status.cpp 486 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. /**
  912. * Accessor for a status_change_entry in a status_change
  913. */
  914. status_change_entry * status_change::getSCE(enum sc_type type) {
  915. // TODO: bounds check
  916. if (type == lastStatus.first)
  917. return lastStatus.second;
  918. lastStatus = {type, data[type]};
  919. return lastStatus.second;
  920. }
  921. status_change_entry * status_change::getSCE(uint32 type) {
  922. return getSCE(static_cast<sc_type>(type));
  923. }
  924. status_change_entry * status_change::createSCE(enum sc_type type) {
  925. data[type] = ers_alloc(sc_data_ers, struct status_change_entry);
  926. lastStatus = {type, data[type]};
  927. return data[type];
  928. }
  929. /**
  930. * free the sce, then clear it
  931. */
  932. void status_change::deleteSCE(enum sc_type type) {
  933. ers_free(sc_data_ers, data[type]);
  934. data[type] = nullptr;
  935. lastStatus = {type, data[type]};
  936. }
  937. /**
  938. * For when we only want to clear the sce without freeing.
  939. */
  940. void status_change::clearSCE(enum sc_type type) {
  941. data[type] = nullptr;
  942. lastStatus = {type, data[type]};
  943. }
  944. /** Creates dummy status */
  945. static void initDummyData(void) {
  946. memset(&dummy_status, 0, sizeof(dummy_status));
  947. dummy_status.hp =
  948. dummy_status.max_hp =
  949. dummy_status.max_sp =
  950. dummy_status.str =
  951. dummy_status.agi =
  952. dummy_status.vit =
  953. dummy_status.int_ =
  954. dummy_status.dex =
  955. dummy_status.luk =
  956. dummy_status.hit = 1;
  957. dummy_status.speed = 2000;
  958. dummy_status.adelay = 4000;
  959. dummy_status.amotion = 2000;
  960. dummy_status.dmotion = 2000;
  961. dummy_status.ele_lv = 1; // Min elemental level.
  962. dummy_status.mode = MD_CANMOVE;
  963. }
  964. /**
  965. * For copying a status_data structure from b to a, without overwriting current Hp, Sp, and Ap.
  966. * @param a: Status data structure to copy from
  967. * @param b: Status data structure to copy to
  968. */
  969. static inline void status_cpy(struct status_data* a, const struct status_data* b)
  970. {
  971. memcpy((void*)&a->max_hp, (const void*)&b->max_hp, sizeof(struct status_data)-(sizeof(a->hp)+sizeof(a->sp)+sizeof(a->ap)));
  972. }
  973. /**
  974. * Sets HP to a given value
  975. * Will always succeed (overrides heal impediment statuses) but can't kill an object
  976. * @param bl: Object whose HP will be set [PC|MOB|HOM|MER|ELEM|NPC]
  977. * @param hp: What the HP is to be set as
  978. * @param flag: Used in case final value is higher than current
  979. * Use 2 to display healing effect
  980. * @return heal or zapped HP if valid
  981. */
  982. int status_set_hp(struct block_list *bl, unsigned int hp, int flag)
  983. {
  984. struct status_data *status;
  985. if (hp < 1)
  986. return 0;
  987. status = status_get_status_data(bl);
  988. if (status == &dummy_status)
  989. return 0;
  990. if (hp > status->max_hp)
  991. hp = status->max_hp;
  992. if (hp == status->hp)
  993. return 0;
  994. if (hp > status->hp)
  995. return status_heal(bl, hp - status->hp, 0, 1|flag);
  996. return status_zap(bl, status->hp - hp, 0);
  997. }
  998. /**
  999. * Sets Max HP to a given value
  1000. * @param bl: Object whose Max HP will be set [PC|MOB|HOM|MER|ELEM|NPC]
  1001. * @param maxhp: What the Max HP is to be set as
  1002. * @param flag: Used in case final value is higher than current
  1003. * Use 2 to display healing effect
  1004. * @return heal or zapped HP if valid
  1005. */
  1006. int status_set_maxhp(struct block_list *bl, unsigned int maxhp, int flag)
  1007. {
  1008. struct status_data *status;
  1009. int64 heal;
  1010. if (maxhp < 1)
  1011. return 0;
  1012. status = status_get_status_data(bl);
  1013. if (status == &dummy_status)
  1014. return 0;
  1015. if (maxhp == status->max_hp)
  1016. return 0;
  1017. heal = maxhp - status->max_hp;
  1018. status->max_hp = maxhp;
  1019. if (heal > 0)
  1020. status_heal(bl, heal, 0, 1|flag);
  1021. else
  1022. status_zap(bl, -heal, 0);
  1023. return maxhp;
  1024. }
  1025. /**
  1026. * Sets SP to a given value
  1027. * @param bl: Object whose SP will be set [PC|HOM|MER|ELEM]
  1028. * @param sp: What the SP is to be set as
  1029. * @param flag: Used in case final value is higher than current
  1030. * Use 2 to display healing effect
  1031. * @return heal or zapped SP if valid
  1032. */
  1033. int status_set_sp(struct block_list *bl, unsigned int sp, int flag)
  1034. {
  1035. struct status_data *status;
  1036. status = status_get_status_data(bl);
  1037. if (status == &dummy_status)
  1038. return 0;
  1039. if (sp > status->max_sp)
  1040. sp = status->max_sp;
  1041. if (sp == status->sp)
  1042. return 0;
  1043. if (sp > status->sp)
  1044. return status_heal(bl, 0, sp - status->sp, 1|flag);
  1045. return status_zap(bl, 0, status->sp - sp);
  1046. }
  1047. /**
  1048. * Sets Max SP to a given value
  1049. * @param bl: Object whose Max SP will be set [PC|HOM|MER|ELEM]
  1050. * @param maxsp: What the Max SP is to be set as
  1051. * @param flag: Used in case final value is higher than current
  1052. * Use 2 to display healing effect
  1053. * @return heal or zapped HP if valid
  1054. */
  1055. int status_set_maxsp(struct block_list *bl, unsigned int maxsp, int flag)
  1056. {
  1057. struct status_data *status;
  1058. if (maxsp < 1)
  1059. return 0;
  1060. status = status_get_status_data(bl);
  1061. if (status == &dummy_status)
  1062. return 0;
  1063. if (maxsp == status->max_sp)
  1064. return 0;
  1065. if (maxsp > status->max_sp)
  1066. status_heal(bl, maxsp - status->max_sp, 0, 1|flag);
  1067. else
  1068. status_zap(bl, status->max_sp - maxsp, 0);
  1069. status->max_sp = maxsp;
  1070. return maxsp;
  1071. }
  1072. /**
  1073. * Sets AP to a given value
  1074. * @param bl: Object whose AP will be set [PC|HOM|MER|ELEM]
  1075. * @param ap: What the AP is to be set as
  1076. * @param flag: Used in case final value is higher than current
  1077. * Use 2 to display healing effect
  1078. * @return heal or zapped AP if valid
  1079. */
  1080. int status_set_ap(struct block_list *bl, unsigned int ap, int flag)
  1081. {
  1082. status_data *status = status_get_status_data(bl);
  1083. if (status == &dummy_status)
  1084. return 0;
  1085. if (ap > status->max_ap)
  1086. ap = status->max_ap;
  1087. if (ap == status->ap)
  1088. return 0;
  1089. if (ap > status->ap)
  1090. return status_heal(bl, 0, 0, ap - status->ap, 1 | flag);
  1091. return status_zap(bl, 0, 0, status->ap - ap);
  1092. }
  1093. /**
  1094. * Sets Max AP to a given value
  1095. * @param bl: Object whose Max AP will be set [PC|HOM|MER|ELEM]
  1096. * @param maxap: What the Max AP is to be set as
  1097. * @param flag: Used in case final value is higher than current
  1098. * Use 2 to display healing effect
  1099. * @return heal or zapped AP if valid
  1100. */
  1101. int status_set_maxap(struct block_list *bl, unsigned int maxap, int flag)
  1102. {
  1103. if (maxap < 1)
  1104. return 0;
  1105. status_data *status = status_get_status_data(bl);
  1106. if (status == &dummy_status)
  1107. return 0;
  1108. if (maxap == status->max_ap)
  1109. return 0;
  1110. if (maxap > status->max_ap)
  1111. status_heal(bl, 0, 0, maxap - status->max_ap, 1 | flag);
  1112. else
  1113. status_zap(bl, 0, 0, status->max_ap - maxap);
  1114. status->max_ap = maxap;
  1115. return maxap;
  1116. }
  1117. /**
  1118. * Takes HP/SP from an Object
  1119. * @param bl: Object who will have HP/SP taken [PC|MOB|HOM|MER|ELEM]
  1120. * @param hp: How much HP to charge
  1121. * @param sp: How much SP to charge
  1122. * @return hp+sp through status_damage()
  1123. * Note: HP/SP are integer values, not percentages. Values should be
  1124. * calculated either within function call or before
  1125. */
  1126. int64 status_charge(struct block_list* bl, int64 hp, int64 sp)
  1127. {
  1128. if(!(bl->type&BL_CONSUME))
  1129. return (int)hp+sp; // Assume all was charged so there are no 'not enough' fails.
  1130. return status_damage(nullptr, bl, hp, sp, 0, 3, 0);
  1131. }
  1132. /**
  1133. * Inflicts damage on the target with the according walkdelay.
  1134. * @param src: Source object giving damage [PC|MOB|PET|HOM|MER|ELEM]
  1135. * @param target: Target of the damage
  1136. * @param dhp: How much damage to HP
  1137. * @param dsp: How much damage to SP
  1138. * @param dap: How much damage to AP
  1139. * @param walkdelay: Amount of time before object can walk again
  1140. * @param flag: Damage flag decides various options
  1141. * flag&1: Passive damage - Does not trigger cancelling status changes
  1142. * flag&2: Fail if there is not enough to subtract
  1143. * flag&4: Mob does not give EXP/Loot if killed
  1144. * flag&8: Used to damage SP of a dead character
  1145. * flag&16: Coma damage - Log it as normal damage, but actually set HP/SP to 1
  1146. * @return hp+sp+ap
  1147. * Note: HP/SP/AP are integer values, not percentages. Values should be
  1148. * calculated either within function call or before
  1149. */
  1150. 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)
  1151. {
  1152. struct status_data *status;
  1153. status_change *sc;
  1154. int hp = (int)cap_value(dhp,INT_MIN,INT_MAX);
  1155. int sp = (int)cap_value(dsp,INT_MIN,INT_MAX);
  1156. int ap = (int)cap_value(dap,INT_MIN,INT_MAX);
  1157. nullpo_ret(target);
  1158. if(sp && !(target->type&BL_CONSUME))
  1159. sp = 0; // Not a valid SP target.
  1160. if (ap && !(target->type&BL_CONSUME))
  1161. ap = 0; // Not a valid AP target.
  1162. if (hp < 0) { // Assume absorbed damage.
  1163. status_heal(target, -hp, 0, 1);
  1164. hp = 0;
  1165. }
  1166. if (sp < 0) {
  1167. status_heal(target, 0, -sp, 1);
  1168. sp = 0;
  1169. }
  1170. if (ap < 0) {
  1171. status_heal(target, 0, 0, -ap, 1);
  1172. ap = 0;
  1173. }
  1174. if (target->type == BL_SKILL) {
  1175. if (!src || src->type&battle_config.can_damage_skill)
  1176. return (int)skill_unit_ondamaged((struct skill_unit *)target, hp);
  1177. return 0;
  1178. }
  1179. status = status_get_status_data(target);
  1180. if(!status || status == &dummy_status )
  1181. return 0;
  1182. if ((unsigned int)hp >= status->hp) {
  1183. if (flag&2) return 0;
  1184. hp = status->hp;
  1185. }
  1186. if ((unsigned int)sp > status->sp) {
  1187. if (flag&2) return 0;
  1188. sp = status->sp;
  1189. }
  1190. if ((unsigned int)ap > status->ap) {
  1191. if (flag & 2) return 0;
  1192. ap = status->ap;
  1193. }
  1194. if (!hp && !sp && !ap)
  1195. return 0;
  1196. if( !status->hp )
  1197. flag |= 8;
  1198. sc = status_get_sc(target);
  1199. if (hp && battle_config.invincible_nodamage && src && sc && sc->getSCE(SC_INVINCIBLE))
  1200. hp = 1;
  1201. if( hp && !(flag&1) ) {
  1202. if( sc ) {
  1203. struct status_change_entry *sce;
  1204. for (const auto &it : status_db) {
  1205. sc_type type = static_cast<sc_type>(it.first);
  1206. if (sc->getSCE(type) && it.second->flag[SCF_REMOVEONDAMAGED]) {
  1207. // 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).
  1208. // !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.
  1209. if (sc->opt1 > OPT1_NONE && sc->lastEffectTimer == INVALID_TIMER) {
  1210. sc->lastEffectTimer = add_timer(gettick() + 10, status_clear_lastEffect_timer, target->id, 0);
  1211. sc->lastEffect = type;
  1212. }
  1213. status_change_end(target, type);
  1214. }
  1215. }
  1216. if ((sce=sc->getSCE(SC_ENDURE)) && !sce->val4) {
  1217. /** [Skotlex]
  1218. * Endure count is only reduced by non-players on non-gvg maps.
  1219. * val4 signals infinite endure.
  1220. **/
  1221. if (src && src->type != BL_PC && !map_flag_gvg2(target->m) && !map_getmapflag(target->m, MF_BATTLEGROUND) && --(sce->val2) <= 0)
  1222. status_change_end(target, SC_ENDURE);
  1223. }
  1224. #ifndef RENEWAL
  1225. if ((sce=sc->getSCE(SC_GRAVITATION)) && sce->val3 == BCT_SELF) {
  1226. std::shared_ptr<s_skill_unit_group> sg = skill_id2group(sce->val4);
  1227. if (sg) {
  1228. skill_delunitgroup(sg);
  1229. sce->val4 = 0;
  1230. status_change_end(target, SC_GRAVITATION);
  1231. }
  1232. }
  1233. #endif
  1234. if(sc->getSCE(SC_DANCING) && hp > (status->max_hp / 4))
  1235. status_change_end(target, SC_DANCING);
  1236. if(sc->getSCE(SC_CLOAKINGEXCEED) && --(sc->getSCE(SC_CLOAKINGEXCEED)->val2) <= 0)
  1237. status_change_end(target, SC_CLOAKINGEXCEED);
  1238. if(sc->getSCE(SC_KAGEMUSYA) && --(sc->getSCE(SC_KAGEMUSYA)->val3) <= 0)
  1239. status_change_end(target, SC_KAGEMUSYA);
  1240. }
  1241. if (target->type == BL_PC)
  1242. pc_bonus_script_clear(BL_CAST(BL_PC,target),BSF_REM_ON_DAMAGED);
  1243. unit_skillcastcancel(target, 2);
  1244. }
  1245. // We need to log the real damage on exp_calc_type 1
  1246. if (battle_config.exp_calc_type == 1) {
  1247. dhp = hp;
  1248. // Coma real damage
  1249. if (flag&16)
  1250. dhp = status->hp - 1;
  1251. }
  1252. status->hp-= hp;
  1253. status->sp-= sp;
  1254. status->ap-= ap;
  1255. // Coma
  1256. if (flag&16) {
  1257. status->hp = 1;
  1258. status->sp = 1;
  1259. if (!sp) sp = 1; // To make sure the status bar is updated
  1260. }
  1261. if (sc && hp && status->hp) {
  1262. if (sc->getSCE(SC_AUTOBERSERK) &&
  1263. (!sc->getSCE(SC_PROVOKE) || !sc->getSCE(SC_PROVOKE)->val4) &&
  1264. status->hp < status->max_hp / 4)
  1265. sc_start4(src,target,SC_PROVOKE,100,10,0,0,1,0);
  1266. if (sc->getSCE(SC_BERSERK) && status->hp <= 100)
  1267. status_change_end(target, SC_BERSERK);
  1268. if( sc->getSCE(SC_RAISINGDRAGON) && status->hp <= 1000 )
  1269. status_change_end(target, SC_RAISINGDRAGON);
  1270. if (sc->getSCE(SC_SATURDAYNIGHTFEVER) && status->hp <= 100)
  1271. status_change_end(target, SC_SATURDAYNIGHTFEVER);
  1272. }
  1273. // Need to pass original HP damage for the mob damage log
  1274. dhp = cap_value(dhp, INT_MIN, INT_MAX);
  1275. switch (target->type) {
  1276. case BL_PC: pc_damage((TBL_PC*)target,src,hp,sp,ap); break;
  1277. case BL_MOB: mob_damage((TBL_MOB*)target, src, (int)dhp); break;
  1278. case BL_HOM: hom_damage((TBL_HOM*)target); break;
  1279. case BL_MER: mercenary_heal((TBL_MER*)target,hp,sp); break;
  1280. case BL_ELEM: elemental_heal((TBL_ELEM*)target,hp,sp); break;
  1281. }
  1282. if( src && target->type == BL_PC && ((TBL_PC*)target)->disguise ) { // Stop walking when attacked in disguise to prevent walk-delay bug
  1283. unit_stop_walking( target, 1 );
  1284. }
  1285. if( status->hp || (flag&8) ) { // Still lives or has been dead before this damage.
  1286. if (walkdelay)
  1287. unit_set_walkdelay(target, gettick(), walkdelay, 0);
  1288. return (int)(hp+sp+ap);
  1289. }
  1290. status->hp = 0;
  1291. /** [Skotlex]
  1292. * NOTE: These dead functions should return:
  1293. * 0: Death cancelled, auto-revived.
  1294. * Non-zero: Standard death. Clear status, cancel move/attack, etc
  1295. * &2: Remove object from map.
  1296. * &4: Delete object from memory. (One time spawn mobs)
  1297. **/
  1298. switch (target->type) {
  1299. case BL_PC: flag = pc_dead((TBL_PC*)target,src); break;
  1300. case BL_MOB: flag = mob_dead((TBL_MOB*)target, src, flag&4?3:0); break;
  1301. case BL_HOM: flag = hom_dead((TBL_HOM*)target); break;
  1302. case BL_MER: flag = mercenary_dead((TBL_MER*)target); break;
  1303. case BL_ELEM: flag = elemental_dead((TBL_ELEM*)target); break;
  1304. default: // Unhandled case, do nothing to object.
  1305. flag = 0;
  1306. break;
  1307. }
  1308. if(!flag) // Death cancelled.
  1309. return (int)(hp+sp+ap);
  1310. // Normal death
  1311. if (battle_config.clear_unit_ondeath &&
  1312. battle_config.clear_unit_ondeath&target->type)
  1313. skill_clear_unitgroup(target);
  1314. if(target->type&BL_REGEN) { // Reset regen ticks.
  1315. struct regen_data *regen = status_get_regen_data(target);
  1316. if (regen) {
  1317. memset(&regen->tick, 0, sizeof(regen->tick));
  1318. if (regen->sregen)
  1319. memset(&regen->sregen->tick, 0, sizeof(regen->sregen->tick));
  1320. if (regen->ssregen)
  1321. memset(&regen->ssregen->tick, 0, sizeof(regen->ssregen->tick));
  1322. }
  1323. }
  1324. if( sc && sc->getSCE(SC_KAIZEL) && !map_flag_gvg2(target->m) ) { // flag&8 = disable Kaizel
  1325. int time = skill_get_time2(SL_KAIZEL,sc->getSCE(SC_KAIZEL)->val1);
  1326. // Look for Osiris Card's bonus effect on the character and revive 100% or revive normally
  1327. if ( target->type == BL_PC && BL_CAST(BL_PC,target)->special_state.restart_full_recover )
  1328. status_revive(target, 100, 100);
  1329. else
  1330. status_revive(target, sc->getSCE(SC_KAIZEL)->val2, 0);
  1331. status_change_clear(target,0);
  1332. clif_skill_nodamage(target,target,ALL_RESURRECTION,1,1);
  1333. sc_start(src,target,SC_KYRIE,100,10,time);
  1334. if( target->type == BL_MOB )
  1335. ((TBL_MOB*)target)->state.rebirth = 1;
  1336. return (int)(hp+sp+ap);
  1337. }
  1338. // Disable Ultimate Sacrifice on GVG maps
  1339. if (sc && sc->getSCE(SC_ULTIMATE_S) && !map_flag_gvg2(target->m)) {
  1340. status_revive(target, 100, 100);
  1341. status_change_clear(target, 0);
  1342. clif_skill_nodamage(target, target, ALL_RESURRECTION, 1, 1);
  1343. if (target->type == BL_MOB)
  1344. ((TBL_MOB*)target)->state.rebirth = 1;
  1345. return (int)(hp+sp+ap);
  1346. }
  1347. 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.
  1348. status_revive(target, sc->getSCE(SC_REBIRTH)->val2, 0);
  1349. status_change_clear(target,0);
  1350. ((TBL_MOB*)target)->state.rebirth = 1;
  1351. return (int)(hp+sp+ap);
  1352. }
  1353. status_change_clear(target,0);
  1354. if(flag&4) // Delete from memory. (also invokes map removal code)
  1355. unit_free(target,CLR_DEAD);
  1356. else if(flag&2) // remove from map
  1357. unit_remove_map(target,CLR_DEAD);
  1358. else { // Some death states that would normally be handled by unit_remove_map
  1359. unit_stop_attack(target);
  1360. unit_stop_walking(target,1);
  1361. unit_skillcastcancel(target,0);
  1362. clif_clearunit_area(target,CLR_DEAD);
  1363. skill_unit_move(target,gettick(),4);
  1364. skill_cleartimerskill(target);
  1365. }
  1366. // Always run NPC scripts for players last
  1367. //FIXME those ain't always run if a player die if he was resurrect meanwhile
  1368. //cf SC_REBIRTH, SC_KAIZEL, pc_dead...
  1369. if(target->type == BL_PC) {
  1370. TBL_PC *sd = BL_CAST(BL_PC,target);
  1371. if( sd->bg_id ) {
  1372. std::shared_ptr<s_battleground_data> bg = util::umap_find(bg_team_db, sd->bg_id);
  1373. if( bg && !(bg->die_event.empty()) )
  1374. npc_event(sd, bg->die_event.c_str(), 0);
  1375. }
  1376. npc_script_event(sd,NPCE_DIE);
  1377. }
  1378. return (int)(hp+sp+ap);
  1379. }
  1380. /**
  1381. * Heals an object
  1382. * @param bl: Object to heal [PC|MOB|HOM|MER|ELEM]
  1383. * @param hhp: How much HP to heal
  1384. * @param hsp: How much SP to heal
  1385. * @param hap: How much AP to heal
  1386. * @param flag: Whether it's Forced(&1), gives HP/SP/AP(&2) heal effect,
  1387. * or gives HP(&4) heal effect with 0 heal
  1388. * Forced healing overrides heal impedement statuses (Berserk)
  1389. * @return hp+sp+ap
  1390. */
  1391. int status_heal(struct block_list *bl,int64 hhp,int64 hsp, int64 hap, int flag)
  1392. {
  1393. struct status_data *status;
  1394. status_change *sc;
  1395. int hp = (int)cap_value(hhp,INT_MIN,INT_MAX);
  1396. int sp = (int)cap_value(hsp,INT_MIN,INT_MAX);
  1397. int ap = (int)cap_value(hap,INT_MIN,INT_MAX);
  1398. status = status_get_status_data(bl);
  1399. if (status == &dummy_status || !status->hp)
  1400. return 0;
  1401. sc = status_get_sc(bl);
  1402. if (sc && !sc->count)
  1403. sc = nullptr;
  1404. if (hp < 0) {
  1405. if (hp == INT_MIN) // -INT_MIN == INT_MIN in some architectures!
  1406. hp++;
  1407. status_damage(nullptr, bl, -hp, 0, 0, 1, 0);
  1408. hp = 0;
  1409. }
  1410. if(hp) {
  1411. if( sc && (sc->getSCE(SC_BERSERK)) ) {
  1412. if( flag&1 )
  1413. flag &= ~2;
  1414. else
  1415. hp = 0;
  1416. }
  1417. if((unsigned int)hp > status->max_hp - status->hp)
  1418. hp = status->max_hp - status->hp;
  1419. }
  1420. if(sp < 0) {
  1421. if (sp == INT_MIN)
  1422. sp++;
  1423. status_damage(nullptr, bl, 0, -sp, 0, 1, 0);
  1424. sp = 0;
  1425. }
  1426. if(sp) {
  1427. if((unsigned int)sp > status->max_sp - status->sp)
  1428. sp = status->max_sp - status->sp;
  1429. }
  1430. if (ap < 0) {
  1431. if (ap == INT_MIN)
  1432. ap++;
  1433. status_damage(nullptr, bl, 0, 0, -ap, 0, 1, 0);
  1434. ap = 0;
  1435. }
  1436. if (ap) {
  1437. if ((unsigned int)ap > status->max_ap - status->ap)
  1438. ap = status->max_ap - status->ap;
  1439. }
  1440. if(!ap && !sp && !hp && !(flag&4))
  1441. return 0;
  1442. status->hp += hp;
  1443. status->sp += sp;
  1444. status->ap += ap;
  1445. if(hp && sc &&
  1446. sc->getSCE(SC_AUTOBERSERK) &&
  1447. sc->getSCE(SC_PROVOKE) &&
  1448. sc->getSCE(SC_PROVOKE)->val4==1 &&
  1449. status->hp >= status->max_hp / 4
  1450. ) // End auto berserk.
  1451. status_change_end(bl, SC_PROVOKE);
  1452. // Send HP update to client
  1453. switch(bl->type) {
  1454. case BL_PC: pc_heal((TBL_PC*)bl,hp,sp,ap,flag); break;
  1455. case BL_MOB: mob_heal((TBL_MOB*)bl,hp); break;
  1456. case BL_HOM: hom_heal((TBL_HOM*)bl); break;
  1457. case BL_MER: mercenary_heal((TBL_MER*)bl,hp,sp); break;
  1458. case BL_ELEM: elemental_heal((TBL_ELEM*)bl,hp,sp); break;
  1459. }
  1460. return (int)hp+sp+ap;
  1461. }
  1462. /**
  1463. * Applies percentage based damage to a unit.
  1464. * If a mob is killed this way and there is no src, no EXP/Drops will be awarded.
  1465. * @param src: Object initiating HP/SP/AP modification [PC|MOB|PET|HOM|MER|ELEM]
  1466. * @param target: Object to modify HP/SP/AP
  1467. * @param hp_rate: Percentage of HP to modify. If > 0:percent is of current HP, if < 0:percent is of max HP
  1468. * @param sp_rate: Percentage of SP to modify. If > 0:percent is of current SP, if < 0:percent is of max SP
  1469. * @param ap_rate: Percentage of AP to modify. If > 0:percent is of current AP, if < 0:percent is of max AP
  1470. * @param flag: \n
  1471. * 0: Heal target \n
  1472. * 1: Use status_damage \n
  1473. * 2: Use status_damage and make sure target must not die from subtraction
  1474. * @return hp+sp+ap through status_heal()
  1475. */
  1476. int status_percent_change(struct block_list *src, struct block_list *target, int8 hp_rate, int8 sp_rate, int8 ap_rate, uint8 flag)
  1477. {
  1478. struct status_data *status;
  1479. unsigned int hp = 0, sp = 0, ap = 0;
  1480. status = status_get_status_data(target);
  1481. // It's safe now [MarkZD]
  1482. if (hp_rate > 99)
  1483. hp = status->hp;
  1484. else if (hp_rate > 0)
  1485. hp = apply_rate(status->hp, hp_rate);
  1486. else if (hp_rate < -99)
  1487. hp = status->max_hp;
  1488. else if (hp_rate < 0)
  1489. hp = (apply_rate(status->max_hp, -hp_rate));
  1490. if (hp_rate && !hp)
  1491. hp = 1;
  1492. if (flag == 2 && hp >= status->hp)
  1493. hp = status->hp-1; // Must not kill target.
  1494. if (sp_rate > 99)
  1495. sp = status->sp;
  1496. else if (sp_rate > 0)
  1497. sp = apply_rate(status->sp, sp_rate);
  1498. else if (sp_rate < -99)
  1499. sp = status->max_sp;
  1500. else if (sp_rate < 0)
  1501. sp = (apply_rate(status->max_sp, -sp_rate));
  1502. if (sp_rate && !sp)
  1503. sp = 1;
  1504. if (ap_rate > 99)
  1505. ap = status->ap;
  1506. else if (ap_rate > 0)
  1507. ap = apply_rate(status->ap, ap_rate);
  1508. else if (ap_rate < -99)
  1509. ap = status->max_ap;
  1510. else if (ap_rate < 0)
  1511. ap = (apply_rate(status->max_ap, -ap_rate));
  1512. if (ap_rate && !ap)
  1513. ap = 1;
  1514. // Ugly check in case damage dealt is too much for the received args of
  1515. // status_heal / status_damage. [Skotlex]
  1516. if (hp > INT_MAX) {
  1517. hp -= INT_MAX;
  1518. if (flag)
  1519. status_damage(src, target, INT_MAX, 0, 0, (!src||src==target?5:1), 0);
  1520. else
  1521. status_heal(target, INT_MAX, 0, 0);
  1522. }
  1523. if (sp > INT_MAX) {
  1524. sp -= INT_MAX;
  1525. if (flag)
  1526. status_damage(src, target, 0, INT_MAX, 0, (!src||src==target?5:1), 0);
  1527. else
  1528. status_heal(target, 0, INT_MAX, 0);
  1529. }
  1530. if (ap > INT_MAX) {
  1531. ap -= INT_MAX;
  1532. if (flag)
  1533. status_damage(src, target, 0, 0, INT_MAX, 0, (!src || src == target ? 5 : 1), 0);
  1534. else
  1535. status_heal(target, 0, 0, INT_MAX, 0);
  1536. }
  1537. if (flag)
  1538. return status_damage(src, target, hp, sp, ap, 0, (!src||src==target?5:1), 0);
  1539. return status_heal(target, hp, sp, ap, 0);
  1540. }
  1541. /**
  1542. * Revives a unit
  1543. * @param bl: Object to revive [PC|MOB|HOM]
  1544. * @param per_hp: Percentage of HP to revive with
  1545. * @param per_sp: Percentage of SP to revive with
  1546. * @param per_ap: Percentage of AP to revive with
  1547. * @return Successful (1) or Invalid target (0)
  1548. */
  1549. int status_revive(struct block_list *bl, unsigned char per_hp, unsigned char per_sp, unsigned char per_ap)
  1550. {
  1551. struct status_data *status;
  1552. unsigned int hp, sp, ap;
  1553. if (!status_isdead(bl)) return 0;
  1554. status = status_get_status_data(bl);
  1555. if (status == &dummy_status)
  1556. return 0; // Invalid target.
  1557. hp = (int64)status->max_hp * per_hp/100;
  1558. sp = (int64)status->max_sp * per_sp/100;
  1559. ap = (int64)status->max_ap * per_ap/100;
  1560. if(hp > status->max_hp - status->hp)
  1561. hp = status->max_hp - status->hp;
  1562. else if (per_hp && !hp)
  1563. hp = 1;
  1564. if(sp > status->max_sp - status->sp)
  1565. sp = status->max_sp - status->sp;
  1566. else if (per_sp && !sp)
  1567. sp = 1;
  1568. if (ap > status->max_ap - status->ap)
  1569. ap = status->max_ap - status->ap;
  1570. else if (per_ap && !ap)
  1571. ap = 1;
  1572. status->hp += hp;
  1573. status->sp += sp;
  1574. status->ap += ap;
  1575. if (bl->prev) // Animation only if character is already on a map.
  1576. clif_resurrection(bl, 1);
  1577. switch (bl->type) {
  1578. case BL_PC: pc_revive((TBL_PC*)bl, hp, sp, ap); break;
  1579. case BL_MOB: mob_revive((TBL_MOB*)bl, hp); break;
  1580. case BL_HOM: hom_revive((TBL_HOM*)bl, hp, sp); break;
  1581. }
  1582. return 1;
  1583. }
  1584. /**
  1585. * Checks whether the src can use the skill on the target,
  1586. * taking into account status/option of both source/target
  1587. * @param src: Object using skill on target [PC|MOB|PET|HOM|MER|ELEM]
  1588. src MAY be nullptr to indicate we shouldn't check it, this is a ground-based skill attack
  1589. * @param target: Object being targeted by src [PC|MOB|HOM|MER|ELEM]
  1590. target MAY be nullptr, which checks if src can cast skill_id on the ground
  1591. * @param skill_id: Skill ID being used on target
  1592. * @param flag: 0 - Trying to use skill on target
  1593. * 1 - Cast bar is done
  1594. * 2 - Skill already pulled off, check is due to ground-based skills or splash-damage ones
  1595. * @return src can use skill (1) or cannot use skill (0)
  1596. * @author [Skotlex]
  1597. */
  1598. bool status_check_skilluse(struct block_list *src, struct block_list *target, uint16 skill_id, int flag) {
  1599. struct status_data *status;
  1600. int hide_flag;
  1601. if (src) {
  1602. if (src->type != BL_PC && status_isdead(src))
  1603. return false;
  1604. status = status_get_status_data(src);
  1605. }else{
  1606. status = &dummy_status;
  1607. }
  1608. status_change *sc = status_get_sc(src);
  1609. status_change *tsc = status_get_sc(target);
  1610. if (!skill_id) { // Normal attack checks.
  1611. if (sc && sc->cant.attack)
  1612. return false;
  1613. // This mode is only needed for melee attacking.
  1614. if (!status_has_mode(status,MD_CANATTACK))
  1615. return false;
  1616. // Dead state is not checked for skills as some skills can be used
  1617. // on dead characters, said checks are left to skill.cpp [Skotlex]
  1618. if (target && status_isdead(target))
  1619. return false;
  1620. }
  1621. switch( skill_id ) {
  1622. #ifndef RENEWAL
  1623. case PA_PRESSURE:
  1624. if( flag && tsc && tsc->option&OPTION_HIDE)
  1625. return false; // Gloria Avoids pretty much everything....
  1626. break;
  1627. #endif
  1628. case GN_WALLOFTHORN:
  1629. if( target && status_isdead(target) )
  1630. return false;
  1631. break;
  1632. case AL_TELEPORT:
  1633. case ALL_ODINS_POWER:
  1634. // Should fail when used on top of Land Protector [Skotlex]
  1635. if (src && map_getcell(src->m, src->x, src->y, CELL_CHKLANDPROTECTOR)
  1636. && !status_has_mode(status,MD_STATUSIMMUNE)
  1637. && (src->type != BL_PC || ((TBL_PC*)src)->skillitem != skill_id))
  1638. return false;
  1639. break;
  1640. case SC_MANHOLE:
  1641. // Skill is disabled against special racial grouped monsters(GvG and Battleground)
  1642. if (target && ( util::vector_exists(status_get_race2(target), RC2_GVG) || util::vector_exists(status_get_race2(target), RC2_BATTLEFIELD) ) )
  1643. return false;
  1644. default:
  1645. break;
  1646. }
  1647. if( sc && sc->count ) {
  1648. if (sc->getSCE(SC_ALL_RIDING))
  1649. return false; //You can't use skills while in the new mounts (The client doesn't let you, this is to make cheat-safe)
  1650. if (flag == 1 && !status_has_mode(status,MD_STATUSIMMUNE) && ( // Applies to after cast completion only and doesn't apply to Boss monsters.
  1651. (sc->getSCE(SC_ASH) && rnd()%2) || // Volcanic Ash has a 50% chance of causing skills to fail.
  1652. (sc->getSCE(SC_KYOMU) && rnd()%100 < 25) // Kyomu has a 25% chance of causing skills fail.
  1653. )) {
  1654. if (src->type == BL_PC)
  1655. clif_skill_fail( *((map_session_data*)src), skill_id );
  1656. return false;
  1657. }
  1658. 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
  1659. if (flag != 1) // Can't cast, casted stuff can't damage.
  1660. return false;
  1661. if (skill_get_casttype(skill_id) == CAST_DAMAGE)
  1662. return false; // Damage spells stop casting.
  1663. }
  1664. if (
  1665. (sc->getSCE(SC_TRICKDEAD) && skill_id != NV_TRICKDEAD)
  1666. || (sc->getSCE(SC_AUTOCOUNTER) && !flag && skill_id)
  1667. || (sc->getSCE(SC_GOSPEL) && sc->getSCE(SC_GOSPEL)->val4 == BCT_SELF && skill_id != PA_GOSPEL)
  1668. || (sc->getSCE(SC_SUHIDE) && skill_id != SU_HIDE)
  1669. )
  1670. return false;
  1671. if (sc->getSCE(SC_WINKCHARM) && target && !flag) { // Prevents skill usage
  1672. block_list *wink_target = map_id2bl(sc->getSCE(SC_WINKCHARM)->val2);
  1673. if (wink_target != nullptr) {
  1674. unit_data *wink_ud = unit_bl2ud(src);
  1675. if (wink_ud != nullptr && wink_ud->walktimer == INVALID_TIMER)
  1676. unit_walktobl(src, map_id2bl(sc->getSCE(SC_WINKCHARM)->val2), 3, 1);
  1677. clif_emotion(src, ET_THROB);
  1678. return false;
  1679. } else
  1680. status_change_end(src, SC_WINKCHARM);
  1681. }
  1682. if (sc->getSCE(SC_BLADESTOP)) {
  1683. switch (sc->getSCE(SC_BLADESTOP)->val1) {
  1684. case 5:
  1685. if (skill_id == MO_EXTREMITYFIST)
  1686. break;
  1687. [[fallthrough]];
  1688. case 4:
  1689. if (skill_id == MO_CHAINCOMBO)
  1690. break;
  1691. [[fallthrough]];
  1692. case 3:
  1693. if (skill_id == MO_INVESTIGATE)
  1694. break;
  1695. [[fallthrough]];
  1696. case 2:
  1697. if (skill_id == MO_FINGEROFFENSIVE)
  1698. break;
  1699. [[fallthrough]];
  1700. default:
  1701. return false;
  1702. }
  1703. }
  1704. if (sc->getSCE(SC_DANCING) && flag!=2) {
  1705. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  1706. if (!skill)
  1707. return false;
  1708. if (src->type == BL_PC && ((skill_id >= WA_SWING_DANCE && skill_id <= WM_UNLIMITED_HUMMING_VOICE ) ||
  1709. skill_id == WM_FRIGG_SONG))
  1710. { // Lvl 5 Lesson or higher allow you use 3rd job skills while dancing.
  1711. if( pc_checkskill((TBL_PC*)src,WM_LESSON) < 5 )
  1712. return false;
  1713. #ifndef RENEWAL
  1714. } else if(sc->getSCE(SC_LONGING)) { // Allow everything except dancing/re-dancing. [Skotlex]
  1715. if (skill_id == BD_ENCORE || skill->inf2[INF2_ISSONG] || skill->inf2[INF2_ISENSEMBLE])
  1716. return false;
  1717. #endif
  1718. } else if(!skill->inf2[INF2_ALLOWWHENPERFORMING]) // Skills that can be used in dancing state
  1719. return false;
  1720. #ifndef RENEWAL
  1721. if ((sc->getSCE(SC_DANCING)->val1&0xFFFF) == CG_HERMODE && skill_id == BD_ADAPTATION)
  1722. return false; // Can't amp out of Wand of Hermode :/ [Skotlex]
  1723. #endif
  1724. }
  1725. if (skill_id && // Do not block item-casted skills.
  1726. (src->type != BL_PC || ((TBL_PC*)src)->skillitem != skill_id)
  1727. ) { // Skills blocked through status changes...
  1728. if (!flag && ( // Blocked only from using the skill (stuff like autospell may still go through
  1729. ( sc->cant.cast && skill_id != RK_REFRESH && skill_id != SU_GROOMING && skill_id != SR_GENTLETOUCH_CURE ) ||
  1730. #ifndef RENEWAL
  1731. (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
  1732. #endif
  1733. (sc->getSCE(SC_MARIONETTE) && skill_id != CG_MARIONETTE) || // Only skill you can use is marionette again to cancel it
  1734. (sc->getSCE(SC_MARIONETTE2) && skill_id == CG_MARIONETTE) || // Cannot use marionette if you are being buffed by another
  1735. (sc->getSCE(SC_ANKLE) && skill_block_check(src, SC_ANKLE, skill_id)) ||
  1736. (sc->getSCE(SC_STASIS) && skill_block_check(src, SC_STASIS, skill_id)) ||
  1737. (sc->getSCE(SC_BITE) && skill_block_check(src, SC_BITE, skill_id)) ||
  1738. (sc->getSCE(SC_NOVAEXPLOSING) && skill_block_check(src, SC_NOVAEXPLOSING, skill_id)) ||
  1739. (sc->getSCE(SC_GRAVITYCONTROL) && skill_block_check(src, SC_GRAVITYCONTROL, skill_id)) ||
  1740. (sc->getSCE(SC_KAGEHUMI) && skill_block_check(src, SC_KAGEHUMI, skill_id))
  1741. #ifdef RENEWAL
  1742. || (sc->getSCE(SC_ENSEMBLEFATIGUE) && skill_id != CG_SPECIALSINGER)
  1743. #endif
  1744. ))
  1745. return false;
  1746. // Skill blocking.
  1747. if (
  1748. (sc->getSCE(SC_VOLCANO) && skill_id == WZ_ICEWALL) ||
  1749. #ifndef RENEWAL
  1750. (sc->getSCE(SC_ROKISWEIL) && skill_id != BD_ADAPTATION) ||
  1751. #endif
  1752. (sc->getSCE(SC_HERMODE) && skill_get_inf(skill_id) & INF_SUPPORT_SKILL) ||
  1753. (sc->getSCE(SC_NOCHAT) && sc->getSCE(SC_NOCHAT)->val1&MANNER_NOSKILL)
  1754. )
  1755. return false;
  1756. }
  1757. if (sc->option) {
  1758. if ((sc->option&OPTION_HIDE) && src->type == BL_PC && (skill_id == 0 || !skill_get_inf2(skill_id, INF2_ALLOWWHENHIDDEN))) {
  1759. // Non players can use all skills while hidden.
  1760. return false;
  1761. }
  1762. if (sc->option&OPTION_CHASEWALK && skill_id != ST_CHASEWALK)
  1763. return false;
  1764. }
  1765. }
  1766. if (target == nullptr || target == src) // No further checking needed.
  1767. return true;
  1768. if (tsc && tsc->count) {
  1769. if(!skill_id && tsc->getSCE(SC_TRICKDEAD))
  1770. return false;
  1771. if((skill_id == WZ_STORMGUST || skill_id == WZ_FROSTNOVA || skill_id == NJ_HYOUSYOURAKU || skill_id == NPC_STORMGUST2)
  1772. && tsc->getSCE(SC_FREEZE))
  1773. return false;
  1774. if(skill_id == PR_LEXAETERNA && (tsc->getSCE(SC_FREEZE) || tsc->getSCE(SC_STONE)))
  1775. return false;
  1776. if (tsc->getSCE(SC__MANHOLE) && !skill_get_inf2(skill_id, INF2_TARGETMANHOLE))
  1777. return false;
  1778. }
  1779. // If targetting, cloak+hide protect you, otherwise only hiding does.
  1780. hide_flag = flag?OPTION_HIDE:(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK);
  1781. // Skill that can hit hidden target
  1782. if( skill_get_inf2(skill_id, INF2_TARGETHIDDEN) )
  1783. hide_flag &= ~OPTION_HIDE;
  1784. switch( target->type ) {
  1785. case BL_PC: {
  1786. map_session_data *tsd = (TBL_PC*)target;
  1787. bool is_boss = (src && status_get_class_(src) == CLASS_BOSS);
  1788. bool is_detect = status_has_mode(status,MD_DETECTOR);
  1789. if (pc_isinvisible(tsd))
  1790. return false;
  1791. if (tsc) {
  1792. if ((tsc->option&hide_flag) && !is_boss && (tsd->special_state.perfect_hiding || !is_detect))
  1793. return false;
  1794. if ((tsc->getSCE(SC_CLOAKINGEXCEED) || tsc->getSCE(SC_NEWMOON)) && !is_boss && (tsd->special_state.perfect_hiding || is_detect))
  1795. return false; // Works against insect and demon but not against bosses
  1796. if (tsc->getSCE(SC__FEINTBOMB) && (is_boss || is_detect))
  1797. return false; // Works against all
  1798. if ((tsc->getSCE(SC_CAMOUFLAGE) || tsc->getSCE(SC_STEALTHFIELD) || tsc->getSCE(SC_SUHIDE)) && !(is_boss || is_detect) && (!skill_id || (!flag && src)))
  1799. return false; // Insect, demon, and boss can detect
  1800. }
  1801. }
  1802. break;
  1803. case BL_ITEM: // Allow targetting of items to pick'em up (or in the case of mobs, to loot them).
  1804. // !TODO: Would be nice if this could be used to judge whether the player can or not pick up the item it targets. [Skotlex]
  1805. if (status_has_mode(status,MD_LOOTER))
  1806. return true;
  1807. return false;
  1808. case BL_HOM:
  1809. case BL_MER:
  1810. case BL_ELEM:
  1811. 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 )
  1812. return false; // Can't use support skills on Homunculus (only Master/Self)
  1813. if( target->type == BL_MER && (skill_id == PR_ASPERSIO || (skill_id >= SA_FLAMELAUNCHER && skill_id <= SA_SEISMICWEAPON)) && battle_get_master(target) != src )
  1814. return false; // Can't use Weapon endow skills on Mercenary (only Master)
  1815. if( skill_id == AM_POTIONPITCHER && ( target->type == BL_MER || target->type == BL_ELEM) )
  1816. return false; // Can't use Potion Pitcher on Mercenaries
  1817. if (tsc && tsc->getSCE(SC_ELEMENTAL_VEIL) && !(src && status_get_class_(src) == CLASS_BOSS) && !status_has_mode(status, MD_DETECTOR))
  1818. return false;
  1819. [[fallthrough]];
  1820. default:
  1821. // Check for chase-walk/hiding/cloaking opponents.
  1822. if( tsc ) {
  1823. if( tsc->option&hide_flag && !status_has_mode(status,MD_DETECTOR))
  1824. return false;
  1825. }
  1826. }
  1827. return true;
  1828. }
  1829. /**
  1830. * Checks whether the src can see the target
  1831. * @param src: Object using skill on target [PC|MOB|PET|HOM|MER|ELEM]
  1832. * @param target: Object being targeted by src [PC|MOB|HOM|MER|ELEM]
  1833. * @return src can see (1) or target is invisible (0)
  1834. * @author [Skotlex]
  1835. */
  1836. int status_check_visibility(struct block_list *src, struct block_list *target)
  1837. {
  1838. int view_range;
  1839. struct status_data* status = status_get_status_data(src);
  1840. status_change* tsc = status_get_sc(target);
  1841. switch (src->type) {
  1842. case BL_MOB:
  1843. view_range = ((TBL_MOB*)src)->min_chase;
  1844. break;
  1845. case BL_PET:
  1846. view_range = ((TBL_PET*)src)->db->range2;
  1847. break;
  1848. default:
  1849. view_range = AREA_SIZE;
  1850. }
  1851. if (src->m != target->m || !check_distance_bl(src, target, view_range))
  1852. return 0;
  1853. if ( src->type == BL_NPC) // NPCs don't care for the rest
  1854. return 1;
  1855. if (tsc) {
  1856. bool is_boss = (status_get_class_(src) == CLASS_BOSS);
  1857. bool is_detector = status_has_mode(status,MD_DETECTOR);
  1858. switch (target->type) { // Check for chase-walk/hiding/cloaking opponents.
  1859. case BL_PC: {
  1860. map_session_data *tsd = (TBL_PC*)target;
  1861. 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))
  1862. return 0;
  1863. if ((tsc->getSCE(SC_CLOAKINGEXCEED) || tsc->getSCE(SC_NEWMOON)) && !is_boss && ((tsd && tsd->special_state.perfect_hiding) || is_detector))
  1864. return 0;
  1865. if (tsc->getSCE(SC__FEINTBOMB) && !is_boss && !is_detector)
  1866. return 0;
  1867. }
  1868. break;
  1869. case BL_ELEM:
  1870. if (tsc->getSCE(SC_ELEMENTAL_VEIL) && !is_boss && !is_detector)
  1871. return 0;
  1872. break;
  1873. default:
  1874. 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)
  1875. return 0;
  1876. }
  1877. }
  1878. return 1;
  1879. }
  1880. /**
  1881. * Base ASPD value taken from the job tables
  1882. * @param sd: Player object
  1883. * @param status: Player status
  1884. * @return base amotion after single/dual weapon and shield adjustments [RENEWAL]
  1885. * base amotion after single/dual weapon and stats adjustments [PRE-RENEWAL]
  1886. */
  1887. int status_base_amotion_pc(map_session_data* sd, struct status_data* status)
  1888. {
  1889. std::shared_ptr<s_job_info> job = job_db.find(sd->status.class_);
  1890. if (job == nullptr)
  1891. return 2000;
  1892. int amotion;
  1893. #ifdef RENEWAL_ASPD
  1894. int16 skill_lv, val = 0;
  1895. float temp_aspd = 0;
  1896. amotion = job->aspd_base[sd->weapontype1]; // Single weapon
  1897. if (sd->status.shield)
  1898. amotion += job->aspd_base[MAX_WEAPON_TYPE];
  1899. else if (sd->weapontype2 != W_FIST && sd->equip_index[EQI_HAND_R] != sd->equip_index[EQI_HAND_L])
  1900. amotion += job->aspd_base[sd->weapontype2] / 4; // Dual-wield
  1901. switch(sd->status.weapon) {
  1902. case W_BOW:
  1903. case W_MUSICAL:
  1904. case W_WHIP:
  1905. case W_REVOLVER:
  1906. case W_RIFLE:
  1907. case W_GATLING:
  1908. case W_SHOTGUN:
  1909. case W_GRENADE:
  1910. temp_aspd = status->dex * status->dex / 7.0f + status->agi * status->agi * 0.5f;
  1911. break;
  1912. default:
  1913. temp_aspd = status->dex * status->dex / 5.0f + status->agi * status->agi * 0.5f;
  1914. break;
  1915. }
  1916. temp_aspd = (float)(sqrt(temp_aspd) * 0.25f) + 0xc4;
  1917. if ((skill_lv = pc_checkskill(sd,SA_ADVANCEDBOOK)) > 0 && sd->status.weapon == W_BOOK)
  1918. val += (skill_lv - 1) / 2 + 1;
  1919. if ((skill_lv = pc_checkskill(sd, SG_DEVIL)) > 0 && ((sd->class_&MAPID_THIRDMASK) == MAPID_STAR_EMPEROR || pc_is_maxjoblv(sd)))
  1920. val += 1 + skill_lv;
  1921. if ((skill_lv = pc_checkskill(sd,GS_SINGLEACTION)) > 0 && (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE))
  1922. val += ((skill_lv + 1) / 2);
  1923. if (pc_isriding(sd))
  1924. val -= 50 - 10 * pc_checkskill(sd, KN_CAVALIERMASTERY);
  1925. else if (pc_isridingdragon(sd))
  1926. val -= 25 - 5 * pc_checkskill(sd, RK_DRAGONTRAINING);
  1927. amotion = ((int)(temp_aspd + ((float)(status_calc_aspd(&sd->bl, &sd->sc, true) + val) * status->agi / 200)) - min(amotion, 200));
  1928. #else
  1929. // Angra Manyu disregards aspd_base and similar
  1930. if (pc_checkequip2(sd, ITEMID_ANGRA_MANYU, EQI_ACC_L, EQI_MAX))
  1931. return 0;
  1932. // Base weapon delay
  1933. amotion = (sd->status.weapon < MAX_WEAPON_TYPE)
  1934. ? (job->aspd_base[sd->status.weapon]) // Single weapon
  1935. : (job->aspd_base[sd->weapontype1] + job->aspd_base[sd->weapontype2]) * 7 / 10; // Dual-wield
  1936. // Percentual delay reduction from stats
  1937. amotion -= amotion * (4 * status->agi + status->dex) / 1000;
  1938. // Raw delay adjustment from bAspd bonus
  1939. amotion += sd->bonus.aspd_add;
  1940. #endif
  1941. return amotion;
  1942. }
  1943. /**
  1944. * Base attack value calculated for units
  1945. * @param bl: Object to get attack for [BL_CHAR|BL_NPC]
  1946. * @param status: Object status
  1947. * @return base attack
  1948. */
  1949. unsigned short status_base_atk(const struct block_list *bl, const struct status_data *status, int level)
  1950. {
  1951. int flag = 0, str, dex, dstr;
  1952. #ifdef RENEWAL
  1953. if (!(bl->type&battle_config.enable_baseatk_renewal))
  1954. return 0;
  1955. #else
  1956. if (!(bl->type&battle_config.enable_baseatk))
  1957. return 0;
  1958. #endif
  1959. if (bl->type == BL_PC)
  1960. switch(((TBL_PC*)bl)->status.weapon) {
  1961. case W_BOW:
  1962. case W_MUSICAL:
  1963. case W_WHIP:
  1964. case W_REVOLVER:
  1965. case W_RIFLE:
  1966. case W_GATLING:
  1967. case W_SHOTGUN:
  1968. case W_GRENADE:
  1969. flag = 1;
  1970. }
  1971. if (flag) {
  1972. #ifdef RENEWAL
  1973. dstr =
  1974. #endif
  1975. str = status->dex;
  1976. dex = status->str;
  1977. } else {
  1978. #ifdef RENEWAL
  1979. dstr =
  1980. #endif
  1981. str = status->str;
  1982. dex = status->dex;
  1983. }
  1984. /** [Skotlex]
  1985. * Normally only players have base-atk, but homunc have a different batk
  1986. * equation, hinting that perhaps non-players should use this for batk.
  1987. **/
  1988. switch (bl->type) {
  1989. case BL_HOM:
  1990. #ifdef RENEWAL
  1991. str = 2 * level + status_get_homstr(bl);
  1992. #else
  1993. dstr = str / 10;
  1994. str += dstr*dstr;
  1995. #endif
  1996. break;
  1997. case BL_PC:
  1998. #ifdef RENEWAL
  1999. str = (dstr * 10 + dex * 10 / 5 + status->luk * 10 / 3 + level * 10 / 4) / 10 + 5 * status->pow;
  2000. #else
  2001. dstr = str / 10;
  2002. str += dstr*dstr;
  2003. str += dex / 5 + status->luk / 5;
  2004. #endif
  2005. break;
  2006. default:// Others
  2007. #ifdef RENEWAL
  2008. str = dstr + level;
  2009. #else
  2010. dstr = str / 10;
  2011. str += dstr*dstr;
  2012. str += dex / 5 + status->luk / 5;
  2013. #endif
  2014. break;
  2015. }
  2016. return cap_value(str, 0, USHRT_MAX);
  2017. }
  2018. #ifdef RENEWAL
  2019. /**
  2020. * Weapon attack value calculated for Players
  2021. * @param wa: Weapon attack
  2022. * @param status: Player status
  2023. * @return weapon attack
  2024. */
  2025. unsigned int status_weapon_atk(weapon_atk &wa)
  2026. {
  2027. return wa.atk + wa.atk2;
  2028. }
  2029. #endif
  2030. #ifndef RENEWAL
  2031. unsigned short status_base_matk_min(const struct status_data* status) { return status->int_ + (status->int_ / 7) * (status->int_ / 7); }
  2032. unsigned short status_base_matk_max(const struct status_data* status) { return status->int_ + (status->int_ / 5) * (status->int_ / 5); }
  2033. #else
  2034. /*
  2035. * Calculates minimum attack variance 80% from db's ATK1 for non BL_PC
  2036. * status->batk (base attack) will be added in battle_calc_base_damage
  2037. */
  2038. unsigned short status_base_atk_min(struct block_list *bl, const struct status_data* status, int level)
  2039. {
  2040. switch (bl->type) {
  2041. case BL_PET:
  2042. case BL_MOB:
  2043. case BL_MER:
  2044. case BL_ELEM:
  2045. return status->rhw.atk * 80 / 100;
  2046. case BL_HOM:
  2047. return (status_get_homstr(bl) + status_get_homdex(bl)) / 5;
  2048. default:
  2049. return status->rhw.atk;
  2050. }
  2051. }
  2052. /*
  2053. * Calculates maximum attack variance 120% from db's ATK1 for non BL_PC
  2054. * status->batk (base attack) will be added in battle_calc_base_damage
  2055. */
  2056. unsigned short status_base_atk_max(struct block_list *bl, const struct status_data* status, int level)
  2057. {
  2058. switch (bl->type) {
  2059. case BL_PET:
  2060. case BL_MOB:
  2061. case BL_MER:
  2062. case BL_ELEM:
  2063. return status->rhw.atk * 120 / 100;
  2064. case BL_HOM:
  2065. return (status_get_homluk(bl) + status_get_homstr(bl) + status_get_homdex(bl)) / 3;
  2066. default:
  2067. return status->rhw.atk2;
  2068. }
  2069. }
  2070. /*
  2071. * Calculates minimum magic attack
  2072. */
  2073. unsigned short status_base_matk_min(struct block_list *bl, const struct status_data* status, int level)
  2074. {
  2075. switch (bl->type) {
  2076. case BL_PET:
  2077. case BL_MOB:
  2078. case BL_MER:
  2079. case BL_ELEM:
  2080. return status->int_ + level + status->rhw.matk * 70 / 100;
  2081. case BL_HOM:
  2082. return status_get_homint(bl) + level + (status_get_homint(bl) + status_get_homdex(bl)) / 5;
  2083. case BL_PC:
  2084. default:
  2085. return status->int_ + (status->int_ / 2) + (status->dex / 5) + (status->luk / 3) + (level / 4) + 5 * status->spl;
  2086. }
  2087. }
  2088. /*
  2089. * Calculates maximum magic attack
  2090. */
  2091. unsigned short status_base_matk_max(struct block_list *bl, const struct status_data* status, int level)
  2092. {
  2093. switch (bl->type) {
  2094. case BL_PET:
  2095. case BL_MOB:
  2096. case BL_MER:
  2097. case BL_ELEM:
  2098. return status->int_ + level + status->rhw.matk * 130 / 100;
  2099. case BL_HOM:
  2100. return status_get_homint(bl) + level + (status_get_homluk(bl) + status_get_homint(bl) + status_get_homdex(bl)) / 3;
  2101. case BL_PC:
  2102. default:
  2103. return status->int_ + (status->int_ / 2) + (status->dex / 5) + (status->luk / 3) + (level / 4) + 5 * status->spl;
  2104. }
  2105. }
  2106. #endif
  2107. /**
  2108. * Fills in the misc data that can be calculated from the other status info (except for level)
  2109. * @param bl: Object to calculate status on [PC|MOB|PET|HOM|MERC|ELEM]
  2110. * @param status: Player status
  2111. */
  2112. void status_calc_misc(struct block_list *bl, struct status_data *status, int level)
  2113. {
  2114. int stat;
  2115. // Non players get the value set, players need to stack with previous bonuses.
  2116. if( bl->type != BL_PC ){
  2117. status->batk =
  2118. status->hit = status->flee =
  2119. status->def2 = status->mdef2 =
  2120. status->cri = status->flee2 =
  2121. status->patk = status->smatk =
  2122. status->hplus = status->crate = 0;
  2123. if (bl->type != BL_MOB) // BL_MOB has values set when loading mob_db
  2124. status->res = status->mres = 0;
  2125. }
  2126. #ifdef RENEWAL // Renewal formulas
  2127. if (bl->type == BL_HOM) {
  2128. // Def2
  2129. stat = status_get_homvit(bl) + status_get_homagi(bl) / 2;
  2130. status->def2 = cap_value(stat, 0, SHRT_MAX);
  2131. // Mdef2
  2132. stat = (status_get_homvit(bl) + status_get_homint(bl)) / 2;
  2133. status->mdef2 = cap_value(stat, 0, SHRT_MAX);
  2134. // Def
  2135. stat = status->def;
  2136. stat += status_get_homvit(bl) + level / 2;
  2137. status->def = cap_value(stat, 0, SHRT_MAX);
  2138. // Mdef
  2139. stat = (int)(((float)status_get_homvit(bl) + level) / 4 + (float)status_get_homint(bl) / 2);
  2140. status->mdef = cap_value(stat, 0, SHRT_MAX);
  2141. // Hit
  2142. stat = level + status->dex + 150;
  2143. status->hit = cap_value(stat, 1, SHRT_MAX);
  2144. // Flee
  2145. stat = level + status_get_homagi(bl);
  2146. status->flee = cap_value(stat, 1, SHRT_MAX);
  2147. } else {
  2148. // Hit
  2149. stat = status->hit;
  2150. 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
  2151. stat += 2 * status->con;
  2152. status->hit = cap_value(stat, 1, SHRT_MAX);
  2153. // Flee
  2154. stat = status->flee;
  2155. 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
  2156. stat += 2 * status->con;
  2157. status->flee = cap_value(stat, 1, SHRT_MAX);
  2158. // Def2
  2159. if (bl->type == BL_MER)
  2160. stat = (int)(status->vit + ((float)level / 10) + ((float)status->vit / 5));
  2161. else {
  2162. stat = status->def2;
  2163. 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)
  2164. }
  2165. status->def2 = cap_value(stat, 0, SHRT_MAX);
  2166. // Mdef2
  2167. if (bl->type == BL_MER)
  2168. stat = (int)(((float)level / 10) + ((float)status->int_ / 5));
  2169. else {
  2170. stat = status->mdef2;
  2171. 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)
  2172. }
  2173. status->mdef2 = cap_value(stat, 0, SHRT_MAX);
  2174. // PAtk
  2175. stat = status->patk;
  2176. stat += status->pow / 3 + status->con / 5;
  2177. status->patk = cap_value(stat, 0, SHRT_MAX);
  2178. // SMatk
  2179. stat = status->smatk;
  2180. stat += status->spl / 3 + status->con / 5;
  2181. status->smatk = cap_value(stat, 0, SHRT_MAX);
  2182. // Res
  2183. stat = status->res;
  2184. stat += status->sta + status->sta / 3 * 5;
  2185. status->res = cap_value(stat, 0, SHRT_MAX);
  2186. // Mres
  2187. stat = status->mres;
  2188. stat += status->wis + status->wis / 3 * 5;
  2189. status->mres = cap_value(stat, 0, SHRT_MAX);
  2190. // HPlus
  2191. stat = status->hplus;
  2192. stat += status->crt;
  2193. status->hplus = cap_value(stat, 0, SHRT_MAX);
  2194. // CRate
  2195. stat = status->crate;
  2196. stat += status->crt / 3;
  2197. status->crate = cap_value(stat, 0, SHRT_MAX);
  2198. }
  2199. // ATK
  2200. if (bl->type != BL_PC) {
  2201. status->rhw.atk2 = status_base_atk_max(bl, status, level);
  2202. status->rhw.atk = status_base_atk_min(bl, status, level);
  2203. }
  2204. // MAtk
  2205. status->matk_min = status_base_matk_min(bl, status, level);
  2206. status->matk_max = status_base_matk_max(bl, status, level);
  2207. #else
  2208. // Matk
  2209. status->matk_min = status_base_matk_min(status);
  2210. status->matk_max = status_base_matk_max(status);
  2211. // Hit
  2212. stat = status->hit;
  2213. stat += level + status->dex;
  2214. status->hit = cap_value(stat, 1, SHRT_MAX);
  2215. // Flee
  2216. stat = status->flee;
  2217. stat += level + status->agi;
  2218. status->flee = cap_value(stat, 1, SHRT_MAX);
  2219. // Def2
  2220. stat = status->def2;
  2221. stat += status->vit;
  2222. status->def2 = cap_value(stat, 0, SHRT_MAX);
  2223. // Mdef2
  2224. stat = status->mdef2;
  2225. stat += status->int_ + (status->vit / 2);
  2226. status->mdef2 = cap_value(stat, 0, SHRT_MAX);
  2227. #endif
  2228. //Critical
  2229. if( bl->type&battle_config.enable_critical ) {
  2230. stat = status->cri;
  2231. #ifdef RENEWAL
  2232. stat += (level / 10); // (every 10 BaseLevel = +0.1 critical)
  2233. stat += 10 + (status->luk*3); // (every 1 luk = +0.3 critical)
  2234. #else
  2235. stat += 10 + (status->luk*10/3); // (every 1 luk = +0.3 critical)
  2236. #endif
  2237. status->cri = cap_value(stat, 1, SHRT_MAX);
  2238. } else
  2239. status->cri = 0;
  2240. if (bl->type&battle_config.enable_perfect_flee) {
  2241. stat = status->flee2;
  2242. stat += status->luk + 10; // (every 10 luk = +1 perfect flee)
  2243. status->flee2 = cap_value(stat, 0, SHRT_MAX);
  2244. } else
  2245. status->flee2 = 0;
  2246. if (status->batk) {
  2247. int temp = status->batk + status_base_atk(bl, status, level);
  2248. status->batk = cap_value(temp, 0, USHRT_MAX);
  2249. } else
  2250. status->batk = status_base_atk(bl, status, level);
  2251. if (status->cri) {
  2252. switch (bl->type) {
  2253. case BL_MOB:
  2254. if(battle_config.mob_critical_rate != 100)
  2255. status->cri = cap_value(status->cri*battle_config.mob_critical_rate/100,1,SHRT_MAX);
  2256. if(!status->cri && battle_config.mob_critical_rate)
  2257. status->cri = 10;
  2258. break;
  2259. case BL_PC:
  2260. // Players don't have a critical adjustment setting as of yet.
  2261. break;
  2262. default:
  2263. if(battle_config.critical_rate != 100)
  2264. status->cri = cap_value(status->cri*battle_config.critical_rate/100,1,SHRT_MAX);
  2265. if (!status->cri && battle_config.critical_rate)
  2266. status->cri = 10;
  2267. }
  2268. }
  2269. if(bl->type&BL_REGEN)
  2270. status_calc_regen(bl, status, status_get_regen_data(bl));
  2271. }
  2272. /**
  2273. * Calculates the initial status for the given mob
  2274. * @param md: Mob object
  2275. * @param opt: Whether or not it is the first calculation
  2276. This will only be false when a mob levels up (Regular and WoE Guardians)
  2277. * @return 1 for calculated special statuses or 0 for none
  2278. * @author [Skotlex]
  2279. */
  2280. int status_calc_mob_(struct mob_data* md, uint8 opt)
  2281. {
  2282. struct status_data *status;
  2283. struct block_list *mbl = nullptr;
  2284. int flag=0;
  2285. if (opt&SCO_FIRST) { // Set basic level on respawn.
  2286. if (md->level > 0 && md->level <= MAX_LEVEL && md->level != md->db->lv)
  2287. ;
  2288. else
  2289. md->level = md->db->lv;
  2290. md->damagetaken = md->db->damagetaken;
  2291. }
  2292. // Check if we need custom base-status
  2293. if (battle_config.mobs_level_up && md->level > md->db->lv)
  2294. flag|=1;
  2295. if (md->special_state.size)
  2296. flag|=2;
  2297. if (md->guardian_data && md->guardian_data->guardup_lv)
  2298. flag|=4;
  2299. if (md->mob_id == MOBID_EMPERIUM)
  2300. flag|=4;
  2301. if (battle_config.slaves_inherit_speed && md->master_id)
  2302. flag|=8;
  2303. if (md->master_id && md->special_state.ai>AI_ATTACK)
  2304. flag|=16;
  2305. if (md->master_id && battle_config.slaves_inherit_mode)
  2306. flag |= 32;
  2307. if (!flag) { // No special status required.
  2308. if (md->base_status) {
  2309. aFree(md->base_status);
  2310. md->base_status = nullptr;
  2311. }
  2312. if (opt&SCO_FIRST)
  2313. memcpy(&md->status, &md->db->status, sizeof(struct status_data));
  2314. return 0;
  2315. }
  2316. if (!md->base_status)
  2317. md->base_status = (struct status_data*)aCalloc(1, sizeof(struct status_data));
  2318. status = md->base_status;
  2319. memcpy(status, &md->db->status, sizeof(struct status_data));
  2320. if (flag&(8|16))
  2321. mbl = map_id2bl(md->master_id);
  2322. if (flag&8 && mbl) {
  2323. struct status_data *mstatus = status_get_base_status(mbl);
  2324. if (mstatus &&
  2325. battle_config.slaves_inherit_speed&(status_has_mode(mstatus,MD_CANMOVE)?1:2))
  2326. status->speed = mstatus->speed;
  2327. if( status->speed < 2 ) // Minimum for the unit to function properly
  2328. status->speed = 2;
  2329. }
  2330. if (flag&32)
  2331. status_calc_slave_mode(md, map_id2md(md->master_id));
  2332. if (flag&1) { // Increase from mobs leveling up [Valaris]
  2333. int diff = md->level - md->db->lv;
  2334. status->str += diff;
  2335. status->agi += diff;
  2336. status->vit += diff;
  2337. status->int_ += diff;
  2338. status->dex += diff;
  2339. status->luk += diff;
  2340. status->max_hp += diff * status->vit;
  2341. status->max_sp += diff * status->int_;
  2342. status->hp = status->max_hp;
  2343. status->sp = status->max_sp;
  2344. status->speed -= cap_value(diff, 0, status->speed - 10);
  2345. }
  2346. if (flag&2 && battle_config.mob_size_influence) { // Change for sized monsters [Valaris]
  2347. if (md->special_state.size == SZ_MEDIUM) {
  2348. status->max_hp /= 2;
  2349. status->max_sp /= 2;
  2350. if (!status->max_hp) status->max_hp = 1;
  2351. if (!status->max_sp) status->max_sp = 1;
  2352. status->hp = status->max_hp;
  2353. status->sp = status->max_sp;
  2354. status->str /= 2;
  2355. status->agi /= 2;
  2356. status->vit /= 2;
  2357. status->int_ /= 2;
  2358. status->dex /= 2;
  2359. status->luk /= 2;
  2360. if (!status->str) status->str = 1;
  2361. if (!status->agi) status->agi = 1;
  2362. if (!status->vit) status->vit = 1;
  2363. if (!status->int_) status->int_ = 1;
  2364. if (!status->dex) status->dex = 1;
  2365. if (!status->luk) status->luk = 1;
  2366. } else if (md->special_state.size == SZ_BIG) {
  2367. status->max_hp *= 2;
  2368. status->max_sp *= 2;
  2369. status->hp = status->max_hp;
  2370. status->sp = status->max_sp;
  2371. status->str *= 2;
  2372. status->agi *= 2;
  2373. status->vit *= 2;
  2374. status->int_ *= 2;
  2375. status->dex *= 2;
  2376. status->luk *= 2;
  2377. }
  2378. }
  2379. status_calc_misc(&md->bl, status, md->level);
  2380. if(flag&4) { // Strengthen Guardians - custom value +10% / lv
  2381. struct map_data *mapdata = map_getmapdata(md->bl.m);
  2382. std::shared_ptr<guild_castle> gc = castle_db.mapname2gc(mapdata->name);
  2383. if (gc == nullptr)
  2384. ShowError("status_calc_mob: No castle set at map %s\n", mapdata->name);
  2385. else if(gc->castle_id < 24 || md->mob_id == MOBID_EMPERIUM) {
  2386. #ifdef RENEWAL
  2387. status->max_hp += 50 * (gc->defense / 5);
  2388. #else
  2389. status->max_hp += 1000 * gc->defense;
  2390. #endif
  2391. status->hp = status->max_hp;
  2392. status->def += (gc->defense+2)/3;
  2393. status->mdef += (gc->defense+2)/3;
  2394. }
  2395. if(md->mob_id != MOBID_EMPERIUM) {
  2396. status->max_hp += 1000 * gc->defense;
  2397. status->hp = status->max_hp;
  2398. status->batk += 2 * md->guardian_data->guardup_lv + 8;
  2399. status->rhw.atk += 2 * md->guardian_data->guardup_lv + 8;
  2400. status->rhw.atk2 += 2 * md->guardian_data->guardup_lv + 8;
  2401. status->aspd_rate -= 2 * md->guardian_data->guardup_lv + 3;
  2402. }
  2403. }
  2404. if (flag&16 && mbl) { // Max HP setting from Summon Flora/marine Sphere
  2405. struct unit_data *ud = unit_bl2ud(mbl);
  2406. // Remove special AI when this is used by regular mobs.
  2407. if (mbl->type == BL_MOB && !((TBL_MOB*)mbl)->special_state.ai)
  2408. md->special_state.ai = AI_NONE;
  2409. if (ud) {
  2410. // Different levels of HP according to skill level
  2411. if(!ud->skill_id) // !FIXME: We lost the unit data for magic decoy in somewhere before this
  2412. ud->skill_id = ((TBL_PC*)mbl)->menuskill_id;
  2413. switch(ud->skill_id) {
  2414. case AM_SPHEREMINE:
  2415. status->max_hp = 2000 + 400*ud->skill_lv;
  2416. break;
  2417. case KO_ZANZOU:
  2418. status->max_hp = 3000 + 3000 * ud->skill_lv;
  2419. break;
  2420. case AM_CANNIBALIZE:
  2421. status->max_hp = 1500 + 200*ud->skill_lv + 10*status_get_lv(mbl);
  2422. status->mode = static_cast<e_mode>(status->mode|MD_CANATTACK|MD_AGGRESSIVE);
  2423. break;
  2424. case MH_SUMMON_LEGION:
  2425. {
  2426. int homblvl = status_get_lv(mbl);
  2427. status->max_hp = 10 * (100 * (ud->skill_lv + 2) + homblvl);
  2428. status->batk = 100 * (ud->skill_lv+5) / 2;
  2429. status->def = 10 * (100 * (ud->skill_lv+2) + homblvl);
  2430. // status->aspd_rate = 10 * (2 * (20 - ud->skill_lv) - homblvl/10);
  2431. // status->aspd_rate = max(100,status->aspd_rate);
  2432. break;
  2433. }
  2434. case NC_SILVERSNIPER:
  2435. {
  2436. struct status_data *mstatus = status_get_status_data(mbl);
  2437. if(!mstatus)
  2438. break;
  2439. status->max_hp = (1000 * ud->skill_lv) + (mstatus->hp / 3) + (status_get_lv(mbl) * 12);
  2440. status->batk = 200 * ud->skill_lv;
  2441. break;
  2442. }
  2443. case NC_MAGICDECOY:
  2444. {
  2445. struct status_data *mstatus = status_get_status_data(mbl);
  2446. if(!mstatus)
  2447. break;
  2448. status->max_hp = (1000 * ((TBL_PC*)mbl)->menuskill_val) + (mstatus->sp * 4) + (status_get_lv(mbl) * 12);
  2449. status->matk_min = status->matk_max = 250 + 50*((TBL_PC*)mbl)->menuskill_val;
  2450. break;
  2451. }
  2452. case MT_SUMMON_ABR_BATTLE_WARIOR:
  2453. case MT_SUMMON_ABR_DUAL_CANNON:
  2454. case MT_SUMMON_ABR_MOTHER_NET:
  2455. case MT_SUMMON_ABR_INFINITY: {
  2456. map_session_data *msd = BL_CAST(BL_PC, mbl);
  2457. status_data *mstatus = status_get_status_data(mbl);
  2458. if (msd == nullptr || mstatus == nullptr)
  2459. break;
  2460. uint8 abr_mastery = pc_checkskill(msd, MT_ABR_M);
  2461. // Custom formulas for ABR's.
  2462. // Its unknown how the summoner's stats affects the ABR's stats.
  2463. // I decided to do something similar to elementals for now until I know.
  2464. // Also added hit increase from ABR-Mastery for balance reasons. [Rytech]
  2465. status->max_hp = ( 5000 + 40000 * abr_mastery ) * mstatus->vit / 100;
  2466. status->rhw.atk = ( 2 * mstatus->batk + 200 + 600 * abr_mastery ) * 70 / 100;
  2467. status->rhw.atk2 = 2 * mstatus->batk + 200 + 600 * abr_mastery;
  2468. status->def = mstatus->def + 20 * abr_mastery;
  2469. status->mdef = mstatus->mdef + 4 * abr_mastery;
  2470. status->hit = mstatus->hit + 5 * abr_mastery / 2;
  2471. status->flee = mstatus->flee + 10 * abr_mastery;
  2472. status->speed = mstatus->speed;
  2473. // The Infinity ABR appears to have a much higher attack then other
  2474. // ABR's and im guessing has a much higher MaxHP due to it being a AP
  2475. // costing summon. [Rytech]
  2476. if (ud->skill_id == MT_SUMMON_ABR_INFINITY) {
  2477. status->max_hp += 20000;
  2478. status->rhw.atk += 1400; // 70% of 2000
  2479. status->rhw.atk2 += 2000;
  2480. }
  2481. }
  2482. break;
  2483. case BO_WOODENWARRIOR:
  2484. case BO_WOODEN_FAIRY:
  2485. case BO_CREEPER:
  2486. case BO_HELLTREE: {
  2487. map_session_data *msd = BL_CAST(BL_PC, mbl);
  2488. status_data *mstatus = status_get_status_data(mbl);
  2489. if (msd == nullptr || mstatus == nullptr)
  2490. break;
  2491. uint8 bionic_mastery = pc_checkskill(msd, BO_BIONICS_M);
  2492. // Custom formulas for bionic's.
  2493. // Its unknown how the summoner's stats affects the bionic's stats.
  2494. // I decided to do something similar to elementals for now until I know.
  2495. // Also added hit increase from Bionic-Mastery for balance reasons. [Rytech]
  2496. status->max_hp = (5000 + 40000 * bionic_mastery) * mstatus->vit / 100;
  2497. //status->max_sp = (50 + 20 * bionic_mastery) * mstatus->int_ / 100;// Wait what??? Bionic Mastery increases MaxSP? They have SP???
  2498. status->rhw.atk = (2 * mstatus->batk + 600 * bionic_mastery) * 70 / 100;
  2499. status->rhw.atk2 = 2 * mstatus->batk + 600 * bionic_mastery;
  2500. status->def = mstatus->def + 20 * bionic_mastery;
  2501. status->mdef = mstatus->mdef + 4 * bionic_mastery;
  2502. status->hit = mstatus->hit + 5 * bionic_mastery / 2;
  2503. status->flee = mstatus->flee + 10 * bionic_mastery;
  2504. status->speed = mstatus->speed;
  2505. // The Hell Tree bionic appears to have a much higher attack then other
  2506. // bionic's and im guessing has a much higher MaxHP due to it being a AP
  2507. // costing summon. [Rytech]
  2508. if (ud->skill_id == BO_HELLTREE) {
  2509. status->max_hp += 20000;
  2510. status->rhw.atk += 1400; // 70% of 2000
  2511. status->rhw.atk2 += 2000;
  2512. }
  2513. }
  2514. break;
  2515. }
  2516. status->hp = status->max_hp;
  2517. }
  2518. }
  2519. if (opt&SCO_FIRST) // Initial battle status
  2520. memcpy(&md->status, status, sizeof(struct status_data));
  2521. return 1;
  2522. }
  2523. /**
  2524. * Calculates the stats of the given pet
  2525. * @param pd: Pet object
  2526. * @param opt: Whether or not it is the first calculation
  2527. This will only be false when a pet levels up
  2528. * @return 1
  2529. * @author [Skotlex]
  2530. */
  2531. void status_calc_pet_(struct pet_data *pd, uint8 opt)
  2532. {
  2533. nullpo_retv(pd);
  2534. if (opt&SCO_FIRST) {
  2535. memcpy(&pd->status, &pd->db->status, sizeof(struct status_data));
  2536. pd->status.mode = MD_CANMOVE; // Pets discard all modes, except walking
  2537. pd->status.class_ = CLASS_NORMAL;
  2538. pd->status.speed = pd->get_pet_walk_speed();
  2539. if(battle_config.pet_attack_support || battle_config.pet_damage_support) {
  2540. // Attack support requires the pet to be able to attack
  2541. pd->status.mode = static_cast<e_mode>(pd->status.mode|MD_CANATTACK);
  2542. }
  2543. }
  2544. if (battle_config.pet_lv_rate && pd->master) {
  2545. map_session_data *sd = pd->master;
  2546. int lv;
  2547. lv =sd->status.base_level*battle_config.pet_lv_rate/100;
  2548. if (lv < 0)
  2549. lv = 1;
  2550. if (lv != pd->pet.level || opt&SCO_FIRST) {
  2551. struct status_data *bstat = &pd->db->status, *status = &pd->status;
  2552. pd->pet.level = lv;
  2553. if (!(opt&SCO_FIRST)) // Lv Up animation
  2554. clif_misceffect(&pd->bl, 0);
  2555. status->rhw.atk = (bstat->rhw.atk*lv)/pd->db->lv;
  2556. status->rhw.atk2 = (bstat->rhw.atk2*lv)/pd->db->lv;
  2557. status->str = (bstat->str*lv)/pd->db->lv;
  2558. status->agi = (bstat->agi*lv)/pd->db->lv;
  2559. status->vit = (bstat->vit*lv)/pd->db->lv;
  2560. status->int_ = (bstat->int_*lv)/pd->db->lv;
  2561. status->dex = (bstat->dex*lv)/pd->db->lv;
  2562. status->luk = (bstat->luk*lv)/pd->db->lv;
  2563. status->rhw.atk = cap_value(status->rhw.atk, 1, battle_config.pet_max_atk1);
  2564. status->rhw.atk2 = cap_value(status->rhw.atk2, 2, battle_config.pet_max_atk2);
  2565. status->str = cap_value(status->str,1,battle_config.pet_max_stats);
  2566. status->agi = cap_value(status->agi,1,battle_config.pet_max_stats);
  2567. status->vit = cap_value(status->vit,1,battle_config.pet_max_stats);
  2568. status->int_= cap_value(status->int_,1,battle_config.pet_max_stats);
  2569. status->dex = cap_value(status->dex,1,battle_config.pet_max_stats);
  2570. status->luk = cap_value(status->luk,1,battle_config.pet_max_stats);
  2571. status_calc_misc(&pd->bl, &pd->status, lv);
  2572. if (!(opt&SCO_FIRST)) // Not done the first time because the pet is not visible yet
  2573. clif_send_petstatus(sd);
  2574. }
  2575. } else if (opt&SCO_FIRST) {
  2576. status_calc_misc(&pd->bl, &pd->status, pd->db->lv);
  2577. if (!battle_config.pet_lv_rate && pd->pet.level != pd->db->lv)
  2578. pd->pet.level = pd->db->lv;
  2579. }
  2580. // Support rate modifier (1000 = 100%)
  2581. pd->rate_fix = min(1000 * (pd->pet.intimate - battle_config.pet_support_min_friendly) / (1000 - battle_config.pet_support_min_friendly) + 500, USHRT_MAX);
  2582. pd->rate_fix = min(apply_rate(pd->rate_fix, battle_config.pet_support_rate), USHRT_MAX);
  2583. }
  2584. /**
  2585. * Get HP bonus modifiers
  2586. * @param bl: block_list that will be checked
  2587. * @param type: type of e_status_bonus (STATUS_BONUS_FIX or STATUS_BONUS_RATE)
  2588. * @return bonus: total bonus for HP
  2589. * @author [Cydh]
  2590. */
  2591. static int status_get_hpbonus(struct block_list *bl, enum e_status_bonus type) {
  2592. int bonus = 0;
  2593. if (type == STATUS_BONUS_FIX) {
  2594. status_change *sc = status_get_sc(bl);
  2595. //Only for BL_PC
  2596. if (bl->type == BL_PC) {
  2597. map_session_data *sd = map_id2sd(bl->id);
  2598. uint16 skill_lv;
  2599. bonus += sd->bonus.hp;
  2600. if ((skill_lv = pc_checkskill(sd,CR_TRUST)) > 0)
  2601. bonus += skill_lv * 200;
  2602. if (pc_checkskill(sd,SU_SPRITEMABLE) > 0)
  2603. bonus += 1000;
  2604. if (pc_checkskill(sd, SU_POWEROFSEA) > 0) {
  2605. bonus += 1000;
  2606. if (pc_checkskill_summoner(sd, SUMMONER_POWER_SEA) >= 20)
  2607. bonus += 3000;
  2608. }
  2609. if ((skill_lv = pc_checkskill(sd, NV_BREAKTHROUGH)) > 0)
  2610. bonus += 350 * skill_lv + (skill_lv > 4 ? 250 : 0);
  2611. if ((skill_lv = pc_checkskill(sd, NV_TRANSCENDENCE)) > 0)
  2612. bonus += 350 * skill_lv + (skill_lv > 4 ? 250 : 0);
  2613. #ifndef HP_SP_TABLES
  2614. if ((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.base_level >= 99)
  2615. bonus += 2000; // Supernovice lvl99 hp bonus.
  2616. if ((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.base_level >= 150)
  2617. bonus += 2000; // Supernovice lvl150 hp bonus.
  2618. #endif
  2619. }
  2620. //Bonus by SC
  2621. if (sc) {
  2622. if(sc->getSCE(SC_INCMHP))
  2623. bonus += sc->getSCE(SC_INCMHP)->val1;
  2624. if(sc->getSCE(SC_EARTH_INSIGNIA) && sc->getSCE(SC_EARTH_INSIGNIA)->val1 == 2)
  2625. bonus += 500;
  2626. if (sc->getSCE(SC_PROMOTE_HEALTH_RESERCH))
  2627. bonus += sc->getSCE(SC_PROMOTE_HEALTH_RESERCH)->val3;
  2628. if(sc->getSCE(SC_SOLID_SKIN_OPTION))
  2629. bonus += 2000;
  2630. if(sc->getSCE(SC_MARIONETTE))
  2631. bonus -= 1000;
  2632. if(sc->getSCE(SC_SWORDCLAN))
  2633. bonus += 30;
  2634. if(sc->getSCE(SC_ARCWANDCLAN))
  2635. bonus += 30;
  2636. if(sc->getSCE(SC_GOLDENMACECLAN))
  2637. bonus += 30;
  2638. if(sc->getSCE(SC_CROSSBOWCLAN))
  2639. bonus += 30;
  2640. if(sc->getSCE(SC_GLASTHEIM_HPSP))
  2641. bonus += sc->getSCE(SC_GLASTHEIM_HPSP)->val1;
  2642. #ifdef RENEWAL
  2643. if (sc->getSCE(SC_ANGELUS))
  2644. bonus += sc->getSCE(SC_ANGELUS)->val1 * 50;
  2645. #endif
  2646. }
  2647. } else if (type == STATUS_BONUS_RATE) {
  2648. status_change *sc = status_get_sc(bl);
  2649. //Bonus by SC
  2650. if (sc) {
  2651. //Increasing
  2652. if(sc->getSCE(SC_INCMHPRATE))
  2653. bonus += sc->getSCE(SC_INCMHPRATE)->val1;
  2654. if(sc->getSCE(SC_APPLEIDUN))
  2655. bonus += sc->getSCE(SC_APPLEIDUN)->val2;
  2656. if(sc->getSCE(SC_DELUGE))
  2657. bonus += sc->getSCE(SC_DELUGE)->val2;
  2658. if(sc->getSCE(SC_BERSERK))
  2659. bonus += 200; //+200%
  2660. if(sc->getSCE(SC_MERC_HPUP))
  2661. bonus += sc->getSCE(SC_MERC_HPUP)->val2;
  2662. if(sc->getSCE(SC_EPICLESIS))
  2663. bonus += sc->getSCE(SC_EPICLESIS)->val2;
  2664. if(sc->getSCE(SC_FRIGG_SONG))
  2665. bonus += sc->getSCE(SC_FRIGG_SONG)->val2;
  2666. if(sc->getSCE(SC_LERADSDEW))
  2667. bonus += sc->getSCE(SC_LERADSDEW)->val3;
  2668. if(sc->getSCE(SC_FORCEOFVANGUARD))
  2669. bonus += (3 * sc->getSCE(SC_FORCEOFVANGUARD)->val1);
  2670. if(sc->getSCE(SC_INSPIRATION))
  2671. bonus += (4 * sc->getSCE(SC_INSPIRATION)->val1);
  2672. if(sc->getSCE(SC_RAISINGDRAGON))
  2673. bonus += sc->getSCE(SC_RAISINGDRAGON)->val1;
  2674. if(sc->getSCE(SC_GT_REVITALIZE))
  2675. bonus += sc->getSCE(SC_GT_REVITALIZE)->val2;
  2676. if(sc->getSCE(SC_ANGRIFFS_MODUS))
  2677. bonus += (5 * sc->getSCE(SC_ANGRIFFS_MODUS)->val1);
  2678. if(sc->getSCE(SC_PETROLOGY_OPTION))
  2679. bonus += sc->getSCE(SC_PETROLOGY_OPTION)->val2;
  2680. if(sc->getSCE(SC_POWER_OF_GAIA))
  2681. bonus += sc->getSCE(SC_POWER_OF_GAIA)->val3;
  2682. if(sc->getSCE(SC_CURSED_SOIL_OPTION))
  2683. bonus += sc->getSCE(SC_CURSED_SOIL_OPTION)->val2;
  2684. if(sc->getSCE(SC_UPHEAVAL_OPTION))
  2685. bonus += sc->getSCE(SC_UPHEAVAL_OPTION)->val2;
  2686. if(sc->getSCE(SC_LAUDAAGNUS))
  2687. bonus += 2 + (sc->getSCE(SC_LAUDAAGNUS)->val1 * 2);
  2688. #ifdef RENEWAL
  2689. if (sc->getSCE(SC_NIBELUNGEN) && sc->getSCE(SC_NIBELUNGEN)->val2 == RINGNBL_HPRATE)
  2690. bonus += 30;
  2691. #endif
  2692. if(sc->getSCE(SC_LUNARSTANCE))
  2693. bonus += sc->getSCE(SC_LUNARSTANCE)->val2;
  2694. if (sc->getSCE(SC_LUXANIMA))
  2695. bonus += sc->getSCE(SC_LUXANIMA)->val3;
  2696. if (sc->getSCE(SC_MTF_MHP))
  2697. bonus += sc->getSCE(SC_MTF_MHP)->val1;
  2698. if (sc->getSCE(SC_FIRM_FAITH))
  2699. bonus += sc->getSCE(SC_FIRM_FAITH)->val2;
  2700. //Decreasing
  2701. if (sc->getSCE(SC_VENOMBLEED) && sc->getSCE(SC_VENOMBLEED)->val3 == 1)
  2702. bonus -= 15;
  2703. if(sc->getSCE(SC_BEYONDOFWARCRY))
  2704. bonus -= sc->getSCE(SC_BEYONDOFWARCRY)->val3;
  2705. if(sc->getSCE(SC__WEAKNESS))
  2706. bonus -= sc->getSCE(SC__WEAKNESS)->val2;
  2707. if(sc->getSCE(SC_EQC))
  2708. bonus -= sc->getSCE(SC_EQC)->val3;
  2709. if(sc->getSCE(SC_PACKING_ENVELOPE3))
  2710. bonus += sc->getSCE(SC_PACKING_ENVELOPE3)->val1;
  2711. if(sc->getSCE(SC_2011RWC_SCROLL))
  2712. bonus -= 10;
  2713. if(sc->getSCE(SC_INFINITY_DRINK))
  2714. bonus += 5;
  2715. if(sc->getSCE(SC_COMBAT_PILL))
  2716. bonus -= 3;
  2717. if(sc->getSCE(SC_COMBAT_PILL2))
  2718. bonus -= 5;
  2719. }
  2720. // Max rate reduce is -100%
  2721. bonus = cap_value(bonus,-100,INT_MAX);
  2722. }
  2723. return min(bonus,INT_MAX);
  2724. }
  2725. /**
  2726. * HP bonus rate from equipment
  2727. */
  2728. static int status_get_hpbonus_equip(TBL_PC *sd) {
  2729. int bonus = 0;
  2730. bonus += sd->hprate;
  2731. return bonus -= 100; //Default hprate is 100, so it should be add 0%
  2732. }
  2733. /**
  2734. * HP bonus rate from usable items
  2735. */
  2736. static int status_get_hpbonus_item(block_list *bl) {
  2737. int bonus = 0;
  2738. status_change *sc = status_get_sc(bl);
  2739. //Bonus by SC
  2740. if (sc) {
  2741. if (sc->getSCE(SC_INCREASE_MAXHP))
  2742. bonus += sc->getSCE(SC_INCREASE_MAXHP)->val1;
  2743. if (sc->getSCE(SC_MUSTLE_M))
  2744. bonus += sc->getSCE(SC_MUSTLE_M)->val1;
  2745. if (sc->getSCE(SC_MYSTERIOUS_POWDER))
  2746. bonus -= sc->getSCE(SC_MYSTERIOUS_POWDER)->val1;
  2747. }
  2748. // Max rate reduce is -100%
  2749. return cap_value(bonus, -100, INT_MAX);
  2750. }
  2751. /**
  2752. * Get SP bonus modifiers
  2753. * @param bl: block_list that will be checked
  2754. * @param type: type of e_status_bonus (STATUS_BONUS_FIX or STATUS_BONUS_RATE)
  2755. * @return bonus: total bonus for SP
  2756. * @author [Cydh]
  2757. */
  2758. static int status_get_spbonus(struct block_list *bl, enum e_status_bonus type) {
  2759. int bonus = 0;
  2760. if (type == STATUS_BONUS_FIX) {
  2761. status_change *sc = status_get_sc(bl);
  2762. //Only for BL_PC
  2763. if (bl->type == BL_PC) {
  2764. map_session_data *sd = map_id2sd(bl->id);
  2765. uint16 skill_lv;
  2766. bonus += sd->bonus.sp;
  2767. if ((skill_lv = pc_checkskill(sd,SL_KAINA)) > 0)
  2768. bonus += 30 * skill_lv;
  2769. if ((skill_lv = pc_checkskill(sd,RA_RESEARCHTRAP)) > 0)
  2770. bonus += 200 + 20 * skill_lv;
  2771. if ((skill_lv = pc_checkskill(sd,WM_LESSON)) > 0)
  2772. bonus += 30 * skill_lv;
  2773. if (pc_checkskill(sd,SU_SPRITEMABLE) > 0)
  2774. bonus += 100;
  2775. if (pc_checkskill(sd, SU_POWEROFSEA) > 0) {
  2776. bonus += 100;
  2777. if (pc_checkskill_summoner(sd, SUMMONER_POWER_SEA) >= 20)
  2778. bonus += 300;
  2779. }
  2780. if ((skill_lv = pc_checkskill(sd, NV_BREAKTHROUGH)) > 0)
  2781. bonus += 30 * skill_lv + (skill_lv > 4 ? 50 : 0);
  2782. if ((skill_lv = pc_checkskill(sd, NV_TRANSCENDENCE)) > 0)
  2783. bonus += 30 * skill_lv + (skill_lv > 4 ? 50 : 0);
  2784. }
  2785. //Bonus by SC
  2786. if (sc) {
  2787. if(sc->getSCE(SC_INCMSP))
  2788. bonus += sc->getSCE(SC_INCMSP)->val1;
  2789. if(sc->getSCE(SC_EARTH_INSIGNIA) && sc->getSCE(SC_EARTH_INSIGNIA)->val1 == 3)
  2790. bonus += 50;
  2791. if(sc->getSCE(SC_SWORDCLAN))
  2792. bonus += 10;
  2793. if(sc->getSCE(SC_ARCWANDCLAN))
  2794. bonus += 10;
  2795. if(sc->getSCE(SC_GOLDENMACECLAN))
  2796. bonus += 10;
  2797. if(sc->getSCE(SC_CROSSBOWCLAN))
  2798. bonus += 10;
  2799. if(sc->getSCE(SC_GLASTHEIM_HPSP))
  2800. bonus += sc->getSCE(SC_GLASTHEIM_HPSP)->val2;
  2801. }
  2802. } else if (type == STATUS_BONUS_RATE) {
  2803. status_change *sc = status_get_sc(bl);
  2804. //Only for BL_PC
  2805. if (bl->type == BL_PC) {
  2806. map_session_data *sd = map_id2sd(bl->id);
  2807. uint8 i;
  2808. if((i = pc_checkskill(sd,HP_MEDITATIO)) > 0)
  2809. bonus += i;
  2810. if((i = pc_checkskill(sd,HW_SOULDRAIN)) > 0)
  2811. bonus += 2 * i;
  2812. #ifdef RENEWAL
  2813. if ((i = pc_checkskill(sd, (sd->status.sex ? BA_MUSICALLESSON : DC_DANCINGLESSON))) > 0)
  2814. bonus += i;
  2815. if (sc->getSCE(SC_NIBELUNGEN) && sc->getSCE(SC_NIBELUNGEN)->val2 == RINGNBL_SPRATE)
  2816. bonus += 30;
  2817. #endif
  2818. }
  2819. //Bonus by SC
  2820. if (sc) {
  2821. //Increasing
  2822. if(sc->getSCE(SC_INCMSPRATE))
  2823. bonus += sc->getSCE(SC_INCMSPRATE)->val1;
  2824. if(sc->getSCE(SC_RAISINGDRAGON))
  2825. bonus += sc->getSCE(SC_RAISINGDRAGON)->val1;
  2826. if(sc->getSCE(SC_SERVICE4U))
  2827. bonus += sc->getSCE(SC_SERVICE4U)->val2;
  2828. if(sc->getSCE(SC_MERC_SPUP))
  2829. bonus += sc->getSCE(SC_MERC_SPUP)->val2;
  2830. if (sc->getSCE(SC_LUXANIMA))
  2831. bonus += sc->getSCE(SC_LUXANIMA)->val3;
  2832. if (sc->getSCE(SC_MTF_MSP))
  2833. bonus += sc->getSCE(SC_MTF_MSP)->val1;
  2834. if(sc->getSCE(SC_PACKING_ENVELOPE4))
  2835. bonus += sc->getSCE(SC_PACKING_ENVELOPE4)->val1;
  2836. //Decreasing
  2837. if (sc->getSCE(SC_MELODYOFSINK))
  2838. bonus -= sc->getSCE(SC_MELODYOFSINK)->val3;
  2839. if (sc->getSCE(SC_2011RWC_SCROLL))
  2840. bonus -= 10;
  2841. if (sc->getSCE(SC_INFINITY_DRINK))
  2842. bonus += 5;
  2843. if (sc->getSCE(SC_MENTAL_POTION))
  2844. bonus += sc->getSCE(SC_MENTAL_POTION)->val1;
  2845. if(sc->getSCE(SC_COMBAT_PILL))
  2846. bonus -= 3;
  2847. if(sc->getSCE(SC_COMBAT_PILL2))
  2848. bonus -= 5;
  2849. }
  2850. // Max rate reduce is -100%
  2851. bonus = cap_value(bonus,-100,INT_MAX);
  2852. }
  2853. return min(bonus,INT_MAX);
  2854. }
  2855. /**
  2856. * SP bonus rate from equipment
  2857. */
  2858. static int status_get_spbonus_equip(TBL_PC *sd) {
  2859. int bonus = 0;
  2860. bonus += sd->sprate;
  2861. return bonus -= 100; //Default sprate is 100, so it should be add 0%
  2862. }
  2863. /**
  2864. * SP bonus rate from usable items
  2865. */
  2866. static int status_get_spbonus_item(block_list *bl) {
  2867. int bonus = 0;
  2868. status_change *sc = status_get_sc(bl);
  2869. //Bonus by SC
  2870. if (sc) {
  2871. if (sc->getSCE(SC_INCREASE_MAXSP))
  2872. bonus += sc->getSCE(SC_INCREASE_MAXSP)->val1;
  2873. if (sc->getSCE(SC_LIFE_FORCE_F))
  2874. bonus += sc->getSCE(SC_LIFE_FORCE_F)->val1;
  2875. if (sc->getSCE(SC_VITATA_500))
  2876. bonus += sc->getSCE(SC_VITATA_500)->val2;
  2877. if (sc->getSCE(SC_ENERGY_DRINK_RESERCH))
  2878. bonus += sc->getSCE(SC_ENERGY_DRINK_RESERCH)->val3;
  2879. }
  2880. // Max rate reduce is -100%
  2881. return cap_value(bonus, -100, INT_MAX);
  2882. }
  2883. /**
  2884. * Get AP bonus modifiers
  2885. * @param bl: block_list that will be checked
  2886. * @param type: type of e_status_bonus (STATUS_BONUS_FIX or STATUS_BONUS_RATE)
  2887. * @return bonus: total bonus for AP
  2888. */
  2889. static int status_get_apbonus(struct block_list *bl, enum e_status_bonus type) {
  2890. int bonus = 0;
  2891. if (type == STATUS_BONUS_FIX) {
  2892. status_change *sc = status_get_sc(bl);
  2893. //Only for BL_PC
  2894. if (bl->type == BL_PC) {
  2895. map_session_data *sd = map_id2sd(bl->id);
  2896. //uint16 skill_lv;
  2897. bonus += sd->bonus.ap;
  2898. //if ((skill_lv = pc_checkskill(sd, NV_BASIC)) > 0)
  2899. // bonus += 100 * skill_lv;
  2900. }
  2901. //Bonus by SC
  2902. if (sc) {
  2903. //if (sc->getSCE(SC_NONE))
  2904. // bonus += sc->getSCE(SC_NONE)->val1;
  2905. }
  2906. } else if (type == STATUS_BONUS_RATE) {
  2907. status_change *sc = status_get_sc(bl);
  2908. //Only for BL_PC
  2909. if (bl->type == BL_PC) {
  2910. map_session_data *sd = map_id2sd(bl->id);
  2911. //uint8 i;
  2912. //if ((i = pc_checkskill(sd, NV_BASIC)) > 0)
  2913. // bonus += 100 * i;
  2914. }
  2915. //Bonus by SC
  2916. if (sc) {
  2917. //if (sc->getSCE(SC_NONE))
  2918. // bonus += sc->getSCE(SC_NONE)->val1;
  2919. }
  2920. // Max rate reduce is -100%
  2921. bonus = cap_value(bonus, -100, INT_MAX);
  2922. }
  2923. return min(bonus, INT_MAX);
  2924. }
  2925. /**
  2926. * AP bonus rate from equipment
  2927. * @param sd: Player data
  2928. * @return AP rate
  2929. */
  2930. static int status_get_apbonus_equip(TBL_PC *sd) {
  2931. int bonus = 0;
  2932. bonus += sd->aprate;
  2933. return bonus -= 100; //Default aprate is 100, so it should be add 0%
  2934. }
  2935. /**
  2936. * AP bonus rate from usable items
  2937. * @param bl: Object to check against
  2938. * @return AP bonus
  2939. */
  2940. static int status_get_apbonus_item(block_list *bl) {
  2941. int bonus = 0;
  2942. status_change *sc = status_get_sc(bl);
  2943. //Bonus by SC
  2944. if (sc) {
  2945. //if (sc->getSCE(SC_NONE))
  2946. // bonus += sc->getSCE(SC_NONE)->val1;
  2947. }
  2948. // Max rate reduce is -100%
  2949. return cap_value(bonus, -100, INT_MAX);
  2950. }
  2951. /**
  2952. * Get final MaxHP or MaxSP for player. References: http://irowiki.org/wiki/Max_HP and http://irowiki.org/wiki/Max_SP
  2953. * The calculation needs base_level, base_status/battle_status (vit or int), additive modifier, and multiplicative modifier
  2954. * @param sd Player
  2955. * @param stat Vit/Int of player as param modifier
  2956. * @param isHP true - calculates Max HP, false - calculated Max SP
  2957. * @return max The max value of HP or SP
  2958. */
  2959. static unsigned int status_calc_maxhpsp_pc(map_session_data* sd, unsigned int stat, bool isHP) {
  2960. nullpo_ret(sd);
  2961. double dmax = 0;
  2962. uint32 level = umax(sd->status.base_level,1);
  2963. std::shared_ptr<s_job_info> job = job_db.find(pc_mapid2jobid(sd->class_, sd->status.sex));
  2964. if (job == nullptr)
  2965. return 1;
  2966. if (isHP) { //Calculates MaxHP
  2967. double equip_bonus = 0, item_bonus = 0;
  2968. 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);
  2969. dmax += sd->indexed_bonus.param_equip[PARAM_VIT]; //Vit from equip gives +1 additional HP
  2970. dmax += status_get_hpbonus(&sd->bl,STATUS_BONUS_FIX);
  2971. equip_bonus = (dmax * status_get_hpbonus_equip(sd) / 100);
  2972. item_bonus = (dmax * status_get_hpbonus_item(&sd->bl) / 100);
  2973. dmax += equip_bonus + item_bonus;
  2974. dmax += (int64)(dmax * status_get_hpbonus(&sd->bl,STATUS_BONUS_RATE) / 100); //Aegis accuracy
  2975. }
  2976. else { //Calculates MaxSP
  2977. double equip_bonus = 0, item_bonus = 0;
  2978. 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);
  2979. dmax += sd->indexed_bonus.param_equip[PARAM_INT]; //Int from equip gives +1 additional SP
  2980. dmax += status_get_spbonus(&sd->bl,STATUS_BONUS_FIX);
  2981. equip_bonus = (dmax * status_get_spbonus_equip(sd) / 100);
  2982. item_bonus = (dmax * status_get_spbonus_item(&sd->bl) / 100);
  2983. dmax += equip_bonus + item_bonus;
  2984. dmax += (int64)(dmax * status_get_spbonus(&sd->bl,STATUS_BONUS_RATE) / 100); //Aegis accuracy
  2985. }
  2986. //Make sure it's not negative before casting to unsigned int
  2987. if(dmax < 1) dmax = 1;
  2988. return cap_value((unsigned int)dmax,1,UINT_MAX);
  2989. }
  2990. /**
  2991. * Get final MaxAP for player.
  2992. * @param sd: Player data
  2993. * @return AP amount
  2994. */
  2995. static unsigned int status_calc_maxap_pc(map_session_data* sd) {
  2996. double dmax = 0, equip_bonus = 0, item_bonus = 0;
  2997. nullpo_ret(sd);
  2998. dmax = (sd->class_&JOBL_FOURTH) ? 200 : 0;
  2999. dmax += status_get_apbonus(&sd->bl, STATUS_BONUS_FIX);
  3000. equip_bonus = (dmax * status_get_apbonus_equip(sd) / 100);
  3001. item_bonus = (dmax * status_get_apbonus_item(&sd->bl) / 100);
  3002. dmax += equip_bonus + item_bonus;
  3003. dmax += (int64)(dmax * status_get_apbonus(&sd->bl, STATUS_BONUS_RATE) / 100);// Aegis accuracy
  3004. //Make sure it's not negative before casting to unsigned int
  3005. if (dmax < 0) dmax = 0;
  3006. return cap_value((unsigned int)dmax, 0, UINT_MAX);
  3007. }
  3008. /**
  3009. * Calculates player's weight
  3010. * @param sd: Player object
  3011. * @param flag: Calculation type
  3012. * CALCWT_ITEM - Item weight
  3013. * CALCWT_MAXBONUS - Skill/Status/Configuration max weight bonus
  3014. * @return false - failed, true - success
  3015. */
  3016. bool status_calc_weight(map_session_data *sd, enum e_status_calc_weight_opt flag)
  3017. {
  3018. int b_weight, b_max_weight, skill, i;
  3019. status_change *sc;
  3020. nullpo_retr(false, sd);
  3021. sc = &sd->sc;
  3022. b_max_weight = sd->max_weight; // Store max weight for later comparison
  3023. b_weight = sd->weight; // Store current weight for later comparison
  3024. sd->max_weight = job_db.get_maxWeight(pc_mapid2jobid(sd->class_, sd->status.sex)) + sd->status.str * 300; // Recalculate max weight
  3025. if (flag&CALCWT_ITEM) {
  3026. sd->weight = 0; // Reset current weight
  3027. for(i = 0; i < MAX_INVENTORY; i++) {
  3028. if (!sd->inventory.u.items_inventory[i].nameid || sd->inventory_data[i] == nullptr)
  3029. continue;
  3030. sd->weight += sd->inventory_data[i]->weight * sd->inventory.u.items_inventory[i].amount;
  3031. }
  3032. }
  3033. if (flag&CALCWT_MAXBONUS) {
  3034. // Skill/Status bonus weight increases
  3035. sd->max_weight += sd->add_max_weight; // From bAddMaxWeight
  3036. if ((skill = pc_checkskill(sd, MC_INCCARRY)) > 0)
  3037. sd->max_weight += 2000 * skill;
  3038. if (pc_isriding(sd) && pc_checkskill(sd, KN_RIDING) > 0)
  3039. sd->max_weight += 10000;
  3040. else if (pc_isridingdragon(sd))
  3041. sd->max_weight += 5000 + 2000 * pc_checkskill(sd, RK_DRAGONTRAINING);
  3042. if (sc->getSCE(SC_KNOWLEDGE))
  3043. sd->max_weight += sd->max_weight * sc->getSCE(SC_KNOWLEDGE)->val1 / 10;
  3044. if ((skill = pc_checkskill(sd, ALL_INCCARRY)) > 0)
  3045. sd->max_weight += 2000 * skill;
  3046. if (pc_ismadogear(sd))
  3047. sd->max_weight += 15000;
  3048. }
  3049. // Update the client if the new weight calculations don't match
  3050. if (b_weight != sd->weight)
  3051. clif_updatestatus(sd, SP_WEIGHT);
  3052. if (b_max_weight != sd->max_weight) {
  3053. clif_updatestatus(sd, SP_MAXWEIGHT);
  3054. pc_updateweightstatus(sd);
  3055. }
  3056. return true;
  3057. }
  3058. /**
  3059. * Calculates player's cart weight
  3060. * @param sd: Player object
  3061. * @param flag: Calculation type
  3062. * CALCWT_ITEM - Cart item weight
  3063. * CALCWT_MAXBONUS - Skill/Status/Configuration max weight bonus
  3064. * CALCWT_CARTSTATE - Whether to check for cart state
  3065. * @return false - failed, true - success
  3066. */
  3067. bool status_calc_cart_weight(map_session_data *sd, enum e_status_calc_weight_opt flag)
  3068. {
  3069. int b_cart_weight_max, i;
  3070. nullpo_retr(false, sd);
  3071. if (!pc_iscarton(sd) && !(flag&CALCWT_CARTSTATE))
  3072. return false;
  3073. b_cart_weight_max = sd->cart_weight_max; // Store cart max weight for later comparison
  3074. sd->cart_weight_max = battle_config.max_cart_weight; // Recalculate max weight
  3075. if (flag&CALCWT_ITEM) {
  3076. sd->cart_weight = 0; // Reset current cart weight
  3077. sd->cart_num = 0; // Reset current cart item count
  3078. for(i = 0; i < MAX_CART; i++) {
  3079. if (!sd->cart.u.items_cart[i].nameid)
  3080. continue;
  3081. sd->cart_weight += itemdb_weight(sd->cart.u.items_cart[i].nameid) * sd->cart.u.items_cart[i].amount; // Recalculate current cart weight
  3082. sd->cart_num++; // Recalculate current cart item count
  3083. }
  3084. }
  3085. // Skill bonus max weight increases
  3086. if (flag&CALCWT_MAXBONUS)
  3087. sd->cart_weight_max += (pc_checkskill(sd, GN_REMODELING_CART) * 5000);
  3088. // Update the client if the new weight calculations don't match
  3089. if (b_cart_weight_max != sd->cart_weight_max)
  3090. clif_updatestatus(sd, SP_CARTINFO);
  3091. return true;
  3092. }
  3093. /**
  3094. * Calculates player data from scratch without counting SC adjustments
  3095. * Should be invoked whenever players raise stats, learn passive skills or change equipment
  3096. * @param sd: Player object
  3097. * @param opt: Whether it is first calc (login) or not
  3098. * @return (-1) for too many recursive calls, (1) recursive call, (0) success
  3099. */
  3100. int status_calc_pc_sub(map_session_data* sd, uint8 opt)
  3101. {
  3102. static int calculating = 0; ///< Check for recursive call preemption. [Skotlex]
  3103. struct status_data *base_status; ///< Pointer to the player's base status
  3104. status_change *sc = &sd->sc;
  3105. struct s_skill b_skill[MAX_SKILL]; ///< Previous skill tree
  3106. int i, skill, refinedef = 0;
  3107. short index = -1;
  3108. if (++calculating > 10) // Too many recursive calls!
  3109. return -1;
  3110. // Remember player-specific values that are currently being shown to the client (for refresh purposes)
  3111. memcpy(b_skill, &sd->status.skill, sizeof(b_skill));
  3112. pc_calc_skilltree(sd); // SkillTree calculation
  3113. if (opt&SCO_FIRST) {
  3114. // Load Hp/SP from char-received data.
  3115. sd->battle_status.hp = sd->status.hp;
  3116. sd->battle_status.sp = sd->status.sp;
  3117. if (battle_config.keep_ap_on_logout == 1)
  3118. sd->battle_status.ap = sd->status.ap;
  3119. sd->regen.sregen = &sd->sregen;
  3120. sd->regen.ssregen = &sd->ssregen;
  3121. }
  3122. base_status = &sd->base_status;
  3123. // These are not zeroed. [zzo]
  3124. sd->hprate = 100;
  3125. sd->sprate = 100;
  3126. sd->aprate = 100;
  3127. sd->castrate = 100;
  3128. sd->dsprate = 100;
  3129. sd->hprecov_rate = 100;
  3130. sd->sprecov_rate = 100;
  3131. sd->matk_rate = 100;
  3132. sd->critical_rate = sd->hit_rate = sd->flee_rate = sd->flee2_rate = 100;
  3133. sd->def_rate = sd->def2_rate = sd->mdef_rate = sd->mdef2_rate = 100;
  3134. sd->patk_rate = sd->smatk_rate = 100;
  3135. sd->res_rate = sd->mres_rate = 100;
  3136. sd->hplus_rate = sd->crate_rate = 100;
  3137. sd->regen.state.block = 0;
  3138. sd->add_max_weight = 0;
  3139. sd->indexed_bonus = {};
  3140. memset (&sd->right_weapon.overrefine, 0, sizeof(sd->right_weapon) - sizeof(sd->right_weapon.atkmods));
  3141. memset (&sd->left_weapon.overrefine, 0, sizeof(sd->left_weapon) - sizeof(sd->left_weapon.atkmods));
  3142. if (sd->special_state.intravision)
  3143. clif_status_load(&sd->bl, EFST_CLAIRVOYANCE, 0);
  3144. if (sd->special_state.no_walk_delay)
  3145. clif_status_load(&sd->bl, EFST_ENDURE, 0);
  3146. memset(&sd->special_state,0,sizeof(sd->special_state));
  3147. if (pc_isvip(sd)) // Magic Stone requirement avoidance for VIP.
  3148. sd->special_state.no_gemstone = battle_config.vip_gemstone;
  3149. if (!sd->state.permanent_speed) {
  3150. memset(&base_status->max_hp, 0, sizeof(struct status_data)-(sizeof(base_status->hp)+sizeof(base_status->sp)+sizeof(base_status->ap)));
  3151. base_status->speed = DEFAULT_WALK_SPEED;
  3152. } else {
  3153. int pSpeed = base_status->speed;
  3154. memset(&base_status->max_hp, 0, sizeof(struct status_data)-(sizeof(base_status->hp)+sizeof(base_status->sp)+sizeof(base_status->ap)));
  3155. base_status->speed = pSpeed;
  3156. }
  3157. // !FIXME: Most of these stuff should be calculated once, but how do I fix the memset above to do that? [Skotlex]
  3158. // Give them all modes except these (useful for clones)
  3159. 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));
  3160. base_status->size = (sd->class_&JOBL_BABY) ? SZ_SMALL : (((sd->class_&MAPID_BASEMASK) == MAPID_SUMMONER) ? battle_config.summoner_size : SZ_MEDIUM);
  3161. if (battle_config.character_size && pc_isriding(sd)) { // [Lupus]
  3162. if (sd->class_&JOBL_BABY) {
  3163. if (battle_config.character_size&SZ_BIG)
  3164. base_status->size++;
  3165. } else
  3166. if(battle_config.character_size&SZ_MEDIUM)
  3167. base_status->size++;
  3168. }
  3169. base_status->aspd_rate = 1000;
  3170. base_status->ele_lv = 1;
  3171. base_status->race = ((sd->class_&MAPID_BASEMASK) == MAPID_SUMMONER) ? battle_config.summoner_race : RC_PLAYER_HUMAN;
  3172. base_status->class_ = CLASS_NORMAL;
  3173. sd->autospell.clear();
  3174. sd->autospell2.clear();
  3175. sd->autospell3.clear();
  3176. sd->addeff.clear();
  3177. sd->addeff_atked.clear();
  3178. sd->addeff_onskill.clear();
  3179. sd->skillatk.clear();
  3180. sd->skillusesprate.clear();
  3181. sd->skillusesp.clear();
  3182. sd->skillheal.clear();
  3183. sd->skillheal2.clear();
  3184. sd->skillblown.clear();
  3185. sd->skillcastrate.clear();
  3186. sd->skillfixcastrate.clear();
  3187. sd->subskill.clear();
  3188. sd->skillcooldown.clear();
  3189. sd->skillfixcast.clear();
  3190. sd->skillvarcast.clear();
  3191. sd->add_def.clear();
  3192. sd->add_mdef.clear();
  3193. sd->add_mdmg.clear();
  3194. sd->reseff.clear();
  3195. sd->itemgrouphealrate.clear();
  3196. sd->add_drop.clear();
  3197. sd->itemhealrate.clear();
  3198. sd->subele2.clear();
  3199. sd->subrace3.clear();
  3200. sd->skilldelay.clear();
  3201. sd->sp_vanish.clear();
  3202. sd->hp_vanish.clear();
  3203. sd->itemsphealrate.clear();
  3204. sd->itemgroupsphealrate.clear();
  3205. // Zero up structures...
  3206. memset(&sd->hp_loss, 0, sizeof(sd->hp_loss)
  3207. + sizeof(sd->sp_loss)
  3208. + sizeof(sd->hp_regen)
  3209. + sizeof(sd->sp_regen)
  3210. + sizeof(sd->percent_hp_regen)
  3211. + sizeof(sd->percent_sp_regen)
  3212. + sizeof(sd->def_set_race)
  3213. + sizeof(sd->mdef_set_race)
  3214. + sizeof(sd->norecover_state_race)
  3215. + sizeof(sd->hp_vanish_race)
  3216. + sizeof(sd->sp_vanish_race)
  3217. );
  3218. memset(&sd->bonus, 0, sizeof(sd->bonus));
  3219. // Autobonus
  3220. pc_delautobonus(*sd, sd->autobonus, true);
  3221. pc_delautobonus(*sd, sd->autobonus2, true);
  3222. pc_delautobonus(*sd, sd->autobonus3, true);
  3223. if (sd->pd != nullptr) {
  3224. pet_delautobonus(*sd, sd->pd->autobonus, true);
  3225. pet_delautobonus(*sd, sd->pd->autobonus2, true);
  3226. pet_delautobonus(*sd, sd->pd->autobonus3, true);
  3227. }
  3228. // Parse equipment
  3229. for (i = 0; i < EQI_MAX; i++) {
  3230. current_equip_item_index = index = sd->equip_index[i]; // We pass INDEX to current_equip_item_index - for EQUIP_SCRIPT (new cards solution) [Lupus]
  3231. current_equip_combo_pos = 0;
  3232. if (index < 0)
  3233. continue;
  3234. if (i == EQI_AMMO)
  3235. continue;
  3236. if (pc_is_same_equip_index((enum equip_index)i, sd->equip_index, index))
  3237. continue;
  3238. if (!sd->inventory_data[index])
  3239. continue;
  3240. base_status->def += sd->inventory_data[index]->def;
  3241. // Items may be equipped, their effects however are nullified.
  3242. if (opt&SCO_FIRST && sd->inventory_data[index]->equip_script && (pc_has_permission(sd,PC_PERM_USE_ALL_EQUIPMENT)
  3243. || !itemdb_isNoEquip(sd->inventory_data[index],sd->bl.m))) { // Execute equip-script on login
  3244. run_script(sd->inventory_data[index]->equip_script,0,sd->bl.id,0);
  3245. if (!calculating)
  3246. return 1;
  3247. }
  3248. // Sanitize the refine level in case someone decreased the value inbetween
  3249. if (sd->inventory.u.items_inventory[index].refine > MAX_REFINE)
  3250. sd->inventory.u.items_inventory[index].refine = MAX_REFINE;
  3251. std::shared_ptr<s_refine_level_info> info = refine_db.findCurrentLevelInfo( *sd->inventory_data[index], sd->inventory.u.items_inventory[index] );
  3252. #ifdef RENEWAL
  3253. std::shared_ptr<s_enchantgradelevel> enchantgrade_info = nullptr;
  3254. if( sd->inventory.u.items_inventory[index].enchantgrade > 0 ){
  3255. enchantgrade_info = enchantgrade_db.findCurrentLevelInfo( *sd->inventory_data[index], sd->inventory.u.items_inventory[index] );
  3256. }
  3257. #endif
  3258. if (sd->inventory_data[index]->type == IT_WEAPON) {
  3259. int wlv = sd->inventory_data[index]->weapon_level;
  3260. struct weapon_data *wd;
  3261. struct weapon_atk *wa;
  3262. if(wlv >= MAX_WEAPON_LEVEL)
  3263. wlv = MAX_WEAPON_LEVEL;
  3264. if(i == EQI_HAND_L && sd->inventory.u.items_inventory[index].equip == EQP_HAND_L) {
  3265. wd = &sd->left_weapon; // Left-hand weapon
  3266. wa = &base_status->lhw;
  3267. } else {
  3268. wd = &sd->right_weapon;
  3269. wa = &base_status->rhw;
  3270. }
  3271. wa->atk += sd->inventory_data[index]->atk;
  3272. if( info != nullptr ){
  3273. wa->atk2 += info->bonus / 100;
  3274. #ifdef RENEWAL
  3275. if( enchantgrade_info != nullptr ){
  3276. wa->atk2 += ( ( ( info->bonus / 100 ) * enchantgrade_info->bonus ) / 100 );
  3277. }
  3278. if( wlv == 5 ){
  3279. base_status->patk += sd->inventory.u.items_inventory[index].refine * 2;
  3280. base_status->smatk += sd->inventory.u.items_inventory[index].refine * 2;
  3281. }
  3282. #endif
  3283. }
  3284. #ifdef RENEWAL
  3285. if (sd->bonus.weapon_atk_rate)
  3286. wa->atk += wa->atk * sd->bonus.weapon_atk_rate / 100;
  3287. wa->matk += sd->inventory_data[index]->matk;
  3288. wa->wlv = wlv;
  3289. // Renewal magic attack refine bonus
  3290. if( info != nullptr && sd->weapontype1 != W_BOW ){
  3291. wa->matk += info->bonus / 100;
  3292. if( enchantgrade_info != nullptr ){
  3293. wa->matk += ( ( ( info->bonus / 100 ) * enchantgrade_info->bonus ) / 100 );
  3294. }
  3295. }
  3296. #endif
  3297. // Overrefine bonus.
  3298. if( info != nullptr ){
  3299. wd->overrefine = info->randombonus_max / 100;
  3300. }
  3301. wa->range += sd->inventory_data[index]->range;
  3302. if(sd->inventory_data[index]->script && (pc_has_permission(sd,PC_PERM_USE_ALL_EQUIPMENT) || !itemdb_isNoEquip(sd->inventory_data[index],sd->bl.m))) {
  3303. if (wd == &sd->left_weapon) {
  3304. sd->state.lr_flag = 1;
  3305. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  3306. sd->state.lr_flag = 0;
  3307. } else
  3308. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  3309. if (!calculating) // Abort, run_script retriggered this. [Skotlex]
  3310. return 1;
  3311. }
  3312. #ifdef RENEWAL
  3313. if (sd->bonus.weapon_matk_rate)
  3314. wa->matk += wa->matk * sd->bonus.weapon_matk_rate / 100;
  3315. #endif
  3316. if(sd->inventory.u.items_inventory[index].card[0] == CARD0_FORGE) { // Forged weapon
  3317. wd->star += (sd->inventory.u.items_inventory[index].card[1]>>8);
  3318. if(wd->star >= 15) wd->star = 40; // 3 Star Crumbs now give +40 dmg
  3319. if(pc_famerank(MakeDWord(sd->inventory.u.items_inventory[index].card[2],sd->inventory.u.items_inventory[index].card[3]) ,MAPID_BLACKSMITH))
  3320. wd->star += 10;
  3321. if (!wa->ele) // Do not overwrite element from previous bonuses.
  3322. wa->ele = (sd->inventory.u.items_inventory[index].card[1]&0x0f);
  3323. }
  3324. } else if(sd->inventory_data[index]->type == IT_ARMOR) {
  3325. if( info != nullptr ){
  3326. refinedef += info->bonus;
  3327. #ifdef RENEWAL
  3328. if( sd->inventory_data[index]->armor_level == 2 ){
  3329. base_status->res += sd->inventory.u.items_inventory[index].refine * 2;
  3330. base_status->mres += sd->inventory.u.items_inventory[index].refine * 2;
  3331. }
  3332. #endif
  3333. }
  3334. if(sd->inventory_data[index]->script && (pc_has_permission(sd,PC_PERM_USE_ALL_EQUIPMENT) || !itemdb_isNoEquip(sd->inventory_data[index],sd->bl.m))) {
  3335. if( i == EQI_HAND_L ) // Shield
  3336. sd->state.lr_flag = 3;
  3337. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  3338. if( i == EQI_HAND_L ) // Shield
  3339. sd->state.lr_flag = 0;
  3340. if (!calculating) // Abort, run_script retriggered this. [Skotlex]
  3341. return 1;
  3342. }
  3343. } else if( sd->inventory_data[index]->type == IT_SHADOWGEAR ) { // Shadow System
  3344. if (sd->inventory_data[index]->script && (pc_has_permission(sd,PC_PERM_USE_ALL_EQUIPMENT) || !itemdb_isNoEquip(sd->inventory_data[index],sd->bl.m))) {
  3345. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  3346. if( !calculating )
  3347. return 1;
  3348. }
  3349. }
  3350. }
  3351. if(sd->equip_index[EQI_AMMO] >= 0) {
  3352. index = sd->equip_index[EQI_AMMO];
  3353. if(sd->inventory_data[index]) { // Arrows
  3354. sd->bonus.arrow_atk += sd->inventory_data[index]->atk;
  3355. sd->state.lr_flag = 2;
  3356. if( !itemdb_group.item_exists(IG_THROWABLE, sd->inventory_data[index]->nameid) ) // Don't run scripts on throwable items
  3357. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  3358. sd->state.lr_flag = 0;
  3359. if (!calculating) // Abort, run_script retriggered status_calc_pc. [Skotlex]
  3360. return 1;
  3361. }
  3362. }
  3363. // Process and check item combos
  3364. if (!sd->combos.empty()) {
  3365. for (const auto &combo : sd->combos) {
  3366. std::shared_ptr<s_item_combo> item_combo;
  3367. current_equip_item_index = -1;
  3368. current_equip_combo_pos = combo->pos;
  3369. if (combo->bonus == nullptr || !(item_combo = itemdb_combo.find(combo->id)))
  3370. continue;
  3371. bool no_run = false;
  3372. size_t j = 0;
  3373. // Check combo items
  3374. while (j < item_combo->nameid.size()) {
  3375. std::shared_ptr<item_data> id = item_db.find(item_combo->nameid[j]);
  3376. // Don't run the script if at least one of combo's pair has restriction
  3377. if (id && !pc_has_permission(sd, PC_PERM_USE_ALL_EQUIPMENT) && itemdb_isNoEquip(id.get(), sd->bl.m)) {
  3378. no_run = true;
  3379. break;
  3380. }
  3381. j++;
  3382. }
  3383. if (no_run)
  3384. continue;
  3385. run_script(combo->bonus, 0, sd->bl.id, 0);
  3386. if (!calculating) // Abort, run_script retriggered this
  3387. return 1;
  3388. }
  3389. }
  3390. // Store equipment script bonuses
  3391. memcpy(sd->indexed_bonus.param_equip,sd->indexed_bonus.param_bonus,sizeof(sd->indexed_bonus.param_equip));
  3392. memset(sd->indexed_bonus.param_bonus, 0, sizeof(sd->indexed_bonus.param_bonus));
  3393. base_status->def += (refinedef+50)/100;
  3394. // Parse Cards
  3395. for (i = 0; i < EQI_MAX; i++) {
  3396. current_equip_item_index = index = sd->equip_index[i]; // We pass INDEX to current_equip_item_index - for EQUIP_SCRIPT (new cards solution) [Lupus]
  3397. current_equip_combo_pos = 0;
  3398. if (index < 0)
  3399. continue;
  3400. if (i == EQI_AMMO)
  3401. continue;
  3402. if (pc_is_same_equip_index((enum equip_index)i, sd->equip_index, index))
  3403. continue;
  3404. if (sd->inventory_data[index]) {
  3405. int j;
  3406. // Card script execution.
  3407. if (itemdb_isspecial(sd->inventory.u.items_inventory[index].card[0]))
  3408. continue;
  3409. for (j = 0; j < MAX_SLOTS; j++) { // Uses MAX_SLOTS to support Soul Bound system [Inkfish]
  3410. int c = sd->inventory.u.items_inventory[index].card[j];
  3411. current_equip_card_id= c;
  3412. if(!c)
  3413. continue;
  3414. std::shared_ptr<item_data> data = item_db.find(c);
  3415. if(!data)
  3416. continue;
  3417. 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
  3418. run_script(data->equip_script,0,sd->bl.id,0);
  3419. if (!calculating)
  3420. return 1;
  3421. }
  3422. if(!data->script)
  3423. continue;
  3424. if(!pc_has_permission(sd,PC_PERM_USE_ALL_EQUIPMENT) && itemdb_isNoEquip(data.get(), sd->bl.m)) // Card restriction checks.
  3425. continue;
  3426. if(i == EQI_HAND_L && sd->inventory.u.items_inventory[index].equip == EQP_HAND_L) { // Left hand status.
  3427. sd->state.lr_flag = 1;
  3428. run_script(data->script,0,sd->bl.id,0);
  3429. sd->state.lr_flag = 0;
  3430. } else
  3431. run_script(data->script,0,sd->bl.id,0);
  3432. if (!calculating) // Abort, run_script his function. [Skotlex]
  3433. return 1;
  3434. }
  3435. }
  3436. }
  3437. current_equip_card_id = 0; // Clear stored card ID [Secret]
  3438. // Parse random options
  3439. for (i = 0; i < EQI_MAX; i++) {
  3440. current_equip_item_index = index = sd->equip_index[i];
  3441. current_equip_combo_pos = 0;
  3442. current_equip_opt_index = -1;
  3443. if (index < 0)
  3444. continue;
  3445. if (i == EQI_AMMO)
  3446. continue;
  3447. if (pc_is_same_equip_index((enum equip_index)i, sd->equip_index, index))
  3448. continue;
  3449. if (sd->inventory_data[index]) {
  3450. for (uint8 j = 0; j < MAX_ITEM_RDM_OPT; j++) {
  3451. short opt_id = sd->inventory.u.items_inventory[index].option[j].id;
  3452. if (!opt_id)
  3453. continue;
  3454. current_equip_opt_index = j;
  3455. std::shared_ptr<s_random_opt_data> data = random_option_db.find(opt_id);
  3456. if (!data || !data->script)
  3457. continue;
  3458. if (!pc_has_permission(sd, PC_PERM_USE_ALL_EQUIPMENT) && itemdb_isNoEquip(sd->inventory_data[index], sd->bl.m))
  3459. continue;
  3460. if (i == EQI_HAND_L && sd->inventory.u.items_inventory[index].equip == EQP_HAND_L) { // Left hand status.
  3461. sd->state.lr_flag = 1;
  3462. run_script(data->script, 0, sd->bl.id, 0);
  3463. sd->state.lr_flag = 0;
  3464. }
  3465. else
  3466. run_script(data->script, 0, sd->bl.id, 0);
  3467. if (!calculating)
  3468. return 1;
  3469. }
  3470. }
  3471. current_equip_opt_index = -1;
  3472. }
  3473. if (sc->count && sc->getSCE(SC_ITEMSCRIPT)) {
  3474. std::shared_ptr<item_data> data = item_db.find(sc->getSCE(SC_ITEMSCRIPT)->val1);
  3475. if (data && data->script)
  3476. run_script(data->script, 0, sd->bl.id, 0);
  3477. }
  3478. pc_bonus_script(sd);
  3479. if( sd->pd ) { // Pet Bonus
  3480. struct pet_data *pd = sd->pd;
  3481. std::shared_ptr<s_pet_db> pet_db_ptr = pd->get_pet_db();
  3482. if (pet_db_ptr != nullptr && pet_db_ptr->pet_bonus_script)
  3483. run_script(pet_db_ptr->pet_bonus_script,0,sd->bl.id,0);
  3484. if (pet_db_ptr != nullptr && pd->pet.intimate > 0 && (!battle_config.pet_equip_required || pd->pet.equip > 0) && pd->state.skillbonus == 1 && pd->bonus)
  3485. pc_bonus(sd,pd->bonus->type, pd->bonus->val);
  3486. }
  3487. // param_bonus now holds card bonuses.
  3488. if(base_status->rhw.range < 1) base_status->rhw.range = 1;
  3489. if(base_status->lhw.range < 1) base_status->lhw.range = 1;
  3490. if(base_status->rhw.range < base_status->lhw.range)
  3491. base_status->rhw.range = base_status->lhw.range;
  3492. sd->bonus.double_rate += sd->bonus.double_add_rate;
  3493. sd->bonus.perfect_hit += sd->bonus.perfect_hit_add;
  3494. sd->bonus.splash_range += sd->bonus.splash_add_range;
  3495. // Damage modifiers from weapon type
  3496. std::shared_ptr<s_sizefix_db> right_weapon = size_fix_db.find(sd->weapontype1);
  3497. std::shared_ptr<s_sizefix_db> left_weapon = size_fix_db.find(sd->weapontype2);
  3498. sd->right_weapon.atkmods[SZ_SMALL] = right_weapon->small;
  3499. sd->right_weapon.atkmods[SZ_MEDIUM] = right_weapon->medium;
  3500. sd->right_weapon.atkmods[SZ_BIG] = right_weapon->large;
  3501. sd->left_weapon.atkmods[SZ_SMALL] = left_weapon->small;
  3502. sd->left_weapon.atkmods[SZ_MEDIUM] = left_weapon->medium;
  3503. sd->left_weapon.atkmods[SZ_BIG] = left_weapon->large;
  3504. if((pc_isriding(sd) || pc_isridingdragon(sd)) &&
  3505. (sd->status.weapon==W_1HSPEAR || sd->status.weapon==W_2HSPEAR))
  3506. { // When Riding with spear, damage modifier to mid-class becomes
  3507. // same as versus large size.
  3508. sd->right_weapon.atkmods[SZ_MEDIUM] = sd->right_weapon.atkmods[SZ_BIG];
  3509. sd->left_weapon.atkmods[SZ_MEDIUM] = sd->left_weapon.atkmods[SZ_BIG];
  3510. }
  3511. // ----- STATS CALCULATION -----
  3512. // Job bonuses
  3513. std::shared_ptr<s_job_info> job_info = job_db.find( pc_mapid2jobid( sd->class_, sd->status.sex ) );
  3514. if( job_info != nullptr ){
  3515. const auto& bonus = job_info->job_bonus[sd->status.job_level-1];
  3516. base_status->str += bonus[PARAM_STR];
  3517. base_status->agi += bonus[PARAM_AGI];
  3518. base_status->vit += bonus[PARAM_VIT];
  3519. base_status->int_ += bonus[PARAM_INT];
  3520. base_status->dex += bonus[PARAM_DEX];
  3521. base_status->luk += bonus[PARAM_LUK];
  3522. base_status->pow += bonus[PARAM_POW];
  3523. base_status->sta += bonus[PARAM_STA];
  3524. base_status->wis += bonus[PARAM_WIS];
  3525. base_status->spl += bonus[PARAM_SPL];
  3526. base_status->con += bonus[PARAM_CON];
  3527. base_status->crt += bonus[PARAM_CRT];
  3528. }
  3529. // If a Super Novice has never died and is at least joblv 70, he gets all stats +10
  3530. if(((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && (sd->status.job_level >= 70 || sd->class_&JOBL_THIRD)) && sd->die_counter == 0) {
  3531. base_status->str += 10;
  3532. base_status->agi += 10;
  3533. base_status->vit += 10;
  3534. base_status->int_+= 10;
  3535. base_status->dex += 10;
  3536. base_status->luk += 10;
  3537. }
  3538. // Absolute modifiers from passive skills
  3539. if(pc_checkskill(sd,BS_HILTBINDING)>0)
  3540. base_status->str++;
  3541. if((skill=pc_checkskill(sd,SA_DRAGONOLOGY))>0)
  3542. base_status->int_ += (skill+1)/2; // +1 INT / 2 lv
  3543. if((skill=pc_checkskill(sd,AC_OWL))>0)
  3544. base_status->dex += skill;
  3545. if((skill = pc_checkskill(sd,RA_RESEARCHTRAP))>0)
  3546. base_status->int_ += skill;
  3547. if (pc_checkskill(sd, SU_POWEROFLAND) > 0)
  3548. base_status->int_ += 20;
  3549. // Bonuses from cards and equipment as well as base stat, remember to avoid overflows.
  3550. i = base_status->str + sd->status.str + sd->indexed_bonus.param_bonus[PARAM_STR] + sd->indexed_bonus.param_equip[PARAM_STR];
  3551. base_status->str = cap_value(i,0,USHRT_MAX);
  3552. i = base_status->agi + sd->status.agi + sd->indexed_bonus.param_bonus[PARAM_AGI] + sd->indexed_bonus.param_equip[PARAM_AGI];
  3553. base_status->agi = cap_value(i,0,USHRT_MAX);
  3554. i = base_status->vit + sd->status.vit + sd->indexed_bonus.param_bonus[PARAM_VIT] + sd->indexed_bonus.param_equip[PARAM_VIT];
  3555. base_status->vit = cap_value(i,0,USHRT_MAX);
  3556. i = base_status->int_+ sd->status.int_+ sd->indexed_bonus.param_bonus[PARAM_INT] + sd->indexed_bonus.param_equip[PARAM_INT];
  3557. base_status->int_ = cap_value(i,0,USHRT_MAX);
  3558. i = base_status->dex + sd->status.dex + sd->indexed_bonus.param_bonus[PARAM_DEX] + sd->indexed_bonus.param_equip[PARAM_DEX];
  3559. base_status->dex = cap_value(i,0,USHRT_MAX);
  3560. i = base_status->luk + sd->status.luk + sd->indexed_bonus.param_bonus[PARAM_LUK] + sd->indexed_bonus.param_equip[PARAM_LUK];
  3561. base_status->luk = cap_value(i,0,USHRT_MAX);
  3562. i = base_status->pow + sd->status.pow + sd->indexed_bonus.param_bonus[PARAM_POW] + sd->indexed_bonus.param_equip[PARAM_POW];
  3563. base_status->pow = cap_value(i, 0, USHRT_MAX);
  3564. i = base_status->sta + sd->status.sta + sd->indexed_bonus.param_bonus[PARAM_STA] + sd->indexed_bonus.param_equip[PARAM_STA];
  3565. base_status->sta = cap_value(i, 0, USHRT_MAX);
  3566. i = base_status->wis + sd->status.wis + sd->indexed_bonus.param_bonus[PARAM_WIS] + sd->indexed_bonus.param_equip[PARAM_WIS];
  3567. base_status->wis = cap_value(i, 0, USHRT_MAX);
  3568. i = base_status->spl + sd->status.spl + sd->indexed_bonus.param_bonus[PARAM_SPL] + sd->indexed_bonus.param_equip[PARAM_SPL];
  3569. base_status->spl = cap_value(i, 0, USHRT_MAX);
  3570. i = base_status->con + sd->status.con + sd->indexed_bonus.param_bonus[PARAM_CON] + sd->indexed_bonus.param_equip[PARAM_CON];
  3571. base_status->con = cap_value(i, 0, USHRT_MAX);
  3572. i = base_status->crt + sd->status.crt + sd->indexed_bonus.param_bonus[PARAM_CRT] + sd->indexed_bonus.param_equip[PARAM_CRT];
  3573. base_status->crt = cap_value(i, 0, USHRT_MAX);
  3574. if (sd->special_state.no_walk_delay) {
  3575. if (sc->getSCE(SC_ENDURE)) {
  3576. if (sc->getSCE(SC_ENDURE)->val4)
  3577. sc->getSCE(SC_ENDURE)->val4 = 0;
  3578. status_change_end(&sd->bl, SC_ENDURE);
  3579. }
  3580. clif_status_load(&sd->bl, EFST_ENDURE, 1);
  3581. base_status->mdef++;
  3582. }
  3583. // ----- CONCENTRATION CALCULATION -----
  3584. if ((skill = pc_checkskill(sd, NW_GRENADE_MASTERY)) > 0)
  3585. base_status->con += skill;
  3586. // ------ ATTACK CALCULATION ------
  3587. // Base batk value is set in status_calc_misc
  3588. #ifndef RENEWAL
  3589. // !FIXME: Weapon-type bonus (Why is the weapon_atk bonus applied to base attack?)
  3590. if (sd->status.weapon < MAX_WEAPON_TYPE && sd->indexed_bonus.weapon_atk[sd->status.weapon])
  3591. base_status->batk += sd->indexed_bonus.weapon_atk[sd->status.weapon];
  3592. // Absolute modifiers from passive skills
  3593. if((skill=pc_checkskill(sd,BS_HILTBINDING))>0)
  3594. base_status->batk += 4;
  3595. #else
  3596. base_status->watk = status_weapon_atk(base_status->rhw);
  3597. base_status->watk2 = status_weapon_atk(base_status->lhw);
  3598. base_status->eatk = sd->bonus.eatk;
  3599. #endif
  3600. // ----- HP MAX CALCULATION -----
  3601. base_status->max_hp = sd->status.max_hp = status_calc_maxhpsp_pc(sd,base_status->vit,true);
  3602. if(battle_config.hp_rate != 100)
  3603. base_status->max_hp = (unsigned int)(battle_config.hp_rate * (base_status->max_hp/100.));
  3604. if (sd->status.base_level < 100)
  3605. base_status->max_hp = cap_value(base_status->max_hp,1,(unsigned int)battle_config.max_hp_lv99);
  3606. else if (sd->status.base_level < 151)
  3607. base_status->max_hp = cap_value(base_status->max_hp,1,(unsigned int)battle_config.max_hp_lv150);
  3608. else
  3609. base_status->max_hp = cap_value(base_status->max_hp,1,(unsigned int)battle_config.max_hp);
  3610. // ----- SP MAX CALCULATION -----
  3611. base_status->max_sp = sd->status.max_sp = status_calc_maxhpsp_pc(sd,base_status->int_,false);
  3612. if(battle_config.sp_rate != 100)
  3613. base_status->max_sp = (unsigned int)(battle_config.sp_rate * (base_status->max_sp/100.));
  3614. base_status->max_sp = cap_value(base_status->max_sp,1,(unsigned int)battle_config.max_sp);
  3615. // ----- AP MAX CALCULATION -----
  3616. base_status->max_ap = sd->status.max_ap = status_calc_maxap_pc(sd);
  3617. if (battle_config.ap_rate != 100)
  3618. base_status->max_ap = (unsigned int)(battle_config.ap_rate * (base_status->max_ap / 100.));
  3619. base_status->max_ap = cap_value(base_status->max_ap, 0, (unsigned int)battle_config.max_ap);
  3620. // ----- RESPAWN HP/SP/AP -----
  3621. // Calc respawn hp and store it on base_status
  3622. if (sd->special_state.restart_full_recover) {
  3623. base_status->hp = base_status->max_hp;
  3624. base_status->sp = base_status->max_sp;
  3625. } else {
  3626. if((sd->class_&MAPID_BASEMASK) == MAPID_NOVICE && !(sd->class_&JOBL_2)
  3627. && battle_config.restart_hp_rate < 50)
  3628. base_status->hp = base_status->max_hp / 2;
  3629. else
  3630. base_status->hp = (int64)base_status->max_hp * battle_config.restart_hp_rate/100;
  3631. if(!base_status->hp)
  3632. base_status->hp = 1;
  3633. base_status->sp = (int64)base_status->max_sp * battle_config.restart_sp_rate /100;
  3634. if( !base_status->sp ) // The minimum for the respawn setting is SP:1
  3635. base_status->sp = 1;
  3636. base_status->ap = (int64)base_status->max_ap * battle_config.restart_ap_rate / 100;
  3637. }
  3638. // ----- MISC CALCULATION -----
  3639. status_calc_misc(&sd->bl, base_status, sd->status.base_level);
  3640. // Equipment modifiers for misc settings
  3641. if(sd->matk_rate < 0)
  3642. sd->matk_rate = 0;
  3643. if(sd->matk_rate != 100) {
  3644. base_status->matk_max = base_status->matk_max * sd->matk_rate/100;
  3645. base_status->matk_min = base_status->matk_min * sd->matk_rate/100;
  3646. }
  3647. if(sd->hit_rate < 0)
  3648. sd->hit_rate = 0;
  3649. if(sd->hit_rate != 100)
  3650. base_status->hit = base_status->hit * sd->hit_rate/100;
  3651. if(sd->flee_rate < 0)
  3652. sd->flee_rate = 0;
  3653. if(sd->flee_rate != 100)
  3654. base_status->flee = base_status->flee * sd->flee_rate/100;
  3655. if(sd->def2_rate < 0)
  3656. sd->def2_rate = 0;
  3657. if(sd->def2_rate != 100)
  3658. base_status->def2 = base_status->def2 * sd->def2_rate/100;
  3659. if(sd->mdef2_rate < 0)
  3660. sd->mdef2_rate = 0;
  3661. if(sd->mdef2_rate != 100)
  3662. base_status->mdef2 = base_status->mdef2 * sd->mdef2_rate/100;
  3663. if(sd->critical_rate < 0)
  3664. sd->critical_rate = 0;
  3665. if(sd->critical_rate != 100)
  3666. base_status->cri = cap_value(base_status->cri * sd->critical_rate/100,SHRT_MIN,SHRT_MAX);
  3667. if (pc_checkskill(sd, SU_POWEROFLIFE) > 0)
  3668. base_status->cri += 200;
  3669. if(sd->flee2_rate < 0)
  3670. sd->flee2_rate = 0;
  3671. if(sd->flee2_rate != 100)
  3672. base_status->flee2 = base_status->flee2 * sd->flee2_rate/100;
  3673. if (sd->patk_rate < 0)
  3674. sd->patk_rate = 0;
  3675. if (sd->patk_rate != 100)
  3676. base_status->patk = base_status->patk * sd->patk_rate / 100;
  3677. if (sd->smatk_rate < 0)
  3678. sd->smatk_rate = 0;
  3679. if (sd->smatk_rate != 100)
  3680. base_status->smatk = base_status->smatk * sd->smatk_rate / 100;
  3681. if (sd->res_rate < 0)
  3682. sd->res_rate = 0;
  3683. if (sd->res_rate != 100)
  3684. base_status->res = base_status->res * sd->res_rate / 100;
  3685. if (sd->mres_rate < 0)
  3686. sd->mres_rate = 0;
  3687. if (sd->mres_rate != 100)
  3688. base_status->mres = base_status->mres * sd->mres_rate / 100;
  3689. if (sd->hplus_rate < 0)
  3690. sd->hplus_rate = 0;
  3691. if (sd->hplus_rate != 100)
  3692. base_status->hplus = base_status->hplus * sd->hplus_rate / 100;
  3693. if (sd->crate_rate < 0)
  3694. sd->crate_rate = 0;
  3695. if (sd->crate_rate != 100)
  3696. base_status->crate = base_status->crate * sd->crate_rate / 100;
  3697. // ----- HIT CALCULATION -----
  3698. // Absolute modifiers from passive skills
  3699. #ifndef RENEWAL
  3700. if((skill=pc_checkskill(sd,BS_WEAPONRESEARCH))>0)
  3701. base_status->hit += skill*2;
  3702. #endif
  3703. if((skill=pc_checkskill(sd,AC_VULTURE))>0) {
  3704. #ifndef RENEWAL
  3705. base_status->hit += skill;
  3706. #endif
  3707. if(sd->status.weapon == W_BOW)
  3708. base_status->rhw.range += skill;
  3709. }
  3710. if(sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE) {
  3711. if((skill=pc_checkskill(sd,GS_SINGLEACTION))>0)
  3712. base_status->hit += 2*skill;
  3713. if((skill=pc_checkskill(sd,GS_SNAKEEYE))>0) {
  3714. base_status->hit += skill;
  3715. base_status->rhw.range += skill;
  3716. }
  3717. }
  3718. if((sd->status.weapon == W_1HAXE || sd->status.weapon == W_2HAXE) && (skill = pc_checkskill(sd,NC_TRAININGAXE)) > 0)
  3719. base_status->hit += skill * 3;
  3720. if((sd->status.weapon == W_MACE || sd->status.weapon == W_2HMACE) && (skill = pc_checkskill(sd,NC_TRAININGAXE)) > 0)
  3721. base_status->hit += skill * 2;
  3722. if (pc_checkskill(sd, SU_POWEROFLIFE) > 0)
  3723. base_status->hit += 20;
  3724. if ((skill = pc_checkskill_imperial_guard(sd, 2)) > 0)// IG_SPEAR_SWORD_M
  3725. base_status->hit += skill * 3;
  3726. if ((skill = pc_checkskill(sd, SU_SOULATTACK)) > 0)
  3727. base_status->rhw.range += skill_get_range2(&sd->bl, SU_SOULATTACK, skill, true);
  3728. // ----- FLEE CALCULATION -----
  3729. // Absolute modifiers from passive skills
  3730. if((skill=pc_checkskill(sd,TF_MISS))>0)
  3731. base_status->flee += skill*(sd->class_&JOBL_2 && (sd->class_&MAPID_BASEMASK) == MAPID_THIEF? 4 : 3);
  3732. if((skill=pc_checkskill(sd,MO_DODGE))>0)
  3733. base_status->flee += (skill*3) / 2;
  3734. if (pc_checkskill(sd, SU_POWEROFLIFE) > 0)
  3735. base_status->flee += 20;
  3736. if ((skill = pc_checkskill(sd, SHC_SHADOW_SENSE)) > 0)
  3737. base_status->flee += skill * 10;
  3738. // ----- CRITICAL CALCULATION -----
  3739. #ifdef RENEWAL
  3740. if ((skill = pc_checkskill(sd, DC_DANCINGLESSON)) > 0)
  3741. base_status->cri += skill * 10;
  3742. if ((skill = pc_checkskill(sd, PR_MACEMASTERY)) > 0 && (sd->status.weapon == W_MACE || sd->status.weapon == W_2HMACE))
  3743. base_status->cri += skill * 10;
  3744. #endif
  3745. if ((skill = pc_checkskill(sd, SHC_SHADOW_SENSE)) > 0)
  3746. {
  3747. if (sd->status.weapon == W_DAGGER || sd->status.weapon == W_DOUBLE_DD ||
  3748. sd->status.weapon == W_DOUBLE_DS || sd->status.weapon == W_DOUBLE_DA)
  3749. base_status->cri += 100 + skill * 40;
  3750. else if (sd->status.weapon == W_KATAR)
  3751. base_status->cri += 50 + skill * 20;
  3752. }
  3753. // ----- P.Atk/S.Matk CALCULATION -----
  3754. if ((skill = pc_checkskill(sd, TR_STAGE_MANNER)) > 0 && (sd->status.weapon == W_BOW || sd->status.weapon == W_MUSICAL || sd->status.weapon == W_WHIP)) {
  3755. base_status->patk += skill * 3;
  3756. base_status->smatk += skill * 3;
  3757. }
  3758. if ((skill = pc_checkskill(sd, HN_SELFSTUDY_TATICS)) > 0)
  3759. base_status->patk += skill;
  3760. if ((skill = pc_checkskill(sd, HN_SELFSTUDY_SOCERY)) > 0)
  3761. base_status->smatk += skill;
  3762. if ((skill = pc_checkskill(sd, NW_P_F_I)) > 0 && (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE))
  3763. base_status->patk += skill + 2;
  3764. // 2-Handed Staff Mastery
  3765. if( sd->status.weapon == W_2HSTAFF && ( skill = pc_checkskill( sd, AG_TWOHANDSTAFF ) ) > 0 ){
  3766. base_status->smatk += skill * 2;
  3767. }
  3768. // ----- PHYSICAL RESISTANCE CALCULATION -----
  3769. if ((skill = pc_checkskill_imperial_guard(sd, 1)) > 0)// IG_SHIELD_MASTERY
  3770. base_status->res += skill * 3;
  3771. // ----- EQUIPMENT-DEF CALCULATION -----
  3772. // Apply relative modifiers from equipment
  3773. if(sd->def_rate < 0)
  3774. sd->def_rate = 0;
  3775. if(sd->def_rate != 100) {
  3776. i = base_status->def * sd->def_rate/100;
  3777. base_status->def = cap_value(i, DEFTYPE_MIN, DEFTYPE_MAX);
  3778. }
  3779. if(pc_ismadogear(sd) && pc_checkskill(sd, NC_MAINFRAME) > 0)
  3780. base_status->def += 20 + (pc_checkskill(sd, NC_MAINFRAME) * 20);
  3781. #ifndef RENEWAL
  3782. if (!battle_config.weapon_defense_type && base_status->def > battle_config.max_def) {
  3783. base_status->def2 += battle_config.over_def_bonus*(base_status->def -battle_config.max_def);
  3784. base_status->def = (unsigned char)battle_config.max_def;
  3785. }
  3786. #endif
  3787. // ----- EQUIPMENT-MDEF CALCULATION -----
  3788. // Apply relative modifiers from equipment
  3789. if(sd->mdef_rate < 0)
  3790. sd->mdef_rate = 0;
  3791. if(sd->mdef_rate != 100) {
  3792. i = base_status->mdef * sd->mdef_rate/100;
  3793. base_status->mdef = cap_value(i, DEFTYPE_MIN, DEFTYPE_MAX);
  3794. }
  3795. #ifndef RENEWAL
  3796. if (!battle_config.magic_defense_type && base_status->mdef > battle_config.max_def) {
  3797. base_status->mdef2 += battle_config.over_def_bonus*(base_status->mdef -battle_config.max_def);
  3798. base_status->mdef = (signed char)battle_config.max_def;
  3799. }
  3800. #endif
  3801. // ----- ASPD CALCULATION -----
  3802. /// Unlike other stats, ASPD rate modifiers from skills/SCs/items/etc are first all added together, then the final modifier is applied
  3803. // Basic ASPD value
  3804. i = status_base_amotion_pc(sd,base_status);
  3805. base_status->amotion = cap_value(i,pc_maxaspd(sd),2000);
  3806. // Relative modifiers from passive skills
  3807. // Renewal modifiers are handled in status_base_amotion_pc
  3808. #ifndef RENEWAL_ASPD
  3809. if((skill=pc_checkskill(sd,SA_ADVANCEDBOOK))>0 && sd->status.weapon == W_BOOK)
  3810. base_status->aspd_rate -= 5*skill;
  3811. if ((skill = pc_checkskill(sd,SG_DEVIL)) > 0 && ((sd->class_&MAPID_THIRDMASK) == MAPID_STAR_EMPEROR || pc_is_maxjoblv(sd)))
  3812. base_status->aspd_rate -= 30*skill;
  3813. if((skill=pc_checkskill(sd,GS_SINGLEACTION))>0 &&
  3814. (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE))
  3815. base_status->aspd_rate -= ((skill+1)/2) * 10;
  3816. if(pc_isriding(sd))
  3817. base_status->aspd_rate += 500-100*pc_checkskill(sd,KN_CAVALIERMASTERY);
  3818. else if(pc_isridingdragon(sd))
  3819. base_status->aspd_rate += 250-50*pc_checkskill(sd,RK_DRAGONTRAINING);
  3820. #endif
  3821. base_status->adelay = 2*base_status->amotion;
  3822. // ----- DMOTION -----
  3823. i = 800-base_status->agi*4;
  3824. base_status->dmotion = cap_value(i, 400, 800);
  3825. if(battle_config.pc_damage_delay_rate != 100)
  3826. base_status->dmotion = base_status->dmotion*battle_config.pc_damage_delay_rate/100;
  3827. // ----- MISC CALCULATIONS -----
  3828. // Weight
  3829. status_calc_weight(sd, CALCWT_MAXBONUS);
  3830. status_calc_cart_weight(sd, CALCWT_MAXBONUS);
  3831. if (pc_checkskill(sd, SM_MOVINGRECOVERY) > 0 || pc_ismadogear(sd))
  3832. sd->regen.state.walk = 1;
  3833. else
  3834. sd->regen.state.walk = 0;
  3835. // Skill SP cost
  3836. if((skill=pc_checkskill(sd,HP_MANARECHARGE))>0 )
  3837. sd->dsprate -= 4*skill;
  3838. if(sc->getSCE(SC_SERVICE4U))
  3839. sd->dsprate -= sc->getSCE(SC_SERVICE4U)->val3;
  3840. if(sc->getSCE(SC_SPCOST_RATE))
  3841. sd->dsprate -= sc->getSCE(SC_SPCOST_RATE)->val1;
  3842. // Underflow protections.
  3843. if(sd->dsprate < 0)
  3844. sd->dsprate = 0;
  3845. if(sd->castrate < 0)
  3846. sd->castrate = 0;
  3847. if(sd->hprecov_rate < 0)
  3848. sd->hprecov_rate = 0;
  3849. if(sd->sprecov_rate < 0)
  3850. sd->sprecov_rate = 0;
  3851. // Anti-element and anti-race
  3852. if((skill=pc_checkskill(sd,CR_TRUST))>0)
  3853. sd->indexed_bonus.subele[ELE_HOLY] += skill*5;
  3854. if((skill=pc_checkskill(sd,BS_SKINTEMPER))>0) {
  3855. sd->indexed_bonus.subele[ELE_NEUTRAL] += skill;
  3856. sd->indexed_bonus.subele[ELE_FIRE] += skill*5;
  3857. }
  3858. if((skill=pc_checkskill(sd,SA_DRAGONOLOGY))>0) {
  3859. uint8 dragon_matk = skill * 2;
  3860. skill = skill * 4;
  3861. sd->right_weapon.addrace[RC_DRAGON]+=skill;
  3862. if( !battle_config.left_cardfix_to_right ){
  3863. sd->left_weapon.addrace[RC_DRAGON] += skill;
  3864. }
  3865. sd->indexed_bonus.magic_addrace[RC_DRAGON]+=dragon_matk;
  3866. sd->indexed_bonus.subrace[RC_DRAGON]+=skill;
  3867. }
  3868. if ((skill = pc_checkskill(sd, AB_EUCHARISTICA)) > 0) {
  3869. sd->right_weapon.addrace[RC_DEMON] += skill;
  3870. sd->right_weapon.addele[ELE_DARK] += skill;
  3871. if( !battle_config.left_cardfix_to_right ){
  3872. sd->left_weapon.addrace[RC_DEMON] += skill;
  3873. sd->left_weapon.addele[ELE_DARK] += skill;
  3874. }
  3875. sd->indexed_bonus.magic_addrace[RC_DEMON] += skill;
  3876. sd->indexed_bonus.magic_addele[ELE_DARK] += skill;
  3877. sd->indexed_bonus.subrace[RC_DEMON] += skill;
  3878. sd->indexed_bonus.subele[ELE_DARK] += skill;
  3879. }
  3880. if ((skill = pc_checkskill(sd, DK_TWOHANDDEF)) > 0 && (sd->status.weapon == W_2HSWORD || sd->status.weapon == W_2HSPEAR || sd->status.weapon == W_2HAXE)) {
  3881. uint8 defense_bonus[SZ_MAX][10] = {
  3882. { 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 }, // SZ_SMALL
  3883. { 2, 3, 5, 6, 8, 9, 11, 12, 14, 15 }, // SZ_MEDIUM
  3884. { 3, 5, 7, 9, 10, 12, 13, 15, 16, 18 }, // SZ_BIG
  3885. { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } // SZ_ALL
  3886. };
  3887. for( uint8 size = SZ_SMALL; size < SZ_MAX; size++ ){
  3888. sd->indexed_bonus.weapon_subsize[size] += defense_bonus[size][skill - 1];
  3889. }
  3890. }
  3891. if ((skill = pc_checkskill(sd, IQ_WILL_OF_FAITH)) > 0 && sd->status.weapon == W_KNUCKLE) {
  3892. uint8 race_atk[10] = { 3, 4, 5, 6, 7, 8, 9, 10, 11, 12 };
  3893. uint8 race_def[10] = { 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 };
  3894. sd->right_weapon.addrace[RC_UNDEAD] += race_atk[skill - 1];
  3895. sd->right_weapon.addrace[RC_DEMON] += race_atk[skill - 1];
  3896. if( !battle_config.left_cardfix_to_right ){
  3897. sd->left_weapon.addrace[RC_UNDEAD] += race_atk[skill - 1];
  3898. sd->left_weapon.addrace[RC_DEMON] += race_atk[skill - 1];
  3899. }
  3900. sd->indexed_bonus.subrace[RC_UNDEAD] += race_def[skill - 1];
  3901. sd->indexed_bonus.subrace[RC_DEMON] += race_def[skill - 1];
  3902. }
  3903. 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)) {
  3904. uint8 attack_bonus[SZ_MAX][10] = {
  3905. { 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 }, // SZ_SMALL
  3906. { 2, 3, 5, 6, 8, 9, 11, 12, 14, 15 }, // SZ_MEDIUM
  3907. { 3, 5, 7, 9, 10, 12, 13, 15, 16, 18 }, // SZ_BIG
  3908. { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } // SZ_ALL
  3909. };
  3910. for( uint8 size = SZ_SMALL; size < SZ_MAX; size++ ){
  3911. sd->right_weapon.addsize[size] += attack_bonus[size][skill - 1];
  3912. if( !battle_config.left_cardfix_to_right ){
  3913. sd->left_weapon.addsize[size] += attack_bonus[size][skill - 1];
  3914. }
  3915. }
  3916. }
  3917. if ((skill = pc_checkskill(sd, CD_FIDUS_ANIMUS)) > 0) {
  3918. uint8 holy_matk[10] = { 1, 3, 4, 6, 7, 9, 10, 12, 13, 15 };
  3919. sd->indexed_bonus.magic_atk_ele[ELE_HOLY] += holy_matk[skill - 1];
  3920. }
  3921. if ((skill = pc_checkskill(sd, MT_TWOAXEDEF)) > 0 && sd->status.weapon == W_2HAXE) {
  3922. uint8 defense_bonus[SZ_MAX][10] = {
  3923. { 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 }, // SZ_SMALL
  3924. { 2, 3, 5, 6, 8, 9, 11, 12, 14, 15 }, // SZ_MEDIUM
  3925. { 3, 5, 7, 9, 10, 12, 13, 15, 16, 18 }, // SZ_BIG
  3926. { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } // SZ_ALL
  3927. };
  3928. for( uint8 size = SZ_SMALL; size < SZ_MAX; size++ ){
  3929. sd->indexed_bonus.weapon_subsize[size] += defense_bonus[size][skill - 1];
  3930. }
  3931. }
  3932. 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)) {
  3933. uint8 attack_bonus[SZ_MAX][10] = {
  3934. { 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 }, // SZ_SMALL
  3935. { 2, 3, 5, 6, 8, 9, 11, 12, 14, 15 }, // SZ_MEDIUM
  3936. { 2, 4, 6, 8, 10, 12, 14, 16, 18, 20 }, // SZ_BIG
  3937. { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } // SZ_ALL
  3938. };
  3939. for( uint8 size = SZ_SMALL; size < SZ_MAX; size++ ){
  3940. sd->right_weapon.addsize[size] += attack_bonus[size][skill - 1];
  3941. if( !battle_config.left_cardfix_to_right ){
  3942. sd->left_weapon.addsize[size] += attack_bonus[size][skill - 1];
  3943. }
  3944. }
  3945. }
  3946. if ((skill = pc_checkskill(sd, 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)) {
  3947. uint8 attack_bonus[SZ_MAX][10] = {
  3948. { 2, 3, 5, 6, 8, 9, 11, 12, 14, 15 }, // SZ_SMALL
  3949. { 2, 3, 5, 6, 8, 9, 11, 12, 14, 15 }, // SZ_MEDIUM
  3950. { 2, 3, 5, 6, 8, 9, 11, 12, 14, 15 }, // SZ_BIG
  3951. { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } // SZ_ALL
  3952. };
  3953. for( uint8 size = SZ_SMALL; size < SZ_MAX; size++ ){
  3954. sd->indexed_bonus.magic_addsize[size] += attack_bonus[size][skill - 1];
  3955. }
  3956. }
  3957. if ((skill = pc_checkskill(sd, EM_MAGIC_BOOK_M)) > 0 && sd->status.weapon == W_BOOK) {
  3958. sd->indexed_bonus.magic_atk_ele[ELE_WATER] += skill;
  3959. sd->indexed_bonus.magic_atk_ele[ELE_EARTH] += skill;
  3960. sd->indexed_bonus.magic_atk_ele[ELE_FIRE] += skill;
  3961. sd->indexed_bonus.magic_atk_ele[ELE_WIND] += skill;
  3962. sd->indexed_bonus.magic_atk_ele[ELE_POISON] += skill;
  3963. }
  3964. if(sc->count) {
  3965. if(sc->getSCE(SC_CONCENTRATE)) { // Update the card-bonus data
  3966. sc->getSCE(SC_CONCENTRATE)->val3 = sd->indexed_bonus.param_bonus[1]; // Agi
  3967. sc->getSCE(SC_CONCENTRATE)->val4 = sd->indexed_bonus.param_bonus[4]; // Dex
  3968. }
  3969. if(sc->getSCE(SC_SIEGFRIED)) {
  3970. i = sc->getSCE(SC_SIEGFRIED)->val2;
  3971. sd->indexed_bonus.subele[ELE_WATER] += i;
  3972. sd->indexed_bonus.subele[ELE_EARTH] += i;
  3973. sd->indexed_bonus.subele[ELE_FIRE] += i;
  3974. sd->indexed_bonus.subele[ELE_WIND] += i;
  3975. #ifndef RENEWAL
  3976. sd->indexed_bonus.subele[ELE_POISON] += i;
  3977. sd->indexed_bonus.subele[ELE_HOLY] += i;
  3978. sd->indexed_bonus.subele[ELE_DARK] += i;
  3979. sd->indexed_bonus.subele[ELE_GHOST] += i;
  3980. sd->indexed_bonus.subele[ELE_UNDEAD] += i;
  3981. #endif
  3982. }
  3983. #ifdef RENEWAL
  3984. if (sc->getSCE(SC_BASILICA)) {
  3985. i = sc->getSCE(SC_BASILICA)->val1 * 5;
  3986. sd->right_weapon.addele[ELE_DARK] += i;
  3987. sd->right_weapon.addele[ELE_UNDEAD] += i;
  3988. if( !battle_config.left_cardfix_to_right ){
  3989. sd->left_weapon.addele[ELE_DARK] += i;
  3990. sd->left_weapon.addele[ELE_UNDEAD] += i;
  3991. }
  3992. sd->indexed_bonus.magic_atk_ele[ELE_HOLY] += sc->getSCE(SC_BASILICA)->val1 * 3;
  3993. }
  3994. if (sc->getSCE(SC_FIREWEAPON))
  3995. sd->indexed_bonus.magic_atk_ele[ELE_FIRE] += sc->getSCE(SC_FIREWEAPON)->val1;
  3996. if (sc->getSCE(SC_WINDWEAPON))
  3997. sd->indexed_bonus.magic_atk_ele[ELE_WIND] += sc->getSCE(SC_WINDWEAPON)->val1;
  3998. if (sc->getSCE(SC_WATERWEAPON))
  3999. sd->indexed_bonus.magic_atk_ele[ELE_WATER] += sc->getSCE(SC_WATERWEAPON)->val1;
  4000. if (sc->getSCE(SC_EARTHWEAPON))
  4001. sd->indexed_bonus.magic_atk_ele[ELE_EARTH] += sc->getSCE(SC_EARTHWEAPON)->val1;
  4002. #endif
  4003. if(sc->getSCE(SC_PROVIDENCE)) {
  4004. sd->indexed_bonus.subele[ELE_HOLY] += sc->getSCE(SC_PROVIDENCE)->val2;
  4005. sd->indexed_bonus.subrace[RC_DEMON] += sc->getSCE(SC_PROVIDENCE)->val2;
  4006. }
  4007. if (sc->getSCE(SC_GEFFEN_MAGIC1)) {
  4008. sd->right_weapon.addrace[RC_PLAYER_HUMAN] += sc->getSCE(SC_GEFFEN_MAGIC1)->val1;
  4009. sd->right_weapon.addrace[RC_DEMIHUMAN] += sc->getSCE(SC_GEFFEN_MAGIC1)->val1;
  4010. if( !battle_config.left_cardfix_to_right ){
  4011. sd->left_weapon.addrace[RC_PLAYER_HUMAN] += sc->getSCE( SC_GEFFEN_MAGIC1 )->val1;
  4012. sd->left_weapon.addrace[RC_DEMIHUMAN] += sc->getSCE( SC_GEFFEN_MAGIC1 )->val1;
  4013. }
  4014. }
  4015. if (sc->getSCE(SC_GEFFEN_MAGIC2)) {
  4016. sd->indexed_bonus.magic_addrace[RC_PLAYER_HUMAN] += sc->getSCE(SC_GEFFEN_MAGIC2)->val1;
  4017. sd->indexed_bonus.magic_addrace[RC_DEMIHUMAN] += sc->getSCE(SC_GEFFEN_MAGIC2)->val1;
  4018. }
  4019. if(sc->getSCE(SC_GEFFEN_MAGIC3)) {
  4020. sd->indexed_bonus.subrace[RC_PLAYER_HUMAN] += sc->getSCE(SC_GEFFEN_MAGIC3)->val1;
  4021. sd->indexed_bonus.subrace[RC_DEMIHUMAN] += sc->getSCE(SC_GEFFEN_MAGIC3)->val1;
  4022. }
  4023. if(sc->getSCE(SC_ARMOR_ELEMENT_WATER)) { // This status change should grant card-type elemental resist.
  4024. sd->indexed_bonus.subele[ELE_WATER] += sc->getSCE(SC_ARMOR_ELEMENT_WATER)->val1;
  4025. sd->indexed_bonus.subele[ELE_EARTH] += sc->getSCE(SC_ARMOR_ELEMENT_WATER)->val2;
  4026. sd->indexed_bonus.subele[ELE_FIRE] += sc->getSCE(SC_ARMOR_ELEMENT_WATER)->val3;
  4027. sd->indexed_bonus.subele[ELE_WIND] += sc->getSCE(SC_ARMOR_ELEMENT_WATER)->val4;
  4028. }
  4029. if(sc->getSCE(SC_ARMOR_ELEMENT_EARTH)) { // This status change should grant card-type elemental resist.
  4030. sd->indexed_bonus.subele[ELE_WATER] += sc->getSCE(SC_ARMOR_ELEMENT_EARTH)->val1;
  4031. sd->indexed_bonus.subele[ELE_EARTH] += sc->getSCE(SC_ARMOR_ELEMENT_EARTH)->val2;
  4032. sd->indexed_bonus.subele[ELE_FIRE] += sc->getSCE(SC_ARMOR_ELEMENT_EARTH)->val3;
  4033. sd->indexed_bonus.subele[ELE_WIND] += sc->getSCE(SC_ARMOR_ELEMENT_EARTH)->val4;
  4034. }
  4035. if(sc->getSCE(SC_ARMOR_ELEMENT_FIRE)) { // This status change should grant card-type elemental resist.
  4036. sd->indexed_bonus.subele[ELE_WATER] += sc->getSCE(SC_ARMOR_ELEMENT_FIRE)->val1;
  4037. sd->indexed_bonus.subele[ELE_EARTH] += sc->getSCE(SC_ARMOR_ELEMENT_FIRE)->val2;
  4038. sd->indexed_bonus.subele[ELE_FIRE] += sc->getSCE(SC_ARMOR_ELEMENT_FIRE)->val3;
  4039. sd->indexed_bonus.subele[ELE_WIND] += sc->getSCE(SC_ARMOR_ELEMENT_FIRE)->val4;
  4040. }
  4041. if(sc->getSCE(SC_ARMOR_ELEMENT_WIND)) { // This status change should grant card-type elemental resist.
  4042. sd->indexed_bonus.subele[ELE_WATER] += sc->getSCE(SC_ARMOR_ELEMENT_WIND)->val1;
  4043. sd->indexed_bonus.subele[ELE_EARTH] += sc->getSCE(SC_ARMOR_ELEMENT_WIND)->val2;
  4044. sd->indexed_bonus.subele[ELE_FIRE] += sc->getSCE(SC_ARMOR_ELEMENT_WIND)->val3;
  4045. sd->indexed_bonus.subele[ELE_WIND] += sc->getSCE(SC_ARMOR_ELEMENT_WIND)->val4;
  4046. }
  4047. if(sc->getSCE(SC_ARMOR_RESIST)) { // Undead Scroll
  4048. sd->indexed_bonus.subele[ELE_WATER] += sc->getSCE(SC_ARMOR_RESIST)->val1;
  4049. sd->indexed_bonus.subele[ELE_EARTH] += sc->getSCE(SC_ARMOR_RESIST)->val2;
  4050. sd->indexed_bonus.subele[ELE_FIRE] += sc->getSCE(SC_ARMOR_RESIST)->val3;
  4051. sd->indexed_bonus.subele[ELE_WIND] += sc->getSCE(SC_ARMOR_RESIST)->val4;
  4052. }
  4053. if( sc->getSCE(SC_FIRE_CLOAK_OPTION) ) {
  4054. i = sc->getSCE(SC_FIRE_CLOAK_OPTION)->val2;
  4055. sd->indexed_bonus.subele[ELE_FIRE] += i;
  4056. sd->indexed_bonus.subele[ELE_WATER] -= i;
  4057. }
  4058. if( sc->getSCE(SC_WATER_DROP_OPTION) ) {
  4059. i = sc->getSCE(SC_WATER_DROP_OPTION)->val2;
  4060. sd->indexed_bonus.subele[ELE_WATER] += i;
  4061. sd->indexed_bonus.subele[ELE_WIND] -= i;
  4062. }
  4063. if( sc->getSCE(SC_WIND_CURTAIN_OPTION) ) {
  4064. i = sc->getSCE(SC_WIND_CURTAIN_OPTION)->val2;
  4065. sd->indexed_bonus.subele[ELE_WIND] += i;
  4066. sd->indexed_bonus.subele[ELE_EARTH] -= i;
  4067. }
  4068. if( sc->getSCE(SC_STONE_SHIELD_OPTION) ) {
  4069. i = sc->getSCE(SC_STONE_SHIELD_OPTION)->val2;
  4070. sd->indexed_bonus.subele[ELE_EARTH] += i;
  4071. sd->indexed_bonus.subele[ELE_FIRE] -= i;
  4072. }
  4073. if (sc->getSCE(SC_MTF_MLEATKED) )
  4074. sd->indexed_bonus.subele[ELE_NEUTRAL] += sc->getSCE(SC_MTF_MLEATKED)->val3;
  4075. if (sc->getSCE(SC_MTF_CRIDAMAGE))
  4076. sd->bonus.crit_atk_rate += sc->getSCE(SC_MTF_CRIDAMAGE)->val1;
  4077. if (sc->getSCE(SC_GLASTHEIM_ATK)) {
  4078. sd->indexed_bonus.ignore_mdef_by_race[RC_UNDEAD] += sc->getSCE(SC_GLASTHEIM_ATK)->val1;
  4079. sd->indexed_bonus.ignore_mdef_by_race[RC_DEMON] += sc->getSCE(SC_GLASTHEIM_ATK)->val1;
  4080. }
  4081. if (sc->getSCE(SC_LAUDARAMUS))
  4082. sd->bonus.crit_atk_rate += 5 * sc->getSCE(SC_LAUDARAMUS)->val1;
  4083. #ifdef RENEWAL
  4084. if (sc->getSCE(SC_FORTUNE))
  4085. sd->bonus.crit_atk_rate += 2 * sc->getSCE(SC_FORTUNE)->val1;
  4086. #endif
  4087. if (sc->getSCE(SC_SYMPHONYOFLOVER)) {
  4088. sd->indexed_bonus.subele[ELE_GHOST] += sc->getSCE(SC_SYMPHONYOFLOVER)->val1 * 3;
  4089. sd->indexed_bonus.subele[ELE_HOLY] += sc->getSCE(SC_SYMPHONYOFLOVER)->val1 * 3;
  4090. }
  4091. if (sc->getSCE(SC_PYREXIA) && sc->getSCE(SC_PYREXIA)->val3 == 0)
  4092. sd->bonus.crit_atk_rate += sc->getSCE(SC_PYREXIA)->val2;
  4093. if (sc->getSCE(SC_LUXANIMA)) {
  4094. pc_bonus2(sd, SP_ADDSIZE, SZ_ALL, sc->getSCE(SC_LUXANIMA)->val3);
  4095. sd->bonus.crit_atk_rate += sc->getSCE(SC_LUXANIMA)->val3;
  4096. sd->bonus.short_attack_atk_rate += sc->getSCE(SC_LUXANIMA)->val3;
  4097. sd->bonus.long_attack_atk_rate += sc->getSCE(SC_LUXANIMA)->val3;
  4098. }
  4099. if (sc->getSCE(SC_STRIKING))
  4100. sd->bonus.perfect_hit += 20 + 10 * pc_checkskill(sd, SO_STRIKING);
  4101. if( sc->getSCE( SC_RUSH_QUAKE2 ) ){
  4102. sd->bonus.short_attack_atk_rate += 5 * sc->getSCE( SC_RUSH_QUAKE2 )->val1;
  4103. sd->bonus.long_attack_atk_rate += 5 * sc->getSCE( SC_RUSH_QUAKE2 )->val1;
  4104. }
  4105. if (sc->getSCE(SC_HIDDEN_CARD))
  4106. sd->bonus.long_attack_atk_rate += sc->getSCE(SC_HIDDEN_CARD)->val3;
  4107. if (sc->getSCE(SC_DEADLY_DEFEASANCE))
  4108. sd->special_state.no_magic_damage = 0;
  4109. if (sc->getSCE(SC_CLIMAX_DES_HU))
  4110. sd->indexed_bonus.magic_atk_ele[ELE_WIND] += 30;
  4111. if (sc->getSCE(SC_CLIMAX_EARTH))
  4112. sd->indexed_bonus.subele[ELE_EARTH] -= 100;
  4113. if (sc->getSCE(SC_CLIMAX_BLOOM))
  4114. sd->indexed_bonus.subele[ELE_FIRE] -= 100;
  4115. if (sc->getSCE(SC_CLIMAX_CRYIMP)) {
  4116. sd->indexed_bonus.subele[ELE_WATER] += 30;
  4117. sd->indexed_bonus.magic_atk_ele[ELE_WATER] += 30;
  4118. }
  4119. if (sc->getSCE(SC_SINCERE_FAITH))
  4120. sd->bonus.perfect_hit += sc->getSCE(SC_SINCERE_FAITH)->val3;
  4121. if (sc->getSCE(SC_HOLY_S)) {
  4122. sd->indexed_bonus.subele[ELE_DARK] += sc->getSCE(SC_HOLY_S)->val2;
  4123. sd->indexed_bonus.subele[ELE_UNDEAD] += sc->getSCE(SC_HOLY_S)->val2;
  4124. sd->indexed_bonus.magic_atk_ele[ELE_HOLY] += sc->getSCE(SC_HOLY_S)->val2;
  4125. }
  4126. if (sc->getSCE(SC_SUMMON_ELEMENTAL_ARDOR))
  4127. sd->indexed_bonus.magic_atk_ele[ELE_FIRE] += 10;
  4128. if (sc->getSCE(SC_SUMMON_ELEMENTAL_DILUVIO))
  4129. sd->indexed_bonus.magic_atk_ele[ELE_WATER] += 10;
  4130. if (sc->getSCE(SC_SUMMON_ELEMENTAL_PROCELLA))
  4131. sd->indexed_bonus.magic_atk_ele[ELE_WIND] += 10;
  4132. if (sc->getSCE(SC_SUMMON_ELEMENTAL_TERREMOTUS))
  4133. sd->indexed_bonus.magic_atk_ele[ELE_EARTH] += 10;
  4134. if (sc->getSCE(SC_SUMMON_ELEMENTAL_SERPENS))
  4135. sd->indexed_bonus.magic_atk_ele[ELE_POISON] += 10;
  4136. if (sc->getSCE(SC_FLAMEARMOR_OPTION)) {
  4137. sd->indexed_bonus.subele[ELE_FIRE] += 100;
  4138. sd->indexed_bonus.subele[ELE_WATER] -= 30;
  4139. }
  4140. if (sc->getSCE(SC_CRYSTAL_ARMOR_OPTION)) {
  4141. sd->indexed_bonus.subele[ELE_WATER] += 100;
  4142. sd->indexed_bonus.subele[ELE_WIND] -= 30;
  4143. }
  4144. if (sc->getSCE(SC_EYES_OF_STORM_OPTION)) {
  4145. sd->indexed_bonus.subele[ELE_WIND] += 100;
  4146. sd->indexed_bonus.subele[ELE_EARTH] -= 30;
  4147. }
  4148. if (sc->getSCE(SC_STRONG_PROTECTION_OPTION)) {
  4149. sd->indexed_bonus.subele[ELE_EARTH] += 100;
  4150. sd->indexed_bonus.subele[ELE_FIRE] -= 30;
  4151. }
  4152. if (sc->getSCE(SC_POISON_SHIELD_OPTION)) {
  4153. sd->indexed_bonus.subele[ELE_POISON] += 100;
  4154. sd->indexed_bonus.subele[ELE_HOLY] -= 30;
  4155. }
  4156. if (sc->getSCE(SC_INFINITY_DRINK)) {
  4157. sd->bonus.crit_atk_rate += 5;
  4158. sd->bonus.long_attack_atk_rate += 5;
  4159. sd->indexed_bonus.magic_atk_ele[ELE_ALL] += 5;
  4160. sd->special_state.no_castcancel = 1;
  4161. }
  4162. if(sc->getSCE(SC_MENTAL_POTION))
  4163. sd->dsprate -= sc->getSCE(SC_MENTAL_POTION)->val1;
  4164. if (sc->getSCE(SC_LIMIT_POWER_BOOSTER)) {
  4165. pc_bonus(sd, SP_ATK_RATE, 1);
  4166. pc_bonus(sd, SP_MATK_RATE, 1);
  4167. sd->dsprate -= 5;
  4168. sd->bonus.fixcastrate -= sc->getSCE(SC_LIMIT_POWER_BOOSTER)->val1;
  4169. }
  4170. if (sc->getSCE(SC_COMBAT_PILL)) {
  4171. pc_bonus(sd, SP_ATK_RATE, sc->getSCE(SC_COMBAT_PILL)->val1);
  4172. pc_bonus(sd, SP_MATK_RATE, sc->getSCE(SC_COMBAT_PILL)->val1);
  4173. }
  4174. if (sc->getSCE(SC_COMBAT_PILL2)) {
  4175. pc_bonus(sd, SP_ATK_RATE, sc->getSCE(SC_COMBAT_PILL2)->val1);
  4176. pc_bonus(sd, SP_MATK_RATE, sc->getSCE(SC_COMBAT_PILL2)->val1);
  4177. }
  4178. if (sc->getSCE(SC_SPARKCANDY))
  4179. pc_bonus2(sd, SP_HP_LOSS_RATE, 100, 10000);
  4180. if (sc->getSCE(SC_MAGICCANDY)) {
  4181. sd->bonus.fixcastrate -= 70;
  4182. sd->special_state.no_castcancel = 1;
  4183. pc_bonus2(sd, SP_SP_LOSS_RATE, 90, 10000);
  4184. }
  4185. if (sc->getSCE(SC_POPECOOKIE)) {
  4186. pc_bonus(sd, SP_ATK_RATE, sc->getSCE(SC_POPECOOKIE)->val1);
  4187. pc_bonus(sd, SP_MATK_RATE, sc->getSCE(SC_POPECOOKIE)->val1);
  4188. sd->indexed_bonus.subele[ELE_ALL] -= sc->getSCE(SC_POPECOOKIE)->val1;
  4189. }
  4190. if (sc->getSCE(SC_VITALIZE_POTION)) {
  4191. pc_bonus(sd, SP_ATK_RATE, sc->getSCE(SC_VITALIZE_POTION)->val1);
  4192. pc_bonus(sd, SP_MATK_RATE, sc->getSCE(SC_VITALIZE_POTION)->val1);
  4193. }
  4194. if (sc->getSCE(SC_CUP_OF_BOZA))
  4195. sd->indexed_bonus.subele[ELE_FIRE] -= 5;
  4196. if (sc->getSCE(SC_SKF_CAST))
  4197. sd->bonus.varcastrate -= sc->getSCE(SC_SKF_CAST)->val1;
  4198. if (sc->getSCE(SC_BEEF_RIB_STEW)) {
  4199. sd->bonus.varcastrate -= 5;
  4200. sd->dsprate -= 3;
  4201. }
  4202. if (sc->getSCE(SC_PORK_RIB_STEW))
  4203. sd->dsprate -= 2;
  4204. }
  4205. status_cpy(&sd->battle_status, base_status);
  4206. // ----- CLIENT-SIDE REFRESH -----
  4207. if(!sd->bl.prev) {
  4208. // Will update on LoadEndAck
  4209. calculating = 0;
  4210. return 0;
  4211. }
  4212. if(memcmp(b_skill,sd->status.skill,sizeof(sd->status.skill))) {
  4213. #if PACKETVER_MAIN_NUM >= 20190807 || PACKETVER_RE_NUM >= 20190807 || PACKETVER_ZERO_NUM >= 20190918
  4214. // Client doesn't delete unavailable skills even if we refresh the skill tree, individually delete them.
  4215. for (i = 0; i < MAX_SKILL; i++) {
  4216. if (b_skill[i].id != 0 && sd->status.skill[i].id == 0)
  4217. clif_deleteskill(sd, b_skill[i].id, true);
  4218. }
  4219. #endif
  4220. clif_skillinfoblock(sd);
  4221. }
  4222. // If the skill is learned, the status is infinite.
  4223. if (pc_checkskill(sd, SU_SPRITEMABLE) > 0 && !sd->sc.getSCE(SC_SPRITEMABLE))
  4224. sc_start(&sd->bl, &sd->bl, SC_SPRITEMABLE, 100, 1, INFINITE_TICK);
  4225. if (pc_checkskill(sd, SU_SOULATTACK) > 0 && !sd->sc.getSCE(SC_SOULATTACK))
  4226. sc_start(&sd->bl, &sd->bl, SC_SOULATTACK, 100, 1, INFINITE_TICK);
  4227. calculating = 0;
  4228. return 0;
  4229. }
  4230. /// Intermediate function since C++ does not have a try-finally syntax
  4231. int status_calc_pc_( map_session_data* sd, uint8 opt ){
  4232. // Save the old script the player was attached to
  4233. struct script_state* previous_st = sd->st;
  4234. // Store the return value of the original function
  4235. int ret = status_calc_pc_sub( sd, opt );
  4236. // If an old script is present
  4237. if( previous_st ){
  4238. // Reattach the player to it, so that the limitations of that script kick back in
  4239. script_attach_state( previous_st );
  4240. }
  4241. // Return the original return value
  4242. return ret;
  4243. }
  4244. /**
  4245. * Calculates Mercenary data
  4246. * @param md: Mercenary object
  4247. * @param opt: Whether it is first calc or not (0 on level up or status)
  4248. * @return 0
  4249. */
  4250. int status_calc_mercenary_(s_mercenary_data *md, uint8 opt)
  4251. {
  4252. struct status_data *status = &md->base_status;
  4253. s_mercenary *merc = &md->mercenary;
  4254. if (opt&SCO_FIRST) {
  4255. memcpy(status, &md->db->status, sizeof(struct status_data));
  4256. status->class_ = CLASS_NORMAL;
  4257. status->mode = static_cast<e_mode>(MD_CANMOVE|MD_CANATTACK);
  4258. status->hp = status->max_hp;
  4259. status->sp = status->max_sp;
  4260. md->battle_status.hp = merc->hp;
  4261. md->battle_status.sp = merc->sp;
  4262. if (md->master)
  4263. status->speed = status_get_speed(&md->master->bl);
  4264. }
  4265. status_calc_misc(&md->bl, status, md->db->lv);
  4266. status_cpy(&md->battle_status, status);
  4267. return 0;
  4268. }
  4269. /**
  4270. * Calculates Homunculus data
  4271. * @param hd: Homunculus object
  4272. * @param opt: Whether it is first calc or not (0 on level up or status)
  4273. * @return 1
  4274. */
  4275. int status_calc_homunculus_(struct homun_data *hd, uint8 opt)
  4276. {
  4277. struct status_data *status = &hd->base_status;
  4278. struct s_homunculus &hom = hd->homunculus;
  4279. int skill_lv;
  4280. int amotion;
  4281. status->str = hom.str / 10;
  4282. status->agi = hom.agi / 10;
  4283. status->vit = hom.vit / 10;
  4284. status->dex = hom.dex / 10;
  4285. status->int_ = hom.int_ / 10;
  4286. status->luk = hom.luk / 10;
  4287. APPLY_HOMUN_LEVEL_STATWEIGHT();
  4288. if (opt&SCO_FIRST) {
  4289. const std::shared_ptr<s_homunculus_db> db = hd->homunculusDB;
  4290. status->def_ele = db->element;
  4291. status->ele_lv = 1;
  4292. status->race = db->race;
  4293. status->class_ = CLASS_NORMAL;
  4294. status->size = (hom.class_ == db->evo_class) ? db->evo_size : db->base_size;
  4295. status->rhw.range = 1 + status->size;
  4296. status->mode = static_cast<e_mode>(MD_CANMOVE|MD_CANATTACK);
  4297. status->speed = DEFAULT_WALK_SPEED;
  4298. if (battle_config.hom_setting&HOMSET_COPY_SPEED && hd->master)
  4299. status->speed = status_get_speed(&hd->master->bl);
  4300. status->hp = 1;
  4301. status->sp = 1;
  4302. }
  4303. status->aspd_rate = 1000;
  4304. #ifdef RENEWAL
  4305. amotion = hd->homunculusDB->baseASPD;
  4306. amotion = amotion - amotion * (status->dex + hom.dex_value) / 1000 - (status->agi + hom.agi_value) * amotion / 250;
  4307. status->def = status->mdef = 0;
  4308. #else
  4309. skill_lv = hom.level / 10 + status->vit / 5;
  4310. status->def = cap_value(skill_lv, 0, 99);
  4311. skill_lv = hom.level / 10 + status->int_ / 5;
  4312. status->mdef = cap_value(skill_lv, 0, 99);
  4313. amotion = (1000 - 4 * status->agi - status->dex) * hd->homunculusDB->baseASPD / 1000;
  4314. #endif
  4315. status->amotion = cap_value(amotion, battle_config.max_aspd, 2000);
  4316. status->adelay = status->amotion; //It seems adelay = amotion for Homunculus.
  4317. status->max_hp = hom.max_hp;
  4318. status->max_sp = hom.max_sp;
  4319. hom_calc_skilltree(hd);
  4320. if((skill_lv = hom_checkskill(hd, HAMI_SKIN)) > 0)
  4321. status->def += skill_lv * 4;
  4322. if((skill_lv = hom_checkskill(hd, HVAN_INSTRUCT)) > 0) {
  4323. status->int_ += 1 + skill_lv / 2 + skill_lv / 4 + skill_lv / 5;
  4324. status->str += 1 + skill_lv / 3 + skill_lv / 3 + skill_lv / 4;
  4325. }
  4326. if((skill_lv = hom_checkskill(hd, HAMI_SKIN)) > 0)
  4327. status->max_hp += skill_lv * 2 * status->max_hp / 100;
  4328. if((skill_lv = hom_checkskill(hd, HLIF_BRAIN)) > 0)
  4329. status->max_sp += skill_lv * status->max_sp / 100;
  4330. if((skill_lv = hom_checkskill(hd, MH_CLASSY_FLUTTER)) > 0) {
  4331. status->matk_min += 100 + 60* skill_lv;
  4332. status->matk_max += 100 + 60* skill_lv;
  4333. }
  4334. if((skill_lv = hom_checkskill(hd, MH_BRUSHUP_CLAW)) > 0) {
  4335. status->batk += 100 + 60* skill_lv;
  4336. }
  4337. if((skill_lv = hom_checkskill(hd, MH_POLISHING_NEEDLE)) > 0) {
  4338. status->matk_min += 50 + 20* skill_lv;
  4339. status->matk_max += 50 + 20* skill_lv;
  4340. status->batk += 100 + 40* skill_lv;
  4341. }
  4342. if((skill_lv = hom_checkskill(hd, MH_LICHT_GEHORN)) > 0) {
  4343. status->matk_min += 100 + 30* skill_lv;
  4344. status->matk_max += 100 + 30* skill_lv;
  4345. status->batk += 100 + 30* skill_lv;
  4346. }
  4347. if((skill_lv = hom_checkskill(hd, MH_BLAZING_LAVA)) > 0) {
  4348. status->batk += 100 + 60* skill_lv;
  4349. }
  4350. if (opt&SCO_FIRST) {
  4351. hd->battle_status.hp = hom.hp;
  4352. hd->battle_status.sp = hom.sp;
  4353. if(hom.class_ == 6052) // Eleanor
  4354. sc_start(&hd->bl,&hd->bl, SC_STYLE_CHANGE, 100, MH_MD_FIGHTING, INFINITE_TICK);
  4355. }
  4356. #ifndef RENEWAL
  4357. status->rhw.atk = status->dex;
  4358. status->rhw.atk2 = status->str + hom.level;
  4359. #endif
  4360. status_calc_misc(&hd->bl, status, hom.level);
  4361. status_cpy(&hd->battle_status, status);
  4362. return 1;
  4363. }
  4364. /**
  4365. * Calculates Elemental data
  4366. * @param ed: Elemental object
  4367. * @param opt: Whether it is first calc or not (0 on status change)
  4368. * @return 0
  4369. */
  4370. int status_calc_elemental_(s_elemental_data *ed, uint8 opt)
  4371. {
  4372. struct status_data *status = &ed->base_status;
  4373. s_elemental *ele = &ed->elemental;
  4374. map_session_data *sd = ed->master;
  4375. if( !sd )
  4376. return 0;
  4377. if (opt&SCO_FIRST) {
  4378. memcpy(status, &ed->db->status, sizeof(struct status_data));
  4379. if( !ele->mode )
  4380. status->mode = EL_MODE_PASSIVE;
  4381. else
  4382. status->mode = ele->mode;
  4383. status->class_ = CLASS_NORMAL;
  4384. status_calc_misc(&ed->bl, status, 0);
  4385. status->max_hp = ele->max_hp;
  4386. status->max_sp = ele->max_sp;
  4387. status->hp = ele->hp;
  4388. status->sp = ele->sp;
  4389. status->rhw.atk = ele->atk;
  4390. status->rhw.atk2 = ele->atk2;
  4391. status->matk_min += ele->matk;
  4392. status->def += ele->def;
  4393. status->mdef += ele->mdef;
  4394. status->flee = ele->flee;
  4395. status->hit = ele->hit;
  4396. if (ed->master)
  4397. status->speed = status_get_speed(&ed->master->bl);
  4398. memcpy(&ed->battle_status,status,sizeof(struct status_data));
  4399. } else {
  4400. status_calc_misc(&ed->bl, status, 0);
  4401. status_cpy(&ed->battle_status, status);
  4402. }
  4403. return 0;
  4404. }
  4405. /**
  4406. * Calculates NPC data
  4407. * @param nd: NPC object
  4408. * @param opt: Whether it is first calc or not (what?)
  4409. * @return 0
  4410. */
  4411. int status_calc_npc_(struct npc_data *nd, uint8 opt)
  4412. {
  4413. struct status_data *status = &nd->status;
  4414. if (!nd)
  4415. return 0;
  4416. if (opt&SCO_FIRST) {
  4417. status->hp = 1;
  4418. status->sp = 1;
  4419. status->max_hp = 1;
  4420. status->max_sp = 1;
  4421. status->def_ele = ELE_NEUTRAL;
  4422. status->ele_lv = 1;
  4423. status->race = RC_DEMIHUMAN;
  4424. status->class_ = CLASS_NORMAL;
  4425. status->size = nd->size;
  4426. status->rhw.range = 1 + status->size;
  4427. status->mode = static_cast<e_mode>(MD_CANMOVE|MD_CANATTACK);
  4428. status->speed = nd->speed;
  4429. }
  4430. status->str = nd->stat_point + nd->params.str;
  4431. status->agi = nd->stat_point + nd->params.agi;
  4432. status->vit = nd->stat_point + nd->params.vit;
  4433. status->int_= nd->stat_point + nd->params.int_;
  4434. status->dex = nd->stat_point + nd->params.dex;
  4435. status->luk = nd->stat_point + nd->params.luk;
  4436. status_calc_misc(&nd->bl, status, nd->level);
  4437. status_cpy(&nd->status, status);
  4438. return 0;
  4439. }
  4440. /**
  4441. * Calculates regeneration values
  4442. * Applies passive skill regeneration additions
  4443. * @param bl: Object to calculate regen for [PC|HOM|MER|ELEM]
  4444. * @param status: Object's status
  4445. * @param regen: Object's base regeneration data
  4446. */
  4447. void status_calc_regen(struct block_list *bl, struct status_data *status, struct regen_data *regen)
  4448. {
  4449. map_session_data *sd;
  4450. status_change *sc;
  4451. int val, skill, reg_flag;
  4452. if( !(bl->type&BL_REGEN) || !regen )
  4453. return;
  4454. sd = BL_CAST(BL_PC,bl);
  4455. sc = status_get_sc(bl);
  4456. val = (status->vit/5) + max(1, status->max_hp/200);
  4457. if( sd && sd->hprecov_rate != 100 )
  4458. val = val*sd->hprecov_rate/100;
  4459. reg_flag = bl->type == BL_PC ? 0 : 1;
  4460. regen->hp = cap_value(val, reg_flag, SHRT_MAX);
  4461. val = 1 + (status->int_/6) + (status->max_sp/100);
  4462. if( status->int_ >= 120 )
  4463. val += ((status->int_-120) / 2) + 4;
  4464. if( sd && sd->sprecov_rate != 100 )
  4465. val = val*sd->sprecov_rate/100;
  4466. regen->sp = cap_value(val, reg_flag, SHRT_MAX);
  4467. if( sd ) {
  4468. struct regen_data_sub *sregen;
  4469. if( (skill=pc_checkskill(sd,HP_MEDITATIO)) > 0 ) {
  4470. val = regen->sp*(100+3*skill)/100;
  4471. regen->sp = cap_value(val, 1, SHRT_MAX);
  4472. }
  4473. // Only players have skill/sitting skill regen for now.
  4474. sregen = regen->sregen;
  4475. val = 0;
  4476. if( (skill=pc_checkskill(sd,SM_RECOVERY)) > 0 )
  4477. val += skill*5 + skill*status->max_hp/500;
  4478. if (sc && sc->count) {
  4479. if (sc->getSCE(SC_INCREASE_MAXHP))
  4480. val += val * sc->getSCE(SC_INCREASE_MAXHP)->val2 / 100;
  4481. }
  4482. sregen->hp = cap_value(val, 0, SHRT_MAX);
  4483. val = 0;
  4484. if( (skill=pc_checkskill(sd,MG_SRECOVERY)) > 0 )
  4485. val += skill*3 + skill*status->max_sp/500;
  4486. if( (skill=pc_checkskill(sd,NJ_NINPOU)) > 0 )
  4487. val += skill*3 + skill*status->max_sp/500;
  4488. if( (skill=pc_checkskill(sd,WM_LESSON)) > 0 )
  4489. val += 3 + 3 * skill;
  4490. if (sc && sc->count) {
  4491. if (sc->getSCE(SC_ANCILLA))
  4492. val += sc->getSCE(SC_ANCILLA)->val2 / 100;
  4493. if (sc->getSCE(SC_INCREASE_MAXSP))
  4494. val += val * sc->getSCE(SC_INCREASE_MAXSP)->val2 / 100;
  4495. }
  4496. sregen->sp = cap_value(val, 0, SHRT_MAX);
  4497. // Skill-related recovery (only when sit)
  4498. sregen = regen->ssregen;
  4499. val = 0;
  4500. if( (skill=pc_checkskill(sd,MO_SPIRITSRECOVERY)) > 0 )
  4501. val += skill*4 + skill*status->max_hp/500;
  4502. if( (skill=pc_checkskill(sd,TK_HPTIME)) > 0 && sd->state.rest )
  4503. val += skill*30 + skill*status->max_hp/500;
  4504. sregen->hp = cap_value(val, 0, SHRT_MAX);
  4505. val = 0;
  4506. if( (skill=pc_checkskill(sd,TK_SPTIME)) > 0 && sd->state.rest ) {
  4507. val += skill*3 + skill*status->max_sp/500;
  4508. if ((skill=pc_checkskill(sd,SL_KAINA)) > 0) // Power up Enjoyable Rest
  4509. val += (30+10*skill)*val/100;
  4510. }
  4511. if( (skill=pc_checkskill(sd,MO_SPIRITSRECOVERY)) > 0 )
  4512. val += skill*2 + skill*status->max_sp/500;
  4513. sregen->sp = cap_value(val, 0, SHRT_MAX);
  4514. }
  4515. if( bl->type == BL_HOM ) {
  4516. struct homun_data *hd = (TBL_HOM*)bl;
  4517. if( (skill = hom_checkskill(hd,HAMI_SKIN)) > 0 ) {
  4518. val = regen->hp*(100+5*skill)/100;
  4519. regen->hp = cap_value(val, 1, SHRT_MAX);
  4520. }
  4521. if( (skill = hom_checkskill(hd,HLIF_BRAIN)) > 0 ) {
  4522. val = regen->sp*(100+3*skill)/100;
  4523. regen->sp = cap_value(val, 1, SHRT_MAX);
  4524. }
  4525. } else if( bl->type == BL_MER ) {
  4526. val = static_cast<decltype(val)>((status->max_hp * status->vit / 10000.0 + 1.0) * 6.0);
  4527. regen->hp = cap_value(val, 1, SHRT_MAX);
  4528. val = static_cast<decltype(val)>((status->max_sp * (status->int_ + 10.0) / 750.0) + 1.0);
  4529. regen->sp = cap_value(val, 1, SHRT_MAX);
  4530. } else if( bl->type == BL_ELEM ) {
  4531. val = static_cast<decltype(val)>((status->max_hp * status->vit / 10000.0 + 1.0) * 6.0);
  4532. regen->hp = cap_value(val, 1, SHRT_MAX);
  4533. val = static_cast<decltype(val)>((status->max_sp * (status->int_ + 10.0) / 750.0) + 1.0);
  4534. regen->sp = cap_value(val, 1, SHRT_MAX);
  4535. }
  4536. }
  4537. /**
  4538. * Calculates SC (Status Changes) regeneration values
  4539. * @param bl: Object to calculate regen for [PC|HOM|MER|ELEM]
  4540. * @param regen: Object's base regeneration data
  4541. * @param sc: Object's status change data
  4542. */
  4543. void status_calc_regen_rate(struct block_list *bl, struct regen_data *regen, status_change *sc)
  4544. {
  4545. if (!(bl->type&BL_REGEN) || !regen)
  4546. return;
  4547. regen->flag = RGN_HP|RGN_SP;
  4548. if(regen->sregen) {
  4549. if (regen->sregen->hp)
  4550. regen->flag |= RGN_SHP;
  4551. if (regen->sregen->sp)
  4552. regen->flag |= RGN_SSP;
  4553. regen->sregen->rate.hp = regen->sregen->rate.sp = 100;
  4554. }
  4555. if (regen->ssregen) {
  4556. if (regen->ssregen->hp)
  4557. regen->flag |= RGN_SHP;
  4558. if (regen->ssregen->sp)
  4559. regen->flag |= RGN_SSP;
  4560. regen->ssregen->rate.hp = regen->ssregen->rate.sp = 100;
  4561. }
  4562. regen->rate.hp = regen->rate.sp = 100;
  4563. if (!sc || !sc->count)
  4564. return;
  4565. // No HP or SP regen
  4566. if ((sc->getSCE(SC_POISON) && !sc->getSCE(SC_SLOWPOISON))
  4567. || (sc->getSCE(SC_DPOISON) && !sc->getSCE(SC_SLOWPOISON))
  4568. || sc->getSCE(SC_BERSERK)
  4569. || sc->getSCE(SC_TRICKDEAD)
  4570. || sc->getSCE(SC_BLEEDING)
  4571. || (sc->getSCE(SC_MAGICMUSHROOM) && sc->getSCE(SC_MAGICMUSHROOM)->val3 == 1)
  4572. || sc->getSCE(SC_SATURDAYNIGHTFEVER)
  4573. || sc->getSCE(SC_REBOUND))
  4574. regen->flag = RGN_NONE;
  4575. // No natural SP regen
  4576. if (sc->getSCE(SC_DANCING) ||
  4577. #ifdef RENEWAL
  4578. sc->getSCE(SC_MAXIMIZEPOWER) ||
  4579. #endif
  4580. #ifndef RENEWAL
  4581. (bl->type == BL_PC && (((TBL_PC*)bl)->class_&MAPID_UPPERMASK) == MAPID_MONK &&
  4582. (sc->getSCE(SC_EXTREMITYFIST) || sc->getSCE(SC_EXPLOSIONSPIRITS)) && (!sc->getSCE(SC_SPIRIT) || sc->getSCE(SC_SPIRIT)->val2 != SL_MONK)) ||
  4583. #else
  4584. (bl->type == BL_PC && (((TBL_PC*)bl)->class_&MAPID_UPPERMASK) == MAPID_MONK &&
  4585. sc->getSCE(SC_EXTREMITYFIST) && (!sc->getSCE(SC_SPIRIT) || sc->getSCE(SC_SPIRIT)->val2 != SL_MONK)) ||
  4586. #endif
  4587. (sc->getSCE(SC_OBLIVIONCURSE) && sc->getSCE(SC_OBLIVIONCURSE)->val3 == 1))
  4588. regen->flag &= ~RGN_SP;
  4589. if (sc->getSCE(SC_TENSIONRELAX)) {
  4590. if (sc->getSCE(SC_WEIGHT50) || sc->getSCE(SC_WEIGHT90))
  4591. regen->state.overweight = 0; // 1x HP regen
  4592. else {
  4593. regen->rate.hp += 200;
  4594. if (regen->sregen)
  4595. regen->sregen->rate.hp += 200;
  4596. }
  4597. }
  4598. if (sc->getSCE(SC_MAGNIFICAT))
  4599. regen->rate.sp += 100;
  4600. if (sc->getSCE(SC_REGENERATION)) {
  4601. const struct status_change_entry *sce = sc->getSCE(SC_REGENERATION);
  4602. if (!sce->val4) {
  4603. regen->rate.hp += (sce->val2*100);
  4604. regen->rate.sp += (sce->val3*100);
  4605. } else
  4606. regen->flag &= ~sce->val4; // Remove regen as specified by val4
  4607. }
  4608. if(sc->getSCE(SC_GT_REVITALIZE)) {
  4609. regen->hp += cap_value(regen->hp * sc->getSCE(SC_GT_REVITALIZE)->val3/100, 1, SHRT_MAX);
  4610. regen->state.walk = 1;
  4611. }
  4612. if (sc->getSCE(SC_EXTRACT_WHITE_POTION_Z))
  4613. regen->hp += cap_value(regen->hp * sc->getSCE(SC_EXTRACT_WHITE_POTION_Z)->val1 / 100, 1, SHRT_MAX);
  4614. if (sc->getSCE(SC_VITATA_500))
  4615. regen->sp += cap_value(regen->sp * sc->getSCE(SC_VITATA_500)->val1 / 100, 1, SHRT_MAX);
  4616. if (bl->type == BL_ELEM) { // Recovery bonus only applies to the Elementals.
  4617. int ele_class = status_get_class(bl);
  4618. switch (ele_class) {
  4619. case ELEMENTALID_AGNI_S:
  4620. case ELEMENTALID_AGNI_M:
  4621. case ELEMENTALID_AGNI_L:
  4622. case ELEMENTALID_ARDOR:
  4623. if (sc->getSCE(SC_FIRE_INSIGNIA) && sc->getSCE(SC_FIRE_INSIGNIA)->val1 == 1)
  4624. regen->rate.hp += 100;
  4625. break;
  4626. case ELEMENTALID_AQUA_S:
  4627. case ELEMENTALID_AQUA_M:
  4628. case ELEMENTALID_AQUA_L:
  4629. case ELEMENTALID_DILUVIO:
  4630. if (sc->getSCE(SC_WATER_INSIGNIA) && sc->getSCE(SC_WATER_INSIGNIA)->val1 == 1)
  4631. regen->rate.hp += 100;
  4632. break;
  4633. case ELEMENTALID_VENTUS_S:
  4634. case ELEMENTALID_VENTUS_M:
  4635. case ELEMENTALID_VENTUS_L:
  4636. case ELEMENTALID_PROCELLA:
  4637. if (sc->getSCE(SC_WIND_INSIGNIA) && sc->getSCE(SC_WIND_INSIGNIA)->val1 == 1)
  4638. regen->rate.hp += 100;
  4639. break;
  4640. case ELEMENTALID_TERA_S:
  4641. case ELEMENTALID_TERA_M:
  4642. case ELEMENTALID_TERA_L:
  4643. case ELEMENTALID_TERREMOTUS:
  4644. case ELEMENTALID_SERPENS:
  4645. if (sc->getSCE(SC_EARTH_INSIGNIA) && sc->getSCE(SC_EARTH_INSIGNIA)->val1 == 1)
  4646. regen->rate.hp += 100;
  4647. break;
  4648. }
  4649. }
  4650. if (sc->getSCE(SC_CATNIPPOWDER)) {
  4651. regen->rate.hp *= 2;
  4652. regen->rate.sp *= 2;
  4653. }
  4654. if (sc->getSCE(SC_SHRIMPBLESSING))
  4655. regen->rate.sp += 50;
  4656. #ifdef RENEWAL
  4657. if (sc->getSCE(SC_NIBELUNGEN)) {
  4658. if (sc->getSCE(SC_NIBELUNGEN)->val2 == RINGNBL_HPREGEN)
  4659. regen->rate.hp += 100;
  4660. else if (sc->getSCE(SC_NIBELUNGEN)->val2 == RINGNBL_SPREGEN)
  4661. regen->rate.sp += 100;
  4662. }
  4663. #endif
  4664. if (sc->getSCE(SC_SIRCLEOFNATURE))
  4665. regen->rate.hp += sc->getSCE(SC_SIRCLEOFNATURE)->val2;
  4666. if (sc->getSCE(SC_SONGOFMANA))
  4667. regen->rate.sp += sc->getSCE(SC_SONGOFMANA)->val3;
  4668. }
  4669. /**
  4670. * Applies a state to a unit - See [StatusChangeStateTable]
  4671. * @param bl: Object to change state on [PC|MOB|HOM|MER|ELEM]
  4672. * @param sc: Object's status change data
  4673. * @param flag: Which state to apply to bl
  4674. * @param start: (1) start state, (0) remove state
  4675. */
  4676. void status_calc_state( struct block_list *bl, status_change *sc, std::bitset<SCS_MAX> flag, bool start )
  4677. {
  4678. /// No sc at all, we can zero without any extra weight over our conciousness
  4679. if( !sc->count ) {
  4680. sc->cant = {};
  4681. return;
  4682. }
  4683. // Can't move
  4684. if( flag[SCS_NOMOVE] ) {
  4685. if( !flag[SCS_NOMOVECOND] )
  4686. sc->cant.move += (start ? 1 : ((sc->cant.move) ? -1 : 0));
  4687. else if(
  4688. (sc->getSCE(SC_GOSPEL) && sc->getSCE(SC_GOSPEL)->val4 == BCT_SELF) // cannot move while gospel is in effect
  4689. #ifndef RENEWAL
  4690. || (sc->getSCE(SC_BASILICA) && sc->getSCE(SC_BASILICA)->val4 == bl->id) // Basilica caster cannot move
  4691. || (sc->getSCE(SC_GRAVITATION) && sc->getSCE(SC_GRAVITATION)->val3 == BCT_SELF)
  4692. #endif
  4693. || (sc->getSCE(SC_CAMOUFLAGE) && sc->getSCE(SC_CAMOUFLAGE)->val1 < 3)
  4694. || (sc->getSCE(SC_MAGNETICFIELD) && sc->getSCE(SC_MAGNETICFIELD)->val2 != bl->id)
  4695. || (sc->getSCE(SC_FEAR) && sc->getSCE(SC_FEAR)->val2 > 0)
  4696. || (sc->getSCE(SC_HIDING) && (bl->type != BL_PC || (pc_checkskill(BL_CAST(BL_PC,bl),RG_TUNNELDRIVE) <= 0)))
  4697. || (sc->getSCE(SC_DANCING) && sc->getSCE(SC_DANCING)->val4 && (
  4698. #ifndef RENEWAL
  4699. !sc->getSCE(SC_LONGING) ||
  4700. #endif
  4701. (sc->getSCE(SC_DANCING)->val1&0xFFFF) == CG_MOONLIT ||
  4702. (sc->getSCE(SC_DANCING)->val1&0xFFFF) == CG_HERMODE
  4703. ))
  4704. || (sc->getSCE(SC_CRYSTALIZE) && bl->type != BL_MOB)
  4705. )
  4706. sc->cant.move += (start ? 1 : ((sc->cant.move) ? -1 : 0));
  4707. }
  4708. // Can't use skills
  4709. if( flag[SCS_NOCAST] ) {
  4710. if( !flag[SCS_NOCASTCOND] )
  4711. sc->cant.cast += (start ? 1 : ((sc->cant.cast) ? -1 : 0));
  4712. else if (sc->getSCE(SC_OBLIVIONCURSE) && sc->getSCE(SC_OBLIVIONCURSE)->val3 == 1)
  4713. sc->cant.cast += (start ? 1 : ((sc->cant.cast) ? -1 : 0));
  4714. }
  4715. // Can't chat
  4716. if( flag[SCS_NOCHAT] ) {
  4717. if( !flag[SCS_NOCHATCOND] )
  4718. sc->cant.chat += (start ? 1 : ((sc->cant.chat) ? -1 : 0));
  4719. else if(sc->getSCE(SC_NOCHAT) && sc->getSCE(SC_NOCHAT)->val1&MANNER_NOCHAT)
  4720. sc->cant.chat += (start ? 1 : ((sc->cant.chat) ? -1 : 0));
  4721. }
  4722. // Can't attack
  4723. if( flag[SCS_NOATTACK] ) {
  4724. if( !flag[SCS_NOATTACKCOND] )
  4725. sc->cant.attack += (start ? 1 : ((sc->cant.attack) ? -1 : 0));
  4726. /*else if( )
  4727. sc->cant.attack += ( start ? 1 : ((sc->cant.attack)? -1:0) );*/
  4728. }
  4729. // Can't warp
  4730. if (flag[SCS_NOWARP]) {
  4731. if (!flag[SCS_NOWARPCOND])
  4732. sc->cant.warp += (start ? 1 : ((sc->cant.warp) ? -1 : 0));
  4733. /*else if (sc->getSCE())
  4734. sc->cant.warp += ( start ? 1 : ((sc->cant.warp)? -1:0) );*/
  4735. }
  4736. // Player-only states
  4737. if( bl->type == BL_PC ) {
  4738. // Can't pick-up items
  4739. if( flag[SCS_NOPICKITEM] ) {
  4740. if( !flag[SCS_NOPICKITEMCOND] )
  4741. sc->cant.pickup += (start ? 1 : ((sc->cant.pickup) ? -1 : 0));
  4742. else if( (sc->getSCE(SC_NOCHAT) && sc->getSCE(SC_NOCHAT)->val1&MANNER_NOITEM) )
  4743. sc->cant.pickup += (start ? 1 : ((sc->cant.pickup) ? -1 : 0));
  4744. }
  4745. // Can't drop items
  4746. if( flag[SCS_NODROPITEM] ) {
  4747. if( !flag[SCS_NODROPITEMCOND] )
  4748. sc->cant.drop += (start ? 1 : ((sc->cant.drop) ? -1 : 0));
  4749. else if( (sc->getSCE(SC_NOCHAT) && sc->getSCE(SC_NOCHAT)->val1&MANNER_NOITEM) )
  4750. sc->cant.drop += (start ? 1 : ((sc->cant.drop) ? -1 : 0));
  4751. }
  4752. // Can't equip item
  4753. if( flag[SCS_NOEQUIPITEM] ) {
  4754. if( !flag[SCS_NOEQUIPITEMCOND] )
  4755. sc->cant.equip += (start ? 1 : ((sc->cant.equip) ? -1 : 0));
  4756. /*else if( )
  4757. sc->cant.equip += ( start ? 1 : ((sc->cant.equip)? -1:0) );*/
  4758. }
  4759. // Can't unequip item
  4760. if( flag[SCS_NOUNEQUIPITEM]) {
  4761. if( !flag[SCS_NOUNEQUIPITEMCOND] )
  4762. sc->cant.unequip += (start ? 1 : ((sc->cant.unequip) ? -1 : 0));
  4763. /*else if( )
  4764. sc->cant.unequip += ( start ? 1 : ((sc->cant.unequip)? -1:0) );*/
  4765. }
  4766. // Can't consume item
  4767. if( flag[SCS_NOCONSUMEITEM]) {
  4768. if( !flag[SCS_NOCONSUMEITEMCOND] )
  4769. sc->cant.consume += (start ? 1 : ((sc->cant.consume) ? -1 : 0));
  4770. else if( (sc->getSCE(SC_GRAVITATION) && sc->getSCE(SC_GRAVITATION)->val3 == BCT_SELF) ||
  4771. (sc->getSCE(SC_NOCHAT) && sc->getSCE(SC_NOCHAT)->val1&MANNER_NOITEM) )
  4772. sc->cant.consume += (start ? 1 : ((sc->cant.consume) ? -1 : 0));
  4773. }
  4774. // Can't lose exp
  4775. if (flag[SCS_NODEATHPENALTY]) {
  4776. if (!flag[SCS_NODEATHPENALTYCOND])
  4777. sc->cant.deathpenalty += (start ? 1 : ((sc->cant.deathpenalty) ? -1 : 0));
  4778. /*else if (sc->getSCE())
  4779. sc->cant.deathpenalty += ( start ? 1 : ((sc->cant.deathpenalty)? -1:0) );*/
  4780. }
  4781. // Can't sit/stand/talk to NPC
  4782. if (flag[SCS_NOINTERACT]) {
  4783. if (!flag[SCS_NOINTERACTCOND])
  4784. sc->cant.interact += (start ? 1 : ((sc->cant.interact) ? -1 : 0));
  4785. /*else if (sc->getSCE())
  4786. sc->cant.interact += ( start ? 1 : ((sc->cant.interact)? -1:0) );*/
  4787. }
  4788. }
  4789. return;
  4790. }
  4791. /**
  4792. * Recalculates parts of an objects status according to specified flags
  4793. * See [set_sc] [add_sc]
  4794. * @param bl: Object whose status has changed [PC|MOB|HOM|MER|ELEM]
  4795. * @param flag: Which status has changed on bl
  4796. */
  4797. void status_calc_bl_main(struct block_list *bl, std::bitset<SCB_MAX> flag)
  4798. {
  4799. const struct status_data *b_status = status_get_base_status(bl); // Base Status
  4800. struct status_data *status = status_get_status_data(bl); // Battle Status
  4801. status_change *sc = status_get_sc(bl);
  4802. TBL_PC *sd = BL_CAST(BL_PC,bl);
  4803. int temp;
  4804. if (!b_status || !status)
  4805. return;
  4806. /** [Playtester]
  4807. * This needs to be done even if there is currently no status change active, because
  4808. * we need to update the speed on the client when the last status change ends.
  4809. **/
  4810. if(flag[SCB_SPEED]) {
  4811. struct unit_data *ud = unit_bl2ud(bl);
  4812. /** [Skotlex]
  4813. * Re-walk to adjust speed (we do not check if walktimer != INVALID_TIMER
  4814. * because if you step on something while walking, the moment this
  4815. * piece of code triggers the walk-timer is set on INVALID_TIMER)
  4816. **/
  4817. if (ud)
  4818. ud->state.change_walk_target = ud->state.speed_changed = 1;
  4819. }
  4820. if(flag[SCB_STR]) {
  4821. status->str = status_calc_str(bl, sc, b_status->str);
  4822. flag.set(SCB_BATK);
  4823. if( bl->type&BL_HOM )
  4824. flag.set(SCB_WATK);
  4825. }
  4826. if(flag[SCB_AGI]) {
  4827. status->agi = status_calc_agi(bl, sc, b_status->agi);
  4828. flag.set(SCB_FLEE);
  4829. #ifdef RENEWAL
  4830. flag.set(SCB_DEF2);
  4831. #endif
  4832. if( bl->type&(BL_PC|BL_HOM) ) {
  4833. flag.set(SCB_ASPD);
  4834. flag.set(SCB_DSPD);
  4835. }
  4836. }
  4837. if(flag[SCB_VIT]) {
  4838. status->vit = status_calc_vit(bl, sc, b_status->vit);
  4839. flag.set(SCB_DEF2);
  4840. flag.set(SCB_MDEF2);
  4841. if( bl->type&(BL_PC|BL_HOM|BL_MER|BL_ELEM) )
  4842. flag.set(SCB_MAXHP);
  4843. if( bl->type&BL_HOM )
  4844. flag.set(SCB_DEF);
  4845. }
  4846. if(flag[SCB_INT]) {
  4847. status->int_ = status_calc_int(bl, sc, b_status->int_);
  4848. flag.set(SCB_MATK);
  4849. flag.set(SCB_MDEF2);
  4850. if( bl->type&(BL_PC|BL_HOM|BL_MER|BL_ELEM) )
  4851. flag.set(SCB_MAXSP);
  4852. if( bl->type&BL_HOM )
  4853. flag.set(SCB_MDEF);
  4854. }
  4855. if(flag[SCB_DEX]) {
  4856. status->dex = status_calc_dex(bl, sc, b_status->dex);
  4857. flag.set(SCB_BATK);
  4858. flag.set(SCB_HIT);
  4859. #ifdef RENEWAL
  4860. flag.set(SCB_MATK);
  4861. flag.set(SCB_MDEF2);
  4862. #endif
  4863. if( bl->type&(BL_PC|BL_HOM) )
  4864. flag.set(SCB_ASPD);
  4865. if( bl->type&BL_HOM )
  4866. flag.set(SCB_WATK);
  4867. }
  4868. if(flag[SCB_LUK]) {
  4869. status->luk = status_calc_luk(bl, sc, b_status->luk);
  4870. flag.set(SCB_BATK);
  4871. flag.set(SCB_CRI);
  4872. flag.set(SCB_FLEE2);
  4873. #ifdef RENEWAL
  4874. flag.set(SCB_MATK);
  4875. flag.set(SCB_HIT);
  4876. flag.set(SCB_FLEE);
  4877. #endif
  4878. }
  4879. #ifdef RENEWAL
  4880. if (flag[SCB_POW]) {
  4881. status->pow = status_calc_pow(bl, sc, b_status->pow);
  4882. flag.set(SCB_BATK);
  4883. flag.set(SCB_PATK);
  4884. }
  4885. if (flag[SCB_STA]) {
  4886. status->sta = status_calc_sta(bl, sc, b_status->sta);
  4887. flag.set(SCB_RES);
  4888. }
  4889. if (flag[SCB_WIS]) {
  4890. status->wis = status_calc_wis(bl, sc, b_status->wis);
  4891. flag.set(SCB_MRES);
  4892. }
  4893. if (flag[SCB_SPL]) {
  4894. status->spl = status_calc_spl(bl, sc, b_status->spl);
  4895. flag.set(SCB_MATK);
  4896. flag.set(SCB_SMATK);
  4897. }
  4898. if (flag[SCB_CON]) {
  4899. status->con = status_calc_con(bl, sc, b_status->con);
  4900. flag.set(SCB_HIT);
  4901. flag.set(SCB_FLEE);
  4902. flag.set(SCB_PATK);
  4903. flag.set(SCB_SMATK);
  4904. }
  4905. if (flag[SCB_CRT]) {
  4906. status->crt = status_calc_crt(bl, sc, b_status->crt);
  4907. flag.set(SCB_HPLUS);
  4908. flag.set(SCB_CRATE);
  4909. }
  4910. #endif
  4911. if(flag[SCB_BATK] && b_status->batk) {
  4912. int lv = status_get_lv(bl);
  4913. status->batk = status_base_atk(bl, status, lv);
  4914. temp = b_status->batk - status_base_atk(bl, b_status, lv);
  4915. if (temp) {
  4916. temp += status->batk;
  4917. status->batk = cap_value(temp, 0, USHRT_MAX);
  4918. }
  4919. status->batk = status_calc_batk(bl, sc, status->batk);
  4920. }
  4921. if(flag[SCB_WATK]) {
  4922. #ifndef RENEWAL
  4923. status->rhw.atk = status_calc_watk(bl, sc, b_status->rhw.atk);
  4924. if (!sd) // Should not affect weapon refine bonus
  4925. status->rhw.atk2 = status_calc_watk(bl, sc, b_status->rhw.atk2);
  4926. if (sd && sd->bonus.weapon_atk_rate)
  4927. status->rhw.atk += status->rhw.atk * sd->bonus.weapon_atk_rate / 100;
  4928. if(b_status->lhw.atk) {
  4929. if (sd) {
  4930. sd->state.lr_flag = 1;
  4931. status->lhw.atk = status_calc_watk(bl, sc, b_status->lhw.atk);
  4932. sd->state.lr_flag = 0;
  4933. } else {
  4934. status->lhw.atk = status_calc_watk(bl, sc, b_status->lhw.atk);
  4935. status->lhw.atk2= status_calc_watk(bl, sc, b_status->lhw.atk2);
  4936. }
  4937. }
  4938. #else
  4939. if(!b_status->watk) { // We only have left-hand weapon
  4940. status->watk = 0;
  4941. status->watk2 = status_calc_watk(bl, sc, b_status->watk2);
  4942. }
  4943. else status->watk = status_calc_watk(bl, sc, b_status->watk);
  4944. #endif
  4945. }
  4946. if(flag[SCB_HIT]) {
  4947. if (status->dex == b_status->dex
  4948. #ifdef RENEWAL
  4949. && status->luk == b_status->luk && status->con == b_status->con
  4950. #endif
  4951. )
  4952. status->hit = status_calc_hit(bl, sc, b_status->hit);
  4953. else
  4954. status->hit = status_calc_hit(bl, sc, b_status->hit + (status->dex - b_status->dex)
  4955. #ifdef RENEWAL
  4956. + (status->luk/3 - b_status->luk/3) + 2 * (status->con - b_status->con)
  4957. #endif
  4958. );
  4959. }
  4960. if(flag[SCB_FLEE]) {
  4961. if (status->agi == b_status->agi
  4962. #ifdef RENEWAL
  4963. && status->luk == b_status->luk && status->con == b_status->con
  4964. #endif
  4965. )
  4966. status->flee = status_calc_flee(bl, sc, b_status->flee);
  4967. else
  4968. status->flee = status_calc_flee(bl, sc, b_status->flee +(status->agi - b_status->agi)
  4969. #ifdef RENEWAL
  4970. + (status->luk/5 - b_status->luk/5) + 2 * (status->con - b_status->con)
  4971. #endif
  4972. );
  4973. }
  4974. if(flag[SCB_DEF]) {
  4975. status->def = status_calc_def(bl, sc, b_status->def);
  4976. if( bl->type&BL_HOM )
  4977. status->def += (status->vit/5 - b_status->vit/5);
  4978. }
  4979. if(flag[SCB_DEF2]) {
  4980. if (status->vit == b_status->vit
  4981. #ifdef RENEWAL
  4982. && status->agi == b_status->agi
  4983. #endif
  4984. )
  4985. status->def2 = status_calc_def2(bl, sc, b_status->def2);
  4986. else
  4987. status->def2 = status_calc_def2(bl, sc, b_status->def2
  4988. #ifdef RENEWAL
  4989. + (int)( ((float)status->vit/2 - (float)b_status->vit/2) + ((float)status->agi/5 - (float)b_status->agi/5) )
  4990. #else
  4991. + (status->vit - b_status->vit)
  4992. #endif
  4993. );
  4994. }
  4995. if(flag[SCB_MDEF]) {
  4996. status->mdef = status_calc_mdef(bl, sc, b_status->mdef);
  4997. if( bl->type&BL_HOM )
  4998. status->mdef += (status->int_/5 - b_status->int_/5);
  4999. }
  5000. if(flag[SCB_MDEF2]) {
  5001. if (status->int_ == b_status->int_ && status->vit == b_status->vit
  5002. #ifdef RENEWAL
  5003. && status->dex == b_status->dex
  5004. #endif
  5005. )
  5006. status->mdef2 = status_calc_mdef2(bl, sc, b_status->mdef2);
  5007. else
  5008. status->mdef2 = status_calc_mdef2(bl, sc, b_status->mdef2 +(status->int_ - b_status->int_)
  5009. #ifdef RENEWAL
  5010. + (int)( ((float)status->dex/5 - (float)b_status->dex/5) + ((float)status->vit/5 - (float)b_status->vit/5) )
  5011. #else
  5012. + ((status->vit - b_status->vit) / 2)
  5013. #endif
  5014. );
  5015. }
  5016. if(flag[SCB_SPEED]) {
  5017. status->speed = status_calc_speed(bl, sc, b_status->speed);
  5018. if( bl->type&BL_PC && !(sd && sd->state.permanent_speed) && status->speed < battle_config.max_walk_speed )
  5019. status->speed = battle_config.max_walk_speed;
  5020. if( bl->type&BL_PET && ((TBL_PET*)bl)->master)
  5021. status->speed = status_get_speed(&((TBL_PET*)bl)->master->bl);
  5022. if( bl->type&BL_HOM && battle_config.hom_setting&HOMSET_COPY_SPEED && ((TBL_HOM*)bl)->master)
  5023. status->speed = status_get_speed(&((TBL_HOM*)bl)->master->bl);
  5024. if( bl->type&BL_MER && ((TBL_MER*)bl)->master)
  5025. status->speed = status_get_speed(&((TBL_MER*)bl)->master->bl);
  5026. if( bl->type&BL_ELEM && ((TBL_ELEM*)bl)->master)
  5027. status->speed = status_get_speed(&((TBL_ELEM*)bl)->master->bl);
  5028. }
  5029. if(flag[SCB_CRI] && b_status->cri) {
  5030. if (status->luk == b_status->luk)
  5031. status->cri = status_calc_critical(bl, sc, b_status->cri);
  5032. else
  5033. #ifdef RENEWAL
  5034. status->cri = status_calc_critical(bl, sc, b_status->cri + 3*(status->luk - b_status->luk));
  5035. #else
  5036. status->cri = status_calc_critical(bl, sc, b_status->cri + (status->luk - b_status->luk)*10/3);
  5037. #endif
  5038. /// After status_calc_critical so the bonus is applied despite if you have or not a sc bugreport:5240
  5039. if (sd) {
  5040. if (sd->status.weapon == W_KATAR)
  5041. status->cri *= 2;
  5042. }
  5043. }
  5044. if(flag[SCB_FLEE2] && b_status->flee2) {
  5045. if (status->luk == b_status->luk)
  5046. status->flee2 = status_calc_flee2(bl, sc, b_status->flee2);
  5047. else
  5048. status->flee2 = status_calc_flee2(bl, sc, b_status->flee2 +(status->luk - b_status->luk));
  5049. }
  5050. if(flag[SCB_ATK_ELE]) {
  5051. status->rhw.ele = status_calc_attack_element(bl, sc, b_status->rhw.ele);
  5052. if (sd) sd->state.lr_flag = 1;
  5053. status->lhw.ele = status_calc_attack_element(bl, sc, b_status->lhw.ele);
  5054. if (sd) sd->state.lr_flag = 0;
  5055. }
  5056. if(flag[SCB_DEF_ELE]) {
  5057. status->def_ele = status_calc_element(bl, sc, b_status->def_ele);
  5058. status->ele_lv = status_calc_element_lv(bl, sc, b_status->ele_lv);
  5059. }
  5060. if(flag[SCB_MODE]) {
  5061. status->mode = status_calc_mode(bl, sc, b_status->mode);
  5062. if (status_has_mode(status, MD_STATUSIMMUNE|MD_SKILLIMMUNE))
  5063. status->class_ = CLASS_BATTLEFIELD;
  5064. else if (status_has_mode(status, MD_STATUSIMMUNE|MD_KNOCKBACKIMMUNE|MD_DETECTOR))
  5065. status->class_ = CLASS_BOSS;
  5066. else if (status_has_mode(status, MD_STATUSIMMUNE))
  5067. status->class_ = CLASS_GUARDIAN;
  5068. else
  5069. status->class_ = CLASS_NORMAL;
  5070. // Since mode changed, reset their state.
  5071. if (!status_has_mode(status,MD_CANATTACK))
  5072. unit_stop_attack(bl);
  5073. if (!status_has_mode(status,MD_CANMOVE))
  5074. unit_stop_walking(bl,1);
  5075. }
  5076. /**
  5077. * No status changes alter these yet.
  5078. * if(flag[SCB_SIZE])
  5079. * if(flag[SCB_RACE])
  5080. * if(flag[SCB_RANGE])
  5081. **/
  5082. if(flag[SCB_MAXHP]) {
  5083. if( bl->type&BL_PC ) {
  5084. status->max_hp = status_calc_maxhpsp_pc(sd,status->vit,true);
  5085. if(battle_config.hp_rate != 100)
  5086. status->max_hp = (unsigned int)(battle_config.hp_rate * (status->max_hp/100.));
  5087. if (sd->status.base_level < 100)
  5088. status->max_hp = umin(status->max_hp,(unsigned int)battle_config.max_hp_lv99);
  5089. else if (sd->status.base_level < 151)
  5090. status->max_hp = umin(status->max_hp,(unsigned int)battle_config.max_hp_lv150);
  5091. else
  5092. status->max_hp = umin(status->max_hp,(unsigned int)battle_config.max_hp);
  5093. }
  5094. else
  5095. status->max_hp = status_calc_maxhp(bl, b_status->max_hp);
  5096. if( status->hp > status->max_hp ) { // !FIXME: Should perhaps a status_zap should be issued?
  5097. status->hp = status->max_hp;
  5098. if( sd ) clif_updatestatus(sd,SP_HP);
  5099. }
  5100. }
  5101. if(flag[SCB_MAXSP]) {
  5102. if( bl->type&BL_PC ) {
  5103. status->max_sp = status_calc_maxhpsp_pc(sd,status->int_,false);
  5104. if(battle_config.sp_rate != 100)
  5105. status->max_sp = (unsigned int)(battle_config.sp_rate * (status->max_sp/100.));
  5106. status->max_sp = umin(status->max_sp,(unsigned int)battle_config.max_sp);
  5107. }
  5108. else
  5109. status->max_sp = status_calc_maxsp(bl, b_status->max_sp);
  5110. if( status->sp > status->max_sp ) {
  5111. status->sp = status->max_sp;
  5112. if( sd ) clif_updatestatus(sd,SP_SP);
  5113. }
  5114. }
  5115. if(flag[SCB_MATK]) {
  5116. #ifndef RENEWAL
  5117. status->matk_min = status_base_matk_min(status) + (sd?sd->bonus.ematk:0);
  5118. status->matk_max = status_base_matk_max(status) + (sd?sd->bonus.ematk:0);
  5119. #else
  5120. /**
  5121. * RE MATK Formula (from irowiki:http:// irowiki.org/wiki/MATK)
  5122. * MATK = (sMATK + wMATK + eMATK) * Multiplicative Modifiers
  5123. **/
  5124. int lv = status_get_lv(bl);
  5125. status->matk_min = status_base_matk_min(bl, status, lv);
  5126. status->matk_max = status_base_matk_max(bl, status, lv);
  5127. switch( bl->type ) {
  5128. case BL_PC: {
  5129. int wMatk = 0;
  5130. int variance = 0;
  5131. // Any +MATK you get from skills and cards, including cards in weapon, is added here.
  5132. if (sd) {
  5133. uint16 skill_lv;
  5134. if (sd->bonus.ematk > 0)
  5135. status->matk_min += sd->bonus.ematk;
  5136. if (pc_checkskill(sd, SU_POWEROFLAND) > 0 && pc_checkskill_summoner(sd, SUMMONER_POWER_LAND) >= 20)
  5137. status->matk_min += status->matk_min * 20 / 100;
  5138. if ((skill_lv = pc_checkskill(sd, NV_TRANSCENDENCE)) > 0)
  5139. status->matk_min += 15 * skill_lv + (skill_lv > 4 ? 25 : 0);
  5140. }
  5141. status->matk_min = status_calc_ematk(bl, sc, status->matk_min);
  5142. status->matk_max = status->matk_min;
  5143. // This is the only portion in MATK that varies depending on the weapon level and refinement rate.
  5144. if (b_status->lhw.matk) {
  5145. if (sd) {
  5146. //sd->state.lr_flag = 1; //?? why was that set here
  5147. status->lhw.matk = b_status->lhw.matk;
  5148. sd->state.lr_flag = 0;
  5149. } else {
  5150. status->lhw.matk = b_status->lhw.matk;
  5151. }
  5152. }
  5153. if (b_status->rhw.matk) {
  5154. status->rhw.matk = b_status->rhw.matk;
  5155. }
  5156. if (status->rhw.matk) {
  5157. wMatk += status->rhw.matk;
  5158. variance += wMatk * status->rhw.wlv / 10;
  5159. }
  5160. if (status->lhw.matk) {
  5161. wMatk += status->lhw.matk;
  5162. variance += status->lhw.matk * status->lhw.wlv / 10;
  5163. }
  5164. status->matk_min += wMatk - variance;
  5165. status->matk_max += wMatk + variance;
  5166. }
  5167. break;
  5168. }
  5169. #endif
  5170. if (bl->type&BL_PC && sd->matk_rate != 100) {
  5171. status->matk_max = status->matk_max * sd->matk_rate/100;
  5172. status->matk_min = status->matk_min * sd->matk_rate/100;
  5173. }
  5174. if ((bl->type&BL_HOM && battle_config.hom_setting&HOMSET_SAME_MATK) /// Hom Min Matk is always the same as Max Matk
  5175. || (sc && sc->getSCE(SC_RECOGNIZEDSPELL)))
  5176. status->matk_min = status->matk_max;
  5177. #ifdef RENEWAL
  5178. if( sd && sd->right_weapon.overrefine > 0) {
  5179. status->matk_min++;
  5180. status->matk_max += sd->right_weapon.overrefine - 1;
  5181. }
  5182. #endif
  5183. status->matk_max = status_calc_matk(bl, sc, status->matk_max);
  5184. status->matk_min = status_calc_matk(bl, sc, status->matk_min);
  5185. }
  5186. if(flag[SCB_ASPD]) {
  5187. int amotion;
  5188. if ( bl->type&BL_HOM ) {
  5189. #ifdef RENEWAL_ASPD
  5190. amotion = ((TBL_HOM*)bl)->homunculusDB->baseASPD;
  5191. amotion = amotion - amotion * status_get_homdex(bl) / 1000 - status_get_homagi(bl) * amotion / 250;
  5192. amotion = (amotion * status_calc_aspd(bl, sc, true) + status_calc_aspd(bl, sc, false)) / - 100 + amotion;
  5193. #else
  5194. amotion = (1000 - 4 * status->agi - status->dex) * ((TBL_HOM*)bl)->homunculusDB->baseASPD / 1000;
  5195. amotion = status_calc_aspd_rate(bl, sc, amotion);
  5196. amotion = amotion * status->aspd_rate / 1000;
  5197. #endif
  5198. amotion = status_calc_fix_aspd(bl, sc, amotion);
  5199. status->amotion = cap_value(amotion, battle_config.max_aspd, 2000);
  5200. status->adelay = status->amotion;
  5201. } else if ( bl->type&BL_PC ) {
  5202. uint16 skill_lv;
  5203. amotion = status_base_amotion_pc(sd,status);
  5204. #ifndef RENEWAL_ASPD
  5205. status->aspd_rate = status_calc_aspd_rate(bl, sc, b_status->aspd_rate);
  5206. #endif
  5207. // Absolute ASPD % modifiers
  5208. amotion = amotion * status->aspd_rate / 1000;
  5209. if (sd->ud.skilltimer != INVALID_TIMER && (skill_lv = pc_checkskill(sd, SA_FREECAST)) > 0)
  5210. #ifdef RENEWAL_ASPD
  5211. amotion = amotion * 5 * (skill_lv + 10) / 100;
  5212. #else
  5213. 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)
  5214. #endif
  5215. #ifdef RENEWAL_ASPD
  5216. // RE ASPD % modifier
  5217. amotion += (max(0xc3 - amotion, 2) * (status->aspd_rate2 + status_calc_aspd(bl, sc, false))) / 100;
  5218. amotion = 10 * (200 - amotion);
  5219. amotion += sd->bonus.aspd_add;
  5220. #endif
  5221. amotion = status_calc_fix_aspd(bl, sc, amotion);
  5222. status->amotion = cap_value(amotion,pc_maxaspd(sd),2000);
  5223. status->adelay = 2 * status->amotion;
  5224. } else { // Mercenary and mobs
  5225. amotion = b_status->amotion;
  5226. status->aspd_rate = status_calc_aspd_rate(bl, sc, b_status->aspd_rate);
  5227. amotion = amotion*status->aspd_rate/1000;
  5228. amotion = status_calc_fix_aspd(bl, sc, amotion);
  5229. status->amotion = cap_value(amotion, battle_config.monster_max_aspd, 2000);
  5230. temp = b_status->adelay*status->aspd_rate/1000;
  5231. status->adelay = cap_value(temp, battle_config.monster_max_aspd*2, 4000);
  5232. }
  5233. }
  5234. if(flag[SCB_DSPD]) {
  5235. int dmotion;
  5236. if( bl->type&BL_PC ) {
  5237. if (b_status->agi == status->agi)
  5238. status->dmotion = status_calc_dmotion(bl, sc, b_status->dmotion);
  5239. else {
  5240. dmotion = 800-status->agi*4;
  5241. status->dmotion = cap_value(dmotion, 400, 800);
  5242. if(battle_config.pc_damage_delay_rate != 100)
  5243. status->dmotion = status->dmotion*battle_config.pc_damage_delay_rate/100;
  5244. // It's safe to ignore b_status->dmotion since no bonus affects it.
  5245. status->dmotion = status_calc_dmotion(bl, sc, status->dmotion);
  5246. }
  5247. } else if( bl->type&BL_HOM ) {
  5248. dmotion = 800-status->agi*4;
  5249. status->dmotion = cap_value(dmotion, 400, 800);
  5250. status->dmotion = status_calc_dmotion(bl, sc, b_status->dmotion);
  5251. } else { // Mercenary and mobs
  5252. status->dmotion = status_calc_dmotion(bl, sc, b_status->dmotion);
  5253. }
  5254. }
  5255. #ifdef RENEWAL
  5256. if (flag[SCB_PATK]) {
  5257. if (status->pow == b_status->pow && status->con == b_status->con)
  5258. status->patk = status_calc_patk(bl, sc, b_status->patk);
  5259. else
  5260. status->patk = status_calc_patk(bl, sc, b_status->patk + (status->pow - b_status->pow) / 3 + (status->con - b_status->con) / 5);
  5261. }
  5262. if (flag[SCB_SMATK]) {
  5263. if (status->spl == b_status->spl && status->con == b_status->con)
  5264. status->smatk = status_calc_smatk(bl, sc, b_status->smatk);
  5265. else
  5266. status->smatk = status_calc_smatk(bl, sc, b_status->smatk) + (status->spl - b_status->spl) / 3 + (status->con - b_status->con) / 5;
  5267. }
  5268. if (flag[SCB_RES]) {
  5269. if (status->sta == b_status->sta)
  5270. status->res = status_calc_res(bl, sc, b_status->res);
  5271. else
  5272. status->res = status_calc_res(bl, sc, b_status->res + (status->sta - b_status->sta) + (status->sta - b_status->sta) / 3 * 5);
  5273. }
  5274. if (flag[SCB_MRES]) {
  5275. if (status->wis == b_status->wis)
  5276. status->mres = status_calc_mres(bl, sc, b_status->mres);
  5277. else
  5278. status->mres = status_calc_mres(bl, sc, b_status->mres + (status->wis - b_status->wis) + (status->wis - b_status->wis) / 3 * 5);
  5279. }
  5280. if (flag[SCB_HPLUS]) {
  5281. if (status->crt == b_status->crt)
  5282. status->hplus = status_calc_hplus(bl, sc, b_status->hplus);
  5283. else
  5284. status->hplus = status_calc_hplus(bl, sc, b_status->hplus + (status->crt - b_status->crt));
  5285. }
  5286. if (flag[SCB_CRATE]) {
  5287. if (status->crt == b_status->crt)
  5288. status->crate = status_calc_crate(bl, sc, b_status->crate);
  5289. else
  5290. status->crate = status_calc_crate(bl, sc, b_status->crate + (status->crt - b_status->crt) / 3);
  5291. }
  5292. if (flag[SCB_MAXAP]) {
  5293. if (bl->type&BL_PC) {
  5294. status->max_ap = status_calc_maxap_pc(sd);
  5295. if (battle_config.ap_rate != 100)
  5296. status->max_ap = (unsigned int)(battle_config.ap_rate * (status->max_ap / 100.));
  5297. status->max_ap = umin(status->max_ap, (unsigned int)battle_config.max_ap);
  5298. } else
  5299. status->max_ap = status_calc_maxap(bl, b_status->max_ap);
  5300. if (status->ap > status->max_ap) {
  5301. status->ap = status->max_ap;
  5302. if (sd) clif_updatestatus(sd, SP_AP);
  5303. }
  5304. }
  5305. #endif
  5306. if((flag[SCB_VIT] || flag[SCB_MAXHP] || flag[SCB_INT] || flag[SCB_MAXSP]) && bl->type &BL_REGEN)
  5307. status_calc_regen(bl, status, status_get_regen_data(bl));
  5308. if(flag[SCB_REGEN] && bl->type&BL_REGEN)
  5309. status_calc_regen_rate(bl, status_get_regen_data(bl), sc);
  5310. }
  5311. /**
  5312. * Recalculates parts of an objects status according to specified flags
  5313. * Also sends updates to the client when necessary
  5314. * See [set_sc] [add_sc]
  5315. * @param bl: Object whose status has changed [PC|MOB|HOM|MER|ELEM]
  5316. * @param flag: Which status has changed on bl
  5317. * @param opt: If true, will cause status_calc_* functions to run their base status initialization code
  5318. */
  5319. void status_calc_bl_(struct block_list* bl, std::bitset<SCB_MAX> flag, uint8 opt)
  5320. {
  5321. struct status_data b_status; // Previous battle status
  5322. struct status_data* status; // Pointer to current battle status
  5323. if (bl->type == BL_PC) {
  5324. map_session_data *sd = BL_CAST(BL_PC, bl);
  5325. if (sd->delayed_damage != 0) {
  5326. if (opt&SCO_FORCE)
  5327. sd->state.hold_recalc = false; // Clear and move on
  5328. else {
  5329. sd->state.hold_recalc = true; // Flag and stop
  5330. return;
  5331. }
  5332. }
  5333. }
  5334. // Remember previous values
  5335. status = status_get_status_data(bl);
  5336. memcpy(&b_status, status, sizeof(struct status_data));
  5337. if( flag[SCB_BASE] ) { // Calculate the object's base status too
  5338. switch( bl->type ) {
  5339. case BL_PC: status_calc_pc_(BL_CAST(BL_PC,bl), opt); break;
  5340. case BL_MOB: status_calc_mob_(BL_CAST(BL_MOB,bl), opt); break;
  5341. case BL_PET: status_calc_pet_(BL_CAST(BL_PET,bl), opt); break;
  5342. case BL_HOM: status_calc_homunculus_(BL_CAST(BL_HOM,bl), opt); break;
  5343. case BL_MER: status_calc_mercenary_(BL_CAST(BL_MER,bl), opt); break;
  5344. case BL_ELEM: status_calc_elemental_(BL_CAST(BL_ELEM,bl), opt); break;
  5345. case BL_NPC: status_calc_npc_(BL_CAST(BL_NPC,bl), opt); break;
  5346. }
  5347. }
  5348. if( bl->type == BL_PET )
  5349. return; // Pets are not affected by statuses
  5350. if (opt&SCO_FIRST && bl->type == BL_MOB)
  5351. return; // Assume there will be no statuses active
  5352. status_calc_bl_main(bl, flag);
  5353. if (opt&SCO_FIRST && bl->type == BL_HOM)
  5354. return; // Client update handled by caller
  5355. // Compare against new values and send client updates
  5356. if( bl->type == BL_PC ) {
  5357. TBL_PC* sd = BL_CAST(BL_PC, bl);
  5358. if(b_status.str != status->str)
  5359. clif_updatestatus(sd,SP_STR);
  5360. if(b_status.agi != status->agi)
  5361. clif_updatestatus(sd,SP_AGI);
  5362. if(b_status.vit != status->vit)
  5363. clif_updatestatus(sd,SP_VIT);
  5364. if(b_status.int_ != status->int_)
  5365. clif_updatestatus(sd,SP_INT);
  5366. if(b_status.dex != status->dex)
  5367. clif_updatestatus(sd,SP_DEX);
  5368. if(b_status.luk != status->luk)
  5369. clif_updatestatus(sd,SP_LUK);
  5370. if(b_status.hit != status->hit)
  5371. clif_updatestatus(sd,SP_HIT);
  5372. if(b_status.flee != status->flee)
  5373. clif_updatestatus(sd,SP_FLEE1);
  5374. if(b_status.amotion != status->amotion)
  5375. clif_updatestatus(sd,SP_ASPD);
  5376. if(b_status.speed != status->speed)
  5377. clif_updatestatus(sd,SP_SPEED);
  5378. if(b_status.batk != status->batk
  5379. #ifndef RENEWAL
  5380. || b_status.rhw.atk != status->rhw.atk || b_status.lhw.atk != status->lhw.atk
  5381. #endif
  5382. )
  5383. clif_updatestatus(sd,SP_ATK1);
  5384. if(b_status.def != status->def) {
  5385. clif_updatestatus(sd,SP_DEF1);
  5386. #ifdef RENEWAL
  5387. clif_updatestatus(sd,SP_DEF2);
  5388. #endif
  5389. }
  5390. if(
  5391. #ifdef RENEWAL
  5392. b_status.watk != status->watk || b_status.watk2 != status->watk2 || b_status.eatk != status->eatk
  5393. #else
  5394. b_status.rhw.atk2 != status->rhw.atk2 || b_status.lhw.atk2 != status->lhw.atk2
  5395. #endif
  5396. )
  5397. clif_updatestatus(sd,SP_ATK2);
  5398. if(b_status.def2 != status->def2) {
  5399. clif_updatestatus(sd,SP_DEF2);
  5400. #ifdef RENEWAL
  5401. clif_updatestatus(sd,SP_DEF1);
  5402. #endif
  5403. }
  5404. if(b_status.flee2 != status->flee2)
  5405. clif_updatestatus(sd,SP_FLEE2);
  5406. if(b_status.cri != status->cri)
  5407. clif_updatestatus(sd,SP_CRITICAL);
  5408. #ifndef RENEWAL
  5409. if(b_status.matk_max != status->matk_max)
  5410. clif_updatestatus(sd,SP_MATK1);
  5411. if(b_status.matk_min != status->matk_min)
  5412. clif_updatestatus(sd,SP_MATK2);
  5413. #else
  5414. if(b_status.matk_max != status->matk_max || b_status.matk_min != status->matk_min) {
  5415. clif_updatestatus(sd,SP_MATK2);
  5416. clif_updatestatus(sd,SP_MATK1);
  5417. }
  5418. #endif
  5419. if(b_status.mdef != status->mdef) {
  5420. clif_updatestatus(sd,SP_MDEF1);
  5421. #ifdef RENEWAL
  5422. clif_updatestatus(sd,SP_MDEF2);
  5423. #endif
  5424. }
  5425. if(b_status.mdef2 != status->mdef2) {
  5426. clif_updatestatus(sd,SP_MDEF2);
  5427. #ifdef RENEWAL
  5428. clif_updatestatus(sd,SP_MDEF1);
  5429. #endif
  5430. }
  5431. if(b_status.rhw.range != status->rhw.range)
  5432. clif_updatestatus(sd,SP_ATTACKRANGE);
  5433. if(b_status.max_hp != status->max_hp)
  5434. clif_updatestatus(sd,SP_MAXHP);
  5435. if(b_status.max_sp != status->max_sp)
  5436. clif_updatestatus(sd,SP_MAXSP);
  5437. if(b_status.hp != status->hp)
  5438. clif_updatestatus(sd,SP_HP);
  5439. if(b_status.sp != status->sp)
  5440. clif_updatestatus(sd,SP_SP);
  5441. #ifdef RENEWAL
  5442. if (b_status.pow != status->pow)
  5443. clif_updatestatus(sd,SP_POW);
  5444. if (b_status.sta != status->sta)
  5445. clif_updatestatus(sd,SP_STA);
  5446. if (b_status.wis != status->wis)
  5447. clif_updatestatus(sd,SP_WIS);
  5448. if (b_status.spl != status->spl)
  5449. clif_updatestatus(sd,SP_SPL);
  5450. if (b_status.con != status->con)
  5451. clif_updatestatus(sd,SP_CON);
  5452. if (b_status.crt != status->crt)
  5453. clif_updatestatus(sd,SP_CRT);
  5454. if (b_status.patk != status->patk)
  5455. clif_updatestatus(sd, SP_PATK);
  5456. if (b_status.smatk != status->smatk)
  5457. clif_updatestatus(sd, SP_SMATK);
  5458. if (b_status.res != status->res)
  5459. clif_updatestatus(sd, SP_RES);
  5460. if (b_status.mres != status->mres)
  5461. clif_updatestatus(sd, SP_MRES);
  5462. if (b_status.hplus != status->hplus)
  5463. clif_updatestatus(sd, SP_HPLUS);
  5464. if (b_status.crate != status->crate)
  5465. clif_updatestatus(sd, SP_CRATE);
  5466. if (b_status.max_ap != status->max_ap)
  5467. clif_updatestatus(sd, SP_MAXAP);
  5468. if (b_status.ap != status->ap)
  5469. clif_updatestatus(sd, SP_AP);
  5470. #endif
  5471. } else if( bl->type == BL_HOM ) {
  5472. TBL_HOM* hd = BL_CAST(BL_HOM, bl);
  5473. if( hd->master && memcmp(&b_status, status, sizeof(struct status_data)) != 0 )
  5474. clif_hominfo(hd->master,hd,0);
  5475. } else if( bl->type == BL_MER ) {
  5476. TBL_MER* md = BL_CAST(BL_MER, bl);
  5477. if (!md->master)
  5478. return;
  5479. if( b_status.rhw.atk != status->rhw.atk || b_status.rhw.atk2 != status->rhw.atk2 )
  5480. clif_mercenary_updatestatus(md->master, SP_ATK1);
  5481. if( b_status.matk_max != status->matk_max )
  5482. clif_mercenary_updatestatus(md->master, SP_MATK1);
  5483. if( b_status.hit != status->hit )
  5484. clif_mercenary_updatestatus(md->master, SP_HIT);
  5485. if( b_status.cri != status->cri )
  5486. clif_mercenary_updatestatus(md->master, SP_CRITICAL);
  5487. if( b_status.def != status->def )
  5488. clif_mercenary_updatestatus(md->master, SP_DEF1);
  5489. if( b_status.mdef != status->mdef )
  5490. clif_mercenary_updatestatus(md->master, SP_MDEF1);
  5491. if( b_status.flee != status->flee )
  5492. clif_mercenary_updatestatus(md->master, SP_MERCFLEE);
  5493. if( b_status.amotion != status->amotion )
  5494. clif_mercenary_updatestatus(md->master, SP_ASPD);
  5495. if( b_status.max_hp != status->max_hp )
  5496. clif_mercenary_updatestatus(md->master, SP_MAXHP);
  5497. if( b_status.max_sp != status->max_sp )
  5498. clif_mercenary_updatestatus(md->master, SP_MAXSP);
  5499. if( b_status.hp != status->hp )
  5500. clif_mercenary_updatestatus(md->master, SP_HP);
  5501. if( b_status.sp != status->sp )
  5502. clif_mercenary_updatestatus(md->master, SP_SP);
  5503. } else if( bl->type == BL_ELEM ) {
  5504. TBL_ELEM* ed = BL_CAST(BL_ELEM, bl);
  5505. if (!ed->master)
  5506. return;
  5507. if( b_status.max_hp != status->max_hp )
  5508. clif_elemental_updatestatus(ed->master, SP_MAXHP);
  5509. if( b_status.max_sp != status->max_sp )
  5510. clif_elemental_updatestatus(ed->master, SP_MAXSP);
  5511. if( b_status.hp != status->hp )
  5512. clif_elemental_updatestatus(ed->master, SP_HP);
  5513. if( b_status.sp != status->sp )
  5514. clif_mercenary_updatestatus(ed->master, SP_SP);
  5515. }
  5516. }
  5517. /**
  5518. * Adds strength modifications based on status changes
  5519. * @param bl: Object to change str [PC|MOB|HOM|MER|ELEM]
  5520. * @param sc: Object's status change information
  5521. * @param str: Initial str
  5522. * @return modified str with cap_value(str,0,USHRT_MAX)
  5523. */
  5524. static unsigned short status_calc_str(struct block_list *bl, status_change *sc, int str)
  5525. {
  5526. if(!sc || !sc->count)
  5527. return cap_value(str,0,USHRT_MAX);
  5528. if(sc->getSCE(SC_HARMONIZE)) {
  5529. str -= sc->getSCE(SC_HARMONIZE)->val2;
  5530. return (unsigned short)cap_value(str,0,USHRT_MAX);
  5531. }
  5532. if(sc->getSCE(SC_INCALLSTATUS))
  5533. str += sc->getSCE(SC_INCALLSTATUS)->val1;
  5534. if(sc->getSCE(SC_CHASEWALK2))
  5535. str += sc->getSCE(SC_CHASEWALK2)->val1;
  5536. if(sc->getSCE(SC_INCSTR))
  5537. str += sc->getSCE(SC_INCSTR)->val1;
  5538. if(sc->getSCE(SC_STRFOOD))
  5539. str += sc->getSCE(SC_STRFOOD)->val1;
  5540. if(sc->getSCE(SC_FOOD_STR_CASH))
  5541. str += sc->getSCE(SC_FOOD_STR_CASH)->val1;
  5542. if(sc->getSCE(SC_BATTLEORDERS))
  5543. str += 5;
  5544. if(sc->getSCE(SC_LEADERSHIP))
  5545. str += sc->getSCE(SC_LEADERSHIP)->val1;
  5546. if(sc->getSCE(SC_LOUD))
  5547. str += 4;
  5548. if(sc->getSCE(SC_TRUESIGHT))
  5549. str += 5;
  5550. if(sc->getSCE(SC_SPURT))
  5551. str += 10;
  5552. if(sc->getSCE(SC_NEN))
  5553. str += sc->getSCE(SC_NEN)->val1;
  5554. if(sc->getSCE(SC_BLESSING)) {
  5555. if(sc->getSCE(SC_BLESSING)->val2)
  5556. str += sc->getSCE(SC_BLESSING)->val2;
  5557. else
  5558. str -= str / 2;
  5559. }
  5560. if(sc->getSCE(SC_MARIONETTE))
  5561. str -= ((sc->getSCE(SC_MARIONETTE)->val3)>>16)&0xFF;
  5562. if(sc->getSCE(SC_MARIONETTE2))
  5563. str += ((sc->getSCE(SC_MARIONETTE2)->val3)>>16)&0xFF;
  5564. if(sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_HIGH)
  5565. str += ((sc->getSCE(SC_SPIRIT)->val3)>>16)&0xFF;
  5566. if(sc->getSCE(SC_GIANTGROWTH))
  5567. str += sc->getSCE(SC_GIANTGROWTH)->val2;
  5568. if(sc->getSCE(SC_BEYONDOFWARCRY))
  5569. str -= sc->getSCE(SC_BEYONDOFWARCRY)->val2;
  5570. if(sc->getSCE(SC_SAVAGE_STEAK))
  5571. str += sc->getSCE(SC_SAVAGE_STEAK)->val1;
  5572. if(sc->getSCE(SC_INSPIRATION))
  5573. str += sc->getSCE(SC_INSPIRATION)->val3;
  5574. if(sc->getSCE(SC_STOMACHACHE))
  5575. str -= sc->getSCE(SC_STOMACHACHE)->val1;
  5576. if(sc->getSCE(SC_KYOUGAKU))
  5577. str -= sc->getSCE(SC_KYOUGAKU)->val2;
  5578. if(sc->getSCE(SC_SWORDCLAN))
  5579. str += 1;
  5580. if(sc->getSCE(SC_JUMPINGCLAN))
  5581. str += 1;
  5582. if(sc->getSCE(SC_FULL_THROTTLE))
  5583. str += str * sc->getSCE(SC_FULL_THROTTLE)->val3 / 100;
  5584. if(sc->getSCE(SC_CHEERUP))
  5585. str += 3;
  5586. if(sc->getSCE(SC_GLASTHEIM_STATE))
  5587. str += sc->getSCE(SC_GLASTHEIM_STATE)->val1;
  5588. #ifdef RENEWAL
  5589. if (sc->getSCE(SC_NIBELUNGEN) && sc->getSCE(SC_NIBELUNGEN)->val2 == RINGNBL_ALLSTAT)
  5590. str += 15;
  5591. #endif
  5592. if (sc->getSCE(SC_UNIVERSESTANCE))
  5593. str += sc->getSCE(SC_UNIVERSESTANCE)->val2;
  5594. if (sc->getSCE(SC_ULTIMATECOOK))
  5595. str += sc->getSCE(SC_ULTIMATECOOK)->val1;
  5596. if (sc->getSCE(SC_ALL_STAT_DOWN))
  5597. str -= sc->getSCE(SC_ALL_STAT_DOWN)->val2;
  5598. //TODO: Stat points should be able to be decreased below 0
  5599. return (unsigned short)cap_value(str,0,USHRT_MAX);
  5600. }
  5601. /**
  5602. * Adds agility modifications based on status changes
  5603. * @param bl: Object to change agi [PC|MOB|HOM|MER|ELEM]
  5604. * @param sc: Object's status change information
  5605. * @param agi: Initial agi
  5606. * @return modified agi with cap_value(agi,0,USHRT_MAX)
  5607. */
  5608. static unsigned short status_calc_agi(struct block_list *bl, status_change *sc, int agi)
  5609. {
  5610. if(!sc || !sc->count)
  5611. return cap_value(agi,0,USHRT_MAX);
  5612. if(sc->getSCE(SC_HARMONIZE)) {
  5613. agi -= sc->getSCE(SC_HARMONIZE)->val2;
  5614. return (unsigned short)cap_value(agi,0,USHRT_MAX);
  5615. }
  5616. if(sc->getSCE(SC_CONCENTRATE) && !sc->getSCE(SC_QUAGMIRE))
  5617. agi += (agi-sc->getSCE(SC_CONCENTRATE)->val3)*sc->getSCE(SC_CONCENTRATE)->val2/100;
  5618. if(sc->getSCE(SC_INCALLSTATUS))
  5619. agi += sc->getSCE(SC_INCALLSTATUS)->val1;
  5620. if(sc->getSCE(SC_INCAGI))
  5621. agi += sc->getSCE(SC_INCAGI)->val1;
  5622. if(sc->getSCE(SC_AGIFOOD))
  5623. agi += sc->getSCE(SC_AGIFOOD)->val1;
  5624. if(sc->getSCE(SC_FOOD_AGI_CASH))
  5625. agi += sc->getSCE(SC_FOOD_AGI_CASH)->val1;
  5626. if(sc->getSCE(SC_SOULCOLD))
  5627. agi += sc->getSCE(SC_SOULCOLD)->val1;
  5628. if(sc->getSCE(SC_TRUESIGHT))
  5629. agi += 5;
  5630. if(sc->getSCE(SC_INCREASEAGI))
  5631. agi += sc->getSCE(SC_INCREASEAGI)->val2;
  5632. if(sc->getSCE(SC_INCREASING))
  5633. agi += 4; // Added based on skill updates [Reddozen]
  5634. if(sc->getSCE(SC_DECREASEAGI))
  5635. agi -= sc->getSCE(SC_DECREASEAGI)->val2;
  5636. if(sc->getSCE(SC_QUAGMIRE))
  5637. agi -= sc->getSCE(SC_QUAGMIRE)->val2;
  5638. if(sc->getSCE(SC_SUITON) && sc->getSCE(SC_SUITON)->val3)
  5639. agi -= sc->getSCE(SC_SUITON)->val2;
  5640. if(sc->getSCE(SC_MARIONETTE))
  5641. agi -= ((sc->getSCE(SC_MARIONETTE)->val3)>>8)&0xFF;
  5642. if(sc->getSCE(SC_MARIONETTE2))
  5643. agi += ((sc->getSCE(SC_MARIONETTE2)->val3)>>8)&0xFF;
  5644. if(sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_HIGH)
  5645. agi += ((sc->getSCE(SC_SPIRIT)->val3)>>8)&0xFF;
  5646. if(sc->getSCE(SC_ADORAMUS))
  5647. agi -= sc->getSCE(SC_ADORAMUS)->val2;
  5648. if(sc->getSCE(SC_MARSHOFABYSS))
  5649. agi -= agi * sc->getSCE(SC_MARSHOFABYSS)->val2 / 100;
  5650. if(sc->getSCE(SC_DROCERA_HERB_STEAMED))
  5651. agi += sc->getSCE(SC_DROCERA_HERB_STEAMED)->val1;
  5652. if(sc->getSCE(SC_INSPIRATION))
  5653. agi += sc->getSCE(SC_INSPIRATION)->val3;
  5654. if(sc->getSCE(SC_STOMACHACHE))
  5655. agi -= sc->getSCE(SC_STOMACHACHE)->val1;
  5656. if(sc->getSCE(SC_KYOUGAKU))
  5657. agi -= sc->getSCE(SC_KYOUGAKU)->val2;
  5658. if(sc->getSCE(SC_CROSSBOWCLAN))
  5659. agi += 1;
  5660. if(sc->getSCE(SC_JUMPINGCLAN))
  5661. agi += 1;
  5662. if(sc->getSCE(SC_FULL_THROTTLE))
  5663. agi += agi * sc->getSCE(SC_FULL_THROTTLE)->val3 / 100;
  5664. if (sc->getSCE(SC_ARCLOUSEDASH))
  5665. agi += sc->getSCE(SC_ARCLOUSEDASH)->val2;
  5666. if(sc->getSCE(SC_CHEERUP))
  5667. agi += 3;
  5668. if(sc->getSCE(SC_GLASTHEIM_STATE))
  5669. agi += sc->getSCE(SC_GLASTHEIM_STATE)->val1;
  5670. #ifdef RENEWAL
  5671. if (sc->getSCE(SC_NIBELUNGEN) && sc->getSCE(SC_NIBELUNGEN)->val2 == RINGNBL_ALLSTAT)
  5672. agi += 15;
  5673. #endif
  5674. if (sc->getSCE(SC_UNIVERSESTANCE))
  5675. agi += sc->getSCE(SC_UNIVERSESTANCE)->val2;
  5676. if (sc->getSCE(SC_ULTIMATECOOK))
  5677. agi += sc->getSCE(SC_ULTIMATECOOK)->val1;
  5678. if (sc->getSCE(SC_ALL_STAT_DOWN))
  5679. agi -= sc->getSCE(SC_ALL_STAT_DOWN)->val2;
  5680. //TODO: Stat points should be able to be decreased below 0
  5681. return (unsigned short)cap_value(agi,0,USHRT_MAX);
  5682. }
  5683. /**
  5684. * Adds vitality modifications based on status changes
  5685. * @param bl: Object to change vit [PC|MOB|HOM|MER|ELEM]
  5686. * @param sc: Object's status change information
  5687. * @param vit: Initial vit
  5688. * @return modified vit with cap_value(vit,0,USHRT_MAX)
  5689. */
  5690. static unsigned short status_calc_vit(struct block_list *bl, status_change *sc, int vit)
  5691. {
  5692. if(!sc || !sc->count)
  5693. return cap_value(vit,0,USHRT_MAX);
  5694. if(sc->getSCE(SC_HARMONIZE)) {
  5695. vit -= sc->getSCE(SC_HARMONIZE)->val2;
  5696. return (unsigned short)cap_value(vit,0,USHRT_MAX);
  5697. }
  5698. if(sc->getSCE(SC_INCALLSTATUS))
  5699. vit += sc->getSCE(SC_INCALLSTATUS)->val1;
  5700. if(sc->getSCE(SC_INCVIT))
  5701. vit += sc->getSCE(SC_INCVIT)->val1;
  5702. if(sc->getSCE(SC_VITFOOD))
  5703. vit += sc->getSCE(SC_VITFOOD)->val1;
  5704. if(sc->getSCE(SC_FOOD_VIT_CASH))
  5705. vit += sc->getSCE(SC_FOOD_VIT_CASH)->val1;
  5706. if(sc->getSCE(SC_CHANGE))
  5707. vit += sc->getSCE(SC_CHANGE)->val2;
  5708. if(sc->getSCE(SC_GLORYWOUNDS))
  5709. vit += sc->getSCE(SC_GLORYWOUNDS)->val1;
  5710. if(sc->getSCE(SC_TRUESIGHT))
  5711. vit += 5;
  5712. if(sc->getSCE(SC_MARIONETTE))
  5713. vit -= sc->getSCE(SC_MARIONETTE)->val3&0xFF;
  5714. if(sc->getSCE(SC_MARIONETTE2))
  5715. vit += sc->getSCE(SC_MARIONETTE2)->val3&0xFF;
  5716. if(sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_HIGH)
  5717. vit += sc->getSCE(SC_SPIRIT)->val3&0xFF;
  5718. if(sc->getSCE(SC_MINOR_BBQ))
  5719. vit += sc->getSCE(SC_MINOR_BBQ)->val1;
  5720. if(sc->getSCE(SC_INSPIRATION))
  5721. vit += sc->getSCE(SC_INSPIRATION)->val3;
  5722. if(sc->getSCE(SC_STOMACHACHE))
  5723. vit -= sc->getSCE(SC_STOMACHACHE)->val1;
  5724. if(sc->getSCE(SC_KYOUGAKU))
  5725. vit -= sc->getSCE(SC_KYOUGAKU)->val2;
  5726. if(sc->getSCE(SC_SWORDCLAN))
  5727. vit += 1;
  5728. if(sc->getSCE(SC_JUMPINGCLAN))
  5729. vit += 1;
  5730. if(sc->getSCE(SC_STRIPARMOR) && bl->type != BL_PC)
  5731. vit -= vit * sc->getSCE(SC_STRIPARMOR)->val2/100;
  5732. if(sc->getSCE(SC_FULL_THROTTLE))
  5733. vit += vit * sc->getSCE(SC_FULL_THROTTLE)->val3 / 100;
  5734. #ifdef RENEWAL
  5735. if(sc->getSCE(SC_DEFENCE))
  5736. vit += sc->getSCE(SC_DEFENCE)->val2;
  5737. #endif
  5738. if(sc->getSCE(SC_CHEERUP))
  5739. vit += 3;
  5740. if(sc->getSCE(SC_GLASTHEIM_STATE))
  5741. vit += sc->getSCE(SC_GLASTHEIM_STATE)->val1;
  5742. #ifdef RENEWAL
  5743. if (sc->getSCE(SC_NIBELUNGEN) && sc->getSCE(SC_NIBELUNGEN)->val2 == RINGNBL_ALLSTAT)
  5744. vit += 15;
  5745. #endif
  5746. if (sc->getSCE(SC_UNIVERSESTANCE))
  5747. vit += sc->getSCE(SC_UNIVERSESTANCE)->val2;
  5748. if (sc->getSCE(SC_ULTIMATECOOK))
  5749. vit += sc->getSCE(SC_ULTIMATECOOK)->val1;
  5750. if (sc->getSCE(SC_CUP_OF_BOZA))
  5751. vit += 10;
  5752. if (sc->getSCE(SC_ALL_STAT_DOWN))
  5753. vit -= sc->getSCE(SC_ALL_STAT_DOWN)->val2;
  5754. //TODO: Stat points should be able to be decreased below 0
  5755. return (unsigned short)cap_value(vit,0,USHRT_MAX);
  5756. }
  5757. /**
  5758. * Adds intelligence modifications based on status changes
  5759. * @param bl: Object to change int [PC|MOB|HOM|MER|ELEM]
  5760. * @param sc: Object's status change information
  5761. * @param int_: Initial int
  5762. * @return modified int with cap_value(int_,0,USHRT_MAX)
  5763. */
  5764. static unsigned short status_calc_int(struct block_list *bl, status_change *sc, int int_)
  5765. {
  5766. if(!sc || !sc->count)
  5767. return cap_value(int_,0,USHRT_MAX);
  5768. if(sc->getSCE(SC_HARMONIZE)) {
  5769. int_ -= sc->getSCE(SC_HARMONIZE)->val2;
  5770. return (unsigned short)cap_value(int_,0,USHRT_MAX);
  5771. }
  5772. if(sc->getSCE(SC_INCALLSTATUS))
  5773. int_ += sc->getSCE(SC_INCALLSTATUS)->val1;
  5774. if(sc->getSCE(SC_INCINT))
  5775. int_ += sc->getSCE(SC_INCINT)->val1;
  5776. if(sc->getSCE(SC_INTFOOD))
  5777. int_ += sc->getSCE(SC_INTFOOD)->val1;
  5778. if(sc->getSCE(SC_FOOD_INT_CASH))
  5779. int_ += sc->getSCE(SC_FOOD_INT_CASH)->val1;
  5780. if(sc->getSCE(SC_CHANGE))
  5781. int_ += sc->getSCE(SC_CHANGE)->val3;
  5782. if(sc->getSCE(SC_BATTLEORDERS))
  5783. int_ += 5;
  5784. if(sc->getSCE(SC_TRUESIGHT))
  5785. int_ += 5;
  5786. if(sc->getSCE(SC_BLESSING)) {
  5787. if (sc->getSCE(SC_BLESSING)->val2)
  5788. int_ += sc->getSCE(SC_BLESSING)->val2;
  5789. else
  5790. int_ -= int_ / 2;
  5791. }
  5792. if(sc->getSCE(SC_NEN))
  5793. int_ += sc->getSCE(SC_NEN)->val1;
  5794. if(sc->getSCE(SC_MARIONETTE))
  5795. int_ -= ((sc->getSCE(SC_MARIONETTE)->val4)>>16)&0xFF;
  5796. if(sc->getSCE(SC_MARIONETTE2))
  5797. int_ += ((sc->getSCE(SC_MARIONETTE2)->val4)>>16)&0xFF;
  5798. if(sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_HIGH)
  5799. int_ += ((sc->getSCE(SC_SPIRIT)->val4)>>16)&0xFF;
  5800. if(sc->getSCE(SC_INSPIRATION))
  5801. int_ += sc->getSCE(SC_INSPIRATION)->val3;
  5802. if(sc->getSCE(SC_MELODYOFSINK))
  5803. int_ -= sc->getSCE(SC_MELODYOFSINK)->val2;
  5804. if(sc->getSCE(SC_MANDRAGORA))
  5805. int_ -= 4 * sc->getSCE(SC_MANDRAGORA)->val1;
  5806. if(sc->getSCE(SC_COCKTAIL_WARG_BLOOD))
  5807. int_ += sc->getSCE(SC_COCKTAIL_WARG_BLOOD)->val1;
  5808. if(sc->getSCE(SC_STOMACHACHE))
  5809. int_ -= sc->getSCE(SC_STOMACHACHE)->val1;
  5810. if(sc->getSCE(SC_KYOUGAKU))
  5811. int_ -= sc->getSCE(SC_KYOUGAKU)->val2;
  5812. if(sc->getSCE(SC_ARCWANDCLAN))
  5813. int_ += 1;
  5814. if(sc->getSCE(SC_GOLDENMACECLAN))
  5815. int_ += 1;
  5816. if(sc->getSCE(SC_JUMPINGCLAN))
  5817. int_ += 1;
  5818. if(sc->getSCE(SC_FULL_THROTTLE))
  5819. int_ += int_ * sc->getSCE(SC_FULL_THROTTLE)->val3 / 100;
  5820. if(sc->getSCE(SC_CHEERUP))
  5821. int_ += 3;
  5822. if(sc->getSCE(SC_GLASTHEIM_STATE))
  5823. int_ += sc->getSCE(SC_GLASTHEIM_STATE)->val1;
  5824. if (sc->getSCE(SC_UNIVERSESTANCE))
  5825. int_ += sc->getSCE(SC_UNIVERSESTANCE)->val2;
  5826. if(bl->type != BL_PC) {
  5827. if(sc->getSCE(SC_STRIPHELM))
  5828. int_ -= int_ * sc->getSCE(SC_STRIPHELM)->val2/100;
  5829. if(sc->getSCE(SC__STRIPACCESSORY))
  5830. int_ -= int_ * sc->getSCE(SC__STRIPACCESSORY)->val2 / 100;
  5831. }
  5832. #ifdef RENEWAL
  5833. if (sc->getSCE(SC_NIBELUNGEN) && sc->getSCE(SC_NIBELUNGEN)->val2 == RINGNBL_ALLSTAT)
  5834. int_ += 15;
  5835. #endif
  5836. if (sc->getSCE(SC_ULTIMATECOOK))
  5837. int_ += sc->getSCE(SC_ULTIMATECOOK)->val1;
  5838. if (sc->getSCE(SC_ALL_STAT_DOWN))
  5839. int_ -= sc->getSCE(SC_ALL_STAT_DOWN)->val2;
  5840. //TODO: Stat points should be able to be decreased below 0
  5841. return (unsigned short)cap_value(int_,0,USHRT_MAX);
  5842. }
  5843. /**
  5844. * Adds dexterity modifications based on status changes
  5845. * @param bl: Object to change dex [PC|MOB|HOM|MER|ELEM]
  5846. * @param sc: Object's status change information
  5847. * @param dex: Initial dex
  5848. * @return modified dex with cap_value(dex,0,USHRT_MAX)
  5849. */
  5850. static unsigned short status_calc_dex(struct block_list *bl, status_change *sc, int dex)
  5851. {
  5852. if(!sc || !sc->count)
  5853. return cap_value(dex,0,USHRT_MAX);
  5854. if(sc->getSCE(SC_HARMONIZE)) {
  5855. dex -= sc->getSCE(SC_HARMONIZE)->val2;
  5856. return (unsigned short)cap_value(dex,0,USHRT_MAX);
  5857. }
  5858. if(sc->getSCE(SC_CONCENTRATE) && !sc->getSCE(SC_QUAGMIRE))
  5859. dex += (dex-sc->getSCE(SC_CONCENTRATE)->val4)*sc->getSCE(SC_CONCENTRATE)->val2/100;
  5860. if(sc->getSCE(SC_INCALLSTATUS))
  5861. dex += sc->getSCE(SC_INCALLSTATUS)->val1;
  5862. if(sc->getSCE(SC_INCDEX))
  5863. dex += sc->getSCE(SC_INCDEX)->val1;
  5864. if(sc->getSCE(SC_DEXFOOD))
  5865. dex += sc->getSCE(SC_DEXFOOD)->val1;
  5866. if(sc->getSCE(SC_FOOD_DEX_CASH))
  5867. dex += sc->getSCE(SC_FOOD_DEX_CASH)->val1;
  5868. if(sc->getSCE(SC_BATTLEORDERS))
  5869. dex += 5;
  5870. if(sc->getSCE(SC_HAWKEYES))
  5871. dex += sc->getSCE(SC_HAWKEYES)->val1;
  5872. if(sc->getSCE(SC_TRUESIGHT))
  5873. dex += 5;
  5874. if(sc->getSCE(SC_QUAGMIRE))
  5875. dex -= sc->getSCE(SC_QUAGMIRE)->val2;
  5876. if(sc->getSCE(SC_BLESSING)) {
  5877. if (sc->getSCE(SC_BLESSING)->val2)
  5878. dex += sc->getSCE(SC_BLESSING)->val2;
  5879. else
  5880. dex -= dex / 2;
  5881. }
  5882. if(sc->getSCE(SC_INCREASING))
  5883. dex += 4; // Added based on skill updates [Reddozen]
  5884. if(sc->getSCE(SC_MARIONETTE))
  5885. dex -= ((sc->getSCE(SC_MARIONETTE)->val4)>>8)&0xFF;
  5886. if(sc->getSCE(SC_MARIONETTE2))
  5887. dex += ((sc->getSCE(SC_MARIONETTE2)->val4)>>8)&0xFF;
  5888. if(sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_HIGH)
  5889. dex += ((sc->getSCE(SC_SPIRIT)->val4)>>8)&0xFF;
  5890. if(sc->getSCE(SC_SIROMA_ICE_TEA))
  5891. dex += sc->getSCE(SC_SIROMA_ICE_TEA)->val1;
  5892. if(sc->getSCE(SC_INSPIRATION))
  5893. dex += sc->getSCE(SC_INSPIRATION)->val3;
  5894. if(sc->getSCE(SC_STOMACHACHE))
  5895. dex -= sc->getSCE(SC_STOMACHACHE)->val1;
  5896. if(sc->getSCE(SC_KYOUGAKU))
  5897. dex -= sc->getSCE(SC_KYOUGAKU)->val2;
  5898. if(sc->getSCE(SC_ARCWANDCLAN))
  5899. dex += 1;
  5900. if(sc->getSCE(SC_CROSSBOWCLAN))
  5901. dex += 1;
  5902. if(sc->getSCE(SC_JUMPINGCLAN))
  5903. dex += 1;
  5904. if(sc->getSCE(SC__STRIPACCESSORY) && bl->type != BL_PC)
  5905. dex -= dex * sc->getSCE(SC__STRIPACCESSORY)->val2 / 100;
  5906. if(sc->getSCE(SC_MARSHOFABYSS))
  5907. dex -= dex * sc->getSCE(SC_MARSHOFABYSS)->val2 / 100;
  5908. if(sc->getSCE(SC_FULL_THROTTLE))
  5909. dex += dex * sc->getSCE(SC_FULL_THROTTLE)->val3 / 100;
  5910. if(sc->getSCE(SC_CHEERUP))
  5911. dex += 3;
  5912. if(sc->getSCE(SC_GLASTHEIM_STATE))
  5913. dex += sc->getSCE(SC_GLASTHEIM_STATE)->val1;
  5914. #ifdef RENEWAL
  5915. if (sc->getSCE(SC_NIBELUNGEN) && sc->getSCE(SC_NIBELUNGEN)->val2 == RINGNBL_ALLSTAT)
  5916. dex += 15;
  5917. #endif
  5918. if (sc->getSCE(SC_UNIVERSESTANCE))
  5919. dex += sc->getSCE(SC_UNIVERSESTANCE)->val2;
  5920. if (sc->getSCE(SC_ULTIMATECOOK))
  5921. dex += sc->getSCE(SC_ULTIMATECOOK)->val1;
  5922. if (sc->getSCE(SC_ALL_STAT_DOWN))
  5923. dex -= sc->getSCE(SC_ALL_STAT_DOWN)->val2;
  5924. //TODO: Stat points should be able to be decreased below 0
  5925. return (unsigned short)cap_value(dex,0,USHRT_MAX);
  5926. }
  5927. /**
  5928. * Adds luck modifications based on status changes
  5929. * @param bl: Object to change luk [PC|MOB|HOM|MER|ELEM]
  5930. * @param sc: Object's status change information
  5931. * @param luk: Initial luk
  5932. * @return modified luk with cap_value(luk,0,USHRT_MAX)
  5933. */
  5934. static unsigned short status_calc_luk(struct block_list *bl, status_change *sc, int luk)
  5935. {
  5936. if(!sc || !sc->count)
  5937. return cap_value(luk,0,USHRT_MAX);
  5938. if(sc->getSCE(SC_HARMONIZE)) {
  5939. luk -= sc->getSCE(SC_HARMONIZE)->val2;
  5940. return (unsigned short)cap_value(luk,0,USHRT_MAX);
  5941. }
  5942. if(sc->getSCE(SC_CURSE))
  5943. return 0;
  5944. if(sc->getSCE(SC_INCALLSTATUS))
  5945. luk += sc->getSCE(SC_INCALLSTATUS)->val1;
  5946. if(sc->getSCE(SC_INCLUK))
  5947. luk += sc->getSCE(SC_INCLUK)->val1;
  5948. if(sc->getSCE(SC_LUKFOOD))
  5949. luk += sc->getSCE(SC_LUKFOOD)->val1;
  5950. if(sc->getSCE(SC_FOOD_LUK_CASH))
  5951. luk += sc->getSCE(SC_FOOD_LUK_CASH)->val1;
  5952. if(sc->getSCE(SC_TRUESIGHT))
  5953. luk += 5;
  5954. if(sc->getSCE(SC_GLORIA))
  5955. luk += 30;
  5956. if(sc->getSCE(SC_MARIONETTE))
  5957. luk -= sc->getSCE(SC_MARIONETTE)->val4&0xFF;
  5958. if(sc->getSCE(SC_MARIONETTE2))
  5959. luk += sc->getSCE(SC_MARIONETTE2)->val4&0xFF;
  5960. if(sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_HIGH)
  5961. luk += sc->getSCE(SC_SPIRIT)->val4&0xFF;
  5962. if(sc->getSCE(SC_PUTTI_TAILS_NOODLES))
  5963. luk += sc->getSCE(SC_PUTTI_TAILS_NOODLES)->val1;
  5964. if(sc->getSCE(SC_INSPIRATION))
  5965. luk += sc->getSCE(SC_INSPIRATION)->val3;
  5966. if(sc->getSCE(SC_STOMACHACHE))
  5967. luk -= sc->getSCE(SC_STOMACHACHE)->val1;
  5968. if(sc->getSCE(SC_KYOUGAKU))
  5969. luk -= sc->getSCE(SC_KYOUGAKU)->val2;
  5970. if(sc->getSCE(SC__STRIPACCESSORY) && bl->type != BL_PC)
  5971. luk -= luk * sc->getSCE(SC__STRIPACCESSORY)->val2 / 100;
  5972. if(sc->getSCE(SC_BANANA_BOMB))
  5973. luk -= 75;
  5974. if(sc->getSCE(SC_GOLDENMACECLAN))
  5975. luk += 1;
  5976. if(sc->getSCE(SC_JUMPINGCLAN))
  5977. luk += 1;
  5978. if(sc->getSCE(SC_FULL_THROTTLE))
  5979. luk += luk * sc->getSCE(SC_FULL_THROTTLE)->val3 / 100;
  5980. if(sc->getSCE(SC_CHEERUP))
  5981. luk += 3;
  5982. if(sc->getSCE(SC_GLASTHEIM_STATE))
  5983. luk += sc->getSCE(SC_GLASTHEIM_STATE)->val1;
  5984. #ifdef RENEWAL
  5985. if (sc->getSCE(SC_NIBELUNGEN) && sc->getSCE(SC_NIBELUNGEN)->val2 == RINGNBL_ALLSTAT)
  5986. luk += 15;
  5987. #endif
  5988. if (sc->getSCE(SC_UNIVERSESTANCE))
  5989. luk += sc->getSCE(SC_UNIVERSESTANCE)->val2;
  5990. if (sc->getSCE(SC_ULTIMATECOOK))
  5991. luk += sc->getSCE(SC_ULTIMATECOOK)->val1;
  5992. if (sc->getSCE(SC_MYSTICPOWDER))
  5993. luk += 10;
  5994. if (sc->getSCE(SC_ALL_STAT_DOWN))
  5995. luk -= sc->getSCE(SC_ALL_STAT_DOWN)->val2;
  5996. //TODO: Stat points should be able to be decreased below 0
  5997. return (unsigned short)cap_value(luk,0,USHRT_MAX);
  5998. }
  5999. /**
  6000. * Adds power modifications based on status changes
  6001. * @param bl: Object to change pow [PC|MOB|HOM|MER|ELEM]
  6002. * @param sc: Object's status change information
  6003. * @param pow: Initial pow
  6004. * @return modified pow with cap_value(pow,0,USHRT_MAX)
  6005. */
  6006. static unsigned short status_calc_pow(struct block_list *bl, status_change *sc, int pow)
  6007. {
  6008. if (!sc || !sc->count)
  6009. return cap_value(pow, 0, USHRT_MAX);
  6010. if (sc->getSCE(SC_BENEDICTUM))
  6011. pow += sc->getSCE(SC_BENEDICTUM)->val2;
  6012. return (unsigned short)cap_value(pow, 0, USHRT_MAX);
  6013. }
  6014. /**
  6015. * Adds stamina modifications based on status changes
  6016. * @param bl: Object to change sta [PC|MOB|HOM|MER|ELEM]
  6017. * @param sc: Object's status change information
  6018. * @param sta: Initial sta
  6019. * @return modified sta with cap_value(sta,0,USHRT_MAX)
  6020. */
  6021. static unsigned short status_calc_sta(struct block_list *bl, status_change *sc, int sta)
  6022. {
  6023. if (!sc || !sc->count)
  6024. return cap_value(sta, 0, USHRT_MAX);
  6025. if (sc->getSCE(SC_RELIGIO))
  6026. sta += sc->getSCE(SC_RELIGIO)->val2;
  6027. return (unsigned short)cap_value(sta, 0, USHRT_MAX);
  6028. }
  6029. /**
  6030. * Adds wisdom modifications based on status changes
  6031. * @param bl: Object to change wis [PC|MOB|HOM|MER|ELEM]
  6032. * @param sc: Object's status change information
  6033. * @param wis: Initial wis
  6034. * @return modified wis with cap_value(wis,0,USHRT_MAX)
  6035. */
  6036. static unsigned short status_calc_wis(struct block_list *bl, status_change *sc, int wis)
  6037. {
  6038. if (!sc || !sc->count)
  6039. return cap_value(wis, 0, USHRT_MAX);
  6040. if (sc->getSCE(SC_RELIGIO))
  6041. wis += sc->getSCE(SC_RELIGIO)->val2;
  6042. return (unsigned short)cap_value(wis, 0, USHRT_MAX);
  6043. }
  6044. /**
  6045. * Adds spell modifications based on status changes
  6046. * @param bl: Object to change spl [PC|MOB|HOM|MER|ELEM]
  6047. * @param sc: Object's status change information
  6048. * @param spl: Initial spl
  6049. * @return modified spl with cap_value(spl,0,USHRT_MAX)
  6050. */
  6051. static unsigned short status_calc_spl(struct block_list *bl, status_change *sc, int spl)
  6052. {
  6053. if (!sc || !sc->count)
  6054. return cap_value(spl, 0, USHRT_MAX);
  6055. if (sc->getSCE(SC_RELIGIO))
  6056. spl += sc->getSCE(SC_RELIGIO)->val2;
  6057. return (unsigned short)cap_value(spl, 0, USHRT_MAX);
  6058. }
  6059. /**
  6060. * Adds concentration modifications based on status changes
  6061. * @param bl: Object to change con [PC|MOB|HOM|MER|ELEM]
  6062. * @param sc: Object's status change information
  6063. * @param con: Initial con
  6064. * @return modified con with cap_value(con,0,USHRT_MAX)
  6065. */
  6066. static unsigned short status_calc_con(struct block_list *bl, status_change *sc, int con)
  6067. {
  6068. if (!sc || !sc->count)
  6069. return cap_value(con, 0, USHRT_MAX);
  6070. if (sc->getSCE(SC_BENEDICTUM))
  6071. con += sc->getSCE(SC_BENEDICTUM)->val2;
  6072. return (unsigned short)cap_value(con, 0, USHRT_MAX);
  6073. }
  6074. /**
  6075. * Adds creative modifications based on status changes
  6076. * @param bl: Object to change crt [PC|MOB|HOM|MER|ELEM]
  6077. * @param sc: Object's status change information
  6078. * @param crt: Initial crt
  6079. * @return modified crt with cap_value(crt,0,USHRT_MAX)
  6080. */
  6081. static unsigned short status_calc_crt(struct block_list *bl, status_change *sc, int crt)
  6082. {
  6083. if (!sc || !sc->count)
  6084. return cap_value(crt, 0, USHRT_MAX);
  6085. if (sc->getSCE(SC_BENEDICTUM))
  6086. crt += sc->getSCE(SC_BENEDICTUM)->val2;
  6087. return (unsigned short)cap_value(crt, 0, USHRT_MAX);
  6088. }
  6089. /**
  6090. * Adds base attack modifications based on status changes
  6091. * @param bl: Object to change batk [PC|MOB|HOM|MER|ELEM]
  6092. * @param sc: Object's status change information
  6093. * @param batk: Initial batk
  6094. * @return modified batk with cap_value(batk,0,USHRT_MAX)
  6095. */
  6096. static unsigned short status_calc_batk(struct block_list *bl, status_change *sc, int batk)
  6097. {
  6098. if(!sc || !sc->count)
  6099. return cap_value(batk,0,USHRT_MAX);
  6100. if(sc->getSCE(SC_ATKPOTION))
  6101. batk += sc->getSCE(SC_ATKPOTION)->val1;
  6102. if(sc->getSCE(SC_BATKFOOD))
  6103. batk += sc->getSCE(SC_BATKFOOD)->val1;
  6104. if (sc->getSCE(SC_VOLCANO))
  6105. batk += sc->getSCE(SC_VOLCANO)->val2;
  6106. #ifndef RENEWAL
  6107. if(sc->getSCE(SC_GATLINGFEVER))
  6108. batk += sc->getSCE(SC_GATLINGFEVER)->val3;
  6109. if(sc->getSCE(SC_MADNESSCANCEL))
  6110. batk += 100;
  6111. #endif
  6112. if(sc->getSCE(SC_FULL_SWING_K))
  6113. batk += sc->getSCE(SC_FULL_SWING_K)->val1;
  6114. if(sc->getSCE(SC_ASH))
  6115. batk -= batk * sc->getSCE(SC_ASH)->val4 / 100;
  6116. if(bl->type == BL_HOM && sc->getSCE(SC_PYROCLASTIC))
  6117. batk += sc->getSCE(SC_PYROCLASTIC)->val2;
  6118. if (sc->getSCE(SC_ANGRIFFS_MODUS))
  6119. batk += sc->getSCE(SC_ANGRIFFS_MODUS)->val2;
  6120. if(sc->getSCE(SC_2011RWC_SCROLL))
  6121. batk += 30;
  6122. if(sc->getSCE(SC__ENERVATION))
  6123. batk -= batk * sc->getSCE(SC__ENERVATION)->val2 / 100;
  6124. if( sc->getSCE(SC_ZANGETSU) )
  6125. batk += sc->getSCE(SC_ZANGETSU)->val2;
  6126. if(sc->getSCE(SC_QUEST_BUFF1))
  6127. batk += sc->getSCE(SC_QUEST_BUFF1)->val1;
  6128. if(sc->getSCE(SC_QUEST_BUFF2))
  6129. batk += sc->getSCE(SC_QUEST_BUFF2)->val1;
  6130. if(sc->getSCE(SC_QUEST_BUFF3))
  6131. batk += sc->getSCE(SC_QUEST_BUFF3)->val1;
  6132. if (sc->getSCE(SC_SHRIMP))
  6133. batk += batk * sc->getSCE(SC_SHRIMP)->val2 / 100;
  6134. #ifdef RENEWAL
  6135. if (sc->getSCE(SC_LOUD))
  6136. batk += 30;
  6137. if (sc->getSCE(SC_NIBELUNGEN) && sc->getSCE(SC_NIBELUNGEN)->val2 == RINGNBL_ATKRATE)
  6138. batk += batk * 20 / 100;
  6139. #endif
  6140. if (sc->getSCE(SC_SUNSTANCE))
  6141. batk += batk * sc->getSCE(SC_SUNSTANCE)->val2 / 100;
  6142. if (sc->getSCE(SC_ALMIGHTY))
  6143. batk += 30;
  6144. if (sc->getSCE(SC_ULTIMATECOOK))
  6145. batk += 30;
  6146. if(sc->getSCE(SC_LIMIT_POWER_BOOSTER))
  6147. batk += sc->getSCE(SC_LIMIT_POWER_BOOSTER)->val1;
  6148. if(sc->getSCE(SC_SPARKCANDY))
  6149. batk += 20;
  6150. if(sc->getSCE(SC_SKF_ATK))
  6151. batk += sc->getSCE(SC_SKF_ATK)->val1;
  6152. if (sc->getSCE(SC_INTENSIVE_AIM))
  6153. batk += 150;
  6154. return (unsigned short)cap_value(batk,0,USHRT_MAX);
  6155. }
  6156. /**
  6157. * Adds weapon attack modifications based on status changes
  6158. * @param bl: Object to change watk [PC]
  6159. * @param sc: Object's status change information
  6160. * @param watk: Initial watk
  6161. * @return modified watk with cap_value(watk,0,USHRT_MAX)
  6162. */
  6163. static unsigned short status_calc_watk(struct block_list *bl, status_change *sc, int watk)
  6164. {
  6165. if(!sc || !sc->count)
  6166. return cap_value(watk,0,USHRT_MAX);
  6167. #ifndef RENEWAL
  6168. if(sc->getSCE(SC_DRUMBATTLE))
  6169. watk += sc->getSCE(SC_DRUMBATTLE)->val2;
  6170. #endif
  6171. if (sc->getSCE(SC_IMPOSITIO))
  6172. watk += sc->getSCE(SC_IMPOSITIO)->val2;
  6173. if(sc->getSCE(SC_WATKFOOD))
  6174. watk += sc->getSCE(SC_WATKFOOD)->val1;
  6175. if (sc->getSCE(SC_VOLCANO) && bl->type == BL_MOB)
  6176. watk += sc->getSCE(SC_VOLCANO)->val2;
  6177. if(sc->getSCE(SC_MERC_ATKUP))
  6178. watk += sc->getSCE(SC_MERC_ATKUP)->val2;
  6179. if(sc->getSCE(SC_WATER_BARRIER))
  6180. watk -= sc->getSCE(SC_WATER_BARRIER)->val2;
  6181. #ifndef RENEWAL
  6182. if(sc->getSCE(SC_NIBELUNGEN)) {
  6183. if (bl->type != BL_PC)
  6184. watk += sc->getSCE(SC_NIBELUNGEN)->val2;
  6185. else {
  6186. TBL_PC *sd = (TBL_PC*)bl;
  6187. short index = sd->equip_index[sd->state.lr_flag?EQI_HAND_L:EQI_HAND_R];
  6188. if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_WEAPON && sd->inventory_data[index]->weapon_level == 4)
  6189. watk += sc->getSCE(SC_NIBELUNGEN)->val2;
  6190. }
  6191. }
  6192. #endif
  6193. if(sc->getSCE(SC_FIGHTINGSPIRIT))
  6194. watk += sc->getSCE(SC_FIGHTINGSPIRIT)->val1;
  6195. if (sc->getSCE(SC_SHIELDSPELL_ATK))
  6196. watk += sc->getSCE(SC_SHIELDSPELL_ATK)->val2;
  6197. if(sc->getSCE(SC_INSPIRATION))
  6198. watk += sc->getSCE(SC_INSPIRATION)->val2;
  6199. if(sc->getSCE(SC_GT_CHANGE))
  6200. watk += sc->getSCE(SC_GT_CHANGE)->val2;
  6201. if(sc->getSCE(SC__ENERVATION))
  6202. watk -= watk * sc->getSCE(SC__ENERVATION)->val2 / 100;
  6203. if(sc->getSCE(SC_STRIKING))
  6204. watk += sc->getSCE(SC_STRIKING)->val2;
  6205. if(sc->getSCE(SC_RUSHWINDMILL))
  6206. watk += sc->getSCE(SC_RUSHWINDMILL)->val3;
  6207. if(sc->getSCE(SC_FIRE_INSIGNIA) && sc->getSCE(SC_FIRE_INSIGNIA)->val1 == 2)
  6208. watk += 50;
  6209. if((sc->getSCE(SC_FIRE_INSIGNIA) && sc->getSCE(SC_FIRE_INSIGNIA)->val1 == 2)
  6210. || (sc->getSCE(SC_WATER_INSIGNIA) && sc->getSCE(SC_WATER_INSIGNIA)->val1 == 2)
  6211. || (sc->getSCE(SC_WIND_INSIGNIA) && sc->getSCE(SC_WIND_INSIGNIA)->val1 == 2)
  6212. || (sc->getSCE(SC_EARTH_INSIGNIA) && sc->getSCE(SC_EARTH_INSIGNIA)->val1 == 2))
  6213. watk += watk * 10 / 100;
  6214. if(sc->getSCE(SC_PYROTECHNIC_OPTION))
  6215. watk += sc->getSCE(SC_PYROTECHNIC_OPTION)->val2;
  6216. if(sc->getSCE(SC_HEATER_OPTION))
  6217. watk += sc->getSCE(SC_HEATER_OPTION)->val2;
  6218. if(sc->getSCE(SC_TROPIC_OPTION))
  6219. watk += sc->getSCE(SC_TROPIC_OPTION)->val2;
  6220. if( sc && sc->getSCE(SC_TIDAL_WEAPON) )
  6221. watk += watk * sc->getSCE(SC_TIDAL_WEAPON)->val2 / 100;
  6222. if(bl->type == BL_PC && sc->getSCE(SC_PYROCLASTIC))
  6223. watk += sc->getSCE(SC_PYROCLASTIC)->val2;
  6224. if(sc->getSCE(SC_ANGRIFFS_MODUS))
  6225. watk += watk * sc->getSCE(SC_ANGRIFFS_MODUS)->val2/100;
  6226. if(sc->getSCE(SC_ODINS_POWER))
  6227. watk += 40 + 30 * sc->getSCE(SC_ODINS_POWER)->val1;
  6228. if (sc->getSCE(SC_FLASHCOMBO))
  6229. watk += sc->getSCE(SC_FLASHCOMBO)->val2;
  6230. if (sc->getSCE(SC_CATNIPPOWDER))
  6231. watk -= watk * sc->getSCE(SC_CATNIPPOWDER)->val2 / 100;
  6232. if (sc->getSCE(SC_CHATTERING))
  6233. watk += sc->getSCE(SC_CHATTERING)->val2;
  6234. if (sc->getSCE(SC_SUNSTANCE))
  6235. watk += watk * sc->getSCE(SC_SUNSTANCE)->val2 / 100;
  6236. if (sc->getSCE(SC_SOULFALCON))
  6237. watk += sc->getSCE(SC_SOULFALCON)->val2;
  6238. if (sc->getSCE(SC_PACKING_ENVELOPE1))
  6239. watk += sc->getSCE(SC_PACKING_ENVELOPE1)->val1;
  6240. if (sc->getSCE(SC_POWERFUL_FAITH))
  6241. watk += sc->getSCE(SC_POWERFUL_FAITH)->val2;
  6242. if (sc->getSCE(SC_GUARD_STANCE))
  6243. watk -= sc->getSCE(SC_GUARD_STANCE)->val3;
  6244. return (unsigned short)cap_value(watk,0,USHRT_MAX);
  6245. }
  6246. #ifdef RENEWAL
  6247. /**
  6248. * Adds equip magic attack modifications based on status changes [RENEWAL]
  6249. * @param bl: Object to change matk [PC]
  6250. * @param sc: Object's status change information
  6251. * @param matk: Initial matk
  6252. * @return modified matk with cap_value(matk,0,USHRT_MAX)
  6253. */
  6254. static unsigned short status_calc_ematk(struct block_list *bl, status_change *sc, int matk)
  6255. {
  6256. if (!sc || !sc->count)
  6257. return cap_value(matk,0,USHRT_MAX);
  6258. if (sc->getSCE(SC_IMPOSITIO))
  6259. matk += sc->getSCE(SC_IMPOSITIO)->val2;
  6260. if (sc->getSCE(SC_MATKPOTION))
  6261. matk += sc->getSCE(SC_MATKPOTION)->val1;
  6262. if (sc->getSCE(SC_MATKFOOD))
  6263. matk += sc->getSCE(SC_MATKFOOD)->val1;
  6264. if(sc->getSCE(SC_MANA_PLUS))
  6265. matk += sc->getSCE(SC_MANA_PLUS)->val1;
  6266. if(sc->getSCE(SC_COOLER_OPTION))
  6267. matk += sc->getSCE(SC_COOLER_OPTION)->val2;
  6268. if(sc->getSCE(SC_AQUAPLAY_OPTION))
  6269. matk += sc->getSCE(SC_AQUAPLAY_OPTION)->val2;
  6270. if(sc->getSCE(SC_CHILLY_AIR_OPTION))
  6271. matk += sc->getSCE(SC_CHILLY_AIR_OPTION)->val2;
  6272. if(sc->getSCE(SC_FIRE_INSIGNIA) && sc->getSCE(SC_FIRE_INSIGNIA)->val1 == 3)
  6273. matk += 50;
  6274. if(sc->getSCE(SC_ODINS_POWER))
  6275. matk += 40 + 30 * sc->getSCE(SC_ODINS_POWER)->val1; // 70 lvl1, 100lvl2
  6276. if(sc->getSCE(SC_MOONLITSERENADE))
  6277. matk += sc->getSCE(SC_MOONLITSERENADE)->val3;
  6278. if(sc->getSCE(SC_IZAYOI))
  6279. matk += 25 * sc->getSCE(SC_IZAYOI)->val1;
  6280. if(sc->getSCE(SC_ZANGETSU))
  6281. matk += sc->getSCE(SC_ZANGETSU)->val3;
  6282. if(sc->getSCE(SC_QUEST_BUFF1))
  6283. matk += sc->getSCE(SC_QUEST_BUFF1)->val1;
  6284. if(sc->getSCE(SC_QUEST_BUFF2))
  6285. matk += sc->getSCE(SC_QUEST_BUFF2)->val1;
  6286. if(sc->getSCE(SC_QUEST_BUFF3))
  6287. matk += sc->getSCE(SC_QUEST_BUFF3)->val1;
  6288. if(sc->getSCE(SC_MTF_MATK2))
  6289. matk += sc->getSCE(SC_MTF_MATK2)->val1;
  6290. if(sc->getSCE(SC_2011RWC_SCROLL))
  6291. matk += 30;
  6292. if (sc->getSCE(SC_CATNIPPOWDER))
  6293. matk -= matk * sc->getSCE(SC_CATNIPPOWDER)->val2 / 100;
  6294. if (sc->getSCE(SC_CHATTERING))
  6295. matk += sc->getSCE(SC_CHATTERING)->val2;
  6296. if (sc->getSCE(SC_DORAM_MATK))
  6297. matk += sc->getSCE(SC_DORAM_MATK)->val1;
  6298. if (sc->getSCE(SC_SOULFAIRY))
  6299. matk += sc->getSCE(SC_SOULFAIRY)->val2;
  6300. if (sc->getSCE(SC__AUTOSHADOWSPELL))
  6301. matk += sc->getSCE(SC__AUTOSHADOWSPELL)->val4 * 5;
  6302. if (sc->getSCE(SC_INSPIRATION))
  6303. matk += sc->getSCE(SC_INSPIRATION)->val2;
  6304. if (sc->getSCE(SC_PACKING_ENVELOPE2))
  6305. matk += sc->getSCE(SC_PACKING_ENVELOPE2)->val1;
  6306. if(sc->getSCE(SC_ALMIGHTY))
  6307. matk += 30;
  6308. if(sc->getSCE(SC_ULTIMATECOOK))
  6309. matk += 30;
  6310. if (sc->getSCE(SC_LIMIT_POWER_BOOSTER))
  6311. matk += sc->getSCE(SC_LIMIT_POWER_BOOSTER)->val1;
  6312. if (sc->getSCE(SC_MAGICCANDY))
  6313. matk += 30;
  6314. if (sc->getSCE(SC_SKF_MATK))
  6315. matk += sc->getSCE(SC_SKF_MATK)->val1;
  6316. return (unsigned short)cap_value(matk,0,USHRT_MAX);
  6317. }
  6318. #endif
  6319. /**
  6320. * Adds magic attack modifications based on status changes
  6321. * @param bl: Object to change matk [PC|MOB|HOM|MER|ELEM]
  6322. * @param sc: Object's status change information
  6323. * @param matk: Initial matk
  6324. * @return modified matk with cap_value(matk,0,USHRT_MAX)
  6325. */
  6326. static unsigned short status_calc_matk(struct block_list *bl, status_change *sc, int matk)
  6327. {
  6328. if(!sc || !sc->count)
  6329. return cap_value(matk,0,USHRT_MAX);
  6330. #ifndef RENEWAL
  6331. /// Take note fixed value first before % modifiers [PRE-RENEWAL]
  6332. if (sc->getSCE(SC_MATKPOTION))
  6333. matk += sc->getSCE(SC_MATKPOTION)->val1;
  6334. if (sc->getSCE(SC_MATKFOOD))
  6335. matk += sc->getSCE(SC_MATKFOOD)->val1;
  6336. if (sc->getSCE(SC_MANA_PLUS))
  6337. matk += sc->getSCE(SC_MANA_PLUS)->val1;
  6338. if (sc->getSCE(SC_AQUAPLAY_OPTION))
  6339. matk += sc->getSCE(SC_AQUAPLAY_OPTION)->val2;
  6340. if (sc->getSCE(SC_CHILLY_AIR_OPTION))
  6341. matk += sc->getSCE(SC_CHILLY_AIR_OPTION)->val2;
  6342. if (sc->getSCE(SC_COOLER_OPTION))
  6343. matk += sc->getSCE(SC_COOLER_OPTION)->val2;
  6344. if (sc->getSCE(SC_FIRE_INSIGNIA) && sc->getSCE(SC_FIRE_INSIGNIA)->val1 == 3)
  6345. matk += 50;
  6346. if (sc->getSCE(SC_ODINS_POWER))
  6347. matk += 40 + 30 * sc->getSCE(SC_ODINS_POWER)->val1; // 70 lvl1, 100lvl2
  6348. if (sc->getSCE(SC_IZAYOI))
  6349. matk += 25 * sc->getSCE(SC_IZAYOI)->val1;
  6350. if (sc->getSCE(SC_MTF_MATK2))
  6351. matk += sc->getSCE(SC_MTF_MATK2)->val1;
  6352. if (sc->getSCE(SC_2011RWC_SCROLL))
  6353. matk += 30;
  6354. if (sc->getSCE(SC_ALMIGHTY))
  6355. matk += 30;
  6356. if (sc->getSCE(SC_ULTIMATECOOK))
  6357. matk += 30;
  6358. if (sc->getSCE(SC_LIMIT_POWER_BOOSTER))
  6359. matk += sc->getSCE(SC_LIMIT_POWER_BOOSTER)->val1;
  6360. if (sc->getSCE(SC_MAGICCANDY))
  6361. matk += 30;
  6362. if (sc->getSCE(SC_SKF_MATK))
  6363. matk += sc->getSCE(SC_SKF_MATK)->val1;
  6364. #endif
  6365. if (sc->getSCE(SC_ZANGETSU))
  6366. matk += sc->getSCE(SC_ZANGETSU)->val3;
  6367. if (sc->getSCE(SC_QUEST_BUFF1))
  6368. matk += sc->getSCE(SC_QUEST_BUFF1)->val1;
  6369. if (sc->getSCE(SC_QUEST_BUFF2))
  6370. matk += sc->getSCE(SC_QUEST_BUFF2)->val1;
  6371. if (sc->getSCE(SC_QUEST_BUFF3))
  6372. matk += sc->getSCE(SC_QUEST_BUFF3)->val1;
  6373. if (sc->getSCE(SC_MAGICPOWER)
  6374. #ifndef RENEWAL
  6375. && sc->getSCE(SC_MAGICPOWER)->val4
  6376. #endif
  6377. )
  6378. matk += matk * sc->getSCE(SC_MAGICPOWER)->val3/100;
  6379. if (sc->getSCE(SC_MINDBREAKER))
  6380. matk += matk * sc->getSCE(SC_MINDBREAKER)->val2/100;
  6381. if (sc->getSCE(SC_INCMATKRATE))
  6382. matk += matk * sc->getSCE(SC_INCMATKRATE)->val1/100;
  6383. if (sc->getSCE(SC_MOONLITSERENADE))
  6384. matk += sc->getSCE(SC_MOONLITSERENADE)->val3/100;
  6385. if (sc->getSCE(SC_MTF_MATK))
  6386. matk += matk * sc->getSCE(SC_MTF_MATK)->val1 / 100;
  6387. if (sc->getSCE(SC_SHRIMP))
  6388. matk += matk * sc->getSCE(SC_SHRIMP)->val2 / 100;
  6389. #ifdef RENEWAL
  6390. if (sc->getSCE(SC_VOLCANO))
  6391. matk += sc->getSCE(SC_VOLCANO)->val2;
  6392. if (sc->getSCE(SC_NIBELUNGEN) && sc->getSCE(SC_NIBELUNGEN)->val2 == RINGNBL_MATKRATE)
  6393. matk += matk * 20 / 100;
  6394. #endif
  6395. if (sc->getSCE(SC_SHIELDSPELL_ATK))
  6396. matk += sc->getSCE(SC_SHIELDSPELL_ATK)->val2;
  6397. if (sc->getSCE(SC_CLIMAX_DES_HU))
  6398. matk += 100;
  6399. return (unsigned short)cap_value(matk,0,USHRT_MAX);
  6400. }
  6401. /**
  6402. * Adds critical modifications based on status changes
  6403. * @param bl: Object to change critical [PC|MOB|HOM|MER|ELEM]
  6404. * @param sc: Object's status change information
  6405. * @param critical: Initial critical
  6406. * @return modified critical with cap_value(critical,10,USHRT_MAX)
  6407. */
  6408. static signed short status_calc_critical(struct block_list *bl, status_change *sc, int critical)
  6409. {
  6410. if(!sc || !sc->count)
  6411. return cap_value(critical,10,SHRT_MAX);
  6412. if (sc->getSCE(SC_INCCRI))
  6413. critical += sc->getSCE(SC_INCCRI)->val2;
  6414. if (sc->getSCE(SC_EP16_2_BUFF_SC))
  6415. critical += 300;// crit +30
  6416. if (sc->getSCE(SC_CRIFOOD))
  6417. critical += sc->getSCE(SC_CRIFOOD)->val1;
  6418. if (sc->getSCE(SC_EXPLOSIONSPIRITS))
  6419. critical += sc->getSCE(SC_EXPLOSIONSPIRITS)->val2;
  6420. if (sc->getSCE(SC_FORTUNE))
  6421. critical += sc->getSCE(SC_FORTUNE)->val2;
  6422. if (sc->getSCE(SC_TRUESIGHT))
  6423. critical += sc->getSCE(SC_TRUESIGHT)->val2;
  6424. if (sc->getSCE(SC_CLOAKING))
  6425. critical += critical;
  6426. #ifdef RENEWAL
  6427. if (sc->getSCE(SC_SPEARQUICKEN))
  6428. critical += 3*sc->getSCE(SC_SPEARQUICKEN)->val1*10;
  6429. if (sc->getSCE(SC_TWOHANDQUICKEN))
  6430. critical += (2 + sc->getSCE(SC_TWOHANDQUICKEN)->val1) * 10;
  6431. #endif
  6432. if (sc->getSCE(SC__INVISIBILITY))
  6433. critical += sc->getSCE(SC__INVISIBILITY)->val3 * 10;
  6434. if (sc->getSCE(SC__UNLUCKY))
  6435. critical -= sc->getSCE(SC__UNLUCKY)->val2;
  6436. if (sc->getSCE(SC_SOULSHADOW))
  6437. critical += 10 * sc->getSCE(SC_SOULSHADOW)->val3;
  6438. if(sc->getSCE(SC_BEYONDOFWARCRY))
  6439. critical += sc->getSCE(SC_BEYONDOFWARCRY)->val3;
  6440. if (sc->getSCE(SC_MTF_HITFLEE))
  6441. critical += sc->getSCE(SC_MTF_HITFLEE)->val1;
  6442. if (sc->getSCE(SC_PACKING_ENVELOPE9))
  6443. critical += sc->getSCE(SC_PACKING_ENVELOPE9)->val1 * 10;
  6444. if (sc->getSCE(SC_INTENSIVE_AIM))
  6445. critical += 300;
  6446. return (short)cap_value(critical,10,SHRT_MAX);
  6447. }
  6448. /**
  6449. * Adds hit modifications based on status changes
  6450. * @param bl: Object to change hit [PC|MOB|HOM|MER|ELEM]
  6451. * @param sc: Object's status change information
  6452. * @param hit: Initial hit
  6453. * @return modified hit with cap_value(hit,1,USHRT_MAX)
  6454. */
  6455. static signed short status_calc_hit(struct block_list *bl, status_change *sc, int hit)
  6456. {
  6457. if(!sc || !sc->count)
  6458. return cap_value(hit,1,SHRT_MAX);
  6459. if(sc->getSCE(SC_INCHIT))
  6460. hit += sc->getSCE(SC_INCHIT)->val1;
  6461. if(sc->getSCE(SC_HITFOOD))
  6462. hit += sc->getSCE(SC_HITFOOD)->val1;
  6463. if(sc->getSCE(SC_TRUESIGHT))
  6464. hit += sc->getSCE(SC_TRUESIGHT)->val3;
  6465. if(sc->getSCE(SC_HUMMING))
  6466. hit += sc->getSCE(SC_HUMMING)->val2;
  6467. if(sc->getSCE(SC_CONCENTRATION))
  6468. hit += sc->getSCE(SC_CONCENTRATION)->val3;
  6469. if(sc->getSCE(SC_INSPIRATION))
  6470. hit += 12 * sc->getSCE(SC_INSPIRATION)->val1;
  6471. if(sc->getSCE(SC_ADJUSTMENT))
  6472. hit -= 30;
  6473. if(sc->getSCE(SC_INCREASING))
  6474. hit += 20; // RockmanEXE; changed based on updated [Reddozen]
  6475. if(sc->getSCE(SC_MERC_HITUP))
  6476. hit += sc->getSCE(SC_MERC_HITUP)->val2;
  6477. if(sc->getSCE(SC_MTF_HITFLEE))
  6478. hit += sc->getSCE(SC_MTF_HITFLEE)->val1;
  6479. if(sc->getSCE(SC_INCHITRATE))
  6480. hit += hit * sc->getSCE(SC_INCHITRATE)->val1/100;
  6481. if (sc->getSCE(SC_POWERUP))
  6482. hit += hit * sc->getSCE(SC_POWERUP)->val2 / 100;
  6483. if(sc->getSCE(SC_BLIND))
  6484. hit -= hit * 25/100;
  6485. if(sc->getSCE(SC_HEAT_BARREL))
  6486. hit -= sc->getSCE(SC_HEAT_BARREL)->val4;
  6487. if(sc->getSCE(SC__GROOMY))
  6488. hit -= hit * sc->getSCE(SC__GROOMY)->val3 / 100;
  6489. if(sc->getSCE(SC_FEAR))
  6490. hit -= hit * 20 / 100;
  6491. if (sc->getSCE(SC_ASH))
  6492. hit -= hit * sc->getSCE(SC_ASH)->val2 / 100;
  6493. if (sc->getSCE(SC_TEARGAS))
  6494. hit -= hit * 50 / 100;
  6495. if(sc->getSCE(SC_ILLUSIONDOPING))
  6496. hit -= sc->getSCE(SC_ILLUSIONDOPING)->val2;
  6497. if (sc->getSCE(SC_MTF_ASPD))
  6498. hit += sc->getSCE(SC_MTF_ASPD)->val2;
  6499. #ifdef RENEWAL
  6500. if (sc->getSCE(SC_BLESSING))
  6501. hit += sc->getSCE(SC_BLESSING)->val1 * 2;
  6502. if (sc->getSCE(SC_TWOHANDQUICKEN))
  6503. hit += sc->getSCE(SC_TWOHANDQUICKEN)->val1 * 2;
  6504. if (sc->getSCE(SC_ADRENALINE))
  6505. hit += sc->getSCE(SC_ADRENALINE)->val1 * 3 + 5;
  6506. if (sc->getSCE(SC_NIBELUNGEN) && sc->getSCE(SC_NIBELUNGEN)->val2 == RINGNBL_HIT)
  6507. hit += 50;
  6508. #endif
  6509. if (sc->getSCE(SC_SOULFALCON))
  6510. hit += sc->getSCE(SC_SOULFALCON)->val3;
  6511. if (sc->getSCE(SC_SATURDAYNIGHTFEVER))
  6512. hit -= 50 + 50 * sc->getSCE(SC_SATURDAYNIGHTFEVER)->val1;
  6513. if (sc->getSCE(SC_PACKING_ENVELOPE10))
  6514. hit += sc->getSCE(SC_PACKING_ENVELOPE10)->val1;
  6515. if (sc->getSCE(SC_ABYSS_SLAYER))
  6516. hit += sc->getSCE(SC_ABYSS_SLAYER)->val3;
  6517. if (sc->getSCE(SC_LIMIT_POWER_BOOSTER))
  6518. hit += sc->getSCE(SC_LIMIT_POWER_BOOSTER)->val1;
  6519. if (sc->getSCE(SC_ACARAJE))
  6520. hit += 5;
  6521. if (sc->getSCE(SC_INTENSIVE_AIM))
  6522. hit += 250;
  6523. return (short)cap_value(hit,1,SHRT_MAX);
  6524. }
  6525. /**
  6526. * Adds flee modifications based on status changes
  6527. * @param bl: Object to change flee [PC|MOB|HOM|MER|ELEM]
  6528. * @param sc: Object's status change information
  6529. * @param flee: Initial flee
  6530. * @return modified flee with cap_value(flee,1,USHRT_MAX)
  6531. */
  6532. static signed short status_calc_flee(struct block_list *bl, status_change *sc, int flee)
  6533. {
  6534. if( bl->type == BL_PC ) {
  6535. struct map_data *mapdata = map_getmapdata(bl->m);
  6536. if( mapdata_flag_gvg(mapdata) )
  6537. flee -= flee * battle_config.gvg_flee_penalty/100;
  6538. else if( mapdata->getMapFlag(MF_BATTLEGROUND) )
  6539. flee -= flee * battle_config.bg_flee_penalty/100;
  6540. }
  6541. if(!sc || !sc->count)
  6542. return cap_value(flee,1,SHRT_MAX);
  6543. if (sc->getSCE(SC_POISON_MIST))
  6544. return 0;
  6545. if(sc->getSCE(SC_OVERED_BOOST)) //Should be final and unmodifiable by any means
  6546. return sc->getSCE(SC_OVERED_BOOST)->val2;
  6547. // Fixed value
  6548. if(sc->getSCE(SC_INCFLEE))
  6549. flee += sc->getSCE(SC_INCFLEE)->val1;
  6550. if(sc->getSCE(SC_FLEEFOOD))
  6551. flee += sc->getSCE(SC_FLEEFOOD)->val1;
  6552. if(sc->getSCE(SC_WHISTLE))
  6553. flee += sc->getSCE(SC_WHISTLE)->val2;
  6554. if(sc->getSCE(SC_WINDWALK))
  6555. flee += sc->getSCE(SC_WINDWALK)->val2;
  6556. if(sc->getSCE(SC_VIOLENTGALE))
  6557. flee += sc->getSCE(SC_VIOLENTGALE)->val2;
  6558. if(sc->getSCE(SC_MOON_COMFORT)) // SG skill [Komurka]
  6559. flee += sc->getSCE(SC_MOON_COMFORT)->val2;
  6560. if(sc->getSCE(SC_CLOSECONFINE))
  6561. flee += sc->getSCE(SC_CLOSECONFINE)->val3;
  6562. if (sc->getSCE(SC_ANGRIFFS_MODUS))
  6563. flee -= sc->getSCE(SC_ANGRIFFS_MODUS)->val3;
  6564. if(sc->getSCE(SC_ADJUSTMENT))
  6565. flee += 30;
  6566. if(sc->getSCE(SC_SPEED))
  6567. flee += 10 + sc->getSCE(SC_SPEED)->val1 * 10;
  6568. if(sc->getSCE(SC_GATLINGFEVER))
  6569. flee -= sc->getSCE(SC_GATLINGFEVER)->val4;
  6570. if(sc->getSCE(SC_PARTYFLEE))
  6571. flee += sc->getSCE(SC_PARTYFLEE)->val1 * 10;
  6572. if(sc->getSCE(SC_MERC_FLEEUP))
  6573. flee += sc->getSCE(SC_MERC_FLEEUP)->val2;
  6574. if( sc->getSCE(SC_HALLUCINATIONWALK) )
  6575. flee += sc->getSCE(SC_HALLUCINATIONWALK)->val2;
  6576. if( sc->getSCE(SC_NPC_HALLUCINATIONWALK) )
  6577. flee += sc->getSCE(SC_NPC_HALLUCINATIONWALK)->val2;
  6578. if(sc->getSCE(SC_MTF_HITFLEE))
  6579. flee += sc->getSCE(SC_MTF_HITFLEE)->val2;
  6580. if( sc->getSCE(SC_WATER_BARRIER) )
  6581. flee -= sc->getSCE(SC_WATER_BARRIER)->val2;
  6582. if( sc->getSCE(SC_C_MARKER) )
  6583. flee -= sc->getSCE(SC_C_MARKER)->val3;
  6584. #ifdef RENEWAL
  6585. if( sc->getSCE(SC_SPEARQUICKEN) )
  6586. flee += 2 * sc->getSCE(SC_SPEARQUICKEN)->val1;
  6587. if (sc->getSCE(SC_NIBELUNGEN) && sc->getSCE(SC_NIBELUNGEN)->val2 == RINGNBL_FLEE)
  6588. flee += 50;
  6589. #endif
  6590. // Rate value
  6591. if(sc->getSCE(SC_INCFLEERATE))
  6592. flee += flee * sc->getSCE(SC_INCFLEERATE)->val1/100;
  6593. if (sc->getSCE(SC_AGIUP))
  6594. flee += flee * sc->getSCE(SC_AGIUP)->val2 / 100;
  6595. if(sc->getSCE(SC_SPIDERWEB) || sc->getSCE(SC_WIDEWEB))
  6596. flee -= flee * 50/100;
  6597. if(sc->getSCE(SC_BERSERK))
  6598. flee -= flee * 50/100;
  6599. if(sc->getSCE(SC_BLIND))
  6600. flee -= flee * 25/100;
  6601. if(sc->getSCE(SC_FEAR))
  6602. flee -= flee * 20 / 100;
  6603. if(sc->getSCE(SC_PARALYSE) && sc->getSCE(SC_PARALYSE)->val3 == 1)
  6604. flee -= flee * 10 / 100;
  6605. if(sc->getSCE(SC_INFRAREDSCAN))
  6606. flee -= flee * 30 / 100;
  6607. if( sc->getSCE(SC__LAZINESS) )
  6608. flee -= flee * sc->getSCE(SC__LAZINESS)->val3 / 100;
  6609. if( sc->getSCE(SC_GLOOMYDAY) )
  6610. flee -= flee * sc->getSCE(SC_GLOOMYDAY)->val2 / 100;
  6611. if( sc->getSCE(SC_SATURDAYNIGHTFEVER) )
  6612. flee -= 20 + 30 * sc->getSCE(SC_SATURDAYNIGHTFEVER)->val1;
  6613. if( sc->getSCE(SC_WIND_STEP_OPTION) )
  6614. flee += flee * sc->getSCE(SC_WIND_STEP_OPTION)->val2 / 100;
  6615. if( sc->getSCE(SC_TINDER_BREAKER) || sc->getSCE(SC_TINDER_BREAKER2) )
  6616. flee -= flee * 50 / 100;
  6617. if( sc->getSCE(SC_ZEPHYR) )
  6618. flee += sc->getSCE(SC_ZEPHYR)->val2;
  6619. if(sc->getSCE(SC_ASH))
  6620. flee -= flee * sc->getSCE(SC_ASH)->val4 / 100;
  6621. if (sc->getSCE(SC_GOLDENE_FERSE))
  6622. flee += flee * sc->getSCE(SC_GOLDENE_FERSE)->val2 / 100;
  6623. if (sc->getSCE(SC_SMOKEPOWDER))
  6624. flee += flee * 20 / 100;
  6625. if (sc->getSCE(SC_TEARGAS))
  6626. flee -= flee * 50 / 100;
  6627. //if( sc->getSCE(SC_C_MARKER) )
  6628. // flee -= (flee * sc->getSCE(SC_C_MARKER)->val3) / 100;
  6629. if (sc->getSCE(SC_GROOMING))
  6630. flee += sc->getSCE(SC_GROOMING)->val2;
  6631. if (sc->getSCE(SC_PACKING_ENVELOPE5))
  6632. flee += sc->getSCE(SC_PACKING_ENVELOPE5)->val1;
  6633. if (sc->getSCE(SC_LIMIT_POWER_BOOSTER))
  6634. flee += sc->getSCE(SC_LIMIT_POWER_BOOSTER)->val1;
  6635. if (sc->getSCE(SC_MYSTICPOWDER))
  6636. flee += 20;
  6637. return (short)cap_value(flee,1,SHRT_MAX);
  6638. }
  6639. /**
  6640. * Adds perfect flee modifications based on status changes
  6641. * @param bl: Object to change flee2 [PC|MOB|HOM|MER|ELEM]
  6642. * @param sc: Object's status change information
  6643. * @param flee2: Initial flee2
  6644. * @return modified flee2 with cap_value(flee2,10,USHRT_MAX)
  6645. */
  6646. static signed short status_calc_flee2(struct block_list *bl, status_change *sc, int flee2)
  6647. {
  6648. if(!sc || !sc->count)
  6649. return cap_value(flee2,10,SHRT_MAX);
  6650. if(sc->getSCE(SC_INCFLEE2))
  6651. flee2 += sc->getSCE(SC_INCFLEE2)->val2;
  6652. if(sc->getSCE(SC_WHISTLE))
  6653. flee2 += sc->getSCE(SC_WHISTLE)->val3*10;
  6654. if(sc->getSCE(SC__UNLUCKY))
  6655. flee2 -= flee2 * sc->getSCE(SC__UNLUCKY)->val2 / 100;
  6656. if (sc->getSCE(SC_HISS))
  6657. flee2 += sc->getSCE(SC_HISS)->val2*10;
  6658. if (sc->getSCE(SC_DORAM_FLEE2))
  6659. flee2 += sc->getSCE(SC_DORAM_FLEE2)->val1;
  6660. return (short)cap_value(flee2,10,SHRT_MAX);
  6661. }
  6662. /**
  6663. * Adds defense (left-side) modifications based on status changes
  6664. * @param bl: Object to change def [PC|MOB|HOM|MER|ELEM]
  6665. * @param sc: Object's status change information
  6666. * @param def: Initial def
  6667. * @return modified def with cap_value(def,DEFTYPE_MIN,DEFTYPE_MAX)
  6668. */
  6669. static defType status_calc_def(struct block_list *bl, status_change *sc, int def)
  6670. {
  6671. if(!sc || !sc->count)
  6672. return (defType)cap_value(def,DEFTYPE_MIN,DEFTYPE_MAX);
  6673. if(sc->getSCE(SC_BERSERK))
  6674. return 0;
  6675. if(sc->getSCE(SC_BARRIER))
  6676. return 100;
  6677. if(sc->getSCE(SC_KEEPING))
  6678. return 90;
  6679. #ifndef RENEWAL /// Steel Body does not provide 90 DEF in [RENEWAL]
  6680. if(sc->getSCE(SC_STEELBODY))
  6681. return 90;
  6682. #endif
  6683. if (sc->getSCE(SC_NYANGGRASS)) {
  6684. if (bl->type == BL_PC)
  6685. return 0;
  6686. else
  6687. return def /= 2;
  6688. }
  6689. if(sc->getSCE(SC_DEFSET))
  6690. return sc->getSCE(SC_DEFSET)->val1;
  6691. if(sc->getSCE(SC_DRUMBATTLE))
  6692. def += sc->getSCE(SC_DRUMBATTLE)->val3;
  6693. #ifdef RENEWAL
  6694. if (sc->getSCE(SC_ASSUMPTIO))
  6695. def += sc->getSCE(SC_ASSUMPTIO)->val1 * 50;
  6696. #else
  6697. if(sc->getSCE(SC_DEFENCE))
  6698. def += sc->getSCE(SC_DEFENCE)->val2;
  6699. #endif
  6700. if(sc->getSCE(SC_INCDEFRATE))
  6701. def += def * sc->getSCE(SC_INCDEFRATE)->val1/100;
  6702. if(sc->getSCE(SC_EARTH_INSIGNIA) && sc->getSCE(SC_EARTH_INSIGNIA)->val1 == 2)
  6703. def += 50;
  6704. if(sc->getSCE(SC_ODINS_POWER))
  6705. def -= 20 * sc->getSCE(SC_ODINS_POWER)->val1;
  6706. if( sc->getSCE(SC_ANGRIFFS_MODUS) )
  6707. def -= 20 + 10 * sc->getSCE(SC_ANGRIFFS_MODUS)->val1;
  6708. if(sc->getSCE(SC_STONEHARDSKIN))
  6709. def += sc->getSCE(SC_STONEHARDSKIN)->val1;
  6710. if(sc->getSCE(SC_STONE))
  6711. def /= 2;
  6712. if(sc->getSCE(SC_FREEZE))
  6713. def /= 2;
  6714. if(sc->getSCE(SC_POISON) || sc->getSCE(SC_DPOISON) && bl->type != BL_PC)
  6715. def = def * 75 / 100; //Should round down
  6716. if(sc->getSCE(SC_SIGNUMCRUCIS))
  6717. def -= def * sc->getSCE(SC_SIGNUMCRUCIS)->val2/100;
  6718. if(sc->getSCE(SC_CONCENTRATION))
  6719. def -= def * sc->getSCE(SC_CONCENTRATION)->val4/100;
  6720. if(sc->getSCE(SC_SKE))
  6721. def /= 2;
  6722. if(sc->getSCE(SC_PROVOKE) && bl->type != BL_PC) // Provoke doesn't alter player defense->
  6723. def -= def * sc->getSCE(SC_PROVOKE)->val3/100;
  6724. if(sc->getSCE(SC_STRIPSHIELD) && bl->type != BL_PC) // Player doesn't have def reduction only equip removed
  6725. def -= def * sc->getSCE(SC_STRIPSHIELD)->val2/100;
  6726. if (sc->getSCE(SC_FLING))
  6727. def -= def * (sc->getSCE(SC_FLING)->val2)/100;
  6728. if( sc->getSCE(SC_FREEZING) )
  6729. def -= def * (bl->type == BL_PC ? 30 : 10) / 100;
  6730. if( sc->getSCE(SC_ANALYZE) )
  6731. def -= def * (14 * sc->getSCE(SC_ANALYZE)->val1) / 100;
  6732. if( sc->getSCE(SC_NEUTRALBARRIER) )
  6733. def += def * sc->getSCE(SC_NEUTRALBARRIER)->val2 / 100;
  6734. if( sc->getSCE(SC_PRESTIGE) )
  6735. def += sc->getSCE(SC_PRESTIGE)->val3;
  6736. if( sc->getSCE(SC_BANDING) && sc->getSCE(SC_BANDING)->val2 > 1 )
  6737. def += 6 * sc->getSCE(SC_BANDING)->val1;
  6738. if( sc->getSCE(SC_ECHOSONG) )
  6739. def += sc->getSCE(SC_ECHOSONG)->val3;
  6740. if( sc->getSCE(SC_CAMOUFLAGE) )
  6741. def -= def * 5 * sc->getSCE(SC_CAMOUFLAGE)->val3 / 100;
  6742. if( sc->getSCE(SC_SOLID_SKIN_OPTION) )
  6743. def += def * sc->getSCE(SC_SOLID_SKIN_OPTION)->val2 / 100;
  6744. if( sc->getSCE(SC_ROCK_CRUSHER) )
  6745. def -= def * sc->getSCE(SC_ROCK_CRUSHER)->val2 / 100;
  6746. if( sc->getSCE(SC_POWER_OF_GAIA) )
  6747. def += def * sc->getSCE(SC_POWER_OF_GAIA)->val2 / 100;
  6748. if(sc->getSCE(SC_ASH))
  6749. def -= def * sc->getSCE(SC_ASH)->val3/100;
  6750. if( sc->getSCE(SC_OVERED_BOOST) && bl->type == BL_HOM )
  6751. def -= def * sc->getSCE(SC_OVERED_BOOST)->val4 / 100;
  6752. if(sc->getSCE(SC_GLASTHEIM_ITEMDEF))
  6753. def += sc->getSCE(SC_GLASTHEIM_ITEMDEF)->val1;
  6754. if (sc->getSCE(SC_SOULGOLEM))
  6755. def += sc->getSCE(SC_SOULGOLEM)->val2;
  6756. if (sc->getSCE(SC_STONE_WALL))
  6757. def += sc->getSCE(SC_STONE_WALL)->val2;
  6758. if( sc->getSCE(SC_PACKING_ENVELOPE7) )
  6759. def += sc->getSCE(SC_PACKING_ENVELOPE7)->val1;
  6760. if (sc->getSCE(SC_D_MACHINE))
  6761. def += sc->getSCE(SC_D_MACHINE)->val2;
  6762. if (sc->getSCE(SC_CLIMAX_CRYIMP))
  6763. def += 300;
  6764. if (sc->getSCE(SC_GUARD_STANCE))
  6765. def += sc->getSCE(SC_GUARD_STANCE)->val2;
  6766. if (sc->getSCE(SC_ATTACK_STANCE))
  6767. def -= sc->getSCE(SC_ATTACK_STANCE)->val2;
  6768. if (sc->getSCE(SC_M_DEFSCROLL))
  6769. def += sc->getSCE(SC_M_DEFSCROLL)->val1;
  6770. return (defType)cap_value(def,DEFTYPE_MIN,DEFTYPE_MAX);
  6771. }
  6772. /**
  6773. * Adds defense (right-side) modifications based on status changes
  6774. * @param bl: Object to change def2 [PC|MOB|HOM|MER|ELEM]
  6775. * @param sc: Object's status change information
  6776. * @param def2: Initial def2
  6777. * @return modified def2 with cap_value(def2,SHRT_MIN,SHRT_MAX)
  6778. */
  6779. static signed short status_calc_def2(struct block_list *bl, status_change *sc, int def2)
  6780. {
  6781. if(!sc || !sc->count)
  6782. #ifdef RENEWAL
  6783. return (short)cap_value(def2,SHRT_MIN,SHRT_MAX);
  6784. #else
  6785. return (short)cap_value(def2,1,SHRT_MAX);
  6786. #endif
  6787. if(sc->getSCE(SC_BERSERK))
  6788. return 0;
  6789. if(sc->getSCE(SC_ETERNALCHAOS))
  6790. return 0;
  6791. if(sc->getSCE(SC_DEFSET))
  6792. return sc->getSCE(SC_DEFSET)->val1;
  6793. if(sc->getSCE(SC_SUN_COMFORT))
  6794. def2 += sc->getSCE(SC_SUN_COMFORT)->val2;
  6795. #ifdef RENEWAL
  6796. if (sc->getSCE(SC_SKA))
  6797. def2 += 80;
  6798. #endif
  6799. if(sc->getSCE(SC_ANGELUS))
  6800. #ifdef RENEWAL /// The VIT stat bonus is boosted by angelus [RENEWAL]
  6801. def2 += status_get_vit(bl) / 2 * sc->getSCE(SC_ANGELUS)->val2/100;
  6802. #else
  6803. def2 += def2 * sc->getSCE(SC_ANGELUS)->val2/100;
  6804. if(sc->getSCE(SC_CONCENTRATION))
  6805. def2 -= def2 * sc->getSCE(SC_CONCENTRATION)->val4/100;
  6806. #endif
  6807. if(sc->getSCE(SC_POISON) || sc->getSCE(SC_DPOISON))
  6808. def2 = def2 * 75 / 100; //Should round down
  6809. if(sc->getSCE(SC_SKE))
  6810. def2 -= def2 * 50/100;
  6811. if(sc->getSCE(SC_PROVOKE))
  6812. def2 -= def2 * sc->getSCE(SC_PROVOKE)->val3/100;
  6813. if(sc->getSCE(SC_JOINTBEAT))
  6814. def2 -= def2 * ( sc->getSCE(SC_JOINTBEAT)->val2&BREAK_SHOULDER ? 50 : 0 ) / 100
  6815. + def2 * ( sc->getSCE(SC_JOINTBEAT)->val2&BREAK_WAIST ? 25 : 0 ) / 100;
  6816. if(sc->getSCE(SC_FLING))
  6817. def2 -= def2 * (sc->getSCE(SC_FLING)->val3)/100;
  6818. if(sc->getSCE(SC_ANALYZE))
  6819. def2 -= def2 * (14 * sc->getSCE(SC_ANALYZE)->val1) / 100;
  6820. if(sc->getSCE(SC_ASH))
  6821. def2 -= def2 * sc->getSCE(SC_ASH)->val3/100;
  6822. if (sc->getSCE(SC_PARALYSIS))
  6823. def2 -= def2 * sc->getSCE(SC_PARALYSIS)->val2 / 100;
  6824. if(sc->getSCE(SC_EQC))
  6825. def2 -= def2 * sc->getSCE(SC_EQC)->val2 / 100;
  6826. if( sc->getSCE(SC_CAMOUFLAGE) )
  6827. def2 -= def2 * 5 * sc->getSCE(SC_CAMOUFLAGE)->val3 / 100;
  6828. #ifdef RENEWAL
  6829. return (short)cap_value(def2,SHRT_MIN,SHRT_MAX);
  6830. #else
  6831. return (short)cap_value(def2,1,SHRT_MAX);
  6832. #endif
  6833. }
  6834. /**
  6835. * Adds magic defense (left-side) modifications based on status changes
  6836. * @param bl: Object to change mdef [PC|MOB|HOM|MER|ELEM]
  6837. * @param sc: Object's status change information
  6838. * @param mdef: Initial mdef
  6839. * @return modified mdef with cap_value(mdef,DEFTYPE_MIN,DEFTYPE_MAX)
  6840. */
  6841. static defType status_calc_mdef(struct block_list *bl, status_change *sc, int mdef)
  6842. {
  6843. if(!sc || !sc->count)
  6844. return (defType)cap_value(mdef,DEFTYPE_MIN,DEFTYPE_MAX);
  6845. if(sc->getSCE(SC_BERSERK))
  6846. return 0;
  6847. if(sc->getSCE(SC_BARRIER))
  6848. return 100;
  6849. #ifndef RENEWAL /// Steel Body does not provide 90 MDEF in [RENEWAL]
  6850. if(sc->getSCE(SC_STEELBODY))
  6851. return 90;
  6852. #endif
  6853. if (sc->getSCE(SC_NYANGGRASS)) {
  6854. if (bl->type == BL_PC)
  6855. return 0;
  6856. else
  6857. return mdef / 2;
  6858. }
  6859. if(sc->getSCE(SC_MDEFSET))
  6860. return sc->getSCE(SC_MDEFSET)->val1;
  6861. if(sc->getSCE(SC_EARTH_INSIGNIA) && sc->getSCE(SC_EARTH_INSIGNIA)->val1 == 3)
  6862. mdef += 50;
  6863. 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.
  6864. mdef += (sc->getSCE(SC_ENDURE)->val4 == 0) ? sc->getSCE(SC_ENDURE)->val1 : 1;
  6865. if(sc->getSCE(SC_STONEHARDSKIN))
  6866. mdef += sc->getSCE(SC_STONEHARDSKIN)->val1;
  6867. if(sc->getSCE(SC_STONE))
  6868. mdef += 25 * mdef / 100;
  6869. if(sc->getSCE(SC_FREEZE))
  6870. mdef += 25 * mdef / 100;
  6871. if(sc->getSCE(SC_BURNING))
  6872. mdef -= 25 * mdef / 100;
  6873. if( sc->getSCE(SC_NEUTRALBARRIER) )
  6874. mdef += mdef * sc->getSCE(SC_NEUTRALBARRIER)->val2 / 100;
  6875. if(sc->getSCE(SC_ANALYZE))
  6876. mdef -= mdef * ( 14 * sc->getSCE(SC_ANALYZE)->val1 ) / 100;
  6877. if(sc->getSCE(SC_SYMPHONYOFLOVER))
  6878. mdef += mdef * sc->getSCE(SC_SYMPHONYOFLOVER)->val3 / 100;
  6879. if (sc->getSCE(SC_ODINS_POWER))
  6880. mdef -= 20 * sc->getSCE(SC_ODINS_POWER)->val1;
  6881. if(sc->getSCE(SC_GLASTHEIM_ITEMDEF))
  6882. mdef += sc->getSCE(SC_GLASTHEIM_ITEMDEF)->val2;
  6883. if (sc->getSCE(SC_SOULGOLEM))
  6884. mdef += sc->getSCE(SC_SOULGOLEM)->val3;
  6885. if (sc->getSCE(SC_STONE_WALL))
  6886. mdef += sc->getSCE(SC_STONE_WALL)->val3;
  6887. if (sc->getSCE(SC_PACKING_ENVELOPE8))
  6888. mdef += sc->getSCE(SC_PACKING_ENVELOPE8)->val1;
  6889. if (sc->getSCE(SC_CLIMAX_CRYIMP))
  6890. mdef += 100;
  6891. if (sc->getSCE(SC_M_DEFSCROLL))
  6892. mdef += sc->getSCE(SC_M_DEFSCROLL)->val2;
  6893. return (defType)cap_value(mdef,DEFTYPE_MIN,DEFTYPE_MAX);
  6894. }
  6895. /**
  6896. * Adds magic defense (right-side) modifications based on status changes
  6897. * @param bl: Object to change mdef2 [PC|MOB|HOM|MER|ELEM]
  6898. * @param sc: Object's status change information
  6899. * @param mdef2: Initial mdef2
  6900. * @return modified mdef2 with cap_value(mdef2,SHRT_MIN,SHRT_MAX)
  6901. */
  6902. static signed short status_calc_mdef2(struct block_list *bl, status_change *sc, int mdef2)
  6903. {
  6904. if(!sc || !sc->count)
  6905. #ifdef RENEWAL
  6906. return (short)cap_value(mdef2,SHRT_MIN,SHRT_MAX);
  6907. #else
  6908. return (short)cap_value(mdef2,1,SHRT_MAX);
  6909. #endif
  6910. if(sc->getSCE(SC_BERSERK))
  6911. return 0;
  6912. if(sc->getSCE(SC_SKA))
  6913. return 90;
  6914. if(sc->getSCE(SC_MDEFSET))
  6915. return sc->getSCE(SC_MDEFSET)->val1;
  6916. if(sc->getSCE(SC_MINDBREAKER))
  6917. mdef2 -= mdef2 * sc->getSCE(SC_MINDBREAKER)->val3/100;
  6918. if(sc->getSCE(SC_BURNING))
  6919. mdef2 -= mdef2 * 25 / 100;
  6920. if(sc->getSCE(SC_ANALYZE))
  6921. mdef2 -= mdef2 * (14 * sc->getSCE(SC_ANALYZE)->val1) / 100;
  6922. #ifdef RENEWAL
  6923. return (short)cap_value(mdef2,SHRT_MIN,SHRT_MAX);
  6924. #else
  6925. return (short)cap_value(mdef2,1,SHRT_MAX);
  6926. #endif
  6927. }
  6928. /**
  6929. * Adds speed modifications based on status changes
  6930. * @param bl: Object to change speed [PC|MOB|HOM|MER|ELEM]
  6931. * @param sc: Object's status change information
  6932. * @param speed: Initial speed
  6933. * @return modified speed with cap_value(speed,10,USHRT_MAX)
  6934. */
  6935. static unsigned short status_calc_speed(struct block_list *bl, status_change *sc, int speed)
  6936. {
  6937. TBL_PC* sd = BL_CAST(BL_PC, bl);
  6938. int speed_rate = 100;
  6939. if (sc == nullptr || (sd && sd->state.permanent_speed))
  6940. return (unsigned short)cap_value(speed, MIN_WALK_SPEED, MAX_WALK_SPEED);
  6941. if (sd && pc_ismadogear(sd)) { // Mado speed is not affected by other statuses
  6942. int val = 0;
  6943. if (pc_checkskill(sd, NC_MADOLICENCE) < 5)
  6944. val = 50 - 10 * pc_checkskill(sd, NC_MADOLICENCE);
  6945. else
  6946. val -= 25;
  6947. if (sc->getSCE(SC_ACCELERATION))
  6948. val -= 25;
  6949. speed += speed * val / 100;
  6950. return (unsigned short)cap_value(speed, MIN_WALK_SPEED, MAX_WALK_SPEED);
  6951. }
  6952. if( sd && sd->ud.skilltimer != INVALID_TIMER && (pc_checkskill(sd,SA_FREECAST) > 0 || sd->ud.skill_id == LG_EXEEDBREAK) ) {
  6953. if( sd->ud.skill_id == LG_EXEEDBREAK )
  6954. speed_rate = 160 - 10 * sd->ud.skill_lv;
  6955. else
  6956. speed_rate = 175 - 5 * pc_checkskill(sd,SA_FREECAST);
  6957. } else {
  6958. int val = 0;
  6959. // GetMoveHasteValue2()
  6960. if( sc->getSCE(SC_FUSION) )
  6961. val = 25;
  6962. else if( sd ) {
  6963. if( pc_isriding(sd) || sd->sc.option&OPTION_DRAGON )
  6964. val = 25; // Same bonus
  6965. else if( pc_isridingwug(sd) )
  6966. val = 15 + 5 * pc_checkskill(sd, RA_WUGRIDER);
  6967. else if( sc->getSCE(SC_ALL_RIDING) )
  6968. val = battle_config.rental_mount_speed_boost;
  6969. }
  6970. speed_rate -= val;
  6971. // GetMoveSlowValue()
  6972. if( sd && sc->getSCE(SC_HIDING) && pc_checkskill(sd,RG_TUNNELDRIVE) > 0 )
  6973. val = 120 - 6 * pc_checkskill(sd,RG_TUNNELDRIVE);
  6974. else if( sd && sc->getSCE(SC_CHASEWALK) && sc->getSCE(SC_CHASEWALK)->val3 < 0 )
  6975. val = sc->getSCE(SC_CHASEWALK)->val3;
  6976. else {
  6977. val = 0;
  6978. // Longing for Freedom/Special Singer cancels song/dance penalty
  6979. #ifdef RENEWAL
  6980. if (sc->getSCE(SC_ENSEMBLEFATIGUE))
  6981. val = max(val, sc->getSCE(SC_ENSEMBLEFATIGUE)->val2);
  6982. #else
  6983. if( sc->getSCE(SC_LONGING) )
  6984. val = max( val, 50 - 10 * sc->getSCE(SC_LONGING)->val1 );
  6985. #endif
  6986. else
  6987. if( sd && sc->getSCE(SC_DANCING) )
  6988. 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)) );
  6989. if( sc->getSCE(SC_DECREASEAGI) )
  6990. val = max( val, 25 );
  6991. if( sc->getSCE(SC_QUAGMIRE) || sc->getSCE(SC_HALLUCINATIONWALK_POSTDELAY) || (sc->getSCE(SC_GLOOMYDAY) && sc->getSCE(SC_GLOOMYDAY)->val4) )
  6992. val = max( val, 50 );
  6993. if( sc->getSCE(SC_DONTFORGETME) )
  6994. val = max( val, sc->getSCE(SC_DONTFORGETME)->val3 );
  6995. if( sc->getSCE(SC_CURSE) )
  6996. val = max( val, 300 );
  6997. if( sc->getSCE(SC_CHASEWALK) )
  6998. val = max( val, sc->getSCE(SC_CHASEWALK)->val3 );
  6999. if( sc->getSCE(SC_WEDDING) )
  7000. val = max( val, 100 );
  7001. if( sc->getSCE(SC_JOINTBEAT) && sc->getSCE(SC_JOINTBEAT)->val2&(BREAK_ANKLE|BREAK_KNEE) )
  7002. val = max( val, (sc->getSCE(SC_JOINTBEAT)->val2&BREAK_ANKLE ? 50 : 0) + (sc->getSCE(SC_JOINTBEAT)->val2&BREAK_KNEE ? 30 : 0) );
  7003. if( sc->getSCE(SC_CLOAKING) && (sc->getSCE(SC_CLOAKING)->val4&1) == 0 )
  7004. val = max( val, sc->getSCE(SC_CLOAKING)->val1 < 3 ? 300 : 30 - 3 * sc->getSCE(SC_CLOAKING)->val1 );
  7005. if( sc->getSCE(SC_GOSPEL) && sc->getSCE(SC_GOSPEL)->val4 == BCT_ENEMY )
  7006. val = max( val, 75 );
  7007. if( sc->getSCE(SC_SLOWDOWN) ) // Slow Potion
  7008. val = max( val, sc->getSCE(SC_SLOWDOWN)->val1 );
  7009. if( sc->getSCE(SC_GATLINGFEVER) )
  7010. val = max( val, 100 );
  7011. if( sc->getSCE(SC_SUITON) )
  7012. val = max( val, sc->getSCE(SC_SUITON)->val3 );
  7013. if( sc->getSCE(SC_SWOO) )
  7014. val = max( val, 300 );
  7015. if( sc->getSCE(SC_SKA) )
  7016. val = max( val, 25 );
  7017. if( sc->getSCE(SC_FREEZING) )
  7018. val = max( val, 30 );
  7019. if( sc->getSCE(SC_MARSHOFABYSS) )
  7020. val = max( val, sc->getSCE(SC_MARSHOFABYSS)->val3 );
  7021. if( sc->getSCE(SC_CAMOUFLAGE) && sc->getSCE(SC_CAMOUFLAGE)->val1 > 2 )
  7022. val = max( val, 25 * (5 - sc->getSCE(SC_CAMOUFLAGE)->val1) );
  7023. if( sc->getSCE(SC_STEALTHFIELD) )
  7024. val = max( val, 20 );
  7025. if( sc->getSCE(SC__LAZINESS) )
  7026. val = max( val, 25 );
  7027. if( sc->getSCE(SC_ROCK_CRUSHER_ATK) )
  7028. val = max( val, sc->getSCE(SC_ROCK_CRUSHER_ATK)->val2 );
  7029. if( sc->getSCE(SC_POWER_OF_GAIA) )
  7030. val = max( val, sc->getSCE(SC_POWER_OF_GAIA)->val2 );
  7031. if( sc->getSCE(SC_MELON_BOMB) )
  7032. val = max( val, sc->getSCE(SC_MELON_BOMB)->val2 );
  7033. if( sc->getSCE(SC_REBOUND) )
  7034. val = max( val, 25 );
  7035. if( sc->getSCE(SC_B_TRAP) )
  7036. val = max( val, sc->getSCE(SC_B_TRAP)->val3 );
  7037. if (sc->getSCE(SC_CATNIPPOWDER))
  7038. val = max(val, sc->getSCE(SC_CATNIPPOWDER)->val3);
  7039. if (sc->getSCE(SC_SP_SHA))
  7040. val = max(val, sc->getSCE(SC_SP_SHA)->val2);
  7041. if (sc->getSCE(SC_CREATINGSTAR))
  7042. val = max(val, 90);
  7043. if (sc->getSCE(SC_SHIELDCHAINRUSH))
  7044. val = max(val, 20);
  7045. if (sc->getSCE(SC_GROUNDGRAVITY))
  7046. val = max(val, 20);
  7047. if( sd && sd->bonus.speed_rate + sd->bonus.speed_add_rate > 0 ) // Permanent item-based speedup
  7048. val = max( val, sd->bonus.speed_rate + sd->bonus.speed_add_rate );
  7049. }
  7050. speed_rate += val;
  7051. val = 0;
  7052. if( sc->getSCE(SC_MARSHOFABYSS) && speed_rate > 150 )
  7053. speed_rate = 150;
  7054. // GetMoveHasteValue1()
  7055. if( sc->getSCE(SC_SPEEDUP1) )
  7056. val = max( val, sc->getSCE(SC_SPEEDUP1)->val1 );
  7057. if (sc->getSCE(SC_AGIUP))
  7058. val = max(val, sc->getSCE(SC_AGIUP)->val1);
  7059. if( sc->getSCE(SC_INCREASEAGI) )
  7060. val = max( val, 25 );
  7061. if( sc->getSCE(SC_WINDWALK) )
  7062. val = max( val, 2 * sc->getSCE(SC_WINDWALK)->val1 );
  7063. if( sc->getSCE(SC_CARTBOOST) )
  7064. val = max( val, 20 );
  7065. if( sd && (sd->class_&MAPID_UPPERMASK) == MAPID_ASSASSIN && pc_checkskill(sd,TF_MISS) > 0 )
  7066. val = max( val, 1 * pc_checkskill(sd,TF_MISS) );
  7067. if( sc->getSCE(SC_CLOAKING) && (sc->getSCE(SC_CLOAKING)->val4&1) == 1 )
  7068. val = max( val, sc->getSCE(SC_CLOAKING)->val1 >= 10 ? 25 : 3 * sc->getSCE(SC_CLOAKING)->val1 - 3 );
  7069. if( sc->getSCE(SC_BERSERK) )
  7070. val = max( val, 25 );
  7071. if( sc->getSCE(SC_RUN) )
  7072. val = max( val, 55 );
  7073. if( sc->getSCE(SC_AVOID) )
  7074. val = max( val, 10 * sc->getSCE(SC_AVOID)->val1 );
  7075. if (sc->getSCE(SC_INVINCIBLE))
  7076. val = max(val, sc->getSCE(SC_INVINCIBLE)->val3);
  7077. if( sc->getSCE(SC_CLOAKINGEXCEED) )
  7078. val = max( val, sc->getSCE(SC_CLOAKINGEXCEED)->val3);
  7079. if (sc->getSCE(SC_PARALYSE) && sc->getSCE(SC_PARALYSE)->val3 == 0)
  7080. val = max(val, 50);
  7081. if( sc->getSCE(SC_HOVERING) )
  7082. val = max( val, 10 );
  7083. if( sc->getSCE(SC_GN_CARTBOOST) )
  7084. val = max( val, sc->getSCE(SC_GN_CARTBOOST)->val2 );
  7085. if( sc->getSCE(SC_SWINGDANCE) )
  7086. val = max( val, sc->getSCE(SC_SWINGDANCE)->val3 );
  7087. if( sc->getSCE(SC_WIND_STEP_OPTION) )
  7088. val = max( val, sc->getSCE(SC_WIND_STEP_OPTION)->val2 );
  7089. if( sc->getSCE(SC_FULL_THROTTLE) )
  7090. val = max( val, 25 );
  7091. if (sc->getSCE(SC_ARCLOUSEDASH))
  7092. val = max(val, sc->getSCE(SC_ARCLOUSEDASH)->val3);
  7093. if( sc->getSCE(SC_DORAM_WALKSPEED) )
  7094. val = max(val, sc->getSCE(SC_DORAM_WALKSPEED)->val1);
  7095. if (sc->getSCE(SC_RUSHWINDMILL))
  7096. val = max(val, 25); // !TODO: Confirm bonus movement speed
  7097. if (sc->getSCE(SC_EMERGENCY_MOVE))
  7098. val = max(val, sc->getSCE(SC_EMERGENCY_MOVE)->val2);
  7099. if( sc->getSCE(SC_JAWAII_SERENADE) ){
  7100. val = max( val, 25 );
  7101. }
  7102. // !FIXME: official items use a single bonus for this [ultramage]
  7103. if( sc->getSCE(SC_SPEEDUP0) ) // Temporary item-based speedup
  7104. val = max( val, sc->getSCE(SC_SPEEDUP0)->val1 );
  7105. if( sd && sd->bonus.speed_rate + sd->bonus.speed_add_rate < 0 ) // Permanent item-based speedup
  7106. val = max( val, -(sd->bonus.speed_rate + sd->bonus.speed_add_rate) );
  7107. speed_rate -= val;
  7108. if( speed_rate < 40 )
  7109. speed_rate = 40;
  7110. }
  7111. // GetSpeed()
  7112. if( sd && pc_iscarton(sd) )
  7113. speed += speed * (50 - 5 * pc_checkskill(sd,MC_PUSHCART)) / 100;
  7114. if( sc->getSCE(SC_PARALYSE) && sc->getSCE(SC_PARALYSE)->val3 == 1 )
  7115. speed += speed * 50 / 100;
  7116. if( speed_rate != 100 )
  7117. speed = speed * speed_rate / 100;
  7118. if( sc->getSCE(SC_STEELBODY) )
  7119. speed = 200;
  7120. if( sc->getSCE(SC_DEFENDER) )
  7121. speed = max(speed, 200);
  7122. if (sc->getSCE(SC_ARMOR))
  7123. speed = max(speed, 200);
  7124. if( sc->getSCE(SC_WALKSPEED) && sc->getSCE(SC_WALKSPEED)->val1 > 0 ) // ChangeSpeed
  7125. speed = speed * 100 / sc->getSCE(SC_WALKSPEED)->val1;
  7126. return (unsigned short)cap_value(speed, MIN_WALK_SPEED, MAX_WALK_SPEED);
  7127. }
  7128. #ifdef RENEWAL_ASPD
  7129. /**
  7130. * Renewal attack speed modifiers based on status changes
  7131. * This function only affects RENEWAL players and comes after base calculation
  7132. * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
  7133. * @param sc: Object's status change information
  7134. * @param fixed: True - fixed value [malufett]
  7135. * False - percentage value
  7136. * @return modified aspd
  7137. */
  7138. static short status_calc_aspd(struct block_list *bl, status_change *sc, bool fixed)
  7139. {
  7140. int bonus = 0;
  7141. if (!sc || !sc->count)
  7142. return 0;
  7143. if (fixed) {
  7144. enum sc_type sc_val;
  7145. if (!sc->getSCE(SC_QUAGMIRE)) {
  7146. // !TODO: How does Two-Hand Quicken, Adrenaline Rush, and Spear quick change? (+10%)
  7147. if (bonus < 7 && (sc->getSCE(SC_TWOHANDQUICKEN) || sc->getSCE(SC_ONEHAND) || sc->getSCE(SC_MERC_QUICKEN) || sc->getSCE(SC_ADRENALINE) || sc->getSCE(SC_SPEARQUICKEN)))
  7148. bonus = 7;
  7149. else if (bonus < 6 && sc->getSCE(SC_ADRENALINE2))
  7150. bonus = 6;
  7151. else if (bonus < 5 && sc->getSCE(SC_FLEET))
  7152. bonus = 5;
  7153. }
  7154. if (sc->getSCE(SC_ASSNCROS) && bonus < sc->getSCE(SC_ASSNCROS)->val2) {
  7155. #ifdef RENEWAL
  7156. bonus += sc->getSCE(SC_ASSNCROS)->val2;
  7157. #else
  7158. if (bl->type != BL_PC)
  7159. bonus += sc->getSCE(SC_ASSNCROS)->val2;
  7160. else {
  7161. switch(((TBL_PC*)bl)->status.weapon) {
  7162. case W_BOW:
  7163. case W_REVOLVER:
  7164. case W_RIFLE:
  7165. case W_GATLING:
  7166. case W_SHOTGUN:
  7167. case W_GRENADE:
  7168. break;
  7169. default:
  7170. bonus += sc->getSCE(SC_ASSNCROS)->val2;
  7171. break;
  7172. }
  7173. }
  7174. #endif
  7175. }
  7176. if (bonus < 20 && sc->getSCE(SC_MADNESSCANCEL))
  7177. bonus = 20;
  7178. else if (bonus < 15 && sc->getSCE(SC_BERSERK))
  7179. bonus = 15;
  7180. 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))
  7181. bonus += sc->getSCE(sc_val)->val1;
  7182. if (sc->getSCE(SC_ATTHASTE_CASH))
  7183. bonus += sc->getSCE(SC_ATTHASTE_CASH)->val1;
  7184. } else {
  7185. if (sc->getSCE(SC_DONTFORGETME))
  7186. bonus -= sc->getSCE(SC_DONTFORGETME)->val2 / 10;
  7187. #ifdef RENEWAL
  7188. if (sc->getSCE(SC_ENSEMBLEFATIGUE))
  7189. bonus -= sc->getSCE(SC_ENSEMBLEFATIGUE)->val2 / 10;
  7190. #else
  7191. if (sc->getSCE(SC_LONGING))
  7192. bonus -= sc->getSCE(SC_LONGING)->val2 / 10;
  7193. #endif
  7194. if (sc->getSCE(SC_STEELBODY))
  7195. bonus -= 25;
  7196. if (sc->getSCE(SC_SKA))
  7197. bonus -= 25;
  7198. if (sc->getSCE(SC_DEFENDER))
  7199. bonus -= sc->getSCE(SC_DEFENDER)->val4 / 10;
  7200. if (sc->getSCE(SC_GOSPEL) && sc->getSCE(SC_GOSPEL)->val4 == BCT_ENEMY)
  7201. bonus -= 75;
  7202. #ifndef RENEWAL
  7203. if (sc->getSCE(SC_GRAVITATION))
  7204. bonus -= sc->getSCE(SC_GRAVITATION)->val2 / 10; // Needs more info
  7205. #endif
  7206. if (sc->getSCE(SC_JOINTBEAT)) { // Needs more info
  7207. if (sc->getSCE(SC_JOINTBEAT)->val2&BREAK_WRIST)
  7208. bonus -= 25;
  7209. if (sc->getSCE(SC_JOINTBEAT)->val2&BREAK_KNEE)
  7210. bonus -= 10;
  7211. }
  7212. if (sc->getSCE(SC_FREEZING))
  7213. bonus -= 30;
  7214. if (sc->getSCE(SC_HALLUCINATIONWALK_POSTDELAY))
  7215. bonus -= 50;
  7216. if (sc->getSCE(SC_PARALYSE) && sc->getSCE(SC_PARALYSE)->val3 == 1)
  7217. bonus -= 10;
  7218. if (sc->getSCE(SC__BODYPAINT))
  7219. bonus -= 5 * sc->getSCE(SC__BODYPAINT)->val1;
  7220. if (sc->getSCE(SC__INVISIBILITY))
  7221. bonus -= sc->getSCE(SC__INVISIBILITY)->val2;
  7222. if (sc->getSCE(SC__GROOMY))
  7223. bonus -= sc->getSCE(SC__GROOMY)->val2;
  7224. if (sc->getSCE(SC_SWINGDANCE))
  7225. bonus += sc->getSCE(SC_SWINGDANCE)->val3;
  7226. if (sc->getSCE(SC_DANCEWITHWUG))
  7227. bonus += sc->getSCE(SC_DANCEWITHWUG)->val3;
  7228. if (sc->getSCE(SC_GLOOMYDAY))
  7229. bonus -= sc->getSCE(SC_GLOOMYDAY)->val3;
  7230. if (sc->getSCE(SC_GT_CHANGE))
  7231. bonus += sc->getSCE(SC_GT_CHANGE)->val3;
  7232. if (sc->getSCE(SC_MELON_BOMB))
  7233. bonus -= sc->getSCE(SC_MELON_BOMB)->val3;
  7234. if (sc->getSCE(SC_BOOST500))
  7235. bonus += sc->getSCE(SC_BOOST500)->val1;
  7236. if (sc->getSCE(SC_EXTRACT_SALAMINE_JUICE))
  7237. bonus += sc->getSCE(SC_EXTRACT_SALAMINE_JUICE)->val1;
  7238. if (sc->getSCE(SC_GOLDENE_FERSE))
  7239. bonus += sc->getSCE(SC_GOLDENE_FERSE)->val3;
  7240. if (sc->getSCE(SC_INCASPDRATE))
  7241. bonus += sc->getSCE(SC_INCASPDRATE)->val1;
  7242. if (sc->getSCE(SC_GATLINGFEVER))
  7243. bonus += sc->getSCE(SC_GATLINGFEVER)->val1;
  7244. if (sc->getSCE(SC_STAR_COMFORT))
  7245. bonus += 3 * sc->getSCE(SC_STAR_COMFORT)->val1;
  7246. if (sc->getSCE(SC_WIND_INSIGNIA) && sc->getSCE(SC_WIND_INSIGNIA)->val1 == 2)
  7247. bonus += 10;
  7248. if (sc->getSCE(SC_INCREASEAGI))
  7249. bonus += sc->getSCE(SC_INCREASEAGI)->val1;
  7250. if (sc->getSCE(SC_NIBELUNGEN) && sc->getSCE(SC_NIBELUNGEN)->val2 == RINGNBL_ASPDRATE)
  7251. bonus += 20;
  7252. if (sc->getSCE(SC_STARSTANCE))
  7253. bonus += sc->getSCE(SC_STARSTANCE)->val2;
  7254. if( sc->getSCE(SC_2011RWC_SCROLL) )
  7255. bonus += 5;
  7256. if( sc->getSCE(SC_SPARKCANDY) )
  7257. bonus += 25;
  7258. if( sc->getSCE(SC_ACARAJE) )
  7259. bonus += 10;
  7260. if( sc->getSCE(SC_SKF_ASPD) )
  7261. bonus += sc->getSCE(SC_SKF_ASPD)->val1;
  7262. if( sc->getSCE(SC_PORK_RIB_STEW) )
  7263. bonus += 5;
  7264. map_session_data* sd = BL_CAST(BL_PC, bl);
  7265. uint8 skill_lv;
  7266. if (sd) {
  7267. if ((skill_lv = pc_checkskill(sd, BA_MUSICALLESSON)) > 0)
  7268. bonus += skill_lv;
  7269. if ((skill_lv = pc_checkskill(sd, RG_PLAGIARISM)) > 0)
  7270. bonus += skill_lv;
  7271. }
  7272. }
  7273. return bonus;
  7274. }
  7275. #endif
  7276. /**
  7277. * Modifies ASPD by a number, rather than a percentage (10 = 1 ASPD)
  7278. * A subtraction reduces the delay, meaning an increase in ASPD
  7279. * This comes after the percentage changes and is based on status changes
  7280. * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
  7281. * @param sc: Object's status change information
  7282. * @param aspd: Object's current ASPD
  7283. * @return modified aspd
  7284. */
  7285. static short status_calc_fix_aspd(struct block_list *bl, status_change *sc, int aspd)
  7286. {
  7287. if (!sc || !sc->count)
  7288. return cap_value(aspd, 0, 2000);
  7289. if (sc->getSCE(SC_OVERED_BOOST))
  7290. return cap_value(2000 - sc->getSCE(SC_OVERED_BOOST)->val3 * 10, 0, 2000);
  7291. if ((sc->getSCE(SC_GUST_OPTION) || sc->getSCE(SC_BLAST_OPTION) || sc->getSCE(SC_WILD_STORM_OPTION)))
  7292. aspd -= 50; // +5 ASPD
  7293. if (sc->getSCE(SC_FIGHTINGSPIRIT))
  7294. aspd -= sc->getSCE(SC_FIGHTINGSPIRIT)->val2;
  7295. if (sc->getSCE(SC_MTF_ASPD))
  7296. aspd -= sc->getSCE(SC_MTF_ASPD)->val1;
  7297. if (sc->getSCE(SC_MTF_ASPD2))
  7298. aspd -= sc->getSCE(SC_MTF_ASPD2)->val1;
  7299. if (sc->getSCE(SC_SOULSHADOW))
  7300. aspd -= 10 * sc->getSCE(SC_SOULSHADOW)->val2;
  7301. if (sc->getSCE(SC_HEAT_BARREL))
  7302. aspd -= sc->getSCE(SC_HEAT_BARREL)->val1 * 10;
  7303. if (sc->getSCE(SC_EP16_2_BUFF_SS))
  7304. aspd -= 100; // +10 ASPD
  7305. if (sc->getSCE(SC_PACKING_ENVELOPE6))
  7306. aspd -= sc->getSCE(SC_PACKING_ENVELOPE6)->val1 * 10;
  7307. if (sc->getSCE(SC_SINCERE_FAITH))
  7308. aspd -= 10 * sc->getSCE(SC_SINCERE_FAITH)->val2;
  7309. if( sc->getSCE(SC_LIMIT_POWER_BOOSTER) )
  7310. aspd -= 10;
  7311. return cap_value(aspd, 0, 2000); // Will be recap for proper bl anyway
  7312. }
  7313. /**
  7314. * Calculates an object's ASPD modifier based on status changes (alters amotion value)
  7315. * Note: The scale of aspd_rate is 1000 = 100%
  7316. * Note2: This only affects Homunculus, Mercenaries, and Pre-renewal Players
  7317. * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
  7318. * @param sc: Object's status change information
  7319. * @param aspd_rate: Object's current ASPD
  7320. * @return modified aspd_rate
  7321. */
  7322. static short status_calc_aspd_rate(struct block_list *bl, status_change *sc, int aspd_rate)
  7323. {
  7324. int i;
  7325. if(!sc || !sc->count)
  7326. return cap_value(aspd_rate,0,SHRT_MAX);
  7327. int max = 0;
  7328. if (sc->getSCE(SC_STAR_COMFORT))
  7329. max = sc->getSCE(SC_STAR_COMFORT)->val2;
  7330. if (sc->getSCE(SC_TWOHANDQUICKEN) &&
  7331. max < sc->getSCE(SC_TWOHANDQUICKEN)->val2)
  7332. max = sc->getSCE(SC_TWOHANDQUICKEN)->val2;
  7333. if (sc->getSCE(SC_ONEHAND) &&
  7334. max < sc->getSCE(SC_ONEHAND)->val2)
  7335. max = sc->getSCE(SC_ONEHAND)->val2;
  7336. if (sc->getSCE(SC_MERC_QUICKEN) &&
  7337. max < sc->getSCE(SC_MERC_QUICKEN)->val2)
  7338. max = sc->getSCE(SC_MERC_QUICKEN)->val2;
  7339. if (sc->getSCE(SC_ADRENALINE2) &&
  7340. max < sc->getSCE(SC_ADRENALINE2)->val3)
  7341. max = sc->getSCE(SC_ADRENALINE2)->val3;
  7342. if (sc->getSCE(SC_ADRENALINE) &&
  7343. max < sc->getSCE(SC_ADRENALINE)->val3)
  7344. max = sc->getSCE(SC_ADRENALINE)->val3;
  7345. if (sc->getSCE(SC_SPEARQUICKEN) &&
  7346. max < sc->getSCE(SC_SPEARQUICKEN)->val2)
  7347. max = sc->getSCE(SC_SPEARQUICKEN)->val2;
  7348. if (sc->getSCE(SC_GATLINGFEVER) &&
  7349. max < sc->getSCE(SC_GATLINGFEVER)->val2)
  7350. max = sc->getSCE(SC_GATLINGFEVER)->val2;
  7351. if (sc->getSCE(SC_FLEET) &&
  7352. max < sc->getSCE(SC_FLEET)->val2)
  7353. max = sc->getSCE(SC_FLEET)->val2;
  7354. if (sc->getSCE(SC_INVINCIBLE) &&
  7355. max < sc->getSCE(SC_INVINCIBLE)->val4)
  7356. max = sc->getSCE(SC_INVINCIBLE)->val4;
  7357. if (sc->getSCE(SC_ASSNCROS) && max < sc->getSCE(SC_ASSNCROS)->val2) {
  7358. if (bl->type != BL_PC)
  7359. max = sc->getSCE(SC_ASSNCROS)->val2;
  7360. else
  7361. switch (((TBL_PC*)bl)->status.weapon) {
  7362. case W_BOW:
  7363. case W_REVOLVER:
  7364. case W_RIFLE:
  7365. case W_GATLING:
  7366. case W_SHOTGUN:
  7367. case W_GRENADE:
  7368. break;
  7369. default:
  7370. max = sc->getSCE(SC_ASSNCROS)->val2;
  7371. }
  7372. }
  7373. aspd_rate -= max;
  7374. if (sc->getSCE(SC_BERSERK))
  7375. aspd_rate -= 300;
  7376. else if (sc->getSCE(SC_MADNESSCANCEL))
  7377. aspd_rate -= 200;
  7378. if( sc->getSCE(i=SC_ASPDPOTION3) ||
  7379. sc->getSCE(i=SC_ASPDPOTION2) ||
  7380. sc->getSCE(i=SC_ASPDPOTION1) ||
  7381. sc->getSCE(i=SC_ASPDPOTION0) )
  7382. aspd_rate -= sc->getSCE(i)->val2;
  7383. if (sc->getSCE(SC_ATTHASTE_CASH))
  7384. aspd_rate -= sc->getSCE(SC_ATTHASTE_CASH)->val2;
  7385. if(sc->getSCE(SC_DONTFORGETME))
  7386. aspd_rate += sc->getSCE(SC_DONTFORGETME)->val2;
  7387. #ifdef RENEWAL
  7388. if (sc->getSCE(SC_ENSEMBLEFATIGUE))
  7389. aspd_rate += sc->getSCE(SC_ENSEMBLEFATIGUE)->val2;
  7390. #else
  7391. if(sc->getSCE(SC_LONGING))
  7392. aspd_rate += sc->getSCE(SC_LONGING)->val2;
  7393. #endif
  7394. if(sc->getSCE(SC_STEELBODY))
  7395. aspd_rate += 250;
  7396. if(sc->getSCE(SC_SKA))
  7397. aspd_rate += 250;
  7398. if(sc->getSCE(SC_DEFENDER))
  7399. aspd_rate += sc->getSCE(SC_DEFENDER)->val4;
  7400. if(sc->getSCE(SC_GOSPEL) && sc->getSCE(SC_GOSPEL)->val4 == BCT_ENEMY)
  7401. aspd_rate += 250;
  7402. #ifndef RENEWAL
  7403. if(sc->getSCE(SC_GRAVITATION))
  7404. aspd_rate += sc->getSCE(SC_GRAVITATION)->val2;
  7405. #endif
  7406. if(sc->getSCE(SC_JOINTBEAT)) {
  7407. if( sc->getSCE(SC_JOINTBEAT)->val2&BREAK_WRIST )
  7408. aspd_rate += 250;
  7409. if( sc->getSCE(SC_JOINTBEAT)->val2&BREAK_KNEE )
  7410. aspd_rate += 100;
  7411. }
  7412. if( sc->getSCE(SC_FREEZING) )
  7413. aspd_rate += 300;
  7414. if( sc->getSCE(SC_HALLUCINATIONWALK_POSTDELAY) )
  7415. aspd_rate += 500;
  7416. if( sc->getSCE(SC_PARALYSE) && sc->getSCE(SC_PARALYSE)->val3 == 1 )
  7417. aspd_rate += 100;
  7418. if( sc->getSCE(SC__BODYPAINT) )
  7419. aspd_rate += 50 * sc->getSCE(SC__BODYPAINT)->val1;
  7420. if( sc->getSCE(SC__INVISIBILITY) )
  7421. aspd_rate += sc->getSCE(SC__INVISIBILITY)->val2 * 10;
  7422. if( sc->getSCE(SC__GROOMY) )
  7423. aspd_rate += sc->getSCE(SC__GROOMY)->val2 * 10;
  7424. if( sc->getSCE(SC_SWINGDANCE) )
  7425. aspd_rate -= sc->getSCE(SC_SWINGDANCE)->val3 * 10;
  7426. if( sc->getSCE(SC_DANCEWITHWUG) )
  7427. aspd_rate -= sc->getSCE(SC_DANCEWITHWUG)->val3 * 10;
  7428. if( sc->getSCE(SC_GLOOMYDAY) )
  7429. aspd_rate += sc->getSCE(SC_GLOOMYDAY)->val3 * 10;
  7430. if( sc->getSCE(SC_GT_CHANGE) )
  7431. aspd_rate -= sc->getSCE(SC_GT_CHANGE)->val3 * 10;
  7432. if( sc->getSCE(SC_MELON_BOMB) )
  7433. aspd_rate += sc->getSCE(SC_MELON_BOMB)->val3 * 10;
  7434. if( sc->getSCE(SC_BOOST500) )
  7435. aspd_rate -= sc->getSCE(SC_BOOST500)->val1 *10;
  7436. if( sc->getSCE(SC_EXTRACT_SALAMINE_JUICE) )
  7437. aspd_rate -= sc->getSCE(SC_EXTRACT_SALAMINE_JUICE)->val1 * 10;
  7438. if( sc->getSCE(SC_INCASPDRATE) )
  7439. aspd_rate -= sc->getSCE(SC_INCASPDRATE)->val1 * 10;
  7440. if( sc->getSCE(SC_GOLDENE_FERSE))
  7441. aspd_rate -= sc->getSCE(SC_GOLDENE_FERSE)->val3 * 10;
  7442. if (sc->getSCE(SC_WIND_INSIGNIA) && sc->getSCE(SC_WIND_INSIGNIA)->val1 == 2)
  7443. aspd_rate -= 100;
  7444. if (sc->getSCE(SC_STARSTANCE))
  7445. aspd_rate -= 10 * sc->getSCE(SC_STARSTANCE)->val2;
  7446. if( sc->getSCE(SC_2011RWC_SCROLL) )
  7447. aspd_rate -= 50;
  7448. if( sc->getSCE(SC_SPARKCANDY) )
  7449. aspd_rate -= 250;
  7450. if( sc->getSCE(SC_ACARAJE) )
  7451. aspd_rate -= 100;
  7452. if( sc->getSCE(SC_SKF_ASPD) )
  7453. aspd_rate -= sc->getSCE(SC_SKF_ASPD)->val1 * 10;
  7454. if( sc->getSCE(SC_PORK_RIB_STEW) )
  7455. aspd_rate -= 50;
  7456. return (short)cap_value(aspd_rate,0,SHRT_MAX);
  7457. }
  7458. /**
  7459. * Modifies the damage delay time based on status changes
  7460. * The lower your delay, the quicker you can act after taking damage
  7461. * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
  7462. * @param sc: Object's status change information
  7463. * @param dmotion: Object's current damage delay
  7464. * @return modified delay rate
  7465. */
  7466. static unsigned short status_calc_dmotion(struct block_list *bl, status_change *sc, int dmotion)
  7467. {
  7468. /// It has been confirmed on official servers that MvP mobs have no dmotion even without endure
  7469. if( bl->type == BL_MOB && status_get_class_(bl) == CLASS_BOSS )
  7470. return 0;
  7471. if (bl->type == BL_PC) {
  7472. if (map_flag_gvg2(bl->m) || map_getmapflag(bl->m, MF_BATTLEGROUND))
  7473. return (unsigned short)cap_value(dmotion, 0, USHRT_MAX);
  7474. if (((TBL_PC *)bl)->special_state.no_walk_delay)
  7475. return 0;
  7476. }
  7477. if (sc && sc->count > 0 && (sc->getSCE(SC_ENDURE) || sc->getSCE(SC_RUN) || sc->getSCE(SC_WUGDASH) || sc->getSCE(SC_SPARKCANDY)))
  7478. return 0;
  7479. return (unsigned short)cap_value(dmotion,0,USHRT_MAX);
  7480. }
  7481. /**
  7482. * Adds power atk modifications based on status changes
  7483. * @param bl: Object to change patk [PC|MOB|HOM|MER|ELEM]
  7484. * @param sc: Object's status change information
  7485. * @param patk: Initial patk
  7486. * @return modified patk with cap_value(patk,0,USHRT_MAX)
  7487. */
  7488. static signed short status_calc_patk(struct block_list *bl, status_change *sc, int patk)
  7489. {
  7490. if (!sc || !sc->count)
  7491. return cap_value(patk, 0, SHRT_MAX);
  7492. if (sc->getSCE(SC_POWERFUL_FAITH))
  7493. patk += sc->getSCE(SC_POWERFUL_FAITH)->val3;
  7494. if (sc->getSCE(SC_COMPETENTIA))
  7495. patk += sc->getSCE(SC_COMPETENTIA)->val2;
  7496. if (sc->getSCE(SC_ABYSS_SLAYER))
  7497. patk += sc->getSCE(SC_ABYSS_SLAYER)->val2;
  7498. if (sc->getSCE(SC_PRON_MARCH))
  7499. patk += sc->getSCE(SC_PRON_MARCH)->val2;
  7500. if (sc->getSCE(SC_TEMPERING))
  7501. patk += sc->getSCE(SC_TEMPERING)->val2;
  7502. if( sc->getSCE( SC_ATTACK_STANCE ) ){
  7503. patk += sc->getSCE( SC_ATTACK_STANCE )->val3;
  7504. }
  7505. if (sc->getSCE(SC_HIDDEN_CARD))
  7506. patk += sc->getSCE(SC_HIDDEN_CARD)->val2;
  7507. return (short)cap_value(patk, 0, SHRT_MAX);
  7508. }
  7509. /**
  7510. * Adds spell matk modifications based on status changes
  7511. * @param bl: Object to change smatk [PC|MOB|HOM|MER|ELEM]
  7512. * @param sc: Object's status change information
  7513. * @param smatk: Initial smatk
  7514. * @return modified smatk with cap_value(smatk,0,USHRT_MAX)
  7515. */
  7516. static signed short status_calc_smatk(struct block_list *bl, status_change *sc, int smatk)
  7517. {
  7518. if (!sc || !sc->count)
  7519. return cap_value(smatk, 0, SHRT_MAX);
  7520. if (sc->getSCE(SC_COMPETENTIA))
  7521. smatk += sc->getSCE(SC_COMPETENTIA)->val2;
  7522. if (sc->getSCE(SC_ABYSS_SLAYER))
  7523. smatk += sc->getSCE(SC_ABYSS_SLAYER)->val2;
  7524. if (sc->getSCE(SC_JAWAII_SERENADE))
  7525. smatk += sc->getSCE(SC_JAWAII_SERENADE)->val2;
  7526. if (sc->getSCE(SC_SPELL_ENCHANTING))
  7527. smatk += sc->getSCE(SC_SPELL_ENCHANTING)->val2;
  7528. if( sc->getSCE( SC_ATTACK_STANCE ) ){
  7529. smatk += sc->getSCE( SC_ATTACK_STANCE )->val3;
  7530. }
  7531. return (short)cap_value(smatk, 0, SHRT_MAX);
  7532. }
  7533. /**
  7534. * Adds resist modifications based on status changes
  7535. * @param bl: Object to change res [PC|MOB|HOM|MER|ELEM]
  7536. * @param sc: Object's status change information
  7537. * @param res: Initial res
  7538. * @return modified res with cap_value(res,0,USHRT_MAX)
  7539. */
  7540. static signed short status_calc_res(struct block_list *bl, status_change *sc, int res)
  7541. {
  7542. if (!sc || !sc->count)
  7543. return cap_value(res, 0, SHRT_MAX);
  7544. if (sc->getSCE(SC_FIRM_FAITH))
  7545. res += sc->getSCE(SC_FIRM_FAITH)->val3;
  7546. if (sc->getSCE(SC_D_MACHINE))
  7547. res += sc->getSCE(SC_D_MACHINE)->val3;
  7548. if (sc->getSCE(SC_MUSICAL_INTERLUDE))
  7549. res += sc->getSCE(SC_MUSICAL_INTERLUDE)->val2;
  7550. if (sc->getSCE(SC_GOLDENE_TONE))
  7551. res += sc->getSCE(SC_GOLDENE_TONE)->val2;
  7552. if (sc->getSCE(SC_SHADOW_STRIP) && bl->type != BL_PC)
  7553. res -= res * sc->getSCE(SC_SHADOW_STRIP)->val2 / 100;
  7554. if (sc->getSCE(SC_AIN_RHAPSODY))
  7555. res -= sc->getSCE(SC_AIN_RHAPSODY)->val2;
  7556. if (sc->getSCE(SC_TOXIN_OF_MANDARA))
  7557. res -= sc->getSCE(SC_TOXIN_OF_MANDARA)->val2;
  7558. return (short)cap_value(res, 0, SHRT_MAX);
  7559. }
  7560. /**
  7561. * Adds magic resist modifications based on status changes
  7562. * @param bl: Object to change mres [PC|MOB|HOM|MER|ELEM]
  7563. * @param sc: Object's status change information
  7564. * @param mres: Initial mres
  7565. * @return modified mres with cap_value(mres,0,USHRT_MAX)
  7566. */
  7567. static signed short status_calc_mres(struct block_list *bl, status_change *sc, int mres)
  7568. {
  7569. if (!sc || !sc->count)
  7570. return cap_value(mres, 0, SHRT_MAX);
  7571. if (sc->getSCE(SC_GOLDENE_TONE))
  7572. mres += sc->getSCE(SC_GOLDENE_TONE)->val2;
  7573. if (sc->getSCE(SC_SHADOW_STRIP) && bl->type != BL_PC)
  7574. mres -= mres * sc->getSCE(SC_SHADOW_STRIP)->val2 / 100;
  7575. if (sc->getSCE(SC_GEF_NOCTURN))
  7576. mres -= sc->getSCE(SC_GEF_NOCTURN)->val2;
  7577. return (short)cap_value(mres, 0, SHRT_MAX);
  7578. }
  7579. /**
  7580. * Adds heal plus modifications based on status changes
  7581. * @param bl: Object to change hplus [PC|MOB|HOM|MER|ELEM]
  7582. * @param sc: Object's status change information
  7583. * @param hplus: Initial hplus
  7584. * @return modified hplus with cap_value(hplus,0,USHRT_MAX)
  7585. */
  7586. static signed short status_calc_hplus(struct block_list *bl, status_change *sc, int hplus)
  7587. {
  7588. if (!sc || !sc->count)
  7589. return cap_value(hplus, 0, SHRT_MAX);
  7590. return (short)cap_value(hplus, 0, SHRT_MAX);
  7591. }
  7592. /**
  7593. * Adds critical damage rate modifications based on status changes
  7594. * @param bl: Object to change crate [PC|MOB|HOM|MER|ELEM]
  7595. * @param sc: Object's status change information
  7596. * @param crate: Initial crate
  7597. * @return modified crate with cap_value(crate,0,USHRT_MAX)
  7598. */
  7599. static signed short status_calc_crate(struct block_list *bl, status_change *sc, int crate)
  7600. {
  7601. if (!sc || !sc->count)
  7602. return cap_value(crate, 0, SHRT_MAX);
  7603. if (sc->getSCE(SC_PRE_ACIES))
  7604. crate += sc->getSCE(SC_PRE_ACIES)->val2;
  7605. return (short)cap_value(crate, 0, SHRT_MAX);
  7606. }
  7607. /**
  7608. * Calculates a max HP based on status changes
  7609. * Values can either be percentages or fixed, based on how equations are formulated
  7610. * @param bl: Object's block_list data
  7611. * @param maxhp: Object's current max HP
  7612. * @return modified maxhp
  7613. */
  7614. static unsigned int status_calc_maxhp(struct block_list *bl, uint64 maxhp)
  7615. {
  7616. int rate = 100;
  7617. maxhp += status_get_hpbonus(bl,STATUS_BONUS_FIX);
  7618. if ((rate += status_get_hpbonus(bl,STATUS_BONUS_RATE)) != 100)
  7619. maxhp = maxhp * rate / 100;
  7620. return (unsigned int)cap_value(maxhp,1,UINT_MAX);
  7621. }
  7622. /**
  7623. * Calculates a max SP based on status changes
  7624. * Values can either be percentages or fixed, bas ed on how equations are formulated
  7625. * @param bl: Object's block_list data
  7626. * @param maxsp: Object's current max SP
  7627. * @return modified maxsp
  7628. */
  7629. static unsigned int status_calc_maxsp(struct block_list *bl, uint64 maxsp)
  7630. {
  7631. int rate = 100;
  7632. maxsp += status_get_spbonus(bl,STATUS_BONUS_FIX);
  7633. if ((rate += status_get_spbonus(bl,STATUS_BONUS_RATE)) != 100)
  7634. maxsp = maxsp * rate / 100;
  7635. return (unsigned int)cap_value(maxsp,1,UINT_MAX);
  7636. }
  7637. /**
  7638. * Calculates a max AP based on status changes
  7639. * Values can either be percentages or fixed, bas ed on how equations are formulated
  7640. * @param bl: Object's block_list data
  7641. * @param maxap: Object's current max AP
  7642. * @return modified maxap
  7643. */
  7644. static unsigned int status_calc_maxap(struct block_list *bl, uint64 maxap)
  7645. {
  7646. int rate = 100;
  7647. maxap += status_get_apbonus(bl, STATUS_BONUS_FIX);
  7648. if ((rate += status_get_apbonus(bl, STATUS_BONUS_RATE)) != 100)
  7649. maxap = maxap * rate / 100;
  7650. return (unsigned int)cap_value(maxap, 0, UINT_MAX);
  7651. }
  7652. /**
  7653. * Changes a player's element based on status changes
  7654. * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
  7655. * @param sc: Object's status change information
  7656. * @param element: Object's current element
  7657. * @return new element
  7658. */
  7659. static unsigned char status_calc_element(struct block_list *bl, status_change *sc, int element)
  7660. {
  7661. if(!sc || !sc->count)
  7662. return cap_value(element, 0, UCHAR_MAX);
  7663. if(sc->getSCE(SC_FREEZE) || sc->getSCE(SC_CRYSTAL_ARMOR_OPTION))
  7664. return ELE_WATER;
  7665. if(sc->getSCE(SC_STONE) || sc->getSCE(SC_STRONG_PROTECTION_OPTION))
  7666. return ELE_EARTH;
  7667. if(sc->getSCE(SC_FLAMEARMOR_OPTION))
  7668. return ELE_FIRE;
  7669. if(sc->getSCE(SC_EYES_OF_STORM_OPTION))
  7670. return ELE_WIND;
  7671. if(sc->getSCE(SC_POISON_SHIELD_OPTION))
  7672. return ELE_POISON;
  7673. if(sc->getSCE(SC_BENEDICTIO))
  7674. return ELE_HOLY;
  7675. if(sc->getSCE(SC_CHANGEUNDEAD))
  7676. return ELE_UNDEAD;
  7677. if(sc->getSCE(SC_ELEMENTALCHANGE))
  7678. return sc->getSCE(SC_ELEMENTALCHANGE)->val2;
  7679. if(sc->getSCE(SC_SHAPESHIFT))
  7680. return sc->getSCE(SC_SHAPESHIFT)->val2;
  7681. return (unsigned char)cap_value(element,0,UCHAR_MAX);
  7682. }
  7683. /**
  7684. * Changes a player's element level based on status changes
  7685. * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
  7686. * @param sc: Object's status change information
  7687. * @param lv: Object's current element level
  7688. * @return new element level
  7689. */
  7690. static unsigned char status_calc_element_lv(struct block_list *bl, status_change *sc, int lv)
  7691. {
  7692. if(!sc || !sc->count)
  7693. return cap_value(lv, 1, 4);
  7694. if(sc->getSCE(SC_FREEZE))
  7695. return 1;
  7696. if(sc->getSCE(SC_STONE))
  7697. return 1;
  7698. if(sc->getSCE(SC_BENEDICTIO))
  7699. return 1;
  7700. if(sc->getSCE(SC_CHANGEUNDEAD))
  7701. return 1;
  7702. if(sc->getSCE(SC_ELEMENTALCHANGE))
  7703. return sc->getSCE(SC_ELEMENTALCHANGE)->val1;
  7704. if(sc->getSCE(SC_SHAPESHIFT))
  7705. return 1;
  7706. if(sc->getSCE(SC__INVISIBILITY))
  7707. return 1;
  7708. if (sc->getSCE(SC_FLAMEARMOR_OPTION) || sc->getSCE(SC_CRYSTAL_ARMOR_OPTION) || sc->getSCE(SC_EYES_OF_STORM_OPTION) ||
  7709. sc->getSCE(SC_STRONG_PROTECTION_OPTION) || sc->getSCE(SC_POISON_SHIELD_OPTION))
  7710. return 1;
  7711. return (unsigned char)cap_value(lv,1,4);
  7712. }
  7713. /**
  7714. * Changes a player's attack element based on status changes
  7715. * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
  7716. * @param sc: Object's status change information
  7717. * @param element: Object's current attack element
  7718. * @return new attack element
  7719. */
  7720. unsigned char status_calc_attack_element(struct block_list *bl, status_change *sc, int element)
  7721. {
  7722. if(!sc || !sc->count)
  7723. return cap_value(element, 0, UCHAR_MAX);
  7724. if(sc->getSCE(SC_ENCHANTARMS))
  7725. return sc->getSCE(SC_ENCHANTARMS)->val1;
  7726. if(sc->getSCE(SC_WATERWEAPON)
  7727. || (sc->getSCE(SC_WATER_INSIGNIA) && sc->getSCE(SC_WATER_INSIGNIA)->val1 == 2) )
  7728. return ELE_WATER;
  7729. if(sc->getSCE(SC_EARTHWEAPON)
  7730. || (sc->getSCE(SC_EARTH_INSIGNIA) && sc->getSCE(SC_EARTH_INSIGNIA)->val1 == 2) )
  7731. return ELE_EARTH;
  7732. if(sc->getSCE(SC_FIREWEAPON)
  7733. || (sc->getSCE(SC_FIRE_INSIGNIA) && sc->getSCE(SC_FIRE_INSIGNIA)->val1 == 2) )
  7734. return ELE_FIRE;
  7735. if(sc->getSCE(SC_WINDWEAPON)
  7736. || (sc->getSCE(SC_WIND_INSIGNIA) && sc->getSCE(SC_WIND_INSIGNIA)->val1 == 2) )
  7737. return ELE_WIND;
  7738. if(sc->getSCE(SC_ENCPOISON))
  7739. return ELE_POISON;
  7740. if(sc->getSCE(SC_ASPERSIO))
  7741. return ELE_HOLY;
  7742. if(sc->getSCE(SC_SHADOWWEAPON))
  7743. return ELE_DARK;
  7744. if(sc->getSCE(SC_GHOSTWEAPON) || sc->getSCE(SC__INVISIBILITY))
  7745. return ELE_GHOST;
  7746. if(sc->getSCE(SC_TIDAL_WEAPON_OPTION) || sc->getSCE(SC_TIDAL_WEAPON) )
  7747. return ELE_WATER;
  7748. return (unsigned char)cap_value(element,0,UCHAR_MAX);
  7749. }
  7750. /**
  7751. * Changes the mode of an object
  7752. * @param bl: Object whose mode to change [PC|MOB|PET|HOM|NPC]
  7753. * @param sc: Object's status change data
  7754. * @param mode: Original mode
  7755. * @return mode with cap_value(mode, 0, INT_MAX)
  7756. */
  7757. static int status_calc_mode(struct block_list *bl, status_change *sc, int mode)
  7758. {
  7759. if(!sc || !sc->count)
  7760. return cap_value(mode, MD_NONE,INT_MAX);
  7761. if(sc->getSCE(SC_MODECHANGE)) {
  7762. if (sc->getSCE(SC_MODECHANGE)->val2)
  7763. mode = (mode&~MD_MASK)|sc->getSCE(SC_MODECHANGE)->val2; // Set mode
  7764. if (sc->getSCE(SC_MODECHANGE)->val3)
  7765. mode = mode|sc->getSCE(SC_MODECHANGE)->val3; // Add mode
  7766. if (sc->getSCE(SC_MODECHANGE)->val4)
  7767. mode = mode&~sc->getSCE(SC_MODECHANGE)->val4; // Del mode
  7768. }
  7769. return cap_value(mode, MD_NONE, INT_MAX);
  7770. }
  7771. /**
  7772. * Changes the mode of a slave mob
  7773. * @param md: Slave mob whose mode to change
  7774. * @param mmd: Master of slave mob
  7775. */
  7776. void status_calc_slave_mode(struct mob_data *md, struct mob_data *mmd)
  7777. {
  7778. switch (battle_config.slaves_inherit_mode) {
  7779. case 1: //Always aggressive
  7780. if (!status_has_mode(&md->status,MD_AGGRESSIVE))
  7781. sc_start4(nullptr, &md->bl, SC_MODECHANGE, 100, 1, 0, MD_AGGRESSIVE, 0, 0);
  7782. break;
  7783. case 2: //Always passive
  7784. if (status_has_mode(&md->status,MD_AGGRESSIVE))
  7785. sc_start4(nullptr, &md->bl, SC_MODECHANGE, 100, 1, 0, 0, MD_AGGRESSIVE, 0);
  7786. break;
  7787. case 4: // Overwrite with slave mode
  7788. sc_start4(nullptr, &md->bl, SC_MODECHANGE, 100, 1, MD_CANMOVE|MD_NORANDOMWALK|MD_CANATTACK, 0, 0, 0);
  7789. break;
  7790. default: //Copy master
  7791. if (status_has_mode(&mmd->status,MD_AGGRESSIVE))
  7792. sc_start4(nullptr, &md->bl, SC_MODECHANGE, 100, 1, 0, MD_AGGRESSIVE, 0, 0);
  7793. else
  7794. sc_start4(nullptr, &md->bl, SC_MODECHANGE, 100, 1, 0, 0, MD_AGGRESSIVE, 0);
  7795. break;
  7796. }
  7797. }
  7798. /**
  7799. * Gets the name of the given bl
  7800. * @param bl: Object whose name to get [PC|MOB|PET|HOM|NPC]
  7801. * @return name or "Unknown" if any other bl->type than noted above
  7802. */
  7803. const char* status_get_name(struct block_list *bl)
  7804. {
  7805. nullpo_ret(bl);
  7806. switch (bl->type) {
  7807. case BL_PC: return ((TBL_PC *)bl)->fakename[0] != '\0' ? ((TBL_PC*)bl)->fakename : ((TBL_PC*)bl)->status.name;
  7808. case BL_MOB: return ((TBL_MOB*)bl)->name;
  7809. case BL_PET: return ((TBL_PET*)bl)->pet.name;
  7810. case BL_HOM: return ((TBL_HOM*)bl)->homunculus.name;
  7811. case BL_MER: return ((TBL_MER *)bl)->db->name.c_str(); // They only have database names which are global, not specific to GID.
  7812. case BL_NPC: return ((TBL_NPC*)bl)->name;
  7813. case BL_ELEM: return ((TBL_ELEM *)bl)->db->name.c_str(); // They only have database names which are global, not specific to GID.
  7814. }
  7815. return "Unknown";
  7816. }
  7817. /**
  7818. * Gets the class/sprite id of the given bl
  7819. * @param bl: Object whose class to get [PC|MOB|PET|HOM|MER|NPC|ELEM]
  7820. * @return class or 0 if any other bl->type than noted above
  7821. */
  7822. int status_get_class(struct block_list *bl)
  7823. {
  7824. nullpo_ret(bl);
  7825. switch( bl->type ) {
  7826. case BL_PC: return ((TBL_PC*)bl)->status.class_;
  7827. case BL_MOB: return ((TBL_MOB*)bl)->vd->class_; // Class used on all code should be the view class of the mob.
  7828. case BL_PET: return ((TBL_PET*)bl)->pet.class_;
  7829. case BL_HOM: return ((TBL_HOM*)bl)->homunculus.class_;
  7830. case BL_MER: return ((TBL_MER*)bl)->mercenary.class_;
  7831. case BL_NPC: return ((TBL_NPC*)bl)->class_;
  7832. case BL_ELEM: return ((TBL_ELEM*)bl)->elemental.class_;
  7833. }
  7834. return 0;
  7835. }
  7836. /**
  7837. * Gets the base level of the given bl
  7838. * @param bl: Object whose base level to get [PC|MOB|PET|HOM|MER|NPC|ELEM]
  7839. * @return base level or 1 if any other bl->type than noted above
  7840. */
  7841. int status_get_lv(struct block_list *bl)
  7842. {
  7843. nullpo_ret(bl);
  7844. switch (bl->type) {
  7845. case BL_PC: return ((TBL_PC*)bl)->status.base_level;
  7846. case BL_MOB: return ((TBL_MOB*)bl)->level;
  7847. case BL_PET: return ((TBL_PET*)bl)->pet.level;
  7848. case BL_HOM: return ((TBL_HOM*)bl)->homunculus.level;
  7849. case BL_MER: return ((TBL_MER*)bl)->db->lv;
  7850. case BL_ELEM: return ((TBL_ELEM*)bl)->db->lv;
  7851. case BL_NPC: return ((TBL_NPC*)bl)->level;
  7852. }
  7853. return 1;
  7854. }
  7855. /**
  7856. * Gets the regeneration info of the given bl
  7857. * @param bl: Object whose regen info to get [PC|HOM|MER|ELEM]
  7858. * @return regen data or nullptr if any other bl->type than noted above
  7859. */
  7860. struct regen_data *status_get_regen_data(struct block_list *bl)
  7861. {
  7862. nullpo_retr(nullptr, bl);
  7863. switch (bl->type) {
  7864. case BL_PC: return &((TBL_PC*)bl)->regen;
  7865. case BL_HOM: return &((TBL_HOM*)bl)->regen;
  7866. case BL_MER: return &((TBL_MER*)bl)->regen;
  7867. case BL_ELEM: return &((TBL_ELEM*)bl)->regen;
  7868. default:
  7869. return nullptr;
  7870. }
  7871. }
  7872. /**
  7873. * Gets the status data of the given bl
  7874. * @param bl: Object whose status to get [PC|MOB|PET|HOM|MER|ELEM|NPC]
  7875. * @return status or "dummy_status" if any other bl->type than noted above
  7876. */
  7877. struct status_data *status_get_status_data(struct block_list *bl)
  7878. {
  7879. nullpo_retr(&dummy_status, bl);
  7880. switch (bl->type) {
  7881. case BL_PC: return &((TBL_PC*)bl)->battle_status;
  7882. case BL_MOB: return &((TBL_MOB*)bl)->status;
  7883. case BL_PET: return &((TBL_PET*)bl)->status;
  7884. case BL_HOM: return &((TBL_HOM*)bl)->battle_status;
  7885. case BL_MER: return &((TBL_MER*)bl)->battle_status;
  7886. case BL_ELEM: return &((TBL_ELEM*)bl)->battle_status;
  7887. case BL_NPC: return ((mobdb_checkid(((TBL_NPC*)bl)->class_) == 0) ? &((TBL_NPC*)bl)->status : &dummy_status);
  7888. default:
  7889. return &dummy_status;
  7890. }
  7891. }
  7892. /**
  7893. * Gets the base status data of the given bl
  7894. * @param bl: Object whose status to get [PC|MOB|PET|HOM|MER|ELEM|NPC]
  7895. * @return base_status or nullptr if any other bl->type than noted above
  7896. */
  7897. struct status_data *status_get_base_status(struct block_list *bl)
  7898. {
  7899. nullpo_retr(nullptr, bl);
  7900. switch (bl->type) {
  7901. case BL_PC: return &((TBL_PC*)bl)->base_status;
  7902. case BL_MOB: return ((TBL_MOB*)bl)->base_status ? ((TBL_MOB*)bl)->base_status : &((TBL_MOB*)bl)->db->status;
  7903. case BL_PET: return &((TBL_PET*)bl)->db->status;
  7904. case BL_HOM: return &((TBL_HOM*)bl)->base_status;
  7905. case BL_MER: return &((TBL_MER*)bl)->base_status;
  7906. case BL_ELEM: return &((TBL_ELEM*)bl)->base_status;
  7907. case BL_NPC: return ((mobdb_checkid(((TBL_NPC*)bl)->class_) == 0) ? &((TBL_NPC*)bl)->status : nullptr);
  7908. default:
  7909. return nullptr;
  7910. }
  7911. }
  7912. /**
  7913. * Gets the defense of the given bl
  7914. * @param bl: Object whose defense to get [PC|MOB|HOM|MER|ELEM]
  7915. * @return defense with cap_value(def, DEFTYPE_MIN, DEFTYPE_MAX)
  7916. */
  7917. defType status_get_def(struct block_list *bl)
  7918. {
  7919. struct unit_data *ud;
  7920. struct status_data *status = status_get_status_data(bl);
  7921. int def = status?status->def:0;
  7922. ud = unit_bl2ud(bl);
  7923. if (ud && ud->skilltimer != INVALID_TIMER)
  7924. def -= def * skill_get_castdef(ud->skill_id)/100;
  7925. return cap_value(def, DEFTYPE_MIN, DEFTYPE_MAX);
  7926. }
  7927. /**
  7928. * Gets the walking speed of the given bl
  7929. * @param bl: Object whose speed to get [PC|MOB|PET|HOM|MER|ELEM|NPC]
  7930. * @return speed
  7931. */
  7932. unsigned short status_get_speed(struct block_list *bl)
  7933. {
  7934. if(bl->type==BL_NPC)// Only BL with speed data but no status_data [Skotlex]
  7935. return ((struct npc_data *)bl)->speed;
  7936. return status_get_status_data(bl)->speed;
  7937. }
  7938. /**
  7939. * Gets the party ID of the given bl
  7940. * @param bl: Object whose party ID to get [PC|MOB|PET|HOM|MER|SKILL|ELEM]
  7941. * @return party ID
  7942. */
  7943. int status_get_party_id(struct block_list *bl)
  7944. {
  7945. nullpo_ret(bl);
  7946. switch (bl->type) {
  7947. case BL_PC:
  7948. return ((TBL_PC*)bl)->status.party_id;
  7949. case BL_PET:
  7950. if (((TBL_PET*)bl)->master)
  7951. return ((TBL_PET*)bl)->master->status.party_id;
  7952. break;
  7953. case BL_MOB: {
  7954. struct mob_data *md=(TBL_MOB*)bl;
  7955. if( md->master_id > 0 ) {
  7956. map_session_data *msd;
  7957. if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != nullptr)
  7958. return msd->status.party_id;
  7959. return -md->master_id;
  7960. }
  7961. }
  7962. break;
  7963. case BL_HOM:
  7964. if (((TBL_HOM*)bl)->master)
  7965. return ((TBL_HOM*)bl)->master->status.party_id;
  7966. break;
  7967. case BL_MER:
  7968. if (((TBL_MER*)bl)->master)
  7969. return ((TBL_MER*)bl)->master->status.party_id;
  7970. break;
  7971. case BL_SKILL:
  7972. if (((TBL_SKILL*)bl)->group)
  7973. return ((TBL_SKILL*)bl)->group->party_id;
  7974. break;
  7975. case BL_ELEM:
  7976. if (((TBL_ELEM*)bl)->master)
  7977. return ((TBL_ELEM*)bl)->master->status.party_id;
  7978. break;
  7979. }
  7980. return 0;
  7981. }
  7982. /**
  7983. * Gets the guild ID of the given bl
  7984. * @param bl: Object whose guild ID to get [PC|MOB|PET|HOM|MER|SKILL|ELEM|NPC]
  7985. * @return guild ID
  7986. */
  7987. int status_get_guild_id(struct block_list *bl)
  7988. {
  7989. nullpo_ret(bl);
  7990. switch (bl->type) {
  7991. case BL_PC:
  7992. return ((TBL_PC*)bl)->status.guild_id;
  7993. case BL_PET:
  7994. if (((TBL_PET*)bl)->master)
  7995. return ((TBL_PET*)bl)->master->status.guild_id;
  7996. break;
  7997. case BL_MOB:
  7998. {
  7999. map_session_data *msd;
  8000. struct mob_data *md = (struct mob_data *)bl;
  8001. if (md->guardian_data) // Guardian's guild [Skotlex]
  8002. return md->guardian_data->guild_id;
  8003. if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != nullptr)
  8004. return msd->status.guild_id; // Alchemist's mobs [Skotlex]
  8005. }
  8006. break;
  8007. case BL_HOM:
  8008. if (((TBL_HOM*)bl)->master)
  8009. return ((TBL_HOM*)bl)->master->status.guild_id;
  8010. break;
  8011. case BL_MER:
  8012. if (((TBL_MER*)bl)->master)
  8013. return ((TBL_MER*)bl)->master->status.guild_id;
  8014. break;
  8015. case BL_NPC:
  8016. if (((TBL_NPC*)bl)->subtype == NPCTYPE_SCRIPT)
  8017. return ((TBL_NPC*)bl)->u.scr.guild_id;
  8018. break;
  8019. case BL_SKILL:
  8020. if (((TBL_SKILL*)bl)->group)
  8021. return ((TBL_SKILL*)bl)->group->guild_id;
  8022. break;
  8023. case BL_ELEM:
  8024. if (((TBL_ELEM*)bl)->master)
  8025. return ((TBL_ELEM*)bl)->master->status.guild_id;
  8026. break;
  8027. }
  8028. return 0;
  8029. }
  8030. /**
  8031. * Gets the guild emblem ID of the given bl
  8032. * @param bl: Object whose emblem ID to get [PC|MOB|PET|HOM|MER|SKILL|ELEM|NPC]
  8033. * @return guild emblem ID
  8034. */
  8035. int status_get_emblem_id(struct block_list *bl)
  8036. {
  8037. nullpo_ret(bl);
  8038. switch (bl->type) {
  8039. case BL_PC:
  8040. return ((TBL_PC*)bl)->guild_emblem_id;
  8041. case BL_PET:
  8042. if (((TBL_PET*)bl)->master)
  8043. return ((TBL_PET*)bl)->master->guild_emblem_id;
  8044. break;
  8045. case BL_MOB:
  8046. {
  8047. map_session_data *msd;
  8048. struct mob_data *md = (struct mob_data *)bl;
  8049. if (md->guardian_data) // Guardian's guild [Skotlex]
  8050. return md->guardian_data->emblem_id;
  8051. if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != nullptr)
  8052. return msd->guild_emblem_id; // Alchemist's mobs [Skotlex]
  8053. }
  8054. break;
  8055. case BL_HOM:
  8056. if (((TBL_HOM*)bl)->master)
  8057. return ((TBL_HOM*)bl)->master->guild_emblem_id;
  8058. break;
  8059. case BL_MER:
  8060. if (((TBL_MER*)bl)->master)
  8061. return ((TBL_MER*)bl)->master->guild_emblem_id;
  8062. break;
  8063. case BL_NPC:
  8064. if (((TBL_NPC*)bl)->subtype == NPCTYPE_SCRIPT && ((TBL_NPC*)bl)->u.scr.guild_id > 0) {
  8065. auto g = guild_search(((TBL_NPC*)bl)->u.scr.guild_id);
  8066. if (g)
  8067. return g->guild.emblem_id;
  8068. }
  8069. break;
  8070. case BL_ELEM:
  8071. if (((TBL_ELEM*)bl)->master)
  8072. return ((TBL_ELEM*)bl)->master->guild_emblem_id;
  8073. break;
  8074. }
  8075. return 0;
  8076. }
  8077. /**
  8078. * Gets the race2 of a mob or pet
  8079. * @param bl: Object whose race2 to get [MOB|PET]
  8080. * @return race2
  8081. */
  8082. std::vector<e_race2> status_get_race2(struct block_list *bl)
  8083. {
  8084. nullpo_retr(std::vector<e_race2>(),bl);
  8085. if (bl->type == BL_MOB)
  8086. return ((struct mob_data *)bl)->db->race2;
  8087. if (bl->type == BL_PET)
  8088. return ((struct pet_data *)bl)->db->race2;
  8089. return std::vector<e_race2>();
  8090. }
  8091. /**
  8092. * Checks if an object is dead
  8093. * @param bl: Object to check [PC|MOB|HOM|MER|ELEM]
  8094. * @return 1: Is dead or 0: Is alive
  8095. */
  8096. int status_isdead(struct block_list *bl)
  8097. {
  8098. nullpo_ret(bl);
  8099. return status_get_status_data(bl)->hp == 0;
  8100. }
  8101. /**
  8102. * Checks if an object is immune to magic
  8103. * @param bl: Object to check [PC|MOB|HOM|MER|ELEM]
  8104. * @return value of magic damage to be blocked
  8105. */
  8106. int status_isimmune(struct block_list *bl)
  8107. {
  8108. status_change *sc =status_get_sc(bl);
  8109. if (sc) {
  8110. if (sc->getSCE(SC_HERMODE))
  8111. return 100;
  8112. if (sc->getSCE(SC_DEADLY_DEFEASANCE))
  8113. return 0;
  8114. }
  8115. if (bl->type == BL_PC &&
  8116. ((TBL_PC*)bl)->special_state.no_magic_damage >= battle_config.gtb_sc_immunity)
  8117. return ((TBL_PC*)bl)->special_state.no_magic_damage;
  8118. return 0;
  8119. }
  8120. /**
  8121. * Get view data of an object
  8122. * @param bl: Object whose view data to get [PC|MOB|PET|HOM|MER|ELEM|NPC]
  8123. * @return view data structure bl->vd
  8124. */
  8125. struct view_data* status_get_viewdata(struct block_list *bl)
  8126. {
  8127. nullpo_retr(nullptr, bl);
  8128. switch (bl->type) {
  8129. case BL_PC: return &((TBL_PC*)bl)->vd;
  8130. case BL_MOB: return ((TBL_MOB*)bl)->vd;
  8131. case BL_PET: return &((TBL_PET*)bl)->vd;
  8132. case BL_NPC: return &((TBL_NPC*)bl)->vd;
  8133. case BL_HOM: return ((TBL_HOM*)bl)->vd;
  8134. case BL_MER: return ((TBL_MER*)bl)->vd;
  8135. case BL_ELEM: return ((TBL_ELEM*)bl)->vd;
  8136. }
  8137. return nullptr;
  8138. }
  8139. /**
  8140. * Set view data of an object
  8141. * This function deals with class, mount, and item views
  8142. * SC views are set in clif_getareachar_unit()
  8143. * @param bl: Object whose view data to set [PC|MOB|PET|HOM|MER|ELEM|NPC]
  8144. * @param class_: class of the object
  8145. */
  8146. void status_set_viewdata(struct block_list *bl, int class_)
  8147. {
  8148. struct view_data* vd;
  8149. nullpo_retv(bl);
  8150. if (mobdb_checkid(class_) || mob_is_clone(class_))
  8151. vd = mob_get_viewdata(class_);
  8152. else if (npcdb_checkid(class_))
  8153. vd = npc_get_viewdata(class_);
  8154. else if (homdb_checkid(class_))
  8155. vd = hom_get_viewdata(class_);
  8156. else if (mercenary_db.exists(class_))
  8157. vd = mercenary_get_viewdata(class_);
  8158. else if (elemental_db.exists(class_))
  8159. vd = elemental_get_viewdata(class_);
  8160. else
  8161. vd = nullptr;
  8162. switch (bl->type) {
  8163. case BL_PC:
  8164. {
  8165. TBL_PC* sd = (TBL_PC*)bl;
  8166. if (pcdb_checkid(class_)) {
  8167. if (sd->sc.option&OPTION_RIDING) {
  8168. switch (class_) { // Adapt class to a Mounted one.
  8169. case JOB_KNIGHT:
  8170. class_ = JOB_KNIGHT2;
  8171. break;
  8172. case JOB_CRUSADER:
  8173. class_ = JOB_CRUSADER2;
  8174. break;
  8175. case JOB_LORD_KNIGHT:
  8176. class_ = JOB_LORD_KNIGHT2;
  8177. break;
  8178. case JOB_PALADIN:
  8179. class_ = JOB_PALADIN2;
  8180. break;
  8181. case JOB_BABY_KNIGHT:
  8182. class_ = JOB_BABY_KNIGHT2;
  8183. break;
  8184. case JOB_BABY_CRUSADER:
  8185. class_ = JOB_BABY_CRUSADER2;
  8186. break;
  8187. }
  8188. }
  8189. sd->vd.class_ = class_;
  8190. clif_get_weapon_view(sd, &sd->vd.weapon, &sd->vd.shield);
  8191. sd->vd.head_top = sd->status.head_top;
  8192. sd->vd.head_mid = sd->status.head_mid;
  8193. sd->vd.head_bottom = sd->status.head_bottom;
  8194. sd->vd.hair_style = cap_value(sd->status.hair, MIN_HAIR_STYLE, MAX_HAIR_STYLE);
  8195. sd->vd.hair_color = cap_value(sd->status.hair_color, MIN_HAIR_COLOR, MAX_HAIR_COLOR);
  8196. sd->vd.cloth_color = cap_value(sd->status.clothes_color, MIN_CLOTH_COLOR, MAX_CLOTH_COLOR);
  8197. sd->vd.body_style = cap_value(sd->status.body, MIN_BODY_STYLE, MAX_BODY_STYLE);
  8198. sd->vd.sex = sd->status.sex;
  8199. if (sd->vd.cloth_color) {
  8200. if(sd->sc.option&OPTION_WEDDING && battle_config.wedding_ignorepalette)
  8201. sd->vd.cloth_color = 0;
  8202. if(sd->sc.option&OPTION_XMAS && battle_config.xmas_ignorepalette)
  8203. sd->vd.cloth_color = 0;
  8204. if(sd->sc.option&(OPTION_SUMMER|OPTION_SUMMER2) && battle_config.summer_ignorepalette)
  8205. sd->vd.cloth_color = 0;
  8206. if(sd->sc.option&OPTION_HANBOK && battle_config.hanbok_ignorepalette)
  8207. sd->vd.cloth_color = 0;
  8208. if(sd->sc.option&OPTION_OKTOBERFEST && battle_config.oktoberfest_ignorepalette)
  8209. sd->vd.cloth_color = 0;
  8210. }
  8211. if ( sd->vd.body_style && sd->sc.option&OPTION_COSTUME)
  8212. sd->vd.body_style = 0;
  8213. } else if (vd)
  8214. memcpy(&sd->vd, vd, sizeof(struct view_data));
  8215. else
  8216. ShowError("status_set_viewdata (PC): No view data for class %d\n", class_);
  8217. }
  8218. break;
  8219. case BL_MOB:
  8220. {
  8221. TBL_MOB* md = (TBL_MOB*)bl;
  8222. if (vd){
  8223. mob_free_dynamic_viewdata( md );
  8224. md->vd = vd;
  8225. }else if( pcdb_checkid( class_ ) ){
  8226. mob_set_dynamic_viewdata( md );
  8227. md->vd->class_ = class_;
  8228. md->vd->hair_style = cap_value(md->vd->hair_style, MIN_HAIR_STYLE, MAX_HAIR_STYLE);
  8229. md->vd->hair_color = cap_value(md->vd->hair_color, MIN_HAIR_COLOR, MAX_HAIR_COLOR);
  8230. }else
  8231. ShowError("status_set_viewdata (MOB): No view data for class %d\n", class_);
  8232. }
  8233. break;
  8234. case BL_PET:
  8235. {
  8236. TBL_PET* pd = (TBL_PET*)bl;
  8237. if (vd) {
  8238. memcpy(&pd->vd, vd, sizeof(struct view_data));
  8239. if (!pcdb_checkid(vd->class_)) {
  8240. pd->vd.hair_style = battle_config.pet_hair_style;
  8241. if(pd->pet.equip) {
  8242. pd->vd.head_bottom = itemdb_viewid(pd->pet.equip);
  8243. if (!pd->vd.head_bottom)
  8244. pd->vd.head_bottom = pd->pet.equip;
  8245. }
  8246. }
  8247. } else
  8248. ShowError("status_set_viewdata (PET): No view data for class %d\n", class_);
  8249. }
  8250. break;
  8251. case BL_NPC:
  8252. {
  8253. TBL_NPC* nd = (TBL_NPC*)bl;
  8254. if (vd)
  8255. memcpy(&nd->vd, vd, sizeof(struct view_data));
  8256. else if (pcdb_checkid(class_)) {
  8257. memset(&nd->vd, 0, sizeof(struct view_data));
  8258. nd->vd.class_ = class_;
  8259. nd->vd.hair_style = cap_value(nd->vd.hair_style, MIN_HAIR_STYLE, MAX_HAIR_STYLE);
  8260. } else {
  8261. ShowError("status_set_viewdata (NPC): Invalid view data %d\n", class_);
  8262. if (bl->m >= 0)
  8263. ShowDebug("Source (NPC): %s at %s (%d,%d)\n", nd->name, map_mapid2mapname(bl->m), bl->x, bl->y);
  8264. else
  8265. ShowDebug("Source (NPC): %s (invisible/not on a map)\n", nd->name);
  8266. ShowDebug( "Source (NPC): %s is located in: %s\n", nd->name, nd->path );
  8267. }
  8268. break;
  8269. }
  8270. break;
  8271. case BL_HOM:
  8272. {
  8273. struct homun_data *hd = (struct homun_data*)bl;
  8274. if (vd)
  8275. hd->vd = vd;
  8276. else
  8277. ShowError("status_set_viewdata (HOMUNCULUS): No view data for class %d\n", class_);
  8278. }
  8279. break;
  8280. case BL_MER:
  8281. {
  8282. s_mercenary_data *md = (s_mercenary_data*)bl;
  8283. if (vd)
  8284. md->vd = vd;
  8285. else
  8286. ShowError("status_set_viewdata (MERCENARY): No view data for class %d\n", class_);
  8287. }
  8288. break;
  8289. case BL_ELEM:
  8290. {
  8291. s_elemental_data *ed = (s_elemental_data*)bl;
  8292. if (vd)
  8293. ed->vd = vd;
  8294. else
  8295. ShowError("status_set_viewdata (ELEMENTAL): No view data for class %d\n", class_);
  8296. }
  8297. break;
  8298. }
  8299. }
  8300. /**
  8301. * Get status change data of an object
  8302. * @param bl: Object whose sc data to get [PC|MOB|HOM|MER|ELEM|NPC]
  8303. * @return status change data structure bl->sc
  8304. */
  8305. status_change *status_get_sc(struct block_list *bl)
  8306. {
  8307. if( bl )
  8308. switch (bl->type) {
  8309. case BL_PC: return &((TBL_PC*)bl)->sc;
  8310. case BL_MOB: return &((TBL_MOB*)bl)->sc;
  8311. case BL_NPC: return &((TBL_NPC*)bl)->sc;
  8312. case BL_HOM: return &((TBL_HOM*)bl)->sc;
  8313. case BL_MER: return &((TBL_MER*)bl)->sc;
  8314. case BL_ELEM: return &((TBL_ELEM*)bl)->sc;
  8315. }
  8316. return nullptr;
  8317. }
  8318. /**
  8319. * Initiate (memset) the status change data of an object
  8320. * @param bl: Object whose sc data to memset [PC|MOB|HOM|MER|ELEM|NPC]
  8321. */
  8322. void status_change_init(struct block_list *bl)
  8323. {
  8324. status_change *sc = status_get_sc(bl);
  8325. nullpo_retv(sc);
  8326. memset(sc, 0, sizeof (status_change));
  8327. sc->lastEffect = SC_NONE;
  8328. sc->lastEffectTimer = INVALID_TIMER;
  8329. }
  8330. /*========================================== [Playtester]
  8331. * Returns the interval for status changes that iterate multiple times
  8332. * through the timer (e.g. those that deal damage in regular intervals)
  8333. * @param type: Status change (SC_*)
  8334. *------------------------------------------*/
  8335. static int status_get_sc_interval(enum sc_type type)
  8336. {
  8337. switch (type) {
  8338. case SC_POISON:
  8339. case SC_LEECHESEND:
  8340. case SC_DPOISON:
  8341. case SC_DEATHHURT:
  8342. case SC_GRADUAL_GRAVITY:
  8343. case SC_KILLING_AURA:
  8344. case SC_BOSSMAPINFO:
  8345. return 1000;
  8346. case SC_BURNING:
  8347. case SC_PYREXIA:
  8348. return 3000;
  8349. case SC_MAGICMUSHROOM:
  8350. return 4000;
  8351. case SC_STONE:
  8352. return 5000;
  8353. case SC_BLEEDING:
  8354. case SC_TOXIN:
  8355. return 10000;
  8356. case SC_HELLS_PLANT:
  8357. return 333;
  8358. case SC_SHIELDSPELL_HP:
  8359. return 3000;
  8360. case SC_SHIELDSPELL_SP:
  8361. return 5000;
  8362. default:
  8363. break;
  8364. }
  8365. return 0;
  8366. }
  8367. /**
  8368. * Applies SC defense to a given status change
  8369. * This function also determines whether or not the status change will be applied
  8370. * @param src: Source of the status change [PC|MOB|HOM|MER|ELEM|NPC]
  8371. * @param bl: Target of the status change
  8372. * @param type: Status change (SC_*)
  8373. * @param rate: Initial percentage rate of affecting bl (0~10000)
  8374. * @param tick: Initial duration that the status change affects bl
  8375. * @param flag: Value which determines what parts to calculate. See e_status_change_start_flags
  8376. * @return adjusted duration based on flag values
  8377. */
  8378. 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)
  8379. {
  8380. /// Resistance rate: 10000 = 100%
  8381. /// Example: 50% (5000) -> sc_def = 5000 -> 25%;
  8382. /// 5000ms -> tick_def = 5000 -> 2500ms
  8383. int sc_def = 0, tick_def = -1; // -1 = use sc_def
  8384. /// Fixed resistance value (after rate calculation)
  8385. /// Example: 25% (2500) -> sc_def2 = 2000 -> 5%;
  8386. /// 2500ms -> tick_def2=2000 -> 500ms
  8387. int sc_def2 = 0, tick_def2 = 0;
  8388. struct status_data *status, *status_src;
  8389. status_change *sc;
  8390. map_session_data *sd;
  8391. nullpo_ret(bl);
  8392. if (src == nullptr)
  8393. return tick?tick:1; // This should not happen in current implementation, but leave it anyway
  8394. // Skills (magic type) that are blocked by Golden Thief Bug card or Wand of Hermod
  8395. if (status_isimmune(bl)) {
  8396. std::shared_ptr<s_skill_db> skill = skill_db.find(battle_getcurrentskill(src));
  8397. if (skill == nullptr) // Check for ground-type skills using the status when a player moves through units
  8398. skill = skill_db.find(status_db.getSkill(type));
  8399. if (skill != nullptr && skill->skill_type == BF_MAGIC && // Basic magic skill
  8400. !skill->inf2[INF2_IGNOREGTB] && // Specific skill to bypass
  8401. ((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
  8402. (skill->inf == INF_SELF_SKILL && src != bl))) // Self skills should get blocked on all targets except self
  8403. return 0;
  8404. }
  8405. sd = BL_CAST(BL_PC,bl);
  8406. status = status_get_status_data(bl);
  8407. status_src = status_get_status_data(src);
  8408. sc = status_get_sc(bl);
  8409. if( sc && !sc->count )
  8410. sc = nullptr;
  8411. #ifdef RENEWAL
  8412. uint16 levelAdv = (static_cast<uint16>(pow(max(0, status_get_lv(src) - status_get_lv(bl)), 2)) / 5) * 100;
  8413. #endif
  8414. switch (type) {
  8415. case SC_POISON:
  8416. case SC_DPOISON:
  8417. #ifndef RENEWAL
  8418. sc_def = status->vit*100;
  8419. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  8420. if (sd) {
  8421. // For players: 60000 - 450*vit - 100*luk
  8422. tick_def = status->vit*75;
  8423. tick_def2 = status->luk*100;
  8424. } else {
  8425. // For monsters: 30000 - 200*vit
  8426. tick /= 2;
  8427. tick_def = (status->vit*200)/3;
  8428. }
  8429. #else
  8430. sc_def = status->vit * 100 - levelAdv;
  8431. tick_def2 = -2000;
  8432. #endif
  8433. break;
  8434. case SC_STUN:
  8435. #ifndef RENEWAL
  8436. sc_def = status->vit*100;
  8437. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  8438. tick_def2 = status->luk*10;
  8439. #else
  8440. sc_def = status->vit * 100 - levelAdv;
  8441. tick_def2 = -500;
  8442. #endif
  8443. break;
  8444. case SC_SILENCE:
  8445. #ifndef RENEWAL
  8446. sc_def = status->vit*100;
  8447. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  8448. tick_def2 = status->luk*10;
  8449. #else
  8450. sc_def = status->int_ * 100 - levelAdv;
  8451. tick_def2 = -2000;
  8452. #endif
  8453. break;
  8454. case SC_BLEEDING:
  8455. #ifndef RENEWAL
  8456. sc_def = status->vit*100;
  8457. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  8458. tick_def2 = status->luk*10;
  8459. #else
  8460. sc_def = status->agi * 100 - levelAdv;
  8461. tick_def2 = -12000;
  8462. #endif
  8463. break;
  8464. case SC_SLEEP:
  8465. #ifndef RENEWAL
  8466. sc_def = status->int_*100;
  8467. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  8468. tick_def2 = status->luk*10;
  8469. #else
  8470. sc_def = status->agi * 100 - levelAdv;
  8471. tick_def2 = -2000;
  8472. #endif
  8473. break;
  8474. case SC_STONEWAIT:
  8475. #ifndef RENEWAL
  8476. sc_def = status->mdef*100;
  8477. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  8478. tick_def = 0; // No duration reduction
  8479. #else
  8480. sc_def = status->mdef * 100 - levelAdv;
  8481. tick_def2 = -3000;
  8482. #endif
  8483. break;
  8484. case SC_FREEZE:
  8485. #ifndef RENEWAL
  8486. sc_def = status->mdef*100;
  8487. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  8488. tick_def2 = status_src->luk*-10; // Caster can increase final duration with luk
  8489. #else
  8490. sc_def = status->mdef * 100 - levelAdv;
  8491. tick_def2 = -3000;
  8492. #endif
  8493. break;
  8494. case SC_CURSE:
  8495. // Special property: immunity when luk is zero
  8496. if (status->luk == 0)
  8497. return 0;
  8498. #ifndef RENEWAL
  8499. sc_def = status->luk*100;
  8500. sc_def2 = status->luk*10 - status_get_lv(src)*10; // Curse only has a level penalty and no resistance
  8501. tick_def = status->vit*100;
  8502. tick_def2 = status->luk*10;
  8503. #else
  8504. sc_def = status->luk * 100 - levelAdv;
  8505. tick_def2 = -2000;
  8506. #endif
  8507. break;
  8508. case SC_BLIND:
  8509. #ifndef RENEWAL
  8510. sc_def = (status->vit + status->int_)*50;
  8511. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  8512. tick_def2 = status->luk*10;
  8513. #else
  8514. sc_def = status->int_ * 100 - levelAdv;
  8515. tick_def2 = -2000;
  8516. #endif
  8517. break;
  8518. case SC_CONFUSION:
  8519. #ifndef RENEWAL
  8520. sc_def = (status->str + status->int_)*50;
  8521. sc_def2 = status_get_lv(src)*10 - status_get_lv(bl)*10 - status->luk*10; // Reversed sc_def2
  8522. tick_def2 = status->luk*10;
  8523. #else
  8524. sc_def = status->luk * 100 - levelAdv;
  8525. tick_def2 = -2000;
  8526. #endif
  8527. break;
  8528. case SC_DECREASEAGI:
  8529. if (sd)
  8530. tick /= 2; // Half duration for players.
  8531. sc_def2 = status->mdef*100;
  8532. break;
  8533. case SC_JOINTBEAT:
  8534. tick_def2 = 1000 * ((status->luk / 2 + status->agi / 5) / 2); // (50 * LUK / 100 + 20 * AGI / 100) / 2
  8535. break;
  8536. case SC_DEEPSLEEP:
  8537. tick_def2 = status_get_base_status(bl)->int_ * 25 + status_get_lv(bl) * 50;
  8538. break;
  8539. case SC_NETHERWORLD:
  8540. // Resistance: {(Target's Base Level / 50) + (Target's Job Level / 10)} seconds
  8541. tick_def2 = status_get_lv(bl) * 20 + (sd ? sd->status.job_level : 1) * 100;
  8542. break;
  8543. case SC_MARSHOFABYSS:
  8544. // 5 second (Fixed) + 25 second - {( INT + LUK ) / 20 second }
  8545. tick_def2 = (status->int_ + status->luk)*50;
  8546. break;
  8547. case SC_STASIS:
  8548. // 10 second (fixed) + { Stasis Skill level * 10 - (Target's VIT + DEX) / 20 }
  8549. tick_def2 = (status->vit + status->dex) * 50;
  8550. break;
  8551. case SC_WHITEIMPRISON:
  8552. if( src == bl ) // 100% on caster
  8553. break;
  8554. sc_def = status->str * 20 + status_get_lv(bl) * 20 + status->luk * 10;
  8555. tick_def2 = -2000;
  8556. break;
  8557. case SC_FEAR:
  8558. sc_def = status->int_ * 20 + status_get_lv(bl) * 20 + status->luk * 10;
  8559. tick_def2 = -4000; // 2 seconds is applied twice on Aegis
  8560. break;
  8561. case SC_BURNING:
  8562. sc_def = status->agi * 20 + status_get_lv(bl) * 20 + status->luk * 10;
  8563. tick_def2 = -2000;
  8564. break;
  8565. case SC_FREEZING:
  8566. tick_def2 = (status->vit + status->dex) * 50;
  8567. break;
  8568. case SC_OBLIVIONCURSE: // 100% - (100 - 0.8 x INT)
  8569. sc_def = status->int_ * 80;
  8570. sc_def = max(sc_def, 500); // minimum of 5% resist
  8571. tick_def = 0;
  8572. tick_def2 = (status->vit + status->luk) * 500;
  8573. break;
  8574. case SC_TOXIN:
  8575. case SC_PARALYSE:
  8576. case SC_VENOMBLEED:
  8577. case SC_MAGICMUSHROOM:
  8578. case SC_DEATHHURT:
  8579. case SC_PYREXIA:
  8580. case SC_LEECHESEND:
  8581. tick_def2 = (status->vit + status->luk) * 500;
  8582. break;
  8583. case SC_BITE: // {(Base Success chance) - (Target's AGI / 4)}
  8584. sc_def2 = status->agi*25;
  8585. break;
  8586. case SC_ELECTRICSHOCKER:
  8587. tick_def2 = (status->vit + status->agi) * 70;
  8588. break;
  8589. case SC_CRYSTALIZE:
  8590. tick_def2 = status_get_base_status(bl)->vit * 100;
  8591. break;
  8592. case SC_VACUUM_EXTREME:
  8593. tick_def2 = (sd ? sd->status.str : status_get_base_status(bl)->str) * 50;
  8594. break;
  8595. case SC_KYOUGAKU:
  8596. tick_def2 = 30*status->int_;
  8597. break;
  8598. case SC_PARALYSIS:
  8599. tick_def2 = (status->vit + status->luk)*50;
  8600. break;
  8601. case SC_VOICEOFSIREN:
  8602. // Resistance: {(Target's Base Level / 10) + (Target's Job Level / 5)} seconds
  8603. tick_def2 = status_get_lv(bl) * 100 + (sd ? sd->status.job_level : 1) * 200;
  8604. break;
  8605. case SC_B_TRAP:
  8606. tick_def = (sd ? sd->status.str : status_get_base_status(bl)->str) * 50; //! TODO: Figure out reduction formula
  8607. break;
  8608. case SC_NORECOVER_STATE:
  8609. tick_def2 = status->luk * 100;
  8610. break;
  8611. default:
  8612. // Effect that cannot be reduced? Likely a buff.
  8613. if (!(rnd()%10000 < rate))
  8614. return 0;
  8615. return tick ? tick : 1;
  8616. }
  8617. if (sd) {
  8618. if (battle_config.pc_sc_def_rate != 100) {
  8619. sc_def = sc_def*battle_config.pc_sc_def_rate/100;
  8620. sc_def2 = sc_def2*battle_config.pc_sc_def_rate/100;
  8621. }
  8622. #ifndef RENEWAL
  8623. sc_def = min(sc_def, battle_config.pc_max_sc_def*100);
  8624. sc_def2 = min(sc_def2, battle_config.pc_max_sc_def*100);
  8625. #else
  8626. sc_def = cap_value(sc_def, 0, battle_config.pc_max_sc_def*100);
  8627. sc_def2 = cap_value(sc_def2, 0, battle_config.pc_max_sc_def*100);
  8628. #endif
  8629. if (battle_config.pc_sc_def_rate != 100) {
  8630. tick_def = tick_def*battle_config.pc_sc_def_rate/100;
  8631. tick_def2 = tick_def2*battle_config.pc_sc_def_rate/100;
  8632. }
  8633. } else {
  8634. if (battle_config.mob_sc_def_rate != 100) {
  8635. sc_def = sc_def*battle_config.mob_sc_def_rate/100;
  8636. sc_def2 = sc_def2*battle_config.mob_sc_def_rate/100;
  8637. }
  8638. #ifndef RENEWAL
  8639. sc_def = min(sc_def, battle_config.mob_max_sc_def*100);
  8640. sc_def2 = min(sc_def2, battle_config.mob_max_sc_def*100);
  8641. #else
  8642. sc_def = cap_value(sc_def, 0, battle_config.mob_max_sc_def*100);
  8643. sc_def2 = cap_value(sc_def2, 0, battle_config.mob_max_sc_def*100);
  8644. #endif
  8645. if (battle_config.mob_sc_def_rate != 100) {
  8646. tick_def = tick_def*battle_config.mob_sc_def_rate/100;
  8647. tick_def2 = tick_def2*battle_config.mob_sc_def_rate/100;
  8648. }
  8649. }
  8650. if (sc) {
  8651. if (sc->getSCE(SC_SCRESIST))
  8652. sc_def += sc->getSCE(SC_SCRESIST)->val1*100; // Status resist
  8653. #ifdef RENEWAL
  8654. 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))
  8655. sc_def += sc->getSCE(SC_SIEGFRIED)->val3 * 100; // Status resistance.
  8656. #else
  8657. else if (sc->getSCE(SC_SIEGFRIED))
  8658. sc_def += sc->getSCE(SC_SIEGFRIED)->val3*100; // Status resistance.
  8659. #endif
  8660. else if (sc->getSCE(SC_LEECHESEND) && sc->getSCE(SC_LEECHESEND)->val3 == 0) {
  8661. switch (type) {
  8662. case SC_BLIND:
  8663. case SC_STUN:
  8664. return 0; // Immune
  8665. }
  8666. } else if (sc->getSCE(SC_OBLIVIONCURSE) && sc->getSCE(SC_OBLIVIONCURSE)->val3 == 0) {
  8667. switch (type) {
  8668. case SC_SILENCE:
  8669. case SC_CURSE:
  8670. return 0; // Immune
  8671. }
  8672. }
  8673. }
  8674. // When tick def not set, reduction is the same for both.
  8675. if(tick_def == -1)
  8676. tick_def = sc_def;
  8677. // Natural resistance
  8678. if (!(flag&SCSTART_NORATEDEF)) {
  8679. rate -= rate*sc_def/10000;
  8680. rate -= sc_def2;
  8681. // Item resistance (only applies to rate%)
  8682. if (sd) {
  8683. for (const auto &it : sd->reseff) {
  8684. if (it.id == type)
  8685. rate -= rate * it.val / 10000;
  8686. }
  8687. if (sd->sc.getSCE(SC_COMMONSC_RESIST) && SC_COMMON_MIN <= type && type <= SC_COMMON_MAX)
  8688. rate -= rate*sd->sc.getSCE(SC_COMMONSC_RESIST)->val1/100;
  8689. }
  8690. // Aegis accuracy
  8691. if(rate > 0 && rate%10 != 0) rate += (10 - rate%10);
  8692. }
  8693. std::shared_ptr<s_status_change_db> scdb = status_db.find(type);
  8694. // Cap minimum rate
  8695. rate = max(rate, scdb->min_rate);
  8696. if (rate < 10000 && (rate <= 0 || !(rnd()%10000 < rate)))
  8697. return 0;
  8698. // Duration cannot be reduced
  8699. if (flag&SCSTART_NOTICKDEF)
  8700. return i64max(tick, scdb->min_duration);
  8701. tick -= tick*tick_def/10000;
  8702. #ifdef RENEWAL
  8703. // Renewal applies item resistance also to duration
  8704. if (sd) {
  8705. for (const auto &it : sd->reseff) {
  8706. if (it.id == type)
  8707. tick -= tick * it.val / 10000;
  8708. }
  8709. if (sd->sc.getSCE(SC_COMMONSC_RESIST) && SC_COMMON_MIN <= type && type <= SC_COMMON_MAX)
  8710. tick -= tick * sd->sc.getSCE(SC_COMMONSC_RESIST)->val1 / 100;
  8711. }
  8712. #endif
  8713. tick -= tick_def2;
  8714. return i64max(tick, scdb->min_duration);
  8715. }
  8716. /**
  8717. * Applies SC effect
  8718. * @param bl: Source to apply effect
  8719. * @param type: Status change (SC_*)
  8720. * @param dval1~3: Depends on type of status change
  8721. * Author: Ind
  8722. */
  8723. void status_display_add(struct block_list *bl, enum sc_type type, int dval1, int dval2, int dval3) {
  8724. struct eri *eri;
  8725. struct sc_display_entry **sc_display;
  8726. struct sc_display_entry ***sc_display_ptr;
  8727. struct sc_display_entry *entry;
  8728. int i;
  8729. unsigned char sc_display_count;
  8730. unsigned char *sc_display_count_ptr;
  8731. nullpo_retv(bl);
  8732. switch( bl->type ){
  8733. case BL_PC: {
  8734. map_session_data* sd = (map_session_data*)bl;
  8735. sc_display_ptr = &sd->sc_display;
  8736. sc_display_count_ptr = &sd->sc_display_count;
  8737. eri = pc_sc_display_ers;
  8738. }
  8739. break;
  8740. case BL_NPC: {
  8741. struct npc_data* nd = (struct npc_data*)bl;
  8742. sc_display_ptr = &nd->sc_display;
  8743. sc_display_count_ptr = &nd->sc_display_count;
  8744. eri = npc_sc_display_ers;
  8745. }
  8746. break;
  8747. default:
  8748. return;
  8749. }
  8750. sc_display = *sc_display_ptr;
  8751. sc_display_count = *sc_display_count_ptr;
  8752. ARR_FIND(0, sc_display_count, i, sc_display[i]->type == type);
  8753. if( i != sc_display_count ) {
  8754. sc_display[i]->val1 = dval1;
  8755. sc_display[i]->val2 = dval2;
  8756. sc_display[i]->val3 = dval3;
  8757. return;
  8758. }
  8759. entry = ers_alloc(eri, struct sc_display_entry);
  8760. entry->type = type;
  8761. entry->val1 = dval1;
  8762. entry->val2 = dval2;
  8763. entry->val3 = dval3;
  8764. RECREATE(sc_display, struct sc_display_entry *, ++sc_display_count);
  8765. sc_display[sc_display_count - 1] = entry;
  8766. *sc_display_ptr = sc_display;
  8767. *sc_display_count_ptr = sc_display_count;
  8768. }
  8769. /**
  8770. * Removes SC effect
  8771. * @param bl: Source to remove effect
  8772. * @param type: Status change (SC_*)
  8773. * Author: Ind
  8774. */
  8775. void status_display_remove(struct block_list *bl, enum sc_type type) {
  8776. struct eri *eri;
  8777. struct sc_display_entry **sc_display;
  8778. struct sc_display_entry ***sc_display_ptr;
  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. int cursor;
  8806. ers_free(eri, sc_display[i]);
  8807. sc_display[i] = nullptr;
  8808. /* The all-mighty compact-o-matic */
  8809. for( i = 0, cursor = 0; i < sc_display_count; i++ ) {
  8810. if( sc_display[i] == nullptr )
  8811. continue;
  8812. if( i != cursor )
  8813. sc_display[cursor] = sc_display[i];
  8814. cursor++;
  8815. }
  8816. if( !(sc_display_count = cursor) ) {
  8817. aFree(sc_display);
  8818. sc_display = nullptr;
  8819. }
  8820. *sc_display_ptr = sc_display;
  8821. *sc_display_count_ptr = sc_display_count;
  8822. }
  8823. }
  8824. /**
  8825. * Applies SC defense to a given status change
  8826. * This function also determines whether or not the status change will be applied
  8827. * @param src: Source of the status change [PC|MOB|HOM|MER|ELEM|NPC]
  8828. * @param bl: Target of the status change (See: enum sc_type)
  8829. * @param type: Status change (SC_*)
  8830. * @param rate: Initial percentage rate of affecting bl (0~10000)
  8831. * @param val1~4: Depends on type of status change
  8832. * @param duration: Initial duration that the status change affects bl
  8833. * @param flag: Value which determines what parts to calculate. See e_status_change_start_flags
  8834. * @param delay: Delay in milliseconds before the SC is applied
  8835. * @return adjusted duration based on flag values
  8836. */
  8837. 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) {
  8838. map_session_data *sd = nullptr;
  8839. status_change* sc;
  8840. struct status_change_entry* sce;
  8841. struct status_data *status;
  8842. struct view_data *vd;
  8843. int undead_flag, tick_time = 0;
  8844. bool sc_isnew = true;
  8845. std::shared_ptr<s_status_change_db> scdb = status_db.find(type);
  8846. nullpo_ret(bl);
  8847. sc = status_get_sc(bl);
  8848. status = status_get_status_data(bl);
  8849. if( !scdb ) {
  8850. ShowError("status_change_start: Invalid status change (%d)!\n", type);
  8851. return 0;
  8852. }
  8853. if( !sc )
  8854. return 0; // Unable to receive status changes
  8855. 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
  8856. return 0;
  8857. if (status_change_isDisabledOnMap(type, map_getmapdata(bl->m)))
  8858. return 0;
  8859. if (sc->getSCE(SC_GRAVITYCONTROL))
  8860. return 0; // !TODO: Confirm what statuses/conditions (if not all) are blocked.
  8861. // Uncomment to prevent status adding hp to gvg mob (like bloodylust=hp*3 etc...
  8862. // if (bl->type == BL_MOB)
  8863. // if (util::vector_exists(status_get_race2(bl), RC2_GVG) && status_sc2scb_flag(type)&SCB_MAXHP) return 0;
  8864. // Fail if Madogear is active
  8865. if (sc->option&OPTION_MADOGEAR && flag&SCSTART_NOAVOID && scdb->flag[SCF_FAILEDMADO])
  8866. return 0;
  8867. // Check for Boss resistances
  8868. if(status->mode&MD_STATUSIMMUNE && !(flag&SCSTART_NOAVOID) && scdb->flag[SCF_BOSSRESIST])
  8869. return 0;
  8870. // Check for MVP resistance
  8871. if(status->mode&MD_MVP && !(flag&SCSTART_NOAVOID) && scdb->flag[SCF_MVPRESIST])
  8872. return 0;
  8873. // End the SCs from the list and immediately return
  8874. // If anything in this list is removed, the rest is ignored.
  8875. if (!scdb->endreturn.empty()) {
  8876. bool isRemoved = false;
  8877. for (const auto &it : scdb->endreturn) {
  8878. sc_type rem_sc = it;
  8879. if (sc->getSCE(rem_sc)) {
  8880. status_change_end(bl, rem_sc);
  8881. isRemoved = true;
  8882. }
  8883. }
  8884. if (isRemoved) // Something was removed, don't give the status
  8885. return 1; // Return 1 so that sc_start can be checked as success
  8886. }
  8887. // Check failing SCs from list
  8888. if (!scdb->fail.empty()) {
  8889. for (const auto &it : scdb->fail) {
  8890. // Don't let OPT1 that have RemoveOnDamaged start a new effect in the same attack.
  8891. if (sc->getSCE(it) || sc->lastEffect == it)
  8892. return 0;
  8893. }
  8894. }
  8895. // Adjust tick according to status resistances
  8896. if( !(flag&(SCSTART_NOAVOID|SCSTART_LOADED)) ) {
  8897. duration = status_get_sc_def(src, bl, type, rate, duration, flag);
  8898. if( !duration )
  8899. return 0;
  8900. }
  8901. int tick = (int)duration;
  8902. sd = BL_CAST(BL_PC, bl);
  8903. vd = status_get_viewdata(bl);
  8904. undead_flag = battle_check_undead(status->race,status->def_ele);
  8905. // Check for immunities / sc fails
  8906. switch (type) {
  8907. case SC_VACUUM_EXTREME:
  8908. 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)
  8909. return 0;
  8910. break;
  8911. case SC_STONE:
  8912. case SC_STONEWAIT:
  8913. case SC_FREEZE:
  8914. // Undead are immune to Freeze/Stone
  8915. if (undead_flag && !(flag&SCSTART_NOAVOID))
  8916. return 0;
  8917. break;
  8918. case SC_BURNING:
  8919. // Level 2 Fire Element is immune
  8920. if (status->def_ele == ELE_FIRE && status->ele_lv == 2)
  8921. return 0;
  8922. break;
  8923. case SC_ALL_RIDING:
  8924. if( !sd || sc->option&(OPTION_RIDING|OPTION_DRAGON|OPTION_WUG|OPTION_MADOGEAR) )
  8925. return 0;
  8926. break;
  8927. case SC_SIGNUMCRUCIS:
  8928. // Only affects demons and undead element (but not players)
  8929. if((!undead_flag && status->race!=RC_DEMON) || bl->type == BL_PC)
  8930. return 0;
  8931. break;
  8932. case SC_KYRIE:
  8933. case SC_TUNAPARTY:
  8934. if (bl->type == BL_MOB)
  8935. return 0;
  8936. break;
  8937. case SC_ADRENALINE:
  8938. if(sd && !pc_check_weapontype(sd,skill_get_weapontype(BS_ADRENALINE)))
  8939. return 0;
  8940. break;
  8941. case SC_ADRENALINE2:
  8942. if(sd && !pc_check_weapontype(sd,skill_get_weapontype(BS_ADRENALINE2)))
  8943. return 0;
  8944. break;
  8945. case SC_CLOAKING:
  8946. // Avoid cloaking with no wall and low skill level. [Skotlex]
  8947. // Due to the cloaking card, we have to check the wall versus to known
  8948. // skill level rather than the used one. [Skotlex]
  8949. // if (sd && val1 < 3 && skill_check_cloaking(bl,nullptr))
  8950. if( sd && pc_checkskill(sd, AS_CLOAKING) < 3 && !skill_check_cloaking(bl,nullptr) )
  8951. return 0;
  8952. break;
  8953. case SC_MODECHANGE: {
  8954. int32 mode;
  8955. struct status_data *bstatus = status_get_base_status(bl);
  8956. if (!bstatus) return 0;
  8957. if (sc->getSCE(type)) { // Pile up with previous values.
  8958. if (!val2) val2 = sc->getSCE(type)->val2;
  8959. val3 |= sc->getSCE(type)->val3;
  8960. val4 |= sc->getSCE(type)->val4;
  8961. }
  8962. mode = val2 ? ((val2&~MD_MASK) | val2) : bstatus->mode; // Base mode
  8963. if (val4) mode = static_cast<e_mode>(mode&~val4); // Del mode
  8964. if (val3) mode = static_cast<e_mode>(mode | val3); // Add mode
  8965. if (mode == bstatus->mode) { // No change.
  8966. if (sc->getSCE(type)) // Abort previous status
  8967. return status_change_end(bl, type);
  8968. return 0;
  8969. }
  8970. }
  8971. break;
  8972. // Strip skills, need to divest something or it fails.
  8973. case SC_STRIPWEAPON:
  8974. if (val2 == 1)
  8975. val2 = 0; // Brandish Spear/Bowling Bash effet. Do not take weapon off.
  8976. else if (sd && !(flag&SCSTART_LOADED)) { // Apply sc anyway if loading saved sc_data
  8977. short i;
  8978. uint8 successFlag = 0;
  8979. if(sd->bonus.unstripable_equip&EQP_WEAPON)
  8980. return 0;
  8981. i = sd->equip_index[EQI_HAND_L];
  8982. if (i>=0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_WEAPON) {
  8983. successFlag|=1;
  8984. pc_unequipitem(sd,i,3); // Left-hand weapon
  8985. }
  8986. i = sd->equip_index[EQI_HAND_R];
  8987. if (i>=0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_WEAPON) {
  8988. successFlag|=2;
  8989. pc_unequipitem(sd,i,3);
  8990. }
  8991. if (!successFlag) return 0;
  8992. }
  8993. if (tick == 1) return 1; // Minimal duration: Only strip without causing the SC
  8994. break;
  8995. case SC_STRIPSHIELD:
  8996. if( val2 == 1 ) val2 = 0; // GX effect. Do not take shield off..
  8997. else
  8998. if (sd && !(flag&SCSTART_LOADED)) {
  8999. short i;
  9000. if(sd->bonus.unstripable_equip&EQP_SHIELD)
  9001. return 0;
  9002. i = sd->equip_index[EQI_HAND_L];
  9003. if ( i < 0 || !sd->inventory_data[i] || sd->inventory_data[i]->type != IT_ARMOR )
  9004. return 0;
  9005. pc_unequipitem(sd,i,3);
  9006. }
  9007. if (tick == 1) return 1; // Minimal duration: Only strip without causing the SC
  9008. break;
  9009. case SC_STRIPARMOR:
  9010. if (sd && !(flag&SCSTART_LOADED)) {
  9011. short i;
  9012. if(sd->bonus.unstripable_equip&EQP_ARMOR)
  9013. return 0;
  9014. i = sd->equip_index[EQI_ARMOR];
  9015. if ( i < 0 || !sd->inventory_data[i] )
  9016. return 0;
  9017. pc_unequipitem(sd,i,3);
  9018. }
  9019. if (tick == 1) return 1; // Minimal duration: Only strip without causing the SC
  9020. break;
  9021. case SC_STRIPHELM:
  9022. if (sd && !(flag&SCSTART_LOADED)) {
  9023. short i;
  9024. if(sd->bonus.unstripable_equip&EQP_HELM)
  9025. return 0;
  9026. i = sd->equip_index[EQI_HEAD_TOP];
  9027. if ( i < 0 || !sd->inventory_data[i] )
  9028. return 0;
  9029. pc_unequipitem(sd,i,3);
  9030. }
  9031. if (tick == 1) return 1; // Minimal duration: Only strip without causing the SC
  9032. break;
  9033. case SC_SHADOW_STRIP:
  9034. if (sd && !(flag&SCSTART_LOADED)) {
  9035. if (sd->bonus.unstripable_equip&EQP_SHADOW_GEAR)
  9036. return 0;
  9037. bool successFlag = false;
  9038. for( int i = EQI_SHADOW_ARMOR; i <= EQI_SHADOW_ACC_L; i++ ){
  9039. int index = sd->equip_index[i];
  9040. if( index >= 0 && sd->inventory_data[index] != nullptr ){
  9041. pc_unequipitem( sd, index, 3 );
  9042. successFlag = true;
  9043. }
  9044. }
  9045. if (!successFlag)
  9046. return 0;
  9047. }
  9048. if (tick == 1)
  9049. return 1;
  9050. break;
  9051. case SC_MERC_FLEEUP:
  9052. case SC_MERC_ATKUP:
  9053. case SC_MERC_HPUP:
  9054. case SC_MERC_SPUP:
  9055. case SC_MERC_HITUP:
  9056. if( bl->type != BL_MER )
  9057. return 0; // Stats only for Mercenaries
  9058. break;
  9059. case SC_STRFOOD:
  9060. if (sc->getSCE(SC_FOOD_STR_CASH) && sc->getSCE(SC_FOOD_STR_CASH)->val1 > val1)
  9061. return 0;
  9062. break;
  9063. case SC_AGIFOOD:
  9064. if (sc->getSCE(SC_FOOD_AGI_CASH) && sc->getSCE(SC_FOOD_AGI_CASH)->val1 > val1)
  9065. return 0;
  9066. break;
  9067. case SC_VITFOOD:
  9068. if (sc->getSCE(SC_FOOD_VIT_CASH) && sc->getSCE(SC_FOOD_VIT_CASH)->val1 > val1)
  9069. return 0;
  9070. break;
  9071. case SC_INTFOOD:
  9072. if (sc->getSCE(SC_FOOD_INT_CASH) && sc->getSCE(SC_FOOD_INT_CASH)->val1 > val1)
  9073. return 0;
  9074. break;
  9075. case SC_DEXFOOD:
  9076. if (sc->getSCE(SC_FOOD_DEX_CASH) && sc->getSCE(SC_FOOD_DEX_CASH)->val1 > val1)
  9077. return 0;
  9078. break;
  9079. case SC_LUKFOOD:
  9080. if (sc->getSCE(SC_FOOD_LUK_CASH) && sc->getSCE(SC_FOOD_LUK_CASH)->val1 > val1)
  9081. return 0;
  9082. break;
  9083. case SC_FOOD_STR_CASH:
  9084. if (sc->getSCE(SC_STRFOOD) && sc->getSCE(SC_STRFOOD)->val1 > val1)
  9085. return 0;
  9086. break;
  9087. case SC_FOOD_AGI_CASH:
  9088. if (sc->getSCE(SC_AGIFOOD) && sc->getSCE(SC_AGIFOOD)->val1 > val1)
  9089. return 0;
  9090. break;
  9091. case SC_FOOD_VIT_CASH:
  9092. if (sc->getSCE(SC_VITFOOD) && sc->getSCE(SC_VITFOOD)->val1 > val1)
  9093. return 0;
  9094. break;
  9095. case SC_FOOD_INT_CASH:
  9096. if (sc->getSCE(SC_INTFOOD) && sc->getSCE(SC_INTFOOD)->val1 > val1)
  9097. return 0;
  9098. break;
  9099. case SC_FOOD_DEX_CASH:
  9100. if (sc->getSCE(SC_DEXFOOD) && sc->getSCE(SC_DEXFOOD)->val1 > val1)
  9101. return 0;
  9102. break;
  9103. case SC_FOOD_LUK_CASH:
  9104. if (sc->getSCE(SC_LUKFOOD) && sc->getSCE(SC_LUKFOOD)->val1 > val1)
  9105. return 0;
  9106. break;
  9107. case SC_CAMOUFLAGE:
  9108. if( sd && pc_checkskill(sd, RA_CAMOUFLAGE) < 3 && !skill_check_camouflage(bl,nullptr) )
  9109. return 0;
  9110. break;
  9111. case SC__STRIPACCESSORY:
  9112. if( sd ) {
  9113. short i = -1;
  9114. if( !(sd->bonus.unstripable_equip&EQP_ACC_L) ) {
  9115. i = sd->equip_index[EQI_ACC_L];
  9116. if( i >= 0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_ARMOR )
  9117. pc_unequipitem(sd,i,3); // Left-Accessory
  9118. }
  9119. if( !(sd->bonus.unstripable_equip&EQP_ACC_R) ) {
  9120. i = sd->equip_index[EQI_ACC_R];
  9121. if( i >= 0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_ARMOR )
  9122. pc_unequipitem(sd,i,3); // Right-Accessory
  9123. }
  9124. if( i < 0 )
  9125. return 0;
  9126. }
  9127. if (tick == 1) return 1; // Minimal duration: Only strip without causing the SC
  9128. break;
  9129. case SC_C_MARKER:
  9130. if (src == bl)
  9131. return 0;
  9132. else {
  9133. status_change *tsc = status_get_sc(bl);
  9134. // Failed if the target is already marked and the new marker that isn't same marker
  9135. if (tsc && tsc->getSCE(type) && tsc->getSCE(type)->val2 != src->id)
  9136. return 0;
  9137. }
  9138. break;
  9139. case SC_MADNESSCANCEL:
  9140. if (sc->getSCE(type)) { // Toggle the status but still consume requirements.
  9141. status_change_end(bl, type);
  9142. return 0;
  9143. }
  9144. break;
  9145. case SC_TOXIN:
  9146. case SC_PARALYSE:
  9147. case SC_VENOMBLEED:
  9148. case SC_MAGICMUSHROOM:
  9149. case SC_DEATHHURT:
  9150. case SC_PYREXIA:
  9151. case SC_OBLIVIONCURSE:
  9152. case SC_LEECHESEND:
  9153. if (val3 == 0) // Don't display icon on self
  9154. flag |= SCSTART_NOICON;
  9155. for (int32 i = SC_TOXIN; i <= SC_LEECHESEND; i++) {
  9156. if (sc->getSCE(i) && sc->getSCE(i)->val3 == 1) // It doesn't stack or even renew on the target
  9157. return 0;
  9158. else if (sc->getSCE(i) && sc->getSCE(i)->val3 == 0)
  9159. status_change_end(bl, static_cast<sc_type>(i)); // End the bonus part on the caster
  9160. }
  9161. break;
  9162. case SC_SPIRIT:
  9163. if( sd ){
  9164. uint64 target_class = 0;
  9165. uint64 mask = MAPID_UPPERMASK;
  9166. switch( val2 ){
  9167. case SL_ALCHEMIST:
  9168. target_class = MAPID_ALCHEMIST;
  9169. break;
  9170. case SL_ASSASIN:
  9171. target_class = MAPID_ASSASSIN;
  9172. break;
  9173. case SL_BARDDANCER:
  9174. target_class = MAPID_BARDDANCER;
  9175. break;
  9176. case SL_BLACKSMITH:
  9177. target_class = MAPID_BLACKSMITH;
  9178. break;
  9179. case SL_CRUSADER:
  9180. target_class = MAPID_CRUSADER;
  9181. break;
  9182. case SL_HUNTER:
  9183. target_class = MAPID_HUNTER;
  9184. break;
  9185. case SL_KNIGHT:
  9186. target_class = MAPID_KNIGHT;
  9187. break;
  9188. case SL_MONK:
  9189. target_class = MAPID_MONK;
  9190. break;
  9191. case SL_PRIEST:
  9192. target_class = MAPID_PRIEST;
  9193. break;
  9194. case SL_ROGUE:
  9195. target_class = MAPID_ROGUE;
  9196. break;
  9197. case SL_SAGE:
  9198. target_class = MAPID_SAGE;
  9199. break;
  9200. case SL_SOULLINKER:
  9201. target_class = MAPID_SOUL_LINKER;
  9202. break;
  9203. case SL_STAR:
  9204. target_class = MAPID_STAR_GLADIATOR;
  9205. break;
  9206. case SL_SUPERNOVICE:
  9207. target_class = MAPID_SUPER_NOVICE;
  9208. break;
  9209. case SL_WIZARD:
  9210. target_class = MAPID_WIZARD;
  9211. break;
  9212. case SL_HIGH:
  9213. if( sd->status.base_level >= 70 ){
  9214. return 0;
  9215. }
  9216. switch (sd->class_) {
  9217. case MAPID_SWORDMAN_HIGH:
  9218. case MAPID_MAGE_HIGH:
  9219. case MAPID_ARCHER_HIGH:
  9220. case MAPID_ACOLYTE_HIGH:
  9221. case MAPID_MERCHANT_HIGH:
  9222. case MAPID_THIEF_HIGH:
  9223. // Only these classes are allowed.
  9224. break;
  9225. default:
  9226. return 0;
  9227. }
  9228. // Set these to pass the check below.
  9229. mask = sd->class_;
  9230. target_class = sd->class_;
  9231. break;
  9232. default:
  9233. ShowError( "Unknown skill id %d for SC_SPIRIT.\n", val2 );
  9234. return 0;
  9235. }
  9236. if( ( sd->class_ & mask ) != target_class ){
  9237. return 0;
  9238. }
  9239. }else{
  9240. // Status change is only applicable for players
  9241. return 0;
  9242. }
  9243. break;
  9244. case SC_SOULGOLEM:
  9245. case SC_SOULSHADOW:
  9246. case SC_SOULFALCON:
  9247. case SC_SOULFAIRY:
  9248. if( sd == nullptr ){
  9249. // Status change is only applicable for players
  9250. return 0;
  9251. }
  9252. break;
  9253. }
  9254. // Check for OPT1 stacking
  9255. if (sc->opt1 > OPT1_NONE && scdb->opt1 > OPT1_NONE) {
  9256. for (const auto &status_it : status_db) {
  9257. sc_type opt1_type = status_it.second->type;
  9258. if (sc->getSCE(opt1_type) && status_it.second->opt1 > OPT1_NONE)
  9259. status_change_end(bl, opt1_type);
  9260. }
  9261. }
  9262. // Before overlapping fail, one must check for status cured.
  9263. std::vector<sc_type> endlist;
  9264. if (type == SC_BERSERK && val3 == SC__BLOODYLUST) //There is some reasons that using SC_BERSERK first before SC__BLOODYLUST itself on Akinari's fix
  9265. endlist = status_db.getEndOnStart(SC__BLOODYLUST);
  9266. else
  9267. endlist = scdb->endonstart;
  9268. // End the SCs from the list
  9269. if (!endlist.empty()) {
  9270. for (const auto &it : endlist) {
  9271. sc_type rem_sc = it;
  9272. if (sc->getSCE(rem_sc)) {
  9273. switch (rem_sc) {
  9274. case SC_BERSERK:
  9275. case SC_SATURDAYNIGHTFEVER:
  9276. sc->getSCE(rem_sc)->val2 = 0; // Mark to not lose hp
  9277. [[fallthrough]];
  9278. default:
  9279. status_change_end(bl, rem_sc);
  9280. break;
  9281. }
  9282. }
  9283. }
  9284. }
  9285. // List of hardcoded status cured.
  9286. switch (type) {
  9287. case SC_BLESSING:
  9288. if (bl->type == BL_PC) {
  9289. // Remove Curse first, Stone is only removed if the target is not cursed
  9290. if (sc->getSCE(SC_CURSE)) {
  9291. status_change_end(bl, SC_CURSE);
  9292. return 1; // End Curse and do not give stat boost
  9293. } else if (sc->getSCE(SC_STONE)) {
  9294. status_change_end(bl, SC_STONE);
  9295. return 1; // End Stone and do not give stat boost
  9296. }
  9297. }
  9298. if(sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_HIGH)
  9299. status_change_end(bl, SC_SPIRIT);
  9300. break;
  9301. case SC_INCREASEAGI:
  9302. if(sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_HIGH)
  9303. status_change_end(bl, SC_SPIRIT);
  9304. break;
  9305. case SC_DELUGE:
  9306. if (sc->getSCE(SC_FOGWALL) && sc->getSCE(SC_BLIND))
  9307. status_change_end(bl, SC_BLIND);
  9308. break;
  9309. case SC_SILENCE:
  9310. if (sc->getSCE(SC_GOSPEL) && sc->getSCE(SC_GOSPEL)->val4 == BCT_SELF)
  9311. status_change_end(bl, SC_GOSPEL);
  9312. break;
  9313. case SC_IMPOSITIO:
  9314. if (sc->getSCE(SC_IMPOSITIO) && sc->getSCE(SC_IMPOSITIO)->val1 > val1) //Replace higher level effect for lower.
  9315. status_change_end(bl,SC_IMPOSITIO);
  9316. break;
  9317. case SC_ENDURE:
  9318. if (sd && sd->special_state.no_walk_delay)
  9319. return 1;
  9320. break;
  9321. case SC_MADOGEAR:
  9322. status_db.removeByStatusFlag(bl, { SCF_MADOCANCEL });
  9323. if (sd)
  9324. pc_bonus_script_clear(sd, BSF_REM_ON_MADOGEAR);
  9325. break;
  9326. default:
  9327. break;
  9328. }
  9329. // Check for overlapping fails
  9330. if( (sce = sc->getSCE(type)) ) {
  9331. switch( type ) {
  9332. case SC_MERC_FLEEUP:
  9333. case SC_MERC_ATKUP:
  9334. case SC_MERC_HPUP:
  9335. case SC_MERC_SPUP:
  9336. case SC_MERC_HITUP:
  9337. if( sce->val1 > val1 )
  9338. val1 = sce->val1;
  9339. break;
  9340. case SC_ADRENALINE:
  9341. case SC_ADRENALINE2:
  9342. case SC_WEAPONPERFECTION:
  9343. case SC_OVERTHRUST:
  9344. if (sce->val2 > val2)
  9345. return 0;
  9346. break;
  9347. case SC_GOSPEL:
  9348. // Must not override a casting gospel char.
  9349. if(sce->val4 == BCT_SELF)
  9350. return 0;
  9351. if(sce->val1 > val1)
  9352. return 1;
  9353. break;
  9354. case SC_ENDURE:
  9355. if(sce->val4 && !val4)
  9356. return 1; // Don't let you override infinite endure.
  9357. if(sce->val1 > val1)
  9358. return 1;
  9359. break;
  9360. case SC_JAILED:
  9361. // When a player is already jailed, do not edit the jail data.
  9362. val2 = sce->val2;
  9363. val3 = sce->val3;
  9364. val4 = sce->val4;
  9365. break;
  9366. case SC_SHAPESHIFT:
  9367. case SC_PROPERTYWALK:
  9368. break;
  9369. case SC_LEADERSHIP:
  9370. case SC_GLORYWOUNDS:
  9371. case SC_SOULCOLD:
  9372. case SC_HAWKEYES:
  9373. if( sce->val4 && !val4 ) // You cannot override master guild aura
  9374. return 0;
  9375. break;
  9376. case SC_JOINTBEAT:
  9377. if (sc && sc->getSCE(type)->val2 & BREAK_NECK)
  9378. return 0; // BREAK_NECK cannot be stacked with new breaks until the status is over.
  9379. val2 |= sce->val2; // Stackable ailments
  9380. [[fallthrough]];
  9381. default:
  9382. if (scdb->flag[SCF_OVERLAPIGNORELEVEL])
  9383. break;
  9384. if(sce->val1 > val1)
  9385. return 1; // Return true to not mess up skill animations. [Skotlex]
  9386. }
  9387. }
  9388. vd = status_get_viewdata(bl);
  9389. std::bitset<SCB_MAX> calc_flag = scdb->calc_flag;
  9390. if(!(flag&SCSTART_LOADED)) // &4 - Do not parse val settings when loading SCs
  9391. switch(type)
  9392. {
  9393. /* Permanent effects */
  9394. case SC_AETERNA:
  9395. case SC_MODECHANGE:
  9396. case SC_WEIGHT50:
  9397. case SC_WEIGHT90:
  9398. case SC_BROKENWEAPON:
  9399. case SC_BROKENARMOR:
  9400. case SC_READYSTORM:
  9401. case SC_READYDOWN:
  9402. case SC_READYCOUNTER:
  9403. case SC_READYTURN:
  9404. case SC_DODGE:
  9405. case SC_PUSH_CART:
  9406. case SC_SPRITEMABLE:
  9407. case SC_CLAN_INFO:
  9408. case SC_DAILYSENDMAILCNT:
  9409. case SC_SOULATTACK:
  9410. tick = INFINITE_TICK;
  9411. break;
  9412. case SC_KEEPING:
  9413. case SC_BARRIER: {
  9414. unit_data *ud = unit_bl2ud(bl);
  9415. if (ud)
  9416. ud->attackabletime = ud->canact_tick = ud->canmove_tick = gettick() + tick;
  9417. }
  9418. break;
  9419. case SC_DECREASEAGI:
  9420. case SC_INCREASEAGI:
  9421. case SC_ADORAMUS:
  9422. if (type == SC_ADORAMUS) {
  9423. // 1000% base chance to blind, but still can be resisted
  9424. sc_start(src, bl, SC_BLIND, 1000, val1, skill_get_time(scdb->skill_id, val1));
  9425. if (sc->getSCE(SC_ADORAMUS))
  9426. return 0; //Adoramus can't refresh itself, but it can cause blind again
  9427. }
  9428. val2 = 2 + val1; // Agi change
  9429. break;
  9430. case SC_ENDURE:
  9431. val2 = 7; // Hit-count [Celest]
  9432. if( !(flag&SCSTART_NOAVOID) && (bl->type&(BL_PC|BL_MER)) && !map_flag_gvg2(bl->m) && !map_getmapflag(bl->m, MF_BATTLEGROUND) && !val4 ) {
  9433. map_session_data *tsd;
  9434. if( sd ) {
  9435. int i;
  9436. for( i = 0; i < MAX_DEVOTION; i++ ) {
  9437. if( sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) )
  9438. status_change_start(src,&tsd->bl, type, 10000, val1, val2, val3, val4, tick, SCSTART_NOAVOID|SCSTART_NOICON);
  9439. }
  9440. }
  9441. else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) )
  9442. status_change_start(src,&tsd->bl, type, 10000, val1, val2, val3, val4, tick, SCSTART_NOAVOID|SCSTART_NOICON);
  9443. }
  9444. if( val4 )
  9445. tick = INFINITE_TICK;
  9446. break;
  9447. case SC_AUTOBERSERK:
  9448. if (status->hp < status->max_hp / 4 &&
  9449. (!sc->getSCE(SC_PROVOKE) || sc->getSCE(SC_PROVOKE)->val4==0))
  9450. sc_start4(src,bl,SC_PROVOKE,100,10,0,0,1,60000);
  9451. tick = INFINITE_TICK;
  9452. break;
  9453. case SC_SIGNUMCRUCIS:
  9454. val2 = 10 + 4*val1; // Def reduction
  9455. tick = INFINITE_TICK;
  9456. clif_emotion(bl, ET_SWEAT);
  9457. break;
  9458. case SC_MAXIMIZEPOWER:
  9459. tick_time = val2 = tick>0?tick:60000;
  9460. tick = INFINITE_TICK; // Duration sent to the client should be infinite
  9461. break;
  9462. case SC_EDP:
  9463. val2 = (val1 + 1) / 2 + 2; // Chance to Poison enemies.
  9464. #ifndef RENEWAL
  9465. val3 = 50*(val1+1); // Damage increase (+50 +50*lv%)
  9466. #endif
  9467. if (sd) {
  9468. uint16 poison_level = pc_checkskill(sd, GC_RESEARCHNEWPOISON);
  9469. if (poison_level > 0) {
  9470. tick += 30000; // Base of 30 seconds
  9471. tick += poison_level * 15 * 1000; // Additional 15 seconds per level
  9472. }
  9473. }
  9474. break;
  9475. case SC_POISONREACT:
  9476. #ifdef RENEWAL
  9477. val2= (val1 + 1) / 2;
  9478. #else
  9479. val2=(val1+1)/2 + val1/10; // Number of counters [Skotlex]
  9480. #endif
  9481. val3=50; // + 5*val1; // Chance to counter. [Skotlex]
  9482. break;
  9483. case SC_MAGICROD:
  9484. val2 = val1*20; // SP gained
  9485. break;
  9486. case SC_KYRIE:
  9487. if( val4 ) { // Formulas for Praefatio
  9488. val2 = (status->max_hp * (val1 * 2 + 10) / 100) + val4 * 2; //%Max HP to absorb
  9489. val3 = 6 + val1; //Hits
  9490. } else { // Formulas for Kyrie Eleison
  9491. val2 = status->max_hp * (val1 * 2 + 10) / 100;
  9492. val3 = (val1 / 2 + 5);
  9493. }
  9494. break;
  9495. case SC_MAGICPOWER:
  9496. #ifdef RENEWAL
  9497. val3 = 5 * val1; // Matk% increase
  9498. #else
  9499. val2 = 1; // Lasts 1 invocation
  9500. val3 = 10 * val1; // Matk% increase
  9501. val4 = 0; // 0 = ready to be used, 1 = activated and running
  9502. #endif
  9503. break;
  9504. case SC_SACRIFICE:
  9505. val2 = 5; // Lasts 5 hits
  9506. tick = INFINITE_TICK;
  9507. break;
  9508. case SC_ENCPOISON:
  9509. val2= 250+50*val1; // Poisoning Chance (2.5+0.5%) in 1/10000 rate
  9510. break;
  9511. case SC_ELEMENTALCHANGE:
  9512. // val1 : Element Lvl (if called by skill lvl 1, takes random value between 1 and 4)
  9513. // val2 : Element (When no element, random one is picked)
  9514. // val3 : 0 = called by skill 1 = called by script (fixed level)
  9515. if( !val2 ) val2 = rnd()%ELE_ALL;
  9516. if( val1 == 1 && val3 == 0 )
  9517. val1 = 1 + rnd()%4;
  9518. else if( val1 > 4 )
  9519. val1 = 4; // Max Level
  9520. val3 = 0; // Not need to keep this info.
  9521. break;
  9522. case SC_PROVIDENCE:
  9523. val2 = val1*5; // Race/Ele resist
  9524. break;
  9525. case SC_REFLECTSHIELD:
  9526. val2 = 10+val1*3; // %Dmg reflected
  9527. // val4 used to mark if reflect shield is an inheritance bonus from Devotion
  9528. if( !(flag&SCSTART_NOAVOID) && (bl->type&(BL_PC|BL_MER)) ) {
  9529. map_session_data *tsd;
  9530. if( sd ) {
  9531. int i;
  9532. for( i = 0; i < MAX_DEVOTION; i++ ) {
  9533. if( sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) )
  9534. status_change_start(src,&tsd->bl, type, 10000, val1, val2, 0, 1, tick, SCSTART_NOAVOID|SCSTART_NOICON);
  9535. }
  9536. }
  9537. else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) )
  9538. status_change_start(src,&tsd->bl, type, 10000, val1, val2, 0, 1, tick, SCSTART_NOAVOID|SCSTART_NOICON);
  9539. }
  9540. break;
  9541. case SC_STRIPWEAPON:
  9542. if (!sd) // Watk reduction
  9543. val2 = 25;
  9544. break;
  9545. case SC_STRIPSHIELD:
  9546. if (!sd) // Def reduction
  9547. val2 = 15;
  9548. break;
  9549. case SC_STRIPARMOR:
  9550. if (!sd) // Vit reduction
  9551. val2 = 40;
  9552. break;
  9553. case SC_STRIPHELM:
  9554. if (!sd) // Int reduction
  9555. val2 = 40;
  9556. break;
  9557. case SC_AUTOSPELL:
  9558. // Val1 Skill LV of Autospell
  9559. // Val2 Skill ID to cast
  9560. // Val3 Max Lv to cast
  9561. #ifdef RENEWAL
  9562. val4 = val1 * 2; // Chance of casting
  9563. #else
  9564. val4 = 5 + val1*2; // Chance of casting
  9565. #endif
  9566. break;
  9567. case SC_VOLCANO:
  9568. {
  9569. int8 enchant_eff[] = { 10, 14, 17, 19, 20 }; // Enchant addition
  9570. uint8 i = max((val1-1)%5, 0);
  9571. #ifdef RENEWAL
  9572. val2 = 5 + val1 * 5; // ATK/MATK increase
  9573. #else
  9574. val2 = val1*10; // Watk increase
  9575. if (status->def_ele != ELE_FIRE)
  9576. val2 = 0;
  9577. #endif
  9578. val3 = enchant_eff[i];
  9579. }
  9580. break;
  9581. case SC_VIOLENTGALE:
  9582. {
  9583. int8 enchant_eff[] = { 10, 14, 17, 19, 20 }; // Enchant addition
  9584. uint8 i = max((val1-1)%5, 0);
  9585. val2 = val1*3; // Flee increase
  9586. #ifndef RENEWAL
  9587. if (status->def_ele != ELE_WIND)
  9588. val2 = 0;
  9589. #endif
  9590. val3 = enchant_eff[i];
  9591. }
  9592. break;
  9593. case SC_DELUGE:
  9594. {
  9595. int8 deluge_eff[] = { 5, 9, 12, 14, 15 }; // HP addition rate n/100
  9596. int8 enchant_eff[] = { 10, 14, 17, 19, 20 }; // Enchant addition
  9597. uint8 i = max((val1-1)%5, 0);
  9598. val2 = deluge_eff[i]; // HP increase
  9599. #ifndef RENEWAL
  9600. if (status->def_ele != ELE_WATER)
  9601. val2 = 0;
  9602. #endif
  9603. val3 = enchant_eff[i];
  9604. }
  9605. break;
  9606. case SC_SUITON:
  9607. if (!val2 || (sd && (sd->class_&MAPID_BASEMASK) == MAPID_NINJA)) {
  9608. // No penalties.
  9609. val2 = 0; // Agi penalty
  9610. val3 = 0; // Walk speed penalty
  9611. break;
  9612. }
  9613. val3 = 50;
  9614. val2 = 3*((val1+1)/3);
  9615. if (val1 > 4) val2--;
  9616. //Suiton is a special case, stop effect is forced and only happens when target enters it
  9617. if (!unit_blown_immune(bl, 0x1))
  9618. unit_stop_walking(bl, 9);
  9619. break;
  9620. case SC_ONEHAND:
  9621. case SC_TWOHANDQUICKEN:
  9622. val2 = 300;
  9623. if (val1 > 10) // For boss casted skills [Skotlex]
  9624. val2 += 20*(val1-10);
  9625. break;
  9626. case SC_MERC_QUICKEN:
  9627. val2 = 300;
  9628. break;
  9629. #ifndef RENEWAL_ASPD
  9630. case SC_SPEARQUICKEN:
  9631. val2 = 200+10*val1;
  9632. break;
  9633. #endif
  9634. case SC_DANCING:
  9635. // val1 : Skill ID + LV
  9636. // val2 : Skill Group of the Dance.
  9637. // val3 : Brings the skill_lv (merged into val1 here)
  9638. // val4 : Partner
  9639. if (val1 == CG_MOONLIT)
  9640. clif_status_change(bl,EFST_MOON,1,tick,0, 0, 0);
  9641. val1|= (val3<<16);
  9642. val3 = tick/1000; // Tick duration
  9643. tick_time = 1000; // [GodLesZ] tick time
  9644. break;
  9645. #ifndef RENEWAL
  9646. case SC_LONGING:
  9647. val2 = 500-100*val1; // Aspd penalty.
  9648. break;
  9649. #else
  9650. case SC_ENSEMBLEFATIGUE:
  9651. val2 = 30; // Speed and ASPD penalty
  9652. break;
  9653. case SC_RICHMANKIM:
  9654. val2 = 10 + 10 * val1; // Exp increase bonus
  9655. break;
  9656. case SC_DRUMBATTLE:
  9657. val2 = 15 + val1 * 5; // Atk increase
  9658. val3 = val1 * 15; // Def increase
  9659. break;
  9660. case SC_NIBELUNGEN:
  9661. val2 = rnd() % RINGNBL_MAX; // See e_nibelungen_status
  9662. break;
  9663. case SC_SIEGFRIED:
  9664. val2 = val1 * 3; // Elemental Resistance
  9665. val3 = val1 * 5; // Status ailment resistance
  9666. break;
  9667. case SC_WHISTLE:
  9668. val2 = 18 + 2 * val1; // Flee increase
  9669. val3 = (val1 + 1) / 2; // Perfect dodge increase
  9670. break;
  9671. case SC_ASSNCROS:
  9672. val2 = val1 < 10 ? val1 * 2 - 1 : 20; // ASPD increase
  9673. break;
  9674. case SC_POEMBRAGI:
  9675. val2 = 2 * val1; // Cast time reduction
  9676. val3 = 3 * val1; // After-cast delay reduction
  9677. break;
  9678. case SC_APPLEIDUN:
  9679. val2 = val1 < 10 ? 9 + val1 : 20; // HP rate increase
  9680. val3 = 2 * val1; // Potion recovery rate
  9681. break;
  9682. case SC_HUMMING:
  9683. val2 = 4 * val1; // Hit increase
  9684. break;
  9685. case SC_DONTFORGETME:
  9686. val2 = 1 + 30 * val1; // ASPD decrease
  9687. val3 = 5 + 2 * val1; // Movement speed adjustment.
  9688. break;
  9689. case SC_FORTUNE:
  9690. val2 = val1 * 10; // Critical increase
  9691. break;
  9692. case SC_SERVICE4U:
  9693. val2 = val1 < 10 ? 9 + val1 : 20; // MaxSP percent increase
  9694. val3 = 5 + val1; // SP cost reduction
  9695. break;
  9696. #endif
  9697. case SC_EXPLOSIONSPIRITS:
  9698. val2 = 75 + 25*val1; // Cri bonus
  9699. break;
  9700. case SC_ASPDPOTION0:
  9701. case SC_ASPDPOTION1:
  9702. case SC_ASPDPOTION2:
  9703. case SC_ASPDPOTION3:
  9704. val2 = 50*(2+type-SC_ASPDPOTION0);
  9705. break;
  9706. case SC_ATTHASTE_CASH:
  9707. val2 = 50*val1; // Just custom for pre-re
  9708. break;
  9709. case SC_NOCHAT:
  9710. // A hardcoded interval of 60 seconds is expected, as the time that SC_NOCHAT uses is defined by
  9711. // mmocharstatus.manner, each negative point results in 1 minute with this status activated.
  9712. // This is done this way because the message that the client displays is hardcoded, and only
  9713. // shows how many minutes are remaining. [Panikon]
  9714. tick = 60000;
  9715. val1 = battle_config.manner_system; // Mute filters.
  9716. if (sd) {
  9717. clif_changestatus(sd,SP_MANNER,sd->status.manner);
  9718. clif_updatestatus(sd,SP_MANNER);
  9719. }
  9720. break;
  9721. case SC_STONEWAIT:
  9722. val3 = max(1, tick - delay); // Petrify time
  9723. tick = delay;
  9724. break;
  9725. case SC_DPOISON:
  9726. // Lose 10/15% of your life as long as it doesn't brings life below 25%
  9727. if (status->hp > status->max_hp / 4) {
  9728. int diff = status->max_hp*(bl->type==BL_PC?10:15)/100;
  9729. if (status->hp - diff < status->max_hp / 4)
  9730. diff = status->hp - (status->max_hp / 4);
  9731. status_zap(bl, diff, 0);
  9732. }
  9733. [[fallthrough]];
  9734. case SC_STONE:
  9735. case SC_POISON:
  9736. case SC_BLEEDING:
  9737. case SC_BURNING:
  9738. case SC_KILLING_AURA:
  9739. tick_time = status_get_sc_interval(type);
  9740. val4 = tick - tick_time; // Remaining time
  9741. break;
  9742. case SC_TOXIN:
  9743. if (val3 == 1) // Target
  9744. tick_time = status_get_sc_interval(type);
  9745. else // Caster
  9746. tick_time = 1000;
  9747. val4 = tick - tick_time; // Remaining time
  9748. break;
  9749. case SC_DEATHHURT:
  9750. if (val3 == 1)
  9751. break;
  9752. tick_time = status_get_sc_interval(type);
  9753. val4 = tick - tick_time; // Remaining time
  9754. break;
  9755. case SC_LEECHESEND:
  9756. if (val3 == 0)
  9757. break;
  9758. tick_time = status_get_sc_interval(type);
  9759. val4 = tick - tick_time; // Remaining time
  9760. break;
  9761. case SC_PYREXIA:
  9762. if (val3 == 1) { // Target
  9763. // Causes blind for duration of pyrexia, unreducable and unavoidable, but can be healed with e.g. green potion
  9764. status_change_start(src, bl, SC_BLIND, 10000, val1, 0, 0, 0, tick, SCSTART_NOAVOID | SCSTART_NOTICKDEF | SCSTART_NORATEDEF);
  9765. tick_time = status_get_sc_interval(type);
  9766. val4 = tick - tick_time; // Remaining time
  9767. } else // Caster
  9768. val2 = 15; // CRIT % and ATK % increase
  9769. break;
  9770. case SC_VENOMBLEED:
  9771. if (val3 == 0) // Caster
  9772. val2 = 30; // Reflect damage % reduction
  9773. break;
  9774. case SC_MAGICMUSHROOM:
  9775. if (val3 == 1) { // Target
  9776. tick_time = status_get_sc_interval(type);
  9777. val4 = tick - tick_time; // Remaining time
  9778. } else // Caster
  9779. val2 = 10; // After-cast delay % reduction
  9780. break;
  9781. case SC_CONFUSION:
  9782. if (!val4)
  9783. clif_emotion(bl,ET_QUESTION);
  9784. break;
  9785. case SC_S_LIFEPOTION:
  9786. case SC_L_LIFEPOTION:
  9787. case SC_M_LIFEPOTION:
  9788. case SC_S_MANAPOTION:
  9789. case SC_G_LIFEPOTION:
  9790. if( val1 == 0 ) return 0;
  9791. // val1 = heal percent/amout
  9792. // val2 = seconds between heals
  9793. // val4 = total of heals
  9794. if( val2 < 1 ) val2 = 1;
  9795. if( (val4 = tick/(val2 * 1000)) < 1 )
  9796. val4 = 1;
  9797. tick_time = val2 * 1000; // [GodLesZ] tick time
  9798. break;
  9799. case SC_GRADUAL_GRAVITY:
  9800. val2 = 10 * val1;
  9801. tick_time = status_get_sc_interval(type);
  9802. val4 = tick - tick_time; // Remaining time
  9803. break;
  9804. case SC_ALL_STAT_DOWN:
  9805. val2 = 20 * val1;
  9806. if( val1 < skill_get_max( NPC_ALL_STAT_DOWN ) ){
  9807. val2 -= 10;
  9808. }
  9809. break;
  9810. case SC_DAMAGE_HEAL:
  9811. switch( val1 ){
  9812. case 1:
  9813. val2 = BF_WEAPON;
  9814. break;
  9815. case 2:
  9816. val2 = BF_MAGIC;
  9817. break;
  9818. case 3:
  9819. //TODO: Absorb MISC damage? Both WEAPON & MAGIC damage? Which is correct on level 3?
  9820. val2 = BF_MISC;
  9821. break;
  9822. }
  9823. break;
  9824. case SC_BOSSMAPINFO:
  9825. if( sd == nullptr ){
  9826. return 0;
  9827. }else{
  9828. // Search for Boss on this Map
  9829. mob_data* boss_md = map_getmob_boss( bl->m );
  9830. // No MVP on this map
  9831. if( boss_md == nullptr ){
  9832. clif_bossmapinfo( *sd, nullptr, BOSS_INFO_NOT );
  9833. return 0;
  9834. }
  9835. val1 = boss_md->bl.id;
  9836. tick_time = status_get_sc_interval( type );
  9837. val4 = tick - tick_time; // Remaining time
  9838. }
  9839. break;
  9840. case SC_HIDING:
  9841. val2 = tick/1000;
  9842. tick_time = 1000; // [GodLesZ] tick time
  9843. val3 = 0; // Unused, previously speed adjustment
  9844. val4 = val1+3; // Seconds before SP substraction happen.
  9845. break;
  9846. case SC_CHASEWALK:
  9847. val2 = tick>0?tick:10000; // Interval at which SP is drained.
  9848. val3 = 35 - 5 * val1; // Speed adjustment.
  9849. if (sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_ROGUE)
  9850. val3 -= 40;
  9851. val4 = 10+val1*2; // SP cost.
  9852. if (map_flag_gvg2(bl->m) || map_getmapflag(bl->m, MF_BATTLEGROUND)) val4 *= 5;
  9853. break;
  9854. case SC_CLOAKING:
  9855. if (!sd) // Monsters should be able to walk with no penalties. [Skotlex]
  9856. val1 = 10;
  9857. tick_time = val2 = tick>0?tick:60000; // SP consumption rate.
  9858. tick = INFINITE_TICK; // Duration sent to the client should be infinite
  9859. val3 = 0; // Unused, previously walk speed adjustment
  9860. // val4&1 signals the presence of a wall.
  9861. // val4&2 makes cloak not end on normal attacks [Skotlex]
  9862. // val4&4 makes cloak not end on using skills
  9863. if (bl->type == BL_PC || (bl->type == BL_MOB && ((TBL_MOB*)bl)->special_state.clone) ) // Standard cloaking.
  9864. val4 |= battle_config.pc_cloak_check_type&7;
  9865. else
  9866. val4 |= battle_config.monster_cloak_check_type&7;
  9867. break;
  9868. case SC_SIGHT: /* splash status */
  9869. case SC_RUWACH:
  9870. case SC_SIGHTBLASTER:
  9871. val3 = skill_get_splash(val2, val1); // Val2 should bring the skill-id.
  9872. val2 = tick/20;
  9873. tick_time = 20; // [GodLesZ] tick time
  9874. break;
  9875. case SC_AUTOGUARD:
  9876. if( !(flag&SCSTART_NOAVOID) ) {
  9877. map_session_data *tsd;
  9878. int i;
  9879. for( i = val2 = 0; i < val1; i++) {
  9880. int t = 5-(i / 2);
  9881. val2 += (t < 0)? 1:t;
  9882. }
  9883. if( bl->type&(BL_PC|BL_MER) ) {
  9884. if( sd ) {
  9885. for( i = 0; i < MAX_DEVOTION; i++ ) {
  9886. if( sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) )
  9887. status_change_start(src,&tsd->bl, type, 10000, val1, val2, 0, 0, tick, SCSTART_NOAVOID|SCSTART_NOICON);
  9888. }
  9889. }
  9890. else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) )
  9891. status_change_start(src,&tsd->bl, type, 10000, val1, val2, 0, 0, tick, SCSTART_NOAVOID|SCSTART_NOICON);
  9892. }
  9893. }
  9894. break;
  9895. case SC_DEFENDER:
  9896. if (!(flag&SCSTART_NOAVOID)) {
  9897. val2 = 5 + 15*val1; // Damage reduction
  9898. val3 = 0; // Unused, previously speed adjustment
  9899. val4 = 250 - 50*val1; // Aspd adjustment
  9900. if (sd) {
  9901. map_session_data *tsd;
  9902. int i;
  9903. for (i = 0; i < MAX_DEVOTION; i++) { // See if there are devoted characters, and pass the status to them. [Skotlex]
  9904. if (sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])))
  9905. status_change_start(src,&tsd->bl,type,10000,val1,val2,val3,val4,tick,SCSTART_NOAVOID);
  9906. }
  9907. }
  9908. }
  9909. break;
  9910. case SC_TENSIONRELAX:
  9911. if (sd) {
  9912. pc_setsit(sd);
  9913. skill_sit(sd, true);
  9914. clif_sitting(&sd->bl);
  9915. }
  9916. val2 = 12; // SP cost
  9917. tick_time = 10000; // Decrease at 10secs intervals.
  9918. val3 = tick / tick_time;
  9919. tick = INFINITE_TICK; // Duration sent to the client should be infinite
  9920. break;
  9921. case SC_PARRYING:
  9922. val2 = 20 + val1*3; // Block Chance
  9923. break;
  9924. case SC_WINDWALK:
  9925. val2 = (val1+1)/2; // Flee bonus is 1/1/2/2/3/3/4/4/5/5
  9926. break;
  9927. case SC_JOINTBEAT:
  9928. if( val2&BREAK_NECK )
  9929. sc_start2(src,bl,SC_BLEEDING,100,val1,val3,skill_get_time2(scdb->skill_id,val1));
  9930. break;
  9931. case SC_BERSERK:
  9932. if( val3 == SC__BLOODYLUST )
  9933. sc_start(src,bl,(sc_type)val3,100,val1,tick);
  9934. else
  9935. sc_start4(src,bl, SC_ENDURE, 100,10,0,0,1, tick);
  9936. // HP healing is performing after the calc_status call.
  9937. // Val2 holds HP penalty
  9938. if (!val4) val4 = skill_get_time2(scdb->skill_id,val1);
  9939. if (!val4) val4 = 10000; // Val4 holds damage interval
  9940. val3 = tick/val4; // val3 holds skill duration
  9941. tick_time = val4; // [GodLesZ] tick time
  9942. break;
  9943. case SC_GOSPEL:
  9944. if(val4 == BCT_SELF) { // Self effect
  9945. val2 = tick/10000;
  9946. tick_time = 10000; // [GodLesZ] tick time
  9947. status_change_clear_buffs(bl, SCCB_BUFFS|SCCB_DEBUFFS|SCCB_CHEM_PROTECT); // Remove buffs/debuffs
  9948. }
  9949. break;
  9950. case SC_MARIONETTE:
  9951. {
  9952. int stat;
  9953. val3 = 0;
  9954. val4 = 0;
  9955. stat = ( sd ? sd->status.str : status_get_base_status(bl)->str ) / 2; val3 |= cap_value(stat,0,0xFF)<<16;
  9956. stat = ( sd ? sd->status.agi : status_get_base_status(bl)->agi ) / 2; val3 |= cap_value(stat,0,0xFF)<<8;
  9957. stat = ( sd ? sd->status.vit : status_get_base_status(bl)->vit ) / 2; val3 |= cap_value(stat,0,0xFF);
  9958. stat = ( sd ? sd->status.int_: status_get_base_status(bl)->int_) / 2; val4 |= cap_value(stat,0,0xFF)<<16;
  9959. stat = ( sd ? sd->status.dex : status_get_base_status(bl)->dex ) / 2; val4 |= cap_value(stat,0,0xFF)<<8;
  9960. stat = ( sd ? sd->status.luk : status_get_base_status(bl)->luk ) / 2; val4 |= cap_value(stat,0,0xFF);
  9961. break;
  9962. }
  9963. case SC_MARIONETTE2:
  9964. {
  9965. int stat,max_stat;
  9966. // Fetch caster information
  9967. struct block_list *pbl = map_id2bl(val1);
  9968. status_change *psc = pbl?status_get_sc(pbl):nullptr;
  9969. struct status_change_entry *psce = psc?psc->getSCE(SC_MARIONETTE):nullptr;
  9970. // Fetch target's stats
  9971. struct status_data* status2 = status_get_status_data(bl); // Battle status
  9972. if (!psce)
  9973. return 0;
  9974. val3 = 0;
  9975. val4 = 0;
  9976. max_stat = battle_config.max_parameter; // Cap to 99 (default)
  9977. stat = (psce->val3 >>16)&0xFF; stat = min(stat, max_stat - status2->str ); val3 |= cap_value(stat,0,0xFF)<<16;
  9978. stat = (psce->val3 >> 8)&0xFF; stat = min(stat, max_stat - status2->agi ); val3 |= cap_value(stat,0,0xFF)<<8;
  9979. stat = (psce->val3 >> 0)&0xFF; stat = min(stat, max_stat - status2->vit ); val3 |= cap_value(stat,0,0xFF);
  9980. stat = (psce->val4 >>16)&0xFF; stat = min(stat, max_stat - status2->int_); val4 |= cap_value(stat,0,0xFF)<<16;
  9981. stat = (psce->val4 >> 8)&0xFF; stat = min(stat, max_stat - status2->dex ); val4 |= cap_value(stat,0,0xFF)<<8;
  9982. stat = (psce->val4 >> 0)&0xFF; stat = min(stat, max_stat - status2->luk ); val4 |= cap_value(stat,0,0xFF);
  9983. break;
  9984. }
  9985. case SC_SPIRIT:
  9986. //1st Transcendent Spirit works similar to Marionette Control
  9987. if(sd && val2 == SL_HIGH) {
  9988. int stat,max_stat;
  9989. struct status_data *status2 = status_get_base_status(bl);
  9990. val3 = 0;
  9991. val4 = 0;
  9992. max_stat = (status_get_lv(bl)-10<50)?status_get_lv(bl)-10:50;
  9993. stat = max(0, max_stat - status2->str); val3 |= cap_value(stat,0,0xFF)<<16;
  9994. stat = max(0, max_stat - status2->agi ); val3 |= cap_value(stat,0,0xFF)<<8;
  9995. stat = max(0, max_stat - status2->vit ); val3 |= cap_value(stat,0,0xFF);
  9996. stat = max(0, max_stat - status2->int_); val4 |= cap_value(stat,0,0xFF)<<16;
  9997. stat = max(0, max_stat - status2->dex ); val4 |= cap_value(stat,0,0xFF)<<8;
  9998. stat = max(0, max_stat - status2->luk ); val4 |= cap_value(stat,0,0xFF);
  9999. }
  10000. break;
  10001. case SC_REJECTSWORD:
  10002. val2 = 15*val1; // Reflect chance
  10003. val3 = 3; // Reflections
  10004. tick = INFINITE_TICK;
  10005. break;
  10006. case SC_MEMORIZE:
  10007. val2 = 5; // Memorized casts.
  10008. tick = INFINITE_TICK;
  10009. break;
  10010. #ifndef RENEWAL
  10011. case SC_GRAVITATION:
  10012. val2 = 50*val1; // aspd reduction
  10013. break;
  10014. #endif
  10015. case SC_REGENERATION:
  10016. if (val1 == 1)
  10017. val2 = 2;
  10018. else
  10019. val2 = val1; // HP Regerenation rate: 200% 200% 300%
  10020. val3 = val1; // SP Regeneration Rate: 100% 200% 300%
  10021. // If val4 comes set, this blocks regen rather than increase it.
  10022. break;
  10023. case SC_DEVOTION:
  10024. {
  10025. struct block_list *d_bl;
  10026. status_change *d_sc;
  10027. if( (d_bl = map_id2bl(val1)) && (d_sc = status_get_sc(d_bl)) && d_sc->count ) { // Inherits Status From Source
  10028. const enum sc_type types[] = { SC_AUTOGUARD, SC_DEFENDER, SC_REFLECTSHIELD, SC_ENDURE };
  10029. int i = (map_flag_gvg2(bl->m) || map_getmapflag(bl->m, MF_BATTLEGROUND))?2:3;
  10030. while( i >= 0 ) {
  10031. enum sc_type type2 = types[i];
  10032. if( d_sc->getSCE(type2) )
  10033. 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);
  10034. i--;
  10035. }
  10036. }
  10037. break;
  10038. }
  10039. case SC_COMA: // Coma. Sends a char to 1HP. If val2, do not zap sp
  10040. status_zap(bl, status->hp-1, val2?0:status->sp-1);
  10041. return 1;
  10042. break;
  10043. case SC_CLOSECONFINE2:
  10044. {
  10045. struct block_list *src2 = val2?map_id2bl(val2):nullptr;
  10046. status_change *sc2 = src2?status_get_sc(src2):nullptr;
  10047. struct status_change_entry *sce2 = sc2?sc2->getSCE(SC_CLOSECONFINE):nullptr;
  10048. if (src2 && sc2) {
  10049. if (!sce2) { // Start lock on caster.
  10050. #ifdef RENEWAL
  10051. val3 = 50; // Flee increase
  10052. #else
  10053. val3 = 10; // Flee increase
  10054. #endif
  10055. sc_start4(src2,src2,SC_CLOSECONFINE,100,val1,1,val3,0,tick+1000);
  10056. } else { // Increase count of locked enemies and refresh time.
  10057. (sce2->val2)++;
  10058. delete_timer(sce2->timer, status_change_timer);
  10059. sce2->timer = add_timer(gettick()+tick+1000, status_change_timer, src2->id, SC_CLOSECONFINE);
  10060. }
  10061. } else // Status failed.
  10062. return 0;
  10063. }
  10064. break;
  10065. case SC_KAITE:
  10066. val2 = 1+val1/5; // Number of bounces: 1 + skill_lv/5
  10067. break;
  10068. case SC_KAUPE:
  10069. switch (val1) {
  10070. case 3: // 33*3 + 1 -> 100%
  10071. val2++;
  10072. [[fallthrough]];
  10073. case 1:
  10074. case 2: // 33, 66%
  10075. val2 += 33*val1;
  10076. val3 = 1; // Dodge 1 attack total.
  10077. break;
  10078. default: // Custom. For high level mob usage, higher level means more blocks. [Skotlex]
  10079. val2 = 100;
  10080. val3 = val1-2;
  10081. break;
  10082. }
  10083. break;
  10084. case SC_COMBO:
  10085. {
  10086. // val1: Skill ID
  10087. // val2: When given, target (for autotargetting skills)
  10088. // val3: When set, this combo time should NOT delay attack/movement
  10089. // val3: If set to 2 this combo will delay ONLY attack
  10090. // val3: TK: Last used kick
  10091. // val4: TK: Combo time
  10092. struct unit_data *ud = unit_bl2ud(bl);
  10093. if ( ud && (!val3 || val3 == 2) ) {
  10094. tick += 300 * battle_config.combo_delay_rate/100;
  10095. ud->attackabletime = gettick()+tick;
  10096. if( !val3 )
  10097. unit_set_walkdelay(bl, gettick(), tick, 1);
  10098. }
  10099. val3 = 0;
  10100. val4 = tick;
  10101. break;
  10102. }
  10103. case SC_EARTHSCROLL:
  10104. val2 = 11-val1; // Chance to consume: 11-skill_lv%
  10105. break;
  10106. case SC_RUN:
  10107. {
  10108. //Store time at which you started running.
  10109. t_tick currenttick = gettick();
  10110. // Note: this int64 value is stored in two separate int32 variables (FIXME)
  10111. val3 = (int)(currenttick & 0x00000000ffffffffLL);
  10112. val4 = (int)((currenttick & 0xffffffff00000000LL) >> 32);
  10113. tick = INFINITE_TICK;
  10114. break;
  10115. }
  10116. case SC_KAAHI:
  10117. val2 = 200*val1; // HP heal
  10118. val3 = 5*val1; // SP cost
  10119. break;
  10120. case SC_BLESSING:
  10121. if (bl->type == BL_PC || (!undead_flag && status->race != RC_DEMON))
  10122. val2 = val1;
  10123. else
  10124. val2 = 0; // 0 -> Half stat.
  10125. break;
  10126. case SC_TRICKDEAD:
  10127. if (vd) vd->dead_sit = 1;
  10128. tick = INFINITE_TICK;
  10129. break;
  10130. case SC_CONCENTRATE:
  10131. val2 = 2 + val1;
  10132. if (sd) { // Store the card-bonus data that should not count in the %
  10133. val3 = sd->indexed_bonus.param_bonus[1]; // Agi
  10134. val4 = sd->indexed_bonus.param_bonus[4]; // Dex
  10135. } else
  10136. val3 = val4 = 0;
  10137. break;
  10138. case SC_MAXOVERTHRUST:
  10139. val2 = 20*val1; // Power increase
  10140. break;
  10141. case SC_OVERTHRUST:
  10142. case SC_ADRENALINE2:
  10143. case SC_ADRENALINE:
  10144. case SC_WEAPONPERFECTION:
  10145. {
  10146. map_session_data * s_sd = BL_CAST(BL_PC, src);
  10147. if (type == SC_OVERTHRUST) {
  10148. // val2 holds if it was casted on self, or is bonus received from others
  10149. #ifdef RENEWAL
  10150. val3 = (val2) ? 5 * val1 : (val1 > 4) ? 15 : (val1 > 2) ? 10 : 5; // Power increase
  10151. #else
  10152. val3 = (val2) ? 5 * val1 : 5; // Power increase
  10153. #endif
  10154. }
  10155. else if (type == SC_ADRENALINE2 || type == SC_ADRENALINE) {
  10156. val3 = (val2) ? 300 : 200; // Aspd increase
  10157. }
  10158. if (s_sd && pc_checkskill(s_sd, BS_HILTBINDING) > 0)
  10159. tick += tick / 10; //If caster has Hilt Binding, duration increases by 10%
  10160. }
  10161. break;
  10162. case SC_CONCENTRATION:
  10163. #ifdef RENEWAL
  10164. val2 = 5 + val1 * 2; // Batk/Watk Increase
  10165. val4 = 5 + val1 * 2; // Def reduction
  10166. #else
  10167. val2 = 5*val1; // Batk/Watk Increase
  10168. val4 = 5*val1; // Def reduction
  10169. #endif
  10170. val3 = 10*val1; // Hit Increase
  10171. sc_start(src, bl, SC_ENDURE, 100, 1, tick); // Level 1 Endure effect
  10172. break;
  10173. case SC_ANGELUS:
  10174. val2 = 5*val1; // def increase
  10175. break;
  10176. case SC_IMPOSITIO:
  10177. val2 = 5*val1; // WATK/MATK increase
  10178. break;
  10179. case SC_MELTDOWN:
  10180. val2 = 100*val1; // Chance to break weapon
  10181. val3 = 70*val1; // Change to break armor
  10182. break;
  10183. case SC_TRUESIGHT:
  10184. val2 = 10*val1; // Critical increase
  10185. val3 = 3*val1; // Hit increase
  10186. break;
  10187. case SC_SUN_COMFORT:
  10188. val2 = (status_get_lv(bl) + status->dex + status->luk)/2; // def increase
  10189. break;
  10190. case SC_MOON_COMFORT:
  10191. val2 = (status_get_lv(bl) + status->dex + status->luk)/10; // flee increase
  10192. break;
  10193. case SC_STAR_COMFORT:
  10194. val2 = (status_get_lv(bl) + status->dex + status->luk); // Aspd increase
  10195. break;
  10196. case SC_QUAGMIRE:
  10197. val2 = (sd?5:10)*val1; // Agi/Dex decrease.
  10198. break;
  10199. // gs_something1 [Vicious]
  10200. case SC_GATLINGFEVER:
  10201. val2 = 20*val1; // Aspd increase
  10202. val3 = 20+10*val1; // Atk increase
  10203. val4 = 5*val1; // Flee decrease
  10204. break;
  10205. case SC_FLING:
  10206. if (bl->type == BL_PC)
  10207. val2 = 0; // No armor reduction to players.
  10208. else
  10209. val2 = 5*val1; // Def reduction
  10210. val3 = 5*val1; // Def2 reduction
  10211. break;
  10212. case SC_PROVOKE:
  10213. val2 = 2+3*val1; // Atk increase
  10214. val3 = 5+5*val1; // Def reduction.
  10215. // val4 signals autoprovoke.
  10216. break;
  10217. case SC_AVOID:
  10218. // val2 = 10*val1; // Speed change rate.
  10219. break;
  10220. case SC_DEFENCE:
  10221. #ifdef RENEWAL
  10222. val2 = 5 + (val1 * 5); // Vit bonus
  10223. #else
  10224. val2 = 2*val1; // Def bonus
  10225. #endif
  10226. break;
  10227. case SC_BLOODLUST:
  10228. val2 = 20+10*val1; // Atk rate change.
  10229. val3 = 3*val1; // Leech chance
  10230. val4 = 20; // Leech percent
  10231. break;
  10232. case SC_FLEET:
  10233. val2 = 30*val1; // Aspd change
  10234. val3 = 5+5*val1; // bAtk/wAtk rate change
  10235. break;
  10236. case SC_MINDBREAKER:
  10237. val2 = 20*val1; // matk increase.
  10238. val3 = 12*val1; // mdef2 reduction.
  10239. break;
  10240. case SC_JAILED:
  10241. // Val1 is duration in minutes. Use INT_MAX to specify 'unlimited' time.
  10242. if (sd) {
  10243. if (sd->mapindex != val2) {
  10244. int pos = (bl->x&0xFFFF)|(bl->y<<16), // Current Coordinates
  10245. map_idx = sd->mapindex; // Current Map
  10246. // 1. Place in Jail (val2 -> Jail Map, val3 -> x, val4 -> y
  10247. pc_setpos(sd,(unsigned short)val2,val3,val4, CLR_TELEPORT);
  10248. // 2. Set restore point (val3 -> return map, val4 return coords
  10249. val3 = map_idx;
  10250. val4 = pos;
  10251. } else if (!val3 || val3 == sd->mapindex) { // Use save point.
  10252. val3 = mapindex_name2id( sd->status.save_point.map );
  10253. val4 = (sd->status.save_point.x&0xFFFF)
  10254. |(sd->status.save_point.y<<16);
  10255. }
  10256. }
  10257. break;
  10258. case SC_UTSUSEMI:
  10259. val2=(val1+1)/2; // Number of hits blocked
  10260. val3=skill_get_blewcount(NJ_UTSUSEMI, val1); // knockback value.
  10261. break;
  10262. case SC_BUNSINJYUTSU:
  10263. val2=(val1+1)/2; // Number of hits blocked
  10264. break;
  10265. case SC_CHANGE:
  10266. val2= 30*val1; // Vit increase
  10267. val3= 20*val1; // Int increase
  10268. break;
  10269. case SC_SWOO:
  10270. if(status_has_mode(status,MD_STATUSIMMUNE))
  10271. tick /= 5; // !TODO: Reduce skill's duration. But for how long?
  10272. break;
  10273. case SC_ARMOR:
  10274. // NPC_DEFENDER:
  10275. val2 = 8; // Damage will be divided by this value
  10276. // Attack requirements to be blocked:
  10277. val3 = BF_LONG; // Range
  10278. val4 = BF_WEAPON|BF_MISC; // Type
  10279. break;
  10280. case SC_ENCHANTARMS:
  10281. // Make sure the received element is valid.
  10282. if (val1 >= ELE_ALL)
  10283. val1 = val1%ELE_ALL;
  10284. else if (val1 < 0)
  10285. val1 = rnd()%ELE_ALL;
  10286. break;
  10287. case SC_CRITICALWOUND:
  10288. // Level 1 ~ 5 & 6 ~ 10 has different duration
  10289. // Level 6 ~ 10 use effect of level 1 ~ 5
  10290. val1 = 1 + ((val1-1)%5);
  10291. val2 = 20*val1; // Heal effectiveness decrease
  10292. break;
  10293. case SC_MAGICMIRROR:
  10294. // Level 1 ~ 5 & 6 ~ 10 has different duration
  10295. // Level 6 ~ 10 use effect of level 1 ~ 5
  10296. val1 = 1 + ((val1-1)%5);
  10297. [[fallthrough]];
  10298. case SC_SLOWCAST:
  10299. val2 = 20*val1; // Magic reflection/cast rate
  10300. break;
  10301. case SC_ARMORCHANGE:
  10302. if (val2 == NPC_ANTIMAGIC) { // Boost mdef
  10303. val2 =-20;
  10304. val3 = 20;
  10305. } else { // Boost def
  10306. val2 = 20;
  10307. val3 =-20;
  10308. }
  10309. // Level 1 ~ 5 & 6 ~ 10 has different duration
  10310. // Level 6 ~ 10 use effect of level 1 ~ 5
  10311. val1 = 1 + ((val1-1)%5);
  10312. val2 *= val1; // 20% per level
  10313. val3 *= val1;
  10314. break;
  10315. case SC_EXPBOOST:
  10316. case SC_JEXPBOOST:
  10317. case SC_JP_EVENT04:
  10318. case SC_PERIOD_RECEIVEITEM_2ND:
  10319. case SC_PERIOD_PLUSEXP_2ND:
  10320. if (val1 < 1)
  10321. return 0;
  10322. break;
  10323. case SC_INCFLEE2:
  10324. case SC_INCCRI:
  10325. val2 = val1*10; // Actual boost (since 100% = 1000)
  10326. break;
  10327. case SC_SUFFRAGIUM:
  10328. #ifdef RENEWAL
  10329. val2 = 5 + val1 * 5; // Speed cast decrease
  10330. #else
  10331. val2 = 15 * val1; // Speed cast decrease
  10332. #endif
  10333. break;
  10334. case SC_INCHEALRATE:
  10335. if (val1 < 1)
  10336. val1 = 1;
  10337. break;
  10338. case SC_DOUBLECAST:
  10339. val2 = 30+10*val1; // Trigger rate
  10340. break;
  10341. case SC_KAIZEL:
  10342. val2 = 10*val1; // % of life to be revived with
  10343. break;
  10344. // case SC_ARMOR_ELEMENT_WATER:
  10345. // case SC_ARMOR_ELEMENT_EARTH:
  10346. // case SC_ARMOR_ELEMENT_FIRE:
  10347. // case SC_ARMOR_ELEMENT_WIND:
  10348. // case SC_ARMOR_RESIST:
  10349. // Mod your resistance against elements:
  10350. // val1 = water | val2 = earth | val3 = fire | val4 = wind
  10351. // break;
  10352. // case ????:
  10353. // Place here SCs that have no SCB_* data, no skill associated, no ICON
  10354. // associated, and yet are not wrong/unknown. [Skotlex]
  10355. // break;
  10356. case SC_MERC_FLEEUP:
  10357. case SC_MERC_ATKUP:
  10358. case SC_MERC_HITUP:
  10359. val2 = 15 * val1;
  10360. break;
  10361. case SC_MERC_HPUP:
  10362. case SC_MERC_SPUP:
  10363. val2 = 5 * val1;
  10364. break;
  10365. case SC_REBIRTH:
  10366. val2 = 20*val1; // % of life to be revived with
  10367. break;
  10368. case SC_INVINCIBLE:
  10369. val2 = 100; // ATKpercent increase
  10370. val3 = 50; // Speed increase
  10371. val4 = 700; // ASPD increase
  10372. break;
  10373. case SC_MANU_DEF:
  10374. case SC_MANU_ATK:
  10375. case SC_MANU_MATK:
  10376. val2 = 1; // Manuk group
  10377. break;
  10378. case SC_SPL_DEF:
  10379. case SC_SPL_ATK:
  10380. case SC_SPL_MATK:
  10381. val2 = 2; // Splendide group
  10382. break;
  10383. /* General */
  10384. case SC_FEAR:
  10385. sc_start(src, bl, SC_ANKLE, 100, 0, 2000);
  10386. break;
  10387. /* Rune Knight */
  10388. case SC_DEATHBOUND:
  10389. val2 = 500 + 100 * val1;
  10390. break;
  10391. case SC_STONEHARDSKIN:
  10392. if (!status_charge(bl, status->hp / 5, 0)) // 20% of HP
  10393. return 0;
  10394. if (sd)
  10395. val1 = sd->status.job_level * pc_checkskill(sd, RK_RUNEMASTERY) / 4; // DEF/MDEF Increase
  10396. break;
  10397. case SC_REFRESH:
  10398. status_heal(bl, status_get_max_hp(bl) * 25 / 100, 0, 1);
  10399. status_change_clear_buffs(bl, SCCB_REFRESH);
  10400. break;
  10401. case SC_MILLENNIUMSHIELD:
  10402. {
  10403. int8 chance = rnd()%100;
  10404. val2 = ((chance < 20) ? 4 : (chance < 50) ? 3 : 2); // Shield count
  10405. val3 = 1000; // Shield HP
  10406. clif_millenniumshield(bl, val2);
  10407. }
  10408. break;
  10409. case SC_ABUNDANCE:
  10410. val4 = tick / 10000;
  10411. tick_time = 10000; // [GodLesZ] tick time
  10412. break;
  10413. case SC_GIANTGROWTH:
  10414. val2 = 30; // Damage success rate and STR increase
  10415. break;
  10416. case SC_LUXANIMA:
  10417. val2 = 15; // Storm Blast success %
  10418. val3 = 30; // Damage/HP/SP % increase
  10419. break;
  10420. /* Arch Bishop */
  10421. case SC_RENOVATIO:
  10422. val4 = tick / 5000;
  10423. tick_time = 5000;
  10424. break;
  10425. case SC_SECRAMENT:
  10426. val2 = 10 * val1;
  10427. break;
  10428. case SC_VENOMIMPRESS:
  10429. val2 = 10 * val1;
  10430. break;
  10431. case SC_WEAPONBLOCKING:
  10432. val2 = 10 + 2 * val1; // Chance
  10433. val4 = tick / 5000;
  10434. tick_time = 5000; // [GodLesZ] tick time
  10435. break;
  10436. case SC_OBLIVIONCURSE:
  10437. if (val3 == 0)
  10438. break;
  10439. val4 = tick / 3000;
  10440. tick_time = 3000; // [GodLesZ] tick time
  10441. break;
  10442. case SC_CLOAKINGEXCEED:
  10443. val2 = (val1 + 1) / 2; // Hits
  10444. val3 = (val1 - 1) * 10; // Walk speed
  10445. if (bl->type == BL_PC)
  10446. val4 |= battle_config.pc_cloak_check_type&7;
  10447. else
  10448. val4 |= battle_config.monster_cloak_check_type&7;
  10449. tick_time = 1000; // [GodLesZ] tick time
  10450. break;
  10451. case SC_HALLUCINATIONWALK:
  10452. case SC_NPC_HALLUCINATIONWALK:
  10453. val2 = 50 * val1; // Evasion rate of physical attacks. Flee
  10454. val3 = 10 * val1; // Evasion rate of magical attacks.
  10455. break;
  10456. case SC_MARSHOFABYSS:
  10457. if( bl->type == BL_PC )
  10458. val2 = 3 * val1; // AGI and DEX Reduction
  10459. else // BL_MOB
  10460. val2 = 6 * val1; // AGI and DEX Reduction
  10461. val3 = 10 * val1; // Movement Speed Reduction
  10462. break;
  10463. case SC_FREEZE_SP:
  10464. // val2 = sp drain per 10 seconds
  10465. tick_time = 10000; // [GodLesZ] tick time
  10466. break;
  10467. case SC_SPHERE_1:
  10468. case SC_SPHERE_2:
  10469. case SC_SPHERE_3:
  10470. case SC_SPHERE_4:
  10471. case SC_SPHERE_5:
  10472. if( !sd )
  10473. return 0; // Should only work on players.
  10474. val4 = tick / 1000;
  10475. if( val4 < 1 )
  10476. val4 = 1;
  10477. tick_time = 1000; // [GodLesZ] tick time
  10478. break;
  10479. case SC_SHAPESHIFT:
  10480. switch( val1 ) {
  10481. case 1: val2 = ELE_FIRE; break;
  10482. case 2: val2 = ELE_EARTH; break;
  10483. case 3: val2 = ELE_WIND; break;
  10484. case 4: val2 = ELE_WATER; break;
  10485. }
  10486. break;
  10487. case SC_ELECTRICSHOCKER:
  10488. case SC_CRYSTALIZE:
  10489. val4 = tick / 1000;
  10490. if( val4 < 1 )
  10491. val4 = 1;
  10492. tick_time = 1000; // [GodLesZ] tick time
  10493. break;
  10494. case SC_MEIKYOUSISUI:
  10495. val2 = val1 * 2; // % HP each sec
  10496. val3 = val1; // % SP each sec
  10497. val4 = tick / 1000;
  10498. if( val4 < 1 )
  10499. val4 = 1;
  10500. tick_time = 1000;
  10501. break;
  10502. case SC_CAMOUFLAGE:
  10503. val4 = tick/1000;
  10504. tick_time = 1000; // [GodLesZ] tick time
  10505. break;
  10506. case SC_WUGDASH:
  10507. {
  10508. //Store time at which you started running.
  10509. t_tick currenttick = gettick();
  10510. // Note: this int64 value is stored in two separate int32 variables (FIXME)
  10511. val3 = (int)(currenttick&0x00000000ffffffffLL);
  10512. val4 = (int)((currenttick&0xffffffff00000000LL)>>32);
  10513. tick = INFINITE_TICK;
  10514. break;
  10515. }
  10516. case SC__SHADOWFORM:
  10517. {
  10518. map_session_data * s_sd = map_id2sd(val2);
  10519. if( s_sd )
  10520. s_sd->shadowform_id = bl->id;
  10521. val4 = tick / 1000;
  10522. tick_time = 1000; // [GodLesZ] tick time
  10523. }
  10524. break;
  10525. case SC__STRIPACCESSORY:
  10526. if (!sd)
  10527. val2 = 20;
  10528. break;
  10529. case SC__INVISIBILITY:
  10530. val2 = 50 - 10 * val1; // ASPD
  10531. val3 = 20 * val1; // CRITICAL
  10532. val4 = tick / 1000;
  10533. tick = INFINITE_TICK; // Duration sent to the client should be infinite
  10534. tick_time = 1000; // [GodLesZ] tick time
  10535. break;
  10536. case SC__ENERVATION:
  10537. val2 = 20 + 10 * val1; // ATK Reduction
  10538. if (sd) {
  10539. pc_delspiritball(sd,sd->spiritball,0);
  10540. pc_delspiritcharm(sd,sd->spiritcharm,sd->spiritcharm_type);
  10541. }
  10542. break;
  10543. case SC__GROOMY:
  10544. val2 = 20 + 10 * val1; // ASPD
  10545. val3 = 20 * val1; // HIT
  10546. if( sd ) { // Removes Animals
  10547. if( pc_isriding(sd) ) pc_setriding(sd, 0);
  10548. if( pc_isridingdragon(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_DRAGON);
  10549. if( pc_iswug(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_WUG);
  10550. if( pc_isridingwug(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_WUGRIDER);
  10551. if( pc_isfalcon(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_FALCON);
  10552. if( sd->status.pet_id > 0 ) pet_return_egg(sd, sd->pd);
  10553. if( hom_is_active(sd->hd) ) hom_vaporize(sd, HOM_ST_ACTIVE);
  10554. //if( sd->md ) mercenary_delete(sd->md,3); // Are Mercenaries removed? [aleos]
  10555. }
  10556. break;
  10557. case SC__LAZINESS:
  10558. val2 = 10 + 10 * val1; // Cast Increase
  10559. val3 = 10 * val1; // Flee Reduction
  10560. break;
  10561. case SC__UNLUCKY:
  10562. {
  10563. sc_type rand_eff;
  10564. switch(rnd() % 3) {
  10565. case 1: rand_eff = SC_BLIND; break;
  10566. case 2: rand_eff = SC_SILENCE; break;
  10567. default: rand_eff = SC_POISON; break;
  10568. }
  10569. val2 = 10 * val1; // Crit and Flee2 Reduction
  10570. status_change_start(src,bl,rand_eff,10000,val1,0,(rand_eff == SC_POISON ? src->id : 0),0,tick,SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  10571. break;
  10572. }
  10573. case SC__WEAKNESS:
  10574. val2 = 10 * val1;
  10575. // Bypasses coating protection and MADO
  10576. sc_start(src,bl,SC_STRIPWEAPON,100,val1,tick);
  10577. sc_start(src,bl,SC_STRIPSHIELD,100,val1,tick);
  10578. break;
  10579. case SC_GN_CARTBOOST:
  10580. if( val1 < 3 )
  10581. val2 = 50;
  10582. else if( val1 > 2 && val1 < 5 )
  10583. val2 = 75;
  10584. else
  10585. val2 = 100;
  10586. break;
  10587. case SC_PROPERTYWALK:
  10588. val3 = 0;
  10589. break;
  10590. case SC_STRIKING:
  10591. // val2 = watk bonus already calc
  10592. val3 = 6 - val1;// spcost = 6 - level (lvl1:5 ... lvl 5: 1)
  10593. val4 = tick / 1000;
  10594. tick_time = 1000; // [GodLesZ] tick time
  10595. break;
  10596. case SC_WARMER:
  10597. val4 = tick / 3000;
  10598. tick = INFINITE_TICK; // Duration sent to the client should be infinite
  10599. tick_time = 3000;
  10600. break;
  10601. case SC_HELLS_PLANT:
  10602. tick_time = status_get_sc_interval(type);
  10603. val4 = tick - tick_time; // Remaining time
  10604. break;
  10605. case SC_SWINGDANCE:
  10606. val3 = 3 * val1 + val2; // Walk speed and aspd reduction.
  10607. break;
  10608. case SC_SYMPHONYOFLOVER:
  10609. val3 = 2 * val1 + val2 + (sd?sd->status.job_level:50) / 4; // MDEF Increase
  10610. break;
  10611. case SC_MOONLITSERENADE: // MATK Increase
  10612. case SC_RUSHWINDMILL: // ATK Increase
  10613. val3 = 4 + val1 * 3 + val2 + (sd?sd->status.job_level:50) / 5;
  10614. break;
  10615. case SC_ECHOSONG:
  10616. val3 = 6 * val1 + val2 + (sd?sd->status.job_level:50) / 4; // DEF Increase
  10617. break;
  10618. case SC_HARMONIZE:
  10619. val2 = 5 + 5 * val1;
  10620. break;
  10621. case SC_VOICEOFSIREN:
  10622. val4 = tick / 2000;
  10623. tick_time = 2000; // [GodLesZ] tick time
  10624. break;
  10625. case SC_DEEPSLEEP:
  10626. val4 = tick / 2000;
  10627. tick_time = 2000; // [GodLesZ] tick time
  10628. break;
  10629. case SC_SIRCLEOFNATURE:
  10630. val2 = 50 * val1; // HP recovery rate
  10631. break;
  10632. case SC_SONGOFMANA:
  10633. status_heal(bl, 0, status->max_sp * (val1 <= 2 ? 10 : val1 <= 4 ? 15 : 20) / 100, 1);
  10634. val3 = 50 * val1;
  10635. break;
  10636. case SC_SATURDAYNIGHTFEVER:
  10637. if (!val4) val4 = skill_get_time2(scdb->skill_id,val1);
  10638. if (!val4) val4 = 3000;
  10639. val3 = tick/val4;
  10640. tick_time = val4; // [GodLesZ] tick time
  10641. break;
  10642. case SC_GLOOMYDAY:
  10643. val2 = 20 + 5 * val1; // Flee reduction.
  10644. val3 = 15 + 5 * val1; // ASPD reduction.
  10645. if( sd && rnd()%100 < val1 ) { // (Skill Lv) %
  10646. val4 = 1; // Reduce walk speed by half.
  10647. if( pc_isriding(sd) ) pc_setriding(sd, 0);
  10648. if( pc_isridingdragon(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_DRAGON);
  10649. }
  10650. break;
  10651. case SC_GLOOMYDAY_SK:
  10652. // Random number between [15 ~ (Voice Lesson Skill Level x 5) + (Skill Level x 10)] %.
  10653. val2 = 15 + rnd()%( (sd?pc_checkskill(sd, WM_LESSON)*5:0) + val1*10 );
  10654. break;
  10655. case SC_SITDOWN_FORCE:
  10656. case SC_BANANA_BOMB_SITDOWN:
  10657. if( sd && !pc_issit(sd) ) {
  10658. pc_setsit(sd);
  10659. skill_sit(sd, true);
  10660. clif_sitting(bl);
  10661. }
  10662. break;
  10663. case SC_DANCEWITHWUG:
  10664. val3 = 5 * val1; // ASPD Increase
  10665. val4 = 20 + 10 * val1; // Fixed Cast Time Reduction
  10666. break;
  10667. case SC_LERADSDEW:
  10668. val3 = 2 + 3 * val1 + min(3 * val2, 25); // MaxHP Increase
  10669. break;
  10670. case SC_MELODYOFSINK:
  10671. val2 = 10 * val1; // INT Reduction.
  10672. val3 = 2 + 2 * val1; // MaxSP reduction
  10673. break;
  10674. case SC_BEYONDOFWARCRY:
  10675. val2 = 10 + 10 * val1; // STR Reduction
  10676. val3 = 4 * val1; // MaxHP Reduction
  10677. break;
  10678. case SC_UNLIMITEDHUMMINGVOICE:
  10679. val3 = 4 * val1 + min(3 * val2, 15); // !TODO: What's the Lesson bonus?
  10680. break;
  10681. case SC_REFLECTDAMAGE:
  10682. val2 = 10 * val1; // Reflect reduction amount
  10683. val4 = tick/1000; // Number of SP cycles (duration)
  10684. tick_time = 1000; // [GodLesZ] tick time
  10685. break;
  10686. case SC_FORCEOFVANGUARD:
  10687. val2 = 8 + 12 * val1; // Chance
  10688. val3 = 5 + 2 * val1; // Max rage counters
  10689. tick = INFINITE_TICK; // Endless duration in the client
  10690. tick_time = 10000; // [GodLesZ] tick time
  10691. break;
  10692. case SC_EXEEDBREAK:
  10693. val2 = 150 * val1;
  10694. if (sd) { // Players
  10695. short index = sd->equip_index[EQI_HAND_R];
  10696. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_WEAPON)
  10697. val2 += 15 * sd->status.job_level + sd->inventory_data[index]->weight / 10 * sd->inventory_data[index]->weapon_level * status_get_lv(bl) / 100;
  10698. } else // Monster
  10699. val2 += 750;
  10700. break;
  10701. case SC_PRESTIGE:
  10702. val2 = (status->int_ + status->luk) * val1 / 20 * status_get_lv(bl) / 200 + val1; // Chance to evade magic damage.
  10703. val3 = ((val1 * 15) + (10 * (sd?pc_checkskill(sd,CR_DEFENDER):skill_get_max(CR_DEFENDER)))) * status_get_lv(bl) / 100; // Defence added
  10704. break;
  10705. case SC_SHIELDSPELL_HP:
  10706. val2 = 3; // 3% HP every 3 seconds
  10707. tick_time = status_get_sc_interval(type);
  10708. val4 = tick - tick_time; // Remaining time
  10709. break;
  10710. case SC_SHIELDSPELL_SP:
  10711. val2 = 3; // 3% SP every 5 seconds
  10712. tick_time = status_get_sc_interval(type);
  10713. val4 = tick - tick_time; // Remaining time
  10714. break;
  10715. case SC_SHIELDSPELL_ATK:
  10716. val2 = 150; // WATK/MATK bonus
  10717. break;
  10718. case SC_BANDING:
  10719. val2 = (sd ? skill_banding_count(sd) : 1);
  10720. tick_time = 5000; // [GodLesZ] tick time
  10721. break;
  10722. case SC_MAGNETICFIELD:
  10723. tick_time = 1000; // [GodLesZ] tick time
  10724. val4 = tick / tick_time;
  10725. break;
  10726. case SC_INSPIRATION:
  10727. val2 = 40 * val1; // ATK/MATK
  10728. val3 = 6 * val1; //All stat bonus
  10729. val4 = tick / 5000;
  10730. tick_time = 5000; // [GodLesZ] tick time
  10731. status_change_clear_buffs(bl, SCCB_DEBUFFS); // Remove debuffs
  10732. break;
  10733. case SC_CRESCENTELBOW:
  10734. val2 = (sd?sd->status.job_level:50) / 2 + (50 + 5 * val1);
  10735. break;
  10736. case SC_LIGHTNINGWALK: // [(Job Level / 2) + (40 + 5 * Skill Level)] %
  10737. val1 = (sd?sd->status.job_level:2)/2 + 40 + 5 * val1;
  10738. break;
  10739. case SC_GT_ENERGYGAIN:
  10740. val2 = 10 + 5 * val1; // Sphere gain chance.
  10741. break;
  10742. case SC_GT_CHANGE:
  10743. // Take note there is no def increase as skill desc says. [malufett]
  10744. val2 = val1 * 8; // ATK increase
  10745. val3 = status->agi * val1 / 60; // ASPD increase: [(Target AGI x Skill Level) / 60] %
  10746. break;
  10747. case SC_GT_REVITALIZE:
  10748. // Take note there is no vit, aspd, speed increase as skill desc says. [malufett]
  10749. val2 = 2 * val1; // MaxHP: [(Skill Level * 2)]%
  10750. val3 = val1 * 30 + 50; // Natural HP recovery increase: [(Skill Level x 30) + 50] %
  10751. // The stat def is not shown in the status window and it is processed differently
  10752. val4 = val1 * 20; // STAT DEF increase
  10753. break;
  10754. case SC_PYROTECHNIC_OPTION:
  10755. val2 = 60; // Eatk Renewal (Atk2)
  10756. break;
  10757. case SC_HEATER_OPTION:
  10758. val2 = 120; // Eatk Renewal (Atk2)
  10759. val3 = ELE_FIRE; // Change into fire element.
  10760. break;
  10761. case SC_TROPIC_OPTION:
  10762. val2 = 180; // Eatk Renewal (Atk2)
  10763. val3 = MG_FIREBOLT;
  10764. break;
  10765. case SC_AQUAPLAY_OPTION:
  10766. val2 = 40;
  10767. break;
  10768. case SC_COOLER_OPTION:
  10769. val2 = 80;
  10770. val3 = ELE_WATER; // Change into water element.
  10771. break;
  10772. case SC_CHILLY_AIR_OPTION:
  10773. val2 = 120; // Matk. Renewal (Matk1)
  10774. val3 = MG_COLDBOLT;
  10775. break;
  10776. case SC_WIND_STEP_OPTION:
  10777. val2 = 50; // % Increase speed and flee.
  10778. break;
  10779. case SC_BLAST_OPTION:
  10780. val2 = 20;
  10781. val3 = ELE_WIND; // Change into wind element.
  10782. break;
  10783. case SC_WILD_STORM_OPTION:
  10784. val2 = MG_LIGHTNINGBOLT;
  10785. break;
  10786. case SC_PETROLOGY_OPTION:
  10787. val2 = 5; //HP Rate bonus
  10788. val3 = 50;
  10789. break;
  10790. case SC_SOLID_SKIN_OPTION:
  10791. val2 = 33; //% Increase DEF
  10792. break;
  10793. case SC_CURSED_SOIL_OPTION:
  10794. val2 = 10; //HP rate bonus
  10795. val3 = ELE_EARTH; // Change into earth element.
  10796. break;
  10797. case SC_UPHEAVAL_OPTION:
  10798. val2 = 15; //HP rate bonus
  10799. val3 = WZ_EARTHSPIKE;
  10800. break;
  10801. case SC_CIRCLE_OF_FIRE_OPTION:
  10802. val2 = 300;
  10803. break;
  10804. case SC_WATER_SCREEN_OPTION:
  10805. tick_time = 10000;
  10806. break;
  10807. case SC_FIRE_CLOAK_OPTION:
  10808. case SC_WATER_DROP_OPTION:
  10809. case SC_WIND_CURTAIN_OPTION:
  10810. case SC_STONE_SHIELD_OPTION:
  10811. val2 = 100; // Elemental modifier.
  10812. break;
  10813. case SC_TROPIC:
  10814. case SC_CHILLY_AIR:
  10815. case SC_WILD_STORM:
  10816. case SC_UPHEAVAL:
  10817. val2 += 10;
  10818. [[fallthrough]];
  10819. case SC_HEATER:
  10820. case SC_COOLER:
  10821. case SC_BLAST:
  10822. case SC_CURSED_SOIL:
  10823. val2 += 10;
  10824. [[fallthrough]];
  10825. case SC_PYROTECHNIC:
  10826. case SC_AQUAPLAY:
  10827. case SC_GUST:
  10828. case SC_PETROLOGY:
  10829. val2 += 5;
  10830. val3 += 9000;
  10831. [[fallthrough]];
  10832. case SC_CIRCLE_OF_FIRE:
  10833. case SC_FIRE_CLOAK:
  10834. case SC_WATER_DROP:
  10835. case SC_WATER_SCREEN:
  10836. case SC_WIND_CURTAIN:
  10837. case SC_WIND_STEP:
  10838. case SC_STONE_SHIELD:
  10839. case SC_SOLID_SKIN:
  10840. val2 += 5;
  10841. val3 += 1000;
  10842. tick_time = val3; // [GodLesZ] tick time
  10843. break;
  10844. case SC_WATER_BARRIER:
  10845. val2 = 30; // Reductions. Atk2 and Flee1
  10846. break;
  10847. case SC_ZEPHYR:
  10848. val2 = 25; // Flee.
  10849. break;
  10850. case SC_TIDAL_WEAPON:
  10851. val2 = 20; // Increase Elemental's attack.
  10852. break;
  10853. case SC_ROCK_CRUSHER:
  10854. case SC_ROCK_CRUSHER_ATK:
  10855. case SC_POWER_OF_GAIA:
  10856. val2 = 33; //Def rate bonus/Speed rate reduction
  10857. val3 = 20; //HP rate bonus
  10858. break;
  10859. case SC_TEARGAS:
  10860. val2 = status_get_max_hp(bl) * 5 / 100; // Drain 5% HP
  10861. val4 = tick / 2000;
  10862. tick_time = 2000;
  10863. break;
  10864. case SC_TEARGAS_SOB:
  10865. val4 = tick / 3000;
  10866. tick_time = 3000;
  10867. break;
  10868. case SC_STOMACHACHE:
  10869. val2 = 8; // SP consume.
  10870. val4 = tick / 10000;
  10871. tick_time = 10000; // [GodLesZ] tick time
  10872. break;
  10873. case SC_PROMOTE_HEALTH_RESERCH:
  10874. //val1: 1 = Regular Potion, 2 = Thrown Potion
  10875. //val2: 1 = Small Potion, 2 = Medium Potion, 3 = Large Potion
  10876. //val3: MaxHP Increase By Fixed Amount
  10877. if (val1 == 1) // If potion was normally used, take the user's BaseLv
  10878. val3 = 1000 * val2 - 500 + status_get_lv(bl) * 10 / 3;
  10879. else if (val1 == 2) // If potion was thrown at someone, take the thrower's BaseLv
  10880. val3 = 1000 * val2 - 500 + status_get_lv(src) * 10 / 3;
  10881. if (val3 <= 0) // Prevents a negeative value from happening
  10882. val3 = 0;
  10883. break;
  10884. case SC_ENERGY_DRINK_RESERCH:
  10885. //val1: 1 = Regular Potion, 2 = Thrown Potion
  10886. //val2: 1 = Small Potion, 2 = Medium Potion, 3 = Large Potion
  10887. //val3: MaxSP Increase By Percentage Amount
  10888. if (val1 == 1) // If potion was normally used, take the user's BaseLv
  10889. val3 = status_get_lv(bl) / 10 + 5 * val2 - 10;
  10890. else if (val1 == 2) // If potion was thrown at someone, take the thrower's BaseLv
  10891. val3 = status_get_lv(src) / 10 + 5 * val2 - 10;
  10892. if (val3 <= 0) // Prevents a negeative value from happening
  10893. val3 = 0;
  10894. break;
  10895. case SC_KYOUGAKU:
  10896. val2 = 2*val1 + rnd()%val1;
  10897. clif_status_change(bl,EFST_ACTIVE_MONSTER_TRANSFORM,1,0,1002,0,0);
  10898. break;
  10899. case SC_KAGEMUSYA:
  10900. val2 = 20; // Damage increase bonus
  10901. val3 = val1 * 2;
  10902. tick_time = 1000;
  10903. val4 = tick / tick_time;
  10904. break;
  10905. case SC_ZANGETSU:
  10906. if( status_get_hp(bl) % 2 == 0 )
  10907. val2 = (status_get_lv(bl) / 3) + (20 * val1); //+Watk
  10908. else
  10909. val2 -= (status_get_lv(bl) / 3) + (30 * val1); //-Watk
  10910. if( status_get_sp(bl) % 2 == 0 )
  10911. val3 = (status_get_lv(bl) / 3) + (20 * val1); //+Matk
  10912. else
  10913. val3 -= (status_get_lv(bl) / 3) + (30 * val1); //-Matk
  10914. break;
  10915. case SC_GENSOU:
  10916. {
  10917. int hp = status_get_hp(bl), lv = 5;
  10918. short per = 100 / (status_get_max_hp(bl) / hp);
  10919. if( per <= 15 )
  10920. lv = 1;
  10921. else if( per <= 30 )
  10922. lv = 2;
  10923. else if( per <= 50 )
  10924. lv = 3;
  10925. else if( per <= 75 )
  10926. lv = 4;
  10927. if( hp % 2 == 0)
  10928. status_heal(bl, hp * (6-lv) * 4 / 100, status_get_sp(bl) * (6-lv) * 3 / 100, 1);
  10929. else
  10930. status_zap(bl, hp * (lv*4) / 100, status_get_sp(bl) * (lv*3) / 100);
  10931. }
  10932. break;
  10933. case SC_ANGRIFFS_MODUS:
  10934. val2 = 50 + 20 * val1; // atk bonus
  10935. val3 = 25 + 10 * val1; // Flee reduction.
  10936. val4 = tick/1000; // hp/sp reduction timer
  10937. tick_time = 1000;
  10938. break;
  10939. case SC_GOLDENE_FERSE:
  10940. val2 = 10 + 10*val1; // flee bonus
  10941. val3 = 6 + 4 * val1; // Aspd Bonus
  10942. val4 = 2 + 2 * val1; // Chance of holy attack
  10943. break;
  10944. case SC_STONE_WALL:
  10945. val2 = 100 * val1; // DEF bonus
  10946. val3 = 30 * val1; // MDEF bonus
  10947. break;
  10948. case SC_OVERED_BOOST:
  10949. val2 = 400 + 40 * val1; // flee bonus
  10950. val3 = 180 + 2 * val1; // aspd bonus
  10951. val4 = 50; // def reduc %
  10952. break;
  10953. case SC_GRANITIC_ARMOR:
  10954. val2 = 2*val1; // dmg reduction
  10955. val3 = 6*val1; // dmg taken on status end (6%:12%:18%:24%:30%)
  10956. val4 = 5*val1; // unknow formula
  10957. break;
  10958. case SC_MAGMA_FLOW:
  10959. val2 = 3*val1; // Activation chance
  10960. break;
  10961. case SC_PYROCLASTIC:
  10962. val2 += 100 + 10*val1; // atk bonus // !TODO: Confirm formula
  10963. break;
  10964. case SC_TEMPERING:
  10965. val2 += 5 + val1; // patk bonus
  10966. break;
  10967. case SC_GOLDENE_TONE:
  10968. val2 += 3 * val1; // res/mres bonus
  10969. break;
  10970. case SC_PARALYSIS: // [Lighta] need real info
  10971. val2 = 2*val1; // def reduction
  10972. val3 = 500*val1; // varcast augmentation
  10973. break;
  10974. case SC_TOXIN_OF_MANDARA:
  10975. val2 = 15*val1; // res reduction
  10976. break;
  10977. case SC_LIGHT_OF_REGENE: // Yommy leak need confirm
  10978. val2 = 20 * val1; // hp reco on death %
  10979. break;
  10980. case SC_PAIN_KILLER: // Yommy leak need confirm
  10981. val2 = min((( 200 * val1 ) * status_get_lv(src)) / 150, 1000); // dmg reduction linear. upto a maximum of 1000 [iRO Wiki]
  10982. if(sc->getSCE(SC_PARALYSIS))
  10983. sc_start(src,bl, SC_ENDURE, 100, val1, tick); // Start endure for same duration
  10984. break;
  10985. case SC_STYLE_CHANGE:
  10986. tick = INFINITE_TICK; // Infinite duration
  10987. break;
  10988. case SC_CBC:
  10989. val3 = 10; // Drain sp % dmg
  10990. val4 = tick/1000; // dmg each sec
  10991. tick = 1000;
  10992. break;
  10993. case SC_EQC:
  10994. val2 = 5 * val1; // def % reduc
  10995. val3 = 2 * val1; // HP drain %
  10996. break;
  10997. case SC_ASH:
  10998. val2 = 0; // hit % reduc
  10999. val3 = 0; // def % reduc
  11000. val4 = 0; // atk flee % reduc
  11001. if (!status_bl_has_mode(bl,MD_STATUSIMMUNE)) {
  11002. val2 = 50;
  11003. if (status_get_race(bl) == RC_PLANT) // plant type
  11004. val3 = 50;
  11005. if (status_get_element(bl) == ELE_WATER) // defense water type
  11006. val4 = 50;
  11007. }
  11008. break;
  11009. case SC_FULL_THROTTLE:
  11010. val2 = ( val1 == 1 ? 6 : 6 - val1 );
  11011. val3 = 20; //+% AllStats
  11012. tick_time = 1000;
  11013. val4 = tick / tick_time;
  11014. break;
  11015. case SC_REBOUND:
  11016. tick_time = 2000;
  11017. val4 = tick / tick_time;
  11018. clif_emotion(bl, ET_SWEAT);
  11019. break;
  11020. case SC_KINGS_GRACE:
  11021. val2 = 3 + val1; //HP Recover rate
  11022. tick_time = 1000;
  11023. val4 = tick / tick_time;
  11024. break;
  11025. case SC_TELEKINESIS_INTENSE:
  11026. val2 = 10 * val1; // sp consum / casttime reduc %
  11027. val3 = 40 * val1; // magic dmg bonus
  11028. break;
  11029. case SC_OFFERTORIUM:
  11030. val2 = 30 * val1; // heal power bonus
  11031. val3 = 100 + 20 * val1; // sp cost inc
  11032. break;
  11033. case SC_FRIGG_SONG:
  11034. val2 = 5 * val1; // maxhp bonus
  11035. val3 = 80 + 20 * val1; // healing
  11036. tick_time = 1000;
  11037. val4 = tick / tick_time;
  11038. break;
  11039. case SC_FLASHCOMBO:
  11040. val2 = 20 * val1 + 20; // atk bonus
  11041. break;
  11042. case SC_DARKCROW:
  11043. val2 = 30 * val1; // ATK bonus
  11044. break;
  11045. case SC_UNLIMIT:
  11046. val2 = 50 * val1;
  11047. break;
  11048. case SC_MONSTER_TRANSFORM:
  11049. case SC_ACTIVE_MONSTER_TRANSFORM:
  11050. if( !mobdb_checkid(val1) )
  11051. val1 = MOBID_PORING; // Default poring
  11052. break;
  11053. #ifndef RENEWAL
  11054. case SC_APPLEIDUN:
  11055. {
  11056. map_session_data * s_sd = BL_CAST(BL_PC, src);
  11057. val2 = (5 + 2 * val1) + (status_get_vit(src) / 10); //HP Rate: (5 + 2 * skill_lv) + (vit/10) + (BA_MUSICALLESSON level)
  11058. if (s_sd)
  11059. val2 += pc_checkskill(s_sd, BA_MUSICALLESSON) / 2;
  11060. break;
  11061. }
  11062. #endif
  11063. case SC_EPICLESIS:
  11064. val2 = 5 * val1; //HP rate bonus
  11065. break;
  11066. case SC_ILLUSIONDOPING:
  11067. val2 = 50; // -Hit
  11068. break;
  11069. case SC_OVERHEAT:
  11070. case SC_OVERHEAT_LIMITPOINT:
  11071. case SC_STEALTHFIELD:
  11072. tick_time = tick;
  11073. tick = INFINITE_TICK;
  11074. break;
  11075. case SC_STEALTHFIELD_MASTER:
  11076. tick_time = val3 = 2000 + 1000 * val1;
  11077. val4 = tick / tick_time;
  11078. break;
  11079. case SC_VACUUM_EXTREME:
  11080. // Suck target at n second, only if the n second is lower than the duration
  11081. // Does not suck targets on no-knockback maps
  11082. if (val4 < tick && unit_blown_immune(bl, 0x9) == UB_KNOCKABLE) {
  11083. tick_time = val4;
  11084. val4 = tick - tick_time;
  11085. } else
  11086. val4 = 0;
  11087. break;
  11088. case SC_FIRE_INSIGNIA:
  11089. case SC_WATER_INSIGNIA:
  11090. case SC_WIND_INSIGNIA:
  11091. case SC_EARTH_INSIGNIA:
  11092. tick_time = 5000;
  11093. val4 = tick / tick_time;
  11094. break;
  11095. case SC_NEUTRALBARRIER:
  11096. val2 = 10 + val1 * 5; // Def/Mdef
  11097. tick = INFINITE_TICK;
  11098. break;
  11099. case SC_MAGIC_POISON:
  11100. val2 = 50; // Attribute Reduction
  11101. break;
  11102. /* Rebellion */
  11103. case SC_B_TRAP:
  11104. val2 = src->id;
  11105. val3 = val1 * 25; // -movespeed TODO: Figure out movespeed rate
  11106. break;
  11107. case SC_C_MARKER:
  11108. case SC_BURNT:
  11109. // val1 = skill_lv
  11110. // val2 = src_id
  11111. val3 = 10; // -10 flee
  11112. //Start timer to send mark on mini map
  11113. val4 = tick/1000;
  11114. tick_time = 1000; // Sends every 1 seconds
  11115. break;
  11116. case SC_H_MINE:
  11117. val2 = src->id;
  11118. break;
  11119. case SC_HEAT_BARREL:
  11120. {
  11121. uint8 n = 10;
  11122. if (sd)
  11123. n = (uint8)sd->spiritball_old;
  11124. //kRO Update 2016-05-25
  11125. val2 = n * 5; // -fixed casttime
  11126. val3 = (6 + val1 * 2) * n; // ATK
  11127. val4 = 25 + val1 * 5; // -hit
  11128. }
  11129. break;
  11130. case SC_P_ALTER:
  11131. {
  11132. uint8 n = 10;
  11133. if (sd)
  11134. n = (uint8)sd->spiritball_old;
  11135. val2 = 10 * n; // +atk
  11136. val3 = (status->max_hp * (val1 * 5) / 100); // Barrier HP
  11137. }
  11138. break;
  11139. case SC_E_CHAIN:
  11140. val2 = 10;
  11141. if (sd)
  11142. val2 = sd->spiritball_old;
  11143. break;
  11144. case SC_ANTI_M_BLAST:
  11145. val2 = val1 * 10;
  11146. break;
  11147. case SC_CATNIPPOWDER:
  11148. val2 = 50; // WATK%, MATK%
  11149. val3 = 25 * val1; // Move speed reduction
  11150. if (bl->type == BL_PC && pc_checkskill(sd, SU_SPIRITOFLAND))
  11151. val4 = status_get_lv(src) / 12;
  11152. break;
  11153. case SC_BITESCAR: {
  11154. const struct status_data *b_status = status_get_base_status(src); // Base Status
  11155. val2 = (status_get_max_hp(bl) * (val1 + (b_status->dex / 25))) / status_get_max_hp(bl); // MHP% damage
  11156. tick_time = 1000;
  11157. val4 = tick / tick_time;
  11158. }
  11159. break;
  11160. case SC_ARCLOUSEDASH:
  11161. val2 = 15 + 5 * val1; // AGI
  11162. val3 = 25; // Move speed increase
  11163. if (sd && (sd->class_&MAPID_BASEMASK) == MAPID_SUMMONER)
  11164. val4 = 10; // Ranged ATK increase
  11165. break;
  11166. case SC_SHRIMP:
  11167. val2 = 10; // BATK%, MATK%
  11168. break;
  11169. case SC_FRESHSHRIMP: {
  11170. int min = 0, max = 0;
  11171. #ifdef RENEWAL
  11172. min = status_base_matk_min(src, status, status_get_lv(src));
  11173. max = status_base_matk_max(src, status, status_get_lv(src));
  11174. if (status->rhw.matk > 0) {
  11175. int wMatk, variance;
  11176. wMatk = status->rhw.matk;
  11177. variance = wMatk * status->rhw.wlv / 10;
  11178. min += wMatk - variance;
  11179. max += wMatk + variance;
  11180. }
  11181. #endif
  11182. if (sd && sd->right_weapon.overrefine > 0) {
  11183. min++;
  11184. max += sd->right_weapon.overrefine - 1;
  11185. }
  11186. val2 += min + 178; // Heal
  11187. if (max > min)
  11188. val2 += rnd() % (max - min); // Heal
  11189. if (sd) {
  11190. if (pc_checkskill(sd, SU_POWEROFSEA) > 0) {
  11191. val2 += val2 * 10 / 100;
  11192. if (pc_checkskill_summoner(sd, SUMMONER_POWER_SEA) >= 20)
  11193. val2 += val2 * 20 / 100;
  11194. }
  11195. if (pc_checkskill(sd, SU_SPIRITOFSEA) > 0)
  11196. val2 *= 2; // Doubles HP
  11197. }
  11198. tick_time = 10000 - ((val1 - 1) * 1000);
  11199. val4 = tick / tick_time;
  11200. }
  11201. break;
  11202. case SC_TUNAPARTY:
  11203. val2 = (status->max_hp * (val1 * 10) / 100); // Max HP% to absorb
  11204. if (sd && pc_checkskill(sd, SU_SPIRITOFSEA))
  11205. val2 *= 2; // Double the shield life
  11206. break;
  11207. case SC_HISS:
  11208. val2 = 50; // Perfect Dodge
  11209. sc_start(src, bl, SC_DORAM_WALKSPEED, 100, 50, skill_get_time2(SU_HISS, val1));
  11210. break;
  11211. case SC_GROOMING:
  11212. val2 = 100; // Flee
  11213. break;
  11214. case SC_CHATTERING:
  11215. val2 = 100; // eATK, eMATK
  11216. sc_start(src, bl, SC_DORAM_WALKSPEED, 100, 50, skill_get_time2(SU_CHATTERING, val1));
  11217. break;
  11218. case SC_SWORDCLAN:
  11219. case SC_ARCWANDCLAN:
  11220. case SC_GOLDENMACECLAN:
  11221. case SC_CROSSBOWCLAN:
  11222. case SC_JUMPINGCLAN:
  11223. tick = INFINITE_TICK;
  11224. status_change_start(src,bl,SC_CLAN_INFO,10000,0,val2,0,0,INFINITE_TICK,flag);
  11225. break;
  11226. case SC_DORAM_BUF_01:
  11227. case SC_DORAM_BUF_02:
  11228. tick_time = 10000; // every 10 seconds
  11229. if( (val4 = tick/tick_time) < 1 )
  11230. val4 = 1;
  11231. break;
  11232. case SC_GLASTHEIM_ATK:
  11233. val1 = 100; // Undead/Demon MDEF ignore rate
  11234. break;
  11235. case SC_GLASTHEIM_HEAL:
  11236. val1 = 100; // Heal Power rate bonus
  11237. val2 = 50; // Received heal rate bonus
  11238. break;
  11239. case SC_GLASTHEIM_HIDDEN:
  11240. val1 = 90; // Damage rate reduction bonus
  11241. break;
  11242. case SC_GLASTHEIM_STATE:
  11243. val1 = 20; // All-stat bonus
  11244. break;
  11245. case SC_GLASTHEIM_ITEMDEF:
  11246. val1 = 200; // DEF bonus
  11247. val2 = 50; // MDEF bonus
  11248. break;
  11249. case SC_GLASTHEIM_HPSP:
  11250. val1 = 10000; // HP bonus
  11251. val2 = 1000; // SP bonus
  11252. break;
  11253. case SC_ANCILLA:
  11254. val1 = 15; // Heal Power rate bonus
  11255. val2 = 30; // SP Recovery rate bonus
  11256. break;
  11257. case SC_HELPANGEL:
  11258. tick_time = 1000;
  11259. val4 = tick / tick_time;
  11260. break;
  11261. case SC_EMERGENCY_MOVE:
  11262. val2 = 25; // Movement speed increase
  11263. break;
  11264. case SC_SUNSTANCE:
  11265. val2 = 2 + val1; // ATK Increase
  11266. tick = INFINITE_TICK;
  11267. break;
  11268. case SC_LUNARSTANCE:
  11269. val2 = 2 + val1; // MaxHP Increase
  11270. tick = INFINITE_TICK;
  11271. break;
  11272. case SC_STARSTANCE:
  11273. val2 = 4 + 2 * val1; // ASPD Increase
  11274. tick = INFINITE_TICK;
  11275. break;
  11276. case SC_DIMENSION1:
  11277. case SC_DIMENSION2:
  11278. if (sd)
  11279. pc_addspiritball(sd, skill_get_time2(SJ_BOOKOFDIMENSION, 1), 2);
  11280. break;
  11281. case SC_UNIVERSESTANCE:
  11282. val2 = 2 + val1; // All Stats Increase
  11283. tick = INFINITE_TICK;
  11284. break;
  11285. case SC_NEWMOON:
  11286. val2 = 7; // Number of Regular Attacks Until Reveal
  11287. tick_time = 1000;
  11288. val4 = tick / tick_time;
  11289. break;
  11290. case SC_FALLINGSTAR:
  11291. val2 = 8 + 2 * (1 + val1) / 2; // Autocast Chance
  11292. if (val1 >= 7)
  11293. val2 += 1; // Make it 15% at level 7.
  11294. break;
  11295. case SC_CREATINGSTAR:
  11296. tick_time = 500;
  11297. val4 = tick / tick_time;
  11298. break;
  11299. case SC_LIGHTOFSUN:
  11300. case SC_LIGHTOFMOON:
  11301. case SC_LIGHTOFSTAR:
  11302. val2 = 5 * val1; // Skill Damage Increase.
  11303. break;
  11304. case SC_SOULGOLEM:
  11305. val2 = 60 * val1; // DEF Increase
  11306. val3 = 15 + 5 * val1; // MDEF Increase
  11307. break;
  11308. case SC_SOULSHADOW:
  11309. val2 = (1 + val1) / 2; // ASPD Increase
  11310. val3 = 10 + 2 * val1; // CRIT Increase
  11311. break;
  11312. case SC_SOULFALCON:
  11313. val2 = 10 * val1; // WATK Increase
  11314. val3 = 10; // HIT Increase
  11315. if (val1 >= 3)
  11316. val3 += 3;
  11317. else if (val1 >= 5)
  11318. val3 += 5;
  11319. break;
  11320. case SC_SOULFAIRY:
  11321. val2 = 10 * val1; // MATK Increase
  11322. val3 = 5; // Variable Cast Time Reduction
  11323. if (val1 >= 3)
  11324. val3 += 2;
  11325. else if (val1 >= 5)
  11326. val3 += 5;
  11327. break;
  11328. case SC_SOULUNITY:
  11329. tick_time = 3000;
  11330. val4 = tick / tick_time;
  11331. break;
  11332. case SC_SOULDIVISION:
  11333. val2 = 10 * val1; // Skill Aftercast Increase
  11334. break;
  11335. case SC_SOULREAPER:
  11336. val2 = 10 + 5 * val1; // Chance of Getting A Soul Sphere.
  11337. break;
  11338. case SC_SOULCOLLECT:
  11339. val2 = 5 + 3 * val2; // Max Soul Sphere's.
  11340. val3 = tick > 0 ? tick : 60000;
  11341. tick_time = tick;
  11342. tick = INFINITE_TICK;
  11343. break;
  11344. case SC_SP_SHA:
  11345. val2 = 50; // Move speed reduction
  11346. break;
  11347. case SC_SERVANTWEAPON:
  11348. if( sd ){
  11349. // Generate 5 servants on start
  11350. pc_addservantball( *sd, MAX_SERVANTBALL );
  11351. }
  11352. tick_time = skill_get_time2(DK_SERVANTWEAPON,val1); // Servant Regen Interval
  11353. if (tick_time < 500)
  11354. tick_time = 500; // Avoid being brought down to 0.
  11355. val4 = tick - tick_time; // Remaining Time
  11356. break;
  11357. case SC_RELIEVE_ON:
  11358. val2 = min(10*val1, 99); // % damage received reduced from 10 * skill lvl up to 99%
  11359. break;
  11360. case SC_VIGOR:
  11361. val2 = 100 - 10 * (val1 - 1); // HP consumption with each attack is reduced by skill lvl
  11362. val2 = max(val2, 0);
  11363. break;
  11364. case SC_POWERFUL_FAITH:
  11365. val2 = 5 + 5 * val1;// ATK Increase
  11366. val3 = 5 + 2 * val1;// PAtk Increase
  11367. break;
  11368. case SC_FIRM_FAITH:
  11369. val2 = 2 * val1;// MaxHP Increase
  11370. val3 = 8 * val1;// Res Increase
  11371. break;
  11372. case SC_SINCERE_FAITH:
  11373. val2 = (1 + val1) / 2;// ASPD Increase
  11374. val3 = 4 * val1;// Perfect Hit Increase
  11375. break;
  11376. case SC_GUARD_STANCE:
  11377. val2 = 50 + 50 * val1;// DEF Increase
  11378. val3 = 50 * val1;// ATK Decrease
  11379. tick = INFINITE_TICK;
  11380. break;
  11381. case SC_GUARDIAN_S:
  11382. val2 = ( status->max_hp * 30 / 100 ) * ( 25 * val1 ) / 100 + 15 * status->sta; // Barrier HP
  11383. break;
  11384. case SC_REBOUND_S:
  11385. val2 = 10 * val1;// Reduced Damage From Devotion
  11386. if (val2 > 99)
  11387. val2 = 99;// Lets not let it reduce above 99.
  11388. break;
  11389. case SC_ATTACK_STANCE:
  11390. val2 = 40 * val1;// DEF Decrease
  11391. val3 = 3 * val1; // P.ATK/S.MATK Increase
  11392. tick = INFINITE_TICK;
  11393. break;
  11394. case SC_HOLY_S:
  11395. val2 = 5 + 2 * val1;// Damage Reduction / Holy Damage Increase
  11396. break;
  11397. case SC_MEDIALE:
  11398. val2 = 2 * val1;// Heal Rate
  11399. val4 = tick / 2000;
  11400. tick_time = 2000;
  11401. break;
  11402. case SC_A_VITA:
  11403. case SC_A_TELUM:
  11404. val2 = 5 * val1;// Res/MRes Pierce Percentage
  11405. break;
  11406. case SC_PRE_ACIES:
  11407. val2 = 2 * val1;// CRate Increase
  11408. break;
  11409. case SC_COMPETENTIA:
  11410. val2 = 10 * val1;// PAtk/SMatk Increase - Unconfirmed if this is official formula but its 50 at Lv 5. [Rytech]
  11411. break;
  11412. case SC_RELIGIO:
  11413. case SC_BENEDICTUM:
  11414. val2 = 2 * val1;// Trait Stats Increase
  11415. break;
  11416. case SC_DANCING_KNIFE:
  11417. val4 = tick / 300;
  11418. tick_time = 300;
  11419. break;
  11420. case SC_POTENT_VENOM:
  11421. val2 = 2 * val1;// Res Pierce Percentage
  11422. break;
  11423. case SC_A_MACHINE:
  11424. val4 = tick / 1000;
  11425. tick_time = 1000;
  11426. break;
  11427. case SC_D_MACHINE:
  11428. val2 = 200 + 50 * val1;// DEF Increase
  11429. val3 = 20 * val1;// Res Increase
  11430. break;
  11431. case SC_SHADOW_STRIP:
  11432. if (!sd)// Res/MRes on mobs only.
  11433. val2 = 25;// Need official reduction amount.
  11434. break;
  11435. case SC_ABYSSFORCEWEAPON:
  11436. if( sd ){
  11437. // Generate 5 abyss spheres on start.
  11438. pc_addabyssball( *sd, MAX_ABYSSBALL );
  11439. }
  11440. tick_time = skill_get_time2(ABC_FROM_THE_ABYSS, val1);// Abyss Regen Interval
  11441. if (tick_time < 500)
  11442. tick_time = 500;// Avoid being brought down to 0.
  11443. val4 = tick - tick_time;// Remaining Time
  11444. break;
  11445. case SC_ABYSS_SLAYER:
  11446. val2 = 10 + 2 * val1;// PAtk/SMatk Increase
  11447. val3 = 100 + 20 * val1;// Hit Increase
  11448. break;
  11449. case SC_WINDSIGN:
  11450. val2 = 8 + 6 * val1;// Chance to gain AP on attack.
  11451. if (val1 == 5)// Its 40% on level 5.
  11452. val2 += 2;
  11453. break;
  11454. case SC_CALAMITYGALE:// Unlimit runs along with this.
  11455. sc_start(bl, bl, SC_UNLIMIT, 100, 5, skill_get_time(RA_UNLIMIT, 5));
  11456. break;
  11457. case SC_GEF_NOCTURN:// MRes Reduction. Official formula unknown.
  11458. case SC_AIN_RHAPSODY:// Res Reduction. Official formula unknown.
  11459. val2 = 10 * val1;// Res/MRes Decrease
  11460. if (val3&2)// Bonus if partner is found in party.
  11461. val2 *= 2;
  11462. break;
  11463. case SC_MUSICAL_INTERLUDE:
  11464. val2 = 5 + 5 * val1;// Res Increase
  11465. if (val3&2)// Bonus if partner is found in party.
  11466. val2 *= 2;
  11467. break;
  11468. case SC_JAWAII_SERENADE:
  11469. val2 = 3 * val1;// SMatk Increase
  11470. if (val3 & 2)// Bonus if partner is found in party.
  11471. val2 *= 2;
  11472. break;
  11473. case SC_PRON_MARCH:
  11474. val2 = 3 * val1;// PAtk Increase
  11475. if (val3 & 2)// Bonus if partner is found in party.
  11476. val2 *= 2;
  11477. break;
  11478. case SC_SPELL_ENCHANTING:
  11479. val2 = 4 * val1;// SMatk Increase
  11480. break;
  11481. case SC_FLAMETECHNIC:
  11482. case SC_FLAMEARMOR:
  11483. case SC_COLD_FORCE:
  11484. case SC_CRYSTAL_ARMOR:
  11485. case SC_GRACE_BREEZE:
  11486. case SC_EYES_OF_STORM:
  11487. case SC_EARTH_CARE:
  11488. case SC_STRONG_PROTECTION:
  11489. case SC_DEEP_POISONING:
  11490. case SC_POISON_SHIELD:
  11491. val2 += 10;
  11492. val3 += 10000;
  11493. tick_time = val3;
  11494. break;
  11495. case SC_FLAMETECHNIC_OPTION:
  11496. val3 = ELE_FIRE;
  11497. break;
  11498. case SC_COLD_FORCE_OPTION:
  11499. val3 = ELE_WATER;
  11500. break;
  11501. case SC_GRACE_BREEZE_OPTION:
  11502. val3 = ELE_WIND;
  11503. break;
  11504. case SC_EARTH_CARE_OPTION:
  11505. val3 = ELE_EARTH;
  11506. break;
  11507. case SC_DEEP_POISONING_OPTION:
  11508. val3 = ELE_POISON;
  11509. break;
  11510. case SC_SUB_WEAPONPROPERTY:
  11511. if (sd && val3 == ASC_EDP) {
  11512. uint16 poison_level = pc_checkskill(sd, GC_RESEARCHNEWPOISON);
  11513. if (poison_level > 0) {
  11514. tick += 30000; // Base of 30 seconds
  11515. tick += poison_level * 15 * 1000; // Additional 15 seconds per level
  11516. }
  11517. }
  11518. break;
  11519. case SC_WEAPONBREAKER:
  11520. val2 = val1 * 2 * 100; // Chance to break weapon
  11521. break;
  11522. case SC_INTENSIVE_AIM:
  11523. tick = 500;
  11524. break;
  11525. case SC_HIDDEN_CARD:
  11526. val2 = 3 * val1;
  11527. val3 = 10 * val1;
  11528. break;
  11529. default:
  11530. 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()) {
  11531. // Status change with no calc, no icon, and no skill associated...?
  11532. 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);
  11533. return 0;
  11534. }
  11535. } else // Special considerations when loading SC data.
  11536. switch( type ) {
  11537. case SC_WEDDING:
  11538. case SC_XMAS:
  11539. case SC_SUMMER:
  11540. case SC_HANBOK:
  11541. case SC_OKTOBERFEST:
  11542. case SC_DRESSUP:
  11543. if( !vd )
  11544. break;
  11545. clif_changelook(bl,LOOK_BASE,vd->class_);
  11546. clif_changelook(bl,LOOK_WEAPON,0);
  11547. clif_changelook(bl,LOOK_SHIELD,0);
  11548. clif_changelook(bl,LOOK_CLOTHES_COLOR,vd->cloth_color);
  11549. clif_changelook(bl,LOOK_BODY2,0);
  11550. break;
  11551. case SC_STONE:
  11552. case SC_STONEWAIT:
  11553. case SC_POISON:
  11554. case SC_DPOISON:
  11555. case SC_BLEEDING:
  11556. case SC_BURNING:
  11557. case SC_TOXIN:
  11558. tick_time = tick;
  11559. tick = tick_time + max(val4, 0);
  11560. break;
  11561. case SC_DEATHHURT:
  11562. if (val3 == 1)
  11563. break;
  11564. tick_time = tick;
  11565. tick = tick_time + max(val4, 0);
  11566. [[fallthrough]];
  11567. case SC_MAGICMUSHROOM:
  11568. case SC_PYREXIA:
  11569. case SC_LEECHESEND:
  11570. if (val3 == 0)
  11571. break;
  11572. tick_time = tick;
  11573. tick = tick_time + max(val4, 0);
  11574. break;
  11575. case SC_SWORDCLAN:
  11576. case SC_ARCWANDCLAN:
  11577. case SC_GOLDENMACECLAN:
  11578. case SC_CROSSBOWCLAN:
  11579. case SC_JUMPINGCLAN:
  11580. case SC_CLAN_INFO:
  11581. // If the player still has a clan status, but was removed from his clan
  11582. if( sd && sd->status.clan_id == 0 ){
  11583. return 0;
  11584. }
  11585. break;
  11586. case SC_SERVANTWEAPON:
  11587. case SC_ABYSSFORCEWEAPON:
  11588. tick_time = tick;
  11589. tick = tick_time + max(val4, 0);
  11590. break;
  11591. }
  11592. if (sd && current_equip_combo_pos > 0 && tick == INFINITE_TICK) {
  11593. 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);
  11594. return 0;
  11595. }
  11596. /* [Ind] */
  11597. if (scdb->flag[SCF_DISPLAYPC] || scdb->flag[SCF_DISPLAYNPC]) {
  11598. int dval1 = 0, dval2 = 0, dval3 = 0;
  11599. switch (type) {
  11600. case SC_ALL_RIDING:
  11601. dval1 = 1;
  11602. break;
  11603. case SC_CLAN_INFO:
  11604. dval1 = val1;
  11605. dval2 = val2;
  11606. dval3 = val3;
  11607. break;
  11608. default: /* All others: just copy val1 */
  11609. dval1 = val1;
  11610. break;
  11611. }
  11612. status_display_add(bl,type,dval1,dval2,dval3);
  11613. }
  11614. //SC that force player to stand if is sitting
  11615. if (scdb->flag[SCF_SETSTAND] && sd && pc_issit(sd))
  11616. pc_setstand(sd, true);
  11617. //SC that make stop attacking [LuzZza]
  11618. if (scdb->flag[SCF_STOPATTACKING])
  11619. unit_stop_attack(bl);
  11620. //SC that make stop walking
  11621. if (scdb->flag[SCF_STOPWALKING]) {
  11622. switch (type) {
  11623. case SC__MANHOLE:
  11624. if (bl->type == BL_PC || !unit_blown_immune(bl,0x1))
  11625. unit_stop_walking(bl,1);
  11626. break;
  11627. case SC_VACUUM_EXTREME:
  11628. if (bl->type != BL_PC && unit_blown_immune(bl, 0x1) == UB_KNOCKABLE) {
  11629. unit_stop_walking(bl,1);
  11630. unit_stop_attack(bl);
  11631. }
  11632. break;
  11633. case SC_FREEZE:
  11634. case SC_STUN:
  11635. case SC_STONE:
  11636. if (sc->getSCE(SC_DANCING)) {
  11637. unit_stop_walking(bl, 1);
  11638. status_change_end(bl, SC_DANCING);
  11639. }
  11640. break;
  11641. default:
  11642. if (!unit_blown_immune(bl,0x1))
  11643. unit_stop_walking(bl,1);
  11644. break;
  11645. }
  11646. }
  11647. //SC that make stop casting
  11648. if (battle_config.sc_castcancel&bl->type && scdb->flag[SCF_STOPCASTING])
  11649. unit_skillcastcancel(bl,0);
  11650. if(scdb->opt1 != OPT1_NONE) sc->opt1 = scdb->opt1;
  11651. sc->opt2 |= scdb->opt2;
  11652. sc->opt3 |= scdb->opt3;
  11653. sc->option |= scdb->look;
  11654. std::bitset<SCF_MAX> opt_flag = scdb->flag;
  11655. uint16 disable_opt_flag = false;
  11656. switch(type) {
  11657. case SC_DANCING:
  11658. if ((val1&0xFFFF) == CG_MOONLIT)
  11659. sc->opt3 |= OPT3_MOONLIT;
  11660. break;
  11661. }
  11662. // On Aegis, when turning on a status change, first goes the option packet, then the sc packet.
  11663. if (!disable_opt_flag && (opt_flag[SCF_SENDOPTION] || opt_flag[SCF_ONTOUCH] || opt_flag[SCF_UNITMOVE] || opt_flag[SCF_NONPLAYER] || opt_flag[SCF_SENDLOOK])) {
  11664. clif_changeoption(bl);
  11665. if(sd && opt_flag[SCF_SENDLOOK]) {
  11666. clif_changelook(bl,LOOK_BASE,vd->class_);
  11667. clif_changelook(bl,LOOK_WEAPON,0);
  11668. clif_changelook(bl,LOOK_SHIELD,0);
  11669. clif_changelook(bl,LOOK_CLOTHES_COLOR,vd->cloth_color);
  11670. }
  11671. }
  11672. if (calc_flag[SCB_DYE]) { // Reset DYE color
  11673. if (vd && vd->cloth_color) {
  11674. val4 = vd->cloth_color;
  11675. clif_changelook(bl,LOOK_CLOTHES_COLOR,0);
  11676. }
  11677. calc_flag.reset(SCB_DYE);
  11678. }
  11679. /*if (calc_flag[SCB_BODY])// Might be needed in the future. [Rytech]
  11680. { //Reset body style
  11681. if (vd && vd->body_style)
  11682. {
  11683. val4 = vd->body_style;
  11684. clif_changelook(bl,LOOK_BODY2,0);
  11685. }
  11686. calc_flag.reset(SCB_BODY);
  11687. }*/
  11688. if (!(flag&SCSTART_NOICON) && !(flag&SCSTART_LOADED && scdb->flag[SCF_DISPLAYPC] || scdb->flag[SCF_DISPLAYNPC])) {
  11689. int status_icon = scdb->icon;
  11690. #if PACKETVER < 20151104
  11691. if (status_icon == EFST_WEAPONPROPERTY)
  11692. status_icon = EFST_ATTACK_PROPERTY_NOTHING + val1; // Assign status icon for older clients
  11693. #endif
  11694. 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);
  11695. }
  11696. // Used as temporary storage for scs with interval ticks, so that the actual duration is sent to the client first.
  11697. if( tick_time )
  11698. tick = tick_time;
  11699. // Don't trust the previous sce assignment, in case the SC ended somewhere between there and here.
  11700. if((sce=sc->getSCE(type))) { // reuse old sc
  11701. if( sce->timer != INVALID_TIMER )
  11702. delete_timer(sce->timer, status_change_timer);
  11703. sc_isnew = false;
  11704. } else { // New sc
  11705. ++(sc->count);
  11706. sce = sc->createSCE(type);
  11707. }
  11708. sce->val1 = val1;
  11709. sce->val2 = val2;
  11710. sce->val3 = val3;
  11711. sce->val4 = val4;
  11712. if (tick >= 0)
  11713. sce->timer = add_timer(gettick() + tick, status_change_timer, bl->id, type);
  11714. else
  11715. sce->timer = INVALID_TIMER; // Infinite duration
  11716. if (calc_flag.any()) {
  11717. if (sd != nullptr) {
  11718. switch(type) {
  11719. // Statuses that adjust HP/SP and heal after starting
  11720. case SC_BERSERK:
  11721. case SC_MERC_HPUP:
  11722. case SC_MERC_SPUP:
  11723. status_calc_bl_(bl, calc_flag, SCO_FORCE);
  11724. break;
  11725. default:
  11726. if (!sd->state.connect_new)
  11727. status_calc_bl_(bl, calc_flag);
  11728. break;
  11729. }
  11730. } else
  11731. status_calc_bl_(bl, calc_flag);
  11732. }
  11733. // Non-zero
  11734. if (sc_isnew && scdb->state.any())
  11735. status_calc_state(bl, sc, scdb->state, true);
  11736. if (sd != nullptr && sd->pd != nullptr)
  11737. pet_sc_check(sd, type); // Skotlex: Pet Status Effect Healing
  11738. // 1st thing to execute when loading status
  11739. switch (type) {
  11740. case SC_BERSERK:
  11741. if (!(sce->val2)) { // Don't heal if already set
  11742. status_heal(bl, status->max_hp, 0, 1); // Do not use percent_heal as this healing must override BERSERK's block.
  11743. status_set_sp(bl, 0, 0); // Damage all SP
  11744. }
  11745. sce->val2 = 5 * status->max_hp / 100;
  11746. break;
  11747. case SC_RUN:
  11748. {
  11749. struct unit_data *ud = unit_bl2ud(bl);
  11750. if( ud )
  11751. ud->state.running = unit_run(bl, nullptr, SC_RUN);
  11752. }
  11753. break;
  11754. case SC_BOSSMAPINFO:
  11755. if( sd == nullptr ){
  11756. return 0;
  11757. }else{
  11758. mob_data* boss_md = map_id2boss( sce->val1 );
  11759. if( boss_md == nullptr ){
  11760. return 0;
  11761. }
  11762. // Not on same map anymore
  11763. if( sd->bl.m != boss_md->bl.m ){
  11764. return 0;
  11765. // Boss is alive
  11766. }else if( boss_md->bl.prev != nullptr ){
  11767. sce->val2 = 0;
  11768. clif_bossmapinfo( *sd, boss_md, BOSS_INFO_ALIVE_WITHMSG );
  11769. // Boss is dead
  11770. }else if( boss_md->spawn_timer != INVALID_TIMER ){
  11771. sce->val2 = 1;
  11772. clif_bossmapinfo( *sd, boss_md, BOSS_INFO_DEAD );
  11773. }
  11774. }
  11775. break;
  11776. case SC_FULL_THROTTLE:
  11777. case SC_MERC_HPUP:
  11778. status_percent_heal(bl, 100, 0); // Recover Full HP
  11779. break;
  11780. case SC_MERC_SPUP:
  11781. status_percent_heal(bl, 0, 100); // Recover Full SP
  11782. break;
  11783. case SC_WUGDASH:
  11784. {
  11785. struct unit_data *ud = unit_bl2ud(bl);
  11786. if( ud )
  11787. ud->state.running = unit_run(bl, sd, SC_WUGDASH);
  11788. }
  11789. break;
  11790. case SC_COMBO:
  11791. switch(sce->val1) {
  11792. case TK_STORMKICK:
  11793. skill_combo_toggle_inf(bl, TK_JUMPKICK, 0);
  11794. clif_skill_nodamage(bl,bl,TK_READYSTORM,1,1);
  11795. break;
  11796. case TK_DOWNKICK:
  11797. skill_combo_toggle_inf(bl, TK_JUMPKICK, 0);
  11798. clif_skill_nodamage(bl,bl,TK_READYDOWN,1,1);
  11799. break;
  11800. case TK_TURNKICK:
  11801. skill_combo_toggle_inf(bl, TK_JUMPKICK, 0);
  11802. clif_skill_nodamage(bl,bl,TK_READYTURN,1,1);
  11803. break;
  11804. case TK_COUNTER:
  11805. skill_combo_toggle_inf(bl, TK_JUMPKICK, 0);
  11806. clif_skill_nodamage(bl,bl,TK_READYCOUNTER,1,1);
  11807. break;
  11808. default: // Rest just toggle inf to enable autotarget
  11809. skill_combo_toggle_inf(bl,sce->val1,INF_SELF_SKILL);
  11810. break;
  11811. }
  11812. break;
  11813. case SC_C_MARKER:
  11814. //Send mini-map, don't wait for first timer triggered
  11815. if (src->type == BL_PC) {
  11816. clif_crimson_marker(*(map_session_data *)(src), *bl, false);
  11817. }
  11818. break;
  11819. case SC_ITEMSCRIPT: // Shows Buff Icons
  11820. if (sd)
  11821. clif_status_change(bl, (efst_type)val2, 1, tick, 0, 0, 0);
  11822. break;
  11823. case SC_GVG_GIANT:
  11824. case SC_GVG_GOLEM:
  11825. case SC_GVG_STUN:
  11826. case SC_GVG_STONE:
  11827. case SC_GVG_FREEZ:
  11828. case SC_GVG_SLEEP:
  11829. case SC_GVG_CURSE:
  11830. case SC_GVG_SILENCE:
  11831. case SC_GVG_BLIND:
  11832. if (val1 || val2)
  11833. status_zap(bl, val1 ? val1 : 0, val2 ? val2 : 0);
  11834. break;
  11835. }
  11836. if( opt_flag[SCF_ONTOUCH] && sd && !sd->npc_ontouch_.empty() )
  11837. npc_touchnext_areanpc(sd,false); // Run OnTouch_ on next char in range
  11838. return 1;
  11839. }
  11840. /**
  11841. * End all statuses except those listed
  11842. * TODO: May be useful for dispel instead resetting a list there
  11843. * @param src: Source of the status change [PC|MOB|HOM|MER|ELEM|NPC]
  11844. * @param type: Changes behaviour of the function
  11845. * 0: PC killed -> Place here statuses that do not dispel on death.
  11846. * 1: If for some reason status_change_end decides to still keep the status when quitting.
  11847. * 2: Do clif_changeoption()
  11848. * 3: Do not remove some permanent/time-independent effects
  11849. * @return 1: Success 0: Fail
  11850. */
  11851. int status_change_clear(struct block_list* bl, int type)
  11852. {
  11853. status_change* sc;
  11854. sc = status_get_sc(bl);
  11855. if (!sc)
  11856. return 0;
  11857. // Cleaning all extras vars
  11858. sc->comet_x = 0;
  11859. sc->comet_y = 0;
  11860. #ifndef RENEWAL
  11861. sc->sg_counter = 0;
  11862. #endif
  11863. if (!sc->count)
  11864. return 0;
  11865. for (const auto &it : status_db) {
  11866. sc_type status = static_cast<sc_type>(it.first);
  11867. if (!sc->getSCE(status))
  11868. continue;
  11869. if (type == 0) { // Type 0: PC killed
  11870. if (it.second->flag[SCF_NOREMOVEONDEAD]) {
  11871. switch (status) {
  11872. case SC_ELEMENTALCHANGE: // Only when its Holy or Dark that it doesn't dispell on death
  11873. if (sc->getSCE(status)->val2 != ELE_HOLY && sc->getSCE(status)->val2 != ELE_DARK)
  11874. break;
  11875. default:
  11876. continue;
  11877. }
  11878. }
  11879. }
  11880. if (type == 3 && it.second->flag[SCF_NOCLEARBUFF])
  11881. continue;
  11882. status_change_end(bl, status);
  11883. if( type == 1 && sc->getSCE(status) ) { // If for some reason status_change_end decides to still keep the status when quitting. [Skotlex]
  11884. (sc->count)--;
  11885. if (sc->getSCE(status)->timer != INVALID_TIMER)
  11886. delete_timer(sc->getSCE(status)->timer, status_change_timer);
  11887. sc->deleteSCE(status);
  11888. }
  11889. }
  11890. sc->opt1 = 0;
  11891. sc->opt2 = 0;
  11892. sc->opt3 = 0;
  11893. if( type == 0 || type == 2 )
  11894. clif_changeoption(bl);
  11895. return 1;
  11896. }
  11897. /**
  11898. * End a specific status after checking
  11899. * @param bl: Source of the status change [PC|MOB|HOM|MER|ELEM|NPC]
  11900. * @param type: Status change (SC_*)
  11901. * @param tid: Timer
  11902. * @param file: Used for dancing save
  11903. * @param line: Used for dancing save
  11904. * @return 1: Success 0: Fail
  11905. */
  11906. int status_change_end(struct block_list* bl, enum sc_type type, int tid)
  11907. {
  11908. map_session_data *sd;
  11909. status_change *sc;
  11910. struct status_change_entry *sce;
  11911. struct status_data *status;
  11912. struct view_data *vd;
  11913. std::shared_ptr<s_status_change_db> scdb = status_db.find(type);
  11914. nullpo_ret(bl);
  11915. sc = status_get_sc(bl);
  11916. status = status_get_status_data(bl);
  11917. if(!sc || !(sce = sc->getSCE(type)) || !scdb)
  11918. return 0;
  11919. sd = BL_CAST(BL_PC,bl);
  11920. if (sce->timer != tid && tid != INVALID_TIMER)
  11921. return 0;
  11922. if (tid == INVALID_TIMER) {
  11923. if (type == SC_ENDURE && sce->val4)
  11924. // Do not end infinite endure.
  11925. return 0;
  11926. if (type == SC_SPIDERWEB) {
  11927. //Delete the unit group first to expire found in the status change
  11928. std::shared_ptr<s_skill_unit_group> group, group2;
  11929. t_tick tick = gettick();
  11930. int pos = 1;
  11931. if (sce->val2)
  11932. if (!(group = skill_id2group(sce->val2)))
  11933. sce->val2 = 0;
  11934. if (sce->val3) {
  11935. if (!(group2 = skill_id2group(sce->val3)))
  11936. sce->val3 = 0;
  11937. else if (!group || ((group->limit - DIFF_TICK(tick, group->tick)) > (group2->limit - DIFF_TICK(tick, group2->tick)))) {
  11938. group = group2;
  11939. pos = 2;
  11940. }
  11941. }
  11942. if (sce->val4) {
  11943. if (!(group2 = skill_id2group(sce->val4)))
  11944. sce->val4 = 0;
  11945. else if (!group || ((group->limit - DIFF_TICK(tick, group->tick)) > (group2->limit - DIFF_TICK(tick, group2->tick)))) {
  11946. group = group2;
  11947. pos = 3;
  11948. }
  11949. }
  11950. if (pos == 1)
  11951. sce->val2 = 0;
  11952. else if (pos == 2)
  11953. sce->val3 = 0;
  11954. else if (pos == 3)
  11955. sce->val4 = 0;
  11956. if (group)
  11957. skill_delunitgroup(group);
  11958. if (!status_isdead(bl) && (sce->val2 || sce->val3 || sce->val4))
  11959. return 0; //Don't end the status change yet as there are still unit groups associated with it
  11960. }
  11961. if (sce->timer != INVALID_TIMER) // Could be a SC with infinite duration
  11962. delete_timer(sce->timer,status_change_timer);
  11963. }
  11964. (sc->count)--;
  11965. if (scdb->state.any())
  11966. status_calc_state(bl,sc,scdb->state,false);
  11967. sc->clearSCE(type);
  11968. if (scdb->flag[SCF_DISPLAYPC] || scdb->flag[SCF_DISPLAYNPC])
  11969. status_display_remove(bl,type);
  11970. vd = status_get_viewdata(bl);
  11971. std::bitset<SCB_MAX> calc_flag = scdb->calc_flag;
  11972. switch(type) {
  11973. case SC_KEEPING:
  11974. case SC_BARRIER: {
  11975. unit_data *ud = unit_bl2ud(bl);
  11976. if (ud)
  11977. ud->attackabletime = ud->canact_tick = ud->canmove_tick = gettick();
  11978. }
  11979. break;
  11980. case SC_GRANITIC_ARMOR:
  11981. {
  11982. int damage = status->max_hp*sce->val3/100;
  11983. if(status->hp < damage) // to not kill him
  11984. damage = status->hp-1;
  11985. status_damage(nullptr,bl,damage,0,0,1,0);
  11986. }
  11987. break;
  11988. case SC_RUN:
  11989. {
  11990. struct unit_data *ud = unit_bl2ud(bl);
  11991. bool begin_spurt = true;
  11992. // Note: this int64 value is stored in two separate int32 variables (FIXME)
  11993. t_tick starttick = (t_tick)sce->val3&0x00000000ffffffffLL;
  11994. starttick |= ((t_tick)sce->val4<<32)&0xffffffff00000000LL;
  11995. if (ud) {
  11996. if(!ud->state.running)
  11997. begin_spurt = false;
  11998. ud->state.running = 0;
  11999. if (ud->walktimer != INVALID_TIMER)
  12000. unit_stop_walking(bl,1);
  12001. }
  12002. if (begin_spurt && sce->val1 >= 7 &&
  12003. DIFF_TICK(gettick(), starttick) <= 1000 &&
  12004. (!sd || (sd->weapontype1 == W_FIST && sd->weapontype2 == W_FIST))
  12005. )
  12006. sc_start(bl,bl,SC_SPURT,100,sce->val1,skill_get_time2(scdb->skill_id, sce->val1));
  12007. }
  12008. break;
  12009. case SC_AUTOBERSERK:
  12010. if (sc->getSCE(SC_PROVOKE) && sc->getSCE(SC_PROVOKE)->val4 == 1)
  12011. status_change_end(bl, SC_PROVOKE);
  12012. break;
  12013. case SC_ENDURE:
  12014. case SC_DEFENDER:
  12015. case SC_REFLECTSHIELD:
  12016. case SC_AUTOGUARD:
  12017. {
  12018. map_session_data *tsd;
  12019. if( bl->type == BL_PC ) { // Clear Status from others
  12020. int i;
  12021. for( i = 0; i < MAX_DEVOTION; i++ ) {
  12022. if( sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) && tsd->sc.getSCE(type) )
  12023. status_change_end(&tsd->bl, type);
  12024. }
  12025. }
  12026. else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag ) { // Clear Status from Master
  12027. tsd = ((TBL_MER*)bl)->master;
  12028. if( tsd && tsd->sc.getSCE(type) )
  12029. status_change_end(&tsd->bl, type);
  12030. }
  12031. }
  12032. break;
  12033. case SC_DEVOTION:
  12034. {
  12035. struct block_list *d_bl = map_id2bl(sce->val1);
  12036. if( d_bl ) {
  12037. if( d_bl->type == BL_PC )
  12038. ((TBL_PC*)d_bl)->devotion[sce->val2] = 0;
  12039. else if( d_bl->type == BL_MER )
  12040. ((TBL_MER*)d_bl)->devotion_flag = 0;
  12041. clif_devotion(d_bl, nullptr);
  12042. }
  12043. }
  12044. break;
  12045. case SC_FLASHKICK: {
  12046. map_session_data *tsd;
  12047. if (!(tsd = map_id2sd(sce->val1)))
  12048. break;
  12049. tsd->stellar_mark[sce->val2] = 0;
  12050. }
  12051. break;
  12052. case SC_SOULUNITY: {
  12053. map_session_data *tsd;
  12054. if (!(tsd = map_id2sd(sce->val2)))
  12055. break;
  12056. tsd->united_soul[sce->val3] = 0;
  12057. }
  12058. break;
  12059. case SC_BLADESTOP:
  12060. if(sce->val4) {
  12061. int tid2 = sce->val4; //stop the status for the other guy of bladestop as well
  12062. struct block_list *tbl = map_id2bl(tid2);
  12063. status_change *tsc = status_get_sc(tbl);
  12064. sce->val4 = 0;
  12065. if(tbl && tsc && tsc->getSCE(SC_BLADESTOP)) {
  12066. tsc->getSCE(SC_BLADESTOP)->val4 = 0;
  12067. status_change_end(tbl, SC_BLADESTOP);
  12068. }
  12069. clif_bladestop(bl, tid2, 0);
  12070. }
  12071. break;
  12072. case SC_DANCING:
  12073. {
  12074. map_session_data *dsd;
  12075. if(sce->val4 && sce->val4 != BCT_SELF && (dsd=map_id2sd(sce->val4))) { // End status on partner as well
  12076. status_change_entry *dsc = dsd->sc.getSCE(SC_DANCING);
  12077. if(dsc) {
  12078. // This will prevent recursive loops.
  12079. dsc->val2 = 0;
  12080. dsc->val4 = BCT_SELF;
  12081. status_change_end(&dsd->bl, SC_DANCING);
  12082. }
  12083. }
  12084. if(sce->val2) { // Erase associated land skill
  12085. std::shared_ptr<s_skill_unit_group> group = skill_id2group(sce->val2);
  12086. sce->val2 = 0;
  12087. if (group)
  12088. skill_delunitgroup(group);
  12089. }
  12090. if((sce->val1&0xFFFF) == CG_MOONLIT)
  12091. clif_status_change(bl,EFST_MOON,0,0,0,0,0);
  12092. }
  12093. break;
  12094. case SC_NOCHAT:
  12095. if (sd && sd->status.manner < 0 && tid != INVALID_TIMER)
  12096. sd->status.manner = 0;
  12097. if (sd && tid == INVALID_TIMER) {
  12098. clif_changestatus(sd,SP_MANNER,sd->status.manner);
  12099. clif_updatestatus(sd,SP_MANNER);
  12100. }
  12101. break;
  12102. case SC_SPLASHER:
  12103. case SC_ROSEBLOSSOM:
  12104. {
  12105. struct block_list *src=map_id2bl(sce->val3);
  12106. if(src && tid != INVALID_TIMER)
  12107. skill_castend_damage_id(src, bl, sce->val2, sce->val1, gettick(), SD_LEVEL );
  12108. }
  12109. break;
  12110. case SC_CLOSECONFINE2:
  12111. {
  12112. struct block_list *src = sce->val2?map_id2bl(sce->val2):nullptr;
  12113. status_change *sc2 = src?status_get_sc(src):nullptr;
  12114. if (src && sc2 && sc2->getSCE(SC_CLOSECONFINE)) {
  12115. // If status was already ended, do nothing.
  12116. // Decrease count
  12117. if (--(sc2->getSCE(SC_CLOSECONFINE)->val1) <= 0) // No more holds, free him up.
  12118. status_change_end(src, SC_CLOSECONFINE);
  12119. }
  12120. }
  12121. [[fallthrough]];
  12122. case SC_CLOSECONFINE:
  12123. if (sce->val2 > 0) {
  12124. // Caster has been unlocked... nearby chars need to be unlocked.
  12125. int range = 1
  12126. + skill_get_range2(bl, scdb->skill_id, sce->val1, true)
  12127. + skill_get_range2(bl, TF_BACKSLIDING, 1, true); // Since most people use this to escape the hold....
  12128. map_foreachinallarea(status_change_timer_sub,
  12129. bl->m, bl->x-range, bl->y-range, bl->x+range,bl->y+range,BL_CHAR,bl,sce,type,gettick());
  12130. }
  12131. break;
  12132. case SC_COMBO:
  12133. skill_combo_toggle_inf(bl,sce->val1,0);
  12134. break;
  12135. case SC_MARIONETTE:
  12136. case SC_MARIONETTE2: // Marionette target
  12137. if (sce->val1) { // Check for partner and end their marionette status as well
  12138. enum sc_type type2 = (type == SC_MARIONETTE) ? SC_MARIONETTE2 : SC_MARIONETTE;
  12139. struct block_list *pbl = map_id2bl(sce->val1);
  12140. status_change* sc2 = pbl?status_get_sc(pbl):nullptr;
  12141. if (sc2 && sc2->getSCE(type2)) {
  12142. sc2->getSCE(type2)->val1 = 0;
  12143. status_change_end(pbl, type2);
  12144. }
  12145. }
  12146. break;
  12147. case SC_CONCENTRATION:
  12148. if (sc->getSCE(SC_ENDURE) && !sc->getSCE(SC_ENDURE)->val4)
  12149. status_change_end(bl, SC_ENDURE);
  12150. break;
  12151. case SC_BERSERK:
  12152. if(status->hp > 200 && sc && sc->getSCE(SC__BLOODYLUST)) {
  12153. status_percent_heal(bl, 100, 0);
  12154. status_change_end(bl, SC__BLOODYLUST);
  12155. } else if (status->hp > 100 && sce->val2) // If val2 is removed, no HP penalty (dispelled?) [Skotlex]
  12156. status_set_hp(bl, 100, 0);
  12157. if(sc->getSCE(SC_ENDURE) && sc->getSCE(SC_ENDURE)->val4) {
  12158. sc->getSCE(SC_ENDURE)->val4 = 0;
  12159. status_change_end(bl, SC_ENDURE);
  12160. }
  12161. sc_start4(bl, bl, SC_REGENERATION, 100, 10,0,0,(RGN_HP|RGN_SP), skill_get_time(LK_BERSERK, sce->val1));
  12162. break;
  12163. case SC_GOSPEL:
  12164. if (sce->val3) { // Clear the group.
  12165. std::shared_ptr<s_skill_unit_group> group = skill_id2group(sce->val3);
  12166. sce->val3 = 0;
  12167. if (group)
  12168. skill_delunitgroup(group);
  12169. }
  12170. break;
  12171. #ifndef RENEWAL
  12172. case SC_HERMODE:
  12173. if(sce->val3 == BCT_SELF)
  12174. skill_clear_unitgroup(bl);
  12175. break;
  12176. case SC_BASILICA: // Clear the skill area. [Skotlex]
  12177. if (sce->val3 && sce->val4 == bl->id) {
  12178. std::shared_ptr<s_skill_unit_group> group = skill_id2group(sce->val3);
  12179. sce->val3 = 0;
  12180. if (group)
  12181. skill_delunitgroup(group);
  12182. }
  12183. break;
  12184. #endif
  12185. case SC_TRICKDEAD:
  12186. if (vd) vd->dead_sit = 0;
  12187. break;
  12188. case SC_WARM:
  12189. case SC__MANHOLE:
  12190. case SC_BANDING:
  12191. case SC_LEADERSHIP:
  12192. case SC_GLORYWOUNDS:
  12193. case SC_SOULCOLD:
  12194. case SC_HAWKEYES:
  12195. if (sce->val4) { // Clear the group.
  12196. std::shared_ptr<s_skill_unit_group> group = skill_id2group(sce->val4);
  12197. sce->val4 = 0;
  12198. if( group ) // Might have been cleared before status ended, e.g. land protector
  12199. skill_delunitgroup(group);
  12200. }
  12201. break;
  12202. case SC_JAILED:
  12203. if(sd && sd->mapindex == sce->val2)
  12204. pc_setpos(sd,(unsigned short)sce->val3,sce->val4&0xFFFF, sce->val4>>16, CLR_TELEPORT);
  12205. break; // Guess hes not in jail :P
  12206. case SC_CHANGE:
  12207. if (tid == INVALID_TIMER)
  12208. break;
  12209. // "lose almost all their HP and SP" on natural expiration.
  12210. status_set_hp(bl, 10, 0);
  12211. status_set_sp(bl, 10, 0);
  12212. break;
  12213. case SC_AUTOTRADE:
  12214. if (tid == INVALID_TIMER)
  12215. break;
  12216. // Vending is not automatically closed for autovenders
  12217. vending_closevending(sd);
  12218. map_quit(sd);
  12219. // Because map_quit calls status_change_end with tid -1
  12220. // from here it's not neccesary to continue
  12221. return 1;
  12222. break;
  12223. case SC_STOP:
  12224. if( sce->val2 ) {
  12225. struct block_list* tbl = map_id2bl(sce->val2);
  12226. sce->val2 = 0;
  12227. if( tbl && (sc = status_get_sc(tbl)) && sc->getSCE(SC_STOP) && sc->getSCE(SC_STOP)->val2 == bl->id )
  12228. status_change_end(tbl, SC_STOP);
  12229. }
  12230. break;
  12231. case SC_TENSIONRELAX:
  12232. if (sc && (sc->getSCE(SC_WEIGHT50) || sc->getSCE(SC_WEIGHT90)))
  12233. status_get_regen_data(bl)->state.overweight = 1; // Add the overweight flag back
  12234. break;
  12235. case SC_MONSTER_TRANSFORM:
  12236. case SC_ACTIVE_MONSTER_TRANSFORM:
  12237. if (sce->val2)
  12238. status_change_end(bl, (sc_type)sce->val2);
  12239. break;
  12240. /* 3rd Stuff */
  12241. case SC_MILLENNIUMSHIELD:
  12242. clif_millenniumshield(bl, 0);
  12243. break;
  12244. case SC_HALLUCINATIONWALK:
  12245. sc_start(bl,bl,SC_HALLUCINATIONWALK_POSTDELAY,100,sce->val1,skill_get_time2(GC_HALLUCINATIONWALK,sce->val1));
  12246. break;
  12247. case SC_WHITEIMPRISON:
  12248. {
  12249. struct block_list* src = map_id2bl(sce->val2);
  12250. if( tid == -1 || !src)
  12251. break; // Terminated by Damage
  12252. 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);
  12253. }
  12254. break;
  12255. case SC_WUGDASH:
  12256. {
  12257. struct unit_data *ud = unit_bl2ud(bl);
  12258. if (ud) {
  12259. ud->state.running = 0;
  12260. if (ud->walktimer != INVALID_TIMER)
  12261. unit_stop_walking(bl,1);
  12262. }
  12263. }
  12264. break;
  12265. case SC__SHADOWFORM:
  12266. {
  12267. map_session_data *s_sd = map_id2sd(sce->val2);
  12268. if (s_sd) s_sd->shadowform_id = 0;
  12269. }
  12270. break;
  12271. case SC_SATURDAYNIGHTFEVER: // Sit down force of Saturday Night Fever has the duration of only 3 seconds.
  12272. sc_start(bl, bl,SC_SITDOWN_FORCE,100,sce->val1,skill_get_time2(WM_SATURDAY_NIGHT_FEVER,sce->val1));
  12273. break;
  12274. case SC_NEUTRALBARRIER_MASTER:
  12275. case SC_STEALTHFIELD_MASTER:
  12276. if( sce->val2 ) {
  12277. std::shared_ptr<s_skill_unit_group> group = skill_id2group(sce->val2);
  12278. sce->val2 = 0;
  12279. if( group ) // Might have been cleared before status ended, e.g. land protector
  12280. skill_delunitgroup(group);
  12281. }
  12282. break;
  12283. case SC_CURSEDCIRCLE_ATKER:
  12284. if( sce->val2 ) // Used the default area size cause there is a chance the caster could knock back and can't clear the target.
  12285. map_foreachinallrange(status_change_timer_sub, bl, AREA_SIZE + 3, BL_CHAR, bl, sce, SC_CURSEDCIRCLE_TARGET, gettick());
  12286. break;
  12287. case SC_RAISINGDRAGON:
  12288. if( sd && !pc_isdead(sd) ) {
  12289. int i = min(sd->spiritball,5);
  12290. pc_delspiritball(sd, sd->spiritball, 0);
  12291. status_change_end(bl, SC_EXPLOSIONSPIRITS);
  12292. while( i > 0 ) {
  12293. pc_addspiritball(sd, skill_get_time(MO_CALLSPIRITS, pc_checkskill(sd,MO_CALLSPIRITS)), 5);
  12294. --i;
  12295. }
  12296. }
  12297. break;
  12298. case SC_CURSEDCIRCLE_TARGET:
  12299. {
  12300. struct block_list *src = map_id2bl(sce->val2);
  12301. status_change *sc2 = status_get_sc(src);
  12302. if( sc2 && sc2->getSCE(SC_CURSEDCIRCLE_ATKER) && --(sc2->getSCE(SC_CURSEDCIRCLE_ATKER)->val2) == 0 ) {
  12303. clif_bladestop(bl, sce->val2, 0);
  12304. status_change_end(src, SC_CURSEDCIRCLE_ATKER);
  12305. }
  12306. }
  12307. break;
  12308. case SC_SITDOWN_FORCE:
  12309. case SC_BANANA_BOMB_SITDOWN:
  12310. if( sd && pc_issit(sd) && pc_setstand(sd, false) )
  12311. skill_sit(sd, false);
  12312. break;
  12313. case SC_KYOUGAKU:
  12314. clif_status_load(bl, EFST_KYOUGAKU, 0); // Avoid client crash
  12315. clif_status_load(bl, EFST_ACTIVE_MONSTER_TRANSFORM, 0);
  12316. break;
  12317. case SC_INTRAVISION:
  12318. calc_flag = status_db.getSCB_ALL(); // Required for overlapping
  12319. break;
  12320. case SC_GRAVITYCONTROL:
  12321. status_fix_damage(bl, bl, sce->val2, clif_damage(bl, bl, gettick(), 0, 0, sce->val2, 0, DMG_NORMAL, 0, false), 0);
  12322. clif_specialeffect(bl, 223, AREA);
  12323. clif_specialeffect(bl, 330, AREA);
  12324. break;
  12325. case SC_OVERED_BOOST:
  12326. switch (bl->type) {
  12327. case BL_HOM: {
  12328. struct homun_data *hd = BL_CAST(BL_HOM,bl);
  12329. if( hd )
  12330. hd->homunculus.hunger = max(1,hd->homunculus.hunger - 50);
  12331. }
  12332. break;
  12333. case BL_PC:
  12334. status_zap(bl,0,status_get_max_sp(bl) / 2);
  12335. break;
  12336. }
  12337. break;
  12338. case SC_FULL_THROTTLE: {
  12339. int sec = skill_get_time2(scdb->skill_id, sce->val1);
  12340. clif_status_change(bl, EFST_DEC_AGI, 1, sec, 0, 0, 0);
  12341. sc_start(bl, bl, SC_REBOUND, 100, sce->val1, sec);
  12342. }
  12343. break;
  12344. case SC_REBOUND:
  12345. clif_status_load(bl, EFST_DEC_AGI, 0);
  12346. break;
  12347. case SC_ITEMSCRIPT: // Removes Buff Icons
  12348. if (sd)
  12349. clif_status_load(bl, (enum efst_type)sce->val2, 0);
  12350. break;
  12351. case SC_C_MARKER:
  12352. {
  12353. // Remove mark data from caster
  12354. map_session_data *caster = map_id2sd(sce->val2);
  12355. uint8 i = 0;
  12356. if (!caster)
  12357. break;
  12358. ARR_FIND(0,MAX_SKILL_CRIMSON_MARKER,i,caster->c_marker[i] == bl->id);
  12359. if (i < MAX_SKILL_CRIMSON_MARKER) {
  12360. caster->c_marker[i] = 0;
  12361. clif_crimson_marker( *caster, *bl, true );
  12362. }
  12363. }
  12364. break;
  12365. case SC_H_MINE:
  12366. {
  12367. // Drop the material from target if expired
  12368. struct item it;
  12369. map_session_data *caster = nullptr;
  12370. if (sce->val3 || status_isdead(bl) || !(caster = map_id2sd(sce->val2)))
  12371. break;
  12372. std::shared_ptr<s_skill_db> skill = skill_db.find(RL_H_MINE);
  12373. if (!item_db.exists(skill->require.itemid[0]))
  12374. break;
  12375. memset(&it, 0, sizeof(it));
  12376. it.nameid = skill->require.itemid[0];
  12377. it.amount = max(skill->require.amount[0],1);
  12378. it.identify = 1;
  12379. map_addflooritem(&it, it.amount, bl->m,bl->x, bl->y, caster->status.char_id, 0, 0, 4, 0);
  12380. }
  12381. break;
  12382. case SC_VACUUM_EXTREME:
  12383. ///< !CHECKME: Seems on official, there's delay before same target can be vacuumed in same area again [Cydh]
  12384. sc_start2(bl, bl, SC_VACUUM_EXTREME_POSTDELAY, 100, sce->val1, sce->val2, skill_get_time2(SO_VACUUM_EXTREME,sce->val1));
  12385. break;
  12386. case SC_DIMENSION1:
  12387. case SC_DIMENSION2:
  12388. if (sd)
  12389. pc_delspiritball(sd, 1, 0);
  12390. break;
  12391. case SC_SOULENERGY:
  12392. if (sd)
  12393. pc_delsoulball(sd, sd->soulball, false);
  12394. break;
  12395. case SC_MADOGEAR:
  12396. status_db.removeByStatusFlag(bl, { SCF_MADOENDCANCEL });
  12397. if (sd)
  12398. pc_bonus_script_clear(sd, BSF_REM_ON_MADOGEAR);
  12399. break;
  12400. case SC_HOMUN_TIME:
  12401. if (sd && hom_is_active(sd->hd))
  12402. hom_vaporize(sd, HOM_ST_REST);
  12403. break;
  12404. case SC_SERVANT_SIGN: {
  12405. map_session_data *tsd = map_id2sd(sce->val1);
  12406. if( tsd != nullptr )
  12407. tsd->servant_sign[sce->val2] = 0;
  12408. }
  12409. break;
  12410. case SC_SOUNDBLEND: {
  12411. block_list *src = map_id2bl(sce->val2);
  12412. if (src && tid != INVALID_TIMER)
  12413. skill_castend_damage_id(src, bl, TR_SOUNDBLEND, sce->val1, gettick(), SD_LEVEL|SD_ANIMATION);
  12414. }
  12415. break;
  12416. case SC_SERVANTWEAPON:
  12417. if( sd ){
  12418. pc_delservantball( *sd, sd->servantball );
  12419. }
  12420. break;
  12421. case SC_ABYSSFORCEWEAPON:
  12422. if( sd ){
  12423. pc_delabyssball( *sd, sd->abyssball );
  12424. }
  12425. break;
  12426. }
  12427. // End statuses found in the EndOnEnd list.
  12428. if (!scdb->endonend.empty()) {
  12429. for (const auto &it : scdb->endonend) {
  12430. status_change_end(bl, it);
  12431. }
  12432. }
  12433. // Reset the options as needed
  12434. std::bitset<SCF_MAX> opt_flag = scdb->flag;
  12435. bool disable_opt_flag = false;
  12436. switch (type) {
  12437. case SC_DANCING:
  12438. if ((sce->val1&0xFFFF) == CG_MOONLIT)
  12439. sc->opt3 &= ~OPT3_MOONLIT;
  12440. break;
  12441. case SC_INCATKRATE: // Simulated Explosion spirits effect.
  12442. if (bl->type != BL_MOB) {
  12443. disable_opt_flag = true;
  12444. break;
  12445. }
  12446. break;
  12447. }
  12448. if (scdb->opt1)
  12449. sc->opt1 = OPT1_NONE;
  12450. if (scdb->opt2)
  12451. sc->opt2 &= ~scdb->opt2;
  12452. if (scdb->opt3)
  12453. sc->opt3 &= ~scdb->opt3;
  12454. if (scdb->look)
  12455. sc->option &= ~scdb->look;
  12456. if (calc_flag[SCB_DYE]) { // Restore DYE color
  12457. if (vd && !vd->cloth_color && sce->val4)
  12458. clif_changelook(bl,LOOK_CLOTHES_COLOR,sce->val4);
  12459. calc_flag.reset(SCB_DYE);
  12460. }
  12461. /*if (calc_flag[SCB_BODY])// Might be needed in the future. [Rytech]
  12462. { //Restore body style
  12463. if (vd && !vd->body_style && sce->val4)
  12464. clif_changelook(bl,LOOK_BODY2,sce->val4);
  12465. calc_flag.reset(SCB_BODY);
  12466. }*/
  12467. // On Aegis, when turning off a status change, first goes the sc packet, then the option packet.
  12468. int status_icon = scdb->icon;
  12469. #if PACKETVER < 20151104
  12470. if (status_icon == EFST_WEAPONPROPERTY)
  12471. status_icon = EFST_ATTACK_PROPERTY_NOTHING + sce->val1; // Assign status icon for older clients
  12472. #endif
  12473. clif_status_change(bl,status_icon,0,0,0,0,0);
  12474. if( opt_flag[SCF_NONPLAYER] ) // bugreport:681
  12475. clif_changeoption2(bl);
  12476. 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])) {
  12477. clif_changeoption(bl);
  12478. if (sd && opt_flag[SCF_SENDLOOK]) {
  12479. clif_changelook(bl,LOOK_BASE,sd->vd.class_);
  12480. clif_get_weapon_view(sd,&sd->vd.weapon,&sd->vd.shield);
  12481. clif_changelook(bl,LOOK_WEAPON,sd->vd.weapon);
  12482. clif_changelook(bl,LOOK_SHIELD,sd->vd.shield);
  12483. clif_changelook(bl,LOOK_CLOTHES_COLOR,cap_value(sd->status.clothes_color,0,battle_config.max_cloth_color));
  12484. clif_changelook(bl,LOOK_BODY2,cap_value(sd->status.body,0,battle_config.max_body_style));
  12485. }
  12486. }
  12487. if (calc_flag.any()) {
  12488. #ifndef RENEWAL
  12489. if (type == SC_MAGICPOWER) {
  12490. //If Mystical Amplification ends, MATK is immediately recalculated
  12491. status_calc_bl_(bl, calc_flag, SCO_FORCE);
  12492. } else
  12493. #endif
  12494. status_calc_bl_(bl, calc_flag);
  12495. }
  12496. if(opt_flag[SCF_UNITMOVE]) // Out of hiding, invoke on place.
  12497. skill_unit_move(bl,gettick(),1);
  12498. if(opt_flag[SCF_ONTOUCH] && sd && !sd->state.warping && map_getcell(bl->m,bl->x,bl->y,CELL_CHKNPC))
  12499. npc_touch_area_allnpc(sd,bl->m,bl->x,bl->y); // Trigger on-touch event.
  12500. // Needed to be here to make sure OPT1_STONEWAIT has been cleared from the target (only on natural expiration of the stone wait timer)
  12501. if (type == SC_STONEWAIT && tid != INVALID_TIMER)
  12502. status_change_start(bl, bl, SC_STONE, 100, sce->val1, sce->val2, 0, 0, sce->val3, SCSTART_NOAVOID);
  12503. ers_free(sc_data_ers, sce);
  12504. return 1;
  12505. }
  12506. /**
  12507. * Resets timers for statuses
  12508. * Used with reoccurring status effects, such as dropping SP every 5 seconds
  12509. * @param tid: Timer ID
  12510. * @param tick: How long before next call
  12511. * @param id: ID of character
  12512. * @param data: Information passed through the timer call
  12513. * @return 1: Success 0: Fail
  12514. */
  12515. TIMER_FUNC(status_change_timer){
  12516. enum sc_type type = (sc_type)data;
  12517. struct block_list *bl;
  12518. map_session_data *sd;
  12519. int interval = status_get_sc_interval(type);
  12520. bool dounlock = false;
  12521. bl = map_id2bl(id);
  12522. if(!bl) {
  12523. ShowDebug("status_change_timer: Null pointer id: %d data: %" PRIdPTR "\n", id, data);
  12524. return 0;
  12525. }
  12526. status_change * const sc = status_get_sc(bl);
  12527. struct status_data * const status = status_get_status_data(bl);
  12528. if(!sc) {
  12529. ShowDebug("status_change_timer: Null pointer id: %d data: %" PRIdPTR " bl-type: %d\n", id, data, bl->type);
  12530. return 0;
  12531. }
  12532. struct status_change_entry * const sce = sc->getSCE(type);
  12533. if(!sce) {
  12534. ShowDebug("status_change_timer: Null pointer id: %d data: %" PRIdPTR " bl-type: %d\n", id, data, bl->type);
  12535. return 0;
  12536. }
  12537. if( sce->timer != tid ) {
  12538. ShowError("status_change_timer: Mismatch for type %d: %d != %d (bl id %d)\n",type,tid,sce->timer, bl->id);
  12539. return 0;
  12540. }
  12541. sd = BL_CAST(BL_PC, bl);
  12542. std::function<void (t_tick)> sc_timer_next = [&sce, &bl, &data](t_tick t) {
  12543. sce->timer = add_timer(t, status_change_timer, bl->id, data);
  12544. };
  12545. switch(type) {
  12546. case SC_MAXIMIZEPOWER:
  12547. case SC_CLOAKING:
  12548. if(!status_charge(bl, 0, 1))
  12549. break; // Not enough SP to continue.
  12550. sc_timer_next(sce->val2+tick);
  12551. return 0;
  12552. case SC_CHASEWALK:
  12553. if(!status_charge(bl, 0, sce->val4))
  12554. break; // Not enough SP to continue.
  12555. if (!sc->getSCE(SC_CHASEWALK2)) {
  12556. sc_start(bl,bl, SC_CHASEWALK2,100,1<<(sce->val1-1),
  12557. (t_tick)(sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_ROGUE?10:1) // SL bonus -> x10 duration
  12558. *skill_get_time2(status_db.getSkill(type),sce->val1));
  12559. }
  12560. sc_timer_next(sce->val2+tick);
  12561. return 0;
  12562. break;
  12563. case SC_HIDING:
  12564. if(--(sce->val2)>0) {
  12565. if(sce->val2 % sce->val4 == 0 && !status_charge(bl, 0, 1))
  12566. break; // Fail if it's time to substract SP and there isn't.
  12567. sc_timer_next(1000+tick);
  12568. return 0;
  12569. }
  12570. break;
  12571. case SC_SIGHT:
  12572. case SC_RUWACH:
  12573. case SC_SIGHTBLASTER:
  12574. if(type == SC_SIGHTBLASTER) {
  12575. //Restore trap immunity
  12576. if(sce->val4%2)
  12577. sce->val4--;
  12578. map_foreachinallrange( status_change_timer_sub, bl, sce->val3, BL_CHAR|BL_SKILL, bl, sce, type, tick);
  12579. } else {
  12580. map_foreachinallrange( status_change_timer_sub, bl, sce->val3, BL_CHAR, bl, sce, type, tick);
  12581. skill_reveal_trap_inarea(bl, sce->val3, bl->x, bl->y);
  12582. }
  12583. if( --(sce->val2)>0 ) {
  12584. sce->val4 += 20; // Use for Shadow Form 2 seconds checking.
  12585. sc_timer_next(20+tick);
  12586. return 0;
  12587. }
  12588. break;
  12589. case SC_PROVOKE:
  12590. if(sce->val4) { // Auto-provoke (it is ended in status_heal)
  12591. sc_timer_next(1000*60+tick);
  12592. return 0;
  12593. }
  12594. break;
  12595. case SC_STONE:
  12596. if (sce->val4 >= 0 && status->hp > status->max_hp / 4)
  12597. status_percent_damage(nullptr, bl, -1, 0, false);
  12598. break;
  12599. case SC_POISON:
  12600. case SC_DPOISON:
  12601. if (sce->val4 >= 0 && !sc->getSCE(SC_SLOWPOISON)) {
  12602. unsigned int damage = 0;
  12603. if (sd)
  12604. damage = (type == SC_DPOISON) ? 2 + status->max_hp / 50 : 2 + status->max_hp * 3 / 200;
  12605. else
  12606. damage = (type == SC_DPOISON) ? 2 + status->max_hp / 100 : 2 + status->max_hp / 200;
  12607. if (status->hp > umax(status->max_hp / 4, damage)) // Stop damaging after 25% HP left.
  12608. status_zap(bl, damage, 0);
  12609. }
  12610. break;
  12611. case SC_BLEEDING:
  12612. if (sce->val4 >= 0) {
  12613. int64 damage = rnd() % 600 + 200;
  12614. if (!sd && damage >= status->hp)
  12615. damage = status->hp - 1; // No deadly damage for monsters
  12616. map_freeblock_lock();
  12617. dounlock = true;
  12618. status_zap(bl, damage, 0);
  12619. }
  12620. break;
  12621. case SC_BURNING:
  12622. if (sce->val4 >= 0) {
  12623. int64 damage = 1000 + (3 * status->max_hp) / 100; // Deals fixed (1000 + 3%*MaxHP)
  12624. map_freeblock_lock();
  12625. dounlock = true;
  12626. status_fix_damage(bl, bl, damage, clif_damage(bl, bl, tick, 0, 1, damage, 1, DMG_NORMAL, 0, false),0);
  12627. }
  12628. break;
  12629. case SC_TOXIN:
  12630. if (sce->val4 >= 0) { // Damage is every 10 seconds including 3%sp drain.
  12631. if (sce->val3 == 1) { // Target
  12632. map_freeblock_lock();
  12633. dounlock = true;
  12634. 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);
  12635. } else { // Caster
  12636. interval = 1000; // Assign here since status_get_sc_internval() contains the target interval.
  12637. if (status->sp < status->max_sp)
  12638. status_heal(bl, 0, (int)status->max_sp * 1 / 100, 1);
  12639. }
  12640. }
  12641. break;
  12642. case SC_MAGICMUSHROOM:
  12643. if (sce->val4 >= 0) {
  12644. bool flag = 0;
  12645. int64 damage = status->max_hp * 3 / 100;
  12646. if (status->hp <= damage)
  12647. damage = status->hp - 1; // Cannot Kill
  12648. if (damage > 0) { // 3% Damage each 4 seconds
  12649. map_freeblock_lock();
  12650. status_zap(bl, damage, 0);
  12651. flag = !sc->getSCE(type); // Killed? Should not
  12652. map_freeblock_unlock();
  12653. }
  12654. if (!flag) { // Random Skill Cast
  12655. if (magic_mushroom_db.size() > 0 && sd && !pc_issit(sd)) { // Can't cast if sit
  12656. auto mushroom_spell = magic_mushroom_db.begin();
  12657. std::advance(mushroom_spell, rnd() % magic_mushroom_db.size());
  12658. uint16 mushroom_skill_id = mushroom_spell->second->skill_id;
  12659. if (!skill_get_index(mushroom_skill_id))
  12660. break;
  12661. unit_stop_attack(bl);
  12662. unit_skillcastcancel(bl, 1);
  12663. switch (skill_get_casttype(mushroom_skill_id)) { // Magic Mushroom skills are buffs or area damage
  12664. case CAST_GROUND:
  12665. skill_castend_pos2(bl, bl->x, bl->y, mushroom_skill_id, 1, tick, 0);
  12666. break;
  12667. case CAST_NODAMAGE:
  12668. skill_castend_nodamage_id(bl, bl, mushroom_skill_id, 1, tick, 0);
  12669. break;
  12670. case CAST_DAMAGE:
  12671. skill_castend_damage_id(bl, bl, mushroom_skill_id, 1, tick, 0);
  12672. break;
  12673. }
  12674. }
  12675. clif_emotion(bl, ET_SMILE);
  12676. }
  12677. }
  12678. break;
  12679. case SC_PYREXIA:
  12680. if (sce->val4 >= 0) {
  12681. map_freeblock_lock();
  12682. dounlock = true;
  12683. status_fix_damage(bl, bl, 100, clif_damage(bl, bl, tick, status->amotion, status->dmotion + 500, 100, 1, DMG_NORMAL, 0, false),0);
  12684. unit_skillcastcancel(bl, 2);
  12685. }
  12686. break;
  12687. case SC_LEECHESEND:
  12688. if (sce->val4 >= 0) {
  12689. int64 damage = status->vit * (sce->val1 - 3) + (int)status->max_hp / 100; // {Target VIT x (New Poison Research Skill Level - 3)} + (Target HP/100)
  12690. map_freeblock_lock();
  12691. dounlock = true;
  12692. status_fix_damage(bl, bl, damage, clif_damage(bl, bl, tick, status->amotion, status->dmotion + 500, damage, 1, DMG_NORMAL, 0, false),0);
  12693. unit_skillcastcancel(bl, 2);
  12694. }
  12695. break;
  12696. case SC_DEATHHURT:
  12697. if (sce->val4 >= 0) {
  12698. if (status->hp < status->max_hp)
  12699. status_heal(bl, (int)status->max_hp * 1 / 100, 0, 1);
  12700. }
  12701. break;
  12702. case SC_TENSIONRELAX:
  12703. if(status->max_hp > status->hp && --(sce->val3) >= 0) {
  12704. sc_timer_next(10000 + tick);
  12705. return 0;
  12706. }
  12707. break;
  12708. case SC_KNOWLEDGE:
  12709. if (!sd) break;
  12710. if(bl->m == sd->feel_map[0].m ||
  12711. bl->m == sd->feel_map[1].m ||
  12712. bl->m == sd->feel_map[2].m)
  12713. { // Timeout will be handled by pc_setpos
  12714. sce->timer = INVALID_TIMER;
  12715. return 0;
  12716. }
  12717. break;
  12718. case SC_S_LIFEPOTION:
  12719. case SC_L_LIFEPOTION:
  12720. case SC_M_LIFEPOTION:
  12721. case SC_G_LIFEPOTION:
  12722. if( --(sce->val4) >= 0 ) {
  12723. // val1 < 0 = per max% | val1 > 0 = exact amount
  12724. int hp = 0;
  12725. if( status->hp < status->max_hp && !sc->getSCE(SC_BERSERK) )
  12726. hp = (sce->val1 < 0) ? (int)(status->max_hp * -1 * sce->val1 / 100.) : sce->val1;
  12727. status_heal(bl, hp, 0, 0);
  12728. sc_timer_next((sce->val2 * 1000) + tick);
  12729. return 0;
  12730. }
  12731. break;
  12732. case SC_S_MANAPOTION:
  12733. if( --(sce->val4) >= 0 ) {
  12734. // val1 < 0 = per max% | val1 > 0 = exact amount
  12735. int sp = 0;
  12736. if( status->sp < status->max_sp && !sc->getSCE(SC_BERSERK) )
  12737. sp = (sce->val1 < 0) ? (int)(status->max_sp * -1 * sce->val1 / 100.) : sce->val1;
  12738. status_heal(bl, 0, sp, 0);
  12739. sc_timer_next((sce->val2 * 1000) + tick);
  12740. return 0;
  12741. }
  12742. break;
  12743. case SC_GRADUAL_GRAVITY:
  12744. if (sce->val4 >= 0) {
  12745. status_zap(bl, status->max_hp * sce->val2 / 100, 0);
  12746. }
  12747. break;
  12748. case SC_BOSSMAPINFO:
  12749. if( sd && sce->val4 >= 0 ){
  12750. mob_data* boss_md = map_id2boss( sce->val1 );
  12751. if( boss_md == nullptr ){
  12752. sce->val4 = 0;
  12753. break;
  12754. }
  12755. // Not on same map anymore
  12756. if( sd->bl.m != boss_md->bl.m ){
  12757. sce->val4 = 0;
  12758. break;
  12759. // Boss is alive - Update X, Y on minimap
  12760. }else if( boss_md->bl.prev != nullptr ){
  12761. sce->val2 = 0;
  12762. clif_bossmapinfo( *sd, boss_md, BOSS_INFO_ALIVE );
  12763. // Boss is dead
  12764. }else if( boss_md->spawn_timer != INVALID_TIMER && sce->val2 == 0 ){
  12765. sce->val2 = 1;
  12766. clif_bossmapinfo( *sd, boss_md, BOSS_INFO_DEAD );
  12767. }
  12768. }
  12769. break;
  12770. case SC_DANCING: // SP consumption by time of dancing skills
  12771. {
  12772. int s = 0;
  12773. int sp = 1;
  12774. if (--sce->val3 <= 0)
  12775. break;
  12776. switch(sce->val1&0xFFFF) {
  12777. #ifndef RENEWAL
  12778. case BD_RICHMANKIM:
  12779. case BD_DRUMBATTLEFIELD:
  12780. case BD_RINGNIBELUNGEN:
  12781. case BD_SIEGFRIED:
  12782. case BA_DISSONANCE:
  12783. case BA_ASSASSINCROSS:
  12784. case DC_UGLYDANCE:
  12785. s=3;
  12786. break;
  12787. case BD_LULLABY:
  12788. case BD_ETERNALCHAOS:
  12789. case BD_ROKISWEIL:
  12790. case DC_FORTUNEKISS:
  12791. s=4;
  12792. break;
  12793. case CG_HERMODE:
  12794. case BD_INTOABYSS:
  12795. case BA_WHISTLE:
  12796. case DC_HUMMING:
  12797. case BA_POEMBRAGI:
  12798. case DC_SERVICEFORYOU:
  12799. s=5;
  12800. break;
  12801. case BA_APPLEIDUN:
  12802. s=6;
  12803. break;
  12804. #endif
  12805. case CG_MOONLIT:
  12806. // Moonlit's cost is 4sp*skill_lv [Skotlex]
  12807. sp= 4*(sce->val1>>16);
  12808. // Upkeep is also every 10 secs.
  12809. #ifndef RENEWAL
  12810. [[fallthrough]];
  12811. case DC_DONTFORGETME:
  12812. #endif
  12813. s=10;
  12814. break;
  12815. }
  12816. if( s != 0 && sce->val3 % s == 0 ) {
  12817. #ifndef RENEWAL
  12818. if (sc->getSCE(SC_LONGING))
  12819. sp*= 3;
  12820. #endif
  12821. if (!status_charge(bl, 0, sp))
  12822. break;
  12823. }
  12824. sc_timer_next(1000+tick);
  12825. return 0;
  12826. }
  12827. break;
  12828. case SC_BERSERK:
  12829. // 5% every 10 seconds [DracoRPG]
  12830. if( --( sce->val3 ) > 0 && status_charge(bl, sce->val2, 0) && status->hp > 100 ) {
  12831. sc_timer_next(sce->val4+tick);
  12832. return 0;
  12833. }
  12834. break;
  12835. case SC_NOCHAT:
  12836. if(sd) {
  12837. sd->status.manner++;
  12838. clif_changestatus(sd,SP_MANNER,sd->status.manner);
  12839. clif_updatestatus(sd,SP_MANNER);
  12840. if (sd->status.manner < 0) { // Every 60 seconds your manner goes up by 1 until it gets back to 0.
  12841. sc_timer_next(60000+tick);
  12842. return 0;
  12843. }
  12844. }
  12845. break;
  12846. case SC_SPLASHER:
  12847. // Custom Venom Splasher countdown timer
  12848. // if (sce->val4 % 1000 == 0) {
  12849. // char timer[10];
  12850. // snprintf (timer, 10, "%d", sce->val4/1000);
  12851. // clif_message(bl, timer);
  12852. // }
  12853. if((sce->val4 -= 500) > 0) {
  12854. sc_timer_next(500 + tick);
  12855. return 0;
  12856. }
  12857. break;
  12858. case SC_MARIONETTE:
  12859. case SC_MARIONETTE2:
  12860. {
  12861. struct block_list *pbl = map_id2bl(sce->val1);
  12862. if( pbl && check_distance_bl(bl, pbl, 7) ) {
  12863. sc_timer_next(1000 + tick);
  12864. return 0;
  12865. }
  12866. }
  12867. break;
  12868. case SC_GOSPEL:
  12869. if(sce->val4 == BCT_SELF && --(sce->val2) > 0) {
  12870. int hp, sp;
  12871. hp = (sce->val1 > 5) ? 45 : 30;
  12872. sp = (sce->val1 > 5) ? 35 : 20;
  12873. if(!status_charge(bl, hp, sp))
  12874. break;
  12875. sc_timer_next(10000+tick);
  12876. return 0;
  12877. }
  12878. break;
  12879. case SC_JAILED:
  12880. if(sce->val1 == INT_MAX || --(sce->val1) > 0) {
  12881. sc_timer_next(60000+tick);
  12882. return 0;
  12883. }
  12884. break;
  12885. case SC_BLIND:
  12886. if(sc->getSCE(SC_FOGWALL)) { // Blind lasts forever while you are standing on the fog.
  12887. sc_timer_next(5000+tick);
  12888. return 0;
  12889. }
  12890. break;
  12891. case SC_ABUNDANCE:
  12892. if(--(sce->val4) > 0) {
  12893. status_heal(bl,0,60,0);
  12894. sc_timer_next(10000+tick);
  12895. }
  12896. break;
  12897. case SC_OBLIVIONCURSE:
  12898. if( --(sce->val4) >= 0 ) {
  12899. clif_emotion(bl,ET_QUESTION);
  12900. sc_timer_next(3000 + tick);
  12901. return 0;
  12902. }
  12903. break;
  12904. case SC_WEAPONBLOCKING:
  12905. if( --(sce->val4) >= 0 ) {
  12906. if( !status_charge(bl,0,3) )
  12907. break;
  12908. sc_timer_next(5000+tick);
  12909. return 0;
  12910. }
  12911. break;
  12912. case SC_CLOAKINGEXCEED:
  12913. if(!status_charge(bl,0,10-sce->val1))
  12914. break;
  12915. sc_timer_next(1000 + tick);
  12916. return 0;
  12917. case SC_RENOVATIO:
  12918. if( --(sce->val4) >= 0 ) {
  12919. int heal = status->max_hp * (sce->val1 + 4) / 100;
  12920. if( sc && sc->getSCE(SC_AKAITSUKI) && heal )
  12921. heal = ~heal + 1;
  12922. status_heal(bl, heal, 0, 3);
  12923. sc_timer_next(5000 + tick);
  12924. return 0;
  12925. }
  12926. break;
  12927. case SC_SPHERE_1:
  12928. case SC_SPHERE_2:
  12929. case SC_SPHERE_3:
  12930. case SC_SPHERE_4:
  12931. case SC_SPHERE_5:
  12932. if( --(sce->val4) >= 0 ) {
  12933. if( !status_charge(bl, 0, 1) )
  12934. break;
  12935. sc_timer_next(1000 + tick);
  12936. return 0;
  12937. }
  12938. break;
  12939. case SC_FREEZE_SP:
  12940. if( !status_charge(bl, 0, sce->val2) ) {
  12941. int i;
  12942. for(i = SC_SPELLBOOK1; i <= SC_MAXSPELLBOOK; i++) // Also remove stored spell as well.
  12943. status_change_end(bl, (sc_type)i);
  12944. break;
  12945. }
  12946. sc_timer_next(10000 + tick);
  12947. return 0;
  12948. case SC_ELECTRICSHOCKER:
  12949. if( --(sce->val4) >= 0 ) {
  12950. status_charge(bl, 0, 5 * sce->val1 * status->max_sp / 100);
  12951. sc_timer_next(1000 + tick);
  12952. return 0;
  12953. }
  12954. break;
  12955. case SC_CAMOUFLAGE:
  12956. if (!status_charge(bl, 0, 7 - sce->val1))
  12957. break;
  12958. if (--sce->val4 >= 0)
  12959. sce->val3++;
  12960. sc_timer_next(1000 + tick);
  12961. return 0;
  12962. case SC__REPRODUCE:
  12963. if(!status_charge(bl, 0, 1))
  12964. break;
  12965. sc_timer_next(1000+tick);
  12966. return 0;
  12967. case SC__SHADOWFORM:
  12968. if( --(sce->val4) >= 0 ) {
  12969. if( !status_charge(bl, 0, 11 - sce->val1) )
  12970. break;
  12971. sc_timer_next(1000 + tick);
  12972. return 0;
  12973. }
  12974. break;
  12975. case SC__INVISIBILITY:
  12976. if( !status_charge(bl, 0, (12 - 2 * sce->val1) * status->max_sp / 100) ) // 6% - skill_lv.
  12977. break;
  12978. sc_timer_next(1000 + tick);
  12979. return 0;
  12980. case SC_STRIKING:
  12981. if( --(sce->val4) >= 0 ) {
  12982. if( !status_charge(bl,0, sce->val3 ) )
  12983. break;
  12984. sc_timer_next(1000 + tick);
  12985. return 0;
  12986. }
  12987. break;
  12988. case SC_WARMER: {
  12989. int hp = 0;
  12990. status_change *ssc = status_get_sc(map_id2bl(sce->val2));
  12991. if (ssc && ssc->getSCE(SC_HEATER_OPTION))
  12992. hp = status->max_hp * 3 * sce->val1 / 100;
  12993. else
  12994. hp = status->max_hp * sce->val1 / 100;
  12995. if (sc && sc->getSCE(SC_AKAITSUKI) && hp)
  12996. hp = ~hp + 1;
  12997. if (status->hp != status->max_hp)
  12998. status_heal(bl, hp, 0, 0);
  12999. sc_timer_next(3000 + tick);
  13000. return 0;
  13001. }
  13002. case SC_HELLS_PLANT:
  13003. if( sce->val4 >= 0 ){
  13004. skill_castend_damage_id( bl, bl, GN_HELLS_PLANT_ATK, sce->val1, tick, 0 );
  13005. }
  13006. break;
  13007. case SC_VOICEOFSIREN:
  13008. if( --(sce->val4) >= 0 ) {
  13009. clif_emotion(bl,ET_THROB);
  13010. sc_timer_next(2000 + tick);
  13011. return 0;
  13012. }
  13013. break;
  13014. case SC_DEEPSLEEP:
  13015. if( --(sce->val4) >= 0 ) { // Recovers 3% HP/SP every 2 seconds.
  13016. status_heal(bl, status->max_hp * 3 / 100, status->max_sp * 3 / 100, 2);
  13017. sc_timer_next(2000 + tick);
  13018. return 0;
  13019. }
  13020. break;
  13021. case SC_SATURDAYNIGHTFEVER:
  13022. // 1% HP/SP drain every val4 seconds [Jobbie]
  13023. if( --(sce->val3) >= 0 ) {
  13024. if( !status_charge(bl, status->hp / 100, status->sp / 100) )
  13025. break;
  13026. sc_timer_next(sce->val4+tick);
  13027. return 0;
  13028. }
  13029. break;
  13030. case SC_CRYSTALIZE:
  13031. if( --(sce->val4) >= 0 ) { // Drains 2% of HP and 1% of SP every seconds.
  13032. if (!status_charge(bl, status->max_hp * 2 / 100, status->max_sp / 100))
  13033. break;
  13034. sc_timer_next(1000 + tick);
  13035. return 0;
  13036. }
  13037. break;
  13038. case SC_FORCEOFVANGUARD:
  13039. if( !status_charge(bl,0,24 - 4 * sce->val1) )
  13040. break;
  13041. sc_timer_next(10000 + tick);
  13042. return 0;
  13043. case SC_BANDING:
  13044. if( status_charge(bl, 0, 7 - sce->val1) ) {
  13045. sce->val2 = (sd ? skill_banding_count(sd) : 1);
  13046. sc_timer_next(5000 + tick);
  13047. return 0;
  13048. }
  13049. break;
  13050. case SC_REFLECTDAMAGE:
  13051. if( --(sce->val4) > 0 ) {
  13052. if( !status_charge(bl,0,10) )
  13053. break;
  13054. sc_timer_next(1000 + tick);
  13055. return 0;
  13056. }
  13057. break;
  13058. case SC_OVERHEAT_LIMITPOINT:
  13059. if (--(sce->val1) >= 0) { // Cooling
  13060. if (sce->val2 == 0) { // Flag the overheat limit once it has been met.
  13061. static std::vector<int16> limit = { 150, 200, 280, 360, 450 };
  13062. uint16 skill_lv = (sd ? cap_value(pc_checkskill(sd, NC_MAINFRAME), 0, (uint16)(limit.size() - 1)) : 0);
  13063. if (sce->val1 > limit[skill_lv])
  13064. sce->val2 = 1;
  13065. } else {
  13066. status_change_end(bl, SC_OVERHEAT);
  13067. if (sce->val2 > 0)
  13068. sc_start(bl, bl, SC_OVERHEAT, 100, sce->val1, 975);
  13069. }
  13070. sc_timer_next(1000 + tick);
  13071. return 0;
  13072. }
  13073. break;
  13074. case SC_OVERHEAT: {
  13075. uint32 damage = status->max_hp / 100; // Suggestion 1% each second
  13076. if (damage >= status->hp)
  13077. damage = status->hp - 1; // Do not kill, just keep you with 1 hp minimum
  13078. map_freeblock_lock();
  13079. status_zap(bl, damage, 0);
  13080. sc_timer_next(975 + tick); // Tick is not 1000 to avoid desync with SC_OVERHEAT_LIMITPOINT.
  13081. map_freeblock_unlock();
  13082. return 0;
  13083. }
  13084. break;
  13085. case SC_MAGNETICFIELD:
  13086. if (--(sce->val4) >= 0) {
  13087. struct block_list *src = map_id2bl(sce->val2);
  13088. if (!src || (src && (status_isdead(src) || src->m != bl->m)))
  13089. break;
  13090. map_freeblock_lock();
  13091. if (!status_charge(bl, 0, 50))
  13092. status_zap(bl, 0, status->sp);
  13093. if (sc->getSCE(type))
  13094. sc_timer_next(1000 + tick);
  13095. map_freeblock_unlock();
  13096. return 0;
  13097. }
  13098. break;
  13099. case SC_INSPIRATION:
  13100. if(--(sce->val4) >= 0) {
  13101. if (!status_charge(bl, status->max_hp * (35 - 5 * sce->val1) / 1000, status->max_sp * (45 - 5 * sce->val1) / 1000))
  13102. break;
  13103. sc_timer_next(5000+tick);
  13104. return 0;
  13105. }
  13106. break;
  13107. case SC_SHIELDSPELL_HP:
  13108. if( sce->val4 >= 0 && status->hp < status->max_hp ){
  13109. status_heal( bl, status->max_hp * sce->val2 / 100, 0, 1 );
  13110. }
  13111. break;
  13112. case SC_SHIELDSPELL_SP:
  13113. if( sce->val4 >= 0 && status->sp < status->max_sp ){
  13114. status_heal( bl, 0, status->max_sp * sce->val2 / 100, 1 );
  13115. }
  13116. break;
  13117. case SC_TROPIC:
  13118. case SC_CHILLY_AIR:
  13119. case SC_WILD_STORM:
  13120. case SC_UPHEAVAL:
  13121. case SC_HEATER:
  13122. case SC_COOLER:
  13123. case SC_BLAST:
  13124. case SC_CURSED_SOIL:
  13125. case SC_PYROTECHNIC:
  13126. case SC_AQUAPLAY:
  13127. case SC_GUST:
  13128. case SC_PETROLOGY:
  13129. case SC_CIRCLE_OF_FIRE:
  13130. case SC_FIRE_CLOAK:
  13131. case SC_WATER_DROP:
  13132. case SC_WATER_SCREEN:
  13133. case SC_WIND_CURTAIN:
  13134. case SC_WIND_STEP:
  13135. case SC_STONE_SHIELD:
  13136. case SC_SOLID_SKIN:
  13137. case SC_FLAMETECHNIC:
  13138. case SC_FLAMEARMOR:
  13139. case SC_COLD_FORCE:
  13140. case SC_CRYSTAL_ARMOR:
  13141. case SC_GRACE_BREEZE:
  13142. case SC_EYES_OF_STORM:
  13143. case SC_EARTH_CARE:
  13144. case SC_STRONG_PROTECTION:
  13145. case SC_DEEP_POISONING:
  13146. case SC_POISON_SHIELD:
  13147. if( !status_charge(bl,0,sce->val2) ) {
  13148. struct block_list *s_bl = battle_get_master(bl);
  13149. if (bl->type == BL_ELEM)
  13150. elemental_change_mode(BL_CAST(BL_ELEM, bl), EL_MODE_PASSIVE);
  13151. if( s_bl )
  13152. status_change_end(s_bl,static_cast<sc_type>(type+1));
  13153. status_change_end(bl,type);
  13154. break;
  13155. }
  13156. sc_timer_next(sce->val3 + tick);
  13157. return 0;
  13158. case SC_WATER_SCREEN_OPTION:
  13159. status_heal(bl,1000,0,2);
  13160. sc_timer_next(10000 + tick);
  13161. return 0;
  13162. case SC_TEARGAS:
  13163. if( --(sce->val4) >= 0 ) {
  13164. struct block_list *src = map_id2bl(sce->val3);
  13165. int damage = sce->val2;
  13166. map_freeblock_lock();
  13167. clif_damage(bl, bl, tick, 0, 0, damage, 1, DMG_MULTI_HIT_ENDURE, 0, false);
  13168. status_damage(src, bl, damage,0, 0, 1, 0);
  13169. if( sc->getSCE(type) ) {
  13170. sc_timer_next(2000 + tick);
  13171. }
  13172. map_freeblock_unlock();
  13173. return 0;
  13174. }
  13175. break;
  13176. case SC_TEARGAS_SOB:
  13177. if( --(sce->val4) >= 0 ) {
  13178. clif_emotion(bl, ET_CRY);
  13179. sc_timer_next(3000 + tick);
  13180. return 0;
  13181. }
  13182. break;
  13183. case SC_STOMACHACHE:
  13184. if( --(sce->val4) >= 0 ) {
  13185. status_charge(bl,0,sce->val2); // Reduce 8 every 10 seconds.
  13186. if( sd && !pc_issit(sd) ) { // Force to sit every 10 seconds.
  13187. pc_setsit(sd);
  13188. skill_sit(sd, true);
  13189. clif_sitting(bl);
  13190. }
  13191. sc_timer_next(10000 + tick);
  13192. return 0;
  13193. }
  13194. break;
  13195. case SC_LEADERSHIP:
  13196. case SC_GLORYWOUNDS:
  13197. case SC_SOULCOLD:
  13198. case SC_HAWKEYES:
  13199. // They only end by status_change_end
  13200. sc_timer_next(600000 + tick);
  13201. return 0;
  13202. case SC_MEIKYOUSISUI:
  13203. if( --(sce->val4) >= 0 ) {
  13204. status_heal(bl, status->max_hp * sce->val2 / 100, status->max_sp * sce->val3 / 100, 0);
  13205. sc_timer_next(1000 + tick);
  13206. return 0;
  13207. }
  13208. break;
  13209. case SC_KAGEMUSYA:
  13210. if( --(sce->val4) >= 0 ) {
  13211. if(!status_charge(bl, 0, 1)) break;
  13212. sc_timer_next(1000+tick);
  13213. return 0;
  13214. }
  13215. break;
  13216. case SC_ANGRIFFS_MODUS:
  13217. if(--(sce->val4) >= 0) { // Drain hp/sp
  13218. if( !status_charge(bl,100,20) ) break;
  13219. sc_timer_next(1000+tick);
  13220. return 0;
  13221. }
  13222. break;
  13223. case SC_CBC:
  13224. if(--(sce->val4) >= 0) { // Drain hp/sp
  13225. int hp=0;
  13226. int sp = (status->max_sp * sce->val3) / 100;
  13227. if(bl->type == BL_MOB) hp = sp*10;
  13228. if( !status_charge(bl,hp,sp) )break;
  13229. sc_timer_next(1000+tick);
  13230. return 0;
  13231. }
  13232. break;
  13233. case SC_FULL_THROTTLE:
  13234. if( --(sce->val4) >= 0 ) {
  13235. status_percent_damage(bl, bl, 0, sce->val2, false);
  13236. sc_timer_next(1000 + tick);
  13237. return 0;
  13238. }
  13239. break;
  13240. case SC_REBOUND:
  13241. if( --(sce->val4) >= 0 ) {
  13242. clif_emotion(bl, ET_SWEAT);
  13243. sc_timer_next(2000 + tick);
  13244. return 0;
  13245. }
  13246. break;
  13247. case SC_KINGS_GRACE:
  13248. if( --(sce->val4) >= 0 ) {
  13249. status_percent_heal(bl, sce->val2, 0);
  13250. sc_timer_next(1000 + tick);
  13251. return 0;
  13252. }
  13253. break;
  13254. case SC_FRIGG_SONG:
  13255. if( --(sce->val4) >= 0 ) {
  13256. status_heal(bl, sce->val3, 0, 0);
  13257. sc_timer_next(1000 + tick);
  13258. return 0;
  13259. }
  13260. break;
  13261. case SC_C_MARKER:
  13262. if( --(sce->val4) >= 0 ) {
  13263. TBL_PC *caster = map_id2sd(sce->val2);
  13264. if (!caster || caster->bl.m != bl->m) //End the SC if caster isn't in same map
  13265. break;
  13266. sc_timer_next(1000 + tick);
  13267. clif_crimson_marker( *caster, *bl, false );
  13268. return 0;
  13269. }
  13270. break;
  13271. case SC_STEALTHFIELD_MASTER:
  13272. if (--(sce->val4) >= 0) {
  13273. if (!status_charge(bl, 0, status->max_sp * 3 / 100))
  13274. break;
  13275. sc_timer_next(sce->val3 + tick);
  13276. return 0;
  13277. }
  13278. break;
  13279. case SC_VACUUM_EXTREME:
  13280. if (sce->val4 > 0) {
  13281. // Only slide targets to center if they are standing still
  13282. if (unit_bl2ud(bl)->walktimer == INVALID_TIMER) {
  13283. uint16 x = sce->val3 >> 16, y = sce->val3 & 0xFFFF;
  13284. 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)) {
  13285. clif_slide(bl, x, y);
  13286. clif_fixpos(bl);
  13287. }
  13288. }
  13289. sc_timer_next(tick + sce->val4);
  13290. sce->val4 = 0;
  13291. }
  13292. break;
  13293. case SC_FIRE_INSIGNIA:
  13294. if (--(sce->val4) >= 0) {
  13295. if (status->def_ele == ELE_FIRE)
  13296. status_heal(bl, status->max_hp / 100, 0, 1);
  13297. else if (status->def_ele == ELE_EARTH)
  13298. status_zap(bl, status->max_hp / 100, 0);
  13299. sc_timer_next(5000 + tick);
  13300. return 0;
  13301. }
  13302. break;
  13303. case SC_WATER_INSIGNIA:
  13304. if (--(sce->val4) >= 0) {
  13305. if (status->def_ele == ELE_WATER)
  13306. status_heal(bl, status->max_hp / 100, 0, 1);
  13307. else if (status->def_ele == ELE_FIRE)
  13308. status_zap(bl, status->max_hp / 100, 0);
  13309. sc_timer_next(5000 + tick);
  13310. return 0;
  13311. }
  13312. break;
  13313. case SC_WIND_INSIGNIA:
  13314. if (--(sce->val4) >= 0) {
  13315. if (status->def_ele == ELE_WIND)
  13316. status_heal(bl, status->max_hp / 100, 0, 1);
  13317. else if (status->def_ele == ELE_WATER)
  13318. status_zap(bl, status->max_hp / 100, 0);
  13319. sc_timer_next(5000 + tick);
  13320. return 0;
  13321. }
  13322. break;
  13323. case SC_EARTH_INSIGNIA:
  13324. if (--(sce->val4) >= 0) {
  13325. if (status->def_ele == ELE_EARTH)
  13326. status_heal(bl, status->max_hp / 100, 0, 1);
  13327. else if (status->def_ele == ELE_WIND)
  13328. status_zap(bl, status->max_hp / 100, 0);
  13329. sc_timer_next(5000 + tick);
  13330. return 0;
  13331. }
  13332. break;
  13333. case SC_BITESCAR:
  13334. if (--(sce->val4) >= 0) {
  13335. status_percent_damage(bl, bl, -(sce->val2), 0, 0);
  13336. sc_timer_next(1000 + tick);
  13337. return 0;
  13338. }
  13339. break;
  13340. case SC_FRESHSHRIMP:
  13341. if (--(sce->val4) >= 0) {
  13342. status_heal(bl, sce->val2, 0, 0);
  13343. sc_timer_next((10000 - ((sce->val1 - 1) * 1000)) + tick);
  13344. return 0;
  13345. }
  13346. break;
  13347. case SC_DORAM_BUF_01:
  13348. if( sd && --(sce->val4) >= 0 ) {
  13349. if( status->hp < status->max_hp )
  13350. status_heal(bl, 10, 0, 2);
  13351. sc_timer_next(10000 + tick);
  13352. return 0;
  13353. }
  13354. break;
  13355. case SC_DORAM_BUF_02:
  13356. if( sd && --(sce->val4) >= 0 ) {
  13357. if( status->sp < status->max_sp )
  13358. status_heal(bl, 0, 5, 2);
  13359. sc_timer_next(10000 + tick);
  13360. return 0;
  13361. }
  13362. break;
  13363. case SC_NEWMOON:
  13364. if (--(sce->val4) >= 0) {
  13365. if (!status_charge(bl, 0, 1))
  13366. break;
  13367. sc_timer_next(1000 + tick);
  13368. return 0;
  13369. }
  13370. break;
  13371. case SC_CREATINGSTAR:
  13372. if (--(sce->val4) >= 0) { // Needed to check who the caster is and what AoE is giving the status.
  13373. struct block_list *star_caster = map_id2bl(sce->val2);
  13374. struct skill_unit *star_aoe = (struct skill_unit *)map_id2bl(sce->val3);
  13375. if (star_caster == nullptr || status_isdead(star_caster) || star_caster->m != bl->m || star_aoe == nullptr)
  13376. break;
  13377. sc_timer_next(500 + tick);
  13378. // Attack after timer to prevent errors
  13379. skill_attack(BF_WEAPON, star_caster, &star_aoe->bl, bl, SJ_BOOKOFCREATINGSTAR, sce->val1, tick, 0);
  13380. return 0;
  13381. }
  13382. break;
  13383. case SC_SOULUNITY:
  13384. if (--(sce->val4) >= 0) { // Needed to check the caster's location for the range check.
  13385. struct block_list *unity_src = map_id2bl(sce->val2);
  13386. if (!unity_src || status_isdead(unity_src) || unity_src->m != bl->m || !check_distance_bl(bl, unity_src, 11))
  13387. break;
  13388. status_heal(bl, 150 * sce->val1, 0, 2);
  13389. sc_timer_next(3000 + tick);
  13390. return 0;
  13391. }
  13392. break;
  13393. case SC_SOULCOLLECT:
  13394. pc_addsoulball(sd, sce->val2);
  13395. if (sd->soulball < sce->val2) {
  13396. sc_timer_next(sce->val3 + tick);
  13397. return 0;
  13398. }
  13399. break;
  13400. case SC_HELPANGEL:
  13401. if (--(sce->val4) >= 0) {
  13402. status_heal(bl, 1000, 350, 0); // Heal amount not displayed
  13403. sc_timer_next(1000 + tick);
  13404. return 0;
  13405. }
  13406. break;
  13407. case SC_BURNT:
  13408. if( --(sce->val4) >= 0 ) {
  13409. int damage = 2000;
  13410. if( damage >= status->hp )
  13411. damage = status->hp - 1;
  13412. map_freeblock_lock();
  13413. status_zap(bl,damage,0);
  13414. if( sc->getSCE(type) ) {
  13415. sc_timer_next(1000 + tick);
  13416. }
  13417. map_freeblock_unlock();
  13418. return 0;
  13419. }
  13420. break;
  13421. case SC_MEDIALE:
  13422. if (--(sce->val4) >= 0) {
  13423. clif_specialeffect(bl, 1808, AREA);
  13424. skill_castend_nodamage_id(bl, bl, CD_MEDIALE_VOTUM, sce->val1, tick, 1);
  13425. sc_timer_next(2000 + tick);
  13426. return 0;
  13427. }
  13428. break;
  13429. case SC_DANCING_KNIFE:
  13430. if (--(sce->val4) >= 0) {
  13431. skill_castend_nodamage_id(bl, bl, SHC_DANCING_KNIFE, sce->val1, tick, 1);
  13432. sc_timer_next(300 + tick);
  13433. return 0;
  13434. }
  13435. break;
  13436. case SC_A_MACHINE:
  13437. if (--(sce->val4) >= 0) {
  13438. skill_castend_nodamage_id(bl, bl, MT_A_MACHINE, sce->val1, tick, 1);
  13439. sc_timer_next(1000 + tick);
  13440. return 0;
  13441. }
  13442. break;
  13443. case SC_SERVANTWEAPON:
  13444. if (sce->val4 >= 0) {
  13445. if( sd && sd->servantball < MAX_SERVANTBALL ){
  13446. pc_addservantball( *sd, MAX_SERVANTBALL );
  13447. }
  13448. interval = max(500, skill_get_time2(DK_SERVANTWEAPON, sce->val1));
  13449. map_freeblock_lock();
  13450. dounlock = true;
  13451. }
  13452. break;
  13453. case SC_ABYSSFORCEWEAPON:
  13454. if (sce->val4 >= 0) {
  13455. if( sd && sd->abyssball < MAX_ABYSSBALL ){
  13456. pc_addabyssball( *sd );
  13457. }
  13458. interval = max(500, skill_get_time2(ABC_FROM_THE_ABYSS, sce->val1));
  13459. map_freeblock_lock();
  13460. dounlock = true;
  13461. }
  13462. break;
  13463. case SC_KILLING_AURA:
  13464. if (sce->val4 >= 0)
  13465. skill_castend_damage_id( bl, bl, NPC_KILLING_AURA, sce->val1, tick, 0 );
  13466. break;
  13467. case SC_INTENSIVE_AIM:
  13468. if (!sc || !sc->getSCE(SC_INTENSIVE_AIM_COUNT))
  13469. sce->val4 = 0;
  13470. if (sce->val4 < 10) {
  13471. sce->val4++;
  13472. sc_start(bl, bl, SC_INTENSIVE_AIM_COUNT, 100, sce->val4, INFINITE_TICK);
  13473. }
  13474. sc_timer_next(500 + tick);
  13475. return 0;
  13476. }
  13477. // If status has an interval and there is at least 100ms remaining time, wait for next interval
  13478. if(interval > 0 && sc->getSCE(type) && sce->val4 >= 100) {
  13479. sc_timer_next(min(sce->val4,interval)+tick);
  13480. sce->val4 -= interval;
  13481. if (dounlock)
  13482. map_freeblock_unlock();
  13483. return 0;
  13484. }
  13485. if (dounlock)
  13486. map_freeblock_unlock();
  13487. // Default for all non-handled control paths is to end the status
  13488. return status_change_end( bl,type,tid );
  13489. }
  13490. /**
  13491. * For each iteration of repetitive status
  13492. * @param bl: Object [PC|MOB|HOM|MER|ELEM]
  13493. * @param ap: va_list arguments (src, sce, type, tick)
  13494. */
  13495. int status_change_timer_sub(struct block_list* bl, va_list ap)
  13496. {
  13497. status_change* tsc;
  13498. struct block_list* src = va_arg(ap,struct block_list*);
  13499. struct status_change_entry* sce = va_arg(ap,struct status_change_entry*);
  13500. enum sc_type type = (sc_type)va_arg(ap,int); // gcc: enum args get promoted to int
  13501. t_tick tick = va_arg(ap,t_tick);
  13502. if (status_isdead(bl))
  13503. return 0;
  13504. tsc = status_get_sc(bl);
  13505. switch( type ) {
  13506. case SC_SIGHT: // Reveal hidden ennemy on 3*3 range
  13507. case SC_CONCENTRATE:
  13508. status_change_end(bl, SC_HIDING);
  13509. status_change_end(bl, SC_CLOAKING);
  13510. status_change_end(bl, SC_CLOAKINGEXCEED);
  13511. status_change_end(bl, SC_CAMOUFLAGE);
  13512. status_change_end(bl, SC_NEWMOON);
  13513. if (tsc && tsc->getSCE(SC__SHADOWFORM) && (sce && sce->val4 > 0 && sce->val4%2000 == 0) && // For every 2 seconds do the checking
  13514. rnd()%100 < 100 - tsc->getSCE(SC__SHADOWFORM)->val1 * 10) // [100 - (Skill Level x 10)] %
  13515. status_change_end(bl, SC__SHADOWFORM);
  13516. break;
  13517. case SC_RUWACH: // Reveal hidden target and deal little dammages if enemy
  13518. if (tsc && (tsc->getSCE(SC_HIDING) || tsc->getSCE(SC_CLOAKING) ||
  13519. tsc->getSCE(SC_CAMOUFLAGE) || tsc->getSCE(SC_NEWMOON) || tsc->getSCE(SC_CLOAKINGEXCEED))) {
  13520. status_change_end(bl, SC_HIDING);
  13521. status_change_end(bl, SC_CLOAKING);
  13522. status_change_end(bl, SC_CAMOUFLAGE);
  13523. status_change_end(bl, SC_CLOAKINGEXCEED);
  13524. status_change_end(bl, SC_NEWMOON);
  13525. if(battle_check_target( src, bl, BCT_ENEMY ) > 0)
  13526. skill_attack(BF_MAGIC,src,src,bl,AL_RUWACH,1,tick,0);
  13527. }
  13528. if (tsc && tsc->getSCE(SC__SHADOWFORM) && (sce && sce->val4 > 0 && sce->val4%2000 == 0) && // For every 2 seconds do the checking
  13529. rnd()%100 < 100 - tsc->getSCE(SC__SHADOWFORM)->val1 * 10 ) { // [100 - (Skill Level x 10)] %
  13530. status_change_end(bl, SC__SHADOWFORM);
  13531. if (battle_check_target(src, bl, BCT_ENEMY) > 0)
  13532. skill_attack(BF_MAGIC, src, src, bl, status_db.getSkill(type), 1, tick, 0);
  13533. }
  13534. break;
  13535. case SC_SIGHTBLASTER:
  13536. if (battle_check_target( src, bl, BCT_ENEMY ) > 0 &&
  13537. status_check_skilluse(src, bl, WZ_SIGHTBLASTER, 2))
  13538. {
  13539. if (sce) {
  13540. struct skill_unit *su = nullptr;
  13541. if(bl->type == BL_SKILL)
  13542. su = (struct skill_unit *)bl;
  13543. if (skill_attack(BF_MAGIC,src,src,bl,WZ_SIGHTBLASTER,sce->val1,tick,0x1000000)
  13544. && (!su || !su->group || !skill_get_inf2(su->group->skill_id, INF2_ISTRAP))) { // The hit is not counted if it's against a trap
  13545. sce->val2 = 0; // This signals it to end.
  13546. } else if((bl->type&BL_SKILL) && sce->val4%2 == 0) {
  13547. //Remove trap immunity temporarily so it triggers if you still stand on it
  13548. sce->val4++;
  13549. }
  13550. }
  13551. }
  13552. break;
  13553. case SC_CLOSECONFINE:
  13554. // Lock char has released the hold on everyone...
  13555. if (tsc && tsc->getSCE(SC_CLOSECONFINE2) && tsc->getSCE(SC_CLOSECONFINE2)->val2 == src->id) {
  13556. tsc->getSCE(SC_CLOSECONFINE2)->val2 = 0;
  13557. status_change_end(bl, SC_CLOSECONFINE2);
  13558. }
  13559. break;
  13560. case SC_CURSEDCIRCLE_TARGET:
  13561. if( tsc && tsc->getSCE(SC_CURSEDCIRCLE_TARGET) && tsc->getSCE(SC_CURSEDCIRCLE_TARGET)->val2 == src->id ) {
  13562. clif_bladestop(bl, tsc->getSCE(SC_CURSEDCIRCLE_TARGET)->val2, 0);
  13563. status_change_end(bl, type);
  13564. }
  13565. break;
  13566. }
  13567. return 0;
  13568. }
  13569. /**
  13570. * Clears buffs/debuffs on an object
  13571. * @param bl: Object to clear [PC|MOB|HOM|MER|ELEM]
  13572. * @param type: Type to remove
  13573. * SCCB_BUFFS: Clear Buffs
  13574. * SCCB_DEBUFFS: Clear Debuffs
  13575. * SCCB_REFRESH: Clear specific debuffs through RK_REFRESH
  13576. * SCCB_CHEM_PROTECT: Clear AM_CP_ARMOR/HELM/SHIELD/WEAPON
  13577. * SCCB_LUXANIMA: Bonus Script removed through RK_LUXANIMA
  13578. */
  13579. void status_change_clear_buffs(struct block_list* bl, uint8 type)
  13580. {
  13581. status_change *sc= status_get_sc(bl);
  13582. if (!sc || !sc->count)
  13583. return;
  13584. //Clears buffs with specified flag and type
  13585. for (const auto &it : status_db) {
  13586. sc_type status = static_cast<sc_type>(it.first);
  13587. const std::bitset<SCF_MAX>& flag = it.second->flag;
  13588. bool end = false;
  13589. if (!sc->getSCE(status))
  13590. continue;
  13591. // Skip status with SCF_NOCLEARBUFF, no matter what
  13592. if (flag[SCF_NOCLEARBUFF])
  13593. continue;
  13594. // &SCCB_LUXANIMA : Cleared by RK_LUXANIMA and has the SCF_REMOVEONLUXANIMA flag
  13595. if ((type & SCCB_LUXANIMA) && flag[SCF_REMOVEONLUXANIMA])
  13596. end = true;
  13597. // &SCCB_CHEM_PROTECT : Clears AM_CP_ARMOR/HELP/SHIELD/WEAPON
  13598. else if ((type & SCCB_CHEM_PROTECT) && flag[SCF_REMOVECHEMICALPROTECT])
  13599. end = true;
  13600. // &SCCB_REFRESH : Cleared by RK_REFRESH and has the SCF_REMOVEONREFRESH flag
  13601. else if ((type & SCCB_REFRESH) && flag[SCF_REMOVEONREFRESH])
  13602. end = true;
  13603. // &SCCB_DEBUFFS : Clears debuffs
  13604. else if ((type & SCCB_DEBUFFS) && flag[SCF_DEBUFF])
  13605. end = true;
  13606. // &SCCB_BUFFS : Clears buffs - skip if it is a debuff
  13607. else if ((type & SCCB_BUFFS) && !flag[SCF_DEBUFF])
  13608. end = true;
  13609. // &SCCB_HERMODE : Cleared by CG_HERMODE and has the SCF_REMOVEONHERMODE flag
  13610. else if ((type & SCCB_HERMODE) && flag[SCF_REMOVEONHERMODE])
  13611. end = true;
  13612. if (status == SC_SATURDAYNIGHTFEVER || status == SC_BERSERK) // Mark to not lose HP
  13613. sc->getSCE(status)->val2 = 0;
  13614. if(end)
  13615. status_change_end(bl, status);
  13616. }
  13617. //Removes bonus_script
  13618. if (bl->type == BL_PC) {
  13619. uint32 i = 0;
  13620. if (type&SCCB_BUFFS) i |= BSF_REM_BUFF;
  13621. if (type&SCCB_DEBUFFS) i |= BSF_REM_DEBUFF;
  13622. if (type&SCCB_REFRESH) i |= BSF_REM_ON_REFRESH;
  13623. if (type&SCCB_LUXANIMA) i |= BSF_REM_ON_LUXANIMA;
  13624. pc_bonus_script_clear(BL_CAST(BL_PC,bl),i);
  13625. }
  13626. // Cleaning all extras vars
  13627. sc->comet_x = 0;
  13628. sc->comet_y = 0;
  13629. #ifndef RENEWAL
  13630. sc->sg_counter = 0;
  13631. #endif
  13632. return;
  13633. }
  13634. /**
  13635. * Infect a user with status effects (SC_DEADLYINFECT)
  13636. * @param src: Object initiating change on bl [PC|MOB|HOM|MER|ELEM]
  13637. * @param bl: Object to change
  13638. * @return 1: Success 0: Fail
  13639. */
  13640. int status_change_spread(block_list *src, block_list *bl)
  13641. {
  13642. if (src == nullptr || bl == nullptr)
  13643. return 0;
  13644. // Status Immunity resistance
  13645. if (status_bl_has_mode(src, MD_STATUSIMMUNE) || status_bl_has_mode(bl, MD_STATUSIMMUNE))
  13646. return 0;
  13647. status_change *sc = status_get_sc(src);
  13648. if (sc == nullptr || sc->count == 0)
  13649. return 0;
  13650. bool hasSpread = false;
  13651. t_tick tick = gettick(), sc_tick;
  13652. for (const auto &it : status_db) {
  13653. sc_type type = static_cast<sc_type>(it.first);
  13654. const TimerData *timer;
  13655. if (sc->getSCE(type) && it.second->flag[SCF_SPREADEFFECT]) {
  13656. if (sc->getSCE(type)->timer != INVALID_TIMER) {
  13657. timer = get_timer(sc->getSCE(type)->timer);
  13658. if (timer == nullptr || timer->func != status_change_timer || DIFF_TICK(timer->tick, tick) < 0)
  13659. continue;
  13660. int32 val4 = sc->getSCE(type)->val4;
  13661. sc_tick = DIFF_TICK(timer->tick, tick) + (val4 > 0 ? val4 : 0);
  13662. } else
  13663. sc_tick = INFINITE_TICK;
  13664. 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);
  13665. if (!hasSpread)
  13666. hasSpread = true;
  13667. }
  13668. }
  13669. return hasSpread;
  13670. }
  13671. /**
  13672. * Applying natural heal bonuses (sit, skill, homun, etc...)
  13673. * TODO: the va_list doesn't seem to be used, safe to remove?
  13674. * @param bl: Object applying bonuses to [PC|HOM|MER|ELEM]
  13675. * @param args: va_list arguments
  13676. * @return which regeneration bonuses have been applied (flag)
  13677. */
  13678. static t_tick natural_heal_prev_tick,natural_heal_diff_tick;
  13679. static int status_natural_heal(struct block_list* bl, va_list args)
  13680. {
  13681. struct regen_data *regen;
  13682. struct status_data *status;
  13683. status_change *sc;
  13684. struct unit_data *ud;
  13685. struct view_data *vd = nullptr;
  13686. struct regen_data_sub *sregen;
  13687. map_session_data *sd;
  13688. int rate, multi = 1, flag;
  13689. regen = status_get_regen_data(bl);
  13690. if (!regen)
  13691. return 0;
  13692. status = status_get_status_data(bl);
  13693. sc = status_get_sc(bl);
  13694. if (sc && !sc->count)
  13695. sc = nullptr;
  13696. sd = BL_CAST(BL_PC,bl);
  13697. flag = regen->flag;
  13698. if (flag&RGN_HP && (regen->state.block&1))
  13699. flag &= ~(RGN_HP|RGN_SHP);
  13700. if (flag&RGN_SP && (regen->state.block&2))
  13701. flag &= ~(RGN_SP|RGN_SSP);
  13702. // Only skill-based regen is disabled at max HP/SP
  13703. if (flag&RGN_SHP && (status->hp >= status->max_hp))
  13704. flag &= ~RGN_SHP;
  13705. if (flag&RGN_SSP && (status->sp >= status->max_sp))
  13706. flag &= ~RGN_SSP;
  13707. if (flag && (
  13708. status_isdead(bl) ||
  13709. (sc && (sc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || sc->getSCE(SC__INVISIBILITY)))
  13710. ))
  13711. flag = RGN_NONE;
  13712. if (sd) {
  13713. if (sd->hp_loss.value || sd->sp_loss.value)
  13714. pc_bleeding(sd, natural_heal_diff_tick);
  13715. if (sd->hp_regen.value || sd->sp_regen.value || sd->percent_hp_regen.value || sd->percent_sp_regen.value)
  13716. pc_regen(sd, natural_heal_diff_tick);
  13717. }
  13718. if(flag&(RGN_SHP|RGN_SSP) && regen->ssregen &&
  13719. (vd = status_get_viewdata(bl)) && vd->dead_sit == 2)
  13720. { // Apply sitting regen bonus.
  13721. sregen = regen->ssregen;
  13722. if(flag&(RGN_SHP)) { // Sitting HP regen
  13723. rate = (int)(natural_heal_diff_tick * (sregen->rate.hp / 100.));
  13724. if (regen->state.overweight)
  13725. rate /= 2; // Half as fast when overweight.
  13726. sregen->tick.hp += rate;
  13727. while(sregen->tick.hp >= (unsigned int)battle_config.natural_heal_skill_interval) {
  13728. sregen->tick.hp -= battle_config.natural_heal_skill_interval;
  13729. if(status_heal(bl, sregen->hp, 0, 3) < sregen->hp) { // Full
  13730. flag &= ~RGN_SHP;
  13731. break;
  13732. }
  13733. }
  13734. }
  13735. if(flag&(RGN_SSP)) { // Sitting SP regen
  13736. rate = (int)(natural_heal_diff_tick * (sregen->rate.sp / 100.));
  13737. if (regen->state.overweight)
  13738. rate /= 2; // Half as fast when overweight.
  13739. sregen->tick.sp += rate;
  13740. while(sregen->tick.sp >= (unsigned int)battle_config.natural_heal_skill_interval) {
  13741. sregen->tick.sp -= battle_config.natural_heal_skill_interval;
  13742. if(status_heal(bl, 0, sregen->sp, 3) < sregen->sp) { // Full
  13743. flag &= ~RGN_SSP;
  13744. break;
  13745. }
  13746. }
  13747. }
  13748. }
  13749. if (flag && regen->state.overweight)
  13750. flag = RGN_NONE;
  13751. ud = unit_bl2ud(bl);
  13752. if (ud && ud->walktimer != INVALID_TIMER) {
  13753. flag &= ~(RGN_SHP|RGN_SSP);
  13754. //Mercenaries recover HP even while walking
  13755. if(bl->type != BL_MER && !regen->state.walk)
  13756. flag &= ~RGN_HP;
  13757. //Homunculus don't recover SP while walking
  13758. if (bl->type == BL_HOM && !regen->state.walk)
  13759. flag &= ~RGN_SP;
  13760. }
  13761. if (flag&(RGN_HP|RGN_SP)) {
  13762. if(!vd)
  13763. vd = status_get_viewdata(bl);
  13764. if(vd && vd->dead_sit == 2)
  13765. multi += 1; //This causes the interval to be halved
  13766. if(regen->state.gc)
  13767. multi += 1; //This causes the interval to be halved
  13768. }
  13769. // Natural Hp regen
  13770. if (flag&RGN_HP) {
  13771. // Interval to next recovery tick
  13772. rate = (int)(battle_config.natural_healhp_interval / (regen->rate.hp/100. * multi));
  13773. // Half recovery while moving only applies to players with certain traits
  13774. if (sd && ud && ud->walktimer != INVALID_TIMER)
  13775. rate *= 2;
  13776. // Homun HP regen fix (2 seconds instead of 6 seconds)
  13777. if(bl->type == BL_HOM)
  13778. rate /= 3;
  13779. // Mercenary HP regen fix (8 seconds instead of 6 seconds)
  13780. if (bl->type == BL_MER)
  13781. rate = (rate * 4) / 3;
  13782. // Our timer system isn't 100% accurate so make sure we use the closest interval
  13783. rate -= NATURAL_HEAL_INTERVAL / 2;
  13784. if(regen->tick.hp + rate <= natural_heal_prev_tick) {
  13785. regen->tick.hp = natural_heal_prev_tick;
  13786. if (status->hp >= status->max_hp)
  13787. flag &= ~(RGN_HP | RGN_SHP);
  13788. else if (status_heal(bl, regen->hp, 0, 1) < regen->hp)
  13789. flag &= ~RGN_SHP; // Full
  13790. }
  13791. }
  13792. else {
  13793. regen->tick.hp = natural_heal_prev_tick;
  13794. }
  13795. // Natural SP regen
  13796. if(flag&RGN_SP) {
  13797. // Interval to next recovery tick
  13798. rate = (int)(battle_config.natural_healsp_interval / (regen->rate.sp/100. * multi));
  13799. // Homun SP regen fix (4 seconds instead of 8 seconds)
  13800. if(bl->type==BL_HOM)
  13801. rate /= 2;
  13802. // Mercenary SP regen fix (6 seconds instead of 8 seconds)
  13803. if (bl->type == BL_MER)
  13804. rate = (rate * 3) / 4;
  13805. #ifdef RENEWAL
  13806. if (sd && (sd->class_&MAPID_UPPERMASK) == MAPID_MONK &&
  13807. sc && sc->getSCE(SC_EXPLOSIONSPIRITS) && (!sc->getSCE(SC_SPIRIT) || sc->getSCE(SC_SPIRIT)->val2 != SL_MONK))
  13808. rate *= 2; // Tick is doubled in Fury state
  13809. #endif
  13810. // Our timer system isn't 100% accurate so make sure we use the closest interval
  13811. rate -= NATURAL_HEAL_INTERVAL / 2;
  13812. if(regen->tick.sp + rate <= natural_heal_prev_tick) {
  13813. regen->tick.sp = natural_heal_prev_tick;
  13814. if (status->sp >= status->max_sp)
  13815. flag &= ~(RGN_SP | RGN_SSP);
  13816. else if (status_heal(bl, 0, regen->sp, 1) < regen->sp)
  13817. flag &= ~RGN_SSP; // Full
  13818. }
  13819. }
  13820. else {
  13821. regen->tick.sp = natural_heal_prev_tick;
  13822. }
  13823. if (!regen->sregen)
  13824. return flag;
  13825. // Skill regen
  13826. sregen = regen->sregen;
  13827. if(flag&RGN_SHP) { // Skill HP regen
  13828. sregen->tick.hp += (int)(natural_heal_diff_tick * (sregen->rate.hp / 100.));
  13829. while(sregen->tick.hp >= (unsigned int)battle_config.natural_heal_skill_interval) {
  13830. sregen->tick.hp -= battle_config.natural_heal_skill_interval;
  13831. if(status_heal(bl, sregen->hp, 0, 3) < sregen->hp)
  13832. break; // Full
  13833. }
  13834. }
  13835. if(flag&RGN_SSP) { // Skill SP regen
  13836. sregen->tick.sp += (int)(natural_heal_diff_tick * (sregen->rate.sp /100.));
  13837. while(sregen->tick.sp >= (unsigned int)battle_config.natural_heal_skill_interval) {
  13838. int val = sregen->sp;
  13839. if (sd && sd->state.doridori) {
  13840. val *= 2;
  13841. sd->state.doridori = 0;
  13842. if ((rate = pc_checkskill(sd,TK_SPTIME)))
  13843. sc_start(bl,bl,skill_get_sc(TK_SPTIME),
  13844. 100,rate,skill_get_time(TK_SPTIME, rate));
  13845. if (
  13846. (sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR &&
  13847. rnd()%10000 < battle_config.sg_angel_skill_ratio
  13848. ) { // Angel of the Sun/Moon/Star
  13849. clif_feel_hate_reset(sd);
  13850. pc_resethate(sd);
  13851. pc_resetfeel(sd);
  13852. }
  13853. }
  13854. sregen->tick.sp -= battle_config.natural_heal_skill_interval;
  13855. if(status_heal(bl, 0, val, 3) < val)
  13856. break; // Full
  13857. }
  13858. }
  13859. return flag;
  13860. }
  13861. /**
  13862. * Natural heal main timer
  13863. * @param tid: Timer ID
  13864. * @param tick: Current tick (time)
  13865. * @param id: Object ID to heal
  13866. * @param data: data pushed through timer function
  13867. * @return 0
  13868. */
  13869. static TIMER_FUNC(status_natural_heal_timer){
  13870. natural_heal_diff_tick = DIFF_TICK(tick,natural_heal_prev_tick);
  13871. natural_heal_prev_tick = tick;
  13872. map_foreachregen(status_natural_heal);
  13873. return 0;
  13874. }
  13875. /**
  13876. * Clears the lastEffect value from a target
  13877. * @param tid: Timer ID
  13878. * @param tick: Current tick (time)
  13879. * @param id: Object ID
  13880. * @param data: data pushed through timer function
  13881. * @return 0
  13882. */
  13883. TIMER_FUNC(status_clear_lastEffect_timer) {
  13884. block_list *bl = map_id2bl(id);
  13885. if (bl != nullptr) {
  13886. status_change *sc = status_get_sc(bl);
  13887. if (sc != nullptr) {
  13888. sc->lastEffect = SC_NONE;
  13889. sc->lastEffectTimer = INVALID_TIMER;
  13890. }
  13891. }
  13892. return 0;
  13893. }
  13894. /**
  13895. * Check if status is disabled on a map
  13896. * @param type: Status Change data
  13897. * @param mapIsVS: If the map is a map_flag_vs type
  13898. * @param mapisPVP: If the map is a PvP type
  13899. * @param mapIsGVG: If the map is a map_flag_gvg type
  13900. * @param mapIsBG: If the map is a Battleground type
  13901. * @param mapZone: Map Zone type
  13902. * @param mapIsTE: If the map us WOE TE
  13903. * @return True - SC disabled on map; False - SC not disabled on map/Invalid SC
  13904. */
  13905. static bool status_change_isDisabledOnMap_(sc_type type, bool mapIsVS, bool mapIsPVP, bool mapIsGVG, bool mapIsBG, unsigned int mapZone, bool mapIsTE)
  13906. {
  13907. if (!status_db.validateStatus(type))
  13908. return false;
  13909. if ((!mapIsVS && SCDisabled[type]&1) ||
  13910. (mapIsPVP && SCDisabled[type]&2) ||
  13911. (mapIsGVG && SCDisabled[type]&4) ||
  13912. (mapIsBG && SCDisabled[type]&8) ||
  13913. (mapIsTE && SCDisabled[type]&16) ||
  13914. (SCDisabled[type]&(mapZone)))
  13915. {
  13916. return true;
  13917. }
  13918. return false;
  13919. }
  13920. /**
  13921. * Clear a status if it is disabled on a map
  13922. * @param bl: Block list data
  13923. * @param sc: Status Change data
  13924. */
  13925. void status_change_clear_onChangeMap(struct block_list *bl, status_change *sc)
  13926. {
  13927. nullpo_retv(bl);
  13928. if (sc && sc->count) {
  13929. struct map_data *mapdata = map_getmapdata(bl->m);
  13930. bool mapIsVS = mapdata_flag_vs2(mapdata);
  13931. bool mapIsPVP = mapdata->getMapFlag(MF_PVP) != 0;
  13932. bool mapIsGVG = mapdata_flag_gvg2_no_te(mapdata);
  13933. bool mapIsBG = mapdata->getMapFlag(MF_BATTLEGROUND) != 0;
  13934. bool mapIsTE = mapdata_flag_gvg2_te(mapdata);
  13935. for (const auto &it : status_db) {
  13936. sc_type type = static_cast<sc_type>(it.first);
  13937. if (!sc->getSCE(type) || !SCDisabled[type])
  13938. continue;
  13939. if (status_change_isDisabledOnMap_(type, mapIsVS, mapIsPVP, mapIsGVG, mapIsBG, mapdata->zone, mapIsTE))
  13940. status_change_end(bl, type);
  13941. }
  13942. }
  13943. }
  13944. /**
  13945. * Read status_disabled.txt file
  13946. * @param str: Fields passed from sv_readdb
  13947. * @param columns: Columns passed from sv_readdb function call
  13948. * @param current: Current row being read into SCDisabled array
  13949. * @return True - Successfully stored, False - Invalid SC
  13950. */
  13951. static bool status_readdb_status_disabled( char **str, size_t columns, size_t current ){
  13952. int64 type = SC_NONE;
  13953. if (ISDIGIT(str[0][0]))
  13954. type = atoi(str[0]);
  13955. else {
  13956. if (!script_get_constant(str[0],&type))
  13957. type = SC_NONE;
  13958. }
  13959. if (type <= SC_NONE || type >= SC_MAX) {
  13960. ShowError("status_readdb_status_disabled: Invalid SC with type %s.\n", str[0]);
  13961. return false;
  13962. }
  13963. SCDisabled[type] = (unsigned int)atol(str[1]);
  13964. return true;
  13965. }
  13966. const std::string AttributeDatabase::getDefaultLocation() {
  13967. return std::string(db_path) + "/attr_fix.yml";
  13968. }
  13969. /**
  13970. * Reads and parses an entry from the attr_fix.
  13971. * @param node: YAML node containing the entry.
  13972. * @return count of successfully parsed rows
  13973. */
  13974. uint64 AttributeDatabase::parseBodyNode(const ryml::NodeRef& node) {
  13975. uint16 level;
  13976. if (!this->asUInt16(node, "Level", level))
  13977. return 0;
  13978. if (!CHK_ELEMENT_LEVEL(level)) {
  13979. this->invalidWarning(node["Level"], "Invalid element level %hu.\n", level);
  13980. return 0;
  13981. }
  13982. for (const auto &itatk : um_eleid2elename) {
  13983. if (!this->nodeExists(node, itatk.first))
  13984. continue;
  13985. const auto& eleNode = node[c4::to_csubstr(itatk.first)];
  13986. for (const auto &itdef : um_eleid2elename) {
  13987. if (!this->nodeExists(eleNode, itdef.first))
  13988. continue;
  13989. int16 val;
  13990. if (!this->asInt16(eleNode, itdef.first, val))
  13991. return 0;
  13992. if (val < -100) {
  13993. 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);
  13994. val = -100;
  13995. }
  13996. else if (val > 200) {
  13997. 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);
  13998. val = 200;
  13999. }
  14000. this->attr_fix_table[level-1][itatk.second][itdef.second] = val;
  14001. }
  14002. }
  14003. return 1;
  14004. }
  14005. AttributeDatabase elemental_attribute_db;
  14006. /**
  14007. * Get attribute ratio
  14008. * @param atk_ele Attack element enum e_element
  14009. * @param def_ele Defense element enum e_element
  14010. * @param level Element level 1 ~ MAX_ELE_LEVEL
  14011. */
  14012. int16 AttributeDatabase::getAttribute(uint16 level, uint16 atk_ele, uint16 def_ele) {
  14013. if (!CHK_ELEMENT(atk_ele) || !CHK_ELEMENT(def_ele) || !CHK_ELEMENT_LEVEL(level+1))
  14014. return 100;
  14015. return this->attr_fix_table[level][atk_ele][def_ele];
  14016. }
  14017. const std::string StatusDatabase::getDefaultLocation() {
  14018. return std::string(db_path) + "/status.yml";
  14019. }
  14020. /**
  14021. * Reads and parses an entry from status_db.
  14022. * @param node: YAML node containing the entry.
  14023. * @return count of successfully parsed rows
  14024. */
  14025. uint64 StatusDatabase::parseBodyNode(const ryml::NodeRef& node) {
  14026. std::string status_name;
  14027. if (!this->asString(node, "Status", status_name))
  14028. return 0;
  14029. std::string status_constant = "SC_" + status_name;
  14030. int64 constant;
  14031. if (!script_get_constant(status_constant.c_str(), &constant)) {
  14032. this->invalidWarning(node["Status"], "Invalid Status %s.\n", status_name.c_str());
  14033. return 0;
  14034. }
  14035. if (!this->validateStatus(static_cast<sc_type>(constant))) {
  14036. this->invalidWarning(node["Status"], "Status %s is out of bounds.\n", status_name.c_str());
  14037. return 0;
  14038. }
  14039. int status_id = static_cast<int32>(constant);
  14040. std::shared_ptr<s_status_change_db> status = this->find(status_id);
  14041. bool exists = status != nullptr;
  14042. if (!exists) {
  14043. status = std::make_shared<s_status_change_db>();
  14044. status->type = static_cast<sc_type>(status_id);
  14045. }
  14046. if (this->nodeExists(node, "Icon")) {
  14047. std::string icon_name;
  14048. if (!this->asString(node, "Icon", icon_name))
  14049. return 0;
  14050. int64 constant;
  14051. if (!script_get_constant(icon_name.c_str(), &constant)) {
  14052. this->invalidWarning(node["Icon"], "Icon %s is invalid, defaulting to EFST_BLANK.\n", icon_name.c_str());
  14053. constant = EFST_BLANK;
  14054. }
  14055. if (constant < EFST_BLANK || constant >= EFST_MAX) {
  14056. this->invalidWarning(node["Icon"], "Icon %s is out of bounds, defaulting to EFST_BLANK.\n", icon_name.c_str());
  14057. constant = EFST_BLANK;
  14058. }
  14059. status->icon = static_cast<efst_type>(constant);
  14060. } else {
  14061. if (!exists)
  14062. status->icon = EFST_BLANK;
  14063. }
  14064. if (this->nodeExists(node, "DurationLookup")) {
  14065. std::string skill_name;
  14066. if (!this->asString(node, "DurationLookup", skill_name))
  14067. return 0;
  14068. uint16 skill_id = skill_name2id(skill_name.c_str());
  14069. if (skill_id == 0)
  14070. this->invalidWarning(node["DurationLookup"], "DurationLookup skill %s is invalid, defaulting to none.\n", skill_name.c_str());
  14071. status->skill_id = skill_id;
  14072. } else {
  14073. if (!exists)
  14074. status->skill_id = 0;
  14075. }
  14076. if (this->nodeExists(node, "States")) {
  14077. const ryml::NodeRef& stateNode = node["States"];
  14078. for (const auto &it : stateNode) {
  14079. std::string state;
  14080. c4::from_chars(it.key(), &state);
  14081. std::string state_constant = "SCS_" + state;
  14082. int64 constant;
  14083. if (!script_get_constant(state_constant.c_str(), &constant)) {
  14084. this->invalidWarning(stateNode, "State %s is invalid.\n", state.c_str());
  14085. return 0;
  14086. }
  14087. if (constant < SCS_NONE || constant >= SCS_MAX) {
  14088. this->invalidWarning(stateNode, "State %s is out of bounds.\n", state.c_str());
  14089. return 0;
  14090. }
  14091. bool active;
  14092. if (!this->asBool(stateNode, state, active))
  14093. return 0;
  14094. if (active)
  14095. status->state.set(static_cast<e_scs_flag>(constant));
  14096. else
  14097. status->state.reset(static_cast<e_scs_flag>(constant));
  14098. }
  14099. } else {
  14100. if (!exists)
  14101. status->state.reset();
  14102. }
  14103. if (this->nodeExists(node, "CalcFlags")) {
  14104. const ryml::NodeRef& flagNode = node["CalcFlags"];
  14105. if (this->nodeExists(flagNode, "All")) {
  14106. bool active;
  14107. if (!this->asBool(flagNode, "All", active))
  14108. return 0;
  14109. if (active)
  14110. status->calc_flag = this->getSCB_ALL();
  14111. else
  14112. status->calc_flag.reset();
  14113. }
  14114. for (const auto &it : flagNode) {
  14115. std::string flag;
  14116. c4::from_chars(it.key(), &flag);
  14117. std::string flag_constant = "SCB_" + flag;
  14118. int64 constant;
  14119. // Skipped because processed above the loop
  14120. if (flag.compare("All") == 0)
  14121. continue;
  14122. if (!script_get_constant(flag_constant.c_str(), &constant)) {
  14123. this->invalidWarning(flagNode, "CalcFlag %s is invalid.\n", flag.c_str());
  14124. return 0;
  14125. }
  14126. if (constant < SCB_NONE || constant >= SCB_MAX) {
  14127. this->invalidWarning(flagNode, "CalcFlag %s is out of bounds.\n", flag.c_str());
  14128. return 0;
  14129. }
  14130. bool active;
  14131. if (!this->asBool(flagNode, flag, active))
  14132. return 0;
  14133. if (active)
  14134. status->calc_flag.set(static_cast<e_scb_flag>(constant));
  14135. else
  14136. status->calc_flag.reset(static_cast<e_scb_flag>(constant));
  14137. }
  14138. } else {
  14139. if (!exists)
  14140. status->calc_flag.reset();
  14141. }
  14142. if (this->nodeExists(node, "Opt1")) {
  14143. std::string opt;
  14144. if (!this->asString(node, "Opt1", opt))
  14145. return 0;
  14146. std::string opt_constant = "OPT1_" + opt;
  14147. int64 constant;
  14148. if (!script_get_constant(opt_constant.c_str(), &constant)) {
  14149. this->invalidWarning(node["Opt1"], "Opt1 %s is invalid.\n", opt.c_str());
  14150. return 0;
  14151. }
  14152. if (constant < OPT1_NONE || constant >= OPT1_MAX) {
  14153. this->invalidWarning(node["Opt1"], "Opt2 %s is out of bounds.\n", opt.c_str());
  14154. return 0;
  14155. }
  14156. status->opt1 = static_cast<e_sc_opt1>(constant);
  14157. } else {
  14158. if (!exists)
  14159. status->opt1 = OPT1_NONE;
  14160. }
  14161. if (this->nodeExists(node, "Opt2")) {
  14162. const ryml::NodeRef& optNode = node["Opt2"];
  14163. for (const auto &it : optNode) {
  14164. std::string opt;
  14165. c4::from_chars(it.key(), &opt);
  14166. std::string opt_constant = "OPT2_" + opt;
  14167. int64 constant;
  14168. if (!script_get_constant(opt_constant.c_str(), &constant)) {
  14169. this->invalidWarning(optNode, "Opt2 %s is invalid.\n", opt.c_str());
  14170. return 0;
  14171. }
  14172. if (constant < OPT2_NONE || constant >= OPT2_MAX) {
  14173. this->invalidWarning(optNode, "Opt2 %s is out of bounds.\n", opt.c_str());
  14174. return 0;
  14175. }
  14176. bool active;
  14177. if (!this->asBool(optNode, opt, active))
  14178. return 0;
  14179. if (active)
  14180. status->opt2 |= static_cast<e_sc_opt2>(constant);
  14181. else
  14182. status->opt2 &= ~static_cast<e_sc_opt2>(constant);
  14183. }
  14184. } else {
  14185. if (!exists)
  14186. status->opt2 = OPT2_NONE;
  14187. }
  14188. if (this->nodeExists(node, "Opt3")) {
  14189. const ryml::NodeRef& optNode = node["Opt3"];
  14190. for (const auto &it : optNode) {
  14191. std::string opt;
  14192. c4::from_chars(it.key(), &opt);
  14193. std::string opt_constant = "OPT3_" + opt;
  14194. int64 constant;
  14195. if (!script_get_constant(opt_constant.c_str(), &constant)) {
  14196. this->invalidWarning(optNode, "Opt3 %s is invalid.\n", opt.c_str());
  14197. return 0;
  14198. }
  14199. if (constant < OPT3_NORMAL || constant >= OPT3_MAX) {
  14200. this->invalidWarning(optNode, "Opt3 %s is out of bounds.\n", opt.c_str());
  14201. return 0;
  14202. }
  14203. bool active;
  14204. if (!this->asBool(optNode, opt, active))
  14205. return 0;
  14206. if (active)
  14207. status->opt3 |= static_cast<e_sc_opt3>(constant);
  14208. else
  14209. status->opt3 &= ~static_cast<e_sc_opt3>(constant);
  14210. }
  14211. } else {
  14212. if (!exists)
  14213. status->opt3 = OPT3_NORMAL;
  14214. }
  14215. if (this->nodeExists(node, "Options")) {
  14216. const ryml::NodeRef& optionNode = node["Options"];
  14217. for (const auto &it : optionNode) {
  14218. std::string option;
  14219. c4::from_chars(it.key(), &option);
  14220. std::string option_constant = "OPTION_" + option;
  14221. int64 constant;
  14222. if (!script_get_constant(option_constant.c_str(), &constant)) {
  14223. this->invalidWarning(optionNode, "Option %s is invalid.\n", option.c_str());
  14224. return 0;
  14225. }
  14226. if (constant < OPTION_NOTHING || constant >= OPTION_MAX) {
  14227. this->invalidWarning(optionNode, "Option %s is out of bounds.\n", option.c_str());
  14228. return 0;
  14229. }
  14230. bool active;
  14231. if (!this->asBool(optionNode, option, active))
  14232. return 0;
  14233. if (active)
  14234. status->look |= static_cast<e_option>(constant);
  14235. else
  14236. status->look &= ~static_cast<e_option>(constant);
  14237. }
  14238. } else {
  14239. if (!exists)
  14240. status->look = OPTION_NOTHING;
  14241. }
  14242. if (this->nodeExists(node, "Flags")) {
  14243. const ryml::NodeRef& flagNode = node["Flags"];
  14244. for (const auto &it : flagNode) {
  14245. std::string flag;
  14246. c4::from_chars(it.key(), &flag);
  14247. std::string flag_constant = "SCF_" + flag;
  14248. int64 constant;
  14249. if (!script_get_constant(flag_constant.c_str(), &constant)) {
  14250. this->invalidWarning(flagNode, "Flag %s is invalid.\n", flag.c_str());
  14251. return 0;
  14252. }
  14253. if (constant < SCF_NONE || constant >= SCF_MAX) {
  14254. this->invalidWarning(flagNode, "Flag %s is out of bounds.\n", flag.c_str());
  14255. return 0;
  14256. }
  14257. bool active;
  14258. if (!this->asBool(flagNode, flag, active))
  14259. return 0;
  14260. if (active)
  14261. status->flag.set(static_cast<e_status_change_flag>(constant));
  14262. else
  14263. status->flag.reset(static_cast<e_status_change_flag>(constant));
  14264. }
  14265. } else {
  14266. if (!exists)
  14267. status->flag.reset();
  14268. }
  14269. if (this->nodeExists(node, "MinRate")) {
  14270. uint16 rate;
  14271. if (!this->asUInt16(node, "MinRate", rate))
  14272. return 0;
  14273. status->min_rate = rate;
  14274. } else {
  14275. if (!exists)
  14276. status->min_rate = 0;
  14277. }
  14278. if (this->nodeExists(node, "MinDuration")) {
  14279. int64 duration;
  14280. if (!this->asInt64(node, "MinDuration", duration))
  14281. return 0;
  14282. status->min_duration = static_cast<t_tick>(duration);
  14283. } else {
  14284. if (!exists)
  14285. status->min_duration = 1;
  14286. }
  14287. if (this->nodeExists(node, "Fail")) {
  14288. const ryml::NodeRef& failNode = node["Fail"];
  14289. for (const auto &it : failNode) {
  14290. std::string fail;
  14291. c4::from_chars(it.key(), &fail);
  14292. std::string fail_constant = "SC_" + fail;
  14293. int64 constant;
  14294. if (!script_get_constant(fail_constant.c_str(), &constant)) {
  14295. this->invalidWarning(failNode, "Fail status %s is invalid.\n", fail.c_str());
  14296. return 0;
  14297. }
  14298. if (!this->validateStatus(static_cast<sc_type>(constant))) {
  14299. this->invalidWarning(failNode, "Fail status %s is out of bounds.\n", fail.c_str());
  14300. return 0;
  14301. }
  14302. bool active;
  14303. if (!this->asBool(failNode, fail, active))
  14304. return 0;
  14305. if (active)
  14306. status->fail.push_back(static_cast<sc_type>(constant));
  14307. else
  14308. util::vector_erase_if_exists(status->fail, static_cast<sc_type>(constant));
  14309. }
  14310. }
  14311. if (this->nodeExists(node, "EndOnStart")) {
  14312. const ryml::NodeRef& endNode = node["EndOnStart"];
  14313. for (const auto &it : endNode) {
  14314. std::string end;
  14315. c4::from_chars(it.key(), &end);
  14316. std::string end_constant = "SC_" + end;
  14317. int64 constant;
  14318. if (!script_get_constant(end_constant.c_str(), &constant)) {
  14319. this->invalidWarning(endNode, "EndOnStart status %s is invalid.\n", end.c_str());
  14320. return 0;
  14321. }
  14322. if (!this->validateStatus(static_cast<sc_type>(constant))) {
  14323. this->invalidWarning(endNode, "EndOnStart status %s is out of bounds.\n", end.c_str());
  14324. return 0;
  14325. }
  14326. bool active;
  14327. if (!this->asBool(endNode, end, active))
  14328. return 0;
  14329. if (active)
  14330. status->endonstart.push_back(static_cast<sc_type>(constant));
  14331. else
  14332. util::vector_erase_if_exists(status->endonstart, static_cast<sc_type>(constant));
  14333. }
  14334. }
  14335. if (this->nodeExists(node, "EndReturn")) {
  14336. const ryml::NodeRef &endNode = node["EndReturn"];
  14337. for (const auto &it : endNode) {
  14338. std::string end;
  14339. c4::from_chars(it.key(), &end);
  14340. std::string end_constant = "SC_" + end;
  14341. int64 constant;
  14342. if (!script_get_constant(end_constant.c_str(), &constant)) {
  14343. this->invalidWarning(endNode, "EndReturn status %s is invalid.\n", end.c_str());
  14344. return 0;
  14345. }
  14346. if (!this->validateStatus(static_cast<sc_type>(constant))) {
  14347. this->invalidWarning(endNode, "EndReturn status %s is out of bounds.\n", end.c_str());
  14348. return 0;
  14349. }
  14350. bool active;
  14351. if (!this->asBool(endNode, end, active))
  14352. return 0;
  14353. if (active)
  14354. status->endreturn.push_back(static_cast<sc_type>(constant));
  14355. else
  14356. util::vector_erase_if_exists(status->endreturn, static_cast<sc_type>(constant));
  14357. }
  14358. }
  14359. if (this->nodeExists(node, "EndOnEnd")) {
  14360. const ryml::NodeRef &endNode = node["EndOnEnd"];
  14361. for (const auto &it : endNode) {
  14362. std::string end;
  14363. c4::from_chars(it.key(), &end);
  14364. std::string end_constant = "SC_" + end;
  14365. int64 constant;
  14366. if (!script_get_constant(end_constant.c_str(), &constant)) {
  14367. this->invalidWarning(endNode, "EndOnEnd status %s is invalid.\n", end.c_str());
  14368. return 0;
  14369. }
  14370. if (!this->validateStatus(static_cast<sc_type>(constant))) {
  14371. this->invalidWarning(endNode, "EndOnEnd status %s is out of bounds.\n", end.c_str());
  14372. return 0;
  14373. }
  14374. bool active;
  14375. if (!this->asBool(endNode, end, active))
  14376. return 0;
  14377. if (active)
  14378. status->endonend.push_back(static_cast<sc_type>(constant));
  14379. else
  14380. util::vector_erase_if_exists(status->endonend, static_cast<sc_type>(constant));
  14381. }
  14382. }
  14383. if (!exists) {
  14384. this->put(status_id, status);
  14385. }
  14386. return 1;
  14387. }
  14388. void StatusDatabase::loadingFinished(){
  14389. std::fill( std::begin( this->StatusRelevantBLTypes ), std::end( this->StatusRelevantBLTypes ), BL_PC );
  14390. for( auto& entry : *this ){
  14391. auto& status = entry.second;
  14392. if (status->type == SC_HALLUCINATION && !battle_config.display_hallucination) // Disable Hallucination.
  14393. status->icon = EFST_BLANK;
  14394. if( status->icon == EFST_BLANK ){
  14395. continue;
  14396. }else if( status->flag[SCF_BLEFFECT] ){
  14397. this->StatusRelevantBLTypes[status->icon] |= BL_SCEFFECT;
  14398. }else{
  14399. this->StatusRelevantBLTypes[status->icon] = BL_PC;
  14400. }
  14401. }
  14402. TypesafeCachedYamlDatabase::loadingFinished();
  14403. }
  14404. StatusDatabase status_db;
  14405. /**
  14406. * Sets defaults in tables and starts read db functions
  14407. * sv_readdb reads the file, outputting the information line-by-line to
  14408. * previous functions above, separating information by delimiter
  14409. * DBs being read:
  14410. * attr_fix.yml: Attribute adjustment table for attacks
  14411. * size_fix.yml: Size adjustment table for weapons
  14412. * refine.yml: Refining data table
  14413. * @return 0
  14414. */
  14415. void status_readdb( bool reload ){
  14416. int i;
  14417. const char* dbsubpath[] = {
  14418. "",
  14419. "/" DBIMPORT,
  14420. //add other path here
  14421. };
  14422. // read databases
  14423. // path,filename,separator,mincol,maxcol,maxrow,func_parsor
  14424. for(i=0; i<ARRAYLENGTH(dbsubpath); i++){
  14425. size_t n1 = strlen(db_path)+strlen(dbsubpath[i])+1;
  14426. size_t n2 = strlen(db_path)+strlen(DBPATH)+strlen(dbsubpath[i])+1;
  14427. char* dbsubpath1 = (char*)aMalloc(n1+1);
  14428. char* dbsubpath2 = (char*)aMalloc(n2+1);
  14429. if(i==0) {
  14430. safesnprintf(dbsubpath1,n1,"%s%s",db_path,dbsubpath[i]);
  14431. safesnprintf(dbsubpath2,n2,"%s/%s%s",db_path,DBPATH,dbsubpath[i]);
  14432. }
  14433. else {
  14434. safesnprintf(dbsubpath1,n1,"%s%s",db_path,dbsubpath[i]);
  14435. safesnprintf(dbsubpath2,n1,"%s%s",db_path,dbsubpath[i]);
  14436. }
  14437. sv_readdb(dbsubpath1, "status_disabled.txt", ',', 2, 2, -1, &status_readdb_status_disabled, i > 0);
  14438. aFree(dbsubpath1);
  14439. aFree(dbsubpath2);
  14440. }
  14441. if( reload ){
  14442. size_fix_db.reload();
  14443. refine_db.reload();
  14444. status_db.reload();
  14445. enchantgrade_db.reload();
  14446. }else{
  14447. size_fix_db.load();
  14448. refine_db.load();
  14449. status_db.load();
  14450. enchantgrade_db.load();
  14451. }
  14452. elemental_attribute_db.load();
  14453. }
  14454. /**
  14455. * Status db init and destroy.
  14456. */
  14457. void do_init_status(void) {
  14458. memset(SCDisabled, 0, sizeof(SCDisabled));
  14459. add_timer_func_list(status_change_timer,"status_change_timer");
  14460. add_timer_func_list(status_natural_heal_timer,"status_natural_heal_timer");
  14461. add_timer_func_list(status_clear_lastEffect_timer, "status_clear_lastEffect_timer");
  14462. initDummyData();
  14463. status_readdb();
  14464. natural_heal_prev_tick = gettick();
  14465. sc_data_ers = ers_new(sizeof(struct status_change_entry),"status.cpp::sc_data_ers",ERS_OPT_NONE);
  14466. add_timer_interval(natural_heal_prev_tick + NATURAL_HEAL_INTERVAL, status_natural_heal_timer, 0, 0, NATURAL_HEAL_INTERVAL);
  14467. }
  14468. /** Destroy status data */
  14469. void do_final_status(void) {
  14470. ers_destroy(sc_data_ers);
  14471. enchantgrade_db.clear();
  14472. size_fix_db.clear();
  14473. refine_db.clear();
  14474. status_db.clear();
  14475. elemental_attribute_db.clear();
  14476. }