status.cpp 471 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, INVALID_TIMER);
  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, INVALID_TIMER);
  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, INVALID_TIMER);
  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, INVALID_TIMER);
  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, INVALID_TIMER);
  1152. }
  1153. }
  1154. #endif
  1155. if(sc->data[SC_DANCING] && (unsigned int)hp > status->max_hp>>2)
  1156. status_change_end(target, SC_DANCING, INVALID_TIMER);
  1157. if(sc->data[SC_CLOAKINGEXCEED] && --(sc->data[SC_CLOAKINGEXCEED]->val2) <= 0)
  1158. status_change_end(target, SC_CLOAKINGEXCEED, INVALID_TIMER);
  1159. if(sc->data[SC_KAGEMUSYA] && --(sc->data[SC_KAGEMUSYA]->val3) <= 0)
  1160. status_change_end(target, SC_KAGEMUSYA, INVALID_TIMER);
  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, INVALID_TIMER);
  1176. if( sc->data[SC_RAISINGDRAGON] && status->hp <= 1000 )
  1177. status_change_end(target, SC_RAISINGDRAGON, INVALID_TIMER);
  1178. if (sc->data[SC_SATURDAYNIGHTFEVER] && status->hp <= 100)
  1179. status_change_end(target, SC_SATURDAYNIGHTFEVER, INVALID_TIMER);
  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, INVALID_TIMER);
  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. if (unit_bl2ud(src) && (unit_bl2ud(src))->walktimer == INVALID_TIMER)
  1580. unit_walktobl(src, map_id2bl(sc->data[SC_WINKCHARM]->val2), 3, 1);
  1581. clif_emotion(src, ET_THROB);
  1582. return false;
  1583. }
  1584. if (sc->data[SC_BLADESTOP]) {
  1585. switch (sc->data[SC_BLADESTOP]->val1) {
  1586. case 5: if (skill_id == MO_EXTREMITYFIST) break;
  1587. case 4: if (skill_id == MO_CHAINCOMBO) break;
  1588. case 3: if (skill_id == MO_INVESTIGATE) break;
  1589. case 2: if (skill_id == MO_FINGEROFFENSIVE) break;
  1590. default: return false;
  1591. }
  1592. }
  1593. if (sc->data[SC_DANCING] && flag!=2) {
  1594. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  1595. if (!skill)
  1596. return false;
  1597. if (src->type == BL_PC && ((skill_id >= WA_SWING_DANCE && skill_id <= WM_UNLIMITED_HUMMING_VOICE ) ||
  1598. skill_id == WM_FRIGG_SONG))
  1599. { // Lvl 5 Lesson or higher allow you use 3rd job skills while dancing.
  1600. if( pc_checkskill((TBL_PC*)src,WM_LESSON) < 5 )
  1601. return false;
  1602. #ifndef RENEWAL
  1603. } else if(sc->data[SC_LONGING]) { // Allow everything except dancing/re-dancing. [Skotlex]
  1604. if (skill_id == BD_ENCORE || skill->inf2[INF2_ISSONG] || skill->inf2[INF2_ISENSEMBLE])
  1605. return false;
  1606. #endif
  1607. } else if(!skill->inf2[INF2_ALLOWWHENPERFORMING]) // Skills that can be used in dancing state
  1608. return false;
  1609. #ifndef RENEWAL
  1610. if ((sc->data[SC_DANCING]->val1&0xFFFF) == CG_HERMODE && skill_id == BD_ADAPTATION)
  1611. return false; // Can't amp out of Wand of Hermode :/ [Skotlex]
  1612. #endif
  1613. }
  1614. if (skill_id && // Do not block item-casted skills.
  1615. (src->type != BL_PC || ((TBL_PC*)src)->skillitem != skill_id)
  1616. ) { // Skills blocked through status changes...
  1617. if (!flag && ( // Blocked only from using the skill (stuff like autospell may still go through
  1618. ( sc->cant.cast && skill_id != RK_REFRESH && skill_id != SU_GROOMING && skill_id != SR_GENTLETOUCH_CURE ) ||
  1619. #ifndef RENEWAL
  1620. (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
  1621. #endif
  1622. (sc->data[SC_MARIONETTE] && skill_id != CG_MARIONETTE) || // Only skill you can use is marionette again to cancel it
  1623. (sc->data[SC_MARIONETTE2] && skill_id == CG_MARIONETTE) || // Cannot use marionette if you are being buffed by another
  1624. (sc->data[SC_ANKLE] && skill_block_check(src, SC_ANKLE, skill_id)) ||
  1625. (sc->data[SC_STASIS] && skill_block_check(src, SC_STASIS, skill_id)) ||
  1626. (sc->data[SC_BITE] && skill_block_check(src, SC_BITE, skill_id)) ||
  1627. (sc->data[SC_NOVAEXPLOSING] && skill_block_check(src, SC_NOVAEXPLOSING, skill_id)) ||
  1628. (sc->data[SC_GRAVITYCONTROL] && skill_block_check(src, SC_GRAVITYCONTROL, skill_id)) ||
  1629. (sc->data[SC_KAGEHUMI] && skill_block_check(src, SC_KAGEHUMI, skill_id))
  1630. #ifdef RENEWAL
  1631. || (sc->data[SC_ENSEMBLEFATIGUE] && skill_id != CG_SPECIALSINGER)
  1632. #endif
  1633. ))
  1634. return false;
  1635. // Skill blocking.
  1636. if (
  1637. (sc->data[SC_VOLCANO] && skill_id == WZ_ICEWALL) ||
  1638. #ifndef RENEWAL
  1639. (sc->data[SC_ROKISWEIL] && skill_id != BD_ADAPTATION) ||
  1640. #endif
  1641. (sc->data[SC_HERMODE] && skill_get_inf(skill_id) & INF_SUPPORT_SKILL) ||
  1642. (sc->data[SC_NOCHAT] && sc->data[SC_NOCHAT]->val1&MANNER_NOSKILL)
  1643. )
  1644. return false;
  1645. }
  1646. if (sc->option) {
  1647. if ((sc->option&OPTION_HIDE) && src->type == BL_PC && (skill_id == 0 || !skill_get_inf2(skill_id, INF2_ALLOWWHENHIDDEN))) {
  1648. // Non players can use all skills while hidden.
  1649. return false;
  1650. }
  1651. if (sc->option&OPTION_CHASEWALK && skill_id != ST_CHASEWALK)
  1652. return false;
  1653. }
  1654. }
  1655. if (target == NULL || target == src) // No further checking needed.
  1656. return true;
  1657. tsc = status_get_sc(target);
  1658. if (tsc && tsc->count) {
  1659. /**
  1660. * Attacks in invincible are capped to 1 damage and handled in battle.cpp.
  1661. * Allow spell break and eske for sealed shrine GDB when in INVINCIBLE state.
  1662. **/
  1663. if( tsc->data[SC_INVINCIBLE] && !tsc->data[SC_INVINCIBLEOFF] && skill_id && !(skill_id&(SA_SPELLBREAKER|SL_SKE)) )
  1664. return false;
  1665. if(!skill_id && tsc->data[SC_TRICKDEAD])
  1666. return false;
  1667. if((skill_id == WZ_STORMGUST || skill_id == WZ_FROSTNOVA || skill_id == NJ_HYOUSYOURAKU || skill_id == NPC_STORMGUST2)
  1668. && tsc->data[SC_FREEZE])
  1669. return false;
  1670. if(skill_id == PR_LEXAETERNA && (tsc->data[SC_FREEZE] || tsc->data[SC_STONE]))
  1671. return false;
  1672. if (tsc->data[SC__MANHOLE] && !skill_get_inf2(skill_id, INF2_TARGETMANHOLE))
  1673. return false;
  1674. }
  1675. // If targetting, cloak+hide protect you, otherwise only hiding does.
  1676. hide_flag = flag?OPTION_HIDE:(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK);
  1677. // Skill that can hit hidden target
  1678. if( skill_get_inf2(skill_id, INF2_TARGETHIDDEN) )
  1679. hide_flag &= ~OPTION_HIDE;
  1680. switch( target->type ) {
  1681. case BL_PC: {
  1682. struct map_session_data *tsd = (TBL_PC*)target;
  1683. bool is_boss = (src && status_get_class_(src) == CLASS_BOSS);
  1684. bool is_detect = status_has_mode(status,MD_DETECTOR);
  1685. if (pc_isinvisible(tsd))
  1686. return false;
  1687. if (tsc) {
  1688. if ((tsc->option&hide_flag) && !is_boss && (tsd->special_state.perfect_hiding || !is_detect))
  1689. return false;
  1690. if ((tsc->data[SC_CLOAKINGEXCEED] || tsc->data[SC_NEWMOON]) && !is_boss && (tsd->special_state.perfect_hiding || is_detect))
  1691. return false; // Works against insect and demon but not against bosses
  1692. if (tsc->data[SC__FEINTBOMB] && (is_boss || is_detect))
  1693. return false; // Works against all
  1694. if ((tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_STEALTHFIELD] || tsc->data[SC_SUHIDE]) && !(is_boss || is_detect) && (!skill_id || (!flag && src)))
  1695. return false; // Insect, demon, and boss can detect
  1696. }
  1697. }
  1698. break;
  1699. case BL_ITEM: // Allow targetting of items to pick'em up (or in the case of mobs, to loot them).
  1700. // !TODO: Would be nice if this could be used to judge whether the player can or not pick up the item it targets. [Skotlex]
  1701. if (status_has_mode(status,MD_LOOTER))
  1702. return true;
  1703. return false;
  1704. case BL_HOM:
  1705. case BL_MER:
  1706. case BL_ELEM:
  1707. 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 )
  1708. return false; // Can't use support skills on Homunculus (only Master/Self)
  1709. if( target->type == BL_MER && (skill_id == PR_ASPERSIO || (skill_id >= SA_FLAMELAUNCHER && skill_id <= SA_SEISMICWEAPON)) && battle_get_master(target) != src )
  1710. return false; // Can't use Weapon endow skills on Mercenary (only Master)
  1711. if( skill_id == AM_POTIONPITCHER && ( target->type == BL_MER || target->type == BL_ELEM) )
  1712. return false; // Can't use Potion Pitcher on Mercenaries
  1713. if (tsc && tsc->data[SC_ELEMENTAL_VEIL] && !(src && status_get_class_(src) == CLASS_BOSS) && !status_has_mode(status, MD_DETECTOR))
  1714. return false;
  1715. default:
  1716. // Check for chase-walk/hiding/cloaking opponents.
  1717. if( tsc ) {
  1718. if( tsc->option&hide_flag && !status_has_mode(status,MD_DETECTOR))
  1719. return false;
  1720. }
  1721. }
  1722. return true;
  1723. }
  1724. /**
  1725. * Checks whether the src can see the target
  1726. * @param src: Object using skill on target [PC|MOB|PET|HOM|MER|ELEM]
  1727. * @param target: Object being targeted by src [PC|MOB|HOM|MER|ELEM]
  1728. * @return src can see (1) or target is invisible (0)
  1729. * @author [Skotlex]
  1730. */
  1731. int status_check_visibility(struct block_list *src, struct block_list *target)
  1732. {
  1733. int view_range;
  1734. struct status_data* status = status_get_status_data(src);
  1735. struct status_change* tsc = status_get_sc(target);
  1736. switch (src->type) {
  1737. case BL_MOB:
  1738. view_range = ((TBL_MOB*)src)->min_chase;
  1739. break;
  1740. case BL_PET:
  1741. view_range = ((TBL_PET*)src)->db->range2;
  1742. break;
  1743. default:
  1744. view_range = AREA_SIZE;
  1745. }
  1746. if (src->m != target->m || !check_distance_bl(src, target, view_range))
  1747. return 0;
  1748. if ( src->type == BL_NPC) // NPCs don't care for the rest
  1749. return 1;
  1750. if (tsc) {
  1751. bool is_boss = (status_get_class_(src) == CLASS_BOSS);
  1752. bool is_detector = status_has_mode(status,MD_DETECTOR);
  1753. switch (target->type) { // Check for chase-walk/hiding/cloaking opponents.
  1754. case BL_PC: {
  1755. struct map_session_data *tsd = (TBL_PC*)target;
  1756. 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))
  1757. return 0;
  1758. if ((tsc->data[SC_CLOAKINGEXCEED] || tsc->data[SC_NEWMOON]) && !is_boss && ((tsd && tsd->special_state.perfect_hiding) || is_detector))
  1759. return 0;
  1760. if (tsc->data[SC__FEINTBOMB] && !is_boss && !is_detector)
  1761. return 0;
  1762. }
  1763. break;
  1764. case BL_ELEM:
  1765. if (tsc->data[SC_ELEMENTAL_VEIL] && !is_boss && !is_detector)
  1766. return 0;
  1767. break;
  1768. default:
  1769. 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)
  1770. return 0;
  1771. }
  1772. }
  1773. return 1;
  1774. }
  1775. /**
  1776. * Base ASPD value taken from the job tables
  1777. * @param sd: Player object
  1778. * @param status: Player status
  1779. * @return base amotion after single/dual weapon and shield adjustments [RENEWAL]
  1780. * base amotion after single/dual weapon and stats adjustments [PRE-RENEWAL]
  1781. */
  1782. int status_base_amotion_pc(struct map_session_data* sd, struct status_data* status)
  1783. {
  1784. std::shared_ptr<s_job_info> job = job_db.find(sd->status.class_);
  1785. if (job == nullptr)
  1786. return 2000;
  1787. int amotion;
  1788. #ifdef RENEWAL_ASPD
  1789. int16 skill_lv, val = 0;
  1790. float temp_aspd = 0;
  1791. amotion = job->aspd_base[sd->weapontype1]; // Single weapon
  1792. if (sd->status.shield)
  1793. amotion += job->aspd_base[MAX_WEAPON_TYPE];
  1794. else if (sd->weapontype2 != W_FIST && sd->equip_index[EQI_HAND_R] != sd->equip_index[EQI_HAND_L])
  1795. amotion += job->aspd_base[sd->weapontype2] / 4; // Dual-wield
  1796. switch(sd->status.weapon) {
  1797. case W_BOW:
  1798. case W_MUSICAL:
  1799. case W_WHIP:
  1800. case W_REVOLVER:
  1801. case W_RIFLE:
  1802. case W_GATLING:
  1803. case W_SHOTGUN:
  1804. case W_GRENADE:
  1805. temp_aspd = status->dex * status->dex / 7.0f + status->agi * status->agi * 0.5f;
  1806. break;
  1807. default:
  1808. temp_aspd = status->dex * status->dex / 5.0f + status->agi * status->agi * 0.5f;
  1809. break;
  1810. }
  1811. temp_aspd = (float)(sqrt(temp_aspd) * 0.25f) + 0xc4;
  1812. if ((skill_lv = pc_checkskill(sd,SA_ADVANCEDBOOK)) > 0 && sd->status.weapon == W_BOOK)
  1813. val += (skill_lv - 1) / 2 + 1;
  1814. if ((skill_lv = pc_checkskill(sd, SG_DEVIL)) > 0 && ((sd->class_&MAPID_THIRDMASK) == MAPID_STAR_EMPEROR || pc_is_maxjoblv(sd)))
  1815. val += 1 + skill_lv;
  1816. if ((skill_lv = pc_checkskill(sd,GS_SINGLEACTION)) > 0 && (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE))
  1817. val += ((skill_lv + 1) / 2);
  1818. if ((skill_lv = pc_checkskill(sd, RG_PLAGIARISM)) > 0)
  1819. val += skill_lv;
  1820. if (pc_isriding(sd))
  1821. val -= 50 - 10 * pc_checkskill(sd, KN_CAVALIERMASTERY);
  1822. else if (pc_isridingdragon(sd))
  1823. val -= 25 - 5 * pc_checkskill(sd, RK_DRAGONTRAINING);
  1824. amotion = ((int)(temp_aspd + ((float)(status_calc_aspd(&sd->bl, &sd->sc, true) + val) * status->agi / 200)) - min(amotion, 200));
  1825. #else
  1826. // Angra Manyu disregards aspd_base and similar
  1827. if (pc_checkequip2(sd, ITEMID_ANGRA_MANYU, EQI_ACC_L, EQI_MAX))
  1828. return 0;
  1829. // Base weapon delay
  1830. amotion = (sd->status.weapon < MAX_WEAPON_TYPE)
  1831. ? (job->aspd_base[sd->status.weapon]) // Single weapon
  1832. : (job->aspd_base[sd->weapontype1] + job->aspd_base[sd->weapontype2]) * 7 / 10; // Dual-wield
  1833. // Percentual delay reduction from stats
  1834. amotion -= amotion * (4 * status->agi + status->dex) / 1000;
  1835. // Raw delay adjustment from bAspd bonus
  1836. amotion += sd->bonus.aspd_add;
  1837. #endif
  1838. return amotion;
  1839. }
  1840. /**
  1841. * Base attack value calculated for units
  1842. * @param bl: Object to get attack for [BL_CHAR|BL_NPC]
  1843. * @param status: Object status
  1844. * @return base attack
  1845. */
  1846. unsigned short status_base_atk(const struct block_list *bl, const struct status_data *status, int level)
  1847. {
  1848. int flag = 0, str, dex, dstr;
  1849. #ifdef RENEWAL
  1850. if (!(bl->type&battle_config.enable_baseatk_renewal))
  1851. return 0;
  1852. #else
  1853. if (!(bl->type&battle_config.enable_baseatk))
  1854. return 0;
  1855. #endif
  1856. if (bl->type == BL_PC)
  1857. switch(((TBL_PC*)bl)->status.weapon) {
  1858. case W_BOW:
  1859. case W_MUSICAL:
  1860. case W_WHIP:
  1861. case W_REVOLVER:
  1862. case W_RIFLE:
  1863. case W_GATLING:
  1864. case W_SHOTGUN:
  1865. case W_GRENADE:
  1866. flag = 1;
  1867. }
  1868. if (flag) {
  1869. #ifdef RENEWAL
  1870. dstr =
  1871. #endif
  1872. str = status->dex;
  1873. dex = status->str;
  1874. } else {
  1875. #ifdef RENEWAL
  1876. dstr =
  1877. #endif
  1878. str = status->str;
  1879. dex = status->dex;
  1880. }
  1881. /** [Skotlex]
  1882. * Normally only players have base-atk, but homunc have a different batk
  1883. * equation, hinting that perhaps non-players should use this for batk.
  1884. **/
  1885. switch (bl->type) {
  1886. case BL_HOM:
  1887. #ifdef RENEWAL
  1888. str = 2 * level + status_get_homstr(bl);
  1889. #else
  1890. dstr = str / 10;
  1891. str += dstr*dstr;
  1892. #endif
  1893. break;
  1894. case BL_PC:
  1895. #ifdef RENEWAL
  1896. str = (dstr * 10 + dex * 10 / 5 + status->luk * 10 / 3 + level * 10 / 4) / 10 + 5 * status->pow;
  1897. #else
  1898. dstr = str / 10;
  1899. str += dstr*dstr;
  1900. str += dex / 5 + status->luk / 5;
  1901. #endif
  1902. break;
  1903. default:// Others
  1904. #ifdef RENEWAL
  1905. str = dstr + level;
  1906. #else
  1907. dstr = str / 10;
  1908. str += dstr*dstr;
  1909. str += dex / 5 + status->luk / 5;
  1910. #endif
  1911. break;
  1912. }
  1913. return cap_value(str, 0, USHRT_MAX);
  1914. }
  1915. #ifdef RENEWAL
  1916. /**
  1917. * Weapon attack value calculated for Players
  1918. * @param wa: Weapon attack
  1919. * @param status: Player status
  1920. * @return weapon attack
  1921. */
  1922. unsigned int status_weapon_atk(weapon_atk &wa)
  1923. {
  1924. return wa.atk + wa.atk2;
  1925. }
  1926. #endif
  1927. #ifndef RENEWAL
  1928. unsigned short status_base_matk_min(const struct status_data* status) { return status->int_ + (status->int_ / 7) * (status->int_ / 7); }
  1929. unsigned short status_base_matk_max(const struct status_data* status) { return status->int_ + (status->int_ / 5) * (status->int_ / 5); }
  1930. #else
  1931. /*
  1932. * Calculates minimum attack variance 80% from db's ATK1 for non BL_PC
  1933. * status->batk (base attack) will be added in battle_calc_base_damage
  1934. */
  1935. unsigned short status_base_atk_min(struct block_list *bl, const struct status_data* status, int level)
  1936. {
  1937. switch (bl->type) {
  1938. case BL_PET:
  1939. case BL_MOB:
  1940. case BL_MER:
  1941. case BL_ELEM:
  1942. return status->rhw.atk * 80 / 100;
  1943. case BL_HOM:
  1944. return (status_get_homstr(bl) + status_get_homdex(bl)) / 5;
  1945. default:
  1946. return status->rhw.atk;
  1947. }
  1948. }
  1949. /*
  1950. * Calculates maximum attack variance 120% from db's ATK1 for non BL_PC
  1951. * status->batk (base attack) will be added in battle_calc_base_damage
  1952. */
  1953. unsigned short status_base_atk_max(struct block_list *bl, const struct status_data* status, int level)
  1954. {
  1955. switch (bl->type) {
  1956. case BL_PET:
  1957. case BL_MOB:
  1958. case BL_MER:
  1959. case BL_ELEM:
  1960. return status->rhw.atk * 120 / 100;
  1961. case BL_HOM:
  1962. return (status_get_homluk(bl) + status_get_homstr(bl) + status_get_homdex(bl)) / 3;
  1963. default:
  1964. return status->rhw.atk2;
  1965. }
  1966. }
  1967. /*
  1968. * Calculates minimum magic attack
  1969. */
  1970. unsigned short status_base_matk_min(struct block_list *bl, const struct status_data* status, int level)
  1971. {
  1972. switch (bl->type) {
  1973. case BL_PET:
  1974. case BL_MOB:
  1975. case BL_MER:
  1976. case BL_ELEM:
  1977. return status->int_ + level + status->rhw.matk * 70 / 100;
  1978. case BL_HOM:
  1979. return status_get_homint(bl) + level + (status_get_homint(bl) + status_get_homdex(bl)) / 5;
  1980. case BL_PC:
  1981. default:
  1982. return status->int_ + (status->int_ / 2) + (status->dex / 5) + (status->luk / 3) + (level / 4) + 5 * status->spl;
  1983. }
  1984. }
  1985. /*
  1986. * Calculates maximum magic attack
  1987. */
  1988. unsigned short status_base_matk_max(struct block_list *bl, const struct status_data* status, int level)
  1989. {
  1990. switch (bl->type) {
  1991. case BL_PET:
  1992. case BL_MOB:
  1993. case BL_MER:
  1994. case BL_ELEM:
  1995. return status->int_ + level + status->rhw.matk * 130 / 100;
  1996. case BL_HOM:
  1997. return status_get_homint(bl) + level + (status_get_homluk(bl) + status_get_homint(bl) + status_get_homdex(bl)) / 3;
  1998. case BL_PC:
  1999. default:
  2000. return status->int_ + (status->int_ / 2) + (status->dex / 5) + (status->luk / 3) + (level / 4) + 5 * status->spl;
  2001. }
  2002. }
  2003. #endif
  2004. /**
  2005. * Fills in the misc data that can be calculated from the other status info (except for level)
  2006. * @param bl: Object to calculate status on [PC|MOB|PET|HOM|MERC|ELEM]
  2007. * @param status: Player status
  2008. */
  2009. void status_calc_misc(struct block_list *bl, struct status_data *status, int level)
  2010. {
  2011. int stat;
  2012. // Non players get the value set, players need to stack with previous bonuses.
  2013. if( bl->type != BL_PC ){
  2014. status->batk =
  2015. status->hit = status->flee =
  2016. status->def2 = status->mdef2 =
  2017. status->cri = status->flee2 =
  2018. status->patk = status->smatk =
  2019. status->hplus = status->crate = 0;
  2020. if (bl->type != BL_MOB) // BL_MOB has values set when loading mob_db
  2021. status->res = status->mres = 0;
  2022. }
  2023. #ifdef RENEWAL // Renewal formulas
  2024. if (bl->type == BL_HOM) {
  2025. // Def2
  2026. stat = status_get_homvit(bl) + status_get_homagi(bl) / 2;
  2027. status->def2 = cap_value(stat, 0, SHRT_MAX);
  2028. // Mdef2
  2029. stat = (status_get_homvit(bl) + status_get_homint(bl)) / 2;
  2030. status->mdef2 = cap_value(stat, 0, SHRT_MAX);
  2031. // Def
  2032. stat = status->def;
  2033. stat += status_get_homvit(bl) + level / 2;
  2034. status->def = cap_value(stat, 0, SHRT_MAX);
  2035. // Mdef
  2036. stat = (int)(((float)status_get_homvit(bl) + level) / 4 + (float)status_get_homint(bl) / 2);
  2037. status->mdef = cap_value(stat, 0, SHRT_MAX);
  2038. // Hit
  2039. stat = level + status->dex + 150;
  2040. status->hit = cap_value(stat, 1, SHRT_MAX);
  2041. // Flee
  2042. stat = level + status_get_homagi(bl);
  2043. status->flee = cap_value(stat, 1, SHRT_MAX);
  2044. } else {
  2045. // Hit
  2046. stat = status->hit;
  2047. 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
  2048. stat += 2 * status->con;
  2049. status->hit = cap_value(stat, 1, SHRT_MAX);
  2050. // Flee
  2051. stat = status->flee;
  2052. 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
  2053. stat += 2 * status->con;
  2054. status->flee = cap_value(stat, 1, SHRT_MAX);
  2055. // Def2
  2056. if (bl->type == BL_MER)
  2057. stat = (int)(status->vit + ((float)level / 10) + ((float)status->vit / 5));
  2058. else {
  2059. stat = status->def2;
  2060. 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)
  2061. }
  2062. status->def2 = cap_value(stat, 0, SHRT_MAX);
  2063. // Mdef2
  2064. if (bl->type == BL_MER)
  2065. stat = (int)(((float)level / 10) + ((float)status->int_ / 5));
  2066. else {
  2067. stat = status->mdef2;
  2068. 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)
  2069. }
  2070. status->mdef2 = cap_value(stat, 0, SHRT_MAX);
  2071. // PAtk
  2072. stat = status->patk;
  2073. stat += status->pow / 3 + status->con / 5;
  2074. status->patk = cap_value(stat, 0, SHRT_MAX);
  2075. // SMatk
  2076. stat = status->smatk;
  2077. stat += status->spl / 3 + status->con / 5;
  2078. status->smatk = cap_value(stat, 0, SHRT_MAX);
  2079. // Res
  2080. stat = status->res;
  2081. stat += status->sta + status->sta / 3 * 5;
  2082. status->res = cap_value(stat, 0, SHRT_MAX);
  2083. // Mres
  2084. stat = status->mres;
  2085. stat += status->wis + status->wis / 3 * 5;
  2086. status->mres = cap_value(stat, 0, SHRT_MAX);
  2087. // HPlus
  2088. stat = status->hplus;
  2089. stat += status->crt;
  2090. status->hplus = cap_value(stat, 0, SHRT_MAX);
  2091. // CRate
  2092. stat = status->crate;
  2093. stat += status->crt / 3;
  2094. status->crate = cap_value(stat, 0, SHRT_MAX);
  2095. }
  2096. // ATK
  2097. if (bl->type != BL_PC) {
  2098. status->rhw.atk2 = status_base_atk_max(bl, status, level);
  2099. status->rhw.atk = status_base_atk_min(bl, status, level);
  2100. }
  2101. // MAtk
  2102. status->matk_min = status_base_matk_min(bl, status, level);
  2103. status->matk_max = status_base_matk_max(bl, status, level);
  2104. #else
  2105. // Matk
  2106. status->matk_min = status_base_matk_min(status);
  2107. status->matk_max = status_base_matk_max(status);
  2108. // Hit
  2109. stat = status->hit;
  2110. stat += level + status->dex;
  2111. status->hit = cap_value(stat, 1, SHRT_MAX);
  2112. // Flee
  2113. stat = status->flee;
  2114. stat += level + status->agi;
  2115. status->flee = cap_value(stat, 1, SHRT_MAX);
  2116. // Def2
  2117. stat = status->def2;
  2118. stat += status->vit;
  2119. status->def2 = cap_value(stat, 0, SHRT_MAX);
  2120. // Mdef2
  2121. stat = status->mdef2;
  2122. stat += status->int_ + (status->vit>>1);
  2123. status->mdef2 = cap_value(stat, 0, SHRT_MAX);
  2124. #endif
  2125. //Critical
  2126. if( bl->type&battle_config.enable_critical ) {
  2127. stat = status->cri;
  2128. stat += 10 + (status->luk*10/3); // (every 1 luk = +0.3 critical)
  2129. status->cri = cap_value(stat, 1, SHRT_MAX);
  2130. } else
  2131. status->cri = 0;
  2132. if (bl->type&battle_config.enable_perfect_flee) {
  2133. stat = status->flee2;
  2134. stat += status->luk + 10; // (every 10 luk = +1 perfect flee)
  2135. status->flee2 = cap_value(stat, 0, SHRT_MAX);
  2136. } else
  2137. status->flee2 = 0;
  2138. if (status->batk) {
  2139. int temp = status->batk + status_base_atk(bl, status, level);
  2140. status->batk = cap_value(temp, 0, USHRT_MAX);
  2141. } else
  2142. status->batk = status_base_atk(bl, status, level);
  2143. if (status->cri) {
  2144. switch (bl->type) {
  2145. case BL_MOB:
  2146. if(battle_config.mob_critical_rate != 100)
  2147. status->cri = cap_value(status->cri*battle_config.mob_critical_rate/100,1,SHRT_MAX);
  2148. if(!status->cri && battle_config.mob_critical_rate)
  2149. status->cri = 10;
  2150. break;
  2151. case BL_PC:
  2152. // Players don't have a critical adjustment setting as of yet.
  2153. break;
  2154. default:
  2155. if(battle_config.critical_rate != 100)
  2156. status->cri = cap_value(status->cri*battle_config.critical_rate/100,1,SHRT_MAX);
  2157. if (!status->cri && battle_config.critical_rate)
  2158. status->cri = 10;
  2159. }
  2160. }
  2161. if(bl->type&BL_REGEN)
  2162. status_calc_regen(bl, status, status_get_regen_data(bl));
  2163. }
  2164. /**
  2165. * Calculates the initial status for the given mob
  2166. * @param md: Mob object
  2167. * @param opt: Whether or not it is the first calculation
  2168. This will only be false when a mob levels up (Regular and WoE Guardians)
  2169. * @return 1 for calculated special statuses or 0 for none
  2170. * @author [Skotlex]
  2171. */
  2172. int status_calc_mob_(struct mob_data* md, uint8 opt)
  2173. {
  2174. struct status_data *status;
  2175. struct block_list *mbl = NULL;
  2176. int flag=0;
  2177. if (opt&SCO_FIRST) { // Set basic level on respawn.
  2178. if (md->level > 0 && md->level <= MAX_LEVEL && md->level != md->db->lv)
  2179. ;
  2180. else
  2181. md->level = md->db->lv;
  2182. }
  2183. // Check if we need custom base-status
  2184. if (battle_config.mobs_level_up && md->level > md->db->lv)
  2185. flag|=1;
  2186. if (md->special_state.size)
  2187. flag|=2;
  2188. if (md->guardian_data && md->guardian_data->guardup_lv)
  2189. flag|=4;
  2190. if (md->mob_id == MOBID_EMPERIUM)
  2191. flag|=4;
  2192. if (battle_config.slaves_inherit_speed && md->master_id)
  2193. flag|=8;
  2194. if (md->master_id && md->special_state.ai>AI_ATTACK)
  2195. flag|=16;
  2196. if (md->master_id && battle_config.slaves_inherit_mode)
  2197. flag |= 32;
  2198. if (!flag) { // No special status required.
  2199. if (md->base_status) {
  2200. aFree(md->base_status);
  2201. md->base_status = NULL;
  2202. }
  2203. if (opt&SCO_FIRST)
  2204. memcpy(&md->status, &md->db->status, sizeof(struct status_data));
  2205. return 0;
  2206. }
  2207. if (!md->base_status)
  2208. md->base_status = (struct status_data*)aCalloc(1, sizeof(struct status_data));
  2209. status = md->base_status;
  2210. memcpy(status, &md->db->status, sizeof(struct status_data));
  2211. if (flag&(8|16))
  2212. mbl = map_id2bl(md->master_id);
  2213. if (flag&8 && mbl) {
  2214. struct status_data *mstatus = status_get_base_status(mbl);
  2215. if (mstatus &&
  2216. battle_config.slaves_inherit_speed&(status_has_mode(mstatus,MD_CANMOVE)?1:2))
  2217. status->speed = mstatus->speed;
  2218. if( status->speed < 2 ) // Minimum for the unit to function properly
  2219. status->speed = 2;
  2220. }
  2221. if (flag&32)
  2222. status_calc_slave_mode(md, map_id2md(md->master_id));
  2223. if (flag&1) { // Increase from mobs leveling up [Valaris]
  2224. int diff = md->level - md->db->lv;
  2225. status->str += diff;
  2226. status->agi += diff;
  2227. status->vit += diff;
  2228. status->int_ += diff;
  2229. status->dex += diff;
  2230. status->luk += diff;
  2231. status->max_hp += diff * status->vit;
  2232. status->max_sp += diff * status->int_;
  2233. status->hp = status->max_hp;
  2234. status->sp = status->max_sp;
  2235. status->speed -= cap_value(diff, 0, status->speed - 10);
  2236. }
  2237. if (flag&2 && battle_config.mob_size_influence) { // Change for sized monsters [Valaris]
  2238. if (md->special_state.size == SZ_MEDIUM) {
  2239. status->max_hp >>= 1;
  2240. status->max_sp >>= 1;
  2241. if (!status->max_hp) status->max_hp = 1;
  2242. if (!status->max_sp) status->max_sp = 1;
  2243. status->hp = status->max_hp;
  2244. status->sp = status->max_sp;
  2245. status->str >>= 1;
  2246. status->agi >>= 1;
  2247. status->vit >>= 1;
  2248. status->int_ >>= 1;
  2249. status->dex >>= 1;
  2250. status->luk >>= 1;
  2251. if (!status->str) status->str = 1;
  2252. if (!status->agi) status->agi = 1;
  2253. if (!status->vit) status->vit = 1;
  2254. if (!status->int_) status->int_ = 1;
  2255. if (!status->dex) status->dex = 1;
  2256. if (!status->luk) status->luk = 1;
  2257. } else if (md->special_state.size == SZ_BIG) {
  2258. status->max_hp <<= 1;
  2259. status->max_sp <<= 1;
  2260. status->hp = status->max_hp;
  2261. status->sp = status->max_sp;
  2262. status->str <<= 1;
  2263. status->agi <<= 1;
  2264. status->vit <<= 1;
  2265. status->int_ <<= 1;
  2266. status->dex <<= 1;
  2267. status->luk <<= 1;
  2268. }
  2269. }
  2270. status_calc_misc(&md->bl, status, md->level);
  2271. if(flag&4) { // Strengthen Guardians - custom value +10% / lv
  2272. struct map_data *mapdata = map_getmapdata(md->bl.m);
  2273. std::shared_ptr<guild_castle> gc = castle_db.mapname2gc(mapdata->name);
  2274. if (gc == nullptr)
  2275. ShowError("status_calc_mob: No castle set at map %s\n", mapdata->name);
  2276. else if(gc->castle_id < 24 || md->mob_id == MOBID_EMPERIUM) {
  2277. #ifdef RENEWAL
  2278. status->max_hp += 50 * (gc->defense / 5);
  2279. #else
  2280. status->max_hp += 1000 * gc->defense;
  2281. #endif
  2282. status->hp = status->max_hp;
  2283. status->def += (gc->defense+2)/3;
  2284. status->mdef += (gc->defense+2)/3;
  2285. }
  2286. if(md->mob_id != MOBID_EMPERIUM) {
  2287. status->max_hp += 1000 * gc->defense;
  2288. status->hp = status->max_hp;
  2289. status->batk += 2 * md->guardian_data->guardup_lv + 8;
  2290. status->rhw.atk += 2 * md->guardian_data->guardup_lv + 8;
  2291. status->rhw.atk2 += 2 * md->guardian_data->guardup_lv + 8;
  2292. status->aspd_rate -= 2 * md->guardian_data->guardup_lv + 3;
  2293. }
  2294. }
  2295. if (flag&16 && mbl) { // Max HP setting from Summon Flora/marine Sphere
  2296. struct unit_data *ud = unit_bl2ud(mbl);
  2297. // Remove special AI when this is used by regular mobs.
  2298. if (mbl->type == BL_MOB && !((TBL_MOB*)mbl)->special_state.ai)
  2299. md->special_state.ai = AI_NONE;
  2300. if (ud) {
  2301. // Different levels of HP according to skill level
  2302. if(!ud->skill_id) // !FIXME: We lost the unit data for magic decoy in somewhere before this
  2303. ud->skill_id = ((TBL_PC*)mbl)->menuskill_id;
  2304. switch(ud->skill_id) {
  2305. case AM_SPHEREMINE:
  2306. status->max_hp = 2000 + 400*ud->skill_lv;
  2307. break;
  2308. case KO_ZANZOU:
  2309. status->max_hp = 3000 + 3000 * ud->skill_lv;
  2310. break;
  2311. case AM_CANNIBALIZE:
  2312. status->max_hp = 1500 + 200*ud->skill_lv + 10*status_get_lv(mbl);
  2313. status->mode = static_cast<e_mode>(status->mode|MD_CANATTACK|MD_AGGRESSIVE);
  2314. break;
  2315. case MH_SUMMON_LEGION:
  2316. {
  2317. int homblvl = status_get_lv(mbl);
  2318. status->max_hp = 10 * (100 * (ud->skill_lv + 2) + homblvl);
  2319. status->batk = 100 * (ud->skill_lv+5) / 2;
  2320. status->def = 10 * (100 * (ud->skill_lv+2) + homblvl);
  2321. // status->aspd_rate = 10 * (2 * (20 - ud->skill_lv) - homblvl/10);
  2322. // status->aspd_rate = max(100,status->aspd_rate);
  2323. break;
  2324. }
  2325. case NC_SILVERSNIPER:
  2326. {
  2327. struct status_data *mstatus = status_get_status_data(mbl);
  2328. if(!mstatus)
  2329. break;
  2330. status->max_hp = (1000 * ud->skill_lv) + (mstatus->hp / 3) + (status_get_lv(mbl) * 12);
  2331. status->batk = 200 * ud->skill_lv;
  2332. break;
  2333. }
  2334. case NC_MAGICDECOY:
  2335. {
  2336. struct status_data *mstatus = status_get_status_data(mbl);
  2337. if(!mstatus)
  2338. break;
  2339. status->max_hp = (1000 * ((TBL_PC*)mbl)->menuskill_val) + (mstatus->sp * 4) + (status_get_lv(mbl) * 12);
  2340. status->matk_min = status->matk_max = 250 + 50*((TBL_PC*)mbl)->menuskill_val;
  2341. break;
  2342. }
  2343. case MT_SUMMON_ABR_BATTLE_WARIOR:
  2344. case MT_SUMMON_ABR_DUAL_CANNON:
  2345. case MT_SUMMON_ABR_MOTHER_NET:
  2346. case MT_SUMMON_ABR_INFINITY: {
  2347. map_session_data *msd = BL_CAST(BL_PC, mbl);
  2348. status_data *mstatus = status_get_status_data(mbl);
  2349. if (msd == nullptr || mstatus == nullptr)
  2350. break;
  2351. uint8 abr_mastery = pc_checkskill(msd, MT_ABR_M);
  2352. // Custom formulas for ABR's.
  2353. // Its unknown how the summoner's stats affects the ABR's stats.
  2354. // I decided to do something similar to elementals for now until I know.
  2355. // Also added hit increase from ABR-Mastery for balance reasons. [Rytech]
  2356. status->max_hp = (5000 + 2000 * abr_mastery) * mstatus->vit / 100;
  2357. status->rhw.atk = (2 * mstatus->batk + 500 + 200 * abr_mastery) * 70 / 100;
  2358. status->rhw.atk2 = 2 * mstatus->batk + 500 + 200 * abr_mastery;
  2359. status->def = mstatus->def + 20 * abr_mastery;
  2360. status->mdef = mstatus->mdef + 4 * abr_mastery;
  2361. status->hit = mstatus->hit + 5 * abr_mastery / 2;
  2362. status->flee = mstatus->flee + 10 * abr_mastery;
  2363. status->speed = mstatus->speed;
  2364. // The Infinity ABR appears to have a much higher attack then other
  2365. // ABR's and im guessing has a much higher MaxHP due to it being a AP
  2366. // costing summon. [Rytech]
  2367. if (ud->skill_id == MT_SUMMON_ABR_INFINITY) {
  2368. status->max_hp += 20000;
  2369. status->rhw.atk += 1400; // 70% of 2000
  2370. status->rhw.atk2 += 2000;
  2371. }
  2372. }
  2373. break;
  2374. case BO_WOODENWARRIOR:
  2375. case BO_WOODEN_FAIRY:
  2376. case BO_CREEPER:
  2377. case BO_HELLTREE: {
  2378. map_session_data *msd = BL_CAST(BL_PC, mbl);
  2379. status_data *mstatus = status_get_status_data(mbl);
  2380. if (msd == nullptr || mstatus == nullptr)
  2381. break;
  2382. uint8 bionic_mastery = pc_checkskill(msd, BO_BIONICS_M);
  2383. // Custom formulas for bionic's.
  2384. // Its unknown how the summoner's stats affects the bionic's stats.
  2385. // I decided to do something similar to elementals for now until I know.
  2386. // Also added hit increase from Bionic-Mastery for balance reasons. [Rytech]
  2387. status->max_hp = (5000 + 2000 * bionic_mastery) * mstatus->vit / 100;
  2388. //status->max_sp = (50 + 20 * bionic_mastery) * mstatus->int_ / 100;// Wait what??? Bionic Mastery increases MaxSP? They have SP???
  2389. status->rhw.atk = (2 * mstatus->batk + 200 * bionic_mastery) * 70 / 100;
  2390. status->rhw.atk2 = 2 * mstatus->batk + 200 * bionic_mastery;
  2391. status->def = mstatus->def + 20 * bionic_mastery;
  2392. status->mdef = mstatus->mdef + 4 * bionic_mastery;
  2393. status->hit = mstatus->hit + 5 * bionic_mastery / 2;
  2394. status->flee = mstatus->flee + 10 * bionic_mastery;
  2395. status->speed = mstatus->speed;
  2396. // The Hell Tree bionic appears to have a much higher attack then other
  2397. // bionic's and im guessing has a much higher MaxHP due to it being a AP
  2398. // costing summon. [Rytech]
  2399. if (ud->skill_id == BO_HELLTREE) {
  2400. status->max_hp += 20000;
  2401. status->rhw.atk += 1400; // 70% of 2000
  2402. status->rhw.atk2 += 2000;
  2403. }
  2404. }
  2405. break;
  2406. }
  2407. status->hp = status->max_hp;
  2408. }
  2409. }
  2410. if (opt&SCO_FIRST) // Initial battle status
  2411. memcpy(&md->status, status, sizeof(struct status_data));
  2412. return 1;
  2413. }
  2414. /**
  2415. * Calculates the stats of the given pet
  2416. * @param pd: Pet object
  2417. * @param opt: Whether or not it is the first calculation
  2418. This will only be false when a pet levels up
  2419. * @return 1
  2420. * @author [Skotlex]
  2421. */
  2422. void status_calc_pet_(struct pet_data *pd, uint8 opt)
  2423. {
  2424. nullpo_retv(pd);
  2425. if (opt&SCO_FIRST) {
  2426. memcpy(&pd->status, &pd->db->status, sizeof(struct status_data));
  2427. pd->status.mode = MD_CANMOVE; // Pets discard all modes, except walking
  2428. pd->status.class_ = CLASS_NORMAL;
  2429. pd->status.speed = pd->get_pet_walk_speed();
  2430. if(battle_config.pet_attack_support || battle_config.pet_damage_support) {
  2431. // Attack support requires the pet to be able to attack
  2432. pd->status.mode = static_cast<e_mode>(pd->status.mode|MD_CANATTACK);
  2433. }
  2434. }
  2435. if (battle_config.pet_lv_rate && pd->master) {
  2436. struct map_session_data *sd = pd->master;
  2437. int lv;
  2438. lv =sd->status.base_level*battle_config.pet_lv_rate/100;
  2439. if (lv < 0)
  2440. lv = 1;
  2441. if (lv != pd->pet.level || opt&SCO_FIRST) {
  2442. struct status_data *bstat = &pd->db->status, *status = &pd->status;
  2443. pd->pet.level = lv;
  2444. if (!(opt&SCO_FIRST)) // Lv Up animation
  2445. clif_misceffect(&pd->bl, 0);
  2446. status->rhw.atk = (bstat->rhw.atk*lv)/pd->db->lv;
  2447. status->rhw.atk2 = (bstat->rhw.atk2*lv)/pd->db->lv;
  2448. status->str = (bstat->str*lv)/pd->db->lv;
  2449. status->agi = (bstat->agi*lv)/pd->db->lv;
  2450. status->vit = (bstat->vit*lv)/pd->db->lv;
  2451. status->int_ = (bstat->int_*lv)/pd->db->lv;
  2452. status->dex = (bstat->dex*lv)/pd->db->lv;
  2453. status->luk = (bstat->luk*lv)/pd->db->lv;
  2454. status->rhw.atk = cap_value(status->rhw.atk, 1, battle_config.pet_max_atk1);
  2455. status->rhw.atk2 = cap_value(status->rhw.atk2, 2, battle_config.pet_max_atk2);
  2456. status->str = cap_value(status->str,1,battle_config.pet_max_stats);
  2457. status->agi = cap_value(status->agi,1,battle_config.pet_max_stats);
  2458. status->vit = cap_value(status->vit,1,battle_config.pet_max_stats);
  2459. status->int_= cap_value(status->int_,1,battle_config.pet_max_stats);
  2460. status->dex = cap_value(status->dex,1,battle_config.pet_max_stats);
  2461. status->luk = cap_value(status->luk,1,battle_config.pet_max_stats);
  2462. status_calc_misc(&pd->bl, &pd->status, lv);
  2463. if (!(opt&SCO_FIRST)) // Not done the first time because the pet is not visible yet
  2464. clif_send_petstatus(sd);
  2465. }
  2466. } else if (opt&SCO_FIRST) {
  2467. status_calc_misc(&pd->bl, &pd->status, pd->db->lv);
  2468. if (!battle_config.pet_lv_rate && pd->pet.level != pd->db->lv)
  2469. pd->pet.level = pd->db->lv;
  2470. }
  2471. // Support rate modifier (1000 = 100%)
  2472. pd->rate_fix = min(1000 * (pd->pet.intimate - battle_config.pet_support_min_friendly) / (1000 - battle_config.pet_support_min_friendly) + 500, USHRT_MAX);
  2473. pd->rate_fix = min(apply_rate(pd->rate_fix, battle_config.pet_support_rate), USHRT_MAX);
  2474. }
  2475. /**
  2476. * Get HP bonus modifiers
  2477. * @param bl: block_list that will be checked
  2478. * @param type: type of e_status_bonus (STATUS_BONUS_FIX or STATUS_BONUS_RATE)
  2479. * @return bonus: total bonus for HP
  2480. * @author [Cydh]
  2481. */
  2482. static int status_get_hpbonus(struct block_list *bl, enum e_status_bonus type) {
  2483. int bonus = 0;
  2484. if (type == STATUS_BONUS_FIX) {
  2485. struct status_change *sc = status_get_sc(bl);
  2486. //Only for BL_PC
  2487. if (bl->type == BL_PC) {
  2488. struct map_session_data *sd = map_id2sd(bl->id);
  2489. uint16 skill_lv;
  2490. bonus += sd->bonus.hp;
  2491. if ((skill_lv = pc_checkskill(sd,CR_TRUST)) > 0)
  2492. bonus += skill_lv * 200;
  2493. if (pc_checkskill(sd,SU_SPRITEMABLE) > 0)
  2494. bonus += 1000;
  2495. if (pc_checkskill(sd, SU_POWEROFSEA) > 0) {
  2496. bonus += 1000;
  2497. if (pc_checkskill_summoner(sd, SUMMONER_POWER_SEA) >= 20)
  2498. bonus += 3000;
  2499. }
  2500. if ((skill_lv = pc_checkskill(sd, NV_BREAKTHROUGH)) > 0)
  2501. bonus += 350 * skill_lv + (skill_lv > 4 ? 250 : 0);
  2502. if ((skill_lv = pc_checkskill(sd, NV_TRANSCENDENCE)) > 0)
  2503. bonus += 350 * skill_lv + (skill_lv > 4 ? 250 : 0);
  2504. #ifndef HP_SP_TABLES
  2505. if ((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.base_level >= 99)
  2506. bonus += 2000; // Supernovice lvl99 hp bonus.
  2507. if ((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.base_level >= 150)
  2508. bonus += 2000; // Supernovice lvl150 hp bonus.
  2509. #endif
  2510. }
  2511. //Bonus by SC
  2512. if (sc) {
  2513. if(sc->data[SC_INCMHP])
  2514. bonus += sc->data[SC_INCMHP]->val1;
  2515. if(sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 2)
  2516. bonus += 500;
  2517. if (sc->data[SC_PROMOTE_HEALTH_RESERCH])
  2518. bonus += sc->data[SC_PROMOTE_HEALTH_RESERCH]->val3;
  2519. if(sc->data[SC_SOLID_SKIN_OPTION])
  2520. bonus += 2000;
  2521. if(sc->data[SC_MARIONETTE])
  2522. bonus -= 1000;
  2523. if(sc->data[SC_SWORDCLAN])
  2524. bonus += 30;
  2525. if(sc->data[SC_ARCWANDCLAN])
  2526. bonus += 30;
  2527. if(sc->data[SC_GOLDENMACECLAN])
  2528. bonus += 30;
  2529. if(sc->data[SC_CROSSBOWCLAN])
  2530. bonus += 30;
  2531. if(sc->data[SC_GLASTHEIM_HPSP])
  2532. bonus += sc->data[SC_GLASTHEIM_HPSP]->val1;
  2533. #ifdef RENEWAL
  2534. if (sc->data[SC_ANGELUS])
  2535. bonus += sc->data[SC_ANGELUS]->val1 * 50;
  2536. #endif
  2537. }
  2538. } else if (type == STATUS_BONUS_RATE) {
  2539. struct status_change *sc = status_get_sc(bl);
  2540. //Bonus by SC
  2541. if (sc) {
  2542. //Increasing
  2543. if(sc->data[SC_INCMHPRATE])
  2544. bonus += sc->data[SC_INCMHPRATE]->val1;
  2545. if(sc->data[SC_APPLEIDUN])
  2546. bonus += sc->data[SC_APPLEIDUN]->val2;
  2547. if(sc->data[SC_DELUGE])
  2548. bonus += sc->data[SC_DELUGE]->val2;
  2549. if(sc->data[SC_BERSERK])
  2550. bonus += 200; //+200%
  2551. if(sc->data[SC_MERC_HPUP])
  2552. bonus += sc->data[SC_MERC_HPUP]->val2;
  2553. if(sc->data[SC_EPICLESIS])
  2554. bonus += sc->data[SC_EPICLESIS]->val2;
  2555. if(sc->data[SC_FRIGG_SONG])
  2556. bonus += sc->data[SC_FRIGG_SONG]->val2;
  2557. if(sc->data[SC_LERADSDEW])
  2558. bonus += sc->data[SC_LERADSDEW]->val3;
  2559. if(sc->data[SC_FORCEOFVANGUARD])
  2560. bonus += (3 * sc->data[SC_FORCEOFVANGUARD]->val1);
  2561. if(sc->data[SC_INSPIRATION])
  2562. bonus += (4 * sc->data[SC_INSPIRATION]->val1);
  2563. if(sc->data[SC_RAISINGDRAGON])
  2564. bonus += sc->data[SC_RAISINGDRAGON]->val1;
  2565. if(sc->data[SC_GT_REVITALIZE])
  2566. bonus += sc->data[SC_GT_REVITALIZE]->val2;
  2567. if(sc->data[SC_ANGRIFFS_MODUS])
  2568. bonus += (5 * sc->data[SC_ANGRIFFS_MODUS]->val1);
  2569. if(sc->data[SC_PETROLOGY_OPTION])
  2570. bonus += sc->data[SC_PETROLOGY_OPTION]->val2;
  2571. if(sc->data[SC_POWER_OF_GAIA])
  2572. bonus += sc->data[SC_POWER_OF_GAIA]->val3;
  2573. if(sc->data[SC_CURSED_SOIL_OPTION])
  2574. bonus += sc->data[SC_CURSED_SOIL_OPTION]->val2;
  2575. if(sc->data[SC_UPHEAVAL_OPTION])
  2576. bonus += sc->data[SC_UPHEAVAL_OPTION]->val2;
  2577. if(sc->data[SC_LAUDAAGNUS])
  2578. bonus += 2 + (sc->data[SC_LAUDAAGNUS]->val1 * 2);
  2579. #ifdef RENEWAL
  2580. if (sc->data[SC_NIBELUNGEN] && sc->data[SC_NIBELUNGEN]->val2 == RINGNBL_HPRATE)
  2581. bonus += 30;
  2582. #endif
  2583. if(sc->data[SC_LUNARSTANCE])
  2584. bonus += sc->data[SC_LUNARSTANCE]->val2;
  2585. if (sc->data[SC_LUXANIMA])
  2586. bonus += sc->data[SC_LUXANIMA]->val3;
  2587. if (sc->data[SC_MTF_MHP])
  2588. bonus += sc->data[SC_MTF_MHP]->val1;
  2589. if (sc->data[SC_FIRM_FAITH])
  2590. bonus += sc->data[SC_FIRM_FAITH]->val2;
  2591. //Decreasing
  2592. if (sc->data[SC_VENOMBLEED] && sc->data[SC_VENOMBLEED]->val3 == 1)
  2593. bonus -= 15;
  2594. if(sc->data[SC_BEYONDOFWARCRY])
  2595. bonus -= sc->data[SC_BEYONDOFWARCRY]->val3;
  2596. if(sc->data[SC__WEAKNESS])
  2597. bonus -= sc->data[SC__WEAKNESS]->val2;
  2598. if(sc->data[SC_EQC])
  2599. bonus -= sc->data[SC_EQC]->val3;
  2600. if(sc->data[SC_PACKING_ENVELOPE3])
  2601. bonus += sc->data[SC_PACKING_ENVELOPE3]->val1;
  2602. }
  2603. // Max rate reduce is -100%
  2604. bonus = cap_value(bonus,-100,INT_MAX);
  2605. }
  2606. return min(bonus,INT_MAX);
  2607. }
  2608. /**
  2609. * HP bonus rate from equipment
  2610. */
  2611. static int status_get_hpbonus_equip(TBL_PC *sd) {
  2612. int bonus = 0;
  2613. bonus += sd->hprate;
  2614. return bonus -= 100; //Default hprate is 100, so it should be add 0%
  2615. }
  2616. /**
  2617. * HP bonus rate from usable items
  2618. */
  2619. static int status_get_hpbonus_item(block_list *bl) {
  2620. int bonus = 0;
  2621. struct status_change *sc = status_get_sc(bl);
  2622. //Bonus by SC
  2623. if (sc) {
  2624. if (sc->data[SC_INCREASE_MAXHP])
  2625. bonus += sc->data[SC_INCREASE_MAXHP]->val1;
  2626. if (sc->data[SC_MUSTLE_M])
  2627. bonus += sc->data[SC_MUSTLE_M]->val1;
  2628. if (sc->data[SC_MYSTERIOUS_POWDER])
  2629. bonus -= sc->data[SC_MYSTERIOUS_POWDER]->val1;
  2630. }
  2631. // Max rate reduce is -100%
  2632. return cap_value(bonus, -100, INT_MAX);
  2633. }
  2634. /**
  2635. * Get SP bonus modifiers
  2636. * @param bl: block_list that will be checked
  2637. * @param type: type of e_status_bonus (STATUS_BONUS_FIX or STATUS_BONUS_RATE)
  2638. * @return bonus: total bonus for SP
  2639. * @author [Cydh]
  2640. */
  2641. static int status_get_spbonus(struct block_list *bl, enum e_status_bonus type) {
  2642. int bonus = 0;
  2643. if (type == STATUS_BONUS_FIX) {
  2644. struct status_change *sc = status_get_sc(bl);
  2645. //Only for BL_PC
  2646. if (bl->type == BL_PC) {
  2647. struct map_session_data *sd = map_id2sd(bl->id);
  2648. uint16 skill_lv;
  2649. bonus += sd->bonus.sp;
  2650. if ((skill_lv = pc_checkskill(sd,SL_KAINA)) > 0)
  2651. bonus += 30 * skill_lv;
  2652. if ((skill_lv = pc_checkskill(sd,RA_RESEARCHTRAP)) > 0)
  2653. bonus += 200 + 20 * skill_lv;
  2654. if ((skill_lv = pc_checkskill(sd,WM_LESSON)) > 0)
  2655. bonus += 30 * skill_lv;
  2656. if (pc_checkskill(sd,SU_SPRITEMABLE) > 0)
  2657. bonus += 100;
  2658. if (pc_checkskill(sd, SU_POWEROFSEA) > 0) {
  2659. bonus += 100;
  2660. if (pc_checkskill_summoner(sd, SUMMONER_POWER_SEA) >= 20)
  2661. bonus += 300;
  2662. }
  2663. if ((skill_lv = pc_checkskill(sd, NV_BREAKTHROUGH)) > 0)
  2664. bonus += 30 * skill_lv + (skill_lv > 4 ? 50 : 0);
  2665. if ((skill_lv = pc_checkskill(sd, NV_TRANSCENDENCE)) > 0)
  2666. bonus += 30 * skill_lv + (skill_lv > 4 ? 50 : 0);
  2667. }
  2668. //Bonus by SC
  2669. if (sc) {
  2670. if(sc->data[SC_INCMSP])
  2671. bonus += sc->data[SC_INCMSP]->val1;
  2672. if(sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 3)
  2673. bonus += 50;
  2674. if(sc->data[SC_SWORDCLAN])
  2675. bonus += 10;
  2676. if(sc->data[SC_ARCWANDCLAN])
  2677. bonus += 10;
  2678. if(sc->data[SC_GOLDENMACECLAN])
  2679. bonus += 10;
  2680. if(sc->data[SC_CROSSBOWCLAN])
  2681. bonus += 10;
  2682. if(sc->data[SC_GLASTHEIM_HPSP])
  2683. bonus += sc->data[SC_GLASTHEIM_HPSP]->val2;
  2684. }
  2685. } else if (type == STATUS_BONUS_RATE) {
  2686. struct status_change *sc = status_get_sc(bl);
  2687. //Only for BL_PC
  2688. if (bl->type == BL_PC) {
  2689. struct map_session_data *sd = map_id2sd(bl->id);
  2690. uint8 i;
  2691. if((i = pc_checkskill(sd,HP_MEDITATIO)) > 0)
  2692. bonus += i;
  2693. if((i = pc_checkskill(sd,HW_SOULDRAIN)) > 0)
  2694. bonus += 2 * i;
  2695. #ifdef RENEWAL
  2696. if ((i = pc_checkskill(sd, (sd->status.sex ? BA_MUSICALLESSON : DC_DANCINGLESSON))) > 0)
  2697. bonus += i;
  2698. if (sc->data[SC_NIBELUNGEN] && sc->data[SC_NIBELUNGEN]->val2 == RINGNBL_SPRATE)
  2699. bonus += 30;
  2700. #endif
  2701. }
  2702. //Bonus by SC
  2703. if (sc) {
  2704. //Increasing
  2705. if(sc->data[SC_INCMSPRATE])
  2706. bonus += sc->data[SC_INCMSPRATE]->val1;
  2707. if(sc->data[SC_RAISINGDRAGON])
  2708. bonus += sc->data[SC_RAISINGDRAGON]->val1;
  2709. if(sc->data[SC_SERVICE4U])
  2710. bonus += sc->data[SC_SERVICE4U]->val2;
  2711. if(sc->data[SC_MERC_SPUP])
  2712. bonus += sc->data[SC_MERC_SPUP]->val2;
  2713. if (sc->data[SC_LUXANIMA])
  2714. bonus += sc->data[SC_LUXANIMA]->val3;
  2715. if (sc->data[SC_MTF_MSP])
  2716. bonus += sc->data[SC_MTF_MSP]->val1;
  2717. if(sc->data[SC_PACKING_ENVELOPE4])
  2718. bonus += sc->data[SC_PACKING_ENVELOPE4]->val1;
  2719. //Decreasing
  2720. if (sc->data[SC_MELODYOFSINK])
  2721. bonus -= sc->data[SC_MELODYOFSINK]->val3;
  2722. }
  2723. // Max rate reduce is -100%
  2724. bonus = cap_value(bonus,-100,INT_MAX);
  2725. }
  2726. return min(bonus,INT_MAX);
  2727. }
  2728. /**
  2729. * SP bonus rate from equipment
  2730. */
  2731. static int status_get_spbonus_equip(TBL_PC *sd) {
  2732. int bonus = 0;
  2733. bonus += sd->sprate;
  2734. return bonus -= 100; //Default sprate is 100, so it should be add 0%
  2735. }
  2736. /**
  2737. * SP bonus rate from usable items
  2738. */
  2739. static int status_get_spbonus_item(block_list *bl) {
  2740. int bonus = 0;
  2741. struct status_change *sc = status_get_sc(bl);
  2742. //Bonus by SC
  2743. if (sc) {
  2744. if (sc->data[SC_INCREASE_MAXSP])
  2745. bonus += sc->data[SC_INCREASE_MAXSP]->val1;
  2746. if (sc->data[SC_LIFE_FORCE_F])
  2747. bonus += sc->data[SC_LIFE_FORCE_F]->val1;
  2748. if (sc->data[SC_VITATA_500])
  2749. bonus += sc->data[SC_VITATA_500]->val2;
  2750. if (sc->data[SC_ENERGY_DRINK_RESERCH])
  2751. bonus += sc->data[SC_ENERGY_DRINK_RESERCH]->val3;
  2752. }
  2753. // Max rate reduce is -100%
  2754. return cap_value(bonus, -100, INT_MAX);
  2755. }
  2756. /**
  2757. * Get AP bonus modifiers
  2758. * @param bl: block_list that will be checked
  2759. * @param type: type of e_status_bonus (STATUS_BONUS_FIX or STATUS_BONUS_RATE)
  2760. * @return bonus: total bonus for AP
  2761. */
  2762. static int status_get_apbonus(struct block_list *bl, enum e_status_bonus type) {
  2763. int bonus = 0;
  2764. if (type == STATUS_BONUS_FIX) {
  2765. struct status_change *sc = status_get_sc(bl);
  2766. //Only for BL_PC
  2767. if (bl->type == BL_PC) {
  2768. struct map_session_data *sd = map_id2sd(bl->id);
  2769. //uint16 skill_lv;
  2770. bonus += sd->bonus.ap;
  2771. //if ((skill_lv = pc_checkskill(sd, NV_BASIC)) > 0)
  2772. // bonus += 100 * skill_lv;
  2773. }
  2774. //Bonus by SC
  2775. if (sc) {
  2776. //if (sc->data[SC_NONE])
  2777. // bonus += sc->data[SC_NONE]->val1;
  2778. }
  2779. } else if (type == STATUS_BONUS_RATE) {
  2780. struct status_change *sc = status_get_sc(bl);
  2781. //Only for BL_PC
  2782. if (bl->type == BL_PC) {
  2783. struct map_session_data *sd = map_id2sd(bl->id);
  2784. //uint8 i;
  2785. //if ((i = pc_checkskill(sd, NV_BASIC)) > 0)
  2786. // bonus += 100 * i;
  2787. }
  2788. //Bonus by SC
  2789. if (sc) {
  2790. //if (sc->data[SC_NONE])
  2791. // bonus += sc->data[SC_NONE]->val1;
  2792. }
  2793. // Max rate reduce is -100%
  2794. bonus = cap_value(bonus, -100, INT_MAX);
  2795. }
  2796. return min(bonus, INT_MAX);
  2797. }
  2798. /**
  2799. * AP bonus rate from equipment
  2800. * @param sd: Player data
  2801. * @return AP rate
  2802. */
  2803. static int status_get_apbonus_equip(TBL_PC *sd) {
  2804. int bonus = 0;
  2805. bonus += sd->aprate;
  2806. return bonus -= 100; //Default aprate is 100, so it should be add 0%
  2807. }
  2808. /**
  2809. * AP bonus rate from usable items
  2810. * @param bl: Object to check against
  2811. * @return AP bonus
  2812. */
  2813. static int status_get_apbonus_item(block_list *bl) {
  2814. int bonus = 0;
  2815. struct status_change *sc = status_get_sc(bl);
  2816. //Bonus by SC
  2817. if (sc) {
  2818. //if (sc->data[SC_NONE])
  2819. // bonus += sc->data[SC_NONE]->val1;
  2820. }
  2821. // Max rate reduce is -100%
  2822. return cap_value(bonus, -100, INT_MAX);
  2823. }
  2824. /**
  2825. * Get final MaxHP or MaxSP for player. References: http://irowiki.org/wiki/Max_HP and http://irowiki.org/wiki/Max_SP
  2826. * The calculation needs base_level, base_status/battle_status (vit or int), additive modifier, and multiplicative modifier
  2827. * @param sd Player
  2828. * @param stat Vit/Int of player as param modifier
  2829. * @param isHP true - calculates Max HP, false - calculated Max SP
  2830. * @return max The max value of HP or SP
  2831. */
  2832. static unsigned int status_calc_maxhpsp_pc(struct map_session_data* sd, unsigned int stat, bool isHP) {
  2833. nullpo_ret(sd);
  2834. double dmax = 0;
  2835. uint32 level = umax(sd->status.base_level,1);
  2836. std::shared_ptr<s_job_info> job = job_db.find(pc_mapid2jobid(sd->class_, sd->status.sex));
  2837. if (job == nullptr)
  2838. return 1;
  2839. if (isHP) { //Calculates MaxHP
  2840. double equip_bonus = 0, item_bonus = 0;
  2841. 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);
  2842. dmax += sd->indexed_bonus.param_equip[PARAM_VIT]; //Vit from equip gives +1 additional HP
  2843. dmax += status_get_hpbonus(&sd->bl,STATUS_BONUS_FIX);
  2844. equip_bonus = (dmax * status_get_hpbonus_equip(sd) / 100);
  2845. item_bonus = (dmax * status_get_hpbonus_item(&sd->bl) / 100);
  2846. dmax += equip_bonus + item_bonus;
  2847. dmax += (int64)(dmax * status_get_hpbonus(&sd->bl,STATUS_BONUS_RATE) / 100); //Aegis accuracy
  2848. }
  2849. else { //Calculates MaxSP
  2850. double equip_bonus = 0, item_bonus = 0;
  2851. 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);
  2852. dmax += sd->indexed_bonus.param_equip[PARAM_INT]; //Int from equip gives +1 additional SP
  2853. dmax += status_get_spbonus(&sd->bl,STATUS_BONUS_FIX);
  2854. equip_bonus = (dmax * status_get_spbonus_equip(sd) / 100);
  2855. item_bonus = (dmax * status_get_spbonus_item(&sd->bl) / 100);
  2856. dmax += equip_bonus + item_bonus;
  2857. dmax += (int64)(dmax * status_get_spbonus(&sd->bl,STATUS_BONUS_RATE) / 100); //Aegis accuracy
  2858. }
  2859. //Make sure it's not negative before casting to unsigned int
  2860. if(dmax < 1) dmax = 1;
  2861. return cap_value((unsigned int)dmax,1,UINT_MAX);
  2862. }
  2863. /**
  2864. * Get final MaxAP for player.
  2865. * @param sd: Player data
  2866. * @return AP amount
  2867. */
  2868. static unsigned int status_calc_maxap_pc(struct map_session_data* sd) {
  2869. double dmax = 0, equip_bonus = 0, item_bonus = 0;
  2870. nullpo_ret(sd);
  2871. dmax = (sd->class_&JOBL_FOURTH) ? 200 : 0;
  2872. dmax += status_get_apbonus(&sd->bl, STATUS_BONUS_FIX);
  2873. equip_bonus = (dmax * status_get_apbonus_equip(sd) / 100);
  2874. item_bonus = (dmax * status_get_apbonus_item(&sd->bl) / 100);
  2875. dmax += equip_bonus + item_bonus;
  2876. dmax += (int64)(dmax * status_get_apbonus(&sd->bl, STATUS_BONUS_RATE) / 100);// Aegis accuracy
  2877. //Make sure it's not negative before casting to unsigned int
  2878. if (dmax < 0) dmax = 0;
  2879. return cap_value((unsigned int)dmax, 0, UINT_MAX);
  2880. }
  2881. /**
  2882. * Calculates player's weight
  2883. * @param sd: Player object
  2884. * @param flag: Calculation type
  2885. * CALCWT_ITEM - Item weight
  2886. * CALCWT_MAXBONUS - Skill/Status/Configuration max weight bonus
  2887. * @return false - failed, true - success
  2888. */
  2889. bool status_calc_weight(struct map_session_data *sd, enum e_status_calc_weight_opt flag)
  2890. {
  2891. int b_weight, b_max_weight, skill, i;
  2892. struct status_change *sc;
  2893. nullpo_retr(false, sd);
  2894. sc = &sd->sc;
  2895. b_max_weight = sd->max_weight; // Store max weight for later comparison
  2896. b_weight = sd->weight; // Store current weight for later comparison
  2897. sd->max_weight = job_db.get_maxWeight(pc_mapid2jobid(sd->class_, sd->status.sex)) + sd->status.str * 300; // Recalculate max weight
  2898. if (flag&CALCWT_ITEM) {
  2899. sd->weight = 0; // Reset current weight
  2900. for(i = 0; i < MAX_INVENTORY; i++) {
  2901. if (!sd->inventory.u.items_inventory[i].nameid || sd->inventory_data[i] == NULL)
  2902. continue;
  2903. sd->weight += sd->inventory_data[i]->weight * sd->inventory.u.items_inventory[i].amount;
  2904. }
  2905. }
  2906. if (flag&CALCWT_MAXBONUS) {
  2907. // Skill/Status bonus weight increases
  2908. sd->max_weight += sd->add_max_weight; // From bAddMaxWeight
  2909. if ((skill = pc_checkskill(sd, MC_INCCARRY)) > 0)
  2910. sd->max_weight += 2000 * skill;
  2911. if (pc_isriding(sd) && pc_checkskill(sd, KN_RIDING) > 0)
  2912. sd->max_weight += 10000;
  2913. else if (pc_isridingdragon(sd))
  2914. sd->max_weight += 5000 + 2000 * pc_checkskill(sd, RK_DRAGONTRAINING);
  2915. if (sc->data[SC_KNOWLEDGE])
  2916. sd->max_weight += sd->max_weight * sc->data[SC_KNOWLEDGE]->val1 / 10;
  2917. if ((skill = pc_checkskill(sd, ALL_INCCARRY)) > 0)
  2918. sd->max_weight += 2000 * skill;
  2919. if (pc_ismadogear(sd))
  2920. sd->max_weight += 15000;
  2921. }
  2922. // Update the client if the new weight calculations don't match
  2923. if (b_weight != sd->weight)
  2924. clif_updatestatus(sd, SP_WEIGHT);
  2925. if (b_max_weight != sd->max_weight) {
  2926. clif_updatestatus(sd, SP_MAXWEIGHT);
  2927. pc_updateweightstatus(sd);
  2928. }
  2929. return true;
  2930. }
  2931. /**
  2932. * Calculates player's cart weight
  2933. * @param sd: Player object
  2934. * @param flag: Calculation type
  2935. * CALCWT_ITEM - Cart item weight
  2936. * CALCWT_MAXBONUS - Skill/Status/Configuration max weight bonus
  2937. * CALCWT_CARTSTATE - Whether to check for cart state
  2938. * @return false - failed, true - success
  2939. */
  2940. bool status_calc_cart_weight(struct map_session_data *sd, enum e_status_calc_weight_opt flag)
  2941. {
  2942. int b_cart_weight_max, i;
  2943. nullpo_retr(false, sd);
  2944. if (!pc_iscarton(sd) && !(flag&CALCWT_CARTSTATE))
  2945. return false;
  2946. b_cart_weight_max = sd->cart_weight_max; // Store cart max weight for later comparison
  2947. sd->cart_weight_max = battle_config.max_cart_weight; // Recalculate max weight
  2948. if (flag&CALCWT_ITEM) {
  2949. sd->cart_weight = 0; // Reset current cart weight
  2950. sd->cart_num = 0; // Reset current cart item count
  2951. for(i = 0; i < MAX_CART; i++) {
  2952. if (!sd->cart.u.items_cart[i].nameid)
  2953. continue;
  2954. sd->cart_weight += itemdb_weight(sd->cart.u.items_cart[i].nameid) * sd->cart.u.items_cart[i].amount; // Recalculate current cart weight
  2955. sd->cart_num++; // Recalculate current cart item count
  2956. }
  2957. }
  2958. // Skill bonus max weight increases
  2959. if (flag&CALCWT_MAXBONUS)
  2960. sd->cart_weight_max += (pc_checkskill(sd, GN_REMODELING_CART) * 5000);
  2961. // Update the client if the new weight calculations don't match
  2962. if (b_cart_weight_max != sd->cart_weight_max)
  2963. clif_updatestatus(sd, SP_CARTINFO);
  2964. return true;
  2965. }
  2966. /**
  2967. * Calculates player data from scratch without counting SC adjustments
  2968. * Should be invoked whenever players raise stats, learn passive skills or change equipment
  2969. * @param sd: Player object
  2970. * @param opt: Whether it is first calc (login) or not
  2971. * @return (-1) for too many recursive calls, (1) recursive call, (0) success
  2972. */
  2973. int status_calc_pc_sub(struct map_session_data* sd, uint8 opt)
  2974. {
  2975. static int calculating = 0; ///< Check for recursive call preemption. [Skotlex]
  2976. struct status_data *base_status; ///< Pointer to the player's base status
  2977. const struct status_change *sc = &sd->sc;
  2978. struct s_skill b_skill[MAX_SKILL]; ///< Previous skill tree
  2979. int i, skill, refinedef = 0;
  2980. short index = -1;
  2981. if (++calculating > 10) // Too many recursive calls!
  2982. return -1;
  2983. // Remember player-specific values that are currently being shown to the client (for refresh purposes)
  2984. memcpy(b_skill, &sd->status.skill, sizeof(b_skill));
  2985. pc_calc_skilltree(sd); // SkillTree calculation
  2986. if (opt&SCO_FIRST) {
  2987. // Load Hp/SP from char-received data.
  2988. sd->battle_status.hp = sd->status.hp;
  2989. sd->battle_status.sp = sd->status.sp;
  2990. if (battle_config.keep_ap_on_logout == 1)
  2991. sd->battle_status.ap = sd->status.ap;
  2992. sd->regen.sregen = &sd->sregen;
  2993. sd->regen.ssregen = &sd->ssregen;
  2994. }
  2995. base_status = &sd->base_status;
  2996. // These are not zeroed. [zzo]
  2997. sd->hprate = 100;
  2998. sd->sprate = 100;
  2999. sd->aprate = 100;
  3000. sd->castrate = 100;
  3001. sd->dsprate = 100;
  3002. sd->hprecov_rate = 100;
  3003. sd->sprecov_rate = 100;
  3004. sd->matk_rate = 100;
  3005. sd->critical_rate = sd->hit_rate = sd->flee_rate = sd->flee2_rate = 100;
  3006. sd->def_rate = sd->def2_rate = sd->mdef_rate = sd->mdef2_rate = 100;
  3007. sd->patk_rate = sd->smatk_rate = 100;
  3008. sd->res_rate = sd->mres_rate = 100;
  3009. sd->hplus_rate = sd->crate_rate = 100;
  3010. sd->regen.state.block = 0;
  3011. sd->add_max_weight = 0;
  3012. sd->indexed_bonus = {};
  3013. memset (&sd->right_weapon.overrefine, 0, sizeof(sd->right_weapon) - sizeof(sd->right_weapon.atkmods));
  3014. memset (&sd->left_weapon.overrefine, 0, sizeof(sd->left_weapon) - sizeof(sd->left_weapon.atkmods));
  3015. if (sd->special_state.intravision)
  3016. clif_status_load(&sd->bl, EFST_CLAIRVOYANCE, 0);
  3017. if (sd->special_state.no_walk_delay)
  3018. clif_status_load(&sd->bl, EFST_ENDURE, 0);
  3019. memset(&sd->special_state,0,sizeof(sd->special_state));
  3020. if (pc_isvip(sd)) // Magic Stone requirement avoidance for VIP.
  3021. sd->special_state.no_gemstone = battle_config.vip_gemstone;
  3022. if (!sd->state.permanent_speed) {
  3023. memset(&base_status->max_hp, 0, sizeof(struct status_data)-(sizeof(base_status->hp)+sizeof(base_status->sp)+sizeof(base_status->ap)));
  3024. base_status->speed = DEFAULT_WALK_SPEED;
  3025. } else {
  3026. int pSpeed = base_status->speed;
  3027. memset(&base_status->max_hp, 0, sizeof(struct status_data)-(sizeof(base_status->hp)+sizeof(base_status->sp)+sizeof(base_status->ap)));
  3028. base_status->speed = pSpeed;
  3029. }
  3030. // !FIXME: Most of these stuff should be calculated once, but how do I fix the memset above to do that? [Skotlex]
  3031. // Give them all modes except these (useful for clones)
  3032. 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));
  3033. base_status->size = (sd->class_&JOBL_BABY) ? SZ_SMALL : (((sd->class_&MAPID_BASEMASK) == MAPID_SUMMONER) ? battle_config.summoner_size : SZ_MEDIUM);
  3034. if (battle_config.character_size && pc_isriding(sd)) { // [Lupus]
  3035. if (sd->class_&JOBL_BABY) {
  3036. if (battle_config.character_size&SZ_BIG)
  3037. base_status->size++;
  3038. } else
  3039. if(battle_config.character_size&SZ_MEDIUM)
  3040. base_status->size++;
  3041. }
  3042. base_status->aspd_rate = 1000;
  3043. base_status->ele_lv = 1;
  3044. base_status->race = ((sd->class_&MAPID_BASEMASK) == MAPID_SUMMONER) ? battle_config.summoner_race : RC_PLAYER_HUMAN;
  3045. base_status->class_ = CLASS_NORMAL;
  3046. sd->autospell.clear();
  3047. sd->autospell2.clear();
  3048. sd->autospell3.clear();
  3049. sd->addeff.clear();
  3050. sd->addeff_atked.clear();
  3051. sd->addeff_onskill.clear();
  3052. sd->skillatk.clear();
  3053. sd->skillusesprate.clear();
  3054. sd->skillusesp.clear();
  3055. sd->skillheal.clear();
  3056. sd->skillheal2.clear();
  3057. sd->skillblown.clear();
  3058. sd->skillcastrate.clear();
  3059. sd->skillfixcastrate.clear();
  3060. sd->subskill.clear();
  3061. sd->skillcooldown.clear();
  3062. sd->skillfixcast.clear();
  3063. sd->skillvarcast.clear();
  3064. sd->add_def.clear();
  3065. sd->add_mdef.clear();
  3066. sd->add_mdmg.clear();
  3067. sd->reseff.clear();
  3068. sd->itemgrouphealrate.clear();
  3069. sd->add_drop.clear();
  3070. sd->itemhealrate.clear();
  3071. sd->subele2.clear();
  3072. sd->subrace3.clear();
  3073. sd->skilldelay.clear();
  3074. sd->sp_vanish.clear();
  3075. sd->hp_vanish.clear();
  3076. sd->itemsphealrate.clear();
  3077. sd->itemgroupsphealrate.clear();
  3078. // Zero up structures...
  3079. memset(&sd->hp_loss, 0, sizeof(sd->hp_loss)
  3080. + sizeof(sd->sp_loss)
  3081. + sizeof(sd->hp_regen)
  3082. + sizeof(sd->sp_regen)
  3083. + sizeof(sd->percent_hp_regen)
  3084. + sizeof(sd->percent_sp_regen)
  3085. + sizeof(sd->def_set_race)
  3086. + sizeof(sd->mdef_set_race)
  3087. + sizeof(sd->norecover_state_race)
  3088. + sizeof(sd->hp_vanish_race)
  3089. + sizeof(sd->sp_vanish_race)
  3090. );
  3091. memset(&sd->bonus, 0, sizeof(sd->bonus));
  3092. // Autobonus
  3093. pc_delautobonus(*sd, sd->autobonus, true);
  3094. pc_delautobonus(*sd, sd->autobonus2, true);
  3095. pc_delautobonus(*sd, sd->autobonus3, true);
  3096. // Parse equipment
  3097. for (i = 0; i < EQI_MAX; i++) {
  3098. current_equip_item_index = index = sd->equip_index[i]; // We pass INDEX to current_equip_item_index - for EQUIP_SCRIPT (new cards solution) [Lupus]
  3099. current_equip_combo_pos = 0;
  3100. if (index < 0)
  3101. continue;
  3102. if (i == EQI_AMMO)
  3103. continue;
  3104. if (pc_is_same_equip_index((enum equip_index)i, sd->equip_index, index))
  3105. continue;
  3106. if (!sd->inventory_data[index])
  3107. continue;
  3108. base_status->def += sd->inventory_data[index]->def;
  3109. // Items may be equipped, their effects however are nullified.
  3110. if (opt&SCO_FIRST && sd->inventory_data[index]->equip_script && (pc_has_permission(sd,PC_PERM_USE_ALL_EQUIPMENT)
  3111. || !itemdb_isNoEquip(sd->inventory_data[index],sd->bl.m))) { // Execute equip-script on login
  3112. run_script(sd->inventory_data[index]->equip_script,0,sd->bl.id,0);
  3113. if (!calculating)
  3114. return 1;
  3115. }
  3116. // Sanitize the refine level in case someone decreased the value inbetween
  3117. if (sd->inventory.u.items_inventory[index].refine > MAX_REFINE)
  3118. sd->inventory.u.items_inventory[index].refine = MAX_REFINE;
  3119. std::shared_ptr<s_refine_level_info> info = refine_db.findCurrentLevelInfo( *sd->inventory_data[index], sd->inventory.u.items_inventory[index] );
  3120. #ifdef RENEWAL
  3121. std::shared_ptr<s_enchantgradelevel> enchantgrade_info = nullptr;
  3122. if( sd->inventory.u.items_inventory[index].enchantgrade > 0 ){
  3123. enchantgrade_info = enchantgrade_db.findCurrentLevelInfo( *sd->inventory_data[index], sd->inventory.u.items_inventory[index] );
  3124. }
  3125. #endif
  3126. if (sd->inventory_data[index]->type == IT_WEAPON) {
  3127. int wlv = sd->inventory_data[index]->weapon_level;
  3128. struct weapon_data *wd;
  3129. struct weapon_atk *wa;
  3130. if(wlv >= MAX_WEAPON_LEVEL)
  3131. wlv = MAX_WEAPON_LEVEL;
  3132. if(i == EQI_HAND_L && sd->inventory.u.items_inventory[index].equip == EQP_HAND_L) {
  3133. wd = &sd->left_weapon; // Left-hand weapon
  3134. wa = &base_status->lhw;
  3135. } else {
  3136. wd = &sd->right_weapon;
  3137. wa = &base_status->rhw;
  3138. }
  3139. wa->atk += sd->inventory_data[index]->atk;
  3140. if( info != nullptr ){
  3141. wa->atk2 += info->bonus / 100;
  3142. #ifdef RENEWAL
  3143. if( enchantgrade_info != nullptr ){
  3144. wa->atk2 += ( ( ( info->bonus / 100 ) * enchantgrade_info->bonus ) / 100 );
  3145. }
  3146. if( wlv == 5 ){
  3147. base_status->patk += sd->inventory.u.items_inventory[index].refine * 2;
  3148. base_status->smatk += sd->inventory.u.items_inventory[index].refine * 2;
  3149. }
  3150. #endif
  3151. }
  3152. #ifdef RENEWAL
  3153. if (sd->bonus.weapon_atk_rate)
  3154. wa->atk += wa->atk * sd->bonus.weapon_atk_rate / 100;
  3155. wa->matk += sd->inventory_data[index]->matk;
  3156. wa->wlv = wlv;
  3157. // Renewal magic attack refine bonus
  3158. if( info != nullptr && sd->weapontype1 != W_BOW ){
  3159. wa->matk += info->bonus / 100;
  3160. if( enchantgrade_info != nullptr ){
  3161. wa->matk += ( ( ( info->bonus / 100 ) * enchantgrade_info->bonus ) / 100 );
  3162. }
  3163. }
  3164. #endif
  3165. // Overrefine bonus.
  3166. if( info != nullptr ){
  3167. wd->overrefine = info->randombonus_max / 100;
  3168. }
  3169. wa->range += sd->inventory_data[index]->range;
  3170. if(sd->inventory_data[index]->script && (pc_has_permission(sd,PC_PERM_USE_ALL_EQUIPMENT) || !itemdb_isNoEquip(sd->inventory_data[index],sd->bl.m))) {
  3171. if (wd == &sd->left_weapon) {
  3172. sd->state.lr_flag = 1;
  3173. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  3174. sd->state.lr_flag = 0;
  3175. } else
  3176. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  3177. if (!calculating) // Abort, run_script retriggered this. [Skotlex]
  3178. return 1;
  3179. }
  3180. #ifdef RENEWAL
  3181. if (sd->bonus.weapon_matk_rate)
  3182. wa->matk += wa->matk * sd->bonus.weapon_matk_rate / 100;
  3183. #endif
  3184. if(sd->inventory.u.items_inventory[index].card[0] == CARD0_FORGE) { // Forged weapon
  3185. wd->star += (sd->inventory.u.items_inventory[index].card[1]>>8);
  3186. if(wd->star >= 15) wd->star = 40; // 3 Star Crumbs now give +40 dmg
  3187. if(pc_famerank(MakeDWord(sd->inventory.u.items_inventory[index].card[2],sd->inventory.u.items_inventory[index].card[3]) ,MAPID_BLACKSMITH))
  3188. wd->star += 10;
  3189. if (!wa->ele) // Do not overwrite element from previous bonuses.
  3190. wa->ele = (sd->inventory.u.items_inventory[index].card[1]&0x0f);
  3191. }
  3192. } else if(sd->inventory_data[index]->type == IT_ARMOR) {
  3193. if( info != nullptr ){
  3194. refinedef += info->bonus;
  3195. #ifdef RENEWAL
  3196. if( sd->inventory_data[index]->armor_level == 2 ){
  3197. base_status->res += sd->inventory.u.items_inventory[index].refine * 2;
  3198. base_status->mres += sd->inventory.u.items_inventory[index].refine * 2;
  3199. }
  3200. #endif
  3201. }
  3202. if(sd->inventory_data[index]->script && (pc_has_permission(sd,PC_PERM_USE_ALL_EQUIPMENT) || !itemdb_isNoEquip(sd->inventory_data[index],sd->bl.m))) {
  3203. if( i == EQI_HAND_L ) // Shield
  3204. sd->state.lr_flag = 3;
  3205. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  3206. if( i == EQI_HAND_L ) // Shield
  3207. sd->state.lr_flag = 0;
  3208. if (!calculating) // Abort, run_script retriggered this. [Skotlex]
  3209. return 1;
  3210. }
  3211. } else if( sd->inventory_data[index]->type == IT_SHADOWGEAR ) { // Shadow System
  3212. if (sd->inventory_data[index]->script && (pc_has_permission(sd,PC_PERM_USE_ALL_EQUIPMENT) || !itemdb_isNoEquip(sd->inventory_data[index],sd->bl.m))) {
  3213. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  3214. if( !calculating )
  3215. return 1;
  3216. }
  3217. }
  3218. }
  3219. if(sd->equip_index[EQI_AMMO] >= 0) {
  3220. index = sd->equip_index[EQI_AMMO];
  3221. if(sd->inventory_data[index]) { // Arrows
  3222. sd->bonus.arrow_atk += sd->inventory_data[index]->atk;
  3223. sd->state.lr_flag = 2;
  3224. if( !itemdb_group.item_exists(IG_THROWABLE, sd->inventory_data[index]->nameid) ) // Don't run scripts on throwable items
  3225. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  3226. sd->state.lr_flag = 0;
  3227. if (!calculating) // Abort, run_script retriggered status_calc_pc. [Skotlex]
  3228. return 1;
  3229. }
  3230. }
  3231. // Process and check item combos
  3232. if (!sd->combos.empty()) {
  3233. for (const auto &combo : sd->combos) {
  3234. std::shared_ptr<s_item_combo> item_combo;
  3235. current_equip_item_index = -1;
  3236. current_equip_combo_pos = combo->pos;
  3237. if (combo->bonus == nullptr || !(item_combo = itemdb_combo.find(combo->id)))
  3238. continue;
  3239. bool no_run = false;
  3240. size_t j = 0;
  3241. // Check combo items
  3242. while (j < item_combo->nameid.size()) {
  3243. item_data *id = itemdb_exists(item_combo->nameid[j]);
  3244. // Don't run the script if at least one of combo's pair has restriction
  3245. if (id && !pc_has_permission(sd, PC_PERM_USE_ALL_EQUIPMENT) && itemdb_isNoEquip(id, sd->bl.m)) {
  3246. no_run = true;
  3247. break;
  3248. }
  3249. j++;
  3250. }
  3251. if (no_run)
  3252. continue;
  3253. run_script(combo->bonus, 0, sd->bl.id, 0);
  3254. if (!calculating) // Abort, run_script retriggered this
  3255. return 1;
  3256. }
  3257. }
  3258. // Store equipment script bonuses
  3259. memcpy(sd->indexed_bonus.param_equip,sd->indexed_bonus.param_bonus,sizeof(sd->indexed_bonus.param_equip));
  3260. memset(sd->indexed_bonus.param_bonus, 0, sizeof(sd->indexed_bonus.param_bonus));
  3261. base_status->def += (refinedef+50)/100;
  3262. // Parse Cards
  3263. for (i = 0; i < EQI_MAX; i++) {
  3264. current_equip_item_index = index = sd->equip_index[i]; // We pass INDEX to current_equip_item_index - for EQUIP_SCRIPT (new cards solution) [Lupus]
  3265. current_equip_combo_pos = 0;
  3266. if (index < 0)
  3267. continue;
  3268. if (i == EQI_AMMO)
  3269. continue;
  3270. if (pc_is_same_equip_index((enum equip_index)i, sd->equip_index, index))
  3271. continue;
  3272. if (sd->inventory_data[index]) {
  3273. int j;
  3274. struct item_data *data;
  3275. // Card script execution.
  3276. if (itemdb_isspecial(sd->inventory.u.items_inventory[index].card[0]))
  3277. continue;
  3278. for (j = 0; j < MAX_SLOTS; j++) { // Uses MAX_SLOTS to support Soul Bound system [Inkfish]
  3279. int c = sd->inventory.u.items_inventory[index].card[j];
  3280. current_equip_card_id= c;
  3281. if(!c)
  3282. continue;
  3283. data = itemdb_exists(c);
  3284. if(!data)
  3285. continue;
  3286. if (opt&SCO_FIRST && data->equip_script && (pc_has_permission(sd,PC_PERM_USE_ALL_EQUIPMENT) || !itemdb_isNoEquip(data,sd->bl.m))) {// Execute equip-script on login
  3287. run_script(data->equip_script,0,sd->bl.id,0);
  3288. if (!calculating)
  3289. return 1;
  3290. }
  3291. if(!data->script)
  3292. continue;
  3293. if(!pc_has_permission(sd,PC_PERM_USE_ALL_EQUIPMENT) && itemdb_isNoEquip(data,sd->bl.m)) // Card restriction checks.
  3294. continue;
  3295. if(i == EQI_HAND_L && sd->inventory.u.items_inventory[index].equip == EQP_HAND_L) { // Left hand status.
  3296. sd->state.lr_flag = 1;
  3297. run_script(data->script,0,sd->bl.id,0);
  3298. sd->state.lr_flag = 0;
  3299. } else
  3300. run_script(data->script,0,sd->bl.id,0);
  3301. if (!calculating) // Abort, run_script his function. [Skotlex]
  3302. return 1;
  3303. }
  3304. }
  3305. }
  3306. current_equip_card_id = 0; // Clear stored card ID [Secret]
  3307. // Parse random options
  3308. for (i = 0; i < EQI_MAX; i++) {
  3309. current_equip_item_index = index = sd->equip_index[i];
  3310. current_equip_combo_pos = 0;
  3311. current_equip_opt_index = -1;
  3312. if (index < 0)
  3313. continue;
  3314. if (i == EQI_AMMO)
  3315. continue;
  3316. if (pc_is_same_equip_index((enum equip_index)i, sd->equip_index, index))
  3317. continue;
  3318. if (sd->inventory_data[index]) {
  3319. for (uint8 j = 0; j < MAX_ITEM_RDM_OPT; j++) {
  3320. short opt_id = sd->inventory.u.items_inventory[index].option[j].id;
  3321. if (!opt_id)
  3322. continue;
  3323. current_equip_opt_index = j;
  3324. std::shared_ptr<s_random_opt_data> data = random_option_db.find(opt_id);
  3325. if (!data || !data->script)
  3326. continue;
  3327. if (!pc_has_permission(sd, PC_PERM_USE_ALL_EQUIPMENT) && itemdb_isNoEquip(sd->inventory_data[index], sd->bl.m))
  3328. continue;
  3329. if (i == EQI_HAND_L && sd->inventory.u.items_inventory[index].equip == EQP_HAND_L) { // Left hand status.
  3330. sd->state.lr_flag = 1;
  3331. run_script(data->script, 0, sd->bl.id, 0);
  3332. sd->state.lr_flag = 0;
  3333. }
  3334. else
  3335. run_script(data->script, 0, sd->bl.id, 0);
  3336. if (!calculating)
  3337. return 1;
  3338. }
  3339. }
  3340. current_equip_opt_index = -1;
  3341. }
  3342. if (sc->count && sc->data[SC_ITEMSCRIPT]) {
  3343. struct item_data *data = itemdb_exists(sc->data[SC_ITEMSCRIPT]->val1);
  3344. if (data && data->script)
  3345. run_script(data->script, 0, sd->bl.id, 0);
  3346. }
  3347. pc_bonus_script(sd);
  3348. if( sd->pd ) { // Pet Bonus
  3349. struct pet_data *pd = sd->pd;
  3350. std::shared_ptr<s_pet_db> pet_db_ptr = pd->get_pet_db();
  3351. if (pet_db_ptr != nullptr && pet_db_ptr->pet_bonus_script)
  3352. run_script(pet_db_ptr->pet_bonus_script,0,sd->bl.id,0);
  3353. if (pet_db_ptr != nullptr && pd->pet.intimate > 0 && (!battle_config.pet_equip_required || pd->pet.equip > 0) && pd->state.skillbonus == 1 && pd->bonus)
  3354. pc_bonus(sd,pd->bonus->type, pd->bonus->val);
  3355. }
  3356. // param_bonus now holds card bonuses.
  3357. if(base_status->rhw.range < 1) base_status->rhw.range = 1;
  3358. if(base_status->lhw.range < 1) base_status->lhw.range = 1;
  3359. if(base_status->rhw.range < base_status->lhw.range)
  3360. base_status->rhw.range = base_status->lhw.range;
  3361. sd->bonus.double_rate += sd->bonus.double_add_rate;
  3362. sd->bonus.perfect_hit += sd->bonus.perfect_hit_add;
  3363. sd->bonus.splash_range += sd->bonus.splash_add_range;
  3364. // Damage modifiers from weapon type
  3365. std::shared_ptr<s_sizefix_db> right_weapon = size_fix_db.find(sd->weapontype1);
  3366. std::shared_ptr<s_sizefix_db> left_weapon = size_fix_db.find(sd->weapontype2);
  3367. sd->right_weapon.atkmods[SZ_SMALL] = right_weapon->small;
  3368. sd->right_weapon.atkmods[SZ_MEDIUM] = right_weapon->medium;
  3369. sd->right_weapon.atkmods[SZ_BIG] = right_weapon->large;
  3370. sd->left_weapon.atkmods[SZ_SMALL] = left_weapon->small;
  3371. sd->left_weapon.atkmods[SZ_MEDIUM] = left_weapon->medium;
  3372. sd->left_weapon.atkmods[SZ_BIG] = left_weapon->large;
  3373. if((pc_isriding(sd) || pc_isridingdragon(sd)) &&
  3374. (sd->status.weapon==W_1HSPEAR || sd->status.weapon==W_2HSPEAR))
  3375. { // When Riding with spear, damage modifier to mid-class becomes
  3376. // same as versus large size.
  3377. sd->right_weapon.atkmods[SZ_MEDIUM] = sd->right_weapon.atkmods[SZ_BIG];
  3378. sd->left_weapon.atkmods[SZ_MEDIUM] = sd->left_weapon.atkmods[SZ_BIG];
  3379. }
  3380. // ----- STATS CALCULATION -----
  3381. // Job bonuses
  3382. std::shared_ptr<s_job_info> job_info = job_db.find( pc_mapid2jobid( sd->class_, sd->status.sex ) );
  3383. if( job_info != nullptr ){
  3384. const auto& bonus = job_info->job_bonus[sd->status.job_level-1];
  3385. base_status->str += bonus[PARAM_STR];
  3386. base_status->agi += bonus[PARAM_AGI];
  3387. base_status->vit += bonus[PARAM_VIT];
  3388. base_status->int_ += bonus[PARAM_INT];
  3389. base_status->dex += bonus[PARAM_DEX];
  3390. base_status->luk += bonus[PARAM_LUK];
  3391. base_status->pow += bonus[PARAM_POW];
  3392. base_status->sta += bonus[PARAM_STA];
  3393. base_status->wis += bonus[PARAM_WIS];
  3394. base_status->spl += bonus[PARAM_SPL];
  3395. base_status->con += bonus[PARAM_CON];
  3396. base_status->crt += bonus[PARAM_CRT];
  3397. }
  3398. // If a Super Novice has never died and is at least joblv 70, he gets all stats +10
  3399. if(((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && (sd->status.job_level >= 70 || sd->class_&JOBL_THIRD)) && sd->die_counter == 0) {
  3400. base_status->str += 10;
  3401. base_status->agi += 10;
  3402. base_status->vit += 10;
  3403. base_status->int_+= 10;
  3404. base_status->dex += 10;
  3405. base_status->luk += 10;
  3406. }
  3407. // Absolute modifiers from passive skills
  3408. if(pc_checkskill(sd,BS_HILTBINDING)>0)
  3409. base_status->str++;
  3410. if((skill=pc_checkskill(sd,SA_DRAGONOLOGY))>0)
  3411. base_status->int_ += (skill+1)/2; // +1 INT / 2 lv
  3412. if((skill=pc_checkskill(sd,AC_OWL))>0)
  3413. base_status->dex += skill;
  3414. if((skill = pc_checkskill(sd,RA_RESEARCHTRAP))>0)
  3415. base_status->int_ += skill;
  3416. if (pc_checkskill(sd, SU_POWEROFLAND) > 0)
  3417. base_status->int_ += 20;
  3418. // Bonuses from cards and equipment as well as base stat, remember to avoid overflows.
  3419. i = base_status->str + sd->status.str + sd->indexed_bonus.param_bonus[PARAM_STR] + sd->indexed_bonus.param_equip[PARAM_STR];
  3420. base_status->str = cap_value(i,0,USHRT_MAX);
  3421. i = base_status->agi + sd->status.agi + sd->indexed_bonus.param_bonus[PARAM_AGI] + sd->indexed_bonus.param_equip[PARAM_AGI];
  3422. base_status->agi = cap_value(i,0,USHRT_MAX);
  3423. i = base_status->vit + sd->status.vit + sd->indexed_bonus.param_bonus[PARAM_VIT] + sd->indexed_bonus.param_equip[PARAM_VIT];
  3424. base_status->vit = cap_value(i,0,USHRT_MAX);
  3425. i = base_status->int_+ sd->status.int_+ sd->indexed_bonus.param_bonus[PARAM_INT] + sd->indexed_bonus.param_equip[PARAM_INT];
  3426. base_status->int_ = cap_value(i,0,USHRT_MAX);
  3427. i = base_status->dex + sd->status.dex + sd->indexed_bonus.param_bonus[PARAM_DEX] + sd->indexed_bonus.param_equip[PARAM_DEX];
  3428. base_status->dex = cap_value(i,0,USHRT_MAX);
  3429. i = base_status->luk + sd->status.luk + sd->indexed_bonus.param_bonus[PARAM_LUK] + sd->indexed_bonus.param_equip[PARAM_LUK];
  3430. base_status->luk = cap_value(i,0,USHRT_MAX);
  3431. i = base_status->pow + sd->status.pow + sd->indexed_bonus.param_bonus[PARAM_POW] + sd->indexed_bonus.param_equip[PARAM_POW];
  3432. base_status->pow = cap_value(i, 0, USHRT_MAX);
  3433. i = base_status->sta + sd->status.sta + sd->indexed_bonus.param_bonus[PARAM_STA] + sd->indexed_bonus.param_equip[PARAM_STA];
  3434. base_status->sta = cap_value(i, 0, USHRT_MAX);
  3435. i = base_status->wis + sd->status.wis + sd->indexed_bonus.param_bonus[PARAM_WIS] + sd->indexed_bonus.param_equip[PARAM_WIS];
  3436. base_status->wis = cap_value(i, 0, USHRT_MAX);
  3437. i = base_status->spl + sd->status.spl + sd->indexed_bonus.param_bonus[PARAM_SPL] + sd->indexed_bonus.param_equip[PARAM_SPL];
  3438. base_status->spl = cap_value(i, 0, USHRT_MAX);
  3439. i = base_status->con + sd->status.con + sd->indexed_bonus.param_bonus[PARAM_CON] + sd->indexed_bonus.param_equip[PARAM_CON];
  3440. base_status->con = cap_value(i, 0, USHRT_MAX);
  3441. i = base_status->crt + sd->status.crt + sd->indexed_bonus.param_bonus[PARAM_CRT] + sd->indexed_bonus.param_equip[PARAM_CRT];
  3442. base_status->crt = cap_value(i, 0, USHRT_MAX);
  3443. if (sd->special_state.no_walk_delay) {
  3444. if (sc->data[SC_ENDURE]) {
  3445. if (sc->data[SC_ENDURE]->val4)
  3446. sc->data[SC_ENDURE]->val4 = 0;
  3447. status_change_end(&sd->bl, SC_ENDURE, INVALID_TIMER);
  3448. }
  3449. clif_status_load(&sd->bl, EFST_ENDURE, 1);
  3450. base_status->mdef++;
  3451. }
  3452. // ------ ATTACK CALCULATION ------
  3453. // Base batk value is set in status_calc_misc
  3454. #ifndef RENEWAL
  3455. // !FIXME: Weapon-type bonus (Why is the weapon_atk bonus applied to base attack?)
  3456. if (sd->status.weapon < MAX_WEAPON_TYPE && sd->indexed_bonus.weapon_atk[sd->status.weapon])
  3457. base_status->batk += sd->indexed_bonus.weapon_atk[sd->status.weapon];
  3458. // Absolute modifiers from passive skills
  3459. if((skill=pc_checkskill(sd,BS_HILTBINDING))>0)
  3460. base_status->batk += 4;
  3461. #else
  3462. base_status->watk = status_weapon_atk(base_status->rhw);
  3463. base_status->watk2 = status_weapon_atk(base_status->lhw);
  3464. base_status->eatk = sd->bonus.eatk;
  3465. #endif
  3466. // ----- HP MAX CALCULATION -----
  3467. base_status->max_hp = sd->status.max_hp = status_calc_maxhpsp_pc(sd,base_status->vit,true);
  3468. if(battle_config.hp_rate != 100)
  3469. base_status->max_hp = (unsigned int)(battle_config.hp_rate * (base_status->max_hp/100.));
  3470. if (sd->status.base_level < 100)
  3471. base_status->max_hp = cap_value(base_status->max_hp,1,(unsigned int)battle_config.max_hp_lv99);
  3472. else if (sd->status.base_level < 151)
  3473. base_status->max_hp = cap_value(base_status->max_hp,1,(unsigned int)battle_config.max_hp_lv150);
  3474. else
  3475. base_status->max_hp = cap_value(base_status->max_hp,1,(unsigned int)battle_config.max_hp);
  3476. // ----- SP MAX CALCULATION -----
  3477. base_status->max_sp = sd->status.max_sp = status_calc_maxhpsp_pc(sd,base_status->int_,false);
  3478. if(battle_config.sp_rate != 100)
  3479. base_status->max_sp = (unsigned int)(battle_config.sp_rate * (base_status->max_sp/100.));
  3480. base_status->max_sp = cap_value(base_status->max_sp,1,(unsigned int)battle_config.max_sp);
  3481. // ----- AP MAX CALCULATION -----
  3482. base_status->max_ap = sd->status.max_ap = status_calc_maxap_pc(sd);
  3483. if (battle_config.ap_rate != 100)
  3484. base_status->max_ap = (unsigned int)(battle_config.ap_rate * (base_status->max_ap / 100.));
  3485. base_status->max_ap = cap_value(base_status->max_ap, 0, (unsigned int)battle_config.max_ap);
  3486. // ----- RESPAWN HP/SP/AP -----
  3487. // Calc respawn hp and store it on base_status
  3488. if (sd->special_state.restart_full_recover) {
  3489. base_status->hp = base_status->max_hp;
  3490. base_status->sp = base_status->max_sp;
  3491. } else {
  3492. if((sd->class_&MAPID_BASEMASK) == MAPID_NOVICE && !(sd->class_&JOBL_2)
  3493. && battle_config.restart_hp_rate < 50)
  3494. base_status->hp = base_status->max_hp>>1;
  3495. else
  3496. base_status->hp = (int64)base_status->max_hp * battle_config.restart_hp_rate/100;
  3497. if(!base_status->hp)
  3498. base_status->hp = 1;
  3499. base_status->sp = (int64)base_status->max_sp * battle_config.restart_sp_rate /100;
  3500. if( !base_status->sp ) // The minimum for the respawn setting is SP:1
  3501. base_status->sp = 1;
  3502. base_status->ap = (int64)base_status->max_ap * battle_config.restart_ap_rate / 100;
  3503. }
  3504. // ----- MISC CALCULATION -----
  3505. status_calc_misc(&sd->bl, base_status, sd->status.base_level);
  3506. // Equipment modifiers for misc settings
  3507. if(sd->matk_rate < 0)
  3508. sd->matk_rate = 0;
  3509. if(sd->matk_rate != 100) {
  3510. base_status->matk_max = base_status->matk_max * sd->matk_rate/100;
  3511. base_status->matk_min = base_status->matk_min * sd->matk_rate/100;
  3512. }
  3513. if(sd->hit_rate < 0)
  3514. sd->hit_rate = 0;
  3515. if(sd->hit_rate != 100)
  3516. base_status->hit = base_status->hit * sd->hit_rate/100;
  3517. if(sd->flee_rate < 0)
  3518. sd->flee_rate = 0;
  3519. if(sd->flee_rate != 100)
  3520. base_status->flee = base_status->flee * sd->flee_rate/100;
  3521. if(sd->def2_rate < 0)
  3522. sd->def2_rate = 0;
  3523. if(sd->def2_rate != 100)
  3524. base_status->def2 = base_status->def2 * sd->def2_rate/100;
  3525. if(sd->mdef2_rate < 0)
  3526. sd->mdef2_rate = 0;
  3527. if(sd->mdef2_rate != 100)
  3528. base_status->mdef2 = base_status->mdef2 * sd->mdef2_rate/100;
  3529. if(sd->critical_rate < 0)
  3530. sd->critical_rate = 0;
  3531. if(sd->critical_rate != 100)
  3532. base_status->cri = cap_value(base_status->cri * sd->critical_rate/100,SHRT_MIN,SHRT_MAX);
  3533. if (pc_checkskill(sd, SU_POWEROFLIFE) > 0)
  3534. base_status->cri += 200;
  3535. if(sd->flee2_rate < 0)
  3536. sd->flee2_rate = 0;
  3537. if(sd->flee2_rate != 100)
  3538. base_status->flee2 = base_status->flee2 * sd->flee2_rate/100;
  3539. if (sd->patk_rate < 0)
  3540. sd->patk_rate = 0;
  3541. if (sd->patk_rate != 100)
  3542. base_status->patk = base_status->patk * sd->patk_rate / 100;
  3543. if (sd->smatk_rate < 0)
  3544. sd->smatk_rate = 0;
  3545. if (sd->smatk_rate != 100)
  3546. base_status->smatk = base_status->smatk * sd->smatk_rate / 100;
  3547. if (sd->res_rate < 0)
  3548. sd->res_rate = 0;
  3549. if (sd->res_rate != 100)
  3550. base_status->res = base_status->res * sd->res_rate / 100;
  3551. if (sd->mres_rate < 0)
  3552. sd->mres_rate = 0;
  3553. if (sd->mres_rate != 100)
  3554. base_status->mres = base_status->mres * sd->mres_rate / 100;
  3555. if (sd->hplus_rate < 0)
  3556. sd->hplus_rate = 0;
  3557. if (sd->hplus_rate != 100)
  3558. base_status->hplus = base_status->hplus * sd->hplus_rate / 100;
  3559. if (sd->crate_rate < 0)
  3560. sd->crate_rate = 0;
  3561. if (sd->crate_rate != 100)
  3562. base_status->crate = base_status->crate * sd->crate_rate / 100;
  3563. // ----- HIT CALCULATION -----
  3564. // Absolute modifiers from passive skills
  3565. #ifndef RENEWAL
  3566. if((skill=pc_checkskill(sd,BS_WEAPONRESEARCH))>0)
  3567. base_status->hit += skill*2;
  3568. #endif
  3569. if((skill=pc_checkskill(sd,AC_VULTURE))>0) {
  3570. #ifndef RENEWAL
  3571. base_status->hit += skill;
  3572. #endif
  3573. if(sd->status.weapon == W_BOW)
  3574. base_status->rhw.range += skill;
  3575. }
  3576. if(sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE) {
  3577. if((skill=pc_checkskill(sd,GS_SINGLEACTION))>0)
  3578. base_status->hit += 2*skill;
  3579. if((skill=pc_checkskill(sd,GS_SNAKEEYE))>0) {
  3580. base_status->hit += skill;
  3581. base_status->rhw.range += skill;
  3582. }
  3583. }
  3584. if((sd->status.weapon == W_1HAXE || sd->status.weapon == W_2HAXE) && (skill = pc_checkskill(sd,NC_TRAININGAXE)) > 0)
  3585. base_status->hit += skill * 3;
  3586. if((sd->status.weapon == W_MACE || sd->status.weapon == W_2HMACE) && (skill = pc_checkskill(sd,NC_TRAININGAXE)) > 0)
  3587. base_status->hit += skill * 2;
  3588. if (pc_checkskill(sd, SU_POWEROFLIFE) > 0)
  3589. base_status->hit += 20;
  3590. if ((skill = pc_checkskill_imperial_guard(sd, 2)) > 0)// IG_SPEAR_SWORD_M
  3591. base_status->hit += skill * 3;
  3592. if ((skill = pc_checkskill(sd, SU_SOULATTACK)) > 0)
  3593. base_status->rhw.range += skill_get_range2(&sd->bl, SU_SOULATTACK, skill, true);
  3594. // ----- FLEE CALCULATION -----
  3595. // Absolute modifiers from passive skills
  3596. if((skill=pc_checkskill(sd,TF_MISS))>0)
  3597. base_status->flee += skill*(sd->class_&JOBL_2 && (sd->class_&MAPID_BASEMASK) == MAPID_THIEF? 4 : 3);
  3598. if((skill=pc_checkskill(sd,MO_DODGE))>0)
  3599. base_status->flee += (skill*3)>>1;
  3600. if (pc_checkskill(sd, SU_POWEROFLIFE) > 0)
  3601. base_status->flee += 20;
  3602. if ((skill = pc_checkskill(sd, SHC_SHADOW_SENSE)) > 0)
  3603. base_status->flee += skill * 10;
  3604. // ----- CRITICAL CALCULATION -----
  3605. #ifdef RENEWAL
  3606. if ((skill = pc_checkskill(sd, DC_DANCINGLESSON)) > 0)
  3607. base_status->cri += skill * 10;
  3608. if ((skill = pc_checkskill(sd, PR_MACEMASTERY)) > 0 && (sd->status.weapon == W_MACE || sd->status.weapon == W_2HMACE))
  3609. base_status->cri += skill * 10;
  3610. #endif
  3611. if ((skill = pc_checkskill(sd, SHC_SHADOW_SENSE)) > 0)
  3612. {
  3613. if (sd->status.weapon == W_DAGGER || sd->status.weapon == W_DOUBLE_DD ||
  3614. sd->status.weapon == W_DOUBLE_DS || sd->status.weapon == W_DOUBLE_DA)
  3615. base_status->cri += 100 + skill * 40;
  3616. else if (sd->status.weapon == W_KATAR)
  3617. base_status->cri += 50 + skill * 20;
  3618. }
  3619. // ----- P.Atk/S.Matk CALCULATION -----
  3620. if ((skill = pc_checkskill(sd, TR_STAGE_MANNER)) > 0 && (sd->status.weapon == W_BOW || sd->status.weapon == W_MUSICAL || sd->status.weapon == W_WHIP)) {
  3621. base_status->patk += skill * 3;
  3622. base_status->smatk += skill * 3;
  3623. }
  3624. // ----- PHYSICAL RESISTANCE CALCULATION -----
  3625. if ((skill = pc_checkskill_imperial_guard(sd, 1)) > 0)// IG_SHIELD_MASTERY
  3626. base_status->res += skill * 3;
  3627. // ----- EQUIPMENT-DEF CALCULATION -----
  3628. // Apply relative modifiers from equipment
  3629. if(sd->def_rate < 0)
  3630. sd->def_rate = 0;
  3631. if(sd->def_rate != 100) {
  3632. i = base_status->def * sd->def_rate/100;
  3633. base_status->def = cap_value(i, DEFTYPE_MIN, DEFTYPE_MAX);
  3634. }
  3635. if(pc_ismadogear(sd) && pc_checkskill(sd, NC_MAINFRAME) > 0)
  3636. base_status->def += 20 + (pc_checkskill(sd, NC_MAINFRAME) * 20);
  3637. #ifndef RENEWAL
  3638. if (!battle_config.weapon_defense_type && base_status->def > battle_config.max_def) {
  3639. base_status->def2 += battle_config.over_def_bonus*(base_status->def -battle_config.max_def);
  3640. base_status->def = (unsigned char)battle_config.max_def;
  3641. }
  3642. #endif
  3643. // ----- EQUIPMENT-MDEF CALCULATION -----
  3644. // Apply relative modifiers from equipment
  3645. if(sd->mdef_rate < 0)
  3646. sd->mdef_rate = 0;
  3647. if(sd->mdef_rate != 100) {
  3648. i = base_status->mdef * sd->mdef_rate/100;
  3649. base_status->mdef = cap_value(i, DEFTYPE_MIN, DEFTYPE_MAX);
  3650. }
  3651. #ifndef RENEWAL
  3652. if (!battle_config.magic_defense_type && base_status->mdef > battle_config.max_def) {
  3653. base_status->mdef2 += battle_config.over_def_bonus*(base_status->mdef -battle_config.max_def);
  3654. base_status->mdef = (signed char)battle_config.max_def;
  3655. }
  3656. #endif
  3657. // ----- ASPD CALCULATION -----
  3658. /// Unlike other stats, ASPD rate modifiers from skills/SCs/items/etc are first all added together, then the final modifier is applied
  3659. // Basic ASPD value
  3660. i = status_base_amotion_pc(sd,base_status);
  3661. base_status->amotion = cap_value(i,pc_maxaspd(sd),2000);
  3662. // Relative modifiers from passive skills
  3663. // Renewal modifiers are handled in status_base_amotion_pc
  3664. #ifndef RENEWAL_ASPD
  3665. if((skill=pc_checkskill(sd,SA_ADVANCEDBOOK))>0 && sd->status.weapon == W_BOOK)
  3666. base_status->aspd_rate -= 5*skill;
  3667. if ((skill = pc_checkskill(sd,SG_DEVIL)) > 0 && ((sd->class_&MAPID_THIRDMASK) == MAPID_STAR_EMPEROR || pc_is_maxjoblv(sd)))
  3668. base_status->aspd_rate -= 30*skill;
  3669. if((skill=pc_checkskill(sd,GS_SINGLEACTION))>0 &&
  3670. (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE))
  3671. base_status->aspd_rate -= ((skill+1)/2) * 10;
  3672. if(pc_isriding(sd))
  3673. base_status->aspd_rate += 500-100*pc_checkskill(sd,KN_CAVALIERMASTERY);
  3674. else if(pc_isridingdragon(sd))
  3675. base_status->aspd_rate += 250-50*pc_checkskill(sd,RK_DRAGONTRAINING);
  3676. #endif
  3677. base_status->adelay = 2*base_status->amotion;
  3678. // ----- DMOTION -----
  3679. i = 800-base_status->agi*4;
  3680. base_status->dmotion = cap_value(i, 400, 800);
  3681. if(battle_config.pc_damage_delay_rate != 100)
  3682. base_status->dmotion = base_status->dmotion*battle_config.pc_damage_delay_rate/100;
  3683. // ----- MISC CALCULATIONS -----
  3684. // Weight
  3685. status_calc_weight(sd, CALCWT_MAXBONUS);
  3686. status_calc_cart_weight(sd, CALCWT_MAXBONUS);
  3687. if (pc_checkskill(sd, SM_MOVINGRECOVERY) > 0 || pc_ismadogear(sd))
  3688. sd->regen.state.walk = 1;
  3689. else
  3690. sd->regen.state.walk = 0;
  3691. // Skill SP cost
  3692. if((skill=pc_checkskill(sd,HP_MANARECHARGE))>0 )
  3693. sd->dsprate -= 4*skill;
  3694. if(sc->data[SC_SERVICE4U])
  3695. sd->dsprate -= sc->data[SC_SERVICE4U]->val3;
  3696. if(sc->data[SC_SPCOST_RATE])
  3697. sd->dsprate -= sc->data[SC_SPCOST_RATE]->val1;
  3698. // Underflow protections.
  3699. if(sd->dsprate < 0)
  3700. sd->dsprate = 0;
  3701. if(sd->castrate < 0)
  3702. sd->castrate = 0;
  3703. if(sd->hprecov_rate < 0)
  3704. sd->hprecov_rate = 0;
  3705. if(sd->sprecov_rate < 0)
  3706. sd->sprecov_rate = 0;
  3707. // Anti-element and anti-race
  3708. if((skill=pc_checkskill(sd,CR_TRUST))>0)
  3709. sd->indexed_bonus.subele[ELE_HOLY] += skill*5;
  3710. if((skill=pc_checkskill(sd,BS_SKINTEMPER))>0) {
  3711. sd->indexed_bonus.subele[ELE_NEUTRAL] += skill;
  3712. sd->indexed_bonus.subele[ELE_FIRE] += skill*5;
  3713. }
  3714. if((skill=pc_checkskill(sd,SA_DRAGONOLOGY))>0) {
  3715. #ifdef RENEWAL
  3716. skill = skill * 2;
  3717. #else
  3718. skill = skill * 4;
  3719. #endif
  3720. sd->right_weapon.addrace[RC_DRAGON]+=skill;
  3721. sd->left_weapon.addrace[RC_DRAGON]+=skill;
  3722. sd->indexed_bonus.magic_addrace[RC_DRAGON]+=skill;
  3723. sd->indexed_bonus.subrace[RC_DRAGON]+=skill;
  3724. }
  3725. if ((skill = pc_checkskill(sd, AB_EUCHARISTICA)) > 0) {
  3726. sd->right_weapon.addrace[RC_DEMON] += skill;
  3727. sd->right_weapon.addele[ELE_DARK] += skill;
  3728. sd->left_weapon.addrace[RC_DEMON] += skill;
  3729. sd->left_weapon.addele[ELE_DARK] += skill;
  3730. sd->indexed_bonus.magic_addrace[RC_DEMON] += skill;
  3731. sd->indexed_bonus.magic_addele[ELE_DARK] += skill;
  3732. sd->indexed_bonus.subrace[RC_DEMON] += skill;
  3733. sd->indexed_bonus.subele[ELE_DARK] += skill;
  3734. }
  3735. if ((skill = pc_checkskill(sd, DK_TWOHANDDEF)) > 0 && (sd->status.weapon == W_2HSWORD || sd->status.weapon == W_2HSPEAR || sd->status.weapon == W_2HAXE)) {
  3736. uint8 defense_bonus[SZ_MAX][10] = {
  3737. { 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 }, // SZ_SMALL
  3738. { 2, 3, 5, 6, 8, 9, 11, 12, 14, 15 }, // SZ_MEDIUM
  3739. { 3, 5, 7, 9, 10, 12, 13, 15, 16, 18 }, // SZ_BIG
  3740. { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } // SZ_ALL
  3741. };
  3742. for( uint8 size = SZ_SMALL; size < SZ_MAX; size++ ){
  3743. sd->indexed_bonus.weapon_subsize[size] += defense_bonus[size][skill - 1];
  3744. }
  3745. }
  3746. if ((skill = pc_checkskill(sd, IQ_WILL_OF_FAITH)) > 0 && sd->status.weapon == W_KNUCKLE) {
  3747. uint8 race_atk[10] = { 3, 4, 5, 6, 7, 8, 9, 10, 11, 12 };
  3748. uint8 race_def[10] = { 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 };
  3749. sd->right_weapon.addrace[RC_UNDEAD] += race_atk[skill - 1];
  3750. sd->right_weapon.addrace[RC_DEMON] += race_atk[skill - 1];
  3751. sd->left_weapon.addrace[RC_UNDEAD] += race_atk[skill - 1];
  3752. sd->left_weapon.addrace[RC_DEMON] += race_atk[skill - 1];
  3753. sd->indexed_bonus.subrace[RC_UNDEAD] += race_def[skill - 1];
  3754. sd->indexed_bonus.subrace[RC_DEMON] += race_def[skill - 1];
  3755. }
  3756. 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)) {
  3757. uint8 attack_bonus[SZ_MAX][10] = {
  3758. { 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 }, // SZ_SMALL
  3759. { 2, 3, 5, 6, 8, 9, 11, 12, 14, 15 }, // SZ_MEDIUM
  3760. { 3, 5, 7, 9, 10, 12, 13, 15, 16, 18 }, // SZ_BIG
  3761. { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } // SZ_ALL
  3762. };
  3763. for( uint8 size = SZ_SMALL; size < SZ_MAX; size++ ){
  3764. sd->right_weapon.addsize[size] += attack_bonus[size][skill - 1];
  3765. sd->left_weapon.addsize[size] += attack_bonus[size][skill - 1];
  3766. }
  3767. }
  3768. if ((skill = pc_checkskill(sd, CD_FIDUS_ANIMUS)) > 0) {
  3769. uint8 holy_matk[10] = { 1, 3, 4, 6, 7, 9, 10, 12, 13, 15 };
  3770. sd->indexed_bonus.magic_atk_ele[ELE_HOLY] += holy_matk[skill - 1];
  3771. }
  3772. if ((skill = pc_checkskill(sd, MT_TWOAXEDEF)) > 0 && sd->status.weapon == W_2HAXE) {
  3773. uint8 defense_bonus[SZ_MAX][10] = {
  3774. { 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 }, // SZ_SMALL
  3775. { 2, 3, 5, 6, 8, 9, 11, 12, 14, 15 }, // SZ_MEDIUM
  3776. { 3, 5, 7, 9, 10, 12, 13, 15, 16, 18 }, // SZ_BIG
  3777. { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } // SZ_ALL
  3778. };
  3779. for( uint8 size = SZ_SMALL; size < SZ_MAX; size++ ){
  3780. sd->indexed_bonus.weapon_subsize[size] += defense_bonus[size][skill - 1];
  3781. }
  3782. }
  3783. 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)) {
  3784. uint8 attack_bonus[SZ_MAX][10] = {
  3785. { 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 }, // SZ_SMALL
  3786. { 2, 3, 5, 6, 8, 9, 11, 12, 14, 15 }, // SZ_MEDIUM
  3787. { 2, 4, 6, 8, 10, 12, 14, 16, 18, 20 }, // SZ_BIG
  3788. { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } // SZ_ALL
  3789. };
  3790. for( uint8 size = SZ_SMALL; size < SZ_MAX; size++ ){
  3791. sd->right_weapon.addsize[size] += attack_bonus[size][skill - 1];
  3792. sd->left_weapon.addsize[size] += attack_bonus[size][skill - 1];
  3793. }
  3794. }
  3795. 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)) {
  3796. uint8 attack_bonus[SZ_MAX][10] = {
  3797. { 2, 3, 5, 6, 8, 9, 11, 12, 14, 15 }, // SZ_SMALL
  3798. { 2, 3, 5, 6, 8, 9, 11, 12, 14, 15 }, // SZ_MEDIUM
  3799. { 2, 3, 5, 6, 8, 9, 11, 12, 14, 15 }, // SZ_BIG
  3800. { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } // SZ_ALL
  3801. };
  3802. for( uint8 size = SZ_SMALL; size < SZ_MAX; size++ ){
  3803. sd->indexed_bonus.magic_addsize[size] += attack_bonus[size][skill - 1];
  3804. }
  3805. }
  3806. if ((skill = pc_checkskill(sd, EM_MAGIC_BOOK_M)) > 0 && sd->status.weapon == W_BOOK) {
  3807. sd->indexed_bonus.magic_atk_ele[ELE_WATER] += skill;
  3808. sd->indexed_bonus.magic_atk_ele[ELE_EARTH] += skill;
  3809. sd->indexed_bonus.magic_atk_ele[ELE_FIRE] += skill;
  3810. sd->indexed_bonus.magic_atk_ele[ELE_WIND] += skill;
  3811. sd->indexed_bonus.magic_atk_ele[ELE_POISON] += skill;
  3812. }
  3813. if(sc->count) {
  3814. if(sc->data[SC_CONCENTRATE]) { // Update the card-bonus data
  3815. sc->data[SC_CONCENTRATE]->val3 = sd->indexed_bonus.param_bonus[1]; // Agi
  3816. sc->data[SC_CONCENTRATE]->val4 = sd->indexed_bonus.param_bonus[4]; // Dex
  3817. }
  3818. if(sc->data[SC_SIEGFRIED]) {
  3819. i = sc->data[SC_SIEGFRIED]->val2;
  3820. sd->indexed_bonus.subele[ELE_WATER] += i;
  3821. sd->indexed_bonus.subele[ELE_EARTH] += i;
  3822. sd->indexed_bonus.subele[ELE_FIRE] += i;
  3823. sd->indexed_bonus.subele[ELE_WIND] += i;
  3824. #ifndef RENEWAL
  3825. sd->indexed_bonus.subele[ELE_POISON] += i;
  3826. sd->indexed_bonus.subele[ELE_HOLY] += i;
  3827. sd->indexed_bonus.subele[ELE_DARK] += i;
  3828. sd->indexed_bonus.subele[ELE_GHOST] += i;
  3829. sd->indexed_bonus.subele[ELE_UNDEAD] += i;
  3830. #endif
  3831. }
  3832. #ifdef RENEWAL
  3833. if (sc->data[SC_BASILICA]) {
  3834. i = sc->data[SC_BASILICA]->val1 * 5;
  3835. sd->right_weapon.addele[ELE_DARK] += i;
  3836. sd->right_weapon.addele[ELE_UNDEAD] += i;
  3837. sd->left_weapon.addele[ELE_DARK] += i;
  3838. sd->left_weapon.addele[ELE_UNDEAD] += i;
  3839. sd->indexed_bonus.magic_atk_ele[ELE_HOLY] += sc->data[SC_BASILICA]->val1 * 3;
  3840. }
  3841. if (sc->data[SC_FIREWEAPON])
  3842. sd->indexed_bonus.magic_atk_ele[ELE_FIRE] += sc->data[SC_FIREWEAPON]->val1;
  3843. if (sc->data[SC_WINDWEAPON])
  3844. sd->indexed_bonus.magic_atk_ele[ELE_WIND] += sc->data[SC_WINDWEAPON]->val1;
  3845. if (sc->data[SC_WATERWEAPON])
  3846. sd->indexed_bonus.magic_atk_ele[ELE_WATER] += sc->data[SC_WATERWEAPON]->val1;
  3847. if (sc->data[SC_EARTHWEAPON])
  3848. sd->indexed_bonus.magic_atk_ele[ELE_EARTH] += sc->data[SC_EARTHWEAPON]->val1;
  3849. #endif
  3850. if(sc->data[SC_PROVIDENCE]) {
  3851. sd->indexed_bonus.subele[ELE_HOLY] += sc->data[SC_PROVIDENCE]->val2;
  3852. sd->indexed_bonus.subrace[RC_DEMON] += sc->data[SC_PROVIDENCE]->val2;
  3853. }
  3854. if (sc->data[SC_GEFFEN_MAGIC1]) {
  3855. sd->right_weapon.addrace[RC_PLAYER_HUMAN] += sc->data[SC_GEFFEN_MAGIC1]->val1;
  3856. sd->right_weapon.addrace[RC_DEMIHUMAN] += sc->data[SC_GEFFEN_MAGIC1]->val1;
  3857. sd->left_weapon.addrace[RC_PLAYER_HUMAN] += sc->data[SC_GEFFEN_MAGIC1]->val1;
  3858. sd->left_weapon.addrace[RC_DEMIHUMAN] += sc->data[SC_GEFFEN_MAGIC1]->val1;
  3859. }
  3860. if (sc->data[SC_GEFFEN_MAGIC2]) {
  3861. sd->indexed_bonus.magic_addrace[RC_PLAYER_HUMAN] += sc->data[SC_GEFFEN_MAGIC2]->val1;
  3862. sd->indexed_bonus.magic_addrace[RC_DEMIHUMAN] += sc->data[SC_GEFFEN_MAGIC2]->val1;
  3863. }
  3864. if(sc->data[SC_GEFFEN_MAGIC3]) {
  3865. sd->indexed_bonus.subrace[RC_PLAYER_HUMAN] += sc->data[SC_GEFFEN_MAGIC3]->val1;
  3866. sd->indexed_bonus.subrace[RC_DEMIHUMAN] += sc->data[SC_GEFFEN_MAGIC3]->val1;
  3867. }
  3868. if(sc->data[SC_ARMOR_ELEMENT_WATER]) { // This status change should grant card-type elemental resist.
  3869. sd->indexed_bonus.subele[ELE_WATER] += sc->data[SC_ARMOR_ELEMENT_WATER]->val1;
  3870. sd->indexed_bonus.subele[ELE_EARTH] += sc->data[SC_ARMOR_ELEMENT_WATER]->val2;
  3871. sd->indexed_bonus.subele[ELE_FIRE] += sc->data[SC_ARMOR_ELEMENT_WATER]->val3;
  3872. sd->indexed_bonus.subele[ELE_WIND] += sc->data[SC_ARMOR_ELEMENT_WATER]->val4;
  3873. }
  3874. if(sc->data[SC_ARMOR_ELEMENT_EARTH]) { // This status change should grant card-type elemental resist.
  3875. sd->indexed_bonus.subele[ELE_WATER] += sc->data[SC_ARMOR_ELEMENT_EARTH]->val1;
  3876. sd->indexed_bonus.subele[ELE_EARTH] += sc->data[SC_ARMOR_ELEMENT_EARTH]->val2;
  3877. sd->indexed_bonus.subele[ELE_FIRE] += sc->data[SC_ARMOR_ELEMENT_EARTH]->val3;
  3878. sd->indexed_bonus.subele[ELE_WIND] += sc->data[SC_ARMOR_ELEMENT_EARTH]->val4;
  3879. }
  3880. if(sc->data[SC_ARMOR_ELEMENT_FIRE]) { // This status change should grant card-type elemental resist.
  3881. sd->indexed_bonus.subele[ELE_WATER] += sc->data[SC_ARMOR_ELEMENT_FIRE]->val1;
  3882. sd->indexed_bonus.subele[ELE_EARTH] += sc->data[SC_ARMOR_ELEMENT_FIRE]->val2;
  3883. sd->indexed_bonus.subele[ELE_FIRE] += sc->data[SC_ARMOR_ELEMENT_FIRE]->val3;
  3884. sd->indexed_bonus.subele[ELE_WIND] += sc->data[SC_ARMOR_ELEMENT_FIRE]->val4;
  3885. }
  3886. if(sc->data[SC_ARMOR_ELEMENT_WIND]) { // This status change should grant card-type elemental resist.
  3887. sd->indexed_bonus.subele[ELE_WATER] += sc->data[SC_ARMOR_ELEMENT_WIND]->val1;
  3888. sd->indexed_bonus.subele[ELE_EARTH] += sc->data[SC_ARMOR_ELEMENT_WIND]->val2;
  3889. sd->indexed_bonus.subele[ELE_FIRE] += sc->data[SC_ARMOR_ELEMENT_WIND]->val3;
  3890. sd->indexed_bonus.subele[ELE_WIND] += sc->data[SC_ARMOR_ELEMENT_WIND]->val4;
  3891. }
  3892. if(sc->data[SC_ARMOR_RESIST]) { // Undead Scroll
  3893. sd->indexed_bonus.subele[ELE_WATER] += sc->data[SC_ARMOR_RESIST]->val1;
  3894. sd->indexed_bonus.subele[ELE_EARTH] += sc->data[SC_ARMOR_RESIST]->val2;
  3895. sd->indexed_bonus.subele[ELE_FIRE] += sc->data[SC_ARMOR_RESIST]->val3;
  3896. sd->indexed_bonus.subele[ELE_WIND] += sc->data[SC_ARMOR_RESIST]->val4;
  3897. }
  3898. if( sc->data[SC_FIRE_CLOAK_OPTION] ) {
  3899. i = sc->data[SC_FIRE_CLOAK_OPTION]->val2;
  3900. sd->indexed_bonus.subele[ELE_FIRE] += i;
  3901. sd->indexed_bonus.subele[ELE_WATER] -= i;
  3902. }
  3903. if( sc->data[SC_WATER_DROP_OPTION] ) {
  3904. i = sc->data[SC_WATER_DROP_OPTION]->val2;
  3905. sd->indexed_bonus.subele[ELE_WATER] += i;
  3906. sd->indexed_bonus.subele[ELE_WIND] -= i;
  3907. }
  3908. if( sc->data[SC_WIND_CURTAIN_OPTION] ) {
  3909. i = sc->data[SC_WIND_CURTAIN_OPTION]->val2;
  3910. sd->indexed_bonus.subele[ELE_WIND] += i;
  3911. sd->indexed_bonus.subele[ELE_EARTH] -= i;
  3912. }
  3913. if( sc->data[SC_STONE_SHIELD_OPTION] ) {
  3914. i = sc->data[SC_STONE_SHIELD_OPTION]->val2;
  3915. sd->indexed_bonus.subele[ELE_EARTH] += i;
  3916. sd->indexed_bonus.subele[ELE_FIRE] -= i;
  3917. }
  3918. if (sc->data[SC_MTF_MLEATKED] )
  3919. sd->indexed_bonus.subele[ELE_NEUTRAL] += sc->data[SC_MTF_MLEATKED]->val3;
  3920. if (sc->data[SC_MTF_CRIDAMAGE])
  3921. sd->bonus.crit_atk_rate += sc->data[SC_MTF_CRIDAMAGE]->val1;
  3922. if (sc->data[SC_GLASTHEIM_ATK]) {
  3923. sd->indexed_bonus.ignore_mdef_by_race[RC_UNDEAD] += sc->data[SC_GLASTHEIM_ATK]->val1;
  3924. sd->indexed_bonus.ignore_mdef_by_race[RC_DEMON] += sc->data[SC_GLASTHEIM_ATK]->val1;
  3925. }
  3926. if (sc->data[SC_LAUDARAMUS])
  3927. sd->bonus.crit_atk_rate += 5 * sc->data[SC_LAUDARAMUS]->val1;
  3928. #ifdef RENEWAL
  3929. if (sc->data[SC_FORTUNE])
  3930. sd->bonus.crit_atk_rate += 2 * sc->data[SC_FORTUNE]->val1;
  3931. #endif
  3932. if (sc->data[SC_SYMPHONYOFLOVER]) {
  3933. sd->indexed_bonus.subele[ELE_GHOST] += sc->data[SC_SYMPHONYOFLOVER]->val1 * 3;
  3934. sd->indexed_bonus.subele[ELE_HOLY] += sc->data[SC_SYMPHONYOFLOVER]->val1 * 3;
  3935. }
  3936. if (sc->data[SC_PYREXIA] && sc->data[SC_PYREXIA]->val3 == 0)
  3937. sd->bonus.crit_atk_rate += sc->data[SC_PYREXIA]->val2;
  3938. if (sc->data[SC_LUXANIMA]) {
  3939. pc_bonus2(sd, SP_ADDSIZE, SZ_ALL, sc->data[SC_LUXANIMA]->val3);
  3940. sd->bonus.crit_atk_rate += sc->data[SC_LUXANIMA]->val3;
  3941. sd->bonus.short_attack_atk_rate += sc->data[SC_LUXANIMA]->val3;
  3942. sd->bonus.long_attack_atk_rate += sc->data[SC_LUXANIMA]->val3;
  3943. }
  3944. if (sc->data[SC_STRIKING])
  3945. sd->bonus.perfect_hit += 20 + 10 * pc_checkskill(sd, SO_STRIKING);
  3946. if (sc->data[SC_VIGOR]) {
  3947. // Skill desc says increases physical damage. Supposed to affect damage from base ATK right???
  3948. // Because this is only boosting the ATK from the equipped weapon and not from base ATK. [Rytech]
  3949. sd->right_weapon.addrace[RC_DEMIHUMAN] += 50;
  3950. sd->left_weapon.addrace[RC_ANGEL] += 50;
  3951. }
  3952. if (sc->data[SC_DEADLY_DEFEASANCE])
  3953. sd->special_state.no_magic_damage = 0;
  3954. if (sc->data[SC_CLIMAX_DES_HU])
  3955. sd->indexed_bonus.magic_atk_ele[ELE_WIND] += 30;
  3956. if (sc->data[SC_CLIMAX_EARTH])
  3957. sd->indexed_bonus.subele[ELE_EARTH] -= 100;
  3958. if (sc->data[SC_CLIMAX_BLOOM])
  3959. sd->indexed_bonus.subele[ELE_FIRE] -= 100;
  3960. if (sc->data[SC_CLIMAX_CRYIMP]) {
  3961. sd->indexed_bonus.subele[ELE_WATER] += 30;
  3962. sd->indexed_bonus.magic_atk_ele[ELE_WATER] += 30;
  3963. }
  3964. if (sc->data[SC_SINCERE_FAITH])
  3965. sd->bonus.perfect_hit += sc->data[SC_SINCERE_FAITH]->val3;
  3966. if (sc->data[SC_HOLY_S]) {
  3967. sd->indexed_bonus.subele[ELE_DARK] += sc->data[SC_HOLY_S]->val2;
  3968. sd->indexed_bonus.subele[ELE_UNDEAD] += sc->data[SC_HOLY_S]->val2;
  3969. sd->indexed_bonus.magic_atk_ele[ELE_HOLY] += sc->data[SC_HOLY_S]->val2;
  3970. }
  3971. if (sc->data[SC_SUMMON_ELEMENTAL_ARDOR])
  3972. sd->indexed_bonus.magic_atk_ele[ELE_FIRE] += 10;
  3973. if (sc->data[SC_SUMMON_ELEMENTAL_DILUVIO])
  3974. sd->indexed_bonus.magic_atk_ele[ELE_WATER] += 10;
  3975. if (sc->data[SC_SUMMON_ELEMENTAL_PROCELLA])
  3976. sd->indexed_bonus.magic_atk_ele[ELE_WIND] += 10;
  3977. if (sc->data[SC_SUMMON_ELEMENTAL_TERREMOTUS])
  3978. sd->indexed_bonus.magic_atk_ele[ELE_EARTH] += 10;
  3979. if (sc->data[SC_SUMMON_ELEMENTAL_SERPENS])
  3980. sd->indexed_bonus.magic_atk_ele[ELE_POISON] += 10;
  3981. if (sc->data[SC_FLAMEARMOR_OPTION]) {
  3982. sd->indexed_bonus.subele[ELE_FIRE] += 100;
  3983. sd->indexed_bonus.subele[ELE_WATER] -= 30;
  3984. }
  3985. if (sc->data[SC_CRYSTAL_ARMOR_OPTION]) {
  3986. sd->indexed_bonus.subele[ELE_WATER] += 100;
  3987. sd->indexed_bonus.subele[ELE_WIND] -= 30;
  3988. }
  3989. if (sc->data[SC_EYES_OF_STORM_OPTION]) {
  3990. sd->indexed_bonus.subele[ELE_WIND] += 100;
  3991. sd->indexed_bonus.subele[ELE_EARTH] -= 30;
  3992. }
  3993. if (sc->data[SC_STRONG_PROTECTION_OPTION]) {
  3994. sd->indexed_bonus.subele[ELE_EARTH] += 100;
  3995. sd->indexed_bonus.subele[ELE_FIRE] -= 30;
  3996. }
  3997. if (sc->data[SC_POISON_SHIELD_OPTION]) {
  3998. sd->indexed_bonus.subele[ELE_POISON] += 100;
  3999. sd->indexed_bonus.subele[ELE_HOLY] -= 30;
  4000. }
  4001. }
  4002. status_cpy(&sd->battle_status, base_status);
  4003. // ----- CLIENT-SIDE REFRESH -----
  4004. if(!sd->bl.prev) {
  4005. // Will update on LoadEndAck
  4006. calculating = 0;
  4007. return 0;
  4008. }
  4009. if(memcmp(b_skill,sd->status.skill,sizeof(sd->status.skill)))
  4010. clif_skillinfoblock(sd);
  4011. // If the skill is learned, the status is infinite.
  4012. if (pc_checkskill(sd, SU_SPRITEMABLE) > 0 && !sd->sc.data[SC_SPRITEMABLE])
  4013. sc_start(&sd->bl, &sd->bl, SC_SPRITEMABLE, 100, 1, INFINITE_TICK);
  4014. if (pc_checkskill(sd, SU_SOULATTACK) > 0 && !sd->sc.data[SC_SOULATTACK])
  4015. sc_start(&sd->bl, &sd->bl, SC_SOULATTACK, 100, 1, INFINITE_TICK);
  4016. calculating = 0;
  4017. return 0;
  4018. }
  4019. /// Intermediate function since C++ does not have a try-finally syntax
  4020. int status_calc_pc_( struct map_session_data* sd, uint8 opt ){
  4021. // Save the old script the player was attached to
  4022. struct script_state* previous_st = sd->st;
  4023. // Store the return value of the original function
  4024. int ret = status_calc_pc_sub( sd, opt );
  4025. // If an old script is present
  4026. if( previous_st ){
  4027. // Reattach the player to it, so that the limitations of that script kick back in
  4028. script_attach_state( previous_st );
  4029. }
  4030. // Return the original return value
  4031. return ret;
  4032. }
  4033. /**
  4034. * Calculates Mercenary data
  4035. * @param md: Mercenary object
  4036. * @param opt: Whether it is first calc or not (0 on level up or status)
  4037. * @return 0
  4038. */
  4039. int status_calc_mercenary_(s_mercenary_data *md, uint8 opt)
  4040. {
  4041. struct status_data *status = &md->base_status;
  4042. s_mercenary *merc = &md->mercenary;
  4043. if (opt&SCO_FIRST) {
  4044. memcpy(status, &md->db->status, sizeof(struct status_data));
  4045. status->class_ = CLASS_NORMAL;
  4046. status->mode = static_cast<e_mode>(MD_CANMOVE|MD_CANATTACK);
  4047. status->hp = status->max_hp;
  4048. status->sp = status->max_sp;
  4049. md->battle_status.hp = merc->hp;
  4050. md->battle_status.sp = merc->sp;
  4051. if (md->master)
  4052. status->speed = status_get_speed(&md->master->bl);
  4053. }
  4054. status_calc_misc(&md->bl, status, md->db->lv);
  4055. status_cpy(&md->battle_status, status);
  4056. return 0;
  4057. }
  4058. /**
  4059. * Calculates Homunculus data
  4060. * @param hd: Homunculus object
  4061. * @param opt: Whether it is first calc or not (0 on level up or status)
  4062. * @return 1
  4063. */
  4064. int status_calc_homunculus_(struct homun_data *hd, uint8 opt)
  4065. {
  4066. struct status_data *status = &hd->base_status;
  4067. struct s_homunculus *hom = &hd->homunculus;
  4068. int skill_lv;
  4069. int amotion;
  4070. status->str = hom->str / 10;
  4071. status->agi = hom->agi / 10;
  4072. status->vit = hom->vit / 10;
  4073. status->dex = hom->dex / 10;
  4074. status->int_ = hom->int_ / 10;
  4075. status->luk = hom->luk / 10;
  4076. APPLY_HOMUN_LEVEL_STATWEIGHT();
  4077. if (opt&SCO_FIRST) {
  4078. const struct s_homunculus_db *db = hd->homunculusDB;
  4079. status->def_ele = db->element;
  4080. status->ele_lv = 1;
  4081. status->race = db->race;
  4082. status->class_ = CLASS_NORMAL;
  4083. status->size = (hom->class_ == db->evo_class) ? db->evo_size : db->base_size;
  4084. status->rhw.range = 1 + status->size;
  4085. status->mode = static_cast<e_mode>(MD_CANMOVE|MD_CANATTACK);
  4086. status->speed = DEFAULT_WALK_SPEED;
  4087. if (battle_config.hom_setting&HOMSET_COPY_SPEED && hd->master)
  4088. status->speed = status_get_speed(&hd->master->bl);
  4089. status->hp = 1;
  4090. status->sp = 1;
  4091. }
  4092. status->aspd_rate = 1000;
  4093. #ifdef RENEWAL
  4094. amotion = hd->homunculusDB->baseASPD;
  4095. amotion = amotion - amotion * (status->dex + hom->dex_value) / 1000 - (status->agi + hom->agi_value) * amotion / 250;
  4096. status->def = status->mdef = 0;
  4097. #else
  4098. skill_lv = hom->level / 10 + status->vit / 5;
  4099. status->def = cap_value(skill_lv, 0, 99);
  4100. skill_lv = hom->level / 10 + status->int_ / 5;
  4101. status->mdef = cap_value(skill_lv, 0, 99);
  4102. amotion = (1000 - 4 * status->agi - status->dex) * hd->homunculusDB->baseASPD / 1000;
  4103. #endif
  4104. status->amotion = cap_value(amotion, battle_config.max_aspd, 2000);
  4105. status->adelay = status->amotion; //It seems adelay = amotion for Homunculus.
  4106. status->max_hp = hom->max_hp;
  4107. status->max_sp = hom->max_sp;
  4108. hom_calc_skilltree(hd, 0);
  4109. if((skill_lv = hom_checkskill(hd, HAMI_SKIN)) > 0)
  4110. status->def += skill_lv * 4;
  4111. if((skill_lv = hom_checkskill(hd, HVAN_INSTRUCT)) > 0) {
  4112. status->int_ += 1 + skill_lv / 2 + skill_lv / 4 + skill_lv / 5;
  4113. status->str += 1 + skill_lv / 3 + skill_lv / 3 + skill_lv / 4;
  4114. }
  4115. if((skill_lv = hom_checkskill(hd, HAMI_SKIN)) > 0)
  4116. status->max_hp += skill_lv * 2 * status->max_hp / 100;
  4117. if((skill_lv = hom_checkskill(hd, HLIF_BRAIN)) > 0)
  4118. status->max_sp += (1 + skill_lv / 2 - skill_lv / 4 + skill_lv / 5) * status->max_sp / 100;
  4119. if (opt&SCO_FIRST) {
  4120. hd->battle_status.hp = hom->hp;
  4121. hd->battle_status.sp = hom->sp;
  4122. if(hom->class_ == 6052) // Eleanor
  4123. sc_start(&hd->bl,&hd->bl, SC_STYLE_CHANGE, 100, MH_MD_FIGHTING, INFINITE_TICK);
  4124. }
  4125. #ifndef RENEWAL
  4126. status->rhw.atk = status->dex;
  4127. status->rhw.atk2 = status->str + hom->level;
  4128. #endif
  4129. status_calc_misc(&hd->bl, status, hom->level);
  4130. status_cpy(&hd->battle_status, status);
  4131. return 1;
  4132. }
  4133. /**
  4134. * Calculates Elemental data
  4135. * @param ed: Elemental object
  4136. * @param opt: Whether it is first calc or not (0 on status change)
  4137. * @return 0
  4138. */
  4139. int status_calc_elemental_(s_elemental_data *ed, uint8 opt)
  4140. {
  4141. struct status_data *status = &ed->base_status;
  4142. s_elemental *ele = &ed->elemental;
  4143. struct map_session_data *sd = ed->master;
  4144. if( !sd )
  4145. return 0;
  4146. if (opt&SCO_FIRST) {
  4147. memcpy(status, &ed->db->status, sizeof(struct status_data));
  4148. if( !ele->mode )
  4149. status->mode = EL_MODE_PASSIVE;
  4150. else
  4151. status->mode = ele->mode;
  4152. status->class_ = CLASS_NORMAL;
  4153. status_calc_misc(&ed->bl, status, 0);
  4154. status->max_hp = ele->max_hp;
  4155. status->max_sp = ele->max_sp;
  4156. status->hp = ele->hp;
  4157. status->sp = ele->sp;
  4158. status->rhw.atk = ele->atk;
  4159. status->rhw.atk2 = ele->atk2;
  4160. status->matk_min += ele->matk;
  4161. status->def += ele->def;
  4162. status->mdef += ele->mdef;
  4163. status->flee = ele->flee;
  4164. status->hit = ele->hit;
  4165. if (ed->master)
  4166. status->speed = status_get_speed(&ed->master->bl);
  4167. memcpy(&ed->battle_status,status,sizeof(struct status_data));
  4168. } else {
  4169. status_calc_misc(&ed->bl, status, 0);
  4170. status_cpy(&ed->battle_status, status);
  4171. }
  4172. return 0;
  4173. }
  4174. /**
  4175. * Calculates NPC data
  4176. * @param nd: NPC object
  4177. * @param opt: Whether it is first calc or not (what?)
  4178. * @return 0
  4179. */
  4180. int status_calc_npc_(struct npc_data *nd, uint8 opt)
  4181. {
  4182. struct status_data *status = &nd->status;
  4183. if (!nd)
  4184. return 0;
  4185. if (opt&SCO_FIRST) {
  4186. status->hp = 1;
  4187. status->sp = 1;
  4188. status->max_hp = 1;
  4189. status->max_sp = 1;
  4190. status->def_ele = ELE_NEUTRAL;
  4191. status->ele_lv = 1;
  4192. status->race = RC_DEMIHUMAN;
  4193. status->class_ = CLASS_NORMAL;
  4194. status->size = nd->size;
  4195. status->rhw.range = 1 + status->size;
  4196. status->mode = static_cast<e_mode>(MD_CANMOVE|MD_CANATTACK);
  4197. status->speed = nd->speed;
  4198. }
  4199. status->str = nd->stat_point + nd->params.str;
  4200. status->agi = nd->stat_point + nd->params.agi;
  4201. status->vit = nd->stat_point + nd->params.vit;
  4202. status->int_= nd->stat_point + nd->params.int_;
  4203. status->dex = nd->stat_point + nd->params.dex;
  4204. status->luk = nd->stat_point + nd->params.luk;
  4205. status_calc_misc(&nd->bl, status, nd->level);
  4206. status_cpy(&nd->status, status);
  4207. return 0;
  4208. }
  4209. /**
  4210. * Calculates regeneration values
  4211. * Applies passive skill regeneration additions
  4212. * @param bl: Object to calculate regen for [PC|HOM|MER|ELEM]
  4213. * @param status: Object's status
  4214. * @param regen: Object's base regeneration data
  4215. */
  4216. void status_calc_regen(struct block_list *bl, struct status_data *status, struct regen_data *regen)
  4217. {
  4218. struct map_session_data *sd;
  4219. struct status_change *sc;
  4220. int val, skill, reg_flag;
  4221. if( !(bl->type&BL_REGEN) || !regen )
  4222. return;
  4223. sd = BL_CAST(BL_PC,bl);
  4224. sc = status_get_sc(bl);
  4225. val = (status->vit/5) + max(1, status->max_hp/200);
  4226. if( sd && sd->hprecov_rate != 100 )
  4227. val = val*sd->hprecov_rate/100;
  4228. reg_flag = bl->type == BL_PC ? 0 : 1;
  4229. regen->hp = cap_value(val, reg_flag, SHRT_MAX);
  4230. val = 1 + (status->int_/6) + (status->max_sp/100);
  4231. if( status->int_ >= 120 )
  4232. val += ((status->int_-120)>>1) + 4;
  4233. if( sd && sd->sprecov_rate != 100 )
  4234. val = val*sd->sprecov_rate/100;
  4235. regen->sp = cap_value(val, reg_flag, SHRT_MAX);
  4236. if( sd ) {
  4237. struct regen_data_sub *sregen;
  4238. if( (skill=pc_checkskill(sd,HP_MEDITATIO)) > 0 ) {
  4239. val = regen->sp*(100+3*skill)/100;
  4240. regen->sp = cap_value(val, 1, SHRT_MAX);
  4241. }
  4242. // Only players have skill/sitting skill regen for now.
  4243. sregen = regen->sregen;
  4244. val = 0;
  4245. if( (skill=pc_checkskill(sd,SM_RECOVERY)) > 0 )
  4246. val += skill*5 + skill*status->max_hp/500;
  4247. if (sc && sc->count) {
  4248. if (sc->data[SC_INCREASE_MAXHP])
  4249. val += val * sc->data[SC_INCREASE_MAXHP]->val2 / 100;
  4250. }
  4251. sregen->hp = cap_value(val, 0, SHRT_MAX);
  4252. val = 0;
  4253. if( (skill=pc_checkskill(sd,MG_SRECOVERY)) > 0 )
  4254. val += skill*3 + skill*status->max_sp/500;
  4255. if( (skill=pc_checkskill(sd,NJ_NINPOU)) > 0 )
  4256. val += skill*3 + skill*status->max_sp/500;
  4257. if( (skill=pc_checkskill(sd,WM_LESSON)) > 0 )
  4258. val += 3 + 3 * skill;
  4259. if (sc && sc->count) {
  4260. if (sc->data[SC_ANCILLA])
  4261. val += sc->data[SC_ANCILLA]->val2 / 100;
  4262. if (sc->data[SC_INCREASE_MAXSP])
  4263. val += val * sc->data[SC_INCREASE_MAXSP]->val2 / 100;
  4264. }
  4265. sregen->sp = cap_value(val, 0, SHRT_MAX);
  4266. // Skill-related recovery (only when sit)
  4267. sregen = regen->ssregen;
  4268. val = 0;
  4269. if( (skill=pc_checkskill(sd,MO_SPIRITSRECOVERY)) > 0 )
  4270. val += skill*4 + skill*status->max_hp/500;
  4271. if( (skill=pc_checkskill(sd,TK_HPTIME)) > 0 && sd->state.rest )
  4272. val += skill*30 + skill*status->max_hp/500;
  4273. sregen->hp = cap_value(val, 0, SHRT_MAX);
  4274. val = 0;
  4275. if( (skill=pc_checkskill(sd,TK_SPTIME)) > 0 && sd->state.rest ) {
  4276. val += skill*3 + skill*status->max_sp/500;
  4277. if ((skill=pc_checkskill(sd,SL_KAINA)) > 0) // Power up Enjoyable Rest
  4278. val += (30+10*skill)*val/100;
  4279. }
  4280. if( (skill=pc_checkskill(sd,MO_SPIRITSRECOVERY)) > 0 )
  4281. val += skill*2 + skill*status->max_sp/500;
  4282. sregen->sp = cap_value(val, 0, SHRT_MAX);
  4283. }
  4284. if( bl->type == BL_HOM ) {
  4285. struct homun_data *hd = (TBL_HOM*)bl;
  4286. if( (skill = hom_checkskill(hd,HAMI_SKIN)) > 0 ) {
  4287. val = regen->hp*(100+5*skill)/100;
  4288. regen->hp = cap_value(val, 1, SHRT_MAX);
  4289. }
  4290. if( (skill = hom_checkskill(hd,HLIF_BRAIN)) > 0 ) {
  4291. val = regen->sp*(100+3*skill)/100;
  4292. regen->sp = cap_value(val, 1, SHRT_MAX);
  4293. }
  4294. } else if( bl->type == BL_MER ) {
  4295. val = (status->max_hp * status->vit / 10000 + 1) * 6;
  4296. regen->hp = cap_value(val, 1, SHRT_MAX);
  4297. val = (status->max_sp * (status->int_ + 10) / 750) + 1;
  4298. regen->sp = cap_value(val, 1, SHRT_MAX);
  4299. } else if( bl->type == BL_ELEM ) {
  4300. val = (status->max_hp * status->vit / 10000 + 1) * 6;
  4301. regen->hp = cap_value(val, 1, SHRT_MAX);
  4302. val = (status->max_sp * (status->int_ + 10) / 750) + 1;
  4303. regen->sp = cap_value(val, 1, SHRT_MAX);
  4304. }
  4305. }
  4306. /**
  4307. * Calculates SC (Status Changes) regeneration values
  4308. * @param bl: Object to calculate regen for [PC|HOM|MER|ELEM]
  4309. * @param regen: Object's base regeneration data
  4310. * @param sc: Object's status change data
  4311. */
  4312. void status_calc_regen_rate(struct block_list *bl, struct regen_data *regen, struct status_change *sc)
  4313. {
  4314. if (!(bl->type&BL_REGEN) || !regen)
  4315. return;
  4316. regen->flag = RGN_HP|RGN_SP;
  4317. if(regen->sregen) {
  4318. if (regen->sregen->hp)
  4319. regen->flag |= RGN_SHP;
  4320. if (regen->sregen->sp)
  4321. regen->flag |= RGN_SSP;
  4322. regen->sregen->rate.hp = regen->sregen->rate.sp = 100;
  4323. }
  4324. if (regen->ssregen) {
  4325. if (regen->ssregen->hp)
  4326. regen->flag |= RGN_SHP;
  4327. if (regen->ssregen->sp)
  4328. regen->flag |= RGN_SSP;
  4329. regen->ssregen->rate.hp = regen->ssregen->rate.sp = 100;
  4330. }
  4331. regen->rate.hp = regen->rate.sp = 100;
  4332. if (!sc || !sc->count)
  4333. return;
  4334. // No HP or SP regen
  4335. if ((sc->data[SC_POISON] && !sc->data[SC_SLOWPOISON])
  4336. || (sc->data[SC_DPOISON] && !sc->data[SC_SLOWPOISON])
  4337. || sc->data[SC_BERSERK]
  4338. || sc->data[SC_TRICKDEAD]
  4339. || sc->data[SC_BLEEDING]
  4340. || (sc->data[SC_MAGICMUSHROOM] && sc->data[SC_MAGICMUSHROOM]->val3 == 1)
  4341. || sc->data[SC_SATURDAYNIGHTFEVER]
  4342. || sc->data[SC_REBOUND])
  4343. regen->flag = RGN_NONE;
  4344. // No natural SP regen
  4345. if (sc->data[SC_DANCING] ||
  4346. #ifdef RENEWAL
  4347. sc->data[SC_MAXIMIZEPOWER] ||
  4348. #endif
  4349. #ifndef RENEWAL
  4350. (bl->type == BL_PC && (((TBL_PC*)bl)->class_&MAPID_UPPERMASK) == MAPID_MONK &&
  4351. (sc->data[SC_EXTREMITYFIST] || sc->data[SC_EXPLOSIONSPIRITS]) && (!sc->data[SC_SPIRIT] || sc->data[SC_SPIRIT]->val2 != SL_MONK)) ||
  4352. #else
  4353. (bl->type == BL_PC && (((TBL_PC*)bl)->class_&MAPID_UPPERMASK) == MAPID_MONK &&
  4354. sc->data[SC_EXTREMITYFIST] && (!sc->data[SC_SPIRIT] || sc->data[SC_SPIRIT]->val2 != SL_MONK)) ||
  4355. #endif
  4356. (sc->data[SC_OBLIVIONCURSE] && sc->data[SC_OBLIVIONCURSE]->val3 == 1))
  4357. regen->flag &= ~RGN_SP;
  4358. if (sc->data[SC_TENSIONRELAX]) {
  4359. if (sc->data[SC_WEIGHT50] || sc->data[SC_WEIGHT90])
  4360. regen->state.overweight = 0; // 1x HP regen
  4361. else {
  4362. regen->rate.hp += 200;
  4363. if (regen->sregen)
  4364. regen->sregen->rate.hp += 200;
  4365. }
  4366. }
  4367. if (sc->data[SC_MAGNIFICAT])
  4368. regen->rate.sp += 100;
  4369. if (sc->data[SC_REGENERATION]) {
  4370. const struct status_change_entry *sce = sc->data[SC_REGENERATION];
  4371. if (!sce->val4) {
  4372. regen->rate.hp += (sce->val2*100);
  4373. regen->rate.sp += (sce->val3*100);
  4374. } else
  4375. regen->flag &= ~sce->val4; // Remove regen as specified by val4
  4376. }
  4377. if(sc->data[SC_GT_REVITALIZE]) {
  4378. regen->hp += cap_value(regen->hp * sc->data[SC_GT_REVITALIZE]->val3/100, 1, SHRT_MAX);
  4379. regen->state.walk = 1;
  4380. }
  4381. if (sc->data[SC_EXTRACT_WHITE_POTION_Z])
  4382. regen->hp += cap_value(regen->hp * sc->data[SC_EXTRACT_WHITE_POTION_Z]->val1 / 100, 1, SHRT_MAX);
  4383. if (sc->data[SC_VITATA_500])
  4384. regen->sp += cap_value(regen->sp * sc->data[SC_VITATA_500]->val1 / 100, 1, SHRT_MAX);
  4385. if (bl->type == BL_ELEM) { // Recovery bonus only applies to the Elementals.
  4386. int ele_class = status_get_class(bl);
  4387. switch (ele_class) {
  4388. case ELEMENTALID_AGNI_S:
  4389. case ELEMENTALID_AGNI_M:
  4390. case ELEMENTALID_AGNI_L:
  4391. case ELEMENTALID_ARDOR:
  4392. if (sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 1)
  4393. regen->rate.hp += 100;
  4394. break;
  4395. case ELEMENTALID_AQUA_S:
  4396. case ELEMENTALID_AQUA_M:
  4397. case ELEMENTALID_AQUA_L:
  4398. case ELEMENTALID_DILUVIO:
  4399. if (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 1)
  4400. regen->rate.hp += 100;
  4401. break;
  4402. case ELEMENTALID_VENTUS_S:
  4403. case ELEMENTALID_VENTUS_M:
  4404. case ELEMENTALID_VENTUS_L:
  4405. case ELEMENTALID_PROCELLA:
  4406. if (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 1)
  4407. regen->rate.hp += 100;
  4408. break;
  4409. case ELEMENTALID_TERA_S:
  4410. case ELEMENTALID_TERA_M:
  4411. case ELEMENTALID_TERA_L:
  4412. case ELEMENTALID_TERREMOTUS:
  4413. case ELEMENTALID_SERPENS:
  4414. if (sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 1)
  4415. regen->rate.hp += 100;
  4416. break;
  4417. }
  4418. }
  4419. if (sc->data[SC_CATNIPPOWDER]) {
  4420. regen->rate.hp *= 2;
  4421. regen->rate.sp *= 2;
  4422. }
  4423. if (sc->data[SC_SHRIMPBLESSING])
  4424. regen->rate.sp += 50;
  4425. #ifdef RENEWAL
  4426. if (sc->data[SC_NIBELUNGEN]) {
  4427. if (sc->data[SC_NIBELUNGEN]->val2 == RINGNBL_HPREGEN)
  4428. regen->rate.hp += 100;
  4429. else if (sc->data[SC_NIBELUNGEN]->val2 == RINGNBL_SPREGEN)
  4430. regen->rate.sp += 100;
  4431. }
  4432. #endif
  4433. if (sc->data[SC_SIRCLEOFNATURE])
  4434. regen->rate.hp += sc->data[SC_SIRCLEOFNATURE]->val2;
  4435. if (sc->data[SC_SONGOFMANA])
  4436. regen->rate.sp += sc->data[SC_SONGOFMANA]->val3;
  4437. }
  4438. /**
  4439. * Applies a state to a unit - See [StatusChangeStateTable]
  4440. * @param bl: Object to change state on [PC|MOB|HOM|MER|ELEM]
  4441. * @param sc: Object's status change data
  4442. * @param flag: Which state to apply to bl
  4443. * @param start: (1) start state, (0) remove state
  4444. */
  4445. void status_calc_state( struct block_list *bl, struct status_change *sc, std::bitset<SCS_MAX> flag, bool start )
  4446. {
  4447. /// No sc at all, we can zero without any extra weight over our conciousness
  4448. if( !sc->count ) {
  4449. sc->cant = {};
  4450. return;
  4451. }
  4452. // Can't move
  4453. if( flag[SCS_NOMOVE] ) {
  4454. if( !flag[SCS_NOMOVECOND] )
  4455. sc->cant.move += (start ? 1 : ((sc->cant.move) ? -1 : 0));
  4456. else if(
  4457. (sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_SELF) // cannot move while gospel is in effect
  4458. #ifndef RENEWAL
  4459. || (sc->data[SC_BASILICA] && sc->data[SC_BASILICA]->val4 == bl->id) // Basilica caster cannot move
  4460. || (sc->data[SC_GRAVITATION] && sc->data[SC_GRAVITATION]->val3 == BCT_SELF)
  4461. #endif
  4462. || (sc->data[SC_CAMOUFLAGE] && sc->data[SC_CAMOUFLAGE]->val1 < 3)
  4463. || (sc->data[SC_MAGNETICFIELD] && sc->data[SC_MAGNETICFIELD]->val2 != bl->id)
  4464. || (sc->data[SC_FEAR] && sc->data[SC_FEAR]->val2 > 0)
  4465. || (sc->data[SC_SPIDERWEB] && sc->data[SC_SPIDERWEB]->val1)
  4466. || (sc->data[SC_HIDING] && (bl->type != BL_PC || (pc_checkskill(BL_CAST(BL_PC,bl),RG_TUNNELDRIVE) <= 0)))
  4467. || (sc->data[SC_DANCING] && sc->data[SC_DANCING]->val4 && (
  4468. #ifndef RENEWAL
  4469. !sc->data[SC_LONGING] ||
  4470. #endif
  4471. (sc->data[SC_DANCING]->val1&0xFFFF) == CG_MOONLIT ||
  4472. (sc->data[SC_DANCING]->val1&0xFFFF) == CG_HERMODE
  4473. ))
  4474. || (sc->data[SC_CRYSTALIZE] && bl->type != BL_MOB)
  4475. )
  4476. sc->cant.move += (start ? 1 : ((sc->cant.move) ? -1 : 0));
  4477. }
  4478. // Can't use skills
  4479. if( flag[SCS_NOCAST] ) {
  4480. if( !flag[SCS_NOCASTCOND] )
  4481. sc->cant.cast += (start ? 1 : ((sc->cant.cast) ? -1 : 0));
  4482. else if (sc->data[SC_OBLIVIONCURSE] && sc->data[SC_OBLIVIONCURSE]->val3 == 1)
  4483. sc->cant.cast += (start ? 1 : ((sc->cant.cast) ? -1 : 0));
  4484. }
  4485. // Can't chat
  4486. if( flag[SCS_NOCHAT] ) {
  4487. if( !flag[SCS_NOCHATCOND] )
  4488. sc->cant.chat += (start ? 1 : ((sc->cant.chat) ? -1 : 0));
  4489. else if(sc->data[SC_NOCHAT] && sc->data[SC_NOCHAT]->val1&MANNER_NOCHAT)
  4490. sc->cant.chat += (start ? 1 : ((sc->cant.chat) ? -1 : 0));
  4491. }
  4492. // Can't attack
  4493. if( flag[SCS_NOATTACK] ) {
  4494. if( !flag[SCS_NOATTACKCOND] )
  4495. sc->cant.attack += (start ? 1 : ((sc->cant.attack) ? -1 : 0));
  4496. /*else if( )
  4497. sc->cant.attack += ( start ? 1 : ((sc->cant.attack)? -1:0) );*/
  4498. }
  4499. // Can't warp
  4500. if (flag[SCS_NOWARP]) {
  4501. if (!flag[SCS_NOWARPCOND])
  4502. sc->cant.warp += (start ? 1 : ((sc->cant.warp) ? -1 : 0));
  4503. /*else if (sc->data[])
  4504. sc->cant.warp += ( start ? 1 : ((sc->cant.warp)? -1:0) );*/
  4505. }
  4506. // Player-only states
  4507. if( bl->type == BL_PC ) {
  4508. // Can't pick-up items
  4509. if( flag[SCS_NOPICKITEM] ) {
  4510. if( !flag[SCS_NOPICKITEMCOND] )
  4511. sc->cant.pickup += (start ? 1 : ((sc->cant.pickup) ? -1 : 0));
  4512. else if( (sc->data[SC_NOCHAT] && sc->data[SC_NOCHAT]->val1&MANNER_NOITEM) )
  4513. sc->cant.pickup += (start ? 1 : ((sc->cant.pickup) ? -1 : 0));
  4514. }
  4515. // Can't drop items
  4516. if( flag[SCS_NODROPITEM] ) {
  4517. if( !flag[SCS_NODROPITEMCOND] )
  4518. sc->cant.drop += (start ? 1 : ((sc->cant.drop) ? -1 : 0));
  4519. else if( (sc->data[SC_NOCHAT] && sc->data[SC_NOCHAT]->val1&MANNER_NOITEM) )
  4520. sc->cant.drop += (start ? 1 : ((sc->cant.drop) ? -1 : 0));
  4521. }
  4522. // Can't equip item
  4523. if( flag[SCS_NOEQUIPITEM] ) {
  4524. if( !flag[SCS_NOEQUIPITEMCOND] )
  4525. sc->cant.equip += (start ? 1 : ((sc->cant.equip) ? -1 : 0));
  4526. /*else if( )
  4527. sc->cant.equip += ( start ? 1 : ((sc->cant.equip)? -1:0) );*/
  4528. }
  4529. // Can't unequip item
  4530. if( flag[SCS_NOUNEQUIPITEM]) {
  4531. if( !flag[SCS_NOUNEQUIPITEMCOND] )
  4532. sc->cant.unequip += (start ? 1 : ((sc->cant.unequip) ? -1 : 0));
  4533. /*else if( )
  4534. sc->cant.unequip += ( start ? 1 : ((sc->cant.unequip)? -1:0) );*/
  4535. }
  4536. // Can't consume item
  4537. if( flag[SCS_NOCONSUMEITEM]) {
  4538. if( !flag[SCS_NOCONSUMEITEMCOND] )
  4539. sc->cant.consume += (start ? 1 : ((sc->cant.consume) ? -1 : 0));
  4540. else if( (sc->data[SC_GRAVITATION] && sc->data[SC_GRAVITATION]->val3 == BCT_SELF) ||
  4541. (sc->data[SC_NOCHAT] && sc->data[SC_NOCHAT]->val1&MANNER_NOITEM) )
  4542. sc->cant.consume += (start ? 1 : ((sc->cant.consume) ? -1 : 0));
  4543. }
  4544. // Can't lose exp
  4545. if (flag[SCS_NODEATHPENALTY]) {
  4546. if (!flag[SCS_NODEATHPENALTYCOND])
  4547. sc->cant.deathpenalty += (start ? 1 : ((sc->cant.deathpenalty) ? -1 : 0));
  4548. /*else if (sc->data[])
  4549. sc->cant.deathpenalty += ( start ? 1 : ((sc->cant.deathpenalty)? -1:0) );*/
  4550. }
  4551. // Can't sit/stand/talk to NPC
  4552. if (flag[SCS_NOINTERACT]) {
  4553. if (!flag[SCS_NOINTERACTCOND])
  4554. sc->cant.interact += (start ? 1 : ((sc->cant.interact) ? -1 : 0));
  4555. /*else if (sc->data[])
  4556. sc->cant.interact += ( start ? 1 : ((sc->cant.interact)? -1:0) );*/
  4557. }
  4558. }
  4559. return;
  4560. }
  4561. /**
  4562. * Recalculates parts of an objects status according to specified flags
  4563. * See [set_sc] [add_sc]
  4564. * @param bl: Object whose status has changed [PC|MOB|HOM|MER|ELEM]
  4565. * @param flag: Which status has changed on bl
  4566. */
  4567. void status_calc_bl_main(struct block_list *bl, std::bitset<SCB_MAX> flag)
  4568. {
  4569. const struct status_data *b_status = status_get_base_status(bl); // Base Status
  4570. struct status_data *status = status_get_status_data(bl); // Battle Status
  4571. struct status_change *sc = status_get_sc(bl);
  4572. TBL_PC *sd = BL_CAST(BL_PC,bl);
  4573. int temp;
  4574. if (!b_status || !status)
  4575. return;
  4576. /** [Playtester]
  4577. * This needs to be done even if there is currently no status change active, because
  4578. * we need to update the speed on the client when the last status change ends.
  4579. **/
  4580. if(flag[SCB_SPEED]) {
  4581. struct unit_data *ud = unit_bl2ud(bl);
  4582. /** [Skotlex]
  4583. * Re-walk to adjust speed (we do not check if walktimer != INVALID_TIMER
  4584. * because if you step on something while walking, the moment this
  4585. * piece of code triggers the walk-timer is set on INVALID_TIMER)
  4586. **/
  4587. if (ud)
  4588. ud->state.change_walk_target = ud->state.speed_changed = 1;
  4589. }
  4590. if(flag[SCB_STR]) {
  4591. status->str = status_calc_str(bl, sc, b_status->str);
  4592. flag.set(SCB_BATK);
  4593. if( bl->type&BL_HOM )
  4594. flag.set(SCB_WATK);
  4595. }
  4596. if(flag[SCB_AGI]) {
  4597. status->agi = status_calc_agi(bl, sc, b_status->agi);
  4598. flag.set(SCB_FLEE);
  4599. #ifdef RENEWAL
  4600. flag.set(SCB_DEF2);
  4601. #endif
  4602. if( bl->type&(BL_PC|BL_HOM) ) {
  4603. flag.set(SCB_ASPD);
  4604. flag.set(SCB_DSPD);
  4605. }
  4606. }
  4607. if(flag[SCB_VIT]) {
  4608. status->vit = status_calc_vit(bl, sc, b_status->vit);
  4609. flag.set(SCB_DEF2);
  4610. flag.set(SCB_MDEF2);
  4611. if( bl->type&(BL_PC|BL_HOM|BL_MER|BL_ELEM) )
  4612. flag.set(SCB_MAXHP);
  4613. if( bl->type&BL_HOM )
  4614. flag.set(SCB_DEF);
  4615. }
  4616. if(flag[SCB_INT]) {
  4617. status->int_ = status_calc_int(bl, sc, b_status->int_);
  4618. flag.set(SCB_MATK);
  4619. flag.set(SCB_MDEF2);
  4620. if( bl->type&(BL_PC|BL_HOM|BL_MER|BL_ELEM) )
  4621. flag.set(SCB_MAXSP);
  4622. if( bl->type&BL_HOM )
  4623. flag.set(SCB_MDEF);
  4624. }
  4625. if(flag[SCB_DEX]) {
  4626. status->dex = status_calc_dex(bl, sc, b_status->dex);
  4627. flag.set(SCB_BATK);
  4628. flag.set(SCB_HIT);
  4629. #ifdef RENEWAL
  4630. flag.set(SCB_MATK);
  4631. flag.set(SCB_MDEF2);
  4632. #endif
  4633. if( bl->type&(BL_PC|BL_HOM) )
  4634. flag.set(SCB_ASPD);
  4635. if( bl->type&BL_HOM )
  4636. flag.set(SCB_WATK);
  4637. }
  4638. if(flag[SCB_LUK]) {
  4639. status->luk = status_calc_luk(bl, sc, b_status->luk);
  4640. flag.set(SCB_BATK);
  4641. flag.set(SCB_CRI);
  4642. flag.set(SCB_FLEE2);
  4643. #ifdef RENEWAL
  4644. flag.set(SCB_MATK);
  4645. flag.set(SCB_HIT);
  4646. flag.set(SCB_FLEE);
  4647. #endif
  4648. }
  4649. #ifdef RENEWAL
  4650. if (flag[SCB_POW]) {
  4651. status->pow = status_calc_pow(bl, sc, b_status->pow);
  4652. flag.set(SCB_BATK);
  4653. flag.set(SCB_PATK);
  4654. }
  4655. if (flag[SCB_STA]) {
  4656. status->sta = status_calc_sta(bl, sc, b_status->sta);
  4657. flag.set(SCB_RES);
  4658. }
  4659. if (flag[SCB_WIS]) {
  4660. status->wis = status_calc_wis(bl, sc, b_status->wis);
  4661. flag.set(SCB_MRES);
  4662. }
  4663. if (flag[SCB_SPL]) {
  4664. status->spl = status_calc_spl(bl, sc, b_status->spl);
  4665. flag.set(SCB_MATK);
  4666. flag.set(SCB_SMATK);
  4667. }
  4668. if (flag[SCB_CON]) {
  4669. status->con = status_calc_con(bl, sc, b_status->con);
  4670. flag.set(SCB_HIT);
  4671. flag.set(SCB_FLEE);
  4672. flag.set(SCB_PATK);
  4673. flag.set(SCB_SMATK);
  4674. }
  4675. if (flag[SCB_CRT]) {
  4676. status->crt = status_calc_crt(bl, sc, b_status->crt);
  4677. flag.set(SCB_HPLUS);
  4678. flag.set(SCB_CRATE);
  4679. }
  4680. #endif
  4681. if(flag[SCB_BATK] && b_status->batk) {
  4682. int lv = status_get_lv(bl);
  4683. status->batk = status_base_atk(bl, status, lv);
  4684. temp = b_status->batk - status_base_atk(bl, b_status, lv);
  4685. if (temp) {
  4686. temp += status->batk;
  4687. status->batk = cap_value(temp, 0, USHRT_MAX);
  4688. }
  4689. status->batk = status_calc_batk(bl, sc, status->batk);
  4690. }
  4691. if(flag[SCB_WATK]) {
  4692. #ifndef RENEWAL
  4693. status->rhw.atk = status_calc_watk(bl, sc, b_status->rhw.atk);
  4694. if (!sd) // Should not affect weapon refine bonus
  4695. status->rhw.atk2 = status_calc_watk(bl, sc, b_status->rhw.atk2);
  4696. if (sd && sd->bonus.weapon_atk_rate)
  4697. status->rhw.atk += status->rhw.atk * sd->bonus.weapon_atk_rate / 100;
  4698. if(b_status->lhw.atk) {
  4699. if (sd) {
  4700. sd->state.lr_flag = 1;
  4701. status->lhw.atk = status_calc_watk(bl, sc, b_status->lhw.atk);
  4702. sd->state.lr_flag = 0;
  4703. } else {
  4704. status->lhw.atk = status_calc_watk(bl, sc, b_status->lhw.atk);
  4705. status->lhw.atk2= status_calc_watk(bl, sc, b_status->lhw.atk2);
  4706. }
  4707. }
  4708. #else
  4709. if(!b_status->watk) { // We only have left-hand weapon
  4710. status->watk = 0;
  4711. status->watk2 = status_calc_watk(bl, sc, b_status->watk2);
  4712. }
  4713. else status->watk = status_calc_watk(bl, sc, b_status->watk);
  4714. #endif
  4715. }
  4716. if(flag[SCB_HIT]) {
  4717. if (status->dex == b_status->dex
  4718. #ifdef RENEWAL
  4719. && status->luk == b_status->luk && status->con == b_status->con
  4720. #endif
  4721. )
  4722. status->hit = status_calc_hit(bl, sc, b_status->hit);
  4723. else
  4724. status->hit = status_calc_hit(bl, sc, b_status->hit + (status->dex - b_status->dex)
  4725. #ifdef RENEWAL
  4726. + (status->luk/3 - b_status->luk/3) + 2 * (status->con - b_status->con)
  4727. #endif
  4728. );
  4729. }
  4730. if(flag[SCB_FLEE]) {
  4731. if (status->agi == b_status->agi
  4732. #ifdef RENEWAL
  4733. && status->luk == b_status->luk && status->con == b_status->con
  4734. #endif
  4735. )
  4736. status->flee = status_calc_flee(bl, sc, b_status->flee);
  4737. else
  4738. status->flee = status_calc_flee(bl, sc, b_status->flee +(status->agi - b_status->agi)
  4739. #ifdef RENEWAL
  4740. + (status->luk/5 - b_status->luk/5) + 2 * (status->con - b_status->con)
  4741. #endif
  4742. );
  4743. }
  4744. if(flag[SCB_DEF]) {
  4745. status->def = status_calc_def(bl, sc, b_status->def);
  4746. if( bl->type&BL_HOM )
  4747. status->def += (status->vit/5 - b_status->vit/5);
  4748. }
  4749. if(flag[SCB_DEF2]) {
  4750. if (status->vit == b_status->vit
  4751. #ifdef RENEWAL
  4752. && status->agi == b_status->agi
  4753. #endif
  4754. )
  4755. status->def2 = status_calc_def2(bl, sc, b_status->def2);
  4756. else
  4757. status->def2 = status_calc_def2(bl, sc, b_status->def2
  4758. #ifdef RENEWAL
  4759. + (int)( ((float)status->vit/2 - (float)b_status->vit/2) + ((float)status->agi/5 - (float)b_status->agi/5) )
  4760. #else
  4761. + (status->vit - b_status->vit)
  4762. #endif
  4763. );
  4764. }
  4765. if(flag[SCB_MDEF]) {
  4766. status->mdef = status_calc_mdef(bl, sc, b_status->mdef);
  4767. if( bl->type&BL_HOM )
  4768. status->mdef += (status->int_/5 - b_status->int_/5);
  4769. }
  4770. if(flag[SCB_MDEF2]) {
  4771. if (status->int_ == b_status->int_ && status->vit == b_status->vit
  4772. #ifdef RENEWAL
  4773. && status->dex == b_status->dex
  4774. #endif
  4775. )
  4776. status->mdef2 = status_calc_mdef2(bl, sc, b_status->mdef2);
  4777. else
  4778. status->mdef2 = status_calc_mdef2(bl, sc, b_status->mdef2 +(status->int_ - b_status->int_)
  4779. #ifdef RENEWAL
  4780. + (int)( ((float)status->dex/5 - (float)b_status->dex/5) + ((float)status->vit/5 - (float)b_status->vit/5) )
  4781. #else
  4782. + ((status->vit - b_status->vit)>>1)
  4783. #endif
  4784. );
  4785. }
  4786. if(flag[SCB_SPEED]) {
  4787. status->speed = status_calc_speed(bl, sc, b_status->speed);
  4788. if( bl->type&BL_PC && !(sd && sd->state.permanent_speed) && status->speed < battle_config.max_walk_speed )
  4789. status->speed = battle_config.max_walk_speed;
  4790. if( bl->type&BL_PET && ((TBL_PET*)bl)->master)
  4791. status->speed = status_get_speed(&((TBL_PET*)bl)->master->bl);
  4792. if( bl->type&BL_HOM && battle_config.hom_setting&HOMSET_COPY_SPEED && ((TBL_HOM*)bl)->master)
  4793. status->speed = status_get_speed(&((TBL_HOM*)bl)->master->bl);
  4794. if( bl->type&BL_MER && ((TBL_MER*)bl)->master)
  4795. status->speed = status_get_speed(&((TBL_MER*)bl)->master->bl);
  4796. if( bl->type&BL_ELEM && ((TBL_ELEM*)bl)->master)
  4797. status->speed = status_get_speed(&((TBL_ELEM*)bl)->master->bl);
  4798. }
  4799. if(flag[SCB_CRI] && b_status->cri) {
  4800. if (status->luk == b_status->luk)
  4801. status->cri = status_calc_critical(bl, sc, b_status->cri);
  4802. else
  4803. status->cri = status_calc_critical(bl, sc, b_status->cri + 3*(status->luk - b_status->luk));
  4804. /// After status_calc_critical so the bonus is applied despite if you have or not a sc bugreport:5240
  4805. if (sd) {
  4806. if (sd->status.weapon == W_KATAR)
  4807. status->cri <<= 1;
  4808. }
  4809. }
  4810. if(flag[SCB_FLEE2] && b_status->flee2) {
  4811. if (status->luk == b_status->luk)
  4812. status->flee2 = status_calc_flee2(bl, sc, b_status->flee2);
  4813. else
  4814. status->flee2 = status_calc_flee2(bl, sc, b_status->flee2 +(status->luk - b_status->luk));
  4815. }
  4816. if(flag[SCB_ATK_ELE]) {
  4817. status->rhw.ele = status_calc_attack_element(bl, sc, b_status->rhw.ele);
  4818. if (sd) sd->state.lr_flag = 1;
  4819. status->lhw.ele = status_calc_attack_element(bl, sc, b_status->lhw.ele);
  4820. if (sd) sd->state.lr_flag = 0;
  4821. }
  4822. if(flag[SCB_DEF_ELE]) {
  4823. status->def_ele = status_calc_element(bl, sc, b_status->def_ele);
  4824. status->ele_lv = status_calc_element_lv(bl, sc, b_status->ele_lv);
  4825. }
  4826. if(flag[SCB_MODE]) {
  4827. status->mode = status_calc_mode(bl, sc, b_status->mode);
  4828. if (status_has_mode(status, MD_STATUSIMMUNE|MD_SKILLIMMUNE))
  4829. status->class_ = CLASS_BATTLEFIELD;
  4830. else if (status_has_mode(status, MD_STATUSIMMUNE|MD_KNOCKBACKIMMUNE|MD_DETECTOR))
  4831. status->class_ = CLASS_BOSS;
  4832. else if (status_has_mode(status, MD_STATUSIMMUNE))
  4833. status->class_ = CLASS_GUARDIAN;
  4834. else
  4835. status->class_ = CLASS_NORMAL;
  4836. // Since mode changed, reset their state.
  4837. if (!status_has_mode(status,MD_CANATTACK))
  4838. unit_stop_attack(bl);
  4839. if (!status_has_mode(status,MD_CANMOVE))
  4840. unit_stop_walking(bl,1);
  4841. }
  4842. /**
  4843. * No status changes alter these yet.
  4844. * if(flag[SCB_SIZE])
  4845. * if(flag[SCB_RACE])
  4846. * if(flag[SCB_RANGE])
  4847. **/
  4848. if(flag[SCB_MAXHP]) {
  4849. if( bl->type&BL_PC ) {
  4850. status->max_hp = status_calc_maxhpsp_pc(sd,status->vit,true);
  4851. if(battle_config.hp_rate != 100)
  4852. status->max_hp = (unsigned int)(battle_config.hp_rate * (status->max_hp/100.));
  4853. if (sd->status.base_level < 100)
  4854. status->max_hp = umin(status->max_hp,(unsigned int)battle_config.max_hp_lv99);
  4855. else if (sd->status.base_level < 151)
  4856. status->max_hp = umin(status->max_hp,(unsigned int)battle_config.max_hp_lv150);
  4857. else
  4858. status->max_hp = umin(status->max_hp,(unsigned int)battle_config.max_hp);
  4859. }
  4860. else
  4861. status->max_hp = status_calc_maxhp(bl, b_status->max_hp);
  4862. if( status->hp > status->max_hp ) { // !FIXME: Should perhaps a status_zap should be issued?
  4863. status->hp = status->max_hp;
  4864. if( sd ) clif_updatestatus(sd,SP_HP);
  4865. }
  4866. }
  4867. if(flag[SCB_MAXSP]) {
  4868. if( bl->type&BL_PC ) {
  4869. status->max_sp = status_calc_maxhpsp_pc(sd,status->int_,false);
  4870. if(battle_config.sp_rate != 100)
  4871. status->max_sp = (unsigned int)(battle_config.sp_rate * (status->max_sp/100.));
  4872. status->max_sp = umin(status->max_sp,(unsigned int)battle_config.max_sp);
  4873. }
  4874. else
  4875. status->max_sp = status_calc_maxsp(bl, b_status->max_sp);
  4876. if( status->sp > status->max_sp ) {
  4877. status->sp = status->max_sp;
  4878. if( sd ) clif_updatestatus(sd,SP_SP);
  4879. }
  4880. }
  4881. if(flag[SCB_MATK]) {
  4882. #ifndef RENEWAL
  4883. status->matk_min = status_base_matk_min(status) + (sd?sd->bonus.ematk:0);
  4884. status->matk_max = status_base_matk_max(status) + (sd?sd->bonus.ematk:0);
  4885. #else
  4886. /**
  4887. * RE MATK Formula (from irowiki:http:// irowiki.org/wiki/MATK)
  4888. * MATK = (sMATK + wMATK + eMATK) * Multiplicative Modifiers
  4889. **/
  4890. int lv = status_get_lv(bl);
  4891. status->matk_min = status_base_matk_min(bl, status, lv);
  4892. status->matk_max = status_base_matk_max(bl, status, lv);
  4893. switch( bl->type ) {
  4894. case BL_PC: {
  4895. int wMatk = 0;
  4896. int variance = 0;
  4897. // Any +MATK you get from skills and cards, including cards in weapon, is added here.
  4898. if (sd) {
  4899. uint16 skill_lv;
  4900. if (sd->bonus.ematk > 0)
  4901. status->matk_min += sd->bonus.ematk;
  4902. if (pc_checkskill(sd, SU_POWEROFLAND) > 0 && pc_checkskill_summoner(sd, SUMMONER_POWER_LAND) >= 20)
  4903. status->matk_min += status->matk_min * 20 / 100;
  4904. if ((skill_lv = pc_checkskill(sd, NV_TRANSCENDENCE)) > 0)
  4905. status->matk_min += 15 * skill_lv + (skill_lv > 4 ? 25 : 0);
  4906. }
  4907. status->matk_min = status_calc_ematk(bl, sc, status->matk_min);
  4908. status->matk_max = status->matk_min;
  4909. // This is the only portion in MATK that varies depending on the weapon level and refinement rate.
  4910. if (b_status->lhw.matk) {
  4911. if (sd) {
  4912. //sd->state.lr_flag = 1; //?? why was that set here
  4913. status->lhw.matk = b_status->lhw.matk;
  4914. sd->state.lr_flag = 0;
  4915. } else {
  4916. status->lhw.matk = b_status->lhw.matk;
  4917. }
  4918. }
  4919. if (b_status->rhw.matk) {
  4920. status->rhw.matk = b_status->rhw.matk;
  4921. }
  4922. if (status->rhw.matk) {
  4923. wMatk += status->rhw.matk;
  4924. variance += wMatk * status->rhw.wlv / 10;
  4925. }
  4926. if (status->lhw.matk) {
  4927. wMatk += status->lhw.matk;
  4928. variance += status->lhw.matk * status->lhw.wlv / 10;
  4929. }
  4930. status->matk_min += wMatk - variance;
  4931. status->matk_max += wMatk + variance;
  4932. }
  4933. break;
  4934. }
  4935. #endif
  4936. if (bl->type&BL_PC && sd->matk_rate != 100) {
  4937. status->matk_max = status->matk_max * sd->matk_rate/100;
  4938. status->matk_min = status->matk_min * sd->matk_rate/100;
  4939. }
  4940. if ((bl->type&BL_HOM && battle_config.hom_setting&HOMSET_SAME_MATK) /// Hom Min Matk is always the same as Max Matk
  4941. || (sc && sc->data[SC_RECOGNIZEDSPELL]))
  4942. status->matk_min = status->matk_max;
  4943. #ifdef RENEWAL
  4944. if( sd && sd->right_weapon.overrefine > 0) {
  4945. status->matk_min++;
  4946. status->matk_max += sd->right_weapon.overrefine - 1;
  4947. }
  4948. #endif
  4949. status->matk_max = status_calc_matk(bl, sc, status->matk_max);
  4950. status->matk_min = status_calc_matk(bl, sc, status->matk_min);
  4951. }
  4952. if(flag[SCB_ASPD]) {
  4953. int amotion;
  4954. if ( bl->type&BL_HOM ) {
  4955. #ifdef RENEWAL_ASPD
  4956. amotion = ((TBL_HOM*)bl)->homunculusDB->baseASPD;
  4957. amotion = amotion - amotion * status_get_homdex(bl) / 1000 - status_get_homagi(bl) * amotion / 250;
  4958. amotion = (amotion * status_calc_aspd(bl, sc, true) + status_calc_aspd(bl, sc, false)) / - 100 + amotion;
  4959. #else
  4960. amotion = (1000 - 4 * status->agi - status->dex) * ((TBL_HOM*)bl)->homunculusDB->baseASPD / 1000;
  4961. amotion = status_calc_aspd_rate(bl, sc, amotion);
  4962. amotion = amotion * status->aspd_rate / 1000;
  4963. #endif
  4964. amotion = status_calc_fix_aspd(bl, sc, amotion);
  4965. status->amotion = cap_value(amotion, battle_config.max_aspd, 2000);
  4966. status->adelay = status->amotion;
  4967. } else if ( bl->type&BL_PC ) {
  4968. uint16 skill_lv;
  4969. amotion = status_base_amotion_pc(sd,status);
  4970. #ifndef RENEWAL_ASPD
  4971. status->aspd_rate = status_calc_aspd_rate(bl, sc, b_status->aspd_rate);
  4972. #endif
  4973. // Absolute ASPD % modifiers
  4974. amotion = amotion * status->aspd_rate / 1000;
  4975. if (sd->ud.skilltimer != INVALID_TIMER && (skill_lv = pc_checkskill(sd, SA_FREECAST)) > 0)
  4976. #ifdef RENEWAL_ASPD
  4977. amotion = amotion * 5 * (skill_lv + 10) / 100;
  4978. #else
  4979. 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)
  4980. #endif
  4981. #ifdef RENEWAL_ASPD
  4982. // RE ASPD % modifier
  4983. amotion += (max(0xc3 - amotion, 2) * (status->aspd_rate2 + status_calc_aspd(bl, sc, false))) / 100;
  4984. amotion = 10 * (200 - amotion);
  4985. amotion += sd->bonus.aspd_add;
  4986. #endif
  4987. amotion = status_calc_fix_aspd(bl, sc, amotion);
  4988. status->amotion = cap_value(amotion,pc_maxaspd(sd),2000);
  4989. status->adelay = 2 * status->amotion;
  4990. } else { // Mercenary and mobs
  4991. amotion = b_status->amotion;
  4992. status->aspd_rate = status_calc_aspd_rate(bl, sc, b_status->aspd_rate);
  4993. amotion = amotion*status->aspd_rate/1000;
  4994. amotion = status_calc_fix_aspd(bl, sc, amotion);
  4995. status->amotion = cap_value(amotion, battle_config.monster_max_aspd, 2000);
  4996. temp = b_status->adelay*status->aspd_rate/1000;
  4997. status->adelay = cap_value(temp, battle_config.monster_max_aspd*2, 4000);
  4998. }
  4999. }
  5000. if(flag[SCB_DSPD]) {
  5001. int dmotion;
  5002. if( bl->type&BL_PC ) {
  5003. if (b_status->agi == status->agi)
  5004. status->dmotion = status_calc_dmotion(bl, sc, b_status->dmotion);
  5005. else {
  5006. dmotion = 800-status->agi*4;
  5007. status->dmotion = cap_value(dmotion, 400, 800);
  5008. if(battle_config.pc_damage_delay_rate != 100)
  5009. status->dmotion = status->dmotion*battle_config.pc_damage_delay_rate/100;
  5010. // It's safe to ignore b_status->dmotion since no bonus affects it.
  5011. status->dmotion = status_calc_dmotion(bl, sc, status->dmotion);
  5012. }
  5013. } else if( bl->type&BL_HOM ) {
  5014. dmotion = 800-status->agi*4;
  5015. status->dmotion = cap_value(dmotion, 400, 800);
  5016. status->dmotion = status_calc_dmotion(bl, sc, b_status->dmotion);
  5017. } else { // Mercenary and mobs
  5018. status->dmotion = status_calc_dmotion(bl, sc, b_status->dmotion);
  5019. }
  5020. }
  5021. #ifdef RENEWAL
  5022. if (flag[SCB_PATK]) {
  5023. if (status->pow == b_status->pow && status->con == b_status->con)
  5024. status->patk = status_calc_patk(bl, sc, b_status->patk);
  5025. else
  5026. status->patk = status_calc_patk(bl, sc, b_status->patk + (status->pow - b_status->pow) / 3 + (status->con - b_status->con) / 5);
  5027. }
  5028. if (flag[SCB_SMATK]) {
  5029. if (status->spl == b_status->spl && status->con == b_status->con)
  5030. status->smatk = status_calc_smatk(bl, sc, b_status->smatk);
  5031. else
  5032. status->smatk = status_calc_smatk(bl, sc, b_status->smatk) + (status->spl - b_status->spl) / 3 + (status->con - b_status->con) / 5;
  5033. }
  5034. if (flag[SCB_RES]) {
  5035. if (status->sta == b_status->sta)
  5036. status->res = status_calc_res(bl, sc, b_status->res);
  5037. else
  5038. status->res = status_calc_res(bl, sc, b_status->res + (status->sta - b_status->sta) + (status->sta - b_status->sta) / 3 * 5);
  5039. }
  5040. if (flag[SCB_MRES]) {
  5041. if (status->wis == b_status->wis)
  5042. status->mres = status_calc_mres(bl, sc, b_status->mres);
  5043. else
  5044. status->mres = status_calc_mres(bl, sc, b_status->mres + (status->wis - b_status->wis) + (status->wis - b_status->wis) / 3 * 5);
  5045. }
  5046. if (flag[SCB_HPLUS]) {
  5047. if (status->crt == b_status->crt)
  5048. status->hplus = status_calc_hplus(bl, sc, b_status->hplus);
  5049. else
  5050. status->hplus = status_calc_hplus(bl, sc, b_status->hplus + (status->crt - b_status->crt));
  5051. }
  5052. if (flag[SCB_CRATE]) {
  5053. if (status->crt == b_status->crt)
  5054. status->crate = status_calc_crate(bl, sc, b_status->crate);
  5055. else
  5056. status->crate = status_calc_crate(bl, sc, b_status->crate + (status->crt - b_status->crt) / 3);
  5057. }
  5058. if (flag[SCB_MAXAP]) {
  5059. if (bl->type&BL_PC) {
  5060. status->max_ap = status_calc_maxap_pc(sd);
  5061. if (battle_config.ap_rate != 100)
  5062. status->max_ap = (unsigned int)(battle_config.ap_rate * (status->max_ap / 100.));
  5063. status->max_ap = umin(status->max_ap, (unsigned int)battle_config.max_ap);
  5064. } else
  5065. status->max_ap = status_calc_maxap(bl, b_status->max_ap);
  5066. if (status->ap > status->max_ap) {
  5067. status->ap = status->max_ap;
  5068. if (sd) clif_updatestatus(sd, SP_AP);
  5069. }
  5070. }
  5071. #endif
  5072. if((flag[SCB_VIT] || flag[SCB_MAXHP] || flag[SCB_INT] || flag[SCB_MAXSP]) && bl->type &BL_REGEN)
  5073. status_calc_regen(bl, status, status_get_regen_data(bl));
  5074. if(flag[SCB_REGEN] && bl->type&BL_REGEN)
  5075. status_calc_regen_rate(bl, status_get_regen_data(bl), sc);
  5076. }
  5077. /**
  5078. * Recalculates parts of an objects status according to specified flags
  5079. * Also sends updates to the client when necessary
  5080. * See [set_sc] [add_sc]
  5081. * @param bl: Object whose status has changed [PC|MOB|HOM|MER|ELEM]
  5082. * @param flag: Which status has changed on bl
  5083. * @param opt: If true, will cause status_calc_* functions to run their base status initialization code
  5084. */
  5085. void status_calc_bl_(struct block_list* bl, std::bitset<SCB_MAX> flag, uint8 opt)
  5086. {
  5087. struct status_data b_status; // Previous battle status
  5088. struct status_data* status; // Pointer to current battle status
  5089. if (bl->type == BL_PC) {
  5090. struct map_session_data *sd = BL_CAST(BL_PC, bl);
  5091. if (sd->delayed_damage != 0) {
  5092. if (opt&SCO_FORCE)
  5093. sd->state.hold_recalc = false; // Clear and move on
  5094. else {
  5095. sd->state.hold_recalc = true; // Flag and stop
  5096. return;
  5097. }
  5098. }
  5099. }
  5100. // Remember previous values
  5101. status = status_get_status_data(bl);
  5102. memcpy(&b_status, status, sizeof(struct status_data));
  5103. if( flag[SCB_BASE] ) { // Calculate the object's base status too
  5104. switch( bl->type ) {
  5105. case BL_PC: status_calc_pc_(BL_CAST(BL_PC,bl), opt); break;
  5106. case BL_MOB: status_calc_mob_(BL_CAST(BL_MOB,bl), opt); break;
  5107. case BL_PET: status_calc_pet_(BL_CAST(BL_PET,bl), opt); break;
  5108. case BL_HOM: status_calc_homunculus_(BL_CAST(BL_HOM,bl), opt); break;
  5109. case BL_MER: status_calc_mercenary_(BL_CAST(BL_MER,bl), opt); break;
  5110. case BL_ELEM: status_calc_elemental_(BL_CAST(BL_ELEM,bl), opt); break;
  5111. case BL_NPC: status_calc_npc_(BL_CAST(BL_NPC,bl), opt); break;
  5112. }
  5113. }
  5114. if( bl->type == BL_PET )
  5115. return; // Pets are not affected by statuses
  5116. if (opt&SCO_FIRST && bl->type == BL_MOB)
  5117. return; // Assume there will be no statuses active
  5118. status_calc_bl_main(bl, flag);
  5119. if (opt&SCO_FIRST && bl->type == BL_HOM)
  5120. return; // Client update handled by caller
  5121. // Compare against new values and send client updates
  5122. if( bl->type == BL_PC ) {
  5123. TBL_PC* sd = BL_CAST(BL_PC, bl);
  5124. if(b_status.str != status->str)
  5125. clif_updatestatus(sd,SP_STR);
  5126. if(b_status.agi != status->agi)
  5127. clif_updatestatus(sd,SP_AGI);
  5128. if(b_status.vit != status->vit)
  5129. clif_updatestatus(sd,SP_VIT);
  5130. if(b_status.int_ != status->int_)
  5131. clif_updatestatus(sd,SP_INT);
  5132. if(b_status.dex != status->dex)
  5133. clif_updatestatus(sd,SP_DEX);
  5134. if(b_status.luk != status->luk)
  5135. clif_updatestatus(sd,SP_LUK);
  5136. if(b_status.hit != status->hit)
  5137. clif_updatestatus(sd,SP_HIT);
  5138. if(b_status.flee != status->flee)
  5139. clif_updatestatus(sd,SP_FLEE1);
  5140. if(b_status.amotion != status->amotion)
  5141. clif_updatestatus(sd,SP_ASPD);
  5142. if(b_status.speed != status->speed)
  5143. clif_updatestatus(sd,SP_SPEED);
  5144. if(b_status.batk != status->batk
  5145. #ifndef RENEWAL
  5146. || b_status.rhw.atk != status->rhw.atk || b_status.lhw.atk != status->lhw.atk
  5147. #endif
  5148. )
  5149. clif_updatestatus(sd,SP_ATK1);
  5150. if(b_status.def != status->def) {
  5151. clif_updatestatus(sd,SP_DEF1);
  5152. #ifdef RENEWAL
  5153. clif_updatestatus(sd,SP_DEF2);
  5154. #endif
  5155. }
  5156. if(
  5157. #ifdef RENEWAL
  5158. b_status.watk != status->watk || b_status.watk2 != status->watk2 || b_status.eatk != status->eatk
  5159. #else
  5160. b_status.rhw.atk2 != status->rhw.atk2 || b_status.lhw.atk2 != status->lhw.atk2
  5161. #endif
  5162. )
  5163. clif_updatestatus(sd,SP_ATK2);
  5164. if(b_status.def2 != status->def2) {
  5165. clif_updatestatus(sd,SP_DEF2);
  5166. #ifdef RENEWAL
  5167. clif_updatestatus(sd,SP_DEF1);
  5168. #endif
  5169. }
  5170. if(b_status.flee2 != status->flee2)
  5171. clif_updatestatus(sd,SP_FLEE2);
  5172. if(b_status.cri != status->cri)
  5173. clif_updatestatus(sd,SP_CRITICAL);
  5174. #ifndef RENEWAL
  5175. if(b_status.matk_max != status->matk_max)
  5176. clif_updatestatus(sd,SP_MATK1);
  5177. if(b_status.matk_min != status->matk_min)
  5178. clif_updatestatus(sd,SP_MATK2);
  5179. #else
  5180. if(b_status.matk_max != status->matk_max || b_status.matk_min != status->matk_min) {
  5181. clif_updatestatus(sd,SP_MATK2);
  5182. clif_updatestatus(sd,SP_MATK1);
  5183. }
  5184. #endif
  5185. if(b_status.mdef != status->mdef) {
  5186. clif_updatestatus(sd,SP_MDEF1);
  5187. #ifdef RENEWAL
  5188. clif_updatestatus(sd,SP_MDEF2);
  5189. #endif
  5190. }
  5191. if(b_status.mdef2 != status->mdef2) {
  5192. clif_updatestatus(sd,SP_MDEF2);
  5193. #ifdef RENEWAL
  5194. clif_updatestatus(sd,SP_MDEF1);
  5195. #endif
  5196. }
  5197. if(b_status.rhw.range != status->rhw.range)
  5198. clif_updatestatus(sd,SP_ATTACKRANGE);
  5199. if(b_status.max_hp != status->max_hp)
  5200. clif_updatestatus(sd,SP_MAXHP);
  5201. if(b_status.max_sp != status->max_sp)
  5202. clif_updatestatus(sd,SP_MAXSP);
  5203. if(b_status.hp != status->hp)
  5204. clif_updatestatus(sd,SP_HP);
  5205. if(b_status.sp != status->sp)
  5206. clif_updatestatus(sd,SP_SP);
  5207. #ifdef RENEWAL
  5208. if (b_status.pow != status->pow)
  5209. clif_updatestatus(sd,SP_POW);
  5210. if (b_status.sta != status->sta)
  5211. clif_updatestatus(sd,SP_STA);
  5212. if (b_status.wis != status->wis)
  5213. clif_updatestatus(sd,SP_WIS);
  5214. if (b_status.spl != status->spl)
  5215. clif_updatestatus(sd,SP_SPL);
  5216. if (b_status.con != status->con)
  5217. clif_updatestatus(sd,SP_CON);
  5218. if (b_status.crt != status->crt)
  5219. clif_updatestatus(sd,SP_CRT);
  5220. if (b_status.patk != status->patk)
  5221. clif_updatestatus(sd, SP_PATK);
  5222. if (b_status.smatk != status->smatk)
  5223. clif_updatestatus(sd, SP_SMATK);
  5224. if (b_status.res != status->res)
  5225. clif_updatestatus(sd, SP_RES);
  5226. if (b_status.mres != status->mres)
  5227. clif_updatestatus(sd, SP_MRES);
  5228. if (b_status.hplus != status->hplus)
  5229. clif_updatestatus(sd, SP_HPLUS);
  5230. if (b_status.crate != status->crate)
  5231. clif_updatestatus(sd, SP_CRATE);
  5232. if (b_status.max_ap != status->max_ap)
  5233. clif_updatestatus(sd, SP_MAXAP);
  5234. if (b_status.ap != status->ap)
  5235. clif_updatestatus(sd, SP_AP);
  5236. #endif
  5237. } else if( bl->type == BL_HOM ) {
  5238. TBL_HOM* hd = BL_CAST(BL_HOM, bl);
  5239. if( hd->master && memcmp(&b_status, status, sizeof(struct status_data)) != 0 )
  5240. clif_hominfo(hd->master,hd,0);
  5241. } else if( bl->type == BL_MER ) {
  5242. TBL_MER* md = BL_CAST(BL_MER, bl);
  5243. if (!md->master)
  5244. return;
  5245. if( b_status.rhw.atk != status->rhw.atk || b_status.rhw.atk2 != status->rhw.atk2 )
  5246. clif_mercenary_updatestatus(md->master, SP_ATK1);
  5247. if( b_status.matk_max != status->matk_max )
  5248. clif_mercenary_updatestatus(md->master, SP_MATK1);
  5249. if( b_status.hit != status->hit )
  5250. clif_mercenary_updatestatus(md->master, SP_HIT);
  5251. if( b_status.cri != status->cri )
  5252. clif_mercenary_updatestatus(md->master, SP_CRITICAL);
  5253. if( b_status.def != status->def )
  5254. clif_mercenary_updatestatus(md->master, SP_DEF1);
  5255. if( b_status.mdef != status->mdef )
  5256. clif_mercenary_updatestatus(md->master, SP_MDEF1);
  5257. if( b_status.flee != status->flee )
  5258. clif_mercenary_updatestatus(md->master, SP_MERCFLEE);
  5259. if( b_status.amotion != status->amotion )
  5260. clif_mercenary_updatestatus(md->master, SP_ASPD);
  5261. if( b_status.max_hp != status->max_hp )
  5262. clif_mercenary_updatestatus(md->master, SP_MAXHP);
  5263. if( b_status.max_sp != status->max_sp )
  5264. clif_mercenary_updatestatus(md->master, SP_MAXSP);
  5265. if( b_status.hp != status->hp )
  5266. clif_mercenary_updatestatus(md->master, SP_HP);
  5267. if( b_status.sp != status->sp )
  5268. clif_mercenary_updatestatus(md->master, SP_SP);
  5269. } else if( bl->type == BL_ELEM ) {
  5270. TBL_ELEM* ed = BL_CAST(BL_ELEM, bl);
  5271. if (!ed->master)
  5272. return;
  5273. if( b_status.max_hp != status->max_hp )
  5274. clif_elemental_updatestatus(ed->master, SP_MAXHP);
  5275. if( b_status.max_sp != status->max_sp )
  5276. clif_elemental_updatestatus(ed->master, SP_MAXSP);
  5277. if( b_status.hp != status->hp )
  5278. clif_elemental_updatestatus(ed->master, SP_HP);
  5279. if( b_status.sp != status->sp )
  5280. clif_mercenary_updatestatus(ed->master, SP_SP);
  5281. }
  5282. }
  5283. /**
  5284. * Adds strength modifications based on status changes
  5285. * @param bl: Object to change str [PC|MOB|HOM|MER|ELEM]
  5286. * @param sc: Object's status change information
  5287. * @param str: Initial str
  5288. * @return modified str with cap_value(str,0,USHRT_MAX)
  5289. */
  5290. static unsigned short status_calc_str(struct block_list *bl, struct status_change *sc, int str)
  5291. {
  5292. if(!sc || !sc->count)
  5293. return cap_value(str,0,USHRT_MAX);
  5294. if(sc->data[SC_HARMONIZE]) {
  5295. str -= sc->data[SC_HARMONIZE]->val2;
  5296. return (unsigned short)cap_value(str,0,USHRT_MAX);
  5297. }
  5298. if(sc->data[SC_INCALLSTATUS])
  5299. str += sc->data[SC_INCALLSTATUS]->val1;
  5300. if(sc->data[SC_CHASEWALK2])
  5301. str += sc->data[SC_CHASEWALK2]->val1;
  5302. if(sc->data[SC_INCSTR])
  5303. str += sc->data[SC_INCSTR]->val1;
  5304. if(sc->data[SC_STRFOOD])
  5305. str += sc->data[SC_STRFOOD]->val1;
  5306. if(sc->data[SC_FOOD_STR_CASH])
  5307. str += sc->data[SC_FOOD_STR_CASH]->val1;
  5308. if(sc->data[SC_BATTLEORDERS])
  5309. str += 5;
  5310. if(sc->data[SC_LEADERSHIP])
  5311. str += sc->data[SC_LEADERSHIP]->val1;
  5312. if(sc->data[SC_LOUD])
  5313. str += 4;
  5314. if(sc->data[SC_TRUESIGHT])
  5315. str += 5;
  5316. if(sc->data[SC_SPURT])
  5317. str += 10;
  5318. if(sc->data[SC_NEN])
  5319. str += sc->data[SC_NEN]->val1;
  5320. if(sc->data[SC_BLESSING]) {
  5321. if(sc->data[SC_BLESSING]->val2)
  5322. str += sc->data[SC_BLESSING]->val2;
  5323. else
  5324. str -= str / 2;
  5325. }
  5326. if(sc->data[SC_MARIONETTE])
  5327. str -= ((sc->data[SC_MARIONETTE]->val3)>>16)&0xFF;
  5328. if(sc->data[SC_MARIONETTE2])
  5329. str += ((sc->data[SC_MARIONETTE2]->val3)>>16)&0xFF;
  5330. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH)
  5331. str += ((sc->data[SC_SPIRIT]->val3)>>16)&0xFF;
  5332. if(sc->data[SC_GIANTGROWTH])
  5333. str += sc->data[SC_GIANTGROWTH]->val2;
  5334. if(sc->data[SC_BEYONDOFWARCRY])
  5335. str -= sc->data[SC_BEYONDOFWARCRY]->val2;
  5336. if(sc->data[SC_SAVAGE_STEAK])
  5337. str += sc->data[SC_SAVAGE_STEAK]->val1;
  5338. if(sc->data[SC_INSPIRATION])
  5339. str += sc->data[SC_INSPIRATION]->val3;
  5340. if(sc->data[SC_2011RWC_SCROLL])
  5341. str += sc->data[SC_2011RWC_SCROLL]->val1;
  5342. if(sc->data[SC_STOMACHACHE])
  5343. str -= sc->data[SC_STOMACHACHE]->val1;
  5344. if(sc->data[SC_KYOUGAKU])
  5345. str -= sc->data[SC_KYOUGAKU]->val2;
  5346. if(sc->data[SC_SWORDCLAN])
  5347. str += 1;
  5348. if(sc->data[SC_JUMPINGCLAN])
  5349. str += 1;
  5350. if(sc->data[SC_FULL_THROTTLE])
  5351. str += str * sc->data[SC_FULL_THROTTLE]->val3 / 100;
  5352. if(sc->data[SC_CHEERUP])
  5353. str += 3;
  5354. if(sc->data[SC_GLASTHEIM_STATE])
  5355. str += sc->data[SC_GLASTHEIM_STATE]->val1;
  5356. #ifdef RENEWAL
  5357. if (sc->data[SC_NIBELUNGEN] && sc->data[SC_NIBELUNGEN]->val2 == RINGNBL_ALLSTAT)
  5358. str += 15;
  5359. #endif
  5360. if (sc->data[SC_UNIVERSESTANCE])
  5361. str += sc->data[SC_UNIVERSESTANCE]->val2;
  5362. return (unsigned short)cap_value(str,0,USHRT_MAX);
  5363. }
  5364. /**
  5365. * Adds agility modifications based on status changes
  5366. * @param bl: Object to change agi [PC|MOB|HOM|MER|ELEM]
  5367. * @param sc: Object's status change information
  5368. * @param agi: Initial agi
  5369. * @return modified agi with cap_value(agi,0,USHRT_MAX)
  5370. */
  5371. static unsigned short status_calc_agi(struct block_list *bl, struct status_change *sc, int agi)
  5372. {
  5373. if(!sc || !sc->count)
  5374. return cap_value(agi,0,USHRT_MAX);
  5375. if(sc->data[SC_HARMONIZE]) {
  5376. agi -= sc->data[SC_HARMONIZE]->val2;
  5377. return (unsigned short)cap_value(agi,0,USHRT_MAX);
  5378. }
  5379. if(sc->data[SC_CONCENTRATE] && !sc->data[SC_QUAGMIRE])
  5380. agi += (agi-sc->data[SC_CONCENTRATE]->val3)*sc->data[SC_CONCENTRATE]->val2/100;
  5381. if(sc->data[SC_INCALLSTATUS])
  5382. agi += sc->data[SC_INCALLSTATUS]->val1;
  5383. if(sc->data[SC_INCAGI])
  5384. agi += sc->data[SC_INCAGI]->val1;
  5385. if(sc->data[SC_AGIFOOD])
  5386. agi += sc->data[SC_AGIFOOD]->val1;
  5387. if(sc->data[SC_FOOD_AGI_CASH])
  5388. agi += sc->data[SC_FOOD_AGI_CASH]->val1;
  5389. if(sc->data[SC_SOULCOLD])
  5390. agi += sc->data[SC_SOULCOLD]->val1;
  5391. if(sc->data[SC_TRUESIGHT])
  5392. agi += 5;
  5393. if(sc->data[SC_INCREASEAGI])
  5394. agi += sc->data[SC_INCREASEAGI]->val2;
  5395. if(sc->data[SC_INCREASING])
  5396. agi += 4; // Added based on skill updates [Reddozen]
  5397. if(sc->data[SC_2011RWC_SCROLL])
  5398. agi += sc->data[SC_2011RWC_SCROLL]->val1;
  5399. if(sc->data[SC_DECREASEAGI])
  5400. agi -= sc->data[SC_DECREASEAGI]->val2;
  5401. if(sc->data[SC_QUAGMIRE])
  5402. agi -= sc->data[SC_QUAGMIRE]->val2;
  5403. if(sc->data[SC_SUITON] && sc->data[SC_SUITON]->val3)
  5404. agi -= sc->data[SC_SUITON]->val2;
  5405. if(sc->data[SC_MARIONETTE])
  5406. agi -= ((sc->data[SC_MARIONETTE]->val3)>>8)&0xFF;
  5407. if(sc->data[SC_MARIONETTE2])
  5408. agi += ((sc->data[SC_MARIONETTE2]->val3)>>8)&0xFF;
  5409. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH)
  5410. agi += ((sc->data[SC_SPIRIT]->val3)>>8)&0xFF;
  5411. if(sc->data[SC_ADORAMUS])
  5412. agi -= sc->data[SC_ADORAMUS]->val2;
  5413. if(sc->data[SC_MARSHOFABYSS])
  5414. agi -= agi * sc->data[SC_MARSHOFABYSS]->val2 / 100;
  5415. if(sc->data[SC_DROCERA_HERB_STEAMED])
  5416. agi += sc->data[SC_DROCERA_HERB_STEAMED]->val1;
  5417. if(sc->data[SC_INSPIRATION])
  5418. agi += sc->data[SC_INSPIRATION]->val3;
  5419. if(sc->data[SC_STOMACHACHE])
  5420. agi -= sc->data[SC_STOMACHACHE]->val1;
  5421. if(sc->data[SC_KYOUGAKU])
  5422. agi -= sc->data[SC_KYOUGAKU]->val2;
  5423. if(sc->data[SC_CROSSBOWCLAN])
  5424. agi += 1;
  5425. if(sc->data[SC_JUMPINGCLAN])
  5426. agi += 1;
  5427. if(sc->data[SC_FULL_THROTTLE])
  5428. agi += agi * sc->data[SC_FULL_THROTTLE]->val3 / 100;
  5429. if (sc->data[SC_ARCLOUSEDASH])
  5430. agi += sc->data[SC_ARCLOUSEDASH]->val2;
  5431. if(sc->data[SC_CHEERUP])
  5432. agi += 3;
  5433. if(sc->data[SC_GLASTHEIM_STATE])
  5434. agi += sc->data[SC_GLASTHEIM_STATE]->val1;
  5435. #ifdef RENEWAL
  5436. if (sc->data[SC_NIBELUNGEN] && sc->data[SC_NIBELUNGEN]->val2 == RINGNBL_ALLSTAT)
  5437. agi += 15;
  5438. #endif
  5439. if (sc->data[SC_UNIVERSESTANCE])
  5440. agi += sc->data[SC_UNIVERSESTANCE]->val2;
  5441. return (unsigned short)cap_value(agi,0,USHRT_MAX);
  5442. }
  5443. /**
  5444. * Adds vitality modifications based on status changes
  5445. * @param bl: Object to change vit [PC|MOB|HOM|MER|ELEM]
  5446. * @param sc: Object's status change information
  5447. * @param vit: Initial vit
  5448. * @return modified vit with cap_value(vit,0,USHRT_MAX)
  5449. */
  5450. static unsigned short status_calc_vit(struct block_list *bl, struct status_change *sc, int vit)
  5451. {
  5452. if(!sc || !sc->count)
  5453. return cap_value(vit,0,USHRT_MAX);
  5454. if(sc->data[SC_HARMONIZE]) {
  5455. vit -= sc->data[SC_HARMONIZE]->val2;
  5456. return (unsigned short)cap_value(vit,0,USHRT_MAX);
  5457. }
  5458. if(sc->data[SC_INCALLSTATUS])
  5459. vit += sc->data[SC_INCALLSTATUS]->val1;
  5460. if(sc->data[SC_INCVIT])
  5461. vit += sc->data[SC_INCVIT]->val1;
  5462. if(sc->data[SC_VITFOOD])
  5463. vit += sc->data[SC_VITFOOD]->val1;
  5464. if(sc->data[SC_FOOD_VIT_CASH])
  5465. vit += sc->data[SC_FOOD_VIT_CASH]->val1;
  5466. if(sc->data[SC_CHANGE])
  5467. vit += sc->data[SC_CHANGE]->val2;
  5468. if(sc->data[SC_GLORYWOUNDS])
  5469. vit += sc->data[SC_GLORYWOUNDS]->val1;
  5470. if(sc->data[SC_TRUESIGHT])
  5471. vit += 5;
  5472. if(sc->data[SC_MARIONETTE])
  5473. vit -= sc->data[SC_MARIONETTE]->val3&0xFF;
  5474. if(sc->data[SC_MARIONETTE2])
  5475. vit += sc->data[SC_MARIONETTE2]->val3&0xFF;
  5476. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH)
  5477. vit += sc->data[SC_SPIRIT]->val3&0xFF;
  5478. if(sc->data[SC_MINOR_BBQ])
  5479. vit += sc->data[SC_MINOR_BBQ]->val1;
  5480. if(sc->data[SC_INSPIRATION])
  5481. vit += sc->data[SC_INSPIRATION]->val3;
  5482. if(sc->data[SC_2011RWC_SCROLL])
  5483. vit += sc->data[SC_2011RWC_SCROLL]->val1;
  5484. if(sc->data[SC_STOMACHACHE])
  5485. vit -= sc->data[SC_STOMACHACHE]->val1;
  5486. if(sc->data[SC_KYOUGAKU])
  5487. vit -= sc->data[SC_KYOUGAKU]->val2;
  5488. if(sc->data[SC_SWORDCLAN])
  5489. vit += 1;
  5490. if(sc->data[SC_JUMPINGCLAN])
  5491. vit += 1;
  5492. if(sc->data[SC_STRIPARMOR] && bl->type != BL_PC)
  5493. vit -= vit * sc->data[SC_STRIPARMOR]->val2/100;
  5494. if(sc->data[SC_FULL_THROTTLE])
  5495. vit += vit * sc->data[SC_FULL_THROTTLE]->val3 / 100;
  5496. #ifdef RENEWAL
  5497. if(sc->data[SC_DEFENCE])
  5498. vit += sc->data[SC_DEFENCE]->val2;
  5499. #endif
  5500. if(sc->data[SC_CHEERUP])
  5501. vit += 3;
  5502. if(sc->data[SC_GLASTHEIM_STATE])
  5503. vit += sc->data[SC_GLASTHEIM_STATE]->val1;
  5504. #ifdef RENEWAL
  5505. if (sc->data[SC_NIBELUNGEN] && sc->data[SC_NIBELUNGEN]->val2 == RINGNBL_ALLSTAT)
  5506. vit += 15;
  5507. #endif
  5508. if (sc->data[SC_UNIVERSESTANCE])
  5509. vit += sc->data[SC_UNIVERSESTANCE]->val2;
  5510. return (unsigned short)cap_value(vit,0,USHRT_MAX);
  5511. }
  5512. /**
  5513. * Adds intelligence modifications based on status changes
  5514. * @param bl: Object to change int [PC|MOB|HOM|MER|ELEM]
  5515. * @param sc: Object's status change information
  5516. * @param int_: Initial int
  5517. * @return modified int with cap_value(int_,0,USHRT_MAX)
  5518. */
  5519. static unsigned short status_calc_int(struct block_list *bl, struct status_change *sc, int int_)
  5520. {
  5521. if(!sc || !sc->count)
  5522. return cap_value(int_,0,USHRT_MAX);
  5523. if(sc->data[SC_HARMONIZE]) {
  5524. int_ -= sc->data[SC_HARMONIZE]->val2;
  5525. return (unsigned short)cap_value(int_,0,USHRT_MAX);
  5526. }
  5527. if(sc->data[SC_INCALLSTATUS])
  5528. int_ += sc->data[SC_INCALLSTATUS]->val1;
  5529. if(sc->data[SC_INCINT])
  5530. int_ += sc->data[SC_INCINT]->val1;
  5531. if(sc->data[SC_INTFOOD])
  5532. int_ += sc->data[SC_INTFOOD]->val1;
  5533. if(sc->data[SC_FOOD_INT_CASH])
  5534. int_ += sc->data[SC_FOOD_INT_CASH]->val1;
  5535. if(sc->data[SC_CHANGE])
  5536. int_ += sc->data[SC_CHANGE]->val3;
  5537. if(sc->data[SC_BATTLEORDERS])
  5538. int_ += 5;
  5539. if(sc->data[SC_TRUESIGHT])
  5540. int_ += 5;
  5541. if(sc->data[SC_BLESSING]) {
  5542. if (sc->data[SC_BLESSING]->val2)
  5543. int_ += sc->data[SC_BLESSING]->val2;
  5544. else
  5545. int_ -= int_ / 2;
  5546. }
  5547. if(sc->data[SC_NEN])
  5548. int_ += sc->data[SC_NEN]->val1;
  5549. if(sc->data[SC_MARIONETTE])
  5550. int_ -= ((sc->data[SC_MARIONETTE]->val4)>>16)&0xFF;
  5551. if(sc->data[SC_2011RWC_SCROLL])
  5552. int_ += sc->data[SC_2011RWC_SCROLL]->val1;
  5553. if(sc->data[SC_MARIONETTE2])
  5554. int_ += ((sc->data[SC_MARIONETTE2]->val4)>>16)&0xFF;
  5555. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH)
  5556. int_ += ((sc->data[SC_SPIRIT]->val4)>>16)&0xFF;
  5557. if(sc->data[SC_INSPIRATION])
  5558. int_ += sc->data[SC_INSPIRATION]->val3;
  5559. if(sc->data[SC_MELODYOFSINK])
  5560. int_ -= sc->data[SC_MELODYOFSINK]->val2;
  5561. if(sc->data[SC_MANDRAGORA])
  5562. int_ -= 4 * sc->data[SC_MANDRAGORA]->val1;
  5563. if(sc->data[SC_COCKTAIL_WARG_BLOOD])
  5564. int_ += sc->data[SC_COCKTAIL_WARG_BLOOD]->val1;
  5565. if(sc->data[SC_STOMACHACHE])
  5566. int_ -= sc->data[SC_STOMACHACHE]->val1;
  5567. if(sc->data[SC_KYOUGAKU])
  5568. int_ -= sc->data[SC_KYOUGAKU]->val2;
  5569. if(sc->data[SC_ARCWANDCLAN])
  5570. int_ += 1;
  5571. if(sc->data[SC_GOLDENMACECLAN])
  5572. int_ += 1;
  5573. if(sc->data[SC_JUMPINGCLAN])
  5574. int_ += 1;
  5575. if(sc->data[SC_FULL_THROTTLE])
  5576. int_ += int_ * sc->data[SC_FULL_THROTTLE]->val3 / 100;
  5577. if(sc->data[SC_CHEERUP])
  5578. int_ += 3;
  5579. if(sc->data[SC_GLASTHEIM_STATE])
  5580. int_ += sc->data[SC_GLASTHEIM_STATE]->val1;
  5581. if (sc->data[SC_UNIVERSESTANCE])
  5582. int_ += sc->data[SC_UNIVERSESTANCE]->val2;
  5583. if(bl->type != BL_PC) {
  5584. if(sc->data[SC_STRIPHELM])
  5585. int_ -= int_ * sc->data[SC_STRIPHELM]->val2/100;
  5586. if(sc->data[SC__STRIPACCESSORY])
  5587. int_ -= int_ * sc->data[SC__STRIPACCESSORY]->val2 / 100;
  5588. }
  5589. #ifdef RENEWAL
  5590. if (sc->data[SC_NIBELUNGEN] && sc->data[SC_NIBELUNGEN]->val2 == RINGNBL_ALLSTAT)
  5591. int_ += 15;
  5592. #endif
  5593. return (unsigned short)cap_value(int_,0,USHRT_MAX);
  5594. }
  5595. /**
  5596. * Adds dexterity modifications based on status changes
  5597. * @param bl: Object to change dex [PC|MOB|HOM|MER|ELEM]
  5598. * @param sc: Object's status change information
  5599. * @param dex: Initial dex
  5600. * @return modified dex with cap_value(dex,0,USHRT_MAX)
  5601. */
  5602. static unsigned short status_calc_dex(struct block_list *bl, struct status_change *sc, int dex)
  5603. {
  5604. if(!sc || !sc->count)
  5605. return cap_value(dex,0,USHRT_MAX);
  5606. if(sc->data[SC_HARMONIZE]) {
  5607. dex -= sc->data[SC_HARMONIZE]->val2;
  5608. return (unsigned short)cap_value(dex,0,USHRT_MAX);
  5609. }
  5610. if(sc->data[SC_CONCENTRATE] && !sc->data[SC_QUAGMIRE])
  5611. dex += (dex-sc->data[SC_CONCENTRATE]->val4)*sc->data[SC_CONCENTRATE]->val2/100;
  5612. if(sc->data[SC_INCALLSTATUS])
  5613. dex += sc->data[SC_INCALLSTATUS]->val1;
  5614. if(sc->data[SC_INCDEX])
  5615. dex += sc->data[SC_INCDEX]->val1;
  5616. if(sc->data[SC_DEXFOOD])
  5617. dex += sc->data[SC_DEXFOOD]->val1;
  5618. if(sc->data[SC_FOOD_DEX_CASH])
  5619. dex += sc->data[SC_FOOD_DEX_CASH]->val1;
  5620. if(sc->data[SC_BATTLEORDERS])
  5621. dex += 5;
  5622. if(sc->data[SC_HAWKEYES])
  5623. dex += sc->data[SC_HAWKEYES]->val1;
  5624. if(sc->data[SC_TRUESIGHT])
  5625. dex += 5;
  5626. if(sc->data[SC_QUAGMIRE])
  5627. dex -= sc->data[SC_QUAGMIRE]->val2;
  5628. if(sc->data[SC_BLESSING]) {
  5629. if (sc->data[SC_BLESSING]->val2)
  5630. dex += sc->data[SC_BLESSING]->val2;
  5631. else
  5632. dex -= dex / 2;
  5633. }
  5634. if(sc->data[SC_INCREASING])
  5635. dex += 4; // Added based on skill updates [Reddozen]
  5636. if(sc->data[SC_MARIONETTE])
  5637. dex -= ((sc->data[SC_MARIONETTE]->val4)>>8)&0xFF;
  5638. if(sc->data[SC_2011RWC_SCROLL])
  5639. dex += sc->data[SC_2011RWC_SCROLL]->val1;
  5640. if(sc->data[SC_MARIONETTE2])
  5641. dex += ((sc->data[SC_MARIONETTE2]->val4)>>8)&0xFF;
  5642. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH)
  5643. dex += ((sc->data[SC_SPIRIT]->val4)>>8)&0xFF;
  5644. if(sc->data[SC_SIROMA_ICE_TEA])
  5645. dex += sc->data[SC_SIROMA_ICE_TEA]->val1;
  5646. if(sc->data[SC_INSPIRATION])
  5647. dex += sc->data[SC_INSPIRATION]->val3;
  5648. if(sc->data[SC_STOMACHACHE])
  5649. dex -= sc->data[SC_STOMACHACHE]->val1;
  5650. if(sc->data[SC_KYOUGAKU])
  5651. dex -= sc->data[SC_KYOUGAKU]->val2;
  5652. if(sc->data[SC_ARCWANDCLAN])
  5653. dex += 1;
  5654. if(sc->data[SC_CROSSBOWCLAN])
  5655. dex += 1;
  5656. if(sc->data[SC_JUMPINGCLAN])
  5657. dex += 1;
  5658. if(sc->data[SC__STRIPACCESSORY] && bl->type != BL_PC)
  5659. dex -= dex * sc->data[SC__STRIPACCESSORY]->val2 / 100;
  5660. if(sc->data[SC_MARSHOFABYSS])
  5661. dex -= dex * sc->data[SC_MARSHOFABYSS]->val2 / 100;
  5662. if(sc->data[SC_FULL_THROTTLE])
  5663. dex += dex * sc->data[SC_FULL_THROTTLE]->val3 / 100;
  5664. if(sc->data[SC_CHEERUP])
  5665. dex += 3;
  5666. if(sc->data[SC_GLASTHEIM_STATE])
  5667. dex += sc->data[SC_GLASTHEIM_STATE]->val1;
  5668. #ifdef RENEWAL
  5669. if (sc->data[SC_NIBELUNGEN] && sc->data[SC_NIBELUNGEN]->val2 == RINGNBL_ALLSTAT)
  5670. dex += 15;
  5671. #endif
  5672. if (sc->data[SC_UNIVERSESTANCE])
  5673. dex += sc->data[SC_UNIVERSESTANCE]->val2;
  5674. return (unsigned short)cap_value(dex,0,USHRT_MAX);
  5675. }
  5676. /**
  5677. * Adds luck modifications based on status changes
  5678. * @param bl: Object to change luk [PC|MOB|HOM|MER|ELEM]
  5679. * @param sc: Object's status change information
  5680. * @param luk: Initial luk
  5681. * @return modified luk with cap_value(luk,0,USHRT_MAX)
  5682. */
  5683. static unsigned short status_calc_luk(struct block_list *bl, struct status_change *sc, int luk)
  5684. {
  5685. if(!sc || !sc->count)
  5686. return cap_value(luk,0,USHRT_MAX);
  5687. if(sc->data[SC_HARMONIZE]) {
  5688. luk -= sc->data[SC_HARMONIZE]->val2;
  5689. return (unsigned short)cap_value(luk,0,USHRT_MAX);
  5690. }
  5691. if(sc->data[SC_CURSE])
  5692. return 0;
  5693. if(sc->data[SC_INCALLSTATUS])
  5694. luk += sc->data[SC_INCALLSTATUS]->val1;
  5695. if(sc->data[SC_INCLUK])
  5696. luk += sc->data[SC_INCLUK]->val1;
  5697. if(sc->data[SC_LUKFOOD])
  5698. luk += sc->data[SC_LUKFOOD]->val1;
  5699. if(sc->data[SC_FOOD_LUK_CASH])
  5700. luk += sc->data[SC_FOOD_LUK_CASH]->val1;
  5701. if(sc->data[SC_TRUESIGHT])
  5702. luk += 5;
  5703. if(sc->data[SC_GLORIA])
  5704. luk += 30;
  5705. if(sc->data[SC_MARIONETTE])
  5706. luk -= sc->data[SC_MARIONETTE]->val4&0xFF;
  5707. if(sc->data[SC_MARIONETTE2])
  5708. luk += sc->data[SC_MARIONETTE2]->val4&0xFF;
  5709. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH)
  5710. luk += sc->data[SC_SPIRIT]->val4&0xFF;
  5711. if(sc->data[SC_PUTTI_TAILS_NOODLES])
  5712. luk += sc->data[SC_PUTTI_TAILS_NOODLES]->val1;
  5713. if(sc->data[SC_INSPIRATION])
  5714. luk += sc->data[SC_INSPIRATION]->val3;
  5715. if(sc->data[SC_STOMACHACHE])
  5716. luk -= sc->data[SC_STOMACHACHE]->val1;
  5717. if(sc->data[SC_KYOUGAKU])
  5718. luk -= sc->data[SC_KYOUGAKU]->val2;
  5719. if(sc->data[SC_2011RWC_SCROLL])
  5720. luk += sc->data[SC_2011RWC_SCROLL]->val1;
  5721. if(sc->data[SC__STRIPACCESSORY] && bl->type != BL_PC)
  5722. luk -= luk * sc->data[SC__STRIPACCESSORY]->val2 / 100;
  5723. if(sc->data[SC_BANANA_BOMB])
  5724. luk -= 75;
  5725. if(sc->data[SC_GOLDENMACECLAN])
  5726. luk += 1;
  5727. if(sc->data[SC_JUMPINGCLAN])
  5728. luk += 1;
  5729. if(sc->data[SC_FULL_THROTTLE])
  5730. luk += luk * sc->data[SC_FULL_THROTTLE]->val3 / 100;
  5731. if(sc->data[SC_CHEERUP])
  5732. luk += 3;
  5733. if(sc->data[SC_GLASTHEIM_STATE])
  5734. luk += sc->data[SC_GLASTHEIM_STATE]->val1;
  5735. #ifdef RENEWAL
  5736. if (sc->data[SC_NIBELUNGEN] && sc->data[SC_NIBELUNGEN]->val2 == RINGNBL_ALLSTAT)
  5737. luk += 15;
  5738. #endif
  5739. if (sc->data[SC_UNIVERSESTANCE])
  5740. luk += sc->data[SC_UNIVERSESTANCE]->val2;
  5741. return (unsigned short)cap_value(luk,0,USHRT_MAX);
  5742. }
  5743. /**
  5744. * Adds power modifications based on status changes
  5745. * @param bl: Object to change pow [PC|MOB|HOM|MER|ELEM]
  5746. * @param sc: Object's status change information
  5747. * @param pow: Initial pow
  5748. * @return modified pow with cap_value(pow,0,USHRT_MAX)
  5749. */
  5750. static unsigned short status_calc_pow(struct block_list *bl, struct status_change *sc, int pow)
  5751. {
  5752. if (!sc || !sc->count)
  5753. return cap_value(pow, 0, USHRT_MAX);
  5754. if (sc->data[SC_BENEDICTUM])
  5755. pow += sc->data[SC_BENEDICTUM]->val2;
  5756. return (unsigned short)cap_value(pow, 0, USHRT_MAX);
  5757. }
  5758. /**
  5759. * Adds stamina modifications based on status changes
  5760. * @param bl: Object to change sta [PC|MOB|HOM|MER|ELEM]
  5761. * @param sc: Object's status change information
  5762. * @param sta: Initial sta
  5763. * @return modified sta with cap_value(sta,0,USHRT_MAX)
  5764. */
  5765. static unsigned short status_calc_sta(struct block_list *bl, struct status_change *sc, int sta)
  5766. {
  5767. if (!sc || !sc->count)
  5768. return cap_value(sta, 0, USHRT_MAX);
  5769. if (sc->data[SC_RELIGIO])
  5770. sta += sc->data[SC_RELIGIO]->val2;
  5771. return (unsigned short)cap_value(sta, 0, USHRT_MAX);
  5772. }
  5773. /**
  5774. * Adds wisdom modifications based on status changes
  5775. * @param bl: Object to change wis [PC|MOB|HOM|MER|ELEM]
  5776. * @param sc: Object's status change information
  5777. * @param wis: Initial wis
  5778. * @return modified wis with cap_value(wis,0,USHRT_MAX)
  5779. */
  5780. static unsigned short status_calc_wis(struct block_list *bl, struct status_change *sc, int wis)
  5781. {
  5782. if (!sc || !sc->count)
  5783. return cap_value(wis, 0, USHRT_MAX);
  5784. if (sc->data[SC_RELIGIO])
  5785. wis += sc->data[SC_RELIGIO]->val2;
  5786. return (unsigned short)cap_value(wis, 0, USHRT_MAX);
  5787. }
  5788. /**
  5789. * Adds spell modifications based on status changes
  5790. * @param bl: Object to change spl [PC|MOB|HOM|MER|ELEM]
  5791. * @param sc: Object's status change information
  5792. * @param spl: Initial spl
  5793. * @return modified spl with cap_value(spl,0,USHRT_MAX)
  5794. */
  5795. static unsigned short status_calc_spl(struct block_list *bl, struct status_change *sc, int spl)
  5796. {
  5797. if (!sc || !sc->count)
  5798. return cap_value(spl, 0, USHRT_MAX);
  5799. if (sc->data[SC_RELIGIO])
  5800. spl += sc->data[SC_RELIGIO]->val2;
  5801. return (unsigned short)cap_value(spl, 0, USHRT_MAX);
  5802. }
  5803. /**
  5804. * Adds concentration modifications based on status changes
  5805. * @param bl: Object to change con [PC|MOB|HOM|MER|ELEM]
  5806. * @param sc: Object's status change information
  5807. * @param con: Initial con
  5808. * @return modified con with cap_value(con,0,USHRT_MAX)
  5809. */
  5810. static unsigned short status_calc_con(struct block_list *bl, struct status_change *sc, int con)
  5811. {
  5812. if (!sc || !sc->count)
  5813. return cap_value(con, 0, USHRT_MAX);
  5814. if (sc->data[SC_BENEDICTUM])
  5815. con += sc->data[SC_BENEDICTUM]->val2;
  5816. return (unsigned short)cap_value(con, 0, USHRT_MAX);
  5817. }
  5818. /**
  5819. * Adds creative modifications based on status changes
  5820. * @param bl: Object to change crt [PC|MOB|HOM|MER|ELEM]
  5821. * @param sc: Object's status change information
  5822. * @param crt: Initial crt
  5823. * @return modified crt with cap_value(crt,0,USHRT_MAX)
  5824. */
  5825. static unsigned short status_calc_crt(struct block_list *bl, struct status_change *sc, int crt)
  5826. {
  5827. if (!sc || !sc->count)
  5828. return cap_value(crt, 0, USHRT_MAX);
  5829. if (sc->data[SC_BENEDICTUM])
  5830. crt += sc->data[SC_BENEDICTUM]->val2;
  5831. return (unsigned short)cap_value(crt, 0, USHRT_MAX);
  5832. }
  5833. /**
  5834. * Adds base attack modifications based on status changes
  5835. * @param bl: Object to change batk [PC|MOB|HOM|MER|ELEM]
  5836. * @param sc: Object's status change information
  5837. * @param batk: Initial batk
  5838. * @return modified batk with cap_value(batk,0,USHRT_MAX)
  5839. */
  5840. static unsigned short status_calc_batk(struct block_list *bl, struct status_change *sc, int batk)
  5841. {
  5842. if(!sc || !sc->count)
  5843. return cap_value(batk,0,USHRT_MAX);
  5844. if(sc->data[SC_ATKPOTION])
  5845. batk += sc->data[SC_ATKPOTION]->val1;
  5846. if(sc->data[SC_BATKFOOD])
  5847. batk += sc->data[SC_BATKFOOD]->val1;
  5848. #ifndef RENEWAL
  5849. if(sc->data[SC_GATLINGFEVER])
  5850. batk += sc->data[SC_GATLINGFEVER]->val3;
  5851. if(sc->data[SC_MADNESSCANCEL])
  5852. batk += 100;
  5853. #endif
  5854. if(sc->data[SC_FULL_SWING_K])
  5855. batk += sc->data[SC_FULL_SWING_K]->val1;
  5856. if(sc->data[SC_ASH])
  5857. batk -= batk * sc->data[SC_ASH]->val4 / 100;
  5858. if(bl->type == BL_HOM && sc->data[SC_PYROCLASTIC])
  5859. batk += sc->data[SC_PYROCLASTIC]->val2;
  5860. if (sc->data[SC_ANGRIFFS_MODUS])
  5861. batk += sc->data[SC_ANGRIFFS_MODUS]->val2;
  5862. if(sc->data[SC_2011RWC_SCROLL])
  5863. batk += 30;
  5864. if(sc->data[SC_INCATKRATE])
  5865. batk += batk * sc->data[SC_INCATKRATE]->val1/100;
  5866. if(sc->data[SC_PROVOKE])
  5867. batk += batk * sc->data[SC_PROVOKE]->val2/100;
  5868. #ifndef RENEWAL
  5869. if(sc->data[SC_CONCENTRATION])
  5870. batk += batk * sc->data[SC_CONCENTRATION]->val2/100;
  5871. #endif
  5872. if(sc->data[SC_SKE])
  5873. batk += batk * 3;
  5874. if(sc->data[SC_BLOODLUST])
  5875. batk += batk * sc->data[SC_BLOODLUST]->val2/100;
  5876. if(sc->data[SC_JOINTBEAT] && sc->data[SC_JOINTBEAT]->val2&BREAK_WAIST)
  5877. batk -= batk * 25/100;
  5878. if(sc->data[SC_CURSE])
  5879. batk -= batk * 25/100;
  5880. /* Curse shouldn't effect on this? <- Curse OR Bleeding??
  5881. if(sc->data[SC_BLEEDING])
  5882. batk -= batk * 25 / 100; */
  5883. if(sc->data[SC_FLEET])
  5884. batk += batk * sc->data[SC_FLEET]->val3/100;
  5885. if(sc->data[SC__ENERVATION])
  5886. batk -= batk * sc->data[SC__ENERVATION]->val2 / 100;
  5887. if( sc->data[SC_ZANGETSU] )
  5888. batk += sc->data[SC_ZANGETSU]->val2;
  5889. if(sc->data[SC_QUEST_BUFF1])
  5890. batk += sc->data[SC_QUEST_BUFF1]->val1;
  5891. if(sc->data[SC_QUEST_BUFF2])
  5892. batk += sc->data[SC_QUEST_BUFF2]->val1;
  5893. if(sc->data[SC_QUEST_BUFF3])
  5894. batk += sc->data[SC_QUEST_BUFF3]->val1;
  5895. if (sc->data[SC_SHRIMP])
  5896. batk += batk * sc->data[SC_SHRIMP]->val2 / 100;
  5897. #ifdef RENEWAL
  5898. if (sc->data[SC_LOUD])
  5899. batk += 30;
  5900. if (sc->data[SC_NIBELUNGEN] && sc->data[SC_NIBELUNGEN]->val2 == RINGNBL_ATKRATE)
  5901. batk += batk * 20 / 100;
  5902. #endif
  5903. if (sc->data[SC_SUNSTANCE])
  5904. batk += batk * sc->data[SC_SUNSTANCE]->val2 / 100;
  5905. return (unsigned short)cap_value(batk,0,USHRT_MAX);
  5906. }
  5907. /**
  5908. * Adds weapon attack modifications based on status changes
  5909. * @param bl: Object to change watk [PC]
  5910. * @param sc: Object's status change information
  5911. * @param watk: Initial watk
  5912. * @return modified watk with cap_value(watk,0,USHRT_MAX)
  5913. */
  5914. static unsigned short status_calc_watk(struct block_list *bl, struct status_change *sc, int watk)
  5915. {
  5916. if(!sc || !sc->count)
  5917. return cap_value(watk,0,USHRT_MAX);
  5918. #ifndef RENEWAL
  5919. if(sc->data[SC_DRUMBATTLE])
  5920. watk += sc->data[SC_DRUMBATTLE]->val2;
  5921. #endif
  5922. if (sc->data[SC_IMPOSITIO])
  5923. watk += sc->data[SC_IMPOSITIO]->val2;
  5924. if(sc->data[SC_WATKFOOD])
  5925. watk += sc->data[SC_WATKFOOD]->val1;
  5926. if(sc->data[SC_VOLCANO])
  5927. watk += sc->data[SC_VOLCANO]->val2;
  5928. if(sc->data[SC_MERC_ATKUP])
  5929. watk += sc->data[SC_MERC_ATKUP]->val2;
  5930. if(sc->data[SC_WATER_BARRIER])
  5931. watk -= sc->data[SC_WATER_BARRIER]->val2;
  5932. #ifndef RENEWAL
  5933. if(sc->data[SC_NIBELUNGEN]) {
  5934. if (bl->type != BL_PC)
  5935. watk += sc->data[SC_NIBELUNGEN]->val2;
  5936. else {
  5937. TBL_PC *sd = (TBL_PC*)bl;
  5938. short index = sd->equip_index[sd->state.lr_flag?EQI_HAND_L:EQI_HAND_R];
  5939. if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_WEAPON && sd->inventory_data[index]->weapon_level == 4)
  5940. watk += sc->data[SC_NIBELUNGEN]->val2;
  5941. }
  5942. }
  5943. if(sc->data[SC_CONCENTRATION])
  5944. watk += watk * sc->data[SC_CONCENTRATION]->val2 / 100;
  5945. #endif
  5946. if(sc->data[SC_INCATKRATE])
  5947. watk += watk * sc->data[SC_INCATKRATE]->val1/100;
  5948. if(sc->data[SC_PROVOKE])
  5949. watk += watk * sc->data[SC_PROVOKE]->val2/100;
  5950. if(sc->data[SC_SKE])
  5951. watk += watk * 3;
  5952. if(sc->data[SC_FLEET])
  5953. watk += watk * sc->data[SC_FLEET]->val3/100;
  5954. if(sc->data[SC_CURSE])
  5955. watk -= watk * 25/100;
  5956. if(sc->data[SC_STRIPWEAPON] && bl->type != BL_PC)
  5957. watk -= watk * sc->data[SC_STRIPWEAPON]->val2/100;
  5958. if(sc->data[SC_FIGHTINGSPIRIT])
  5959. watk += sc->data[SC_FIGHTINGSPIRIT]->val1;
  5960. if (sc->data[SC_SHIELDSPELL_ATK])
  5961. watk += sc->data[SC_SHIELDSPELL_ATK]->val2;
  5962. if(sc->data[SC_INSPIRATION])
  5963. watk += sc->data[SC_INSPIRATION]->val2;
  5964. if(sc->data[SC_GT_CHANGE])
  5965. watk += sc->data[SC_GT_CHANGE]->val2;
  5966. if(sc->data[SC__ENERVATION])
  5967. watk -= watk * sc->data[SC__ENERVATION]->val2 / 100;
  5968. if(sc->data[SC_STRIKING])
  5969. watk += sc->data[SC_STRIKING]->val2;
  5970. if(sc->data[SC_RUSHWINDMILL])
  5971. watk += sc->data[SC_RUSHWINDMILL]->val3;
  5972. if(sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 2)
  5973. watk += 50;
  5974. if((sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 2)
  5975. || (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 2)
  5976. || (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 2)
  5977. || (sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 2))
  5978. watk += watk * 10 / 100;
  5979. if(sc->data[SC_PYROTECHNIC_OPTION])
  5980. watk += sc->data[SC_PYROTECHNIC_OPTION]->val2;
  5981. if(sc->data[SC_HEATER_OPTION])
  5982. watk += sc->data[SC_HEATER_OPTION]->val2;
  5983. if(sc->data[SC_TROPIC_OPTION])
  5984. watk += sc->data[SC_TROPIC_OPTION]->val2;
  5985. if( sc && sc->data[SC_TIDAL_WEAPON] )
  5986. watk += watk * sc->data[SC_TIDAL_WEAPON]->val2 / 100;
  5987. if(bl->type == BL_PC && sc->data[SC_PYROCLASTIC])
  5988. watk += sc->data[SC_PYROCLASTIC]->val2;
  5989. if(sc->data[SC_ANGRIFFS_MODUS])
  5990. watk += watk * sc->data[SC_ANGRIFFS_MODUS]->val2/100;
  5991. if(sc->data[SC_ODINS_POWER])
  5992. watk += 40 + 30 * sc->data[SC_ODINS_POWER]->val1;
  5993. if (sc->data[SC_FLASHCOMBO])
  5994. watk += sc->data[SC_FLASHCOMBO]->val2;
  5995. if (sc->data[SC_CATNIPPOWDER])
  5996. watk -= watk * sc->data[SC_CATNIPPOWDER]->val2 / 100;
  5997. if (sc->data[SC_CHATTERING])
  5998. watk += sc->data[SC_CHATTERING]->val2;
  5999. if (sc->data[SC_SUNSTANCE])
  6000. watk += watk * sc->data[SC_SUNSTANCE]->val2 / 100;
  6001. if (sc->data[SC_SOULFALCON])
  6002. watk += sc->data[SC_SOULFALCON]->val2;
  6003. if (sc->data[SC_PACKING_ENVELOPE1])
  6004. watk += sc->data[SC_PACKING_ENVELOPE1]->val1;
  6005. if (sc->data[SC_POWERFUL_FAITH])
  6006. watk += sc->data[SC_POWERFUL_FAITH]->val2;
  6007. if (sc->data[SC_GUARD_STANCE])
  6008. watk -= sc->data[SC_GUARD_STANCE]->val3;
  6009. if (sc->data[SC_ATTACK_STANCE])
  6010. watk += sc->data[SC_ATTACK_STANCE]->val3;
  6011. return (unsigned short)cap_value(watk,0,USHRT_MAX);
  6012. }
  6013. #ifdef RENEWAL
  6014. /**
  6015. * Adds equip magic attack modifications based on status changes [RENEWAL]
  6016. * @param bl: Object to change matk [PC]
  6017. * @param sc: Object's status change information
  6018. * @param matk: Initial matk
  6019. * @return modified matk with cap_value(matk,0,USHRT_MAX)
  6020. */
  6021. static unsigned short status_calc_ematk(struct block_list *bl, struct status_change *sc, int matk)
  6022. {
  6023. if (!sc || !sc->count)
  6024. return cap_value(matk,0,USHRT_MAX);
  6025. if (sc->data[SC_IMPOSITIO])
  6026. matk += sc->data[SC_IMPOSITIO]->val2;
  6027. if (sc->data[SC_MATKPOTION])
  6028. matk += sc->data[SC_MATKPOTION]->val1;
  6029. if (sc->data[SC_MATKFOOD])
  6030. matk += sc->data[SC_MATKFOOD]->val1;
  6031. if(sc->data[SC_MANA_PLUS])
  6032. matk += sc->data[SC_MANA_PLUS]->val1;
  6033. if(sc->data[SC_COOLER_OPTION])
  6034. matk += sc->data[SC_COOLER_OPTION]->val2;
  6035. if(sc->data[SC_AQUAPLAY_OPTION])
  6036. matk += sc->data[SC_AQUAPLAY_OPTION]->val2;
  6037. if(sc->data[SC_CHILLY_AIR_OPTION])
  6038. matk += sc->data[SC_CHILLY_AIR_OPTION]->val2;
  6039. if(sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 3)
  6040. matk += 50;
  6041. if(sc->data[SC_ODINS_POWER])
  6042. matk += 40 + 30 * sc->data[SC_ODINS_POWER]->val1; // 70 lvl1, 100lvl2
  6043. if(sc->data[SC_MOONLITSERENADE])
  6044. matk += sc->data[SC_MOONLITSERENADE]->val3;
  6045. if(sc->data[SC_IZAYOI])
  6046. matk += 25 * sc->data[SC_IZAYOI]->val1;
  6047. if(sc->data[SC_ZANGETSU])
  6048. matk += sc->data[SC_ZANGETSU]->val3;
  6049. if(sc->data[SC_QUEST_BUFF1])
  6050. matk += sc->data[SC_QUEST_BUFF1]->val1;
  6051. if(sc->data[SC_QUEST_BUFF2])
  6052. matk += sc->data[SC_QUEST_BUFF2]->val1;
  6053. if(sc->data[SC_QUEST_BUFF3])
  6054. matk += sc->data[SC_QUEST_BUFF3]->val1;
  6055. if(sc->data[SC_MTF_MATK2])
  6056. matk += sc->data[SC_MTF_MATK2]->val1;
  6057. if(sc->data[SC_2011RWC_SCROLL])
  6058. matk += 30;
  6059. if (sc->data[SC_CATNIPPOWDER])
  6060. matk -= matk * sc->data[SC_CATNIPPOWDER]->val2 / 100;
  6061. if (sc->data[SC_CHATTERING])
  6062. matk += sc->data[SC_CHATTERING]->val2;
  6063. if (sc->data[SC_DORAM_MATK])
  6064. matk += sc->data[SC_DORAM_MATK]->val1;
  6065. if (sc->data[SC_SOULFAIRY])
  6066. matk += sc->data[SC_SOULFAIRY]->val2;
  6067. if (sc->data[SC__AUTOSHADOWSPELL])
  6068. matk += sc->data[SC__AUTOSHADOWSPELL]->val4 * 5;
  6069. if (sc->data[SC_INSPIRATION])
  6070. matk += sc->data[SC_INSPIRATION]->val2;
  6071. if (sc->data[SC_PACKING_ENVELOPE2])
  6072. matk += sc->data[SC_PACKING_ENVELOPE2]->val1;
  6073. return (unsigned short)cap_value(matk,0,USHRT_MAX);
  6074. }
  6075. #endif
  6076. /**
  6077. * Adds magic attack modifications based on status changes
  6078. * @param bl: Object to change matk [PC|MOB|HOM|MER|ELEM]
  6079. * @param sc: Object's status change information
  6080. * @param matk: Initial matk
  6081. * @return modified matk with cap_value(matk,0,USHRT_MAX)
  6082. */
  6083. static unsigned short status_calc_matk(struct block_list *bl, struct status_change *sc, int matk)
  6084. {
  6085. if(!sc || !sc->count)
  6086. return cap_value(matk,0,USHRT_MAX);
  6087. #ifndef RENEWAL
  6088. /// Take note fixed value first before % modifiers [PRE-RENEWAL]
  6089. if (sc->data[SC_MATKPOTION])
  6090. matk += sc->data[SC_MATKPOTION]->val1;
  6091. if (sc->data[SC_MATKFOOD])
  6092. matk += sc->data[SC_MATKFOOD]->val1;
  6093. if (sc->data[SC_MANA_PLUS])
  6094. matk += sc->data[SC_MANA_PLUS]->val1;
  6095. if (sc->data[SC_AQUAPLAY_OPTION])
  6096. matk += sc->data[SC_AQUAPLAY_OPTION]->val2;
  6097. if (sc->data[SC_CHILLY_AIR_OPTION])
  6098. matk += sc->data[SC_CHILLY_AIR_OPTION]->val2;
  6099. if (sc->data[SC_COOLER_OPTION])
  6100. matk += sc->data[SC_COOLER_OPTION]->val2;
  6101. if (sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 3)
  6102. matk += 50;
  6103. if (sc->data[SC_ODINS_POWER])
  6104. matk += 40 + 30 * sc->data[SC_ODINS_POWER]->val1; // 70 lvl1, 100lvl2
  6105. if (sc->data[SC_IZAYOI])
  6106. matk += 25 * sc->data[SC_IZAYOI]->val1;
  6107. if (sc->data[SC_MTF_MATK2])
  6108. matk += sc->data[SC_MTF_MATK2]->val1;
  6109. if (sc->data[SC_2011RWC_SCROLL])
  6110. matk += 30;
  6111. #endif
  6112. if (sc->data[SC_ZANGETSU])
  6113. matk += sc->data[SC_ZANGETSU]->val3;
  6114. if (sc->data[SC_QUEST_BUFF1])
  6115. matk += sc->data[SC_QUEST_BUFF1]->val1;
  6116. if (sc->data[SC_QUEST_BUFF2])
  6117. matk += sc->data[SC_QUEST_BUFF2]->val1;
  6118. if (sc->data[SC_QUEST_BUFF3])
  6119. matk += sc->data[SC_QUEST_BUFF3]->val1;
  6120. if (sc->data[SC_MAGICPOWER]
  6121. #ifndef RENEWAL
  6122. && sc->data[SC_MAGICPOWER]->val4
  6123. #endif
  6124. )
  6125. matk += matk * sc->data[SC_MAGICPOWER]->val3/100;
  6126. if (sc->data[SC_MINDBREAKER])
  6127. matk += matk * sc->data[SC_MINDBREAKER]->val2/100;
  6128. if (sc->data[SC_INCMATKRATE])
  6129. matk += matk * sc->data[SC_INCMATKRATE]->val1/100;
  6130. if (sc->data[SC_MOONLITSERENADE])
  6131. matk += sc->data[SC_MOONLITSERENADE]->val3/100;
  6132. if (sc->data[SC_MTF_MATK])
  6133. matk += matk * sc->data[SC_MTF_MATK]->val1 / 100;
  6134. if(sc->data[SC_2011RWC_SCROLL])
  6135. matk += 30;
  6136. if (sc->data[SC_SHRIMP])
  6137. matk += matk * sc->data[SC_SHRIMP]->val2 / 100;
  6138. if (sc->data[SC_VOLCANO])
  6139. matk += sc->data[SC_VOLCANO]->val2;
  6140. #ifdef RENEWAL
  6141. if (sc->data[SC_NIBELUNGEN] && sc->data[SC_NIBELUNGEN]->val2 == RINGNBL_MATKRATE)
  6142. matk += matk * 20 / 100;
  6143. #endif
  6144. if (sc->data[SC_SHIELDSPELL_ATK])
  6145. matk += sc->data[SC_SHIELDSPELL_ATK]->val2;
  6146. if (sc->data[SC_CLIMAX_DES_HU])
  6147. matk += 100;
  6148. return (unsigned short)cap_value(matk,0,USHRT_MAX);
  6149. }
  6150. /**
  6151. * Adds critical modifications based on status changes
  6152. * @param bl: Object to change critical [PC|MOB|HOM|MER|ELEM]
  6153. * @param sc: Object's status change information
  6154. * @param critical: Initial critical
  6155. * @return modified critical with cap_value(critical,10,USHRT_MAX)
  6156. */
  6157. static signed short status_calc_critical(struct block_list *bl, struct status_change *sc, int critical)
  6158. {
  6159. if(!sc || !sc->count)
  6160. return cap_value(critical,10,SHRT_MAX);
  6161. if (sc->data[SC_INCCRI])
  6162. critical += sc->data[SC_INCCRI]->val2;
  6163. if (sc->data[SC_EP16_2_BUFF_SC])
  6164. critical += 300;// crit +30
  6165. if (sc->data[SC_CRIFOOD])
  6166. critical += sc->data[SC_CRIFOOD]->val1;
  6167. if (sc->data[SC_EXPLOSIONSPIRITS])
  6168. critical += sc->data[SC_EXPLOSIONSPIRITS]->val2;
  6169. if (sc->data[SC_FORTUNE])
  6170. critical += sc->data[SC_FORTUNE]->val2;
  6171. if (sc->data[SC_TRUESIGHT])
  6172. critical += sc->data[SC_TRUESIGHT]->val2;
  6173. if (sc->data[SC_CLOAKING])
  6174. critical += critical;
  6175. #ifdef RENEWAL
  6176. if (sc->data[SC_SPEARQUICKEN])
  6177. critical += 3*sc->data[SC_SPEARQUICKEN]->val1*10;
  6178. if (sc->data[SC_TWOHANDQUICKEN])
  6179. critical += (2 + sc->data[SC_TWOHANDQUICKEN]->val1) * 10;
  6180. #endif
  6181. if (sc->data[SC__INVISIBILITY])
  6182. critical += sc->data[SC__INVISIBILITY]->val3 * 10;
  6183. if (sc->data[SC__UNLUCKY])
  6184. critical -= sc->data[SC__UNLUCKY]->val2;
  6185. if (sc->data[SC_SOULSHADOW])
  6186. critical += 10 * sc->data[SC_SOULSHADOW]->val3;
  6187. if(sc->data[SC_BEYONDOFWARCRY])
  6188. critical += sc->data[SC_BEYONDOFWARCRY]->val3;
  6189. if (sc->data[SC_MTF_HITFLEE])
  6190. critical += sc->data[SC_MTF_HITFLEE]->val1;
  6191. if (sc->data[SC_PACKING_ENVELOPE9])
  6192. critical += sc->data[SC_PACKING_ENVELOPE9]->val1 * 10;
  6193. return (short)cap_value(critical,10,SHRT_MAX);
  6194. }
  6195. /**
  6196. * Adds hit modifications based on status changes
  6197. * @param bl: Object to change hit [PC|MOB|HOM|MER|ELEM]
  6198. * @param sc: Object's status change information
  6199. * @param hit: Initial hit
  6200. * @return modified hit with cap_value(hit,1,USHRT_MAX)
  6201. */
  6202. static signed short status_calc_hit(struct block_list *bl, struct status_change *sc, int hit)
  6203. {
  6204. if(!sc || !sc->count)
  6205. return cap_value(hit,1,SHRT_MAX);
  6206. if(sc->data[SC_INCHIT])
  6207. hit += sc->data[SC_INCHIT]->val1;
  6208. if(sc->data[SC_HITFOOD])
  6209. hit += sc->data[SC_HITFOOD]->val1;
  6210. if(sc->data[SC_TRUESIGHT])
  6211. hit += sc->data[SC_TRUESIGHT]->val3;
  6212. if(sc->data[SC_HUMMING])
  6213. hit += sc->data[SC_HUMMING]->val2;
  6214. if(sc->data[SC_CONCENTRATION])
  6215. hit += sc->data[SC_CONCENTRATION]->val3;
  6216. if(sc->data[SC_INSPIRATION])
  6217. hit += 12 * sc->data[SC_INSPIRATION]->val1;
  6218. if(sc->data[SC_ADJUSTMENT])
  6219. hit -= 30;
  6220. if(sc->data[SC_INCREASING])
  6221. hit += 20; // RockmanEXE; changed based on updated [Reddozen]
  6222. if(sc->data[SC_MERC_HITUP])
  6223. hit += sc->data[SC_MERC_HITUP]->val2;
  6224. if(sc->data[SC_MTF_HITFLEE])
  6225. hit += sc->data[SC_MTF_HITFLEE]->val1;
  6226. if(sc->data[SC_INCHITRATE])
  6227. hit += hit * sc->data[SC_INCHITRATE]->val1/100;
  6228. if(sc->data[SC_BLIND])
  6229. hit -= hit * 25/100;
  6230. if(sc->data[SC_HEAT_BARREL])
  6231. hit -= sc->data[SC_HEAT_BARREL]->val4;
  6232. if(sc->data[SC__GROOMY])
  6233. hit -= hit * sc->data[SC__GROOMY]->val3 / 100;
  6234. if(sc->data[SC_FEAR])
  6235. hit -= hit * 20 / 100;
  6236. if (sc->data[SC_ASH])
  6237. hit -= hit * sc->data[SC_ASH]->val2 / 100;
  6238. if (sc->data[SC_TEARGAS])
  6239. hit -= hit * 50 / 100;
  6240. if(sc->data[SC_ILLUSIONDOPING])
  6241. hit -= sc->data[SC_ILLUSIONDOPING]->val2;
  6242. if (sc->data[SC_MTF_ASPD])
  6243. hit += sc->data[SC_MTF_ASPD]->val2;
  6244. #ifdef RENEWAL
  6245. if (sc->data[SC_BLESSING])
  6246. hit += sc->data[SC_BLESSING]->val1 * 2;
  6247. if (sc->data[SC_TWOHANDQUICKEN])
  6248. hit += sc->data[SC_TWOHANDQUICKEN]->val1 * 2;
  6249. if (sc->data[SC_ADRENALINE])
  6250. hit += sc->data[SC_ADRENALINE]->val1 * 3 + 5;
  6251. if (sc->data[SC_NIBELUNGEN] && sc->data[SC_NIBELUNGEN]->val2 == RINGNBL_HIT)
  6252. hit += 50;
  6253. #endif
  6254. if (sc->data[SC_SOULFALCON])
  6255. hit += sc->data[SC_SOULFALCON]->val3;
  6256. if (sc->data[SC_SATURDAYNIGHTFEVER])
  6257. hit -= 50 + 50 * sc->data[SC_SATURDAYNIGHTFEVER]->val1;
  6258. if (sc->data[SC_PACKING_ENVELOPE10])
  6259. hit += sc->data[SC_PACKING_ENVELOPE10]->val1;
  6260. if (sc->data[SC_ABYSS_SLAYER])
  6261. hit += sc->data[SC_ABYSS_SLAYER]->val3;
  6262. return (short)cap_value(hit,1,SHRT_MAX);
  6263. }
  6264. /**
  6265. * Adds flee modifications based on status changes
  6266. * @param bl: Object to change flee [PC|MOB|HOM|MER|ELEM]
  6267. * @param sc: Object's status change information
  6268. * @param flee: Initial flee
  6269. * @return modified flee with cap_value(flee,1,USHRT_MAX)
  6270. */
  6271. static signed short status_calc_flee(struct block_list *bl, struct status_change *sc, int flee)
  6272. {
  6273. if( bl->type == BL_PC ) {
  6274. struct map_data *mapdata = map_getmapdata(bl->m);
  6275. if( mapdata_flag_gvg(mapdata) )
  6276. flee -= flee * battle_config.gvg_flee_penalty/100;
  6277. else if( mapdata->flag[MF_BATTLEGROUND] )
  6278. flee -= flee * battle_config.bg_flee_penalty/100;
  6279. }
  6280. if(!sc || !sc->count)
  6281. return cap_value(flee,1,SHRT_MAX);
  6282. if (sc->data[SC_POISON_MIST])
  6283. return 0;
  6284. if(sc->data[SC_OVERED_BOOST]) //Should be final and unmodifiable by any means
  6285. return sc->data[SC_OVERED_BOOST]->val2;
  6286. // Fixed value
  6287. if(sc->data[SC_INCFLEE])
  6288. flee += sc->data[SC_INCFLEE]->val1;
  6289. if(sc->data[SC_FLEEFOOD])
  6290. flee += sc->data[SC_FLEEFOOD]->val1;
  6291. if(sc->data[SC_WHISTLE])
  6292. flee += sc->data[SC_WHISTLE]->val2;
  6293. if(sc->data[SC_WINDWALK])
  6294. flee += sc->data[SC_WINDWALK]->val2;
  6295. if(sc->data[SC_VIOLENTGALE])
  6296. flee += sc->data[SC_VIOLENTGALE]->val2;
  6297. if(sc->data[SC_MOON_COMFORT]) // SG skill [Komurka]
  6298. flee += sc->data[SC_MOON_COMFORT]->val2;
  6299. if(sc->data[SC_CLOSECONFINE])
  6300. flee += sc->data[SC_CLOSECONFINE]->val3;
  6301. if (sc->data[SC_ANGRIFFS_MODUS])
  6302. flee -= sc->data[SC_ANGRIFFS_MODUS]->val3;
  6303. if(sc->data[SC_ADJUSTMENT])
  6304. flee += 30;
  6305. if(sc->data[SC_SPEED])
  6306. flee += 10 + sc->data[SC_SPEED]->val1 * 10;
  6307. if(sc->data[SC_GATLINGFEVER])
  6308. flee -= sc->data[SC_GATLINGFEVER]->val4;
  6309. if(sc->data[SC_PARTYFLEE])
  6310. flee += sc->data[SC_PARTYFLEE]->val1 * 10;
  6311. if(sc->data[SC_MERC_FLEEUP])
  6312. flee += sc->data[SC_MERC_FLEEUP]->val2;
  6313. if( sc->data[SC_HALLUCINATIONWALK] )
  6314. flee += sc->data[SC_HALLUCINATIONWALK]->val2;
  6315. if( sc->data[SC_NPC_HALLUCINATIONWALK] )
  6316. flee += sc->data[SC_NPC_HALLUCINATIONWALK]->val2;
  6317. if(sc->data[SC_MTF_HITFLEE])
  6318. flee += sc->data[SC_MTF_HITFLEE]->val2;
  6319. if( sc->data[SC_WATER_BARRIER] )
  6320. flee -= sc->data[SC_WATER_BARRIER]->val2;
  6321. if( sc->data[SC_C_MARKER] )
  6322. flee -= sc->data[SC_C_MARKER]->val3;
  6323. #ifdef RENEWAL
  6324. if( sc->data[SC_SPEARQUICKEN] )
  6325. flee += 2 * sc->data[SC_SPEARQUICKEN]->val1;
  6326. if (sc->data[SC_NIBELUNGEN] && sc->data[SC_NIBELUNGEN]->val2 == RINGNBL_FLEE)
  6327. flee += 50;
  6328. #endif
  6329. // Rate value
  6330. if(sc->data[SC_INCFLEERATE])
  6331. flee += flee * sc->data[SC_INCFLEERATE]->val1/100;
  6332. if(sc->data[SC_SPIDERWEB] || sc->data[SC_WIDEWEB])
  6333. flee -= flee * 50/100;
  6334. if(sc->data[SC_BERSERK])
  6335. flee -= flee * 50/100;
  6336. if(sc->data[SC_BLIND])
  6337. flee -= flee * 25/100;
  6338. if(sc->data[SC_FEAR])
  6339. flee -= flee * 20 / 100;
  6340. if(sc->data[SC_PARALYSE] && sc->data[SC_PARALYSE]->val3 == 1)
  6341. flee -= flee * 10 / 100;
  6342. if(sc->data[SC_INFRAREDSCAN])
  6343. flee -= flee * 30 / 100;
  6344. if( sc->data[SC__LAZINESS] )
  6345. flee -= flee * sc->data[SC__LAZINESS]->val3 / 100;
  6346. if( sc->data[SC_GLOOMYDAY] )
  6347. flee -= flee * sc->data[SC_GLOOMYDAY]->val2 / 100;
  6348. if( sc->data[SC_SATURDAYNIGHTFEVER] )
  6349. flee -= 20 + 30 * sc->data[SC_SATURDAYNIGHTFEVER]->val1;
  6350. if( sc->data[SC_WIND_STEP_OPTION] )
  6351. flee += flee * sc->data[SC_WIND_STEP_OPTION]->val2 / 100;
  6352. if( sc->data[SC_TINDER_BREAKER] || sc->data[SC_TINDER_BREAKER2] )
  6353. flee -= flee * 50 / 100;
  6354. if( sc->data[SC_ZEPHYR] )
  6355. flee += sc->data[SC_ZEPHYR]->val2;
  6356. if(sc->data[SC_ASH])
  6357. flee -= flee * sc->data[SC_ASH]->val4 / 100;
  6358. if (sc->data[SC_GOLDENE_FERSE])
  6359. flee += flee * sc->data[SC_GOLDENE_FERSE]->val2 / 100;
  6360. if (sc->data[SC_SMOKEPOWDER])
  6361. flee += flee * 20 / 100;
  6362. if (sc->data[SC_TEARGAS])
  6363. flee -= flee * 50 / 100;
  6364. //if( sc->data[SC_C_MARKER] )
  6365. // flee -= (flee * sc->data[SC_C_MARKER]->val3) / 100;
  6366. if (sc->data[SC_GROOMING])
  6367. flee += sc->data[SC_GROOMING]->val2;
  6368. if (sc->data[SC_PACKING_ENVELOPE5])
  6369. flee += sc->data[SC_PACKING_ENVELOPE5]->val1;
  6370. return (short)cap_value(flee,1,SHRT_MAX);
  6371. }
  6372. /**
  6373. * Adds perfect flee modifications based on status changes
  6374. * @param bl: Object to change flee2 [PC|MOB|HOM|MER|ELEM]
  6375. * @param sc: Object's status change information
  6376. * @param flee2: Initial flee2
  6377. * @return modified flee2 with cap_value(flee2,10,USHRT_MAX)
  6378. */
  6379. static signed short status_calc_flee2(struct block_list *bl, struct status_change *sc, int flee2)
  6380. {
  6381. if(!sc || !sc->count)
  6382. return cap_value(flee2,10,SHRT_MAX);
  6383. if(sc->data[SC_INCFLEE2])
  6384. flee2 += sc->data[SC_INCFLEE2]->val2;
  6385. if(sc->data[SC_WHISTLE])
  6386. flee2 += sc->data[SC_WHISTLE]->val3*10;
  6387. if(sc->data[SC__UNLUCKY])
  6388. flee2 -= flee2 * sc->data[SC__UNLUCKY]->val2 / 100;
  6389. if (sc->data[SC_HISS])
  6390. flee2 += sc->data[SC_HISS]->val2*10;
  6391. if (sc->data[SC_DORAM_FLEE2])
  6392. flee2 += sc->data[SC_DORAM_FLEE2]->val1;
  6393. return (short)cap_value(flee2,10,SHRT_MAX);
  6394. }
  6395. /**
  6396. * Adds defense (left-side) modifications based on status changes
  6397. * @param bl: Object to change def [PC|MOB|HOM|MER|ELEM]
  6398. * @param sc: Object's status change information
  6399. * @param def: Initial def
  6400. * @return modified def with cap_value(def,DEFTYPE_MIN,DEFTYPE_MAX)
  6401. */
  6402. static defType status_calc_def(struct block_list *bl, struct status_change *sc, int def)
  6403. {
  6404. if(!sc || !sc->count)
  6405. return (defType)cap_value(def,DEFTYPE_MIN,DEFTYPE_MAX);
  6406. if(sc->data[SC_BERSERK])
  6407. return 0;
  6408. if(sc->data[SC_BARRIER])
  6409. return 100;
  6410. if(sc->data[SC_KEEPING])
  6411. return 90;
  6412. #ifndef RENEWAL /// Steel Body does not provide 90 DEF in [RENEWAL]
  6413. if(sc->data[SC_STEELBODY])
  6414. return 90;
  6415. #endif
  6416. if (sc->data[SC_NYANGGRASS]) {
  6417. if (bl->type == BL_PC)
  6418. return 0;
  6419. else
  6420. return def >>= 1;
  6421. }
  6422. if(sc->data[SC_DEFSET])
  6423. return sc->data[SC_DEFSET]->val1;
  6424. if(sc->data[SC_DRUMBATTLE])
  6425. def += sc->data[SC_DRUMBATTLE]->val3;
  6426. #ifdef RENEWAL
  6427. if (sc->data[SC_ASSUMPTIO])
  6428. def += sc->data[SC_ASSUMPTIO]->val1 * 50;
  6429. #else
  6430. if(sc->data[SC_DEFENCE])
  6431. def += sc->data[SC_DEFENCE]->val2;
  6432. #endif
  6433. if(sc->data[SC_INCDEFRATE])
  6434. def += def * sc->data[SC_INCDEFRATE]->val1/100;
  6435. if(sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 2)
  6436. def += 50;
  6437. if(sc->data[SC_ODINS_POWER])
  6438. def -= 20 * sc->data[SC_ODINS_POWER]->val1;
  6439. if( sc->data[SC_ANGRIFFS_MODUS] )
  6440. def -= 20 + 10 * sc->data[SC_ANGRIFFS_MODUS]->val1;
  6441. if(sc->data[SC_STONEHARDSKIN])
  6442. def += sc->data[SC_STONEHARDSKIN]->val1;
  6443. if(sc->data[SC_STONE])
  6444. def >>=1;
  6445. if(sc->data[SC_FREEZE])
  6446. def >>=1;
  6447. if(sc->data[SC_SIGNUMCRUCIS])
  6448. def -= def * sc->data[SC_SIGNUMCRUCIS]->val2/100;
  6449. if(sc->data[SC_CONCENTRATION])
  6450. def -= def * sc->data[SC_CONCENTRATION]->val4/100;
  6451. if(sc->data[SC_SKE])
  6452. def >>=1;
  6453. if(sc->data[SC_PROVOKE] && bl->type != BL_PC) // Provoke doesn't alter player defense->
  6454. def -= def * sc->data[SC_PROVOKE]->val3/100;
  6455. if(sc->data[SC_STRIPSHIELD] && bl->type != BL_PC) // Player doesn't have def reduction only equip removed
  6456. def -= def * sc->data[SC_STRIPSHIELD]->val2/100;
  6457. if (sc->data[SC_FLING])
  6458. def -= def * (sc->data[SC_FLING]->val2)/100;
  6459. if( sc->data[SC_FREEZING] )
  6460. def -= def * (bl->type == BL_PC ? 30 : 10) / 100;
  6461. if( sc->data[SC_ANALYZE] )
  6462. def -= def * (14 * sc->data[SC_ANALYZE]->val1) / 100;
  6463. if( sc->data[SC_NEUTRALBARRIER] )
  6464. def += def * sc->data[SC_NEUTRALBARRIER]->val2 / 100;
  6465. if( sc->data[SC_PRESTIGE] )
  6466. def += sc->data[SC_PRESTIGE]->val3;
  6467. if( sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 1 )
  6468. def += 6 * sc->data[SC_BANDING]->val1;
  6469. if( sc->data[SC_ECHOSONG] )
  6470. def += sc->data[SC_ECHOSONG]->val3;
  6471. if( sc->data[SC_CAMOUFLAGE] )
  6472. def -= def * 5 * sc->data[SC_CAMOUFLAGE]->val3 / 100;
  6473. if( sc->data[SC_SOLID_SKIN_OPTION] )
  6474. def += def * sc->data[SC_SOLID_SKIN_OPTION]->val2 / 100;
  6475. if( sc->data[SC_ROCK_CRUSHER] )
  6476. def -= def * sc->data[SC_ROCK_CRUSHER]->val2 / 100;
  6477. if( sc->data[SC_POWER_OF_GAIA] )
  6478. def += def * sc->data[SC_POWER_OF_GAIA]->val2 / 100;
  6479. if(sc->data[SC_ASH])
  6480. def -= def * sc->data[SC_ASH]->val3/100;
  6481. if( sc->data[SC_OVERED_BOOST] && bl->type == BL_HOM )
  6482. def -= def * sc->data[SC_OVERED_BOOST]->val4 / 100;
  6483. if(sc->data[SC_GLASTHEIM_ITEMDEF])
  6484. def += sc->data[SC_GLASTHEIM_ITEMDEF]->val1;
  6485. if (sc->data[SC_SOULGOLEM])
  6486. def += sc->data[SC_SOULGOLEM]->val2;
  6487. if (sc->data[SC_STONE_WALL])
  6488. def += sc->data[SC_STONE_WALL]->val2;
  6489. if( sc->data[SC_PACKING_ENVELOPE7] )
  6490. def += sc->data[SC_PACKING_ENVELOPE7]->val1;
  6491. if (sc->data[SC_D_MACHINE])
  6492. def += sc->data[SC_D_MACHINE]->val2;
  6493. if (sc->data[SC_CLIMAX_CRYIMP])
  6494. def += 300;
  6495. if (sc->data[SC_GUARD_STANCE])
  6496. def += sc->data[SC_GUARD_STANCE]->val2;
  6497. if (sc->data[SC_ATTACK_STANCE])
  6498. def -= sc->data[SC_ATTACK_STANCE]->val2;
  6499. return (defType)cap_value(def,DEFTYPE_MIN,DEFTYPE_MAX);
  6500. }
  6501. /**
  6502. * Adds defense (right-side) modifications based on status changes
  6503. * @param bl: Object to change def2 [PC|MOB|HOM|MER|ELEM]
  6504. * @param sc: Object's status change information
  6505. * @param def2: Initial def2
  6506. * @return modified def2 with cap_value(def2,SHRT_MIN,SHRT_MAX)
  6507. */
  6508. static signed short status_calc_def2(struct block_list *bl, struct status_change *sc, int def2)
  6509. {
  6510. if(!sc || !sc->count)
  6511. #ifdef RENEWAL
  6512. return (short)cap_value(def2,SHRT_MIN,SHRT_MAX);
  6513. #else
  6514. return (short)cap_value(def2,1,SHRT_MAX);
  6515. #endif
  6516. if(sc->data[SC_BERSERK])
  6517. return 0;
  6518. if(sc->data[SC_ETERNALCHAOS])
  6519. return 0;
  6520. if(sc->data[SC_DEFSET])
  6521. return sc->data[SC_DEFSET]->val1;
  6522. if(sc->data[SC_SUN_COMFORT])
  6523. def2 += sc->data[SC_SUN_COMFORT]->val2;
  6524. #ifdef RENEWAL
  6525. if (sc->data[SC_SKA])
  6526. def2 += 80;
  6527. #endif
  6528. if(sc->data[SC_ANGELUS])
  6529. #ifdef RENEWAL /// The VIT stat bonus is boosted by angelus [RENEWAL]
  6530. def2 += status_get_vit(bl) / 2 * sc->data[SC_ANGELUS]->val2/100;
  6531. #else
  6532. def2 += def2 * sc->data[SC_ANGELUS]->val2/100;
  6533. if(sc->data[SC_CONCENTRATION])
  6534. def2 -= def2 * sc->data[SC_CONCENTRATION]->val4/100;
  6535. #endif
  6536. if(sc->data[SC_POISON])
  6537. def2 -= def2 * 25/100;
  6538. if(sc->data[SC_DPOISON])
  6539. def2 -= def2 * 25/100;
  6540. if(sc->data[SC_SKE])
  6541. def2 -= def2 * 50/100;
  6542. if(sc->data[SC_PROVOKE])
  6543. def2 -= def2 * sc->data[SC_PROVOKE]->val3/100;
  6544. if(sc->data[SC_JOINTBEAT])
  6545. def2 -= def2 * ( sc->data[SC_JOINTBEAT]->val2&BREAK_SHOULDER ? 50 : 0 ) / 100
  6546. + def2 * ( sc->data[SC_JOINTBEAT]->val2&BREAK_WAIST ? 25 : 0 ) / 100;
  6547. if(sc->data[SC_FLING])
  6548. def2 -= def2 * (sc->data[SC_FLING]->val3)/100;
  6549. if(sc->data[SC_ANALYZE])
  6550. def2 -= def2 * (14 * sc->data[SC_ANALYZE]->val1) / 100;
  6551. if(sc->data[SC_ASH])
  6552. def2 -= def2 * sc->data[SC_ASH]->val3/100;
  6553. if (sc->data[SC_PARALYSIS])
  6554. def2 -= def2 * sc->data[SC_PARALYSIS]->val2 / 100;
  6555. if(sc->data[SC_EQC])
  6556. def2 -= def2 * sc->data[SC_EQC]->val2 / 100;
  6557. if( sc->data[SC_CAMOUFLAGE] )
  6558. def2 -= def2 * 5 * sc->data[SC_CAMOUFLAGE]->val3 / 100;
  6559. #ifdef RENEWAL
  6560. return (short)cap_value(def2,SHRT_MIN,SHRT_MAX);
  6561. #else
  6562. return (short)cap_value(def2,1,SHRT_MAX);
  6563. #endif
  6564. }
  6565. /**
  6566. * Adds magic defense (left-side) modifications based on status changes
  6567. * @param bl: Object to change mdef [PC|MOB|HOM|MER|ELEM]
  6568. * @param sc: Object's status change information
  6569. * @param mdef: Initial mdef
  6570. * @return modified mdef with cap_value(mdef,DEFTYPE_MIN,DEFTYPE_MAX)
  6571. */
  6572. static defType status_calc_mdef(struct block_list *bl, struct status_change *sc, int mdef)
  6573. {
  6574. if(!sc || !sc->count)
  6575. return (defType)cap_value(mdef,DEFTYPE_MIN,DEFTYPE_MAX);
  6576. if(sc->data[SC_BERSERK])
  6577. return 0;
  6578. if(sc->data[SC_BARRIER])
  6579. return 100;
  6580. #ifndef RENEWAL /// Steel Body does not provide 90 MDEF in [RENEWAL]
  6581. if(sc->data[SC_STEELBODY])
  6582. return 90;
  6583. #endif
  6584. if (sc->data[SC_NYANGGRASS]) {
  6585. if (bl->type == BL_PC)
  6586. return 0;
  6587. else
  6588. return mdef >>= 1;
  6589. }
  6590. if(sc->data[SC_MDEFSET])
  6591. return sc->data[SC_MDEFSET]->val1;
  6592. if(sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 3)
  6593. mdef += 50;
  6594. 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.
  6595. mdef += (sc->data[SC_ENDURE]->val4 == 0) ? sc->data[SC_ENDURE]->val1 : 1;
  6596. if(sc->data[SC_STONEHARDSKIN])
  6597. mdef += sc->data[SC_STONEHARDSKIN]->val1;
  6598. if(sc->data[SC_STONE])
  6599. mdef += 25 * mdef / 100;
  6600. if(sc->data[SC_FREEZE])
  6601. mdef += 25 * mdef / 100;
  6602. if(sc->data[SC_BURNING])
  6603. mdef -= 25 * mdef / 100;
  6604. if( sc->data[SC_NEUTRALBARRIER] )
  6605. mdef += mdef * sc->data[SC_NEUTRALBARRIER]->val2 / 100;
  6606. if(sc->data[SC_ANALYZE])
  6607. mdef -= mdef * ( 14 * sc->data[SC_ANALYZE]->val1 ) / 100;
  6608. if(sc->data[SC_SYMPHONYOFLOVER])
  6609. mdef += mdef * sc->data[SC_SYMPHONYOFLOVER]->val3 / 100;
  6610. if (sc->data[SC_ODINS_POWER])
  6611. mdef -= 20 * sc->data[SC_ODINS_POWER]->val1;
  6612. if(sc->data[SC_GLASTHEIM_ITEMDEF])
  6613. mdef += sc->data[SC_GLASTHEIM_ITEMDEF]->val2;
  6614. if (sc->data[SC_SOULGOLEM])
  6615. mdef += sc->data[SC_SOULGOLEM]->val3;
  6616. if (sc->data[SC_STONE_WALL])
  6617. mdef += sc->data[SC_STONE_WALL]->val3;
  6618. if (sc->data[SC_PACKING_ENVELOPE8])
  6619. mdef += sc->data[SC_PACKING_ENVELOPE8]->val1;
  6620. if (sc->data[SC_CLIMAX_CRYIMP])
  6621. mdef += 100;
  6622. return (defType)cap_value(mdef,DEFTYPE_MIN,DEFTYPE_MAX);
  6623. }
  6624. /**
  6625. * Adds magic defense (right-side) modifications based on status changes
  6626. * @param bl: Object to change mdef2 [PC|MOB|HOM|MER|ELEM]
  6627. * @param sc: Object's status change information
  6628. * @param mdef2: Initial mdef2
  6629. * @return modified mdef2 with cap_value(mdef2,SHRT_MIN,SHRT_MAX)
  6630. */
  6631. static signed short status_calc_mdef2(struct block_list *bl, struct status_change *sc, int mdef2)
  6632. {
  6633. if(!sc || !sc->count)
  6634. #ifdef RENEWAL
  6635. return (short)cap_value(mdef2,SHRT_MIN,SHRT_MAX);
  6636. #else
  6637. return (short)cap_value(mdef2,1,SHRT_MAX);
  6638. #endif
  6639. if(sc->data[SC_BERSERK])
  6640. return 0;
  6641. if(sc->data[SC_SKA])
  6642. return 90;
  6643. if(sc->data[SC_MDEFSET])
  6644. return sc->data[SC_MDEFSET]->val1;
  6645. if(sc->data[SC_MINDBREAKER])
  6646. mdef2 -= mdef2 * sc->data[SC_MINDBREAKER]->val3/100;
  6647. if(sc->data[SC_BURNING])
  6648. mdef2 -= mdef2 * 25 / 100;
  6649. if(sc->data[SC_ANALYZE])
  6650. mdef2 -= mdef2 * (14 * sc->data[SC_ANALYZE]->val1) / 100;
  6651. #ifdef RENEWAL
  6652. return (short)cap_value(mdef2,SHRT_MIN,SHRT_MAX);
  6653. #else
  6654. return (short)cap_value(mdef2,1,SHRT_MAX);
  6655. #endif
  6656. }
  6657. /**
  6658. * Adds speed modifications based on status changes
  6659. * @param bl: Object to change speed [PC|MOB|HOM|MER|ELEM]
  6660. * @param sc: Object's status change information
  6661. * @param speed: Initial speed
  6662. * @return modified speed with cap_value(speed,10,USHRT_MAX)
  6663. */
  6664. static unsigned short status_calc_speed(struct block_list *bl, struct status_change *sc, int speed)
  6665. {
  6666. TBL_PC* sd = BL_CAST(BL_PC, bl);
  6667. int speed_rate = 100;
  6668. if (sc == NULL || (sd && sd->state.permanent_speed))
  6669. return (unsigned short)cap_value(speed, MIN_WALK_SPEED, MAX_WALK_SPEED);
  6670. if (sd && pc_ismadogear(sd)) { // Mado speed is not affected by other statuses
  6671. int val = 0;
  6672. if (pc_checkskill(sd, NC_MADOLICENCE) < 5)
  6673. val = 50 - 10 * pc_checkskill(sd, NC_MADOLICENCE);
  6674. else
  6675. val -= 25;
  6676. if (sc->data[SC_ACCELERATION])
  6677. val -= 25;
  6678. speed += speed * val / 100;
  6679. return (unsigned short)cap_value(speed, MIN_WALK_SPEED, MAX_WALK_SPEED);
  6680. }
  6681. if( sd && sd->ud.skilltimer != INVALID_TIMER && (pc_checkskill(sd,SA_FREECAST) > 0 || sd->ud.skill_id == LG_EXEEDBREAK) ) {
  6682. if( sd->ud.skill_id == LG_EXEEDBREAK )
  6683. speed_rate = 160 - 10 * sd->ud.skill_lv;
  6684. else
  6685. speed_rate = 175 - 5 * pc_checkskill(sd,SA_FREECAST);
  6686. } else {
  6687. int val = 0;
  6688. // GetMoveHasteValue2()
  6689. if( sc->data[SC_FUSION] )
  6690. val = 25;
  6691. else if( sd ) {
  6692. if( pc_isriding(sd) || sd->sc.option&OPTION_DRAGON )
  6693. val = 25; // Same bonus
  6694. else if( pc_isridingwug(sd) )
  6695. val = 15 + 5 * pc_checkskill(sd, RA_WUGRIDER);
  6696. else if( sc->data[SC_ALL_RIDING] )
  6697. val = battle_config.rental_mount_speed_boost;
  6698. }
  6699. speed_rate -= val;
  6700. // GetMoveSlowValue()
  6701. if( sd && sc->data[SC_HIDING] && pc_checkskill(sd,RG_TUNNELDRIVE) > 0 )
  6702. val = 120 - 6 * pc_checkskill(sd,RG_TUNNELDRIVE);
  6703. else if( sd && sc->data[SC_CHASEWALK] && sc->data[SC_CHASEWALK]->val3 < 0 )
  6704. val = sc->data[SC_CHASEWALK]->val3;
  6705. else {
  6706. val = 0;
  6707. // Longing for Freedom/Special Singer cancels song/dance penalty
  6708. #ifdef RENEWAL
  6709. if (sc->data[SC_ENSEMBLEFATIGUE])
  6710. val = max(val, sc->data[SC_ENSEMBLEFATIGUE]->val2);
  6711. #else
  6712. if( sc->data[SC_LONGING] )
  6713. val = max( val, 50 - 10 * sc->data[SC_LONGING]->val1 );
  6714. #endif
  6715. else
  6716. if( sd && sc->data[SC_DANCING] )
  6717. 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)) );
  6718. if( sc->data[SC_DECREASEAGI] )
  6719. val = max( val, 25 );
  6720. if( sc->data[SC_QUAGMIRE] || sc->data[SC_HALLUCINATIONWALK_POSTDELAY] || (sc->data[SC_GLOOMYDAY] && sc->data[SC_GLOOMYDAY]->val4) )
  6721. val = max( val, 50 );
  6722. if( sc->data[SC_DONTFORGETME] )
  6723. val = max( val, sc->data[SC_DONTFORGETME]->val3 );
  6724. if( sc->data[SC_CURSE] )
  6725. val = max( val, 300 );
  6726. if( sc->data[SC_CHASEWALK] )
  6727. val = max( val, sc->data[SC_CHASEWALK]->val3 );
  6728. if( sc->data[SC_WEDDING] )
  6729. val = max( val, 100 );
  6730. if( sc->data[SC_JOINTBEAT] && sc->data[SC_JOINTBEAT]->val2&(BREAK_ANKLE|BREAK_KNEE) )
  6731. val = max( val, (sc->data[SC_JOINTBEAT]->val2&BREAK_ANKLE ? 50 : 0) + (sc->data[SC_JOINTBEAT]->val2&BREAK_KNEE ? 30 : 0) );
  6732. if( sc->data[SC_CLOAKING] && (sc->data[SC_CLOAKING]->val4&1) == 0 )
  6733. val = max( val, sc->data[SC_CLOAKING]->val1 < 3 ? 300 : 30 - 3 * sc->data[SC_CLOAKING]->val1 );
  6734. if( sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_ENEMY )
  6735. val = max( val, 75 );
  6736. if( sc->data[SC_SLOWDOWN] ) // Slow Potion
  6737. val = max( val, sc->data[SC_SLOWDOWN]->val1 );
  6738. if( sc->data[SC_GATLINGFEVER] )
  6739. val = max( val, 100 );
  6740. if( sc->data[SC_SUITON] )
  6741. val = max( val, sc->data[SC_SUITON]->val3 );
  6742. if( sc->data[SC_SWOO] )
  6743. val = max( val, 300 );
  6744. if( sc->data[SC_SKA] )
  6745. val = max( val, 25 );
  6746. if( sc->data[SC_FREEZING] )
  6747. val = max( val, 30 );
  6748. if( sc->data[SC_MARSHOFABYSS] )
  6749. val = max( val, sc->data[SC_MARSHOFABYSS]->val3 );
  6750. if( sc->data[SC_CAMOUFLAGE] && sc->data[SC_CAMOUFLAGE]->val1 > 2 )
  6751. val = max( val, 25 * (5 - sc->data[SC_CAMOUFLAGE]->val1) );
  6752. if( sc->data[SC_STEALTHFIELD] )
  6753. val = max( val, 20 );
  6754. if( sc->data[SC__LAZINESS] )
  6755. val = max( val, 25 );
  6756. if( sc->data[SC_ROCK_CRUSHER_ATK] )
  6757. val = max( val, sc->data[SC_ROCK_CRUSHER_ATK]->val2 );
  6758. if( sc->data[SC_POWER_OF_GAIA] )
  6759. val = max( val, sc->data[SC_POWER_OF_GAIA]->val2 );
  6760. if( sc->data[SC_MELON_BOMB] )
  6761. val = max( val, sc->data[SC_MELON_BOMB]->val2 );
  6762. if( sc->data[SC_REBOUND] )
  6763. val = max( val, 25 );
  6764. if( sc->data[SC_B_TRAP] )
  6765. val = max( val, sc->data[SC_B_TRAP]->val3 );
  6766. if (sc->data[SC_CATNIPPOWDER])
  6767. val = max(val, sc->data[SC_CATNIPPOWDER]->val3);
  6768. if (sc->data[SC_SP_SHA])
  6769. val = max(val, sc->data[SC_SP_SHA]->val2);
  6770. if (sc->data[SC_CREATINGSTAR])
  6771. val = max(val, 90);
  6772. if( sd && sd->bonus.speed_rate + sd->bonus.speed_add_rate > 0 ) // Permanent item-based speedup
  6773. val = max( val, sd->bonus.speed_rate + sd->bonus.speed_add_rate );
  6774. }
  6775. speed_rate += val;
  6776. val = 0;
  6777. if( sc->data[SC_MARSHOFABYSS] && speed_rate > 150 )
  6778. speed_rate = 150;
  6779. // GetMoveHasteValue1()
  6780. if( sc->data[SC_SPEEDUP1] ) // !FIXME: used both by NPC_AGIUP and Speed Potion script
  6781. val = max( val, sc->data[SC_SPEEDUP1]->val1 );
  6782. if( sc->data[SC_INCREASEAGI] )
  6783. val = max( val, 25 );
  6784. if( sc->data[SC_WINDWALK] )
  6785. val = max( val, 2 * sc->data[SC_WINDWALK]->val1 );
  6786. if( sc->data[SC_CARTBOOST] )
  6787. val = max( val, 20 );
  6788. if( sd && (sd->class_&MAPID_UPPERMASK) == MAPID_ASSASSIN && pc_checkskill(sd,TF_MISS) > 0 )
  6789. val = max( val, 1 * pc_checkskill(sd,TF_MISS) );
  6790. if( sc->data[SC_CLOAKING] && (sc->data[SC_CLOAKING]->val4&1) == 1 )
  6791. val = max( val, sc->data[SC_CLOAKING]->val1 >= 10 ? 25 : 3 * sc->data[SC_CLOAKING]->val1 - 3 );
  6792. if( sc->data[SC_BERSERK] )
  6793. val = max( val, 25 );
  6794. if( sc->data[SC_RUN] )
  6795. val = max( val, 55 );
  6796. if( sc->data[SC_AVOID] )
  6797. val = max( val, 10 * sc->data[SC_AVOID]->val1 );
  6798. if( sc->data[SC_INVINCIBLE] && !sc->data[SC_INVINCIBLEOFF] )
  6799. val = max( val, 75 );
  6800. if( sc->data[SC_CLOAKINGEXCEED] )
  6801. val = max( val, sc->data[SC_CLOAKINGEXCEED]->val3);
  6802. if (sc->data[SC_PARALYSE] && sc->data[SC_PARALYSE]->val3 == 0)
  6803. val = max(val, 50);
  6804. if( sc->data[SC_HOVERING] )
  6805. val = max( val, 10 );
  6806. if( sc->data[SC_GN_CARTBOOST] )
  6807. val = max( val, sc->data[SC_GN_CARTBOOST]->val2 );
  6808. if( sc->data[SC_SWINGDANCE] )
  6809. val = max( val, sc->data[SC_SWINGDANCE]->val3 );
  6810. if( sc->data[SC_WIND_STEP_OPTION] )
  6811. val = max( val, sc->data[SC_WIND_STEP_OPTION]->val2 );
  6812. if( sc->data[SC_FULL_THROTTLE] )
  6813. val = max( val, 25 );
  6814. if (sc->data[SC_ARCLOUSEDASH])
  6815. val = max(val, sc->data[SC_ARCLOUSEDASH]->val3);
  6816. if( sc->data[SC_DORAM_WALKSPEED] )
  6817. val = max(val, sc->data[SC_DORAM_WALKSPEED]->val1);
  6818. if (sc->data[SC_RUSHWINDMILL])
  6819. val = max(val, 25); // !TODO: Confirm bonus movement speed
  6820. if (sc->data[SC_EMERGENCY_MOVE])
  6821. val = max(val, sc->data[SC_EMERGENCY_MOVE]->val2);
  6822. if( sc->data[SC_JAWAII_SERENADE] ){
  6823. val = max( val, 25 );
  6824. }
  6825. // !FIXME: official items use a single bonus for this [ultramage]
  6826. if( sc->data[SC_SPEEDUP0] ) // Temporary item-based speedup
  6827. val = max( val, sc->data[SC_SPEEDUP0]->val1 );
  6828. if( sd && sd->bonus.speed_rate + sd->bonus.speed_add_rate < 0 ) // Permanent item-based speedup
  6829. val = max( val, -(sd->bonus.speed_rate + sd->bonus.speed_add_rate) );
  6830. speed_rate -= val;
  6831. if( speed_rate < 40 )
  6832. speed_rate = 40;
  6833. }
  6834. // GetSpeed()
  6835. if( sd && pc_iscarton(sd) )
  6836. speed += speed * (50 - 5 * pc_checkskill(sd,MC_PUSHCART)) / 100;
  6837. if( sc->data[SC_PARALYSE] && sc->data[SC_PARALYSE]->val3 == 1 )
  6838. speed += speed * 50 / 100;
  6839. if( speed_rate != 100 )
  6840. speed = speed * speed_rate / 100;
  6841. if( sc->data[SC_STEELBODY] )
  6842. speed = 200;
  6843. if( sc->data[SC_DEFENDER] )
  6844. speed = max(speed, 200);
  6845. if( sc->data[SC_WALKSPEED] && sc->data[SC_WALKSPEED]->val1 > 0 ) // ChangeSpeed
  6846. speed = speed * 100 / sc->data[SC_WALKSPEED]->val1;
  6847. return (unsigned short)cap_value(speed, MIN_WALK_SPEED, MAX_WALK_SPEED);
  6848. }
  6849. #ifdef RENEWAL_ASPD
  6850. /**
  6851. * Renewal attack speed modifiers based on status changes
  6852. * This function only affects RENEWAL players and comes after base calculation
  6853. * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
  6854. * @param sc: Object's status change information
  6855. * @param fixed: True - fixed value [malufett]
  6856. * False - percentage value
  6857. * @return modified aspd
  6858. */
  6859. static short status_calc_aspd(struct block_list *bl, struct status_change *sc, bool fixed)
  6860. {
  6861. int bonus = 0;
  6862. if (!sc || !sc->count)
  6863. return 0;
  6864. if (fixed) {
  6865. enum sc_type sc_val;
  6866. if (!sc->data[SC_QUAGMIRE]) {
  6867. // !TODO: How does Two-Hand Quicken, Adrenaline Rush, and Spear quick change? (+10%)
  6868. if (bonus < 7 && (sc->data[SC_TWOHANDQUICKEN] || sc->data[SC_ONEHAND] || sc->data[SC_MERC_QUICKEN] || sc->data[SC_ADRENALINE] || sc->data[SC_SPEARQUICKEN]))
  6869. bonus = 7;
  6870. else if (bonus < 6 && sc->data[SC_ADRENALINE2])
  6871. bonus = 6;
  6872. else if (bonus < 5 && sc->data[SC_FLEET])
  6873. bonus = 5;
  6874. }
  6875. if (sc->data[SC_ASSNCROS] && bonus < sc->data[SC_ASSNCROS]->val2) {
  6876. #ifdef RENEWAL
  6877. bonus += sc->data[SC_ASSNCROS]->val2;
  6878. #else
  6879. if (bl->type != BL_PC)
  6880. bonus += sc->data[SC_ASSNCROS]->val2;
  6881. else {
  6882. switch(((TBL_PC*)bl)->status.weapon) {
  6883. case W_BOW:
  6884. case W_REVOLVER:
  6885. case W_RIFLE:
  6886. case W_GATLING:
  6887. case W_SHOTGUN:
  6888. case W_GRENADE:
  6889. break;
  6890. default:
  6891. bonus += sc->data[SC_ASSNCROS]->val2;
  6892. break;
  6893. }
  6894. }
  6895. #endif
  6896. }
  6897. if (bonus < 20 && sc->data[SC_MADNESSCANCEL])
  6898. bonus = 20;
  6899. else if (bonus < 15 && sc->data[SC_BERSERK])
  6900. bonus = 15;
  6901. 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])
  6902. bonus += sc->data[sc_val]->val1;
  6903. if (sc->data[SC_ATTHASTE_CASH])
  6904. bonus += sc->data[SC_ATTHASTE_CASH]->val1;
  6905. } else {
  6906. if (sc->data[SC_DONTFORGETME])
  6907. bonus -= sc->data[SC_DONTFORGETME]->val2 / 10;
  6908. #ifdef RENEWAL
  6909. if (sc->data[SC_ENSEMBLEFATIGUE])
  6910. bonus -= sc->data[SC_ENSEMBLEFATIGUE]->val2 / 10;
  6911. #else
  6912. if (sc->data[SC_LONGING])
  6913. bonus -= sc->data[SC_LONGING]->val2 / 10;
  6914. #endif
  6915. if (sc->data[SC_STEELBODY])
  6916. bonus -= 25;
  6917. if (sc->data[SC_SKA])
  6918. bonus -= 25;
  6919. if (sc->data[SC_DEFENDER])
  6920. bonus -= sc->data[SC_DEFENDER]->val4 / 10;
  6921. if (sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_ENEMY)
  6922. bonus -= 75;
  6923. #ifndef RENEWAL
  6924. if (sc->data[SC_GRAVITATION])
  6925. bonus -= sc->data[SC_GRAVITATION]->val2 / 10; // Needs more info
  6926. #endif
  6927. if (sc->data[SC_JOINTBEAT]) { // Needs more info
  6928. if (sc->data[SC_JOINTBEAT]->val2&BREAK_WRIST)
  6929. bonus -= 25;
  6930. if (sc->data[SC_JOINTBEAT]->val2&BREAK_KNEE)
  6931. bonus -= 10;
  6932. }
  6933. if (sc->data[SC_FREEZING])
  6934. bonus -= 30;
  6935. if (sc->data[SC_HALLUCINATIONWALK_POSTDELAY])
  6936. bonus -= 50;
  6937. if (sc->data[SC_PARALYSE] && sc->data[SC_PARALYSE]->val3 == 1)
  6938. bonus -= 10;
  6939. if (sc->data[SC__BODYPAINT])
  6940. bonus -= 5 * sc->data[SC__BODYPAINT]->val1;
  6941. if (sc->data[SC__INVISIBILITY])
  6942. bonus -= sc->data[SC__INVISIBILITY]->val2;
  6943. if (sc->data[SC__GROOMY])
  6944. bonus -= sc->data[SC__GROOMY]->val2;
  6945. if (sc->data[SC_SWINGDANCE])
  6946. bonus += sc->data[SC_SWINGDANCE]->val3;
  6947. if (sc->data[SC_DANCEWITHWUG])
  6948. bonus += sc->data[SC_DANCEWITHWUG]->val3;
  6949. if (sc->data[SC_GLOOMYDAY])
  6950. bonus -= sc->data[SC_GLOOMYDAY]->val3;
  6951. if (sc->data[SC_GT_CHANGE])
  6952. bonus += sc->data[SC_GT_CHANGE]->val3;
  6953. if (sc->data[SC_MELON_BOMB])
  6954. bonus -= sc->data[SC_MELON_BOMB]->val3;
  6955. if (sc->data[SC_BOOST500])
  6956. bonus += sc->data[SC_BOOST500]->val1;
  6957. if (sc->data[SC_EXTRACT_SALAMINE_JUICE])
  6958. bonus += sc->data[SC_EXTRACT_SALAMINE_JUICE]->val1;
  6959. if (sc->data[SC_GOLDENE_FERSE])
  6960. bonus += sc->data[SC_GOLDENE_FERSE]->val3;
  6961. if (sc->data[SC_INCASPDRATE])
  6962. bonus += sc->data[SC_INCASPDRATE]->val1;
  6963. if (sc->data[SC_GATLINGFEVER])
  6964. bonus += sc->data[SC_GATLINGFEVER]->val1;
  6965. if (sc->data[SC_STAR_COMFORT])
  6966. bonus += 3 * sc->data[SC_STAR_COMFORT]->val1;
  6967. if (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 2)
  6968. bonus += 10;
  6969. if (sc->data[SC_INCREASEAGI])
  6970. bonus += sc->data[SC_INCREASEAGI]->val1;
  6971. if (sc->data[SC_NIBELUNGEN] && sc->data[SC_NIBELUNGEN]->val2 == RINGNBL_ASPDRATE)
  6972. bonus += 20;
  6973. if (sc->data[SC_STARSTANCE])
  6974. bonus += sc->data[SC_STARSTANCE]->val2;
  6975. struct map_session_data* sd = BL_CAST(BL_PC, bl);
  6976. uint8 skill_lv;
  6977. if (sd && (skill_lv = pc_checkskill(sd, BA_MUSICALLESSON)) > 0)
  6978. bonus += skill_lv;
  6979. }
  6980. return bonus;
  6981. }
  6982. #endif
  6983. /**
  6984. * Modifies ASPD by a number, rather than a percentage (10 = 1 ASPD)
  6985. * A subtraction reduces the delay, meaning an increase in ASPD
  6986. * This comes after the percentage changes and is based on status changes
  6987. * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
  6988. * @param sc: Object's status change information
  6989. * @param aspd: Object's current ASPD
  6990. * @return modified aspd
  6991. */
  6992. static short status_calc_fix_aspd(struct block_list *bl, struct status_change *sc, int aspd)
  6993. {
  6994. if (!sc || !sc->count)
  6995. return cap_value(aspd, 0, 2000);
  6996. if (sc->data[SC_OVERED_BOOST])
  6997. return cap_value(2000 - sc->data[SC_OVERED_BOOST]->val3 * 10, 0, 2000);
  6998. if ((sc->data[SC_GUST_OPTION] || sc->data[SC_BLAST_OPTION] || sc->data[SC_WILD_STORM_OPTION]))
  6999. aspd -= 50; // +5 ASPD
  7000. if (sc->data[SC_FIGHTINGSPIRIT])
  7001. aspd -= sc->data[SC_FIGHTINGSPIRIT]->val2;
  7002. if (sc->data[SC_MTF_ASPD])
  7003. aspd -= sc->data[SC_MTF_ASPD]->val1;
  7004. if (sc->data[SC_MTF_ASPD2])
  7005. aspd -= sc->data[SC_MTF_ASPD2]->val1;
  7006. if (sc->data[SC_SOULSHADOW])
  7007. aspd -= 10 * sc->data[SC_SOULSHADOW]->val2;
  7008. if (sc->data[SC_HEAT_BARREL])
  7009. aspd -= sc->data[SC_HEAT_BARREL]->val1 * 10;
  7010. if (sc->data[SC_EP16_2_BUFF_SS])
  7011. aspd -= 100; // +10 ASPD
  7012. if (sc->data[SC_PACKING_ENVELOPE6])
  7013. aspd -= sc->data[SC_PACKING_ENVELOPE6]->val1 * 10;
  7014. if (sc->data[SC_SINCERE_FAITH])
  7015. aspd -= 10 * sc->data[SC_SINCERE_FAITH]->val2;
  7016. return cap_value(aspd, 0, 2000); // Will be recap for proper bl anyway
  7017. }
  7018. /**
  7019. * Calculates an object's ASPD modifier based on status changes (alters amotion value)
  7020. * Note: The scale of aspd_rate is 1000 = 100%
  7021. * Note2: This only affects Homunculus, Mercenaries, and Pre-renewal Players
  7022. * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
  7023. * @param sc: Object's status change information
  7024. * @param aspd_rate: Object's current ASPD
  7025. * @return modified aspd_rate
  7026. */
  7027. static short status_calc_aspd_rate(struct block_list *bl, struct status_change *sc, int aspd_rate)
  7028. {
  7029. int i;
  7030. if(!sc || !sc->count)
  7031. return cap_value(aspd_rate,0,SHRT_MAX);
  7032. if( !sc->data[SC_QUAGMIRE] ) {
  7033. int max = 0;
  7034. if(sc->data[SC_STAR_COMFORT])
  7035. max = sc->data[SC_STAR_COMFORT]->val2;
  7036. if(sc->data[SC_TWOHANDQUICKEN] &&
  7037. max < sc->data[SC_TWOHANDQUICKEN]->val2)
  7038. max = sc->data[SC_TWOHANDQUICKEN]->val2;
  7039. if(sc->data[SC_ONEHAND] &&
  7040. max < sc->data[SC_ONEHAND]->val2)
  7041. max = sc->data[SC_ONEHAND]->val2;
  7042. if(sc->data[SC_MERC_QUICKEN] &&
  7043. max < sc->data[SC_MERC_QUICKEN]->val2)
  7044. max = sc->data[SC_MERC_QUICKEN]->val2;
  7045. if(sc->data[SC_ADRENALINE2] &&
  7046. max < sc->data[SC_ADRENALINE2]->val3)
  7047. max = sc->data[SC_ADRENALINE2]->val3;
  7048. if(sc->data[SC_ADRENALINE] &&
  7049. max < sc->data[SC_ADRENALINE]->val3)
  7050. max = sc->data[SC_ADRENALINE]->val3;
  7051. if(sc->data[SC_SPEARQUICKEN] &&
  7052. max < sc->data[SC_SPEARQUICKEN]->val2)
  7053. max = sc->data[SC_SPEARQUICKEN]->val2;
  7054. if(sc->data[SC_GATLINGFEVER] &&
  7055. max < sc->data[SC_GATLINGFEVER]->val2)
  7056. max = sc->data[SC_GATLINGFEVER]->val2;
  7057. if(sc->data[SC_FLEET] &&
  7058. max < sc->data[SC_FLEET]->val2)
  7059. max = sc->data[SC_FLEET]->val2;
  7060. if(sc->data[SC_ASSNCROS] && max < sc->data[SC_ASSNCROS]->val2) {
  7061. if (bl->type!=BL_PC)
  7062. max = sc->data[SC_ASSNCROS]->val2;
  7063. else
  7064. switch(((TBL_PC*)bl)->status.weapon) {
  7065. case W_BOW:
  7066. case W_REVOLVER:
  7067. case W_RIFLE:
  7068. case W_GATLING:
  7069. case W_SHOTGUN:
  7070. case W_GRENADE:
  7071. break;
  7072. default:
  7073. max = sc->data[SC_ASSNCROS]->val2;
  7074. }
  7075. }
  7076. aspd_rate -= max;
  7077. if(sc->data[SC_BERSERK])
  7078. aspd_rate -= 300;
  7079. else if(sc->data[SC_MADNESSCANCEL])
  7080. aspd_rate -= 200;
  7081. }
  7082. if( sc->data[i=SC_ASPDPOTION3] ||
  7083. sc->data[i=SC_ASPDPOTION2] ||
  7084. sc->data[i=SC_ASPDPOTION1] ||
  7085. sc->data[i=SC_ASPDPOTION0] )
  7086. aspd_rate -= sc->data[i]->val2;
  7087. if (sc->data[SC_ATTHASTE_CASH])
  7088. aspd_rate -= sc->data[SC_ATTHASTE_CASH]->val2;
  7089. if(sc->data[SC_DONTFORGETME])
  7090. aspd_rate += sc->data[SC_DONTFORGETME]->val2;
  7091. #ifdef RENEWAL
  7092. if (sc->data[SC_ENSEMBLEFATIGUE])
  7093. aspd_rate += sc->data[SC_ENSEMBLEFATIGUE]->val2;
  7094. #else
  7095. if(sc->data[SC_LONGING])
  7096. aspd_rate += sc->data[SC_LONGING]->val2;
  7097. #endif
  7098. if(sc->data[SC_STEELBODY])
  7099. aspd_rate += 250;
  7100. if(sc->data[SC_SKA])
  7101. aspd_rate += 250;
  7102. if(sc->data[SC_DEFENDER])
  7103. aspd_rate += sc->data[SC_DEFENDER]->val4;
  7104. if(sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_ENEMY)
  7105. aspd_rate += 250;
  7106. #ifndef RENEWAL
  7107. if(sc->data[SC_GRAVITATION])
  7108. aspd_rate += sc->data[SC_GRAVITATION]->val2;
  7109. #endif
  7110. if(sc->data[SC_JOINTBEAT]) {
  7111. if( sc->data[SC_JOINTBEAT]->val2&BREAK_WRIST )
  7112. aspd_rate += 250;
  7113. if( sc->data[SC_JOINTBEAT]->val2&BREAK_KNEE )
  7114. aspd_rate += 100;
  7115. }
  7116. if( sc->data[SC_FREEZING] )
  7117. aspd_rate += 300;
  7118. if( sc->data[SC_HALLUCINATIONWALK_POSTDELAY] )
  7119. aspd_rate += 500;
  7120. if( sc->data[SC_PARALYSE] && sc->data[SC_PARALYSE]->val3 == 1 )
  7121. aspd_rate += 100;
  7122. if( sc->data[SC__BODYPAINT] )
  7123. aspd_rate += 50 * sc->data[SC__BODYPAINT]->val1;
  7124. if( sc->data[SC__INVISIBILITY] )
  7125. aspd_rate += sc->data[SC__INVISIBILITY]->val2 * 10;
  7126. if( sc->data[SC__GROOMY] )
  7127. aspd_rate += sc->data[SC__GROOMY]->val2 * 10;
  7128. if( sc->data[SC_SWINGDANCE] )
  7129. aspd_rate -= sc->data[SC_SWINGDANCE]->val3 * 10;
  7130. if( sc->data[SC_DANCEWITHWUG] )
  7131. aspd_rate -= sc->data[SC_DANCEWITHWUG]->val3 * 10;
  7132. if( sc->data[SC_GLOOMYDAY] )
  7133. aspd_rate += sc->data[SC_GLOOMYDAY]->val3 * 10;
  7134. if( sc->data[SC_GT_CHANGE] )
  7135. aspd_rate -= sc->data[SC_GT_CHANGE]->val3 * 10;
  7136. if( sc->data[SC_MELON_BOMB] )
  7137. aspd_rate += sc->data[SC_MELON_BOMB]->val3 * 10;
  7138. if( sc->data[SC_BOOST500] )
  7139. aspd_rate -= sc->data[SC_BOOST500]->val1 *10;
  7140. if( sc->data[SC_EXTRACT_SALAMINE_JUICE] )
  7141. aspd_rate -= sc->data[SC_EXTRACT_SALAMINE_JUICE]->val1 * 10;
  7142. if( sc->data[SC_INCASPDRATE] )
  7143. aspd_rate -= sc->data[SC_INCASPDRATE]->val1 * 10;
  7144. if( sc->data[SC_GOLDENE_FERSE])
  7145. aspd_rate -= sc->data[SC_GOLDENE_FERSE]->val3 * 10;
  7146. if (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 2)
  7147. aspd_rate -= 100;
  7148. if (sc->data[SC_STARSTANCE])
  7149. aspd_rate -= 10 * sc->data[SC_STARSTANCE]->val2;
  7150. return (short)cap_value(aspd_rate,0,SHRT_MAX);
  7151. }
  7152. /**
  7153. * Modifies the damage delay time based on status changes
  7154. * The lower your delay, the quicker you can act after taking damage
  7155. * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
  7156. * @param sc: Object's status change information
  7157. * @param dmotion: Object's current damage delay
  7158. * @return modified delay rate
  7159. */
  7160. static unsigned short status_calc_dmotion(struct block_list *bl, struct status_change *sc, int dmotion)
  7161. {
  7162. /// It has been confirmed on official servers that MvP mobs have no dmotion even without endure
  7163. if( bl->type == BL_MOB && status_get_class_(bl) == CLASS_BOSS )
  7164. return 0;
  7165. if (bl->type == BL_PC) {
  7166. if (map_flag_gvg2(bl->m) || map_getmapflag(bl->m, MF_BATTLEGROUND))
  7167. return (unsigned short)cap_value(dmotion, 0, USHRT_MAX);
  7168. if (((TBL_PC *)bl)->special_state.no_walk_delay)
  7169. return 0;
  7170. }
  7171. if (sc && sc->count > 0 && (sc->data[SC_ENDURE] || sc->data[SC_RUN] || sc->data[SC_WUGDASH]))
  7172. return 0;
  7173. return (unsigned short)cap_value(dmotion,0,USHRT_MAX);
  7174. }
  7175. /**
  7176. * Adds power atk modifications based on status changes
  7177. * @param bl: Object to change patk [PC|MOB|HOM|MER|ELEM]
  7178. * @param sc: Object's status change information
  7179. * @param patk: Initial patk
  7180. * @return modified patk with cap_value(patk,0,USHRT_MAX)
  7181. */
  7182. static signed short status_calc_patk(struct block_list *bl, struct status_change *sc, int patk)
  7183. {
  7184. if (!sc || !sc->count)
  7185. return cap_value(patk, 0, SHRT_MAX);
  7186. if (sc->data[SC_POWERFUL_FAITH])
  7187. patk += sc->data[SC_POWERFUL_FAITH]->val3;
  7188. if (sc->data[SC_COMPETENTIA])
  7189. patk += sc->data[SC_COMPETENTIA]->val2;
  7190. if (sc->data[SC_ABYSS_SLAYER])
  7191. patk += sc->data[SC_ABYSS_SLAYER]->val2;
  7192. if (sc->data[SC_PRON_MARCH])
  7193. patk += sc->data[SC_PRON_MARCH]->val2;
  7194. return (short)cap_value(patk, 0, SHRT_MAX);
  7195. }
  7196. /**
  7197. * Adds spell matk modifications based on status changes
  7198. * @param bl: Object to change smatk [PC|MOB|HOM|MER|ELEM]
  7199. * @param sc: Object's status change information
  7200. * @param smatk: Initial smatk
  7201. * @return modified smatk with cap_value(smatk,0,USHRT_MAX)
  7202. */
  7203. static signed short status_calc_smatk(struct block_list *bl, struct status_change *sc, int smatk)
  7204. {
  7205. if (!sc || !sc->count)
  7206. return cap_value(smatk, 0, SHRT_MAX);
  7207. if (sc->data[SC_COMPETENTIA])
  7208. smatk += sc->data[SC_COMPETENTIA]->val2;
  7209. if (sc->data[SC_ABYSS_SLAYER])
  7210. smatk += sc->data[SC_ABYSS_SLAYER]->val2;
  7211. if (sc->data[SC_JAWAII_SERENADE])
  7212. smatk += sc->data[SC_JAWAII_SERENADE]->val2;
  7213. if (sc->data[SC_SPELL_ENCHANTING])
  7214. smatk += sc->data[SC_SPELL_ENCHANTING]->val2;
  7215. return (short)cap_value(smatk, 0, SHRT_MAX);
  7216. }
  7217. /**
  7218. * Adds resist modifications based on status changes
  7219. * @param bl: Object to change res [PC|MOB|HOM|MER|ELEM]
  7220. * @param sc: Object's status change information
  7221. * @param res: Initial res
  7222. * @return modified res with cap_value(res,0,USHRT_MAX)
  7223. */
  7224. static signed short status_calc_res(struct block_list *bl, struct status_change *sc, int res)
  7225. {
  7226. if (!sc || !sc->count)
  7227. return cap_value(res, 0, SHRT_MAX);
  7228. if (sc->data[SC_FIRM_FAITH])
  7229. res += sc->data[SC_FIRM_FAITH]->val3;
  7230. if (sc->data[SC_D_MACHINE])
  7231. res += sc->data[SC_D_MACHINE]->val3;
  7232. if (sc->data[SC_MUSICAL_INTERLUDE])
  7233. res += sc->data[SC_MUSICAL_INTERLUDE]->val2;
  7234. if (sc->data[SC_SHADOW_STRIP] && bl->type != BL_PC)
  7235. res -= res * sc->data[SC_SHADOW_STRIP]->val2 / 100;
  7236. if (sc->data[SC_AIN_RHAPSODY])
  7237. res -= sc->data[SC_AIN_RHAPSODY]->val2;
  7238. return (short)cap_value(res, 0, SHRT_MAX);
  7239. }
  7240. /**
  7241. * Adds magic resist modifications based on status changes
  7242. * @param bl: Object to change mres [PC|MOB|HOM|MER|ELEM]
  7243. * @param sc: Object's status change information
  7244. * @param mres: Initial mres
  7245. * @return modified mres with cap_value(mres,0,USHRT_MAX)
  7246. */
  7247. static signed short status_calc_mres(struct block_list *bl, struct status_change *sc, int mres)
  7248. {
  7249. if (!sc || !sc->count)
  7250. return cap_value(mres, 0, SHRT_MAX);
  7251. if (sc->data[SC_SHADOW_STRIP] && bl->type != BL_PC)
  7252. mres -= mres * sc->data[SC_SHADOW_STRIP]->val2 / 100;
  7253. if (sc->data[SC_GEF_NOCTURN])
  7254. mres -= sc->data[SC_GEF_NOCTURN]->val2;
  7255. return (short)cap_value(mres, 0, SHRT_MAX);
  7256. }
  7257. /**
  7258. * Adds heal plus modifications based on status changes
  7259. * @param bl: Object to change hplus [PC|MOB|HOM|MER|ELEM]
  7260. * @param sc: Object's status change information
  7261. * @param hplus: Initial hplus
  7262. * @return modified hplus with cap_value(hplus,0,USHRT_MAX)
  7263. */
  7264. static signed short status_calc_hplus(struct block_list *bl, struct status_change *sc, int hplus)
  7265. {
  7266. if (!sc || !sc->count)
  7267. return cap_value(hplus, 0, SHRT_MAX);
  7268. return (short)cap_value(hplus, 0, SHRT_MAX);
  7269. }
  7270. /**
  7271. * Adds critical damage rate modifications based on status changes
  7272. * @param bl: Object to change crate [PC|MOB|HOM|MER|ELEM]
  7273. * @param sc: Object's status change information
  7274. * @param crate: Initial crate
  7275. * @return modified crate with cap_value(crate,0,USHRT_MAX)
  7276. */
  7277. static signed short status_calc_crate(struct block_list *bl, struct status_change *sc, int crate)
  7278. {
  7279. if (!sc || !sc->count)
  7280. return cap_value(crate, 0, SHRT_MAX);
  7281. if (sc->data[SC_PRE_ACIES])
  7282. crate += sc->data[SC_PRE_ACIES]->val2;
  7283. return (short)cap_value(crate, 0, SHRT_MAX);
  7284. }
  7285. /**
  7286. * Calculates a max HP based on status changes
  7287. * Values can either be percentages or fixed, based on how equations are formulated
  7288. * @param bl: Object's block_list data
  7289. * @param maxhp: Object's current max HP
  7290. * @return modified maxhp
  7291. */
  7292. static unsigned int status_calc_maxhp(struct block_list *bl, uint64 maxhp)
  7293. {
  7294. int rate = 100;
  7295. maxhp += status_get_hpbonus(bl,STATUS_BONUS_FIX);
  7296. if ((rate += status_get_hpbonus(bl,STATUS_BONUS_RATE)) != 100)
  7297. maxhp = maxhp * rate / 100;
  7298. return (unsigned int)cap_value(maxhp,1,UINT_MAX);
  7299. }
  7300. /**
  7301. * Calculates a max SP based on status changes
  7302. * Values can either be percentages or fixed, bas ed on how equations are formulated
  7303. * @param bl: Object's block_list data
  7304. * @param maxsp: Object's current max SP
  7305. * @return modified maxsp
  7306. */
  7307. static unsigned int status_calc_maxsp(struct block_list *bl, uint64 maxsp)
  7308. {
  7309. int rate = 100;
  7310. maxsp += status_get_spbonus(bl,STATUS_BONUS_FIX);
  7311. if ((rate += status_get_spbonus(bl,STATUS_BONUS_RATE)) != 100)
  7312. maxsp = maxsp * rate / 100;
  7313. return (unsigned int)cap_value(maxsp,1,UINT_MAX);
  7314. }
  7315. /**
  7316. * Calculates a max AP based on status changes
  7317. * Values can either be percentages or fixed, bas ed on how equations are formulated
  7318. * @param bl: Object's block_list data
  7319. * @param maxap: Object's current max AP
  7320. * @return modified maxap
  7321. */
  7322. static unsigned int status_calc_maxap(struct block_list *bl, uint64 maxap)
  7323. {
  7324. int rate = 100;
  7325. maxap += status_get_apbonus(bl, STATUS_BONUS_FIX);
  7326. if ((rate += status_get_apbonus(bl, STATUS_BONUS_RATE)) != 100)
  7327. maxap = maxap * rate / 100;
  7328. return (unsigned int)cap_value(maxap, 0, UINT_MAX);
  7329. }
  7330. /**
  7331. * Changes a player's element based on status changes
  7332. * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
  7333. * @param sc: Object's status change information
  7334. * @param element: Object's current element
  7335. * @return new element
  7336. */
  7337. static unsigned char status_calc_element(struct block_list *bl, struct status_change *sc, int element)
  7338. {
  7339. if(!sc || !sc->count)
  7340. return cap_value(element, 0, UCHAR_MAX);
  7341. if(sc->data[SC_FREEZE] || sc->data[SC_CRYSTAL_ARMOR_OPTION])
  7342. return ELE_WATER;
  7343. if(sc->data[SC_STONE] || sc->data[SC_STRONG_PROTECTION_OPTION])
  7344. return ELE_EARTH;
  7345. if(sc->data[SC_FLAMEARMOR_OPTION])
  7346. return ELE_FIRE;
  7347. if(sc->data[SC_EYES_OF_STORM_OPTION])
  7348. return ELE_WIND;
  7349. if(sc->data[SC_POISON_SHIELD_OPTION])
  7350. return ELE_POISON;
  7351. if(sc->data[SC_BENEDICTIO])
  7352. return ELE_HOLY;
  7353. if(sc->data[SC_CHANGEUNDEAD])
  7354. return ELE_UNDEAD;
  7355. if(sc->data[SC_ELEMENTALCHANGE])
  7356. return sc->data[SC_ELEMENTALCHANGE]->val2;
  7357. if(sc->data[SC_SHAPESHIFT])
  7358. return sc->data[SC_SHAPESHIFT]->val2;
  7359. return (unsigned char)cap_value(element,0,UCHAR_MAX);
  7360. }
  7361. /**
  7362. * Changes a player's element level based on status changes
  7363. * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
  7364. * @param sc: Object's status change information
  7365. * @param lv: Object's current element level
  7366. * @return new element level
  7367. */
  7368. static unsigned char status_calc_element_lv(struct block_list *bl, struct status_change *sc, int lv)
  7369. {
  7370. if(!sc || !sc->count)
  7371. return cap_value(lv, 1, 4);
  7372. if(sc->data[SC_FREEZE])
  7373. return 1;
  7374. if(sc->data[SC_STONE])
  7375. return 1;
  7376. if(sc->data[SC_BENEDICTIO])
  7377. return 1;
  7378. if(sc->data[SC_CHANGEUNDEAD])
  7379. return 1;
  7380. if(sc->data[SC_ELEMENTALCHANGE])
  7381. return sc->data[SC_ELEMENTALCHANGE]->val1;
  7382. if(sc->data[SC_SHAPESHIFT])
  7383. return 1;
  7384. if(sc->data[SC__INVISIBILITY])
  7385. return 1;
  7386. if (sc->data[SC_FLAMEARMOR_OPTION] || sc->data[SC_CRYSTAL_ARMOR_OPTION] || sc->data[SC_EYES_OF_STORM_OPTION] ||
  7387. sc->data[SC_STRONG_PROTECTION_OPTION] || sc->data[SC_POISON_SHIELD_OPTION])
  7388. return 1;
  7389. return (unsigned char)cap_value(lv,1,4);
  7390. }
  7391. /**
  7392. * Changes a player's attack element based on status changes
  7393. * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
  7394. * @param sc: Object's status change information
  7395. * @param element: Object's current attack element
  7396. * @return new attack element
  7397. */
  7398. unsigned char status_calc_attack_element(struct block_list *bl, struct status_change *sc, int element)
  7399. {
  7400. if(!sc || !sc->count)
  7401. return cap_value(element, 0, UCHAR_MAX);
  7402. if(sc->data[SC_ENCHANTARMS])
  7403. return sc->data[SC_ENCHANTARMS]->val1;
  7404. if(sc->data[SC_WATERWEAPON]
  7405. || (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 2) )
  7406. return ELE_WATER;
  7407. if(sc->data[SC_EARTHWEAPON]
  7408. || (sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 2) )
  7409. return ELE_EARTH;
  7410. if(sc->data[SC_FIREWEAPON]
  7411. || (sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 2) )
  7412. return ELE_FIRE;
  7413. if(sc->data[SC_WINDWEAPON]
  7414. || (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 2) )
  7415. return ELE_WIND;
  7416. if(sc->data[SC_ENCPOISON])
  7417. return ELE_POISON;
  7418. if(sc->data[SC_ASPERSIO])
  7419. return ELE_HOLY;
  7420. if(sc->data[SC_SHADOWWEAPON])
  7421. return ELE_DARK;
  7422. if(sc->data[SC_GHOSTWEAPON] || sc->data[SC__INVISIBILITY])
  7423. return ELE_GHOST;
  7424. if(sc->data[SC_TIDAL_WEAPON_OPTION] || sc->data[SC_TIDAL_WEAPON] )
  7425. return ELE_WATER;
  7426. return (unsigned char)cap_value(element,0,UCHAR_MAX);
  7427. }
  7428. /**
  7429. * Changes the mode of an object
  7430. * @param bl: Object whose mode to change [PC|MOB|PET|HOM|NPC]
  7431. * @param sc: Object's status change data
  7432. * @param mode: Original mode
  7433. * @return mode with cap_value(mode, 0, INT_MAX)
  7434. */
  7435. static int status_calc_mode(struct block_list *bl, struct status_change *sc, int mode)
  7436. {
  7437. if(!sc || !sc->count)
  7438. return cap_value(mode, MD_NONE,INT_MAX);
  7439. if(sc->data[SC_MODECHANGE]) {
  7440. if (sc->data[SC_MODECHANGE]->val2)
  7441. mode = (mode&~MD_MASK)|sc->data[SC_MODECHANGE]->val2; // Set mode
  7442. if (sc->data[SC_MODECHANGE]->val3)
  7443. mode = mode|sc->data[SC_MODECHANGE]->val3; // Add mode
  7444. if (sc->data[SC_MODECHANGE]->val4)
  7445. mode = mode&~sc->data[SC_MODECHANGE]->val4; // Del mode
  7446. }
  7447. return cap_value(mode, MD_NONE, INT_MAX);
  7448. }
  7449. /**
  7450. * Changes the mode of a slave mob
  7451. * @param md: Slave mob whose mode to change
  7452. * @param mmd: Master of slave mob
  7453. */
  7454. void status_calc_slave_mode(struct mob_data *md, struct mob_data *mmd)
  7455. {
  7456. switch (battle_config.slaves_inherit_mode) {
  7457. case 1: //Always aggressive
  7458. if (!status_has_mode(&md->status,MD_AGGRESSIVE))
  7459. sc_start4(NULL, &md->bl, SC_MODECHANGE, 100, 1, 0, MD_AGGRESSIVE, 0, 0);
  7460. break;
  7461. case 2: //Always passive
  7462. if (status_has_mode(&md->status,MD_AGGRESSIVE))
  7463. sc_start4(NULL, &md->bl, SC_MODECHANGE, 100, 1, 0, 0, MD_AGGRESSIVE, 0);
  7464. break;
  7465. case 4: // Overwrite with slave mode
  7466. sc_start4(NULL, &md->bl, SC_MODECHANGE, 100, 1, MD_CANMOVE|MD_NORANDOMWALK|MD_CANATTACK, 0, 0, 0);
  7467. break;
  7468. default: //Copy master
  7469. if (status_has_mode(&mmd->status,MD_AGGRESSIVE))
  7470. sc_start4(NULL, &md->bl, SC_MODECHANGE, 100, 1, 0, MD_AGGRESSIVE, 0, 0);
  7471. else
  7472. sc_start4(NULL, &md->bl, SC_MODECHANGE, 100, 1, 0, 0, MD_AGGRESSIVE, 0);
  7473. break;
  7474. }
  7475. }
  7476. /**
  7477. * Gets the name of the given bl
  7478. * @param bl: Object whose name to get [PC|MOB|PET|HOM|NPC]
  7479. * @return name or "Unknown" if any other bl->type than noted above
  7480. */
  7481. const char* status_get_name(struct block_list *bl)
  7482. {
  7483. nullpo_ret(bl);
  7484. switch (bl->type) {
  7485. case BL_PC: return ((TBL_PC *)bl)->fakename[0] != '\0' ? ((TBL_PC*)bl)->fakename : ((TBL_PC*)bl)->status.name;
  7486. case BL_MOB: return ((TBL_MOB*)bl)->name;
  7487. case BL_PET: return ((TBL_PET*)bl)->pet.name;
  7488. case BL_HOM: return ((TBL_HOM*)bl)->homunculus.name;
  7489. case BL_MER: return ((TBL_MER *)bl)->db->name.c_str(); // They only have database names which are global, not specific to GID.
  7490. case BL_NPC: return ((TBL_NPC*)bl)->name;
  7491. case BL_ELEM: return ((TBL_ELEM *)bl)->db->name.c_str(); // They only have database names which are global, not specific to GID.
  7492. }
  7493. return "Unknown";
  7494. }
  7495. /**
  7496. * Gets the class/sprite id of the given bl
  7497. * @param bl: Object whose class to get [PC|MOB|PET|HOM|MER|NPC|ELEM]
  7498. * @return class or 0 if any other bl->type than noted above
  7499. */
  7500. int status_get_class(struct block_list *bl)
  7501. {
  7502. nullpo_ret(bl);
  7503. switch( bl->type ) {
  7504. case BL_PC: return ((TBL_PC*)bl)->status.class_;
  7505. case BL_MOB: return ((TBL_MOB*)bl)->vd->class_; // Class used on all code should be the view class of the mob.
  7506. case BL_PET: return ((TBL_PET*)bl)->pet.class_;
  7507. case BL_HOM: return ((TBL_HOM*)bl)->homunculus.class_;
  7508. case BL_MER: return ((TBL_MER*)bl)->mercenary.class_;
  7509. case BL_NPC: return ((TBL_NPC*)bl)->class_;
  7510. case BL_ELEM: return ((TBL_ELEM*)bl)->elemental.class_;
  7511. }
  7512. return 0;
  7513. }
  7514. /**
  7515. * Gets the base level of the given bl
  7516. * @param bl: Object whose base level to get [PC|MOB|PET|HOM|MER|NPC|ELEM]
  7517. * @return base level or 1 if any other bl->type than noted above
  7518. */
  7519. int status_get_lv(struct block_list *bl)
  7520. {
  7521. nullpo_ret(bl);
  7522. switch (bl->type) {
  7523. case BL_PC: return ((TBL_PC*)bl)->status.base_level;
  7524. case BL_MOB: return ((TBL_MOB*)bl)->level;
  7525. case BL_PET: return ((TBL_PET*)bl)->pet.level;
  7526. case BL_HOM: return ((TBL_HOM*)bl)->homunculus.level;
  7527. case BL_MER: return ((TBL_MER*)bl)->db->lv;
  7528. case BL_ELEM: return ((TBL_ELEM*)bl)->db->lv;
  7529. case BL_NPC: return ((TBL_NPC*)bl)->level;
  7530. }
  7531. return 1;
  7532. }
  7533. /**
  7534. * Gets the regeneration info of the given bl
  7535. * @param bl: Object whose regen info to get [PC|HOM|MER|ELEM]
  7536. * @return regen data or NULL if any other bl->type than noted above
  7537. */
  7538. struct regen_data *status_get_regen_data(struct block_list *bl)
  7539. {
  7540. nullpo_retr(NULL, bl);
  7541. switch (bl->type) {
  7542. case BL_PC: return &((TBL_PC*)bl)->regen;
  7543. case BL_HOM: return &((TBL_HOM*)bl)->regen;
  7544. case BL_MER: return &((TBL_MER*)bl)->regen;
  7545. case BL_ELEM: return &((TBL_ELEM*)bl)->regen;
  7546. default:
  7547. return NULL;
  7548. }
  7549. }
  7550. /**
  7551. * Gets the status data of the given bl
  7552. * @param bl: Object whose status to get [PC|MOB|PET|HOM|MER|ELEM|NPC]
  7553. * @return status or "dummy_status" if any other bl->type than noted above
  7554. */
  7555. struct status_data *status_get_status_data(struct block_list *bl)
  7556. {
  7557. nullpo_retr(&dummy_status, bl);
  7558. switch (bl->type) {
  7559. case BL_PC: return &((TBL_PC*)bl)->battle_status;
  7560. case BL_MOB: return &((TBL_MOB*)bl)->status;
  7561. case BL_PET: return &((TBL_PET*)bl)->status;
  7562. case BL_HOM: return &((TBL_HOM*)bl)->battle_status;
  7563. case BL_MER: return &((TBL_MER*)bl)->battle_status;
  7564. case BL_ELEM: return &((TBL_ELEM*)bl)->battle_status;
  7565. case BL_NPC: return ((mobdb_checkid(((TBL_NPC*)bl)->class_) == 0) ? &((TBL_NPC*)bl)->status : &dummy_status);
  7566. default:
  7567. return &dummy_status;
  7568. }
  7569. }
  7570. /**
  7571. * Gets the base status data of the given bl
  7572. * @param bl: Object whose status to get [PC|MOB|PET|HOM|MER|ELEM|NPC]
  7573. * @return base_status or NULL if any other bl->type than noted above
  7574. */
  7575. struct status_data *status_get_base_status(struct block_list *bl)
  7576. {
  7577. nullpo_retr(NULL, bl);
  7578. switch (bl->type) {
  7579. case BL_PC: return &((TBL_PC*)bl)->base_status;
  7580. case BL_MOB: return ((TBL_MOB*)bl)->base_status ? ((TBL_MOB*)bl)->base_status : &((TBL_MOB*)bl)->db->status;
  7581. case BL_PET: return &((TBL_PET*)bl)->db->status;
  7582. case BL_HOM: return &((TBL_HOM*)bl)->base_status;
  7583. case BL_MER: return &((TBL_MER*)bl)->base_status;
  7584. case BL_ELEM: return &((TBL_ELEM*)bl)->base_status;
  7585. case BL_NPC: return ((mobdb_checkid(((TBL_NPC*)bl)->class_) == 0) ? &((TBL_NPC*)bl)->status : NULL);
  7586. default:
  7587. return NULL;
  7588. }
  7589. }
  7590. /**
  7591. * Gets the defense of the given bl
  7592. * @param bl: Object whose defense to get [PC|MOB|HOM|MER|ELEM]
  7593. * @return defense with cap_value(def, DEFTYPE_MIN, DEFTYPE_MAX)
  7594. */
  7595. defType status_get_def(struct block_list *bl)
  7596. {
  7597. struct unit_data *ud;
  7598. struct status_data *status = status_get_status_data(bl);
  7599. int def = status?status->def:0;
  7600. ud = unit_bl2ud(bl);
  7601. if (ud && ud->skilltimer != INVALID_TIMER)
  7602. def -= def * skill_get_castdef(ud->skill_id)/100;
  7603. return cap_value(def, DEFTYPE_MIN, DEFTYPE_MAX);
  7604. }
  7605. /**
  7606. * Gets the walking speed of the given bl
  7607. * @param bl: Object whose speed to get [PC|MOB|PET|HOM|MER|ELEM|NPC]
  7608. * @return speed
  7609. */
  7610. unsigned short status_get_speed(struct block_list *bl)
  7611. {
  7612. if(bl->type==BL_NPC)// Only BL with speed data but no status_data [Skotlex]
  7613. return ((struct npc_data *)bl)->speed;
  7614. return status_get_status_data(bl)->speed;
  7615. }
  7616. /**
  7617. * Gets the party ID of the given bl
  7618. * @param bl: Object whose party ID to get [PC|MOB|PET|HOM|MER|SKILL|ELEM]
  7619. * @return party ID
  7620. */
  7621. int status_get_party_id(struct block_list *bl)
  7622. {
  7623. nullpo_ret(bl);
  7624. switch (bl->type) {
  7625. case BL_PC:
  7626. return ((TBL_PC*)bl)->status.party_id;
  7627. case BL_PET:
  7628. if (((TBL_PET*)bl)->master)
  7629. return ((TBL_PET*)bl)->master->status.party_id;
  7630. break;
  7631. case BL_MOB: {
  7632. struct mob_data *md=(TBL_MOB*)bl;
  7633. if( md->master_id > 0 ) {
  7634. struct map_session_data *msd;
  7635. if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != NULL)
  7636. return msd->status.party_id;
  7637. return -md->master_id;
  7638. }
  7639. }
  7640. break;
  7641. case BL_HOM:
  7642. if (((TBL_HOM*)bl)->master)
  7643. return ((TBL_HOM*)bl)->master->status.party_id;
  7644. break;
  7645. case BL_MER:
  7646. if (((TBL_MER*)bl)->master)
  7647. return ((TBL_MER*)bl)->master->status.party_id;
  7648. break;
  7649. case BL_SKILL:
  7650. if (((TBL_SKILL*)bl)->group)
  7651. return ((TBL_SKILL*)bl)->group->party_id;
  7652. break;
  7653. case BL_ELEM:
  7654. if (((TBL_ELEM*)bl)->master)
  7655. return ((TBL_ELEM*)bl)->master->status.party_id;
  7656. break;
  7657. }
  7658. return 0;
  7659. }
  7660. /**
  7661. * Gets the guild ID of the given bl
  7662. * @param bl: Object whose guild ID to get [PC|MOB|PET|HOM|MER|SKILL|ELEM|NPC]
  7663. * @return guild ID
  7664. */
  7665. int status_get_guild_id(struct block_list *bl)
  7666. {
  7667. nullpo_ret(bl);
  7668. switch (bl->type) {
  7669. case BL_PC:
  7670. return ((TBL_PC*)bl)->status.guild_id;
  7671. case BL_PET:
  7672. if (((TBL_PET*)bl)->master)
  7673. return ((TBL_PET*)bl)->master->status.guild_id;
  7674. break;
  7675. case BL_MOB:
  7676. {
  7677. struct map_session_data *msd;
  7678. struct mob_data *md = (struct mob_data *)bl;
  7679. if (md->guardian_data) // Guardian's guild [Skotlex]
  7680. return md->guardian_data->guild_id;
  7681. if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != NULL)
  7682. return msd->status.guild_id; // Alchemist's mobs [Skotlex]
  7683. }
  7684. break;
  7685. case BL_HOM:
  7686. if (((TBL_HOM*)bl)->master)
  7687. return ((TBL_HOM*)bl)->master->status.guild_id;
  7688. break;
  7689. case BL_MER:
  7690. if (((TBL_MER*)bl)->master)
  7691. return ((TBL_MER*)bl)->master->status.guild_id;
  7692. break;
  7693. case BL_NPC:
  7694. if (((TBL_NPC*)bl)->subtype == NPCTYPE_SCRIPT)
  7695. return ((TBL_NPC*)bl)->u.scr.guild_id;
  7696. break;
  7697. case BL_SKILL:
  7698. if (((TBL_SKILL*)bl)->group)
  7699. return ((TBL_SKILL*)bl)->group->guild_id;
  7700. break;
  7701. case BL_ELEM:
  7702. if (((TBL_ELEM*)bl)->master)
  7703. return ((TBL_ELEM*)bl)->master->status.guild_id;
  7704. break;
  7705. }
  7706. return 0;
  7707. }
  7708. /**
  7709. * Gets the guild emblem ID of the given bl
  7710. * @param bl: Object whose emblem ID to get [PC|MOB|PET|HOM|MER|SKILL|ELEM|NPC]
  7711. * @return guild emblem ID
  7712. */
  7713. int status_get_emblem_id(struct block_list *bl)
  7714. {
  7715. nullpo_ret(bl);
  7716. switch (bl->type) {
  7717. case BL_PC:
  7718. return ((TBL_PC*)bl)->guild_emblem_id;
  7719. case BL_PET:
  7720. if (((TBL_PET*)bl)->master)
  7721. return ((TBL_PET*)bl)->master->guild_emblem_id;
  7722. break;
  7723. case BL_MOB:
  7724. {
  7725. struct map_session_data *msd;
  7726. struct mob_data *md = (struct mob_data *)bl;
  7727. if (md->guardian_data) // Guardian's guild [Skotlex]
  7728. return md->guardian_data->emblem_id;
  7729. if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != NULL)
  7730. return msd->guild_emblem_id; // Alchemist's mobs [Skotlex]
  7731. }
  7732. break;
  7733. case BL_HOM:
  7734. if (((TBL_HOM*)bl)->master)
  7735. return ((TBL_HOM*)bl)->master->guild_emblem_id;
  7736. break;
  7737. case BL_MER:
  7738. if (((TBL_MER*)bl)->master)
  7739. return ((TBL_MER*)bl)->master->guild_emblem_id;
  7740. break;
  7741. case BL_NPC:
  7742. if (((TBL_NPC*)bl)->subtype == NPCTYPE_SCRIPT && ((TBL_NPC*)bl)->u.scr.guild_id > 0) {
  7743. struct guild *g = guild_search(((TBL_NPC*)bl)->u.scr.guild_id);
  7744. if (g)
  7745. return g->emblem_id;
  7746. }
  7747. break;
  7748. case BL_ELEM:
  7749. if (((TBL_ELEM*)bl)->master)
  7750. return ((TBL_ELEM*)bl)->master->guild_emblem_id;
  7751. break;
  7752. }
  7753. return 0;
  7754. }
  7755. /**
  7756. * Gets the race2 of a mob or pet
  7757. * @param bl: Object whose race2 to get [MOB|PET]
  7758. * @return race2
  7759. */
  7760. std::vector<e_race2> status_get_race2(struct block_list *bl)
  7761. {
  7762. nullpo_retr(std::vector<e_race2>(),bl);
  7763. if (bl->type == BL_MOB)
  7764. return ((struct mob_data *)bl)->db->race2;
  7765. if (bl->type == BL_PET)
  7766. return ((struct pet_data *)bl)->db->race2;
  7767. return std::vector<e_race2>();
  7768. }
  7769. /**
  7770. * Checks if an object is dead
  7771. * @param bl: Object to check [PC|MOB|HOM|MER|ELEM]
  7772. * @return 1: Is dead or 0: Is alive
  7773. */
  7774. int status_isdead(struct block_list *bl)
  7775. {
  7776. nullpo_ret(bl);
  7777. return status_get_status_data(bl)->hp == 0;
  7778. }
  7779. /**
  7780. * Checks if an object is immune to magic
  7781. * @param bl: Object to check [PC|MOB|HOM|MER|ELEM]
  7782. * @return value of magic damage to be blocked
  7783. */
  7784. int status_isimmune(struct block_list *bl)
  7785. {
  7786. struct status_change *sc =status_get_sc(bl);
  7787. if (sc) {
  7788. if (sc->data[SC_HERMODE])
  7789. return 100;
  7790. if (sc->data[SC_DEADLY_DEFEASANCE])
  7791. return 0;
  7792. }
  7793. if (bl->type == BL_PC &&
  7794. ((TBL_PC*)bl)->special_state.no_magic_damage >= battle_config.gtb_sc_immunity)
  7795. return ((TBL_PC*)bl)->special_state.no_magic_damage;
  7796. return 0;
  7797. }
  7798. /**
  7799. * Get view data of an object
  7800. * @param bl: Object whose view data to get [PC|MOB|PET|HOM|MER|ELEM|NPC]
  7801. * @return view data structure bl->vd
  7802. */
  7803. struct view_data* status_get_viewdata(struct block_list *bl)
  7804. {
  7805. nullpo_retr(NULL, bl);
  7806. switch (bl->type) {
  7807. case BL_PC: return &((TBL_PC*)bl)->vd;
  7808. case BL_MOB: return ((TBL_MOB*)bl)->vd;
  7809. case BL_PET: return &((TBL_PET*)bl)->vd;
  7810. case BL_NPC: return &((TBL_NPC*)bl)->vd;
  7811. case BL_HOM: return ((TBL_HOM*)bl)->vd;
  7812. case BL_MER: return ((TBL_MER*)bl)->vd;
  7813. case BL_ELEM: return ((TBL_ELEM*)bl)->vd;
  7814. }
  7815. return NULL;
  7816. }
  7817. /**
  7818. * Set view data of an object
  7819. * This function deals with class, mount, and item views
  7820. * SC views are set in clif_getareachar_unit()
  7821. * @param bl: Object whose view data to set [PC|MOB|PET|HOM|MER|ELEM|NPC]
  7822. * @param class_: class of the object
  7823. */
  7824. void status_set_viewdata(struct block_list *bl, int class_)
  7825. {
  7826. struct view_data* vd;
  7827. nullpo_retv(bl);
  7828. if (mobdb_checkid(class_) || mob_is_clone(class_))
  7829. vd = mob_get_viewdata(class_);
  7830. else if (npcdb_checkid(class_))
  7831. vd = npc_get_viewdata(class_);
  7832. else if (homdb_checkid(class_))
  7833. vd = hom_get_viewdata(class_);
  7834. else if (mercenary_db.exists(class_))
  7835. vd = mercenary_get_viewdata(class_);
  7836. else if (elemental_db.exists(class_))
  7837. vd = elemental_get_viewdata(class_);
  7838. else
  7839. vd = NULL;
  7840. switch (bl->type) {
  7841. case BL_PC:
  7842. {
  7843. TBL_PC* sd = (TBL_PC*)bl;
  7844. if (pcdb_checkid(class_)) {
  7845. if (sd->sc.option&OPTION_RIDING) {
  7846. switch (class_) { // Adapt class to a Mounted one.
  7847. case JOB_KNIGHT:
  7848. class_ = JOB_KNIGHT2;
  7849. break;
  7850. case JOB_CRUSADER:
  7851. class_ = JOB_CRUSADER2;
  7852. break;
  7853. case JOB_LORD_KNIGHT:
  7854. class_ = JOB_LORD_KNIGHT2;
  7855. break;
  7856. case JOB_PALADIN:
  7857. class_ = JOB_PALADIN2;
  7858. break;
  7859. case JOB_BABY_KNIGHT:
  7860. class_ = JOB_BABY_KNIGHT2;
  7861. break;
  7862. case JOB_BABY_CRUSADER:
  7863. class_ = JOB_BABY_CRUSADER2;
  7864. break;
  7865. }
  7866. }
  7867. sd->vd.class_ = class_;
  7868. clif_get_weapon_view(sd, &sd->vd.weapon, &sd->vd.shield);
  7869. sd->vd.head_top = sd->status.head_top;
  7870. sd->vd.head_mid = sd->status.head_mid;
  7871. sd->vd.head_bottom = sd->status.head_bottom;
  7872. sd->vd.hair_style = cap_value(sd->status.hair, MIN_HAIR_STYLE, MAX_HAIR_STYLE);
  7873. sd->vd.hair_color = cap_value(sd->status.hair_color, MIN_HAIR_COLOR, MAX_HAIR_COLOR);
  7874. sd->vd.cloth_color = cap_value(sd->status.clothes_color, MIN_CLOTH_COLOR, MAX_CLOTH_COLOR);
  7875. sd->vd.body_style = cap_value(sd->status.body, MIN_BODY_STYLE, MAX_BODY_STYLE);
  7876. sd->vd.sex = sd->status.sex;
  7877. if (sd->vd.cloth_color) {
  7878. if(sd->sc.option&OPTION_WEDDING && battle_config.wedding_ignorepalette)
  7879. sd->vd.cloth_color = 0;
  7880. if(sd->sc.option&OPTION_XMAS && battle_config.xmas_ignorepalette)
  7881. sd->vd.cloth_color = 0;
  7882. if(sd->sc.option&(OPTION_SUMMER|OPTION_SUMMER2) && battle_config.summer_ignorepalette)
  7883. sd->vd.cloth_color = 0;
  7884. if(sd->sc.option&OPTION_HANBOK && battle_config.hanbok_ignorepalette)
  7885. sd->vd.cloth_color = 0;
  7886. if(sd->sc.option&OPTION_OKTOBERFEST && battle_config.oktoberfest_ignorepalette)
  7887. sd->vd.cloth_color = 0;
  7888. }
  7889. if ( sd->vd.body_style && sd->sc.option&OPTION_COSTUME)
  7890. sd->vd.body_style = 0;
  7891. } else if (vd)
  7892. memcpy(&sd->vd, vd, sizeof(struct view_data));
  7893. else
  7894. ShowError("status_set_viewdata (PC): No view data for class %d\n", class_);
  7895. }
  7896. break;
  7897. case BL_MOB:
  7898. {
  7899. TBL_MOB* md = (TBL_MOB*)bl;
  7900. if (vd){
  7901. mob_free_dynamic_viewdata( md );
  7902. md->vd = vd;
  7903. }else if( pcdb_checkid( class_ ) ){
  7904. mob_set_dynamic_viewdata( md );
  7905. md->vd->class_ = class_;
  7906. md->vd->hair_style = cap_value(md->vd->hair_style, MIN_HAIR_STYLE, MAX_HAIR_STYLE);
  7907. md->vd->hair_color = cap_value(md->vd->hair_color, MIN_HAIR_COLOR, MAX_HAIR_COLOR);
  7908. }else
  7909. ShowError("status_set_viewdata (MOB): No view data for class %d\n", class_);
  7910. }
  7911. break;
  7912. case BL_PET:
  7913. {
  7914. TBL_PET* pd = (TBL_PET*)bl;
  7915. if (vd) {
  7916. memcpy(&pd->vd, vd, sizeof(struct view_data));
  7917. if (!pcdb_checkid(vd->class_)) {
  7918. pd->vd.hair_style = battle_config.pet_hair_style;
  7919. if(pd->pet.equip) {
  7920. pd->vd.head_bottom = itemdb_viewid(pd->pet.equip);
  7921. if (!pd->vd.head_bottom)
  7922. pd->vd.head_bottom = pd->pet.equip;
  7923. }
  7924. }
  7925. } else
  7926. ShowError("status_set_viewdata (PET): No view data for class %d\n", class_);
  7927. }
  7928. break;
  7929. case BL_NPC:
  7930. {
  7931. TBL_NPC* nd = (TBL_NPC*)bl;
  7932. if (vd)
  7933. memcpy(&nd->vd, vd, sizeof(struct view_data));
  7934. else if (pcdb_checkid(class_)) {
  7935. memset(&nd->vd, 0, sizeof(struct view_data));
  7936. nd->vd.class_ = class_;
  7937. nd->vd.hair_style = cap_value(nd->vd.hair_style, MIN_HAIR_STYLE, MAX_HAIR_STYLE);
  7938. } else {
  7939. ShowError("status_set_viewdata (NPC): Invalid view data %d\n", class_);
  7940. if (bl->m >= 0)
  7941. ShowDebug("Source (NPC): %s at %s (%d,%d)\n", nd->name, map_mapid2mapname(bl->m), bl->x, bl->y);
  7942. else
  7943. ShowDebug("Source (NPC): %s (invisible/not on a map)\n", nd->name);
  7944. ShowDebug( "Source (NPC): %s is located in: %s\n", nd->name, nd->path );
  7945. }
  7946. break;
  7947. }
  7948. break;
  7949. case BL_HOM:
  7950. {
  7951. struct homun_data *hd = (struct homun_data*)bl;
  7952. if (vd)
  7953. hd->vd = vd;
  7954. else
  7955. ShowError("status_set_viewdata (HOMUNCULUS): No view data for class %d\n", class_);
  7956. }
  7957. break;
  7958. case BL_MER:
  7959. {
  7960. s_mercenary_data *md = (s_mercenary_data*)bl;
  7961. if (vd)
  7962. md->vd = vd;
  7963. else
  7964. ShowError("status_set_viewdata (MERCENARY): No view data for class %d\n", class_);
  7965. }
  7966. break;
  7967. case BL_ELEM:
  7968. {
  7969. s_elemental_data *ed = (s_elemental_data*)bl;
  7970. if (vd)
  7971. ed->vd = vd;
  7972. else
  7973. ShowError("status_set_viewdata (ELEMENTAL): No view data for class %d\n", class_);
  7974. }
  7975. break;
  7976. }
  7977. }
  7978. /**
  7979. * Get status change data of an object
  7980. * @param bl: Object whose sc data to get [PC|MOB|HOM|MER|ELEM|NPC]
  7981. * @return status change data structure bl->sc
  7982. */
  7983. struct status_change *status_get_sc(struct block_list *bl)
  7984. {
  7985. if( bl )
  7986. switch (bl->type) {
  7987. case BL_PC: return &((TBL_PC*)bl)->sc;
  7988. case BL_MOB: return &((TBL_MOB*)bl)->sc;
  7989. case BL_NPC: return &((TBL_NPC*)bl)->sc;
  7990. case BL_HOM: return &((TBL_HOM*)bl)->sc;
  7991. case BL_MER: return &((TBL_MER*)bl)->sc;
  7992. case BL_ELEM: return &((TBL_ELEM*)bl)->sc;
  7993. }
  7994. return NULL;
  7995. }
  7996. /**
  7997. * Initiate (memset) the status change data of an object
  7998. * @param bl: Object whose sc data to memset [PC|MOB|HOM|MER|ELEM|NPC]
  7999. */
  8000. void status_change_init(struct block_list *bl)
  8001. {
  8002. struct status_change *sc = status_get_sc(bl);
  8003. nullpo_retv(sc);
  8004. memset(sc, 0, sizeof (struct status_change));
  8005. sc->lastEffect = SC_NONE;
  8006. sc->lastEffectTimer = INVALID_TIMER;
  8007. }
  8008. /*========================================== [Playtester]
  8009. * Returns the interval for status changes that iterate multiple times
  8010. * through the timer (e.g. those that deal damage in regular intervals)
  8011. * @param type: Status change (SC_*)
  8012. *------------------------------------------*/
  8013. static int status_get_sc_interval(enum sc_type type)
  8014. {
  8015. switch (type) {
  8016. case SC_POISON:
  8017. case SC_LEECHESEND:
  8018. case SC_DPOISON:
  8019. case SC_DEATHHURT:
  8020. return 1000;
  8021. case SC_BURNING:
  8022. case SC_PYREXIA:
  8023. return 3000;
  8024. case SC_MAGICMUSHROOM:
  8025. return 4000;
  8026. case SC_STONE:
  8027. return 5000;
  8028. case SC_BLEEDING:
  8029. case SC_TOXIN:
  8030. return 10000;
  8031. case SC_HELLS_PLANT:
  8032. return 333;
  8033. case SC_SHIELDSPELL_HP:
  8034. return 3000;
  8035. case SC_SHIELDSPELL_SP:
  8036. return 5000;
  8037. default:
  8038. break;
  8039. }
  8040. return 0;
  8041. }
  8042. /**
  8043. * Applies SC defense to a given status change
  8044. * This function also determines whether or not the status change will be applied
  8045. * @param src: Source of the status change [PC|MOB|HOM|MER|ELEM|NPC]
  8046. * @param bl: Target of the status change
  8047. * @param type: Status change (SC_*)
  8048. * @param rate: Initial percentage rate of affecting bl (0~10000)
  8049. * @param tick: Initial duration that the status change affects bl
  8050. * @param flag: Value which determines what parts to calculate. See e_status_change_start_flags
  8051. * @return adjusted duration based on flag values
  8052. */
  8053. 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)
  8054. {
  8055. /// Resistance rate: 10000 = 100%
  8056. /// Example: 50% (5000) -> sc_def = 5000 -> 25%;
  8057. /// 5000ms -> tick_def = 5000 -> 2500ms
  8058. int sc_def = 0, tick_def = -1; // -1 = use sc_def
  8059. /// Fixed resistance value (after rate calculation)
  8060. /// Example: 25% (2500) -> sc_def2 = 2000 -> 5%;
  8061. /// 2500ms -> tick_def2=2000 -> 500ms
  8062. int sc_def2 = 0, tick_def2 = 0;
  8063. struct status_data *status, *status_src;
  8064. struct status_change *sc;
  8065. struct map_session_data *sd;
  8066. nullpo_ret(bl);
  8067. if (src == NULL)
  8068. return tick?tick:1; // This should not happen in current implementation, but leave it anyway
  8069. // Skills (magic type) that are blocked by Golden Thief Bug card or Wand of Hermod
  8070. if (status_isimmune(bl)) {
  8071. std::shared_ptr<s_skill_db> skill = skill_db.find(battle_getcurrentskill(src));
  8072. if (skill == nullptr) // Check for ground-type skills using the status when a player moves through units
  8073. skill = skill_db.find(status_db.getSkill(type));
  8074. if (skill != nullptr && skill->skill_type == BF_MAGIC && // Basic magic skill
  8075. !skill->inf2[INF2_IGNOREGTB] && // Specific skill to bypass
  8076. ((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
  8077. (skill->inf == INF_SELF_SKILL && src != bl))) // Self skills should get blocked on all targets except self
  8078. return 0;
  8079. }
  8080. sd = BL_CAST(BL_PC,bl);
  8081. status = status_get_status_data(bl);
  8082. status_src = status_get_status_data(src);
  8083. sc = status_get_sc(bl);
  8084. if( sc && !sc->count )
  8085. sc = NULL;
  8086. #ifdef RENEWAL
  8087. uint16 levelAdv = (static_cast<uint16>(pow(max(0, status_get_lv(src) - status_get_lv(bl)), 2)) / 5) * 100;
  8088. #endif
  8089. switch (type) {
  8090. case SC_POISON:
  8091. case SC_DPOISON:
  8092. #ifndef RENEWAL
  8093. sc_def = status->vit*100;
  8094. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  8095. if (sd) {
  8096. // For players: 60000 - 450*vit - 100*luk
  8097. tick_def = status->vit*75;
  8098. tick_def2 = status->luk*100;
  8099. } else {
  8100. // For monsters: 30000 - 200*vit
  8101. tick>>=1;
  8102. tick_def = (status->vit*200)/3;
  8103. }
  8104. #else
  8105. sc_def = status->vit * 100 - levelAdv;
  8106. tick_def2 = -2000;
  8107. #endif
  8108. break;
  8109. case SC_STUN:
  8110. #ifndef RENEWAL
  8111. sc_def = status->vit*100;
  8112. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  8113. tick_def2 = status->luk*10;
  8114. #else
  8115. sc_def = status->vit * 100 - levelAdv;
  8116. tick_def2 = -500;
  8117. #endif
  8118. break;
  8119. case SC_SILENCE:
  8120. #ifndef RENEWAL
  8121. sc_def = status->vit*100;
  8122. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  8123. tick_def2 = status->luk*10;
  8124. #else
  8125. sc_def = status->int_ * 100 - levelAdv;
  8126. tick_def2 = -2000;
  8127. #endif
  8128. break;
  8129. case SC_BLEEDING:
  8130. #ifndef RENEWAL
  8131. sc_def = status->vit*100;
  8132. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  8133. tick_def2 = status->luk*10;
  8134. #else
  8135. sc_def = status->agi * 100 - levelAdv;
  8136. tick_def2 = -12000;
  8137. #endif
  8138. break;
  8139. case SC_SLEEP:
  8140. #ifndef RENEWAL
  8141. sc_def = status->int_*100;
  8142. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  8143. tick_def2 = status->luk*10;
  8144. #else
  8145. sc_def = status->agi * 100 - levelAdv;
  8146. tick_def2 = -2000;
  8147. #endif
  8148. break;
  8149. case SC_STONEWAIT:
  8150. #ifndef RENEWAL
  8151. sc_def = status->mdef*100;
  8152. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  8153. tick_def = 0; // No duration reduction
  8154. #else
  8155. sc_def = status->mdef * 100 - levelAdv;
  8156. tick_def2 = -3000;
  8157. #endif
  8158. break;
  8159. case SC_FREEZE:
  8160. #ifndef RENEWAL
  8161. sc_def = status->mdef*100;
  8162. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  8163. tick_def2 = status_src->luk*-10; // Caster can increase final duration with luk
  8164. #else
  8165. sc_def = status->mdef * 100 - levelAdv;
  8166. tick_def2 = -3000;
  8167. #endif
  8168. break;
  8169. case SC_CURSE:
  8170. // Special property: immunity when luk is zero
  8171. if (status->luk == 0)
  8172. return 0;
  8173. #ifndef RENEWAL
  8174. sc_def = status->luk*100;
  8175. sc_def2 = status->luk*10 - status_get_lv(src)*10; // Curse only has a level penalty and no resistance
  8176. tick_def = status->vit*100;
  8177. tick_def2 = status->luk*10;
  8178. #else
  8179. sc_def = status->luk * 100 - levelAdv;
  8180. tick_def2 = -2000;
  8181. #endif
  8182. break;
  8183. case SC_BLIND:
  8184. #ifndef RENEWAL
  8185. sc_def = (status->vit + status->int_)*50;
  8186. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  8187. tick_def2 = status->luk*10;
  8188. #else
  8189. sc_def = status->int_ * 100 - levelAdv;
  8190. tick_def2 = -2000;
  8191. #endif
  8192. break;
  8193. case SC_CONFUSION:
  8194. #ifndef RENEWAL
  8195. sc_def = (status->str + status->int_)*50;
  8196. sc_def2 = status_get_lv(src)*10 - status_get_lv(bl)*10 - status->luk*10; // Reversed sc_def2
  8197. tick_def2 = status->luk*10;
  8198. #else
  8199. sc_def = status->luk * 100 - levelAdv;
  8200. tick_def2 = -2000;
  8201. #endif
  8202. break;
  8203. case SC_DECREASEAGI:
  8204. if (sd)
  8205. tick >>= 1; // Half duration for players.
  8206. sc_def2 = status->mdef*100;
  8207. break;
  8208. case SC_ANKLE:
  8209. if(status_has_mode(status,MD_STATUSIMMUNE)) // Lasts 5 times less on bosses
  8210. tick /= 5;
  8211. sc_def = status->agi*50;
  8212. break;
  8213. case SC_JOINTBEAT:
  8214. tick_def2 = 1000 * ((status->luk / 2 + status->agi / 5) / 2); // (50 * LUK / 100 + 20 * AGI / 100) / 2
  8215. break;
  8216. case SC_DEEPSLEEP:
  8217. tick_def2 = status_get_base_status(bl)->int_ * 25 + status_get_lv(bl) * 50;
  8218. break;
  8219. case SC_NETHERWORLD:
  8220. // Resistance: {(Target's Base Level / 50) + (Target's Job Level / 10)} seconds
  8221. tick_def2 = status_get_lv(bl) * 20 + (sd ? sd->status.job_level : 1) * 100;
  8222. break;
  8223. case SC_MARSHOFABYSS:
  8224. // 5 second (Fixed) + 25 second - {( INT + LUK ) / 20 second }
  8225. tick_def2 = (status->int_ + status->luk)*50;
  8226. break;
  8227. case SC_STASIS:
  8228. // 10 second (fixed) + { Stasis Skill level * 10 - (Target's VIT + DEX) / 20 }
  8229. tick_def2 = (status->vit + status->dex) * 50;
  8230. break;
  8231. case SC_WHITEIMPRISON:
  8232. if( src == bl ) // 100% on caster
  8233. break;
  8234. sc_def = status->str * 20 + status_get_lv(bl) * 20 + status->luk * 10;
  8235. tick_def2 = -2000;
  8236. break;
  8237. case SC_FEAR:
  8238. sc_def = status->int_ * 20 + status_get_lv(bl) * 20 + status->luk * 10;
  8239. tick_def2 = -4000; // 2 seconds is applied twice on Aegis
  8240. break;
  8241. case SC_BURNING:
  8242. sc_def = status->agi * 20 + status_get_lv(bl) * 20 + status->luk * 10;
  8243. tick_def2 = -2000;
  8244. break;
  8245. case SC_FREEZING:
  8246. tick_def2 = (status->vit + status->dex) * 50;
  8247. break;
  8248. case SC_OBLIVIONCURSE: // 100% - (100 - 0.8 x INT)
  8249. sc_def = status->int_ * 80;
  8250. sc_def = max(sc_def, 500); // minimum of 5% resist
  8251. tick_def = 0;
  8252. tick_def2 = (status->vit + status->luk) * 500;
  8253. break;
  8254. case SC_TOXIN:
  8255. case SC_PARALYSE:
  8256. case SC_VENOMBLEED:
  8257. case SC_MAGICMUSHROOM:
  8258. case SC_DEATHHURT:
  8259. case SC_PYREXIA:
  8260. case SC_LEECHESEND:
  8261. tick_def2 = (status->vit + status->luk) * 500;
  8262. break;
  8263. case SC_BITE: // {(Base Success chance) - (Target's AGI / 4)}
  8264. sc_def2 = status->agi*25;
  8265. break;
  8266. case SC_ELECTRICSHOCKER:
  8267. tick_def2 = (status->vit + status->agi) * 70;
  8268. break;
  8269. case SC_CRYSTALIZE:
  8270. tick_def2 = status_get_base_status(bl)->vit * 100;
  8271. break;
  8272. case SC_VACUUM_EXTREME:
  8273. tick_def2 = (sd ? sd->status.str : status_get_base_status(bl)->str) * 50;
  8274. break;
  8275. case SC_KYOUGAKU:
  8276. tick_def2 = 30*status->int_;
  8277. break;
  8278. case SC_PARALYSIS:
  8279. tick_def2 = (status->vit + status->luk)*50;
  8280. break;
  8281. case SC_VOICEOFSIREN:
  8282. // Resistance: {(Target's Base Level / 10) + (Target's Job Level / 5)} seconds
  8283. tick_def2 = status_get_lv(bl) * 100 + (sd ? sd->status.job_level : 1) * 200;
  8284. break;
  8285. case SC_B_TRAP:
  8286. tick_def = (sd ? sd->status.str : status_get_base_status(bl)->str) * 50; //! TODO: Figure out reduction formula
  8287. break;
  8288. case SC_NORECOVER_STATE:
  8289. tick_def2 = status->luk * 100;
  8290. break;
  8291. default:
  8292. // Effect that cannot be reduced? Likely a buff.
  8293. if (!(rnd()%10000 < rate))
  8294. return 0;
  8295. return tick ? tick : 1;
  8296. }
  8297. if (sd) {
  8298. if (battle_config.pc_sc_def_rate != 100) {
  8299. sc_def = sc_def*battle_config.pc_sc_def_rate/100;
  8300. sc_def2 = sc_def2*battle_config.pc_sc_def_rate/100;
  8301. }
  8302. sc_def = cap_value(sc_def, 0, battle_config.pc_max_sc_def*100);
  8303. sc_def2 = cap_value(sc_def2, 0, battle_config.pc_max_sc_def*100);
  8304. if (battle_config.pc_sc_def_rate != 100) {
  8305. tick_def = tick_def*battle_config.pc_sc_def_rate/100;
  8306. tick_def2 = tick_def2*battle_config.pc_sc_def_rate/100;
  8307. }
  8308. } else {
  8309. if (battle_config.mob_sc_def_rate != 100) {
  8310. sc_def = sc_def*battle_config.mob_sc_def_rate/100;
  8311. sc_def2 = sc_def2*battle_config.mob_sc_def_rate/100;
  8312. }
  8313. sc_def = cap_value(sc_def, 0, battle_config.mob_max_sc_def*100);
  8314. sc_def2 = cap_value(sc_def2, 0, battle_config.mob_max_sc_def*100);
  8315. if (battle_config.mob_sc_def_rate != 100) {
  8316. tick_def = tick_def*battle_config.mob_sc_def_rate/100;
  8317. tick_def2 = tick_def2*battle_config.mob_sc_def_rate/100;
  8318. }
  8319. }
  8320. if (sc) {
  8321. if (sc->data[SC_SCRESIST])
  8322. sc_def += sc->data[SC_SCRESIST]->val1*100; // Status resist
  8323. #ifdef RENEWAL
  8324. 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))
  8325. sc_def += sc->data[SC_SIEGFRIED]->val3 * 100; // Status resistance.
  8326. #else
  8327. else if (sc->data[SC_SIEGFRIED])
  8328. sc_def += sc->data[SC_SIEGFRIED]->val3*100; // Status resistance.
  8329. #endif
  8330. else if (sc->data[SC_LEECHESEND] && sc->data[SC_LEECHESEND]->val3 == 0) {
  8331. switch (type) {
  8332. case SC_BLIND:
  8333. case SC_STUN:
  8334. return 0; // Immune
  8335. }
  8336. } else if (sc->data[SC_OBLIVIONCURSE] && sc->data[SC_OBLIVIONCURSE]->val3 == 0) {
  8337. switch (type) {
  8338. case SC_SILENCE:
  8339. case SC_CURSE:
  8340. return 0; // Immune
  8341. }
  8342. }
  8343. }
  8344. // When tick def not set, reduction is the same for both.
  8345. if(tick_def == -1)
  8346. tick_def = sc_def;
  8347. // Natural resistance
  8348. if (!(flag&SCSTART_NORATEDEF)) {
  8349. rate -= rate*sc_def/10000;
  8350. rate -= sc_def2;
  8351. // Item resistance (only applies to rate%)
  8352. if (sd) {
  8353. for (const auto &it : sd->reseff) {
  8354. if (it.id == type)
  8355. rate -= rate * it.val / 10000;
  8356. }
  8357. if (sd->sc.data[SC_COMMONSC_RESIST] && SC_COMMON_MIN <= type && type <= SC_COMMON_MAX)
  8358. rate -= rate*sd->sc.data[SC_COMMONSC_RESIST]->val1/100;
  8359. }
  8360. // Aegis accuracy
  8361. if(rate > 0 && rate%10 != 0) rate += (10 - rate%10);
  8362. }
  8363. std::shared_ptr<s_status_change_db> scdb = status_db.find(type);
  8364. // Cap minimum rate
  8365. rate = max(rate, scdb->min_rate);
  8366. if (rate < 10000 && (rate <= 0 || !(rnd()%10000 < rate)))
  8367. return 0;
  8368. // Duration cannot be reduced
  8369. if (flag&SCSTART_NOTICKDEF)
  8370. return i64max(tick, scdb->min_duration);
  8371. tick -= tick*tick_def/10000;
  8372. #ifdef RENEWAL
  8373. // Renewal applies item resistance also to duration
  8374. if (sd) {
  8375. for (const auto &it : sd->reseff) {
  8376. if (it.id == type)
  8377. tick -= tick * it.val / 10000;
  8378. }
  8379. if (sd->sc.data[SC_COMMONSC_RESIST] && SC_COMMON_MIN <= type && type <= SC_COMMON_MAX)
  8380. tick -= tick * sd->sc.data[SC_COMMONSC_RESIST]->val1 / 100;
  8381. }
  8382. #endif
  8383. tick -= tick_def2;
  8384. return i64max(tick, scdb->min_duration);
  8385. }
  8386. /**
  8387. * Applies SC effect
  8388. * @param bl: Source to apply effect
  8389. * @param type: Status change (SC_*)
  8390. * @param dval1~3: Depends on type of status change
  8391. * Author: Ind
  8392. */
  8393. void status_display_add(struct block_list *bl, enum sc_type type, int dval1, int dval2, int dval3) {
  8394. struct eri *eri;
  8395. struct sc_display_entry **sc_display;
  8396. struct sc_display_entry ***sc_display_ptr;
  8397. struct sc_display_entry *entry;
  8398. int i;
  8399. unsigned char sc_display_count;
  8400. unsigned char *sc_display_count_ptr;
  8401. nullpo_retv(bl);
  8402. switch( bl->type ){
  8403. case BL_PC: {
  8404. struct map_session_data* sd = (struct map_session_data*)bl;
  8405. sc_display_ptr = &sd->sc_display;
  8406. sc_display_count_ptr = &sd->sc_display_count;
  8407. eri = pc_sc_display_ers;
  8408. }
  8409. break;
  8410. case BL_NPC: {
  8411. struct npc_data* nd = (struct npc_data*)bl;
  8412. sc_display_ptr = &nd->sc_display;
  8413. sc_display_count_ptr = &nd->sc_display_count;
  8414. eri = npc_sc_display_ers;
  8415. }
  8416. break;
  8417. default:
  8418. return;
  8419. }
  8420. sc_display = *sc_display_ptr;
  8421. sc_display_count = *sc_display_count_ptr;
  8422. ARR_FIND(0, sc_display_count, i, sc_display[i]->type == type);
  8423. if( i != sc_display_count ) {
  8424. sc_display[i]->val1 = dval1;
  8425. sc_display[i]->val2 = dval2;
  8426. sc_display[i]->val3 = dval3;
  8427. return;
  8428. }
  8429. entry = ers_alloc(eri, struct sc_display_entry);
  8430. entry->type = type;
  8431. entry->val1 = dval1;
  8432. entry->val2 = dval2;
  8433. entry->val3 = dval3;
  8434. RECREATE(sc_display, struct sc_display_entry *, ++sc_display_count);
  8435. sc_display[sc_display_count - 1] = entry;
  8436. *sc_display_ptr = sc_display;
  8437. *sc_display_count_ptr = sc_display_count;
  8438. }
  8439. /**
  8440. * Removes SC effect
  8441. * @param bl: Source to remove effect
  8442. * @param type: Status change (SC_*)
  8443. * Author: Ind
  8444. */
  8445. void status_display_remove(struct block_list *bl, enum sc_type type) {
  8446. struct eri *eri;
  8447. struct sc_display_entry **sc_display;
  8448. struct sc_display_entry ***sc_display_ptr;
  8449. int i;
  8450. unsigned char sc_display_count;
  8451. unsigned char *sc_display_count_ptr;
  8452. nullpo_retv(bl);
  8453. switch( bl->type ){
  8454. case BL_PC: {
  8455. struct map_session_data* sd = (struct map_session_data*)bl;
  8456. sc_display_ptr = &sd->sc_display;
  8457. sc_display_count_ptr = &sd->sc_display_count;
  8458. eri = pc_sc_display_ers;
  8459. }
  8460. break;
  8461. case BL_NPC: {
  8462. struct npc_data* nd = (struct npc_data*)bl;
  8463. sc_display_ptr = &nd->sc_display;
  8464. sc_display_count_ptr = &nd->sc_display_count;
  8465. eri = npc_sc_display_ers;
  8466. }
  8467. break;
  8468. default:
  8469. return;
  8470. }
  8471. sc_display = *sc_display_ptr;
  8472. sc_display_count = *sc_display_count_ptr;
  8473. ARR_FIND(0, sc_display_count, i, sc_display[i]->type == type);
  8474. if( i != sc_display_count ) {
  8475. int cursor;
  8476. ers_free(eri, sc_display[i]);
  8477. sc_display[i] = NULL;
  8478. /* The all-mighty compact-o-matic */
  8479. for( i = 0, cursor = 0; i < sc_display_count; i++ ) {
  8480. if( sc_display[i] == NULL )
  8481. continue;
  8482. if( i != cursor )
  8483. sc_display[cursor] = sc_display[i];
  8484. cursor++;
  8485. }
  8486. if( !(sc_display_count = cursor) ) {
  8487. aFree(sc_display);
  8488. sc_display = NULL;
  8489. }
  8490. *sc_display_ptr = sc_display;
  8491. *sc_display_count_ptr = sc_display_count;
  8492. }
  8493. }
  8494. /**
  8495. * Applies SC defense to a given status change
  8496. * This function also determines whether or not the status change will be applied
  8497. * @param src: Source of the status change [PC|MOB|HOM|MER|ELEM|NPC]
  8498. * @param bl: Target of the status change (See: enum sc_type)
  8499. * @param type: Status change (SC_*)
  8500. * @param rate: Initial percentage rate of affecting bl (0~10000)
  8501. * @param val1~4: Depends on type of status change
  8502. * @param duration: Initial duration that the status change affects bl
  8503. * @param flag: Value which determines what parts to calculate. See e_status_change_start_flags
  8504. * @param delay: Delay in milliseconds before the SC is applied
  8505. * @return adjusted duration based on flag values
  8506. */
  8507. 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) {
  8508. struct map_session_data *sd = NULL;
  8509. struct status_change* sc;
  8510. struct status_change_entry* sce;
  8511. struct status_data *status;
  8512. struct view_data *vd;
  8513. int undead_flag, tick_time = 0;
  8514. bool sc_isnew = true;
  8515. std::shared_ptr<s_status_change_db> scdb = status_db.find(type);
  8516. nullpo_ret(bl);
  8517. sc = status_get_sc(bl);
  8518. status = status_get_status_data(bl);
  8519. if( !scdb ) {
  8520. ShowError("status_change_start: Invalid status change (%d)!\n", type);
  8521. return 0;
  8522. }
  8523. if( !sc )
  8524. return 0; // Unable to receive status changes
  8525. 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
  8526. return 0;
  8527. if (status_change_isDisabledOnMap(type, map_getmapdata(bl->m)))
  8528. return 0;
  8529. if (sc->data[SC_GRAVITYCONTROL])
  8530. return 0; // !TODO: Confirm what statuses/conditions (if not all) are blocked.
  8531. // Uncomment to prevent status adding hp to gvg mob (like bloodylust=hp*3 etc...
  8532. // if (bl->type == BL_MOB)
  8533. // if (util::vector_exists(status_get_race2(bl), RC2_GVG) && status_sc2scb_flag(type)&SCB_MAXHP) return 0;
  8534. // Fail if Madogear is active
  8535. if (sc->option&OPTION_MADOGEAR && flag&SCSTART_NOAVOID && scdb->flag[SCF_FAILEDMADO])
  8536. return 0;
  8537. // Check for Boss resistances
  8538. if(status->mode&MD_STATUSIMMUNE && !(flag&SCSTART_NOAVOID) && scdb->flag[SCF_BOSSRESIST])
  8539. return 0;
  8540. // Check for MVP resistance
  8541. if(status->mode&MD_MVP && !(flag&SCSTART_NOAVOID) && scdb->flag[SCF_MVPRESIST])
  8542. return 0;
  8543. // End the SCs from the list and immediately return
  8544. // If anything in this list is removed, the rest is ignored.
  8545. if (!scdb->endreturn.empty()) {
  8546. bool isRemoved = false;
  8547. for (const auto &it : scdb->endreturn) {
  8548. sc_type rem_sc = it;
  8549. if (sc->data[rem_sc]) {
  8550. status_change_end(bl, rem_sc, INVALID_TIMER);
  8551. isRemoved = true;
  8552. }
  8553. }
  8554. if (isRemoved) // Something was removed, don't give the status
  8555. return 1; // Return 1 so that sc_start can be checked as success
  8556. }
  8557. // Check failing SCs from list
  8558. if (!scdb->fail.empty()) {
  8559. for (const auto &it : scdb->fail) {
  8560. // Don't let OPT1 that have RemoveOnDamaged start a new effect in the same attack.
  8561. if (sc->data[it] || sc->lastEffect == it)
  8562. return 0;
  8563. }
  8564. }
  8565. // Adjust tick according to status resistances
  8566. if( !(flag&(SCSTART_NOAVOID|SCSTART_LOADED)) ) {
  8567. duration = status_get_sc_def(src, bl, type, rate, duration, flag);
  8568. if( !duration )
  8569. return 0;
  8570. }
  8571. int tick = (int)duration;
  8572. sd = BL_CAST(BL_PC, bl);
  8573. vd = status_get_viewdata(bl);
  8574. undead_flag = battle_check_undead(status->race,status->def_ele);
  8575. // Check for immunities / sc fails
  8576. switch (type) {
  8577. case SC_VACUUM_EXTREME:
  8578. 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)
  8579. return 0;
  8580. break;
  8581. case SC_STONE:
  8582. case SC_STONEWAIT:
  8583. case SC_FREEZE:
  8584. // Undead are immune to Freeze/Stone
  8585. if (undead_flag && !(flag&SCSTART_NOAVOID))
  8586. return 0;
  8587. break;
  8588. case SC_BURNING:
  8589. // Level 2 Fire Element is immune
  8590. if (status->def_ele == ELE_FIRE && status->ele_lv == 2)
  8591. return 0;
  8592. break;
  8593. case SC_ALL_RIDING:
  8594. if( !sd || sc->option&(OPTION_RIDING|OPTION_DRAGON|OPTION_WUG|OPTION_MADOGEAR) )
  8595. return 0;
  8596. break;
  8597. case SC_SIGNUMCRUCIS:
  8598. // Only affects demons and undead element (but not players)
  8599. if((!undead_flag && status->race!=RC_DEMON) || bl->type == BL_PC)
  8600. return 0;
  8601. break;
  8602. case SC_KYRIE:
  8603. case SC_TUNAPARTY:
  8604. if (bl->type == BL_MOB)
  8605. return 0;
  8606. break;
  8607. case SC_ADRENALINE:
  8608. if(sd && !pc_check_weapontype(sd,skill_get_weapontype(BS_ADRENALINE)))
  8609. return 0;
  8610. break;
  8611. case SC_ADRENALINE2:
  8612. if(sd && !pc_check_weapontype(sd,skill_get_weapontype(BS_ADRENALINE2)))
  8613. return 0;
  8614. break;
  8615. case SC_CLOAKING:
  8616. // Avoid cloaking with no wall and low skill level. [Skotlex]
  8617. // Due to the cloaking card, we have to check the wall versus to known
  8618. // skill level rather than the used one. [Skotlex]
  8619. // if (sd && val1 < 3 && skill_check_cloaking(bl,NULL))
  8620. if( sd && pc_checkskill(sd, AS_CLOAKING) < 3 && !skill_check_cloaking(bl,NULL) )
  8621. return 0;
  8622. break;
  8623. case SC_MODECHANGE: {
  8624. int32 mode;
  8625. struct status_data *bstatus = status_get_base_status(bl);
  8626. if (!bstatus) return 0;
  8627. if (sc->data[type]) { // Pile up with previous values.
  8628. if (!val2) val2 = sc->data[type]->val2;
  8629. val3 |= sc->data[type]->val3;
  8630. val4 |= sc->data[type]->val4;
  8631. }
  8632. mode = val2 ? ((val2&~MD_MASK) | val2) : bstatus->mode; // Base mode
  8633. if (val4) mode = static_cast<e_mode>(mode&~val4); // Del mode
  8634. if (val3) mode = static_cast<e_mode>(mode | val3); // Add mode
  8635. if (mode == bstatus->mode) { // No change.
  8636. if (sc->data[type]) // Abort previous status
  8637. return status_change_end(bl, type, INVALID_TIMER);
  8638. return 0;
  8639. }
  8640. }
  8641. break;
  8642. // Strip skills, need to divest something or it fails.
  8643. case SC_STRIPWEAPON:
  8644. if (val2 == 1)
  8645. val2 = 0; // Brandish Spear/Bowling Bash effet. Do not take weapon off.
  8646. else if (sd && !(flag&SCSTART_LOADED)) { // Apply sc anyway if loading saved sc_data
  8647. short i;
  8648. uint8 successFlag = 0;
  8649. if(sd->bonus.unstripable_equip&EQP_WEAPON)
  8650. return 0;
  8651. i = sd->equip_index[EQI_HAND_L];
  8652. if (i>=0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_WEAPON) {
  8653. successFlag|=1;
  8654. pc_unequipitem(sd,i,3); // Left-hand weapon
  8655. }
  8656. i = sd->equip_index[EQI_HAND_R];
  8657. if (i>=0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_WEAPON) {
  8658. successFlag|=2;
  8659. pc_unequipitem(sd,i,3);
  8660. }
  8661. if (!successFlag) return 0;
  8662. }
  8663. if (tick == 1) return 1; // Minimal duration: Only strip without causing the SC
  8664. break;
  8665. case SC_STRIPSHIELD:
  8666. if( val2 == 1 ) val2 = 0; // GX effect. Do not take shield off..
  8667. else
  8668. if (sd && !(flag&SCSTART_LOADED)) {
  8669. short i;
  8670. if(sd->bonus.unstripable_equip&EQP_SHIELD)
  8671. return 0;
  8672. i = sd->equip_index[EQI_HAND_L];
  8673. if ( i < 0 || !sd->inventory_data[i] || sd->inventory_data[i]->type != IT_ARMOR )
  8674. return 0;
  8675. pc_unequipitem(sd,i,3);
  8676. }
  8677. if (tick == 1) return 1; // Minimal duration: Only strip without causing the SC
  8678. break;
  8679. case SC_STRIPARMOR:
  8680. if (sd && !(flag&SCSTART_LOADED)) {
  8681. short i;
  8682. if(sd->bonus.unstripable_equip&EQP_ARMOR)
  8683. return 0;
  8684. i = sd->equip_index[EQI_ARMOR];
  8685. if ( i < 0 || !sd->inventory_data[i] )
  8686. return 0;
  8687. pc_unequipitem(sd,i,3);
  8688. }
  8689. if (tick == 1) return 1; // Minimal duration: Only strip without causing the SC
  8690. break;
  8691. case SC_STRIPHELM:
  8692. if (sd && !(flag&SCSTART_LOADED)) {
  8693. short i;
  8694. if(sd->bonus.unstripable_equip&EQP_HELM)
  8695. return 0;
  8696. i = sd->equip_index[EQI_HEAD_TOP];
  8697. if ( i < 0 || !sd->inventory_data[i] )
  8698. return 0;
  8699. pc_unequipitem(sd,i,3);
  8700. }
  8701. if (tick == 1) return 1; // Minimal duration: Only strip without causing the SC
  8702. break;
  8703. case SC_SHADOW_STRIP:
  8704. if (sd && !(flag&SCSTART_LOADED)) {
  8705. if (sd->bonus.unstripable_equip&EQP_SHADOW_GEAR)
  8706. return 0;
  8707. bool successFlag = false;
  8708. for( int i = EQI_SHADOW_ARMOR; i <= EQI_SHADOW_ACC_L; i++ ){
  8709. int index = sd->equip_index[i];
  8710. if( index >= 0 && sd->inventory_data[index] != nullptr ){
  8711. pc_unequipitem( sd, index, 3 );
  8712. successFlag = true;
  8713. }
  8714. }
  8715. if (!successFlag)
  8716. return 0;
  8717. }
  8718. if (tick == 1)
  8719. return 1;
  8720. break;
  8721. case SC_MERC_FLEEUP:
  8722. case SC_MERC_ATKUP:
  8723. case SC_MERC_HPUP:
  8724. case SC_MERC_SPUP:
  8725. case SC_MERC_HITUP:
  8726. if( bl->type != BL_MER )
  8727. return 0; // Stats only for Mercenaries
  8728. break;
  8729. case SC_STRFOOD:
  8730. if (sc->data[SC_FOOD_STR_CASH] && sc->data[SC_FOOD_STR_CASH]->val1 > val1)
  8731. return 0;
  8732. break;
  8733. case SC_AGIFOOD:
  8734. if (sc->data[SC_FOOD_AGI_CASH] && sc->data[SC_FOOD_AGI_CASH]->val1 > val1)
  8735. return 0;
  8736. break;
  8737. case SC_VITFOOD:
  8738. if (sc->data[SC_FOOD_VIT_CASH] && sc->data[SC_FOOD_VIT_CASH]->val1 > val1)
  8739. return 0;
  8740. break;
  8741. case SC_INTFOOD:
  8742. if (sc->data[SC_FOOD_INT_CASH] && sc->data[SC_FOOD_INT_CASH]->val1 > val1)
  8743. return 0;
  8744. break;
  8745. case SC_DEXFOOD:
  8746. if (sc->data[SC_FOOD_DEX_CASH] && sc->data[SC_FOOD_DEX_CASH]->val1 > val1)
  8747. return 0;
  8748. break;
  8749. case SC_LUKFOOD:
  8750. if (sc->data[SC_FOOD_LUK_CASH] && sc->data[SC_FOOD_LUK_CASH]->val1 > val1)
  8751. return 0;
  8752. break;
  8753. case SC_FOOD_STR_CASH:
  8754. if (sc->data[SC_STRFOOD] && sc->data[SC_STRFOOD]->val1 > val1)
  8755. return 0;
  8756. break;
  8757. case SC_FOOD_AGI_CASH:
  8758. if (sc->data[SC_AGIFOOD] && sc->data[SC_AGIFOOD]->val1 > val1)
  8759. return 0;
  8760. break;
  8761. case SC_FOOD_VIT_CASH:
  8762. if (sc->data[SC_VITFOOD] && sc->data[SC_VITFOOD]->val1 > val1)
  8763. return 0;
  8764. break;
  8765. case SC_FOOD_INT_CASH:
  8766. if (sc->data[SC_INTFOOD] && sc->data[SC_INTFOOD]->val1 > val1)
  8767. return 0;
  8768. break;
  8769. case SC_FOOD_DEX_CASH:
  8770. if (sc->data[SC_DEXFOOD] && sc->data[SC_DEXFOOD]->val1 > val1)
  8771. return 0;
  8772. break;
  8773. case SC_FOOD_LUK_CASH:
  8774. if (sc->data[SC_LUKFOOD] && sc->data[SC_LUKFOOD]->val1 > val1)
  8775. return 0;
  8776. break;
  8777. case SC_CAMOUFLAGE:
  8778. if( sd && pc_checkskill(sd, RA_CAMOUFLAGE) < 3 && !skill_check_camouflage(bl,NULL) )
  8779. return 0;
  8780. break;
  8781. case SC__STRIPACCESSORY:
  8782. if( sd ) {
  8783. short i = -1;
  8784. if( !(sd->bonus.unstripable_equip&EQP_ACC_L) ) {
  8785. i = sd->equip_index[EQI_ACC_L];
  8786. if( i >= 0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_ARMOR )
  8787. pc_unequipitem(sd,i,3); // Left-Accessory
  8788. }
  8789. if( !(sd->bonus.unstripable_equip&EQP_ACC_R) ) {
  8790. i = sd->equip_index[EQI_ACC_R];
  8791. if( i >= 0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_ARMOR )
  8792. pc_unequipitem(sd,i,3); // Right-Accessory
  8793. }
  8794. if( i < 0 )
  8795. return 0;
  8796. }
  8797. if (tick == 1) return 1; // Minimal duration: Only strip without causing the SC
  8798. break;
  8799. case SC_C_MARKER:
  8800. if (src == bl)
  8801. return 0;
  8802. else {
  8803. struct status_change *tsc = status_get_sc(bl);
  8804. // Failed if the target is already marked and the new marker that isn't same marker
  8805. if (tsc && tsc->data[type] && tsc->data[type]->val2 != src->id)
  8806. return 0;
  8807. }
  8808. break;
  8809. case SC_MADNESSCANCEL:
  8810. if (sc->data[type]) { // Toggle the status but still consume requirements.
  8811. status_change_end(bl, type, INVALID_TIMER);
  8812. return 0;
  8813. }
  8814. break;
  8815. case SC_TOXIN:
  8816. case SC_PARALYSE:
  8817. case SC_VENOMBLEED:
  8818. case SC_MAGICMUSHROOM:
  8819. case SC_DEATHHURT:
  8820. case SC_PYREXIA:
  8821. case SC_OBLIVIONCURSE:
  8822. case SC_LEECHESEND:
  8823. if (val3 == 0) // Don't display icon on self
  8824. flag |= SCSTART_NOICON;
  8825. for (int32 i = SC_TOXIN; i <= SC_LEECHESEND; i++) {
  8826. if (sc->data[i] && sc->data[i]->val3 == 1) // It doesn't stack or even renew on the target
  8827. return 0;
  8828. else if (sc->data[i] && sc->data[i]->val3 == 0)
  8829. status_change_end(bl, static_cast<sc_type>(i), INVALID_TIMER); // End the bonus part on the caster
  8830. }
  8831. break;
  8832. case SC_SPIRIT:
  8833. if( sd ){
  8834. uint64 target_class = 0;
  8835. uint64 mask = MAPID_UPPERMASK;
  8836. switch( val2 ){
  8837. case SL_ALCHEMIST:
  8838. target_class = MAPID_ALCHEMIST;
  8839. break;
  8840. case SL_ASSASIN:
  8841. target_class = MAPID_ASSASSIN;
  8842. break;
  8843. case SL_BARDDANCER:
  8844. target_class = MAPID_BARDDANCER;
  8845. break;
  8846. case SL_BLACKSMITH:
  8847. target_class = MAPID_BLACKSMITH;
  8848. break;
  8849. case SL_CRUSADER:
  8850. target_class = MAPID_CRUSADER;
  8851. break;
  8852. case SL_HUNTER:
  8853. target_class = MAPID_HUNTER;
  8854. break;
  8855. case SL_KNIGHT:
  8856. target_class = MAPID_KNIGHT;
  8857. break;
  8858. case SL_MONK:
  8859. target_class = MAPID_MONK;
  8860. break;
  8861. case SL_PRIEST:
  8862. target_class = MAPID_PRIEST;
  8863. break;
  8864. case SL_ROGUE:
  8865. target_class = MAPID_ROGUE;
  8866. break;
  8867. case SL_SAGE:
  8868. target_class = MAPID_SAGE;
  8869. break;
  8870. case SL_SOULLINKER:
  8871. target_class = MAPID_SOUL_LINKER;
  8872. break;
  8873. case SL_STAR:
  8874. target_class = MAPID_STAR_GLADIATOR;
  8875. break;
  8876. case SL_SUPERNOVICE:
  8877. target_class = MAPID_SUPER_NOVICE;
  8878. break;
  8879. case SL_WIZARD:
  8880. target_class = MAPID_WIZARD;
  8881. break;
  8882. case SL_HIGH:
  8883. if( sd->status.base_level < 70 ){
  8884. return 0;
  8885. }
  8886. mask |= JOBL_UPPER;
  8887. target_class = MAPID_NOVICE_HIGH;
  8888. break;
  8889. default:
  8890. ShowError( "Unknown skill id %d for SC_SPIRIT.\n", val2 );
  8891. return 0;
  8892. }
  8893. if( ( sd->class_ & mask ) != target_class ){
  8894. return 0;
  8895. }
  8896. }else{
  8897. // Status change is only applicable for players
  8898. return 0;
  8899. }
  8900. break;
  8901. case SC_SOULGOLEM:
  8902. case SC_SOULSHADOW:
  8903. case SC_SOULFALCON:
  8904. case SC_SOULFAIRY:
  8905. if( sd == nullptr ){
  8906. // Status change is only applicable for players
  8907. return 0;
  8908. }
  8909. break;
  8910. }
  8911. // Check for OPT1 stacking
  8912. if (sc->opt1 > OPT1_NONE && scdb->opt1 > OPT1_NONE) {
  8913. for (const auto &status_it : status_db) {
  8914. sc_type opt1_type = status_it.second->type;
  8915. if (sc->data[opt1_type] && status_it.second->opt1 > OPT1_NONE)
  8916. status_change_end(bl, opt1_type, INVALID_TIMER);
  8917. }
  8918. }
  8919. // Before overlapping fail, one must check for status cured.
  8920. std::vector<sc_type> endlist;
  8921. if (type == SC_BERSERK && val3 == SC__BLOODYLUST) //There is some reasons that using SC_BERSERK first before SC__BLOODYLUST itself on Akinari's fix
  8922. endlist = status_db.getEnd(SC__BLOODYLUST);
  8923. else
  8924. endlist = scdb->end;
  8925. // End the SCs from the list
  8926. if (!endlist.empty()) {
  8927. for (const auto &it : endlist) {
  8928. sc_type rem_sc = it;
  8929. if (sc->data[rem_sc]) {
  8930. switch (rem_sc) {
  8931. case SC_BERSERK:
  8932. case SC_SATURDAYNIGHTFEVER:
  8933. sc->data[rem_sc]->val2 = 0; // Mark to not lose hp
  8934. default:
  8935. status_change_end(bl, rem_sc, INVALID_TIMER);
  8936. break;
  8937. }
  8938. }
  8939. }
  8940. }
  8941. // List of hardcoded status cured.
  8942. switch (type) {
  8943. case SC_BLESSING:
  8944. if (bl->type == BL_PC) {
  8945. // Remove Curse first, Stone is only removed if the target is not cursed
  8946. if (sc->data[SC_CURSE]) {
  8947. status_change_end(bl, SC_CURSE, INVALID_TIMER);
  8948. return 1; // End Curse and do not give stat boost
  8949. } else if (sc->data[SC_STONE]) {
  8950. status_change_end(bl, SC_STONE, INVALID_TIMER);
  8951. return 1; // End Stone and do not give stat boost
  8952. }
  8953. }
  8954. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH)
  8955. status_change_end(bl, SC_SPIRIT, INVALID_TIMER);
  8956. break;
  8957. case SC_INCREASEAGI:
  8958. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH)
  8959. status_change_end(bl, SC_SPIRIT, INVALID_TIMER);
  8960. break;
  8961. case SC_DELUGE:
  8962. if (sc->data[SC_FOGWALL] && sc->data[SC_BLIND])
  8963. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  8964. break;
  8965. case SC_SILENCE:
  8966. if (sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_SELF)
  8967. status_change_end(bl, SC_GOSPEL, INVALID_TIMER);
  8968. break;
  8969. case SC_IMPOSITIO:
  8970. if (sc->data[SC_IMPOSITIO] && sc->data[SC_IMPOSITIO]->val1 > val1) //Replace higher level effect for lower.
  8971. status_change_end(bl,SC_IMPOSITIO,INVALID_TIMER);
  8972. break;
  8973. case SC_ENDURE:
  8974. if (sd && sd->special_state.no_walk_delay)
  8975. return 1;
  8976. break;
  8977. case SC_MADOGEAR:
  8978. status_db.removeByStatusFlag(bl, { SCF_MADOCANCEL });
  8979. if (sd)
  8980. pc_bonus_script_clear(sd, BSF_REM_ON_MADOGEAR);
  8981. break;
  8982. default:
  8983. break;
  8984. }
  8985. // Check for overlapping fails
  8986. if( (sce = sc->data[type]) ) {
  8987. switch( type ) {
  8988. case SC_MERC_FLEEUP:
  8989. case SC_MERC_ATKUP:
  8990. case SC_MERC_HPUP:
  8991. case SC_MERC_SPUP:
  8992. case SC_MERC_HITUP:
  8993. if( sce->val1 > val1 )
  8994. val1 = sce->val1;
  8995. break;
  8996. case SC_ADRENALINE:
  8997. case SC_ADRENALINE2:
  8998. case SC_WEAPONPERFECTION:
  8999. case SC_OVERTHRUST:
  9000. if (sce->val2 > val2)
  9001. return 0;
  9002. break;
  9003. case SC_GOSPEL:
  9004. // Must not override a casting gospel char.
  9005. if(sce->val4 == BCT_SELF)
  9006. return 0;
  9007. if(sce->val1 > val1)
  9008. return 1;
  9009. break;
  9010. case SC_ENDURE:
  9011. if(sce->val4 && !val4)
  9012. return 1; // Don't let you override infinite endure.
  9013. if(sce->val1 > val1)
  9014. return 1;
  9015. break;
  9016. case SC_JAILED:
  9017. // When a player is already jailed, do not edit the jail data.
  9018. val2 = sce->val2;
  9019. val3 = sce->val3;
  9020. val4 = sce->val4;
  9021. break;
  9022. case SC_LERADSDEW:
  9023. if (sc && sc->data[SC_BERSERK])
  9024. return 0;
  9025. case SC_SHAPESHIFT:
  9026. case SC_PROPERTYWALK:
  9027. break;
  9028. case SC_LEADERSHIP:
  9029. case SC_GLORYWOUNDS:
  9030. case SC_SOULCOLD:
  9031. case SC_HAWKEYES:
  9032. if( sce->val4 && !val4 ) // You cannot override master guild aura
  9033. return 0;
  9034. break;
  9035. case SC_JOINTBEAT:
  9036. if (sc && sc->data[type]->val2 & BREAK_NECK)
  9037. return 0; // BREAK_NECK cannot be stacked with new breaks until the status is over.
  9038. val2 |= sce->val2; // Stackable ailments
  9039. default:
  9040. if (scdb->flag[SCF_OVERLAPIGNORELEVEL])
  9041. break;
  9042. if(sce->val1 > val1)
  9043. return 1; // Return true to not mess up skill animations. [Skotlex]
  9044. }
  9045. }
  9046. vd = status_get_viewdata(bl);
  9047. std::bitset<SCB_MAX> calc_flag = scdb->calc_flag;
  9048. if(!(flag&SCSTART_LOADED)) // &4 - Do not parse val settings when loading SCs
  9049. switch(type)
  9050. {
  9051. /* Permanent effects */
  9052. case SC_AETERNA:
  9053. case SC_MODECHANGE:
  9054. case SC_WEIGHT50:
  9055. case SC_WEIGHT90:
  9056. case SC_BROKENWEAPON:
  9057. case SC_BROKENARMOR:
  9058. case SC_READYSTORM:
  9059. case SC_READYDOWN:
  9060. case SC_READYCOUNTER:
  9061. case SC_READYTURN:
  9062. case SC_DODGE:
  9063. case SC_PUSH_CART:
  9064. case SC_SPRITEMABLE:
  9065. case SC_CLAN_INFO:
  9066. case SC_DAILYSENDMAILCNT:
  9067. case SC_SOULATTACK:
  9068. tick = INFINITE_TICK;
  9069. break;
  9070. case SC_KEEPING:
  9071. case SC_BARRIER: {
  9072. unit_data *ud = unit_bl2ud(bl);
  9073. if (ud)
  9074. ud->attackabletime = ud->canact_tick = ud->canmove_tick = gettick() + tick;
  9075. }
  9076. break;
  9077. case SC_DECREASEAGI:
  9078. case SC_INCREASEAGI:
  9079. case SC_ADORAMUS:
  9080. if (type == SC_ADORAMUS) {
  9081. // 1000% base chance to blind, but still can be resisted
  9082. sc_start(src, bl, SC_BLIND, 1000, val1, skill_get_time(scdb->skill_id, val1));
  9083. if (sc->data[SC_ADORAMUS])
  9084. return 0; //Adoramus can't refresh itself, but it can cause blind again
  9085. }
  9086. val2 = 2 + val1; // Agi change
  9087. break;
  9088. case SC_ENDURE:
  9089. val2 = 7; // Hit-count [Celest]
  9090. if( !(flag&SCSTART_NOAVOID) && (bl->type&(BL_PC|BL_MER)) && !map_flag_gvg2(bl->m) && !map_getmapflag(bl->m, MF_BATTLEGROUND) && !val4 ) {
  9091. struct map_session_data *tsd;
  9092. if( sd ) {
  9093. int i;
  9094. for( i = 0; i < MAX_DEVOTION; i++ ) {
  9095. if( sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) )
  9096. status_change_start(src,&tsd->bl, type, 10000, val1, val2, val3, val4, tick, SCSTART_NOAVOID|SCSTART_NOICON);
  9097. }
  9098. }
  9099. else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) )
  9100. status_change_start(src,&tsd->bl, type, 10000, val1, val2, val3, val4, tick, SCSTART_NOAVOID|SCSTART_NOICON);
  9101. }
  9102. if( val4 )
  9103. tick = INFINITE_TICK;
  9104. break;
  9105. case SC_AUTOBERSERK:
  9106. if (status->hp < status->max_hp>>2 &&
  9107. (!sc->data[SC_PROVOKE] || sc->data[SC_PROVOKE]->val4==0))
  9108. sc_start4(src,bl,SC_PROVOKE,100,10,0,0,1,60000);
  9109. tick = INFINITE_TICK;
  9110. break;
  9111. case SC_SIGNUMCRUCIS:
  9112. val2 = 10 + 4*val1; // Def reduction
  9113. tick = INFINITE_TICK;
  9114. clif_emotion(bl, ET_SWEAT);
  9115. break;
  9116. case SC_MAXIMIZEPOWER:
  9117. tick_time = val2 = tick>0?tick:60000;
  9118. tick = INFINITE_TICK; // Duration sent to the client should be infinite
  9119. break;
  9120. case SC_EDP:
  9121. val2 = val1 + 2; // Chance to Poison enemies.
  9122. #ifndef RENEWAL
  9123. val3 = 50*(val1+1); // Damage increase (+50 +50*lv%)
  9124. #endif
  9125. if (sd) {
  9126. uint16 poison_level = pc_checkskill(sd, GC_RESEARCHNEWPOISON);
  9127. if (poison_level > 0) {
  9128. tick += 30000; // Base of 30 seconds
  9129. tick += poison_level * 15 * 1000; // Additional 15 seconds per level
  9130. }
  9131. }
  9132. break;
  9133. case SC_POISONREACT:
  9134. #ifdef RENEWAL
  9135. val2=(val1 - ((val1-1) % 1 - 1)) / 2;
  9136. #else
  9137. val2=(val1+1)/2 + val1/10; // Number of counters [Skotlex]
  9138. #endif
  9139. val3=50; // + 5*val1; // Chance to counter. [Skotlex]
  9140. break;
  9141. case SC_MAGICROD:
  9142. val2 = val1*20; // SP gained
  9143. break;
  9144. case SC_KYRIE:
  9145. if( val4 ) { // Formulas for Praefatio
  9146. val2 = (status->max_hp * (val1 * 2 + 10) / 100) + val4 * 2; //%Max HP to absorb
  9147. val3 = 6 + val1; //Hits
  9148. } else { // Formulas for Kyrie Eleison
  9149. val2 = status->max_hp * (val1 * 2 + 10) / 100;
  9150. val3 = (val1 / 2 + 5);
  9151. }
  9152. break;
  9153. case SC_MAGICPOWER:
  9154. #ifdef RENEWAL
  9155. val3 = 5 * val1; // Matk% increase
  9156. #else
  9157. val2 = 1; // Lasts 1 invocation
  9158. val3 = 10 * val1; // Matk% increase
  9159. val4 = 0; // 0 = ready to be used, 1 = activated and running
  9160. #endif
  9161. break;
  9162. case SC_SACRIFICE:
  9163. val2 = 5; // Lasts 5 hits
  9164. tick = INFINITE_TICK;
  9165. break;
  9166. case SC_ENCPOISON:
  9167. val2= 250+50*val1; // Poisoning Chance (2.5+0.5%) in 1/10000 rate
  9168. break;
  9169. case SC_ELEMENTALCHANGE:
  9170. // val1 : Element Lvl (if called by skill lvl 1, takes random value between 1 and 4)
  9171. // val2 : Element (When no element, random one is picked)
  9172. // val3 : 0 = called by skill 1 = called by script (fixed level)
  9173. if( !val2 ) val2 = rnd()%ELE_ALL;
  9174. if( val1 == 1 && val3 == 0 )
  9175. val1 = 1 + rnd()%4;
  9176. else if( val1 > 4 )
  9177. val1 = 4; // Max Level
  9178. val3 = 0; // Not need to keep this info.
  9179. break;
  9180. case SC_PROVIDENCE:
  9181. val2 = val1*5; // Race/Ele resist
  9182. break;
  9183. case SC_REFLECTSHIELD:
  9184. val2 = 10+val1*3; // %Dmg reflected
  9185. // val4 used to mark if reflect shield is an inheritance bonus from Devotion
  9186. if( !(flag&SCSTART_NOAVOID) && (bl->type&(BL_PC|BL_MER)) ) {
  9187. struct map_session_data *tsd;
  9188. if( sd ) {
  9189. int i;
  9190. for( i = 0; i < MAX_DEVOTION; i++ ) {
  9191. if( sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) )
  9192. status_change_start(src,&tsd->bl, type, 10000, val1, val2, 0, 1, tick, SCSTART_NOAVOID|SCSTART_NOICON);
  9193. }
  9194. }
  9195. else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) )
  9196. status_change_start(src,&tsd->bl, type, 10000, val1, val2, 0, 1, tick, SCSTART_NOAVOID|SCSTART_NOICON);
  9197. }
  9198. break;
  9199. case SC_STRIPWEAPON:
  9200. if (!sd) // Watk reduction
  9201. val2 = 25;
  9202. break;
  9203. case SC_STRIPSHIELD:
  9204. if (!sd) // Def reduction
  9205. val2 = 15;
  9206. break;
  9207. case SC_STRIPARMOR:
  9208. if (!sd) // Vit reduction
  9209. val2 = 40;
  9210. break;
  9211. case SC_STRIPHELM:
  9212. if (!sd) // Int reduction
  9213. val2 = 40;
  9214. break;
  9215. case SC_AUTOSPELL:
  9216. // Val1 Skill LV of Autospell
  9217. // Val2 Skill ID to cast
  9218. // Val3 Max Lv to cast
  9219. #ifdef RENEWAL
  9220. val4 = val1 * 2; // Chance of casting
  9221. #else
  9222. val4 = 5 + val1*2; // Chance of casting
  9223. #endif
  9224. break;
  9225. case SC_VOLCANO:
  9226. {
  9227. int8 enchant_eff[] = { 10, 14, 17, 19, 20 }; // Enchant addition
  9228. uint8 i = max((val1-1)%5, 0);
  9229. #ifdef RENEWAL
  9230. val2 = 5 + val1 * 5; // ATK/MATK increase
  9231. #else
  9232. val2 = val1*10; // Watk increase
  9233. if (status->def_ele != ELE_FIRE)
  9234. val2 = 0;
  9235. #endif
  9236. val3 = enchant_eff[i];
  9237. }
  9238. break;
  9239. case SC_VIOLENTGALE:
  9240. {
  9241. int8 enchant_eff[] = { 10, 14, 17, 19, 20 }; // Enchant addition
  9242. uint8 i = max((val1-1)%5, 0);
  9243. val2 = val1*3; // Flee increase
  9244. #ifndef RENEWAL
  9245. if (status->def_ele != ELE_WIND)
  9246. val2 = 0;
  9247. #endif
  9248. val3 = enchant_eff[i];
  9249. }
  9250. break;
  9251. case SC_DELUGE:
  9252. {
  9253. int8 deluge_eff[] = { 5, 9, 12, 14, 15 }; // HP addition rate n/100
  9254. int8 enchant_eff[] = { 10, 14, 17, 19, 20 }; // Enchant addition
  9255. uint8 i = max((val1-1)%5, 0);
  9256. val2 = deluge_eff[i]; // HP increase
  9257. #ifndef RENEWAL
  9258. if (status->def_ele != ELE_WATER)
  9259. val2 = 0;
  9260. #endif
  9261. val3 = enchant_eff[i];
  9262. }
  9263. break;
  9264. case SC_SUITON:
  9265. if (!val2 || (sd && (sd->class_&MAPID_BASEMASK) == MAPID_NINJA)) {
  9266. // No penalties.
  9267. val2 = 0; // Agi penalty
  9268. val3 = 0; // Walk speed penalty
  9269. break;
  9270. }
  9271. val3 = 50;
  9272. val2 = 3*((val1+1)/3);
  9273. if (val1 > 4) val2--;
  9274. //Suiton is a special case, stop effect is forced and only happens when target enters it
  9275. if (!unit_blown_immune(bl, 0x1))
  9276. unit_stop_walking(bl, 9);
  9277. break;
  9278. case SC_ONEHAND:
  9279. case SC_TWOHANDQUICKEN:
  9280. val2 = 300;
  9281. if (val1 > 10) // For boss casted skills [Skotlex]
  9282. val2 += 20*(val1-10);
  9283. break;
  9284. case SC_MERC_QUICKEN:
  9285. val2 = 300;
  9286. break;
  9287. #ifndef RENEWAL_ASPD
  9288. case SC_SPEARQUICKEN:
  9289. val2 = 200+10*val1;
  9290. break;
  9291. #endif
  9292. case SC_DANCING:
  9293. // val1 : Skill ID + LV
  9294. // val2 : Skill Group of the Dance.
  9295. // val3 : Brings the skill_lv (merged into val1 here)
  9296. // val4 : Partner
  9297. if (val1 == CG_MOONLIT)
  9298. clif_status_change(bl,EFST_MOON,1,tick,0, 0, 0);
  9299. val1|= (val3<<16);
  9300. val3 = tick/1000; // Tick duration
  9301. tick_time = 1000; // [GodLesZ] tick time
  9302. break;
  9303. #ifndef RENEWAL
  9304. case SC_LONGING:
  9305. val2 = 500-100*val1; // Aspd penalty.
  9306. break;
  9307. #else
  9308. case SC_ENSEMBLEFATIGUE:
  9309. val2 = 30; // Speed and ASPD penalty
  9310. break;
  9311. case SC_RICHMANKIM:
  9312. val2 = 10 + 10 * val1; // Exp increase bonus
  9313. break;
  9314. case SC_DRUMBATTLE:
  9315. val2 = 15 + val1 * 5; // Atk increase
  9316. val3 = val1 * 15; // Def increase
  9317. break;
  9318. case SC_NIBELUNGEN:
  9319. val2 = rnd() % RINGNBL_MAX; // See e_nibelungen_status
  9320. break;
  9321. case SC_SIEGFRIED:
  9322. val2 = val1 * 3; // Elemental Resistance
  9323. val3 = val1 * 5; // Status ailment resistance
  9324. break;
  9325. case SC_WHISTLE:
  9326. val2 = 18 + 2 * val1; // Flee increase
  9327. val3 = (val1 + 1) / 2; // Perfect dodge increase
  9328. break;
  9329. case SC_ASSNCROS:
  9330. val2 = val1 < 10 ? val1 * 2 - 1 : 20; // ASPD increase
  9331. break;
  9332. case SC_POEMBRAGI:
  9333. val2 = 2 * val1; // Cast time reduction
  9334. val3 = 3 * val1; // After-cast delay reduction
  9335. break;
  9336. case SC_APPLEIDUN:
  9337. val2 = val1 < 10 ? 9 + val1 : 20; // HP rate increase
  9338. val3 = 2 * val1; // Potion recovery rate
  9339. break;
  9340. case SC_HUMMING:
  9341. val2 = 4 * val1; // Hit increase
  9342. break;
  9343. case SC_DONTFORGETME:
  9344. val2 = 1 + 30 * val1; // ASPD decrease
  9345. val3 = 5 + 2 * val1; // Movement speed adjustment.
  9346. break;
  9347. case SC_FORTUNE:
  9348. val2 = val1 * 10; // Critical increase
  9349. break;
  9350. case SC_SERVICE4U:
  9351. val2 = val1 < 10 ? 9 + val1 : 20; // MaxSP percent increase
  9352. val3 = 5 + val1; // SP cost reduction
  9353. break;
  9354. #endif
  9355. case SC_EXPLOSIONSPIRITS:
  9356. val2 = 75 + 25*val1; // Cri bonus
  9357. break;
  9358. case SC_ASPDPOTION0:
  9359. case SC_ASPDPOTION1:
  9360. case SC_ASPDPOTION2:
  9361. case SC_ASPDPOTION3:
  9362. val2 = 50*(2+type-SC_ASPDPOTION0);
  9363. break;
  9364. case SC_ATTHASTE_CASH:
  9365. val2 = 50*val1; // Just custom for pre-re
  9366. break;
  9367. case SC_NOCHAT:
  9368. // A hardcoded interval of 60 seconds is expected, as the time that SC_NOCHAT uses is defined by
  9369. // mmocharstatus.manner, each negative point results in 1 minute with this status activated.
  9370. // This is done this way because the message that the client displays is hardcoded, and only
  9371. // shows how many minutes are remaining. [Panikon]
  9372. tick = 60000;
  9373. val1 = battle_config.manner_system; // Mute filters.
  9374. if (sd) {
  9375. clif_changestatus(sd,SP_MANNER,sd->status.manner);
  9376. clif_updatestatus(sd,SP_MANNER);
  9377. }
  9378. break;
  9379. case SC_STONEWAIT:
  9380. val3 = max(1, tick - delay); // Petrify time
  9381. tick = delay;
  9382. break;
  9383. case SC_DPOISON:
  9384. // Lose 10/15% of your life as long as it doesn't brings life below 25%
  9385. if (status->hp > status->max_hp>>2) {
  9386. int diff = status->max_hp*(bl->type==BL_PC?10:15)/100;
  9387. if (status->hp - diff < status->max_hp>>2)
  9388. diff = status->hp - (status->max_hp>>2);
  9389. status_zap(bl, diff, 0);
  9390. }
  9391. // Fall through
  9392. case SC_STONE:
  9393. case SC_POISON:
  9394. case SC_BLEEDING:
  9395. case SC_BURNING:
  9396. tick_time = status_get_sc_interval(type);
  9397. val4 = tick - tick_time; // Remaining time
  9398. break;
  9399. case SC_TOXIN:
  9400. if (val3 == 1) // Target
  9401. tick_time = status_get_sc_interval(type);
  9402. else // Caster
  9403. tick_time = 1000;
  9404. val4 = tick - tick_time; // Remaining time
  9405. break;
  9406. case SC_DEATHHURT:
  9407. if (val3 == 1)
  9408. break;
  9409. tick_time = status_get_sc_interval(type);
  9410. val4 = tick - tick_time; // Remaining time
  9411. case SC_LEECHESEND:
  9412. if (val3 == 0)
  9413. break;
  9414. tick_time = status_get_sc_interval(type);
  9415. val4 = tick - tick_time; // Remaining time
  9416. break;
  9417. case SC_PYREXIA:
  9418. if (val3 == 1) { // Target
  9419. // Causes blind for duration of pyrexia, unreducable and unavoidable, but can be healed with e.g. green potion
  9420. status_change_start(src, bl, SC_BLIND, 10000, val1, 0, 0, 0, tick, SCSTART_NOAVOID | SCSTART_NOTICKDEF | SCSTART_NORATEDEF);
  9421. tick_time = status_get_sc_interval(type);
  9422. val4 = tick - tick_time; // Remaining time
  9423. } else // Caster
  9424. val2 = 15; // CRIT % and ATK % increase
  9425. break;
  9426. case SC_VENOMBLEED:
  9427. if (val3 == 0) // Caster
  9428. val2 = 30; // Reflect damage % reduction
  9429. break;
  9430. case SC_MAGICMUSHROOM:
  9431. if (val3 == 1) { // Target
  9432. tick_time = status_get_sc_interval(type);
  9433. val4 = tick - tick_time; // Remaining time
  9434. } else // Caster
  9435. val2 = 10; // After-cast delay % reduction
  9436. break;
  9437. case SC_CONFUSION:
  9438. if (!val4)
  9439. clif_emotion(bl,ET_QUESTION);
  9440. break;
  9441. case SC_S_LIFEPOTION:
  9442. case SC_L_LIFEPOTION:
  9443. case SC_M_LIFEPOTION:
  9444. case SC_S_MANAPOTION:
  9445. if( val1 == 0 ) return 0;
  9446. // val1 = heal percent/amout
  9447. // val2 = seconds between heals
  9448. // val4 = total of heals
  9449. if( val2 < 1 ) val2 = 1;
  9450. if( (val4 = tick/(val2 * 1000)) < 1 )
  9451. val4 = 1;
  9452. tick_time = val2 * 1000; // [GodLesZ] tick time
  9453. break;
  9454. case SC_BOSSMAPINFO:
  9455. if( sd != NULL ) {
  9456. struct mob_data *boss_md = map_getmob_boss(bl->m); // Search for Boss on this Map
  9457. if( boss_md == NULL ) { // No MVP on this map
  9458. clif_bossmapinfo(sd, NULL, BOSS_INFO_NOT);
  9459. return 0;
  9460. }
  9461. val1 = boss_md->bl.id;
  9462. tick_time = 1000; // [GodLesZ] tick time
  9463. val4 = tick / tick_time;
  9464. }
  9465. break;
  9466. case SC_HIDING:
  9467. val2 = tick/1000;
  9468. tick_time = 1000; // [GodLesZ] tick time
  9469. val3 = 0; // Unused, previously speed adjustment
  9470. val4 = val1+3; // Seconds before SP substraction happen.
  9471. break;
  9472. case SC_CHASEWALK:
  9473. val2 = tick>0?tick:10000; // Interval at which SP is drained.
  9474. val3 = 35 - 5 * val1; // Speed adjustment.
  9475. if (sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_ROGUE)
  9476. val3 -= 40;
  9477. val4 = 10+val1*2; // SP cost.
  9478. if (map_flag_gvg2(bl->m) || map_getmapflag(bl->m, MF_BATTLEGROUND)) val4 *= 5;
  9479. break;
  9480. case SC_CLOAKING:
  9481. if (!sd) // Monsters should be able to walk with no penalties. [Skotlex]
  9482. val1 = 10;
  9483. tick_time = val2 = tick>0?tick:60000; // SP consumption rate.
  9484. tick = INFINITE_TICK; // Duration sent to the client should be infinite
  9485. val3 = 0; // Unused, previously walk speed adjustment
  9486. // val4&1 signals the presence of a wall.
  9487. // val4&2 makes cloak not end on normal attacks [Skotlex]
  9488. // val4&4 makes cloak not end on using skills
  9489. if (bl->type == BL_PC || (bl->type == BL_MOB && ((TBL_MOB*)bl)->special_state.clone) ) // Standard cloaking.
  9490. val4 |= battle_config.pc_cloak_check_type&7;
  9491. else
  9492. val4 |= battle_config.monster_cloak_check_type&7;
  9493. break;
  9494. case SC_SIGHT: /* splash status */
  9495. case SC_RUWACH:
  9496. case SC_SIGHTBLASTER:
  9497. val3 = skill_get_splash(val2, val1); // Val2 should bring the skill-id.
  9498. val2 = tick/20;
  9499. tick_time = 20; // [GodLesZ] tick time
  9500. break;
  9501. case SC_AUTOGUARD:
  9502. if( !(flag&SCSTART_NOAVOID) ) {
  9503. struct map_session_data *tsd;
  9504. int i;
  9505. for( i = val2 = 0; i < val1; i++) {
  9506. int t = 5-(i>>1);
  9507. val2 += (t < 0)? 1:t;
  9508. }
  9509. if( bl->type&(BL_PC|BL_MER) ) {
  9510. if( sd ) {
  9511. for( i = 0; i < MAX_DEVOTION; i++ ) {
  9512. if( sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) )
  9513. status_change_start(src,&tsd->bl, type, 10000, val1, val2, 0, 0, tick, SCSTART_NOAVOID|SCSTART_NOICON);
  9514. }
  9515. }
  9516. else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) )
  9517. status_change_start(src,&tsd->bl, type, 10000, val1, val2, 0, 0, tick, SCSTART_NOAVOID|SCSTART_NOICON);
  9518. }
  9519. }
  9520. break;
  9521. case SC_DEFENDER:
  9522. if (!(flag&SCSTART_NOAVOID)) {
  9523. val2 = 5 + 15*val1; // Damage reduction
  9524. val3 = 0; // Unused, previously speed adjustment
  9525. val4 = 250 - 50*val1; // Aspd adjustment
  9526. if (sd) {
  9527. struct map_session_data *tsd;
  9528. int i;
  9529. for (i = 0; i < MAX_DEVOTION; i++) { // See if there are devoted characters, and pass the status to them. [Skotlex]
  9530. if (sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])))
  9531. status_change_start(src,&tsd->bl,type,10000,val1,val2,val3,val4,tick,SCSTART_NOAVOID);
  9532. }
  9533. }
  9534. }
  9535. break;
  9536. case SC_TENSIONRELAX:
  9537. if (sd) {
  9538. pc_setsit(sd);
  9539. skill_sit(sd, true);
  9540. clif_sitting(&sd->bl);
  9541. }
  9542. val2 = 12; // SP cost
  9543. tick_time = 10000; // Decrease at 10secs intervals.
  9544. val3 = tick / tick_time;
  9545. tick = INFINITE_TICK; // Duration sent to the client should be infinite
  9546. break;
  9547. case SC_PARRYING:
  9548. val2 = 20 + val1*3; // Block Chance
  9549. break;
  9550. case SC_WINDWALK:
  9551. val2 = (val1+1)/2; // Flee bonus is 1/1/2/2/3/3/4/4/5/5
  9552. break;
  9553. case SC_JOINTBEAT:
  9554. if( val2&BREAK_NECK )
  9555. sc_start2(src,bl,SC_BLEEDING,100,val1,val3,skill_get_time2(scdb->skill_id,val1));
  9556. break;
  9557. case SC_BERSERK:
  9558. if( val3 == SC__BLOODYLUST )
  9559. sc_start(src,bl,(sc_type)val3,100,val1,tick);
  9560. else
  9561. sc_start4(src,bl, SC_ENDURE, 100,10,0,0,1, tick);
  9562. // HP healing is performing after the calc_status call.
  9563. // Val2 holds HP penalty
  9564. if (!val4) val4 = skill_get_time2(scdb->skill_id,val1);
  9565. if (!val4) val4 = 10000; // Val4 holds damage interval
  9566. val3 = tick/val4; // val3 holds skill duration
  9567. tick_time = val4; // [GodLesZ] tick time
  9568. break;
  9569. case SC_GOSPEL:
  9570. if(val4 == BCT_SELF) { // Self effect
  9571. val2 = tick/10000;
  9572. tick_time = 10000; // [GodLesZ] tick time
  9573. status_change_clear_buffs(bl, SCCB_BUFFS|SCCB_DEBUFFS|SCCB_CHEM_PROTECT); // Remove buffs/debuffs
  9574. }
  9575. break;
  9576. case SC_MARIONETTE:
  9577. {
  9578. int stat;
  9579. val3 = 0;
  9580. val4 = 0;
  9581. stat = ( sd ? sd->status.str : status_get_base_status(bl)->str ) / 2; val3 |= cap_value(stat,0,0xFF)<<16;
  9582. stat = ( sd ? sd->status.agi : status_get_base_status(bl)->agi ) / 2; val3 |= cap_value(stat,0,0xFF)<<8;
  9583. stat = ( sd ? sd->status.vit : status_get_base_status(bl)->vit ) / 2; val3 |= cap_value(stat,0,0xFF);
  9584. stat = ( sd ? sd->status.int_: status_get_base_status(bl)->int_) / 2; val4 |= cap_value(stat,0,0xFF)<<16;
  9585. stat = ( sd ? sd->status.dex : status_get_base_status(bl)->dex ) / 2; val4 |= cap_value(stat,0,0xFF)<<8;
  9586. stat = ( sd ? sd->status.luk : status_get_base_status(bl)->luk ) / 2; val4 |= cap_value(stat,0,0xFF);
  9587. break;
  9588. }
  9589. case SC_MARIONETTE2:
  9590. {
  9591. int stat,max_stat;
  9592. // Fetch caster information
  9593. struct block_list *pbl = map_id2bl(val1);
  9594. struct status_change *psc = pbl?status_get_sc(pbl):NULL;
  9595. struct status_change_entry *psce = psc?psc->data[SC_MARIONETTE]:NULL;
  9596. // Fetch target's stats
  9597. struct status_data* status2 = status_get_status_data(bl); // Battle status
  9598. if (!psce)
  9599. return 0;
  9600. val3 = 0;
  9601. val4 = 0;
  9602. max_stat = battle_config.max_parameter; // Cap to 99 (default)
  9603. stat = (psce->val3 >>16)&0xFF; stat = min(stat, max_stat - status2->str ); val3 |= cap_value(stat,0,0xFF)<<16;
  9604. stat = (psce->val3 >> 8)&0xFF; stat = min(stat, max_stat - status2->agi ); val3 |= cap_value(stat,0,0xFF)<<8;
  9605. stat = (psce->val3 >> 0)&0xFF; stat = min(stat, max_stat - status2->vit ); val3 |= cap_value(stat,0,0xFF);
  9606. stat = (psce->val4 >>16)&0xFF; stat = min(stat, max_stat - status2->int_); val4 |= cap_value(stat,0,0xFF)<<16;
  9607. stat = (psce->val4 >> 8)&0xFF; stat = min(stat, max_stat - status2->dex ); val4 |= cap_value(stat,0,0xFF)<<8;
  9608. stat = (psce->val4 >> 0)&0xFF; stat = min(stat, max_stat - status2->luk ); val4 |= cap_value(stat,0,0xFF);
  9609. break;
  9610. }
  9611. case SC_SPIRIT:
  9612. //1st Transcendent Spirit works similar to Marionette Control
  9613. if(sd && val2 == SL_HIGH) {
  9614. int stat,max_stat;
  9615. struct status_data *status2 = status_get_base_status(bl);
  9616. val3 = 0;
  9617. val4 = 0;
  9618. max_stat = (status_get_lv(bl)-10<50)?status_get_lv(bl)-10:50;
  9619. stat = max(0, max_stat - status2->str); val3 |= cap_value(stat,0,0xFF)<<16;
  9620. stat = max(0, max_stat - status2->agi ); val3 |= cap_value(stat,0,0xFF)<<8;
  9621. stat = max(0, max_stat - status2->vit ); val3 |= cap_value(stat,0,0xFF);
  9622. stat = max(0, max_stat - status2->int_); val4 |= cap_value(stat,0,0xFF)<<16;
  9623. stat = max(0, max_stat - status2->dex ); val4 |= cap_value(stat,0,0xFF)<<8;
  9624. stat = max(0, max_stat - status2->luk ); val4 |= cap_value(stat,0,0xFF);
  9625. }
  9626. break;
  9627. case SC_REJECTSWORD:
  9628. val2 = 15*val1; // Reflect chance
  9629. val3 = 3; // Reflections
  9630. tick = INFINITE_TICK;
  9631. break;
  9632. case SC_MEMORIZE:
  9633. val2 = 5; // Memorized casts.
  9634. tick = INFINITE_TICK;
  9635. break;
  9636. #ifndef RENEWAL
  9637. case SC_GRAVITATION:
  9638. val2 = 50*val1; // aspd reduction
  9639. break;
  9640. #endif
  9641. case SC_REGENERATION:
  9642. if (val1 == 1)
  9643. val2 = 2;
  9644. else
  9645. val2 = val1; // HP Regerenation rate: 200% 200% 300%
  9646. val3 = val1; // SP Regeneration Rate: 100% 200% 300%
  9647. // If val4 comes set, this blocks regen rather than increase it.
  9648. break;
  9649. case SC_DEVOTION:
  9650. {
  9651. struct block_list *d_bl;
  9652. struct status_change *d_sc;
  9653. if( (d_bl = map_id2bl(val1)) && (d_sc = status_get_sc(d_bl)) && d_sc->count ) { // Inherits Status From Source
  9654. const enum sc_type types[] = { SC_AUTOGUARD, SC_DEFENDER, SC_REFLECTSHIELD, SC_ENDURE };
  9655. int i = (map_flag_gvg2(bl->m) || map_getmapflag(bl->m, MF_BATTLEGROUND))?2:3;
  9656. while( i >= 0 ) {
  9657. enum sc_type type2 = types[i];
  9658. if( d_sc->data[type2] )
  9659. 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);
  9660. i--;
  9661. }
  9662. }
  9663. break;
  9664. }
  9665. case SC_COMA: // Coma. Sends a char to 1HP. If val2, do not zap sp
  9666. status_zap(bl, status->hp-1, val2?0:status->sp);
  9667. return 1;
  9668. break;
  9669. case SC_CLOSECONFINE2:
  9670. {
  9671. struct block_list *src2 = val2?map_id2bl(val2):NULL;
  9672. struct status_change *sc2 = src2?status_get_sc(src2):NULL;
  9673. struct status_change_entry *sce2 = sc2?sc2->data[SC_CLOSECONFINE]:NULL;
  9674. if (src2 && sc2) {
  9675. if (!sce2) { // Start lock on caster.
  9676. #ifdef RENEWAL
  9677. val3 = 50; // Flee increase
  9678. #else
  9679. val3 = 10; // Flee increase
  9680. #endif
  9681. sc_start4(src2,src2,SC_CLOSECONFINE,100,val1,1,val3,0,tick+1000);
  9682. } else { // Increase count of locked enemies and refresh time.
  9683. (sce2->val2)++;
  9684. delete_timer(sce2->timer, status_change_timer);
  9685. sce2->timer = add_timer(gettick()+tick+1000, status_change_timer, src2->id, SC_CLOSECONFINE);
  9686. }
  9687. } else // Status failed.
  9688. return 0;
  9689. }
  9690. break;
  9691. case SC_KAITE:
  9692. val2 = 1+val1/5; // Number of bounces: 1 + skill_lv/5
  9693. break;
  9694. case SC_KAUPE:
  9695. switch (val1) {
  9696. case 3: // 33*3 + 1 -> 100%
  9697. val2++;
  9698. case 1:
  9699. case 2: // 33, 66%
  9700. val2 += 33*val1;
  9701. val3 = 1; // Dodge 1 attack total.
  9702. break;
  9703. default: // Custom. For high level mob usage, higher level means more blocks. [Skotlex]
  9704. val2 = 100;
  9705. val3 = val1-2;
  9706. break;
  9707. }
  9708. break;
  9709. case SC_COMBO:
  9710. {
  9711. // val1: Skill ID
  9712. // val2: When given, target (for autotargetting skills)
  9713. // val3: When set, this combo time should NOT delay attack/movement
  9714. // val3: If set to 2 this combo will delay ONLY attack
  9715. // val3: TK: Last used kick
  9716. // val4: TK: Combo time
  9717. struct unit_data *ud = unit_bl2ud(bl);
  9718. if ( ud && (!val3 || val3 == 2) ) {
  9719. tick += 300 * battle_config.combo_delay_rate/100;
  9720. ud->attackabletime = gettick()+tick;
  9721. if( !val3 )
  9722. unit_set_walkdelay(bl, gettick(), tick, 1);
  9723. }
  9724. val3 = 0;
  9725. val4 = tick;
  9726. break;
  9727. }
  9728. case SC_EARTHSCROLL:
  9729. val2 = 11-val1; // Chance to consume: 11-skill_lv%
  9730. break;
  9731. case SC_RUN:
  9732. {
  9733. //Store time at which you started running.
  9734. t_tick currenttick = gettick();
  9735. // Note: this int64 value is stored in two separate int32 variables (FIXME)
  9736. val3 = (int)(currenttick & 0x00000000ffffffffLL);
  9737. val4 = (int)((currenttick & 0xffffffff00000000LL) >> 32);
  9738. tick = INFINITE_TICK;
  9739. break;
  9740. }
  9741. case SC_KAAHI:
  9742. val2 = 200*val1; // HP heal
  9743. val3 = 5*val1; // SP cost
  9744. break;
  9745. case SC_BLESSING:
  9746. if (bl->type == BL_PC || (!undead_flag && status->race != RC_DEMON))
  9747. val2 = val1;
  9748. else
  9749. val2 = 0; // 0 -> Half stat.
  9750. break;
  9751. case SC_TRICKDEAD:
  9752. if (vd) vd->dead_sit = 1;
  9753. tick = INFINITE_TICK;
  9754. break;
  9755. case SC_CONCENTRATE:
  9756. val2 = 2 + val1;
  9757. if (sd) { // Store the card-bonus data that should not count in the %
  9758. val3 = sd->indexed_bonus.param_bonus[1]; // Agi
  9759. val4 = sd->indexed_bonus.param_bonus[4]; // Dex
  9760. } else
  9761. val3 = val4 = 0;
  9762. break;
  9763. case SC_MAXOVERTHRUST:
  9764. val2 = 20*val1; // Power increase
  9765. break;
  9766. case SC_OVERTHRUST:
  9767. case SC_ADRENALINE2:
  9768. case SC_ADRENALINE:
  9769. case SC_WEAPONPERFECTION:
  9770. {
  9771. struct map_session_data * s_sd = BL_CAST(BL_PC, src);
  9772. if (type == SC_OVERTHRUST) {
  9773. // val2 holds if it was casted on self, or is bonus received from others
  9774. #ifdef RENEWAL
  9775. val3 = (val2) ? 5 * val1 : (val1 > 4) ? 15 : (val1 > 2) ? 10 : 5; // Power increase
  9776. #else
  9777. val3 = (val2) ? 5 * val1 : 5; // Power increase
  9778. #endif
  9779. }
  9780. else if (type == SC_ADRENALINE2 || type == SC_ADRENALINE) {
  9781. val3 = (val2) ? 300 : 200; // Aspd increase
  9782. }
  9783. if (s_sd && pc_checkskill(s_sd, BS_HILTBINDING) > 0)
  9784. tick += tick / 10; //If caster has Hilt Binding, duration increases by 10%
  9785. }
  9786. break;
  9787. case SC_CONCENTRATION:
  9788. #ifdef RENEWAL
  9789. val2 = 5 + val1 * 2; // Batk/Watk Increase
  9790. val4 = 5 + val1 * 2; // Def reduction
  9791. #else
  9792. val2 = 5*val1; // Batk/Watk Increase
  9793. val4 = 5*val1; // Def reduction
  9794. #endif
  9795. val3 = 10*val1; // Hit Increase
  9796. sc_start(src, bl, SC_ENDURE, 100, 1, tick); // Level 1 Endure effect
  9797. break;
  9798. case SC_ANGELUS:
  9799. val2 = 5*val1; // def increase
  9800. break;
  9801. case SC_IMPOSITIO:
  9802. val2 = 5*val1; // WATK/MATK increase
  9803. break;
  9804. case SC_MELTDOWN:
  9805. val2 = 100*val1; // Chance to break weapon
  9806. val3 = 70*val1; // Change to break armor
  9807. break;
  9808. case SC_TRUESIGHT:
  9809. val2 = 10*val1; // Critical increase
  9810. val3 = 3*val1; // Hit increase
  9811. break;
  9812. case SC_SUN_COMFORT:
  9813. val2 = (status_get_lv(bl) + status->dex + status->luk)/2; // def increase
  9814. break;
  9815. case SC_MOON_COMFORT:
  9816. val2 = (status_get_lv(bl) + status->dex + status->luk)/10; // flee increase
  9817. break;
  9818. case SC_STAR_COMFORT:
  9819. val2 = (status_get_lv(bl) + status->dex + status->luk); // Aspd increase
  9820. break;
  9821. case SC_QUAGMIRE:
  9822. val2 = (sd?5:10)*val1; // Agi/Dex decrease.
  9823. break;
  9824. // gs_something1 [Vicious]
  9825. case SC_GATLINGFEVER:
  9826. val2 = 20*val1; // Aspd increase
  9827. val3 = 20+10*val1; // Atk increase
  9828. val4 = 5*val1; // Flee decrease
  9829. break;
  9830. case SC_FLING:
  9831. if (bl->type == BL_PC)
  9832. val2 = 0; // No armor reduction to players.
  9833. else
  9834. val2 = 5*val1; // Def reduction
  9835. val3 = 5*val1; // Def2 reduction
  9836. break;
  9837. case SC_PROVOKE:
  9838. val2 = 2+3*val1; // Atk increase
  9839. val3 = 5+5*val1; // Def reduction.
  9840. // val4 signals autoprovoke.
  9841. break;
  9842. case SC_AVOID:
  9843. // val2 = 10*val1; // Speed change rate.
  9844. break;
  9845. case SC_DEFENCE:
  9846. #ifdef RENEWAL
  9847. val2 = 5 + (val1 * 5); // Vit bonus
  9848. #else
  9849. val2 = 2*val1; // Def bonus
  9850. #endif
  9851. break;
  9852. case SC_BLOODLUST:
  9853. val2 = 20+10*val1; // Atk rate change.
  9854. val3 = 3*val1; // Leech chance
  9855. val4 = 20; // Leech percent
  9856. break;
  9857. case SC_FLEET:
  9858. val2 = 30*val1; // Aspd change
  9859. val3 = 5+5*val1; // bAtk/wAtk rate change
  9860. break;
  9861. case SC_MINDBREAKER:
  9862. val2 = 20*val1; // matk increase.
  9863. val3 = 12*val1; // mdef2 reduction.
  9864. break;
  9865. case SC_JAILED:
  9866. // Val1 is duration in minutes. Use INT_MAX to specify 'unlimited' time.
  9867. tick = val1>0?1000:250;
  9868. if (sd) {
  9869. if (sd->mapindex != val2) {
  9870. int pos = (bl->x&0xFFFF)|(bl->y<<16), // Current Coordinates
  9871. map_idx = sd->mapindex; // Current Map
  9872. // 1. Place in Jail (val2 -> Jail Map, val3 -> x, val4 -> y
  9873. pc_setpos(sd,(unsigned short)val2,val3,val4, CLR_TELEPORT);
  9874. // 2. Set restore point (val3 -> return map, val4 return coords
  9875. val3 = map_idx;
  9876. val4 = pos;
  9877. } else if (!val3 || val3 == sd->mapindex) { // Use save point.
  9878. val3 = sd->status.save_point.map;
  9879. val4 = (sd->status.save_point.x&0xFFFF)
  9880. |(sd->status.save_point.y<<16);
  9881. }
  9882. }
  9883. break;
  9884. case SC_UTSUSEMI:
  9885. val2=(val1+1)/2; // Number of hits blocked
  9886. val3=skill_get_blewcount(NJ_UTSUSEMI, val1); // knockback value.
  9887. break;
  9888. case SC_BUNSINJYUTSU:
  9889. val2=(val1+1)/2; // Number of hits blocked
  9890. break;
  9891. case SC_CHANGE:
  9892. val2= 30*val1; // Vit increase
  9893. val3= 20*val1; // Int increase
  9894. break;
  9895. case SC_SWOO:
  9896. if(status_has_mode(status,MD_STATUSIMMUNE))
  9897. tick /= 5; // !TODO: Reduce skill's duration. But for how long?
  9898. break;
  9899. case SC_ARMOR:
  9900. // NPC_DEFENDER:
  9901. val2 = 80; // Damage reduction
  9902. // Attack requirements to be blocked:
  9903. val3 = BF_LONG; // Range
  9904. val4 = BF_WEAPON|BF_MISC; // Type
  9905. break;
  9906. case SC_ENCHANTARMS:
  9907. // Make sure the received element is valid.
  9908. if (val1 >= ELE_ALL)
  9909. val1 = val1%ELE_ALL;
  9910. else if (val1 < 0)
  9911. val1 = rnd()%ELE_ALL;
  9912. break;
  9913. case SC_CRITICALWOUND:
  9914. val2 = 20*val1; // Heal effectiveness decrease
  9915. break;
  9916. case SC_MAGICMIRROR:
  9917. // Level 1 ~ 5 & 6 ~ 10 has different duration
  9918. // Level 6 ~ 10 use effect of level 1 ~ 5
  9919. val1 = 1 + ((val1-1)%5);
  9920. case SC_SLOWCAST:
  9921. val2 = 20*val1; // Magic reflection/cast rate
  9922. break;
  9923. case SC_ARMORCHANGE:
  9924. if (val2 == NPC_ANTIMAGIC) { // Boost mdef
  9925. val2 =-20;
  9926. val3 = 20;
  9927. } else { // Boost def
  9928. val2 = 20;
  9929. val3 =-20;
  9930. }
  9931. // Level 1 ~ 5 & 6 ~ 10 has different duration
  9932. // Level 6 ~ 10 use effect of level 1 ~ 5
  9933. val1 = 1 + ((val1-1)%5);
  9934. val2 *= val1; // 20% per level
  9935. val3 *= val1;
  9936. break;
  9937. case SC_EXPBOOST:
  9938. case SC_JEXPBOOST:
  9939. case SC_JP_EVENT04:
  9940. if (val1 < 0)
  9941. val1 = 0;
  9942. break;
  9943. case SC_INCFLEE2:
  9944. case SC_INCCRI:
  9945. val2 = val1*10; // Actual boost (since 100% = 1000)
  9946. break;
  9947. case SC_SUFFRAGIUM:
  9948. #ifdef RENEWAL
  9949. val2 = 5 + val1 * 5; // Speed cast decrease
  9950. #else
  9951. val2 = 15 * val1; // Speed cast decrease
  9952. #endif
  9953. break;
  9954. case SC_INCHEALRATE:
  9955. if (val1 < 1)
  9956. val1 = 1;
  9957. break;
  9958. case SC_DOUBLECAST:
  9959. val2 = 30+10*val1; // Trigger rate
  9960. break;
  9961. case SC_KAIZEL:
  9962. val2 = 10*val1; // % of life to be revived with
  9963. break;
  9964. // case SC_ARMOR_ELEMENT_WATER:
  9965. // case SC_ARMOR_ELEMENT_EARTH:
  9966. // case SC_ARMOR_ELEMENT_FIRE:
  9967. // case SC_ARMOR_ELEMENT_WIND:
  9968. // case SC_ARMOR_RESIST:
  9969. // Mod your resistance against elements:
  9970. // val1 = water | val2 = earth | val3 = fire | val4 = wind
  9971. // break;
  9972. // case ????:
  9973. // Place here SCs that have no SCB_* data, no skill associated, no ICON
  9974. // associated, and yet are not wrong/unknown. [Skotlex]
  9975. // break;
  9976. case SC_MERC_FLEEUP:
  9977. case SC_MERC_ATKUP:
  9978. case SC_MERC_HITUP:
  9979. val2 = 15 * val1;
  9980. break;
  9981. case SC_MERC_HPUP:
  9982. case SC_MERC_SPUP:
  9983. val2 = 5 * val1;
  9984. break;
  9985. case SC_REBIRTH:
  9986. val2 = 20*val1; // % of life to be revived with
  9987. break;
  9988. case SC_MANU_DEF:
  9989. case SC_MANU_ATK:
  9990. case SC_MANU_MATK:
  9991. val2 = 1; // Manuk group
  9992. break;
  9993. case SC_SPL_DEF:
  9994. case SC_SPL_ATK:
  9995. case SC_SPL_MATK:
  9996. val2 = 2; // Splendide group
  9997. break;
  9998. /* General */
  9999. case SC_FEAR:
  10000. status_change_start(src,bl,SC_ANKLE,10000,val1,0,0,0,2000,SCSTART_NOAVOID|SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  10001. break;
  10002. /* Rune Knight */
  10003. case SC_DEATHBOUND:
  10004. val2 = 500 + 100 * val1;
  10005. break;
  10006. case SC_STONEHARDSKIN:
  10007. if (!status_charge(bl, status->hp / 5, 0)) // 20% of HP
  10008. return 0;
  10009. if (sd)
  10010. val1 = sd->status.job_level * pc_checkskill(sd, RK_RUNEMASTERY) / 4; // DEF/MDEF Increase
  10011. break;
  10012. case SC_REFRESH:
  10013. status_heal(bl, status_get_max_hp(bl) * 25 / 100, 0, 1);
  10014. status_change_clear_buffs(bl, SCCB_REFRESH);
  10015. break;
  10016. case SC_MILLENNIUMSHIELD:
  10017. {
  10018. int8 chance = rnd()%100;
  10019. val2 = ((chance < 20) ? 4 : (chance < 50) ? 3 : 2); // Shield count
  10020. val3 = 1000; // Shield HP
  10021. clif_millenniumshield(bl, val2);
  10022. }
  10023. break;
  10024. case SC_ABUNDANCE:
  10025. val4 = tick / 10000;
  10026. tick_time = 10000; // [GodLesZ] tick time
  10027. break;
  10028. case SC_GIANTGROWTH:
  10029. val2 = 30; // Damage success rate and STR increase
  10030. break;
  10031. case SC_LUXANIMA:
  10032. val2 = 15; // Storm Blast success %
  10033. val3 = 30; // Damage/HP/SP % increase
  10034. break;
  10035. /* Arch Bishop */
  10036. case SC_RENOVATIO:
  10037. val4 = tick / 5000;
  10038. tick_time = 5000;
  10039. break;
  10040. case SC_SECRAMENT:
  10041. val2 = 10 * val1;
  10042. break;
  10043. case SC_VENOMIMPRESS:
  10044. val2 = 10 * val1;
  10045. break;
  10046. case SC_WEAPONBLOCKING:
  10047. val2 = 10 + 2 * val1; // Chance
  10048. val4 = tick / 5000;
  10049. tick_time = 5000; // [GodLesZ] tick time
  10050. break;
  10051. case SC_OBLIVIONCURSE:
  10052. if (val3 == 0)
  10053. break;
  10054. val4 = tick / 3000;
  10055. tick_time = 3000; // [GodLesZ] tick time
  10056. break;
  10057. case SC_CLOAKINGEXCEED:
  10058. val2 = (val1 + 1) / 2; // Hits
  10059. val3 = (val1 - 1) * 10; // Walk speed
  10060. if (bl->type == BL_PC)
  10061. val4 |= battle_config.pc_cloak_check_type&7;
  10062. else
  10063. val4 |= battle_config.monster_cloak_check_type&7;
  10064. tick_time = 1000; // [GodLesZ] tick time
  10065. break;
  10066. case SC_HALLUCINATIONWALK:
  10067. case SC_NPC_HALLUCINATIONWALK:
  10068. val2 = 50 * val1; // Evasion rate of physical attacks. Flee
  10069. val3 = 10 * val1; // Evasion rate of magical attacks.
  10070. break;
  10071. case SC_MARSHOFABYSS:
  10072. if( bl->type == BL_PC )
  10073. val2 = 3 * val1; // AGI and DEX Reduction
  10074. else // BL_MOB
  10075. val2 = 6 * val1; // AGI and DEX Reduction
  10076. val3 = 10 * val1; // Movement Speed Reduction
  10077. break;
  10078. case SC_FREEZE_SP:
  10079. // val2 = sp drain per 10 seconds
  10080. tick_time = 10000; // [GodLesZ] tick time
  10081. break;
  10082. case SC_SPHERE_1:
  10083. case SC_SPHERE_2:
  10084. case SC_SPHERE_3:
  10085. case SC_SPHERE_4:
  10086. case SC_SPHERE_5:
  10087. if( !sd )
  10088. return 0; // Should only work on players.
  10089. val4 = tick / 1000;
  10090. if( val4 < 1 )
  10091. val4 = 1;
  10092. tick_time = 1000; // [GodLesZ] tick time
  10093. break;
  10094. case SC_SHAPESHIFT:
  10095. switch( val1 ) {
  10096. case 1: val2 = ELE_FIRE; break;
  10097. case 2: val2 = ELE_EARTH; break;
  10098. case 3: val2 = ELE_WIND; break;
  10099. case 4: val2 = ELE_WATER; break;
  10100. }
  10101. break;
  10102. case SC_ELECTRICSHOCKER:
  10103. case SC_CRYSTALIZE:
  10104. val4 = tick / 1000;
  10105. if( val4 < 1 )
  10106. val4 = 1;
  10107. tick_time = 1000; // [GodLesZ] tick time
  10108. break;
  10109. case SC_MEIKYOUSISUI:
  10110. val2 = val1 * 2; // % HP each sec
  10111. val3 = val1; // % SP each sec
  10112. val4 = tick / 1000;
  10113. if( val4 < 1 )
  10114. val4 = 1;
  10115. tick_time = 1000;
  10116. break;
  10117. case SC_CAMOUFLAGE:
  10118. val4 = tick/1000;
  10119. tick_time = 1000; // [GodLesZ] tick time
  10120. break;
  10121. case SC_WUGDASH:
  10122. {
  10123. //Store time at which you started running.
  10124. t_tick currenttick = gettick();
  10125. // Note: this int64 value is stored in two separate int32 variables (FIXME)
  10126. val3 = (int)(currenttick&0x00000000ffffffffLL);
  10127. val4 = (int)((currenttick&0xffffffff00000000LL)>>32);
  10128. tick = INFINITE_TICK;
  10129. break;
  10130. }
  10131. case SC__SHADOWFORM:
  10132. {
  10133. struct map_session_data * s_sd = map_id2sd(val2);
  10134. if( s_sd )
  10135. s_sd->shadowform_id = bl->id;
  10136. val4 = tick / 1000;
  10137. tick_time = 1000; // [GodLesZ] tick time
  10138. }
  10139. break;
  10140. case SC__STRIPACCESSORY:
  10141. if (!sd)
  10142. val2 = 20;
  10143. break;
  10144. case SC__INVISIBILITY:
  10145. val2 = 50 - 10 * val1; // ASPD
  10146. val3 = 20 * val1; // CRITICAL
  10147. val4 = tick / 1000;
  10148. tick = INFINITE_TICK; // Duration sent to the client should be infinite
  10149. tick_time = 1000; // [GodLesZ] tick time
  10150. break;
  10151. case SC__ENERVATION:
  10152. val2 = 20 + 10 * val1; // ATK Reduction
  10153. if (sd) {
  10154. pc_delspiritball(sd,sd->spiritball,0);
  10155. pc_delspiritcharm(sd,sd->spiritcharm,sd->spiritcharm_type);
  10156. }
  10157. break;
  10158. case SC__GROOMY:
  10159. val2 = 20 + 10 * val1; // ASPD
  10160. val3 = 20 * val1; // HIT
  10161. if( sd ) { // Removes Animals
  10162. if( pc_isriding(sd) ) pc_setriding(sd, 0);
  10163. if( pc_isridingdragon(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_DRAGON);
  10164. if( pc_iswug(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_WUG);
  10165. if( pc_isridingwug(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_WUGRIDER);
  10166. if( pc_isfalcon(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_FALCON);
  10167. if( sd->status.pet_id > 0 ) pet_return_egg(sd, sd->pd);
  10168. if( hom_is_active(sd->hd) ) hom_vaporize(sd, HOM_ST_ACTIVE);
  10169. //if( sd->md ) mercenary_delete(sd->md,3); // Are Mercenaries removed? [aleos]
  10170. }
  10171. break;
  10172. case SC__LAZINESS:
  10173. val2 = 10 + 10 * val1; // Cast Increase
  10174. val3 = 10 * val1; // Flee Reduction
  10175. break;
  10176. case SC__UNLUCKY:
  10177. {
  10178. sc_type rand_eff;
  10179. switch(rnd() % 3) {
  10180. case 1: rand_eff = SC_BLIND; break;
  10181. case 2: rand_eff = SC_SILENCE; break;
  10182. default: rand_eff = SC_POISON; break;
  10183. }
  10184. val2 = 10 * val1; // Crit and Flee2 Reduction
  10185. status_change_start(src,bl,rand_eff,10000,val1,0,(rand_eff == SC_POISON ? src->id : 0),0,tick,SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  10186. break;
  10187. }
  10188. case SC__WEAKNESS:
  10189. val2 = 10 * val1;
  10190. // Bypasses coating protection and MADO
  10191. sc_start(src,bl,SC_STRIPWEAPON,100,val1,tick);
  10192. sc_start(src,bl,SC_STRIPSHIELD,100,val1,tick);
  10193. break;
  10194. case SC_GN_CARTBOOST:
  10195. if( val1 < 3 )
  10196. val2 = 50;
  10197. else if( val1 > 2 && val1 < 5 )
  10198. val2 = 75;
  10199. else
  10200. val2 = 100;
  10201. break;
  10202. case SC_PROPERTYWALK:
  10203. val3 = 0;
  10204. break;
  10205. case SC_STRIKING:
  10206. // val2 = watk bonus already calc
  10207. val3 = 6 - val1;// spcost = 6 - level (lvl1:5 ... lvl 5: 1)
  10208. val4 = tick / 1000;
  10209. tick_time = 1000; // [GodLesZ] tick time
  10210. break;
  10211. case SC_WARMER:
  10212. val4 = tick / 3000;
  10213. tick = INFINITE_TICK; // Duration sent to the client should be infinite
  10214. tick_time = 3000;
  10215. break;
  10216. case SC_HELLS_PLANT:
  10217. tick_time = status_get_sc_interval(type);
  10218. val4 = tick - tick_time; // Remaining time
  10219. break;
  10220. case SC_SWINGDANCE:
  10221. val3 = 3 * val1 + val2; // Walk speed and aspd reduction.
  10222. break;
  10223. case SC_SYMPHONYOFLOVER:
  10224. val3 = 2 * val1 + val2 + (sd?sd->status.job_level:50) / 4; // MDEF Increase
  10225. break;
  10226. case SC_MOONLITSERENADE: // MATK Increase
  10227. case SC_RUSHWINDMILL: // ATK Increase
  10228. val3 = 4 + val1 * 3 + val2 + (sd?sd->status.job_level:50) / 5;
  10229. break;
  10230. case SC_ECHOSONG:
  10231. val3 = 6 * val1 + val2 + (sd?sd->status.job_level:50) / 4; // DEF Increase
  10232. break;
  10233. case SC_HARMONIZE:
  10234. val2 = 5 + 5 * val1;
  10235. break;
  10236. case SC_VOICEOFSIREN:
  10237. val4 = tick / 2000;
  10238. tick_time = 2000; // [GodLesZ] tick time
  10239. break;
  10240. case SC_DEEPSLEEP:
  10241. val4 = tick / 2000;
  10242. tick_time = 2000; // [GodLesZ] tick time
  10243. break;
  10244. case SC_SIRCLEOFNATURE:
  10245. val2 = 50 * val1; // HP recovery rate
  10246. break;
  10247. case SC_SONGOFMANA:
  10248. status_heal(bl, 0, status->max_sp * (val1 <= 2 ? 10 : val1 <= 4 ? 15 : 20) / 100, 1);
  10249. val3 = 50 * val1;
  10250. break;
  10251. case SC_SATURDAYNIGHTFEVER:
  10252. if (!val4) val4 = skill_get_time2(scdb->skill_id,val1);
  10253. if (!val4) val4 = 3000;
  10254. val3 = tick/val4;
  10255. tick_time = val4; // [GodLesZ] tick time
  10256. break;
  10257. case SC_GLOOMYDAY:
  10258. val2 = 20 + 5 * val1; // Flee reduction.
  10259. val3 = 15 + 5 * val1; // ASPD reduction.
  10260. if( sd && rnd()%100 < val1 ) { // (Skill Lv) %
  10261. val4 = 1; // Reduce walk speed by half.
  10262. if( pc_isriding(sd) ) pc_setriding(sd, 0);
  10263. if( pc_isridingdragon(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_DRAGON);
  10264. }
  10265. break;
  10266. case SC_GLOOMYDAY_SK:
  10267. // Random number between [15 ~ (Voice Lesson Skill Level x 5) + (Skill Level x 10)] %.
  10268. val2 = 15 + rnd()%( (sd?pc_checkskill(sd, WM_LESSON)*5:0) + val1*10 );
  10269. break;
  10270. case SC_SITDOWN_FORCE:
  10271. case SC_BANANA_BOMB_SITDOWN:
  10272. if( sd && !pc_issit(sd) ) {
  10273. pc_setsit(sd);
  10274. skill_sit(sd, true);
  10275. clif_sitting(bl);
  10276. }
  10277. break;
  10278. case SC_DANCEWITHWUG:
  10279. val3 = 5 * val1; // ASPD Increase
  10280. val4 = 20 + 10 * val1; // Fixed Cast Time Reduction
  10281. break;
  10282. case SC_LERADSDEW:
  10283. val3 = 2 + 3 * val1 + min(3 * val2, 25); // MaxHP Increase
  10284. break;
  10285. case SC_MELODYOFSINK:
  10286. val2 = 10 * val1; // INT Reduction.
  10287. val3 = 2 + 2 * val1; // MaxSP reduction
  10288. break;
  10289. case SC_BEYONDOFWARCRY:
  10290. val2 = 10 + 10 * val1; // STR Reduction
  10291. val3 = 4 * val1; // MaxHP Reduction
  10292. break;
  10293. case SC_UNLIMITEDHUMMINGVOICE:
  10294. val3 = 4 * val1 + min(3 * val2, 15); // !TODO: What's the Lesson bonus?
  10295. break;
  10296. case SC_REFLECTDAMAGE:
  10297. val2 = 10 * val1; // Reflect reduction amount
  10298. val4 = tick/1000; // Number of SP cycles (duration)
  10299. tick_time = 1000; // [GodLesZ] tick time
  10300. break;
  10301. case SC_FORCEOFVANGUARD:
  10302. val2 = 8 + 12 * val1; // Chance
  10303. val3 = 5 + 2 * val1; // Max rage counters
  10304. tick = INFINITE_TICK; // Endless duration in the client
  10305. tick_time = 10000; // [GodLesZ] tick time
  10306. break;
  10307. case SC_EXEEDBREAK:
  10308. val2 = 150 * val1;
  10309. if (sd) { // Players
  10310. short index = sd->equip_index[EQI_HAND_R];
  10311. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_WEAPON)
  10312. val2 += 15 * sd->status.job_level + sd->inventory_data[index]->weight / 10 * sd->inventory_data[index]->weapon_level * status_get_lv(bl) / 100;
  10313. } else // Monster
  10314. val2 += 750;
  10315. break;
  10316. case SC_PRESTIGE:
  10317. val2 = (status->int_ + status->luk) * val1 / 20 * status_get_lv(bl) / 200 + val1; // Chance to evade magic damage.
  10318. val3 = ((val1 * 15) + (10 * (sd?pc_checkskill(sd,CR_DEFENDER):skill_get_max(CR_DEFENDER)))) * status_get_lv(bl) / 100; // Defence added
  10319. break;
  10320. case SC_SHIELDSPELL_HP:
  10321. val2 = 3; // 3% HP every 3 seconds
  10322. tick_time = status_get_sc_interval(type);
  10323. val4 = tick - tick_time; // Remaining time
  10324. break;
  10325. case SC_SHIELDSPELL_SP:
  10326. val2 = 3; // 3% SP every 5 seconds
  10327. tick_time = status_get_sc_interval(type);
  10328. val4 = tick - tick_time; // Remaining time
  10329. break;
  10330. case SC_SHIELDSPELL_ATK:
  10331. val2 = 150; // WATK/MATK bonus
  10332. break;
  10333. case SC_BANDING:
  10334. val2 = (sd ? skill_banding_count(sd) : 1);
  10335. tick_time = 5000; // [GodLesZ] tick time
  10336. break;
  10337. case SC_MAGNETICFIELD:
  10338. tick_time = 1000; // [GodLesZ] tick time
  10339. val4 = tick / tick_time;
  10340. break;
  10341. case SC_INSPIRATION:
  10342. val2 = 40 * val1; // ATK/MATK
  10343. val3 = 6 * val1; //All stat bonus
  10344. val4 = tick / 5000;
  10345. tick_time = 5000; // [GodLesZ] tick time
  10346. status_change_clear_buffs(bl, SCCB_DEBUFFS); // Remove debuffs
  10347. break;
  10348. case SC_CRESCENTELBOW:
  10349. val2 = (sd?sd->status.job_level:50) / 2 + (50 + 5 * val1);
  10350. break;
  10351. case SC_LIGHTNINGWALK: // [(Job Level / 2) + (40 + 5 * Skill Level)] %
  10352. val1 = (sd?sd->status.job_level:2)/2 + 40 + 5 * val1;
  10353. break;
  10354. case SC_GT_ENERGYGAIN:
  10355. val2 = 10 + 5 * val1; // Sphere gain chance.
  10356. break;
  10357. case SC_GT_CHANGE:
  10358. // Take note there is no def increase as skill desc says. [malufett]
  10359. val2 = val1 * 8; // ATK increase
  10360. val3 = status->agi * val1 / 60; // ASPD increase: [(Target AGI x Skill Level) / 60] %
  10361. break;
  10362. case SC_GT_REVITALIZE:
  10363. // Take note there is no vit, aspd, speed increase as skill desc says. [malufett]
  10364. val2 = 2 * val1; // MaxHP: [(Skill Level * 2)]%
  10365. val3 = val1 * 30 + 50; // Natural HP recovery increase: [(Skill Level x 30) + 50] %
  10366. // The stat def is not shown in the status window and it is processed differently
  10367. val4 = val1 * 20; // STAT DEF increase
  10368. break;
  10369. case SC_PYROTECHNIC_OPTION:
  10370. val2 = 60; // Eatk Renewal (Atk2)
  10371. break;
  10372. case SC_HEATER_OPTION:
  10373. val2 = 120; // Eatk Renewal (Atk2)
  10374. val3 = ELE_FIRE; // Change into fire element.
  10375. break;
  10376. case SC_TROPIC_OPTION:
  10377. val2 = 180; // Eatk Renewal (Atk2)
  10378. val3 = MG_FIREBOLT;
  10379. break;
  10380. case SC_AQUAPLAY_OPTION:
  10381. val2 = 40;
  10382. break;
  10383. case SC_COOLER_OPTION:
  10384. val2 = 80;
  10385. val3 = ELE_WATER; // Change into water element.
  10386. break;
  10387. case SC_CHILLY_AIR_OPTION:
  10388. val2 = 120; // Matk. Renewal (Matk1)
  10389. val3 = MG_COLDBOLT;
  10390. break;
  10391. case SC_WIND_STEP_OPTION:
  10392. val2 = 50; // % Increase speed and flee.
  10393. break;
  10394. case SC_BLAST_OPTION:
  10395. val2 = 20;
  10396. val3 = ELE_WIND; // Change into wind element.
  10397. break;
  10398. case SC_WILD_STORM_OPTION:
  10399. val2 = MG_LIGHTNINGBOLT;
  10400. break;
  10401. case SC_PETROLOGY_OPTION:
  10402. val2 = 5; //HP Rate bonus
  10403. val3 = 50;
  10404. break;
  10405. case SC_SOLID_SKIN_OPTION:
  10406. val2 = 33; //% Increase DEF
  10407. break;
  10408. case SC_CURSED_SOIL_OPTION:
  10409. val2 = 10; //HP rate bonus
  10410. val3 = ELE_EARTH; // Change into earth element.
  10411. break;
  10412. case SC_UPHEAVAL_OPTION:
  10413. val2 = 15; //HP rate bonus
  10414. val3 = WZ_EARTHSPIKE;
  10415. break;
  10416. case SC_CIRCLE_OF_FIRE_OPTION:
  10417. val2 = 300;
  10418. break;
  10419. case SC_WATER_SCREEN_OPTION:
  10420. tick_time = 10000;
  10421. break;
  10422. case SC_FIRE_CLOAK_OPTION:
  10423. case SC_WATER_DROP_OPTION:
  10424. case SC_WIND_CURTAIN_OPTION:
  10425. case SC_STONE_SHIELD_OPTION:
  10426. val2 = 100; // Elemental modifier.
  10427. break;
  10428. case SC_TROPIC:
  10429. case SC_CHILLY_AIR:
  10430. case SC_WILD_STORM:
  10431. case SC_UPHEAVAL:
  10432. val2 += 10;
  10433. case SC_HEATER:
  10434. case SC_COOLER:
  10435. case SC_BLAST:
  10436. case SC_CURSED_SOIL:
  10437. val2 += 10;
  10438. case SC_PYROTECHNIC:
  10439. case SC_AQUAPLAY:
  10440. case SC_GUST:
  10441. case SC_PETROLOGY:
  10442. val2 += 5;
  10443. val3 += 9000;
  10444. case SC_CIRCLE_OF_FIRE:
  10445. case SC_FIRE_CLOAK:
  10446. case SC_WATER_DROP:
  10447. case SC_WATER_SCREEN:
  10448. case SC_WIND_CURTAIN:
  10449. case SC_WIND_STEP:
  10450. case SC_STONE_SHIELD:
  10451. case SC_SOLID_SKIN:
  10452. val2 += 5;
  10453. val3 += 1000;
  10454. tick_time = val3; // [GodLesZ] tick time
  10455. break;
  10456. case SC_WATER_BARRIER:
  10457. val2 = 30; // Reductions. Atk2 and Flee1
  10458. break;
  10459. case SC_ZEPHYR:
  10460. val2 = 25; // Flee.
  10461. break;
  10462. case SC_TIDAL_WEAPON:
  10463. val2 = 20; // Increase Elemental's attack.
  10464. break;
  10465. case SC_ROCK_CRUSHER:
  10466. case SC_ROCK_CRUSHER_ATK:
  10467. case SC_POWER_OF_GAIA:
  10468. val2 = 33; //Def rate bonus/Speed rate reduction
  10469. val3 = 20; //HP rate bonus
  10470. break;
  10471. case SC_TEARGAS:
  10472. val2 = status_get_max_hp(bl) * 5 / 100; // Drain 5% HP
  10473. val4 = tick / 2000;
  10474. tick_time = 2000;
  10475. break;
  10476. case SC_TEARGAS_SOB:
  10477. val4 = tick / 3000;
  10478. tick_time = 3000;
  10479. break;
  10480. case SC_STOMACHACHE:
  10481. val2 = 8; // SP consume.
  10482. val4 = tick / 10000;
  10483. tick_time = 10000; // [GodLesZ] tick time
  10484. break;
  10485. case SC_PROMOTE_HEALTH_RESERCH:
  10486. //val1: 1 = Regular Potion, 2 = Thrown Potion
  10487. //val2: 1 = Small Potion, 2 = Medium Potion, 3 = Large Potion
  10488. //val3: MaxHP Increase By Fixed Amount
  10489. if (val1 == 1) // If potion was normally used, take the user's BaseLv
  10490. val3 = 1000 * val2 - 500 + status_get_lv(bl) * 10 / 3;
  10491. else if (val1 == 2) // If potion was thrown at someone, take the thrower's BaseLv
  10492. val3 = 1000 * val2 - 500 + status_get_lv(src) * 10 / 3;
  10493. if (val3 <= 0) // Prevents a negeative value from happening
  10494. val3 = 0;
  10495. break;
  10496. case SC_ENERGY_DRINK_RESERCH:
  10497. //val1: 1 = Regular Potion, 2 = Thrown Potion
  10498. //val2: 1 = Small Potion, 2 = Medium Potion, 3 = Large Potion
  10499. //val3: MaxSP Increase By Percentage Amount
  10500. if (val1 == 1) // If potion was normally used, take the user's BaseLv
  10501. val3 = status_get_lv(bl) / 10 + 5 * val2 - 10;
  10502. else if (val1 == 2) // If potion was thrown at someone, take the thrower's BaseLv
  10503. val3 = status_get_lv(src) / 10 + 5 * val2 - 10;
  10504. if (val3 <= 0) // Prevents a negeative value from happening
  10505. val3 = 0;
  10506. break;
  10507. case SC_KYOUGAKU:
  10508. val2 = 2*val1 + rnd()%val1;
  10509. clif_status_change(bl,EFST_ACTIVE_MONSTER_TRANSFORM,1,0,1002,0,0);
  10510. break;
  10511. case SC_KAGEMUSYA:
  10512. val2 = 20; // Damage increase bonus
  10513. val3 = val1 * 2;
  10514. tick_time = 1000;
  10515. val4 = tick / tick_time;
  10516. break;
  10517. case SC_ZANGETSU:
  10518. if( status_get_hp(bl) % 2 == 0 )
  10519. val2 = (status_get_lv(bl) / 3) + (20 * val1); //+Watk
  10520. else
  10521. val2 -= (status_get_lv(bl) / 3) + (30 * val1); //-Watk
  10522. if( status_get_sp(bl) % 2 == 0 )
  10523. val3 = (status_get_lv(bl) / 3) + (20 * val1); //+Matk
  10524. else
  10525. val3 -= (status_get_lv(bl) / 3) + (30 * val1); //-Matk
  10526. break;
  10527. case SC_GENSOU:
  10528. {
  10529. int hp = status_get_hp(bl), lv = 5;
  10530. short per = 100 / (status_get_max_hp(bl) / hp);
  10531. if( per <= 15 )
  10532. lv = 1;
  10533. else if( per <= 30 )
  10534. lv = 2;
  10535. else if( per <= 50 )
  10536. lv = 3;
  10537. else if( per <= 75 )
  10538. lv = 4;
  10539. if( hp % 2 == 0)
  10540. status_heal(bl, hp * (6-lv) * 4 / 100, status_get_sp(bl) * (6-lv) * 3 / 100, 1);
  10541. else
  10542. status_zap(bl, hp * (lv*4) / 100, status_get_sp(bl) * (lv*3) / 100);
  10543. }
  10544. break;
  10545. case SC_ANGRIFFS_MODUS:
  10546. val2 = 50 + 20 * val1; // atk bonus
  10547. val3 = 25 + 10 * val1; // Flee reduction.
  10548. val4 = tick/1000; // hp/sp reduction timer
  10549. tick_time = 1000;
  10550. break;
  10551. case SC_GOLDENE_FERSE:
  10552. val2 = 10 + 10*val1; // flee bonus
  10553. val3 = 6 + 4 * val1; // Aspd Bonus
  10554. val4 = 2 + 2 * val1; // Chance of holy attack
  10555. break;
  10556. case SC_STONE_WALL:
  10557. val2 = 100 * val1; // DEF bonus
  10558. val3 = 30 * val1; // MDEF bonus
  10559. break;
  10560. case SC_OVERED_BOOST:
  10561. val2 = 400 + 40 * val1; // flee bonus
  10562. val3 = 180 + 2 * val1; // aspd bonus
  10563. val4 = 50; // def reduc %
  10564. break;
  10565. case SC_GRANITIC_ARMOR:
  10566. val2 = 2*val1; // dmg reduction
  10567. val3 = 6*val1; // dmg taken on status end (6%:12%:18%:24%:30%)
  10568. val4 = 5*val1; // unknow formula
  10569. break;
  10570. case SC_MAGMA_FLOW:
  10571. val2 = 3*val1; // Activation chance
  10572. break;
  10573. case SC_PYROCLASTIC:
  10574. val2 += 100 + 10*val1; // atk bonus // !TODO: Confirm formula
  10575. break;
  10576. case SC_PARALYSIS: // [Lighta] need real info
  10577. val2 = 2*val1; // def reduction
  10578. val3 = 500*val1; // varcast augmentation
  10579. break;
  10580. case SC_LIGHT_OF_REGENE: // Yommy leak need confirm
  10581. val2 = 20 * val1; // hp reco on death %
  10582. break;
  10583. case SC_PAIN_KILLER: // Yommy leak need confirm
  10584. val2 = min((( 200 * val1 ) * status_get_lv(src)) / 150, 1000); // dmg reduction linear. upto a maximum of 1000 [iRO Wiki]
  10585. if(sc->data[SC_PARALYSIS])
  10586. sc_start(src,bl, SC_ENDURE, 100, val1, tick); // Start endure for same duration
  10587. break;
  10588. case SC_STYLE_CHANGE:
  10589. tick = INFINITE_TICK; // Infinite duration
  10590. break;
  10591. case SC_CBC:
  10592. val3 = 10; // Drain sp % dmg
  10593. val4 = tick/1000; // dmg each sec
  10594. tick = 1000;
  10595. break;
  10596. case SC_EQC:
  10597. val2 = 5 * val1; // def % reduc
  10598. val3 = 2 * val1; // HP drain %
  10599. break;
  10600. case SC_ASH:
  10601. val2 = 0; // hit % reduc
  10602. val3 = 0; // def % reduc
  10603. val4 = 0; // atk flee & reduc
  10604. if (!status_bl_has_mode(bl,MD_STATUSIMMUNE)) {
  10605. val2 = 50;
  10606. if (status_get_race(bl) == RC_PLANT) // plant type
  10607. val3 = 50;
  10608. if (status_get_element(bl) == ELE_WATER) // defense water type
  10609. val4 = 50;
  10610. }
  10611. break;
  10612. case SC_FULL_THROTTLE:
  10613. val2 = ( val1 == 1 ? 6 : 6 - val1 );
  10614. val3 = 20; //+% AllStats
  10615. tick_time = 1000;
  10616. val4 = tick / tick_time;
  10617. break;
  10618. case SC_REBOUND:
  10619. tick_time = 2000;
  10620. val4 = tick / tick_time;
  10621. clif_emotion(bl, ET_SWEAT);
  10622. break;
  10623. case SC_KINGS_GRACE:
  10624. val2 = 3 + val1; //HP Recover rate
  10625. tick_time = 1000;
  10626. val4 = tick / tick_time;
  10627. break;
  10628. case SC_TELEKINESIS_INTENSE:
  10629. val2 = 10 * val1; // sp consum / casttime reduc %
  10630. val3 = 40 * val1; // magic dmg bonus
  10631. break;
  10632. case SC_OFFERTORIUM:
  10633. val2 = 30 * val1; // heal power bonus
  10634. val3 = 100 + 20 * val1; // sp cost inc
  10635. break;
  10636. case SC_FRIGG_SONG:
  10637. val2 = 5 * val1; // maxhp bonus
  10638. val3 = 80 + 20 * val1; // healing
  10639. tick_time = 1000;
  10640. val4 = tick / tick_time;
  10641. break;
  10642. case SC_FLASHCOMBO:
  10643. val2 = 20 * val1 + 20; // atk bonus
  10644. break;
  10645. case SC_DARKCROW:
  10646. val2 = 30 * val1; // ATK bonus
  10647. break;
  10648. case SC_UNLIMIT:
  10649. val2 = 50 * val1;
  10650. break;
  10651. case SC_MONSTER_TRANSFORM:
  10652. case SC_ACTIVE_MONSTER_TRANSFORM:
  10653. if( !mobdb_checkid(val1) )
  10654. val1 = MOBID_PORING; // Default poring
  10655. break;
  10656. #ifndef RENEWAL
  10657. case SC_APPLEIDUN:
  10658. {
  10659. struct map_session_data * s_sd = BL_CAST(BL_PC, src);
  10660. val2 = (5 + 2 * val1) + (status_get_vit(src) / 10); //HP Rate: (5 + 2 * skill_lv) + (vit/10) + (BA_MUSICALLESSON level)
  10661. if (s_sd)
  10662. val2 += pc_checkskill(s_sd, BA_MUSICALLESSON) / 2;
  10663. break;
  10664. }
  10665. #endif
  10666. case SC_EPICLESIS:
  10667. val2 = 5 * val1; //HP rate bonus
  10668. break;
  10669. case SC_ILLUSIONDOPING:
  10670. val2 = 50; // -Hit
  10671. break;
  10672. case SC_OVERHEAT:
  10673. case SC_OVERHEAT_LIMITPOINT:
  10674. case SC_STEALTHFIELD:
  10675. tick_time = tick;
  10676. tick = INFINITE_TICK;
  10677. break;
  10678. case SC_STEALTHFIELD_MASTER:
  10679. tick_time = val3 = 2000 + 1000 * val1;
  10680. val4 = tick / tick_time;
  10681. break;
  10682. case SC_VACUUM_EXTREME:
  10683. // Suck target at n second, only if the n second is lower than the duration
  10684. // Does not suck targets on no-knockback maps
  10685. if (val4 < tick && unit_blown_immune(bl, 0x9) == UB_KNOCKABLE) {
  10686. tick_time = val4;
  10687. val4 = tick - tick_time;
  10688. } else
  10689. val4 = 0;
  10690. break;
  10691. case SC_FIRE_INSIGNIA:
  10692. case SC_WATER_INSIGNIA:
  10693. case SC_WIND_INSIGNIA:
  10694. case SC_EARTH_INSIGNIA:
  10695. tick_time = 5000;
  10696. val4 = tick / tick_time;
  10697. break;
  10698. case SC_NEUTRALBARRIER:
  10699. val2 = 10 + val1 * 5; // Def/Mdef
  10700. tick = INFINITE_TICK;
  10701. break;
  10702. case SC_MAGIC_POISON:
  10703. val2 = 50; // Attribute Reduction
  10704. break;
  10705. /* Rebellion */
  10706. case SC_B_TRAP:
  10707. val2 = src->id;
  10708. val3 = val1 * 25; // -movespeed TODO: Figure out movespeed rate
  10709. break;
  10710. case SC_C_MARKER:
  10711. case SC_BURNT:
  10712. // val1 = skill_lv
  10713. // val2 = src_id
  10714. val3 = 10; // -10 flee
  10715. //Start timer to send mark on mini map
  10716. val4 = tick/1000;
  10717. tick_time = 1000; // Sends every 1 seconds
  10718. break;
  10719. case SC_H_MINE:
  10720. val2 = src->id;
  10721. break;
  10722. case SC_HEAT_BARREL:
  10723. {
  10724. uint8 n = 10;
  10725. if (sd)
  10726. n = (uint8)sd->spiritball_old;
  10727. //kRO Update 2016-05-25
  10728. val2 = n * 5; // -fixed casttime
  10729. val3 = (6 + val1 * 2) * n; // ATK
  10730. val4 = 25 + val1 * 5; // -hit
  10731. }
  10732. break;
  10733. case SC_P_ALTER:
  10734. {
  10735. uint8 n = 10;
  10736. if (sd)
  10737. n = (uint8)sd->spiritball_old;
  10738. val2 = 10 * n; // +atk
  10739. val3 = (status->max_hp * (val1 * 5) / 100); // Barrier HP
  10740. }
  10741. break;
  10742. case SC_E_CHAIN:
  10743. val2 = 10;
  10744. if (sd)
  10745. val2 = sd->spiritball_old;
  10746. break;
  10747. case SC_ANTI_M_BLAST:
  10748. val2 = val1 * 10;
  10749. break;
  10750. case SC_CATNIPPOWDER:
  10751. val2 = 50; // WATK%, MATK%
  10752. val3 = 25 * val1; // Move speed reduction
  10753. if (bl->type == BL_PC && pc_checkskill(sd, SU_SPIRITOFLAND))
  10754. val4 = status_get_lv(src) / 12;
  10755. break;
  10756. case SC_BITESCAR: {
  10757. const struct status_data *b_status = status_get_base_status(src); // Base Status
  10758. val2 = (status_get_max_hp(bl) * (val1 + (b_status->dex / 25))) / status_get_max_hp(bl); // MHP% damage
  10759. tick_time = 1000;
  10760. val4 = tick / tick_time;
  10761. }
  10762. break;
  10763. case SC_ARCLOUSEDASH:
  10764. val2 = 15 + 5 * val1; // AGI
  10765. val3 = 25; // Move speed increase
  10766. if (sd && (sd->class_&MAPID_BASEMASK) == MAPID_SUMMONER)
  10767. val4 = 10; // Ranged ATK increase
  10768. break;
  10769. case SC_SHRIMP:
  10770. val2 = 10; // BATK%, MATK%
  10771. break;
  10772. case SC_FRESHSHRIMP: {
  10773. int min = 0, max = 0;
  10774. #ifdef RENEWAL
  10775. min = status_base_matk_min(src, status, status_get_lv(src));
  10776. max = status_base_matk_max(src, status, status_get_lv(src));
  10777. if (status->rhw.matk > 0) {
  10778. int wMatk, variance;
  10779. wMatk = status->rhw.matk;
  10780. variance = wMatk * status->rhw.wlv / 10;
  10781. min += wMatk - variance;
  10782. max += wMatk + variance;
  10783. }
  10784. #endif
  10785. if (sd && sd->right_weapon.overrefine > 0) {
  10786. min++;
  10787. max += sd->right_weapon.overrefine - 1;
  10788. }
  10789. val2 += min + 178; // Heal
  10790. if (max > min)
  10791. val2 += rnd() % (max - min); // Heal
  10792. if (sd) {
  10793. if (pc_checkskill(sd, SU_POWEROFSEA) > 0) {
  10794. val2 += val2 * 10 / 100;
  10795. if (pc_checkskill_summoner(sd, SUMMONER_POWER_SEA) >= 20)
  10796. val2 += val2 * 20 / 100;
  10797. }
  10798. if (pc_checkskill(sd, SU_SPIRITOFSEA) > 0)
  10799. val2 *= 2; // Doubles HP
  10800. }
  10801. tick_time = 10000 - ((val1 - 1) * 1000);
  10802. val4 = tick / tick_time;
  10803. }
  10804. break;
  10805. case SC_TUNAPARTY:
  10806. val2 = (status->max_hp * (val1 * 10) / 100); // Max HP% to absorb
  10807. if (sd && pc_checkskill(sd, SU_SPIRITOFSEA))
  10808. val2 <<= 1; // Double the shield life
  10809. break;
  10810. case SC_HISS:
  10811. val2 = 50; // Perfect Dodge
  10812. sc_start(src, bl, SC_DORAM_WALKSPEED, 100, 50, skill_get_time2(SU_HISS, val1));
  10813. break;
  10814. case SC_GROOMING:
  10815. val2 = 100; // Flee
  10816. break;
  10817. case SC_CHATTERING:
  10818. val2 = 100; // eATK, eMATK
  10819. sc_start(src, bl, SC_DORAM_WALKSPEED, 100, 50, skill_get_time2(SU_CHATTERING, val1));
  10820. break;
  10821. case SC_SWORDCLAN:
  10822. case SC_ARCWANDCLAN:
  10823. case SC_GOLDENMACECLAN:
  10824. case SC_CROSSBOWCLAN:
  10825. case SC_JUMPINGCLAN:
  10826. tick = INFINITE_TICK;
  10827. status_change_start(src,bl,SC_CLAN_INFO,10000,0,val2,0,0,INFINITE_TICK,flag);
  10828. break;
  10829. case SC_DORAM_BUF_01:
  10830. case SC_DORAM_BUF_02:
  10831. tick_time = 10000; // every 10 seconds
  10832. if( (val4 = tick/tick_time) < 1 )
  10833. val4 = 1;
  10834. break;
  10835. case SC_GLASTHEIM_ATK:
  10836. val1 = 100; // Undead/Demon MDEF ignore rate
  10837. break;
  10838. case SC_GLASTHEIM_HEAL:
  10839. val1 = 100; // Heal Power rate bonus
  10840. val2 = 50; // Received heal rate bonus
  10841. break;
  10842. case SC_GLASTHEIM_HIDDEN:
  10843. val1 = 90; // Damage rate reduction bonus
  10844. break;
  10845. case SC_GLASTHEIM_STATE:
  10846. val1 = 20; // All-stat bonus
  10847. break;
  10848. case SC_GLASTHEIM_ITEMDEF:
  10849. val1 = 200; // DEF bonus
  10850. val2 = 50; // MDEF bonus
  10851. break;
  10852. case SC_GLASTHEIM_HPSP:
  10853. val1 = 10000; // HP bonus
  10854. val2 = 1000; // SP bonus
  10855. break;
  10856. case SC_ANCILLA:
  10857. val1 = 15; // Heal Power rate bonus
  10858. val2 = 30; // SP Recovery rate bonus
  10859. break;
  10860. case SC_HELPANGEL:
  10861. tick_time = 1000;
  10862. val4 = tick / tick_time;
  10863. break;
  10864. case SC_EMERGENCY_MOVE:
  10865. val2 = 25; // Movement speed increase
  10866. break;
  10867. case SC_SUNSTANCE:
  10868. val2 = 2 + val1; // ATK Increase
  10869. tick = INFINITE_TICK;
  10870. break;
  10871. case SC_LUNARSTANCE:
  10872. val2 = 2 + val1; // MaxHP Increase
  10873. tick = INFINITE_TICK;
  10874. break;
  10875. case SC_STARSTANCE:
  10876. val2 = 4 + 2 * val1; // ASPD Increase
  10877. tick = INFINITE_TICK;
  10878. break;
  10879. case SC_DIMENSION1:
  10880. case SC_DIMENSION2:
  10881. if (sd)
  10882. pc_addspiritball(sd, skill_get_time2(SJ_BOOKOFDIMENSION, 1), 2);
  10883. break;
  10884. case SC_UNIVERSESTANCE:
  10885. val2 = 2 + val1; // All Stats Increase
  10886. tick = INFINITE_TICK;
  10887. break;
  10888. case SC_NEWMOON:
  10889. val2 = 7; // Number of Regular Attacks Until Reveal
  10890. tick_time = 1000;
  10891. val4 = tick / tick_time;
  10892. break;
  10893. case SC_FALLINGSTAR:
  10894. val2 = 8 + 2 * (1 + val1) / 2; // Autocast Chance
  10895. if (val1 >= 7)
  10896. val2 += 1; // Make it 15% at level 7.
  10897. break;
  10898. case SC_CREATINGSTAR:
  10899. tick_time = 500;
  10900. val4 = tick / tick_time;
  10901. break;
  10902. case SC_LIGHTOFSUN:
  10903. case SC_LIGHTOFMOON:
  10904. case SC_LIGHTOFSTAR:
  10905. val2 = 5 * val1; // Skill Damage Increase.
  10906. break;
  10907. case SC_SOULGOLEM:
  10908. val2 = 60 * val1; // DEF Increase
  10909. val3 = 15 + 5 * val1; // MDEF Increase
  10910. break;
  10911. case SC_SOULSHADOW:
  10912. val2 = (1 + val1) / 2; // ASPD Increase
  10913. val3 = 10 + 2 * val1; // CRIT Increase
  10914. break;
  10915. case SC_SOULFALCON:
  10916. val2 = 10 * val1; // WATK Increase
  10917. val3 = 10; // HIT Increase
  10918. if (val1 >= 3)
  10919. val3 += 3;
  10920. else if (val1 >= 5)
  10921. val3 += 5;
  10922. break;
  10923. case SC_SOULFAIRY:
  10924. val2 = 10 * val1; // MATK Increase
  10925. val3 = 5; // Variable Cast Time Reduction
  10926. if (val1 >= 3)
  10927. val3 += 2;
  10928. else if (val1 >= 5)
  10929. val3 += 5;
  10930. break;
  10931. case SC_SOULUNITY:
  10932. tick_time = 3000;
  10933. val4 = tick / tick_time;
  10934. break;
  10935. case SC_SOULDIVISION:
  10936. val2 = 10 * val1; // Skill Aftercast Increase
  10937. break;
  10938. case SC_SOULREAPER:
  10939. val2 = 10 + 5 * val1; // Chance of Getting A Soul Sphere.
  10940. break;
  10941. case SC_SOULCOLLECT:
  10942. val2 = 5 + 3 * val2; // Max Soul Sphere's.
  10943. val3 = tick > 0 ? tick : 60000;
  10944. tick_time = tick;
  10945. tick = INFINITE_TICK;
  10946. break;
  10947. case SC_SP_SHA:
  10948. val2 = 50; // Move speed reduction
  10949. break;
  10950. case SC_SERVANTWEAPON:
  10951. if( sd ){
  10952. // Generate 5 servants on start
  10953. pc_addservantball( *sd, MAX_SERVANTBALL );
  10954. }
  10955. tick_time = skill_get_time2(DK_SERVANTWEAPON,val1); // Servant Regen Interval
  10956. if (tick_time < 500)
  10957. tick_time = 500; // Avoid being brought down to 0.
  10958. val4 = tick - tick_time; // Remaining Time
  10959. break;
  10960. case SC_VIGOR: {
  10961. uint8 hp_loss[10] = { 15, 14, 12, 11, 9, 8, 6, 5, 3, 2 };
  10962. val2 = hp_loss[val1- 1];
  10963. }
  10964. break;
  10965. case SC_POWERFUL_FAITH:
  10966. val2 = 5 + 5 * val1;// ATK Increase
  10967. val3 = 5 + 2 * val1;// PAtk Increase
  10968. break;
  10969. case SC_FIRM_FAITH:
  10970. val2 = 2 * val1;// MaxHP Increase
  10971. val3 = 8 * val1;// Res Increase
  10972. break;
  10973. case SC_SINCERE_FAITH:
  10974. val2 = (1 + val1) / 2;// ASPD Increase
  10975. val3 = 4 * val1;// Perfect Hit Increase
  10976. break;
  10977. case SC_GUARD_STANCE:
  10978. val2 = 50 + 50 * val1;// DEF Increase
  10979. val3 = 50 * val1;// ATK Decrease
  10980. tick = INFINITE_TICK;
  10981. break;
  10982. case SC_GUARDIAN_S:
  10983. val2 = status->max_hp * (50 * val1) / 100;// Barrier HP
  10984. break;
  10985. case SC_REBOUND_S:
  10986. val2 = 10 * val1;// Reduced Damage From Devotion
  10987. if (val2 > 99)
  10988. val2 = 99;// Lets not let it reduce above 99.
  10989. break;
  10990. case SC_ATTACK_STANCE:
  10991. val2 = 40 * val1;// DEF Decrease
  10992. val3 = 5 + 5 * val1;// ATK Increase
  10993. tick = INFINITE_TICK;
  10994. break;
  10995. case SC_HOLY_S:
  10996. val2 = 5 + 2 * val1;// Damage Reduction / Holy Damage Increase
  10997. break;
  10998. case SC_MEDIALE:
  10999. val2 = 2 * val1;// Heal Rate
  11000. val4 = tick / 2000;
  11001. tick_time = 2000;
  11002. break;
  11003. case SC_A_VITA:
  11004. case SC_A_TELUM:
  11005. val2 = 5 * val1;// Res/MRes Pierce Percentage
  11006. break;
  11007. case SC_PRE_ACIES:
  11008. val2 = 2 * val1;// CRate Increase
  11009. break;
  11010. case SC_COMPETENTIA:
  11011. val2 = 10 * val1;// PAtk/SMatk Increase - Unconfirmed if this is official formula but its 50 at Lv 5. [Rytech]
  11012. break;
  11013. case SC_RELIGIO:
  11014. case SC_BENEDICTUM:
  11015. val2 = 2 * val1;// Trait Stats Increase
  11016. break;
  11017. case SC_DANCING_KNIFE:
  11018. val4 = tick / 300;
  11019. tick_time = 300;
  11020. break;
  11021. case SC_POTENT_VENOM:
  11022. val2 = 3 * val1;// Res Pierce Percentage
  11023. break;
  11024. case SC_SHADOW_WEAPON:
  11025. val2 = val1;// Success Chance of Shadow Scar
  11026. break;
  11027. case SC_A_MACHINE:
  11028. val4 = tick / 1000;
  11029. tick_time = 1000;
  11030. break;
  11031. case SC_D_MACHINE:
  11032. val2 = 200 + 50 * val1;// DEF Increase
  11033. val3 = 20 * val1;// Res Increase
  11034. break;
  11035. case SC_SHADOW_STRIP:
  11036. if (!sd)// Res/MRes on mobs only.
  11037. val2 = 25;// Need official reduction amount.
  11038. break;
  11039. case SC_ABYSSFORCEWEAPON:
  11040. if( sd ){
  11041. // Generate 5 abyss spheres on start.
  11042. pc_addabyssball( *sd, MAX_ABYSSBALL );
  11043. }
  11044. tick_time = skill_get_time2(ABC_FROM_THE_ABYSS, val1);// Abyss Regen Interval
  11045. if (tick_time < 500)
  11046. tick_time = 500;// Avoid being brought down to 0.
  11047. val4 = tick - tick_time;// Remaining Time
  11048. break;
  11049. case SC_ABYSS_SLAYER:
  11050. val2 = 10 + 2 * val1;// PAtk/SMatk Increase
  11051. val3 = 100 + 20 * val1;// Hit Increase
  11052. break;
  11053. case SC_WINDSIGN:
  11054. val2 = 8 + 6 * val1;// Chance to gain AP on attack.
  11055. if (val1 == 5)// Its 40% on level 5.
  11056. val2 += 2;
  11057. break;
  11058. case SC_CALAMITYGALE:// Unlimit runs along with this.
  11059. sc_start(bl, bl, SC_UNLIMIT, 100, 5, skill_get_time(RA_UNLIMIT, 5));
  11060. break;
  11061. case SC_GEF_NOCTURN:// MRes Reduction. Official formula unknown.
  11062. case SC_AIN_RHAPSODY:// Res Reduction. Official formula unknown.
  11063. val2 = 10 * val1;// Res/MRes Decrease
  11064. if (val3&2)// Bonus if partner is found in party.
  11065. val2 *= 2;
  11066. break;
  11067. case SC_MUSICAL_INTERLUDE:
  11068. val2 = 5 + 5 * val1;// Res Increase
  11069. if (val3&2)// Bonus if partner is found in party.
  11070. val2 *= 2;
  11071. break;
  11072. case SC_JAWAII_SERENADE:
  11073. val2 = 3 * val1;// SMatk Increase
  11074. if (val3 & 2)// Bonus if partner is found in party.
  11075. val2 *= 2;
  11076. break;
  11077. case SC_PRON_MARCH:
  11078. val2 = 3 * val1;// PAtk Increase
  11079. if (val3 & 2)// Bonus if partner is found in party.
  11080. val2 *= 2;
  11081. break;
  11082. case SC_SPELL_ENCHANTING:
  11083. val2 = 4 * val1;// SMatk Increase
  11084. break;
  11085. case SC_FLAMETECHNIC:
  11086. case SC_FLAMEARMOR:
  11087. case SC_COLD_FORCE:
  11088. case SC_CRYSTAL_ARMOR:
  11089. case SC_GRACE_BREEZE:
  11090. case SC_EYES_OF_STORM:
  11091. case SC_EARTH_CARE:
  11092. case SC_STRONG_PROTECTION:
  11093. case SC_DEEP_POISONING:
  11094. case SC_POISON_SHIELD:
  11095. val2 += 10;
  11096. val3 += 10000;
  11097. tick_time = val3;
  11098. break;
  11099. case SC_FLAMETECHNIC_OPTION:
  11100. val3 = ELE_FIRE;
  11101. break;
  11102. case SC_COLD_FORCE_OPTION:
  11103. val3 = ELE_WATER;
  11104. break;
  11105. case SC_GRACE_BREEZE_OPTION:
  11106. val3 = ELE_WIND;
  11107. break;
  11108. case SC_EARTH_CARE_OPTION:
  11109. val3 = ELE_EARTH;
  11110. break;
  11111. case SC_DEEP_POISONING_OPTION:
  11112. val3 = ELE_POISON;
  11113. break;
  11114. case SC_SUB_WEAPONPROPERTY:
  11115. if (sd && val3 == ASC_EDP) {
  11116. uint16 poison_level = pc_checkskill(sd, GC_RESEARCHNEWPOISON);
  11117. if (poison_level > 0) {
  11118. tick += 30000; // Base of 30 seconds
  11119. tick += poison_level * 15 * 1000; // Additional 15 seconds per level
  11120. }
  11121. }
  11122. break;
  11123. default:
  11124. 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()) {
  11125. // Status change with no calc, no icon, and no skill associated...?
  11126. 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);
  11127. return 0;
  11128. }
  11129. } else // Special considerations when loading SC data.
  11130. switch( type ) {
  11131. case SC_WEDDING:
  11132. case SC_XMAS:
  11133. case SC_SUMMER:
  11134. case SC_HANBOK:
  11135. case SC_OKTOBERFEST:
  11136. case SC_DRESSUP:
  11137. if( !vd )
  11138. break;
  11139. clif_changelook(bl,LOOK_BASE,vd->class_);
  11140. clif_changelook(bl,LOOK_WEAPON,0);
  11141. clif_changelook(bl,LOOK_SHIELD,0);
  11142. clif_changelook(bl,LOOK_CLOTHES_COLOR,vd->cloth_color);
  11143. clif_changelook(bl,LOOK_BODY2,0);
  11144. break;
  11145. case SC_STONE:
  11146. case SC_STONEWAIT:
  11147. case SC_POISON:
  11148. case SC_DPOISON:
  11149. case SC_BLEEDING:
  11150. case SC_BURNING:
  11151. case SC_TOXIN:
  11152. tick_time = tick;
  11153. tick = tick_time + max(val4, 0);
  11154. break;
  11155. case SC_DEATHHURT:
  11156. if (val3 == 1)
  11157. break;
  11158. tick_time = tick;
  11159. tick = tick_time + max(val4, 0);
  11160. case SC_MAGICMUSHROOM:
  11161. case SC_PYREXIA:
  11162. case SC_LEECHESEND:
  11163. if (val3 == 0)
  11164. break;
  11165. tick_time = tick;
  11166. tick = tick_time + max(val4, 0);
  11167. break;
  11168. case SC_SWORDCLAN:
  11169. case SC_ARCWANDCLAN:
  11170. case SC_GOLDENMACECLAN:
  11171. case SC_CROSSBOWCLAN:
  11172. case SC_JUMPINGCLAN:
  11173. case SC_CLAN_INFO:
  11174. // If the player still has a clan status, but was removed from his clan
  11175. if( sd && sd->status.clan_id == 0 ){
  11176. return 0;
  11177. }
  11178. break;
  11179. case SC_SERVANTWEAPON:
  11180. case SC_ABYSSFORCEWEAPON:
  11181. tick_time = tick;
  11182. tick = tick_time + max(val4, 0);
  11183. break;
  11184. }
  11185. if (sd && current_equip_combo_pos > 0 && tick == INFINITE_TICK) {
  11186. 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);
  11187. return 0;
  11188. }
  11189. /* [Ind] */
  11190. if (scdb->flag[SCF_DISPLAYPC] || scdb->flag[SCF_DISPLAYNPC]) {
  11191. int dval1 = 0, dval2 = 0, dval3 = 0;
  11192. switch (type) {
  11193. case SC_ALL_RIDING:
  11194. dval1 = 1;
  11195. break;
  11196. case SC_CLAN_INFO:
  11197. dval1 = val1;
  11198. dval2 = val2;
  11199. dval3 = val3;
  11200. break;
  11201. default: /* All others: just copy val1 */
  11202. dval1 = val1;
  11203. break;
  11204. }
  11205. status_display_add(bl,type,dval1,dval2,dval3);
  11206. }
  11207. //SC that force player to stand if is sitting
  11208. if (scdb->flag[SCF_SETSTAND] && sd && pc_issit(sd))
  11209. pc_setstand(sd, true);
  11210. //SC that make stop attacking [LuzZza]
  11211. if (scdb->flag[SCF_STOPATTACKING])
  11212. unit_stop_attack(bl);
  11213. //SC that make stop walking
  11214. if (scdb->flag[SCF_STOPWALKING]) {
  11215. switch (type) {
  11216. case SC_ANKLE:
  11217. if (battle_config.skill_trap_type || !map_flag_gvg(bl->m))
  11218. unit_stop_walking(bl, 1);
  11219. break;
  11220. case SC__MANHOLE:
  11221. if (bl->type == BL_PC || !unit_blown_immune(bl,0x1))
  11222. unit_stop_walking(bl,1);
  11223. break;
  11224. case SC_VACUUM_EXTREME:
  11225. if (bl->type != BL_PC && unit_blown_immune(bl, 0x1) == UB_KNOCKABLE) {
  11226. unit_stop_walking(bl,1);
  11227. unit_stop_attack(bl);
  11228. }
  11229. break;
  11230. case SC_FREEZE:
  11231. case SC_STUN:
  11232. case SC_STONE:
  11233. if (sc->data[SC_DANCING]) {
  11234. unit_stop_walking(bl, 1);
  11235. status_change_end(bl, SC_DANCING, INVALID_TIMER);
  11236. }
  11237. break;
  11238. default:
  11239. if (!unit_blown_immune(bl,0x1))
  11240. unit_stop_walking(bl,1);
  11241. break;
  11242. }
  11243. }
  11244. //SC that make stop casting
  11245. if (battle_config.sc_castcancel&bl->type && scdb->flag[SCF_STOPCASTING])
  11246. unit_skillcastcancel(bl,0);
  11247. sc->opt1 = scdb->opt1;
  11248. sc->opt2 |= scdb->opt2;
  11249. sc->opt3 |= scdb->opt3;
  11250. sc->option |= scdb->look;
  11251. std::bitset<SCF_MAX> opt_flag = scdb->flag;
  11252. uint16 disable_opt_flag = false;
  11253. switch(type) {
  11254. case SC_DANCING:
  11255. if ((val1&0xFFFF) != CG_MOONLIT)
  11256. sc->opt3 |= OPT3_MOONLIT;
  11257. break;
  11258. case SC_INCATKRATE:
  11259. // Simulate Explosion Spirits effect for NPC_POWERUP [Skotlex]
  11260. if (bl->type != BL_MOB) {
  11261. disable_opt_flag = true;
  11262. break;
  11263. }
  11264. break;
  11265. }
  11266. // On Aegis, when turning on a status change, first goes the option packet, then the sc packet.
  11267. if (!disable_opt_flag && (opt_flag[SCF_SENDOPTION] || opt_flag[SCF_ONTOUCH] || opt_flag[SCF_UNITMOVE] || opt_flag[SCF_NONPLAYER] || opt_flag[SCF_SENDLOOK])) {
  11268. clif_changeoption(bl);
  11269. if(sd && opt_flag[SCF_SENDLOOK]) {
  11270. clif_changelook(bl,LOOK_BASE,vd->class_);
  11271. clif_changelook(bl,LOOK_WEAPON,0);
  11272. clif_changelook(bl,LOOK_SHIELD,0);
  11273. clif_changelook(bl,LOOK_CLOTHES_COLOR,vd->cloth_color);
  11274. }
  11275. }
  11276. if (calc_flag[SCB_DYE]) { // Reset DYE color
  11277. if (vd && vd->cloth_color) {
  11278. val4 = vd->cloth_color;
  11279. clif_changelook(bl,LOOK_CLOTHES_COLOR,0);
  11280. }
  11281. calc_flag.reset(SCB_DYE);
  11282. }
  11283. /*if (calc_flag[SCB_BODY])// Might be needed in the future. [Rytech]
  11284. { //Reset body style
  11285. if (vd && vd->body_style)
  11286. {
  11287. val4 = vd->body_style;
  11288. clif_changelook(bl,LOOK_BODY2,0);
  11289. }
  11290. calc_flag.reset(SCB_BODY);
  11291. }*/
  11292. if (!(flag&SCSTART_NOICON) && !(flag&SCSTART_LOADED && scdb->flag[SCF_DISPLAYPC] || scdb->flag[SCF_DISPLAYNPC])) {
  11293. int status_icon = scdb->icon;
  11294. #if PACKETVER < 20151104
  11295. if (status_icon == EFST_WEAPONPROPERTY)
  11296. status_icon = EFST_ATTACK_PROPERTY_NOTHING + val1; // Assign status icon for older clients
  11297. #endif
  11298. 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);
  11299. }
  11300. // Used as temporary storage for scs with interval ticks, so that the actual duration is sent to the client first.
  11301. if( tick_time )
  11302. tick = tick_time;
  11303. // Don't trust the previous sce assignment, in case the SC ended somewhere between there and here.
  11304. if((sce=sc->data[type])) { // reuse old sc
  11305. if( sce->timer != INVALID_TIMER )
  11306. delete_timer(sce->timer, status_change_timer);
  11307. sc_isnew = false;
  11308. } else { // New sc
  11309. ++(sc->count);
  11310. sce = sc->data[type] = ers_alloc(sc_data_ers, struct status_change_entry);
  11311. }
  11312. sce->val1 = val1;
  11313. sce->val2 = val2;
  11314. sce->val3 = val3;
  11315. sce->val4 = val4;
  11316. if (tick >= 0)
  11317. sce->timer = add_timer(gettick() + tick, status_change_timer, bl->id, type);
  11318. else
  11319. sce->timer = INVALID_TIMER; // Infinite duration
  11320. if (calc_flag.any()) {
  11321. if (sd != nullptr) {
  11322. switch(type) {
  11323. // Statuses that adjust HP/SP and heal after starting
  11324. case SC_BERSERK:
  11325. case SC_MERC_HPUP:
  11326. case SC_MERC_SPUP:
  11327. status_calc_bl_(bl, calc_flag, SCO_FORCE);
  11328. break;
  11329. default:
  11330. if (!sd->state.connect_new)
  11331. status_calc_bl_(bl, calc_flag);
  11332. break;
  11333. }
  11334. } else
  11335. status_calc_bl_(bl, calc_flag);
  11336. }
  11337. // Non-zero
  11338. if (sc_isnew && scdb->state.any())
  11339. status_calc_state(bl, sc, scdb->state, true);
  11340. if (sd != nullptr && sd->pd != nullptr)
  11341. pet_sc_check(sd, type); // Skotlex: Pet Status Effect Healing
  11342. // 1st thing to execute when loading status
  11343. switch (type) {
  11344. case SC_BERSERK:
  11345. if (!(sce->val2)) { // Don't heal if already set
  11346. status_heal(bl, status->max_hp, 0, 1); // Do not use percent_heal as this healing must override BERSERK's block.
  11347. status_set_sp(bl, 0, 0); // Damage all SP
  11348. }
  11349. sce->val2 = 5 * status->max_hp / 100;
  11350. break;
  11351. case SC_RUN:
  11352. {
  11353. struct unit_data *ud = unit_bl2ud(bl);
  11354. if( ud )
  11355. ud->state.running = unit_run(bl, NULL, SC_RUN);
  11356. }
  11357. break;
  11358. case SC_BOSSMAPINFO:
  11359. if (sd)
  11360. clif_bossmapinfo(sd, map_id2boss(sce->val1), BOSS_INFO_ALIVE_WITHMSG); // First Message
  11361. break;
  11362. case SC_FULL_THROTTLE:
  11363. case SC_MERC_HPUP:
  11364. status_percent_heal(bl, 100, 0); // Recover Full HP
  11365. break;
  11366. case SC_MERC_SPUP:
  11367. status_percent_heal(bl, 0, 100); // Recover Full SP
  11368. break;
  11369. case SC_WUGDASH:
  11370. {
  11371. struct unit_data *ud = unit_bl2ud(bl);
  11372. if( ud )
  11373. ud->state.running = unit_run(bl, sd, SC_WUGDASH);
  11374. }
  11375. break;
  11376. case SC_COMBO:
  11377. switch(sce->val1) {
  11378. case TK_STORMKICK:
  11379. skill_combo_toggle_inf(bl, TK_JUMPKICK, 0);
  11380. clif_skill_nodamage(bl,bl,TK_READYSTORM,1,1);
  11381. break;
  11382. case TK_DOWNKICK:
  11383. skill_combo_toggle_inf(bl, TK_JUMPKICK, 0);
  11384. clif_skill_nodamage(bl,bl,TK_READYDOWN,1,1);
  11385. break;
  11386. case TK_TURNKICK:
  11387. skill_combo_toggle_inf(bl, TK_JUMPKICK, 0);
  11388. clif_skill_nodamage(bl,bl,TK_READYTURN,1,1);
  11389. break;
  11390. case TK_COUNTER:
  11391. skill_combo_toggle_inf(bl, TK_JUMPKICK, 0);
  11392. clif_skill_nodamage(bl,bl,TK_READYCOUNTER,1,1);
  11393. break;
  11394. default: // Rest just toggle inf to enable autotarget
  11395. skill_combo_toggle_inf(bl,sce->val1,INF_SELF_SKILL);
  11396. break;
  11397. }
  11398. break;
  11399. case SC_C_MARKER:
  11400. //Send mini-map, don't wait for first timer triggered
  11401. if (src->type == BL_PC && (sd = map_id2sd(src->id)))
  11402. clif_crimson_marker(sd, bl, false);
  11403. break;
  11404. case SC_ITEMSCRIPT: // Shows Buff Icons
  11405. if (sd)
  11406. clif_status_change(bl, (efst_type)val2, 1, tick, 0, 0, 0);
  11407. break;
  11408. case SC_GVG_GIANT:
  11409. case SC_GVG_GOLEM:
  11410. case SC_GVG_STUN:
  11411. case SC_GVG_STONE:
  11412. case SC_GVG_FREEZ:
  11413. case SC_GVG_SLEEP:
  11414. case SC_GVG_CURSE:
  11415. case SC_GVG_SILENCE:
  11416. case SC_GVG_BLIND:
  11417. if (val1 || val2)
  11418. status_zap(bl, val1 ? val1 : 0, val2 ? val2 : 0);
  11419. break;
  11420. }
  11421. if( opt_flag[SCF_ONTOUCH] && sd && !sd->npc_ontouch_.empty() )
  11422. npc_touchnext_areanpc(sd,false); // Run OnTouch_ on next char in range
  11423. return 1;
  11424. }
  11425. /**
  11426. * End all statuses except those listed
  11427. * TODO: May be useful for dispel instead resetting a list there
  11428. * @param src: Source of the status change [PC|MOB|HOM|MER|ELEM|NPC]
  11429. * @param type: Changes behaviour of the function
  11430. * 0: PC killed -> Place here statuses that do not dispel on death.
  11431. * 1: If for some reason status_change_end decides to still keep the status when quitting.
  11432. * 2: Do clif_changeoption()
  11433. * 3: Do not remove some permanent/time-independent effects
  11434. * @return 1: Success 0: Fail
  11435. */
  11436. int status_change_clear(struct block_list* bl, int type)
  11437. {
  11438. struct status_change* sc;
  11439. sc = status_get_sc(bl);
  11440. if (!sc)
  11441. return 0;
  11442. // Cleaning all extras vars
  11443. sc->comet_x = 0;
  11444. sc->comet_y = 0;
  11445. #ifndef RENEWAL
  11446. sc->sg_counter = 0;
  11447. #endif
  11448. if (!sc->count)
  11449. return 0;
  11450. for (const auto &it : status_db) {
  11451. sc_type status = static_cast<sc_type>(it.first);
  11452. if (!sc->data[status])
  11453. continue;
  11454. if (type == 0) { // Type 0: PC killed
  11455. if (it.second->flag[SCF_NOREMOVEONDEAD]) {
  11456. switch (status) {
  11457. case SC_ELEMENTALCHANGE: // Only when its Holy or Dark that it doesn't dispell on death
  11458. if (sc->data[status]->val2 != ELE_HOLY && sc->data[status]->val2 != ELE_DARK)
  11459. break;
  11460. default:
  11461. continue;
  11462. }
  11463. }
  11464. }
  11465. if (type == 3 && it.second->flag[SCF_NOCLEARBUFF])
  11466. continue;
  11467. status_change_end(bl, status, INVALID_TIMER);
  11468. if( type == 1 && sc->data[status] ) { // If for some reason status_change_end decides to still keep the status when quitting. [Skotlex]
  11469. (sc->count)--;
  11470. if (sc->data[status]->timer != INVALID_TIMER)
  11471. delete_timer(sc->data[status]->timer, status_change_timer);
  11472. ers_free(sc_data_ers, sc->data[status]);
  11473. sc->data[status] = NULL;
  11474. }
  11475. }
  11476. sc->opt1 = 0;
  11477. sc->opt2 = 0;
  11478. sc->opt3 = 0;
  11479. if( type == 0 || type == 2 )
  11480. clif_changeoption(bl);
  11481. return 1;
  11482. }
  11483. /**
  11484. * End a specific status after checking
  11485. * @param bl: Source of the status change [PC|MOB|HOM|MER|ELEM|NPC]
  11486. * @param type: Status change (SC_*)
  11487. * @param tid: Timer
  11488. * @param file: Used for dancing save
  11489. * @param line: Used for dancing save
  11490. * @return 1: Success 0: Fail
  11491. */
  11492. int status_change_end_(struct block_list* bl, enum sc_type type, int tid, const char* file, int line)
  11493. {
  11494. struct map_session_data *sd;
  11495. struct status_change *sc;
  11496. struct status_change_entry *sce;
  11497. struct status_data *status;
  11498. struct view_data *vd;
  11499. std::shared_ptr<s_status_change_db> scdb = status_db.find(type);
  11500. nullpo_ret(bl);
  11501. sc = status_get_sc(bl);
  11502. status = status_get_status_data(bl);
  11503. if(!sc || !(sce = sc->data[type]) || !scdb)
  11504. return 0;
  11505. sd = BL_CAST(BL_PC,bl);
  11506. if (sce->timer != tid && tid != INVALID_TIMER)
  11507. return 0;
  11508. if (tid == INVALID_TIMER) {
  11509. if (type == SC_ENDURE && sce->val4)
  11510. // Do not end infinite endure.
  11511. return 0;
  11512. if (type == SC_SPIDERWEB) {
  11513. //Delete the unit group first to expire found in the status change
  11514. std::shared_ptr<s_skill_unit_group> group, group2;
  11515. t_tick tick = gettick();
  11516. int pos = 1;
  11517. if (sce->val2)
  11518. if (!(group = skill_id2group(sce->val2)))
  11519. sce->val2 = 0;
  11520. if (sce->val3) {
  11521. if (!(group2 = skill_id2group(sce->val3)))
  11522. sce->val3 = 0;
  11523. else if (!group || ((group->limit - DIFF_TICK(tick, group->tick)) > (group2->limit - DIFF_TICK(tick, group2->tick)))) {
  11524. group = group2;
  11525. pos = 2;
  11526. }
  11527. }
  11528. if (sce->val4) {
  11529. if (!(group2 = skill_id2group(sce->val4)))
  11530. sce->val4 = 0;
  11531. else if (!group || ((group->limit - DIFF_TICK(tick, group->tick)) > (group2->limit - DIFF_TICK(tick, group2->tick)))) {
  11532. group = group2;
  11533. pos = 3;
  11534. }
  11535. }
  11536. if (pos == 1)
  11537. sce->val2 = 0;
  11538. else if (pos == 2)
  11539. sce->val3 = 0;
  11540. else if (pos == 3)
  11541. sce->val4 = 0;
  11542. if (group)
  11543. skill_delunitgroup(group);
  11544. if (!status_isdead(bl) && (sce->val2 || sce->val3 || sce->val4))
  11545. return 0; //Don't end the status change yet as there are still unit groups associated with it
  11546. }
  11547. if (sce->timer != INVALID_TIMER) // Could be a SC with infinite duration
  11548. delete_timer(sce->timer,status_change_timer);
  11549. }
  11550. (sc->count)--;
  11551. if (scdb->state.any())
  11552. status_calc_state(bl,sc,scdb->state,false);
  11553. sc->data[type] = NULL;
  11554. if (scdb->flag[SCF_DISPLAYPC] || scdb->flag[SCF_DISPLAYNPC])
  11555. status_display_remove(bl,type);
  11556. vd = status_get_viewdata(bl);
  11557. std::bitset<SCB_MAX> calc_flag = scdb->calc_flag;
  11558. switch(type) {
  11559. case SC_KEEPING:
  11560. case SC_BARRIER: {
  11561. unit_data *ud = unit_bl2ud(bl);
  11562. if (ud)
  11563. ud->attackabletime = ud->canact_tick = ud->canmove_tick = gettick();
  11564. }
  11565. break;
  11566. case SC_GRANITIC_ARMOR:
  11567. {
  11568. int damage = status->max_hp*sce->val3/100;
  11569. if(status->hp < damage) // to not kill him
  11570. damage = status->hp-1;
  11571. status_damage(NULL,bl,damage,0,0,1,0);
  11572. }
  11573. break;
  11574. case SC_RUN:
  11575. {
  11576. struct unit_data *ud = unit_bl2ud(bl);
  11577. bool begin_spurt = true;
  11578. // Note: this int64 value is stored in two separate int32 variables (FIXME)
  11579. t_tick starttick = (t_tick)sce->val3&0x00000000ffffffffLL;
  11580. starttick |= ((t_tick)sce->val4<<32)&0xffffffff00000000LL;
  11581. if (ud) {
  11582. if(!ud->state.running)
  11583. begin_spurt = false;
  11584. ud->state.running = 0;
  11585. if (ud->walktimer != INVALID_TIMER)
  11586. unit_stop_walking(bl,1);
  11587. }
  11588. if (begin_spurt && sce->val1 >= 7 &&
  11589. DIFF_TICK(gettick(), starttick) <= 1000 &&
  11590. (!sd || (sd->weapontype1 == W_FIST && sd->weapontype2 == W_FIST))
  11591. )
  11592. sc_start(bl,bl,SC_SPURT,100,sce->val1,skill_get_time2(scdb->skill_id, sce->val1));
  11593. }
  11594. break;
  11595. case SC_AUTOBERSERK:
  11596. if (sc->data[SC_PROVOKE] && sc->data[SC_PROVOKE]->val4 == 1)
  11597. status_change_end(bl, SC_PROVOKE, INVALID_TIMER);
  11598. break;
  11599. case SC_ENDURE:
  11600. case SC_DEFENDER:
  11601. case SC_REFLECTSHIELD:
  11602. case SC_AUTOGUARD:
  11603. {
  11604. struct map_session_data *tsd;
  11605. if( bl->type == BL_PC ) { // Clear Status from others
  11606. int i;
  11607. for( i = 0; i < MAX_DEVOTION; i++ ) {
  11608. if( sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) && tsd->sc.data[type] )
  11609. status_change_end(&tsd->bl, type, INVALID_TIMER);
  11610. }
  11611. }
  11612. else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag ) { // Clear Status from Master
  11613. tsd = ((TBL_MER*)bl)->master;
  11614. if( tsd && tsd->sc.data[type] )
  11615. status_change_end(&tsd->bl, type, INVALID_TIMER);
  11616. }
  11617. }
  11618. break;
  11619. case SC_DEVOTION:
  11620. {
  11621. struct block_list *d_bl = map_id2bl(sce->val1);
  11622. if( d_bl ) {
  11623. if( d_bl->type == BL_PC )
  11624. ((TBL_PC*)d_bl)->devotion[sce->val2] = 0;
  11625. else if( d_bl->type == BL_MER )
  11626. ((TBL_MER*)d_bl)->devotion_flag = 0;
  11627. clif_devotion(d_bl, NULL);
  11628. }
  11629. status_change_end(bl, SC_AUTOGUARD, INVALID_TIMER);
  11630. status_change_end(bl, SC_DEFENDER, INVALID_TIMER);
  11631. status_change_end(bl, SC_REFLECTSHIELD, INVALID_TIMER);
  11632. status_change_end(bl, SC_ENDURE, INVALID_TIMER);
  11633. }
  11634. break;
  11635. case SC_FLASHKICK: {
  11636. map_session_data *tsd;
  11637. if (!(tsd = map_id2sd(sce->val1)))
  11638. break;
  11639. tsd->stellar_mark[sce->val2] = 0;
  11640. }
  11641. break;
  11642. case SC_SOULUNITY: {
  11643. map_session_data *tsd;
  11644. if (!(tsd = map_id2sd(sce->val2)))
  11645. break;
  11646. tsd->united_soul[sce->val3] = 0;
  11647. }
  11648. break;
  11649. case SC_BLADESTOP:
  11650. if(sce->val4) {
  11651. int tid2 = sce->val4; //stop the status for the other guy of bladestop as well
  11652. struct block_list *tbl = map_id2bl(tid2);
  11653. struct status_change *tsc = status_get_sc(tbl);
  11654. sce->val4 = 0;
  11655. if(tbl && tsc && tsc->data[SC_BLADESTOP]) {
  11656. tsc->data[SC_BLADESTOP]->val4 = 0;
  11657. status_change_end(tbl, SC_BLADESTOP, INVALID_TIMER);
  11658. }
  11659. clif_bladestop(bl, tid2, 0);
  11660. }
  11661. break;
  11662. case SC_DANCING:
  11663. {
  11664. struct map_session_data *dsd;
  11665. struct status_change_entry *dsc;
  11666. if(sce->val4 && sce->val4 != BCT_SELF && (dsd=map_id2sd(sce->val4))) { // End status on partner as well
  11667. dsc = dsd->sc.data[SC_DANCING];
  11668. if(dsc) {
  11669. // This will prevent recursive loops.
  11670. dsc->val2 = dsc->val4 = 0;
  11671. status_change_end(&dsd->bl, SC_DANCING, INVALID_TIMER);
  11672. }
  11673. }
  11674. if(sce->val2) { // Erase associated land skill
  11675. std::shared_ptr<s_skill_unit_group> group = skill_id2group(sce->val2);
  11676. sce->val2 = 0;
  11677. if (group)
  11678. skill_delunitgroup(group);
  11679. }
  11680. if((sce->val1&0xFFFF) == CG_MOONLIT)
  11681. clif_status_change(bl,EFST_MOON,0,0,0,0,0);
  11682. #ifdef RENEWAL
  11683. status_change_end(bl, SC_ENSEMBLEFATIGUE, INVALID_TIMER);
  11684. #else
  11685. status_change_end(bl, SC_LONGING, INVALID_TIMER);
  11686. #endif
  11687. }
  11688. break;
  11689. case SC_NOCHAT:
  11690. if (sd && sd->status.manner < 0 && tid != INVALID_TIMER)
  11691. sd->status.manner = 0;
  11692. if (sd && tid == INVALID_TIMER) {
  11693. clif_changestatus(sd,SP_MANNER,sd->status.manner);
  11694. clif_updatestatus(sd,SP_MANNER);
  11695. }
  11696. break;
  11697. case SC_SPLASHER:
  11698. case SC_ROSEBLOSSOM:
  11699. {
  11700. struct block_list *src=map_id2bl(sce->val3);
  11701. if(src && tid != INVALID_TIMER)
  11702. skill_castend_damage_id(src, bl, sce->val2, sce->val1, gettick(), SD_LEVEL );
  11703. }
  11704. break;
  11705. case SC_CLOSECONFINE2:{
  11706. struct block_list *src = sce->val2?map_id2bl(sce->val2):NULL;
  11707. struct status_change *sc2 = src?status_get_sc(src):NULL;
  11708. if (src && sc2 && sc2->data[SC_CLOSECONFINE]) {
  11709. // If status was already ended, do nothing.
  11710. // Decrease count
  11711. if (--(sc2->data[SC_CLOSECONFINE]->val1) <= 0) // No more holds, free him up.
  11712. status_change_end(src, SC_CLOSECONFINE, INVALID_TIMER);
  11713. }
  11714. }
  11715. case SC_CLOSECONFINE:
  11716. if (sce->val2 > 0) {
  11717. // Caster has been unlocked... nearby chars need to be unlocked.
  11718. int range = 1
  11719. + skill_get_range2(bl, scdb->skill_id, sce->val1, true)
  11720. + skill_get_range2(bl, TF_BACKSLIDING, 1, true); // Since most people use this to escape the hold....
  11721. map_foreachinallarea(status_change_timer_sub,
  11722. bl->m, bl->x-range, bl->y-range, bl->x+range,bl->y+range,BL_CHAR,bl,sce,type,gettick());
  11723. }
  11724. break;
  11725. case SC_COMBO:
  11726. skill_combo_toggle_inf(bl,sce->val1,0);
  11727. break;
  11728. case SC_MARIONETTE:
  11729. case SC_MARIONETTE2: // Marionette target
  11730. if (sce->val1) { // Check for partner and end their marionette status as well
  11731. enum sc_type type2 = (type == SC_MARIONETTE) ? SC_MARIONETTE2 : SC_MARIONETTE;
  11732. struct block_list *pbl = map_id2bl(sce->val1);
  11733. struct status_change* sc2 = pbl?status_get_sc(pbl):NULL;
  11734. if (sc2 && sc2->data[type2]) {
  11735. sc2->data[type2]->val1 = 0;
  11736. status_change_end(pbl, type2, INVALID_TIMER);
  11737. }
  11738. }
  11739. break;
  11740. case SC_CONCENTRATION:
  11741. if (sc->data[SC_ENDURE] && !sc->data[SC_ENDURE]->val4)
  11742. status_change_end(bl, SC_ENDURE, INVALID_TIMER);
  11743. break;
  11744. case SC_BERSERK:
  11745. if(status->hp > 200 && sc && sc->data[SC__BLOODYLUST]) {
  11746. status_percent_heal(bl, 100, 0);
  11747. status_change_end(bl, SC__BLOODYLUST, INVALID_TIMER);
  11748. } else if (status->hp > 100 && sce->val2) // If val2 is removed, no HP penalty (dispelled?) [Skotlex]
  11749. status_set_hp(bl, 100, 0);
  11750. if(sc->data[SC_ENDURE] && sc->data[SC_ENDURE]->val4) {
  11751. sc->data[SC_ENDURE]->val4 = 0;
  11752. status_change_end(bl, SC_ENDURE, INVALID_TIMER);
  11753. }
  11754. sc_start4(bl, bl, SC_REGENERATION, 100, 10,0,0,(RGN_HP|RGN_SP), skill_get_time(LK_BERSERK, sce->val1));
  11755. break;
  11756. case SC_GOSPEL:
  11757. if (sce->val3) { // Clear the group.
  11758. std::shared_ptr<s_skill_unit_group> group = skill_id2group(sce->val3);
  11759. sce->val3 = 0;
  11760. if (group)
  11761. skill_delunitgroup(group);
  11762. }
  11763. break;
  11764. #ifndef RENEWAL
  11765. case SC_HERMODE:
  11766. if(sce->val3 == BCT_SELF)
  11767. skill_clear_unitgroup(bl);
  11768. break;
  11769. case SC_BASILICA: // Clear the skill area. [Skotlex]
  11770. if (sce->val3 && sce->val4 == bl->id) {
  11771. std::shared_ptr<s_skill_unit_group> group = skill_id2group(sce->val3);
  11772. sce->val3 = 0;
  11773. if (group)
  11774. skill_delunitgroup(group);
  11775. }
  11776. break;
  11777. #endif
  11778. case SC_TRICKDEAD:
  11779. if (vd) vd->dead_sit = 0;
  11780. break;
  11781. case SC_WARM:
  11782. case SC__MANHOLE:
  11783. case SC_BANDING:
  11784. case SC_LEADERSHIP:
  11785. case SC_GLORYWOUNDS:
  11786. case SC_SOULCOLD:
  11787. case SC_HAWKEYES:
  11788. if (sce->val4) { // Clear the group.
  11789. std::shared_ptr<s_skill_unit_group> group = skill_id2group(sce->val4);
  11790. sce->val4 = 0;
  11791. if( group ) // Might have been cleared before status ended, e.g. land protector
  11792. skill_delunitgroup(group);
  11793. }
  11794. break;
  11795. case SC_JAILED:
  11796. if(tid == INVALID_TIMER)
  11797. break;
  11798. // Natural expiration.
  11799. if(sd && sd->mapindex == sce->val2)
  11800. pc_setpos(sd,(unsigned short)sce->val3,sce->val4&0xFFFF, sce->val4>>16, CLR_TELEPORT);
  11801. break; // Guess hes not in jail :P
  11802. case SC_CHANGE:
  11803. if (tid == INVALID_TIMER)
  11804. break;
  11805. // "lose almost all their HP and SP" on natural expiration.
  11806. status_set_hp(bl, 10, 0);
  11807. status_set_sp(bl, 10, 0);
  11808. break;
  11809. case SC_AUTOTRADE:
  11810. if (tid == INVALID_TIMER)
  11811. break;
  11812. // Vending is not automatically closed for autovenders
  11813. vending_closevending(sd);
  11814. map_quit(sd);
  11815. // Because map_quit calls status_change_end with tid -1
  11816. // from here it's not neccesary to continue
  11817. return 1;
  11818. break;
  11819. case SC_STOP:
  11820. if( sce->val2 ) {
  11821. struct block_list* tbl = map_id2bl(sce->val2);
  11822. sce->val2 = 0;
  11823. if( tbl && (sc = status_get_sc(tbl)) && sc->data[SC_STOP] && sc->data[SC_STOP]->val2 == bl->id )
  11824. status_change_end(tbl, SC_STOP, INVALID_TIMER);
  11825. }
  11826. break;
  11827. case SC_TENSIONRELAX:
  11828. if (sc && (sc->data[SC_WEIGHT50] || sc->data[SC_WEIGHT90]))
  11829. status_get_regen_data(bl)->state.overweight = 1; // Add the overweight flag back
  11830. break;
  11831. case SC_MONSTER_TRANSFORM:
  11832. case SC_ACTIVE_MONSTER_TRANSFORM:
  11833. if (sce->val2)
  11834. status_change_end(bl, (sc_type)sce->val2, INVALID_TIMER);
  11835. break;
  11836. /* 3rd Stuff */
  11837. case SC_MILLENNIUMSHIELD:
  11838. clif_millenniumshield(bl, 0);
  11839. break;
  11840. case SC_HALLUCINATIONWALK:
  11841. sc_start(bl,bl,SC_HALLUCINATIONWALK_POSTDELAY,100,sce->val1,skill_get_time2(GC_HALLUCINATIONWALK,sce->val1));
  11842. break;
  11843. case SC_WHITEIMPRISON:
  11844. {
  11845. struct block_list* src = map_id2bl(sce->val2);
  11846. if( tid == -1 || !src)
  11847. break; // Terminated by Damage
  11848. 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);
  11849. }
  11850. break;
  11851. case SC_WUGDASH:
  11852. {
  11853. struct unit_data *ud = unit_bl2ud(bl);
  11854. if (ud) {
  11855. ud->state.running = 0;
  11856. if (ud->walktimer != INVALID_TIMER)
  11857. unit_stop_walking(bl,1);
  11858. }
  11859. }
  11860. break;
  11861. case SC__SHADOWFORM:
  11862. {
  11863. struct map_session_data *s_sd = map_id2sd(sce->val2);
  11864. if (s_sd) s_sd->shadowform_id = 0;
  11865. }
  11866. break;
  11867. case SC_SATURDAYNIGHTFEVER: // Sit down force of Saturday Night Fever has the duration of only 3 seconds.
  11868. sc_start(bl, bl,SC_SITDOWN_FORCE,100,sce->val1,skill_get_time2(WM_SATURDAY_NIGHT_FEVER,sce->val1));
  11869. break;
  11870. case SC_NEUTRALBARRIER_MASTER:
  11871. case SC_STEALTHFIELD_MASTER:
  11872. if( sce->val2 ) {
  11873. std::shared_ptr<s_skill_unit_group> group = skill_id2group(sce->val2);
  11874. sce->val2 = 0;
  11875. if( group ) // Might have been cleared before status ended, e.g. land protector
  11876. skill_delunitgroup(group);
  11877. }
  11878. break;
  11879. case SC_CURSEDCIRCLE_ATKER:
  11880. if( sce->val2 ) // Used the default area size cause there is a chance the caster could knock back and can't clear the target.
  11881. map_foreachinallrange(status_change_timer_sub, bl, AREA_SIZE + 3, BL_CHAR, bl, sce, SC_CURSEDCIRCLE_TARGET, gettick());
  11882. break;
  11883. case SC_RAISINGDRAGON:
  11884. if( sd && !pc_isdead(sd) ) {
  11885. int i = min(sd->spiritball,5);
  11886. pc_delspiritball(sd, sd->spiritball, 0);
  11887. status_change_end(bl, SC_EXPLOSIONSPIRITS, INVALID_TIMER);
  11888. while( i > 0 ) {
  11889. pc_addspiritball(sd, skill_get_time(MO_CALLSPIRITS, pc_checkskill(sd,MO_CALLSPIRITS)), 5);
  11890. --i;
  11891. }
  11892. }
  11893. break;
  11894. case SC_CURSEDCIRCLE_TARGET:
  11895. {
  11896. struct block_list *src = map_id2bl(sce->val2);
  11897. struct status_change *sc2 = status_get_sc(src);
  11898. if( sc2 && sc2->data[SC_CURSEDCIRCLE_ATKER] && --(sc2->data[SC_CURSEDCIRCLE_ATKER]->val2) == 0 ) {
  11899. clif_bladestop(bl, sce->val2, 0);
  11900. status_change_end(src, SC_CURSEDCIRCLE_ATKER, INVALID_TIMER);
  11901. }
  11902. }
  11903. break;
  11904. case SC_TEARGAS:
  11905. status_change_end(bl,SC_TEARGAS_SOB,INVALID_TIMER);
  11906. break;
  11907. case SC_SITDOWN_FORCE:
  11908. case SC_BANANA_BOMB_SITDOWN:
  11909. if( sd && pc_issit(sd) && pc_setstand(sd, false) )
  11910. skill_sit(sd, false);
  11911. break;
  11912. case SC_KYOUGAKU:
  11913. clif_status_load(bl, EFST_KYOUGAKU, 0); // Avoid client crash
  11914. clif_status_load(bl, EFST_ACTIVE_MONSTER_TRANSFORM, 0);
  11915. break;
  11916. case SC_INTRAVISION:
  11917. calc_flag = status_db.getSCB_ALL(); // Required for overlapping
  11918. break;
  11919. case SC_SUNSTANCE:
  11920. status_change_end(bl, SC_LIGHTOFSUN, INVALID_TIMER);
  11921. break;
  11922. case SC_LUNARSTANCE:
  11923. status_change_end(bl, SC_NEWMOON, INVALID_TIMER);
  11924. status_change_end(bl, SC_LIGHTOFMOON, INVALID_TIMER);
  11925. break;
  11926. case SC_STARSTANCE:
  11927. status_change_end(bl, SC_FALLINGSTAR, INVALID_TIMER);
  11928. status_change_end(bl, SC_LIGHTOFSTAR, INVALID_TIMER);
  11929. break;
  11930. case SC_UNIVERSESTANCE:
  11931. status_change_end(bl, SC_LIGHTOFSUN, INVALID_TIMER);
  11932. status_change_end(bl, SC_NEWMOON, INVALID_TIMER);
  11933. status_change_end(bl, SC_LIGHTOFMOON, INVALID_TIMER);
  11934. status_change_end(bl, SC_FALLINGSTAR, INVALID_TIMER);
  11935. status_change_end(bl, SC_LIGHTOFSTAR, INVALID_TIMER);
  11936. status_change_end(bl, SC_DIMENSION, INVALID_TIMER);
  11937. break;
  11938. case SC_GRAVITYCONTROL:
  11939. status_fix_damage(bl, bl, sce->val2, clif_damage(bl, bl, gettick(), 0, 0, sce->val2, 0, DMG_NORMAL, 0, false), 0);
  11940. clif_specialeffect(bl, 223, AREA);
  11941. clif_specialeffect(bl, 330, AREA);
  11942. break;
  11943. case SC_OVERED_BOOST:
  11944. switch (bl->type) {
  11945. case BL_HOM: {
  11946. struct homun_data *hd = BL_CAST(BL_HOM,bl);
  11947. if( hd )
  11948. hd->homunculus.hunger = max(1,hd->homunculus.hunger - 50);
  11949. }
  11950. break;
  11951. case BL_PC:
  11952. status_zap(bl,0,status_get_max_sp(bl) / 2);
  11953. break;
  11954. }
  11955. break;
  11956. case SC_FULL_THROTTLE: {
  11957. int sec = skill_get_time2(scdb->skill_id, sce->val1);
  11958. clif_status_change(bl, EFST_DEC_AGI, 1, sec, 0, 0, 0);
  11959. sc_start(bl, bl, SC_REBOUND, 100, sce->val1, sec);
  11960. }
  11961. break;
  11962. case SC_REBOUND:
  11963. clif_status_load(bl, EFST_DEC_AGI, 0);
  11964. break;
  11965. case SC_ITEMSCRIPT: // Removes Buff Icons
  11966. if (sd)
  11967. clif_status_load(bl, (enum efst_type)sce->val2, 0);
  11968. break;
  11969. case SC_C_MARKER:
  11970. {
  11971. // Remove mark data from caster
  11972. struct map_session_data *caster = map_id2sd(sce->val2);
  11973. uint8 i = 0;
  11974. if (!caster)
  11975. break;
  11976. ARR_FIND(0,MAX_SKILL_CRIMSON_MARKER,i,caster->c_marker[i] == bl->id);
  11977. if (i < MAX_SKILL_CRIMSON_MARKER) {
  11978. caster->c_marker[i] = 0;
  11979. clif_crimson_marker(caster, bl, true);
  11980. }
  11981. }
  11982. break;
  11983. case SC_H_MINE:
  11984. {
  11985. // Drop the material from target if expired
  11986. struct item it;
  11987. struct map_session_data *caster = NULL;
  11988. if (sce->val3 || status_isdead(bl) || !(caster = map_id2sd(sce->val2)))
  11989. break;
  11990. std::shared_ptr<s_skill_db> skill = skill_db.find(RL_H_MINE);
  11991. if (!itemdb_exists(skill->require.itemid[0]))
  11992. break;
  11993. memset(&it, 0, sizeof(it));
  11994. it.nameid = skill->require.itemid[0];
  11995. it.amount = max(skill->require.amount[0],1);
  11996. it.identify = 1;
  11997. map_addflooritem(&it, it.amount, bl->m,bl->x, bl->y, caster->status.char_id, 0, 0, 4, 0);
  11998. }
  11999. break;
  12000. case SC_VACUUM_EXTREME:
  12001. ///< !CHECKME: Seems on official, there's delay before same target can be vacuumed in same area again [Cydh]
  12002. sc_start2(bl, bl, SC_VACUUM_EXTREME_POSTDELAY, 100, sce->val1, sce->val2, skill_get_time2(SO_VACUUM_EXTREME,sce->val1));
  12003. break;
  12004. case SC_SWORDCLAN:
  12005. case SC_ARCWANDCLAN:
  12006. case SC_GOLDENMACECLAN:
  12007. case SC_CROSSBOWCLAN:
  12008. case SC_JUMPINGCLAN:
  12009. status_change_end(bl,SC_CLAN_INFO,INVALID_TIMER);
  12010. break;
  12011. case SC_DIMENSION1:
  12012. case SC_DIMENSION2:
  12013. if (sd)
  12014. pc_delspiritball(sd, 1, 0);
  12015. break;
  12016. case SC_SOULENERGY:
  12017. if (sd)
  12018. pc_delsoulball(sd, sd->soulball, false);
  12019. break;
  12020. case SC_MADOGEAR:
  12021. status_db.removeByStatusFlag(bl, { SCF_MADOENDCANCEL });
  12022. if (sd)
  12023. pc_bonus_script_clear(sd, BSF_REM_ON_MADOGEAR);
  12024. break;
  12025. case SC_HOMUN_TIME:
  12026. if (sd && hom_is_active(sd->hd))
  12027. hom_vaporize(sd, HOM_ST_REST);
  12028. break;
  12029. case SC_SERVANT_SIGN: {
  12030. map_session_data *tsd = map_id2sd(sce->val1);
  12031. if( tsd != nullptr )
  12032. tsd->servant_sign[sce->val2] = 0;
  12033. }
  12034. break;
  12035. case SC_SOUNDBLEND: {
  12036. block_list *src = map_id2bl(sce->val2);
  12037. if (src && tid != INVALID_TIMER)
  12038. skill_castend_damage_id(src, bl, TR_SOUNDBLEND, sce->val1, gettick(), SD_LEVEL|SD_ANIMATION);
  12039. }
  12040. break;
  12041. case SC_SERVANTWEAPON:
  12042. if( sd ){
  12043. pc_delservantball( *sd, sd->servantball );
  12044. }
  12045. break;
  12046. case SC_CHARGINGPIERCE:
  12047. status_change_end(bl, SC_CHARGINGPIERCE_COUNT, INVALID_TIMER);
  12048. break;
  12049. case SC_ABYSSFORCEWEAPON:
  12050. if( sd ){
  12051. pc_delabyssball( *sd, sd->abyssball );
  12052. }
  12053. break;
  12054. }
  12055. // Reset the options as needed
  12056. std::bitset<SCF_MAX> opt_flag = scdb->flag;
  12057. bool disable_opt_flag = false;
  12058. switch (type) {
  12059. case SC_DANCING:
  12060. if ((sce->val1&0xFFFF) == CG_MOONLIT)
  12061. sc->opt3 &= ~OPT3_MOONLIT;
  12062. break;
  12063. case SC_INCATKRATE: // Simulated Explosion spirits effect.
  12064. if (bl->type != BL_MOB) {
  12065. disable_opt_flag = true;
  12066. break;
  12067. }
  12068. break;
  12069. }
  12070. if (scdb->opt1)
  12071. sc->opt1 = OPT1_NONE;
  12072. if (scdb->opt2)
  12073. sc->opt2 &= ~scdb->opt2;
  12074. if (scdb->opt3)
  12075. sc->opt3 &= ~scdb->opt3;
  12076. if (scdb->look)
  12077. sc->option &= ~scdb->look;
  12078. if (calc_flag[SCB_DYE]) { // Restore DYE color
  12079. if (vd && !vd->cloth_color && sce->val4)
  12080. clif_changelook(bl,LOOK_CLOTHES_COLOR,sce->val4);
  12081. calc_flag.reset(SCB_DYE);
  12082. }
  12083. /*if (calc_flag[SCB_BODY])// Might be needed in the future. [Rytech]
  12084. { //Restore body style
  12085. if (vd && !vd->body_style && sce->val4)
  12086. clif_changelook(bl,LOOK_BODY2,sce->val4);
  12087. calc_flag.reset(SCB_BODY);
  12088. }*/
  12089. // On Aegis, when turning off a status change, first goes the sc packet, then the option packet.
  12090. int status_icon = scdb->icon;
  12091. #if PACKETVER < 20151104
  12092. if (status_icon == EFST_WEAPONPROPERTY)
  12093. status_icon = EFST_ATTACK_PROPERTY_NOTHING + sce->val1; // Assign status icon for older clients
  12094. #endif
  12095. clif_status_change(bl,status_icon,0,0,0,0,0);
  12096. if( opt_flag[SCF_NONPLAYER] ) // bugreport:681
  12097. clif_changeoption2(bl);
  12098. 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])) {
  12099. clif_changeoption(bl);
  12100. if (sd && opt_flag[SCF_SENDLOOK]) {
  12101. clif_changelook(bl,LOOK_BASE,sd->vd.class_);
  12102. clif_get_weapon_view(sd,&sd->vd.weapon,&sd->vd.shield);
  12103. clif_changelook(bl,LOOK_WEAPON,sd->vd.weapon);
  12104. clif_changelook(bl,LOOK_SHIELD,sd->vd.shield);
  12105. clif_changelook(bl,LOOK_CLOTHES_COLOR,cap_value(sd->status.clothes_color,0,battle_config.max_cloth_color));
  12106. clif_changelook(bl,LOOK_BODY2,cap_value(sd->status.body,0,battle_config.max_body_style));
  12107. }
  12108. }
  12109. if (calc_flag.any()) {
  12110. #ifndef RENEWAL
  12111. if (type == SC_MAGICPOWER) {
  12112. //If Mystical Amplification ends, MATK is immediately recalculated
  12113. status_calc_bl_(bl, calc_flag, SCO_FORCE);
  12114. } else
  12115. #endif
  12116. status_calc_bl_(bl, calc_flag);
  12117. }
  12118. if(opt_flag[SCF_UNITMOVE]) // Out of hiding, invoke on place.
  12119. skill_unit_move(bl,gettick(),1);
  12120. if(opt_flag[SCF_ONTOUCH] && sd && !sd->state.warping && map_getcell(bl->m,bl->x,bl->y,CELL_CHKNPC))
  12121. npc_touch_area_allnpc(sd,bl->m,bl->x,bl->y); // Trigger on-touch event.
  12122. // Needed to be here to make sure OPT1_STONEWAIT has been cleared from the target
  12123. if (type == SC_STONEWAIT)
  12124. status_change_start(bl, bl, SC_STONE, 100, sce->val1, sce->val2, 0, 0, sce->val3, SCSTART_NOAVOID);
  12125. ers_free(sc_data_ers, sce);
  12126. return 1;
  12127. }
  12128. /**
  12129. * Resets timers for statuses
  12130. * Used with reoccurring status effects, such as dropping SP every 5 seconds
  12131. * @param tid: Timer ID
  12132. * @param tick: How long before next call
  12133. * @param id: ID of character
  12134. * @param data: Information passed through the timer call
  12135. * @return 1: Success 0: Fail
  12136. */
  12137. TIMER_FUNC(status_change_timer){
  12138. enum sc_type type = (sc_type)data;
  12139. struct block_list *bl;
  12140. struct map_session_data *sd;
  12141. int interval = status_get_sc_interval(type);
  12142. bool dounlock = false;
  12143. bl = map_id2bl(id);
  12144. if(!bl) {
  12145. ShowDebug("status_change_timer: Null pointer id: %d data: %" PRIdPTR "\n", id, data);
  12146. return 0;
  12147. }
  12148. struct status_change * const sc = status_get_sc(bl);
  12149. struct status_data * const status = status_get_status_data(bl);
  12150. if(!sc) {
  12151. ShowDebug("status_change_timer: Null pointer id: %d data: %" PRIdPTR " bl-type: %d\n", id, data, bl->type);
  12152. return 0;
  12153. }
  12154. struct status_change_entry * const sce = sc->data[type];
  12155. if(!sce) {
  12156. ShowDebug("status_change_timer: Null pointer id: %d data: %" PRIdPTR " bl-type: %d\n", id, data, bl->type);
  12157. return 0;
  12158. }
  12159. if( sce->timer != tid ) {
  12160. ShowError("status_change_timer: Mismatch for type %d: %d != %d (bl id %d)\n",type,tid,sce->timer, bl->id);
  12161. return 0;
  12162. }
  12163. sd = BL_CAST(BL_PC, bl);
  12164. std::function<void (t_tick)> sc_timer_next = [&sce, &bl, &data](t_tick t) {
  12165. sce->timer = add_timer(t, status_change_timer, bl->id, data);
  12166. };
  12167. switch(type) {
  12168. case SC_MAXIMIZEPOWER:
  12169. case SC_CLOAKING:
  12170. if(!status_charge(bl, 0, 1))
  12171. break; // Not enough SP to continue.
  12172. sc_timer_next(sce->val2+tick);
  12173. return 0;
  12174. case SC_CHASEWALK:
  12175. if(!status_charge(bl, 0, sce->val4))
  12176. break; // Not enough SP to continue.
  12177. if (!sc->data[SC_CHASEWALK2]) {
  12178. sc_start(bl,bl, SC_CHASEWALK2,100,1<<(sce->val1-1),
  12179. (t_tick)(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_ROGUE?10:1) // SL bonus -> x10 duration
  12180. *skill_get_time2(status_db.getSkill(type),sce->val1));
  12181. }
  12182. sc_timer_next(sce->val2+tick);
  12183. return 0;
  12184. break;
  12185. case SC_HIDING:
  12186. if(--(sce->val2)>0) {
  12187. if(sce->val2 % sce->val4 == 0 && !status_charge(bl, 0, 1))
  12188. break; // Fail if it's time to substract SP and there isn't.
  12189. sc_timer_next(1000+tick);
  12190. return 0;
  12191. }
  12192. break;
  12193. case SC_SIGHT:
  12194. case SC_RUWACH:
  12195. case SC_SIGHTBLASTER:
  12196. if(type == SC_SIGHTBLASTER) {
  12197. //Restore trap immunity
  12198. if(sce->val4%2)
  12199. sce->val4--;
  12200. map_foreachinallrange( status_change_timer_sub, bl, sce->val3, BL_CHAR|BL_SKILL, bl, sce, type, tick);
  12201. } else {
  12202. map_foreachinallrange( status_change_timer_sub, bl, sce->val3, BL_CHAR, bl, sce, type, tick);
  12203. skill_reveal_trap_inarea(bl, sce->val3, bl->x, bl->y);
  12204. }
  12205. if( --(sce->val2)>0 ) {
  12206. sce->val4 += 20; // Use for Shadow Form 2 seconds checking.
  12207. sc_timer_next(20+tick);
  12208. return 0;
  12209. }
  12210. break;
  12211. case SC_PROVOKE:
  12212. if(sce->val4) { // Auto-provoke (it is ended in status_heal)
  12213. sc_timer_next(1000*60+tick);
  12214. return 0;
  12215. }
  12216. break;
  12217. case SC_STONE:
  12218. if (sce->val4 >= 0 && status->hp > status->max_hp / 4)
  12219. status_percent_damage(nullptr, bl, -1, 0, false);
  12220. break;
  12221. case SC_POISON:
  12222. case SC_DPOISON:
  12223. if (sce->val4 >= 0 && !sc->data[SC_SLOWPOISON]) {
  12224. unsigned int damage = 0;
  12225. if (sd)
  12226. damage = (type == SC_DPOISON) ? 2 + status->max_hp / 50 : 2 + status->max_hp * 3 / 200;
  12227. else
  12228. damage = (type == SC_DPOISON) ? 2 + status->max_hp / 100 : 2 + status->max_hp / 200;
  12229. if (status->hp > umax(status->max_hp / 4, damage)) // Stop damaging after 25% HP left.
  12230. status_zap(bl, damage, 0);
  12231. }
  12232. break;
  12233. case SC_BLEEDING:
  12234. if (sce->val4 >= 0) {
  12235. int64 damage = rnd() % 600 + 200;
  12236. if (!sd && damage >= status->hp)
  12237. damage = status->hp - 1; // No deadly damage for monsters
  12238. map_freeblock_lock();
  12239. dounlock = true;
  12240. status_zap(bl, damage, 0);
  12241. }
  12242. break;
  12243. case SC_BURNING:
  12244. if (sce->val4 >= 0) {
  12245. int64 damage = 1000 + (3 * status->max_hp) / 100; // Deals fixed (1000 + 3%*MaxHP)
  12246. map_freeblock_lock();
  12247. dounlock = true;
  12248. status_fix_damage(bl, bl, damage, clif_damage(bl, bl, tick, 0, 1, damage, 1, DMG_NORMAL, 0, false),0);
  12249. }
  12250. break;
  12251. case SC_TOXIN:
  12252. if (sce->val4 >= 0) { // Damage is every 10 seconds including 3%sp drain.
  12253. if (sce->val3 == 1) { // Target
  12254. map_freeblock_lock();
  12255. dounlock = true;
  12256. 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);
  12257. } else { // Caster
  12258. interval = 1000; // Assign here since status_get_sc_internval() contains the target interval.
  12259. if (status->sp < status->max_sp)
  12260. status_heal(bl, 0, (int)status->max_sp * 1 / 100, 1);
  12261. }
  12262. }
  12263. break;
  12264. case SC_MAGICMUSHROOM:
  12265. if (sce->val4 >= 0) {
  12266. bool flag = 0;
  12267. int64 damage = status->max_hp * 3 / 100;
  12268. if (status->hp <= damage)
  12269. damage = status->hp - 1; // Cannot Kill
  12270. if (damage > 0) { // 3% Damage each 4 seconds
  12271. map_freeblock_lock();
  12272. status_zap(bl, damage, 0);
  12273. flag = !sc->data[type]; // Killed? Should not
  12274. map_freeblock_unlock();
  12275. }
  12276. if (!flag) { // Random Skill Cast
  12277. if (magic_mushroom_db.size() > 0 && sd && !pc_issit(sd)) { // Can't cast if sit
  12278. auto mushroom_spell = magic_mushroom_db.begin();
  12279. std::advance(mushroom_spell, rnd() % magic_mushroom_db.size());
  12280. uint16 mushroom_skill_id = mushroom_spell->second->skill_id;
  12281. if (!skill_get_index(mushroom_skill_id))
  12282. break;
  12283. unit_stop_attack(bl);
  12284. unit_skillcastcancel(bl, 1);
  12285. switch (skill_get_casttype(mushroom_skill_id)) { // Magic Mushroom skills are buffs or area damage
  12286. case CAST_GROUND:
  12287. skill_castend_pos2(bl, bl->x, bl->y, mushroom_skill_id, 1, tick, 0);
  12288. break;
  12289. case CAST_NODAMAGE:
  12290. skill_castend_nodamage_id(bl, bl, mushroom_skill_id, 1, tick, 0);
  12291. break;
  12292. case CAST_DAMAGE:
  12293. skill_castend_damage_id(bl, bl, mushroom_skill_id, 1, tick, 0);
  12294. break;
  12295. }
  12296. }
  12297. clif_emotion(bl, ET_SMILE);
  12298. }
  12299. }
  12300. break;
  12301. case SC_PYREXIA:
  12302. if (sce->val4 >= 0) {
  12303. map_freeblock_lock();
  12304. dounlock = true;
  12305. status_fix_damage(bl, bl, 100, clif_damage(bl, bl, tick, status->amotion, status->dmotion + 500, 100, 1, DMG_NORMAL, 0, false),0);
  12306. unit_skillcastcancel(bl, 2);
  12307. }
  12308. break;
  12309. case SC_LEECHESEND:
  12310. if (sce->val4 >= 0) {
  12311. int64 damage = status->vit * (sce->val1 - 3) + (int)status->max_hp / 100; // {Target VIT x (New Poison Research Skill Level - 3)} + (Target HP/100)
  12312. map_freeblock_lock();
  12313. dounlock = true;
  12314. status_fix_damage(bl, bl, damage, clif_damage(bl, bl, tick, status->amotion, status->dmotion + 500, damage, 1, DMG_NORMAL, 0, false),0);
  12315. unit_skillcastcancel(bl, 2);
  12316. }
  12317. break;
  12318. case SC_DEATHHURT:
  12319. if (sce->val4 >= 0) {
  12320. if (status->hp < status->max_hp)
  12321. status_heal(bl, (int)status->max_hp * 1 / 100, 0, 1);
  12322. }
  12323. break;
  12324. case SC_TENSIONRELAX:
  12325. if(status->max_hp > status->hp && --(sce->val3) >= 0) {
  12326. sc_timer_next(10000 + tick);
  12327. return 0;
  12328. }
  12329. break;
  12330. case SC_KNOWLEDGE:
  12331. if (!sd) break;
  12332. if(bl->m == sd->feel_map[0].m ||
  12333. bl->m == sd->feel_map[1].m ||
  12334. bl->m == sd->feel_map[2].m)
  12335. { // Timeout will be handled by pc_setpos
  12336. sce->timer = INVALID_TIMER;
  12337. return 0;
  12338. }
  12339. break;
  12340. case SC_S_LIFEPOTION:
  12341. case SC_L_LIFEPOTION:
  12342. case SC_M_LIFEPOTION:
  12343. if( --(sce->val4) >= 0 ) {
  12344. // val1 < 0 = per max% | val1 > 0 = exact amount
  12345. int hp = 0;
  12346. if( status->hp < status->max_hp )
  12347. hp = (sce->val1 < 0) ? (int)(status->max_hp * -1 * sce->val1 / 100.) : sce->val1;
  12348. status_heal(bl, hp, 0, 2);
  12349. sc_timer_next((sce->val2 * 1000) + tick);
  12350. return 0;
  12351. }
  12352. break;
  12353. case SC_S_MANAPOTION:
  12354. if( --(sce->val4) >= 0 ) {
  12355. // val1 < 0 = per max% | val1 > 0 = exact amount
  12356. int sp = 0;
  12357. if( status->sp < status->max_sp )
  12358. sp = (sce->val1 < 0) ? (int)(status->max_sp * -1 * sce->val1 / 100.) : sce->val1;
  12359. status_heal(bl, 0, sp, 2);
  12360. sc_timer_next((sce->val2 * 1000) + tick);
  12361. return 0;
  12362. }
  12363. break;
  12364. case SC_BOSSMAPINFO:
  12365. if( sd && --(sce->val4) >= 0 ) {
  12366. struct mob_data *boss_md = map_id2boss(sce->val1);
  12367. if (boss_md) {
  12368. if (sd->bl.m != boss_md->bl.m) // Not on same map anymore
  12369. return 0;
  12370. else if (boss_md->bl.prev != NULL) { // Boss is alive - Update X, Y on minimap
  12371. sce->val2 = 0;
  12372. clif_bossmapinfo(sd, boss_md, BOSS_INFO_ALIVE);
  12373. } else if (boss_md->spawn_timer != INVALID_TIMER && !sce->val2) { // Boss is dead
  12374. sce->val2 = 1;
  12375. clif_bossmapinfo(sd, boss_md, BOSS_INFO_DEAD);
  12376. }
  12377. }
  12378. sc_timer_next(1000 + tick);
  12379. return 0;
  12380. }
  12381. break;
  12382. case SC_DANCING: // SP consumption by time of dancing skills
  12383. {
  12384. int s = 0;
  12385. int sp = 1;
  12386. if (--sce->val3 <= 0)
  12387. break;
  12388. switch(sce->val1&0xFFFF) {
  12389. #ifndef RENEWAL
  12390. case BD_RICHMANKIM:
  12391. case BD_DRUMBATTLEFIELD:
  12392. case BD_RINGNIBELUNGEN:
  12393. case BD_SIEGFRIED:
  12394. case BA_DISSONANCE:
  12395. case BA_ASSASSINCROSS:
  12396. case DC_UGLYDANCE:
  12397. s=3;
  12398. break;
  12399. case BD_LULLABY:
  12400. case BD_ETERNALCHAOS:
  12401. case BD_ROKISWEIL:
  12402. case DC_FORTUNEKISS:
  12403. s=4;
  12404. break;
  12405. case CG_HERMODE:
  12406. case BD_INTOABYSS:
  12407. case BA_WHISTLE:
  12408. case DC_HUMMING:
  12409. case BA_POEMBRAGI:
  12410. case DC_SERVICEFORYOU:
  12411. s=5;
  12412. break;
  12413. case BA_APPLEIDUN:
  12414. s=6;
  12415. break;
  12416. #endif
  12417. case CG_MOONLIT:
  12418. // Moonlit's cost is 4sp*skill_lv [Skotlex]
  12419. sp= 4*(sce->val1>>16);
  12420. // Upkeep is also every 10 secs.
  12421. #ifndef RENEWAL
  12422. case DC_DONTFORGETME:
  12423. #endif
  12424. s=10;
  12425. break;
  12426. }
  12427. if( s != 0 && sce->val3 % s == 0 ) {
  12428. #ifndef RENEWAL
  12429. if (sc->data[SC_LONGING])
  12430. sp*= 3;
  12431. #endif
  12432. if (!status_charge(bl, 0, sp))
  12433. break;
  12434. }
  12435. sc_timer_next(1000+tick);
  12436. return 0;
  12437. }
  12438. break;
  12439. case SC_BERSERK:
  12440. // 5% every 10 seconds [DracoRPG]
  12441. if( --( sce->val3 ) > 0 && status_charge(bl, sce->val2, 0) && status->hp > 100 ) {
  12442. sc_timer_next(sce->val4+tick);
  12443. return 0;
  12444. }
  12445. break;
  12446. case SC_NOCHAT:
  12447. if(sd) {
  12448. sd->status.manner++;
  12449. clif_changestatus(sd,SP_MANNER,sd->status.manner);
  12450. clif_updatestatus(sd,SP_MANNER);
  12451. if (sd->status.manner < 0) { // Every 60 seconds your manner goes up by 1 until it gets back to 0.
  12452. sc_timer_next(60000+tick);
  12453. return 0;
  12454. }
  12455. }
  12456. break;
  12457. case SC_SPLASHER:
  12458. // Custom Venom Splasher countdown timer
  12459. // if (sce->val4 % 1000 == 0) {
  12460. // char timer[10];
  12461. // snprintf (timer, 10, "%d", sce->val4/1000);
  12462. // clif_message(bl, timer);
  12463. // }
  12464. if((sce->val4 -= 500) > 0) {
  12465. sc_timer_next(500 + tick);
  12466. return 0;
  12467. }
  12468. break;
  12469. case SC_MARIONETTE:
  12470. case SC_MARIONETTE2:
  12471. {
  12472. struct block_list *pbl = map_id2bl(sce->val1);
  12473. if( pbl && check_distance_bl(bl, pbl, 7) ) {
  12474. sc_timer_next(1000 + tick);
  12475. return 0;
  12476. }
  12477. }
  12478. break;
  12479. case SC_GOSPEL:
  12480. if(sce->val4 == BCT_SELF && --(sce->val2) > 0) {
  12481. int hp, sp;
  12482. hp = (sce->val1 > 5) ? 45 : 30;
  12483. sp = (sce->val1 > 5) ? 35 : 20;
  12484. if(!status_charge(bl, hp, sp))
  12485. break;
  12486. sc_timer_next(10000+tick);
  12487. return 0;
  12488. }
  12489. break;
  12490. case SC_JAILED:
  12491. if(sce->val1 == INT_MAX || --(sce->val1) > 0) {
  12492. sc_timer_next(60000+tick);
  12493. return 0;
  12494. }
  12495. break;
  12496. case SC_BLIND:
  12497. if(sc->data[SC_FOGWALL]) { // Blind lasts forever while you are standing on the fog.
  12498. sc_timer_next(5000+tick);
  12499. return 0;
  12500. }
  12501. break;
  12502. case SC_ABUNDANCE:
  12503. if(--(sce->val4) > 0) {
  12504. status_heal(bl,0,60,0);
  12505. sc_timer_next(10000+tick);
  12506. }
  12507. break;
  12508. case SC_OBLIVIONCURSE:
  12509. if( --(sce->val4) >= 0 ) {
  12510. clif_emotion(bl,ET_QUESTION);
  12511. sc_timer_next(3000 + tick);
  12512. return 0;
  12513. }
  12514. break;
  12515. case SC_WEAPONBLOCKING:
  12516. if( --(sce->val4) >= 0 ) {
  12517. if( !status_charge(bl,0,3) )
  12518. break;
  12519. sc_timer_next(5000+tick);
  12520. return 0;
  12521. }
  12522. break;
  12523. case SC_CLOAKINGEXCEED:
  12524. if(!status_charge(bl,0,10-sce->val1))
  12525. break;
  12526. sc_timer_next(1000 + tick);
  12527. return 0;
  12528. case SC_RENOVATIO:
  12529. if( --(sce->val4) >= 0 ) {
  12530. int heal = status->max_hp * (sce->val1 + 4) / 100;
  12531. if( sc && sc->data[SC_AKAITSUKI] && heal )
  12532. heal = ~heal + 1;
  12533. status_heal(bl, heal, 0, 3);
  12534. sc_timer_next(5000 + tick);
  12535. return 0;
  12536. }
  12537. break;
  12538. case SC_SPHERE_1:
  12539. case SC_SPHERE_2:
  12540. case SC_SPHERE_3:
  12541. case SC_SPHERE_4:
  12542. case SC_SPHERE_5:
  12543. if( --(sce->val4) >= 0 ) {
  12544. if( !status_charge(bl, 0, 1) )
  12545. break;
  12546. sc_timer_next(1000 + tick);
  12547. return 0;
  12548. }
  12549. break;
  12550. case SC_FREEZE_SP:
  12551. if( !status_charge(bl, 0, sce->val2) ) {
  12552. int i;
  12553. for(i = SC_SPELLBOOK1; i <= SC_MAXSPELLBOOK; i++) // Also remove stored spell as well.
  12554. status_change_end(bl, (sc_type)i, INVALID_TIMER);
  12555. break;
  12556. }
  12557. sc_timer_next(10000 + tick);
  12558. return 0;
  12559. case SC_ELECTRICSHOCKER:
  12560. if( --(sce->val4) >= 0 ) {
  12561. status_charge(bl, 0, 5 * sce->val1 * status->max_sp / 100);
  12562. sc_timer_next(1000 + tick);
  12563. return 0;
  12564. }
  12565. break;
  12566. case SC_CAMOUFLAGE:
  12567. if (!status_charge(bl, 0, 7 - sce->val1))
  12568. break;
  12569. if (--sce->val4 >= 0)
  12570. sce->val3++;
  12571. sc_timer_next(1000 + tick);
  12572. return 0;
  12573. case SC__REPRODUCE:
  12574. if(!status_charge(bl, 0, 1))
  12575. break;
  12576. sc_timer_next(1000+tick);
  12577. return 0;
  12578. case SC__SHADOWFORM:
  12579. if( --(sce->val4) >= 0 ) {
  12580. if( !status_charge(bl, 0, 11 - sce->val1) )
  12581. break;
  12582. sc_timer_next(1000 + tick);
  12583. return 0;
  12584. }
  12585. break;
  12586. case SC__INVISIBILITY:
  12587. if( !status_charge(bl, 0, (12 - 2 * sce->val1) * status->max_sp / 100) ) // 6% - skill_lv.
  12588. break;
  12589. sc_timer_next(1000 + tick);
  12590. return 0;
  12591. case SC_STRIKING:
  12592. if( --(sce->val4) >= 0 ) {
  12593. if( !status_charge(bl,0, sce->val3 ) )
  12594. break;
  12595. sc_timer_next(1000 + tick);
  12596. return 0;
  12597. }
  12598. break;
  12599. case SC_WARMER: {
  12600. int hp = 0;
  12601. struct status_change *ssc = status_get_sc(map_id2bl(sce->val2));
  12602. if (ssc && ssc->data[SC_HEATER_OPTION])
  12603. hp = status->max_hp * 3 * sce->val1 / 100;
  12604. else
  12605. hp = status->max_hp * sce->val1 / 100;
  12606. if (sc && sc->data[SC_AKAITSUKI] && hp)
  12607. hp = ~hp + 1;
  12608. if (status->hp != status->max_hp)
  12609. status_heal(bl, hp, 0, 0);
  12610. sc_timer_next(3000 + tick);
  12611. return 0;
  12612. }
  12613. case SC_HELLS_PLANT:
  12614. if( sce->val4 >= 0 ){
  12615. skill_castend_damage_id( bl, bl, GN_HELLS_PLANT_ATK, sce->val1, tick, 0 );
  12616. }
  12617. break;
  12618. case SC_VOICEOFSIREN:
  12619. if( --(sce->val4) >= 0 ) {
  12620. clif_emotion(bl,ET_THROB);
  12621. sc_timer_next(2000 + tick);
  12622. return 0;
  12623. }
  12624. break;
  12625. case SC_DEEPSLEEP:
  12626. if( --(sce->val4) >= 0 ) { // Recovers 3% HP/SP every 2 seconds.
  12627. status_heal(bl, status->max_hp * 3 / 100, status->max_sp * 3 / 100, 2);
  12628. sc_timer_next(2000 + tick);
  12629. return 0;
  12630. }
  12631. break;
  12632. case SC_SATURDAYNIGHTFEVER:
  12633. // 1% HP/SP drain every val4 seconds [Jobbie]
  12634. if( --(sce->val3) >= 0 ) {
  12635. if( !status_charge(bl, status->hp / 100, status->sp / 100) )
  12636. break;
  12637. sc_timer_next(sce->val4+tick);
  12638. return 0;
  12639. }
  12640. break;
  12641. case SC_CRYSTALIZE:
  12642. if( --(sce->val4) >= 0 ) { // Drains 2% of HP and 1% of SP every seconds.
  12643. if (!status_charge(bl, status->max_hp * 2 / 100, status->max_sp / 100))
  12644. break;
  12645. sc_timer_next(1000 + tick);
  12646. return 0;
  12647. }
  12648. break;
  12649. case SC_FORCEOFVANGUARD:
  12650. if( !status_charge(bl,0,24 - 4 * sce->val1) )
  12651. break;
  12652. sc_timer_next(10000 + tick);
  12653. return 0;
  12654. case SC_BANDING:
  12655. if( status_charge(bl, 0, 7 - sce->val1) ) {
  12656. sce->val2 = (sd ? skill_banding_count(sd) : 1);
  12657. sc_timer_next(5000 + tick);
  12658. return 0;
  12659. }
  12660. break;
  12661. case SC_REFLECTDAMAGE:
  12662. if( --(sce->val4) > 0 ) {
  12663. if( !status_charge(bl,0,10) )
  12664. break;
  12665. sc_timer_next(1000 + tick);
  12666. return 0;
  12667. }
  12668. break;
  12669. case SC_OVERHEAT_LIMITPOINT:
  12670. if (--(sce->val1) >= 0) { // Cooling
  12671. static std::vector<int16> limit = { 150, 200, 280, 360, 450 };
  12672. uint16 skill_lv = (sd ? cap_value(pc_checkskill(sd, NC_MAINFRAME), 0, (uint16)(limit.size()-1)) : 0);
  12673. if (sc && sc->data[SC_OVERHEAT])
  12674. status_change_end(bl,SC_OVERHEAT,INVALID_TIMER);
  12675. if (sce->val1 > limit[skill_lv])
  12676. sc_start(bl, bl, SC_OVERHEAT, 100, sce->val1, 1000);
  12677. sc_timer_next(1000 + tick);
  12678. return 0;
  12679. }
  12680. break;
  12681. case SC_OVERHEAT: {
  12682. uint32 damage = status->max_hp / 100; // Suggestion 1% each second
  12683. if (damage >= status->hp)
  12684. damage = status->hp - 1; // Do not kill, just keep you with 1 hp minimum
  12685. map_freeblock_lock();
  12686. status_fix_damage(NULL, bl, damage, clif_damage(bl, bl, tick, 0, 0, damage, 0, DMG_NORMAL, 0, false),0);
  12687. if (sc->data[type]) {
  12688. sc_timer_next(1000 + tick);
  12689. }
  12690. map_freeblock_unlock();
  12691. return 0;
  12692. }
  12693. break;
  12694. case SC_MAGNETICFIELD:
  12695. if (--(sce->val4) >= 0) {
  12696. struct block_list *src = map_id2bl(sce->val2);
  12697. if (!src || (src && (status_isdead(src) || src->m != bl->m)))
  12698. break;
  12699. map_freeblock_lock();
  12700. if (!status_charge(bl, 0, 50))
  12701. status_zap(bl, 0, status->sp);
  12702. if (sc->data[type])
  12703. sc_timer_next(1000 + tick);
  12704. map_freeblock_unlock();
  12705. return 0;
  12706. }
  12707. break;
  12708. case SC_INSPIRATION:
  12709. if(--(sce->val4) >= 0) {
  12710. if (!status_charge(bl, status->max_hp * (35 - 5 * sce->val1) / 1000, status->max_sp * (45 - 5 * sce->val1) / 1000))
  12711. break;
  12712. sc_timer_next(5000+tick);
  12713. return 0;
  12714. }
  12715. break;
  12716. case SC_SHIELDSPELL_HP:
  12717. if( sce->val4 >= 0 && status->hp < status->max_hp ){
  12718. status_heal( bl, status->max_hp * sce->val2 / 100, 0, 1 );
  12719. }
  12720. break;
  12721. case SC_SHIELDSPELL_SP:
  12722. if( sce->val4 >= 0 && status->sp < status->max_sp ){
  12723. status_heal( bl, 0, status->max_sp * sce->val2 / 100, 1 );
  12724. }
  12725. break;
  12726. case SC_TROPIC:
  12727. case SC_CHILLY_AIR:
  12728. case SC_WILD_STORM:
  12729. case SC_UPHEAVAL:
  12730. case SC_HEATER:
  12731. case SC_COOLER:
  12732. case SC_BLAST:
  12733. case SC_CURSED_SOIL:
  12734. case SC_PYROTECHNIC:
  12735. case SC_AQUAPLAY:
  12736. case SC_GUST:
  12737. case SC_PETROLOGY:
  12738. case SC_CIRCLE_OF_FIRE:
  12739. case SC_FIRE_CLOAK:
  12740. case SC_WATER_DROP:
  12741. case SC_WATER_SCREEN:
  12742. case SC_WIND_CURTAIN:
  12743. case SC_WIND_STEP:
  12744. case SC_STONE_SHIELD:
  12745. case SC_SOLID_SKIN:
  12746. case SC_FLAMETECHNIC:
  12747. case SC_FLAMEARMOR:
  12748. case SC_COLD_FORCE:
  12749. case SC_CRYSTAL_ARMOR:
  12750. case SC_GRACE_BREEZE:
  12751. case SC_EYES_OF_STORM:
  12752. case SC_EARTH_CARE:
  12753. case SC_STRONG_PROTECTION:
  12754. case SC_DEEP_POISONING:
  12755. case SC_POISON_SHIELD:
  12756. if( !status_charge(bl,0,sce->val2) ) {
  12757. struct block_list *s_bl = battle_get_master(bl);
  12758. if (bl->type == BL_ELEM)
  12759. elemental_change_mode(BL_CAST(BL_ELEM, bl), EL_MODE_PASSIVE);
  12760. if( s_bl )
  12761. status_change_end(s_bl,static_cast<sc_type>(type+1),INVALID_TIMER);
  12762. status_change_end(bl,type,INVALID_TIMER);
  12763. break;
  12764. }
  12765. sc_timer_next(sce->val3 + tick);
  12766. return 0;
  12767. case SC_WATER_SCREEN_OPTION:
  12768. status_heal(bl,1000,0,2);
  12769. sc_timer_next(10000 + tick);
  12770. return 0;
  12771. case SC_TEARGAS:
  12772. if( --(sce->val4) >= 0 ) {
  12773. struct block_list *src = map_id2bl(sce->val3);
  12774. int damage = sce->val2;
  12775. map_freeblock_lock();
  12776. clif_damage(bl, bl, tick, 0, 0, damage, 1, DMG_MULTI_HIT_ENDURE, 0, false);
  12777. status_damage(src, bl, damage,0, 0, 1, 0);
  12778. if( sc->data[type] ) {
  12779. sc_timer_next(2000 + tick);
  12780. }
  12781. map_freeblock_unlock();
  12782. return 0;
  12783. }
  12784. break;
  12785. case SC_TEARGAS_SOB:
  12786. if( --(sce->val4) >= 0 ) {
  12787. clif_emotion(bl, ET_CRY);
  12788. sc_timer_next(3000 + tick);
  12789. return 0;
  12790. }
  12791. break;
  12792. case SC_STOMACHACHE:
  12793. if( --(sce->val4) >= 0 ) {
  12794. status_charge(bl,0,sce->val2); // Reduce 8 every 10 seconds.
  12795. if( sd && !pc_issit(sd) ) { // Force to sit every 10 seconds.
  12796. pc_setsit(sd);
  12797. skill_sit(sd, true);
  12798. clif_sitting(bl);
  12799. }
  12800. sc_timer_next(10000 + tick);
  12801. return 0;
  12802. }
  12803. break;
  12804. case SC_LEADERSHIP:
  12805. case SC_GLORYWOUNDS:
  12806. case SC_SOULCOLD:
  12807. case SC_HAWKEYES:
  12808. // They only end by status_change_end
  12809. sc_timer_next(600000 + tick);
  12810. return 0;
  12811. case SC_MEIKYOUSISUI:
  12812. if( --(sce->val4) >= 0 ) {
  12813. status_heal(bl, status->max_hp * sce->val2 / 100, status->max_sp * sce->val3 / 100, 0);
  12814. sc_timer_next(1000 + tick);
  12815. return 0;
  12816. }
  12817. break;
  12818. case SC_KAGEMUSYA:
  12819. if( --(sce->val4) >= 0 ) {
  12820. if(!status_charge(bl, 0, 1)) break;
  12821. sc_timer_next(1000+tick);
  12822. return 0;
  12823. }
  12824. break;
  12825. case SC_ANGRIFFS_MODUS:
  12826. if(--(sce->val4) >= 0) { // Drain hp/sp
  12827. if( !status_charge(bl,100,20) ) break;
  12828. sc_timer_next(1000+tick);
  12829. return 0;
  12830. }
  12831. break;
  12832. case SC_CBC:
  12833. if(--(sce->val4) >= 0) { // Drain hp/sp
  12834. int hp=0;
  12835. int sp = (status->max_sp * sce->val3) / 100;
  12836. if(bl->type == BL_MOB) hp = sp*10;
  12837. if( !status_charge(bl,hp,sp) )break;
  12838. sc_timer_next(1000+tick);
  12839. return 0;
  12840. }
  12841. break;
  12842. case SC_FULL_THROTTLE:
  12843. if( --(sce->val4) >= 0 ) {
  12844. status_percent_damage(bl, bl, 0, sce->val2, false);
  12845. sc_timer_next(1000 + tick);
  12846. return 0;
  12847. }
  12848. break;
  12849. case SC_REBOUND:
  12850. if( --(sce->val4) >= 0 ) {
  12851. clif_emotion(bl, ET_SWEAT);
  12852. sc_timer_next(2000 + tick);
  12853. return 0;
  12854. }
  12855. break;
  12856. case SC_KINGS_GRACE:
  12857. if( --(sce->val4) >= 0 ) {
  12858. status_percent_heal(bl, sce->val2, 0);
  12859. sc_timer_next(1000 + tick);
  12860. return 0;
  12861. }
  12862. break;
  12863. case SC_FRIGG_SONG:
  12864. if( --(sce->val4) >= 0 ) {
  12865. status_heal(bl, sce->val3, 0, 0);
  12866. sc_timer_next(1000 + tick);
  12867. return 0;
  12868. }
  12869. break;
  12870. case SC_C_MARKER:
  12871. if( --(sce->val4) >= 0 ) {
  12872. TBL_PC *caster = map_id2sd(sce->val2);
  12873. if (!caster || caster->bl.m != bl->m) //End the SC if caster isn't in same map
  12874. break;
  12875. sc_timer_next(1000 + tick);
  12876. clif_crimson_marker(caster, bl, false);
  12877. return 0;
  12878. }
  12879. break;
  12880. case SC_STEALTHFIELD_MASTER:
  12881. if (--(sce->val4) >= 0) {
  12882. if (!status_charge(bl, 0, status->max_sp * 3 / 100))
  12883. break;
  12884. sc_timer_next(sce->val3 + tick);
  12885. return 0;
  12886. }
  12887. break;
  12888. case SC_VACUUM_EXTREME:
  12889. if (sce->val4 > 0) {
  12890. // Only slide targets to center if they are standing still
  12891. if (unit_bl2ud(bl)->walktimer == INVALID_TIMER) {
  12892. uint16 x = sce->val3 >> 16, y = sce->val3 & 0xFFFF;
  12893. 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)) {
  12894. clif_slide(bl, x, y);
  12895. clif_fixpos(bl);
  12896. }
  12897. }
  12898. sc_timer_next(tick + sce->val4);
  12899. sce->val4 = 0;
  12900. }
  12901. break;
  12902. case SC_FIRE_INSIGNIA:
  12903. if (--(sce->val4) >= 0) {
  12904. if (status->def_ele == ELE_FIRE)
  12905. status_heal(bl, status->max_hp / 100, 0, 1);
  12906. else if (status->def_ele == ELE_EARTH)
  12907. status_zap(bl, status->max_hp / 100, 0);
  12908. sc_timer_next(5000 + tick);
  12909. return 0;
  12910. }
  12911. break;
  12912. case SC_WATER_INSIGNIA:
  12913. if (--(sce->val4) >= 0) {
  12914. if (status->def_ele == ELE_WATER)
  12915. status_heal(bl, status->max_hp / 100, 0, 1);
  12916. else if (status->def_ele == ELE_FIRE)
  12917. status_zap(bl, status->max_hp / 100, 0);
  12918. sc_timer_next(5000 + tick);
  12919. return 0;
  12920. }
  12921. break;
  12922. case SC_WIND_INSIGNIA:
  12923. if (--(sce->val4) >= 0) {
  12924. if (status->def_ele == ELE_WIND)
  12925. status_heal(bl, status->max_hp / 100, 0, 1);
  12926. else if (status->def_ele == ELE_WATER)
  12927. status_zap(bl, status->max_hp / 100, 0);
  12928. sc_timer_next(5000 + tick);
  12929. return 0;
  12930. }
  12931. break;
  12932. case SC_EARTH_INSIGNIA:
  12933. if (--(sce->val4) >= 0) {
  12934. if (status->def_ele == ELE_EARTH)
  12935. status_heal(bl, status->max_hp / 100, 0, 1);
  12936. else if (status->def_ele == ELE_WIND)
  12937. status_zap(bl, status->max_hp / 100, 0);
  12938. sc_timer_next(5000 + tick);
  12939. return 0;
  12940. }
  12941. break;
  12942. case SC_BITESCAR:
  12943. if (--(sce->val4) >= 0) {
  12944. status_percent_damage(bl, bl, -(sce->val2), 0, 0);
  12945. sc_timer_next(1000 + tick);
  12946. return 0;
  12947. }
  12948. break;
  12949. case SC_FRESHSHRIMP:
  12950. if (--(sce->val4) >= 0) {
  12951. status_heal(bl, sce->val2, 0, 0);
  12952. sc_timer_next((10000 - ((sce->val1 - 1) * 1000)) + tick);
  12953. return 0;
  12954. }
  12955. break;
  12956. case SC_DORAM_BUF_01:
  12957. if( sd && --(sce->val4) >= 0 ) {
  12958. if( status->hp < status->max_hp )
  12959. status_heal(bl, 10, 0, 2);
  12960. sc_timer_next(10000 + tick);
  12961. return 0;
  12962. }
  12963. break;
  12964. case SC_DORAM_BUF_02:
  12965. if( sd && --(sce->val4) >= 0 ) {
  12966. if( status->sp < status->max_sp )
  12967. status_heal(bl, 0, 5, 2);
  12968. sc_timer_next(10000 + tick);
  12969. return 0;
  12970. }
  12971. break;
  12972. case SC_NEWMOON:
  12973. if (--(sce->val4) >= 0) {
  12974. if (!status_charge(bl, 0, 1))
  12975. break;
  12976. sc_timer_next(1000 + tick);
  12977. return 0;
  12978. }
  12979. break;
  12980. case SC_CREATINGSTAR:
  12981. if (--(sce->val4) >= 0) { // Needed to check who the caster is and what AoE is giving the status.
  12982. struct block_list *star_caster = map_id2bl(sce->val2);
  12983. struct skill_unit *star_aoe = (struct skill_unit *)map_id2bl(sce->val3);
  12984. if (star_caster == nullptr || status_isdead(star_caster) || star_caster->m != bl->m || star_aoe == nullptr)
  12985. break;
  12986. sc_timer_next(500 + tick);
  12987. // Attack after timer to prevent errors
  12988. skill_attack(BF_WEAPON, star_caster, &star_aoe->bl, bl, SJ_BOOKOFCREATINGSTAR, sce->val1, tick, 0);
  12989. return 0;
  12990. }
  12991. break;
  12992. case SC_SOULUNITY:
  12993. if (--(sce->val4) >= 0) { // Needed to check the caster's location for the range check.
  12994. struct block_list *unity_src = map_id2bl(sce->val2);
  12995. if (!unity_src || status_isdead(unity_src) || unity_src->m != bl->m || !check_distance_bl(bl, unity_src, 11))
  12996. break;
  12997. status_heal(bl, 150 * sce->val1, 0, 2);
  12998. sc_timer_next(3000 + tick);
  12999. return 0;
  13000. }
  13001. break;
  13002. case SC_SOULCOLLECT:
  13003. pc_addsoulball(sd, sce->val2);
  13004. if (sd->soulball < sce->val2) {
  13005. sc_timer_next(sce->val3 + tick);
  13006. return 0;
  13007. }
  13008. break;
  13009. case SC_HELPANGEL:
  13010. if (--(sce->val4) >= 0) {
  13011. status_heal(bl, 1000, 350, 2);
  13012. sc_timer_next(1000 + tick);
  13013. return 0;
  13014. }
  13015. break;
  13016. case SC_BURNT:
  13017. if( --(sce->val4) >= 0 ) {
  13018. int damage = 2000;
  13019. if( damage >= status->hp )
  13020. damage = status->hp - 1;
  13021. map_freeblock_lock();
  13022. status_zap(bl,damage,0);
  13023. if( sc->data[type] ) {
  13024. sc_timer_next(1000 + tick);
  13025. }
  13026. map_freeblock_unlock();
  13027. return 0;
  13028. }
  13029. break;
  13030. case SC_MEDIALE:
  13031. if (--(sce->val4) >= 0) {
  13032. clif_specialeffect(bl, 1808, AREA);
  13033. skill_castend_nodamage_id(bl, bl, CD_MEDIALE_VOTUM, sce->val1, tick, 1);
  13034. sc_timer_next(2000 + tick);
  13035. return 0;
  13036. }
  13037. break;
  13038. case SC_DANCING_KNIFE:
  13039. if (--(sce->val4) >= 0) {
  13040. skill_castend_nodamage_id(bl, bl, SHC_DANCING_KNIFE, sce->val1, tick, 1);
  13041. sc_timer_next(300 + tick);
  13042. return 0;
  13043. }
  13044. break;
  13045. case SC_A_MACHINE:
  13046. if (--(sce->val4) >= 0) {
  13047. skill_castend_nodamage_id(bl, bl, MT_A_MACHINE, sce->val1, tick, 1);
  13048. sc_timer_next(1000 + tick);
  13049. return 0;
  13050. }
  13051. break;
  13052. case SC_SERVANTWEAPON:
  13053. if (sce->val4 >= 0) {
  13054. if( sd && sd->servantball < MAX_SERVANTBALL ){
  13055. pc_addservantball( *sd, MAX_SERVANTBALL );
  13056. }
  13057. interval = max(500, skill_get_time2(DK_SERVANTWEAPON, sce->val1));
  13058. map_freeblock_lock();
  13059. dounlock = true;
  13060. }
  13061. break;
  13062. case SC_ABYSSFORCEWEAPON:
  13063. if (sce->val4 >= 0) {
  13064. if( sd && sd->abyssball < MAX_ABYSSBALL ){
  13065. pc_addabyssball( *sd );
  13066. }
  13067. interval = max(500, skill_get_time2(ABC_FROM_THE_ABYSS, sce->val1));
  13068. map_freeblock_lock();
  13069. dounlock = true;
  13070. }
  13071. break;
  13072. }
  13073. // If status has an interval and there is at least 100ms remaining time, wait for next interval
  13074. if(interval > 0 && sc->data[type] && sce->val4 >= 100) {
  13075. sc_timer_next(min(sce->val4,interval)+tick);
  13076. sce->val4 -= interval;
  13077. if (dounlock)
  13078. map_freeblock_unlock();
  13079. return 0;
  13080. }
  13081. if (dounlock)
  13082. map_freeblock_unlock();
  13083. // Default for all non-handled control paths is to end the status
  13084. return status_change_end( bl,type,tid );
  13085. }
  13086. /**
  13087. * For each iteration of repetitive status
  13088. * @param bl: Object [PC|MOB|HOM|MER|ELEM]
  13089. * @param ap: va_list arguments (src, sce, type, tick)
  13090. */
  13091. int status_change_timer_sub(struct block_list* bl, va_list ap)
  13092. {
  13093. struct status_change* tsc;
  13094. struct block_list* src = va_arg(ap,struct block_list*);
  13095. struct status_change_entry* sce = va_arg(ap,struct status_change_entry*);
  13096. enum sc_type type = (sc_type)va_arg(ap,int); // gcc: enum args get promoted to int
  13097. t_tick tick = va_arg(ap,t_tick);
  13098. if (status_isdead(bl))
  13099. return 0;
  13100. tsc = status_get_sc(bl);
  13101. switch( type ) {
  13102. case SC_SIGHT: // Reveal hidden ennemy on 3*3 range
  13103. case SC_CONCENTRATE:
  13104. status_change_end(bl, SC_HIDING, INVALID_TIMER);
  13105. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  13106. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  13107. status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
  13108. status_change_end(bl, SC_NEWMOON, INVALID_TIMER);
  13109. if (tsc && tsc->data[SC__SHADOWFORM] && (sce && sce->val4 > 0 && sce->val4%2000 == 0) && // For every 2 seconds do the checking
  13110. rnd()%100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10) // [100 - (Skill Level x 10)] %
  13111. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  13112. break;
  13113. case SC_RUWACH: // Reveal hidden target and deal little dammages if enemy
  13114. if (tsc && (tsc->data[SC_HIDING] || tsc->data[SC_CLOAKING] ||
  13115. tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_NEWMOON] || tsc->data[SC_CLOAKINGEXCEED])) {
  13116. status_change_end(bl, SC_HIDING, INVALID_TIMER);
  13117. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  13118. status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
  13119. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  13120. status_change_end(bl, SC_NEWMOON, INVALID_TIMER);
  13121. if(battle_check_target( src, bl, BCT_ENEMY ) > 0)
  13122. skill_attack(BF_MAGIC,src,src,bl,AL_RUWACH,1,tick,0);
  13123. }
  13124. if (tsc && tsc->data[SC__SHADOWFORM] && (sce && sce->val4 > 0 && sce->val4%2000 == 0) && // For every 2 seconds do the checking
  13125. rnd()%100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10 ) { // [100 - (Skill Level x 10)] %
  13126. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  13127. if (battle_check_target(src, bl, BCT_ENEMY) > 0)
  13128. skill_attack(BF_MAGIC, src, src, bl, status_db.getSkill(type), 1, tick, 0);
  13129. }
  13130. break;
  13131. case SC_SIGHTBLASTER:
  13132. if (battle_check_target( src, bl, BCT_ENEMY ) > 0 &&
  13133. status_check_skilluse(src, bl, WZ_SIGHTBLASTER, 2))
  13134. {
  13135. if (sce) {
  13136. struct skill_unit *su = NULL;
  13137. if(bl->type == BL_SKILL)
  13138. su = (struct skill_unit *)bl;
  13139. if (skill_attack(BF_MAGIC,src,src,bl,WZ_SIGHTBLASTER,sce->val1,tick,0x1000000)
  13140. && (!su || !su->group || !skill_get_inf2(su->group->skill_id, INF2_ISTRAP))) { // The hit is not counted if it's against a trap
  13141. sce->val2 = 0; // This signals it to end.
  13142. } else if((bl->type&BL_SKILL) && sce->val4%2 == 0) {
  13143. //Remove trap immunity temporarily so it triggers if you still stand on it
  13144. sce->val4++;
  13145. }
  13146. }
  13147. }
  13148. break;
  13149. case SC_CLOSECONFINE:
  13150. // Lock char has released the hold on everyone...
  13151. if (tsc && tsc->data[SC_CLOSECONFINE2] && tsc->data[SC_CLOSECONFINE2]->val2 == src->id) {
  13152. tsc->data[SC_CLOSECONFINE2]->val2 = 0;
  13153. status_change_end(bl, SC_CLOSECONFINE2, INVALID_TIMER);
  13154. }
  13155. break;
  13156. case SC_CURSEDCIRCLE_TARGET:
  13157. if( tsc && tsc->data[SC_CURSEDCIRCLE_TARGET] && tsc->data[SC_CURSEDCIRCLE_TARGET]->val2 == src->id ) {
  13158. clif_bladestop(bl, tsc->data[SC_CURSEDCIRCLE_TARGET]->val2, 0);
  13159. status_change_end(bl, type, INVALID_TIMER);
  13160. }
  13161. break;
  13162. }
  13163. return 0;
  13164. }
  13165. /**
  13166. * Clears buffs/debuffs on an object
  13167. * @param bl: Object to clear [PC|MOB|HOM|MER|ELEM]
  13168. * @param type: Type to remove
  13169. * SCCB_BUFFS: Clear Buffs
  13170. * SCCB_DEBUFFS: Clear Debuffs
  13171. * SCCB_REFRESH: Clear specific debuffs through RK_REFRESH
  13172. * SCCB_CHEM_PROTECT: Clear AM_CP_ARMOR/HELM/SHIELD/WEAPON
  13173. * SCCB_LUXANIMA: Bonus Script removed through RK_LUXANIMA
  13174. */
  13175. void status_change_clear_buffs(struct block_list* bl, uint8 type)
  13176. {
  13177. struct status_change *sc= status_get_sc(bl);
  13178. if (!sc || !sc->count)
  13179. return;
  13180. //Clears buffs with specified flag and type
  13181. for (const auto &it : status_db) {
  13182. sc_type status = static_cast<sc_type>(it.first);
  13183. std::bitset<SCF_MAX> flag = it.second->flag;
  13184. if (!sc->data[status] || flag[SCF_NOCLEARBUFF]) //Skip status with SCF_NOCLEARBUFF, no matter what
  13185. continue;
  13186. // &SCCB_LUXANIMA : Cleared by RK_LUXANIMA
  13187. if (!(type&SCCB_LUXANIMA) && flag[SCF_REMOVEONLUXANIMA])
  13188. continue;
  13189. // &SCCB_CHEM_PROTECT : Clears AM_CP_ARMOR/HELP/SHIELD/WEAPON
  13190. if (!(type&SCCB_CHEM_PROTECT) && flag[SCF_REMOVECHEMICALPROTECT])
  13191. continue;
  13192. // &SCCB_REFRESH : Cleared by RK_REFRESH
  13193. if (!(type&SCCB_REFRESH) && flag[SCF_REMOVEONREFRESH])
  13194. continue;
  13195. // &SCCB_DEBUFFS : Clears debuffs
  13196. if (!(type&SCCB_DEBUFFS) && flag[SCF_DEBUFF])
  13197. continue;
  13198. // &SCCB_BUFFS : Clears buffs
  13199. if (!(type&SCCB_BUFFS) && !(flag[SCF_DEBUFF]))
  13200. continue;
  13201. if (status == SC_SATURDAYNIGHTFEVER || status == SC_BERSERK) // Mark to not lose HP
  13202. sc->data[status]->val2 = 0;
  13203. status_change_end(bl, status, INVALID_TIMER);
  13204. }
  13205. //Removes bonus_script
  13206. if (bl->type == BL_PC) {
  13207. uint32 i = 0;
  13208. if (type&SCCB_BUFFS) i |= BSF_REM_BUFF;
  13209. if (type&SCCB_DEBUFFS) i |= BSF_REM_DEBUFF;
  13210. if (type&SCCB_REFRESH) i |= BSF_REM_ON_REFRESH;
  13211. if (type&SCCB_LUXANIMA) i |= BSF_REM_ON_LUXANIMA;
  13212. pc_bonus_script_clear(BL_CAST(BL_PC,bl),i);
  13213. }
  13214. // Cleaning all extras vars
  13215. sc->comet_x = 0;
  13216. sc->comet_y = 0;
  13217. #ifndef RENEWAL
  13218. sc->sg_counter = 0;
  13219. #endif
  13220. return;
  13221. }
  13222. /**
  13223. * Infect a user with status effects (SC_DEADLYINFECT)
  13224. * @param src: Object initiating change on bl [PC|MOB|HOM|MER|ELEM]
  13225. * @param bl: Object to change
  13226. * @return 1: Success 0: Fail
  13227. */
  13228. int status_change_spread(block_list *src, block_list *bl)
  13229. {
  13230. if (src == nullptr || bl == nullptr)
  13231. return 0;
  13232. // Status Immunity resistance
  13233. if (status_bl_has_mode(src, MD_STATUSIMMUNE) || status_bl_has_mode(bl, MD_STATUSIMMUNE))
  13234. return 0;
  13235. status_change *sc = status_get_sc(src);
  13236. if (sc == nullptr || sc->count == 0)
  13237. return 0;
  13238. bool hasSpread = false;
  13239. t_tick tick = gettick(), sc_tick;
  13240. for (const auto &it : status_db) {
  13241. sc_type type = static_cast<sc_type>(it.first);
  13242. const TimerData *timer;
  13243. if (sc->data[type] && it.second->flag[SCF_SPREADEFFECT]) {
  13244. if (sc->data[type]->timer != INVALID_TIMER) {
  13245. timer = get_timer(sc->data[type]->timer);
  13246. if (timer == nullptr || timer->func != status_change_timer || DIFF_TICK(timer->tick, tick) < 0)
  13247. continue;
  13248. int32 val4 = sc->data[type]->val4;
  13249. sc_tick = DIFF_TICK(timer->tick, tick) + (val4 > 0 ? val4 : 0);
  13250. } else
  13251. sc_tick = INFINITE_TICK;
  13252. 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);
  13253. if (!hasSpread)
  13254. hasSpread = true;
  13255. }
  13256. }
  13257. return hasSpread;
  13258. }
  13259. /**
  13260. * Applying natural heal bonuses (sit, skill, homun, etc...)
  13261. * TODO: the va_list doesn't seem to be used, safe to remove?
  13262. * @param bl: Object applying bonuses to [PC|HOM|MER|ELEM]
  13263. * @param args: va_list arguments
  13264. * @return which regeneration bonuses have been applied (flag)
  13265. */
  13266. static t_tick natural_heal_prev_tick,natural_heal_diff_tick;
  13267. static int status_natural_heal(struct block_list* bl, va_list args)
  13268. {
  13269. struct regen_data *regen;
  13270. struct status_data *status;
  13271. struct status_change *sc;
  13272. struct unit_data *ud;
  13273. struct view_data *vd = NULL;
  13274. struct regen_data_sub *sregen;
  13275. struct map_session_data *sd;
  13276. int rate, multi = 1, flag;
  13277. regen = status_get_regen_data(bl);
  13278. if (!regen)
  13279. return 0;
  13280. status = status_get_status_data(bl);
  13281. sc = status_get_sc(bl);
  13282. if (sc && !sc->count)
  13283. sc = NULL;
  13284. sd = BL_CAST(BL_PC,bl);
  13285. flag = regen->flag;
  13286. if (flag&RGN_HP && (regen->state.block&1))
  13287. flag &= ~(RGN_HP|RGN_SHP);
  13288. if (flag&RGN_SP && (regen->state.block&2))
  13289. flag &= ~(RGN_SP|RGN_SSP);
  13290. // Only skill-based regen is disabled at max HP/SP
  13291. if (flag&RGN_SHP && (status->hp >= status->max_hp))
  13292. flag &= ~RGN_SHP;
  13293. if (flag&RGN_SSP && (status->sp >= status->max_sp))
  13294. flag &= ~RGN_SSP;
  13295. if (flag && (
  13296. status_isdead(bl) ||
  13297. (sc && (sc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || sc->data[SC__INVISIBILITY]))
  13298. ))
  13299. flag = RGN_NONE;
  13300. if (sd) {
  13301. if (sd->hp_loss.value || sd->sp_loss.value)
  13302. pc_bleeding(sd, natural_heal_diff_tick);
  13303. if (sd->hp_regen.value || sd->sp_regen.value || sd->percent_hp_regen.value || sd->percent_sp_regen.value)
  13304. pc_regen(sd, natural_heal_diff_tick);
  13305. }
  13306. if(flag&(RGN_SHP|RGN_SSP) && regen->ssregen &&
  13307. (vd = status_get_viewdata(bl)) && vd->dead_sit == 2)
  13308. { // Apply sitting regen bonus.
  13309. sregen = regen->ssregen;
  13310. if(flag&(RGN_SHP)) { // Sitting HP regen
  13311. rate = (int)(natural_heal_diff_tick * (sregen->rate.hp / 100.));
  13312. if (regen->state.overweight)
  13313. rate >>= 1; // Half as fast when overweight.
  13314. sregen->tick.hp += rate;
  13315. while(sregen->tick.hp >= (unsigned int)battle_config.natural_heal_skill_interval) {
  13316. sregen->tick.hp -= battle_config.natural_heal_skill_interval;
  13317. if(status_heal(bl, sregen->hp, 0, 3) < sregen->hp) { // Full
  13318. flag &= ~RGN_SHP;
  13319. break;
  13320. }
  13321. }
  13322. }
  13323. if(flag&(RGN_SSP)) { // Sitting SP regen
  13324. rate = (int)(natural_heal_diff_tick * (sregen->rate.sp / 100.));
  13325. if (regen->state.overweight)
  13326. rate >>= 1; // Half as fast when overweight.
  13327. sregen->tick.sp += rate;
  13328. while(sregen->tick.sp >= (unsigned int)battle_config.natural_heal_skill_interval) {
  13329. sregen->tick.sp -= battle_config.natural_heal_skill_interval;
  13330. if(status_heal(bl, 0, sregen->sp, 3) < sregen->sp) { // Full
  13331. flag &= ~RGN_SSP;
  13332. break;
  13333. }
  13334. }
  13335. }
  13336. }
  13337. if (flag && regen->state.overweight)
  13338. flag = RGN_NONE;
  13339. ud = unit_bl2ud(bl);
  13340. if (flag&(RGN_HP|RGN_SHP|RGN_SSP) && ud && ud->walktimer != INVALID_TIMER) {
  13341. flag &= ~(RGN_SHP|RGN_SSP);
  13342. if(!regen->state.walk)
  13343. flag &= ~RGN_HP;
  13344. }
  13345. if (flag&(RGN_HP|RGN_SP)) {
  13346. if(!vd)
  13347. vd = status_get_viewdata(bl);
  13348. if(vd && vd->dead_sit == 2)
  13349. multi += 1; //This causes the interval to be halved
  13350. if(regen->state.gc)
  13351. multi += 1; //This causes the interval to be halved
  13352. }
  13353. // Natural Hp regen
  13354. if (flag&RGN_HP) {
  13355. // Interval to next recovery tick
  13356. rate = (int)(battle_config.natural_healhp_interval / (regen->rate.hp/100. * multi));
  13357. if (ud && ud->walktimer != INVALID_TIMER)
  13358. rate *= 2;
  13359. // Homun HP regen fix (they should regen as if they were sitting (twice as fast)
  13360. if(bl->type == BL_HOM)
  13361. rate /= 2;
  13362. // Our timer system isn't 100% accurate so make sure we use the closest interval
  13363. rate -= NATURAL_HEAL_INTERVAL / 2;
  13364. if(regen->tick.hp + rate <= natural_heal_prev_tick) {
  13365. regen->tick.hp = natural_heal_prev_tick;
  13366. if (status->hp >= status->max_hp)
  13367. flag &= ~(RGN_HP | RGN_SHP);
  13368. else if (status_heal(bl, regen->hp, 0, 1) < regen->hp)
  13369. flag &= ~RGN_SHP; // Full
  13370. }
  13371. }
  13372. else {
  13373. regen->tick.hp = natural_heal_prev_tick;
  13374. }
  13375. // Natural SP regen
  13376. if(flag&RGN_SP) {
  13377. // Interval to next recovery tick
  13378. rate = (int)(battle_config.natural_healsp_interval / (regen->rate.sp/100. * multi));
  13379. // Homun SP regen fix (they should regen as if they were sitting (twice as fast)
  13380. if(bl->type==BL_HOM)
  13381. rate /= 2;
  13382. #ifdef RENEWAL
  13383. if (sd && (sd->class_&MAPID_UPPERMASK) == MAPID_MONK &&
  13384. sc && sc->data[SC_EXPLOSIONSPIRITS] && (!sc->data[SC_SPIRIT] || sc->data[SC_SPIRIT]->val2 != SL_MONK))
  13385. rate *= 2; // Tick is doubled in Fury state
  13386. #endif
  13387. // Our timer system isn't 100% accurate so make sure we use the closest interval
  13388. rate -= NATURAL_HEAL_INTERVAL / 2;
  13389. if(regen->tick.sp + rate <= natural_heal_prev_tick) {
  13390. regen->tick.sp = natural_heal_prev_tick;
  13391. if (status->sp >= status->max_sp)
  13392. flag &= ~(RGN_SP | RGN_SSP);
  13393. else if (status_heal(bl, 0, regen->sp, 1) < regen->sp)
  13394. flag &= ~RGN_SSP; // Full
  13395. }
  13396. }
  13397. else {
  13398. regen->tick.sp = natural_heal_prev_tick;
  13399. }
  13400. if (!regen->sregen)
  13401. return flag;
  13402. // Skill regen
  13403. sregen = regen->sregen;
  13404. if(flag&RGN_SHP) { // Skill HP regen
  13405. sregen->tick.hp += (int)(natural_heal_diff_tick * (sregen->rate.hp / 100.));
  13406. while(sregen->tick.hp >= (unsigned int)battle_config.natural_heal_skill_interval) {
  13407. sregen->tick.hp -= battle_config.natural_heal_skill_interval;
  13408. if(status_heal(bl, sregen->hp, 0, 3) < sregen->hp)
  13409. break; // Full
  13410. }
  13411. }
  13412. if(flag&RGN_SSP) { // Skill SP regen
  13413. sregen->tick.sp += (int)(natural_heal_diff_tick * (sregen->rate.sp /100.));
  13414. while(sregen->tick.sp >= (unsigned int)battle_config.natural_heal_skill_interval) {
  13415. int val = sregen->sp;
  13416. if (sd && sd->state.doridori) {
  13417. val *= 2;
  13418. sd->state.doridori = 0;
  13419. if ((rate = pc_checkskill(sd,TK_SPTIME)))
  13420. sc_start(bl,bl,skill_get_sc(TK_SPTIME),
  13421. 100,rate,skill_get_time(TK_SPTIME, rate));
  13422. if (
  13423. (sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR &&
  13424. rnd()%10000 < battle_config.sg_angel_skill_ratio
  13425. ) { // Angel of the Sun/Moon/Star
  13426. clif_feel_hate_reset(sd);
  13427. pc_resethate(sd);
  13428. pc_resetfeel(sd);
  13429. }
  13430. }
  13431. sregen->tick.sp -= battle_config.natural_heal_skill_interval;
  13432. if(status_heal(bl, 0, val, 3) < val)
  13433. break; // Full
  13434. }
  13435. }
  13436. return flag;
  13437. }
  13438. /**
  13439. * Natural heal main timer
  13440. * @param tid: Timer ID
  13441. * @param tick: Current tick (time)
  13442. * @param id: Object ID to heal
  13443. * @param data: data pushed through timer function
  13444. * @return 0
  13445. */
  13446. static TIMER_FUNC(status_natural_heal_timer){
  13447. natural_heal_diff_tick = DIFF_TICK(tick,natural_heal_prev_tick);
  13448. natural_heal_prev_tick = tick;
  13449. map_foreachregen(status_natural_heal);
  13450. return 0;
  13451. }
  13452. /**
  13453. * Clears the lastEffect value from a target
  13454. * @param tid: Timer ID
  13455. * @param tick: Current tick (time)
  13456. * @param id: Object ID
  13457. * @param data: data pushed through timer function
  13458. * @return 0
  13459. */
  13460. TIMER_FUNC(status_clear_lastEffect_timer) {
  13461. block_list *bl = map_id2bl(id);
  13462. if (bl != nullptr) {
  13463. status_change *sc = status_get_sc(bl);
  13464. if (sc != nullptr) {
  13465. sc->lastEffect = SC_NONE;
  13466. sc->lastEffectTimer = INVALID_TIMER;
  13467. }
  13468. }
  13469. return 0;
  13470. }
  13471. /**
  13472. * Check if status is disabled on a map
  13473. * @param type: Status Change data
  13474. * @param mapIsVS: If the map is a map_flag_vs type
  13475. * @param mapisPVP: If the map is a PvP type
  13476. * @param mapIsGVG: If the map is a map_flag_gvg type
  13477. * @param mapIsBG: If the map is a Battleground type
  13478. * @param mapZone: Map Zone type
  13479. * @param mapIsTE: If the map us WOE TE
  13480. * @return True - SC disabled on map; False - SC not disabled on map/Invalid SC
  13481. */
  13482. static bool status_change_isDisabledOnMap_(sc_type type, bool mapIsVS, bool mapIsPVP, bool mapIsGVG, bool mapIsBG, unsigned int mapZone, bool mapIsTE)
  13483. {
  13484. if (!status_db.validateStatus(type))
  13485. return false;
  13486. if ((!mapIsVS && SCDisabled[type]&1) ||
  13487. (mapIsPVP && SCDisabled[type]&2) ||
  13488. (mapIsGVG && SCDisabled[type]&4) ||
  13489. (mapIsBG && SCDisabled[type]&8) ||
  13490. (mapIsTE && SCDisabled[type]&16) ||
  13491. (SCDisabled[type]&(mapZone)))
  13492. {
  13493. return true;
  13494. }
  13495. return false;
  13496. }
  13497. /**
  13498. * Clear a status if it is disabled on a map
  13499. * @param bl: Block list data
  13500. * @param sc: Status Change data
  13501. */
  13502. void status_change_clear_onChangeMap(struct block_list *bl, struct status_change *sc)
  13503. {
  13504. nullpo_retv(bl);
  13505. if (sc && sc->count) {
  13506. struct map_data *mapdata = map_getmapdata(bl->m);
  13507. bool mapIsVS = mapdata_flag_vs2(mapdata);
  13508. bool mapIsPVP = mapdata->flag[MF_PVP] != 0;
  13509. bool mapIsGVG = mapdata_flag_gvg2_no_te(mapdata);
  13510. bool mapIsBG = mapdata->flag[MF_BATTLEGROUND] != 0;
  13511. bool mapIsTE = mapdata_flag_gvg2_te(mapdata);
  13512. for (const auto &it : status_db) {
  13513. sc_type type = static_cast<sc_type>(it.first);
  13514. if (!sc->data[type] || !SCDisabled[type])
  13515. continue;
  13516. if (status_change_isDisabledOnMap_(type, mapIsVS, mapIsPVP, mapIsGVG, mapIsBG, mapdata->zone, mapIsTE))
  13517. status_change_end(bl, type, INVALID_TIMER);
  13518. }
  13519. }
  13520. }
  13521. /**
  13522. * Read status_disabled.txt file
  13523. * @param str: Fields passed from sv_readdb
  13524. * @param columns: Columns passed from sv_readdb function call
  13525. * @param current: Current row being read into SCDisabled array
  13526. * @return True - Successfully stored, False - Invalid SC
  13527. */
  13528. static bool status_readdb_status_disabled(char **str, int columns, int current)
  13529. {
  13530. int64 type = SC_NONE;
  13531. if (ISDIGIT(str[0][0]))
  13532. type = atoi(str[0]);
  13533. else {
  13534. if (!script_get_constant(str[0],&type))
  13535. type = SC_NONE;
  13536. }
  13537. if (type <= SC_NONE || type >= SC_MAX) {
  13538. ShowError("status_readdb_status_disabled: Invalid SC with type %s.\n", str[0]);
  13539. return false;
  13540. }
  13541. SCDisabled[type] = (unsigned int)atol(str[1]);
  13542. return true;
  13543. }
  13544. const std::string AttributeDatabase::getDefaultLocation() {
  13545. return std::string(db_path) + "/attr_fix.yml";
  13546. }
  13547. /**
  13548. * Reads and parses an entry from the attr_fix.
  13549. * @param node: YAML node containing the entry.
  13550. * @return count of successfully parsed rows
  13551. */
  13552. uint64 AttributeDatabase::parseBodyNode(const ryml::NodeRef& node) {
  13553. uint16 level;
  13554. if (!this->asUInt16(node, "Level", level))
  13555. return 0;
  13556. if (!CHK_ELEMENT_LEVEL(level)) {
  13557. this->invalidWarning(node["Level"], "Invalid element level %hu.\n", level);
  13558. return 0;
  13559. }
  13560. for (const auto &itatk : um_eleid2elename) {
  13561. if (!this->nodeExists(node, itatk.first))
  13562. continue;
  13563. const auto& eleNode = node[c4::to_csubstr(itatk.first)];
  13564. for (const auto &itdef : um_eleid2elename) {
  13565. if (!this->nodeExists(eleNode, itdef.first))
  13566. continue;
  13567. int16 val;
  13568. if (!this->asInt16(eleNode, itdef.first, val))
  13569. return 0;
  13570. if (val < -100) {
  13571. 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);
  13572. val = -100;
  13573. }
  13574. else if (val > 200) {
  13575. 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);
  13576. val = 200;
  13577. }
  13578. this->attr_fix_table[level-1][itatk.second][itdef.second] = val;
  13579. }
  13580. }
  13581. return 1;
  13582. }
  13583. AttributeDatabase elemental_attribute_db;
  13584. /**
  13585. * Get attribute ratio
  13586. * @param atk_ele Attack element enum e_element
  13587. * @param def_ele Defense element enum e_element
  13588. * @param level Element level 1 ~ MAX_ELE_LEVEL
  13589. */
  13590. int16 AttributeDatabase::getAttribute(uint16 level, uint16 atk_ele, uint16 def_ele) {
  13591. if (!CHK_ELEMENT(atk_ele) || !CHK_ELEMENT(def_ele) || !CHK_ELEMENT_LEVEL(level+1))
  13592. return 100;
  13593. return this->attr_fix_table[level][atk_ele][def_ele];
  13594. }
  13595. const std::string StatusDatabase::getDefaultLocation() {
  13596. return std::string(db_path) + "/status.yml";
  13597. }
  13598. /**
  13599. * Reads and parses an entry from status_db.
  13600. * @param node: YAML node containing the entry.
  13601. * @return count of successfully parsed rows
  13602. */
  13603. uint64 StatusDatabase::parseBodyNode(const ryml::NodeRef& node) {
  13604. std::string status_name;
  13605. if (!this->asString(node, "Status", status_name))
  13606. return 0;
  13607. std::string status_constant = "SC_" + status_name;
  13608. int64 constant;
  13609. if (!script_get_constant(status_constant.c_str(), &constant)) {
  13610. this->invalidWarning(node["Status"], "Invalid Status %s.\n", status_name.c_str());
  13611. return 0;
  13612. }
  13613. if (!this->validateStatus(static_cast<sc_type>(constant))) {
  13614. this->invalidWarning(node["Status"], "Status %s is out of bounds.\n", status_name.c_str());
  13615. return 0;
  13616. }
  13617. int status_id = static_cast<int32>(constant);
  13618. std::shared_ptr<s_status_change_db> status = this->find(status_id);
  13619. bool exists = status != nullptr;
  13620. if (!exists) {
  13621. status = std::make_shared<s_status_change_db>();
  13622. status->type = static_cast<sc_type>(status_id);
  13623. }
  13624. if (this->nodeExists(node, "Icon")) {
  13625. std::string icon_name;
  13626. if (!this->asString(node, "Icon", icon_name))
  13627. return 0;
  13628. int64 constant;
  13629. if (!script_get_constant(icon_name.c_str(), &constant)) {
  13630. this->invalidWarning(node["Icon"], "Icon %s is invalid, defaulting to EFST_BLANK.\n", icon_name.c_str());
  13631. constant = EFST_BLANK;
  13632. }
  13633. if (constant < EFST_BLANK || constant >= EFST_MAX) {
  13634. this->invalidWarning(node["Icon"], "Icon %s is out of bounds, defaulting to EFST_BLANK.\n", icon_name.c_str());
  13635. constant = EFST_BLANK;
  13636. }
  13637. status->icon = static_cast<efst_type>(constant);
  13638. } else {
  13639. if (!exists)
  13640. status->icon = EFST_BLANK;
  13641. }
  13642. if (this->nodeExists(node, "DurationLookup")) {
  13643. std::string skill_name;
  13644. if (!this->asString(node, "DurationLookup", skill_name))
  13645. return 0;
  13646. uint16 skill_id = skill_name2id(skill_name.c_str());
  13647. if (skill_id == 0)
  13648. this->invalidWarning(node["DurationLookup"], "DurationLookup skill %s is invalid, defaulting to none.\n", skill_name.c_str());
  13649. status->skill_id = skill_id;
  13650. } else {
  13651. if (!exists)
  13652. status->skill_id = 0;
  13653. }
  13654. if (this->nodeExists(node, "States")) {
  13655. const ryml::NodeRef& stateNode = node["States"];
  13656. for (const auto &it : stateNode) {
  13657. std::string state;
  13658. c4::from_chars(it.key(), &state);
  13659. std::string state_constant = "SCS_" + state;
  13660. int64 constant;
  13661. if (!script_get_constant(state_constant.c_str(), &constant)) {
  13662. this->invalidWarning(stateNode, "State %s is invalid.\n", state.c_str());
  13663. return 0;
  13664. }
  13665. if (constant < SCS_NONE || constant >= SCS_MAX) {
  13666. this->invalidWarning(stateNode, "State %s is out of bounds.\n", state.c_str());
  13667. return 0;
  13668. }
  13669. bool active;
  13670. if (!this->asBool(stateNode, state, active))
  13671. return 0;
  13672. if (active)
  13673. status->state.set(static_cast<e_scs_flag>(constant));
  13674. else
  13675. status->state.reset(static_cast<e_scs_flag>(constant));
  13676. }
  13677. } else {
  13678. if (!exists)
  13679. status->state.reset();
  13680. }
  13681. if (this->nodeExists(node, "CalcFlags")) {
  13682. const ryml::NodeRef& flagNode = node["CalcFlags"];
  13683. if (this->nodeExists(flagNode, "All")) {
  13684. bool active;
  13685. if (!this->asBool(flagNode, "All", active))
  13686. return 0;
  13687. if (active)
  13688. status->calc_flag = this->getSCB_ALL();
  13689. else
  13690. status->calc_flag.reset();
  13691. }
  13692. for (const auto &it : flagNode) {
  13693. std::string flag;
  13694. c4::from_chars(it.key(), &flag);
  13695. std::string flag_constant = "SCB_" + flag;
  13696. int64 constant;
  13697. // Skipped because processed above the loop
  13698. if (flag.compare("All") == 0)
  13699. continue;
  13700. if (!script_get_constant(flag_constant.c_str(), &constant)) {
  13701. this->invalidWarning(flagNode, "CalcFlag %s is invalid.\n", flag.c_str());
  13702. return 0;
  13703. }
  13704. if (constant < SCB_NONE || constant >= SCB_MAX) {
  13705. this->invalidWarning(flagNode, "CalcFlag %s is out of bounds.\n", flag.c_str());
  13706. return 0;
  13707. }
  13708. bool active;
  13709. if (!this->asBool(flagNode, flag, active))
  13710. return 0;
  13711. if (active)
  13712. status->calc_flag.set(static_cast<e_scb_flag>(constant));
  13713. else
  13714. status->calc_flag.reset(static_cast<e_scb_flag>(constant));
  13715. }
  13716. } else {
  13717. if (!exists)
  13718. status->calc_flag.reset();
  13719. }
  13720. if (this->nodeExists(node, "Opt1")) {
  13721. std::string opt;
  13722. if (!this->asString(node, "Opt1", opt))
  13723. return 0;
  13724. std::string opt_constant = "OPT1_" + opt;
  13725. int64 constant;
  13726. if (!script_get_constant(opt_constant.c_str(), &constant)) {
  13727. this->invalidWarning(node["Opt1"], "Opt1 %s is invalid.\n", opt.c_str());
  13728. return 0;
  13729. }
  13730. if (constant < OPT1_NONE || constant >= OPT1_MAX) {
  13731. this->invalidWarning(node["Opt1"], "Opt2 %s is out of bounds.\n", opt.c_str());
  13732. return 0;
  13733. }
  13734. status->opt1 = static_cast<e_sc_opt1>(constant);
  13735. } else {
  13736. if (!exists)
  13737. status->opt1 = OPT1_NONE;
  13738. }
  13739. if (this->nodeExists(node, "Opt2")) {
  13740. const ryml::NodeRef& optNode = node["Opt2"];
  13741. for (const auto &it : optNode) {
  13742. std::string opt;
  13743. c4::from_chars(it.key(), &opt);
  13744. std::string opt_constant = "OPT2_" + opt;
  13745. int64 constant;
  13746. if (!script_get_constant(opt_constant.c_str(), &constant)) {
  13747. this->invalidWarning(optNode, "Opt2 %s is invalid.\n", opt.c_str());
  13748. return 0;
  13749. }
  13750. if (constant < OPT2_NONE || constant >= OPT2_MAX) {
  13751. this->invalidWarning(optNode, "Opt2 %s is out of bounds.\n", opt.c_str());
  13752. return 0;
  13753. }
  13754. bool active;
  13755. if (!this->asBool(optNode, opt, active))
  13756. return 0;
  13757. if (active)
  13758. status->opt2 |= static_cast<e_sc_opt2>(constant);
  13759. else
  13760. status->opt2 &= ~static_cast<e_sc_opt2>(constant);
  13761. }
  13762. } else {
  13763. if (!exists)
  13764. status->opt2 = OPT2_NONE;
  13765. }
  13766. if (this->nodeExists(node, "Opt3")) {
  13767. const ryml::NodeRef& optNode = node["Opt3"];
  13768. for (const auto &it : optNode) {
  13769. std::string opt;
  13770. c4::from_chars(it.key(), &opt);
  13771. std::string opt_constant = "OPT3_" + opt;
  13772. int64 constant;
  13773. if (!script_get_constant(opt_constant.c_str(), &constant)) {
  13774. this->invalidWarning(optNode, "Opt3 %s is invalid.\n", opt.c_str());
  13775. return 0;
  13776. }
  13777. if (constant < OPT3_NORMAL || constant >= OPT3_MAX) {
  13778. this->invalidWarning(optNode, "Opt3 %s is out of bounds.\n", opt.c_str());
  13779. return 0;
  13780. }
  13781. bool active;
  13782. if (!this->asBool(optNode, opt, active))
  13783. return 0;
  13784. if (active)
  13785. status->opt3 |= static_cast<e_sc_opt3>(constant);
  13786. else
  13787. status->opt3 &= ~static_cast<e_sc_opt3>(constant);
  13788. }
  13789. } else {
  13790. if (!exists)
  13791. status->opt3 = OPT3_NORMAL;
  13792. }
  13793. if (this->nodeExists(node, "Options")) {
  13794. const ryml::NodeRef& optionNode = node["Options"];
  13795. for (const auto &it : optionNode) {
  13796. std::string option;
  13797. c4::from_chars(it.key(), &option);
  13798. std::string option_constant = "OPTION_" + option;
  13799. int64 constant;
  13800. if (!script_get_constant(option_constant.c_str(), &constant)) {
  13801. this->invalidWarning(optionNode, "Option %s is invalid.\n", option.c_str());
  13802. return 0;
  13803. }
  13804. if (constant < OPTION_NOTHING || constant >= OPTION_MAX) {
  13805. this->invalidWarning(optionNode, "Option %s is out of bounds.\n", option.c_str());
  13806. return 0;
  13807. }
  13808. bool active;
  13809. if (!this->asBool(optionNode, option, active))
  13810. return 0;
  13811. if (active)
  13812. status->look |= static_cast<e_option>(constant);
  13813. else
  13814. status->look &= ~static_cast<e_option>(constant);
  13815. }
  13816. } else {
  13817. if (!exists)
  13818. status->look = OPTION_NOTHING;
  13819. }
  13820. if (this->nodeExists(node, "Flags")) {
  13821. const ryml::NodeRef& flagNode = node["Flags"];
  13822. for (const auto &it : flagNode) {
  13823. std::string flag;
  13824. c4::from_chars(it.key(), &flag);
  13825. std::string flag_constant = "SCF_" + flag;
  13826. int64 constant;
  13827. if (!script_get_constant(flag_constant.c_str(), &constant)) {
  13828. this->invalidWarning(flagNode, "Flag %s is invalid.\n", flag.c_str());
  13829. return 0;
  13830. }
  13831. if (constant < SCF_NONE || constant >= SCF_MAX) {
  13832. this->invalidWarning(flagNode, "Flag %s is out of bounds.\n", flag.c_str());
  13833. return 0;
  13834. }
  13835. bool active;
  13836. if (!this->asBool(flagNode, flag, active))
  13837. return 0;
  13838. if (active)
  13839. status->flag.set(static_cast<e_status_change_flag>(constant));
  13840. else
  13841. status->flag.reset(static_cast<e_status_change_flag>(constant));
  13842. }
  13843. } else {
  13844. if (!exists)
  13845. status->flag.reset();
  13846. }
  13847. if (this->nodeExists(node, "MinRate")) {
  13848. uint16 rate;
  13849. if (!this->asUInt16(node, "MinRate", rate))
  13850. return 0;
  13851. status->min_rate = rate;
  13852. } else {
  13853. if (!exists)
  13854. status->min_rate = 0;
  13855. }
  13856. if (this->nodeExists(node, "MinDuration")) {
  13857. int64 duration;
  13858. if (!this->asInt64(node, "MinDuration", duration))
  13859. return 0;
  13860. status->min_duration = static_cast<t_tick>(duration);
  13861. } else {
  13862. if (!exists)
  13863. status->min_duration = 1;
  13864. }
  13865. if (this->nodeExists(node, "Fail")) {
  13866. const ryml::NodeRef& failNode = node["Fail"];
  13867. for (const auto &it : failNode) {
  13868. std::string fail;
  13869. c4::from_chars(it.key(), &fail);
  13870. std::string fail_constant = "SC_" + fail;
  13871. int64 constant;
  13872. if (!script_get_constant(fail_constant.c_str(), &constant)) {
  13873. this->invalidWarning(failNode, "Fail status %s is invalid.\n", fail.c_str());
  13874. return 0;
  13875. }
  13876. if (!this->validateStatus(static_cast<sc_type>(constant))) {
  13877. this->invalidWarning(failNode, "Fail status %s is out of bounds.\n", fail.c_str());
  13878. return 0;
  13879. }
  13880. bool active;
  13881. if (!this->asBool(failNode, fail, active))
  13882. return 0;
  13883. if (active)
  13884. status->fail.push_back(static_cast<sc_type>(constant));
  13885. else
  13886. util::vector_erase_if_exists(status->fail, static_cast<sc_type>(constant));
  13887. }
  13888. }
  13889. if (this->nodeExists(node, "End")) {
  13890. const ryml::NodeRef& endNode = node["End"];
  13891. for (const auto &it : endNode) {
  13892. std::string end;
  13893. c4::from_chars(it.key(), &end);
  13894. std::string end_constant = "SC_" + end;
  13895. int64 constant;
  13896. if (!script_get_constant(end_constant.c_str(), &constant)) {
  13897. this->invalidWarning(endNode, "End status %s is invalid.\n", end.c_str());
  13898. return 0;
  13899. }
  13900. if (!this->validateStatus(static_cast<sc_type>(constant))) {
  13901. this->invalidWarning(endNode, "End status %s is out of bounds.\n", end.c_str());
  13902. return 0;
  13903. }
  13904. bool active;
  13905. if (!this->asBool(endNode, end, active))
  13906. return 0;
  13907. if (active)
  13908. status->end.push_back(static_cast<sc_type>(constant));
  13909. else
  13910. util::vector_erase_if_exists(status->end, static_cast<sc_type>(constant));
  13911. }
  13912. }
  13913. if (this->nodeExists(node, "EndReturn")) {
  13914. const ryml::NodeRef &endNode = node["EndReturn"];
  13915. for (const auto &it : endNode) {
  13916. std::string end;
  13917. c4::from_chars(it.key(), &end);
  13918. std::string end_constant = "SC_" + end;
  13919. int64 constant;
  13920. if (!script_get_constant(end_constant.c_str(), &constant)) {
  13921. this->invalidWarning(endNode, "EndReturn status %s is invalid.\n", end.c_str());
  13922. return 0;
  13923. }
  13924. if (!this->validateStatus(static_cast<sc_type>(constant))) {
  13925. this->invalidWarning(endNode, "EndReturn status %s is out of bounds.\n", end.c_str());
  13926. return 0;
  13927. }
  13928. bool active;
  13929. if (!this->asBool(endNode, end, active))
  13930. return 0;
  13931. if (active)
  13932. status->endreturn.push_back(static_cast<sc_type>(constant));
  13933. else
  13934. util::vector_erase_if_exists(status->endreturn, static_cast<sc_type>(constant));
  13935. }
  13936. }
  13937. if (!exists) {
  13938. this->put(status_id, status);
  13939. }
  13940. return 1;
  13941. }
  13942. void StatusDatabase::loadingFinished(){
  13943. std::fill( std::begin( this->StatusRelevantBLTypes ), std::end( this->StatusRelevantBLTypes ), BL_PC );
  13944. for( auto& entry : *this ){
  13945. auto& status = entry.second;
  13946. if (status->type == SC_HALLUCINATION && !battle_config.display_hallucination) // Disable Hallucination.
  13947. status->icon = EFST_BLANK;
  13948. if( status->icon == EFST_BLANK ){
  13949. continue;
  13950. }else if( status->flag[SCF_BLEFFECT] ){
  13951. this->StatusRelevantBLTypes[status->icon] |= BL_SCEFFECT;
  13952. }else{
  13953. this->StatusRelevantBLTypes[status->icon] = BL_PC;
  13954. }
  13955. }
  13956. TypesafeYamlDatabase::loadingFinished();
  13957. }
  13958. StatusDatabase status_db;
  13959. /**
  13960. * Sets defaults in tables and starts read db functions
  13961. * sv_readdb reads the file, outputting the information line-by-line to
  13962. * previous functions above, separating information by delimiter
  13963. * DBs being read:
  13964. * attr_fix.yml: Attribute adjustment table for attacks
  13965. * size_fix.yml: Size adjustment table for weapons
  13966. * refine.yml: Refining data table
  13967. * @return 0
  13968. */
  13969. void status_readdb( bool reload ){
  13970. int i;
  13971. const char* dbsubpath[] = {
  13972. "",
  13973. "/" DBIMPORT,
  13974. //add other path here
  13975. };
  13976. // read databases
  13977. // path,filename,separator,mincol,maxcol,maxrow,func_parsor
  13978. for(i=0; i<ARRAYLENGTH(dbsubpath); i++){
  13979. size_t n1 = strlen(db_path)+strlen(dbsubpath[i])+1;
  13980. size_t n2 = strlen(db_path)+strlen(DBPATH)+strlen(dbsubpath[i])+1;
  13981. char* dbsubpath1 = (char*)aMalloc(n1+1);
  13982. char* dbsubpath2 = (char*)aMalloc(n2+1);
  13983. if(i==0) {
  13984. safesnprintf(dbsubpath1,n1,"%s%s",db_path,dbsubpath[i]);
  13985. safesnprintf(dbsubpath2,n2,"%s/%s%s",db_path,DBPATH,dbsubpath[i]);
  13986. }
  13987. else {
  13988. safesnprintf(dbsubpath1,n1,"%s%s",db_path,dbsubpath[i]);
  13989. safesnprintf(dbsubpath2,n1,"%s%s",db_path,dbsubpath[i]);
  13990. }
  13991. sv_readdb(dbsubpath1, "status_disabled.txt", ',', 2, 2, -1, &status_readdb_status_disabled, i > 0);
  13992. aFree(dbsubpath1);
  13993. aFree(dbsubpath2);
  13994. }
  13995. if( reload ){
  13996. size_fix_db.reload();
  13997. refine_db.reload();
  13998. status_db.reload();
  13999. enchantgrade_db.reload();
  14000. }else{
  14001. size_fix_db.load();
  14002. refine_db.load();
  14003. status_db.load();
  14004. enchantgrade_db.load();
  14005. }
  14006. elemental_attribute_db.load();
  14007. }
  14008. /**
  14009. * Status db init and destroy.
  14010. */
  14011. void do_init_status(void) {
  14012. memset(SCDisabled, 0, sizeof(SCDisabled));
  14013. add_timer_func_list(status_change_timer,"status_change_timer");
  14014. add_timer_func_list(status_natural_heal_timer,"status_natural_heal_timer");
  14015. add_timer_func_list(status_clear_lastEffect_timer, "status_clear_lastEffect_timer");
  14016. initDummyData();
  14017. status_readdb();
  14018. natural_heal_prev_tick = gettick();
  14019. sc_data_ers = ers_new(sizeof(struct status_change_entry),"status.cpp::sc_data_ers",ERS_OPT_NONE);
  14020. add_timer_interval(natural_heal_prev_tick + NATURAL_HEAL_INTERVAL, status_natural_heal_timer, 0, 0, NATURAL_HEAL_INTERVAL);
  14021. }
  14022. /** Destroy status data */
  14023. void do_final_status(void) {
  14024. ers_destroy(sc_data_ers);
  14025. enchantgrade_db.clear();
  14026. size_fix_db.clear();
  14027. refine_db.clear();
  14028. status_db.clear();
  14029. elemental_attribute_db.clear();
  14030. }