status.cpp 475 KB

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  1. // Copyright (c) rAthena Dev Teams - Licensed under GNU GPL
  2. // For more information, see LICENCE in the main folder
  3. #include "status.hpp"
  4. #include <functional>
  5. #include <math.h>
  6. #include <stdlib.h>
  7. #include <string>
  8. #include "../common/cbasetypes.hpp"
  9. #include "../common/ers.hpp"
  10. #include "../common/malloc.hpp"
  11. #include "../common/nullpo.hpp"
  12. #include "../common/random.hpp"
  13. #include "../common/showmsg.hpp"
  14. #include "../common/strlib.hpp"
  15. #include "../common/timer.hpp"
  16. #include "../common/utilities.hpp"
  17. #include "../common/utils.hpp"
  18. #include "battle.hpp"
  19. #include "battleground.hpp"
  20. #include "clif.hpp"
  21. #include "elemental.hpp"
  22. #include "guild.hpp"
  23. #include "homunculus.hpp"
  24. #include "itemdb.hpp"
  25. #include "map.hpp"
  26. #include "mercenary.hpp"
  27. #include "mob.hpp"
  28. #include "npc.hpp"
  29. #include "path.hpp"
  30. #include "pc.hpp"
  31. #include "pc_groups.hpp"
  32. #include "pet.hpp"
  33. #include "script.hpp"
  34. using namespace rathena;
  35. // Regen related flags.
  36. enum e_regen {
  37. RGN_NONE = 0x00,
  38. RGN_HP = 0x01,
  39. RGN_SP = 0x02,
  40. RGN_SHP = 0x04,
  41. RGN_SSP = 0x08,
  42. };
  43. static struct eri *sc_data_ers; /// For sc_data entries
  44. static struct status_data dummy_status;
  45. short current_equip_item_index; /// Contains inventory index of an equipped item. To pass it into the EQUP_SCRIPT [Lupus]
  46. unsigned int current_equip_combo_pos; /// For combo items we need to save the position of all involved items here
  47. int current_equip_card_id; /// To prevent card-stacking (from jA) [Skotlex]
  48. // We need it for new cards 15 Feb 2005, to check if the combo cards are insrerted into the CURRENT weapon only to avoid cards exploits
  49. short current_equip_opt_index; /// Contains random option index of an equipped item. [Secret]
  50. uint16 SCDisabled[SC_MAX]; ///< List of disabled SC on map zones. [Cydh]
  51. static unsigned short status_calc_str(struct block_list *,struct status_change *,int);
  52. static unsigned short status_calc_agi(struct block_list *,struct status_change *,int);
  53. static unsigned short status_calc_vit(struct block_list *,struct status_change *,int);
  54. static unsigned short status_calc_int(struct block_list *,struct status_change *,int);
  55. static unsigned short status_calc_dex(struct block_list *,struct status_change *,int);
  56. static unsigned short status_calc_luk(struct block_list *,struct status_change *,int);
  57. static unsigned short status_calc_pow(struct block_list *, struct status_change *, int);
  58. static unsigned short status_calc_sta(struct block_list *, struct status_change *, int);
  59. static unsigned short status_calc_wis(struct block_list *, struct status_change *, int);
  60. static unsigned short status_calc_spl(struct block_list *, struct status_change *, int);
  61. static unsigned short status_calc_con(struct block_list *, struct status_change *, int);
  62. static unsigned short status_calc_crt(struct block_list *, struct status_change *, int);
  63. static unsigned short status_calc_batk(struct block_list *,struct status_change *,int);
  64. static unsigned short status_calc_watk(struct block_list *,struct status_change *,int);
  65. static unsigned short status_calc_matk(struct block_list *,struct status_change *,int);
  66. static signed short status_calc_hit(struct block_list *,struct status_change *,int);
  67. static signed short status_calc_critical(struct block_list *,struct status_change *,int);
  68. static signed short status_calc_flee(struct block_list *,struct status_change *,int);
  69. static signed short status_calc_flee2(struct block_list *,struct status_change *,int);
  70. static defType status_calc_def(struct block_list *bl, struct status_change *sc, int);
  71. static signed short status_calc_def2(struct block_list *,struct status_change *,int);
  72. static defType status_calc_mdef(struct block_list *bl, struct status_change *sc, int);
  73. static signed short status_calc_mdef2(struct block_list *,struct status_change *,int);
  74. static unsigned short status_calc_speed(struct block_list *,struct status_change *,int);
  75. static short status_calc_aspd_rate(struct block_list *,struct status_change *,int);
  76. static unsigned short status_calc_dmotion(struct block_list *bl, struct status_change *sc, int dmotion);
  77. #ifdef RENEWAL_ASPD
  78. static short status_calc_aspd(struct block_list *bl, struct status_change *sc, bool fixed);
  79. #endif
  80. static short status_calc_fix_aspd(struct block_list *bl, struct status_change *sc, int);
  81. static signed short status_calc_patk(struct block_list *, struct status_change *, int);
  82. static signed short status_calc_smatk(struct block_list *, struct status_change *, int);
  83. static signed short status_calc_res(struct block_list *, struct status_change *, int);
  84. static signed short status_calc_mres(struct block_list *, struct status_change *, int);
  85. static signed short status_calc_hplus(struct block_list *, struct status_change *, int);
  86. static signed short status_calc_crate(struct block_list *, struct 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, struct status_change *sc, int element);
  91. static unsigned char status_calc_element_lv(struct block_list *bl, struct status_change *sc, int lv);
  92. static int status_calc_mode(struct block_list *bl, struct status_change *sc, int mode);
  93. #ifdef RENEWAL
  94. static unsigned short status_calc_ematk(struct block_list *,struct 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(struct map_session_data* sd, unsigned int stat, bool isHP);
  100. static unsigned int status_calc_maxap_pc(struct map_session_data* sd);
  101. static int status_get_sc_interval(enum sc_type type);
  102. static bool status_change_isDisabledOnMap_(sc_type type, bool mapIsVS, bool mapIsPVP, bool mapIsGVG, bool mapIsBG, unsigned int mapZone, bool mapIsTE);
  103. #define status_change_isDisabledOnMap(type, m) ( status_change_isDisabledOnMap_((type), mapdata_flag_vs2((m)), m->flag[MF_PVP] != 0, mapdata_flag_gvg2_no_te((m)), m->flag[MF_BATTLEGROUND] != 0, (m->zone << 3) != 0, mapdata_flag_gvg2_te((m))) )
  104. const std::string RefineDatabase::getDefaultLocation(){
  105. return std::string( db_path ) + "/refine.yml";
  106. }
  107. uint64 RefineDatabase::parseBodyNode( const ryml::NodeRef& node ){
  108. std::string group_name;
  109. if( !this->asString( node, "Group", group_name ) ){
  110. return 0;
  111. }
  112. std::string group_name_constant = "REFINE_TYPE_" + group_name;
  113. int64 constant;
  114. if( !script_get_constant( group_name_constant.c_str(), &constant ) ){
  115. this->invalidWarning(node["Group"], "Unknown refine group %s, skipping.\n", group_name.c_str() );
  116. return 0;
  117. }
  118. uint16 group_id = static_cast<uint16>( constant );
  119. std::shared_ptr<s_refine_info> info = this->find( group_id );
  120. bool exists = info != nullptr;
  121. if( !exists ){
  122. info = std::make_shared<s_refine_info>();
  123. }
  124. if( this->nodeExists( node, "Levels" ) ){
  125. const auto& levelsNode = node["Levels"];
  126. for( const auto& levelNode : levelsNode ){
  127. uint16 level;
  128. if( !this->asUInt16( levelNode, "Level", level ) ){
  129. return 0;
  130. }
  131. std::shared_ptr<s_refine_levels_info> levels_info = util::umap_find( info->levels, level );
  132. bool levels_exists = levels_info != nullptr;
  133. if( !levels_exists ){
  134. levels_info = std::make_shared<s_refine_levels_info>();
  135. levels_info->level = level;
  136. }
  137. if( this->nodeExists( levelNode, "RefineLevels" ) ){
  138. const auto& refineLevelsNode = levelNode["RefineLevels"];
  139. for( const auto& refineLevelNode : refineLevelsNode ){
  140. uint16 refine_level;
  141. if( !this->asUInt16( refineLevelNode, "Level", refine_level ) ){
  142. return 0;
  143. }
  144. if( refine_level == 0 || refine_level > MAX_REFINE ){
  145. this->invalidWarning( refineLevelNode["Level"], "Refine level %hu is invalid, skipping.\n", refine_level );
  146. return 0;
  147. }
  148. // Database is 1 based, code is 0 based
  149. refine_level -= 1;
  150. std::shared_ptr<s_refine_level_info> level_info = util::umap_find( levels_info->levels, refine_level );
  151. bool level_exists = level_info != nullptr;
  152. if( !level_exists ){
  153. level_info = std::make_shared<s_refine_level_info>();
  154. level_info->level = refine_level;
  155. }
  156. if( this->nodeExists( refineLevelNode, "Bonus" ) ){
  157. uint32 bonus;
  158. if( !this->asUInt32( refineLevelNode, "Bonus", bonus ) ){
  159. return 0;
  160. }
  161. level_info->bonus = bonus;
  162. }else{
  163. if( !level_exists ){
  164. level_info->bonus = 0;
  165. }
  166. }
  167. if( this->nodeExists( refineLevelNode, "RandomBonus" ) ){
  168. uint32 bonus;
  169. if( !this->asUInt32( refineLevelNode, "RandomBonus", bonus ) ){
  170. return 0;
  171. }
  172. level_info->randombonus_max = bonus;
  173. }else{
  174. if( !level_exists ){
  175. level_info->randombonus_max = 0;
  176. }
  177. }
  178. if( this->nodeExists( refineLevelNode, "BlacksmithBlessingAmount" ) ){
  179. uint16 amount;
  180. if( !this->asUInt16( refineLevelNode, "BlacksmithBlessingAmount", amount ) ){
  181. return 0;
  182. }
  183. if( amount > MAX_AMOUNT ){
  184. this->invalidWarning( refineLevelNode["BlacksmithBlessingAmount"], "Blacksmith Blessing amount %hu too high, capping to MAX_AMOUNT.\n", amount );
  185. amount = MAX_AMOUNT;
  186. }
  187. level_info->blessing_amount = amount;
  188. }else{
  189. if( !level_exists ){
  190. level_info->blessing_amount = 0;
  191. }
  192. }
  193. if( this->nodeExists( refineLevelNode, "Chances" ) ){
  194. const auto& chancesNode = refineLevelNode["Chances"];
  195. for( const auto& chanceNode : chancesNode ){
  196. std::string cost_name;
  197. if( !this->asString( chanceNode, "Type", cost_name ) ){
  198. return 0;
  199. }
  200. std::string cost_name_constant = "REFINE_COST_" + cost_name;
  201. if( !script_get_constant( cost_name_constant.c_str(), &constant ) ){
  202. this->invalidWarning( chanceNode["Type"], "Unknown refine cost type %s, skipping.\n", cost_name.c_str() );
  203. return 0;
  204. }
  205. if( constant >= REFINE_COST_MAX ){
  206. this->invalidWarning( chanceNode["Type"], "Refine cost type %s is unsupported, skipping.\n", cost_name.c_str() );
  207. return 0;
  208. }
  209. uint16 index = (uint16)constant;
  210. std::shared_ptr<s_refine_cost> cost = util::umap_find( level_info->costs, index );
  211. bool cost_exists = cost != nullptr;
  212. if( !cost_exists ){
  213. cost = std::make_shared<s_refine_cost>();
  214. cost->index = index;
  215. }
  216. if( this->nodeExists( chanceNode, "Rate" ) ){
  217. uint16 rate;
  218. if( !this->asUInt16Rate( chanceNode, "Rate", rate ) ){
  219. return 0;
  220. }
  221. cost->chance = rate;
  222. }else{
  223. if( !cost_exists ){
  224. cost->chance = 0;
  225. }
  226. }
  227. if( this->nodeExists( chanceNode, "Price" ) ){
  228. uint32 price;
  229. if( !this->asUInt32( chanceNode, "Price", price ) ){
  230. return 0;
  231. }
  232. if( price > MAX_ZENY ){
  233. this->invalidWarning( chanceNode["Price"], "Price is above MAX_ZENY, capping...\n" );
  234. price = MAX_ZENY;
  235. }
  236. cost->zeny = price;
  237. }else{
  238. if( !cost_exists ){
  239. cost->zeny = 0;
  240. }
  241. }
  242. if( this->nodeExists( chanceNode, "Material" ) ){
  243. std::string item_name;
  244. if( !this->asString( chanceNode, "Material", item_name ) ){
  245. return 0;
  246. }
  247. std::shared_ptr<item_data> id = item_db.search_aegisname( item_name.c_str() );
  248. if( id == nullptr ){
  249. this->invalidWarning( chanceNode["Material"], "Unknown refine material %s, skipping.\n", item_name.c_str() );
  250. return 0;
  251. }
  252. cost->nameid = id->nameid;
  253. }else{
  254. if( !cost_exists ){
  255. cost->nameid = 0;
  256. }
  257. }
  258. if( this->nodeExists( chanceNode, "BreakingRate" ) ){
  259. uint16 breaking_rate;
  260. if( !this->asUInt16Rate( chanceNode, "BreakingRate", breaking_rate ) ){
  261. return 0;
  262. }
  263. cost->breaking_rate = breaking_rate;
  264. }else{
  265. if( !cost_exists ){
  266. cost->breaking_rate = 0;
  267. }
  268. }
  269. if( this->nodeExists( chanceNode, "DowngradeAmount" ) ){
  270. uint16 downgrade_amount;
  271. if( !this->asUInt16( chanceNode, "DowngradeAmount", downgrade_amount ) ){
  272. return 0;
  273. }
  274. if( downgrade_amount > MAX_REFINE ){
  275. this->invalidWarning( chanceNode["DowngradeAmount"], "Downgrade amount %hu is invalid, skipping.\n", downgrade_amount );
  276. return 0;
  277. }
  278. cost->downgrade_amount = downgrade_amount;
  279. }else{
  280. if( !cost_exists ){
  281. cost->downgrade_amount = 0;
  282. }
  283. }
  284. if( !cost_exists ){
  285. level_info->costs[index] = cost;
  286. }
  287. }
  288. }
  289. if( !level_exists ){
  290. levels_info->levels[refine_level] = level_info;
  291. }
  292. }
  293. }
  294. if( !levels_exists ){
  295. info->levels[level] = levels_info;
  296. }
  297. }
  298. }
  299. if( !exists ){
  300. this->put( group_id, info );
  301. }
  302. return 1;
  303. }
  304. std::shared_ptr<s_refine_level_info> RefineDatabase::findLevelInfoSub( const struct item_data& data, struct item& item, uint16 refine ){
  305. // Check if the item can be refined
  306. if( data.flag.no_refine ){
  307. return nullptr;
  308. }
  309. // Cap the refine level
  310. if( refine > MAX_REFINE ){
  311. refine = MAX_REFINE;
  312. }
  313. e_refine_type type;
  314. uint16 level;
  315. if( !this->calculate_refine_info( data, type, level ) ){
  316. return nullptr;
  317. }
  318. std::shared_ptr<s_refine_info> info = this->find( type );
  319. if( info == nullptr ){
  320. return nullptr;
  321. }
  322. std::shared_ptr<s_refine_levels_info> levels_info = util::umap_find( info->levels, level );
  323. if( levels_info == nullptr ){
  324. return nullptr;
  325. }
  326. return util::umap_find( levels_info->levels, refine );
  327. }
  328. std::shared_ptr<s_refine_level_info> RefineDatabase::findLevelInfo( const struct item_data& data, struct item& item ){
  329. // Check the current refine level
  330. if( item.refine >= MAX_REFINE ){
  331. return nullptr;
  332. }
  333. return this->findLevelInfoSub( data, item, item.refine );
  334. }
  335. std::shared_ptr<s_refine_level_info> RefineDatabase::findCurrentLevelInfo( const struct item_data& data, struct item& item ){
  336. if( item.refine > 0 ){
  337. return this->findLevelInfoSub( data, item, item.refine - 1 );
  338. }else{
  339. return nullptr;
  340. }
  341. }
  342. bool RefineDatabase::calculate_refine_info( const struct item_data& data, e_refine_type& refine_type, uint16& level ){
  343. if( data.type == IT_WEAPON ){
  344. refine_type = REFINE_TYPE_WEAPON;
  345. level = data.weapon_level;
  346. return true;
  347. }else if( data.type == IT_ARMOR ){
  348. refine_type = REFINE_TYPE_ARMOR;
  349. level = data.armor_level;
  350. return true;
  351. }else if( data.type == IT_SHADOWGEAR ){
  352. if( data.equip == EQP_SHADOW_WEAPON ){
  353. refine_type = REFINE_TYPE_SHADOW_WEAPON;
  354. }else{
  355. refine_type = REFINE_TYPE_SHADOW_ARMOR;
  356. }
  357. level = 1;
  358. return true;
  359. }else{
  360. return false;
  361. }
  362. }
  363. RefineDatabase refine_db;
  364. const std::string SizeFixDatabase::getDefaultLocation() {
  365. return std::string(db_path) + "/size_fix.yml";
  366. }
  367. /**
  368. * Reads and parses an entry from size_fix.
  369. * @param node: YAML node containing the entry.
  370. * @return count of successfully parsed rows
  371. */
  372. uint64 SizeFixDatabase::parseBodyNode(const ryml::NodeRef& node) {
  373. std::string weapon_name;
  374. if (!this->asString(node, "Weapon", weapon_name))
  375. return 0;
  376. std::string weapon_name_constant = "W_" + weapon_name;
  377. int64 constant;
  378. if (!script_get_constant(weapon_name_constant.c_str(), &constant)) {
  379. this->invalidWarning(node["Weapon"], "Size Fix unknown weapon %s, skipping.\n", weapon_name.c_str());
  380. return 0;
  381. }
  382. if (constant < W_FIST || constant > W_2HSTAFF) {
  383. this->invalidWarning(node["Weapon"], "Size Fix weapon %s is an invalid weapon, skipping.\n", weapon_name.c_str());
  384. return 0;
  385. }
  386. int weapon_id = static_cast<int>(constant);
  387. std::shared_ptr<s_sizefix_db> size = this->find(weapon_id);
  388. bool exists = size != nullptr;
  389. if (!exists)
  390. size = std::make_shared<s_sizefix_db>();
  391. if (this->nodeExists(node, "Small")) {
  392. uint16 small;
  393. if (!this->asUInt16(node, "Small", small))
  394. return 0;
  395. if (small > 100) {
  396. this->invalidWarning(node["Small"], "Small Size Fix %d for %s is out of bounds, defaulting to 100.\n", small, weapon_name.c_str());
  397. small = 100;
  398. }
  399. size->small = small;
  400. } else {
  401. if (!exists)
  402. size->small = 100;
  403. }
  404. if (this->nodeExists(node, "Medium")) {
  405. uint16 medium;
  406. if (!this->asUInt16(node, "Medium", medium))
  407. return 0;
  408. if (medium > 100) {
  409. this->invalidWarning(node["Medium"], "Medium Size Fix %d for %s is out of bounds, defaulting to 100.\n", medium, weapon_name.c_str());
  410. medium = 100;
  411. }
  412. size->medium = medium;
  413. } else {
  414. if (!exists)
  415. size->medium = 100;
  416. }
  417. if (this->nodeExists(node, "Large")) {
  418. uint16 large;
  419. if (!this->asUInt16(node, "Large", large))
  420. return 0;
  421. if (large > 100) {
  422. this->invalidWarning(node["Large"], "Large Size Fix %d for %s is out of bounds, defaulting to 100.\n", large, weapon_name.c_str());
  423. large = 100;
  424. }
  425. size->large = large;
  426. } else {
  427. if (!exists)
  428. size->large = 100;
  429. }
  430. if (!exists)
  431. this->put(weapon_id, size);
  432. return 1;
  433. }
  434. SizeFixDatabase size_fix_db;
  435. const std::string EnchantgradeDatabase::getDefaultLocation(){
  436. return std::string(db_path) + "/enchantgrade.yml";
  437. }
  438. uint64 EnchantgradeDatabase::parseBodyNode( const ryml::NodeRef& node ){
  439. if( !this->nodesExist( node, { "Type", "Levels" } ) ){
  440. return 0;
  441. }
  442. std::string itemtype_constant;
  443. if( !this->asString( node, "Type", itemtype_constant ) ){
  444. return 0;
  445. }
  446. int64 constant_value;
  447. if( !script_get_constant( ( "IT_" + itemtype_constant ).c_str(), &constant_value ) ){
  448. this->invalidWarning( node["Type"], "Unknown item type \"%s\".\n", itemtype_constant.c_str() );
  449. return 0;
  450. }
  451. uint16 itemtype = static_cast<uint16>( constant_value );
  452. uint16 itemtype_maxlevel;
  453. if( itemtype == IT_WEAPON ){
  454. itemtype_maxlevel = MAX_WEAPON_LEVEL;
  455. }else if( itemtype == IT_ARMOR ){
  456. itemtype_maxlevel = MAX_ARMOR_LEVEL;
  457. }else{
  458. this->invalidWarning( node["Type"], "Item type \"%s\" is not supported.\n", itemtype_constant.c_str() );
  459. return 0;
  460. }
  461. std::shared_ptr<s_enchantgrade> enchantgrade = this->find( itemtype );
  462. bool exists = enchantgrade != nullptr;
  463. if( !exists ){
  464. enchantgrade = std::make_shared<s_enchantgrade>();
  465. enchantgrade->itemtype = itemtype;
  466. }
  467. for( const ryml::NodeRef& levelNode : node["Levels"] ){
  468. if( !this->nodesExist( levelNode, { "Level", "Grades" } ) ){
  469. return 0;
  470. }
  471. uint16 level;
  472. if( !this->asUInt16( levelNode, "Level", level ) ){
  473. return 0;
  474. }
  475. if( level == 0 || level > itemtype_maxlevel ){
  476. this->invalidWarning( levelNode["Level"], "Level %hu is invalid for item type %s[1~%hu].\n", level, itemtype_constant.c_str(), itemtype_maxlevel );
  477. return 0;
  478. }
  479. std::map<e_enchantgrade, std::shared_ptr<s_enchantgradelevel>>& grades = enchantgrade->levels[level];
  480. for( const ryml::NodeRef& gradeNode : levelNode["Grades"] ){
  481. std::string gradeConstant;
  482. if( !this->asString( gradeNode, "Grade", gradeConstant ) ){
  483. return 0;
  484. }
  485. if( !script_get_constant( ( "ENCHANTGRADE_" + gradeConstant ).c_str(), &constant_value ) ){
  486. this->invalidWarning( node["Grade"], "Unknown grade \"%s\".\n", gradeConstant.c_str() );
  487. return 0;
  488. }
  489. if( constant_value >= MAX_ENCHANTGRADE ){
  490. this->invalidWarning( gradeNode["Grade"], "Grade %" PRId64 " is too high. Maximum: %hu.\n", constant_value, MAX_ENCHANTGRADE - 1 );
  491. return 0;
  492. }
  493. e_enchantgrade gradeLevel = (e_enchantgrade)constant_value;
  494. std::shared_ptr<s_enchantgradelevel> grade = util::map_find( grades, gradeLevel );
  495. bool gradeExists = grade != nullptr;
  496. if( !gradeExists ){
  497. grade = std::make_shared<s_enchantgradelevel>();
  498. grade->grade = gradeLevel;
  499. if( !this->nodesExist( gradeNode, { "Refine", "Chance", "Options" } ) ){
  500. return 0;
  501. }
  502. }
  503. if( this->nodeExists( gradeNode, "Refine" ) ){
  504. uint16 refine;
  505. if( !this->asUInt16( gradeNode, "Refine", refine ) ){
  506. return 0;
  507. }
  508. if( refine > MAX_REFINE ){
  509. this->invalidWarning( gradeNode["Refine"], "Refine %hu is too high, capping to %hu...\n", refine, MAX_REFINE );
  510. refine = MAX_REFINE;
  511. }
  512. grade->refine = refine;
  513. }
  514. if( this->nodeExists( gradeNode, "Chance" ) ){
  515. uint16 chance;
  516. if( !this->asUInt16Rate( gradeNode, "Chance", chance ) ){
  517. return 0;
  518. }
  519. grade->chance = chance;
  520. }
  521. if( this->nodeExists( gradeNode, "Bonus" ) ){
  522. uint16 bonus;
  523. if( !this->asUInt16( gradeNode, "Bonus", bonus ) ){
  524. return 0;
  525. }
  526. grade->bonus = bonus;
  527. }else{
  528. if( !gradeExists ){
  529. grade->bonus = 0;
  530. }
  531. }
  532. if( this->nodeExists( gradeNode, "Announce" ) ){
  533. bool announce;
  534. if( !this->asBool( gradeNode, "Announce", announce ) ){
  535. return 0;
  536. }
  537. grade->announce = announce;
  538. }else{
  539. if( !gradeExists ){
  540. grade->announce = true;
  541. }
  542. }
  543. if( this->nodeExists( gradeNode, "Catalyst") ){
  544. const ryml::NodeRef& catalystNode = gradeNode["Catalyst"];
  545. if( this->nodeExists( catalystNode, "Item" ) ){
  546. std::string itemName;
  547. if( !this->asString( catalystNode, "Item", itemName ) ){
  548. return 0;
  549. }
  550. std::shared_ptr<item_data> id = item_db.search_aegisname( itemName.c_str() );
  551. if( id == nullptr ){
  552. this->invalidWarning( catalystNode["Item"], "Unknown item \"%s\".\n", itemName.c_str() );
  553. return 0;
  554. }
  555. grade->catalyst.item = id->nameid;
  556. }else{
  557. if( !gradeExists ){
  558. grade->catalyst.item = 0;
  559. }
  560. }
  561. if( this->nodeExists( catalystNode, "AmountPerStep" ) ){
  562. uint16 amountPerStep;
  563. if( !this->asUInt16( catalystNode, "AmountPerStep", amountPerStep ) ){
  564. return 0;
  565. }
  566. grade->catalyst.amountPerStep = amountPerStep;
  567. }else{
  568. if( !gradeExists ){
  569. grade->catalyst.amountPerStep = 0;
  570. }
  571. }
  572. if( this->nodeExists( catalystNode, "MaximumSteps" ) ){
  573. uint16 maximumSteps;
  574. if( !this->asUInt16( catalystNode, "MaximumSteps", maximumSteps ) ){
  575. return 0;
  576. }
  577. grade->catalyst.maximumSteps = maximumSteps;
  578. }else{
  579. if( !gradeExists ){
  580. grade->catalyst.maximumSteps = 0;
  581. }
  582. }
  583. if( this->nodeExists( catalystNode, "ChanceIncrease" ) ){
  584. uint16 chanceIncrease;
  585. if( !this->asUInt16Rate( catalystNode, "ChanceIncrease", chanceIncrease ) ){
  586. return 0;
  587. }
  588. grade->catalyst.chanceIncrease = chanceIncrease;
  589. }else{
  590. if( !gradeExists ){
  591. grade->catalyst.chanceIncrease = 0;
  592. }
  593. }
  594. }else{
  595. if( !gradeExists ){
  596. grade->catalyst.item = 0;
  597. grade->catalyst.amountPerStep = 0;
  598. grade->catalyst.maximumSteps = 0;
  599. grade->catalyst.chanceIncrease = 0;
  600. }
  601. }
  602. if( this->nodeExists( gradeNode, "Options" ) ){
  603. for( const ryml::NodeRef& optionNode : gradeNode["Options"] ){
  604. uint16 optionIndex;
  605. if( !this->asUInt16( optionNode, "Option", optionIndex ) ){
  606. return 0;
  607. }
  608. std::shared_ptr<s_enchantgradeoption> option = util::map_find( grade->options, optionIndex );
  609. bool optionExists = option != nullptr;
  610. if( !optionExists ){
  611. option = std::make_shared<s_enchantgradeoption>();
  612. option->id = optionIndex;
  613. }
  614. if( this->nodeExists( optionNode, "Amount" ) ){
  615. uint16 amount;
  616. if( !this->asUInt16( optionNode, "Amount", amount ) ){
  617. return 0;
  618. }
  619. if( amount > MAX_AMOUNT ){
  620. this->invalidWarning( optionNode["Amount"], "Amount %hu is too high, capping to %hu...\n", amount, MAX_AMOUNT );
  621. amount = MAX_AMOUNT;
  622. }
  623. if( amount == 0 ){
  624. if( grade->options.erase( optionIndex ) > 0 ){
  625. continue;
  626. }else{
  627. this->invalidWarning( optionNode["Amount"], "Trying to remove invalid option %hu...\n", optionIndex );
  628. return 0;
  629. }
  630. }
  631. option->amount = amount;
  632. }else{
  633. if( !optionExists ){
  634. option->amount = 1;
  635. }
  636. }
  637. if( this->nodeExists( optionNode, "Item" ) ){
  638. std::string itemName;
  639. if( !this->asString( optionNode, "Item", itemName ) ){
  640. return 0;
  641. }
  642. std::shared_ptr<item_data> id = item_db.search_aegisname( itemName.c_str() );
  643. if( id == nullptr ){
  644. this->invalidWarning( optionNode["Item"], "Unknown item \"%s\".\n", itemName.c_str() );
  645. return 0;
  646. }
  647. option->item = id->nameid;
  648. }else{
  649. if( !optionExists ){
  650. option->item = 0;
  651. }
  652. }
  653. if( this->nodeExists( optionNode, "Zeny" ) ){
  654. uint32 zeny;
  655. if( !this->asUInt32( optionNode, "Zeny", zeny ) ){
  656. return 0;
  657. }
  658. option->zeny = zeny;
  659. }else{
  660. if( !optionExists ){
  661. option->zeny = 0;
  662. }
  663. }
  664. if( this->nodeExists( optionNode, "BreakingRate" ) ){
  665. uint16 breaking_rate;
  666. if( !this->asUInt16Rate( optionNode, "BreakingRate", breaking_rate ) ){
  667. return 0;
  668. }
  669. option->breaking_rate = breaking_rate;
  670. }else{
  671. if( !optionExists ){
  672. option->breaking_rate = 0;
  673. }
  674. }
  675. if( this->nodeExists( optionNode, "DowngradeAmount" ) ){
  676. uint16 downgrade_amount;
  677. if( !this->asUInt16( optionNode, "DowngradeAmount", downgrade_amount ) ){
  678. return 0;
  679. }
  680. if( downgrade_amount > MAX_REFINE ){
  681. this->invalidWarning( optionNode["DowngradeAmount"], "Downgrade amount %hu is invalid, skipping.\n", downgrade_amount );
  682. return 0;
  683. }
  684. option->downgrade_amount = downgrade_amount;
  685. }else{
  686. if( !optionExists ){
  687. option->downgrade_amount = 0;
  688. }
  689. }
  690. if( !optionExists ){
  691. grade->options[optionIndex] = option;
  692. }
  693. }
  694. }
  695. if( !gradeExists ){
  696. grades[gradeLevel] = grade;
  697. }
  698. }
  699. }
  700. if( !exists ){
  701. this->put( itemtype, enchantgrade );
  702. }
  703. return 1;
  704. }
  705. std::shared_ptr<s_enchantgradelevel> EnchantgradeDatabase::findCurrentLevelInfo( const struct item_data& data, struct item& item ){
  706. std::shared_ptr<s_enchantgrade> enchantgrade = enchantgrade_db.find( data.type );
  707. // Unsupported item type - no answer
  708. if( enchantgrade == nullptr ){
  709. return nullptr;
  710. }
  711. uint16 level = 0;
  712. if( data.type == IT_WEAPON ){
  713. level = data.weapon_level;
  714. }else if( data.type == IT_ARMOR ){
  715. level = data.armor_level;
  716. }
  717. const auto& enchantgradelevels = enchantgrade->levels.find( level );
  718. // Cannot upgrade this weapon or armor level - no answer
  719. if( enchantgradelevels == enchantgrade->levels.end() ){
  720. return nullptr;
  721. }
  722. return util::map_find( enchantgradelevels->second, (e_enchantgrade)( item.enchantgrade - 1 ) );
  723. }
  724. void EnchantgradeDatabase::loadingFinished(){
  725. for( const auto& it_itemTypes : *this ){
  726. for( const auto& it_itemLevels : it_itemTypes.second->levels ){
  727. for( const auto& it_enchantgrades : it_itemLevels.second ){
  728. std::shared_ptr<s_enchantgradelevel> enchantgradelevel = it_enchantgrades.second;
  729. if( enchantgradelevel->catalyst.amountPerStep == 0 ){
  730. enchantgradelevel->catalyst.item = 0;
  731. enchantgradelevel->catalyst.chanceIncrease = 0;
  732. enchantgradelevel->catalyst.maximumSteps = 0;
  733. }
  734. }
  735. }
  736. }
  737. TypesafeYamlDatabase::loadingFinished();
  738. }
  739. EnchantgradeDatabase enchantgrade_db;
  740. /**
  741. * Get icon ID of SC
  742. * @param type: SC type
  743. * @return EFST ID
  744. **/
  745. efst_type StatusDatabase::getIcon(sc_type type) {
  746. std::shared_ptr<s_status_change_db> status = status_db.find(type);
  747. return status ? status->icon : EFST_BLANK;
  748. }
  749. /**
  750. * Get flag of SC (SCB value) for status_calc_ flag
  751. * @param type: SC type
  752. * @return cal_flag: Calc value
  753. **/
  754. std::bitset<SCB_MAX> StatusDatabase::getCalcFlag(sc_type type) {
  755. std::shared_ptr<s_status_change_db> status = status_db.find(type);
  756. return status ? status->calc_flag : std::bitset<SCB_MAX> {};
  757. }
  758. /**
  759. * Get SC's END list
  760. * @param sc: SC type
  761. * @return End list
  762. **/
  763. std::vector<sc_type> StatusDatabase::getEnd(sc_type type) {
  764. std::shared_ptr<s_status_change_db> status = status_db.find(type);
  765. return status ? status->end : std::vector<sc_type> {};
  766. }
  767. /**
  768. * Get BL type to display proper effect
  769. * @param efst: EFST type
  770. * @return BL types
  771. **/
  772. uint16 status_efst_get_bl_type(enum efst_type efst) {
  773. if (efst <= EFST_BLANK || efst >= EFST_MAX)
  774. return BL_PC;
  775. return status_db.StatusRelevantBLTypes[efst];
  776. }
  777. /**
  778. * Returns the FIRST skill (in order of definition in initChangeTables) to use a given status change.
  779. * Utilized for various duration lookups. Use with caution!
  780. * @param sc The status to look up
  781. * @return A skill associated with the status
  782. **/
  783. uint16 StatusDatabase::getSkill(sc_type type) {
  784. std::shared_ptr<s_status_change_db> status = status_db.find(type);
  785. return status ? status->skill_id : 0;
  786. }
  787. /**
  788. * Returns if a status change flag is active or not for a SC.
  789. * @param sc: Status changes active on target
  790. * @param flag: Flag to check for
  791. * @return True if flag is set or false otherwise
  792. */
  793. bool StatusDatabase::hasSCF(status_change *sc, e_status_change_flag flag) {
  794. if (sc == nullptr || sc->count == 0 || flag == SCF_NONE)
  795. return false;
  796. for (const auto &status_it : *this) {
  797. std::shared_ptr<s_status_change_db> status = status_it.second;
  798. if (sc->data[status->type] && status->flag[flag])
  799. return true;
  800. }
  801. return false;
  802. }
  803. /**
  804. * Returns the SCB_BATTLE constant.
  805. * return SCB_BATTLE
  806. */
  807. std::bitset<SCB_MAX> StatusDatabase::getSCB_BATTLE() {
  808. return this->SCB_BATTLE;
  809. }
  810. /**
  811. * Returns the SCB_ALL constant.
  812. * @return SCB_ALL
  813. */
  814. std::bitset<SCB_MAX> StatusDatabase::getSCB_ALL() {
  815. return this->SCB_ALL;
  816. }
  817. /**
  818. * Removes statuses from skills that aren't part of the new class skill tree.
  819. * @param sd: Player data
  820. */
  821. void StatusDatabase::changeSkillTree(map_session_data *sd, int32 class_) {
  822. if (sd == nullptr)
  823. return;
  824. std::shared_ptr<s_skill_tree> tree = skill_tree_db.find(class_ > 0 ? class_ : sd->status.class_);
  825. if (tree == nullptr)
  826. return;
  827. for (const auto &it : tree->skills) {
  828. uint16 skill_id = it.first;
  829. sc_type sc = skill_get_sc(skill_id);
  830. if (sc > SC_COMMON_MAX && sc < SC_MAX && sd->sc.data[sc])
  831. status_change_end(&sd->bl, sc);
  832. }
  833. }
  834. /**
  835. * Validates if type is in SC ranges
  836. * @param type: SC type
  837. * @return True if type is in range, false otherwise
  838. */
  839. bool StatusDatabase::validateStatus(sc_type type) {
  840. if (type > SC_NONE && type < SC_MAX)
  841. return true;
  842. return false;
  843. }
  844. /**
  845. * Removes a status based on the provided flag(s).
  846. * @param bl: Target to remove status from
  847. * @param flag: List of flags to check for removing
  848. */
  849. void StatusDatabase::removeByStatusFlag(block_list *bl, std::vector<e_status_change_flag> flag) {
  850. if (bl == nullptr || flag.empty())
  851. return;
  852. status_change *sc = status_get_sc(bl);
  853. if (sc == nullptr || sc->count == 0)
  854. return;
  855. for (const auto &status_it : *this) {
  856. std::shared_ptr<s_status_change_db> status = status_it.second;
  857. sc_type type = status->type;
  858. if (sc->data[type]) {
  859. for (const auto &flag_it : flag) {
  860. if (status->flag[flag_it])
  861. status_change_end(bl, type);
  862. }
  863. }
  864. }
  865. }
  866. /** Creates dummy status */
  867. static void initDummyData(void) {
  868. memset(&dummy_status, 0, sizeof(dummy_status));
  869. dummy_status.hp =
  870. dummy_status.max_hp =
  871. dummy_status.max_sp =
  872. dummy_status.str =
  873. dummy_status.agi =
  874. dummy_status.vit =
  875. dummy_status.int_ =
  876. dummy_status.dex =
  877. dummy_status.luk =
  878. dummy_status.hit = 1;
  879. dummy_status.speed = 2000;
  880. dummy_status.adelay = 4000;
  881. dummy_status.amotion = 2000;
  882. dummy_status.dmotion = 2000;
  883. dummy_status.ele_lv = 1; // Min elemental level.
  884. dummy_status.mode = MD_CANMOVE;
  885. }
  886. /**
  887. * For copying a status_data structure from b to a, without overwriting current Hp, Sp, and Ap.
  888. * @param a: Status data structure to copy from
  889. * @param b: Status data structure to copy to
  890. */
  891. static inline void status_cpy(struct status_data* a, const struct status_data* b)
  892. {
  893. memcpy((void*)&a->max_hp, (const void*)&b->max_hp, sizeof(struct status_data)-(sizeof(a->hp)+sizeof(a->sp)+sizeof(a->ap)));
  894. }
  895. /**
  896. * Sets HP to a given value
  897. * Will always succeed (overrides heal impediment statuses) but can't kill an object
  898. * @param bl: Object whose HP will be set [PC|MOB|HOM|MER|ELEM|NPC]
  899. * @param hp: What the HP is to be set as
  900. * @param flag: Used in case final value is higher than current
  901. * Use 2 to display healing effect
  902. * @return heal or zapped HP if valid
  903. */
  904. int status_set_hp(struct block_list *bl, unsigned int hp, int flag)
  905. {
  906. struct status_data *status;
  907. if (hp < 1)
  908. return 0;
  909. status = status_get_status_data(bl);
  910. if (status == &dummy_status)
  911. return 0;
  912. if (hp > status->max_hp)
  913. hp = status->max_hp;
  914. if (hp == status->hp)
  915. return 0;
  916. if (hp > status->hp)
  917. return status_heal(bl, hp - status->hp, 0, 1|flag);
  918. return status_zap(bl, status->hp - hp, 0);
  919. }
  920. /**
  921. * Sets Max HP to a given value
  922. * @param bl: Object whose Max HP will be set [PC|MOB|HOM|MER|ELEM|NPC]
  923. * @param maxhp: What the Max HP is to be set as
  924. * @param flag: Used in case final value is higher than current
  925. * Use 2 to display healing effect
  926. * @return heal or zapped HP if valid
  927. */
  928. int status_set_maxhp(struct block_list *bl, unsigned int maxhp, int flag)
  929. {
  930. struct status_data *status;
  931. int64 heal;
  932. if (maxhp < 1)
  933. return 0;
  934. status = status_get_status_data(bl);
  935. if (status == &dummy_status)
  936. return 0;
  937. if (maxhp == status->max_hp)
  938. return 0;
  939. heal = maxhp - status->max_hp;
  940. status->max_hp = maxhp;
  941. if (heal > 0)
  942. status_heal(bl, heal, 0, 1|flag);
  943. else
  944. status_zap(bl, -heal, 0);
  945. return maxhp;
  946. }
  947. /**
  948. * Sets SP to a given value
  949. * @param bl: Object whose SP will be set [PC|HOM|MER|ELEM]
  950. * @param sp: What the SP is to be set as
  951. * @param flag: Used in case final value is higher than current
  952. * Use 2 to display healing effect
  953. * @return heal or zapped SP if valid
  954. */
  955. int status_set_sp(struct block_list *bl, unsigned int sp, int flag)
  956. {
  957. struct status_data *status;
  958. status = status_get_status_data(bl);
  959. if (status == &dummy_status)
  960. return 0;
  961. if (sp > status->max_sp)
  962. sp = status->max_sp;
  963. if (sp == status->sp)
  964. return 0;
  965. if (sp > status->sp)
  966. return status_heal(bl, 0, sp - status->sp, 1|flag);
  967. return status_zap(bl, 0, status->sp - sp);
  968. }
  969. /**
  970. * Sets Max SP to a given value
  971. * @param bl: Object whose Max SP will be set [PC|HOM|MER|ELEM]
  972. * @param maxsp: What the Max SP is to be set as
  973. * @param flag: Used in case final value is higher than current
  974. * Use 2 to display healing effect
  975. * @return heal or zapped HP if valid
  976. */
  977. int status_set_maxsp(struct block_list *bl, unsigned int maxsp, int flag)
  978. {
  979. struct status_data *status;
  980. if (maxsp < 1)
  981. return 0;
  982. status = status_get_status_data(bl);
  983. if (status == &dummy_status)
  984. return 0;
  985. if (maxsp == status->max_sp)
  986. return 0;
  987. if (maxsp > status->max_sp)
  988. status_heal(bl, maxsp - status->max_sp, 0, 1|flag);
  989. else
  990. status_zap(bl, status->max_sp - maxsp, 0);
  991. status->max_sp = maxsp;
  992. return maxsp;
  993. }
  994. /**
  995. * Sets AP to a given value
  996. * @param bl: Object whose AP will be set [PC|HOM|MER|ELEM]
  997. * @param ap: What the AP is to be set as
  998. * @param flag: Used in case final value is higher than current
  999. * Use 2 to display healing effect
  1000. * @return heal or zapped AP if valid
  1001. */
  1002. int status_set_ap(struct block_list *bl, unsigned int ap, int flag)
  1003. {
  1004. status_data *status = status_get_status_data(bl);
  1005. if (status == &dummy_status)
  1006. return 0;
  1007. if (ap > status->max_ap)
  1008. ap = status->max_ap;
  1009. if (ap == status->ap)
  1010. return 0;
  1011. if (ap > status->ap)
  1012. return status_heal(bl, 0, 0, ap - status->ap, 1 | flag);
  1013. return status_zap(bl, 0, 0, status->ap - ap);
  1014. }
  1015. /**
  1016. * Sets Max AP to a given value
  1017. * @param bl: Object whose Max AP will be set [PC|HOM|MER|ELEM]
  1018. * @param maxap: What the Max AP is to be set as
  1019. * @param flag: Used in case final value is higher than current
  1020. * Use 2 to display healing effect
  1021. * @return heal or zapped AP if valid
  1022. */
  1023. int status_set_maxap(struct block_list *bl, unsigned int maxap, int flag)
  1024. {
  1025. if (maxap < 1)
  1026. return 0;
  1027. status_data *status = status_get_status_data(bl);
  1028. if (status == &dummy_status)
  1029. return 0;
  1030. if (maxap == status->max_ap)
  1031. return 0;
  1032. if (maxap > status->max_ap)
  1033. status_heal(bl, 0, 0, maxap - status->max_ap, 1 | flag);
  1034. else
  1035. status_zap(bl, 0, 0, status->max_ap - maxap);
  1036. status->max_ap = maxap;
  1037. return maxap;
  1038. }
  1039. /**
  1040. * Takes HP/SP from an Object
  1041. * @param bl: Object who will have HP/SP taken [PC|MOB|HOM|MER|ELEM]
  1042. * @param hp: How much HP to charge
  1043. * @param sp: How much SP to charge
  1044. * @return hp+sp through status_damage()
  1045. * Note: HP/SP are integer values, not percentages. Values should be
  1046. * calculated either within function call or before
  1047. */
  1048. int64 status_charge(struct block_list* bl, int64 hp, int64 sp)
  1049. {
  1050. if(!(bl->type&BL_CONSUME))
  1051. return (int)hp+sp; // Assume all was charged so there are no 'not enough' fails.
  1052. return status_damage(NULL, bl, hp, sp, 0, 3, 0);
  1053. }
  1054. /**
  1055. * Inflicts damage on the target with the according walkdelay.
  1056. * @param src: Source object giving damage [PC|MOB|PET|HOM|MER|ELEM]
  1057. * @param target: Target of the damage
  1058. * @param dhp: How much damage to HP
  1059. * @param dsp: How much damage to SP
  1060. * @param dap: How much damage to AP
  1061. * @param walkdelay: Amount of time before object can walk again
  1062. * @param flag: Damage flag decides various options
  1063. * flag&1: Passive damage - Does not trigger cancelling status changes
  1064. * flag&2: Fail if there is not enough to subtract
  1065. * flag&4: Mob does not give EXP/Loot if killed
  1066. * flag&8: Used to damage SP of a dead character
  1067. * @return hp+sp+ap
  1068. * Note: HP/SP/AP are integer values, not percentages. Values should be
  1069. * calculated either within function call or before
  1070. */
  1071. 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)
  1072. {
  1073. struct status_data *status;
  1074. struct status_change *sc;
  1075. int hp = (int)cap_value(dhp,INT_MIN,INT_MAX);
  1076. int sp = (int)cap_value(dsp,INT_MIN,INT_MAX);
  1077. int ap = (int)cap_value(dap,INT_MIN,INT_MAX);
  1078. nullpo_ret(target);
  1079. if(sp && !(target->type&BL_CONSUME))
  1080. sp = 0; // Not a valid SP target.
  1081. if (ap && !(target->type&BL_CONSUME))
  1082. ap = 0; // Not a valid AP target.
  1083. if (hp < 0) { // Assume absorbed damage.
  1084. status_heal(target, -hp, 0, 1);
  1085. hp = 0;
  1086. }
  1087. if (sp < 0) {
  1088. status_heal(target, 0, -sp, 1);
  1089. sp = 0;
  1090. }
  1091. if (ap < 0) {
  1092. status_heal(target, 0, 0, -ap, 1);
  1093. ap = 0;
  1094. }
  1095. if (target->type == BL_SKILL) {
  1096. if (!src || src->type&battle_config.can_damage_skill)
  1097. return (int)skill_unit_ondamaged((struct skill_unit *)target, hp);
  1098. return 0;
  1099. }
  1100. status = status_get_status_data(target);
  1101. if(!status || status == &dummy_status )
  1102. return 0;
  1103. if ((unsigned int)hp >= status->hp) {
  1104. if (flag&2) return 0;
  1105. hp = status->hp;
  1106. }
  1107. if ((unsigned int)sp > status->sp) {
  1108. if (flag&2) return 0;
  1109. sp = status->sp;
  1110. }
  1111. if ((unsigned int)ap > status->ap) {
  1112. if (flag & 2) return 0;
  1113. ap = status->ap;
  1114. }
  1115. if (!hp && !sp && !ap)
  1116. return 0;
  1117. if( !status->hp )
  1118. flag |= 8;
  1119. sc = status_get_sc(target);
  1120. if( hp && battle_config.invincible_nodamage && src && sc && sc->data[SC_INVINCIBLE] && !sc->data[SC_INVINCIBLEOFF] )
  1121. hp = 1;
  1122. if( hp && !(flag&1) ) {
  1123. if( sc ) {
  1124. struct status_change_entry *sce;
  1125. for (const auto &it : status_db) {
  1126. sc_type type = static_cast<sc_type>(it.first);
  1127. if (sc->data[type] && it.second->flag[SCF_REMOVEONDAMAGED]) {
  1128. // 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).
  1129. // !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.
  1130. if (sc->opt1 > OPT1_NONE && sc->lastEffectTimer == INVALID_TIMER) {
  1131. sc->lastEffectTimer = add_timer(gettick() + 10, status_clear_lastEffect_timer, target->id, 0);
  1132. sc->lastEffect = type;
  1133. }
  1134. status_change_end(target, type);
  1135. }
  1136. }
  1137. if ((sce=sc->data[SC_ENDURE]) && !sce->val4) {
  1138. /** [Skotlex]
  1139. * Endure count is only reduced by non-players on non-gvg maps.
  1140. * val4 signals infinite endure.
  1141. **/
  1142. if (src && src->type != BL_PC && !map_flag_gvg2(target->m) && !map_getmapflag(target->m, MF_BATTLEGROUND) && --(sce->val2) <= 0)
  1143. status_change_end(target, SC_ENDURE);
  1144. }
  1145. #ifndef RENEWAL
  1146. if ((sce=sc->data[SC_GRAVITATION]) && sce->val3 == BCT_SELF) {
  1147. std::shared_ptr<s_skill_unit_group> sg = skill_id2group(sce->val4);
  1148. if (sg) {
  1149. skill_delunitgroup(sg);
  1150. sce->val4 = 0;
  1151. status_change_end(target, SC_GRAVITATION);
  1152. }
  1153. }
  1154. #endif
  1155. if(sc->data[SC_DANCING] && (unsigned int)hp > status->max_hp>>2)
  1156. status_change_end(target, SC_DANCING);
  1157. if(sc->data[SC_CLOAKINGEXCEED] && --(sc->data[SC_CLOAKINGEXCEED]->val2) <= 0)
  1158. status_change_end(target, SC_CLOAKINGEXCEED);
  1159. if(sc->data[SC_KAGEMUSYA] && --(sc->data[SC_KAGEMUSYA]->val3) <= 0)
  1160. status_change_end(target, SC_KAGEMUSYA);
  1161. }
  1162. if (target->type == BL_PC)
  1163. pc_bonus_script_clear(BL_CAST(BL_PC,target),BSF_REM_ON_DAMAGED);
  1164. unit_skillcastcancel(target, 2);
  1165. }
  1166. status->hp-= hp;
  1167. status->sp-= sp;
  1168. status->ap-= ap;
  1169. if (sc && hp && status->hp) {
  1170. if (sc->data[SC_AUTOBERSERK] &&
  1171. (!sc->data[SC_PROVOKE] || !sc->data[SC_PROVOKE]->val4) &&
  1172. status->hp < status->max_hp>>2)
  1173. sc_start4(src,target,SC_PROVOKE,100,10,0,0,1,0);
  1174. if (sc->data[SC_BERSERK] && status->hp <= 100)
  1175. status_change_end(target, SC_BERSERK);
  1176. if( sc->data[SC_RAISINGDRAGON] && status->hp <= 1000 )
  1177. status_change_end(target, SC_RAISINGDRAGON);
  1178. if (sc->data[SC_SATURDAYNIGHTFEVER] && status->hp <= 100)
  1179. status_change_end(target, SC_SATURDAYNIGHTFEVER);
  1180. }
  1181. switch (target->type) {
  1182. case BL_PC: pc_damage((TBL_PC*)target,src,hp,sp,ap); break;
  1183. case BL_MOB: mob_damage((TBL_MOB*)target, src, hp); break;
  1184. case BL_HOM: hom_damage((TBL_HOM*)target); break;
  1185. case BL_MER: mercenary_heal((TBL_MER*)target,hp,sp); break;
  1186. case BL_ELEM: elemental_heal((TBL_ELEM*)target,hp,sp); break;
  1187. }
  1188. if( src && target->type == BL_PC && ((TBL_PC*)target)->disguise ) { // Stop walking when attacked in disguise to prevent walk-delay bug
  1189. unit_stop_walking( target, 1 );
  1190. }
  1191. if( status->hp || (flag&8) ) { // Still lives or has been dead before this damage.
  1192. if (walkdelay)
  1193. unit_set_walkdelay(target, gettick(), walkdelay, 0);
  1194. return (int)(hp+sp+ap);
  1195. }
  1196. status->hp = 0;
  1197. /** [Skotlex]
  1198. * NOTE: These dead functions should return:
  1199. * 0: Death cancelled, auto-revived.
  1200. * Non-zero: Standard death. Clear status, cancel move/attack, etc
  1201. * &2: Remove object from map.
  1202. * &4: Delete object from memory. (One time spawn mobs)
  1203. **/
  1204. switch (target->type) {
  1205. case BL_PC: flag = pc_dead((TBL_PC*)target,src); break;
  1206. case BL_MOB: flag = mob_dead((TBL_MOB*)target, src, flag&4?3:0); break;
  1207. case BL_HOM: flag = hom_dead((TBL_HOM*)target); break;
  1208. case BL_MER: flag = mercenary_dead((TBL_MER*)target); break;
  1209. case BL_ELEM: flag = elemental_dead((TBL_ELEM*)target); break;
  1210. default: // Unhandled case, do nothing to object.
  1211. flag = 0;
  1212. break;
  1213. }
  1214. if(!flag) // Death cancelled.
  1215. return (int)(hp+sp+ap);
  1216. // Normal death
  1217. if (battle_config.clear_unit_ondeath &&
  1218. battle_config.clear_unit_ondeath&target->type)
  1219. skill_clear_unitgroup(target);
  1220. if(target->type&BL_REGEN) { // Reset regen ticks.
  1221. struct regen_data *regen = status_get_regen_data(target);
  1222. if (regen) {
  1223. memset(&regen->tick, 0, sizeof(regen->tick));
  1224. if (regen->sregen)
  1225. memset(&regen->sregen->tick, 0, sizeof(regen->sregen->tick));
  1226. if (regen->ssregen)
  1227. memset(&regen->ssregen->tick, 0, sizeof(regen->ssregen->tick));
  1228. }
  1229. }
  1230. if( sc && sc->data[SC_KAIZEL] && !map_flag_gvg2(target->m) ) { // flag&8 = disable Kaizel
  1231. int time = skill_get_time2(SL_KAIZEL,sc->data[SC_KAIZEL]->val1);
  1232. // Look for Osiris Card's bonus effect on the character and revive 100% or revive normally
  1233. if ( target->type == BL_PC && BL_CAST(BL_PC,target)->special_state.restart_full_recover )
  1234. status_revive(target, 100, 100);
  1235. else
  1236. status_revive(target, sc->data[SC_KAIZEL]->val2, 0);
  1237. status_change_clear(target,0);
  1238. clif_skill_nodamage(target,target,ALL_RESURRECTION,1,1);
  1239. sc_start(src,target,SC_KYRIE,100,10,time);
  1240. if( target->type == BL_MOB )
  1241. ((TBL_MOB*)target)->state.rebirth = 1;
  1242. return (int)(hp+sp+ap);
  1243. }
  1244. // Disable Ultimate Sacrifice on GVG maps
  1245. if (sc && sc->data[SC_ULTIMATE_S] && !map_flag_gvg2(target->m)) {
  1246. status_revive(target, 100, 100);
  1247. status_change_clear(target, 0);
  1248. clif_skill_nodamage(target, target, ALL_RESURRECTION, 1, 1);
  1249. if (target->type == BL_MOB)
  1250. ((TBL_MOB*)target)->state.rebirth = 1;
  1251. return (int)(hp+sp+ap);
  1252. }
  1253. if (target->type == BL_MOB && sc && sc->data[SC_REBIRTH] && !((TBL_MOB*) target)->state.rebirth) { // Ensure the monster has not already rebirthed before doing so.
  1254. status_revive(target, sc->data[SC_REBIRTH]->val2, 0);
  1255. status_change_clear(target,0);
  1256. ((TBL_MOB*)target)->state.rebirth = 1;
  1257. return (int)(hp+sp+ap);
  1258. }
  1259. status_change_clear(target,0);
  1260. if(flag&4) // Delete from memory. (also invokes map removal code)
  1261. unit_free(target,CLR_DEAD);
  1262. else if(flag&2) // remove from map
  1263. unit_remove_map(target,CLR_DEAD);
  1264. else { // Some death states that would normally be handled by unit_remove_map
  1265. unit_stop_attack(target);
  1266. unit_stop_walking(target,1);
  1267. unit_skillcastcancel(target,0);
  1268. clif_clearunit_area(target,CLR_DEAD);
  1269. skill_unit_move(target,gettick(),4);
  1270. skill_cleartimerskill(target);
  1271. }
  1272. // Always run NPC scripts for players last
  1273. //FIXME those ain't always run if a player die if he was resurrect meanwhile
  1274. //cf SC_REBIRTH, SC_KAIZEL, pc_dead...
  1275. if(target->type == BL_PC) {
  1276. TBL_PC *sd = BL_CAST(BL_PC,target);
  1277. if( sd->bg_id ) {
  1278. std::shared_ptr<s_battleground_data> bg = util::umap_find(bg_team_db, sd->bg_id);
  1279. if( bg && !(bg->die_event.empty()) )
  1280. npc_event(sd, bg->die_event.c_str(), 0);
  1281. }
  1282. npc_script_event(sd,NPCE_DIE);
  1283. }
  1284. return (int)(hp+sp+ap);
  1285. }
  1286. /**
  1287. * Heals an object
  1288. * @param bl: Object to heal [PC|MOB|HOM|MER|ELEM]
  1289. * @param hhp: How much HP to heal
  1290. * @param hsp: How much SP to heal
  1291. * @param hap: How much AP to heal
  1292. * @param flag: Whether it's Forced(&1), gives HP/SP/AP(&2) heal effect,
  1293. * or gives HP(&4) heal effect with 0 heal
  1294. * Forced healing overrides heal impedement statuses (Berserk)
  1295. * @return hp+sp+ap
  1296. */
  1297. int status_heal(struct block_list *bl,int64 hhp,int64 hsp, int64 hap, int flag)
  1298. {
  1299. struct status_data *status;
  1300. struct status_change *sc;
  1301. int hp = (int)cap_value(hhp,INT_MIN,INT_MAX);
  1302. int sp = (int)cap_value(hsp,INT_MIN,INT_MAX);
  1303. int ap = (int)cap_value(hap,INT_MIN,INT_MAX);
  1304. status = status_get_status_data(bl);
  1305. if (status == &dummy_status || !status->hp)
  1306. return 0;
  1307. sc = status_get_sc(bl);
  1308. if (sc && !sc->count)
  1309. sc = NULL;
  1310. if (hp < 0) {
  1311. if (hp == INT_MIN) // -INT_MIN == INT_MIN in some architectures!
  1312. hp++;
  1313. status_damage(NULL, bl, -hp, 0, 0, 1, 0);
  1314. hp = 0;
  1315. }
  1316. if(hp) {
  1317. if( sc && (sc->data[SC_BERSERK]) ) {
  1318. if( flag&1 )
  1319. flag &= ~2;
  1320. else
  1321. hp = 0;
  1322. }
  1323. if((unsigned int)hp > status->max_hp - status->hp)
  1324. hp = status->max_hp - status->hp;
  1325. }
  1326. if(sp < 0) {
  1327. if (sp == INT_MIN)
  1328. sp++;
  1329. status_damage(NULL, bl, 0, -sp, 0, 1, 0);
  1330. sp = 0;
  1331. }
  1332. if(sp) {
  1333. if((unsigned int)sp > status->max_sp - status->sp)
  1334. sp = status->max_sp - status->sp;
  1335. }
  1336. if (ap < 0) {
  1337. if (ap == INT_MIN)
  1338. ap++;
  1339. status_damage(nullptr, bl, 0, 0, -ap, 0, 1, 0);
  1340. ap = 0;
  1341. }
  1342. if (ap) {
  1343. if ((unsigned int)ap > status->max_ap - status->ap)
  1344. ap = status->max_ap - status->ap;
  1345. }
  1346. if(!ap && !sp && !hp && !(flag&4))
  1347. return 0;
  1348. status->hp += hp;
  1349. status->sp += sp;
  1350. status->ap += ap;
  1351. if(hp && sc &&
  1352. sc->data[SC_AUTOBERSERK] &&
  1353. sc->data[SC_PROVOKE] &&
  1354. sc->data[SC_PROVOKE]->val4==1 &&
  1355. status->hp>=status->max_hp>>2
  1356. ) // End auto berserk.
  1357. status_change_end(bl, SC_PROVOKE);
  1358. // Send HP update to client
  1359. switch(bl->type) {
  1360. case BL_PC: pc_heal((TBL_PC*)bl,hp,sp,ap,flag); break;
  1361. case BL_MOB: mob_heal((TBL_MOB*)bl,hp); break;
  1362. case BL_HOM: hom_heal((TBL_HOM*)bl); break;
  1363. case BL_MER: mercenary_heal((TBL_MER*)bl,hp,sp); break;
  1364. case BL_ELEM: elemental_heal((TBL_ELEM*)bl,hp,sp); break;
  1365. }
  1366. return (int)hp+sp+ap;
  1367. }
  1368. /**
  1369. * Applies percentage based damage to a unit.
  1370. * If a mob is killed this way and there is no src, no EXP/Drops will be awarded.
  1371. * @param src: Object initiating HP/SP/AP modification [PC|MOB|PET|HOM|MER|ELEM]
  1372. * @param target: Object to modify HP/SP/AP
  1373. * @param hp_rate: Percentage of HP to modify. If > 0:percent is of current HP, if < 0:percent is of max HP
  1374. * @param sp_rate: Percentage of SP to modify. If > 0:percent is of current SP, if < 0:percent is of max SP
  1375. * @param ap_rate: Percentage of AP to modify. If > 0:percent is of current AP, if < 0:percent is of max AP
  1376. * @param flag: \n
  1377. * 0: Heal target \n
  1378. * 1: Use status_damage \n
  1379. * 2: Use status_damage and make sure target must not die from subtraction
  1380. * @return hp+sp+ap through status_heal()
  1381. */
  1382. int status_percent_change(struct block_list *src, struct block_list *target, int8 hp_rate, int8 sp_rate, int8 ap_rate, uint8 flag)
  1383. {
  1384. struct status_data *status;
  1385. unsigned int hp = 0, sp = 0, ap = 0;
  1386. status = status_get_status_data(target);
  1387. // It's safe now [MarkZD]
  1388. if (hp_rate > 99)
  1389. hp = status->hp;
  1390. else if (hp_rate > 0)
  1391. hp = apply_rate(status->hp, hp_rate);
  1392. else if (hp_rate < -99)
  1393. hp = status->max_hp;
  1394. else if (hp_rate < 0)
  1395. hp = (apply_rate(status->max_hp, -hp_rate));
  1396. if (hp_rate && !hp)
  1397. hp = 1;
  1398. if (flag == 2 && hp >= status->hp)
  1399. hp = status->hp-1; // Must not kill target.
  1400. if (sp_rate > 99)
  1401. sp = status->sp;
  1402. else if (sp_rate > 0)
  1403. sp = apply_rate(status->sp, sp_rate);
  1404. else if (sp_rate < -99)
  1405. sp = status->max_sp;
  1406. else if (sp_rate < 0)
  1407. sp = (apply_rate(status->max_sp, -sp_rate));
  1408. if (sp_rate && !sp)
  1409. sp = 1;
  1410. if (ap_rate > 99)
  1411. ap = status->ap;
  1412. else if (ap_rate > 0)
  1413. ap = apply_rate(status->ap, ap_rate);
  1414. else if (ap_rate < -99)
  1415. ap = status->max_ap;
  1416. else if (ap_rate < 0)
  1417. ap = (apply_rate(status->max_ap, -ap_rate));
  1418. if (ap_rate && !ap)
  1419. ap = 1;
  1420. // Ugly check in case damage dealt is too much for the received args of
  1421. // status_heal / status_damage. [Skotlex]
  1422. if (hp > INT_MAX) {
  1423. hp -= INT_MAX;
  1424. if (flag)
  1425. status_damage(src, target, INT_MAX, 0, 0, (!src||src==target?5:1), 0);
  1426. else
  1427. status_heal(target, INT_MAX, 0, 0);
  1428. }
  1429. if (sp > INT_MAX) {
  1430. sp -= INT_MAX;
  1431. if (flag)
  1432. status_damage(src, target, 0, INT_MAX, 0, (!src||src==target?5:1), 0);
  1433. else
  1434. status_heal(target, 0, INT_MAX, 0);
  1435. }
  1436. if (ap > INT_MAX) {
  1437. ap -= INT_MAX;
  1438. if (flag)
  1439. status_damage(src, target, 0, 0, INT_MAX, 0, (!src || src == target ? 5 : 1), 0);
  1440. else
  1441. status_heal(target, 0, 0, INT_MAX, 0);
  1442. }
  1443. if (flag)
  1444. return status_damage(src, target, hp, sp, ap, 0, (!src||src==target?5:1), 0);
  1445. return status_heal(target, hp, sp, ap, 0);
  1446. }
  1447. /**
  1448. * Revives a unit
  1449. * @param bl: Object to revive [PC|MOB|HOM]
  1450. * @param per_hp: Percentage of HP to revive with
  1451. * @param per_sp: Percentage of SP to revive with
  1452. * @param per_ap: Percentage of AP to revive with
  1453. * @return Successful (1) or Invalid target (0)
  1454. */
  1455. int status_revive(struct block_list *bl, unsigned char per_hp, unsigned char per_sp, unsigned char per_ap)
  1456. {
  1457. struct status_data *status;
  1458. unsigned int hp, sp, ap;
  1459. if (!status_isdead(bl)) return 0;
  1460. status = status_get_status_data(bl);
  1461. if (status == &dummy_status)
  1462. return 0; // Invalid target.
  1463. hp = (int64)status->max_hp * per_hp/100;
  1464. sp = (int64)status->max_sp * per_sp/100;
  1465. ap = (int64)status->max_ap * per_ap/100;
  1466. if(hp > status->max_hp - status->hp)
  1467. hp = status->max_hp - status->hp;
  1468. else if (per_hp && !hp)
  1469. hp = 1;
  1470. if(sp > status->max_sp - status->sp)
  1471. sp = status->max_sp - status->sp;
  1472. else if (per_sp && !sp)
  1473. sp = 1;
  1474. if (ap > status->max_ap - status->ap)
  1475. ap = status->max_ap - status->ap;
  1476. else if (per_ap && !ap)
  1477. ap = 1;
  1478. status->hp += hp;
  1479. status->sp += sp;
  1480. status->ap += ap;
  1481. if (bl->prev) // Animation only if character is already on a map.
  1482. clif_resurrection(bl, 1);
  1483. switch (bl->type) {
  1484. case BL_PC: pc_revive((TBL_PC*)bl, hp, sp, ap); break;
  1485. case BL_MOB: mob_revive((TBL_MOB*)bl, hp); break;
  1486. case BL_HOM: hom_revive((TBL_HOM*)bl, hp, sp); break;
  1487. }
  1488. return 1;
  1489. }
  1490. /**
  1491. * Checks whether the src can use the skill on the target,
  1492. * taking into account status/option of both source/target
  1493. * @param src: Object using skill on target [PC|MOB|PET|HOM|MER|ELEM]
  1494. src MAY be NULL to indicate we shouldn't check it, this is a ground-based skill attack
  1495. * @param target: Object being targeted by src [PC|MOB|HOM|MER|ELEM]
  1496. target MAY be NULL, which checks if src can cast skill_id on the ground
  1497. * @param skill_id: Skill ID being used on target
  1498. * @param flag: 0 - Trying to use skill on target
  1499. * 1 - Cast bar is done
  1500. * 2 - Skill already pulled off, check is due to ground-based skills or splash-damage ones
  1501. * @return src can use skill (1) or cannot use skill (0)
  1502. * @author [Skotlex]
  1503. */
  1504. bool status_check_skilluse(struct block_list *src, struct block_list *target, uint16 skill_id, int flag) {
  1505. struct status_data *status;
  1506. struct status_change *sc = NULL, *tsc;
  1507. int hide_flag;
  1508. status = src ? status_get_status_data(src) : &dummy_status;
  1509. if (src && src->type != BL_PC && status_isdead(src))
  1510. return false;
  1511. if (!skill_id) { // Normal attack checks.
  1512. if (sc && sc->cant.attack)
  1513. return false;
  1514. // This mode is only needed for melee attacking.
  1515. if (!status_has_mode(status,MD_CANATTACK))
  1516. return false;
  1517. // Dead state is not checked for skills as some skills can be used
  1518. // on dead characters, said checks are left to skill.cpp [Skotlex]
  1519. if (target && status_isdead(target))
  1520. return false;
  1521. }
  1522. switch( skill_id ) {
  1523. #ifndef RENEWAL
  1524. case PA_PRESSURE:
  1525. if( flag && target ) {
  1526. // Gloria Avoids pretty much everything....
  1527. tsc = status_get_sc(target);
  1528. if(tsc && tsc->option&OPTION_HIDE)
  1529. return false;
  1530. }
  1531. break;
  1532. #endif
  1533. case GN_WALLOFTHORN:
  1534. if( target && status_isdead(target) )
  1535. return false;
  1536. break;
  1537. case AL_TELEPORT:
  1538. case ALL_ODINS_POWER:
  1539. // Should fail when used on top of Land Protector [Skotlex]
  1540. if (src && map_getcell(src->m, src->x, src->y, CELL_CHKLANDPROTECTOR)
  1541. && !status_has_mode(status,MD_STATUSIMMUNE)
  1542. && (src->type != BL_PC || ((TBL_PC*)src)->skillitem != skill_id))
  1543. return false;
  1544. break;
  1545. case SC_MANHOLE:
  1546. // Skill is disabled against special racial grouped monsters(GvG and Battleground)
  1547. if (target && ( util::vector_exists(status_get_race2(target), RC2_GVG) || util::vector_exists(status_get_race2(target), RC2_BATTLEFIELD) ) )
  1548. return false;
  1549. default:
  1550. break;
  1551. }
  1552. if ( src )
  1553. sc = status_get_sc(src);
  1554. if( sc && sc->count ) {
  1555. if (sc->data[SC_ALL_RIDING])
  1556. return false; //You can't use skills while in the new mounts (The client doesn't let you, this is to make cheat-safe)
  1557. if (flag == 1 && !status_has_mode(status,MD_STATUSIMMUNE) && ( // Applies to after cast completion only and doesn't apply to Boss monsters.
  1558. (sc->data[SC_ASH] && rnd()%2) || // Volcanic Ash has a 50% chance of causing skills to fail.
  1559. (sc->data[SC_KYOMU] && rnd()%100 < 25) // Kyomu has a 25% chance of causing skills fail.
  1560. )) {
  1561. if (src->type == BL_PC)
  1562. clif_skill_fail((TBL_PC*)src,skill_id,USESKILL_FAIL_LEVEL,0);
  1563. return false;
  1564. }
  1565. 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
  1566. if (flag != 1) // Can't cast, casted stuff can't damage.
  1567. return false;
  1568. if (skill_get_casttype(skill_id) == CAST_DAMAGE)
  1569. return false; // Damage spells stop casting.
  1570. }
  1571. if (
  1572. (sc->data[SC_TRICKDEAD] && skill_id != NV_TRICKDEAD)
  1573. || (sc->data[SC_AUTOCOUNTER] && !flag && skill_id)
  1574. || (sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_SELF && skill_id != PA_GOSPEL)
  1575. || (sc->data[SC_SUHIDE] && skill_id != SU_HIDE)
  1576. )
  1577. return false;
  1578. if (sc->data[SC_WINKCHARM] && target && !flag) { // Prevents skill usage
  1579. block_list *wink_target = map_id2bl(sc->data[SC_WINKCHARM]->val2);
  1580. if (wink_target != nullptr) {
  1581. unit_data *wink_ud = unit_bl2ud(src);
  1582. if (wink_ud != nullptr && wink_ud->walktimer == INVALID_TIMER)
  1583. unit_walktobl(src, wink_target, 3, 1);
  1584. clif_emotion(src, ET_THROB);
  1585. } else
  1586. status_change_end(src, SC_WINKCHARM);
  1587. }
  1588. if (sc->data[SC_BLADESTOP]) {
  1589. switch (sc->data[SC_BLADESTOP]->val1) {
  1590. case 5: if (skill_id == MO_EXTREMITYFIST) break;
  1591. case 4: if (skill_id == MO_CHAINCOMBO) break;
  1592. case 3: if (skill_id == MO_INVESTIGATE) break;
  1593. case 2: if (skill_id == MO_FINGEROFFENSIVE) break;
  1594. default: return false;
  1595. }
  1596. }
  1597. if (sc->data[SC_DANCING] && flag!=2) {
  1598. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  1599. if (!skill)
  1600. return false;
  1601. if (src->type == BL_PC && ((skill_id >= WA_SWING_DANCE && skill_id <= WM_UNLIMITED_HUMMING_VOICE ) ||
  1602. skill_id == WM_FRIGG_SONG))
  1603. { // Lvl 5 Lesson or higher allow you use 3rd job skills while dancing.
  1604. if( pc_checkskill((TBL_PC*)src,WM_LESSON) < 5 )
  1605. return false;
  1606. #ifndef RENEWAL
  1607. } else if(sc->data[SC_LONGING]) { // Allow everything except dancing/re-dancing. [Skotlex]
  1608. if (skill_id == BD_ENCORE || skill->inf2[INF2_ISSONG] || skill->inf2[INF2_ISENSEMBLE])
  1609. return false;
  1610. #endif
  1611. } else if(!skill->inf2[INF2_ALLOWWHENPERFORMING]) // Skills that can be used in dancing state
  1612. return false;
  1613. #ifndef RENEWAL
  1614. if ((sc->data[SC_DANCING]->val1&0xFFFF) == CG_HERMODE && skill_id == BD_ADAPTATION)
  1615. return false; // Can't amp out of Wand of Hermode :/ [Skotlex]
  1616. #endif
  1617. }
  1618. if (skill_id && // Do not block item-casted skills.
  1619. (src->type != BL_PC || ((TBL_PC*)src)->skillitem != skill_id)
  1620. ) { // Skills blocked through status changes...
  1621. if (!flag && ( // Blocked only from using the skill (stuff like autospell may still go through
  1622. ( sc->cant.cast && skill_id != RK_REFRESH && skill_id != SU_GROOMING && skill_id != SR_GENTLETOUCH_CURE ) ||
  1623. #ifndef RENEWAL
  1624. (sc->data[SC_BASILICA] && (sc->data[SC_BASILICA]->val4 != src->id || skill_id != HP_BASILICA)) || // Only Basilica caster that can cast, and only Basilica to cancel it
  1625. #endif
  1626. (sc->data[SC_MARIONETTE] && skill_id != CG_MARIONETTE) || // Only skill you can use is marionette again to cancel it
  1627. (sc->data[SC_MARIONETTE2] && skill_id == CG_MARIONETTE) || // Cannot use marionette if you are being buffed by another
  1628. (sc->data[SC_ANKLE] && skill_block_check(src, SC_ANKLE, skill_id)) ||
  1629. (sc->data[SC_STASIS] && skill_block_check(src, SC_STASIS, skill_id)) ||
  1630. (sc->data[SC_BITE] && skill_block_check(src, SC_BITE, skill_id)) ||
  1631. (sc->data[SC_NOVAEXPLOSING] && skill_block_check(src, SC_NOVAEXPLOSING, skill_id)) ||
  1632. (sc->data[SC_GRAVITYCONTROL] && skill_block_check(src, SC_GRAVITYCONTROL, skill_id)) ||
  1633. (sc->data[SC_KAGEHUMI] && skill_block_check(src, SC_KAGEHUMI, skill_id))
  1634. #ifdef RENEWAL
  1635. || (sc->data[SC_ENSEMBLEFATIGUE] && skill_id != CG_SPECIALSINGER)
  1636. #endif
  1637. ))
  1638. return false;
  1639. // Skill blocking.
  1640. if (
  1641. (sc->data[SC_VOLCANO] && skill_id == WZ_ICEWALL) ||
  1642. #ifndef RENEWAL
  1643. (sc->data[SC_ROKISWEIL] && skill_id != BD_ADAPTATION) ||
  1644. #endif
  1645. (sc->data[SC_HERMODE] && skill_get_inf(skill_id) & INF_SUPPORT_SKILL) ||
  1646. (sc->data[SC_NOCHAT] && sc->data[SC_NOCHAT]->val1&MANNER_NOSKILL)
  1647. )
  1648. return false;
  1649. }
  1650. if (sc->option) {
  1651. if ((sc->option&OPTION_HIDE) && src->type == BL_PC && (skill_id == 0 || !skill_get_inf2(skill_id, INF2_ALLOWWHENHIDDEN))) {
  1652. // Non players can use all skills while hidden.
  1653. return false;
  1654. }
  1655. if (sc->option&OPTION_CHASEWALK && skill_id != ST_CHASEWALK)
  1656. return false;
  1657. }
  1658. }
  1659. if (target == NULL || target == src) // No further checking needed.
  1660. return true;
  1661. tsc = status_get_sc(target);
  1662. if (tsc && tsc->count) {
  1663. /**
  1664. * Attacks in invincible are capped to 1 damage and handled in battle.cpp.
  1665. * Allow spell break and eske for sealed shrine GDB when in INVINCIBLE state.
  1666. **/
  1667. if( tsc->data[SC_INVINCIBLE] && !tsc->data[SC_INVINCIBLEOFF] && skill_id && !(skill_id&(SA_SPELLBREAKER|SL_SKE)) )
  1668. return false;
  1669. if(!skill_id && tsc->data[SC_TRICKDEAD])
  1670. return false;
  1671. if((skill_id == WZ_STORMGUST || skill_id == WZ_FROSTNOVA || skill_id == NJ_HYOUSYOURAKU || skill_id == NPC_STORMGUST2)
  1672. && tsc->data[SC_FREEZE])
  1673. return false;
  1674. if(skill_id == PR_LEXAETERNA && (tsc->data[SC_FREEZE] || tsc->data[SC_STONE]))
  1675. return false;
  1676. if (tsc->data[SC__MANHOLE] && !skill_get_inf2(skill_id, INF2_TARGETMANHOLE))
  1677. return false;
  1678. }
  1679. // If targetting, cloak+hide protect you, otherwise only hiding does.
  1680. hide_flag = flag?OPTION_HIDE:(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK);
  1681. // Skill that can hit hidden target
  1682. if( skill_get_inf2(skill_id, INF2_TARGETHIDDEN) )
  1683. hide_flag &= ~OPTION_HIDE;
  1684. switch( target->type ) {
  1685. case BL_PC: {
  1686. struct map_session_data *tsd = (TBL_PC*)target;
  1687. bool is_boss = (src && status_get_class_(src) == CLASS_BOSS);
  1688. bool is_detect = status_has_mode(status,MD_DETECTOR);
  1689. if (pc_isinvisible(tsd))
  1690. return false;
  1691. if (tsc) {
  1692. if ((tsc->option&hide_flag) && !is_boss && (tsd->special_state.perfect_hiding || !is_detect))
  1693. return false;
  1694. if ((tsc->data[SC_CLOAKINGEXCEED] || tsc->data[SC_NEWMOON]) && !is_boss && (tsd->special_state.perfect_hiding || is_detect))
  1695. return false; // Works against insect and demon but not against bosses
  1696. if (tsc->data[SC__FEINTBOMB] && (is_boss || is_detect))
  1697. return false; // Works against all
  1698. if ((tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_STEALTHFIELD] || tsc->data[SC_SUHIDE]) && !(is_boss || is_detect) && (!skill_id || (!flag && src)))
  1699. return false; // Insect, demon, and boss can detect
  1700. }
  1701. }
  1702. break;
  1703. case BL_ITEM: // Allow targetting of items to pick'em up (or in the case of mobs, to loot them).
  1704. // !TODO: Would be nice if this could be used to judge whether the player can or not pick up the item it targets. [Skotlex]
  1705. if (status_has_mode(status,MD_LOOTER))
  1706. return true;
  1707. return false;
  1708. case BL_HOM:
  1709. case BL_MER:
  1710. case BL_ELEM:
  1711. 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 )
  1712. return false; // Can't use support skills on Homunculus (only Master/Self)
  1713. if( target->type == BL_MER && (skill_id == PR_ASPERSIO || (skill_id >= SA_FLAMELAUNCHER && skill_id <= SA_SEISMICWEAPON)) && battle_get_master(target) != src )
  1714. return false; // Can't use Weapon endow skills on Mercenary (only Master)
  1715. if( skill_id == AM_POTIONPITCHER && ( target->type == BL_MER || target->type == BL_ELEM) )
  1716. return false; // Can't use Potion Pitcher on Mercenaries
  1717. if (tsc && tsc->data[SC_ELEMENTAL_VEIL] && !(src && status_get_class_(src) == CLASS_BOSS) && !status_has_mode(status, MD_DETECTOR))
  1718. return false;
  1719. default:
  1720. // Check for chase-walk/hiding/cloaking opponents.
  1721. if( tsc ) {
  1722. if( tsc->option&hide_flag && !status_has_mode(status,MD_DETECTOR))
  1723. return false;
  1724. }
  1725. }
  1726. return true;
  1727. }
  1728. /**
  1729. * Checks whether the src can see the target
  1730. * @param src: Object using skill on target [PC|MOB|PET|HOM|MER|ELEM]
  1731. * @param target: Object being targeted by src [PC|MOB|HOM|MER|ELEM]
  1732. * @return src can see (1) or target is invisible (0)
  1733. * @author [Skotlex]
  1734. */
  1735. int status_check_visibility(struct block_list *src, struct block_list *target)
  1736. {
  1737. int view_range;
  1738. struct status_data* status = status_get_status_data(src);
  1739. struct status_change* tsc = status_get_sc(target);
  1740. switch (src->type) {
  1741. case BL_MOB:
  1742. view_range = ((TBL_MOB*)src)->min_chase;
  1743. break;
  1744. case BL_PET:
  1745. view_range = ((TBL_PET*)src)->db->range2;
  1746. break;
  1747. default:
  1748. view_range = AREA_SIZE;
  1749. }
  1750. if (src->m != target->m || !check_distance_bl(src, target, view_range))
  1751. return 0;
  1752. if ( src->type == BL_NPC) // NPCs don't care for the rest
  1753. return 1;
  1754. if (tsc) {
  1755. bool is_boss = (status_get_class_(src) == CLASS_BOSS);
  1756. bool is_detector = status_has_mode(status,MD_DETECTOR);
  1757. switch (target->type) { // Check for chase-walk/hiding/cloaking opponents.
  1758. case BL_PC: {
  1759. struct map_session_data *tsd = (TBL_PC*)target;
  1760. if (((tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK)) || tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_STEALTHFIELD] || tsc->data[SC_SUHIDE]) && !is_boss && (tsd->special_state.perfect_hiding || !is_detector))
  1761. return 0;
  1762. if ((tsc->data[SC_CLOAKINGEXCEED] || tsc->data[SC_NEWMOON]) && !is_boss && ((tsd && tsd->special_state.perfect_hiding) || is_detector))
  1763. return 0;
  1764. if (tsc->data[SC__FEINTBOMB] && !is_boss && !is_detector)
  1765. return 0;
  1766. }
  1767. break;
  1768. case BL_ELEM:
  1769. if (tsc->data[SC_ELEMENTAL_VEIL] && !is_boss && !is_detector)
  1770. return 0;
  1771. break;
  1772. default:
  1773. if (((tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK)) || tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_STEALTHFIELD] || tsc->data[SC_SUHIDE]) && !is_boss && !is_detector)
  1774. return 0;
  1775. }
  1776. }
  1777. return 1;
  1778. }
  1779. /**
  1780. * Base ASPD value taken from the job tables
  1781. * @param sd: Player object
  1782. * @param status: Player status
  1783. * @return base amotion after single/dual weapon and shield adjustments [RENEWAL]
  1784. * base amotion after single/dual weapon and stats adjustments [PRE-RENEWAL]
  1785. */
  1786. int status_base_amotion_pc(struct map_session_data* sd, struct status_data* status)
  1787. {
  1788. std::shared_ptr<s_job_info> job = job_db.find(sd->status.class_);
  1789. if (job == nullptr)
  1790. return 2000;
  1791. int amotion;
  1792. #ifdef RENEWAL_ASPD
  1793. int16 skill_lv, val = 0;
  1794. float temp_aspd = 0;
  1795. amotion = job->aspd_base[sd->weapontype1]; // Single weapon
  1796. if (sd->status.shield)
  1797. amotion += job->aspd_base[MAX_WEAPON_TYPE];
  1798. else if (sd->weapontype2 != W_FIST && sd->equip_index[EQI_HAND_R] != sd->equip_index[EQI_HAND_L])
  1799. amotion += job->aspd_base[sd->weapontype2] / 4; // Dual-wield
  1800. switch(sd->status.weapon) {
  1801. case W_BOW:
  1802. case W_MUSICAL:
  1803. case W_WHIP:
  1804. case W_REVOLVER:
  1805. case W_RIFLE:
  1806. case W_GATLING:
  1807. case W_SHOTGUN:
  1808. case W_GRENADE:
  1809. temp_aspd = status->dex * status->dex / 7.0f + status->agi * status->agi * 0.5f;
  1810. break;
  1811. default:
  1812. temp_aspd = status->dex * status->dex / 5.0f + status->agi * status->agi * 0.5f;
  1813. break;
  1814. }
  1815. temp_aspd = (float)(sqrt(temp_aspd) * 0.25f) + 0xc4;
  1816. if ((skill_lv = pc_checkskill(sd,SA_ADVANCEDBOOK)) > 0 && sd->status.weapon == W_BOOK)
  1817. val += (skill_lv - 1) / 2 + 1;
  1818. if ((skill_lv = pc_checkskill(sd, SG_DEVIL)) > 0 && ((sd->class_&MAPID_THIRDMASK) == MAPID_STAR_EMPEROR || pc_is_maxjoblv(sd)))
  1819. val += 1 + skill_lv;
  1820. if ((skill_lv = pc_checkskill(sd,GS_SINGLEACTION)) > 0 && (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE))
  1821. val += ((skill_lv + 1) / 2);
  1822. if ((skill_lv = pc_checkskill(sd, RG_PLAGIARISM)) > 0)
  1823. val += skill_lv;
  1824. if (pc_isriding(sd))
  1825. val -= 50 - 10 * pc_checkskill(sd, KN_CAVALIERMASTERY);
  1826. else if (pc_isridingdragon(sd))
  1827. val -= 25 - 5 * pc_checkskill(sd, RK_DRAGONTRAINING);
  1828. amotion = ((int)(temp_aspd + ((float)(status_calc_aspd(&sd->bl, &sd->sc, true) + val) * status->agi / 200)) - min(amotion, 200));
  1829. #else
  1830. // Angra Manyu disregards aspd_base and similar
  1831. if (pc_checkequip2(sd, ITEMID_ANGRA_MANYU, EQI_ACC_L, EQI_MAX))
  1832. return 0;
  1833. // Base weapon delay
  1834. amotion = (sd->status.weapon < MAX_WEAPON_TYPE)
  1835. ? (job->aspd_base[sd->status.weapon]) // Single weapon
  1836. : (job->aspd_base[sd->weapontype1] + job->aspd_base[sd->weapontype2]) * 7 / 10; // Dual-wield
  1837. // Percentual delay reduction from stats
  1838. amotion -= amotion * (4 * status->agi + status->dex) / 1000;
  1839. // Raw delay adjustment from bAspd bonus
  1840. amotion += sd->bonus.aspd_add;
  1841. #endif
  1842. return amotion;
  1843. }
  1844. /**
  1845. * Base attack value calculated for units
  1846. * @param bl: Object to get attack for [BL_CHAR|BL_NPC]
  1847. * @param status: Object status
  1848. * @return base attack
  1849. */
  1850. unsigned short status_base_atk(const struct block_list *bl, const struct status_data *status, int level)
  1851. {
  1852. int flag = 0, str, dex, dstr;
  1853. #ifdef RENEWAL
  1854. if (!(bl->type&battle_config.enable_baseatk_renewal))
  1855. return 0;
  1856. #else
  1857. if (!(bl->type&battle_config.enable_baseatk))
  1858. return 0;
  1859. #endif
  1860. if (bl->type == BL_PC)
  1861. switch(((TBL_PC*)bl)->status.weapon) {
  1862. case W_BOW:
  1863. case W_MUSICAL:
  1864. case W_WHIP:
  1865. case W_REVOLVER:
  1866. case W_RIFLE:
  1867. case W_GATLING:
  1868. case W_SHOTGUN:
  1869. case W_GRENADE:
  1870. flag = 1;
  1871. }
  1872. if (flag) {
  1873. #ifdef RENEWAL
  1874. dstr =
  1875. #endif
  1876. str = status->dex;
  1877. dex = status->str;
  1878. } else {
  1879. #ifdef RENEWAL
  1880. dstr =
  1881. #endif
  1882. str = status->str;
  1883. dex = status->dex;
  1884. }
  1885. /** [Skotlex]
  1886. * Normally only players have base-atk, but homunc have a different batk
  1887. * equation, hinting that perhaps non-players should use this for batk.
  1888. **/
  1889. switch (bl->type) {
  1890. case BL_HOM:
  1891. #ifdef RENEWAL
  1892. str = 2 * level + status_get_homstr(bl);
  1893. #else
  1894. dstr = str / 10;
  1895. str += dstr*dstr;
  1896. #endif
  1897. break;
  1898. case BL_PC:
  1899. #ifdef RENEWAL
  1900. str = (dstr * 10 + dex * 10 / 5 + status->luk * 10 / 3 + level * 10 / 4) / 10 + 5 * status->pow;
  1901. #else
  1902. dstr = str / 10;
  1903. str += dstr*dstr;
  1904. str += dex / 5 + status->luk / 5;
  1905. #endif
  1906. break;
  1907. default:// Others
  1908. #ifdef RENEWAL
  1909. str = dstr + level;
  1910. #else
  1911. dstr = str / 10;
  1912. str += dstr*dstr;
  1913. str += dex / 5 + status->luk / 5;
  1914. #endif
  1915. break;
  1916. }
  1917. return cap_value(str, 0, USHRT_MAX);
  1918. }
  1919. #ifdef RENEWAL
  1920. /**
  1921. * Weapon attack value calculated for Players
  1922. * @param wa: Weapon attack
  1923. * @param status: Player status
  1924. * @return weapon attack
  1925. */
  1926. unsigned int status_weapon_atk(weapon_atk &wa)
  1927. {
  1928. return wa.atk + wa.atk2;
  1929. }
  1930. #endif
  1931. #ifndef RENEWAL
  1932. unsigned short status_base_matk_min(const struct status_data* status) { return status->int_ + (status->int_ / 7) * (status->int_ / 7); }
  1933. unsigned short status_base_matk_max(const struct status_data* status) { return status->int_ + (status->int_ / 5) * (status->int_ / 5); }
  1934. #else
  1935. /*
  1936. * Calculates minimum attack variance 80% from db's ATK1 for non BL_PC
  1937. * status->batk (base attack) will be added in battle_calc_base_damage
  1938. */
  1939. unsigned short status_base_atk_min(struct block_list *bl, const struct status_data* status, int level)
  1940. {
  1941. switch (bl->type) {
  1942. case BL_PET:
  1943. case BL_MOB:
  1944. case BL_MER:
  1945. case BL_ELEM:
  1946. return status->rhw.atk * 80 / 100;
  1947. case BL_HOM:
  1948. return (status_get_homstr(bl) + status_get_homdex(bl)) / 5;
  1949. default:
  1950. return status->rhw.atk;
  1951. }
  1952. }
  1953. /*
  1954. * Calculates maximum attack variance 120% from db's ATK1 for non BL_PC
  1955. * status->batk (base attack) will be added in battle_calc_base_damage
  1956. */
  1957. unsigned short status_base_atk_max(struct block_list *bl, const struct status_data* status, int level)
  1958. {
  1959. switch (bl->type) {
  1960. case BL_PET:
  1961. case BL_MOB:
  1962. case BL_MER:
  1963. case BL_ELEM:
  1964. return status->rhw.atk * 120 / 100;
  1965. case BL_HOM:
  1966. return (status_get_homluk(bl) + status_get_homstr(bl) + status_get_homdex(bl)) / 3;
  1967. default:
  1968. return status->rhw.atk2;
  1969. }
  1970. }
  1971. /*
  1972. * Calculates minimum magic attack
  1973. */
  1974. unsigned short status_base_matk_min(struct block_list *bl, const struct status_data* status, int level)
  1975. {
  1976. switch (bl->type) {
  1977. case BL_PET:
  1978. case BL_MOB:
  1979. case BL_MER:
  1980. case BL_ELEM:
  1981. return status->int_ + level + status->rhw.matk * 70 / 100;
  1982. case BL_HOM:
  1983. return status_get_homint(bl) + level + (status_get_homint(bl) + status_get_homdex(bl)) / 5;
  1984. case BL_PC:
  1985. default:
  1986. return status->int_ + (status->int_ / 2) + (status->dex / 5) + (status->luk / 3) + (level / 4) + 5 * status->spl;
  1987. }
  1988. }
  1989. /*
  1990. * Calculates maximum magic attack
  1991. */
  1992. unsigned short status_base_matk_max(struct block_list *bl, const struct status_data* status, int level)
  1993. {
  1994. switch (bl->type) {
  1995. case BL_PET:
  1996. case BL_MOB:
  1997. case BL_MER:
  1998. case BL_ELEM:
  1999. return status->int_ + level + status->rhw.matk * 130 / 100;
  2000. case BL_HOM:
  2001. return status_get_homint(bl) + level + (status_get_homluk(bl) + status_get_homint(bl) + status_get_homdex(bl)) / 3;
  2002. case BL_PC:
  2003. default:
  2004. return status->int_ + (status->int_ / 2) + (status->dex / 5) + (status->luk / 3) + (level / 4) + 5 * status->spl;
  2005. }
  2006. }
  2007. #endif
  2008. /**
  2009. * Fills in the misc data that can be calculated from the other status info (except for level)
  2010. * @param bl: Object to calculate status on [PC|MOB|PET|HOM|MERC|ELEM]
  2011. * @param status: Player status
  2012. */
  2013. void status_calc_misc(struct block_list *bl, struct status_data *status, int level)
  2014. {
  2015. int stat;
  2016. // Non players get the value set, players need to stack with previous bonuses.
  2017. if( bl->type != BL_PC ){
  2018. status->batk =
  2019. status->hit = status->flee =
  2020. status->def2 = status->mdef2 =
  2021. status->cri = status->flee2 =
  2022. status->patk = status->smatk =
  2023. status->hplus = status->crate = 0;
  2024. if (bl->type != BL_MOB) // BL_MOB has values set when loading mob_db
  2025. status->res = status->mres = 0;
  2026. }
  2027. #ifdef RENEWAL // Renewal formulas
  2028. if (bl->type == BL_HOM) {
  2029. // Def2
  2030. stat = status_get_homvit(bl) + status_get_homagi(bl) / 2;
  2031. status->def2 = cap_value(stat, 0, SHRT_MAX);
  2032. // Mdef2
  2033. stat = (status_get_homvit(bl) + status_get_homint(bl)) / 2;
  2034. status->mdef2 = cap_value(stat, 0, SHRT_MAX);
  2035. // Def
  2036. stat = status->def;
  2037. stat += status_get_homvit(bl) + level / 2;
  2038. status->def = cap_value(stat, 0, SHRT_MAX);
  2039. // Mdef
  2040. stat = (int)(((float)status_get_homvit(bl) + level) / 4 + (float)status_get_homint(bl) / 2);
  2041. status->mdef = cap_value(stat, 0, SHRT_MAX);
  2042. // Hit
  2043. stat = level + status->dex + 150;
  2044. status->hit = cap_value(stat, 1, SHRT_MAX);
  2045. // Flee
  2046. stat = level + status_get_homagi(bl);
  2047. status->flee = cap_value(stat, 1, SHRT_MAX);
  2048. } else {
  2049. // Hit
  2050. stat = status->hit;
  2051. 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
  2052. stat += 2 * status->con;
  2053. status->hit = cap_value(stat, 1, SHRT_MAX);
  2054. // Flee
  2055. stat = status->flee;
  2056. 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
  2057. stat += 2 * status->con;
  2058. status->flee = cap_value(stat, 1, SHRT_MAX);
  2059. // Def2
  2060. if (bl->type == BL_MER)
  2061. stat = (int)(status->vit + ((float)level / 10) + ((float)status->vit / 5));
  2062. else {
  2063. stat = status->def2;
  2064. 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)
  2065. }
  2066. status->def2 = cap_value(stat, 0, SHRT_MAX);
  2067. // Mdef2
  2068. if (bl->type == BL_MER)
  2069. stat = (int)(((float)level / 10) + ((float)status->int_ / 5));
  2070. else {
  2071. stat = status->mdef2;
  2072. 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)
  2073. }
  2074. status->mdef2 = cap_value(stat, 0, SHRT_MAX);
  2075. // PAtk
  2076. stat = status->patk;
  2077. stat += status->pow / 3 + status->con / 5;
  2078. status->patk = cap_value(stat, 0, SHRT_MAX);
  2079. // SMatk
  2080. stat = status->smatk;
  2081. stat += status->spl / 3 + status->con / 5;
  2082. status->smatk = cap_value(stat, 0, SHRT_MAX);
  2083. // Res
  2084. stat = status->res;
  2085. stat += status->sta + status->sta / 3 * 5;
  2086. status->res = cap_value(stat, 0, SHRT_MAX);
  2087. // Mres
  2088. stat = status->mres;
  2089. stat += status->wis + status->wis / 3 * 5;
  2090. status->mres = cap_value(stat, 0, SHRT_MAX);
  2091. // HPlus
  2092. stat = status->hplus;
  2093. stat += status->crt;
  2094. status->hplus = cap_value(stat, 0, SHRT_MAX);
  2095. // CRate
  2096. stat = status->crate;
  2097. stat += status->crt / 3;
  2098. status->crate = cap_value(stat, 0, SHRT_MAX);
  2099. }
  2100. // ATK
  2101. if (bl->type != BL_PC) {
  2102. status->rhw.atk2 = status_base_atk_max(bl, status, level);
  2103. status->rhw.atk = status_base_atk_min(bl, status, level);
  2104. }
  2105. // MAtk
  2106. status->matk_min = status_base_matk_min(bl, status, level);
  2107. status->matk_max = status_base_matk_max(bl, status, level);
  2108. #else
  2109. // Matk
  2110. status->matk_min = status_base_matk_min(status);
  2111. status->matk_max = status_base_matk_max(status);
  2112. // Hit
  2113. stat = status->hit;
  2114. stat += level + status->dex;
  2115. status->hit = cap_value(stat, 1, SHRT_MAX);
  2116. // Flee
  2117. stat = status->flee;
  2118. stat += level + status->agi;
  2119. status->flee = cap_value(stat, 1, SHRT_MAX);
  2120. // Def2
  2121. stat = status->def2;
  2122. stat += status->vit;
  2123. status->def2 = cap_value(stat, 0, SHRT_MAX);
  2124. // Mdef2
  2125. stat = status->mdef2;
  2126. stat += status->int_ + (status->vit>>1);
  2127. status->mdef2 = cap_value(stat, 0, SHRT_MAX);
  2128. #endif
  2129. //Critical
  2130. if( bl->type&battle_config.enable_critical ) {
  2131. stat = status->cri;
  2132. stat += 10 + (status->luk*10/3); // (every 1 luk = +0.3 critical)
  2133. status->cri = cap_value(stat, 1, SHRT_MAX);
  2134. } else
  2135. status->cri = 0;
  2136. if (bl->type&battle_config.enable_perfect_flee) {
  2137. stat = status->flee2;
  2138. stat += status->luk + 10; // (every 10 luk = +1 perfect flee)
  2139. status->flee2 = cap_value(stat, 0, SHRT_MAX);
  2140. } else
  2141. status->flee2 = 0;
  2142. if (status->batk) {
  2143. int temp = status->batk + status_base_atk(bl, status, level);
  2144. status->batk = cap_value(temp, 0, USHRT_MAX);
  2145. } else
  2146. status->batk = status_base_atk(bl, status, level);
  2147. if (status->cri) {
  2148. switch (bl->type) {
  2149. case BL_MOB:
  2150. if(battle_config.mob_critical_rate != 100)
  2151. status->cri = cap_value(status->cri*battle_config.mob_critical_rate/100,1,SHRT_MAX);
  2152. if(!status->cri && battle_config.mob_critical_rate)
  2153. status->cri = 10;
  2154. break;
  2155. case BL_PC:
  2156. // Players don't have a critical adjustment setting as of yet.
  2157. break;
  2158. default:
  2159. if(battle_config.critical_rate != 100)
  2160. status->cri = cap_value(status->cri*battle_config.critical_rate/100,1,SHRT_MAX);
  2161. if (!status->cri && battle_config.critical_rate)
  2162. status->cri = 10;
  2163. }
  2164. }
  2165. if(bl->type&BL_REGEN)
  2166. status_calc_regen(bl, status, status_get_regen_data(bl));
  2167. }
  2168. /**
  2169. * Calculates the initial status for the given mob
  2170. * @param md: Mob object
  2171. * @param opt: Whether or not it is the first calculation
  2172. This will only be false when a mob levels up (Regular and WoE Guardians)
  2173. * @return 1 for calculated special statuses or 0 for none
  2174. * @author [Skotlex]
  2175. */
  2176. int status_calc_mob_(struct mob_data* md, uint8 opt)
  2177. {
  2178. struct status_data *status;
  2179. struct block_list *mbl = NULL;
  2180. int flag=0;
  2181. if (opt&SCO_FIRST) { // Set basic level on respawn.
  2182. if (md->level > 0 && md->level <= MAX_LEVEL && md->level != md->db->lv)
  2183. ;
  2184. else
  2185. md->level = md->db->lv;
  2186. }
  2187. // Check if we need custom base-status
  2188. if (battle_config.mobs_level_up && md->level > md->db->lv)
  2189. flag|=1;
  2190. if (md->special_state.size)
  2191. flag|=2;
  2192. if (md->guardian_data && md->guardian_data->guardup_lv)
  2193. flag|=4;
  2194. if (md->mob_id == MOBID_EMPERIUM)
  2195. flag|=4;
  2196. if (battle_config.slaves_inherit_speed && md->master_id)
  2197. flag|=8;
  2198. if (md->master_id && md->special_state.ai>AI_ATTACK)
  2199. flag|=16;
  2200. if (md->master_id && battle_config.slaves_inherit_mode)
  2201. flag |= 32;
  2202. if (!flag) { // No special status required.
  2203. if (md->base_status) {
  2204. aFree(md->base_status);
  2205. md->base_status = NULL;
  2206. }
  2207. if (opt&SCO_FIRST)
  2208. memcpy(&md->status, &md->db->status, sizeof(struct status_data));
  2209. return 0;
  2210. }
  2211. if (!md->base_status)
  2212. md->base_status = (struct status_data*)aCalloc(1, sizeof(struct status_data));
  2213. status = md->base_status;
  2214. memcpy(status, &md->db->status, sizeof(struct status_data));
  2215. if (flag&(8|16))
  2216. mbl = map_id2bl(md->master_id);
  2217. if (flag&8 && mbl) {
  2218. struct status_data *mstatus = status_get_base_status(mbl);
  2219. if (mstatus &&
  2220. battle_config.slaves_inherit_speed&(status_has_mode(mstatus,MD_CANMOVE)?1:2))
  2221. status->speed = mstatus->speed;
  2222. if( status->speed < 2 ) // Minimum for the unit to function properly
  2223. status->speed = 2;
  2224. }
  2225. if (flag&32)
  2226. status_calc_slave_mode(md, map_id2md(md->master_id));
  2227. if (flag&1) { // Increase from mobs leveling up [Valaris]
  2228. int diff = md->level - md->db->lv;
  2229. status->str += diff;
  2230. status->agi += diff;
  2231. status->vit += diff;
  2232. status->int_ += diff;
  2233. status->dex += diff;
  2234. status->luk += diff;
  2235. status->max_hp += diff * status->vit;
  2236. status->max_sp += diff * status->int_;
  2237. status->hp = status->max_hp;
  2238. status->sp = status->max_sp;
  2239. status->speed -= cap_value(diff, 0, status->speed - 10);
  2240. }
  2241. if (flag&2 && battle_config.mob_size_influence) { // Change for sized monsters [Valaris]
  2242. if (md->special_state.size == SZ_MEDIUM) {
  2243. status->max_hp >>= 1;
  2244. status->max_sp >>= 1;
  2245. if (!status->max_hp) status->max_hp = 1;
  2246. if (!status->max_sp) status->max_sp = 1;
  2247. status->hp = status->max_hp;
  2248. status->sp = status->max_sp;
  2249. status->str >>= 1;
  2250. status->agi >>= 1;
  2251. status->vit >>= 1;
  2252. status->int_ >>= 1;
  2253. status->dex >>= 1;
  2254. status->luk >>= 1;
  2255. if (!status->str) status->str = 1;
  2256. if (!status->agi) status->agi = 1;
  2257. if (!status->vit) status->vit = 1;
  2258. if (!status->int_) status->int_ = 1;
  2259. if (!status->dex) status->dex = 1;
  2260. if (!status->luk) status->luk = 1;
  2261. } else if (md->special_state.size == SZ_BIG) {
  2262. status->max_hp <<= 1;
  2263. status->max_sp <<= 1;
  2264. status->hp = status->max_hp;
  2265. status->sp = status->max_sp;
  2266. status->str <<= 1;
  2267. status->agi <<= 1;
  2268. status->vit <<= 1;
  2269. status->int_ <<= 1;
  2270. status->dex <<= 1;
  2271. status->luk <<= 1;
  2272. }
  2273. }
  2274. status_calc_misc(&md->bl, status, md->level);
  2275. if(flag&4) { // Strengthen Guardians - custom value +10% / lv
  2276. struct map_data *mapdata = map_getmapdata(md->bl.m);
  2277. std::shared_ptr<guild_castle> gc = castle_db.mapname2gc(mapdata->name);
  2278. if (gc == nullptr)
  2279. ShowError("status_calc_mob: No castle set at map %s\n", mapdata->name);
  2280. else if(gc->castle_id < 24 || md->mob_id == MOBID_EMPERIUM) {
  2281. #ifdef RENEWAL
  2282. status->max_hp += 50 * (gc->defense / 5);
  2283. #else
  2284. status->max_hp += 1000 * gc->defense;
  2285. #endif
  2286. status->hp = status->max_hp;
  2287. status->def += (gc->defense+2)/3;
  2288. status->mdef += (gc->defense+2)/3;
  2289. }
  2290. if(md->mob_id != MOBID_EMPERIUM) {
  2291. status->max_hp += 1000 * gc->defense;
  2292. status->hp = status->max_hp;
  2293. status->batk += 2 * md->guardian_data->guardup_lv + 8;
  2294. status->rhw.atk += 2 * md->guardian_data->guardup_lv + 8;
  2295. status->rhw.atk2 += 2 * md->guardian_data->guardup_lv + 8;
  2296. status->aspd_rate -= 2 * md->guardian_data->guardup_lv + 3;
  2297. }
  2298. }
  2299. if (flag&16 && mbl) { // Max HP setting from Summon Flora/marine Sphere
  2300. struct unit_data *ud = unit_bl2ud(mbl);
  2301. // Remove special AI when this is used by regular mobs.
  2302. if (mbl->type == BL_MOB && !((TBL_MOB*)mbl)->special_state.ai)
  2303. md->special_state.ai = AI_NONE;
  2304. if (ud) {
  2305. // Different levels of HP according to skill level
  2306. if(!ud->skill_id) // !FIXME: We lost the unit data for magic decoy in somewhere before this
  2307. ud->skill_id = ((TBL_PC*)mbl)->menuskill_id;
  2308. switch(ud->skill_id) {
  2309. case AM_SPHEREMINE:
  2310. status->max_hp = 2000 + 400*ud->skill_lv;
  2311. break;
  2312. case KO_ZANZOU:
  2313. status->max_hp = 3000 + 3000 * ud->skill_lv;
  2314. break;
  2315. case AM_CANNIBALIZE:
  2316. status->max_hp = 1500 + 200*ud->skill_lv + 10*status_get_lv(mbl);
  2317. status->mode = static_cast<e_mode>(status->mode|MD_CANATTACK|MD_AGGRESSIVE);
  2318. break;
  2319. case MH_SUMMON_LEGION:
  2320. {
  2321. int homblvl = status_get_lv(mbl);
  2322. status->max_hp = 10 * (100 * (ud->skill_lv + 2) + homblvl);
  2323. status->batk = 100 * (ud->skill_lv+5) / 2;
  2324. status->def = 10 * (100 * (ud->skill_lv+2) + homblvl);
  2325. // status->aspd_rate = 10 * (2 * (20 - ud->skill_lv) - homblvl/10);
  2326. // status->aspd_rate = max(100,status->aspd_rate);
  2327. break;
  2328. }
  2329. case NC_SILVERSNIPER:
  2330. {
  2331. struct status_data *mstatus = status_get_status_data(mbl);
  2332. if(!mstatus)
  2333. break;
  2334. status->max_hp = (1000 * ud->skill_lv) + (mstatus->hp / 3) + (status_get_lv(mbl) * 12);
  2335. status->batk = 200 * ud->skill_lv;
  2336. break;
  2337. }
  2338. case NC_MAGICDECOY:
  2339. {
  2340. struct status_data *mstatus = status_get_status_data(mbl);
  2341. if(!mstatus)
  2342. break;
  2343. status->max_hp = (1000 * ((TBL_PC*)mbl)->menuskill_val) + (mstatus->sp * 4) + (status_get_lv(mbl) * 12);
  2344. status->matk_min = status->matk_max = 250 + 50*((TBL_PC*)mbl)->menuskill_val;
  2345. break;
  2346. }
  2347. case MT_SUMMON_ABR_BATTLE_WARIOR:
  2348. case MT_SUMMON_ABR_DUAL_CANNON:
  2349. case MT_SUMMON_ABR_MOTHER_NET:
  2350. case MT_SUMMON_ABR_INFINITY: {
  2351. map_session_data *msd = BL_CAST(BL_PC, mbl);
  2352. status_data *mstatus = status_get_status_data(mbl);
  2353. if (msd == nullptr || mstatus == nullptr)
  2354. break;
  2355. uint8 abr_mastery = pc_checkskill(msd, MT_ABR_M);
  2356. // Custom formulas for ABR's.
  2357. // Its unknown how the summoner's stats affects the ABR's stats.
  2358. // I decided to do something similar to elementals for now until I know.
  2359. // Also added hit increase from ABR-Mastery for balance reasons. [Rytech]
  2360. status->max_hp = (5000 + 2000 * abr_mastery) * mstatus->vit / 100;
  2361. status->rhw.atk = (2 * mstatus->batk + 500 + 200 * abr_mastery) * 70 / 100;
  2362. status->rhw.atk2 = 2 * mstatus->batk + 500 + 200 * abr_mastery;
  2363. status->def = mstatus->def + 20 * abr_mastery;
  2364. status->mdef = mstatus->mdef + 4 * abr_mastery;
  2365. status->hit = mstatus->hit + 5 * abr_mastery / 2;
  2366. status->flee = mstatus->flee + 10 * abr_mastery;
  2367. status->speed = mstatus->speed;
  2368. // The Infinity ABR appears to have a much higher attack then other
  2369. // ABR's and im guessing has a much higher MaxHP due to it being a AP
  2370. // costing summon. [Rytech]
  2371. if (ud->skill_id == MT_SUMMON_ABR_INFINITY) {
  2372. status->max_hp += 20000;
  2373. status->rhw.atk += 1400; // 70% of 2000
  2374. status->rhw.atk2 += 2000;
  2375. }
  2376. }
  2377. break;
  2378. case BO_WOODENWARRIOR:
  2379. case BO_WOODEN_FAIRY:
  2380. case BO_CREEPER:
  2381. case BO_HELLTREE: {
  2382. map_session_data *msd = BL_CAST(BL_PC, mbl);
  2383. status_data *mstatus = status_get_status_data(mbl);
  2384. if (msd == nullptr || mstatus == nullptr)
  2385. break;
  2386. uint8 bionic_mastery = pc_checkskill(msd, BO_BIONICS_M);
  2387. // Custom formulas for bionic's.
  2388. // Its unknown how the summoner's stats affects the bionic's stats.
  2389. // I decided to do something similar to elementals for now until I know.
  2390. // Also added hit increase from Bionic-Mastery for balance reasons. [Rytech]
  2391. status->max_hp = (5000 + 2000 * bionic_mastery) * mstatus->vit / 100;
  2392. //status->max_sp = (50 + 20 * bionic_mastery) * mstatus->int_ / 100;// Wait what??? Bionic Mastery increases MaxSP? They have SP???
  2393. status->rhw.atk = (2 * mstatus->batk + 200 * bionic_mastery) * 70 / 100;
  2394. status->rhw.atk2 = 2 * mstatus->batk + 200 * bionic_mastery;
  2395. status->def = mstatus->def + 20 * bionic_mastery;
  2396. status->mdef = mstatus->mdef + 4 * bionic_mastery;
  2397. status->hit = mstatus->hit + 5 * bionic_mastery / 2;
  2398. status->flee = mstatus->flee + 10 * bionic_mastery;
  2399. status->speed = mstatus->speed;
  2400. // The Hell Tree bionic appears to have a much higher attack then other
  2401. // bionic's and im guessing has a much higher MaxHP due to it being a AP
  2402. // costing summon. [Rytech]
  2403. if (ud->skill_id == BO_HELLTREE) {
  2404. status->max_hp += 20000;
  2405. status->rhw.atk += 1400; // 70% of 2000
  2406. status->rhw.atk2 += 2000;
  2407. }
  2408. }
  2409. break;
  2410. }
  2411. status->hp = status->max_hp;
  2412. }
  2413. }
  2414. if (opt&SCO_FIRST) // Initial battle status
  2415. memcpy(&md->status, status, sizeof(struct status_data));
  2416. return 1;
  2417. }
  2418. /**
  2419. * Calculates the stats of the given pet
  2420. * @param pd: Pet object
  2421. * @param opt: Whether or not it is the first calculation
  2422. This will only be false when a pet levels up
  2423. * @return 1
  2424. * @author [Skotlex]
  2425. */
  2426. void status_calc_pet_(struct pet_data *pd, uint8 opt)
  2427. {
  2428. nullpo_retv(pd);
  2429. if (opt&SCO_FIRST) {
  2430. memcpy(&pd->status, &pd->db->status, sizeof(struct status_data));
  2431. pd->status.mode = MD_CANMOVE; // Pets discard all modes, except walking
  2432. pd->status.class_ = CLASS_NORMAL;
  2433. pd->status.speed = pd->get_pet_walk_speed();
  2434. if(battle_config.pet_attack_support || battle_config.pet_damage_support) {
  2435. // Attack support requires the pet to be able to attack
  2436. pd->status.mode = static_cast<e_mode>(pd->status.mode|MD_CANATTACK);
  2437. }
  2438. }
  2439. if (battle_config.pet_lv_rate && pd->master) {
  2440. struct map_session_data *sd = pd->master;
  2441. int lv;
  2442. lv =sd->status.base_level*battle_config.pet_lv_rate/100;
  2443. if (lv < 0)
  2444. lv = 1;
  2445. if (lv != pd->pet.level || opt&SCO_FIRST) {
  2446. struct status_data *bstat = &pd->db->status, *status = &pd->status;
  2447. pd->pet.level = lv;
  2448. if (!(opt&SCO_FIRST)) // Lv Up animation
  2449. clif_misceffect(&pd->bl, 0);
  2450. status->rhw.atk = (bstat->rhw.atk*lv)/pd->db->lv;
  2451. status->rhw.atk2 = (bstat->rhw.atk2*lv)/pd->db->lv;
  2452. status->str = (bstat->str*lv)/pd->db->lv;
  2453. status->agi = (bstat->agi*lv)/pd->db->lv;
  2454. status->vit = (bstat->vit*lv)/pd->db->lv;
  2455. status->int_ = (bstat->int_*lv)/pd->db->lv;
  2456. status->dex = (bstat->dex*lv)/pd->db->lv;
  2457. status->luk = (bstat->luk*lv)/pd->db->lv;
  2458. status->rhw.atk = cap_value(status->rhw.atk, 1, battle_config.pet_max_atk1);
  2459. status->rhw.atk2 = cap_value(status->rhw.atk2, 2, battle_config.pet_max_atk2);
  2460. status->str = cap_value(status->str,1,battle_config.pet_max_stats);
  2461. status->agi = cap_value(status->agi,1,battle_config.pet_max_stats);
  2462. status->vit = cap_value(status->vit,1,battle_config.pet_max_stats);
  2463. status->int_= cap_value(status->int_,1,battle_config.pet_max_stats);
  2464. status->dex = cap_value(status->dex,1,battle_config.pet_max_stats);
  2465. status->luk = cap_value(status->luk,1,battle_config.pet_max_stats);
  2466. status_calc_misc(&pd->bl, &pd->status, lv);
  2467. if (!(opt&SCO_FIRST)) // Not done the first time because the pet is not visible yet
  2468. clif_send_petstatus(sd);
  2469. }
  2470. } else if (opt&SCO_FIRST) {
  2471. status_calc_misc(&pd->bl, &pd->status, pd->db->lv);
  2472. if (!battle_config.pet_lv_rate && pd->pet.level != pd->db->lv)
  2473. pd->pet.level = pd->db->lv;
  2474. }
  2475. // Support rate modifier (1000 = 100%)
  2476. pd->rate_fix = min(1000 * (pd->pet.intimate - battle_config.pet_support_min_friendly) / (1000 - battle_config.pet_support_min_friendly) + 500, USHRT_MAX);
  2477. pd->rate_fix = min(apply_rate(pd->rate_fix, battle_config.pet_support_rate), USHRT_MAX);
  2478. }
  2479. /**
  2480. * Get HP bonus modifiers
  2481. * @param bl: block_list that will be checked
  2482. * @param type: type of e_status_bonus (STATUS_BONUS_FIX or STATUS_BONUS_RATE)
  2483. * @return bonus: total bonus for HP
  2484. * @author [Cydh]
  2485. */
  2486. static int status_get_hpbonus(struct block_list *bl, enum e_status_bonus type) {
  2487. int bonus = 0;
  2488. if (type == STATUS_BONUS_FIX) {
  2489. struct status_change *sc = status_get_sc(bl);
  2490. //Only for BL_PC
  2491. if (bl->type == BL_PC) {
  2492. struct map_session_data *sd = map_id2sd(bl->id);
  2493. uint16 skill_lv;
  2494. bonus += sd->bonus.hp;
  2495. if ((skill_lv = pc_checkskill(sd,CR_TRUST)) > 0)
  2496. bonus += skill_lv * 200;
  2497. if (pc_checkskill(sd,SU_SPRITEMABLE) > 0)
  2498. bonus += 1000;
  2499. if (pc_checkskill(sd, SU_POWEROFSEA) > 0) {
  2500. bonus += 1000;
  2501. if (pc_checkskill_summoner(sd, SUMMONER_POWER_SEA) >= 20)
  2502. bonus += 3000;
  2503. }
  2504. if ((skill_lv = pc_checkskill(sd, NV_BREAKTHROUGH)) > 0)
  2505. bonus += 350 * skill_lv + (skill_lv > 4 ? 250 : 0);
  2506. if ((skill_lv = pc_checkskill(sd, NV_TRANSCENDENCE)) > 0)
  2507. bonus += 350 * skill_lv + (skill_lv > 4 ? 250 : 0);
  2508. #ifndef HP_SP_TABLES
  2509. if ((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.base_level >= 99)
  2510. bonus += 2000; // Supernovice lvl99 hp bonus.
  2511. if ((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.base_level >= 150)
  2512. bonus += 2000; // Supernovice lvl150 hp bonus.
  2513. #endif
  2514. }
  2515. //Bonus by SC
  2516. if (sc) {
  2517. if(sc->data[SC_INCMHP])
  2518. bonus += sc->data[SC_INCMHP]->val1;
  2519. if(sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 2)
  2520. bonus += 500;
  2521. if (sc->data[SC_PROMOTE_HEALTH_RESERCH])
  2522. bonus += sc->data[SC_PROMOTE_HEALTH_RESERCH]->val3;
  2523. if(sc->data[SC_SOLID_SKIN_OPTION])
  2524. bonus += 2000;
  2525. if(sc->data[SC_MARIONETTE])
  2526. bonus -= 1000;
  2527. if(sc->data[SC_SWORDCLAN])
  2528. bonus += 30;
  2529. if(sc->data[SC_ARCWANDCLAN])
  2530. bonus += 30;
  2531. if(sc->data[SC_GOLDENMACECLAN])
  2532. bonus += 30;
  2533. if(sc->data[SC_CROSSBOWCLAN])
  2534. bonus += 30;
  2535. if(sc->data[SC_GLASTHEIM_HPSP])
  2536. bonus += sc->data[SC_GLASTHEIM_HPSP]->val1;
  2537. #ifdef RENEWAL
  2538. if (sc->data[SC_ANGELUS])
  2539. bonus += sc->data[SC_ANGELUS]->val1 * 50;
  2540. #endif
  2541. }
  2542. } else if (type == STATUS_BONUS_RATE) {
  2543. struct status_change *sc = status_get_sc(bl);
  2544. //Bonus by SC
  2545. if (sc) {
  2546. //Increasing
  2547. if(sc->data[SC_INCMHPRATE])
  2548. bonus += sc->data[SC_INCMHPRATE]->val1;
  2549. if(sc->data[SC_APPLEIDUN])
  2550. bonus += sc->data[SC_APPLEIDUN]->val2;
  2551. if(sc->data[SC_DELUGE])
  2552. bonus += sc->data[SC_DELUGE]->val2;
  2553. if(sc->data[SC_BERSERK])
  2554. bonus += 200; //+200%
  2555. if(sc->data[SC_MERC_HPUP])
  2556. bonus += sc->data[SC_MERC_HPUP]->val2;
  2557. if(sc->data[SC_EPICLESIS])
  2558. bonus += sc->data[SC_EPICLESIS]->val2;
  2559. if(sc->data[SC_FRIGG_SONG])
  2560. bonus += sc->data[SC_FRIGG_SONG]->val2;
  2561. if(sc->data[SC_LERADSDEW])
  2562. bonus += sc->data[SC_LERADSDEW]->val3;
  2563. if(sc->data[SC_FORCEOFVANGUARD])
  2564. bonus += (3 * sc->data[SC_FORCEOFVANGUARD]->val1);
  2565. if(sc->data[SC_INSPIRATION])
  2566. bonus += (4 * sc->data[SC_INSPIRATION]->val1);
  2567. if(sc->data[SC_RAISINGDRAGON])
  2568. bonus += sc->data[SC_RAISINGDRAGON]->val1;
  2569. if(sc->data[SC_GT_REVITALIZE])
  2570. bonus += sc->data[SC_GT_REVITALIZE]->val2;
  2571. if(sc->data[SC_ANGRIFFS_MODUS])
  2572. bonus += (5 * sc->data[SC_ANGRIFFS_MODUS]->val1);
  2573. if(sc->data[SC_PETROLOGY_OPTION])
  2574. bonus += sc->data[SC_PETROLOGY_OPTION]->val2;
  2575. if(sc->data[SC_POWER_OF_GAIA])
  2576. bonus += sc->data[SC_POWER_OF_GAIA]->val3;
  2577. if(sc->data[SC_CURSED_SOIL_OPTION])
  2578. bonus += sc->data[SC_CURSED_SOIL_OPTION]->val2;
  2579. if(sc->data[SC_UPHEAVAL_OPTION])
  2580. bonus += sc->data[SC_UPHEAVAL_OPTION]->val2;
  2581. if(sc->data[SC_LAUDAAGNUS])
  2582. bonus += 2 + (sc->data[SC_LAUDAAGNUS]->val1 * 2);
  2583. #ifdef RENEWAL
  2584. if (sc->data[SC_NIBELUNGEN] && sc->data[SC_NIBELUNGEN]->val2 == RINGNBL_HPRATE)
  2585. bonus += 30;
  2586. #endif
  2587. if(sc->data[SC_LUNARSTANCE])
  2588. bonus += sc->data[SC_LUNARSTANCE]->val2;
  2589. if (sc->data[SC_LUXANIMA])
  2590. bonus += sc->data[SC_LUXANIMA]->val3;
  2591. if (sc->data[SC_MTF_MHP])
  2592. bonus += sc->data[SC_MTF_MHP]->val1;
  2593. if (sc->data[SC_FIRM_FAITH])
  2594. bonus += sc->data[SC_FIRM_FAITH]->val2;
  2595. //Decreasing
  2596. if (sc->data[SC_VENOMBLEED] && sc->data[SC_VENOMBLEED]->val3 == 1)
  2597. bonus -= 15;
  2598. if(sc->data[SC_BEYONDOFWARCRY])
  2599. bonus -= sc->data[SC_BEYONDOFWARCRY]->val3;
  2600. if(sc->data[SC__WEAKNESS])
  2601. bonus -= sc->data[SC__WEAKNESS]->val2;
  2602. if(sc->data[SC_EQC])
  2603. bonus -= sc->data[SC_EQC]->val3;
  2604. if(sc->data[SC_PACKING_ENVELOPE3])
  2605. bonus += sc->data[SC_PACKING_ENVELOPE3]->val1;
  2606. if(sc->data[SC_2011RWC_SCROLL])
  2607. bonus -= 10;
  2608. if(sc->data[SC_INFINITY_DRINK])
  2609. bonus += 5;
  2610. if(sc->data[SC_COMBAT_PILL])
  2611. bonus -= 3;
  2612. if(sc->data[SC_COMBAT_PILL2])
  2613. bonus -= 5;
  2614. }
  2615. // Max rate reduce is -100%
  2616. bonus = cap_value(bonus,-100,INT_MAX);
  2617. }
  2618. return min(bonus,INT_MAX);
  2619. }
  2620. /**
  2621. * HP bonus rate from equipment
  2622. */
  2623. static int status_get_hpbonus_equip(TBL_PC *sd) {
  2624. int bonus = 0;
  2625. bonus += sd->hprate;
  2626. return bonus -= 100; //Default hprate is 100, so it should be add 0%
  2627. }
  2628. /**
  2629. * HP bonus rate from usable items
  2630. */
  2631. static int status_get_hpbonus_item(block_list *bl) {
  2632. int bonus = 0;
  2633. struct status_change *sc = status_get_sc(bl);
  2634. //Bonus by SC
  2635. if (sc) {
  2636. if (sc->data[SC_INCREASE_MAXHP])
  2637. bonus += sc->data[SC_INCREASE_MAXHP]->val1;
  2638. if (sc->data[SC_MUSTLE_M])
  2639. bonus += sc->data[SC_MUSTLE_M]->val1;
  2640. if (sc->data[SC_MYSTERIOUS_POWDER])
  2641. bonus -= sc->data[SC_MYSTERIOUS_POWDER]->val1;
  2642. }
  2643. // Max rate reduce is -100%
  2644. return cap_value(bonus, -100, INT_MAX);
  2645. }
  2646. /**
  2647. * Get SP bonus modifiers
  2648. * @param bl: block_list that will be checked
  2649. * @param type: type of e_status_bonus (STATUS_BONUS_FIX or STATUS_BONUS_RATE)
  2650. * @return bonus: total bonus for SP
  2651. * @author [Cydh]
  2652. */
  2653. static int status_get_spbonus(struct block_list *bl, enum e_status_bonus type) {
  2654. int bonus = 0;
  2655. if (type == STATUS_BONUS_FIX) {
  2656. struct status_change *sc = status_get_sc(bl);
  2657. //Only for BL_PC
  2658. if (bl->type == BL_PC) {
  2659. struct map_session_data *sd = map_id2sd(bl->id);
  2660. uint16 skill_lv;
  2661. bonus += sd->bonus.sp;
  2662. if ((skill_lv = pc_checkskill(sd,SL_KAINA)) > 0)
  2663. bonus += 30 * skill_lv;
  2664. if ((skill_lv = pc_checkskill(sd,RA_RESEARCHTRAP)) > 0)
  2665. bonus += 200 + 20 * skill_lv;
  2666. if ((skill_lv = pc_checkskill(sd,WM_LESSON)) > 0)
  2667. bonus += 30 * skill_lv;
  2668. if (pc_checkskill(sd,SU_SPRITEMABLE) > 0)
  2669. bonus += 100;
  2670. if (pc_checkskill(sd, SU_POWEROFSEA) > 0) {
  2671. bonus += 100;
  2672. if (pc_checkskill_summoner(sd, SUMMONER_POWER_SEA) >= 20)
  2673. bonus += 300;
  2674. }
  2675. if ((skill_lv = pc_checkskill(sd, NV_BREAKTHROUGH)) > 0)
  2676. bonus += 30 * skill_lv + (skill_lv > 4 ? 50 : 0);
  2677. if ((skill_lv = pc_checkskill(sd, NV_TRANSCENDENCE)) > 0)
  2678. bonus += 30 * skill_lv + (skill_lv > 4 ? 50 : 0);
  2679. }
  2680. //Bonus by SC
  2681. if (sc) {
  2682. if(sc->data[SC_INCMSP])
  2683. bonus += sc->data[SC_INCMSP]->val1;
  2684. if(sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 3)
  2685. bonus += 50;
  2686. if(sc->data[SC_SWORDCLAN])
  2687. bonus += 10;
  2688. if(sc->data[SC_ARCWANDCLAN])
  2689. bonus += 10;
  2690. if(sc->data[SC_GOLDENMACECLAN])
  2691. bonus += 10;
  2692. if(sc->data[SC_CROSSBOWCLAN])
  2693. bonus += 10;
  2694. if(sc->data[SC_GLASTHEIM_HPSP])
  2695. bonus += sc->data[SC_GLASTHEIM_HPSP]->val2;
  2696. }
  2697. } else if (type == STATUS_BONUS_RATE) {
  2698. struct status_change *sc = status_get_sc(bl);
  2699. //Only for BL_PC
  2700. if (bl->type == BL_PC) {
  2701. struct map_session_data *sd = map_id2sd(bl->id);
  2702. uint8 i;
  2703. if((i = pc_checkskill(sd,HP_MEDITATIO)) > 0)
  2704. bonus += i;
  2705. if((i = pc_checkskill(sd,HW_SOULDRAIN)) > 0)
  2706. bonus += 2 * i;
  2707. #ifdef RENEWAL
  2708. if ((i = pc_checkskill(sd, (sd->status.sex ? BA_MUSICALLESSON : DC_DANCINGLESSON))) > 0)
  2709. bonus += i;
  2710. if (sc->data[SC_NIBELUNGEN] && sc->data[SC_NIBELUNGEN]->val2 == RINGNBL_SPRATE)
  2711. bonus += 30;
  2712. #endif
  2713. }
  2714. //Bonus by SC
  2715. if (sc) {
  2716. //Increasing
  2717. if(sc->data[SC_INCMSPRATE])
  2718. bonus += sc->data[SC_INCMSPRATE]->val1;
  2719. if(sc->data[SC_RAISINGDRAGON])
  2720. bonus += sc->data[SC_RAISINGDRAGON]->val1;
  2721. if(sc->data[SC_SERVICE4U])
  2722. bonus += sc->data[SC_SERVICE4U]->val2;
  2723. if(sc->data[SC_MERC_SPUP])
  2724. bonus += sc->data[SC_MERC_SPUP]->val2;
  2725. if (sc->data[SC_LUXANIMA])
  2726. bonus += sc->data[SC_LUXANIMA]->val3;
  2727. if (sc->data[SC_MTF_MSP])
  2728. bonus += sc->data[SC_MTF_MSP]->val1;
  2729. if(sc->data[SC_PACKING_ENVELOPE4])
  2730. bonus += sc->data[SC_PACKING_ENVELOPE4]->val1;
  2731. //Decreasing
  2732. if (sc->data[SC_MELODYOFSINK])
  2733. bonus -= sc->data[SC_MELODYOFSINK]->val3;
  2734. if (sc->data[SC_2011RWC_SCROLL])
  2735. bonus -= 10;
  2736. if (sc->data[SC_INFINITY_DRINK])
  2737. bonus += 5;
  2738. if (sc->data[SC_MENTAL_POTION])
  2739. bonus += sc->data[SC_MENTAL_POTION]->val1;
  2740. if(sc->data[SC_COMBAT_PILL])
  2741. bonus -= 3;
  2742. if(sc->data[SC_COMBAT_PILL2])
  2743. bonus -= 5;
  2744. }
  2745. // Max rate reduce is -100%
  2746. bonus = cap_value(bonus,-100,INT_MAX);
  2747. }
  2748. return min(bonus,INT_MAX);
  2749. }
  2750. /**
  2751. * SP bonus rate from equipment
  2752. */
  2753. static int status_get_spbonus_equip(TBL_PC *sd) {
  2754. int bonus = 0;
  2755. bonus += sd->sprate;
  2756. return bonus -= 100; //Default sprate is 100, so it should be add 0%
  2757. }
  2758. /**
  2759. * SP bonus rate from usable items
  2760. */
  2761. static int status_get_spbonus_item(block_list *bl) {
  2762. int bonus = 0;
  2763. struct status_change *sc = status_get_sc(bl);
  2764. //Bonus by SC
  2765. if (sc) {
  2766. if (sc->data[SC_INCREASE_MAXSP])
  2767. bonus += sc->data[SC_INCREASE_MAXSP]->val1;
  2768. if (sc->data[SC_LIFE_FORCE_F])
  2769. bonus += sc->data[SC_LIFE_FORCE_F]->val1;
  2770. if (sc->data[SC_VITATA_500])
  2771. bonus += sc->data[SC_VITATA_500]->val2;
  2772. if (sc->data[SC_ENERGY_DRINK_RESERCH])
  2773. bonus += sc->data[SC_ENERGY_DRINK_RESERCH]->val3;
  2774. }
  2775. // Max rate reduce is -100%
  2776. return cap_value(bonus, -100, INT_MAX);
  2777. }
  2778. /**
  2779. * Get AP bonus modifiers
  2780. * @param bl: block_list that will be checked
  2781. * @param type: type of e_status_bonus (STATUS_BONUS_FIX or STATUS_BONUS_RATE)
  2782. * @return bonus: total bonus for AP
  2783. */
  2784. static int status_get_apbonus(struct block_list *bl, enum e_status_bonus type) {
  2785. int bonus = 0;
  2786. if (type == STATUS_BONUS_FIX) {
  2787. struct status_change *sc = status_get_sc(bl);
  2788. //Only for BL_PC
  2789. if (bl->type == BL_PC) {
  2790. struct map_session_data *sd = map_id2sd(bl->id);
  2791. //uint16 skill_lv;
  2792. bonus += sd->bonus.ap;
  2793. //if ((skill_lv = pc_checkskill(sd, NV_BASIC)) > 0)
  2794. // bonus += 100 * skill_lv;
  2795. }
  2796. //Bonus by SC
  2797. if (sc) {
  2798. //if (sc->data[SC_NONE])
  2799. // bonus += sc->data[SC_NONE]->val1;
  2800. }
  2801. } else if (type == STATUS_BONUS_RATE) {
  2802. struct status_change *sc = status_get_sc(bl);
  2803. //Only for BL_PC
  2804. if (bl->type == BL_PC) {
  2805. struct map_session_data *sd = map_id2sd(bl->id);
  2806. //uint8 i;
  2807. //if ((i = pc_checkskill(sd, NV_BASIC)) > 0)
  2808. // bonus += 100 * i;
  2809. }
  2810. //Bonus by SC
  2811. if (sc) {
  2812. //if (sc->data[SC_NONE])
  2813. // bonus += sc->data[SC_NONE]->val1;
  2814. }
  2815. // Max rate reduce is -100%
  2816. bonus = cap_value(bonus, -100, INT_MAX);
  2817. }
  2818. return min(bonus, INT_MAX);
  2819. }
  2820. /**
  2821. * AP bonus rate from equipment
  2822. * @param sd: Player data
  2823. * @return AP rate
  2824. */
  2825. static int status_get_apbonus_equip(TBL_PC *sd) {
  2826. int bonus = 0;
  2827. bonus += sd->aprate;
  2828. return bonus -= 100; //Default aprate is 100, so it should be add 0%
  2829. }
  2830. /**
  2831. * AP bonus rate from usable items
  2832. * @param bl: Object to check against
  2833. * @return AP bonus
  2834. */
  2835. static int status_get_apbonus_item(block_list *bl) {
  2836. int bonus = 0;
  2837. struct status_change *sc = status_get_sc(bl);
  2838. //Bonus by SC
  2839. if (sc) {
  2840. //if (sc->data[SC_NONE])
  2841. // bonus += sc->data[SC_NONE]->val1;
  2842. }
  2843. // Max rate reduce is -100%
  2844. return cap_value(bonus, -100, INT_MAX);
  2845. }
  2846. /**
  2847. * Get final MaxHP or MaxSP for player. References: http://irowiki.org/wiki/Max_HP and http://irowiki.org/wiki/Max_SP
  2848. * The calculation needs base_level, base_status/battle_status (vit or int), additive modifier, and multiplicative modifier
  2849. * @param sd Player
  2850. * @param stat Vit/Int of player as param modifier
  2851. * @param isHP true - calculates Max HP, false - calculated Max SP
  2852. * @return max The max value of HP or SP
  2853. */
  2854. static unsigned int status_calc_maxhpsp_pc(struct map_session_data* sd, unsigned int stat, bool isHP) {
  2855. nullpo_ret(sd);
  2856. double dmax = 0;
  2857. uint32 level = umax(sd->status.base_level,1);
  2858. std::shared_ptr<s_job_info> job = job_db.find(pc_mapid2jobid(sd->class_, sd->status.sex));
  2859. if (job == nullptr)
  2860. return 1;
  2861. if (isHP) { //Calculates MaxHP
  2862. double equip_bonus = 0, item_bonus = 0;
  2863. 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);
  2864. dmax += sd->indexed_bonus.param_equip[PARAM_VIT]; //Vit from equip gives +1 additional HP
  2865. dmax += status_get_hpbonus(&sd->bl,STATUS_BONUS_FIX);
  2866. equip_bonus = (dmax * status_get_hpbonus_equip(sd) / 100);
  2867. item_bonus = (dmax * status_get_hpbonus_item(&sd->bl) / 100);
  2868. dmax += equip_bonus + item_bonus;
  2869. dmax += (int64)(dmax * status_get_hpbonus(&sd->bl,STATUS_BONUS_RATE) / 100); //Aegis accuracy
  2870. }
  2871. else { //Calculates MaxSP
  2872. double equip_bonus = 0, item_bonus = 0;
  2873. 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);
  2874. dmax += sd->indexed_bonus.param_equip[PARAM_INT]; //Int from equip gives +1 additional SP
  2875. dmax += status_get_spbonus(&sd->bl,STATUS_BONUS_FIX);
  2876. equip_bonus = (dmax * status_get_spbonus_equip(sd) / 100);
  2877. item_bonus = (dmax * status_get_spbonus_item(&sd->bl) / 100);
  2878. dmax += equip_bonus + item_bonus;
  2879. dmax += (int64)(dmax * status_get_spbonus(&sd->bl,STATUS_BONUS_RATE) / 100); //Aegis accuracy
  2880. }
  2881. //Make sure it's not negative before casting to unsigned int
  2882. if(dmax < 1) dmax = 1;
  2883. return cap_value((unsigned int)dmax,1,UINT_MAX);
  2884. }
  2885. /**
  2886. * Get final MaxAP for player.
  2887. * @param sd: Player data
  2888. * @return AP amount
  2889. */
  2890. static unsigned int status_calc_maxap_pc(struct map_session_data* sd) {
  2891. double dmax = 0, equip_bonus = 0, item_bonus = 0;
  2892. nullpo_ret(sd);
  2893. dmax = (sd->class_&JOBL_FOURTH) ? 200 : 0;
  2894. dmax += status_get_apbonus(&sd->bl, STATUS_BONUS_FIX);
  2895. equip_bonus = (dmax * status_get_apbonus_equip(sd) / 100);
  2896. item_bonus = (dmax * status_get_apbonus_item(&sd->bl) / 100);
  2897. dmax += equip_bonus + item_bonus;
  2898. dmax += (int64)(dmax * status_get_apbonus(&sd->bl, STATUS_BONUS_RATE) / 100);// Aegis accuracy
  2899. //Make sure it's not negative before casting to unsigned int
  2900. if (dmax < 0) dmax = 0;
  2901. return cap_value((unsigned int)dmax, 0, UINT_MAX);
  2902. }
  2903. /**
  2904. * Calculates player's weight
  2905. * @param sd: Player object
  2906. * @param flag: Calculation type
  2907. * CALCWT_ITEM - Item weight
  2908. * CALCWT_MAXBONUS - Skill/Status/Configuration max weight bonus
  2909. * @return false - failed, true - success
  2910. */
  2911. bool status_calc_weight(struct map_session_data *sd, enum e_status_calc_weight_opt flag)
  2912. {
  2913. int b_weight, b_max_weight, skill, i;
  2914. struct status_change *sc;
  2915. nullpo_retr(false, sd);
  2916. sc = &sd->sc;
  2917. b_max_weight = sd->max_weight; // Store max weight for later comparison
  2918. b_weight = sd->weight; // Store current weight for later comparison
  2919. sd->max_weight = job_db.get_maxWeight(pc_mapid2jobid(sd->class_, sd->status.sex)) + sd->status.str * 300; // Recalculate max weight
  2920. if (flag&CALCWT_ITEM) {
  2921. sd->weight = 0; // Reset current weight
  2922. for(i = 0; i < MAX_INVENTORY; i++) {
  2923. if (!sd->inventory.u.items_inventory[i].nameid || sd->inventory_data[i] == NULL)
  2924. continue;
  2925. sd->weight += sd->inventory_data[i]->weight * sd->inventory.u.items_inventory[i].amount;
  2926. }
  2927. }
  2928. if (flag&CALCWT_MAXBONUS) {
  2929. // Skill/Status bonus weight increases
  2930. sd->max_weight += sd->add_max_weight; // From bAddMaxWeight
  2931. if ((skill = pc_checkskill(sd, MC_INCCARRY)) > 0)
  2932. sd->max_weight += 2000 * skill;
  2933. if (pc_isriding(sd) && pc_checkskill(sd, KN_RIDING) > 0)
  2934. sd->max_weight += 10000;
  2935. else if (pc_isridingdragon(sd))
  2936. sd->max_weight += 5000 + 2000 * pc_checkskill(sd, RK_DRAGONTRAINING);
  2937. if (sc->data[SC_KNOWLEDGE])
  2938. sd->max_weight += sd->max_weight * sc->data[SC_KNOWLEDGE]->val1 / 10;
  2939. if ((skill = pc_checkskill(sd, ALL_INCCARRY)) > 0)
  2940. sd->max_weight += 2000 * skill;
  2941. if (pc_ismadogear(sd))
  2942. sd->max_weight += 15000;
  2943. }
  2944. // Update the client if the new weight calculations don't match
  2945. if (b_weight != sd->weight)
  2946. clif_updatestatus(sd, SP_WEIGHT);
  2947. if (b_max_weight != sd->max_weight) {
  2948. clif_updatestatus(sd, SP_MAXWEIGHT);
  2949. pc_updateweightstatus(sd);
  2950. }
  2951. return true;
  2952. }
  2953. /**
  2954. * Calculates player's cart weight
  2955. * @param sd: Player object
  2956. * @param flag: Calculation type
  2957. * CALCWT_ITEM - Cart item weight
  2958. * CALCWT_MAXBONUS - Skill/Status/Configuration max weight bonus
  2959. * CALCWT_CARTSTATE - Whether to check for cart state
  2960. * @return false - failed, true - success
  2961. */
  2962. bool status_calc_cart_weight(struct map_session_data *sd, enum e_status_calc_weight_opt flag)
  2963. {
  2964. int b_cart_weight_max, i;
  2965. nullpo_retr(false, sd);
  2966. if (!pc_iscarton(sd) && !(flag&CALCWT_CARTSTATE))
  2967. return false;
  2968. b_cart_weight_max = sd->cart_weight_max; // Store cart max weight for later comparison
  2969. sd->cart_weight_max = battle_config.max_cart_weight; // Recalculate max weight
  2970. if (flag&CALCWT_ITEM) {
  2971. sd->cart_weight = 0; // Reset current cart weight
  2972. sd->cart_num = 0; // Reset current cart item count
  2973. for(i = 0; i < MAX_CART; i++) {
  2974. if (!sd->cart.u.items_cart[i].nameid)
  2975. continue;
  2976. sd->cart_weight += itemdb_weight(sd->cart.u.items_cart[i].nameid) * sd->cart.u.items_cart[i].amount; // Recalculate current cart weight
  2977. sd->cart_num++; // Recalculate current cart item count
  2978. }
  2979. }
  2980. // Skill bonus max weight increases
  2981. if (flag&CALCWT_MAXBONUS)
  2982. sd->cart_weight_max += (pc_checkskill(sd, GN_REMODELING_CART) * 5000);
  2983. // Update the client if the new weight calculations don't match
  2984. if (b_cart_weight_max != sd->cart_weight_max)
  2985. clif_updatestatus(sd, SP_CARTINFO);
  2986. return true;
  2987. }
  2988. /**
  2989. * Calculates player data from scratch without counting SC adjustments
  2990. * Should be invoked whenever players raise stats, learn passive skills or change equipment
  2991. * @param sd: Player object
  2992. * @param opt: Whether it is first calc (login) or not
  2993. * @return (-1) for too many recursive calls, (1) recursive call, (0) success
  2994. */
  2995. int status_calc_pc_sub(struct map_session_data* sd, uint8 opt)
  2996. {
  2997. static int calculating = 0; ///< Check for recursive call preemption. [Skotlex]
  2998. struct status_data *base_status; ///< Pointer to the player's base status
  2999. const struct status_change *sc = &sd->sc;
  3000. struct s_skill b_skill[MAX_SKILL]; ///< Previous skill tree
  3001. int i, skill, refinedef = 0;
  3002. short index = -1;
  3003. if (++calculating > 10) // Too many recursive calls!
  3004. return -1;
  3005. // Remember player-specific values that are currently being shown to the client (for refresh purposes)
  3006. memcpy(b_skill, &sd->status.skill, sizeof(b_skill));
  3007. pc_calc_skilltree(sd); // SkillTree calculation
  3008. if (opt&SCO_FIRST) {
  3009. // Load Hp/SP from char-received data.
  3010. sd->battle_status.hp = sd->status.hp;
  3011. sd->battle_status.sp = sd->status.sp;
  3012. if (battle_config.keep_ap_on_logout == 1)
  3013. sd->battle_status.ap = sd->status.ap;
  3014. sd->regen.sregen = &sd->sregen;
  3015. sd->regen.ssregen = &sd->ssregen;
  3016. }
  3017. base_status = &sd->base_status;
  3018. // These are not zeroed. [zzo]
  3019. sd->hprate = 100;
  3020. sd->sprate = 100;
  3021. sd->aprate = 100;
  3022. sd->castrate = 100;
  3023. sd->dsprate = 100;
  3024. sd->hprecov_rate = 100;
  3025. sd->sprecov_rate = 100;
  3026. sd->matk_rate = 100;
  3027. sd->critical_rate = sd->hit_rate = sd->flee_rate = sd->flee2_rate = 100;
  3028. sd->def_rate = sd->def2_rate = sd->mdef_rate = sd->mdef2_rate = 100;
  3029. sd->patk_rate = sd->smatk_rate = 100;
  3030. sd->res_rate = sd->mres_rate = 100;
  3031. sd->hplus_rate = sd->crate_rate = 100;
  3032. sd->regen.state.block = 0;
  3033. sd->add_max_weight = 0;
  3034. sd->indexed_bonus = {};
  3035. memset (&sd->right_weapon.overrefine, 0, sizeof(sd->right_weapon) - sizeof(sd->right_weapon.atkmods));
  3036. memset (&sd->left_weapon.overrefine, 0, sizeof(sd->left_weapon) - sizeof(sd->left_weapon.atkmods));
  3037. if (sd->special_state.intravision)
  3038. clif_status_load(&sd->bl, EFST_CLAIRVOYANCE, 0);
  3039. if (sd->special_state.no_walk_delay)
  3040. clif_status_load(&sd->bl, EFST_ENDURE, 0);
  3041. memset(&sd->special_state,0,sizeof(sd->special_state));
  3042. if (pc_isvip(sd)) // Magic Stone requirement avoidance for VIP.
  3043. sd->special_state.no_gemstone = battle_config.vip_gemstone;
  3044. if (!sd->state.permanent_speed) {
  3045. memset(&base_status->max_hp, 0, sizeof(struct status_data)-(sizeof(base_status->hp)+sizeof(base_status->sp)+sizeof(base_status->ap)));
  3046. base_status->speed = DEFAULT_WALK_SPEED;
  3047. } else {
  3048. int pSpeed = base_status->speed;
  3049. memset(&base_status->max_hp, 0, sizeof(struct status_data)-(sizeof(base_status->hp)+sizeof(base_status->sp)+sizeof(base_status->ap)));
  3050. base_status->speed = pSpeed;
  3051. }
  3052. // !FIXME: Most of these stuff should be calculated once, but how do I fix the memset above to do that? [Skotlex]
  3053. // Give them all modes except these (useful for clones)
  3054. 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));
  3055. base_status->size = (sd->class_&JOBL_BABY) ? SZ_SMALL : (((sd->class_&MAPID_BASEMASK) == MAPID_SUMMONER) ? battle_config.summoner_size : SZ_MEDIUM);
  3056. if (battle_config.character_size && pc_isriding(sd)) { // [Lupus]
  3057. if (sd->class_&JOBL_BABY) {
  3058. if (battle_config.character_size&SZ_BIG)
  3059. base_status->size++;
  3060. } else
  3061. if(battle_config.character_size&SZ_MEDIUM)
  3062. base_status->size++;
  3063. }
  3064. base_status->aspd_rate = 1000;
  3065. base_status->ele_lv = 1;
  3066. base_status->race = ((sd->class_&MAPID_BASEMASK) == MAPID_SUMMONER) ? battle_config.summoner_race : RC_PLAYER_HUMAN;
  3067. base_status->class_ = CLASS_NORMAL;
  3068. sd->autospell.clear();
  3069. sd->autospell2.clear();
  3070. sd->autospell3.clear();
  3071. sd->addeff.clear();
  3072. sd->addeff_atked.clear();
  3073. sd->addeff_onskill.clear();
  3074. sd->skillatk.clear();
  3075. sd->skillusesprate.clear();
  3076. sd->skillusesp.clear();
  3077. sd->skillheal.clear();
  3078. sd->skillheal2.clear();
  3079. sd->skillblown.clear();
  3080. sd->skillcastrate.clear();
  3081. sd->skillfixcastrate.clear();
  3082. sd->subskill.clear();
  3083. sd->skillcooldown.clear();
  3084. sd->skillfixcast.clear();
  3085. sd->skillvarcast.clear();
  3086. sd->add_def.clear();
  3087. sd->add_mdef.clear();
  3088. sd->add_mdmg.clear();
  3089. sd->reseff.clear();
  3090. sd->itemgrouphealrate.clear();
  3091. sd->add_drop.clear();
  3092. sd->itemhealrate.clear();
  3093. sd->subele2.clear();
  3094. sd->subrace3.clear();
  3095. sd->skilldelay.clear();
  3096. sd->sp_vanish.clear();
  3097. sd->hp_vanish.clear();
  3098. sd->itemsphealrate.clear();
  3099. sd->itemgroupsphealrate.clear();
  3100. // Zero up structures...
  3101. memset(&sd->hp_loss, 0, sizeof(sd->hp_loss)
  3102. + sizeof(sd->sp_loss)
  3103. + sizeof(sd->hp_regen)
  3104. + sizeof(sd->sp_regen)
  3105. + sizeof(sd->percent_hp_regen)
  3106. + sizeof(sd->percent_sp_regen)
  3107. + sizeof(sd->def_set_race)
  3108. + sizeof(sd->mdef_set_race)
  3109. + sizeof(sd->norecover_state_race)
  3110. + sizeof(sd->hp_vanish_race)
  3111. + sizeof(sd->sp_vanish_race)
  3112. );
  3113. memset(&sd->bonus, 0, sizeof(sd->bonus));
  3114. // Autobonus
  3115. pc_delautobonus(*sd, sd->autobonus, true);
  3116. pc_delautobonus(*sd, sd->autobonus2, true);
  3117. pc_delautobonus(*sd, sd->autobonus3, true);
  3118. if (sd->pd != nullptr) {
  3119. pet_delautobonus(*sd, sd->pd->autobonus, true);
  3120. pet_delautobonus(*sd, sd->pd->autobonus2, true);
  3121. pet_delautobonus(*sd, sd->pd->autobonus3, true);
  3122. }
  3123. // Parse equipment
  3124. for (i = 0; i < EQI_MAX; i++) {
  3125. current_equip_item_index = index = sd->equip_index[i]; // We pass INDEX to current_equip_item_index - for EQUIP_SCRIPT (new cards solution) [Lupus]
  3126. current_equip_combo_pos = 0;
  3127. if (index < 0)
  3128. continue;
  3129. if (i == EQI_AMMO)
  3130. continue;
  3131. if (pc_is_same_equip_index((enum equip_index)i, sd->equip_index, index))
  3132. continue;
  3133. if (!sd->inventory_data[index])
  3134. continue;
  3135. base_status->def += sd->inventory_data[index]->def;
  3136. // Items may be equipped, their effects however are nullified.
  3137. if (opt&SCO_FIRST && sd->inventory_data[index]->equip_script && (pc_has_permission(sd,PC_PERM_USE_ALL_EQUIPMENT)
  3138. || !itemdb_isNoEquip(sd->inventory_data[index],sd->bl.m))) { // Execute equip-script on login
  3139. run_script(sd->inventory_data[index]->equip_script,0,sd->bl.id,0);
  3140. if (!calculating)
  3141. return 1;
  3142. }
  3143. // Sanitize the refine level in case someone decreased the value inbetween
  3144. if (sd->inventory.u.items_inventory[index].refine > MAX_REFINE)
  3145. sd->inventory.u.items_inventory[index].refine = MAX_REFINE;
  3146. std::shared_ptr<s_refine_level_info> info = refine_db.findCurrentLevelInfo( *sd->inventory_data[index], sd->inventory.u.items_inventory[index] );
  3147. #ifdef RENEWAL
  3148. std::shared_ptr<s_enchantgradelevel> enchantgrade_info = nullptr;
  3149. if( sd->inventory.u.items_inventory[index].enchantgrade > 0 ){
  3150. enchantgrade_info = enchantgrade_db.findCurrentLevelInfo( *sd->inventory_data[index], sd->inventory.u.items_inventory[index] );
  3151. }
  3152. #endif
  3153. if (sd->inventory_data[index]->type == IT_WEAPON) {
  3154. int wlv = sd->inventory_data[index]->weapon_level;
  3155. struct weapon_data *wd;
  3156. struct weapon_atk *wa;
  3157. if(wlv >= MAX_WEAPON_LEVEL)
  3158. wlv = MAX_WEAPON_LEVEL;
  3159. if(i == EQI_HAND_L && sd->inventory.u.items_inventory[index].equip == EQP_HAND_L) {
  3160. wd = &sd->left_weapon; // Left-hand weapon
  3161. wa = &base_status->lhw;
  3162. } else {
  3163. wd = &sd->right_weapon;
  3164. wa = &base_status->rhw;
  3165. }
  3166. wa->atk += sd->inventory_data[index]->atk;
  3167. if( info != nullptr ){
  3168. wa->atk2 += info->bonus / 100;
  3169. #ifdef RENEWAL
  3170. if( enchantgrade_info != nullptr ){
  3171. wa->atk2 += ( ( ( info->bonus / 100 ) * enchantgrade_info->bonus ) / 100 );
  3172. }
  3173. if( wlv == 5 ){
  3174. base_status->patk += sd->inventory.u.items_inventory[index].refine * 2;
  3175. base_status->smatk += sd->inventory.u.items_inventory[index].refine * 2;
  3176. }
  3177. #endif
  3178. }
  3179. #ifdef RENEWAL
  3180. if (sd->bonus.weapon_atk_rate)
  3181. wa->atk += wa->atk * sd->bonus.weapon_atk_rate / 100;
  3182. wa->matk += sd->inventory_data[index]->matk;
  3183. wa->wlv = wlv;
  3184. // Renewal magic attack refine bonus
  3185. if( info != nullptr && sd->weapontype1 != W_BOW ){
  3186. wa->matk += info->bonus / 100;
  3187. if( enchantgrade_info != nullptr ){
  3188. wa->matk += ( ( ( info->bonus / 100 ) * enchantgrade_info->bonus ) / 100 );
  3189. }
  3190. }
  3191. #endif
  3192. // Overrefine bonus.
  3193. if( info != nullptr ){
  3194. wd->overrefine = info->randombonus_max / 100;
  3195. }
  3196. wa->range += sd->inventory_data[index]->range;
  3197. if(sd->inventory_data[index]->script && (pc_has_permission(sd,PC_PERM_USE_ALL_EQUIPMENT) || !itemdb_isNoEquip(sd->inventory_data[index],sd->bl.m))) {
  3198. if (wd == &sd->left_weapon) {
  3199. sd->state.lr_flag = 1;
  3200. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  3201. sd->state.lr_flag = 0;
  3202. } else
  3203. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  3204. if (!calculating) // Abort, run_script retriggered this. [Skotlex]
  3205. return 1;
  3206. }
  3207. #ifdef RENEWAL
  3208. if (sd->bonus.weapon_matk_rate)
  3209. wa->matk += wa->matk * sd->bonus.weapon_matk_rate / 100;
  3210. #endif
  3211. if(sd->inventory.u.items_inventory[index].card[0] == CARD0_FORGE) { // Forged weapon
  3212. wd->star += (sd->inventory.u.items_inventory[index].card[1]>>8);
  3213. if(wd->star >= 15) wd->star = 40; // 3 Star Crumbs now give +40 dmg
  3214. if(pc_famerank(MakeDWord(sd->inventory.u.items_inventory[index].card[2],sd->inventory.u.items_inventory[index].card[3]) ,MAPID_BLACKSMITH))
  3215. wd->star += 10;
  3216. if (!wa->ele) // Do not overwrite element from previous bonuses.
  3217. wa->ele = (sd->inventory.u.items_inventory[index].card[1]&0x0f);
  3218. }
  3219. } else if(sd->inventory_data[index]->type == IT_ARMOR) {
  3220. if( info != nullptr ){
  3221. refinedef += info->bonus;
  3222. #ifdef RENEWAL
  3223. if( sd->inventory_data[index]->armor_level == 2 ){
  3224. base_status->res += sd->inventory.u.items_inventory[index].refine * 2;
  3225. base_status->mres += sd->inventory.u.items_inventory[index].refine * 2;
  3226. }
  3227. #endif
  3228. }
  3229. if(sd->inventory_data[index]->script && (pc_has_permission(sd,PC_PERM_USE_ALL_EQUIPMENT) || !itemdb_isNoEquip(sd->inventory_data[index],sd->bl.m))) {
  3230. if( i == EQI_HAND_L ) // Shield
  3231. sd->state.lr_flag = 3;
  3232. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  3233. if( i == EQI_HAND_L ) // Shield
  3234. sd->state.lr_flag = 0;
  3235. if (!calculating) // Abort, run_script retriggered this. [Skotlex]
  3236. return 1;
  3237. }
  3238. } else if( sd->inventory_data[index]->type == IT_SHADOWGEAR ) { // Shadow System
  3239. if (sd->inventory_data[index]->script && (pc_has_permission(sd,PC_PERM_USE_ALL_EQUIPMENT) || !itemdb_isNoEquip(sd->inventory_data[index],sd->bl.m))) {
  3240. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  3241. if( !calculating )
  3242. return 1;
  3243. }
  3244. }
  3245. }
  3246. if(sd->equip_index[EQI_AMMO] >= 0) {
  3247. index = sd->equip_index[EQI_AMMO];
  3248. if(sd->inventory_data[index]) { // Arrows
  3249. sd->bonus.arrow_atk += sd->inventory_data[index]->atk;
  3250. sd->state.lr_flag = 2;
  3251. if( !itemdb_group.item_exists(IG_THROWABLE, sd->inventory_data[index]->nameid) ) // Don't run scripts on throwable items
  3252. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  3253. sd->state.lr_flag = 0;
  3254. if (!calculating) // Abort, run_script retriggered status_calc_pc. [Skotlex]
  3255. return 1;
  3256. }
  3257. }
  3258. // Process and check item combos
  3259. if (!sd->combos.empty()) {
  3260. for (const auto &combo : sd->combos) {
  3261. std::shared_ptr<s_item_combo> item_combo;
  3262. current_equip_item_index = -1;
  3263. current_equip_combo_pos = combo->pos;
  3264. if (combo->bonus == nullptr || !(item_combo = itemdb_combo.find(combo->id)))
  3265. continue;
  3266. bool no_run = false;
  3267. size_t j = 0;
  3268. // Check combo items
  3269. while (j < item_combo->nameid.size()) {
  3270. std::shared_ptr<item_data> id = item_db.find(item_combo->nameid[j]);
  3271. // Don't run the script if at least one of combo's pair has restriction
  3272. if (id && !pc_has_permission(sd, PC_PERM_USE_ALL_EQUIPMENT) && itemdb_isNoEquip(id.get(), sd->bl.m)) {
  3273. no_run = true;
  3274. break;
  3275. }
  3276. j++;
  3277. }
  3278. if (no_run)
  3279. continue;
  3280. run_script(combo->bonus, 0, sd->bl.id, 0);
  3281. if (!calculating) // Abort, run_script retriggered this
  3282. return 1;
  3283. }
  3284. }
  3285. // Store equipment script bonuses
  3286. memcpy(sd->indexed_bonus.param_equip,sd->indexed_bonus.param_bonus,sizeof(sd->indexed_bonus.param_equip));
  3287. memset(sd->indexed_bonus.param_bonus, 0, sizeof(sd->indexed_bonus.param_bonus));
  3288. base_status->def += (refinedef+50)/100;
  3289. // Parse Cards
  3290. for (i = 0; i < EQI_MAX; i++) {
  3291. current_equip_item_index = index = sd->equip_index[i]; // We pass INDEX to current_equip_item_index - for EQUIP_SCRIPT (new cards solution) [Lupus]
  3292. current_equip_combo_pos = 0;
  3293. if (index < 0)
  3294. continue;
  3295. if (i == EQI_AMMO)
  3296. continue;
  3297. if (pc_is_same_equip_index((enum equip_index)i, sd->equip_index, index))
  3298. continue;
  3299. if (sd->inventory_data[index]) {
  3300. int j;
  3301. // Card script execution.
  3302. if (itemdb_isspecial(sd->inventory.u.items_inventory[index].card[0]))
  3303. continue;
  3304. for (j = 0; j < MAX_SLOTS; j++) { // Uses MAX_SLOTS to support Soul Bound system [Inkfish]
  3305. int c = sd->inventory.u.items_inventory[index].card[j];
  3306. current_equip_card_id= c;
  3307. if(!c)
  3308. continue;
  3309. std::shared_ptr<item_data> data = item_db.find(c);
  3310. if(!data)
  3311. continue;
  3312. 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
  3313. run_script(data->equip_script,0,sd->bl.id,0);
  3314. if (!calculating)
  3315. return 1;
  3316. }
  3317. if(!data->script)
  3318. continue;
  3319. if(!pc_has_permission(sd,PC_PERM_USE_ALL_EQUIPMENT) && itemdb_isNoEquip(data.get(), sd->bl.m)) // Card restriction checks.
  3320. continue;
  3321. if(i == EQI_HAND_L && sd->inventory.u.items_inventory[index].equip == EQP_HAND_L) { // Left hand status.
  3322. sd->state.lr_flag = 1;
  3323. run_script(data->script,0,sd->bl.id,0);
  3324. sd->state.lr_flag = 0;
  3325. } else
  3326. run_script(data->script,0,sd->bl.id,0);
  3327. if (!calculating) // Abort, run_script his function. [Skotlex]
  3328. return 1;
  3329. }
  3330. }
  3331. }
  3332. current_equip_card_id = 0; // Clear stored card ID [Secret]
  3333. // Parse random options
  3334. for (i = 0; i < EQI_MAX; i++) {
  3335. current_equip_item_index = index = sd->equip_index[i];
  3336. current_equip_combo_pos = 0;
  3337. current_equip_opt_index = -1;
  3338. if (index < 0)
  3339. continue;
  3340. if (i == EQI_AMMO)
  3341. continue;
  3342. if (pc_is_same_equip_index((enum equip_index)i, sd->equip_index, index))
  3343. continue;
  3344. if (sd->inventory_data[index]) {
  3345. for (uint8 j = 0; j < MAX_ITEM_RDM_OPT; j++) {
  3346. short opt_id = sd->inventory.u.items_inventory[index].option[j].id;
  3347. if (!opt_id)
  3348. continue;
  3349. current_equip_opt_index = j;
  3350. std::shared_ptr<s_random_opt_data> data = random_option_db.find(opt_id);
  3351. if (!data || !data->script)
  3352. continue;
  3353. if (!pc_has_permission(sd, PC_PERM_USE_ALL_EQUIPMENT) && itemdb_isNoEquip(sd->inventory_data[index], sd->bl.m))
  3354. continue;
  3355. if (i == EQI_HAND_L && sd->inventory.u.items_inventory[index].equip == EQP_HAND_L) { // Left hand status.
  3356. sd->state.lr_flag = 1;
  3357. run_script(data->script, 0, sd->bl.id, 0);
  3358. sd->state.lr_flag = 0;
  3359. }
  3360. else
  3361. run_script(data->script, 0, sd->bl.id, 0);
  3362. if (!calculating)
  3363. return 1;
  3364. }
  3365. }
  3366. current_equip_opt_index = -1;
  3367. }
  3368. if (sc->count && sc->data[SC_ITEMSCRIPT]) {
  3369. std::shared_ptr<item_data> data = item_db.find(sc->data[SC_ITEMSCRIPT]->val1);
  3370. if (data && data->script)
  3371. run_script(data->script, 0, sd->bl.id, 0);
  3372. }
  3373. pc_bonus_script(sd);
  3374. if( sd->pd ) { // Pet Bonus
  3375. struct pet_data *pd = sd->pd;
  3376. std::shared_ptr<s_pet_db> pet_db_ptr = pd->get_pet_db();
  3377. if (pet_db_ptr != nullptr && pet_db_ptr->pet_bonus_script)
  3378. run_script(pet_db_ptr->pet_bonus_script,0,sd->bl.id,0);
  3379. if (pet_db_ptr != nullptr && pd->pet.intimate > 0 && (!battle_config.pet_equip_required || pd->pet.equip > 0) && pd->state.skillbonus == 1 && pd->bonus)
  3380. pc_bonus(sd,pd->bonus->type, pd->bonus->val);
  3381. }
  3382. // param_bonus now holds card bonuses.
  3383. if(base_status->rhw.range < 1) base_status->rhw.range = 1;
  3384. if(base_status->lhw.range < 1) base_status->lhw.range = 1;
  3385. if(base_status->rhw.range < base_status->lhw.range)
  3386. base_status->rhw.range = base_status->lhw.range;
  3387. sd->bonus.double_rate += sd->bonus.double_add_rate;
  3388. sd->bonus.perfect_hit += sd->bonus.perfect_hit_add;
  3389. sd->bonus.splash_range += sd->bonus.splash_add_range;
  3390. // Damage modifiers from weapon type
  3391. std::shared_ptr<s_sizefix_db> right_weapon = size_fix_db.find(sd->weapontype1);
  3392. std::shared_ptr<s_sizefix_db> left_weapon = size_fix_db.find(sd->weapontype2);
  3393. sd->right_weapon.atkmods[SZ_SMALL] = right_weapon->small;
  3394. sd->right_weapon.atkmods[SZ_MEDIUM] = right_weapon->medium;
  3395. sd->right_weapon.atkmods[SZ_BIG] = right_weapon->large;
  3396. sd->left_weapon.atkmods[SZ_SMALL] = left_weapon->small;
  3397. sd->left_weapon.atkmods[SZ_MEDIUM] = left_weapon->medium;
  3398. sd->left_weapon.atkmods[SZ_BIG] = left_weapon->large;
  3399. if((pc_isriding(sd) || pc_isridingdragon(sd)) &&
  3400. (sd->status.weapon==W_1HSPEAR || sd->status.weapon==W_2HSPEAR))
  3401. { // When Riding with spear, damage modifier to mid-class becomes
  3402. // same as versus large size.
  3403. sd->right_weapon.atkmods[SZ_MEDIUM] = sd->right_weapon.atkmods[SZ_BIG];
  3404. sd->left_weapon.atkmods[SZ_MEDIUM] = sd->left_weapon.atkmods[SZ_BIG];
  3405. }
  3406. // ----- STATS CALCULATION -----
  3407. // Job bonuses
  3408. std::shared_ptr<s_job_info> job_info = job_db.find( pc_mapid2jobid( sd->class_, sd->status.sex ) );
  3409. if( job_info != nullptr ){
  3410. const auto& bonus = job_info->job_bonus[sd->status.job_level-1];
  3411. base_status->str += bonus[PARAM_STR];
  3412. base_status->agi += bonus[PARAM_AGI];
  3413. base_status->vit += bonus[PARAM_VIT];
  3414. base_status->int_ += bonus[PARAM_INT];
  3415. base_status->dex += bonus[PARAM_DEX];
  3416. base_status->luk += bonus[PARAM_LUK];
  3417. base_status->pow += bonus[PARAM_POW];
  3418. base_status->sta += bonus[PARAM_STA];
  3419. base_status->wis += bonus[PARAM_WIS];
  3420. base_status->spl += bonus[PARAM_SPL];
  3421. base_status->con += bonus[PARAM_CON];
  3422. base_status->crt += bonus[PARAM_CRT];
  3423. }
  3424. // If a Super Novice has never died and is at least joblv 70, he gets all stats +10
  3425. if(((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && (sd->status.job_level >= 70 || sd->class_&JOBL_THIRD)) && sd->die_counter == 0) {
  3426. base_status->str += 10;
  3427. base_status->agi += 10;
  3428. base_status->vit += 10;
  3429. base_status->int_+= 10;
  3430. base_status->dex += 10;
  3431. base_status->luk += 10;
  3432. }
  3433. // Absolute modifiers from passive skills
  3434. if(pc_checkskill(sd,BS_HILTBINDING)>0)
  3435. base_status->str++;
  3436. if((skill=pc_checkskill(sd,SA_DRAGONOLOGY))>0)
  3437. base_status->int_ += (skill+1)/2; // +1 INT / 2 lv
  3438. if((skill=pc_checkskill(sd,AC_OWL))>0)
  3439. base_status->dex += skill;
  3440. if((skill = pc_checkskill(sd,RA_RESEARCHTRAP))>0)
  3441. base_status->int_ += skill;
  3442. if (pc_checkskill(sd, SU_POWEROFLAND) > 0)
  3443. base_status->int_ += 20;
  3444. // Bonuses from cards and equipment as well as base stat, remember to avoid overflows.
  3445. i = base_status->str + sd->status.str + sd->indexed_bonus.param_bonus[PARAM_STR] + sd->indexed_bonus.param_equip[PARAM_STR];
  3446. base_status->str = cap_value(i,0,USHRT_MAX);
  3447. i = base_status->agi + sd->status.agi + sd->indexed_bonus.param_bonus[PARAM_AGI] + sd->indexed_bonus.param_equip[PARAM_AGI];
  3448. base_status->agi = cap_value(i,0,USHRT_MAX);
  3449. i = base_status->vit + sd->status.vit + sd->indexed_bonus.param_bonus[PARAM_VIT] + sd->indexed_bonus.param_equip[PARAM_VIT];
  3450. base_status->vit = cap_value(i,0,USHRT_MAX);
  3451. i = base_status->int_+ sd->status.int_+ sd->indexed_bonus.param_bonus[PARAM_INT] + sd->indexed_bonus.param_equip[PARAM_INT];
  3452. base_status->int_ = cap_value(i,0,USHRT_MAX);
  3453. i = base_status->dex + sd->status.dex + sd->indexed_bonus.param_bonus[PARAM_DEX] + sd->indexed_bonus.param_equip[PARAM_DEX];
  3454. base_status->dex = cap_value(i,0,USHRT_MAX);
  3455. i = base_status->luk + sd->status.luk + sd->indexed_bonus.param_bonus[PARAM_LUK] + sd->indexed_bonus.param_equip[PARAM_LUK];
  3456. base_status->luk = cap_value(i,0,USHRT_MAX);
  3457. i = base_status->pow + sd->status.pow + sd->indexed_bonus.param_bonus[PARAM_POW] + sd->indexed_bonus.param_equip[PARAM_POW];
  3458. base_status->pow = cap_value(i, 0, USHRT_MAX);
  3459. i = base_status->sta + sd->status.sta + sd->indexed_bonus.param_bonus[PARAM_STA] + sd->indexed_bonus.param_equip[PARAM_STA];
  3460. base_status->sta = cap_value(i, 0, USHRT_MAX);
  3461. i = base_status->wis + sd->status.wis + sd->indexed_bonus.param_bonus[PARAM_WIS] + sd->indexed_bonus.param_equip[PARAM_WIS];
  3462. base_status->wis = cap_value(i, 0, USHRT_MAX);
  3463. i = base_status->spl + sd->status.spl + sd->indexed_bonus.param_bonus[PARAM_SPL] + sd->indexed_bonus.param_equip[PARAM_SPL];
  3464. base_status->spl = cap_value(i, 0, USHRT_MAX);
  3465. i = base_status->con + sd->status.con + sd->indexed_bonus.param_bonus[PARAM_CON] + sd->indexed_bonus.param_equip[PARAM_CON];
  3466. base_status->con = cap_value(i, 0, USHRT_MAX);
  3467. i = base_status->crt + sd->status.crt + sd->indexed_bonus.param_bonus[PARAM_CRT] + sd->indexed_bonus.param_equip[PARAM_CRT];
  3468. base_status->crt = cap_value(i, 0, USHRT_MAX);
  3469. if (sd->special_state.no_walk_delay) {
  3470. if (sc->data[SC_ENDURE]) {
  3471. if (sc->data[SC_ENDURE]->val4)
  3472. sc->data[SC_ENDURE]->val4 = 0;
  3473. status_change_end(&sd->bl, SC_ENDURE);
  3474. }
  3475. clif_status_load(&sd->bl, EFST_ENDURE, 1);
  3476. base_status->mdef++;
  3477. }
  3478. // ------ ATTACK CALCULATION ------
  3479. // Base batk value is set in status_calc_misc
  3480. #ifndef RENEWAL
  3481. // !FIXME: Weapon-type bonus (Why is the weapon_atk bonus applied to base attack?)
  3482. if (sd->status.weapon < MAX_WEAPON_TYPE && sd->indexed_bonus.weapon_atk[sd->status.weapon])
  3483. base_status->batk += sd->indexed_bonus.weapon_atk[sd->status.weapon];
  3484. // Absolute modifiers from passive skills
  3485. if((skill=pc_checkskill(sd,BS_HILTBINDING))>0)
  3486. base_status->batk += 4;
  3487. #else
  3488. base_status->watk = status_weapon_atk(base_status->rhw);
  3489. base_status->watk2 = status_weapon_atk(base_status->lhw);
  3490. base_status->eatk = sd->bonus.eatk;
  3491. #endif
  3492. // ----- HP MAX CALCULATION -----
  3493. base_status->max_hp = sd->status.max_hp = status_calc_maxhpsp_pc(sd,base_status->vit,true);
  3494. if(battle_config.hp_rate != 100)
  3495. base_status->max_hp = (unsigned int)(battle_config.hp_rate * (base_status->max_hp/100.));
  3496. if (sd->status.base_level < 100)
  3497. base_status->max_hp = cap_value(base_status->max_hp,1,(unsigned int)battle_config.max_hp_lv99);
  3498. else if (sd->status.base_level < 151)
  3499. base_status->max_hp = cap_value(base_status->max_hp,1,(unsigned int)battle_config.max_hp_lv150);
  3500. else
  3501. base_status->max_hp = cap_value(base_status->max_hp,1,(unsigned int)battle_config.max_hp);
  3502. // ----- SP MAX CALCULATION -----
  3503. base_status->max_sp = sd->status.max_sp = status_calc_maxhpsp_pc(sd,base_status->int_,false);
  3504. if(battle_config.sp_rate != 100)
  3505. base_status->max_sp = (unsigned int)(battle_config.sp_rate * (base_status->max_sp/100.));
  3506. base_status->max_sp = cap_value(base_status->max_sp,1,(unsigned int)battle_config.max_sp);
  3507. // ----- AP MAX CALCULATION -----
  3508. base_status->max_ap = sd->status.max_ap = status_calc_maxap_pc(sd);
  3509. if (battle_config.ap_rate != 100)
  3510. base_status->max_ap = (unsigned int)(battle_config.ap_rate * (base_status->max_ap / 100.));
  3511. base_status->max_ap = cap_value(base_status->max_ap, 0, (unsigned int)battle_config.max_ap);
  3512. // ----- RESPAWN HP/SP/AP -----
  3513. // Calc respawn hp and store it on base_status
  3514. if (sd->special_state.restart_full_recover) {
  3515. base_status->hp = base_status->max_hp;
  3516. base_status->sp = base_status->max_sp;
  3517. } else {
  3518. if((sd->class_&MAPID_BASEMASK) == MAPID_NOVICE && !(sd->class_&JOBL_2)
  3519. && battle_config.restart_hp_rate < 50)
  3520. base_status->hp = base_status->max_hp>>1;
  3521. else
  3522. base_status->hp = (int64)base_status->max_hp * battle_config.restart_hp_rate/100;
  3523. if(!base_status->hp)
  3524. base_status->hp = 1;
  3525. base_status->sp = (int64)base_status->max_sp * battle_config.restart_sp_rate /100;
  3526. if( !base_status->sp ) // The minimum for the respawn setting is SP:1
  3527. base_status->sp = 1;
  3528. base_status->ap = (int64)base_status->max_ap * battle_config.restart_ap_rate / 100;
  3529. }
  3530. // ----- MISC CALCULATION -----
  3531. status_calc_misc(&sd->bl, base_status, sd->status.base_level);
  3532. // Equipment modifiers for misc settings
  3533. if(sd->matk_rate < 0)
  3534. sd->matk_rate = 0;
  3535. if(sd->matk_rate != 100) {
  3536. base_status->matk_max = base_status->matk_max * sd->matk_rate/100;
  3537. base_status->matk_min = base_status->matk_min * sd->matk_rate/100;
  3538. }
  3539. if(sd->hit_rate < 0)
  3540. sd->hit_rate = 0;
  3541. if(sd->hit_rate != 100)
  3542. base_status->hit = base_status->hit * sd->hit_rate/100;
  3543. if(sd->flee_rate < 0)
  3544. sd->flee_rate = 0;
  3545. if(sd->flee_rate != 100)
  3546. base_status->flee = base_status->flee * sd->flee_rate/100;
  3547. if(sd->def2_rate < 0)
  3548. sd->def2_rate = 0;
  3549. if(sd->def2_rate != 100)
  3550. base_status->def2 = base_status->def2 * sd->def2_rate/100;
  3551. if(sd->mdef2_rate < 0)
  3552. sd->mdef2_rate = 0;
  3553. if(sd->mdef2_rate != 100)
  3554. base_status->mdef2 = base_status->mdef2 * sd->mdef2_rate/100;
  3555. if(sd->critical_rate < 0)
  3556. sd->critical_rate = 0;
  3557. if(sd->critical_rate != 100)
  3558. base_status->cri = cap_value(base_status->cri * sd->critical_rate/100,SHRT_MIN,SHRT_MAX);
  3559. if (pc_checkskill(sd, SU_POWEROFLIFE) > 0)
  3560. base_status->cri += 200;
  3561. if(sd->flee2_rate < 0)
  3562. sd->flee2_rate = 0;
  3563. if(sd->flee2_rate != 100)
  3564. base_status->flee2 = base_status->flee2 * sd->flee2_rate/100;
  3565. if (sd->patk_rate < 0)
  3566. sd->patk_rate = 0;
  3567. if (sd->patk_rate != 100)
  3568. base_status->patk = base_status->patk * sd->patk_rate / 100;
  3569. if (sd->smatk_rate < 0)
  3570. sd->smatk_rate = 0;
  3571. if (sd->smatk_rate != 100)
  3572. base_status->smatk = base_status->smatk * sd->smatk_rate / 100;
  3573. if (sd->res_rate < 0)
  3574. sd->res_rate = 0;
  3575. if (sd->res_rate != 100)
  3576. base_status->res = base_status->res * sd->res_rate / 100;
  3577. if (sd->mres_rate < 0)
  3578. sd->mres_rate = 0;
  3579. if (sd->mres_rate != 100)
  3580. base_status->mres = base_status->mres * sd->mres_rate / 100;
  3581. if (sd->hplus_rate < 0)
  3582. sd->hplus_rate = 0;
  3583. if (sd->hplus_rate != 100)
  3584. base_status->hplus = base_status->hplus * sd->hplus_rate / 100;
  3585. if (sd->crate_rate < 0)
  3586. sd->crate_rate = 0;
  3587. if (sd->crate_rate != 100)
  3588. base_status->crate = base_status->crate * sd->crate_rate / 100;
  3589. // ----- HIT CALCULATION -----
  3590. // Absolute modifiers from passive skills
  3591. #ifndef RENEWAL
  3592. if((skill=pc_checkskill(sd,BS_WEAPONRESEARCH))>0)
  3593. base_status->hit += skill*2;
  3594. #endif
  3595. if((skill=pc_checkskill(sd,AC_VULTURE))>0) {
  3596. #ifndef RENEWAL
  3597. base_status->hit += skill;
  3598. #endif
  3599. if(sd->status.weapon == W_BOW)
  3600. base_status->rhw.range += skill;
  3601. }
  3602. if(sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE) {
  3603. if((skill=pc_checkskill(sd,GS_SINGLEACTION))>0)
  3604. base_status->hit += 2*skill;
  3605. if((skill=pc_checkskill(sd,GS_SNAKEEYE))>0) {
  3606. base_status->hit += skill;
  3607. base_status->rhw.range += skill;
  3608. }
  3609. }
  3610. if((sd->status.weapon == W_1HAXE || sd->status.weapon == W_2HAXE) && (skill = pc_checkskill(sd,NC_TRAININGAXE)) > 0)
  3611. base_status->hit += skill * 3;
  3612. if((sd->status.weapon == W_MACE || sd->status.weapon == W_2HMACE) && (skill = pc_checkskill(sd,NC_TRAININGAXE)) > 0)
  3613. base_status->hit += skill * 2;
  3614. if (pc_checkskill(sd, SU_POWEROFLIFE) > 0)
  3615. base_status->hit += 20;
  3616. if ((skill = pc_checkskill_imperial_guard(sd, 2)) > 0)// IG_SPEAR_SWORD_M
  3617. base_status->hit += skill * 3;
  3618. if ((skill = pc_checkskill(sd, SU_SOULATTACK)) > 0)
  3619. base_status->rhw.range += skill_get_range2(&sd->bl, SU_SOULATTACK, skill, true);
  3620. // ----- FLEE CALCULATION -----
  3621. // Absolute modifiers from passive skills
  3622. if((skill=pc_checkskill(sd,TF_MISS))>0)
  3623. base_status->flee += skill*(sd->class_&JOBL_2 && (sd->class_&MAPID_BASEMASK) == MAPID_THIEF? 4 : 3);
  3624. if((skill=pc_checkskill(sd,MO_DODGE))>0)
  3625. base_status->flee += (skill*3)>>1;
  3626. if (pc_checkskill(sd, SU_POWEROFLIFE) > 0)
  3627. base_status->flee += 20;
  3628. if ((skill = pc_checkskill(sd, SHC_SHADOW_SENSE)) > 0)
  3629. base_status->flee += skill * 10;
  3630. // ----- CRITICAL CALCULATION -----
  3631. #ifdef RENEWAL
  3632. if ((skill = pc_checkskill(sd, DC_DANCINGLESSON)) > 0)
  3633. base_status->cri += skill * 10;
  3634. if ((skill = pc_checkskill(sd, PR_MACEMASTERY)) > 0 && (sd->status.weapon == W_MACE || sd->status.weapon == W_2HMACE))
  3635. base_status->cri += skill * 10;
  3636. #endif
  3637. if ((skill = pc_checkskill(sd, SHC_SHADOW_SENSE)) > 0)
  3638. {
  3639. if (sd->status.weapon == W_DAGGER || sd->status.weapon == W_DOUBLE_DD ||
  3640. sd->status.weapon == W_DOUBLE_DS || sd->status.weapon == W_DOUBLE_DA)
  3641. base_status->cri += 100 + skill * 40;
  3642. else if (sd->status.weapon == W_KATAR)
  3643. base_status->cri += 50 + skill * 20;
  3644. }
  3645. // ----- P.Atk/S.Matk CALCULATION -----
  3646. if ((skill = pc_checkskill(sd, TR_STAGE_MANNER)) > 0 && (sd->status.weapon == W_BOW || sd->status.weapon == W_MUSICAL || sd->status.weapon == W_WHIP)) {
  3647. base_status->patk += skill * 3;
  3648. base_status->smatk += skill * 3;
  3649. }
  3650. // ----- PHYSICAL RESISTANCE CALCULATION -----
  3651. if ((skill = pc_checkskill_imperial_guard(sd, 1)) > 0)// IG_SHIELD_MASTERY
  3652. base_status->res += skill * 3;
  3653. // ----- EQUIPMENT-DEF CALCULATION -----
  3654. // Apply relative modifiers from equipment
  3655. if(sd->def_rate < 0)
  3656. sd->def_rate = 0;
  3657. if(sd->def_rate != 100) {
  3658. i = base_status->def * sd->def_rate/100;
  3659. base_status->def = cap_value(i, DEFTYPE_MIN, DEFTYPE_MAX);
  3660. }
  3661. if(pc_ismadogear(sd) && pc_checkskill(sd, NC_MAINFRAME) > 0)
  3662. base_status->def += 20 + (pc_checkskill(sd, NC_MAINFRAME) * 20);
  3663. #ifndef RENEWAL
  3664. if (!battle_config.weapon_defense_type && base_status->def > battle_config.max_def) {
  3665. base_status->def2 += battle_config.over_def_bonus*(base_status->def -battle_config.max_def);
  3666. base_status->def = (unsigned char)battle_config.max_def;
  3667. }
  3668. #endif
  3669. // ----- EQUIPMENT-MDEF CALCULATION -----
  3670. // Apply relative modifiers from equipment
  3671. if(sd->mdef_rate < 0)
  3672. sd->mdef_rate = 0;
  3673. if(sd->mdef_rate != 100) {
  3674. i = base_status->mdef * sd->mdef_rate/100;
  3675. base_status->mdef = cap_value(i, DEFTYPE_MIN, DEFTYPE_MAX);
  3676. }
  3677. #ifndef RENEWAL
  3678. if (!battle_config.magic_defense_type && base_status->mdef > battle_config.max_def) {
  3679. base_status->mdef2 += battle_config.over_def_bonus*(base_status->mdef -battle_config.max_def);
  3680. base_status->mdef = (signed char)battle_config.max_def;
  3681. }
  3682. #endif
  3683. // ----- ASPD CALCULATION -----
  3684. /// Unlike other stats, ASPD rate modifiers from skills/SCs/items/etc are first all added together, then the final modifier is applied
  3685. // Basic ASPD value
  3686. i = status_base_amotion_pc(sd,base_status);
  3687. base_status->amotion = cap_value(i,pc_maxaspd(sd),2000);
  3688. // Relative modifiers from passive skills
  3689. // Renewal modifiers are handled in status_base_amotion_pc
  3690. #ifndef RENEWAL_ASPD
  3691. if((skill=pc_checkskill(sd,SA_ADVANCEDBOOK))>0 && sd->status.weapon == W_BOOK)
  3692. base_status->aspd_rate -= 5*skill;
  3693. if ((skill = pc_checkskill(sd,SG_DEVIL)) > 0 && ((sd->class_&MAPID_THIRDMASK) == MAPID_STAR_EMPEROR || pc_is_maxjoblv(sd)))
  3694. base_status->aspd_rate -= 30*skill;
  3695. if((skill=pc_checkskill(sd,GS_SINGLEACTION))>0 &&
  3696. (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE))
  3697. base_status->aspd_rate -= ((skill+1)/2) * 10;
  3698. if(pc_isriding(sd))
  3699. base_status->aspd_rate += 500-100*pc_checkskill(sd,KN_CAVALIERMASTERY);
  3700. else if(pc_isridingdragon(sd))
  3701. base_status->aspd_rate += 250-50*pc_checkskill(sd,RK_DRAGONTRAINING);
  3702. #endif
  3703. base_status->adelay = 2*base_status->amotion;
  3704. // ----- DMOTION -----
  3705. i = 800-base_status->agi*4;
  3706. base_status->dmotion = cap_value(i, 400, 800);
  3707. if(battle_config.pc_damage_delay_rate != 100)
  3708. base_status->dmotion = base_status->dmotion*battle_config.pc_damage_delay_rate/100;
  3709. // ----- MISC CALCULATIONS -----
  3710. // Weight
  3711. status_calc_weight(sd, CALCWT_MAXBONUS);
  3712. status_calc_cart_weight(sd, CALCWT_MAXBONUS);
  3713. if (pc_checkskill(sd, SM_MOVINGRECOVERY) > 0 || pc_ismadogear(sd))
  3714. sd->regen.state.walk = 1;
  3715. else
  3716. sd->regen.state.walk = 0;
  3717. // Skill SP cost
  3718. if((skill=pc_checkskill(sd,HP_MANARECHARGE))>0 )
  3719. sd->dsprate -= 4*skill;
  3720. if(sc->data[SC_SERVICE4U])
  3721. sd->dsprate -= sc->data[SC_SERVICE4U]->val3;
  3722. if(sc->data[SC_SPCOST_RATE])
  3723. sd->dsprate -= sc->data[SC_SPCOST_RATE]->val1;
  3724. // Underflow protections.
  3725. if(sd->dsprate < 0)
  3726. sd->dsprate = 0;
  3727. if(sd->castrate < 0)
  3728. sd->castrate = 0;
  3729. if(sd->hprecov_rate < 0)
  3730. sd->hprecov_rate = 0;
  3731. if(sd->sprecov_rate < 0)
  3732. sd->sprecov_rate = 0;
  3733. // Anti-element and anti-race
  3734. if((skill=pc_checkskill(sd,CR_TRUST))>0)
  3735. sd->indexed_bonus.subele[ELE_HOLY] += skill*5;
  3736. if((skill=pc_checkskill(sd,BS_SKINTEMPER))>0) {
  3737. sd->indexed_bonus.subele[ELE_NEUTRAL] += skill;
  3738. sd->indexed_bonus.subele[ELE_FIRE] += skill*5;
  3739. }
  3740. if((skill=pc_checkskill(sd,SA_DRAGONOLOGY))>0) {
  3741. #ifdef RENEWAL
  3742. skill = skill * 2;
  3743. #else
  3744. skill = skill * 4;
  3745. #endif
  3746. sd->right_weapon.addrace[RC_DRAGON]+=skill;
  3747. sd->left_weapon.addrace[RC_DRAGON]+=skill;
  3748. sd->indexed_bonus.magic_addrace[RC_DRAGON]+=skill;
  3749. sd->indexed_bonus.subrace[RC_DRAGON]+=skill;
  3750. }
  3751. if ((skill = pc_checkskill(sd, AB_EUCHARISTICA)) > 0) {
  3752. sd->right_weapon.addrace[RC_DEMON] += skill;
  3753. sd->right_weapon.addele[ELE_DARK] += skill;
  3754. sd->left_weapon.addrace[RC_DEMON] += skill;
  3755. sd->left_weapon.addele[ELE_DARK] += skill;
  3756. sd->indexed_bonus.magic_addrace[RC_DEMON] += skill;
  3757. sd->indexed_bonus.magic_addele[ELE_DARK] += skill;
  3758. sd->indexed_bonus.subrace[RC_DEMON] += skill;
  3759. sd->indexed_bonus.subele[ELE_DARK] += skill;
  3760. }
  3761. if ((skill = pc_checkskill(sd, DK_TWOHANDDEF)) > 0 && (sd->status.weapon == W_2HSWORD || sd->status.weapon == W_2HSPEAR || sd->status.weapon == W_2HAXE)) {
  3762. uint8 defense_bonus[SZ_MAX][10] = {
  3763. { 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 }, // SZ_SMALL
  3764. { 2, 3, 5, 6, 8, 9, 11, 12, 14, 15 }, // SZ_MEDIUM
  3765. { 3, 5, 7, 9, 10, 12, 13, 15, 16, 18 }, // SZ_BIG
  3766. { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } // SZ_ALL
  3767. };
  3768. for( uint8 size = SZ_SMALL; size < SZ_MAX; size++ ){
  3769. sd->indexed_bonus.weapon_subsize[size] += defense_bonus[size][skill - 1];
  3770. }
  3771. }
  3772. if ((skill = pc_checkskill(sd, IQ_WILL_OF_FAITH)) > 0 && sd->status.weapon == W_KNUCKLE) {
  3773. uint8 race_atk[10] = { 3, 4, 5, 6, 7, 8, 9, 10, 11, 12 };
  3774. uint8 race_def[10] = { 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 };
  3775. sd->right_weapon.addrace[RC_UNDEAD] += race_atk[skill - 1];
  3776. sd->right_weapon.addrace[RC_DEMON] += race_atk[skill - 1];
  3777. sd->left_weapon.addrace[RC_UNDEAD] += race_atk[skill - 1];
  3778. sd->left_weapon.addrace[RC_DEMON] += race_atk[skill - 1];
  3779. sd->indexed_bonus.subrace[RC_UNDEAD] += race_def[skill - 1];
  3780. sd->indexed_bonus.subrace[RC_DEMON] += race_def[skill - 1];
  3781. }
  3782. 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)) {
  3783. uint8 attack_bonus[SZ_MAX][10] = {
  3784. { 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 }, // SZ_SMALL
  3785. { 2, 3, 5, 6, 8, 9, 11, 12, 14, 15 }, // SZ_MEDIUM
  3786. { 3, 5, 7, 9, 10, 12, 13, 15, 16, 18 }, // SZ_BIG
  3787. { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } // SZ_ALL
  3788. };
  3789. for( uint8 size = SZ_SMALL; size < SZ_MAX; size++ ){
  3790. sd->right_weapon.addsize[size] += attack_bonus[size][skill - 1];
  3791. sd->left_weapon.addsize[size] += attack_bonus[size][skill - 1];
  3792. }
  3793. }
  3794. if ((skill = pc_checkskill(sd, CD_FIDUS_ANIMUS)) > 0) {
  3795. uint8 holy_matk[10] = { 1, 3, 4, 6, 7, 9, 10, 12, 13, 15 };
  3796. sd->indexed_bonus.magic_atk_ele[ELE_HOLY] += holy_matk[skill - 1];
  3797. }
  3798. if ((skill = pc_checkskill(sd, MT_TWOAXEDEF)) > 0 && sd->status.weapon == W_2HAXE) {
  3799. uint8 defense_bonus[SZ_MAX][10] = {
  3800. { 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 }, // SZ_SMALL
  3801. { 2, 3, 5, 6, 8, 9, 11, 12, 14, 15 }, // SZ_MEDIUM
  3802. { 3, 5, 7, 9, 10, 12, 13, 15, 16, 18 }, // SZ_BIG
  3803. { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } // SZ_ALL
  3804. };
  3805. for( uint8 size = SZ_SMALL; size < SZ_MAX; size++ ){
  3806. sd->indexed_bonus.weapon_subsize[size] += defense_bonus[size][skill - 1];
  3807. }
  3808. }
  3809. 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)) {
  3810. uint8 attack_bonus[SZ_MAX][10] = {
  3811. { 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 }, // SZ_SMALL
  3812. { 2, 3, 5, 6, 8, 9, 11, 12, 14, 15 }, // SZ_MEDIUM
  3813. { 2, 4, 6, 8, 10, 12, 14, 16, 18, 20 }, // SZ_BIG
  3814. { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } // SZ_ALL
  3815. };
  3816. for( uint8 size = SZ_SMALL; size < SZ_MAX; size++ ){
  3817. sd->right_weapon.addsize[size] += attack_bonus[size][skill - 1];
  3818. sd->left_weapon.addsize[size] += attack_bonus[size][skill - 1];
  3819. }
  3820. }
  3821. 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)) {
  3822. uint8 attack_bonus[SZ_MAX][10] = {
  3823. { 2, 3, 5, 6, 8, 9, 11, 12, 14, 15 }, // SZ_SMALL
  3824. { 2, 3, 5, 6, 8, 9, 11, 12, 14, 15 }, // SZ_MEDIUM
  3825. { 2, 3, 5, 6, 8, 9, 11, 12, 14, 15 }, // SZ_BIG
  3826. { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } // SZ_ALL
  3827. };
  3828. for( uint8 size = SZ_SMALL; size < SZ_MAX; size++ ){
  3829. sd->indexed_bonus.magic_addsize[size] += attack_bonus[size][skill - 1];
  3830. }
  3831. }
  3832. if ((skill = pc_checkskill(sd, EM_MAGIC_BOOK_M)) > 0 && sd->status.weapon == W_BOOK) {
  3833. sd->indexed_bonus.magic_atk_ele[ELE_WATER] += skill;
  3834. sd->indexed_bonus.magic_atk_ele[ELE_EARTH] += skill;
  3835. sd->indexed_bonus.magic_atk_ele[ELE_FIRE] += skill;
  3836. sd->indexed_bonus.magic_atk_ele[ELE_WIND] += skill;
  3837. sd->indexed_bonus.magic_atk_ele[ELE_POISON] += skill;
  3838. }
  3839. if(sc->count) {
  3840. if(sc->data[SC_CONCENTRATE]) { // Update the card-bonus data
  3841. sc->data[SC_CONCENTRATE]->val3 = sd->indexed_bonus.param_bonus[1]; // Agi
  3842. sc->data[SC_CONCENTRATE]->val4 = sd->indexed_bonus.param_bonus[4]; // Dex
  3843. }
  3844. if(sc->data[SC_SIEGFRIED]) {
  3845. i = sc->data[SC_SIEGFRIED]->val2;
  3846. sd->indexed_bonus.subele[ELE_WATER] += i;
  3847. sd->indexed_bonus.subele[ELE_EARTH] += i;
  3848. sd->indexed_bonus.subele[ELE_FIRE] += i;
  3849. sd->indexed_bonus.subele[ELE_WIND] += i;
  3850. #ifndef RENEWAL
  3851. sd->indexed_bonus.subele[ELE_POISON] += i;
  3852. sd->indexed_bonus.subele[ELE_HOLY] += i;
  3853. sd->indexed_bonus.subele[ELE_DARK] += i;
  3854. sd->indexed_bonus.subele[ELE_GHOST] += i;
  3855. sd->indexed_bonus.subele[ELE_UNDEAD] += i;
  3856. #endif
  3857. }
  3858. #ifdef RENEWAL
  3859. if (sc->data[SC_BASILICA]) {
  3860. i = sc->data[SC_BASILICA]->val1 * 5;
  3861. sd->right_weapon.addele[ELE_DARK] += i;
  3862. sd->right_weapon.addele[ELE_UNDEAD] += i;
  3863. sd->left_weapon.addele[ELE_DARK] += i;
  3864. sd->left_weapon.addele[ELE_UNDEAD] += i;
  3865. sd->indexed_bonus.magic_atk_ele[ELE_HOLY] += sc->data[SC_BASILICA]->val1 * 3;
  3866. }
  3867. if (sc->data[SC_FIREWEAPON])
  3868. sd->indexed_bonus.magic_atk_ele[ELE_FIRE] += sc->data[SC_FIREWEAPON]->val1;
  3869. if (sc->data[SC_WINDWEAPON])
  3870. sd->indexed_bonus.magic_atk_ele[ELE_WIND] += sc->data[SC_WINDWEAPON]->val1;
  3871. if (sc->data[SC_WATERWEAPON])
  3872. sd->indexed_bonus.magic_atk_ele[ELE_WATER] += sc->data[SC_WATERWEAPON]->val1;
  3873. if (sc->data[SC_EARTHWEAPON])
  3874. sd->indexed_bonus.magic_atk_ele[ELE_EARTH] += sc->data[SC_EARTHWEAPON]->val1;
  3875. #endif
  3876. if(sc->data[SC_PROVIDENCE]) {
  3877. sd->indexed_bonus.subele[ELE_HOLY] += sc->data[SC_PROVIDENCE]->val2;
  3878. sd->indexed_bonus.subrace[RC_DEMON] += sc->data[SC_PROVIDENCE]->val2;
  3879. }
  3880. if (sc->data[SC_GEFFEN_MAGIC1]) {
  3881. sd->right_weapon.addrace[RC_PLAYER_HUMAN] += sc->data[SC_GEFFEN_MAGIC1]->val1;
  3882. sd->right_weapon.addrace[RC_DEMIHUMAN] += sc->data[SC_GEFFEN_MAGIC1]->val1;
  3883. sd->left_weapon.addrace[RC_PLAYER_HUMAN] += sc->data[SC_GEFFEN_MAGIC1]->val1;
  3884. sd->left_weapon.addrace[RC_DEMIHUMAN] += sc->data[SC_GEFFEN_MAGIC1]->val1;
  3885. }
  3886. if (sc->data[SC_GEFFEN_MAGIC2]) {
  3887. sd->indexed_bonus.magic_addrace[RC_PLAYER_HUMAN] += sc->data[SC_GEFFEN_MAGIC2]->val1;
  3888. sd->indexed_bonus.magic_addrace[RC_DEMIHUMAN] += sc->data[SC_GEFFEN_MAGIC2]->val1;
  3889. }
  3890. if(sc->data[SC_GEFFEN_MAGIC3]) {
  3891. sd->indexed_bonus.subrace[RC_PLAYER_HUMAN] += sc->data[SC_GEFFEN_MAGIC3]->val1;
  3892. sd->indexed_bonus.subrace[RC_DEMIHUMAN] += sc->data[SC_GEFFEN_MAGIC3]->val1;
  3893. }
  3894. if(sc->data[SC_ARMOR_ELEMENT_WATER]) { // This status change should grant card-type elemental resist.
  3895. sd->indexed_bonus.subele[ELE_WATER] += sc->data[SC_ARMOR_ELEMENT_WATER]->val1;
  3896. sd->indexed_bonus.subele[ELE_EARTH] += sc->data[SC_ARMOR_ELEMENT_WATER]->val2;
  3897. sd->indexed_bonus.subele[ELE_FIRE] += sc->data[SC_ARMOR_ELEMENT_WATER]->val3;
  3898. sd->indexed_bonus.subele[ELE_WIND] += sc->data[SC_ARMOR_ELEMENT_WATER]->val4;
  3899. }
  3900. if(sc->data[SC_ARMOR_ELEMENT_EARTH]) { // This status change should grant card-type elemental resist.
  3901. sd->indexed_bonus.subele[ELE_WATER] += sc->data[SC_ARMOR_ELEMENT_EARTH]->val1;
  3902. sd->indexed_bonus.subele[ELE_EARTH] += sc->data[SC_ARMOR_ELEMENT_EARTH]->val2;
  3903. sd->indexed_bonus.subele[ELE_FIRE] += sc->data[SC_ARMOR_ELEMENT_EARTH]->val3;
  3904. sd->indexed_bonus.subele[ELE_WIND] += sc->data[SC_ARMOR_ELEMENT_EARTH]->val4;
  3905. }
  3906. if(sc->data[SC_ARMOR_ELEMENT_FIRE]) { // This status change should grant card-type elemental resist.
  3907. sd->indexed_bonus.subele[ELE_WATER] += sc->data[SC_ARMOR_ELEMENT_FIRE]->val1;
  3908. sd->indexed_bonus.subele[ELE_EARTH] += sc->data[SC_ARMOR_ELEMENT_FIRE]->val2;
  3909. sd->indexed_bonus.subele[ELE_FIRE] += sc->data[SC_ARMOR_ELEMENT_FIRE]->val3;
  3910. sd->indexed_bonus.subele[ELE_WIND] += sc->data[SC_ARMOR_ELEMENT_FIRE]->val4;
  3911. }
  3912. if(sc->data[SC_ARMOR_ELEMENT_WIND]) { // This status change should grant card-type elemental resist.
  3913. sd->indexed_bonus.subele[ELE_WATER] += sc->data[SC_ARMOR_ELEMENT_WIND]->val1;
  3914. sd->indexed_bonus.subele[ELE_EARTH] += sc->data[SC_ARMOR_ELEMENT_WIND]->val2;
  3915. sd->indexed_bonus.subele[ELE_FIRE] += sc->data[SC_ARMOR_ELEMENT_WIND]->val3;
  3916. sd->indexed_bonus.subele[ELE_WIND] += sc->data[SC_ARMOR_ELEMENT_WIND]->val4;
  3917. }
  3918. if(sc->data[SC_ARMOR_RESIST]) { // Undead Scroll
  3919. sd->indexed_bonus.subele[ELE_WATER] += sc->data[SC_ARMOR_RESIST]->val1;
  3920. sd->indexed_bonus.subele[ELE_EARTH] += sc->data[SC_ARMOR_RESIST]->val2;
  3921. sd->indexed_bonus.subele[ELE_FIRE] += sc->data[SC_ARMOR_RESIST]->val3;
  3922. sd->indexed_bonus.subele[ELE_WIND] += sc->data[SC_ARMOR_RESIST]->val4;
  3923. }
  3924. if( sc->data[SC_FIRE_CLOAK_OPTION] ) {
  3925. i = sc->data[SC_FIRE_CLOAK_OPTION]->val2;
  3926. sd->indexed_bonus.subele[ELE_FIRE] += i;
  3927. sd->indexed_bonus.subele[ELE_WATER] -= i;
  3928. }
  3929. if( sc->data[SC_WATER_DROP_OPTION] ) {
  3930. i = sc->data[SC_WATER_DROP_OPTION]->val2;
  3931. sd->indexed_bonus.subele[ELE_WATER] += i;
  3932. sd->indexed_bonus.subele[ELE_WIND] -= i;
  3933. }
  3934. if( sc->data[SC_WIND_CURTAIN_OPTION] ) {
  3935. i = sc->data[SC_WIND_CURTAIN_OPTION]->val2;
  3936. sd->indexed_bonus.subele[ELE_WIND] += i;
  3937. sd->indexed_bonus.subele[ELE_EARTH] -= i;
  3938. }
  3939. if( sc->data[SC_STONE_SHIELD_OPTION] ) {
  3940. i = sc->data[SC_STONE_SHIELD_OPTION]->val2;
  3941. sd->indexed_bonus.subele[ELE_EARTH] += i;
  3942. sd->indexed_bonus.subele[ELE_FIRE] -= i;
  3943. }
  3944. if (sc->data[SC_MTF_MLEATKED] )
  3945. sd->indexed_bonus.subele[ELE_NEUTRAL] += sc->data[SC_MTF_MLEATKED]->val3;
  3946. if (sc->data[SC_MTF_CRIDAMAGE])
  3947. sd->bonus.crit_atk_rate += sc->data[SC_MTF_CRIDAMAGE]->val1;
  3948. if (sc->data[SC_GLASTHEIM_ATK]) {
  3949. sd->indexed_bonus.ignore_mdef_by_race[RC_UNDEAD] += sc->data[SC_GLASTHEIM_ATK]->val1;
  3950. sd->indexed_bonus.ignore_mdef_by_race[RC_DEMON] += sc->data[SC_GLASTHEIM_ATK]->val1;
  3951. }
  3952. if (sc->data[SC_LAUDARAMUS])
  3953. sd->bonus.crit_atk_rate += 5 * sc->data[SC_LAUDARAMUS]->val1;
  3954. #ifdef RENEWAL
  3955. if (sc->data[SC_FORTUNE])
  3956. sd->bonus.crit_atk_rate += 2 * sc->data[SC_FORTUNE]->val1;
  3957. #endif
  3958. if (sc->data[SC_SYMPHONYOFLOVER]) {
  3959. sd->indexed_bonus.subele[ELE_GHOST] += sc->data[SC_SYMPHONYOFLOVER]->val1 * 3;
  3960. sd->indexed_bonus.subele[ELE_HOLY] += sc->data[SC_SYMPHONYOFLOVER]->val1 * 3;
  3961. }
  3962. if (sc->data[SC_PYREXIA] && sc->data[SC_PYREXIA]->val3 == 0)
  3963. sd->bonus.crit_atk_rate += sc->data[SC_PYREXIA]->val2;
  3964. if (sc->data[SC_LUXANIMA]) {
  3965. pc_bonus2(sd, SP_ADDSIZE, SZ_ALL, sc->data[SC_LUXANIMA]->val3);
  3966. sd->bonus.crit_atk_rate += sc->data[SC_LUXANIMA]->val3;
  3967. sd->bonus.short_attack_atk_rate += sc->data[SC_LUXANIMA]->val3;
  3968. sd->bonus.long_attack_atk_rate += sc->data[SC_LUXANIMA]->val3;
  3969. }
  3970. if (sc->data[SC_STRIKING])
  3971. sd->bonus.perfect_hit += 20 + 10 * pc_checkskill(sd, SO_STRIKING);
  3972. if (sc->data[SC_VIGOR]) {
  3973. // Skill desc says increases physical damage. Supposed to affect damage from base ATK right???
  3974. // Because this is only boosting the ATK from the equipped weapon and not from base ATK. [Rytech]
  3975. sd->right_weapon.addrace[RC_DEMIHUMAN] += 50;
  3976. sd->left_weapon.addrace[RC_ANGEL] += 50;
  3977. }
  3978. if (sc->data[SC_DEADLY_DEFEASANCE])
  3979. sd->special_state.no_magic_damage = 0;
  3980. if (sc->data[SC_CLIMAX_DES_HU])
  3981. sd->indexed_bonus.magic_atk_ele[ELE_WIND] += 30;
  3982. if (sc->data[SC_CLIMAX_EARTH])
  3983. sd->indexed_bonus.subele[ELE_EARTH] -= 100;
  3984. if (sc->data[SC_CLIMAX_BLOOM])
  3985. sd->indexed_bonus.subele[ELE_FIRE] -= 100;
  3986. if (sc->data[SC_CLIMAX_CRYIMP]) {
  3987. sd->indexed_bonus.subele[ELE_WATER] += 30;
  3988. sd->indexed_bonus.magic_atk_ele[ELE_WATER] += 30;
  3989. }
  3990. if (sc->data[SC_SINCERE_FAITH])
  3991. sd->bonus.perfect_hit += sc->data[SC_SINCERE_FAITH]->val3;
  3992. if (sc->data[SC_HOLY_S]) {
  3993. sd->indexed_bonus.subele[ELE_DARK] += sc->data[SC_HOLY_S]->val2;
  3994. sd->indexed_bonus.subele[ELE_UNDEAD] += sc->data[SC_HOLY_S]->val2;
  3995. sd->indexed_bonus.magic_atk_ele[ELE_HOLY] += sc->data[SC_HOLY_S]->val2;
  3996. }
  3997. if (sc->data[SC_SUMMON_ELEMENTAL_ARDOR])
  3998. sd->indexed_bonus.magic_atk_ele[ELE_FIRE] += 10;
  3999. if (sc->data[SC_SUMMON_ELEMENTAL_DILUVIO])
  4000. sd->indexed_bonus.magic_atk_ele[ELE_WATER] += 10;
  4001. if (sc->data[SC_SUMMON_ELEMENTAL_PROCELLA])
  4002. sd->indexed_bonus.magic_atk_ele[ELE_WIND] += 10;
  4003. if (sc->data[SC_SUMMON_ELEMENTAL_TERREMOTUS])
  4004. sd->indexed_bonus.magic_atk_ele[ELE_EARTH] += 10;
  4005. if (sc->data[SC_SUMMON_ELEMENTAL_SERPENS])
  4006. sd->indexed_bonus.magic_atk_ele[ELE_POISON] += 10;
  4007. if (sc->data[SC_FLAMEARMOR_OPTION]) {
  4008. sd->indexed_bonus.subele[ELE_FIRE] += 100;
  4009. sd->indexed_bonus.subele[ELE_WATER] -= 30;
  4010. }
  4011. if (sc->data[SC_CRYSTAL_ARMOR_OPTION]) {
  4012. sd->indexed_bonus.subele[ELE_WATER] += 100;
  4013. sd->indexed_bonus.subele[ELE_WIND] -= 30;
  4014. }
  4015. if (sc->data[SC_EYES_OF_STORM_OPTION]) {
  4016. sd->indexed_bonus.subele[ELE_WIND] += 100;
  4017. sd->indexed_bonus.subele[ELE_EARTH] -= 30;
  4018. }
  4019. if (sc->data[SC_STRONG_PROTECTION_OPTION]) {
  4020. sd->indexed_bonus.subele[ELE_EARTH] += 100;
  4021. sd->indexed_bonus.subele[ELE_FIRE] -= 30;
  4022. }
  4023. if (sc->data[SC_POISON_SHIELD_OPTION]) {
  4024. sd->indexed_bonus.subele[ELE_POISON] += 100;
  4025. sd->indexed_bonus.subele[ELE_HOLY] -= 30;
  4026. }
  4027. if (sc->data[SC_INFINITY_DRINK]) {
  4028. sd->bonus.crit_atk_rate += 5;
  4029. sd->bonus.long_attack_atk_rate += 5;
  4030. sd->indexed_bonus.magic_atk_ele[ELE_ALL] += 5;
  4031. sd->special_state.no_castcancel = 1;
  4032. }
  4033. if(sc->data[SC_MENTAL_POTION])
  4034. sd->dsprate -= sc->data[SC_MENTAL_POTION]->val1;
  4035. if (sc->data[SC_LIMIT_POWER_BOOSTER]) {
  4036. pc_bonus(sd, SP_ATK_RATE, 1);
  4037. pc_bonus(sd, SP_MATK_RATE, 1);
  4038. sd->dsprate -= 5;
  4039. sd->bonus.fixcastrate -= sc->data[SC_LIMIT_POWER_BOOSTER]->val1;
  4040. }
  4041. if (sc->data[SC_COMBAT_PILL]) {
  4042. pc_bonus(sd, SP_ATK_RATE, sc->data[SC_COMBAT_PILL]->val1);
  4043. pc_bonus(sd, SP_MATK_RATE, sc->data[SC_COMBAT_PILL]->val1);
  4044. }
  4045. if (sc->data[SC_COMBAT_PILL2]) {
  4046. pc_bonus(sd, SP_ATK_RATE, sc->data[SC_COMBAT_PILL2]->val1);
  4047. pc_bonus(sd, SP_MATK_RATE, sc->data[SC_COMBAT_PILL2]->val1);
  4048. }
  4049. if (sc->data[SC_SPARKCANDY])
  4050. pc_bonus2(sd, SP_HP_LOSS_RATE, 100, 10000);
  4051. if (sc->data[SC_MAGICCANDY]) {
  4052. sd->bonus.fixcastrate -= 70;
  4053. sd->special_state.no_castcancel = 1;
  4054. pc_bonus2(sd, SP_SP_LOSS_RATE, 90, 10000);
  4055. }
  4056. if (sc->data[SC_POPECOOKIE]) {
  4057. pc_bonus(sd, SP_ATK_RATE, sc->data[SC_POPECOOKIE]->val1);
  4058. pc_bonus(sd, SP_MATK_RATE, sc->data[SC_POPECOOKIE]->val1);
  4059. sd->indexed_bonus.subele[ELE_ALL] -= sc->data[SC_POPECOOKIE]->val1;
  4060. }
  4061. if (sc->data[SC_VITALIZE_POTION]) {
  4062. pc_bonus(sd, SP_ATK_RATE, sc->data[SC_VITALIZE_POTION]->val1);
  4063. pc_bonus(sd, SP_MATK_RATE, sc->data[SC_VITALIZE_POTION]->val1);
  4064. }
  4065. if (sc->data[SC_CUP_OF_BOZA])
  4066. sd->indexed_bonus.subele[ELE_FIRE] -= 5;
  4067. if (sc->data[SC_SKF_CAST])
  4068. sd->bonus.varcastrate -= sc->data[SC_SKF_CAST]->val1;
  4069. if (sc->data[SC_BEEF_RIB_STEW]) {
  4070. sd->bonus.varcastrate -= 5;
  4071. sd->dsprate -= 3;
  4072. }
  4073. if (sc->data[SC_PORK_RIB_STEW])
  4074. sd->dsprate -= 2;
  4075. }
  4076. status_cpy(&sd->battle_status, base_status);
  4077. // ----- CLIENT-SIDE REFRESH -----
  4078. if(!sd->bl.prev) {
  4079. // Will update on LoadEndAck
  4080. calculating = 0;
  4081. return 0;
  4082. }
  4083. if(memcmp(b_skill,sd->status.skill,sizeof(sd->status.skill)))
  4084. clif_skillinfoblock(sd);
  4085. // If the skill is learned, the status is infinite.
  4086. if (pc_checkskill(sd, SU_SPRITEMABLE) > 0 && !sd->sc.data[SC_SPRITEMABLE])
  4087. sc_start(&sd->bl, &sd->bl, SC_SPRITEMABLE, 100, 1, INFINITE_TICK);
  4088. if (pc_checkskill(sd, SU_SOULATTACK) > 0 && !sd->sc.data[SC_SOULATTACK])
  4089. sc_start(&sd->bl, &sd->bl, SC_SOULATTACK, 100, 1, INFINITE_TICK);
  4090. calculating = 0;
  4091. return 0;
  4092. }
  4093. /// Intermediate function since C++ does not have a try-finally syntax
  4094. int status_calc_pc_( struct map_session_data* sd, uint8 opt ){
  4095. // Save the old script the player was attached to
  4096. struct script_state* previous_st = sd->st;
  4097. // Store the return value of the original function
  4098. int ret = status_calc_pc_sub( sd, opt );
  4099. // If an old script is present
  4100. if( previous_st ){
  4101. // Reattach the player to it, so that the limitations of that script kick back in
  4102. script_attach_state( previous_st );
  4103. }
  4104. // Return the original return value
  4105. return ret;
  4106. }
  4107. /**
  4108. * Calculates Mercenary data
  4109. * @param md: Mercenary object
  4110. * @param opt: Whether it is first calc or not (0 on level up or status)
  4111. * @return 0
  4112. */
  4113. int status_calc_mercenary_(s_mercenary_data *md, uint8 opt)
  4114. {
  4115. struct status_data *status = &md->base_status;
  4116. s_mercenary *merc = &md->mercenary;
  4117. if (opt&SCO_FIRST) {
  4118. memcpy(status, &md->db->status, sizeof(struct status_data));
  4119. status->class_ = CLASS_NORMAL;
  4120. status->mode = static_cast<e_mode>(MD_CANMOVE|MD_CANATTACK);
  4121. status->hp = status->max_hp;
  4122. status->sp = status->max_sp;
  4123. md->battle_status.hp = merc->hp;
  4124. md->battle_status.sp = merc->sp;
  4125. if (md->master)
  4126. status->speed = status_get_speed(&md->master->bl);
  4127. }
  4128. status_calc_misc(&md->bl, status, md->db->lv);
  4129. status_cpy(&md->battle_status, status);
  4130. return 0;
  4131. }
  4132. /**
  4133. * Calculates Homunculus data
  4134. * @param hd: Homunculus object
  4135. * @param opt: Whether it is first calc or not (0 on level up or status)
  4136. * @return 1
  4137. */
  4138. int status_calc_homunculus_(struct homun_data *hd, uint8 opt)
  4139. {
  4140. struct status_data *status = &hd->base_status;
  4141. struct s_homunculus *hom = &hd->homunculus;
  4142. int skill_lv;
  4143. int amotion;
  4144. status->str = hom->str / 10;
  4145. status->agi = hom->agi / 10;
  4146. status->vit = hom->vit / 10;
  4147. status->dex = hom->dex / 10;
  4148. status->int_ = hom->int_ / 10;
  4149. status->luk = hom->luk / 10;
  4150. APPLY_HOMUN_LEVEL_STATWEIGHT();
  4151. if (opt&SCO_FIRST) {
  4152. const struct s_homunculus_db *db = hd->homunculusDB;
  4153. status->def_ele = db->element;
  4154. status->ele_lv = 1;
  4155. status->race = db->race;
  4156. status->class_ = CLASS_NORMAL;
  4157. status->size = (hom->class_ == db->evo_class) ? db->evo_size : db->base_size;
  4158. status->rhw.range = 1 + status->size;
  4159. status->mode = static_cast<e_mode>(MD_CANMOVE|MD_CANATTACK);
  4160. status->speed = DEFAULT_WALK_SPEED;
  4161. if (battle_config.hom_setting&HOMSET_COPY_SPEED && hd->master)
  4162. status->speed = status_get_speed(&hd->master->bl);
  4163. status->hp = 1;
  4164. status->sp = 1;
  4165. }
  4166. status->aspd_rate = 1000;
  4167. #ifdef RENEWAL
  4168. amotion = hd->homunculusDB->baseASPD;
  4169. amotion = amotion - amotion * (status->dex + hom->dex_value) / 1000 - (status->agi + hom->agi_value) * amotion / 250;
  4170. status->def = status->mdef = 0;
  4171. #else
  4172. skill_lv = hom->level / 10 + status->vit / 5;
  4173. status->def = cap_value(skill_lv, 0, 99);
  4174. skill_lv = hom->level / 10 + status->int_ / 5;
  4175. status->mdef = cap_value(skill_lv, 0, 99);
  4176. amotion = (1000 - 4 * status->agi - status->dex) * hd->homunculusDB->baseASPD / 1000;
  4177. #endif
  4178. status->amotion = cap_value(amotion, battle_config.max_aspd, 2000);
  4179. status->adelay = status->amotion; //It seems adelay = amotion for Homunculus.
  4180. status->max_hp = hom->max_hp;
  4181. status->max_sp = hom->max_sp;
  4182. hom_calc_skilltree(hd, 0);
  4183. if((skill_lv = hom_checkskill(hd, HAMI_SKIN)) > 0)
  4184. status->def += skill_lv * 4;
  4185. if((skill_lv = hom_checkskill(hd, HVAN_INSTRUCT)) > 0) {
  4186. status->int_ += 1 + skill_lv / 2 + skill_lv / 4 + skill_lv / 5;
  4187. status->str += 1 + skill_lv / 3 + skill_lv / 3 + skill_lv / 4;
  4188. }
  4189. if((skill_lv = hom_checkskill(hd, HAMI_SKIN)) > 0)
  4190. status->max_hp += skill_lv * 2 * status->max_hp / 100;
  4191. if((skill_lv = hom_checkskill(hd, HLIF_BRAIN)) > 0)
  4192. status->max_sp += skill_lv * status->max_sp / 100;
  4193. if (opt&SCO_FIRST) {
  4194. hd->battle_status.hp = hom->hp;
  4195. hd->battle_status.sp = hom->sp;
  4196. if(hom->class_ == 6052) // Eleanor
  4197. sc_start(&hd->bl,&hd->bl, SC_STYLE_CHANGE, 100, MH_MD_FIGHTING, INFINITE_TICK);
  4198. }
  4199. #ifndef RENEWAL
  4200. status->rhw.atk = status->dex;
  4201. status->rhw.atk2 = status->str + hom->level;
  4202. #endif
  4203. status_calc_misc(&hd->bl, status, hom->level);
  4204. status_cpy(&hd->battle_status, status);
  4205. return 1;
  4206. }
  4207. /**
  4208. * Calculates Elemental data
  4209. * @param ed: Elemental object
  4210. * @param opt: Whether it is first calc or not (0 on status change)
  4211. * @return 0
  4212. */
  4213. int status_calc_elemental_(s_elemental_data *ed, uint8 opt)
  4214. {
  4215. struct status_data *status = &ed->base_status;
  4216. s_elemental *ele = &ed->elemental;
  4217. struct map_session_data *sd = ed->master;
  4218. if( !sd )
  4219. return 0;
  4220. if (opt&SCO_FIRST) {
  4221. memcpy(status, &ed->db->status, sizeof(struct status_data));
  4222. if( !ele->mode )
  4223. status->mode = EL_MODE_PASSIVE;
  4224. else
  4225. status->mode = ele->mode;
  4226. status->class_ = CLASS_NORMAL;
  4227. status_calc_misc(&ed->bl, status, 0);
  4228. status->max_hp = ele->max_hp;
  4229. status->max_sp = ele->max_sp;
  4230. status->hp = ele->hp;
  4231. status->sp = ele->sp;
  4232. status->rhw.atk = ele->atk;
  4233. status->rhw.atk2 = ele->atk2;
  4234. status->matk_min += ele->matk;
  4235. status->def += ele->def;
  4236. status->mdef += ele->mdef;
  4237. status->flee = ele->flee;
  4238. status->hit = ele->hit;
  4239. if (ed->master)
  4240. status->speed = status_get_speed(&ed->master->bl);
  4241. memcpy(&ed->battle_status,status,sizeof(struct status_data));
  4242. } else {
  4243. status_calc_misc(&ed->bl, status, 0);
  4244. status_cpy(&ed->battle_status, status);
  4245. }
  4246. return 0;
  4247. }
  4248. /**
  4249. * Calculates NPC data
  4250. * @param nd: NPC object
  4251. * @param opt: Whether it is first calc or not (what?)
  4252. * @return 0
  4253. */
  4254. int status_calc_npc_(struct npc_data *nd, uint8 opt)
  4255. {
  4256. struct status_data *status = &nd->status;
  4257. if (!nd)
  4258. return 0;
  4259. if (opt&SCO_FIRST) {
  4260. status->hp = 1;
  4261. status->sp = 1;
  4262. status->max_hp = 1;
  4263. status->max_sp = 1;
  4264. status->def_ele = ELE_NEUTRAL;
  4265. status->ele_lv = 1;
  4266. status->race = RC_DEMIHUMAN;
  4267. status->class_ = CLASS_NORMAL;
  4268. status->size = nd->size;
  4269. status->rhw.range = 1 + status->size;
  4270. status->mode = static_cast<e_mode>(MD_CANMOVE|MD_CANATTACK);
  4271. status->speed = nd->speed;
  4272. }
  4273. status->str = nd->stat_point + nd->params.str;
  4274. status->agi = nd->stat_point + nd->params.agi;
  4275. status->vit = nd->stat_point + nd->params.vit;
  4276. status->int_= nd->stat_point + nd->params.int_;
  4277. status->dex = nd->stat_point + nd->params.dex;
  4278. status->luk = nd->stat_point + nd->params.luk;
  4279. status_calc_misc(&nd->bl, status, nd->level);
  4280. status_cpy(&nd->status, status);
  4281. return 0;
  4282. }
  4283. /**
  4284. * Calculates regeneration values
  4285. * Applies passive skill regeneration additions
  4286. * @param bl: Object to calculate regen for [PC|HOM|MER|ELEM]
  4287. * @param status: Object's status
  4288. * @param regen: Object's base regeneration data
  4289. */
  4290. void status_calc_regen(struct block_list *bl, struct status_data *status, struct regen_data *regen)
  4291. {
  4292. struct map_session_data *sd;
  4293. struct status_change *sc;
  4294. int val, skill, reg_flag;
  4295. if( !(bl->type&BL_REGEN) || !regen )
  4296. return;
  4297. sd = BL_CAST(BL_PC,bl);
  4298. sc = status_get_sc(bl);
  4299. val = (status->vit/5) + max(1, status->max_hp/200);
  4300. if( sd && sd->hprecov_rate != 100 )
  4301. val = val*sd->hprecov_rate/100;
  4302. reg_flag = bl->type == BL_PC ? 0 : 1;
  4303. regen->hp = cap_value(val, reg_flag, SHRT_MAX);
  4304. val = 1 + (status->int_/6) + (status->max_sp/100);
  4305. if( status->int_ >= 120 )
  4306. val += ((status->int_-120)>>1) + 4;
  4307. if( sd && sd->sprecov_rate != 100 )
  4308. val = val*sd->sprecov_rate/100;
  4309. regen->sp = cap_value(val, reg_flag, SHRT_MAX);
  4310. if( sd ) {
  4311. struct regen_data_sub *sregen;
  4312. if( (skill=pc_checkskill(sd,HP_MEDITATIO)) > 0 ) {
  4313. val = regen->sp*(100+3*skill)/100;
  4314. regen->sp = cap_value(val, 1, SHRT_MAX);
  4315. }
  4316. // Only players have skill/sitting skill regen for now.
  4317. sregen = regen->sregen;
  4318. val = 0;
  4319. if( (skill=pc_checkskill(sd,SM_RECOVERY)) > 0 )
  4320. val += skill*5 + skill*status->max_hp/500;
  4321. if (sc && sc->count) {
  4322. if (sc->data[SC_INCREASE_MAXHP])
  4323. val += val * sc->data[SC_INCREASE_MAXHP]->val2 / 100;
  4324. }
  4325. sregen->hp = cap_value(val, 0, SHRT_MAX);
  4326. val = 0;
  4327. if( (skill=pc_checkskill(sd,MG_SRECOVERY)) > 0 )
  4328. val += skill*3 + skill*status->max_sp/500;
  4329. if( (skill=pc_checkskill(sd,NJ_NINPOU)) > 0 )
  4330. val += skill*3 + skill*status->max_sp/500;
  4331. if( (skill=pc_checkskill(sd,WM_LESSON)) > 0 )
  4332. val += 3 + 3 * skill;
  4333. if (sc && sc->count) {
  4334. if (sc->data[SC_ANCILLA])
  4335. val += sc->data[SC_ANCILLA]->val2 / 100;
  4336. if (sc->data[SC_INCREASE_MAXSP])
  4337. val += val * sc->data[SC_INCREASE_MAXSP]->val2 / 100;
  4338. }
  4339. sregen->sp = cap_value(val, 0, SHRT_MAX);
  4340. // Skill-related recovery (only when sit)
  4341. sregen = regen->ssregen;
  4342. val = 0;
  4343. if( (skill=pc_checkskill(sd,MO_SPIRITSRECOVERY)) > 0 )
  4344. val += skill*4 + skill*status->max_hp/500;
  4345. if( (skill=pc_checkskill(sd,TK_HPTIME)) > 0 && sd->state.rest )
  4346. val += skill*30 + skill*status->max_hp/500;
  4347. sregen->hp = cap_value(val, 0, SHRT_MAX);
  4348. val = 0;
  4349. if( (skill=pc_checkskill(sd,TK_SPTIME)) > 0 && sd->state.rest ) {
  4350. val += skill*3 + skill*status->max_sp/500;
  4351. if ((skill=pc_checkskill(sd,SL_KAINA)) > 0) // Power up Enjoyable Rest
  4352. val += (30+10*skill)*val/100;
  4353. }
  4354. if( (skill=pc_checkskill(sd,MO_SPIRITSRECOVERY)) > 0 )
  4355. val += skill*2 + skill*status->max_sp/500;
  4356. sregen->sp = cap_value(val, 0, SHRT_MAX);
  4357. }
  4358. if( bl->type == BL_HOM ) {
  4359. struct homun_data *hd = (TBL_HOM*)bl;
  4360. if( (skill = hom_checkskill(hd,HAMI_SKIN)) > 0 ) {
  4361. val = regen->hp*(100+5*skill)/100;
  4362. regen->hp = cap_value(val, 1, SHRT_MAX);
  4363. }
  4364. if( (skill = hom_checkskill(hd,HLIF_BRAIN)) > 0 ) {
  4365. val = regen->sp*(100+3*skill)/100;
  4366. regen->sp = cap_value(val, 1, SHRT_MAX);
  4367. }
  4368. } else if( bl->type == BL_MER ) {
  4369. val = (status->max_hp * status->vit / 10000 + 1) * 6;
  4370. regen->hp = cap_value(val, 1, SHRT_MAX);
  4371. val = (status->max_sp * (status->int_ + 10) / 750) + 1;
  4372. regen->sp = cap_value(val, 1, SHRT_MAX);
  4373. } else if( bl->type == BL_ELEM ) {
  4374. val = (status->max_hp * status->vit / 10000 + 1) * 6;
  4375. regen->hp = cap_value(val, 1, SHRT_MAX);
  4376. val = (status->max_sp * (status->int_ + 10) / 750) + 1;
  4377. regen->sp = cap_value(val, 1, SHRT_MAX);
  4378. }
  4379. }
  4380. /**
  4381. * Calculates SC (Status Changes) regeneration values
  4382. * @param bl: Object to calculate regen for [PC|HOM|MER|ELEM]
  4383. * @param regen: Object's base regeneration data
  4384. * @param sc: Object's status change data
  4385. */
  4386. void status_calc_regen_rate(struct block_list *bl, struct regen_data *regen, struct status_change *sc)
  4387. {
  4388. if (!(bl->type&BL_REGEN) || !regen)
  4389. return;
  4390. regen->flag = RGN_HP|RGN_SP;
  4391. if(regen->sregen) {
  4392. if (regen->sregen->hp)
  4393. regen->flag |= RGN_SHP;
  4394. if (regen->sregen->sp)
  4395. regen->flag |= RGN_SSP;
  4396. regen->sregen->rate.hp = regen->sregen->rate.sp = 100;
  4397. }
  4398. if (regen->ssregen) {
  4399. if (regen->ssregen->hp)
  4400. regen->flag |= RGN_SHP;
  4401. if (regen->ssregen->sp)
  4402. regen->flag |= RGN_SSP;
  4403. regen->ssregen->rate.hp = regen->ssregen->rate.sp = 100;
  4404. }
  4405. regen->rate.hp = regen->rate.sp = 100;
  4406. if (!sc || !sc->count)
  4407. return;
  4408. // No HP or SP regen
  4409. if ((sc->data[SC_POISON] && !sc->data[SC_SLOWPOISON])
  4410. || (sc->data[SC_DPOISON] && !sc->data[SC_SLOWPOISON])
  4411. || sc->data[SC_BERSERK]
  4412. || sc->data[SC_TRICKDEAD]
  4413. || sc->data[SC_BLEEDING]
  4414. || (sc->data[SC_MAGICMUSHROOM] && sc->data[SC_MAGICMUSHROOM]->val3 == 1)
  4415. || sc->data[SC_SATURDAYNIGHTFEVER]
  4416. || sc->data[SC_REBOUND])
  4417. regen->flag = RGN_NONE;
  4418. // No natural SP regen
  4419. if (sc->data[SC_DANCING] ||
  4420. #ifdef RENEWAL
  4421. sc->data[SC_MAXIMIZEPOWER] ||
  4422. #endif
  4423. #ifndef RENEWAL
  4424. (bl->type == BL_PC && (((TBL_PC*)bl)->class_&MAPID_UPPERMASK) == MAPID_MONK &&
  4425. (sc->data[SC_EXTREMITYFIST] || sc->data[SC_EXPLOSIONSPIRITS]) && (!sc->data[SC_SPIRIT] || sc->data[SC_SPIRIT]->val2 != SL_MONK)) ||
  4426. #else
  4427. (bl->type == BL_PC && (((TBL_PC*)bl)->class_&MAPID_UPPERMASK) == MAPID_MONK &&
  4428. sc->data[SC_EXTREMITYFIST] && (!sc->data[SC_SPIRIT] || sc->data[SC_SPIRIT]->val2 != SL_MONK)) ||
  4429. #endif
  4430. (sc->data[SC_OBLIVIONCURSE] && sc->data[SC_OBLIVIONCURSE]->val3 == 1))
  4431. regen->flag &= ~RGN_SP;
  4432. if (sc->data[SC_TENSIONRELAX]) {
  4433. if (sc->data[SC_WEIGHT50] || sc->data[SC_WEIGHT90])
  4434. regen->state.overweight = 0; // 1x HP regen
  4435. else {
  4436. regen->rate.hp += 200;
  4437. if (regen->sregen)
  4438. regen->sregen->rate.hp += 200;
  4439. }
  4440. }
  4441. if (sc->data[SC_MAGNIFICAT])
  4442. regen->rate.sp += 100;
  4443. if (sc->data[SC_REGENERATION]) {
  4444. const struct status_change_entry *sce = sc->data[SC_REGENERATION];
  4445. if (!sce->val4) {
  4446. regen->rate.hp += (sce->val2*100);
  4447. regen->rate.sp += (sce->val3*100);
  4448. } else
  4449. regen->flag &= ~sce->val4; // Remove regen as specified by val4
  4450. }
  4451. if(sc->data[SC_GT_REVITALIZE]) {
  4452. regen->hp += cap_value(regen->hp * sc->data[SC_GT_REVITALIZE]->val3/100, 1, SHRT_MAX);
  4453. regen->state.walk = 1;
  4454. }
  4455. if (sc->data[SC_EXTRACT_WHITE_POTION_Z])
  4456. regen->hp += cap_value(regen->hp * sc->data[SC_EXTRACT_WHITE_POTION_Z]->val1 / 100, 1, SHRT_MAX);
  4457. if (sc->data[SC_VITATA_500])
  4458. regen->sp += cap_value(regen->sp * sc->data[SC_VITATA_500]->val1 / 100, 1, SHRT_MAX);
  4459. if (bl->type == BL_ELEM) { // Recovery bonus only applies to the Elementals.
  4460. int ele_class = status_get_class(bl);
  4461. switch (ele_class) {
  4462. case ELEMENTALID_AGNI_S:
  4463. case ELEMENTALID_AGNI_M:
  4464. case ELEMENTALID_AGNI_L:
  4465. case ELEMENTALID_ARDOR:
  4466. if (sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 1)
  4467. regen->rate.hp += 100;
  4468. break;
  4469. case ELEMENTALID_AQUA_S:
  4470. case ELEMENTALID_AQUA_M:
  4471. case ELEMENTALID_AQUA_L:
  4472. case ELEMENTALID_DILUVIO:
  4473. if (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 1)
  4474. regen->rate.hp += 100;
  4475. break;
  4476. case ELEMENTALID_VENTUS_S:
  4477. case ELEMENTALID_VENTUS_M:
  4478. case ELEMENTALID_VENTUS_L:
  4479. case ELEMENTALID_PROCELLA:
  4480. if (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 1)
  4481. regen->rate.hp += 100;
  4482. break;
  4483. case ELEMENTALID_TERA_S:
  4484. case ELEMENTALID_TERA_M:
  4485. case ELEMENTALID_TERA_L:
  4486. case ELEMENTALID_TERREMOTUS:
  4487. case ELEMENTALID_SERPENS:
  4488. if (sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 1)
  4489. regen->rate.hp += 100;
  4490. break;
  4491. }
  4492. }
  4493. if (sc->data[SC_CATNIPPOWDER]) {
  4494. regen->rate.hp *= 2;
  4495. regen->rate.sp *= 2;
  4496. }
  4497. if (sc->data[SC_SHRIMPBLESSING])
  4498. regen->rate.sp += 50;
  4499. #ifdef RENEWAL
  4500. if (sc->data[SC_NIBELUNGEN]) {
  4501. if (sc->data[SC_NIBELUNGEN]->val2 == RINGNBL_HPREGEN)
  4502. regen->rate.hp += 100;
  4503. else if (sc->data[SC_NIBELUNGEN]->val2 == RINGNBL_SPREGEN)
  4504. regen->rate.sp += 100;
  4505. }
  4506. #endif
  4507. if (sc->data[SC_SIRCLEOFNATURE])
  4508. regen->rate.hp += sc->data[SC_SIRCLEOFNATURE]->val2;
  4509. if (sc->data[SC_SONGOFMANA])
  4510. regen->rate.sp += sc->data[SC_SONGOFMANA]->val3;
  4511. }
  4512. /**
  4513. * Applies a state to a unit - See [StatusChangeStateTable]
  4514. * @param bl: Object to change state on [PC|MOB|HOM|MER|ELEM]
  4515. * @param sc: Object's status change data
  4516. * @param flag: Which state to apply to bl
  4517. * @param start: (1) start state, (0) remove state
  4518. */
  4519. void status_calc_state( struct block_list *bl, struct status_change *sc, std::bitset<SCS_MAX> flag, bool start )
  4520. {
  4521. /// No sc at all, we can zero without any extra weight over our conciousness
  4522. if( !sc->count ) {
  4523. sc->cant = {};
  4524. return;
  4525. }
  4526. // Can't move
  4527. if( flag[SCS_NOMOVE] ) {
  4528. if( !flag[SCS_NOMOVECOND] )
  4529. sc->cant.move += (start ? 1 : ((sc->cant.move) ? -1 : 0));
  4530. else if(
  4531. (sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_SELF) // cannot move while gospel is in effect
  4532. #ifndef RENEWAL
  4533. || (sc->data[SC_BASILICA] && sc->data[SC_BASILICA]->val4 == bl->id) // Basilica caster cannot move
  4534. || (sc->data[SC_GRAVITATION] && sc->data[SC_GRAVITATION]->val3 == BCT_SELF)
  4535. #endif
  4536. || (sc->data[SC_CAMOUFLAGE] && sc->data[SC_CAMOUFLAGE]->val1 < 3)
  4537. || (sc->data[SC_MAGNETICFIELD] && sc->data[SC_MAGNETICFIELD]->val2 != bl->id)
  4538. || (sc->data[SC_FEAR] && sc->data[SC_FEAR]->val2 > 0)
  4539. || (sc->data[SC_SPIDERWEB] && sc->data[SC_SPIDERWEB]->val1)
  4540. || (sc->data[SC_HIDING] && (bl->type != BL_PC || (pc_checkskill(BL_CAST(BL_PC,bl),RG_TUNNELDRIVE) <= 0)))
  4541. || (sc->data[SC_DANCING] && sc->data[SC_DANCING]->val4 && (
  4542. #ifndef RENEWAL
  4543. !sc->data[SC_LONGING] ||
  4544. #endif
  4545. (sc->data[SC_DANCING]->val1&0xFFFF) == CG_MOONLIT ||
  4546. (sc->data[SC_DANCING]->val1&0xFFFF) == CG_HERMODE
  4547. ))
  4548. || (sc->data[SC_CRYSTALIZE] && bl->type != BL_MOB)
  4549. )
  4550. sc->cant.move += (start ? 1 : ((sc->cant.move) ? -1 : 0));
  4551. }
  4552. // Can't use skills
  4553. if( flag[SCS_NOCAST] ) {
  4554. if( !flag[SCS_NOCASTCOND] )
  4555. sc->cant.cast += (start ? 1 : ((sc->cant.cast) ? -1 : 0));
  4556. else if (sc->data[SC_OBLIVIONCURSE] && sc->data[SC_OBLIVIONCURSE]->val3 == 1)
  4557. sc->cant.cast += (start ? 1 : ((sc->cant.cast) ? -1 : 0));
  4558. }
  4559. // Can't chat
  4560. if( flag[SCS_NOCHAT] ) {
  4561. if( !flag[SCS_NOCHATCOND] )
  4562. sc->cant.chat += (start ? 1 : ((sc->cant.chat) ? -1 : 0));
  4563. else if(sc->data[SC_NOCHAT] && sc->data[SC_NOCHAT]->val1&MANNER_NOCHAT)
  4564. sc->cant.chat += (start ? 1 : ((sc->cant.chat) ? -1 : 0));
  4565. }
  4566. // Can't attack
  4567. if( flag[SCS_NOATTACK] ) {
  4568. if( !flag[SCS_NOATTACKCOND] )
  4569. sc->cant.attack += (start ? 1 : ((sc->cant.attack) ? -1 : 0));
  4570. /*else if( )
  4571. sc->cant.attack += ( start ? 1 : ((sc->cant.attack)? -1:0) );*/
  4572. }
  4573. // Can't warp
  4574. if (flag[SCS_NOWARP]) {
  4575. if (!flag[SCS_NOWARPCOND])
  4576. sc->cant.warp += (start ? 1 : ((sc->cant.warp) ? -1 : 0));
  4577. /*else if (sc->data[])
  4578. sc->cant.warp += ( start ? 1 : ((sc->cant.warp)? -1:0) );*/
  4579. }
  4580. // Player-only states
  4581. if( bl->type == BL_PC ) {
  4582. // Can't pick-up items
  4583. if( flag[SCS_NOPICKITEM] ) {
  4584. if( !flag[SCS_NOPICKITEMCOND] )
  4585. sc->cant.pickup += (start ? 1 : ((sc->cant.pickup) ? -1 : 0));
  4586. else if( (sc->data[SC_NOCHAT] && sc->data[SC_NOCHAT]->val1&MANNER_NOITEM) )
  4587. sc->cant.pickup += (start ? 1 : ((sc->cant.pickup) ? -1 : 0));
  4588. }
  4589. // Can't drop items
  4590. if( flag[SCS_NODROPITEM] ) {
  4591. if( !flag[SCS_NODROPITEMCOND] )
  4592. sc->cant.drop += (start ? 1 : ((sc->cant.drop) ? -1 : 0));
  4593. else if( (sc->data[SC_NOCHAT] && sc->data[SC_NOCHAT]->val1&MANNER_NOITEM) )
  4594. sc->cant.drop += (start ? 1 : ((sc->cant.drop) ? -1 : 0));
  4595. }
  4596. // Can't equip item
  4597. if( flag[SCS_NOEQUIPITEM] ) {
  4598. if( !flag[SCS_NOEQUIPITEMCOND] )
  4599. sc->cant.equip += (start ? 1 : ((sc->cant.equip) ? -1 : 0));
  4600. /*else if( )
  4601. sc->cant.equip += ( start ? 1 : ((sc->cant.equip)? -1:0) );*/
  4602. }
  4603. // Can't unequip item
  4604. if( flag[SCS_NOUNEQUIPITEM]) {
  4605. if( !flag[SCS_NOUNEQUIPITEMCOND] )
  4606. sc->cant.unequip += (start ? 1 : ((sc->cant.unequip) ? -1 : 0));
  4607. /*else if( )
  4608. sc->cant.unequip += ( start ? 1 : ((sc->cant.unequip)? -1:0) );*/
  4609. }
  4610. // Can't consume item
  4611. if( flag[SCS_NOCONSUMEITEM]) {
  4612. if( !flag[SCS_NOCONSUMEITEMCOND] )
  4613. sc->cant.consume += (start ? 1 : ((sc->cant.consume) ? -1 : 0));
  4614. else if( (sc->data[SC_GRAVITATION] && sc->data[SC_GRAVITATION]->val3 == BCT_SELF) ||
  4615. (sc->data[SC_NOCHAT] && sc->data[SC_NOCHAT]->val1&MANNER_NOITEM) )
  4616. sc->cant.consume += (start ? 1 : ((sc->cant.consume) ? -1 : 0));
  4617. }
  4618. // Can't lose exp
  4619. if (flag[SCS_NODEATHPENALTY]) {
  4620. if (!flag[SCS_NODEATHPENALTYCOND])
  4621. sc->cant.deathpenalty += (start ? 1 : ((sc->cant.deathpenalty) ? -1 : 0));
  4622. /*else if (sc->data[])
  4623. sc->cant.deathpenalty += ( start ? 1 : ((sc->cant.deathpenalty)? -1:0) );*/
  4624. }
  4625. // Can't sit/stand/talk to NPC
  4626. if (flag[SCS_NOINTERACT]) {
  4627. if (!flag[SCS_NOINTERACTCOND])
  4628. sc->cant.interact += (start ? 1 : ((sc->cant.interact) ? -1 : 0));
  4629. /*else if (sc->data[])
  4630. sc->cant.interact += ( start ? 1 : ((sc->cant.interact)? -1:0) );*/
  4631. }
  4632. }
  4633. return;
  4634. }
  4635. /**
  4636. * Recalculates parts of an objects status according to specified flags
  4637. * See [set_sc] [add_sc]
  4638. * @param bl: Object whose status has changed [PC|MOB|HOM|MER|ELEM]
  4639. * @param flag: Which status has changed on bl
  4640. */
  4641. void status_calc_bl_main(struct block_list *bl, std::bitset<SCB_MAX> flag)
  4642. {
  4643. const struct status_data *b_status = status_get_base_status(bl); // Base Status
  4644. struct status_data *status = status_get_status_data(bl); // Battle Status
  4645. struct status_change *sc = status_get_sc(bl);
  4646. TBL_PC *sd = BL_CAST(BL_PC,bl);
  4647. int temp;
  4648. if (!b_status || !status)
  4649. return;
  4650. /** [Playtester]
  4651. * This needs to be done even if there is currently no status change active, because
  4652. * we need to update the speed on the client when the last status change ends.
  4653. **/
  4654. if(flag[SCB_SPEED]) {
  4655. struct unit_data *ud = unit_bl2ud(bl);
  4656. /** [Skotlex]
  4657. * Re-walk to adjust speed (we do not check if walktimer != INVALID_TIMER
  4658. * because if you step on something while walking, the moment this
  4659. * piece of code triggers the walk-timer is set on INVALID_TIMER)
  4660. **/
  4661. if (ud)
  4662. ud->state.change_walk_target = ud->state.speed_changed = 1;
  4663. }
  4664. if(flag[SCB_STR]) {
  4665. status->str = status_calc_str(bl, sc, b_status->str);
  4666. flag.set(SCB_BATK);
  4667. if( bl->type&BL_HOM )
  4668. flag.set(SCB_WATK);
  4669. }
  4670. if(flag[SCB_AGI]) {
  4671. status->agi = status_calc_agi(bl, sc, b_status->agi);
  4672. flag.set(SCB_FLEE);
  4673. #ifdef RENEWAL
  4674. flag.set(SCB_DEF2);
  4675. #endif
  4676. if( bl->type&(BL_PC|BL_HOM) ) {
  4677. flag.set(SCB_ASPD);
  4678. flag.set(SCB_DSPD);
  4679. }
  4680. }
  4681. if(flag[SCB_VIT]) {
  4682. status->vit = status_calc_vit(bl, sc, b_status->vit);
  4683. flag.set(SCB_DEF2);
  4684. flag.set(SCB_MDEF2);
  4685. if( bl->type&(BL_PC|BL_HOM|BL_MER|BL_ELEM) )
  4686. flag.set(SCB_MAXHP);
  4687. if( bl->type&BL_HOM )
  4688. flag.set(SCB_DEF);
  4689. }
  4690. if(flag[SCB_INT]) {
  4691. status->int_ = status_calc_int(bl, sc, b_status->int_);
  4692. flag.set(SCB_MATK);
  4693. flag.set(SCB_MDEF2);
  4694. if( bl->type&(BL_PC|BL_HOM|BL_MER|BL_ELEM) )
  4695. flag.set(SCB_MAXSP);
  4696. if( bl->type&BL_HOM )
  4697. flag.set(SCB_MDEF);
  4698. }
  4699. if(flag[SCB_DEX]) {
  4700. status->dex = status_calc_dex(bl, sc, b_status->dex);
  4701. flag.set(SCB_BATK);
  4702. flag.set(SCB_HIT);
  4703. #ifdef RENEWAL
  4704. flag.set(SCB_MATK);
  4705. flag.set(SCB_MDEF2);
  4706. #endif
  4707. if( bl->type&(BL_PC|BL_HOM) )
  4708. flag.set(SCB_ASPD);
  4709. if( bl->type&BL_HOM )
  4710. flag.set(SCB_WATK);
  4711. }
  4712. if(flag[SCB_LUK]) {
  4713. status->luk = status_calc_luk(bl, sc, b_status->luk);
  4714. flag.set(SCB_BATK);
  4715. flag.set(SCB_CRI);
  4716. flag.set(SCB_FLEE2);
  4717. #ifdef RENEWAL
  4718. flag.set(SCB_MATK);
  4719. flag.set(SCB_HIT);
  4720. flag.set(SCB_FLEE);
  4721. #endif
  4722. }
  4723. #ifdef RENEWAL
  4724. if (flag[SCB_POW]) {
  4725. status->pow = status_calc_pow(bl, sc, b_status->pow);
  4726. flag.set(SCB_BATK);
  4727. flag.set(SCB_PATK);
  4728. }
  4729. if (flag[SCB_STA]) {
  4730. status->sta = status_calc_sta(bl, sc, b_status->sta);
  4731. flag.set(SCB_RES);
  4732. }
  4733. if (flag[SCB_WIS]) {
  4734. status->wis = status_calc_wis(bl, sc, b_status->wis);
  4735. flag.set(SCB_MRES);
  4736. }
  4737. if (flag[SCB_SPL]) {
  4738. status->spl = status_calc_spl(bl, sc, b_status->spl);
  4739. flag.set(SCB_MATK);
  4740. flag.set(SCB_SMATK);
  4741. }
  4742. if (flag[SCB_CON]) {
  4743. status->con = status_calc_con(bl, sc, b_status->con);
  4744. flag.set(SCB_HIT);
  4745. flag.set(SCB_FLEE);
  4746. flag.set(SCB_PATK);
  4747. flag.set(SCB_SMATK);
  4748. }
  4749. if (flag[SCB_CRT]) {
  4750. status->crt = status_calc_crt(bl, sc, b_status->crt);
  4751. flag.set(SCB_HPLUS);
  4752. flag.set(SCB_CRATE);
  4753. }
  4754. #endif
  4755. if(flag[SCB_BATK] && b_status->batk) {
  4756. int lv = status_get_lv(bl);
  4757. status->batk = status_base_atk(bl, status, lv);
  4758. temp = b_status->batk - status_base_atk(bl, b_status, lv);
  4759. if (temp) {
  4760. temp += status->batk;
  4761. status->batk = cap_value(temp, 0, USHRT_MAX);
  4762. }
  4763. status->batk = status_calc_batk(bl, sc, status->batk);
  4764. }
  4765. if(flag[SCB_WATK]) {
  4766. #ifndef RENEWAL
  4767. status->rhw.atk = status_calc_watk(bl, sc, b_status->rhw.atk);
  4768. if (!sd) // Should not affect weapon refine bonus
  4769. status->rhw.atk2 = status_calc_watk(bl, sc, b_status->rhw.atk2);
  4770. if (sd && sd->bonus.weapon_atk_rate)
  4771. status->rhw.atk += status->rhw.atk * sd->bonus.weapon_atk_rate / 100;
  4772. if(b_status->lhw.atk) {
  4773. if (sd) {
  4774. sd->state.lr_flag = 1;
  4775. status->lhw.atk = status_calc_watk(bl, sc, b_status->lhw.atk);
  4776. sd->state.lr_flag = 0;
  4777. } else {
  4778. status->lhw.atk = status_calc_watk(bl, sc, b_status->lhw.atk);
  4779. status->lhw.atk2= status_calc_watk(bl, sc, b_status->lhw.atk2);
  4780. }
  4781. }
  4782. #else
  4783. if(!b_status->watk) { // We only have left-hand weapon
  4784. status->watk = 0;
  4785. status->watk2 = status_calc_watk(bl, sc, b_status->watk2);
  4786. }
  4787. else status->watk = status_calc_watk(bl, sc, b_status->watk);
  4788. #endif
  4789. }
  4790. if(flag[SCB_HIT]) {
  4791. if (status->dex == b_status->dex
  4792. #ifdef RENEWAL
  4793. && status->luk == b_status->luk && status->con == b_status->con
  4794. #endif
  4795. )
  4796. status->hit = status_calc_hit(bl, sc, b_status->hit);
  4797. else
  4798. status->hit = status_calc_hit(bl, sc, b_status->hit + (status->dex - b_status->dex)
  4799. #ifdef RENEWAL
  4800. + (status->luk/3 - b_status->luk/3) + 2 * (status->con - b_status->con)
  4801. #endif
  4802. );
  4803. }
  4804. if(flag[SCB_FLEE]) {
  4805. if (status->agi == b_status->agi
  4806. #ifdef RENEWAL
  4807. && status->luk == b_status->luk && status->con == b_status->con
  4808. #endif
  4809. )
  4810. status->flee = status_calc_flee(bl, sc, b_status->flee);
  4811. else
  4812. status->flee = status_calc_flee(bl, sc, b_status->flee +(status->agi - b_status->agi)
  4813. #ifdef RENEWAL
  4814. + (status->luk/5 - b_status->luk/5) + 2 * (status->con - b_status->con)
  4815. #endif
  4816. );
  4817. }
  4818. if(flag[SCB_DEF]) {
  4819. status->def = status_calc_def(bl, sc, b_status->def);
  4820. if( bl->type&BL_HOM )
  4821. status->def += (status->vit/5 - b_status->vit/5);
  4822. }
  4823. if(flag[SCB_DEF2]) {
  4824. if (status->vit == b_status->vit
  4825. #ifdef RENEWAL
  4826. && status->agi == b_status->agi
  4827. #endif
  4828. )
  4829. status->def2 = status_calc_def2(bl, sc, b_status->def2);
  4830. else
  4831. status->def2 = status_calc_def2(bl, sc, b_status->def2
  4832. #ifdef RENEWAL
  4833. + (int)( ((float)status->vit/2 - (float)b_status->vit/2) + ((float)status->agi/5 - (float)b_status->agi/5) )
  4834. #else
  4835. + (status->vit - b_status->vit)
  4836. #endif
  4837. );
  4838. }
  4839. if(flag[SCB_MDEF]) {
  4840. status->mdef = status_calc_mdef(bl, sc, b_status->mdef);
  4841. if( bl->type&BL_HOM )
  4842. status->mdef += (status->int_/5 - b_status->int_/5);
  4843. }
  4844. if(flag[SCB_MDEF2]) {
  4845. if (status->int_ == b_status->int_ && status->vit == b_status->vit
  4846. #ifdef RENEWAL
  4847. && status->dex == b_status->dex
  4848. #endif
  4849. )
  4850. status->mdef2 = status_calc_mdef2(bl, sc, b_status->mdef2);
  4851. else
  4852. status->mdef2 = status_calc_mdef2(bl, sc, b_status->mdef2 +(status->int_ - b_status->int_)
  4853. #ifdef RENEWAL
  4854. + (int)( ((float)status->dex/5 - (float)b_status->dex/5) + ((float)status->vit/5 - (float)b_status->vit/5) )
  4855. #else
  4856. + ((status->vit - b_status->vit)>>1)
  4857. #endif
  4858. );
  4859. }
  4860. if(flag[SCB_SPEED]) {
  4861. status->speed = status_calc_speed(bl, sc, b_status->speed);
  4862. if( bl->type&BL_PC && !(sd && sd->state.permanent_speed) && status->speed < battle_config.max_walk_speed )
  4863. status->speed = battle_config.max_walk_speed;
  4864. if( bl->type&BL_PET && ((TBL_PET*)bl)->master)
  4865. status->speed = status_get_speed(&((TBL_PET*)bl)->master->bl);
  4866. if( bl->type&BL_HOM && battle_config.hom_setting&HOMSET_COPY_SPEED && ((TBL_HOM*)bl)->master)
  4867. status->speed = status_get_speed(&((TBL_HOM*)bl)->master->bl);
  4868. if( bl->type&BL_MER && ((TBL_MER*)bl)->master)
  4869. status->speed = status_get_speed(&((TBL_MER*)bl)->master->bl);
  4870. if( bl->type&BL_ELEM && ((TBL_ELEM*)bl)->master)
  4871. status->speed = status_get_speed(&((TBL_ELEM*)bl)->master->bl);
  4872. }
  4873. if(flag[SCB_CRI] && b_status->cri) {
  4874. if (status->luk == b_status->luk)
  4875. status->cri = status_calc_critical(bl, sc, b_status->cri);
  4876. else
  4877. status->cri = status_calc_critical(bl, sc, b_status->cri + 3*(status->luk - b_status->luk));
  4878. /// After status_calc_critical so the bonus is applied despite if you have or not a sc bugreport:5240
  4879. if (sd) {
  4880. if (sd->status.weapon == W_KATAR)
  4881. status->cri <<= 1;
  4882. }
  4883. }
  4884. if(flag[SCB_FLEE2] && b_status->flee2) {
  4885. if (status->luk == b_status->luk)
  4886. status->flee2 = status_calc_flee2(bl, sc, b_status->flee2);
  4887. else
  4888. status->flee2 = status_calc_flee2(bl, sc, b_status->flee2 +(status->luk - b_status->luk));
  4889. }
  4890. if(flag[SCB_ATK_ELE]) {
  4891. status->rhw.ele = status_calc_attack_element(bl, sc, b_status->rhw.ele);
  4892. if (sd) sd->state.lr_flag = 1;
  4893. status->lhw.ele = status_calc_attack_element(bl, sc, b_status->lhw.ele);
  4894. if (sd) sd->state.lr_flag = 0;
  4895. }
  4896. if(flag[SCB_DEF_ELE]) {
  4897. status->def_ele = status_calc_element(bl, sc, b_status->def_ele);
  4898. status->ele_lv = status_calc_element_lv(bl, sc, b_status->ele_lv);
  4899. }
  4900. if(flag[SCB_MODE]) {
  4901. status->mode = status_calc_mode(bl, sc, b_status->mode);
  4902. if (status_has_mode(status, MD_STATUSIMMUNE|MD_SKILLIMMUNE))
  4903. status->class_ = CLASS_BATTLEFIELD;
  4904. else if (status_has_mode(status, MD_STATUSIMMUNE|MD_KNOCKBACKIMMUNE|MD_DETECTOR))
  4905. status->class_ = CLASS_BOSS;
  4906. else if (status_has_mode(status, MD_STATUSIMMUNE))
  4907. status->class_ = CLASS_GUARDIAN;
  4908. else
  4909. status->class_ = CLASS_NORMAL;
  4910. // Since mode changed, reset their state.
  4911. if (!status_has_mode(status,MD_CANATTACK))
  4912. unit_stop_attack(bl);
  4913. if (!status_has_mode(status,MD_CANMOVE))
  4914. unit_stop_walking(bl,1);
  4915. }
  4916. /**
  4917. * No status changes alter these yet.
  4918. * if(flag[SCB_SIZE])
  4919. * if(flag[SCB_RACE])
  4920. * if(flag[SCB_RANGE])
  4921. **/
  4922. if(flag[SCB_MAXHP]) {
  4923. if( bl->type&BL_PC ) {
  4924. status->max_hp = status_calc_maxhpsp_pc(sd,status->vit,true);
  4925. if(battle_config.hp_rate != 100)
  4926. status->max_hp = (unsigned int)(battle_config.hp_rate * (status->max_hp/100.));
  4927. if (sd->status.base_level < 100)
  4928. status->max_hp = umin(status->max_hp,(unsigned int)battle_config.max_hp_lv99);
  4929. else if (sd->status.base_level < 151)
  4930. status->max_hp = umin(status->max_hp,(unsigned int)battle_config.max_hp_lv150);
  4931. else
  4932. status->max_hp = umin(status->max_hp,(unsigned int)battle_config.max_hp);
  4933. }
  4934. else
  4935. status->max_hp = status_calc_maxhp(bl, b_status->max_hp);
  4936. if( status->hp > status->max_hp ) { // !FIXME: Should perhaps a status_zap should be issued?
  4937. status->hp = status->max_hp;
  4938. if( sd ) clif_updatestatus(sd,SP_HP);
  4939. }
  4940. }
  4941. if(flag[SCB_MAXSP]) {
  4942. if( bl->type&BL_PC ) {
  4943. status->max_sp = status_calc_maxhpsp_pc(sd,status->int_,false);
  4944. if(battle_config.sp_rate != 100)
  4945. status->max_sp = (unsigned int)(battle_config.sp_rate * (status->max_sp/100.));
  4946. status->max_sp = umin(status->max_sp,(unsigned int)battle_config.max_sp);
  4947. }
  4948. else
  4949. status->max_sp = status_calc_maxsp(bl, b_status->max_sp);
  4950. if( status->sp > status->max_sp ) {
  4951. status->sp = status->max_sp;
  4952. if( sd ) clif_updatestatus(sd,SP_SP);
  4953. }
  4954. }
  4955. if(flag[SCB_MATK]) {
  4956. #ifndef RENEWAL
  4957. status->matk_min = status_base_matk_min(status) + (sd?sd->bonus.ematk:0);
  4958. status->matk_max = status_base_matk_max(status) + (sd?sd->bonus.ematk:0);
  4959. #else
  4960. /**
  4961. * RE MATK Formula (from irowiki:http:// irowiki.org/wiki/MATK)
  4962. * MATK = (sMATK + wMATK + eMATK) * Multiplicative Modifiers
  4963. **/
  4964. int lv = status_get_lv(bl);
  4965. status->matk_min = status_base_matk_min(bl, status, lv);
  4966. status->matk_max = status_base_matk_max(bl, status, lv);
  4967. switch( bl->type ) {
  4968. case BL_PC: {
  4969. int wMatk = 0;
  4970. int variance = 0;
  4971. // Any +MATK you get from skills and cards, including cards in weapon, is added here.
  4972. if (sd) {
  4973. uint16 skill_lv;
  4974. if (sd->bonus.ematk > 0)
  4975. status->matk_min += sd->bonus.ematk;
  4976. if (pc_checkskill(sd, SU_POWEROFLAND) > 0 && pc_checkskill_summoner(sd, SUMMONER_POWER_LAND) >= 20)
  4977. status->matk_min += status->matk_min * 20 / 100;
  4978. if ((skill_lv = pc_checkskill(sd, NV_TRANSCENDENCE)) > 0)
  4979. status->matk_min += 15 * skill_lv + (skill_lv > 4 ? 25 : 0);
  4980. }
  4981. status->matk_min = status_calc_ematk(bl, sc, status->matk_min);
  4982. status->matk_max = status->matk_min;
  4983. // This is the only portion in MATK that varies depending on the weapon level and refinement rate.
  4984. if (b_status->lhw.matk) {
  4985. if (sd) {
  4986. //sd->state.lr_flag = 1; //?? why was that set here
  4987. status->lhw.matk = b_status->lhw.matk;
  4988. sd->state.lr_flag = 0;
  4989. } else {
  4990. status->lhw.matk = b_status->lhw.matk;
  4991. }
  4992. }
  4993. if (b_status->rhw.matk) {
  4994. status->rhw.matk = b_status->rhw.matk;
  4995. }
  4996. if (status->rhw.matk) {
  4997. wMatk += status->rhw.matk;
  4998. variance += wMatk * status->rhw.wlv / 10;
  4999. }
  5000. if (status->lhw.matk) {
  5001. wMatk += status->lhw.matk;
  5002. variance += status->lhw.matk * status->lhw.wlv / 10;
  5003. }
  5004. status->matk_min += wMatk - variance;
  5005. status->matk_max += wMatk + variance;
  5006. }
  5007. break;
  5008. }
  5009. #endif
  5010. if (bl->type&BL_PC && sd->matk_rate != 100) {
  5011. status->matk_max = status->matk_max * sd->matk_rate/100;
  5012. status->matk_min = status->matk_min * sd->matk_rate/100;
  5013. }
  5014. if ((bl->type&BL_HOM && battle_config.hom_setting&HOMSET_SAME_MATK) /// Hom Min Matk is always the same as Max Matk
  5015. || (sc && sc->data[SC_RECOGNIZEDSPELL]))
  5016. status->matk_min = status->matk_max;
  5017. #ifdef RENEWAL
  5018. if( sd && sd->right_weapon.overrefine > 0) {
  5019. status->matk_min++;
  5020. status->matk_max += sd->right_weapon.overrefine - 1;
  5021. }
  5022. #endif
  5023. status->matk_max = status_calc_matk(bl, sc, status->matk_max);
  5024. status->matk_min = status_calc_matk(bl, sc, status->matk_min);
  5025. }
  5026. if(flag[SCB_ASPD]) {
  5027. int amotion;
  5028. if ( bl->type&BL_HOM ) {
  5029. #ifdef RENEWAL_ASPD
  5030. amotion = ((TBL_HOM*)bl)->homunculusDB->baseASPD;
  5031. amotion = amotion - amotion * status_get_homdex(bl) / 1000 - status_get_homagi(bl) * amotion / 250;
  5032. amotion = (amotion * status_calc_aspd(bl, sc, true) + status_calc_aspd(bl, sc, false)) / - 100 + amotion;
  5033. #else
  5034. amotion = (1000 - 4 * status->agi - status->dex) * ((TBL_HOM*)bl)->homunculusDB->baseASPD / 1000;
  5035. amotion = status_calc_aspd_rate(bl, sc, amotion);
  5036. amotion = amotion * status->aspd_rate / 1000;
  5037. #endif
  5038. amotion = status_calc_fix_aspd(bl, sc, amotion);
  5039. status->amotion = cap_value(amotion, battle_config.max_aspd, 2000);
  5040. status->adelay = status->amotion;
  5041. } else if ( bl->type&BL_PC ) {
  5042. uint16 skill_lv;
  5043. amotion = status_base_amotion_pc(sd,status);
  5044. #ifndef RENEWAL_ASPD
  5045. status->aspd_rate = status_calc_aspd_rate(bl, sc, b_status->aspd_rate);
  5046. #endif
  5047. // Absolute ASPD % modifiers
  5048. amotion = amotion * status->aspd_rate / 1000;
  5049. if (sd->ud.skilltimer != INVALID_TIMER && (skill_lv = pc_checkskill(sd, SA_FREECAST)) > 0)
  5050. #ifdef RENEWAL_ASPD
  5051. amotion = amotion * 5 * (skill_lv + 10) / 100;
  5052. #else
  5053. 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)
  5054. #endif
  5055. #ifdef RENEWAL_ASPD
  5056. // RE ASPD % modifier
  5057. amotion += (max(0xc3 - amotion, 2) * (status->aspd_rate2 + status_calc_aspd(bl, sc, false))) / 100;
  5058. amotion = 10 * (200 - amotion);
  5059. amotion += sd->bonus.aspd_add;
  5060. #endif
  5061. amotion = status_calc_fix_aspd(bl, sc, amotion);
  5062. status->amotion = cap_value(amotion,pc_maxaspd(sd),2000);
  5063. status->adelay = 2 * status->amotion;
  5064. } else { // Mercenary and mobs
  5065. amotion = b_status->amotion;
  5066. status->aspd_rate = status_calc_aspd_rate(bl, sc, b_status->aspd_rate);
  5067. amotion = amotion*status->aspd_rate/1000;
  5068. amotion = status_calc_fix_aspd(bl, sc, amotion);
  5069. status->amotion = cap_value(amotion, battle_config.monster_max_aspd, 2000);
  5070. temp = b_status->adelay*status->aspd_rate/1000;
  5071. status->adelay = cap_value(temp, battle_config.monster_max_aspd*2, 4000);
  5072. }
  5073. }
  5074. if(flag[SCB_DSPD]) {
  5075. int dmotion;
  5076. if( bl->type&BL_PC ) {
  5077. if (b_status->agi == status->agi)
  5078. status->dmotion = status_calc_dmotion(bl, sc, b_status->dmotion);
  5079. else {
  5080. dmotion = 800-status->agi*4;
  5081. status->dmotion = cap_value(dmotion, 400, 800);
  5082. if(battle_config.pc_damage_delay_rate != 100)
  5083. status->dmotion = status->dmotion*battle_config.pc_damage_delay_rate/100;
  5084. // It's safe to ignore b_status->dmotion since no bonus affects it.
  5085. status->dmotion = status_calc_dmotion(bl, sc, status->dmotion);
  5086. }
  5087. } else if( bl->type&BL_HOM ) {
  5088. dmotion = 800-status->agi*4;
  5089. status->dmotion = cap_value(dmotion, 400, 800);
  5090. status->dmotion = status_calc_dmotion(bl, sc, b_status->dmotion);
  5091. } else { // Mercenary and mobs
  5092. status->dmotion = status_calc_dmotion(bl, sc, b_status->dmotion);
  5093. }
  5094. }
  5095. #ifdef RENEWAL
  5096. if (flag[SCB_PATK]) {
  5097. if (status->pow == b_status->pow && status->con == b_status->con)
  5098. status->patk = status_calc_patk(bl, sc, b_status->patk);
  5099. else
  5100. status->patk = status_calc_patk(bl, sc, b_status->patk + (status->pow - b_status->pow) / 3 + (status->con - b_status->con) / 5);
  5101. }
  5102. if (flag[SCB_SMATK]) {
  5103. if (status->spl == b_status->spl && status->con == b_status->con)
  5104. status->smatk = status_calc_smatk(bl, sc, b_status->smatk);
  5105. else
  5106. status->smatk = status_calc_smatk(bl, sc, b_status->smatk) + (status->spl - b_status->spl) / 3 + (status->con - b_status->con) / 5;
  5107. }
  5108. if (flag[SCB_RES]) {
  5109. if (status->sta == b_status->sta)
  5110. status->res = status_calc_res(bl, sc, b_status->res);
  5111. else
  5112. status->res = status_calc_res(bl, sc, b_status->res + (status->sta - b_status->sta) + (status->sta - b_status->sta) / 3 * 5);
  5113. }
  5114. if (flag[SCB_MRES]) {
  5115. if (status->wis == b_status->wis)
  5116. status->mres = status_calc_mres(bl, sc, b_status->mres);
  5117. else
  5118. status->mres = status_calc_mres(bl, sc, b_status->mres + (status->wis - b_status->wis) + (status->wis - b_status->wis) / 3 * 5);
  5119. }
  5120. if (flag[SCB_HPLUS]) {
  5121. if (status->crt == b_status->crt)
  5122. status->hplus = status_calc_hplus(bl, sc, b_status->hplus);
  5123. else
  5124. status->hplus = status_calc_hplus(bl, sc, b_status->hplus + (status->crt - b_status->crt));
  5125. }
  5126. if (flag[SCB_CRATE]) {
  5127. if (status->crt == b_status->crt)
  5128. status->crate = status_calc_crate(bl, sc, b_status->crate);
  5129. else
  5130. status->crate = status_calc_crate(bl, sc, b_status->crate + (status->crt - b_status->crt) / 3);
  5131. }
  5132. if (flag[SCB_MAXAP]) {
  5133. if (bl->type&BL_PC) {
  5134. status->max_ap = status_calc_maxap_pc(sd);
  5135. if (battle_config.ap_rate != 100)
  5136. status->max_ap = (unsigned int)(battle_config.ap_rate * (status->max_ap / 100.));
  5137. status->max_ap = umin(status->max_ap, (unsigned int)battle_config.max_ap);
  5138. } else
  5139. status->max_ap = status_calc_maxap(bl, b_status->max_ap);
  5140. if (status->ap > status->max_ap) {
  5141. status->ap = status->max_ap;
  5142. if (sd) clif_updatestatus(sd, SP_AP);
  5143. }
  5144. }
  5145. #endif
  5146. if((flag[SCB_VIT] || flag[SCB_MAXHP] || flag[SCB_INT] || flag[SCB_MAXSP]) && bl->type &BL_REGEN)
  5147. status_calc_regen(bl, status, status_get_regen_data(bl));
  5148. if(flag[SCB_REGEN] && bl->type&BL_REGEN)
  5149. status_calc_regen_rate(bl, status_get_regen_data(bl), sc);
  5150. }
  5151. /**
  5152. * Recalculates parts of an objects status according to specified flags
  5153. * Also sends updates to the client when necessary
  5154. * See [set_sc] [add_sc]
  5155. * @param bl: Object whose status has changed [PC|MOB|HOM|MER|ELEM]
  5156. * @param flag: Which status has changed on bl
  5157. * @param opt: If true, will cause status_calc_* functions to run their base status initialization code
  5158. */
  5159. void status_calc_bl_(struct block_list* bl, std::bitset<SCB_MAX> flag, uint8 opt)
  5160. {
  5161. struct status_data b_status; // Previous battle status
  5162. struct status_data* status; // Pointer to current battle status
  5163. if (bl->type == BL_PC) {
  5164. struct map_session_data *sd = BL_CAST(BL_PC, bl);
  5165. if (sd->delayed_damage != 0) {
  5166. if (opt&SCO_FORCE)
  5167. sd->state.hold_recalc = false; // Clear and move on
  5168. else {
  5169. sd->state.hold_recalc = true; // Flag and stop
  5170. return;
  5171. }
  5172. }
  5173. }
  5174. // Remember previous values
  5175. status = status_get_status_data(bl);
  5176. memcpy(&b_status, status, sizeof(struct status_data));
  5177. if( flag[SCB_BASE] ) { // Calculate the object's base status too
  5178. switch( bl->type ) {
  5179. case BL_PC: status_calc_pc_(BL_CAST(BL_PC,bl), opt); break;
  5180. case BL_MOB: status_calc_mob_(BL_CAST(BL_MOB,bl), opt); break;
  5181. case BL_PET: status_calc_pet_(BL_CAST(BL_PET,bl), opt); break;
  5182. case BL_HOM: status_calc_homunculus_(BL_CAST(BL_HOM,bl), opt); break;
  5183. case BL_MER: status_calc_mercenary_(BL_CAST(BL_MER,bl), opt); break;
  5184. case BL_ELEM: status_calc_elemental_(BL_CAST(BL_ELEM,bl), opt); break;
  5185. case BL_NPC: status_calc_npc_(BL_CAST(BL_NPC,bl), opt); break;
  5186. }
  5187. }
  5188. if( bl->type == BL_PET )
  5189. return; // Pets are not affected by statuses
  5190. if (opt&SCO_FIRST && bl->type == BL_MOB)
  5191. return; // Assume there will be no statuses active
  5192. status_calc_bl_main(bl, flag);
  5193. if (opt&SCO_FIRST && bl->type == BL_HOM)
  5194. return; // Client update handled by caller
  5195. // Compare against new values and send client updates
  5196. if( bl->type == BL_PC ) {
  5197. TBL_PC* sd = BL_CAST(BL_PC, bl);
  5198. if(b_status.str != status->str)
  5199. clif_updatestatus(sd,SP_STR);
  5200. if(b_status.agi != status->agi)
  5201. clif_updatestatus(sd,SP_AGI);
  5202. if(b_status.vit != status->vit)
  5203. clif_updatestatus(sd,SP_VIT);
  5204. if(b_status.int_ != status->int_)
  5205. clif_updatestatus(sd,SP_INT);
  5206. if(b_status.dex != status->dex)
  5207. clif_updatestatus(sd,SP_DEX);
  5208. if(b_status.luk != status->luk)
  5209. clif_updatestatus(sd,SP_LUK);
  5210. if(b_status.hit != status->hit)
  5211. clif_updatestatus(sd,SP_HIT);
  5212. if(b_status.flee != status->flee)
  5213. clif_updatestatus(sd,SP_FLEE1);
  5214. if(b_status.amotion != status->amotion)
  5215. clif_updatestatus(sd,SP_ASPD);
  5216. if(b_status.speed != status->speed)
  5217. clif_updatestatus(sd,SP_SPEED);
  5218. if(b_status.batk != status->batk
  5219. #ifndef RENEWAL
  5220. || b_status.rhw.atk != status->rhw.atk || b_status.lhw.atk != status->lhw.atk
  5221. #endif
  5222. )
  5223. clif_updatestatus(sd,SP_ATK1);
  5224. if(b_status.def != status->def) {
  5225. clif_updatestatus(sd,SP_DEF1);
  5226. #ifdef RENEWAL
  5227. clif_updatestatus(sd,SP_DEF2);
  5228. #endif
  5229. }
  5230. if(
  5231. #ifdef RENEWAL
  5232. b_status.watk != status->watk || b_status.watk2 != status->watk2 || b_status.eatk != status->eatk
  5233. #else
  5234. b_status.rhw.atk2 != status->rhw.atk2 || b_status.lhw.atk2 != status->lhw.atk2
  5235. #endif
  5236. )
  5237. clif_updatestatus(sd,SP_ATK2);
  5238. if(b_status.def2 != status->def2) {
  5239. clif_updatestatus(sd,SP_DEF2);
  5240. #ifdef RENEWAL
  5241. clif_updatestatus(sd,SP_DEF1);
  5242. #endif
  5243. }
  5244. if(b_status.flee2 != status->flee2)
  5245. clif_updatestatus(sd,SP_FLEE2);
  5246. if(b_status.cri != status->cri)
  5247. clif_updatestatus(sd,SP_CRITICAL);
  5248. #ifndef RENEWAL
  5249. if(b_status.matk_max != status->matk_max)
  5250. clif_updatestatus(sd,SP_MATK1);
  5251. if(b_status.matk_min != status->matk_min)
  5252. clif_updatestatus(sd,SP_MATK2);
  5253. #else
  5254. if(b_status.matk_max != status->matk_max || b_status.matk_min != status->matk_min) {
  5255. clif_updatestatus(sd,SP_MATK2);
  5256. clif_updatestatus(sd,SP_MATK1);
  5257. }
  5258. #endif
  5259. if(b_status.mdef != status->mdef) {
  5260. clif_updatestatus(sd,SP_MDEF1);
  5261. #ifdef RENEWAL
  5262. clif_updatestatus(sd,SP_MDEF2);
  5263. #endif
  5264. }
  5265. if(b_status.mdef2 != status->mdef2) {
  5266. clif_updatestatus(sd,SP_MDEF2);
  5267. #ifdef RENEWAL
  5268. clif_updatestatus(sd,SP_MDEF1);
  5269. #endif
  5270. }
  5271. if(b_status.rhw.range != status->rhw.range)
  5272. clif_updatestatus(sd,SP_ATTACKRANGE);
  5273. if(b_status.max_hp != status->max_hp)
  5274. clif_updatestatus(sd,SP_MAXHP);
  5275. if(b_status.max_sp != status->max_sp)
  5276. clif_updatestatus(sd,SP_MAXSP);
  5277. if(b_status.hp != status->hp)
  5278. clif_updatestatus(sd,SP_HP);
  5279. if(b_status.sp != status->sp)
  5280. clif_updatestatus(sd,SP_SP);
  5281. #ifdef RENEWAL
  5282. if (b_status.pow != status->pow)
  5283. clif_updatestatus(sd,SP_POW);
  5284. if (b_status.sta != status->sta)
  5285. clif_updatestatus(sd,SP_STA);
  5286. if (b_status.wis != status->wis)
  5287. clif_updatestatus(sd,SP_WIS);
  5288. if (b_status.spl != status->spl)
  5289. clif_updatestatus(sd,SP_SPL);
  5290. if (b_status.con != status->con)
  5291. clif_updatestatus(sd,SP_CON);
  5292. if (b_status.crt != status->crt)
  5293. clif_updatestatus(sd,SP_CRT);
  5294. if (b_status.patk != status->patk)
  5295. clif_updatestatus(sd, SP_PATK);
  5296. if (b_status.smatk != status->smatk)
  5297. clif_updatestatus(sd, SP_SMATK);
  5298. if (b_status.res != status->res)
  5299. clif_updatestatus(sd, SP_RES);
  5300. if (b_status.mres != status->mres)
  5301. clif_updatestatus(sd, SP_MRES);
  5302. if (b_status.hplus != status->hplus)
  5303. clif_updatestatus(sd, SP_HPLUS);
  5304. if (b_status.crate != status->crate)
  5305. clif_updatestatus(sd, SP_CRATE);
  5306. if (b_status.max_ap != status->max_ap)
  5307. clif_updatestatus(sd, SP_MAXAP);
  5308. if (b_status.ap != status->ap)
  5309. clif_updatestatus(sd, SP_AP);
  5310. #endif
  5311. } else if( bl->type == BL_HOM ) {
  5312. TBL_HOM* hd = BL_CAST(BL_HOM, bl);
  5313. if( hd->master && memcmp(&b_status, status, sizeof(struct status_data)) != 0 )
  5314. clif_hominfo(hd->master,hd,0);
  5315. } else if( bl->type == BL_MER ) {
  5316. TBL_MER* md = BL_CAST(BL_MER, bl);
  5317. if (!md->master)
  5318. return;
  5319. if( b_status.rhw.atk != status->rhw.atk || b_status.rhw.atk2 != status->rhw.atk2 )
  5320. clif_mercenary_updatestatus(md->master, SP_ATK1);
  5321. if( b_status.matk_max != status->matk_max )
  5322. clif_mercenary_updatestatus(md->master, SP_MATK1);
  5323. if( b_status.hit != status->hit )
  5324. clif_mercenary_updatestatus(md->master, SP_HIT);
  5325. if( b_status.cri != status->cri )
  5326. clif_mercenary_updatestatus(md->master, SP_CRITICAL);
  5327. if( b_status.def != status->def )
  5328. clif_mercenary_updatestatus(md->master, SP_DEF1);
  5329. if( b_status.mdef != status->mdef )
  5330. clif_mercenary_updatestatus(md->master, SP_MDEF1);
  5331. if( b_status.flee != status->flee )
  5332. clif_mercenary_updatestatus(md->master, SP_MERCFLEE);
  5333. if( b_status.amotion != status->amotion )
  5334. clif_mercenary_updatestatus(md->master, SP_ASPD);
  5335. if( b_status.max_hp != status->max_hp )
  5336. clif_mercenary_updatestatus(md->master, SP_MAXHP);
  5337. if( b_status.max_sp != status->max_sp )
  5338. clif_mercenary_updatestatus(md->master, SP_MAXSP);
  5339. if( b_status.hp != status->hp )
  5340. clif_mercenary_updatestatus(md->master, SP_HP);
  5341. if( b_status.sp != status->sp )
  5342. clif_mercenary_updatestatus(md->master, SP_SP);
  5343. } else if( bl->type == BL_ELEM ) {
  5344. TBL_ELEM* ed = BL_CAST(BL_ELEM, bl);
  5345. if (!ed->master)
  5346. return;
  5347. if( b_status.max_hp != status->max_hp )
  5348. clif_elemental_updatestatus(ed->master, SP_MAXHP);
  5349. if( b_status.max_sp != status->max_sp )
  5350. clif_elemental_updatestatus(ed->master, SP_MAXSP);
  5351. if( b_status.hp != status->hp )
  5352. clif_elemental_updatestatus(ed->master, SP_HP);
  5353. if( b_status.sp != status->sp )
  5354. clif_mercenary_updatestatus(ed->master, SP_SP);
  5355. }
  5356. }
  5357. /**
  5358. * Adds strength modifications based on status changes
  5359. * @param bl: Object to change str [PC|MOB|HOM|MER|ELEM]
  5360. * @param sc: Object's status change information
  5361. * @param str: Initial str
  5362. * @return modified str with cap_value(str,0,USHRT_MAX)
  5363. */
  5364. static unsigned short status_calc_str(struct block_list *bl, struct status_change *sc, int str)
  5365. {
  5366. if(!sc || !sc->count)
  5367. return cap_value(str,0,USHRT_MAX);
  5368. if(sc->data[SC_HARMONIZE]) {
  5369. str -= sc->data[SC_HARMONIZE]->val2;
  5370. return (unsigned short)cap_value(str,0,USHRT_MAX);
  5371. }
  5372. if(sc->data[SC_INCALLSTATUS])
  5373. str += sc->data[SC_INCALLSTATUS]->val1;
  5374. if(sc->data[SC_CHASEWALK2])
  5375. str += sc->data[SC_CHASEWALK2]->val1;
  5376. if(sc->data[SC_INCSTR])
  5377. str += sc->data[SC_INCSTR]->val1;
  5378. if(sc->data[SC_STRFOOD])
  5379. str += sc->data[SC_STRFOOD]->val1;
  5380. if(sc->data[SC_FOOD_STR_CASH])
  5381. str += sc->data[SC_FOOD_STR_CASH]->val1;
  5382. if(sc->data[SC_BATTLEORDERS])
  5383. str += 5;
  5384. if(sc->data[SC_LEADERSHIP])
  5385. str += sc->data[SC_LEADERSHIP]->val1;
  5386. if(sc->data[SC_LOUD])
  5387. str += 4;
  5388. if(sc->data[SC_TRUESIGHT])
  5389. str += 5;
  5390. if(sc->data[SC_SPURT])
  5391. str += 10;
  5392. if(sc->data[SC_NEN])
  5393. str += sc->data[SC_NEN]->val1;
  5394. if(sc->data[SC_BLESSING]) {
  5395. if(sc->data[SC_BLESSING]->val2)
  5396. str += sc->data[SC_BLESSING]->val2;
  5397. else
  5398. str -= str / 2;
  5399. }
  5400. if(sc->data[SC_MARIONETTE])
  5401. str -= ((sc->data[SC_MARIONETTE]->val3)>>16)&0xFF;
  5402. if(sc->data[SC_MARIONETTE2])
  5403. str += ((sc->data[SC_MARIONETTE2]->val3)>>16)&0xFF;
  5404. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH)
  5405. str += ((sc->data[SC_SPIRIT]->val3)>>16)&0xFF;
  5406. if(sc->data[SC_GIANTGROWTH])
  5407. str += sc->data[SC_GIANTGROWTH]->val2;
  5408. if(sc->data[SC_BEYONDOFWARCRY])
  5409. str -= sc->data[SC_BEYONDOFWARCRY]->val2;
  5410. if(sc->data[SC_SAVAGE_STEAK])
  5411. str += sc->data[SC_SAVAGE_STEAK]->val1;
  5412. if(sc->data[SC_INSPIRATION])
  5413. str += sc->data[SC_INSPIRATION]->val3;
  5414. if(sc->data[SC_STOMACHACHE])
  5415. str -= sc->data[SC_STOMACHACHE]->val1;
  5416. if(sc->data[SC_KYOUGAKU])
  5417. str -= sc->data[SC_KYOUGAKU]->val2;
  5418. if(sc->data[SC_SWORDCLAN])
  5419. str += 1;
  5420. if(sc->data[SC_JUMPINGCLAN])
  5421. str += 1;
  5422. if(sc->data[SC_FULL_THROTTLE])
  5423. str += str * sc->data[SC_FULL_THROTTLE]->val3 / 100;
  5424. if(sc->data[SC_CHEERUP])
  5425. str += 3;
  5426. if(sc->data[SC_GLASTHEIM_STATE])
  5427. str += sc->data[SC_GLASTHEIM_STATE]->val1;
  5428. #ifdef RENEWAL
  5429. if (sc->data[SC_NIBELUNGEN] && sc->data[SC_NIBELUNGEN]->val2 == RINGNBL_ALLSTAT)
  5430. str += 15;
  5431. #endif
  5432. if (sc->data[SC_UNIVERSESTANCE])
  5433. str += sc->data[SC_UNIVERSESTANCE]->val2;
  5434. if (sc->data[SC_ALMIGHTY])
  5435. str += sc->data[SC_ALMIGHTY]->val1;
  5436. if (sc->data[SC_ULTIMATECOOK])
  5437. str += sc->data[SC_ULTIMATECOOK]->val1;
  5438. return (unsigned short)cap_value(str,0,USHRT_MAX);
  5439. }
  5440. /**
  5441. * Adds agility modifications based on status changes
  5442. * @param bl: Object to change agi [PC|MOB|HOM|MER|ELEM]
  5443. * @param sc: Object's status change information
  5444. * @param agi: Initial agi
  5445. * @return modified agi with cap_value(agi,0,USHRT_MAX)
  5446. */
  5447. static unsigned short status_calc_agi(struct block_list *bl, struct status_change *sc, int agi)
  5448. {
  5449. if(!sc || !sc->count)
  5450. return cap_value(agi,0,USHRT_MAX);
  5451. if(sc->data[SC_HARMONIZE]) {
  5452. agi -= sc->data[SC_HARMONIZE]->val2;
  5453. return (unsigned short)cap_value(agi,0,USHRT_MAX);
  5454. }
  5455. if(sc->data[SC_CONCENTRATE] && !sc->data[SC_QUAGMIRE])
  5456. agi += (agi-sc->data[SC_CONCENTRATE]->val3)*sc->data[SC_CONCENTRATE]->val2/100;
  5457. if(sc->data[SC_INCALLSTATUS])
  5458. agi += sc->data[SC_INCALLSTATUS]->val1;
  5459. if(sc->data[SC_INCAGI])
  5460. agi += sc->data[SC_INCAGI]->val1;
  5461. if(sc->data[SC_AGIFOOD])
  5462. agi += sc->data[SC_AGIFOOD]->val1;
  5463. if(sc->data[SC_FOOD_AGI_CASH])
  5464. agi += sc->data[SC_FOOD_AGI_CASH]->val1;
  5465. if(sc->data[SC_SOULCOLD])
  5466. agi += sc->data[SC_SOULCOLD]->val1;
  5467. if(sc->data[SC_TRUESIGHT])
  5468. agi += 5;
  5469. if(sc->data[SC_INCREASEAGI])
  5470. agi += sc->data[SC_INCREASEAGI]->val2;
  5471. if(sc->data[SC_INCREASING])
  5472. agi += 4; // Added based on skill updates [Reddozen]
  5473. if(sc->data[SC_DECREASEAGI])
  5474. agi -= sc->data[SC_DECREASEAGI]->val2;
  5475. if(sc->data[SC_QUAGMIRE])
  5476. agi -= sc->data[SC_QUAGMIRE]->val2;
  5477. if(sc->data[SC_SUITON] && sc->data[SC_SUITON]->val3)
  5478. agi -= sc->data[SC_SUITON]->val2;
  5479. if(sc->data[SC_MARIONETTE])
  5480. agi -= ((sc->data[SC_MARIONETTE]->val3)>>8)&0xFF;
  5481. if(sc->data[SC_MARIONETTE2])
  5482. agi += ((sc->data[SC_MARIONETTE2]->val3)>>8)&0xFF;
  5483. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH)
  5484. agi += ((sc->data[SC_SPIRIT]->val3)>>8)&0xFF;
  5485. if(sc->data[SC_ADORAMUS])
  5486. agi -= sc->data[SC_ADORAMUS]->val2;
  5487. if(sc->data[SC_MARSHOFABYSS])
  5488. agi -= agi * sc->data[SC_MARSHOFABYSS]->val2 / 100;
  5489. if(sc->data[SC_DROCERA_HERB_STEAMED])
  5490. agi += sc->data[SC_DROCERA_HERB_STEAMED]->val1;
  5491. if(sc->data[SC_INSPIRATION])
  5492. agi += sc->data[SC_INSPIRATION]->val3;
  5493. if(sc->data[SC_STOMACHACHE])
  5494. agi -= sc->data[SC_STOMACHACHE]->val1;
  5495. if(sc->data[SC_KYOUGAKU])
  5496. agi -= sc->data[SC_KYOUGAKU]->val2;
  5497. if(sc->data[SC_CROSSBOWCLAN])
  5498. agi += 1;
  5499. if(sc->data[SC_JUMPINGCLAN])
  5500. agi += 1;
  5501. if(sc->data[SC_FULL_THROTTLE])
  5502. agi += agi * sc->data[SC_FULL_THROTTLE]->val3 / 100;
  5503. if (sc->data[SC_ARCLOUSEDASH])
  5504. agi += sc->data[SC_ARCLOUSEDASH]->val2;
  5505. if(sc->data[SC_CHEERUP])
  5506. agi += 3;
  5507. if(sc->data[SC_GLASTHEIM_STATE])
  5508. agi += sc->data[SC_GLASTHEIM_STATE]->val1;
  5509. #ifdef RENEWAL
  5510. if (sc->data[SC_NIBELUNGEN] && sc->data[SC_NIBELUNGEN]->val2 == RINGNBL_ALLSTAT)
  5511. agi += 15;
  5512. #endif
  5513. if (sc->data[SC_UNIVERSESTANCE])
  5514. agi += sc->data[SC_UNIVERSESTANCE]->val2;
  5515. if (sc->data[SC_ALMIGHTY])
  5516. agi += sc->data[SC_ALMIGHTY]->val1;
  5517. if (sc->data[SC_ULTIMATECOOK])
  5518. agi += sc->data[SC_ULTIMATECOOK]->val1;
  5519. return (unsigned short)cap_value(agi,0,USHRT_MAX);
  5520. }
  5521. /**
  5522. * Adds vitality modifications based on status changes
  5523. * @param bl: Object to change vit [PC|MOB|HOM|MER|ELEM]
  5524. * @param sc: Object's status change information
  5525. * @param vit: Initial vit
  5526. * @return modified vit with cap_value(vit,0,USHRT_MAX)
  5527. */
  5528. static unsigned short status_calc_vit(struct block_list *bl, struct status_change *sc, int vit)
  5529. {
  5530. if(!sc || !sc->count)
  5531. return cap_value(vit,0,USHRT_MAX);
  5532. if(sc->data[SC_HARMONIZE]) {
  5533. vit -= sc->data[SC_HARMONIZE]->val2;
  5534. return (unsigned short)cap_value(vit,0,USHRT_MAX);
  5535. }
  5536. if(sc->data[SC_INCALLSTATUS])
  5537. vit += sc->data[SC_INCALLSTATUS]->val1;
  5538. if(sc->data[SC_INCVIT])
  5539. vit += sc->data[SC_INCVIT]->val1;
  5540. if(sc->data[SC_VITFOOD])
  5541. vit += sc->data[SC_VITFOOD]->val1;
  5542. if(sc->data[SC_FOOD_VIT_CASH])
  5543. vit += sc->data[SC_FOOD_VIT_CASH]->val1;
  5544. if(sc->data[SC_CHANGE])
  5545. vit += sc->data[SC_CHANGE]->val2;
  5546. if(sc->data[SC_GLORYWOUNDS])
  5547. vit += sc->data[SC_GLORYWOUNDS]->val1;
  5548. if(sc->data[SC_TRUESIGHT])
  5549. vit += 5;
  5550. if(sc->data[SC_MARIONETTE])
  5551. vit -= sc->data[SC_MARIONETTE]->val3&0xFF;
  5552. if(sc->data[SC_MARIONETTE2])
  5553. vit += sc->data[SC_MARIONETTE2]->val3&0xFF;
  5554. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH)
  5555. vit += sc->data[SC_SPIRIT]->val3&0xFF;
  5556. if(sc->data[SC_MINOR_BBQ])
  5557. vit += sc->data[SC_MINOR_BBQ]->val1;
  5558. if(sc->data[SC_INSPIRATION])
  5559. vit += sc->data[SC_INSPIRATION]->val3;
  5560. if(sc->data[SC_STOMACHACHE])
  5561. vit -= sc->data[SC_STOMACHACHE]->val1;
  5562. if(sc->data[SC_KYOUGAKU])
  5563. vit -= sc->data[SC_KYOUGAKU]->val2;
  5564. if(sc->data[SC_SWORDCLAN])
  5565. vit += 1;
  5566. if(sc->data[SC_JUMPINGCLAN])
  5567. vit += 1;
  5568. if(sc->data[SC_STRIPARMOR] && bl->type != BL_PC)
  5569. vit -= vit * sc->data[SC_STRIPARMOR]->val2/100;
  5570. if(sc->data[SC_FULL_THROTTLE])
  5571. vit += vit * sc->data[SC_FULL_THROTTLE]->val3 / 100;
  5572. #ifdef RENEWAL
  5573. if(sc->data[SC_DEFENCE])
  5574. vit += sc->data[SC_DEFENCE]->val2;
  5575. #endif
  5576. if(sc->data[SC_CHEERUP])
  5577. vit += 3;
  5578. if(sc->data[SC_GLASTHEIM_STATE])
  5579. vit += sc->data[SC_GLASTHEIM_STATE]->val1;
  5580. #ifdef RENEWAL
  5581. if (sc->data[SC_NIBELUNGEN] && sc->data[SC_NIBELUNGEN]->val2 == RINGNBL_ALLSTAT)
  5582. vit += 15;
  5583. #endif
  5584. if (sc->data[SC_UNIVERSESTANCE])
  5585. vit += sc->data[SC_UNIVERSESTANCE]->val2;
  5586. if (sc->data[SC_ALMIGHTY])
  5587. vit += sc->data[SC_ALMIGHTY]->val1;
  5588. if (sc->data[SC_ULTIMATECOOK])
  5589. vit += sc->data[SC_ULTIMATECOOK]->val1;
  5590. if (sc->data[SC_CUP_OF_BOZA])
  5591. vit += 10;
  5592. return (unsigned short)cap_value(vit,0,USHRT_MAX);
  5593. }
  5594. /**
  5595. * Adds intelligence modifications based on status changes
  5596. * @param bl: Object to change int [PC|MOB|HOM|MER|ELEM]
  5597. * @param sc: Object's status change information
  5598. * @param int_: Initial int
  5599. * @return modified int with cap_value(int_,0,USHRT_MAX)
  5600. */
  5601. static unsigned short status_calc_int(struct block_list *bl, struct status_change *sc, int int_)
  5602. {
  5603. if(!sc || !sc->count)
  5604. return cap_value(int_,0,USHRT_MAX);
  5605. if(sc->data[SC_HARMONIZE]) {
  5606. int_ -= sc->data[SC_HARMONIZE]->val2;
  5607. return (unsigned short)cap_value(int_,0,USHRT_MAX);
  5608. }
  5609. if(sc->data[SC_INCALLSTATUS])
  5610. int_ += sc->data[SC_INCALLSTATUS]->val1;
  5611. if(sc->data[SC_INCINT])
  5612. int_ += sc->data[SC_INCINT]->val1;
  5613. if(sc->data[SC_INTFOOD])
  5614. int_ += sc->data[SC_INTFOOD]->val1;
  5615. if(sc->data[SC_FOOD_INT_CASH])
  5616. int_ += sc->data[SC_FOOD_INT_CASH]->val1;
  5617. if(sc->data[SC_CHANGE])
  5618. int_ += sc->data[SC_CHANGE]->val3;
  5619. if(sc->data[SC_BATTLEORDERS])
  5620. int_ += 5;
  5621. if(sc->data[SC_TRUESIGHT])
  5622. int_ += 5;
  5623. if(sc->data[SC_BLESSING]) {
  5624. if (sc->data[SC_BLESSING]->val2)
  5625. int_ += sc->data[SC_BLESSING]->val2;
  5626. else
  5627. int_ -= int_ / 2;
  5628. }
  5629. if(sc->data[SC_NEN])
  5630. int_ += sc->data[SC_NEN]->val1;
  5631. if(sc->data[SC_MARIONETTE])
  5632. int_ -= ((sc->data[SC_MARIONETTE]->val4)>>16)&0xFF;
  5633. if(sc->data[SC_MARIONETTE2])
  5634. int_ += ((sc->data[SC_MARIONETTE2]->val4)>>16)&0xFF;
  5635. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH)
  5636. int_ += ((sc->data[SC_SPIRIT]->val4)>>16)&0xFF;
  5637. if(sc->data[SC_INSPIRATION])
  5638. int_ += sc->data[SC_INSPIRATION]->val3;
  5639. if(sc->data[SC_MELODYOFSINK])
  5640. int_ -= sc->data[SC_MELODYOFSINK]->val2;
  5641. if(sc->data[SC_MANDRAGORA])
  5642. int_ -= 4 * sc->data[SC_MANDRAGORA]->val1;
  5643. if(sc->data[SC_COCKTAIL_WARG_BLOOD])
  5644. int_ += sc->data[SC_COCKTAIL_WARG_BLOOD]->val1;
  5645. if(sc->data[SC_STOMACHACHE])
  5646. int_ -= sc->data[SC_STOMACHACHE]->val1;
  5647. if(sc->data[SC_KYOUGAKU])
  5648. int_ -= sc->data[SC_KYOUGAKU]->val2;
  5649. if(sc->data[SC_ARCWANDCLAN])
  5650. int_ += 1;
  5651. if(sc->data[SC_GOLDENMACECLAN])
  5652. int_ += 1;
  5653. if(sc->data[SC_JUMPINGCLAN])
  5654. int_ += 1;
  5655. if(sc->data[SC_FULL_THROTTLE])
  5656. int_ += int_ * sc->data[SC_FULL_THROTTLE]->val3 / 100;
  5657. if(sc->data[SC_CHEERUP])
  5658. int_ += 3;
  5659. if(sc->data[SC_GLASTHEIM_STATE])
  5660. int_ += sc->data[SC_GLASTHEIM_STATE]->val1;
  5661. if (sc->data[SC_UNIVERSESTANCE])
  5662. int_ += sc->data[SC_UNIVERSESTANCE]->val2;
  5663. if(bl->type != BL_PC) {
  5664. if(sc->data[SC_STRIPHELM])
  5665. int_ -= int_ * sc->data[SC_STRIPHELM]->val2/100;
  5666. if(sc->data[SC__STRIPACCESSORY])
  5667. int_ -= int_ * sc->data[SC__STRIPACCESSORY]->val2 / 100;
  5668. }
  5669. #ifdef RENEWAL
  5670. if (sc->data[SC_NIBELUNGEN] && sc->data[SC_NIBELUNGEN]->val2 == RINGNBL_ALLSTAT)
  5671. int_ += 15;
  5672. #endif
  5673. if (sc->data[SC_ALMIGHTY])
  5674. int_ += sc->data[SC_ALMIGHTY]->val1;
  5675. if (sc->data[SC_ULTIMATECOOK])
  5676. int_ += sc->data[SC_ULTIMATECOOK]->val1;
  5677. return (unsigned short)cap_value(int_,0,USHRT_MAX);
  5678. }
  5679. /**
  5680. * Adds dexterity modifications based on status changes
  5681. * @param bl: Object to change dex [PC|MOB|HOM|MER|ELEM]
  5682. * @param sc: Object's status change information
  5683. * @param dex: Initial dex
  5684. * @return modified dex with cap_value(dex,0,USHRT_MAX)
  5685. */
  5686. static unsigned short status_calc_dex(struct block_list *bl, struct status_change *sc, int dex)
  5687. {
  5688. if(!sc || !sc->count)
  5689. return cap_value(dex,0,USHRT_MAX);
  5690. if(sc->data[SC_HARMONIZE]) {
  5691. dex -= sc->data[SC_HARMONIZE]->val2;
  5692. return (unsigned short)cap_value(dex,0,USHRT_MAX);
  5693. }
  5694. if(sc->data[SC_CONCENTRATE] && !sc->data[SC_QUAGMIRE])
  5695. dex += (dex-sc->data[SC_CONCENTRATE]->val4)*sc->data[SC_CONCENTRATE]->val2/100;
  5696. if(sc->data[SC_INCALLSTATUS])
  5697. dex += sc->data[SC_INCALLSTATUS]->val1;
  5698. if(sc->data[SC_INCDEX])
  5699. dex += sc->data[SC_INCDEX]->val1;
  5700. if(sc->data[SC_DEXFOOD])
  5701. dex += sc->data[SC_DEXFOOD]->val1;
  5702. if(sc->data[SC_FOOD_DEX_CASH])
  5703. dex += sc->data[SC_FOOD_DEX_CASH]->val1;
  5704. if(sc->data[SC_BATTLEORDERS])
  5705. dex += 5;
  5706. if(sc->data[SC_HAWKEYES])
  5707. dex += sc->data[SC_HAWKEYES]->val1;
  5708. if(sc->data[SC_TRUESIGHT])
  5709. dex += 5;
  5710. if(sc->data[SC_QUAGMIRE])
  5711. dex -= sc->data[SC_QUAGMIRE]->val2;
  5712. if(sc->data[SC_BLESSING]) {
  5713. if (sc->data[SC_BLESSING]->val2)
  5714. dex += sc->data[SC_BLESSING]->val2;
  5715. else
  5716. dex -= dex / 2;
  5717. }
  5718. if(sc->data[SC_INCREASING])
  5719. dex += 4; // Added based on skill updates [Reddozen]
  5720. if(sc->data[SC_MARIONETTE])
  5721. dex -= ((sc->data[SC_MARIONETTE]->val4)>>8)&0xFF;
  5722. if(sc->data[SC_MARIONETTE2])
  5723. dex += ((sc->data[SC_MARIONETTE2]->val4)>>8)&0xFF;
  5724. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH)
  5725. dex += ((sc->data[SC_SPIRIT]->val4)>>8)&0xFF;
  5726. if(sc->data[SC_SIROMA_ICE_TEA])
  5727. dex += sc->data[SC_SIROMA_ICE_TEA]->val1;
  5728. if(sc->data[SC_INSPIRATION])
  5729. dex += sc->data[SC_INSPIRATION]->val3;
  5730. if(sc->data[SC_STOMACHACHE])
  5731. dex -= sc->data[SC_STOMACHACHE]->val1;
  5732. if(sc->data[SC_KYOUGAKU])
  5733. dex -= sc->data[SC_KYOUGAKU]->val2;
  5734. if(sc->data[SC_ARCWANDCLAN])
  5735. dex += 1;
  5736. if(sc->data[SC_CROSSBOWCLAN])
  5737. dex += 1;
  5738. if(sc->data[SC_JUMPINGCLAN])
  5739. dex += 1;
  5740. if(sc->data[SC__STRIPACCESSORY] && bl->type != BL_PC)
  5741. dex -= dex * sc->data[SC__STRIPACCESSORY]->val2 / 100;
  5742. if(sc->data[SC_MARSHOFABYSS])
  5743. dex -= dex * sc->data[SC_MARSHOFABYSS]->val2 / 100;
  5744. if(sc->data[SC_FULL_THROTTLE])
  5745. dex += dex * sc->data[SC_FULL_THROTTLE]->val3 / 100;
  5746. if(sc->data[SC_CHEERUP])
  5747. dex += 3;
  5748. if(sc->data[SC_GLASTHEIM_STATE])
  5749. dex += sc->data[SC_GLASTHEIM_STATE]->val1;
  5750. #ifdef RENEWAL
  5751. if (sc->data[SC_NIBELUNGEN] && sc->data[SC_NIBELUNGEN]->val2 == RINGNBL_ALLSTAT)
  5752. dex += 15;
  5753. #endif
  5754. if (sc->data[SC_UNIVERSESTANCE])
  5755. dex += sc->data[SC_UNIVERSESTANCE]->val2;
  5756. if (sc->data[SC_ALMIGHTY])
  5757. dex += sc->data[SC_ALMIGHTY]->val1;
  5758. if (sc->data[SC_ULTIMATECOOK])
  5759. dex += sc->data[SC_ULTIMATECOOK]->val1;
  5760. return (unsigned short)cap_value(dex,0,USHRT_MAX);
  5761. }
  5762. /**
  5763. * Adds luck modifications based on status changes
  5764. * @param bl: Object to change luk [PC|MOB|HOM|MER|ELEM]
  5765. * @param sc: Object's status change information
  5766. * @param luk: Initial luk
  5767. * @return modified luk with cap_value(luk,0,USHRT_MAX)
  5768. */
  5769. static unsigned short status_calc_luk(struct block_list *bl, struct status_change *sc, int luk)
  5770. {
  5771. if(!sc || !sc->count)
  5772. return cap_value(luk,0,USHRT_MAX);
  5773. if(sc->data[SC_HARMONIZE]) {
  5774. luk -= sc->data[SC_HARMONIZE]->val2;
  5775. return (unsigned short)cap_value(luk,0,USHRT_MAX);
  5776. }
  5777. if(sc->data[SC_CURSE])
  5778. return 0;
  5779. if(sc->data[SC_INCALLSTATUS])
  5780. luk += sc->data[SC_INCALLSTATUS]->val1;
  5781. if(sc->data[SC_INCLUK])
  5782. luk += sc->data[SC_INCLUK]->val1;
  5783. if(sc->data[SC_LUKFOOD])
  5784. luk += sc->data[SC_LUKFOOD]->val1;
  5785. if(sc->data[SC_FOOD_LUK_CASH])
  5786. luk += sc->data[SC_FOOD_LUK_CASH]->val1;
  5787. if(sc->data[SC_TRUESIGHT])
  5788. luk += 5;
  5789. if(sc->data[SC_GLORIA])
  5790. luk += 30;
  5791. if(sc->data[SC_MARIONETTE])
  5792. luk -= sc->data[SC_MARIONETTE]->val4&0xFF;
  5793. if(sc->data[SC_MARIONETTE2])
  5794. luk += sc->data[SC_MARIONETTE2]->val4&0xFF;
  5795. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH)
  5796. luk += sc->data[SC_SPIRIT]->val4&0xFF;
  5797. if(sc->data[SC_PUTTI_TAILS_NOODLES])
  5798. luk += sc->data[SC_PUTTI_TAILS_NOODLES]->val1;
  5799. if(sc->data[SC_INSPIRATION])
  5800. luk += sc->data[SC_INSPIRATION]->val3;
  5801. if(sc->data[SC_STOMACHACHE])
  5802. luk -= sc->data[SC_STOMACHACHE]->val1;
  5803. if(sc->data[SC_KYOUGAKU])
  5804. luk -= sc->data[SC_KYOUGAKU]->val2;
  5805. if(sc->data[SC__STRIPACCESSORY] && bl->type != BL_PC)
  5806. luk -= luk * sc->data[SC__STRIPACCESSORY]->val2 / 100;
  5807. if(sc->data[SC_BANANA_BOMB])
  5808. luk -= 75;
  5809. if(sc->data[SC_GOLDENMACECLAN])
  5810. luk += 1;
  5811. if(sc->data[SC_JUMPINGCLAN])
  5812. luk += 1;
  5813. if(sc->data[SC_FULL_THROTTLE])
  5814. luk += luk * sc->data[SC_FULL_THROTTLE]->val3 / 100;
  5815. if(sc->data[SC_CHEERUP])
  5816. luk += 3;
  5817. if(sc->data[SC_GLASTHEIM_STATE])
  5818. luk += sc->data[SC_GLASTHEIM_STATE]->val1;
  5819. #ifdef RENEWAL
  5820. if (sc->data[SC_NIBELUNGEN] && sc->data[SC_NIBELUNGEN]->val2 == RINGNBL_ALLSTAT)
  5821. luk += 15;
  5822. #endif
  5823. if (sc->data[SC_UNIVERSESTANCE])
  5824. luk += sc->data[SC_UNIVERSESTANCE]->val2;
  5825. if (sc->data[SC_ALMIGHTY])
  5826. luk += sc->data[SC_ALMIGHTY]->val1;
  5827. if (sc->data[SC_ULTIMATECOOK])
  5828. luk += sc->data[SC_ULTIMATECOOK]->val1;
  5829. if (sc->data[SC_MYSTICPOWDER])
  5830. luk += 10;
  5831. return (unsigned short)cap_value(luk,0,USHRT_MAX);
  5832. }
  5833. /**
  5834. * Adds power modifications based on status changes
  5835. * @param bl: Object to change pow [PC|MOB|HOM|MER|ELEM]
  5836. * @param sc: Object's status change information
  5837. * @param pow: Initial pow
  5838. * @return modified pow with cap_value(pow,0,USHRT_MAX)
  5839. */
  5840. static unsigned short status_calc_pow(struct block_list *bl, struct status_change *sc, int pow)
  5841. {
  5842. if (!sc || !sc->count)
  5843. return cap_value(pow, 0, USHRT_MAX);
  5844. if (sc->data[SC_BENEDICTUM])
  5845. pow += sc->data[SC_BENEDICTUM]->val2;
  5846. return (unsigned short)cap_value(pow, 0, USHRT_MAX);
  5847. }
  5848. /**
  5849. * Adds stamina modifications based on status changes
  5850. * @param bl: Object to change sta [PC|MOB|HOM|MER|ELEM]
  5851. * @param sc: Object's status change information
  5852. * @param sta: Initial sta
  5853. * @return modified sta with cap_value(sta,0,USHRT_MAX)
  5854. */
  5855. static unsigned short status_calc_sta(struct block_list *bl, struct status_change *sc, int sta)
  5856. {
  5857. if (!sc || !sc->count)
  5858. return cap_value(sta, 0, USHRT_MAX);
  5859. if (sc->data[SC_RELIGIO])
  5860. sta += sc->data[SC_RELIGIO]->val2;
  5861. return (unsigned short)cap_value(sta, 0, USHRT_MAX);
  5862. }
  5863. /**
  5864. * Adds wisdom modifications based on status changes
  5865. * @param bl: Object to change wis [PC|MOB|HOM|MER|ELEM]
  5866. * @param sc: Object's status change information
  5867. * @param wis: Initial wis
  5868. * @return modified wis with cap_value(wis,0,USHRT_MAX)
  5869. */
  5870. static unsigned short status_calc_wis(struct block_list *bl, struct status_change *sc, int wis)
  5871. {
  5872. if (!sc || !sc->count)
  5873. return cap_value(wis, 0, USHRT_MAX);
  5874. if (sc->data[SC_RELIGIO])
  5875. wis += sc->data[SC_RELIGIO]->val2;
  5876. return (unsigned short)cap_value(wis, 0, USHRT_MAX);
  5877. }
  5878. /**
  5879. * Adds spell modifications based on status changes
  5880. * @param bl: Object to change spl [PC|MOB|HOM|MER|ELEM]
  5881. * @param sc: Object's status change information
  5882. * @param spl: Initial spl
  5883. * @return modified spl with cap_value(spl,0,USHRT_MAX)
  5884. */
  5885. static unsigned short status_calc_spl(struct block_list *bl, struct status_change *sc, int spl)
  5886. {
  5887. if (!sc || !sc->count)
  5888. return cap_value(spl, 0, USHRT_MAX);
  5889. if (sc->data[SC_RELIGIO])
  5890. spl += sc->data[SC_RELIGIO]->val2;
  5891. return (unsigned short)cap_value(spl, 0, USHRT_MAX);
  5892. }
  5893. /**
  5894. * Adds concentration modifications based on status changes
  5895. * @param bl: Object to change con [PC|MOB|HOM|MER|ELEM]
  5896. * @param sc: Object's status change information
  5897. * @param con: Initial con
  5898. * @return modified con with cap_value(con,0,USHRT_MAX)
  5899. */
  5900. static unsigned short status_calc_con(struct block_list *bl, struct status_change *sc, int con)
  5901. {
  5902. if (!sc || !sc->count)
  5903. return cap_value(con, 0, USHRT_MAX);
  5904. if (sc->data[SC_BENEDICTUM])
  5905. con += sc->data[SC_BENEDICTUM]->val2;
  5906. return (unsigned short)cap_value(con, 0, USHRT_MAX);
  5907. }
  5908. /**
  5909. * Adds creative modifications based on status changes
  5910. * @param bl: Object to change crt [PC|MOB|HOM|MER|ELEM]
  5911. * @param sc: Object's status change information
  5912. * @param crt: Initial crt
  5913. * @return modified crt with cap_value(crt,0,USHRT_MAX)
  5914. */
  5915. static unsigned short status_calc_crt(struct block_list *bl, struct status_change *sc, int crt)
  5916. {
  5917. if (!sc || !sc->count)
  5918. return cap_value(crt, 0, USHRT_MAX);
  5919. if (sc->data[SC_BENEDICTUM])
  5920. crt += sc->data[SC_BENEDICTUM]->val2;
  5921. return (unsigned short)cap_value(crt, 0, USHRT_MAX);
  5922. }
  5923. /**
  5924. * Adds base attack modifications based on status changes
  5925. * @param bl: Object to change batk [PC|MOB|HOM|MER|ELEM]
  5926. * @param sc: Object's status change information
  5927. * @param batk: Initial batk
  5928. * @return modified batk with cap_value(batk,0,USHRT_MAX)
  5929. */
  5930. static unsigned short status_calc_batk(struct block_list *bl, struct status_change *sc, int batk)
  5931. {
  5932. if(!sc || !sc->count)
  5933. return cap_value(batk,0,USHRT_MAX);
  5934. if(sc->data[SC_ATKPOTION])
  5935. batk += sc->data[SC_ATKPOTION]->val1;
  5936. if(sc->data[SC_BATKFOOD])
  5937. batk += sc->data[SC_BATKFOOD]->val1;
  5938. #ifndef RENEWAL
  5939. if(sc->data[SC_GATLINGFEVER])
  5940. batk += sc->data[SC_GATLINGFEVER]->val3;
  5941. if(sc->data[SC_MADNESSCANCEL])
  5942. batk += 100;
  5943. #endif
  5944. if(sc->data[SC_FULL_SWING_K])
  5945. batk += sc->data[SC_FULL_SWING_K]->val1;
  5946. if(sc->data[SC_ASH])
  5947. batk -= batk * sc->data[SC_ASH]->val4 / 100;
  5948. if(bl->type == BL_HOM && sc->data[SC_PYROCLASTIC])
  5949. batk += sc->data[SC_PYROCLASTIC]->val2;
  5950. if (sc->data[SC_ANGRIFFS_MODUS])
  5951. batk += sc->data[SC_ANGRIFFS_MODUS]->val2;
  5952. if(sc->data[SC_2011RWC_SCROLL])
  5953. batk += 30;
  5954. if(sc->data[SC_INCATKRATE])
  5955. batk += batk * sc->data[SC_INCATKRATE]->val1/100;
  5956. if(sc->data[SC_PROVOKE])
  5957. batk += batk * sc->data[SC_PROVOKE]->val2/100;
  5958. #ifndef RENEWAL
  5959. if(sc->data[SC_CONCENTRATION])
  5960. batk += batk * sc->data[SC_CONCENTRATION]->val2/100;
  5961. #endif
  5962. if(sc->data[SC_SKE])
  5963. batk += batk * 3;
  5964. if(sc->data[SC_BLOODLUST])
  5965. batk += batk * sc->data[SC_BLOODLUST]->val2/100;
  5966. if(sc->data[SC_JOINTBEAT] && sc->data[SC_JOINTBEAT]->val2&BREAK_WAIST)
  5967. batk -= batk * 25/100;
  5968. if(sc->data[SC_CURSE])
  5969. batk -= batk * 25/100;
  5970. /* Curse shouldn't effect on this? <- Curse OR Bleeding??
  5971. if(sc->data[SC_BLEEDING])
  5972. batk -= batk * 25 / 100; */
  5973. if(sc->data[SC_FLEET])
  5974. batk += batk * sc->data[SC_FLEET]->val3/100;
  5975. if(sc->data[SC__ENERVATION])
  5976. batk -= batk * sc->data[SC__ENERVATION]->val2 / 100;
  5977. if( sc->data[SC_ZANGETSU] )
  5978. batk += sc->data[SC_ZANGETSU]->val2;
  5979. if(sc->data[SC_QUEST_BUFF1])
  5980. batk += sc->data[SC_QUEST_BUFF1]->val1;
  5981. if(sc->data[SC_QUEST_BUFF2])
  5982. batk += sc->data[SC_QUEST_BUFF2]->val1;
  5983. if(sc->data[SC_QUEST_BUFF3])
  5984. batk += sc->data[SC_QUEST_BUFF3]->val1;
  5985. if (sc->data[SC_SHRIMP])
  5986. batk += batk * sc->data[SC_SHRIMP]->val2 / 100;
  5987. #ifdef RENEWAL
  5988. if (sc->data[SC_LOUD])
  5989. batk += 30;
  5990. if (sc->data[SC_NIBELUNGEN] && sc->data[SC_NIBELUNGEN]->val2 == RINGNBL_ATKRATE)
  5991. batk += batk * 20 / 100;
  5992. #endif
  5993. if (sc->data[SC_SUNSTANCE])
  5994. batk += batk * sc->data[SC_SUNSTANCE]->val2 / 100;
  5995. if (sc->data[SC_ALMIGHTY])
  5996. batk += 30;
  5997. if (sc->data[SC_ULTIMATECOOK])
  5998. batk += 30;
  5999. if(sc->data[SC_LIMIT_POWER_BOOSTER])
  6000. batk += sc->data[SC_LIMIT_POWER_BOOSTER]->val1;
  6001. if(sc->data[SC_SPARKCANDY])
  6002. batk += 20;
  6003. if(sc->data[SC_SKF_ATK])
  6004. batk += sc->data[SC_SKF_ATK]->val1;
  6005. return (unsigned short)cap_value(batk,0,USHRT_MAX);
  6006. }
  6007. /**
  6008. * Adds weapon attack modifications based on status changes
  6009. * @param bl: Object to change watk [PC]
  6010. * @param sc: Object's status change information
  6011. * @param watk: Initial watk
  6012. * @return modified watk with cap_value(watk,0,USHRT_MAX)
  6013. */
  6014. static unsigned short status_calc_watk(struct block_list *bl, struct status_change *sc, int watk)
  6015. {
  6016. if(!sc || !sc->count)
  6017. return cap_value(watk,0,USHRT_MAX);
  6018. #ifndef RENEWAL
  6019. if(sc->data[SC_DRUMBATTLE])
  6020. watk += sc->data[SC_DRUMBATTLE]->val2;
  6021. #endif
  6022. if (sc->data[SC_IMPOSITIO])
  6023. watk += sc->data[SC_IMPOSITIO]->val2;
  6024. if(sc->data[SC_WATKFOOD])
  6025. watk += sc->data[SC_WATKFOOD]->val1;
  6026. if(sc->data[SC_VOLCANO])
  6027. watk += sc->data[SC_VOLCANO]->val2;
  6028. if(sc->data[SC_MERC_ATKUP])
  6029. watk += sc->data[SC_MERC_ATKUP]->val2;
  6030. if(sc->data[SC_WATER_BARRIER])
  6031. watk -= sc->data[SC_WATER_BARRIER]->val2;
  6032. #ifndef RENEWAL
  6033. if(sc->data[SC_NIBELUNGEN]) {
  6034. if (bl->type != BL_PC)
  6035. watk += sc->data[SC_NIBELUNGEN]->val2;
  6036. else {
  6037. TBL_PC *sd = (TBL_PC*)bl;
  6038. short index = sd->equip_index[sd->state.lr_flag?EQI_HAND_L:EQI_HAND_R];
  6039. if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_WEAPON && sd->inventory_data[index]->weapon_level == 4)
  6040. watk += sc->data[SC_NIBELUNGEN]->val2;
  6041. }
  6042. }
  6043. if(sc->data[SC_CONCENTRATION])
  6044. watk += watk * sc->data[SC_CONCENTRATION]->val2 / 100;
  6045. #endif
  6046. if(sc->data[SC_INCATKRATE])
  6047. watk += watk * sc->data[SC_INCATKRATE]->val1/100;
  6048. if(sc->data[SC_PROVOKE])
  6049. watk += watk * sc->data[SC_PROVOKE]->val2/100;
  6050. if(sc->data[SC_SKE])
  6051. watk += watk * 3;
  6052. if(sc->data[SC_FLEET])
  6053. watk += watk * sc->data[SC_FLEET]->val3/100;
  6054. if(sc->data[SC_CURSE])
  6055. watk -= watk * 25/100;
  6056. if(sc->data[SC_STRIPWEAPON] && bl->type != BL_PC)
  6057. watk -= watk * sc->data[SC_STRIPWEAPON]->val2/100;
  6058. if(sc->data[SC_FIGHTINGSPIRIT])
  6059. watk += sc->data[SC_FIGHTINGSPIRIT]->val1;
  6060. if (sc->data[SC_SHIELDSPELL_ATK])
  6061. watk += sc->data[SC_SHIELDSPELL_ATK]->val2;
  6062. if(sc->data[SC_INSPIRATION])
  6063. watk += sc->data[SC_INSPIRATION]->val2;
  6064. if(sc->data[SC_GT_CHANGE])
  6065. watk += sc->data[SC_GT_CHANGE]->val2;
  6066. if(sc->data[SC__ENERVATION])
  6067. watk -= watk * sc->data[SC__ENERVATION]->val2 / 100;
  6068. if(sc->data[SC_STRIKING])
  6069. watk += sc->data[SC_STRIKING]->val2;
  6070. if(sc->data[SC_RUSHWINDMILL])
  6071. watk += sc->data[SC_RUSHWINDMILL]->val3;
  6072. if(sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 2)
  6073. watk += 50;
  6074. if((sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 2)
  6075. || (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 2)
  6076. || (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 2)
  6077. || (sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 2))
  6078. watk += watk * 10 / 100;
  6079. if(sc->data[SC_PYROTECHNIC_OPTION])
  6080. watk += sc->data[SC_PYROTECHNIC_OPTION]->val2;
  6081. if(sc->data[SC_HEATER_OPTION])
  6082. watk += sc->data[SC_HEATER_OPTION]->val2;
  6083. if(sc->data[SC_TROPIC_OPTION])
  6084. watk += sc->data[SC_TROPIC_OPTION]->val2;
  6085. if( sc && sc->data[SC_TIDAL_WEAPON] )
  6086. watk += watk * sc->data[SC_TIDAL_WEAPON]->val2 / 100;
  6087. if(bl->type == BL_PC && sc->data[SC_PYROCLASTIC])
  6088. watk += sc->data[SC_PYROCLASTIC]->val2;
  6089. if(sc->data[SC_ANGRIFFS_MODUS])
  6090. watk += watk * sc->data[SC_ANGRIFFS_MODUS]->val2/100;
  6091. if(sc->data[SC_ODINS_POWER])
  6092. watk += 40 + 30 * sc->data[SC_ODINS_POWER]->val1;
  6093. if (sc->data[SC_FLASHCOMBO])
  6094. watk += sc->data[SC_FLASHCOMBO]->val2;
  6095. if (sc->data[SC_CATNIPPOWDER])
  6096. watk -= watk * sc->data[SC_CATNIPPOWDER]->val2 / 100;
  6097. if (sc->data[SC_CHATTERING])
  6098. watk += sc->data[SC_CHATTERING]->val2;
  6099. if (sc->data[SC_SUNSTANCE])
  6100. watk += watk * sc->data[SC_SUNSTANCE]->val2 / 100;
  6101. if (sc->data[SC_SOULFALCON])
  6102. watk += sc->data[SC_SOULFALCON]->val2;
  6103. if (sc->data[SC_PACKING_ENVELOPE1])
  6104. watk += sc->data[SC_PACKING_ENVELOPE1]->val1;
  6105. if (sc->data[SC_POWERFUL_FAITH])
  6106. watk += sc->data[SC_POWERFUL_FAITH]->val2;
  6107. if (sc->data[SC_GUARD_STANCE])
  6108. watk -= sc->data[SC_GUARD_STANCE]->val3;
  6109. if (sc->data[SC_ATTACK_STANCE])
  6110. watk += sc->data[SC_ATTACK_STANCE]->val3;
  6111. return (unsigned short)cap_value(watk,0,USHRT_MAX);
  6112. }
  6113. #ifdef RENEWAL
  6114. /**
  6115. * Adds equip magic attack modifications based on status changes [RENEWAL]
  6116. * @param bl: Object to change matk [PC]
  6117. * @param sc: Object's status change information
  6118. * @param matk: Initial matk
  6119. * @return modified matk with cap_value(matk,0,USHRT_MAX)
  6120. */
  6121. static unsigned short status_calc_ematk(struct block_list *bl, struct status_change *sc, int matk)
  6122. {
  6123. if (!sc || !sc->count)
  6124. return cap_value(matk,0,USHRT_MAX);
  6125. if (sc->data[SC_IMPOSITIO])
  6126. matk += sc->data[SC_IMPOSITIO]->val2;
  6127. if (sc->data[SC_MATKPOTION])
  6128. matk += sc->data[SC_MATKPOTION]->val1;
  6129. if (sc->data[SC_MATKFOOD])
  6130. matk += sc->data[SC_MATKFOOD]->val1;
  6131. if(sc->data[SC_MANA_PLUS])
  6132. matk += sc->data[SC_MANA_PLUS]->val1;
  6133. if(sc->data[SC_COOLER_OPTION])
  6134. matk += sc->data[SC_COOLER_OPTION]->val2;
  6135. if(sc->data[SC_AQUAPLAY_OPTION])
  6136. matk += sc->data[SC_AQUAPLAY_OPTION]->val2;
  6137. if(sc->data[SC_CHILLY_AIR_OPTION])
  6138. matk += sc->data[SC_CHILLY_AIR_OPTION]->val2;
  6139. if(sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 3)
  6140. matk += 50;
  6141. if(sc->data[SC_ODINS_POWER])
  6142. matk += 40 + 30 * sc->data[SC_ODINS_POWER]->val1; // 70 lvl1, 100lvl2
  6143. if(sc->data[SC_MOONLITSERENADE])
  6144. matk += sc->data[SC_MOONLITSERENADE]->val3;
  6145. if(sc->data[SC_IZAYOI])
  6146. matk += 25 * sc->data[SC_IZAYOI]->val1;
  6147. if(sc->data[SC_ZANGETSU])
  6148. matk += sc->data[SC_ZANGETSU]->val3;
  6149. if(sc->data[SC_QUEST_BUFF1])
  6150. matk += sc->data[SC_QUEST_BUFF1]->val1;
  6151. if(sc->data[SC_QUEST_BUFF2])
  6152. matk += sc->data[SC_QUEST_BUFF2]->val1;
  6153. if(sc->data[SC_QUEST_BUFF3])
  6154. matk += sc->data[SC_QUEST_BUFF3]->val1;
  6155. if(sc->data[SC_MTF_MATK2])
  6156. matk += sc->data[SC_MTF_MATK2]->val1;
  6157. if(sc->data[SC_2011RWC_SCROLL])
  6158. matk += 30;
  6159. if (sc->data[SC_CATNIPPOWDER])
  6160. matk -= matk * sc->data[SC_CATNIPPOWDER]->val2 / 100;
  6161. if (sc->data[SC_CHATTERING])
  6162. matk += sc->data[SC_CHATTERING]->val2;
  6163. if (sc->data[SC_DORAM_MATK])
  6164. matk += sc->data[SC_DORAM_MATK]->val1;
  6165. if (sc->data[SC_SOULFAIRY])
  6166. matk += sc->data[SC_SOULFAIRY]->val2;
  6167. if (sc->data[SC__AUTOSHADOWSPELL])
  6168. matk += sc->data[SC__AUTOSHADOWSPELL]->val4 * 5;
  6169. if (sc->data[SC_INSPIRATION])
  6170. matk += sc->data[SC_INSPIRATION]->val2;
  6171. if (sc->data[SC_PACKING_ENVELOPE2])
  6172. matk += sc->data[SC_PACKING_ENVELOPE2]->val1;
  6173. if(sc->data[SC_ALMIGHTY])
  6174. matk += 30;
  6175. if(sc->data[SC_ULTIMATECOOK])
  6176. matk += 30;
  6177. if (sc->data[SC_LIMIT_POWER_BOOSTER])
  6178. matk += sc->data[SC_LIMIT_POWER_BOOSTER]->val1;
  6179. if (sc->data[SC_MAGICCANDY])
  6180. matk += 30;
  6181. if (sc->data[SC_SKF_MATK])
  6182. matk += sc->data[SC_SKF_MATK]->val1;
  6183. return (unsigned short)cap_value(matk,0,USHRT_MAX);
  6184. }
  6185. #endif
  6186. /**
  6187. * Adds magic attack modifications based on status changes
  6188. * @param bl: Object to change matk [PC|MOB|HOM|MER|ELEM]
  6189. * @param sc: Object's status change information
  6190. * @param matk: Initial matk
  6191. * @return modified matk with cap_value(matk,0,USHRT_MAX)
  6192. */
  6193. static unsigned short status_calc_matk(struct block_list *bl, struct status_change *sc, int matk)
  6194. {
  6195. if(!sc || !sc->count)
  6196. return cap_value(matk,0,USHRT_MAX);
  6197. #ifndef RENEWAL
  6198. /// Take note fixed value first before % modifiers [PRE-RENEWAL]
  6199. if (sc->data[SC_MATKPOTION])
  6200. matk += sc->data[SC_MATKPOTION]->val1;
  6201. if (sc->data[SC_MATKFOOD])
  6202. matk += sc->data[SC_MATKFOOD]->val1;
  6203. if (sc->data[SC_MANA_PLUS])
  6204. matk += sc->data[SC_MANA_PLUS]->val1;
  6205. if (sc->data[SC_AQUAPLAY_OPTION])
  6206. matk += sc->data[SC_AQUAPLAY_OPTION]->val2;
  6207. if (sc->data[SC_CHILLY_AIR_OPTION])
  6208. matk += sc->data[SC_CHILLY_AIR_OPTION]->val2;
  6209. if (sc->data[SC_COOLER_OPTION])
  6210. matk += sc->data[SC_COOLER_OPTION]->val2;
  6211. if (sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 3)
  6212. matk += 50;
  6213. if (sc->data[SC_ODINS_POWER])
  6214. matk += 40 + 30 * sc->data[SC_ODINS_POWER]->val1; // 70 lvl1, 100lvl2
  6215. if (sc->data[SC_IZAYOI])
  6216. matk += 25 * sc->data[SC_IZAYOI]->val1;
  6217. if (sc->data[SC_MTF_MATK2])
  6218. matk += sc->data[SC_MTF_MATK2]->val1;
  6219. if (sc->data[SC_2011RWC_SCROLL])
  6220. matk += 30;
  6221. if (sc->data[SC_ALMIGHTY])
  6222. matk += 30;
  6223. if (sc->data[SC_ULTIMATECOOK])
  6224. matk += 30;
  6225. if (sc->data[SC_LIMIT_POWER_BOOSTER])
  6226. matk += sc->data[SC_LIMIT_POWER_BOOSTER]->val1;
  6227. if (sc->data[SC_MAGICCANDY])
  6228. matk += 30;
  6229. if (sc->data[SC_SKF_MATK])
  6230. matk += sc->data[SC_SKF_MATK]->val1;
  6231. #endif
  6232. if (sc->data[SC_ZANGETSU])
  6233. matk += sc->data[SC_ZANGETSU]->val3;
  6234. if (sc->data[SC_QUEST_BUFF1])
  6235. matk += sc->data[SC_QUEST_BUFF1]->val1;
  6236. if (sc->data[SC_QUEST_BUFF2])
  6237. matk += sc->data[SC_QUEST_BUFF2]->val1;
  6238. if (sc->data[SC_QUEST_BUFF3])
  6239. matk += sc->data[SC_QUEST_BUFF3]->val1;
  6240. if (sc->data[SC_MAGICPOWER]
  6241. #ifndef RENEWAL
  6242. && sc->data[SC_MAGICPOWER]->val4
  6243. #endif
  6244. )
  6245. matk += matk * sc->data[SC_MAGICPOWER]->val3/100;
  6246. if (sc->data[SC_MINDBREAKER])
  6247. matk += matk * sc->data[SC_MINDBREAKER]->val2/100;
  6248. if (sc->data[SC_INCMATKRATE])
  6249. matk += matk * sc->data[SC_INCMATKRATE]->val1/100;
  6250. if (sc->data[SC_MOONLITSERENADE])
  6251. matk += sc->data[SC_MOONLITSERENADE]->val3/100;
  6252. if (sc->data[SC_MTF_MATK])
  6253. matk += matk * sc->data[SC_MTF_MATK]->val1 / 100;
  6254. if (sc->data[SC_SHRIMP])
  6255. matk += matk * sc->data[SC_SHRIMP]->val2 / 100;
  6256. if (sc->data[SC_VOLCANO])
  6257. matk += sc->data[SC_VOLCANO]->val2;
  6258. #ifdef RENEWAL
  6259. if (sc->data[SC_NIBELUNGEN] && sc->data[SC_NIBELUNGEN]->val2 == RINGNBL_MATKRATE)
  6260. matk += matk * 20 / 100;
  6261. #endif
  6262. if (sc->data[SC_SHIELDSPELL_ATK])
  6263. matk += sc->data[SC_SHIELDSPELL_ATK]->val2;
  6264. if (sc->data[SC_CLIMAX_DES_HU])
  6265. matk += 100;
  6266. return (unsigned short)cap_value(matk,0,USHRT_MAX);
  6267. }
  6268. /**
  6269. * Adds critical modifications based on status changes
  6270. * @param bl: Object to change critical [PC|MOB|HOM|MER|ELEM]
  6271. * @param sc: Object's status change information
  6272. * @param critical: Initial critical
  6273. * @return modified critical with cap_value(critical,10,USHRT_MAX)
  6274. */
  6275. static signed short status_calc_critical(struct block_list *bl, struct status_change *sc, int critical)
  6276. {
  6277. if(!sc || !sc->count)
  6278. return cap_value(critical,10,SHRT_MAX);
  6279. if (sc->data[SC_INCCRI])
  6280. critical += sc->data[SC_INCCRI]->val2;
  6281. if (sc->data[SC_EP16_2_BUFF_SC])
  6282. critical += 300;// crit +30
  6283. if (sc->data[SC_CRIFOOD])
  6284. critical += sc->data[SC_CRIFOOD]->val1;
  6285. if (sc->data[SC_EXPLOSIONSPIRITS])
  6286. critical += sc->data[SC_EXPLOSIONSPIRITS]->val2;
  6287. if (sc->data[SC_FORTUNE])
  6288. critical += sc->data[SC_FORTUNE]->val2;
  6289. if (sc->data[SC_TRUESIGHT])
  6290. critical += sc->data[SC_TRUESIGHT]->val2;
  6291. if (sc->data[SC_CLOAKING])
  6292. critical += critical;
  6293. #ifdef RENEWAL
  6294. if (sc->data[SC_SPEARQUICKEN])
  6295. critical += 3*sc->data[SC_SPEARQUICKEN]->val1*10;
  6296. if (sc->data[SC_TWOHANDQUICKEN])
  6297. critical += (2 + sc->data[SC_TWOHANDQUICKEN]->val1) * 10;
  6298. #endif
  6299. if (sc->data[SC__INVISIBILITY])
  6300. critical += sc->data[SC__INVISIBILITY]->val3 * 10;
  6301. if (sc->data[SC__UNLUCKY])
  6302. critical -= sc->data[SC__UNLUCKY]->val2;
  6303. if (sc->data[SC_SOULSHADOW])
  6304. critical += 10 * sc->data[SC_SOULSHADOW]->val3;
  6305. if(sc->data[SC_BEYONDOFWARCRY])
  6306. critical += sc->data[SC_BEYONDOFWARCRY]->val3;
  6307. if (sc->data[SC_MTF_HITFLEE])
  6308. critical += sc->data[SC_MTF_HITFLEE]->val1;
  6309. if (sc->data[SC_PACKING_ENVELOPE9])
  6310. critical += sc->data[SC_PACKING_ENVELOPE9]->val1 * 10;
  6311. return (short)cap_value(critical,10,SHRT_MAX);
  6312. }
  6313. /**
  6314. * Adds hit modifications based on status changes
  6315. * @param bl: Object to change hit [PC|MOB|HOM|MER|ELEM]
  6316. * @param sc: Object's status change information
  6317. * @param hit: Initial hit
  6318. * @return modified hit with cap_value(hit,1,USHRT_MAX)
  6319. */
  6320. static signed short status_calc_hit(struct block_list *bl, struct status_change *sc, int hit)
  6321. {
  6322. if(!sc || !sc->count)
  6323. return cap_value(hit,1,SHRT_MAX);
  6324. if(sc->data[SC_INCHIT])
  6325. hit += sc->data[SC_INCHIT]->val1;
  6326. if(sc->data[SC_HITFOOD])
  6327. hit += sc->data[SC_HITFOOD]->val1;
  6328. if(sc->data[SC_TRUESIGHT])
  6329. hit += sc->data[SC_TRUESIGHT]->val3;
  6330. if(sc->data[SC_HUMMING])
  6331. hit += sc->data[SC_HUMMING]->val2;
  6332. if(sc->data[SC_CONCENTRATION])
  6333. hit += sc->data[SC_CONCENTRATION]->val3;
  6334. if(sc->data[SC_INSPIRATION])
  6335. hit += 12 * sc->data[SC_INSPIRATION]->val1;
  6336. if(sc->data[SC_ADJUSTMENT])
  6337. hit -= 30;
  6338. if(sc->data[SC_INCREASING])
  6339. hit += 20; // RockmanEXE; changed based on updated [Reddozen]
  6340. if(sc->data[SC_MERC_HITUP])
  6341. hit += sc->data[SC_MERC_HITUP]->val2;
  6342. if(sc->data[SC_MTF_HITFLEE])
  6343. hit += sc->data[SC_MTF_HITFLEE]->val1;
  6344. if(sc->data[SC_INCHITRATE])
  6345. hit += hit * sc->data[SC_INCHITRATE]->val1/100;
  6346. if(sc->data[SC_BLIND])
  6347. hit -= hit * 25/100;
  6348. if(sc->data[SC_HEAT_BARREL])
  6349. hit -= sc->data[SC_HEAT_BARREL]->val4;
  6350. if(sc->data[SC__GROOMY])
  6351. hit -= hit * sc->data[SC__GROOMY]->val3 / 100;
  6352. if(sc->data[SC_FEAR])
  6353. hit -= hit * 20 / 100;
  6354. if (sc->data[SC_ASH])
  6355. hit -= hit * sc->data[SC_ASH]->val2 / 100;
  6356. if (sc->data[SC_TEARGAS])
  6357. hit -= hit * 50 / 100;
  6358. if(sc->data[SC_ILLUSIONDOPING])
  6359. hit -= sc->data[SC_ILLUSIONDOPING]->val2;
  6360. if (sc->data[SC_MTF_ASPD])
  6361. hit += sc->data[SC_MTF_ASPD]->val2;
  6362. #ifdef RENEWAL
  6363. if (sc->data[SC_BLESSING])
  6364. hit += sc->data[SC_BLESSING]->val1 * 2;
  6365. if (sc->data[SC_TWOHANDQUICKEN])
  6366. hit += sc->data[SC_TWOHANDQUICKEN]->val1 * 2;
  6367. if (sc->data[SC_ADRENALINE])
  6368. hit += sc->data[SC_ADRENALINE]->val1 * 3 + 5;
  6369. if (sc->data[SC_NIBELUNGEN] && sc->data[SC_NIBELUNGEN]->val2 == RINGNBL_HIT)
  6370. hit += 50;
  6371. #endif
  6372. if (sc->data[SC_SOULFALCON])
  6373. hit += sc->data[SC_SOULFALCON]->val3;
  6374. if (sc->data[SC_SATURDAYNIGHTFEVER])
  6375. hit -= 50 + 50 * sc->data[SC_SATURDAYNIGHTFEVER]->val1;
  6376. if (sc->data[SC_PACKING_ENVELOPE10])
  6377. hit += sc->data[SC_PACKING_ENVELOPE10]->val1;
  6378. if (sc->data[SC_ABYSS_SLAYER])
  6379. hit += sc->data[SC_ABYSS_SLAYER]->val3;
  6380. if (sc->data[SC_LIMIT_POWER_BOOSTER])
  6381. hit += sc->data[SC_LIMIT_POWER_BOOSTER]->val1;
  6382. if (sc->data[SC_ACARAJE])
  6383. hit += 5;
  6384. return (short)cap_value(hit,1,SHRT_MAX);
  6385. }
  6386. /**
  6387. * Adds flee modifications based on status changes
  6388. * @param bl: Object to change flee [PC|MOB|HOM|MER|ELEM]
  6389. * @param sc: Object's status change information
  6390. * @param flee: Initial flee
  6391. * @return modified flee with cap_value(flee,1,USHRT_MAX)
  6392. */
  6393. static signed short status_calc_flee(struct block_list *bl, struct status_change *sc, int flee)
  6394. {
  6395. if( bl->type == BL_PC ) {
  6396. struct map_data *mapdata = map_getmapdata(bl->m);
  6397. if( mapdata_flag_gvg(mapdata) )
  6398. flee -= flee * battle_config.gvg_flee_penalty/100;
  6399. else if( mapdata->flag[MF_BATTLEGROUND] )
  6400. flee -= flee * battle_config.bg_flee_penalty/100;
  6401. }
  6402. if(!sc || !sc->count)
  6403. return cap_value(flee,1,SHRT_MAX);
  6404. if (sc->data[SC_POISON_MIST])
  6405. return 0;
  6406. if(sc->data[SC_OVERED_BOOST]) //Should be final and unmodifiable by any means
  6407. return sc->data[SC_OVERED_BOOST]->val2;
  6408. // Fixed value
  6409. if(sc->data[SC_INCFLEE])
  6410. flee += sc->data[SC_INCFLEE]->val1;
  6411. if(sc->data[SC_FLEEFOOD])
  6412. flee += sc->data[SC_FLEEFOOD]->val1;
  6413. if(sc->data[SC_WHISTLE])
  6414. flee += sc->data[SC_WHISTLE]->val2;
  6415. if(sc->data[SC_WINDWALK])
  6416. flee += sc->data[SC_WINDWALK]->val2;
  6417. if(sc->data[SC_VIOLENTGALE])
  6418. flee += sc->data[SC_VIOLENTGALE]->val2;
  6419. if(sc->data[SC_MOON_COMFORT]) // SG skill [Komurka]
  6420. flee += sc->data[SC_MOON_COMFORT]->val2;
  6421. if(sc->data[SC_CLOSECONFINE])
  6422. flee += sc->data[SC_CLOSECONFINE]->val3;
  6423. if (sc->data[SC_ANGRIFFS_MODUS])
  6424. flee -= sc->data[SC_ANGRIFFS_MODUS]->val3;
  6425. if(sc->data[SC_ADJUSTMENT])
  6426. flee += 30;
  6427. if(sc->data[SC_SPEED])
  6428. flee += 10 + sc->data[SC_SPEED]->val1 * 10;
  6429. if(sc->data[SC_GATLINGFEVER])
  6430. flee -= sc->data[SC_GATLINGFEVER]->val4;
  6431. if(sc->data[SC_PARTYFLEE])
  6432. flee += sc->data[SC_PARTYFLEE]->val1 * 10;
  6433. if(sc->data[SC_MERC_FLEEUP])
  6434. flee += sc->data[SC_MERC_FLEEUP]->val2;
  6435. if( sc->data[SC_HALLUCINATIONWALK] )
  6436. flee += sc->data[SC_HALLUCINATIONWALK]->val2;
  6437. if( sc->data[SC_NPC_HALLUCINATIONWALK] )
  6438. flee += sc->data[SC_NPC_HALLUCINATIONWALK]->val2;
  6439. if(sc->data[SC_MTF_HITFLEE])
  6440. flee += sc->data[SC_MTF_HITFLEE]->val2;
  6441. if( sc->data[SC_WATER_BARRIER] )
  6442. flee -= sc->data[SC_WATER_BARRIER]->val2;
  6443. if( sc->data[SC_C_MARKER] )
  6444. flee -= sc->data[SC_C_MARKER]->val3;
  6445. #ifdef RENEWAL
  6446. if( sc->data[SC_SPEARQUICKEN] )
  6447. flee += 2 * sc->data[SC_SPEARQUICKEN]->val1;
  6448. if (sc->data[SC_NIBELUNGEN] && sc->data[SC_NIBELUNGEN]->val2 == RINGNBL_FLEE)
  6449. flee += 50;
  6450. #endif
  6451. // Rate value
  6452. if(sc->data[SC_INCFLEERATE])
  6453. flee += flee * sc->data[SC_INCFLEERATE]->val1/100;
  6454. if(sc->data[SC_SPIDERWEB] || sc->data[SC_WIDEWEB])
  6455. flee -= flee * 50/100;
  6456. if(sc->data[SC_BERSERK])
  6457. flee -= flee * 50/100;
  6458. if(sc->data[SC_BLIND])
  6459. flee -= flee * 25/100;
  6460. if(sc->data[SC_FEAR])
  6461. flee -= flee * 20 / 100;
  6462. if(sc->data[SC_PARALYSE] && sc->data[SC_PARALYSE]->val3 == 1)
  6463. flee -= flee * 10 / 100;
  6464. if(sc->data[SC_INFRAREDSCAN])
  6465. flee -= flee * 30 / 100;
  6466. if( sc->data[SC__LAZINESS] )
  6467. flee -= flee * sc->data[SC__LAZINESS]->val3 / 100;
  6468. if( sc->data[SC_GLOOMYDAY] )
  6469. flee -= flee * sc->data[SC_GLOOMYDAY]->val2 / 100;
  6470. if( sc->data[SC_SATURDAYNIGHTFEVER] )
  6471. flee -= 20 + 30 * sc->data[SC_SATURDAYNIGHTFEVER]->val1;
  6472. if( sc->data[SC_WIND_STEP_OPTION] )
  6473. flee += flee * sc->data[SC_WIND_STEP_OPTION]->val2 / 100;
  6474. if( sc->data[SC_TINDER_BREAKER] || sc->data[SC_TINDER_BREAKER2] )
  6475. flee -= flee * 50 / 100;
  6476. if( sc->data[SC_ZEPHYR] )
  6477. flee += sc->data[SC_ZEPHYR]->val2;
  6478. if(sc->data[SC_ASH])
  6479. flee -= flee * sc->data[SC_ASH]->val4 / 100;
  6480. if (sc->data[SC_GOLDENE_FERSE])
  6481. flee += flee * sc->data[SC_GOLDENE_FERSE]->val2 / 100;
  6482. if (sc->data[SC_SMOKEPOWDER])
  6483. flee += flee * 20 / 100;
  6484. if (sc->data[SC_TEARGAS])
  6485. flee -= flee * 50 / 100;
  6486. //if( sc->data[SC_C_MARKER] )
  6487. // flee -= (flee * sc->data[SC_C_MARKER]->val3) / 100;
  6488. if (sc->data[SC_GROOMING])
  6489. flee += sc->data[SC_GROOMING]->val2;
  6490. if (sc->data[SC_PACKING_ENVELOPE5])
  6491. flee += sc->data[SC_PACKING_ENVELOPE5]->val1;
  6492. if (sc->data[SC_LIMIT_POWER_BOOSTER])
  6493. flee += sc->data[SC_LIMIT_POWER_BOOSTER]->val1;
  6494. if (sc->data[SC_MYSTICPOWDER])
  6495. flee += 20;
  6496. return (short)cap_value(flee,1,SHRT_MAX);
  6497. }
  6498. /**
  6499. * Adds perfect flee modifications based on status changes
  6500. * @param bl: Object to change flee2 [PC|MOB|HOM|MER|ELEM]
  6501. * @param sc: Object's status change information
  6502. * @param flee2: Initial flee2
  6503. * @return modified flee2 with cap_value(flee2,10,USHRT_MAX)
  6504. */
  6505. static signed short status_calc_flee2(struct block_list *bl, struct status_change *sc, int flee2)
  6506. {
  6507. if(!sc || !sc->count)
  6508. return cap_value(flee2,10,SHRT_MAX);
  6509. if(sc->data[SC_INCFLEE2])
  6510. flee2 += sc->data[SC_INCFLEE2]->val2;
  6511. if(sc->data[SC_WHISTLE])
  6512. flee2 += sc->data[SC_WHISTLE]->val3*10;
  6513. if(sc->data[SC__UNLUCKY])
  6514. flee2 -= flee2 * sc->data[SC__UNLUCKY]->val2 / 100;
  6515. if (sc->data[SC_HISS])
  6516. flee2 += sc->data[SC_HISS]->val2*10;
  6517. if (sc->data[SC_DORAM_FLEE2])
  6518. flee2 += sc->data[SC_DORAM_FLEE2]->val1;
  6519. return (short)cap_value(flee2,10,SHRT_MAX);
  6520. }
  6521. /**
  6522. * Adds defense (left-side) modifications based on status changes
  6523. * @param bl: Object to change def [PC|MOB|HOM|MER|ELEM]
  6524. * @param sc: Object's status change information
  6525. * @param def: Initial def
  6526. * @return modified def with cap_value(def,DEFTYPE_MIN,DEFTYPE_MAX)
  6527. */
  6528. static defType status_calc_def(struct block_list *bl, struct status_change *sc, int def)
  6529. {
  6530. if(!sc || !sc->count)
  6531. return (defType)cap_value(def,DEFTYPE_MIN,DEFTYPE_MAX);
  6532. if(sc->data[SC_BERSERK])
  6533. return 0;
  6534. if(sc->data[SC_BARRIER])
  6535. return 100;
  6536. if(sc->data[SC_KEEPING])
  6537. return 90;
  6538. #ifndef RENEWAL /// Steel Body does not provide 90 DEF in [RENEWAL]
  6539. if(sc->data[SC_STEELBODY])
  6540. return 90;
  6541. #endif
  6542. if (sc->data[SC_NYANGGRASS]) {
  6543. if (bl->type == BL_PC)
  6544. return 0;
  6545. else
  6546. return def >>= 1;
  6547. }
  6548. if(sc->data[SC_DEFSET])
  6549. return sc->data[SC_DEFSET]->val1;
  6550. if(sc->data[SC_DRUMBATTLE])
  6551. def += sc->data[SC_DRUMBATTLE]->val3;
  6552. #ifdef RENEWAL
  6553. if (sc->data[SC_ASSUMPTIO])
  6554. def += sc->data[SC_ASSUMPTIO]->val1 * 50;
  6555. #else
  6556. if(sc->data[SC_DEFENCE])
  6557. def += sc->data[SC_DEFENCE]->val2;
  6558. #endif
  6559. if(sc->data[SC_INCDEFRATE])
  6560. def += def * sc->data[SC_INCDEFRATE]->val1/100;
  6561. if(sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 2)
  6562. def += 50;
  6563. if(sc->data[SC_ODINS_POWER])
  6564. def -= 20 * sc->data[SC_ODINS_POWER]->val1;
  6565. if( sc->data[SC_ANGRIFFS_MODUS] )
  6566. def -= 20 + 10 * sc->data[SC_ANGRIFFS_MODUS]->val1;
  6567. if(sc->data[SC_STONEHARDSKIN])
  6568. def += sc->data[SC_STONEHARDSKIN]->val1;
  6569. if(sc->data[SC_STONE])
  6570. def >>=1;
  6571. if(sc->data[SC_FREEZE])
  6572. def >>=1;
  6573. if(sc->data[SC_SIGNUMCRUCIS])
  6574. def -= def * sc->data[SC_SIGNUMCRUCIS]->val2/100;
  6575. if(sc->data[SC_CONCENTRATION])
  6576. def -= def * sc->data[SC_CONCENTRATION]->val4/100;
  6577. if(sc->data[SC_SKE])
  6578. def >>=1;
  6579. if(sc->data[SC_PROVOKE] && bl->type != BL_PC) // Provoke doesn't alter player defense->
  6580. def -= def * sc->data[SC_PROVOKE]->val3/100;
  6581. if(sc->data[SC_STRIPSHIELD] && bl->type != BL_PC) // Player doesn't have def reduction only equip removed
  6582. def -= def * sc->data[SC_STRIPSHIELD]->val2/100;
  6583. if (sc->data[SC_FLING])
  6584. def -= def * (sc->data[SC_FLING]->val2)/100;
  6585. if( sc->data[SC_FREEZING] )
  6586. def -= def * (bl->type == BL_PC ? 30 : 10) / 100;
  6587. if( sc->data[SC_ANALYZE] )
  6588. def -= def * (14 * sc->data[SC_ANALYZE]->val1) / 100;
  6589. if( sc->data[SC_NEUTRALBARRIER] )
  6590. def += def * sc->data[SC_NEUTRALBARRIER]->val2 / 100;
  6591. if( sc->data[SC_PRESTIGE] )
  6592. def += sc->data[SC_PRESTIGE]->val3;
  6593. if( sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 1 )
  6594. def += 6 * sc->data[SC_BANDING]->val1;
  6595. if( sc->data[SC_ECHOSONG] )
  6596. def += sc->data[SC_ECHOSONG]->val3;
  6597. if( sc->data[SC_CAMOUFLAGE] )
  6598. def -= def * 5 * sc->data[SC_CAMOUFLAGE]->val3 / 100;
  6599. if( sc->data[SC_SOLID_SKIN_OPTION] )
  6600. def += def * sc->data[SC_SOLID_SKIN_OPTION]->val2 / 100;
  6601. if( sc->data[SC_ROCK_CRUSHER] )
  6602. def -= def * sc->data[SC_ROCK_CRUSHER]->val2 / 100;
  6603. if( sc->data[SC_POWER_OF_GAIA] )
  6604. def += def * sc->data[SC_POWER_OF_GAIA]->val2 / 100;
  6605. if(sc->data[SC_ASH])
  6606. def -= def * sc->data[SC_ASH]->val3/100;
  6607. if( sc->data[SC_OVERED_BOOST] && bl->type == BL_HOM )
  6608. def -= def * sc->data[SC_OVERED_BOOST]->val4 / 100;
  6609. if(sc->data[SC_GLASTHEIM_ITEMDEF])
  6610. def += sc->data[SC_GLASTHEIM_ITEMDEF]->val1;
  6611. if (sc->data[SC_SOULGOLEM])
  6612. def += sc->data[SC_SOULGOLEM]->val2;
  6613. if (sc->data[SC_STONE_WALL])
  6614. def += sc->data[SC_STONE_WALL]->val2;
  6615. if( sc->data[SC_PACKING_ENVELOPE7] )
  6616. def += sc->data[SC_PACKING_ENVELOPE7]->val1;
  6617. if (sc->data[SC_D_MACHINE])
  6618. def += sc->data[SC_D_MACHINE]->val2;
  6619. if (sc->data[SC_CLIMAX_CRYIMP])
  6620. def += 300;
  6621. if (sc->data[SC_GUARD_STANCE])
  6622. def += sc->data[SC_GUARD_STANCE]->val2;
  6623. if (sc->data[SC_ATTACK_STANCE])
  6624. def -= sc->data[SC_ATTACK_STANCE]->val2;
  6625. if (sc->data[SC_M_DEFSCROLL])
  6626. def += 500;
  6627. return (defType)cap_value(def,DEFTYPE_MIN,DEFTYPE_MAX);
  6628. }
  6629. /**
  6630. * Adds defense (right-side) modifications based on status changes
  6631. * @param bl: Object to change def2 [PC|MOB|HOM|MER|ELEM]
  6632. * @param sc: Object's status change information
  6633. * @param def2: Initial def2
  6634. * @return modified def2 with cap_value(def2,SHRT_MIN,SHRT_MAX)
  6635. */
  6636. static signed short status_calc_def2(struct block_list *bl, struct status_change *sc, int def2)
  6637. {
  6638. if(!sc || !sc->count)
  6639. #ifdef RENEWAL
  6640. return (short)cap_value(def2,SHRT_MIN,SHRT_MAX);
  6641. #else
  6642. return (short)cap_value(def2,1,SHRT_MAX);
  6643. #endif
  6644. if(sc->data[SC_BERSERK])
  6645. return 0;
  6646. if(sc->data[SC_ETERNALCHAOS])
  6647. return 0;
  6648. if(sc->data[SC_DEFSET])
  6649. return sc->data[SC_DEFSET]->val1;
  6650. if(sc->data[SC_SUN_COMFORT])
  6651. def2 += sc->data[SC_SUN_COMFORT]->val2;
  6652. #ifdef RENEWAL
  6653. if (sc->data[SC_SKA])
  6654. def2 += 80;
  6655. #endif
  6656. if(sc->data[SC_ANGELUS])
  6657. #ifdef RENEWAL /// The VIT stat bonus is boosted by angelus [RENEWAL]
  6658. def2 += status_get_vit(bl) / 2 * sc->data[SC_ANGELUS]->val2/100;
  6659. #else
  6660. def2 += def2 * sc->data[SC_ANGELUS]->val2/100;
  6661. if(sc->data[SC_CONCENTRATION])
  6662. def2 -= def2 * sc->data[SC_CONCENTRATION]->val4/100;
  6663. #endif
  6664. if(sc->data[SC_POISON])
  6665. def2 -= def2 * 25/100;
  6666. if(sc->data[SC_DPOISON])
  6667. def2 -= def2 * 25/100;
  6668. if(sc->data[SC_SKE])
  6669. def2 -= def2 * 50/100;
  6670. if(sc->data[SC_PROVOKE])
  6671. def2 -= def2 * sc->data[SC_PROVOKE]->val3/100;
  6672. if(sc->data[SC_JOINTBEAT])
  6673. def2 -= def2 * ( sc->data[SC_JOINTBEAT]->val2&BREAK_SHOULDER ? 50 : 0 ) / 100
  6674. + def2 * ( sc->data[SC_JOINTBEAT]->val2&BREAK_WAIST ? 25 : 0 ) / 100;
  6675. if(sc->data[SC_FLING])
  6676. def2 -= def2 * (sc->data[SC_FLING]->val3)/100;
  6677. if(sc->data[SC_ANALYZE])
  6678. def2 -= def2 * (14 * sc->data[SC_ANALYZE]->val1) / 100;
  6679. if(sc->data[SC_ASH])
  6680. def2 -= def2 * sc->data[SC_ASH]->val3/100;
  6681. if (sc->data[SC_PARALYSIS])
  6682. def2 -= def2 * sc->data[SC_PARALYSIS]->val2 / 100;
  6683. if(sc->data[SC_EQC])
  6684. def2 -= def2 * sc->data[SC_EQC]->val2 / 100;
  6685. if( sc->data[SC_CAMOUFLAGE] )
  6686. def2 -= def2 * 5 * sc->data[SC_CAMOUFLAGE]->val3 / 100;
  6687. #ifdef RENEWAL
  6688. return (short)cap_value(def2,SHRT_MIN,SHRT_MAX);
  6689. #else
  6690. return (short)cap_value(def2,1,SHRT_MAX);
  6691. #endif
  6692. }
  6693. /**
  6694. * Adds magic defense (left-side) modifications based on status changes
  6695. * @param bl: Object to change mdef [PC|MOB|HOM|MER|ELEM]
  6696. * @param sc: Object's status change information
  6697. * @param mdef: Initial mdef
  6698. * @return modified mdef with cap_value(mdef,DEFTYPE_MIN,DEFTYPE_MAX)
  6699. */
  6700. static defType status_calc_mdef(struct block_list *bl, struct status_change *sc, int mdef)
  6701. {
  6702. if(!sc || !sc->count)
  6703. return (defType)cap_value(mdef,DEFTYPE_MIN,DEFTYPE_MAX);
  6704. if(sc->data[SC_BERSERK])
  6705. return 0;
  6706. if(sc->data[SC_BARRIER])
  6707. return 100;
  6708. #ifndef RENEWAL /// Steel Body does not provide 90 MDEF in [RENEWAL]
  6709. if(sc->data[SC_STEELBODY])
  6710. return 90;
  6711. #endif
  6712. if (sc->data[SC_NYANGGRASS]) {
  6713. if (bl->type == BL_PC)
  6714. return 0;
  6715. else
  6716. return mdef >>= 1;
  6717. }
  6718. if(sc->data[SC_MDEFSET])
  6719. return sc->data[SC_MDEFSET]->val1;
  6720. if(sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 3)
  6721. mdef += 50;
  6722. if(sc->data[SC_ENDURE] && !sc->data[SC_ENDURE]->val3) // It has been confirmed that Eddga card grants 1 MDEF, not 0, not 10, but 1.
  6723. mdef += (sc->data[SC_ENDURE]->val4 == 0) ? sc->data[SC_ENDURE]->val1 : 1;
  6724. if(sc->data[SC_STONEHARDSKIN])
  6725. mdef += sc->data[SC_STONEHARDSKIN]->val1;
  6726. if(sc->data[SC_STONE])
  6727. mdef += 25 * mdef / 100;
  6728. if(sc->data[SC_FREEZE])
  6729. mdef += 25 * mdef / 100;
  6730. if(sc->data[SC_BURNING])
  6731. mdef -= 25 * mdef / 100;
  6732. if( sc->data[SC_NEUTRALBARRIER] )
  6733. mdef += mdef * sc->data[SC_NEUTRALBARRIER]->val2 / 100;
  6734. if(sc->data[SC_ANALYZE])
  6735. mdef -= mdef * ( 14 * sc->data[SC_ANALYZE]->val1 ) / 100;
  6736. if(sc->data[SC_SYMPHONYOFLOVER])
  6737. mdef += mdef * sc->data[SC_SYMPHONYOFLOVER]->val3 / 100;
  6738. if (sc->data[SC_ODINS_POWER])
  6739. mdef -= 20 * sc->data[SC_ODINS_POWER]->val1;
  6740. if(sc->data[SC_GLASTHEIM_ITEMDEF])
  6741. mdef += sc->data[SC_GLASTHEIM_ITEMDEF]->val2;
  6742. if (sc->data[SC_SOULGOLEM])
  6743. mdef += sc->data[SC_SOULGOLEM]->val3;
  6744. if (sc->data[SC_STONE_WALL])
  6745. mdef += sc->data[SC_STONE_WALL]->val3;
  6746. if (sc->data[SC_PACKING_ENVELOPE8])
  6747. mdef += sc->data[SC_PACKING_ENVELOPE8]->val1;
  6748. if (sc->data[SC_CLIMAX_CRYIMP])
  6749. mdef += 100;
  6750. if (sc->data[SC_M_DEFSCROLL])
  6751. mdef += 200;
  6752. return (defType)cap_value(mdef,DEFTYPE_MIN,DEFTYPE_MAX);
  6753. }
  6754. /**
  6755. * Adds magic defense (right-side) modifications based on status changes
  6756. * @param bl: Object to change mdef2 [PC|MOB|HOM|MER|ELEM]
  6757. * @param sc: Object's status change information
  6758. * @param mdef2: Initial mdef2
  6759. * @return modified mdef2 with cap_value(mdef2,SHRT_MIN,SHRT_MAX)
  6760. */
  6761. static signed short status_calc_mdef2(struct block_list *bl, struct status_change *sc, int mdef2)
  6762. {
  6763. if(!sc || !sc->count)
  6764. #ifdef RENEWAL
  6765. return (short)cap_value(mdef2,SHRT_MIN,SHRT_MAX);
  6766. #else
  6767. return (short)cap_value(mdef2,1,SHRT_MAX);
  6768. #endif
  6769. if(sc->data[SC_BERSERK])
  6770. return 0;
  6771. if(sc->data[SC_SKA])
  6772. return 90;
  6773. if(sc->data[SC_MDEFSET])
  6774. return sc->data[SC_MDEFSET]->val1;
  6775. if(sc->data[SC_MINDBREAKER])
  6776. mdef2 -= mdef2 * sc->data[SC_MINDBREAKER]->val3/100;
  6777. if(sc->data[SC_BURNING])
  6778. mdef2 -= mdef2 * 25 / 100;
  6779. if(sc->data[SC_ANALYZE])
  6780. mdef2 -= mdef2 * (14 * sc->data[SC_ANALYZE]->val1) / 100;
  6781. #ifdef RENEWAL
  6782. return (short)cap_value(mdef2,SHRT_MIN,SHRT_MAX);
  6783. #else
  6784. return (short)cap_value(mdef2,1,SHRT_MAX);
  6785. #endif
  6786. }
  6787. /**
  6788. * Adds speed modifications based on status changes
  6789. * @param bl: Object to change speed [PC|MOB|HOM|MER|ELEM]
  6790. * @param sc: Object's status change information
  6791. * @param speed: Initial speed
  6792. * @return modified speed with cap_value(speed,10,USHRT_MAX)
  6793. */
  6794. static unsigned short status_calc_speed(struct block_list *bl, struct status_change *sc, int speed)
  6795. {
  6796. TBL_PC* sd = BL_CAST(BL_PC, bl);
  6797. int speed_rate = 100;
  6798. if (sc == NULL || (sd && sd->state.permanent_speed))
  6799. return (unsigned short)cap_value(speed, MIN_WALK_SPEED, MAX_WALK_SPEED);
  6800. if (sd && pc_ismadogear(sd)) { // Mado speed is not affected by other statuses
  6801. int val = 0;
  6802. if (pc_checkskill(sd, NC_MADOLICENCE) < 5)
  6803. val = 50 - 10 * pc_checkskill(sd, NC_MADOLICENCE);
  6804. else
  6805. val -= 25;
  6806. if (sc->data[SC_ACCELERATION])
  6807. val -= 25;
  6808. speed += speed * val / 100;
  6809. return (unsigned short)cap_value(speed, MIN_WALK_SPEED, MAX_WALK_SPEED);
  6810. }
  6811. if( sd && sd->ud.skilltimer != INVALID_TIMER && (pc_checkskill(sd,SA_FREECAST) > 0 || sd->ud.skill_id == LG_EXEEDBREAK) ) {
  6812. if( sd->ud.skill_id == LG_EXEEDBREAK )
  6813. speed_rate = 160 - 10 * sd->ud.skill_lv;
  6814. else
  6815. speed_rate = 175 - 5 * pc_checkskill(sd,SA_FREECAST);
  6816. } else {
  6817. int val = 0;
  6818. // GetMoveHasteValue2()
  6819. if( sc->data[SC_FUSION] )
  6820. val = 25;
  6821. else if( sd ) {
  6822. if( pc_isriding(sd) || sd->sc.option&OPTION_DRAGON )
  6823. val = 25; // Same bonus
  6824. else if( pc_isridingwug(sd) )
  6825. val = 15 + 5 * pc_checkskill(sd, RA_WUGRIDER);
  6826. else if( sc->data[SC_ALL_RIDING] )
  6827. val = battle_config.rental_mount_speed_boost;
  6828. }
  6829. speed_rate -= val;
  6830. // GetMoveSlowValue()
  6831. if( sd && sc->data[SC_HIDING] && pc_checkskill(sd,RG_TUNNELDRIVE) > 0 )
  6832. val = 120 - 6 * pc_checkskill(sd,RG_TUNNELDRIVE);
  6833. else if( sd && sc->data[SC_CHASEWALK] && sc->data[SC_CHASEWALK]->val3 < 0 )
  6834. val = sc->data[SC_CHASEWALK]->val3;
  6835. else {
  6836. val = 0;
  6837. // Longing for Freedom/Special Singer cancels song/dance penalty
  6838. #ifdef RENEWAL
  6839. if (sc->data[SC_ENSEMBLEFATIGUE])
  6840. val = max(val, sc->data[SC_ENSEMBLEFATIGUE]->val2);
  6841. #else
  6842. if( sc->data[SC_LONGING] )
  6843. val = max( val, 50 - 10 * sc->data[SC_LONGING]->val1 );
  6844. #endif
  6845. else
  6846. if( sd && sc->data[SC_DANCING] )
  6847. val = max( val, 500 - (40 + 10 * (sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER)) * pc_checkskill(sd,(sd->status.sex?BA_MUSICALLESSON:DC_DANCINGLESSON)) );
  6848. if( sc->data[SC_DECREASEAGI] )
  6849. val = max( val, 25 );
  6850. if( sc->data[SC_QUAGMIRE] || sc->data[SC_HALLUCINATIONWALK_POSTDELAY] || (sc->data[SC_GLOOMYDAY] && sc->data[SC_GLOOMYDAY]->val4) )
  6851. val = max( val, 50 );
  6852. if( sc->data[SC_DONTFORGETME] )
  6853. val = max( val, sc->data[SC_DONTFORGETME]->val3 );
  6854. if( sc->data[SC_CURSE] )
  6855. val = max( val, 300 );
  6856. if( sc->data[SC_CHASEWALK] )
  6857. val = max( val, sc->data[SC_CHASEWALK]->val3 );
  6858. if( sc->data[SC_WEDDING] )
  6859. val = max( val, 100 );
  6860. if( sc->data[SC_JOINTBEAT] && sc->data[SC_JOINTBEAT]->val2&(BREAK_ANKLE|BREAK_KNEE) )
  6861. val = max( val, (sc->data[SC_JOINTBEAT]->val2&BREAK_ANKLE ? 50 : 0) + (sc->data[SC_JOINTBEAT]->val2&BREAK_KNEE ? 30 : 0) );
  6862. if( sc->data[SC_CLOAKING] && (sc->data[SC_CLOAKING]->val4&1) == 0 )
  6863. val = max( val, sc->data[SC_CLOAKING]->val1 < 3 ? 300 : 30 - 3 * sc->data[SC_CLOAKING]->val1 );
  6864. if( sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_ENEMY )
  6865. val = max( val, 75 );
  6866. if( sc->data[SC_SLOWDOWN] ) // Slow Potion
  6867. val = max( val, sc->data[SC_SLOWDOWN]->val1 );
  6868. if( sc->data[SC_GATLINGFEVER] )
  6869. val = max( val, 100 );
  6870. if( sc->data[SC_SUITON] )
  6871. val = max( val, sc->data[SC_SUITON]->val3 );
  6872. if( sc->data[SC_SWOO] )
  6873. val = max( val, 300 );
  6874. if( sc->data[SC_SKA] )
  6875. val = max( val, 25 );
  6876. if( sc->data[SC_FREEZING] )
  6877. val = max( val, 30 );
  6878. if( sc->data[SC_MARSHOFABYSS] )
  6879. val = max( val, sc->data[SC_MARSHOFABYSS]->val3 );
  6880. if( sc->data[SC_CAMOUFLAGE] && sc->data[SC_CAMOUFLAGE]->val1 > 2 )
  6881. val = max( val, 25 * (5 - sc->data[SC_CAMOUFLAGE]->val1) );
  6882. if( sc->data[SC_STEALTHFIELD] )
  6883. val = max( val, 20 );
  6884. if( sc->data[SC__LAZINESS] )
  6885. val = max( val, 25 );
  6886. if( sc->data[SC_ROCK_CRUSHER_ATK] )
  6887. val = max( val, sc->data[SC_ROCK_CRUSHER_ATK]->val2 );
  6888. if( sc->data[SC_POWER_OF_GAIA] )
  6889. val = max( val, sc->data[SC_POWER_OF_GAIA]->val2 );
  6890. if( sc->data[SC_MELON_BOMB] )
  6891. val = max( val, sc->data[SC_MELON_BOMB]->val2 );
  6892. if( sc->data[SC_REBOUND] )
  6893. val = max( val, 25 );
  6894. if( sc->data[SC_B_TRAP] )
  6895. val = max( val, sc->data[SC_B_TRAP]->val3 );
  6896. if (sc->data[SC_CATNIPPOWDER])
  6897. val = max(val, sc->data[SC_CATNIPPOWDER]->val3);
  6898. if (sc->data[SC_SP_SHA])
  6899. val = max(val, sc->data[SC_SP_SHA]->val2);
  6900. if (sc->data[SC_CREATINGSTAR])
  6901. val = max(val, 90);
  6902. if( sd && sd->bonus.speed_rate + sd->bonus.speed_add_rate > 0 ) // Permanent item-based speedup
  6903. val = max( val, sd->bonus.speed_rate + sd->bonus.speed_add_rate );
  6904. }
  6905. speed_rate += val;
  6906. val = 0;
  6907. if( sc->data[SC_MARSHOFABYSS] && speed_rate > 150 )
  6908. speed_rate = 150;
  6909. // GetMoveHasteValue1()
  6910. if( sc->data[SC_SPEEDUP1] ) // !FIXME: used both by NPC_AGIUP and Speed Potion script
  6911. val = max( val, sc->data[SC_SPEEDUP1]->val1 );
  6912. if( sc->data[SC_INCREASEAGI] )
  6913. val = max( val, 25 );
  6914. if( sc->data[SC_WINDWALK] )
  6915. val = max( val, 2 * sc->data[SC_WINDWALK]->val1 );
  6916. if( sc->data[SC_CARTBOOST] )
  6917. val = max( val, 20 );
  6918. if( sd && (sd->class_&MAPID_UPPERMASK) == MAPID_ASSASSIN && pc_checkskill(sd,TF_MISS) > 0 )
  6919. val = max( val, 1 * pc_checkskill(sd,TF_MISS) );
  6920. if( sc->data[SC_CLOAKING] && (sc->data[SC_CLOAKING]->val4&1) == 1 )
  6921. val = max( val, sc->data[SC_CLOAKING]->val1 >= 10 ? 25 : 3 * sc->data[SC_CLOAKING]->val1 - 3 );
  6922. if( sc->data[SC_BERSERK] )
  6923. val = max( val, 25 );
  6924. if( sc->data[SC_RUN] )
  6925. val = max( val, 55 );
  6926. if( sc->data[SC_AVOID] )
  6927. val = max( val, 10 * sc->data[SC_AVOID]->val1 );
  6928. if( sc->data[SC_INVINCIBLE] && !sc->data[SC_INVINCIBLEOFF] )
  6929. val = max( val, 75 );
  6930. if( sc->data[SC_CLOAKINGEXCEED] )
  6931. val = max( val, sc->data[SC_CLOAKINGEXCEED]->val3);
  6932. if (sc->data[SC_PARALYSE] && sc->data[SC_PARALYSE]->val3 == 0)
  6933. val = max(val, 50);
  6934. if( sc->data[SC_HOVERING] )
  6935. val = max( val, 10 );
  6936. if( sc->data[SC_GN_CARTBOOST] )
  6937. val = max( val, sc->data[SC_GN_CARTBOOST]->val2 );
  6938. if( sc->data[SC_SWINGDANCE] )
  6939. val = max( val, sc->data[SC_SWINGDANCE]->val3 );
  6940. if( sc->data[SC_WIND_STEP_OPTION] )
  6941. val = max( val, sc->data[SC_WIND_STEP_OPTION]->val2 );
  6942. if( sc->data[SC_FULL_THROTTLE] )
  6943. val = max( val, 25 );
  6944. if (sc->data[SC_ARCLOUSEDASH])
  6945. val = max(val, sc->data[SC_ARCLOUSEDASH]->val3);
  6946. if( sc->data[SC_DORAM_WALKSPEED] )
  6947. val = max(val, sc->data[SC_DORAM_WALKSPEED]->val1);
  6948. if (sc->data[SC_RUSHWINDMILL])
  6949. val = max(val, 25); // !TODO: Confirm bonus movement speed
  6950. if (sc->data[SC_EMERGENCY_MOVE])
  6951. val = max(val, sc->data[SC_EMERGENCY_MOVE]->val2);
  6952. if( sc->data[SC_JAWAII_SERENADE] ){
  6953. val = max( val, 25 );
  6954. }
  6955. // !FIXME: official items use a single bonus for this [ultramage]
  6956. if( sc->data[SC_SPEEDUP0] ) // Temporary item-based speedup
  6957. val = max( val, sc->data[SC_SPEEDUP0]->val1 );
  6958. if( sd && sd->bonus.speed_rate + sd->bonus.speed_add_rate < 0 ) // Permanent item-based speedup
  6959. val = max( val, -(sd->bonus.speed_rate + sd->bonus.speed_add_rate) );
  6960. speed_rate -= val;
  6961. if( speed_rate < 40 )
  6962. speed_rate = 40;
  6963. }
  6964. // GetSpeed()
  6965. if( sd && pc_iscarton(sd) )
  6966. speed += speed * (50 - 5 * pc_checkskill(sd,MC_PUSHCART)) / 100;
  6967. if( sc->data[SC_PARALYSE] && sc->data[SC_PARALYSE]->val3 == 1 )
  6968. speed += speed * 50 / 100;
  6969. if( speed_rate != 100 )
  6970. speed = speed * speed_rate / 100;
  6971. if( sc->data[SC_STEELBODY] )
  6972. speed = 200;
  6973. if( sc->data[SC_DEFENDER] )
  6974. speed = max(speed, 200);
  6975. if( sc->data[SC_WALKSPEED] && sc->data[SC_WALKSPEED]->val1 > 0 ) // ChangeSpeed
  6976. speed = speed * 100 / sc->data[SC_WALKSPEED]->val1;
  6977. return (unsigned short)cap_value(speed, MIN_WALK_SPEED, MAX_WALK_SPEED);
  6978. }
  6979. #ifdef RENEWAL_ASPD
  6980. /**
  6981. * Renewal attack speed modifiers based on status changes
  6982. * This function only affects RENEWAL players and comes after base calculation
  6983. * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
  6984. * @param sc: Object's status change information
  6985. * @param fixed: True - fixed value [malufett]
  6986. * False - percentage value
  6987. * @return modified aspd
  6988. */
  6989. static short status_calc_aspd(struct block_list *bl, struct status_change *sc, bool fixed)
  6990. {
  6991. int bonus = 0;
  6992. if (!sc || !sc->count)
  6993. return 0;
  6994. if (fixed) {
  6995. enum sc_type sc_val;
  6996. if (!sc->data[SC_QUAGMIRE]) {
  6997. // !TODO: How does Two-Hand Quicken, Adrenaline Rush, and Spear quick change? (+10%)
  6998. if (bonus < 7 && (sc->data[SC_TWOHANDQUICKEN] || sc->data[SC_ONEHAND] || sc->data[SC_MERC_QUICKEN] || sc->data[SC_ADRENALINE] || sc->data[SC_SPEARQUICKEN]))
  6999. bonus = 7;
  7000. else if (bonus < 6 && sc->data[SC_ADRENALINE2])
  7001. bonus = 6;
  7002. else if (bonus < 5 && sc->data[SC_FLEET])
  7003. bonus = 5;
  7004. }
  7005. if (sc->data[SC_ASSNCROS] && bonus < sc->data[SC_ASSNCROS]->val2) {
  7006. #ifdef RENEWAL
  7007. bonus += sc->data[SC_ASSNCROS]->val2;
  7008. #else
  7009. if (bl->type != BL_PC)
  7010. bonus += sc->data[SC_ASSNCROS]->val2;
  7011. else {
  7012. switch(((TBL_PC*)bl)->status.weapon) {
  7013. case W_BOW:
  7014. case W_REVOLVER:
  7015. case W_RIFLE:
  7016. case W_GATLING:
  7017. case W_SHOTGUN:
  7018. case W_GRENADE:
  7019. break;
  7020. default:
  7021. bonus += sc->data[SC_ASSNCROS]->val2;
  7022. break;
  7023. }
  7024. }
  7025. #endif
  7026. }
  7027. if (bonus < 20 && sc->data[SC_MADNESSCANCEL])
  7028. bonus = 20;
  7029. else if (bonus < 15 && sc->data[SC_BERSERK])
  7030. bonus = 15;
  7031. if (sc->data[sc_val = SC_ASPDPOTION3] || sc->data[sc_val = SC_ASPDPOTION2] || sc->data[sc_val = SC_ASPDPOTION1] || sc->data[sc_val = SC_ASPDPOTION0])
  7032. bonus += sc->data[sc_val]->val1;
  7033. if (sc->data[SC_ATTHASTE_CASH])
  7034. bonus += sc->data[SC_ATTHASTE_CASH]->val1;
  7035. } else {
  7036. if (sc->data[SC_DONTFORGETME])
  7037. bonus -= sc->data[SC_DONTFORGETME]->val2 / 10;
  7038. #ifdef RENEWAL
  7039. if (sc->data[SC_ENSEMBLEFATIGUE])
  7040. bonus -= sc->data[SC_ENSEMBLEFATIGUE]->val2 / 10;
  7041. #else
  7042. if (sc->data[SC_LONGING])
  7043. bonus -= sc->data[SC_LONGING]->val2 / 10;
  7044. #endif
  7045. if (sc->data[SC_STEELBODY])
  7046. bonus -= 25;
  7047. if (sc->data[SC_SKA])
  7048. bonus -= 25;
  7049. if (sc->data[SC_DEFENDER])
  7050. bonus -= sc->data[SC_DEFENDER]->val4 / 10;
  7051. if (sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_ENEMY)
  7052. bonus -= 75;
  7053. #ifndef RENEWAL
  7054. if (sc->data[SC_GRAVITATION])
  7055. bonus -= sc->data[SC_GRAVITATION]->val2 / 10; // Needs more info
  7056. #endif
  7057. if (sc->data[SC_JOINTBEAT]) { // Needs more info
  7058. if (sc->data[SC_JOINTBEAT]->val2&BREAK_WRIST)
  7059. bonus -= 25;
  7060. if (sc->data[SC_JOINTBEAT]->val2&BREAK_KNEE)
  7061. bonus -= 10;
  7062. }
  7063. if (sc->data[SC_FREEZING])
  7064. bonus -= 30;
  7065. if (sc->data[SC_HALLUCINATIONWALK_POSTDELAY])
  7066. bonus -= 50;
  7067. if (sc->data[SC_PARALYSE] && sc->data[SC_PARALYSE]->val3 == 1)
  7068. bonus -= 10;
  7069. if (sc->data[SC__BODYPAINT])
  7070. bonus -= 5 * sc->data[SC__BODYPAINT]->val1;
  7071. if (sc->data[SC__INVISIBILITY])
  7072. bonus -= sc->data[SC__INVISIBILITY]->val2;
  7073. if (sc->data[SC__GROOMY])
  7074. bonus -= sc->data[SC__GROOMY]->val2;
  7075. if (sc->data[SC_SWINGDANCE])
  7076. bonus += sc->data[SC_SWINGDANCE]->val3;
  7077. if (sc->data[SC_DANCEWITHWUG])
  7078. bonus += sc->data[SC_DANCEWITHWUG]->val3;
  7079. if (sc->data[SC_GLOOMYDAY])
  7080. bonus -= sc->data[SC_GLOOMYDAY]->val3;
  7081. if (sc->data[SC_GT_CHANGE])
  7082. bonus += sc->data[SC_GT_CHANGE]->val3;
  7083. if (sc->data[SC_MELON_BOMB])
  7084. bonus -= sc->data[SC_MELON_BOMB]->val3;
  7085. if (sc->data[SC_BOOST500])
  7086. bonus += sc->data[SC_BOOST500]->val1;
  7087. if (sc->data[SC_EXTRACT_SALAMINE_JUICE])
  7088. bonus += sc->data[SC_EXTRACT_SALAMINE_JUICE]->val1;
  7089. if (sc->data[SC_GOLDENE_FERSE])
  7090. bonus += sc->data[SC_GOLDENE_FERSE]->val3;
  7091. if (sc->data[SC_INCASPDRATE])
  7092. bonus += sc->data[SC_INCASPDRATE]->val1;
  7093. if (sc->data[SC_GATLINGFEVER])
  7094. bonus += sc->data[SC_GATLINGFEVER]->val1;
  7095. if (sc->data[SC_STAR_COMFORT])
  7096. bonus += 3 * sc->data[SC_STAR_COMFORT]->val1;
  7097. if (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 2)
  7098. bonus += 10;
  7099. if (sc->data[SC_INCREASEAGI])
  7100. bonus += sc->data[SC_INCREASEAGI]->val1;
  7101. if (sc->data[SC_NIBELUNGEN] && sc->data[SC_NIBELUNGEN]->val2 == RINGNBL_ASPDRATE)
  7102. bonus += 20;
  7103. if (sc->data[SC_STARSTANCE])
  7104. bonus += sc->data[SC_STARSTANCE]->val2;
  7105. if( sc->data[SC_2011RWC_SCROLL] )
  7106. bonus += 5;
  7107. if( sc->data[SC_SPARKCANDY] )
  7108. bonus += 25;
  7109. if( sc->data[SC_ACARAJE] )
  7110. bonus += 10;
  7111. if( sc->data[SC_SKF_ASPD] )
  7112. bonus += sc->data[SC_SKF_ASPD]->val1;
  7113. if( sc->data[SC_PORK_RIB_STEW] )
  7114. bonus += 5;
  7115. struct map_session_data* sd = BL_CAST(BL_PC, bl);
  7116. uint8 skill_lv;
  7117. if (sd && (skill_lv = pc_checkskill(sd, BA_MUSICALLESSON)) > 0)
  7118. bonus += skill_lv;
  7119. }
  7120. return bonus;
  7121. }
  7122. #endif
  7123. /**
  7124. * Modifies ASPD by a number, rather than a percentage (10 = 1 ASPD)
  7125. * A subtraction reduces the delay, meaning an increase in ASPD
  7126. * This comes after the percentage changes and is based on status changes
  7127. * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
  7128. * @param sc: Object's status change information
  7129. * @param aspd: Object's current ASPD
  7130. * @return modified aspd
  7131. */
  7132. static short status_calc_fix_aspd(struct block_list *bl, struct status_change *sc, int aspd)
  7133. {
  7134. if (!sc || !sc->count)
  7135. return cap_value(aspd, 0, 2000);
  7136. if (sc->data[SC_OVERED_BOOST])
  7137. return cap_value(2000 - sc->data[SC_OVERED_BOOST]->val3 * 10, 0, 2000);
  7138. if ((sc->data[SC_GUST_OPTION] || sc->data[SC_BLAST_OPTION] || sc->data[SC_WILD_STORM_OPTION]))
  7139. aspd -= 50; // +5 ASPD
  7140. if (sc->data[SC_FIGHTINGSPIRIT])
  7141. aspd -= sc->data[SC_FIGHTINGSPIRIT]->val2;
  7142. if (sc->data[SC_MTF_ASPD])
  7143. aspd -= sc->data[SC_MTF_ASPD]->val1;
  7144. if (sc->data[SC_MTF_ASPD2])
  7145. aspd -= sc->data[SC_MTF_ASPD2]->val1;
  7146. if (sc->data[SC_SOULSHADOW])
  7147. aspd -= 10 * sc->data[SC_SOULSHADOW]->val2;
  7148. if (sc->data[SC_HEAT_BARREL])
  7149. aspd -= sc->data[SC_HEAT_BARREL]->val1 * 10;
  7150. if (sc->data[SC_EP16_2_BUFF_SS])
  7151. aspd -= 100; // +10 ASPD
  7152. if (sc->data[SC_PACKING_ENVELOPE6])
  7153. aspd -= sc->data[SC_PACKING_ENVELOPE6]->val1 * 10;
  7154. if (sc->data[SC_SINCERE_FAITH])
  7155. aspd -= 10 * sc->data[SC_SINCERE_FAITH]->val2;
  7156. if( sc->data[SC_LIMIT_POWER_BOOSTER] )
  7157. aspd -= 10;
  7158. return cap_value(aspd, 0, 2000); // Will be recap for proper bl anyway
  7159. }
  7160. /**
  7161. * Calculates an object's ASPD modifier based on status changes (alters amotion value)
  7162. * Note: The scale of aspd_rate is 1000 = 100%
  7163. * Note2: This only affects Homunculus, Mercenaries, and Pre-renewal Players
  7164. * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
  7165. * @param sc: Object's status change information
  7166. * @param aspd_rate: Object's current ASPD
  7167. * @return modified aspd_rate
  7168. */
  7169. static short status_calc_aspd_rate(struct block_list *bl, struct status_change *sc, int aspd_rate)
  7170. {
  7171. int i;
  7172. if(!sc || !sc->count)
  7173. return cap_value(aspd_rate,0,SHRT_MAX);
  7174. if( !sc->data[SC_QUAGMIRE] ) {
  7175. int max = 0;
  7176. if(sc->data[SC_STAR_COMFORT])
  7177. max = sc->data[SC_STAR_COMFORT]->val2;
  7178. if(sc->data[SC_TWOHANDQUICKEN] &&
  7179. max < sc->data[SC_TWOHANDQUICKEN]->val2)
  7180. max = sc->data[SC_TWOHANDQUICKEN]->val2;
  7181. if(sc->data[SC_ONEHAND] &&
  7182. max < sc->data[SC_ONEHAND]->val2)
  7183. max = sc->data[SC_ONEHAND]->val2;
  7184. if(sc->data[SC_MERC_QUICKEN] &&
  7185. max < sc->data[SC_MERC_QUICKEN]->val2)
  7186. max = sc->data[SC_MERC_QUICKEN]->val2;
  7187. if(sc->data[SC_ADRENALINE2] &&
  7188. max < sc->data[SC_ADRENALINE2]->val3)
  7189. max = sc->data[SC_ADRENALINE2]->val3;
  7190. if(sc->data[SC_ADRENALINE] &&
  7191. max < sc->data[SC_ADRENALINE]->val3)
  7192. max = sc->data[SC_ADRENALINE]->val3;
  7193. if(sc->data[SC_SPEARQUICKEN] &&
  7194. max < sc->data[SC_SPEARQUICKEN]->val2)
  7195. max = sc->data[SC_SPEARQUICKEN]->val2;
  7196. if(sc->data[SC_GATLINGFEVER] &&
  7197. max < sc->data[SC_GATLINGFEVER]->val2)
  7198. max = sc->data[SC_GATLINGFEVER]->val2;
  7199. if(sc->data[SC_FLEET] &&
  7200. max < sc->data[SC_FLEET]->val2)
  7201. max = sc->data[SC_FLEET]->val2;
  7202. if(sc->data[SC_ASSNCROS] && max < sc->data[SC_ASSNCROS]->val2) {
  7203. if (bl->type!=BL_PC)
  7204. max = sc->data[SC_ASSNCROS]->val2;
  7205. else
  7206. switch(((TBL_PC*)bl)->status.weapon) {
  7207. case W_BOW:
  7208. case W_REVOLVER:
  7209. case W_RIFLE:
  7210. case W_GATLING:
  7211. case W_SHOTGUN:
  7212. case W_GRENADE:
  7213. break;
  7214. default:
  7215. max = sc->data[SC_ASSNCROS]->val2;
  7216. }
  7217. }
  7218. aspd_rate -= max;
  7219. if(sc->data[SC_BERSERK])
  7220. aspd_rate -= 300;
  7221. else if(sc->data[SC_MADNESSCANCEL])
  7222. aspd_rate -= 200;
  7223. }
  7224. if( sc->data[i=SC_ASPDPOTION3] ||
  7225. sc->data[i=SC_ASPDPOTION2] ||
  7226. sc->data[i=SC_ASPDPOTION1] ||
  7227. sc->data[i=SC_ASPDPOTION0] )
  7228. aspd_rate -= sc->data[i]->val2;
  7229. if (sc->data[SC_ATTHASTE_CASH])
  7230. aspd_rate -= sc->data[SC_ATTHASTE_CASH]->val2;
  7231. if(sc->data[SC_DONTFORGETME])
  7232. aspd_rate += sc->data[SC_DONTFORGETME]->val2;
  7233. #ifdef RENEWAL
  7234. if (sc->data[SC_ENSEMBLEFATIGUE])
  7235. aspd_rate += sc->data[SC_ENSEMBLEFATIGUE]->val2;
  7236. #else
  7237. if(sc->data[SC_LONGING])
  7238. aspd_rate += sc->data[SC_LONGING]->val2;
  7239. #endif
  7240. if(sc->data[SC_STEELBODY])
  7241. aspd_rate += 250;
  7242. if(sc->data[SC_SKA])
  7243. aspd_rate += 250;
  7244. if(sc->data[SC_DEFENDER])
  7245. aspd_rate += sc->data[SC_DEFENDER]->val4;
  7246. if(sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_ENEMY)
  7247. aspd_rate += 250;
  7248. #ifndef RENEWAL
  7249. if(sc->data[SC_GRAVITATION])
  7250. aspd_rate += sc->data[SC_GRAVITATION]->val2;
  7251. #endif
  7252. if(sc->data[SC_JOINTBEAT]) {
  7253. if( sc->data[SC_JOINTBEAT]->val2&BREAK_WRIST )
  7254. aspd_rate += 250;
  7255. if( sc->data[SC_JOINTBEAT]->val2&BREAK_KNEE )
  7256. aspd_rate += 100;
  7257. }
  7258. if( sc->data[SC_FREEZING] )
  7259. aspd_rate += 300;
  7260. if( sc->data[SC_HALLUCINATIONWALK_POSTDELAY] )
  7261. aspd_rate += 500;
  7262. if( sc->data[SC_PARALYSE] && sc->data[SC_PARALYSE]->val3 == 1 )
  7263. aspd_rate += 100;
  7264. if( sc->data[SC__BODYPAINT] )
  7265. aspd_rate += 50 * sc->data[SC__BODYPAINT]->val1;
  7266. if( sc->data[SC__INVISIBILITY] )
  7267. aspd_rate += sc->data[SC__INVISIBILITY]->val2 * 10;
  7268. if( sc->data[SC__GROOMY] )
  7269. aspd_rate += sc->data[SC__GROOMY]->val2 * 10;
  7270. if( sc->data[SC_SWINGDANCE] )
  7271. aspd_rate -= sc->data[SC_SWINGDANCE]->val3 * 10;
  7272. if( sc->data[SC_DANCEWITHWUG] )
  7273. aspd_rate -= sc->data[SC_DANCEWITHWUG]->val3 * 10;
  7274. if( sc->data[SC_GLOOMYDAY] )
  7275. aspd_rate += sc->data[SC_GLOOMYDAY]->val3 * 10;
  7276. if( sc->data[SC_GT_CHANGE] )
  7277. aspd_rate -= sc->data[SC_GT_CHANGE]->val3 * 10;
  7278. if( sc->data[SC_MELON_BOMB] )
  7279. aspd_rate += sc->data[SC_MELON_BOMB]->val3 * 10;
  7280. if( sc->data[SC_BOOST500] )
  7281. aspd_rate -= sc->data[SC_BOOST500]->val1 *10;
  7282. if( sc->data[SC_EXTRACT_SALAMINE_JUICE] )
  7283. aspd_rate -= sc->data[SC_EXTRACT_SALAMINE_JUICE]->val1 * 10;
  7284. if( sc->data[SC_INCASPDRATE] )
  7285. aspd_rate -= sc->data[SC_INCASPDRATE]->val1 * 10;
  7286. if( sc->data[SC_GOLDENE_FERSE])
  7287. aspd_rate -= sc->data[SC_GOLDENE_FERSE]->val3 * 10;
  7288. if (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 2)
  7289. aspd_rate -= 100;
  7290. if (sc->data[SC_STARSTANCE])
  7291. aspd_rate -= 10 * sc->data[SC_STARSTANCE]->val2;
  7292. if( sc->data[SC_2011RWC_SCROLL] )
  7293. aspd_rate -= 50;
  7294. if( sc->data[SC_SPARKCANDY] )
  7295. aspd_rate -= 250;
  7296. if( sc->data[SC_ACARAJE] )
  7297. aspd_rate -= 100;
  7298. if( sc->data[SC_SKF_ASPD] )
  7299. aspd_rate -= sc->data[SC_SKF_ASPD]->val1 * 10;
  7300. if( sc->data[SC_PORK_RIB_STEW] )
  7301. aspd_rate -= 50;
  7302. return (short)cap_value(aspd_rate,0,SHRT_MAX);
  7303. }
  7304. /**
  7305. * Modifies the damage delay time based on status changes
  7306. * The lower your delay, the quicker you can act after taking damage
  7307. * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
  7308. * @param sc: Object's status change information
  7309. * @param dmotion: Object's current damage delay
  7310. * @return modified delay rate
  7311. */
  7312. static unsigned short status_calc_dmotion(struct block_list *bl, struct status_change *sc, int dmotion)
  7313. {
  7314. /// It has been confirmed on official servers that MvP mobs have no dmotion even without endure
  7315. if( bl->type == BL_MOB && status_get_class_(bl) == CLASS_BOSS )
  7316. return 0;
  7317. if (bl->type == BL_PC) {
  7318. if (map_flag_gvg2(bl->m) || map_getmapflag(bl->m, MF_BATTLEGROUND))
  7319. return (unsigned short)cap_value(dmotion, 0, USHRT_MAX);
  7320. if (((TBL_PC *)bl)->special_state.no_walk_delay)
  7321. return 0;
  7322. }
  7323. if (sc && sc->count > 0 && (sc->data[SC_ENDURE] || sc->data[SC_RUN] || sc->data[SC_WUGDASH] || sc->data[SC_SPARKCANDY]))
  7324. return 0;
  7325. return (unsigned short)cap_value(dmotion,0,USHRT_MAX);
  7326. }
  7327. /**
  7328. * Adds power atk modifications based on status changes
  7329. * @param bl: Object to change patk [PC|MOB|HOM|MER|ELEM]
  7330. * @param sc: Object's status change information
  7331. * @param patk: Initial patk
  7332. * @return modified patk with cap_value(patk,0,USHRT_MAX)
  7333. */
  7334. static signed short status_calc_patk(struct block_list *bl, struct status_change *sc, int patk)
  7335. {
  7336. if (!sc || !sc->count)
  7337. return cap_value(patk, 0, SHRT_MAX);
  7338. if (sc->data[SC_POWERFUL_FAITH])
  7339. patk += sc->data[SC_POWERFUL_FAITH]->val3;
  7340. if (sc->data[SC_COMPETENTIA])
  7341. patk += sc->data[SC_COMPETENTIA]->val2;
  7342. if (sc->data[SC_ABYSS_SLAYER])
  7343. patk += sc->data[SC_ABYSS_SLAYER]->val2;
  7344. if (sc->data[SC_PRON_MARCH])
  7345. patk += sc->data[SC_PRON_MARCH]->val2;
  7346. return (short)cap_value(patk, 0, SHRT_MAX);
  7347. }
  7348. /**
  7349. * Adds spell matk modifications based on status changes
  7350. * @param bl: Object to change smatk [PC|MOB|HOM|MER|ELEM]
  7351. * @param sc: Object's status change information
  7352. * @param smatk: Initial smatk
  7353. * @return modified smatk with cap_value(smatk,0,USHRT_MAX)
  7354. */
  7355. static signed short status_calc_smatk(struct block_list *bl, struct status_change *sc, int smatk)
  7356. {
  7357. if (!sc || !sc->count)
  7358. return cap_value(smatk, 0, SHRT_MAX);
  7359. if (sc->data[SC_COMPETENTIA])
  7360. smatk += sc->data[SC_COMPETENTIA]->val2;
  7361. if (sc->data[SC_ABYSS_SLAYER])
  7362. smatk += sc->data[SC_ABYSS_SLAYER]->val2;
  7363. if (sc->data[SC_JAWAII_SERENADE])
  7364. smatk += sc->data[SC_JAWAII_SERENADE]->val2;
  7365. if (sc->data[SC_SPELL_ENCHANTING])
  7366. smatk += sc->data[SC_SPELL_ENCHANTING]->val2;
  7367. return (short)cap_value(smatk, 0, SHRT_MAX);
  7368. }
  7369. /**
  7370. * Adds resist modifications based on status changes
  7371. * @param bl: Object to change res [PC|MOB|HOM|MER|ELEM]
  7372. * @param sc: Object's status change information
  7373. * @param res: Initial res
  7374. * @return modified res with cap_value(res,0,USHRT_MAX)
  7375. */
  7376. static signed short status_calc_res(struct block_list *bl, struct status_change *sc, int res)
  7377. {
  7378. if (!sc || !sc->count)
  7379. return cap_value(res, 0, SHRT_MAX);
  7380. if (sc->data[SC_FIRM_FAITH])
  7381. res += sc->data[SC_FIRM_FAITH]->val3;
  7382. if (sc->data[SC_D_MACHINE])
  7383. res += sc->data[SC_D_MACHINE]->val3;
  7384. if (sc->data[SC_MUSICAL_INTERLUDE])
  7385. res += sc->data[SC_MUSICAL_INTERLUDE]->val2;
  7386. if (sc->data[SC_SHADOW_STRIP] && bl->type != BL_PC)
  7387. res -= res * sc->data[SC_SHADOW_STRIP]->val2 / 100;
  7388. if (sc->data[SC_AIN_RHAPSODY])
  7389. res -= sc->data[SC_AIN_RHAPSODY]->val2;
  7390. return (short)cap_value(res, 0, SHRT_MAX);
  7391. }
  7392. /**
  7393. * Adds magic resist modifications based on status changes
  7394. * @param bl: Object to change mres [PC|MOB|HOM|MER|ELEM]
  7395. * @param sc: Object's status change information
  7396. * @param mres: Initial mres
  7397. * @return modified mres with cap_value(mres,0,USHRT_MAX)
  7398. */
  7399. static signed short status_calc_mres(struct block_list *bl, struct status_change *sc, int mres)
  7400. {
  7401. if (!sc || !sc->count)
  7402. return cap_value(mres, 0, SHRT_MAX);
  7403. if (sc->data[SC_SHADOW_STRIP] && bl->type != BL_PC)
  7404. mres -= mres * sc->data[SC_SHADOW_STRIP]->val2 / 100;
  7405. if (sc->data[SC_GEF_NOCTURN])
  7406. mres -= sc->data[SC_GEF_NOCTURN]->val2;
  7407. return (short)cap_value(mres, 0, SHRT_MAX);
  7408. }
  7409. /**
  7410. * Adds heal plus modifications based on status changes
  7411. * @param bl: Object to change hplus [PC|MOB|HOM|MER|ELEM]
  7412. * @param sc: Object's status change information
  7413. * @param hplus: Initial hplus
  7414. * @return modified hplus with cap_value(hplus,0,USHRT_MAX)
  7415. */
  7416. static signed short status_calc_hplus(struct block_list *bl, struct status_change *sc, int hplus)
  7417. {
  7418. if (!sc || !sc->count)
  7419. return cap_value(hplus, 0, SHRT_MAX);
  7420. return (short)cap_value(hplus, 0, SHRT_MAX);
  7421. }
  7422. /**
  7423. * Adds critical damage rate modifications based on status changes
  7424. * @param bl: Object to change crate [PC|MOB|HOM|MER|ELEM]
  7425. * @param sc: Object's status change information
  7426. * @param crate: Initial crate
  7427. * @return modified crate with cap_value(crate,0,USHRT_MAX)
  7428. */
  7429. static signed short status_calc_crate(struct block_list *bl, struct status_change *sc, int crate)
  7430. {
  7431. if (!sc || !sc->count)
  7432. return cap_value(crate, 0, SHRT_MAX);
  7433. if (sc->data[SC_PRE_ACIES])
  7434. crate += sc->data[SC_PRE_ACIES]->val2;
  7435. return (short)cap_value(crate, 0, SHRT_MAX);
  7436. }
  7437. /**
  7438. * Calculates a max HP based on status changes
  7439. * Values can either be percentages or fixed, based on how equations are formulated
  7440. * @param bl: Object's block_list data
  7441. * @param maxhp: Object's current max HP
  7442. * @return modified maxhp
  7443. */
  7444. static unsigned int status_calc_maxhp(struct block_list *bl, uint64 maxhp)
  7445. {
  7446. int rate = 100;
  7447. maxhp += status_get_hpbonus(bl,STATUS_BONUS_FIX);
  7448. if ((rate += status_get_hpbonus(bl,STATUS_BONUS_RATE)) != 100)
  7449. maxhp = maxhp * rate / 100;
  7450. return (unsigned int)cap_value(maxhp,1,UINT_MAX);
  7451. }
  7452. /**
  7453. * Calculates a max SP based on status changes
  7454. * Values can either be percentages or fixed, bas ed on how equations are formulated
  7455. * @param bl: Object's block_list data
  7456. * @param maxsp: Object's current max SP
  7457. * @return modified maxsp
  7458. */
  7459. static unsigned int status_calc_maxsp(struct block_list *bl, uint64 maxsp)
  7460. {
  7461. int rate = 100;
  7462. maxsp += status_get_spbonus(bl,STATUS_BONUS_FIX);
  7463. if ((rate += status_get_spbonus(bl,STATUS_BONUS_RATE)) != 100)
  7464. maxsp = maxsp * rate / 100;
  7465. return (unsigned int)cap_value(maxsp,1,UINT_MAX);
  7466. }
  7467. /**
  7468. * Calculates a max AP based on status changes
  7469. * Values can either be percentages or fixed, bas ed on how equations are formulated
  7470. * @param bl: Object's block_list data
  7471. * @param maxap: Object's current max AP
  7472. * @return modified maxap
  7473. */
  7474. static unsigned int status_calc_maxap(struct block_list *bl, uint64 maxap)
  7475. {
  7476. int rate = 100;
  7477. maxap += status_get_apbonus(bl, STATUS_BONUS_FIX);
  7478. if ((rate += status_get_apbonus(bl, STATUS_BONUS_RATE)) != 100)
  7479. maxap = maxap * rate / 100;
  7480. return (unsigned int)cap_value(maxap, 0, UINT_MAX);
  7481. }
  7482. /**
  7483. * Changes a player's element based on status changes
  7484. * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
  7485. * @param sc: Object's status change information
  7486. * @param element: Object's current element
  7487. * @return new element
  7488. */
  7489. static unsigned char status_calc_element(struct block_list *bl, struct status_change *sc, int element)
  7490. {
  7491. if(!sc || !sc->count)
  7492. return cap_value(element, 0, UCHAR_MAX);
  7493. if(sc->data[SC_FREEZE] || sc->data[SC_CRYSTAL_ARMOR_OPTION])
  7494. return ELE_WATER;
  7495. if(sc->data[SC_STONE] || sc->data[SC_STRONG_PROTECTION_OPTION])
  7496. return ELE_EARTH;
  7497. if(sc->data[SC_FLAMEARMOR_OPTION])
  7498. return ELE_FIRE;
  7499. if(sc->data[SC_EYES_OF_STORM_OPTION])
  7500. return ELE_WIND;
  7501. if(sc->data[SC_POISON_SHIELD_OPTION])
  7502. return ELE_POISON;
  7503. if(sc->data[SC_BENEDICTIO])
  7504. return ELE_HOLY;
  7505. if(sc->data[SC_CHANGEUNDEAD])
  7506. return ELE_UNDEAD;
  7507. if(sc->data[SC_ELEMENTALCHANGE])
  7508. return sc->data[SC_ELEMENTALCHANGE]->val2;
  7509. if(sc->data[SC_SHAPESHIFT])
  7510. return sc->data[SC_SHAPESHIFT]->val2;
  7511. return (unsigned char)cap_value(element,0,UCHAR_MAX);
  7512. }
  7513. /**
  7514. * Changes a player's element level based on status changes
  7515. * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
  7516. * @param sc: Object's status change information
  7517. * @param lv: Object's current element level
  7518. * @return new element level
  7519. */
  7520. static unsigned char status_calc_element_lv(struct block_list *bl, struct status_change *sc, int lv)
  7521. {
  7522. if(!sc || !sc->count)
  7523. return cap_value(lv, 1, 4);
  7524. if(sc->data[SC_FREEZE])
  7525. return 1;
  7526. if(sc->data[SC_STONE])
  7527. return 1;
  7528. if(sc->data[SC_BENEDICTIO])
  7529. return 1;
  7530. if(sc->data[SC_CHANGEUNDEAD])
  7531. return 1;
  7532. if(sc->data[SC_ELEMENTALCHANGE])
  7533. return sc->data[SC_ELEMENTALCHANGE]->val1;
  7534. if(sc->data[SC_SHAPESHIFT])
  7535. return 1;
  7536. if(sc->data[SC__INVISIBILITY])
  7537. return 1;
  7538. if (sc->data[SC_FLAMEARMOR_OPTION] || sc->data[SC_CRYSTAL_ARMOR_OPTION] || sc->data[SC_EYES_OF_STORM_OPTION] ||
  7539. sc->data[SC_STRONG_PROTECTION_OPTION] || sc->data[SC_POISON_SHIELD_OPTION])
  7540. return 1;
  7541. return (unsigned char)cap_value(lv,1,4);
  7542. }
  7543. /**
  7544. * Changes a player's attack element based on status changes
  7545. * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
  7546. * @param sc: Object's status change information
  7547. * @param element: Object's current attack element
  7548. * @return new attack element
  7549. */
  7550. unsigned char status_calc_attack_element(struct block_list *bl, struct status_change *sc, int element)
  7551. {
  7552. if(!sc || !sc->count)
  7553. return cap_value(element, 0, UCHAR_MAX);
  7554. if(sc->data[SC_ENCHANTARMS])
  7555. return sc->data[SC_ENCHANTARMS]->val1;
  7556. if(sc->data[SC_WATERWEAPON]
  7557. || (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 2) )
  7558. return ELE_WATER;
  7559. if(sc->data[SC_EARTHWEAPON]
  7560. || (sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 2) )
  7561. return ELE_EARTH;
  7562. if(sc->data[SC_FIREWEAPON]
  7563. || (sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 2) )
  7564. return ELE_FIRE;
  7565. if(sc->data[SC_WINDWEAPON]
  7566. || (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 2) )
  7567. return ELE_WIND;
  7568. if(sc->data[SC_ENCPOISON])
  7569. return ELE_POISON;
  7570. if(sc->data[SC_ASPERSIO])
  7571. return ELE_HOLY;
  7572. if(sc->data[SC_SHADOWWEAPON])
  7573. return ELE_DARK;
  7574. if(sc->data[SC_GHOSTWEAPON] || sc->data[SC__INVISIBILITY])
  7575. return ELE_GHOST;
  7576. if(sc->data[SC_TIDAL_WEAPON_OPTION] || sc->data[SC_TIDAL_WEAPON] )
  7577. return ELE_WATER;
  7578. return (unsigned char)cap_value(element,0,UCHAR_MAX);
  7579. }
  7580. /**
  7581. * Changes the mode of an object
  7582. * @param bl: Object whose mode to change [PC|MOB|PET|HOM|NPC]
  7583. * @param sc: Object's status change data
  7584. * @param mode: Original mode
  7585. * @return mode with cap_value(mode, 0, INT_MAX)
  7586. */
  7587. static int status_calc_mode(struct block_list *bl, struct status_change *sc, int mode)
  7588. {
  7589. if(!sc || !sc->count)
  7590. return cap_value(mode, MD_NONE,INT_MAX);
  7591. if(sc->data[SC_MODECHANGE]) {
  7592. if (sc->data[SC_MODECHANGE]->val2)
  7593. mode = (mode&~MD_MASK)|sc->data[SC_MODECHANGE]->val2; // Set mode
  7594. if (sc->data[SC_MODECHANGE]->val3)
  7595. mode = mode|sc->data[SC_MODECHANGE]->val3; // Add mode
  7596. if (sc->data[SC_MODECHANGE]->val4)
  7597. mode = mode&~sc->data[SC_MODECHANGE]->val4; // Del mode
  7598. }
  7599. return cap_value(mode, MD_NONE, INT_MAX);
  7600. }
  7601. /**
  7602. * Changes the mode of a slave mob
  7603. * @param md: Slave mob whose mode to change
  7604. * @param mmd: Master of slave mob
  7605. */
  7606. void status_calc_slave_mode(struct mob_data *md, struct mob_data *mmd)
  7607. {
  7608. switch (battle_config.slaves_inherit_mode) {
  7609. case 1: //Always aggressive
  7610. if (!status_has_mode(&md->status,MD_AGGRESSIVE))
  7611. sc_start4(NULL, &md->bl, SC_MODECHANGE, 100, 1, 0, MD_AGGRESSIVE, 0, 0);
  7612. break;
  7613. case 2: //Always passive
  7614. if (status_has_mode(&md->status,MD_AGGRESSIVE))
  7615. sc_start4(NULL, &md->bl, SC_MODECHANGE, 100, 1, 0, 0, MD_AGGRESSIVE, 0);
  7616. break;
  7617. case 4: // Overwrite with slave mode
  7618. sc_start4(NULL, &md->bl, SC_MODECHANGE, 100, 1, MD_CANMOVE|MD_NORANDOMWALK|MD_CANATTACK, 0, 0, 0);
  7619. break;
  7620. default: //Copy master
  7621. if (status_has_mode(&mmd->status,MD_AGGRESSIVE))
  7622. sc_start4(NULL, &md->bl, SC_MODECHANGE, 100, 1, 0, MD_AGGRESSIVE, 0, 0);
  7623. else
  7624. sc_start4(NULL, &md->bl, SC_MODECHANGE, 100, 1, 0, 0, MD_AGGRESSIVE, 0);
  7625. break;
  7626. }
  7627. }
  7628. /**
  7629. * Gets the name of the given bl
  7630. * @param bl: Object whose name to get [PC|MOB|PET|HOM|NPC]
  7631. * @return name or "Unknown" if any other bl->type than noted above
  7632. */
  7633. const char* status_get_name(struct block_list *bl)
  7634. {
  7635. nullpo_ret(bl);
  7636. switch (bl->type) {
  7637. case BL_PC: return ((TBL_PC *)bl)->fakename[0] != '\0' ? ((TBL_PC*)bl)->fakename : ((TBL_PC*)bl)->status.name;
  7638. case BL_MOB: return ((TBL_MOB*)bl)->name;
  7639. case BL_PET: return ((TBL_PET*)bl)->pet.name;
  7640. case BL_HOM: return ((TBL_HOM*)bl)->homunculus.name;
  7641. case BL_MER: return ((TBL_MER *)bl)->db->name.c_str(); // They only have database names which are global, not specific to GID.
  7642. case BL_NPC: return ((TBL_NPC*)bl)->name;
  7643. case BL_ELEM: return ((TBL_ELEM *)bl)->db->name.c_str(); // They only have database names which are global, not specific to GID.
  7644. }
  7645. return "Unknown";
  7646. }
  7647. /**
  7648. * Gets the class/sprite id of the given bl
  7649. * @param bl: Object whose class to get [PC|MOB|PET|HOM|MER|NPC|ELEM]
  7650. * @return class or 0 if any other bl->type than noted above
  7651. */
  7652. int status_get_class(struct block_list *bl)
  7653. {
  7654. nullpo_ret(bl);
  7655. switch( bl->type ) {
  7656. case BL_PC: return ((TBL_PC*)bl)->status.class_;
  7657. case BL_MOB: return ((TBL_MOB*)bl)->vd->class_; // Class used on all code should be the view class of the mob.
  7658. case BL_PET: return ((TBL_PET*)bl)->pet.class_;
  7659. case BL_HOM: return ((TBL_HOM*)bl)->homunculus.class_;
  7660. case BL_MER: return ((TBL_MER*)bl)->mercenary.class_;
  7661. case BL_NPC: return ((TBL_NPC*)bl)->class_;
  7662. case BL_ELEM: return ((TBL_ELEM*)bl)->elemental.class_;
  7663. }
  7664. return 0;
  7665. }
  7666. /**
  7667. * Gets the base level of the given bl
  7668. * @param bl: Object whose base level to get [PC|MOB|PET|HOM|MER|NPC|ELEM]
  7669. * @return base level or 1 if any other bl->type than noted above
  7670. */
  7671. int status_get_lv(struct block_list *bl)
  7672. {
  7673. nullpo_ret(bl);
  7674. switch (bl->type) {
  7675. case BL_PC: return ((TBL_PC*)bl)->status.base_level;
  7676. case BL_MOB: return ((TBL_MOB*)bl)->level;
  7677. case BL_PET: return ((TBL_PET*)bl)->pet.level;
  7678. case BL_HOM: return ((TBL_HOM*)bl)->homunculus.level;
  7679. case BL_MER: return ((TBL_MER*)bl)->db->lv;
  7680. case BL_ELEM: return ((TBL_ELEM*)bl)->db->lv;
  7681. case BL_NPC: return ((TBL_NPC*)bl)->level;
  7682. }
  7683. return 1;
  7684. }
  7685. /**
  7686. * Gets the regeneration info of the given bl
  7687. * @param bl: Object whose regen info to get [PC|HOM|MER|ELEM]
  7688. * @return regen data or NULL if any other bl->type than noted above
  7689. */
  7690. struct regen_data *status_get_regen_data(struct block_list *bl)
  7691. {
  7692. nullpo_retr(NULL, bl);
  7693. switch (bl->type) {
  7694. case BL_PC: return &((TBL_PC*)bl)->regen;
  7695. case BL_HOM: return &((TBL_HOM*)bl)->regen;
  7696. case BL_MER: return &((TBL_MER*)bl)->regen;
  7697. case BL_ELEM: return &((TBL_ELEM*)bl)->regen;
  7698. default:
  7699. return NULL;
  7700. }
  7701. }
  7702. /**
  7703. * Gets the status data of the given bl
  7704. * @param bl: Object whose status to get [PC|MOB|PET|HOM|MER|ELEM|NPC]
  7705. * @return status or "dummy_status" if any other bl->type than noted above
  7706. */
  7707. struct status_data *status_get_status_data(struct block_list *bl)
  7708. {
  7709. nullpo_retr(&dummy_status, bl);
  7710. switch (bl->type) {
  7711. case BL_PC: return &((TBL_PC*)bl)->battle_status;
  7712. case BL_MOB: return &((TBL_MOB*)bl)->status;
  7713. case BL_PET: return &((TBL_PET*)bl)->status;
  7714. case BL_HOM: return &((TBL_HOM*)bl)->battle_status;
  7715. case BL_MER: return &((TBL_MER*)bl)->battle_status;
  7716. case BL_ELEM: return &((TBL_ELEM*)bl)->battle_status;
  7717. case BL_NPC: return ((mobdb_checkid(((TBL_NPC*)bl)->class_) == 0) ? &((TBL_NPC*)bl)->status : &dummy_status);
  7718. default:
  7719. return &dummy_status;
  7720. }
  7721. }
  7722. /**
  7723. * Gets the base status data of the given bl
  7724. * @param bl: Object whose status to get [PC|MOB|PET|HOM|MER|ELEM|NPC]
  7725. * @return base_status or NULL if any other bl->type than noted above
  7726. */
  7727. struct status_data *status_get_base_status(struct block_list *bl)
  7728. {
  7729. nullpo_retr(NULL, bl);
  7730. switch (bl->type) {
  7731. case BL_PC: return &((TBL_PC*)bl)->base_status;
  7732. case BL_MOB: return ((TBL_MOB*)bl)->base_status ? ((TBL_MOB*)bl)->base_status : &((TBL_MOB*)bl)->db->status;
  7733. case BL_PET: return &((TBL_PET*)bl)->db->status;
  7734. case BL_HOM: return &((TBL_HOM*)bl)->base_status;
  7735. case BL_MER: return &((TBL_MER*)bl)->base_status;
  7736. case BL_ELEM: return &((TBL_ELEM*)bl)->base_status;
  7737. case BL_NPC: return ((mobdb_checkid(((TBL_NPC*)bl)->class_) == 0) ? &((TBL_NPC*)bl)->status : NULL);
  7738. default:
  7739. return NULL;
  7740. }
  7741. }
  7742. /**
  7743. * Gets the defense of the given bl
  7744. * @param bl: Object whose defense to get [PC|MOB|HOM|MER|ELEM]
  7745. * @return defense with cap_value(def, DEFTYPE_MIN, DEFTYPE_MAX)
  7746. */
  7747. defType status_get_def(struct block_list *bl)
  7748. {
  7749. struct unit_data *ud;
  7750. struct status_data *status = status_get_status_data(bl);
  7751. int def = status?status->def:0;
  7752. ud = unit_bl2ud(bl);
  7753. if (ud && ud->skilltimer != INVALID_TIMER)
  7754. def -= def * skill_get_castdef(ud->skill_id)/100;
  7755. return cap_value(def, DEFTYPE_MIN, DEFTYPE_MAX);
  7756. }
  7757. /**
  7758. * Gets the walking speed of the given bl
  7759. * @param bl: Object whose speed to get [PC|MOB|PET|HOM|MER|ELEM|NPC]
  7760. * @return speed
  7761. */
  7762. unsigned short status_get_speed(struct block_list *bl)
  7763. {
  7764. if(bl->type==BL_NPC)// Only BL with speed data but no status_data [Skotlex]
  7765. return ((struct npc_data *)bl)->speed;
  7766. return status_get_status_data(bl)->speed;
  7767. }
  7768. /**
  7769. * Gets the party ID of the given bl
  7770. * @param bl: Object whose party ID to get [PC|MOB|PET|HOM|MER|SKILL|ELEM]
  7771. * @return party ID
  7772. */
  7773. int status_get_party_id(struct block_list *bl)
  7774. {
  7775. nullpo_ret(bl);
  7776. switch (bl->type) {
  7777. case BL_PC:
  7778. return ((TBL_PC*)bl)->status.party_id;
  7779. case BL_PET:
  7780. if (((TBL_PET*)bl)->master)
  7781. return ((TBL_PET*)bl)->master->status.party_id;
  7782. break;
  7783. case BL_MOB: {
  7784. struct mob_data *md=(TBL_MOB*)bl;
  7785. if( md->master_id > 0 ) {
  7786. struct map_session_data *msd;
  7787. if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != NULL)
  7788. return msd->status.party_id;
  7789. return -md->master_id;
  7790. }
  7791. }
  7792. break;
  7793. case BL_HOM:
  7794. if (((TBL_HOM*)bl)->master)
  7795. return ((TBL_HOM*)bl)->master->status.party_id;
  7796. break;
  7797. case BL_MER:
  7798. if (((TBL_MER*)bl)->master)
  7799. return ((TBL_MER*)bl)->master->status.party_id;
  7800. break;
  7801. case BL_SKILL:
  7802. if (((TBL_SKILL*)bl)->group)
  7803. return ((TBL_SKILL*)bl)->group->party_id;
  7804. break;
  7805. case BL_ELEM:
  7806. if (((TBL_ELEM*)bl)->master)
  7807. return ((TBL_ELEM*)bl)->master->status.party_id;
  7808. break;
  7809. }
  7810. return 0;
  7811. }
  7812. /**
  7813. * Gets the guild ID of the given bl
  7814. * @param bl: Object whose guild ID to get [PC|MOB|PET|HOM|MER|SKILL|ELEM|NPC]
  7815. * @return guild ID
  7816. */
  7817. int status_get_guild_id(struct block_list *bl)
  7818. {
  7819. nullpo_ret(bl);
  7820. switch (bl->type) {
  7821. case BL_PC:
  7822. return ((TBL_PC*)bl)->status.guild_id;
  7823. case BL_PET:
  7824. if (((TBL_PET*)bl)->master)
  7825. return ((TBL_PET*)bl)->master->status.guild_id;
  7826. break;
  7827. case BL_MOB:
  7828. {
  7829. struct map_session_data *msd;
  7830. struct mob_data *md = (struct mob_data *)bl;
  7831. if (md->guardian_data) // Guardian's guild [Skotlex]
  7832. return md->guardian_data->guild_id;
  7833. if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != NULL)
  7834. return msd->status.guild_id; // Alchemist's mobs [Skotlex]
  7835. }
  7836. break;
  7837. case BL_HOM:
  7838. if (((TBL_HOM*)bl)->master)
  7839. return ((TBL_HOM*)bl)->master->status.guild_id;
  7840. break;
  7841. case BL_MER:
  7842. if (((TBL_MER*)bl)->master)
  7843. return ((TBL_MER*)bl)->master->status.guild_id;
  7844. break;
  7845. case BL_NPC:
  7846. if (((TBL_NPC*)bl)->subtype == NPCTYPE_SCRIPT)
  7847. return ((TBL_NPC*)bl)->u.scr.guild_id;
  7848. break;
  7849. case BL_SKILL:
  7850. if (((TBL_SKILL*)bl)->group)
  7851. return ((TBL_SKILL*)bl)->group->guild_id;
  7852. break;
  7853. case BL_ELEM:
  7854. if (((TBL_ELEM*)bl)->master)
  7855. return ((TBL_ELEM*)bl)->master->status.guild_id;
  7856. break;
  7857. }
  7858. return 0;
  7859. }
  7860. /**
  7861. * Gets the guild emblem ID of the given bl
  7862. * @param bl: Object whose emblem ID to get [PC|MOB|PET|HOM|MER|SKILL|ELEM|NPC]
  7863. * @return guild emblem ID
  7864. */
  7865. int status_get_emblem_id(struct block_list *bl)
  7866. {
  7867. nullpo_ret(bl);
  7868. switch (bl->type) {
  7869. case BL_PC:
  7870. return ((TBL_PC*)bl)->guild_emblem_id;
  7871. case BL_PET:
  7872. if (((TBL_PET*)bl)->master)
  7873. return ((TBL_PET*)bl)->master->guild_emblem_id;
  7874. break;
  7875. case BL_MOB:
  7876. {
  7877. struct map_session_data *msd;
  7878. struct mob_data *md = (struct mob_data *)bl;
  7879. if (md->guardian_data) // Guardian's guild [Skotlex]
  7880. return md->guardian_data->emblem_id;
  7881. if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != NULL)
  7882. return msd->guild_emblem_id; // Alchemist's mobs [Skotlex]
  7883. }
  7884. break;
  7885. case BL_HOM:
  7886. if (((TBL_HOM*)bl)->master)
  7887. return ((TBL_HOM*)bl)->master->guild_emblem_id;
  7888. break;
  7889. case BL_MER:
  7890. if (((TBL_MER*)bl)->master)
  7891. return ((TBL_MER*)bl)->master->guild_emblem_id;
  7892. break;
  7893. case BL_NPC:
  7894. if (((TBL_NPC*)bl)->subtype == NPCTYPE_SCRIPT && ((TBL_NPC*)bl)->u.scr.guild_id > 0) {
  7895. struct guild *g = guild_search(((TBL_NPC*)bl)->u.scr.guild_id);
  7896. if (g)
  7897. return g->emblem_id;
  7898. }
  7899. break;
  7900. case BL_ELEM:
  7901. if (((TBL_ELEM*)bl)->master)
  7902. return ((TBL_ELEM*)bl)->master->guild_emblem_id;
  7903. break;
  7904. }
  7905. return 0;
  7906. }
  7907. /**
  7908. * Gets the race2 of a mob or pet
  7909. * @param bl: Object whose race2 to get [MOB|PET]
  7910. * @return race2
  7911. */
  7912. std::vector<e_race2> status_get_race2(struct block_list *bl)
  7913. {
  7914. nullpo_retr(std::vector<e_race2>(),bl);
  7915. if (bl->type == BL_MOB)
  7916. return ((struct mob_data *)bl)->db->race2;
  7917. if (bl->type == BL_PET)
  7918. return ((struct pet_data *)bl)->db->race2;
  7919. return std::vector<e_race2>();
  7920. }
  7921. /**
  7922. * Checks if an object is dead
  7923. * @param bl: Object to check [PC|MOB|HOM|MER|ELEM]
  7924. * @return 1: Is dead or 0: Is alive
  7925. */
  7926. int status_isdead(struct block_list *bl)
  7927. {
  7928. nullpo_ret(bl);
  7929. return status_get_status_data(bl)->hp == 0;
  7930. }
  7931. /**
  7932. * Checks if an object is immune to magic
  7933. * @param bl: Object to check [PC|MOB|HOM|MER|ELEM]
  7934. * @return value of magic damage to be blocked
  7935. */
  7936. int status_isimmune(struct block_list *bl)
  7937. {
  7938. struct status_change *sc =status_get_sc(bl);
  7939. if (sc) {
  7940. if (sc->data[SC_HERMODE])
  7941. return 100;
  7942. if (sc->data[SC_DEADLY_DEFEASANCE])
  7943. return 0;
  7944. }
  7945. if (bl->type == BL_PC &&
  7946. ((TBL_PC*)bl)->special_state.no_magic_damage >= battle_config.gtb_sc_immunity)
  7947. return ((TBL_PC*)bl)->special_state.no_magic_damage;
  7948. return 0;
  7949. }
  7950. /**
  7951. * Get view data of an object
  7952. * @param bl: Object whose view data to get [PC|MOB|PET|HOM|MER|ELEM|NPC]
  7953. * @return view data structure bl->vd
  7954. */
  7955. struct view_data* status_get_viewdata(struct block_list *bl)
  7956. {
  7957. nullpo_retr(NULL, bl);
  7958. switch (bl->type) {
  7959. case BL_PC: return &((TBL_PC*)bl)->vd;
  7960. case BL_MOB: return ((TBL_MOB*)bl)->vd;
  7961. case BL_PET: return &((TBL_PET*)bl)->vd;
  7962. case BL_NPC: return &((TBL_NPC*)bl)->vd;
  7963. case BL_HOM: return ((TBL_HOM*)bl)->vd;
  7964. case BL_MER: return ((TBL_MER*)bl)->vd;
  7965. case BL_ELEM: return ((TBL_ELEM*)bl)->vd;
  7966. }
  7967. return NULL;
  7968. }
  7969. /**
  7970. * Set view data of an object
  7971. * This function deals with class, mount, and item views
  7972. * SC views are set in clif_getareachar_unit()
  7973. * @param bl: Object whose view data to set [PC|MOB|PET|HOM|MER|ELEM|NPC]
  7974. * @param class_: class of the object
  7975. */
  7976. void status_set_viewdata(struct block_list *bl, int class_)
  7977. {
  7978. struct view_data* vd;
  7979. nullpo_retv(bl);
  7980. if (mobdb_checkid(class_) || mob_is_clone(class_))
  7981. vd = mob_get_viewdata(class_);
  7982. else if (npcdb_checkid(class_))
  7983. vd = npc_get_viewdata(class_);
  7984. else if (homdb_checkid(class_))
  7985. vd = hom_get_viewdata(class_);
  7986. else if (mercenary_db.exists(class_))
  7987. vd = mercenary_get_viewdata(class_);
  7988. else if (elemental_db.exists(class_))
  7989. vd = elemental_get_viewdata(class_);
  7990. else
  7991. vd = NULL;
  7992. switch (bl->type) {
  7993. case BL_PC:
  7994. {
  7995. TBL_PC* sd = (TBL_PC*)bl;
  7996. if (pcdb_checkid(class_)) {
  7997. if (sd->sc.option&OPTION_RIDING) {
  7998. switch (class_) { // Adapt class to a Mounted one.
  7999. case JOB_KNIGHT:
  8000. class_ = JOB_KNIGHT2;
  8001. break;
  8002. case JOB_CRUSADER:
  8003. class_ = JOB_CRUSADER2;
  8004. break;
  8005. case JOB_LORD_KNIGHT:
  8006. class_ = JOB_LORD_KNIGHT2;
  8007. break;
  8008. case JOB_PALADIN:
  8009. class_ = JOB_PALADIN2;
  8010. break;
  8011. case JOB_BABY_KNIGHT:
  8012. class_ = JOB_BABY_KNIGHT2;
  8013. break;
  8014. case JOB_BABY_CRUSADER:
  8015. class_ = JOB_BABY_CRUSADER2;
  8016. break;
  8017. }
  8018. }
  8019. sd->vd.class_ = class_;
  8020. clif_get_weapon_view(sd, &sd->vd.weapon, &sd->vd.shield);
  8021. sd->vd.head_top = sd->status.head_top;
  8022. sd->vd.head_mid = sd->status.head_mid;
  8023. sd->vd.head_bottom = sd->status.head_bottom;
  8024. sd->vd.hair_style = cap_value(sd->status.hair, MIN_HAIR_STYLE, MAX_HAIR_STYLE);
  8025. sd->vd.hair_color = cap_value(sd->status.hair_color, MIN_HAIR_COLOR, MAX_HAIR_COLOR);
  8026. sd->vd.cloth_color = cap_value(sd->status.clothes_color, MIN_CLOTH_COLOR, MAX_CLOTH_COLOR);
  8027. sd->vd.body_style = cap_value(sd->status.body, MIN_BODY_STYLE, MAX_BODY_STYLE);
  8028. sd->vd.sex = sd->status.sex;
  8029. if (sd->vd.cloth_color) {
  8030. if(sd->sc.option&OPTION_WEDDING && battle_config.wedding_ignorepalette)
  8031. sd->vd.cloth_color = 0;
  8032. if(sd->sc.option&OPTION_XMAS && battle_config.xmas_ignorepalette)
  8033. sd->vd.cloth_color = 0;
  8034. if(sd->sc.option&(OPTION_SUMMER|OPTION_SUMMER2) && battle_config.summer_ignorepalette)
  8035. sd->vd.cloth_color = 0;
  8036. if(sd->sc.option&OPTION_HANBOK && battle_config.hanbok_ignorepalette)
  8037. sd->vd.cloth_color = 0;
  8038. if(sd->sc.option&OPTION_OKTOBERFEST && battle_config.oktoberfest_ignorepalette)
  8039. sd->vd.cloth_color = 0;
  8040. }
  8041. if ( sd->vd.body_style && sd->sc.option&OPTION_COSTUME)
  8042. sd->vd.body_style = 0;
  8043. } else if (vd)
  8044. memcpy(&sd->vd, vd, sizeof(struct view_data));
  8045. else
  8046. ShowError("status_set_viewdata (PC): No view data for class %d\n", class_);
  8047. }
  8048. break;
  8049. case BL_MOB:
  8050. {
  8051. TBL_MOB* md = (TBL_MOB*)bl;
  8052. if (vd){
  8053. mob_free_dynamic_viewdata( md );
  8054. md->vd = vd;
  8055. }else if( pcdb_checkid( class_ ) ){
  8056. mob_set_dynamic_viewdata( md );
  8057. md->vd->class_ = class_;
  8058. md->vd->hair_style = cap_value(md->vd->hair_style, MIN_HAIR_STYLE, MAX_HAIR_STYLE);
  8059. md->vd->hair_color = cap_value(md->vd->hair_color, MIN_HAIR_COLOR, MAX_HAIR_COLOR);
  8060. }else
  8061. ShowError("status_set_viewdata (MOB): No view data for class %d\n", class_);
  8062. }
  8063. break;
  8064. case BL_PET:
  8065. {
  8066. TBL_PET* pd = (TBL_PET*)bl;
  8067. if (vd) {
  8068. memcpy(&pd->vd, vd, sizeof(struct view_data));
  8069. if (!pcdb_checkid(vd->class_)) {
  8070. pd->vd.hair_style = battle_config.pet_hair_style;
  8071. if(pd->pet.equip) {
  8072. pd->vd.head_bottom = itemdb_viewid(pd->pet.equip);
  8073. if (!pd->vd.head_bottom)
  8074. pd->vd.head_bottom = pd->pet.equip;
  8075. }
  8076. }
  8077. } else
  8078. ShowError("status_set_viewdata (PET): No view data for class %d\n", class_);
  8079. }
  8080. break;
  8081. case BL_NPC:
  8082. {
  8083. TBL_NPC* nd = (TBL_NPC*)bl;
  8084. if (vd)
  8085. memcpy(&nd->vd, vd, sizeof(struct view_data));
  8086. else if (pcdb_checkid(class_)) {
  8087. memset(&nd->vd, 0, sizeof(struct view_data));
  8088. nd->vd.class_ = class_;
  8089. nd->vd.hair_style = cap_value(nd->vd.hair_style, MIN_HAIR_STYLE, MAX_HAIR_STYLE);
  8090. } else {
  8091. ShowError("status_set_viewdata (NPC): Invalid view data %d\n", class_);
  8092. if (bl->m >= 0)
  8093. ShowDebug("Source (NPC): %s at %s (%d,%d)\n", nd->name, map_mapid2mapname(bl->m), bl->x, bl->y);
  8094. else
  8095. ShowDebug("Source (NPC): %s (invisible/not on a map)\n", nd->name);
  8096. ShowDebug( "Source (NPC): %s is located in: %s\n", nd->name, nd->path );
  8097. }
  8098. break;
  8099. }
  8100. break;
  8101. case BL_HOM:
  8102. {
  8103. struct homun_data *hd = (struct homun_data*)bl;
  8104. if (vd)
  8105. hd->vd = vd;
  8106. else
  8107. ShowError("status_set_viewdata (HOMUNCULUS): No view data for class %d\n", class_);
  8108. }
  8109. break;
  8110. case BL_MER:
  8111. {
  8112. s_mercenary_data *md = (s_mercenary_data*)bl;
  8113. if (vd)
  8114. md->vd = vd;
  8115. else
  8116. ShowError("status_set_viewdata (MERCENARY): No view data for class %d\n", class_);
  8117. }
  8118. break;
  8119. case BL_ELEM:
  8120. {
  8121. s_elemental_data *ed = (s_elemental_data*)bl;
  8122. if (vd)
  8123. ed->vd = vd;
  8124. else
  8125. ShowError("status_set_viewdata (ELEMENTAL): No view data for class %d\n", class_);
  8126. }
  8127. break;
  8128. }
  8129. }
  8130. /**
  8131. * Get status change data of an object
  8132. * @param bl: Object whose sc data to get [PC|MOB|HOM|MER|ELEM|NPC]
  8133. * @return status change data structure bl->sc
  8134. */
  8135. struct status_change *status_get_sc(struct block_list *bl)
  8136. {
  8137. if( bl )
  8138. switch (bl->type) {
  8139. case BL_PC: return &((TBL_PC*)bl)->sc;
  8140. case BL_MOB: return &((TBL_MOB*)bl)->sc;
  8141. case BL_NPC: return &((TBL_NPC*)bl)->sc;
  8142. case BL_HOM: return &((TBL_HOM*)bl)->sc;
  8143. case BL_MER: return &((TBL_MER*)bl)->sc;
  8144. case BL_ELEM: return &((TBL_ELEM*)bl)->sc;
  8145. }
  8146. return NULL;
  8147. }
  8148. /**
  8149. * Initiate (memset) the status change data of an object
  8150. * @param bl: Object whose sc data to memset [PC|MOB|HOM|MER|ELEM|NPC]
  8151. */
  8152. void status_change_init(struct block_list *bl)
  8153. {
  8154. struct status_change *sc = status_get_sc(bl);
  8155. nullpo_retv(sc);
  8156. memset(sc, 0, sizeof (struct status_change));
  8157. sc->lastEffect = SC_NONE;
  8158. sc->lastEffectTimer = INVALID_TIMER;
  8159. }
  8160. /*========================================== [Playtester]
  8161. * Returns the interval for status changes that iterate multiple times
  8162. * through the timer (e.g. those that deal damage in regular intervals)
  8163. * @param type: Status change (SC_*)
  8164. *------------------------------------------*/
  8165. static int status_get_sc_interval(enum sc_type type)
  8166. {
  8167. switch (type) {
  8168. case SC_POISON:
  8169. case SC_LEECHESEND:
  8170. case SC_DPOISON:
  8171. case SC_DEATHHURT:
  8172. return 1000;
  8173. case SC_BURNING:
  8174. case SC_PYREXIA:
  8175. return 3000;
  8176. case SC_MAGICMUSHROOM:
  8177. return 4000;
  8178. case SC_STONE:
  8179. return 5000;
  8180. case SC_BLEEDING:
  8181. case SC_TOXIN:
  8182. return 10000;
  8183. case SC_HELLS_PLANT:
  8184. return 333;
  8185. case SC_SHIELDSPELL_HP:
  8186. return 3000;
  8187. case SC_SHIELDSPELL_SP:
  8188. return 5000;
  8189. default:
  8190. break;
  8191. }
  8192. return 0;
  8193. }
  8194. /**
  8195. * Applies SC defense to a given status change
  8196. * This function also determines whether or not the status change will be applied
  8197. * @param src: Source of the status change [PC|MOB|HOM|MER|ELEM|NPC]
  8198. * @param bl: Target of the status change
  8199. * @param type: Status change (SC_*)
  8200. * @param rate: Initial percentage rate of affecting bl (0~10000)
  8201. * @param tick: Initial duration that the status change affects bl
  8202. * @param flag: Value which determines what parts to calculate. See e_status_change_start_flags
  8203. * @return adjusted duration based on flag values
  8204. */
  8205. 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)
  8206. {
  8207. /// Resistance rate: 10000 = 100%
  8208. /// Example: 50% (5000) -> sc_def = 5000 -> 25%;
  8209. /// 5000ms -> tick_def = 5000 -> 2500ms
  8210. int sc_def = 0, tick_def = -1; // -1 = use sc_def
  8211. /// Fixed resistance value (after rate calculation)
  8212. /// Example: 25% (2500) -> sc_def2 = 2000 -> 5%;
  8213. /// 2500ms -> tick_def2=2000 -> 500ms
  8214. int sc_def2 = 0, tick_def2 = 0;
  8215. struct status_data *status, *status_src;
  8216. struct status_change *sc;
  8217. struct map_session_data *sd;
  8218. nullpo_ret(bl);
  8219. if (src == NULL)
  8220. return tick?tick:1; // This should not happen in current implementation, but leave it anyway
  8221. // Skills (magic type) that are blocked by Golden Thief Bug card or Wand of Hermod
  8222. if (status_isimmune(bl)) {
  8223. std::shared_ptr<s_skill_db> skill = skill_db.find(battle_getcurrentskill(src));
  8224. if (skill == nullptr) // Check for ground-type skills using the status when a player moves through units
  8225. skill = skill_db.find(status_db.getSkill(type));
  8226. if (skill != nullptr && skill->skill_type == BF_MAGIC && // Basic magic skill
  8227. !skill->inf2[INF2_IGNOREGTB] && // Specific skill to bypass
  8228. ((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
  8229. (skill->inf == INF_SELF_SKILL && src != bl))) // Self skills should get blocked on all targets except self
  8230. return 0;
  8231. }
  8232. sd = BL_CAST(BL_PC,bl);
  8233. status = status_get_status_data(bl);
  8234. status_src = status_get_status_data(src);
  8235. sc = status_get_sc(bl);
  8236. if( sc && !sc->count )
  8237. sc = NULL;
  8238. #ifdef RENEWAL
  8239. uint16 levelAdv = (static_cast<uint16>(pow(max(0, status_get_lv(src) - status_get_lv(bl)), 2)) / 5) * 100;
  8240. #endif
  8241. switch (type) {
  8242. case SC_POISON:
  8243. case SC_DPOISON:
  8244. #ifndef RENEWAL
  8245. sc_def = status->vit*100;
  8246. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  8247. if (sd) {
  8248. // For players: 60000 - 450*vit - 100*luk
  8249. tick_def = status->vit*75;
  8250. tick_def2 = status->luk*100;
  8251. } else {
  8252. // For monsters: 30000 - 200*vit
  8253. tick>>=1;
  8254. tick_def = (status->vit*200)/3;
  8255. }
  8256. #else
  8257. sc_def = status->vit * 100 - levelAdv;
  8258. tick_def2 = -2000;
  8259. #endif
  8260. break;
  8261. case SC_STUN:
  8262. #ifndef RENEWAL
  8263. sc_def = status->vit*100;
  8264. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  8265. tick_def2 = status->luk*10;
  8266. #else
  8267. sc_def = status->vit * 100 - levelAdv;
  8268. tick_def2 = -500;
  8269. #endif
  8270. break;
  8271. case SC_SILENCE:
  8272. #ifndef RENEWAL
  8273. sc_def = status->vit*100;
  8274. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  8275. tick_def2 = status->luk*10;
  8276. #else
  8277. sc_def = status->int_ * 100 - levelAdv;
  8278. tick_def2 = -2000;
  8279. #endif
  8280. break;
  8281. case SC_BLEEDING:
  8282. #ifndef RENEWAL
  8283. sc_def = status->vit*100;
  8284. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  8285. tick_def2 = status->luk*10;
  8286. #else
  8287. sc_def = status->agi * 100 - levelAdv;
  8288. tick_def2 = -12000;
  8289. #endif
  8290. break;
  8291. case SC_SLEEP:
  8292. #ifndef RENEWAL
  8293. sc_def = status->int_*100;
  8294. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  8295. tick_def2 = status->luk*10;
  8296. #else
  8297. sc_def = status->agi * 100 - levelAdv;
  8298. tick_def2 = -2000;
  8299. #endif
  8300. break;
  8301. case SC_STONEWAIT:
  8302. #ifndef RENEWAL
  8303. sc_def = status->mdef*100;
  8304. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  8305. tick_def = 0; // No duration reduction
  8306. #else
  8307. sc_def = status->mdef * 100 - levelAdv;
  8308. tick_def2 = -3000;
  8309. #endif
  8310. break;
  8311. case SC_FREEZE:
  8312. #ifndef RENEWAL
  8313. sc_def = status->mdef*100;
  8314. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  8315. tick_def2 = status_src->luk*-10; // Caster can increase final duration with luk
  8316. #else
  8317. sc_def = status->mdef * 100 - levelAdv;
  8318. tick_def2 = -3000;
  8319. #endif
  8320. break;
  8321. case SC_CURSE:
  8322. // Special property: immunity when luk is zero
  8323. if (status->luk == 0)
  8324. return 0;
  8325. #ifndef RENEWAL
  8326. sc_def = status->luk*100;
  8327. sc_def2 = status->luk*10 - status_get_lv(src)*10; // Curse only has a level penalty and no resistance
  8328. tick_def = status->vit*100;
  8329. tick_def2 = status->luk*10;
  8330. #else
  8331. sc_def = status->luk * 100 - levelAdv;
  8332. tick_def2 = -2000;
  8333. #endif
  8334. break;
  8335. case SC_BLIND:
  8336. #ifndef RENEWAL
  8337. sc_def = (status->vit + status->int_)*50;
  8338. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  8339. tick_def2 = status->luk*10;
  8340. #else
  8341. sc_def = status->int_ * 100 - levelAdv;
  8342. tick_def2 = -2000;
  8343. #endif
  8344. break;
  8345. case SC_CONFUSION:
  8346. #ifndef RENEWAL
  8347. sc_def = (status->str + status->int_)*50;
  8348. sc_def2 = status_get_lv(src)*10 - status_get_lv(bl)*10 - status->luk*10; // Reversed sc_def2
  8349. tick_def2 = status->luk*10;
  8350. #else
  8351. sc_def = status->luk * 100 - levelAdv;
  8352. tick_def2 = -2000;
  8353. #endif
  8354. break;
  8355. case SC_DECREASEAGI:
  8356. if (sd)
  8357. tick >>= 1; // Half duration for players.
  8358. sc_def2 = status->mdef*100;
  8359. break;
  8360. case SC_ANKLE:
  8361. if(status_has_mode(status,MD_STATUSIMMUNE)) // Lasts 5 times less on bosses
  8362. tick /= 5;
  8363. sc_def = status->agi*50;
  8364. break;
  8365. case SC_JOINTBEAT:
  8366. tick_def2 = 1000 * ((status->luk / 2 + status->agi / 5) / 2); // (50 * LUK / 100 + 20 * AGI / 100) / 2
  8367. break;
  8368. case SC_DEEPSLEEP:
  8369. tick_def2 = status_get_base_status(bl)->int_ * 25 + status_get_lv(bl) * 50;
  8370. break;
  8371. case SC_NETHERWORLD:
  8372. // Resistance: {(Target's Base Level / 50) + (Target's Job Level / 10)} seconds
  8373. tick_def2 = status_get_lv(bl) * 20 + (sd ? sd->status.job_level : 1) * 100;
  8374. break;
  8375. case SC_MARSHOFABYSS:
  8376. // 5 second (Fixed) + 25 second - {( INT + LUK ) / 20 second }
  8377. tick_def2 = (status->int_ + status->luk)*50;
  8378. break;
  8379. case SC_STASIS:
  8380. // 10 second (fixed) + { Stasis Skill level * 10 - (Target's VIT + DEX) / 20 }
  8381. tick_def2 = (status->vit + status->dex) * 50;
  8382. break;
  8383. case SC_WHITEIMPRISON:
  8384. if( src == bl ) // 100% on caster
  8385. break;
  8386. sc_def = status->str * 20 + status_get_lv(bl) * 20 + status->luk * 10;
  8387. tick_def2 = -2000;
  8388. break;
  8389. case SC_FEAR:
  8390. sc_def = status->int_ * 20 + status_get_lv(bl) * 20 + status->luk * 10;
  8391. tick_def2 = -4000; // 2 seconds is applied twice on Aegis
  8392. break;
  8393. case SC_BURNING:
  8394. sc_def = status->agi * 20 + status_get_lv(bl) * 20 + status->luk * 10;
  8395. tick_def2 = -2000;
  8396. break;
  8397. case SC_FREEZING:
  8398. tick_def2 = (status->vit + status->dex) * 50;
  8399. break;
  8400. case SC_OBLIVIONCURSE: // 100% - (100 - 0.8 x INT)
  8401. sc_def = status->int_ * 80;
  8402. sc_def = max(sc_def, 500); // minimum of 5% resist
  8403. tick_def = 0;
  8404. tick_def2 = (status->vit + status->luk) * 500;
  8405. break;
  8406. case SC_TOXIN:
  8407. case SC_PARALYSE:
  8408. case SC_VENOMBLEED:
  8409. case SC_MAGICMUSHROOM:
  8410. case SC_DEATHHURT:
  8411. case SC_PYREXIA:
  8412. case SC_LEECHESEND:
  8413. tick_def2 = (status->vit + status->luk) * 500;
  8414. break;
  8415. case SC_BITE: // {(Base Success chance) - (Target's AGI / 4)}
  8416. sc_def2 = status->agi*25;
  8417. break;
  8418. case SC_ELECTRICSHOCKER:
  8419. tick_def2 = (status->vit + status->agi) * 70;
  8420. break;
  8421. case SC_CRYSTALIZE:
  8422. tick_def2 = status_get_base_status(bl)->vit * 100;
  8423. break;
  8424. case SC_VACUUM_EXTREME:
  8425. tick_def2 = (sd ? sd->status.str : status_get_base_status(bl)->str) * 50;
  8426. break;
  8427. case SC_KYOUGAKU:
  8428. tick_def2 = 30*status->int_;
  8429. break;
  8430. case SC_PARALYSIS:
  8431. tick_def2 = (status->vit + status->luk)*50;
  8432. break;
  8433. case SC_VOICEOFSIREN:
  8434. // Resistance: {(Target's Base Level / 10) + (Target's Job Level / 5)} seconds
  8435. tick_def2 = status_get_lv(bl) * 100 + (sd ? sd->status.job_level : 1) * 200;
  8436. break;
  8437. case SC_B_TRAP:
  8438. tick_def = (sd ? sd->status.str : status_get_base_status(bl)->str) * 50; //! TODO: Figure out reduction formula
  8439. break;
  8440. case SC_NORECOVER_STATE:
  8441. tick_def2 = status->luk * 100;
  8442. break;
  8443. default:
  8444. // Effect that cannot be reduced? Likely a buff.
  8445. if (!(rnd()%10000 < rate))
  8446. return 0;
  8447. return tick ? tick : 1;
  8448. }
  8449. if (sd) {
  8450. if (battle_config.pc_sc_def_rate != 100) {
  8451. sc_def = sc_def*battle_config.pc_sc_def_rate/100;
  8452. sc_def2 = sc_def2*battle_config.pc_sc_def_rate/100;
  8453. }
  8454. sc_def = cap_value(sc_def, 0, battle_config.pc_max_sc_def*100);
  8455. sc_def2 = cap_value(sc_def2, 0, battle_config.pc_max_sc_def*100);
  8456. if (battle_config.pc_sc_def_rate != 100) {
  8457. tick_def = tick_def*battle_config.pc_sc_def_rate/100;
  8458. tick_def2 = tick_def2*battle_config.pc_sc_def_rate/100;
  8459. }
  8460. } else {
  8461. if (battle_config.mob_sc_def_rate != 100) {
  8462. sc_def = sc_def*battle_config.mob_sc_def_rate/100;
  8463. sc_def2 = sc_def2*battle_config.mob_sc_def_rate/100;
  8464. }
  8465. sc_def = cap_value(sc_def, 0, battle_config.mob_max_sc_def*100);
  8466. sc_def2 = cap_value(sc_def2, 0, battle_config.mob_max_sc_def*100);
  8467. if (battle_config.mob_sc_def_rate != 100) {
  8468. tick_def = tick_def*battle_config.mob_sc_def_rate/100;
  8469. tick_def2 = tick_def2*battle_config.mob_sc_def_rate/100;
  8470. }
  8471. }
  8472. if (sc) {
  8473. if (sc->data[SC_SCRESIST])
  8474. sc_def += sc->data[SC_SCRESIST]->val1*100; // Status resist
  8475. #ifdef RENEWAL
  8476. else if (sc->data[SC_SIEGFRIED] && (type == SC_BLIND || type == SC_STONE || type == SC_FREEZE || type == SC_STUN || type == SC_CURSE || type == SC_SLEEP || type == SC_SILENCE))
  8477. sc_def += sc->data[SC_SIEGFRIED]->val3 * 100; // Status resistance.
  8478. #else
  8479. else if (sc->data[SC_SIEGFRIED])
  8480. sc_def += sc->data[SC_SIEGFRIED]->val3*100; // Status resistance.
  8481. #endif
  8482. else if (sc->data[SC_LEECHESEND] && sc->data[SC_LEECHESEND]->val3 == 0) {
  8483. switch (type) {
  8484. case SC_BLIND:
  8485. case SC_STUN:
  8486. return 0; // Immune
  8487. }
  8488. } else if (sc->data[SC_OBLIVIONCURSE] && sc->data[SC_OBLIVIONCURSE]->val3 == 0) {
  8489. switch (type) {
  8490. case SC_SILENCE:
  8491. case SC_CURSE:
  8492. return 0; // Immune
  8493. }
  8494. }
  8495. }
  8496. // When tick def not set, reduction is the same for both.
  8497. if(tick_def == -1)
  8498. tick_def = sc_def;
  8499. // Natural resistance
  8500. if (!(flag&SCSTART_NORATEDEF)) {
  8501. rate -= rate*sc_def/10000;
  8502. rate -= sc_def2;
  8503. // Item resistance (only applies to rate%)
  8504. if (sd) {
  8505. for (const auto &it : sd->reseff) {
  8506. if (it.id == type)
  8507. rate -= rate * it.val / 10000;
  8508. }
  8509. if (sd->sc.data[SC_COMMONSC_RESIST] && SC_COMMON_MIN <= type && type <= SC_COMMON_MAX)
  8510. rate -= rate*sd->sc.data[SC_COMMONSC_RESIST]->val1/100;
  8511. }
  8512. // Aegis accuracy
  8513. if(rate > 0 && rate%10 != 0) rate += (10 - rate%10);
  8514. }
  8515. std::shared_ptr<s_status_change_db> scdb = status_db.find(type);
  8516. // Cap minimum rate
  8517. rate = max(rate, scdb->min_rate);
  8518. if (rate < 10000 && (rate <= 0 || !(rnd()%10000 < rate)))
  8519. return 0;
  8520. // Duration cannot be reduced
  8521. if (flag&SCSTART_NOTICKDEF)
  8522. return i64max(tick, scdb->min_duration);
  8523. tick -= tick*tick_def/10000;
  8524. #ifdef RENEWAL
  8525. // Renewal applies item resistance also to duration
  8526. if (sd) {
  8527. for (const auto &it : sd->reseff) {
  8528. if (it.id == type)
  8529. tick -= tick * it.val / 10000;
  8530. }
  8531. if (sd->sc.data[SC_COMMONSC_RESIST] && SC_COMMON_MIN <= type && type <= SC_COMMON_MAX)
  8532. tick -= tick * sd->sc.data[SC_COMMONSC_RESIST]->val1 / 100;
  8533. }
  8534. #endif
  8535. tick -= tick_def2;
  8536. return i64max(tick, scdb->min_duration);
  8537. }
  8538. /**
  8539. * Applies SC effect
  8540. * @param bl: Source to apply effect
  8541. * @param type: Status change (SC_*)
  8542. * @param dval1~3: Depends on type of status change
  8543. * Author: Ind
  8544. */
  8545. void status_display_add(struct block_list *bl, enum sc_type type, int dval1, int dval2, int dval3) {
  8546. struct eri *eri;
  8547. struct sc_display_entry **sc_display;
  8548. struct sc_display_entry ***sc_display_ptr;
  8549. struct sc_display_entry *entry;
  8550. int i;
  8551. unsigned char sc_display_count;
  8552. unsigned char *sc_display_count_ptr;
  8553. nullpo_retv(bl);
  8554. switch( bl->type ){
  8555. case BL_PC: {
  8556. struct map_session_data* sd = (struct map_session_data*)bl;
  8557. sc_display_ptr = &sd->sc_display;
  8558. sc_display_count_ptr = &sd->sc_display_count;
  8559. eri = pc_sc_display_ers;
  8560. }
  8561. break;
  8562. case BL_NPC: {
  8563. struct npc_data* nd = (struct npc_data*)bl;
  8564. sc_display_ptr = &nd->sc_display;
  8565. sc_display_count_ptr = &nd->sc_display_count;
  8566. eri = npc_sc_display_ers;
  8567. }
  8568. break;
  8569. default:
  8570. return;
  8571. }
  8572. sc_display = *sc_display_ptr;
  8573. sc_display_count = *sc_display_count_ptr;
  8574. ARR_FIND(0, sc_display_count, i, sc_display[i]->type == type);
  8575. if( i != sc_display_count ) {
  8576. sc_display[i]->val1 = dval1;
  8577. sc_display[i]->val2 = dval2;
  8578. sc_display[i]->val3 = dval3;
  8579. return;
  8580. }
  8581. entry = ers_alloc(eri, struct sc_display_entry);
  8582. entry->type = type;
  8583. entry->val1 = dval1;
  8584. entry->val2 = dval2;
  8585. entry->val3 = dval3;
  8586. RECREATE(sc_display, struct sc_display_entry *, ++sc_display_count);
  8587. sc_display[sc_display_count - 1] = entry;
  8588. *sc_display_ptr = sc_display;
  8589. *sc_display_count_ptr = sc_display_count;
  8590. }
  8591. /**
  8592. * Removes SC effect
  8593. * @param bl: Source to remove effect
  8594. * @param type: Status change (SC_*)
  8595. * Author: Ind
  8596. */
  8597. void status_display_remove(struct block_list *bl, enum sc_type type) {
  8598. struct eri *eri;
  8599. struct sc_display_entry **sc_display;
  8600. struct sc_display_entry ***sc_display_ptr;
  8601. int i;
  8602. unsigned char sc_display_count;
  8603. unsigned char *sc_display_count_ptr;
  8604. nullpo_retv(bl);
  8605. switch( bl->type ){
  8606. case BL_PC: {
  8607. struct map_session_data* sd = (struct map_session_data*)bl;
  8608. sc_display_ptr = &sd->sc_display;
  8609. sc_display_count_ptr = &sd->sc_display_count;
  8610. eri = pc_sc_display_ers;
  8611. }
  8612. break;
  8613. case BL_NPC: {
  8614. struct npc_data* nd = (struct npc_data*)bl;
  8615. sc_display_ptr = &nd->sc_display;
  8616. sc_display_count_ptr = &nd->sc_display_count;
  8617. eri = npc_sc_display_ers;
  8618. }
  8619. break;
  8620. default:
  8621. return;
  8622. }
  8623. sc_display = *sc_display_ptr;
  8624. sc_display_count = *sc_display_count_ptr;
  8625. ARR_FIND(0, sc_display_count, i, sc_display[i]->type == type);
  8626. if( i != sc_display_count ) {
  8627. int cursor;
  8628. ers_free(eri, sc_display[i]);
  8629. sc_display[i] = NULL;
  8630. /* The all-mighty compact-o-matic */
  8631. for( i = 0, cursor = 0; i < sc_display_count; i++ ) {
  8632. if( sc_display[i] == NULL )
  8633. continue;
  8634. if( i != cursor )
  8635. sc_display[cursor] = sc_display[i];
  8636. cursor++;
  8637. }
  8638. if( !(sc_display_count = cursor) ) {
  8639. aFree(sc_display);
  8640. sc_display = NULL;
  8641. }
  8642. *sc_display_ptr = sc_display;
  8643. *sc_display_count_ptr = sc_display_count;
  8644. }
  8645. }
  8646. /**
  8647. * Applies SC defense to a given status change
  8648. * This function also determines whether or not the status change will be applied
  8649. * @param src: Source of the status change [PC|MOB|HOM|MER|ELEM|NPC]
  8650. * @param bl: Target of the status change (See: enum sc_type)
  8651. * @param type: Status change (SC_*)
  8652. * @param rate: Initial percentage rate of affecting bl (0~10000)
  8653. * @param val1~4: Depends on type of status change
  8654. * @param duration: Initial duration that the status change affects bl
  8655. * @param flag: Value which determines what parts to calculate. See e_status_change_start_flags
  8656. * @param delay: Delay in milliseconds before the SC is applied
  8657. * @return adjusted duration based on flag values
  8658. */
  8659. 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) {
  8660. struct map_session_data *sd = NULL;
  8661. struct status_change* sc;
  8662. struct status_change_entry* sce;
  8663. struct status_data *status;
  8664. struct view_data *vd;
  8665. int undead_flag, tick_time = 0;
  8666. bool sc_isnew = true;
  8667. std::shared_ptr<s_status_change_db> scdb = status_db.find(type);
  8668. nullpo_ret(bl);
  8669. sc = status_get_sc(bl);
  8670. status = status_get_status_data(bl);
  8671. if( !scdb ) {
  8672. ShowError("status_change_start: Invalid status change (%d)!\n", type);
  8673. return 0;
  8674. }
  8675. if( !sc )
  8676. return 0; // Unable to receive status changes
  8677. 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
  8678. return 0;
  8679. if (status_change_isDisabledOnMap(type, map_getmapdata(bl->m)))
  8680. return 0;
  8681. if (sc->data[SC_GRAVITYCONTROL])
  8682. return 0; // !TODO: Confirm what statuses/conditions (if not all) are blocked.
  8683. // Uncomment to prevent status adding hp to gvg mob (like bloodylust=hp*3 etc...
  8684. // if (bl->type == BL_MOB)
  8685. // if (util::vector_exists(status_get_race2(bl), RC2_GVG) && status_sc2scb_flag(type)&SCB_MAXHP) return 0;
  8686. // Fail if Madogear is active
  8687. if (sc->option&OPTION_MADOGEAR && flag&SCSTART_NOAVOID && scdb->flag[SCF_FAILEDMADO])
  8688. return 0;
  8689. // Check for Boss resistances
  8690. if(status->mode&MD_STATUSIMMUNE && !(flag&SCSTART_NOAVOID) && scdb->flag[SCF_BOSSRESIST])
  8691. return 0;
  8692. // Check for MVP resistance
  8693. if(status->mode&MD_MVP && !(flag&SCSTART_NOAVOID) && scdb->flag[SCF_MVPRESIST])
  8694. return 0;
  8695. // End the SCs from the list and immediately return
  8696. // If anything in this list is removed, the rest is ignored.
  8697. if (!scdb->endreturn.empty()) {
  8698. bool isRemoved = false;
  8699. for (const auto &it : scdb->endreturn) {
  8700. sc_type rem_sc = it;
  8701. if (sc->data[rem_sc]) {
  8702. status_change_end(bl, rem_sc);
  8703. isRemoved = true;
  8704. }
  8705. }
  8706. if (isRemoved) // Something was removed, don't give the status
  8707. return 1; // Return 1 so that sc_start can be checked as success
  8708. }
  8709. // Check failing SCs from list
  8710. if (!scdb->fail.empty()) {
  8711. for (const auto &it : scdb->fail) {
  8712. // Don't let OPT1 that have RemoveOnDamaged start a new effect in the same attack.
  8713. if (sc->data[it] || sc->lastEffect == it)
  8714. return 0;
  8715. }
  8716. }
  8717. // Adjust tick according to status resistances
  8718. if( !(flag&(SCSTART_NOAVOID|SCSTART_LOADED)) ) {
  8719. duration = status_get_sc_def(src, bl, type, rate, duration, flag);
  8720. if( !duration )
  8721. return 0;
  8722. }
  8723. int tick = (int)duration;
  8724. sd = BL_CAST(BL_PC, bl);
  8725. vd = status_get_viewdata(bl);
  8726. undead_flag = battle_check_undead(status->race,status->def_ele);
  8727. // Check for immunities / sc fails
  8728. switch (type) {
  8729. case SC_VACUUM_EXTREME:
  8730. if (sc && sc->data[SC_VACUUM_EXTREME_POSTDELAY] && sc->data[SC_VACUUM_EXTREME_POSTDELAY]->val2 == val2) // Ignore post delay from other vacuum (this will make stack effect enabled)
  8731. return 0;
  8732. break;
  8733. case SC_STONE:
  8734. case SC_STONEWAIT:
  8735. case SC_FREEZE:
  8736. // Undead are immune to Freeze/Stone
  8737. if (undead_flag && !(flag&SCSTART_NOAVOID))
  8738. return 0;
  8739. break;
  8740. case SC_BURNING:
  8741. // Level 2 Fire Element is immune
  8742. if (status->def_ele == ELE_FIRE && status->ele_lv == 2)
  8743. return 0;
  8744. break;
  8745. case SC_ALL_RIDING:
  8746. if( !sd || sc->option&(OPTION_RIDING|OPTION_DRAGON|OPTION_WUG|OPTION_MADOGEAR) )
  8747. return 0;
  8748. break;
  8749. case SC_SIGNUMCRUCIS:
  8750. // Only affects demons and undead element (but not players)
  8751. if((!undead_flag && status->race!=RC_DEMON) || bl->type == BL_PC)
  8752. return 0;
  8753. break;
  8754. case SC_KYRIE:
  8755. case SC_TUNAPARTY:
  8756. if (bl->type == BL_MOB)
  8757. return 0;
  8758. break;
  8759. case SC_ADRENALINE:
  8760. if(sd && !pc_check_weapontype(sd,skill_get_weapontype(BS_ADRENALINE)))
  8761. return 0;
  8762. break;
  8763. case SC_ADRENALINE2:
  8764. if(sd && !pc_check_weapontype(sd,skill_get_weapontype(BS_ADRENALINE2)))
  8765. return 0;
  8766. break;
  8767. case SC_CLOAKING:
  8768. // Avoid cloaking with no wall and low skill level. [Skotlex]
  8769. // Due to the cloaking card, we have to check the wall versus to known
  8770. // skill level rather than the used one. [Skotlex]
  8771. // if (sd && val1 < 3 && skill_check_cloaking(bl,NULL))
  8772. if( sd && pc_checkskill(sd, AS_CLOAKING) < 3 && !skill_check_cloaking(bl,NULL) )
  8773. return 0;
  8774. break;
  8775. case SC_MODECHANGE: {
  8776. int32 mode;
  8777. struct status_data *bstatus = status_get_base_status(bl);
  8778. if (!bstatus) return 0;
  8779. if (sc->data[type]) { // Pile up with previous values.
  8780. if (!val2) val2 = sc->data[type]->val2;
  8781. val3 |= sc->data[type]->val3;
  8782. val4 |= sc->data[type]->val4;
  8783. }
  8784. mode = val2 ? ((val2&~MD_MASK) | val2) : bstatus->mode; // Base mode
  8785. if (val4) mode = static_cast<e_mode>(mode&~val4); // Del mode
  8786. if (val3) mode = static_cast<e_mode>(mode | val3); // Add mode
  8787. if (mode == bstatus->mode) { // No change.
  8788. if (sc->data[type]) // Abort previous status
  8789. return status_change_end(bl, type);
  8790. return 0;
  8791. }
  8792. }
  8793. break;
  8794. // Strip skills, need to divest something or it fails.
  8795. case SC_STRIPWEAPON:
  8796. if (val2 == 1)
  8797. val2 = 0; // Brandish Spear/Bowling Bash effet. Do not take weapon off.
  8798. else if (sd && !(flag&SCSTART_LOADED)) { // Apply sc anyway if loading saved sc_data
  8799. short i;
  8800. uint8 successFlag = 0;
  8801. if(sd->bonus.unstripable_equip&EQP_WEAPON)
  8802. return 0;
  8803. i = sd->equip_index[EQI_HAND_L];
  8804. if (i>=0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_WEAPON) {
  8805. successFlag|=1;
  8806. pc_unequipitem(sd,i,3); // Left-hand weapon
  8807. }
  8808. i = sd->equip_index[EQI_HAND_R];
  8809. if (i>=0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_WEAPON) {
  8810. successFlag|=2;
  8811. pc_unequipitem(sd,i,3);
  8812. }
  8813. if (!successFlag) return 0;
  8814. }
  8815. if (tick == 1) return 1; // Minimal duration: Only strip without causing the SC
  8816. break;
  8817. case SC_STRIPSHIELD:
  8818. if( val2 == 1 ) val2 = 0; // GX effect. Do not take shield off..
  8819. else
  8820. if (sd && !(flag&SCSTART_LOADED)) {
  8821. short i;
  8822. if(sd->bonus.unstripable_equip&EQP_SHIELD)
  8823. return 0;
  8824. i = sd->equip_index[EQI_HAND_L];
  8825. if ( i < 0 || !sd->inventory_data[i] || sd->inventory_data[i]->type != IT_ARMOR )
  8826. return 0;
  8827. pc_unequipitem(sd,i,3);
  8828. }
  8829. if (tick == 1) return 1; // Minimal duration: Only strip without causing the SC
  8830. break;
  8831. case SC_STRIPARMOR:
  8832. if (sd && !(flag&SCSTART_LOADED)) {
  8833. short i;
  8834. if(sd->bonus.unstripable_equip&EQP_ARMOR)
  8835. return 0;
  8836. i = sd->equip_index[EQI_ARMOR];
  8837. if ( i < 0 || !sd->inventory_data[i] )
  8838. return 0;
  8839. pc_unequipitem(sd,i,3);
  8840. }
  8841. if (tick == 1) return 1; // Minimal duration: Only strip without causing the SC
  8842. break;
  8843. case SC_STRIPHELM:
  8844. if (sd && !(flag&SCSTART_LOADED)) {
  8845. short i;
  8846. if(sd->bonus.unstripable_equip&EQP_HELM)
  8847. return 0;
  8848. i = sd->equip_index[EQI_HEAD_TOP];
  8849. if ( i < 0 || !sd->inventory_data[i] )
  8850. return 0;
  8851. pc_unequipitem(sd,i,3);
  8852. }
  8853. if (tick == 1) return 1; // Minimal duration: Only strip without causing the SC
  8854. break;
  8855. case SC_SHADOW_STRIP:
  8856. if (sd && !(flag&SCSTART_LOADED)) {
  8857. if (sd->bonus.unstripable_equip&EQP_SHADOW_GEAR)
  8858. return 0;
  8859. bool successFlag = false;
  8860. for( int i = EQI_SHADOW_ARMOR; i <= EQI_SHADOW_ACC_L; i++ ){
  8861. int index = sd->equip_index[i];
  8862. if( index >= 0 && sd->inventory_data[index] != nullptr ){
  8863. pc_unequipitem( sd, index, 3 );
  8864. successFlag = true;
  8865. }
  8866. }
  8867. if (!successFlag)
  8868. return 0;
  8869. }
  8870. if (tick == 1)
  8871. return 1;
  8872. break;
  8873. case SC_MERC_FLEEUP:
  8874. case SC_MERC_ATKUP:
  8875. case SC_MERC_HPUP:
  8876. case SC_MERC_SPUP:
  8877. case SC_MERC_HITUP:
  8878. if( bl->type != BL_MER )
  8879. return 0; // Stats only for Mercenaries
  8880. break;
  8881. case SC_STRFOOD:
  8882. if (sc->data[SC_FOOD_STR_CASH] && sc->data[SC_FOOD_STR_CASH]->val1 > val1)
  8883. return 0;
  8884. break;
  8885. case SC_AGIFOOD:
  8886. if (sc->data[SC_FOOD_AGI_CASH] && sc->data[SC_FOOD_AGI_CASH]->val1 > val1)
  8887. return 0;
  8888. break;
  8889. case SC_VITFOOD:
  8890. if (sc->data[SC_FOOD_VIT_CASH] && sc->data[SC_FOOD_VIT_CASH]->val1 > val1)
  8891. return 0;
  8892. break;
  8893. case SC_INTFOOD:
  8894. if (sc->data[SC_FOOD_INT_CASH] && sc->data[SC_FOOD_INT_CASH]->val1 > val1)
  8895. return 0;
  8896. break;
  8897. case SC_DEXFOOD:
  8898. if (sc->data[SC_FOOD_DEX_CASH] && sc->data[SC_FOOD_DEX_CASH]->val1 > val1)
  8899. return 0;
  8900. break;
  8901. case SC_LUKFOOD:
  8902. if (sc->data[SC_FOOD_LUK_CASH] && sc->data[SC_FOOD_LUK_CASH]->val1 > val1)
  8903. return 0;
  8904. break;
  8905. case SC_FOOD_STR_CASH:
  8906. if (sc->data[SC_STRFOOD] && sc->data[SC_STRFOOD]->val1 > val1)
  8907. return 0;
  8908. break;
  8909. case SC_FOOD_AGI_CASH:
  8910. if (sc->data[SC_AGIFOOD] && sc->data[SC_AGIFOOD]->val1 > val1)
  8911. return 0;
  8912. break;
  8913. case SC_FOOD_VIT_CASH:
  8914. if (sc->data[SC_VITFOOD] && sc->data[SC_VITFOOD]->val1 > val1)
  8915. return 0;
  8916. break;
  8917. case SC_FOOD_INT_CASH:
  8918. if (sc->data[SC_INTFOOD] && sc->data[SC_INTFOOD]->val1 > val1)
  8919. return 0;
  8920. break;
  8921. case SC_FOOD_DEX_CASH:
  8922. if (sc->data[SC_DEXFOOD] && sc->data[SC_DEXFOOD]->val1 > val1)
  8923. return 0;
  8924. break;
  8925. case SC_FOOD_LUK_CASH:
  8926. if (sc->data[SC_LUKFOOD] && sc->data[SC_LUKFOOD]->val1 > val1)
  8927. return 0;
  8928. break;
  8929. case SC_CAMOUFLAGE:
  8930. if( sd && pc_checkskill(sd, RA_CAMOUFLAGE) < 3 && !skill_check_camouflage(bl,NULL) )
  8931. return 0;
  8932. break;
  8933. case SC__STRIPACCESSORY:
  8934. if( sd ) {
  8935. short i = -1;
  8936. if( !(sd->bonus.unstripable_equip&EQP_ACC_L) ) {
  8937. i = sd->equip_index[EQI_ACC_L];
  8938. if( i >= 0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_ARMOR )
  8939. pc_unequipitem(sd,i,3); // Left-Accessory
  8940. }
  8941. if( !(sd->bonus.unstripable_equip&EQP_ACC_R) ) {
  8942. i = sd->equip_index[EQI_ACC_R];
  8943. if( i >= 0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_ARMOR )
  8944. pc_unequipitem(sd,i,3); // Right-Accessory
  8945. }
  8946. if( i < 0 )
  8947. return 0;
  8948. }
  8949. if (tick == 1) return 1; // Minimal duration: Only strip without causing the SC
  8950. break;
  8951. case SC_C_MARKER:
  8952. if (src == bl)
  8953. return 0;
  8954. else {
  8955. struct status_change *tsc = status_get_sc(bl);
  8956. // Failed if the target is already marked and the new marker that isn't same marker
  8957. if (tsc && tsc->data[type] && tsc->data[type]->val2 != src->id)
  8958. return 0;
  8959. }
  8960. break;
  8961. case SC_MADNESSCANCEL:
  8962. if (sc->data[type]) { // Toggle the status but still consume requirements.
  8963. status_change_end(bl, type);
  8964. return 0;
  8965. }
  8966. break;
  8967. case SC_TOXIN:
  8968. case SC_PARALYSE:
  8969. case SC_VENOMBLEED:
  8970. case SC_MAGICMUSHROOM:
  8971. case SC_DEATHHURT:
  8972. case SC_PYREXIA:
  8973. case SC_OBLIVIONCURSE:
  8974. case SC_LEECHESEND:
  8975. if (val3 == 0) // Don't display icon on self
  8976. flag |= SCSTART_NOICON;
  8977. for (int32 i = SC_TOXIN; i <= SC_LEECHESEND; i++) {
  8978. if (sc->data[i] && sc->data[i]->val3 == 1) // It doesn't stack or even renew on the target
  8979. return 0;
  8980. else if (sc->data[i] && sc->data[i]->val3 == 0)
  8981. status_change_end(bl, static_cast<sc_type>(i)); // End the bonus part on the caster
  8982. }
  8983. break;
  8984. case SC_SPIRIT:
  8985. if( sd ){
  8986. uint64 target_class = 0;
  8987. uint64 mask = MAPID_UPPERMASK;
  8988. switch( val2 ){
  8989. case SL_ALCHEMIST:
  8990. target_class = MAPID_ALCHEMIST;
  8991. break;
  8992. case SL_ASSASIN:
  8993. target_class = MAPID_ASSASSIN;
  8994. break;
  8995. case SL_BARDDANCER:
  8996. target_class = MAPID_BARDDANCER;
  8997. break;
  8998. case SL_BLACKSMITH:
  8999. target_class = MAPID_BLACKSMITH;
  9000. break;
  9001. case SL_CRUSADER:
  9002. target_class = MAPID_CRUSADER;
  9003. break;
  9004. case SL_HUNTER:
  9005. target_class = MAPID_HUNTER;
  9006. break;
  9007. case SL_KNIGHT:
  9008. target_class = MAPID_KNIGHT;
  9009. break;
  9010. case SL_MONK:
  9011. target_class = MAPID_MONK;
  9012. break;
  9013. case SL_PRIEST:
  9014. target_class = MAPID_PRIEST;
  9015. break;
  9016. case SL_ROGUE:
  9017. target_class = MAPID_ROGUE;
  9018. break;
  9019. case SL_SAGE:
  9020. target_class = MAPID_SAGE;
  9021. break;
  9022. case SL_SOULLINKER:
  9023. target_class = MAPID_SOUL_LINKER;
  9024. break;
  9025. case SL_STAR:
  9026. target_class = MAPID_STAR_GLADIATOR;
  9027. break;
  9028. case SL_SUPERNOVICE:
  9029. target_class = MAPID_SUPER_NOVICE;
  9030. break;
  9031. case SL_WIZARD:
  9032. target_class = MAPID_WIZARD;
  9033. break;
  9034. case SL_HIGH:
  9035. if( sd->status.base_level < 70 ){
  9036. return 0;
  9037. }
  9038. mask |= JOBL_UPPER;
  9039. target_class = MAPID_NOVICE_HIGH;
  9040. break;
  9041. default:
  9042. ShowError( "Unknown skill id %d for SC_SPIRIT.\n", val2 );
  9043. return 0;
  9044. }
  9045. if( ( sd->class_ & mask ) != target_class ){
  9046. return 0;
  9047. }
  9048. }else{
  9049. // Status change is only applicable for players
  9050. return 0;
  9051. }
  9052. break;
  9053. case SC_SOULGOLEM:
  9054. case SC_SOULSHADOW:
  9055. case SC_SOULFALCON:
  9056. case SC_SOULFAIRY:
  9057. if( sd == nullptr ){
  9058. // Status change is only applicable for players
  9059. return 0;
  9060. }
  9061. break;
  9062. }
  9063. // Check for OPT1 stacking
  9064. if (sc->opt1 > OPT1_NONE && scdb->opt1 > OPT1_NONE) {
  9065. for (const auto &status_it : status_db) {
  9066. sc_type opt1_type = status_it.second->type;
  9067. if (sc->data[opt1_type] && status_it.second->opt1 > OPT1_NONE)
  9068. status_change_end(bl, opt1_type);
  9069. }
  9070. }
  9071. // Before overlapping fail, one must check for status cured.
  9072. std::vector<sc_type> endlist;
  9073. if (type == SC_BERSERK && val3 == SC__BLOODYLUST) //There is some reasons that using SC_BERSERK first before SC__BLOODYLUST itself on Akinari's fix
  9074. endlist = status_db.getEnd(SC__BLOODYLUST);
  9075. else
  9076. endlist = scdb->end;
  9077. // End the SCs from the list
  9078. if (!endlist.empty()) {
  9079. for (const auto &it : endlist) {
  9080. sc_type rem_sc = it;
  9081. if (sc->data[rem_sc]) {
  9082. switch (rem_sc) {
  9083. case SC_BERSERK:
  9084. case SC_SATURDAYNIGHTFEVER:
  9085. sc->data[rem_sc]->val2 = 0; // Mark to not lose hp
  9086. default:
  9087. status_change_end(bl, rem_sc);
  9088. break;
  9089. }
  9090. }
  9091. }
  9092. }
  9093. // List of hardcoded status cured.
  9094. switch (type) {
  9095. case SC_BLESSING:
  9096. if (bl->type == BL_PC) {
  9097. // Remove Curse first, Stone is only removed if the target is not cursed
  9098. if (sc->data[SC_CURSE]) {
  9099. status_change_end(bl, SC_CURSE);
  9100. return 1; // End Curse and do not give stat boost
  9101. } else if (sc->data[SC_STONE]) {
  9102. status_change_end(bl, SC_STONE);
  9103. return 1; // End Stone and do not give stat boost
  9104. }
  9105. }
  9106. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH)
  9107. status_change_end(bl, SC_SPIRIT);
  9108. break;
  9109. case SC_INCREASEAGI:
  9110. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH)
  9111. status_change_end(bl, SC_SPIRIT);
  9112. break;
  9113. case SC_DELUGE:
  9114. if (sc->data[SC_FOGWALL] && sc->data[SC_BLIND])
  9115. status_change_end(bl, SC_BLIND);
  9116. break;
  9117. case SC_SILENCE:
  9118. if (sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_SELF)
  9119. status_change_end(bl, SC_GOSPEL);
  9120. break;
  9121. case SC_IMPOSITIO:
  9122. if (sc->data[SC_IMPOSITIO] && sc->data[SC_IMPOSITIO]->val1 > val1) //Replace higher level effect for lower.
  9123. status_change_end(bl,SC_IMPOSITIO);
  9124. break;
  9125. case SC_ENDURE:
  9126. if (sd && sd->special_state.no_walk_delay)
  9127. return 1;
  9128. break;
  9129. case SC_MADOGEAR:
  9130. status_db.removeByStatusFlag(bl, { SCF_MADOCANCEL });
  9131. if (sd)
  9132. pc_bonus_script_clear(sd, BSF_REM_ON_MADOGEAR);
  9133. break;
  9134. default:
  9135. break;
  9136. }
  9137. // Check for overlapping fails
  9138. if( (sce = sc->data[type]) ) {
  9139. switch( type ) {
  9140. case SC_MERC_FLEEUP:
  9141. case SC_MERC_ATKUP:
  9142. case SC_MERC_HPUP:
  9143. case SC_MERC_SPUP:
  9144. case SC_MERC_HITUP:
  9145. if( sce->val1 > val1 )
  9146. val1 = sce->val1;
  9147. break;
  9148. case SC_ADRENALINE:
  9149. case SC_ADRENALINE2:
  9150. case SC_WEAPONPERFECTION:
  9151. case SC_OVERTHRUST:
  9152. if (sce->val2 > val2)
  9153. return 0;
  9154. break;
  9155. case SC_GOSPEL:
  9156. // Must not override a casting gospel char.
  9157. if(sce->val4 == BCT_SELF)
  9158. return 0;
  9159. if(sce->val1 > val1)
  9160. return 1;
  9161. break;
  9162. case SC_ENDURE:
  9163. if(sce->val4 && !val4)
  9164. return 1; // Don't let you override infinite endure.
  9165. if(sce->val1 > val1)
  9166. return 1;
  9167. break;
  9168. case SC_JAILED:
  9169. // When a player is already jailed, do not edit the jail data.
  9170. val2 = sce->val2;
  9171. val3 = sce->val3;
  9172. val4 = sce->val4;
  9173. break;
  9174. case SC_LERADSDEW:
  9175. if (sc && sc->data[SC_BERSERK])
  9176. return 0;
  9177. case SC_SHAPESHIFT:
  9178. case SC_PROPERTYWALK:
  9179. break;
  9180. case SC_LEADERSHIP:
  9181. case SC_GLORYWOUNDS:
  9182. case SC_SOULCOLD:
  9183. case SC_HAWKEYES:
  9184. if( sce->val4 && !val4 ) // You cannot override master guild aura
  9185. return 0;
  9186. break;
  9187. case SC_JOINTBEAT:
  9188. if (sc && sc->data[type]->val2 & BREAK_NECK)
  9189. return 0; // BREAK_NECK cannot be stacked with new breaks until the status is over.
  9190. val2 |= sce->val2; // Stackable ailments
  9191. default:
  9192. if (scdb->flag[SCF_OVERLAPIGNORELEVEL])
  9193. break;
  9194. if(sce->val1 > val1)
  9195. return 1; // Return true to not mess up skill animations. [Skotlex]
  9196. }
  9197. }
  9198. vd = status_get_viewdata(bl);
  9199. std::bitset<SCB_MAX> calc_flag = scdb->calc_flag;
  9200. if(!(flag&SCSTART_LOADED)) // &4 - Do not parse val settings when loading SCs
  9201. switch(type)
  9202. {
  9203. /* Permanent effects */
  9204. case SC_AETERNA:
  9205. case SC_MODECHANGE:
  9206. case SC_WEIGHT50:
  9207. case SC_WEIGHT90:
  9208. case SC_BROKENWEAPON:
  9209. case SC_BROKENARMOR:
  9210. case SC_READYSTORM:
  9211. case SC_READYDOWN:
  9212. case SC_READYCOUNTER:
  9213. case SC_READYTURN:
  9214. case SC_DODGE:
  9215. case SC_PUSH_CART:
  9216. case SC_SPRITEMABLE:
  9217. case SC_CLAN_INFO:
  9218. case SC_DAILYSENDMAILCNT:
  9219. case SC_SOULATTACK:
  9220. tick = INFINITE_TICK;
  9221. break;
  9222. case SC_KEEPING:
  9223. case SC_BARRIER: {
  9224. unit_data *ud = unit_bl2ud(bl);
  9225. if (ud)
  9226. ud->attackabletime = ud->canact_tick = ud->canmove_tick = gettick() + tick;
  9227. }
  9228. break;
  9229. case SC_DECREASEAGI:
  9230. case SC_INCREASEAGI:
  9231. case SC_ADORAMUS:
  9232. if (type == SC_ADORAMUS) {
  9233. // 1000% base chance to blind, but still can be resisted
  9234. sc_start(src, bl, SC_BLIND, 1000, val1, skill_get_time(scdb->skill_id, val1));
  9235. if (sc->data[SC_ADORAMUS])
  9236. return 0; //Adoramus can't refresh itself, but it can cause blind again
  9237. }
  9238. val2 = 2 + val1; // Agi change
  9239. break;
  9240. case SC_ENDURE:
  9241. val2 = 7; // Hit-count [Celest]
  9242. if( !(flag&SCSTART_NOAVOID) && (bl->type&(BL_PC|BL_MER)) && !map_flag_gvg2(bl->m) && !map_getmapflag(bl->m, MF_BATTLEGROUND) && !val4 ) {
  9243. struct map_session_data *tsd;
  9244. if( sd ) {
  9245. int i;
  9246. for( i = 0; i < MAX_DEVOTION; i++ ) {
  9247. if( sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) )
  9248. status_change_start(src,&tsd->bl, type, 10000, val1, val2, val3, val4, tick, SCSTART_NOAVOID|SCSTART_NOICON);
  9249. }
  9250. }
  9251. else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) )
  9252. status_change_start(src,&tsd->bl, type, 10000, val1, val2, val3, val4, tick, SCSTART_NOAVOID|SCSTART_NOICON);
  9253. }
  9254. if( val4 )
  9255. tick = INFINITE_TICK;
  9256. break;
  9257. case SC_AUTOBERSERK:
  9258. if (status->hp < status->max_hp>>2 &&
  9259. (!sc->data[SC_PROVOKE] || sc->data[SC_PROVOKE]->val4==0))
  9260. sc_start4(src,bl,SC_PROVOKE,100,10,0,0,1,60000);
  9261. tick = INFINITE_TICK;
  9262. break;
  9263. case SC_SIGNUMCRUCIS:
  9264. val2 = 10 + 4*val1; // Def reduction
  9265. tick = INFINITE_TICK;
  9266. clif_emotion(bl, ET_SWEAT);
  9267. break;
  9268. case SC_MAXIMIZEPOWER:
  9269. tick_time = val2 = tick>0?tick:60000;
  9270. tick = INFINITE_TICK; // Duration sent to the client should be infinite
  9271. break;
  9272. case SC_EDP:
  9273. val2 = val1 + 2; // Chance to Poison enemies.
  9274. #ifndef RENEWAL
  9275. val3 = 50*(val1+1); // Damage increase (+50 +50*lv%)
  9276. #endif
  9277. if (sd) {
  9278. uint16 poison_level = pc_checkskill(sd, GC_RESEARCHNEWPOISON);
  9279. if (poison_level > 0) {
  9280. tick += 30000; // Base of 30 seconds
  9281. tick += poison_level * 15 * 1000; // Additional 15 seconds per level
  9282. }
  9283. }
  9284. break;
  9285. case SC_POISONREACT:
  9286. #ifdef RENEWAL
  9287. val2=(val1 - ((val1-1) % 1 - 1)) / 2;
  9288. #else
  9289. val2=(val1+1)/2 + val1/10; // Number of counters [Skotlex]
  9290. #endif
  9291. val3=50; // + 5*val1; // Chance to counter. [Skotlex]
  9292. break;
  9293. case SC_MAGICROD:
  9294. val2 = val1*20; // SP gained
  9295. break;
  9296. case SC_KYRIE:
  9297. if( val4 ) { // Formulas for Praefatio
  9298. val2 = (status->max_hp * (val1 * 2 + 10) / 100) + val4 * 2; //%Max HP to absorb
  9299. val3 = 6 + val1; //Hits
  9300. } else { // Formulas for Kyrie Eleison
  9301. val2 = status->max_hp * (val1 * 2 + 10) / 100;
  9302. val3 = (val1 / 2 + 5);
  9303. }
  9304. break;
  9305. case SC_MAGICPOWER:
  9306. #ifdef RENEWAL
  9307. val3 = 5 * val1; // Matk% increase
  9308. #else
  9309. val2 = 1; // Lasts 1 invocation
  9310. val3 = 10 * val1; // Matk% increase
  9311. val4 = 0; // 0 = ready to be used, 1 = activated and running
  9312. #endif
  9313. break;
  9314. case SC_SACRIFICE:
  9315. val2 = 5; // Lasts 5 hits
  9316. tick = INFINITE_TICK;
  9317. break;
  9318. case SC_ENCPOISON:
  9319. val2= 250+50*val1; // Poisoning Chance (2.5+0.5%) in 1/10000 rate
  9320. break;
  9321. case SC_ELEMENTALCHANGE:
  9322. // val1 : Element Lvl (if called by skill lvl 1, takes random value between 1 and 4)
  9323. // val2 : Element (When no element, random one is picked)
  9324. // val3 : 0 = called by skill 1 = called by script (fixed level)
  9325. if( !val2 ) val2 = rnd()%ELE_ALL;
  9326. if( val1 == 1 && val3 == 0 )
  9327. val1 = 1 + rnd()%4;
  9328. else if( val1 > 4 )
  9329. val1 = 4; // Max Level
  9330. val3 = 0; // Not need to keep this info.
  9331. break;
  9332. case SC_PROVIDENCE:
  9333. val2 = val1*5; // Race/Ele resist
  9334. break;
  9335. case SC_REFLECTSHIELD:
  9336. val2 = 10+val1*3; // %Dmg reflected
  9337. // val4 used to mark if reflect shield is an inheritance bonus from Devotion
  9338. if( !(flag&SCSTART_NOAVOID) && (bl->type&(BL_PC|BL_MER)) ) {
  9339. struct map_session_data *tsd;
  9340. if( sd ) {
  9341. int i;
  9342. for( i = 0; i < MAX_DEVOTION; i++ ) {
  9343. if( sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) )
  9344. status_change_start(src,&tsd->bl, type, 10000, val1, val2, 0, 1, tick, SCSTART_NOAVOID|SCSTART_NOICON);
  9345. }
  9346. }
  9347. else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) )
  9348. status_change_start(src,&tsd->bl, type, 10000, val1, val2, 0, 1, tick, SCSTART_NOAVOID|SCSTART_NOICON);
  9349. }
  9350. break;
  9351. case SC_STRIPWEAPON:
  9352. if (!sd) // Watk reduction
  9353. val2 = 25;
  9354. break;
  9355. case SC_STRIPSHIELD:
  9356. if (!sd) // Def reduction
  9357. val2 = 15;
  9358. break;
  9359. case SC_STRIPARMOR:
  9360. if (!sd) // Vit reduction
  9361. val2 = 40;
  9362. break;
  9363. case SC_STRIPHELM:
  9364. if (!sd) // Int reduction
  9365. val2 = 40;
  9366. break;
  9367. case SC_AUTOSPELL:
  9368. // Val1 Skill LV of Autospell
  9369. // Val2 Skill ID to cast
  9370. // Val3 Max Lv to cast
  9371. #ifdef RENEWAL
  9372. val4 = val1 * 2; // Chance of casting
  9373. #else
  9374. val4 = 5 + val1*2; // Chance of casting
  9375. #endif
  9376. break;
  9377. case SC_VOLCANO:
  9378. {
  9379. int8 enchant_eff[] = { 10, 14, 17, 19, 20 }; // Enchant addition
  9380. uint8 i = max((val1-1)%5, 0);
  9381. #ifdef RENEWAL
  9382. val2 = 5 + val1 * 5; // ATK/MATK increase
  9383. #else
  9384. val2 = val1*10; // Watk increase
  9385. if (status->def_ele != ELE_FIRE)
  9386. val2 = 0;
  9387. #endif
  9388. val3 = enchant_eff[i];
  9389. }
  9390. break;
  9391. case SC_VIOLENTGALE:
  9392. {
  9393. int8 enchant_eff[] = { 10, 14, 17, 19, 20 }; // Enchant addition
  9394. uint8 i = max((val1-1)%5, 0);
  9395. val2 = val1*3; // Flee increase
  9396. #ifndef RENEWAL
  9397. if (status->def_ele != ELE_WIND)
  9398. val2 = 0;
  9399. #endif
  9400. val3 = enchant_eff[i];
  9401. }
  9402. break;
  9403. case SC_DELUGE:
  9404. {
  9405. int8 deluge_eff[] = { 5, 9, 12, 14, 15 }; // HP addition rate n/100
  9406. int8 enchant_eff[] = { 10, 14, 17, 19, 20 }; // Enchant addition
  9407. uint8 i = max((val1-1)%5, 0);
  9408. val2 = deluge_eff[i]; // HP increase
  9409. #ifndef RENEWAL
  9410. if (status->def_ele != ELE_WATER)
  9411. val2 = 0;
  9412. #endif
  9413. val3 = enchant_eff[i];
  9414. }
  9415. break;
  9416. case SC_SUITON:
  9417. if (!val2 || (sd && (sd->class_&MAPID_BASEMASK) == MAPID_NINJA)) {
  9418. // No penalties.
  9419. val2 = 0; // Agi penalty
  9420. val3 = 0; // Walk speed penalty
  9421. break;
  9422. }
  9423. val3 = 50;
  9424. val2 = 3*((val1+1)/3);
  9425. if (val1 > 4) val2--;
  9426. //Suiton is a special case, stop effect is forced and only happens when target enters it
  9427. if (!unit_blown_immune(bl, 0x1))
  9428. unit_stop_walking(bl, 9);
  9429. break;
  9430. case SC_ONEHAND:
  9431. case SC_TWOHANDQUICKEN:
  9432. val2 = 300;
  9433. if (val1 > 10) // For boss casted skills [Skotlex]
  9434. val2 += 20*(val1-10);
  9435. break;
  9436. case SC_MERC_QUICKEN:
  9437. val2 = 300;
  9438. break;
  9439. #ifndef RENEWAL_ASPD
  9440. case SC_SPEARQUICKEN:
  9441. val2 = 200+10*val1;
  9442. break;
  9443. #endif
  9444. case SC_DANCING:
  9445. // val1 : Skill ID + LV
  9446. // val2 : Skill Group of the Dance.
  9447. // val3 : Brings the skill_lv (merged into val1 here)
  9448. // val4 : Partner
  9449. if (val1 == CG_MOONLIT)
  9450. clif_status_change(bl,EFST_MOON,1,tick,0, 0, 0);
  9451. val1|= (val3<<16);
  9452. val3 = tick/1000; // Tick duration
  9453. tick_time = 1000; // [GodLesZ] tick time
  9454. break;
  9455. #ifndef RENEWAL
  9456. case SC_LONGING:
  9457. val2 = 500-100*val1; // Aspd penalty.
  9458. break;
  9459. #else
  9460. case SC_ENSEMBLEFATIGUE:
  9461. val2 = 30; // Speed and ASPD penalty
  9462. break;
  9463. case SC_RICHMANKIM:
  9464. val2 = 10 + 10 * val1; // Exp increase bonus
  9465. break;
  9466. case SC_DRUMBATTLE:
  9467. val2 = 15 + val1 * 5; // Atk increase
  9468. val3 = val1 * 15; // Def increase
  9469. break;
  9470. case SC_NIBELUNGEN:
  9471. val2 = rnd() % RINGNBL_MAX; // See e_nibelungen_status
  9472. break;
  9473. case SC_SIEGFRIED:
  9474. val2 = val1 * 3; // Elemental Resistance
  9475. val3 = val1 * 5; // Status ailment resistance
  9476. break;
  9477. case SC_WHISTLE:
  9478. val2 = 18 + 2 * val1; // Flee increase
  9479. val3 = (val1 + 1) / 2; // Perfect dodge increase
  9480. break;
  9481. case SC_ASSNCROS:
  9482. val2 = val1 < 10 ? val1 * 2 - 1 : 20; // ASPD increase
  9483. break;
  9484. case SC_POEMBRAGI:
  9485. val2 = 2 * val1; // Cast time reduction
  9486. val3 = 3 * val1; // After-cast delay reduction
  9487. break;
  9488. case SC_APPLEIDUN:
  9489. val2 = val1 < 10 ? 9 + val1 : 20; // HP rate increase
  9490. val3 = 2 * val1; // Potion recovery rate
  9491. break;
  9492. case SC_HUMMING:
  9493. val2 = 4 * val1; // Hit increase
  9494. break;
  9495. case SC_DONTFORGETME:
  9496. val2 = 1 + 30 * val1; // ASPD decrease
  9497. val3 = 5 + 2 * val1; // Movement speed adjustment.
  9498. break;
  9499. case SC_FORTUNE:
  9500. val2 = val1 * 10; // Critical increase
  9501. break;
  9502. case SC_SERVICE4U:
  9503. val2 = val1 < 10 ? 9 + val1 : 20; // MaxSP percent increase
  9504. val3 = 5 + val1; // SP cost reduction
  9505. break;
  9506. #endif
  9507. case SC_EXPLOSIONSPIRITS:
  9508. val2 = 75 + 25*val1; // Cri bonus
  9509. break;
  9510. case SC_ASPDPOTION0:
  9511. case SC_ASPDPOTION1:
  9512. case SC_ASPDPOTION2:
  9513. case SC_ASPDPOTION3:
  9514. val2 = 50*(2+type-SC_ASPDPOTION0);
  9515. break;
  9516. case SC_ATTHASTE_CASH:
  9517. val2 = 50*val1; // Just custom for pre-re
  9518. break;
  9519. case SC_NOCHAT:
  9520. // A hardcoded interval of 60 seconds is expected, as the time that SC_NOCHAT uses is defined by
  9521. // mmocharstatus.manner, each negative point results in 1 minute with this status activated.
  9522. // This is done this way because the message that the client displays is hardcoded, and only
  9523. // shows how many minutes are remaining. [Panikon]
  9524. tick = 60000;
  9525. val1 = battle_config.manner_system; // Mute filters.
  9526. if (sd) {
  9527. clif_changestatus(sd,SP_MANNER,sd->status.manner);
  9528. clif_updatestatus(sd,SP_MANNER);
  9529. }
  9530. break;
  9531. case SC_STONEWAIT:
  9532. val3 = max(1, tick - delay); // Petrify time
  9533. tick = delay;
  9534. break;
  9535. case SC_DPOISON:
  9536. // Lose 10/15% of your life as long as it doesn't brings life below 25%
  9537. if (status->hp > status->max_hp>>2) {
  9538. int diff = status->max_hp*(bl->type==BL_PC?10:15)/100;
  9539. if (status->hp - diff < status->max_hp>>2)
  9540. diff = status->hp - (status->max_hp>>2);
  9541. status_zap(bl, diff, 0);
  9542. }
  9543. // Fall through
  9544. case SC_STONE:
  9545. case SC_POISON:
  9546. case SC_BLEEDING:
  9547. case SC_BURNING:
  9548. tick_time = status_get_sc_interval(type);
  9549. val4 = tick - tick_time; // Remaining time
  9550. break;
  9551. case SC_TOXIN:
  9552. if (val3 == 1) // Target
  9553. tick_time = status_get_sc_interval(type);
  9554. else // Caster
  9555. tick_time = 1000;
  9556. val4 = tick - tick_time; // Remaining time
  9557. break;
  9558. case SC_DEATHHURT:
  9559. if (val3 == 1)
  9560. break;
  9561. tick_time = status_get_sc_interval(type);
  9562. val4 = tick - tick_time; // Remaining time
  9563. case SC_LEECHESEND:
  9564. if (val3 == 0)
  9565. break;
  9566. tick_time = status_get_sc_interval(type);
  9567. val4 = tick - tick_time; // Remaining time
  9568. break;
  9569. case SC_PYREXIA:
  9570. if (val3 == 1) { // Target
  9571. // Causes blind for duration of pyrexia, unreducable and unavoidable, but can be healed with e.g. green potion
  9572. status_change_start(src, bl, SC_BLIND, 10000, val1, 0, 0, 0, tick, SCSTART_NOAVOID | SCSTART_NOTICKDEF | SCSTART_NORATEDEF);
  9573. tick_time = status_get_sc_interval(type);
  9574. val4 = tick - tick_time; // Remaining time
  9575. } else // Caster
  9576. val2 = 15; // CRIT % and ATK % increase
  9577. break;
  9578. case SC_VENOMBLEED:
  9579. if (val3 == 0) // Caster
  9580. val2 = 30; // Reflect damage % reduction
  9581. break;
  9582. case SC_MAGICMUSHROOM:
  9583. if (val3 == 1) { // Target
  9584. tick_time = status_get_sc_interval(type);
  9585. val4 = tick - tick_time; // Remaining time
  9586. } else // Caster
  9587. val2 = 10; // After-cast delay % reduction
  9588. break;
  9589. case SC_CONFUSION:
  9590. if (!val4)
  9591. clif_emotion(bl,ET_QUESTION);
  9592. break;
  9593. case SC_S_LIFEPOTION:
  9594. case SC_L_LIFEPOTION:
  9595. case SC_M_LIFEPOTION:
  9596. case SC_S_MANAPOTION:
  9597. if( val1 == 0 ) return 0;
  9598. // val1 = heal percent/amout
  9599. // val2 = seconds between heals
  9600. // val4 = total of heals
  9601. if( val2 < 1 ) val2 = 1;
  9602. if( (val4 = tick/(val2 * 1000)) < 1 )
  9603. val4 = 1;
  9604. tick_time = val2 * 1000; // [GodLesZ] tick time
  9605. break;
  9606. case SC_BOSSMAPINFO:
  9607. if( sd != NULL ) {
  9608. struct mob_data *boss_md = map_getmob_boss(bl->m); // Search for Boss on this Map
  9609. if( boss_md == NULL ) { // No MVP on this map
  9610. clif_bossmapinfo(sd, NULL, BOSS_INFO_NOT);
  9611. return 0;
  9612. }
  9613. val1 = boss_md->bl.id;
  9614. tick_time = 1000; // [GodLesZ] tick time
  9615. val4 = tick / tick_time;
  9616. }
  9617. break;
  9618. case SC_HIDING:
  9619. val2 = tick/1000;
  9620. tick_time = 1000; // [GodLesZ] tick time
  9621. val3 = 0; // Unused, previously speed adjustment
  9622. val4 = val1+3; // Seconds before SP substraction happen.
  9623. break;
  9624. case SC_CHASEWALK:
  9625. val2 = tick>0?tick:10000; // Interval at which SP is drained.
  9626. val3 = 35 - 5 * val1; // Speed adjustment.
  9627. if (sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_ROGUE)
  9628. val3 -= 40;
  9629. val4 = 10+val1*2; // SP cost.
  9630. if (map_flag_gvg2(bl->m) || map_getmapflag(bl->m, MF_BATTLEGROUND)) val4 *= 5;
  9631. break;
  9632. case SC_CLOAKING:
  9633. if (!sd) // Monsters should be able to walk with no penalties. [Skotlex]
  9634. val1 = 10;
  9635. tick_time = val2 = tick>0?tick:60000; // SP consumption rate.
  9636. tick = INFINITE_TICK; // Duration sent to the client should be infinite
  9637. val3 = 0; // Unused, previously walk speed adjustment
  9638. // val4&1 signals the presence of a wall.
  9639. // val4&2 makes cloak not end on normal attacks [Skotlex]
  9640. // val4&4 makes cloak not end on using skills
  9641. if (bl->type == BL_PC || (bl->type == BL_MOB && ((TBL_MOB*)bl)->special_state.clone) ) // Standard cloaking.
  9642. val4 |= battle_config.pc_cloak_check_type&7;
  9643. else
  9644. val4 |= battle_config.monster_cloak_check_type&7;
  9645. break;
  9646. case SC_SIGHT: /* splash status */
  9647. case SC_RUWACH:
  9648. case SC_SIGHTBLASTER:
  9649. val3 = skill_get_splash(val2, val1); // Val2 should bring the skill-id.
  9650. val2 = tick/20;
  9651. tick_time = 20; // [GodLesZ] tick time
  9652. break;
  9653. case SC_AUTOGUARD:
  9654. if( !(flag&SCSTART_NOAVOID) ) {
  9655. struct map_session_data *tsd;
  9656. int i;
  9657. for( i = val2 = 0; i < val1; i++) {
  9658. int t = 5-(i>>1);
  9659. val2 += (t < 0)? 1:t;
  9660. }
  9661. if( bl->type&(BL_PC|BL_MER) ) {
  9662. if( sd ) {
  9663. for( i = 0; i < MAX_DEVOTION; i++ ) {
  9664. if( sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) )
  9665. status_change_start(src,&tsd->bl, type, 10000, val1, val2, 0, 0, tick, SCSTART_NOAVOID|SCSTART_NOICON);
  9666. }
  9667. }
  9668. else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) )
  9669. status_change_start(src,&tsd->bl, type, 10000, val1, val2, 0, 0, tick, SCSTART_NOAVOID|SCSTART_NOICON);
  9670. }
  9671. }
  9672. break;
  9673. case SC_DEFENDER:
  9674. if (!(flag&SCSTART_NOAVOID)) {
  9675. val2 = 5 + 15*val1; // Damage reduction
  9676. val3 = 0; // Unused, previously speed adjustment
  9677. val4 = 250 - 50*val1; // Aspd adjustment
  9678. if (sd) {
  9679. struct map_session_data *tsd;
  9680. int i;
  9681. for (i = 0; i < MAX_DEVOTION; i++) { // See if there are devoted characters, and pass the status to them. [Skotlex]
  9682. if (sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])))
  9683. status_change_start(src,&tsd->bl,type,10000,val1,val2,val3,val4,tick,SCSTART_NOAVOID);
  9684. }
  9685. }
  9686. }
  9687. break;
  9688. case SC_TENSIONRELAX:
  9689. if (sd) {
  9690. pc_setsit(sd);
  9691. skill_sit(sd, true);
  9692. clif_sitting(&sd->bl);
  9693. }
  9694. val2 = 12; // SP cost
  9695. tick_time = 10000; // Decrease at 10secs intervals.
  9696. val3 = tick / tick_time;
  9697. tick = INFINITE_TICK; // Duration sent to the client should be infinite
  9698. break;
  9699. case SC_PARRYING:
  9700. val2 = 20 + val1*3; // Block Chance
  9701. break;
  9702. case SC_WINDWALK:
  9703. val2 = (val1+1)/2; // Flee bonus is 1/1/2/2/3/3/4/4/5/5
  9704. break;
  9705. case SC_JOINTBEAT:
  9706. if( val2&BREAK_NECK )
  9707. sc_start2(src,bl,SC_BLEEDING,100,val1,val3,skill_get_time2(scdb->skill_id,val1));
  9708. break;
  9709. case SC_BERSERK:
  9710. if( val3 == SC__BLOODYLUST )
  9711. sc_start(src,bl,(sc_type)val3,100,val1,tick);
  9712. else
  9713. sc_start4(src,bl, SC_ENDURE, 100,10,0,0,1, tick);
  9714. // HP healing is performing after the calc_status call.
  9715. // Val2 holds HP penalty
  9716. if (!val4) val4 = skill_get_time2(scdb->skill_id,val1);
  9717. if (!val4) val4 = 10000; // Val4 holds damage interval
  9718. val3 = tick/val4; // val3 holds skill duration
  9719. tick_time = val4; // [GodLesZ] tick time
  9720. break;
  9721. case SC_GOSPEL:
  9722. if(val4 == BCT_SELF) { // Self effect
  9723. val2 = tick/10000;
  9724. tick_time = 10000; // [GodLesZ] tick time
  9725. status_change_clear_buffs(bl, SCCB_BUFFS|SCCB_DEBUFFS|SCCB_CHEM_PROTECT); // Remove buffs/debuffs
  9726. }
  9727. break;
  9728. case SC_MARIONETTE:
  9729. {
  9730. int stat;
  9731. val3 = 0;
  9732. val4 = 0;
  9733. stat = ( sd ? sd->status.str : status_get_base_status(bl)->str ) / 2; val3 |= cap_value(stat,0,0xFF)<<16;
  9734. stat = ( sd ? sd->status.agi : status_get_base_status(bl)->agi ) / 2; val3 |= cap_value(stat,0,0xFF)<<8;
  9735. stat = ( sd ? sd->status.vit : status_get_base_status(bl)->vit ) / 2; val3 |= cap_value(stat,0,0xFF);
  9736. stat = ( sd ? sd->status.int_: status_get_base_status(bl)->int_) / 2; val4 |= cap_value(stat,0,0xFF)<<16;
  9737. stat = ( sd ? sd->status.dex : status_get_base_status(bl)->dex ) / 2; val4 |= cap_value(stat,0,0xFF)<<8;
  9738. stat = ( sd ? sd->status.luk : status_get_base_status(bl)->luk ) / 2; val4 |= cap_value(stat,0,0xFF);
  9739. break;
  9740. }
  9741. case SC_MARIONETTE2:
  9742. {
  9743. int stat,max_stat;
  9744. // Fetch caster information
  9745. struct block_list *pbl = map_id2bl(val1);
  9746. struct status_change *psc = pbl?status_get_sc(pbl):NULL;
  9747. struct status_change_entry *psce = psc?psc->data[SC_MARIONETTE]:NULL;
  9748. // Fetch target's stats
  9749. struct status_data* status2 = status_get_status_data(bl); // Battle status
  9750. if (!psce)
  9751. return 0;
  9752. val3 = 0;
  9753. val4 = 0;
  9754. max_stat = battle_config.max_parameter; // Cap to 99 (default)
  9755. stat = (psce->val3 >>16)&0xFF; stat = min(stat, max_stat - status2->str ); val3 |= cap_value(stat,0,0xFF)<<16;
  9756. stat = (psce->val3 >> 8)&0xFF; stat = min(stat, max_stat - status2->agi ); val3 |= cap_value(stat,0,0xFF)<<8;
  9757. stat = (psce->val3 >> 0)&0xFF; stat = min(stat, max_stat - status2->vit ); val3 |= cap_value(stat,0,0xFF);
  9758. stat = (psce->val4 >>16)&0xFF; stat = min(stat, max_stat - status2->int_); val4 |= cap_value(stat,0,0xFF)<<16;
  9759. stat = (psce->val4 >> 8)&0xFF; stat = min(stat, max_stat - status2->dex ); val4 |= cap_value(stat,0,0xFF)<<8;
  9760. stat = (psce->val4 >> 0)&0xFF; stat = min(stat, max_stat - status2->luk ); val4 |= cap_value(stat,0,0xFF);
  9761. break;
  9762. }
  9763. case SC_SPIRIT:
  9764. //1st Transcendent Spirit works similar to Marionette Control
  9765. if(sd && val2 == SL_HIGH) {
  9766. int stat,max_stat;
  9767. struct status_data *status2 = status_get_base_status(bl);
  9768. val3 = 0;
  9769. val4 = 0;
  9770. max_stat = (status_get_lv(bl)-10<50)?status_get_lv(bl)-10:50;
  9771. stat = max(0, max_stat - status2->str); val3 |= cap_value(stat,0,0xFF)<<16;
  9772. stat = max(0, max_stat - status2->agi ); val3 |= cap_value(stat,0,0xFF)<<8;
  9773. stat = max(0, max_stat - status2->vit ); val3 |= cap_value(stat,0,0xFF);
  9774. stat = max(0, max_stat - status2->int_); val4 |= cap_value(stat,0,0xFF)<<16;
  9775. stat = max(0, max_stat - status2->dex ); val4 |= cap_value(stat,0,0xFF)<<8;
  9776. stat = max(0, max_stat - status2->luk ); val4 |= cap_value(stat,0,0xFF);
  9777. }
  9778. break;
  9779. case SC_REJECTSWORD:
  9780. val2 = 15*val1; // Reflect chance
  9781. val3 = 3; // Reflections
  9782. tick = INFINITE_TICK;
  9783. break;
  9784. case SC_MEMORIZE:
  9785. val2 = 5; // Memorized casts.
  9786. tick = INFINITE_TICK;
  9787. break;
  9788. #ifndef RENEWAL
  9789. case SC_GRAVITATION:
  9790. val2 = 50*val1; // aspd reduction
  9791. break;
  9792. #endif
  9793. case SC_REGENERATION:
  9794. if (val1 == 1)
  9795. val2 = 2;
  9796. else
  9797. val2 = val1; // HP Regerenation rate: 200% 200% 300%
  9798. val3 = val1; // SP Regeneration Rate: 100% 200% 300%
  9799. // If val4 comes set, this blocks regen rather than increase it.
  9800. break;
  9801. case SC_DEVOTION:
  9802. {
  9803. struct block_list *d_bl;
  9804. struct status_change *d_sc;
  9805. if( (d_bl = map_id2bl(val1)) && (d_sc = status_get_sc(d_bl)) && d_sc->count ) { // Inherits Status From Source
  9806. const enum sc_type types[] = { SC_AUTOGUARD, SC_DEFENDER, SC_REFLECTSHIELD, SC_ENDURE };
  9807. int i = (map_flag_gvg2(bl->m) || map_getmapflag(bl->m, MF_BATTLEGROUND))?2:3;
  9808. while( i >= 0 ) {
  9809. enum sc_type type2 = types[i];
  9810. if( d_sc->data[type2] )
  9811. status_change_start(d_bl, bl, type2, 10000, d_sc->data[type2]->val1, 0, 0, (type2 == SC_REFLECTSHIELD ? 1 : 0), skill_get_time(status_db.getSkill(type2),d_sc->data[type2]->val1), (type2 == SC_DEFENDER) ? SCSTART_NOAVOID : SCSTART_NOAVOID|SCSTART_NOICON);
  9812. i--;
  9813. }
  9814. }
  9815. break;
  9816. }
  9817. case SC_COMA: // Coma. Sends a char to 1HP. If val2, do not zap sp
  9818. status_zap(bl, status->hp-1, val2?0:status->sp);
  9819. return 1;
  9820. break;
  9821. case SC_CLOSECONFINE2:
  9822. {
  9823. struct block_list *src2 = val2?map_id2bl(val2):NULL;
  9824. struct status_change *sc2 = src2?status_get_sc(src2):NULL;
  9825. struct status_change_entry *sce2 = sc2?sc2->data[SC_CLOSECONFINE]:NULL;
  9826. if (src2 && sc2) {
  9827. if (!sce2) { // Start lock on caster.
  9828. #ifdef RENEWAL
  9829. val3 = 50; // Flee increase
  9830. #else
  9831. val3 = 10; // Flee increase
  9832. #endif
  9833. sc_start4(src2,src2,SC_CLOSECONFINE,100,val1,1,val3,0,tick+1000);
  9834. } else { // Increase count of locked enemies and refresh time.
  9835. (sce2->val2)++;
  9836. delete_timer(sce2->timer, status_change_timer);
  9837. sce2->timer = add_timer(gettick()+tick+1000, status_change_timer, src2->id, SC_CLOSECONFINE);
  9838. }
  9839. } else // Status failed.
  9840. return 0;
  9841. }
  9842. break;
  9843. case SC_KAITE:
  9844. val2 = 1+val1/5; // Number of bounces: 1 + skill_lv/5
  9845. break;
  9846. case SC_KAUPE:
  9847. switch (val1) {
  9848. case 3: // 33*3 + 1 -> 100%
  9849. val2++;
  9850. case 1:
  9851. case 2: // 33, 66%
  9852. val2 += 33*val1;
  9853. val3 = 1; // Dodge 1 attack total.
  9854. break;
  9855. default: // Custom. For high level mob usage, higher level means more blocks. [Skotlex]
  9856. val2 = 100;
  9857. val3 = val1-2;
  9858. break;
  9859. }
  9860. break;
  9861. case SC_COMBO:
  9862. {
  9863. // val1: Skill ID
  9864. // val2: When given, target (for autotargetting skills)
  9865. // val3: When set, this combo time should NOT delay attack/movement
  9866. // val3: If set to 2 this combo will delay ONLY attack
  9867. // val3: TK: Last used kick
  9868. // val4: TK: Combo time
  9869. struct unit_data *ud = unit_bl2ud(bl);
  9870. if ( ud && (!val3 || val3 == 2) ) {
  9871. tick += 300 * battle_config.combo_delay_rate/100;
  9872. ud->attackabletime = gettick()+tick;
  9873. if( !val3 )
  9874. unit_set_walkdelay(bl, gettick(), tick, 1);
  9875. }
  9876. val3 = 0;
  9877. val4 = tick;
  9878. break;
  9879. }
  9880. case SC_EARTHSCROLL:
  9881. val2 = 11-val1; // Chance to consume: 11-skill_lv%
  9882. break;
  9883. case SC_RUN:
  9884. {
  9885. //Store time at which you started running.
  9886. t_tick currenttick = gettick();
  9887. // Note: this int64 value is stored in two separate int32 variables (FIXME)
  9888. val3 = (int)(currenttick & 0x00000000ffffffffLL);
  9889. val4 = (int)((currenttick & 0xffffffff00000000LL) >> 32);
  9890. tick = INFINITE_TICK;
  9891. break;
  9892. }
  9893. case SC_KAAHI:
  9894. val2 = 200*val1; // HP heal
  9895. val3 = 5*val1; // SP cost
  9896. break;
  9897. case SC_BLESSING:
  9898. if (bl->type == BL_PC || (!undead_flag && status->race != RC_DEMON))
  9899. val2 = val1;
  9900. else
  9901. val2 = 0; // 0 -> Half stat.
  9902. break;
  9903. case SC_TRICKDEAD:
  9904. if (vd) vd->dead_sit = 1;
  9905. tick = INFINITE_TICK;
  9906. break;
  9907. case SC_CONCENTRATE:
  9908. val2 = 2 + val1;
  9909. if (sd) { // Store the card-bonus data that should not count in the %
  9910. val3 = sd->indexed_bonus.param_bonus[1]; // Agi
  9911. val4 = sd->indexed_bonus.param_bonus[4]; // Dex
  9912. } else
  9913. val3 = val4 = 0;
  9914. break;
  9915. case SC_MAXOVERTHRUST:
  9916. val2 = 20*val1; // Power increase
  9917. break;
  9918. case SC_OVERTHRUST:
  9919. case SC_ADRENALINE2:
  9920. case SC_ADRENALINE:
  9921. case SC_WEAPONPERFECTION:
  9922. {
  9923. struct map_session_data * s_sd = BL_CAST(BL_PC, src);
  9924. if (type == SC_OVERTHRUST) {
  9925. // val2 holds if it was casted on self, or is bonus received from others
  9926. #ifdef RENEWAL
  9927. val3 = (val2) ? 5 * val1 : (val1 > 4) ? 15 : (val1 > 2) ? 10 : 5; // Power increase
  9928. #else
  9929. val3 = (val2) ? 5 * val1 : 5; // Power increase
  9930. #endif
  9931. }
  9932. else if (type == SC_ADRENALINE2 || type == SC_ADRENALINE) {
  9933. val3 = (val2) ? 300 : 200; // Aspd increase
  9934. }
  9935. if (s_sd && pc_checkskill(s_sd, BS_HILTBINDING) > 0)
  9936. tick += tick / 10; //If caster has Hilt Binding, duration increases by 10%
  9937. }
  9938. break;
  9939. case SC_CONCENTRATION:
  9940. #ifdef RENEWAL
  9941. val2 = 5 + val1 * 2; // Batk/Watk Increase
  9942. val4 = 5 + val1 * 2; // Def reduction
  9943. #else
  9944. val2 = 5*val1; // Batk/Watk Increase
  9945. val4 = 5*val1; // Def reduction
  9946. #endif
  9947. val3 = 10*val1; // Hit Increase
  9948. sc_start(src, bl, SC_ENDURE, 100, 1, tick); // Level 1 Endure effect
  9949. break;
  9950. case SC_ANGELUS:
  9951. val2 = 5*val1; // def increase
  9952. break;
  9953. case SC_IMPOSITIO:
  9954. val2 = 5*val1; // WATK/MATK increase
  9955. break;
  9956. case SC_MELTDOWN:
  9957. val2 = 100*val1; // Chance to break weapon
  9958. val3 = 70*val1; // Change to break armor
  9959. break;
  9960. case SC_TRUESIGHT:
  9961. val2 = 10*val1; // Critical increase
  9962. val3 = 3*val1; // Hit increase
  9963. break;
  9964. case SC_SUN_COMFORT:
  9965. val2 = (status_get_lv(bl) + status->dex + status->luk)/2; // def increase
  9966. break;
  9967. case SC_MOON_COMFORT:
  9968. val2 = (status_get_lv(bl) + status->dex + status->luk)/10; // flee increase
  9969. break;
  9970. case SC_STAR_COMFORT:
  9971. val2 = (status_get_lv(bl) + status->dex + status->luk); // Aspd increase
  9972. break;
  9973. case SC_QUAGMIRE:
  9974. val2 = (sd?5:10)*val1; // Agi/Dex decrease.
  9975. break;
  9976. // gs_something1 [Vicious]
  9977. case SC_GATLINGFEVER:
  9978. val2 = 20*val1; // Aspd increase
  9979. val3 = 20+10*val1; // Atk increase
  9980. val4 = 5*val1; // Flee decrease
  9981. break;
  9982. case SC_FLING:
  9983. if (bl->type == BL_PC)
  9984. val2 = 0; // No armor reduction to players.
  9985. else
  9986. val2 = 5*val1; // Def reduction
  9987. val3 = 5*val1; // Def2 reduction
  9988. break;
  9989. case SC_PROVOKE:
  9990. val2 = 2+3*val1; // Atk increase
  9991. val3 = 5+5*val1; // Def reduction.
  9992. // val4 signals autoprovoke.
  9993. break;
  9994. case SC_AVOID:
  9995. // val2 = 10*val1; // Speed change rate.
  9996. break;
  9997. case SC_DEFENCE:
  9998. #ifdef RENEWAL
  9999. val2 = 5 + (val1 * 5); // Vit bonus
  10000. #else
  10001. val2 = 2*val1; // Def bonus
  10002. #endif
  10003. break;
  10004. case SC_BLOODLUST:
  10005. val2 = 20+10*val1; // Atk rate change.
  10006. val3 = 3*val1; // Leech chance
  10007. val4 = 20; // Leech percent
  10008. break;
  10009. case SC_FLEET:
  10010. val2 = 30*val1; // Aspd change
  10011. val3 = 5+5*val1; // bAtk/wAtk rate change
  10012. break;
  10013. case SC_MINDBREAKER:
  10014. val2 = 20*val1; // matk increase.
  10015. val3 = 12*val1; // mdef2 reduction.
  10016. break;
  10017. case SC_JAILED:
  10018. // Val1 is duration in minutes. Use INT_MAX to specify 'unlimited' time.
  10019. tick = val1>0?1000:250;
  10020. if (sd) {
  10021. if (sd->mapindex != val2) {
  10022. int pos = (bl->x&0xFFFF)|(bl->y<<16), // Current Coordinates
  10023. map_idx = sd->mapindex; // Current Map
  10024. // 1. Place in Jail (val2 -> Jail Map, val3 -> x, val4 -> y
  10025. pc_setpos(sd,(unsigned short)val2,val3,val4, CLR_TELEPORT);
  10026. // 2. Set restore point (val3 -> return map, val4 return coords
  10027. val3 = map_idx;
  10028. val4 = pos;
  10029. } else if (!val3 || val3 == sd->mapindex) { // Use save point.
  10030. val3 = sd->status.save_point.map;
  10031. val4 = (sd->status.save_point.x&0xFFFF)
  10032. |(sd->status.save_point.y<<16);
  10033. }
  10034. }
  10035. break;
  10036. case SC_UTSUSEMI:
  10037. val2=(val1+1)/2; // Number of hits blocked
  10038. val3=skill_get_blewcount(NJ_UTSUSEMI, val1); // knockback value.
  10039. break;
  10040. case SC_BUNSINJYUTSU:
  10041. val2=(val1+1)/2; // Number of hits blocked
  10042. break;
  10043. case SC_CHANGE:
  10044. val2= 30*val1; // Vit increase
  10045. val3= 20*val1; // Int increase
  10046. break;
  10047. case SC_SWOO:
  10048. if(status_has_mode(status,MD_STATUSIMMUNE))
  10049. tick /= 5; // !TODO: Reduce skill's duration. But for how long?
  10050. break;
  10051. case SC_ARMOR:
  10052. // NPC_DEFENDER:
  10053. val2 = 80; // Damage reduction
  10054. // Attack requirements to be blocked:
  10055. val3 = BF_LONG; // Range
  10056. val4 = BF_WEAPON|BF_MISC; // Type
  10057. break;
  10058. case SC_ENCHANTARMS:
  10059. // Make sure the received element is valid.
  10060. if (val1 >= ELE_ALL)
  10061. val1 = val1%ELE_ALL;
  10062. else if (val1 < 0)
  10063. val1 = rnd()%ELE_ALL;
  10064. break;
  10065. case SC_CRITICALWOUND:
  10066. val2 = 20*val1; // Heal effectiveness decrease
  10067. break;
  10068. case SC_MAGICMIRROR:
  10069. // Level 1 ~ 5 & 6 ~ 10 has different duration
  10070. // Level 6 ~ 10 use effect of level 1 ~ 5
  10071. val1 = 1 + ((val1-1)%5);
  10072. case SC_SLOWCAST:
  10073. val2 = 20*val1; // Magic reflection/cast rate
  10074. break;
  10075. case SC_ARMORCHANGE:
  10076. if (val2 == NPC_ANTIMAGIC) { // Boost mdef
  10077. val2 =-20;
  10078. val3 = 20;
  10079. } else { // Boost def
  10080. val2 = 20;
  10081. val3 =-20;
  10082. }
  10083. // Level 1 ~ 5 & 6 ~ 10 has different duration
  10084. // Level 6 ~ 10 use effect of level 1 ~ 5
  10085. val1 = 1 + ((val1-1)%5);
  10086. val2 *= val1; // 20% per level
  10087. val3 *= val1;
  10088. break;
  10089. case SC_EXPBOOST:
  10090. case SC_JEXPBOOST:
  10091. case SC_JP_EVENT04:
  10092. if (val1 < 0)
  10093. val1 = 0;
  10094. break;
  10095. case SC_INCFLEE2:
  10096. case SC_INCCRI:
  10097. val2 = val1*10; // Actual boost (since 100% = 1000)
  10098. break;
  10099. case SC_SUFFRAGIUM:
  10100. #ifdef RENEWAL
  10101. val2 = 5 + val1 * 5; // Speed cast decrease
  10102. #else
  10103. val2 = 15 * val1; // Speed cast decrease
  10104. #endif
  10105. break;
  10106. case SC_INCHEALRATE:
  10107. if (val1 < 1)
  10108. val1 = 1;
  10109. break;
  10110. case SC_DOUBLECAST:
  10111. val2 = 30+10*val1; // Trigger rate
  10112. break;
  10113. case SC_KAIZEL:
  10114. val2 = 10*val1; // % of life to be revived with
  10115. break;
  10116. // case SC_ARMOR_ELEMENT_WATER:
  10117. // case SC_ARMOR_ELEMENT_EARTH:
  10118. // case SC_ARMOR_ELEMENT_FIRE:
  10119. // case SC_ARMOR_ELEMENT_WIND:
  10120. // case SC_ARMOR_RESIST:
  10121. // Mod your resistance against elements:
  10122. // val1 = water | val2 = earth | val3 = fire | val4 = wind
  10123. // break;
  10124. // case ????:
  10125. // Place here SCs that have no SCB_* data, no skill associated, no ICON
  10126. // associated, and yet are not wrong/unknown. [Skotlex]
  10127. // break;
  10128. case SC_MERC_FLEEUP:
  10129. case SC_MERC_ATKUP:
  10130. case SC_MERC_HITUP:
  10131. val2 = 15 * val1;
  10132. break;
  10133. case SC_MERC_HPUP:
  10134. case SC_MERC_SPUP:
  10135. val2 = 5 * val1;
  10136. break;
  10137. case SC_REBIRTH:
  10138. val2 = 20*val1; // % of life to be revived with
  10139. break;
  10140. case SC_MANU_DEF:
  10141. case SC_MANU_ATK:
  10142. case SC_MANU_MATK:
  10143. val2 = 1; // Manuk group
  10144. break;
  10145. case SC_SPL_DEF:
  10146. case SC_SPL_ATK:
  10147. case SC_SPL_MATK:
  10148. val2 = 2; // Splendide group
  10149. break;
  10150. /* General */
  10151. case SC_FEAR:
  10152. status_change_start(src,bl,SC_ANKLE,10000,val1,0,0,0,2000,SCSTART_NOAVOID|SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  10153. break;
  10154. /* Rune Knight */
  10155. case SC_DEATHBOUND:
  10156. val2 = 500 + 100 * val1;
  10157. break;
  10158. case SC_STONEHARDSKIN:
  10159. if (!status_charge(bl, status->hp / 5, 0)) // 20% of HP
  10160. return 0;
  10161. if (sd)
  10162. val1 = sd->status.job_level * pc_checkskill(sd, RK_RUNEMASTERY) / 4; // DEF/MDEF Increase
  10163. break;
  10164. case SC_REFRESH:
  10165. status_heal(bl, status_get_max_hp(bl) * 25 / 100, 0, 1);
  10166. status_change_clear_buffs(bl, SCCB_REFRESH);
  10167. break;
  10168. case SC_MILLENNIUMSHIELD:
  10169. {
  10170. int8 chance = rnd()%100;
  10171. val2 = ((chance < 20) ? 4 : (chance < 50) ? 3 : 2); // Shield count
  10172. val3 = 1000; // Shield HP
  10173. clif_millenniumshield(bl, val2);
  10174. }
  10175. break;
  10176. case SC_ABUNDANCE:
  10177. val4 = tick / 10000;
  10178. tick_time = 10000; // [GodLesZ] tick time
  10179. break;
  10180. case SC_GIANTGROWTH:
  10181. val2 = 30; // Damage success rate and STR increase
  10182. break;
  10183. case SC_LUXANIMA:
  10184. val2 = 15; // Storm Blast success %
  10185. val3 = 30; // Damage/HP/SP % increase
  10186. break;
  10187. /* Arch Bishop */
  10188. case SC_RENOVATIO:
  10189. val4 = tick / 5000;
  10190. tick_time = 5000;
  10191. break;
  10192. case SC_SECRAMENT:
  10193. val2 = 10 * val1;
  10194. break;
  10195. case SC_VENOMIMPRESS:
  10196. val2 = 10 * val1;
  10197. break;
  10198. case SC_WEAPONBLOCKING:
  10199. val2 = 10 + 2 * val1; // Chance
  10200. val4 = tick / 5000;
  10201. tick_time = 5000; // [GodLesZ] tick time
  10202. break;
  10203. case SC_OBLIVIONCURSE:
  10204. if (val3 == 0)
  10205. break;
  10206. val4 = tick / 3000;
  10207. tick_time = 3000; // [GodLesZ] tick time
  10208. break;
  10209. case SC_CLOAKINGEXCEED:
  10210. val2 = (val1 + 1) / 2; // Hits
  10211. val3 = (val1 - 1) * 10; // Walk speed
  10212. if (bl->type == BL_PC)
  10213. val4 |= battle_config.pc_cloak_check_type&7;
  10214. else
  10215. val4 |= battle_config.monster_cloak_check_type&7;
  10216. tick_time = 1000; // [GodLesZ] tick time
  10217. break;
  10218. case SC_HALLUCINATIONWALK:
  10219. case SC_NPC_HALLUCINATIONWALK:
  10220. val2 = 50 * val1; // Evasion rate of physical attacks. Flee
  10221. val3 = 10 * val1; // Evasion rate of magical attacks.
  10222. break;
  10223. case SC_MARSHOFABYSS:
  10224. if( bl->type == BL_PC )
  10225. val2 = 3 * val1; // AGI and DEX Reduction
  10226. else // BL_MOB
  10227. val2 = 6 * val1; // AGI and DEX Reduction
  10228. val3 = 10 * val1; // Movement Speed Reduction
  10229. break;
  10230. case SC_FREEZE_SP:
  10231. // val2 = sp drain per 10 seconds
  10232. tick_time = 10000; // [GodLesZ] tick time
  10233. break;
  10234. case SC_SPHERE_1:
  10235. case SC_SPHERE_2:
  10236. case SC_SPHERE_3:
  10237. case SC_SPHERE_4:
  10238. case SC_SPHERE_5:
  10239. if( !sd )
  10240. return 0; // Should only work on players.
  10241. val4 = tick / 1000;
  10242. if( val4 < 1 )
  10243. val4 = 1;
  10244. tick_time = 1000; // [GodLesZ] tick time
  10245. break;
  10246. case SC_SHAPESHIFT:
  10247. switch( val1 ) {
  10248. case 1: val2 = ELE_FIRE; break;
  10249. case 2: val2 = ELE_EARTH; break;
  10250. case 3: val2 = ELE_WIND; break;
  10251. case 4: val2 = ELE_WATER; break;
  10252. }
  10253. break;
  10254. case SC_ELECTRICSHOCKER:
  10255. case SC_CRYSTALIZE:
  10256. val4 = tick / 1000;
  10257. if( val4 < 1 )
  10258. val4 = 1;
  10259. tick_time = 1000; // [GodLesZ] tick time
  10260. break;
  10261. case SC_MEIKYOUSISUI:
  10262. val2 = val1 * 2; // % HP each sec
  10263. val3 = val1; // % SP each sec
  10264. val4 = tick / 1000;
  10265. if( val4 < 1 )
  10266. val4 = 1;
  10267. tick_time = 1000;
  10268. break;
  10269. case SC_CAMOUFLAGE:
  10270. val4 = tick/1000;
  10271. tick_time = 1000; // [GodLesZ] tick time
  10272. break;
  10273. case SC_WUGDASH:
  10274. {
  10275. //Store time at which you started running.
  10276. t_tick currenttick = gettick();
  10277. // Note: this int64 value is stored in two separate int32 variables (FIXME)
  10278. val3 = (int)(currenttick&0x00000000ffffffffLL);
  10279. val4 = (int)((currenttick&0xffffffff00000000LL)>>32);
  10280. tick = INFINITE_TICK;
  10281. break;
  10282. }
  10283. case SC__SHADOWFORM:
  10284. {
  10285. struct map_session_data * s_sd = map_id2sd(val2);
  10286. if( s_sd )
  10287. s_sd->shadowform_id = bl->id;
  10288. val4 = tick / 1000;
  10289. tick_time = 1000; // [GodLesZ] tick time
  10290. }
  10291. break;
  10292. case SC__STRIPACCESSORY:
  10293. if (!sd)
  10294. val2 = 20;
  10295. break;
  10296. case SC__INVISIBILITY:
  10297. val2 = 50 - 10 * val1; // ASPD
  10298. val3 = 20 * val1; // CRITICAL
  10299. val4 = tick / 1000;
  10300. tick = INFINITE_TICK; // Duration sent to the client should be infinite
  10301. tick_time = 1000; // [GodLesZ] tick time
  10302. break;
  10303. case SC__ENERVATION:
  10304. val2 = 20 + 10 * val1; // ATK Reduction
  10305. if (sd) {
  10306. pc_delspiritball(sd,sd->spiritball,0);
  10307. pc_delspiritcharm(sd,sd->spiritcharm,sd->spiritcharm_type);
  10308. }
  10309. break;
  10310. case SC__GROOMY:
  10311. val2 = 20 + 10 * val1; // ASPD
  10312. val3 = 20 * val1; // HIT
  10313. if( sd ) { // Removes Animals
  10314. if( pc_isriding(sd) ) pc_setriding(sd, 0);
  10315. if( pc_isridingdragon(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_DRAGON);
  10316. if( pc_iswug(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_WUG);
  10317. if( pc_isridingwug(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_WUGRIDER);
  10318. if( pc_isfalcon(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_FALCON);
  10319. if( sd->status.pet_id > 0 ) pet_return_egg(sd, sd->pd);
  10320. if( hom_is_active(sd->hd) ) hom_vaporize(sd, HOM_ST_ACTIVE);
  10321. //if( sd->md ) mercenary_delete(sd->md,3); // Are Mercenaries removed? [aleos]
  10322. }
  10323. break;
  10324. case SC__LAZINESS:
  10325. val2 = 10 + 10 * val1; // Cast Increase
  10326. val3 = 10 * val1; // Flee Reduction
  10327. break;
  10328. case SC__UNLUCKY:
  10329. {
  10330. sc_type rand_eff;
  10331. switch(rnd() % 3) {
  10332. case 1: rand_eff = SC_BLIND; break;
  10333. case 2: rand_eff = SC_SILENCE; break;
  10334. default: rand_eff = SC_POISON; break;
  10335. }
  10336. val2 = 10 * val1; // Crit and Flee2 Reduction
  10337. status_change_start(src,bl,rand_eff,10000,val1,0,(rand_eff == SC_POISON ? src->id : 0),0,tick,SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  10338. break;
  10339. }
  10340. case SC__WEAKNESS:
  10341. val2 = 10 * val1;
  10342. // Bypasses coating protection and MADO
  10343. sc_start(src,bl,SC_STRIPWEAPON,100,val1,tick);
  10344. sc_start(src,bl,SC_STRIPSHIELD,100,val1,tick);
  10345. break;
  10346. case SC_GN_CARTBOOST:
  10347. if( val1 < 3 )
  10348. val2 = 50;
  10349. else if( val1 > 2 && val1 < 5 )
  10350. val2 = 75;
  10351. else
  10352. val2 = 100;
  10353. break;
  10354. case SC_PROPERTYWALK:
  10355. val3 = 0;
  10356. break;
  10357. case SC_STRIKING:
  10358. // val2 = watk bonus already calc
  10359. val3 = 6 - val1;// spcost = 6 - level (lvl1:5 ... lvl 5: 1)
  10360. val4 = tick / 1000;
  10361. tick_time = 1000; // [GodLesZ] tick time
  10362. break;
  10363. case SC_WARMER:
  10364. val4 = tick / 3000;
  10365. tick = INFINITE_TICK; // Duration sent to the client should be infinite
  10366. tick_time = 3000;
  10367. break;
  10368. case SC_HELLS_PLANT:
  10369. tick_time = status_get_sc_interval(type);
  10370. val4 = tick - tick_time; // Remaining time
  10371. break;
  10372. case SC_SWINGDANCE:
  10373. val3 = 3 * val1 + val2; // Walk speed and aspd reduction.
  10374. break;
  10375. case SC_SYMPHONYOFLOVER:
  10376. val3 = 2 * val1 + val2 + (sd?sd->status.job_level:50) / 4; // MDEF Increase
  10377. break;
  10378. case SC_MOONLITSERENADE: // MATK Increase
  10379. case SC_RUSHWINDMILL: // ATK Increase
  10380. val3 = 4 + val1 * 3 + val2 + (sd?sd->status.job_level:50) / 5;
  10381. break;
  10382. case SC_ECHOSONG:
  10383. val3 = 6 * val1 + val2 + (sd?sd->status.job_level:50) / 4; // DEF Increase
  10384. break;
  10385. case SC_HARMONIZE:
  10386. val2 = 5 + 5 * val1;
  10387. break;
  10388. case SC_VOICEOFSIREN:
  10389. val4 = tick / 2000;
  10390. tick_time = 2000; // [GodLesZ] tick time
  10391. break;
  10392. case SC_DEEPSLEEP:
  10393. val4 = tick / 2000;
  10394. tick_time = 2000; // [GodLesZ] tick time
  10395. break;
  10396. case SC_SIRCLEOFNATURE:
  10397. val2 = 50 * val1; // HP recovery rate
  10398. break;
  10399. case SC_SONGOFMANA:
  10400. status_heal(bl, 0, status->max_sp * (val1 <= 2 ? 10 : val1 <= 4 ? 15 : 20) / 100, 1);
  10401. val3 = 50 * val1;
  10402. break;
  10403. case SC_SATURDAYNIGHTFEVER:
  10404. if (!val4) val4 = skill_get_time2(scdb->skill_id,val1);
  10405. if (!val4) val4 = 3000;
  10406. val3 = tick/val4;
  10407. tick_time = val4; // [GodLesZ] tick time
  10408. break;
  10409. case SC_GLOOMYDAY:
  10410. val2 = 20 + 5 * val1; // Flee reduction.
  10411. val3 = 15 + 5 * val1; // ASPD reduction.
  10412. if( sd && rnd()%100 < val1 ) { // (Skill Lv) %
  10413. val4 = 1; // Reduce walk speed by half.
  10414. if( pc_isriding(sd) ) pc_setriding(sd, 0);
  10415. if( pc_isridingdragon(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_DRAGON);
  10416. }
  10417. break;
  10418. case SC_GLOOMYDAY_SK:
  10419. // Random number between [15 ~ (Voice Lesson Skill Level x 5) + (Skill Level x 10)] %.
  10420. val2 = 15 + rnd()%( (sd?pc_checkskill(sd, WM_LESSON)*5:0) + val1*10 );
  10421. break;
  10422. case SC_SITDOWN_FORCE:
  10423. case SC_BANANA_BOMB_SITDOWN:
  10424. if( sd && !pc_issit(sd) ) {
  10425. pc_setsit(sd);
  10426. skill_sit(sd, true);
  10427. clif_sitting(bl);
  10428. }
  10429. break;
  10430. case SC_DANCEWITHWUG:
  10431. val3 = 5 * val1; // ASPD Increase
  10432. val4 = 20 + 10 * val1; // Fixed Cast Time Reduction
  10433. break;
  10434. case SC_LERADSDEW:
  10435. val3 = 2 + 3 * val1 + min(3 * val2, 25); // MaxHP Increase
  10436. break;
  10437. case SC_MELODYOFSINK:
  10438. val2 = 10 * val1; // INT Reduction.
  10439. val3 = 2 + 2 * val1; // MaxSP reduction
  10440. break;
  10441. case SC_BEYONDOFWARCRY:
  10442. val2 = 10 + 10 * val1; // STR Reduction
  10443. val3 = 4 * val1; // MaxHP Reduction
  10444. break;
  10445. case SC_UNLIMITEDHUMMINGVOICE:
  10446. val3 = 4 * val1 + min(3 * val2, 15); // !TODO: What's the Lesson bonus?
  10447. break;
  10448. case SC_REFLECTDAMAGE:
  10449. val2 = 10 * val1; // Reflect reduction amount
  10450. val4 = tick/1000; // Number of SP cycles (duration)
  10451. tick_time = 1000; // [GodLesZ] tick time
  10452. break;
  10453. case SC_FORCEOFVANGUARD:
  10454. val2 = 8 + 12 * val1; // Chance
  10455. val3 = 5 + 2 * val1; // Max rage counters
  10456. tick = INFINITE_TICK; // Endless duration in the client
  10457. tick_time = 10000; // [GodLesZ] tick time
  10458. break;
  10459. case SC_EXEEDBREAK:
  10460. val2 = 150 * val1;
  10461. if (sd) { // Players
  10462. short index = sd->equip_index[EQI_HAND_R];
  10463. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_WEAPON)
  10464. val2 += 15 * sd->status.job_level + sd->inventory_data[index]->weight / 10 * sd->inventory_data[index]->weapon_level * status_get_lv(bl) / 100;
  10465. } else // Monster
  10466. val2 += 750;
  10467. break;
  10468. case SC_PRESTIGE:
  10469. val2 = (status->int_ + status->luk) * val1 / 20 * status_get_lv(bl) / 200 + val1; // Chance to evade magic damage.
  10470. val3 = ((val1 * 15) + (10 * (sd?pc_checkskill(sd,CR_DEFENDER):skill_get_max(CR_DEFENDER)))) * status_get_lv(bl) / 100; // Defence added
  10471. break;
  10472. case SC_SHIELDSPELL_HP:
  10473. val2 = 3; // 3% HP every 3 seconds
  10474. tick_time = status_get_sc_interval(type);
  10475. val4 = tick - tick_time; // Remaining time
  10476. break;
  10477. case SC_SHIELDSPELL_SP:
  10478. val2 = 3; // 3% SP every 5 seconds
  10479. tick_time = status_get_sc_interval(type);
  10480. val4 = tick - tick_time; // Remaining time
  10481. break;
  10482. case SC_SHIELDSPELL_ATK:
  10483. val2 = 150; // WATK/MATK bonus
  10484. break;
  10485. case SC_BANDING:
  10486. val2 = (sd ? skill_banding_count(sd) : 1);
  10487. tick_time = 5000; // [GodLesZ] tick time
  10488. break;
  10489. case SC_MAGNETICFIELD:
  10490. tick_time = 1000; // [GodLesZ] tick time
  10491. val4 = tick / tick_time;
  10492. break;
  10493. case SC_INSPIRATION:
  10494. val2 = 40 * val1; // ATK/MATK
  10495. val3 = 6 * val1; //All stat bonus
  10496. val4 = tick / 5000;
  10497. tick_time = 5000; // [GodLesZ] tick time
  10498. status_change_clear_buffs(bl, SCCB_DEBUFFS); // Remove debuffs
  10499. break;
  10500. case SC_CRESCENTELBOW:
  10501. val2 = (sd?sd->status.job_level:50) / 2 + (50 + 5 * val1);
  10502. break;
  10503. case SC_LIGHTNINGWALK: // [(Job Level / 2) + (40 + 5 * Skill Level)] %
  10504. val1 = (sd?sd->status.job_level:2)/2 + 40 + 5 * val1;
  10505. break;
  10506. case SC_GT_ENERGYGAIN:
  10507. val2 = 10 + 5 * val1; // Sphere gain chance.
  10508. break;
  10509. case SC_GT_CHANGE:
  10510. // Take note there is no def increase as skill desc says. [malufett]
  10511. val2 = val1 * 8; // ATK increase
  10512. val3 = status->agi * val1 / 60; // ASPD increase: [(Target AGI x Skill Level) / 60] %
  10513. break;
  10514. case SC_GT_REVITALIZE:
  10515. // Take note there is no vit, aspd, speed increase as skill desc says. [malufett]
  10516. val2 = 2 * val1; // MaxHP: [(Skill Level * 2)]%
  10517. val3 = val1 * 30 + 50; // Natural HP recovery increase: [(Skill Level x 30) + 50] %
  10518. // The stat def is not shown in the status window and it is processed differently
  10519. val4 = val1 * 20; // STAT DEF increase
  10520. break;
  10521. case SC_PYROTECHNIC_OPTION:
  10522. val2 = 60; // Eatk Renewal (Atk2)
  10523. break;
  10524. case SC_HEATER_OPTION:
  10525. val2 = 120; // Eatk Renewal (Atk2)
  10526. val3 = ELE_FIRE; // Change into fire element.
  10527. break;
  10528. case SC_TROPIC_OPTION:
  10529. val2 = 180; // Eatk Renewal (Atk2)
  10530. val3 = MG_FIREBOLT;
  10531. break;
  10532. case SC_AQUAPLAY_OPTION:
  10533. val2 = 40;
  10534. break;
  10535. case SC_COOLER_OPTION:
  10536. val2 = 80;
  10537. val3 = ELE_WATER; // Change into water element.
  10538. break;
  10539. case SC_CHILLY_AIR_OPTION:
  10540. val2 = 120; // Matk. Renewal (Matk1)
  10541. val3 = MG_COLDBOLT;
  10542. break;
  10543. case SC_WIND_STEP_OPTION:
  10544. val2 = 50; // % Increase speed and flee.
  10545. break;
  10546. case SC_BLAST_OPTION:
  10547. val2 = 20;
  10548. val3 = ELE_WIND; // Change into wind element.
  10549. break;
  10550. case SC_WILD_STORM_OPTION:
  10551. val2 = MG_LIGHTNINGBOLT;
  10552. break;
  10553. case SC_PETROLOGY_OPTION:
  10554. val2 = 5; //HP Rate bonus
  10555. val3 = 50;
  10556. break;
  10557. case SC_SOLID_SKIN_OPTION:
  10558. val2 = 33; //% Increase DEF
  10559. break;
  10560. case SC_CURSED_SOIL_OPTION:
  10561. val2 = 10; //HP rate bonus
  10562. val3 = ELE_EARTH; // Change into earth element.
  10563. break;
  10564. case SC_UPHEAVAL_OPTION:
  10565. val2 = 15; //HP rate bonus
  10566. val3 = WZ_EARTHSPIKE;
  10567. break;
  10568. case SC_CIRCLE_OF_FIRE_OPTION:
  10569. val2 = 300;
  10570. break;
  10571. case SC_WATER_SCREEN_OPTION:
  10572. tick_time = 10000;
  10573. break;
  10574. case SC_FIRE_CLOAK_OPTION:
  10575. case SC_WATER_DROP_OPTION:
  10576. case SC_WIND_CURTAIN_OPTION:
  10577. case SC_STONE_SHIELD_OPTION:
  10578. val2 = 100; // Elemental modifier.
  10579. break;
  10580. case SC_TROPIC:
  10581. case SC_CHILLY_AIR:
  10582. case SC_WILD_STORM:
  10583. case SC_UPHEAVAL:
  10584. val2 += 10;
  10585. case SC_HEATER:
  10586. case SC_COOLER:
  10587. case SC_BLAST:
  10588. case SC_CURSED_SOIL:
  10589. val2 += 10;
  10590. case SC_PYROTECHNIC:
  10591. case SC_AQUAPLAY:
  10592. case SC_GUST:
  10593. case SC_PETROLOGY:
  10594. val2 += 5;
  10595. val3 += 9000;
  10596. case SC_CIRCLE_OF_FIRE:
  10597. case SC_FIRE_CLOAK:
  10598. case SC_WATER_DROP:
  10599. case SC_WATER_SCREEN:
  10600. case SC_WIND_CURTAIN:
  10601. case SC_WIND_STEP:
  10602. case SC_STONE_SHIELD:
  10603. case SC_SOLID_SKIN:
  10604. val2 += 5;
  10605. val3 += 1000;
  10606. tick_time = val3; // [GodLesZ] tick time
  10607. break;
  10608. case SC_WATER_BARRIER:
  10609. val2 = 30; // Reductions. Atk2 and Flee1
  10610. break;
  10611. case SC_ZEPHYR:
  10612. val2 = 25; // Flee.
  10613. break;
  10614. case SC_TIDAL_WEAPON:
  10615. val2 = 20; // Increase Elemental's attack.
  10616. break;
  10617. case SC_ROCK_CRUSHER:
  10618. case SC_ROCK_CRUSHER_ATK:
  10619. case SC_POWER_OF_GAIA:
  10620. val2 = 33; //Def rate bonus/Speed rate reduction
  10621. val3 = 20; //HP rate bonus
  10622. break;
  10623. case SC_TEARGAS:
  10624. val2 = status_get_max_hp(bl) * 5 / 100; // Drain 5% HP
  10625. val4 = tick / 2000;
  10626. tick_time = 2000;
  10627. break;
  10628. case SC_TEARGAS_SOB:
  10629. val4 = tick / 3000;
  10630. tick_time = 3000;
  10631. break;
  10632. case SC_STOMACHACHE:
  10633. val2 = 8; // SP consume.
  10634. val4 = tick / 10000;
  10635. tick_time = 10000; // [GodLesZ] tick time
  10636. break;
  10637. case SC_PROMOTE_HEALTH_RESERCH:
  10638. //val1: 1 = Regular Potion, 2 = Thrown Potion
  10639. //val2: 1 = Small Potion, 2 = Medium Potion, 3 = Large Potion
  10640. //val3: MaxHP Increase By Fixed Amount
  10641. if (val1 == 1) // If potion was normally used, take the user's BaseLv
  10642. val3 = 1000 * val2 - 500 + status_get_lv(bl) * 10 / 3;
  10643. else if (val1 == 2) // If potion was thrown at someone, take the thrower's BaseLv
  10644. val3 = 1000 * val2 - 500 + status_get_lv(src) * 10 / 3;
  10645. if (val3 <= 0) // Prevents a negeative value from happening
  10646. val3 = 0;
  10647. break;
  10648. case SC_ENERGY_DRINK_RESERCH:
  10649. //val1: 1 = Regular Potion, 2 = Thrown Potion
  10650. //val2: 1 = Small Potion, 2 = Medium Potion, 3 = Large Potion
  10651. //val3: MaxSP Increase By Percentage Amount
  10652. if (val1 == 1) // If potion was normally used, take the user's BaseLv
  10653. val3 = status_get_lv(bl) / 10 + 5 * val2 - 10;
  10654. else if (val1 == 2) // If potion was thrown at someone, take the thrower's BaseLv
  10655. val3 = status_get_lv(src) / 10 + 5 * val2 - 10;
  10656. if (val3 <= 0) // Prevents a negeative value from happening
  10657. val3 = 0;
  10658. break;
  10659. case SC_KYOUGAKU:
  10660. val2 = 2*val1 + rnd()%val1;
  10661. clif_status_change(bl,EFST_ACTIVE_MONSTER_TRANSFORM,1,0,1002,0,0);
  10662. break;
  10663. case SC_KAGEMUSYA:
  10664. val2 = 20; // Damage increase bonus
  10665. val3 = val1 * 2;
  10666. tick_time = 1000;
  10667. val4 = tick / tick_time;
  10668. break;
  10669. case SC_ZANGETSU:
  10670. if( status_get_hp(bl) % 2 == 0 )
  10671. val2 = (status_get_lv(bl) / 3) + (20 * val1); //+Watk
  10672. else
  10673. val2 -= (status_get_lv(bl) / 3) + (30 * val1); //-Watk
  10674. if( status_get_sp(bl) % 2 == 0 )
  10675. val3 = (status_get_lv(bl) / 3) + (20 * val1); //+Matk
  10676. else
  10677. val3 -= (status_get_lv(bl) / 3) + (30 * val1); //-Matk
  10678. break;
  10679. case SC_GENSOU:
  10680. {
  10681. int hp = status_get_hp(bl), lv = 5;
  10682. short per = 100 / (status_get_max_hp(bl) / hp);
  10683. if( per <= 15 )
  10684. lv = 1;
  10685. else if( per <= 30 )
  10686. lv = 2;
  10687. else if( per <= 50 )
  10688. lv = 3;
  10689. else if( per <= 75 )
  10690. lv = 4;
  10691. if( hp % 2 == 0)
  10692. status_heal(bl, hp * (6-lv) * 4 / 100, status_get_sp(bl) * (6-lv) * 3 / 100, 1);
  10693. else
  10694. status_zap(bl, hp * (lv*4) / 100, status_get_sp(bl) * (lv*3) / 100);
  10695. }
  10696. break;
  10697. case SC_ANGRIFFS_MODUS:
  10698. val2 = 50 + 20 * val1; // atk bonus
  10699. val3 = 25 + 10 * val1; // Flee reduction.
  10700. val4 = tick/1000; // hp/sp reduction timer
  10701. tick_time = 1000;
  10702. break;
  10703. case SC_GOLDENE_FERSE:
  10704. val2 = 10 + 10*val1; // flee bonus
  10705. val3 = 6 + 4 * val1; // Aspd Bonus
  10706. val4 = 2 + 2 * val1; // Chance of holy attack
  10707. break;
  10708. case SC_STONE_WALL:
  10709. val2 = 100 * val1; // DEF bonus
  10710. val3 = 30 * val1; // MDEF bonus
  10711. break;
  10712. case SC_OVERED_BOOST:
  10713. val2 = 400 + 40 * val1; // flee bonus
  10714. val3 = 180 + 2 * val1; // aspd bonus
  10715. val4 = 50; // def reduc %
  10716. break;
  10717. case SC_GRANITIC_ARMOR:
  10718. val2 = 2*val1; // dmg reduction
  10719. val3 = 6*val1; // dmg taken on status end (6%:12%:18%:24%:30%)
  10720. val4 = 5*val1; // unknow formula
  10721. break;
  10722. case SC_MAGMA_FLOW:
  10723. val2 = 3*val1; // Activation chance
  10724. break;
  10725. case SC_PYROCLASTIC:
  10726. val2 += 100 + 10*val1; // atk bonus // !TODO: Confirm formula
  10727. break;
  10728. case SC_PARALYSIS: // [Lighta] need real info
  10729. val2 = 2*val1; // def reduction
  10730. val3 = 500*val1; // varcast augmentation
  10731. break;
  10732. case SC_LIGHT_OF_REGENE: // Yommy leak need confirm
  10733. val2 = 20 * val1; // hp reco on death %
  10734. break;
  10735. case SC_PAIN_KILLER: // Yommy leak need confirm
  10736. val2 = min((( 200 * val1 ) * status_get_lv(src)) / 150, 1000); // dmg reduction linear. upto a maximum of 1000 [iRO Wiki]
  10737. if(sc->data[SC_PARALYSIS])
  10738. sc_start(src,bl, SC_ENDURE, 100, val1, tick); // Start endure for same duration
  10739. break;
  10740. case SC_STYLE_CHANGE:
  10741. tick = INFINITE_TICK; // Infinite duration
  10742. break;
  10743. case SC_CBC:
  10744. val3 = 10; // Drain sp % dmg
  10745. val4 = tick/1000; // dmg each sec
  10746. tick = 1000;
  10747. break;
  10748. case SC_EQC:
  10749. val2 = 5 * val1; // def % reduc
  10750. val3 = 2 * val1; // HP drain %
  10751. break;
  10752. case SC_ASH:
  10753. val2 = 0; // hit % reduc
  10754. val3 = 0; // def % reduc
  10755. val4 = 0; // atk flee & reduc
  10756. if (!status_bl_has_mode(bl,MD_STATUSIMMUNE)) {
  10757. val2 = 50;
  10758. if (status_get_race(bl) == RC_PLANT) // plant type
  10759. val3 = 50;
  10760. if (status_get_element(bl) == ELE_WATER) // defense water type
  10761. val4 = 50;
  10762. }
  10763. break;
  10764. case SC_FULL_THROTTLE:
  10765. val2 = ( val1 == 1 ? 6 : 6 - val1 );
  10766. val3 = 20; //+% AllStats
  10767. tick_time = 1000;
  10768. val4 = tick / tick_time;
  10769. break;
  10770. case SC_REBOUND:
  10771. tick_time = 2000;
  10772. val4 = tick / tick_time;
  10773. clif_emotion(bl, ET_SWEAT);
  10774. break;
  10775. case SC_KINGS_GRACE:
  10776. val2 = 3 + val1; //HP Recover rate
  10777. tick_time = 1000;
  10778. val4 = tick / tick_time;
  10779. break;
  10780. case SC_TELEKINESIS_INTENSE:
  10781. val2 = 10 * val1; // sp consum / casttime reduc %
  10782. val3 = 40 * val1; // magic dmg bonus
  10783. break;
  10784. case SC_OFFERTORIUM:
  10785. val2 = 30 * val1; // heal power bonus
  10786. val3 = 100 + 20 * val1; // sp cost inc
  10787. break;
  10788. case SC_FRIGG_SONG:
  10789. val2 = 5 * val1; // maxhp bonus
  10790. val3 = 80 + 20 * val1; // healing
  10791. tick_time = 1000;
  10792. val4 = tick / tick_time;
  10793. break;
  10794. case SC_FLASHCOMBO:
  10795. val2 = 20 * val1 + 20; // atk bonus
  10796. break;
  10797. case SC_DARKCROW:
  10798. val2 = 30 * val1; // ATK bonus
  10799. break;
  10800. case SC_UNLIMIT:
  10801. val2 = 50 * val1;
  10802. break;
  10803. case SC_MONSTER_TRANSFORM:
  10804. case SC_ACTIVE_MONSTER_TRANSFORM:
  10805. if( !mobdb_checkid(val1) )
  10806. val1 = MOBID_PORING; // Default poring
  10807. break;
  10808. #ifndef RENEWAL
  10809. case SC_APPLEIDUN:
  10810. {
  10811. struct map_session_data * s_sd = BL_CAST(BL_PC, src);
  10812. val2 = (5 + 2 * val1) + (status_get_vit(src) / 10); //HP Rate: (5 + 2 * skill_lv) + (vit/10) + (BA_MUSICALLESSON level)
  10813. if (s_sd)
  10814. val2 += pc_checkskill(s_sd, BA_MUSICALLESSON) / 2;
  10815. break;
  10816. }
  10817. #endif
  10818. case SC_EPICLESIS:
  10819. val2 = 5 * val1; //HP rate bonus
  10820. break;
  10821. case SC_ILLUSIONDOPING:
  10822. val2 = 50; // -Hit
  10823. break;
  10824. case SC_OVERHEAT:
  10825. case SC_OVERHEAT_LIMITPOINT:
  10826. case SC_STEALTHFIELD:
  10827. tick_time = tick;
  10828. tick = INFINITE_TICK;
  10829. break;
  10830. case SC_STEALTHFIELD_MASTER:
  10831. tick_time = val3 = 2000 + 1000 * val1;
  10832. val4 = tick / tick_time;
  10833. break;
  10834. case SC_VACUUM_EXTREME:
  10835. // Suck target at n second, only if the n second is lower than the duration
  10836. // Does not suck targets on no-knockback maps
  10837. if (val4 < tick && unit_blown_immune(bl, 0x9) == UB_KNOCKABLE) {
  10838. tick_time = val4;
  10839. val4 = tick - tick_time;
  10840. } else
  10841. val4 = 0;
  10842. break;
  10843. case SC_FIRE_INSIGNIA:
  10844. case SC_WATER_INSIGNIA:
  10845. case SC_WIND_INSIGNIA:
  10846. case SC_EARTH_INSIGNIA:
  10847. tick_time = 5000;
  10848. val4 = tick / tick_time;
  10849. break;
  10850. case SC_NEUTRALBARRIER:
  10851. val2 = 10 + val1 * 5; // Def/Mdef
  10852. tick = INFINITE_TICK;
  10853. break;
  10854. case SC_MAGIC_POISON:
  10855. val2 = 50; // Attribute Reduction
  10856. break;
  10857. /* Rebellion */
  10858. case SC_B_TRAP:
  10859. val2 = src->id;
  10860. val3 = val1 * 25; // -movespeed TODO: Figure out movespeed rate
  10861. break;
  10862. case SC_C_MARKER:
  10863. case SC_BURNT:
  10864. // val1 = skill_lv
  10865. // val2 = src_id
  10866. val3 = 10; // -10 flee
  10867. //Start timer to send mark on mini map
  10868. val4 = tick/1000;
  10869. tick_time = 1000; // Sends every 1 seconds
  10870. break;
  10871. case SC_H_MINE:
  10872. val2 = src->id;
  10873. break;
  10874. case SC_HEAT_BARREL:
  10875. {
  10876. uint8 n = 10;
  10877. if (sd)
  10878. n = (uint8)sd->spiritball_old;
  10879. //kRO Update 2016-05-25
  10880. val2 = n * 5; // -fixed casttime
  10881. val3 = (6 + val1 * 2) * n; // ATK
  10882. val4 = 25 + val1 * 5; // -hit
  10883. }
  10884. break;
  10885. case SC_P_ALTER:
  10886. {
  10887. uint8 n = 10;
  10888. if (sd)
  10889. n = (uint8)sd->spiritball_old;
  10890. val2 = 10 * n; // +atk
  10891. val3 = (status->max_hp * (val1 * 5) / 100); // Barrier HP
  10892. }
  10893. break;
  10894. case SC_E_CHAIN:
  10895. val2 = 10;
  10896. if (sd)
  10897. val2 = sd->spiritball_old;
  10898. break;
  10899. case SC_ANTI_M_BLAST:
  10900. val2 = val1 * 10;
  10901. break;
  10902. case SC_CATNIPPOWDER:
  10903. val2 = 50; // WATK%, MATK%
  10904. val3 = 25 * val1; // Move speed reduction
  10905. if (bl->type == BL_PC && pc_checkskill(sd, SU_SPIRITOFLAND))
  10906. val4 = status_get_lv(src) / 12;
  10907. break;
  10908. case SC_BITESCAR: {
  10909. const struct status_data *b_status = status_get_base_status(src); // Base Status
  10910. val2 = (status_get_max_hp(bl) * (val1 + (b_status->dex / 25))) / status_get_max_hp(bl); // MHP% damage
  10911. tick_time = 1000;
  10912. val4 = tick / tick_time;
  10913. }
  10914. break;
  10915. case SC_ARCLOUSEDASH:
  10916. val2 = 15 + 5 * val1; // AGI
  10917. val3 = 25; // Move speed increase
  10918. if (sd && (sd->class_&MAPID_BASEMASK) == MAPID_SUMMONER)
  10919. val4 = 10; // Ranged ATK increase
  10920. break;
  10921. case SC_SHRIMP:
  10922. val2 = 10; // BATK%, MATK%
  10923. break;
  10924. case SC_FRESHSHRIMP: {
  10925. int min = 0, max = 0;
  10926. #ifdef RENEWAL
  10927. min = status_base_matk_min(src, status, status_get_lv(src));
  10928. max = status_base_matk_max(src, status, status_get_lv(src));
  10929. if (status->rhw.matk > 0) {
  10930. int wMatk, variance;
  10931. wMatk = status->rhw.matk;
  10932. variance = wMatk * status->rhw.wlv / 10;
  10933. min += wMatk - variance;
  10934. max += wMatk + variance;
  10935. }
  10936. #endif
  10937. if (sd && sd->right_weapon.overrefine > 0) {
  10938. min++;
  10939. max += sd->right_weapon.overrefine - 1;
  10940. }
  10941. val2 += min + 178; // Heal
  10942. if (max > min)
  10943. val2 += rnd() % (max - min); // Heal
  10944. if (sd) {
  10945. if (pc_checkskill(sd, SU_POWEROFSEA) > 0) {
  10946. val2 += val2 * 10 / 100;
  10947. if (pc_checkskill_summoner(sd, SUMMONER_POWER_SEA) >= 20)
  10948. val2 += val2 * 20 / 100;
  10949. }
  10950. if (pc_checkskill(sd, SU_SPIRITOFSEA) > 0)
  10951. val2 *= 2; // Doubles HP
  10952. }
  10953. tick_time = 10000 - ((val1 - 1) * 1000);
  10954. val4 = tick / tick_time;
  10955. }
  10956. break;
  10957. case SC_TUNAPARTY:
  10958. val2 = (status->max_hp * (val1 * 10) / 100); // Max HP% to absorb
  10959. if (sd && pc_checkskill(sd, SU_SPIRITOFSEA))
  10960. val2 <<= 1; // Double the shield life
  10961. break;
  10962. case SC_HISS:
  10963. val2 = 50; // Perfect Dodge
  10964. sc_start(src, bl, SC_DORAM_WALKSPEED, 100, 50, skill_get_time2(SU_HISS, val1));
  10965. break;
  10966. case SC_GROOMING:
  10967. val2 = 100; // Flee
  10968. break;
  10969. case SC_CHATTERING:
  10970. val2 = 100; // eATK, eMATK
  10971. sc_start(src, bl, SC_DORAM_WALKSPEED, 100, 50, skill_get_time2(SU_CHATTERING, val1));
  10972. break;
  10973. case SC_SWORDCLAN:
  10974. case SC_ARCWANDCLAN:
  10975. case SC_GOLDENMACECLAN:
  10976. case SC_CROSSBOWCLAN:
  10977. case SC_JUMPINGCLAN:
  10978. tick = INFINITE_TICK;
  10979. status_change_start(src,bl,SC_CLAN_INFO,10000,0,val2,0,0,INFINITE_TICK,flag);
  10980. break;
  10981. case SC_DORAM_BUF_01:
  10982. case SC_DORAM_BUF_02:
  10983. tick_time = 10000; // every 10 seconds
  10984. if( (val4 = tick/tick_time) < 1 )
  10985. val4 = 1;
  10986. break;
  10987. case SC_GLASTHEIM_ATK:
  10988. val1 = 100; // Undead/Demon MDEF ignore rate
  10989. break;
  10990. case SC_GLASTHEIM_HEAL:
  10991. val1 = 100; // Heal Power rate bonus
  10992. val2 = 50; // Received heal rate bonus
  10993. break;
  10994. case SC_GLASTHEIM_HIDDEN:
  10995. val1 = 90; // Damage rate reduction bonus
  10996. break;
  10997. case SC_GLASTHEIM_STATE:
  10998. val1 = 20; // All-stat bonus
  10999. break;
  11000. case SC_GLASTHEIM_ITEMDEF:
  11001. val1 = 200; // DEF bonus
  11002. val2 = 50; // MDEF bonus
  11003. break;
  11004. case SC_GLASTHEIM_HPSP:
  11005. val1 = 10000; // HP bonus
  11006. val2 = 1000; // SP bonus
  11007. break;
  11008. case SC_ANCILLA:
  11009. val1 = 15; // Heal Power rate bonus
  11010. val2 = 30; // SP Recovery rate bonus
  11011. break;
  11012. case SC_HELPANGEL:
  11013. tick_time = 1000;
  11014. val4 = tick / tick_time;
  11015. break;
  11016. case SC_EMERGENCY_MOVE:
  11017. val2 = 25; // Movement speed increase
  11018. break;
  11019. case SC_SUNSTANCE:
  11020. val2 = 2 + val1; // ATK Increase
  11021. tick = INFINITE_TICK;
  11022. break;
  11023. case SC_LUNARSTANCE:
  11024. val2 = 2 + val1; // MaxHP Increase
  11025. tick = INFINITE_TICK;
  11026. break;
  11027. case SC_STARSTANCE:
  11028. val2 = 4 + 2 * val1; // ASPD Increase
  11029. tick = INFINITE_TICK;
  11030. break;
  11031. case SC_DIMENSION1:
  11032. case SC_DIMENSION2:
  11033. if (sd)
  11034. pc_addspiritball(sd, skill_get_time2(SJ_BOOKOFDIMENSION, 1), 2);
  11035. break;
  11036. case SC_UNIVERSESTANCE:
  11037. val2 = 2 + val1; // All Stats Increase
  11038. tick = INFINITE_TICK;
  11039. break;
  11040. case SC_NEWMOON:
  11041. val2 = 7; // Number of Regular Attacks Until Reveal
  11042. tick_time = 1000;
  11043. val4 = tick / tick_time;
  11044. break;
  11045. case SC_FALLINGSTAR:
  11046. val2 = 8 + 2 * (1 + val1) / 2; // Autocast Chance
  11047. if (val1 >= 7)
  11048. val2 += 1; // Make it 15% at level 7.
  11049. break;
  11050. case SC_CREATINGSTAR:
  11051. tick_time = 500;
  11052. val4 = tick / tick_time;
  11053. break;
  11054. case SC_LIGHTOFSUN:
  11055. case SC_LIGHTOFMOON:
  11056. case SC_LIGHTOFSTAR:
  11057. val2 = 5 * val1; // Skill Damage Increase.
  11058. break;
  11059. case SC_SOULGOLEM:
  11060. val2 = 60 * val1; // DEF Increase
  11061. val3 = 15 + 5 * val1; // MDEF Increase
  11062. break;
  11063. case SC_SOULSHADOW:
  11064. val2 = (1 + val1) / 2; // ASPD Increase
  11065. val3 = 10 + 2 * val1; // CRIT Increase
  11066. break;
  11067. case SC_SOULFALCON:
  11068. val2 = 10 * val1; // WATK Increase
  11069. val3 = 10; // HIT Increase
  11070. if (val1 >= 3)
  11071. val3 += 3;
  11072. else if (val1 >= 5)
  11073. val3 += 5;
  11074. break;
  11075. case SC_SOULFAIRY:
  11076. val2 = 10 * val1; // MATK Increase
  11077. val3 = 5; // Variable Cast Time Reduction
  11078. if (val1 >= 3)
  11079. val3 += 2;
  11080. else if (val1 >= 5)
  11081. val3 += 5;
  11082. break;
  11083. case SC_SOULUNITY:
  11084. tick_time = 3000;
  11085. val4 = tick / tick_time;
  11086. break;
  11087. case SC_SOULDIVISION:
  11088. val2 = 10 * val1; // Skill Aftercast Increase
  11089. break;
  11090. case SC_SOULREAPER:
  11091. val2 = 10 + 5 * val1; // Chance of Getting A Soul Sphere.
  11092. break;
  11093. case SC_SOULCOLLECT:
  11094. val2 = 5 + 3 * val2; // Max Soul Sphere's.
  11095. val3 = tick > 0 ? tick : 60000;
  11096. tick_time = tick;
  11097. tick = INFINITE_TICK;
  11098. break;
  11099. case SC_SP_SHA:
  11100. val2 = 50; // Move speed reduction
  11101. break;
  11102. case SC_SERVANTWEAPON:
  11103. if( sd ){
  11104. // Generate 5 servants on start
  11105. pc_addservantball( *sd, MAX_SERVANTBALL );
  11106. }
  11107. tick_time = skill_get_time2(DK_SERVANTWEAPON,val1); // Servant Regen Interval
  11108. if (tick_time < 500)
  11109. tick_time = 500; // Avoid being brought down to 0.
  11110. val4 = tick - tick_time; // Remaining Time
  11111. break;
  11112. case SC_VIGOR: {
  11113. uint8 hp_loss[10] = { 15, 14, 12, 11, 9, 8, 6, 5, 3, 2 };
  11114. val2 = hp_loss[val1- 1];
  11115. }
  11116. break;
  11117. case SC_POWERFUL_FAITH:
  11118. val2 = 5 + 5 * val1;// ATK Increase
  11119. val3 = 5 + 2 * val1;// PAtk Increase
  11120. break;
  11121. case SC_FIRM_FAITH:
  11122. val2 = 2 * val1;// MaxHP Increase
  11123. val3 = 8 * val1;// Res Increase
  11124. break;
  11125. case SC_SINCERE_FAITH:
  11126. val2 = (1 + val1) / 2;// ASPD Increase
  11127. val3 = 4 * val1;// Perfect Hit Increase
  11128. break;
  11129. case SC_GUARD_STANCE:
  11130. val2 = 50 + 50 * val1;// DEF Increase
  11131. val3 = 50 * val1;// ATK Decrease
  11132. tick = INFINITE_TICK;
  11133. break;
  11134. case SC_GUARDIAN_S:
  11135. val2 = status->max_hp * (50 * val1) / 100;// Barrier HP
  11136. break;
  11137. case SC_REBOUND_S:
  11138. val2 = 10 * val1;// Reduced Damage From Devotion
  11139. if (val2 > 99)
  11140. val2 = 99;// Lets not let it reduce above 99.
  11141. break;
  11142. case SC_ATTACK_STANCE:
  11143. val2 = 40 * val1;// DEF Decrease
  11144. val3 = 5 + 5 * val1;// ATK Increase
  11145. tick = INFINITE_TICK;
  11146. break;
  11147. case SC_HOLY_S:
  11148. val2 = 5 + 2 * val1;// Damage Reduction / Holy Damage Increase
  11149. break;
  11150. case SC_MEDIALE:
  11151. val2 = 2 * val1;// Heal Rate
  11152. val4 = tick / 2000;
  11153. tick_time = 2000;
  11154. break;
  11155. case SC_A_VITA:
  11156. case SC_A_TELUM:
  11157. val2 = 5 * val1;// Res/MRes Pierce Percentage
  11158. break;
  11159. case SC_PRE_ACIES:
  11160. val2 = 2 * val1;// CRate Increase
  11161. break;
  11162. case SC_COMPETENTIA:
  11163. val2 = 10 * val1;// PAtk/SMatk Increase - Unconfirmed if this is official formula but its 50 at Lv 5. [Rytech]
  11164. break;
  11165. case SC_RELIGIO:
  11166. case SC_BENEDICTUM:
  11167. val2 = 2 * val1;// Trait Stats Increase
  11168. break;
  11169. case SC_DANCING_KNIFE:
  11170. val4 = tick / 300;
  11171. tick_time = 300;
  11172. break;
  11173. case SC_POTENT_VENOM:
  11174. val2 = 3 * val1;// Res Pierce Percentage
  11175. break;
  11176. case SC_A_MACHINE:
  11177. val4 = tick / 1000;
  11178. tick_time = 1000;
  11179. break;
  11180. case SC_D_MACHINE:
  11181. val2 = 200 + 50 * val1;// DEF Increase
  11182. val3 = 20 * val1;// Res Increase
  11183. break;
  11184. case SC_SHADOW_STRIP:
  11185. if (!sd)// Res/MRes on mobs only.
  11186. val2 = 25;// Need official reduction amount.
  11187. break;
  11188. case SC_ABYSSFORCEWEAPON:
  11189. if( sd ){
  11190. // Generate 5 abyss spheres on start.
  11191. pc_addabyssball( *sd, MAX_ABYSSBALL );
  11192. }
  11193. tick_time = skill_get_time2(ABC_FROM_THE_ABYSS, val1);// Abyss Regen Interval
  11194. if (tick_time < 500)
  11195. tick_time = 500;// Avoid being brought down to 0.
  11196. val4 = tick - tick_time;// Remaining Time
  11197. break;
  11198. case SC_ABYSS_SLAYER:
  11199. val2 = 10 + 2 * val1;// PAtk/SMatk Increase
  11200. val3 = 100 + 20 * val1;// Hit Increase
  11201. break;
  11202. case SC_WINDSIGN:
  11203. val2 = 8 + 6 * val1;// Chance to gain AP on attack.
  11204. if (val1 == 5)// Its 40% on level 5.
  11205. val2 += 2;
  11206. break;
  11207. case SC_CALAMITYGALE:// Unlimit runs along with this.
  11208. sc_start(bl, bl, SC_UNLIMIT, 100, 5, skill_get_time(RA_UNLIMIT, 5));
  11209. break;
  11210. case SC_GEF_NOCTURN:// MRes Reduction. Official formula unknown.
  11211. case SC_AIN_RHAPSODY:// Res Reduction. Official formula unknown.
  11212. val2 = 10 * val1;// Res/MRes Decrease
  11213. if (val3&2)// Bonus if partner is found in party.
  11214. val2 *= 2;
  11215. break;
  11216. case SC_MUSICAL_INTERLUDE:
  11217. val2 = 5 + 5 * val1;// Res Increase
  11218. if (val3&2)// Bonus if partner is found in party.
  11219. val2 *= 2;
  11220. break;
  11221. case SC_JAWAII_SERENADE:
  11222. val2 = 3 * val1;// SMatk Increase
  11223. if (val3 & 2)// Bonus if partner is found in party.
  11224. val2 *= 2;
  11225. break;
  11226. case SC_PRON_MARCH:
  11227. val2 = 3 * val1;// PAtk Increase
  11228. if (val3 & 2)// Bonus if partner is found in party.
  11229. val2 *= 2;
  11230. break;
  11231. case SC_SPELL_ENCHANTING:
  11232. val2 = 4 * val1;// SMatk Increase
  11233. break;
  11234. case SC_FLAMETECHNIC:
  11235. case SC_FLAMEARMOR:
  11236. case SC_COLD_FORCE:
  11237. case SC_CRYSTAL_ARMOR:
  11238. case SC_GRACE_BREEZE:
  11239. case SC_EYES_OF_STORM:
  11240. case SC_EARTH_CARE:
  11241. case SC_STRONG_PROTECTION:
  11242. case SC_DEEP_POISONING:
  11243. case SC_POISON_SHIELD:
  11244. val2 += 10;
  11245. val3 += 10000;
  11246. tick_time = val3;
  11247. break;
  11248. case SC_FLAMETECHNIC_OPTION:
  11249. val3 = ELE_FIRE;
  11250. break;
  11251. case SC_COLD_FORCE_OPTION:
  11252. val3 = ELE_WATER;
  11253. break;
  11254. case SC_GRACE_BREEZE_OPTION:
  11255. val3 = ELE_WIND;
  11256. break;
  11257. case SC_EARTH_CARE_OPTION:
  11258. val3 = ELE_EARTH;
  11259. break;
  11260. case SC_DEEP_POISONING_OPTION:
  11261. val3 = ELE_POISON;
  11262. break;
  11263. case SC_SUB_WEAPONPROPERTY:
  11264. if (sd && val3 == ASC_EDP) {
  11265. uint16 poison_level = pc_checkskill(sd, GC_RESEARCHNEWPOISON);
  11266. if (poison_level > 0) {
  11267. tick += 30000; // Base of 30 seconds
  11268. tick += poison_level * 15 * 1000; // Additional 15 seconds per level
  11269. }
  11270. }
  11271. break;
  11272. default:
  11273. 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->end.empty() && scdb->endreturn.empty() && scdb->fail.empty()) {
  11274. // Status change with no calc, no icon, and no skill associated...?
  11275. 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);
  11276. return 0;
  11277. }
  11278. } else // Special considerations when loading SC data.
  11279. switch( type ) {
  11280. case SC_WEDDING:
  11281. case SC_XMAS:
  11282. case SC_SUMMER:
  11283. case SC_HANBOK:
  11284. case SC_OKTOBERFEST:
  11285. case SC_DRESSUP:
  11286. if( !vd )
  11287. break;
  11288. clif_changelook(bl,LOOK_BASE,vd->class_);
  11289. clif_changelook(bl,LOOK_WEAPON,0);
  11290. clif_changelook(bl,LOOK_SHIELD,0);
  11291. clif_changelook(bl,LOOK_CLOTHES_COLOR,vd->cloth_color);
  11292. clif_changelook(bl,LOOK_BODY2,0);
  11293. break;
  11294. case SC_STONE:
  11295. case SC_STONEWAIT:
  11296. case SC_POISON:
  11297. case SC_DPOISON:
  11298. case SC_BLEEDING:
  11299. case SC_BURNING:
  11300. case SC_TOXIN:
  11301. tick_time = tick;
  11302. tick = tick_time + max(val4, 0);
  11303. break;
  11304. case SC_DEATHHURT:
  11305. if (val3 == 1)
  11306. break;
  11307. tick_time = tick;
  11308. tick = tick_time + max(val4, 0);
  11309. case SC_MAGICMUSHROOM:
  11310. case SC_PYREXIA:
  11311. case SC_LEECHESEND:
  11312. if (val3 == 0)
  11313. break;
  11314. tick_time = tick;
  11315. tick = tick_time + max(val4, 0);
  11316. break;
  11317. case SC_SWORDCLAN:
  11318. case SC_ARCWANDCLAN:
  11319. case SC_GOLDENMACECLAN:
  11320. case SC_CROSSBOWCLAN:
  11321. case SC_JUMPINGCLAN:
  11322. case SC_CLAN_INFO:
  11323. // If the player still has a clan status, but was removed from his clan
  11324. if( sd && sd->status.clan_id == 0 ){
  11325. return 0;
  11326. }
  11327. break;
  11328. case SC_SERVANTWEAPON:
  11329. case SC_ABYSSFORCEWEAPON:
  11330. tick_time = tick;
  11331. tick = tick_time + max(val4, 0);
  11332. break;
  11333. }
  11334. if (sd && current_equip_combo_pos > 0 && tick == INFINITE_TICK) {
  11335. 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);
  11336. return 0;
  11337. }
  11338. /* [Ind] */
  11339. if (scdb->flag[SCF_DISPLAYPC] || scdb->flag[SCF_DISPLAYNPC]) {
  11340. int dval1 = 0, dval2 = 0, dval3 = 0;
  11341. switch (type) {
  11342. case SC_ALL_RIDING:
  11343. dval1 = 1;
  11344. break;
  11345. case SC_CLAN_INFO:
  11346. dval1 = val1;
  11347. dval2 = val2;
  11348. dval3 = val3;
  11349. break;
  11350. default: /* All others: just copy val1 */
  11351. dval1 = val1;
  11352. break;
  11353. }
  11354. status_display_add(bl,type,dval1,dval2,dval3);
  11355. }
  11356. //SC that force player to stand if is sitting
  11357. if (scdb->flag[SCF_SETSTAND] && sd && pc_issit(sd))
  11358. pc_setstand(sd, true);
  11359. //SC that make stop attacking [LuzZza]
  11360. if (scdb->flag[SCF_STOPATTACKING])
  11361. unit_stop_attack(bl);
  11362. //SC that make stop walking
  11363. if (scdb->flag[SCF_STOPWALKING]) {
  11364. switch (type) {
  11365. case SC_ANKLE:
  11366. if (battle_config.skill_trap_type || !map_flag_gvg(bl->m))
  11367. unit_stop_walking(bl, 1);
  11368. break;
  11369. case SC__MANHOLE:
  11370. if (bl->type == BL_PC || !unit_blown_immune(bl,0x1))
  11371. unit_stop_walking(bl,1);
  11372. break;
  11373. case SC_VACUUM_EXTREME:
  11374. if (bl->type != BL_PC && unit_blown_immune(bl, 0x1) == UB_KNOCKABLE) {
  11375. unit_stop_walking(bl,1);
  11376. unit_stop_attack(bl);
  11377. }
  11378. break;
  11379. case SC_FREEZE:
  11380. case SC_STUN:
  11381. case SC_STONE:
  11382. if (sc->data[SC_DANCING]) {
  11383. unit_stop_walking(bl, 1);
  11384. status_change_end(bl, SC_DANCING);
  11385. }
  11386. break;
  11387. default:
  11388. if (!unit_blown_immune(bl,0x1))
  11389. unit_stop_walking(bl,1);
  11390. break;
  11391. }
  11392. }
  11393. //SC that make stop casting
  11394. if (battle_config.sc_castcancel&bl->type && scdb->flag[SCF_STOPCASTING])
  11395. unit_skillcastcancel(bl,0);
  11396. sc->opt1 = scdb->opt1;
  11397. sc->opt2 |= scdb->opt2;
  11398. sc->opt3 |= scdb->opt3;
  11399. sc->option |= scdb->look;
  11400. std::bitset<SCF_MAX> opt_flag = scdb->flag;
  11401. uint16 disable_opt_flag = false;
  11402. switch(type) {
  11403. case SC_DANCING:
  11404. if ((val1&0xFFFF) == CG_MOONLIT)
  11405. sc->opt3 |= OPT3_MOONLIT;
  11406. break;
  11407. case SC_INCATKRATE:
  11408. // Simulate Explosion Spirits effect for NPC_POWERUP [Skotlex]
  11409. if (bl->type != BL_MOB) {
  11410. disable_opt_flag = true;
  11411. break;
  11412. }
  11413. break;
  11414. }
  11415. // On Aegis, when turning on a status change, first goes the option packet, then the sc packet.
  11416. if (!disable_opt_flag && (opt_flag[SCF_SENDOPTION] || opt_flag[SCF_ONTOUCH] || opt_flag[SCF_UNITMOVE] || opt_flag[SCF_NONPLAYER] || opt_flag[SCF_SENDLOOK])) {
  11417. clif_changeoption(bl);
  11418. if(sd && opt_flag[SCF_SENDLOOK]) {
  11419. clif_changelook(bl,LOOK_BASE,vd->class_);
  11420. clif_changelook(bl,LOOK_WEAPON,0);
  11421. clif_changelook(bl,LOOK_SHIELD,0);
  11422. clif_changelook(bl,LOOK_CLOTHES_COLOR,vd->cloth_color);
  11423. }
  11424. }
  11425. if (calc_flag[SCB_DYE]) { // Reset DYE color
  11426. if (vd && vd->cloth_color) {
  11427. val4 = vd->cloth_color;
  11428. clif_changelook(bl,LOOK_CLOTHES_COLOR,0);
  11429. }
  11430. calc_flag.reset(SCB_DYE);
  11431. }
  11432. /*if (calc_flag[SCB_BODY])// Might be needed in the future. [Rytech]
  11433. { //Reset body style
  11434. if (vd && vd->body_style)
  11435. {
  11436. val4 = vd->body_style;
  11437. clif_changelook(bl,LOOK_BODY2,0);
  11438. }
  11439. calc_flag.reset(SCB_BODY);
  11440. }*/
  11441. if (!(flag&SCSTART_NOICON) && !(flag&SCSTART_LOADED && scdb->flag[SCF_DISPLAYPC] || scdb->flag[SCF_DISPLAYNPC])) {
  11442. int status_icon = scdb->icon;
  11443. #if PACKETVER < 20151104
  11444. if (status_icon == EFST_WEAPONPROPERTY)
  11445. status_icon = EFST_ATTACK_PROPERTY_NOTHING + val1; // Assign status icon for older clients
  11446. #endif
  11447. 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);
  11448. }
  11449. // Used as temporary storage for scs with interval ticks, so that the actual duration is sent to the client first.
  11450. if( tick_time )
  11451. tick = tick_time;
  11452. // Don't trust the previous sce assignment, in case the SC ended somewhere between there and here.
  11453. if((sce=sc->data[type])) { // reuse old sc
  11454. if( sce->timer != INVALID_TIMER )
  11455. delete_timer(sce->timer, status_change_timer);
  11456. sc_isnew = false;
  11457. } else { // New sc
  11458. ++(sc->count);
  11459. sce = sc->data[type] = ers_alloc(sc_data_ers, struct status_change_entry);
  11460. }
  11461. sce->val1 = val1;
  11462. sce->val2 = val2;
  11463. sce->val3 = val3;
  11464. sce->val4 = val4;
  11465. if (tick >= 0)
  11466. sce->timer = add_timer(gettick() + tick, status_change_timer, bl->id, type);
  11467. else
  11468. sce->timer = INVALID_TIMER; // Infinite duration
  11469. if (calc_flag.any()) {
  11470. if (sd != nullptr) {
  11471. switch(type) {
  11472. // Statuses that adjust HP/SP and heal after starting
  11473. case SC_BERSERK:
  11474. case SC_MERC_HPUP:
  11475. case SC_MERC_SPUP:
  11476. status_calc_bl_(bl, calc_flag, SCO_FORCE);
  11477. break;
  11478. default:
  11479. if (!sd->state.connect_new)
  11480. status_calc_bl_(bl, calc_flag);
  11481. break;
  11482. }
  11483. } else
  11484. status_calc_bl_(bl, calc_flag);
  11485. }
  11486. // Non-zero
  11487. if (sc_isnew && scdb->state.any())
  11488. status_calc_state(bl, sc, scdb->state, true);
  11489. if (sd != nullptr && sd->pd != nullptr)
  11490. pet_sc_check(sd, type); // Skotlex: Pet Status Effect Healing
  11491. // 1st thing to execute when loading status
  11492. switch (type) {
  11493. case SC_BERSERK:
  11494. if (!(sce->val2)) { // Don't heal if already set
  11495. status_heal(bl, status->max_hp, 0, 1); // Do not use percent_heal as this healing must override BERSERK's block.
  11496. status_set_sp(bl, 0, 0); // Damage all SP
  11497. }
  11498. sce->val2 = 5 * status->max_hp / 100;
  11499. break;
  11500. case SC_RUN:
  11501. {
  11502. struct unit_data *ud = unit_bl2ud(bl);
  11503. if( ud )
  11504. ud->state.running = unit_run(bl, NULL, SC_RUN);
  11505. }
  11506. break;
  11507. case SC_BOSSMAPINFO:
  11508. if (sd)
  11509. clif_bossmapinfo(sd, map_id2boss(sce->val1), BOSS_INFO_ALIVE_WITHMSG); // First Message
  11510. break;
  11511. case SC_FULL_THROTTLE:
  11512. case SC_MERC_HPUP:
  11513. status_percent_heal(bl, 100, 0); // Recover Full HP
  11514. break;
  11515. case SC_MERC_SPUP:
  11516. status_percent_heal(bl, 0, 100); // Recover Full SP
  11517. break;
  11518. case SC_WUGDASH:
  11519. {
  11520. struct unit_data *ud = unit_bl2ud(bl);
  11521. if( ud )
  11522. ud->state.running = unit_run(bl, sd, SC_WUGDASH);
  11523. }
  11524. break;
  11525. case SC_COMBO:
  11526. switch(sce->val1) {
  11527. case TK_STORMKICK:
  11528. skill_combo_toggle_inf(bl, TK_JUMPKICK, 0);
  11529. clif_skill_nodamage(bl,bl,TK_READYSTORM,1,1);
  11530. break;
  11531. case TK_DOWNKICK:
  11532. skill_combo_toggle_inf(bl, TK_JUMPKICK, 0);
  11533. clif_skill_nodamage(bl,bl,TK_READYDOWN,1,1);
  11534. break;
  11535. case TK_TURNKICK:
  11536. skill_combo_toggle_inf(bl, TK_JUMPKICK, 0);
  11537. clif_skill_nodamage(bl,bl,TK_READYTURN,1,1);
  11538. break;
  11539. case TK_COUNTER:
  11540. skill_combo_toggle_inf(bl, TK_JUMPKICK, 0);
  11541. clif_skill_nodamage(bl,bl,TK_READYCOUNTER,1,1);
  11542. break;
  11543. default: // Rest just toggle inf to enable autotarget
  11544. skill_combo_toggle_inf(bl,sce->val1,INF_SELF_SKILL);
  11545. break;
  11546. }
  11547. break;
  11548. case SC_C_MARKER:
  11549. //Send mini-map, don't wait for first timer triggered
  11550. if (src->type == BL_PC && (sd = map_id2sd(src->id)))
  11551. clif_crimson_marker(sd, bl, false);
  11552. break;
  11553. case SC_ITEMSCRIPT: // Shows Buff Icons
  11554. if (sd)
  11555. clif_status_change(bl, (efst_type)val2, 1, tick, 0, 0, 0);
  11556. break;
  11557. case SC_GVG_GIANT:
  11558. case SC_GVG_GOLEM:
  11559. case SC_GVG_STUN:
  11560. case SC_GVG_STONE:
  11561. case SC_GVG_FREEZ:
  11562. case SC_GVG_SLEEP:
  11563. case SC_GVG_CURSE:
  11564. case SC_GVG_SILENCE:
  11565. case SC_GVG_BLIND:
  11566. if (val1 || val2)
  11567. status_zap(bl, val1 ? val1 : 0, val2 ? val2 : 0);
  11568. break;
  11569. }
  11570. if( opt_flag[SCF_ONTOUCH] && sd && !sd->npc_ontouch_.empty() )
  11571. npc_touchnext_areanpc(sd,false); // Run OnTouch_ on next char in range
  11572. return 1;
  11573. }
  11574. /**
  11575. * End all statuses except those listed
  11576. * TODO: May be useful for dispel instead resetting a list there
  11577. * @param src: Source of the status change [PC|MOB|HOM|MER|ELEM|NPC]
  11578. * @param type: Changes behaviour of the function
  11579. * 0: PC killed -> Place here statuses that do not dispel on death.
  11580. * 1: If for some reason status_change_end decides to still keep the status when quitting.
  11581. * 2: Do clif_changeoption()
  11582. * 3: Do not remove some permanent/time-independent effects
  11583. * @return 1: Success 0: Fail
  11584. */
  11585. int status_change_clear(struct block_list* bl, int type)
  11586. {
  11587. struct status_change* sc;
  11588. sc = status_get_sc(bl);
  11589. if (!sc)
  11590. return 0;
  11591. // Cleaning all extras vars
  11592. sc->comet_x = 0;
  11593. sc->comet_y = 0;
  11594. #ifndef RENEWAL
  11595. sc->sg_counter = 0;
  11596. #endif
  11597. if (!sc->count)
  11598. return 0;
  11599. for (const auto &it : status_db) {
  11600. sc_type status = static_cast<sc_type>(it.first);
  11601. if (!sc->data[status])
  11602. continue;
  11603. if (type == 0) { // Type 0: PC killed
  11604. if (it.second->flag[SCF_NOREMOVEONDEAD]) {
  11605. switch (status) {
  11606. case SC_ELEMENTALCHANGE: // Only when its Holy or Dark that it doesn't dispell on death
  11607. if (sc->data[status]->val2 != ELE_HOLY && sc->data[status]->val2 != ELE_DARK)
  11608. break;
  11609. default:
  11610. continue;
  11611. }
  11612. }
  11613. }
  11614. if (type == 3 && it.second->flag[SCF_NOCLEARBUFF])
  11615. continue;
  11616. status_change_end(bl, status);
  11617. if( type == 1 && sc->data[status] ) { // If for some reason status_change_end decides to still keep the status when quitting. [Skotlex]
  11618. (sc->count)--;
  11619. if (sc->data[status]->timer != INVALID_TIMER)
  11620. delete_timer(sc->data[status]->timer, status_change_timer);
  11621. ers_free(sc_data_ers, sc->data[status]);
  11622. sc->data[status] = NULL;
  11623. }
  11624. }
  11625. sc->opt1 = 0;
  11626. sc->opt2 = 0;
  11627. sc->opt3 = 0;
  11628. if( type == 0 || type == 2 )
  11629. clif_changeoption(bl);
  11630. return 1;
  11631. }
  11632. /**
  11633. * End a specific status after checking
  11634. * @param bl: Source of the status change [PC|MOB|HOM|MER|ELEM|NPC]
  11635. * @param type: Status change (SC_*)
  11636. * @param tid: Timer
  11637. * @param file: Used for dancing save
  11638. * @param line: Used for dancing save
  11639. * @return 1: Success 0: Fail
  11640. */
  11641. int status_change_end(struct block_list* bl, enum sc_type type, int tid)
  11642. {
  11643. struct map_session_data *sd;
  11644. struct status_change *sc;
  11645. struct status_change_entry *sce;
  11646. struct status_data *status;
  11647. struct view_data *vd;
  11648. std::shared_ptr<s_status_change_db> scdb = status_db.find(type);
  11649. nullpo_ret(bl);
  11650. sc = status_get_sc(bl);
  11651. status = status_get_status_data(bl);
  11652. if(!sc || !(sce = sc->data[type]) || !scdb)
  11653. return 0;
  11654. sd = BL_CAST(BL_PC,bl);
  11655. if (sce->timer != tid && tid != INVALID_TIMER)
  11656. return 0;
  11657. if (tid == INVALID_TIMER) {
  11658. if (type == SC_ENDURE && sce->val4)
  11659. // Do not end infinite endure.
  11660. return 0;
  11661. if (type == SC_SPIDERWEB) {
  11662. //Delete the unit group first to expire found in the status change
  11663. std::shared_ptr<s_skill_unit_group> group, group2;
  11664. t_tick tick = gettick();
  11665. int pos = 1;
  11666. if (sce->val2)
  11667. if (!(group = skill_id2group(sce->val2)))
  11668. sce->val2 = 0;
  11669. if (sce->val3) {
  11670. if (!(group2 = skill_id2group(sce->val3)))
  11671. sce->val3 = 0;
  11672. else if (!group || ((group->limit - DIFF_TICK(tick, group->tick)) > (group2->limit - DIFF_TICK(tick, group2->tick)))) {
  11673. group = group2;
  11674. pos = 2;
  11675. }
  11676. }
  11677. if (sce->val4) {
  11678. if (!(group2 = skill_id2group(sce->val4)))
  11679. sce->val4 = 0;
  11680. else if (!group || ((group->limit - DIFF_TICK(tick, group->tick)) > (group2->limit - DIFF_TICK(tick, group2->tick)))) {
  11681. group = group2;
  11682. pos = 3;
  11683. }
  11684. }
  11685. if (pos == 1)
  11686. sce->val2 = 0;
  11687. else if (pos == 2)
  11688. sce->val3 = 0;
  11689. else if (pos == 3)
  11690. sce->val4 = 0;
  11691. if (group)
  11692. skill_delunitgroup(group);
  11693. if (!status_isdead(bl) && (sce->val2 || sce->val3 || sce->val4))
  11694. return 0; //Don't end the status change yet as there are still unit groups associated with it
  11695. }
  11696. if (sce->timer != INVALID_TIMER) // Could be a SC with infinite duration
  11697. delete_timer(sce->timer,status_change_timer);
  11698. }
  11699. (sc->count)--;
  11700. if (scdb->state.any())
  11701. status_calc_state(bl,sc,scdb->state,false);
  11702. sc->data[type] = NULL;
  11703. if (scdb->flag[SCF_DISPLAYPC] || scdb->flag[SCF_DISPLAYNPC])
  11704. status_display_remove(bl,type);
  11705. vd = status_get_viewdata(bl);
  11706. std::bitset<SCB_MAX> calc_flag = scdb->calc_flag;
  11707. switch(type) {
  11708. case SC_KEEPING:
  11709. case SC_BARRIER: {
  11710. unit_data *ud = unit_bl2ud(bl);
  11711. if (ud)
  11712. ud->attackabletime = ud->canact_tick = ud->canmove_tick = gettick();
  11713. }
  11714. break;
  11715. case SC_GRANITIC_ARMOR:
  11716. {
  11717. int damage = status->max_hp*sce->val3/100;
  11718. if(status->hp < damage) // to not kill him
  11719. damage = status->hp-1;
  11720. status_damage(NULL,bl,damage,0,0,1,0);
  11721. }
  11722. break;
  11723. case SC_RUN:
  11724. {
  11725. struct unit_data *ud = unit_bl2ud(bl);
  11726. bool begin_spurt = true;
  11727. // Note: this int64 value is stored in two separate int32 variables (FIXME)
  11728. t_tick starttick = (t_tick)sce->val3&0x00000000ffffffffLL;
  11729. starttick |= ((t_tick)sce->val4<<32)&0xffffffff00000000LL;
  11730. if (ud) {
  11731. if(!ud->state.running)
  11732. begin_spurt = false;
  11733. ud->state.running = 0;
  11734. if (ud->walktimer != INVALID_TIMER)
  11735. unit_stop_walking(bl,1);
  11736. }
  11737. if (begin_spurt && sce->val1 >= 7 &&
  11738. DIFF_TICK(gettick(), starttick) <= 1000 &&
  11739. (!sd || (sd->weapontype1 == W_FIST && sd->weapontype2 == W_FIST))
  11740. )
  11741. sc_start(bl,bl,SC_SPURT,100,sce->val1,skill_get_time2(scdb->skill_id, sce->val1));
  11742. }
  11743. break;
  11744. case SC_AUTOBERSERK:
  11745. if (sc->data[SC_PROVOKE] && sc->data[SC_PROVOKE]->val4 == 1)
  11746. status_change_end(bl, SC_PROVOKE);
  11747. break;
  11748. case SC_ENDURE:
  11749. case SC_DEFENDER:
  11750. case SC_REFLECTSHIELD:
  11751. case SC_AUTOGUARD:
  11752. {
  11753. struct map_session_data *tsd;
  11754. if( bl->type == BL_PC ) { // Clear Status from others
  11755. int i;
  11756. for( i = 0; i < MAX_DEVOTION; i++ ) {
  11757. if( sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) && tsd->sc.data[type] )
  11758. status_change_end(&tsd->bl, type);
  11759. }
  11760. }
  11761. else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag ) { // Clear Status from Master
  11762. tsd = ((TBL_MER*)bl)->master;
  11763. if( tsd && tsd->sc.data[type] )
  11764. status_change_end(&tsd->bl, type);
  11765. }
  11766. }
  11767. break;
  11768. case SC_DEVOTION:
  11769. {
  11770. struct block_list *d_bl = map_id2bl(sce->val1);
  11771. if( d_bl ) {
  11772. if( d_bl->type == BL_PC )
  11773. ((TBL_PC*)d_bl)->devotion[sce->val2] = 0;
  11774. else if( d_bl->type == BL_MER )
  11775. ((TBL_MER*)d_bl)->devotion_flag = 0;
  11776. clif_devotion(d_bl, NULL);
  11777. }
  11778. status_change_end(bl, SC_AUTOGUARD);
  11779. status_change_end(bl, SC_DEFENDER);
  11780. status_change_end(bl, SC_REFLECTSHIELD);
  11781. status_change_end(bl, SC_ENDURE);
  11782. }
  11783. break;
  11784. case SC_FLASHKICK: {
  11785. map_session_data *tsd;
  11786. if (!(tsd = map_id2sd(sce->val1)))
  11787. break;
  11788. tsd->stellar_mark[sce->val2] = 0;
  11789. }
  11790. break;
  11791. case SC_SOULUNITY: {
  11792. map_session_data *tsd;
  11793. if (!(tsd = map_id2sd(sce->val2)))
  11794. break;
  11795. tsd->united_soul[sce->val3] = 0;
  11796. }
  11797. break;
  11798. case SC_BLADESTOP:
  11799. if(sce->val4) {
  11800. int tid2 = sce->val4; //stop the status for the other guy of bladestop as well
  11801. struct block_list *tbl = map_id2bl(tid2);
  11802. struct status_change *tsc = status_get_sc(tbl);
  11803. sce->val4 = 0;
  11804. if(tbl && tsc && tsc->data[SC_BLADESTOP]) {
  11805. tsc->data[SC_BLADESTOP]->val4 = 0;
  11806. status_change_end(tbl, SC_BLADESTOP);
  11807. }
  11808. clif_bladestop(bl, tid2, 0);
  11809. }
  11810. break;
  11811. case SC_DANCING:
  11812. {
  11813. map_session_data *dsd;
  11814. if(sce->val4 && sce->val4 != BCT_SELF && (dsd=map_id2sd(sce->val4))) { // End status on partner as well
  11815. status_change_entry *dsc = dsd->sc.data[SC_DANCING];
  11816. if(dsc) {
  11817. // This will prevent recursive loops.
  11818. dsc->val2 = 0;
  11819. dsc->val4 = BCT_SELF;
  11820. status_change_end(&dsd->bl, SC_DANCING);
  11821. }
  11822. }
  11823. if(sce->val2) { // Erase associated land skill
  11824. std::shared_ptr<s_skill_unit_group> group = skill_id2group(sce->val2);
  11825. sce->val2 = 0;
  11826. if (group)
  11827. skill_delunitgroup(group);
  11828. }
  11829. if((sce->val1&0xFFFF) == CG_MOONLIT)
  11830. clif_status_change(bl,EFST_MOON,0,0,0,0,0);
  11831. #ifdef RENEWAL
  11832. status_change_end(bl, SC_ENSEMBLEFATIGUE);
  11833. #else
  11834. status_change_end(bl, SC_LONGING);
  11835. #endif
  11836. }
  11837. break;
  11838. case SC_NOCHAT:
  11839. if (sd && sd->status.manner < 0 && tid != INVALID_TIMER)
  11840. sd->status.manner = 0;
  11841. if (sd && tid == INVALID_TIMER) {
  11842. clif_changestatus(sd,SP_MANNER,sd->status.manner);
  11843. clif_updatestatus(sd,SP_MANNER);
  11844. }
  11845. break;
  11846. case SC_SPLASHER:
  11847. case SC_ROSEBLOSSOM:
  11848. {
  11849. struct block_list *src=map_id2bl(sce->val3);
  11850. if(src && tid != INVALID_TIMER)
  11851. skill_castend_damage_id(src, bl, sce->val2, sce->val1, gettick(), SD_LEVEL );
  11852. }
  11853. break;
  11854. case SC_CLOSECONFINE2:{
  11855. struct block_list *src = sce->val2?map_id2bl(sce->val2):NULL;
  11856. struct status_change *sc2 = src?status_get_sc(src):NULL;
  11857. if (src && sc2 && sc2->data[SC_CLOSECONFINE]) {
  11858. // If status was already ended, do nothing.
  11859. // Decrease count
  11860. if (--(sc2->data[SC_CLOSECONFINE]->val1) <= 0) // No more holds, free him up.
  11861. status_change_end(src, SC_CLOSECONFINE);
  11862. }
  11863. }
  11864. case SC_CLOSECONFINE:
  11865. if (sce->val2 > 0) {
  11866. // Caster has been unlocked... nearby chars need to be unlocked.
  11867. int range = 1
  11868. + skill_get_range2(bl, scdb->skill_id, sce->val1, true)
  11869. + skill_get_range2(bl, TF_BACKSLIDING, 1, true); // Since most people use this to escape the hold....
  11870. map_foreachinallarea(status_change_timer_sub,
  11871. bl->m, bl->x-range, bl->y-range, bl->x+range,bl->y+range,BL_CHAR,bl,sce,type,gettick());
  11872. }
  11873. break;
  11874. case SC_COMBO:
  11875. skill_combo_toggle_inf(bl,sce->val1,0);
  11876. break;
  11877. case SC_MARIONETTE:
  11878. case SC_MARIONETTE2: // Marionette target
  11879. if (sce->val1) { // Check for partner and end their marionette status as well
  11880. enum sc_type type2 = (type == SC_MARIONETTE) ? SC_MARIONETTE2 : SC_MARIONETTE;
  11881. struct block_list *pbl = map_id2bl(sce->val1);
  11882. struct status_change* sc2 = pbl?status_get_sc(pbl):NULL;
  11883. if (sc2 && sc2->data[type2]) {
  11884. sc2->data[type2]->val1 = 0;
  11885. status_change_end(pbl, type2);
  11886. }
  11887. }
  11888. break;
  11889. case SC_CONCENTRATION:
  11890. if (sc->data[SC_ENDURE] && !sc->data[SC_ENDURE]->val4)
  11891. status_change_end(bl, SC_ENDURE);
  11892. break;
  11893. case SC_BERSERK:
  11894. if(status->hp > 200 && sc && sc->data[SC__BLOODYLUST]) {
  11895. status_percent_heal(bl, 100, 0);
  11896. status_change_end(bl, SC__BLOODYLUST);
  11897. } else if (status->hp > 100 && sce->val2) // If val2 is removed, no HP penalty (dispelled?) [Skotlex]
  11898. status_set_hp(bl, 100, 0);
  11899. if(sc->data[SC_ENDURE] && sc->data[SC_ENDURE]->val4) {
  11900. sc->data[SC_ENDURE]->val4 = 0;
  11901. status_change_end(bl, SC_ENDURE);
  11902. }
  11903. sc_start4(bl, bl, SC_REGENERATION, 100, 10,0,0,(RGN_HP|RGN_SP), skill_get_time(LK_BERSERK, sce->val1));
  11904. break;
  11905. case SC_GOSPEL:
  11906. if (sce->val3) { // Clear the group.
  11907. std::shared_ptr<s_skill_unit_group> group = skill_id2group(sce->val3);
  11908. sce->val3 = 0;
  11909. if (group)
  11910. skill_delunitgroup(group);
  11911. }
  11912. break;
  11913. #ifndef RENEWAL
  11914. case SC_HERMODE:
  11915. if(sce->val3 == BCT_SELF)
  11916. skill_clear_unitgroup(bl);
  11917. break;
  11918. case SC_BASILICA: // Clear the skill area. [Skotlex]
  11919. if (sce->val3 && sce->val4 == bl->id) {
  11920. std::shared_ptr<s_skill_unit_group> group = skill_id2group(sce->val3);
  11921. sce->val3 = 0;
  11922. if (group)
  11923. skill_delunitgroup(group);
  11924. }
  11925. break;
  11926. #endif
  11927. case SC_TRICKDEAD:
  11928. if (vd) vd->dead_sit = 0;
  11929. break;
  11930. case SC_WARM:
  11931. case SC__MANHOLE:
  11932. case SC_BANDING:
  11933. case SC_LEADERSHIP:
  11934. case SC_GLORYWOUNDS:
  11935. case SC_SOULCOLD:
  11936. case SC_HAWKEYES:
  11937. if (sce->val4) { // Clear the group.
  11938. std::shared_ptr<s_skill_unit_group> group = skill_id2group(sce->val4);
  11939. sce->val4 = 0;
  11940. if( group ) // Might have been cleared before status ended, e.g. land protector
  11941. skill_delunitgroup(group);
  11942. }
  11943. break;
  11944. case SC_JAILED:
  11945. if(tid == INVALID_TIMER)
  11946. break;
  11947. // Natural expiration.
  11948. if(sd && sd->mapindex == sce->val2)
  11949. pc_setpos(sd,(unsigned short)sce->val3,sce->val4&0xFFFF, sce->val4>>16, CLR_TELEPORT);
  11950. break; // Guess hes not in jail :P
  11951. case SC_CHANGE:
  11952. if (tid == INVALID_TIMER)
  11953. break;
  11954. // "lose almost all their HP and SP" on natural expiration.
  11955. status_set_hp(bl, 10, 0);
  11956. status_set_sp(bl, 10, 0);
  11957. break;
  11958. case SC_AUTOTRADE:
  11959. if (tid == INVALID_TIMER)
  11960. break;
  11961. // Vending is not automatically closed for autovenders
  11962. vending_closevending(sd);
  11963. map_quit(sd);
  11964. // Because map_quit calls status_change_end with tid -1
  11965. // from here it's not neccesary to continue
  11966. return 1;
  11967. break;
  11968. case SC_STOP:
  11969. if( sce->val2 ) {
  11970. struct block_list* tbl = map_id2bl(sce->val2);
  11971. sce->val2 = 0;
  11972. if( tbl && (sc = status_get_sc(tbl)) && sc->data[SC_STOP] && sc->data[SC_STOP]->val2 == bl->id )
  11973. status_change_end(tbl, SC_STOP);
  11974. }
  11975. break;
  11976. case SC_TENSIONRELAX:
  11977. if (sc && (sc->data[SC_WEIGHT50] || sc->data[SC_WEIGHT90]))
  11978. status_get_regen_data(bl)->state.overweight = 1; // Add the overweight flag back
  11979. break;
  11980. case SC_MONSTER_TRANSFORM:
  11981. case SC_ACTIVE_MONSTER_TRANSFORM:
  11982. if (sce->val2)
  11983. status_change_end(bl, (sc_type)sce->val2);
  11984. break;
  11985. /* 3rd Stuff */
  11986. case SC_MILLENNIUMSHIELD:
  11987. clif_millenniumshield(bl, 0);
  11988. break;
  11989. case SC_HALLUCINATIONWALK:
  11990. sc_start(bl,bl,SC_HALLUCINATIONWALK_POSTDELAY,100,sce->val1,skill_get_time2(GC_HALLUCINATIONWALK,sce->val1));
  11991. break;
  11992. case SC_WHITEIMPRISON:
  11993. {
  11994. struct block_list* src = map_id2bl(sce->val2);
  11995. if( tid == -1 || !src)
  11996. break; // Terminated by Damage
  11997. 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);
  11998. }
  11999. break;
  12000. case SC_WUGDASH:
  12001. {
  12002. struct unit_data *ud = unit_bl2ud(bl);
  12003. if (ud) {
  12004. ud->state.running = 0;
  12005. if (ud->walktimer != INVALID_TIMER)
  12006. unit_stop_walking(bl,1);
  12007. }
  12008. }
  12009. break;
  12010. case SC__SHADOWFORM:
  12011. {
  12012. struct map_session_data *s_sd = map_id2sd(sce->val2);
  12013. if (s_sd) s_sd->shadowform_id = 0;
  12014. }
  12015. break;
  12016. case SC_SATURDAYNIGHTFEVER: // Sit down force of Saturday Night Fever has the duration of only 3 seconds.
  12017. sc_start(bl, bl,SC_SITDOWN_FORCE,100,sce->val1,skill_get_time2(WM_SATURDAY_NIGHT_FEVER,sce->val1));
  12018. break;
  12019. case SC_NEUTRALBARRIER_MASTER:
  12020. case SC_STEALTHFIELD_MASTER:
  12021. if( sce->val2 ) {
  12022. std::shared_ptr<s_skill_unit_group> group = skill_id2group(sce->val2);
  12023. sce->val2 = 0;
  12024. if( group ) // Might have been cleared before status ended, e.g. land protector
  12025. skill_delunitgroup(group);
  12026. }
  12027. break;
  12028. case SC_CURSEDCIRCLE_ATKER:
  12029. if( sce->val2 ) // Used the default area size cause there is a chance the caster could knock back and can't clear the target.
  12030. map_foreachinallrange(status_change_timer_sub, bl, AREA_SIZE + 3, BL_CHAR, bl, sce, SC_CURSEDCIRCLE_TARGET, gettick());
  12031. break;
  12032. case SC_RAISINGDRAGON:
  12033. if( sd && !pc_isdead(sd) ) {
  12034. int i = min(sd->spiritball,5);
  12035. pc_delspiritball(sd, sd->spiritball, 0);
  12036. status_change_end(bl, SC_EXPLOSIONSPIRITS);
  12037. while( i > 0 ) {
  12038. pc_addspiritball(sd, skill_get_time(MO_CALLSPIRITS, pc_checkskill(sd,MO_CALLSPIRITS)), 5);
  12039. --i;
  12040. }
  12041. }
  12042. break;
  12043. case SC_CURSEDCIRCLE_TARGET:
  12044. {
  12045. struct block_list *src = map_id2bl(sce->val2);
  12046. struct status_change *sc2 = status_get_sc(src);
  12047. if( sc2 && sc2->data[SC_CURSEDCIRCLE_ATKER] && --(sc2->data[SC_CURSEDCIRCLE_ATKER]->val2) == 0 ) {
  12048. clif_bladestop(bl, sce->val2, 0);
  12049. status_change_end(src, SC_CURSEDCIRCLE_ATKER);
  12050. }
  12051. }
  12052. break;
  12053. case SC_TEARGAS:
  12054. status_change_end(bl,SC_TEARGAS_SOB);
  12055. break;
  12056. case SC_SITDOWN_FORCE:
  12057. case SC_BANANA_BOMB_SITDOWN:
  12058. if( sd && pc_issit(sd) && pc_setstand(sd, false) )
  12059. skill_sit(sd, false);
  12060. break;
  12061. case SC_KYOUGAKU:
  12062. clif_status_load(bl, EFST_KYOUGAKU, 0); // Avoid client crash
  12063. clif_status_load(bl, EFST_ACTIVE_MONSTER_TRANSFORM, 0);
  12064. break;
  12065. case SC_INTRAVISION:
  12066. calc_flag = status_db.getSCB_ALL(); // Required for overlapping
  12067. break;
  12068. case SC_SUNSTANCE:
  12069. status_change_end(bl, SC_LIGHTOFSUN);
  12070. break;
  12071. case SC_LUNARSTANCE:
  12072. status_change_end(bl, SC_NEWMOON);
  12073. status_change_end(bl, SC_LIGHTOFMOON);
  12074. break;
  12075. case SC_STARSTANCE:
  12076. status_change_end(bl, SC_FALLINGSTAR);
  12077. status_change_end(bl, SC_LIGHTOFSTAR);
  12078. break;
  12079. case SC_UNIVERSESTANCE:
  12080. status_change_end(bl, SC_LIGHTOFSUN);
  12081. status_change_end(bl, SC_NEWMOON);
  12082. status_change_end(bl, SC_LIGHTOFMOON);
  12083. status_change_end(bl, SC_FALLINGSTAR);
  12084. status_change_end(bl, SC_LIGHTOFSTAR);
  12085. status_change_end(bl, SC_DIMENSION);
  12086. break;
  12087. case SC_GRAVITYCONTROL:
  12088. status_fix_damage(bl, bl, sce->val2, clif_damage(bl, bl, gettick(), 0, 0, sce->val2, 0, DMG_NORMAL, 0, false), 0);
  12089. clif_specialeffect(bl, 223, AREA);
  12090. clif_specialeffect(bl, 330, AREA);
  12091. break;
  12092. case SC_OVERED_BOOST:
  12093. switch (bl->type) {
  12094. case BL_HOM: {
  12095. struct homun_data *hd = BL_CAST(BL_HOM,bl);
  12096. if( hd )
  12097. hd->homunculus.hunger = max(1,hd->homunculus.hunger - 50);
  12098. }
  12099. break;
  12100. case BL_PC:
  12101. status_zap(bl,0,status_get_max_sp(bl) / 2);
  12102. break;
  12103. }
  12104. break;
  12105. case SC_FULL_THROTTLE: {
  12106. int sec = skill_get_time2(scdb->skill_id, sce->val1);
  12107. clif_status_change(bl, EFST_DEC_AGI, 1, sec, 0, 0, 0);
  12108. sc_start(bl, bl, SC_REBOUND, 100, sce->val1, sec);
  12109. }
  12110. break;
  12111. case SC_REBOUND:
  12112. clif_status_load(bl, EFST_DEC_AGI, 0);
  12113. break;
  12114. case SC_ITEMSCRIPT: // Removes Buff Icons
  12115. if (sd)
  12116. clif_status_load(bl, (enum efst_type)sce->val2, 0);
  12117. break;
  12118. case SC_C_MARKER:
  12119. {
  12120. // Remove mark data from caster
  12121. struct map_session_data *caster = map_id2sd(sce->val2);
  12122. uint8 i = 0;
  12123. if (!caster)
  12124. break;
  12125. ARR_FIND(0,MAX_SKILL_CRIMSON_MARKER,i,caster->c_marker[i] == bl->id);
  12126. if (i < MAX_SKILL_CRIMSON_MARKER) {
  12127. caster->c_marker[i] = 0;
  12128. clif_crimson_marker(caster, bl, true);
  12129. }
  12130. }
  12131. break;
  12132. case SC_H_MINE:
  12133. {
  12134. // Drop the material from target if expired
  12135. struct item it;
  12136. struct map_session_data *caster = NULL;
  12137. if (sce->val3 || status_isdead(bl) || !(caster = map_id2sd(sce->val2)))
  12138. break;
  12139. std::shared_ptr<s_skill_db> skill = skill_db.find(RL_H_MINE);
  12140. if (!itemdb_exists(skill->require.itemid[0]))
  12141. break;
  12142. memset(&it, 0, sizeof(it));
  12143. it.nameid = skill->require.itemid[0];
  12144. it.amount = max(skill->require.amount[0],1);
  12145. it.identify = 1;
  12146. map_addflooritem(&it, it.amount, bl->m,bl->x, bl->y, caster->status.char_id, 0, 0, 4, 0);
  12147. }
  12148. break;
  12149. case SC_VACUUM_EXTREME:
  12150. ///< !CHECKME: Seems on official, there's delay before same target can be vacuumed in same area again [Cydh]
  12151. sc_start2(bl, bl, SC_VACUUM_EXTREME_POSTDELAY, 100, sce->val1, sce->val2, skill_get_time2(SO_VACUUM_EXTREME,sce->val1));
  12152. break;
  12153. case SC_SWORDCLAN:
  12154. case SC_ARCWANDCLAN:
  12155. case SC_GOLDENMACECLAN:
  12156. case SC_CROSSBOWCLAN:
  12157. case SC_JUMPINGCLAN:
  12158. status_change_end(bl,SC_CLAN_INFO);
  12159. break;
  12160. case SC_DIMENSION1:
  12161. case SC_DIMENSION2:
  12162. if (sd)
  12163. pc_delspiritball(sd, 1, 0);
  12164. break;
  12165. case SC_SOULENERGY:
  12166. if (sd)
  12167. pc_delsoulball(sd, sd->soulball, false);
  12168. break;
  12169. case SC_MADOGEAR:
  12170. status_db.removeByStatusFlag(bl, { SCF_MADOENDCANCEL });
  12171. if (sd)
  12172. pc_bonus_script_clear(sd, BSF_REM_ON_MADOGEAR);
  12173. break;
  12174. case SC_HOMUN_TIME:
  12175. if (sd && hom_is_active(sd->hd))
  12176. hom_vaporize(sd, HOM_ST_REST);
  12177. break;
  12178. case SC_SERVANT_SIGN: {
  12179. map_session_data *tsd = map_id2sd(sce->val1);
  12180. if( tsd != nullptr )
  12181. tsd->servant_sign[sce->val2] = 0;
  12182. }
  12183. break;
  12184. case SC_SOUNDBLEND: {
  12185. block_list *src = map_id2bl(sce->val2);
  12186. if (src && tid != INVALID_TIMER)
  12187. skill_castend_damage_id(src, bl, TR_SOUNDBLEND, sce->val1, gettick(), SD_LEVEL|SD_ANIMATION);
  12188. }
  12189. break;
  12190. case SC_SERVANTWEAPON:
  12191. if( sd ){
  12192. pc_delservantball( *sd, sd->servantball );
  12193. }
  12194. break;
  12195. case SC_CHARGINGPIERCE:
  12196. status_change_end(bl, SC_CHARGINGPIERCE_COUNT);
  12197. break;
  12198. case SC_ABYSSFORCEWEAPON:
  12199. if( sd ){
  12200. pc_delabyssball( *sd, sd->abyssball );
  12201. }
  12202. break;
  12203. }
  12204. // Reset the options as needed
  12205. std::bitset<SCF_MAX> opt_flag = scdb->flag;
  12206. bool disable_opt_flag = false;
  12207. switch (type) {
  12208. case SC_DANCING:
  12209. if ((sce->val1&0xFFFF) == CG_MOONLIT)
  12210. sc->opt3 &= ~OPT3_MOONLIT;
  12211. break;
  12212. case SC_INCATKRATE: // Simulated Explosion spirits effect.
  12213. if (bl->type != BL_MOB) {
  12214. disable_opt_flag = true;
  12215. break;
  12216. }
  12217. break;
  12218. }
  12219. if (scdb->opt1)
  12220. sc->opt1 = OPT1_NONE;
  12221. if (scdb->opt2)
  12222. sc->opt2 &= ~scdb->opt2;
  12223. if (scdb->opt3)
  12224. sc->opt3 &= ~scdb->opt3;
  12225. if (scdb->look)
  12226. sc->option &= ~scdb->look;
  12227. if (calc_flag[SCB_DYE]) { // Restore DYE color
  12228. if (vd && !vd->cloth_color && sce->val4)
  12229. clif_changelook(bl,LOOK_CLOTHES_COLOR,sce->val4);
  12230. calc_flag.reset(SCB_DYE);
  12231. }
  12232. /*if (calc_flag[SCB_BODY])// Might be needed in the future. [Rytech]
  12233. { //Restore body style
  12234. if (vd && !vd->body_style && sce->val4)
  12235. clif_changelook(bl,LOOK_BODY2,sce->val4);
  12236. calc_flag.reset(SCB_BODY);
  12237. }*/
  12238. // On Aegis, when turning off a status change, first goes the sc packet, then the option packet.
  12239. int status_icon = scdb->icon;
  12240. #if PACKETVER < 20151104
  12241. if (status_icon == EFST_WEAPONPROPERTY)
  12242. status_icon = EFST_ATTACK_PROPERTY_NOTHING + sce->val1; // Assign status icon for older clients
  12243. #endif
  12244. clif_status_change(bl,status_icon,0,0,0,0,0);
  12245. if( opt_flag[SCF_NONPLAYER] ) // bugreport:681
  12246. clif_changeoption2(bl);
  12247. 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])) {
  12248. clif_changeoption(bl);
  12249. if (sd && opt_flag[SCF_SENDLOOK]) {
  12250. clif_changelook(bl,LOOK_BASE,sd->vd.class_);
  12251. clif_get_weapon_view(sd,&sd->vd.weapon,&sd->vd.shield);
  12252. clif_changelook(bl,LOOK_WEAPON,sd->vd.weapon);
  12253. clif_changelook(bl,LOOK_SHIELD,sd->vd.shield);
  12254. clif_changelook(bl,LOOK_CLOTHES_COLOR,cap_value(sd->status.clothes_color,0,battle_config.max_cloth_color));
  12255. clif_changelook(bl,LOOK_BODY2,cap_value(sd->status.body,0,battle_config.max_body_style));
  12256. }
  12257. }
  12258. if (calc_flag.any()) {
  12259. #ifndef RENEWAL
  12260. if (type == SC_MAGICPOWER) {
  12261. //If Mystical Amplification ends, MATK is immediately recalculated
  12262. status_calc_bl_(bl, calc_flag, SCO_FORCE);
  12263. } else
  12264. #endif
  12265. status_calc_bl_(bl, calc_flag);
  12266. }
  12267. if(opt_flag[SCF_UNITMOVE]) // Out of hiding, invoke on place.
  12268. skill_unit_move(bl,gettick(),1);
  12269. if(opt_flag[SCF_ONTOUCH] && sd && !sd->state.warping && map_getcell(bl->m,bl->x,bl->y,CELL_CHKNPC))
  12270. npc_touch_area_allnpc(sd,bl->m,bl->x,bl->y); // Trigger on-touch event.
  12271. // Needed to be here to make sure OPT1_STONEWAIT has been cleared from the target (only on natural expiration of the stone wait timer)
  12272. if (type == SC_STONEWAIT && tid != INVALID_TIMER)
  12273. status_change_start(bl, bl, SC_STONE, 100, sce->val1, sce->val2, 0, 0, sce->val3, SCSTART_NOAVOID);
  12274. ers_free(sc_data_ers, sce);
  12275. return 1;
  12276. }
  12277. /**
  12278. * Resets timers for statuses
  12279. * Used with reoccurring status effects, such as dropping SP every 5 seconds
  12280. * @param tid: Timer ID
  12281. * @param tick: How long before next call
  12282. * @param id: ID of character
  12283. * @param data: Information passed through the timer call
  12284. * @return 1: Success 0: Fail
  12285. */
  12286. TIMER_FUNC(status_change_timer){
  12287. enum sc_type type = (sc_type)data;
  12288. struct block_list *bl;
  12289. struct map_session_data *sd;
  12290. int interval = status_get_sc_interval(type);
  12291. bool dounlock = false;
  12292. bl = map_id2bl(id);
  12293. if(!bl) {
  12294. ShowDebug("status_change_timer: Null pointer id: %d data: %" PRIdPTR "\n", id, data);
  12295. return 0;
  12296. }
  12297. struct status_change * const sc = status_get_sc(bl);
  12298. struct status_data * const status = status_get_status_data(bl);
  12299. if(!sc) {
  12300. ShowDebug("status_change_timer: Null pointer id: %d data: %" PRIdPTR " bl-type: %d\n", id, data, bl->type);
  12301. return 0;
  12302. }
  12303. struct status_change_entry * const sce = sc->data[type];
  12304. if(!sce) {
  12305. ShowDebug("status_change_timer: Null pointer id: %d data: %" PRIdPTR " bl-type: %d\n", id, data, bl->type);
  12306. return 0;
  12307. }
  12308. if( sce->timer != tid ) {
  12309. ShowError("status_change_timer: Mismatch for type %d: %d != %d (bl id %d)\n",type,tid,sce->timer, bl->id);
  12310. return 0;
  12311. }
  12312. sd = BL_CAST(BL_PC, bl);
  12313. std::function<void (t_tick)> sc_timer_next = [&sce, &bl, &data](t_tick t) {
  12314. sce->timer = add_timer(t, status_change_timer, bl->id, data);
  12315. };
  12316. switch(type) {
  12317. case SC_MAXIMIZEPOWER:
  12318. case SC_CLOAKING:
  12319. if(!status_charge(bl, 0, 1))
  12320. break; // Not enough SP to continue.
  12321. sc_timer_next(sce->val2+tick);
  12322. return 0;
  12323. case SC_CHASEWALK:
  12324. if(!status_charge(bl, 0, sce->val4))
  12325. break; // Not enough SP to continue.
  12326. if (!sc->data[SC_CHASEWALK2]) {
  12327. sc_start(bl,bl, SC_CHASEWALK2,100,1<<(sce->val1-1),
  12328. (t_tick)(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_ROGUE?10:1) // SL bonus -> x10 duration
  12329. *skill_get_time2(status_db.getSkill(type),sce->val1));
  12330. }
  12331. sc_timer_next(sce->val2+tick);
  12332. return 0;
  12333. break;
  12334. case SC_HIDING:
  12335. if(--(sce->val2)>0) {
  12336. if(sce->val2 % sce->val4 == 0 && !status_charge(bl, 0, 1))
  12337. break; // Fail if it's time to substract SP and there isn't.
  12338. sc_timer_next(1000+tick);
  12339. return 0;
  12340. }
  12341. break;
  12342. case SC_SIGHT:
  12343. case SC_RUWACH:
  12344. case SC_SIGHTBLASTER:
  12345. if(type == SC_SIGHTBLASTER) {
  12346. //Restore trap immunity
  12347. if(sce->val4%2)
  12348. sce->val4--;
  12349. map_foreachinallrange( status_change_timer_sub, bl, sce->val3, BL_CHAR|BL_SKILL, bl, sce, type, tick);
  12350. } else {
  12351. map_foreachinallrange( status_change_timer_sub, bl, sce->val3, BL_CHAR, bl, sce, type, tick);
  12352. skill_reveal_trap_inarea(bl, sce->val3, bl->x, bl->y);
  12353. }
  12354. if( --(sce->val2)>0 ) {
  12355. sce->val4 += 20; // Use for Shadow Form 2 seconds checking.
  12356. sc_timer_next(20+tick);
  12357. return 0;
  12358. }
  12359. break;
  12360. case SC_PROVOKE:
  12361. if(sce->val4) { // Auto-provoke (it is ended in status_heal)
  12362. sc_timer_next(1000*60+tick);
  12363. return 0;
  12364. }
  12365. break;
  12366. case SC_STONE:
  12367. if (sce->val4 >= 0 && status->hp > status->max_hp / 4)
  12368. status_percent_damage(nullptr, bl, -1, 0, false);
  12369. break;
  12370. case SC_POISON:
  12371. case SC_DPOISON:
  12372. if (sce->val4 >= 0 && !sc->data[SC_SLOWPOISON]) {
  12373. unsigned int damage = 0;
  12374. if (sd)
  12375. damage = (type == SC_DPOISON) ? 2 + status->max_hp / 50 : 2 + status->max_hp * 3 / 200;
  12376. else
  12377. damage = (type == SC_DPOISON) ? 2 + status->max_hp / 100 : 2 + status->max_hp / 200;
  12378. if (status->hp > umax(status->max_hp / 4, damage)) // Stop damaging after 25% HP left.
  12379. status_zap(bl, damage, 0);
  12380. }
  12381. break;
  12382. case SC_BLEEDING:
  12383. if (sce->val4 >= 0) {
  12384. int64 damage = rnd() % 600 + 200;
  12385. if (!sd && damage >= status->hp)
  12386. damage = status->hp - 1; // No deadly damage for monsters
  12387. map_freeblock_lock();
  12388. dounlock = true;
  12389. status_zap(bl, damage, 0);
  12390. }
  12391. break;
  12392. case SC_BURNING:
  12393. if (sce->val4 >= 0) {
  12394. int64 damage = 1000 + (3 * status->max_hp) / 100; // Deals fixed (1000 + 3%*MaxHP)
  12395. map_freeblock_lock();
  12396. dounlock = true;
  12397. status_fix_damage(bl, bl, damage, clif_damage(bl, bl, tick, 0, 1, damage, 1, DMG_NORMAL, 0, false),0);
  12398. }
  12399. break;
  12400. case SC_TOXIN:
  12401. if (sce->val4 >= 0) { // Damage is every 10 seconds including 3%sp drain.
  12402. if (sce->val3 == 1) { // Target
  12403. map_freeblock_lock();
  12404. dounlock = true;
  12405. 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);
  12406. } else { // Caster
  12407. interval = 1000; // Assign here since status_get_sc_internval() contains the target interval.
  12408. if (status->sp < status->max_sp)
  12409. status_heal(bl, 0, (int)status->max_sp * 1 / 100, 1);
  12410. }
  12411. }
  12412. break;
  12413. case SC_MAGICMUSHROOM:
  12414. if (sce->val4 >= 0) {
  12415. bool flag = 0;
  12416. int64 damage = status->max_hp * 3 / 100;
  12417. if (status->hp <= damage)
  12418. damage = status->hp - 1; // Cannot Kill
  12419. if (damage > 0) { // 3% Damage each 4 seconds
  12420. map_freeblock_lock();
  12421. status_zap(bl, damage, 0);
  12422. flag = !sc->data[type]; // Killed? Should not
  12423. map_freeblock_unlock();
  12424. }
  12425. if (!flag) { // Random Skill Cast
  12426. if (magic_mushroom_db.size() > 0 && sd && !pc_issit(sd)) { // Can't cast if sit
  12427. auto mushroom_spell = magic_mushroom_db.begin();
  12428. std::advance(mushroom_spell, rnd() % magic_mushroom_db.size());
  12429. uint16 mushroom_skill_id = mushroom_spell->second->skill_id;
  12430. if (!skill_get_index(mushroom_skill_id))
  12431. break;
  12432. unit_stop_attack(bl);
  12433. unit_skillcastcancel(bl, 1);
  12434. switch (skill_get_casttype(mushroom_skill_id)) { // Magic Mushroom skills are buffs or area damage
  12435. case CAST_GROUND:
  12436. skill_castend_pos2(bl, bl->x, bl->y, mushroom_skill_id, 1, tick, 0);
  12437. break;
  12438. case CAST_NODAMAGE:
  12439. skill_castend_nodamage_id(bl, bl, mushroom_skill_id, 1, tick, 0);
  12440. break;
  12441. case CAST_DAMAGE:
  12442. skill_castend_damage_id(bl, bl, mushroom_skill_id, 1, tick, 0);
  12443. break;
  12444. }
  12445. }
  12446. clif_emotion(bl, ET_SMILE);
  12447. }
  12448. }
  12449. break;
  12450. case SC_PYREXIA:
  12451. if (sce->val4 >= 0) {
  12452. map_freeblock_lock();
  12453. dounlock = true;
  12454. status_fix_damage(bl, bl, 100, clif_damage(bl, bl, tick, status->amotion, status->dmotion + 500, 100, 1, DMG_NORMAL, 0, false),0);
  12455. unit_skillcastcancel(bl, 2);
  12456. }
  12457. break;
  12458. case SC_LEECHESEND:
  12459. if (sce->val4 >= 0) {
  12460. int64 damage = status->vit * (sce->val1 - 3) + (int)status->max_hp / 100; // {Target VIT x (New Poison Research Skill Level - 3)} + (Target HP/100)
  12461. map_freeblock_lock();
  12462. dounlock = true;
  12463. status_fix_damage(bl, bl, damage, clif_damage(bl, bl, tick, status->amotion, status->dmotion + 500, damage, 1, DMG_NORMAL, 0, false),0);
  12464. unit_skillcastcancel(bl, 2);
  12465. }
  12466. break;
  12467. case SC_DEATHHURT:
  12468. if (sce->val4 >= 0) {
  12469. if (status->hp < status->max_hp)
  12470. status_heal(bl, (int)status->max_hp * 1 / 100, 0, 1);
  12471. }
  12472. break;
  12473. case SC_TENSIONRELAX:
  12474. if(status->max_hp > status->hp && --(sce->val3) >= 0) {
  12475. sc_timer_next(10000 + tick);
  12476. return 0;
  12477. }
  12478. break;
  12479. case SC_KNOWLEDGE:
  12480. if (!sd) break;
  12481. if(bl->m == sd->feel_map[0].m ||
  12482. bl->m == sd->feel_map[1].m ||
  12483. bl->m == sd->feel_map[2].m)
  12484. { // Timeout will be handled by pc_setpos
  12485. sce->timer = INVALID_TIMER;
  12486. return 0;
  12487. }
  12488. break;
  12489. case SC_S_LIFEPOTION:
  12490. case SC_L_LIFEPOTION:
  12491. case SC_M_LIFEPOTION:
  12492. if( --(sce->val4) >= 0 ) {
  12493. // val1 < 0 = per max% | val1 > 0 = exact amount
  12494. int hp = 0;
  12495. if( status->hp < status->max_hp && !sc->data[SC_BERSERK] )
  12496. hp = (sce->val1 < 0) ? (int)(status->max_hp * -1 * sce->val1 / 100.) : sce->val1;
  12497. status_heal(bl, hp, 0, 2);
  12498. sc_timer_next((sce->val2 * 1000) + tick);
  12499. return 0;
  12500. }
  12501. break;
  12502. case SC_S_MANAPOTION:
  12503. if( --(sce->val4) >= 0 ) {
  12504. // val1 < 0 = per max% | val1 > 0 = exact amount
  12505. int sp = 0;
  12506. if( status->sp < status->max_sp && !sc->data[SC_BERSERK] )
  12507. sp = (sce->val1 < 0) ? (int)(status->max_sp * -1 * sce->val1 / 100.) : sce->val1;
  12508. status_heal(bl, 0, sp, 2);
  12509. sc_timer_next((sce->val2 * 1000) + tick);
  12510. return 0;
  12511. }
  12512. break;
  12513. case SC_BOSSMAPINFO:
  12514. if( sd && --(sce->val4) >= 0 ) {
  12515. struct mob_data *boss_md = map_id2boss(sce->val1);
  12516. if (boss_md) {
  12517. if (sd->bl.m != boss_md->bl.m) // Not on same map anymore
  12518. return 0;
  12519. else if (boss_md->bl.prev != NULL) { // Boss is alive - Update X, Y on minimap
  12520. sce->val2 = 0;
  12521. clif_bossmapinfo(sd, boss_md, BOSS_INFO_ALIVE);
  12522. } else if (boss_md->spawn_timer != INVALID_TIMER && !sce->val2) { // Boss is dead
  12523. sce->val2 = 1;
  12524. clif_bossmapinfo(sd, boss_md, BOSS_INFO_DEAD);
  12525. }
  12526. }
  12527. sc_timer_next(1000 + tick);
  12528. return 0;
  12529. }
  12530. break;
  12531. case SC_DANCING: // SP consumption by time of dancing skills
  12532. {
  12533. int s = 0;
  12534. int sp = 1;
  12535. if (--sce->val3 <= 0)
  12536. break;
  12537. switch(sce->val1&0xFFFF) {
  12538. #ifndef RENEWAL
  12539. case BD_RICHMANKIM:
  12540. case BD_DRUMBATTLEFIELD:
  12541. case BD_RINGNIBELUNGEN:
  12542. case BD_SIEGFRIED:
  12543. case BA_DISSONANCE:
  12544. case BA_ASSASSINCROSS:
  12545. case DC_UGLYDANCE:
  12546. s=3;
  12547. break;
  12548. case BD_LULLABY:
  12549. case BD_ETERNALCHAOS:
  12550. case BD_ROKISWEIL:
  12551. case DC_FORTUNEKISS:
  12552. s=4;
  12553. break;
  12554. case CG_HERMODE:
  12555. case BD_INTOABYSS:
  12556. case BA_WHISTLE:
  12557. case DC_HUMMING:
  12558. case BA_POEMBRAGI:
  12559. case DC_SERVICEFORYOU:
  12560. s=5;
  12561. break;
  12562. case BA_APPLEIDUN:
  12563. s=6;
  12564. break;
  12565. #endif
  12566. case CG_MOONLIT:
  12567. // Moonlit's cost is 4sp*skill_lv [Skotlex]
  12568. sp= 4*(sce->val1>>16);
  12569. // Upkeep is also every 10 secs.
  12570. #ifndef RENEWAL
  12571. case DC_DONTFORGETME:
  12572. #endif
  12573. s=10;
  12574. break;
  12575. }
  12576. if( s != 0 && sce->val3 % s == 0 ) {
  12577. #ifndef RENEWAL
  12578. if (sc->data[SC_LONGING])
  12579. sp*= 3;
  12580. #endif
  12581. if (!status_charge(bl, 0, sp))
  12582. break;
  12583. }
  12584. sc_timer_next(1000+tick);
  12585. return 0;
  12586. }
  12587. break;
  12588. case SC_BERSERK:
  12589. // 5% every 10 seconds [DracoRPG]
  12590. if( --( sce->val3 ) > 0 && status_charge(bl, sce->val2, 0) && status->hp > 100 ) {
  12591. sc_timer_next(sce->val4+tick);
  12592. return 0;
  12593. }
  12594. break;
  12595. case SC_NOCHAT:
  12596. if(sd) {
  12597. sd->status.manner++;
  12598. clif_changestatus(sd,SP_MANNER,sd->status.manner);
  12599. clif_updatestatus(sd,SP_MANNER);
  12600. if (sd->status.manner < 0) { // Every 60 seconds your manner goes up by 1 until it gets back to 0.
  12601. sc_timer_next(60000+tick);
  12602. return 0;
  12603. }
  12604. }
  12605. break;
  12606. case SC_SPLASHER:
  12607. // Custom Venom Splasher countdown timer
  12608. // if (sce->val4 % 1000 == 0) {
  12609. // char timer[10];
  12610. // snprintf (timer, 10, "%d", sce->val4/1000);
  12611. // clif_message(bl, timer);
  12612. // }
  12613. if((sce->val4 -= 500) > 0) {
  12614. sc_timer_next(500 + tick);
  12615. return 0;
  12616. }
  12617. break;
  12618. case SC_MARIONETTE:
  12619. case SC_MARIONETTE2:
  12620. {
  12621. struct block_list *pbl = map_id2bl(sce->val1);
  12622. if( pbl && check_distance_bl(bl, pbl, 7) ) {
  12623. sc_timer_next(1000 + tick);
  12624. return 0;
  12625. }
  12626. }
  12627. break;
  12628. case SC_GOSPEL:
  12629. if(sce->val4 == BCT_SELF && --(sce->val2) > 0) {
  12630. int hp, sp;
  12631. hp = (sce->val1 > 5) ? 45 : 30;
  12632. sp = (sce->val1 > 5) ? 35 : 20;
  12633. if(!status_charge(bl, hp, sp))
  12634. break;
  12635. sc_timer_next(10000+tick);
  12636. return 0;
  12637. }
  12638. break;
  12639. case SC_JAILED:
  12640. if(sce->val1 == INT_MAX || --(sce->val1) > 0) {
  12641. sc_timer_next(60000+tick);
  12642. return 0;
  12643. }
  12644. break;
  12645. case SC_BLIND:
  12646. if(sc->data[SC_FOGWALL]) { // Blind lasts forever while you are standing on the fog.
  12647. sc_timer_next(5000+tick);
  12648. return 0;
  12649. }
  12650. break;
  12651. case SC_ABUNDANCE:
  12652. if(--(sce->val4) > 0) {
  12653. status_heal(bl,0,60,0);
  12654. sc_timer_next(10000+tick);
  12655. }
  12656. break;
  12657. case SC_OBLIVIONCURSE:
  12658. if( --(sce->val4) >= 0 ) {
  12659. clif_emotion(bl,ET_QUESTION);
  12660. sc_timer_next(3000 + tick);
  12661. return 0;
  12662. }
  12663. break;
  12664. case SC_WEAPONBLOCKING:
  12665. if( --(sce->val4) >= 0 ) {
  12666. if( !status_charge(bl,0,3) )
  12667. break;
  12668. sc_timer_next(5000+tick);
  12669. return 0;
  12670. }
  12671. break;
  12672. case SC_CLOAKINGEXCEED:
  12673. if(!status_charge(bl,0,10-sce->val1))
  12674. break;
  12675. sc_timer_next(1000 + tick);
  12676. return 0;
  12677. case SC_RENOVATIO:
  12678. if( --(sce->val4) >= 0 ) {
  12679. int heal = status->max_hp * (sce->val1 + 4) / 100;
  12680. if( sc && sc->data[SC_AKAITSUKI] && heal )
  12681. heal = ~heal + 1;
  12682. status_heal(bl, heal, 0, 3);
  12683. sc_timer_next(5000 + tick);
  12684. return 0;
  12685. }
  12686. break;
  12687. case SC_SPHERE_1:
  12688. case SC_SPHERE_2:
  12689. case SC_SPHERE_3:
  12690. case SC_SPHERE_4:
  12691. case SC_SPHERE_5:
  12692. if( --(sce->val4) >= 0 ) {
  12693. if( !status_charge(bl, 0, 1) )
  12694. break;
  12695. sc_timer_next(1000 + tick);
  12696. return 0;
  12697. }
  12698. break;
  12699. case SC_FREEZE_SP:
  12700. if( !status_charge(bl, 0, sce->val2) ) {
  12701. int i;
  12702. for(i = SC_SPELLBOOK1; i <= SC_MAXSPELLBOOK; i++) // Also remove stored spell as well.
  12703. status_change_end(bl, (sc_type)i);
  12704. break;
  12705. }
  12706. sc_timer_next(10000 + tick);
  12707. return 0;
  12708. case SC_ELECTRICSHOCKER:
  12709. if( --(sce->val4) >= 0 ) {
  12710. status_charge(bl, 0, 5 * sce->val1 * status->max_sp / 100);
  12711. sc_timer_next(1000 + tick);
  12712. return 0;
  12713. }
  12714. break;
  12715. case SC_CAMOUFLAGE:
  12716. if (!status_charge(bl, 0, 7 - sce->val1))
  12717. break;
  12718. if (--sce->val4 >= 0)
  12719. sce->val3++;
  12720. sc_timer_next(1000 + tick);
  12721. return 0;
  12722. case SC__REPRODUCE:
  12723. if(!status_charge(bl, 0, 1))
  12724. break;
  12725. sc_timer_next(1000+tick);
  12726. return 0;
  12727. case SC__SHADOWFORM:
  12728. if( --(sce->val4) >= 0 ) {
  12729. if( !status_charge(bl, 0, 11 - sce->val1) )
  12730. break;
  12731. sc_timer_next(1000 + tick);
  12732. return 0;
  12733. }
  12734. break;
  12735. case SC__INVISIBILITY:
  12736. if( !status_charge(bl, 0, (12 - 2 * sce->val1) * status->max_sp / 100) ) // 6% - skill_lv.
  12737. break;
  12738. sc_timer_next(1000 + tick);
  12739. return 0;
  12740. case SC_STRIKING:
  12741. if( --(sce->val4) >= 0 ) {
  12742. if( !status_charge(bl,0, sce->val3 ) )
  12743. break;
  12744. sc_timer_next(1000 + tick);
  12745. return 0;
  12746. }
  12747. break;
  12748. case SC_WARMER: {
  12749. int hp = 0;
  12750. struct status_change *ssc = status_get_sc(map_id2bl(sce->val2));
  12751. if (ssc && ssc->data[SC_HEATER_OPTION])
  12752. hp = status->max_hp * 3 * sce->val1 / 100;
  12753. else
  12754. hp = status->max_hp * sce->val1 / 100;
  12755. if (sc && sc->data[SC_AKAITSUKI] && hp)
  12756. hp = ~hp + 1;
  12757. if (status->hp != status->max_hp)
  12758. status_heal(bl, hp, 0, 0);
  12759. sc_timer_next(3000 + tick);
  12760. return 0;
  12761. }
  12762. case SC_HELLS_PLANT:
  12763. if( sce->val4 >= 0 ){
  12764. skill_castend_damage_id( bl, bl, GN_HELLS_PLANT_ATK, sce->val1, tick, 0 );
  12765. }
  12766. break;
  12767. case SC_VOICEOFSIREN:
  12768. if( --(sce->val4) >= 0 ) {
  12769. clif_emotion(bl,ET_THROB);
  12770. sc_timer_next(2000 + tick);
  12771. return 0;
  12772. }
  12773. break;
  12774. case SC_DEEPSLEEP:
  12775. if( --(sce->val4) >= 0 ) { // Recovers 3% HP/SP every 2 seconds.
  12776. status_heal(bl, status->max_hp * 3 / 100, status->max_sp * 3 / 100, 2);
  12777. sc_timer_next(2000 + tick);
  12778. return 0;
  12779. }
  12780. break;
  12781. case SC_SATURDAYNIGHTFEVER:
  12782. // 1% HP/SP drain every val4 seconds [Jobbie]
  12783. if( --(sce->val3) >= 0 ) {
  12784. if( !status_charge(bl, status->hp / 100, status->sp / 100) )
  12785. break;
  12786. sc_timer_next(sce->val4+tick);
  12787. return 0;
  12788. }
  12789. break;
  12790. case SC_CRYSTALIZE:
  12791. if( --(sce->val4) >= 0 ) { // Drains 2% of HP and 1% of SP every seconds.
  12792. if (!status_charge(bl, status->max_hp * 2 / 100, status->max_sp / 100))
  12793. break;
  12794. sc_timer_next(1000 + tick);
  12795. return 0;
  12796. }
  12797. break;
  12798. case SC_FORCEOFVANGUARD:
  12799. if( !status_charge(bl,0,24 - 4 * sce->val1) )
  12800. break;
  12801. sc_timer_next(10000 + tick);
  12802. return 0;
  12803. case SC_BANDING:
  12804. if( status_charge(bl, 0, 7 - sce->val1) ) {
  12805. sce->val2 = (sd ? skill_banding_count(sd) : 1);
  12806. sc_timer_next(5000 + tick);
  12807. return 0;
  12808. }
  12809. break;
  12810. case SC_REFLECTDAMAGE:
  12811. if( --(sce->val4) > 0 ) {
  12812. if( !status_charge(bl,0,10) )
  12813. break;
  12814. sc_timer_next(1000 + tick);
  12815. return 0;
  12816. }
  12817. break;
  12818. case SC_OVERHEAT_LIMITPOINT:
  12819. if (--(sce->val1) >= 0) { // Cooling
  12820. if (sce->val2 == 0) { // Flag the overheat limit once it has been met.
  12821. static std::vector<int16> limit = { 150, 200, 280, 360, 450 };
  12822. uint16 skill_lv = (sd ? cap_value(pc_checkskill(sd, NC_MAINFRAME), 0, (uint16)(limit.size() - 1)) : 0);
  12823. if (sce->val1 > limit[skill_lv])
  12824. sce->val2 = 1;
  12825. } else {
  12826. status_change_end(bl, SC_OVERHEAT);
  12827. if (sce->val2 > 0)
  12828. sc_start(bl, bl, SC_OVERHEAT, 100, sce->val1, 975);
  12829. }
  12830. sc_timer_next(1000 + tick);
  12831. return 0;
  12832. }
  12833. break;
  12834. case SC_OVERHEAT: {
  12835. uint32 damage = status->max_hp / 100; // Suggestion 1% each second
  12836. if (damage >= status->hp)
  12837. damage = status->hp - 1; // Do not kill, just keep you with 1 hp minimum
  12838. map_freeblock_lock();
  12839. status_zap(bl, damage, 0);
  12840. sc_timer_next(975 + tick); // Tick is not 1000 to avoid desync with SC_OVERHEAT_LIMITPOINT.
  12841. map_freeblock_unlock();
  12842. return 0;
  12843. }
  12844. break;
  12845. case SC_MAGNETICFIELD:
  12846. if (--(sce->val4) >= 0) {
  12847. struct block_list *src = map_id2bl(sce->val2);
  12848. if (!src || (src && (status_isdead(src) || src->m != bl->m)))
  12849. break;
  12850. map_freeblock_lock();
  12851. if (!status_charge(bl, 0, 50))
  12852. status_zap(bl, 0, status->sp);
  12853. if (sc->data[type])
  12854. sc_timer_next(1000 + tick);
  12855. map_freeblock_unlock();
  12856. return 0;
  12857. }
  12858. break;
  12859. case SC_INSPIRATION:
  12860. if(--(sce->val4) >= 0) {
  12861. if (!status_charge(bl, status->max_hp * (35 - 5 * sce->val1) / 1000, status->max_sp * (45 - 5 * sce->val1) / 1000))
  12862. break;
  12863. sc_timer_next(5000+tick);
  12864. return 0;
  12865. }
  12866. break;
  12867. case SC_SHIELDSPELL_HP:
  12868. if( sce->val4 >= 0 && status->hp < status->max_hp ){
  12869. status_heal( bl, status->max_hp * sce->val2 / 100, 0, 1 );
  12870. }
  12871. break;
  12872. case SC_SHIELDSPELL_SP:
  12873. if( sce->val4 >= 0 && status->sp < status->max_sp ){
  12874. status_heal( bl, 0, status->max_sp * sce->val2 / 100, 1 );
  12875. }
  12876. break;
  12877. case SC_TROPIC:
  12878. case SC_CHILLY_AIR:
  12879. case SC_WILD_STORM:
  12880. case SC_UPHEAVAL:
  12881. case SC_HEATER:
  12882. case SC_COOLER:
  12883. case SC_BLAST:
  12884. case SC_CURSED_SOIL:
  12885. case SC_PYROTECHNIC:
  12886. case SC_AQUAPLAY:
  12887. case SC_GUST:
  12888. case SC_PETROLOGY:
  12889. case SC_CIRCLE_OF_FIRE:
  12890. case SC_FIRE_CLOAK:
  12891. case SC_WATER_DROP:
  12892. case SC_WATER_SCREEN:
  12893. case SC_WIND_CURTAIN:
  12894. case SC_WIND_STEP:
  12895. case SC_STONE_SHIELD:
  12896. case SC_SOLID_SKIN:
  12897. case SC_FLAMETECHNIC:
  12898. case SC_FLAMEARMOR:
  12899. case SC_COLD_FORCE:
  12900. case SC_CRYSTAL_ARMOR:
  12901. case SC_GRACE_BREEZE:
  12902. case SC_EYES_OF_STORM:
  12903. case SC_EARTH_CARE:
  12904. case SC_STRONG_PROTECTION:
  12905. case SC_DEEP_POISONING:
  12906. case SC_POISON_SHIELD:
  12907. if( !status_charge(bl,0,sce->val2) ) {
  12908. struct block_list *s_bl = battle_get_master(bl);
  12909. if (bl->type == BL_ELEM)
  12910. elemental_change_mode(BL_CAST(BL_ELEM, bl), EL_MODE_PASSIVE);
  12911. if( s_bl )
  12912. status_change_end(s_bl,static_cast<sc_type>(type+1));
  12913. status_change_end(bl,type);
  12914. break;
  12915. }
  12916. sc_timer_next(sce->val3 + tick);
  12917. return 0;
  12918. case SC_WATER_SCREEN_OPTION:
  12919. status_heal(bl,1000,0,2);
  12920. sc_timer_next(10000 + tick);
  12921. return 0;
  12922. case SC_TEARGAS:
  12923. if( --(sce->val4) >= 0 ) {
  12924. struct block_list *src = map_id2bl(sce->val3);
  12925. int damage = sce->val2;
  12926. map_freeblock_lock();
  12927. clif_damage(bl, bl, tick, 0, 0, damage, 1, DMG_MULTI_HIT_ENDURE, 0, false);
  12928. status_damage(src, bl, damage,0, 0, 1, 0);
  12929. if( sc->data[type] ) {
  12930. sc_timer_next(2000 + tick);
  12931. }
  12932. map_freeblock_unlock();
  12933. return 0;
  12934. }
  12935. break;
  12936. case SC_TEARGAS_SOB:
  12937. if( --(sce->val4) >= 0 ) {
  12938. clif_emotion(bl, ET_CRY);
  12939. sc_timer_next(3000 + tick);
  12940. return 0;
  12941. }
  12942. break;
  12943. case SC_STOMACHACHE:
  12944. if( --(sce->val4) >= 0 ) {
  12945. status_charge(bl,0,sce->val2); // Reduce 8 every 10 seconds.
  12946. if( sd && !pc_issit(sd) ) { // Force to sit every 10 seconds.
  12947. pc_setsit(sd);
  12948. skill_sit(sd, true);
  12949. clif_sitting(bl);
  12950. }
  12951. sc_timer_next(10000 + tick);
  12952. return 0;
  12953. }
  12954. break;
  12955. case SC_LEADERSHIP:
  12956. case SC_GLORYWOUNDS:
  12957. case SC_SOULCOLD:
  12958. case SC_HAWKEYES:
  12959. // They only end by status_change_end
  12960. sc_timer_next(600000 + tick);
  12961. return 0;
  12962. case SC_MEIKYOUSISUI:
  12963. if( --(sce->val4) >= 0 ) {
  12964. status_heal(bl, status->max_hp * sce->val2 / 100, status->max_sp * sce->val3 / 100, 0);
  12965. sc_timer_next(1000 + tick);
  12966. return 0;
  12967. }
  12968. break;
  12969. case SC_KAGEMUSYA:
  12970. if( --(sce->val4) >= 0 ) {
  12971. if(!status_charge(bl, 0, 1)) break;
  12972. sc_timer_next(1000+tick);
  12973. return 0;
  12974. }
  12975. break;
  12976. case SC_ANGRIFFS_MODUS:
  12977. if(--(sce->val4) >= 0) { // Drain hp/sp
  12978. if( !status_charge(bl,100,20) ) break;
  12979. sc_timer_next(1000+tick);
  12980. return 0;
  12981. }
  12982. break;
  12983. case SC_CBC:
  12984. if(--(sce->val4) >= 0) { // Drain hp/sp
  12985. int hp=0;
  12986. int sp = (status->max_sp * sce->val3) / 100;
  12987. if(bl->type == BL_MOB) hp = sp*10;
  12988. if( !status_charge(bl,hp,sp) )break;
  12989. sc_timer_next(1000+tick);
  12990. return 0;
  12991. }
  12992. break;
  12993. case SC_FULL_THROTTLE:
  12994. if( --(sce->val4) >= 0 ) {
  12995. status_percent_damage(bl, bl, 0, sce->val2, false);
  12996. sc_timer_next(1000 + tick);
  12997. return 0;
  12998. }
  12999. break;
  13000. case SC_REBOUND:
  13001. if( --(sce->val4) >= 0 ) {
  13002. clif_emotion(bl, ET_SWEAT);
  13003. sc_timer_next(2000 + tick);
  13004. return 0;
  13005. }
  13006. break;
  13007. case SC_KINGS_GRACE:
  13008. if( --(sce->val4) >= 0 ) {
  13009. status_percent_heal(bl, sce->val2, 0);
  13010. sc_timer_next(1000 + tick);
  13011. return 0;
  13012. }
  13013. break;
  13014. case SC_FRIGG_SONG:
  13015. if( --(sce->val4) >= 0 ) {
  13016. status_heal(bl, sce->val3, 0, 0);
  13017. sc_timer_next(1000 + tick);
  13018. return 0;
  13019. }
  13020. break;
  13021. case SC_C_MARKER:
  13022. if( --(sce->val4) >= 0 ) {
  13023. TBL_PC *caster = map_id2sd(sce->val2);
  13024. if (!caster || caster->bl.m != bl->m) //End the SC if caster isn't in same map
  13025. break;
  13026. sc_timer_next(1000 + tick);
  13027. clif_crimson_marker(caster, bl, false);
  13028. return 0;
  13029. }
  13030. break;
  13031. case SC_STEALTHFIELD_MASTER:
  13032. if (--(sce->val4) >= 0) {
  13033. if (!status_charge(bl, 0, status->max_sp * 3 / 100))
  13034. break;
  13035. sc_timer_next(sce->val3 + tick);
  13036. return 0;
  13037. }
  13038. break;
  13039. case SC_VACUUM_EXTREME:
  13040. if (sce->val4 > 0) {
  13041. // Only slide targets to center if they are standing still
  13042. if (unit_bl2ud(bl)->walktimer == INVALID_TIMER) {
  13043. uint16 x = sce->val3 >> 16, y = sce->val3 & 0xFFFF;
  13044. 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)) {
  13045. clif_slide(bl, x, y);
  13046. clif_fixpos(bl);
  13047. }
  13048. }
  13049. sc_timer_next(tick + sce->val4);
  13050. sce->val4 = 0;
  13051. }
  13052. break;
  13053. case SC_FIRE_INSIGNIA:
  13054. if (--(sce->val4) >= 0) {
  13055. if (status->def_ele == ELE_FIRE)
  13056. status_heal(bl, status->max_hp / 100, 0, 1);
  13057. else if (status->def_ele == ELE_EARTH)
  13058. status_zap(bl, status->max_hp / 100, 0);
  13059. sc_timer_next(5000 + tick);
  13060. return 0;
  13061. }
  13062. break;
  13063. case SC_WATER_INSIGNIA:
  13064. if (--(sce->val4) >= 0) {
  13065. if (status->def_ele == ELE_WATER)
  13066. status_heal(bl, status->max_hp / 100, 0, 1);
  13067. else if (status->def_ele == ELE_FIRE)
  13068. status_zap(bl, status->max_hp / 100, 0);
  13069. sc_timer_next(5000 + tick);
  13070. return 0;
  13071. }
  13072. break;
  13073. case SC_WIND_INSIGNIA:
  13074. if (--(sce->val4) >= 0) {
  13075. if (status->def_ele == ELE_WIND)
  13076. status_heal(bl, status->max_hp / 100, 0, 1);
  13077. else if (status->def_ele == ELE_WATER)
  13078. status_zap(bl, status->max_hp / 100, 0);
  13079. sc_timer_next(5000 + tick);
  13080. return 0;
  13081. }
  13082. break;
  13083. case SC_EARTH_INSIGNIA:
  13084. if (--(sce->val4) >= 0) {
  13085. if (status->def_ele == ELE_EARTH)
  13086. status_heal(bl, status->max_hp / 100, 0, 1);
  13087. else if (status->def_ele == ELE_WIND)
  13088. status_zap(bl, status->max_hp / 100, 0);
  13089. sc_timer_next(5000 + tick);
  13090. return 0;
  13091. }
  13092. break;
  13093. case SC_BITESCAR:
  13094. if (--(sce->val4) >= 0) {
  13095. status_percent_damage(bl, bl, -(sce->val2), 0, 0);
  13096. sc_timer_next(1000 + tick);
  13097. return 0;
  13098. }
  13099. break;
  13100. case SC_FRESHSHRIMP:
  13101. if (--(sce->val4) >= 0) {
  13102. status_heal(bl, sce->val2, 0, 0);
  13103. sc_timer_next((10000 - ((sce->val1 - 1) * 1000)) + tick);
  13104. return 0;
  13105. }
  13106. break;
  13107. case SC_DORAM_BUF_01:
  13108. if( sd && --(sce->val4) >= 0 ) {
  13109. if( status->hp < status->max_hp )
  13110. status_heal(bl, 10, 0, 2);
  13111. sc_timer_next(10000 + tick);
  13112. return 0;
  13113. }
  13114. break;
  13115. case SC_DORAM_BUF_02:
  13116. if( sd && --(sce->val4) >= 0 ) {
  13117. if( status->sp < status->max_sp )
  13118. status_heal(bl, 0, 5, 2);
  13119. sc_timer_next(10000 + tick);
  13120. return 0;
  13121. }
  13122. break;
  13123. case SC_NEWMOON:
  13124. if (--(sce->val4) >= 0) {
  13125. if (!status_charge(bl, 0, 1))
  13126. break;
  13127. sc_timer_next(1000 + tick);
  13128. return 0;
  13129. }
  13130. break;
  13131. case SC_CREATINGSTAR:
  13132. if (--(sce->val4) >= 0) { // Needed to check who the caster is and what AoE is giving the status.
  13133. struct block_list *star_caster = map_id2bl(sce->val2);
  13134. struct skill_unit *star_aoe = (struct skill_unit *)map_id2bl(sce->val3);
  13135. if (star_caster == nullptr || status_isdead(star_caster) || star_caster->m != bl->m || star_aoe == nullptr)
  13136. break;
  13137. sc_timer_next(500 + tick);
  13138. // Attack after timer to prevent errors
  13139. skill_attack(BF_WEAPON, star_caster, &star_aoe->bl, bl, SJ_BOOKOFCREATINGSTAR, sce->val1, tick, 0);
  13140. return 0;
  13141. }
  13142. break;
  13143. case SC_SOULUNITY:
  13144. if (--(sce->val4) >= 0) { // Needed to check the caster's location for the range check.
  13145. struct block_list *unity_src = map_id2bl(sce->val2);
  13146. if (!unity_src || status_isdead(unity_src) || unity_src->m != bl->m || !check_distance_bl(bl, unity_src, 11))
  13147. break;
  13148. status_heal(bl, 150 * sce->val1, 0, 2);
  13149. sc_timer_next(3000 + tick);
  13150. return 0;
  13151. }
  13152. break;
  13153. case SC_SOULCOLLECT:
  13154. pc_addsoulball(sd, sce->val2);
  13155. if (sd->soulball < sce->val2) {
  13156. sc_timer_next(sce->val3 + tick);
  13157. return 0;
  13158. }
  13159. break;
  13160. case SC_HELPANGEL:
  13161. if (--(sce->val4) >= 0) {
  13162. status_heal(bl, 1000, 350, 2);
  13163. sc_timer_next(1000 + tick);
  13164. return 0;
  13165. }
  13166. break;
  13167. case SC_BURNT:
  13168. if( --(sce->val4) >= 0 ) {
  13169. int damage = 2000;
  13170. if( damage >= status->hp )
  13171. damage = status->hp - 1;
  13172. map_freeblock_lock();
  13173. status_zap(bl,damage,0);
  13174. if( sc->data[type] ) {
  13175. sc_timer_next(1000 + tick);
  13176. }
  13177. map_freeblock_unlock();
  13178. return 0;
  13179. }
  13180. break;
  13181. case SC_MEDIALE:
  13182. if (--(sce->val4) >= 0) {
  13183. clif_specialeffect(bl, 1808, AREA);
  13184. skill_castend_nodamage_id(bl, bl, CD_MEDIALE_VOTUM, sce->val1, tick, 1);
  13185. sc_timer_next(2000 + tick);
  13186. return 0;
  13187. }
  13188. break;
  13189. case SC_DANCING_KNIFE:
  13190. if (--(sce->val4) >= 0) {
  13191. skill_castend_nodamage_id(bl, bl, SHC_DANCING_KNIFE, sce->val1, tick, 1);
  13192. sc_timer_next(300 + tick);
  13193. return 0;
  13194. }
  13195. break;
  13196. case SC_A_MACHINE:
  13197. if (--(sce->val4) >= 0) {
  13198. skill_castend_nodamage_id(bl, bl, MT_A_MACHINE, sce->val1, tick, 1);
  13199. sc_timer_next(1000 + tick);
  13200. return 0;
  13201. }
  13202. break;
  13203. case SC_SERVANTWEAPON:
  13204. if (sce->val4 >= 0) {
  13205. if( sd && sd->servantball < MAX_SERVANTBALL ){
  13206. pc_addservantball( *sd, MAX_SERVANTBALL );
  13207. }
  13208. interval = max(500, skill_get_time2(DK_SERVANTWEAPON, sce->val1));
  13209. map_freeblock_lock();
  13210. dounlock = true;
  13211. }
  13212. break;
  13213. case SC_ABYSSFORCEWEAPON:
  13214. if (sce->val4 >= 0) {
  13215. if( sd && sd->abyssball < MAX_ABYSSBALL ){
  13216. pc_addabyssball( *sd );
  13217. }
  13218. interval = max(500, skill_get_time2(ABC_FROM_THE_ABYSS, sce->val1));
  13219. map_freeblock_lock();
  13220. dounlock = true;
  13221. }
  13222. break;
  13223. }
  13224. // If status has an interval and there is at least 100ms remaining time, wait for next interval
  13225. if(interval > 0 && sc->data[type] && sce->val4 >= 100) {
  13226. sc_timer_next(min(sce->val4,interval)+tick);
  13227. sce->val4 -= interval;
  13228. if (dounlock)
  13229. map_freeblock_unlock();
  13230. return 0;
  13231. }
  13232. if (dounlock)
  13233. map_freeblock_unlock();
  13234. // Default for all non-handled control paths is to end the status
  13235. return status_change_end( bl,type,tid );
  13236. }
  13237. /**
  13238. * For each iteration of repetitive status
  13239. * @param bl: Object [PC|MOB|HOM|MER|ELEM]
  13240. * @param ap: va_list arguments (src, sce, type, tick)
  13241. */
  13242. int status_change_timer_sub(struct block_list* bl, va_list ap)
  13243. {
  13244. struct status_change* tsc;
  13245. struct block_list* src = va_arg(ap,struct block_list*);
  13246. struct status_change_entry* sce = va_arg(ap,struct status_change_entry*);
  13247. enum sc_type type = (sc_type)va_arg(ap,int); // gcc: enum args get promoted to int
  13248. t_tick tick = va_arg(ap,t_tick);
  13249. if (status_isdead(bl))
  13250. return 0;
  13251. tsc = status_get_sc(bl);
  13252. switch( type ) {
  13253. case SC_SIGHT: // Reveal hidden ennemy on 3*3 range
  13254. case SC_CONCENTRATE:
  13255. status_change_end(bl, SC_HIDING);
  13256. status_change_end(bl, SC_CLOAKING);
  13257. status_change_end(bl, SC_CLOAKINGEXCEED);
  13258. status_change_end(bl, SC_CAMOUFLAGE);
  13259. status_change_end(bl, SC_NEWMOON);
  13260. if (tsc && tsc->data[SC__SHADOWFORM] && (sce && sce->val4 > 0 && sce->val4%2000 == 0) && // For every 2 seconds do the checking
  13261. rnd()%100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10) // [100 - (Skill Level x 10)] %
  13262. status_change_end(bl, SC__SHADOWFORM);
  13263. break;
  13264. case SC_RUWACH: // Reveal hidden target and deal little dammages if enemy
  13265. if (tsc && (tsc->data[SC_HIDING] || tsc->data[SC_CLOAKING] ||
  13266. tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_NEWMOON] || tsc->data[SC_CLOAKINGEXCEED])) {
  13267. status_change_end(bl, SC_HIDING);
  13268. status_change_end(bl, SC_CLOAKING);
  13269. status_change_end(bl, SC_CAMOUFLAGE);
  13270. status_change_end(bl, SC_CLOAKINGEXCEED);
  13271. status_change_end(bl, SC_NEWMOON);
  13272. if(battle_check_target( src, bl, BCT_ENEMY ) > 0)
  13273. skill_attack(BF_MAGIC,src,src,bl,AL_RUWACH,1,tick,0);
  13274. }
  13275. if (tsc && tsc->data[SC__SHADOWFORM] && (sce && sce->val4 > 0 && sce->val4%2000 == 0) && // For every 2 seconds do the checking
  13276. rnd()%100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10 ) { // [100 - (Skill Level x 10)] %
  13277. status_change_end(bl, SC__SHADOWFORM);
  13278. if (battle_check_target(src, bl, BCT_ENEMY) > 0)
  13279. skill_attack(BF_MAGIC, src, src, bl, status_db.getSkill(type), 1, tick, 0);
  13280. }
  13281. break;
  13282. case SC_SIGHTBLASTER:
  13283. if (battle_check_target( src, bl, BCT_ENEMY ) > 0 &&
  13284. status_check_skilluse(src, bl, WZ_SIGHTBLASTER, 2))
  13285. {
  13286. if (sce) {
  13287. struct skill_unit *su = NULL;
  13288. if(bl->type == BL_SKILL)
  13289. su = (struct skill_unit *)bl;
  13290. if (skill_attack(BF_MAGIC,src,src,bl,WZ_SIGHTBLASTER,sce->val1,tick,0x1000000)
  13291. && (!su || !su->group || !skill_get_inf2(su->group->skill_id, INF2_ISTRAP))) { // The hit is not counted if it's against a trap
  13292. sce->val2 = 0; // This signals it to end.
  13293. } else if((bl->type&BL_SKILL) && sce->val4%2 == 0) {
  13294. //Remove trap immunity temporarily so it triggers if you still stand on it
  13295. sce->val4++;
  13296. }
  13297. }
  13298. }
  13299. break;
  13300. case SC_CLOSECONFINE:
  13301. // Lock char has released the hold on everyone...
  13302. if (tsc && tsc->data[SC_CLOSECONFINE2] && tsc->data[SC_CLOSECONFINE2]->val2 == src->id) {
  13303. tsc->data[SC_CLOSECONFINE2]->val2 = 0;
  13304. status_change_end(bl, SC_CLOSECONFINE2);
  13305. }
  13306. break;
  13307. case SC_CURSEDCIRCLE_TARGET:
  13308. if( tsc && tsc->data[SC_CURSEDCIRCLE_TARGET] && tsc->data[SC_CURSEDCIRCLE_TARGET]->val2 == src->id ) {
  13309. clif_bladestop(bl, tsc->data[SC_CURSEDCIRCLE_TARGET]->val2, 0);
  13310. status_change_end(bl, type);
  13311. }
  13312. break;
  13313. }
  13314. return 0;
  13315. }
  13316. /**
  13317. * Clears buffs/debuffs on an object
  13318. * @param bl: Object to clear [PC|MOB|HOM|MER|ELEM]
  13319. * @param type: Type to remove
  13320. * SCCB_BUFFS: Clear Buffs
  13321. * SCCB_DEBUFFS: Clear Debuffs
  13322. * SCCB_REFRESH: Clear specific debuffs through RK_REFRESH
  13323. * SCCB_CHEM_PROTECT: Clear AM_CP_ARMOR/HELM/SHIELD/WEAPON
  13324. * SCCB_LUXANIMA: Bonus Script removed through RK_LUXANIMA
  13325. */
  13326. void status_change_clear_buffs(struct block_list* bl, uint8 type)
  13327. {
  13328. struct status_change *sc= status_get_sc(bl);
  13329. if (!sc || !sc->count)
  13330. return;
  13331. //Clears buffs with specified flag and type
  13332. for (const auto &it : status_db) {
  13333. sc_type status = static_cast<sc_type>(it.first);
  13334. std::bitset<SCF_MAX> flag = it.second->flag;
  13335. if (!sc->data[status] || flag[SCF_NOCLEARBUFF]) //Skip status with SCF_NOCLEARBUFF, no matter what
  13336. continue;
  13337. // &SCCB_LUXANIMA : Cleared by RK_LUXANIMA
  13338. if (!(type&SCCB_LUXANIMA) && flag[SCF_REMOVEONLUXANIMA])
  13339. continue;
  13340. // &SCCB_CHEM_PROTECT : Clears AM_CP_ARMOR/HELP/SHIELD/WEAPON
  13341. if (!(type&SCCB_CHEM_PROTECT) && flag[SCF_REMOVECHEMICALPROTECT])
  13342. continue;
  13343. // &SCCB_REFRESH : Cleared by RK_REFRESH
  13344. if (!(type&SCCB_REFRESH) && flag[SCF_REMOVEONREFRESH])
  13345. continue;
  13346. // &SCCB_DEBUFFS : Clears debuffs
  13347. if (!(type&SCCB_DEBUFFS) && flag[SCF_DEBUFF])
  13348. continue;
  13349. // &SCCB_BUFFS : Clears buffs
  13350. if (!(type&SCCB_BUFFS) && !(flag[SCF_DEBUFF]))
  13351. continue;
  13352. if (status == SC_SATURDAYNIGHTFEVER || status == SC_BERSERK) // Mark to not lose HP
  13353. sc->data[status]->val2 = 0;
  13354. status_change_end(bl, status);
  13355. }
  13356. //Removes bonus_script
  13357. if (bl->type == BL_PC) {
  13358. uint32 i = 0;
  13359. if (type&SCCB_BUFFS) i |= BSF_REM_BUFF;
  13360. if (type&SCCB_DEBUFFS) i |= BSF_REM_DEBUFF;
  13361. if (type&SCCB_REFRESH) i |= BSF_REM_ON_REFRESH;
  13362. if (type&SCCB_LUXANIMA) i |= BSF_REM_ON_LUXANIMA;
  13363. pc_bonus_script_clear(BL_CAST(BL_PC,bl),i);
  13364. }
  13365. // Cleaning all extras vars
  13366. sc->comet_x = 0;
  13367. sc->comet_y = 0;
  13368. #ifndef RENEWAL
  13369. sc->sg_counter = 0;
  13370. #endif
  13371. return;
  13372. }
  13373. /**
  13374. * Infect a user with status effects (SC_DEADLYINFECT)
  13375. * @param src: Object initiating change on bl [PC|MOB|HOM|MER|ELEM]
  13376. * @param bl: Object to change
  13377. * @return 1: Success 0: Fail
  13378. */
  13379. int status_change_spread(block_list *src, block_list *bl)
  13380. {
  13381. if (src == nullptr || bl == nullptr)
  13382. return 0;
  13383. // Status Immunity resistance
  13384. if (status_bl_has_mode(src, MD_STATUSIMMUNE) || status_bl_has_mode(bl, MD_STATUSIMMUNE))
  13385. return 0;
  13386. status_change *sc = status_get_sc(src);
  13387. if (sc == nullptr || sc->count == 0)
  13388. return 0;
  13389. bool hasSpread = false;
  13390. t_tick tick = gettick(), sc_tick;
  13391. for (const auto &it : status_db) {
  13392. sc_type type = static_cast<sc_type>(it.first);
  13393. const TimerData *timer;
  13394. if (sc->data[type] && it.second->flag[SCF_SPREADEFFECT]) {
  13395. if (sc->data[type]->timer != INVALID_TIMER) {
  13396. timer = get_timer(sc->data[type]->timer);
  13397. if (timer == nullptr || timer->func != status_change_timer || DIFF_TICK(timer->tick, tick) < 0)
  13398. continue;
  13399. int32 val4 = sc->data[type]->val4;
  13400. sc_tick = DIFF_TICK(timer->tick, tick) + (val4 > 0 ? val4 : 0);
  13401. } else
  13402. sc_tick = INFINITE_TICK;
  13403. status_change_start(src, bl, type, 10000, sc->data[type]->val1, sc->data[type]->val2, sc->data[type]->val3, sc->data[type]->val4, sc_tick, SCSTART_NOAVOID | SCSTART_NOTICKDEF | SCSTART_NORATEDEF);
  13404. if (!hasSpread)
  13405. hasSpread = true;
  13406. }
  13407. }
  13408. return hasSpread;
  13409. }
  13410. /**
  13411. * Applying natural heal bonuses (sit, skill, homun, etc...)
  13412. * TODO: the va_list doesn't seem to be used, safe to remove?
  13413. * @param bl: Object applying bonuses to [PC|HOM|MER|ELEM]
  13414. * @param args: va_list arguments
  13415. * @return which regeneration bonuses have been applied (flag)
  13416. */
  13417. static t_tick natural_heal_prev_tick,natural_heal_diff_tick;
  13418. static int status_natural_heal(struct block_list* bl, va_list args)
  13419. {
  13420. struct regen_data *regen;
  13421. struct status_data *status;
  13422. struct status_change *sc;
  13423. struct unit_data *ud;
  13424. struct view_data *vd = NULL;
  13425. struct regen_data_sub *sregen;
  13426. struct map_session_data *sd;
  13427. int rate, multi = 1, flag;
  13428. regen = status_get_regen_data(bl);
  13429. if (!regen)
  13430. return 0;
  13431. status = status_get_status_data(bl);
  13432. sc = status_get_sc(bl);
  13433. if (sc && !sc->count)
  13434. sc = NULL;
  13435. sd = BL_CAST(BL_PC,bl);
  13436. flag = regen->flag;
  13437. if (flag&RGN_HP && (regen->state.block&1))
  13438. flag &= ~(RGN_HP|RGN_SHP);
  13439. if (flag&RGN_SP && (regen->state.block&2))
  13440. flag &= ~(RGN_SP|RGN_SSP);
  13441. // Only skill-based regen is disabled at max HP/SP
  13442. if (flag&RGN_SHP && (status->hp >= status->max_hp))
  13443. flag &= ~RGN_SHP;
  13444. if (flag&RGN_SSP && (status->sp >= status->max_sp))
  13445. flag &= ~RGN_SSP;
  13446. if (flag && (
  13447. status_isdead(bl) ||
  13448. (sc && (sc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || sc->data[SC__INVISIBILITY]))
  13449. ))
  13450. flag = RGN_NONE;
  13451. if (sd) {
  13452. if (sd->hp_loss.value || sd->sp_loss.value)
  13453. pc_bleeding(sd, natural_heal_diff_tick);
  13454. if (sd->hp_regen.value || sd->sp_regen.value || sd->percent_hp_regen.value || sd->percent_sp_regen.value)
  13455. pc_regen(sd, natural_heal_diff_tick);
  13456. }
  13457. if(flag&(RGN_SHP|RGN_SSP) && regen->ssregen &&
  13458. (vd = status_get_viewdata(bl)) && vd->dead_sit == 2)
  13459. { // Apply sitting regen bonus.
  13460. sregen = regen->ssregen;
  13461. if(flag&(RGN_SHP)) { // Sitting HP regen
  13462. rate = (int)(natural_heal_diff_tick * (sregen->rate.hp / 100.));
  13463. if (regen->state.overweight)
  13464. rate >>= 1; // Half as fast when overweight.
  13465. sregen->tick.hp += rate;
  13466. while(sregen->tick.hp >= (unsigned int)battle_config.natural_heal_skill_interval) {
  13467. sregen->tick.hp -= battle_config.natural_heal_skill_interval;
  13468. if(status_heal(bl, sregen->hp, 0, 3) < sregen->hp) { // Full
  13469. flag &= ~RGN_SHP;
  13470. break;
  13471. }
  13472. }
  13473. }
  13474. if(flag&(RGN_SSP)) { // Sitting SP regen
  13475. rate = (int)(natural_heal_diff_tick * (sregen->rate.sp / 100.));
  13476. if (regen->state.overweight)
  13477. rate >>= 1; // Half as fast when overweight.
  13478. sregen->tick.sp += rate;
  13479. while(sregen->tick.sp >= (unsigned int)battle_config.natural_heal_skill_interval) {
  13480. sregen->tick.sp -= battle_config.natural_heal_skill_interval;
  13481. if(status_heal(bl, 0, sregen->sp, 3) < sregen->sp) { // Full
  13482. flag &= ~RGN_SSP;
  13483. break;
  13484. }
  13485. }
  13486. }
  13487. }
  13488. if (flag && regen->state.overweight)
  13489. flag = RGN_NONE;
  13490. ud = unit_bl2ud(bl);
  13491. if (flag&(RGN_HP|RGN_SHP|RGN_SSP) && ud && ud->walktimer != INVALID_TIMER) {
  13492. flag &= ~(RGN_SHP|RGN_SSP);
  13493. if(!regen->state.walk)
  13494. flag &= ~RGN_HP;
  13495. }
  13496. if (flag&(RGN_HP|RGN_SP)) {
  13497. if(!vd)
  13498. vd = status_get_viewdata(bl);
  13499. if(vd && vd->dead_sit == 2)
  13500. multi += 1; //This causes the interval to be halved
  13501. if(regen->state.gc)
  13502. multi += 1; //This causes the interval to be halved
  13503. }
  13504. // Natural Hp regen
  13505. if (flag&RGN_HP) {
  13506. // Interval to next recovery tick
  13507. rate = (int)(battle_config.natural_healhp_interval / (regen->rate.hp/100. * multi));
  13508. if (ud && ud->walktimer != INVALID_TIMER)
  13509. rate *= 2;
  13510. // Homun HP regen fix (they should regen as if they were sitting (twice as fast)
  13511. if(bl->type == BL_HOM)
  13512. rate /= 2;
  13513. // Our timer system isn't 100% accurate so make sure we use the closest interval
  13514. rate -= NATURAL_HEAL_INTERVAL / 2;
  13515. if(regen->tick.hp + rate <= natural_heal_prev_tick) {
  13516. regen->tick.hp = natural_heal_prev_tick;
  13517. if (status->hp >= status->max_hp)
  13518. flag &= ~(RGN_HP | RGN_SHP);
  13519. else if (status_heal(bl, regen->hp, 0, 1) < regen->hp)
  13520. flag &= ~RGN_SHP; // Full
  13521. }
  13522. }
  13523. else {
  13524. regen->tick.hp = natural_heal_prev_tick;
  13525. }
  13526. // Natural SP regen
  13527. if(flag&RGN_SP) {
  13528. // Interval to next recovery tick
  13529. rate = (int)(battle_config.natural_healsp_interval / (regen->rate.sp/100. * multi));
  13530. // Homun SP regen fix (they should regen as if they were sitting (twice as fast)
  13531. if(bl->type==BL_HOM)
  13532. rate /= 2;
  13533. #ifdef RENEWAL
  13534. if (sd && (sd->class_&MAPID_UPPERMASK) == MAPID_MONK &&
  13535. sc && sc->data[SC_EXPLOSIONSPIRITS] && (!sc->data[SC_SPIRIT] || sc->data[SC_SPIRIT]->val2 != SL_MONK))
  13536. rate *= 2; // Tick is doubled in Fury state
  13537. #endif
  13538. // Our timer system isn't 100% accurate so make sure we use the closest interval
  13539. rate -= NATURAL_HEAL_INTERVAL / 2;
  13540. if(regen->tick.sp + rate <= natural_heal_prev_tick) {
  13541. regen->tick.sp = natural_heal_prev_tick;
  13542. if (status->sp >= status->max_sp)
  13543. flag &= ~(RGN_SP | RGN_SSP);
  13544. else if (status_heal(bl, 0, regen->sp, 1) < regen->sp)
  13545. flag &= ~RGN_SSP; // Full
  13546. }
  13547. }
  13548. else {
  13549. regen->tick.sp = natural_heal_prev_tick;
  13550. }
  13551. if (!regen->sregen)
  13552. return flag;
  13553. // Skill regen
  13554. sregen = regen->sregen;
  13555. if(flag&RGN_SHP) { // Skill HP regen
  13556. sregen->tick.hp += (int)(natural_heal_diff_tick * (sregen->rate.hp / 100.));
  13557. while(sregen->tick.hp >= (unsigned int)battle_config.natural_heal_skill_interval) {
  13558. sregen->tick.hp -= battle_config.natural_heal_skill_interval;
  13559. if(status_heal(bl, sregen->hp, 0, 3) < sregen->hp)
  13560. break; // Full
  13561. }
  13562. }
  13563. if(flag&RGN_SSP) { // Skill SP regen
  13564. sregen->tick.sp += (int)(natural_heal_diff_tick * (sregen->rate.sp /100.));
  13565. while(sregen->tick.sp >= (unsigned int)battle_config.natural_heal_skill_interval) {
  13566. int val = sregen->sp;
  13567. if (sd && sd->state.doridori) {
  13568. val *= 2;
  13569. sd->state.doridori = 0;
  13570. if ((rate = pc_checkskill(sd,TK_SPTIME)))
  13571. sc_start(bl,bl,skill_get_sc(TK_SPTIME),
  13572. 100,rate,skill_get_time(TK_SPTIME, rate));
  13573. if (
  13574. (sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR &&
  13575. rnd()%10000 < battle_config.sg_angel_skill_ratio
  13576. ) { // Angel of the Sun/Moon/Star
  13577. clif_feel_hate_reset(sd);
  13578. pc_resethate(sd);
  13579. pc_resetfeel(sd);
  13580. }
  13581. }
  13582. sregen->tick.sp -= battle_config.natural_heal_skill_interval;
  13583. if(status_heal(bl, 0, val, 3) < val)
  13584. break; // Full
  13585. }
  13586. }
  13587. return flag;
  13588. }
  13589. /**
  13590. * Natural heal main timer
  13591. * @param tid: Timer ID
  13592. * @param tick: Current tick (time)
  13593. * @param id: Object ID to heal
  13594. * @param data: data pushed through timer function
  13595. * @return 0
  13596. */
  13597. static TIMER_FUNC(status_natural_heal_timer){
  13598. natural_heal_diff_tick = DIFF_TICK(tick,natural_heal_prev_tick);
  13599. natural_heal_prev_tick = tick;
  13600. map_foreachregen(status_natural_heal);
  13601. return 0;
  13602. }
  13603. /**
  13604. * Clears the lastEffect value from a target
  13605. * @param tid: Timer ID
  13606. * @param tick: Current tick (time)
  13607. * @param id: Object ID
  13608. * @param data: data pushed through timer function
  13609. * @return 0
  13610. */
  13611. TIMER_FUNC(status_clear_lastEffect_timer) {
  13612. block_list *bl = map_id2bl(id);
  13613. if (bl != nullptr) {
  13614. status_change *sc = status_get_sc(bl);
  13615. if (sc != nullptr) {
  13616. sc->lastEffect = SC_NONE;
  13617. sc->lastEffectTimer = INVALID_TIMER;
  13618. }
  13619. }
  13620. return 0;
  13621. }
  13622. /**
  13623. * Check if status is disabled on a map
  13624. * @param type: Status Change data
  13625. * @param mapIsVS: If the map is a map_flag_vs type
  13626. * @param mapisPVP: If the map is a PvP type
  13627. * @param mapIsGVG: If the map is a map_flag_gvg type
  13628. * @param mapIsBG: If the map is a Battleground type
  13629. * @param mapZone: Map Zone type
  13630. * @param mapIsTE: If the map us WOE TE
  13631. * @return True - SC disabled on map; False - SC not disabled on map/Invalid SC
  13632. */
  13633. static bool status_change_isDisabledOnMap_(sc_type type, bool mapIsVS, bool mapIsPVP, bool mapIsGVG, bool mapIsBG, unsigned int mapZone, bool mapIsTE)
  13634. {
  13635. if (!status_db.validateStatus(type))
  13636. return false;
  13637. if ((!mapIsVS && SCDisabled[type]&1) ||
  13638. (mapIsPVP && SCDisabled[type]&2) ||
  13639. (mapIsGVG && SCDisabled[type]&4) ||
  13640. (mapIsBG && SCDisabled[type]&8) ||
  13641. (mapIsTE && SCDisabled[type]&16) ||
  13642. (SCDisabled[type]&(mapZone)))
  13643. {
  13644. return true;
  13645. }
  13646. return false;
  13647. }
  13648. /**
  13649. * Clear a status if it is disabled on a map
  13650. * @param bl: Block list data
  13651. * @param sc: Status Change data
  13652. */
  13653. void status_change_clear_onChangeMap(struct block_list *bl, struct status_change *sc)
  13654. {
  13655. nullpo_retv(bl);
  13656. if (sc && sc->count) {
  13657. struct map_data *mapdata = map_getmapdata(bl->m);
  13658. bool mapIsVS = mapdata_flag_vs2(mapdata);
  13659. bool mapIsPVP = mapdata->flag[MF_PVP] != 0;
  13660. bool mapIsGVG = mapdata_flag_gvg2_no_te(mapdata);
  13661. bool mapIsBG = mapdata->flag[MF_BATTLEGROUND] != 0;
  13662. bool mapIsTE = mapdata_flag_gvg2_te(mapdata);
  13663. for (const auto &it : status_db) {
  13664. sc_type type = static_cast<sc_type>(it.first);
  13665. if (!sc->data[type] || !SCDisabled[type])
  13666. continue;
  13667. if (status_change_isDisabledOnMap_(type, mapIsVS, mapIsPVP, mapIsGVG, mapIsBG, mapdata->zone, mapIsTE))
  13668. status_change_end(bl, type);
  13669. }
  13670. }
  13671. }
  13672. /**
  13673. * Read status_disabled.txt file
  13674. * @param str: Fields passed from sv_readdb
  13675. * @param columns: Columns passed from sv_readdb function call
  13676. * @param current: Current row being read into SCDisabled array
  13677. * @return True - Successfully stored, False - Invalid SC
  13678. */
  13679. static bool status_readdb_status_disabled(char **str, int columns, int current)
  13680. {
  13681. int64 type = SC_NONE;
  13682. if (ISDIGIT(str[0][0]))
  13683. type = atoi(str[0]);
  13684. else {
  13685. if (!script_get_constant(str[0],&type))
  13686. type = SC_NONE;
  13687. }
  13688. if (type <= SC_NONE || type >= SC_MAX) {
  13689. ShowError("status_readdb_status_disabled: Invalid SC with type %s.\n", str[0]);
  13690. return false;
  13691. }
  13692. SCDisabled[type] = (unsigned int)atol(str[1]);
  13693. return true;
  13694. }
  13695. const std::string AttributeDatabase::getDefaultLocation() {
  13696. return std::string(db_path) + "/attr_fix.yml";
  13697. }
  13698. /**
  13699. * Reads and parses an entry from the attr_fix.
  13700. * @param node: YAML node containing the entry.
  13701. * @return count of successfully parsed rows
  13702. */
  13703. uint64 AttributeDatabase::parseBodyNode(const ryml::NodeRef& node) {
  13704. uint16 level;
  13705. if (!this->asUInt16(node, "Level", level))
  13706. return 0;
  13707. if (!CHK_ELEMENT_LEVEL(level)) {
  13708. this->invalidWarning(node["Level"], "Invalid element level %hu.\n", level);
  13709. return 0;
  13710. }
  13711. for (const auto &itatk : um_eleid2elename) {
  13712. if (!this->nodeExists(node, itatk.first))
  13713. continue;
  13714. const auto& eleNode = node[c4::to_csubstr(itatk.first)];
  13715. for (const auto &itdef : um_eleid2elename) {
  13716. if (!this->nodeExists(eleNode, itdef.first))
  13717. continue;
  13718. int16 val;
  13719. if (!this->asInt16(eleNode, itdef.first, val))
  13720. return 0;
  13721. if (val < -100) {
  13722. 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);
  13723. val = -100;
  13724. }
  13725. else if (val > 200) {
  13726. 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);
  13727. val = 200;
  13728. }
  13729. this->attr_fix_table[level-1][itatk.second][itdef.second] = val;
  13730. }
  13731. }
  13732. return 1;
  13733. }
  13734. AttributeDatabase elemental_attribute_db;
  13735. /**
  13736. * Get attribute ratio
  13737. * @param atk_ele Attack element enum e_element
  13738. * @param def_ele Defense element enum e_element
  13739. * @param level Element level 1 ~ MAX_ELE_LEVEL
  13740. */
  13741. int16 AttributeDatabase::getAttribute(uint16 level, uint16 atk_ele, uint16 def_ele) {
  13742. if (!CHK_ELEMENT(atk_ele) || !CHK_ELEMENT(def_ele) || !CHK_ELEMENT_LEVEL(level+1))
  13743. return 100;
  13744. return this->attr_fix_table[level][atk_ele][def_ele];
  13745. }
  13746. const std::string StatusDatabase::getDefaultLocation() {
  13747. return std::string(db_path) + "/status.yml";
  13748. }
  13749. /**
  13750. * Reads and parses an entry from status_db.
  13751. * @param node: YAML node containing the entry.
  13752. * @return count of successfully parsed rows
  13753. */
  13754. uint64 StatusDatabase::parseBodyNode(const ryml::NodeRef& node) {
  13755. std::string status_name;
  13756. if (!this->asString(node, "Status", status_name))
  13757. return 0;
  13758. std::string status_constant = "SC_" + status_name;
  13759. int64 constant;
  13760. if (!script_get_constant(status_constant.c_str(), &constant)) {
  13761. this->invalidWarning(node["Status"], "Invalid Status %s.\n", status_name.c_str());
  13762. return 0;
  13763. }
  13764. if (!this->validateStatus(static_cast<sc_type>(constant))) {
  13765. this->invalidWarning(node["Status"], "Status %s is out of bounds.\n", status_name.c_str());
  13766. return 0;
  13767. }
  13768. int status_id = static_cast<int32>(constant);
  13769. std::shared_ptr<s_status_change_db> status = this->find(status_id);
  13770. bool exists = status != nullptr;
  13771. if (!exists) {
  13772. status = std::make_shared<s_status_change_db>();
  13773. status->type = static_cast<sc_type>(status_id);
  13774. }
  13775. if (this->nodeExists(node, "Icon")) {
  13776. std::string icon_name;
  13777. if (!this->asString(node, "Icon", icon_name))
  13778. return 0;
  13779. int64 constant;
  13780. if (!script_get_constant(icon_name.c_str(), &constant)) {
  13781. this->invalidWarning(node["Icon"], "Icon %s is invalid, defaulting to EFST_BLANK.\n", icon_name.c_str());
  13782. constant = EFST_BLANK;
  13783. }
  13784. if (constant < EFST_BLANK || constant >= EFST_MAX) {
  13785. this->invalidWarning(node["Icon"], "Icon %s is out of bounds, defaulting to EFST_BLANK.\n", icon_name.c_str());
  13786. constant = EFST_BLANK;
  13787. }
  13788. status->icon = static_cast<efst_type>(constant);
  13789. } else {
  13790. if (!exists)
  13791. status->icon = EFST_BLANK;
  13792. }
  13793. if (this->nodeExists(node, "DurationLookup")) {
  13794. std::string skill_name;
  13795. if (!this->asString(node, "DurationLookup", skill_name))
  13796. return 0;
  13797. uint16 skill_id = skill_name2id(skill_name.c_str());
  13798. if (skill_id == 0)
  13799. this->invalidWarning(node["DurationLookup"], "DurationLookup skill %s is invalid, defaulting to none.\n", skill_name.c_str());
  13800. status->skill_id = skill_id;
  13801. } else {
  13802. if (!exists)
  13803. status->skill_id = 0;
  13804. }
  13805. if (this->nodeExists(node, "States")) {
  13806. const ryml::NodeRef& stateNode = node["States"];
  13807. for (const auto &it : stateNode) {
  13808. std::string state;
  13809. c4::from_chars(it.key(), &state);
  13810. std::string state_constant = "SCS_" + state;
  13811. int64 constant;
  13812. if (!script_get_constant(state_constant.c_str(), &constant)) {
  13813. this->invalidWarning(stateNode, "State %s is invalid.\n", state.c_str());
  13814. return 0;
  13815. }
  13816. if (constant < SCS_NONE || constant >= SCS_MAX) {
  13817. this->invalidWarning(stateNode, "State %s is out of bounds.\n", state.c_str());
  13818. return 0;
  13819. }
  13820. bool active;
  13821. if (!this->asBool(stateNode, state, active))
  13822. return 0;
  13823. if (active)
  13824. status->state.set(static_cast<e_scs_flag>(constant));
  13825. else
  13826. status->state.reset(static_cast<e_scs_flag>(constant));
  13827. }
  13828. } else {
  13829. if (!exists)
  13830. status->state.reset();
  13831. }
  13832. if (this->nodeExists(node, "CalcFlags")) {
  13833. const ryml::NodeRef& flagNode = node["CalcFlags"];
  13834. if (this->nodeExists(flagNode, "All")) {
  13835. bool active;
  13836. if (!this->asBool(flagNode, "All", active))
  13837. return 0;
  13838. if (active)
  13839. status->calc_flag = this->getSCB_ALL();
  13840. else
  13841. status->calc_flag.reset();
  13842. }
  13843. for (const auto &it : flagNode) {
  13844. std::string flag;
  13845. c4::from_chars(it.key(), &flag);
  13846. std::string flag_constant = "SCB_" + flag;
  13847. int64 constant;
  13848. // Skipped because processed above the loop
  13849. if (flag.compare("All") == 0)
  13850. continue;
  13851. if (!script_get_constant(flag_constant.c_str(), &constant)) {
  13852. this->invalidWarning(flagNode, "CalcFlag %s is invalid.\n", flag.c_str());
  13853. return 0;
  13854. }
  13855. if (constant < SCB_NONE || constant >= SCB_MAX) {
  13856. this->invalidWarning(flagNode, "CalcFlag %s is out of bounds.\n", flag.c_str());
  13857. return 0;
  13858. }
  13859. bool active;
  13860. if (!this->asBool(flagNode, flag, active))
  13861. return 0;
  13862. if (active)
  13863. status->calc_flag.set(static_cast<e_scb_flag>(constant));
  13864. else
  13865. status->calc_flag.reset(static_cast<e_scb_flag>(constant));
  13866. }
  13867. } else {
  13868. if (!exists)
  13869. status->calc_flag.reset();
  13870. }
  13871. if (this->nodeExists(node, "Opt1")) {
  13872. std::string opt;
  13873. if (!this->asString(node, "Opt1", opt))
  13874. return 0;
  13875. std::string opt_constant = "OPT1_" + opt;
  13876. int64 constant;
  13877. if (!script_get_constant(opt_constant.c_str(), &constant)) {
  13878. this->invalidWarning(node["Opt1"], "Opt1 %s is invalid.\n", opt.c_str());
  13879. return 0;
  13880. }
  13881. if (constant < OPT1_NONE || constant >= OPT1_MAX) {
  13882. this->invalidWarning(node["Opt1"], "Opt2 %s is out of bounds.\n", opt.c_str());
  13883. return 0;
  13884. }
  13885. status->opt1 = static_cast<e_sc_opt1>(constant);
  13886. } else {
  13887. if (!exists)
  13888. status->opt1 = OPT1_NONE;
  13889. }
  13890. if (this->nodeExists(node, "Opt2")) {
  13891. const ryml::NodeRef& optNode = node["Opt2"];
  13892. for (const auto &it : optNode) {
  13893. std::string opt;
  13894. c4::from_chars(it.key(), &opt);
  13895. std::string opt_constant = "OPT2_" + opt;
  13896. int64 constant;
  13897. if (!script_get_constant(opt_constant.c_str(), &constant)) {
  13898. this->invalidWarning(optNode, "Opt2 %s is invalid.\n", opt.c_str());
  13899. return 0;
  13900. }
  13901. if (constant < OPT2_NONE || constant >= OPT2_MAX) {
  13902. this->invalidWarning(optNode, "Opt2 %s is out of bounds.\n", opt.c_str());
  13903. return 0;
  13904. }
  13905. bool active;
  13906. if (!this->asBool(optNode, opt, active))
  13907. return 0;
  13908. if (active)
  13909. status->opt2 |= static_cast<e_sc_opt2>(constant);
  13910. else
  13911. status->opt2 &= ~static_cast<e_sc_opt2>(constant);
  13912. }
  13913. } else {
  13914. if (!exists)
  13915. status->opt2 = OPT2_NONE;
  13916. }
  13917. if (this->nodeExists(node, "Opt3")) {
  13918. const ryml::NodeRef& optNode = node["Opt3"];
  13919. for (const auto &it : optNode) {
  13920. std::string opt;
  13921. c4::from_chars(it.key(), &opt);
  13922. std::string opt_constant = "OPT3_" + opt;
  13923. int64 constant;
  13924. if (!script_get_constant(opt_constant.c_str(), &constant)) {
  13925. this->invalidWarning(optNode, "Opt3 %s is invalid.\n", opt.c_str());
  13926. return 0;
  13927. }
  13928. if (constant < OPT3_NORMAL || constant >= OPT3_MAX) {
  13929. this->invalidWarning(optNode, "Opt3 %s is out of bounds.\n", opt.c_str());
  13930. return 0;
  13931. }
  13932. bool active;
  13933. if (!this->asBool(optNode, opt, active))
  13934. return 0;
  13935. if (active)
  13936. status->opt3 |= static_cast<e_sc_opt3>(constant);
  13937. else
  13938. status->opt3 &= ~static_cast<e_sc_opt3>(constant);
  13939. }
  13940. } else {
  13941. if (!exists)
  13942. status->opt3 = OPT3_NORMAL;
  13943. }
  13944. if (this->nodeExists(node, "Options")) {
  13945. const ryml::NodeRef& optionNode = node["Options"];
  13946. for (const auto &it : optionNode) {
  13947. std::string option;
  13948. c4::from_chars(it.key(), &option);
  13949. std::string option_constant = "OPTION_" + option;
  13950. int64 constant;
  13951. if (!script_get_constant(option_constant.c_str(), &constant)) {
  13952. this->invalidWarning(optionNode, "Option %s is invalid.\n", option.c_str());
  13953. return 0;
  13954. }
  13955. if (constant < OPTION_NOTHING || constant >= OPTION_MAX) {
  13956. this->invalidWarning(optionNode, "Option %s is out of bounds.\n", option.c_str());
  13957. return 0;
  13958. }
  13959. bool active;
  13960. if (!this->asBool(optionNode, option, active))
  13961. return 0;
  13962. if (active)
  13963. status->look |= static_cast<e_option>(constant);
  13964. else
  13965. status->look &= ~static_cast<e_option>(constant);
  13966. }
  13967. } else {
  13968. if (!exists)
  13969. status->look = OPTION_NOTHING;
  13970. }
  13971. if (this->nodeExists(node, "Flags")) {
  13972. const ryml::NodeRef& flagNode = node["Flags"];
  13973. for (const auto &it : flagNode) {
  13974. std::string flag;
  13975. c4::from_chars(it.key(), &flag);
  13976. std::string flag_constant = "SCF_" + flag;
  13977. int64 constant;
  13978. if (!script_get_constant(flag_constant.c_str(), &constant)) {
  13979. this->invalidWarning(flagNode, "Flag %s is invalid.\n", flag.c_str());
  13980. return 0;
  13981. }
  13982. if (constant < SCF_NONE || constant >= SCF_MAX) {
  13983. this->invalidWarning(flagNode, "Flag %s is out of bounds.\n", flag.c_str());
  13984. return 0;
  13985. }
  13986. bool active;
  13987. if (!this->asBool(flagNode, flag, active))
  13988. return 0;
  13989. if (active)
  13990. status->flag.set(static_cast<e_status_change_flag>(constant));
  13991. else
  13992. status->flag.reset(static_cast<e_status_change_flag>(constant));
  13993. }
  13994. } else {
  13995. if (!exists)
  13996. status->flag.reset();
  13997. }
  13998. if (this->nodeExists(node, "MinRate")) {
  13999. uint16 rate;
  14000. if (!this->asUInt16(node, "MinRate", rate))
  14001. return 0;
  14002. status->min_rate = rate;
  14003. } else {
  14004. if (!exists)
  14005. status->min_rate = 0;
  14006. }
  14007. if (this->nodeExists(node, "MinDuration")) {
  14008. int64 duration;
  14009. if (!this->asInt64(node, "MinDuration", duration))
  14010. return 0;
  14011. status->min_duration = static_cast<t_tick>(duration);
  14012. } else {
  14013. if (!exists)
  14014. status->min_duration = 1;
  14015. }
  14016. if (this->nodeExists(node, "Fail")) {
  14017. const ryml::NodeRef& failNode = node["Fail"];
  14018. for (const auto &it : failNode) {
  14019. std::string fail;
  14020. c4::from_chars(it.key(), &fail);
  14021. std::string fail_constant = "SC_" + fail;
  14022. int64 constant;
  14023. if (!script_get_constant(fail_constant.c_str(), &constant)) {
  14024. this->invalidWarning(failNode, "Fail status %s is invalid.\n", fail.c_str());
  14025. return 0;
  14026. }
  14027. if (!this->validateStatus(static_cast<sc_type>(constant))) {
  14028. this->invalidWarning(failNode, "Fail status %s is out of bounds.\n", fail.c_str());
  14029. return 0;
  14030. }
  14031. bool active;
  14032. if (!this->asBool(failNode, fail, active))
  14033. return 0;
  14034. if (active)
  14035. status->fail.push_back(static_cast<sc_type>(constant));
  14036. else
  14037. util::vector_erase_if_exists(status->fail, static_cast<sc_type>(constant));
  14038. }
  14039. }
  14040. if (this->nodeExists(node, "End")) {
  14041. const ryml::NodeRef& endNode = node["End"];
  14042. for (const auto &it : endNode) {
  14043. std::string end;
  14044. c4::from_chars(it.key(), &end);
  14045. std::string end_constant = "SC_" + end;
  14046. int64 constant;
  14047. if (!script_get_constant(end_constant.c_str(), &constant)) {
  14048. this->invalidWarning(endNode, "End status %s is invalid.\n", end.c_str());
  14049. return 0;
  14050. }
  14051. if (!this->validateStatus(static_cast<sc_type>(constant))) {
  14052. this->invalidWarning(endNode, "End status %s is out of bounds.\n", end.c_str());
  14053. return 0;
  14054. }
  14055. bool active;
  14056. if (!this->asBool(endNode, end, active))
  14057. return 0;
  14058. if (active)
  14059. status->end.push_back(static_cast<sc_type>(constant));
  14060. else
  14061. util::vector_erase_if_exists(status->end, static_cast<sc_type>(constant));
  14062. }
  14063. }
  14064. if (this->nodeExists(node, "EndReturn")) {
  14065. const ryml::NodeRef &endNode = node["EndReturn"];
  14066. for (const auto &it : endNode) {
  14067. std::string end;
  14068. c4::from_chars(it.key(), &end);
  14069. std::string end_constant = "SC_" + end;
  14070. int64 constant;
  14071. if (!script_get_constant(end_constant.c_str(), &constant)) {
  14072. this->invalidWarning(endNode, "EndReturn status %s is invalid.\n", end.c_str());
  14073. return 0;
  14074. }
  14075. if (!this->validateStatus(static_cast<sc_type>(constant))) {
  14076. this->invalidWarning(endNode, "EndReturn status %s is out of bounds.\n", end.c_str());
  14077. return 0;
  14078. }
  14079. bool active;
  14080. if (!this->asBool(endNode, end, active))
  14081. return 0;
  14082. if (active)
  14083. status->endreturn.push_back(static_cast<sc_type>(constant));
  14084. else
  14085. util::vector_erase_if_exists(status->endreturn, static_cast<sc_type>(constant));
  14086. }
  14087. }
  14088. if (!exists) {
  14089. this->put(status_id, status);
  14090. }
  14091. return 1;
  14092. }
  14093. void StatusDatabase::loadingFinished(){
  14094. std::fill( std::begin( this->StatusRelevantBLTypes ), std::end( this->StatusRelevantBLTypes ), BL_PC );
  14095. for( auto& entry : *this ){
  14096. auto& status = entry.second;
  14097. if (status->type == SC_HALLUCINATION && !battle_config.display_hallucination) // Disable Hallucination.
  14098. status->icon = EFST_BLANK;
  14099. if( status->icon == EFST_BLANK ){
  14100. continue;
  14101. }else if( status->flag[SCF_BLEFFECT] ){
  14102. this->StatusRelevantBLTypes[status->icon] |= BL_SCEFFECT;
  14103. }else{
  14104. this->StatusRelevantBLTypes[status->icon] = BL_PC;
  14105. }
  14106. }
  14107. TypesafeCachedYamlDatabase::loadingFinished();
  14108. }
  14109. StatusDatabase status_db;
  14110. /**
  14111. * Sets defaults in tables and starts read db functions
  14112. * sv_readdb reads the file, outputting the information line-by-line to
  14113. * previous functions above, separating information by delimiter
  14114. * DBs being read:
  14115. * attr_fix.yml: Attribute adjustment table for attacks
  14116. * size_fix.yml: Size adjustment table for weapons
  14117. * refine.yml: Refining data table
  14118. * @return 0
  14119. */
  14120. void status_readdb( bool reload ){
  14121. int i;
  14122. const char* dbsubpath[] = {
  14123. "",
  14124. "/" DBIMPORT,
  14125. //add other path here
  14126. };
  14127. // read databases
  14128. // path,filename,separator,mincol,maxcol,maxrow,func_parsor
  14129. for(i=0; i<ARRAYLENGTH(dbsubpath); i++){
  14130. size_t n1 = strlen(db_path)+strlen(dbsubpath[i])+1;
  14131. size_t n2 = strlen(db_path)+strlen(DBPATH)+strlen(dbsubpath[i])+1;
  14132. char* dbsubpath1 = (char*)aMalloc(n1+1);
  14133. char* dbsubpath2 = (char*)aMalloc(n2+1);
  14134. if(i==0) {
  14135. safesnprintf(dbsubpath1,n1,"%s%s",db_path,dbsubpath[i]);
  14136. safesnprintf(dbsubpath2,n2,"%s/%s%s",db_path,DBPATH,dbsubpath[i]);
  14137. }
  14138. else {
  14139. safesnprintf(dbsubpath1,n1,"%s%s",db_path,dbsubpath[i]);
  14140. safesnprintf(dbsubpath2,n1,"%s%s",db_path,dbsubpath[i]);
  14141. }
  14142. sv_readdb(dbsubpath1, "status_disabled.txt", ',', 2, 2, -1, &status_readdb_status_disabled, i > 0);
  14143. aFree(dbsubpath1);
  14144. aFree(dbsubpath2);
  14145. }
  14146. if( reload ){
  14147. size_fix_db.reload();
  14148. refine_db.reload();
  14149. status_db.reload();
  14150. enchantgrade_db.reload();
  14151. }else{
  14152. size_fix_db.load();
  14153. refine_db.load();
  14154. status_db.load();
  14155. enchantgrade_db.load();
  14156. }
  14157. elemental_attribute_db.load();
  14158. }
  14159. /**
  14160. * Status db init and destroy.
  14161. */
  14162. void do_init_status(void) {
  14163. memset(SCDisabled, 0, sizeof(SCDisabled));
  14164. add_timer_func_list(status_change_timer,"status_change_timer");
  14165. add_timer_func_list(status_natural_heal_timer,"status_natural_heal_timer");
  14166. add_timer_func_list(status_clear_lastEffect_timer, "status_clear_lastEffect_timer");
  14167. initDummyData();
  14168. status_readdb();
  14169. natural_heal_prev_tick = gettick();
  14170. sc_data_ers = ers_new(sizeof(struct status_change_entry),"status.cpp::sc_data_ers",ERS_OPT_NONE);
  14171. add_timer_interval(natural_heal_prev_tick + NATURAL_HEAL_INTERVAL, status_natural_heal_timer, 0, 0, NATURAL_HEAL_INTERVAL);
  14172. }
  14173. /** Destroy status data */
  14174. void do_final_status(void) {
  14175. ers_destroy(sc_data_ers);
  14176. enchantgrade_db.clear();
  14177. size_fix_db.clear();
  14178. refine_db.clear();
  14179. status_db.clear();
  14180. elemental_attribute_db.clear();
  14181. }