) {
  3767. base_status->patk += skill * 3;
  3768. base_status->smatk += skill * 3;
  3769. }
  3770. if ((skill = pc_checkskill(sd, HN_SELFSTUDY_TATICS)) > 0)
  3771. base_status->patk += skill;
  3772. if ((skill = pc_checkskill(sd, HN_SELFSTUDY_SOCERY)) > 0)
  3773. base_status->smatk += skill;
  3774. if ((skill = pc_checkskill(sd, NW_P_F_I)) > 0 && (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE))
  3775. base_status->patk += skill + 2;
  3776. // 2-Handed Staff Mastery
  3777. if( sd->status.weapon == W_2HSTAFF && ( skill = pc_checkskill( sd, AG_TWOHANDSTAFF ) ) > 0 ){
  3778. base_status->smatk += skill * 2;
  3779. }
  3780. // ----- PHYSICAL RESISTANCE CALCULATION -----
  3781. if ((skill = pc_checkskill_imperial_guard(sd, 1)) > 0)// IG_SHIELD_MASTERY
  3782. base_status->res += skill * 3;
  3783. // ----- EQUIPMENT-DEF CALCULATION -----
  3784. // Apply relative modifiers from equipment
  3785. if(sd->def_rate < 0)
  3786. sd->def_rate = 0;
  3787. if(sd->def_rate != 100) {
  3788. i = base_status->def * sd->def_rate/100;
  3789. base_status->def = cap_value(i, DEFTYPE_MIN, DEFTYPE_MAX);
  3790. }
  3791. if(pc_ismadogear(sd) && pc_checkskill(sd, NC_MAINFRAME) > 0)
  3792. base_status->def += 20 + (pc_checkskill(sd, NC_MAINFRAME) * 20);
  3793. #ifndef RENEWAL
  3794. if (!battle_config.weapon_defense_type && base_status->def > battle_config.max_def) {
  3795. base_status->def2 += battle_config.over_def_bonus*(base_status->def -battle_config.max_def);
  3796. base_status->def = (unsigned char)battle_config.max_def;
  3797. }
  3798. #endif
  3799. // ----- EQUIPMENT-MDEF CALCULATION -----
  3800. // Apply relative modifiers from equipment
  3801. if(sd->mdef_rate < 0)
  3802. sd->mdef_rate = 0;
  3803. if(sd->mdef_rate != 100) {
  3804. i = base_status->mdef * sd->mdef_rate/100;
  3805. base_status->mdef = cap_value(i, DEFTYPE_MIN, DEFTYPE_MAX);
  3806. }
  3807. #ifndef RENEWAL
  3808. if (!battle_config.magic_defense_type && base_status->mdef > battle_config.max_def) {
  3809. base_status->mdef2 += battle_config.over_def_bonus*(base_status->mdef -battle_config.max_def);
  3810. base_status->mdef = (signed char)battle_config.max_def;
  3811. }
  3812. #endif
  3813. // ----- ASPD CALCULATION -----
  3814. /// Unlike other stats, ASPD rate modifiers from skills/SCs/items/etc are first all added together, then the final modifier is applied
  3815. // Basic ASPD value
  3816. i = status_base_amotion_pc(sd,base_status);
  3817. base_status->amotion = cap_value(i,pc_maxaspd(sd),2000);
  3818. // Relative modifiers from passive skills
  3819. // Renewal modifiers are handled in status_base_amotion_pc
  3820. #ifndef RENEWAL_ASPD
  3821. if((skill=pc_checkskill(sd,SA_ADVANCEDBOOK))>0 && sd->status.weapon == W_BOOK)
  3822. base_status->aspd_rate -= 5*skill;
  3823. if ((skill = pc_checkskill(sd,SG_DEVIL)) > 0 && ((sd->class_&MAPID_THIRDMASK) == MAPID_STAR_EMPEROR || pc_is_maxjoblv(sd)))
  3824. base_status->aspd_rate -= 30*skill;
  3825. if((skill=pc_checkskill(sd,GS_SINGLEACTION))>0 &&
  3826. (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE))
  3827. base_status->aspd_rate -= ((skill+1)/2) * 10;
  3828. if(pc_isriding(sd))
  3829. base_status->aspd_rate += 500-100*pc_checkskill(sd,KN_CAVALIERMASTERY);
  3830. else if(pc_isridingdragon(sd))
  3831. base_status->aspd_rate += 250-50*pc_checkskill(sd,RK_DRAGONTRAINING);
  3832. #endif
  3833. base_status->adelay = 2*base_status->amotion;
  3834. // ----- DMOTION -----
  3835. i = 800-base_status->agi*4;
  3836. base_status->dmotion = cap_value(i, 400, 800);
  3837. if(battle_config.pc_damage_delay_rate != 100)
  3838. base_status->dmotion = base_status->dmotion*battle_config.pc_damage_delay_rate/100;
  3839. // ----- MISC CALCULATIONS -----
  3840. // Weight
  3841. status_calc_weight(sd, CALCWT_MAXBONUS);
  3842. status_calc_cart_weight(sd, CALCWT_MAXBONUS);
  3843. if (pc_checkskill(sd, SM_MOVINGRECOVERY) > 0 || pc_ismadogear(sd))
  3844. sd->regen.state.walk = 1;
  3845. else
  3846. sd->regen.state.walk = 0;
  3847. // Skill SP cost
  3848. if((skill=pc_checkskill(sd,HP_MANARECHARGE))>0 )
  3849. sd->dsprate -= 4*skill;
  3850. if(sc->getSCE(SC_SERVICE4U))
  3851. sd->dsprate -= sc->getSCE(SC_SERVICE4U)->val3;
  3852. if(sc->getSCE(SC_SPCOST_RATE))
  3853. sd->dsprate -= sc->getSCE(SC_SPCOST_RATE)->val1;
  3854. // Underflow protections.
  3855. if(sd->dsprate < 0)
  3856. sd->dsprate = 0;
  3857. if(sd->castrate < 0)
  3858. sd->castrate = 0;
  3859. if(sd->hprecov_rate < 0)
  3860. sd->hprecov_rate = 0;
  3861. if(sd->sprecov_rate < 0)
  3862. sd->sprecov_rate = 0;
  3863. // Anti-element and anti-race
  3864. if((skill=pc_checkskill(sd,CR_TRUST))>0)
  3865. sd->indexed_bonus.subele[ELE_HOLY] += skill*5;
  3866. if((skill=pc_checkskill(sd,BS_SKINTEMPER))>0) {
  3867. sd->indexed_bonus.subele[ELE_NEUTRAL] += skill;
  3868. sd->indexed_bonus.subele[ELE_FIRE] += skill*5;
  3869. }
  3870. if((skill=pc_checkskill(sd,SA_DRAGONOLOGY))>0) {
  3871. uint8 dragon_matk = skill * 2;
  3872. skill = skill * 4;
  3873. sd->right_weapon.addrace[RC_DRAGON]+=skill;
  3874. if( !battle_config.left_cardfix_to_right ){
  3875. sd->left_weapon.addrace[RC_DRAGON] += skill;
  3876. }
  3877. sd->indexed_bonus.magic_addrace[RC_DRAGON]+=dragon_matk;
  3878. sd->indexed_bonus.subrace[RC_DRAGON]+=skill;
  3879. }
  3880. if ((skill = pc_checkskill(sd, AB_EUCHARISTICA)) > 0) {
  3881. sd->right_weapon.addrace[RC_DEMON] += skill;
  3882. sd->right_weapon.addele[ELE_DARK] += skill;
  3883. if( !battle_config.left_cardfix_to_right ){
  3884. sd->left_weapon.addrace[RC_DEMON] += skill;
  3885. sd->left_weapon.addele[ELE_DARK] += skill;
  3886. }
  3887. sd->indexed_bonus.magic_addrace[RC_DEMON] += skill;
  3888. sd->indexed_bonus.magic_addele[ELE_DARK] += skill;
  3889. sd->indexed_bonus.subrace[RC_DEMON] += skill;
  3890. sd->indexed_bonus.subele[ELE_DARK] += skill;
  3891. }
  3892. if ((skill = pc_checkskill(sd, DK_TWOHANDDEF)) > 0 && (sd->status.weapon == W_2HSWORD || sd->status.weapon == W_2HSPEAR || sd->status.weapon == W_2HAXE)) {
  3893. uint8 defense_bonus[SZ_MAX][10] = {
  3894. { 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 }, // SZ_SMALL
  3895. { 2, 3, 5, 6, 8, 9, 11, 12, 14, 15 }, // SZ_MEDIUM
  3896. { 3, 5, 7, 9, 10, 12, 13, 15, 16, 18 }, // SZ_BIG
  3897. { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } // SZ_ALL
  3898. };
  3899. for( uint8 size = SZ_SMALL; size < SZ_MAX; size++ ){
  3900. sd->indexed_bonus.weapon_subsize[size] += defense_bonus[size][skill - 1];
  3901. }
  3902. }
  3903. if ((skill = pc_checkskill(sd, IQ_WILL_OF_FAITH)) > 0 && sd->status.weapon == W_KNUCKLE) {
  3904. uint8 race_atk[10] = { 3, 4, 5, 6, 7, 8, 9, 10, 11, 12 };
  3905. uint8 race_def[10] = { 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 };
  3906. sd->right_weapon.addrace[RC_UNDEAD] += race_atk[skill - 1];
  3907. sd->right_weapon.addrace[RC_DEMON] += race_atk[skill - 1];
  3908. if( !battle_config.left_cardfix_to_right ){
  3909. sd->left_weapon.addrace[RC_UNDEAD] += race_atk[skill - 1];
  3910. sd->left_weapon.addrace[RC_DEMON] += race_atk[skill - 1];
  3911. }
  3912. sd->indexed_bonus.subrace[RC_UNDEAD] += race_def[skill - 1];
  3913. sd->indexed_bonus.subrace[RC_DEMON] += race_def[skill - 1];
  3914. }
  3915. 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)) {
  3916. uint8 attack_bonus[SZ_MAX][10] = {
  3917. { 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 }, // SZ_SMALL
  3918. { 2, 3, 5, 6, 8, 9, 11, 12, 14, 15 }, // SZ_MEDIUM
  3919. { 3, 5, 7, 9, 10, 12, 13, 15, 16, 18 }, // SZ_BIG
  3920. { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } // SZ_ALL
  3921. };
  3922. for( uint8 size = SZ_SMALL; size < SZ_MAX; size++ ){
  3923. sd->right_weapon.addsize[size] += attack_bonus[size][skill - 1];
  3924. if( !battle_config.left_cardfix_to_right ){
  3925. sd->left_weapon.addsize[size] += attack_bonus[size][skill - 1];
  3926. }
  3927. }
  3928. }
  3929. if ((skill = pc_checkskill(sd, CD_FIDUS_ANIMUS)) > 0) {
  3930. uint8 holy_matk[10] = { 1, 3, 4, 6, 7, 9, 10, 12, 13, 15 };
  3931. sd->indexed_bonus.magic_atk_ele[ELE_HOLY] += holy_matk[skill - 1];
  3932. }
  3933. if ((skill = pc_checkskill(sd, MT_TWOAXEDEF)) > 0 && sd->status.weapon == W_2HAXE) {
  3934. uint8 defense_bonus[SZ_MAX][10] = {
  3935. { 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 }, // SZ_SMALL
  3936. { 2, 3, 5, 6, 8, 9, 11, 12, 14, 15 }, // SZ_MEDIUM
  3937. { 3, 5, 7, 9, 10, 12, 13, 15, 16, 18 }, // SZ_BIG
  3938. { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } // SZ_ALL
  3939. };
  3940. for( uint8 size = SZ_SMALL; size < SZ_MAX; size++ ){
  3941. sd->indexed_bonus.weapon_subsize[size] += defense_bonus[size][skill - 1];
  3942. }
  3943. }
  3944. 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)) {
  3945. uint8 attack_bonus[SZ_MAX][10] = {
  3946. { 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 }, // SZ_SMALL
  3947. { 2, 3, 5, 6, 8, 9, 11, 12, 14, 15 }, // SZ_MEDIUM
  3948. { 2, 4, 6, 8, 10, 12, 14, 16, 18, 20 }, // SZ_BIG
  3949. { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } // SZ_ALL
  3950. };
  3951. for( uint8 size = SZ_SMALL; size < SZ_MAX; size++ ){
  3952. sd->right_weapon.addsize[size] += attack_bonus[size][skill - 1];
  3953. if( !battle_config.left_cardfix_to_right ){
  3954. sd->left_weapon.addsize[size] += attack_bonus[size][skill - 1];
  3955. }
  3956. }
  3957. }
  3958. 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)) {
  3959. uint8 attack_bonus[SZ_MAX][10] = {
  3960. { 2, 3, 5, 6, 8, 9, 11, 12, 14, 15 }, // SZ_SMALL
  3961. { 2, 3, 5, 6, 8, 9, 11, 12, 14, 15 }, // SZ_MEDIUM
  3962. { 2, 3, 5, 6, 8, 9, 11, 12, 14, 15 }, // SZ_BIG
  3963. { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } // SZ_ALL
  3964. };
  3965. for( uint8 size = SZ_SMALL; size < SZ_MAX; size++ ){
  3966. sd->indexed_bonus.magic_addsize[size] += attack_bonus[size][skill - 1];
  3967. }
  3968. }
  3969. if ((skill = pc_checkskill(sd, EM_MAGIC_BOOK_M)) > 0 && sd->status.weapon == W_BOOK) {
  3970. sd->indexed_bonus.magic_atk_ele[ELE_WATER] += skill;
  3971. sd->indexed_bonus.magic_atk_ele[ELE_EARTH] += skill;
  3972. sd->indexed_bonus.magic_atk_ele[ELE_FIRE] += skill;
  3973. sd->indexed_bonus.magic_atk_ele[ELE_WIND] += skill;
  3974. sd->indexed_bonus.magic_atk_ele[ELE_POISON] += skill;
  3975. }
  3976. if(sc->count) {
  3977. if(sc->getSCE(SC_CONCENTRATE)) { // Update the card-bonus data
  3978. sc->getSCE(SC_CONCENTRATE)->val3 = sd->indexed_bonus.param_bonus[1]; // Agi
  3979. sc->getSCE(SC_CONCENTRATE)->val4 = sd->indexed_bonus.param_bonus[4]; // Dex
  3980. }
  3981. if(sc->getSCE(SC_SIEGFRIED)) {
  3982. i = sc->getSCE(SC_SIEGFRIED)->val2;
  3983. sd->indexed_bonus.subele[ELE_WATER] += i;
  3984. sd->indexed_bonus.subele[ELE_EARTH] += i;
  3985. sd->indexed_bonus.subele[ELE_FIRE] += i;
  3986. sd->indexed_bonus.subele[ELE_WIND] += i;
  3987. #ifndef RENEWAL
  3988. sd->indexed_bonus.subele[ELE_POISON] += i;
  3989. sd->indexed_bonus.subele[ELE_HOLY] += i;
  3990. sd->indexed_bonus.subele[ELE_DARK] += i;
  3991. sd->indexed_bonus.subele[ELE_GHOST] += i;
  3992. sd->indexed_bonus.subele[ELE_UNDEAD] += i;
  3993. #endif
  3994. }
  3995. #ifdef RENEWAL
  3996. if (sc->getSCE(SC_BASILICA)) {
  3997. i = sc->getSCE(SC_BASILICA)->val1 * 5;
  3998. sd->right_weapon.addele[ELE_DARK] += i;
  3999. sd->right_weapon.addele[ELE_UNDEAD] += i;
  4000. if( !battle_config.left_cardfix_to_right ){
  4001. sd->left_weapon.addele[ELE_DARK] += i;
  4002. sd->left_weapon.addele[ELE_UNDEAD] += i;
  4003. }
  4004. sd->indexed_bonus.magic_atk_ele[ELE_HOLY] += sc->getSCE(SC_BASILICA)->val1 * 3;
  4005. }
  4006. if (sc->getSCE(SC_FIREWEAPON))
  4007. sd->indexed_bonus.magic_atk_ele[ELE_FIRE] += sc->getSCE(SC_FIREWEAPON)->val1;
  4008. if (sc->getSCE(SC_WINDWEAPON))
  4009. sd->indexed_bonus.magic_atk_ele[ELE_WIND] += sc->getSCE(SC_WINDWEAPON)->val1;
  4010. if (sc->getSCE(SC_WATERWEAPON))
  4011. sd->indexed_bonus.magic_atk_ele[ELE_WATER] += sc->getSCE(SC_WATERWEAPON)->val1;
  4012. if (sc->getSCE(SC_EARTHWEAPON))
  4013. sd->indexed_bonus.magic_atk_ele[ELE_EARTH] += sc->getSCE(SC_EARTHWEAPON)->val1;
  4014. #endif
  4015. if(sc->getSCE(SC_PROVIDENCE)) {
  4016. sd->indexed_bonus.subele[ELE_HOLY] += sc->getSCE(SC_PROVIDENCE)->val2;
  4017. sd->indexed_bonus.subrace[RC_DEMON] += sc->getSCE(SC_PROVIDENCE)->val2;
  4018. }
  4019. if (sc->getSCE(SC_GEFFEN_MAGIC1)) {
  4020. sd->right_weapon.addrace[RC_PLAYER_HUMAN] += sc->getSCE(SC_GEFFEN_MAGIC1)->val1;
  4021. sd->right_weapon.addrace[RC_DEMIHUMAN] += sc->getSCE(SC_GEFFEN_MAGIC1)->val1;
  4022. if( !battle_config.left_cardfix_to_right ){
  4023. sd->left_weapon.addrace[RC_PLAYER_HUMAN] += sc->getSCE( SC_GEFFEN_MAGIC1 )->val1;
  4024. sd->left_weapon.addrace[RC_DEMIHUMAN] += sc->getSCE( SC_GEFFEN_MAGIC1 )->val1;
  4025. }
  4026. }
  4027. if (sc->getSCE(SC_GEFFEN_MAGIC2)) {
  4028. sd->indexed_bonus.magic_addrace[RC_PLAYER_HUMAN] += sc->getSCE(SC_GEFFEN_MAGIC2)->val1;
  4029. sd->indexed_bonus.magic_addrace[RC_DEMIHUMAN] += sc->getSCE(SC_GEFFEN_MAGIC2)->val1;
  4030. }
  4031. if(sc->getSCE(SC_GEFFEN_MAGIC3)) {
  4032. sd->indexed_bonus.subrace[RC_PLAYER_HUMAN] += sc->getSCE(SC_GEFFEN_MAGIC3)->val1;
  4033. sd->indexed_bonus.subrace[RC_DEMIHUMAN] += sc->getSCE(SC_GEFFEN_MAGIC3)->val1;
  4034. }
  4035. if(sc->getSCE(SC_ARMOR_ELEMENT_WATER)) { // This status change should grant card-type elemental resist.
  4036. sd->indexed_bonus.subele[ELE_WATER] += sc->getSCE(SC_ARMOR_ELEMENT_WATER)->val1;
  4037. sd->indexed_bonus.subele[ELE_EARTH] += sc->getSCE(SC_ARMOR_ELEMENT_WATER)->val2;
  4038. sd->indexed_bonus.subele[ELE_FIRE] += sc->getSCE(SC_ARMOR_ELEMENT_WATER)->val3;
  4039. sd->indexed_bonus.subele[ELE_WIND] += sc->getSCE(SC_ARMOR_ELEMENT_WATER)->val4;
  4040. }
  4041. if(sc->getSCE(SC_ARMOR_ELEMENT_EARTH)) { // This status change should grant card-type elemental resist.
  4042. sd->indexed_bonus.subele[ELE_WATER] += sc->getSCE(SC_ARMOR_ELEMENT_EARTH)->val1;
  4043. sd->indexed_bonus.subele[ELE_EARTH] += sc->getSCE(SC_ARMOR_ELEMENT_EARTH)->val2;
  4044. sd->indexed_bonus.subele[ELE_FIRE] += sc->getSCE(SC_ARMOR_ELEMENT_EARTH)->val3;
  4045. sd->indexed_bonus.subele[ELE_WIND] += sc->getSCE(SC_ARMOR_ELEMENT_EARTH)->val4;
  4046. }
  4047. if(sc->getSCE(SC_ARMOR_ELEMENT_FIRE)) { // This status change should grant card-type elemental resist.
  4048. sd->indexed_bonus.subele[ELE_WATER] += sc->getSCE(SC_ARMOR_ELEMENT_FIRE)->val1;
  4049. sd->indexed_bonus.subele[ELE_EARTH] += sc->getSCE(SC_ARMOR_ELEMENT_FIRE)->val2;
  4050. sd->indexed_bonus.subele[ELE_FIRE] += sc->getSCE(SC_ARMOR_ELEMENT_FIRE)->val3;
  4051. sd->indexed_bonus.subele[ELE_WIND] += sc->getSCE(SC_ARMOR_ELEMENT_FIRE)->val4;
  4052. }
  4053. if(sc->getSCE(SC_ARMOR_ELEMENT_WIND)) { // This status change should grant card-type elemental resist.
  4054. sd->indexed_bonus.subele[ELE_WATER] += sc->getSCE(SC_ARMOR_ELEMENT_WIND)->val1;
  4055. sd->indexed_bonus.subele[ELE_EARTH] += sc->getSCE(SC_ARMOR_ELEMENT_WIND)->val2;
  4056. sd->indexed_bonus.subele[ELE_FIRE] += sc->getSCE(SC_ARMOR_ELEMENT_WIND)->val3;
  4057. sd->indexed_bonus.subele[ELE_WIND] += sc->getSCE(SC_ARMOR_ELEMENT_WIND)->val4;
  4058. }
  4059. if(sc->getSCE(SC_ARMOR_RESIST)) { // Undead Scroll
  4060. sd->indexed_bonus.subele[ELE_WATER] += sc->getSCE(SC_ARMOR_RESIST)->val1;
  4061. sd->indexed_bonus.subele[ELE_EARTH] += sc->getSCE(SC_ARMOR_RESIST)->val2;
  4062. sd->indexed_bonus.subele[ELE_FIRE] += sc->getSCE(SC_ARMOR_RESIST)->val3;
  4063. sd->indexed_bonus.subele[ELE_WIND] += sc->getSCE(SC_ARMOR_RESIST)->val4;
  4064. }
  4065. if( sc->getSCE(SC_FIRE_CLOAK_OPTION) ) {
  4066. i = sc->getSCE(SC_FIRE_CLOAK_OPTION)->val2;
  4067. sd->indexed_bonus.subele[ELE_FIRE] += i;
  4068. sd->indexed_bonus.subele[ELE_WATER] -= i;
  4069. }
  4070. if( sc->getSCE(SC_WATER_DROP_OPTION) ) {
  4071. i = sc->getSCE(SC_WATER_DROP_OPTION)->val2;
  4072. sd->indexed_bonus.subele[ELE_WATER] += i;
  4073. sd->indexed_bonus.subele[ELE_WIND] -= i;
  4074. }
  4075. if( sc->getSCE(SC_WIND_CURTAIN_OPTION) ) {
  4076. i = sc->getSCE(SC_WIND_CURTAIN_OPTION)->val2;
  4077. sd->indexed_bonus.subele[ELE_WIND] += i;
  4078. sd->indexed_bonus.subele[ELE_EARTH] -= i;
  4079. }
  4080. if( sc->getSCE(SC_STONE_SHIELD_OPTION) ) {
  4081. i = sc->getSCE(SC_STONE_SHIELD_OPTION)->val2;
  4082. sd->indexed_bonus.subele[ELE_EARTH] += i;
  4083. sd->indexed_bonus.subele[ELE_FIRE] -= i;
  4084. }
  4085. if (sc->getSCE(SC_MTF_MLEATKED) )
  4086. sd->indexed_bonus.subele[ELE_NEUTRAL] += sc->getSCE(SC_MTF_MLEATKED)->val3;
  4087. if (sc->getSCE(SC_MTF_CRIDAMAGE))
  4088. sd->bonus.crit_atk_rate += sc->getSCE(SC_MTF_CRIDAMAGE)->val1;
  4089. if (sc->getSCE(SC_GLASTHEIM_ATK)) {
  4090. sd->indexed_bonus.ignore_mdef_by_race[RC_UNDEAD] += sc->getSCE(SC_GLASTHEIM_ATK)->val1;
  4091. sd->indexed_bonus.ignore_mdef_by_race[RC_DEMON] += sc->getSCE(SC_GLASTHEIM_ATK)->val1;
  4092. }
  4093. if (sc->getSCE(SC_LAUDARAMUS))
  4094. sd->bonus.crit_atk_rate += 5 * sc->getSCE(SC_LAUDARAMUS)->val1;
  4095. #ifdef RENEWAL
  4096. if (sc->getSCE(SC_FORTUNE))
  4097. sd->bonus.crit_atk_rate += 2 * sc->getSCE(SC_FORTUNE)->val1;
  4098. #endif
  4099. if (sc->getSCE(SC_SYMPHONYOFLOVER)) {
  4100. sd->indexed_bonus.subele[ELE_GHOST] += sc->getSCE(SC_SYMPHONYOFLOVER)->val1 * 3;
  4101. sd->indexed_bonus.subele[ELE_HOLY] += sc->getSCE(SC_SYMPHONYOFLOVER)->val1 * 3;
  4102. }
  4103. if (sc->getSCE(SC_PYREXIA) && sc->getSCE(SC_PYREXIA)->val3 == 0)
  4104. sd->bonus.crit_atk_rate += sc->getSCE(SC_PYREXIA)->val2;
  4105. if (sc->getSCE(SC_LUXANIMA)) {
  4106. pc_bonus2(sd, SP_ADDSIZE, SZ_ALL, sc->getSCE(SC_LUXANIMA)->val3);
  4107. sd->bonus.crit_atk_rate += sc->getSCE(SC_LUXANIMA)->val3;
  4108. sd->bonus.short_attack_atk_rate += sc->getSCE(SC_LUXANIMA)->val3;
  4109. sd->bonus.long_attack_atk_rate += sc->getSCE(SC_LUXANIMA)->val3;
  4110. }
  4111. if (sc->getSCE(SC_STRIKING))
  4112. sd->bonus.perfect_hit += 20 + 10 * pc_checkskill(sd, SO_STRIKING);
  4113. if( sc->getSCE( SC_RUSH_QUAKE2 ) ){
  4114. sd->bonus.short_attack_atk_rate += 5 * sc->getSCE( SC_RUSH_QUAKE2 )->val1;
  4115. sd->bonus.long_attack_atk_rate += 5 * sc->getSCE( SC_RUSH_QUAKE2 )->val1;
  4116. }
  4117. if (sc->getSCE(SC_HIDDEN_CARD))
  4118. sd->bonus.long_attack_atk_rate += sc->getSCE(SC_HIDDEN_CARD)->val3;
  4119. if (sc->getSCE(SC_DEADLY_DEFEASANCE))
  4120. sd->special_state.no_magic_damage = 0;
  4121. if (sc->getSCE(SC_CLIMAX_DES_HU))
  4122. sd->indexed_bonus.magic_atk_ele[ELE_WIND] += 30;
  4123. if (sc->getSCE(SC_CLIMAX_EARTH))
  4124. sd->indexed_bonus.subele[ELE_EARTH] -= 100;
  4125. if (sc->getSCE(SC_CLIMAX_BLOOM))
  4126. sd->indexed_bonus.subele[ELE_FIRE] -= 100;
  4127. if (sc->getSCE(SC_CLIMAX_CRYIMP)) {
  4128. sd->indexed_bonus.subele[ELE_WATER] += 30;
  4129. sd->indexed_bonus.magic_atk_ele[ELE_WATER] += 30;
  4130. }
  4131. if (sc->getSCE(SC_SINCERE_FAITH))
  4132. sd->bonus.perfect_hit += sc->getSCE(SC_SINCERE_FAITH)->val3;
  4133. if (sc->getSCE(SC_HOLY_S)) {
  4134. sd->indexed_bonus.subele[ELE_DARK] += sc->getSCE(SC_HOLY_S)->val2;
  4135. sd->indexed_bonus.subele[ELE_UNDEAD] += sc->getSCE(SC_HOLY_S)->val2;
  4136. sd->indexed_bonus.magic_atk_ele[ELE_HOLY] += sc->getSCE(SC_HOLY_S)->val2;
  4137. }
  4138. if (sc->getSCE(SC_SUMMON_ELEMENTAL_ARDOR))
  4139. sd->indexed_bonus.magic_atk_ele[ELE_FIRE] += 10;
  4140. if (sc->getSCE(SC_SUMMON_ELEMENTAL_DILUVIO))
  4141. sd->indexed_bonus.magic_atk_ele[ELE_WATER] += 10;
  4142. if (sc->getSCE(SC_SUMMON_ELEMENTAL_PROCELLA))
  4143. sd->indexed_bonus.magic_atk_ele[ELE_WIND] += 10;
  4144. if (sc->getSCE(SC_SUMMON_ELEMENTAL_TERREMOTUS))
  4145. sd->indexed_bonus.magic_atk_ele[ELE_EARTH] += 10;
  4146. if (sc->getSCE(SC_SUMMON_ELEMENTAL_SERPENS))
  4147. sd->indexed_bonus.magic_atk_ele[ELE_POISON] += 10;
  4148. if (sc->getSCE(SC_FLAMEARMOR_OPTION)) {
  4149. sd->indexed_bonus.subele[ELE_FIRE] += 100;
  4150. sd->indexed_bonus.subele[ELE_WATER] -= 30;
  4151. }
  4152. if (sc->getSCE(SC_CRYSTAL_ARMOR_OPTION)) {
  4153. sd->indexed_bonus.subele[ELE_WATER] += 100;
  4154. sd->indexed_bonus.subele[ELE_WIND] -= 30;
  4155. }
  4156. if (sc->getSCE(SC_EYES_OF_STORM_OPTION)) {
  4157. sd->indexed_bonus.subele[ELE_WIND] += 100;
  4158. sd->indexed_bonus.subele[ELE_EARTH] -= 30;
  4159. }
  4160. if (sc->getSCE(SC_STRONG_PROTECTION_OPTION)) {
  4161. sd->indexed_bonus.subele[ELE_EARTH] += 100;
  4162. sd->indexed_bonus.subele[ELE_FIRE] -= 30;
  4163. }
  4164. if (sc->getSCE(SC_POISON_SHIELD_OPTION)) {
  4165. sd->indexed_bonus.subele[ELE_POISON] += 100;
  4166. sd->indexed_bonus.subele[ELE_HOLY] -= 30;
  4167. }
  4168. if (sc->getSCE(SC_INFINITY_DRINK)) {
  4169. sd->bonus.crit_atk_rate += 5;
  4170. sd->bonus.long_attack_atk_rate += 5;
  4171. sd->indexed_bonus.magic_atk_ele[ELE_ALL] += 5;
  4172. sd->special_state.no_castcancel = 1;
  4173. }
  4174. if(sc->getSCE(SC_MENTAL_POTION))
  4175. sd->dsprate -= sc->getSCE(SC_MENTAL_POTION)->val1;
  4176. if (sc->getSCE(SC_LIMIT_POWER_BOOSTER)) {
  4177. pc_bonus(sd, SP_ATK_RATE, 1);
  4178. pc_bonus(sd, SP_MATK_RATE, 1);
  4179. sd->dsprate -= 5;
  4180. sd->bonus.fixcastrate -= sc->getSCE(SC_LIMIT_POWER_BOOSTER)->val1;
  4181. }
  4182. if (sc->getSCE(SC_COMBAT_PILL)) {
  4183. pc_bonus(sd, SP_ATK_RATE, sc->getSCE(SC_COMBAT_PILL)->val1);
  4184. pc_bonus(sd, SP_MATK_RATE, sc->getSCE(SC_COMBAT_PILL)->val1);
  4185. }
  4186. if (sc->getSCE(SC_COMBAT_PILL2)) {
  4187. pc_bonus(sd, SP_ATK_RATE, sc->getSCE(SC_COMBAT_PILL2)->val1);
  4188. pc_bonus(sd, SP_MATK_RATE, sc->getSCE(SC_COMBAT_PILL2)->val1);
  4189. }
  4190. if (sc->getSCE(SC_SPARKCANDY))
  4191. pc_bonus2(sd, SP_HP_LOSS_RATE, 100, 10000);
  4192. if (sc->getSCE(SC_MAGICCANDY)) {
  4193. sd->bonus.fixcastrate -= 70;
  4194. sd->special_state.no_castcancel = 1;
  4195. pc_bonus2(sd, SP_SP_LOSS_RATE, 90, 10000);
  4196. }
  4197. if (sc->getSCE(SC_POPECOOKIE)) {
  4198. pc_bonus(sd, SP_ATK_RATE, sc->getSCE(SC_POPECOOKIE)->val1);
  4199. pc_bonus(sd, SP_MATK_RATE, sc->getSCE(SC_POPECOOKIE)->val1);
  4200. sd->indexed_bonus.subele[ELE_ALL] -= sc->getSCE(SC_POPECOOKIE)->val1;
  4201. }
  4202. if (sc->getSCE(SC_VITALIZE_POTION)) {
  4203. pc_bonus(sd, SP_ATK_RATE, sc->getSCE(SC_VITALIZE_POTION)->val1);
  4204. pc_bonus(sd, SP_MATK_RATE, sc->getSCE(SC_VITALIZE_POTION)->val1);
  4205. }
  4206. if (sc->getSCE(SC_CUP_OF_BOZA))
  4207. sd->indexed_bonus.subele[ELE_FIRE] -= 5;
  4208. if (sc->getSCE(SC_SKF_CAST))
  4209. sd->bonus.varcastrate -= sc->getSCE(SC_SKF_CAST)->val1;
  4210. if (sc->getSCE(SC_BEEF_RIB_STEW)) {
  4211. sd->bonus.varcastrate -= 5;
  4212. sd->dsprate -= 3;
  4213. }
  4214. if (sc->getSCE(SC_PORK_RIB_STEW))
  4215. sd->dsprate -= 2;
  4216. }
  4217. status_cpy(&sd->battle_status, base_status);
  4218. // ----- CLIENT-SIDE REFRESH -----
  4219. if(!sd->bl.prev) {
  4220. // Will update on LoadEndAck
  4221. calculating = 0;
  4222. return 0;
  4223. }
  4224. if(memcmp(b_skill,sd->status.skill,sizeof(sd->status.skill))) {
  4225. #if PACKETVER_MAIN_NUM >= 20190807 || PACKETVER_RE_NUM >= 20190807 || PACKETVER_ZERO_NUM >= 20190918
  4226. // Client doesn't delete unavailable skills even if we refresh the skill tree, individually delete them.
  4227. for (i = 0; i < MAX_SKILL; i++) {
  4228. if (b_skill[i].id != 0 && sd->status.skill[i].id == 0)
  4229. clif_deleteskill(sd, b_skill[i].id, true);
  4230. }
  4231. #endif
  4232. clif_skillinfoblock(sd);
  4233. }
  4234. // If the skill is learned, the status is infinite.
  4235. if (pc_checkskill(sd, SU_SPRITEMABLE) > 0 && !sd->sc.getSCE(SC_SPRITEMABLE))
  4236. sc_start(&sd->bl, &sd->bl, SC_SPRITEMABLE, 100, 1, INFINITE_TICK);
  4237. if (pc_checkskill(sd, SU_SOULATTACK) > 0 && !sd->sc.getSCE(SC_SOULATTACK))
  4238. sc_start(&sd->bl, &sd->bl, SC_SOULATTACK, 100, 1, INFINITE_TICK);
  4239. calculating = 0;
  4240. return 0;
  4241. }
  4242. /// Intermediate function since C++ does not have a try-finally syntax
  4243. int status_calc_pc_( map_session_data* sd, uint8 opt ){
  4244. // Save the old script the player was attached to
  4245. struct script_state* previous_st = sd->st;
  4246. // Store the return value of the original function
  4247. int ret = status_calc_pc_sub( sd, opt );
  4248. // If an old script is present
  4249. if( previous_st ){
  4250. // Reattach the player to it, so that the limitations of that script kick back in
  4251. script_attach_state( previous_st );
  4252. }
  4253. // Return the original return value
  4254. return ret;
  4255. }
  4256. /**
  4257. * Calculates Mercenary data
  4258. * @param md: Mercenary object
  4259. * @param opt: Whether it is first calc or not (0 on level up or status)
  4260. * @return 0
  4261. */
  4262. int status_calc_mercenary_(s_mercenary_data *md, uint8 opt)
  4263. {
  4264. struct status_data *status = &md->base_status;
  4265. s_mercenary *merc = &md->mercenary;
  4266. if (opt&SCO_FIRST) {
  4267. memcpy(status, &md->db->status, sizeof(struct status_data));
  4268. status->class_ = CLASS_NORMAL;
  4269. status->mode = static_cast<e_mode>(MD_CANMOVE|MD_CANATTACK);
  4270. status->hp = status->max_hp;
  4271. status->sp = status->max_sp;
  4272. md->battle_status.hp = merc->hp;
  4273. md->battle_status.sp = merc->sp;
  4274. if (md->master)
  4275. status->speed = status_get_speed(&md->master->bl);
  4276. }
  4277. status_calc_misc(&md->bl, status, md->db->lv);
  4278. status_cpy(&md->battle_status, status);
  4279. return 0;
  4280. }
  4281. /**
  4282. * Calculates Homunculus data
  4283. * @param hd: Homunculus object
  4284. * @param opt: Whether it is first calc or not (0 on level up or status)
  4285. * @return 1
  4286. */
  4287. int status_calc_homunculus_(struct homun_data *hd, uint8 opt)
  4288. {
  4289. struct status_data *status = &hd->base_status;
  4290. struct s_homunculus &hom = hd->homunculus;
  4291. int skill_lv;
  4292. int amotion;
  4293. status->str = hom.str / 10;
  4294. status->agi = hom.agi / 10;
  4295. status->vit = hom.vit / 10;
  4296. status->dex = hom.dex / 10;
  4297. status->int_ = hom.int_ / 10;
  4298. status->luk = hom.luk / 10;
  4299. APPLY_HOMUN_LEVEL_STATWEIGHT();
  4300. if (opt&SCO_FIRST) {
  4301. const std::shared_ptr<s_homunculus_db> db = hd->homunculusDB;
  4302. status->def_ele = db->element;
  4303. status->ele_lv = 1;
  4304. status->race = db->race;
  4305. status->class_ = CLASS_NORMAL;
  4306. status->size = (hom.class_ == db->evo_class) ? db->evo_size : db->base_size;
  4307. status->rhw.range = 1 + status->size;
  4308. status->mode = static_cast<e_mode>(MD_CANMOVE|MD_CANATTACK);
  4309. status->speed = DEFAULT_WALK_SPEED;
  4310. if (battle_config.hom_setting&HOMSET_COPY_SPEED && hd->master)
  4311. status->speed = status_get_speed(&hd->master->bl);
  4312. status->hp = 1;
  4313. status->sp = 1;
  4314. }
  4315. status->aspd_rate = 1000;
  4316. #ifdef RENEWAL
  4317. amotion = hd->homunculusDB->baseASPD;
  4318. amotion = amotion - amotion * (status->dex + hom.dex_value) / 1000 - (status->agi + hom.agi_value) * amotion / 250;
  4319. status->def = status->mdef = 0;
  4320. #else
  4321. skill_lv = hom.level / 10 + status->vit / 5;
  4322. status->def = cap_value(skill_lv, 0, 99);
  4323. skill_lv = hom.level / 10 + status->int_ / 5;
  4324. status->mdef = cap_value(skill_lv, 0, 99);
  4325. amotion = (1000 - 4 * status->agi - status->dex) * hd->homunculusDB->baseASPD / 1000;
  4326. #endif
  4327. status->amotion = cap_value(amotion, battle_config.max_aspd, 2000);
  4328. status->adelay = status->amotion; //It seems adelay = amotion for Homunculus.
  4329. status->max_hp = hom.max_hp;
  4330. status->max_sp = hom.max_sp;
  4331. hom_calc_skilltree(hd);
  4332. if((skill_lv = hom_checkskill(hd, HAMI_SKIN)) > 0)
  4333. status->def += skill_lv * 4;
  4334. if((skill_lv = hom_checkskill(hd, HVAN_INSTRUCT)) > 0) {
  4335. status->int_ += 1 + skill_lv / 2 + skill_lv / 4 + skill_lv / 5;
  4336. status->str += 1 + skill_lv / 3 + skill_lv / 3 + skill_lv / 4;
  4337. }
  4338. if((skill_lv = hom_checkskill(hd, HAMI_SKIN)) > 0)
  4339. status->max_hp += skill_lv * 2 * status->max_hp / 100;
  4340. if((skill_lv = hom_checkskill(hd, HLIF_BRAIN)) > 0)
  4341. status->max_sp += skill_lv * status->max_sp / 100;
  4342. if((skill_lv = hom_checkskill(hd, MH_CLASSY_FLUTTER)) > 0) {
  4343. status->matk_min += 100 + 60* skill_lv;
  4344. status->matk_max += 100 + 60* skill_lv;
  4345. }
  4346. if((skill_lv = hom_checkskill(hd, MH_BRUSHUP_CLAW)) > 0) {
  4347. status->batk += 100 + 60* skill_lv;
  4348. }
  4349. if((skill_lv = hom_checkskill(hd, MH_POLISHING_NEEDLE)) > 0) {
  4350. status->matk_min += 50 + 20* skill_lv;
  4351. status->matk_max += 50 + 20* skill_lv;
  4352. status->batk += 100 + 40* skill_lv;
  4353. }
  4354. if((skill_lv = hom_checkskill(hd, MH_LICHT_GEHORN)) > 0) {
  4355. status->matk_min += 100 + 30* skill_lv;
  4356. status->matk_max += 100 + 30* skill_lv;
  4357. status->batk += 100 + 30* skill_lv;
  4358. }
  4359. if((skill_lv = hom_checkskill(hd, MH_BLAZING_LAVA)) > 0) {
  4360. status->batk += 100 + 60* skill_lv;
  4361. }
  4362. if (opt&SCO_FIRST) {
  4363. hd->battle_status.hp = hom.hp;
  4364. hd->battle_status.sp = hom.sp;
  4365. if(hom.class_ == 6052) // Eleanor
  4366. sc_start(&hd->bl,&hd->bl, SC_STYLE_CHANGE, 100, MH_MD_FIGHTING, INFINITE_TICK);
  4367. }
  4368. #ifndef RENEWAL
  4369. status->rhw.atk = status->dex;
  4370. status->rhw.atk2 = status->str + hom.level;
  4371. #endif
  4372. status_calc_misc(&hd->bl, status, hom.level);
  4373. status_cpy(&hd->battle_status, status);
  4374. return 1;
  4375. }
  4376. /**
  4377. * Calculates Elemental data
  4378. * @param ed: Elemental object
  4379. * @param opt: Whether it is first calc or not (0 on status change)
  4380. * @return 0
  4381. */
  4382. int status_calc_elemental_(s_elemental_data *ed, uint8 opt)
  4383. {
  4384. struct status_data *status = &ed->base_status;
  4385. s_elemental *ele = &ed->elemental;
  4386. map_session_data *sd = ed->master;
  4387. if( !sd )
  4388. return 0;
  4389. if (opt&SCO_FIRST) {
  4390. memcpy(status, &ed->db->status, sizeof(struct status_data));
  4391. if( !ele->mode )
  4392. status->mode = EL_MODE_PASSIVE;
  4393. else
  4394. status->mode = ele->mode;
  4395. status->class_ = CLASS_NORMAL;
  4396. status_calc_misc(&ed->bl, status, 0);
  4397. status->max_hp = ele->max_hp;
  4398. status->max_sp = ele->max_sp;
  4399. status->hp = ele->hp;
  4400. status->sp = ele->sp;
  4401. status->rhw.atk = ele->atk;
  4402. status->rhw.atk2 = ele->atk2;
  4403. status->matk_min += ele->matk;
  4404. status->def += ele->def;
  4405. status->mdef += ele->mdef;
  4406. status->flee = ele->flee;
  4407. status->hit = ele->hit;
  4408. if (ed->master)
  4409. status->speed = status_get_speed(&ed->master->bl);
  4410. memcpy(&ed->battle_status,status,sizeof(struct status_data));
  4411. } else {
  4412. status_calc_misc(&ed->bl, status, 0);
  4413. status_cpy(&ed->battle_status, status);
  4414. }
  4415. return 0;
  4416. }
  4417. /**
  4418. * Calculates NPC data
  4419. * @param nd: NPC object
  4420. * @param opt: Whether it is first calc or not (what?)
  4421. * @return 0
  4422. */
  4423. int status_calc_npc_(struct npc_data *nd, uint8 opt)
  4424. {
  4425. struct status_data *status = &nd->status;
  4426. if (!nd)
  4427. return 0;
  4428. if (opt&SCO_FIRST) {
  4429. status->hp = 1;
  4430. status->sp = 1;
  4431. status->max_hp = 1;
  4432. status->max_sp = 1;
  4433. status->def_ele = ELE_NEUTRAL;
  4434. status->ele_lv = 1;
  4435. status->race = RC_DEMIHUMAN;
  4436. status->class_ = CLASS_NORMAL;
  4437. status->size = nd->size;
  4438. status->rhw.range = 1 + status->size;
  4439. status->mode = static_cast<e_mode>(MD_CANMOVE|MD_CANATTACK);
  4440. status->speed = nd->speed;
  4441. }
  4442. status->str = nd->stat_point + nd->params.str;
  4443. status->agi = nd->stat_point + nd->params.agi;
  4444. status->vit = nd->stat_point + nd->params.vit;
  4445. status->int_= nd->stat_point + nd->params.int_;
  4446. status->dex = nd->stat_point + nd->params.dex;
  4447. status->luk = nd->stat_point + nd->params.luk;
  4448. status_calc_misc(&nd->bl, status, nd->level);
  4449. status_cpy(&nd->status, status);
  4450. return 0;
  4451. }
  4452. /**
  4453. * Calculates regeneration values
  4454. * Applies passive skill regeneration additions
  4455. * @param bl: Object to calculate regen for [PC|HOM|MER|ELEM]
  4456. * @param status: Object's status
  4457. * @param regen: Object's base regeneration data
  4458. */
  4459. void status_calc_regen(struct block_list *bl, struct status_data *status, struct regen_data *regen)
  4460. {
  4461. map_session_data *sd;
  4462. status_change *sc;
  4463. int val, skill, reg_flag;
  4464. if( !(bl->type&BL_REGEN) || !regen )
  4465. return;
  4466. sd = BL_CAST(BL_PC,bl);
  4467. sc = status_get_sc(bl);
  4468. val = (status->vit/5) + max(1, status->max_hp/200);
  4469. if( sd && sd->hprecov_rate != 100 )
  4470. val = val*sd->hprecov_rate/100;
  4471. reg_flag = bl->type == BL_PC ? 0 : 1;
  4472. regen->hp = cap_value(val, reg_flag, SHRT_MAX);
  4473. val = 1 + (status->int_/6) + (status->max_sp/100);
  4474. if( status->int_ >= 120 )
  4475. val += ((status->int_-120) / 2) + 4;
  4476. if( sd && sd->sprecov_rate != 100 )
  4477. val = val*sd->sprecov_rate/100;
  4478. regen->sp = cap_value(val, reg_flag, SHRT_MAX);
  4479. if( sd ) {
  4480. struct regen_data_sub *sregen;
  4481. if( (skill=pc_checkskill(sd,HP_MEDITATIO)) > 0 ) {
  4482. val = regen->sp*(100+3*skill)/100;
  4483. regen->sp = cap_value(val, 1, SHRT_MAX);
  4484. }
  4485. // Only players have skill/sitting skill regen for now.
  4486. sregen = regen->sregen;
  4487. val = 0;
  4488. if( (skill=pc_checkskill(sd,SM_RECOVERY)) > 0 )
  4489. val += skill*5 + skill*status->max_hp/500;
  4490. if (sc && sc->count) {
  4491. if (sc->getSCE(SC_INCREASE_MAXHP))
  4492. val += val * sc->getSCE(SC_INCREASE_MAXHP)->val2 / 100;
  4493. }
  4494. sregen->hp = cap_value(val, 0, SHRT_MAX);
  4495. val = 0;
  4496. if( (skill=pc_checkskill(sd,MG_SRECOVERY)) > 0 )
  4497. val += skill*3 + skill*status->max_sp/500;
  4498. if( (skill=pc_checkskill(sd,NJ_NINPOU)) > 0 )
  4499. val += skill*3 + skill*status->max_sp/500;
  4500. if( (skill=pc_checkskill(sd,WM_LESSON)) > 0 )
  4501. val += 3 + 3 * skill;
  4502. if (sc && sc->count) {
  4503. if (sc->getSCE(SC_ANCILLA))
  4504. val += sc->getSCE(SC_ANCILLA)->val2 / 100;
  4505. if (sc->getSCE(SC_INCREASE_MAXSP))
  4506. val += val * sc->getSCE(SC_INCREASE_MAXSP)->val2 / 100;
  4507. }
  4508. sregen->sp = cap_value(val, 0, SHRT_MAX);
  4509. // Skill-related recovery (only when sit)
  4510. sregen = regen->ssregen;
  4511. val = 0;
  4512. if( (skill=pc_checkskill(sd,MO_SPIRITSRECOVERY)) > 0 )
  4513. val += skill*4 + skill*status->max_hp/500;
  4514. if( (skill=pc_checkskill(sd,TK_HPTIME)) > 0 && sd->state.rest )
  4515. val += skill*30 + skill*status->max_hp/500;
  4516. sregen->hp = cap_value(val, 0, SHRT_MAX);
  4517. val = 0;
  4518. if( (skill=pc_checkskill(sd,TK_SPTIME)) > 0 && sd->state.rest ) {
  4519. val += skill*3 + skill*status->max_sp/500;
  4520. if ((skill=pc_checkskill(sd,SL_KAINA)) > 0) // Power up Enjoyable Rest
  4521. val += (30+10*skill)*val/100;
  4522. }
  4523. if( (skill=pc_checkskill(sd,MO_SPIRITSRECOVERY)) > 0 )
  4524. val += skill*2 + skill*status->max_sp/500;
  4525. sregen->sp = cap_value(val, 0, SHRT_MAX);
  4526. }
  4527. if( bl->type == BL_HOM ) {
  4528. struct homun_data *hd = (TBL_HOM*)bl;
  4529. if( (skill = hom_checkskill(hd,HAMI_SKIN)) > 0 ) {
  4530. val = regen->hp*(100+5*skill)/100;
  4531. regen->hp = cap_value(val, 1, SHRT_MAX);
  4532. }
  4533. if( (skill = hom_checkskill(hd,HLIF_BRAIN)) > 0 ) {
  4534. val = regen->sp*(100+3*skill)/100;
  4535. regen->sp = cap_value(val, 1, SHRT_MAX);
  4536. }
  4537. } else if( bl->type == BL_MER ) {
  4538. val = static_cast<decltype(val)>((status->max_hp * status->vit / 10000.0 + 1.0) * 6.0);
  4539. regen->hp = cap_value(val, 1, SHRT_MAX);
  4540. val = static_cast<decltype(val)>((status->max_sp * (status->int_ + 10.0) / 750.0) + 1.0);
  4541. regen->sp = cap_value(val, 1, SHRT_MAX);
  4542. } else if( bl->type == BL_ELEM ) {
  4543. val = static_cast<decltype(val)>((status->max_hp * status->vit / 10000.0 + 1.0) * 6.0);
  4544. regen->hp = cap_value(val, 1, SHRT_MAX);
  4545. val = static_cast<decltype(val)>((status->max_sp * (status->int_ + 10.0) / 750.0) + 1.0);
  4546. regen->sp = cap_value(val, 1, SHRT_MAX);
  4547. }
  4548. }
  4549. /**
  4550. * Calculates SC (Status Changes) regeneration values
  4551. * @param bl: Object to calculate regen for [PC|HOM|MER|ELEM]
  4552. * @param regen: Object's base regeneration data
  4553. * @param sc: Object's status change data
  4554. */
  4555. void status_calc_regen_rate(struct block_list *bl, struct regen_data *regen, status_change *sc)
  4556. {
  4557. if (!(bl->type&BL_REGEN) || !regen)
  4558. return;
  4559. regen->flag = RGN_HP|RGN_SP;
  4560. if(regen->sregen) {
  4561. if (regen->sregen->hp)
  4562. regen->flag |= RGN_SHP;
  4563. if (regen->sregen->sp)
  4564. regen->flag |= RGN_SSP;
  4565. regen->sregen->rate.hp = regen->sregen->rate.sp = 100;
  4566. }
  4567. if (regen->ssregen) {
  4568. if (regen->ssregen->hp)
  4569. regen->flag |= RGN_SHP;
  4570. if (regen->ssregen->sp)
  4571. regen->flag |= RGN_SSP;
  4572. regen->ssregen->rate.hp = regen->ssregen->rate.sp = 100;
  4573. }
  4574. regen->rate.hp = regen->rate.sp = 100;
  4575. if (!sc || !sc->count)
  4576. return;
  4577. // No HP or SP regen
  4578. if ((sc->getSCE(SC_POISON) && !sc->getSCE(SC_SLOWPOISON))
  4579. || (sc->getSCE(SC_DPOISON) && !sc->getSCE(SC_SLOWPOISON))
  4580. || sc->getSCE(SC_BERSERK)
  4581. || sc->getSCE(SC_TRICKDEAD)
  4582. || sc->getSCE(SC_BLEEDING)
  4583. || (sc->getSCE(SC_MAGICMUSHROOM) && sc->getSCE(SC_MAGICMUSHROOM)->val3 == 1)
  4584. || sc->getSCE(SC_SATURDAYNIGHTFEVER)
  4585. || sc->getSCE(SC_REBOUND))
  4586. regen->flag = RGN_NONE;
  4587. // No natural SP regen
  4588. if (sc->getSCE(SC_DANCING) ||
  4589. #ifdef RENEWAL
  4590. sc->getSCE(SC_MAXIMIZEPOWER) ||
  4591. #endif
  4592. #ifndef RENEWAL
  4593. (bl->type == BL_PC && (((TBL_PC*)bl)->class_&MAPID_UPPERMASK) == MAPID_MONK &&
  4594. (sc->getSCE(SC_EXTREMITYFIST) || sc->getSCE(SC_EXPLOSIONSPIRITS)) && (!sc->getSCE(SC_SPIRIT) || sc->getSCE(SC_SPIRIT)->val2 != SL_MONK)) ||
  4595. #else
  4596. (bl->type == BL_PC && (((TBL_PC*)bl)->class_&MAPID_UPPERMASK) == MAPID_MONK &&
  4597. sc->getSCE(SC_EXTREMITYFIST) && (!sc->getSCE(SC_SPIRIT) || sc->getSCE(SC_SPIRIT)->val2 != SL_MONK)) ||
  4598. #endif
  4599. (sc->getSCE(SC_OBLIVIONCURSE) && sc->getSCE(SC_OBLIVIONCURSE)->val3 == 1))
  4600. regen->flag &= ~RGN_SP;
  4601. if (sc->getSCE(SC_TENSIONRELAX)) {
  4602. if (sc->getSCE(SC_WEIGHT50) || sc->getSCE(SC_WEIGHT90))
  4603. regen->state.overweight = 0; // 1x HP regen
  4604. else {
  4605. regen->rate.hp += 200;
  4606. if (regen->sregen)
  4607. regen->sregen->rate.hp += 200;
  4608. }
  4609. }
  4610. if (sc->getSCE(SC_MAGNIFICAT))
  4611. regen->rate.sp += 100;
  4612. if (sc->getSCE(SC_REGENERATION)) {
  4613. const struct status_change_entry *sce = sc->getSCE(SC_REGENERATION);
  4614. if (!sce->val4) {
  4615. regen->rate.hp += (sce->val2*100);
  4616. regen->rate.sp += (sce->val3*100);
  4617. } else
  4618. regen->flag &= ~sce->val4; // Remove regen as specified by val4
  4619. }
  4620. if(sc->getSCE(SC_GT_REVITALIZE)) {
  4621. regen->hp += cap_value(regen->hp * sc->getSCE(SC_GT_REVITALIZE)->val3/100, 1, SHRT_MAX);
  4622. regen->state.walk = 1;
  4623. }
  4624. if (sc->getSCE(SC_EXTRACT_WHITE_POTION_Z))
  4625. regen->hp += cap_value(regen->hp * sc->getSCE(SC_EXTRACT_WHITE_POTION_Z)->val1 / 100, 1, SHRT_MAX);
  4626. if (sc->getSCE(SC_VITATA_500))
  4627. regen->sp += cap_value(regen->sp * sc->getSCE(SC_VITATA_500)->val1 / 100, 1, SHRT_MAX);
  4628. if (bl->type == BL_ELEM) { // Recovery bonus only applies to the Elementals.
  4629. int ele_class = status_get_class(bl);
  4630. switch (ele_class) {
  4631. case ELEMENTALID_AGNI_S:
  4632. case ELEMENTALID_AGNI_M:
  4633. case ELEMENTALID_AGNI_L:
  4634. case ELEMENTALID_ARDOR:
  4635. if (sc->getSCE(SC_FIRE_INSIGNIA) && sc->getSCE(SC_FIRE_INSIGNIA)->val1 == 1)
  4636. regen->rate.hp += 100;
  4637. break;
  4638. case ELEMENTALID_AQUA_S:
  4639. case ELEMENTALID_AQUA_M:
  4640. case ELEMENTALID_AQUA_L:
  4641. case ELEMENTALID_DILUVIO:
  4642. if (sc->getSCE(SC_WATER_INSIGNIA) && sc->getSCE(SC_WATER_INSIGNIA)->val1 == 1)
  4643. regen->rate.hp += 100;
  4644. break;
  4645. case ELEMENTALID_VENTUS_S:
  4646. case ELEMENTALID_VENTUS_M:
  4647. case ELEMENTALID_VENTUS_L:
  4648. case ELEMENTALID_PROCELLA:
  4649. if (sc->getSCE(SC_WIND_INSIGNIA) && sc->getSCE(SC_WIND_INSIGNIA)->val1 == 1)
  4650. regen->rate.hp += 100;
  4651. break;
  4652. case ELEMENTALID_TERA_S:
  4653. case ELEMENTALID_TERA_M:
  4654. case ELEMENTALID_TERA_L:
  4655. case ELEMENTALID_TERREMOTUS:
  4656. case ELEMENTALID_SERPENS:
  4657. if (sc->getSCE(SC_EARTH_INSIGNIA) && sc->getSCE(SC_EARTH_INSIGNIA)->val1 == 1)
  4658. regen->rate.hp += 100;
  4659. break;
  4660. }
  4661. }
  4662. if (sc->getSCE(SC_CATNIPPOWDER)) {
  4663. regen->rate.hp *= 2;
  4664. regen->rate.sp *= 2;
  4665. }
  4666. if (sc->getSCE(SC_SHRIMPBLESSING))
  4667. regen->rate.sp += 50;
  4668. #ifdef RENEWAL
  4669. if (sc->getSCE(SC_NIBELUNGEN)) {
  4670. if (sc->getSCE(SC_NIBELUNGEN)->val2 == RINGNBL_HPREGEN)
  4671. regen->rate.hp += 100;
  4672. else if (sc->getSCE(SC_NIBELUNGEN)->val2 == RINGNBL_SPREGEN)
  4673. regen->rate.sp += 100;
  4674. }
  4675. #endif
  4676. if (sc->getSCE(SC_SIRCLEOFNATURE))
  4677. regen->rate.hp += sc->getSCE(SC_SIRCLEOFNATURE)->val2;
  4678. if (sc->getSCE(SC_SONGOFMANA))
  4679. regen->rate.sp += sc->getSCE(SC_SONGOFMANA)->val3;
  4680. }
  4681. /**
  4682. * Applies a state to a unit - See [StatusChangeStateTable]
  4683. * @param bl: Object to change state on [PC|MOB|HOM|MER|ELEM]
  4684. * @param sc: Object's status change data
  4685. * @param flag: Which state to apply to bl
  4686. * @param start: (1) start state, (0) remove state
  4687. */
  4688. void status_calc_state( struct block_list *bl, status_change *sc, std::bitset<SCS_MAX> flag, bool start )
  4689. {
  4690. /// No sc at all, we can zero without any extra weight over our conciousness
  4691. if( !sc->count ) {
  4692. sc->cant = {};
  4693. return;
  4694. }
  4695. // Can't move
  4696. if( flag[SCS_NOMOVE] ) {
  4697. if( !flag[SCS_NOMOVECOND] )
  4698. sc->cant.move += (start ? 1 : ((sc->cant.move) ? -1 : 0));
  4699. else if(
  4700. (sc->getSCE(SC_GOSPEL) && sc->getSCE(SC_GOSPEL)->val4 == BCT_SELF) // cannot move while gospel is in effect
  4701. #ifndef RENEWAL
  4702. || (sc->getSCE(SC_BASILICA) && sc->getSCE(SC_BASILICA)->val4 == bl->id) // Basilica caster cannot move
  4703. || (sc->getSCE(SC_GRAVITATION) && sc->getSCE(SC_GRAVITATION)->val3 == BCT_SELF)
  4704. #endif
  4705. || (sc->getSCE(SC_CAMOUFLAGE) && sc->getSCE(SC_CAMOUFLAGE)->val1 < 3)
  4706. || (sc->getSCE(SC_MAGNETICFIELD) && sc->getSCE(SC_MAGNETICFIELD)->val2 != bl->id)
  4707. || (sc->getSCE(SC_FEAR) && sc->getSCE(SC_FEAR)->val2 > 0)
  4708. || (sc->getSCE(SC_HIDING) && (bl->type != BL_PC || (pc_checkskill(BL_CAST(BL_PC,bl),RG_TUNNELDRIVE) <= 0)))
  4709. || (sc->getSCE(SC_DANCING) && sc->getSCE(SC_DANCING)->val4 && (
  4710. #ifndef RENEWAL
  4711. !sc->getSCE(SC_LONGING) ||
  4712. #endif
  4713. (sc->getSCE(SC_DANCING)->val1&0xFFFF) == CG_MOONLIT ||
  4714. (sc->getSCE(SC_DANCING)->val1&0xFFFF) == CG_HERMODE
  4715. ))
  4716. || (sc->getSCE(SC_CRYSTALIZE) && bl->type != BL_MOB)
  4717. )
  4718. sc->cant.move += (start ? 1 : ((sc->cant.move) ? -1 : 0));
  4719. }
  4720. // Can't use skills
  4721. if( flag[SCS_NOCAST] ) {
  4722. if( !flag[SCS_NOCASTCOND] )
  4723. sc->cant.cast += (start ? 1 : ((sc->cant.cast) ? -1 : 0));
  4724. else if (sc->getSCE(SC_OBLIVIONCURSE) && sc->getSCE(SC_OBLIVIONCURSE)->val3 == 1)
  4725. sc->cant.cast += (start ? 1 : ((sc->cant.cast) ? -1 : 0));
  4726. }
  4727. // Can't chat
  4728. if( flag[SCS_NOCHAT] ) {
  4729. if( !flag[SCS_NOCHATCOND] )
  4730. sc->cant.chat += (start ? 1 : ((sc->cant.chat) ? -1 : 0));
  4731. else if(sc->getSCE(SC_NOCHAT) && sc->getSCE(SC_NOCHAT)->val1&MANNER_NOCHAT)
  4732. sc->cant.chat += (start ? 1 : ((sc->cant.chat) ? -1 : 0));
  4733. }
  4734. // Can't attack
  4735. if( flag[SCS_NOATTACK] ) {
  4736. if( !flag[SCS_NOATTACKCOND] )
  4737. sc->cant.attack += (start ? 1 : ((sc->cant.attack) ? -1 : 0));
  4738. /*else if( )
  4739. sc->cant.attack += ( start ? 1 : ((sc->cant.attack)? -1:0) );*/
  4740. }
  4741. // Can't warp
  4742. if (flag[SCS_NOWARP]) {
  4743. if (!flag[SCS_NOWARPCOND])
  4744. sc->cant.warp += (start ? 1 : ((sc->cant.warp) ? -1 : 0));
  4745. /*else if (sc->getSCE())
  4746. sc->cant.warp += ( start ? 1 : ((sc->cant.warp)? -1:0) );*/
  4747. }
  4748. // Player-only states
  4749. if( bl->type == BL_PC ) {
  4750. // Can't pick-up items
  4751. if( flag[SCS_NOPICKITEM] ) {
  4752. if( !flag[SCS_NOPICKITEMCOND] )
  4753. sc->cant.pickup += (start ? 1 : ((sc->cant.pickup) ? -1 : 0));
  4754. else if( (sc->getSCE(SC_NOCHAT) && sc->getSCE(SC_NOCHAT)->val1&MANNER_NOITEM) )
  4755. sc->cant.pickup += (start ? 1 : ((sc->cant.pickup) ? -1 : 0));
  4756. }
  4757. // Can't drop items
  4758. if( flag[SCS_NODROPITEM] ) {
  4759. if( !flag[SCS_NODROPITEMCOND] )
  4760. sc->cant.drop += (start ? 1 : ((sc->cant.drop) ? -1 : 0));
  4761. else if( (sc->getSCE(SC_NOCHAT) && sc->getSCE(SC_NOCHAT)->val1&MANNER_NOITEM) )
  4762. sc->cant.drop += (start ? 1 : ((sc->cant.drop) ? -1 : 0));
  4763. }
  4764. // Can't equip item
  4765. if( flag[SCS_NOEQUIPITEM] ) {
  4766. if( !flag[SCS_NOEQUIPITEMCOND] )
  4767. sc->cant.equip += (start ? 1 : ((sc->cant.equip) ? -1 : 0));
  4768. /*else if( )
  4769. sc->cant.equip += ( start ? 1 : ((sc->cant.equip)? -1:0) );*/
  4770. }
  4771. // Can't unequip item
  4772. if( flag[SCS_NOUNEQUIPITEM]) {
  4773. if( !flag[SCS_NOUNEQUIPITEMCOND] )
  4774. sc->cant.unequip += (start ? 1 : ((sc->cant.unequip) ? -1 : 0));
  4775. /*else if( )
  4776. sc->cant.unequip += ( start ? 1 : ((sc->cant.unequip)? -1:0) );*/
  4777. }
  4778. // Can't consume item
  4779. if( flag[SCS_NOCONSUMEITEM]) {
  4780. if( !flag[SCS_NOCONSUMEITEMCOND] )
  4781. sc->cant.consume += (start ? 1 : ((sc->cant.consume) ? -1 : 0));
  4782. else if( (sc->getSCE(SC_GRAVITATION) && sc->getSCE(SC_GRAVITATION)->val3 == BCT_SELF) ||
  4783. (sc->getSCE(SC_NOCHAT) && sc->getSCE(SC_NOCHAT)->val1&MANNER_NOITEM) )
  4784. sc->cant.consume += (start ? 1 : ((sc->cant.consume) ? -1 : 0));
  4785. }
  4786. // Can't lose exp
  4787. if (flag[SCS_NODEATHPENALTY]) {
  4788. if (!flag[SCS_NODEATHPENALTYCOND])
  4789. sc->cant.deathpenalty += (start ? 1 : ((sc->cant.deathpenalty) ? -1 : 0));
  4790. /*else if (sc->getSCE())
  4791. sc->cant.deathpenalty += ( start ? 1 : ((sc->cant.deathpenalty)? -1:0) );*/
  4792. }
  4793. // Can't sit/stand/talk to NPC
  4794. if (flag[SCS_NOINTERACT]) {
  4795. if (!flag[SCS_NOINTERACTCOND])
  4796. sc->cant.interact += (start ? 1 : ((sc->cant.interact) ? -1 : 0));
  4797. /*else if (sc->getSCE())
  4798. sc->cant.interact += ( start ? 1 : ((sc->cant.interact)? -1:0) );*/
  4799. }
  4800. }
  4801. return;
  4802. }
  4803. /**
  4804. * Recalculates parts of an objects status according to specified flags
  4805. * See [set_sc] [add_sc]
  4806. * @param bl: Object whose status has changed [PC|MOB|HOM|MER|ELEM]
  4807. * @param flag: Which status has changed on bl
  4808. */
  4809. void status_calc_bl_main(struct block_list& bl, std::bitset<SCB_MAX> flag)
  4810. {
  4811. const struct status_data *b_status = status_get_base_status(&bl); // Base Status
  4812. status_data* status = status_get_status_data(bl); // Battle Status
  4813. status_change *sc = status_get_sc(&bl);
  4814. TBL_PC *sd = BL_CAST(BL_PC,&bl);
  4815. int temp;
  4816. if (!b_status || !status)
  4817. return;
  4818. /** [Playtester]
  4819. * This needs to be done even if there is currently no status change active, because
  4820. * we need to update the speed on the client when the last status change ends.
  4821. **/
  4822. if(flag[SCB_SPEED]) {
  4823. struct unit_data *ud = unit_bl2ud(&bl);
  4824. /** [Skotlex]
  4825. * Re-walk to adjust speed (we do not check if walktimer != INVALID_TIMER
  4826. * because if you step on something while walking, the moment this
  4827. * piece of code triggers the walk-timer is set on INVALID_TIMER)
  4828. **/
  4829. if (ud)
  4830. ud->state.change_walk_target = 1;
  4831. }
  4832. if(flag[SCB_STR]) {
  4833. status->str = status_calc_str(&bl, sc, b_status->str);
  4834. flag.set(SCB_BATK);
  4835. if( bl.type == BL_HOM )
  4836. flag.set(SCB_WATK);
  4837. }
  4838. if(flag[SCB_AGI]) {
  4839. status->agi = status_calc_agi(&bl, sc, b_status->agi);
  4840. flag.set(SCB_FLEE);
  4841. #ifdef RENEWAL
  4842. flag.set(SCB_DEF2);
  4843. #endif
  4844. if( bl.type&(BL_PC|BL_HOM) ) {
  4845. flag.set(SCB_ASPD);
  4846. flag.set(SCB_DSPD);
  4847. }
  4848. }
  4849. if(flag[SCB_VIT]) {
  4850. status->vit = status_calc_vit(&bl, sc, b_status->vit);
  4851. flag.set(SCB_DEF2);
  4852. flag.set(SCB_MDEF2);
  4853. if( bl.type&(BL_PC|BL_HOM|BL_MER|BL_ELEM) )
  4854. flag.set(SCB_MAXHP);
  4855. if( bl.type == BL_HOM )
  4856. flag.set(SCB_DEF);
  4857. }
  4858. if(flag[SCB_INT]) {
  4859. status->int_ = status_calc_int(&bl, sc, b_status->int_);
  4860. flag.set(SCB_MATK);
  4861. flag.set(SCB_MDEF2);
  4862. if( bl.type&(BL_PC|BL_HOM|BL_MER|BL_ELEM) )
  4863. flag.set(SCB_MAXSP);
  4864. if( bl.type == BL_HOM )
  4865. flag.set(SCB_MDEF);
  4866. }
  4867. if(flag[SCB_DEX]) {
  4868. status->dex = status_calc_dex(&bl, sc, b_status->dex);
  4869. flag.set(SCB_BATK);
  4870. flag.set(SCB_HIT);
  4871. #ifdef RENEWAL
  4872. flag.set(SCB_MATK);
  4873. flag.set(SCB_MDEF2);
  4874. #endif
  4875. if( bl.type&(BL_PC|BL_HOM) )
  4876. flag.set(SCB_ASPD);
  4877. if( bl.type == BL_HOM )
  4878. flag.set(SCB_WATK);
  4879. }
  4880. if(flag[SCB_LUK]) {
  4881. status->luk = status_calc_luk(&bl, sc, b_status->luk);
  4882. flag.set(SCB_BATK);
  4883. flag.set(SCB_CRI);
  4884. flag.set(SCB_FLEE2);
  4885. #ifdef RENEWAL
  4886. flag.set(SCB_MATK);
  4887. flag.set(SCB_HIT);
  4888. flag.set(SCB_FLEE);
  4889. #endif
  4890. }
  4891. #ifdef RENEWAL
  4892. if (flag[SCB_POW]) {
  4893. status->pow = status_calc_pow(&bl, sc, b_status->pow);
  4894. flag.set(SCB_BATK);
  4895. flag.set(SCB_PATK);
  4896. }
  4897. if (flag[SCB_STA]) {
  4898. status->sta = status_calc_sta(&bl, sc, b_status->sta);
  4899. flag.set(SCB_RES);
  4900. }
  4901. if (flag[SCB_WIS]) {
  4902. status->wis = status_calc_wis(&bl, sc, b_status->wis);
  4903. flag.set(SCB_MRES);
  4904. }
  4905. if (flag[SCB_SPL]) {
  4906. status->spl = status_calc_spl(&bl, sc, b_status->spl);
  4907. flag.set(SCB_MATK);
  4908. flag.set(SCB_SMATK);
  4909. }
  4910. if (flag[SCB_CON]) {
  4911. status->con = status_calc_con(&bl, sc, b_status->con);
  4912. flag.set(SCB_HIT);
  4913. flag.set(SCB_FLEE);
  4914. flag.set(SCB_PATK);
  4915. flag.set(SCB_SMATK);
  4916. }
  4917. if (flag[SCB_CRT]) {
  4918. status->crt = status_calc_crt(&bl, sc, b_status->crt);
  4919. flag.set(SCB_HPLUS);
  4920. flag.set(SCB_CRATE);
  4921. }
  4922. #endif
  4923. if(flag[SCB_BATK] && b_status->batk) {
  4924. int lv = status_get_lv(&bl);
  4925. status->batk = status_base_atk(&bl, status, lv);
  4926. temp = b_status->batk - status_base_atk(&bl, b_status, lv);
  4927. if (temp) {
  4928. temp += status->batk;
  4929. status->batk = cap_value(temp, 0, USHRT_MAX);
  4930. }
  4931. status->batk = status_calc_batk(&bl, sc, status->batk);
  4932. }
  4933. if(flag[SCB_WATK]) {
  4934. #ifndef RENEWAL
  4935. status->rhw.atk = status_calc_watk(&bl, sc, b_status->rhw.atk);
  4936. if (!sd) // Should not affect weapon refine bonus
  4937. status->rhw.atk2 = status_calc_watk(&bl, sc, b_status->rhw.atk2);
  4938. if (sd && sd->bonus.weapon_atk_rate)
  4939. status->rhw.atk += status->rhw.atk * sd->bonus.weapon_atk_rate / 100;
  4940. if(b_status->lhw.atk) {
  4941. if (sd) {
  4942. sd->state.lr_flag = 1;
  4943. status->lhw.atk = status_calc_watk(&bl, sc, b_status->lhw.atk);
  4944. sd->state.lr_flag = 0;
  4945. } else {
  4946. status->lhw.atk = status_calc_watk(&bl, sc, b_status->lhw.atk);
  4947. status->lhw.atk2= status_calc_watk(&bl, sc, b_status->lhw.atk2);
  4948. }
  4949. }
  4950. #else
  4951. if(!b_status->watk) { // We only have left-hand weapon
  4952. status->watk = 0;
  4953. status->watk2 = status_calc_watk(&bl, sc, b_status->watk2);
  4954. }
  4955. else status->watk = status_calc_watk(&bl, sc, b_status->watk);
  4956. #endif
  4957. }
  4958. if(flag[SCB_HIT]) {
  4959. if (status->dex == b_status->dex
  4960. #ifdef RENEWAL
  4961. && status->luk == b_status->luk && status->con == b_status->con
  4962. #endif
  4963. )
  4964. status->hit = status_calc_hit(&bl, sc, b_status->hit);
  4965. else
  4966. status->hit = status_calc_hit(&bl, sc, b_status->hit + (status->dex - b_status->dex)
  4967. #ifdef RENEWAL
  4968. + (status->luk/3 - b_status->luk/3) + 2 * (status->con - b_status->con)
  4969. #endif
  4970. );
  4971. }
  4972. if(flag[SCB_FLEE]) {
  4973. if (status->agi == b_status->agi
  4974. #ifdef RENEWAL
  4975. && status->luk == b_status->luk && status->con == b_status->con
  4976. #endif
  4977. )
  4978. status->flee = status_calc_flee(&bl, sc, b_status->flee);
  4979. else
  4980. status->flee = status_calc_flee(&bl, sc, b_status->flee +(status->agi - b_status->agi)
  4981. #ifdef RENEWAL
  4982. + (status->luk/5 - b_status->luk/5) + 2 * (status->con - b_status->con)
  4983. #endif
  4984. );
  4985. }
  4986. if(flag[SCB_DEF]) {
  4987. status->def = status_calc_def(&bl, sc, b_status->def);
  4988. if( bl.type == BL_HOM )
  4989. status->def += (status->vit/5 - b_status->vit/5);
  4990. }
  4991. if(flag[SCB_DEF2]) {
  4992. if (status->vit == b_status->vit
  4993. #ifdef RENEWAL
  4994. && status->agi == b_status->agi
  4995. #endif
  4996. )
  4997. status->def2 = status_calc_def2(&bl, sc, b_status->def2);
  4998. else
  4999. status->def2 = status_calc_def2(&bl, sc, b_status->def2
  5000. #ifdef RENEWAL
  5001. + (int)( ((float)status->vit/2 - (float)b_status->vit/2) + ((float)status->agi/5 - (float)b_status->agi/5) )
  5002. #else
  5003. + (status->vit - b_status->vit)
  5004. #endif
  5005. );
  5006. }
  5007. if(flag[SCB_MDEF]) {
  5008. status->mdef = status_calc_mdef(&bl, sc, b_status->mdef);
  5009. if( bl.type == BL_HOM )
  5010. status->mdef += (status->int_/5 - b_status->int_/5);
  5011. }
  5012. if(flag[SCB_MDEF2]) {
  5013. if (status->int_ == b_status->int_ && status->vit == b_status->vit
  5014. #ifdef RENEWAL
  5015. && status->dex == b_status->dex
  5016. #endif
  5017. )
  5018. status->mdef2 = status_calc_mdef2(&bl, sc, b_status->mdef2);
  5019. else
  5020. status->mdef2 = status_calc_mdef2(&bl, sc, b_status->mdef2 +(status->int_ - b_status->int_)
  5021. #ifdef RENEWAL
  5022. + (int)( ((float)status->dex/5 - (float)b_status->dex/5) + ((float)status->vit/5 - (float)b_status->vit/5) )
  5023. #else
  5024. + ((status->vit - b_status->vit) / 2)
  5025. #endif
  5026. );
  5027. }
  5028. if(flag[SCB_SPEED]) {
  5029. status->speed = status_calc_speed(&bl, sc, b_status->speed);
  5030. switch (bl.type) {
  5031. case BL_PC:
  5032. if (!sd->state.permanent_speed && status->speed < battle_config.max_walk_speed)
  5033. status->speed = battle_config.max_walk_speed;
  5034. #ifdef RENEWAL
  5035. // Recalculate homunculus speed if the player receives a speed buff/debuff
  5036. if (hom_is_active(sd->hd)) {
  5037. if (battle_config.hom_setting & HOMSET_COPY_SPEED)
  5038. sd->hd->battle_status.speed = status_get_speed(&sd->bl);
  5039. // Homunculus speed buff/debuffs applies over the current speed
  5040. sd->hd->battle_status.speed = status_calc_speed(&sd->hd->bl, &sd->hd->sc, sd->hd->battle_status.speed);
  5041. }
  5042. #endif
  5043. break;
  5044. case BL_PET:{
  5045. pet_data* pd = reinterpret_cast<pet_data*>(&bl);
  5046. if (pd->master != nullptr)
  5047. status->speed = status_get_speed(&pd->master->bl);
  5048. } break;
  5049. case BL_HOM:{
  5050. homun_data* hd = reinterpret_cast<homun_data*>(&bl);
  5051. if (hd->master != nullptr) {
  5052. if (battle_config.hom_setting & HOMSET_COPY_SPEED)
  5053. status->speed = status_get_speed(&hd->master->bl);
  5054. // Homunculus speed buff/debuffs applies over the current speed
  5055. status->speed = status_calc_speed(&bl, &hd->sc, status->speed);
  5056. }
  5057. } break;
  5058. case BL_MER:{
  5059. s_mercenary_data* mc = reinterpret_cast<s_mercenary_data*>(&bl);
  5060. if (mc->master != nullptr)
  5061. status->speed = status_get_speed(&mc->master->bl);
  5062. } break;
  5063. case BL_ELEM:{
  5064. s_elemental_data* ed = reinterpret_cast<s_elemental_data*>(&bl);
  5065. if (ed->master != nullptr)
  5066. status->speed = status_get_speed(&ed->master->bl);
  5067. } break;
  5068. }
  5069. }
  5070. if(flag[SCB_CRI] && b_status->cri) {
  5071. if (status->luk == b_status->luk)
  5072. status->cri = status_calc_critical(&bl, sc, b_status->cri);
  5073. else
  5074. #ifdef RENEWAL
  5075. status->cri = status_calc_critical(&bl, sc, b_status->cri + 3*(status->luk - b_status->luk));
  5076. #else
  5077. status->cri = status_calc_critical(&bl, sc, b_status->cri + (status->luk - b_status->luk)*10/3);
  5078. #endif
  5079. /// After status_calc_critical so the bonus is applied despite if you have or not a sc bugreport:5240
  5080. if (sd) {
  5081. if (sd->status.weapon == W_KATAR)
  5082. status->cri *= 2;
  5083. }
  5084. }
  5085. if(flag[SCB_FLEE2] && b_status->flee2) {
  5086. if (status->luk == b_status->luk)
  5087. status->flee2 = status_calc_flee2(&bl, sc, b_status->flee2);
  5088. else
  5089. status->flee2 = status_calc_flee2(&bl, sc, b_status->flee2 +(status->luk - b_status->luk));
  5090. }
  5091. if(flag[SCB_ATK_ELE]) {
  5092. status->rhw.ele = status_calc_attack_element(&bl, sc, b_status->rhw.ele);
  5093. if (sd) sd->state.lr_flag = 1;
  5094. status->lhw.ele = status_calc_attack_element(&bl, sc, b_status->lhw.ele);
  5095. if (sd) sd->state.lr_flag = 0;
  5096. }
  5097. if(flag[SCB_DEF_ELE]) {
  5098. status->def_ele = status_calc_element(&bl, sc, b_status->def_ele);
  5099. status->ele_lv = status_calc_element_lv(&bl, sc, b_status->ele_lv);
  5100. }
  5101. if(flag[SCB_MODE]) {
  5102. status->mode = status_calc_mode(&bl, sc, b_status->mode);
  5103. if (status_has_mode(status, MD_STATUSIMMUNE|MD_SKILLIMMUNE))
  5104. status->class_ = CLASS_BATTLEFIELD;
  5105. else if (status_has_mode(status, MD_STATUSIMMUNE|MD_KNOCKBACKIMMUNE|MD_DETECTOR))
  5106. status->class_ = CLASS_BOSS;
  5107. else if (status_has_mode(status, MD_STATUSIMMUNE))
  5108. status->class_ = CLASS_GUARDIAN;
  5109. else
  5110. status->class_ = CLASS_NORMAL;
  5111. // Since mode changed, reset their state.
  5112. if (!status_has_mode(status,MD_CANATTACK))
  5113. unit_stop_attack(&bl);
  5114. if (!status_has_mode(status,MD_CANMOVE))
  5115. unit_stop_walking(&bl,1);
  5116. }
  5117. /**
  5118. * No status changes alter these yet.
  5119. * if(flag[SCB_SIZE])
  5120. * if(flag[SCB_RACE])
  5121. * if(flag[SCB_RANGE])
  5122. **/
  5123. if(flag[SCB_MAXHP]) {
  5124. if( bl.type == BL_PC ) {
  5125. status->max_hp = status_calc_maxhpsp_pc(sd,status->vit,true);
  5126. if(battle_config.hp_rate != 100)
  5127. status->max_hp = (unsigned int)(battle_config.hp_rate * (status->max_hp/100.));
  5128. if (sd->status.base_level < 100)
  5129. status->max_hp = umin(status->max_hp,(unsigned int)battle_config.max_hp_lv99);
  5130. else if (sd->status.base_level < 151)
  5131. status->max_hp = umin(status->max_hp,(unsigned int)battle_config.max_hp_lv150);
  5132. else
  5133. status->max_hp = umin(status->max_hp,(unsigned int)battle_config.max_hp);
  5134. }
  5135. else
  5136. status->max_hp = status_calc_maxhp(&bl, b_status->max_hp);
  5137. if( status->hp > status->max_hp ) { // !FIXME: Should perhaps a status_zap should be issued?
  5138. status->hp = status->max_hp;
  5139. if( sd ) clif_updatestatus(*sd,SP_HP);
  5140. }
  5141. }
  5142. if(flag[SCB_MAXSP]) {
  5143. if( bl.type == BL_PC ) {
  5144. status->max_sp = status_calc_maxhpsp_pc(sd,status->int_,false);
  5145. if(battle_config.sp_rate != 100)
  5146. status->max_sp = (unsigned int)(battle_config.sp_rate * (status->max_sp/100.));
  5147. status->max_sp = umin(status->max_sp,(unsigned int)battle_config.max_sp);
  5148. }
  5149. else
  5150. status->max_sp = status_calc_maxsp(&bl, b_status->max_sp);
  5151. if( status->sp > status->max_sp ) {
  5152. status->sp = status->max_sp;
  5153. if( sd ) clif_updatestatus(*sd,SP_SP);
  5154. }
  5155. }
  5156. if(flag[SCB_MATK]) {
  5157. #ifndef RENEWAL
  5158. status->matk_min = status_base_matk_min(status) + (sd?sd->bonus.ematk:0);
  5159. status->matk_max = status_base_matk_max(status) + (sd?sd->bonus.ematk:0);
  5160. #else
  5161. /**
  5162. * RE MATK Formula (from irowiki:http:// irowiki.org/wiki/MATK)
  5163. * MATK = (sMATK + wMATK + eMATK) * Multiplicative Modifiers
  5164. **/
  5165. int lv = status_get_lv(&bl);
  5166. status->matk_min = status_base_matk_min(&bl, status, lv);
  5167. status->matk_max = status_base_matk_max(&bl, status, lv);
  5168. switch( bl.type ) {
  5169. case BL_PC: {
  5170. int wMatk = 0;
  5171. int variance = 0;
  5172. // Any +MATK you get from skills and cards, including cards in weapon, is added here.
  5173. if (sd) {
  5174. uint16 skill_lv;
  5175. if (sd->bonus.ematk > 0)
  5176. status->matk_min += sd->bonus.ematk;
  5177. if (pc_checkskill(sd, SU_POWEROFLAND) > 0 && pc_checkskill_summoner(sd, SUMMONER_POWER_LAND) >= 20)
  5178. status->matk_min += status->matk_min * 20 / 100;
  5179. if ((skill_lv = pc_checkskill(sd, NV_TRANSCENDENCE)) > 0)
  5180. status->matk_min += 15 * skill_lv + (skill_lv > 4 ? 25 : 0);
  5181. }
  5182. status->matk_min = status_calc_ematk(&bl, sc, status->matk_min);
  5183. status->matk_max = status->matk_min;
  5184. // This is the only portion in MATK that varies depending on the weapon level and refinement rate.
  5185. if (b_status->lhw.matk) {
  5186. if (sd) {
  5187. //sd->state.lr_flag = 1; //?? why was that set here
  5188. status->lhw.matk = b_status->lhw.matk;
  5189. sd->state.lr_flag = 0;
  5190. } else {
  5191. status->lhw.matk = b_status->lhw.matk;
  5192. }
  5193. }
  5194. if (b_status->rhw.matk) {
  5195. status->rhw.matk = b_status->rhw.matk;
  5196. }
  5197. if (status->rhw.matk) {
  5198. wMatk += status->rhw.matk;
  5199. variance += wMatk * status->rhw.wlv / 10;
  5200. }
  5201. if (status->lhw.matk) {
  5202. wMatk += status->lhw.matk;
  5203. variance += status->lhw.matk * status->lhw.wlv / 10;
  5204. }
  5205. status->matk_min += wMatk - variance;
  5206. status->matk_max += wMatk + variance;
  5207. }
  5208. break;
  5209. }
  5210. #endif
  5211. if (bl.type == BL_PC && sd->matk_rate != 100) {
  5212. status->matk_max = status->matk_max * sd->matk_rate/100;
  5213. status->matk_min = status->matk_min * sd->matk_rate/100;
  5214. }
  5215. if ((bl.type == BL_HOM && battle_config.hom_setting&HOMSET_SAME_MATK) /// Hom Min Matk is always the same as Max Matk
  5216. || (sc && sc->getSCE(SC_RECOGNIZEDSPELL)))
  5217. status->matk_min = status->matk_max;
  5218. #ifdef RENEWAL
  5219. if( sd && sd->right_weapon.overrefine > 0) {
  5220. status->matk_min++;
  5221. status->matk_max += sd->right_weapon.overrefine - 1;
  5222. }
  5223. #endif
  5224. status->matk_max = status_calc_matk(&bl, sc, status->matk_max);
  5225. status->matk_min = status_calc_matk(&bl, sc, status->matk_min);
  5226. }
  5227. if(flag[SCB_ASPD]) {
  5228. int amotion;
  5229. if ( bl.type == BL_HOM ) {
  5230. #ifdef RENEWAL_ASPD
  5231. amotion = (reinterpret_cast<homun_data*>(&bl))->homunculusDB->baseASPD;
  5232. amotion = amotion - amotion * status_get_homdex(&bl) / 1000 - status_get_homagi(&bl) * amotion / 250;
  5233. amotion = (amotion * status_calc_aspd(&bl, sc, true) + status_calc_aspd(&bl, sc, false)) / - 100 + amotion;
  5234. #else
  5235. amotion = (1000 - 4 * status->agi - status->dex) * (reinterpret_cast<homun_data*>(&bl))->homunculusDB->baseASPD / 1000;
  5236. amotion = status_calc_aspd_rate(&bl, sc, amotion);
  5237. amotion = amotion * status->aspd_rate / 1000;
  5238. #endif
  5239. amotion = status_calc_fix_aspd(&bl, sc, amotion);
  5240. status->amotion = cap_value(amotion, battle_config.max_aspd, 2000);
  5241. status->adelay = status->amotion;
  5242. } else if ( bl.type == BL_PC ) {
  5243. uint16 skill_lv;
  5244. amotion = status_base_amotion_pc(sd,status);
  5245. #ifndef RENEWAL_ASPD
  5246. status->aspd_rate = status_calc_aspd_rate(&bl, sc, b_status->aspd_rate);
  5247. #endif
  5248. // Absolute ASPD % modifiers
  5249. amotion = amotion * status->aspd_rate / 1000;
  5250. if (sd->ud.skilltimer != INVALID_TIMER && (skill_lv = pc_checkskill(sd, SA_FREECAST)) > 0)
  5251. #ifdef RENEWAL_ASPD
  5252. amotion = amotion * 5 * (skill_lv + 10) / 100;
  5253. #else
  5254. 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)
  5255. #endif
  5256. #ifdef RENEWAL_ASPD
  5257. // RE ASPD % modifier
  5258. amotion += (max(0xc3 - amotion, 2) * (status->aspd_rate2 + status_calc_aspd(&bl, sc, false))) / 100;
  5259. amotion = 10 * (200 - amotion);
  5260. amotion += sd->bonus.aspd_add;
  5261. #endif
  5262. amotion = status_calc_fix_aspd(&bl, sc, amotion);
  5263. status->amotion = cap_value(amotion,pc_maxaspd(sd),2000);
  5264. status->adelay = 2 * status->amotion;
  5265. } else { // Mercenary and mobs
  5266. amotion = b_status->amotion;
  5267. status->aspd_rate = status_calc_aspd_rate(&bl, sc, b_status->aspd_rate);
  5268. amotion = amotion*status->aspd_rate/1000;
  5269. amotion = status_calc_fix_aspd(&bl, sc, amotion);
  5270. status->amotion = cap_value(amotion, battle_config.monster_max_aspd, 2000);
  5271. temp = b_status->adelay*status->aspd_rate/1000;
  5272. status->adelay = cap_value(temp, battle_config.monster_max_aspd*2, 4000);
  5273. }
  5274. }
  5275. if(flag[SCB_DSPD]) {
  5276. int dmotion;
  5277. if( bl.type == BL_PC ) {
  5278. if (b_status->agi == status->agi)
  5279. status->dmotion = status_calc_dmotion(&bl, sc, b_status->dmotion);
  5280. else {
  5281. dmotion = 800-status->agi*4;
  5282. status->dmotion = cap_value(dmotion, 400, 800);
  5283. if(battle_config.pc_damage_delay_rate != 100)
  5284. status->dmotion = status->dmotion*battle_config.pc_damage_delay_rate/100;
  5285. // It's safe to ignore b_status->dmotion since no bonus affects it.
  5286. status->dmotion = status_calc_dmotion(&bl, sc, status->dmotion);
  5287. }
  5288. } else if( bl.type == BL_HOM ) {
  5289. dmotion = 800-status->agi*4;
  5290. status->dmotion = cap_value(dmotion, 400, 800);
  5291. status->dmotion = status_calc_dmotion(&bl, sc, b_status->dmotion);
  5292. } else { // Mercenary and mobs
  5293. status->dmotion = status_calc_dmotion(&bl, sc, b_status->dmotion);
  5294. }
  5295. }
  5296. #ifdef RENEWAL
  5297. if (flag[SCB_PATK]) {
  5298. if (status->pow == b_status->pow && status->con == b_status->con)
  5299. status->patk = status_calc_patk(&bl, sc, b_status->patk);
  5300. else
  5301. status->patk = status_calc_patk(&bl, sc, b_status->patk + (status->pow - b_status->pow) / 3 + (status->con - b_status->con) / 5);
  5302. }
  5303. if (flag[SCB_SMATK]) {
  5304. if (status->spl == b_status->spl && status->con == b_status->con)
  5305. status->smatk = status_calc_smatk(&bl, sc, b_status->smatk);
  5306. else
  5307. status->smatk = status_calc_smatk(&bl, sc, b_status->smatk) + (status->spl - b_status->spl) / 3 + (status->con - b_status->con) / 5;
  5308. }
  5309. if (flag[SCB_RES]) {
  5310. if (status->sta == b_status->sta)
  5311. status->res = status_calc_res(&bl, sc, b_status->res);
  5312. else
  5313. status->res = status_calc_res(&bl, sc, b_status->res + (status->sta - b_status->sta) + (status->sta - b_status->sta) / 3 * 5);
  5314. }
  5315. if (flag[SCB_MRES]) {
  5316. if (status->wis == b_status->wis)
  5317. status->mres = status_calc_mres(&bl, sc, b_status->mres);
  5318. else
  5319. status->mres = status_calc_mres(&bl, sc, b_status->mres + (status->wis - b_status->wis) + (status->wis - b_status->wis) / 3 * 5);
  5320. }
  5321. if (flag[SCB_HPLUS]) {
  5322. if (status->crt == b_status->crt)
  5323. status->hplus = status_calc_hplus(&bl, sc, b_status->hplus);
  5324. else
  5325. status->hplus = status_calc_hplus(&bl, sc, b_status->hplus + (status->crt - b_status->crt));
  5326. }
  5327. if (flag[SCB_CRATE]) {
  5328. if (status->crt == b_status->crt)
  5329. status->crate = status_calc_crate(&bl, sc, b_status->crate);
  5330. else
  5331. status->crate = status_calc_crate(&bl, sc, b_status->crate + (status->crt - b_status->crt) / 3);
  5332. }
  5333. if (flag[SCB_MAXAP]) {
  5334. if (bl.type == BL_PC) {
  5335. status->max_ap = status_calc_maxap_pc(sd);
  5336. if (battle_config.ap_rate != 100)
  5337. status->max_ap = (unsigned int)(battle_config.ap_rate * (status->max_ap / 100.));
  5338. status->max_ap = umin(status->max_ap, (unsigned int)battle_config.max_ap);
  5339. } else
  5340. status->max_ap = status_calc_maxap(&bl, b_status->max_ap);
  5341. if (status->ap > status->max_ap) {
  5342. status->ap = status->max_ap;
  5343. if (sd) clif_updatestatus(*sd, SP_AP);
  5344. }
  5345. }
  5346. #endif
  5347. if((flag[SCB_VIT] || flag[SCB_MAXHP] || flag[SCB_INT] || flag[SCB_MAXSP]) && bl.type & BL_REGEN)
  5348. status_calc_regen(&bl, status, status_get_regen_data(&bl));
  5349. if(flag[SCB_REGEN] && bl.type & BL_REGEN)
  5350. status_calc_regen_rate(&bl, status_get_regen_data(&bl), sc);
  5351. }
  5352. /**
  5353. * Recalculates parts of an objects status according to specified flags
  5354. * Also sends updates to the client when necessary
  5355. * See [set_sc] [add_sc]
  5356. * @param bl: Object whose status has changed [PC|MOB|HOM|MER|ELEM]
  5357. * @param flag: Which status has changed on bl
  5358. * @param opt: If true, will cause status_calc_* functions to run their base status initialization code
  5359. */
  5360. void status_calc_bl_(struct block_list* bl, std::bitset<SCB_MAX> flag, uint8 opt)
  5361. {
  5362. if (bl->type == BL_PC) {
  5363. map_session_data *sd = BL_CAST(BL_PC, bl);
  5364. if (sd->delayed_damage != 0) {
  5365. if (opt&SCO_FORCE)
  5366. sd->state.hold_recalc = false; // Clear and move on
  5367. else {
  5368. sd->state.hold_recalc = true; // Flag and stop
  5369. return;
  5370. }
  5371. }
  5372. }
  5373. // Pointer to current battle status
  5374. status_data* status = status_get_status_data(*bl);
  5375. // Previous battle status
  5376. status_data b_status;
  5377. // Remember previous values
  5378. memcpy(&b_status, status, sizeof(b_status));
  5379. if( flag[SCB_BASE] ) { // Calculate the object's base status too
  5380. switch( bl->type ) {
  5381. case BL_PC: status_calc_pc_(BL_CAST(BL_PC,bl), opt); break;
  5382. case BL_MOB: status_calc_mob_(BL_CAST(BL_MOB,bl), opt); break;
  5383. case BL_PET: status_calc_pet_(BL_CAST(BL_PET,bl), opt); break;
  5384. case BL_HOM: status_calc_homunculus_(BL_CAST(BL_HOM,bl), opt); break;
  5385. case BL_MER: status_calc_mercenary_(BL_CAST(BL_MER,bl), opt); break;
  5386. case BL_ELEM: status_calc_elemental_(BL_CAST(BL_ELEM,bl), opt); break;
  5387. case BL_NPC: status_calc_npc_(BL_CAST(BL_NPC,bl), opt); break;
  5388. }
  5389. }
  5390. if( bl->type == BL_PET )
  5391. return; // Pets are not affected by statuses
  5392. if (opt&SCO_FIRST && bl->type == BL_MOB)
  5393. return; // Assume there will be no statuses active
  5394. status_calc_bl_main(*bl, flag);
  5395. if (opt&SCO_FIRST && bl->type == BL_HOM)
  5396. return; // Client update handled by caller
  5397. // Compare against new values and send client updates
  5398. if( bl->type == BL_PC ) {
  5399. TBL_PC* sd = BL_CAST(BL_PC, bl);
  5400. if(b_status.str != status->str)
  5401. clif_updatestatus(*sd,SP_STR);
  5402. if(b_status.agi != status->agi)
  5403. clif_updatestatus(*sd,SP_AGI);
  5404. if(b_status.vit != status->vit)
  5405. clif_updatestatus(*sd,SP_VIT);
  5406. if(b_status.int_ != status->int_)
  5407. clif_updatestatus(*sd,SP_INT);
  5408. if(b_status.dex != status->dex)
  5409. clif_updatestatus(*sd,SP_DEX);
  5410. if(b_status.luk != status->luk)
  5411. clif_updatestatus(*sd,SP_LUK);
  5412. if(b_status.hit != status->hit)
  5413. clif_updatestatus(*sd,SP_HIT);
  5414. if(b_status.flee != status->flee)
  5415. clif_updatestatus(*sd,SP_FLEE1);
  5416. if(b_status.amotion != status->amotion)
  5417. clif_updatestatus(*sd,SP_ASPD);
  5418. if(b_status.speed != status->speed)
  5419. clif_updatestatus(*sd,SP_SPEED);
  5420. if(b_status.batk != status->batk
  5421. #ifndef RENEWAL
  5422. || b_status.rhw.atk != status->rhw.atk || b_status.lhw.atk != status->lhw.atk
  5423. #endif
  5424. )
  5425. clif_updatestatus(*sd,SP_ATK1);
  5426. if(b_status.def != status->def) {
  5427. clif_updatestatus(*sd,SP_DEF1);
  5428. #ifdef RENEWAL
  5429. clif_updatestatus(*sd,SP_DEF2);
  5430. #endif
  5431. }
  5432. if(
  5433. #ifdef RENEWAL
  5434. b_status.watk != status->watk || b_status.watk2 != status->watk2 || b_status.eatk != status->eatk
  5435. #else
  5436. b_status.rhw.atk2 != status->rhw.atk2 || b_status.lhw.atk2 != status->lhw.atk2
  5437. #endif
  5438. )
  5439. clif_updatestatus(*sd,SP_ATK2);
  5440. if(b_status.def2 != status->def2) {
  5441. clif_updatestatus(*sd,SP_DEF2);
  5442. #ifdef RENEWAL
  5443. clif_updatestatus(*sd,SP_DEF1);
  5444. #endif
  5445. }
  5446. if(b_status.flee2 != status->flee2)
  5447. clif_updatestatus(*sd,SP_FLEE2);
  5448. if(b_status.cri != status->cri)
  5449. clif_updatestatus(*sd,SP_CRITICAL);
  5450. #ifndef RENEWAL
  5451. if(b_status.matk_max != status->matk_max)
  5452. clif_updatestatus(*sd,SP_MATK1);
  5453. if(b_status.matk_min != status->matk_min)
  5454. clif_updatestatus(*sd,SP_MATK2);
  5455. #else
  5456. if(b_status.matk_max != status->matk_max || b_status.matk_min != status->matk_min) {
  5457. clif_updatestatus(*sd,SP_MATK2);
  5458. clif_updatestatus(*sd,SP_MATK1);
  5459. }
  5460. #endif
  5461. if(b_status.mdef != status->mdef) {
  5462. clif_updatestatus(*sd,SP_MDEF1);
  5463. #ifdef RENEWAL
  5464. clif_updatestatus(*sd,SP_MDEF2);
  5465. #endif
  5466. }
  5467. if(b_status.mdef2 != status->mdef2) {
  5468. clif_updatestatus(*sd,SP_MDEF2);
  5469. #ifdef RENEWAL
  5470. clif_updatestatus(*sd,SP_MDEF1);
  5471. #endif
  5472. }
  5473. if(b_status.rhw.range != status->rhw.range)
  5474. clif_updatestatus(*sd,SP_ATTACKRANGE);
  5475. if(b_status.max_hp != status->max_hp)
  5476. clif_updatestatus(*sd,SP_MAXHP);
  5477. if(b_status.max_sp != status->max_sp)
  5478. clif_updatestatus(*sd,SP_MAXSP);
  5479. if(b_status.hp != status->hp)
  5480. clif_updatestatus(*sd,SP_HP);
  5481. if(b_status.sp != status->sp)
  5482. clif_updatestatus(*sd,SP_SP);
  5483. #ifdef RENEWAL
  5484. if (b_status.pow != status->pow)
  5485. clif_updatestatus(*sd,SP_POW);
  5486. if (b_status.sta != status->sta)
  5487. clif_updatestatus(*sd,SP_STA);
  5488. if (b_status.wis != status->wis)
  5489. clif_updatestatus(*sd,SP_WIS);
  5490. if (b_status.spl != status->spl)
  5491. clif_updatestatus(*sd,SP_SPL);
  5492. if (b_status.con != status->con)
  5493. clif_updatestatus(*sd,SP_CON);
  5494. if (b_status.crt != status->crt)
  5495. clif_updatestatus(*sd,SP_CRT);
  5496. if (b_status.patk != status->patk)
  5497. clif_updatestatus(*sd, SP_PATK);
  5498. if (b_status.smatk != status->smatk)
  5499. clif_updatestatus(*sd, SP_SMATK);
  5500. if (b_status.res != status->res)
  5501. clif_updatestatus(*sd, SP_RES);
  5502. if (b_status.mres != status->mres)
  5503. clif_updatestatus(*sd, SP_MRES);
  5504. if (b_status.hplus != status->hplus)
  5505. clif_updatestatus(*sd, SP_HPLUS);
  5506. if (b_status.crate != status->crate)
  5507. clif_updatestatus(*sd, SP_CRATE);
  5508. if (b_status.max_ap != status->max_ap)
  5509. clif_updatestatus(*sd, SP_MAXAP);
  5510. if (b_status.ap != status->ap)
  5511. clif_updatestatus(*sd, SP_AP);
  5512. #endif
  5513. } else if( bl->type == BL_HOM ) {
  5514. TBL_HOM* hd = BL_CAST(BL_HOM, bl);
  5515. if( hd->master && memcmp(&b_status, status, sizeof(struct status_data)) != 0 )
  5516. clif_hominfo(hd->master,hd,0);
  5517. } else if( bl->type == BL_MER ) {
  5518. TBL_MER* md = BL_CAST(BL_MER, bl);
  5519. if (!md->master)
  5520. return;
  5521. if( b_status.rhw.atk != status->rhw.atk || b_status.rhw.atk2 != status->rhw.atk2 )
  5522. clif_mercenary_updatestatus(md->master, SP_ATK1);
  5523. if( b_status.matk_max != status->matk_max )
  5524. clif_mercenary_updatestatus(md->master, SP_MATK1);
  5525. if( b_status.hit != status->hit )
  5526. clif_mercenary_updatestatus(md->master, SP_HIT);
  5527. if( b_status.cri != status->cri )
  5528. clif_mercenary_updatestatus(md->master, SP_CRITICAL);
  5529. if( b_status.def != status->def )
  5530. clif_mercenary_updatestatus(md->master, SP_DEF1);
  5531. if( b_status.mdef != status->mdef )
  5532. clif_mercenary_updatestatus(md->master, SP_MDEF1);
  5533. if( b_status.flee != status->flee )
  5534. clif_mercenary_updatestatus(md->master, SP_MERCFLEE);
  5535. if( b_status.amotion != status->amotion )
  5536. clif_mercenary_updatestatus(md->master, SP_ASPD);
  5537. if( b_status.max_hp != status->max_hp )
  5538. clif_mercenary_updatestatus(md->master, SP_MAXHP);
  5539. if( b_status.max_sp != status->max_sp )
  5540. clif_mercenary_updatestatus(md->master, SP_MAXSP);
  5541. if( b_status.hp != status->hp )
  5542. clif_mercenary_updatestatus(md->master, SP_HP);
  5543. if( b_status.sp != status->sp )
  5544. clif_mercenary_updatestatus(md->master, SP_SP);
  5545. } else if( bl->type == BL_ELEM ) {
  5546. TBL_ELEM* ed = BL_CAST(BL_ELEM, bl);
  5547. if (!ed->master)
  5548. return;
  5549. if( b_status.max_hp != status->max_hp )
  5550. clif_elemental_updatestatus(*ed->master, SP_MAXHP);
  5551. if( b_status.max_sp != status->max_sp )
  5552. clif_elemental_updatestatus(*ed->master, SP_MAXSP);
  5553. if( b_status.hp != status->hp )
  5554. clif_elemental_updatestatus(*ed->master, SP_HP);
  5555. if( b_status.sp != status->sp )
  5556. clif_elemental_updatestatus(*ed->master, SP_SP);
  5557. }
  5558. }
  5559. /**
  5560. * Adds strength modifications based on status changes
  5561. * @param bl: Object to change str [PC|MOB|HOM|MER|ELEM]
  5562. * @param sc: Object's status change information
  5563. * @param str: Initial str
  5564. * @return modified str with cap_value(str,0,USHRT_MAX)
  5565. */
  5566. static unsigned short status_calc_str(struct block_list *bl, status_change *sc, int str)
  5567. {
  5568. if(!sc || !sc->count)
  5569. return cap_value(str,0,USHRT_MAX);
  5570. if(sc->getSCE(SC_HARMONIZE)) {
  5571. str -= sc->getSCE(SC_HARMONIZE)->val2;
  5572. return (unsigned short)cap_value(str,0,USHRT_MAX);
  5573. }
  5574. if(sc->getSCE(SC_INCALLSTATUS))
  5575. str += sc->getSCE(SC_INCALLSTATUS)->val1;
  5576. if(sc->getSCE(SC_CHASEWALK2))
  5577. str += sc->getSCE(SC_CHASEWALK2)->val1;
  5578. if(sc->getSCE(SC_INCSTR))
  5579. str += sc->getSCE(SC_INCSTR)->val1;
  5580. if(sc->getSCE(SC_STRFOOD))
  5581. str += sc->getSCE(SC_STRFOOD)->val1;
  5582. if(sc->getSCE(SC_FOOD_STR_CASH))
  5583. str += sc->getSCE(SC_FOOD_STR_CASH)->val1;
  5584. if(sc->getSCE(SC_BATTLEORDERS))
  5585. str += 5;
  5586. if(sc->getSCE(SC_LEADERSHIP))
  5587. str += sc->getSCE(SC_LEADERSHIP)->val1;
  5588. if(sc->getSCE(SC_LOUD))
  5589. str += 4;
  5590. if(sc->getSCE(SC_TRUESIGHT))
  5591. str += 5;
  5592. if(sc->getSCE(SC_SPURT))
  5593. str += 10;
  5594. if(sc->getSCE(SC_NEN))
  5595. str += sc->getSCE(SC_NEN)->val1;
  5596. if(sc->getSCE(SC_BLESSING)) {
  5597. if(sc->getSCE(SC_BLESSING)->val2)
  5598. str += sc->getSCE(SC_BLESSING)->val2;
  5599. else
  5600. str -= str / 2;
  5601. }
  5602. if(sc->getSCE(SC_MARIONETTE))
  5603. str -= ((sc->getSCE(SC_MARIONETTE)->val3)>>16)&0xFF;
  5604. if(sc->getSCE(SC_MARIONETTE2))
  5605. str += ((sc->getSCE(SC_MARIONETTE2)->val3)>>16)&0xFF;
  5606. if(sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_HIGH)
  5607. str += ((sc->getSCE(SC_SPIRIT)->val3)>>16)&0xFF;
  5608. if(sc->getSCE(SC_GIANTGROWTH))
  5609. str += sc->getSCE(SC_GIANTGROWTH)->val2;
  5610. if(sc->getSCE(SC_BEYONDOFWARCRY))
  5611. str -= sc->getSCE(SC_BEYONDOFWARCRY)->val2;
  5612. if(sc->getSCE(SC_SAVAGE_STEAK))
  5613. str += sc->getSCE(SC_SAVAGE_STEAK)->val1;
  5614. if(sc->getSCE(SC_INSPIRATION))
  5615. str += sc->getSCE(SC_INSPIRATION)->val3;
  5616. if(sc->getSCE(SC_STOMACHACHE))
  5617. str -= sc->getSCE(SC_STOMACHACHE)->val1;
  5618. if(sc->getSCE(SC_KYOUGAKU))
  5619. str -= sc->getSCE(SC_KYOUGAKU)->val2;
  5620. if(sc->getSCE(SC_SWORDCLAN))
  5621. str += 1;
  5622. if(sc->getSCE(SC_JUMPINGCLAN))
  5623. str += 1;
  5624. if(sc->getSCE(SC_FULL_THROTTLE))
  5625. str += str * sc->getSCE(SC_FULL_THROTTLE)->val3 / 100;
  5626. if(sc->getSCE(SC_CHEERUP))
  5627. str += 3;
  5628. if(sc->getSCE(SC_GLASTHEIM_STATE))
  5629. str += sc->getSCE(SC_GLASTHEIM_STATE)->val1;
  5630. #ifdef RENEWAL
  5631. if (sc->getSCE(SC_NIBELUNGEN) && sc->getSCE(SC_NIBELUNGEN)->val2 == RINGNBL_ALLSTAT)
  5632. str += 15;
  5633. #endif
  5634. if (sc->getSCE(SC_UNIVERSESTANCE))
  5635. str += sc->getSCE(SC_UNIVERSESTANCE)->val2;
  5636. if (sc->getSCE(SC_ULTIMATECOOK))
  5637. str += sc->getSCE(SC_ULTIMATECOOK)->val1;
  5638. if (sc->getSCE(SC_ALL_STAT_DOWN))
  5639. str -= sc->getSCE(SC_ALL_STAT_DOWN)->val2;
  5640. //TODO: Stat points should be able to be decreased below 0
  5641. return (unsigned short)cap_value(str,0,USHRT_MAX);
  5642. }
  5643. /**
  5644. * Adds agility modifications based on status changes
  5645. * @param bl: Object to change agi [PC|MOB|HOM|MER|ELEM]
  5646. * @param sc: Object's status change information
  5647. * @param agi: Initial agi
  5648. * @return modified agi with cap_value(agi,0,USHRT_MAX)
  5649. */
  5650. static unsigned short status_calc_agi(struct block_list *bl, status_change *sc, int agi)
  5651. {
  5652. if(!sc || !sc->count)
  5653. return cap_value(agi,0,USHRT_MAX);
  5654. if(sc->getSCE(SC_HARMONIZE)) {
  5655. agi -= sc->getSCE(SC_HARMONIZE)->val2;
  5656. return (unsigned short)cap_value(agi,0,USHRT_MAX);
  5657. }
  5658. if(sc->getSCE(SC_CONCENTRATE) && !sc->getSCE(SC_QUAGMIRE))
  5659. agi += (agi-sc->getSCE(SC_CONCENTRATE)->val3)*sc->getSCE(SC_CONCENTRATE)->val2/100;
  5660. if(sc->getSCE(SC_INCALLSTATUS))
  5661. agi += sc->getSCE(SC_INCALLSTATUS)->val1;
  5662. if(sc->getSCE(SC_INCAGI))
  5663. agi += sc->getSCE(SC_INCAGI)->val1;
  5664. if(sc->getSCE(SC_AGIFOOD))
  5665. agi += sc->getSCE(SC_AGIFOOD)->val1;
  5666. if(sc->getSCE(SC_FOOD_AGI_CASH))
  5667. agi += sc->getSCE(SC_FOOD_AGI_CASH)->val1;
  5668. if(sc->getSCE(SC_SOULCOLD))
  5669. agi += sc->getSCE(SC_SOULCOLD)->val1;
  5670. if(sc->getSCE(SC_TRUESIGHT))
  5671. agi += 5;
  5672. if(sc->getSCE(SC_INCREASEAGI))
  5673. agi += sc->getSCE(SC_INCREASEAGI)->val2;
  5674. if(sc->getSCE(SC_INCREASING))
  5675. agi += 4; // Added based on skill updates [Reddozen]
  5676. if(sc->getSCE(SC_DECREASEAGI))
  5677. agi -= sc->getSCE(SC_DECREASEAGI)->val2;
  5678. if(sc->getSCE(SC_QUAGMIRE))
  5679. agi -= sc->getSCE(SC_QUAGMIRE)->val2;
  5680. if(sc->getSCE(SC_SUITON) && sc->getSCE(SC_SUITON)->val3)
  5681. agi -= sc->getSCE(SC_SUITON)->val2;
  5682. if(sc->getSCE(SC_MARIONETTE))
  5683. agi -= ((sc->getSCE(SC_MARIONETTE)->val3)>>8)&0xFF;
  5684. if(sc->getSCE(SC_MARIONETTE2))
  5685. agi += ((sc->getSCE(SC_MARIONETTE2)->val3)>>8)&0xFF;
  5686. if(sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_HIGH)
  5687. agi += ((sc->getSCE(SC_SPIRIT)->val3)>>8)&0xFF;
  5688. if(sc->getSCE(SC_ADORAMUS))
  5689. agi -= sc->getSCE(SC_ADORAMUS)->val2;
  5690. if(sc->getSCE(SC_MARSHOFABYSS))
  5691. agi -= agi * sc->getSCE(SC_MARSHOFABYSS)->val2 / 100;
  5692. if(sc->getSCE(SC_DROCERA_HERB_STEAMED))
  5693. agi += sc->getSCE(SC_DROCERA_HERB_STEAMED)->val1;
  5694. if(sc->getSCE(SC_INSPIRATION))
  5695. agi += sc->getSCE(SC_INSPIRATION)->val3;
  5696. if(sc->getSCE(SC_STOMACHACHE))
  5697. agi -= sc->getSCE(SC_STOMACHACHE)->val1;
  5698. if(sc->getSCE(SC_KYOUGAKU))
  5699. agi -= sc->getSCE(SC_KYOUGAKU)->val2;
  5700. if(sc->getSCE(SC_CROSSBOWCLAN))
  5701. agi += 1;
  5702. if(sc->getSCE(SC_JUMPINGCLAN))
  5703. agi += 1;
  5704. if(sc->getSCE(SC_FULL_THROTTLE))
  5705. agi += agi * sc->getSCE(SC_FULL_THROTTLE)->val3 / 100;
  5706. if (sc->getSCE(SC_ARCLOUSEDASH))
  5707. agi += sc->getSCE(SC_ARCLOUSEDASH)->val2;
  5708. if(sc->getSCE(SC_CHEERUP))
  5709. agi += 3;
  5710. if(sc->getSCE(SC_GLASTHEIM_STATE))
  5711. agi += sc->getSCE(SC_GLASTHEIM_STATE)->val1;
  5712. #ifdef RENEWAL
  5713. if (sc->getSCE(SC_NIBELUNGEN) && sc->getSCE(SC_NIBELUNGEN)->val2 == RINGNBL_ALLSTAT)
  5714. agi += 15;
  5715. #endif
  5716. if (sc->getSCE(SC_UNIVERSESTANCE))
  5717. agi += sc->getSCE(SC_UNIVERSESTANCE)->val2;
  5718. if (sc->getSCE(SC_ULTIMATECOOK))
  5719. agi += sc->getSCE(SC_ULTIMATECOOK)->val1;
  5720. if (sc->getSCE(SC_ALL_STAT_DOWN))
  5721. agi -= sc->getSCE(SC_ALL_STAT_DOWN)->val2;
  5722. //TODO: Stat points should be able to be decreased below 0
  5723. return (unsigned short)cap_value(agi,0,USHRT_MAX);
  5724. }
  5725. /**
  5726. * Adds vitality modifications based on status changes
  5727. * @param bl: Object to change vit [PC|MOB|HOM|MER|ELEM]
  5728. * @param sc: Object's status change information
  5729. * @param vit: Initial vit
  5730. * @return modified vit with cap_value(vit,0,USHRT_MAX)
  5731. */
  5732. static unsigned short status_calc_vit(struct block_list *bl, status_change *sc, int vit)
  5733. {
  5734. if(!sc || !sc->count)
  5735. return cap_value(vit,0,USHRT_MAX);
  5736. if(sc->getSCE(SC_HARMONIZE)) {
  5737. vit -= sc->getSCE(SC_HARMONIZE)->val2;
  5738. return (unsigned short)cap_value(vit,0,USHRT_MAX);
  5739. }
  5740. if(sc->getSCE(SC_INCALLSTATUS))
  5741. vit += sc->getSCE(SC_INCALLSTATUS)->val1;
  5742. if(sc->getSCE(SC_INCVIT))
  5743. vit += sc->getSCE(SC_INCVIT)->val1;
  5744. if(sc->getSCE(SC_VITFOOD))
  5745. vit += sc->getSCE(SC_VITFOOD)->val1;
  5746. if(sc->getSCE(SC_FOOD_VIT_CASH))
  5747. vit += sc->getSCE(SC_FOOD_VIT_CASH)->val1;
  5748. if(sc->getSCE(SC_CHANGE))
  5749. vit += sc->getSCE(SC_CHANGE)->val2;
  5750. if(sc->getSCE(SC_GLORYWOUNDS))
  5751. vit += sc->getSCE(SC_GLORYWOUNDS)->val1;
  5752. if(sc->getSCE(SC_TRUESIGHT))
  5753. vit += 5;
  5754. if(sc->getSCE(SC_MARIONETTE))
  5755. vit -= sc->getSCE(SC_MARIONETTE)->val3&0xFF;
  5756. if(sc->getSCE(SC_MARIONETTE2))
  5757. vit += sc->getSCE(SC_MARIONETTE2)->val3&0xFF;
  5758. if(sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_HIGH)
  5759. vit += sc->getSCE(SC_SPIRIT)->val3&0xFF;
  5760. if(sc->getSCE(SC_MINOR_BBQ))
  5761. vit += sc->getSCE(SC_MINOR_BBQ)->val1;
  5762. if(sc->getSCE(SC_INSPIRATION))
  5763. vit += sc->getSCE(SC_INSPIRATION)->val3;
  5764. if(sc->getSCE(SC_STOMACHACHE))
  5765. vit -= sc->getSCE(SC_STOMACHACHE)->val1;
  5766. if(sc->getSCE(SC_KYOUGAKU))
  5767. vit -= sc->getSCE(SC_KYOUGAKU)->val2;
  5768. if(sc->getSCE(SC_SWORDCLAN))
  5769. vit += 1;
  5770. if(sc->getSCE(SC_JUMPINGCLAN))
  5771. vit += 1;
  5772. if(sc->getSCE(SC_STRIPARMOR) && bl->type != BL_PC)
  5773. vit -= vit * sc->getSCE(SC_STRIPARMOR)->val2/100;
  5774. if(sc->getSCE(SC_FULL_THROTTLE))
  5775. vit += vit * sc->getSCE(SC_FULL_THROTTLE)->val3 / 100;
  5776. if(bl->type == BL_PC && sc->getSCE(SC_DEFENCE))
  5777. vit += sc->getSCE(SC_DEFENCE)->val2;
  5778. if(sc->getSCE(SC_CHEERUP))
  5779. vit += 3;
  5780. if(sc->getSCE(SC_GLASTHEIM_STATE))
  5781. vit += sc->getSCE(SC_GLASTHEIM_STATE)->val1;
  5782. #ifdef RENEWAL
  5783. if (sc->getSCE(SC_NIBELUNGEN) && sc->getSCE(SC_NIBELUNGEN)->val2 == RINGNBL_ALLSTAT)
  5784. vit += 15;
  5785. #endif
  5786. if (sc->getSCE(SC_UNIVERSESTANCE))
  5787. vit += sc->getSCE(SC_UNIVERSESTANCE)->val2;
  5788. if (sc->getSCE(SC_ULTIMATECOOK))
  5789. vit += sc->getSCE(SC_ULTIMATECOOK)->val1;
  5790. if (sc->getSCE(SC_CUP_OF_BOZA))
  5791. vit += 10;
  5792. if (sc->getSCE(SC_ALL_STAT_DOWN))
  5793. vit -= sc->getSCE(SC_ALL_STAT_DOWN)->val2;
  5794. //TODO: Stat points should be able to be decreased below 0
  5795. return (unsigned short)cap_value(vit,0,USHRT_MAX);
  5796. }
  5797. /**
  5798. * Adds intelligence modifications based on status changes
  5799. * @param bl: Object to change int [PC|MOB|HOM|MER|ELEM]
  5800. * @param sc: Object's status change information
  5801. * @param int_: Initial int
  5802. * @return modified int with cap_value(int_,0,USHRT_MAX)
  5803. */
  5804. static unsigned short status_calc_int(struct block_list *bl, status_change *sc, int int_)
  5805. {
  5806. if(!sc || !sc->count)
  5807. return cap_value(int_,0,USHRT_MAX);
  5808. if(sc->getSCE(SC_HARMONIZE)) {
  5809. int_ -= sc->getSCE(SC_HARMONIZE)->val2;
  5810. return (unsigned short)cap_value(int_,0,USHRT_MAX);
  5811. }
  5812. if(sc->getSCE(SC_INCALLSTATUS))
  5813. int_ += sc->getSCE(SC_INCALLSTATUS)->val1;
  5814. if(sc->getSCE(SC_INCINT))
  5815. int_ += sc->getSCE(SC_INCINT)->val1;
  5816. if(sc->getSCE(SC_INTFOOD))
  5817. int_ += sc->getSCE(SC_INTFOOD)->val1;
  5818. if(sc->getSCE(SC_FOOD_INT_CASH))
  5819. int_ += sc->getSCE(SC_FOOD_INT_CASH)->val1;
  5820. if(sc->getSCE(SC_CHANGE))
  5821. int_ += sc->getSCE(SC_CHANGE)->val3;
  5822. if(sc->getSCE(SC_BATTLEORDERS))
  5823. int_ += 5;
  5824. if(sc->getSCE(SC_TRUESIGHT))
  5825. int_ += 5;
  5826. if(sc->getSCE(SC_BLESSING)) {
  5827. if (sc->getSCE(SC_BLESSING)->val2)
  5828. int_ += sc->getSCE(SC_BLESSING)->val2;
  5829. else
  5830. int_ -= int_ / 2;
  5831. }
  5832. if(sc->getSCE(SC_NEN))
  5833. int_ += sc->getSCE(SC_NEN)->val1;
  5834. if(sc->getSCE(SC_MARIONETTE))
  5835. int_ -= ((sc->getSCE(SC_MARIONETTE)->val4)>>16)&0xFF;
  5836. if(sc->getSCE(SC_MARIONETTE2))
  5837. int_ += ((sc->getSCE(SC_MARIONETTE2)->val4)>>16)&0xFF;
  5838. if(sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_HIGH)
  5839. int_ += ((sc->getSCE(SC_SPIRIT)->val4)>>16)&0xFF;
  5840. if(sc->getSCE(SC_INSPIRATION))
  5841. int_ += sc->getSCE(SC_INSPIRATION)->val3;
  5842. if(sc->getSCE(SC_MELODYOFSINK))
  5843. int_ -= sc->getSCE(SC_MELODYOFSINK)->val2;
  5844. if(sc->getSCE(SC_MANDRAGORA))
  5845. int_ -= 4 * sc->getSCE(SC_MANDRAGORA)->val1;
  5846. if(sc->getSCE(SC_COCKTAIL_WARG_BLOOD))
  5847. int_ += sc->getSCE(SC_COCKTAIL_WARG_BLOOD)->val1;
  5848. if(sc->getSCE(SC_STOMACHACHE))
  5849. int_ -= sc->getSCE(SC_STOMACHACHE)->val1;
  5850. if(sc->getSCE(SC_KYOUGAKU))
  5851. int_ -= sc->getSCE(SC_KYOUGAKU)->val2;
  5852. if(sc->getSCE(SC_ARCWANDCLAN))
  5853. int_ += 1;
  5854. if(sc->getSCE(SC_GOLDENMACECLAN))
  5855. int_ += 1;
  5856. if(sc->getSCE(SC_JUMPINGCLAN))
  5857. int_ += 1;
  5858. if(sc->getSCE(SC_FULL_THROTTLE))
  5859. int_ += int_ * sc->getSCE(SC_FULL_THROTTLE)->val3 / 100;
  5860. if(sc->getSCE(SC_CHEERUP))
  5861. int_ += 3;
  5862. if(sc->getSCE(SC_GLASTHEIM_STATE))
  5863. int_ += sc->getSCE(SC_GLASTHEIM_STATE)->val1;
  5864. if (sc->getSCE(SC_UNIVERSESTANCE))
  5865. int_ += sc->getSCE(SC_UNIVERSESTANCE)->val2;
  5866. if(bl->type != BL_PC) {
  5867. if(sc->getSCE(SC_STRIPHELM))
  5868. int_ -= int_ * sc->getSCE(SC_STRIPHELM)->val2/100;
  5869. if(sc->getSCE(SC__STRIPACCESSORY))
  5870. int_ -= int_ * sc->getSCE(SC__STRIPACCESSORY)->val2 / 100;
  5871. }
  5872. #ifdef RENEWAL
  5873. if (sc->getSCE(SC_NIBELUNGEN) && sc->getSCE(SC_NIBELUNGEN)->val2 == RINGNBL_ALLSTAT)
  5874. int_ += 15;
  5875. #endif
  5876. if (sc->getSCE(SC_ULTIMATECOOK))
  5877. int_ += sc->getSCE(SC_ULTIMATECOOK)->val1;
  5878. if (sc->getSCE(SC_ALL_STAT_DOWN))
  5879. int_ -= sc->getSCE(SC_ALL_STAT_DOWN)->val2;
  5880. //TODO: Stat points should be able to be decreased below 0
  5881. return (unsigned short)cap_value(int_,0,USHRT_MAX);
  5882. }
  5883. /**
  5884. * Adds dexterity modifications based on status changes
  5885. * @param bl: Object to change dex [PC|MOB|HOM|MER|ELEM]
  5886. * @param sc: Object's status change information
  5887. * @param dex: Initial dex
  5888. * @return modified dex with cap_value(dex,0,USHRT_MAX)
  5889. */
  5890. static unsigned short status_calc_dex(struct block_list *bl, status_change *sc, int dex)
  5891. {
  5892. if(!sc || !sc->count)
  5893. return cap_value(dex,0,USHRT_MAX);
  5894. if(sc->getSCE(SC_HARMONIZE)) {
  5895. dex -= sc->getSCE(SC_HARMONIZE)->val2;
  5896. return (unsigned short)cap_value(dex,0,USHRT_MAX);
  5897. }
  5898. if(sc->getSCE(SC_CONCENTRATE) && !sc->getSCE(SC_QUAGMIRE))
  5899. dex += (dex-sc->getSCE(SC_CONCENTRATE)->val4)*sc->getSCE(SC_CONCENTRATE)->val2/100;
  5900. if(sc->getSCE(SC_INCALLSTATUS))
  5901. dex += sc->getSCE(SC_INCALLSTATUS)->val1;
  5902. if(sc->getSCE(SC_INCDEX))
  5903. dex += sc->getSCE(SC_INCDEX)->val1;
  5904. if(sc->getSCE(SC_DEXFOOD))
  5905. dex += sc->getSCE(SC_DEXFOOD)->val1;
  5906. if(sc->getSCE(SC_FOOD_DEX_CASH))
  5907. dex += sc->getSCE(SC_FOOD_DEX_CASH)->val1;
  5908. if(sc->getSCE(SC_BATTLEORDERS))
  5909. dex += 5;
  5910. if(sc->getSCE(SC_HAWKEYES))
  5911. dex += sc->getSCE(SC_HAWKEYES)->val1;
  5912. if(sc->getSCE(SC_TRUESIGHT))
  5913. dex += 5;
  5914. if(sc->getSCE(SC_QUAGMIRE))
  5915. dex -= sc->getSCE(SC_QUAGMIRE)->val2;
  5916. if(sc->getSCE(SC_BLESSING)) {
  5917. if (sc->getSCE(SC_BLESSING)->val2)
  5918. dex += sc->getSCE(SC_BLESSING)->val2;
  5919. else
  5920. dex -= dex / 2;
  5921. }
  5922. if(sc->getSCE(SC_INCREASING))
  5923. dex += 4; // Added based on skill updates [Reddozen]
  5924. if(sc->getSCE(SC_MARIONETTE))
  5925. dex -= ((sc->getSCE(SC_MARIONETTE)->val4)>>8)&0xFF;
  5926. if(sc->getSCE(SC_MARIONETTE2))
  5927. dex += ((sc->getSCE(SC_MARIONETTE2)->val4)>>8)&0xFF;
  5928. if(sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_HIGH)
  5929. dex += ((sc->getSCE(SC_SPIRIT)->val4)>>8)&0xFF;
  5930. if(sc->getSCE(SC_SIROMA_ICE_TEA))
  5931. dex += sc->getSCE(SC_SIROMA_ICE_TEA)->val1;
  5932. if(sc->getSCE(SC_INSPIRATION))
  5933. dex += sc->getSCE(SC_INSPIRATION)->val3;
  5934. if(sc->getSCE(SC_STOMACHACHE))
  5935. dex -= sc->getSCE(SC_STOMACHACHE)->val1;
  5936. if(sc->getSCE(SC_KYOUGAKU))
  5937. dex -= sc->getSCE(SC_KYOUGAKU)->val2;
  5938. if(sc->getSCE(SC_ARCWANDCLAN))
  5939. dex += 1;
  5940. if(sc->getSCE(SC_CROSSBOWCLAN))
  5941. dex += 1;
  5942. if(sc->getSCE(SC_JUMPINGCLAN))
  5943. dex += 1;
  5944. if(sc->getSCE(SC__STRIPACCESSORY) && bl->type != BL_PC)
  5945. dex -= dex * sc->getSCE(SC__STRIPACCESSORY)->val2 / 100;
  5946. if(sc->getSCE(SC_MARSHOFABYSS))
  5947. dex -= dex * sc->getSCE(SC_MARSHOFABYSS)->val2 / 100;
  5948. if(sc->getSCE(SC_FULL_THROTTLE))
  5949. dex += dex * sc->getSCE(SC_FULL_THROTTLE)->val3 / 100;
  5950. if(sc->getSCE(SC_CHEERUP))
  5951. dex += 3;
  5952. if(sc->getSCE(SC_GLASTHEIM_STATE))
  5953. dex += sc->getSCE(SC_GLASTHEIM_STATE)->val1;
  5954. #ifdef RENEWAL
  5955. if (sc->getSCE(SC_NIBELUNGEN) && sc->getSCE(SC_NIBELUNGEN)->val2 == RINGNBL_ALLSTAT)
  5956. dex += 15;
  5957. #endif
  5958. if (sc->getSCE(SC_UNIVERSESTANCE))
  5959. dex += sc->getSCE(SC_UNIVERSESTANCE)->val2;
  5960. if (sc->getSCE(SC_ULTIMATECOOK))
  5961. dex += sc->getSCE(SC_ULTIMATECOOK)->val1;
  5962. if (sc->getSCE(SC_ALL_STAT_DOWN))
  5963. dex -= sc->getSCE(SC_ALL_STAT_DOWN)->val2;
  5964. //TODO: Stat points should be able to be decreased below 0
  5965. return (unsigned short)cap_value(dex,0,USHRT_MAX);
  5966. }
  5967. /**
  5968. * Adds luck modifications based on status changes
  5969. * @param bl: Object to change luk [PC|MOB|HOM|MER|ELEM]
  5970. * @param sc: Object's status change information
  5971. * @param luk: Initial luk
  5972. * @return modified luk with cap_value(luk,0,USHRT_MAX)
  5973. */
  5974. static unsigned short status_calc_luk(struct block_list *bl, status_change *sc, int luk)
  5975. {
  5976. if(!sc || !sc->count)
  5977. return cap_value(luk,0,USHRT_MAX);
  5978. if(sc->getSCE(SC_HARMONIZE)) {
  5979. luk -= sc->getSCE(SC_HARMONIZE)->val2;
  5980. return (unsigned short)cap_value(luk,0,USHRT_MAX);
  5981. }
  5982. if(sc->getSCE(SC_CURSE))
  5983. return 0;
  5984. if(sc->getSCE(SC_INCALLSTATUS))
  5985. luk += sc->getSCE(SC_INCALLSTATUS)->val1;
  5986. if(sc->getSCE(SC_INCLUK))
  5987. luk += sc->getSCE(SC_INCLUK)->val1;
  5988. if(sc->getSCE(SC_LUKFOOD))
  5989. luk += sc->getSCE(SC_LUKFOOD)->val1;
  5990. if(sc->getSCE(SC_FOOD_LUK_CASH))
  5991. luk += sc->getSCE(SC_FOOD_LUK_CASH)->val1;
  5992. if(sc->getSCE(SC_TRUESIGHT))
  5993. luk += 5;
  5994. if(sc->getSCE(SC_GLORIA))
  5995. luk += 30;
  5996. if(sc->getSCE(SC_MARIONETTE))
  5997. luk -= sc->getSCE(SC_MARIONETTE)->val4&0xFF;
  5998. if(sc->getSCE(SC_MARIONETTE2))
  5999. luk += sc->getSCE(SC_MARIONETTE2)->val4&0xFF;
  6000. if(sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_HIGH)
  6001. luk += sc->getSCE(SC_SPIRIT)->val4&0xFF;
  6002. if(sc->getSCE(SC_PUTTI_TAILS_NOODLES))
  6003. luk += sc->getSCE(SC_PUTTI_TAILS_NOODLES)->val1;
  6004. if(sc->getSCE(SC_INSPIRATION))
  6005. luk += sc->getSCE(SC_INSPIRATION)->val3;
  6006. if(sc->getSCE(SC_STOMACHACHE))
  6007. luk -= sc->getSCE(SC_STOMACHACHE)->val1;
  6008. if(sc->getSCE(SC_KYOUGAKU))
  6009. luk -= sc->getSCE(SC_KYOUGAKU)->val2;
  6010. if(sc->getSCE(SC__STRIPACCESSORY) && bl->type != BL_PC)
  6011. luk -= luk * sc->getSCE(SC__STRIPACCESSORY)->val2 / 100;
  6012. if(sc->getSCE(SC_BANANA_BOMB))
  6013. luk -= 75;
  6014. if(sc->getSCE(SC_GOLDENMACECLAN))
  6015. luk += 1;
  6016. if(sc->getSCE(SC_JUMPINGCLAN))
  6017. luk += 1;
  6018. if(sc->getSCE(SC_FULL_THROTTLE))
  6019. luk += luk * sc->getSCE(SC_FULL_THROTTLE)->val3 / 100;
  6020. if(sc->getSCE(SC_CHEERUP))
  6021. luk += 3;
  6022. if(sc->getSCE(SC_GLASTHEIM_STATE))
  6023. luk += sc->getSCE(SC_GLASTHEIM_STATE)->val1;
  6024. #ifdef RENEWAL
  6025. if (sc->getSCE(SC_NIBELUNGEN) && sc->getSCE(SC_NIBELUNGEN)->val2 == RINGNBL_ALLSTAT)
  6026. luk += 15;
  6027. #endif
  6028. if (sc->getSCE(SC_UNIVERSESTANCE))
  6029. luk += sc->getSCE(SC_UNIVERSESTANCE)->val2;
  6030. if (sc->getSCE(SC_ULTIMATECOOK))
  6031. luk += sc->getSCE(SC_ULTIMATECOOK)->val1;
  6032. if (sc->getSCE(SC_MYSTICPOWDER))
  6033. luk += 10;
  6034. if (sc->getSCE(SC_ALL_STAT_DOWN))
  6035. luk -= sc->getSCE(SC_ALL_STAT_DOWN)->val2;
  6036. //TODO: Stat points should be able to be decreased below 0
  6037. return (unsigned short)cap_value(luk,0,USHRT_MAX);
  6038. }
  6039. /**
  6040. * Adds power modifications based on status changes
  6041. * @param bl: Object to change pow [PC|MOB|HOM|MER|ELEM]
  6042. * @param sc: Object's status change information
  6043. * @param pow: Initial pow
  6044. * @return modified pow with cap_value(pow,0,USHRT_MAX)
  6045. */
  6046. static unsigned short status_calc_pow(struct block_list *bl, status_change *sc, int pow)
  6047. {
  6048. if (!sc || !sc->count)
  6049. return cap_value(pow, 0, USHRT_MAX);
  6050. if (sc->getSCE(SC_BENEDICTUM))
  6051. pow += sc->getSCE(SC_BENEDICTUM)->val2;
  6052. return (unsigned short)cap_value(pow, 0, USHRT_MAX);
  6053. }
  6054. /**
  6055. * Adds stamina modifications based on status changes
  6056. * @param bl: Object to change sta [PC|MOB|HOM|MER|ELEM]
  6057. * @param sc: Object's status change information
  6058. * @param sta: Initial sta
  6059. * @return modified sta with cap_value(sta,0,USHRT_MAX)
  6060. */
  6061. static unsigned short status_calc_sta(struct block_list *bl, status_change *sc, int sta)
  6062. {
  6063. if (!sc || !sc->count)
  6064. return cap_value(sta, 0, USHRT_MAX);
  6065. if (sc->getSCE(SC_RELIGIO))
  6066. sta += sc->getSCE(SC_RELIGIO)->val2;
  6067. return (unsigned short)cap_value(sta, 0, USHRT_MAX);
  6068. }
  6069. /**
  6070. * Adds wisdom modifications based on status changes
  6071. * @param bl: Object to change wis [PC|MOB|HOM|MER|ELEM]
  6072. * @param sc: Object's status change information
  6073. * @param wis: Initial wis
  6074. * @return modified wis with cap_value(wis,0,USHRT_MAX)
  6075. */
  6076. static unsigned short status_calc_wis(struct block_list *bl, status_change *sc, int wis)
  6077. {
  6078. if (!sc || !sc->count)
  6079. return cap_value(wis, 0, USHRT_MAX);
  6080. if (sc->getSCE(SC_RELIGIO))
  6081. wis += sc->getSCE(SC_RELIGIO)->val2;
  6082. return (unsigned short)cap_value(wis, 0, USHRT_MAX);
  6083. }
  6084. /**
  6085. * Adds spell modifications based on status changes
  6086. * @param bl: Object to change spl [PC|MOB|HOM|MER|ELEM]
  6087. * @param sc: Object's status change information
  6088. * @param spl: Initial spl
  6089. * @return modified spl with cap_value(spl,0,USHRT_MAX)
  6090. */
  6091. static unsigned short status_calc_spl(struct block_list *bl, status_change *sc, int spl)
  6092. {
  6093. if (!sc || !sc->count)
  6094. return cap_value(spl, 0, USHRT_MAX);
  6095. if (sc->getSCE(SC_RELIGIO))
  6096. spl += sc->getSCE(SC_RELIGIO)->val2;
  6097. return (unsigned short)cap_value(spl, 0, USHRT_MAX);
  6098. }
  6099. /**
  6100. * Adds concentration modifications based on status changes
  6101. * @param bl: Object to change con [PC|MOB|HOM|MER|ELEM]
  6102. * @param sc: Object's status change information
  6103. * @param con: Initial con
  6104. * @return modified con with cap_value(con,0,USHRT_MAX)
  6105. */
  6106. static unsigned short status_calc_con(struct block_list *bl, status_change *sc, int con)
  6107. {
  6108. if (!sc || !sc->count)
  6109. return cap_value(con, 0, USHRT_MAX);
  6110. if (sc->getSCE(SC_BENEDICTUM))
  6111. con += sc->getSCE(SC_BENEDICTUM)->val2;
  6112. return (unsigned short)cap_value(con, 0, USHRT_MAX);
  6113. }
  6114. /**
  6115. * Adds creative modifications based on status changes
  6116. * @param bl: Object to change crt [PC|MOB|HOM|MER|ELEM]
  6117. * @param sc: Object's status change information
  6118. * @param crt: Initial crt
  6119. * @return modified crt with cap_value(crt,0,USHRT_MAX)
  6120. */
  6121. static unsigned short status_calc_crt(struct block_list *bl, status_change *sc, int crt)
  6122. {
  6123. if (!sc || !sc->count)
  6124. return cap_value(crt, 0, USHRT_MAX);
  6125. if (sc->getSCE(SC_BENEDICTUM))
  6126. crt += sc->getSCE(SC_BENEDICTUM)->val2;
  6127. return (unsigned short)cap_value(crt, 0, USHRT_MAX);
  6128. }
  6129. /**
  6130. * Adds base attack modifications based on status changes
  6131. * @param bl: Object to change batk [PC|MOB|HOM|MER|ELEM]
  6132. * @param sc: Object's status change information
  6133. * @param batk: Initial batk
  6134. * @return modified batk with cap_value(batk,0,USHRT_MAX)
  6135. */
  6136. static unsigned short status_calc_batk(struct block_list *bl, status_change *sc, int batk)
  6137. {
  6138. if(!sc || !sc->count)
  6139. return cap_value(batk,0,USHRT_MAX);
  6140. if(sc->getSCE(SC_ATKPOTION))
  6141. batk += sc->getSCE(SC_ATKPOTION)->val1;
  6142. if(sc->getSCE(SC_BATKFOOD))
  6143. batk += sc->getSCE(SC_BATKFOOD)->val1;
  6144. if (sc->getSCE(SC_VOLCANO))
  6145. batk += sc->getSCE(SC_VOLCANO)->val2;
  6146. #ifndef RENEWAL
  6147. if(sc->getSCE(SC_GATLINGFEVER))
  6148. batk += sc->getSCE(SC_GATLINGFEVER)->val3;
  6149. if(sc->getSCE(SC_MADNESSCANCEL))
  6150. batk += 100;
  6151. #endif
  6152. if(sc->getSCE(SC_FULL_SWING_K))
  6153. batk += sc->getSCE(SC_FULL_SWING_K)->val1;
  6154. if(sc->getSCE(SC_ASH))
  6155. batk -= batk * sc->getSCE(SC_ASH)->val4 / 100;
  6156. if(bl->type == BL_HOM && sc->getSCE(SC_PYROCLASTIC))
  6157. batk += sc->getSCE(SC_PYROCLASTIC)->val2;
  6158. if (sc->getSCE(SC_ANGRIFFS_MODUS))
  6159. batk += sc->getSCE(SC_ANGRIFFS_MODUS)->val2;
  6160. if(sc->getSCE(SC_2011RWC_SCROLL))
  6161. batk += 30;
  6162. if(sc->getSCE(SC__ENERVATION))
  6163. batk -= batk * sc->getSCE(SC__ENERVATION)->val2 / 100;
  6164. if( sc->getSCE(SC_ZANGETSU) )
  6165. batk += sc->getSCE(SC_ZANGETSU)->val2;
  6166. if(sc->getSCE(SC_QUEST_BUFF1))
  6167. batk += sc->getSCE(SC_QUEST_BUFF1)->val1;
  6168. if(sc->getSCE(SC_QUEST_BUFF2))
  6169. batk += sc->getSCE(SC_QUEST_BUFF2)->val1;
  6170. if(sc->getSCE(SC_QUEST_BUFF3))
  6171. batk += sc->getSCE(SC_QUEST_BUFF3)->val1;
  6172. if (sc->getSCE(SC_SHRIMP))
  6173. batk += batk * sc->getSCE(SC_SHRIMP)->val2 / 100;
  6174. #ifdef RENEWAL
  6175. if (sc->getSCE(SC_LOUD))
  6176. batk += 30;
  6177. if (sc->getSCE(SC_NIBELUNGEN) && sc->getSCE(SC_NIBELUNGEN)->val2 == RINGNBL_ATKRATE)
  6178. batk += batk * 20 / 100;
  6179. #endif
  6180. if (sc->getSCE(SC_SUNSTANCE))
  6181. batk += batk * sc->getSCE(SC_SUNSTANCE)->val2 / 100;
  6182. if (sc->getSCE(SC_ALMIGHTY))
  6183. batk += 30;
  6184. if (sc->getSCE(SC_ULTIMATECOOK))
  6185. batk += 30;
  6186. if(sc->getSCE(SC_LIMIT_POWER_BOOSTER))
  6187. batk += sc->getSCE(SC_LIMIT_POWER_BOOSTER)->val1;
  6188. if(sc->getSCE(SC_SPARKCANDY))
  6189. batk += 20;
  6190. if(sc->getSCE(SC_SKF_ATK))
  6191. batk += sc->getSCE(SC_SKF_ATK)->val1;
  6192. if (sc->getSCE(SC_INTENSIVE_AIM))
  6193. batk += 150;
  6194. return (unsigned short)cap_value(batk,0,USHRT_MAX);
  6195. }
  6196. /**
  6197. * Adds weapon attack modifications based on status changes
  6198. * @param bl: Object to change watk [PC]
  6199. * @param sc: Object's status change information
  6200. * @param watk: Initial watk
  6201. * @return modified watk with cap_value(watk,0,USHRT_MAX)
  6202. */
  6203. static unsigned short status_calc_watk(struct block_list *bl, status_change *sc, int watk)
  6204. {
  6205. if(!sc || !sc->count)
  6206. return cap_value(watk,0,USHRT_MAX);
  6207. #ifndef RENEWAL
  6208. if(sc->getSCE(SC_DRUMBATTLE))
  6209. watk += sc->getSCE(SC_DRUMBATTLE)->val2;
  6210. #endif
  6211. if (sc->getSCE(SC_IMPOSITIO))
  6212. watk += sc->getSCE(SC_IMPOSITIO)->val2;
  6213. if(sc->getSCE(SC_WATKFOOD))
  6214. watk += sc->getSCE(SC_WATKFOOD)->val1;
  6215. if (sc->getSCE(SC_VOLCANO) && bl->type == BL_MOB)
  6216. watk += sc->getSCE(SC_VOLCANO)->val2;
  6217. if(sc->getSCE(SC_MERC_ATKUP))
  6218. watk += sc->getSCE(SC_MERC_ATKUP)->val2;
  6219. if(sc->getSCE(SC_WATER_BARRIER))
  6220. watk -= sc->getSCE(SC_WATER_BARRIER)->val2;
  6221. #ifndef RENEWAL
  6222. if(sc->getSCE(SC_NIBELUNGEN)) {
  6223. if (bl->type != BL_PC)
  6224. watk += sc->getSCE(SC_NIBELUNGEN)->val2;
  6225. else {
  6226. TBL_PC *sd = (TBL_PC*)bl;
  6227. short index = sd->equip_index[sd->state.lr_flag?EQI_HAND_L:EQI_HAND_R];
  6228. if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_WEAPON && sd->inventory_data[index]->weapon_level == 4)
  6229. watk += sc->getSCE(SC_NIBELUNGEN)->val2;
  6230. }
  6231. }
  6232. #endif
  6233. if(sc->getSCE(SC_FIGHTINGSPIRIT))
  6234. watk += sc->getSCE(SC_FIGHTINGSPIRIT)->val1;
  6235. if (sc->getSCE(SC_SHIELDSPELL_ATK))
  6236. watk += sc->getSCE(SC_SHIELDSPELL_ATK)->val2;
  6237. if(sc->getSCE(SC_INSPIRATION))
  6238. watk += sc->getSCE(SC_INSPIRATION)->val2;
  6239. if(sc->getSCE(SC_GT_CHANGE))
  6240. watk += sc->getSCE(SC_GT_CHANGE)->val2;
  6241. if(sc->getSCE(SC__ENERVATION))
  6242. watk -= watk * sc->getSCE(SC__ENERVATION)->val2 / 100;
  6243. if(sc->getSCE(SC_STRIKING))
  6244. watk += sc->getSCE(SC_STRIKING)->val2;
  6245. if(sc->getSCE(SC_RUSHWINDMILL))
  6246. watk += sc->getSCE(SC_RUSHWINDMILL)->val3;
  6247. if(sc->getSCE(SC_FIRE_INSIGNIA) && sc->getSCE(SC_FIRE_INSIGNIA)->val1 == 2)
  6248. watk += 50;
  6249. if((sc->getSCE(SC_FIRE_INSIGNIA) && sc->getSCE(SC_FIRE_INSIGNIA)->val1 == 2)
  6250. || (sc->getSCE(SC_WATER_INSIGNIA) && sc->getSCE(SC_WATER_INSIGNIA)->val1 == 2)
  6251. || (sc->getSCE(SC_WIND_INSIGNIA) && sc->getSCE(SC_WIND_INSIGNIA)->val1 == 2)
  6252. || (sc->getSCE(SC_EARTH_INSIGNIA) && sc->getSCE(SC_EARTH_INSIGNIA)->val1 == 2))
  6253. watk += watk * 10 / 100;
  6254. if(sc->getSCE(SC_PYROTECHNIC_OPTION))
  6255. watk += sc->getSCE(SC_PYROTECHNIC_OPTION)->val2;
  6256. if(sc->getSCE(SC_HEATER_OPTION))
  6257. watk += sc->getSCE(SC_HEATER_OPTION)->val2;
  6258. if(sc->getSCE(SC_TROPIC_OPTION))
  6259. watk += sc->getSCE(SC_TROPIC_OPTION)->val2;
  6260. if( sc && sc->getSCE(SC_TIDAL_WEAPON) )
  6261. watk += watk * sc->getSCE(SC_TIDAL_WEAPON)->val2 / 100;
  6262. if(bl->type == BL_PC && sc->getSCE(SC_PYROCLASTIC))
  6263. watk += sc->getSCE(SC_PYROCLASTIC)->val2;
  6264. if(sc->getSCE(SC_ANGRIFFS_MODUS))
  6265. watk += watk * sc->getSCE(SC_ANGRIFFS_MODUS)->val2/100;
  6266. if(sc->getSCE(SC_ODINS_POWER))
  6267. watk += 40 + 30 * sc->getSCE(SC_ODINS_POWER)->val1;
  6268. if (sc->getSCE(SC_FLASHCOMBO))
  6269. watk += sc->getSCE(SC_FLASHCOMBO)->val2;
  6270. if (sc->getSCE(SC_CATNIPPOWDER))
  6271. watk -= watk * sc->getSCE(SC_CATNIPPOWDER)->val2 / 100;
  6272. if (sc->getSCE(SC_CHATTERING))
  6273. watk += sc->getSCE(SC_CHATTERING)->val2;
  6274. if (sc->getSCE(SC_SUNSTANCE))
  6275. watk += watk * sc->getSCE(SC_SUNSTANCE)->val2 / 100;
  6276. if (sc->getSCE(SC_SOULFALCON))
  6277. watk += sc->getSCE(SC_SOULFALCON)->val2;
  6278. if (sc->getSCE(SC_PACKING_ENVELOPE1))
  6279. watk += sc->getSCE(SC_PACKING_ENVELOPE1)->val1;
  6280. if (sc->getSCE(SC_POWERFUL_FAITH))
  6281. watk += sc->getSCE(SC_POWERFUL_FAITH)->val2;
  6282. if (sc->getSCE(SC_GUARD_STANCE))
  6283. watk -= sc->getSCE(SC_GUARD_STANCE)->val3;
  6284. return (unsigned short)cap_value(watk,0,USHRT_MAX);
  6285. }
  6286. #ifdef RENEWAL
  6287. /**
  6288. * Adds equip magic attack modifications based on status changes [RENEWAL]
  6289. * @param bl: Object to change matk [PC]
  6290. * @param sc: Object's status change information
  6291. * @param matk: Initial matk
  6292. * @return modified matk with cap_value(matk,0,USHRT_MAX)
  6293. */
  6294. static unsigned short status_calc_ematk(struct block_list *bl, status_change *sc, int matk)
  6295. {
  6296. if (!sc || !sc->count)
  6297. return cap_value(matk,0,USHRT_MAX);
  6298. if (sc->getSCE(SC_IMPOSITIO))
  6299. matk += sc->getSCE(SC_IMPOSITIO)->val2;
  6300. if (sc->getSCE(SC_MATKPOTION))
  6301. matk += sc->getSCE(SC_MATKPOTION)->val1;
  6302. if (sc->getSCE(SC_MATKFOOD))
  6303. matk += sc->getSCE(SC_MATKFOOD)->val1;
  6304. if(sc->getSCE(SC_MANA_PLUS))
  6305. matk += sc->getSCE(SC_MANA_PLUS)->val1;
  6306. if(sc->getSCE(SC_COOLER_OPTION))
  6307. matk += sc->getSCE(SC_COOLER_OPTION)->val2;
  6308. if(sc->getSCE(SC_AQUAPLAY_OPTION))
  6309. matk += sc->getSCE(SC_AQUAPLAY_OPTION)->val2;
  6310. if(sc->getSCE(SC_CHILLY_AIR_OPTION))
  6311. matk += sc->getSCE(SC_CHILLY_AIR_OPTION)->val2;
  6312. if(sc->getSCE(SC_FIRE_INSIGNIA) && sc->getSCE(SC_FIRE_INSIGNIA)->val1 == 3)
  6313. matk += 50;
  6314. if(sc->getSCE(SC_ODINS_POWER))
  6315. matk += 40 + 30 * sc->getSCE(SC_ODINS_POWER)->val1; // 70 lvl1, 100lvl2
  6316. if(sc->getSCE(SC_MOONLITSERENADE))
  6317. matk += sc->getSCE(SC_MOONLITSERENADE)->val3;
  6318. if(sc->getSCE(SC_IZAYOI))
  6319. matk += 25 * sc->getSCE(SC_IZAYOI)->val1;
  6320. if(sc->getSCE(SC_ZANGETSU))
  6321. matk += sc->getSCE(SC_ZANGETSU)->val3;
  6322. if(sc->getSCE(SC_QUEST_BUFF1))
  6323. matk += sc->getSCE(SC_QUEST_BUFF1)->val1;
  6324. if(sc->getSCE(SC_QUEST_BUFF2))
  6325. matk += sc->getSCE(SC_QUEST_BUFF2)->val1;
  6326. if(sc->getSCE(SC_QUEST_BUFF3))
  6327. matk += sc->getSCE(SC_QUEST_BUFF3)->val1;
  6328. if(sc->getSCE(SC_MTF_MATK2))
  6329. matk += sc->getSCE(SC_MTF_MATK2)->val1;
  6330. if(sc->getSCE(SC_2011RWC_SCROLL))
  6331. matk += 30;
  6332. if (sc->getSCE(SC_CATNIPPOWDER))
  6333. matk -= matk * sc->getSCE(SC_CATNIPPOWDER)->val2 / 100;
  6334. if (sc->getSCE(SC_CHATTERING))
  6335. matk += sc->getSCE(SC_CHATTERING)->val2;
  6336. if (sc->getSCE(SC_DORAM_MATK))
  6337. matk += sc->getSCE(SC_DORAM_MATK)->val1;
  6338. if (sc->getSCE(SC_SOULFAIRY))
  6339. matk += sc->getSCE(SC_SOULFAIRY)->val2;
  6340. if (sc->getSCE(SC__AUTOSHADOWSPELL))
  6341. matk += sc->getSCE(SC__AUTOSHADOWSPELL)->val4 * 5;
  6342. if (sc->getSCE(SC_INSPIRATION))
  6343. matk += sc->getSCE(SC_INSPIRATION)->val2;
  6344. if (sc->getSCE(SC_PACKING_ENVELOPE2))
  6345. matk += sc->getSCE(SC_PACKING_ENVELOPE2)->val1;
  6346. if(sc->getSCE(SC_ALMIGHTY))
  6347. matk += 30;
  6348. if(sc->getSCE(SC_ULTIMATECOOK))
  6349. matk += 30;
  6350. if (sc->getSCE(SC_LIMIT_POWER_BOOSTER))
  6351. matk += sc->getSCE(SC_LIMIT_POWER_BOOSTER)->val1;
  6352. if (sc->getSCE(SC_MAGICCANDY))
  6353. matk += 30;
  6354. if (sc->getSCE(SC_SKF_MATK))
  6355. matk += sc->getSCE(SC_SKF_MATK)->val1;
  6356. return (unsigned short)cap_value(matk,0,USHRT_MAX);
  6357. }
  6358. #endif
  6359. /**
  6360. * Adds magic attack modifications based on status changes
  6361. * @param bl: Object to change matk [PC|MOB|HOM|MER|ELEM]
  6362. * @param sc: Object's status change information
  6363. * @param matk: Initial matk
  6364. * @return modified matk with cap_value(matk,0,USHRT_MAX)
  6365. */
  6366. static unsigned short status_calc_matk(struct block_list *bl, status_change *sc, int matk)
  6367. {
  6368. if(!sc || !sc->count)
  6369. return cap_value(matk,0,USHRT_MAX);
  6370. #ifndef RENEWAL
  6371. /// Take note fixed value first before % modifiers [PRE-RENEWAL]
  6372. if (sc->getSCE(SC_MATKPOTION))
  6373. matk += sc->getSCE(SC_MATKPOTION)->val1;
  6374. if (sc->getSCE(SC_MATKFOOD))
  6375. matk += sc->getSCE(SC_MATKFOOD)->val1;
  6376. if (sc->getSCE(SC_MANA_PLUS))
  6377. matk += sc->getSCE(SC_MANA_PLUS)->val1;
  6378. if (sc->getSCE(SC_AQUAPLAY_OPTION))
  6379. matk += sc->getSCE(SC_AQUAPLAY_OPTION)->val2;
  6380. if (sc->getSCE(SC_CHILLY_AIR_OPTION))
  6381. matk += sc->getSCE(SC_CHILLY_AIR_OPTION)->val2;
  6382. if (sc->getSCE(SC_COOLER_OPTION))
  6383. matk += sc->getSCE(SC_COOLER_OPTION)->val2;
  6384. if (sc->getSCE(SC_FIRE_INSIGNIA) && sc->getSCE(SC_FIRE_INSIGNIA)->val1 == 3)
  6385. matk += 50;
  6386. if (sc->getSCE(SC_ODINS_POWER))
  6387. matk += 40 + 30 * sc->getSCE(SC_ODINS_POWER)->val1; // 70 lvl1, 100lvl2
  6388. if (sc->getSCE(SC_IZAYOI))
  6389. matk += 25 * sc->getSCE(SC_IZAYOI)->val1;
  6390. if (sc->getSCE(SC_MTF_MATK2))
  6391. matk += sc->getSCE(SC_MTF_MATK2)->val1;
  6392. if (sc->getSCE(SC_2011RWC_SCROLL))
  6393. matk += 30;
  6394. if (sc->getSCE(SC_ALMIGHTY))
  6395. matk += 30;
  6396. if (sc->getSCE(SC_ULTIMATECOOK))
  6397. matk += 30;
  6398. if (sc->getSCE(SC_LIMIT_POWER_BOOSTER))
  6399. matk += sc->getSCE(SC_LIMIT_POWER_BOOSTER)->val1;
  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. #endif
  6405. if (sc->getSCE(SC_ZANGETSU))
  6406. matk += sc->getSCE(SC_ZANGETSU)->val3;
  6407. if (sc->getSCE(SC_QUEST_BUFF1))
  6408. matk += sc->getSCE(SC_QUEST_BUFF1)->val1;
  6409. if (sc->getSCE(SC_QUEST_BUFF2))
  6410. matk += sc->getSCE(SC_QUEST_BUFF2)->val1;
  6411. if (sc->getSCE(SC_QUEST_BUFF3))
  6412. matk += sc->getSCE(SC_QUEST_BUFF3)->val1;
  6413. if (sc->getSCE(SC_MAGICPOWER)
  6414. #ifndef RENEWAL
  6415. && sc->getSCE(SC_MAGICPOWER)->val4
  6416. #endif
  6417. )
  6418. matk += matk * sc->getSCE(SC_MAGICPOWER)->val3/100;
  6419. if (sc->getSCE(SC_MINDBREAKER))
  6420. matk += matk * sc->getSCE(SC_MINDBREAKER)->val2/100;
  6421. if (sc->getSCE(SC_INCMATKRATE))
  6422. matk += matk * sc->getSCE(SC_INCMATKRATE)->val1/100;
  6423. if (sc->getSCE(SC_MOONLITSERENADE))
  6424. matk += sc->getSCE(SC_MOONLITSERENADE)->val3/100;
  6425. if (sc->getSCE(SC_MTF_MATK))
  6426. matk += matk * sc->getSCE(SC_MTF_MATK)->val1 / 100;
  6427. if (sc->getSCE(SC_SHRIMP))
  6428. matk += matk * sc->getSCE(SC_SHRIMP)->val2 / 100;
  6429. #ifdef RENEWAL
  6430. if (sc->getSCE(SC_VOLCANO))
  6431. matk += sc->getSCE(SC_VOLCANO)->val2;
  6432. if (sc->getSCE(SC_NIBELUNGEN) && sc->getSCE(SC_NIBELUNGEN)->val2 == RINGNBL_MATKRATE)
  6433. matk += matk * 20 / 100;
  6434. #endif
  6435. if (sc->getSCE(SC_SHIELDSPELL_ATK))
  6436. matk += sc->getSCE(SC_SHIELDSPELL_ATK)->val2;
  6437. if (sc->getSCE(SC_CLIMAX_DES_HU))
  6438. matk += 100;
  6439. return (unsigned short)cap_value(matk,0,USHRT_MAX);
  6440. }
  6441. /**
  6442. * Adds critical modifications based on status changes
  6443. * @param bl: Object to change critical [PC|MOB|HOM|MER|ELEM]
  6444. * @param sc: Object's status change information
  6445. * @param critical: Initial critical
  6446. * @return modified critical with cap_value(critical,10,USHRT_MAX)
  6447. */
  6448. static signed short status_calc_critical(struct block_list *bl, status_change *sc, int critical)
  6449. {
  6450. if(!sc || !sc->count)
  6451. return cap_value(critical,10,SHRT_MAX);
  6452. if (sc->getSCE(SC_INCCRI))
  6453. critical += sc->getSCE(SC_INCCRI)->val2;
  6454. if (sc->getSCE(SC_EP16_2_BUFF_SC))
  6455. critical += 300;// crit +30
  6456. if (sc->getSCE(SC_CRIFOOD))
  6457. critical += sc->getSCE(SC_CRIFOOD)->val1;
  6458. if (sc->getSCE(SC_EXPLOSIONSPIRITS))
  6459. critical += sc->getSCE(SC_EXPLOSIONSPIRITS)->val2;
  6460. if (sc->getSCE(SC_FORTUNE))
  6461. critical += sc->getSCE(SC_FORTUNE)->val2;
  6462. if (sc->getSCE(SC_TRUESIGHT))
  6463. critical += sc->getSCE(SC_TRUESIGHT)->val2;
  6464. if (sc->getSCE(SC_CLOAKING))
  6465. critical += critical;
  6466. #ifdef RENEWAL
  6467. if (sc->getSCE(SC_SPEARQUICKEN))
  6468. critical += 3*sc->getSCE(SC_SPEARQUICKEN)->val1*10;
  6469. if (sc->getSCE(SC_TWOHANDQUICKEN))
  6470. critical += (2 + sc->getSCE(SC_TWOHANDQUICKEN)->val1) * 10;
  6471. #endif
  6472. if (sc->getSCE(SC__INVISIBILITY))
  6473. critical += sc->getSCE(SC__INVISIBILITY)->val3 * 10;
  6474. if (sc->getSCE(SC__UNLUCKY))
  6475. critical -= sc->getSCE(SC__UNLUCKY)->val2;
  6476. if (sc->getSCE(SC_SOULSHADOW))
  6477. critical += 10 * sc->getSCE(SC_SOULSHADOW)->val3;
  6478. if(sc->getSCE(SC_BEYONDOFWARCRY))
  6479. critical += sc->getSCE(SC_BEYONDOFWARCRY)->val3;
  6480. if (sc->getSCE(SC_MTF_HITFLEE))
  6481. critical += sc->getSCE(SC_MTF_HITFLEE)->val1;
  6482. if (sc->getSCE(SC_PACKING_ENVELOPE9))
  6483. critical += sc->getSCE(SC_PACKING_ENVELOPE9)->val1 * 10;
  6484. if (sc->getSCE(SC_INTENSIVE_AIM))
  6485. critical += 300;
  6486. return (short)cap_value(critical,10,SHRT_MAX);
  6487. }
  6488. /**
  6489. * Adds hit modifications based on status changes
  6490. * @param bl: Object to change hit [PC|MOB|HOM|MER|ELEM]
  6491. * @param sc: Object's status change information
  6492. * @param hit: Initial hit
  6493. * @return modified hit with cap_value(hit,1,USHRT_MAX)
  6494. */
  6495. static signed short status_calc_hit(struct block_list *bl, status_change *sc, int hit)
  6496. {
  6497. if(!sc || !sc->count)
  6498. return cap_value(hit,1,SHRT_MAX);
  6499. if(sc->getSCE(SC_INCHIT))
  6500. hit += sc->getSCE(SC_INCHIT)->val1;
  6501. if(sc->getSCE(SC_HITFOOD))
  6502. hit += sc->getSCE(SC_HITFOOD)->val1;
  6503. if(sc->getSCE(SC_TRUESIGHT))
  6504. hit += sc->getSCE(SC_TRUESIGHT)->val3;
  6505. if(sc->getSCE(SC_HUMMING))
  6506. hit += sc->getSCE(SC_HUMMING)->val2;
  6507. if(sc->getSCE(SC_CONCENTRATION))
  6508. hit += sc->getSCE(SC_CONCENTRATION)->val3;
  6509. if(sc->getSCE(SC_INSPIRATION))
  6510. hit += 12 * sc->getSCE(SC_INSPIRATION)->val1;
  6511. if(sc->getSCE(SC_ADJUSTMENT))
  6512. hit -= 30;
  6513. if(sc->getSCE(SC_INCREASING))
  6514. hit += 20; // RockmanEXE; changed based on updated [Reddozen]
  6515. if(sc->getSCE(SC_MERC_HITUP))
  6516. hit += sc->getSCE(SC_MERC_HITUP)->val2;
  6517. if(sc->getSCE(SC_MTF_HITFLEE))
  6518. hit += sc->getSCE(SC_MTF_HITFLEE)->val1;
  6519. if(sc->getSCE(SC_INCHITRATE))
  6520. hit += hit * sc->getSCE(SC_INCHITRATE)->val1/100;
  6521. if (sc->getSCE(SC_POWERUP))
  6522. hit += hit * sc->getSCE(SC_POWERUP)->val2 / 100;
  6523. if(sc->getSCE(SC_BLIND))
  6524. hit -= hit * 25/100;
  6525. if(sc->getSCE(SC_HEAT_BARREL))
  6526. hit -= sc->getSCE(SC_HEAT_BARREL)->val4;
  6527. if(sc->getSCE(SC__GROOMY))
  6528. hit -= hit * sc->getSCE(SC__GROOMY)->val3 / 100;
  6529. if(sc->getSCE(SC_FEAR))
  6530. hit -= hit * 20 / 100;
  6531. if (sc->getSCE(SC_ASH))
  6532. hit -= hit * sc->getSCE(SC_ASH)->val2 / 100;
  6533. if (sc->getSCE(SC_TEARGAS))
  6534. hit -= hit * 50 / 100;
  6535. if(sc->getSCE(SC_ILLUSIONDOPING))
  6536. hit -= sc->getSCE(SC_ILLUSIONDOPING)->val2;
  6537. if (sc->getSCE(SC_MTF_ASPD))
  6538. hit += sc->getSCE(SC_MTF_ASPD)->val2;
  6539. #ifdef RENEWAL
  6540. if (sc->getSCE(SC_BLESSING))
  6541. hit += sc->getSCE(SC_BLESSING)->val1 * 2;
  6542. if (sc->getSCE(SC_TWOHANDQUICKEN))
  6543. hit += sc->getSCE(SC_TWOHANDQUICKEN)->val1 * 2;
  6544. if (sc->getSCE(SC_ADRENALINE))
  6545. hit += sc->getSCE(SC_ADRENALINE)->val1 * 3 + 5;
  6546. if (sc->getSCE(SC_NIBELUNGEN) && sc->getSCE(SC_NIBELUNGEN)->val2 == RINGNBL_HIT)
  6547. hit += 50;
  6548. #endif
  6549. if (sc->getSCE(SC_SOULFALCON))
  6550. hit += sc->getSCE(SC_SOULFALCON)->val3;
  6551. if (sc->getSCE(SC_SATURDAYNIGHTFEVER))
  6552. hit -= 50 + 50 * sc->getSCE(SC_SATURDAYNIGHTFEVER)->val1;
  6553. if (sc->getSCE(SC_PACKING_ENVELOPE10))
  6554. hit += sc->getSCE(SC_PACKING_ENVELOPE10)->val1;
  6555. if (sc->getSCE(SC_ABYSS_SLAYER))
  6556. hit += sc->getSCE(SC_ABYSS_SLAYER)->val3;
  6557. if (sc->getSCE(SC_LIMIT_POWER_BOOSTER))
  6558. hit += sc->getSCE(SC_LIMIT_POWER_BOOSTER)->val1;
  6559. if (sc->getSCE(SC_ACARAJE))
  6560. hit += 5;
  6561. if (sc->getSCE(SC_INTENSIVE_AIM))
  6562. hit += 250;
  6563. return (short)cap_value(hit,1,SHRT_MAX);
  6564. }
  6565. /**
  6566. * Adds flee modifications based on status changes
  6567. * @param bl: Object to change flee [PC|MOB|HOM|MER|ELEM]
  6568. * @param sc: Object's status change information
  6569. * @param flee: Initial flee
  6570. * @return modified flee with cap_value(flee,1,USHRT_MAX)
  6571. */
  6572. static signed short status_calc_flee(struct block_list *bl, status_change *sc, int flee)
  6573. {
  6574. if( bl->type == BL_PC ) {
  6575. struct map_data *mapdata = map_getmapdata(bl->m);
  6576. if( mapdata_flag_gvg(mapdata) )
  6577. flee -= flee * battle_config.gvg_flee_penalty/100;
  6578. else if( mapdata->getMapFlag(MF_BATTLEGROUND) )
  6579. flee -= flee * battle_config.bg_flee_penalty/100;
  6580. }
  6581. if(!sc || !sc->count)
  6582. return cap_value(flee,1,SHRT_MAX);
  6583. if (sc->getSCE(SC_POISON_MIST))
  6584. return 0;
  6585. if(sc->getSCE(SC_OVERED_BOOST)) //Should be final and unmodifiable by any means
  6586. return sc->getSCE(SC_OVERED_BOOST)->val2;
  6587. // Fixed value
  6588. if(sc->getSCE(SC_INCFLEE))
  6589. flee += sc->getSCE(SC_INCFLEE)->val1;
  6590. if(sc->getSCE(SC_FLEEFOOD))
  6591. flee += sc->getSCE(SC_FLEEFOOD)->val1;
  6592. if(sc->getSCE(SC_WHISTLE))
  6593. flee += sc->getSCE(SC_WHISTLE)->val2;
  6594. if(sc->getSCE(SC_WINDWALK))
  6595. flee += sc->getSCE(SC_WINDWALK)->val2;
  6596. if(sc->getSCE(SC_VIOLENTGALE))
  6597. flee += sc->getSCE(SC_VIOLENTGALE)->val2;
  6598. if(sc->getSCE(SC_MOON_COMFORT)) // SG skill [Komurka]
  6599. flee += sc->getSCE(SC_MOON_COMFORT)->val2;
  6600. if(sc->getSCE(SC_CLOSECONFINE))
  6601. flee += sc->getSCE(SC_CLOSECONFINE)->val3;
  6602. if (sc->getSCE(SC_ANGRIFFS_MODUS))
  6603. flee -= sc->getSCE(SC_ANGRIFFS_MODUS)->val3;
  6604. if(sc->getSCE(SC_ADJUSTMENT))
  6605. flee += 30;
  6606. if(sc->getSCE(SC_SPEED))
  6607. flee += 10 + sc->getSCE(SC_SPEED)->val1 * 10;
  6608. if(sc->getSCE(SC_GATLINGFEVER))
  6609. flee -= sc->getSCE(SC_GATLINGFEVER)->val4;
  6610. if(sc->getSCE(SC_PARTYFLEE))
  6611. flee += sc->getSCE(SC_PARTYFLEE)->val1 * 10;
  6612. if(sc->getSCE(SC_MERC_FLEEUP))
  6613. flee += sc->getSCE(SC_MERC_FLEEUP)->val2;
  6614. if( sc->getSCE(SC_HALLUCINATIONWALK) )
  6615. flee += sc->getSCE(SC_HALLUCINATIONWALK)->val2;
  6616. if( sc->getSCE(SC_NPC_HALLUCINATIONWALK) )
  6617. flee += sc->getSCE(SC_NPC_HALLUCINATIONWALK)->val2;
  6618. if(sc->getSCE(SC_MTF_HITFLEE))
  6619. flee += sc->getSCE(SC_MTF_HITFLEE)->val2;
  6620. if( sc->getSCE(SC_WATER_BARRIER) )
  6621. flee -= sc->getSCE(SC_WATER_BARRIER)->val2;
  6622. if( sc->getSCE(SC_C_MARKER) )
  6623. flee -= sc->getSCE(SC_C_MARKER)->val3;
  6624. #ifdef RENEWAL
  6625. if( sc->getSCE(SC_SPEARQUICKEN) )
  6626. flee += 2 * sc->getSCE(SC_SPEARQUICKEN)->val1;
  6627. if (sc->getSCE(SC_NIBELUNGEN) && sc->getSCE(SC_NIBELUNGEN)->val2 == RINGNBL_FLEE)
  6628. flee += 50;
  6629. #endif
  6630. // Rate value
  6631. if(sc->getSCE(SC_INCFLEERATE))
  6632. flee += flee * sc->getSCE(SC_INCFLEERATE)->val1/100;
  6633. if (sc->getSCE(SC_AGIUP))
  6634. flee += flee * sc->getSCE(SC_AGIUP)->val2 / 100;
  6635. if(sc->getSCE(SC_SPIDERWEB) || sc->getSCE(SC_WIDEWEB))
  6636. flee -= flee * 50/100;
  6637. if(sc->getSCE(SC_BERSERK))
  6638. flee -= flee * 50/100;
  6639. if(sc->getSCE(SC_BLIND))
  6640. flee -= flee * 25/100;
  6641. if(sc->getSCE(SC_FEAR))
  6642. flee -= flee * 20 / 100;
  6643. if(sc->getSCE(SC_PARALYSE) && sc->getSCE(SC_PARALYSE)->val3 == 1)
  6644. flee -= flee * 10 / 100;
  6645. if(sc->getSCE(SC_INFRAREDSCAN))
  6646. flee -= flee * 30 / 100;
  6647. if( sc->getSCE(SC__LAZINESS) )
  6648. flee -= flee * sc->getSCE(SC__LAZINESS)->val3 / 100;
  6649. if( sc->getSCE(SC_GLOOMYDAY) )
  6650. flee -= flee * sc->getSCE(SC_GLOOMYDAY)->val2 / 100;
  6651. if( sc->getSCE(SC_SATURDAYNIGHTFEVER) )
  6652. flee -= 20 + 30 * sc->getSCE(SC_SATURDAYNIGHTFEVER)->val1;
  6653. if( sc->getSCE(SC_WIND_STEP_OPTION) )
  6654. flee += flee * sc->getSCE(SC_WIND_STEP_OPTION)->val2 / 100;
  6655. if( sc->getSCE(SC_TINDER_BREAKER) || sc->getSCE(SC_TINDER_BREAKER2) )
  6656. flee -= flee * 50 / 100;
  6657. if( sc->getSCE(SC_ZEPHYR) )
  6658. flee += sc->getSCE(SC_ZEPHYR)->val2;
  6659. if(sc->getSCE(SC_ASH))
  6660. flee -= flee * sc->getSCE(SC_ASH)->val4 / 100;
  6661. if (sc->getSCE(SC_GOLDENE_FERSE))
  6662. flee += flee * sc->getSCE(SC_GOLDENE_FERSE)->val2 / 100;
  6663. if (sc->getSCE(SC_SMOKEPOWDER))
  6664. flee += flee * 20 / 100;
  6665. if (sc->getSCE(SC_TEARGAS))
  6666. flee -= flee * 50 / 100;
  6667. //if( sc->getSCE(SC_C_MARKER) )
  6668. // flee -= (flee * sc->getSCE(SC_C_MARKER)->val3) / 100;
  6669. if (sc->getSCE(SC_GROOMING))
  6670. flee += sc->getSCE(SC_GROOMING)->val2;
  6671. if (sc->getSCE(SC_PACKING_ENVELOPE5))
  6672. flee += sc->getSCE(SC_PACKING_ENVELOPE5)->val1;
  6673. if (sc->getSCE(SC_LIMIT_POWER_BOOSTER))
  6674. flee += sc->getSCE(SC_LIMIT_POWER_BOOSTER)->val1;
  6675. if (sc->getSCE(SC_MYSTICPOWDER))
  6676. flee += 20;
  6677. return (short)cap_value(flee,1,SHRT_MAX);
  6678. }
  6679. /**
  6680. * Adds perfect flee modifications based on status changes
  6681. * @param bl: Object to change flee2 [PC|MOB|HOM|MER|ELEM]
  6682. * @param sc: Object's status change information
  6683. * @param flee2: Initial flee2
  6684. * @return modified flee2 with cap_value(flee2,10,USHRT_MAX)
  6685. */
  6686. static signed short status_calc_flee2(struct block_list *bl, status_change *sc, int flee2)
  6687. {
  6688. if(!sc || !sc->count)
  6689. return cap_value(flee2,10,SHRT_MAX);
  6690. if(sc->getSCE(SC_INCFLEE2))
  6691. flee2 += sc->getSCE(SC_INCFLEE2)->val2;
  6692. if(sc->getSCE(SC_WHISTLE))
  6693. flee2 += sc->getSCE(SC_WHISTLE)->val3*10;
  6694. if(sc->getSCE(SC__UNLUCKY))
  6695. flee2 -= flee2 * sc->getSCE(SC__UNLUCKY)->val2 / 100;
  6696. if (sc->getSCE(SC_HISS))
  6697. flee2 += sc->getSCE(SC_HISS)->val2*10;
  6698. if (sc->getSCE(SC_DORAM_FLEE2))
  6699. flee2 += sc->getSCE(SC_DORAM_FLEE2)->val1;
  6700. return (short)cap_value(flee2,10,SHRT_MAX);
  6701. }
  6702. /**
  6703. * Adds defense (left-side) modifications based on status changes
  6704. * @param bl: Object to change def [PC|MOB|HOM|MER|ELEM]
  6705. * @param sc: Object's status change information
  6706. * @param def: Initial def
  6707. * @return modified def with cap_value(def,DEFTYPE_MIN,DEFTYPE_MAX)
  6708. */
  6709. static defType status_calc_def(struct block_list *bl, status_change *sc, int def)
  6710. {
  6711. if(!sc || !sc->count)
  6712. return (defType)cap_value(def,DEFTYPE_MIN,DEFTYPE_MAX);
  6713. if(sc->getSCE(SC_BERSERK))
  6714. return 0;
  6715. #ifdef RENEWAL
  6716. if(sc->getSCE(SC_ETERNALCHAOS))
  6717. return 0;
  6718. #endif
  6719. if(sc->getSCE(SC_BARRIER))
  6720. return 100;
  6721. if(sc->getSCE(SC_KEEPING))
  6722. return 90;
  6723. #ifndef RENEWAL /// Steel Body does not provide 90 DEF in [RENEWAL]
  6724. if(sc->getSCE(SC_STEELBODY))
  6725. return 90;
  6726. #endif
  6727. if (sc->getSCE(SC_NYANGGRASS)) {
  6728. if (bl->type == BL_PC)
  6729. return 0;
  6730. else
  6731. return def /= 2;
  6732. }
  6733. if(sc->getSCE(SC_DEFSET))
  6734. return sc->getSCE(SC_DEFSET)->val1;
  6735. if(sc->getSCE(SC_DRUMBATTLE))
  6736. def += sc->getSCE(SC_DRUMBATTLE)->val3;
  6737. #ifdef RENEWAL
  6738. if (sc->getSCE(SC_ASSUMPTIO))
  6739. def += sc->getSCE(SC_ASSUMPTIO)->val1 * 50;
  6740. #endif
  6741. if (bl->type == BL_HOM && sc->getSCE(SC_DEFENCE))
  6742. def += sc->getSCE(SC_DEFENCE)->val2;
  6743. if(sc->getSCE(SC_INCDEFRATE))
  6744. def += def * sc->getSCE(SC_INCDEFRATE)->val1/100;
  6745. if(sc->getSCE(SC_EARTH_INSIGNIA) && sc->getSCE(SC_EARTH_INSIGNIA)->val1 == 2)
  6746. def += 50;
  6747. if(sc->getSCE(SC_ODINS_POWER))
  6748. def -= 20 * sc->getSCE(SC_ODINS_POWER)->val1;
  6749. if( sc->getSCE(SC_ANGRIFFS_MODUS) )
  6750. def -= 20 + 10 * sc->getSCE(SC_ANGRIFFS_MODUS)->val1;
  6751. if(sc->getSCE(SC_STONEHARDSKIN))
  6752. def += sc->getSCE(SC_STONEHARDSKIN)->val1;
  6753. if(sc->getSCE(SC_STONE))
  6754. def /= 2;
  6755. if(sc->getSCE(SC_FREEZE))
  6756. def /= 2;
  6757. if(sc->getSCE(SC_POISON) || sc->getSCE(SC_DPOISON) && bl->type != BL_PC)
  6758. def = def * 75 / 100; //Should round down
  6759. if(sc->getSCE(SC_SIGNUMCRUCIS))
  6760. def -= def * sc->getSCE(SC_SIGNUMCRUCIS)->val2/100;
  6761. if(sc->getSCE(SC_CONCENTRATION))
  6762. def -= def * sc->getSCE(SC_CONCENTRATION)->val4/100;
  6763. if(sc->getSCE(SC_SKE))
  6764. def /= 2;
  6765. if(sc->getSCE(SC_PROVOKE) && bl->type != BL_PC) // Provoke doesn't alter player defense->
  6766. def -= def * sc->getSCE(SC_PROVOKE)->val3/100;
  6767. if(sc->getSCE(SC_STRIPSHIELD) && bl->type != BL_PC) // Player doesn't have def reduction only equip removed
  6768. def -= def * sc->getSCE(SC_STRIPSHIELD)->val2/100;
  6769. if (sc->getSCE(SC_FLING))
  6770. def -= def * (sc->getSCE(SC_FLING)->val2)/100;
  6771. if( sc->getSCE(SC_FREEZING) )
  6772. def -= def * (bl->type == BL_PC ? 30 : 10) / 100;
  6773. if( sc->getSCE(SC_ANALYZE) )
  6774. def -= def * (14 * sc->getSCE(SC_ANALYZE)->val1) / 100;
  6775. if( sc->getSCE(SC_NEUTRALBARRIER) )
  6776. def += def * sc->getSCE(SC_NEUTRALBARRIER)->val2 / 100;
  6777. if( sc->getSCE(SC_PRESTIGE) )
  6778. def += sc->getSCE(SC_PRESTIGE)->val3;
  6779. if( sc->getSCE(SC_BANDING) && sc->getSCE(SC_BANDING)->val2 > 1 )
  6780. def += 6 * sc->getSCE(SC_BANDING)->val1;
  6781. if( sc->getSCE(SC_ECHOSONG) )
  6782. def += sc->getSCE(SC_ECHOSONG)->val3;
  6783. if( sc->getSCE(SC_CAMOUFLAGE) )
  6784. def -= def * 5 * sc->getSCE(SC_CAMOUFLAGE)->val3 / 100;
  6785. if( sc->getSCE(SC_SOLID_SKIN_OPTION) )
  6786. def += def * sc->getSCE(SC_SOLID_SKIN_OPTION)->val2 / 100;
  6787. if( sc->getSCE(SC_ROCK_CRUSHER) )
  6788. def -= def * sc->getSCE(SC_ROCK_CRUSHER)->val2 / 100;
  6789. if( sc->getSCE(SC_POWER_OF_GAIA) )
  6790. def += def * sc->getSCE(SC_POWER_OF_GAIA)->val2 / 100;
  6791. if(sc->getSCE(SC_ASH))
  6792. def -= def * sc->getSCE(SC_ASH)->val3/100;
  6793. if( sc->getSCE(SC_OVERED_BOOST) && bl->type == BL_HOM )
  6794. def -= def * sc->getSCE(SC_OVERED_BOOST)->val4 / 100;
  6795. if(sc->getSCE(SC_GLASTHEIM_ITEMDEF))
  6796. def += sc->getSCE(SC_GLASTHEIM_ITEMDEF)->val1;
  6797. if (sc->getSCE(SC_SOULGOLEM))
  6798. def += sc->getSCE(SC_SOULGOLEM)->val2;
  6799. if (sc->getSCE(SC_STONE_WALL))
  6800. def += sc->getSCE(SC_STONE_WALL)->val2;
  6801. if( sc->getSCE(SC_PACKING_ENVELOPE7) )
  6802. def += sc->getSCE(SC_PACKING_ENVELOPE7)->val1;
  6803. if (sc->getSCE(SC_D_MACHINE))
  6804. def += sc->getSCE(SC_D_MACHINE)->val2;
  6805. if (sc->getSCE(SC_CLIMAX_CRYIMP))
  6806. def += 300;
  6807. if (sc->getSCE(SC_GUARD_STANCE))
  6808. def += sc->getSCE(SC_GUARD_STANCE)->val2;
  6809. if (sc->getSCE(SC_ATTACK_STANCE))
  6810. def -= sc->getSCE(SC_ATTACK_STANCE)->val2;
  6811. if (sc->getSCE(SC_M_DEFSCROLL))
  6812. def += sc->getSCE(SC_M_DEFSCROLL)->val1;
  6813. return (defType)cap_value(def,DEFTYPE_MIN,DEFTYPE_MAX);
  6814. }
  6815. /**
  6816. * Adds defense (right-side) modifications based on status changes
  6817. * @param bl: Object to change def2 [PC|MOB|HOM|MER|ELEM]
  6818. * @param sc: Object's status change information
  6819. * @param def2: Initial def2
  6820. * @return modified def2 with cap_value(def2,SHRT_MIN,SHRT_MAX)
  6821. */
  6822. static signed short status_calc_def2(struct block_list *bl, status_change *sc, int def2)
  6823. {
  6824. if(!sc || !sc->count)
  6825. #ifdef RENEWAL
  6826. return (short)cap_value(def2,SHRT_MIN,SHRT_MAX);
  6827. #else
  6828. return (short)cap_value(def2,1,SHRT_MAX);
  6829. #endif
  6830. if(sc->getSCE(SC_BERSERK))
  6831. return 0;
  6832. if(sc->getSCE(SC_ETERNALCHAOS))
  6833. return 0;
  6834. if(sc->getSCE(SC_DEFSET))
  6835. return sc->getSCE(SC_DEFSET)->val1;
  6836. if(sc->getSCE(SC_SUN_COMFORT))
  6837. def2 += sc->getSCE(SC_SUN_COMFORT)->val2;
  6838. #ifdef RENEWAL
  6839. if (sc->getSCE(SC_SKA))
  6840. def2 += 80;
  6841. #endif
  6842. if(sc->getSCE(SC_ANGELUS))
  6843. #ifdef RENEWAL /// The VIT stat bonus is boosted by angelus [RENEWAL]
  6844. def2 += status_get_vit(bl) / 2 * sc->getSCE(SC_ANGELUS)->val2/100;
  6845. #else
  6846. def2 += def2 * sc->getSCE(SC_ANGELUS)->val2/100;
  6847. if(sc->getSCE(SC_CONCENTRATION))
  6848. def2 -= def2 * sc->getSCE(SC_CONCENTRATION)->val4/100;
  6849. #endif
  6850. if(sc->getSCE(SC_POISON) || sc->getSCE(SC_DPOISON))
  6851. def2 = def2 * 75 / 100; //Should round down
  6852. if(sc->getSCE(SC_SKE))
  6853. def2 -= def2 * 50/100;
  6854. if(sc->getSCE(SC_PROVOKE))
  6855. def2 -= def2 * sc->getSCE(SC_PROVOKE)->val3/100;
  6856. if(sc->getSCE(SC_JOINTBEAT))
  6857. def2 -= def2 * ( sc->getSCE(SC_JOINTBEAT)->val2&BREAK_SHOULDER ? 50 : 0 ) / 100
  6858. + def2 * ( sc->getSCE(SC_JOINTBEAT)->val2&BREAK_WAIST ? 25 : 0 ) / 100;
  6859. if(sc->getSCE(SC_FLING))
  6860. def2 -= def2 * (sc->getSCE(SC_FLING)->val3)/100;
  6861. if(sc->getSCE(SC_ANALYZE))
  6862. def2 -= def2 * (14 * sc->getSCE(SC_ANALYZE)->val1) / 100;
  6863. if(sc->getSCE(SC_ASH))
  6864. def2 -= def2 * sc->getSCE(SC_ASH)->val3/100;
  6865. if (sc->getSCE(SC_PARALYSIS))
  6866. def2 -= def2 * sc->getSCE(SC_PARALYSIS)->val2 / 100;
  6867. if(sc->getSCE(SC_EQC))
  6868. def2 -= def2 * sc->getSCE(SC_EQC)->val2 / 100;
  6869. if( sc->getSCE(SC_CAMOUFLAGE) )
  6870. def2 -= def2 * 5 * sc->getSCE(SC_CAMOUFLAGE)->val3 / 100;
  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. }
  6877. /**
  6878. * Adds magic defense (left-side) modifications based on status changes
  6879. * @param bl: Object to change mdef [PC|MOB|HOM|MER|ELEM]
  6880. * @param sc: Object's status change information
  6881. * @param mdef: Initial mdef
  6882. * @return modified mdef with cap_value(mdef,DEFTYPE_MIN,DEFTYPE_MAX)
  6883. */
  6884. static defType status_calc_mdef(struct block_list *bl, status_change *sc, int mdef)
  6885. {
  6886. if(!sc || !sc->count)
  6887. return (defType)cap_value(mdef,DEFTYPE_MIN,DEFTYPE_MAX);
  6888. if(sc->getSCE(SC_BERSERK))
  6889. return 0;
  6890. if(sc->getSCE(SC_BARRIER))
  6891. return 100;
  6892. #ifndef RENEWAL /// Steel Body does not provide 90 MDEF in [RENEWAL]
  6893. if(sc->getSCE(SC_STEELBODY))
  6894. return 90;
  6895. #endif
  6896. if (sc->getSCE(SC_NYANGGRASS)) {
  6897. if (bl->type == BL_PC)
  6898. return 0;
  6899. else
  6900. return mdef / 2;
  6901. }
  6902. if(sc->getSCE(SC_MDEFSET))
  6903. return sc->getSCE(SC_MDEFSET)->val1;
  6904. if(sc->getSCE(SC_EARTH_INSIGNIA) && sc->getSCE(SC_EARTH_INSIGNIA)->val1 == 3)
  6905. mdef += 50;
  6906. 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.
  6907. mdef += (sc->getSCE(SC_ENDURE)->val4 == 0) ? sc->getSCE(SC_ENDURE)->val1 : 1;
  6908. if(sc->getSCE(SC_STONEHARDSKIN))
  6909. mdef += sc->getSCE(SC_STONEHARDSKIN)->val1;
  6910. if(sc->getSCE(SC_STONE))
  6911. mdef += 25 * mdef / 100;
  6912. if(sc->getSCE(SC_FREEZE))
  6913. mdef += 25 * mdef / 100;
  6914. if(sc->getSCE(SC_BURNING))
  6915. mdef -= 25 * mdef / 100;
  6916. if( sc->getSCE(SC_NEUTRALBARRIER) )
  6917. mdef += mdef * sc->getSCE(SC_NEUTRALBARRIER)->val2 / 100;
  6918. if(sc->getSCE(SC_ANALYZE))
  6919. mdef -= mdef * ( 14 * sc->getSCE(SC_ANALYZE)->val1 ) / 100;
  6920. if(sc->getSCE(SC_SYMPHONYOFLOVER))
  6921. mdef += mdef * sc->getSCE(SC_SYMPHONYOFLOVER)->val3 / 100;
  6922. if (sc->getSCE(SC_ODINS_POWER))
  6923. mdef -= 20 * sc->getSCE(SC_ODINS_POWER)->val1;
  6924. if(sc->getSCE(SC_GLASTHEIM_ITEMDEF))
  6925. mdef += sc->getSCE(SC_GLASTHEIM_ITEMDEF)->val2;
  6926. if (sc->getSCE(SC_SOULGOLEM))
  6927. mdef += sc->getSCE(SC_SOULGOLEM)->val3;
  6928. if (sc->getSCE(SC_STONE_WALL))
  6929. mdef += sc->getSCE(SC_STONE_WALL)->val3;
  6930. if (sc->getSCE(SC_PACKING_ENVELOPE8))
  6931. mdef += sc->getSCE(SC_PACKING_ENVELOPE8)->val1;
  6932. if (sc->getSCE(SC_CLIMAX_CRYIMP))
  6933. mdef += 100;
  6934. if (sc->getSCE(SC_M_DEFSCROLL))
  6935. mdef += sc->getSCE(SC_M_DEFSCROLL)->val2;
  6936. return (defType)cap_value(mdef,DEFTYPE_MIN,DEFTYPE_MAX);
  6937. }
  6938. /**
  6939. * Adds magic defense (right-side) modifications based on status changes
  6940. * @param bl: Object to change mdef2 [PC|MOB|HOM|MER|ELEM]
  6941. * @param sc: Object's status change information
  6942. * @param mdef2: Initial mdef2
  6943. * @return modified mdef2 with cap_value(mdef2,SHRT_MIN,SHRT_MAX)
  6944. */
  6945. static signed short status_calc_mdef2(struct block_list *bl, status_change *sc, int mdef2)
  6946. {
  6947. if(!sc || !sc->count)
  6948. #ifdef RENEWAL
  6949. return (short)cap_value(mdef2,SHRT_MIN,SHRT_MAX);
  6950. #else
  6951. return (short)cap_value(mdef2,1,SHRT_MAX);
  6952. #endif
  6953. if(sc->getSCE(SC_BERSERK))
  6954. return 0;
  6955. if(sc->getSCE(SC_SKA))
  6956. return 90;
  6957. if(sc->getSCE(SC_MDEFSET))
  6958. return sc->getSCE(SC_MDEFSET)->val1;
  6959. if(sc->getSCE(SC_MINDBREAKER))
  6960. mdef2 -= mdef2 * sc->getSCE(SC_MINDBREAKER)->val3/100;
  6961. if(sc->getSCE(SC_BURNING))
  6962. mdef2 -= mdef2 * 25 / 100;
  6963. if(sc->getSCE(SC_ANALYZE))
  6964. mdef2 -= mdef2 * (14 * sc->getSCE(SC_ANALYZE)->val1) / 100;
  6965. #ifdef RENEWAL
  6966. return (short)cap_value(mdef2,SHRT_MIN,SHRT_MAX);
  6967. #else
  6968. return (short)cap_value(mdef2,1,SHRT_MAX);
  6969. #endif
  6970. }
  6971. /**
  6972. * Adds speed modifications based on status changes
  6973. * @param bl: Object to change speed [PC|MOB|HOM|MER|ELEM]
  6974. * @param sc: Object's status change information
  6975. * @param speed: Initial speed
  6976. * @return modified speed with cap_value(speed,10,USHRT_MAX)
  6977. */
  6978. static unsigned short status_calc_speed(struct block_list *bl, status_change *sc, int speed)
  6979. {
  6980. TBL_PC* sd = BL_CAST(BL_PC, bl);
  6981. int speed_rate = 100;
  6982. if (sc == nullptr || (sd && sd->state.permanent_speed))
  6983. return (unsigned short)cap_value(speed, MIN_WALK_SPEED, MAX_WALK_SPEED);
  6984. if (sd && pc_ismadogear(sd)) { // Mado speed is not affected by other statuses
  6985. int val = 0;
  6986. if (pc_checkskill(sd, NC_MADOLICENCE) < 5)
  6987. val = 50 - 10 * pc_checkskill(sd, NC_MADOLICENCE);
  6988. else
  6989. val -= 25;
  6990. if (sc->getSCE(SC_ACCELERATION))
  6991. val -= 25;
  6992. speed += speed * val / 100;
  6993. return (unsigned short)cap_value(speed, MIN_WALK_SPEED, MAX_WALK_SPEED);
  6994. }
  6995. if( sd && sd->ud.skilltimer != INVALID_TIMER && (pc_checkskill(sd,SA_FREECAST) > 0 || sd->ud.skill_id == LG_EXEEDBREAK) ) {
  6996. if( sd->ud.skill_id == LG_EXEEDBREAK )
  6997. speed_rate = 160 - 10 * sd->ud.skill_lv;
  6998. else
  6999. speed_rate = 175 - 5 * pc_checkskill(sd,SA_FREECAST);
  7000. } else {
  7001. int val = 0;
  7002. // GetMoveHasteValue2()
  7003. if( sc->getSCE(SC_FUSION) )
  7004. val = 25;
  7005. else if( sd ) {
  7006. if( pc_isriding(sd) || sd->sc.option&OPTION_DRAGON )
  7007. val = 25; // Same bonus
  7008. else if( pc_isridingwug(sd) )
  7009. val = 15 + 5 * pc_checkskill(sd, RA_WUGRIDER);
  7010. else if( sc->getSCE(SC_ALL_RIDING) )
  7011. val = battle_config.rental_mount_speed_boost;
  7012. }
  7013. speed_rate -= val;
  7014. // GetMoveSlowValue()
  7015. if( sd && sc->getSCE(SC_HIDING) && pc_checkskill(sd,RG_TUNNELDRIVE) > 0 )
  7016. val = 120 - 6 * pc_checkskill(sd,RG_TUNNELDRIVE);
  7017. else if( sd && sc->getSCE(SC_CHASEWALK) && sc->getSCE(SC_CHASEWALK)->val3 < 0 )
  7018. val = sc->getSCE(SC_CHASEWALK)->val3;
  7019. else {
  7020. val = 0;
  7021. // Longing for Freedom/Special Singer cancels song/dance penalty
  7022. #ifdef RENEWAL
  7023. if (sc->getSCE(SC_ENSEMBLEFATIGUE))
  7024. val = max(val, sc->getSCE(SC_ENSEMBLEFATIGUE)->val2);
  7025. #else
  7026. if( sc->getSCE(SC_LONGING) )
  7027. val = max( val, 50 - 10 * sc->getSCE(SC_LONGING)->val1 );
  7028. #endif
  7029. else
  7030. if( sd && sc->getSCE(SC_DANCING) )
  7031. 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)) );
  7032. if( sc->getSCE(SC_DECREASEAGI) )
  7033. val = max( val, 25 );
  7034. if( sc->getSCE(SC_QUAGMIRE) || sc->getSCE(SC_HALLUCINATIONWALK_POSTDELAY) || (sc->getSCE(SC_GLOOMYDAY) && sc->getSCE(SC_GLOOMYDAY)->val4) )
  7035. val = max( val, 50 );
  7036. if( sc->getSCE(SC_DONTFORGETME) )
  7037. val = max( val, sc->getSCE(SC_DONTFORGETME)->val3 );
  7038. if( sc->getSCE(SC_CURSE) )
  7039. val = max( val, 300 );
  7040. if( sc->getSCE(SC_CHASEWALK) )
  7041. val = max( val, sc->getSCE(SC_CHASEWALK)->val3 );
  7042. if( sc->getSCE(SC_WEDDING) )
  7043. val = max( val, 100 );
  7044. if( sc->getSCE(SC_JOINTBEAT) && sc->getSCE(SC_JOINTBEAT)->val2&(BREAK_ANKLE|BREAK_KNEE) )
  7045. val = max( val, (sc->getSCE(SC_JOINTBEAT)->val2&BREAK_ANKLE ? 50 : 0) + (sc->getSCE(SC_JOINTBEAT)->val2&BREAK_KNEE ? 30 : 0) );
  7046. if( sc->getSCE(SC_CLOAKING) && (sc->getSCE(SC_CLOAKING)->val4&1) == 0 )
  7047. val = max( val, sc->getSCE(SC_CLOAKING)->val1 < 3 ? 300 : 30 - 3 * sc->getSCE(SC_CLOAKING)->val1 );
  7048. if( sc->getSCE(SC_GOSPEL) && sc->getSCE(SC_GOSPEL)->val4 == BCT_ENEMY )
  7049. val = max( val, 75 );
  7050. if( sc->getSCE(SC_SLOWDOWN) ) // Slow Potion
  7051. val = max( val, sc->getSCE(SC_SLOWDOWN)->val1 );
  7052. if( sc->getSCE(SC_GATLINGFEVER) )
  7053. val = max( val, 100 );
  7054. if( sc->getSCE(SC_SUITON) )
  7055. val = max( val, sc->getSCE(SC_SUITON)->val3 );
  7056. if( sc->getSCE(SC_SWOO) )
  7057. val = max( val, 300 );
  7058. if( sc->getSCE(SC_SKA) )
  7059. val = max( val, 25 );
  7060. if( sc->getSCE(SC_FREEZING) )
  7061. val = max( val, 30 );
  7062. if( sc->getSCE(SC_MARSHOFABYSS) )
  7063. val = max( val, sc->getSCE(SC_MARSHOFABYSS)->val3 );
  7064. if( sc->getSCE(SC_CAMOUFLAGE) && sc->getSCE(SC_CAMOUFLAGE)->val1 > 2 )
  7065. val = max( val, 25 * (5 - sc->getSCE(SC_CAMOUFLAGE)->val1) );
  7066. if( sc->getSCE(SC_STEALTHFIELD) )
  7067. val = max( val, 20 );
  7068. if( sc->getSCE(SC__LAZINESS) )
  7069. val = max( val, 25 );
  7070. if( sc->getSCE(SC_ROCK_CRUSHER_ATK) )
  7071. val = max( val, sc->getSCE(SC_ROCK_CRUSHER_ATK)->val2 );
  7072. if( sc->getSCE(SC_POWER_OF_GAIA) )
  7073. val = max( val, sc->getSCE(SC_POWER_OF_GAIA)->val2 );
  7074. if( sc->getSCE(SC_MELON_BOMB) )
  7075. val = max( val, sc->getSCE(SC_MELON_BOMB)->val2 );
  7076. if( sc->getSCE(SC_REBOUND) )
  7077. val = max( val, 25 );
  7078. if( sc->getSCE(SC_B_TRAP) )
  7079. val = max( val, sc->getSCE(SC_B_TRAP)->val3 );
  7080. if (sc->getSCE(SC_CATNIPPOWDER))
  7081. val = max(val, sc->getSCE(SC_CATNIPPOWDER)->val3);
  7082. if (sc->getSCE(SC_SP_SHA))
  7083. val = max(val, sc->getSCE(SC_SP_SHA)->val2);
  7084. if (sc->getSCE(SC_CREATINGSTAR))
  7085. val = max(val, 90);
  7086. if (sc->getSCE(SC_SHIELDCHAINRUSH))
  7087. val = max(val, 20);
  7088. if (sc->getSCE(SC_GROUNDGRAVITY))
  7089. val = max(val, 20);
  7090. if( sd && sd->bonus.speed_rate + sd->bonus.speed_add_rate > 0 ) // Permanent item-based speedup
  7091. val = max( val, sd->bonus.speed_rate + sd->bonus.speed_add_rate );
  7092. }
  7093. speed_rate += val;
  7094. val = 0;
  7095. if( sc->getSCE(SC_MARSHOFABYSS) && speed_rate > 150 )
  7096. speed_rate = 150;
  7097. // GetMoveHasteValue1()
  7098. if( sc->getSCE(SC_SPEEDUP1) )
  7099. val = max( val, sc->getSCE(SC_SPEEDUP1)->val1 );
  7100. if (sc->getSCE(SC_AGIUP))
  7101. val = max(val, sc->getSCE(SC_AGIUP)->val1);
  7102. if( sc->getSCE(SC_INCREASEAGI) )
  7103. val = max( val, 25 );
  7104. if( sc->getSCE(SC_WINDWALK) )
  7105. val = max( val, 2 * sc->getSCE(SC_WINDWALK)->val1 );
  7106. if( sc->getSCE(SC_CARTBOOST) )
  7107. val = max( val, 20 );
  7108. if( sd && (sd->class_&MAPID_UPPERMASK) == MAPID_ASSASSIN && pc_checkskill(sd,TF_MISS) > 0 )
  7109. val = max( val, 1 * pc_checkskill(sd,TF_MISS) );
  7110. if( sc->getSCE(SC_CLOAKING) && (sc->getSCE(SC_CLOAKING)->val4&1) == 1 )
  7111. val = max( val, sc->getSCE(SC_CLOAKING)->val1 >= 10 ? 25 : 3 * sc->getSCE(SC_CLOAKING)->val1 - 3 );
  7112. if( sc->getSCE(SC_BERSERK) )
  7113. val = max( val, 25 );
  7114. if( sc->getSCE(SC_RUN) )
  7115. val = max( val, 55 );
  7116. if( sc->getSCE(SC_AVOID) )
  7117. val = max( val, sc->getSCE(SC_AVOID)->val2 );
  7118. if (sc->getSCE(SC_INVINCIBLE))
  7119. val = max(val, sc->getSCE(SC_INVINCIBLE)->val3);
  7120. if( sc->getSCE(SC_CLOAKINGEXCEED) )
  7121. val = max( val, sc->getSCE(SC_CLOAKINGEXCEED)->val3);
  7122. if (sc->getSCE(SC_PARALYSE) && sc->getSCE(SC_PARALYSE)->val3 == 0)
  7123. val = max(val, 50);
  7124. if( sc->getSCE(SC_HOVERING) )
  7125. val = max( val, 10 );
  7126. if( sc->getSCE(SC_GN_CARTBOOST) )
  7127. val = max( val, sc->getSCE(SC_GN_CARTBOOST)->val2 );
  7128. if( sc->getSCE(SC_SWINGDANCE) )
  7129. val = max( val, sc->getSCE(SC_SWINGDANCE)->val3 );
  7130. if( sc->getSCE(SC_WIND_STEP_OPTION) )
  7131. val = max( val, sc->getSCE(SC_WIND_STEP_OPTION)->val2 );
  7132. if( sc->getSCE(SC_FULL_THROTTLE) )
  7133. val = max( val, 25 );
  7134. if (sc->getSCE(SC_ARCLOUSEDASH))
  7135. val = max(val, sc->getSCE(SC_ARCLOUSEDASH)->val3);
  7136. if( sc->getSCE(SC_DORAM_WALKSPEED) )
  7137. val = max(val, sc->getSCE(SC_DORAM_WALKSPEED)->val1);
  7138. if (sc->getSCE(SC_RUSHWINDMILL))
  7139. val = max(val, 25); // !TODO: Confirm bonus movement speed
  7140. if (sc->getSCE(SC_EMERGENCY_MOVE))
  7141. val = max(val, sc->getSCE(SC_EMERGENCY_MOVE)->val2);
  7142. if( sc->getSCE(SC_JAWAII_SERENADE) ){
  7143. val = max( val, 25 );
  7144. }
  7145. // !FIXME: official items use a single bonus for this [ultramage]
  7146. if( sc->getSCE(SC_SPEEDUP0) ) // Temporary item-based speedup
  7147. val = max( val, sc->getSCE(SC_SPEEDUP0)->val1 );
  7148. if( sd && sd->bonus.speed_rate + sd->bonus.speed_add_rate < 0 ) // Permanent item-based speedup
  7149. val = max( val, -(sd->bonus.speed_rate + sd->bonus.speed_add_rate) );
  7150. speed_rate -= val;
  7151. if( speed_rate < 40 )
  7152. speed_rate = 40;
  7153. }
  7154. // GetSpeed()
  7155. if( sd && pc_iscarton(sd) )
  7156. speed += speed * (50 - 5 * pc_checkskill(sd,MC_PUSHCART)) / 100;
  7157. if( sc->getSCE(SC_PARALYSE) && sc->getSCE(SC_PARALYSE)->val3 == 1 )
  7158. speed += speed * 50 / 100;
  7159. if( speed_rate != 100 )
  7160. speed = speed * speed_rate / 100;
  7161. if( sc->getSCE(SC_STEELBODY) )
  7162. speed = 200;
  7163. if( sc->getSCE(SC_DEFENDER) )
  7164. speed = max(speed, 200);
  7165. if (sc->getSCE(SC_ARMOR))
  7166. speed = max(speed, 200);
  7167. if( sc->getSCE(SC_WALKSPEED) && sc->getSCE(SC_WALKSPEED)->val1 > 0 ) // ChangeSpeed
  7168. speed = speed * 100 / sc->getSCE(SC_WALKSPEED)->val1;
  7169. return (unsigned short)cap_value(speed, MIN_WALK_SPEED, MAX_WALK_SPEED);
  7170. }
  7171. #ifdef RENEWAL_ASPD
  7172. /**
  7173. * Renewal attack speed modifiers based on status changes
  7174. * This function only affects RENEWAL players and comes after base calculation
  7175. * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
  7176. * @param sc: Object's status change information
  7177. * @param fixed: True - fixed value [malufett]
  7178. * False - percentage value
  7179. * @return modified aspd
  7180. */
  7181. static short status_calc_aspd(struct block_list *bl, status_change *sc, bool fixed)
  7182. {
  7183. int bonus = 0;
  7184. if (!sc || !sc->count)
  7185. return 0;
  7186. if (fixed) {
  7187. enum sc_type sc_val;
  7188. if (!sc->getSCE(SC_QUAGMIRE)) {
  7189. // !TODO: How does Two-Hand Quicken, Adrenaline Rush, and Spear quick change? (+10%)
  7190. if (bonus < 7 && (sc->getSCE(SC_TWOHANDQUICKEN) || sc->getSCE(SC_ONEHAND) || sc->getSCE(SC_MERC_QUICKEN) || sc->getSCE(SC_ADRENALINE) || sc->getSCE(SC_SPEARQUICKEN)))
  7191. bonus = 7;
  7192. else if (bonus < 6 && sc->getSCE(SC_ADRENALINE2))
  7193. bonus = 6;
  7194. else if (bonus < 5 && sc->getSCE(SC_FLEET))
  7195. bonus = 5;
  7196. }
  7197. if (sc->getSCE(SC_ASSNCROS) && bonus < sc->getSCE(SC_ASSNCROS)->val2) {
  7198. #ifdef RENEWAL
  7199. bonus += sc->getSCE(SC_ASSNCROS)->val2;
  7200. #else
  7201. if (bl->type != BL_PC)
  7202. bonus += sc->getSCE(SC_ASSNCROS)->val2;
  7203. else {
  7204. switch(((TBL_PC*)bl)->status.weapon) {
  7205. case W_BOW:
  7206. case W_REVOLVER:
  7207. case W_RIFLE:
  7208. case W_GATLING:
  7209. case W_SHOTGUN:
  7210. case W_GRENADE:
  7211. break;
  7212. default:
  7213. bonus += sc->getSCE(SC_ASSNCROS)->val2;
  7214. break;
  7215. }
  7216. }
  7217. #endif
  7218. }
  7219. if (bonus < 20 && sc->getSCE(SC_MADNESSCANCEL))
  7220. bonus = 20;
  7221. else if (bonus < 15 && sc->getSCE(SC_BERSERK))
  7222. bonus = 15;
  7223. 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))
  7224. bonus += sc->getSCE(sc_val)->val1;
  7225. if (sc->getSCE(SC_ATTHASTE_CASH))
  7226. bonus += sc->getSCE(SC_ATTHASTE_CASH)->val1;
  7227. } else {
  7228. if (sc->getSCE(SC_DONTFORGETME))
  7229. bonus -= sc->getSCE(SC_DONTFORGETME)->val2 / 10;
  7230. #ifdef RENEWAL
  7231. if (sc->getSCE(SC_ENSEMBLEFATIGUE))
  7232. bonus -= sc->getSCE(SC_ENSEMBLEFATIGUE)->val2 / 10;
  7233. #else
  7234. if (sc->getSCE(SC_LONGING))
  7235. bonus -= sc->getSCE(SC_LONGING)->val2 / 10;
  7236. #endif
  7237. if (sc->getSCE(SC_STEELBODY))
  7238. bonus -= 25;
  7239. if (sc->getSCE(SC_SKA))
  7240. bonus -= 25;
  7241. if (sc->getSCE(SC_DEFENDER))
  7242. bonus -= sc->getSCE(SC_DEFENDER)->val4 / 10;
  7243. if (sc->getSCE(SC_GOSPEL) && sc->getSCE(SC_GOSPEL)->val4 == BCT_ENEMY)
  7244. bonus -= 75;
  7245. #ifndef RENEWAL
  7246. if (sc->getSCE(SC_GRAVITATION))
  7247. bonus -= sc->getSCE(SC_GRAVITATION)->val2 / 10; // Needs more info
  7248. #endif
  7249. if (sc->getSCE(SC_JOINTBEAT)) { // Needs more info
  7250. if (sc->getSCE(SC_JOINTBEAT)->val2&BREAK_WRIST)
  7251. bonus -= 25;
  7252. if (sc->getSCE(SC_JOINTBEAT)->val2&BREAK_KNEE)
  7253. bonus -= 10;
  7254. }
  7255. if (sc->getSCE(SC_FREEZING))
  7256. bonus -= 30;
  7257. if (sc->getSCE(SC_HALLUCINATIONWALK_POSTDELAY))
  7258. bonus -= 50;
  7259. if (sc->getSCE(SC_PARALYSE) && sc->getSCE(SC_PARALYSE)->val3 == 1)
  7260. bonus -= 10;
  7261. if (sc->getSCE(SC__BODYPAINT))
  7262. bonus -= 5 * sc->getSCE(SC__BODYPAINT)->val1;
  7263. if (sc->getSCE(SC__INVISIBILITY))
  7264. bonus -= sc->getSCE(SC__INVISIBILITY)->val2;
  7265. if (sc->getSCE(SC__GROOMY))
  7266. bonus -= sc->getSCE(SC__GROOMY)->val2;
  7267. if (sc->getSCE(SC_SWINGDANCE))
  7268. bonus += sc->getSCE(SC_SWINGDANCE)->val3;
  7269. if (sc->getSCE(SC_DANCEWITHWUG))
  7270. bonus += sc->getSCE(SC_DANCEWITHWUG)->val3;
  7271. if (sc->getSCE(SC_GLOOMYDAY))
  7272. bonus -= sc->getSCE(SC_GLOOMYDAY)->val3;
  7273. if (sc->getSCE(SC_GT_CHANGE))
  7274. bonus += sc->getSCE(SC_GT_CHANGE)->val3;
  7275. if (sc->getSCE(SC_MELON_BOMB))
  7276. bonus -= sc->getSCE(SC_MELON_BOMB)->val3;
  7277. if (sc->getSCE(SC_BOOST500))
  7278. bonus += sc->getSCE(SC_BOOST500)->val1;
  7279. if (sc->getSCE(SC_EXTRACT_SALAMINE_JUICE))
  7280. bonus += sc->getSCE(SC_EXTRACT_SALAMINE_JUICE)->val1;
  7281. if (sc->getSCE(SC_GOLDENE_FERSE))
  7282. bonus += sc->getSCE(SC_GOLDENE_FERSE)->val3;
  7283. if (sc->getSCE(SC_INCASPDRATE))
  7284. bonus += sc->getSCE(SC_INCASPDRATE)->val1;
  7285. if (sc->getSCE(SC_GATLINGFEVER))
  7286. bonus += sc->getSCE(SC_GATLINGFEVER)->val1;
  7287. if (sc->getSCE(SC_STAR_COMFORT))
  7288. bonus += 3 * sc->getSCE(SC_STAR_COMFORT)->val1;
  7289. if (sc->getSCE(SC_WIND_INSIGNIA) && sc->getSCE(SC_WIND_INSIGNIA)->val1 == 2)
  7290. bonus += 10;
  7291. if (sc->getSCE(SC_INCREASEAGI))
  7292. bonus += sc->getSCE(SC_INCREASEAGI)->val1;
  7293. if (sc->getSCE(SC_NIBELUNGEN) && sc->getSCE(SC_NIBELUNGEN)->val2 == RINGNBL_ASPDRATE)
  7294. bonus += 20;
  7295. if (sc->getSCE(SC_STARSTANCE))
  7296. bonus += sc->getSCE(SC_STARSTANCE)->val2;
  7297. if( sc->getSCE(SC_2011RWC_SCROLL) )
  7298. bonus += 5;
  7299. if( sc->getSCE(SC_SPARKCANDY) )
  7300. bonus += 25;
  7301. if( sc->getSCE(SC_ACARAJE) )
  7302. bonus += 10;
  7303. if( sc->getSCE(SC_SKF_ASPD) )
  7304. bonus += sc->getSCE(SC_SKF_ASPD)->val1;
  7305. if( sc->getSCE(SC_PORK_RIB_STEW) )
  7306. bonus += 5;
  7307. map_session_data* sd = BL_CAST(BL_PC, bl);
  7308. uint8 skill_lv;
  7309. if (sd) {
  7310. if ((skill_lv = pc_checkskill(sd, BA_MUSICALLESSON)) > 0)
  7311. bonus += skill_lv;
  7312. if ((skill_lv = pc_checkskill(sd, RG_PLAGIARISM)) > 0)
  7313. bonus += skill_lv;
  7314. }
  7315. }
  7316. return bonus;
  7317. }
  7318. #endif
  7319. /**
  7320. * Modifies ASPD by a number, rather than a percentage (10 = 1 ASPD)
  7321. * A subtraction reduces the delay, meaning an increase in ASPD
  7322. * This comes after the percentage changes and is based on status changes
  7323. * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
  7324. * @param sc: Object's status change information
  7325. * @param aspd: Object's current ASPD
  7326. * @return modified aspd
  7327. */
  7328. static short status_calc_fix_aspd(struct block_list *bl, status_change *sc, int aspd)
  7329. {
  7330. if (!sc || !sc->count)
  7331. return cap_value(aspd, 0, 2000);
  7332. if (sc->getSCE(SC_OVERED_BOOST))
  7333. return cap_value(2000 - sc->getSCE(SC_OVERED_BOOST)->val3 * 10, 0, 2000);
  7334. if ((sc->getSCE(SC_GUST_OPTION) || sc->getSCE(SC_BLAST_OPTION) || sc->getSCE(SC_WILD_STORM_OPTION)))
  7335. aspd -= 50; // +5 ASPD
  7336. if (sc->getSCE(SC_FIGHTINGSPIRIT))
  7337. aspd -= sc->getSCE(SC_FIGHTINGSPIRIT)->val2;
  7338. if (sc->getSCE(SC_MTF_ASPD))
  7339. aspd -= sc->getSCE(SC_MTF_ASPD)->val1;
  7340. if (sc->getSCE(SC_MTF_ASPD2))
  7341. aspd -= sc->getSCE(SC_MTF_ASPD2)->val1;
  7342. if (sc->getSCE(SC_SOULSHADOW))
  7343. aspd -= 10 * sc->getSCE(SC_SOULSHADOW)->val2;
  7344. if (sc->getSCE(SC_HEAT_BARREL))
  7345. aspd -= sc->getSCE(SC_HEAT_BARREL)->val1 * 10;
  7346. if (sc->getSCE(SC_EP16_2_BUFF_SS))
  7347. aspd -= 100; // +10 ASPD
  7348. if (sc->getSCE(SC_PACKING_ENVELOPE6))
  7349. aspd -= sc->getSCE(SC_PACKING_ENVELOPE6)->val1 * 10;
  7350. if (sc->getSCE(SC_SINCERE_FAITH))
  7351. aspd -= 10 * sc->getSCE(SC_SINCERE_FAITH)->val2;
  7352. if( sc->getSCE(SC_LIMIT_POWER_BOOSTER) )
  7353. aspd -= 10;
  7354. return cap_value(aspd, 0, 2000); // Will be recap for proper bl anyway
  7355. }
  7356. /**
  7357. * Calculates an object's ASPD modifier based on status changes (alters amotion value)
  7358. * Note: The scale of aspd_rate is 1000 = 100%
  7359. * Note2: This only affects Homunculus, Mercenaries, and Pre-renewal Players
  7360. * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
  7361. * @param sc: Object's status change information
  7362. * @param aspd_rate: Object's current ASPD
  7363. * @return modified aspd_rate
  7364. */
  7365. static short status_calc_aspd_rate(struct block_list *bl, status_change *sc, int aspd_rate)
  7366. {
  7367. int i;
  7368. if(!sc || !sc->count)
  7369. return cap_value(aspd_rate,0,SHRT_MAX);
  7370. int max = 0;
  7371. if (sc->getSCE(SC_STAR_COMFORT))
  7372. max = sc->getSCE(SC_STAR_COMFORT)->val2;
  7373. if (sc->getSCE(SC_TWOHANDQUICKEN) &&
  7374. max < sc->getSCE(SC_TWOHANDQUICKEN)->val2)
  7375. max = sc->getSCE(SC_TWOHANDQUICKEN)->val2;
  7376. if (sc->getSCE(SC_ONEHAND) &&
  7377. max < sc->getSCE(SC_ONEHAND)->val2)
  7378. max = sc->getSCE(SC_ONEHAND)->val2;
  7379. if (sc->getSCE(SC_MERC_QUICKEN) &&
  7380. max < sc->getSCE(SC_MERC_QUICKEN)->val2)
  7381. max = sc->getSCE(SC_MERC_QUICKEN)->val2;
  7382. if (sc->getSCE(SC_ADRENALINE2) &&
  7383. max < sc->getSCE(SC_ADRENALINE2)->val3)
  7384. max = sc->getSCE(SC_ADRENALINE2)->val3;
  7385. if (sc->getSCE(SC_ADRENALINE) &&
  7386. max < sc->getSCE(SC_ADRENALINE)->val3)
  7387. max = sc->getSCE(SC_ADRENALINE)->val3;
  7388. if (sc->getSCE(SC_SPEARQUICKEN) &&
  7389. max < sc->getSCE(SC_SPEARQUICKEN)->val2)
  7390. max = sc->getSCE(SC_SPEARQUICKEN)->val2;
  7391. if (sc->getSCE(SC_GATLINGFEVER) &&
  7392. max < sc->getSCE(SC_GATLINGFEVER)->val2)
  7393. max = sc->getSCE(SC_GATLINGFEVER)->val2;
  7394. if (sc->getSCE(SC_FLEET) &&
  7395. max < sc->getSCE(SC_FLEET)->val2)
  7396. max = sc->getSCE(SC_FLEET)->val2;
  7397. if (sc->getSCE(SC_INVINCIBLE) &&
  7398. max < sc->getSCE(SC_INVINCIBLE)->val4)
  7399. max = sc->getSCE(SC_INVINCIBLE)->val4;
  7400. if (sc->getSCE(SC_ASSNCROS) && max < sc->getSCE(SC_ASSNCROS)->val2) {
  7401. if (bl->type != BL_PC)
  7402. max = sc->getSCE(SC_ASSNCROS)->val2;
  7403. else
  7404. switch (((TBL_PC*)bl)->status.weapon) {
  7405. case W_BOW:
  7406. case W_REVOLVER:
  7407. case W_RIFLE:
  7408. case W_GATLING:
  7409. case W_SHOTGUN:
  7410. case W_GRENADE:
  7411. break;
  7412. default:
  7413. max = sc->getSCE(SC_ASSNCROS)->val2;
  7414. }
  7415. }
  7416. aspd_rate -= max;
  7417. if (sc->getSCE(SC_BERSERK))
  7418. aspd_rate -= 300;
  7419. else if (sc->getSCE(SC_MADNESSCANCEL))
  7420. aspd_rate -= 200;
  7421. if( sc->getSCE(i=SC_ASPDPOTION3) ||
  7422. sc->getSCE(i=SC_ASPDPOTION2) ||
  7423. sc->getSCE(i=SC_ASPDPOTION1) ||
  7424. sc->getSCE(i=SC_ASPDPOTION0) )
  7425. aspd_rate -= sc->getSCE(i)->val2;
  7426. if (sc->getSCE(SC_ATTHASTE_CASH))
  7427. aspd_rate -= sc->getSCE(SC_ATTHASTE_CASH)->val2;
  7428. if(sc->getSCE(SC_DONTFORGETME))
  7429. aspd_rate += sc->getSCE(SC_DONTFORGETME)->val2;
  7430. #ifdef RENEWAL
  7431. if (sc->getSCE(SC_ENSEMBLEFATIGUE))
  7432. aspd_rate += sc->getSCE(SC_ENSEMBLEFATIGUE)->val2;
  7433. #else
  7434. if(sc->getSCE(SC_LONGING))
  7435. aspd_rate += sc->getSCE(SC_LONGING)->val2;
  7436. #endif
  7437. if(sc->getSCE(SC_STEELBODY))
  7438. aspd_rate += 250;
  7439. if(sc->getSCE(SC_SKA))
  7440. aspd_rate += 250;
  7441. if(sc->getSCE(SC_DEFENDER))
  7442. aspd_rate += sc->getSCE(SC_DEFENDER)->val4;
  7443. if(sc->getSCE(SC_GOSPEL) && sc->getSCE(SC_GOSPEL)->val4 == BCT_ENEMY)
  7444. aspd_rate += 250;
  7445. #ifndef RENEWAL
  7446. if(sc->getSCE(SC_GRAVITATION))
  7447. aspd_rate += sc->getSCE(SC_GRAVITATION)->val2;
  7448. #endif
  7449. if(sc->getSCE(SC_JOINTBEAT)) {
  7450. if( sc->getSCE(SC_JOINTBEAT)->val2&BREAK_WRIST )
  7451. aspd_rate += 250;
  7452. if( sc->getSCE(SC_JOINTBEAT)->val2&BREAK_KNEE )
  7453. aspd_rate += 100;
  7454. }
  7455. if( sc->getSCE(SC_FREEZING) )
  7456. aspd_rate += 300;
  7457. if( sc->getSCE(SC_HALLUCINATIONWALK_POSTDELAY) )
  7458. aspd_rate += 500;
  7459. if( sc->getSCE(SC_PARALYSE) && sc->getSCE(SC_PARALYSE)->val3 == 1 )
  7460. aspd_rate += 100;
  7461. if( sc->getSCE(SC__BODYPAINT) )
  7462. aspd_rate += 50 * sc->getSCE(SC__BODYPAINT)->val1;
  7463. if( sc->getSCE(SC__INVISIBILITY) )
  7464. aspd_rate += sc->getSCE(SC__INVISIBILITY)->val2 * 10;
  7465. if( sc->getSCE(SC__GROOMY) )
  7466. aspd_rate += sc->getSCE(SC__GROOMY)->val2 * 10;
  7467. if( sc->getSCE(SC_SWINGDANCE) )
  7468. aspd_rate -= sc->getSCE(SC_SWINGDANCE)->val3 * 10;
  7469. if( sc->getSCE(SC_DANCEWITHWUG) )
  7470. aspd_rate -= sc->getSCE(SC_DANCEWITHWUG)->val3 * 10;
  7471. if( sc->getSCE(SC_GLOOMYDAY) )
  7472. aspd_rate += sc->getSCE(SC_GLOOMYDAY)->val3 * 10;
  7473. if( sc->getSCE(SC_GT_CHANGE) )
  7474. aspd_rate -= sc->getSCE(SC_GT_CHANGE)->val3 * 10;
  7475. if( sc->getSCE(SC_MELON_BOMB) )
  7476. aspd_rate += sc->getSCE(SC_MELON_BOMB)->val3 * 10;
  7477. if( sc->getSCE(SC_BOOST500) )
  7478. aspd_rate -= sc->getSCE(SC_BOOST500)->val1 *10;
  7479. if( sc->getSCE(SC_EXTRACT_SALAMINE_JUICE) )
  7480. aspd_rate -= sc->getSCE(SC_EXTRACT_SALAMINE_JUICE)->val1 * 10;
  7481. if( sc->getSCE(SC_INCASPDRATE) )
  7482. aspd_rate -= sc->getSCE(SC_INCASPDRATE)->val1 * 10;
  7483. if( sc->getSCE(SC_GOLDENE_FERSE))
  7484. aspd_rate -= sc->getSCE(SC_GOLDENE_FERSE)->val3 * 10;
  7485. if (sc->getSCE(SC_WIND_INSIGNIA) && sc->getSCE(SC_WIND_INSIGNIA)->val1 == 2)
  7486. aspd_rate -= 100;
  7487. if (sc->getSCE(SC_STARSTANCE))
  7488. aspd_rate -= 10 * sc->getSCE(SC_STARSTANCE)->val2;
  7489. if( sc->getSCE(SC_2011RWC_SCROLL) )
  7490. aspd_rate -= 50;
  7491. if( sc->getSCE(SC_SPARKCANDY) )
  7492. aspd_rate -= 250;
  7493. if( sc->getSCE(SC_ACARAJE) )
  7494. aspd_rate -= 100;
  7495. if( sc->getSCE(SC_SKF_ASPD) )
  7496. aspd_rate -= sc->getSCE(SC_SKF_ASPD)->val1 * 10;
  7497. if( sc->getSCE(SC_PORK_RIB_STEW) )
  7498. aspd_rate -= 50;
  7499. return (short)cap_value(aspd_rate,0,SHRT_MAX);
  7500. }
  7501. /**
  7502. * Modifies the damage delay time based on status changes
  7503. * The lower your delay, the quicker you can act after taking damage
  7504. * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
  7505. * @param sc: Object's status change information
  7506. * @param dmotion: Object's current damage delay
  7507. * @return modified delay rate
  7508. */
  7509. static unsigned short status_calc_dmotion(struct block_list *bl, status_change *sc, int dmotion)
  7510. {
  7511. /// It has been confirmed on official servers that MvP mobs have no dmotion even without endure
  7512. if( bl->type == BL_MOB && status_get_class_(bl) == CLASS_BOSS )
  7513. return 0;
  7514. if (bl->type == BL_PC) {
  7515. if (map_flag_gvg2(bl->m) || map_getmapflag(bl->m, MF_BATTLEGROUND))
  7516. return (unsigned short)cap_value(dmotion, 0, USHRT_MAX);
  7517. if (((TBL_PC *)bl)->special_state.no_walk_delay)
  7518. return 0;
  7519. }
  7520. if (sc && sc->count > 0 && (sc->getSCE(SC_ENDURE) || sc->getSCE(SC_RUN) || sc->getSCE(SC_WUGDASH) || sc->getSCE(SC_SPARKCANDY)))
  7521. return 0;
  7522. return (unsigned short)cap_value(dmotion,0,USHRT_MAX);
  7523. }
  7524. /**
  7525. * Adds power atk modifications based on status changes
  7526. * @param bl: Object to change patk [PC|MOB|HOM|MER|ELEM]
  7527. * @param sc: Object's status change information
  7528. * @param patk: Initial patk
  7529. * @return modified patk with cap_value(patk,0,USHRT_MAX)
  7530. */
  7531. static signed short status_calc_patk(struct block_list *bl, status_change *sc, int patk)
  7532. {
  7533. if (!sc || !sc->count)
  7534. return cap_value(patk, 0, SHRT_MAX);
  7535. if (sc->getSCE(SC_POWERFUL_FAITH))
  7536. patk += sc->getSCE(SC_POWERFUL_FAITH)->val3;
  7537. if (sc->getSCE(SC_COMPETENTIA))
  7538. patk += sc->getSCE(SC_COMPETENTIA)->val2;
  7539. if (sc->getSCE(SC_ABYSS_SLAYER))
  7540. patk += sc->getSCE(SC_ABYSS_SLAYER)->val2;
  7541. if (sc->getSCE(SC_PRON_MARCH))
  7542. patk += sc->getSCE(SC_PRON_MARCH)->val2;
  7543. if (sc->getSCE(SC_TEMPERING))
  7544. patk += sc->getSCE(SC_TEMPERING)->val2;
  7545. if( sc->getSCE( SC_ATTACK_STANCE ) ){
  7546. patk += sc->getSCE( SC_ATTACK_STANCE )->val3;
  7547. }
  7548. if (sc->getSCE(SC_HIDDEN_CARD))
  7549. patk += sc->getSCE(SC_HIDDEN_CARD)->val2;
  7550. return (short)cap_value(patk, 0, SHRT_MAX);
  7551. }
  7552. /**
  7553. * Adds spell matk modifications based on status changes
  7554. * @param bl: Object to change smatk [PC|MOB|HOM|MER|ELEM]
  7555. * @param sc: Object's status change information
  7556. * @param smatk: Initial smatk
  7557. * @return modified smatk with cap_value(smatk,0,USHRT_MAX)
  7558. */
  7559. static signed short status_calc_smatk(struct block_list *bl, status_change *sc, int smatk)
  7560. {
  7561. if (!sc || !sc->count)
  7562. return cap_value(smatk, 0, SHRT_MAX);
  7563. if (sc->getSCE(SC_COMPETENTIA))
  7564. smatk += sc->getSCE(SC_COMPETENTIA)->val2;
  7565. if (sc->getSCE(SC_ABYSS_SLAYER))
  7566. smatk += sc->getSCE(SC_ABYSS_SLAYER)->val2;
  7567. if (sc->getSCE(SC_JAWAII_SERENADE))
  7568. smatk += sc->getSCE(SC_JAWAII_SERENADE)->val2;
  7569. if (sc->getSCE(SC_SPELL_ENCHANTING))
  7570. smatk += sc->getSCE(SC_SPELL_ENCHANTING)->val2;
  7571. if( sc->getSCE( SC_ATTACK_STANCE ) ){
  7572. smatk += sc->getSCE( SC_ATTACK_STANCE )->val3;
  7573. }
  7574. return (short)cap_value(smatk, 0, SHRT_MAX);
  7575. }
  7576. /**
  7577. * Adds resist modifications based on status changes
  7578. * @param bl: Object to change res [PC|MOB|HOM|MER|ELEM]
  7579. * @param sc: Object's status change information
  7580. * @param res: Initial res
  7581. * @return modified res with cap_value(res,0,USHRT_MAX)
  7582. */
  7583. static signed short status_calc_res(struct block_list *bl, status_change *sc, int res)
  7584. {
  7585. if (!sc || !sc->count)
  7586. return cap_value(res, 0, SHRT_MAX);
  7587. if (sc->getSCE(SC_FIRM_FAITH))
  7588. res += sc->getSCE(SC_FIRM_FAITH)->val3;
  7589. if (sc->getSCE(SC_D_MACHINE))
  7590. res += sc->getSCE(SC_D_MACHINE)->val3;
  7591. if (sc->getSCE(SC_MUSICAL_INTERLUDE))
  7592. res += sc->getSCE(SC_MUSICAL_INTERLUDE)->val2;
  7593. if (sc->getSCE(SC_GOLDENE_TONE))
  7594. res += sc->getSCE(SC_GOLDENE_TONE)->val2;
  7595. if (sc->getSCE(SC_SHADOW_STRIP) && bl->type != BL_PC)
  7596. res -= res * sc->getSCE(SC_SHADOW_STRIP)->val2 / 100;
  7597. if (sc->getSCE(SC_AIN_RHAPSODY))
  7598. res -= sc->getSCE(SC_AIN_RHAPSODY)->val2;
  7599. if (sc->getSCE(SC_TOXIN_OF_MANDARA))
  7600. res -= sc->getSCE(SC_TOXIN_OF_MANDARA)->val2;
  7601. return (short)cap_value(res, 0, SHRT_MAX);
  7602. }
  7603. /**
  7604. * Adds magic resist modifications based on status changes
  7605. * @param bl: Object to change mres [PC|MOB|HOM|MER|ELEM]
  7606. * @param sc: Object's status change information
  7607. * @param mres: Initial mres
  7608. * @return modified mres with cap_value(mres,0,USHRT_MAX)
  7609. */
  7610. static signed short status_calc_mres(struct block_list *bl, status_change *sc, int mres)
  7611. {
  7612. if (!sc || !sc->count)
  7613. return cap_value(mres, 0, SHRT_MAX);
  7614. if (sc->getSCE(SC_GOLDENE_TONE))
  7615. mres += sc->getSCE(SC_GOLDENE_TONE)->val2;
  7616. if (sc->getSCE(SC_SHADOW_STRIP) && bl->type != BL_PC)
  7617. mres -= mres * sc->getSCE(SC_SHADOW_STRIP)->val2 / 100;
  7618. if (sc->getSCE(SC_GEF_NOCTURN))
  7619. mres -= sc->getSCE(SC_GEF_NOCTURN)->val2;
  7620. return (short)cap_value(mres, 0, SHRT_MAX);
  7621. }
  7622. /**
  7623. * Adds heal plus modifications based on status changes
  7624. * @param bl: Object to change hplus [PC|MOB|HOM|MER|ELEM]
  7625. * @param sc: Object's status change information
  7626. * @param hplus: Initial hplus
  7627. * @return modified hplus with cap_value(hplus,0,USHRT_MAX)
  7628. */
  7629. static signed short status_calc_hplus(struct block_list *bl, status_change *sc, int hplus)
  7630. {
  7631. if (!sc || !sc->count)
  7632. return cap_value(hplus, 0, SHRT_MAX);
  7633. return (short)cap_value(hplus, 0, SHRT_MAX);
  7634. }
  7635. /**
  7636. * Adds critical damage rate modifications based on status changes
  7637. * @param bl: Object to change crate [PC|MOB|HOM|MER|ELEM]
  7638. * @param sc: Object's status change information
  7639. * @param crate: Initial crate
  7640. * @return modified crate with cap_value(crate,0,USHRT_MAX)
  7641. */
  7642. static signed short status_calc_crate(struct block_list *bl, status_change *sc, int crate)
  7643. {
  7644. if (!sc || !sc->count)
  7645. return cap_value(crate, 0, SHRT_MAX);
  7646. if (sc->getSCE(SC_PRE_ACIES))
  7647. crate += sc->getSCE(SC_PRE_ACIES)->val2;
  7648. return (short)cap_value(crate, 0, SHRT_MAX);
  7649. }
  7650. /**
  7651. * Calculates a max HP based on status changes
  7652. * Values can either be percentages or fixed, based on how equations are formulated
  7653. * @param bl: Object's block_list data
  7654. * @param maxhp: Object's current max HP
  7655. * @return modified maxhp
  7656. */
  7657. static unsigned int status_calc_maxhp(struct block_list *bl, uint64 maxhp)
  7658. {
  7659. int rate = 100;
  7660. maxhp += status_get_hpbonus(bl,STATUS_BONUS_FIX);
  7661. if ((rate += status_get_hpbonus(bl,STATUS_BONUS_RATE)) != 100)
  7662. maxhp = maxhp * rate / 100;
  7663. return (unsigned int)cap_value(maxhp,1,UINT_MAX);
  7664. }
  7665. /**
  7666. * Calculates a max SP based on status changes
  7667. * Values can either be percentages or fixed, bas ed on how equations are formulated
  7668. * @param bl: Object's block_list data
  7669. * @param maxsp: Object's current max SP
  7670. * @return modified maxsp
  7671. */
  7672. static unsigned int status_calc_maxsp(struct block_list *bl, uint64 maxsp)
  7673. {
  7674. int rate = 100;
  7675. maxsp += status_get_spbonus(bl,STATUS_BONUS_FIX);
  7676. if ((rate += status_get_spbonus(bl,STATUS_BONUS_RATE)) != 100)
  7677. maxsp = maxsp * rate / 100;
  7678. return (unsigned int)cap_value(maxsp,1,UINT_MAX);
  7679. }
  7680. /**
  7681. * Calculates a max AP based on status changes
  7682. * Values can either be percentages or fixed, bas ed on how equations are formulated
  7683. * @param bl: Object's block_list data
  7684. * @param maxap: Object's current max AP
  7685. * @return modified maxap
  7686. */
  7687. static unsigned int status_calc_maxap(struct block_list *bl, uint64 maxap)
  7688. {
  7689. int rate = 100;
  7690. maxap += status_get_apbonus(bl, STATUS_BONUS_FIX);
  7691. if ((rate += status_get_apbonus(bl, STATUS_BONUS_RATE)) != 100)
  7692. maxap = maxap * rate / 100;
  7693. return (unsigned int)cap_value(maxap, 0, UINT_MAX);
  7694. }
  7695. /**
  7696. * Changes a player's element based on status changes
  7697. * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
  7698. * @param sc: Object's status change information
  7699. * @param element: Object's current element
  7700. * @return new element
  7701. */
  7702. static unsigned char status_calc_element(struct block_list *bl, status_change *sc, int element)
  7703. {
  7704. if(!sc || !sc->count)
  7705. return cap_value(element, 0, UCHAR_MAX);
  7706. if(sc->getSCE(SC_FREEZE) || sc->getSCE(SC_CRYSTAL_ARMOR_OPTION))
  7707. return ELE_WATER;
  7708. if(sc->getSCE(SC_STONE) || sc->getSCE(SC_STRONG_PROTECTION_OPTION))
  7709. return ELE_EARTH;
  7710. if(sc->getSCE(SC_FLAMEARMOR_OPTION))
  7711. return ELE_FIRE;
  7712. if(sc->getSCE(SC_EYES_OF_STORM_OPTION))
  7713. return ELE_WIND;
  7714. if(sc->getSCE(SC_POISON_SHIELD_OPTION))
  7715. return ELE_POISON;
  7716. if(sc->getSCE(SC_BENEDICTIO))
  7717. return ELE_HOLY;
  7718. if(sc->getSCE(SC_CHANGEUNDEAD))
  7719. return ELE_UNDEAD;
  7720. if(sc->getSCE(SC_ELEMENTALCHANGE))
  7721. return sc->getSCE(SC_ELEMENTALCHANGE)->val2;
  7722. if(sc->getSCE(SC_SHAPESHIFT))
  7723. return sc->getSCE(SC_SHAPESHIFT)->val2;
  7724. return (unsigned char)cap_value(element,0,UCHAR_MAX);
  7725. }
  7726. /**
  7727. * Changes a player's element level based on status changes
  7728. * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
  7729. * @param sc: Object's status change information
  7730. * @param lv: Object's current element level
  7731. * @return new element level
  7732. */
  7733. static unsigned char status_calc_element_lv(struct block_list *bl, status_change *sc, int lv)
  7734. {
  7735. if(!sc || !sc->count)
  7736. return cap_value(lv, 1, 4);
  7737. if(sc->getSCE(SC_FREEZE))
  7738. return 1;
  7739. if(sc->getSCE(SC_STONE))
  7740. return 1;
  7741. if(sc->getSCE(SC_BENEDICTIO))
  7742. return 1;
  7743. if(sc->getSCE(SC_CHANGEUNDEAD))
  7744. return 1;
  7745. if(sc->getSCE(SC_ELEMENTALCHANGE))
  7746. return sc->getSCE(SC_ELEMENTALCHANGE)->val1;
  7747. if(sc->getSCE(SC_SHAPESHIFT))
  7748. return 1;
  7749. if(sc->getSCE(SC__INVISIBILITY))
  7750. return 1;
  7751. if (sc->getSCE(SC_FLAMEARMOR_OPTION) || sc->getSCE(SC_CRYSTAL_ARMOR_OPTION) || sc->getSCE(SC_EYES_OF_STORM_OPTION) ||
  7752. sc->getSCE(SC_STRONG_PROTECTION_OPTION) || sc->getSCE(SC_POISON_SHIELD_OPTION))
  7753. return 1;
  7754. return (unsigned char)cap_value(lv,1,4);
  7755. }
  7756. /**
  7757. * Changes a player's attack element based on status changes
  7758. * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
  7759. * @param sc: Object's status change information
  7760. * @param element: Object's current attack element
  7761. * @return new attack element
  7762. */
  7763. unsigned char status_calc_attack_element(struct block_list *bl, status_change *sc, int element)
  7764. {
  7765. if(!sc || !sc->count)
  7766. return cap_value(element, 0, UCHAR_MAX);
  7767. if(sc->getSCE(SC_ENCHANTARMS))
  7768. return sc->getSCE(SC_ENCHANTARMS)->val1;
  7769. if(sc->getSCE(SC_WATERWEAPON)
  7770. || (sc->getSCE(SC_WATER_INSIGNIA) && sc->getSCE(SC_WATER_INSIGNIA)->val1 == 2) )
  7771. return ELE_WATER;
  7772. if(sc->getSCE(SC_EARTHWEAPON)
  7773. || (sc->getSCE(SC_EARTH_INSIGNIA) && sc->getSCE(SC_EARTH_INSIGNIA)->val1 == 2) )
  7774. return ELE_EARTH;
  7775. if(sc->getSCE(SC_FIREWEAPON)
  7776. || (sc->getSCE(SC_FIRE_INSIGNIA) && sc->getSCE(SC_FIRE_INSIGNIA)->val1 == 2) )
  7777. return ELE_FIRE;
  7778. if(sc->getSCE(SC_WINDWEAPON)
  7779. || (sc->getSCE(SC_WIND_INSIGNIA) && sc->getSCE(SC_WIND_INSIGNIA)->val1 == 2) )
  7780. return ELE_WIND;
  7781. if(sc->getSCE(SC_ENCPOISON))
  7782. return ELE_POISON;
  7783. if(sc->getSCE(SC_ASPERSIO))
  7784. return ELE_HOLY;
  7785. if(sc->getSCE(SC_SHADOWWEAPON))
  7786. return ELE_DARK;
  7787. if(sc->getSCE(SC_GHOSTWEAPON) || sc->getSCE(SC__INVISIBILITY))
  7788. return ELE_GHOST;
  7789. if(sc->getSCE(SC_TIDAL_WEAPON_OPTION) || sc->getSCE(SC_TIDAL_WEAPON) )
  7790. return ELE_WATER;
  7791. return (unsigned char)cap_value(element,0,UCHAR_MAX);
  7792. }
  7793. /**
  7794. * Changes the mode of an object
  7795. * @param bl: Object whose mode to change [PC|MOB|PET|HOM|NPC]
  7796. * @param sc: Object's status change data
  7797. * @param mode: Original mode
  7798. * @return mode with cap_value(mode, 0, INT_MAX)
  7799. */
  7800. static int status_calc_mode(struct block_list *bl, status_change *sc, int mode)
  7801. {
  7802. if(!sc || !sc->count)
  7803. return cap_value(mode, MD_NONE,INT_MAX);
  7804. if(sc->getSCE(SC_MODECHANGE)) {
  7805. if (sc->getSCE(SC_MODECHANGE)->val2)
  7806. mode = (mode&~MD_MASK)|sc->getSCE(SC_MODECHANGE)->val2; // Set mode
  7807. if (sc->getSCE(SC_MODECHANGE)->val3)
  7808. mode = mode|sc->getSCE(SC_MODECHANGE)->val3; // Add mode
  7809. if (sc->getSCE(SC_MODECHANGE)->val4)
  7810. mode = mode&~sc->getSCE(SC_MODECHANGE)->val4; // Del mode
  7811. }
  7812. return cap_value(mode, MD_NONE, INT_MAX);
  7813. }
  7814. /**
  7815. * Changes the mode of a slave mob
  7816. * @param md: Slave mob whose mode to change
  7817. * @param mmd: Master of slave mob
  7818. */
  7819. void status_calc_slave_mode(struct mob_data *md, struct mob_data *mmd)
  7820. {
  7821. switch (battle_config.slaves_inherit_mode) {
  7822. case 1: //Always aggressive
  7823. if (!status_has_mode(&md->status,MD_AGGRESSIVE))
  7824. sc_start4(nullptr, &md->bl, SC_MODECHANGE, 100, 1, 0, MD_AGGRESSIVE, 0, 0);
  7825. break;
  7826. case 2: //Always passive
  7827. if (status_has_mode(&md->status,MD_AGGRESSIVE))
  7828. sc_start4(nullptr, &md->bl, SC_MODECHANGE, 100, 1, 0, 0, MD_AGGRESSIVE, 0);
  7829. break;
  7830. case 4: // Overwrite with slave mode
  7831. sc_start4(nullptr, &md->bl, SC_MODECHANGE, 100, 1, MD_CANMOVE|MD_NORANDOMWALK|MD_CANATTACK, 0, 0, 0);
  7832. break;
  7833. default: //Copy master
  7834. if (status_has_mode(&mmd->status,MD_AGGRESSIVE))
  7835. sc_start4(nullptr, &md->bl, SC_MODECHANGE, 100, 1, 0, MD_AGGRESSIVE, 0, 0);
  7836. else
  7837. sc_start4(nullptr, &md->bl, SC_MODECHANGE, 100, 1, 0, 0, MD_AGGRESSIVE, 0);
  7838. break;
  7839. }
  7840. }
  7841. /**
  7842. * Gets the name of the given bl
  7843. * @param bl: Object whose name to get [PC|MOB|PET|HOM|NPC]
  7844. * @return name or "Unknown" if any other bl->type than noted above
  7845. */
  7846. const char* status_get_name(struct block_list *bl)
  7847. {
  7848. nullpo_ret(bl);
  7849. switch (bl->type) {
  7850. case BL_PC: return ((TBL_PC *)bl)->fakename[0] != '\0' ? ((TBL_PC*)bl)->fakename : ((TBL_PC*)bl)->status.name;
  7851. case BL_MOB: return ((TBL_MOB*)bl)->name;
  7852. case BL_PET: return ((TBL_PET*)bl)->pet.name;
  7853. case BL_HOM: return ((TBL_HOM*)bl)->homunculus.name;
  7854. case BL_MER: return ((TBL_MER *)bl)->db->name.c_str(); // They only have database names which are global, not specific to GID.
  7855. case BL_NPC: return ((TBL_NPC*)bl)->name;
  7856. case BL_ELEM: return ((TBL_ELEM *)bl)->db->name.c_str(); // They only have database names which are global, not specific to GID.
  7857. }
  7858. return "Unknown";
  7859. }
  7860. /**
  7861. * Gets the class/sprite id of the given bl
  7862. * @param bl: Object whose class to get [PC|MOB|PET|HOM|MER|NPC|ELEM]
  7863. * @return class or 0 if any other bl->type than noted above
  7864. */
  7865. int status_get_class(struct block_list *bl)
  7866. {
  7867. nullpo_ret(bl);
  7868. switch( bl->type ) {
  7869. case BL_PC: return ((TBL_PC*)bl)->status.class_;
  7870. case BL_MOB: return ((TBL_MOB*)bl)->vd->class_; // Class used on all code should be the view class of the mob.
  7871. case BL_PET: return ((TBL_PET*)bl)->pet.class_;
  7872. case BL_HOM: return ((TBL_HOM*)bl)->homunculus.class_;
  7873. case BL_MER: return ((TBL_MER*)bl)->mercenary.class_;
  7874. case BL_NPC: return ((TBL_NPC*)bl)->class_;
  7875. case BL_ELEM: return ((TBL_ELEM*)bl)->elemental.class_;
  7876. }
  7877. return 0;
  7878. }
  7879. /**
  7880. * Gets the base level of the given bl
  7881. * @param bl: Object whose base level to get [PC|MOB|PET|HOM|MER|NPC|ELEM]
  7882. * @return base level or 1 if any other bl->type than noted above
  7883. */
  7884. int status_get_lv(struct block_list *bl)
  7885. {
  7886. nullpo_ret(bl);
  7887. switch (bl->type) {
  7888. case BL_PC: return ((TBL_PC*)bl)->status.base_level;
  7889. case BL_MOB: return ((TBL_MOB*)bl)->level;
  7890. case BL_PET: return ((TBL_PET*)bl)->pet.level;
  7891. case BL_HOM: return ((TBL_HOM*)bl)->homunculus.level;
  7892. case BL_MER: return ((TBL_MER*)bl)->db->lv;
  7893. case BL_ELEM: return ((TBL_ELEM*)bl)->db->lv;
  7894. case BL_NPC: return ((TBL_NPC*)bl)->level;
  7895. }
  7896. return 1;
  7897. }
  7898. /**
  7899. * Gets the regeneration info of the given bl
  7900. * @param bl: Object whose regen info to get [PC|HOM|MER|ELEM]
  7901. * @return regen data or nullptr if any other bl->type than noted above
  7902. */
  7903. struct regen_data *status_get_regen_data(struct block_list *bl)
  7904. {
  7905. nullpo_retr(nullptr, bl);
  7906. switch (bl->type) {
  7907. case BL_PC: return &((TBL_PC*)bl)->regen;
  7908. case BL_HOM: return &((TBL_HOM*)bl)->regen;
  7909. case BL_MER: return &((TBL_MER*)bl)->regen;
  7910. case BL_ELEM: return &((TBL_ELEM*)bl)->regen;
  7911. default:
  7912. return nullptr;
  7913. }
  7914. }
  7915. /**
  7916. * Gets the status data of the given bl
  7917. * @param bl: Object whose status to get [PC|MOB|PET|HOM|MER|ELEM|NPC]
  7918. * @return status or "dummy_status" if any other bl->type than noted above
  7919. */
  7920. status_data* status_get_status_data(block_list& bl){
  7921. switch (bl.type) {
  7922. case BL_PC:
  7923. return &reinterpret_cast<map_session_data*>( &bl )->battle_status;
  7924. case BL_MOB:
  7925. return &reinterpret_cast<mob_data*>( &bl )->status;
  7926. case BL_PET:
  7927. return &reinterpret_cast<pet_data*>( &bl )->status;
  7928. case BL_HOM:
  7929. return &reinterpret_cast<homun_data*>( &bl )->battle_status;
  7930. case BL_MER:
  7931. return &reinterpret_cast<s_mercenary_data*>( &bl )->battle_status;
  7932. case BL_ELEM:
  7933. return &reinterpret_cast<s_elemental_data*>( &bl )->battle_status;
  7934. case BL_NPC: {
  7935. npc_data* nd = reinterpret_cast<npc_data*>( &bl );
  7936. if( mobdb_checkid( nd->class_ ) == 0 ){
  7937. return &nd->status;
  7938. }else{
  7939. return &dummy_status;
  7940. }
  7941. }
  7942. default:
  7943. return &dummy_status;
  7944. }
  7945. }
  7946. /**
  7947. * Gets the base status data of the given bl
  7948. * @param bl: Object whose status to get [PC|MOB|PET|HOM|MER|ELEM|NPC]
  7949. * @return base_status or nullptr if any other bl->type than noted above
  7950. */
  7951. struct status_data *status_get_base_status(struct block_list *bl)
  7952. {
  7953. nullpo_retr(nullptr, bl);
  7954. switch (bl->type) {
  7955. case BL_PC: return &((TBL_PC*)bl)->base_status;
  7956. case BL_MOB: return ((TBL_MOB*)bl)->base_status ? ((TBL_MOB*)bl)->base_status : &((TBL_MOB*)bl)->db->status;
  7957. case BL_PET: return &((TBL_PET*)bl)->db->status;
  7958. case BL_HOM: return &((TBL_HOM*)bl)->base_status;
  7959. case BL_MER: return &((TBL_MER*)bl)->base_status;
  7960. case BL_ELEM: return &((TBL_ELEM*)bl)->base_status;
  7961. case BL_NPC: return ((mobdb_checkid(((TBL_NPC*)bl)->class_) == 0) ? &((TBL_NPC*)bl)->status : nullptr);
  7962. default:
  7963. return nullptr;
  7964. }
  7965. }
  7966. /**
  7967. * Gets the defense of the given bl
  7968. * @param bl: Object whose defense to get [PC|MOB|HOM|MER|ELEM]
  7969. * @return defense with cap_value(def, DEFTYPE_MIN, DEFTYPE_MAX)
  7970. */
  7971. defType status_get_def(struct block_list *bl)
  7972. {
  7973. struct unit_data *ud;
  7974. status_data* status = status_get_status_data(*bl);
  7975. // TODO: check if dummy_status? Can never be nullptr [Lemongrass]
  7976. int def = status?status->def:0;
  7977. ud = unit_bl2ud(bl);
  7978. if (ud && ud->skilltimer != INVALID_TIMER)
  7979. def -= def * skill_get_castdef(ud->skill_id)/100;
  7980. return cap_value(def, DEFTYPE_MIN, DEFTYPE_MAX);
  7981. }
  7982. /**
  7983. * Gets the walking speed of the given bl
  7984. * @param bl: Object whose speed to get [PC|MOB|PET|HOM|MER|ELEM|NPC]
  7985. * @return speed
  7986. */
  7987. unsigned short status_get_speed(struct block_list *bl)
  7988. {
  7989. // TODO: is the statement of Skotlex still true? And would it not be better to check for dummy_status instead? [Lemongrass]
  7990. if(bl->type==BL_NPC)// Only BL with speed data but no status_data [Skotlex]
  7991. return ((struct npc_data *)bl)->speed;
  7992. return status_get_status_data(*bl)->speed;
  7993. }
  7994. /**
  7995. * Gets the party ID of the given bl
  7996. * @param bl: Object whose party ID to get [PC|MOB|PET|HOM|MER|SKILL|ELEM]
  7997. * @return party ID
  7998. */
  7999. int status_get_party_id(struct block_list *bl)
  8000. {
  8001. nullpo_ret(bl);
  8002. switch (bl->type) {
  8003. case BL_PC:
  8004. return ((TBL_PC*)bl)->status.party_id;
  8005. case BL_PET:
  8006. if (((TBL_PET*)bl)->master)
  8007. return ((TBL_PET*)bl)->master->status.party_id;
  8008. break;
  8009. case BL_MOB: {
  8010. struct mob_data *md=(TBL_MOB*)bl;
  8011. if( md->master_id > 0 ) {
  8012. map_session_data *msd;
  8013. if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != nullptr)
  8014. return msd->status.party_id;
  8015. return -md->master_id;
  8016. }
  8017. }
  8018. break;
  8019. case BL_HOM:
  8020. if (((TBL_HOM*)bl)->master)
  8021. return ((TBL_HOM*)bl)->master->status.party_id;
  8022. break;
  8023. case BL_MER:
  8024. if (((TBL_MER*)bl)->master)
  8025. return ((TBL_MER*)bl)->master->status.party_id;
  8026. break;
  8027. case BL_SKILL:
  8028. if (((TBL_SKILL*)bl)->group)
  8029. return ((TBL_SKILL*)bl)->group->party_id;
  8030. break;
  8031. case BL_ELEM:
  8032. if (((TBL_ELEM*)bl)->master)
  8033. return ((TBL_ELEM*)bl)->master->status.party_id;
  8034. break;
  8035. }
  8036. return 0;
  8037. }
  8038. /**
  8039. * Gets the guild ID of the given bl
  8040. * @param bl: Object whose guild ID to get [PC|MOB|PET|HOM|MER|SKILL|ELEM|NPC]
  8041. * @return guild ID
  8042. */
  8043. int status_get_guild_id(struct block_list *bl)
  8044. {
  8045. nullpo_ret(bl);
  8046. switch (bl->type) {
  8047. case BL_PC:
  8048. return ((TBL_PC*)bl)->status.guild_id;
  8049. case BL_PET:
  8050. if (((TBL_PET*)bl)->master)
  8051. return ((TBL_PET*)bl)->master->status.guild_id;
  8052. break;
  8053. case BL_MOB:
  8054. {
  8055. map_session_data *msd;
  8056. struct mob_data *md = (struct mob_data *)bl;
  8057. if (md->guardian_data) // Guardian's guild [Skotlex]
  8058. return md->guardian_data->guild_id;
  8059. if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != nullptr)
  8060. return msd->status.guild_id; // Alchemist's mobs [Skotlex]
  8061. }
  8062. break;
  8063. case BL_HOM:
  8064. if (((TBL_HOM*)bl)->master)
  8065. return ((TBL_HOM*)bl)->master->status.guild_id;
  8066. break;
  8067. case BL_MER:
  8068. if (((TBL_MER*)bl)->master)
  8069. return ((TBL_MER*)bl)->master->status.guild_id;
  8070. break;
  8071. case BL_NPC:
  8072. if (((TBL_NPC*)bl)->subtype == NPCTYPE_SCRIPT)
  8073. return ((TBL_NPC*)bl)->u.scr.guild_id;
  8074. break;
  8075. case BL_SKILL:
  8076. if (((TBL_SKILL*)bl)->group)
  8077. return ((TBL_SKILL*)bl)->group->guild_id;
  8078. break;
  8079. case BL_ELEM:
  8080. if (((TBL_ELEM*)bl)->master)
  8081. return ((TBL_ELEM*)bl)->master->status.guild_id;
  8082. break;
  8083. }
  8084. return 0;
  8085. }
  8086. /**
  8087. * Gets the guild emblem ID of the given bl
  8088. * @param bl: Object whose emblem ID to get [PC|MOB|PET|HOM|MER|SKILL|ELEM|NPC]
  8089. * @return guild emblem ID
  8090. */
  8091. int status_get_emblem_id(struct block_list *bl)
  8092. {
  8093. nullpo_ret(bl);
  8094. switch (bl->type) {
  8095. case BL_PC:
  8096. return ((TBL_PC*)bl)->guild_emblem_id;
  8097. case BL_PET:
  8098. if (((TBL_PET*)bl)->master)
  8099. return ((TBL_PET*)bl)->master->guild_emblem_id;
  8100. break;
  8101. case BL_MOB:
  8102. {
  8103. map_session_data *msd;
  8104. struct mob_data *md = (struct mob_data *)bl;
  8105. if (md->guardian_data) // Guardian's guild [Skotlex]
  8106. return md->guardian_data->emblem_id;
  8107. if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != nullptr)
  8108. return msd->guild_emblem_id; // Alchemist's mobs [Skotlex]
  8109. }
  8110. break;
  8111. case BL_HOM:
  8112. if (((TBL_HOM*)bl)->master)
  8113. return ((TBL_HOM*)bl)->master->guild_emblem_id;
  8114. break;
  8115. case BL_MER:
  8116. if (((TBL_MER*)bl)->master)
  8117. return ((TBL_MER*)bl)->master->guild_emblem_id;
  8118. break;
  8119. case BL_NPC:
  8120. if (((TBL_NPC*)bl)->subtype == NPCTYPE_SCRIPT && ((TBL_NPC*)bl)->u.scr.guild_id > 0) {
  8121. auto g = guild_search(((TBL_NPC*)bl)->u.scr.guild_id);
  8122. if (g)
  8123. return g->guild.emblem_id;
  8124. }
  8125. break;
  8126. case BL_ELEM:
  8127. if (((TBL_ELEM*)bl)->master)
  8128. return ((TBL_ELEM*)bl)->master->guild_emblem_id;
  8129. break;
  8130. }
  8131. return 0;
  8132. }
  8133. /**
  8134. * Gets the race2 of a mob or pet
  8135. * @param bl: Object whose race2 to get [MOB|PET]
  8136. * @return race2
  8137. */
  8138. std::vector<e_race2> status_get_race2(struct block_list *bl)
  8139. {
  8140. nullpo_retr(std::vector<e_race2>(),bl);
  8141. if (bl->type == BL_MOB)
  8142. return ((struct mob_data *)bl)->db->race2;
  8143. if (bl->type == BL_PET)
  8144. return ((struct pet_data *)bl)->db->race2;
  8145. return std::vector<e_race2>();
  8146. }
  8147. /**
  8148. * Checks if an object is dead
  8149. * @param bl: Object to check [PC|MOB|HOM|MER|ELEM]
  8150. * @return 1: Is dead or 0: Is alive
  8151. */
  8152. bool status_isdead(block_list &bl){
  8153. return status_get_status_data(bl)->hp == 0;
  8154. }
  8155. /**
  8156. * Checks if an object is immune to magic
  8157. * @param bl: Object to check [PC|MOB|HOM|MER|ELEM]
  8158. * @return value of magic damage to be blocked
  8159. */
  8160. int status_isimmune(struct block_list *bl)
  8161. {
  8162. status_change *sc =status_get_sc(bl);
  8163. if (sc) {
  8164. if (sc->getSCE(SC_HERMODE))
  8165. return 100;
  8166. if (sc->getSCE(SC_DEADLY_DEFEASANCE))
  8167. return 0;
  8168. }
  8169. if (bl->type == BL_PC &&
  8170. ((TBL_PC*)bl)->special_state.no_magic_damage >= battle_config.gtb_sc_immunity)
  8171. return ((TBL_PC*)bl)->special_state.no_magic_damage;
  8172. return 0;
  8173. }
  8174. /**
  8175. * Get view data of an object
  8176. * @param bl: Object whose view data to get [PC|MOB|PET|HOM|MER|ELEM|NPC]
  8177. * @return view data structure bl->vd
  8178. */
  8179. struct view_data* status_get_viewdata(struct block_list *bl)
  8180. {
  8181. nullpo_retr(nullptr, bl);
  8182. switch (bl->type) {
  8183. case BL_PC: return &((TBL_PC*)bl)->vd;
  8184. case BL_MOB: return ((TBL_MOB*)bl)->vd;
  8185. case BL_PET: return &((TBL_PET*)bl)->vd;
  8186. case BL_NPC: return &((TBL_NPC*)bl)->vd;
  8187. case BL_HOM: return ((TBL_HOM*)bl)->vd;
  8188. case BL_MER: return ((TBL_MER*)bl)->vd;
  8189. case BL_ELEM: return ((TBL_ELEM*)bl)->vd;
  8190. }
  8191. return nullptr;
  8192. }
  8193. /**
  8194. * Set view data of an object
  8195. * This function deals with class, mount, and item views
  8196. * SC views are set in clif_getareachar_unit()
  8197. * @param bl: Object whose view data to set [PC|MOB|PET|HOM|MER|ELEM|NPC]
  8198. * @param class_: class of the object
  8199. */
  8200. void status_set_viewdata(struct block_list *bl, int class_)
  8201. {
  8202. struct view_data* vd;
  8203. nullpo_retv(bl);
  8204. if (mobdb_checkid(class_) || mob_is_clone(class_))
  8205. vd = mob_get_viewdata(class_);
  8206. else if (npcdb_checkid(class_))
  8207. vd = npc_get_viewdata(class_);
  8208. else if (homdb_checkid(class_))
  8209. vd = hom_get_viewdata(class_);
  8210. else if (mercenary_db.exists(class_))
  8211. vd = mercenary_get_viewdata(class_);
  8212. else if (elemental_db.exists(class_))
  8213. vd = elemental_get_viewdata(class_);
  8214. else
  8215. vd = nullptr;
  8216. switch (bl->type) {
  8217. case BL_PC:
  8218. {
  8219. TBL_PC* sd = (TBL_PC*)bl;
  8220. if (pcdb_checkid(class_)) {
  8221. if (sd->sc.option&OPTION_RIDING) {
  8222. switch (class_) { // Adapt class to a Mounted one.
  8223. case JOB_KNIGHT:
  8224. class_ = JOB_KNIGHT2;
  8225. break;
  8226. case JOB_CRUSADER:
  8227. class_ = JOB_CRUSADER2;
  8228. break;
  8229. case JOB_LORD_KNIGHT:
  8230. class_ = JOB_LORD_KNIGHT2;
  8231. break;
  8232. case JOB_PALADIN:
  8233. class_ = JOB_PALADIN2;
  8234. break;
  8235. case JOB_BABY_KNIGHT:
  8236. class_ = JOB_BABY_KNIGHT2;
  8237. break;
  8238. case JOB_BABY_CRUSADER:
  8239. class_ = JOB_BABY_CRUSADER2;
  8240. break;
  8241. }
  8242. }
  8243. sd->vd.class_ = class_;
  8244. clif_get_weapon_view(sd, &sd->vd.weapon, &sd->vd.shield);
  8245. sd->vd.head_top = sd->status.head_top;
  8246. sd->vd.head_mid = sd->status.head_mid;
  8247. sd->vd.head_bottom = sd->status.head_bottom;
  8248. sd->vd.hair_style = cap_value(sd->status.hair, MIN_HAIR_STYLE, MAX_HAIR_STYLE);
  8249. sd->vd.hair_color = cap_value(sd->status.hair_color, MIN_HAIR_COLOR, MAX_HAIR_COLOR);
  8250. sd->vd.cloth_color = cap_value(sd->status.clothes_color, MIN_CLOTH_COLOR, MAX_CLOTH_COLOR);
  8251. sd->vd.body_style = cap_value(sd->status.body, MIN_BODY_STYLE, MAX_BODY_STYLE);
  8252. sd->vd.sex = sd->status.sex;
  8253. if (sd->vd.cloth_color) {
  8254. if(sd->sc.option&OPTION_WEDDING && battle_config.wedding_ignorepalette)
  8255. sd->vd.cloth_color = 0;
  8256. if(sd->sc.option&OPTION_XMAS && battle_config.xmas_ignorepalette)
  8257. sd->vd.cloth_color = 0;
  8258. if(sd->sc.option&(OPTION_SUMMER|OPTION_SUMMER2) && battle_config.summer_ignorepalette)
  8259. sd->vd.cloth_color = 0;
  8260. if(sd->sc.option&OPTION_HANBOK && battle_config.hanbok_ignorepalette)
  8261. sd->vd.cloth_color = 0;
  8262. if(sd->sc.option&OPTION_OKTOBERFEST && battle_config.oktoberfest_ignorepalette)
  8263. sd->vd.cloth_color = 0;
  8264. }
  8265. if ( sd->vd.body_style && sd->sc.option&OPTION_COSTUME)
  8266. sd->vd.body_style = 0;
  8267. } else if (vd)
  8268. memcpy(&sd->vd, vd, sizeof(struct view_data));
  8269. else
  8270. ShowError("status_set_viewdata (PC): No view data for class %d\n", class_);
  8271. }
  8272. break;
  8273. case BL_MOB:
  8274. {
  8275. TBL_MOB* md = (TBL_MOB*)bl;
  8276. if (vd){
  8277. mob_free_dynamic_viewdata( md );
  8278. md->vd = vd;
  8279. }else if( pcdb_checkid( class_ ) ){
  8280. mob_set_dynamic_viewdata( md );
  8281. md->vd->class_ = class_;
  8282. md->vd->hair_style = cap_value(md->vd->hair_style, MIN_HAIR_STYLE, MAX_HAIR_STYLE);
  8283. md->vd->hair_color = cap_value(md->vd->hair_color, MIN_HAIR_COLOR, MAX_HAIR_COLOR);
  8284. }else
  8285. ShowError("status_set_viewdata (MOB): No view data for class %d\n", class_);
  8286. }
  8287. break;
  8288. case BL_PET:
  8289. {
  8290. TBL_PET* pd = (TBL_PET*)bl;
  8291. if (vd) {
  8292. memcpy(&pd->vd, vd, sizeof(struct view_data));
  8293. if (!pcdb_checkid(vd->class_)) {
  8294. pd->vd.hair_style = battle_config.pet_hair_style;
  8295. if(pd->pet.equip) {
  8296. pd->vd.head_bottom = itemdb_viewid(pd->pet.equip);
  8297. if (!pd->vd.head_bottom)
  8298. pd->vd.head_bottom = pd->pet.equip;
  8299. }
  8300. }
  8301. } else
  8302. ShowError("status_set_viewdata (PET): No view data for class %d\n", class_);
  8303. }
  8304. break;
  8305. case BL_NPC:
  8306. {
  8307. TBL_NPC* nd = (TBL_NPC*)bl;
  8308. if (vd)
  8309. memcpy(&nd->vd, vd, sizeof(struct view_data));
  8310. else if (pcdb_checkid(class_)) {
  8311. memset(&nd->vd, 0, sizeof(struct view_data));
  8312. nd->vd.class_ = class_;
  8313. nd->vd.hair_style = cap_value(nd->vd.hair_style, MIN_HAIR_STYLE, MAX_HAIR_STYLE);
  8314. } else {
  8315. ShowError("status_set_viewdata (NPC): Invalid view data %d\n", class_);
  8316. if (bl->m >= 0)
  8317. ShowDebug("Source (NPC): %s at %s (%d,%d)\n", nd->name, map_mapid2mapname(bl->m), bl->x, bl->y);
  8318. else
  8319. ShowDebug("Source (NPC): %s (invisible/not on a map)\n", nd->name);
  8320. ShowDebug( "Source (NPC): %s is located in: %s\n", nd->name, nd->path );
  8321. }
  8322. break;
  8323. }
  8324. break;
  8325. case BL_HOM:
  8326. {
  8327. struct homun_data *hd = (struct homun_data*)bl;
  8328. if (vd)
  8329. hd->vd = vd;
  8330. else
  8331. ShowError("status_set_viewdata (HOMUNCULUS): No view data for class %d\n", class_);
  8332. }
  8333. break;
  8334. case BL_MER:
  8335. {
  8336. s_mercenary_data *md = (s_mercenary_data*)bl;
  8337. if (vd)
  8338. md->vd = vd;
  8339. else
  8340. ShowError("status_set_viewdata (MERCENARY): No view data for class %d\n", class_);
  8341. }
  8342. break;
  8343. case BL_ELEM:
  8344. {
  8345. s_elemental_data *ed = (s_elemental_data*)bl;
  8346. if (vd)
  8347. ed->vd = vd;
  8348. else
  8349. ShowError("status_set_viewdata (ELEMENTAL): No view data for class %d\n", class_);
  8350. }
  8351. break;
  8352. }
  8353. }
  8354. /**
  8355. * Get status change data of an object
  8356. * @param bl: Object whose sc data to get [PC|MOB|HOM|MER|ELEM|NPC]
  8357. * @return status change data structure bl->sc
  8358. */
  8359. status_change *status_get_sc(struct block_list *bl)
  8360. {
  8361. if( bl )
  8362. switch (bl->type) {
  8363. case BL_PC: return &((TBL_PC*)bl)->sc;
  8364. case BL_MOB: return &((TBL_MOB*)bl)->sc;
  8365. case BL_NPC: return &((TBL_NPC*)bl)->sc;
  8366. case BL_HOM: return &((TBL_HOM*)bl)->sc;
  8367. case BL_MER: return &((TBL_MER*)bl)->sc;
  8368. case BL_ELEM: return &((TBL_ELEM*)bl)->sc;
  8369. }
  8370. return nullptr;
  8371. }
  8372. /**
  8373. * Initiate (memset) the status change data of an object
  8374. * @param bl: Object whose sc data to memset [PC|MOB|HOM|MER|ELEM|NPC]
  8375. */
  8376. void status_change_init(struct block_list *bl)
  8377. {
  8378. status_change *sc = status_get_sc(bl);
  8379. nullpo_retv(sc);
  8380. new (sc) status_change();
  8381. }
  8382. /*========================================== [Playtester]
  8383. * Returns the interval for status changes that iterate multiple times
  8384. * through the timer (e.g. those that deal damage in regular intervals)
  8385. * @param type: Status change (SC_*)
  8386. *------------------------------------------*/
  8387. static int status_get_sc_interval(enum sc_type type)
  8388. {
  8389. switch (type) {
  8390. case SC_POISON:
  8391. case SC_LEECHESEND:
  8392. case SC_DPOISON:
  8393. case SC_DEATHHURT:
  8394. case SC_GRADUAL_GRAVITY:
  8395. case SC_KILLING_AURA:
  8396. case SC_BOSSMAPINFO:
  8397. return 1000;
  8398. case SC_BURNING:
  8399. case SC_PYREXIA:
  8400. return 3000;
  8401. case SC_MAGICMUSHROOM:
  8402. return 4000;
  8403. case SC_STONE:
  8404. return 5000;
  8405. case SC_BLEEDING:
  8406. case SC_TOXIN:
  8407. return 10000;
  8408. case SC_HELLS_PLANT:
  8409. return 333;
  8410. case SC_SHIELDSPELL_HP:
  8411. return 3000;
  8412. case SC_SHIELDSPELL_SP:
  8413. return 5000;
  8414. default:
  8415. break;
  8416. }
  8417. return 0;
  8418. }
  8419. /**
  8420. * Applies SC defense to a given status change
  8421. * This function also determines whether or not the status change will be applied
  8422. * @param src: Source of the status change [PC|MOB|HOM|MER|ELEM|NPC]
  8423. * @param bl: Target of the status change
  8424. * @param type: Status change (SC_*)
  8425. * @param rate: Initial percentage rate of affecting bl (0~10000)
  8426. * @param tick: Initial duration that the status change affects bl
  8427. * @param flag: Value which determines what parts to calculate. See e_status_change_start_flags
  8428. * @return adjusted duration based on flag values
  8429. */
  8430. 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)
  8431. {
  8432. /// Resistance rate: 10000 = 100%
  8433. /// Example: 50% (5000) -> sc_def = 5000 -> 25%;
  8434. /// 5000ms -> tick_def = 5000 -> 2500ms
  8435. int sc_def = 0, tick_def = -1; // -1 = use sc_def
  8436. /// Fixed resistance value (after rate calculation)
  8437. /// Example: 25% (2500) -> sc_def2 = 2000 -> 5%;
  8438. /// 2500ms -> tick_def2=2000 -> 500ms
  8439. int sc_def2 = 0, tick_def2 = 0;
  8440. status_change *sc;
  8441. map_session_data *sd;
  8442. nullpo_ret(bl);
  8443. if (src == nullptr)
  8444. return tick?tick:1; // This should not happen in current implementation, but leave it anyway
  8445. // Skills (magic type) that are blocked by Golden Thief Bug card or Wand of Hermod
  8446. if (status_isimmune(bl)) {
  8447. std::shared_ptr<s_skill_db> skill = skill_db.find(battle_getcurrentskill(src));
  8448. if (skill == nullptr) // Check for ground-type skills using the status when a player moves through units
  8449. skill = skill_db.find(status_db.getSkill(type));
  8450. if (skill != nullptr && skill->skill_type == BF_MAGIC && // Basic magic skill
  8451. !skill->inf2[INF2_IGNOREGTB] && // Specific skill to bypass
  8452. ((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
  8453. (skill->inf == INF_SELF_SKILL && src != bl))) // Self skills should get blocked on all targets except self
  8454. return 0;
  8455. }
  8456. sd = BL_CAST(BL_PC,bl);
  8457. status_data* status = status_get_status_data(*bl);
  8458. status_data* status_src = status_get_status_data(*src);
  8459. sc = status_get_sc(bl);
  8460. if( sc && !sc->count )
  8461. sc = nullptr;
  8462. #ifdef RENEWAL
  8463. uint16 levelAdv = (static_cast<uint16>(pow(max(0, status_get_lv(src) - status_get_lv(bl)), 2)) / 5) * 100;
  8464. #endif
  8465. switch (type) {
  8466. case SC_POISON:
  8467. case SC_DPOISON:
  8468. #ifndef RENEWAL
  8469. sc_def = status->vit*100;
  8470. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  8471. if (sd) {
  8472. // For players: 60000 - 450*vit - 100*luk
  8473. tick_def = status->vit*75;
  8474. tick_def2 = status->luk*100;
  8475. } else {
  8476. // For monsters: 30000 - 200*vit
  8477. tick /= 2;
  8478. tick_def = (status->vit*200)/3;
  8479. }
  8480. #else
  8481. sc_def = status->vit * 100 - levelAdv;
  8482. tick_def2 = -2000;
  8483. #endif
  8484. break;
  8485. case SC_STUN:
  8486. #ifndef RENEWAL
  8487. sc_def = status->vit*100;
  8488. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  8489. tick_def2 = status->luk*10;
  8490. #else
  8491. sc_def = status->vit * 100 - levelAdv;
  8492. tick_def2 = -500;
  8493. #endif
  8494. break;
  8495. case SC_SILENCE:
  8496. #ifndef RENEWAL
  8497. sc_def = status->vit*100;
  8498. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  8499. tick_def2 = status->luk*10;
  8500. #else
  8501. sc_def = status->int_ * 100 - levelAdv;
  8502. tick_def2 = -2000;
  8503. #endif
  8504. break;
  8505. case SC_BLEEDING:
  8506. #ifndef RENEWAL
  8507. sc_def = status->vit*100;
  8508. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  8509. tick_def2 = status->luk*10;
  8510. #else
  8511. sc_def = status->agi * 100 - levelAdv;
  8512. tick_def2 = -12000;
  8513. #endif
  8514. break;
  8515. case SC_SLEEP:
  8516. #ifndef RENEWAL
  8517. sc_def = status->int_*100;
  8518. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  8519. tick_def2 = status->luk*10;
  8520. #else
  8521. sc_def = status->agi * 100 - levelAdv;
  8522. tick_def2 = -2000;
  8523. #endif
  8524. break;
  8525. case SC_STONEWAIT:
  8526. #ifndef RENEWAL
  8527. sc_def = status->mdef*100;
  8528. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  8529. tick_def = 0; // No duration reduction
  8530. #else
  8531. sc_def = status->mdef * 100 - levelAdv;
  8532. tick_def2 = -3000;
  8533. #endif
  8534. break;
  8535. case SC_FREEZE:
  8536. #ifndef RENEWAL
  8537. sc_def = status->mdef*100;
  8538. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  8539. tick_def2 = status_src->luk*-10; // Caster can increase final duration with luk
  8540. #else
  8541. sc_def = status->mdef * 100 - levelAdv;
  8542. tick_def2 = -3000;
  8543. #endif
  8544. break;
  8545. case SC_CURSE:
  8546. // Special property: immunity when luk is zero
  8547. if (status->luk == 0)
  8548. return 0;
  8549. #ifndef RENEWAL
  8550. sc_def = status->luk*100;
  8551. sc_def2 = status->luk*10 - status_get_lv(src)*10; // Curse only has a level penalty and no resistance
  8552. tick_def = status->vit*100;
  8553. tick_def2 = status->luk*10;
  8554. #else
  8555. sc_def = status->luk * 100 - levelAdv;
  8556. tick_def2 = -2000;
  8557. #endif
  8558. break;
  8559. case SC_BLIND:
  8560. #ifndef RENEWAL
  8561. sc_def = (status->vit + status->int_)*50;
  8562. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  8563. tick_def2 = status->luk*10;
  8564. #else
  8565. sc_def = status->int_ * 100 - levelAdv;
  8566. tick_def2 = -2000;
  8567. #endif
  8568. break;
  8569. case SC_CONFUSION:
  8570. #ifndef RENEWAL
  8571. sc_def = (status->str + status->int_)*50;
  8572. sc_def2 = status_get_lv(src)*10 - status_get_lv(bl)*10 - status->luk*10; // Reversed sc_def2
  8573. tick_def2 = status->luk*10;
  8574. #else
  8575. sc_def = status->luk * 100 - levelAdv;
  8576. tick_def2 = -2000;
  8577. #endif
  8578. break;
  8579. case SC_DECREASEAGI:
  8580. if (sd)
  8581. tick /= 2; // Half duration for players.
  8582. sc_def2 = status->mdef*100;
  8583. break;
  8584. case SC_JOINTBEAT:
  8585. tick_def2 = 1000 * ((status->luk / 2 + status->agi / 5) / 2); // (50 * LUK / 100 + 20 * AGI / 100) / 2
  8586. break;
  8587. case SC_DEEPSLEEP:
  8588. tick_def2 = status_get_base_status(bl)->int_ * 25 + status_get_lv(bl) * 50;
  8589. break;
  8590. case SC_NETHERWORLD:
  8591. // Resistance: {(Target's Base Level / 50) + (Target's Job Level / 10)} seconds
  8592. tick_def2 = status_get_lv(bl) * 20 + (sd ? sd->status.job_level : 1) * 100;
  8593. break;
  8594. case SC_MARSHOFABYSS:
  8595. // 5 second (Fixed) + 25 second - {( INT + LUK ) / 20 second }
  8596. tick_def2 = (status->int_ + status->luk)*50;
  8597. break;
  8598. case SC_STASIS:
  8599. // 10 second (fixed) + { Stasis Skill level * 10 - (Target's VIT + DEX) / 20 }
  8600. tick_def2 = (status->vit + status->dex) * 50;
  8601. break;
  8602. case SC_WHITEIMPRISON:
  8603. if( src == bl ) // 100% on caster
  8604. break;
  8605. sc_def = status->str * 20 + status_get_lv(bl) * 20 + status->luk * 10;
  8606. tick_def2 = -2000;
  8607. break;
  8608. case SC_FEAR:
  8609. sc_def = status->int_ * 20 + status_get_lv(bl) * 20 + status->luk * 10;
  8610. tick_def2 = -4000; // 2 seconds is applied twice on Aegis
  8611. break;
  8612. case SC_BURNING:
  8613. sc_def = status->agi * 20 + status_get_lv(bl) * 20 + status->luk * 10;
  8614. tick_def2 = -2000;
  8615. break;
  8616. case SC_FREEZING:
  8617. tick_def2 = (status->vit + status->dex) * 50;
  8618. break;
  8619. case SC_OBLIVIONCURSE: // 100% - (100 - 0.8 x INT)
  8620. sc_def = status->int_ * 80;
  8621. sc_def = max(sc_def, 500); // minimum of 5% resist
  8622. tick_def = 0;
  8623. tick_def2 = (status->vit + status->luk) * 500;
  8624. break;
  8625. case SC_TOXIN:
  8626. case SC_PARALYSE:
  8627. case SC_VENOMBLEED:
  8628. case SC_MAGICMUSHROOM:
  8629. case SC_DEATHHURT:
  8630. case SC_PYREXIA:
  8631. case SC_LEECHESEND:
  8632. tick_def2 = (status->vit + status->luk) * 500;
  8633. break;
  8634. case SC_BITE: // {(Base Success chance) - (Target's AGI / 4)}
  8635. sc_def2 = status->agi*25;
  8636. break;
  8637. case SC_ELECTRICSHOCKER:
  8638. tick_def2 = (status->vit + status->agi) * 70;
  8639. break;
  8640. case SC_CRYSTALIZE:
  8641. tick_def2 = status_get_base_status(bl)->vit * 100;
  8642. break;
  8643. case SC_VACUUM_EXTREME:
  8644. tick_def2 = (sd ? sd->status.str : status_get_base_status(bl)->str) * 50;
  8645. break;
  8646. case SC_KYOUGAKU:
  8647. tick_def2 = 30*status->int_;
  8648. break;
  8649. case SC_PARALYSIS:
  8650. tick_def2 = (status->vit + status->luk)*50;
  8651. break;
  8652. case SC_VOICEOFSIREN:
  8653. // Resistance: {(Target's Base Level / 10) + (Target's Job Level / 5)} seconds
  8654. tick_def2 = status_get_lv(bl) * 100 + (sd ? sd->status.job_level : 1) * 200;
  8655. break;
  8656. case SC_B_TRAP:
  8657. tick_def = (sd ? sd->status.str : status_get_base_status(bl)->str) * 50; //! TODO: Figure out reduction formula
  8658. break;
  8659. case SC_NORECOVER_STATE:
  8660. tick_def2 = status->luk * 100;
  8661. break;
  8662. default:
  8663. // Effect that cannot be reduced? Likely a buff.
  8664. if (!(rnd()%10000 < rate))
  8665. return 0;
  8666. return tick ? tick : 1;
  8667. }
  8668. if (sd) {
  8669. if (battle_config.pc_sc_def_rate != 100) {
  8670. sc_def = sc_def*battle_config.pc_sc_def_rate/100;
  8671. sc_def2 = sc_def2*battle_config.pc_sc_def_rate/100;
  8672. }
  8673. #ifndef RENEWAL
  8674. sc_def = min(sc_def, battle_config.pc_max_sc_def*100);
  8675. sc_def2 = min(sc_def2, battle_config.pc_max_sc_def*100);
  8676. #else
  8677. sc_def = cap_value(sc_def, 0, battle_config.pc_max_sc_def*100);
  8678. sc_def2 = cap_value(sc_def2, 0, battle_config.pc_max_sc_def*100);
  8679. #endif
  8680. if (battle_config.pc_sc_def_rate != 100) {
  8681. tick_def = tick_def*battle_config.pc_sc_def_rate/100;
  8682. tick_def2 = tick_def2*battle_config.pc_sc_def_rate/100;
  8683. }
  8684. } else {
  8685. if (battle_config.mob_sc_def_rate != 100) {
  8686. sc_def = sc_def*battle_config.mob_sc_def_rate/100;
  8687. sc_def2 = sc_def2*battle_config.mob_sc_def_rate/100;
  8688. }
  8689. #ifndef RENEWAL
  8690. sc_def = min(sc_def, battle_config.mob_max_sc_def*100);
  8691. sc_def2 = min(sc_def2, battle_config.mob_max_sc_def*100);
  8692. #else
  8693. sc_def = cap_value(sc_def, 0, battle_config.mob_max_sc_def*100);
  8694. sc_def2 = cap_value(sc_def2, 0, battle_config.mob_max_sc_def*100);
  8695. #endif
  8696. if (battle_config.mob_sc_def_rate != 100) {
  8697. tick_def = tick_def*battle_config.mob_sc_def_rate/100;
  8698. tick_def2 = tick_def2*battle_config.mob_sc_def_rate/100;
  8699. }
  8700. }
  8701. if (sc) {
  8702. if (sc->getSCE(SC_SCRESIST))
  8703. sc_def += sc->getSCE(SC_SCRESIST)->val1*100; // Status resist
  8704. #ifdef RENEWAL
  8705. 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))
  8706. sc_def += sc->getSCE(SC_SIEGFRIED)->val3 * 100; // Status resistance.
  8707. #else
  8708. else if (sc->getSCE(SC_SIEGFRIED))
  8709. sc_def += sc->getSCE(SC_SIEGFRIED)->val3*100; // Status resistance.
  8710. #endif
  8711. else if (sc->getSCE(SC_LEECHESEND) && sc->getSCE(SC_LEECHESEND)->val3 == 0) {
  8712. switch (type) {
  8713. case SC_BLIND:
  8714. case SC_STUN:
  8715. return 0; // Immune
  8716. }
  8717. } else if (sc->getSCE(SC_OBLIVIONCURSE) && sc->getSCE(SC_OBLIVIONCURSE)->val3 == 0) {
  8718. switch (type) {
  8719. case SC_SILENCE:
  8720. case SC_CURSE:
  8721. return 0; // Immune
  8722. }
  8723. }
  8724. }
  8725. // When tick def not set, reduction is the same for both.
  8726. if(tick_def == -1)
  8727. tick_def = sc_def;
  8728. // Natural resistance
  8729. if (!(flag&SCSTART_NORATEDEF)) {
  8730. rate -= rate*sc_def/10000;
  8731. rate -= sc_def2;
  8732. // Item resistance (only applies to rate%)
  8733. if (sd) {
  8734. for (const auto &it : sd->reseff) {
  8735. if (it.id == type)
  8736. rate -= rate * it.val / 10000;
  8737. }
  8738. if (sd->sc.getSCE(SC_COMMONSC_RESIST) && SC_COMMON_MIN <= type && type <= SC_COMMON_MAX)
  8739. rate -= rate*sd->sc.getSCE(SC_COMMONSC_RESIST)->val1/100;
  8740. }
  8741. // Aegis accuracy
  8742. if(rate > 0 && rate%10 != 0) rate += (10 - rate%10);
  8743. }
  8744. std::shared_ptr<s_status_change_db> scdb = status_db.find(type);
  8745. // Cap minimum rate
  8746. rate = max(rate, scdb->min_rate);
  8747. if (rate < 10000 && (rate <= 0 || !(rnd()%10000 < rate)))
  8748. return 0;
  8749. // Duration cannot be reduced
  8750. if (flag&SCSTART_NOTICKDEF)
  8751. return i64max(tick, scdb->min_duration);
  8752. tick -= tick*tick_def/10000;
  8753. #ifdef RENEWAL
  8754. // Renewal applies item resistance also to duration
  8755. if (sd) {
  8756. for (const auto &it : sd->reseff) {
  8757. if (it.id == type)
  8758. tick -= tick * it.val / 10000;
  8759. }
  8760. if (sd->sc.getSCE(SC_COMMONSC_RESIST) && SC_COMMON_MIN <= type && type <= SC_COMMON_MAX)
  8761. tick -= tick * sd->sc.getSCE(SC_COMMONSC_RESIST)->val1 / 100;
  8762. }
  8763. #endif
  8764. tick -= tick_def2;
  8765. return i64max(tick, scdb->min_duration);
  8766. }
  8767. /**
  8768. * Applies SC effect
  8769. * @param bl: Source to apply effect
  8770. * @param type: Status change (SC_*)
  8771. * @param dval1~3: Depends on type of status change
  8772. * Author: Ind
  8773. */
  8774. void status_display_add(struct block_list *bl, enum sc_type type, int dval1, int dval2, int dval3) {
  8775. struct eri *eri;
  8776. struct sc_display_entry **sc_display;
  8777. struct sc_display_entry ***sc_display_ptr;
  8778. struct sc_display_entry *entry;
  8779. int i;
  8780. unsigned char sc_display_count;
  8781. unsigned char *sc_display_count_ptr;
  8782. nullpo_retv(bl);
  8783. switch( bl->type ){
  8784. case BL_PC: {
  8785. map_session_data* sd = (map_session_data*)bl;
  8786. sc_display_ptr = &sd->sc_display;
  8787. sc_display_count_ptr = &sd->sc_display_count;
  8788. eri = pc_sc_display_ers;
  8789. }
  8790. break;
  8791. case BL_NPC: {
  8792. struct npc_data* nd = (struct npc_data*)bl;
  8793. sc_display_ptr = &nd->sc_display;
  8794. sc_display_count_ptr = &nd->sc_display_count;
  8795. eri = npc_sc_display_ers;
  8796. }
  8797. break;
  8798. default:
  8799. return;
  8800. }
  8801. sc_display = *sc_display_ptr;
  8802. sc_display_count = *sc_display_count_ptr;
  8803. ARR_FIND(0, sc_display_count, i, sc_display[i]->type == type);
  8804. if( i != sc_display_count ) {
  8805. sc_display[i]->val1 = dval1;
  8806. sc_display[i]->val2 = dval2;
  8807. sc_display[i]->val3 = dval3;
  8808. return;
  8809. }
  8810. entry = ers_alloc(eri, struct sc_display_entry);
  8811. entry->type = type;
  8812. entry->val1 = dval1;
  8813. entry->val2 = dval2;
  8814. entry->val3 = dval3;
  8815. RECREATE(sc_display, struct sc_display_entry *, ++sc_display_count);
  8816. sc_display[sc_display_count - 1] = entry;
  8817. *sc_display_ptr = sc_display;
  8818. *sc_display_count_ptr = sc_display_count;
  8819. }
  8820. /**
  8821. * Removes SC effect
  8822. * @param bl: Source to remove effect
  8823. * @param type: Status change (SC_*)
  8824. * Author: Ind
  8825. */
  8826. void status_display_remove(struct block_list *bl, enum sc_type type) {
  8827. struct eri *eri;
  8828. struct sc_display_entry **sc_display;
  8829. struct sc_display_entry ***sc_display_ptr;
  8830. int i;
  8831. unsigned char sc_display_count;
  8832. unsigned char *sc_display_count_ptr;
  8833. nullpo_retv(bl);
  8834. switch( bl->type ){
  8835. case BL_PC: {
  8836. map_session_data* sd = (map_session_data*)bl;
  8837. sc_display_ptr = &sd->sc_display;
  8838. sc_display_count_ptr = &sd->sc_display_count;
  8839. eri = pc_sc_display_ers;
  8840. }
  8841. break;
  8842. case BL_NPC: {
  8843. struct npc_data* nd = (struct npc_data*)bl;
  8844. sc_display_ptr = &nd->sc_display;
  8845. sc_display_count_ptr = &nd->sc_display_count;
  8846. eri = npc_sc_display_ers;
  8847. }
  8848. break;
  8849. default:
  8850. return;
  8851. }
  8852. sc_display = *sc_display_ptr;
  8853. sc_display_count = *sc_display_count_ptr;
  8854. ARR_FIND(0, sc_display_count, i, sc_display[i]->type == type);
  8855. if( i != sc_display_count ) {
  8856. int cursor;
  8857. ers_free(eri, sc_display[i]);
  8858. sc_display[i] = nullptr;
  8859. /* The all-mighty compact-o-matic */
  8860. for( i = 0, cursor = 0; i < sc_display_count; i++ ) {
  8861. if( sc_display[i] == nullptr )
  8862. continue;
  8863. if( i != cursor )
  8864. sc_display[cursor] = sc_display[i];
  8865. cursor++;
  8866. }
  8867. if( !(sc_display_count = cursor) ) {
  8868. aFree(sc_display);
  8869. sc_display = nullptr;
  8870. }
  8871. *sc_display_ptr = sc_display;
  8872. *sc_display_count_ptr = sc_display_count;
  8873. }
  8874. }
  8875. /**
  8876. * Applies SC defense to a given status change
  8877. * This function also determines whether or not the status change will be applied
  8878. * @param src: Source of the status change [PC|MOB|HOM|MER|ELEM|NPC]
  8879. * @param bl: Target of the status change (See: enum sc_type)
  8880. * @param type: Status change (SC_*)
  8881. * @param rate: Initial percentage rate of affecting bl (0~10000)
  8882. * @param val1~4: Depends on type of status change
  8883. * @param duration: Initial duration that the status change affects bl
  8884. * @param flag: Value which determines what parts to calculate. See e_status_change_start_flags
  8885. * @param delay: Delay in milliseconds before the SC is applied
  8886. * @return adjusted duration based on flag values
  8887. */
  8888. 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) {
  8889. map_session_data *sd = nullptr;
  8890. status_change* sc;
  8891. struct status_change_entry* sce;
  8892. struct view_data *vd;
  8893. int undead_flag, tick_time = 0;
  8894. bool sc_isnew = true;
  8895. std::shared_ptr<s_status_change_db> scdb = status_db.find(type);
  8896. nullpo_ret(bl);
  8897. sc = status_get_sc(bl);
  8898. if( !scdb ) {
  8899. ShowError("status_change_start: Invalid status change (%d)!\n", type);
  8900. return 0;
  8901. }
  8902. if( !sc )
  8903. return 0; // Unable to receive status changes
  8904. 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
  8905. return 0;
  8906. if (status_change_isDisabledOnMap(type, map_getmapdata(bl->m)))
  8907. return 0;
  8908. if (sc->getSCE(SC_GRAVITYCONTROL))
  8909. return 0; // !TODO: Confirm what statuses/conditions (if not all) are blocked.
  8910. // Uncomment to prevent status adding hp to gvg mob (like bloodylust=hp*3 etc...
  8911. // if (bl->type == BL_MOB)
  8912. // if (util::vector_exists(status_get_race2(bl), RC2_GVG) && status_sc2scb_flag(type)&SCB_MAXHP) return 0;
  8913. // Fail if Madogear is active
  8914. if (sc->option&OPTION_MADOGEAR && flag&SCSTART_NOAVOID && scdb->flag[SCF_FAILEDMADO])
  8915. return 0;
  8916. status_data* status = status_get_status_data(*bl);
  8917. // Check for Boss resistances
  8918. if(status->mode&MD_STATUSIMMUNE && !(flag&SCSTART_NOAVOID) && scdb->flag[SCF_BOSSRESIST])
  8919. return 0;
  8920. // Check for MVP resistance
  8921. if(status->mode&MD_MVP && !(flag&SCSTART_NOAVOID) && scdb->flag[SCF_MVPRESIST])
  8922. return 0;
  8923. // End the SCs from the list and immediately return
  8924. // If anything in this list is removed, the rest is ignored.
  8925. if (!scdb->endreturn.empty()) {
  8926. bool isRemoved = false;
  8927. for (const auto &it : scdb->endreturn) {
  8928. sc_type rem_sc = it;
  8929. if (sc->getSCE(rem_sc)) {
  8930. status_change_end(bl, rem_sc);
  8931. isRemoved = true;
  8932. }
  8933. }
  8934. if (isRemoved) // Something was removed, don't give the status
  8935. return 1; // Return 1 so that sc_start can be checked as success
  8936. }
  8937. // Check failing SCs from list
  8938. if (!scdb->fail.empty()) {
  8939. for (const auto &it : scdb->fail) {
  8940. // Don't let OPT1 that have RemoveOnDamaged start a new effect in the same attack.
  8941. if (sc->getSCE(it) || sc->lastEffect == it)
  8942. return 0;
  8943. }
  8944. }
  8945. // Adjust tick according to status resistances
  8946. if( !(flag&(SCSTART_NOAVOID|SCSTART_LOADED)) ) {
  8947. duration = status_get_sc_def(src, bl, type, rate, duration, flag);
  8948. if( !duration )
  8949. return 0;
  8950. }
  8951. int tick = (int)duration;
  8952. sd = BL_CAST(BL_PC, bl);
  8953. vd = status_get_viewdata(bl);
  8954. undead_flag = battle_check_undead(status->race,status->def_ele);
  8955. // Check for immunities / sc fails
  8956. switch (type) {
  8957. case SC_VACUUM_EXTREME:
  8958. 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)
  8959. return 0;
  8960. break;
  8961. case SC_STONE:
  8962. case SC_STONEWAIT:
  8963. case SC_FREEZE:
  8964. // Undead are immune to Freeze/Stone
  8965. if (undead_flag && !(flag&SCSTART_NOAVOID))
  8966. return 0;
  8967. break;
  8968. case SC_BURNING:
  8969. // Level 2 Fire Element is immune
  8970. if (status->def_ele == ELE_FIRE && status->ele_lv == 2)
  8971. return 0;
  8972. break;
  8973. case SC_ALL_RIDING:
  8974. if( !sd || sc->option&(OPTION_RIDING|OPTION_DRAGON|OPTION_WUG|OPTION_MADOGEAR) )
  8975. return 0;
  8976. break;
  8977. case SC_SIGNUMCRUCIS:
  8978. // Only affects demons and undead element (but not players)
  8979. if((!undead_flag && status->race!=RC_DEMON) || bl->type == BL_PC)
  8980. return 0;
  8981. break;
  8982. case SC_KYRIE:
  8983. case SC_TUNAPARTY:
  8984. if (bl->type == BL_MOB)
  8985. return 0;
  8986. break;
  8987. case SC_ADRENALINE:
  8988. if(sd && !pc_check_weapontype(sd,skill_get_weapontype(BS_ADRENALINE)))
  8989. return 0;
  8990. break;
  8991. case SC_ADRENALINE2:
  8992. if(sd && !pc_check_weapontype(sd,skill_get_weapontype(BS_ADRENALINE2)))
  8993. return 0;
  8994. break;
  8995. case SC_CLOAKING:
  8996. // Avoid cloaking with no wall and low skill level. [Skotlex]
  8997. // Due to the cloaking card, we have to check the wall versus to known
  8998. // skill level rather than the used one. [Skotlex]
  8999. // if (sd && val1 < 3 && skill_check_cloaking(bl,nullptr))
  9000. if( sd && pc_checkskill(sd, AS_CLOAKING) < 3 && !skill_check_cloaking(bl,nullptr) )
  9001. return 0;
  9002. break;
  9003. case SC_MODECHANGE: {
  9004. int32 mode;
  9005. struct status_data *bstatus = status_get_base_status(bl);
  9006. if (!bstatus) return 0;
  9007. if (sc->getSCE(type)) { // Pile up with previous values.
  9008. if (!val2) val2 = sc->getSCE(type)->val2;
  9009. val3 |= sc->getSCE(type)->val3;
  9010. val4 |= sc->getSCE(type)->val4;
  9011. }
  9012. mode = val2 ? ((val2&~MD_MASK) | val2) : bstatus->mode; // Base mode
  9013. if (val4) mode = static_cast<e_mode>(mode&~val4); // Del mode
  9014. if (val3) mode = static_cast<e_mode>(mode | val3); // Add mode
  9015. if (mode == bstatus->mode) { // No change.
  9016. if (sc->getSCE(type)) // Abort previous status
  9017. return status_change_end(bl, type);
  9018. return 0;
  9019. }
  9020. }
  9021. break;
  9022. // Strip skills, need to divest something or it fails.
  9023. case SC_STRIPWEAPON:
  9024. if (val2 == 1)
  9025. val2 = 0; // Brandish Spear/Bowling Bash effet. Do not take weapon off.
  9026. else if (sd && !(flag&SCSTART_LOADED)) { // Apply sc anyway if loading saved sc_data
  9027. short i;
  9028. uint8 successFlag = 0;
  9029. if(sd->bonus.unstripable_equip&EQP_WEAPON)
  9030. return 0;
  9031. i = sd->equip_index[EQI_HAND_L];
  9032. if (i>=0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_WEAPON) {
  9033. successFlag|=1;
  9034. pc_unequipitem(sd,i,3); // Left-hand weapon
  9035. }
  9036. i = sd->equip_index[EQI_HAND_R];
  9037. if (i>=0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_WEAPON) {
  9038. successFlag|=2;
  9039. pc_unequipitem(sd,i,3);
  9040. }
  9041. if (!successFlag) return 0;
  9042. }
  9043. if (tick == 1) return 1; // Minimal duration: Only strip without causing the SC
  9044. break;
  9045. case SC_STRIPSHIELD:
  9046. if( val2 == 1 ) val2 = 0; // GX effect. Do not take shield off..
  9047. else
  9048. if (sd && !(flag&SCSTART_LOADED)) {
  9049. short i;
  9050. if(sd->bonus.unstripable_equip&EQP_SHIELD)
  9051. return 0;
  9052. i = sd->equip_index[EQI_HAND_L];
  9053. if ( i < 0 || !sd->inventory_data[i] || sd->inventory_data[i]->type != IT_ARMOR )
  9054. return 0;
  9055. pc_unequipitem(sd,i,3);
  9056. }
  9057. if (tick == 1) return 1; // Minimal duration: Only strip without causing the SC
  9058. break;
  9059. case SC_STRIPARMOR:
  9060. if (sd && !(flag&SCSTART_LOADED)) {
  9061. short i;
  9062. if(sd->bonus.unstripable_equip&EQP_ARMOR)
  9063. return 0;
  9064. i = sd->equip_index[EQI_ARMOR];
  9065. if ( i < 0 || !sd->inventory_data[i] )
  9066. return 0;
  9067. pc_unequipitem(sd,i,3);
  9068. }
  9069. if (tick == 1) return 1; // Minimal duration: Only strip without causing the SC
  9070. break;
  9071. case SC_STRIPHELM:
  9072. if (sd && !(flag&SCSTART_LOADED)) {
  9073. short i;
  9074. if(sd->bonus.unstripable_equip&EQP_HELM)
  9075. return 0;
  9076. i = sd->equip_index[EQI_HEAD_TOP];
  9077. if ( i < 0 || !sd->inventory_data[i] )
  9078. return 0;
  9079. pc_unequipitem(sd,i,3);
  9080. }
  9081. if (tick == 1) return 1; // Minimal duration: Only strip without causing the SC
  9082. break;
  9083. case SC_SHADOW_STRIP:
  9084. if (sd && !(flag&SCSTART_LOADED)) {
  9085. if (sd->bonus.unstripable_equip&EQP_SHADOW_GEAR)
  9086. return 0;
  9087. bool successFlag = false;
  9088. for( int i = EQI_SHADOW_ARMOR; i <= EQI_SHADOW_ACC_L; i++ ){
  9089. int index = sd->equip_index[i];
  9090. if( index >= 0 && sd->inventory_data[index] != nullptr ){
  9091. pc_unequipitem( sd, index, 3 );
  9092. successFlag = true;
  9093. }
  9094. }
  9095. if (!successFlag)
  9096. return 0;
  9097. }
  9098. if (tick == 1)
  9099. return 1;
  9100. break;
  9101. case SC_MERC_FLEEUP:
  9102. case SC_MERC_ATKUP:
  9103. case SC_MERC_HPUP:
  9104. case SC_MERC_SPUP:
  9105. case SC_MERC_HITUP:
  9106. if( bl->type != BL_MER )
  9107. return 0; // Stats only for Mercenaries
  9108. break;
  9109. case SC_STRFOOD:
  9110. if (sc->getSCE(SC_FOOD_STR_CASH) && sc->getSCE(SC_FOOD_STR_CASH)->val1 > val1)
  9111. return 0;
  9112. break;
  9113. case SC_AGIFOOD:
  9114. if (sc->getSCE(SC_FOOD_AGI_CASH) && sc->getSCE(SC_FOOD_AGI_CASH)->val1 > val1)
  9115. return 0;
  9116. break;
  9117. case SC_VITFOOD:
  9118. if (sc->getSCE(SC_FOOD_VIT_CASH) && sc->getSCE(SC_FOOD_VIT_CASH)->val1 > val1)
  9119. return 0;
  9120. break;
  9121. case SC_INTFOOD:
  9122. if (sc->getSCE(SC_FOOD_INT_CASH) && sc->getSCE(SC_FOOD_INT_CASH)->val1 > val1)
  9123. return 0;
  9124. break;
  9125. case SC_DEXFOOD:
  9126. if (sc->getSCE(SC_FOOD_DEX_CASH) && sc->getSCE(SC_FOOD_DEX_CASH)->val1 > val1)
  9127. return 0;
  9128. break;
  9129. case SC_LUKFOOD:
  9130. if (sc->getSCE(SC_FOOD_LUK_CASH) && sc->getSCE(SC_FOOD_LUK_CASH)->val1 > val1)
  9131. return 0;
  9132. break;
  9133. case SC_FOOD_STR_CASH:
  9134. if (sc->getSCE(SC_STRFOOD) && sc->getSCE(SC_STRFOOD)->val1 > val1)
  9135. return 0;
  9136. break;
  9137. case SC_FOOD_AGI_CASH:
  9138. if (sc->getSCE(SC_AGIFOOD) && sc->getSCE(SC_AGIFOOD)->val1 > val1)
  9139. return 0;
  9140. break;
  9141. case SC_FOOD_VIT_CASH:
  9142. if (sc->getSCE(SC_VITFOOD) && sc->getSCE(SC_VITFOOD)->val1 > val1)
  9143. return 0;
  9144. break;
  9145. case SC_FOOD_INT_CASH:
  9146. if (sc->getSCE(SC_INTFOOD) && sc->getSCE(SC_INTFOOD)->val1 > val1)
  9147. return 0;
  9148. break;
  9149. case SC_FOOD_DEX_CASH:
  9150. if (sc->getSCE(SC_DEXFOOD) && sc->getSCE(SC_DEXFOOD)->val1 > val1)
  9151. return 0;
  9152. break;
  9153. case SC_FOOD_LUK_CASH:
  9154. if (sc->getSCE(SC_LUKFOOD) && sc->getSCE(SC_LUKFOOD)->val1 > val1)
  9155. return 0;
  9156. break;
  9157. case SC_CAMOUFLAGE:
  9158. if( sd && pc_checkskill(sd, RA_CAMOUFLAGE) < 3 && !skill_check_camouflage(bl,nullptr) )
  9159. return 0;
  9160. break;
  9161. case SC__STRIPACCESSORY:
  9162. if( sd ) {
  9163. short i = -1;
  9164. if( !(sd->bonus.unstripable_equip&EQP_ACC_L) ) {
  9165. i = sd->equip_index[EQI_ACC_L];
  9166. if( i >= 0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_ARMOR )
  9167. pc_unequipitem(sd,i,3); // Left-Accessory
  9168. }
  9169. if( !(sd->bonus.unstripable_equip&EQP_ACC_R) ) {
  9170. i = sd->equip_index[EQI_ACC_R];
  9171. if( i >= 0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_ARMOR )
  9172. pc_unequipitem(sd,i,3); // Right-Accessory
  9173. }
  9174. if( i < 0 )
  9175. return 0;
  9176. }
  9177. if (tick == 1) return 1; // Minimal duration: Only strip without causing the SC
  9178. break;
  9179. case SC_C_MARKER:
  9180. if (src == bl)
  9181. return 0;
  9182. else {
  9183. status_change *tsc = status_get_sc(bl);
  9184. // Failed if the target is already marked and the new marker that isn't same marker
  9185. if (tsc && tsc->getSCE(type) && tsc->getSCE(type)->val2 != src->id)
  9186. return 0;
  9187. }
  9188. break;
  9189. case SC_MADNESSCANCEL:
  9190. if (sc->getSCE(type)) { // Toggle the status but still consume requirements.
  9191. status_change_end(bl, type);
  9192. return 0;
  9193. }
  9194. break;
  9195. case SC_TOXIN:
  9196. case SC_PARALYSE:
  9197. case SC_VENOMBLEED:
  9198. case SC_MAGICMUSHROOM:
  9199. case SC_DEATHHURT:
  9200. case SC_PYREXIA:
  9201. case SC_OBLIVIONCURSE:
  9202. case SC_LEECHESEND:
  9203. if (val3 == 0) // Don't display icon on self
  9204. flag |= SCSTART_NOICON;
  9205. for (int32 i = SC_TOXIN; i <= SC_LEECHESEND; i++) {
  9206. if (sc->getSCE(i) && sc->getSCE(i)->val3 == 1) // It doesn't stack or even renew on the target
  9207. return 0;
  9208. else if (sc->getSCE(i) && sc->getSCE(i)->val3 == 0)
  9209. status_change_end(bl, static_cast<sc_type>(i)); // End the bonus part on the caster
  9210. }
  9211. break;
  9212. case SC_SPIRIT:
  9213. if( sd ){
  9214. uint64 target_class = 0;
  9215. uint64 mask = MAPID_UPPERMASK;
  9216. switch( val2 ){
  9217. case SL_ALCHEMIST:
  9218. target_class = MAPID_ALCHEMIST;
  9219. break;
  9220. case SL_ASSASIN:
  9221. target_class = MAPID_ASSASSIN;
  9222. break;
  9223. case SL_BARDDANCER:
  9224. target_class = MAPID_BARDDANCER;
  9225. break;
  9226. case SL_BLACKSMITH:
  9227. target_class = MAPID_BLACKSMITH;
  9228. break;
  9229. case SL_CRUSADER:
  9230. target_class = MAPID_CRUSADER;
  9231. break;
  9232. case SL_HUNTER:
  9233. target_class = MAPID_HUNTER;
  9234. break;
  9235. case SL_KNIGHT:
  9236. target_class = MAPID_KNIGHT;
  9237. break;
  9238. case SL_MONK:
  9239. target_class = MAPID_MONK;
  9240. break;
  9241. case SL_PRIEST:
  9242. target_class = MAPID_PRIEST;
  9243. break;
  9244. case SL_ROGUE:
  9245. target_class = MAPID_ROGUE;
  9246. break;
  9247. case SL_SAGE:
  9248. target_class = MAPID_SAGE;
  9249. break;
  9250. case SL_SOULLINKER:
  9251. target_class = MAPID_SOUL_LINKER;
  9252. break;
  9253. case SL_STAR:
  9254. target_class = MAPID_STAR_GLADIATOR;
  9255. break;
  9256. case SL_SUPERNOVICE:
  9257. target_class = MAPID_SUPER_NOVICE;
  9258. break;
  9259. case SL_WIZARD:
  9260. target_class = MAPID_WIZARD;
  9261. break;
  9262. case SL_HIGH:
  9263. if( sd->status.base_level >= 70 ){
  9264. return 0;
  9265. }
  9266. switch (sd->class_) {
  9267. case MAPID_SWORDMAN_HIGH:
  9268. case MAPID_MAGE_HIGH:
  9269. case MAPID_ARCHER_HIGH:
  9270. case MAPID_ACOLYTE_HIGH:
  9271. case MAPID_MERCHANT_HIGH:
  9272. case MAPID_THIEF_HIGH:
  9273. // Only these classes are allowed.
  9274. break;
  9275. default:
  9276. return 0;
  9277. }
  9278. // Set these to pass the check below.
  9279. mask = sd->class_;
  9280. target_class = sd->class_;
  9281. break;
  9282. default:
  9283. ShowError( "Unknown skill id %d for SC_SPIRIT.\n", val2 );
  9284. return 0;
  9285. }
  9286. if( ( sd->class_ & mask ) != target_class ){
  9287. return 0;
  9288. }
  9289. }else{
  9290. // Status change is only applicable for players
  9291. return 0;
  9292. }
  9293. break;
  9294. case SC_SOULGOLEM:
  9295. case SC_SOULSHADOW:
  9296. case SC_SOULFALCON:
  9297. case SC_SOULFAIRY:
  9298. if( sd == nullptr ){
  9299. // Status change is only applicable for players
  9300. return 0;
  9301. }
  9302. break;
  9303. }
  9304. // Check for OPT1 stacking
  9305. if (sc->opt1 > OPT1_NONE && scdb->opt1 > OPT1_NONE) {
  9306. for (const auto &status_it : status_db) {
  9307. sc_type opt1_type = status_it.second->type;
  9308. if (sc->getSCE(opt1_type) && status_it.second->opt1 > OPT1_NONE)
  9309. status_change_end(bl, opt1_type);
  9310. }
  9311. }
  9312. // Before overlapping fail, one must check for status cured.
  9313. std::vector<sc_type> endlist;
  9314. if (type == SC_BERSERK && val3 == SC__BLOODYLUST) //There is some reasons that using SC_BERSERK first before SC__BLOODYLUST itself on Akinari's fix
  9315. endlist = status_db.getEndOnStart(SC__BLOODYLUST);
  9316. else
  9317. endlist = scdb->endonstart;
  9318. // End the SCs from the list
  9319. if (!endlist.empty()) {
  9320. for (const auto &it : endlist) {
  9321. sc_type rem_sc = it;
  9322. if (sc->getSCE(rem_sc)) {
  9323. switch (rem_sc) {
  9324. case SC_BERSERK:
  9325. case SC_SATURDAYNIGHTFEVER:
  9326. sc->getSCE(rem_sc)->val2 = 0; // Mark to not lose hp
  9327. [[fallthrough]];
  9328. default:
  9329. status_change_end(bl, rem_sc);
  9330. break;
  9331. }
  9332. }
  9333. }
  9334. }
  9335. // List of hardcoded status cured.
  9336. switch (type) {
  9337. case SC_BLESSING:
  9338. if (bl->type == BL_PC) {
  9339. // Remove Curse first, Stone is only removed if the target is not cursed
  9340. if (sc->getSCE(SC_CURSE)) {
  9341. status_change_end(bl, SC_CURSE);
  9342. return 1; // End Curse and do not give stat boost
  9343. } else if (sc->getSCE(SC_STONE)) {
  9344. status_change_end(bl, SC_STONE);
  9345. return 1; // End Stone and do not give stat boost
  9346. }
  9347. }
  9348. if(sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_HIGH)
  9349. status_change_end(bl, SC_SPIRIT);
  9350. break;
  9351. case SC_INCREASEAGI:
  9352. if(sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_HIGH)
  9353. status_change_end(bl, SC_SPIRIT);
  9354. break;
  9355. case SC_DELUGE:
  9356. if (sc->getSCE(SC_FOGWALL) && sc->getSCE(SC_BLIND))
  9357. status_change_end(bl, SC_BLIND);
  9358. break;
  9359. case SC_SILENCE:
  9360. if (sc->getSCE(SC_GOSPEL) && sc->getSCE(SC_GOSPEL)->val4 == BCT_SELF)
  9361. status_change_end(bl, SC_GOSPEL);
  9362. break;
  9363. case SC_IMPOSITIO:
  9364. if (sc->getSCE(SC_IMPOSITIO) && sc->getSCE(SC_IMPOSITIO)->val1 > val1) //Replace higher level effect for lower.
  9365. status_change_end(bl,SC_IMPOSITIO);
  9366. break;
  9367. case SC_ENDURE:
  9368. if (sd && sd->special_state.no_walk_delay)
  9369. return 1;
  9370. break;
  9371. case SC_MADOGEAR:
  9372. status_db.removeByStatusFlag(bl, { SCF_MADOCANCEL });
  9373. if (sd)
  9374. pc_bonus_script_clear(sd, BSF_REM_ON_MADOGEAR);
  9375. break;
  9376. default:
  9377. break;
  9378. }
  9379. // Check for overlapping fails
  9380. if( (sce = sc->getSCE(type)) ) {
  9381. switch( type ) {
  9382. case SC_MERC_FLEEUP:
  9383. case SC_MERC_ATKUP:
  9384. case SC_MERC_HPUP:
  9385. case SC_MERC_SPUP:
  9386. case SC_MERC_HITUP:
  9387. if( sce->val1 > val1 )
  9388. val1 = sce->val1;
  9389. break;
  9390. case SC_ADRENALINE:
  9391. case SC_ADRENALINE2:
  9392. case SC_WEAPONPERFECTION:
  9393. case SC_OVERTHRUST:
  9394. if (sce->val2 > val2)
  9395. return 0;
  9396. break;
  9397. case SC_GOSPEL:
  9398. // Must not override a casting gospel char.
  9399. if(sce->val4 == BCT_SELF)
  9400. return 0;
  9401. if(sce->val1 > val1)
  9402. return 1;
  9403. break;
  9404. case SC_ENDURE:
  9405. if(sce->val4 && !val4)
  9406. return 1; // Don't let you override infinite endure.
  9407. if(sce->val1 > val1)
  9408. return 1;
  9409. break;
  9410. case SC_JAILED:
  9411. // When a player is already jailed, do not edit the jail data.
  9412. val2 = sce->val2;
  9413. val3 = sce->val3;
  9414. val4 = sce->val4;
  9415. break;
  9416. case SC_SHAPESHIFT:
  9417. case SC_PROPERTYWALK:
  9418. break;
  9419. case SC_LEADERSHIP:
  9420. case SC_GLORYWOUNDS:
  9421. case SC_SOULCOLD:
  9422. case SC_HAWKEYES:
  9423. if( sce->val4 && !val4 ) // You cannot override master guild aura
  9424. return 0;
  9425. break;
  9426. case SC_JOINTBEAT:
  9427. if (sc && sc->getSCE(type)->val2 & BREAK_NECK)
  9428. return 0; // BREAK_NECK cannot be stacked with new breaks until the status is over.
  9429. val2 |= sce->val2; // Stackable ailments
  9430. [[fallthrough]];
  9431. default:
  9432. if (scdb->flag[SCF_OVERLAPIGNORELEVEL])
  9433. break;
  9434. if(sce->val1 > val1)
  9435. return 1; // Return true to not mess up skill animations. [Skotlex]
  9436. }
  9437. }
  9438. vd = status_get_viewdata(bl);
  9439. std::bitset<SCB_MAX> calc_flag = scdb->calc_flag;
  9440. if(!(flag&SCSTART_LOADED)) // &4 - Do not parse val settings when loading SCs
  9441. switch(type)
  9442. {
  9443. /* Permanent effects */
  9444. case SC_AETERNA:
  9445. case SC_MODECHANGE:
  9446. case SC_WEIGHT50:
  9447. case SC_WEIGHT90:
  9448. case SC_BROKENWEAPON:
  9449. case SC_BROKENARMOR:
  9450. case SC_READYSTORM:
  9451. case SC_READYDOWN:
  9452. case SC_READYCOUNTER:
  9453. case SC_READYTURN:
  9454. case SC_DODGE:
  9455. case SC_PUSH_CART:
  9456. case SC_SPRITEMABLE:
  9457. case SC_CLAN_INFO:
  9458. case SC_DAILYSENDMAILCNT:
  9459. case SC_SOULATTACK:
  9460. tick = INFINITE_TICK;
  9461. break;
  9462. case SC_KEEPING:
  9463. case SC_BARRIER: {
  9464. unit_data *ud = unit_bl2ud(bl);
  9465. if (ud)
  9466. ud->attackabletime = ud->canact_tick = ud->canmove_tick = gettick() + tick;
  9467. }
  9468. break;
  9469. case SC_DECREASEAGI:
  9470. case SC_INCREASEAGI:
  9471. case SC_ADORAMUS:
  9472. if (type == SC_ADORAMUS) {
  9473. // 1000% base chance to blind, but still can be resisted
  9474. sc_start(src, bl, SC_BLIND, 1000, val1, skill_get_time(scdb->skill_id, val1));
  9475. if (sc->getSCE(SC_ADORAMUS))
  9476. return 0; //Adoramus can't refresh itself, but it can cause blind again
  9477. }
  9478. val2 = 2 + val1; // Agi change
  9479. break;
  9480. case SC_ENDURE:
  9481. val2 = 7; // Hit-count [Celest]
  9482. if( !(flag&SCSTART_NOAVOID) && (bl->type&(BL_PC|BL_MER)) && !map_flag_gvg2(bl->m) && !map_getmapflag(bl->m, MF_BATTLEGROUND) && !val4 ) {
  9483. map_session_data *tsd;
  9484. if( sd ) {
  9485. int i;
  9486. for( i = 0; i < MAX_DEVOTION; i++ ) {
  9487. if( sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) )
  9488. status_change_start(src,&tsd->bl, type, 10000, val1, val2, val3, val4, tick, SCSTART_NOAVOID|SCSTART_NOICON);
  9489. }
  9490. }
  9491. else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) )
  9492. status_change_start(src,&tsd->bl, type, 10000, val1, val2, val3, val4, tick, SCSTART_NOAVOID|SCSTART_NOICON);
  9493. }
  9494. if( val4 )
  9495. tick = INFINITE_TICK;
  9496. break;
  9497. case SC_AUTOBERSERK:
  9498. if (status->hp < status->max_hp / 4 &&
  9499. (!sc->getSCE(SC_PROVOKE) || sc->getSCE(SC_PROVOKE)->val4==0))
  9500. sc_start4(src,bl,SC_PROVOKE,100,10,0,0,1,60000);
  9501. tick = INFINITE_TICK;
  9502. break;
  9503. case SC_SIGNUMCRUCIS:
  9504. val2 = 10 + 4*val1; // Def reduction
  9505. tick = INFINITE_TICK;
  9506. clif_emotion(bl, ET_SWEAT);
  9507. break;
  9508. case SC_MAXIMIZEPOWER:
  9509. tick_time = val2 = tick>0?tick:60000;
  9510. tick = INFINITE_TICK; // Duration sent to the client should be infinite
  9511. break;
  9512. case SC_EDP:
  9513. val2 = (val1 + 1) / 2 + 2; // Chance to Poison enemies.
  9514. #ifndef RENEWAL
  9515. val3 = 50*(val1+1); // Damage increase (+50 +50*lv%)
  9516. #endif
  9517. if (sd) {
  9518. uint16 poison_level = pc_checkskill(sd, GC_RESEARCHNEWPOISON);
  9519. if (poison_level > 0) {
  9520. tick += 30000; // Base of 30 seconds
  9521. tick += poison_level * 15 * 1000; // Additional 15 seconds per level
  9522. }
  9523. }
  9524. break;
  9525. case SC_POISONREACT:
  9526. #ifdef RENEWAL
  9527. val2= (val1 + 1) / 2;
  9528. #else
  9529. val2=(val1+1)/2 + val1/10; // Number of counters [Skotlex]
  9530. #endif
  9531. val3=50; // + 5*val1; // Chance to counter. [Skotlex]
  9532. break;
  9533. case SC_MAGICROD:
  9534. val2 = val1*20; // SP gained
  9535. break;
  9536. case SC_KYRIE:
  9537. if( val4 ) { // Formulas for Praefatio
  9538. val2 = (status->max_hp * (val1 * 2 + 10) / 100) + val4 * 2; //%Max HP to absorb
  9539. val3 = 6 + val1; //Hits
  9540. } else { // Formulas for Kyrie Eleison
  9541. val2 = status->max_hp * (val1 * 2 + 10) / 100;
  9542. val3 = (val1 / 2 + 5);
  9543. }
  9544. break;
  9545. case SC_MAGICPOWER:
  9546. #ifdef RENEWAL
  9547. val3 = 5 * val1; // Matk% increase
  9548. #else
  9549. val2 = 1; // Lasts 1 invocation
  9550. val3 = 10 * val1; // Matk% increase
  9551. val4 = 0; // 0 = ready to be used, 1 = activated and running
  9552. #endif
  9553. break;
  9554. case SC_SACRIFICE:
  9555. val2 = 5; // Lasts 5 hits
  9556. tick = INFINITE_TICK;
  9557. break;
  9558. case SC_ENCPOISON:
  9559. val2= 250+50*val1; // Poisoning Chance (2.5+0.5%) in 1/10000 rate
  9560. break;
  9561. case SC_ELEMENTALCHANGE:
  9562. // val1 : Element Lvl (if called by skill lvl 1, takes random value between 1 and 4)
  9563. // val2 : Element (When no element, random one is picked)
  9564. // val3 : 0 = called by skill 1 = called by script (fixed level)
  9565. if( !val2 ) val2 = rnd()%ELE_ALL;
  9566. if( val1 == 1 && val3 == 0 )
  9567. val1 = 1 + rnd()%4;
  9568. else if( val1 > 4 )
  9569. val1 = 4; // Max Level
  9570. val3 = 0; // Not need to keep this info.
  9571. break;
  9572. case SC_PROVIDENCE:
  9573. val2 = val1*5; // Race/Ele resist
  9574. break;
  9575. case SC_REFLECTSHIELD:
  9576. val2 = 10+val1*3; // %Dmg reflected
  9577. // val4 used to mark if reflect shield is an inheritance bonus from Devotion
  9578. if( !(flag&SCSTART_NOAVOID) && (bl->type&(BL_PC|BL_MER)) ) {
  9579. map_session_data *tsd;
  9580. if( sd ) {
  9581. int i;
  9582. for( i = 0; i < MAX_DEVOTION; i++ ) {
  9583. if( sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) )
  9584. status_change_start(src,&tsd->bl, type, 10000, val1, val2, 0, 1, tick, SCSTART_NOAVOID|SCSTART_NOICON);
  9585. }
  9586. }
  9587. else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) )
  9588. status_change_start(src,&tsd->bl, type, 10000, val1, val2, 0, 1, tick, SCSTART_NOAVOID|SCSTART_NOICON);
  9589. }
  9590. break;
  9591. case SC_STRIPWEAPON:
  9592. if (!sd) // Watk reduction
  9593. val2 = 25;
  9594. break;
  9595. case SC_STRIPSHIELD:
  9596. if (!sd) // Def reduction
  9597. val2 = 15;
  9598. break;
  9599. case SC_STRIPARMOR:
  9600. if (!sd) // Vit reduction
  9601. val2 = 40;
  9602. break;
  9603. case SC_STRIPHELM:
  9604. if (!sd) // Int reduction
  9605. val2 = 40;
  9606. break;
  9607. case SC_AUTOSPELL:
  9608. // Val1 Skill LV of Autospell
  9609. // Val2 Skill ID to cast
  9610. // Val3 Max Lv to cast
  9611. #ifdef RENEWAL
  9612. val4 = val1 * 2; // Chance of casting
  9613. #else
  9614. val4 = 5 + val1*2; // Chance of casting
  9615. #endif
  9616. break;
  9617. case SC_VOLCANO:
  9618. {
  9619. int8 enchant_eff[] = { 10, 14, 17, 19, 20 }; // Enchant addition
  9620. uint8 i = max((val1-1)%5, 0);
  9621. #ifdef RENEWAL
  9622. val2 = 5 + val1 * 5; // ATK/MATK increase
  9623. #else
  9624. val2 = val1*10; // Watk increase
  9625. if (status->def_ele != ELE_FIRE)
  9626. val2 = 0;
  9627. #endif
  9628. val3 = enchant_eff[i];
  9629. }
  9630. break;
  9631. case SC_VIOLENTGALE:
  9632. {
  9633. int8 enchant_eff[] = { 10, 14, 17, 19, 20 }; // Enchant addition
  9634. uint8 i = max((val1-1)%5, 0);
  9635. val2 = val1*3; // Flee increase
  9636. #ifndef RENEWAL
  9637. if (status->def_ele != ELE_WIND)
  9638. val2 = 0;
  9639. #endif
  9640. val3 = enchant_eff[i];
  9641. }
  9642. break;
  9643. case SC_DELUGE:
  9644. {
  9645. int8 deluge_eff[] = { 5, 9, 12, 14, 15 }; // HP addition rate n/100
  9646. int8 enchant_eff[] = { 10, 14, 17, 19, 20 }; // Enchant addition
  9647. uint8 i = max((val1-1)%5, 0);
  9648. val2 = deluge_eff[i]; // HP increase
  9649. #ifndef RENEWAL
  9650. if (status->def_ele != ELE_WATER)
  9651. val2 = 0;
  9652. #endif
  9653. val3 = enchant_eff[i];
  9654. }
  9655. break;
  9656. case SC_SUITON:
  9657. if (!val2 || (sd && (sd->class_&MAPID_BASEMASK) == MAPID_NINJA)) {
  9658. // No penalties.
  9659. val2 = 0; // Agi penalty
  9660. val3 = 0; // Walk speed penalty
  9661. break;
  9662. }
  9663. val3 = 50;
  9664. val2 = 3*((val1+1)/3);
  9665. if (val1 > 4) val2--;
  9666. //Suiton is a special case, stop effect is forced and only happens when target enters it
  9667. if (!unit_blown_immune(bl, 0x1))
  9668. unit_stop_walking(bl, 9);
  9669. break;
  9670. case SC_ONEHAND:
  9671. case SC_TWOHANDQUICKEN:
  9672. val2 = 300;
  9673. if (val1 > 10) // For boss casted skills [Skotlex]
  9674. val2 += 20*(val1-10);
  9675. break;
  9676. case SC_MERC_QUICKEN:
  9677. val2 = 300;
  9678. break;
  9679. #ifndef RENEWAL_ASPD
  9680. case SC_SPEARQUICKEN:
  9681. val2 = 200+10*val1;
  9682. break;
  9683. #endif
  9684. case SC_DANCING:
  9685. // val1 : Skill ID + LV
  9686. // val2 : Skill Group of the Dance.
  9687. // val3 : Brings the skill_lv (merged into val1 here)
  9688. // val4 : Partner
  9689. if (val1 == CG_MOONLIT)
  9690. clif_status_change(bl,EFST_MOON,1,tick,0, 0, 0);
  9691. val1|= (val3<<16);
  9692. val3 = tick/1000; // Tick duration
  9693. tick_time = 1000; // [GodLesZ] tick time
  9694. break;
  9695. #ifndef RENEWAL
  9696. case SC_LONGING:
  9697. val2 = 500-100*val1; // Aspd penalty.
  9698. break;
  9699. #else
  9700. case SC_ENSEMBLEFATIGUE:
  9701. val2 = 30; // Speed and ASPD penalty
  9702. break;
  9703. case SC_RICHMANKIM:
  9704. val2 = 10 + 10 * val1; // Exp increase bonus
  9705. break;
  9706. case SC_DRUMBATTLE:
  9707. val2 = 15 + val1 * 5; // Atk increase
  9708. val3 = val1 * 15; // Def increase
  9709. break;
  9710. case SC_NIBELUNGEN:
  9711. val2 = rnd() % RINGNBL_MAX; // See e_nibelungen_status
  9712. break;
  9713. case SC_SIEGFRIED:
  9714. val2 = val1 * 3; // Elemental Resistance
  9715. val3 = val1 * 5; // Status ailment resistance
  9716. break;
  9717. case SC_WHISTLE:
  9718. val2 = 18 + 2 * val1; // Flee increase
  9719. val3 = (val1 + 1) / 2; // Perfect dodge increase
  9720. break;
  9721. case SC_ASSNCROS:
  9722. val2 = val1 < 10 ? val1 * 2 - 1 : 20; // ASPD increase
  9723. break;
  9724. case SC_POEMBRAGI:
  9725. val2 = 2 * val1; // Cast time reduction
  9726. val3 = 3 * val1; // After-cast delay reduction
  9727. break;
  9728. case SC_APPLEIDUN:
  9729. val2 = val1 < 10 ? 9 + val1 : 20; // HP rate increase
  9730. val3 = 2 * val1; // Potion recovery rate
  9731. break;
  9732. case SC_HUMMING:
  9733. val2 = 4 * val1; // Hit increase
  9734. break;
  9735. case SC_DONTFORGETME:
  9736. val2 = 1 + 30 * val1; // ASPD decrease
  9737. val3 = 5 + 2 * val1; // Movement speed adjustment.
  9738. break;
  9739. case SC_FORTUNE:
  9740. val2 = val1 * 10; // Critical increase
  9741. break;
  9742. case SC_SERVICE4U:
  9743. val2 = val1 < 10 ? 9 + val1 : 20; // MaxSP percent increase
  9744. val3 = 5 + val1; // SP cost reduction
  9745. break;
  9746. #endif
  9747. case SC_EXPLOSIONSPIRITS:
  9748. val2 = 75 + 25*val1; // Cri bonus
  9749. break;
  9750. case SC_ASPDPOTION0:
  9751. case SC_ASPDPOTION1:
  9752. case SC_ASPDPOTION2:
  9753. case SC_ASPDPOTION3:
  9754. val2 = 50*(2+type-SC_ASPDPOTION0);
  9755. break;
  9756. case SC_ATTHASTE_CASH:
  9757. val2 = 50*val1; // Just custom for pre-re
  9758. break;
  9759. case SC_NOCHAT:
  9760. // A hardcoded interval of 60 seconds is expected, as the time that SC_NOCHAT uses is defined by
  9761. // mmocharstatus.manner, each negative point results in 1 minute with this status activated.
  9762. // This is done this way because the message that the client displays is hardcoded, and only
  9763. // shows how many minutes are remaining. [Panikon]
  9764. tick = 60000;
  9765. val1 = battle_config.manner_system; // Mute filters.
  9766. if (sd) {
  9767. clif_changemanner( *sd );
  9768. clif_updatestatus(*sd,SP_MANNER);
  9769. }
  9770. break;
  9771. case SC_STONEWAIT:
  9772. val3 = max(1, tick - delay); // Petrify time
  9773. tick = delay;
  9774. break;
  9775. case SC_DPOISON:
  9776. // Lose 10/15% of your life as long as it doesn't brings life below 25%
  9777. if (status->hp > status->max_hp / 4) {
  9778. int diff = status->max_hp*(bl->type==BL_PC?10:15)/100;
  9779. if (status->hp - diff < status->max_hp / 4)
  9780. diff = status->hp - (status->max_hp / 4);
  9781. status_zap(bl, diff, 0);
  9782. }
  9783. [[fallthrough]];
  9784. case SC_STONE:
  9785. case SC_POISON:
  9786. case SC_BLEEDING:
  9787. case SC_BURNING:
  9788. case SC_KILLING_AURA:
  9789. tick_time = status_get_sc_interval(type);
  9790. val4 = tick - tick_time; // Remaining time
  9791. break;
  9792. case SC_TOXIN:
  9793. if (val3 == 1) // Target
  9794. tick_time = status_get_sc_interval(type);
  9795. else // Caster
  9796. tick_time = 1000;
  9797. val4 = tick - tick_time; // Remaining time
  9798. break;
  9799. case SC_DEATHHURT:
  9800. if (val3 == 1)
  9801. break;
  9802. tick_time = status_get_sc_interval(type);
  9803. val4 = tick - tick_time; // Remaining time
  9804. break;
  9805. case SC_LEECHESEND:
  9806. if (val3 == 0)
  9807. break;
  9808. tick_time = status_get_sc_interval(type);
  9809. val4 = tick - tick_time; // Remaining time
  9810. break;
  9811. case SC_PYREXIA:
  9812. if (val3 == 1) { // Target
  9813. // Causes blind for duration of pyrexia, unreducable and unavoidable, but can be healed with e.g. green potion
  9814. status_change_start(src, bl, SC_BLIND, 10000, val1, 0, 0, 0, tick, SCSTART_NOAVOID | SCSTART_NOTICKDEF | SCSTART_NORATEDEF);
  9815. tick_time = status_get_sc_interval(type);
  9816. val4 = tick - tick_time; // Remaining time
  9817. } else // Caster
  9818. val2 = 15; // CRIT % and ATK % increase
  9819. break;
  9820. case SC_VENOMBLEED:
  9821. if (val3 == 0) // Caster
  9822. val2 = 30; // Reflect damage % reduction
  9823. break;
  9824. case SC_MAGICMUSHROOM:
  9825. if (val3 == 1) { // Target
  9826. tick_time = status_get_sc_interval(type);
  9827. val4 = tick - tick_time; // Remaining time
  9828. } else // Caster
  9829. val2 = 10; // After-cast delay % reduction
  9830. break;
  9831. case SC_CONFUSION:
  9832. if (!val4)
  9833. clif_emotion(bl,ET_QUESTION);
  9834. break;
  9835. case SC_S_LIFEPOTION:
  9836. case SC_L_LIFEPOTION:
  9837. case SC_M_LIFEPOTION:
  9838. case SC_S_MANAPOTION:
  9839. case SC_G_LIFEPOTION:
  9840. if( val1 == 0 ) return 0;
  9841. // val1 = heal percent/amout
  9842. // val2 = seconds between heals
  9843. // val4 = total of heals
  9844. if( val2 < 1 ) val2 = 1;
  9845. if( (val4 = tick/(val2 * 1000)) < 1 )
  9846. val4 = 1;
  9847. tick_time = val2 * 1000; // [GodLesZ] tick time
  9848. break;
  9849. case SC_GRADUAL_GRAVITY:
  9850. val2 = 10 * val1;
  9851. tick_time = status_get_sc_interval(type);
  9852. val4 = tick - tick_time; // Remaining time
  9853. break;
  9854. case SC_ALL_STAT_DOWN:
  9855. val2 = 20 * val1;
  9856. if( val1 < skill_get_max( NPC_ALL_STAT_DOWN ) ){
  9857. val2 -= 10;
  9858. }
  9859. break;
  9860. case SC_DAMAGE_HEAL:
  9861. switch( val1 ){
  9862. case 1:
  9863. val2 = BF_WEAPON;
  9864. break;
  9865. case 2:
  9866. val2 = BF_MAGIC;
  9867. break;
  9868. case 3:
  9869. //TODO: Absorb MISC damage? Both WEAPON & MAGIC damage? Which is correct on level 3?
  9870. val2 = BF_MISC;
  9871. break;
  9872. }
  9873. break;
  9874. case SC_BOSSMAPINFO:
  9875. if( sd == nullptr ){
  9876. return 0;
  9877. }else{
  9878. // Search for Boss on this Map
  9879. mob_data* boss_md = map_getmob_boss( bl->m );
  9880. // No MVP on this map
  9881. if( boss_md == nullptr ){
  9882. clif_bossmapinfo( *sd, nullptr, BOSS_INFO_NOT );
  9883. return 0;
  9884. }
  9885. val1 = boss_md->bl.id;
  9886. tick_time = status_get_sc_interval( type );
  9887. val4 = tick - tick_time; // Remaining time
  9888. }
  9889. break;
  9890. case SC_HIDING:
  9891. val2 = tick/1000;
  9892. tick_time = 1000; // [GodLesZ] tick time
  9893. val3 = 0; // Unused, previously speed adjustment
  9894. val4 = val1+3; // Seconds before SP substraction happen.
  9895. break;
  9896. case SC_CHASEWALK:
  9897. val2 = tick>0?tick:10000; // Interval at which SP is drained.
  9898. val3 = 35 - 5 * val1; // Speed adjustment.
  9899. if (sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_ROGUE)
  9900. val3 -= 40;
  9901. val4 = 10+val1*2; // SP cost.
  9902. if (map_flag_gvg2(bl->m) || map_getmapflag(bl->m, MF_BATTLEGROUND)) val4 *= 5;
  9903. break;
  9904. case SC_CLOAKING:
  9905. if (!sd) // Monsters should be able to walk with no penalties. [Skotlex]
  9906. val1 = 10;
  9907. tick_time = val2 = tick>0?tick:60000; // SP consumption rate.
  9908. tick = INFINITE_TICK; // Duration sent to the client should be infinite
  9909. val3 = 0; // Unused, previously walk speed adjustment
  9910. // val4&1 signals the presence of a wall.
  9911. // val4&2 makes cloak not end on normal attacks [Skotlex]
  9912. // val4&4 makes cloak not end on using skills
  9913. if (bl->type == BL_PC || (bl->type == BL_MOB && ((TBL_MOB*)bl)->special_state.clone) ) // Standard cloaking.
  9914. val4 |= battle_config.pc_cloak_check_type&7;
  9915. else
  9916. val4 |= battle_config.monster_cloak_check_type&7;
  9917. break;
  9918. case SC_SIGHT: /* splash status */
  9919. case SC_RUWACH:
  9920. case SC_SIGHTBLASTER:
  9921. val3 = skill_get_splash(val2, val1); // Val2 should bring the skill-id.
  9922. val2 = tick/20;
  9923. tick_time = 20; // [GodLesZ] tick time
  9924. break;
  9925. case SC_AUTOGUARD:
  9926. if( !(flag&SCSTART_NOAVOID) ) {
  9927. map_session_data *tsd;
  9928. int i;
  9929. for( i = val2 = 0; i < val1; i++) {
  9930. int t = 5-(i / 2);
  9931. val2 += (t < 0)? 1:t;
  9932. }
  9933. if( bl->type&(BL_PC|BL_MER) ) {
  9934. if( sd ) {
  9935. for( i = 0; i < MAX_DEVOTION; i++ ) {
  9936. if( sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) )
  9937. status_change_start(src,&tsd->bl, type, 10000, val1, val2, 0, 0, tick, SCSTART_NOAVOID|SCSTART_NOICON);
  9938. }
  9939. }
  9940. else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) )
  9941. status_change_start(src,&tsd->bl, type, 10000, val1, val2, 0, 0, tick, SCSTART_NOAVOID|SCSTART_NOICON);
  9942. }
  9943. }
  9944. break;
  9945. case SC_DEFENDER:
  9946. if (!(flag&SCSTART_NOAVOID)) {
  9947. val2 = 5 + 15*val1; // Damage reduction
  9948. val3 = 0; // Unused, previously speed adjustment
  9949. val4 = 250 - 50*val1; // Aspd adjustment
  9950. if (sd) {
  9951. map_session_data *tsd;
  9952. int i;
  9953. for (i = 0; i < MAX_DEVOTION; i++) { // See if there are devoted characters, and pass the status to them. [Skotlex]
  9954. if (sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])))
  9955. status_change_start(src,&tsd->bl,type,10000,val1,val2,val3,val4,tick,SCSTART_NOAVOID);
  9956. }
  9957. }
  9958. }
  9959. break;
  9960. case SC_TENSIONRELAX:
  9961. if (sd) {
  9962. pc_setsit(sd);
  9963. skill_sit(sd, true);
  9964. clif_sitting(sd->bl);
  9965. }
  9966. val2 = 12; // SP cost
  9967. tick_time = 10000; // Decrease at 10secs intervals.
  9968. val3 = tick / tick_time;
  9969. tick = INFINITE_TICK; // Duration sent to the client should be infinite
  9970. break;
  9971. case SC_PARRYING:
  9972. val2 = 20 + val1*3; // Block Chance
  9973. break;
  9974. case SC_WINDWALK:
  9975. val2 = (val1+1)/2; // Flee bonus is 1/1/2/2/3/3/4/4/5/5
  9976. break;
  9977. case SC_JOINTBEAT:
  9978. if( val2&BREAK_NECK )
  9979. sc_start2(src,bl,SC_BLEEDING,100,val1,val3,skill_get_time2(scdb->skill_id,val1));
  9980. break;
  9981. case SC_BERSERK:
  9982. if( val3 == SC__BLOODYLUST )
  9983. sc_start(src,bl,(sc_type)val3,100,val1,tick);
  9984. else
  9985. sc_start4(src,bl, SC_ENDURE, 100,10,0,0,1, tick);
  9986. // HP healing is performing after the calc_status call.
  9987. // Val2 holds HP penalty
  9988. if (!val4) val4 = skill_get_time2(scdb->skill_id,val1);
  9989. if (!val4) val4 = 10000; // Val4 holds damage interval
  9990. val3 = tick/val4; // val3 holds skill duration
  9991. tick_time = val4; // [GodLesZ] tick time
  9992. break;
  9993. case SC_GOSPEL:
  9994. if(val4 == BCT_SELF) { // Self effect
  9995. val2 = tick/10000;
  9996. tick_time = 10000; // [GodLesZ] tick time
  9997. status_change_clear_buffs(bl, SCCB_BUFFS|SCCB_DEBUFFS|SCCB_CHEM_PROTECT); // Remove buffs/debuffs
  9998. }
  9999. break;
  10000. case SC_MARIONETTE:
  10001. {
  10002. int stat;
  10003. val3 = 0;
  10004. val4 = 0;
  10005. stat = ( sd ? sd->status.str : status_get_base_status(bl)->str ) / 2; val3 |= cap_value(stat,0,0xFF)<<16;
  10006. stat = ( sd ? sd->status.agi : status_get_base_status(bl)->agi ) / 2; val3 |= cap_value(stat,0,0xFF)<<8;
  10007. stat = ( sd ? sd->status.vit : status_get_base_status(bl)->vit ) / 2; val3 |= cap_value(stat,0,0xFF);
  10008. stat = ( sd ? sd->status.int_: status_get_base_status(bl)->int_) / 2; val4 |= cap_value(stat,0,0xFF)<<16;
  10009. stat = ( sd ? sd->status.dex : status_get_base_status(bl)->dex ) / 2; val4 |= cap_value(stat,0,0xFF)<<8;
  10010. stat = ( sd ? sd->status.luk : status_get_base_status(bl)->luk ) / 2; val4 |= cap_value(stat,0,0xFF);
  10011. break;
  10012. }
  10013. case SC_MARIONETTE2:
  10014. {
  10015. int stat,max_stat;
  10016. // Fetch caster information
  10017. struct block_list *pbl = map_id2bl(val1);
  10018. status_change *psc = pbl?status_get_sc(pbl):nullptr;
  10019. struct status_change_entry *psce = psc?psc->getSCE(SC_MARIONETTE):nullptr;
  10020. if (!psce)
  10021. return 0;
  10022. // Fetch target's stats
  10023. status_data* status2 = status_get_status_data(*bl); // Battle status
  10024. val3 = 0;
  10025. val4 = 0;
  10026. max_stat = battle_config.max_parameter; // Cap to 99 (default)
  10027. stat = (psce->val3 >>16)&0xFF; stat = min(stat, max_stat - status2->str ); val3 |= cap_value(stat,0,0xFF)<<16;
  10028. stat = (psce->val3 >> 8)&0xFF; stat = min(stat, max_stat - status2->agi ); val3 |= cap_value(stat,0,0xFF)<<8;
  10029. stat = (psce->val3 >> 0)&0xFF; stat = min(stat, max_stat - status2->vit ); val3 |= cap_value(stat,0,0xFF);
  10030. stat = (psce->val4 >>16)&0xFF; stat = min(stat, max_stat - status2->int_); val4 |= cap_value(stat,0,0xFF)<<16;
  10031. stat = (psce->val4 >> 8)&0xFF; stat = min(stat, max_stat - status2->dex ); val4 |= cap_value(stat,0,0xFF)<<8;
  10032. stat = (psce->val4 >> 0)&0xFF; stat = min(stat, max_stat - status2->luk ); val4 |= cap_value(stat,0,0xFF);
  10033. break;
  10034. }
  10035. case SC_SPIRIT:
  10036. //1st Transcendent Spirit works similar to Marionette Control
  10037. if(sd && val2 == SL_HIGH) {
  10038. int stat,max_stat;
  10039. status_data *status2 = status_get_base_status(bl);
  10040. val3 = 0;
  10041. val4 = 0;
  10042. max_stat = (status_get_lv(bl)-10<50)?status_get_lv(bl)-10:50;
  10043. stat = max(0, max_stat - status2->str); val3 |= cap_value(stat,0,0xFF)<<16;
  10044. stat = max(0, max_stat - status2->agi ); val3 |= cap_value(stat,0,0xFF)<<8;
  10045. stat = max(0, max_stat - status2->vit ); val3 |= cap_value(stat,0,0xFF);
  10046. stat = max(0, max_stat - status2->int_); val4 |= cap_value(stat,0,0xFF)<<16;
  10047. stat = max(0, max_stat - status2->dex ); val4 |= cap_value(stat,0,0xFF)<<8;
  10048. stat = max(0, max_stat - status2->luk ); val4 |= cap_value(stat,0,0xFF);
  10049. }
  10050. break;
  10051. case SC_REJECTSWORD:
  10052. val2 = 15*val1; // Reflect chance
  10053. val3 = 3; // Reflections
  10054. tick = INFINITE_TICK;
  10055. break;
  10056. case SC_MEMORIZE:
  10057. val2 = 5; // Memorized casts.
  10058. tick = INFINITE_TICK;
  10059. break;
  10060. #ifndef RENEWAL
  10061. case SC_GRAVITATION:
  10062. val2 = 50*val1; // aspd reduction
  10063. break;
  10064. #endif
  10065. case SC_REGENERATION:
  10066. if (val1 == 1)
  10067. val2 = 2;
  10068. else
  10069. val2 = val1; // HP Regerenation rate: 200% 200% 300%
  10070. val3 = val1; // SP Regeneration Rate: 100% 200% 300%
  10071. // If val4 comes set, this blocks regen rather than increase it.
  10072. break;
  10073. case SC_DEVOTION:
  10074. {
  10075. struct block_list *d_bl;
  10076. status_change *d_sc;
  10077. if( (d_bl = map_id2bl(val1)) && (d_sc = status_get_sc(d_bl)) && d_sc->count ) { // Inherits Status From Source
  10078. const enum sc_type types[] = { SC_AUTOGUARD, SC_DEFENDER, SC_REFLECTSHIELD, SC_ENDURE };
  10079. int i = (map_flag_gvg2(bl->m) || map_getmapflag(bl->m, MF_BATTLEGROUND))?2:3;
  10080. while( i >= 0 ) {
  10081. enum sc_type type2 = types[i];
  10082. if( d_sc->getSCE(type2) )
  10083. 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);
  10084. i--;
  10085. }
  10086. }
  10087. break;
  10088. }
  10089. case SC_COMA: // Coma. Sends a char to 1HP. If val2, do not zap sp
  10090. status_zap(bl, status->hp-1, val2?0:status->sp-1);
  10091. return 1;
  10092. break;
  10093. case SC_CLOSECONFINE2:
  10094. {
  10095. struct block_list *src2 = val2?map_id2bl(val2):nullptr;
  10096. status_change *sc2 = src2?status_get_sc(src2):nullptr;
  10097. struct status_change_entry *sce2 = sc2?sc2->getSCE(SC_CLOSECONFINE):nullptr;
  10098. if (src2 && sc2) {
  10099. if (!sce2) { // Start lock on caster.
  10100. #ifdef RENEWAL
  10101. val3 = 50; // Flee increase
  10102. #else
  10103. val3 = 10; // Flee increase
  10104. #endif
  10105. sc_start4(src2,src2,SC_CLOSECONFINE,100,val1,1,val3,0,tick+1000);
  10106. } else { // Increase count of locked enemies and refresh time.
  10107. (sce2->val2)++;
  10108. delete_timer(sce2->timer, status_change_timer);
  10109. sce2->timer = add_timer(gettick()+tick+1000, status_change_timer, src2->id, SC_CLOSECONFINE);
  10110. }
  10111. } else // Status failed.
  10112. return 0;
  10113. }
  10114. break;
  10115. case SC_KAITE:
  10116. val2 = 1+val1/5; // Number of bounces: 1 + skill_lv/5
  10117. break;
  10118. case SC_KAUPE:
  10119. switch (val1) {
  10120. case 3: // 33*3 + 1 -> 100%
  10121. val2++;
  10122. [[fallthrough]];
  10123. case 1:
  10124. case 2: // 33, 66%
  10125. val2 += 33*val1;
  10126. val3 = 1; // Dodge 1 attack total.
  10127. break;
  10128. default: // Custom. For high level mob usage, higher level means more blocks. [Skotlex]
  10129. val2 = 100;
  10130. val3 = val1-2;
  10131. break;
  10132. }
  10133. break;
  10134. case SC_COMBO:
  10135. {
  10136. // val1: Skill ID
  10137. // val2: When given, target (for autotargetting skills)
  10138. // val3: When set, this combo time should NOT delay attack/movement
  10139. // val3: If set to 2 this combo will delay ONLY attack
  10140. // val3: TK: Last used kick
  10141. // val4: TK: Combo time
  10142. struct unit_data *ud = unit_bl2ud(bl);
  10143. if ( ud && (!val3 || val3 == 2) ) {
  10144. tick += 300 * battle_config.combo_delay_rate/100;
  10145. ud->attackabletime = gettick()+tick;
  10146. if( !val3 )
  10147. unit_set_walkdelay(bl, gettick(), tick, 1);
  10148. }
  10149. val3 = 0;
  10150. val4 = tick;
  10151. break;
  10152. }
  10153. case SC_EARTHSCROLL:
  10154. val2 = 11-val1; // Chance to consume: 11-skill_lv%
  10155. break;
  10156. case SC_RUN:
  10157. {
  10158. //Store time at which you started running.
  10159. t_tick currenttick = gettick();
  10160. // Note: this int64 value is stored in two separate int32 variables (FIXME)
  10161. val3 = (int)(currenttick & 0x00000000ffffffffLL);
  10162. val4 = (int)((currenttick & 0xffffffff00000000LL) >> 32);
  10163. tick = INFINITE_TICK;
  10164. break;
  10165. }
  10166. case SC_KAAHI:
  10167. val2 = 200*val1; // HP heal
  10168. val3 = 5*val1; // SP cost
  10169. break;
  10170. case SC_BLESSING:
  10171. if (bl->type == BL_PC || (!undead_flag && status->race != RC_DEMON))
  10172. val2 = val1;
  10173. else
  10174. val2 = 0; // 0 -> Half stat.
  10175. break;
  10176. case SC_TRICKDEAD:
  10177. if (vd) vd->dead_sit = 1;
  10178. tick = INFINITE_TICK;
  10179. break;
  10180. case SC_CONCENTRATE:
  10181. val2 = 2 + val1;
  10182. if (sd) { // Store the card-bonus data that should not count in the %
  10183. val3 = sd->indexed_bonus.param_bonus[1]; // Agi
  10184. val4 = sd->indexed_bonus.param_bonus[4]; // Dex
  10185. } else
  10186. val3 = val4 = 0;
  10187. break;
  10188. case SC_MAXOVERTHRUST:
  10189. val2 = 20*val1; // Power increase
  10190. break;
  10191. case SC_OVERTHRUST:
  10192. case SC_ADRENALINE2:
  10193. case SC_ADRENALINE:
  10194. case SC_WEAPONPERFECTION:
  10195. {
  10196. map_session_data * s_sd = BL_CAST(BL_PC, src);
  10197. if (type == SC_OVERTHRUST) {
  10198. // val2 holds if it was casted on self, or is bonus received from others
  10199. #ifdef RENEWAL
  10200. val3 = (val2) ? 5 * val1 : (val1 > 4) ? 15 : (val1 > 2) ? 10 : 5; // Power increase
  10201. #else
  10202. val3 = (val2) ? 5 * val1 : 5; // Power increase
  10203. #endif
  10204. }
  10205. else if (type == SC_ADRENALINE2 || type == SC_ADRENALINE) {
  10206. val3 = (val2) ? 300 : 200; // Aspd increase
  10207. }
  10208. if (s_sd && pc_checkskill(s_sd, BS_HILTBINDING) > 0)
  10209. tick += tick / 10; //If caster has Hilt Binding, duration increases by 10%
  10210. }
  10211. break;
  10212. case SC_CONCENTRATION:
  10213. #ifdef RENEWAL
  10214. val2 = 5 + val1 * 2; // Batk/Watk Increase
  10215. val4 = 5 + val1 * 2; // Def reduction
  10216. #else
  10217. val2 = 5*val1; // Batk/Watk Increase
  10218. val4 = 5*val1; // Def reduction
  10219. #endif
  10220. val3 = 10*val1; // Hit Increase
  10221. sc_start(src, bl, SC_ENDURE, 100, 1, tick); // Level 1 Endure effect
  10222. break;
  10223. case SC_ANGELUS:
  10224. val2 = 5*val1; // def increase
  10225. break;
  10226. case SC_IMPOSITIO:
  10227. val2 = 5*val1; // WATK/MATK increase
  10228. break;
  10229. case SC_MELTDOWN:
  10230. val2 = 100*val1; // Chance to break weapon
  10231. val3 = 70*val1; // Change to break armor
  10232. break;
  10233. case SC_TRUESIGHT:
  10234. val2 = 10*val1; // Critical increase
  10235. val3 = 3*val1; // Hit increase
  10236. break;
  10237. case SC_SUN_COMFORT:
  10238. val2 = (status_get_lv(bl) + status->dex + status->luk)/2; // def increase
  10239. break;
  10240. case SC_MOON_COMFORT:
  10241. val2 = (status_get_lv(bl) + status->dex + status->luk)/10; // flee increase
  10242. break;
  10243. case SC_STAR_COMFORT:
  10244. val2 = (status_get_lv(bl) + status->dex + status->luk); // Aspd increase
  10245. break;
  10246. case SC_QUAGMIRE:
  10247. val2 = (sd?5:10)*val1; // Agi/Dex decrease.
  10248. break;
  10249. // gs_something1 [Vicious]
  10250. case SC_GATLINGFEVER:
  10251. val2 = 20*val1; // Aspd increase
  10252. val3 = 20+10*val1; // Atk increase
  10253. val4 = 5*val1; // Flee decrease
  10254. break;
  10255. case SC_FLING:
  10256. if (bl->type == BL_PC)
  10257. val2 = 0; // No armor reduction to players.
  10258. else
  10259. val2 = 5*val1; // Def reduction
  10260. val3 = 5*val1; // Def2 reduction
  10261. break;
  10262. case SC_PROVOKE:
  10263. val2 = 2+3*val1; // Atk increase
  10264. val3 = 5+5*val1; // Def reduction.
  10265. // val4 signals autoprovoke.
  10266. break;
  10267. case SC_AVOID:
  10268. // Speed change rate.
  10269. if (bl->type == BL_HOM)
  10270. val2 = 40 * val1;
  10271. else
  10272. val2 = 10 * val1;
  10273. break;
  10274. case SC_DEFENCE:
  10275. // Vit bonus for players / Def bonus for homunculus
  10276. #ifdef RENEWAL
  10277. val2 = 5 + (5 * val1);
  10278. #else
  10279. val2 = 2 * val1;
  10280. #endif
  10281. break;
  10282. case SC_BLOODLUST:
  10283. // Atk rate change
  10284. val2 = 20 + (10 * val1);
  10285. // Leech chance
  10286. // It's actually 9 * level on both pre-re and renewal, despite the description
  10287. val3 = 9 * val1;
  10288. // Leech percent
  10289. val4 = 20;
  10290. break;
  10291. case SC_FLEET:
  10292. val2 = 30*val1; // Aspd change
  10293. val3 = 5+5*val1; // bAtk/wAtk rate change
  10294. break;
  10295. case SC_MINDBREAKER:
  10296. val2 = 20*val1; // matk increase.
  10297. val3 = 12*val1; // mdef2 reduction.
  10298. break;
  10299. case SC_JAILED:
  10300. // Val1 is duration in minutes. Use INT_MAX to specify 'unlimited' time.
  10301. if (sd) {
  10302. if (sd->mapindex != val2) {
  10303. int pos = (bl->x&0xFFFF)|(bl->y<<16), // Current Coordinates
  10304. map_idx = sd->mapindex; // Current Map
  10305. // 1. Place in Jail (val2 -> Jail Map, val3 -> x, val4 -> y
  10306. pc_setpos(sd,(unsigned short)val2,val3,val4, CLR_TELEPORT);
  10307. // 2. Set restore point (val3 -> return map, val4 return coords
  10308. val3 = map_idx;
  10309. val4 = pos;
  10310. } else if (!val3 || val3 == sd->mapindex) { // Use save point.
  10311. val3 = mapindex_name2id( sd->status.save_point.map );
  10312. val4 = (sd->status.save_point.x&0xFFFF)
  10313. |(sd->status.save_point.y<<16);
  10314. }
  10315. }
  10316. break;
  10317. case SC_UTSUSEMI:
  10318. val2=(val1+1)/2; // Number of hits blocked
  10319. val3=skill_get_blewcount(NJ_UTSUSEMI, val1); // knockback value.
  10320. break;
  10321. case SC_BUNSINJYUTSU:
  10322. val2=(val1+1)/2; // Number of hits blocked
  10323. break;
  10324. case SC_CHANGE:
  10325. val2= 30*val1; // Vit increase
  10326. val3= 20*val1; // Int increase
  10327. break;
  10328. case SC_SWOO:
  10329. if(status_has_mode(status,MD_STATUSIMMUNE))
  10330. tick /= 5; // !TODO: Reduce skill's duration. But for how long?
  10331. break;
  10332. case SC_ARMOR:
  10333. // NPC_DEFENDER:
  10334. val2 = 8; // Damage will be divided by this value
  10335. // Attack requirements to be blocked:
  10336. val3 = BF_LONG; // Range
  10337. val4 = BF_WEAPON|BF_MISC; // Type
  10338. break;
  10339. case SC_ENCHANTARMS:
  10340. // Make sure the received element is valid.
  10341. if (val1 >= ELE_ALL)
  10342. val1 = val1%ELE_ALL;
  10343. else if (val1 < 0)
  10344. val1 = rnd()%ELE_ALL;
  10345. break;
  10346. case SC_CRITICALWOUND:
  10347. // Level 1 ~ 5 & 6 ~ 10 has different duration
  10348. // Level 6 ~ 10 use effect of level 1 ~ 5
  10349. val1 = 1 + ((val1-1)%5);
  10350. val2 = 20*val1; // Heal effectiveness decrease
  10351. break;
  10352. case SC_MAGICMIRROR:
  10353. // Level 1 ~ 5 & 6 ~ 10 has different duration
  10354. // Level 6 ~ 10 use effect of level 1 ~ 5
  10355. val1 = 1 + ((val1-1)%5);
  10356. [[fallthrough]];
  10357. case SC_SLOWCAST:
  10358. val2 = 20*val1; // Magic reflection/cast rate
  10359. break;
  10360. case SC_ARMORCHANGE:
  10361. if (val2 == NPC_ANTIMAGIC) { // Boost mdef
  10362. val2 =-20;
  10363. val3 = 20;
  10364. } else { // Boost def
  10365. val2 = 20;
  10366. val3 =-20;
  10367. }
  10368. // Level 1 ~ 5 & 6 ~ 10 has different duration
  10369. // Level 6 ~ 10 use effect of level 1 ~ 5
  10370. val1 = 1 + ((val1-1)%5);
  10371. val2 *= val1; // 20% per level
  10372. val3 *= val1;
  10373. break;
  10374. case SC_EXPBOOST:
  10375. case SC_JEXPBOOST:
  10376. case SC_JP_EVENT04:
  10377. case SC_PERIOD_RECEIVEITEM_2ND:
  10378. case SC_PERIOD_PLUSEXP_2ND:
  10379. if (val1 < 1)
  10380. return 0;
  10381. break;
  10382. case SC_INCFLEE2:
  10383. case SC_INCCRI:
  10384. val2 = val1*10; // Actual boost (since 100% = 1000)
  10385. break;
  10386. case SC_SUFFRAGIUM:
  10387. #ifdef RENEWAL
  10388. val2 = 5 + val1 * 5; // Speed cast decrease
  10389. #else
  10390. val2 = 15 * val1; // Speed cast decrease
  10391. #endif
  10392. break;
  10393. case SC_INCHEALRATE:
  10394. if (val1 < 1)
  10395. val1 = 1;
  10396. break;
  10397. case SC_DOUBLECAST:
  10398. val2 = 30+10*val1; // Trigger rate
  10399. break;
  10400. case SC_KAIZEL:
  10401. val2 = 10*val1; // % of life to be revived with
  10402. break;
  10403. // case SC_ARMOR_ELEMENT_WATER:
  10404. // case SC_ARMOR_ELEMENT_EARTH:
  10405. // case SC_ARMOR_ELEMENT_FIRE:
  10406. // case SC_ARMOR_ELEMENT_WIND:
  10407. // case SC_ARMOR_RESIST:
  10408. // Mod your resistance against elements:
  10409. // val1 = water | val2 = earth | val3 = fire | val4 = wind
  10410. // break;
  10411. // case ????:
  10412. // Place here SCs that have no SCB_* data, no skill associated, no ICON
  10413. // associated, and yet are not wrong/unknown. [Skotlex]
  10414. // break;
  10415. case SC_MERC_FLEEUP:
  10416. case SC_MERC_ATKUP:
  10417. case SC_MERC_HITUP:
  10418. val2 = 15 * val1;
  10419. break;
  10420. case SC_MERC_HPUP:
  10421. case SC_MERC_SPUP:
  10422. val2 = 5 * val1;
  10423. break;
  10424. case SC_REBIRTH:
  10425. val2 = 20*val1; // % of life to be revived with
  10426. break;
  10427. case SC_INVINCIBLE:
  10428. val2 = 100; // ATKpercent increase
  10429. val3 = 50; // Speed increase
  10430. val4 = 700; // ASPD increase
  10431. break;
  10432. case SC_MANU_DEF:
  10433. case SC_MANU_ATK:
  10434. case SC_MANU_MATK:
  10435. val2 = 1; // Manuk group
  10436. break;
  10437. case SC_SPL_DEF:
  10438. case SC_SPL_ATK:
  10439. case SC_SPL_MATK:
  10440. val2 = 2; // Splendide group
  10441. break;
  10442. /* General */
  10443. case SC_FEAR:
  10444. sc_start(src, bl, SC_ANKLE, 100, 0, 2000);
  10445. break;
  10446. /* Rune Knight */
  10447. case SC_DEATHBOUND:
  10448. val2 = 500 + 100 * val1;
  10449. break;
  10450. case SC_STONEHARDSKIN:
  10451. if (!status_charge(bl, status->hp / 5, 0)) // 20% of HP
  10452. return 0;
  10453. if (sd)
  10454. val1 = sd->status.job_level * pc_checkskill(sd, RK_RUNEMASTERY) / 4; // DEF/MDEF Increase
  10455. break;
  10456. case SC_REFRESH:
  10457. status_heal(bl, status_get_max_hp(bl) * 25 / 100, 0, 1);
  10458. status_change_clear_buffs(bl, SCCB_REFRESH);
  10459. break;
  10460. case SC_MILLENNIUMSHIELD:
  10461. {
  10462. int8 chance = rnd()%100;
  10463. val2 = ((chance < 20) ? 4 : (chance < 50) ? 3 : 2); // Shield count
  10464. val3 = 1000; // Shield HP
  10465. clif_millenniumshield( *bl, val2 );
  10466. }
  10467. break;
  10468. case SC_ABUNDANCE:
  10469. val4 = tick / 10000;
  10470. tick_time = 10000; // [GodLesZ] tick time
  10471. break;
  10472. case SC_GIANTGROWTH:
  10473. val2 = 30; // Damage success rate and STR increase
  10474. break;
  10475. case SC_LUXANIMA:
  10476. val2 = 15; // Storm Blast success %
  10477. val3 = 30; // Damage/HP/SP % increase
  10478. break;
  10479. /* Arch Bishop */
  10480. case SC_RENOVATIO:
  10481. val4 = tick / 5000;
  10482. tick_time = 5000;
  10483. break;
  10484. case SC_SECRAMENT:
  10485. val2 = 10 * val1;
  10486. break;
  10487. case SC_VENOMIMPRESS:
  10488. val2 = 10 * val1;
  10489. break;
  10490. case SC_WEAPONBLOCKING:
  10491. val2 = 10 + 2 * val1; // Chance
  10492. val4 = tick / 5000;
  10493. tick_time = 5000; // [GodLesZ] tick time
  10494. break;
  10495. case SC_OBLIVIONCURSE:
  10496. if (val3 == 0)
  10497. break;
  10498. val4 = tick / 3000;
  10499. tick_time = 3000; // [GodLesZ] tick time
  10500. break;
  10501. case SC_CLOAKINGEXCEED:
  10502. val2 = (val1 + 1) / 2; // Hits
  10503. val3 = (val1 - 1) * 10; // Walk speed
  10504. if (bl->type == BL_PC)
  10505. val4 |= battle_config.pc_cloak_check_type&7;
  10506. else
  10507. val4 |= battle_config.monster_cloak_check_type&7;
  10508. tick_time = 1000; // [GodLesZ] tick time
  10509. break;
  10510. case SC_HALLUCINATIONWALK:
  10511. case SC_NPC_HALLUCINATIONWALK:
  10512. val2 = 50 * val1; // Evasion rate of physical attacks. Flee
  10513. val3 = 10 * val1; // Evasion rate of magical attacks.
  10514. break;
  10515. case SC_MARSHOFABYSS:
  10516. if( bl->type == BL_PC )
  10517. val2 = 3 * val1; // AGI and DEX Reduction
  10518. else // BL_MOB
  10519. val2 = 6 * val1; // AGI and DEX Reduction
  10520. val3 = 10 * val1; // Movement Speed Reduction
  10521. break;
  10522. case SC_FREEZE_SP:
  10523. // val2 = sp drain per 10 seconds
  10524. tick_time = 10000; // [GodLesZ] tick time
  10525. break;
  10526. case SC_SPHERE_1:
  10527. case SC_SPHERE_2:
  10528. case SC_SPHERE_3:
  10529. case SC_SPHERE_4:
  10530. case SC_SPHERE_5:
  10531. if( !sd )
  10532. return 0; // Should only work on players.
  10533. val4 = tick / 1000;
  10534. if( val4 < 1 )
  10535. val4 = 1;
  10536. tick_time = 1000; // [GodLesZ] tick time
  10537. break;
  10538. case SC_SHAPESHIFT:
  10539. switch( val1 ) {
  10540. case 1: val2 = ELE_FIRE; break;
  10541. case 2: val2 = ELE_EARTH; break;
  10542. case 3: val2 = ELE_WIND; break;
  10543. case 4: val2 = ELE_WATER; break;
  10544. }
  10545. break;
  10546. case SC_ELECTRICSHOCKER:
  10547. case SC_CRYSTALIZE:
  10548. val4 = tick / 1000;
  10549. if( val4 < 1 )
  10550. val4 = 1;
  10551. tick_time = 1000; // [GodLesZ] tick time
  10552. break;
  10553. case SC_MEIKYOUSISUI:
  10554. val2 = val1 * 2; // % HP each sec
  10555. val3 = val1; // % SP each sec
  10556. val4 = tick / 1000;
  10557. if( val4 < 1 )
  10558. val4 = 1;
  10559. tick_time = 1000;
  10560. break;
  10561. case SC_CAMOUFLAGE:
  10562. val4 = tick/1000;
  10563. tick_time = 1000; // [GodLesZ] tick time
  10564. break;
  10565. case SC_WUGDASH:
  10566. {
  10567. //Store time at which you started running.
  10568. t_tick currenttick = gettick();
  10569. // Note: this int64 value is stored in two separate int32 variables (FIXME)
  10570. val3 = (int)(currenttick&0x00000000ffffffffLL);
  10571. val4 = (int)((currenttick&0xffffffff00000000LL)>>32);
  10572. tick = INFINITE_TICK;
  10573. break;
  10574. }
  10575. case SC__SHADOWFORM:
  10576. {
  10577. map_session_data * s_sd = map_id2sd(val2);
  10578. if( s_sd )
  10579. s_sd->shadowform_id = bl->id;
  10580. val4 = tick / 1000;
  10581. tick_time = 1000; // [GodLesZ] tick time
  10582. }
  10583. break;
  10584. case SC__STRIPACCESSORY:
  10585. if (!sd)
  10586. val2 = 20;
  10587. break;
  10588. case SC__INVISIBILITY:
  10589. val2 = 50 - 10 * val1; // ASPD
  10590. val3 = 20 * val1; // CRITICAL
  10591. val4 = tick / 1000;
  10592. tick = INFINITE_TICK; // Duration sent to the client should be infinite
  10593. tick_time = 1000; // [GodLesZ] tick time
  10594. break;
  10595. case SC__ENERVATION:
  10596. val2 = 20 + 10 * val1; // ATK Reduction
  10597. if (sd) {
  10598. pc_delspiritball(sd,sd->spiritball,0);
  10599. pc_delspiritcharm(sd,sd->spiritcharm,sd->spiritcharm_type);
  10600. }
  10601. break;
  10602. case SC__GROOMY:
  10603. val2 = 20 + 10 * val1; // ASPD
  10604. val3 = 20 * val1; // HIT
  10605. if( sd ) { // Removes Animals
  10606. if( pc_isriding(sd) ) pc_setriding(sd, 0);
  10607. if( pc_isridingdragon(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_DRAGON);
  10608. if( pc_iswug(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_WUG);
  10609. if( pc_isridingwug(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_WUGRIDER);
  10610. if( pc_isfalcon(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_FALCON);
  10611. if( sd->status.pet_id > 0 ) pet_return_egg(sd, sd->pd);
  10612. if( hom_is_active(sd->hd) ) hom_vaporize(sd, HOM_ST_ACTIVE);
  10613. //if( sd->md ) mercenary_delete(sd->md,3); // Are Mercenaries removed? [aleos]
  10614. }
  10615. break;
  10616. case SC__LAZINESS:
  10617. val2 = 10 + 10 * val1; // Cast Increase
  10618. val3 = 10 * val1; // Flee Reduction
  10619. break;
  10620. case SC__UNLUCKY:
  10621. {
  10622. sc_type rand_eff;
  10623. switch(rnd() % 3) {
  10624. case 1: rand_eff = SC_BLIND; break;
  10625. case 2: rand_eff = SC_SILENCE; break;
  10626. default: rand_eff = SC_POISON; break;
  10627. }
  10628. val2 = 10 * val1; // Crit and Flee2 Reduction
  10629. status_change_start(src,bl,rand_eff,10000,val1,0,(rand_eff == SC_POISON ? src->id : 0),0,tick,SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  10630. break;
  10631. }
  10632. case SC__WEAKNESS:
  10633. val2 = 10 * val1;
  10634. // Bypasses coating protection and MADO
  10635. sc_start(src,bl,SC_STRIPWEAPON,100,val1,tick);
  10636. sc_start(src,bl,SC_STRIPSHIELD,100,val1,tick);
  10637. break;
  10638. case SC_GN_CARTBOOST:
  10639. if( val1 < 3 )
  10640. val2 = 50;
  10641. else if( val1 > 2 && val1 < 5 )
  10642. val2 = 75;
  10643. else
  10644. val2 = 100;
  10645. break;
  10646. case SC_PROPERTYWALK:
  10647. val3 = 0;
  10648. break;
  10649. case SC_STRIKING:
  10650. // val2 = watk bonus already calc
  10651. val3 = 6 - val1;// spcost = 6 - level (lvl1:5 ... lvl 5: 1)
  10652. val4 = tick / 1000;
  10653. tick_time = 1000; // [GodLesZ] tick time
  10654. break;
  10655. case SC_WARMER:
  10656. val4 = tick / 3000;
  10657. tick = INFINITE_TICK; // Duration sent to the client should be infinite
  10658. tick_time = 3000;
  10659. break;
  10660. case SC_HELLS_PLANT:
  10661. tick_time = status_get_sc_interval(type);
  10662. val4 = tick - tick_time; // Remaining time
  10663. break;
  10664. case SC_SWINGDANCE:
  10665. val3 = 3 * val1 + val2; // Walk speed and aspd reduction.
  10666. break;
  10667. case SC_SYMPHONYOFLOVER:
  10668. val3 = 2 * val1 + val2 + (sd?sd->status.job_level:50) / 4; // MDEF Increase
  10669. break;
  10670. case SC_MOONLITSERENADE: // MATK Increase
  10671. case SC_RUSHWINDMILL: // ATK Increase
  10672. val3 = 4 + val1 * 3 + val2 + (sd?sd->status.job_level:50) / 5;
  10673. break;
  10674. case SC_ECHOSONG:
  10675. val3 = 6 * val1 + val2 + (sd?sd->status.job_level:50) / 4; // DEF Increase
  10676. break;
  10677. case SC_HARMONIZE:
  10678. val2 = 5 + 5 * val1;
  10679. break;
  10680. case SC_VOICEOFSIREN:
  10681. val4 = tick / 2000;
  10682. tick_time = 2000; // [GodLesZ] tick time
  10683. break;
  10684. case SC_DEEPSLEEP:
  10685. val4 = tick / 2000;
  10686. tick_time = 2000; // [GodLesZ] tick time
  10687. break;
  10688. case SC_SIRCLEOFNATURE:
  10689. val2 = 50 * val1; // HP recovery rate
  10690. break;
  10691. case SC_SONGOFMANA:
  10692. status_heal(bl, 0, status->max_sp * (val1 <= 2 ? 10 : val1 <= 4 ? 15 : 20) / 100, 1);
  10693. val3 = 50 * val1;
  10694. break;
  10695. case SC_SATURDAYNIGHTFEVER:
  10696. if (!val4) val4 = skill_get_time2(scdb->skill_id,val1);
  10697. if (!val4) val4 = 3000;
  10698. val3 = tick/val4;
  10699. tick_time = val4; // [GodLesZ] tick time
  10700. break;
  10701. case SC_GLOOMYDAY:
  10702. val2 = 20 + 5 * val1; // Flee reduction.
  10703. val3 = 15 + 5 * val1; // ASPD reduction.
  10704. if( sd && rnd()%100 < val1 ) { // (Skill Lv) %
  10705. val4 = 1; // Reduce walk speed by half.
  10706. if( pc_isriding(sd) ) pc_setriding(sd, 0);
  10707. if( pc_isridingdragon(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_DRAGON);
  10708. }
  10709. break;
  10710. case SC_GLOOMYDAY_SK:
  10711. // Random number between [15 ~ (Voice Lesson Skill Level x 5) + (Skill Level x 10)] %.
  10712. val2 = 15 + rnd()%( (sd?pc_checkskill(sd, WM_LESSON)*5:0) + val1*10 );
  10713. break;
  10714. case SC_SITDOWN_FORCE:
  10715. case SC_BANANA_BOMB_SITDOWN:
  10716. if( sd && !pc_issit(sd) ) {
  10717. pc_setsit(sd);
  10718. skill_sit(sd, true);
  10719. clif_sitting(*bl);
  10720. }
  10721. break;
  10722. case SC_DANCEWITHWUG:
  10723. val3 = 5 * val1; // ASPD Increase
  10724. val4 = 20 + 10 * val1; // Fixed Cast Time Reduction
  10725. break;
  10726. case SC_LERADSDEW:
  10727. val3 = 2 + 3 * val1 + min(3 * val2, 25); // MaxHP Increase
  10728. break;
  10729. case SC_MELODYOFSINK:
  10730. val2 = 10 * val1; // INT Reduction.
  10731. val3 = 2 + 2 * val1; // MaxSP reduction
  10732. break;
  10733. case SC_BEYONDOFWARCRY:
  10734. val2 = 10 + 10 * val1; // STR Reduction
  10735. val3 = 4 * val1; // MaxHP Reduction
  10736. break;
  10737. case SC_UNLIMITEDHUMMINGVOICE:
  10738. val3 = 4 * val1 + min(3 * val2, 15); // !TODO: What's the Lesson bonus?
  10739. break;
  10740. case SC_REFLECTDAMAGE:
  10741. val2 = 10 * val1; // Reflect reduction amount
  10742. val4 = tick/1000; // Number of SP cycles (duration)
  10743. tick_time = 1000; // [GodLesZ] tick time
  10744. break;
  10745. case SC_FORCEOFVANGUARD:
  10746. val2 = 8 + 12 * val1; // Chance
  10747. val3 = 5 + 2 * val1; // Max rage counters
  10748. tick = INFINITE_TICK; // Endless duration in the client
  10749. tick_time = 10000; // [GodLesZ] tick time
  10750. break;
  10751. case SC_EXEEDBREAK:
  10752. val2 = 150 * val1;
  10753. if (sd) { // Players
  10754. short index = sd->equip_index[EQI_HAND_R];
  10755. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_WEAPON)
  10756. val2 += 15 * sd->status.job_level + sd->inventory_data[index]->weight / 10 * sd->inventory_data[index]->weapon_level * status_get_lv(bl) / 100;
  10757. } else // Monster
  10758. val2 += 750;
  10759. break;
  10760. case SC_PRESTIGE:
  10761. val2 = (status->int_ + status->luk) * val1 / 20 * status_get_lv(bl) / 200 + val1; // Chance to evade magic damage.
  10762. val3 = ((val1 * 15) + (10 * (sd?pc_checkskill(sd,CR_DEFENDER):skill_get_max(CR_DEFENDER)))) * status_get_lv(bl) / 100; // Defence added
  10763. break;
  10764. case SC_SHIELDSPELL_HP:
  10765. val2 = 3; // 3% HP every 3 seconds
  10766. tick_time = status_get_sc_interval(type);
  10767. val4 = tick - tick_time; // Remaining time
  10768. break;
  10769. case SC_SHIELDSPELL_SP:
  10770. val2 = 3; // 3% SP every 5 seconds
  10771. tick_time = status_get_sc_interval(type);
  10772. val4 = tick - tick_time; // Remaining time
  10773. break;
  10774. case SC_SHIELDSPELL_ATK:
  10775. val2 = 150; // WATK/MATK bonus
  10776. break;
  10777. case SC_BANDING:
  10778. val2 = (sd ? skill_banding_count(sd) : 1);
  10779. tick_time = 5000; // [GodLesZ] tick time
  10780. break;
  10781. case SC_MAGNETICFIELD:
  10782. tick_time = 1000; // [GodLesZ] tick time
  10783. val4 = tick / tick_time;
  10784. break;
  10785. case SC_INSPIRATION:
  10786. val2 = 40 * val1; // ATK/MATK
  10787. val3 = 6 * val1; //All stat bonus
  10788. val4 = tick / 5000;
  10789. tick_time = 5000; // [GodLesZ] tick time
  10790. status_change_clear_buffs(bl, SCCB_DEBUFFS); // Remove debuffs
  10791. break;
  10792. case SC_CRESCENTELBOW:
  10793. val2 = (sd?sd->status.job_level:50) / 2 + (50 + 5 * val1);
  10794. break;
  10795. case SC_LIGHTNINGWALK: // [(Job Level / 2) + (40 + 5 * Skill Level)] %
  10796. val1 = (sd?sd->status.job_level:2)/2 + 40 + 5 * val1;
  10797. break;
  10798. case SC_GT_ENERGYGAIN:
  10799. val2 = 10 + 5 * val1; // Sphere gain chance.
  10800. break;
  10801. case SC_GT_CHANGE:
  10802. // Take note there is no def increase as skill desc says. [malufett]
  10803. val2 = val1 * 8; // ATK increase
  10804. val3 = status->agi * val1 / 60; // ASPD increase: [(Target AGI x Skill Level) / 60] %
  10805. break;
  10806. case SC_GT_REVITALIZE:
  10807. // Take note there is no vit, aspd, speed increase as skill desc says. [malufett]
  10808. val2 = 2 * val1; // MaxHP: [(Skill Level * 2)]%
  10809. val3 = val1 * 30 + 50; // Natural HP recovery increase: [(Skill Level x 30) + 50] %
  10810. // The stat def is not shown in the status window and it is processed differently
  10811. val4 = val1 * 20; // STAT DEF increase
  10812. break;
  10813. case SC_PYROTECHNIC_OPTION:
  10814. val2 = 60; // Eatk Renewal (Atk2)
  10815. break;
  10816. case SC_HEATER_OPTION:
  10817. val2 = 120; // Eatk Renewal (Atk2)
  10818. val3 = ELE_FIRE; // Change into fire element.
  10819. break;
  10820. case SC_TROPIC_OPTION:
  10821. val2 = 180; // Eatk Renewal (Atk2)
  10822. val3 = MG_FIREBOLT;
  10823. break;
  10824. case SC_AQUAPLAY_OPTION:
  10825. val2 = 40;
  10826. break;
  10827. case SC_COOLER_OPTION:
  10828. val2 = 80;
  10829. val3 = ELE_WATER; // Change into water element.
  10830. break;
  10831. case SC_CHILLY_AIR_OPTION:
  10832. val2 = 120; // Matk. Renewal (Matk1)
  10833. val3 = MG_COLDBOLT;
  10834. break;
  10835. case SC_WIND_STEP_OPTION:
  10836. val2 = 50; // % Increase speed and flee.
  10837. break;
  10838. case SC_BLAST_OPTION:
  10839. val2 = 20;
  10840. val3 = ELE_WIND; // Change into wind element.
  10841. break;
  10842. case SC_WILD_STORM_OPTION:
  10843. val2 = MG_LIGHTNINGBOLT;
  10844. break;
  10845. case SC_PETROLOGY_OPTION:
  10846. val2 = 5; //HP Rate bonus
  10847. val3 = 50;
  10848. break;
  10849. case SC_SOLID_SKIN_OPTION:
  10850. val2 = 33; //% Increase DEF
  10851. break;
  10852. case SC_CURSED_SOIL_OPTION:
  10853. val2 = 10; //HP rate bonus
  10854. val3 = ELE_EARTH; // Change into earth element.
  10855. break;
  10856. case SC_UPHEAVAL_OPTION:
  10857. val2 = 15; //HP rate bonus
  10858. val3 = WZ_EARTHSPIKE;
  10859. break;
  10860. case SC_CIRCLE_OF_FIRE_OPTION:
  10861. val2 = 300;
  10862. break;
  10863. case SC_WATER_SCREEN_OPTION:
  10864. tick_time = 10000;
  10865. break;
  10866. case SC_FIRE_CLOAK_OPTION:
  10867. case SC_WATER_DROP_OPTION:
  10868. case SC_WIND_CURTAIN_OPTION:
  10869. case SC_STONE_SHIELD_OPTION:
  10870. val2 = 100; // Elemental modifier.
  10871. break;
  10872. case SC_TROPIC:
  10873. case SC_CHILLY_AIR:
  10874. case SC_WILD_STORM:
  10875. case SC_UPHEAVAL:
  10876. val2 += 10;
  10877. [[fallthrough]];
  10878. case SC_HEATER:
  10879. case SC_COOLER:
  10880. case SC_BLAST:
  10881. case SC_CURSED_SOIL:
  10882. val2 += 10;
  10883. [[fallthrough]];
  10884. case SC_PYROTECHNIC:
  10885. case SC_AQUAPLAY:
  10886. case SC_GUST:
  10887. case SC_PETROLOGY:
  10888. val2 += 5;
  10889. val3 += 9000;
  10890. [[fallthrough]];
  10891. case SC_CIRCLE_OF_FIRE:
  10892. case SC_FIRE_CLOAK:
  10893. case SC_WATER_DROP:
  10894. case SC_WATER_SCREEN:
  10895. case SC_WIND_CURTAIN:
  10896. case SC_WIND_STEP:
  10897. case SC_STONE_SHIELD:
  10898. case SC_SOLID_SKIN:
  10899. val2 += 5;
  10900. val3 += 1000;
  10901. tick_time = val3; // [GodLesZ] tick time
  10902. break;
  10903. case SC_WATER_BARRIER:
  10904. val2 = 30; // Reductions. Atk2 and Flee1
  10905. break;
  10906. case SC_ZEPHYR:
  10907. val2 = 25; // Flee.
  10908. break;
  10909. case SC_TIDAL_WEAPON:
  10910. val2 = 20; // Increase Elemental's attack.
  10911. break;
  10912. case SC_ROCK_CRUSHER:
  10913. case SC_ROCK_CRUSHER_ATK:
  10914. case SC_POWER_OF_GAIA:
  10915. val2 = 33; //Def rate bonus/Speed rate reduction
  10916. val3 = 20; //HP rate bonus
  10917. break;
  10918. case SC_TEARGAS:
  10919. val2 = status_get_max_hp(bl) * 5 / 100; // Drain 5% HP
  10920. val4 = tick / 2000;
  10921. tick_time = 2000;
  10922. break;
  10923. case SC_TEARGAS_SOB:
  10924. val4 = tick / 3000;
  10925. tick_time = 3000;
  10926. break;
  10927. case SC_STOMACHACHE:
  10928. val2 = 8; // SP consume.
  10929. val4 = tick / 10000;
  10930. tick_time = 10000; // [GodLesZ] tick time
  10931. break;
  10932. case SC_PROMOTE_HEALTH_RESERCH:
  10933. //val1: 1 = Regular Potion, 2 = Thrown Potion
  10934. //val2: 1 = Small Potion, 2 = Medium Potion, 3 = Large Potion
  10935. //val3: MaxHP Increase By Fixed Amount
  10936. if (val1 == 1) // If potion was normally used, take the user's BaseLv
  10937. val3 = 1000 * val2 - 500 + status_get_lv(bl) * 10 / 3;
  10938. else if (val1 == 2) // If potion was thrown at someone, take the thrower's BaseLv
  10939. val3 = 1000 * val2 - 500 + status_get_lv(src) * 10 / 3;
  10940. if (val3 <= 0) // Prevents a negeative value from happening
  10941. val3 = 0;
  10942. break;
  10943. case SC_ENERGY_DRINK_RESERCH:
  10944. //val1: 1 = Regular Potion, 2 = Thrown Potion
  10945. //val2: 1 = Small Potion, 2 = Medium Potion, 3 = Large Potion
  10946. //val3: MaxSP Increase By Percentage Amount
  10947. if (val1 == 1) // If potion was normally used, take the user's BaseLv
  10948. val3 = status_get_lv(bl) / 10 + 5 * val2 - 10;
  10949. else if (val1 == 2) // If potion was thrown at someone, take the thrower's BaseLv
  10950. val3 = status_get_lv(src) / 10 + 5 * val2 - 10;
  10951. if (val3 <= 0) // Prevents a negeative value from happening
  10952. val3 = 0;
  10953. break;
  10954. case SC_KYOUGAKU:
  10955. val2 = 2*val1 + rnd()%val1;
  10956. clif_status_change(bl,EFST_ACTIVE_MONSTER_TRANSFORM,1,0,1002,0,0);
  10957. break;
  10958. case SC_KAGEMUSYA:
  10959. val2 = 20; // Damage increase bonus
  10960. val3 = val1 * 2;
  10961. tick_time = 1000;
  10962. val4 = tick / tick_time;
  10963. break;
  10964. case SC_ZANGETSU:
  10965. if( status_get_hp(bl) % 2 == 0 )
  10966. val2 = (status_get_lv(bl) / 3) + (20 * val1); //+Watk
  10967. else
  10968. val2 -= (status_get_lv(bl) / 3) + (30 * val1); //-Watk
  10969. if( status_get_sp(bl) % 2 == 0 )
  10970. val3 = (status_get_lv(bl) / 3) + (20 * val1); //+Matk
  10971. else
  10972. val3 -= (status_get_lv(bl) / 3) + (30 * val1); //-Matk
  10973. break;
  10974. case SC_GENSOU:
  10975. {
  10976. int hp = status_get_hp(bl), lv = 5;
  10977. short per = 100 / (status_get_max_hp(bl) / hp);
  10978. if( per <= 15 )
  10979. lv = 1;
  10980. else if( per <= 30 )
  10981. lv = 2;
  10982. else if( per <= 50 )
  10983. lv = 3;
  10984. else if( per <= 75 )
  10985. lv = 4;
  10986. if( hp % 2 == 0)
  10987. status_heal(bl, hp * (6-lv) * 4 / 100, status_get_sp(bl) * (6-lv) * 3 / 100, 1);
  10988. else
  10989. status_zap(bl, hp * (lv*4) / 100, status_get_sp(bl) * (lv*3) / 100);
  10990. }
  10991. break;
  10992. case SC_ANGRIFFS_MODUS:
  10993. val2 = 50 + 20 * val1; // atk bonus
  10994. val3 = 25 + 10 * val1; // Flee reduction.
  10995. val4 = tick/1000; // hp/sp reduction timer
  10996. tick_time = 1000;
  10997. break;
  10998. case SC_GOLDENE_FERSE:
  10999. val2 = 10 + 10*val1; // flee bonus
  11000. val3 = 6 + 4 * val1; // Aspd Bonus
  11001. val4 = 2 + 2 * val1; // Chance of holy attack
  11002. break;
  11003. case SC_STONE_WALL:
  11004. val2 = 100 * val1; // DEF bonus
  11005. val3 = 30 * val1; // MDEF bonus
  11006. break;
  11007. case SC_OVERED_BOOST:
  11008. val2 = 400 + 40 * val1; // flee bonus
  11009. val3 = 180 + 2 * val1; // aspd bonus
  11010. val4 = 50; // def reduc %
  11011. break;
  11012. case SC_GRANITIC_ARMOR:
  11013. val2 = 2*val1; // dmg reduction
  11014. val3 = 6*val1; // dmg taken on status end (6%:12%:18%:24%:30%)
  11015. val4 = 5*val1; // unknow formula
  11016. break;
  11017. case SC_MAGMA_FLOW:
  11018. val2 = 3*val1; // Activation chance
  11019. break;
  11020. case SC_PYROCLASTIC:
  11021. val2 += 100 + 10*val1; // atk bonus // !TODO: Confirm formula
  11022. break;
  11023. case SC_TEMPERING:
  11024. val2 += 5 + val1; // patk bonus
  11025. break;
  11026. case SC_GOLDENE_TONE:
  11027. val2 += 3 * val1; // res/mres bonus
  11028. break;
  11029. case SC_PARALYSIS: // [Lighta] need real info
  11030. val2 = 2*val1; // def reduction
  11031. val3 = 500*val1; // varcast augmentation
  11032. break;
  11033. case SC_TOXIN_OF_MANDARA:
  11034. val2 = 15*val1; // res reduction
  11035. break;
  11036. case SC_LIGHT_OF_REGENE: // Yommy leak need confirm
  11037. val2 = 20 * val1; // hp reco on death %
  11038. break;
  11039. case SC_PAIN_KILLER: // Yommy leak need confirm
  11040. val2 = min((( 200 * val1 ) * status_get_lv(src)) / 150, 1000); // dmg reduction linear. upto a maximum of 1000 [iRO Wiki]
  11041. if(sc->getSCE(SC_PARALYSIS))
  11042. sc_start(src,bl, SC_ENDURE, 100, val1, tick); // Start endure for same duration
  11043. break;
  11044. case SC_STYLE_CHANGE:
  11045. tick = INFINITE_TICK; // Infinite duration
  11046. break;
  11047. case SC_CBC:
  11048. val3 = 10; // Drain sp % dmg
  11049. val4 = tick/1000; // dmg each sec
  11050. tick = 1000;
  11051. break;
  11052. case SC_EQC:
  11053. val2 = 5 * val1; // def % reduc
  11054. val3 = 2 * val1; // HP drain %
  11055. break;
  11056. case SC_ASH:
  11057. val2 = 0; // hit % reduc
  11058. val3 = 0; // def % reduc
  11059. val4 = 0; // atk flee % reduc
  11060. if (!status_bl_has_mode(bl,MD_STATUSIMMUNE)) {
  11061. val2 = 50;
  11062. if (status_get_race(bl) == RC_PLANT) // plant type
  11063. val3 = 50;
  11064. if (status_get_element(bl) == ELE_WATER) // defense water type
  11065. val4 = 50;
  11066. }
  11067. break;
  11068. case SC_FULL_THROTTLE:
  11069. val2 = ( val1 == 1 ? 6 : 6 - val1 );
  11070. val3 = 20; //+% AllStats
  11071. tick_time = 1000;
  11072. val4 = tick / tick_time;
  11073. break;
  11074. case SC_REBOUND:
  11075. tick_time = 2000;
  11076. val4 = tick / tick_time;
  11077. clif_emotion(bl, ET_SWEAT);
  11078. break;
  11079. case SC_KINGS_GRACE:
  11080. val2 = 3 + val1; //HP Recover rate
  11081. tick_time = 1000;
  11082. val4 = tick / tick_time;
  11083. break;
  11084. case SC_TELEKINESIS_INTENSE:
  11085. val2 = 10 * val1; // sp consum / casttime reduc %
  11086. val3 = 40 * val1; // magic dmg bonus
  11087. break;
  11088. case SC_OFFERTORIUM:
  11089. val2 = 30 * val1; // heal power bonus
  11090. val3 = 100 + 20 * val1; // sp cost inc
  11091. break;
  11092. case SC_FRIGG_SONG:
  11093. val2 = 5 * val1; // maxhp bonus
  11094. val3 = 80 + 20 * val1; // healing
  11095. tick_time = 1000;
  11096. val4 = tick / tick_time;
  11097. break;
  11098. case SC_FLASHCOMBO:
  11099. val2 = 20 * val1 + 20; // atk bonus
  11100. break;
  11101. case SC_DARKCROW:
  11102. val2 = 30 * val1; // ATK bonus
  11103. break;
  11104. case SC_UNLIMIT:
  11105. val2 = 50 * val1;
  11106. break;
  11107. case SC_MONSTER_TRANSFORM:
  11108. case SC_ACTIVE_MONSTER_TRANSFORM:
  11109. if( !mobdb_checkid(val1) )
  11110. val1 = MOBID_PORING; // Default poring
  11111. break;
  11112. #ifndef RENEWAL
  11113. case SC_APPLEIDUN:
  11114. {
  11115. map_session_data * s_sd = BL_CAST(BL_PC, src);
  11116. val2 = (5 + 2 * val1) + (status_get_vit(src) / 10); //HP Rate: (5 + 2 * skill_lv) + (vit/10) + (BA_MUSICALLESSON level)
  11117. if (s_sd)
  11118. val2 += pc_checkskill(s_sd, BA_MUSICALLESSON) / 2;
  11119. break;
  11120. }
  11121. #endif
  11122. case SC_EPICLESIS:
  11123. val2 = 5 * val1; //HP rate bonus
  11124. break;
  11125. case SC_ILLUSIONDOPING:
  11126. val2 = 50; // -Hit
  11127. break;
  11128. case SC_OVERHEAT:
  11129. case SC_OVERHEAT_LIMITPOINT:
  11130. case SC_STEALTHFIELD:
  11131. tick_time = tick;
  11132. tick = INFINITE_TICK;
  11133. break;
  11134. case SC_STEALTHFIELD_MASTER:
  11135. tick_time = val3 = 2000 + 1000 * val1;
  11136. val4 = tick / tick_time;
  11137. break;
  11138. case SC_VACUUM_EXTREME:
  11139. // Suck target at n second, only if the n second is lower than the duration
  11140. // Does not suck targets on no-knockback maps
  11141. if (val4 < tick && unit_blown_immune(bl, 0x9) == UB_KNOCKABLE) {
  11142. tick_time = val4;
  11143. val4 = tick - tick_time;
  11144. } else
  11145. val4 = 0;
  11146. break;
  11147. case SC_FIRE_INSIGNIA:
  11148. case SC_WATER_INSIGNIA:
  11149. case SC_WIND_INSIGNIA:
  11150. case SC_EARTH_INSIGNIA:
  11151. tick_time = 5000;
  11152. val4 = tick / tick_time;
  11153. break;
  11154. case SC_NEUTRALBARRIER:
  11155. val2 = 10 + val1 * 5; // Def/Mdef
  11156. tick = INFINITE_TICK;
  11157. break;
  11158. case SC_MAGIC_POISON:
  11159. val2 = 50; // Attribute Reduction
  11160. break;
  11161. /* Rebellion */
  11162. case SC_B_TRAP:
  11163. val2 = src->id;
  11164. val3 = val1 * 25; // -movespeed TODO: Figure out movespeed rate
  11165. break;
  11166. case SC_C_MARKER:
  11167. case SC_BURNT:
  11168. // val1 = skill_lv
  11169. // val2 = src_id
  11170. val3 = 10; // -10 flee
  11171. //Start timer to send mark on mini map
  11172. val4 = tick/1000;
  11173. tick_time = 1000; // Sends every 1 seconds
  11174. break;
  11175. case SC_H_MINE:
  11176. val2 = src->id;
  11177. break;
  11178. case SC_HEAT_BARREL:
  11179. {
  11180. uint8 n = 10;
  11181. if (sd)
  11182. n = (uint8)sd->spiritball_old;
  11183. //kRO Update 2016-05-25
  11184. val2 = n * 5; // -fixed casttime
  11185. val3 = (6 + val1 * 2) * n; // ATK
  11186. val4 = 25 + val1 * 5; // -hit
  11187. }
  11188. break;
  11189. case SC_P_ALTER:
  11190. {
  11191. uint8 n = 10;
  11192. if (sd)
  11193. n = (uint8)sd->spiritball_old;
  11194. val2 = 10 * n; // +atk
  11195. val3 = (status->max_hp * (val1 * 5) / 100); // Barrier HP
  11196. }
  11197. break;
  11198. case SC_E_CHAIN:
  11199. val2 = 10;
  11200. if (sd)
  11201. val2 = sd->spiritball_old;
  11202. break;
  11203. case SC_ANTI_M_BLAST:
  11204. val2 = val1 * 10;
  11205. break;
  11206. case SC_CATNIPPOWDER:
  11207. val2 = 50; // WATK%, MATK%
  11208. val3 = 25 * val1; // Move speed reduction
  11209. if (bl->type == BL_PC && pc_checkskill(sd, SU_SPIRITOFLAND))
  11210. val4 = status_get_lv(src) / 12;
  11211. break;
  11212. case SC_BITESCAR: {
  11213. const struct status_data *b_status = status_get_base_status(src); // Base Status
  11214. val2 = (status_get_max_hp(bl) * (val1 + (b_status->dex / 25))) / status_get_max_hp(bl); // MHP% damage
  11215. tick_time = 1000;
  11216. val4 = tick / tick_time;
  11217. }
  11218. break;
  11219. case SC_ARCLOUSEDASH:
  11220. val2 = 15 + 5 * val1; // AGI
  11221. val3 = 25; // Move speed increase
  11222. if (sd && (sd->class_&MAPID_BASEMASK) == MAPID_SUMMONER)
  11223. val4 = 10; // Ranged ATK increase
  11224. break;
  11225. case SC_SHRIMP:
  11226. val2 = 10; // BATK%, MATK%
  11227. break;
  11228. case SC_FRESHSHRIMP: {
  11229. int min = 0, max = 0;
  11230. #ifdef RENEWAL
  11231. min = status_base_matk_min(src, status, status_get_lv(src));
  11232. max = status_base_matk_max(src, status, status_get_lv(src));
  11233. if (status->rhw.matk > 0) {
  11234. int wMatk, variance;
  11235. wMatk = status->rhw.matk;
  11236. variance = wMatk * status->rhw.wlv / 10;
  11237. min += wMatk - variance;
  11238. max += wMatk + variance;
  11239. }
  11240. #endif
  11241. if (sd && sd->right_weapon.overrefine > 0) {
  11242. min++;
  11243. max += sd->right_weapon.overrefine - 1;
  11244. }
  11245. val2 += min + 178; // Heal
  11246. if (max > min)
  11247. val2 += rnd() % (max - min); // Heal
  11248. if (sd) {
  11249. if (pc_checkskill(sd, SU_POWEROFSEA) > 0) {
  11250. val2 += val2 * 10 / 100;
  11251. if (pc_checkskill_summoner(sd, SUMMONER_POWER_SEA) >= 20)
  11252. val2 += val2 * 20 / 100;
  11253. }
  11254. if (pc_checkskill(sd, SU_SPIRITOFSEA) > 0)
  11255. val2 *= 2; // Doubles HP
  11256. }
  11257. tick_time = 10000 - ((val1 - 1) * 1000);
  11258. val4 = tick / tick_time;
  11259. }
  11260. break;
  11261. case SC_TUNAPARTY:
  11262. val2 = (status->max_hp * (val1 * 10) / 100); // Max HP% to absorb
  11263. if (sd && pc_checkskill(sd, SU_SPIRITOFSEA))
  11264. val2 *= 2; // Double the shield life
  11265. break;
  11266. case SC_HISS:
  11267. val2 = 50; // Perfect Dodge
  11268. sc_start(src, bl, SC_DORAM_WALKSPEED, 100, 50, skill_get_time2(SU_HISS, val1));
  11269. break;
  11270. case SC_GROOMING:
  11271. val2 = 100; // Flee
  11272. break;
  11273. case SC_CHATTERING:
  11274. val2 = 100; // eATK, eMATK
  11275. sc_start(src, bl, SC_DORAM_WALKSPEED, 100, 50, skill_get_time2(SU_CHATTERING, val1));
  11276. break;
  11277. case SC_SWORDCLAN:
  11278. case SC_ARCWANDCLAN:
  11279. case SC_GOLDENMACECLAN:
  11280. case SC_CROSSBOWCLAN:
  11281. case SC_JUMPINGCLAN:
  11282. tick = INFINITE_TICK;
  11283. status_change_start(src,bl,SC_CLAN_INFO,10000,0,val2,0,0,INFINITE_TICK,flag);
  11284. break;
  11285. case SC_DORAM_BUF_01:
  11286. case SC_DORAM_BUF_02:
  11287. tick_time = 10000; // every 10 seconds
  11288. if( (val4 = tick/tick_time) < 1 )
  11289. val4 = 1;
  11290. break;
  11291. case SC_GLASTHEIM_ATK:
  11292. val1 = 100; // Undead/Demon MDEF ignore rate
  11293. break;
  11294. case SC_GLASTHEIM_HEAL:
  11295. val1 = 100; // Heal Power rate bonus
  11296. val2 = 50; // Received heal rate bonus
  11297. break;
  11298. case SC_GLASTHEIM_HIDDEN:
  11299. val1 = 90; // Damage rate reduction bonus
  11300. break;
  11301. case SC_GLASTHEIM_STATE:
  11302. val1 = 20; // All-stat bonus
  11303. break;
  11304. case SC_GLASTHEIM_ITEMDEF:
  11305. val1 = 200; // DEF bonus
  11306. val2 = 50; // MDEF bonus
  11307. break;
  11308. case SC_GLASTHEIM_HPSP:
  11309. val1 = 10000; // HP bonus
  11310. val2 = 1000; // SP bonus
  11311. break;
  11312. case SC_ANCILLA:
  11313. val1 = 15; // Heal Power rate bonus
  11314. val2 = 30; // SP Recovery rate bonus
  11315. break;
  11316. case SC_HELPANGEL:
  11317. tick_time = 1000;
  11318. val4 = tick / tick_time;
  11319. break;
  11320. case SC_EMERGENCY_MOVE:
  11321. val2 = 25; // Movement speed increase
  11322. break;
  11323. case SC_SUNSTANCE:
  11324. val2 = 2 + val1; // ATK Increase
  11325. tick = INFINITE_TICK;
  11326. break;
  11327. case SC_LUNARSTANCE:
  11328. val2 = 2 + val1; // MaxHP Increase
  11329. tick = INFINITE_TICK;
  11330. break;
  11331. case SC_STARSTANCE:
  11332. val2 = 4 + 2 * val1; // ASPD Increase
  11333. tick = INFINITE_TICK;
  11334. break;
  11335. case SC_DIMENSION1:
  11336. case SC_DIMENSION2:
  11337. if (sd)
  11338. pc_addspiritball(sd, skill_get_time2(SJ_BOOKOFDIMENSION, 1), 2);
  11339. break;
  11340. case SC_UNIVERSESTANCE:
  11341. val2 = 2 + val1; // All Stats Increase
  11342. tick = INFINITE_TICK;
  11343. break;
  11344. case SC_NEWMOON:
  11345. val2 = 7; // Number of Regular Attacks Until Reveal
  11346. tick_time = 1000;
  11347. val4 = tick / tick_time;
  11348. break;
  11349. case SC_FALLINGSTAR:
  11350. val2 = 8 + 2 * (1 + val1) / 2; // Autocast Chance
  11351. if (val1 >= 7)
  11352. val2 += 1; // Make it 15% at level 7.
  11353. break;
  11354. case SC_CREATINGSTAR:
  11355. tick_time = 500;
  11356. val4 = tick / tick_time;
  11357. break;
  11358. case SC_LIGHTOFSUN:
  11359. case SC_LIGHTOFMOON:
  11360. case SC_LIGHTOFSTAR:
  11361. val2 = 5 * val1; // Skill Damage Increase.
  11362. break;
  11363. case SC_SOULGOLEM:
  11364. val2 = 60 * val1; // DEF Increase
  11365. val3 = 15 + 5 * val1; // MDEF Increase
  11366. break;
  11367. case SC_SOULSHADOW:
  11368. val2 = (1 + val1) / 2; // ASPD Increase
  11369. val3 = 10 + 2 * val1; // CRIT Increase
  11370. break;
  11371. case SC_SOULFALCON:
  11372. val2 = 10 * val1; // WATK Increase
  11373. val3 = 10; // HIT Increase
  11374. if (val1 >= 3)
  11375. val3 += 3;
  11376. else if (val1 >= 5)
  11377. val3 += 5;
  11378. break;
  11379. case SC_SOULFAIRY:
  11380. val2 = 10 * val1; // MATK Increase
  11381. val3 = 5; // Variable Cast Time Reduction
  11382. if (val1 >= 3)
  11383. val3 += 2;
  11384. else if (val1 >= 5)
  11385. val3 += 5;
  11386. break;
  11387. case SC_SOULUNITY:
  11388. tick_time = 3000;
  11389. val4 = tick / tick_time;
  11390. break;
  11391. case SC_SOULDIVISION:
  11392. val2 = 10 * val1; // Skill Aftercast Increase
  11393. break;
  11394. case SC_SOULREAPER:
  11395. val2 = 10 + 5 * val1; // Chance of Getting A Soul Sphere.
  11396. break;
  11397. case SC_SOULCOLLECT:
  11398. val2 = 5 + 3 * val2; // Max Soul Sphere's.
  11399. val3 = tick > 0 ? tick : 60000;
  11400. tick_time = tick;
  11401. tick = INFINITE_TICK;
  11402. break;
  11403. case SC_SP_SHA:
  11404. val2 = 50; // Move speed reduction
  11405. break;
  11406. case SC_SERVANTWEAPON:
  11407. if( sd ){
  11408. // Generate 5 servants on start
  11409. pc_addservantball( *sd, MAX_SERVANTBALL );
  11410. }
  11411. tick_time = skill_get_time2(DK_SERVANTWEAPON,val1); // Servant Regen Interval
  11412. if (tick_time < 500)
  11413. tick_time = 500; // Avoid being brought down to 0.
  11414. val4 = tick - tick_time; // Remaining Time
  11415. break;
  11416. case SC_RELIEVE_ON:
  11417. val2 = min(10*val1, 99); // % damage received reduced from 10 * skill lvl up to 99%
  11418. break;
  11419. case SC_VIGOR:
  11420. val2 = 100 - 10 * (val1 - 1); // HP consumption with each attack is reduced by skill lvl
  11421. val2 = max(val2, 0);
  11422. break;
  11423. case SC_POWERFUL_FAITH:
  11424. val2 = 5 + 5 * val1;// ATK Increase
  11425. val3 = 5 + 2 * val1;// PAtk Increase
  11426. break;
  11427. case SC_FIRM_FAITH:
  11428. val2 = 2 * val1;// MaxHP Increase
  11429. val3 = 8 * val1;// Res Increase
  11430. break;
  11431. case SC_SINCERE_FAITH:
  11432. val2 = (1 + val1) / 2;// ASPD Increase
  11433. val3 = 4 * val1;// Perfect Hit Increase
  11434. break;
  11435. case SC_GUARD_STANCE:
  11436. val2 = 50 + 50 * val1;// DEF Increase
  11437. val3 = 50 * val1;// ATK Decrease
  11438. tick = INFINITE_TICK;
  11439. break;
  11440. case SC_GUARDIAN_S:
  11441. val2 = ( status->max_hp * 30 / 100 ) * ( 25 * val1 ) / 100 + 15 * status->sta; // Barrier HP
  11442. break;
  11443. case SC_REBOUND_S:
  11444. val2 = 10 * val1;// Reduced Damage From Devotion
  11445. if (val2 > 99)
  11446. val2 = 99;// Lets not let it reduce above 99.
  11447. break;
  11448. case SC_ATTACK_STANCE:
  11449. val2 = 40 * val1;// DEF Decrease
  11450. val3 = 3 * val1; // P.ATK/S.MATK Increase
  11451. tick = INFINITE_TICK;
  11452. break;
  11453. case SC_HOLY_S:
  11454. val2 = 5 + 2 * val1;// Damage Reduction / Holy Damage Increase
  11455. break;
  11456. case SC_MEDIALE:
  11457. val2 = 2 * val1;// Heal Rate
  11458. val4 = tick / 2000;
  11459. tick_time = 2000;
  11460. break;
  11461. case SC_A_VITA:
  11462. case SC_A_TELUM:
  11463. val2 = 5 * val1;// Res/MRes Pierce Percentage
  11464. break;
  11465. case SC_PRE_ACIES:
  11466. val2 = 2 * val1;// CRate Increase
  11467. break;
  11468. case SC_COMPETENTIA:
  11469. val2 = 10 * val1;// PAtk/SMatk Increase - Unconfirmed if this is official formula but its 50 at Lv 5. [Rytech]
  11470. break;
  11471. case SC_RELIGIO:
  11472. case SC_BENEDICTUM:
  11473. val2 = 2 * val1;// Trait Stats Increase
  11474. break;
  11475. case SC_DANCING_KNIFE:
  11476. val4 = tick / 300;
  11477. tick_time = 300;
  11478. break;
  11479. case SC_POTENT_VENOM:
  11480. val2 = 2 * val1;// Res Pierce Percentage
  11481. break;
  11482. case SC_A_MACHINE:
  11483. val4 = tick / 1000;
  11484. tick_time = 1000;
  11485. break;
  11486. case SC_D_MACHINE:
  11487. val2 = 200 + 50 * val1;// DEF Increase
  11488. val3 = 20 * val1;// Res Increase
  11489. break;
  11490. case SC_SHADOW_STRIP:
  11491. if (!sd)// Res/MRes on mobs only.
  11492. val2 = 25;// Need official reduction amount.
  11493. break;
  11494. case SC_ABYSSFORCEWEAPON:
  11495. if( sd ){
  11496. // Generate 5 abyss spheres on start.
  11497. pc_addabyssball( *sd, MAX_ABYSSBALL );
  11498. }
  11499. tick_time = skill_get_time2(ABC_FROM_THE_ABYSS, val1);// Abyss Regen Interval
  11500. if (tick_time < 500)
  11501. tick_time = 500;// Avoid being brought down to 0.
  11502. val4 = tick - tick_time;// Remaining Time
  11503. break;
  11504. case SC_ABYSS_SLAYER:
  11505. val2 = 10 + 2 * val1;// PAtk/SMatk Increase
  11506. val3 = 100 + 20 * val1;// Hit Increase
  11507. break;
  11508. case SC_WINDSIGN:
  11509. val2 = 8 + 6 * val1;// Chance to gain AP on attack.
  11510. if (val1 == 5)// Its 40% on level 5.
  11511. val2 += 2;
  11512. break;
  11513. case SC_CALAMITYGALE:// Unlimit runs along with this.
  11514. sc_start(bl, bl, SC_UNLIMIT, 100, 5, skill_get_time(RA_UNLIMIT, 5));
  11515. break;
  11516. case SC_GEF_NOCTURN:// MRes Reduction. Official formula unknown.
  11517. case SC_AIN_RHAPSODY:// Res Reduction. Official formula unknown.
  11518. val2 = 10 * val1;// Res/MRes Decrease
  11519. if (val3&2)// Bonus if partner is found in party.
  11520. val2 *= 2;
  11521. break;
  11522. case SC_MUSICAL_INTERLUDE:
  11523. val2 = 5 + 5 * val1;// Res Increase
  11524. if (val3&2)// Bonus if partner is found in party.
  11525. val2 *= 2;
  11526. break;
  11527. case SC_JAWAII_SERENADE:
  11528. val2 = 3 * val1;// SMatk Increase
  11529. if (val3 & 2)// Bonus if partner is found in party.
  11530. val2 *= 2;
  11531. break;
  11532. case SC_PRON_MARCH:
  11533. val2 = 3 * val1;// PAtk Increase
  11534. if (val3 & 2)// Bonus if partner is found in party.
  11535. val2 *= 2;
  11536. break;
  11537. case SC_SPELL_ENCHANTING:
  11538. val2 = 4 * val1;// SMatk Increase
  11539. break;
  11540. case SC_FLAMETECHNIC:
  11541. case SC_FLAMEARMOR:
  11542. case SC_COLD_FORCE:
  11543. case SC_CRYSTAL_ARMOR:
  11544. case SC_GRACE_BREEZE:
  11545. case SC_EYES_OF_STORM:
  11546. case SC_EARTH_CARE:
  11547. case SC_STRONG_PROTECTION:
  11548. case SC_DEEP_POISONING:
  11549. case SC_POISON_SHIELD:
  11550. val2 += 10;
  11551. val3 += 10000;
  11552. tick_time = val3;
  11553. break;
  11554. case SC_FLAMETECHNIC_OPTION:
  11555. val3 = ELE_FIRE;
  11556. break;
  11557. case SC_COLD_FORCE_OPTION:
  11558. val3 = ELE_WATER;
  11559. break;
  11560. case SC_GRACE_BREEZE_OPTION:
  11561. val3 = ELE_WIND;
  11562. break;
  11563. case SC_EARTH_CARE_OPTION:
  11564. val3 = ELE_EARTH;
  11565. break;
  11566. case SC_DEEP_POISONING_OPTION:
  11567. val3 = ELE_POISON;
  11568. break;
  11569. case SC_SUB_WEAPONPROPERTY:
  11570. if (sd && val3 == ASC_EDP) {
  11571. uint16 poison_level = pc_checkskill(sd, GC_RESEARCHNEWPOISON);
  11572. if (poison_level > 0) {
  11573. tick += 30000; // Base of 30 seconds
  11574. tick += poison_level * 15 * 1000; // Additional 15 seconds per level
  11575. }
  11576. }
  11577. break;
  11578. case SC_WEAPONBREAKER:
  11579. val2 = val1 * 2 * 100; // Chance to break weapon
  11580. break;
  11581. case SC_INTENSIVE_AIM:
  11582. tick = 500;
  11583. break;
  11584. case SC_HIDDEN_CARD:
  11585. val2 = 3 * val1;
  11586. val3 = 10 * val1;
  11587. break;
  11588. default:
  11589. 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()) {
  11590. // Status change with no calc, no icon, and no skill associated...?
  11591. 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);
  11592. return 0;
  11593. }
  11594. } else // Special considerations when loading SC data.
  11595. switch( type ) {
  11596. case SC_WEDDING:
  11597. case SC_XMAS:
  11598. case SC_SUMMER:
  11599. case SC_HANBOK:
  11600. case SC_OKTOBERFEST:
  11601. case SC_DRESSUP:
  11602. if( !vd )
  11603. break;
  11604. clif_changelook(bl,LOOK_BASE,vd->class_);
  11605. clif_changelook(bl,LOOK_WEAPON,0);
  11606. clif_changelook(bl,LOOK_SHIELD,0);
  11607. clif_changelook(bl,LOOK_CLOTHES_COLOR,vd->cloth_color);
  11608. clif_changelook(bl,LOOK_BODY2,0);
  11609. break;
  11610. case SC_STONE:
  11611. case SC_STONEWAIT:
  11612. case SC_POISON:
  11613. case SC_DPOISON:
  11614. case SC_BLEEDING:
  11615. case SC_BURNING:
  11616. case SC_TOXIN:
  11617. tick_time = tick;
  11618. tick = tick_time + max(val4, 0);
  11619. break;
  11620. case SC_DEATHHURT:
  11621. if (val3 == 1)
  11622. break;
  11623. tick_time = tick;
  11624. tick = tick_time + max(val4, 0);
  11625. [[fallthrough]];
  11626. case SC_MAGICMUSHROOM:
  11627. case SC_PYREXIA:
  11628. case SC_LEECHESEND:
  11629. if (val3 == 0)
  11630. break;
  11631. tick_time = tick;
  11632. tick = tick_time + max(val4, 0);
  11633. break;
  11634. case SC_SWORDCLAN:
  11635. case SC_ARCWANDCLAN:
  11636. case SC_GOLDENMACECLAN:
  11637. case SC_CROSSBOWCLAN:
  11638. case SC_JUMPINGCLAN:
  11639. case SC_CLAN_INFO:
  11640. // If the player still has a clan status, but was removed from his clan
  11641. if( sd && sd->status.clan_id == 0 ){
  11642. return 0;
  11643. }
  11644. break;
  11645. case SC_SERVANTWEAPON:
  11646. case SC_ABYSSFORCEWEAPON:
  11647. tick_time = tick;
  11648. tick = tick_time + max(val4, 0);
  11649. break;
  11650. }
  11651. if (sd && current_equip_combo_pos > 0 && tick == INFINITE_TICK) {
  11652. 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);
  11653. return 0;
  11654. }
  11655. /* [Ind] */
  11656. if (scdb->flag[SCF_DISPLAYPC] || scdb->flag[SCF_DISPLAYNPC]) {
  11657. int dval1 = 0, dval2 = 0, dval3 = 0;
  11658. switch (type) {
  11659. case SC_ALL_RIDING:
  11660. dval1 = 1;
  11661. break;
  11662. case SC_CLAN_INFO:
  11663. dval1 = val1;
  11664. dval2 = val2;
  11665. dval3 = val3;
  11666. break;
  11667. default: /* All others: just copy val1 */
  11668. dval1 = val1;
  11669. break;
  11670. }
  11671. status_display_add(bl,type,dval1,dval2,dval3);
  11672. }
  11673. //SC that force player to stand if is sitting
  11674. if (scdb->flag[SCF_SETSTAND] && sd && pc_issit(sd))
  11675. pc_setstand(sd, true);
  11676. //SC that make stop attacking [LuzZza]
  11677. if (scdb->flag[SCF_STOPATTACKING])
  11678. unit_stop_attack(bl);
  11679. //SC that make stop walking
  11680. if (scdb->flag[SCF_STOPWALKING]) {
  11681. switch (type) {
  11682. case SC__MANHOLE:
  11683. if (bl->type == BL_PC || !unit_blown_immune(bl,0x1))
  11684. unit_stop_walking(bl,1);
  11685. break;
  11686. case SC_VACUUM_EXTREME:
  11687. if (bl->type != BL_PC && unit_blown_immune(bl, 0x1) == UB_KNOCKABLE) {
  11688. unit_stop_walking(bl,1);
  11689. unit_stop_attack(bl);
  11690. }
  11691. break;
  11692. case SC_FREEZE:
  11693. case SC_STUN:
  11694. case SC_STONE:
  11695. if (sc->getSCE(SC_DANCING)) {
  11696. unit_stop_walking(bl, 1);
  11697. status_change_end(bl, SC_DANCING);
  11698. }
  11699. break;
  11700. default:
  11701. if (!unit_blown_immune(bl,0x1))
  11702. unit_stop_walking(bl,1);
  11703. break;
  11704. }
  11705. }
  11706. //SC that make stop casting
  11707. if (battle_config.sc_castcancel&bl->type && scdb->flag[SCF_STOPCASTING])
  11708. unit_skillcastcancel(bl,0);
  11709. if(scdb->opt1 != OPT1_NONE) sc->opt1 = scdb->opt1;
  11710. sc->opt2 |= scdb->opt2;
  11711. sc->opt3 |= scdb->opt3;
  11712. sc->option |= scdb->look;
  11713. std::bitset<SCF_MAX> opt_flag = scdb->flag;
  11714. uint16 disable_opt_flag = false;
  11715. switch(type) {
  11716. case SC_DANCING:
  11717. if ((val1&0xFFFF) == CG_MOONLIT)
  11718. sc->opt3 |= OPT3_MOONLIT;
  11719. break;
  11720. }
  11721. // On Aegis, when turning on a status change, first goes the option packet, then the sc packet.
  11722. if (!disable_opt_flag && (opt_flag[SCF_SENDOPTION] || opt_flag[SCF_ONTOUCH] || opt_flag[SCF_UNITMOVE] || opt_flag[SCF_NONPLAYER] || opt_flag[SCF_SENDLOOK])) {
  11723. clif_changeoption(bl);
  11724. if(sd && opt_flag[SCF_SENDLOOK]) {
  11725. clif_changelook(bl,LOOK_BASE,vd->class_);
  11726. clif_changelook(bl,LOOK_WEAPON,0);
  11727. clif_changelook(bl,LOOK_SHIELD,0);
  11728. clif_changelook(bl,LOOK_CLOTHES_COLOR,vd->cloth_color);
  11729. }
  11730. }
  11731. if (calc_flag[SCB_DYE]) { // Reset DYE color
  11732. if (vd && vd->cloth_color) {
  11733. val4 = vd->cloth_color;
  11734. clif_changelook(bl,LOOK_CLOTHES_COLOR,0);
  11735. }
  11736. calc_flag.reset(SCB_DYE);
  11737. }
  11738. /*if (calc_flag[SCB_BODY])// Might be needed in the future. [Rytech]
  11739. { //Reset body style
  11740. if (vd && vd->body_style)
  11741. {
  11742. val4 = vd->body_style;
  11743. clif_changelook(bl,LOOK_BODY2,0);
  11744. }
  11745. calc_flag.reset(SCB_BODY);
  11746. }*/
  11747. if (!(flag&SCSTART_NOICON) && !(flag&SCSTART_LOADED && scdb->flag[SCF_DISPLAYPC] || scdb->flag[SCF_DISPLAYNPC])) {
  11748. int status_icon = scdb->icon;
  11749. #if PACKETVER < 20151104
  11750. if (status_icon == EFST_WEAPONPROPERTY)
  11751. status_icon = EFST_ATTACK_PROPERTY_NOTHING + val1; // Assign status icon for older clients
  11752. #endif
  11753. 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);
  11754. }
  11755. // Used as temporary storage for scs with interval ticks, so that the actual duration is sent to the client first.
  11756. if( tick_time )
  11757. tick = tick_time;
  11758. // Don't trust the previous sce assignment, in case the SC ended somewhere between there and here.
  11759. if((sce=sc->getSCE(type))) { // reuse old sc
  11760. if( sce->timer != INVALID_TIMER )
  11761. delete_timer(sce->timer, status_change_timer);
  11762. sc_isnew = false;
  11763. } else { // New sc
  11764. ++(sc->count);
  11765. sce = sc->createSCE(type);
  11766. }
  11767. sce->val1 = val1;
  11768. sce->val2 = val2;
  11769. sce->val3 = val3;
  11770. sce->val4 = val4;
  11771. if (tick >= 0)
  11772. sce->timer = add_timer(gettick() + tick, status_change_timer, bl->id, type);
  11773. else
  11774. sce->timer = INVALID_TIMER; // Infinite duration
  11775. if (calc_flag.any()) {
  11776. if (sd != nullptr) {
  11777. switch(type) {
  11778. // Statuses that adjust HP/SP and heal after starting
  11779. case SC_BERSERK:
  11780. case SC_MERC_HPUP:
  11781. case SC_MERC_SPUP:
  11782. // Status needs to be updated immediately and not at the end of the damage
  11783. case SC_EXTREMITYFIST:
  11784. status_calc_bl_(bl, calc_flag, SCO_FORCE);
  11785. break;
  11786. default:
  11787. if (!sd->state.connect_new)
  11788. status_calc_bl_(bl, calc_flag);
  11789. break;
  11790. }
  11791. } else
  11792. status_calc_bl_(bl, calc_flag);
  11793. }
  11794. // Non-zero
  11795. if (sc_isnew && scdb->state.any())
  11796. status_calc_state(bl, sc, scdb->state, true);
  11797. if (sd != nullptr && sd->pd != nullptr)
  11798. pet_sc_check(sd, type); // Skotlex: Pet Status Effect Healing
  11799. // 1st thing to execute when loading status
  11800. switch (type) {
  11801. case SC_BERSERK:
  11802. if (!(sce->val2)) { // Don't heal if already set
  11803. status_heal(bl, status->max_hp, 0, 1); // Do not use percent_heal as this healing must override BERSERK's block.
  11804. status_set_sp(bl, 0, 0); // Damage all SP
  11805. }
  11806. sce->val2 = 5 * status->max_hp / 100;
  11807. break;
  11808. case SC_RUN:
  11809. {
  11810. struct unit_data *ud = unit_bl2ud(bl);
  11811. if( ud )
  11812. ud->state.running = unit_run(bl, nullptr, SC_RUN);
  11813. }
  11814. break;
  11815. case SC_BOSSMAPINFO:
  11816. if( sd == nullptr ){
  11817. return 0;
  11818. }else{
  11819. mob_data* boss_md = map_id2boss( sce->val1 );
  11820. if( boss_md == nullptr ){
  11821. return 0;
  11822. }
  11823. // Not on same map anymore
  11824. if( sd->bl.m != boss_md->bl.m ){
  11825. return 0;
  11826. // Boss is alive
  11827. }else if( boss_md->bl.prev != nullptr ){
  11828. sce->val2 = 0;
  11829. clif_bossmapinfo( *sd, boss_md, BOSS_INFO_ALIVE_WITHMSG );
  11830. // Boss is dead
  11831. }else if( boss_md->spawn_timer != INVALID_TIMER ){
  11832. sce->val2 = 1;
  11833. clif_bossmapinfo( *sd, boss_md, BOSS_INFO_DEAD );
  11834. }
  11835. }
  11836. break;
  11837. case SC_FULL_THROTTLE:
  11838. case SC_MERC_HPUP:
  11839. status_percent_heal(bl, 100, 0); // Recover Full HP
  11840. break;
  11841. case SC_MERC_SPUP:
  11842. status_percent_heal(bl, 0, 100); // Recover Full SP
  11843. break;
  11844. case SC_WUGDASH:
  11845. {
  11846. struct unit_data *ud = unit_bl2ud(bl);
  11847. if( ud )
  11848. ud->state.running = unit_run(bl, sd, SC_WUGDASH);
  11849. }
  11850. break;
  11851. case SC_COMBO:
  11852. switch(sce->val1) {
  11853. case TK_STORMKICK:
  11854. skill_combo_toggle_inf(bl, TK_JUMPKICK, 0);
  11855. clif_skill_nodamage(bl,bl,TK_READYSTORM,1,1);
  11856. break;
  11857. case TK_DOWNKICK:
  11858. skill_combo_toggle_inf(bl, TK_JUMPKICK, 0);
  11859. clif_skill_nodamage(bl,bl,TK_READYDOWN,1,1);
  11860. break;
  11861. case TK_TURNKICK:
  11862. skill_combo_toggle_inf(bl, TK_JUMPKICK, 0);
  11863. clif_skill_nodamage(bl,bl,TK_READYTURN,1,1);
  11864. break;
  11865. case TK_COUNTER:
  11866. skill_combo_toggle_inf(bl, TK_JUMPKICK, 0);
  11867. clif_skill_nodamage(bl,bl,TK_READYCOUNTER,1,1);
  11868. break;
  11869. default: // Rest just toggle inf to enable autotarget
  11870. skill_combo_toggle_inf(bl,sce->val1,INF_SELF_SKILL);
  11871. break;
  11872. }
  11873. break;
  11874. case SC_C_MARKER:
  11875. //Send mini-map, don't wait for first timer triggered
  11876. if (src->type == BL_PC) {
  11877. clif_crimson_marker(*(map_session_data *)(src), *bl, false);
  11878. }
  11879. break;
  11880. case SC_ITEMSCRIPT: // Shows Buff Icons
  11881. if (sd)
  11882. clif_status_change(bl, (efst_type)val2, 1, tick, 0, 0, 0);
  11883. break;
  11884. case SC_GVG_GIANT:
  11885. case SC_GVG_GOLEM:
  11886. case SC_GVG_STUN:
  11887. case SC_GVG_STONE:
  11888. case SC_GVG_FREEZ:
  11889. case SC_GVG_SLEEP:
  11890. case SC_GVG_CURSE:
  11891. case SC_GVG_SILENCE:
  11892. case SC_GVG_BLIND:
  11893. if (val1 || val2)
  11894. status_zap(bl, val1 ? val1 : 0, val2 ? val2 : 0);
  11895. break;
  11896. }
  11897. if( opt_flag[SCF_ONTOUCH] && sd && !sd->npc_ontouch_.empty() )
  11898. npc_touchnext_areanpc(sd,false); // Run OnTouch_ on next char in range
  11899. return 1;
  11900. }
  11901. /**
  11902. * End all statuses except those listed
  11903. * TODO: May be useful for dispel instead resetting a list there
  11904. * @param src: Source of the status change [PC|MOB|HOM|MER|ELEM|NPC]
  11905. * @param type: Changes behaviour of the function
  11906. * 0: PC killed -> Place here statuses that do not dispel on death.
  11907. * 1: If for some reason status_change_end decides to still keep the status when quitting.
  11908. * 2: Do clif_changeoption()
  11909. * 3: Do not remove some permanent/time-independent effects
  11910. * @return 1: Success 0: Fail
  11911. */
  11912. int status_change_clear(struct block_list* bl, int type)
  11913. {
  11914. status_change* sc;
  11915. sc = status_get_sc(bl);
  11916. if (!sc)
  11917. return 0;
  11918. // Cleaning all extras vars
  11919. sc->comet_x = 0;
  11920. sc->comet_y = 0;
  11921. #ifndef RENEWAL
  11922. sc->sg_counter = 0;
  11923. #endif
  11924. if (!sc->count)
  11925. return 0;
  11926. for (const auto &it : status_db) {
  11927. sc_type status = static_cast<sc_type>(it.first);
  11928. if (!sc->getSCE(status))
  11929. continue;
  11930. if (type == 0) { // Type 0: PC killed
  11931. if (it.second->flag[SCF_NOREMOVEONDEAD]) {
  11932. switch (status) {
  11933. case SC_ELEMENTALCHANGE: // Only when its Holy or Dark that it doesn't dispell on death
  11934. if (sc->getSCE(status)->val2 != ELE_HOLY && sc->getSCE(status)->val2 != ELE_DARK)
  11935. break;
  11936. default:
  11937. continue;
  11938. }
  11939. }
  11940. }
  11941. if (type == 3 && it.second->flag[SCF_NOCLEARBUFF])
  11942. continue;
  11943. status_change_end(bl, status);
  11944. if( type == 1 && sc->getSCE(status) ) { // If for some reason status_change_end decides to still keep the status when quitting. [Skotlex]
  11945. (sc->count)--;
  11946. if (sc->getSCE(status)->timer != INVALID_TIMER)
  11947. delete_timer(sc->getSCE(status)->timer, status_change_timer);
  11948. sc->deleteSCE(status);
  11949. }
  11950. }
  11951. sc->opt1 = 0;
  11952. sc->opt2 = 0;
  11953. sc->opt3 = 0;
  11954. if( type == 0 || type == 2 )
  11955. clif_changeoption(bl);
  11956. return 1;
  11957. }
  11958. /**
  11959. * End a specific status after checking
  11960. * @param bl: Source of the status change [PC|MOB|HOM|MER|ELEM|NPC]
  11961. * @param type: Status change (SC_*)
  11962. * @param tid: Timer
  11963. * @param file: Used for dancing save
  11964. * @param line: Used for dancing save
  11965. * @return 1: Success 0: Fail
  11966. */
  11967. int status_change_end(struct block_list* bl, enum sc_type type, int tid)
  11968. {
  11969. map_session_data *sd;
  11970. status_change *sc;
  11971. struct status_change_entry *sce;
  11972. struct view_data *vd;
  11973. std::shared_ptr<s_status_change_db> scdb = status_db.find(type);
  11974. nullpo_ret(bl);
  11975. sc = status_get_sc(bl);
  11976. if(!sc || !(sce = sc->getSCE(type)) || !scdb)
  11977. return 0;
  11978. sd = BL_CAST(BL_PC,bl);
  11979. if (sce->timer != tid && tid != INVALID_TIMER)
  11980. return 0;
  11981. if (tid == INVALID_TIMER) {
  11982. if (type == SC_ENDURE && sce->val4)
  11983. // Do not end infinite endure.
  11984. return 0;
  11985. if (type == SC_SPIDERWEB) {
  11986. //Delete the unit group first to expire found in the status change
  11987. std::shared_ptr<s_skill_unit_group> group, group2;
  11988. t_tick tick = gettick();
  11989. int pos = 1;
  11990. if (sce->val2)
  11991. if (!(group = skill_id2group(sce->val2)))
  11992. sce->val2 = 0;
  11993. if (sce->val3) {
  11994. if (!(group2 = skill_id2group(sce->val3)))
  11995. sce->val3 = 0;
  11996. else if (!group || ((group->limit - DIFF_TICK(tick, group->tick)) > (group2->limit - DIFF_TICK(tick, group2->tick)))) {
  11997. group = group2;
  11998. pos = 2;
  11999. }
  12000. }
  12001. if (sce->val4) {
  12002. if (!(group2 = skill_id2group(sce->val4)))
  12003. sce->val4 = 0;
  12004. else if (!group || ((group->limit - DIFF_TICK(tick, group->tick)) > (group2->limit - DIFF_TICK(tick, group2->tick)))) {
  12005. group = group2;
  12006. pos = 3;
  12007. }
  12008. }
  12009. if (pos == 1)
  12010. sce->val2 = 0;
  12011. else if (pos == 2)
  12012. sce->val3 = 0;
  12013. else if (pos == 3)
  12014. sce->val4 = 0;
  12015. if (group)
  12016. skill_delunitgroup(group);
  12017. if (!status_isdead(*bl) && (sce->val2 || sce->val3 || sce->val4))
  12018. return 0; //Don't end the status change yet as there are still unit groups associated with it
  12019. }
  12020. if (sce->timer != INVALID_TIMER) // Could be a SC with infinite duration
  12021. delete_timer(sce->timer,status_change_timer);
  12022. }
  12023. (sc->count)--;
  12024. if (scdb->state.any())
  12025. status_calc_state(bl,sc,scdb->state,false);
  12026. sc->clearSCE(type);
  12027. if (scdb->flag[SCF_DISPLAYPC] || scdb->flag[SCF_DISPLAYNPC])
  12028. status_display_remove(bl,type);
  12029. vd = status_get_viewdata(bl);
  12030. std::bitset<SCB_MAX> calc_flag = scdb->calc_flag;
  12031. status_data* status = status_get_status_data(*bl);
  12032. switch(type) {
  12033. case SC_KEEPING:
  12034. case SC_BARRIER: {
  12035. unit_data *ud = unit_bl2ud(bl);
  12036. if (ud)
  12037. ud->attackabletime = ud->canact_tick = ud->canmove_tick = gettick();
  12038. }
  12039. break;
  12040. case SC_GRANITIC_ARMOR:
  12041. {
  12042. int damage = status->max_hp*sce->val3/100;
  12043. if(status->hp < damage) // to not kill him
  12044. damage = status->hp-1;
  12045. status_damage(nullptr,bl,damage,0,0,1,0);
  12046. }
  12047. break;
  12048. case SC_RUN:
  12049. {
  12050. struct unit_data *ud = unit_bl2ud(bl);
  12051. bool begin_spurt = true;
  12052. // Note: this int64 value is stored in two separate int32 variables (FIXME)
  12053. t_tick starttick = (t_tick)sce->val3&0x00000000ffffffffLL;
  12054. starttick |= ((t_tick)sce->val4<<32)&0xffffffff00000000LL;
  12055. if (ud) {
  12056. if(!ud->state.running)
  12057. begin_spurt = false;
  12058. ud->state.running = 0;
  12059. if (ud->walktimer != INVALID_TIMER)
  12060. unit_stop_walking(bl,1);
  12061. }
  12062. if (begin_spurt && sce->val1 >= 7 &&
  12063. DIFF_TICK(gettick(), starttick) <= 1000 &&
  12064. (!sd || (sd->weapontype1 == W_FIST && sd->weapontype2 == W_FIST))
  12065. )
  12066. sc_start(bl,bl,SC_SPURT,100,sce->val1,skill_get_time2(scdb->skill_id, sce->val1));
  12067. }
  12068. break;
  12069. case SC_AUTOBERSERK:
  12070. if (sc->getSCE(SC_PROVOKE) && sc->getSCE(SC_PROVOKE)->val4 == 1)
  12071. status_change_end(bl, SC_PROVOKE);
  12072. break;
  12073. case SC_ENDURE:
  12074. case SC_DEFENDER:
  12075. case SC_REFLECTSHIELD:
  12076. case SC_AUTOGUARD:
  12077. {
  12078. map_session_data *tsd;
  12079. if( bl->type == BL_PC ) { // Clear Status from others
  12080. int i;
  12081. for( i = 0; i < MAX_DEVOTION; i++ ) {
  12082. if( sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) && tsd->sc.getSCE(type) )
  12083. status_change_end(&tsd->bl, type);
  12084. }
  12085. }
  12086. else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag ) { // Clear Status from Master
  12087. tsd = ((TBL_MER*)bl)->master;
  12088. if( tsd && tsd->sc.getSCE(type) )
  12089. status_change_end(&tsd->bl, type);
  12090. }
  12091. }
  12092. break;
  12093. case SC_DEVOTION:
  12094. {
  12095. struct block_list *d_bl = map_id2bl(sce->val1);
  12096. if( d_bl ) {
  12097. if( d_bl->type == BL_PC )
  12098. ((TBL_PC*)d_bl)->devotion[sce->val2] = 0;
  12099. else if( d_bl->type == BL_MER )
  12100. ((TBL_MER*)d_bl)->devotion_flag = 0;
  12101. clif_devotion(d_bl, nullptr);
  12102. }
  12103. }
  12104. break;
  12105. case SC_FLASHKICK: {
  12106. map_session_data *tsd;
  12107. if (!(tsd = map_id2sd(sce->val1)))
  12108. break;
  12109. tsd->stellar_mark[sce->val2] = 0;
  12110. }
  12111. break;
  12112. case SC_SOULUNITY: {
  12113. map_session_data *tsd;
  12114. if (!(tsd = map_id2sd(sce->val2)))
  12115. break;
  12116. tsd->united_soul[sce->val3] = 0;
  12117. }
  12118. break;
  12119. case SC_BLADESTOP:
  12120. if(sce->val4) {
  12121. int tid2 = sce->val4; //stop the status for the other guy of bladestop as well
  12122. struct block_list *tbl = map_id2bl(tid2);
  12123. status_change *tsc = status_get_sc(tbl);
  12124. sce->val4 = 0;
  12125. if(tbl && tsc && tsc->getSCE(SC_BLADESTOP)) {
  12126. tsc->getSCE(SC_BLADESTOP)->val4 = 0;
  12127. status_change_end(tbl, SC_BLADESTOP);
  12128. }
  12129. clif_bladestop(bl, tid2, 0);
  12130. }
  12131. break;
  12132. case SC_DANCING:
  12133. {
  12134. map_session_data *dsd;
  12135. if(sce->val4 && sce->val4 != BCT_SELF && (dsd=map_id2sd(sce->val4))) { // End status on partner as well
  12136. status_change_entry *dsc = dsd->sc.getSCE(SC_DANCING);
  12137. if(dsc) {
  12138. // This will prevent recursive loops.
  12139. dsc->val2 = 0;
  12140. dsc->val4 = BCT_SELF;
  12141. status_change_end(&dsd->bl, SC_DANCING);
  12142. }
  12143. }
  12144. if(sce->val2) { // Erase associated land skill
  12145. std::shared_ptr<s_skill_unit_group> group = skill_id2group(sce->val2);
  12146. sce->val2 = 0;
  12147. if (group)
  12148. skill_delunitgroup(group);
  12149. }
  12150. if((sce->val1&0xFFFF) == CG_MOONLIT)
  12151. clif_status_change(bl,EFST_MOON,0,0,0,0,0);
  12152. }
  12153. break;
  12154. case SC_NOCHAT:
  12155. if (sd && sd->status.manner < 0 && tid != INVALID_TIMER)
  12156. sd->status.manner = 0;
  12157. if (sd && tid == INVALID_TIMER) {
  12158. clif_changemanner( *sd );
  12159. clif_updatestatus(*sd,SP_MANNER);
  12160. }
  12161. break;
  12162. case SC_SPLASHER:
  12163. case SC_ROSEBLOSSOM:
  12164. {
  12165. struct block_list *src=map_id2bl(sce->val3);
  12166. if(src && tid != INVALID_TIMER)
  12167. skill_castend_damage_id(src, bl, sce->val2, sce->val1, gettick(), SD_LEVEL );
  12168. }
  12169. break;
  12170. case SC_CLOSECONFINE2:
  12171. {
  12172. struct block_list *src = sce->val2?map_id2bl(sce->val2):nullptr;
  12173. status_change *sc2 = src?status_get_sc(src):nullptr;
  12174. if (src && sc2 && sc2->getSCE(SC_CLOSECONFINE)) {
  12175. // If status was already ended, do nothing.
  12176. // Decrease count
  12177. if (--(sc2->getSCE(SC_CLOSECONFINE)->val1) <= 0) // No more holds, free him up.
  12178. status_change_end(src, SC_CLOSECONFINE);
  12179. }
  12180. }
  12181. [[fallthrough]];
  12182. case SC_CLOSECONFINE:
  12183. if (sce->val2 > 0) {
  12184. // Caster has been unlocked... nearby chars need to be unlocked.
  12185. int range = 1
  12186. + skill_get_range2(bl, scdb->skill_id, sce->val1, true)
  12187. + skill_get_range2(bl, TF_BACKSLIDING, 1, true); // Since most people use this to escape the hold....
  12188. map_foreachinallarea(status_change_timer_sub,
  12189. bl->m, bl->x-range, bl->y-range, bl->x+range,bl->y+range,BL_CHAR,bl,sce,type,gettick());
  12190. }
  12191. break;
  12192. case SC_COMBO:
  12193. skill_combo_toggle_inf(bl,sce->val1,0);
  12194. break;
  12195. case SC_MARIONETTE:
  12196. case SC_MARIONETTE2: // Marionette target
  12197. if (sce->val1) { // Check for partner and end their marionette status as well
  12198. enum sc_type type2 = (type == SC_MARIONETTE) ? SC_MARIONETTE2 : SC_MARIONETTE;
  12199. struct block_list *pbl = map_id2bl(sce->val1);
  12200. status_change* sc2 = pbl?status_get_sc(pbl):nullptr;
  12201. if (sc2 && sc2->getSCE(type2)) {
  12202. sc2->getSCE(type2)->val1 = 0;
  12203. status_change_end(pbl, type2);
  12204. }
  12205. }
  12206. break;
  12207. case SC_CONCENTRATION:
  12208. if (sc->getSCE(SC_ENDURE) && !sc->getSCE(SC_ENDURE)->val4)
  12209. status_change_end(bl, SC_ENDURE);
  12210. break;
  12211. case SC_BERSERK:
  12212. if(status->hp > 200 && sc && sc->getSCE(SC__BLOODYLUST)) {
  12213. status_percent_heal(bl, 100, 0);
  12214. status_change_end(bl, SC__BLOODYLUST);
  12215. } else if (status->hp > 100 && sce->val2) // If val2 is removed, no HP penalty (dispelled?) [Skotlex]
  12216. status_set_hp(bl, 100, 0);
  12217. if(sc->getSCE(SC_ENDURE) && sc->getSCE(SC_ENDURE)->val4) {
  12218. sc->getSCE(SC_ENDURE)->val4 = 0;
  12219. status_change_end(bl, SC_ENDURE);
  12220. }
  12221. sc_start4(bl, bl, SC_REGENERATION, 100, 10,0,0,(RGN_HP|RGN_SP), skill_get_time(LK_BERSERK, sce->val1));
  12222. break;
  12223. case SC_GOSPEL:
  12224. if (sce->val3) { // Clear the group.
  12225. std::shared_ptr<s_skill_unit_group> group = skill_id2group(sce->val3);
  12226. sce->val3 = 0;
  12227. if (group)
  12228. skill_delunitgroup(group);
  12229. }
  12230. break;
  12231. #ifndef RENEWAL
  12232. case SC_HERMODE:
  12233. if(sce->val3 == BCT_SELF)
  12234. skill_clear_unitgroup(bl);
  12235. break;
  12236. case SC_BASILICA: // Clear the skill area. [Skotlex]
  12237. if (sce->val3 && sce->val4 == bl->id) {
  12238. std::shared_ptr<s_skill_unit_group> group = skill_id2group(sce->val3);
  12239. sce->val3 = 0;
  12240. if (group)
  12241. skill_delunitgroup(group);
  12242. }
  12243. break;
  12244. #endif
  12245. case SC_TRICKDEAD:
  12246. if (vd) vd->dead_sit = 0;
  12247. break;
  12248. case SC_WARM:
  12249. case SC__MANHOLE:
  12250. case SC_BANDING:
  12251. case SC_LEADERSHIP:
  12252. case SC_GLORYWOUNDS:
  12253. case SC_SOULCOLD:
  12254. case SC_HAWKEYES:
  12255. if (sce->val4) { // Clear the group.
  12256. std::shared_ptr<s_skill_unit_group> group = skill_id2group(sce->val4);
  12257. sce->val4 = 0;
  12258. if( group ) // Might have been cleared before status ended, e.g. land protector
  12259. skill_delunitgroup(group);
  12260. }
  12261. break;
  12262. case SC_JAILED:
  12263. if(sd && sd->mapindex == sce->val2)
  12264. pc_setpos(sd,(unsigned short)sce->val3,sce->val4&0xFFFF, sce->val4>>16, CLR_TELEPORT);
  12265. break; // Guess hes not in jail :P
  12266. case SC_CHANGE:
  12267. if (tid == INVALID_TIMER)
  12268. break;
  12269. // "lose almost all their HP and SP" on natural expiration.
  12270. status_set_hp(bl, 10, 0);
  12271. status_set_sp(bl, 10, 0);
  12272. break;
  12273. case SC_AUTOTRADE:
  12274. if (tid == INVALID_TIMER)
  12275. break;
  12276. // Vending is not automatically closed for autovenders
  12277. vending_closevending(sd);
  12278. map_quit(sd);
  12279. // Because map_quit calls status_change_end with tid -1
  12280. // from here it's not neccesary to continue
  12281. return 1;
  12282. break;
  12283. case SC_STOP:
  12284. if( sce->val2 ) {
  12285. struct block_list* tbl = map_id2bl(sce->val2);
  12286. sce->val2 = 0;
  12287. if( tbl && (sc = status_get_sc(tbl)) && sc->getSCE(SC_STOP) && sc->getSCE(SC_STOP)->val2 == bl->id )
  12288. status_change_end(tbl, SC_STOP);
  12289. }
  12290. break;
  12291. case SC_TENSIONRELAX:
  12292. if (sc && (sc->getSCE(SC_WEIGHT50) || sc->getSCE(SC_WEIGHT90)))
  12293. status_get_regen_data(bl)->state.overweight = 1; // Add the overweight flag back
  12294. break;
  12295. case SC_MONSTER_TRANSFORM:
  12296. case SC_ACTIVE_MONSTER_TRANSFORM:
  12297. if (sce->val2)
  12298. status_change_end(bl, (sc_type)sce->val2);
  12299. break;
  12300. /* 3rd Stuff */
  12301. case SC_MILLENNIUMSHIELD:
  12302. clif_millenniumshield( *bl, 0 );
  12303. break;
  12304. case SC_HALLUCINATIONWALK:
  12305. sc_start(bl,bl,SC_HALLUCINATIONWALK_POSTDELAY,100,sce->val1,skill_get_time2(GC_HALLUCINATIONWALK,sce->val1));
  12306. break;
  12307. case SC_WHITEIMPRISON:
  12308. {
  12309. struct block_list* src = map_id2bl(sce->val2);
  12310. if( tid == -1 || !src)
  12311. break; // Terminated by Damage
  12312. 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);
  12313. }
  12314. break;
  12315. case SC_WUGDASH:
  12316. {
  12317. struct unit_data *ud = unit_bl2ud(bl);
  12318. if (ud) {
  12319. ud->state.running = 0;
  12320. if (ud->walktimer != INVALID_TIMER)
  12321. unit_stop_walking(bl,1);
  12322. }
  12323. }
  12324. break;
  12325. case SC__SHADOWFORM:
  12326. {
  12327. map_session_data *s_sd = map_id2sd(sce->val2);
  12328. if (s_sd) s_sd->shadowform_id = 0;
  12329. }
  12330. break;
  12331. case SC_SATURDAYNIGHTFEVER: // Sit down force of Saturday Night Fever has the duration of only 3 seconds.
  12332. sc_start(bl, bl,SC_SITDOWN_FORCE,100,sce->val1,skill_get_time2(WM_SATURDAY_NIGHT_FEVER,sce->val1));
  12333. break;
  12334. case SC_NEUTRALBARRIER_MASTER:
  12335. case SC_STEALTHFIELD_MASTER:
  12336. if( sce->val2 ) {
  12337. std::shared_ptr<s_skill_unit_group> group = skill_id2group(sce->val2);
  12338. sce->val2 = 0;
  12339. if( group ) // Might have been cleared before status ended, e.g. land protector
  12340. skill_delunitgroup(group);
  12341. }
  12342. break;
  12343. case SC_CURSEDCIRCLE_ATKER:
  12344. if( sce->val2 ) // Used the default area size cause there is a chance the caster could knock back and can't clear the target.
  12345. map_foreachinallrange(status_change_timer_sub, bl, AREA_SIZE + 3, BL_CHAR, bl, sce, SC_CURSEDCIRCLE_TARGET, gettick());
  12346. break;
  12347. case SC_RAISINGDRAGON:
  12348. if( sd && !pc_isdead(sd) ) {
  12349. int i = min(sd->spiritball,5);
  12350. pc_delspiritball(sd, sd->spiritball, 0);
  12351. status_change_end(bl, SC_EXPLOSIONSPIRITS);
  12352. while( i > 0 ) {
  12353. pc_addspiritball(sd, skill_get_time(MO_CALLSPIRITS, pc_checkskill(sd,MO_CALLSPIRITS)), 5);
  12354. --i;
  12355. }
  12356. }
  12357. break;
  12358. case SC_CURSEDCIRCLE_TARGET:
  12359. {
  12360. struct block_list *src = map_id2bl(sce->val2);
  12361. status_change *sc2 = status_get_sc(src);
  12362. if( sc2 && sc2->getSCE(SC_CURSEDCIRCLE_ATKER) && --(sc2->getSCE(SC_CURSEDCIRCLE_ATKER)->val2) == 0 ) {
  12363. clif_bladestop(bl, sce->val2, 0);
  12364. status_change_end(src, SC_CURSEDCIRCLE_ATKER);
  12365. }
  12366. }
  12367. break;
  12368. case SC_SITDOWN_FORCE:
  12369. case SC_BANANA_BOMB_SITDOWN:
  12370. if( sd && pc_issit(sd) && pc_setstand(sd, false) )
  12371. skill_sit(sd, false);
  12372. break;
  12373. case SC_KYOUGAKU:
  12374. clif_status_load(bl, EFST_KYOUGAKU, 0); // Avoid client crash
  12375. clif_status_load(bl, EFST_ACTIVE_MONSTER_TRANSFORM, 0);
  12376. break;
  12377. case SC_INTRAVISION:
  12378. calc_flag = status_db.getSCB_ALL(); // Required for overlapping
  12379. break;
  12380. case SC_GRAVITYCONTROL:
  12381. status_fix_damage(bl, bl, sce->val2, clif_damage(*bl, *bl, gettick(), 0, 0, sce->val2, 0, DMG_NORMAL, 0, false), 0);
  12382. clif_specialeffect(bl, 223, AREA);
  12383. clif_specialeffect(bl, 330, AREA);
  12384. break;
  12385. case SC_OVERED_BOOST:
  12386. switch (bl->type) {
  12387. case BL_HOM: {
  12388. struct homun_data *hd = BL_CAST(BL_HOM,bl);
  12389. if( hd )
  12390. hd->homunculus.hunger = max(1,hd->homunculus.hunger - 50);
  12391. }
  12392. break;
  12393. case BL_PC:
  12394. status_zap(bl,0,status_get_max_sp(bl) / 2);
  12395. break;
  12396. }
  12397. break;
  12398. case SC_FULL_THROTTLE: {
  12399. int sec = skill_get_time2(scdb->skill_id, sce->val1);
  12400. clif_status_change(bl, EFST_DEC_AGI, 1, sec, 0, 0, 0);
  12401. sc_start(bl, bl, SC_REBOUND, 100, sce->val1, sec);
  12402. }
  12403. break;
  12404. case SC_REBOUND:
  12405. clif_status_load(bl, EFST_DEC_AGI, 0);
  12406. break;
  12407. case SC_ITEMSCRIPT: // Removes Buff Icons
  12408. if (sd)
  12409. clif_status_load(bl, (enum efst_type)sce->val2, 0);
  12410. break;
  12411. case SC_C_MARKER:
  12412. {
  12413. // Remove mark data from caster
  12414. map_session_data *caster = map_id2sd(sce->val2);
  12415. uint8 i = 0;
  12416. if (!caster)
  12417. break;
  12418. ARR_FIND(0,MAX_SKILL_CRIMSON_MARKER,i,caster->c_marker[i] == bl->id);
  12419. if (i < MAX_SKILL_CRIMSON_MARKER) {
  12420. caster->c_marker[i] = 0;
  12421. clif_crimson_marker( *caster, *bl, true );
  12422. }
  12423. }
  12424. break;
  12425. case SC_H_MINE:
  12426. // Only drop the material from target if expired naturally
  12427. if( tid != INVALID_TIMER ){
  12428. map_session_data *caster = nullptr;
  12429. if (status_isdead(*bl) || !(caster = map_id2sd(sce->val2)))
  12430. break;
  12431. std::shared_ptr<s_skill_db> skill = skill_db.find(RL_H_MINE);
  12432. if (!item_db.exists(skill->require.itemid[0]))
  12433. break;
  12434. struct item it = {};
  12435. it.nameid = skill->require.itemid[0];
  12436. it.amount = max(skill->require.amount[0],1);
  12437. it.identify = 1;
  12438. map_addflooritem(&it, it.amount, bl->m,bl->x, bl->y, caster->status.char_id, 0, 0, 4, 0);
  12439. }
  12440. break;
  12441. case SC_VACUUM_EXTREME:
  12442. ///< !CHECKME: Seems on official, there's delay before same target can be vacuumed in same area again [Cydh]
  12443. sc_start2(bl, bl, SC_VACUUM_EXTREME_POSTDELAY, 100, sce->val1, sce->val2, skill_get_time2(SO_VACUUM_EXTREME,sce->val1));
  12444. break;
  12445. case SC_DIMENSION1:
  12446. case SC_DIMENSION2:
  12447. if (sd)
  12448. pc_delspiritball(sd, 1, 0);
  12449. break;
  12450. case SC_SOULENERGY:
  12451. if (sd)
  12452. pc_delsoulball(sd, sd->soulball, false);
  12453. break;
  12454. case SC_MADOGEAR:
  12455. status_db.removeByStatusFlag(bl, { SCF_MADOENDCANCEL });
  12456. if (sd)
  12457. pc_bonus_script_clear(sd, BSF_REM_ON_MADOGEAR);
  12458. break;
  12459. case SC_HOMUN_TIME:
  12460. if (sd && hom_is_active(sd->hd))
  12461. hom_vaporize(sd, HOM_ST_REST);
  12462. break;
  12463. case SC_SERVANT_SIGN: {
  12464. map_session_data *tsd = map_id2sd(sce->val1);
  12465. if( tsd != nullptr )
  12466. tsd->servant_sign[sce->val2] = 0;
  12467. }
  12468. break;
  12469. case SC_SOUNDBLEND: {
  12470. block_list *src = map_id2bl(sce->val2);
  12471. if (src && tid != INVALID_TIMER)
  12472. skill_castend_damage_id(src, bl, TR_SOUNDBLEND, sce->val1, gettick(), SD_LEVEL|SD_ANIMATION);
  12473. }
  12474. break;
  12475. case SC_SERVANTWEAPON:
  12476. if( sd ){
  12477. pc_delservantball( *sd, sd->servantball );
  12478. }
  12479. break;
  12480. case SC_ABYSSFORCEWEAPON:
  12481. if( sd ){
  12482. pc_delabyssball( *sd, sd->abyssball );
  12483. }
  12484. break;
  12485. }
  12486. // End statuses found in the EndOnEnd list.
  12487. if (!scdb->endonend.empty()) {
  12488. for (const auto &it : scdb->endonend) {
  12489. status_change_end(bl, it);
  12490. }
  12491. }
  12492. // Reset the options as needed
  12493. std::bitset<SCF_MAX> opt_flag = scdb->flag;
  12494. bool disable_opt_flag = false;
  12495. switch (type) {
  12496. case SC_DANCING:
  12497. if ((sce->val1&0xFFFF) == CG_MOONLIT)
  12498. sc->opt3 &= ~OPT3_MOONLIT;
  12499. break;
  12500. case SC_INCATKRATE: // Simulated Explosion spirits effect.
  12501. if (bl->type != BL_MOB) {
  12502. disable_opt_flag = true;
  12503. break;
  12504. }
  12505. break;
  12506. }
  12507. if (scdb->opt1)
  12508. sc->opt1 = OPT1_NONE;
  12509. if (scdb->opt2)
  12510. sc->opt2 &= ~scdb->opt2;
  12511. if (scdb->opt3)
  12512. sc->opt3 &= ~scdb->opt3;
  12513. if (scdb->look)
  12514. sc->option &= ~scdb->look;
  12515. if (calc_flag[SCB_DYE]) { // Restore DYE color
  12516. if (vd && !vd->cloth_color && sce->val4)
  12517. clif_changelook(bl,LOOK_CLOTHES_COLOR,sce->val4);
  12518. calc_flag.reset(SCB_DYE);
  12519. }
  12520. /*if (calc_flag[SCB_BODY])// Might be needed in the future. [Rytech]
  12521. { //Restore body style
  12522. if (vd && !vd->body_style && sce->val4)
  12523. clif_changelook(bl,LOOK_BODY2,sce->val4);
  12524. calc_flag.reset(SCB_BODY);
  12525. }*/
  12526. // On Aegis, when turning off a status change, first goes the sc packet, then the option packet.
  12527. int status_icon = scdb->icon;
  12528. #if PACKETVER < 20151104
  12529. if (status_icon == EFST_WEAPONPROPERTY)
  12530. status_icon = EFST_ATTACK_PROPERTY_NOTHING + sce->val1; // Assign status icon for older clients
  12531. #endif
  12532. clif_status_change(bl,status_icon,0,0,0,0,0);
  12533. if( opt_flag[SCF_NONPLAYER] ) // bugreport:681
  12534. clif_changeoption2( *bl );
  12535. 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])) {
  12536. clif_changeoption(bl);
  12537. if (sd && opt_flag[SCF_SENDLOOK]) {
  12538. clif_changelook(bl,LOOK_BASE,sd->vd.class_);
  12539. clif_get_weapon_view(sd,&sd->vd.weapon,&sd->vd.shield);
  12540. clif_changelook(bl,LOOK_WEAPON,sd->vd.weapon);
  12541. clif_changelook(bl,LOOK_SHIELD,sd->vd.shield);
  12542. clif_changelook(bl,LOOK_CLOTHES_COLOR,cap_value(sd->status.clothes_color,0,battle_config.max_cloth_color));
  12543. clif_changelook(bl,LOOK_BODY2,cap_value(sd->status.body,0,battle_config.max_body_style));
  12544. }
  12545. }
  12546. if (calc_flag.any()) {
  12547. #ifndef RENEWAL
  12548. if (type == SC_MAGICPOWER) {
  12549. //If Mystical Amplification ends, MATK is immediately recalculated
  12550. status_calc_bl_(bl, calc_flag, SCO_FORCE);
  12551. } else
  12552. #endif
  12553. status_calc_bl_(bl, calc_flag);
  12554. }
  12555. if(opt_flag[SCF_UNITMOVE]) // Out of hiding, invoke on place.
  12556. skill_unit_move(bl,gettick(),1);
  12557. if(opt_flag[SCF_ONTOUCH] && sd && !sd->state.warping && map_getcell(bl->m,bl->x,bl->y,CELL_CHKNPC))
  12558. npc_touch_area_allnpc(sd,bl->m,bl->x,bl->y); // Trigger on-touch event.
  12559. // Needed to be here to make sure OPT1_STONEWAIT has been cleared from the target (only on natural expiration of the stone wait timer)
  12560. if (type == SC_STONEWAIT && tid != INVALID_TIMER)
  12561. status_change_start(bl, bl, SC_STONE, 100, sce->val1, sce->val2, 0, 0, sce->val3, SCSTART_NOAVOID);
  12562. ers_free(sc_data_ers, sce);
  12563. return 1;
  12564. }
  12565. /**
  12566. * Resets timers for statuses
  12567. * Used with reoccurring status effects, such as dropping SP every 5 seconds
  12568. * @param tid: Timer ID
  12569. * @param tick: How long before next call
  12570. * @param id: ID of character
  12571. * @param data: Information passed through the timer call
  12572. * @return 1: Success 0: Fail
  12573. */
  12574. TIMER_FUNC(status_change_timer){
  12575. enum sc_type type = (sc_type)data;
  12576. struct block_list *bl;
  12577. map_session_data *sd;
  12578. int interval = status_get_sc_interval(type);
  12579. bool dounlock = false;
  12580. bl = map_id2bl(id);
  12581. if(!bl) {
  12582. ShowDebug("status_change_timer: Null pointer id: %d data: %" PRIdPTR "\n", id, data);
  12583. return 0;
  12584. }
  12585. status_change * const sc = status_get_sc(bl);
  12586. if(!sc) {
  12587. ShowDebug("status_change_timer: Null pointer id: %d data: %" PRIdPTR " bl-type: %d\n", id, data, bl->type);
  12588. return 0;
  12589. }
  12590. struct status_change_entry * const sce = sc->getSCE(type);
  12591. if(!sce) {
  12592. ShowDebug("status_change_timer: Null pointer id: %d data: %" PRIdPTR " bl-type: %d\n", id, data, bl->type);
  12593. return 0;
  12594. }
  12595. if( sce->timer != tid ) {
  12596. ShowError("status_change_timer: Mismatch for type %d: %d != %d (bl id %d)\n",type,tid,sce->timer, bl->id);
  12597. return 0;
  12598. }
  12599. const status_data* status = status_get_status_data(*bl);
  12600. sd = BL_CAST(BL_PC, bl);
  12601. std::function<void (t_tick)> sc_timer_next = [&sce, &bl, &data](t_tick t) {
  12602. sce->timer = add_timer(t, status_change_timer, bl->id, data);
  12603. };
  12604. switch(type) {
  12605. case SC_MAXIMIZEPOWER:
  12606. case SC_CLOAKING:
  12607. if(!status_charge(bl, 0, 1))
  12608. break; // Not enough SP to continue.
  12609. sc_timer_next(sce->val2+tick);
  12610. return 0;
  12611. case SC_CHASEWALK:
  12612. if(!status_charge(bl, 0, sce->val4))
  12613. break; // Not enough SP to continue.
  12614. if (!sc->getSCE(SC_CHASEWALK2)) {
  12615. sc_start(bl,bl, SC_CHASEWALK2,100,1<<(sce->val1-1),
  12616. (t_tick)(sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_ROGUE?10:1) // SL bonus -> x10 duration
  12617. *skill_get_time2(status_db.getSkill(type),sce->val1));
  12618. }
  12619. sc_timer_next(sce->val2+tick);
  12620. return 0;
  12621. break;
  12622. case SC_HIDING:
  12623. if(--(sce->val2)>0) {
  12624. if(sce->val2 % sce->val4 == 0 && !status_charge(bl, 0, 1))
  12625. break; // Fail if it's time to substract SP and there isn't.
  12626. sc_timer_next(1000+tick);
  12627. return 0;
  12628. }
  12629. break;
  12630. case SC_SIGHT:
  12631. case SC_RUWACH:
  12632. case SC_SIGHTBLASTER:
  12633. if(type == SC_SIGHTBLASTER) {
  12634. //Restore trap immunity
  12635. if(sce->val4%2)
  12636. sce->val4--;
  12637. map_foreachinallrange( status_change_timer_sub, bl, sce->val3, BL_CHAR|BL_SKILL, bl, sce, type, tick);
  12638. } else {
  12639. map_foreachinallrange( status_change_timer_sub, bl, sce->val3, BL_CHAR, bl, sce, type, tick);
  12640. skill_reveal_trap_inarea(bl, sce->val3, bl->x, bl->y);
  12641. }
  12642. if( --(sce->val2)>0 ) {
  12643. sce->val4 += 20; // Use for Shadow Form 2 seconds checking.
  12644. sc_timer_next(20+tick);
  12645. return 0;
  12646. }
  12647. break;
  12648. case SC_PROVOKE:
  12649. if(sce->val4) { // Auto-provoke (it is ended in status_heal)
  12650. sc_timer_next(1000*60+tick);
  12651. return 0;
  12652. }
  12653. break;
  12654. case SC_STONE:
  12655. if (sce->val4 >= 0 && status->hp > status->max_hp / 4)
  12656. status_percent_damage(nullptr, bl, -1, 0, false);
  12657. break;
  12658. case SC_POISON:
  12659. case SC_DPOISON:
  12660. if (sce->val4 >= 0 && !sc->getSCE(SC_SLOWPOISON)) {
  12661. unsigned int damage = 0;
  12662. if (sd)
  12663. damage = (type == SC_DPOISON) ? 2 + status->max_hp / 50 : 2 + status->max_hp * 3 / 200;
  12664. else
  12665. damage = (type == SC_DPOISON) ? 2 + status->max_hp / 100 : 2 + status->max_hp / 200;
  12666. if (status->hp > umax(status->max_hp / 4, damage)) // Stop damaging after 25% HP left.
  12667. status_zap(bl, damage, 0);
  12668. }
  12669. break;
  12670. case SC_BLEEDING:
  12671. if (sce->val4 >= 0) {
  12672. int64 damage = rnd() % 600 + 200;
  12673. if (!sd && damage >= status->hp)
  12674. damage = status->hp - 1; // No deadly damage for monsters
  12675. map_freeblock_lock();
  12676. dounlock = true;
  12677. status_zap(bl, damage, 0);
  12678. }
  12679. break;
  12680. case SC_BURNING:
  12681. if (sce->val4 >= 0) {
  12682. int64 damage = 1000 + (3 * status->max_hp) / 100; // Deals fixed (1000 + 3%*MaxHP)
  12683. map_freeblock_lock();
  12684. dounlock = true;
  12685. status_fix_damage(bl, bl, damage, clif_damage(*bl, *bl, tick, 0, 1, damage, 1, DMG_NORMAL, 0, false),0);
  12686. }
  12687. break;
  12688. case SC_TOXIN:
  12689. if (sce->val4 >= 0) { // Damage is every 10 seconds including 3%sp drain.
  12690. if (sce->val3 == 1) { // Target
  12691. map_freeblock_lock();
  12692. dounlock = true;
  12693. 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);
  12694. } else { // Caster
  12695. interval = 1000; // Assign here since status_get_sc_internval() contains the target interval.
  12696. if (status->sp < status->max_sp)
  12697. status_heal(bl, 0, (int)status->max_sp * 1 / 100, 1);
  12698. }
  12699. }
  12700. break;
  12701. case SC_MAGICMUSHROOM:
  12702. if (sce->val4 >= 0) {
  12703. bool flag = 0;
  12704. int64 damage = status->max_hp * 3 / 100;
  12705. if (status->hp <= damage)
  12706. damage = status->hp - 1; // Cannot Kill
  12707. if (damage > 0) { // 3% Damage each 4 seconds
  12708. map_freeblock_lock();
  12709. status_zap(bl, damage, 0);
  12710. flag = !sc->getSCE(type); // Killed? Should not
  12711. map_freeblock_unlock();
  12712. }
  12713. if (!flag) { // Random Skill Cast
  12714. if (magic_mushroom_db.size() > 0 && sd && !pc_issit(sd)) { // Can't cast if sit
  12715. auto mushroom_spell = magic_mushroom_db.begin();
  12716. std::advance(mushroom_spell, rnd() % magic_mushroom_db.size());
  12717. uint16 mushroom_skill_id = mushroom_spell->second->skill_id;
  12718. if (!skill_get_index(mushroom_skill_id))
  12719. break;
  12720. unit_stop_attack(bl);
  12721. unit_skillcastcancel(bl, 1);
  12722. switch (skill_get_casttype(mushroom_skill_id)) { // Magic Mushroom skills are buffs or area damage
  12723. case CAST_GROUND:
  12724. skill_castend_pos2(bl, bl->x, bl->y, mushroom_skill_id, 1, tick, 0);
  12725. break;
  12726. case CAST_NODAMAGE:
  12727. skill_castend_nodamage_id(bl, bl, mushroom_skill_id, 1, tick, 0);
  12728. break;
  12729. case CAST_DAMAGE:
  12730. skill_castend_damage_id(bl, bl, mushroom_skill_id, 1, tick, 0);
  12731. break;
  12732. }
  12733. }
  12734. clif_emotion(bl, ET_SMILE);
  12735. }
  12736. }
  12737. break;
  12738. case SC_PYREXIA:
  12739. if (sce->val4 >= 0) {
  12740. map_freeblock_lock();
  12741. dounlock = true;
  12742. status_fix_damage(bl, bl, 100, clif_damage(*bl, *bl, tick, status->amotion, status->dmotion + 500, 100, 1, DMG_NORMAL, 0, false),0);
  12743. unit_skillcastcancel(bl, 2);
  12744. }
  12745. break;
  12746. case SC_LEECHESEND:
  12747. if (sce->val4 >= 0) {
  12748. int64 damage = status->vit * (sce->val1 - 3) + (int)status->max_hp / 100; // {Target VIT x (New Poison Research Skill Level - 3)} + (Target HP/100)
  12749. map_freeblock_lock();
  12750. dounlock = true;
  12751. status_fix_damage(bl, bl, damage, clif_damage(*bl, *bl, tick, status->amotion, status->dmotion + 500, damage, 1, DMG_NORMAL, 0, false),0);
  12752. unit_skillcastcancel(bl, 2);
  12753. }
  12754. break;
  12755. case SC_DEATHHURT:
  12756. if (sce->val4 >= 0) {
  12757. if (status->hp < status->max_hp)
  12758. status_heal(bl, (int)status->max_hp * 1 / 100, 0, 1);
  12759. }
  12760. break;
  12761. case SC_TENSIONRELAX:
  12762. if(status->max_hp > status->hp && --(sce->val3) >= 0) {
  12763. sc_timer_next(10000 + tick);
  12764. return 0;
  12765. }
  12766. break;
  12767. case SC_KNOWLEDGE:
  12768. if (!sd) break;
  12769. if(bl->m == sd->feel_map[0].m ||
  12770. bl->m == sd->feel_map[1].m ||
  12771. bl->m == sd->feel_map[2].m)
  12772. { // Timeout will be handled by pc_setpos
  12773. sce->timer = INVALID_TIMER;
  12774. return 0;
  12775. }
  12776. break;
  12777. case SC_S_LIFEPOTION:
  12778. case SC_L_LIFEPOTION:
  12779. case SC_M_LIFEPOTION:
  12780. case SC_G_LIFEPOTION:
  12781. if( --(sce->val4) >= 0 ) {
  12782. // val1 < 0 = per max% | val1 > 0 = exact amount
  12783. int hp = 0;
  12784. if( status->hp < status->max_hp && !sc->getSCE(SC_BERSERK) )
  12785. hp = (sce->val1 < 0) ? (int)(status->max_hp * -1 * sce->val1 / 100.) : sce->val1;
  12786. status_heal(bl, hp, 0, 0);
  12787. sc_timer_next((sce->val2 * 1000) + tick);
  12788. return 0;
  12789. }
  12790. break;
  12791. case SC_S_MANAPOTION:
  12792. if( --(sce->val4) >= 0 ) {
  12793. // val1 < 0 = per max% | val1 > 0 = exact amount
  12794. int sp = 0;
  12795. if( status->sp < status->max_sp && !sc->getSCE(SC_BERSERK) )
  12796. sp = (sce->val1 < 0) ? (int)(status->max_sp * -1 * sce->val1 / 100.) : sce->val1;
  12797. status_heal(bl, 0, sp, 0);
  12798. sc_timer_next((sce->val2 * 1000) + tick);
  12799. return 0;
  12800. }
  12801. break;
  12802. case SC_GRADUAL_GRAVITY:
  12803. if (sce->val4 >= 0) {
  12804. status_zap(bl, status->max_hp * sce->val2 / 100, 0);
  12805. }
  12806. break;
  12807. case SC_BOSSMAPINFO:
  12808. if( sd && sce->val4 >= 0 ){
  12809. mob_data* boss_md = map_id2boss( sce->val1 );
  12810. if( boss_md == nullptr ){
  12811. sce->val4 = 0;
  12812. break;
  12813. }
  12814. // Not on same map anymore
  12815. if( sd->bl.m != boss_md->bl.m ){
  12816. sce->val4 = 0;
  12817. break;
  12818. // Boss is alive - Update X, Y on minimap
  12819. }else if( boss_md->bl.prev != nullptr ){
  12820. sce->val2 = 0;
  12821. clif_bossmapinfo( *sd, boss_md, BOSS_INFO_ALIVE );
  12822. // Boss is dead
  12823. }else if( boss_md->spawn_timer != INVALID_TIMER && sce->val2 == 0 ){
  12824. sce->val2 = 1;
  12825. clif_bossmapinfo( *sd, boss_md, BOSS_INFO_DEAD );
  12826. }
  12827. }
  12828. break;
  12829. case SC_DANCING: // SP consumption by time of dancing skills
  12830. {
  12831. int s = 0;
  12832. int sp = 1;
  12833. if (--sce->val3 <= 0)
  12834. break;
  12835. switch(sce->val1&0xFFFF) {
  12836. #ifndef RENEWAL
  12837. case BD_RICHMANKIM:
  12838. case BD_DRUMBATTLEFIELD:
  12839. case BD_RINGNIBELUNGEN:
  12840. case BD_SIEGFRIED:
  12841. case BA_DISSONANCE:
  12842. case BA_ASSASSINCROSS:
  12843. case DC_UGLYDANCE:
  12844. s=3;
  12845. break;
  12846. case BD_LULLABY:
  12847. case BD_ETERNALCHAOS:
  12848. case BD_ROKISWEIL:
  12849. case DC_FORTUNEKISS:
  12850. s=4;
  12851. break;
  12852. case CG_HERMODE:
  12853. case BD_INTOABYSS:
  12854. case BA_WHISTLE:
  12855. case DC_HUMMING:
  12856. case BA_POEMBRAGI:
  12857. case DC_SERVICEFORYOU:
  12858. s=5;
  12859. break;
  12860. case BA_APPLEIDUN:
  12861. s=6;
  12862. break;
  12863. #endif
  12864. case CG_MOONLIT:
  12865. // Moonlit's cost is 4sp*skill_lv [Skotlex]
  12866. sp= 4*(sce->val1>>16);
  12867. // Upkeep is also every 10 secs.
  12868. #ifndef RENEWAL
  12869. [[fallthrough]];
  12870. case DC_DONTFORGETME:
  12871. #endif
  12872. s=10;
  12873. break;
  12874. }
  12875. if( s != 0 && sce->val3 % s == 0 ) {
  12876. #ifndef RENEWAL
  12877. if (sc->getSCE(SC_LONGING))
  12878. sp*= 3;
  12879. #endif
  12880. if (!status_charge(bl, 0, sp))
  12881. break;
  12882. }
  12883. sc_timer_next(1000+tick);
  12884. return 0;
  12885. }
  12886. break;
  12887. case SC_BERSERK:
  12888. // 5% every 10 seconds [DracoRPG]
  12889. if( --( sce->val3 ) > 0 && status_charge(bl, sce->val2, 0) && status->hp > 100 ) {
  12890. sc_timer_next(sce->val4+tick);
  12891. return 0;
  12892. }
  12893. break;
  12894. case SC_NOCHAT:
  12895. if(sd) {
  12896. sd->status.manner++;
  12897. clif_changemanner( *sd );
  12898. clif_updatestatus(*sd,SP_MANNER);
  12899. if (sd->status.manner < 0) { // Every 60 seconds your manner goes up by 1 until it gets back to 0.
  12900. sc_timer_next(60000+tick);
  12901. return 0;
  12902. }
  12903. }
  12904. break;
  12905. case SC_SPLASHER:
  12906. // Custom Venom Splasher countdown timer
  12907. // if (sce->val4 % 1000 == 0) {
  12908. // char timer[10];
  12909. // snprintf (timer, 10, "%d", sce->val4/1000);
  12910. // clif_message(bl, timer);
  12911. // }
  12912. if((sce->val4 -= 500) > 0) {
  12913. sc_timer_next(500 + tick);
  12914. return 0;
  12915. }
  12916. break;
  12917. case SC_MARIONETTE:
  12918. case SC_MARIONETTE2:
  12919. {
  12920. struct block_list *pbl = map_id2bl(sce->val1);
  12921. if( pbl && check_distance_bl(bl, pbl, 7) ) {
  12922. sc_timer_next(1000 + tick);
  12923. return 0;
  12924. }
  12925. }
  12926. break;
  12927. case SC_GOSPEL:
  12928. if(sce->val4 == BCT_SELF && --(sce->val2) > 0) {
  12929. int hp, sp;
  12930. hp = (sce->val1 > 5) ? 45 : 30;
  12931. sp = (sce->val1 > 5) ? 35 : 20;
  12932. if(!status_charge(bl, hp, sp))
  12933. break;
  12934. sc_timer_next(10000+tick);
  12935. return 0;
  12936. }
  12937. break;
  12938. case SC_JAILED:
  12939. if(sce->val1 == INT_MAX || --(sce->val1) > 0) {
  12940. sc_timer_next(60000+tick);
  12941. return 0;
  12942. }
  12943. break;
  12944. case SC_BLIND:
  12945. if(sc->getSCE(SC_FOGWALL)) { // Blind lasts forever while you are standing on the fog.
  12946. sc_timer_next(5000+tick);
  12947. return 0;
  12948. }
  12949. break;
  12950. case SC_ABUNDANCE:
  12951. if(--(sce->val4) > 0) {
  12952. status_heal(bl,0,60,0);
  12953. sc_timer_next(10000+tick);
  12954. }
  12955. break;
  12956. case SC_OBLIVIONCURSE:
  12957. if( --(sce->val4) >= 0 ) {
  12958. clif_emotion(bl,ET_QUESTION);
  12959. sc_timer_next(3000 + tick);
  12960. return 0;
  12961. }
  12962. break;
  12963. case SC_WEAPONBLOCKING:
  12964. if( --(sce->val4) >= 0 ) {
  12965. if( !status_charge(bl,0,3) )
  12966. break;
  12967. sc_timer_next(5000+tick);
  12968. return 0;
  12969. }
  12970. break;
  12971. case SC_CLOAKINGEXCEED:
  12972. if(!status_charge(bl,0,10-sce->val1))
  12973. break;
  12974. sc_timer_next(1000 + tick);
  12975. return 0;
  12976. case SC_RENOVATIO:
  12977. if( --(sce->val4) >= 0 ) {
  12978. int heal = status->max_hp * (sce->val1 + 4) / 100;
  12979. if( sc && sc->getSCE(SC_AKAITSUKI) && heal )
  12980. heal = ~heal + 1;
  12981. status_heal(bl, heal, 0, 3);
  12982. sc_timer_next(5000 + tick);
  12983. return 0;
  12984. }
  12985. break;
  12986. case SC_SPHERE_1:
  12987. case SC_SPHERE_2:
  12988. case SC_SPHERE_3:
  12989. case SC_SPHERE_4:
  12990. case SC_SPHERE_5:
  12991. if( --(sce->val4) >= 0 ) {
  12992. if( !status_charge(bl, 0, 1) )
  12993. break;
  12994. sc_timer_next(1000 + tick);
  12995. return 0;
  12996. }
  12997. break;
  12998. case SC_FREEZE_SP:
  12999. if( !status_charge(bl, 0, sce->val2) ) {
  13000. int i;
  13001. for(i = SC_SPELLBOOK1; i <= SC_MAXSPELLBOOK; i++) // Also remove stored spell as well.
  13002. status_change_end(bl, (sc_type)i);
  13003. break;
  13004. }
  13005. sc_timer_next(10000 + tick);
  13006. return 0;
  13007. case SC_ELECTRICSHOCKER:
  13008. if( --(sce->val4) >= 0 ) {
  13009. status_charge(bl, 0, 5 * sce->val1 * status->max_sp / 100);
  13010. sc_timer_next(1000 + tick);
  13011. return 0;
  13012. }
  13013. break;
  13014. case SC_CAMOUFLAGE:
  13015. if (!status_charge(bl, 0, 7 - sce->val1))
  13016. break;
  13017. if (--sce->val4 >= 0)
  13018. sce->val3++;
  13019. sc_timer_next(1000 + tick);
  13020. return 0;
  13021. case SC__REPRODUCE:
  13022. if(!status_charge(bl, 0, 1))
  13023. break;
  13024. sc_timer_next(1000+tick);
  13025. return 0;
  13026. case SC__SHADOWFORM:
  13027. if( --(sce->val4) >= 0 ) {
  13028. if( !status_charge(bl, 0, 11 - sce->val1) )
  13029. break;
  13030. sc_timer_next(1000 + tick);
  13031. return 0;
  13032. }
  13033. break;
  13034. case SC__INVISIBILITY:
  13035. if( !status_charge(bl, 0, (12 - 2 * sce->val1) * status->max_sp / 100) ) // 6% - skill_lv.
  13036. break;
  13037. sc_timer_next(1000 + tick);
  13038. return 0;
  13039. case SC_STRIKING:
  13040. if( --(sce->val4) >= 0 ) {
  13041. if( !status_charge(bl,0, sce->val3 ) )
  13042. break;
  13043. sc_timer_next(1000 + tick);
  13044. return 0;
  13045. }
  13046. break;
  13047. case SC_WARMER: {
  13048. int hp = 0;
  13049. status_change *ssc = status_get_sc(map_id2bl(sce->val2));
  13050. if (ssc && ssc->getSCE(SC_HEATER_OPTION))
  13051. hp = status->max_hp * 3 * sce->val1 / 100;
  13052. else
  13053. hp = status->max_hp * sce->val1 / 100;
  13054. if (sc && sc->getSCE(SC_AKAITSUKI) && hp)
  13055. hp = ~hp + 1;
  13056. if (status->hp != status->max_hp)
  13057. status_heal(bl, hp, 0, 0);
  13058. sc_timer_next(3000 + tick);
  13059. return 0;
  13060. }
  13061. case SC_HELLS_PLANT:
  13062. if( sce->val4 >= 0 ){
  13063. skill_castend_damage_id( bl, bl, GN_HELLS_PLANT_ATK, sce->val1, tick, 0 );
  13064. }
  13065. break;
  13066. case SC_VOICEOFSIREN:
  13067. if( --(sce->val4) >= 0 ) {
  13068. clif_emotion(bl,ET_THROB);
  13069. sc_timer_next(2000 + tick);
  13070. return 0;
  13071. }
  13072. break;
  13073. case SC_DEEPSLEEP:
  13074. if( --(sce->val4) >= 0 ) { // Recovers 3% HP/SP every 2 seconds.
  13075. status_heal(bl, status->max_hp * 3 / 100, status->max_sp * 3 / 100, 2);
  13076. sc_timer_next(2000 + tick);
  13077. return 0;
  13078. }
  13079. break;
  13080. case SC_SATURDAYNIGHTFEVER:
  13081. // 1% HP/SP drain every val4 seconds [Jobbie]
  13082. if( --(sce->val3) >= 0 ) {
  13083. if( !status_charge(bl, status->hp / 100, status->sp / 100) )
  13084. break;
  13085. sc_timer_next(sce->val4+tick);
  13086. return 0;
  13087. }
  13088. break;
  13089. case SC_CRYSTALIZE:
  13090. if( --(sce->val4) >= 0 ) { // Drains 2% of HP and 1% of SP every seconds.
  13091. if (!status_charge(bl, status->max_hp * 2 / 100, status->max_sp / 100))
  13092. break;
  13093. sc_timer_next(1000 + tick);
  13094. return 0;
  13095. }
  13096. break;
  13097. case SC_FORCEOFVANGUARD:
  13098. if( !status_charge(bl,0,24 - 4 * sce->val1) )
  13099. break;
  13100. sc_timer_next(10000 + tick);
  13101. return 0;
  13102. case SC_BANDING:
  13103. if( status_charge(bl, 0, 7 - sce->val1) ) {
  13104. sce->val2 = (sd ? skill_banding_count(sd) : 1);
  13105. sc_timer_next(5000 + tick);
  13106. return 0;
  13107. }
  13108. break;
  13109. case SC_REFLECTDAMAGE:
  13110. if( --(sce->val4) > 0 ) {
  13111. if( !status_charge(bl,0,10) )
  13112. break;
  13113. sc_timer_next(1000 + tick);
  13114. return 0;
  13115. }
  13116. break;
  13117. case SC_OVERHEAT_LIMITPOINT:
  13118. if (--(sce->val1) >= 0) { // Cooling
  13119. if (sce->val2 == 0) { // Flag the overheat limit once it has been met.
  13120. static std::vector<int16> limit = { 150, 200, 280, 360, 450 };
  13121. uint16 skill_lv = (sd ? cap_value(pc_checkskill(sd, NC_MAINFRAME), 0, (uint16)(limit.size() - 1)) : 0);
  13122. if (sce->val1 > limit[skill_lv])
  13123. sce->val2 = 1;
  13124. } else {
  13125. status_change_end(bl, SC_OVERHEAT);
  13126. if (sce->val2 > 0)
  13127. sc_start(bl, bl, SC_OVERHEAT, 100, sce->val1, 975);
  13128. }
  13129. sc_timer_next(1000 + tick);
  13130. return 0;
  13131. }
  13132. break;
  13133. case SC_OVERHEAT: {
  13134. uint32 damage = status->max_hp / 100; // Suggestion 1% each second
  13135. if (damage >= status->hp)
  13136. damage = status->hp - 1; // Do not kill, just keep you with 1 hp minimum
  13137. map_freeblock_lock();
  13138. status_zap(bl, damage, 0);
  13139. sc_timer_next(975 + tick); // Tick is not 1000 to avoid desync with SC_OVERHEAT_LIMITPOINT.
  13140. map_freeblock_unlock();
  13141. return 0;
  13142. }
  13143. break;
  13144. case SC_MAGNETICFIELD:
  13145. if (--(sce->val4) >= 0) {
  13146. struct block_list *src = map_id2bl(sce->val2);
  13147. if (!src || (src && (status_isdead(*src) || src->m != bl->m)))
  13148. break;
  13149. map_freeblock_lock();
  13150. if (!status_charge(bl, 0, 50))
  13151. status_zap(bl, 0, status->sp);
  13152. if (sc->getSCE(type))
  13153. sc_timer_next(1000 + tick);
  13154. map_freeblock_unlock();
  13155. return 0;
  13156. }
  13157. break;
  13158. case SC_INSPIRATION:
  13159. if(--(sce->val4) >= 0) {
  13160. if (!status_charge(bl, status->max_hp * (35 - 5 * sce->val1) / 1000, status->max_sp * (45 - 5 * sce->val1) / 1000))
  13161. break;
  13162. sc_timer_next(5000+tick);
  13163. return 0;
  13164. }
  13165. break;
  13166. case SC_SHIELDSPELL_HP:
  13167. if( sce->val4 >= 0 && status->hp < status->max_hp ){
  13168. status_heal( bl, status->max_hp * sce->val2 / 100, 0, 1 );
  13169. }
  13170. break;
  13171. case SC_SHIELDSPELL_SP:
  13172. if( sce->val4 >= 0 && status->sp < status->max_sp ){
  13173. status_heal( bl, 0, status->max_sp * sce->val2 / 100, 1 );
  13174. }
  13175. break;
  13176. case SC_TROPIC:
  13177. case SC_CHILLY_AIR:
  13178. case SC_WILD_STORM:
  13179. case SC_UPHEAVAL:
  13180. case SC_HEATER:
  13181. case SC_COOLER:
  13182. case SC_BLAST:
  13183. case SC_CURSED_SOIL:
  13184. case SC_PYROTECHNIC:
  13185. case SC_AQUAPLAY:
  13186. case SC_GUST:
  13187. case SC_PETROLOGY:
  13188. case SC_CIRCLE_OF_FIRE:
  13189. case SC_FIRE_CLOAK:
  13190. case SC_WATER_DROP:
  13191. case SC_WATER_SCREEN:
  13192. case SC_WIND_CURTAIN:
  13193. case SC_WIND_STEP:
  13194. case SC_STONE_SHIELD:
  13195. case SC_SOLID_SKIN:
  13196. case SC_FLAMETECHNIC:
  13197. case SC_FLAMEARMOR:
  13198. case SC_COLD_FORCE:
  13199. case SC_CRYSTAL_ARMOR:
  13200. case SC_GRACE_BREEZE:
  13201. case SC_EYES_OF_STORM:
  13202. case SC_EARTH_CARE:
  13203. case SC_STRONG_PROTECTION:
  13204. case SC_DEEP_POISONING:
  13205. case SC_POISON_SHIELD:
  13206. if( !status_charge(bl,0,sce->val2) ) {
  13207. struct block_list *s_bl = battle_get_master(bl);
  13208. if (bl->type == BL_ELEM)
  13209. elemental_change_mode(BL_CAST(BL_ELEM, bl), EL_MODE_PASSIVE);
  13210. if( s_bl )
  13211. status_change_end(s_bl,static_cast<sc_type>(type+1));
  13212. status_change_end(bl,type);
  13213. break;
  13214. }
  13215. sc_timer_next(sce->val3 + tick);
  13216. return 0;
  13217. case SC_WATER_SCREEN_OPTION:
  13218. status_heal(bl,1000,0,2);
  13219. sc_timer_next(10000 + tick);
  13220. return 0;
  13221. case SC_TEARGAS:
  13222. if( --(sce->val4) >= 0 ) {
  13223. struct block_list *src = map_id2bl(sce->val3);
  13224. int damage = sce->val2;
  13225. map_freeblock_lock();
  13226. clif_damage(*bl, *bl, tick, 0, 0, damage, 1, DMG_MULTI_HIT_ENDURE, 0, false);
  13227. status_damage(src, bl, damage,0, 0, 1, 0);
  13228. if( sc->getSCE(type) ) {
  13229. sc_timer_next(2000 + tick);
  13230. }
  13231. map_freeblock_unlock();
  13232. return 0;
  13233. }
  13234. break;
  13235. case SC_TEARGAS_SOB:
  13236. if( --(sce->val4) >= 0 ) {
  13237. clif_emotion(bl, ET_CRY);
  13238. sc_timer_next(3000 + tick);
  13239. return 0;
  13240. }
  13241. break;
  13242. case SC_STOMACHACHE:
  13243. if( --(sce->val4) >= 0 ) {
  13244. status_charge(bl,0,sce->val2); // Reduce 8 every 10 seconds.
  13245. if( sd && !pc_issit(sd) ) { // Force to sit every 10 seconds.
  13246. pc_setsit(sd);
  13247. skill_sit(sd, true);
  13248. clif_sitting(*bl);
  13249. }
  13250. sc_timer_next(10000 + tick);
  13251. return 0;
  13252. }
  13253. break;
  13254. case SC_LEADERSHIP:
  13255. case SC_GLORYWOUNDS:
  13256. case SC_SOULCOLD:
  13257. case SC_HAWKEYES:
  13258. // They only end by status_change_end
  13259. sc_timer_next(600000 + tick);
  13260. return 0;
  13261. case SC_MEIKYOUSISUI:
  13262. if( --(sce->val4) >= 0 ) {
  13263. status_heal(bl, status->max_hp * sce->val2 / 100, status->max_sp * sce->val3 / 100, 0);
  13264. sc_timer_next(1000 + tick);
  13265. return 0;
  13266. }
  13267. break;
  13268. case SC_KAGEMUSYA:
  13269. if( --(sce->val4) >= 0 ) {
  13270. if(!status_charge(bl, 0, 1)) break;
  13271. sc_timer_next(1000+tick);
  13272. return 0;
  13273. }
  13274. break;
  13275. case SC_ANGRIFFS_MODUS:
  13276. if(--(sce->val4) >= 0) { // Drain hp/sp
  13277. if( !status_charge(bl,100,20) ) break;
  13278. sc_timer_next(1000+tick);
  13279. return 0;
  13280. }
  13281. break;
  13282. case SC_CBC:
  13283. if(--(sce->val4) >= 0) { // Drain hp/sp
  13284. int hp=0;
  13285. int sp = (status->max_sp * sce->val3) / 100;
  13286. if(bl->type == BL_MOB) hp = sp*10;
  13287. if( !status_charge(bl,hp,sp) )break;
  13288. sc_timer_next(1000+tick);
  13289. return 0;
  13290. }
  13291. break;
  13292. case SC_FULL_THROTTLE:
  13293. if( --(sce->val4) >= 0 ) {
  13294. status_percent_damage(bl, bl, 0, sce->val2, false);
  13295. sc_timer_next(1000 + tick);
  13296. return 0;
  13297. }
  13298. break;
  13299. case SC_REBOUND:
  13300. if( --(sce->val4) >= 0 ) {
  13301. clif_emotion(bl, ET_SWEAT);
  13302. sc_timer_next(2000 + tick);
  13303. return 0;
  13304. }
  13305. break;
  13306. case SC_KINGS_GRACE:
  13307. if( --(sce->val4) >= 0 ) {
  13308. status_percent_heal(bl, sce->val2, 0);
  13309. sc_timer_next(1000 + tick);
  13310. return 0;
  13311. }
  13312. break;
  13313. case SC_FRIGG_SONG:
  13314. if( --(sce->val4) >= 0 ) {
  13315. status_heal(bl, sce->val3, 0, 0);
  13316. sc_timer_next(1000 + tick);
  13317. return 0;
  13318. }
  13319. break;
  13320. case SC_C_MARKER:
  13321. if( --(sce->val4) >= 0 ) {
  13322. TBL_PC *caster = map_id2sd(sce->val2);
  13323. if (!caster || caster->bl.m != bl->m) //End the SC if caster isn't in same map
  13324. break;
  13325. sc_timer_next(1000 + tick);
  13326. clif_crimson_marker( *caster, *bl, false );
  13327. return 0;
  13328. }
  13329. break;
  13330. case SC_STEALTHFIELD_MASTER:
  13331. if (--(sce->val4) >= 0) {
  13332. if (!status_charge(bl, 0, status->max_sp * 3 / 100))
  13333. break;
  13334. sc_timer_next(sce->val3 + tick);
  13335. return 0;
  13336. }
  13337. break;
  13338. case SC_VACUUM_EXTREME:
  13339. if (sce->val4 > 0) {
  13340. // Only slide targets to center if they are standing still
  13341. if (unit_bl2ud(bl)->walktimer == INVALID_TIMER) {
  13342. uint16 x = sce->val3 >> 16, y = sce->val3 & 0xFFFF;
  13343. 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)) {
  13344. clif_slide(*bl, x, y);
  13345. clif_fixpos( *bl );
  13346. }
  13347. }
  13348. sc_timer_next(tick + sce->val4);
  13349. sce->val4 = 0;
  13350. }
  13351. break;
  13352. case SC_FIRE_INSIGNIA:
  13353. if (--(sce->val4) >= 0) {
  13354. if (status->def_ele == ELE_FIRE)
  13355. status_heal(bl, status->max_hp / 100, 0, 1);
  13356. else if (status->def_ele == ELE_EARTH)
  13357. status_zap(bl, status->max_hp / 100, 0);
  13358. sc_timer_next(5000 + tick);
  13359. return 0;
  13360. }
  13361. break;
  13362. case SC_WATER_INSIGNIA:
  13363. if (--(sce->val4) >= 0) {
  13364. if (status->def_ele == ELE_WATER)
  13365. status_heal(bl, status->max_hp / 100, 0, 1);
  13366. else if (status->def_ele == ELE_FIRE)
  13367. status_zap(bl, status->max_hp / 100, 0);
  13368. sc_timer_next(5000 + tick);
  13369. return 0;
  13370. }
  13371. break;
  13372. case SC_WIND_INSIGNIA:
  13373. if (--(sce->val4) >= 0) {
  13374. if (status->def_ele == ELE_WIND)
  13375. status_heal(bl, status->max_hp / 100, 0, 1);
  13376. else if (status->def_ele == ELE_WATER)
  13377. status_zap(bl, status->max_hp / 100, 0);
  13378. sc_timer_next(5000 + tick);
  13379. return 0;
  13380. }
  13381. break;
  13382. case SC_EARTH_INSIGNIA:
  13383. if (--(sce->val4) >= 0) {
  13384. if (status->def_ele == ELE_EARTH)
  13385. status_heal(bl, status->max_hp / 100, 0, 1);
  13386. else if (status->def_ele == ELE_WIND)
  13387. status_zap(bl, status->max_hp / 100, 0);
  13388. sc_timer_next(5000 + tick);
  13389. return 0;
  13390. }
  13391. break;
  13392. case SC_BITESCAR:
  13393. if (--(sce->val4) >= 0) {
  13394. status_percent_damage(bl, bl, -(sce->val2), 0, 0);
  13395. sc_timer_next(1000 + tick);
  13396. return 0;
  13397. }
  13398. break;
  13399. case SC_FRESHSHRIMP:
  13400. if (--(sce->val4) >= 0) {
  13401. status_heal(bl, sce->val2, 0, 0);
  13402. sc_timer_next((10000 - ((sce->val1 - 1) * 1000)) + tick);
  13403. return 0;
  13404. }
  13405. break;
  13406. case SC_DORAM_BUF_01:
  13407. if( sd && --(sce->val4) >= 0 ) {
  13408. if( status->hp < status->max_hp )
  13409. status_heal(bl, 10, 0, 2);
  13410. sc_timer_next(10000 + tick);
  13411. return 0;
  13412. }
  13413. break;
  13414. case SC_DORAM_BUF_02:
  13415. if( sd && --(sce->val4) >= 0 ) {
  13416. if( status->sp < status->max_sp )
  13417. status_heal(bl, 0, 5, 2);
  13418. sc_timer_next(10000 + tick);
  13419. return 0;
  13420. }
  13421. break;
  13422. case SC_NEWMOON:
  13423. if (--(sce->val4) >= 0) {
  13424. if (!status_charge(bl, 0, 1))
  13425. break;
  13426. sc_timer_next(1000 + tick);
  13427. return 0;
  13428. }
  13429. break;
  13430. case SC_CREATINGSTAR:
  13431. if (--(sce->val4) >= 0) { // Needed to check who the caster is and what AoE is giving the status.
  13432. struct block_list *star_caster = map_id2bl(sce->val2);
  13433. struct skill_unit *star_aoe = (struct skill_unit *)map_id2bl(sce->val3);
  13434. if (star_caster == nullptr || status_isdead(*star_caster) || star_caster->m != bl->m || star_aoe == nullptr)
  13435. break;
  13436. sc_timer_next(500 + tick);
  13437. // Attack after timer to prevent errors
  13438. skill_attack(BF_WEAPON, star_caster, &star_aoe->bl, bl, SJ_BOOKOFCREATINGSTAR, sce->val1, tick, 0);
  13439. return 0;
  13440. }
  13441. break;
  13442. case SC_SOULUNITY:
  13443. if (--(sce->val4) >= 0) { // Needed to check the caster's location for the range check.
  13444. struct block_list *unity_src = map_id2bl(sce->val2);
  13445. if (!unity_src || status_isdead(*unity_src) || unity_src->m != bl->m || !check_distance_bl(bl, unity_src, 11))
  13446. break;
  13447. status_heal(bl, 150 * sce->val1, 0, 2);
  13448. sc_timer_next(3000 + tick);
  13449. return 0;
  13450. }
  13451. break;
  13452. case SC_SOULCOLLECT:
  13453. pc_addsoulball(sd, sce->val2);
  13454. if (sd->soulball < sce->val2) {
  13455. sc_timer_next(sce->val3 + tick);
  13456. return 0;
  13457. }
  13458. break;
  13459. case SC_HELPANGEL:
  13460. if (--(sce->val4) >= 0) {
  13461. status_heal(bl, 1000, 350, 0); // Heal amount not displayed
  13462. sc_timer_next(1000 + tick);
  13463. return 0;
  13464. }
  13465. break;
  13466. case SC_BURNT:
  13467. if( --(sce->val4) >= 0 ) {
  13468. int damage = 2000;
  13469. if( damage >= status->hp )
  13470. damage = status->hp - 1;
  13471. map_freeblock_lock();
  13472. status_zap(bl,damage,0);
  13473. if( sc->getSCE(type) ) {
  13474. sc_timer_next(1000 + tick);
  13475. }
  13476. map_freeblock_unlock();
  13477. return 0;
  13478. }
  13479. break;
  13480. case SC_MEDIALE:
  13481. if (--(sce->val4) >= 0) {
  13482. clif_specialeffect(bl, 1808, AREA);
  13483. skill_castend_nodamage_id(bl, bl, CD_MEDIALE_VOTUM, sce->val1, tick, 1);
  13484. sc_timer_next(2000 + tick);
  13485. return 0;
  13486. }
  13487. break;
  13488. case SC_DANCING_KNIFE:
  13489. if (--(sce->val4) >= 0) {
  13490. skill_castend_nodamage_id(bl, bl, SHC_DANCING_KNIFE, sce->val1, tick, 1);
  13491. sc_timer_next(300 + tick);
  13492. return 0;
  13493. }
  13494. break;
  13495. case SC_A_MACHINE:
  13496. if (--(sce->val4) >= 0) {
  13497. skill_castend_nodamage_id(bl, bl, MT_A_MACHINE, sce->val1, tick, 1);
  13498. sc_timer_next(1000 + tick);
  13499. return 0;
  13500. }
  13501. break;
  13502. case SC_SERVANTWEAPON:
  13503. if (sce->val4 >= 0) {
  13504. if( sd && sd->servantball < MAX_SERVANTBALL ){
  13505. pc_addservantball( *sd, MAX_SERVANTBALL );
  13506. }
  13507. interval = max(500, skill_get_time2(DK_SERVANTWEAPON, sce->val1));
  13508. map_freeblock_lock();
  13509. dounlock = true;
  13510. }
  13511. break;
  13512. case SC_ABYSSFORCEWEAPON:
  13513. if (sce->val4 >= 0) {
  13514. if( sd && sd->abyssball < MAX_ABYSSBALL ){
  13515. pc_addabyssball( *sd );
  13516. }
  13517. interval = max(500, skill_get_time2(ABC_FROM_THE_ABYSS, sce->val1));
  13518. map_freeblock_lock();
  13519. dounlock = true;
  13520. }
  13521. break;
  13522. case SC_KILLING_AURA:
  13523. if (sce->val4 >= 0)
  13524. skill_castend_damage_id( bl, bl, NPC_KILLING_AURA, sce->val1, tick, 0 );
  13525. break;
  13526. case SC_INTENSIVE_AIM:
  13527. if (!sc || !sc->getSCE(SC_INTENSIVE_AIM_COUNT))
  13528. sce->val4 = 0;
  13529. if (sce->val4 < 10) {
  13530. sce->val4++;
  13531. sc_start(bl, bl, SC_INTENSIVE_AIM_COUNT, 100, sce->val4, INFINITE_TICK);
  13532. }
  13533. sc_timer_next(500 + tick);
  13534. return 0;
  13535. }
  13536. // If status has an interval and there is at least 100ms remaining time, wait for next interval
  13537. if(interval > 0 && sc->getSCE(type) && sce->val4 >= 100) {
  13538. sc_timer_next(min(sce->val4,interval)+tick);
  13539. sce->val4 -= interval;
  13540. if (dounlock)
  13541. map_freeblock_unlock();
  13542. return 0;
  13543. }
  13544. if (dounlock)
  13545. map_freeblock_unlock();
  13546. // Default for all non-handled control paths is to end the status
  13547. return status_change_end( bl,type,tid );
  13548. }
  13549. /**
  13550. * For each iteration of repetitive status
  13551. * @param bl: Object [PC|MOB|HOM|MER|ELEM]
  13552. * @param ap: va_list arguments (src, sce, type, tick)
  13553. */
  13554. int status_change_timer_sub(struct block_list* bl, va_list ap)
  13555. {
  13556. status_change* tsc;
  13557. struct block_list* src = va_arg(ap,struct block_list*);
  13558. struct status_change_entry* sce = va_arg(ap,struct status_change_entry*);
  13559. enum sc_type type = (sc_type)va_arg(ap,int); // gcc: enum args get promoted to int
  13560. t_tick tick = va_arg(ap,t_tick);
  13561. if (status_isdead(*bl))
  13562. return 0;
  13563. tsc = status_get_sc(bl);
  13564. switch( type ) {
  13565. case SC_SIGHT: // Reveal hidden ennemy on 3*3 range
  13566. case SC_CONCENTRATE:
  13567. status_change_end(bl, SC_HIDING);
  13568. status_change_end(bl, SC_CLOAKING);
  13569. status_change_end(bl, SC_CLOAKINGEXCEED);
  13570. status_change_end(bl, SC_CAMOUFLAGE);
  13571. status_change_end(bl, SC_NEWMOON);
  13572. if (tsc && tsc->getSCE(SC__SHADOWFORM) && (sce && sce->val4 > 0 && sce->val4%2000 == 0) && // For every 2 seconds do the checking
  13573. rnd()%100 < 100 - tsc->getSCE(SC__SHADOWFORM)->val1 * 10) // [100 - (Skill Level x 10)] %
  13574. status_change_end(bl, SC__SHADOWFORM);
  13575. break;
  13576. case SC_RUWACH: // Reveal hidden target and deal little dammages if enemy
  13577. if (tsc && (tsc->getSCE(SC_HIDING) || tsc->getSCE(SC_CLOAKING) ||
  13578. tsc->getSCE(SC_CAMOUFLAGE) || tsc->getSCE(SC_NEWMOON) || tsc->getSCE(SC_CLOAKINGEXCEED))) {
  13579. status_change_end(bl, SC_HIDING);
  13580. status_change_end(bl, SC_CLOAKING);
  13581. status_change_end(bl, SC_CAMOUFLAGE);
  13582. status_change_end(bl, SC_CLOAKINGEXCEED);
  13583. status_change_end(bl, SC_NEWMOON);
  13584. if(battle_check_target( src, bl, BCT_ENEMY ) > 0)
  13585. skill_attack(BF_MAGIC,src,src,bl,AL_RUWACH,1,tick,0);
  13586. }
  13587. if (tsc && tsc->getSCE(SC__SHADOWFORM) && (sce && sce->val4 > 0 && sce->val4%2000 == 0) && // For every 2 seconds do the checking
  13588. rnd()%100 < 100 - tsc->getSCE(SC__SHADOWFORM)->val1 * 10 ) { // [100 - (Skill Level x 10)] %
  13589. status_change_end(bl, SC__SHADOWFORM);
  13590. if (battle_check_target(src, bl, BCT_ENEMY) > 0)
  13591. skill_attack(BF_MAGIC, src, src, bl, status_db.getSkill(type), 1, tick, 0);
  13592. }
  13593. break;
  13594. case SC_SIGHTBLASTER:
  13595. if (battle_check_target( src, bl, BCT_ENEMY ) > 0 &&
  13596. status_check_skilluse(src, bl, WZ_SIGHTBLASTER, 2))
  13597. {
  13598. if (sce) {
  13599. struct skill_unit *su = nullptr;
  13600. if(bl->type == BL_SKILL)
  13601. su = (struct skill_unit *)bl;
  13602. if (skill_attack(BF_MAGIC,src,src,bl,WZ_SIGHTBLASTER,sce->val1,tick,0x1000000)
  13603. && (!su || !su->group || !skill_get_inf2(su->group->skill_id, INF2_ISTRAP))) { // The hit is not counted if it's against a trap
  13604. sce->val2 = 0; // This signals it to end.
  13605. } else if((bl->type&BL_SKILL) && sce->val4%2 == 0) {
  13606. //Remove trap immunity temporarily so it triggers if you still stand on it
  13607. sce->val4++;
  13608. }
  13609. }
  13610. }
  13611. break;
  13612. case SC_CLOSECONFINE:
  13613. // Lock char has released the hold on everyone...
  13614. if (tsc && tsc->getSCE(SC_CLOSECONFINE2) && tsc->getSCE(SC_CLOSECONFINE2)->val2 == src->id) {
  13615. tsc->getSCE(SC_CLOSECONFINE2)->val2 = 0;
  13616. status_change_end(bl, SC_CLOSECONFINE2);
  13617. }
  13618. break;
  13619. case SC_CURSEDCIRCLE_TARGET:
  13620. if( tsc && tsc->getSCE(SC_CURSEDCIRCLE_TARGET) && tsc->getSCE(SC_CURSEDCIRCLE_TARGET)->val2 == src->id ) {
  13621. clif_bladestop(bl, tsc->getSCE(SC_CURSEDCIRCLE_TARGET)->val2, 0);
  13622. status_change_end(bl, type);
  13623. }
  13624. break;
  13625. }
  13626. return 0;
  13627. }
  13628. /**
  13629. * Clears buffs/debuffs on an object
  13630. * @param bl: Object to clear [PC|MOB|HOM|MER|ELEM]
  13631. * @param type: Type to remove
  13632. * SCCB_BUFFS: Clear Buffs
  13633. * SCCB_DEBUFFS: Clear Debuffs
  13634. * SCCB_REFRESH: Clear specific debuffs through RK_REFRESH
  13635. * SCCB_CHEM_PROTECT: Clear AM_CP_ARMOR/HELM/SHIELD/WEAPON
  13636. * SCCB_LUXANIMA: Bonus Script removed through RK_LUXANIMA
  13637. */
  13638. void status_change_clear_buffs(struct block_list* bl, uint8 type)
  13639. {
  13640. status_change *sc= status_get_sc(bl);
  13641. if (!sc || !sc->count)
  13642. return;
  13643. //Clears buffs with specified flag and type
  13644. for (const auto &it : status_db) {
  13645. sc_type status = static_cast<sc_type>(it.first);
  13646. const std::bitset<SCF_MAX>& flag = it.second->flag;
  13647. bool end = false;
  13648. if (!sc->getSCE(status))
  13649. continue;
  13650. // Skip status with SCF_NOCLEARBUFF, no matter what
  13651. if (flag[SCF_NOCLEARBUFF])
  13652. continue;
  13653. // &SCCB_LUXANIMA : Cleared by RK_LUXANIMA and has the SCF_REMOVEONLUXANIMA flag
  13654. if ((type & SCCB_LUXANIMA) && flag[SCF_REMOVEONLUXANIMA])
  13655. end = true;
  13656. // &SCCB_CHEM_PROTECT : Clears AM_CP_ARMOR/HELP/SHIELD/WEAPON
  13657. else if ((type & SCCB_CHEM_PROTECT) && flag[SCF_REMOVECHEMICALPROTECT])
  13658. end = true;
  13659. // &SCCB_REFRESH : Cleared by RK_REFRESH and has the SCF_REMOVEONREFRESH flag
  13660. else if ((type & SCCB_REFRESH) && flag[SCF_REMOVEONREFRESH])
  13661. end = true;
  13662. // &SCCB_DEBUFFS : Clears debuffs
  13663. else if ((type & SCCB_DEBUFFS) && flag[SCF_DEBUFF])
  13664. end = true;
  13665. // &SCCB_BUFFS : Clears buffs - skip if it is a debuff
  13666. else if ((type & SCCB_BUFFS) && !flag[SCF_DEBUFF])
  13667. end = true;
  13668. // &SCCB_HERMODE : Cleared by CG_HERMODE and has the SCF_REMOVEONHERMODE flag
  13669. else if ((type & SCCB_HERMODE) && flag[SCF_REMOVEONHERMODE])
  13670. end = true;
  13671. if (status == SC_SATURDAYNIGHTFEVER || status == SC_BERSERK) // Mark to not lose HP
  13672. sc->getSCE(status)->val2 = 0;
  13673. if(end)
  13674. status_change_end(bl, status);
  13675. }
  13676. //Removes bonus_script
  13677. if (bl->type == BL_PC) {
  13678. uint32 i = 0;
  13679. if (type&SCCB_BUFFS) i |= BSF_REM_BUFF;
  13680. if (type&SCCB_DEBUFFS) i |= BSF_REM_DEBUFF;
  13681. if (type&SCCB_REFRESH) i |= BSF_REM_ON_REFRESH;
  13682. if (type&SCCB_LUXANIMA) i |= BSF_REM_ON_LUXANIMA;
  13683. pc_bonus_script_clear(BL_CAST(BL_PC,bl),i);
  13684. }
  13685. // Cleaning all extras vars
  13686. sc->comet_x = 0;
  13687. sc->comet_y = 0;
  13688. #ifndef RENEWAL
  13689. sc->sg_counter = 0;
  13690. #endif
  13691. return;
  13692. }
  13693. /**
  13694. * Infect a user with status effects (SC_DEADLYINFECT)
  13695. * @param src: Object initiating change on bl [PC|MOB|HOM|MER|ELEM]
  13696. * @param bl: Object to change
  13697. * @return 1: Success 0: Fail
  13698. */
  13699. int status_change_spread(block_list *src, block_list *bl)
  13700. {
  13701. if (src == nullptr || bl == nullptr)
  13702. return 0;
  13703. // Status Immunity resistance
  13704. if (status_bl_has_mode(src, MD_STATUSIMMUNE) || status_bl_has_mode(bl, MD_STATUSIMMUNE))
  13705. return 0;
  13706. status_change *sc = status_get_sc(src);
  13707. if (sc == nullptr || sc->count == 0)
  13708. return 0;
  13709. bool hasSpread = false;
  13710. t_tick tick = gettick(), sc_tick;
  13711. for (const auto &it : status_db) {
  13712. sc_type type = static_cast<sc_type>(it.first);
  13713. const TimerData *timer;
  13714. if (sc->getSCE(type) && it.second->flag[SCF_SPREADEFFECT]) {
  13715. if (sc->getSCE(type)->timer != INVALID_TIMER) {
  13716. timer = get_timer(sc->getSCE(type)->timer);
  13717. if (timer == nullptr || timer->func != status_change_timer || DIFF_TICK(timer->tick, tick) < 0)
  13718. continue;
  13719. int32 val4 = sc->getSCE(type)->val4;
  13720. sc_tick = DIFF_TICK(timer->tick, tick) + (val4 > 0 ? val4 : 0);
  13721. } else
  13722. sc_tick = INFINITE_TICK;
  13723. 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);
  13724. if (!hasSpread)
  13725. hasSpread = true;
  13726. }
  13727. }
  13728. return hasSpread;
  13729. }
  13730. /**
  13731. * Applying natural heal bonuses (sit, skill, homun, etc...)
  13732. * TODO: the va_list doesn't seem to be used, safe to remove?
  13733. * @param bl: Object applying bonuses to [PC|HOM|MER|ELEM]
  13734. * @param args: va_list arguments
  13735. * @return which regeneration bonuses have been applied (flag)
  13736. */
  13737. static t_tick natural_heal_prev_tick,natural_heal_diff_tick;
  13738. static int status_natural_heal(struct block_list* bl, va_list args)
  13739. {
  13740. struct regen_data *regen;
  13741. status_change *sc;
  13742. struct unit_data *ud;
  13743. struct view_data *vd = nullptr;
  13744. struct regen_data_sub *sregen;
  13745. map_session_data *sd;
  13746. int rate, multi = 1, flag;
  13747. regen = status_get_regen_data(bl);
  13748. if (!regen)
  13749. return 0;
  13750. status_data* status = status_get_status_data(*bl);
  13751. sc = status_get_sc(bl);
  13752. if (sc && !sc->count)
  13753. sc = nullptr;
  13754. sd = BL_CAST(BL_PC,bl);
  13755. flag = regen->flag;
  13756. if (flag&RGN_HP && (regen->state.block&1))
  13757. flag &= ~(RGN_HP|RGN_SHP);
  13758. if (flag&RGN_SP && (regen->state.block&2))
  13759. flag &= ~(RGN_SP|RGN_SSP);
  13760. // Only skill-based regen is disabled at max HP/SP
  13761. if (flag&RGN_SHP && (status->hp >= status->max_hp))
  13762. flag &= ~RGN_SHP;
  13763. if (flag&RGN_SSP && (status->sp >= status->max_sp))
  13764. flag &= ~RGN_SSP;
  13765. if (flag && (
  13766. status_isdead(*bl) ||
  13767. (sc && (sc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || sc->getSCE(SC__INVISIBILITY)))
  13768. ))
  13769. flag = RGN_NONE;
  13770. if (sd) {
  13771. if (sd->hp_loss.value || sd->sp_loss.value)
  13772. pc_bleeding(sd, natural_heal_diff_tick);
  13773. if (sd->hp_regen.value || sd->sp_regen.value || sd->percent_hp_regen.value || sd->percent_sp_regen.value)
  13774. pc_regen(sd, natural_heal_diff_tick);
  13775. }
  13776. if(flag&(RGN_SHP|RGN_SSP) && regen->ssregen &&
  13777. (vd = status_get_viewdata(bl)) && vd->dead_sit == 2)
  13778. { // Apply sitting regen bonus.
  13779. sregen = regen->ssregen;
  13780. if(flag&(RGN_SHP)) { // Sitting HP regen
  13781. rate = (int)(natural_heal_diff_tick * (sregen->rate.hp / 100.));
  13782. if (regen->state.overweight)
  13783. rate /= 2; // Half as fast when overweight.
  13784. sregen->tick.hp += rate;
  13785. while(sregen->tick.hp >= (unsigned int)battle_config.natural_heal_skill_interval) {
  13786. sregen->tick.hp -= battle_config.natural_heal_skill_interval;
  13787. if(status_heal(bl, sregen->hp, 0, 3) < sregen->hp) { // Full
  13788. flag &= ~RGN_SHP;
  13789. break;
  13790. }
  13791. }
  13792. }
  13793. if(flag&(RGN_SSP)) { // Sitting SP regen
  13794. rate = (int)(natural_heal_diff_tick * (sregen->rate.sp / 100.));
  13795. if (regen->state.overweight)
  13796. rate /= 2; // Half as fast when overweight.
  13797. sregen->tick.sp += rate;
  13798. while(sregen->tick.sp >= (unsigned int)battle_config.natural_heal_skill_interval) {
  13799. sregen->tick.sp -= battle_config.natural_heal_skill_interval;
  13800. if(status_heal(bl, 0, sregen->sp, 3) < sregen->sp) { // Full
  13801. flag &= ~RGN_SSP;
  13802. break;
  13803. }
  13804. }
  13805. }
  13806. }
  13807. if (flag && regen->state.overweight)
  13808. flag = RGN_NONE;
  13809. ud = unit_bl2ud(bl);
  13810. if (ud && ud->walktimer != INVALID_TIMER) {
  13811. flag &= ~(RGN_SHP|RGN_SSP);
  13812. //Mercenaries recover HP even while walking
  13813. if(bl->type != BL_MER && !regen->state.walk)
  13814. flag &= ~RGN_HP;
  13815. //Homunculus don't recover SP while walking
  13816. if (bl->type == BL_HOM && !regen->state.walk)
  13817. flag &= ~RGN_SP;
  13818. }
  13819. if (flag&(RGN_HP|RGN_SP)) {
  13820. if(!vd)
  13821. vd = status_get_viewdata(bl);
  13822. if(vd && vd->dead_sit == 2)
  13823. multi += 1; //This causes the interval to be halved
  13824. if(regen->state.gc)
  13825. multi += 1; //This causes the interval to be halved
  13826. }
  13827. // Natural Hp regen
  13828. if (flag&RGN_HP) {
  13829. // Interval to next recovery tick
  13830. rate = (int)(battle_config.natural_healhp_interval / (regen->rate.hp/100. * multi));
  13831. // Half recovery while moving only applies to players with certain traits
  13832. if (sd && ud && ud->walktimer != INVALID_TIMER)
  13833. rate *= 2;
  13834. // Homun HP regen fix (2 seconds instead of 6 seconds)
  13835. if(bl->type == BL_HOM)
  13836. rate /= 3;
  13837. // Mercenary HP regen fix (8 seconds instead of 6 seconds)
  13838. if (bl->type == BL_MER)
  13839. rate = (rate * 4) / 3;
  13840. // Our timer system isn't 100% accurate so make sure we use the closest interval
  13841. rate -= NATURAL_HEAL_INTERVAL / 2;
  13842. if(regen->tick.hp + rate <= natural_heal_prev_tick) {
  13843. regen->tick.hp = natural_heal_prev_tick;
  13844. if (status->hp >= status->max_hp)
  13845. flag &= ~(RGN_HP | RGN_SHP);
  13846. else if (status_heal(bl, regen->hp, 0, 1) < regen->hp)
  13847. flag &= ~RGN_SHP; // Full
  13848. }
  13849. }
  13850. else {
  13851. regen->tick.hp = natural_heal_prev_tick;
  13852. }
  13853. // Natural SP regen
  13854. if(flag&RGN_SP) {
  13855. // Interval to next recovery tick
  13856. rate = (int)(battle_config.natural_healsp_interval / (regen->rate.sp/100. * multi));
  13857. // Homun SP regen fix (4 seconds instead of 8 seconds)
  13858. if(bl->type==BL_HOM)
  13859. rate /= 2;
  13860. // Mercenary SP regen fix (6 seconds instead of 8 seconds)
  13861. if (bl->type == BL_MER)
  13862. rate = (rate * 3) / 4;
  13863. #ifdef RENEWAL
  13864. if (sd && (sd->class_&MAPID_UPPERMASK) == MAPID_MONK &&
  13865. sc && sc->getSCE(SC_EXPLOSIONSPIRITS) && (!sc->getSCE(SC_SPIRIT) || sc->getSCE(SC_SPIRIT)->val2 != SL_MONK))
  13866. rate *= 2; // Tick is doubled in Fury state
  13867. #endif
  13868. // Our timer system isn't 100% accurate so make sure we use the closest interval
  13869. rate -= NATURAL_HEAL_INTERVAL / 2;
  13870. if(regen->tick.sp + rate <= natural_heal_prev_tick) {
  13871. regen->tick.sp = natural_heal_prev_tick;
  13872. if (status->sp >= status->max_sp)
  13873. flag &= ~(RGN_SP | RGN_SSP);
  13874. else if (status_heal(bl, 0, regen->sp, 1) < regen->sp)
  13875. flag &= ~RGN_SSP; // Full
  13876. }
  13877. }
  13878. else {
  13879. regen->tick.sp = natural_heal_prev_tick;
  13880. }
  13881. if (!regen->sregen)
  13882. return flag;
  13883. // Skill regen
  13884. sregen = regen->sregen;
  13885. if(flag&RGN_SHP) { // Skill HP regen
  13886. sregen->tick.hp += (int)(natural_heal_diff_tick * (sregen->rate.hp / 100.));
  13887. while(sregen->tick.hp >= (unsigned int)battle_config.natural_heal_skill_interval) {
  13888. sregen->tick.hp -= battle_config.natural_heal_skill_interval;
  13889. if(status_heal(bl, sregen->hp, 0, 3) < sregen->hp)
  13890. break; // Full
  13891. }
  13892. }
  13893. if(flag&RGN_SSP) { // Skill SP regen
  13894. sregen->tick.sp += (int)(natural_heal_diff_tick * (sregen->rate.sp /100.));
  13895. while(sregen->tick.sp >= (unsigned int)battle_config.natural_heal_skill_interval) {
  13896. int val = sregen->sp;
  13897. if (sd && sd->state.doridori) {
  13898. val *= 2;
  13899. sd->state.doridori = 0;
  13900. if ((rate = pc_checkskill(sd,TK_SPTIME)))
  13901. sc_start(bl,bl,skill_get_sc(TK_SPTIME),
  13902. 100,rate,skill_get_time(TK_SPTIME, rate));
  13903. if (
  13904. (sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR &&
  13905. rnd()%10000 < battle_config.sg_angel_skill_ratio
  13906. ) { // Angel of the Sun/Moon/Star
  13907. clif_feel_hate_reset(sd);
  13908. pc_resethate(sd);
  13909. pc_resetfeel(sd);
  13910. }
  13911. }
  13912. sregen->tick.sp -= battle_config.natural_heal_skill_interval;
  13913. if(status_heal(bl, 0, val, 3) < val)
  13914. break; // Full
  13915. }
  13916. }
  13917. return flag;
  13918. }
  13919. /**
  13920. * Natural heal main timer
  13921. * @param tid: Timer ID
  13922. * @param tick: Current tick (time)
  13923. * @param id: Object ID to heal
  13924. * @param data: data pushed through timer function
  13925. * @return 0
  13926. */
  13927. static TIMER_FUNC(status_natural_heal_timer){
  13928. natural_heal_diff_tick = DIFF_TICK(tick,natural_heal_prev_tick);
  13929. natural_heal_prev_tick = tick;
  13930. map_foreachregen(status_natural_heal);
  13931. return 0;
  13932. }
  13933. /**
  13934. * Clears the lastEffect value from a target
  13935. * @param tid: Timer ID
  13936. * @param tick: Current tick (time)
  13937. * @param id: Object ID
  13938. * @param data: data pushed through timer function
  13939. * @return 0
  13940. */
  13941. TIMER_FUNC(status_clear_lastEffect_timer) {
  13942. block_list *bl = map_id2bl(id);
  13943. if (bl != nullptr) {
  13944. status_change *sc = status_get_sc(bl);
  13945. if (sc != nullptr) {
  13946. sc->lastEffect = SC_NONE;
  13947. sc->lastEffectTimer = INVALID_TIMER;
  13948. }
  13949. }
  13950. return 0;
  13951. }
  13952. /**
  13953. * Check if status is disabled on a map
  13954. * @param type: Status Change data
  13955. * @param mapIsVS: If the map is a map_flag_vs type
  13956. * @param mapisPVP: If the map is a PvP type
  13957. * @param mapIsGVG: If the map is a map_flag_gvg type
  13958. * @param mapIsBG: If the map is a Battleground type
  13959. * @param mapZone: Map Zone type
  13960. * @param mapIsTE: If the map us WOE TE
  13961. * @return True - SC disabled on map; False - SC not disabled on map/Invalid SC
  13962. */
  13963. static bool status_change_isDisabledOnMap_(sc_type type, bool mapIsVS, bool mapIsPVP, bool mapIsGVG, bool mapIsBG, unsigned int mapZone, bool mapIsTE)
  13964. {
  13965. if (!status_db.validateStatus(type))
  13966. return false;
  13967. if ((!mapIsVS && SCDisabled[type]&1) ||
  13968. (mapIsPVP && SCDisabled[type]&2) ||
  13969. (mapIsGVG && SCDisabled[type]&4) ||
  13970. (mapIsBG && SCDisabled[type]&8) ||
  13971. (mapIsTE && SCDisabled[type]&16) ||
  13972. (SCDisabled[type]&(mapZone)))
  13973. {
  13974. return true;
  13975. }
  13976. return false;
  13977. }
  13978. /**
  13979. * Clear a status if it is disabled on a map
  13980. * @param bl: Block list data
  13981. * @param sc: Status Change data
  13982. */
  13983. void status_change_clear_onChangeMap(struct block_list *bl, status_change *sc)
  13984. {
  13985. nullpo_retv(bl);
  13986. if (sc && sc->count) {
  13987. struct map_data *mapdata = map_getmapdata(bl->m);
  13988. bool mapIsVS = mapdata_flag_vs2(mapdata);
  13989. bool mapIsPVP = mapdata->getMapFlag(MF_PVP) != 0;
  13990. bool mapIsGVG = mapdata_flag_gvg2_no_te(mapdata);
  13991. bool mapIsBG = mapdata->getMapFlag(MF_BATTLEGROUND) != 0;
  13992. bool mapIsTE = mapdata_flag_gvg2_te(mapdata);
  13993. for (const auto &it : status_db) {
  13994. sc_type type = static_cast<sc_type>(it.first);
  13995. if (!sc->getSCE(type) || !SCDisabled[type])
  13996. continue;
  13997. if (status_change_isDisabledOnMap_(type, mapIsVS, mapIsPVP, mapIsGVG, mapIsBG, mapdata->zone, mapIsTE))
  13998. status_change_end(bl, type);
  13999. }
  14000. }
  14001. }
  14002. /**
  14003. * Read status_disabled.txt file
  14004. * @param str: Fields passed from sv_readdb
  14005. * @param columns: Columns passed from sv_readdb function call
  14006. * @param current: Current row being read into SCDisabled array
  14007. * @return True - Successfully stored, False - Invalid SC
  14008. */
  14009. static bool status_readdb_status_disabled( char **str, size_t columns, size_t current ){
  14010. int64 type = SC_NONE;
  14011. if (ISDIGIT(str[0][0]))
  14012. type = atoi(str[0]);
  14013. else {
  14014. if (!script_get_constant(str[0],&type))
  14015. type = SC_NONE;
  14016. }
  14017. if (type <= SC_NONE || type >= SC_MAX) {
  14018. ShowError("status_readdb_status_disabled: Invalid SC with type %s.\n", str[0]);
  14019. return false;
  14020. }
  14021. SCDisabled[type] = (unsigned int)atol(str[1]);
  14022. return true;
  14023. }
  14024. const std::string AttributeDatabase::getDefaultLocation() {
  14025. return std::string(db_path) + "/attr_fix.yml";
  14026. }
  14027. /**
  14028. * Reads and parses an entry from the attr_fix.
  14029. * @param node: YAML node containing the entry.
  14030. * @return count of successfully parsed rows
  14031. */
  14032. uint64 AttributeDatabase::parseBodyNode(const ryml::NodeRef& node) {
  14033. uint16 level;
  14034. if (!this->asUInt16(node, "Level", level))
  14035. return 0;
  14036. if (!CHK_ELEMENT_LEVEL(level)) {
  14037. this->invalidWarning(node["Level"], "Invalid element level %hu.\n", level);
  14038. return 0;
  14039. }
  14040. for (const auto &itatk : um_eleid2elename) {
  14041. if (!this->nodeExists(node, itatk.first))
  14042. continue;
  14043. const auto& eleNode = node[c4::to_csubstr(itatk.first)];
  14044. for (const auto &itdef : um_eleid2elename) {
  14045. if (!this->nodeExists(eleNode, itdef.first))
  14046. continue;
  14047. int16 val;
  14048. if (!this->asInt16(eleNode, itdef.first, val))
  14049. return 0;
  14050. if (val < -100) {
  14051. 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);
  14052. val = -100;
  14053. }
  14054. else if (val > 200) {
  14055. 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);
  14056. val = 200;
  14057. }
  14058. this->attr_fix_table[level-1][itatk.second][itdef.second] = val;
  14059. }
  14060. }
  14061. return 1;
  14062. }
  14063. AttributeDatabase elemental_attribute_db;
  14064. /**
  14065. * Get attribute ratio
  14066. * @param atk_ele Attack element enum e_element
  14067. * @param def_ele Defense element enum e_element
  14068. * @param level Element level 1 ~ MAX_ELE_LEVEL
  14069. */
  14070. int16 AttributeDatabase::getAttribute(uint16 level, uint16 atk_ele, uint16 def_ele) {
  14071. if (!CHK_ELEMENT(atk_ele) || !CHK_ELEMENT(def_ele) || !CHK_ELEMENT_LEVEL(level+1))
  14072. return 100;
  14073. return this->attr_fix_table[level][atk_ele][def_ele];
  14074. }
  14075. const std::string StatusDatabase::getDefaultLocation() {
  14076. return std::string(db_path) + "/status.yml";
  14077. }
  14078. /**
  14079. * Reads and parses an entry from status_db.
  14080. * @param node: YAML node containing the entry.
  14081. * @return count of successfully parsed rows
  14082. */
  14083. uint64 StatusDatabase::parseBodyNode(const ryml::NodeRef& node) {
  14084. std::string status_name;
  14085. if (!this->asString(node, "Status", status_name))
  14086. return 0;
  14087. std::string status_constant = "SC_" + status_name;
  14088. int64 constant;
  14089. if (!script_get_constant(status_constant.c_str(), &constant)) {
  14090. this->invalidWarning(node["Status"], "Invalid Status %s.\n", status_name.c_str());
  14091. return 0;
  14092. }
  14093. if (!this->validateStatus(static_cast<sc_type>(constant))) {
  14094. this->invalidWarning(node["Status"], "Status %s is out of bounds.\n", status_name.c_str());
  14095. return 0;
  14096. }
  14097. int status_id = static_cast<int32>(constant);
  14098. std::shared_ptr<s_status_change_db> status = this->find(status_id);
  14099. bool exists = status != nullptr;
  14100. if (!exists) {
  14101. status = std::make_shared<s_status_change_db>();
  14102. status->type = static_cast<sc_type>(status_id);
  14103. }
  14104. if (this->nodeExists(node, "Icon")) {
  14105. std::string icon_name;
  14106. if (!this->asString(node, "Icon", icon_name))
  14107. return 0;
  14108. int64 constant;
  14109. if (!script_get_constant(icon_name.c_str(), &constant)) {
  14110. this->invalidWarning(node["Icon"], "Icon %s is invalid, defaulting to EFST_BLANK.\n", icon_name.c_str());
  14111. constant = EFST_BLANK;
  14112. }
  14113. if (constant < EFST_BLANK || constant >= EFST_MAX) {
  14114. this->invalidWarning(node["Icon"], "Icon %s is out of bounds, defaulting to EFST_BLANK.\n", icon_name.c_str());
  14115. constant = EFST_BLANK;
  14116. }
  14117. status->icon = static_cast<efst_type>(constant);
  14118. } else {
  14119. if (!exists)
  14120. status->icon = EFST_BLANK;
  14121. }
  14122. if (this->nodeExists(node, "DurationLookup")) {
  14123. std::string skill_name;
  14124. if (!this->asString(node, "DurationLookup", skill_name))
  14125. return 0;
  14126. uint16 skill_id = skill_name2id(skill_name.c_str());
  14127. if (skill_id == 0)
  14128. this->invalidWarning(node["DurationLookup"], "DurationLookup skill %s is invalid, defaulting to none.\n", skill_name.c_str());
  14129. status->skill_id = skill_id;
  14130. } else {
  14131. if (!exists)
  14132. status->skill_id = 0;
  14133. }
  14134. if (this->nodeExists(node, "States")) {
  14135. const ryml::NodeRef& stateNode = node["States"];
  14136. for (const auto &it : stateNode) {
  14137. std::string state;
  14138. c4::from_chars(it.key(), &state);
  14139. std::string state_constant = "SCS_" + state;
  14140. int64 constant;
  14141. if (!script_get_constant(state_constant.c_str(), &constant)) {
  14142. this->invalidWarning(stateNode, "State %s is invalid.\n", state.c_str());
  14143. return 0;
  14144. }
  14145. if (constant < SCS_NONE || constant >= SCS_MAX) {
  14146. this->invalidWarning(stateNode, "State %s is out of bounds.\n", state.c_str());
  14147. return 0;
  14148. }
  14149. bool active;
  14150. if (!this->asBool(stateNode, state, active))
  14151. return 0;
  14152. if (active)
  14153. status->state.set(static_cast<e_scs_flag>(constant));
  14154. else
  14155. status->state.reset(static_cast<e_scs_flag>(constant));
  14156. }
  14157. } else {
  14158. if (!exists)
  14159. status->state.reset();
  14160. }
  14161. if (this->nodeExists(node, "CalcFlags")) {
  14162. const ryml::NodeRef& flagNode = node["CalcFlags"];
  14163. if (this->nodeExists(flagNode, "All")) {
  14164. bool active;
  14165. if (!this->asBool(flagNode, "All", active))
  14166. return 0;
  14167. if (active)
  14168. status->calc_flag = this->getSCB_ALL();
  14169. else
  14170. status->calc_flag.reset();
  14171. }
  14172. for (const auto &it : flagNode) {
  14173. std::string flag;
  14174. c4::from_chars(it.key(), &flag);
  14175. std::string flag_constant = "SCB_" + flag;
  14176. int64 constant;
  14177. // Skipped because processed above the loop
  14178. if (flag.compare("All") == 0)
  14179. continue;
  14180. if (!script_get_constant(flag_constant.c_str(), &constant)) {
  14181. this->invalidWarning(flagNode, "CalcFlag %s is invalid.\n", flag.c_str());
  14182. return 0;
  14183. }
  14184. if (constant < SCB_NONE || constant >= SCB_MAX) {
  14185. this->invalidWarning(flagNode, "CalcFlag %s is out of bounds.\n", flag.c_str());
  14186. return 0;
  14187. }
  14188. bool active;
  14189. if (!this->asBool(flagNode, flag, active))
  14190. return 0;
  14191. if (active)
  14192. status->calc_flag.set(static_cast<e_scb_flag>(constant));
  14193. else
  14194. status->calc_flag.reset(static_cast<e_scb_flag>(constant));
  14195. }
  14196. } else {
  14197. if (!exists)
  14198. status->calc_flag.reset();
  14199. }
  14200. if (this->nodeExists(node, "Opt1")) {
  14201. std::string opt;
  14202. if (!this->asString(node, "Opt1", opt))
  14203. return 0;
  14204. std::string opt_constant = "OPT1_" + opt;
  14205. int64 constant;
  14206. if (!script_get_constant(opt_constant.c_str(), &constant)) {
  14207. this->invalidWarning(node["Opt1"], "Opt1 %s is invalid.\n", opt.c_str());
  14208. return 0;
  14209. }
  14210. if (constant < OPT1_NONE || constant >= OPT1_MAX) {
  14211. this->invalidWarning(node["Opt1"], "Opt2 %s is out of bounds.\n", opt.c_str());
  14212. return 0;
  14213. }
  14214. status->opt1 = static_cast<e_sc_opt1>(constant);
  14215. } else {
  14216. if (!exists)
  14217. status->opt1 = OPT1_NONE;
  14218. }
  14219. if (this->nodeExists(node, "Opt2")) {
  14220. const ryml::NodeRef& optNode = node["Opt2"];
  14221. for (const auto &it : optNode) {
  14222. std::string opt;
  14223. c4::from_chars(it.key(), &opt);
  14224. std::string opt_constant = "OPT2_" + opt;
  14225. int64 constant;
  14226. if (!script_get_constant(opt_constant.c_str(), &constant)) {
  14227. this->invalidWarning(optNode, "Opt2 %s is invalid.\n", opt.c_str());
  14228. return 0;
  14229. }
  14230. if (constant < OPT2_NONE || constant >= OPT2_MAX) {
  14231. this->invalidWarning(optNode, "Opt2 %s is out of bounds.\n", opt.c_str());
  14232. return 0;
  14233. }
  14234. bool active;
  14235. if (!this->asBool(optNode, opt, active))
  14236. return 0;
  14237. if (active)
  14238. status->opt2 |= static_cast<e_sc_opt2>(constant);
  14239. else
  14240. status->opt2 &= ~static_cast<e_sc_opt2>(constant);
  14241. }
  14242. } else {
  14243. if (!exists)
  14244. status->opt2 = OPT2_NONE;
  14245. }
  14246. if (this->nodeExists(node, "Opt3")) {
  14247. const ryml::NodeRef& optNode = node["Opt3"];
  14248. for (const auto &it : optNode) {
  14249. std::string opt;
  14250. c4::from_chars(it.key(), &opt);
  14251. std::string opt_constant = "OPT3_" + opt;
  14252. int64 constant;
  14253. if (!script_get_constant(opt_constant.c_str(), &constant)) {
  14254. this->invalidWarning(optNode, "Opt3 %s is invalid.\n", opt.c_str());
  14255. return 0;
  14256. }
  14257. if (constant < OPT3_NORMAL || constant >= OPT3_MAX) {
  14258. this->invalidWarning(optNode, "Opt3 %s is out of bounds.\n", opt.c_str());
  14259. return 0;
  14260. }
  14261. bool active;
  14262. if (!this->asBool(optNode, opt, active))
  14263. return 0;
  14264. if (active)
  14265. status->opt3 |= static_cast<e_sc_opt3>(constant);
  14266. else
  14267. status->opt3 &= ~static_cast<e_sc_opt3>(constant);
  14268. }
  14269. } else {
  14270. if (!exists)
  14271. status->opt3 = OPT3_NORMAL;
  14272. }
  14273. if (this->nodeExists(node, "Options")) {
  14274. const ryml::NodeRef& optionNode = node["Options"];
  14275. for (const auto &it : optionNode) {
  14276. std::string option;
  14277. c4::from_chars(it.key(), &option);
  14278. std::string option_constant = "OPTION_" + option;
  14279. int64 constant;
  14280. if (!script_get_constant(option_constant.c_str(), &constant)) {
  14281. this->invalidWarning(optionNode, "Option %s is invalid.\n", option.c_str());
  14282. return 0;
  14283. }
  14284. if (constant < OPTION_NOTHING || constant >= OPTION_MAX) {
  14285. this->invalidWarning(optionNode, "Option %s is out of bounds.\n", option.c_str());
  14286. return 0;
  14287. }
  14288. bool active;
  14289. if (!this->asBool(optionNode, option, active))
  14290. return 0;
  14291. if (active)
  14292. status->look |= static_cast<e_option>(constant);
  14293. else
  14294. status->look &= ~static_cast<e_option>(constant);
  14295. }
  14296. } else {
  14297. if (!exists)
  14298. status->look = OPTION_NOTHING;
  14299. }
  14300. if (this->nodeExists(node, "Flags")) {
  14301. const ryml::NodeRef& flagNode = node["Flags"];
  14302. for (const auto &it : flagNode) {
  14303. std::string flag;
  14304. c4::from_chars(it.key(), &flag);
  14305. std::string flag_constant = "SCF_" + flag;
  14306. int64 constant;
  14307. if (!script_get_constant(flag_constant.c_str(), &constant)) {
  14308. this->invalidWarning(flagNode, "Flag %s is invalid.\n", flag.c_str());
  14309. return 0;
  14310. }
  14311. if (constant < SCF_NONE || constant >= SCF_MAX) {
  14312. this->invalidWarning(flagNode, "Flag %s is out of bounds.\n", flag.c_str());
  14313. return 0;
  14314. }
  14315. bool active;
  14316. if (!this->asBool(flagNode, flag, active))
  14317. return 0;
  14318. if (active)
  14319. status->flag.set(static_cast<e_status_change_flag>(constant));
  14320. else
  14321. status->flag.reset(static_cast<e_status_change_flag>(constant));
  14322. }
  14323. } else {
  14324. if (!exists)
  14325. status->flag.reset();
  14326. }
  14327. if (this->nodeExists(node, "MinRate")) {
  14328. uint16 rate;
  14329. if (!this->asUInt16(node, "MinRate", rate))
  14330. return 0;
  14331. status->min_rate = rate;
  14332. } else {
  14333. if (!exists)
  14334. status->min_rate = 0;
  14335. }
  14336. if (this->nodeExists(node, "MinDuration")) {
  14337. int64 duration;
  14338. if (!this->asInt64(node, "MinDuration", duration))
  14339. return 0;
  14340. status->min_duration = static_cast<t_tick>(duration);
  14341. } else {
  14342. if (!exists)
  14343. status->min_duration = 1;
  14344. }
  14345. if (this->nodeExists(node, "Fail")) {
  14346. const ryml::NodeRef& failNode = node["Fail"];
  14347. for (const auto &it : failNode) {
  14348. std::string fail;
  14349. c4::from_chars(it.key(), &fail);
  14350. std::string fail_constant = "SC_" + fail;
  14351. int64 constant;
  14352. if (!script_get_constant(fail_constant.c_str(), &constant)) {
  14353. this->invalidWarning(failNode, "Fail status %s is invalid.\n", fail.c_str());
  14354. return 0;
  14355. }
  14356. if (!this->validateStatus(static_cast<sc_type>(constant))) {
  14357. this->invalidWarning(failNode, "Fail status %s is out of bounds.\n", fail.c_str());
  14358. return 0;
  14359. }
  14360. bool active;
  14361. if (!this->asBool(failNode, fail, active))
  14362. return 0;
  14363. if (active)
  14364. status->fail.push_back(static_cast<sc_type>(constant));
  14365. else
  14366. util::vector_erase_if_exists(status->fail, static_cast<sc_type>(constant));
  14367. }
  14368. }
  14369. if (this->nodeExists(node, "EndOnStart")) {
  14370. const ryml::NodeRef& endNode = node["EndOnStart"];
  14371. for (const auto &it : endNode) {
  14372. std::string end;
  14373. c4::from_chars(it.key(), &end);
  14374. std::string end_constant = "SC_" + end;
  14375. int64 constant;
  14376. if (!script_get_constant(end_constant.c_str(), &constant)) {
  14377. this->invalidWarning(endNode, "EndOnStart status %s is invalid.\n", end.c_str());
  14378. return 0;
  14379. }
  14380. if (!this->validateStatus(static_cast<sc_type>(constant))) {
  14381. this->invalidWarning(endNode, "EndOnStart status %s is out of bounds.\n", end.c_str());
  14382. return 0;
  14383. }
  14384. bool active;
  14385. if (!this->asBool(endNode, end, active))
  14386. return 0;
  14387. if (active)
  14388. status->endonstart.push_back(static_cast<sc_type>(constant));
  14389. else
  14390. util::vector_erase_if_exists(status->endonstart, static_cast<sc_type>(constant));
  14391. }
  14392. }
  14393. if (this->nodeExists(node, "EndReturn")) {
  14394. const ryml::NodeRef &endNode = node["EndReturn"];
  14395. for (const auto &it : endNode) {
  14396. std::string end;
  14397. c4::from_chars(it.key(), &end);
  14398. std::string end_constant = "SC_" + end;
  14399. int64 constant;
  14400. if (!script_get_constant(end_constant.c_str(), &constant)) {
  14401. this->invalidWarning(endNode, "EndReturn status %s is invalid.\n", end.c_str());
  14402. return 0;
  14403. }
  14404. if (!this->validateStatus(static_cast<sc_type>(constant))) {
  14405. this->invalidWarning(endNode, "EndReturn status %s is out of bounds.\n", end.c_str());
  14406. return 0;
  14407. }
  14408. bool active;
  14409. if (!this->asBool(endNode, end, active))
  14410. return 0;
  14411. if (active)
  14412. status->endreturn.push_back(static_cast<sc_type>(constant));
  14413. else
  14414. util::vector_erase_if_exists(status->endreturn, static_cast<sc_type>(constant));
  14415. }
  14416. }
  14417. if (this->nodeExists(node, "EndOnEnd")) {
  14418. const ryml::NodeRef &endNode = node["EndOnEnd"];
  14419. for (const auto &it : endNode) {
  14420. std::string end;
  14421. c4::from_chars(it.key(), &end);
  14422. std::string end_constant = "SC_" + end;
  14423. int64 constant;
  14424. if (!script_get_constant(end_constant.c_str(), &constant)) {
  14425. this->invalidWarning(endNode, "EndOnEnd status %s is invalid.\n", end.c_str());
  14426. return 0;
  14427. }
  14428. if (!this->validateStatus(static_cast<sc_type>(constant))) {
  14429. this->invalidWarning(endNode, "EndOnEnd status %s is out of bounds.\n", end.c_str());
  14430. return 0;
  14431. }
  14432. bool active;
  14433. if (!this->asBool(endNode, end, active))
  14434. return 0;
  14435. if (active)
  14436. status->endonend.push_back(static_cast<sc_type>(constant));
  14437. else
  14438. util::vector_erase_if_exists(status->endonend, static_cast<sc_type>(constant));
  14439. }
  14440. }
  14441. if (!exists) {
  14442. this->put(status_id, status);
  14443. }
  14444. return 1;
  14445. }
  14446. void StatusDatabase::loadingFinished(){
  14447. std::fill( std::begin( this->StatusRelevantBLTypes ), std::end( this->StatusRelevantBLTypes ), BL_PC );
  14448. for( auto& entry : *this ){
  14449. auto& status = entry.second;
  14450. if (status->type == SC_HALLUCINATION && !battle_config.display_hallucination) // Disable Hallucination.
  14451. status->icon = EFST_BLANK;
  14452. if( status->icon == EFST_BLANK ){
  14453. continue;
  14454. }else if( status->flag[SCF_BLEFFECT] ){
  14455. this->StatusRelevantBLTypes[status->icon] |= BL_SCEFFECT;
  14456. }else{
  14457. this->StatusRelevantBLTypes[status->icon] = BL_PC;
  14458. }
  14459. }
  14460. TypesafeCachedYamlDatabase::loadingFinished();
  14461. }
  14462. StatusDatabase status_db;
  14463. /**
  14464. * Sets defaults in tables and starts read db functions
  14465. * sv_readdb reads the file, outputting the information line-by-line to
  14466. * previous functions above, separating information by delimiter
  14467. * DBs being read:
  14468. * attr_fix.yml: Attribute adjustment table for attacks
  14469. * size_fix.yml: Size adjustment table for weapons
  14470. * refine.yml: Refining data table
  14471. * @return 0
  14472. */
  14473. void status_readdb( bool reload ){
  14474. int i;
  14475. const char* dbsubpath[] = {
  14476. "",
  14477. "/" DBIMPORT,
  14478. //add other path here
  14479. };
  14480. // read databases
  14481. // path,filename,separator,mincol,maxcol,maxrow,func_parsor
  14482. for(i=0; i<ARRAYLENGTH(dbsubpath); i++){
  14483. size_t n1 = strlen(db_path)+strlen(dbsubpath[i])+1;
  14484. size_t n2 = strlen(db_path)+strlen(DBPATH)+strlen(dbsubpath[i])+1;
  14485. char* dbsubpath1 = (char*)aMalloc(n1+1);
  14486. char* dbsubpath2 = (char*)aMalloc(n2+1);
  14487. if(i==0) {
  14488. safesnprintf(dbsubpath1,n1,"%s%s",db_path,dbsubpath[i]);
  14489. safesnprintf(dbsubpath2,n2,"%s/%s%s",db_path,DBPATH,dbsubpath[i]);
  14490. }
  14491. else {
  14492. safesnprintf(dbsubpath1,n1,"%s%s",db_path,dbsubpath[i]);
  14493. safesnprintf(dbsubpath2,n1,"%s%s",db_path,dbsubpath[i]);
  14494. }
  14495. sv_readdb(dbsubpath1, "status_disabled.txt", ',', 2, 2, -1, &status_readdb_status_disabled, i > 0);
  14496. aFree(dbsubpath1);
  14497. aFree(dbsubpath2);
  14498. }
  14499. if( reload ){
  14500. size_fix_db.reload();
  14501. refine_db.reload();
  14502. status_db.reload();
  14503. enchantgrade_db.reload();
  14504. }else{
  14505. size_fix_db.load();
  14506. refine_db.load();
  14507. status_db.load();
  14508. enchantgrade_db.load();
  14509. }
  14510. elemental_attribute_db.load();
  14511. }
  14512. /**
  14513. * Status db init and destroy.
  14514. */
  14515. void do_init_status(void) {
  14516. memset(SCDisabled, 0, sizeof(SCDisabled));
  14517. add_timer_func_list(status_change_timer,"status_change_timer");
  14518. add_timer_func_list(status_natural_heal_timer,"status_natural_heal_timer");
  14519. add_timer_func_list(status_clear_lastEffect_timer, "status_clear_lastEffect_timer");
  14520. initDummyData();
  14521. status_readdb();
  14522. natural_heal_prev_tick = gettick();
  14523. sc_data_ers = ers_new(sizeof(struct status_change_entry),"status.cpp::sc_data_ers",ERS_OPT_NONE);
  14524. add_timer_interval(natural_heal_prev_tick + NATURAL_HEAL_INTERVAL, status_natural_heal_timer, 0, 0, NATURAL_HEAL_INTERVAL);
  14525. }
  14526. /** Destroy status data */
  14527. void do_final_status(void) {
  14528. ers_destroy(sc_data_ers);
  14529. enchantgrade_db.clear();
  14530. size_fix_db.clear();
  14531. refine_db.clear();
  14532. status_db.clear();
  14533. elemental_attribute_db.clear();
  14534. }