status.cpp 482 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. static unsigned short status_calc_str(struct block_list *,status_change *,int);
  51. static unsigned short status_calc_agi(struct block_list *,status_change *,int);
  52. static unsigned short status_calc_vit(struct block_list *,status_change *,int);
  53. static unsigned short status_calc_int(struct block_list *,status_change *,int);
  54. static unsigned short status_calc_dex(struct block_list *,status_change *,int);
  55. static unsigned short status_calc_luk(struct block_list *,status_change *,int);
  56. static unsigned short status_calc_pow(struct block_list *, status_change *, int);
  57. static unsigned short status_calc_sta(struct block_list *, status_change *, int);
  58. static unsigned short status_calc_wis(struct block_list *, status_change *, int);
  59. static unsigned short status_calc_spl(struct block_list *, status_change *, int);
  60. static unsigned short status_calc_con(struct block_list *, status_change *, int);
  61. static unsigned short status_calc_crt(struct block_list *, status_change *, int);
  62. static unsigned short status_calc_batk(struct block_list *,status_change *,int);
  63. static unsigned short status_calc_watk(struct block_list *,status_change *,int);
  64. static unsigned short status_calc_matk(struct block_list *,status_change *,int);
  65. static signed short status_calc_hit(struct block_list *,status_change *,int);
  66. static signed short status_calc_critical(struct block_list *,status_change *,int);
  67. static signed short status_calc_flee(struct block_list *,status_change *,int);
  68. static signed short status_calc_flee2(struct block_list *,status_change *,int);
  69. static defType status_calc_def(struct block_list *bl, status_change *sc, int);
  70. static signed short status_calc_def2(struct block_list *,status_change *,int);
  71. static defType status_calc_mdef(struct block_list *bl, status_change *sc, int);
  72. static signed short status_calc_mdef2(struct block_list *,status_change *,int);
  73. static unsigned short status_calc_speed(struct block_list *,status_change *,int);
  74. static short status_calc_aspd_rate(struct block_list *,status_change *,int);
  75. static unsigned short status_calc_dmotion(struct block_list *bl, status_change *sc, int dmotion);
  76. #ifdef RENEWAL_ASPD
  77. static short status_calc_aspd(struct block_list *bl, status_change *sc, bool fixed);
  78. #endif
  79. static short status_calc_fix_aspd(struct block_list *bl, status_change *sc, int);
  80. static signed short status_calc_patk(struct block_list *, status_change *, int);
  81. static signed short status_calc_smatk(struct block_list *, status_change *, int);
  82. static signed short status_calc_res(struct block_list *, status_change *, int);
  83. static signed short status_calc_mres(struct block_list *, status_change *, int);
  84. static signed short status_calc_hplus(struct block_list *, status_change *, int);
  85. static signed short status_calc_crate(struct block_list *, status_change *, int);
  86. static unsigned int status_calc_maxhp(struct block_list *bl, uint64 maxhp);
  87. static unsigned int status_calc_maxsp(struct block_list *bl, uint64 maxsp);
  88. static unsigned int status_calc_maxap(struct block_list *bl, uint64 maxap);
  89. static unsigned char status_calc_element(struct block_list *bl, status_change *sc, int element);
  90. static unsigned char status_calc_element_lv(struct block_list *bl, status_change *sc, int lv);
  91. static int status_calc_mode(struct block_list *bl, status_change *sc, int mode);
  92. #ifdef RENEWAL
  93. static unsigned short status_calc_ematk(struct block_list *,status_change *,int);
  94. #endif
  95. static int status_get_hpbonus(struct block_list *bl, enum e_status_bonus type);
  96. static int status_get_spbonus(struct block_list *bl, enum e_status_bonus type);
  97. static int status_get_apbonus(struct block_list *bl, enum e_status_bonus type);
  98. static unsigned int status_calc_maxhpsp_pc(map_session_data* sd, unsigned int stat, bool isHP);
  99. static unsigned int status_calc_maxap_pc(map_session_data* sd);
  100. static int status_get_sc_interval(enum sc_type type);
  101. const std::string RefineDatabase::getDefaultLocation(){
  102. return std::string( db_path ) + "/refine.yml";
  103. }
  104. uint64 RefineDatabase::parseBodyNode( const ryml::NodeRef& node ){
  105. std::string group_name;
  106. if( !this->asString( node, "Group", group_name ) ){
  107. return 0;
  108. }
  109. std::string group_name_constant = "REFINE_TYPE_" + group_name;
  110. int64 constant;
  111. if( !script_get_constant( group_name_constant.c_str(), &constant ) ){
  112. this->invalidWarning(node["Group"], "Unknown refine group %s, skipping.\n", group_name.c_str() );
  113. return 0;
  114. }
  115. uint16 group_id = static_cast<uint16>( constant );
  116. std::shared_ptr<s_refine_info> info = this->find( group_id );
  117. bool exists = info != nullptr;
  118. if( !exists ){
  119. info = std::make_shared<s_refine_info>();
  120. }
  121. if( this->nodeExists( node, "Levels" ) ){
  122. const auto& levelsNode = node["Levels"];
  123. for( const auto& levelNode : levelsNode ){
  124. uint16 level;
  125. if( !this->asUInt16( levelNode, "Level", level ) ){
  126. return 0;
  127. }
  128. std::shared_ptr<s_refine_levels_info> levels_info = util::umap_find( info->levels, level );
  129. bool levels_exists = levels_info != nullptr;
  130. if( !levels_exists ){
  131. levels_info = std::make_shared<s_refine_levels_info>();
  132. levels_info->level = level;
  133. }
  134. if( this->nodeExists( levelNode, "RefineLevels" ) ){
  135. const auto& refineLevelsNode = levelNode["RefineLevels"];
  136. for( const auto& refineLevelNode : refineLevelsNode ){
  137. uint16 refine_level;
  138. if( !this->asUInt16( refineLevelNode, "Level", refine_level ) ){
  139. return 0;
  140. }
  141. if( refine_level == 0 || refine_level > MAX_REFINE ){
  142. this->invalidWarning( refineLevelNode["Level"], "Refine level %hu is invalid, skipping.\n", refine_level );
  143. return 0;
  144. }
  145. // Database is 1 based, code is 0 based
  146. refine_level -= 1;
  147. std::shared_ptr<s_refine_level_info> level_info = util::umap_find( levels_info->levels, refine_level );
  148. bool level_exists = level_info != nullptr;
  149. if( !level_exists ){
  150. level_info = std::make_shared<s_refine_level_info>();
  151. level_info->level = refine_level;
  152. }
  153. if( this->nodeExists( refineLevelNode, "Bonus" ) ){
  154. uint32 bonus;
  155. if( !this->asUInt32( refineLevelNode, "Bonus", bonus ) ){
  156. return 0;
  157. }
  158. level_info->bonus = bonus;
  159. }else{
  160. if( !level_exists ){
  161. level_info->bonus = 0;
  162. }
  163. }
  164. if( this->nodeExists( refineLevelNode, "RandomBonus" ) ){
  165. uint32 bonus;
  166. if( !this->asUInt32( refineLevelNode, "RandomBonus", bonus ) ){
  167. return 0;
  168. }
  169. level_info->randombonus_max = bonus;
  170. }else{
  171. if( !level_exists ){
  172. level_info->randombonus_max = 0;
  173. }
  174. }
  175. if( this->nodeExists( refineLevelNode, "BlacksmithBlessingAmount" ) ){
  176. uint16 amount;
  177. if( !this->asUInt16( refineLevelNode, "BlacksmithBlessingAmount", amount ) ){
  178. return 0;
  179. }
  180. if( amount > MAX_AMOUNT ){
  181. this->invalidWarning( refineLevelNode["BlacksmithBlessingAmount"], "Blacksmith Blessing amount %hu too high, capping to MAX_AMOUNT.\n", amount );
  182. amount = MAX_AMOUNT;
  183. }
  184. level_info->blessing_amount = amount;
  185. }else{
  186. if( !level_exists ){
  187. level_info->blessing_amount = 0;
  188. }
  189. }
  190. if (this->nodeExists(refineLevelNode, "BroadcastSuccess")) {
  191. bool bcast;
  192. if (!this->asBool(refineLevelNode, "BroadcastSuccess", bcast)) {
  193. return 0;
  194. }
  195. level_info->broadcast_success = bcast;
  196. }
  197. else {
  198. if (!level_exists) {
  199. level_info->broadcast_success = false;
  200. }
  201. }
  202. if (this->nodeExists(refineLevelNode, "BroadcastFailure")) {
  203. bool bcast;
  204. if (!this->asBool(refineLevelNode, "BroadcastFailure", bcast)) {
  205. return 0;
  206. }
  207. level_info->broadcast_failure = bcast;
  208. }
  209. else {
  210. if (!level_exists) {
  211. level_info->broadcast_failure = false;
  212. }
  213. }
  214. if( this->nodeExists( refineLevelNode, "Chances" ) ){
  215. const auto& chancesNode = refineLevelNode["Chances"];
  216. for( const auto& chanceNode : chancesNode ){
  217. std::string cost_name;
  218. if( !this->asString( chanceNode, "Type", cost_name ) ){
  219. return 0;
  220. }
  221. std::string cost_name_constant = "REFINE_COST_" + cost_name;
  222. if( !script_get_constant( cost_name_constant.c_str(), &constant ) ){
  223. this->invalidWarning( chanceNode["Type"], "Unknown refine cost type %s, skipping.\n", cost_name.c_str() );
  224. return 0;
  225. }
  226. if( constant >= REFINE_COST_MAX ){
  227. this->invalidWarning( chanceNode["Type"], "Refine cost type %s is unsupported, skipping.\n", cost_name.c_str() );
  228. return 0;
  229. }
  230. uint16 index = (uint16)constant;
  231. std::shared_ptr<s_refine_cost> cost = util::umap_find( level_info->costs, index );
  232. bool cost_exists = cost != nullptr;
  233. if( !cost_exists ){
  234. cost = std::make_shared<s_refine_cost>();
  235. cost->index = index;
  236. }
  237. if( this->nodeExists( chanceNode, "Rate" ) ){
  238. uint16 rate;
  239. if( !this->asUInt16Rate( chanceNode, "Rate", rate ) ){
  240. return 0;
  241. }
  242. cost->chance = rate;
  243. }else{
  244. if( !cost_exists ){
  245. cost->chance = 0;
  246. }
  247. }
  248. if( this->nodeExists( chanceNode, "Price" ) ){
  249. uint32 price;
  250. if( !this->asUInt32( chanceNode, "Price", price ) ){
  251. return 0;
  252. }
  253. if( price > MAX_ZENY ){
  254. this->invalidWarning( chanceNode["Price"], "Price is above MAX_ZENY, capping...\n" );
  255. price = MAX_ZENY;
  256. }
  257. cost->zeny = price;
  258. }else{
  259. if( !cost_exists ){
  260. cost->zeny = 0;
  261. }
  262. }
  263. if( this->nodeExists( chanceNode, "Material" ) ){
  264. std::string item_name;
  265. if( !this->asString( chanceNode, "Material", item_name ) ){
  266. return 0;
  267. }
  268. std::shared_ptr<item_data> id = item_db.search_aegisname( item_name.c_str() );
  269. if( id == nullptr ){
  270. this->invalidWarning( chanceNode["Material"], "Unknown refine material %s, skipping.\n", item_name.c_str() );
  271. return 0;
  272. }
  273. cost->nameid = id->nameid;
  274. }else{
  275. if( !cost_exists ){
  276. cost->nameid = 0;
  277. }
  278. }
  279. if( this->nodeExists( chanceNode, "BreakingRate" ) ){
  280. uint16 breaking_rate;
  281. if( !this->asUInt16Rate( chanceNode, "BreakingRate", breaking_rate ) ){
  282. return 0;
  283. }
  284. cost->breaking_rate = breaking_rate;
  285. }else{
  286. if( !cost_exists ){
  287. cost->breaking_rate = 0;
  288. }
  289. }
  290. if( this->nodeExists( chanceNode, "DowngradeAmount" ) ){
  291. uint16 downgrade_amount;
  292. if( !this->asUInt16( chanceNode, "DowngradeAmount", downgrade_amount ) ){
  293. return 0;
  294. }
  295. if( downgrade_amount > MAX_REFINE ){
  296. this->invalidWarning( chanceNode["DowngradeAmount"], "Downgrade amount %hu is invalid, skipping.\n", downgrade_amount );
  297. return 0;
  298. }
  299. cost->downgrade_amount = downgrade_amount;
  300. }else{
  301. if( !cost_exists ){
  302. cost->downgrade_amount = 0;
  303. }
  304. }
  305. if( !cost_exists ){
  306. level_info->costs[index] = cost;
  307. }
  308. }
  309. }
  310. if( !level_exists ){
  311. levels_info->levels[refine_level] = level_info;
  312. }
  313. }
  314. }
  315. if( !levels_exists ){
  316. info->levels[level] = levels_info;
  317. }
  318. }
  319. }
  320. if( !exists ){
  321. this->put( group_id, info );
  322. }
  323. return 1;
  324. }
  325. std::shared_ptr<s_refine_level_info> RefineDatabase::findLevelInfoSub( const struct item_data& data, struct item& item, uint16 refine ){
  326. // Check if the item can be refined
  327. if( data.flag.no_refine ){
  328. return nullptr;
  329. }
  330. // Cap the refine level
  331. if( refine > MAX_REFINE ){
  332. refine = MAX_REFINE;
  333. }
  334. e_refine_type type;
  335. uint16 level;
  336. if( !this->calculate_refine_info( data, type, level ) ){
  337. return nullptr;
  338. }
  339. std::shared_ptr<s_refine_info> info = this->find( type );
  340. if( info == nullptr ){
  341. return nullptr;
  342. }
  343. std::shared_ptr<s_refine_levels_info> levels_info = util::umap_find( info->levels, level );
  344. if( levels_info == nullptr ){
  345. return nullptr;
  346. }
  347. return util::umap_find( levels_info->levels, refine );
  348. }
  349. std::shared_ptr<s_refine_level_info> RefineDatabase::findLevelInfo( const struct item_data& data, struct item& item ){
  350. // Check the current refine level
  351. if( item.refine >= MAX_REFINE ){
  352. return nullptr;
  353. }
  354. return this->findLevelInfoSub( data, item, item.refine );
  355. }
  356. std::shared_ptr<s_refine_level_info> RefineDatabase::findCurrentLevelInfo( const struct item_data& data, struct item& item ){
  357. if( item.refine > 0 ){
  358. return this->findLevelInfoSub( data, item, item.refine - 1 );
  359. }else{
  360. return nullptr;
  361. }
  362. }
  363. bool RefineDatabase::calculate_refine_info( const struct item_data& data, e_refine_type& refine_type, uint16& level ){
  364. if( data.type == IT_WEAPON ){
  365. refine_type = REFINE_TYPE_WEAPON;
  366. level = data.weapon_level;
  367. return true;
  368. }else if( data.type == IT_ARMOR ){
  369. refine_type = REFINE_TYPE_ARMOR;
  370. level = data.armor_level;
  371. return true;
  372. }else if( data.type == IT_SHADOWGEAR ){
  373. if( data.equip == EQP_SHADOW_WEAPON ){
  374. refine_type = REFINE_TYPE_SHADOW_WEAPON;
  375. }else{
  376. refine_type = REFINE_TYPE_SHADOW_ARMOR;
  377. }
  378. level = 1;
  379. return true;
  380. }else{
  381. return false;
  382. }
  383. }
  384. RefineDatabase refine_db;
  385. const std::string SizeFixDatabase::getDefaultLocation() {
  386. return std::string(db_path) + "/size_fix.yml";
  387. }
  388. /**
  389. * Reads and parses an entry from size_fix.
  390. * @param node: YAML node containing the entry.
  391. * @return count of successfully parsed rows
  392. */
  393. uint64 SizeFixDatabase::parseBodyNode(const ryml::NodeRef& node) {
  394. std::string weapon_name;
  395. if (!this->asString(node, "Weapon", weapon_name))
  396. return 0;
  397. std::string weapon_name_constant = "W_" + weapon_name;
  398. int64 constant;
  399. if (!script_get_constant(weapon_name_constant.c_str(), &constant)) {
  400. this->invalidWarning(node["Weapon"], "Size Fix unknown weapon %s, skipping.\n", weapon_name.c_str());
  401. return 0;
  402. }
  403. if (constant < W_FIST || constant > W_2HSTAFF) {
  404. this->invalidWarning(node["Weapon"], "Size Fix weapon %s is an invalid weapon, skipping.\n", weapon_name.c_str());
  405. return 0;
  406. }
  407. int weapon_id = static_cast<int>(constant);
  408. std::shared_ptr<s_sizefix_db> size = this->find(weapon_id);
  409. bool exists = size != nullptr;
  410. if (!exists)
  411. size = std::make_shared<s_sizefix_db>();
  412. if (this->nodeExists(node, "Small")) {
  413. uint16 small;
  414. if (!this->asUInt16(node, "Small", small))
  415. return 0;
  416. if (small > 100) {
  417. this->invalidWarning(node["Small"], "Small Size Fix %d for %s is out of bounds, defaulting to 100.\n", small, weapon_name.c_str());
  418. small = 100;
  419. }
  420. size->small = small;
  421. } else {
  422. if (!exists)
  423. size->small = 100;
  424. }
  425. if (this->nodeExists(node, "Medium")) {
  426. uint16 medium;
  427. if (!this->asUInt16(node, "Medium", medium))
  428. return 0;
  429. if (medium > 100) {
  430. this->invalidWarning(node["Medium"], "Medium Size Fix %d for %s is out of bounds, defaulting to 100.\n", medium, weapon_name.c_str());
  431. medium = 100;
  432. }
  433. size->medium = medium;
  434. } else {
  435. if (!exists)
  436. size->medium = 100;
  437. }
  438. if (this->nodeExists(node, "Large")) {
  439. uint16 large;
  440. if (!this->asUInt16(node, "Large", large))
  441. return 0;
  442. if (large > 100) {
  443. this->invalidWarning(node["Large"], "Large Size Fix %d for %s is out of bounds, defaulting to 100.\n", large, weapon_name.c_str());
  444. large = 100;
  445. }
  446. size->large = large;
  447. } else {
  448. if (!exists)
  449. size->large = 100;
  450. }
  451. if (!exists)
  452. this->put(weapon_id, size);
  453. return 1;
  454. }
  455. SizeFixDatabase size_fix_db;
  456. const std::string EnchantgradeDatabase::getDefaultLocation(){
  457. return std::string(db_path) + "/enchantgrade.yml";
  458. }
  459. uint64 EnchantgradeDatabase::parseBodyNode( const ryml::NodeRef& node ){
  460. if( !this->nodesExist( node, { "Type", "Levels" } ) ){
  461. return 0;
  462. }
  463. std::string itemtype_constant;
  464. if( !this->asString( node, "Type", itemtype_constant ) ){
  465. return 0;
  466. }
  467. int64 constant_value;
  468. if( !script_get_constant( ( "IT_" + itemtype_constant ).c_str(), &constant_value ) ){
  469. this->invalidWarning( node["Type"], "Unknown item type \"%s\".\n", itemtype_constant.c_str() );
  470. return 0;
  471. }
  472. uint16 itemtype = static_cast<uint16>( constant_value );
  473. uint16 itemtype_maxlevel;
  474. if( itemtype == IT_WEAPON ){
  475. itemtype_maxlevel = MAX_WEAPON_LEVEL;
  476. }else if( itemtype == IT_ARMOR ){
  477. itemtype_maxlevel = MAX_ARMOR_LEVEL;
  478. }else{
  479. this->invalidWarning( node["Type"], "Item type \"%s\" is not supported.\n", itemtype_constant.c_str() );
  480. return 0;
  481. }
  482. std::shared_ptr<s_enchantgrade> enchantgrade = this->find( itemtype );
  483. bool exists = enchantgrade != nullptr;
  484. if( !exists ){
  485. enchantgrade = std::make_shared<s_enchantgrade>();
  486. enchantgrade->itemtype = itemtype;
  487. }
  488. for( const ryml::NodeRef& levelNode : node["Levels"] ){
  489. if( !this->nodesExist( levelNode, { "Level", "Grades" } ) ){
  490. return 0;
  491. }
  492. uint16 level;
  493. if( !this->asUInt16( levelNode, "Level", level ) ){
  494. return 0;
  495. }
  496. if( level == 0 || level > itemtype_maxlevel ){
  497. this->invalidWarning( levelNode["Level"], "Level %hu is invalid for item type %s[1~%hu].\n", level, itemtype_constant.c_str(), itemtype_maxlevel );
  498. return 0;
  499. }
  500. std::map<e_enchantgrade, std::shared_ptr<s_enchantgradelevel>>& grades = enchantgrade->levels[level];
  501. for( const ryml::NodeRef& gradeNode : levelNode["Grades"] ){
  502. std::string gradeConstant;
  503. if( !this->asString( gradeNode, "Grade", gradeConstant ) ){
  504. return 0;
  505. }
  506. if( !script_get_constant( ( "ENCHANTGRADE_" + gradeConstant ).c_str(), &constant_value ) ){
  507. this->invalidWarning( node["Grade"], "Unknown grade \"%s\".\n", gradeConstant.c_str() );
  508. return 0;
  509. }
  510. if( constant_value >= MAX_ENCHANTGRADE ){
  511. this->invalidWarning( gradeNode["Grade"], "Grade %" PRId64 " is too high. Maximum: %hu.\n", constant_value, MAX_ENCHANTGRADE - 1 );
  512. return 0;
  513. }
  514. e_enchantgrade gradeLevel = (e_enchantgrade)constant_value;
  515. std::shared_ptr<s_enchantgradelevel> grade = util::map_find( grades, gradeLevel );
  516. bool gradeExists = grade != nullptr;
  517. if( !gradeExists ){
  518. if( !this->nodesExist( gradeNode, { "Chances", "Options" } ) ){
  519. return 0;
  520. }
  521. grade = std::make_shared<s_enchantgradelevel>();
  522. grade->grade = gradeLevel;
  523. for( int i = 0; i < ARRAYLENGTH( grade->chances ); i++ ){
  524. grade->chances[i] = 0;
  525. }
  526. }
  527. if( this->nodeExists( gradeNode, "Chances" ) ){
  528. for( const ryml::NodeRef& chanceNode : gradeNode["Chances"] ){
  529. uint16 refine;
  530. if( !this->asUInt16( chanceNode, "Refine", refine ) ){
  531. return 0;
  532. }
  533. if( refine > MAX_REFINE ){
  534. this->invalidWarning( chanceNode["Refine"], "Refine %hu is too high. Maximum: %hu.\n", refine, MAX_REFINE );
  535. return 0;
  536. }
  537. uint16 chance;
  538. if( !this->asUInt16Rate( chanceNode, "Chance", chance ) ){
  539. return 0;
  540. }
  541. grade->chances[refine] = chance;
  542. }
  543. }
  544. if( this->nodeExists( gradeNode, "Bonus" ) ){
  545. uint16 bonus;
  546. if( !this->asUInt16( gradeNode, "Bonus", bonus ) ){
  547. return 0;
  548. }
  549. grade->bonus = bonus;
  550. }else{
  551. if( !gradeExists ){
  552. grade->bonus = 0;
  553. }
  554. }
  555. if( this->nodeExists( gradeNode, "AnnounceSuccess" ) ){
  556. bool announce;
  557. if( !this->asBool( gradeNode, "AnnounceSuccess", announce ) ){
  558. return 0;
  559. }
  560. grade->announceSuccess = announce;
  561. }else{
  562. if( !gradeExists ){
  563. grade->announceSuccess = true;
  564. }
  565. }
  566. if( this->nodeExists( gradeNode, "AnnounceFail" ) ){
  567. bool announce;
  568. if( !this->asBool( gradeNode, "AnnounceFail", announce) ){
  569. return 0;
  570. }
  571. grade->announceFail = announce;
  572. }else{
  573. if( !gradeExists ){
  574. grade->announceFail = false;
  575. }
  576. }
  577. if( this->nodeExists( gradeNode, "Announce" ) ){
  578. bool announce;
  579. if( !this->asBool( gradeNode, "Announce", announce ) ){
  580. return 0;
  581. }
  582. grade->announceSuccess = announce;
  583. grade->announceFail = announce;
  584. }
  585. if( this->nodeExists( gradeNode, "Catalyst") ){
  586. const ryml::NodeRef& catalystNode = gradeNode["Catalyst"];
  587. if( this->nodeExists( catalystNode, "Item" ) ){
  588. std::string itemName;
  589. if( !this->asString( catalystNode, "Item", itemName ) ){
  590. return 0;
  591. }
  592. std::shared_ptr<item_data> id = item_db.search_aegisname( itemName.c_str() );
  593. if( id == nullptr ){
  594. this->invalidWarning( catalystNode["Item"], "Unknown item \"%s\".\n", itemName.c_str() );
  595. return 0;
  596. }
  597. grade->catalyst.item = id->nameid;
  598. }else{
  599. if( !gradeExists ){
  600. grade->catalyst.item = 0;
  601. }
  602. }
  603. if( this->nodeExists( catalystNode, "AmountPerStep" ) ){
  604. uint16 amountPerStep;
  605. if( !this->asUInt16( catalystNode, "AmountPerStep", amountPerStep ) ){
  606. return 0;
  607. }
  608. grade->catalyst.amountPerStep = amountPerStep;
  609. }else{
  610. if( !gradeExists ){
  611. grade->catalyst.amountPerStep = 0;
  612. }
  613. }
  614. if( this->nodeExists( catalystNode, "MaximumSteps" ) ){
  615. uint16 maximumSteps;
  616. if( !this->asUInt16( catalystNode, "MaximumSteps", maximumSteps ) ){
  617. return 0;
  618. }
  619. grade->catalyst.maximumSteps = maximumSteps;
  620. }else{
  621. if( !gradeExists ){
  622. grade->catalyst.maximumSteps = 0;
  623. }
  624. }
  625. if( this->nodeExists( catalystNode, "ChanceIncrease" ) ){
  626. uint16 chanceIncrease;
  627. if( !this->asUInt16Rate( catalystNode, "ChanceIncrease", chanceIncrease ) ){
  628. return 0;
  629. }
  630. grade->catalyst.chanceIncrease = chanceIncrease;
  631. }else{
  632. if( !gradeExists ){
  633. grade->catalyst.chanceIncrease = 0;
  634. }
  635. }
  636. }else{
  637. if( !gradeExists ){
  638. grade->catalyst.item = 0;
  639. grade->catalyst.amountPerStep = 0;
  640. grade->catalyst.maximumSteps = 0;
  641. grade->catalyst.chanceIncrease = 0;
  642. }
  643. }
  644. if( this->nodeExists( gradeNode, "Options" ) ){
  645. for( const ryml::NodeRef& optionNode : gradeNode["Options"] ){
  646. uint16 optionIndex;
  647. if( !this->asUInt16( optionNode, "Option", optionIndex ) ){
  648. return 0;
  649. }
  650. std::shared_ptr<s_enchantgradeoption> option = util::map_find( grade->options, optionIndex );
  651. bool optionExists = option != nullptr;
  652. if( !optionExists ){
  653. option = std::make_shared<s_enchantgradeoption>();
  654. option->id = optionIndex;
  655. }
  656. if( this->nodeExists( optionNode, "Amount" ) ){
  657. uint16 amount;
  658. if( !this->asUInt16( optionNode, "Amount", amount ) ){
  659. return 0;
  660. }
  661. if( amount > MAX_AMOUNT ){
  662. this->invalidWarning( optionNode["Amount"], "Amount %hu is too high, capping to %hu...\n", amount, MAX_AMOUNT );
  663. amount = MAX_AMOUNT;
  664. }
  665. if( amount == 0 ){
  666. if( grade->options.erase( optionIndex ) > 0 ){
  667. continue;
  668. }else{
  669. this->invalidWarning( optionNode["Amount"], "Trying to remove invalid option %hu...\n", optionIndex );
  670. return 0;
  671. }
  672. }
  673. option->amount = amount;
  674. }else{
  675. if( !optionExists ){
  676. option->amount = 1;
  677. }
  678. }
  679. if( this->nodeExists( optionNode, "Item" ) ){
  680. std::string itemName;
  681. if( !this->asString( optionNode, "Item", itemName ) ){
  682. return 0;
  683. }
  684. std::shared_ptr<item_data> id = item_db.search_aegisname( itemName.c_str() );
  685. if( id == nullptr ){
  686. this->invalidWarning( optionNode["Item"], "Unknown item \"%s\".\n", itemName.c_str() );
  687. return 0;
  688. }
  689. option->item = id->nameid;
  690. }else{
  691. if( !optionExists ){
  692. option->item = 0;
  693. }
  694. }
  695. if( this->nodeExists( optionNode, "Zeny" ) ){
  696. uint32 zeny;
  697. if( !this->asUInt32( optionNode, "Zeny", zeny ) ){
  698. return 0;
  699. }
  700. option->zeny = zeny;
  701. }else{
  702. if( !optionExists ){
  703. option->zeny = 0;
  704. }
  705. }
  706. if( this->nodeExists( optionNode, "BreakingRate" ) ){
  707. uint16 breaking_rate;
  708. if( !this->asUInt16Rate( optionNode, "BreakingRate", breaking_rate ) ){
  709. return 0;
  710. }
  711. option->breaking_rate = breaking_rate;
  712. }else{
  713. if( !optionExists ){
  714. option->breaking_rate = 0;
  715. }
  716. }
  717. if( this->nodeExists( optionNode, "DowngradeAmount" ) ){
  718. uint16 downgrade_amount;
  719. if( !this->asUInt16( optionNode, "DowngradeAmount", downgrade_amount ) ){
  720. return 0;
  721. }
  722. if( downgrade_amount > MAX_REFINE ){
  723. this->invalidWarning( optionNode["DowngradeAmount"], "Downgrade amount %hu is invalid, skipping.\n", downgrade_amount );
  724. return 0;
  725. }
  726. option->downgrade_amount = downgrade_amount;
  727. }else{
  728. if( !optionExists ){
  729. option->downgrade_amount = 0;
  730. }
  731. }
  732. if( !optionExists ){
  733. grade->options[optionIndex] = option;
  734. }
  735. }
  736. }
  737. if( !gradeExists ){
  738. grades[gradeLevel] = grade;
  739. }
  740. }
  741. }
  742. if( !exists ){
  743. this->put( itemtype, enchantgrade );
  744. }
  745. return 1;
  746. }
  747. std::shared_ptr<s_enchantgradelevel> EnchantgradeDatabase::findCurrentLevelInfo( const struct item_data& data, struct item& item ){
  748. std::shared_ptr<s_enchantgrade> enchantgrade = enchantgrade_db.find( data.type );
  749. // Unsupported item type - no answer
  750. if( enchantgrade == nullptr ){
  751. return nullptr;
  752. }
  753. uint16 level = 0;
  754. if( data.type == IT_WEAPON ){
  755. level = data.weapon_level;
  756. }else if( data.type == IT_ARMOR ){
  757. level = data.armor_level;
  758. }
  759. const auto& enchantgradelevels = enchantgrade->levels.find( level );
  760. // Cannot upgrade this weapon or armor level - no answer
  761. if( enchantgradelevels == enchantgrade->levels.end() ){
  762. return nullptr;
  763. }
  764. return util::map_find( enchantgradelevels->second, (e_enchantgrade)( item.enchantgrade - 1 ) );
  765. }
  766. void EnchantgradeDatabase::loadingFinished(){
  767. for( const auto& it_itemTypes : *this ){
  768. for( const auto& it_itemLevels : it_itemTypes.second->levels ){
  769. for( const auto& it_enchantgrades : it_itemLevels.second ){
  770. std::shared_ptr<s_enchantgradelevel> enchantgradelevel = it_enchantgrades.second;
  771. if( enchantgradelevel->catalyst.amountPerStep == 0 ){
  772. enchantgradelevel->catalyst.item = 0;
  773. enchantgradelevel->catalyst.chanceIncrease = 0;
  774. enchantgradelevel->catalyst.maximumSteps = 0;
  775. }
  776. }
  777. }
  778. }
  779. TypesafeYamlDatabase::loadingFinished();
  780. }
  781. EnchantgradeDatabase enchantgrade_db;
  782. /**
  783. * Get icon ID of SC
  784. * @param type: SC type
  785. * @return EFST ID
  786. **/
  787. efst_type StatusDatabase::getIcon(sc_type type) {
  788. std::shared_ptr<s_status_change_db> status = status_db.find(type);
  789. return status ? status->icon : EFST_BLANK;
  790. }
  791. /**
  792. * Get flag of SC (SCB value) for status_calc_ flag
  793. * @param type: SC type
  794. * @return cal_flag: Calc value
  795. **/
  796. std::bitset<SCB_MAX> StatusDatabase::getCalcFlag(sc_type type) {
  797. std::shared_ptr<s_status_change_db> status = status_db.find(type);
  798. return status ? status->calc_flag : std::bitset<SCB_MAX> {};
  799. }
  800. /**
  801. * Get SC's EndOnStart list
  802. * @param sc: SC type
  803. * @return End list
  804. **/
  805. std::vector<sc_type> StatusDatabase::getEndOnStart(sc_type type) {
  806. std::shared_ptr<s_status_change_db> status = status_db.find(type);
  807. return status ? status->endonstart : std::vector<sc_type> {};
  808. }
  809. /**
  810. * Get BL type to display proper effect
  811. * @param efst: EFST type
  812. * @return BL types
  813. **/
  814. uint16 status_efst_get_bl_type(enum efst_type efst) {
  815. if (efst <= EFST_BLANK || efst >= EFST_MAX)
  816. return BL_PC;
  817. return status_db.StatusRelevantBLTypes[efst];
  818. }
  819. /**
  820. * Returns the FIRST skill (in order of definition in initChangeTables) to use a given status change.
  821. * Utilized for various duration lookups. Use with caution!
  822. * @param sc The status to look up
  823. * @return A skill associated with the status
  824. **/
  825. uint16 StatusDatabase::getSkill(sc_type type) {
  826. std::shared_ptr<s_status_change_db> status = status_db.find(type);
  827. return status ? status->skill_id : 0;
  828. }
  829. /**
  830. * Returns if a status change flag is active or not for a SC.
  831. * @param sc: Status changes active on target
  832. * @param flag: Flag to check for
  833. * @return True if flag is set or false otherwise
  834. */
  835. bool StatusDatabase::hasSCF(status_change *sc, e_status_change_flag flag) {
  836. if (sc == nullptr || sc->count == 0 || flag == SCF_NONE)
  837. return false;
  838. for (const auto &status_it : *this) {
  839. std::shared_ptr<s_status_change_db> status = status_it.second;
  840. if (sc->getSCE(status->type) && status->flag[flag])
  841. return true;
  842. }
  843. return false;
  844. }
  845. /**
  846. * Returns the SCB_BATTLE constant.
  847. * return SCB_BATTLE
  848. */
  849. std::bitset<SCB_MAX> StatusDatabase::getSCB_BATTLE() {
  850. return this->SCB_BATTLE;
  851. }
  852. /**
  853. * Returns the SCB_ALL constant.
  854. * @return SCB_ALL
  855. */
  856. std::bitset<SCB_MAX> StatusDatabase::getSCB_ALL() {
  857. return this->SCB_ALL;
  858. }
  859. /**
  860. * Removes statuses from skills that aren't part of the new class skill tree.
  861. * @param sd: Player data
  862. */
  863. void StatusDatabase::changeSkillTree(map_session_data *sd, int32 class_) {
  864. if (sd == nullptr)
  865. return;
  866. std::shared_ptr<s_skill_tree> tree = skill_tree_db.find(class_ > 0 ? class_ : sd->status.class_);
  867. if (tree == nullptr)
  868. return;
  869. for (const auto &it : tree->skills) {
  870. uint16 skill_id = it.first;
  871. sc_type sc = skill_get_sc(skill_id);
  872. if (sc > SC_COMMON_MAX && sc < SC_MAX && sd->sc.getSCE(sc))
  873. status_change_end(&sd->bl, sc);
  874. }
  875. }
  876. /**
  877. * Validates if type is in SC ranges
  878. * @param type: SC type
  879. * @return True if type is in range, false otherwise
  880. */
  881. bool StatusDatabase::validateStatus(sc_type type) {
  882. if (type > SC_NONE && type < SC_MAX)
  883. return true;
  884. return false;
  885. }
  886. /**
  887. * Removes a status based on the provided flag(s).
  888. * @param bl: Target to remove status from
  889. * @param flag: List of flags to check for removing
  890. */
  891. void StatusDatabase::removeByStatusFlag(block_list *bl, std::vector<e_status_change_flag> flag) {
  892. if (bl == nullptr || flag.empty())
  893. return;
  894. status_change *sc = status_get_sc(bl);
  895. if (sc == nullptr || sc->count == 0)
  896. return;
  897. for (const auto &status_it : *this) {
  898. std::shared_ptr<s_status_change_db> status = status_it.second;
  899. sc_type type = status->type;
  900. if (sc->getSCE(type)) {
  901. for (const auto &flag_it : flag) {
  902. if (status->flag[flag_it])
  903. status_change_end(bl, type);
  904. }
  905. }
  906. }
  907. }
  908. /**
  909. * Accessor for a status_change_entry in a status_change
  910. */
  911. status_change_entry * status_change::getSCE(enum sc_type type) {
  912. // TODO: bounds check
  913. if (type == lastStatus.first)
  914. return lastStatus.second;
  915. lastStatus = {type, data[type]};
  916. return lastStatus.second;
  917. }
  918. status_change_entry * status_change::getSCE(uint32 type) {
  919. return getSCE(static_cast<sc_type>(type));
  920. }
  921. status_change_entry * status_change::createSCE(enum sc_type type) {
  922. data[type] = ers_alloc(sc_data_ers, struct status_change_entry);
  923. lastStatus = {type, data[type]};
  924. return data[type];
  925. }
  926. /**
  927. * free the sce, then clear it
  928. */
  929. void status_change::deleteSCE(enum sc_type type) {
  930. ers_free(sc_data_ers, data[type]);
  931. data[type] = nullptr;
  932. lastStatus = {type, data[type]};
  933. }
  934. /**
  935. * For when we only want to clear the sce without freeing.
  936. */
  937. void status_change::clearSCE(enum sc_type type) {
  938. data[type] = nullptr;
  939. lastStatus = {type, data[type]};
  940. }
  941. /** Creates dummy status */
  942. static void initDummyData(void) {
  943. memset(&dummy_status, 0, sizeof(dummy_status));
  944. dummy_status.hp =
  945. dummy_status.max_hp =
  946. dummy_status.max_sp =
  947. dummy_status.str =
  948. dummy_status.agi =
  949. dummy_status.vit =
  950. dummy_status.int_ =
  951. dummy_status.dex =
  952. dummy_status.luk =
  953. dummy_status.hit = 1;
  954. dummy_status.speed = 2000;
  955. dummy_status.adelay = 4000;
  956. dummy_status.amotion = 2000;
  957. dummy_status.dmotion = 2000;
  958. dummy_status.ele_lv = 1; // Min elemental level.
  959. dummy_status.mode = MD_CANMOVE;
  960. }
  961. /**
  962. * For copying a status_data structure from b to a, without overwriting current Hp, Sp, and Ap.
  963. * @param a: Status data structure to copy from
  964. * @param b: Status data structure to copy to
  965. */
  966. static inline void status_cpy(struct status_data* a, const struct status_data* b)
  967. {
  968. memcpy((void*)&a->max_hp, (const void*)&b->max_hp, sizeof(struct status_data)-(sizeof(a->hp)+sizeof(a->sp)+sizeof(a->ap)));
  969. }
  970. /**
  971. * Sets HP to a given value
  972. * Will always succeed (overrides heal impediment statuses) but can't kill an object
  973. * @param bl: Object whose HP will be set [PC|MOB|HOM|MER|ELEM|NPC]
  974. * @param hp: What the HP is to be set as
  975. * @param flag: Used in case final value is higher than current
  976. * Use 2 to display healing effect
  977. * @return heal or zapped HP if valid
  978. */
  979. int status_set_hp(struct block_list *bl, unsigned int hp, int flag)
  980. {
  981. struct status_data *status;
  982. if (hp < 1)
  983. return 0;
  984. status = status_get_status_data(bl);
  985. if (status == &dummy_status)
  986. return 0;
  987. if (hp > status->max_hp)
  988. hp = status->max_hp;
  989. if (hp == status->hp)
  990. return 0;
  991. if (hp > status->hp)
  992. return status_heal(bl, hp - status->hp, 0, 1|flag);
  993. return status_zap(bl, status->hp - hp, 0);
  994. }
  995. /**
  996. * Sets Max HP to a given value
  997. * @param bl: Object whose Max HP will be set [PC|MOB|HOM|MER|ELEM|NPC]
  998. * @param maxhp: What the Max HP is to be set as
  999. * @param flag: Used in case final value is higher than current
  1000. * Use 2 to display healing effect
  1001. * @return heal or zapped HP if valid
  1002. */
  1003. int status_set_maxhp(struct block_list *bl, unsigned int maxhp, int flag)
  1004. {
  1005. struct status_data *status;
  1006. int64 heal;
  1007. if (maxhp < 1)
  1008. return 0;
  1009. status = status_get_status_data(bl);
  1010. if (status == &dummy_status)
  1011. return 0;
  1012. if (maxhp == status->max_hp)
  1013. return 0;
  1014. heal = maxhp - status->max_hp;
  1015. status->max_hp = maxhp;
  1016. if (heal > 0)
  1017. status_heal(bl, heal, 0, 1|flag);
  1018. else
  1019. status_zap(bl, -heal, 0);
  1020. return maxhp;
  1021. }
  1022. /**
  1023. * Sets SP to a given value
  1024. * @param bl: Object whose SP will be set [PC|HOM|MER|ELEM]
  1025. * @param sp: What the SP is to be set as
  1026. * @param flag: Used in case final value is higher than current
  1027. * Use 2 to display healing effect
  1028. * @return heal or zapped SP if valid
  1029. */
  1030. int status_set_sp(struct block_list *bl, unsigned int sp, int flag)
  1031. {
  1032. struct status_data *status;
  1033. status = status_get_status_data(bl);
  1034. if (status == &dummy_status)
  1035. return 0;
  1036. if (sp > status->max_sp)
  1037. sp = status->max_sp;
  1038. if (sp == status->sp)
  1039. return 0;
  1040. if (sp > status->sp)
  1041. return status_heal(bl, 0, sp - status->sp, 1|flag);
  1042. return status_zap(bl, 0, status->sp - sp);
  1043. }
  1044. /**
  1045. * Sets Max SP to a given value
  1046. * @param bl: Object whose Max SP will be set [PC|HOM|MER|ELEM]
  1047. * @param maxsp: What the Max SP is to be set as
  1048. * @param flag: Used in case final value is higher than current
  1049. * Use 2 to display healing effect
  1050. * @return heal or zapped HP if valid
  1051. */
  1052. int status_set_maxsp(struct block_list *bl, unsigned int maxsp, int flag)
  1053. {
  1054. struct status_data *status;
  1055. if (maxsp < 1)
  1056. return 0;
  1057. status = status_get_status_data(bl);
  1058. if (status == &dummy_status)
  1059. return 0;
  1060. if (maxsp == status->max_sp)
  1061. return 0;
  1062. if (maxsp > status->max_sp)
  1063. status_heal(bl, maxsp - status->max_sp, 0, 1|flag);
  1064. else
  1065. status_zap(bl, status->max_sp - maxsp, 0);
  1066. status->max_sp = maxsp;
  1067. return maxsp;
  1068. }
  1069. /**
  1070. * Sets AP to a given value
  1071. * @param bl: Object whose AP will be set [PC|HOM|MER|ELEM]
  1072. * @param ap: What the AP is to be set as
  1073. * @param flag: Used in case final value is higher than current
  1074. * Use 2 to display healing effect
  1075. * @return heal or zapped AP if valid
  1076. */
  1077. int status_set_ap(struct block_list *bl, unsigned int ap, int flag)
  1078. {
  1079. status_data *status = status_get_status_data(bl);
  1080. if (status == &dummy_status)
  1081. return 0;
  1082. if (ap > status->max_ap)
  1083. ap = status->max_ap;
  1084. if (ap == status->ap)
  1085. return 0;
  1086. if (ap > status->ap)
  1087. return status_heal(bl, 0, 0, ap - status->ap, 1 | flag);
  1088. return status_zap(bl, 0, 0, status->ap - ap);
  1089. }
  1090. /**
  1091. * Sets Max AP to a given value
  1092. * @param bl: Object whose Max AP will be set [PC|HOM|MER|ELEM]
  1093. * @param maxap: What the Max AP is to be set as
  1094. * @param flag: Used in case final value is higher than current
  1095. * Use 2 to display healing effect
  1096. * @return heal or zapped AP if valid
  1097. */
  1098. int status_set_maxap(struct block_list *bl, unsigned int maxap, int flag)
  1099. {
  1100. if (maxap < 1)
  1101. return 0;
  1102. status_data *status = status_get_status_data(bl);
  1103. if (status == &dummy_status)
  1104. return 0;
  1105. if (maxap == status->max_ap)
  1106. return 0;
  1107. if (maxap > status->max_ap)
  1108. status_heal(bl, 0, 0, maxap - status->max_ap, 1 | flag);
  1109. else
  1110. status_zap(bl, 0, 0, status->max_ap - maxap);
  1111. status->max_ap = maxap;
  1112. return maxap;
  1113. }
  1114. /**
  1115. * Takes HP/SP from an Object
  1116. * @param bl: Object who will have HP/SP taken [PC|MOB|HOM|MER|ELEM]
  1117. * @param hp: How much HP to charge
  1118. * @param sp: How much SP to charge
  1119. * @return hp+sp through status_damage()
  1120. * Note: HP/SP are integer values, not percentages. Values should be
  1121. * calculated either within function call or before
  1122. */
  1123. int64 status_charge(struct block_list* bl, int64 hp, int64 sp)
  1124. {
  1125. if(!(bl->type&BL_CONSUME))
  1126. return (int)hp+sp; // Assume all was charged so there are no 'not enough' fails.
  1127. return status_damage(NULL, bl, hp, sp, 0, 3, 0);
  1128. }
  1129. /**
  1130. * Inflicts damage on the target with the according walkdelay.
  1131. * @param src: Source object giving damage [PC|MOB|PET|HOM|MER|ELEM]
  1132. * @param target: Target of the damage
  1133. * @param dhp: How much damage to HP
  1134. * @param dsp: How much damage to SP
  1135. * @param dap: How much damage to AP
  1136. * @param walkdelay: Amount of time before object can walk again
  1137. * @param flag: Damage flag decides various options
  1138. * flag&1: Passive damage - Does not trigger cancelling status changes
  1139. * flag&2: Fail if there is not enough to subtract
  1140. * flag&4: Mob does not give EXP/Loot if killed
  1141. * flag&8: Used to damage SP of a dead character
  1142. * @return hp+sp+ap
  1143. * Note: HP/SP/AP are integer values, not percentages. Values should be
  1144. * calculated either within function call or before
  1145. */
  1146. 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)
  1147. {
  1148. struct status_data *status;
  1149. status_change *sc;
  1150. int hp = (int)cap_value(dhp,INT_MIN,INT_MAX);
  1151. int sp = (int)cap_value(dsp,INT_MIN,INT_MAX);
  1152. int ap = (int)cap_value(dap,INT_MIN,INT_MAX);
  1153. nullpo_ret(target);
  1154. if(sp && !(target->type&BL_CONSUME))
  1155. sp = 0; // Not a valid SP target.
  1156. if (ap && !(target->type&BL_CONSUME))
  1157. ap = 0; // Not a valid AP target.
  1158. if (hp < 0) { // Assume absorbed damage.
  1159. status_heal(target, -hp, 0, 1);
  1160. hp = 0;
  1161. }
  1162. if (sp < 0) {
  1163. status_heal(target, 0, -sp, 1);
  1164. sp = 0;
  1165. }
  1166. if (ap < 0) {
  1167. status_heal(target, 0, 0, -ap, 1);
  1168. ap = 0;
  1169. }
  1170. if (target->type == BL_SKILL) {
  1171. if (!src || src->type&battle_config.can_damage_skill)
  1172. return (int)skill_unit_ondamaged((struct skill_unit *)target, hp);
  1173. return 0;
  1174. }
  1175. status = status_get_status_data(target);
  1176. if(!status || status == &dummy_status )
  1177. return 0;
  1178. if ((unsigned int)hp >= status->hp) {
  1179. if (flag&2) return 0;
  1180. hp = status->hp;
  1181. }
  1182. if ((unsigned int)sp > status->sp) {
  1183. if (flag&2) return 0;
  1184. sp = status->sp;
  1185. }
  1186. if ((unsigned int)ap > status->ap) {
  1187. if (flag & 2) return 0;
  1188. ap = status->ap;
  1189. }
  1190. if (!hp && !sp && !ap)
  1191. return 0;
  1192. if( !status->hp )
  1193. flag |= 8;
  1194. sc = status_get_sc(target);
  1195. if( hp && battle_config.invincible_nodamage && src && sc && sc->getSCE(SC_INVINCIBLE) && !sc->getSCE(SC_INVINCIBLEOFF) )
  1196. hp = 1;
  1197. if( hp && !(flag&1) ) {
  1198. if( sc ) {
  1199. struct status_change_entry *sce;
  1200. for (const auto &it : status_db) {
  1201. sc_type type = static_cast<sc_type>(it.first);
  1202. if (sc->getSCE(type) && it.second->flag[SCF_REMOVEONDAMAGED]) {
  1203. // 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).
  1204. // !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.
  1205. if (sc->opt1 > OPT1_NONE && sc->lastEffectTimer == INVALID_TIMER) {
  1206. sc->lastEffectTimer = add_timer(gettick() + 10, status_clear_lastEffect_timer, target->id, 0);
  1207. sc->lastEffect = type;
  1208. }
  1209. status_change_end(target, type);
  1210. }
  1211. }
  1212. if ((sce=sc->getSCE(SC_ENDURE)) && !sce->val4) {
  1213. /** [Skotlex]
  1214. * Endure count is only reduced by non-players on non-gvg maps.
  1215. * val4 signals infinite endure.
  1216. **/
  1217. if (src && src->type != BL_PC && !map_flag_gvg2(target->m) && !map_getmapflag(target->m, MF_BATTLEGROUND) && --(sce->val2) <= 0)
  1218. status_change_end(target, SC_ENDURE);
  1219. }
  1220. #ifndef RENEWAL
  1221. if ((sce=sc->getSCE(SC_GRAVITATION)) && sce->val3 == BCT_SELF) {
  1222. std::shared_ptr<s_skill_unit_group> sg = skill_id2group(sce->val4);
  1223. if (sg) {
  1224. skill_delunitgroup(sg);
  1225. sce->val4 = 0;
  1226. status_change_end(target, SC_GRAVITATION);
  1227. }
  1228. }
  1229. #endif
  1230. if(sc->getSCE(SC_DANCING) && hp > (status->max_hp / 4))
  1231. status_change_end(target, SC_DANCING);
  1232. if(sc->getSCE(SC_CLOAKINGEXCEED) && --(sc->getSCE(SC_CLOAKINGEXCEED)->val2) <= 0)
  1233. status_change_end(target, SC_CLOAKINGEXCEED);
  1234. if(sc->getSCE(SC_KAGEMUSYA) && --(sc->getSCE(SC_KAGEMUSYA)->val3) <= 0)
  1235. status_change_end(target, SC_KAGEMUSYA);
  1236. }
  1237. if (target->type == BL_PC)
  1238. pc_bonus_script_clear(BL_CAST(BL_PC,target),BSF_REM_ON_DAMAGED);
  1239. unit_skillcastcancel(target, 2);
  1240. }
  1241. status->hp-= hp;
  1242. status->sp-= sp;
  1243. status->ap-= ap;
  1244. if (sc && hp && status->hp) {
  1245. if (sc->getSCE(SC_AUTOBERSERK) &&
  1246. (!sc->getSCE(SC_PROVOKE) || !sc->getSCE(SC_PROVOKE)->val4) &&
  1247. status->hp < status->max_hp / 4)
  1248. sc_start4(src,target,SC_PROVOKE,100,10,0,0,1,0);
  1249. if (sc->getSCE(SC_BERSERK) && status->hp <= 100)
  1250. status_change_end(target, SC_BERSERK);
  1251. if( sc->getSCE(SC_RAISINGDRAGON) && status->hp <= 1000 )
  1252. status_change_end(target, SC_RAISINGDRAGON);
  1253. if (sc->getSCE(SC_SATURDAYNIGHTFEVER) && status->hp <= 100)
  1254. status_change_end(target, SC_SATURDAYNIGHTFEVER);
  1255. }
  1256. switch (target->type) {
  1257. case BL_PC: pc_damage((TBL_PC*)target,src,hp,sp,ap); break;
  1258. case BL_MOB: mob_damage((TBL_MOB*)target, src, hp); break;
  1259. case BL_HOM: hom_damage((TBL_HOM*)target); break;
  1260. case BL_MER: mercenary_heal((TBL_MER*)target,hp,sp); break;
  1261. case BL_ELEM: elemental_heal((TBL_ELEM*)target,hp,sp); break;
  1262. }
  1263. if( src && target->type == BL_PC && ((TBL_PC*)target)->disguise ) { // Stop walking when attacked in disguise to prevent walk-delay bug
  1264. unit_stop_walking( target, 1 );
  1265. }
  1266. if( status->hp || (flag&8) ) { // Still lives or has been dead before this damage.
  1267. if (walkdelay)
  1268. unit_set_walkdelay(target, gettick(), walkdelay, 0);
  1269. return (int)(hp+sp+ap);
  1270. }
  1271. status->hp = 0;
  1272. /** [Skotlex]
  1273. * NOTE: These dead functions should return:
  1274. * 0: Death cancelled, auto-revived.
  1275. * Non-zero: Standard death. Clear status, cancel move/attack, etc
  1276. * &2: Remove object from map.
  1277. * &4: Delete object from memory. (One time spawn mobs)
  1278. **/
  1279. switch (target->type) {
  1280. case BL_PC: flag = pc_dead((TBL_PC*)target,src); break;
  1281. case BL_MOB: flag = mob_dead((TBL_MOB*)target, src, flag&4?3:0); break;
  1282. case BL_HOM: flag = hom_dead((TBL_HOM*)target); break;
  1283. case BL_MER: flag = mercenary_dead((TBL_MER*)target); break;
  1284. case BL_ELEM: flag = elemental_dead((TBL_ELEM*)target); break;
  1285. default: // Unhandled case, do nothing to object.
  1286. flag = 0;
  1287. break;
  1288. }
  1289. if(!flag) // Death cancelled.
  1290. return (int)(hp+sp+ap);
  1291. // Normal death
  1292. if (battle_config.clear_unit_ondeath &&
  1293. battle_config.clear_unit_ondeath&target->type)
  1294. skill_clear_unitgroup(target);
  1295. if(target->type&BL_REGEN) { // Reset regen ticks.
  1296. struct regen_data *regen = status_get_regen_data(target);
  1297. if (regen) {
  1298. memset(&regen->tick, 0, sizeof(regen->tick));
  1299. if (regen->sregen)
  1300. memset(&regen->sregen->tick, 0, sizeof(regen->sregen->tick));
  1301. if (regen->ssregen)
  1302. memset(&regen->ssregen->tick, 0, sizeof(regen->ssregen->tick));
  1303. }
  1304. }
  1305. if( sc && sc->getSCE(SC_KAIZEL) && !map_flag_gvg2(target->m) ) { // flag&8 = disable Kaizel
  1306. int time = skill_get_time2(SL_KAIZEL,sc->getSCE(SC_KAIZEL)->val1);
  1307. // Look for Osiris Card's bonus effect on the character and revive 100% or revive normally
  1308. if ( target->type == BL_PC && BL_CAST(BL_PC,target)->special_state.restart_full_recover )
  1309. status_revive(target, 100, 100);
  1310. else
  1311. status_revive(target, sc->getSCE(SC_KAIZEL)->val2, 0);
  1312. status_change_clear(target,0);
  1313. clif_skill_nodamage(target,target,ALL_RESURRECTION,1,1);
  1314. sc_start(src,target,SC_KYRIE,100,10,time);
  1315. if( target->type == BL_MOB )
  1316. ((TBL_MOB*)target)->state.rebirth = 1;
  1317. return (int)(hp+sp+ap);
  1318. }
  1319. // Disable Ultimate Sacrifice on GVG maps
  1320. if (sc && sc->getSCE(SC_ULTIMATE_S) && !map_flag_gvg2(target->m)) {
  1321. status_revive(target, 100, 100);
  1322. status_change_clear(target, 0);
  1323. clif_skill_nodamage(target, target, ALL_RESURRECTION, 1, 1);
  1324. if (target->type == BL_MOB)
  1325. ((TBL_MOB*)target)->state.rebirth = 1;
  1326. return (int)(hp+sp+ap);
  1327. }
  1328. if (target->type == BL_MOB && sc && sc->getSCE(SC_REBIRTH) && !((TBL_MOB*) target)->state.rebirth) { // Ensure the monster has not already rebirthed before doing so.
  1329. status_revive(target, sc->getSCE(SC_REBIRTH)->val2, 0);
  1330. status_change_clear(target,0);
  1331. ((TBL_MOB*)target)->state.rebirth = 1;
  1332. return (int)(hp+sp+ap);
  1333. }
  1334. status_change_clear(target,0);
  1335. if(flag&4) // Delete from memory. (also invokes map removal code)
  1336. unit_free(target,CLR_DEAD);
  1337. else if(flag&2) // remove from map
  1338. unit_remove_map(target,CLR_DEAD);
  1339. else { // Some death states that would normally be handled by unit_remove_map
  1340. unit_stop_attack(target);
  1341. unit_stop_walking(target,1);
  1342. unit_skillcastcancel(target,0);
  1343. clif_clearunit_area(target,CLR_DEAD);
  1344. skill_unit_move(target,gettick(),4);
  1345. skill_cleartimerskill(target);
  1346. }
  1347. // Always run NPC scripts for players last
  1348. //FIXME those ain't always run if a player die if he was resurrect meanwhile
  1349. //cf SC_REBIRTH, SC_KAIZEL, pc_dead...
  1350. if(target->type == BL_PC) {
  1351. TBL_PC *sd = BL_CAST(BL_PC,target);
  1352. if( sd->bg_id ) {
  1353. std::shared_ptr<s_battleground_data> bg = util::umap_find(bg_team_db, sd->bg_id);
  1354. if( bg && !(bg->die_event.empty()) )
  1355. npc_event(sd, bg->die_event.c_str(), 0);
  1356. }
  1357. npc_script_event(sd,NPCE_DIE);
  1358. }
  1359. return (int)(hp+sp+ap);
  1360. }
  1361. /**
  1362. * Heals an object
  1363. * @param bl: Object to heal [PC|MOB|HOM|MER|ELEM]
  1364. * @param hhp: How much HP to heal
  1365. * @param hsp: How much SP to heal
  1366. * @param hap: How much AP to heal
  1367. * @param flag: Whether it's Forced(&1), gives HP/SP/AP(&2) heal effect,
  1368. * or gives HP(&4) heal effect with 0 heal
  1369. * Forced healing overrides heal impedement statuses (Berserk)
  1370. * @return hp+sp+ap
  1371. */
  1372. int status_heal(struct block_list *bl,int64 hhp,int64 hsp, int64 hap, int flag)
  1373. {
  1374. struct status_data *status;
  1375. status_change *sc;
  1376. int hp = (int)cap_value(hhp,INT_MIN,INT_MAX);
  1377. int sp = (int)cap_value(hsp,INT_MIN,INT_MAX);
  1378. int ap = (int)cap_value(hap,INT_MIN,INT_MAX);
  1379. status = status_get_status_data(bl);
  1380. if (status == &dummy_status || !status->hp)
  1381. return 0;
  1382. sc = status_get_sc(bl);
  1383. if (sc && !sc->count)
  1384. sc = NULL;
  1385. if (hp < 0) {
  1386. if (hp == INT_MIN) // -INT_MIN == INT_MIN in some architectures!
  1387. hp++;
  1388. status_damage(NULL, bl, -hp, 0, 0, 1, 0);
  1389. hp = 0;
  1390. }
  1391. if(hp) {
  1392. if( sc && (sc->getSCE(SC_BERSERK)) ) {
  1393. if( flag&1 )
  1394. flag &= ~2;
  1395. else
  1396. hp = 0;
  1397. }
  1398. if((unsigned int)hp > status->max_hp - status->hp)
  1399. hp = status->max_hp - status->hp;
  1400. }
  1401. if(sp < 0) {
  1402. if (sp == INT_MIN)
  1403. sp++;
  1404. status_damage(NULL, bl, 0, -sp, 0, 1, 0);
  1405. sp = 0;
  1406. }
  1407. if(sp) {
  1408. if((unsigned int)sp > status->max_sp - status->sp)
  1409. sp = status->max_sp - status->sp;
  1410. }
  1411. if (ap < 0) {
  1412. if (ap == INT_MIN)
  1413. ap++;
  1414. status_damage(nullptr, bl, 0, 0, -ap, 0, 1, 0);
  1415. ap = 0;
  1416. }
  1417. if (ap) {
  1418. if ((unsigned int)ap > status->max_ap - status->ap)
  1419. ap = status->max_ap - status->ap;
  1420. }
  1421. if(!ap && !sp && !hp && !(flag&4))
  1422. return 0;
  1423. status->hp += hp;
  1424. status->sp += sp;
  1425. status->ap += ap;
  1426. if(hp && sc &&
  1427. sc->getSCE(SC_AUTOBERSERK) &&
  1428. sc->getSCE(SC_PROVOKE) &&
  1429. sc->getSCE(SC_PROVOKE)->val4==1 &&
  1430. status->hp >= status->max_hp / 4
  1431. ) // End auto berserk.
  1432. status_change_end(bl, SC_PROVOKE);
  1433. // Send HP update to client
  1434. switch(bl->type) {
  1435. case BL_PC: pc_heal((TBL_PC*)bl,hp,sp,ap,flag); break;
  1436. case BL_MOB: mob_heal((TBL_MOB*)bl,hp); break;
  1437. case BL_HOM: hom_heal((TBL_HOM*)bl); break;
  1438. case BL_MER: mercenary_heal((TBL_MER*)bl,hp,sp); break;
  1439. case BL_ELEM: elemental_heal((TBL_ELEM*)bl,hp,sp); break;
  1440. }
  1441. return (int)hp+sp+ap;
  1442. }
  1443. /**
  1444. * Applies percentage based damage to a unit.
  1445. * If a mob is killed this way and there is no src, no EXP/Drops will be awarded.
  1446. * @param src: Object initiating HP/SP/AP modification [PC|MOB|PET|HOM|MER|ELEM]
  1447. * @param target: Object to modify HP/SP/AP
  1448. * @param hp_rate: Percentage of HP to modify. If > 0:percent is of current HP, if < 0:percent is of max HP
  1449. * @param sp_rate: Percentage of SP to modify. If > 0:percent is of current SP, if < 0:percent is of max SP
  1450. * @param ap_rate: Percentage of AP to modify. If > 0:percent is of current AP, if < 0:percent is of max AP
  1451. * @param flag: \n
  1452. * 0: Heal target \n
  1453. * 1: Use status_damage \n
  1454. * 2: Use status_damage and make sure target must not die from subtraction
  1455. * @return hp+sp+ap through status_heal()
  1456. */
  1457. int status_percent_change(struct block_list *src, struct block_list *target, int8 hp_rate, int8 sp_rate, int8 ap_rate, uint8 flag)
  1458. {
  1459. struct status_data *status;
  1460. unsigned int hp = 0, sp = 0, ap = 0;
  1461. status = status_get_status_data(target);
  1462. // It's safe now [MarkZD]
  1463. if (hp_rate > 99)
  1464. hp = status->hp;
  1465. else if (hp_rate > 0)
  1466. hp = apply_rate(status->hp, hp_rate);
  1467. else if (hp_rate < -99)
  1468. hp = status->max_hp;
  1469. else if (hp_rate < 0)
  1470. hp = (apply_rate(status->max_hp, -hp_rate));
  1471. if (hp_rate && !hp)
  1472. hp = 1;
  1473. if (flag == 2 && hp >= status->hp)
  1474. hp = status->hp-1; // Must not kill target.
  1475. if (sp_rate > 99)
  1476. sp = status->sp;
  1477. else if (sp_rate > 0)
  1478. sp = apply_rate(status->sp, sp_rate);
  1479. else if (sp_rate < -99)
  1480. sp = status->max_sp;
  1481. else if (sp_rate < 0)
  1482. sp = (apply_rate(status->max_sp, -sp_rate));
  1483. if (sp_rate && !sp)
  1484. sp = 1;
  1485. if (ap_rate > 99)
  1486. ap = status->ap;
  1487. else if (ap_rate > 0)
  1488. ap = apply_rate(status->ap, ap_rate);
  1489. else if (ap_rate < -99)
  1490. ap = status->max_ap;
  1491. else if (ap_rate < 0)
  1492. ap = (apply_rate(status->max_ap, -ap_rate));
  1493. if (ap_rate && !ap)
  1494. ap = 1;
  1495. // Ugly check in case damage dealt is too much for the received args of
  1496. // status_heal / status_damage. [Skotlex]
  1497. if (hp > INT_MAX) {
  1498. hp -= INT_MAX;
  1499. if (flag)
  1500. status_damage(src, target, INT_MAX, 0, 0, (!src||src==target?5:1), 0);
  1501. else
  1502. status_heal(target, INT_MAX, 0, 0);
  1503. }
  1504. if (sp > INT_MAX) {
  1505. sp -= INT_MAX;
  1506. if (flag)
  1507. status_damage(src, target, 0, INT_MAX, 0, (!src||src==target?5:1), 0);
  1508. else
  1509. status_heal(target, 0, INT_MAX, 0);
  1510. }
  1511. if (ap > INT_MAX) {
  1512. ap -= INT_MAX;
  1513. if (flag)
  1514. status_damage(src, target, 0, 0, INT_MAX, 0, (!src || src == target ? 5 : 1), 0);
  1515. else
  1516. status_heal(target, 0, 0, INT_MAX, 0);
  1517. }
  1518. if (flag)
  1519. return status_damage(src, target, hp, sp, ap, 0, (!src||src==target?5:1), 0);
  1520. return status_heal(target, hp, sp, ap, 0);
  1521. }
  1522. /**
  1523. * Revives a unit
  1524. * @param bl: Object to revive [PC|MOB|HOM]
  1525. * @param per_hp: Percentage of HP to revive with
  1526. * @param per_sp: Percentage of SP to revive with
  1527. * @param per_ap: Percentage of AP to revive with
  1528. * @return Successful (1) or Invalid target (0)
  1529. */
  1530. int status_revive(struct block_list *bl, unsigned char per_hp, unsigned char per_sp, unsigned char per_ap)
  1531. {
  1532. struct status_data *status;
  1533. unsigned int hp, sp, ap;
  1534. if (!status_isdead(bl)) return 0;
  1535. status = status_get_status_data(bl);
  1536. if (status == &dummy_status)
  1537. return 0; // Invalid target.
  1538. hp = (int64)status->max_hp * per_hp/100;
  1539. sp = (int64)status->max_sp * per_sp/100;
  1540. ap = (int64)status->max_ap * per_ap/100;
  1541. if(hp > status->max_hp - status->hp)
  1542. hp = status->max_hp - status->hp;
  1543. else if (per_hp && !hp)
  1544. hp = 1;
  1545. if(sp > status->max_sp - status->sp)
  1546. sp = status->max_sp - status->sp;
  1547. else if (per_sp && !sp)
  1548. sp = 1;
  1549. if (ap > status->max_ap - status->ap)
  1550. ap = status->max_ap - status->ap;
  1551. else if (per_ap && !ap)
  1552. ap = 1;
  1553. status->hp += hp;
  1554. status->sp += sp;
  1555. status->ap += ap;
  1556. if (bl->prev) // Animation only if character is already on a map.
  1557. clif_resurrection(bl, 1);
  1558. switch (bl->type) {
  1559. case BL_PC: pc_revive((TBL_PC*)bl, hp, sp, ap); break;
  1560. case BL_MOB: mob_revive((TBL_MOB*)bl, hp); break;
  1561. case BL_HOM: hom_revive((TBL_HOM*)bl, hp, sp); break;
  1562. }
  1563. return 1;
  1564. }
  1565. /**
  1566. * Checks whether the src can use the skill on the target,
  1567. * taking into account status/option of both source/target
  1568. * @param src: Object using skill on target [PC|MOB|PET|HOM|MER|ELEM]
  1569. src MAY be NULL to indicate we shouldn't check it, this is a ground-based skill attack
  1570. * @param target: Object being targeted by src [PC|MOB|HOM|MER|ELEM]
  1571. target MAY be NULL, which checks if src can cast skill_id on the ground
  1572. * @param skill_id: Skill ID being used on target
  1573. * @param flag: 0 - Trying to use skill on target
  1574. * 1 - Cast bar is done
  1575. * 2 - Skill already pulled off, check is due to ground-based skills or splash-damage ones
  1576. * @return src can use skill (1) or cannot use skill (0)
  1577. * @author [Skotlex]
  1578. */
  1579. bool status_check_skilluse(struct block_list *src, struct block_list *target, uint16 skill_id, int flag) {
  1580. struct status_data *status;
  1581. int hide_flag;
  1582. if (src) {
  1583. if (src->type != BL_PC && status_isdead(src))
  1584. return false;
  1585. status = status_get_status_data(src);
  1586. }else{
  1587. status = &dummy_status;
  1588. }
  1589. status_change *sc = status_get_sc(src);
  1590. status_change *tsc = status_get_sc(target);
  1591. if (!skill_id) { // Normal attack checks.
  1592. if (sc && sc->cant.attack)
  1593. return false;
  1594. // This mode is only needed for melee attacking.
  1595. if (!status_has_mode(status,MD_CANATTACK))
  1596. return false;
  1597. // Dead state is not checked for skills as some skills can be used
  1598. // on dead characters, said checks are left to skill.cpp [Skotlex]
  1599. if (target && status_isdead(target))
  1600. return false;
  1601. } else {
  1602. map_data *mapdata = map_getmapdata(src->m);
  1603. map_session_data *sd = (TBL_PC *)src;
  1604. if (mapdata != nullptr && mapdata->zone.isSkillDisabled(skill_id, src->type, (sd != nullptr) ? pc_get_group_level(sd) : 0 )) {
  1605. if (sd != nullptr)
  1606. clif_msg(sd, SKILL_CANT_USE_AREA); // This skill cannot be used within this area
  1607. return false;
  1608. }
  1609. }
  1610. switch( skill_id ) {
  1611. #ifndef RENEWAL
  1612. case PA_PRESSURE:
  1613. if( flag && tsc && tsc->option&OPTION_HIDE)
  1614. return false; // Gloria Avoids pretty much everything....
  1615. break;
  1616. #endif
  1617. case GN_WALLOFTHORN:
  1618. if( target && status_isdead(target) )
  1619. return false;
  1620. break;
  1621. case AL_TELEPORT:
  1622. case ALL_ODINS_POWER:
  1623. // Should fail when used on top of Land Protector [Skotlex]
  1624. if (src && map_getcell(src->m, src->x, src->y, CELL_CHKLANDPROTECTOR)
  1625. && !status_has_mode(status,MD_STATUSIMMUNE)
  1626. && (src->type != BL_PC || ((TBL_PC*)src)->skillitem != skill_id))
  1627. return false;
  1628. break;
  1629. case SC_MANHOLE:
  1630. // Skill is disabled against special racial grouped monsters(GvG and Battleground)
  1631. if (target && ( util::vector_exists(status_get_race2(target), RC2_GVG) || util::vector_exists(status_get_race2(target), RC2_BATTLEFIELD) ) )
  1632. return false;
  1633. default:
  1634. break;
  1635. }
  1636. if( sc && sc->count ) {
  1637. if (sc->getSCE(SC_ALL_RIDING))
  1638. return false; //You can't use skills while in the new mounts (The client doesn't let you, this is to make cheat-safe)
  1639. if (flag == 1 && !status_has_mode(status,MD_STATUSIMMUNE) && ( // Applies to after cast completion only and doesn't apply to Boss monsters.
  1640. (sc->getSCE(SC_ASH) && rnd()%2) || // Volcanic Ash has a 50% chance of causing skills to fail.
  1641. (sc->getSCE(SC_KYOMU) && rnd()%100 < 25) // Kyomu has a 25% chance of causing skills fail.
  1642. )) {
  1643. if (src->type == BL_PC)
  1644. clif_skill_fail((TBL_PC*)src,skill_id,USESKILL_FAIL_LEVEL,0);
  1645. return false;
  1646. }
  1647. 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
  1648. if (flag != 1) // Can't cast, casted stuff can't damage.
  1649. return false;
  1650. if (skill_get_casttype(skill_id) == CAST_DAMAGE)
  1651. return false; // Damage spells stop casting.
  1652. }
  1653. if (
  1654. (sc->getSCE(SC_TRICKDEAD) && skill_id != NV_TRICKDEAD)
  1655. || (sc->getSCE(SC_AUTOCOUNTER) && !flag && skill_id)
  1656. || (sc->getSCE(SC_GOSPEL) && sc->getSCE(SC_GOSPEL)->val4 == BCT_SELF && skill_id != PA_GOSPEL)
  1657. || (sc->getSCE(SC_SUHIDE) && skill_id != SU_HIDE)
  1658. )
  1659. return false;
  1660. if (sc->getSCE(SC_WINKCHARM) && target && !flag) { // Prevents skill usage
  1661. block_list *wink_target = map_id2bl(sc->getSCE(SC_WINKCHARM)->val2);
  1662. if (wink_target != nullptr) {
  1663. unit_data *wink_ud = unit_bl2ud(src);
  1664. if (wink_ud != nullptr && wink_ud->walktimer == INVALID_TIMER)
  1665. unit_walktobl(src, map_id2bl(sc->getSCE(SC_WINKCHARM)->val2), 3, 1);
  1666. clif_emotion(src, ET_THROB);
  1667. return false;
  1668. } else
  1669. status_change_end(src, SC_WINKCHARM);
  1670. }
  1671. if (sc->getSCE(SC_BLADESTOP)) {
  1672. switch (sc->getSCE(SC_BLADESTOP)->val1) {
  1673. case 5:
  1674. if (skill_id == MO_EXTREMITYFIST)
  1675. break;
  1676. [[fallthrough]];
  1677. case 4:
  1678. if (skill_id == MO_CHAINCOMBO)
  1679. break;
  1680. [[fallthrough]];
  1681. case 3:
  1682. if (skill_id == MO_INVESTIGATE)
  1683. break;
  1684. [[fallthrough]];
  1685. case 2:
  1686. if (skill_id == MO_FINGEROFFENSIVE)
  1687. break;
  1688. [[fallthrough]];
  1689. default:
  1690. return false;
  1691. }
  1692. }
  1693. if (sc->getSCE(SC_DANCING) && flag!=2) {
  1694. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  1695. if (!skill)
  1696. return false;
  1697. if (src->type == BL_PC && ((skill_id >= WA_SWING_DANCE && skill_id <= WM_UNLIMITED_HUMMING_VOICE ) ||
  1698. skill_id == WM_FRIGG_SONG))
  1699. { // Lvl 5 Lesson or higher allow you use 3rd job skills while dancing.
  1700. if( pc_checkskill((TBL_PC*)src,WM_LESSON) < 5 )
  1701. return false;
  1702. #ifndef RENEWAL
  1703. } else if(sc->getSCE(SC_LONGING)) { // Allow everything except dancing/re-dancing. [Skotlex]
  1704. if (skill_id == BD_ENCORE || skill->inf2[INF2_ISSONG] || skill->inf2[INF2_ISENSEMBLE])
  1705. return false;
  1706. #endif
  1707. } else if(!skill->inf2[INF2_ALLOWWHENPERFORMING]) // Skills that can be used in dancing state
  1708. return false;
  1709. #ifndef RENEWAL
  1710. if ((sc->getSCE(SC_DANCING)->val1&0xFFFF) == CG_HERMODE && skill_id == BD_ADAPTATION)
  1711. return false; // Can't amp out of Wand of Hermode :/ [Skotlex]
  1712. #endif
  1713. }
  1714. if (skill_id && // Do not block item-casted skills.
  1715. (src->type != BL_PC || ((TBL_PC*)src)->skillitem != skill_id)
  1716. ) { // Skills blocked through status changes...
  1717. if (!flag && ( // Blocked only from using the skill (stuff like autospell may still go through
  1718. ( sc->cant.cast && skill_id != RK_REFRESH && skill_id != SU_GROOMING && skill_id != SR_GENTLETOUCH_CURE ) ||
  1719. #ifndef RENEWAL
  1720. (sc->getSCE(SC_BASILICA) && (sc->getSCE(SC_BASILICA)->val4 != src->id || skill_id != HP_BASILICA)) || // Only Basilica caster that can cast, and only Basilica to cancel it
  1721. #endif
  1722. (sc->getSCE(SC_MARIONETTE) && skill_id != CG_MARIONETTE) || // Only skill you can use is marionette again to cancel it
  1723. (sc->getSCE(SC_MARIONETTE2) && skill_id == CG_MARIONETTE) || // Cannot use marionette if you are being buffed by another
  1724. (sc->getSCE(SC_ANKLE) && skill_block_check(src, SC_ANKLE, skill_id)) ||
  1725. (sc->getSCE(SC_STASIS) && skill_block_check(src, SC_STASIS, skill_id)) ||
  1726. (sc->getSCE(SC_BITE) && skill_block_check(src, SC_BITE, skill_id)) ||
  1727. (sc->getSCE(SC_NOVAEXPLOSING) && skill_block_check(src, SC_NOVAEXPLOSING, skill_id)) ||
  1728. (sc->getSCE(SC_GRAVITYCONTROL) && skill_block_check(src, SC_GRAVITYCONTROL, skill_id)) ||
  1729. (sc->getSCE(SC_KAGEHUMI) && skill_block_check(src, SC_KAGEHUMI, skill_id))
  1730. #ifdef RENEWAL
  1731. || (sc->getSCE(SC_ENSEMBLEFATIGUE) && skill_id != CG_SPECIALSINGER)
  1732. #endif
  1733. ))
  1734. return false;
  1735. // Skill blocking.
  1736. if (
  1737. (sc->getSCE(SC_VOLCANO) && skill_id == WZ_ICEWALL) ||
  1738. #ifndef RENEWAL
  1739. (sc->getSCE(SC_ROKISWEIL) && skill_id != BD_ADAPTATION) ||
  1740. #endif
  1741. (sc->getSCE(SC_HERMODE) && skill_get_inf(skill_id) & INF_SUPPORT_SKILL) ||
  1742. (sc->getSCE(SC_NOCHAT) && sc->getSCE(SC_NOCHAT)->val1&MANNER_NOSKILL)
  1743. )
  1744. return false;
  1745. }
  1746. if (sc->option) {
  1747. if ((sc->option&OPTION_HIDE) && src->type == BL_PC && (skill_id == 0 || !skill_get_inf2(skill_id, INF2_ALLOWWHENHIDDEN))) {
  1748. // Non players can use all skills while hidden.
  1749. return false;
  1750. }
  1751. if (sc->option&OPTION_CHASEWALK && skill_id != ST_CHASEWALK)
  1752. return false;
  1753. }
  1754. }
  1755. if (target == nullptr || target == src) // No further checking needed.
  1756. return true;
  1757. if (tsc && tsc->count) {
  1758. /**
  1759. * Attacks in invincible are capped to 1 damage and handled in battle.cpp.
  1760. * Allow spell break and eske for sealed shrine GDB when in INVINCIBLE state.
  1761. **/
  1762. if( tsc->getSCE(SC_INVINCIBLE) && !tsc->getSCE(SC_INVINCIBLEOFF) && skill_id && !(skill_id&(SA_SPELLBREAKER|SL_SKE)) )
  1763. return false;
  1764. if(!skill_id && tsc->getSCE(SC_TRICKDEAD))
  1765. return false;
  1766. if((skill_id == WZ_STORMGUST || skill_id == WZ_FROSTNOVA || skill_id == NJ_HYOUSYOURAKU || skill_id == NPC_STORMGUST2)
  1767. && tsc->getSCE(SC_FREEZE))
  1768. return false;
  1769. if(skill_id == PR_LEXAETERNA && (tsc->getSCE(SC_FREEZE) || tsc->getSCE(SC_STONE)))
  1770. return false;
  1771. if (tsc->getSCE(SC__MANHOLE) && !skill_get_inf2(skill_id, INF2_TARGETMANHOLE))
  1772. return false;
  1773. }
  1774. // If targetting, cloak+hide protect you, otherwise only hiding does.
  1775. hide_flag = flag?OPTION_HIDE:(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK);
  1776. // Skill that can hit hidden target
  1777. if( skill_get_inf2(skill_id, INF2_TARGETHIDDEN) )
  1778. hide_flag &= ~OPTION_HIDE;
  1779. switch( target->type ) {
  1780. case BL_PC: {
  1781. map_session_data *tsd = (TBL_PC*)target;
  1782. bool is_boss = (src && status_get_class_(src) == CLASS_BOSS);
  1783. bool is_detect = status_has_mode(status,MD_DETECTOR);
  1784. if (pc_isinvisible(tsd))
  1785. return false;
  1786. if (tsc) {
  1787. if ((tsc->option&hide_flag) && !is_boss && (tsd->special_state.perfect_hiding || !is_detect))
  1788. return false;
  1789. if ((tsc->getSCE(SC_CLOAKINGEXCEED) || tsc->getSCE(SC_NEWMOON)) && !is_boss && (tsd->special_state.perfect_hiding || is_detect))
  1790. return false; // Works against insect and demon but not against bosses
  1791. if (tsc->getSCE(SC__FEINTBOMB) && (is_boss || is_detect))
  1792. return false; // Works against all
  1793. if ((tsc->getSCE(SC_CAMOUFLAGE) || tsc->getSCE(SC_STEALTHFIELD) || tsc->getSCE(SC_SUHIDE)) && !(is_boss || is_detect) && (!skill_id || (!flag && src)))
  1794. return false; // Insect, demon, and boss can detect
  1795. }
  1796. }
  1797. break;
  1798. case BL_ITEM: // Allow targetting of items to pick'em up (or in the case of mobs, to loot them).
  1799. // !TODO: Would be nice if this could be used to judge whether the player can or not pick up the item it targets. [Skotlex]
  1800. if (status_has_mode(status,MD_LOOTER))
  1801. return true;
  1802. return false;
  1803. case BL_HOM:
  1804. case BL_MER:
  1805. case BL_ELEM:
  1806. 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 )
  1807. return false; // Can't use support skills on Homunculus (only Master/Self)
  1808. if( target->type == BL_MER && (skill_id == PR_ASPERSIO || (skill_id >= SA_FLAMELAUNCHER && skill_id <= SA_SEISMICWEAPON)) && battle_get_master(target) != src )
  1809. return false; // Can't use Weapon endow skills on Mercenary (only Master)
  1810. if( skill_id == AM_POTIONPITCHER && ( target->type == BL_MER || target->type == BL_ELEM) )
  1811. return false; // Can't use Potion Pitcher on Mercenaries
  1812. if (tsc && tsc->getSCE(SC_ELEMENTAL_VEIL) && !(src && status_get_class_(src) == CLASS_BOSS) && !status_has_mode(status, MD_DETECTOR))
  1813. return false;
  1814. [[fallthrough]];
  1815. default:
  1816. // Check for chase-walk/hiding/cloaking opponents.
  1817. if( tsc ) {
  1818. if( tsc->option&hide_flag && !status_has_mode(status,MD_DETECTOR))
  1819. return false;
  1820. }
  1821. }
  1822. return true;
  1823. }
  1824. /**
  1825. * Checks whether the src can see the target
  1826. * @param src: Object using skill on target [PC|MOB|PET|HOM|MER|ELEM]
  1827. * @param target: Object being targeted by src [PC|MOB|HOM|MER|ELEM]
  1828. * @return src can see (1) or target is invisible (0)
  1829. * @author [Skotlex]
  1830. */
  1831. int status_check_visibility(struct block_list *src, struct block_list *target)
  1832. {
  1833. int view_range;
  1834. struct status_data* status = status_get_status_data(src);
  1835. status_change* tsc = status_get_sc(target);
  1836. switch (src->type) {
  1837. case BL_MOB:
  1838. view_range = ((TBL_MOB*)src)->min_chase;
  1839. break;
  1840. case BL_PET:
  1841. view_range = ((TBL_PET*)src)->db->range2;
  1842. break;
  1843. default:
  1844. view_range = AREA_SIZE;
  1845. }
  1846. if (src->m != target->m || !check_distance_bl(src, target, view_range))
  1847. return 0;
  1848. if ( src->type == BL_NPC) // NPCs don't care for the rest
  1849. return 1;
  1850. if (tsc) {
  1851. bool is_boss = (status_get_class_(src) == CLASS_BOSS);
  1852. bool is_detector = status_has_mode(status,MD_DETECTOR);
  1853. switch (target->type) { // Check for chase-walk/hiding/cloaking opponents.
  1854. case BL_PC: {
  1855. map_session_data *tsd = (TBL_PC*)target;
  1856. if (((tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK)) || tsc->getSCE(SC_CAMOUFLAGE) || tsc->getSCE(SC_STEALTHFIELD) || tsc->getSCE(SC_SUHIDE)) && !is_boss && (tsd->special_state.perfect_hiding || !is_detector))
  1857. return 0;
  1858. if ((tsc->getSCE(SC_CLOAKINGEXCEED) || tsc->getSCE(SC_NEWMOON)) && !is_boss && ((tsd && tsd->special_state.perfect_hiding) || is_detector))
  1859. return 0;
  1860. if (tsc->getSCE(SC__FEINTBOMB) && !is_boss && !is_detector)
  1861. return 0;
  1862. }
  1863. break;
  1864. case BL_ELEM:
  1865. if (tsc->getSCE(SC_ELEMENTAL_VEIL) && !is_boss && !is_detector)
  1866. return 0;
  1867. break;
  1868. default:
  1869. if (((tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK)) || tsc->getSCE(SC_CAMOUFLAGE) || tsc->getSCE(SC_STEALTHFIELD) || tsc->getSCE(SC_SUHIDE)) && !is_boss && !is_detector)
  1870. return 0;
  1871. }
  1872. }
  1873. return 1;
  1874. }
  1875. /**
  1876. * Base ASPD value taken from the job tables
  1877. * @param sd: Player object
  1878. * @param status: Player status
  1879. * @return base amotion after single/dual weapon and shield adjustments [RENEWAL]
  1880. * base amotion after single/dual weapon and stats adjustments [PRE-RENEWAL]
  1881. */
  1882. int status_base_amotion_pc(map_session_data* sd, struct status_data* status)
  1883. {
  1884. std::shared_ptr<s_job_info> job = job_db.find(sd->status.class_);
  1885. if (job == nullptr)
  1886. return 2000;
  1887. int amotion;
  1888. #ifdef RENEWAL_ASPD
  1889. int16 skill_lv, val = 0;
  1890. float temp_aspd = 0;
  1891. amotion = job->aspd_base[sd->weapontype1]; // Single weapon
  1892. if (sd->status.shield)
  1893. amotion += job->aspd_base[MAX_WEAPON_TYPE];
  1894. else if (sd->weapontype2 != W_FIST && sd->equip_index[EQI_HAND_R] != sd->equip_index[EQI_HAND_L])
  1895. amotion += job->aspd_base[sd->weapontype2] / 4; // Dual-wield
  1896. switch(sd->status.weapon) {
  1897. case W_BOW:
  1898. case W_MUSICAL:
  1899. case W_WHIP:
  1900. case W_REVOLVER:
  1901. case W_RIFLE:
  1902. case W_GATLING:
  1903. case W_SHOTGUN:
  1904. case W_GRENADE:
  1905. temp_aspd = status->dex * status->dex / 7.0f + status->agi * status->agi * 0.5f;
  1906. break;
  1907. default:
  1908. temp_aspd = status->dex * status->dex / 5.0f + status->agi * status->agi * 0.5f;
  1909. break;
  1910. }
  1911. temp_aspd = (float)(sqrt(temp_aspd) * 0.25f) + 0xc4;
  1912. if ((skill_lv = pc_checkskill(sd,SA_ADVANCEDBOOK)) > 0 && sd->status.weapon == W_BOOK)
  1913. val += (skill_lv - 1) / 2 + 1;
  1914. if ((skill_lv = pc_checkskill(sd, SG_DEVIL)) > 0 && ((sd->class_&MAPID_THIRDMASK) == MAPID_STAR_EMPEROR || pc_is_maxjoblv(sd)))
  1915. val += 1 + skill_lv;
  1916. if ((skill_lv = pc_checkskill(sd,GS_SINGLEACTION)) > 0 && (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE))
  1917. val += ((skill_lv + 1) / 2);
  1918. if (pc_isriding(sd))
  1919. val -= 50 - 10 * pc_checkskill(sd, KN_CAVALIERMASTERY);
  1920. else if (pc_isridingdragon(sd))
  1921. val -= 25 - 5 * pc_checkskill(sd, RK_DRAGONTRAINING);
  1922. amotion = ((int)(temp_aspd + ((float)(status_calc_aspd(&sd->bl, &sd->sc, true) + val) * status->agi / 200)) - min(amotion, 200));
  1923. #else
  1924. // Angra Manyu disregards aspd_base and similar
  1925. if (pc_checkequip2(sd, ITEMID_ANGRA_MANYU, EQI_ACC_L, EQI_MAX))
  1926. return 0;
  1927. // Base weapon delay
  1928. amotion = (sd->status.weapon < MAX_WEAPON_TYPE)
  1929. ? (job->aspd_base[sd->status.weapon]) // Single weapon
  1930. : (job->aspd_base[sd->weapontype1] + job->aspd_base[sd->weapontype2]) * 7 / 10; // Dual-wield
  1931. // Percentual delay reduction from stats
  1932. amotion -= amotion * (4 * status->agi + status->dex) / 1000;
  1933. // Raw delay adjustment from bAspd bonus
  1934. amotion += sd->bonus.aspd_add;
  1935. #endif
  1936. return amotion;
  1937. }
  1938. /**
  1939. * Base attack value calculated for units
  1940. * @param bl: Object to get attack for [BL_CHAR|BL_NPC]
  1941. * @param status: Object status
  1942. * @return base attack
  1943. */
  1944. unsigned short status_base_atk(const struct block_list *bl, const struct status_data *status, int level)
  1945. {
  1946. int flag = 0, str, dex, dstr;
  1947. #ifdef RENEWAL
  1948. if (!(bl->type&battle_config.enable_baseatk_renewal))
  1949. return 0;
  1950. #else
  1951. if (!(bl->type&battle_config.enable_baseatk))
  1952. return 0;
  1953. #endif
  1954. if (bl->type == BL_PC)
  1955. switch(((TBL_PC*)bl)->status.weapon) {
  1956. case W_BOW:
  1957. case W_MUSICAL:
  1958. case W_WHIP:
  1959. case W_REVOLVER:
  1960. case W_RIFLE:
  1961. case W_GATLING:
  1962. case W_SHOTGUN:
  1963. case W_GRENADE:
  1964. flag = 1;
  1965. }
  1966. if (flag) {
  1967. #ifdef RENEWAL
  1968. dstr =
  1969. #endif
  1970. str = status->dex;
  1971. dex = status->str;
  1972. } else {
  1973. #ifdef RENEWAL
  1974. dstr =
  1975. #endif
  1976. str = status->str;
  1977. dex = status->dex;
  1978. }
  1979. /** [Skotlex]
  1980. * Normally only players have base-atk, but homunc have a different batk
  1981. * equation, hinting that perhaps non-players should use this for batk.
  1982. **/
  1983. switch (bl->type) {
  1984. case BL_HOM:
  1985. #ifdef RENEWAL
  1986. str = 2 * level + status_get_homstr(bl);
  1987. #else
  1988. dstr = str / 10;
  1989. str += dstr*dstr;
  1990. #endif
  1991. break;
  1992. case BL_PC:
  1993. #ifdef RENEWAL
  1994. str = (dstr * 10 + dex * 10 / 5 + status->luk * 10 / 3 + level * 10 / 4) / 10 + 5 * status->pow;
  1995. #else
  1996. dstr = str / 10;
  1997. str += dstr*dstr;
  1998. str += dex / 5 + status->luk / 5;
  1999. #endif
  2000. break;
  2001. default:// Others
  2002. #ifdef RENEWAL
  2003. str = dstr + level;
  2004. #else
  2005. dstr = str / 10;
  2006. str += dstr*dstr;
  2007. str += dex / 5 + status->luk / 5;
  2008. #endif
  2009. break;
  2010. }
  2011. return cap_value(str, 0, USHRT_MAX);
  2012. }
  2013. #ifdef RENEWAL
  2014. /**
  2015. * Weapon attack value calculated for Players
  2016. * @param wa: Weapon attack
  2017. * @param status: Player status
  2018. * @return weapon attack
  2019. */
  2020. unsigned int status_weapon_atk(weapon_atk &wa)
  2021. {
  2022. return wa.atk + wa.atk2;
  2023. }
  2024. #endif
  2025. #ifndef RENEWAL
  2026. unsigned short status_base_matk_min(const struct status_data* status) { return status->int_ + (status->int_ / 7) * (status->int_ / 7); }
  2027. unsigned short status_base_matk_max(const struct status_data* status) { return status->int_ + (status->int_ / 5) * (status->int_ / 5); }
  2028. #else
  2029. /*
  2030. * Calculates minimum attack variance 80% from db's ATK1 for non BL_PC
  2031. * status->batk (base attack) will be added in battle_calc_base_damage
  2032. */
  2033. unsigned short status_base_atk_min(struct block_list *bl, const struct status_data* status, int level)
  2034. {
  2035. switch (bl->type) {
  2036. case BL_PET:
  2037. case BL_MOB:
  2038. case BL_MER:
  2039. case BL_ELEM:
  2040. return status->rhw.atk * 80 / 100;
  2041. case BL_HOM:
  2042. return (status_get_homstr(bl) + status_get_homdex(bl)) / 5;
  2043. default:
  2044. return status->rhw.atk;
  2045. }
  2046. }
  2047. /*
  2048. * Calculates maximum attack variance 120% from db's ATK1 for non BL_PC
  2049. * status->batk (base attack) will be added in battle_calc_base_damage
  2050. */
  2051. unsigned short status_base_atk_max(struct block_list *bl, const struct status_data* status, int level)
  2052. {
  2053. switch (bl->type) {
  2054. case BL_PET:
  2055. case BL_MOB:
  2056. case BL_MER:
  2057. case BL_ELEM:
  2058. return status->rhw.atk * 120 / 100;
  2059. case BL_HOM:
  2060. return (status_get_homluk(bl) + status_get_homstr(bl) + status_get_homdex(bl)) / 3;
  2061. default:
  2062. return status->rhw.atk2;
  2063. }
  2064. }
  2065. /*
  2066. * Calculates minimum magic attack
  2067. */
  2068. unsigned short status_base_matk_min(struct block_list *bl, const struct status_data* status, int level)
  2069. {
  2070. switch (bl->type) {
  2071. case BL_PET:
  2072. case BL_MOB:
  2073. case BL_MER:
  2074. case BL_ELEM:
  2075. return status->int_ + level + status->rhw.matk * 70 / 100;
  2076. case BL_HOM:
  2077. return status_get_homint(bl) + level + (status_get_homint(bl) + status_get_homdex(bl)) / 5;
  2078. case BL_PC:
  2079. default:
  2080. return status->int_ + (status->int_ / 2) + (status->dex / 5) + (status->luk / 3) + (level / 4) + 5 * status->spl;
  2081. }
  2082. }
  2083. /*
  2084. * Calculates maximum magic attack
  2085. */
  2086. unsigned short status_base_matk_max(struct block_list *bl, const struct status_data* status, int level)
  2087. {
  2088. switch (bl->type) {
  2089. case BL_PET:
  2090. case BL_MOB:
  2091. case BL_MER:
  2092. case BL_ELEM:
  2093. return status->int_ + level + status->rhw.matk * 130 / 100;
  2094. case BL_HOM:
  2095. return status_get_homint(bl) + level + (status_get_homluk(bl) + status_get_homint(bl) + status_get_homdex(bl)) / 3;
  2096. case BL_PC:
  2097. default:
  2098. return status->int_ + (status->int_ / 2) + (status->dex / 5) + (status->luk / 3) + (level / 4) + 5 * status->spl;
  2099. }
  2100. }
  2101. #endif
  2102. /**
  2103. * Fills in the misc data that can be calculated from the other status info (except for level)
  2104. * @param bl: Object to calculate status on [PC|MOB|PET|HOM|MERC|ELEM]
  2105. * @param status: Player status
  2106. */
  2107. void status_calc_misc(struct block_list *bl, struct status_data *status, int level)
  2108. {
  2109. int stat;
  2110. // Non players get the value set, players need to stack with previous bonuses.
  2111. if( bl->type != BL_PC ){
  2112. status->batk =
  2113. status->hit = status->flee =
  2114. status->def2 = status->mdef2 =
  2115. status->cri = status->flee2 =
  2116. status->patk = status->smatk =
  2117. status->hplus = status->crate = 0;
  2118. if (bl->type != BL_MOB) // BL_MOB has values set when loading mob_db
  2119. status->res = status->mres = 0;
  2120. }
  2121. #ifdef RENEWAL // Renewal formulas
  2122. if (bl->type == BL_HOM) {
  2123. // Def2
  2124. stat = status_get_homvit(bl) + status_get_homagi(bl) / 2;
  2125. status->def2 = cap_value(stat, 0, SHRT_MAX);
  2126. // Mdef2
  2127. stat = (status_get_homvit(bl) + status_get_homint(bl)) / 2;
  2128. status->mdef2 = cap_value(stat, 0, SHRT_MAX);
  2129. // Def
  2130. stat = status->def;
  2131. stat += status_get_homvit(bl) + level / 2;
  2132. status->def = cap_value(stat, 0, SHRT_MAX);
  2133. // Mdef
  2134. stat = (int)(((float)status_get_homvit(bl) + level) / 4 + (float)status_get_homint(bl) / 2);
  2135. status->mdef = cap_value(stat, 0, SHRT_MAX);
  2136. // Hit
  2137. stat = level + status->dex + 150;
  2138. status->hit = cap_value(stat, 1, SHRT_MAX);
  2139. // Flee
  2140. stat = level + status_get_homagi(bl);
  2141. status->flee = cap_value(stat, 1, SHRT_MAX);
  2142. } else {
  2143. // Hit
  2144. stat = status->hit;
  2145. 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
  2146. stat += 2 * status->con;
  2147. status->hit = cap_value(stat, 1, SHRT_MAX);
  2148. // Flee
  2149. stat = status->flee;
  2150. 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
  2151. stat += 2 * status->con;
  2152. status->flee = cap_value(stat, 1, SHRT_MAX);
  2153. // Def2
  2154. if (bl->type == BL_MER)
  2155. stat = (int)(status->vit + ((float)level / 10) + ((float)status->vit / 5));
  2156. else {
  2157. stat = status->def2;
  2158. 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)
  2159. }
  2160. status->def2 = cap_value(stat, 0, SHRT_MAX);
  2161. // Mdef2
  2162. if (bl->type == BL_MER)
  2163. stat = (int)(((float)level / 10) + ((float)status->int_ / 5));
  2164. else {
  2165. stat = status->mdef2;
  2166. 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)
  2167. }
  2168. status->mdef2 = cap_value(stat, 0, SHRT_MAX);
  2169. // PAtk
  2170. stat = status->patk;
  2171. stat += status->pow / 3 + status->con / 5;
  2172. status->patk = cap_value(stat, 0, SHRT_MAX);
  2173. // SMatk
  2174. stat = status->smatk;
  2175. stat += status->spl / 3 + status->con / 5;
  2176. status->smatk = cap_value(stat, 0, SHRT_MAX);
  2177. // Res
  2178. stat = status->res;
  2179. stat += status->sta + status->sta / 3 * 5;
  2180. status->res = cap_value(stat, 0, SHRT_MAX);
  2181. // Mres
  2182. stat = status->mres;
  2183. stat += status->wis + status->wis / 3 * 5;
  2184. status->mres = cap_value(stat, 0, SHRT_MAX);
  2185. // HPlus
  2186. stat = status->hplus;
  2187. stat += status->crt;
  2188. status->hplus = cap_value(stat, 0, SHRT_MAX);
  2189. // CRate
  2190. stat = status->crate;
  2191. stat += status->crt / 3;
  2192. status->crate = cap_value(stat, 0, SHRT_MAX);
  2193. }
  2194. // ATK
  2195. if (bl->type != BL_PC) {
  2196. status->rhw.atk2 = status_base_atk_max(bl, status, level);
  2197. status->rhw.atk = status_base_atk_min(bl, status, level);
  2198. }
  2199. // MAtk
  2200. status->matk_min = status_base_matk_min(bl, status, level);
  2201. status->matk_max = status_base_matk_max(bl, status, level);
  2202. #else
  2203. // Matk
  2204. status->matk_min = status_base_matk_min(status);
  2205. status->matk_max = status_base_matk_max(status);
  2206. // Hit
  2207. stat = status->hit;
  2208. stat += level + status->dex;
  2209. status->hit = cap_value(stat, 1, SHRT_MAX);
  2210. // Flee
  2211. stat = status->flee;
  2212. stat += level + status->agi;
  2213. status->flee = cap_value(stat, 1, SHRT_MAX);
  2214. // Def2
  2215. stat = status->def2;
  2216. stat += status->vit;
  2217. status->def2 = cap_value(stat, 0, SHRT_MAX);
  2218. // Mdef2
  2219. stat = status->mdef2;
  2220. stat += status->int_ + (status->vit / 2);
  2221. status->mdef2 = cap_value(stat, 0, SHRT_MAX);
  2222. #endif
  2223. //Critical
  2224. if( bl->type&battle_config.enable_critical ) {
  2225. stat = status->cri;
  2226. #ifdef RENEWAL
  2227. stat += (level / 10); // (every 10 BaseLevel = +0.1 critical)
  2228. stat += 10 + (status->luk*3); // (every 1 luk = +0.3 critical)
  2229. #else
  2230. stat += 10 + (status->luk*10/3); // (every 1 luk = +0.3 critical)
  2231. #endif
  2232. status->cri = cap_value(stat, 1, SHRT_MAX);
  2233. } else
  2234. status->cri = 0;
  2235. if (bl->type&battle_config.enable_perfect_flee) {
  2236. stat = status->flee2;
  2237. stat += status->luk + 10; // (every 10 luk = +1 perfect flee)
  2238. status->flee2 = cap_value(stat, 0, SHRT_MAX);
  2239. } else
  2240. status->flee2 = 0;
  2241. if (status->batk) {
  2242. int temp = status->batk + status_base_atk(bl, status, level);
  2243. status->batk = cap_value(temp, 0, USHRT_MAX);
  2244. } else
  2245. status->batk = status_base_atk(bl, status, level);
  2246. if (status->cri) {
  2247. switch (bl->type) {
  2248. case BL_MOB:
  2249. if(battle_config.mob_critical_rate != 100)
  2250. status->cri = cap_value(status->cri*battle_config.mob_critical_rate/100,1,SHRT_MAX);
  2251. if(!status->cri && battle_config.mob_critical_rate)
  2252. status->cri = 10;
  2253. break;
  2254. case BL_PC:
  2255. // Players don't have a critical adjustment setting as of yet.
  2256. break;
  2257. default:
  2258. if(battle_config.critical_rate != 100)
  2259. status->cri = cap_value(status->cri*battle_config.critical_rate/100,1,SHRT_MAX);
  2260. if (!status->cri && battle_config.critical_rate)
  2261. status->cri = 10;
  2262. }
  2263. }
  2264. if(bl->type&BL_REGEN)
  2265. status_calc_regen(bl, status, status_get_regen_data(bl));
  2266. }
  2267. /**
  2268. * Calculates the initial status for the given mob
  2269. * @param md: Mob object
  2270. * @param opt: Whether or not it is the first calculation
  2271. This will only be false when a mob levels up (Regular and WoE Guardians)
  2272. * @return 1 for calculated special statuses or 0 for none
  2273. * @author [Skotlex]
  2274. */
  2275. int status_calc_mob_(struct mob_data* md, uint8 opt)
  2276. {
  2277. struct status_data *status;
  2278. struct block_list *mbl = NULL;
  2279. int flag=0;
  2280. if (opt&SCO_FIRST) { // Set basic level on respawn.
  2281. if (md->level > 0 && md->level <= MAX_LEVEL && md->level != md->db->lv)
  2282. ;
  2283. else
  2284. md->level = md->db->lv;
  2285. md->damagetaken = md->db->damagetaken;
  2286. }
  2287. // Check if we need custom base-status
  2288. if (battle_config.mobs_level_up && md->level > md->db->lv)
  2289. flag|=1;
  2290. if (md->special_state.size)
  2291. flag|=2;
  2292. if (md->guardian_data && md->guardian_data->guardup_lv)
  2293. flag|=4;
  2294. if (md->mob_id == MOBID_EMPERIUM)
  2295. flag|=4;
  2296. if (battle_config.slaves_inherit_speed && md->master_id)
  2297. flag|=8;
  2298. if (md->master_id && md->special_state.ai>AI_ATTACK)
  2299. flag|=16;
  2300. if (md->master_id && battle_config.slaves_inherit_mode)
  2301. flag |= 32;
  2302. if (!flag) { // No special status required.
  2303. if (md->base_status) {
  2304. aFree(md->base_status);
  2305. md->base_status = NULL;
  2306. }
  2307. if (opt&SCO_FIRST)
  2308. memcpy(&md->status, &md->db->status, sizeof(struct status_data));
  2309. return 0;
  2310. }
  2311. if (!md->base_status)
  2312. md->base_status = (struct status_data*)aCalloc(1, sizeof(struct status_data));
  2313. status = md->base_status;
  2314. memcpy(status, &md->db->status, sizeof(struct status_data));
  2315. if (flag&(8|16))
  2316. mbl = map_id2bl(md->master_id);
  2317. if (flag&8 && mbl) {
  2318. struct status_data *mstatus = status_get_base_status(mbl);
  2319. if (mstatus &&
  2320. battle_config.slaves_inherit_speed&(status_has_mode(mstatus,MD_CANMOVE)?1:2))
  2321. status->speed = mstatus->speed;
  2322. if( status->speed < 2 ) // Minimum for the unit to function properly
  2323. status->speed = 2;
  2324. }
  2325. if (flag&32)
  2326. status_calc_slave_mode(md, map_id2md(md->master_id));
  2327. if (flag&1) { // Increase from mobs leveling up [Valaris]
  2328. int diff = md->level - md->db->lv;
  2329. status->str += diff;
  2330. status->agi += diff;
  2331. status->vit += diff;
  2332. status->int_ += diff;
  2333. status->dex += diff;
  2334. status->luk += diff;
  2335. status->max_hp += diff * status->vit;
  2336. status->max_sp += diff * status->int_;
  2337. status->hp = status->max_hp;
  2338. status->sp = status->max_sp;
  2339. status->speed -= cap_value(diff, 0, status->speed - 10);
  2340. }
  2341. if (flag&2 && battle_config.mob_size_influence) { // Change for sized monsters [Valaris]
  2342. if (md->special_state.size == SZ_MEDIUM) {
  2343. status->max_hp /= 2;
  2344. status->max_sp /= 2;
  2345. if (!status->max_hp) status->max_hp = 1;
  2346. if (!status->max_sp) status->max_sp = 1;
  2347. status->hp = status->max_hp;
  2348. status->sp = status->max_sp;
  2349. status->str /= 2;
  2350. status->agi /= 2;
  2351. status->vit /= 2;
  2352. status->int_ /= 2;
  2353. status->dex /= 2;
  2354. status->luk /= 2;
  2355. if (!status->str) status->str = 1;
  2356. if (!status->agi) status->agi = 1;
  2357. if (!status->vit) status->vit = 1;
  2358. if (!status->int_) status->int_ = 1;
  2359. if (!status->dex) status->dex = 1;
  2360. if (!status->luk) status->luk = 1;
  2361. } else if (md->special_state.size == SZ_BIG) {
  2362. status->max_hp *= 2;
  2363. status->max_sp *= 2;
  2364. status->hp = status->max_hp;
  2365. status->sp = status->max_sp;
  2366. status->str *= 2;
  2367. status->agi *= 2;
  2368. status->vit *= 2;
  2369. status->int_ *= 2;
  2370. status->dex *= 2;
  2371. status->luk *= 2;
  2372. }
  2373. }
  2374. status_calc_misc(&md->bl, status, md->level);
  2375. if(flag&4) { // Strengthen Guardians - custom value +10% / lv
  2376. struct map_data *mapdata = map_getmapdata(md->bl.m);
  2377. std::shared_ptr<guild_castle> gc = castle_db.mapname2gc(mapdata->name);
  2378. if (gc == nullptr)
  2379. ShowError("status_calc_mob: No castle set at map %s\n", mapdata->name);
  2380. else if(gc->castle_id < 24 || md->mob_id == MOBID_EMPERIUM) {
  2381. #ifdef RENEWAL
  2382. status->max_hp += 50 * (gc->defense / 5);
  2383. #else
  2384. status->max_hp += 1000 * gc->defense;
  2385. #endif
  2386. status->hp = status->max_hp;
  2387. status->def += (gc->defense+2)/3;
  2388. status->mdef += (gc->defense+2)/3;
  2389. }
  2390. if(md->mob_id != MOBID_EMPERIUM) {
  2391. status->max_hp += 1000 * gc->defense;
  2392. status->hp = status->max_hp;
  2393. status->batk += 2 * md->guardian_data->guardup_lv + 8;
  2394. status->rhw.atk += 2 * md->guardian_data->guardup_lv + 8;
  2395. status->rhw.atk2 += 2 * md->guardian_data->guardup_lv + 8;
  2396. status->aspd_rate -= 2 * md->guardian_data->guardup_lv + 3;
  2397. }
  2398. }
  2399. if (flag&16 && mbl) { // Max HP setting from Summon Flora/marine Sphere
  2400. struct unit_data *ud = unit_bl2ud(mbl);
  2401. // Remove special AI when this is used by regular mobs.
  2402. if (mbl->type == BL_MOB && !((TBL_MOB*)mbl)->special_state.ai)
  2403. md->special_state.ai = AI_NONE;
  2404. if (ud) {
  2405. // Different levels of HP according to skill level
  2406. if(!ud->skill_id) // !FIXME: We lost the unit data for magic decoy in somewhere before this
  2407. ud->skill_id = ((TBL_PC*)mbl)->menuskill_id;
  2408. switch(ud->skill_id) {
  2409. case AM_SPHEREMINE:
  2410. status->max_hp = 2000 + 400*ud->skill_lv;
  2411. break;
  2412. case KO_ZANZOU:
  2413. status->max_hp = 3000 + 3000 * ud->skill_lv;
  2414. break;
  2415. case AM_CANNIBALIZE:
  2416. status->max_hp = 1500 + 200*ud->skill_lv + 10*status_get_lv(mbl);
  2417. status->mode = static_cast<e_mode>(status->mode|MD_CANATTACK|MD_AGGRESSIVE);
  2418. break;
  2419. case MH_SUMMON_LEGION:
  2420. {
  2421. int homblvl = status_get_lv(mbl);
  2422. status->max_hp = 10 * (100 * (ud->skill_lv + 2) + homblvl);
  2423. status->batk = 100 * (ud->skill_lv+5) / 2;
  2424. status->def = 10 * (100 * (ud->skill_lv+2) + homblvl);
  2425. // status->aspd_rate = 10 * (2 * (20 - ud->skill_lv) - homblvl/10);
  2426. // status->aspd_rate = max(100,status->aspd_rate);
  2427. break;
  2428. }
  2429. case NC_SILVERSNIPER:
  2430. {
  2431. struct status_data *mstatus = status_get_status_data(mbl);
  2432. if(!mstatus)
  2433. break;
  2434. status->max_hp = (1000 * ud->skill_lv) + (mstatus->hp / 3) + (status_get_lv(mbl) * 12);
  2435. status->batk = 200 * ud->skill_lv;
  2436. break;
  2437. }
  2438. case NC_MAGICDECOY:
  2439. {
  2440. struct status_data *mstatus = status_get_status_data(mbl);
  2441. if(!mstatus)
  2442. break;
  2443. status->max_hp = (1000 * ((TBL_PC*)mbl)->menuskill_val) + (mstatus->sp * 4) + (status_get_lv(mbl) * 12);
  2444. status->matk_min = status->matk_max = 250 + 50*((TBL_PC*)mbl)->menuskill_val;
  2445. break;
  2446. }
  2447. case MT_SUMMON_ABR_BATTLE_WARIOR:
  2448. case MT_SUMMON_ABR_DUAL_CANNON:
  2449. case MT_SUMMON_ABR_MOTHER_NET:
  2450. case MT_SUMMON_ABR_INFINITY: {
  2451. map_session_data *msd = BL_CAST(BL_PC, mbl);
  2452. status_data *mstatus = status_get_status_data(mbl);
  2453. if (msd == nullptr || mstatus == nullptr)
  2454. break;
  2455. uint8 abr_mastery = pc_checkskill(msd, MT_ABR_M);
  2456. // Custom formulas for ABR's.
  2457. // Its unknown how the summoner's stats affects the ABR's stats.
  2458. // I decided to do something similar to elementals for now until I know.
  2459. // Also added hit increase from ABR-Mastery for balance reasons. [Rytech]
  2460. status->max_hp = ( 5000 + 40000 * abr_mastery ) * mstatus->vit / 100;
  2461. status->rhw.atk = ( 2 * mstatus->batk + 200 + 600 * abr_mastery ) * 70 / 100;
  2462. status->rhw.atk2 = 2 * mstatus->batk + 200 + 600 * abr_mastery;
  2463. status->def = mstatus->def + 20 * abr_mastery;
  2464. status->mdef = mstatus->mdef + 4 * abr_mastery;
  2465. status->hit = mstatus->hit + 5 * abr_mastery / 2;
  2466. status->flee = mstatus->flee + 10 * abr_mastery;
  2467. status->speed = mstatus->speed;
  2468. // The Infinity ABR appears to have a much higher attack then other
  2469. // ABR's and im guessing has a much higher MaxHP due to it being a AP
  2470. // costing summon. [Rytech]
  2471. if (ud->skill_id == MT_SUMMON_ABR_INFINITY) {
  2472. status->max_hp += 20000;
  2473. status->rhw.atk += 1400; // 70% of 2000
  2474. status->rhw.atk2 += 2000;
  2475. }
  2476. }
  2477. break;
  2478. case BO_WOODENWARRIOR:
  2479. case BO_WOODEN_FAIRY:
  2480. case BO_CREEPER:
  2481. case BO_HELLTREE: {
  2482. map_session_data *msd = BL_CAST(BL_PC, mbl);
  2483. status_data *mstatus = status_get_status_data(mbl);
  2484. if (msd == nullptr || mstatus == nullptr)
  2485. break;
  2486. uint8 bionic_mastery = pc_checkskill(msd, BO_BIONICS_M);
  2487. // Custom formulas for bionic's.
  2488. // Its unknown how the summoner's stats affects the bionic's stats.
  2489. // I decided to do something similar to elementals for now until I know.
  2490. // Also added hit increase from Bionic-Mastery for balance reasons. [Rytech]
  2491. status->max_hp = (5000 + 40000 * bionic_mastery) * mstatus->vit / 100;
  2492. //status->max_sp = (50 + 20 * bionic_mastery) * mstatus->int_ / 100;// Wait what??? Bionic Mastery increases MaxSP? They have SP???
  2493. status->rhw.atk = (2 * mstatus->batk + 600 * bionic_mastery) * 70 / 100;
  2494. status->rhw.atk2 = 2 * mstatus->batk + 600 * bionic_mastery;
  2495. status->def = mstatus->def + 20 * bionic_mastery;
  2496. status->mdef = mstatus->mdef + 4 * bionic_mastery;
  2497. status->hit = mstatus->hit + 5 * bionic_mastery / 2;
  2498. status->flee = mstatus->flee + 10 * bionic_mastery;
  2499. status->speed = mstatus->speed;
  2500. // The Hell Tree bionic appears to have a much higher attack then other
  2501. // bionic's and im guessing has a much higher MaxHP due to it being a AP
  2502. // costing summon. [Rytech]
  2503. if (ud->skill_id == BO_HELLTREE) {
  2504. status->max_hp += 20000;
  2505. status->rhw.atk += 1400; // 70% of 2000
  2506. status->rhw.atk2 += 2000;
  2507. }
  2508. }
  2509. break;
  2510. }
  2511. status->hp = status->max_hp;
  2512. }
  2513. }
  2514. if (opt&SCO_FIRST) // Initial battle status
  2515. memcpy(&md->status, status, sizeof(struct status_data));
  2516. return 1;
  2517. }
  2518. /**
  2519. * Calculates the stats of the given pet
  2520. * @param pd: Pet object
  2521. * @param opt: Whether or not it is the first calculation
  2522. This will only be false when a pet levels up
  2523. * @return 1
  2524. * @author [Skotlex]
  2525. */
  2526. void status_calc_pet_(struct pet_data *pd, uint8 opt)
  2527. {
  2528. nullpo_retv(pd);
  2529. if (opt&SCO_FIRST) {
  2530. memcpy(&pd->status, &pd->db->status, sizeof(struct status_data));
  2531. pd->status.mode = MD_CANMOVE; // Pets discard all modes, except walking
  2532. pd->status.class_ = CLASS_NORMAL;
  2533. pd->status.speed = pd->get_pet_walk_speed();
  2534. if(battle_config.pet_attack_support || battle_config.pet_damage_support) {
  2535. // Attack support requires the pet to be able to attack
  2536. pd->status.mode = static_cast<e_mode>(pd->status.mode|MD_CANATTACK);
  2537. }
  2538. }
  2539. if (battle_config.pet_lv_rate && pd->master) {
  2540. map_session_data *sd = pd->master;
  2541. int lv;
  2542. lv =sd->status.base_level*battle_config.pet_lv_rate/100;
  2543. if (lv < 0)
  2544. lv = 1;
  2545. if (lv != pd->pet.level || opt&SCO_FIRST) {
  2546. struct status_data *bstat = &pd->db->status, *status = &pd->status;
  2547. pd->pet.level = lv;
  2548. if (!(opt&SCO_FIRST)) // Lv Up animation
  2549. clif_misceffect(&pd->bl, 0);
  2550. status->rhw.atk = (bstat->rhw.atk*lv)/pd->db->lv;
  2551. status->rhw.atk2 = (bstat->rhw.atk2*lv)/pd->db->lv;
  2552. status->str = (bstat->str*lv)/pd->db->lv;
  2553. status->agi = (bstat->agi*lv)/pd->db->lv;
  2554. status->vit = (bstat->vit*lv)/pd->db->lv;
  2555. status->int_ = (bstat->int_*lv)/pd->db->lv;
  2556. status->dex = (bstat->dex*lv)/pd->db->lv;
  2557. status->luk = (bstat->luk*lv)/pd->db->lv;
  2558. status->rhw.atk = cap_value(status->rhw.atk, 1, battle_config.pet_max_atk1);
  2559. status->rhw.atk2 = cap_value(status->rhw.atk2, 2, battle_config.pet_max_atk2);
  2560. status->str = cap_value(status->str,1,battle_config.pet_max_stats);
  2561. status->agi = cap_value(status->agi,1,battle_config.pet_max_stats);
  2562. status->vit = cap_value(status->vit,1,battle_config.pet_max_stats);
  2563. status->int_= cap_value(status->int_,1,battle_config.pet_max_stats);
  2564. status->dex = cap_value(status->dex,1,battle_config.pet_max_stats);
  2565. status->luk = cap_value(status->luk,1,battle_config.pet_max_stats);
  2566. status_calc_misc(&pd->bl, &pd->status, lv);
  2567. if (!(opt&SCO_FIRST)) // Not done the first time because the pet is not visible yet
  2568. clif_send_petstatus(sd);
  2569. }
  2570. } else if (opt&SCO_FIRST) {
  2571. status_calc_misc(&pd->bl, &pd->status, pd->db->lv);
  2572. if (!battle_config.pet_lv_rate && pd->pet.level != pd->db->lv)
  2573. pd->pet.level = pd->db->lv;
  2574. }
  2575. // Support rate modifier (1000 = 100%)
  2576. pd->rate_fix = min(1000 * (pd->pet.intimate - battle_config.pet_support_min_friendly) / (1000 - battle_config.pet_support_min_friendly) + 500, USHRT_MAX);
  2577. pd->rate_fix = min(apply_rate(pd->rate_fix, battle_config.pet_support_rate), USHRT_MAX);
  2578. }
  2579. /**
  2580. * Get HP bonus modifiers
  2581. * @param bl: block_list that will be checked
  2582. * @param type: type of e_status_bonus (STATUS_BONUS_FIX or STATUS_BONUS_RATE)
  2583. * @return bonus: total bonus for HP
  2584. * @author [Cydh]
  2585. */
  2586. static int status_get_hpbonus(struct block_list *bl, enum e_status_bonus type) {
  2587. int bonus = 0;
  2588. if (type == STATUS_BONUS_FIX) {
  2589. status_change *sc = status_get_sc(bl);
  2590. //Only for BL_PC
  2591. if (bl->type == BL_PC) {
  2592. map_session_data *sd = map_id2sd(bl->id);
  2593. uint16 skill_lv;
  2594. bonus += sd->bonus.hp;
  2595. if ((skill_lv = pc_checkskill(sd,CR_TRUST)) > 0)
  2596. bonus += skill_lv * 200;
  2597. if (pc_checkskill(sd,SU_SPRITEMABLE) > 0)
  2598. bonus += 1000;
  2599. if (pc_checkskill(sd, SU_POWEROFSEA) > 0) {
  2600. bonus += 1000;
  2601. if (pc_checkskill_summoner(sd, SUMMONER_POWER_SEA) >= 20)
  2602. bonus += 3000;
  2603. }
  2604. if ((skill_lv = pc_checkskill(sd, NV_BREAKTHROUGH)) > 0)
  2605. bonus += 350 * skill_lv + (skill_lv > 4 ? 250 : 0);
  2606. if ((skill_lv = pc_checkskill(sd, NV_TRANSCENDENCE)) > 0)
  2607. bonus += 350 * skill_lv + (skill_lv > 4 ? 250 : 0);
  2608. #ifndef HP_SP_TABLES
  2609. if ((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.base_level >= 99)
  2610. bonus += 2000; // Supernovice lvl99 hp bonus.
  2611. if ((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.base_level >= 150)
  2612. bonus += 2000; // Supernovice lvl150 hp bonus.
  2613. #endif
  2614. }
  2615. //Bonus by SC
  2616. if (sc) {
  2617. if(sc->getSCE(SC_INCMHP))
  2618. bonus += sc->getSCE(SC_INCMHP)->val1;
  2619. if(sc->getSCE(SC_EARTH_INSIGNIA) && sc->getSCE(SC_EARTH_INSIGNIA)->val1 == 2)
  2620. bonus += 500;
  2621. if (sc->getSCE(SC_PROMOTE_HEALTH_RESERCH))
  2622. bonus += sc->getSCE(SC_PROMOTE_HEALTH_RESERCH)->val3;
  2623. if(sc->getSCE(SC_SOLID_SKIN_OPTION))
  2624. bonus += 2000;
  2625. if(sc->getSCE(SC_MARIONETTE))
  2626. bonus -= 1000;
  2627. if(sc->getSCE(SC_SWORDCLAN))
  2628. bonus += 30;
  2629. if(sc->getSCE(SC_ARCWANDCLAN))
  2630. bonus += 30;
  2631. if(sc->getSCE(SC_GOLDENMACECLAN))
  2632. bonus += 30;
  2633. if(sc->getSCE(SC_CROSSBOWCLAN))
  2634. bonus += 30;
  2635. if(sc->getSCE(SC_GLASTHEIM_HPSP))
  2636. bonus += sc->getSCE(SC_GLASTHEIM_HPSP)->val1;
  2637. #ifdef RENEWAL
  2638. if (sc->getSCE(SC_ANGELUS))
  2639. bonus += sc->getSCE(SC_ANGELUS)->val1 * 50;
  2640. #endif
  2641. }
  2642. } else if (type == STATUS_BONUS_RATE) {
  2643. status_change *sc = status_get_sc(bl);
  2644. //Bonus by SC
  2645. if (sc) {
  2646. //Increasing
  2647. if(sc->getSCE(SC_INCMHPRATE))
  2648. bonus += sc->getSCE(SC_INCMHPRATE)->val1;
  2649. if(sc->getSCE(SC_APPLEIDUN))
  2650. bonus += sc->getSCE(SC_APPLEIDUN)->val2;
  2651. if(sc->getSCE(SC_DELUGE))
  2652. bonus += sc->getSCE(SC_DELUGE)->val2;
  2653. if(sc->getSCE(SC_BERSERK))
  2654. bonus += 200; //+200%
  2655. if(sc->getSCE(SC_MERC_HPUP))
  2656. bonus += sc->getSCE(SC_MERC_HPUP)->val2;
  2657. if(sc->getSCE(SC_EPICLESIS))
  2658. bonus += sc->getSCE(SC_EPICLESIS)->val2;
  2659. if(sc->getSCE(SC_FRIGG_SONG))
  2660. bonus += sc->getSCE(SC_FRIGG_SONG)->val2;
  2661. if(sc->getSCE(SC_LERADSDEW))
  2662. bonus += sc->getSCE(SC_LERADSDEW)->val3;
  2663. if(sc->getSCE(SC_FORCEOFVANGUARD))
  2664. bonus += (3 * sc->getSCE(SC_FORCEOFVANGUARD)->val1);
  2665. if(sc->getSCE(SC_INSPIRATION))
  2666. bonus += (4 * sc->getSCE(SC_INSPIRATION)->val1);
  2667. if(sc->getSCE(SC_RAISINGDRAGON))
  2668. bonus += sc->getSCE(SC_RAISINGDRAGON)->val1;
  2669. if(sc->getSCE(SC_GT_REVITALIZE))
  2670. bonus += sc->getSCE(SC_GT_REVITALIZE)->val2;
  2671. if(sc->getSCE(SC_ANGRIFFS_MODUS))
  2672. bonus += (5 * sc->getSCE(SC_ANGRIFFS_MODUS)->val1);
  2673. if(sc->getSCE(SC_PETROLOGY_OPTION))
  2674. bonus += sc->getSCE(SC_PETROLOGY_OPTION)->val2;
  2675. if(sc->getSCE(SC_POWER_OF_GAIA))
  2676. bonus += sc->getSCE(SC_POWER_OF_GAIA)->val3;
  2677. if(sc->getSCE(SC_CURSED_SOIL_OPTION))
  2678. bonus += sc->getSCE(SC_CURSED_SOIL_OPTION)->val2;
  2679. if(sc->getSCE(SC_UPHEAVAL_OPTION))
  2680. bonus += sc->getSCE(SC_UPHEAVAL_OPTION)->val2;
  2681. if(sc->getSCE(SC_LAUDAAGNUS))
  2682. bonus += 2 + (sc->getSCE(SC_LAUDAAGNUS)->val1 * 2);
  2683. #ifdef RENEWAL
  2684. if (sc->getSCE(SC_NIBELUNGEN) && sc->getSCE(SC_NIBELUNGEN)->val2 == RINGNBL_HPRATE)
  2685. bonus += 30;
  2686. #endif
  2687. if(sc->getSCE(SC_LUNARSTANCE))
  2688. bonus += sc->getSCE(SC_LUNARSTANCE)->val2;
  2689. if (sc->getSCE(SC_LUXANIMA))
  2690. bonus += sc->getSCE(SC_LUXANIMA)->val3;
  2691. if (sc->getSCE(SC_MTF_MHP))
  2692. bonus += sc->getSCE(SC_MTF_MHP)->val1;
  2693. if (sc->getSCE(SC_FIRM_FAITH))
  2694. bonus += sc->getSCE(SC_FIRM_FAITH)->val2;
  2695. //Decreasing
  2696. if (sc->getSCE(SC_VENOMBLEED) && sc->getSCE(SC_VENOMBLEED)->val3 == 1)
  2697. bonus -= 15;
  2698. if(sc->getSCE(SC_BEYONDOFWARCRY))
  2699. bonus -= sc->getSCE(SC_BEYONDOFWARCRY)->val3;
  2700. if(sc->getSCE(SC__WEAKNESS))
  2701. bonus -= sc->getSCE(SC__WEAKNESS)->val2;
  2702. if(sc->getSCE(SC_EQC))
  2703. bonus -= sc->getSCE(SC_EQC)->val3;
  2704. if(sc->getSCE(SC_PACKING_ENVELOPE3))
  2705. bonus += sc->getSCE(SC_PACKING_ENVELOPE3)->val1;
  2706. if(sc->getSCE(SC_2011RWC_SCROLL))
  2707. bonus -= 10;
  2708. if(sc->getSCE(SC_INFINITY_DRINK))
  2709. bonus += 5;
  2710. if(sc->getSCE(SC_COMBAT_PILL))
  2711. bonus -= 3;
  2712. if(sc->getSCE(SC_COMBAT_PILL2))
  2713. bonus -= 5;
  2714. }
  2715. // Max rate reduce is -100%
  2716. bonus = cap_value(bonus,-100,INT_MAX);
  2717. }
  2718. return min(bonus,INT_MAX);
  2719. }
  2720. /**
  2721. * HP bonus rate from equipment
  2722. */
  2723. static int status_get_hpbonus_equip(TBL_PC *sd) {
  2724. int bonus = 0;
  2725. bonus += sd->hprate;
  2726. return bonus -= 100; //Default hprate is 100, so it should be add 0%
  2727. }
  2728. /**
  2729. * HP bonus rate from usable items
  2730. */
  2731. static int status_get_hpbonus_item(block_list *bl) {
  2732. int bonus = 0;
  2733. status_change *sc = status_get_sc(bl);
  2734. //Bonus by SC
  2735. if (sc) {
  2736. if (sc->getSCE(SC_INCREASE_MAXHP))
  2737. bonus += sc->getSCE(SC_INCREASE_MAXHP)->val1;
  2738. if (sc->getSCE(SC_MUSTLE_M))
  2739. bonus += sc->getSCE(SC_MUSTLE_M)->val1;
  2740. if (sc->getSCE(SC_MYSTERIOUS_POWDER))
  2741. bonus -= sc->getSCE(SC_MYSTERIOUS_POWDER)->val1;
  2742. }
  2743. // Max rate reduce is -100%
  2744. return cap_value(bonus, -100, INT_MAX);
  2745. }
  2746. /**
  2747. * Get SP bonus modifiers
  2748. * @param bl: block_list that will be checked
  2749. * @param type: type of e_status_bonus (STATUS_BONUS_FIX or STATUS_BONUS_RATE)
  2750. * @return bonus: total bonus for SP
  2751. * @author [Cydh]
  2752. */
  2753. static int status_get_spbonus(struct block_list *bl, enum e_status_bonus type) {
  2754. int bonus = 0;
  2755. if (type == STATUS_BONUS_FIX) {
  2756. status_change *sc = status_get_sc(bl);
  2757. //Only for BL_PC
  2758. if (bl->type == BL_PC) {
  2759. map_session_data *sd = map_id2sd(bl->id);
  2760. uint16 skill_lv;
  2761. bonus += sd->bonus.sp;
  2762. if ((skill_lv = pc_checkskill(sd,SL_KAINA)) > 0)
  2763. bonus += 30 * skill_lv;
  2764. if ((skill_lv = pc_checkskill(sd,RA_RESEARCHTRAP)) > 0)
  2765. bonus += 200 + 20 * skill_lv;
  2766. if ((skill_lv = pc_checkskill(sd,WM_LESSON)) > 0)
  2767. bonus += 30 * skill_lv;
  2768. if (pc_checkskill(sd,SU_SPRITEMABLE) > 0)
  2769. bonus += 100;
  2770. if (pc_checkskill(sd, SU_POWEROFSEA) > 0) {
  2771. bonus += 100;
  2772. if (pc_checkskill_summoner(sd, SUMMONER_POWER_SEA) >= 20)
  2773. bonus += 300;
  2774. }
  2775. if ((skill_lv = pc_checkskill(sd, NV_BREAKTHROUGH)) > 0)
  2776. bonus += 30 * skill_lv + (skill_lv > 4 ? 50 : 0);
  2777. if ((skill_lv = pc_checkskill(sd, NV_TRANSCENDENCE)) > 0)
  2778. bonus += 30 * skill_lv + (skill_lv > 4 ? 50 : 0);
  2779. }
  2780. //Bonus by SC
  2781. if (sc) {
  2782. if(sc->getSCE(SC_INCMSP))
  2783. bonus += sc->getSCE(SC_INCMSP)->val1;
  2784. if(sc->getSCE(SC_EARTH_INSIGNIA) && sc->getSCE(SC_EARTH_INSIGNIA)->val1 == 3)
  2785. bonus += 50;
  2786. if(sc->getSCE(SC_SWORDCLAN))
  2787. bonus += 10;
  2788. if(sc->getSCE(SC_ARCWANDCLAN))
  2789. bonus += 10;
  2790. if(sc->getSCE(SC_GOLDENMACECLAN))
  2791. bonus += 10;
  2792. if(sc->getSCE(SC_CROSSBOWCLAN))
  2793. bonus += 10;
  2794. if(sc->getSCE(SC_GLASTHEIM_HPSP))
  2795. bonus += sc->getSCE(SC_GLASTHEIM_HPSP)->val2;
  2796. }
  2797. } else if (type == STATUS_BONUS_RATE) {
  2798. status_change *sc = status_get_sc(bl);
  2799. //Only for BL_PC
  2800. if (bl->type == BL_PC) {
  2801. map_session_data *sd = map_id2sd(bl->id);
  2802. uint8 i;
  2803. if((i = pc_checkskill(sd,HP_MEDITATIO)) > 0)
  2804. bonus += i;
  2805. if((i = pc_checkskill(sd,HW_SOULDRAIN)) > 0)
  2806. bonus += 2 * i;
  2807. #ifdef RENEWAL
  2808. if ((i = pc_checkskill(sd, (sd->status.sex ? BA_MUSICALLESSON : DC_DANCINGLESSON))) > 0)
  2809. bonus += i;
  2810. if (sc->getSCE(SC_NIBELUNGEN) && sc->getSCE(SC_NIBELUNGEN)->val2 == RINGNBL_SPRATE)
  2811. bonus += 30;
  2812. #endif
  2813. }
  2814. //Bonus by SC
  2815. if (sc) {
  2816. //Increasing
  2817. if(sc->getSCE(SC_INCMSPRATE))
  2818. bonus += sc->getSCE(SC_INCMSPRATE)->val1;
  2819. if(sc->getSCE(SC_RAISINGDRAGON))
  2820. bonus += sc->getSCE(SC_RAISINGDRAGON)->val1;
  2821. if(sc->getSCE(SC_SERVICE4U))
  2822. bonus += sc->getSCE(SC_SERVICE4U)->val2;
  2823. if(sc->getSCE(SC_MERC_SPUP))
  2824. bonus += sc->getSCE(SC_MERC_SPUP)->val2;
  2825. if (sc->getSCE(SC_LUXANIMA))
  2826. bonus += sc->getSCE(SC_LUXANIMA)->val3;
  2827. if (sc->getSCE(SC_MTF_MSP))
  2828. bonus += sc->getSCE(SC_MTF_MSP)->val1;
  2829. if(sc->getSCE(SC_PACKING_ENVELOPE4))
  2830. bonus += sc->getSCE(SC_PACKING_ENVELOPE4)->val1;
  2831. //Decreasing
  2832. if (sc->getSCE(SC_MELODYOFSINK))
  2833. bonus -= sc->getSCE(SC_MELODYOFSINK)->val3;
  2834. if (sc->getSCE(SC_2011RWC_SCROLL))
  2835. bonus -= 10;
  2836. if (sc->getSCE(SC_INFINITY_DRINK))
  2837. bonus += 5;
  2838. if (sc->getSCE(SC_MENTAL_POTION))
  2839. bonus += sc->getSCE(SC_MENTAL_POTION)->val1;
  2840. if(sc->getSCE(SC_COMBAT_PILL))
  2841. bonus -= 3;
  2842. if(sc->getSCE(SC_COMBAT_PILL2))
  2843. bonus -= 5;
  2844. }
  2845. // Max rate reduce is -100%
  2846. bonus = cap_value(bonus,-100,INT_MAX);
  2847. }
  2848. return min(bonus,INT_MAX);
  2849. }
  2850. /**
  2851. * SP bonus rate from equipment
  2852. */
  2853. static int status_get_spbonus_equip(TBL_PC *sd) {
  2854. int bonus = 0;
  2855. bonus += sd->sprate;
  2856. return bonus -= 100; //Default sprate is 100, so it should be add 0%
  2857. }
  2858. /**
  2859. * SP bonus rate from usable items
  2860. */
  2861. static int status_get_spbonus_item(block_list *bl) {
  2862. int bonus = 0;
  2863. status_change *sc = status_get_sc(bl);
  2864. //Bonus by SC
  2865. if (sc) {
  2866. if (sc->getSCE(SC_INCREASE_MAXSP))
  2867. bonus += sc->getSCE(SC_INCREASE_MAXSP)->val1;
  2868. if (sc->getSCE(SC_LIFE_FORCE_F))
  2869. bonus += sc->getSCE(SC_LIFE_FORCE_F)->val1;
  2870. if (sc->getSCE(SC_VITATA_500))
  2871. bonus += sc->getSCE(SC_VITATA_500)->val2;
  2872. if (sc->getSCE(SC_ENERGY_DRINK_RESERCH))
  2873. bonus += sc->getSCE(SC_ENERGY_DRINK_RESERCH)->val3;
  2874. }
  2875. // Max rate reduce is -100%
  2876. return cap_value(bonus, -100, INT_MAX);
  2877. }
  2878. /**
  2879. * Get AP bonus modifiers
  2880. * @param bl: block_list that will be checked
  2881. * @param type: type of e_status_bonus (STATUS_BONUS_FIX or STATUS_BONUS_RATE)
  2882. * @return bonus: total bonus for AP
  2883. */
  2884. static int status_get_apbonus(struct block_list *bl, enum e_status_bonus type) {
  2885. int bonus = 0;
  2886. if (type == STATUS_BONUS_FIX) {
  2887. status_change *sc = status_get_sc(bl);
  2888. //Only for BL_PC
  2889. if (bl->type == BL_PC) {
  2890. map_session_data *sd = map_id2sd(bl->id);
  2891. //uint16 skill_lv;
  2892. bonus += sd->bonus.ap;
  2893. //if ((skill_lv = pc_checkskill(sd, NV_BASIC)) > 0)
  2894. // bonus += 100 * skill_lv;
  2895. }
  2896. //Bonus by SC
  2897. if (sc) {
  2898. //if (sc->getSCE(SC_NONE))
  2899. // bonus += sc->getSCE(SC_NONE)->val1;
  2900. }
  2901. } else if (type == STATUS_BONUS_RATE) {
  2902. status_change *sc = status_get_sc(bl);
  2903. //Only for BL_PC
  2904. if (bl->type == BL_PC) {
  2905. map_session_data *sd = map_id2sd(bl->id);
  2906. //uint8 i;
  2907. //if ((i = pc_checkskill(sd, NV_BASIC)) > 0)
  2908. // bonus += 100 * i;
  2909. }
  2910. //Bonus by SC
  2911. if (sc) {
  2912. //if (sc->getSCE(SC_NONE))
  2913. // bonus += sc->getSCE(SC_NONE)->val1;
  2914. }
  2915. // Max rate reduce is -100%
  2916. bonus = cap_value(bonus, -100, INT_MAX);
  2917. }
  2918. return min(bonus, INT_MAX);
  2919. }
  2920. /**
  2921. * AP bonus rate from equipment
  2922. * @param sd: Player data
  2923. * @return AP rate
  2924. */
  2925. static int status_get_apbonus_equip(TBL_PC *sd) {
  2926. int bonus = 0;
  2927. bonus += sd->aprate;
  2928. return bonus -= 100; //Default aprate is 100, so it should be add 0%
  2929. }
  2930. /**
  2931. * AP bonus rate from usable items
  2932. * @param bl: Object to check against
  2933. * @return AP bonus
  2934. */
  2935. static int status_get_apbonus_item(block_list *bl) {
  2936. int bonus = 0;
  2937. status_change *sc = status_get_sc(bl);
  2938. //Bonus by SC
  2939. if (sc) {
  2940. //if (sc->getSCE(SC_NONE))
  2941. // bonus += sc->getSCE(SC_NONE)->val1;
  2942. }
  2943. // Max rate reduce is -100%
  2944. return cap_value(bonus, -100, INT_MAX);
  2945. }
  2946. /**
  2947. * Get final MaxHP or MaxSP for player. References: http://irowiki.org/wiki/Max_HP and http://irowiki.org/wiki/Max_SP
  2948. * The calculation needs base_level, base_status/battle_status (vit or int), additive modifier, and multiplicative modifier
  2949. * @param sd Player
  2950. * @param stat Vit/Int of player as param modifier
  2951. * @param isHP true - calculates Max HP, false - calculated Max SP
  2952. * @return max The max value of HP or SP
  2953. */
  2954. static unsigned int status_calc_maxhpsp_pc(map_session_data* sd, unsigned int stat, bool isHP) {
  2955. nullpo_ret(sd);
  2956. double dmax = 0;
  2957. uint32 level = umax(sd->status.base_level,1);
  2958. std::shared_ptr<s_job_info> job = job_db.find(pc_mapid2jobid(sd->class_, sd->status.sex));
  2959. if (job == nullptr)
  2960. return 1;
  2961. if (isHP) { //Calculates MaxHP
  2962. double equip_bonus = 0, item_bonus = 0;
  2963. 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);
  2964. dmax += sd->indexed_bonus.param_equip[PARAM_VIT]; //Vit from equip gives +1 additional HP
  2965. dmax += status_get_hpbonus(&sd->bl,STATUS_BONUS_FIX);
  2966. equip_bonus = (dmax * status_get_hpbonus_equip(sd) / 100);
  2967. item_bonus = (dmax * status_get_hpbonus_item(&sd->bl) / 100);
  2968. dmax += equip_bonus + item_bonus;
  2969. dmax += (int64)(dmax * status_get_hpbonus(&sd->bl,STATUS_BONUS_RATE) / 100); //Aegis accuracy
  2970. }
  2971. else { //Calculates MaxSP
  2972. double equip_bonus = 0, item_bonus = 0;
  2973. 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);
  2974. dmax += sd->indexed_bonus.param_equip[PARAM_INT]; //Int from equip gives +1 additional SP
  2975. dmax += status_get_spbonus(&sd->bl,STATUS_BONUS_FIX);
  2976. equip_bonus = (dmax * status_get_spbonus_equip(sd) / 100);
  2977. item_bonus = (dmax * status_get_spbonus_item(&sd->bl) / 100);
  2978. dmax += equip_bonus + item_bonus;
  2979. dmax += (int64)(dmax * status_get_spbonus(&sd->bl,STATUS_BONUS_RATE) / 100); //Aegis accuracy
  2980. }
  2981. //Make sure it's not negative before casting to unsigned int
  2982. if(dmax < 1) dmax = 1;
  2983. return cap_value((unsigned int)dmax,1,UINT_MAX);
  2984. }
  2985. /**
  2986. * Get final MaxAP for player.
  2987. * @param sd: Player data
  2988. * @return AP amount
  2989. */
  2990. static unsigned int status_calc_maxap_pc(map_session_data* sd) {
  2991. double dmax = 0, equip_bonus = 0, item_bonus = 0;
  2992. nullpo_ret(sd);
  2993. dmax = (sd->class_&JOBL_FOURTH) ? 200 : 0;
  2994. dmax += status_get_apbonus(&sd->bl, STATUS_BONUS_FIX);
  2995. equip_bonus = (dmax * status_get_apbonus_equip(sd) / 100);
  2996. item_bonus = (dmax * status_get_apbonus_item(&sd->bl) / 100);
  2997. dmax += equip_bonus + item_bonus;
  2998. dmax += (int64)(dmax * status_get_apbonus(&sd->bl, STATUS_BONUS_RATE) / 100);// Aegis accuracy
  2999. //Make sure it's not negative before casting to unsigned int
  3000. if (dmax < 0) dmax = 0;
  3001. return cap_value((unsigned int)dmax, 0, UINT_MAX);
  3002. }
  3003. /**
  3004. * Calculates player's weight
  3005. * @param sd: Player object
  3006. * @param flag: Calculation type
  3007. * CALCWT_ITEM - Item weight
  3008. * CALCWT_MAXBONUS - Skill/Status/Configuration max weight bonus
  3009. * @return false - failed, true - success
  3010. */
  3011. bool status_calc_weight(map_session_data *sd, enum e_status_calc_weight_opt flag)
  3012. {
  3013. int b_weight, b_max_weight, skill, i;
  3014. status_change *sc;
  3015. nullpo_retr(false, sd);
  3016. sc = &sd->sc;
  3017. b_max_weight = sd->max_weight; // Store max weight for later comparison
  3018. b_weight = sd->weight; // Store current weight for later comparison
  3019. sd->max_weight = job_db.get_maxWeight(pc_mapid2jobid(sd->class_, sd->status.sex)) + sd->status.str * 300; // Recalculate max weight
  3020. if (flag&CALCWT_ITEM) {
  3021. sd->weight = 0; // Reset current weight
  3022. for(i = 0; i < MAX_INVENTORY; i++) {
  3023. if (!sd->inventory.u.items_inventory[i].nameid || sd->inventory_data[i] == NULL)
  3024. continue;
  3025. sd->weight += sd->inventory_data[i]->weight * sd->inventory.u.items_inventory[i].amount;
  3026. }
  3027. }
  3028. if (flag&CALCWT_MAXBONUS) {
  3029. // Skill/Status bonus weight increases
  3030. sd->max_weight += sd->add_max_weight; // From bAddMaxWeight
  3031. if ((skill = pc_checkskill(sd, MC_INCCARRY)) > 0)
  3032. sd->max_weight += 2000 * skill;
  3033. if (pc_isriding(sd) && pc_checkskill(sd, KN_RIDING) > 0)
  3034. sd->max_weight += 10000;
  3035. else if (pc_isridingdragon(sd))
  3036. sd->max_weight += 5000 + 2000 * pc_checkskill(sd, RK_DRAGONTRAINING);
  3037. if (sc->getSCE(SC_KNOWLEDGE))
  3038. sd->max_weight += sd->max_weight * sc->getSCE(SC_KNOWLEDGE)->val1 / 10;
  3039. if ((skill = pc_checkskill(sd, ALL_INCCARRY)) > 0)
  3040. sd->max_weight += 2000 * skill;
  3041. if (pc_ismadogear(sd))
  3042. sd->max_weight += 15000;
  3043. }
  3044. // Update the client if the new weight calculations don't match
  3045. if (b_weight != sd->weight)
  3046. clif_updatestatus(sd, SP_WEIGHT);
  3047. if (b_max_weight != sd->max_weight) {
  3048. clif_updatestatus(sd, SP_MAXWEIGHT);
  3049. pc_updateweightstatus(sd);
  3050. }
  3051. return true;
  3052. }
  3053. /**
  3054. * Calculates player's cart weight
  3055. * @param sd: Player object
  3056. * @param flag: Calculation type
  3057. * CALCWT_ITEM - Cart item weight
  3058. * CALCWT_MAXBONUS - Skill/Status/Configuration max weight bonus
  3059. * CALCWT_CARTSTATE - Whether to check for cart state
  3060. * @return false - failed, true - success
  3061. */
  3062. bool status_calc_cart_weight(map_session_data *sd, enum e_status_calc_weight_opt flag)
  3063. {
  3064. int b_cart_weight_max, i;
  3065. nullpo_retr(false, sd);
  3066. if (!pc_iscarton(sd) && !(flag&CALCWT_CARTSTATE))
  3067. return false;
  3068. b_cart_weight_max = sd->cart_weight_max; // Store cart max weight for later comparison
  3069. sd->cart_weight_max = battle_config.max_cart_weight; // Recalculate max weight
  3070. if (flag&CALCWT_ITEM) {
  3071. sd->cart_weight = 0; // Reset current cart weight
  3072. sd->cart_num = 0; // Reset current cart item count
  3073. for(i = 0; i < MAX_CART; i++) {
  3074. if (!sd->cart.u.items_cart[i].nameid)
  3075. continue;
  3076. sd->cart_weight += itemdb_weight(sd->cart.u.items_cart[i].nameid) * sd->cart.u.items_cart[i].amount; // Recalculate current cart weight
  3077. sd->cart_num++; // Recalculate current cart item count
  3078. }
  3079. }
  3080. // Skill bonus max weight increases
  3081. if (flag&CALCWT_MAXBONUS)
  3082. sd->cart_weight_max += (pc_checkskill(sd, GN_REMODELING_CART) * 5000);
  3083. // Update the client if the new weight calculations don't match
  3084. if (b_cart_weight_max != sd->cart_weight_max)
  3085. clif_updatestatus(sd, SP_CARTINFO);
  3086. return true;
  3087. }
  3088. /**
  3089. * Calculates player data from scratch without counting SC adjustments
  3090. * Should be invoked whenever players raise stats, learn passive skills or change equipment
  3091. * @param sd: Player object
  3092. * @param opt: Whether it is first calc (login) or not
  3093. * @return (-1) for too many recursive calls, (1) recursive call, (0) success
  3094. */
  3095. int status_calc_pc_sub(map_session_data* sd, uint8 opt)
  3096. {
  3097. static int calculating = 0; ///< Check for recursive call preemption. [Skotlex]
  3098. struct status_data *base_status; ///< Pointer to the player's base status
  3099. status_change *sc = &sd->sc;
  3100. struct s_skill b_skill[MAX_SKILL]; ///< Previous skill tree
  3101. int i, skill, refinedef = 0;
  3102. short index = -1;
  3103. if (++calculating > 10) // Too many recursive calls!
  3104. return -1;
  3105. // Remember player-specific values that are currently being shown to the client (for refresh purposes)
  3106. memcpy(b_skill, &sd->status.skill, sizeof(b_skill));
  3107. pc_calc_skilltree(sd); // SkillTree calculation
  3108. if (opt&SCO_FIRST) {
  3109. // Load Hp/SP from char-received data.
  3110. sd->battle_status.hp = sd->status.hp;
  3111. sd->battle_status.sp = sd->status.sp;
  3112. if (battle_config.keep_ap_on_logout == 1)
  3113. sd->battle_status.ap = sd->status.ap;
  3114. sd->regen.sregen = &sd->sregen;
  3115. sd->regen.ssregen = &sd->ssregen;
  3116. }
  3117. base_status = &sd->base_status;
  3118. // These are not zeroed. [zzo]
  3119. sd->hprate = 100;
  3120. sd->sprate = 100;
  3121. sd->aprate = 100;
  3122. sd->castrate = 100;
  3123. sd->dsprate = 100;
  3124. sd->hprecov_rate = 100;
  3125. sd->sprecov_rate = 100;
  3126. sd->matk_rate = 100;
  3127. sd->critical_rate = sd->hit_rate = sd->flee_rate = sd->flee2_rate = 100;
  3128. sd->def_rate = sd->def2_rate = sd->mdef_rate = sd->mdef2_rate = 100;
  3129. sd->patk_rate = sd->smatk_rate = 100;
  3130. sd->res_rate = sd->mres_rate = 100;
  3131. sd->hplus_rate = sd->crate_rate = 100;
  3132. sd->regen.state.block = 0;
  3133. sd->add_max_weight = 0;
  3134. sd->indexed_bonus = {};
  3135. memset (&sd->right_weapon.overrefine, 0, sizeof(sd->right_weapon) - sizeof(sd->right_weapon.atkmods));
  3136. memset (&sd->left_weapon.overrefine, 0, sizeof(sd->left_weapon) - sizeof(sd->left_weapon.atkmods));
  3137. if (sd->special_state.intravision)
  3138. clif_status_load(&sd->bl, EFST_CLAIRVOYANCE, 0);
  3139. if (sd->special_state.no_walk_delay)
  3140. clif_status_load(&sd->bl, EFST_ENDURE, 0);
  3141. memset(&sd->special_state,0,sizeof(sd->special_state));
  3142. if (pc_isvip(sd)) // Magic Stone requirement avoidance for VIP.
  3143. sd->special_state.no_gemstone = battle_config.vip_gemstone;
  3144. if (!sd->state.permanent_speed) {
  3145. memset(&base_status->max_hp, 0, sizeof(struct status_data)-(sizeof(base_status->hp)+sizeof(base_status->sp)+sizeof(base_status->ap)));
  3146. base_status->speed = DEFAULT_WALK_SPEED;
  3147. } else {
  3148. int pSpeed = base_status->speed;
  3149. memset(&base_status->max_hp, 0, sizeof(struct status_data)-(sizeof(base_status->hp)+sizeof(base_status->sp)+sizeof(base_status->ap)));
  3150. base_status->speed = pSpeed;
  3151. }
  3152. // !FIXME: Most of these stuff should be calculated once, but how do I fix the memset above to do that? [Skotlex]
  3153. // Give them all modes except these (useful for clones)
  3154. 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));
  3155. base_status->size = (sd->class_&JOBL_BABY) ? SZ_SMALL : (((sd->class_&MAPID_BASEMASK) == MAPID_SUMMONER) ? battle_config.summoner_size : SZ_MEDIUM);
  3156. if (battle_config.character_size && pc_isriding(sd)) { // [Lupus]
  3157. if (sd->class_&JOBL_BABY) {
  3158. if (battle_config.character_size&SZ_BIG)
  3159. base_status->size++;
  3160. } else
  3161. if(battle_config.character_size&SZ_MEDIUM)
  3162. base_status->size++;
  3163. }
  3164. base_status->aspd_rate = 1000;
  3165. base_status->ele_lv = 1;
  3166. base_status->race = ((sd->class_&MAPID_BASEMASK) == MAPID_SUMMONER) ? battle_config.summoner_race : RC_PLAYER_HUMAN;
  3167. base_status->class_ = CLASS_NORMAL;
  3168. sd->autospell.clear();
  3169. sd->autospell2.clear();
  3170. sd->autospell3.clear();
  3171. sd->addeff.clear();
  3172. sd->addeff_atked.clear();
  3173. sd->addeff_onskill.clear();
  3174. sd->skillatk.clear();
  3175. sd->skillusesprate.clear();
  3176. sd->skillusesp.clear();
  3177. sd->skillheal.clear();
  3178. sd->skillheal2.clear();
  3179. sd->skillblown.clear();
  3180. sd->skillcastrate.clear();
  3181. sd->skillfixcastrate.clear();
  3182. sd->subskill.clear();
  3183. sd->skillcooldown.clear();
  3184. sd->skillfixcast.clear();
  3185. sd->skillvarcast.clear();
  3186. sd->add_def.clear();
  3187. sd->add_mdef.clear();
  3188. sd->add_mdmg.clear();
  3189. sd->reseff.clear();
  3190. sd->itemgrouphealrate.clear();
  3191. sd->add_drop.clear();
  3192. sd->itemhealrate.clear();
  3193. sd->subele2.clear();
  3194. sd->subrace3.clear();
  3195. sd->skilldelay.clear();
  3196. sd->sp_vanish.clear();
  3197. sd->hp_vanish.clear();
  3198. sd->itemsphealrate.clear();
  3199. sd->itemgroupsphealrate.clear();
  3200. // Zero up structures...
  3201. memset(&sd->hp_loss, 0, sizeof(sd->hp_loss)
  3202. + sizeof(sd->sp_loss)
  3203. + sizeof(sd->hp_regen)
  3204. + sizeof(sd->sp_regen)
  3205. + sizeof(sd->percent_hp_regen)
  3206. + sizeof(sd->percent_sp_regen)
  3207. + sizeof(sd->def_set_race)
  3208. + sizeof(sd->mdef_set_race)
  3209. + sizeof(sd->norecover_state_race)
  3210. + sizeof(sd->hp_vanish_race)
  3211. + sizeof(sd->sp_vanish_race)
  3212. );
  3213. memset(&sd->bonus, 0, sizeof(sd->bonus));
  3214. // Autobonus
  3215. pc_delautobonus(*sd, sd->autobonus, true);
  3216. pc_delautobonus(*sd, sd->autobonus2, true);
  3217. pc_delautobonus(*sd, sd->autobonus3, true);
  3218. if (sd->pd != nullptr) {
  3219. pet_delautobonus(*sd, sd->pd->autobonus, true);
  3220. pet_delautobonus(*sd, sd->pd->autobonus2, true);
  3221. pet_delautobonus(*sd, sd->pd->autobonus3, true);
  3222. }
  3223. // Parse equipment
  3224. for (i = 0; i < EQI_MAX; i++) {
  3225. current_equip_item_index = index = sd->equip_index[i]; // We pass INDEX to current_equip_item_index - for EQUIP_SCRIPT (new cards solution) [Lupus]
  3226. current_equip_combo_pos = 0;
  3227. if (index < 0)
  3228. continue;
  3229. if (i == EQI_AMMO)
  3230. continue;
  3231. if (pc_is_same_equip_index((enum equip_index)i, sd->equip_index, index))
  3232. continue;
  3233. if (!sd->inventory_data[index])
  3234. continue;
  3235. base_status->def += sd->inventory_data[index]->def;
  3236. // Items may be equipped, their effects however are nullified.
  3237. if (opt&SCO_FIRST && sd->inventory_data[index]->equip_script && (pc_has_permission(sd,PC_PERM_USE_ALL_EQUIPMENT)
  3238. || !itemdb_isNoEquip(*sd, sd->inventory_data[index]->nameid))) { // Execute equip-script on login
  3239. run_script(sd->inventory_data[index]->equip_script,0,sd->bl.id,0);
  3240. if (!calculating)
  3241. return 1;
  3242. }
  3243. // Sanitize the refine level in case someone decreased the value inbetween
  3244. if (sd->inventory.u.items_inventory[index].refine > MAX_REFINE)
  3245. sd->inventory.u.items_inventory[index].refine = MAX_REFINE;
  3246. std::shared_ptr<s_refine_level_info> info = refine_db.findCurrentLevelInfo( *sd->inventory_data[index], sd->inventory.u.items_inventory[index] );
  3247. #ifdef RENEWAL
  3248. std::shared_ptr<s_enchantgradelevel> enchantgrade_info = nullptr;
  3249. if( sd->inventory.u.items_inventory[index].enchantgrade > 0 ){
  3250. enchantgrade_info = enchantgrade_db.findCurrentLevelInfo( *sd->inventory_data[index], sd->inventory.u.items_inventory[index] );
  3251. }
  3252. #endif
  3253. if (sd->inventory_data[index]->type == IT_WEAPON) {
  3254. int wlv = sd->inventory_data[index]->weapon_level;
  3255. struct weapon_data *wd;
  3256. struct weapon_atk *wa;
  3257. if(wlv >= MAX_WEAPON_LEVEL)
  3258. wlv = MAX_WEAPON_LEVEL;
  3259. if(i == EQI_HAND_L && sd->inventory.u.items_inventory[index].equip == EQP_HAND_L) {
  3260. wd = &sd->left_weapon; // Left-hand weapon
  3261. wa = &base_status->lhw;
  3262. } else {
  3263. wd = &sd->right_weapon;
  3264. wa = &base_status->rhw;
  3265. }
  3266. wa->atk += sd->inventory_data[index]->atk;
  3267. if( info != nullptr ){
  3268. wa->atk2 += info->bonus / 100;
  3269. #ifdef RENEWAL
  3270. if( enchantgrade_info != nullptr ){
  3271. wa->atk2 += ( ( ( info->bonus / 100 ) * enchantgrade_info->bonus ) / 100 );
  3272. }
  3273. if( wlv == 5 ){
  3274. base_status->patk += sd->inventory.u.items_inventory[index].refine * 2;
  3275. base_status->smatk += sd->inventory.u.items_inventory[index].refine * 2;
  3276. }
  3277. #endif
  3278. }
  3279. #ifdef RENEWAL
  3280. if (sd->bonus.weapon_atk_rate)
  3281. wa->atk += wa->atk * sd->bonus.weapon_atk_rate / 100;
  3282. wa->matk += sd->inventory_data[index]->matk;
  3283. wa->wlv = wlv;
  3284. // Renewal magic attack refine bonus
  3285. if( info != nullptr && sd->weapontype1 != W_BOW ){
  3286. wa->matk += info->bonus / 100;
  3287. if( enchantgrade_info != nullptr ){
  3288. wa->matk += ( ( ( info->bonus / 100 ) * enchantgrade_info->bonus ) / 100 );
  3289. }
  3290. }
  3291. #endif
  3292. // Overrefine bonus.
  3293. if( info != nullptr ){
  3294. wd->overrefine = info->randombonus_max / 100;
  3295. }
  3296. wa->range += sd->inventory_data[index]->range;
  3297. if(sd->inventory_data[index]->script && (pc_has_permission(sd,PC_PERM_USE_ALL_EQUIPMENT) || !itemdb_isNoEquip(*sd, sd->inventory_data[index]->nameid))) {
  3298. if (wd == &sd->left_weapon) {
  3299. sd->state.lr_flag = 1;
  3300. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  3301. sd->state.lr_flag = 0;
  3302. } else
  3303. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  3304. if (!calculating) // Abort, run_script retriggered this. [Skotlex]
  3305. return 1;
  3306. }
  3307. #ifdef RENEWAL
  3308. if (sd->bonus.weapon_matk_rate)
  3309. wa->matk += wa->matk * sd->bonus.weapon_matk_rate / 100;
  3310. #endif
  3311. if(sd->inventory.u.items_inventory[index].card[0] == CARD0_FORGE) { // Forged weapon
  3312. wd->star += (sd->inventory.u.items_inventory[index].card[1]>>8);
  3313. if(wd->star >= 15) wd->star = 40; // 3 Star Crumbs now give +40 dmg
  3314. if(pc_famerank(MakeDWord(sd->inventory.u.items_inventory[index].card[2],sd->inventory.u.items_inventory[index].card[3]) ,MAPID_BLACKSMITH))
  3315. wd->star += 10;
  3316. if (!wa->ele) // Do not overwrite element from previous bonuses.
  3317. wa->ele = (sd->inventory.u.items_inventory[index].card[1]&0x0f);
  3318. }
  3319. } else if(sd->inventory_data[index]->type == IT_ARMOR) {
  3320. if( info != nullptr ){
  3321. refinedef += info->bonus;
  3322. #ifdef RENEWAL
  3323. if( sd->inventory_data[index]->armor_level == 2 ){
  3324. base_status->res += sd->inventory.u.items_inventory[index].refine * 2;
  3325. base_status->mres += sd->inventory.u.items_inventory[index].refine * 2;
  3326. }
  3327. #endif
  3328. }
  3329. if(sd->inventory_data[index]->script && (pc_has_permission(sd,PC_PERM_USE_ALL_EQUIPMENT) || !itemdb_isNoEquip(*sd, sd->inventory_data[index]->nameid))) {
  3330. if( i == EQI_HAND_L ) // Shield
  3331. sd->state.lr_flag = 3;
  3332. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  3333. if( i == EQI_HAND_L ) // Shield
  3334. sd->state.lr_flag = 0;
  3335. if (!calculating) // Abort, run_script retriggered this. [Skotlex]
  3336. return 1;
  3337. }
  3338. } else if( sd->inventory_data[index]->type == IT_SHADOWGEAR ) { // Shadow System
  3339. if (sd->inventory_data[index]->script && (pc_has_permission(sd,PC_PERM_USE_ALL_EQUIPMENT) || !itemdb_isNoEquip(*sd, sd->inventory_data[index]->nameid))) {
  3340. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  3341. if( !calculating )
  3342. return 1;
  3343. }
  3344. }
  3345. }
  3346. if(sd->equip_index[EQI_AMMO] >= 0) {
  3347. index = sd->equip_index[EQI_AMMO];
  3348. if(sd->inventory_data[index]) { // Arrows
  3349. sd->bonus.arrow_atk += sd->inventory_data[index]->atk;
  3350. sd->state.lr_flag = 2;
  3351. if( !itemdb_group.item_exists(IG_THROWABLE, sd->inventory_data[index]->nameid) ) // Don't run scripts on throwable items
  3352. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  3353. sd->state.lr_flag = 0;
  3354. if (!calculating) // Abort, run_script retriggered status_calc_pc. [Skotlex]
  3355. return 1;
  3356. }
  3357. }
  3358. // Process and check item combos
  3359. if (!sd->combos.empty()) {
  3360. for (const auto &combo : sd->combos) {
  3361. std::shared_ptr<s_item_combo> item_combo;
  3362. current_equip_item_index = -1;
  3363. current_equip_combo_pos = combo->pos;
  3364. if (combo->bonus == nullptr || !(item_combo = itemdb_combo.find(combo->id)))
  3365. continue;
  3366. bool no_run = false;
  3367. size_t j = 0;
  3368. // Check combo items
  3369. while (j < item_combo->nameid.size()) {
  3370. std::shared_ptr<item_data> id = item_db.find(item_combo->nameid[j]);
  3371. // Don't run the script if at least one of combo's pair has restriction
  3372. if (id && !pc_has_permission(sd, PC_PERM_USE_ALL_EQUIPMENT) && itemdb_isNoEquip(*sd, id->nameid)) {
  3373. no_run = true;
  3374. break;
  3375. }
  3376. j++;
  3377. }
  3378. if (no_run)
  3379. continue;
  3380. run_script(combo->bonus, 0, sd->bl.id, 0);
  3381. if (!calculating) // Abort, run_script retriggered this
  3382. return 1;
  3383. }
  3384. }
  3385. // Store equipment script bonuses
  3386. memcpy(sd->indexed_bonus.param_equip,sd->indexed_bonus.param_bonus,sizeof(sd->indexed_bonus.param_equip));
  3387. memset(sd->indexed_bonus.param_bonus, 0, sizeof(sd->indexed_bonus.param_bonus));
  3388. base_status->def += (refinedef+50)/100;
  3389. // Parse Cards
  3390. for (i = 0; i < EQI_MAX; i++) {
  3391. current_equip_item_index = index = sd->equip_index[i]; // We pass INDEX to current_equip_item_index - for EQUIP_SCRIPT (new cards solution) [Lupus]
  3392. current_equip_combo_pos = 0;
  3393. if (index < 0)
  3394. continue;
  3395. if (i == EQI_AMMO)
  3396. continue;
  3397. if (pc_is_same_equip_index((enum equip_index)i, sd->equip_index, index))
  3398. continue;
  3399. if (sd->inventory_data[index]) {
  3400. int j;
  3401. // Card script execution.
  3402. if (itemdb_isspecial(sd->inventory.u.items_inventory[index].card[0]))
  3403. continue;
  3404. for (j = 0; j < MAX_SLOTS; j++) { // Uses MAX_SLOTS to support Soul Bound system [Inkfish]
  3405. int c = sd->inventory.u.items_inventory[index].card[j];
  3406. current_equip_card_id= c;
  3407. if(!c)
  3408. continue;
  3409. std::shared_ptr<item_data> data = item_db.find(c);
  3410. if(!data)
  3411. continue;
  3412. if (opt&SCO_FIRST && data->equip_script && (pc_has_permission(sd,PC_PERM_USE_ALL_EQUIPMENT) || !itemdb_isNoEquip(*sd, data->nameid))) {// Execute equip-script on login
  3413. run_script(data->equip_script,0,sd->bl.id,0);
  3414. if (!calculating)
  3415. return 1;
  3416. }
  3417. if(!data->script)
  3418. continue;
  3419. if(!pc_has_permission(sd,PC_PERM_USE_ALL_EQUIPMENT) && itemdb_isNoEquip(*sd, data->nameid)) // Card restriction checks.
  3420. continue;
  3421. if(i == EQI_HAND_L && sd->inventory.u.items_inventory[index].equip == EQP_HAND_L) { // Left hand status.
  3422. sd->state.lr_flag = 1;
  3423. run_script(data->script,0,sd->bl.id,0);
  3424. sd->state.lr_flag = 0;
  3425. } else
  3426. run_script(data->script,0,sd->bl.id,0);
  3427. if (!calculating) // Abort, run_script his function. [Skotlex]
  3428. return 1;
  3429. }
  3430. }
  3431. }
  3432. current_equip_card_id = 0; // Clear stored card ID [Secret]
  3433. // Parse random options
  3434. for (i = 0; i < EQI_MAX; i++) {
  3435. current_equip_item_index = index = sd->equip_index[i];
  3436. current_equip_combo_pos = 0;
  3437. current_equip_opt_index = -1;
  3438. if (index < 0)
  3439. continue;
  3440. if (i == EQI_AMMO)
  3441. continue;
  3442. if (pc_is_same_equip_index((enum equip_index)i, sd->equip_index, index))
  3443. continue;
  3444. if (sd->inventory_data[index]) {
  3445. for (uint8 j = 0; j < MAX_ITEM_RDM_OPT; j++) {
  3446. short opt_id = sd->inventory.u.items_inventory[index].option[j].id;
  3447. if (!opt_id)
  3448. continue;
  3449. current_equip_opt_index = j;
  3450. std::shared_ptr<s_random_opt_data> data = random_option_db.find(opt_id);
  3451. if (!data || !data->script)
  3452. continue;
  3453. if (!pc_has_permission(sd, PC_PERM_USE_ALL_EQUIPMENT) && itemdb_isNoEquip(*sd, sd->inventory_data[index]->nameid))
  3454. continue;
  3455. if (i == EQI_HAND_L && sd->inventory.u.items_inventory[index].equip == EQP_HAND_L) { // Left hand status.
  3456. sd->state.lr_flag = 1;
  3457. run_script(data->script, 0, sd->bl.id, 0);
  3458. sd->state.lr_flag = 0;
  3459. }
  3460. else
  3461. run_script(data->script, 0, sd->bl.id, 0);
  3462. if (!calculating)
  3463. return 1;
  3464. }
  3465. }
  3466. current_equip_opt_index = -1;
  3467. }
  3468. if (sc->count && sc->getSCE(SC_ITEMSCRIPT)) {
  3469. std::shared_ptr<item_data> data = item_db.find(sc->getSCE(SC_ITEMSCRIPT)->val1);
  3470. if (data && data->script)
  3471. run_script(data->script, 0, sd->bl.id, 0);
  3472. }
  3473. pc_bonus_script(sd);
  3474. if( sd->pd ) { // Pet Bonus
  3475. struct pet_data *pd = sd->pd;
  3476. std::shared_ptr<s_pet_db> pet_db_ptr = pd->get_pet_db();
  3477. if (pet_db_ptr != nullptr && pet_db_ptr->pet_bonus_script)
  3478. run_script(pet_db_ptr->pet_bonus_script,0,sd->bl.id,0);
  3479. if (pet_db_ptr != nullptr && pd->pet.intimate > 0 && (!battle_config.pet_equip_required || pd->pet.equip > 0) && pd->state.skillbonus == 1 && pd->bonus)
  3480. pc_bonus(sd,pd->bonus->type, pd->bonus->val);
  3481. }
  3482. // param_bonus now holds card bonuses.
  3483. if(base_status->rhw.range < 1) base_status->rhw.range = 1;
  3484. if(base_status->lhw.range < 1) base_status->lhw.range = 1;
  3485. if(base_status->rhw.range < base_status->lhw.range)
  3486. base_status->rhw.range = base_status->lhw.range;
  3487. sd->bonus.double_rate += sd->bonus.double_add_rate;
  3488. sd->bonus.perfect_hit += sd->bonus.perfect_hit_add;
  3489. sd->bonus.splash_range += sd->bonus.splash_add_range;
  3490. // Damage modifiers from weapon type
  3491. std::shared_ptr<s_sizefix_db> right_weapon = size_fix_db.find(sd->weapontype1);
  3492. std::shared_ptr<s_sizefix_db> left_weapon = size_fix_db.find(sd->weapontype2);
  3493. sd->right_weapon.atkmods[SZ_SMALL] = right_weapon->small;
  3494. sd->right_weapon.atkmods[SZ_MEDIUM] = right_weapon->medium;
  3495. sd->right_weapon.atkmods[SZ_BIG] = right_weapon->large;
  3496. sd->left_weapon.atkmods[SZ_SMALL] = left_weapon->small;
  3497. sd->left_weapon.atkmods[SZ_MEDIUM] = left_weapon->medium;
  3498. sd->left_weapon.atkmods[SZ_BIG] = left_weapon->large;
  3499. if((pc_isriding(sd) || pc_isridingdragon(sd)) &&
  3500. (sd->status.weapon==W_1HSPEAR || sd->status.weapon==W_2HSPEAR))
  3501. { // When Riding with spear, damage modifier to mid-class becomes
  3502. // same as versus large size.
  3503. sd->right_weapon.atkmods[SZ_MEDIUM] = sd->right_weapon.atkmods[SZ_BIG];
  3504. sd->left_weapon.atkmods[SZ_MEDIUM] = sd->left_weapon.atkmods[SZ_BIG];
  3505. }
  3506. // ----- STATS CALCULATION -----
  3507. // Job bonuses
  3508. std::shared_ptr<s_job_info> job_info = job_db.find( pc_mapid2jobid( sd->class_, sd->status.sex ) );
  3509. if( job_info != nullptr ){
  3510. const auto& bonus = job_info->job_bonus[sd->status.job_level-1];
  3511. base_status->str += bonus[PARAM_STR];
  3512. base_status->agi += bonus[PARAM_AGI];
  3513. base_status->vit += bonus[PARAM_VIT];
  3514. base_status->int_ += bonus[PARAM_INT];
  3515. base_status->dex += bonus[PARAM_DEX];
  3516. base_status->luk += bonus[PARAM_LUK];
  3517. base_status->pow += bonus[PARAM_POW];
  3518. base_status->sta += bonus[PARAM_STA];
  3519. base_status->wis += bonus[PARAM_WIS];
  3520. base_status->spl += bonus[PARAM_SPL];
  3521. base_status->con += bonus[PARAM_CON];
  3522. base_status->crt += bonus[PARAM_CRT];
  3523. }
  3524. // If a Super Novice has never died and is at least joblv 70, he gets all stats +10
  3525. if(((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && (sd->status.job_level >= 70 || sd->class_&JOBL_THIRD)) && sd->die_counter == 0) {
  3526. base_status->str += 10;
  3527. base_status->agi += 10;
  3528. base_status->vit += 10;
  3529. base_status->int_+= 10;
  3530. base_status->dex += 10;
  3531. base_status->luk += 10;
  3532. }
  3533. // Absolute modifiers from passive skills
  3534. if(pc_checkskill(sd,BS_HILTBINDING)>0)
  3535. base_status->str++;
  3536. if((skill=pc_checkskill(sd,SA_DRAGONOLOGY))>0)
  3537. base_status->int_ += (skill+1)/2; // +1 INT / 2 lv
  3538. if((skill=pc_checkskill(sd,AC_OWL))>0)
  3539. base_status->dex += skill;
  3540. if((skill = pc_checkskill(sd,RA_RESEARCHTRAP))>0)
  3541. base_status->int_ += skill;
  3542. if (pc_checkskill(sd, SU_POWEROFLAND) > 0)
  3543. base_status->int_ += 20;
  3544. // Bonuses from cards and equipment as well as base stat, remember to avoid overflows.
  3545. i = base_status->str + sd->status.str + sd->indexed_bonus.param_bonus[PARAM_STR] + sd->indexed_bonus.param_equip[PARAM_STR];
  3546. base_status->str = cap_value(i,0,USHRT_MAX);
  3547. i = base_status->agi + sd->status.agi + sd->indexed_bonus.param_bonus[PARAM_AGI] + sd->indexed_bonus.param_equip[PARAM_AGI];
  3548. base_status->agi = cap_value(i,0,USHRT_MAX);
  3549. i = base_status->vit + sd->status.vit + sd->indexed_bonus.param_bonus[PARAM_VIT] + sd->indexed_bonus.param_equip[PARAM_VIT];
  3550. base_status->vit = cap_value(i,0,USHRT_MAX);
  3551. i = base_status->int_+ sd->status.int_+ sd->indexed_bonus.param_bonus[PARAM_INT] + sd->indexed_bonus.param_equip[PARAM_INT];
  3552. base_status->int_ = cap_value(i,0,USHRT_MAX);
  3553. i = base_status->dex + sd->status.dex + sd->indexed_bonus.param_bonus[PARAM_DEX] + sd->indexed_bonus.param_equip[PARAM_DEX];
  3554. base_status->dex = cap_value(i,0,USHRT_MAX);
  3555. i = base_status->luk + sd->status.luk + sd->indexed_bonus.param_bonus[PARAM_LUK] + sd->indexed_bonus.param_equip[PARAM_LUK];
  3556. base_status->luk = cap_value(i,0,USHRT_MAX);
  3557. i = base_status->pow + sd->status.pow + sd->indexed_bonus.param_bonus[PARAM_POW] + sd->indexed_bonus.param_equip[PARAM_POW];
  3558. base_status->pow = cap_value(i, 0, USHRT_MAX);
  3559. i = base_status->sta + sd->status.sta + sd->indexed_bonus.param_bonus[PARAM_STA] + sd->indexed_bonus.param_equip[PARAM_STA];
  3560. base_status->sta = cap_value(i, 0, USHRT_MAX);
  3561. i = base_status->wis + sd->status.wis + sd->indexed_bonus.param_bonus[PARAM_WIS] + sd->indexed_bonus.param_equip[PARAM_WIS];
  3562. base_status->wis = cap_value(i, 0, USHRT_MAX);
  3563. i = base_status->spl + sd->status.spl + sd->indexed_bonus.param_bonus[PARAM_SPL] + sd->indexed_bonus.param_equip[PARAM_SPL];
  3564. base_status->spl = cap_value(i, 0, USHRT_MAX);
  3565. i = base_status->con + sd->status.con + sd->indexed_bonus.param_bonus[PARAM_CON] + sd->indexed_bonus.param_equip[PARAM_CON];
  3566. base_status->con = cap_value(i, 0, USHRT_MAX);
  3567. i = base_status->crt + sd->status.crt + sd->indexed_bonus.param_bonus[PARAM_CRT] + sd->indexed_bonus.param_equip[PARAM_CRT];
  3568. base_status->crt = cap_value(i, 0, USHRT_MAX);
  3569. if (sd->special_state.no_walk_delay) {
  3570. if (sc->getSCE(SC_ENDURE)) {
  3571. if (sc->getSCE(SC_ENDURE)->val4)
  3572. sc->getSCE(SC_ENDURE)->val4 = 0;
  3573. status_change_end(&sd->bl, SC_ENDURE);
  3574. }
  3575. clif_status_load(&sd->bl, EFST_ENDURE, 1);
  3576. base_status->mdef++;
  3577. }
  3578. // ------ ATTACK CALCULATION ------
  3579. // Base batk value is set in status_calc_misc
  3580. #ifndef RENEWAL
  3581. // !FIXME: Weapon-type bonus (Why is the weapon_atk bonus applied to base attack?)
  3582. if (sd->status.weapon < MAX_WEAPON_TYPE && sd->indexed_bonus.weapon_atk[sd->status.weapon])
  3583. base_status->batk += sd->indexed_bonus.weapon_atk[sd->status.weapon];
  3584. // Absolute modifiers from passive skills
  3585. if((skill=pc_checkskill(sd,BS_HILTBINDING))>0)
  3586. base_status->batk += 4;
  3587. #else
  3588. base_status->watk = status_weapon_atk(base_status->rhw);
  3589. base_status->watk2 = status_weapon_atk(base_status->lhw);
  3590. base_status->eatk = sd->bonus.eatk;
  3591. #endif
  3592. // ----- HP MAX CALCULATION -----
  3593. base_status->max_hp = sd->status.max_hp = status_calc_maxhpsp_pc(sd,base_status->vit,true);
  3594. if(battle_config.hp_rate != 100)
  3595. base_status->max_hp = (unsigned int)(battle_config.hp_rate * (base_status->max_hp/100.));
  3596. if (sd->status.base_level < 100)
  3597. base_status->max_hp = cap_value(base_status->max_hp,1,(unsigned int)battle_config.max_hp_lv99);
  3598. else if (sd->status.base_level < 151)
  3599. base_status->max_hp = cap_value(base_status->max_hp,1,(unsigned int)battle_config.max_hp_lv150);
  3600. else
  3601. base_status->max_hp = cap_value(base_status->max_hp,1,(unsigned int)battle_config.max_hp);
  3602. // ----- SP MAX CALCULATION -----
  3603. base_status->max_sp = sd->status.max_sp = status_calc_maxhpsp_pc(sd,base_status->int_,false);
  3604. if(battle_config.sp_rate != 100)
  3605. base_status->max_sp = (unsigned int)(battle_config.sp_rate * (base_status->max_sp/100.));
  3606. base_status->max_sp = cap_value(base_status->max_sp,1,(unsigned int)battle_config.max_sp);
  3607. // ----- AP MAX CALCULATION -----
  3608. base_status->max_ap = sd->status.max_ap = status_calc_maxap_pc(sd);
  3609. if (battle_config.ap_rate != 100)
  3610. base_status->max_ap = (unsigned int)(battle_config.ap_rate * (base_status->max_ap / 100.));
  3611. base_status->max_ap = cap_value(base_status->max_ap, 0, (unsigned int)battle_config.max_ap);
  3612. // ----- RESPAWN HP/SP/AP -----
  3613. // Calc respawn hp and store it on base_status
  3614. if (sd->special_state.restart_full_recover) {
  3615. base_status->hp = base_status->max_hp;
  3616. base_status->sp = base_status->max_sp;
  3617. } else {
  3618. if((sd->class_&MAPID_BASEMASK) == MAPID_NOVICE && !(sd->class_&JOBL_2)
  3619. && battle_config.restart_hp_rate < 50)
  3620. base_status->hp = base_status->max_hp / 2;
  3621. else
  3622. base_status->hp = (int64)base_status->max_hp * battle_config.restart_hp_rate/100;
  3623. if(!base_status->hp)
  3624. base_status->hp = 1;
  3625. base_status->sp = (int64)base_status->max_sp * battle_config.restart_sp_rate /100;
  3626. if( !base_status->sp ) // The minimum for the respawn setting is SP:1
  3627. base_status->sp = 1;
  3628. base_status->ap = (int64)base_status->max_ap * battle_config.restart_ap_rate / 100;
  3629. }
  3630. // ----- MISC CALCULATION -----
  3631. status_calc_misc(&sd->bl, base_status, sd->status.base_level);
  3632. // Equipment modifiers for misc settings
  3633. if(sd->matk_rate < 0)
  3634. sd->matk_rate = 0;
  3635. if(sd->matk_rate != 100) {
  3636. base_status->matk_max = base_status->matk_max * sd->matk_rate/100;
  3637. base_status->matk_min = base_status->matk_min * sd->matk_rate/100;
  3638. }
  3639. if(sd->hit_rate < 0)
  3640. sd->hit_rate = 0;
  3641. if(sd->hit_rate != 100)
  3642. base_status->hit = base_status->hit * sd->hit_rate/100;
  3643. if(sd->flee_rate < 0)
  3644. sd->flee_rate = 0;
  3645. if(sd->flee_rate != 100)
  3646. base_status->flee = base_status->flee * sd->flee_rate/100;
  3647. if(sd->def2_rate < 0)
  3648. sd->def2_rate = 0;
  3649. if(sd->def2_rate != 100)
  3650. base_status->def2 = base_status->def2 * sd->def2_rate/100;
  3651. if(sd->mdef2_rate < 0)
  3652. sd->mdef2_rate = 0;
  3653. if(sd->mdef2_rate != 100)
  3654. base_status->mdef2 = base_status->mdef2 * sd->mdef2_rate/100;
  3655. if(sd->critical_rate < 0)
  3656. sd->critical_rate = 0;
  3657. if(sd->critical_rate != 100)
  3658. base_status->cri = cap_value(base_status->cri * sd->critical_rate/100,SHRT_MIN,SHRT_MAX);
  3659. if (pc_checkskill(sd, SU_POWEROFLIFE) > 0)
  3660. base_status->cri += 200;
  3661. if(sd->flee2_rate < 0)
  3662. sd->flee2_rate = 0;
  3663. if(sd->flee2_rate != 100)
  3664. base_status->flee2 = base_status->flee2 * sd->flee2_rate/100;
  3665. if (sd->patk_rate < 0)
  3666. sd->patk_rate = 0;
  3667. if (sd->patk_rate != 100)
  3668. base_status->patk = base_status->patk * sd->patk_rate / 100;
  3669. if (sd->smatk_rate < 0)
  3670. sd->smatk_rate = 0;
  3671. if (sd->smatk_rate != 100)
  3672. base_status->smatk = base_status->smatk * sd->smatk_rate / 100;
  3673. if (sd->res_rate < 0)
  3674. sd->res_rate = 0;
  3675. if (sd->res_rate != 100)
  3676. base_status->res = base_status->res * sd->res_rate / 100;
  3677. if (sd->mres_rate < 0)
  3678. sd->mres_rate = 0;
  3679. if (sd->mres_rate != 100)
  3680. base_status->mres = base_status->mres * sd->mres_rate / 100;
  3681. if (sd->hplus_rate < 0)
  3682. sd->hplus_rate = 0;
  3683. if (sd->hplus_rate != 100)
  3684. base_status->hplus = base_status->hplus * sd->hplus_rate / 100;
  3685. if (sd->crate_rate < 0)
  3686. sd->crate_rate = 0;
  3687. if (sd->crate_rate != 100)
  3688. base_status->crate = base_status->crate * sd->crate_rate / 100;
  3689. // ----- HIT CALCULATION -----
  3690. // Absolute modifiers from passive skills
  3691. #ifndef RENEWAL
  3692. if((skill=pc_checkskill(sd,BS_WEAPONRESEARCH))>0)
  3693. base_status->hit += skill*2;
  3694. #endif
  3695. if((skill=pc_checkskill(sd,AC_VULTURE))>0) {
  3696. #ifndef RENEWAL
  3697. base_status->hit += skill;
  3698. #endif
  3699. if(sd->status.weapon == W_BOW)
  3700. base_status->rhw.range += skill;
  3701. }
  3702. if(sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE) {
  3703. if((skill=pc_checkskill(sd,GS_SINGLEACTION))>0)
  3704. base_status->hit += 2*skill;
  3705. if((skill=pc_checkskill(sd,GS_SNAKEEYE))>0) {
  3706. base_status->hit += skill;
  3707. base_status->rhw.range += skill;
  3708. }
  3709. }
  3710. if((sd->status.weapon == W_1HAXE || sd->status.weapon == W_2HAXE) && (skill = pc_checkskill(sd,NC_TRAININGAXE)) > 0)
  3711. base_status->hit += skill * 3;
  3712. if((sd->status.weapon == W_MACE || sd->status.weapon == W_2HMACE) && (skill = pc_checkskill(sd,NC_TRAININGAXE)) > 0)
  3713. base_status->hit += skill * 2;
  3714. if (pc_checkskill(sd, SU_POWEROFLIFE) > 0)
  3715. base_status->hit += 20;
  3716. if ((skill = pc_checkskill_imperial_guard(sd, 2)) > 0)// IG_SPEAR_SWORD_M
  3717. base_status->hit += skill * 3;
  3718. if ((skill = pc_checkskill(sd, SU_SOULATTACK)) > 0)
  3719. base_status->rhw.range += skill_get_range2(&sd->bl, SU_SOULATTACK, skill, true);
  3720. // ----- FLEE CALCULATION -----
  3721. // Absolute modifiers from passive skills
  3722. if((skill=pc_checkskill(sd,TF_MISS))>0)
  3723. base_status->flee += skill*(sd->class_&JOBL_2 && (sd->class_&MAPID_BASEMASK) == MAPID_THIEF? 4 : 3);
  3724. if((skill=pc_checkskill(sd,MO_DODGE))>0)
  3725. base_status->flee += (skill*3) / 2;
  3726. if (pc_checkskill(sd, SU_POWEROFLIFE) > 0)
  3727. base_status->flee += 20;
  3728. if ((skill = pc_checkskill(sd, SHC_SHADOW_SENSE)) > 0)
  3729. base_status->flee += skill * 10;
  3730. // ----- CRITICAL CALCULATION -----
  3731. #ifdef RENEWAL
  3732. if ((skill = pc_checkskill(sd, DC_DANCINGLESSON)) > 0)
  3733. base_status->cri += skill * 10;
  3734. if ((skill = pc_checkskill(sd, PR_MACEMASTERY)) > 0 && (sd->status.weapon == W_MACE || sd->status.weapon == W_2HMACE))
  3735. base_status->cri += skill * 10;
  3736. #endif
  3737. if ((skill = pc_checkskill(sd, SHC_SHADOW_SENSE)) > 0)
  3738. {
  3739. if (sd->status.weapon == W_DAGGER || sd->status.weapon == W_DOUBLE_DD ||
  3740. sd->status.weapon == W_DOUBLE_DS || sd->status.weapon == W_DOUBLE_DA)
  3741. base_status->cri += 100 + skill * 40;
  3742. else if (sd->status.weapon == W_KATAR)
  3743. base_status->cri += 50 + skill * 20;
  3744. }
  3745. // ----- P.Atk/S.Matk CALCULATION -----
  3746. if ((skill = pc_checkskill(sd, TR_STAGE_MANNER)) > 0 && (sd->status.weapon == W_BOW || sd->status.weapon == W_MUSICAL || sd->status.weapon == W_WHIP)) {
  3747. base_status->patk += skill * 3;
  3748. base_status->smatk += skill * 3;
  3749. }
  3750. // 2-Handed Staff Mastery
  3751. if( sd->status.weapon == W_2HSTAFF && ( skill = pc_checkskill( sd, AG_TWOHANDSTAFF ) ) > 0 ){
  3752. base_status->smatk += skill * 2;
  3753. }
  3754. // ----- PHYSICAL RESISTANCE CALCULATION -----
  3755. if ((skill = pc_checkskill_imperial_guard(sd, 1)) > 0)// IG_SHIELD_MASTERY
  3756. base_status->res += skill * 3;
  3757. // ----- EQUIPMENT-DEF CALCULATION -----
  3758. // Apply relative modifiers from equipment
  3759. if(sd->def_rate < 0)
  3760. sd->def_rate = 0;
  3761. if(sd->def_rate != 100) {
  3762. i = base_status->def * sd->def_rate/100;
  3763. base_status->def = cap_value(i, DEFTYPE_MIN, DEFTYPE_MAX);
  3764. }
  3765. if(pc_ismadogear(sd) && pc_checkskill(sd, NC_MAINFRAME) > 0)
  3766. base_status->def += 20 + (pc_checkskill(sd, NC_MAINFRAME) * 20);
  3767. #ifndef RENEWAL
  3768. if (!battle_config.weapon_defense_type && base_status->def > battle_config.max_def) {
  3769. base_status->def2 += battle_config.over_def_bonus*(base_status->def -battle_config.max_def);
  3770. base_status->def = (unsigned char)battle_config.max_def;
  3771. }
  3772. #endif
  3773. // ----- EQUIPMENT-MDEF CALCULATION -----
  3774. // Apply relative modifiers from equipment
  3775. if(sd->mdef_rate < 0)
  3776. sd->mdef_rate = 0;
  3777. if(sd->mdef_rate != 100) {
  3778. i = base_status->mdef * sd->mdef_rate/100;
  3779. base_status->mdef = cap_value(i, DEFTYPE_MIN, DEFTYPE_MAX);
  3780. }
  3781. #ifndef RENEWAL
  3782. if (!battle_config.magic_defense_type && base_status->mdef > battle_config.max_def) {
  3783. base_status->mdef2 += battle_config.over_def_bonus*(base_status->mdef -battle_config.max_def);
  3784. base_status->mdef = (signed char)battle_config.max_def;
  3785. }
  3786. #endif
  3787. // ----- ASPD CALCULATION -----
  3788. /// Unlike other stats, ASPD rate modifiers from skills/SCs/items/etc are first all added together, then the final modifier is applied
  3789. // Basic ASPD value
  3790. i = status_base_amotion_pc(sd,base_status);
  3791. base_status->amotion = cap_value(i,pc_maxaspd(sd),2000);
  3792. // Relative modifiers from passive skills
  3793. // Renewal modifiers are handled in status_base_amotion_pc
  3794. #ifndef RENEWAL_ASPD
  3795. if((skill=pc_checkskill(sd,SA_ADVANCEDBOOK))>0 && sd->status.weapon == W_BOOK)
  3796. base_status->aspd_rate -= 5*skill;
  3797. if ((skill = pc_checkskill(sd,SG_DEVIL)) > 0 && ((sd->class_&MAPID_THIRDMASK) == MAPID_STAR_EMPEROR || pc_is_maxjoblv(sd)))
  3798. base_status->aspd_rate -= 30*skill;
  3799. if((skill=pc_checkskill(sd,GS_SINGLEACTION))>0 &&
  3800. (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE))
  3801. base_status->aspd_rate -= ((skill+1)/2) * 10;
  3802. if(pc_isriding(sd))
  3803. base_status->aspd_rate += 500-100*pc_checkskill(sd,KN_CAVALIERMASTERY);
  3804. else if(pc_isridingdragon(sd))
  3805. base_status->aspd_rate += 250-50*pc_checkskill(sd,RK_DRAGONTRAINING);
  3806. #endif
  3807. base_status->adelay = 2*base_status->amotion;
  3808. // ----- DMOTION -----
  3809. i = 800-base_status->agi*4;
  3810. base_status->dmotion = cap_value(i, 400, 800);
  3811. if(battle_config.pc_damage_delay_rate != 100)
  3812. base_status->dmotion = base_status->dmotion*battle_config.pc_damage_delay_rate/100;
  3813. // ----- MISC CALCULATIONS -----
  3814. // Weight
  3815. status_calc_weight(sd, CALCWT_MAXBONUS);
  3816. status_calc_cart_weight(sd, CALCWT_MAXBONUS);
  3817. if (pc_checkskill(sd, SM_MOVINGRECOVERY) > 0 || pc_ismadogear(sd))
  3818. sd->regen.state.walk = 1;
  3819. else
  3820. sd->regen.state.walk = 0;
  3821. // Skill SP cost
  3822. if((skill=pc_checkskill(sd,HP_MANARECHARGE))>0 )
  3823. sd->dsprate -= 4*skill;
  3824. if(sc->getSCE(SC_SERVICE4U))
  3825. sd->dsprate -= sc->getSCE(SC_SERVICE4U)->val3;
  3826. if(sc->getSCE(SC_SPCOST_RATE))
  3827. sd->dsprate -= sc->getSCE(SC_SPCOST_RATE)->val1;
  3828. // Underflow protections.
  3829. if(sd->dsprate < 0)
  3830. sd->dsprate = 0;
  3831. if(sd->castrate < 0)
  3832. sd->castrate = 0;
  3833. if(sd->hprecov_rate < 0)
  3834. sd->hprecov_rate = 0;
  3835. if(sd->sprecov_rate < 0)
  3836. sd->sprecov_rate = 0;
  3837. // Anti-element and anti-race
  3838. if((skill=pc_checkskill(sd,CR_TRUST))>0)
  3839. sd->indexed_bonus.subele[ELE_HOLY] += skill*5;
  3840. if((skill=pc_checkskill(sd,BS_SKINTEMPER))>0) {
  3841. sd->indexed_bonus.subele[ELE_NEUTRAL] += skill;
  3842. sd->indexed_bonus.subele[ELE_FIRE] += skill*5;
  3843. }
  3844. if((skill=pc_checkskill(sd,SA_DRAGONOLOGY))>0) {
  3845. uint8 dragon_matk = skill * 2;
  3846. skill = skill * 4;
  3847. sd->right_weapon.addrace[RC_DRAGON]+=skill;
  3848. if( !battle_config.left_cardfix_to_right ){
  3849. sd->left_weapon.addrace[RC_DRAGON] += skill;
  3850. }
  3851. sd->indexed_bonus.magic_addrace[RC_DRAGON]+=dragon_matk;
  3852. sd->indexed_bonus.subrace[RC_DRAGON]+=skill;
  3853. }
  3854. if ((skill = pc_checkskill(sd, AB_EUCHARISTICA)) > 0) {
  3855. sd->right_weapon.addrace[RC_DEMON] += skill;
  3856. sd->right_weapon.addele[ELE_DARK] += skill;
  3857. if( !battle_config.left_cardfix_to_right ){
  3858. sd->left_weapon.addrace[RC_DEMON] += skill;
  3859. sd->left_weapon.addele[ELE_DARK] += skill;
  3860. }
  3861. sd->indexed_bonus.magic_addrace[RC_DEMON] += skill;
  3862. sd->indexed_bonus.magic_addele[ELE_DARK] += skill;
  3863. sd->indexed_bonus.subrace[RC_DEMON] += skill;
  3864. sd->indexed_bonus.subele[ELE_DARK] += skill;
  3865. }
  3866. if ((skill = pc_checkskill(sd, DK_TWOHANDDEF)) > 0 && (sd->status.weapon == W_2HSWORD || sd->status.weapon == W_2HSPEAR || sd->status.weapon == W_2HAXE)) {
  3867. uint8 defense_bonus[SZ_MAX][10] = {
  3868. { 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 }, // SZ_SMALL
  3869. { 2, 3, 5, 6, 8, 9, 11, 12, 14, 15 }, // SZ_MEDIUM
  3870. { 3, 5, 7, 9, 10, 12, 13, 15, 16, 18 }, // SZ_BIG
  3871. { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } // SZ_ALL
  3872. };
  3873. for( uint8 size = SZ_SMALL; size < SZ_MAX; size++ ){
  3874. sd->indexed_bonus.weapon_subsize[size] += defense_bonus[size][skill - 1];
  3875. }
  3876. }
  3877. if ((skill = pc_checkskill(sd, IQ_WILL_OF_FAITH)) > 0 && sd->status.weapon == W_KNUCKLE) {
  3878. uint8 race_atk[10] = { 3, 4, 5, 6, 7, 8, 9, 10, 11, 12 };
  3879. uint8 race_def[10] = { 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 };
  3880. sd->right_weapon.addrace[RC_UNDEAD] += race_atk[skill - 1];
  3881. sd->right_weapon.addrace[RC_DEMON] += race_atk[skill - 1];
  3882. if( !battle_config.left_cardfix_to_right ){
  3883. sd->left_weapon.addrace[RC_UNDEAD] += race_atk[skill - 1];
  3884. sd->left_weapon.addrace[RC_DEMON] += race_atk[skill - 1];
  3885. }
  3886. sd->indexed_bonus.subrace[RC_UNDEAD] += race_def[skill - 1];
  3887. sd->indexed_bonus.subrace[RC_DEMON] += race_def[skill - 1];
  3888. }
  3889. 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)) {
  3890. uint8 attack_bonus[SZ_MAX][10] = {
  3891. { 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 }, // SZ_SMALL
  3892. { 2, 3, 5, 6, 8, 9, 11, 12, 14, 15 }, // SZ_MEDIUM
  3893. { 3, 5, 7, 9, 10, 12, 13, 15, 16, 18 }, // SZ_BIG
  3894. { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } // SZ_ALL
  3895. };
  3896. for( uint8 size = SZ_SMALL; size < SZ_MAX; size++ ){
  3897. sd->right_weapon.addsize[size] += attack_bonus[size][skill - 1];
  3898. if( !battle_config.left_cardfix_to_right ){
  3899. sd->left_weapon.addsize[size] += attack_bonus[size][skill - 1];
  3900. }
  3901. }
  3902. }
  3903. if ((skill = pc_checkskill(sd, CD_FIDUS_ANIMUS)) > 0) {
  3904. uint8 holy_matk[10] = { 1, 3, 4, 6, 7, 9, 10, 12, 13, 15 };
  3905. sd->indexed_bonus.magic_atk_ele[ELE_HOLY] += holy_matk[skill - 1];
  3906. }
  3907. if ((skill = pc_checkskill(sd, MT_TWOAXEDEF)) > 0 && sd->status.weapon == W_2HAXE) {
  3908. uint8 defense_bonus[SZ_MAX][10] = {
  3909. { 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 }, // SZ_SMALL
  3910. { 2, 3, 5, 6, 8, 9, 11, 12, 14, 15 }, // SZ_MEDIUM
  3911. { 3, 5, 7, 9, 10, 12, 13, 15, 16, 18 }, // SZ_BIG
  3912. { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } // SZ_ALL
  3913. };
  3914. for( uint8 size = SZ_SMALL; size < SZ_MAX; size++ ){
  3915. sd->indexed_bonus.weapon_subsize[size] += defense_bonus[size][skill - 1];
  3916. }
  3917. }
  3918. 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)) {
  3919. uint8 attack_bonus[SZ_MAX][10] = {
  3920. { 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 }, // SZ_SMALL
  3921. { 2, 3, 5, 6, 8, 9, 11, 12, 14, 15 }, // SZ_MEDIUM
  3922. { 2, 4, 6, 8, 10, 12, 14, 16, 18, 20 }, // SZ_BIG
  3923. { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } // SZ_ALL
  3924. };
  3925. for( uint8 size = SZ_SMALL; size < SZ_MAX; size++ ){
  3926. sd->right_weapon.addsize[size] += attack_bonus[size][skill - 1];
  3927. if( !battle_config.left_cardfix_to_right ){
  3928. sd->left_weapon.addsize[size] += attack_bonus[size][skill - 1];
  3929. }
  3930. }
  3931. }
  3932. 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)) {
  3933. uint8 attack_bonus[SZ_MAX][10] = {
  3934. { 2, 3, 5, 6, 8, 9, 11, 12, 14, 15 }, // SZ_SMALL
  3935. { 2, 3, 5, 6, 8, 9, 11, 12, 14, 15 }, // SZ_MEDIUM
  3936. { 2, 3, 5, 6, 8, 9, 11, 12, 14, 15 }, // SZ_BIG
  3937. { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } // SZ_ALL
  3938. };
  3939. for( uint8 size = SZ_SMALL; size < SZ_MAX; size++ ){
  3940. sd->indexed_bonus.magic_addsize[size] += attack_bonus[size][skill - 1];
  3941. }
  3942. }
  3943. if ((skill = pc_checkskill(sd, EM_MAGIC_BOOK_M)) > 0 && sd->status.weapon == W_BOOK) {
  3944. sd->indexed_bonus.magic_atk_ele[ELE_WATER] += skill;
  3945. sd->indexed_bonus.magic_atk_ele[ELE_EARTH] += skill;
  3946. sd->indexed_bonus.magic_atk_ele[ELE_FIRE] += skill;
  3947. sd->indexed_bonus.magic_atk_ele[ELE_WIND] += skill;
  3948. sd->indexed_bonus.magic_atk_ele[ELE_POISON] += skill;
  3949. }
  3950. if(sc->count) {
  3951. if(sc->getSCE(SC_CONCENTRATE)) { // Update the card-bonus data
  3952. sc->getSCE(SC_CONCENTRATE)->val3 = sd->indexed_bonus.param_bonus[1]; // Agi
  3953. sc->getSCE(SC_CONCENTRATE)->val4 = sd->indexed_bonus.param_bonus[4]; // Dex
  3954. }
  3955. if(sc->getSCE(SC_SIEGFRIED)) {
  3956. i = sc->getSCE(SC_SIEGFRIED)->val2;
  3957. sd->indexed_bonus.subele[ELE_WATER] += i;
  3958. sd->indexed_bonus.subele[ELE_EARTH] += i;
  3959. sd->indexed_bonus.subele[ELE_FIRE] += i;
  3960. sd->indexed_bonus.subele[ELE_WIND] += i;
  3961. #ifndef RENEWAL
  3962. sd->indexed_bonus.subele[ELE_POISON] += i;
  3963. sd->indexed_bonus.subele[ELE_HOLY] += i;
  3964. sd->indexed_bonus.subele[ELE_DARK] += i;
  3965. sd->indexed_bonus.subele[ELE_GHOST] += i;
  3966. sd->indexed_bonus.subele[ELE_UNDEAD] += i;
  3967. #endif
  3968. }
  3969. #ifdef RENEWAL
  3970. if (sc->getSCE(SC_BASILICA)) {
  3971. i = sc->getSCE(SC_BASILICA)->val1 * 5;
  3972. sd->right_weapon.addele[ELE_DARK] += i;
  3973. sd->right_weapon.addele[ELE_UNDEAD] += i;
  3974. if( !battle_config.left_cardfix_to_right ){
  3975. sd->left_weapon.addele[ELE_DARK] += i;
  3976. sd->left_weapon.addele[ELE_UNDEAD] += i;
  3977. }
  3978. sd->indexed_bonus.magic_atk_ele[ELE_HOLY] += sc->getSCE(SC_BASILICA)->val1 * 3;
  3979. }
  3980. if (sc->getSCE(SC_FIREWEAPON))
  3981. sd->indexed_bonus.magic_atk_ele[ELE_FIRE] += sc->getSCE(SC_FIREWEAPON)->val1;
  3982. if (sc->getSCE(SC_WINDWEAPON))
  3983. sd->indexed_bonus.magic_atk_ele[ELE_WIND] += sc->getSCE(SC_WINDWEAPON)->val1;
  3984. if (sc->getSCE(SC_WATERWEAPON))
  3985. sd->indexed_bonus.magic_atk_ele[ELE_WATER] += sc->getSCE(SC_WATERWEAPON)->val1;
  3986. if (sc->getSCE(SC_EARTHWEAPON))
  3987. sd->indexed_bonus.magic_atk_ele[ELE_EARTH] += sc->getSCE(SC_EARTHWEAPON)->val1;
  3988. #endif
  3989. if(sc->getSCE(SC_PROVIDENCE)) {
  3990. sd->indexed_bonus.subele[ELE_HOLY] += sc->getSCE(SC_PROVIDENCE)->val2;
  3991. sd->indexed_bonus.subrace[RC_DEMON] += sc->getSCE(SC_PROVIDENCE)->val2;
  3992. }
  3993. if (sc->getSCE(SC_GEFFEN_MAGIC1)) {
  3994. sd->right_weapon.addrace[RC_PLAYER_HUMAN] += sc->getSCE(SC_GEFFEN_MAGIC1)->val1;
  3995. sd->right_weapon.addrace[RC_DEMIHUMAN] += sc->getSCE(SC_GEFFEN_MAGIC1)->val1;
  3996. if( !battle_config.left_cardfix_to_right ){
  3997. sd->left_weapon.addrace[RC_PLAYER_HUMAN] += sc->getSCE( SC_GEFFEN_MAGIC1 )->val1;
  3998. sd->left_weapon.addrace[RC_DEMIHUMAN] += sc->getSCE( SC_GEFFEN_MAGIC1 )->val1;
  3999. }
  4000. }
  4001. if (sc->getSCE(SC_GEFFEN_MAGIC2)) {
  4002. sd->indexed_bonus.magic_addrace[RC_PLAYER_HUMAN] += sc->getSCE(SC_GEFFEN_MAGIC2)->val1;
  4003. sd->indexed_bonus.magic_addrace[RC_DEMIHUMAN] += sc->getSCE(SC_GEFFEN_MAGIC2)->val1;
  4004. }
  4005. if(sc->getSCE(SC_GEFFEN_MAGIC3)) {
  4006. sd->indexed_bonus.subrace[RC_PLAYER_HUMAN] += sc->getSCE(SC_GEFFEN_MAGIC3)->val1;
  4007. sd->indexed_bonus.subrace[RC_DEMIHUMAN] += sc->getSCE(SC_GEFFEN_MAGIC3)->val1;
  4008. }
  4009. if(sc->getSCE(SC_ARMOR_ELEMENT_WATER)) { // This status change should grant card-type elemental resist.
  4010. sd->indexed_bonus.subele[ELE_WATER] += sc->getSCE(SC_ARMOR_ELEMENT_WATER)->val1;
  4011. sd->indexed_bonus.subele[ELE_EARTH] += sc->getSCE(SC_ARMOR_ELEMENT_WATER)->val2;
  4012. sd->indexed_bonus.subele[ELE_FIRE] += sc->getSCE(SC_ARMOR_ELEMENT_WATER)->val3;
  4013. sd->indexed_bonus.subele[ELE_WIND] += sc->getSCE(SC_ARMOR_ELEMENT_WATER)->val4;
  4014. }
  4015. if(sc->getSCE(SC_ARMOR_ELEMENT_EARTH)) { // This status change should grant card-type elemental resist.
  4016. sd->indexed_bonus.subele[ELE_WATER] += sc->getSCE(SC_ARMOR_ELEMENT_EARTH)->val1;
  4017. sd->indexed_bonus.subele[ELE_EARTH] += sc->getSCE(SC_ARMOR_ELEMENT_EARTH)->val2;
  4018. sd->indexed_bonus.subele[ELE_FIRE] += sc->getSCE(SC_ARMOR_ELEMENT_EARTH)->val3;
  4019. sd->indexed_bonus.subele[ELE_WIND] += sc->getSCE(SC_ARMOR_ELEMENT_EARTH)->val4;
  4020. }
  4021. if(sc->getSCE(SC_ARMOR_ELEMENT_FIRE)) { // This status change should grant card-type elemental resist.
  4022. sd->indexed_bonus.subele[ELE_WATER] += sc->getSCE(SC_ARMOR_ELEMENT_FIRE)->val1;
  4023. sd->indexed_bonus.subele[ELE_EARTH] += sc->getSCE(SC_ARMOR_ELEMENT_FIRE)->val2;
  4024. sd->indexed_bonus.subele[ELE_FIRE] += sc->getSCE(SC_ARMOR_ELEMENT_FIRE)->val3;
  4025. sd->indexed_bonus.subele[ELE_WIND] += sc->getSCE(SC_ARMOR_ELEMENT_FIRE)->val4;
  4026. }
  4027. if(sc->getSCE(SC_ARMOR_ELEMENT_WIND)) { // This status change should grant card-type elemental resist.
  4028. sd->indexed_bonus.subele[ELE_WATER] += sc->getSCE(SC_ARMOR_ELEMENT_WIND)->val1;
  4029. sd->indexed_bonus.subele[ELE_EARTH] += sc->getSCE(SC_ARMOR_ELEMENT_WIND)->val2;
  4030. sd->indexed_bonus.subele[ELE_FIRE] += sc->getSCE(SC_ARMOR_ELEMENT_WIND)->val3;
  4031. sd->indexed_bonus.subele[ELE_WIND] += sc->getSCE(SC_ARMOR_ELEMENT_WIND)->val4;
  4032. }
  4033. if(sc->getSCE(SC_ARMOR_RESIST)) { // Undead Scroll
  4034. sd->indexed_bonus.subele[ELE_WATER] += sc->getSCE(SC_ARMOR_RESIST)->val1;
  4035. sd->indexed_bonus.subele[ELE_EARTH] += sc->getSCE(SC_ARMOR_RESIST)->val2;
  4036. sd->indexed_bonus.subele[ELE_FIRE] += sc->getSCE(SC_ARMOR_RESIST)->val3;
  4037. sd->indexed_bonus.subele[ELE_WIND] += sc->getSCE(SC_ARMOR_RESIST)->val4;
  4038. }
  4039. if( sc->getSCE(SC_FIRE_CLOAK_OPTION) ) {
  4040. i = sc->getSCE(SC_FIRE_CLOAK_OPTION)->val2;
  4041. sd->indexed_bonus.subele[ELE_FIRE] += i;
  4042. sd->indexed_bonus.subele[ELE_WATER] -= i;
  4043. }
  4044. if( sc->getSCE(SC_WATER_DROP_OPTION) ) {
  4045. i = sc->getSCE(SC_WATER_DROP_OPTION)->val2;
  4046. sd->indexed_bonus.subele[ELE_WATER] += i;
  4047. sd->indexed_bonus.subele[ELE_WIND] -= i;
  4048. }
  4049. if( sc->getSCE(SC_WIND_CURTAIN_OPTION) ) {
  4050. i = sc->getSCE(SC_WIND_CURTAIN_OPTION)->val2;
  4051. sd->indexed_bonus.subele[ELE_WIND] += i;
  4052. sd->indexed_bonus.subele[ELE_EARTH] -= i;
  4053. }
  4054. if( sc->getSCE(SC_STONE_SHIELD_OPTION) ) {
  4055. i = sc->getSCE(SC_STONE_SHIELD_OPTION)->val2;
  4056. sd->indexed_bonus.subele[ELE_EARTH] += i;
  4057. sd->indexed_bonus.subele[ELE_FIRE] -= i;
  4058. }
  4059. if (sc->getSCE(SC_MTF_MLEATKED) )
  4060. sd->indexed_bonus.subele[ELE_NEUTRAL] += sc->getSCE(SC_MTF_MLEATKED)->val3;
  4061. if (sc->getSCE(SC_MTF_CRIDAMAGE))
  4062. sd->bonus.crit_atk_rate += sc->getSCE(SC_MTF_CRIDAMAGE)->val1;
  4063. if (sc->getSCE(SC_GLASTHEIM_ATK)) {
  4064. sd->indexed_bonus.ignore_mdef_by_race[RC_UNDEAD] += sc->getSCE(SC_GLASTHEIM_ATK)->val1;
  4065. sd->indexed_bonus.ignore_mdef_by_race[RC_DEMON] += sc->getSCE(SC_GLASTHEIM_ATK)->val1;
  4066. }
  4067. if (sc->getSCE(SC_LAUDARAMUS))
  4068. sd->bonus.crit_atk_rate += 5 * sc->getSCE(SC_LAUDARAMUS)->val1;
  4069. #ifdef RENEWAL
  4070. if (sc->getSCE(SC_FORTUNE))
  4071. sd->bonus.crit_atk_rate += 2 * sc->getSCE(SC_FORTUNE)->val1;
  4072. #endif
  4073. if (sc->getSCE(SC_SYMPHONYOFLOVER)) {
  4074. sd->indexed_bonus.subele[ELE_GHOST] += sc->getSCE(SC_SYMPHONYOFLOVER)->val1 * 3;
  4075. sd->indexed_bonus.subele[ELE_HOLY] += sc->getSCE(SC_SYMPHONYOFLOVER)->val1 * 3;
  4076. }
  4077. if (sc->getSCE(SC_PYREXIA) && sc->getSCE(SC_PYREXIA)->val3 == 0)
  4078. sd->bonus.crit_atk_rate += sc->getSCE(SC_PYREXIA)->val2;
  4079. if (sc->getSCE(SC_LUXANIMA)) {
  4080. pc_bonus2(sd, SP_ADDSIZE, SZ_ALL, sc->getSCE(SC_LUXANIMA)->val3);
  4081. sd->bonus.crit_atk_rate += sc->getSCE(SC_LUXANIMA)->val3;
  4082. sd->bonus.short_attack_atk_rate += sc->getSCE(SC_LUXANIMA)->val3;
  4083. sd->bonus.long_attack_atk_rate += sc->getSCE(SC_LUXANIMA)->val3;
  4084. }
  4085. if (sc->getSCE(SC_STRIKING))
  4086. sd->bonus.perfect_hit += 20 + 10 * pc_checkskill(sd, SO_STRIKING);
  4087. if( sc->getSCE( SC_RUSH_QUAKE2 ) ){
  4088. sd->bonus.short_attack_atk_rate += 5 * sc->getSCE( SC_RUSH_QUAKE2 )->val1;
  4089. sd->bonus.long_attack_atk_rate += 5 * sc->getSCE( SC_RUSH_QUAKE2 )->val1;
  4090. }
  4091. if (sc->getSCE(SC_DEADLY_DEFEASANCE))
  4092. sd->special_state.no_magic_damage = 0;
  4093. if (sc->getSCE(SC_CLIMAX_DES_HU))
  4094. sd->indexed_bonus.magic_atk_ele[ELE_WIND] += 30;
  4095. if (sc->getSCE(SC_CLIMAX_EARTH))
  4096. sd->indexed_bonus.subele[ELE_EARTH] -= 100;
  4097. if (sc->getSCE(SC_CLIMAX_BLOOM))
  4098. sd->indexed_bonus.subele[ELE_FIRE] -= 100;
  4099. if (sc->getSCE(SC_CLIMAX_CRYIMP)) {
  4100. sd->indexed_bonus.subele[ELE_WATER] += 30;
  4101. sd->indexed_bonus.magic_atk_ele[ELE_WATER] += 30;
  4102. }
  4103. if (sc->getSCE(SC_SINCERE_FAITH))
  4104. sd->bonus.perfect_hit += sc->getSCE(SC_SINCERE_FAITH)->val3;
  4105. if (sc->getSCE(SC_HOLY_S)) {
  4106. sd->indexed_bonus.subele[ELE_DARK] += sc->getSCE(SC_HOLY_S)->val2;
  4107. sd->indexed_bonus.subele[ELE_UNDEAD] += sc->getSCE(SC_HOLY_S)->val2;
  4108. sd->indexed_bonus.magic_atk_ele[ELE_HOLY] += sc->getSCE(SC_HOLY_S)->val2;
  4109. }
  4110. if (sc->getSCE(SC_SUMMON_ELEMENTAL_ARDOR))
  4111. sd->indexed_bonus.magic_atk_ele[ELE_FIRE] += 10;
  4112. if (sc->getSCE(SC_SUMMON_ELEMENTAL_DILUVIO))
  4113. sd->indexed_bonus.magic_atk_ele[ELE_WATER] += 10;
  4114. if (sc->getSCE(SC_SUMMON_ELEMENTAL_PROCELLA))
  4115. sd->indexed_bonus.magic_atk_ele[ELE_WIND] += 10;
  4116. if (sc->getSCE(SC_SUMMON_ELEMENTAL_TERREMOTUS))
  4117. sd->indexed_bonus.magic_atk_ele[ELE_EARTH] += 10;
  4118. if (sc->getSCE(SC_SUMMON_ELEMENTAL_SERPENS))
  4119. sd->indexed_bonus.magic_atk_ele[ELE_POISON] += 10;
  4120. if (sc->getSCE(SC_FLAMEARMOR_OPTION)) {
  4121. sd->indexed_bonus.subele[ELE_FIRE] += 100;
  4122. sd->indexed_bonus.subele[ELE_WATER] -= 30;
  4123. }
  4124. if (sc->getSCE(SC_CRYSTAL_ARMOR_OPTION)) {
  4125. sd->indexed_bonus.subele[ELE_WATER] += 100;
  4126. sd->indexed_bonus.subele[ELE_WIND] -= 30;
  4127. }
  4128. if (sc->getSCE(SC_EYES_OF_STORM_OPTION)) {
  4129. sd->indexed_bonus.subele[ELE_WIND] += 100;
  4130. sd->indexed_bonus.subele[ELE_EARTH] -= 30;
  4131. }
  4132. if (sc->getSCE(SC_STRONG_PROTECTION_OPTION)) {
  4133. sd->indexed_bonus.subele[ELE_EARTH] += 100;
  4134. sd->indexed_bonus.subele[ELE_FIRE] -= 30;
  4135. }
  4136. if (sc->getSCE(SC_POISON_SHIELD_OPTION)) {
  4137. sd->indexed_bonus.subele[ELE_POISON] += 100;
  4138. sd->indexed_bonus.subele[ELE_HOLY] -= 30;
  4139. }
  4140. if (sc->getSCE(SC_INFINITY_DRINK)) {
  4141. sd->bonus.crit_atk_rate += 5;
  4142. sd->bonus.long_attack_atk_rate += 5;
  4143. sd->indexed_bonus.magic_atk_ele[ELE_ALL] += 5;
  4144. sd->special_state.no_castcancel = 1;
  4145. }
  4146. if(sc->getSCE(SC_MENTAL_POTION))
  4147. sd->dsprate -= sc->getSCE(SC_MENTAL_POTION)->val1;
  4148. if (sc->getSCE(SC_LIMIT_POWER_BOOSTER)) {
  4149. pc_bonus(sd, SP_ATK_RATE, 1);
  4150. pc_bonus(sd, SP_MATK_RATE, 1);
  4151. sd->dsprate -= 5;
  4152. sd->bonus.fixcastrate -= sc->getSCE(SC_LIMIT_POWER_BOOSTER)->val1;
  4153. }
  4154. if (sc->getSCE(SC_COMBAT_PILL)) {
  4155. pc_bonus(sd, SP_ATK_RATE, sc->getSCE(SC_COMBAT_PILL)->val1);
  4156. pc_bonus(sd, SP_MATK_RATE, sc->getSCE(SC_COMBAT_PILL)->val1);
  4157. }
  4158. if (sc->getSCE(SC_COMBAT_PILL2)) {
  4159. pc_bonus(sd, SP_ATK_RATE, sc->getSCE(SC_COMBAT_PILL2)->val1);
  4160. pc_bonus(sd, SP_MATK_RATE, sc->getSCE(SC_COMBAT_PILL2)->val1);
  4161. }
  4162. if (sc->getSCE(SC_SPARKCANDY))
  4163. pc_bonus2(sd, SP_HP_LOSS_RATE, 100, 10000);
  4164. if (sc->getSCE(SC_MAGICCANDY)) {
  4165. sd->bonus.fixcastrate -= 70;
  4166. sd->special_state.no_castcancel = 1;
  4167. pc_bonus2(sd, SP_SP_LOSS_RATE, 90, 10000);
  4168. }
  4169. if (sc->getSCE(SC_POPECOOKIE)) {
  4170. pc_bonus(sd, SP_ATK_RATE, sc->getSCE(SC_POPECOOKIE)->val1);
  4171. pc_bonus(sd, SP_MATK_RATE, sc->getSCE(SC_POPECOOKIE)->val1);
  4172. sd->indexed_bonus.subele[ELE_ALL] -= sc->getSCE(SC_POPECOOKIE)->val1;
  4173. }
  4174. if (sc->getSCE(SC_VITALIZE_POTION)) {
  4175. pc_bonus(sd, SP_ATK_RATE, sc->getSCE(SC_VITALIZE_POTION)->val1);
  4176. pc_bonus(sd, SP_MATK_RATE, sc->getSCE(SC_VITALIZE_POTION)->val1);
  4177. }
  4178. if (sc->getSCE(SC_CUP_OF_BOZA))
  4179. sd->indexed_bonus.subele[ELE_FIRE] -= 5;
  4180. if (sc->getSCE(SC_SKF_CAST))
  4181. sd->bonus.varcastrate -= sc->getSCE(SC_SKF_CAST)->val1;
  4182. if (sc->getSCE(SC_BEEF_RIB_STEW)) {
  4183. sd->bonus.varcastrate -= 5;
  4184. sd->dsprate -= 3;
  4185. }
  4186. if (sc->getSCE(SC_PORK_RIB_STEW))
  4187. sd->dsprate -= 2;
  4188. }
  4189. status_cpy(&sd->battle_status, base_status);
  4190. // ----- CLIENT-SIDE REFRESH -----
  4191. if(!sd->bl.prev) {
  4192. // Will update on LoadEndAck
  4193. calculating = 0;
  4194. return 0;
  4195. }
  4196. if(memcmp(b_skill,sd->status.skill,sizeof(sd->status.skill))) {
  4197. #if PACKETVER_MAIN_NUM >= 20190807 || PACKETVER_RE_NUM >= 20190807 || PACKETVER_ZERO_NUM >= 20190918
  4198. // Client doesn't delete unavailable skills even if we refresh the skill tree, individually delete them.
  4199. for (i = 0; i < MAX_SKILL; i++) {
  4200. if (b_skill[i].id != 0 && sd->status.skill[i].id == 0)
  4201. clif_deleteskill(sd, b_skill[i].id, true);
  4202. }
  4203. #endif
  4204. clif_skillinfoblock(sd);
  4205. }
  4206. // If the skill is learned, the status is infinite.
  4207. if (pc_checkskill(sd, SU_SPRITEMABLE) > 0 && !sd->sc.getSCE(SC_SPRITEMABLE))
  4208. sc_start(&sd->bl, &sd->bl, SC_SPRITEMABLE, 100, 1, INFINITE_TICK);
  4209. if (pc_checkskill(sd, SU_SOULATTACK) > 0 && !sd->sc.getSCE(SC_SOULATTACK))
  4210. sc_start(&sd->bl, &sd->bl, SC_SOULATTACK, 100, 1, INFINITE_TICK);
  4211. calculating = 0;
  4212. return 0;
  4213. }
  4214. /// Intermediate function since C++ does not have a try-finally syntax
  4215. int status_calc_pc_( map_session_data* sd, uint8 opt ){
  4216. // Save the old script the player was attached to
  4217. struct script_state* previous_st = sd->st;
  4218. // Store the return value of the original function
  4219. int ret = status_calc_pc_sub( sd, opt );
  4220. // If an old script is present
  4221. if( previous_st ){
  4222. // Reattach the player to it, so that the limitations of that script kick back in
  4223. script_attach_state( previous_st );
  4224. }
  4225. // Return the original return value
  4226. return ret;
  4227. }
  4228. /**
  4229. * Calculates Mercenary data
  4230. * @param md: Mercenary object
  4231. * @param opt: Whether it is first calc or not (0 on level up or status)
  4232. * @return 0
  4233. */
  4234. int status_calc_mercenary_(s_mercenary_data *md, uint8 opt)
  4235. {
  4236. struct status_data *status = &md->base_status;
  4237. s_mercenary *merc = &md->mercenary;
  4238. if (opt&SCO_FIRST) {
  4239. memcpy(status, &md->db->status, sizeof(struct status_data));
  4240. status->class_ = CLASS_NORMAL;
  4241. status->mode = static_cast<e_mode>(MD_CANMOVE|MD_CANATTACK);
  4242. status->hp = status->max_hp;
  4243. status->sp = status->max_sp;
  4244. md->battle_status.hp = merc->hp;
  4245. md->battle_status.sp = merc->sp;
  4246. if (md->master)
  4247. status->speed = status_get_speed(&md->master->bl);
  4248. }
  4249. status_calc_misc(&md->bl, status, md->db->lv);
  4250. status_cpy(&md->battle_status, status);
  4251. return 0;
  4252. }
  4253. /**
  4254. * Calculates Homunculus data
  4255. * @param hd: Homunculus object
  4256. * @param opt: Whether it is first calc or not (0 on level up or status)
  4257. * @return 1
  4258. */
  4259. int status_calc_homunculus_(struct homun_data *hd, uint8 opt)
  4260. {
  4261. struct status_data *status = &hd->base_status;
  4262. struct s_homunculus &hom = hd->homunculus;
  4263. int skill_lv;
  4264. int amotion;
  4265. status->str = hom.str / 10;
  4266. status->agi = hom.agi / 10;
  4267. status->vit = hom.vit / 10;
  4268. status->dex = hom.dex / 10;
  4269. status->int_ = hom.int_ / 10;
  4270. status->luk = hom.luk / 10;
  4271. APPLY_HOMUN_LEVEL_STATWEIGHT();
  4272. if (opt&SCO_FIRST) {
  4273. const std::shared_ptr<s_homunculus_db> db = hd->homunculusDB;
  4274. status->def_ele = db->element;
  4275. status->ele_lv = 1;
  4276. status->race = db->race;
  4277. status->class_ = CLASS_NORMAL;
  4278. status->size = (hom.class_ == db->evo_class) ? db->evo_size : db->base_size;
  4279. status->rhw.range = 1 + status->size;
  4280. status->mode = static_cast<e_mode>(MD_CANMOVE|MD_CANATTACK);
  4281. status->speed = DEFAULT_WALK_SPEED;
  4282. if (battle_config.hom_setting&HOMSET_COPY_SPEED && hd->master)
  4283. status->speed = status_get_speed(&hd->master->bl);
  4284. status->hp = 1;
  4285. status->sp = 1;
  4286. }
  4287. status->aspd_rate = 1000;
  4288. #ifdef RENEWAL
  4289. amotion = hd->homunculusDB->baseASPD;
  4290. amotion = amotion - amotion * (status->dex + hom.dex_value) / 1000 - (status->agi + hom.agi_value) * amotion / 250;
  4291. status->def = status->mdef = 0;
  4292. #else
  4293. skill_lv = hom.level / 10 + status->vit / 5;
  4294. status->def = cap_value(skill_lv, 0, 99);
  4295. skill_lv = hom.level / 10 + status->int_ / 5;
  4296. status->mdef = cap_value(skill_lv, 0, 99);
  4297. amotion = (1000 - 4 * status->agi - status->dex) * hd->homunculusDB->baseASPD / 1000;
  4298. #endif
  4299. status->amotion = cap_value(amotion, battle_config.max_aspd, 2000);
  4300. status->adelay = status->amotion; //It seems adelay = amotion for Homunculus.
  4301. status->max_hp = hom.max_hp;
  4302. status->max_sp = hom.max_sp;
  4303. hom_calc_skilltree(hd);
  4304. if((skill_lv = hom_checkskill(hd, HAMI_SKIN)) > 0)
  4305. status->def += skill_lv * 4;
  4306. if((skill_lv = hom_checkskill(hd, HVAN_INSTRUCT)) > 0) {
  4307. status->int_ += 1 + skill_lv / 2 + skill_lv / 4 + skill_lv / 5;
  4308. status->str += 1 + skill_lv / 3 + skill_lv / 3 + skill_lv / 4;
  4309. }
  4310. if((skill_lv = hom_checkskill(hd, HAMI_SKIN)) > 0)
  4311. status->max_hp += skill_lv * 2 * status->max_hp / 100;
  4312. if((skill_lv = hom_checkskill(hd, HLIF_BRAIN)) > 0)
  4313. status->max_sp += skill_lv * status->max_sp / 100;
  4314. if((skill_lv = hom_checkskill(hd, MH_CLASSY_FLUTTER)) > 0) {
  4315. status->matk_min += 100 + 60* skill_lv;
  4316. status->matk_max += 100 + 60* skill_lv;
  4317. }
  4318. if((skill_lv = hom_checkskill(hd, MH_BRUSHUP_CLAW)) > 0) {
  4319. status->batk += 100 + 60* skill_lv;
  4320. }
  4321. if((skill_lv = hom_checkskill(hd, MH_POLISHING_NEEDLE)) > 0) {
  4322. status->matk_min += 50 + 20* skill_lv;
  4323. status->matk_max += 50 + 20* skill_lv;
  4324. status->batk += 100 + 40* skill_lv;
  4325. }
  4326. if((skill_lv = hom_checkskill(hd, MH_LICHT_GEHORN)) > 0) {
  4327. status->matk_min += 100 + 30* skill_lv;
  4328. status->matk_max += 100 + 30* skill_lv;
  4329. status->batk += 100 + 30* skill_lv;
  4330. }
  4331. if((skill_lv = hom_checkskill(hd, MH_BLAZING_LAVA)) > 0) {
  4332. status->batk += 100 + 60* skill_lv;
  4333. }
  4334. if (opt&SCO_FIRST) {
  4335. hd->battle_status.hp = hom.hp;
  4336. hd->battle_status.sp = hom.sp;
  4337. if(hom.class_ == 6052) // Eleanor
  4338. sc_start(&hd->bl,&hd->bl, SC_STYLE_CHANGE, 100, MH_MD_FIGHTING, INFINITE_TICK);
  4339. }
  4340. #ifndef RENEWAL
  4341. status->rhw.atk = status->dex;
  4342. status->rhw.atk2 = status->str + hom.level;
  4343. #endif
  4344. status_calc_misc(&hd->bl, status, hom.level);
  4345. status_cpy(&hd->battle_status, status);
  4346. return 1;
  4347. }
  4348. /**
  4349. * Calculates Elemental data
  4350. * @param ed: Elemental object
  4351. * @param opt: Whether it is first calc or not (0 on status change)
  4352. * @return 0
  4353. */
  4354. int status_calc_elemental_(s_elemental_data *ed, uint8 opt)
  4355. {
  4356. struct status_data *status = &ed->base_status;
  4357. s_elemental *ele = &ed->elemental;
  4358. map_session_data *sd = ed->master;
  4359. if( !sd )
  4360. return 0;
  4361. if (opt&SCO_FIRST) {
  4362. memcpy(status, &ed->db->status, sizeof(struct status_data));
  4363. if( !ele->mode )
  4364. status->mode = EL_MODE_PASSIVE;
  4365. else
  4366. status->mode = ele->mode;
  4367. status->class_ = CLASS_NORMAL;
  4368. status_calc_misc(&ed->bl, status, 0);
  4369. status->max_hp = ele->max_hp;
  4370. status->max_sp = ele->max_sp;
  4371. status->hp = ele->hp;
  4372. status->sp = ele->sp;
  4373. status->rhw.atk = ele->atk;
  4374. status->rhw.atk2 = ele->atk2;
  4375. status->matk_min += ele->matk;
  4376. status->def += ele->def;
  4377. status->mdef += ele->mdef;
  4378. status->flee = ele->flee;
  4379. status->hit = ele->hit;
  4380. if (ed->master)
  4381. status->speed = status_get_speed(&ed->master->bl);
  4382. memcpy(&ed->battle_status,status,sizeof(struct status_data));
  4383. } else {
  4384. status_calc_misc(&ed->bl, status, 0);
  4385. status_cpy(&ed->battle_status, status);
  4386. }
  4387. return 0;
  4388. }
  4389. /**
  4390. * Calculates NPC data
  4391. * @param nd: NPC object
  4392. * @param opt: Whether it is first calc or not (what?)
  4393. * @return 0
  4394. */
  4395. int status_calc_npc_(struct npc_data *nd, uint8 opt)
  4396. {
  4397. struct status_data *status = &nd->status;
  4398. if (!nd)
  4399. return 0;
  4400. if (opt&SCO_FIRST) {
  4401. status->hp = 1;
  4402. status->sp = 1;
  4403. status->max_hp = 1;
  4404. status->max_sp = 1;
  4405. status->def_ele = ELE_NEUTRAL;
  4406. status->ele_lv = 1;
  4407. status->race = RC_DEMIHUMAN;
  4408. status->class_ = CLASS_NORMAL;
  4409. status->size = nd->size;
  4410. status->rhw.range = 1 + status->size;
  4411. status->mode = static_cast<e_mode>(MD_CANMOVE|MD_CANATTACK);
  4412. status->speed = nd->speed;
  4413. }
  4414. status->str = nd->stat_point + nd->params.str;
  4415. status->agi = nd->stat_point + nd->params.agi;
  4416. status->vit = nd->stat_point + nd->params.vit;
  4417. status->int_= nd->stat_point + nd->params.int_;
  4418. status->dex = nd->stat_point + nd->params.dex;
  4419. status->luk = nd->stat_point + nd->params.luk;
  4420. status_calc_misc(&nd->bl, status, nd->level);
  4421. status_cpy(&nd->status, status);
  4422. return 0;
  4423. }
  4424. /**
  4425. * Calculates regeneration values
  4426. * Applies passive skill regeneration additions
  4427. * @param bl: Object to calculate regen for [PC|HOM|MER|ELEM]
  4428. * @param status: Object's status
  4429. * @param regen: Object's base regeneration data
  4430. */
  4431. void status_calc_regen(struct block_list *bl, struct status_data *status, struct regen_data *regen)
  4432. {
  4433. map_session_data *sd;
  4434. status_change *sc;
  4435. int val, skill, reg_flag;
  4436. if( !(bl->type&BL_REGEN) || !regen )
  4437. return;
  4438. sd = BL_CAST(BL_PC,bl);
  4439. sc = status_get_sc(bl);
  4440. val = (status->vit/5) + max(1, status->max_hp/200);
  4441. if( sd && sd->hprecov_rate != 100 )
  4442. val = val*sd->hprecov_rate/100;
  4443. reg_flag = bl->type == BL_PC ? 0 : 1;
  4444. regen->hp = cap_value(val, reg_flag, SHRT_MAX);
  4445. val = 1 + (status->int_/6) + (status->max_sp/100);
  4446. if( status->int_ >= 120 )
  4447. val += ((status->int_-120) / 2) + 4;
  4448. if( sd && sd->sprecov_rate != 100 )
  4449. val = val*sd->sprecov_rate/100;
  4450. regen->sp = cap_value(val, reg_flag, SHRT_MAX);
  4451. if( sd ) {
  4452. struct regen_data_sub *sregen;
  4453. if( (skill=pc_checkskill(sd,HP_MEDITATIO)) > 0 ) {
  4454. val = regen->sp*(100+3*skill)/100;
  4455. regen->sp = cap_value(val, 1, SHRT_MAX);
  4456. }
  4457. // Only players have skill/sitting skill regen for now.
  4458. sregen = regen->sregen;
  4459. val = 0;
  4460. if( (skill=pc_checkskill(sd,SM_RECOVERY)) > 0 )
  4461. val += skill*5 + skill*status->max_hp/500;
  4462. if (sc && sc->count) {
  4463. if (sc->getSCE(SC_INCREASE_MAXHP))
  4464. val += val * sc->getSCE(SC_INCREASE_MAXHP)->val2 / 100;
  4465. }
  4466. sregen->hp = cap_value(val, 0, SHRT_MAX);
  4467. val = 0;
  4468. if( (skill=pc_checkskill(sd,MG_SRECOVERY)) > 0 )
  4469. val += skill*3 + skill*status->max_sp/500;
  4470. if( (skill=pc_checkskill(sd,NJ_NINPOU)) > 0 )
  4471. val += skill*3 + skill*status->max_sp/500;
  4472. if( (skill=pc_checkskill(sd,WM_LESSON)) > 0 )
  4473. val += 3 + 3 * skill;
  4474. if (sc && sc->count) {
  4475. if (sc->getSCE(SC_ANCILLA))
  4476. val += sc->getSCE(SC_ANCILLA)->val2 / 100;
  4477. if (sc->getSCE(SC_INCREASE_MAXSP))
  4478. val += val * sc->getSCE(SC_INCREASE_MAXSP)->val2 / 100;
  4479. }
  4480. sregen->sp = cap_value(val, 0, SHRT_MAX);
  4481. // Skill-related recovery (only when sit)
  4482. sregen = regen->ssregen;
  4483. val = 0;
  4484. if( (skill=pc_checkskill(sd,MO_SPIRITSRECOVERY)) > 0 )
  4485. val += skill*4 + skill*status->max_hp/500;
  4486. if( (skill=pc_checkskill(sd,TK_HPTIME)) > 0 && sd->state.rest )
  4487. val += skill*30 + skill*status->max_hp/500;
  4488. sregen->hp = cap_value(val, 0, SHRT_MAX);
  4489. val = 0;
  4490. if( (skill=pc_checkskill(sd,TK_SPTIME)) > 0 && sd->state.rest ) {
  4491. val += skill*3 + skill*status->max_sp/500;
  4492. if ((skill=pc_checkskill(sd,SL_KAINA)) > 0) // Power up Enjoyable Rest
  4493. val += (30+10*skill)*val/100;
  4494. }
  4495. if( (skill=pc_checkskill(sd,MO_SPIRITSRECOVERY)) > 0 )
  4496. val += skill*2 + skill*status->max_sp/500;
  4497. sregen->sp = cap_value(val, 0, SHRT_MAX);
  4498. }
  4499. if( bl->type == BL_HOM ) {
  4500. struct homun_data *hd = (TBL_HOM*)bl;
  4501. if( (skill = hom_checkskill(hd,HAMI_SKIN)) > 0 ) {
  4502. val = regen->hp*(100+5*skill)/100;
  4503. regen->hp = cap_value(val, 1, SHRT_MAX);
  4504. }
  4505. if( (skill = hom_checkskill(hd,HLIF_BRAIN)) > 0 ) {
  4506. val = regen->sp*(100+3*skill)/100;
  4507. regen->sp = cap_value(val, 1, SHRT_MAX);
  4508. }
  4509. } else if( bl->type == BL_MER ) {
  4510. val = (status->max_hp * status->vit / 10000 + 1) * 6;
  4511. regen->hp = cap_value(val, 1, SHRT_MAX);
  4512. val = (status->max_sp * (status->int_ + 10) / 750) + 1;
  4513. regen->sp = cap_value(val, 1, SHRT_MAX);
  4514. } else if( bl->type == BL_ELEM ) {
  4515. val = (status->max_hp * status->vit / 10000 + 1) * 6;
  4516. regen->hp = cap_value(val, 1, SHRT_MAX);
  4517. val = (status->max_sp * (status->int_ + 10) / 750) + 1;
  4518. regen->sp = cap_value(val, 1, SHRT_MAX);
  4519. }
  4520. }
  4521. /**
  4522. * Calculates SC (Status Changes) regeneration values
  4523. * @param bl: Object to calculate regen for [PC|HOM|MER|ELEM]
  4524. * @param regen: Object's base regeneration data
  4525. * @param sc: Object's status change data
  4526. */
  4527. void status_calc_regen_rate(struct block_list *bl, struct regen_data *regen, status_change *sc)
  4528. {
  4529. if (!(bl->type&BL_REGEN) || !regen)
  4530. return;
  4531. regen->flag = RGN_HP|RGN_SP;
  4532. if(regen->sregen) {
  4533. if (regen->sregen->hp)
  4534. regen->flag |= RGN_SHP;
  4535. if (regen->sregen->sp)
  4536. regen->flag |= RGN_SSP;
  4537. regen->sregen->rate.hp = regen->sregen->rate.sp = 100;
  4538. }
  4539. if (regen->ssregen) {
  4540. if (regen->ssregen->hp)
  4541. regen->flag |= RGN_SHP;
  4542. if (regen->ssregen->sp)
  4543. regen->flag |= RGN_SSP;
  4544. regen->ssregen->rate.hp = regen->ssregen->rate.sp = 100;
  4545. }
  4546. regen->rate.hp = regen->rate.sp = 100;
  4547. if (!sc || !sc->count)
  4548. return;
  4549. // No HP or SP regen
  4550. if ((sc->getSCE(SC_POISON) && !sc->getSCE(SC_SLOWPOISON))
  4551. || (sc->getSCE(SC_DPOISON) && !sc->getSCE(SC_SLOWPOISON))
  4552. || sc->getSCE(SC_BERSERK)
  4553. || sc->getSCE(SC_TRICKDEAD)
  4554. || sc->getSCE(SC_BLEEDING)
  4555. || (sc->getSCE(SC_MAGICMUSHROOM) && sc->getSCE(SC_MAGICMUSHROOM)->val3 == 1)
  4556. || sc->getSCE(SC_SATURDAYNIGHTFEVER)
  4557. || sc->getSCE(SC_REBOUND))
  4558. regen->flag = RGN_NONE;
  4559. // No natural SP regen
  4560. if (sc->getSCE(SC_DANCING) ||
  4561. #ifdef RENEWAL
  4562. sc->getSCE(SC_MAXIMIZEPOWER) ||
  4563. #endif
  4564. #ifndef RENEWAL
  4565. (bl->type == BL_PC && (((TBL_PC*)bl)->class_&MAPID_UPPERMASK) == MAPID_MONK &&
  4566. (sc->getSCE(SC_EXTREMITYFIST) || sc->getSCE(SC_EXPLOSIONSPIRITS)) && (!sc->getSCE(SC_SPIRIT) || sc->getSCE(SC_SPIRIT)->val2 != SL_MONK)) ||
  4567. #else
  4568. (bl->type == BL_PC && (((TBL_PC*)bl)->class_&MAPID_UPPERMASK) == MAPID_MONK &&
  4569. sc->getSCE(SC_EXTREMITYFIST) && (!sc->getSCE(SC_SPIRIT) || sc->getSCE(SC_SPIRIT)->val2 != SL_MONK)) ||
  4570. #endif
  4571. (sc->getSCE(SC_OBLIVIONCURSE) && sc->getSCE(SC_OBLIVIONCURSE)->val3 == 1))
  4572. regen->flag &= ~RGN_SP;
  4573. if (sc->getSCE(SC_TENSIONRELAX)) {
  4574. if (sc->getSCE(SC_WEIGHT50) || sc->getSCE(SC_WEIGHT90))
  4575. regen->state.overweight = 0; // 1x HP regen
  4576. else {
  4577. regen->rate.hp += 200;
  4578. if (regen->sregen)
  4579. regen->sregen->rate.hp += 200;
  4580. }
  4581. }
  4582. if (sc->getSCE(SC_MAGNIFICAT))
  4583. regen->rate.sp += 100;
  4584. if (sc->getSCE(SC_REGENERATION)) {
  4585. const struct status_change_entry *sce = sc->getSCE(SC_REGENERATION);
  4586. if (!sce->val4) {
  4587. regen->rate.hp += (sce->val2*100);
  4588. regen->rate.sp += (sce->val3*100);
  4589. } else
  4590. regen->flag &= ~sce->val4; // Remove regen as specified by val4
  4591. }
  4592. if(sc->getSCE(SC_GT_REVITALIZE)) {
  4593. regen->hp += cap_value(regen->hp * sc->getSCE(SC_GT_REVITALIZE)->val3/100, 1, SHRT_MAX);
  4594. regen->state.walk = 1;
  4595. }
  4596. if (sc->getSCE(SC_EXTRACT_WHITE_POTION_Z))
  4597. regen->hp += cap_value(regen->hp * sc->getSCE(SC_EXTRACT_WHITE_POTION_Z)->val1 / 100, 1, SHRT_MAX);
  4598. if (sc->getSCE(SC_VITATA_500))
  4599. regen->sp += cap_value(regen->sp * sc->getSCE(SC_VITATA_500)->val1 / 100, 1, SHRT_MAX);
  4600. if (bl->type == BL_ELEM) { // Recovery bonus only applies to the Elementals.
  4601. int ele_class = status_get_class(bl);
  4602. switch (ele_class) {
  4603. case ELEMENTALID_AGNI_S:
  4604. case ELEMENTALID_AGNI_M:
  4605. case ELEMENTALID_AGNI_L:
  4606. case ELEMENTALID_ARDOR:
  4607. if (sc->getSCE(SC_FIRE_INSIGNIA) && sc->getSCE(SC_FIRE_INSIGNIA)->val1 == 1)
  4608. regen->rate.hp += 100;
  4609. break;
  4610. case ELEMENTALID_AQUA_S:
  4611. case ELEMENTALID_AQUA_M:
  4612. case ELEMENTALID_AQUA_L:
  4613. case ELEMENTALID_DILUVIO:
  4614. if (sc->getSCE(SC_WATER_INSIGNIA) && sc->getSCE(SC_WATER_INSIGNIA)->val1 == 1)
  4615. regen->rate.hp += 100;
  4616. break;
  4617. case ELEMENTALID_VENTUS_S:
  4618. case ELEMENTALID_VENTUS_M:
  4619. case ELEMENTALID_VENTUS_L:
  4620. case ELEMENTALID_PROCELLA:
  4621. if (sc->getSCE(SC_WIND_INSIGNIA) && sc->getSCE(SC_WIND_INSIGNIA)->val1 == 1)
  4622. regen->rate.hp += 100;
  4623. break;
  4624. case ELEMENTALID_TERA_S:
  4625. case ELEMENTALID_TERA_M:
  4626. case ELEMENTALID_TERA_L:
  4627. case ELEMENTALID_TERREMOTUS:
  4628. case ELEMENTALID_SERPENS:
  4629. if (sc->getSCE(SC_EARTH_INSIGNIA) && sc->getSCE(SC_EARTH_INSIGNIA)->val1 == 1)
  4630. regen->rate.hp += 100;
  4631. break;
  4632. }
  4633. }
  4634. if (sc->getSCE(SC_CATNIPPOWDER)) {
  4635. regen->rate.hp *= 2;
  4636. regen->rate.sp *= 2;
  4637. }
  4638. if (sc->getSCE(SC_SHRIMPBLESSING))
  4639. regen->rate.sp += 50;
  4640. #ifdef RENEWAL
  4641. if (sc->getSCE(SC_NIBELUNGEN)) {
  4642. if (sc->getSCE(SC_NIBELUNGEN)->val2 == RINGNBL_HPREGEN)
  4643. regen->rate.hp += 100;
  4644. else if (sc->getSCE(SC_NIBELUNGEN)->val2 == RINGNBL_SPREGEN)
  4645. regen->rate.sp += 100;
  4646. }
  4647. #endif
  4648. if (sc->getSCE(SC_SIRCLEOFNATURE))
  4649. regen->rate.hp += sc->getSCE(SC_SIRCLEOFNATURE)->val2;
  4650. if (sc->getSCE(SC_SONGOFMANA))
  4651. regen->rate.sp += sc->getSCE(SC_SONGOFMANA)->val3;
  4652. }
  4653. /**
  4654. * Applies a state to a unit - See [StatusChangeStateTable]
  4655. * @param bl: Object to change state on [PC|MOB|HOM|MER|ELEM]
  4656. * @param sc: Object's status change data
  4657. * @param flag: Which state to apply to bl
  4658. * @param start: (1) start state, (0) remove state
  4659. */
  4660. void status_calc_state( struct block_list *bl, status_change *sc, std::bitset<SCS_MAX> flag, bool start )
  4661. {
  4662. /// No sc at all, we can zero without any extra weight over our conciousness
  4663. if( !sc->count ) {
  4664. sc->cant = {};
  4665. return;
  4666. }
  4667. // Can't move
  4668. if( flag[SCS_NOMOVE] ) {
  4669. if( !flag[SCS_NOMOVECOND] )
  4670. sc->cant.move += (start ? 1 : ((sc->cant.move) ? -1 : 0));
  4671. else if(
  4672. (sc->getSCE(SC_GOSPEL) && sc->getSCE(SC_GOSPEL)->val4 == BCT_SELF) // cannot move while gospel is in effect
  4673. #ifndef RENEWAL
  4674. || (sc->getSCE(SC_BASILICA) && sc->getSCE(SC_BASILICA)->val4 == bl->id) // Basilica caster cannot move
  4675. || (sc->getSCE(SC_GRAVITATION) && sc->getSCE(SC_GRAVITATION)->val3 == BCT_SELF)
  4676. #endif
  4677. || (sc->getSCE(SC_CAMOUFLAGE) && sc->getSCE(SC_CAMOUFLAGE)->val1 < 3)
  4678. || (sc->getSCE(SC_MAGNETICFIELD) && sc->getSCE(SC_MAGNETICFIELD)->val2 != bl->id)
  4679. || (sc->getSCE(SC_FEAR) && sc->getSCE(SC_FEAR)->val2 > 0)
  4680. || (sc->getSCE(SC_HIDING) && (bl->type != BL_PC || (pc_checkskill(BL_CAST(BL_PC,bl),RG_TUNNELDRIVE) <= 0)))
  4681. || (sc->getSCE(SC_DANCING) && sc->getSCE(SC_DANCING)->val4 && (
  4682. #ifndef RENEWAL
  4683. !sc->getSCE(SC_LONGING) ||
  4684. #endif
  4685. (sc->getSCE(SC_DANCING)->val1&0xFFFF) == CG_MOONLIT ||
  4686. (sc->getSCE(SC_DANCING)->val1&0xFFFF) == CG_HERMODE
  4687. ))
  4688. || (sc->getSCE(SC_CRYSTALIZE) && bl->type != BL_MOB)
  4689. )
  4690. sc->cant.move += (start ? 1 : ((sc->cant.move) ? -1 : 0));
  4691. }
  4692. // Can't use skills
  4693. if( flag[SCS_NOCAST] ) {
  4694. if( !flag[SCS_NOCASTCOND] )
  4695. sc->cant.cast += (start ? 1 : ((sc->cant.cast) ? -1 : 0));
  4696. else if (sc->getSCE(SC_OBLIVIONCURSE) && sc->getSCE(SC_OBLIVIONCURSE)->val3 == 1)
  4697. sc->cant.cast += (start ? 1 : ((sc->cant.cast) ? -1 : 0));
  4698. }
  4699. // Can't chat
  4700. if( flag[SCS_NOCHAT] ) {
  4701. if( !flag[SCS_NOCHATCOND] )
  4702. sc->cant.chat += (start ? 1 : ((sc->cant.chat) ? -1 : 0));
  4703. else if(sc->getSCE(SC_NOCHAT) && sc->getSCE(SC_NOCHAT)->val1&MANNER_NOCHAT)
  4704. sc->cant.chat += (start ? 1 : ((sc->cant.chat) ? -1 : 0));
  4705. }
  4706. // Can't attack
  4707. if( flag[SCS_NOATTACK] ) {
  4708. if( !flag[SCS_NOATTACKCOND] )
  4709. sc->cant.attack += (start ? 1 : ((sc->cant.attack) ? -1 : 0));
  4710. /*else if( )
  4711. sc->cant.attack += ( start ? 1 : ((sc->cant.attack)? -1:0) );*/
  4712. }
  4713. // Can't warp
  4714. if (flag[SCS_NOWARP]) {
  4715. if (!flag[SCS_NOWARPCOND])
  4716. sc->cant.warp += (start ? 1 : ((sc->cant.warp) ? -1 : 0));
  4717. /*else if (sc->getSCE())
  4718. sc->cant.warp += ( start ? 1 : ((sc->cant.warp)? -1:0) );*/
  4719. }
  4720. // Player-only states
  4721. if( bl->type == BL_PC ) {
  4722. // Can't pick-up items
  4723. if( flag[SCS_NOPICKITEM] ) {
  4724. if( !flag[SCS_NOPICKITEMCOND] )
  4725. sc->cant.pickup += (start ? 1 : ((sc->cant.pickup) ? -1 : 0));
  4726. else if( (sc->getSCE(SC_NOCHAT) && sc->getSCE(SC_NOCHAT)->val1&MANNER_NOITEM) )
  4727. sc->cant.pickup += (start ? 1 : ((sc->cant.pickup) ? -1 : 0));
  4728. }
  4729. // Can't drop items
  4730. if( flag[SCS_NODROPITEM] ) {
  4731. if( !flag[SCS_NODROPITEMCOND] )
  4732. sc->cant.drop += (start ? 1 : ((sc->cant.drop) ? -1 : 0));
  4733. else if( (sc->getSCE(SC_NOCHAT) && sc->getSCE(SC_NOCHAT)->val1&MANNER_NOITEM) )
  4734. sc->cant.drop += (start ? 1 : ((sc->cant.drop) ? -1 : 0));
  4735. }
  4736. // Can't equip item
  4737. if( flag[SCS_NOEQUIPITEM] ) {
  4738. if( !flag[SCS_NOEQUIPITEMCOND] )
  4739. sc->cant.equip += (start ? 1 : ((sc->cant.equip) ? -1 : 0));
  4740. /*else if( )
  4741. sc->cant.equip += ( start ? 1 : ((sc->cant.equip)? -1:0) );*/
  4742. }
  4743. // Can't unequip item
  4744. if( flag[SCS_NOUNEQUIPITEM]) {
  4745. if( !flag[SCS_NOUNEQUIPITEMCOND] )
  4746. sc->cant.unequip += (start ? 1 : ((sc->cant.unequip) ? -1 : 0));
  4747. /*else if( )
  4748. sc->cant.unequip += ( start ? 1 : ((sc->cant.unequip)? -1:0) );*/
  4749. }
  4750. // Can't consume item
  4751. if( flag[SCS_NOCONSUMEITEM]) {
  4752. if( !flag[SCS_NOCONSUMEITEMCOND] )
  4753. sc->cant.consume += (start ? 1 : ((sc->cant.consume) ? -1 : 0));
  4754. else if( (sc->getSCE(SC_GRAVITATION) && sc->getSCE(SC_GRAVITATION)->val3 == BCT_SELF) ||
  4755. (sc->getSCE(SC_NOCHAT) && sc->getSCE(SC_NOCHAT)->val1&MANNER_NOITEM) )
  4756. sc->cant.consume += (start ? 1 : ((sc->cant.consume) ? -1 : 0));
  4757. }
  4758. // Can't lose exp
  4759. if (flag[SCS_NODEATHPENALTY]) {
  4760. if (!flag[SCS_NODEATHPENALTYCOND])
  4761. sc->cant.deathpenalty += (start ? 1 : ((sc->cant.deathpenalty) ? -1 : 0));
  4762. /*else if (sc->getSCE())
  4763. sc->cant.deathpenalty += ( start ? 1 : ((sc->cant.deathpenalty)? -1:0) );*/
  4764. }
  4765. // Can't sit/stand/talk to NPC
  4766. if (flag[SCS_NOINTERACT]) {
  4767. if (!flag[SCS_NOINTERACTCOND])
  4768. sc->cant.interact += (start ? 1 : ((sc->cant.interact) ? -1 : 0));
  4769. /*else if (sc->getSCE())
  4770. sc->cant.interact += ( start ? 1 : ((sc->cant.interact)? -1:0) );*/
  4771. }
  4772. }
  4773. return;
  4774. }
  4775. /**
  4776. * Recalculates parts of an objects status according to specified flags
  4777. * See [set_sc] [add_sc]
  4778. * @param bl: Object whose status has changed [PC|MOB|HOM|MER|ELEM]
  4779. * @param flag: Which status has changed on bl
  4780. */
  4781. void status_calc_bl_main(struct block_list *bl, std::bitset<SCB_MAX> flag)
  4782. {
  4783. const struct status_data *b_status = status_get_base_status(bl); // Base Status
  4784. struct status_data *status = status_get_status_data(bl); // Battle Status
  4785. status_change *sc = status_get_sc(bl);
  4786. TBL_PC *sd = BL_CAST(BL_PC,bl);
  4787. int temp;
  4788. if (!b_status || !status)
  4789. return;
  4790. /** [Playtester]
  4791. * This needs to be done even if there is currently no status change active, because
  4792. * we need to update the speed on the client when the last status change ends.
  4793. **/
  4794. if(flag[SCB_SPEED]) {
  4795. struct unit_data *ud = unit_bl2ud(bl);
  4796. /** [Skotlex]
  4797. * Re-walk to adjust speed (we do not check if walktimer != INVALID_TIMER
  4798. * because if you step on something while walking, the moment this
  4799. * piece of code triggers the walk-timer is set on INVALID_TIMER)
  4800. **/
  4801. if (ud)
  4802. ud->state.change_walk_target = ud->state.speed_changed = 1;
  4803. }
  4804. if(flag[SCB_STR]) {
  4805. status->str = status_calc_str(bl, sc, b_status->str);
  4806. flag.set(SCB_BATK);
  4807. if( bl->type&BL_HOM )
  4808. flag.set(SCB_WATK);
  4809. }
  4810. if(flag[SCB_AGI]) {
  4811. status->agi = status_calc_agi(bl, sc, b_status->agi);
  4812. flag.set(SCB_FLEE);
  4813. #ifdef RENEWAL
  4814. flag.set(SCB_DEF2);
  4815. #endif
  4816. if( bl->type&(BL_PC|BL_HOM) ) {
  4817. flag.set(SCB_ASPD);
  4818. flag.set(SCB_DSPD);
  4819. }
  4820. }
  4821. if(flag[SCB_VIT]) {
  4822. status->vit = status_calc_vit(bl, sc, b_status->vit);
  4823. flag.set(SCB_DEF2);
  4824. flag.set(SCB_MDEF2);
  4825. if( bl->type&(BL_PC|BL_HOM|BL_MER|BL_ELEM) )
  4826. flag.set(SCB_MAXHP);
  4827. if( bl->type&BL_HOM )
  4828. flag.set(SCB_DEF);
  4829. }
  4830. if(flag[SCB_INT]) {
  4831. status->int_ = status_calc_int(bl, sc, b_status->int_);
  4832. flag.set(SCB_MATK);
  4833. flag.set(SCB_MDEF2);
  4834. if( bl->type&(BL_PC|BL_HOM|BL_MER|BL_ELEM) )
  4835. flag.set(SCB_MAXSP);
  4836. if( bl->type&BL_HOM )
  4837. flag.set(SCB_MDEF);
  4838. }
  4839. if(flag[SCB_DEX]) {
  4840. status->dex = status_calc_dex(bl, sc, b_status->dex);
  4841. flag.set(SCB_BATK);
  4842. flag.set(SCB_HIT);
  4843. #ifdef RENEWAL
  4844. flag.set(SCB_MATK);
  4845. flag.set(SCB_MDEF2);
  4846. #endif
  4847. if( bl->type&(BL_PC|BL_HOM) )
  4848. flag.set(SCB_ASPD);
  4849. if( bl->type&BL_HOM )
  4850. flag.set(SCB_WATK);
  4851. }
  4852. if(flag[SCB_LUK]) {
  4853. status->luk = status_calc_luk(bl, sc, b_status->luk);
  4854. flag.set(SCB_BATK);
  4855. flag.set(SCB_CRI);
  4856. flag.set(SCB_FLEE2);
  4857. #ifdef RENEWAL
  4858. flag.set(SCB_MATK);
  4859. flag.set(SCB_HIT);
  4860. flag.set(SCB_FLEE);
  4861. #endif
  4862. }
  4863. #ifdef RENEWAL
  4864. if (flag[SCB_POW]) {
  4865. status->pow = status_calc_pow(bl, sc, b_status->pow);
  4866. flag.set(SCB_BATK);
  4867. flag.set(SCB_PATK);
  4868. }
  4869. if (flag[SCB_STA]) {
  4870. status->sta = status_calc_sta(bl, sc, b_status->sta);
  4871. flag.set(SCB_RES);
  4872. }
  4873. if (flag[SCB_WIS]) {
  4874. status->wis = status_calc_wis(bl, sc, b_status->wis);
  4875. flag.set(SCB_MRES);
  4876. }
  4877. if (flag[SCB_SPL]) {
  4878. status->spl = status_calc_spl(bl, sc, b_status->spl);
  4879. flag.set(SCB_MATK);
  4880. flag.set(SCB_SMATK);
  4881. }
  4882. if (flag[SCB_CON]) {
  4883. status->con = status_calc_con(bl, sc, b_status->con);
  4884. flag.set(SCB_HIT);
  4885. flag.set(SCB_FLEE);
  4886. flag.set(SCB_PATK);
  4887. flag.set(SCB_SMATK);
  4888. }
  4889. if (flag[SCB_CRT]) {
  4890. status->crt = status_calc_crt(bl, sc, b_status->crt);
  4891. flag.set(SCB_HPLUS);
  4892. flag.set(SCB_CRATE);
  4893. }
  4894. #endif
  4895. if(flag[SCB_BATK] && b_status->batk) {
  4896. int lv = status_get_lv(bl);
  4897. status->batk = status_base_atk(bl, status, lv);
  4898. temp = b_status->batk - status_base_atk(bl, b_status, lv);
  4899. if (temp) {
  4900. temp += status->batk;
  4901. status->batk = cap_value(temp, 0, USHRT_MAX);
  4902. }
  4903. status->batk = status_calc_batk(bl, sc, status->batk);
  4904. }
  4905. if(flag[SCB_WATK]) {
  4906. #ifndef RENEWAL
  4907. status->rhw.atk = status_calc_watk(bl, sc, b_status->rhw.atk);
  4908. if (!sd) // Should not affect weapon refine bonus
  4909. status->rhw.atk2 = status_calc_watk(bl, sc, b_status->rhw.atk2);
  4910. if (sd && sd->bonus.weapon_atk_rate)
  4911. status->rhw.atk += status->rhw.atk * sd->bonus.weapon_atk_rate / 100;
  4912. if(b_status->lhw.atk) {
  4913. if (sd) {
  4914. sd->state.lr_flag = 1;
  4915. status->lhw.atk = status_calc_watk(bl, sc, b_status->lhw.atk);
  4916. sd->state.lr_flag = 0;
  4917. } else {
  4918. status->lhw.atk = status_calc_watk(bl, sc, b_status->lhw.atk);
  4919. status->lhw.atk2= status_calc_watk(bl, sc, b_status->lhw.atk2);
  4920. }
  4921. }
  4922. #else
  4923. if(!b_status->watk) { // We only have left-hand weapon
  4924. status->watk = 0;
  4925. status->watk2 = status_calc_watk(bl, sc, b_status->watk2);
  4926. }
  4927. else status->watk = status_calc_watk(bl, sc, b_status->watk);
  4928. #endif
  4929. }
  4930. if(flag[SCB_HIT]) {
  4931. if (status->dex == b_status->dex
  4932. #ifdef RENEWAL
  4933. && status->luk == b_status->luk && status->con == b_status->con
  4934. #endif
  4935. )
  4936. status->hit = status_calc_hit(bl, sc, b_status->hit);
  4937. else
  4938. status->hit = status_calc_hit(bl, sc, b_status->hit + (status->dex - b_status->dex)
  4939. #ifdef RENEWAL
  4940. + (status->luk/3 - b_status->luk/3) + 2 * (status->con - b_status->con)
  4941. #endif
  4942. );
  4943. }
  4944. if(flag[SCB_FLEE]) {
  4945. if (status->agi == b_status->agi
  4946. #ifdef RENEWAL
  4947. && status->luk == b_status->luk && status->con == b_status->con
  4948. #endif
  4949. )
  4950. status->flee = status_calc_flee(bl, sc, b_status->flee);
  4951. else
  4952. status->flee = status_calc_flee(bl, sc, b_status->flee +(status->agi - b_status->agi)
  4953. #ifdef RENEWAL
  4954. + (status->luk/5 - b_status->luk/5) + 2 * (status->con - b_status->con)
  4955. #endif
  4956. );
  4957. }
  4958. if(flag[SCB_DEF]) {
  4959. status->def = status_calc_def(bl, sc, b_status->def);
  4960. if( bl->type&BL_HOM )
  4961. status->def += (status->vit/5 - b_status->vit/5);
  4962. }
  4963. if(flag[SCB_DEF2]) {
  4964. if (status->vit == b_status->vit
  4965. #ifdef RENEWAL
  4966. && status->agi == b_status->agi
  4967. #endif
  4968. )
  4969. status->def2 = status_calc_def2(bl, sc, b_status->def2);
  4970. else
  4971. status->def2 = status_calc_def2(bl, sc, b_status->def2
  4972. #ifdef RENEWAL
  4973. + (int)( ((float)status->vit/2 - (float)b_status->vit/2) + ((float)status->agi/5 - (float)b_status->agi/5) )
  4974. #else
  4975. + (status->vit - b_status->vit)
  4976. #endif
  4977. );
  4978. }
  4979. if(flag[SCB_MDEF]) {
  4980. status->mdef = status_calc_mdef(bl, sc, b_status->mdef);
  4981. if( bl->type&BL_HOM )
  4982. status->mdef += (status->int_/5 - b_status->int_/5);
  4983. }
  4984. if(flag[SCB_MDEF2]) {
  4985. if (status->int_ == b_status->int_ && status->vit == b_status->vit
  4986. #ifdef RENEWAL
  4987. && status->dex == b_status->dex
  4988. #endif
  4989. )
  4990. status->mdef2 = status_calc_mdef2(bl, sc, b_status->mdef2);
  4991. else
  4992. status->mdef2 = status_calc_mdef2(bl, sc, b_status->mdef2 +(status->int_ - b_status->int_)
  4993. #ifdef RENEWAL
  4994. + (int)( ((float)status->dex/5 - (float)b_status->dex/5) + ((float)status->vit/5 - (float)b_status->vit/5) )
  4995. #else
  4996. + ((status->vit - b_status->vit) / 2)
  4997. #endif
  4998. );
  4999. }
  5000. if(flag[SCB_SPEED]) {
  5001. status->speed = status_calc_speed(bl, sc, b_status->speed);
  5002. if( bl->type&BL_PC && !(sd && sd->state.permanent_speed) && status->speed < battle_config.max_walk_speed )
  5003. status->speed = battle_config.max_walk_speed;
  5004. if( bl->type&BL_PET && ((TBL_PET*)bl)->master)
  5005. status->speed = status_get_speed(&((TBL_PET*)bl)->master->bl);
  5006. if( bl->type&BL_HOM && battle_config.hom_setting&HOMSET_COPY_SPEED && ((TBL_HOM*)bl)->master)
  5007. status->speed = status_get_speed(&((TBL_HOM*)bl)->master->bl);
  5008. if( bl->type&BL_MER && ((TBL_MER*)bl)->master)
  5009. status->speed = status_get_speed(&((TBL_MER*)bl)->master->bl);
  5010. if( bl->type&BL_ELEM && ((TBL_ELEM*)bl)->master)
  5011. status->speed = status_get_speed(&((TBL_ELEM*)bl)->master->bl);
  5012. }
  5013. if(flag[SCB_CRI] && b_status->cri) {
  5014. if (status->luk == b_status->luk)
  5015. status->cri = status_calc_critical(bl, sc, b_status->cri);
  5016. else
  5017. #ifdef RENEWAL
  5018. status->cri = status_calc_critical(bl, sc, b_status->cri + 3*(status->luk - b_status->luk));
  5019. #else
  5020. status->cri = status_calc_critical(bl, sc, b_status->cri + (status->luk - b_status->luk)*10/3);
  5021. #endif
  5022. /// After status_calc_critical so the bonus is applied despite if you have or not a sc bugreport:5240
  5023. if (sd) {
  5024. if (sd->status.weapon == W_KATAR)
  5025. status->cri *= 2;
  5026. }
  5027. }
  5028. if(flag[SCB_FLEE2] && b_status->flee2) {
  5029. if (status->luk == b_status->luk)
  5030. status->flee2 = status_calc_flee2(bl, sc, b_status->flee2);
  5031. else
  5032. status->flee2 = status_calc_flee2(bl, sc, b_status->flee2 +(status->luk - b_status->luk));
  5033. }
  5034. if(flag[SCB_ATK_ELE]) {
  5035. status->rhw.ele = status_calc_attack_element(bl, sc, b_status->rhw.ele);
  5036. if (sd) sd->state.lr_flag = 1;
  5037. status->lhw.ele = status_calc_attack_element(bl, sc, b_status->lhw.ele);
  5038. if (sd) sd->state.lr_flag = 0;
  5039. }
  5040. if(flag[SCB_DEF_ELE]) {
  5041. status->def_ele = status_calc_element(bl, sc, b_status->def_ele);
  5042. status->ele_lv = status_calc_element_lv(bl, sc, b_status->ele_lv);
  5043. }
  5044. if(flag[SCB_MODE]) {
  5045. status->mode = status_calc_mode(bl, sc, b_status->mode);
  5046. if (status_has_mode(status, MD_STATUSIMMUNE|MD_SKILLIMMUNE))
  5047. status->class_ = CLASS_BATTLEFIELD;
  5048. else if (status_has_mode(status, MD_STATUSIMMUNE|MD_KNOCKBACKIMMUNE|MD_DETECTOR))
  5049. status->class_ = CLASS_BOSS;
  5050. else if (status_has_mode(status, MD_STATUSIMMUNE))
  5051. status->class_ = CLASS_GUARDIAN;
  5052. else
  5053. status->class_ = CLASS_NORMAL;
  5054. // Since mode changed, reset their state.
  5055. if (!status_has_mode(status,MD_CANATTACK))
  5056. unit_stop_attack(bl);
  5057. if (!status_has_mode(status,MD_CANMOVE))
  5058. unit_stop_walking(bl,1);
  5059. }
  5060. /**
  5061. * No status changes alter these yet.
  5062. * if(flag[SCB_SIZE])
  5063. * if(flag[SCB_RACE])
  5064. * if(flag[SCB_RANGE])
  5065. **/
  5066. if(flag[SCB_MAXHP]) {
  5067. if( bl->type&BL_PC ) {
  5068. status->max_hp = status_calc_maxhpsp_pc(sd,status->vit,true);
  5069. if(battle_config.hp_rate != 100)
  5070. status->max_hp = (unsigned int)(battle_config.hp_rate * (status->max_hp/100.));
  5071. if (sd->status.base_level < 100)
  5072. status->max_hp = umin(status->max_hp,(unsigned int)battle_config.max_hp_lv99);
  5073. else if (sd->status.base_level < 151)
  5074. status->max_hp = umin(status->max_hp,(unsigned int)battle_config.max_hp_lv150);
  5075. else
  5076. status->max_hp = umin(status->max_hp,(unsigned int)battle_config.max_hp);
  5077. }
  5078. else
  5079. status->max_hp = status_calc_maxhp(bl, b_status->max_hp);
  5080. if( status->hp > status->max_hp ) { // !FIXME: Should perhaps a status_zap should be issued?
  5081. status->hp = status->max_hp;
  5082. if( sd ) clif_updatestatus(sd,SP_HP);
  5083. }
  5084. }
  5085. if(flag[SCB_MAXSP]) {
  5086. if( bl->type&BL_PC ) {
  5087. status->max_sp = status_calc_maxhpsp_pc(sd,status->int_,false);
  5088. if(battle_config.sp_rate != 100)
  5089. status->max_sp = (unsigned int)(battle_config.sp_rate * (status->max_sp/100.));
  5090. status->max_sp = umin(status->max_sp,(unsigned int)battle_config.max_sp);
  5091. }
  5092. else
  5093. status->max_sp = status_calc_maxsp(bl, b_status->max_sp);
  5094. if( status->sp > status->max_sp ) {
  5095. status->sp = status->max_sp;
  5096. if( sd ) clif_updatestatus(sd,SP_SP);
  5097. }
  5098. }
  5099. if(flag[SCB_MATK]) {
  5100. #ifndef RENEWAL
  5101. status->matk_min = status_base_matk_min(status) + (sd?sd->bonus.ematk:0);
  5102. status->matk_max = status_base_matk_max(status) + (sd?sd->bonus.ematk:0);
  5103. #else
  5104. /**
  5105. * RE MATK Formula (from irowiki:http:// irowiki.org/wiki/MATK)
  5106. * MATK = (sMATK + wMATK + eMATK) * Multiplicative Modifiers
  5107. **/
  5108. int lv = status_get_lv(bl);
  5109. status->matk_min = status_base_matk_min(bl, status, lv);
  5110. status->matk_max = status_base_matk_max(bl, status, lv);
  5111. switch( bl->type ) {
  5112. case BL_PC: {
  5113. int wMatk = 0;
  5114. int variance = 0;
  5115. // Any +MATK you get from skills and cards, including cards in weapon, is added here.
  5116. if (sd) {
  5117. uint16 skill_lv;
  5118. if (sd->bonus.ematk > 0)
  5119. status->matk_min += sd->bonus.ematk;
  5120. if (pc_checkskill(sd, SU_POWEROFLAND) > 0 && pc_checkskill_summoner(sd, SUMMONER_POWER_LAND) >= 20)
  5121. status->matk_min += status->matk_min * 20 / 100;
  5122. if ((skill_lv = pc_checkskill(sd, NV_TRANSCENDENCE)) > 0)
  5123. status->matk_min += 15 * skill_lv + (skill_lv > 4 ? 25 : 0);
  5124. }
  5125. status->matk_min = status_calc_ematk(bl, sc, status->matk_min);
  5126. status->matk_max = status->matk_min;
  5127. // This is the only portion in MATK that varies depending on the weapon level and refinement rate.
  5128. if (b_status->lhw.matk) {
  5129. if (sd) {
  5130. //sd->state.lr_flag = 1; //?? why was that set here
  5131. status->lhw.matk = b_status->lhw.matk;
  5132. sd->state.lr_flag = 0;
  5133. } else {
  5134. status->lhw.matk = b_status->lhw.matk;
  5135. }
  5136. }
  5137. if (b_status->rhw.matk) {
  5138. status->rhw.matk = b_status->rhw.matk;
  5139. }
  5140. if (status->rhw.matk) {
  5141. wMatk += status->rhw.matk;
  5142. variance += wMatk * status->rhw.wlv / 10;
  5143. }
  5144. if (status->lhw.matk) {
  5145. wMatk += status->lhw.matk;
  5146. variance += status->lhw.matk * status->lhw.wlv / 10;
  5147. }
  5148. status->matk_min += wMatk - variance;
  5149. status->matk_max += wMatk + variance;
  5150. }
  5151. break;
  5152. }
  5153. #endif
  5154. if (bl->type&BL_PC && sd->matk_rate != 100) {
  5155. status->matk_max = status->matk_max * sd->matk_rate/100;
  5156. status->matk_min = status->matk_min * sd->matk_rate/100;
  5157. }
  5158. if ((bl->type&BL_HOM && battle_config.hom_setting&HOMSET_SAME_MATK) /// Hom Min Matk is always the same as Max Matk
  5159. || (sc && sc->getSCE(SC_RECOGNIZEDSPELL)))
  5160. status->matk_min = status->matk_max;
  5161. #ifdef RENEWAL
  5162. if( sd && sd->right_weapon.overrefine > 0) {
  5163. status->matk_min++;
  5164. status->matk_max += sd->right_weapon.overrefine - 1;
  5165. }
  5166. #endif
  5167. status->matk_max = status_calc_matk(bl, sc, status->matk_max);
  5168. status->matk_min = status_calc_matk(bl, sc, status->matk_min);
  5169. }
  5170. if(flag[SCB_ASPD]) {
  5171. int amotion;
  5172. if ( bl->type&BL_HOM ) {
  5173. #ifdef RENEWAL_ASPD
  5174. amotion = ((TBL_HOM*)bl)->homunculusDB->baseASPD;
  5175. amotion = amotion - amotion * status_get_homdex(bl) / 1000 - status_get_homagi(bl) * amotion / 250;
  5176. amotion = (amotion * status_calc_aspd(bl, sc, true) + status_calc_aspd(bl, sc, false)) / - 100 + amotion;
  5177. #else
  5178. amotion = (1000 - 4 * status->agi - status->dex) * ((TBL_HOM*)bl)->homunculusDB->baseASPD / 1000;
  5179. amotion = status_calc_aspd_rate(bl, sc, amotion);
  5180. amotion = amotion * status->aspd_rate / 1000;
  5181. #endif
  5182. amotion = status_calc_fix_aspd(bl, sc, amotion);
  5183. status->amotion = cap_value(amotion, battle_config.max_aspd, 2000);
  5184. status->adelay = status->amotion;
  5185. } else if ( bl->type&BL_PC ) {
  5186. uint16 skill_lv;
  5187. amotion = status_base_amotion_pc(sd,status);
  5188. #ifndef RENEWAL_ASPD
  5189. status->aspd_rate = status_calc_aspd_rate(bl, sc, b_status->aspd_rate);
  5190. #endif
  5191. // Absolute ASPD % modifiers
  5192. amotion = amotion * status->aspd_rate / 1000;
  5193. if (sd->ud.skilltimer != INVALID_TIMER && (skill_lv = pc_checkskill(sd, SA_FREECAST)) > 0)
  5194. #ifdef RENEWAL_ASPD
  5195. amotion = amotion * 5 * (skill_lv + 10) / 100;
  5196. #else
  5197. 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)
  5198. #endif
  5199. #ifdef RENEWAL_ASPD
  5200. // RE ASPD % modifier
  5201. amotion += (max(0xc3 - amotion, 2) * (status->aspd_rate2 + status_calc_aspd(bl, sc, false))) / 100;
  5202. amotion = 10 * (200 - amotion);
  5203. amotion += sd->bonus.aspd_add;
  5204. #endif
  5205. amotion = status_calc_fix_aspd(bl, sc, amotion);
  5206. status->amotion = cap_value(amotion,pc_maxaspd(sd),2000);
  5207. status->adelay = 2 * status->amotion;
  5208. } else { // Mercenary and mobs
  5209. amotion = b_status->amotion;
  5210. status->aspd_rate = status_calc_aspd_rate(bl, sc, b_status->aspd_rate);
  5211. amotion = amotion*status->aspd_rate/1000;
  5212. amotion = status_calc_fix_aspd(bl, sc, amotion);
  5213. status->amotion = cap_value(amotion, battle_config.monster_max_aspd, 2000);
  5214. temp = b_status->adelay*status->aspd_rate/1000;
  5215. status->adelay = cap_value(temp, battle_config.monster_max_aspd*2, 4000);
  5216. }
  5217. }
  5218. if(flag[SCB_DSPD]) {
  5219. int dmotion;
  5220. if( bl->type&BL_PC ) {
  5221. if (b_status->agi == status->agi)
  5222. status->dmotion = status_calc_dmotion(bl, sc, b_status->dmotion);
  5223. else {
  5224. dmotion = 800-status->agi*4;
  5225. status->dmotion = cap_value(dmotion, 400, 800);
  5226. if(battle_config.pc_damage_delay_rate != 100)
  5227. status->dmotion = status->dmotion*battle_config.pc_damage_delay_rate/100;
  5228. // It's safe to ignore b_status->dmotion since no bonus affects it.
  5229. status->dmotion = status_calc_dmotion(bl, sc, status->dmotion);
  5230. }
  5231. } else if( bl->type&BL_HOM ) {
  5232. dmotion = 800-status->agi*4;
  5233. status->dmotion = cap_value(dmotion, 400, 800);
  5234. status->dmotion = status_calc_dmotion(bl, sc, b_status->dmotion);
  5235. } else { // Mercenary and mobs
  5236. status->dmotion = status_calc_dmotion(bl, sc, b_status->dmotion);
  5237. }
  5238. }
  5239. #ifdef RENEWAL
  5240. if (flag[SCB_PATK]) {
  5241. if (status->pow == b_status->pow && status->con == b_status->con)
  5242. status->patk = status_calc_patk(bl, sc, b_status->patk);
  5243. else
  5244. status->patk = status_calc_patk(bl, sc, b_status->patk + (status->pow - b_status->pow) / 3 + (status->con - b_status->con) / 5);
  5245. }
  5246. if (flag[SCB_SMATK]) {
  5247. if (status->spl == b_status->spl && status->con == b_status->con)
  5248. status->smatk = status_calc_smatk(bl, sc, b_status->smatk);
  5249. else
  5250. status->smatk = status_calc_smatk(bl, sc, b_status->smatk) + (status->spl - b_status->spl) / 3 + (status->con - b_status->con) / 5;
  5251. }
  5252. if (flag[SCB_RES]) {
  5253. if (status->sta == b_status->sta)
  5254. status->res = status_calc_res(bl, sc, b_status->res);
  5255. else
  5256. status->res = status_calc_res(bl, sc, b_status->res + (status->sta - b_status->sta) + (status->sta - b_status->sta) / 3 * 5);
  5257. }
  5258. if (flag[SCB_MRES]) {
  5259. if (status->wis == b_status->wis)
  5260. status->mres = status_calc_mres(bl, sc, b_status->mres);
  5261. else
  5262. status->mres = status_calc_mres(bl, sc, b_status->mres + (status->wis - b_status->wis) + (status->wis - b_status->wis) / 3 * 5);
  5263. }
  5264. if (flag[SCB_HPLUS]) {
  5265. if (status->crt == b_status->crt)
  5266. status->hplus = status_calc_hplus(bl, sc, b_status->hplus);
  5267. else
  5268. status->hplus = status_calc_hplus(bl, sc, b_status->hplus + (status->crt - b_status->crt));
  5269. }
  5270. if (flag[SCB_CRATE]) {
  5271. if (status->crt == b_status->crt)
  5272. status->crate = status_calc_crate(bl, sc, b_status->crate);
  5273. else
  5274. status->crate = status_calc_crate(bl, sc, b_status->crate + (status->crt - b_status->crt) / 3);
  5275. }
  5276. if (flag[SCB_MAXAP]) {
  5277. if (bl->type&BL_PC) {
  5278. status->max_ap = status_calc_maxap_pc(sd);
  5279. if (battle_config.ap_rate != 100)
  5280. status->max_ap = (unsigned int)(battle_config.ap_rate * (status->max_ap / 100.));
  5281. status->max_ap = umin(status->max_ap, (unsigned int)battle_config.max_ap);
  5282. } else
  5283. status->max_ap = status_calc_maxap(bl, b_status->max_ap);
  5284. if (status->ap > status->max_ap) {
  5285. status->ap = status->max_ap;
  5286. if (sd) clif_updatestatus(sd, SP_AP);
  5287. }
  5288. }
  5289. #endif
  5290. if((flag[SCB_VIT] || flag[SCB_MAXHP] || flag[SCB_INT] || flag[SCB_MAXSP]) && bl->type &BL_REGEN)
  5291. status_calc_regen(bl, status, status_get_regen_data(bl));
  5292. if(flag[SCB_REGEN] && bl->type&BL_REGEN)
  5293. status_calc_regen_rate(bl, status_get_regen_data(bl), sc);
  5294. }
  5295. /**
  5296. * Recalculates parts of an objects status according to specified flags
  5297. * Also sends updates to the client when necessary
  5298. * See [set_sc] [add_sc]
  5299. * @param bl: Object whose status has changed [PC|MOB|HOM|MER|ELEM]
  5300. * @param flag: Which status has changed on bl
  5301. * @param opt: If true, will cause status_calc_* functions to run their base status initialization code
  5302. */
  5303. void status_calc_bl_(struct block_list* bl, std::bitset<SCB_MAX> flag, uint8 opt)
  5304. {
  5305. struct status_data b_status; // Previous battle status
  5306. struct status_data* status; // Pointer to current battle status
  5307. if (bl->type == BL_PC) {
  5308. map_session_data *sd = BL_CAST(BL_PC, bl);
  5309. if (sd->delayed_damage != 0) {
  5310. if (opt&SCO_FORCE)
  5311. sd->state.hold_recalc = false; // Clear and move on
  5312. else {
  5313. sd->state.hold_recalc = true; // Flag and stop
  5314. return;
  5315. }
  5316. }
  5317. }
  5318. // Remember previous values
  5319. status = status_get_status_data(bl);
  5320. memcpy(&b_status, status, sizeof(struct status_data));
  5321. if( flag[SCB_BASE] ) { // Calculate the object's base status too
  5322. switch( bl->type ) {
  5323. case BL_PC: status_calc_pc_(BL_CAST(BL_PC,bl), opt); break;
  5324. case BL_MOB: status_calc_mob_(BL_CAST(BL_MOB,bl), opt); break;
  5325. case BL_PET: status_calc_pet_(BL_CAST(BL_PET,bl), opt); break;
  5326. case BL_HOM: status_calc_homunculus_(BL_CAST(BL_HOM,bl), opt); break;
  5327. case BL_MER: status_calc_mercenary_(BL_CAST(BL_MER,bl), opt); break;
  5328. case BL_ELEM: status_calc_elemental_(BL_CAST(BL_ELEM,bl), opt); break;
  5329. case BL_NPC: status_calc_npc_(BL_CAST(BL_NPC,bl), opt); break;
  5330. }
  5331. }
  5332. if( bl->type == BL_PET )
  5333. return; // Pets are not affected by statuses
  5334. if (opt&SCO_FIRST && bl->type == BL_MOB)
  5335. return; // Assume there will be no statuses active
  5336. status_calc_bl_main(bl, flag);
  5337. if (opt&SCO_FIRST && bl->type == BL_HOM)
  5338. return; // Client update handled by caller
  5339. // Compare against new values and send client updates
  5340. if( bl->type == BL_PC ) {
  5341. TBL_PC* sd = BL_CAST(BL_PC, bl);
  5342. if(b_status.str != status->str)
  5343. clif_updatestatus(sd,SP_STR);
  5344. if(b_status.agi != status->agi)
  5345. clif_updatestatus(sd,SP_AGI);
  5346. if(b_status.vit != status->vit)
  5347. clif_updatestatus(sd,SP_VIT);
  5348. if(b_status.int_ != status->int_)
  5349. clif_updatestatus(sd,SP_INT);
  5350. if(b_status.dex != status->dex)
  5351. clif_updatestatus(sd,SP_DEX);
  5352. if(b_status.luk != status->luk)
  5353. clif_updatestatus(sd,SP_LUK);
  5354. if(b_status.hit != status->hit)
  5355. clif_updatestatus(sd,SP_HIT);
  5356. if(b_status.flee != status->flee)
  5357. clif_updatestatus(sd,SP_FLEE1);
  5358. if(b_status.amotion != status->amotion)
  5359. clif_updatestatus(sd,SP_ASPD);
  5360. if(b_status.speed != status->speed)
  5361. clif_updatestatus(sd,SP_SPEED);
  5362. if(b_status.batk != status->batk
  5363. #ifndef RENEWAL
  5364. || b_status.rhw.atk != status->rhw.atk || b_status.lhw.atk != status->lhw.atk
  5365. #endif
  5366. )
  5367. clif_updatestatus(sd,SP_ATK1);
  5368. if(b_status.def != status->def) {
  5369. clif_updatestatus(sd,SP_DEF1);
  5370. #ifdef RENEWAL
  5371. clif_updatestatus(sd,SP_DEF2);
  5372. #endif
  5373. }
  5374. if(
  5375. #ifdef RENEWAL
  5376. b_status.watk != status->watk || b_status.watk2 != status->watk2 || b_status.eatk != status->eatk
  5377. #else
  5378. b_status.rhw.atk2 != status->rhw.atk2 || b_status.lhw.atk2 != status->lhw.atk2
  5379. #endif
  5380. )
  5381. clif_updatestatus(sd,SP_ATK2);
  5382. if(b_status.def2 != status->def2) {
  5383. clif_updatestatus(sd,SP_DEF2);
  5384. #ifdef RENEWAL
  5385. clif_updatestatus(sd,SP_DEF1);
  5386. #endif
  5387. }
  5388. if(b_status.flee2 != status->flee2)
  5389. clif_updatestatus(sd,SP_FLEE2);
  5390. if(b_status.cri != status->cri)
  5391. clif_updatestatus(sd,SP_CRITICAL);
  5392. #ifndef RENEWAL
  5393. if(b_status.matk_max != status->matk_max)
  5394. clif_updatestatus(sd,SP_MATK1);
  5395. if(b_status.matk_min != status->matk_min)
  5396. clif_updatestatus(sd,SP_MATK2);
  5397. #else
  5398. if(b_status.matk_max != status->matk_max || b_status.matk_min != status->matk_min) {
  5399. clif_updatestatus(sd,SP_MATK2);
  5400. clif_updatestatus(sd,SP_MATK1);
  5401. }
  5402. #endif
  5403. if(b_status.mdef != status->mdef) {
  5404. clif_updatestatus(sd,SP_MDEF1);
  5405. #ifdef RENEWAL
  5406. clif_updatestatus(sd,SP_MDEF2);
  5407. #endif
  5408. }
  5409. if(b_status.mdef2 != status->mdef2) {
  5410. clif_updatestatus(sd,SP_MDEF2);
  5411. #ifdef RENEWAL
  5412. clif_updatestatus(sd,SP_MDEF1);
  5413. #endif
  5414. }
  5415. if(b_status.rhw.range != status->rhw.range)
  5416. clif_updatestatus(sd,SP_ATTACKRANGE);
  5417. if(b_status.max_hp != status->max_hp)
  5418. clif_updatestatus(sd,SP_MAXHP);
  5419. if(b_status.max_sp != status->max_sp)
  5420. clif_updatestatus(sd,SP_MAXSP);
  5421. if(b_status.hp != status->hp)
  5422. clif_updatestatus(sd,SP_HP);
  5423. if(b_status.sp != status->sp)
  5424. clif_updatestatus(sd,SP_SP);
  5425. #ifdef RENEWAL
  5426. if (b_status.pow != status->pow)
  5427. clif_updatestatus(sd,SP_POW);
  5428. if (b_status.sta != status->sta)
  5429. clif_updatestatus(sd,SP_STA);
  5430. if (b_status.wis != status->wis)
  5431. clif_updatestatus(sd,SP_WIS);
  5432. if (b_status.spl != status->spl)
  5433. clif_updatestatus(sd,SP_SPL);
  5434. if (b_status.con != status->con)
  5435. clif_updatestatus(sd,SP_CON);
  5436. if (b_status.crt != status->crt)
  5437. clif_updatestatus(sd,SP_CRT);
  5438. if (b_status.patk != status->patk)
  5439. clif_updatestatus(sd, SP_PATK);
  5440. if (b_status.smatk != status->smatk)
  5441. clif_updatestatus(sd, SP_SMATK);
  5442. if (b_status.res != status->res)
  5443. clif_updatestatus(sd, SP_RES);
  5444. if (b_status.mres != status->mres)
  5445. clif_updatestatus(sd, SP_MRES);
  5446. if (b_status.hplus != status->hplus)
  5447. clif_updatestatus(sd, SP_HPLUS);
  5448. if (b_status.crate != status->crate)
  5449. clif_updatestatus(sd, SP_CRATE);
  5450. if (b_status.max_ap != status->max_ap)
  5451. clif_updatestatus(sd, SP_MAXAP);
  5452. if (b_status.ap != status->ap)
  5453. clif_updatestatus(sd, SP_AP);
  5454. #endif
  5455. } else if( bl->type == BL_HOM ) {
  5456. TBL_HOM* hd = BL_CAST(BL_HOM, bl);
  5457. if( hd->master && memcmp(&b_status, status, sizeof(struct status_data)) != 0 )
  5458. clif_hominfo(hd->master,hd,0);
  5459. } else if( bl->type == BL_MER ) {
  5460. TBL_MER* md = BL_CAST(BL_MER, bl);
  5461. if (!md->master)
  5462. return;
  5463. if( b_status.rhw.atk != status->rhw.atk || b_status.rhw.atk2 != status->rhw.atk2 )
  5464. clif_mercenary_updatestatus(md->master, SP_ATK1);
  5465. if( b_status.matk_max != status->matk_max )
  5466. clif_mercenary_updatestatus(md->master, SP_MATK1);
  5467. if( b_status.hit != status->hit )
  5468. clif_mercenary_updatestatus(md->master, SP_HIT);
  5469. if( b_status.cri != status->cri )
  5470. clif_mercenary_updatestatus(md->master, SP_CRITICAL);
  5471. if( b_status.def != status->def )
  5472. clif_mercenary_updatestatus(md->master, SP_DEF1);
  5473. if( b_status.mdef != status->mdef )
  5474. clif_mercenary_updatestatus(md->master, SP_MDEF1);
  5475. if( b_status.flee != status->flee )
  5476. clif_mercenary_updatestatus(md->master, SP_MERCFLEE);
  5477. if( b_status.amotion != status->amotion )
  5478. clif_mercenary_updatestatus(md->master, SP_ASPD);
  5479. if( b_status.max_hp != status->max_hp )
  5480. clif_mercenary_updatestatus(md->master, SP_MAXHP);
  5481. if( b_status.max_sp != status->max_sp )
  5482. clif_mercenary_updatestatus(md->master, SP_MAXSP);
  5483. if( b_status.hp != status->hp )
  5484. clif_mercenary_updatestatus(md->master, SP_HP);
  5485. if( b_status.sp != status->sp )
  5486. clif_mercenary_updatestatus(md->master, SP_SP);
  5487. } else if( bl->type == BL_ELEM ) {
  5488. TBL_ELEM* ed = BL_CAST(BL_ELEM, bl);
  5489. if (!ed->master)
  5490. return;
  5491. if( b_status.max_hp != status->max_hp )
  5492. clif_elemental_updatestatus(ed->master, SP_MAXHP);
  5493. if( b_status.max_sp != status->max_sp )
  5494. clif_elemental_updatestatus(ed->master, SP_MAXSP);
  5495. if( b_status.hp != status->hp )
  5496. clif_elemental_updatestatus(ed->master, SP_HP);
  5497. if( b_status.sp != status->sp )
  5498. clif_mercenary_updatestatus(ed->master, SP_SP);
  5499. }
  5500. }
  5501. /**
  5502. * Adds strength modifications based on status changes
  5503. * @param bl: Object to change str [PC|MOB|HOM|MER|ELEM]
  5504. * @param sc: Object's status change information
  5505. * @param str: Initial str
  5506. * @return modified str with cap_value(str,0,USHRT_MAX)
  5507. */
  5508. static unsigned short status_calc_str(struct block_list *bl, status_change *sc, int str)
  5509. {
  5510. if(!sc || !sc->count)
  5511. return cap_value(str,0,USHRT_MAX);
  5512. if(sc->getSCE(SC_HARMONIZE)) {
  5513. str -= sc->getSCE(SC_HARMONIZE)->val2;
  5514. return (unsigned short)cap_value(str,0,USHRT_MAX);
  5515. }
  5516. if(sc->getSCE(SC_INCALLSTATUS))
  5517. str += sc->getSCE(SC_INCALLSTATUS)->val1;
  5518. if(sc->getSCE(SC_CHASEWALK2))
  5519. str += sc->getSCE(SC_CHASEWALK2)->val1;
  5520. if(sc->getSCE(SC_INCSTR))
  5521. str += sc->getSCE(SC_INCSTR)->val1;
  5522. if(sc->getSCE(SC_STRFOOD))
  5523. str += sc->getSCE(SC_STRFOOD)->val1;
  5524. if(sc->getSCE(SC_FOOD_STR_CASH))
  5525. str += sc->getSCE(SC_FOOD_STR_CASH)->val1;
  5526. if(sc->getSCE(SC_BATTLEORDERS))
  5527. str += 5;
  5528. if(sc->getSCE(SC_LEADERSHIP))
  5529. str += sc->getSCE(SC_LEADERSHIP)->val1;
  5530. if(sc->getSCE(SC_LOUD))
  5531. str += 4;
  5532. if(sc->getSCE(SC_TRUESIGHT))
  5533. str += 5;
  5534. if(sc->getSCE(SC_SPURT))
  5535. str += 10;
  5536. if(sc->getSCE(SC_NEN))
  5537. str += sc->getSCE(SC_NEN)->val1;
  5538. if(sc->getSCE(SC_BLESSING)) {
  5539. if(sc->getSCE(SC_BLESSING)->val2)
  5540. str += sc->getSCE(SC_BLESSING)->val2;
  5541. else
  5542. str -= str / 2;
  5543. }
  5544. if(sc->getSCE(SC_MARIONETTE))
  5545. str -= ((sc->getSCE(SC_MARIONETTE)->val3)>>16)&0xFF;
  5546. if(sc->getSCE(SC_MARIONETTE2))
  5547. str += ((sc->getSCE(SC_MARIONETTE2)->val3)>>16)&0xFF;
  5548. if(sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_HIGH)
  5549. str += ((sc->getSCE(SC_SPIRIT)->val3)>>16)&0xFF;
  5550. if(sc->getSCE(SC_GIANTGROWTH))
  5551. str += sc->getSCE(SC_GIANTGROWTH)->val2;
  5552. if(sc->getSCE(SC_BEYONDOFWARCRY))
  5553. str -= sc->getSCE(SC_BEYONDOFWARCRY)->val2;
  5554. if(sc->getSCE(SC_SAVAGE_STEAK))
  5555. str += sc->getSCE(SC_SAVAGE_STEAK)->val1;
  5556. if(sc->getSCE(SC_INSPIRATION))
  5557. str += sc->getSCE(SC_INSPIRATION)->val3;
  5558. if(sc->getSCE(SC_STOMACHACHE))
  5559. str -= sc->getSCE(SC_STOMACHACHE)->val1;
  5560. if(sc->getSCE(SC_KYOUGAKU))
  5561. str -= sc->getSCE(SC_KYOUGAKU)->val2;
  5562. if(sc->getSCE(SC_SWORDCLAN))
  5563. str += 1;
  5564. if(sc->getSCE(SC_JUMPINGCLAN))
  5565. str += 1;
  5566. if(sc->getSCE(SC_FULL_THROTTLE))
  5567. str += str * sc->getSCE(SC_FULL_THROTTLE)->val3 / 100;
  5568. if(sc->getSCE(SC_CHEERUP))
  5569. str += 3;
  5570. if(sc->getSCE(SC_GLASTHEIM_STATE))
  5571. str += sc->getSCE(SC_GLASTHEIM_STATE)->val1;
  5572. #ifdef RENEWAL
  5573. if (sc->getSCE(SC_NIBELUNGEN) && sc->getSCE(SC_NIBELUNGEN)->val2 == RINGNBL_ALLSTAT)
  5574. str += 15;
  5575. #endif
  5576. if (sc->getSCE(SC_UNIVERSESTANCE))
  5577. str += sc->getSCE(SC_UNIVERSESTANCE)->val2;
  5578. if (sc->getSCE(SC_ULTIMATECOOK))
  5579. str += sc->getSCE(SC_ULTIMATECOOK)->val1;
  5580. if (sc->getSCE(SC_ALL_STAT_DOWN))
  5581. str -= sc->getSCE(SC_ALL_STAT_DOWN)->val2;
  5582. //TODO: Stat points should be able to be decreased below 0
  5583. return (unsigned short)cap_value(str,0,USHRT_MAX);
  5584. }
  5585. /**
  5586. * Adds agility modifications based on status changes
  5587. * @param bl: Object to change agi [PC|MOB|HOM|MER|ELEM]
  5588. * @param sc: Object's status change information
  5589. * @param agi: Initial agi
  5590. * @return modified agi with cap_value(agi,0,USHRT_MAX)
  5591. */
  5592. static unsigned short status_calc_agi(struct block_list *bl, status_change *sc, int agi)
  5593. {
  5594. if(!sc || !sc->count)
  5595. return cap_value(agi,0,USHRT_MAX);
  5596. if(sc->getSCE(SC_HARMONIZE)) {
  5597. agi -= sc->getSCE(SC_HARMONIZE)->val2;
  5598. return (unsigned short)cap_value(agi,0,USHRT_MAX);
  5599. }
  5600. if(sc->getSCE(SC_CONCENTRATE) && !sc->getSCE(SC_QUAGMIRE))
  5601. agi += (agi-sc->getSCE(SC_CONCENTRATE)->val3)*sc->getSCE(SC_CONCENTRATE)->val2/100;
  5602. if(sc->getSCE(SC_INCALLSTATUS))
  5603. agi += sc->getSCE(SC_INCALLSTATUS)->val1;
  5604. if(sc->getSCE(SC_INCAGI))
  5605. agi += sc->getSCE(SC_INCAGI)->val1;
  5606. if(sc->getSCE(SC_AGIFOOD))
  5607. agi += sc->getSCE(SC_AGIFOOD)->val1;
  5608. if(sc->getSCE(SC_FOOD_AGI_CASH))
  5609. agi += sc->getSCE(SC_FOOD_AGI_CASH)->val1;
  5610. if(sc->getSCE(SC_SOULCOLD))
  5611. agi += sc->getSCE(SC_SOULCOLD)->val1;
  5612. if(sc->getSCE(SC_TRUESIGHT))
  5613. agi += 5;
  5614. if(sc->getSCE(SC_INCREASEAGI))
  5615. agi += sc->getSCE(SC_INCREASEAGI)->val2;
  5616. if(sc->getSCE(SC_INCREASING))
  5617. agi += 4; // Added based on skill updates [Reddozen]
  5618. if(sc->getSCE(SC_DECREASEAGI))
  5619. agi -= sc->getSCE(SC_DECREASEAGI)->val2;
  5620. if(sc->getSCE(SC_QUAGMIRE))
  5621. agi -= sc->getSCE(SC_QUAGMIRE)->val2;
  5622. if(sc->getSCE(SC_SUITON) && sc->getSCE(SC_SUITON)->val3)
  5623. agi -= sc->getSCE(SC_SUITON)->val2;
  5624. if(sc->getSCE(SC_MARIONETTE))
  5625. agi -= ((sc->getSCE(SC_MARIONETTE)->val3)>>8)&0xFF;
  5626. if(sc->getSCE(SC_MARIONETTE2))
  5627. agi += ((sc->getSCE(SC_MARIONETTE2)->val3)>>8)&0xFF;
  5628. if(sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_HIGH)
  5629. agi += ((sc->getSCE(SC_SPIRIT)->val3)>>8)&0xFF;
  5630. if(sc->getSCE(SC_ADORAMUS))
  5631. agi -= sc->getSCE(SC_ADORAMUS)->val2;
  5632. if(sc->getSCE(SC_MARSHOFABYSS))
  5633. agi -= agi * sc->getSCE(SC_MARSHOFABYSS)->val2 / 100;
  5634. if(sc->getSCE(SC_DROCERA_HERB_STEAMED))
  5635. agi += sc->getSCE(SC_DROCERA_HERB_STEAMED)->val1;
  5636. if(sc->getSCE(SC_INSPIRATION))
  5637. agi += sc->getSCE(SC_INSPIRATION)->val3;
  5638. if(sc->getSCE(SC_STOMACHACHE))
  5639. agi -= sc->getSCE(SC_STOMACHACHE)->val1;
  5640. if(sc->getSCE(SC_KYOUGAKU))
  5641. agi -= sc->getSCE(SC_KYOUGAKU)->val2;
  5642. if(sc->getSCE(SC_CROSSBOWCLAN))
  5643. agi += 1;
  5644. if(sc->getSCE(SC_JUMPINGCLAN))
  5645. agi += 1;
  5646. if(sc->getSCE(SC_FULL_THROTTLE))
  5647. agi += agi * sc->getSCE(SC_FULL_THROTTLE)->val3 / 100;
  5648. if (sc->getSCE(SC_ARCLOUSEDASH))
  5649. agi += sc->getSCE(SC_ARCLOUSEDASH)->val2;
  5650. if(sc->getSCE(SC_CHEERUP))
  5651. agi += 3;
  5652. if(sc->getSCE(SC_GLASTHEIM_STATE))
  5653. agi += sc->getSCE(SC_GLASTHEIM_STATE)->val1;
  5654. #ifdef RENEWAL
  5655. if (sc->getSCE(SC_NIBELUNGEN) && sc->getSCE(SC_NIBELUNGEN)->val2 == RINGNBL_ALLSTAT)
  5656. agi += 15;
  5657. #endif
  5658. if (sc->getSCE(SC_UNIVERSESTANCE))
  5659. agi += sc->getSCE(SC_UNIVERSESTANCE)->val2;
  5660. if (sc->getSCE(SC_ULTIMATECOOK))
  5661. agi += sc->getSCE(SC_ULTIMATECOOK)->val1;
  5662. if (sc->getSCE(SC_ALL_STAT_DOWN))
  5663. agi -= sc->getSCE(SC_ALL_STAT_DOWN)->val2;
  5664. //TODO: Stat points should be able to be decreased below 0
  5665. return (unsigned short)cap_value(agi,0,USHRT_MAX);
  5666. }
  5667. /**
  5668. * Adds vitality modifications based on status changes
  5669. * @param bl: Object to change vit [PC|MOB|HOM|MER|ELEM]
  5670. * @param sc: Object's status change information
  5671. * @param vit: Initial vit
  5672. * @return modified vit with cap_value(vit,0,USHRT_MAX)
  5673. */
  5674. static unsigned short status_calc_vit(struct block_list *bl, status_change *sc, int vit)
  5675. {
  5676. if(!sc || !sc->count)
  5677. return cap_value(vit,0,USHRT_MAX);
  5678. if(sc->getSCE(SC_HARMONIZE)) {
  5679. vit -= sc->getSCE(SC_HARMONIZE)->val2;
  5680. return (unsigned short)cap_value(vit,0,USHRT_MAX);
  5681. }
  5682. if(sc->getSCE(SC_INCALLSTATUS))
  5683. vit += sc->getSCE(SC_INCALLSTATUS)->val1;
  5684. if(sc->getSCE(SC_INCVIT))
  5685. vit += sc->getSCE(SC_INCVIT)->val1;
  5686. if(sc->getSCE(SC_VITFOOD))
  5687. vit += sc->getSCE(SC_VITFOOD)->val1;
  5688. if(sc->getSCE(SC_FOOD_VIT_CASH))
  5689. vit += sc->getSCE(SC_FOOD_VIT_CASH)->val1;
  5690. if(sc->getSCE(SC_CHANGE))
  5691. vit += sc->getSCE(SC_CHANGE)->val2;
  5692. if(sc->getSCE(SC_GLORYWOUNDS))
  5693. vit += sc->getSCE(SC_GLORYWOUNDS)->val1;
  5694. if(sc->getSCE(SC_TRUESIGHT))
  5695. vit += 5;
  5696. if(sc->getSCE(SC_MARIONETTE))
  5697. vit -= sc->getSCE(SC_MARIONETTE)->val3&0xFF;
  5698. if(sc->getSCE(SC_MARIONETTE2))
  5699. vit += sc->getSCE(SC_MARIONETTE2)->val3&0xFF;
  5700. if(sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_HIGH)
  5701. vit += sc->getSCE(SC_SPIRIT)->val3&0xFF;
  5702. if(sc->getSCE(SC_MINOR_BBQ))
  5703. vit += sc->getSCE(SC_MINOR_BBQ)->val1;
  5704. if(sc->getSCE(SC_INSPIRATION))
  5705. vit += sc->getSCE(SC_INSPIRATION)->val3;
  5706. if(sc->getSCE(SC_STOMACHACHE))
  5707. vit -= sc->getSCE(SC_STOMACHACHE)->val1;
  5708. if(sc->getSCE(SC_KYOUGAKU))
  5709. vit -= sc->getSCE(SC_KYOUGAKU)->val2;
  5710. if(sc->getSCE(SC_SWORDCLAN))
  5711. vit += 1;
  5712. if(sc->getSCE(SC_JUMPINGCLAN))
  5713. vit += 1;
  5714. if(sc->getSCE(SC_STRIPARMOR) && bl->type != BL_PC)
  5715. vit -= vit * sc->getSCE(SC_STRIPARMOR)->val2/100;
  5716. if(sc->getSCE(SC_FULL_THROTTLE))
  5717. vit += vit * sc->getSCE(SC_FULL_THROTTLE)->val3 / 100;
  5718. #ifdef RENEWAL
  5719. if(sc->getSCE(SC_DEFENCE))
  5720. vit += sc->getSCE(SC_DEFENCE)->val2;
  5721. #endif
  5722. if(sc->getSCE(SC_CHEERUP))
  5723. vit += 3;
  5724. if(sc->getSCE(SC_GLASTHEIM_STATE))
  5725. vit += sc->getSCE(SC_GLASTHEIM_STATE)->val1;
  5726. #ifdef RENEWAL
  5727. if (sc->getSCE(SC_NIBELUNGEN) && sc->getSCE(SC_NIBELUNGEN)->val2 == RINGNBL_ALLSTAT)
  5728. vit += 15;
  5729. #endif
  5730. if (sc->getSCE(SC_UNIVERSESTANCE))
  5731. vit += sc->getSCE(SC_UNIVERSESTANCE)->val2;
  5732. if (sc->getSCE(SC_ULTIMATECOOK))
  5733. vit += sc->getSCE(SC_ULTIMATECOOK)->val1;
  5734. if (sc->getSCE(SC_CUP_OF_BOZA))
  5735. vit += 10;
  5736. if (sc->getSCE(SC_ALL_STAT_DOWN))
  5737. vit -= sc->getSCE(SC_ALL_STAT_DOWN)->val2;
  5738. //TODO: Stat points should be able to be decreased below 0
  5739. return (unsigned short)cap_value(vit,0,USHRT_MAX);
  5740. }
  5741. /**
  5742. * Adds intelligence modifications based on status changes
  5743. * @param bl: Object to change int [PC|MOB|HOM|MER|ELEM]
  5744. * @param sc: Object's status change information
  5745. * @param int_: Initial int
  5746. * @return modified int with cap_value(int_,0,USHRT_MAX)
  5747. */
  5748. static unsigned short status_calc_int(struct block_list *bl, status_change *sc, int int_)
  5749. {
  5750. if(!sc || !sc->count)
  5751. return cap_value(int_,0,USHRT_MAX);
  5752. if(sc->getSCE(SC_HARMONIZE)) {
  5753. int_ -= sc->getSCE(SC_HARMONIZE)->val2;
  5754. return (unsigned short)cap_value(int_,0,USHRT_MAX);
  5755. }
  5756. if(sc->getSCE(SC_INCALLSTATUS))
  5757. int_ += sc->getSCE(SC_INCALLSTATUS)->val1;
  5758. if(sc->getSCE(SC_INCINT))
  5759. int_ += sc->getSCE(SC_INCINT)->val1;
  5760. if(sc->getSCE(SC_INTFOOD))
  5761. int_ += sc->getSCE(SC_INTFOOD)->val1;
  5762. if(sc->getSCE(SC_FOOD_INT_CASH))
  5763. int_ += sc->getSCE(SC_FOOD_INT_CASH)->val1;
  5764. if(sc->getSCE(SC_CHANGE))
  5765. int_ += sc->getSCE(SC_CHANGE)->val3;
  5766. if(sc->getSCE(SC_BATTLEORDERS))
  5767. int_ += 5;
  5768. if(sc->getSCE(SC_TRUESIGHT))
  5769. int_ += 5;
  5770. if(sc->getSCE(SC_BLESSING)) {
  5771. if (sc->getSCE(SC_BLESSING)->val2)
  5772. int_ += sc->getSCE(SC_BLESSING)->val2;
  5773. else
  5774. int_ -= int_ / 2;
  5775. }
  5776. if(sc->getSCE(SC_NEN))
  5777. int_ += sc->getSCE(SC_NEN)->val1;
  5778. if(sc->getSCE(SC_MARIONETTE))
  5779. int_ -= ((sc->getSCE(SC_MARIONETTE)->val4)>>16)&0xFF;
  5780. if(sc->getSCE(SC_MARIONETTE2))
  5781. int_ += ((sc->getSCE(SC_MARIONETTE2)->val4)>>16)&0xFF;
  5782. if(sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_HIGH)
  5783. int_ += ((sc->getSCE(SC_SPIRIT)->val4)>>16)&0xFF;
  5784. if(sc->getSCE(SC_INSPIRATION))
  5785. int_ += sc->getSCE(SC_INSPIRATION)->val3;
  5786. if(sc->getSCE(SC_MELODYOFSINK))
  5787. int_ -= sc->getSCE(SC_MELODYOFSINK)->val2;
  5788. if(sc->getSCE(SC_MANDRAGORA))
  5789. int_ -= 4 * sc->getSCE(SC_MANDRAGORA)->val1;
  5790. if(sc->getSCE(SC_COCKTAIL_WARG_BLOOD))
  5791. int_ += sc->getSCE(SC_COCKTAIL_WARG_BLOOD)->val1;
  5792. if(sc->getSCE(SC_STOMACHACHE))
  5793. int_ -= sc->getSCE(SC_STOMACHACHE)->val1;
  5794. if(sc->getSCE(SC_KYOUGAKU))
  5795. int_ -= sc->getSCE(SC_KYOUGAKU)->val2;
  5796. if(sc->getSCE(SC_ARCWANDCLAN))
  5797. int_ += 1;
  5798. if(sc->getSCE(SC_GOLDENMACECLAN))
  5799. int_ += 1;
  5800. if(sc->getSCE(SC_JUMPINGCLAN))
  5801. int_ += 1;
  5802. if(sc->getSCE(SC_FULL_THROTTLE))
  5803. int_ += int_ * sc->getSCE(SC_FULL_THROTTLE)->val3 / 100;
  5804. if(sc->getSCE(SC_CHEERUP))
  5805. int_ += 3;
  5806. if(sc->getSCE(SC_GLASTHEIM_STATE))
  5807. int_ += sc->getSCE(SC_GLASTHEIM_STATE)->val1;
  5808. if (sc->getSCE(SC_UNIVERSESTANCE))
  5809. int_ += sc->getSCE(SC_UNIVERSESTANCE)->val2;
  5810. if(bl->type != BL_PC) {
  5811. if(sc->getSCE(SC_STRIPHELM))
  5812. int_ -= int_ * sc->getSCE(SC_STRIPHELM)->val2/100;
  5813. if(sc->getSCE(SC__STRIPACCESSORY))
  5814. int_ -= int_ * sc->getSCE(SC__STRIPACCESSORY)->val2 / 100;
  5815. }
  5816. #ifdef RENEWAL
  5817. if (sc->getSCE(SC_NIBELUNGEN) && sc->getSCE(SC_NIBELUNGEN)->val2 == RINGNBL_ALLSTAT)
  5818. int_ += 15;
  5819. #endif
  5820. if (sc->getSCE(SC_ULTIMATECOOK))
  5821. int_ += sc->getSCE(SC_ULTIMATECOOK)->val1;
  5822. if (sc->getSCE(SC_ALL_STAT_DOWN))
  5823. int_ -= sc->getSCE(SC_ALL_STAT_DOWN)->val2;
  5824. //TODO: Stat points should be able to be decreased below 0
  5825. return (unsigned short)cap_value(int_,0,USHRT_MAX);
  5826. }
  5827. /**
  5828. * Adds dexterity modifications based on status changes
  5829. * @param bl: Object to change dex [PC|MOB|HOM|MER|ELEM]
  5830. * @param sc: Object's status change information
  5831. * @param dex: Initial dex
  5832. * @return modified dex with cap_value(dex,0,USHRT_MAX)
  5833. */
  5834. static unsigned short status_calc_dex(struct block_list *bl, status_change *sc, int dex)
  5835. {
  5836. if(!sc || !sc->count)
  5837. return cap_value(dex,0,USHRT_MAX);
  5838. if(sc->getSCE(SC_HARMONIZE)) {
  5839. dex -= sc->getSCE(SC_HARMONIZE)->val2;
  5840. return (unsigned short)cap_value(dex,0,USHRT_MAX);
  5841. }
  5842. if(sc->getSCE(SC_CONCENTRATE) && !sc->getSCE(SC_QUAGMIRE))
  5843. dex += (dex-sc->getSCE(SC_CONCENTRATE)->val4)*sc->getSCE(SC_CONCENTRATE)->val2/100;
  5844. if(sc->getSCE(SC_INCALLSTATUS))
  5845. dex += sc->getSCE(SC_INCALLSTATUS)->val1;
  5846. if(sc->getSCE(SC_INCDEX))
  5847. dex += sc->getSCE(SC_INCDEX)->val1;
  5848. if(sc->getSCE(SC_DEXFOOD))
  5849. dex += sc->getSCE(SC_DEXFOOD)->val1;
  5850. if(sc->getSCE(SC_FOOD_DEX_CASH))
  5851. dex += sc->getSCE(SC_FOOD_DEX_CASH)->val1;
  5852. if(sc->getSCE(SC_BATTLEORDERS))
  5853. dex += 5;
  5854. if(sc->getSCE(SC_HAWKEYES))
  5855. dex += sc->getSCE(SC_HAWKEYES)->val1;
  5856. if(sc->getSCE(SC_TRUESIGHT))
  5857. dex += 5;
  5858. if(sc->getSCE(SC_QUAGMIRE))
  5859. dex -= sc->getSCE(SC_QUAGMIRE)->val2;
  5860. if(sc->getSCE(SC_BLESSING)) {
  5861. if (sc->getSCE(SC_BLESSING)->val2)
  5862. dex += sc->getSCE(SC_BLESSING)->val2;
  5863. else
  5864. dex -= dex / 2;
  5865. }
  5866. if(sc->getSCE(SC_INCREASING))
  5867. dex += 4; // Added based on skill updates [Reddozen]
  5868. if(sc->getSCE(SC_MARIONETTE))
  5869. dex -= ((sc->getSCE(SC_MARIONETTE)->val4)>>8)&0xFF;
  5870. if(sc->getSCE(SC_MARIONETTE2))
  5871. dex += ((sc->getSCE(SC_MARIONETTE2)->val4)>>8)&0xFF;
  5872. if(sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_HIGH)
  5873. dex += ((sc->getSCE(SC_SPIRIT)->val4)>>8)&0xFF;
  5874. if(sc->getSCE(SC_SIROMA_ICE_TEA))
  5875. dex += sc->getSCE(SC_SIROMA_ICE_TEA)->val1;
  5876. if(sc->getSCE(SC_INSPIRATION))
  5877. dex += sc->getSCE(SC_INSPIRATION)->val3;
  5878. if(sc->getSCE(SC_STOMACHACHE))
  5879. dex -= sc->getSCE(SC_STOMACHACHE)->val1;
  5880. if(sc->getSCE(SC_KYOUGAKU))
  5881. dex -= sc->getSCE(SC_KYOUGAKU)->val2;
  5882. if(sc->getSCE(SC_ARCWANDCLAN))
  5883. dex += 1;
  5884. if(sc->getSCE(SC_CROSSBOWCLAN))
  5885. dex += 1;
  5886. if(sc->getSCE(SC_JUMPINGCLAN))
  5887. dex += 1;
  5888. if(sc->getSCE(SC__STRIPACCESSORY) && bl->type != BL_PC)
  5889. dex -= dex * sc->getSCE(SC__STRIPACCESSORY)->val2 / 100;
  5890. if(sc->getSCE(SC_MARSHOFABYSS))
  5891. dex -= dex * sc->getSCE(SC_MARSHOFABYSS)->val2 / 100;
  5892. if(sc->getSCE(SC_FULL_THROTTLE))
  5893. dex += dex * sc->getSCE(SC_FULL_THROTTLE)->val3 / 100;
  5894. if(sc->getSCE(SC_CHEERUP))
  5895. dex += 3;
  5896. if(sc->getSCE(SC_GLASTHEIM_STATE))
  5897. dex += sc->getSCE(SC_GLASTHEIM_STATE)->val1;
  5898. #ifdef RENEWAL
  5899. if (sc->getSCE(SC_NIBELUNGEN) && sc->getSCE(SC_NIBELUNGEN)->val2 == RINGNBL_ALLSTAT)
  5900. dex += 15;
  5901. #endif
  5902. if (sc->getSCE(SC_UNIVERSESTANCE))
  5903. dex += sc->getSCE(SC_UNIVERSESTANCE)->val2;
  5904. if (sc->getSCE(SC_ULTIMATECOOK))
  5905. dex += sc->getSCE(SC_ULTIMATECOOK)->val1;
  5906. if (sc->getSCE(SC_ALL_STAT_DOWN))
  5907. dex -= sc->getSCE(SC_ALL_STAT_DOWN)->val2;
  5908. //TODO: Stat points should be able to be decreased below 0
  5909. return (unsigned short)cap_value(dex,0,USHRT_MAX);
  5910. }
  5911. /**
  5912. * Adds luck modifications based on status changes
  5913. * @param bl: Object to change luk [PC|MOB|HOM|MER|ELEM]
  5914. * @param sc: Object's status change information
  5915. * @param luk: Initial luk
  5916. * @return modified luk with cap_value(luk,0,USHRT_MAX)
  5917. */
  5918. static unsigned short status_calc_luk(struct block_list *bl, status_change *sc, int luk)
  5919. {
  5920. if(!sc || !sc->count)
  5921. return cap_value(luk,0,USHRT_MAX);
  5922. if(sc->getSCE(SC_HARMONIZE)) {
  5923. luk -= sc->getSCE(SC_HARMONIZE)->val2;
  5924. return (unsigned short)cap_value(luk,0,USHRT_MAX);
  5925. }
  5926. if(sc->getSCE(SC_CURSE))
  5927. return 0;
  5928. if(sc->getSCE(SC_INCALLSTATUS))
  5929. luk += sc->getSCE(SC_INCALLSTATUS)->val1;
  5930. if(sc->getSCE(SC_INCLUK))
  5931. luk += sc->getSCE(SC_INCLUK)->val1;
  5932. if(sc->getSCE(SC_LUKFOOD))
  5933. luk += sc->getSCE(SC_LUKFOOD)->val1;
  5934. if(sc->getSCE(SC_FOOD_LUK_CASH))
  5935. luk += sc->getSCE(SC_FOOD_LUK_CASH)->val1;
  5936. if(sc->getSCE(SC_TRUESIGHT))
  5937. luk += 5;
  5938. if(sc->getSCE(SC_GLORIA))
  5939. luk += 30;
  5940. if(sc->getSCE(SC_MARIONETTE))
  5941. luk -= sc->getSCE(SC_MARIONETTE)->val4&0xFF;
  5942. if(sc->getSCE(SC_MARIONETTE2))
  5943. luk += sc->getSCE(SC_MARIONETTE2)->val4&0xFF;
  5944. if(sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_HIGH)
  5945. luk += sc->getSCE(SC_SPIRIT)->val4&0xFF;
  5946. if(sc->getSCE(SC_PUTTI_TAILS_NOODLES))
  5947. luk += sc->getSCE(SC_PUTTI_TAILS_NOODLES)->val1;
  5948. if(sc->getSCE(SC_INSPIRATION))
  5949. luk += sc->getSCE(SC_INSPIRATION)->val3;
  5950. if(sc->getSCE(SC_STOMACHACHE))
  5951. luk -= sc->getSCE(SC_STOMACHACHE)->val1;
  5952. if(sc->getSCE(SC_KYOUGAKU))
  5953. luk -= sc->getSCE(SC_KYOUGAKU)->val2;
  5954. if(sc->getSCE(SC__STRIPACCESSORY) && bl->type != BL_PC)
  5955. luk -= luk * sc->getSCE(SC__STRIPACCESSORY)->val2 / 100;
  5956. if(sc->getSCE(SC_BANANA_BOMB))
  5957. luk -= 75;
  5958. if(sc->getSCE(SC_GOLDENMACECLAN))
  5959. luk += 1;
  5960. if(sc->getSCE(SC_JUMPINGCLAN))
  5961. luk += 1;
  5962. if(sc->getSCE(SC_FULL_THROTTLE))
  5963. luk += luk * sc->getSCE(SC_FULL_THROTTLE)->val3 / 100;
  5964. if(sc->getSCE(SC_CHEERUP))
  5965. luk += 3;
  5966. if(sc->getSCE(SC_GLASTHEIM_STATE))
  5967. luk += sc->getSCE(SC_GLASTHEIM_STATE)->val1;
  5968. #ifdef RENEWAL
  5969. if (sc->getSCE(SC_NIBELUNGEN) && sc->getSCE(SC_NIBELUNGEN)->val2 == RINGNBL_ALLSTAT)
  5970. luk += 15;
  5971. #endif
  5972. if (sc->getSCE(SC_UNIVERSESTANCE))
  5973. luk += sc->getSCE(SC_UNIVERSESTANCE)->val2;
  5974. if (sc->getSCE(SC_ULTIMATECOOK))
  5975. luk += sc->getSCE(SC_ULTIMATECOOK)->val1;
  5976. if (sc->getSCE(SC_MYSTICPOWDER))
  5977. luk += 10;
  5978. if (sc->getSCE(SC_ALL_STAT_DOWN))
  5979. luk -= sc->getSCE(SC_ALL_STAT_DOWN)->val2;
  5980. //TODO: Stat points should be able to be decreased below 0
  5981. return (unsigned short)cap_value(luk,0,USHRT_MAX);
  5982. }
  5983. /**
  5984. * Adds power modifications based on status changes
  5985. * @param bl: Object to change pow [PC|MOB|HOM|MER|ELEM]
  5986. * @param sc: Object's status change information
  5987. * @param pow: Initial pow
  5988. * @return modified pow with cap_value(pow,0,USHRT_MAX)
  5989. */
  5990. static unsigned short status_calc_pow(struct block_list *bl, status_change *sc, int pow)
  5991. {
  5992. if (!sc || !sc->count)
  5993. return cap_value(pow, 0, USHRT_MAX);
  5994. if (sc->getSCE(SC_BENEDICTUM))
  5995. pow += sc->getSCE(SC_BENEDICTUM)->val2;
  5996. return (unsigned short)cap_value(pow, 0, USHRT_MAX);
  5997. }
  5998. /**
  5999. * Adds stamina modifications based on status changes
  6000. * @param bl: Object to change sta [PC|MOB|HOM|MER|ELEM]
  6001. * @param sc: Object's status change information
  6002. * @param sta: Initial sta
  6003. * @return modified sta with cap_value(sta,0,USHRT_MAX)
  6004. */
  6005. static unsigned short status_calc_sta(struct block_list *bl, status_change *sc, int sta)
  6006. {
  6007. if (!sc || !sc->count)
  6008. return cap_value(sta, 0, USHRT_MAX);
  6009. if (sc->getSCE(SC_RELIGIO))
  6010. sta += sc->getSCE(SC_RELIGIO)->val2;
  6011. return (unsigned short)cap_value(sta, 0, USHRT_MAX);
  6012. }
  6013. /**
  6014. * Adds wisdom modifications based on status changes
  6015. * @param bl: Object to change wis [PC|MOB|HOM|MER|ELEM]
  6016. * @param sc: Object's status change information
  6017. * @param wis: Initial wis
  6018. * @return modified wis with cap_value(wis,0,USHRT_MAX)
  6019. */
  6020. static unsigned short status_calc_wis(struct block_list *bl, status_change *sc, int wis)
  6021. {
  6022. if (!sc || !sc->count)
  6023. return cap_value(wis, 0, USHRT_MAX);
  6024. if (sc->getSCE(SC_RELIGIO))
  6025. wis += sc->getSCE(SC_RELIGIO)->val2;
  6026. return (unsigned short)cap_value(wis, 0, USHRT_MAX);
  6027. }
  6028. /**
  6029. * Adds spell modifications based on status changes
  6030. * @param bl: Object to change spl [PC|MOB|HOM|MER|ELEM]
  6031. * @param sc: Object's status change information
  6032. * @param spl: Initial spl
  6033. * @return modified spl with cap_value(spl,0,USHRT_MAX)
  6034. */
  6035. static unsigned short status_calc_spl(struct block_list *bl, status_change *sc, int spl)
  6036. {
  6037. if (!sc || !sc->count)
  6038. return cap_value(spl, 0, USHRT_MAX);
  6039. if (sc->getSCE(SC_RELIGIO))
  6040. spl += sc->getSCE(SC_RELIGIO)->val2;
  6041. return (unsigned short)cap_value(spl, 0, USHRT_MAX);
  6042. }
  6043. /**
  6044. * Adds concentration modifications based on status changes
  6045. * @param bl: Object to change con [PC|MOB|HOM|MER|ELEM]
  6046. * @param sc: Object's status change information
  6047. * @param con: Initial con
  6048. * @return modified con with cap_value(con,0,USHRT_MAX)
  6049. */
  6050. static unsigned short status_calc_con(struct block_list *bl, status_change *sc, int con)
  6051. {
  6052. if (!sc || !sc->count)
  6053. return cap_value(con, 0, USHRT_MAX);
  6054. if (sc->getSCE(SC_BENEDICTUM))
  6055. con += sc->getSCE(SC_BENEDICTUM)->val2;
  6056. return (unsigned short)cap_value(con, 0, USHRT_MAX);
  6057. }
  6058. /**
  6059. * Adds creative modifications based on status changes
  6060. * @param bl: Object to change crt [PC|MOB|HOM|MER|ELEM]
  6061. * @param sc: Object's status change information
  6062. * @param crt: Initial crt
  6063. * @return modified crt with cap_value(crt,0,USHRT_MAX)
  6064. */
  6065. static unsigned short status_calc_crt(struct block_list *bl, status_change *sc, int crt)
  6066. {
  6067. if (!sc || !sc->count)
  6068. return cap_value(crt, 0, USHRT_MAX);
  6069. if (sc->getSCE(SC_BENEDICTUM))
  6070. crt += sc->getSCE(SC_BENEDICTUM)->val2;
  6071. return (unsigned short)cap_value(crt, 0, USHRT_MAX);
  6072. }
  6073. /**
  6074. * Adds base attack modifications based on status changes
  6075. * @param bl: Object to change batk [PC|MOB|HOM|MER|ELEM]
  6076. * @param sc: Object's status change information
  6077. * @param batk: Initial batk
  6078. * @return modified batk with cap_value(batk,0,USHRT_MAX)
  6079. */
  6080. static unsigned short status_calc_batk(struct block_list *bl, status_change *sc, int batk)
  6081. {
  6082. if(!sc || !sc->count)
  6083. return cap_value(batk,0,USHRT_MAX);
  6084. if(sc->getSCE(SC_ATKPOTION))
  6085. batk += sc->getSCE(SC_ATKPOTION)->val1;
  6086. if(sc->getSCE(SC_BATKFOOD))
  6087. batk += sc->getSCE(SC_BATKFOOD)->val1;
  6088. #ifndef RENEWAL
  6089. if(sc->getSCE(SC_GATLINGFEVER))
  6090. batk += sc->getSCE(SC_GATLINGFEVER)->val3;
  6091. if(sc->getSCE(SC_MADNESSCANCEL))
  6092. batk += 100;
  6093. #endif
  6094. if(sc->getSCE(SC_FULL_SWING_K))
  6095. batk += sc->getSCE(SC_FULL_SWING_K)->val1;
  6096. if(sc->getSCE(SC_ASH))
  6097. batk -= batk * sc->getSCE(SC_ASH)->val4 / 100;
  6098. if(bl->type == BL_HOM && sc->getSCE(SC_PYROCLASTIC))
  6099. batk += sc->getSCE(SC_PYROCLASTIC)->val2;
  6100. if (sc->getSCE(SC_ANGRIFFS_MODUS))
  6101. batk += sc->getSCE(SC_ANGRIFFS_MODUS)->val2;
  6102. if(sc->getSCE(SC_2011RWC_SCROLL))
  6103. batk += 30;
  6104. if(sc->getSCE(SC_INCATKRATE))
  6105. batk += batk * sc->getSCE(SC_INCATKRATE)->val1/100;
  6106. if(sc->getSCE(SC_PROVOKE))
  6107. batk += batk * sc->getSCE(SC_PROVOKE)->val2/100;
  6108. #ifndef RENEWAL
  6109. if(sc->getSCE(SC_CONCENTRATION))
  6110. batk += batk * sc->getSCE(SC_CONCENTRATION)->val2/100;
  6111. #endif
  6112. if(sc->getSCE(SC_SKE))
  6113. batk += batk * 3;
  6114. if(sc->getSCE(SC_BLOODLUST))
  6115. batk += batk * sc->getSCE(SC_BLOODLUST)->val2/100;
  6116. if(sc->getSCE(SC_JOINTBEAT) && sc->getSCE(SC_JOINTBEAT)->val2&BREAK_WAIST)
  6117. batk -= batk * 25/100;
  6118. if(sc->getSCE(SC_CURSE))
  6119. batk -= batk * 25/100;
  6120. /* Curse shouldn't effect on this? <- Curse OR Bleeding??
  6121. if(sc->getSCE(SC_BLEEDING))
  6122. batk -= batk * 25 / 100; */
  6123. if(sc->getSCE(SC_FLEET))
  6124. batk += batk * sc->getSCE(SC_FLEET)->val3/100;
  6125. if(sc->getSCE(SC__ENERVATION))
  6126. batk -= batk * sc->getSCE(SC__ENERVATION)->val2 / 100;
  6127. if( sc->getSCE(SC_ZANGETSU) )
  6128. batk += sc->getSCE(SC_ZANGETSU)->val2;
  6129. if(sc->getSCE(SC_QUEST_BUFF1))
  6130. batk += sc->getSCE(SC_QUEST_BUFF1)->val1;
  6131. if(sc->getSCE(SC_QUEST_BUFF2))
  6132. batk += sc->getSCE(SC_QUEST_BUFF2)->val1;
  6133. if(sc->getSCE(SC_QUEST_BUFF3))
  6134. batk += sc->getSCE(SC_QUEST_BUFF3)->val1;
  6135. if (sc->getSCE(SC_SHRIMP))
  6136. batk += batk * sc->getSCE(SC_SHRIMP)->val2 / 100;
  6137. #ifdef RENEWAL
  6138. if (sc->getSCE(SC_LOUD))
  6139. batk += 30;
  6140. if (sc->getSCE(SC_NIBELUNGEN) && sc->getSCE(SC_NIBELUNGEN)->val2 == RINGNBL_ATKRATE)
  6141. batk += batk * 20 / 100;
  6142. #endif
  6143. if (sc->getSCE(SC_SUNSTANCE))
  6144. batk += batk * sc->getSCE(SC_SUNSTANCE)->val2 / 100;
  6145. if (sc->getSCE(SC_ALMIGHTY))
  6146. batk += 30;
  6147. if (sc->getSCE(SC_ULTIMATECOOK))
  6148. batk += 30;
  6149. if(sc->getSCE(SC_LIMIT_POWER_BOOSTER))
  6150. batk += sc->getSCE(SC_LIMIT_POWER_BOOSTER)->val1;
  6151. if(sc->getSCE(SC_SPARKCANDY))
  6152. batk += 20;
  6153. if(sc->getSCE(SC_SKF_ATK))
  6154. batk += sc->getSCE(SC_SKF_ATK)->val1;
  6155. return (unsigned short)cap_value(batk,0,USHRT_MAX);
  6156. }
  6157. /**
  6158. * Adds weapon attack modifications based on status changes
  6159. * @param bl: Object to change watk [PC]
  6160. * @param sc: Object's status change information
  6161. * @param watk: Initial watk
  6162. * @return modified watk with cap_value(watk,0,USHRT_MAX)
  6163. */
  6164. static unsigned short status_calc_watk(struct block_list *bl, status_change *sc, int watk)
  6165. {
  6166. if(!sc || !sc->count)
  6167. return cap_value(watk,0,USHRT_MAX);
  6168. #ifndef RENEWAL
  6169. if(sc->getSCE(SC_DRUMBATTLE))
  6170. watk += sc->getSCE(SC_DRUMBATTLE)->val2;
  6171. #endif
  6172. if (sc->getSCE(SC_IMPOSITIO))
  6173. watk += sc->getSCE(SC_IMPOSITIO)->val2;
  6174. if(sc->getSCE(SC_WATKFOOD))
  6175. watk += sc->getSCE(SC_WATKFOOD)->val1;
  6176. if(sc->getSCE(SC_VOLCANO))
  6177. watk += sc->getSCE(SC_VOLCANO)->val2;
  6178. if(sc->getSCE(SC_MERC_ATKUP))
  6179. watk += sc->getSCE(SC_MERC_ATKUP)->val2;
  6180. if(sc->getSCE(SC_WATER_BARRIER))
  6181. watk -= sc->getSCE(SC_WATER_BARRIER)->val2;
  6182. #ifndef RENEWAL
  6183. if(sc->getSCE(SC_NIBELUNGEN)) {
  6184. if (bl->type != BL_PC)
  6185. watk += sc->getSCE(SC_NIBELUNGEN)->val2;
  6186. else {
  6187. TBL_PC *sd = (TBL_PC*)bl;
  6188. short index = sd->equip_index[sd->state.lr_flag?EQI_HAND_L:EQI_HAND_R];
  6189. if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_WEAPON && sd->inventory_data[index]->weapon_level == 4)
  6190. watk += sc->getSCE(SC_NIBELUNGEN)->val2;
  6191. }
  6192. }
  6193. if(sc->getSCE(SC_CONCENTRATION))
  6194. watk += watk * sc->getSCE(SC_CONCENTRATION)->val2 / 100;
  6195. #endif
  6196. if(sc->getSCE(SC_INCATKRATE))
  6197. watk += watk * sc->getSCE(SC_INCATKRATE)->val1/100;
  6198. if(sc->getSCE(SC_PROVOKE))
  6199. watk += watk * sc->getSCE(SC_PROVOKE)->val2/100;
  6200. if(sc->getSCE(SC_SKE))
  6201. watk += watk * 3;
  6202. if(sc->getSCE(SC_FLEET))
  6203. watk += watk * sc->getSCE(SC_FLEET)->val3/100;
  6204. if(sc->getSCE(SC_CURSE))
  6205. watk -= watk * 25/100;
  6206. if(sc->getSCE(SC_STRIPWEAPON) && bl->type != BL_PC)
  6207. watk -= watk * sc->getSCE(SC_STRIPWEAPON)->val2/100;
  6208. if(sc->getSCE(SC_FIGHTINGSPIRIT))
  6209. watk += sc->getSCE(SC_FIGHTINGSPIRIT)->val1;
  6210. if (sc->getSCE(SC_SHIELDSPELL_ATK))
  6211. watk += sc->getSCE(SC_SHIELDSPELL_ATK)->val2;
  6212. if(sc->getSCE(SC_INSPIRATION))
  6213. watk += sc->getSCE(SC_INSPIRATION)->val2;
  6214. if(sc->getSCE(SC_GT_CHANGE))
  6215. watk += sc->getSCE(SC_GT_CHANGE)->val2;
  6216. if(sc->getSCE(SC__ENERVATION))
  6217. watk -= watk * sc->getSCE(SC__ENERVATION)->val2 / 100;
  6218. if(sc->getSCE(SC_STRIKING))
  6219. watk += sc->getSCE(SC_STRIKING)->val2;
  6220. if(sc->getSCE(SC_RUSHWINDMILL))
  6221. watk += sc->getSCE(SC_RUSHWINDMILL)->val3;
  6222. if(sc->getSCE(SC_FIRE_INSIGNIA) && sc->getSCE(SC_FIRE_INSIGNIA)->val1 == 2)
  6223. watk += 50;
  6224. if((sc->getSCE(SC_FIRE_INSIGNIA) && sc->getSCE(SC_FIRE_INSIGNIA)->val1 == 2)
  6225. || (sc->getSCE(SC_WATER_INSIGNIA) && sc->getSCE(SC_WATER_INSIGNIA)->val1 == 2)
  6226. || (sc->getSCE(SC_WIND_INSIGNIA) && sc->getSCE(SC_WIND_INSIGNIA)->val1 == 2)
  6227. || (sc->getSCE(SC_EARTH_INSIGNIA) && sc->getSCE(SC_EARTH_INSIGNIA)->val1 == 2))
  6228. watk += watk * 10 / 100;
  6229. if(sc->getSCE(SC_PYROTECHNIC_OPTION))
  6230. watk += sc->getSCE(SC_PYROTECHNIC_OPTION)->val2;
  6231. if(sc->getSCE(SC_HEATER_OPTION))
  6232. watk += sc->getSCE(SC_HEATER_OPTION)->val2;
  6233. if(sc->getSCE(SC_TROPIC_OPTION))
  6234. watk += sc->getSCE(SC_TROPIC_OPTION)->val2;
  6235. if( sc && sc->getSCE(SC_TIDAL_WEAPON) )
  6236. watk += watk * sc->getSCE(SC_TIDAL_WEAPON)->val2 / 100;
  6237. if(bl->type == BL_PC && sc->getSCE(SC_PYROCLASTIC))
  6238. watk += sc->getSCE(SC_PYROCLASTIC)->val2;
  6239. if(sc->getSCE(SC_ANGRIFFS_MODUS))
  6240. watk += watk * sc->getSCE(SC_ANGRIFFS_MODUS)->val2/100;
  6241. if(sc->getSCE(SC_ODINS_POWER))
  6242. watk += 40 + 30 * sc->getSCE(SC_ODINS_POWER)->val1;
  6243. if (sc->getSCE(SC_FLASHCOMBO))
  6244. watk += sc->getSCE(SC_FLASHCOMBO)->val2;
  6245. if (sc->getSCE(SC_CATNIPPOWDER))
  6246. watk -= watk * sc->getSCE(SC_CATNIPPOWDER)->val2 / 100;
  6247. if (sc->getSCE(SC_CHATTERING))
  6248. watk += sc->getSCE(SC_CHATTERING)->val2;
  6249. if (sc->getSCE(SC_SUNSTANCE))
  6250. watk += watk * sc->getSCE(SC_SUNSTANCE)->val2 / 100;
  6251. if (sc->getSCE(SC_SOULFALCON))
  6252. watk += sc->getSCE(SC_SOULFALCON)->val2;
  6253. if (sc->getSCE(SC_PACKING_ENVELOPE1))
  6254. watk += sc->getSCE(SC_PACKING_ENVELOPE1)->val1;
  6255. if (sc->getSCE(SC_POWERFUL_FAITH))
  6256. watk += sc->getSCE(SC_POWERFUL_FAITH)->val2;
  6257. if (sc->getSCE(SC_GUARD_STANCE))
  6258. watk -= sc->getSCE(SC_GUARD_STANCE)->val3;
  6259. return (unsigned short)cap_value(watk,0,USHRT_MAX);
  6260. }
  6261. #ifdef RENEWAL
  6262. /**
  6263. * Adds equip magic attack modifications based on status changes [RENEWAL]
  6264. * @param bl: Object to change matk [PC]
  6265. * @param sc: Object's status change information
  6266. * @param matk: Initial matk
  6267. * @return modified matk with cap_value(matk,0,USHRT_MAX)
  6268. */
  6269. static unsigned short status_calc_ematk(struct block_list *bl, status_change *sc, int matk)
  6270. {
  6271. if (!sc || !sc->count)
  6272. return cap_value(matk,0,USHRT_MAX);
  6273. if (sc->getSCE(SC_IMPOSITIO))
  6274. matk += sc->getSCE(SC_IMPOSITIO)->val2;
  6275. if (sc->getSCE(SC_MATKPOTION))
  6276. matk += sc->getSCE(SC_MATKPOTION)->val1;
  6277. if (sc->getSCE(SC_MATKFOOD))
  6278. matk += sc->getSCE(SC_MATKFOOD)->val1;
  6279. if(sc->getSCE(SC_MANA_PLUS))
  6280. matk += sc->getSCE(SC_MANA_PLUS)->val1;
  6281. if(sc->getSCE(SC_COOLER_OPTION))
  6282. matk += sc->getSCE(SC_COOLER_OPTION)->val2;
  6283. if(sc->getSCE(SC_AQUAPLAY_OPTION))
  6284. matk += sc->getSCE(SC_AQUAPLAY_OPTION)->val2;
  6285. if(sc->getSCE(SC_CHILLY_AIR_OPTION))
  6286. matk += sc->getSCE(SC_CHILLY_AIR_OPTION)->val2;
  6287. if(sc->getSCE(SC_FIRE_INSIGNIA) && sc->getSCE(SC_FIRE_INSIGNIA)->val1 == 3)
  6288. matk += 50;
  6289. if(sc->getSCE(SC_ODINS_POWER))
  6290. matk += 40 + 30 * sc->getSCE(SC_ODINS_POWER)->val1; // 70 lvl1, 100lvl2
  6291. if(sc->getSCE(SC_MOONLITSERENADE))
  6292. matk += sc->getSCE(SC_MOONLITSERENADE)->val3;
  6293. if(sc->getSCE(SC_IZAYOI))
  6294. matk += 25 * sc->getSCE(SC_IZAYOI)->val1;
  6295. if(sc->getSCE(SC_ZANGETSU))
  6296. matk += sc->getSCE(SC_ZANGETSU)->val3;
  6297. if(sc->getSCE(SC_QUEST_BUFF1))
  6298. matk += sc->getSCE(SC_QUEST_BUFF1)->val1;
  6299. if(sc->getSCE(SC_QUEST_BUFF2))
  6300. matk += sc->getSCE(SC_QUEST_BUFF2)->val1;
  6301. if(sc->getSCE(SC_QUEST_BUFF3))
  6302. matk += sc->getSCE(SC_QUEST_BUFF3)->val1;
  6303. if(sc->getSCE(SC_MTF_MATK2))
  6304. matk += sc->getSCE(SC_MTF_MATK2)->val1;
  6305. if(sc->getSCE(SC_2011RWC_SCROLL))
  6306. matk += 30;
  6307. if (sc->getSCE(SC_CATNIPPOWDER))
  6308. matk -= matk * sc->getSCE(SC_CATNIPPOWDER)->val2 / 100;
  6309. if (sc->getSCE(SC_CHATTERING))
  6310. matk += sc->getSCE(SC_CHATTERING)->val2;
  6311. if (sc->getSCE(SC_DORAM_MATK))
  6312. matk += sc->getSCE(SC_DORAM_MATK)->val1;
  6313. if (sc->getSCE(SC_SOULFAIRY))
  6314. matk += sc->getSCE(SC_SOULFAIRY)->val2;
  6315. if (sc->getSCE(SC__AUTOSHADOWSPELL))
  6316. matk += sc->getSCE(SC__AUTOSHADOWSPELL)->val4 * 5;
  6317. if (sc->getSCE(SC_INSPIRATION))
  6318. matk += sc->getSCE(SC_INSPIRATION)->val2;
  6319. if (sc->getSCE(SC_PACKING_ENVELOPE2))
  6320. matk += sc->getSCE(SC_PACKING_ENVELOPE2)->val1;
  6321. if(sc->getSCE(SC_ALMIGHTY))
  6322. matk += 30;
  6323. if(sc->getSCE(SC_ULTIMATECOOK))
  6324. matk += 30;
  6325. if (sc->getSCE(SC_LIMIT_POWER_BOOSTER))
  6326. matk += sc->getSCE(SC_LIMIT_POWER_BOOSTER)->val1;
  6327. if (sc->getSCE(SC_MAGICCANDY))
  6328. matk += 30;
  6329. if (sc->getSCE(SC_SKF_MATK))
  6330. matk += sc->getSCE(SC_SKF_MATK)->val1;
  6331. return (unsigned short)cap_value(matk,0,USHRT_MAX);
  6332. }
  6333. #endif
  6334. /**
  6335. * Adds magic attack modifications based on status changes
  6336. * @param bl: Object to change matk [PC|MOB|HOM|MER|ELEM]
  6337. * @param sc: Object's status change information
  6338. * @param matk: Initial matk
  6339. * @return modified matk with cap_value(matk,0,USHRT_MAX)
  6340. */
  6341. static unsigned short status_calc_matk(struct block_list *bl, status_change *sc, int matk)
  6342. {
  6343. if(!sc || !sc->count)
  6344. return cap_value(matk,0,USHRT_MAX);
  6345. #ifndef RENEWAL
  6346. /// Take note fixed value first before % modifiers [PRE-RENEWAL]
  6347. if (sc->getSCE(SC_MATKPOTION))
  6348. matk += sc->getSCE(SC_MATKPOTION)->val1;
  6349. if (sc->getSCE(SC_MATKFOOD))
  6350. matk += sc->getSCE(SC_MATKFOOD)->val1;
  6351. if (sc->getSCE(SC_MANA_PLUS))
  6352. matk += sc->getSCE(SC_MANA_PLUS)->val1;
  6353. if (sc->getSCE(SC_AQUAPLAY_OPTION))
  6354. matk += sc->getSCE(SC_AQUAPLAY_OPTION)->val2;
  6355. if (sc->getSCE(SC_CHILLY_AIR_OPTION))
  6356. matk += sc->getSCE(SC_CHILLY_AIR_OPTION)->val2;
  6357. if (sc->getSCE(SC_COOLER_OPTION))
  6358. matk += sc->getSCE(SC_COOLER_OPTION)->val2;
  6359. if (sc->getSCE(SC_FIRE_INSIGNIA) && sc->getSCE(SC_FIRE_INSIGNIA)->val1 == 3)
  6360. matk += 50;
  6361. if (sc->getSCE(SC_ODINS_POWER))
  6362. matk += 40 + 30 * sc->getSCE(SC_ODINS_POWER)->val1; // 70 lvl1, 100lvl2
  6363. if (sc->getSCE(SC_IZAYOI))
  6364. matk += 25 * sc->getSCE(SC_IZAYOI)->val1;
  6365. if (sc->getSCE(SC_MTF_MATK2))
  6366. matk += sc->getSCE(SC_MTF_MATK2)->val1;
  6367. if (sc->getSCE(SC_2011RWC_SCROLL))
  6368. matk += 30;
  6369. if (sc->getSCE(SC_ALMIGHTY))
  6370. matk += 30;
  6371. if (sc->getSCE(SC_ULTIMATECOOK))
  6372. matk += 30;
  6373. if (sc->getSCE(SC_LIMIT_POWER_BOOSTER))
  6374. matk += sc->getSCE(SC_LIMIT_POWER_BOOSTER)->val1;
  6375. if (sc->getSCE(SC_MAGICCANDY))
  6376. matk += 30;
  6377. if (sc->getSCE(SC_SKF_MATK))
  6378. matk += sc->getSCE(SC_SKF_MATK)->val1;
  6379. #endif
  6380. if (sc->getSCE(SC_ZANGETSU))
  6381. matk += sc->getSCE(SC_ZANGETSU)->val3;
  6382. if (sc->getSCE(SC_QUEST_BUFF1))
  6383. matk += sc->getSCE(SC_QUEST_BUFF1)->val1;
  6384. if (sc->getSCE(SC_QUEST_BUFF2))
  6385. matk += sc->getSCE(SC_QUEST_BUFF2)->val1;
  6386. if (sc->getSCE(SC_QUEST_BUFF3))
  6387. matk += sc->getSCE(SC_QUEST_BUFF3)->val1;
  6388. if (sc->getSCE(SC_MAGICPOWER)
  6389. #ifndef RENEWAL
  6390. && sc->getSCE(SC_MAGICPOWER)->val4
  6391. #endif
  6392. )
  6393. matk += matk * sc->getSCE(SC_MAGICPOWER)->val3/100;
  6394. if (sc->getSCE(SC_MINDBREAKER))
  6395. matk += matk * sc->getSCE(SC_MINDBREAKER)->val2/100;
  6396. if (sc->getSCE(SC_INCMATKRATE))
  6397. matk += matk * sc->getSCE(SC_INCMATKRATE)->val1/100;
  6398. if (sc->getSCE(SC_MOONLITSERENADE))
  6399. matk += sc->getSCE(SC_MOONLITSERENADE)->val3/100;
  6400. if (sc->getSCE(SC_MTF_MATK))
  6401. matk += matk * sc->getSCE(SC_MTF_MATK)->val1 / 100;
  6402. if (sc->getSCE(SC_SHRIMP))
  6403. matk += matk * sc->getSCE(SC_SHRIMP)->val2 / 100;
  6404. if (sc->getSCE(SC_VOLCANO))
  6405. matk += sc->getSCE(SC_VOLCANO)->val2;
  6406. #ifdef RENEWAL
  6407. if (sc->getSCE(SC_NIBELUNGEN) && sc->getSCE(SC_NIBELUNGEN)->val2 == RINGNBL_MATKRATE)
  6408. matk += matk * 20 / 100;
  6409. #endif
  6410. if (sc->getSCE(SC_SHIELDSPELL_ATK))
  6411. matk += sc->getSCE(SC_SHIELDSPELL_ATK)->val2;
  6412. if (sc->getSCE(SC_CLIMAX_DES_HU))
  6413. matk += 100;
  6414. return (unsigned short)cap_value(matk,0,USHRT_MAX);
  6415. }
  6416. /**
  6417. * Adds critical modifications based on status changes
  6418. * @param bl: Object to change critical [PC|MOB|HOM|MER|ELEM]
  6419. * @param sc: Object's status change information
  6420. * @param critical: Initial critical
  6421. * @return modified critical with cap_value(critical,10,USHRT_MAX)
  6422. */
  6423. static signed short status_calc_critical(struct block_list *bl, status_change *sc, int critical)
  6424. {
  6425. if(!sc || !sc->count)
  6426. return cap_value(critical,10,SHRT_MAX);
  6427. if (sc->getSCE(SC_INCCRI))
  6428. critical += sc->getSCE(SC_INCCRI)->val2;
  6429. if (sc->getSCE(SC_EP16_2_BUFF_SC))
  6430. critical += 300;// crit +30
  6431. if (sc->getSCE(SC_CRIFOOD))
  6432. critical += sc->getSCE(SC_CRIFOOD)->val1;
  6433. if (sc->getSCE(SC_EXPLOSIONSPIRITS))
  6434. critical += sc->getSCE(SC_EXPLOSIONSPIRITS)->val2;
  6435. if (sc->getSCE(SC_FORTUNE))
  6436. critical += sc->getSCE(SC_FORTUNE)->val2;
  6437. if (sc->getSCE(SC_TRUESIGHT))
  6438. critical += sc->getSCE(SC_TRUESIGHT)->val2;
  6439. if (sc->getSCE(SC_CLOAKING))
  6440. critical += critical;
  6441. #ifdef RENEWAL
  6442. if (sc->getSCE(SC_SPEARQUICKEN))
  6443. critical += 3*sc->getSCE(SC_SPEARQUICKEN)->val1*10;
  6444. if (sc->getSCE(SC_TWOHANDQUICKEN))
  6445. critical += (2 + sc->getSCE(SC_TWOHANDQUICKEN)->val1) * 10;
  6446. #endif
  6447. if (sc->getSCE(SC__INVISIBILITY))
  6448. critical += sc->getSCE(SC__INVISIBILITY)->val3 * 10;
  6449. if (sc->getSCE(SC__UNLUCKY))
  6450. critical -= sc->getSCE(SC__UNLUCKY)->val2;
  6451. if (sc->getSCE(SC_SOULSHADOW))
  6452. critical += 10 * sc->getSCE(SC_SOULSHADOW)->val3;
  6453. if(sc->getSCE(SC_BEYONDOFWARCRY))
  6454. critical += sc->getSCE(SC_BEYONDOFWARCRY)->val3;
  6455. if (sc->getSCE(SC_MTF_HITFLEE))
  6456. critical += sc->getSCE(SC_MTF_HITFLEE)->val1;
  6457. if (sc->getSCE(SC_PACKING_ENVELOPE9))
  6458. critical += sc->getSCE(SC_PACKING_ENVELOPE9)->val1 * 10;
  6459. return (short)cap_value(critical,10,SHRT_MAX);
  6460. }
  6461. /**
  6462. * Adds hit modifications based on status changes
  6463. * @param bl: Object to change hit [PC|MOB|HOM|MER|ELEM]
  6464. * @param sc: Object's status change information
  6465. * @param hit: Initial hit
  6466. * @return modified hit with cap_value(hit,1,USHRT_MAX)
  6467. */
  6468. static signed short status_calc_hit(struct block_list *bl, status_change *sc, int hit)
  6469. {
  6470. if(!sc || !sc->count)
  6471. return cap_value(hit,1,SHRT_MAX);
  6472. if(sc->getSCE(SC_INCHIT))
  6473. hit += sc->getSCE(SC_INCHIT)->val1;
  6474. if(sc->getSCE(SC_HITFOOD))
  6475. hit += sc->getSCE(SC_HITFOOD)->val1;
  6476. if(sc->getSCE(SC_TRUESIGHT))
  6477. hit += sc->getSCE(SC_TRUESIGHT)->val3;
  6478. if(sc->getSCE(SC_HUMMING))
  6479. hit += sc->getSCE(SC_HUMMING)->val2;
  6480. if(sc->getSCE(SC_CONCENTRATION))
  6481. hit += sc->getSCE(SC_CONCENTRATION)->val3;
  6482. if(sc->getSCE(SC_INSPIRATION))
  6483. hit += 12 * sc->getSCE(SC_INSPIRATION)->val1;
  6484. if(sc->getSCE(SC_ADJUSTMENT))
  6485. hit -= 30;
  6486. if(sc->getSCE(SC_INCREASING))
  6487. hit += 20; // RockmanEXE; changed based on updated [Reddozen]
  6488. if(sc->getSCE(SC_MERC_HITUP))
  6489. hit += sc->getSCE(SC_MERC_HITUP)->val2;
  6490. if(sc->getSCE(SC_MTF_HITFLEE))
  6491. hit += sc->getSCE(SC_MTF_HITFLEE)->val1;
  6492. if(sc->getSCE(SC_INCHITRATE))
  6493. hit += hit * sc->getSCE(SC_INCHITRATE)->val1/100;
  6494. if(sc->getSCE(SC_BLIND))
  6495. hit -= hit * 25/100;
  6496. if(sc->getSCE(SC_HEAT_BARREL))
  6497. hit -= sc->getSCE(SC_HEAT_BARREL)->val4;
  6498. if(sc->getSCE(SC__GROOMY))
  6499. hit -= hit * sc->getSCE(SC__GROOMY)->val3 / 100;
  6500. if(sc->getSCE(SC_FEAR))
  6501. hit -= hit * 20 / 100;
  6502. if (sc->getSCE(SC_ASH))
  6503. hit -= hit * sc->getSCE(SC_ASH)->val2 / 100;
  6504. if (sc->getSCE(SC_TEARGAS))
  6505. hit -= hit * 50 / 100;
  6506. if(sc->getSCE(SC_ILLUSIONDOPING))
  6507. hit -= sc->getSCE(SC_ILLUSIONDOPING)->val2;
  6508. if (sc->getSCE(SC_MTF_ASPD))
  6509. hit += sc->getSCE(SC_MTF_ASPD)->val2;
  6510. #ifdef RENEWAL
  6511. if (sc->getSCE(SC_BLESSING))
  6512. hit += sc->getSCE(SC_BLESSING)->val1 * 2;
  6513. if (sc->getSCE(SC_TWOHANDQUICKEN))
  6514. hit += sc->getSCE(SC_TWOHANDQUICKEN)->val1 * 2;
  6515. if (sc->getSCE(SC_ADRENALINE))
  6516. hit += sc->getSCE(SC_ADRENALINE)->val1 * 3 + 5;
  6517. if (sc->getSCE(SC_NIBELUNGEN) && sc->getSCE(SC_NIBELUNGEN)->val2 == RINGNBL_HIT)
  6518. hit += 50;
  6519. #endif
  6520. if (sc->getSCE(SC_SOULFALCON))
  6521. hit += sc->getSCE(SC_SOULFALCON)->val3;
  6522. if (sc->getSCE(SC_SATURDAYNIGHTFEVER))
  6523. hit -= 50 + 50 * sc->getSCE(SC_SATURDAYNIGHTFEVER)->val1;
  6524. if (sc->getSCE(SC_PACKING_ENVELOPE10))
  6525. hit += sc->getSCE(SC_PACKING_ENVELOPE10)->val1;
  6526. if (sc->getSCE(SC_ABYSS_SLAYER))
  6527. hit += sc->getSCE(SC_ABYSS_SLAYER)->val3;
  6528. if (sc->getSCE(SC_LIMIT_POWER_BOOSTER))
  6529. hit += sc->getSCE(SC_LIMIT_POWER_BOOSTER)->val1;
  6530. if (sc->getSCE(SC_ACARAJE))
  6531. hit += 5;
  6532. return (short)cap_value(hit,1,SHRT_MAX);
  6533. }
  6534. /**
  6535. * Adds flee modifications based on status changes
  6536. * @param bl: Object to change flee [PC|MOB|HOM|MER|ELEM]
  6537. * @param sc: Object's status change information
  6538. * @param flee: Initial flee
  6539. * @return modified flee with cap_value(flee,1,USHRT_MAX)
  6540. */
  6541. static signed short status_calc_flee(struct block_list *bl, status_change *sc, int flee)
  6542. {
  6543. if( bl->type == BL_PC ) {
  6544. struct map_data *mapdata = map_getmapdata(bl->m);
  6545. flee -= flee * mapdata->getMapFlag(MF_FLEE_PENALTY) / 100;
  6546. }
  6547. if(!sc || !sc->count)
  6548. return cap_value(flee,1,SHRT_MAX);
  6549. if (sc->getSCE(SC_POISON_MIST))
  6550. return 0;
  6551. if(sc->getSCE(SC_OVERED_BOOST)) //Should be final and unmodifiable by any means
  6552. return sc->getSCE(SC_OVERED_BOOST)->val2;
  6553. // Fixed value
  6554. if(sc->getSCE(SC_INCFLEE))
  6555. flee += sc->getSCE(SC_INCFLEE)->val1;
  6556. if(sc->getSCE(SC_FLEEFOOD))
  6557. flee += sc->getSCE(SC_FLEEFOOD)->val1;
  6558. if(sc->getSCE(SC_WHISTLE))
  6559. flee += sc->getSCE(SC_WHISTLE)->val2;
  6560. if(sc->getSCE(SC_WINDWALK))
  6561. flee += sc->getSCE(SC_WINDWALK)->val2;
  6562. if(sc->getSCE(SC_VIOLENTGALE))
  6563. flee += sc->getSCE(SC_VIOLENTGALE)->val2;
  6564. if(sc->getSCE(SC_MOON_COMFORT)) // SG skill [Komurka]
  6565. flee += sc->getSCE(SC_MOON_COMFORT)->val2;
  6566. if(sc->getSCE(SC_CLOSECONFINE))
  6567. flee += sc->getSCE(SC_CLOSECONFINE)->val3;
  6568. if (sc->getSCE(SC_ANGRIFFS_MODUS))
  6569. flee -= sc->getSCE(SC_ANGRIFFS_MODUS)->val3;
  6570. if(sc->getSCE(SC_ADJUSTMENT))
  6571. flee += 30;
  6572. if(sc->getSCE(SC_SPEED))
  6573. flee += 10 + sc->getSCE(SC_SPEED)->val1 * 10;
  6574. if(sc->getSCE(SC_GATLINGFEVER))
  6575. flee -= sc->getSCE(SC_GATLINGFEVER)->val4;
  6576. if(sc->getSCE(SC_PARTYFLEE))
  6577. flee += sc->getSCE(SC_PARTYFLEE)->val1 * 10;
  6578. if(sc->getSCE(SC_MERC_FLEEUP))
  6579. flee += sc->getSCE(SC_MERC_FLEEUP)->val2;
  6580. if( sc->getSCE(SC_HALLUCINATIONWALK) )
  6581. flee += sc->getSCE(SC_HALLUCINATIONWALK)->val2;
  6582. if( sc->getSCE(SC_NPC_HALLUCINATIONWALK) )
  6583. flee += sc->getSCE(SC_NPC_HALLUCINATIONWALK)->val2;
  6584. if(sc->getSCE(SC_MTF_HITFLEE))
  6585. flee += sc->getSCE(SC_MTF_HITFLEE)->val2;
  6586. if( sc->getSCE(SC_WATER_BARRIER) )
  6587. flee -= sc->getSCE(SC_WATER_BARRIER)->val2;
  6588. if( sc->getSCE(SC_C_MARKER) )
  6589. flee -= sc->getSCE(SC_C_MARKER)->val3;
  6590. #ifdef RENEWAL
  6591. if( sc->getSCE(SC_SPEARQUICKEN) )
  6592. flee += 2 * sc->getSCE(SC_SPEARQUICKEN)->val1;
  6593. if (sc->getSCE(SC_NIBELUNGEN) && sc->getSCE(SC_NIBELUNGEN)->val2 == RINGNBL_FLEE)
  6594. flee += 50;
  6595. #endif
  6596. // Rate value
  6597. if(sc->getSCE(SC_INCFLEERATE))
  6598. flee += flee * sc->getSCE(SC_INCFLEERATE)->val1/100;
  6599. if(sc->getSCE(SC_SPIDERWEB) || sc->getSCE(SC_WIDEWEB))
  6600. flee -= flee * 50/100;
  6601. if(sc->getSCE(SC_BERSERK))
  6602. flee -= flee * 50/100;
  6603. if(sc->getSCE(SC_BLIND))
  6604. flee -= flee * 25/100;
  6605. if(sc->getSCE(SC_FEAR))
  6606. flee -= flee * 20 / 100;
  6607. if(sc->getSCE(SC_PARALYSE) && sc->getSCE(SC_PARALYSE)->val3 == 1)
  6608. flee -= flee * 10 / 100;
  6609. if(sc->getSCE(SC_INFRAREDSCAN))
  6610. flee -= flee * 30 / 100;
  6611. if( sc->getSCE(SC__LAZINESS) )
  6612. flee -= flee * sc->getSCE(SC__LAZINESS)->val3 / 100;
  6613. if( sc->getSCE(SC_GLOOMYDAY) )
  6614. flee -= flee * sc->getSCE(SC_GLOOMYDAY)->val2 / 100;
  6615. if( sc->getSCE(SC_SATURDAYNIGHTFEVER) )
  6616. flee -= 20 + 30 * sc->getSCE(SC_SATURDAYNIGHTFEVER)->val1;
  6617. if( sc->getSCE(SC_WIND_STEP_OPTION) )
  6618. flee += flee * sc->getSCE(SC_WIND_STEP_OPTION)->val2 / 100;
  6619. if( sc->getSCE(SC_TINDER_BREAKER) || sc->getSCE(SC_TINDER_BREAKER2) )
  6620. flee -= flee * 50 / 100;
  6621. if( sc->getSCE(SC_ZEPHYR) )
  6622. flee += sc->getSCE(SC_ZEPHYR)->val2;
  6623. if(sc->getSCE(SC_ASH))
  6624. flee -= flee * sc->getSCE(SC_ASH)->val4 / 100;
  6625. if (sc->getSCE(SC_GOLDENE_FERSE))
  6626. flee += flee * sc->getSCE(SC_GOLDENE_FERSE)->val2 / 100;
  6627. if (sc->getSCE(SC_SMOKEPOWDER))
  6628. flee += flee * 20 / 100;
  6629. if (sc->getSCE(SC_TEARGAS))
  6630. flee -= flee * 50 / 100;
  6631. //if( sc->getSCE(SC_C_MARKER) )
  6632. // flee -= (flee * sc->getSCE(SC_C_MARKER)->val3) / 100;
  6633. if (sc->getSCE(SC_GROOMING))
  6634. flee += sc->getSCE(SC_GROOMING)->val2;
  6635. if (sc->getSCE(SC_PACKING_ENVELOPE5))
  6636. flee += sc->getSCE(SC_PACKING_ENVELOPE5)->val1;
  6637. if (sc->getSCE(SC_LIMIT_POWER_BOOSTER))
  6638. flee += sc->getSCE(SC_LIMIT_POWER_BOOSTER)->val1;
  6639. if (sc->getSCE(SC_MYSTICPOWDER))
  6640. flee += 20;
  6641. return (short)cap_value(flee,1,SHRT_MAX);
  6642. }
  6643. /**
  6644. * Adds perfect flee modifications based on status changes
  6645. * @param bl: Object to change flee2 [PC|MOB|HOM|MER|ELEM]
  6646. * @param sc: Object's status change information
  6647. * @param flee2: Initial flee2
  6648. * @return modified flee2 with cap_value(flee2,10,USHRT_MAX)
  6649. */
  6650. static signed short status_calc_flee2(struct block_list *bl, status_change *sc, int flee2)
  6651. {
  6652. if(!sc || !sc->count)
  6653. return cap_value(flee2,10,SHRT_MAX);
  6654. if(sc->getSCE(SC_INCFLEE2))
  6655. flee2 += sc->getSCE(SC_INCFLEE2)->val2;
  6656. if(sc->getSCE(SC_WHISTLE))
  6657. flee2 += sc->getSCE(SC_WHISTLE)->val3*10;
  6658. if(sc->getSCE(SC__UNLUCKY))
  6659. flee2 -= flee2 * sc->getSCE(SC__UNLUCKY)->val2 / 100;
  6660. if (sc->getSCE(SC_HISS))
  6661. flee2 += sc->getSCE(SC_HISS)->val2*10;
  6662. if (sc->getSCE(SC_DORAM_FLEE2))
  6663. flee2 += sc->getSCE(SC_DORAM_FLEE2)->val1;
  6664. return (short)cap_value(flee2,10,SHRT_MAX);
  6665. }
  6666. /**
  6667. * Adds defense (left-side) modifications based on status changes
  6668. * @param bl: Object to change def [PC|MOB|HOM|MER|ELEM]
  6669. * @param sc: Object's status change information
  6670. * @param def: Initial def
  6671. * @return modified def with cap_value(def,DEFTYPE_MIN,DEFTYPE_MAX)
  6672. */
  6673. static defType status_calc_def(struct block_list *bl, status_change *sc, int def)
  6674. {
  6675. if(!sc || !sc->count)
  6676. return (defType)cap_value(def,DEFTYPE_MIN,DEFTYPE_MAX);
  6677. if(sc->getSCE(SC_BERSERK))
  6678. return 0;
  6679. if(sc->getSCE(SC_BARRIER))
  6680. return 100;
  6681. if(sc->getSCE(SC_KEEPING))
  6682. return 90;
  6683. #ifndef RENEWAL /// Steel Body does not provide 90 DEF in [RENEWAL]
  6684. if(sc->getSCE(SC_STEELBODY))
  6685. return 90;
  6686. #endif
  6687. if (sc->getSCE(SC_NYANGGRASS)) {
  6688. if (bl->type == BL_PC)
  6689. return 0;
  6690. else
  6691. return def /= 2;
  6692. }
  6693. if(sc->getSCE(SC_DEFSET))
  6694. return sc->getSCE(SC_DEFSET)->val1;
  6695. if(sc->getSCE(SC_DRUMBATTLE))
  6696. def += sc->getSCE(SC_DRUMBATTLE)->val3;
  6697. #ifdef RENEWAL
  6698. if (sc->getSCE(SC_ASSUMPTIO))
  6699. def += sc->getSCE(SC_ASSUMPTIO)->val1 * 50;
  6700. #else
  6701. if(sc->getSCE(SC_DEFENCE))
  6702. def += sc->getSCE(SC_DEFENCE)->val2;
  6703. #endif
  6704. if(sc->getSCE(SC_INCDEFRATE))
  6705. def += def * sc->getSCE(SC_INCDEFRATE)->val1/100;
  6706. if(sc->getSCE(SC_EARTH_INSIGNIA) && sc->getSCE(SC_EARTH_INSIGNIA)->val1 == 2)
  6707. def += 50;
  6708. if(sc->getSCE(SC_ODINS_POWER))
  6709. def -= 20 * sc->getSCE(SC_ODINS_POWER)->val1;
  6710. if( sc->getSCE(SC_ANGRIFFS_MODUS) )
  6711. def -= 20 + 10 * sc->getSCE(SC_ANGRIFFS_MODUS)->val1;
  6712. if(sc->getSCE(SC_STONEHARDSKIN))
  6713. def += sc->getSCE(SC_STONEHARDSKIN)->val1;
  6714. if(sc->getSCE(SC_STONE))
  6715. def /= 2;
  6716. if(sc->getSCE(SC_FREEZE))
  6717. def /= 2;
  6718. if(sc->getSCE(SC_SIGNUMCRUCIS))
  6719. def -= def * sc->getSCE(SC_SIGNUMCRUCIS)->val2/100;
  6720. if(sc->getSCE(SC_CONCENTRATION))
  6721. def -= def * sc->getSCE(SC_CONCENTRATION)->val4/100;
  6722. if(sc->getSCE(SC_SKE))
  6723. def /= 2;
  6724. if(sc->getSCE(SC_PROVOKE) && bl->type != BL_PC) // Provoke doesn't alter player defense->
  6725. def -= def * sc->getSCE(SC_PROVOKE)->val3/100;
  6726. if(sc->getSCE(SC_STRIPSHIELD) && bl->type != BL_PC) // Player doesn't have def reduction only equip removed
  6727. def -= def * sc->getSCE(SC_STRIPSHIELD)->val2/100;
  6728. if (sc->getSCE(SC_FLING))
  6729. def -= def * (sc->getSCE(SC_FLING)->val2)/100;
  6730. if( sc->getSCE(SC_FREEZING) )
  6731. def -= def * (bl->type == BL_PC ? 30 : 10) / 100;
  6732. if( sc->getSCE(SC_ANALYZE) )
  6733. def -= def * (14 * sc->getSCE(SC_ANALYZE)->val1) / 100;
  6734. if( sc->getSCE(SC_NEUTRALBARRIER) )
  6735. def += def * sc->getSCE(SC_NEUTRALBARRIER)->val2 / 100;
  6736. if( sc->getSCE(SC_PRESTIGE) )
  6737. def += sc->getSCE(SC_PRESTIGE)->val3;
  6738. if( sc->getSCE(SC_BANDING) && sc->getSCE(SC_BANDING)->val2 > 1 )
  6739. def += 6 * sc->getSCE(SC_BANDING)->val1;
  6740. if( sc->getSCE(SC_ECHOSONG) )
  6741. def += sc->getSCE(SC_ECHOSONG)->val3;
  6742. if( sc->getSCE(SC_CAMOUFLAGE) )
  6743. def -= def * 5 * sc->getSCE(SC_CAMOUFLAGE)->val3 / 100;
  6744. if( sc->getSCE(SC_SOLID_SKIN_OPTION) )
  6745. def += def * sc->getSCE(SC_SOLID_SKIN_OPTION)->val2 / 100;
  6746. if( sc->getSCE(SC_ROCK_CRUSHER) )
  6747. def -= def * sc->getSCE(SC_ROCK_CRUSHER)->val2 / 100;
  6748. if( sc->getSCE(SC_POWER_OF_GAIA) )
  6749. def += def * sc->getSCE(SC_POWER_OF_GAIA)->val2 / 100;
  6750. if(sc->getSCE(SC_ASH))
  6751. def -= def * sc->getSCE(SC_ASH)->val3/100;
  6752. if( sc->getSCE(SC_OVERED_BOOST) && bl->type == BL_HOM )
  6753. def -= def * sc->getSCE(SC_OVERED_BOOST)->val4 / 100;
  6754. if(sc->getSCE(SC_GLASTHEIM_ITEMDEF))
  6755. def += sc->getSCE(SC_GLASTHEIM_ITEMDEF)->val1;
  6756. if (sc->getSCE(SC_SOULGOLEM))
  6757. def += sc->getSCE(SC_SOULGOLEM)->val2;
  6758. if (sc->getSCE(SC_STONE_WALL))
  6759. def += sc->getSCE(SC_STONE_WALL)->val2;
  6760. if( sc->getSCE(SC_PACKING_ENVELOPE7) )
  6761. def += sc->getSCE(SC_PACKING_ENVELOPE7)->val1;
  6762. if (sc->getSCE(SC_D_MACHINE))
  6763. def += sc->getSCE(SC_D_MACHINE)->val2;
  6764. if (sc->getSCE(SC_CLIMAX_CRYIMP))
  6765. def += 300;
  6766. if (sc->getSCE(SC_GUARD_STANCE))
  6767. def += sc->getSCE(SC_GUARD_STANCE)->val2;
  6768. if (sc->getSCE(SC_ATTACK_STANCE))
  6769. def -= sc->getSCE(SC_ATTACK_STANCE)->val2;
  6770. if (sc->getSCE(SC_M_DEFSCROLL))
  6771. def += sc->getSCE(SC_M_DEFSCROLL)->val1;
  6772. return (defType)cap_value(def,DEFTYPE_MIN,DEFTYPE_MAX);
  6773. }
  6774. /**
  6775. * Adds defense (right-side) modifications based on status changes
  6776. * @param bl: Object to change def2 [PC|MOB|HOM|MER|ELEM]
  6777. * @param sc: Object's status change information
  6778. * @param def2: Initial def2
  6779. * @return modified def2 with cap_value(def2,SHRT_MIN,SHRT_MAX)
  6780. */
  6781. static signed short status_calc_def2(struct block_list *bl, status_change *sc, int def2)
  6782. {
  6783. if(!sc || !sc->count)
  6784. #ifdef RENEWAL
  6785. return (short)cap_value(def2,SHRT_MIN,SHRT_MAX);
  6786. #else
  6787. return (short)cap_value(def2,1,SHRT_MAX);
  6788. #endif
  6789. if(sc->getSCE(SC_BERSERK))
  6790. return 0;
  6791. if(sc->getSCE(SC_ETERNALCHAOS))
  6792. return 0;
  6793. if(sc->getSCE(SC_DEFSET))
  6794. return sc->getSCE(SC_DEFSET)->val1;
  6795. if(sc->getSCE(SC_SUN_COMFORT))
  6796. def2 += sc->getSCE(SC_SUN_COMFORT)->val2;
  6797. #ifdef RENEWAL
  6798. if (sc->getSCE(SC_SKA))
  6799. def2 += 80;
  6800. #endif
  6801. if(sc->getSCE(SC_ANGELUS))
  6802. #ifdef RENEWAL /// The VIT stat bonus is boosted by angelus [RENEWAL]
  6803. def2 += status_get_vit(bl) / 2 * sc->getSCE(SC_ANGELUS)->val2/100;
  6804. #else
  6805. def2 += def2 * sc->getSCE(SC_ANGELUS)->val2/100;
  6806. if(sc->getSCE(SC_CONCENTRATION))
  6807. def2 -= def2 * sc->getSCE(SC_CONCENTRATION)->val4/100;
  6808. #endif
  6809. if(sc->getSCE(SC_POISON))
  6810. def2 -= def2 * 25/100;
  6811. if(sc->getSCE(SC_DPOISON))
  6812. def2 -= def2 * 25/100;
  6813. if(sc->getSCE(SC_SKE))
  6814. def2 -= def2 * 50/100;
  6815. if(sc->getSCE(SC_PROVOKE))
  6816. def2 -= def2 * sc->getSCE(SC_PROVOKE)->val3/100;
  6817. if(sc->getSCE(SC_JOINTBEAT))
  6818. def2 -= def2 * ( sc->getSCE(SC_JOINTBEAT)->val2&BREAK_SHOULDER ? 50 : 0 ) / 100
  6819. + def2 * ( sc->getSCE(SC_JOINTBEAT)->val2&BREAK_WAIST ? 25 : 0 ) / 100;
  6820. if(sc->getSCE(SC_FLING))
  6821. def2 -= def2 * (sc->getSCE(SC_FLING)->val3)/100;
  6822. if(sc->getSCE(SC_ANALYZE))
  6823. def2 -= def2 * (14 * sc->getSCE(SC_ANALYZE)->val1) / 100;
  6824. if(sc->getSCE(SC_ASH))
  6825. def2 -= def2 * sc->getSCE(SC_ASH)->val3/100;
  6826. if (sc->getSCE(SC_PARALYSIS))
  6827. def2 -= def2 * sc->getSCE(SC_PARALYSIS)->val2 / 100;
  6828. if(sc->getSCE(SC_EQC))
  6829. def2 -= def2 * sc->getSCE(SC_EQC)->val2 / 100;
  6830. if( sc->getSCE(SC_CAMOUFLAGE) )
  6831. def2 -= def2 * 5 * sc->getSCE(SC_CAMOUFLAGE)->val3 / 100;
  6832. #ifdef RENEWAL
  6833. return (short)cap_value(def2,SHRT_MIN,SHRT_MAX);
  6834. #else
  6835. return (short)cap_value(def2,1,SHRT_MAX);
  6836. #endif
  6837. }
  6838. /**
  6839. * Adds magic defense (left-side) modifications based on status changes
  6840. * @param bl: Object to change mdef [PC|MOB|HOM|MER|ELEM]
  6841. * @param sc: Object's status change information
  6842. * @param mdef: Initial mdef
  6843. * @return modified mdef with cap_value(mdef,DEFTYPE_MIN,DEFTYPE_MAX)
  6844. */
  6845. static defType status_calc_mdef(struct block_list *bl, status_change *sc, int mdef)
  6846. {
  6847. if(!sc || !sc->count)
  6848. return (defType)cap_value(mdef,DEFTYPE_MIN,DEFTYPE_MAX);
  6849. if(sc->getSCE(SC_BERSERK))
  6850. return 0;
  6851. if(sc->getSCE(SC_BARRIER))
  6852. return 100;
  6853. #ifndef RENEWAL /// Steel Body does not provide 90 MDEF in [RENEWAL]
  6854. if(sc->getSCE(SC_STEELBODY))
  6855. return 90;
  6856. #endif
  6857. if (sc->getSCE(SC_NYANGGRASS)) {
  6858. if (bl->type == BL_PC)
  6859. return 0;
  6860. else
  6861. return mdef / 2;
  6862. }
  6863. if(sc->getSCE(SC_MDEFSET))
  6864. return sc->getSCE(SC_MDEFSET)->val1;
  6865. if(sc->getSCE(SC_EARTH_INSIGNIA) && sc->getSCE(SC_EARTH_INSIGNIA)->val1 == 3)
  6866. mdef += 50;
  6867. if(sc->getSCE(SC_ENDURE) && !sc->getSCE(SC_ENDURE)->val3) // It has been confirmed that Eddga card grants 1 MDEF, not 0, not 10, but 1.
  6868. mdef += (sc->getSCE(SC_ENDURE)->val4 == 0) ? sc->getSCE(SC_ENDURE)->val1 : 1;
  6869. if(sc->getSCE(SC_STONEHARDSKIN))
  6870. mdef += sc->getSCE(SC_STONEHARDSKIN)->val1;
  6871. if(sc->getSCE(SC_STONE))
  6872. mdef += 25 * mdef / 100;
  6873. if(sc->getSCE(SC_FREEZE))
  6874. mdef += 25 * mdef / 100;
  6875. if(sc->getSCE(SC_BURNING))
  6876. mdef -= 25 * mdef / 100;
  6877. if( sc->getSCE(SC_NEUTRALBARRIER) )
  6878. mdef += mdef * sc->getSCE(SC_NEUTRALBARRIER)->val2 / 100;
  6879. if(sc->getSCE(SC_ANALYZE))
  6880. mdef -= mdef * ( 14 * sc->getSCE(SC_ANALYZE)->val1 ) / 100;
  6881. if(sc->getSCE(SC_SYMPHONYOFLOVER))
  6882. mdef += mdef * sc->getSCE(SC_SYMPHONYOFLOVER)->val3 / 100;
  6883. if (sc->getSCE(SC_ODINS_POWER))
  6884. mdef -= 20 * sc->getSCE(SC_ODINS_POWER)->val1;
  6885. if(sc->getSCE(SC_GLASTHEIM_ITEMDEF))
  6886. mdef += sc->getSCE(SC_GLASTHEIM_ITEMDEF)->val2;
  6887. if (sc->getSCE(SC_SOULGOLEM))
  6888. mdef += sc->getSCE(SC_SOULGOLEM)->val3;
  6889. if (sc->getSCE(SC_STONE_WALL))
  6890. mdef += sc->getSCE(SC_STONE_WALL)->val3;
  6891. if (sc->getSCE(SC_PACKING_ENVELOPE8))
  6892. mdef += sc->getSCE(SC_PACKING_ENVELOPE8)->val1;
  6893. if (sc->getSCE(SC_CLIMAX_CRYIMP))
  6894. mdef += 100;
  6895. if (sc->getSCE(SC_M_DEFSCROLL))
  6896. mdef += sc->getSCE(SC_M_DEFSCROLL)->val2;
  6897. return (defType)cap_value(mdef,DEFTYPE_MIN,DEFTYPE_MAX);
  6898. }
  6899. /**
  6900. * Adds magic defense (right-side) modifications based on status changes
  6901. * @param bl: Object to change mdef2 [PC|MOB|HOM|MER|ELEM]
  6902. * @param sc: Object's status change information
  6903. * @param mdef2: Initial mdef2
  6904. * @return modified mdef2 with cap_value(mdef2,SHRT_MIN,SHRT_MAX)
  6905. */
  6906. static signed short status_calc_mdef2(struct block_list *bl, status_change *sc, int mdef2)
  6907. {
  6908. if(!sc || !sc->count)
  6909. #ifdef RENEWAL
  6910. return (short)cap_value(mdef2,SHRT_MIN,SHRT_MAX);
  6911. #else
  6912. return (short)cap_value(mdef2,1,SHRT_MAX);
  6913. #endif
  6914. if(sc->getSCE(SC_BERSERK))
  6915. return 0;
  6916. if(sc->getSCE(SC_SKA))
  6917. return 90;
  6918. if(sc->getSCE(SC_MDEFSET))
  6919. return sc->getSCE(SC_MDEFSET)->val1;
  6920. if(sc->getSCE(SC_MINDBREAKER))
  6921. mdef2 -= mdef2 * sc->getSCE(SC_MINDBREAKER)->val3/100;
  6922. if(sc->getSCE(SC_BURNING))
  6923. mdef2 -= mdef2 * 25 / 100;
  6924. if(sc->getSCE(SC_ANALYZE))
  6925. mdef2 -= mdef2 * (14 * sc->getSCE(SC_ANALYZE)->val1) / 100;
  6926. #ifdef RENEWAL
  6927. return (short)cap_value(mdef2,SHRT_MIN,SHRT_MAX);
  6928. #else
  6929. return (short)cap_value(mdef2,1,SHRT_MAX);
  6930. #endif
  6931. }
  6932. /**
  6933. * Adds speed modifications based on status changes
  6934. * @param bl: Object to change speed [PC|MOB|HOM|MER|ELEM]
  6935. * @param sc: Object's status change information
  6936. * @param speed: Initial speed
  6937. * @return modified speed with cap_value(speed,10,USHRT_MAX)
  6938. */
  6939. static unsigned short status_calc_speed(struct block_list *bl, status_change *sc, int speed)
  6940. {
  6941. TBL_PC* sd = BL_CAST(BL_PC, bl);
  6942. int speed_rate = 100;
  6943. if (sc == NULL || (sd && sd->state.permanent_speed))
  6944. return (unsigned short)cap_value(speed, MIN_WALK_SPEED, MAX_WALK_SPEED);
  6945. if (sd && pc_ismadogear(sd)) { // Mado speed is not affected by other statuses
  6946. int val = 0;
  6947. if (pc_checkskill(sd, NC_MADOLICENCE) < 5)
  6948. val = 50 - 10 * pc_checkskill(sd, NC_MADOLICENCE);
  6949. else
  6950. val -= 25;
  6951. if (sc->getSCE(SC_ACCELERATION))
  6952. val -= 25;
  6953. speed += speed * val / 100;
  6954. return (unsigned short)cap_value(speed, MIN_WALK_SPEED, MAX_WALK_SPEED);
  6955. }
  6956. if( sd && sd->ud.skilltimer != INVALID_TIMER && (pc_checkskill(sd,SA_FREECAST) > 0 || sd->ud.skill_id == LG_EXEEDBREAK) ) {
  6957. if( sd->ud.skill_id == LG_EXEEDBREAK )
  6958. speed_rate = 160 - 10 * sd->ud.skill_lv;
  6959. else
  6960. speed_rate = 175 - 5 * pc_checkskill(sd,SA_FREECAST);
  6961. } else {
  6962. int val = 0;
  6963. // GetMoveHasteValue2()
  6964. if( sc->getSCE(SC_FUSION) )
  6965. val = 25;
  6966. else if( sd ) {
  6967. if( pc_isriding(sd) || sd->sc.option&OPTION_DRAGON )
  6968. val = 25; // Same bonus
  6969. else if( pc_isridingwug(sd) )
  6970. val = 15 + 5 * pc_checkskill(sd, RA_WUGRIDER);
  6971. else if( sc->getSCE(SC_ALL_RIDING) )
  6972. val = battle_config.rental_mount_speed_boost;
  6973. }
  6974. speed_rate -= val;
  6975. // GetMoveSlowValue()
  6976. if( sd && sc->getSCE(SC_HIDING) && pc_checkskill(sd,RG_TUNNELDRIVE) > 0 )
  6977. val = 120 - 6 * pc_checkskill(sd,RG_TUNNELDRIVE);
  6978. else if( sd && sc->getSCE(SC_CHASEWALK) && sc->getSCE(SC_CHASEWALK)->val3 < 0 )
  6979. val = sc->getSCE(SC_CHASEWALK)->val3;
  6980. else {
  6981. val = 0;
  6982. // Longing for Freedom/Special Singer cancels song/dance penalty
  6983. #ifdef RENEWAL
  6984. if (sc->getSCE(SC_ENSEMBLEFATIGUE))
  6985. val = max(val, sc->getSCE(SC_ENSEMBLEFATIGUE)->val2);
  6986. #else
  6987. if( sc->getSCE(SC_LONGING) )
  6988. val = max( val, 50 - 10 * sc->getSCE(SC_LONGING)->val1 );
  6989. #endif
  6990. else
  6991. if( sd && sc->getSCE(SC_DANCING) )
  6992. val = max( val, 500 - (40 + 10 * (sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_BARDDANCER)) * pc_checkskill(sd,(sd->status.sex?BA_MUSICALLESSON:DC_DANCINGLESSON)) );
  6993. if( sc->getSCE(SC_DECREASEAGI) )
  6994. val = max( val, 25 );
  6995. if( sc->getSCE(SC_QUAGMIRE) || sc->getSCE(SC_HALLUCINATIONWALK_POSTDELAY) || (sc->getSCE(SC_GLOOMYDAY) && sc->getSCE(SC_GLOOMYDAY)->val4) )
  6996. val = max( val, 50 );
  6997. if( sc->getSCE(SC_DONTFORGETME) )
  6998. val = max( val, sc->getSCE(SC_DONTFORGETME)->val3 );
  6999. if( sc->getSCE(SC_CURSE) )
  7000. val = max( val, 300 );
  7001. if( sc->getSCE(SC_CHASEWALK) )
  7002. val = max( val, sc->getSCE(SC_CHASEWALK)->val3 );
  7003. if( sc->getSCE(SC_WEDDING) )
  7004. val = max( val, 100 );
  7005. if( sc->getSCE(SC_JOINTBEAT) && sc->getSCE(SC_JOINTBEAT)->val2&(BREAK_ANKLE|BREAK_KNEE) )
  7006. val = max( val, (sc->getSCE(SC_JOINTBEAT)->val2&BREAK_ANKLE ? 50 : 0) + (sc->getSCE(SC_JOINTBEAT)->val2&BREAK_KNEE ? 30 : 0) );
  7007. if( sc->getSCE(SC_CLOAKING) && (sc->getSCE(SC_CLOAKING)->val4&1) == 0 )
  7008. val = max( val, sc->getSCE(SC_CLOAKING)->val1 < 3 ? 300 : 30 - 3 * sc->getSCE(SC_CLOAKING)->val1 );
  7009. if( sc->getSCE(SC_GOSPEL) && sc->getSCE(SC_GOSPEL)->val4 == BCT_ENEMY )
  7010. val = max( val, 75 );
  7011. if( sc->getSCE(SC_SLOWDOWN) ) // Slow Potion
  7012. val = max( val, sc->getSCE(SC_SLOWDOWN)->val1 );
  7013. if( sc->getSCE(SC_GATLINGFEVER) )
  7014. val = max( val, 100 );
  7015. if( sc->getSCE(SC_SUITON) )
  7016. val = max( val, sc->getSCE(SC_SUITON)->val3 );
  7017. if( sc->getSCE(SC_SWOO) )
  7018. val = max( val, 300 );
  7019. if( sc->getSCE(SC_SKA) )
  7020. val = max( val, 25 );
  7021. if( sc->getSCE(SC_FREEZING) )
  7022. val = max( val, 30 );
  7023. if( sc->getSCE(SC_MARSHOFABYSS) )
  7024. val = max( val, sc->getSCE(SC_MARSHOFABYSS)->val3 );
  7025. if( sc->getSCE(SC_CAMOUFLAGE) && sc->getSCE(SC_CAMOUFLAGE)->val1 > 2 )
  7026. val = max( val, 25 * (5 - sc->getSCE(SC_CAMOUFLAGE)->val1) );
  7027. if( sc->getSCE(SC_STEALTHFIELD) )
  7028. val = max( val, 20 );
  7029. if( sc->getSCE(SC__LAZINESS) )
  7030. val = max( val, 25 );
  7031. if( sc->getSCE(SC_ROCK_CRUSHER_ATK) )
  7032. val = max( val, sc->getSCE(SC_ROCK_CRUSHER_ATK)->val2 );
  7033. if( sc->getSCE(SC_POWER_OF_GAIA) )
  7034. val = max( val, sc->getSCE(SC_POWER_OF_GAIA)->val2 );
  7035. if( sc->getSCE(SC_MELON_BOMB) )
  7036. val = max( val, sc->getSCE(SC_MELON_BOMB)->val2 );
  7037. if( sc->getSCE(SC_REBOUND) )
  7038. val = max( val, 25 );
  7039. if( sc->getSCE(SC_B_TRAP) )
  7040. val = max( val, sc->getSCE(SC_B_TRAP)->val3 );
  7041. if (sc->getSCE(SC_CATNIPPOWDER))
  7042. val = max(val, sc->getSCE(SC_CATNIPPOWDER)->val3);
  7043. if (sc->getSCE(SC_SP_SHA))
  7044. val = max(val, sc->getSCE(SC_SP_SHA)->val2);
  7045. if (sc->getSCE(SC_CREATINGSTAR))
  7046. val = max(val, 90);
  7047. if( sd && sd->bonus.speed_rate + sd->bonus.speed_add_rate > 0 ) // Permanent item-based speedup
  7048. val = max( val, sd->bonus.speed_rate + sd->bonus.speed_add_rate );
  7049. }
  7050. speed_rate += val;
  7051. val = 0;
  7052. if( sc->getSCE(SC_MARSHOFABYSS) && speed_rate > 150 )
  7053. speed_rate = 150;
  7054. // GetMoveHasteValue1()
  7055. if( sc->getSCE(SC_SPEEDUP1) ) // !FIXME: used both by NPC_AGIUP and Speed Potion script
  7056. val = max( val, sc->getSCE(SC_SPEEDUP1)->val1 );
  7057. if( sc->getSCE(SC_INCREASEAGI) )
  7058. val = max( val, 25 );
  7059. if( sc->getSCE(SC_WINDWALK) )
  7060. val = max( val, 2 * sc->getSCE(SC_WINDWALK)->val1 );
  7061. if( sc->getSCE(SC_CARTBOOST) )
  7062. val = max( val, 20 );
  7063. if( sd && (sd->class_&MAPID_UPPERMASK) == MAPID_ASSASSIN && pc_checkskill(sd,TF_MISS) > 0 )
  7064. val = max( val, 1 * pc_checkskill(sd,TF_MISS) );
  7065. if( sc->getSCE(SC_CLOAKING) && (sc->getSCE(SC_CLOAKING)->val4&1) == 1 )
  7066. val = max( val, sc->getSCE(SC_CLOAKING)->val1 >= 10 ? 25 : 3 * sc->getSCE(SC_CLOAKING)->val1 - 3 );
  7067. if( sc->getSCE(SC_BERSERK) )
  7068. val = max( val, 25 );
  7069. if( sc->getSCE(SC_RUN) )
  7070. val = max( val, 55 );
  7071. if( sc->getSCE(SC_AVOID) )
  7072. val = max( val, 10 * sc->getSCE(SC_AVOID)->val1 );
  7073. if( sc->getSCE(SC_INVINCIBLE) && !sc->getSCE(SC_INVINCIBLEOFF) )
  7074. val = max( val, 75 );
  7075. if( sc->getSCE(SC_CLOAKINGEXCEED) )
  7076. val = max( val, sc->getSCE(SC_CLOAKINGEXCEED)->val3);
  7077. if (sc->getSCE(SC_PARALYSE) && sc->getSCE(SC_PARALYSE)->val3 == 0)
  7078. val = max(val, 50);
  7079. if( sc->getSCE(SC_HOVERING) )
  7080. val = max( val, 10 );
  7081. if( sc->getSCE(SC_GN_CARTBOOST) )
  7082. val = max( val, sc->getSCE(SC_GN_CARTBOOST)->val2 );
  7083. if( sc->getSCE(SC_SWINGDANCE) )
  7084. val = max( val, sc->getSCE(SC_SWINGDANCE)->val3 );
  7085. if( sc->getSCE(SC_WIND_STEP_OPTION) )
  7086. val = max( val, sc->getSCE(SC_WIND_STEP_OPTION)->val2 );
  7087. if( sc->getSCE(SC_FULL_THROTTLE) )
  7088. val = max( val, 25 );
  7089. if (sc->getSCE(SC_ARCLOUSEDASH))
  7090. val = max(val, sc->getSCE(SC_ARCLOUSEDASH)->val3);
  7091. if( sc->getSCE(SC_DORAM_WALKSPEED) )
  7092. val = max(val, sc->getSCE(SC_DORAM_WALKSPEED)->val1);
  7093. if (sc->getSCE(SC_RUSHWINDMILL))
  7094. val = max(val, 25); // !TODO: Confirm bonus movement speed
  7095. if (sc->getSCE(SC_EMERGENCY_MOVE))
  7096. val = max(val, sc->getSCE(SC_EMERGENCY_MOVE)->val2);
  7097. if( sc->getSCE(SC_JAWAII_SERENADE) ){
  7098. val = max( val, 25 );
  7099. }
  7100. // !FIXME: official items use a single bonus for this [ultramage]
  7101. if( sc->getSCE(SC_SPEEDUP0) ) // Temporary item-based speedup
  7102. val = max( val, sc->getSCE(SC_SPEEDUP0)->val1 );
  7103. if( sd && sd->bonus.speed_rate + sd->bonus.speed_add_rate < 0 ) // Permanent item-based speedup
  7104. val = max( val, -(sd->bonus.speed_rate + sd->bonus.speed_add_rate) );
  7105. speed_rate -= val;
  7106. if( speed_rate < 40 )
  7107. speed_rate = 40;
  7108. }
  7109. // GetSpeed()
  7110. if( sd && pc_iscarton(sd) )
  7111. speed += speed * (50 - 5 * pc_checkskill(sd,MC_PUSHCART)) / 100;
  7112. if( sc->getSCE(SC_PARALYSE) && sc->getSCE(SC_PARALYSE)->val3 == 1 )
  7113. speed += speed * 50 / 100;
  7114. if( speed_rate != 100 )
  7115. speed = speed * speed_rate / 100;
  7116. if( sc->getSCE(SC_STEELBODY) )
  7117. speed = 200;
  7118. if( sc->getSCE(SC_DEFENDER) )
  7119. speed = max(speed, 200);
  7120. if( sc->getSCE(SC_WALKSPEED) && sc->getSCE(SC_WALKSPEED)->val1 > 0 ) // ChangeSpeed
  7121. speed = speed * 100 / sc->getSCE(SC_WALKSPEED)->val1;
  7122. return (unsigned short)cap_value(speed, MIN_WALK_SPEED, MAX_WALK_SPEED);
  7123. }
  7124. #ifdef RENEWAL_ASPD
  7125. /**
  7126. * Renewal attack speed modifiers based on status changes
  7127. * This function only affects RENEWAL players and comes after base calculation
  7128. * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
  7129. * @param sc: Object's status change information
  7130. * @param fixed: True - fixed value [malufett]
  7131. * False - percentage value
  7132. * @return modified aspd
  7133. */
  7134. static short status_calc_aspd(struct block_list *bl, status_change *sc, bool fixed)
  7135. {
  7136. int bonus = 0;
  7137. if (!sc || !sc->count)
  7138. return 0;
  7139. if (fixed) {
  7140. enum sc_type sc_val;
  7141. if (!sc->getSCE(SC_QUAGMIRE)) {
  7142. // !TODO: How does Two-Hand Quicken, Adrenaline Rush, and Spear quick change? (+10%)
  7143. if (bonus < 7 && (sc->getSCE(SC_TWOHANDQUICKEN) || sc->getSCE(SC_ONEHAND) || sc->getSCE(SC_MERC_QUICKEN) || sc->getSCE(SC_ADRENALINE) || sc->getSCE(SC_SPEARQUICKEN)))
  7144. bonus = 7;
  7145. else if (bonus < 6 && sc->getSCE(SC_ADRENALINE2))
  7146. bonus = 6;
  7147. else if (bonus < 5 && sc->getSCE(SC_FLEET))
  7148. bonus = 5;
  7149. }
  7150. if (sc->getSCE(SC_ASSNCROS) && bonus < sc->getSCE(SC_ASSNCROS)->val2) {
  7151. #ifdef RENEWAL
  7152. bonus += sc->getSCE(SC_ASSNCROS)->val2;
  7153. #else
  7154. if (bl->type != BL_PC)
  7155. bonus += sc->getSCE(SC_ASSNCROS)->val2;
  7156. else {
  7157. switch(((TBL_PC*)bl)->status.weapon) {
  7158. case W_BOW:
  7159. case W_REVOLVER:
  7160. case W_RIFLE:
  7161. case W_GATLING:
  7162. case W_SHOTGUN:
  7163. case W_GRENADE:
  7164. break;
  7165. default:
  7166. bonus += sc->getSCE(SC_ASSNCROS)->val2;
  7167. break;
  7168. }
  7169. }
  7170. #endif
  7171. }
  7172. if (bonus < 20 && sc->getSCE(SC_MADNESSCANCEL))
  7173. bonus = 20;
  7174. else if (bonus < 15 && sc->getSCE(SC_BERSERK))
  7175. bonus = 15;
  7176. if (sc->getSCE(sc_val = SC_ASPDPOTION3) || sc->getSCE(sc_val = SC_ASPDPOTION2) || sc->getSCE(sc_val = SC_ASPDPOTION1) || sc->getSCE(sc_val = SC_ASPDPOTION0))
  7177. bonus += sc->getSCE(sc_val)->val1;
  7178. if (sc->getSCE(SC_ATTHASTE_CASH))
  7179. bonus += sc->getSCE(SC_ATTHASTE_CASH)->val1;
  7180. } else {
  7181. if (sc->getSCE(SC_DONTFORGETME))
  7182. bonus -= sc->getSCE(SC_DONTFORGETME)->val2 / 10;
  7183. #ifdef RENEWAL
  7184. if (sc->getSCE(SC_ENSEMBLEFATIGUE))
  7185. bonus -= sc->getSCE(SC_ENSEMBLEFATIGUE)->val2 / 10;
  7186. #else
  7187. if (sc->getSCE(SC_LONGING))
  7188. bonus -= sc->getSCE(SC_LONGING)->val2 / 10;
  7189. #endif
  7190. if (sc->getSCE(SC_STEELBODY))
  7191. bonus -= 25;
  7192. if (sc->getSCE(SC_SKA))
  7193. bonus -= 25;
  7194. if (sc->getSCE(SC_DEFENDER))
  7195. bonus -= sc->getSCE(SC_DEFENDER)->val4 / 10;
  7196. if (sc->getSCE(SC_GOSPEL) && sc->getSCE(SC_GOSPEL)->val4 == BCT_ENEMY)
  7197. bonus -= 75;
  7198. #ifndef RENEWAL
  7199. if (sc->getSCE(SC_GRAVITATION))
  7200. bonus -= sc->getSCE(SC_GRAVITATION)->val2 / 10; // Needs more info
  7201. #endif
  7202. if (sc->getSCE(SC_JOINTBEAT)) { // Needs more info
  7203. if (sc->getSCE(SC_JOINTBEAT)->val2&BREAK_WRIST)
  7204. bonus -= 25;
  7205. if (sc->getSCE(SC_JOINTBEAT)->val2&BREAK_KNEE)
  7206. bonus -= 10;
  7207. }
  7208. if (sc->getSCE(SC_FREEZING))
  7209. bonus -= 30;
  7210. if (sc->getSCE(SC_HALLUCINATIONWALK_POSTDELAY))
  7211. bonus -= 50;
  7212. if (sc->getSCE(SC_PARALYSE) && sc->getSCE(SC_PARALYSE)->val3 == 1)
  7213. bonus -= 10;
  7214. if (sc->getSCE(SC__BODYPAINT))
  7215. bonus -= 5 * sc->getSCE(SC__BODYPAINT)->val1;
  7216. if (sc->getSCE(SC__INVISIBILITY))
  7217. bonus -= sc->getSCE(SC__INVISIBILITY)->val2;
  7218. if (sc->getSCE(SC__GROOMY))
  7219. bonus -= sc->getSCE(SC__GROOMY)->val2;
  7220. if (sc->getSCE(SC_SWINGDANCE))
  7221. bonus += sc->getSCE(SC_SWINGDANCE)->val3;
  7222. if (sc->getSCE(SC_DANCEWITHWUG))
  7223. bonus += sc->getSCE(SC_DANCEWITHWUG)->val3;
  7224. if (sc->getSCE(SC_GLOOMYDAY))
  7225. bonus -= sc->getSCE(SC_GLOOMYDAY)->val3;
  7226. if (sc->getSCE(SC_GT_CHANGE))
  7227. bonus += sc->getSCE(SC_GT_CHANGE)->val3;
  7228. if (sc->getSCE(SC_MELON_BOMB))
  7229. bonus -= sc->getSCE(SC_MELON_BOMB)->val3;
  7230. if (sc->getSCE(SC_BOOST500))
  7231. bonus += sc->getSCE(SC_BOOST500)->val1;
  7232. if (sc->getSCE(SC_EXTRACT_SALAMINE_JUICE))
  7233. bonus += sc->getSCE(SC_EXTRACT_SALAMINE_JUICE)->val1;
  7234. if (sc->getSCE(SC_GOLDENE_FERSE))
  7235. bonus += sc->getSCE(SC_GOLDENE_FERSE)->val3;
  7236. if (sc->getSCE(SC_INCASPDRATE))
  7237. bonus += sc->getSCE(SC_INCASPDRATE)->val1;
  7238. if (sc->getSCE(SC_GATLINGFEVER))
  7239. bonus += sc->getSCE(SC_GATLINGFEVER)->val1;
  7240. if (sc->getSCE(SC_STAR_COMFORT))
  7241. bonus += 3 * sc->getSCE(SC_STAR_COMFORT)->val1;
  7242. if (sc->getSCE(SC_WIND_INSIGNIA) && sc->getSCE(SC_WIND_INSIGNIA)->val1 == 2)
  7243. bonus += 10;
  7244. if (sc->getSCE(SC_INCREASEAGI))
  7245. bonus += sc->getSCE(SC_INCREASEAGI)->val1;
  7246. if (sc->getSCE(SC_NIBELUNGEN) && sc->getSCE(SC_NIBELUNGEN)->val2 == RINGNBL_ASPDRATE)
  7247. bonus += 20;
  7248. if (sc->getSCE(SC_STARSTANCE))
  7249. bonus += sc->getSCE(SC_STARSTANCE)->val2;
  7250. if( sc->getSCE(SC_2011RWC_SCROLL) )
  7251. bonus += 5;
  7252. if( sc->getSCE(SC_SPARKCANDY) )
  7253. bonus += 25;
  7254. if( sc->getSCE(SC_ACARAJE) )
  7255. bonus += 10;
  7256. if( sc->getSCE(SC_SKF_ASPD) )
  7257. bonus += sc->getSCE(SC_SKF_ASPD)->val1;
  7258. if( sc->getSCE(SC_PORK_RIB_STEW) )
  7259. bonus += 5;
  7260. map_session_data* sd = BL_CAST(BL_PC, bl);
  7261. uint8 skill_lv;
  7262. if (sd) {
  7263. if ((skill_lv = pc_checkskill(sd, BA_MUSICALLESSON)) > 0)
  7264. bonus += skill_lv;
  7265. if ((skill_lv = pc_checkskill(sd, RG_PLAGIARISM)) > 0)
  7266. bonus += skill_lv;
  7267. }
  7268. }
  7269. return bonus;
  7270. }
  7271. #endif
  7272. /**
  7273. * Modifies ASPD by a number, rather than a percentage (10 = 1 ASPD)
  7274. * A subtraction reduces the delay, meaning an increase in ASPD
  7275. * This comes after the percentage changes and is based on status changes
  7276. * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
  7277. * @param sc: Object's status change information
  7278. * @param aspd: Object's current ASPD
  7279. * @return modified aspd
  7280. */
  7281. static short status_calc_fix_aspd(struct block_list *bl, status_change *sc, int aspd)
  7282. {
  7283. if (!sc || !sc->count)
  7284. return cap_value(aspd, 0, 2000);
  7285. if (sc->getSCE(SC_OVERED_BOOST))
  7286. return cap_value(2000 - sc->getSCE(SC_OVERED_BOOST)->val3 * 10, 0, 2000);
  7287. if ((sc->getSCE(SC_GUST_OPTION) || sc->getSCE(SC_BLAST_OPTION) || sc->getSCE(SC_WILD_STORM_OPTION)))
  7288. aspd -= 50; // +5 ASPD
  7289. if (sc->getSCE(SC_FIGHTINGSPIRIT))
  7290. aspd -= sc->getSCE(SC_FIGHTINGSPIRIT)->val2;
  7291. if (sc->getSCE(SC_MTF_ASPD))
  7292. aspd -= sc->getSCE(SC_MTF_ASPD)->val1;
  7293. if (sc->getSCE(SC_MTF_ASPD2))
  7294. aspd -= sc->getSCE(SC_MTF_ASPD2)->val1;
  7295. if (sc->getSCE(SC_SOULSHADOW))
  7296. aspd -= 10 * sc->getSCE(SC_SOULSHADOW)->val2;
  7297. if (sc->getSCE(SC_HEAT_BARREL))
  7298. aspd -= sc->getSCE(SC_HEAT_BARREL)->val1 * 10;
  7299. if (sc->getSCE(SC_EP16_2_BUFF_SS))
  7300. aspd -= 100; // +10 ASPD
  7301. if (sc->getSCE(SC_PACKING_ENVELOPE6))
  7302. aspd -= sc->getSCE(SC_PACKING_ENVELOPE6)->val1 * 10;
  7303. if (sc->getSCE(SC_SINCERE_FAITH))
  7304. aspd -= 10 * sc->getSCE(SC_SINCERE_FAITH)->val2;
  7305. if( sc->getSCE(SC_LIMIT_POWER_BOOSTER) )
  7306. aspd -= 10;
  7307. return cap_value(aspd, 0, 2000); // Will be recap for proper bl anyway
  7308. }
  7309. /**
  7310. * Calculates an object's ASPD modifier based on status changes (alters amotion value)
  7311. * Note: The scale of aspd_rate is 1000 = 100%
  7312. * Note2: This only affects Homunculus, Mercenaries, and Pre-renewal Players
  7313. * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
  7314. * @param sc: Object's status change information
  7315. * @param aspd_rate: Object's current ASPD
  7316. * @return modified aspd_rate
  7317. */
  7318. static short status_calc_aspd_rate(struct block_list *bl, status_change *sc, int aspd_rate)
  7319. {
  7320. int i;
  7321. if(!sc || !sc->count)
  7322. return cap_value(aspd_rate,0,SHRT_MAX);
  7323. if( !sc->getSCE(SC_QUAGMIRE) ) {
  7324. int max = 0;
  7325. if(sc->getSCE(SC_STAR_COMFORT))
  7326. max = sc->getSCE(SC_STAR_COMFORT)->val2;
  7327. if(sc->getSCE(SC_TWOHANDQUICKEN) &&
  7328. max < sc->getSCE(SC_TWOHANDQUICKEN)->val2)
  7329. max = sc->getSCE(SC_TWOHANDQUICKEN)->val2;
  7330. if(sc->getSCE(SC_ONEHAND) &&
  7331. max < sc->getSCE(SC_ONEHAND)->val2)
  7332. max = sc->getSCE(SC_ONEHAND)->val2;
  7333. if(sc->getSCE(SC_MERC_QUICKEN) &&
  7334. max < sc->getSCE(SC_MERC_QUICKEN)->val2)
  7335. max = sc->getSCE(SC_MERC_QUICKEN)->val2;
  7336. if(sc->getSCE(SC_ADRENALINE2) &&
  7337. max < sc->getSCE(SC_ADRENALINE2)->val3)
  7338. max = sc->getSCE(SC_ADRENALINE2)->val3;
  7339. if(sc->getSCE(SC_ADRENALINE) &&
  7340. max < sc->getSCE(SC_ADRENALINE)->val3)
  7341. max = sc->getSCE(SC_ADRENALINE)->val3;
  7342. if(sc->getSCE(SC_SPEARQUICKEN) &&
  7343. max < sc->getSCE(SC_SPEARQUICKEN)->val2)
  7344. max = sc->getSCE(SC_SPEARQUICKEN)->val2;
  7345. if(sc->getSCE(SC_GATLINGFEVER) &&
  7346. max < sc->getSCE(SC_GATLINGFEVER)->val2)
  7347. max = sc->getSCE(SC_GATLINGFEVER)->val2;
  7348. if(sc->getSCE(SC_FLEET) &&
  7349. max < sc->getSCE(SC_FLEET)->val2)
  7350. max = sc->getSCE(SC_FLEET)->val2;
  7351. if(sc->getSCE(SC_ASSNCROS) && max < sc->getSCE(SC_ASSNCROS)->val2) {
  7352. if (bl->type!=BL_PC)
  7353. max = sc->getSCE(SC_ASSNCROS)->val2;
  7354. else
  7355. switch(((TBL_PC*)bl)->status.weapon) {
  7356. case W_BOW:
  7357. case W_REVOLVER:
  7358. case W_RIFLE:
  7359. case W_GATLING:
  7360. case W_SHOTGUN:
  7361. case W_GRENADE:
  7362. break;
  7363. default:
  7364. max = sc->getSCE(SC_ASSNCROS)->val2;
  7365. }
  7366. }
  7367. aspd_rate -= max;
  7368. if(sc->getSCE(SC_BERSERK))
  7369. aspd_rate -= 300;
  7370. else if(sc->getSCE(SC_MADNESSCANCEL))
  7371. aspd_rate -= 200;
  7372. }
  7373. if( sc->getSCE(i=SC_ASPDPOTION3) ||
  7374. sc->getSCE(i=SC_ASPDPOTION2) ||
  7375. sc->getSCE(i=SC_ASPDPOTION1) ||
  7376. sc->getSCE(i=SC_ASPDPOTION0) )
  7377. aspd_rate -= sc->getSCE(i)->val2;
  7378. if (sc->getSCE(SC_ATTHASTE_CASH))
  7379. aspd_rate -= sc->getSCE(SC_ATTHASTE_CASH)->val2;
  7380. if(sc->getSCE(SC_DONTFORGETME))
  7381. aspd_rate += sc->getSCE(SC_DONTFORGETME)->val2;
  7382. #ifdef RENEWAL
  7383. if (sc->getSCE(SC_ENSEMBLEFATIGUE))
  7384. aspd_rate += sc->getSCE(SC_ENSEMBLEFATIGUE)->val2;
  7385. #else
  7386. if(sc->getSCE(SC_LONGING))
  7387. aspd_rate += sc->getSCE(SC_LONGING)->val2;
  7388. #endif
  7389. if(sc->getSCE(SC_STEELBODY))
  7390. aspd_rate += 250;
  7391. if(sc->getSCE(SC_SKA))
  7392. aspd_rate += 250;
  7393. if(sc->getSCE(SC_DEFENDER))
  7394. aspd_rate += sc->getSCE(SC_DEFENDER)->val4;
  7395. if(sc->getSCE(SC_GOSPEL) && sc->getSCE(SC_GOSPEL)->val4 == BCT_ENEMY)
  7396. aspd_rate += 250;
  7397. #ifndef RENEWAL
  7398. if(sc->getSCE(SC_GRAVITATION))
  7399. aspd_rate += sc->getSCE(SC_GRAVITATION)->val2;
  7400. #endif
  7401. if(sc->getSCE(SC_JOINTBEAT)) {
  7402. if( sc->getSCE(SC_JOINTBEAT)->val2&BREAK_WRIST )
  7403. aspd_rate += 250;
  7404. if( sc->getSCE(SC_JOINTBEAT)->val2&BREAK_KNEE )
  7405. aspd_rate += 100;
  7406. }
  7407. if( sc->getSCE(SC_FREEZING) )
  7408. aspd_rate += 300;
  7409. if( sc->getSCE(SC_HALLUCINATIONWALK_POSTDELAY) )
  7410. aspd_rate += 500;
  7411. if( sc->getSCE(SC_PARALYSE) && sc->getSCE(SC_PARALYSE)->val3 == 1 )
  7412. aspd_rate += 100;
  7413. if( sc->getSCE(SC__BODYPAINT) )
  7414. aspd_rate += 50 * sc->getSCE(SC__BODYPAINT)->val1;
  7415. if( sc->getSCE(SC__INVISIBILITY) )
  7416. aspd_rate += sc->getSCE(SC__INVISIBILITY)->val2 * 10;
  7417. if( sc->getSCE(SC__GROOMY) )
  7418. aspd_rate += sc->getSCE(SC__GROOMY)->val2 * 10;
  7419. if( sc->getSCE(SC_SWINGDANCE) )
  7420. aspd_rate -= sc->getSCE(SC_SWINGDANCE)->val3 * 10;
  7421. if( sc->getSCE(SC_DANCEWITHWUG) )
  7422. aspd_rate -= sc->getSCE(SC_DANCEWITHWUG)->val3 * 10;
  7423. if( sc->getSCE(SC_GLOOMYDAY) )
  7424. aspd_rate += sc->getSCE(SC_GLOOMYDAY)->val3 * 10;
  7425. if( sc->getSCE(SC_GT_CHANGE) )
  7426. aspd_rate -= sc->getSCE(SC_GT_CHANGE)->val3 * 10;
  7427. if( sc->getSCE(SC_MELON_BOMB) )
  7428. aspd_rate += sc->getSCE(SC_MELON_BOMB)->val3 * 10;
  7429. if( sc->getSCE(SC_BOOST500) )
  7430. aspd_rate -= sc->getSCE(SC_BOOST500)->val1 *10;
  7431. if( sc->getSCE(SC_EXTRACT_SALAMINE_JUICE) )
  7432. aspd_rate -= sc->getSCE(SC_EXTRACT_SALAMINE_JUICE)->val1 * 10;
  7433. if( sc->getSCE(SC_INCASPDRATE) )
  7434. aspd_rate -= sc->getSCE(SC_INCASPDRATE)->val1 * 10;
  7435. if( sc->getSCE(SC_GOLDENE_FERSE))
  7436. aspd_rate -= sc->getSCE(SC_GOLDENE_FERSE)->val3 * 10;
  7437. if (sc->getSCE(SC_WIND_INSIGNIA) && sc->getSCE(SC_WIND_INSIGNIA)->val1 == 2)
  7438. aspd_rate -= 100;
  7439. if (sc->getSCE(SC_STARSTANCE))
  7440. aspd_rate -= 10 * sc->getSCE(SC_STARSTANCE)->val2;
  7441. if( sc->getSCE(SC_2011RWC_SCROLL) )
  7442. aspd_rate -= 50;
  7443. if( sc->getSCE(SC_SPARKCANDY) )
  7444. aspd_rate -= 250;
  7445. if( sc->getSCE(SC_ACARAJE) )
  7446. aspd_rate -= 100;
  7447. if( sc->getSCE(SC_SKF_ASPD) )
  7448. aspd_rate -= sc->getSCE(SC_SKF_ASPD)->val1 * 10;
  7449. if( sc->getSCE(SC_PORK_RIB_STEW) )
  7450. aspd_rate -= 50;
  7451. return (short)cap_value(aspd_rate,0,SHRT_MAX);
  7452. }
  7453. /**
  7454. * Modifies the damage delay time based on status changes
  7455. * The lower your delay, the quicker you can act after taking damage
  7456. * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
  7457. * @param sc: Object's status change information
  7458. * @param dmotion: Object's current damage delay
  7459. * @return modified delay rate
  7460. */
  7461. static unsigned short status_calc_dmotion(struct block_list *bl, status_change *sc, int dmotion)
  7462. {
  7463. /// It has been confirmed on official servers that MvP mobs have no dmotion even without endure
  7464. if( bl->type == BL_MOB && status_get_class_(bl) == CLASS_BOSS )
  7465. return 0;
  7466. if (bl->type == BL_PC) {
  7467. if (map_flag_gvg2(bl->m) || map_getmapflag(bl->m, MF_BATTLEGROUND))
  7468. return (unsigned short)cap_value(dmotion, 0, USHRT_MAX);
  7469. if (((TBL_PC *)bl)->special_state.no_walk_delay)
  7470. return 0;
  7471. }
  7472. if (sc && sc->count > 0 && (sc->getSCE(SC_ENDURE) || sc->getSCE(SC_RUN) || sc->getSCE(SC_WUGDASH) || sc->getSCE(SC_SPARKCANDY)))
  7473. return 0;
  7474. return (unsigned short)cap_value(dmotion,0,USHRT_MAX);
  7475. }
  7476. /**
  7477. * Adds power atk modifications based on status changes
  7478. * @param bl: Object to change patk [PC|MOB|HOM|MER|ELEM]
  7479. * @param sc: Object's status change information
  7480. * @param patk: Initial patk
  7481. * @return modified patk with cap_value(patk,0,USHRT_MAX)
  7482. */
  7483. static signed short status_calc_patk(struct block_list *bl, status_change *sc, int patk)
  7484. {
  7485. if (!sc || !sc->count)
  7486. return cap_value(patk, 0, SHRT_MAX);
  7487. if (sc->getSCE(SC_POWERFUL_FAITH))
  7488. patk += sc->getSCE(SC_POWERFUL_FAITH)->val3;
  7489. if (sc->getSCE(SC_COMPETENTIA))
  7490. patk += sc->getSCE(SC_COMPETENTIA)->val2;
  7491. if (sc->getSCE(SC_ABYSS_SLAYER))
  7492. patk += sc->getSCE(SC_ABYSS_SLAYER)->val2;
  7493. if (sc->getSCE(SC_PRON_MARCH))
  7494. patk += sc->getSCE(SC_PRON_MARCH)->val2;
  7495. if (sc->getSCE(SC_TEMPERING))
  7496. patk += sc->getSCE(SC_TEMPERING)->val2;
  7497. if( sc->getSCE( SC_ATTACK_STANCE ) ){
  7498. patk += sc->getSCE( SC_ATTACK_STANCE )->val3;
  7499. }
  7500. return (short)cap_value(patk, 0, SHRT_MAX);
  7501. }
  7502. /**
  7503. * Adds spell matk modifications based on status changes
  7504. * @param bl: Object to change smatk [PC|MOB|HOM|MER|ELEM]
  7505. * @param sc: Object's status change information
  7506. * @param smatk: Initial smatk
  7507. * @return modified smatk with cap_value(smatk,0,USHRT_MAX)
  7508. */
  7509. static signed short status_calc_smatk(struct block_list *bl, status_change *sc, int smatk)
  7510. {
  7511. if (!sc || !sc->count)
  7512. return cap_value(smatk, 0, SHRT_MAX);
  7513. if (sc->getSCE(SC_COMPETENTIA))
  7514. smatk += sc->getSCE(SC_COMPETENTIA)->val2;
  7515. if (sc->getSCE(SC_ABYSS_SLAYER))
  7516. smatk += sc->getSCE(SC_ABYSS_SLAYER)->val2;
  7517. if (sc->getSCE(SC_JAWAII_SERENADE))
  7518. smatk += sc->getSCE(SC_JAWAII_SERENADE)->val2;
  7519. if (sc->getSCE(SC_SPELL_ENCHANTING))
  7520. smatk += sc->getSCE(SC_SPELL_ENCHANTING)->val2;
  7521. if( sc->getSCE( SC_ATTACK_STANCE ) ){
  7522. smatk += sc->getSCE( SC_ATTACK_STANCE )->val3;
  7523. }
  7524. return (short)cap_value(smatk, 0, SHRT_MAX);
  7525. }
  7526. /**
  7527. * Adds resist modifications based on status changes
  7528. * @param bl: Object to change res [PC|MOB|HOM|MER|ELEM]
  7529. * @param sc: Object's status change information
  7530. * @param res: Initial res
  7531. * @return modified res with cap_value(res,0,USHRT_MAX)
  7532. */
  7533. static signed short status_calc_res(struct block_list *bl, status_change *sc, int res)
  7534. {
  7535. if (!sc || !sc->count)
  7536. return cap_value(res, 0, SHRT_MAX);
  7537. if (sc->getSCE(SC_FIRM_FAITH))
  7538. res += sc->getSCE(SC_FIRM_FAITH)->val3;
  7539. if (sc->getSCE(SC_D_MACHINE))
  7540. res += sc->getSCE(SC_D_MACHINE)->val3;
  7541. if (sc->getSCE(SC_MUSICAL_INTERLUDE))
  7542. res += sc->getSCE(SC_MUSICAL_INTERLUDE)->val2;
  7543. if (sc->getSCE(SC_GOLDENE_TONE))
  7544. res += sc->getSCE(SC_GOLDENE_TONE)->val2;
  7545. if (sc->getSCE(SC_SHADOW_STRIP) && bl->type != BL_PC)
  7546. res -= res * sc->getSCE(SC_SHADOW_STRIP)->val2 / 100;
  7547. if (sc->getSCE(SC_AIN_RHAPSODY))
  7548. res -= sc->getSCE(SC_AIN_RHAPSODY)->val2;
  7549. if (sc->getSCE(SC_TOXIN_OF_MANDARA))
  7550. res -= sc->getSCE(SC_TOXIN_OF_MANDARA)->val2;
  7551. return (short)cap_value(res, 0, SHRT_MAX);
  7552. }
  7553. /**
  7554. * Adds magic resist modifications based on status changes
  7555. * @param bl: Object to change mres [PC|MOB|HOM|MER|ELEM]
  7556. * @param sc: Object's status change information
  7557. * @param mres: Initial mres
  7558. * @return modified mres with cap_value(mres,0,USHRT_MAX)
  7559. */
  7560. static signed short status_calc_mres(struct block_list *bl, status_change *sc, int mres)
  7561. {
  7562. if (!sc || !sc->count)
  7563. return cap_value(mres, 0, SHRT_MAX);
  7564. if (sc->getSCE(SC_GOLDENE_TONE))
  7565. mres += sc->getSCE(SC_GOLDENE_TONE)->val2;
  7566. if (sc->getSCE(SC_SHADOW_STRIP) && bl->type != BL_PC)
  7567. mres -= mres * sc->getSCE(SC_SHADOW_STRIP)->val2 / 100;
  7568. if (sc->getSCE(SC_GEF_NOCTURN))
  7569. mres -= sc->getSCE(SC_GEF_NOCTURN)->val2;
  7570. return (short)cap_value(mres, 0, SHRT_MAX);
  7571. }
  7572. /**
  7573. * Adds heal plus modifications based on status changes
  7574. * @param bl: Object to change hplus [PC|MOB|HOM|MER|ELEM]
  7575. * @param sc: Object's status change information
  7576. * @param hplus: Initial hplus
  7577. * @return modified hplus with cap_value(hplus,0,USHRT_MAX)
  7578. */
  7579. static signed short status_calc_hplus(struct block_list *bl, status_change *sc, int hplus)
  7580. {
  7581. if (!sc || !sc->count)
  7582. return cap_value(hplus, 0, SHRT_MAX);
  7583. return (short)cap_value(hplus, 0, SHRT_MAX);
  7584. }
  7585. /**
  7586. * Adds critical damage rate modifications based on status changes
  7587. * @param bl: Object to change crate [PC|MOB|HOM|MER|ELEM]
  7588. * @param sc: Object's status change information
  7589. * @param crate: Initial crate
  7590. * @return modified crate with cap_value(crate,0,USHRT_MAX)
  7591. */
  7592. static signed short status_calc_crate(struct block_list *bl, status_change *sc, int crate)
  7593. {
  7594. if (!sc || !sc->count)
  7595. return cap_value(crate, 0, SHRT_MAX);
  7596. if (sc->getSCE(SC_PRE_ACIES))
  7597. crate += sc->getSCE(SC_PRE_ACIES)->val2;
  7598. return (short)cap_value(crate, 0, SHRT_MAX);
  7599. }
  7600. /**
  7601. * Calculates a max HP based on status changes
  7602. * Values can either be percentages or fixed, based on how equations are formulated
  7603. * @param bl: Object's block_list data
  7604. * @param maxhp: Object's current max HP
  7605. * @return modified maxhp
  7606. */
  7607. static unsigned int status_calc_maxhp(struct block_list *bl, uint64 maxhp)
  7608. {
  7609. int rate = 100;
  7610. maxhp += status_get_hpbonus(bl,STATUS_BONUS_FIX);
  7611. if ((rate += status_get_hpbonus(bl,STATUS_BONUS_RATE)) != 100)
  7612. maxhp = maxhp * rate / 100;
  7613. return (unsigned int)cap_value(maxhp,1,UINT_MAX);
  7614. }
  7615. /**
  7616. * Calculates a max SP based on status changes
  7617. * Values can either be percentages or fixed, bas ed on how equations are formulated
  7618. * @param bl: Object's block_list data
  7619. * @param maxsp: Object's current max SP
  7620. * @return modified maxsp
  7621. */
  7622. static unsigned int status_calc_maxsp(struct block_list *bl, uint64 maxsp)
  7623. {
  7624. int rate = 100;
  7625. maxsp += status_get_spbonus(bl,STATUS_BONUS_FIX);
  7626. if ((rate += status_get_spbonus(bl,STATUS_BONUS_RATE)) != 100)
  7627. maxsp = maxsp * rate / 100;
  7628. return (unsigned int)cap_value(maxsp,1,UINT_MAX);
  7629. }
  7630. /**
  7631. * Calculates a max AP based on status changes
  7632. * Values can either be percentages or fixed, bas ed on how equations are formulated
  7633. * @param bl: Object's block_list data
  7634. * @param maxap: Object's current max AP
  7635. * @return modified maxap
  7636. */
  7637. static unsigned int status_calc_maxap(struct block_list *bl, uint64 maxap)
  7638. {
  7639. int rate = 100;
  7640. maxap += status_get_apbonus(bl, STATUS_BONUS_FIX);
  7641. if ((rate += status_get_apbonus(bl, STATUS_BONUS_RATE)) != 100)
  7642. maxap = maxap * rate / 100;
  7643. return (unsigned int)cap_value(maxap, 0, UINT_MAX);
  7644. }
  7645. /**
  7646. * Changes a player's element based on status changes
  7647. * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
  7648. * @param sc: Object's status change information
  7649. * @param element: Object's current element
  7650. * @return new element
  7651. */
  7652. static unsigned char status_calc_element(struct block_list *bl, status_change *sc, int element)
  7653. {
  7654. if(!sc || !sc->count)
  7655. return cap_value(element, 0, UCHAR_MAX);
  7656. if(sc->getSCE(SC_FREEZE) || sc->getSCE(SC_CRYSTAL_ARMOR_OPTION))
  7657. return ELE_WATER;
  7658. if(sc->getSCE(SC_STONE) || sc->getSCE(SC_STRONG_PROTECTION_OPTION))
  7659. return ELE_EARTH;
  7660. if(sc->getSCE(SC_FLAMEARMOR_OPTION))
  7661. return ELE_FIRE;
  7662. if(sc->getSCE(SC_EYES_OF_STORM_OPTION))
  7663. return ELE_WIND;
  7664. if(sc->getSCE(SC_POISON_SHIELD_OPTION))
  7665. return ELE_POISON;
  7666. if(sc->getSCE(SC_BENEDICTIO))
  7667. return ELE_HOLY;
  7668. if(sc->getSCE(SC_CHANGEUNDEAD))
  7669. return ELE_UNDEAD;
  7670. if(sc->getSCE(SC_ELEMENTALCHANGE))
  7671. return sc->getSCE(SC_ELEMENTALCHANGE)->val2;
  7672. if(sc->getSCE(SC_SHAPESHIFT))
  7673. return sc->getSCE(SC_SHAPESHIFT)->val2;
  7674. return (unsigned char)cap_value(element,0,UCHAR_MAX);
  7675. }
  7676. /**
  7677. * Changes a player's element level based on status changes
  7678. * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
  7679. * @param sc: Object's status change information
  7680. * @param lv: Object's current element level
  7681. * @return new element level
  7682. */
  7683. static unsigned char status_calc_element_lv(struct block_list *bl, status_change *sc, int lv)
  7684. {
  7685. if(!sc || !sc->count)
  7686. return cap_value(lv, 1, 4);
  7687. if(sc->getSCE(SC_FREEZE))
  7688. return 1;
  7689. if(sc->getSCE(SC_STONE))
  7690. return 1;
  7691. if(sc->getSCE(SC_BENEDICTIO))
  7692. return 1;
  7693. if(sc->getSCE(SC_CHANGEUNDEAD))
  7694. return 1;
  7695. if(sc->getSCE(SC_ELEMENTALCHANGE))
  7696. return sc->getSCE(SC_ELEMENTALCHANGE)->val1;
  7697. if(sc->getSCE(SC_SHAPESHIFT))
  7698. return 1;
  7699. if(sc->getSCE(SC__INVISIBILITY))
  7700. return 1;
  7701. if (sc->getSCE(SC_FLAMEARMOR_OPTION) || sc->getSCE(SC_CRYSTAL_ARMOR_OPTION) || sc->getSCE(SC_EYES_OF_STORM_OPTION) ||
  7702. sc->getSCE(SC_STRONG_PROTECTION_OPTION) || sc->getSCE(SC_POISON_SHIELD_OPTION))
  7703. return 1;
  7704. return (unsigned char)cap_value(lv,1,4);
  7705. }
  7706. /**
  7707. * Changes a player's attack element based on status changes
  7708. * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
  7709. * @param sc: Object's status change information
  7710. * @param element: Object's current attack element
  7711. * @return new attack element
  7712. */
  7713. unsigned char status_calc_attack_element(struct block_list *bl, status_change *sc, int element)
  7714. {
  7715. if(!sc || !sc->count)
  7716. return cap_value(element, 0, UCHAR_MAX);
  7717. if(sc->getSCE(SC_ENCHANTARMS))
  7718. return sc->getSCE(SC_ENCHANTARMS)->val1;
  7719. if(sc->getSCE(SC_WATERWEAPON)
  7720. || (sc->getSCE(SC_WATER_INSIGNIA) && sc->getSCE(SC_WATER_INSIGNIA)->val1 == 2) )
  7721. return ELE_WATER;
  7722. if(sc->getSCE(SC_EARTHWEAPON)
  7723. || (sc->getSCE(SC_EARTH_INSIGNIA) && sc->getSCE(SC_EARTH_INSIGNIA)->val1 == 2) )
  7724. return ELE_EARTH;
  7725. if(sc->getSCE(SC_FIREWEAPON)
  7726. || (sc->getSCE(SC_FIRE_INSIGNIA) && sc->getSCE(SC_FIRE_INSIGNIA)->val1 == 2) )
  7727. return ELE_FIRE;
  7728. if(sc->getSCE(SC_WINDWEAPON)
  7729. || (sc->getSCE(SC_WIND_INSIGNIA) && sc->getSCE(SC_WIND_INSIGNIA)->val1 == 2) )
  7730. return ELE_WIND;
  7731. if(sc->getSCE(SC_ENCPOISON))
  7732. return ELE_POISON;
  7733. if(sc->getSCE(SC_ASPERSIO))
  7734. return ELE_HOLY;
  7735. if(sc->getSCE(SC_SHADOWWEAPON))
  7736. return ELE_DARK;
  7737. if(sc->getSCE(SC_GHOSTWEAPON) || sc->getSCE(SC__INVISIBILITY))
  7738. return ELE_GHOST;
  7739. if(sc->getSCE(SC_TIDAL_WEAPON_OPTION) || sc->getSCE(SC_TIDAL_WEAPON) )
  7740. return ELE_WATER;
  7741. return (unsigned char)cap_value(element,0,UCHAR_MAX);
  7742. }
  7743. /**
  7744. * Changes the mode of an object
  7745. * @param bl: Object whose mode to change [PC|MOB|PET|HOM|NPC]
  7746. * @param sc: Object's status change data
  7747. * @param mode: Original mode
  7748. * @return mode with cap_value(mode, 0, INT_MAX)
  7749. */
  7750. static int status_calc_mode(struct block_list *bl, status_change *sc, int mode)
  7751. {
  7752. if(!sc || !sc->count)
  7753. return cap_value(mode, MD_NONE,INT_MAX);
  7754. if(sc->getSCE(SC_MODECHANGE)) {
  7755. if (sc->getSCE(SC_MODECHANGE)->val2)
  7756. mode = (mode&~MD_MASK)|sc->getSCE(SC_MODECHANGE)->val2; // Set mode
  7757. if (sc->getSCE(SC_MODECHANGE)->val3)
  7758. mode = mode|sc->getSCE(SC_MODECHANGE)->val3; // Add mode
  7759. if (sc->getSCE(SC_MODECHANGE)->val4)
  7760. mode = mode&~sc->getSCE(SC_MODECHANGE)->val4; // Del mode
  7761. }
  7762. return cap_value(mode, MD_NONE, INT_MAX);
  7763. }
  7764. /**
  7765. * Changes the mode of a slave mob
  7766. * @param md: Slave mob whose mode to change
  7767. * @param mmd: Master of slave mob
  7768. */
  7769. void status_calc_slave_mode(struct mob_data *md, struct mob_data *mmd)
  7770. {
  7771. switch (battle_config.slaves_inherit_mode) {
  7772. case 1: //Always aggressive
  7773. if (!status_has_mode(&md->status,MD_AGGRESSIVE))
  7774. sc_start4(NULL, &md->bl, SC_MODECHANGE, 100, 1, 0, MD_AGGRESSIVE, 0, 0);
  7775. break;
  7776. case 2: //Always passive
  7777. if (status_has_mode(&md->status,MD_AGGRESSIVE))
  7778. sc_start4(NULL, &md->bl, SC_MODECHANGE, 100, 1, 0, 0, MD_AGGRESSIVE, 0);
  7779. break;
  7780. case 4: // Overwrite with slave mode
  7781. sc_start4(NULL, &md->bl, SC_MODECHANGE, 100, 1, MD_CANMOVE|MD_NORANDOMWALK|MD_CANATTACK, 0, 0, 0);
  7782. break;
  7783. default: //Copy master
  7784. if (status_has_mode(&mmd->status,MD_AGGRESSIVE))
  7785. sc_start4(NULL, &md->bl, SC_MODECHANGE, 100, 1, 0, MD_AGGRESSIVE, 0, 0);
  7786. else
  7787. sc_start4(NULL, &md->bl, SC_MODECHANGE, 100, 1, 0, 0, MD_AGGRESSIVE, 0);
  7788. break;
  7789. }
  7790. }
  7791. /**
  7792. * Gets the name of the given bl
  7793. * @param bl: Object whose name to get [PC|MOB|PET|HOM|NPC]
  7794. * @return name or "Unknown" if any other bl->type than noted above
  7795. */
  7796. const char* status_get_name(struct block_list *bl)
  7797. {
  7798. nullpo_ret(bl);
  7799. switch (bl->type) {
  7800. case BL_PC: return ((TBL_PC *)bl)->fakename[0] != '\0' ? ((TBL_PC*)bl)->fakename : ((TBL_PC*)bl)->status.name;
  7801. case BL_MOB: return ((TBL_MOB*)bl)->name;
  7802. case BL_PET: return ((TBL_PET*)bl)->pet.name;
  7803. case BL_HOM: return ((TBL_HOM*)bl)->homunculus.name;
  7804. case BL_MER: return ((TBL_MER *)bl)->db->name.c_str(); // They only have database names which are global, not specific to GID.
  7805. case BL_NPC: return ((TBL_NPC*)bl)->name;
  7806. case BL_ELEM: return ((TBL_ELEM *)bl)->db->name.c_str(); // They only have database names which are global, not specific to GID.
  7807. }
  7808. return "Unknown";
  7809. }
  7810. /**
  7811. * Gets the class/sprite id of the given bl
  7812. * @param bl: Object whose class to get [PC|MOB|PET|HOM|MER|NPC|ELEM]
  7813. * @return class or 0 if any other bl->type than noted above
  7814. */
  7815. int status_get_class(struct block_list *bl)
  7816. {
  7817. nullpo_ret(bl);
  7818. switch( bl->type ) {
  7819. case BL_PC: return ((TBL_PC*)bl)->status.class_;
  7820. case BL_MOB: return ((TBL_MOB*)bl)->vd->class_; // Class used on all code should be the view class of the mob.
  7821. case BL_PET: return ((TBL_PET*)bl)->pet.class_;
  7822. case BL_HOM: return ((TBL_HOM*)bl)->homunculus.class_;
  7823. case BL_MER: return ((TBL_MER*)bl)->mercenary.class_;
  7824. case BL_NPC: return ((TBL_NPC*)bl)->class_;
  7825. case BL_ELEM: return ((TBL_ELEM*)bl)->elemental.class_;
  7826. }
  7827. return 0;
  7828. }
  7829. /**
  7830. * Gets the base level of the given bl
  7831. * @param bl: Object whose base level to get [PC|MOB|PET|HOM|MER|NPC|ELEM]
  7832. * @return base level or 1 if any other bl->type than noted above
  7833. */
  7834. int status_get_lv(struct block_list *bl)
  7835. {
  7836. nullpo_ret(bl);
  7837. switch (bl->type) {
  7838. case BL_PC: return ((TBL_PC*)bl)->status.base_level;
  7839. case BL_MOB: return ((TBL_MOB*)bl)->level;
  7840. case BL_PET: return ((TBL_PET*)bl)->pet.level;
  7841. case BL_HOM: return ((TBL_HOM*)bl)->homunculus.level;
  7842. case BL_MER: return ((TBL_MER*)bl)->db->lv;
  7843. case BL_ELEM: return ((TBL_ELEM*)bl)->db->lv;
  7844. case BL_NPC: return ((TBL_NPC*)bl)->level;
  7845. }
  7846. return 1;
  7847. }
  7848. /**
  7849. * Gets the regeneration info of the given bl
  7850. * @param bl: Object whose regen info to get [PC|HOM|MER|ELEM]
  7851. * @return regen data or NULL if any other bl->type than noted above
  7852. */
  7853. struct regen_data *status_get_regen_data(struct block_list *bl)
  7854. {
  7855. nullpo_retr(NULL, bl);
  7856. switch (bl->type) {
  7857. case BL_PC: return &((TBL_PC*)bl)->regen;
  7858. case BL_HOM: return &((TBL_HOM*)bl)->regen;
  7859. case BL_MER: return &((TBL_MER*)bl)->regen;
  7860. case BL_ELEM: return &((TBL_ELEM*)bl)->regen;
  7861. default:
  7862. return NULL;
  7863. }
  7864. }
  7865. /**
  7866. * Gets the status data of the given bl
  7867. * @param bl: Object whose status to get [PC|MOB|PET|HOM|MER|ELEM|NPC]
  7868. * @return status or "dummy_status" if any other bl->type than noted above
  7869. */
  7870. struct status_data *status_get_status_data(struct block_list *bl)
  7871. {
  7872. nullpo_retr(&dummy_status, bl);
  7873. switch (bl->type) {
  7874. case BL_PC: return &((TBL_PC*)bl)->battle_status;
  7875. case BL_MOB: return &((TBL_MOB*)bl)->status;
  7876. case BL_PET: return &((TBL_PET*)bl)->status;
  7877. case BL_HOM: return &((TBL_HOM*)bl)->battle_status;
  7878. case BL_MER: return &((TBL_MER*)bl)->battle_status;
  7879. case BL_ELEM: return &((TBL_ELEM*)bl)->battle_status;
  7880. case BL_NPC: return ((mobdb_checkid(((TBL_NPC*)bl)->class_) == 0) ? &((TBL_NPC*)bl)->status : &dummy_status);
  7881. default:
  7882. return &dummy_status;
  7883. }
  7884. }
  7885. /**
  7886. * Gets the base status data of the given bl
  7887. * @param bl: Object whose status to get [PC|MOB|PET|HOM|MER|ELEM|NPC]
  7888. * @return base_status or NULL if any other bl->type than noted above
  7889. */
  7890. struct status_data *status_get_base_status(struct block_list *bl)
  7891. {
  7892. nullpo_retr(NULL, bl);
  7893. switch (bl->type) {
  7894. case BL_PC: return &((TBL_PC*)bl)->base_status;
  7895. case BL_MOB: return ((TBL_MOB*)bl)->base_status ? ((TBL_MOB*)bl)->base_status : &((TBL_MOB*)bl)->db->status;
  7896. case BL_PET: return &((TBL_PET*)bl)->db->status;
  7897. case BL_HOM: return &((TBL_HOM*)bl)->base_status;
  7898. case BL_MER: return &((TBL_MER*)bl)->base_status;
  7899. case BL_ELEM: return &((TBL_ELEM*)bl)->base_status;
  7900. case BL_NPC: return ((mobdb_checkid(((TBL_NPC*)bl)->class_) == 0) ? &((TBL_NPC*)bl)->status : NULL);
  7901. default:
  7902. return NULL;
  7903. }
  7904. }
  7905. /**
  7906. * Gets the defense of the given bl
  7907. * @param bl: Object whose defense to get [PC|MOB|HOM|MER|ELEM]
  7908. * @return defense with cap_value(def, DEFTYPE_MIN, DEFTYPE_MAX)
  7909. */
  7910. defType status_get_def(struct block_list *bl)
  7911. {
  7912. struct unit_data *ud;
  7913. struct status_data *status = status_get_status_data(bl);
  7914. int def = status?status->def:0;
  7915. ud = unit_bl2ud(bl);
  7916. if (ud && ud->skilltimer != INVALID_TIMER)
  7917. def -= def * skill_get_castdef(ud->skill_id)/100;
  7918. return cap_value(def, DEFTYPE_MIN, DEFTYPE_MAX);
  7919. }
  7920. /**
  7921. * Gets the walking speed of the given bl
  7922. * @param bl: Object whose speed to get [PC|MOB|PET|HOM|MER|ELEM|NPC]
  7923. * @return speed
  7924. */
  7925. unsigned short status_get_speed(struct block_list *bl)
  7926. {
  7927. if(bl->type==BL_NPC)// Only BL with speed data but no status_data [Skotlex]
  7928. return ((struct npc_data *)bl)->speed;
  7929. return status_get_status_data(bl)->speed;
  7930. }
  7931. /**
  7932. * Gets the party ID of the given bl
  7933. * @param bl: Object whose party ID to get [PC|MOB|PET|HOM|MER|SKILL|ELEM]
  7934. * @return party ID
  7935. */
  7936. int status_get_party_id(struct block_list *bl)
  7937. {
  7938. nullpo_ret(bl);
  7939. switch (bl->type) {
  7940. case BL_PC:
  7941. return ((TBL_PC*)bl)->status.party_id;
  7942. case BL_PET:
  7943. if (((TBL_PET*)bl)->master)
  7944. return ((TBL_PET*)bl)->master->status.party_id;
  7945. break;
  7946. case BL_MOB: {
  7947. struct mob_data *md=(TBL_MOB*)bl;
  7948. if( md->master_id > 0 ) {
  7949. map_session_data *msd;
  7950. if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != NULL)
  7951. return msd->status.party_id;
  7952. return -md->master_id;
  7953. }
  7954. }
  7955. break;
  7956. case BL_HOM:
  7957. if (((TBL_HOM*)bl)->master)
  7958. return ((TBL_HOM*)bl)->master->status.party_id;
  7959. break;
  7960. case BL_MER:
  7961. if (((TBL_MER*)bl)->master)
  7962. return ((TBL_MER*)bl)->master->status.party_id;
  7963. break;
  7964. case BL_SKILL:
  7965. if (((TBL_SKILL*)bl)->group)
  7966. return ((TBL_SKILL*)bl)->group->party_id;
  7967. break;
  7968. case BL_ELEM:
  7969. if (((TBL_ELEM*)bl)->master)
  7970. return ((TBL_ELEM*)bl)->master->status.party_id;
  7971. break;
  7972. }
  7973. return 0;
  7974. }
  7975. /**
  7976. * Gets the guild ID of the given bl
  7977. * @param bl: Object whose guild ID to get [PC|MOB|PET|HOM|MER|SKILL|ELEM|NPC]
  7978. * @return guild ID
  7979. */
  7980. int status_get_guild_id(struct block_list *bl)
  7981. {
  7982. nullpo_ret(bl);
  7983. switch (bl->type) {
  7984. case BL_PC:
  7985. return ((TBL_PC*)bl)->status.guild_id;
  7986. case BL_PET:
  7987. if (((TBL_PET*)bl)->master)
  7988. return ((TBL_PET*)bl)->master->status.guild_id;
  7989. break;
  7990. case BL_MOB:
  7991. {
  7992. map_session_data *msd;
  7993. struct mob_data *md = (struct mob_data *)bl;
  7994. if (md->guardian_data) // Guardian's guild [Skotlex]
  7995. return md->guardian_data->guild_id;
  7996. if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != NULL)
  7997. return msd->status.guild_id; // Alchemist's mobs [Skotlex]
  7998. }
  7999. break;
  8000. case BL_HOM:
  8001. if (((TBL_HOM*)bl)->master)
  8002. return ((TBL_HOM*)bl)->master->status.guild_id;
  8003. break;
  8004. case BL_MER:
  8005. if (((TBL_MER*)bl)->master)
  8006. return ((TBL_MER*)bl)->master->status.guild_id;
  8007. break;
  8008. case BL_NPC:
  8009. if (((TBL_NPC*)bl)->subtype == NPCTYPE_SCRIPT)
  8010. return ((TBL_NPC*)bl)->u.scr.guild_id;
  8011. break;
  8012. case BL_SKILL:
  8013. if (((TBL_SKILL*)bl)->group)
  8014. return ((TBL_SKILL*)bl)->group->guild_id;
  8015. break;
  8016. case BL_ELEM:
  8017. if (((TBL_ELEM*)bl)->master)
  8018. return ((TBL_ELEM*)bl)->master->status.guild_id;
  8019. break;
  8020. }
  8021. return 0;
  8022. }
  8023. /**
  8024. * Gets the guild emblem ID of the given bl
  8025. * @param bl: Object whose emblem ID to get [PC|MOB|PET|HOM|MER|SKILL|ELEM|NPC]
  8026. * @return guild emblem ID
  8027. */
  8028. int status_get_emblem_id(struct block_list *bl)
  8029. {
  8030. nullpo_ret(bl);
  8031. switch (bl->type) {
  8032. case BL_PC:
  8033. return ((TBL_PC*)bl)->guild_emblem_id;
  8034. case BL_PET:
  8035. if (((TBL_PET*)bl)->master)
  8036. return ((TBL_PET*)bl)->master->guild_emblem_id;
  8037. break;
  8038. case BL_MOB:
  8039. {
  8040. map_session_data *msd;
  8041. struct mob_data *md = (struct mob_data *)bl;
  8042. if (md->guardian_data) // Guardian's guild [Skotlex]
  8043. return md->guardian_data->emblem_id;
  8044. if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != NULL)
  8045. return msd->guild_emblem_id; // Alchemist's mobs [Skotlex]
  8046. }
  8047. break;
  8048. case BL_HOM:
  8049. if (((TBL_HOM*)bl)->master)
  8050. return ((TBL_HOM*)bl)->master->guild_emblem_id;
  8051. break;
  8052. case BL_MER:
  8053. if (((TBL_MER*)bl)->master)
  8054. return ((TBL_MER*)bl)->master->guild_emblem_id;
  8055. break;
  8056. case BL_NPC:
  8057. if (((TBL_NPC*)bl)->subtype == NPCTYPE_SCRIPT && ((TBL_NPC*)bl)->u.scr.guild_id > 0) {
  8058. auto g = guild_search(((TBL_NPC*)bl)->u.scr.guild_id);
  8059. if (g)
  8060. return g->guild.emblem_id;
  8061. }
  8062. break;
  8063. case BL_ELEM:
  8064. if (((TBL_ELEM*)bl)->master)
  8065. return ((TBL_ELEM*)bl)->master->guild_emblem_id;
  8066. break;
  8067. }
  8068. return 0;
  8069. }
  8070. /**
  8071. * Gets the race2 of a mob or pet
  8072. * @param bl: Object whose race2 to get [MOB|PET]
  8073. * @return race2
  8074. */
  8075. std::vector<e_race2> status_get_race2(struct block_list *bl)
  8076. {
  8077. nullpo_retr(std::vector<e_race2>(),bl);
  8078. if (bl->type == BL_MOB)
  8079. return ((struct mob_data *)bl)->db->race2;
  8080. if (bl->type == BL_PET)
  8081. return ((struct pet_data *)bl)->db->race2;
  8082. return std::vector<e_race2>();
  8083. }
  8084. /**
  8085. * Checks if an object is dead
  8086. * @param bl: Object to check [PC|MOB|HOM|MER|ELEM]
  8087. * @return 1: Is dead or 0: Is alive
  8088. */
  8089. int status_isdead(struct block_list *bl)
  8090. {
  8091. nullpo_ret(bl);
  8092. return status_get_status_data(bl)->hp == 0;
  8093. }
  8094. /**
  8095. * Checks if an object is immune to magic
  8096. * @param bl: Object to check [PC|MOB|HOM|MER|ELEM]
  8097. * @return value of magic damage to be blocked
  8098. */
  8099. int status_isimmune(struct block_list *bl)
  8100. {
  8101. status_change *sc =status_get_sc(bl);
  8102. if (sc) {
  8103. if (sc->getSCE(SC_HERMODE))
  8104. return 100;
  8105. if (sc->getSCE(SC_DEADLY_DEFEASANCE))
  8106. return 0;
  8107. }
  8108. if (bl->type == BL_PC &&
  8109. ((TBL_PC*)bl)->special_state.no_magic_damage >= battle_config.gtb_sc_immunity)
  8110. return ((TBL_PC*)bl)->special_state.no_magic_damage;
  8111. return 0;
  8112. }
  8113. /**
  8114. * Get view data of an object
  8115. * @param bl: Object whose view data to get [PC|MOB|PET|HOM|MER|ELEM|NPC]
  8116. * @return view data structure bl->vd
  8117. */
  8118. struct view_data* status_get_viewdata(struct block_list *bl)
  8119. {
  8120. nullpo_retr(NULL, bl);
  8121. switch (bl->type) {
  8122. case BL_PC: return &((TBL_PC*)bl)->vd;
  8123. case BL_MOB: return ((TBL_MOB*)bl)->vd;
  8124. case BL_PET: return &((TBL_PET*)bl)->vd;
  8125. case BL_NPC: return &((TBL_NPC*)bl)->vd;
  8126. case BL_HOM: return ((TBL_HOM*)bl)->vd;
  8127. case BL_MER: return ((TBL_MER*)bl)->vd;
  8128. case BL_ELEM: return ((TBL_ELEM*)bl)->vd;
  8129. }
  8130. return NULL;
  8131. }
  8132. /**
  8133. * Set view data of an object
  8134. * This function deals with class, mount, and item views
  8135. * SC views are set in clif_getareachar_unit()
  8136. * @param bl: Object whose view data to set [PC|MOB|PET|HOM|MER|ELEM|NPC]
  8137. * @param class_: class of the object
  8138. */
  8139. void status_set_viewdata(struct block_list *bl, int class_)
  8140. {
  8141. struct view_data* vd;
  8142. nullpo_retv(bl);
  8143. if (mobdb_checkid(class_) || mob_is_clone(class_))
  8144. vd = mob_get_viewdata(class_);
  8145. else if (npcdb_checkid(class_))
  8146. vd = npc_get_viewdata(class_);
  8147. else if (homdb_checkid(class_))
  8148. vd = hom_get_viewdata(class_);
  8149. else if (mercenary_db.exists(class_))
  8150. vd = mercenary_get_viewdata(class_);
  8151. else if (elemental_db.exists(class_))
  8152. vd = elemental_get_viewdata(class_);
  8153. else
  8154. vd = NULL;
  8155. switch (bl->type) {
  8156. case BL_PC:
  8157. {
  8158. TBL_PC* sd = (TBL_PC*)bl;
  8159. if (pcdb_checkid(class_)) {
  8160. if (sd->sc.option&OPTION_RIDING) {
  8161. switch (class_) { // Adapt class to a Mounted one.
  8162. case JOB_KNIGHT:
  8163. class_ = JOB_KNIGHT2;
  8164. break;
  8165. case JOB_CRUSADER:
  8166. class_ = JOB_CRUSADER2;
  8167. break;
  8168. case JOB_LORD_KNIGHT:
  8169. class_ = JOB_LORD_KNIGHT2;
  8170. break;
  8171. case JOB_PALADIN:
  8172. class_ = JOB_PALADIN2;
  8173. break;
  8174. case JOB_BABY_KNIGHT:
  8175. class_ = JOB_BABY_KNIGHT2;
  8176. break;
  8177. case JOB_BABY_CRUSADER:
  8178. class_ = JOB_BABY_CRUSADER2;
  8179. break;
  8180. }
  8181. }
  8182. sd->vd.class_ = class_;
  8183. clif_get_weapon_view(sd, &sd->vd.weapon, &sd->vd.shield);
  8184. sd->vd.head_top = sd->status.head_top;
  8185. sd->vd.head_mid = sd->status.head_mid;
  8186. sd->vd.head_bottom = sd->status.head_bottom;
  8187. sd->vd.hair_style = cap_value(sd->status.hair, MIN_HAIR_STYLE, MAX_HAIR_STYLE);
  8188. sd->vd.hair_color = cap_value(sd->status.hair_color, MIN_HAIR_COLOR, MAX_HAIR_COLOR);
  8189. sd->vd.cloth_color = cap_value(sd->status.clothes_color, MIN_CLOTH_COLOR, MAX_CLOTH_COLOR);
  8190. sd->vd.body_style = cap_value(sd->status.body, MIN_BODY_STYLE, MAX_BODY_STYLE);
  8191. sd->vd.sex = sd->status.sex;
  8192. if (sd->vd.cloth_color) {
  8193. if(sd->sc.option&OPTION_WEDDING && battle_config.wedding_ignorepalette)
  8194. sd->vd.cloth_color = 0;
  8195. if(sd->sc.option&OPTION_XMAS && battle_config.xmas_ignorepalette)
  8196. sd->vd.cloth_color = 0;
  8197. if(sd->sc.option&(OPTION_SUMMER|OPTION_SUMMER2) && battle_config.summer_ignorepalette)
  8198. sd->vd.cloth_color = 0;
  8199. if(sd->sc.option&OPTION_HANBOK && battle_config.hanbok_ignorepalette)
  8200. sd->vd.cloth_color = 0;
  8201. if(sd->sc.option&OPTION_OKTOBERFEST && battle_config.oktoberfest_ignorepalette)
  8202. sd->vd.cloth_color = 0;
  8203. }
  8204. if ( sd->vd.body_style && sd->sc.option&OPTION_COSTUME)
  8205. sd->vd.body_style = 0;
  8206. } else if (vd)
  8207. memcpy(&sd->vd, vd, sizeof(struct view_data));
  8208. else
  8209. ShowError("status_set_viewdata (PC): No view data for class %d\n", class_);
  8210. }
  8211. break;
  8212. case BL_MOB:
  8213. {
  8214. TBL_MOB* md = (TBL_MOB*)bl;
  8215. if (vd){
  8216. mob_free_dynamic_viewdata( md );
  8217. md->vd = vd;
  8218. }else if( pcdb_checkid( class_ ) ){
  8219. mob_set_dynamic_viewdata( md );
  8220. md->vd->class_ = class_;
  8221. md->vd->hair_style = cap_value(md->vd->hair_style, MIN_HAIR_STYLE, MAX_HAIR_STYLE);
  8222. md->vd->hair_color = cap_value(md->vd->hair_color, MIN_HAIR_COLOR, MAX_HAIR_COLOR);
  8223. }else
  8224. ShowError("status_set_viewdata (MOB): No view data for class %d\n", class_);
  8225. }
  8226. break;
  8227. case BL_PET:
  8228. {
  8229. TBL_PET* pd = (TBL_PET*)bl;
  8230. if (vd) {
  8231. memcpy(&pd->vd, vd, sizeof(struct view_data));
  8232. if (!pcdb_checkid(vd->class_)) {
  8233. pd->vd.hair_style = battle_config.pet_hair_style;
  8234. if(pd->pet.equip) {
  8235. pd->vd.head_bottom = itemdb_viewid(pd->pet.equip);
  8236. if (!pd->vd.head_bottom)
  8237. pd->vd.head_bottom = pd->pet.equip;
  8238. }
  8239. }
  8240. } else
  8241. ShowError("status_set_viewdata (PET): No view data for class %d\n", class_);
  8242. }
  8243. break;
  8244. case BL_NPC:
  8245. {
  8246. TBL_NPC* nd = (TBL_NPC*)bl;
  8247. if (vd)
  8248. memcpy(&nd->vd, vd, sizeof(struct view_data));
  8249. else if (pcdb_checkid(class_)) {
  8250. memset(&nd->vd, 0, sizeof(struct view_data));
  8251. nd->vd.class_ = class_;
  8252. nd->vd.hair_style = cap_value(nd->vd.hair_style, MIN_HAIR_STYLE, MAX_HAIR_STYLE);
  8253. } else {
  8254. ShowError("status_set_viewdata (NPC): Invalid view data %d\n", class_);
  8255. if (bl->m >= 0)
  8256. ShowDebug("Source (NPC): %s at %s (%d,%d)\n", nd->name, map_mapid2mapname(bl->m), bl->x, bl->y);
  8257. else
  8258. ShowDebug("Source (NPC): %s (invisible/not on a map)\n", nd->name);
  8259. ShowDebug( "Source (NPC): %s is located in: %s\n", nd->name, nd->path );
  8260. }
  8261. break;
  8262. }
  8263. break;
  8264. case BL_HOM:
  8265. {
  8266. struct homun_data *hd = (struct homun_data*)bl;
  8267. if (vd)
  8268. hd->vd = vd;
  8269. else
  8270. ShowError("status_set_viewdata (HOMUNCULUS): No view data for class %d\n", class_);
  8271. }
  8272. break;
  8273. case BL_MER:
  8274. {
  8275. s_mercenary_data *md = (s_mercenary_data*)bl;
  8276. if (vd)
  8277. md->vd = vd;
  8278. else
  8279. ShowError("status_set_viewdata (MERCENARY): No view data for class %d\n", class_);
  8280. }
  8281. break;
  8282. case BL_ELEM:
  8283. {
  8284. s_elemental_data *ed = (s_elemental_data*)bl;
  8285. if (vd)
  8286. ed->vd = vd;
  8287. else
  8288. ShowError("status_set_viewdata (ELEMENTAL): No view data for class %d\n", class_);
  8289. }
  8290. break;
  8291. }
  8292. }
  8293. /**
  8294. * Get status change data of an object
  8295. * @param bl: Object whose sc data to get [PC|MOB|HOM|MER|ELEM|NPC]
  8296. * @return status change data structure bl->sc
  8297. */
  8298. status_change *status_get_sc(struct block_list *bl)
  8299. {
  8300. if( bl )
  8301. switch (bl->type) {
  8302. case BL_PC: return &((TBL_PC*)bl)->sc;
  8303. case BL_MOB: return &((TBL_MOB*)bl)->sc;
  8304. case BL_NPC: return &((TBL_NPC*)bl)->sc;
  8305. case BL_HOM: return &((TBL_HOM*)bl)->sc;
  8306. case BL_MER: return &((TBL_MER*)bl)->sc;
  8307. case BL_ELEM: return &((TBL_ELEM*)bl)->sc;
  8308. }
  8309. return NULL;
  8310. }
  8311. /**
  8312. * Initiate (memset) the status change data of an object
  8313. * @param bl: Object whose sc data to memset [PC|MOB|HOM|MER|ELEM|NPC]
  8314. */
  8315. void status_change_init(struct block_list *bl)
  8316. {
  8317. status_change *sc = status_get_sc(bl);
  8318. nullpo_retv(sc);
  8319. memset(sc, 0, sizeof (status_change));
  8320. sc->lastEffect = SC_NONE;
  8321. sc->lastEffectTimer = INVALID_TIMER;
  8322. }
  8323. /*========================================== [Playtester]
  8324. * Returns the interval for status changes that iterate multiple times
  8325. * through the timer (e.g. those that deal damage in regular intervals)
  8326. * @param type: Status change (SC_*)
  8327. *------------------------------------------*/
  8328. static int status_get_sc_interval(enum sc_type type)
  8329. {
  8330. switch (type) {
  8331. case SC_POISON:
  8332. case SC_LEECHESEND:
  8333. case SC_DPOISON:
  8334. case SC_DEATHHURT:
  8335. case SC_GRADUAL_GRAVITY:
  8336. case SC_KILLING_AURA:
  8337. case SC_BOSSMAPINFO:
  8338. return 1000;
  8339. case SC_BURNING:
  8340. case SC_PYREXIA:
  8341. return 3000;
  8342. case SC_MAGICMUSHROOM:
  8343. return 4000;
  8344. case SC_STONE:
  8345. return 5000;
  8346. case SC_BLEEDING:
  8347. case SC_TOXIN:
  8348. return 10000;
  8349. case SC_HELLS_PLANT:
  8350. return 333;
  8351. case SC_SHIELDSPELL_HP:
  8352. return 3000;
  8353. case SC_SHIELDSPELL_SP:
  8354. return 5000;
  8355. default:
  8356. break;
  8357. }
  8358. return 0;
  8359. }
  8360. /**
  8361. * Applies SC defense to a given status change
  8362. * This function also determines whether or not the status change will be applied
  8363. * @param src: Source of the status change [PC|MOB|HOM|MER|ELEM|NPC]
  8364. * @param bl: Target of the status change
  8365. * @param type: Status change (SC_*)
  8366. * @param rate: Initial percentage rate of affecting bl (0~10000)
  8367. * @param tick: Initial duration that the status change affects bl
  8368. * @param flag: Value which determines what parts to calculate. See e_status_change_start_flags
  8369. * @return adjusted duration based on flag values
  8370. */
  8371. 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)
  8372. {
  8373. /// Resistance rate: 10000 = 100%
  8374. /// Example: 50% (5000) -> sc_def = 5000 -> 25%;
  8375. /// 5000ms -> tick_def = 5000 -> 2500ms
  8376. int sc_def = 0, tick_def = -1; // -1 = use sc_def
  8377. /// Fixed resistance value (after rate calculation)
  8378. /// Example: 25% (2500) -> sc_def2 = 2000 -> 5%;
  8379. /// 2500ms -> tick_def2=2000 -> 500ms
  8380. int sc_def2 = 0, tick_def2 = 0;
  8381. struct status_data *status, *status_src;
  8382. status_change *sc;
  8383. map_session_data *sd;
  8384. nullpo_ret(bl);
  8385. if (src == NULL)
  8386. return tick?tick:1; // This should not happen in current implementation, but leave it anyway
  8387. // Skills (magic type) that are blocked by Golden Thief Bug card or Wand of Hermod
  8388. if (status_isimmune(bl)) {
  8389. std::shared_ptr<s_skill_db> skill = skill_db.find(battle_getcurrentskill(src));
  8390. if (skill == nullptr) // Check for ground-type skills using the status when a player moves through units
  8391. skill = skill_db.find(status_db.getSkill(type));
  8392. if (skill != nullptr && skill->skill_type == BF_MAGIC && // Basic magic skill
  8393. !skill->inf2[INF2_IGNOREGTB] && // Specific skill to bypass
  8394. ((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
  8395. (skill->inf == INF_SELF_SKILL && src != bl))) // Self skills should get blocked on all targets except self
  8396. return 0;
  8397. }
  8398. sd = BL_CAST(BL_PC,bl);
  8399. status = status_get_status_data(bl);
  8400. status_src = status_get_status_data(src);
  8401. sc = status_get_sc(bl);
  8402. if( sc && !sc->count )
  8403. sc = NULL;
  8404. #ifdef RENEWAL
  8405. uint16 levelAdv = (static_cast<uint16>(pow(max(0, status_get_lv(src) - status_get_lv(bl)), 2)) / 5) * 100;
  8406. #endif
  8407. switch (type) {
  8408. case SC_POISON:
  8409. case SC_DPOISON:
  8410. #ifndef RENEWAL
  8411. sc_def = status->vit*100;
  8412. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  8413. if (sd) {
  8414. // For players: 60000 - 450*vit - 100*luk
  8415. tick_def = status->vit*75;
  8416. tick_def2 = status->luk*100;
  8417. } else {
  8418. // For monsters: 30000 - 200*vit
  8419. tick /= 2;
  8420. tick_def = (status->vit*200)/3;
  8421. }
  8422. #else
  8423. sc_def = status->vit * 100 - levelAdv;
  8424. tick_def2 = -2000;
  8425. #endif
  8426. break;
  8427. case SC_STUN:
  8428. #ifndef RENEWAL
  8429. sc_def = status->vit*100;
  8430. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  8431. tick_def2 = status->luk*10;
  8432. #else
  8433. sc_def = status->vit * 100 - levelAdv;
  8434. tick_def2 = -500;
  8435. #endif
  8436. break;
  8437. case SC_SILENCE:
  8438. #ifndef RENEWAL
  8439. sc_def = status->vit*100;
  8440. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  8441. tick_def2 = status->luk*10;
  8442. #else
  8443. sc_def = status->int_ * 100 - levelAdv;
  8444. tick_def2 = -2000;
  8445. #endif
  8446. break;
  8447. case SC_BLEEDING:
  8448. #ifndef RENEWAL
  8449. sc_def = status->vit*100;
  8450. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  8451. tick_def2 = status->luk*10;
  8452. #else
  8453. sc_def = status->agi * 100 - levelAdv;
  8454. tick_def2 = -12000;
  8455. #endif
  8456. break;
  8457. case SC_SLEEP:
  8458. #ifndef RENEWAL
  8459. sc_def = status->int_*100;
  8460. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  8461. tick_def2 = status->luk*10;
  8462. #else
  8463. sc_def = status->agi * 100 - levelAdv;
  8464. tick_def2 = -2000;
  8465. #endif
  8466. break;
  8467. case SC_STONEWAIT:
  8468. #ifndef RENEWAL
  8469. sc_def = status->mdef*100;
  8470. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  8471. tick_def = 0; // No duration reduction
  8472. #else
  8473. sc_def = status->mdef * 100 - levelAdv;
  8474. tick_def2 = -3000;
  8475. #endif
  8476. break;
  8477. case SC_FREEZE:
  8478. #ifndef RENEWAL
  8479. sc_def = status->mdef*100;
  8480. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  8481. tick_def2 = status_src->luk*-10; // Caster can increase final duration with luk
  8482. #else
  8483. sc_def = status->mdef * 100 - levelAdv;
  8484. tick_def2 = -3000;
  8485. #endif
  8486. break;
  8487. case SC_CURSE:
  8488. // Special property: immunity when luk is zero
  8489. if (status->luk == 0)
  8490. return 0;
  8491. #ifndef RENEWAL
  8492. sc_def = status->luk*100;
  8493. sc_def2 = status->luk*10 - status_get_lv(src)*10; // Curse only has a level penalty and no resistance
  8494. tick_def = status->vit*100;
  8495. tick_def2 = status->luk*10;
  8496. #else
  8497. sc_def = status->luk * 100 - levelAdv;
  8498. tick_def2 = -2000;
  8499. #endif
  8500. break;
  8501. case SC_BLIND:
  8502. #ifndef RENEWAL
  8503. sc_def = (status->vit + status->int_)*50;
  8504. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  8505. tick_def2 = status->luk*10;
  8506. #else
  8507. sc_def = status->int_ * 100 - levelAdv;
  8508. tick_def2 = -2000;
  8509. #endif
  8510. break;
  8511. case SC_CONFUSION:
  8512. #ifndef RENEWAL
  8513. sc_def = (status->str + status->int_)*50;
  8514. sc_def2 = status_get_lv(src)*10 - status_get_lv(bl)*10 - status->luk*10; // Reversed sc_def2
  8515. tick_def2 = status->luk*10;
  8516. #else
  8517. sc_def = status->luk * 100 - levelAdv;
  8518. tick_def2 = -2000;
  8519. #endif
  8520. break;
  8521. case SC_DECREASEAGI:
  8522. if (sd)
  8523. tick /= 2; // Half duration for players.
  8524. sc_def2 = status->mdef*100;
  8525. break;
  8526. case SC_ANKLE:
  8527. if(status_has_mode(status,MD_STATUSIMMUNE)) // Lasts 5 times less on bosses
  8528. tick /= 5;
  8529. sc_def = status->agi*50;
  8530. break;
  8531. case SC_JOINTBEAT:
  8532. tick_def2 = 1000 * ((status->luk / 2 + status->agi / 5) / 2); // (50 * LUK / 100 + 20 * AGI / 100) / 2
  8533. break;
  8534. case SC_DEEPSLEEP:
  8535. tick_def2 = status_get_base_status(bl)->int_ * 25 + status_get_lv(bl) * 50;
  8536. break;
  8537. case SC_NETHERWORLD:
  8538. // Resistance: {(Target's Base Level / 50) + (Target's Job Level / 10)} seconds
  8539. tick_def2 = status_get_lv(bl) * 20 + (sd ? sd->status.job_level : 1) * 100;
  8540. break;
  8541. case SC_MARSHOFABYSS:
  8542. // 5 second (Fixed) + 25 second - {( INT + LUK ) / 20 second }
  8543. tick_def2 = (status->int_ + status->luk)*50;
  8544. break;
  8545. case SC_STASIS:
  8546. // 10 second (fixed) + { Stasis Skill level * 10 - (Target's VIT + DEX) / 20 }
  8547. tick_def2 = (status->vit + status->dex) * 50;
  8548. break;
  8549. case SC_WHITEIMPRISON:
  8550. if( src == bl ) // 100% on caster
  8551. break;
  8552. sc_def = status->str * 20 + status_get_lv(bl) * 20 + status->luk * 10;
  8553. tick_def2 = -2000;
  8554. break;
  8555. case SC_FEAR:
  8556. sc_def = status->int_ * 20 + status_get_lv(bl) * 20 + status->luk * 10;
  8557. tick_def2 = -4000; // 2 seconds is applied twice on Aegis
  8558. break;
  8559. case SC_BURNING:
  8560. sc_def = status->agi * 20 + status_get_lv(bl) * 20 + status->luk * 10;
  8561. tick_def2 = -2000;
  8562. break;
  8563. case SC_FREEZING:
  8564. tick_def2 = (status->vit + status->dex) * 50;
  8565. break;
  8566. case SC_OBLIVIONCURSE: // 100% - (100 - 0.8 x INT)
  8567. sc_def = status->int_ * 80;
  8568. sc_def = max(sc_def, 500); // minimum of 5% resist
  8569. tick_def = 0;
  8570. tick_def2 = (status->vit + status->luk) * 500;
  8571. break;
  8572. case SC_TOXIN:
  8573. case SC_PARALYSE:
  8574. case SC_VENOMBLEED:
  8575. case SC_MAGICMUSHROOM:
  8576. case SC_DEATHHURT:
  8577. case SC_PYREXIA:
  8578. case SC_LEECHESEND:
  8579. tick_def2 = (status->vit + status->luk) * 500;
  8580. break;
  8581. case SC_BITE: // {(Base Success chance) - (Target's AGI / 4)}
  8582. sc_def2 = status->agi*25;
  8583. break;
  8584. case SC_ELECTRICSHOCKER:
  8585. tick_def2 = (status->vit + status->agi) * 70;
  8586. break;
  8587. case SC_CRYSTALIZE:
  8588. tick_def2 = status_get_base_status(bl)->vit * 100;
  8589. break;
  8590. case SC_VACUUM_EXTREME:
  8591. tick_def2 = (sd ? sd->status.str : status_get_base_status(bl)->str) * 50;
  8592. break;
  8593. case SC_KYOUGAKU:
  8594. tick_def2 = 30*status->int_;
  8595. break;
  8596. case SC_PARALYSIS:
  8597. tick_def2 = (status->vit + status->luk)*50;
  8598. break;
  8599. case SC_VOICEOFSIREN:
  8600. // Resistance: {(Target's Base Level / 10) + (Target's Job Level / 5)} seconds
  8601. tick_def2 = status_get_lv(bl) * 100 + (sd ? sd->status.job_level : 1) * 200;
  8602. break;
  8603. case SC_B_TRAP:
  8604. tick_def = (sd ? sd->status.str : status_get_base_status(bl)->str) * 50; //! TODO: Figure out reduction formula
  8605. break;
  8606. case SC_NORECOVER_STATE:
  8607. tick_def2 = status->luk * 100;
  8608. break;
  8609. default:
  8610. // Effect that cannot be reduced? Likely a buff.
  8611. if (!(rnd()%10000 < rate))
  8612. return 0;
  8613. return tick ? tick : 1;
  8614. }
  8615. if (sd) {
  8616. if (battle_config.pc_sc_def_rate != 100) {
  8617. sc_def = sc_def*battle_config.pc_sc_def_rate/100;
  8618. sc_def2 = sc_def2*battle_config.pc_sc_def_rate/100;
  8619. }
  8620. sc_def = cap_value(sc_def, 0, battle_config.pc_max_sc_def*100);
  8621. sc_def2 = cap_value(sc_def2, 0, battle_config.pc_max_sc_def*100);
  8622. if (battle_config.pc_sc_def_rate != 100) {
  8623. tick_def = tick_def*battle_config.pc_sc_def_rate/100;
  8624. tick_def2 = tick_def2*battle_config.pc_sc_def_rate/100;
  8625. }
  8626. } else {
  8627. if (battle_config.mob_sc_def_rate != 100) {
  8628. sc_def = sc_def*battle_config.mob_sc_def_rate/100;
  8629. sc_def2 = sc_def2*battle_config.mob_sc_def_rate/100;
  8630. }
  8631. sc_def = cap_value(sc_def, 0, battle_config.mob_max_sc_def*100);
  8632. sc_def2 = cap_value(sc_def2, 0, battle_config.mob_max_sc_def*100);
  8633. if (battle_config.mob_sc_def_rate != 100) {
  8634. tick_def = tick_def*battle_config.mob_sc_def_rate/100;
  8635. tick_def2 = tick_def2*battle_config.mob_sc_def_rate/100;
  8636. }
  8637. }
  8638. if (sc) {
  8639. if (sc->getSCE(SC_SCRESIST))
  8640. sc_def += sc->getSCE(SC_SCRESIST)->val1*100; // Status resist
  8641. #ifdef RENEWAL
  8642. else if (sc->getSCE(SC_SIEGFRIED) && (type == SC_BLIND || type == SC_STONE || type == SC_FREEZE || type == SC_STUN || type == SC_CURSE || type == SC_SLEEP || type == SC_SILENCE))
  8643. sc_def += sc->getSCE(SC_SIEGFRIED)->val3 * 100; // Status resistance.
  8644. #else
  8645. else if (sc->getSCE(SC_SIEGFRIED))
  8646. sc_def += sc->getSCE(SC_SIEGFRIED)->val3*100; // Status resistance.
  8647. #endif
  8648. else if (sc->getSCE(SC_LEECHESEND) && sc->getSCE(SC_LEECHESEND)->val3 == 0) {
  8649. switch (type) {
  8650. case SC_BLIND:
  8651. case SC_STUN:
  8652. return 0; // Immune
  8653. }
  8654. } else if (sc->getSCE(SC_OBLIVIONCURSE) && sc->getSCE(SC_OBLIVIONCURSE)->val3 == 0) {
  8655. switch (type) {
  8656. case SC_SILENCE:
  8657. case SC_CURSE:
  8658. return 0; // Immune
  8659. }
  8660. }
  8661. }
  8662. // When tick def not set, reduction is the same for both.
  8663. if(tick_def == -1)
  8664. tick_def = sc_def;
  8665. // Natural resistance
  8666. if (!(flag&SCSTART_NORATEDEF)) {
  8667. rate -= rate*sc_def/10000;
  8668. rate -= sc_def2;
  8669. // Item resistance (only applies to rate%)
  8670. if (sd) {
  8671. for (const auto &it : sd->reseff) {
  8672. if (it.id == type)
  8673. rate -= rate * it.val / 10000;
  8674. }
  8675. if (sd->sc.getSCE(SC_COMMONSC_RESIST) && SC_COMMON_MIN <= type && type <= SC_COMMON_MAX)
  8676. rate -= rate*sd->sc.getSCE(SC_COMMONSC_RESIST)->val1/100;
  8677. }
  8678. // Aegis accuracy
  8679. if(rate > 0 && rate%10 != 0) rate += (10 - rate%10);
  8680. }
  8681. std::shared_ptr<s_status_change_db> scdb = status_db.find(type);
  8682. // Cap minimum rate
  8683. rate = max(rate, scdb->min_rate);
  8684. if (rate < 10000 && (rate <= 0 || !(rnd()%10000 < rate)))
  8685. return 0;
  8686. // Duration cannot be reduced
  8687. if (flag&SCSTART_NOTICKDEF)
  8688. return i64max(tick, scdb->min_duration);
  8689. tick -= tick*tick_def/10000;
  8690. #ifdef RENEWAL
  8691. // Renewal applies item resistance also to duration
  8692. if (sd) {
  8693. for (const auto &it : sd->reseff) {
  8694. if (it.id == type)
  8695. tick -= tick * it.val / 10000;
  8696. }
  8697. if (sd->sc.getSCE(SC_COMMONSC_RESIST) && SC_COMMON_MIN <= type && type <= SC_COMMON_MAX)
  8698. tick -= tick * sd->sc.getSCE(SC_COMMONSC_RESIST)->val1 / 100;
  8699. }
  8700. #endif
  8701. tick -= tick_def2;
  8702. return i64max(tick, scdb->min_duration);
  8703. }
  8704. /**
  8705. * Applies SC effect
  8706. * @param bl: Source to apply effect
  8707. * @param type: Status change (SC_*)
  8708. * @param dval1~3: Depends on type of status change
  8709. * Author: Ind
  8710. */
  8711. void status_display_add(struct block_list *bl, enum sc_type type, int dval1, int dval2, int dval3) {
  8712. struct eri *eri;
  8713. struct sc_display_entry **sc_display;
  8714. struct sc_display_entry ***sc_display_ptr;
  8715. struct sc_display_entry *entry;
  8716. int i;
  8717. unsigned char sc_display_count;
  8718. unsigned char *sc_display_count_ptr;
  8719. nullpo_retv(bl);
  8720. switch( bl->type ){
  8721. case BL_PC: {
  8722. map_session_data* sd = (map_session_data*)bl;
  8723. sc_display_ptr = &sd->sc_display;
  8724. sc_display_count_ptr = &sd->sc_display_count;
  8725. eri = pc_sc_display_ers;
  8726. }
  8727. break;
  8728. case BL_NPC: {
  8729. struct npc_data* nd = (struct npc_data*)bl;
  8730. sc_display_ptr = &nd->sc_display;
  8731. sc_display_count_ptr = &nd->sc_display_count;
  8732. eri = npc_sc_display_ers;
  8733. }
  8734. break;
  8735. default:
  8736. return;
  8737. }
  8738. sc_display = *sc_display_ptr;
  8739. sc_display_count = *sc_display_count_ptr;
  8740. ARR_FIND(0, sc_display_count, i, sc_display[i]->type == type);
  8741. if( i != sc_display_count ) {
  8742. sc_display[i]->val1 = dval1;
  8743. sc_display[i]->val2 = dval2;
  8744. sc_display[i]->val3 = dval3;
  8745. return;
  8746. }
  8747. entry = ers_alloc(eri, struct sc_display_entry);
  8748. entry->type = type;
  8749. entry->val1 = dval1;
  8750. entry->val2 = dval2;
  8751. entry->val3 = dval3;
  8752. RECREATE(sc_display, struct sc_display_entry *, ++sc_display_count);
  8753. sc_display[sc_display_count - 1] = entry;
  8754. *sc_display_ptr = sc_display;
  8755. *sc_display_count_ptr = sc_display_count;
  8756. }
  8757. /**
  8758. * Removes SC effect
  8759. * @param bl: Source to remove effect
  8760. * @param type: Status change (SC_*)
  8761. * Author: Ind
  8762. */
  8763. void status_display_remove(struct block_list *bl, enum sc_type type) {
  8764. struct eri *eri;
  8765. struct sc_display_entry **sc_display;
  8766. struct sc_display_entry ***sc_display_ptr;
  8767. int i;
  8768. unsigned char sc_display_count;
  8769. unsigned char *sc_display_count_ptr;
  8770. nullpo_retv(bl);
  8771. switch( bl->type ){
  8772. case BL_PC: {
  8773. map_session_data* sd = (map_session_data*)bl;
  8774. sc_display_ptr = &sd->sc_display;
  8775. sc_display_count_ptr = &sd->sc_display_count;
  8776. eri = pc_sc_display_ers;
  8777. }
  8778. break;
  8779. case BL_NPC: {
  8780. struct npc_data* nd = (struct npc_data*)bl;
  8781. sc_display_ptr = &nd->sc_display;
  8782. sc_display_count_ptr = &nd->sc_display_count;
  8783. eri = npc_sc_display_ers;
  8784. }
  8785. break;
  8786. default:
  8787. return;
  8788. }
  8789. sc_display = *sc_display_ptr;
  8790. sc_display_count = *sc_display_count_ptr;
  8791. ARR_FIND(0, sc_display_count, i, sc_display[i]->type == type);
  8792. if( i != sc_display_count ) {
  8793. int cursor;
  8794. ers_free(eri, sc_display[i]);
  8795. sc_display[i] = NULL;
  8796. /* The all-mighty compact-o-matic */
  8797. for( i = 0, cursor = 0; i < sc_display_count; i++ ) {
  8798. if( sc_display[i] == NULL )
  8799. continue;
  8800. if( i != cursor )
  8801. sc_display[cursor] = sc_display[i];
  8802. cursor++;
  8803. }
  8804. if( !(sc_display_count = cursor) ) {
  8805. aFree(sc_display);
  8806. sc_display = NULL;
  8807. }
  8808. *sc_display_ptr = sc_display;
  8809. *sc_display_count_ptr = sc_display_count;
  8810. }
  8811. }
  8812. /**
  8813. * Applies SC defense to a given status change
  8814. * This function also determines whether or not the status change will be applied
  8815. * @param src: Source of the status change [PC|MOB|HOM|MER|ELEM|NPC]
  8816. * @param bl: Target of the status change (See: enum sc_type)
  8817. * @param type: Status change (SC_*)
  8818. * @param rate: Initial percentage rate of affecting bl (0~10000)
  8819. * @param val1~4: Depends on type of status change
  8820. * @param duration: Initial duration that the status change affects bl
  8821. * @param flag: Value which determines what parts to calculate. See e_status_change_start_flags
  8822. * @param delay: Delay in milliseconds before the SC is applied
  8823. * @return adjusted duration based on flag values
  8824. */
  8825. 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) {
  8826. status_change* sc;
  8827. struct status_change_entry* sce;
  8828. struct status_data *status;
  8829. struct view_data *vd;
  8830. int undead_flag, tick_time = 0;
  8831. bool sc_isnew = true;
  8832. std::shared_ptr<s_status_change_db> scdb = status_db.find(type);
  8833. nullpo_ret(bl);
  8834. sc = status_get_sc(bl);
  8835. status = status_get_status_data(bl);
  8836. if( !scdb ) {
  8837. ShowError("status_change_start: Invalid status change (%d)!\n", type);
  8838. return 0;
  8839. }
  8840. if( !sc )
  8841. return 0; // Unable to receive status changes
  8842. 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
  8843. return 0;
  8844. map_data *mapdata = map_getmapdata(bl->m);
  8845. map_session_data *sd = BL_CAST(BL_PC, bl);
  8846. if (mapdata != nullptr && mapdata->zone.isStatusDisabled(type, bl->type, (sd != nullptr) ? pc_get_group_level(sd) : 0))
  8847. return 0;
  8848. if (sc->getSCE(SC_GRAVITYCONTROL))
  8849. return 0; // !TODO: Confirm what statuses/conditions (if not all) are blocked.
  8850. // Uncomment to prevent status adding hp to gvg mob (like bloodylust=hp*3 etc...
  8851. // if (bl->type == BL_MOB)
  8852. // if (util::vector_exists(status_get_race2(bl), RC2_GVG) && status_sc2scb_flag(type)&SCB_MAXHP) return 0;
  8853. // Fail if Madogear is active
  8854. if (sc->option&OPTION_MADOGEAR && flag&SCSTART_NOAVOID && scdb->flag[SCF_FAILEDMADO])
  8855. return 0;
  8856. // Check for Boss resistances
  8857. if(status->mode&MD_STATUSIMMUNE && !(flag&SCSTART_NOAVOID) && scdb->flag[SCF_BOSSRESIST])
  8858. return 0;
  8859. // Check for MVP resistance
  8860. if(status->mode&MD_MVP && !(flag&SCSTART_NOAVOID) && scdb->flag[SCF_MVPRESIST])
  8861. return 0;
  8862. // End the SCs from the list and immediately return
  8863. // If anything in this list is removed, the rest is ignored.
  8864. if (!scdb->endreturn.empty()) {
  8865. bool isRemoved = false;
  8866. for (const auto &it : scdb->endreturn) {
  8867. sc_type rem_sc = it;
  8868. if (sc->getSCE(rem_sc)) {
  8869. status_change_end(bl, rem_sc);
  8870. isRemoved = true;
  8871. }
  8872. }
  8873. if (isRemoved) // Something was removed, don't give the status
  8874. return 1; // Return 1 so that sc_start can be checked as success
  8875. }
  8876. // Check failing SCs from list
  8877. if (!scdb->fail.empty()) {
  8878. for (const auto &it : scdb->fail) {
  8879. // Don't let OPT1 that have RemoveOnDamaged start a new effect in the same attack.
  8880. if (sc->getSCE(it) || sc->lastEffect == it)
  8881. return 0;
  8882. }
  8883. }
  8884. // Adjust tick according to status resistances
  8885. if( !(flag&(SCSTART_NOAVOID|SCSTART_LOADED)) ) {
  8886. duration = status_get_sc_def(src, bl, type, rate, duration, flag);
  8887. if( !duration )
  8888. return 0;
  8889. }
  8890. int tick = (int)duration;
  8891. vd = status_get_viewdata(bl);
  8892. undead_flag = battle_check_undead(status->race,status->def_ele);
  8893. // Check for immunities / sc fails
  8894. switch (type) {
  8895. case SC_VACUUM_EXTREME:
  8896. if (sc && sc->getSCE(SC_VACUUM_EXTREME_POSTDELAY) && sc->getSCE(SC_VACUUM_EXTREME_POSTDELAY)->val2 == val2) // Ignore post delay from other vacuum (this will make stack effect enabled)
  8897. return 0;
  8898. break;
  8899. case SC_STONE:
  8900. case SC_STONEWAIT:
  8901. case SC_FREEZE:
  8902. // Undead are immune to Freeze/Stone
  8903. if (undead_flag && !(flag&SCSTART_NOAVOID))
  8904. return 0;
  8905. break;
  8906. case SC_BURNING:
  8907. // Level 2 Fire Element is immune
  8908. if (status->def_ele == ELE_FIRE && status->ele_lv == 2)
  8909. return 0;
  8910. break;
  8911. case SC_ALL_RIDING:
  8912. if( !sd || sc->option&(OPTION_RIDING|OPTION_DRAGON|OPTION_WUG|OPTION_MADOGEAR) )
  8913. return 0;
  8914. break;
  8915. case SC_SIGNUMCRUCIS:
  8916. // Only affects demons and undead element (but not players)
  8917. if((!undead_flag && status->race!=RC_DEMON) || bl->type == BL_PC)
  8918. return 0;
  8919. break;
  8920. case SC_KYRIE:
  8921. case SC_TUNAPARTY:
  8922. if (bl->type == BL_MOB)
  8923. return 0;
  8924. break;
  8925. case SC_ADRENALINE:
  8926. if(sd && !pc_check_weapontype(sd,skill_get_weapontype(BS_ADRENALINE)))
  8927. return 0;
  8928. break;
  8929. case SC_ADRENALINE2:
  8930. if(sd && !pc_check_weapontype(sd,skill_get_weapontype(BS_ADRENALINE2)))
  8931. return 0;
  8932. break;
  8933. case SC_CLOAKING:
  8934. // Avoid cloaking with no wall and low skill level. [Skotlex]
  8935. // Due to the cloaking card, we have to check the wall versus to known
  8936. // skill level rather than the used one. [Skotlex]
  8937. // if (sd && val1 < 3 && skill_check_cloaking(bl,NULL))
  8938. if( sd && pc_checkskill(sd, AS_CLOAKING) < 3 && !skill_check_cloaking(bl,NULL) )
  8939. return 0;
  8940. break;
  8941. case SC_MODECHANGE: {
  8942. int32 mode;
  8943. struct status_data *bstatus = status_get_base_status(bl);
  8944. if (!bstatus) return 0;
  8945. if (sc->getSCE(type)) { // Pile up with previous values.
  8946. if (!val2) val2 = sc->getSCE(type)->val2;
  8947. val3 |= sc->getSCE(type)->val3;
  8948. val4 |= sc->getSCE(type)->val4;
  8949. }
  8950. mode = val2 ? ((val2&~MD_MASK) | val2) : bstatus->mode; // Base mode
  8951. if (val4) mode = static_cast<e_mode>(mode&~val4); // Del mode
  8952. if (val3) mode = static_cast<e_mode>(mode | val3); // Add mode
  8953. if (mode == bstatus->mode) { // No change.
  8954. if (sc->getSCE(type)) // Abort previous status
  8955. return status_change_end(bl, type);
  8956. return 0;
  8957. }
  8958. }
  8959. break;
  8960. // Strip skills, need to divest something or it fails.
  8961. case SC_STRIPWEAPON:
  8962. if (val2 == 1)
  8963. val2 = 0; // Brandish Spear/Bowling Bash effet. Do not take weapon off.
  8964. else if (sd && !(flag&SCSTART_LOADED)) { // Apply sc anyway if loading saved sc_data
  8965. short i;
  8966. uint8 successFlag = 0;
  8967. if(sd->bonus.unstripable_equip&EQP_WEAPON)
  8968. return 0;
  8969. i = sd->equip_index[EQI_HAND_L];
  8970. if (i>=0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_WEAPON) {
  8971. successFlag|=1;
  8972. pc_unequipitem(sd,i,3); // Left-hand weapon
  8973. }
  8974. i = sd->equip_index[EQI_HAND_R];
  8975. if (i>=0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_WEAPON) {
  8976. successFlag|=2;
  8977. pc_unequipitem(sd,i,3);
  8978. }
  8979. if (!successFlag) return 0;
  8980. }
  8981. if (tick == 1) return 1; // Minimal duration: Only strip without causing the SC
  8982. break;
  8983. case SC_STRIPSHIELD:
  8984. if( val2 == 1 ) val2 = 0; // GX effect. Do not take shield off..
  8985. else
  8986. if (sd && !(flag&SCSTART_LOADED)) {
  8987. short i;
  8988. if(sd->bonus.unstripable_equip&EQP_SHIELD)
  8989. return 0;
  8990. i = sd->equip_index[EQI_HAND_L];
  8991. if ( i < 0 || !sd->inventory_data[i] || sd->inventory_data[i]->type != IT_ARMOR )
  8992. return 0;
  8993. pc_unequipitem(sd,i,3);
  8994. }
  8995. if (tick == 1) return 1; // Minimal duration: Only strip without causing the SC
  8996. break;
  8997. case SC_STRIPARMOR:
  8998. if (sd && !(flag&SCSTART_LOADED)) {
  8999. short i;
  9000. if(sd->bonus.unstripable_equip&EQP_ARMOR)
  9001. return 0;
  9002. i = sd->equip_index[EQI_ARMOR];
  9003. if ( i < 0 || !sd->inventory_data[i] )
  9004. return 0;
  9005. pc_unequipitem(sd,i,3);
  9006. }
  9007. if (tick == 1) return 1; // Minimal duration: Only strip without causing the SC
  9008. break;
  9009. case SC_STRIPHELM:
  9010. if (sd && !(flag&SCSTART_LOADED)) {
  9011. short i;
  9012. if(sd->bonus.unstripable_equip&EQP_HELM)
  9013. return 0;
  9014. i = sd->equip_index[EQI_HEAD_TOP];
  9015. if ( i < 0 || !sd->inventory_data[i] )
  9016. return 0;
  9017. pc_unequipitem(sd,i,3);
  9018. }
  9019. if (tick == 1) return 1; // Minimal duration: Only strip without causing the SC
  9020. break;
  9021. case SC_SHADOW_STRIP:
  9022. if (sd && !(flag&SCSTART_LOADED)) {
  9023. if (sd->bonus.unstripable_equip&EQP_SHADOW_GEAR)
  9024. return 0;
  9025. bool successFlag = false;
  9026. for( int i = EQI_SHADOW_ARMOR; i <= EQI_SHADOW_ACC_L; i++ ){
  9027. int index = sd->equip_index[i];
  9028. if( index >= 0 && sd->inventory_data[index] != nullptr ){
  9029. pc_unequipitem( sd, index, 3 );
  9030. successFlag = true;
  9031. }
  9032. }
  9033. if (!successFlag)
  9034. return 0;
  9035. }
  9036. if (tick == 1)
  9037. return 1;
  9038. break;
  9039. case SC_MERC_FLEEUP:
  9040. case SC_MERC_ATKUP:
  9041. case SC_MERC_HPUP:
  9042. case SC_MERC_SPUP:
  9043. case SC_MERC_HITUP:
  9044. if( bl->type != BL_MER )
  9045. return 0; // Stats only for Mercenaries
  9046. break;
  9047. case SC_STRFOOD:
  9048. if (sc->getSCE(SC_FOOD_STR_CASH) && sc->getSCE(SC_FOOD_STR_CASH)->val1 > val1)
  9049. return 0;
  9050. break;
  9051. case SC_AGIFOOD:
  9052. if (sc->getSCE(SC_FOOD_AGI_CASH) && sc->getSCE(SC_FOOD_AGI_CASH)->val1 > val1)
  9053. return 0;
  9054. break;
  9055. case SC_VITFOOD:
  9056. if (sc->getSCE(SC_FOOD_VIT_CASH) && sc->getSCE(SC_FOOD_VIT_CASH)->val1 > val1)
  9057. return 0;
  9058. break;
  9059. case SC_INTFOOD:
  9060. if (sc->getSCE(SC_FOOD_INT_CASH) && sc->getSCE(SC_FOOD_INT_CASH)->val1 > val1)
  9061. return 0;
  9062. break;
  9063. case SC_DEXFOOD:
  9064. if (sc->getSCE(SC_FOOD_DEX_CASH) && sc->getSCE(SC_FOOD_DEX_CASH)->val1 > val1)
  9065. return 0;
  9066. break;
  9067. case SC_LUKFOOD:
  9068. if (sc->getSCE(SC_FOOD_LUK_CASH) && sc->getSCE(SC_FOOD_LUK_CASH)->val1 > val1)
  9069. return 0;
  9070. break;
  9071. case SC_FOOD_STR_CASH:
  9072. if (sc->getSCE(SC_STRFOOD) && sc->getSCE(SC_STRFOOD)->val1 > val1)
  9073. return 0;
  9074. break;
  9075. case SC_FOOD_AGI_CASH:
  9076. if (sc->getSCE(SC_AGIFOOD) && sc->getSCE(SC_AGIFOOD)->val1 > val1)
  9077. return 0;
  9078. break;
  9079. case SC_FOOD_VIT_CASH:
  9080. if (sc->getSCE(SC_VITFOOD) && sc->getSCE(SC_VITFOOD)->val1 > val1)
  9081. return 0;
  9082. break;
  9083. case SC_FOOD_INT_CASH:
  9084. if (sc->getSCE(SC_INTFOOD) && sc->getSCE(SC_INTFOOD)->val1 > val1)
  9085. return 0;
  9086. break;
  9087. case SC_FOOD_DEX_CASH:
  9088. if (sc->getSCE(SC_DEXFOOD) && sc->getSCE(SC_DEXFOOD)->val1 > val1)
  9089. return 0;
  9090. break;
  9091. case SC_FOOD_LUK_CASH:
  9092. if (sc->getSCE(SC_LUKFOOD) && sc->getSCE(SC_LUKFOOD)->val1 > val1)
  9093. return 0;
  9094. break;
  9095. case SC_CAMOUFLAGE:
  9096. if( sd && pc_checkskill(sd, RA_CAMOUFLAGE) < 3 && !skill_check_camouflage(bl,NULL) )
  9097. return 0;
  9098. break;
  9099. case SC__STRIPACCESSORY:
  9100. if( sd ) {
  9101. short i = -1;
  9102. if( !(sd->bonus.unstripable_equip&EQP_ACC_L) ) {
  9103. i = sd->equip_index[EQI_ACC_L];
  9104. if( i >= 0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_ARMOR )
  9105. pc_unequipitem(sd,i,3); // Left-Accessory
  9106. }
  9107. if( !(sd->bonus.unstripable_equip&EQP_ACC_R) ) {
  9108. i = sd->equip_index[EQI_ACC_R];
  9109. if( i >= 0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_ARMOR )
  9110. pc_unequipitem(sd,i,3); // Right-Accessory
  9111. }
  9112. if( i < 0 )
  9113. return 0;
  9114. }
  9115. if (tick == 1) return 1; // Minimal duration: Only strip without causing the SC
  9116. break;
  9117. case SC_C_MARKER:
  9118. if (src == bl)
  9119. return 0;
  9120. else {
  9121. status_change *tsc = status_get_sc(bl);
  9122. // Failed if the target is already marked and the new marker that isn't same marker
  9123. if (tsc && tsc->getSCE(type) && tsc->getSCE(type)->val2 != src->id)
  9124. return 0;
  9125. }
  9126. break;
  9127. case SC_MADNESSCANCEL:
  9128. if (sc->getSCE(type)) { // Toggle the status but still consume requirements.
  9129. status_change_end(bl, type);
  9130. return 0;
  9131. }
  9132. break;
  9133. case SC_TOXIN:
  9134. case SC_PARALYSE:
  9135. case SC_VENOMBLEED:
  9136. case SC_MAGICMUSHROOM:
  9137. case SC_DEATHHURT:
  9138. case SC_PYREXIA:
  9139. case SC_OBLIVIONCURSE:
  9140. case SC_LEECHESEND:
  9141. if (val3 == 0) // Don't display icon on self
  9142. flag |= SCSTART_NOICON;
  9143. for (int32 i = SC_TOXIN; i <= SC_LEECHESEND; i++) {
  9144. if (sc->getSCE(i) && sc->getSCE(i)->val3 == 1) // It doesn't stack or even renew on the target
  9145. return 0;
  9146. else if (sc->getSCE(i) && sc->getSCE(i)->val3 == 0)
  9147. status_change_end(bl, static_cast<sc_type>(i)); // End the bonus part on the caster
  9148. }
  9149. break;
  9150. case SC_SPIRIT:
  9151. if( sd ){
  9152. uint64 target_class = 0;
  9153. uint64 mask = MAPID_UPPERMASK;
  9154. switch( val2 ){
  9155. case SL_ALCHEMIST:
  9156. target_class = MAPID_ALCHEMIST;
  9157. break;
  9158. case SL_ASSASIN:
  9159. target_class = MAPID_ASSASSIN;
  9160. break;
  9161. case SL_BARDDANCER:
  9162. target_class = MAPID_BARDDANCER;
  9163. break;
  9164. case SL_BLACKSMITH:
  9165. target_class = MAPID_BLACKSMITH;
  9166. break;
  9167. case SL_CRUSADER:
  9168. target_class = MAPID_CRUSADER;
  9169. break;
  9170. case SL_HUNTER:
  9171. target_class = MAPID_HUNTER;
  9172. break;
  9173. case SL_KNIGHT:
  9174. target_class = MAPID_KNIGHT;
  9175. break;
  9176. case SL_MONK:
  9177. target_class = MAPID_MONK;
  9178. break;
  9179. case SL_PRIEST:
  9180. target_class = MAPID_PRIEST;
  9181. break;
  9182. case SL_ROGUE:
  9183. target_class = MAPID_ROGUE;
  9184. break;
  9185. case SL_SAGE:
  9186. target_class = MAPID_SAGE;
  9187. break;
  9188. case SL_SOULLINKER:
  9189. target_class = MAPID_SOUL_LINKER;
  9190. break;
  9191. case SL_STAR:
  9192. target_class = MAPID_STAR_GLADIATOR;
  9193. break;
  9194. case SL_SUPERNOVICE:
  9195. target_class = MAPID_SUPER_NOVICE;
  9196. break;
  9197. case SL_WIZARD:
  9198. target_class = MAPID_WIZARD;
  9199. break;
  9200. case SL_HIGH:
  9201. if( sd->status.base_level >= 70 ){
  9202. return 0;
  9203. }
  9204. switch (sd->class_) {
  9205. case MAPID_SWORDMAN_HIGH:
  9206. case MAPID_MAGE_HIGH:
  9207. case MAPID_ARCHER_HIGH:
  9208. case MAPID_ACOLYTE_HIGH:
  9209. case MAPID_MERCHANT_HIGH:
  9210. case MAPID_THIEF_HIGH:
  9211. // Only these classes are allowed.
  9212. break;
  9213. default:
  9214. return 0;
  9215. }
  9216. // Set these to pass the check below.
  9217. mask = sd->class_;
  9218. target_class = sd->class_;
  9219. break;
  9220. default:
  9221. ShowError( "Unknown skill id %d for SC_SPIRIT.\n", val2 );
  9222. return 0;
  9223. }
  9224. if( ( sd->class_ & mask ) != target_class ){
  9225. return 0;
  9226. }
  9227. }else{
  9228. // Status change is only applicable for players
  9229. return 0;
  9230. }
  9231. break;
  9232. case SC_SOULGOLEM:
  9233. case SC_SOULSHADOW:
  9234. case SC_SOULFALCON:
  9235. case SC_SOULFAIRY:
  9236. if( sd == nullptr ){
  9237. // Status change is only applicable for players
  9238. return 0;
  9239. }
  9240. break;
  9241. }
  9242. // Check for OPT1 stacking
  9243. if (sc->opt1 > OPT1_NONE && scdb->opt1 > OPT1_NONE) {
  9244. for (const auto &status_it : status_db) {
  9245. sc_type opt1_type = status_it.second->type;
  9246. if (sc->getSCE(opt1_type) && status_it.second->opt1 > OPT1_NONE)
  9247. status_change_end(bl, opt1_type);
  9248. }
  9249. }
  9250. // Before overlapping fail, one must check for status cured.
  9251. std::vector<sc_type> endlist;
  9252. if (type == SC_BERSERK && val3 == SC__BLOODYLUST) //There is some reasons that using SC_BERSERK first before SC__BLOODYLUST itself on Akinari's fix
  9253. endlist = status_db.getEndOnStart(SC__BLOODYLUST);
  9254. else
  9255. endlist = scdb->endonstart;
  9256. // End the SCs from the list
  9257. if (!endlist.empty()) {
  9258. for (const auto &it : endlist) {
  9259. sc_type rem_sc = it;
  9260. if (sc->getSCE(rem_sc)) {
  9261. switch (rem_sc) {
  9262. case SC_BERSERK:
  9263. case SC_SATURDAYNIGHTFEVER:
  9264. sc->getSCE(rem_sc)->val2 = 0; // Mark to not lose hp
  9265. [[fallthrough]];
  9266. default:
  9267. status_change_end(bl, rem_sc);
  9268. break;
  9269. }
  9270. }
  9271. }
  9272. }
  9273. // List of hardcoded status cured.
  9274. switch (type) {
  9275. case SC_BLESSING:
  9276. if (bl->type == BL_PC) {
  9277. // Remove Curse first, Stone is only removed if the target is not cursed
  9278. if (sc->getSCE(SC_CURSE)) {
  9279. status_change_end(bl, SC_CURSE);
  9280. return 1; // End Curse and do not give stat boost
  9281. } else if (sc->getSCE(SC_STONE)) {
  9282. status_change_end(bl, SC_STONE);
  9283. return 1; // End Stone and do not give stat boost
  9284. }
  9285. }
  9286. if(sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_HIGH)
  9287. status_change_end(bl, SC_SPIRIT);
  9288. break;
  9289. case SC_INCREASEAGI:
  9290. if(sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_HIGH)
  9291. status_change_end(bl, SC_SPIRIT);
  9292. break;
  9293. case SC_DELUGE:
  9294. if (sc->getSCE(SC_FOGWALL) && sc->getSCE(SC_BLIND))
  9295. status_change_end(bl, SC_BLIND);
  9296. break;
  9297. case SC_SILENCE:
  9298. if (sc->getSCE(SC_GOSPEL) && sc->getSCE(SC_GOSPEL)->val4 == BCT_SELF)
  9299. status_change_end(bl, SC_GOSPEL);
  9300. break;
  9301. case SC_IMPOSITIO:
  9302. if (sc->getSCE(SC_IMPOSITIO) && sc->getSCE(SC_IMPOSITIO)->val1 > val1) //Replace higher level effect for lower.
  9303. status_change_end(bl,SC_IMPOSITIO);
  9304. break;
  9305. case SC_ENDURE:
  9306. if (sd && sd->special_state.no_walk_delay)
  9307. return 1;
  9308. break;
  9309. case SC_MADOGEAR:
  9310. status_db.removeByStatusFlag(bl, { SCF_MADOCANCEL });
  9311. if (sd)
  9312. pc_bonus_script_clear(sd, BSF_REM_ON_MADOGEAR);
  9313. break;
  9314. default:
  9315. break;
  9316. }
  9317. // Check for overlapping fails
  9318. if( (sce = sc->getSCE(type)) ) {
  9319. switch( type ) {
  9320. case SC_MERC_FLEEUP:
  9321. case SC_MERC_ATKUP:
  9322. case SC_MERC_HPUP:
  9323. case SC_MERC_SPUP:
  9324. case SC_MERC_HITUP:
  9325. if( sce->val1 > val1 )
  9326. val1 = sce->val1;
  9327. break;
  9328. case SC_ADRENALINE:
  9329. case SC_ADRENALINE2:
  9330. case SC_WEAPONPERFECTION:
  9331. case SC_OVERTHRUST:
  9332. if (sce->val2 > val2)
  9333. return 0;
  9334. break;
  9335. case SC_GOSPEL:
  9336. // Must not override a casting gospel char.
  9337. if(sce->val4 == BCT_SELF)
  9338. return 0;
  9339. if(sce->val1 > val1)
  9340. return 1;
  9341. break;
  9342. case SC_ENDURE:
  9343. if(sce->val4 && !val4)
  9344. return 1; // Don't let you override infinite endure.
  9345. if(sce->val1 > val1)
  9346. return 1;
  9347. break;
  9348. case SC_JAILED:
  9349. // When a player is already jailed, do not edit the jail data.
  9350. val2 = sce->val2;
  9351. val3 = sce->val3;
  9352. val4 = sce->val4;
  9353. break;
  9354. case SC_SHAPESHIFT:
  9355. case SC_PROPERTYWALK:
  9356. break;
  9357. case SC_LEADERSHIP:
  9358. case SC_GLORYWOUNDS:
  9359. case SC_SOULCOLD:
  9360. case SC_HAWKEYES:
  9361. if( sce->val4 && !val4 ) // You cannot override master guild aura
  9362. return 0;
  9363. break;
  9364. case SC_JOINTBEAT:
  9365. if (sc && sc->getSCE(type)->val2 & BREAK_NECK)
  9366. return 0; // BREAK_NECK cannot be stacked with new breaks until the status is over.
  9367. val2 |= sce->val2; // Stackable ailments
  9368. [[fallthrough]];
  9369. default:
  9370. if (scdb->flag[SCF_OVERLAPIGNORELEVEL])
  9371. break;
  9372. if(sce->val1 > val1)
  9373. return 1; // Return true to not mess up skill animations. [Skotlex]
  9374. }
  9375. }
  9376. vd = status_get_viewdata(bl);
  9377. std::bitset<SCB_MAX> calc_flag = scdb->calc_flag;
  9378. if(!(flag&SCSTART_LOADED)) // &4 - Do not parse val settings when loading SCs
  9379. switch(type)
  9380. {
  9381. /* Permanent effects */
  9382. case SC_AETERNA:
  9383. case SC_MODECHANGE:
  9384. case SC_WEIGHT50:
  9385. case SC_WEIGHT90:
  9386. case SC_BROKENWEAPON:
  9387. case SC_BROKENARMOR:
  9388. case SC_READYSTORM:
  9389. case SC_READYDOWN:
  9390. case SC_READYCOUNTER:
  9391. case SC_READYTURN:
  9392. case SC_DODGE:
  9393. case SC_PUSH_CART:
  9394. case SC_SPRITEMABLE:
  9395. case SC_CLAN_INFO:
  9396. case SC_DAILYSENDMAILCNT:
  9397. case SC_SOULATTACK:
  9398. tick = INFINITE_TICK;
  9399. break;
  9400. case SC_KEEPING:
  9401. case SC_BARRIER: {
  9402. unit_data *ud = unit_bl2ud(bl);
  9403. if (ud)
  9404. ud->attackabletime = ud->canact_tick = ud->canmove_tick = gettick() + tick;
  9405. }
  9406. break;
  9407. case SC_DECREASEAGI:
  9408. case SC_INCREASEAGI:
  9409. case SC_ADORAMUS:
  9410. if (type == SC_ADORAMUS) {
  9411. // 1000% base chance to blind, but still can be resisted
  9412. sc_start(src, bl, SC_BLIND, 1000, val1, skill_get_time(scdb->skill_id, val1));
  9413. if (sc->getSCE(SC_ADORAMUS))
  9414. return 0; //Adoramus can't refresh itself, but it can cause blind again
  9415. }
  9416. val2 = 2 + val1; // Agi change
  9417. break;
  9418. case SC_ENDURE:
  9419. val2 = 7; // Hit-count [Celest]
  9420. if( !(flag&SCSTART_NOAVOID) && (bl->type&(BL_PC|BL_MER)) && !map_flag_gvg2(bl->m) && !map_getmapflag(bl->m, MF_BATTLEGROUND) && !val4 ) {
  9421. map_session_data *tsd;
  9422. if( sd ) {
  9423. int i;
  9424. for( i = 0; i < MAX_DEVOTION; i++ ) {
  9425. if( sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) )
  9426. status_change_start(src,&tsd->bl, type, 10000, val1, val2, val3, val4, tick, SCSTART_NOAVOID|SCSTART_NOICON);
  9427. }
  9428. }
  9429. else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) )
  9430. status_change_start(src,&tsd->bl, type, 10000, val1, val2, val3, val4, tick, SCSTART_NOAVOID|SCSTART_NOICON);
  9431. }
  9432. if( val4 )
  9433. tick = INFINITE_TICK;
  9434. break;
  9435. case SC_AUTOBERSERK:
  9436. if (status->hp < status->max_hp / 4 &&
  9437. (!sc->getSCE(SC_PROVOKE) || sc->getSCE(SC_PROVOKE)->val4==0))
  9438. sc_start4(src,bl,SC_PROVOKE,100,10,0,0,1,60000);
  9439. tick = INFINITE_TICK;
  9440. break;
  9441. case SC_SIGNUMCRUCIS:
  9442. val2 = 10 + 4*val1; // Def reduction
  9443. tick = INFINITE_TICK;
  9444. clif_emotion(bl, ET_SWEAT);
  9445. break;
  9446. case SC_MAXIMIZEPOWER:
  9447. tick_time = val2 = tick>0?tick:60000;
  9448. tick = INFINITE_TICK; // Duration sent to the client should be infinite
  9449. break;
  9450. case SC_EDP:
  9451. val2 = val1 + 2; // Chance to Poison enemies.
  9452. #ifndef RENEWAL
  9453. val3 = 50*(val1+1); // Damage increase (+50 +50*lv%)
  9454. #endif
  9455. if (sd) {
  9456. uint16 poison_level = pc_checkskill(sd, GC_RESEARCHNEWPOISON);
  9457. if (poison_level > 0) {
  9458. tick += 30000; // Base of 30 seconds
  9459. tick += poison_level * 15 * 1000; // Additional 15 seconds per level
  9460. }
  9461. }
  9462. break;
  9463. case SC_POISONREACT:
  9464. #ifdef RENEWAL
  9465. val2= (val1 + 1) / 2;
  9466. #else
  9467. val2=(val1+1)/2 + val1/10; // Number of counters [Skotlex]
  9468. #endif
  9469. val3=50; // + 5*val1; // Chance to counter. [Skotlex]
  9470. break;
  9471. case SC_MAGICROD:
  9472. val2 = val1*20; // SP gained
  9473. break;
  9474. case SC_KYRIE:
  9475. if( val4 ) { // Formulas for Praefatio
  9476. val2 = (status->max_hp * (val1 * 2 + 10) / 100) + val4 * 2; //%Max HP to absorb
  9477. val3 = 6 + val1; //Hits
  9478. } else { // Formulas for Kyrie Eleison
  9479. val2 = status->max_hp * (val1 * 2 + 10) / 100;
  9480. val3 = (val1 / 2 + 5);
  9481. }
  9482. break;
  9483. case SC_MAGICPOWER:
  9484. #ifdef RENEWAL
  9485. val3 = 5 * val1; // Matk% increase
  9486. #else
  9487. val2 = 1; // Lasts 1 invocation
  9488. val3 = 10 * val1; // Matk% increase
  9489. val4 = 0; // 0 = ready to be used, 1 = activated and running
  9490. #endif
  9491. break;
  9492. case SC_SACRIFICE:
  9493. val2 = 5; // Lasts 5 hits
  9494. tick = INFINITE_TICK;
  9495. break;
  9496. case SC_ENCPOISON:
  9497. val2= 250+50*val1; // Poisoning Chance (2.5+0.5%) in 1/10000 rate
  9498. break;
  9499. case SC_ELEMENTALCHANGE:
  9500. // val1 : Element Lvl (if called by skill lvl 1, takes random value between 1 and 4)
  9501. // val2 : Element (When no element, random one is picked)
  9502. // val3 : 0 = called by skill 1 = called by script (fixed level)
  9503. if( !val2 ) val2 = rnd()%ELE_ALL;
  9504. if( val1 == 1 && val3 == 0 )
  9505. val1 = 1 + rnd()%4;
  9506. else if( val1 > 4 )
  9507. val1 = 4; // Max Level
  9508. val3 = 0; // Not need to keep this info.
  9509. break;
  9510. case SC_PROVIDENCE:
  9511. val2 = val1*5; // Race/Ele resist
  9512. break;
  9513. case SC_REFLECTSHIELD:
  9514. val2 = 10+val1*3; // %Dmg reflected
  9515. // val4 used to mark if reflect shield is an inheritance bonus from Devotion
  9516. if( !(flag&SCSTART_NOAVOID) && (bl->type&(BL_PC|BL_MER)) ) {
  9517. map_session_data *tsd;
  9518. if( sd ) {
  9519. int i;
  9520. for( i = 0; i < MAX_DEVOTION; i++ ) {
  9521. if( sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) )
  9522. status_change_start(src,&tsd->bl, type, 10000, val1, val2, 0, 1, tick, SCSTART_NOAVOID|SCSTART_NOICON);
  9523. }
  9524. }
  9525. else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) )
  9526. status_change_start(src,&tsd->bl, type, 10000, val1, val2, 0, 1, tick, SCSTART_NOAVOID|SCSTART_NOICON);
  9527. }
  9528. break;
  9529. case SC_STRIPWEAPON:
  9530. if (!sd) // Watk reduction
  9531. val2 = 25;
  9532. break;
  9533. case SC_STRIPSHIELD:
  9534. if (!sd) // Def reduction
  9535. val2 = 15;
  9536. break;
  9537. case SC_STRIPARMOR:
  9538. if (!sd) // Vit reduction
  9539. val2 = 40;
  9540. break;
  9541. case SC_STRIPHELM:
  9542. if (!sd) // Int reduction
  9543. val2 = 40;
  9544. break;
  9545. case SC_AUTOSPELL:
  9546. // Val1 Skill LV of Autospell
  9547. // Val2 Skill ID to cast
  9548. // Val3 Max Lv to cast
  9549. #ifdef RENEWAL
  9550. val4 = val1 * 2; // Chance of casting
  9551. #else
  9552. val4 = 5 + val1*2; // Chance of casting
  9553. #endif
  9554. break;
  9555. case SC_VOLCANO:
  9556. {
  9557. int8 enchant_eff[] = { 10, 14, 17, 19, 20 }; // Enchant addition
  9558. uint8 i = max((val1-1)%5, 0);
  9559. #ifdef RENEWAL
  9560. val2 = 5 + val1 * 5; // ATK/MATK increase
  9561. #else
  9562. val2 = val1*10; // Watk increase
  9563. if (status->def_ele != ELE_FIRE)
  9564. val2 = 0;
  9565. #endif
  9566. val3 = enchant_eff[i];
  9567. }
  9568. break;
  9569. case SC_VIOLENTGALE:
  9570. {
  9571. int8 enchant_eff[] = { 10, 14, 17, 19, 20 }; // Enchant addition
  9572. uint8 i = max((val1-1)%5, 0);
  9573. val2 = val1*3; // Flee increase
  9574. #ifndef RENEWAL
  9575. if (status->def_ele != ELE_WIND)
  9576. val2 = 0;
  9577. #endif
  9578. val3 = enchant_eff[i];
  9579. }
  9580. break;
  9581. case SC_DELUGE:
  9582. {
  9583. int8 deluge_eff[] = { 5, 9, 12, 14, 15 }; // HP addition rate n/100
  9584. int8 enchant_eff[] = { 10, 14, 17, 19, 20 }; // Enchant addition
  9585. uint8 i = max((val1-1)%5, 0);
  9586. val2 = deluge_eff[i]; // HP increase
  9587. #ifndef RENEWAL
  9588. if (status->def_ele != ELE_WATER)
  9589. val2 = 0;
  9590. #endif
  9591. val3 = enchant_eff[i];
  9592. }
  9593. break;
  9594. case SC_SUITON:
  9595. if (!val2 || (sd && (sd->class_&MAPID_BASEMASK) == MAPID_NINJA)) {
  9596. // No penalties.
  9597. val2 = 0; // Agi penalty
  9598. val3 = 0; // Walk speed penalty
  9599. break;
  9600. }
  9601. val3 = 50;
  9602. val2 = 3*((val1+1)/3);
  9603. if (val1 > 4) val2--;
  9604. //Suiton is a special case, stop effect is forced and only happens when target enters it
  9605. if (!unit_blown_immune(bl, 0x1))
  9606. unit_stop_walking(bl, 9);
  9607. break;
  9608. case SC_ONEHAND:
  9609. case SC_TWOHANDQUICKEN:
  9610. val2 = 300;
  9611. if (val1 > 10) // For boss casted skills [Skotlex]
  9612. val2 += 20*(val1-10);
  9613. break;
  9614. case SC_MERC_QUICKEN:
  9615. val2 = 300;
  9616. break;
  9617. #ifndef RENEWAL_ASPD
  9618. case SC_SPEARQUICKEN:
  9619. val2 = 200+10*val1;
  9620. break;
  9621. #endif
  9622. case SC_DANCING:
  9623. // val1 : Skill ID + LV
  9624. // val2 : Skill Group of the Dance.
  9625. // val3 : Brings the skill_lv (merged into val1 here)
  9626. // val4 : Partner
  9627. if (val1 == CG_MOONLIT)
  9628. clif_status_change(bl,EFST_MOON,1,tick,0, 0, 0);
  9629. val1|= (val3<<16);
  9630. val3 = tick/1000; // Tick duration
  9631. tick_time = 1000; // [GodLesZ] tick time
  9632. break;
  9633. #ifndef RENEWAL
  9634. case SC_LONGING:
  9635. val2 = 500-100*val1; // Aspd penalty.
  9636. break;
  9637. #else
  9638. case SC_ENSEMBLEFATIGUE:
  9639. val2 = 30; // Speed and ASPD penalty
  9640. break;
  9641. case SC_RICHMANKIM:
  9642. val2 = 10 + 10 * val1; // Exp increase bonus
  9643. break;
  9644. case SC_DRUMBATTLE:
  9645. val2 = 15 + val1 * 5; // Atk increase
  9646. val3 = val1 * 15; // Def increase
  9647. break;
  9648. case SC_NIBELUNGEN:
  9649. val2 = rnd() % RINGNBL_MAX; // See e_nibelungen_status
  9650. break;
  9651. case SC_SIEGFRIED:
  9652. val2 = val1 * 3; // Elemental Resistance
  9653. val3 = val1 * 5; // Status ailment resistance
  9654. break;
  9655. case SC_WHISTLE:
  9656. val2 = 18 + 2 * val1; // Flee increase
  9657. val3 = (val1 + 1) / 2; // Perfect dodge increase
  9658. break;
  9659. case SC_ASSNCROS:
  9660. val2 = val1 < 10 ? val1 * 2 - 1 : 20; // ASPD increase
  9661. break;
  9662. case SC_POEMBRAGI:
  9663. val2 = 2 * val1; // Cast time reduction
  9664. val3 = 3 * val1; // After-cast delay reduction
  9665. break;
  9666. case SC_APPLEIDUN:
  9667. val2 = val1 < 10 ? 9 + val1 : 20; // HP rate increase
  9668. val3 = 2 * val1; // Potion recovery rate
  9669. break;
  9670. case SC_HUMMING:
  9671. val2 = 4 * val1; // Hit increase
  9672. break;
  9673. case SC_DONTFORGETME:
  9674. val2 = 1 + 30 * val1; // ASPD decrease
  9675. val3 = 5 + 2 * val1; // Movement speed adjustment.
  9676. break;
  9677. case SC_FORTUNE:
  9678. val2 = val1 * 10; // Critical increase
  9679. break;
  9680. case SC_SERVICE4U:
  9681. val2 = val1 < 10 ? 9 + val1 : 20; // MaxSP percent increase
  9682. val3 = 5 + val1; // SP cost reduction
  9683. break;
  9684. #endif
  9685. case SC_EXPLOSIONSPIRITS:
  9686. val2 = 75 + 25*val1; // Cri bonus
  9687. break;
  9688. case SC_ASPDPOTION0:
  9689. case SC_ASPDPOTION1:
  9690. case SC_ASPDPOTION2:
  9691. case SC_ASPDPOTION3:
  9692. val2 = 50*(2+type-SC_ASPDPOTION0);
  9693. break;
  9694. case SC_ATTHASTE_CASH:
  9695. val2 = 50*val1; // Just custom for pre-re
  9696. break;
  9697. case SC_NOCHAT:
  9698. // A hardcoded interval of 60 seconds is expected, as the time that SC_NOCHAT uses is defined by
  9699. // mmocharstatus.manner, each negative point results in 1 minute with this status activated.
  9700. // This is done this way because the message that the client displays is hardcoded, and only
  9701. // shows how many minutes are remaining. [Panikon]
  9702. tick = 60000;
  9703. val1 = battle_config.manner_system; // Mute filters.
  9704. if (sd) {
  9705. clif_changestatus(sd,SP_MANNER,sd->status.manner);
  9706. clif_updatestatus(sd,SP_MANNER);
  9707. }
  9708. break;
  9709. case SC_STONEWAIT:
  9710. val3 = max(1, tick - delay); // Petrify time
  9711. tick = delay;
  9712. break;
  9713. case SC_DPOISON:
  9714. // Lose 10/15% of your life as long as it doesn't brings life below 25%
  9715. if (status->hp > status->max_hp / 4) {
  9716. int diff = status->max_hp*(bl->type==BL_PC?10:15)/100;
  9717. if (status->hp - diff < status->max_hp / 4)
  9718. diff = status->hp - (status->max_hp / 4);
  9719. status_zap(bl, diff, 0);
  9720. }
  9721. [[fallthrough]];
  9722. case SC_STONE:
  9723. case SC_POISON:
  9724. case SC_BLEEDING:
  9725. case SC_BURNING:
  9726. case SC_KILLING_AURA:
  9727. tick_time = status_get_sc_interval(type);
  9728. val4 = tick - tick_time; // Remaining time
  9729. break;
  9730. case SC_TOXIN:
  9731. if (val3 == 1) // Target
  9732. tick_time = status_get_sc_interval(type);
  9733. else // Caster
  9734. tick_time = 1000;
  9735. val4 = tick - tick_time; // Remaining time
  9736. break;
  9737. case SC_DEATHHURT:
  9738. if (val3 == 1)
  9739. break;
  9740. tick_time = status_get_sc_interval(type);
  9741. val4 = tick - tick_time; // Remaining time
  9742. break;
  9743. case SC_LEECHESEND:
  9744. if (val3 == 0)
  9745. break;
  9746. tick_time = status_get_sc_interval(type);
  9747. val4 = tick - tick_time; // Remaining time
  9748. break;
  9749. case SC_PYREXIA:
  9750. if (val3 == 1) { // Target
  9751. // Causes blind for duration of pyrexia, unreducable and unavoidable, but can be healed with e.g. green potion
  9752. status_change_start(src, bl, SC_BLIND, 10000, val1, 0, 0, 0, tick, SCSTART_NOAVOID | SCSTART_NOTICKDEF | SCSTART_NORATEDEF);
  9753. tick_time = status_get_sc_interval(type);
  9754. val4 = tick - tick_time; // Remaining time
  9755. } else // Caster
  9756. val2 = 15; // CRIT % and ATK % increase
  9757. break;
  9758. case SC_VENOMBLEED:
  9759. if (val3 == 0) // Caster
  9760. val2 = 30; // Reflect damage % reduction
  9761. break;
  9762. case SC_MAGICMUSHROOM:
  9763. if (val3 == 1) { // Target
  9764. tick_time = status_get_sc_interval(type);
  9765. val4 = tick - tick_time; // Remaining time
  9766. } else // Caster
  9767. val2 = 10; // After-cast delay % reduction
  9768. break;
  9769. case SC_CONFUSION:
  9770. if (!val4)
  9771. clif_emotion(bl,ET_QUESTION);
  9772. break;
  9773. case SC_S_LIFEPOTION:
  9774. case SC_L_LIFEPOTION:
  9775. case SC_M_LIFEPOTION:
  9776. case SC_S_MANAPOTION:
  9777. case SC_G_LIFEPOTION:
  9778. if( val1 == 0 ) return 0;
  9779. // val1 = heal percent/amout
  9780. // val2 = seconds between heals
  9781. // val4 = total of heals
  9782. if( val2 < 1 ) val2 = 1;
  9783. if( (val4 = tick/(val2 * 1000)) < 1 )
  9784. val4 = 1;
  9785. tick_time = val2 * 1000; // [GodLesZ] tick time
  9786. break;
  9787. case SC_GRADUAL_GRAVITY:
  9788. val2 = 10 * val1;
  9789. tick_time = status_get_sc_interval(type);
  9790. val4 = tick - tick_time; // Remaining time
  9791. break;
  9792. case SC_ALL_STAT_DOWN:
  9793. val2 = 20 * val1;
  9794. if( val1 < skill_get_max( NPC_ALL_STAT_DOWN ) ){
  9795. val2 -= 10;
  9796. }
  9797. break;
  9798. case SC_DAMAGE_HEAL:
  9799. switch( val1 ){
  9800. case 1:
  9801. val2 = BF_WEAPON;
  9802. break;
  9803. case 2:
  9804. val2 = BF_MAGIC;
  9805. break;
  9806. case 3:
  9807. //TODO: Absorb MISC damage? Both WEAPON & MAGIC damage? Which is correct on level 3?
  9808. val2 = BF_MISC;
  9809. break;
  9810. }
  9811. break;
  9812. case SC_BOSSMAPINFO:
  9813. if( sd == nullptr ){
  9814. return 0;
  9815. }else{
  9816. // Search for Boss on this Map
  9817. mob_data* boss_md = map_getmob_boss( bl->m );
  9818. // No MVP on this map
  9819. if( boss_md == nullptr ){
  9820. clif_bossmapinfo( *sd, nullptr, BOSS_INFO_NOT );
  9821. return 0;
  9822. }
  9823. val1 = boss_md->bl.id;
  9824. tick_time = status_get_sc_interval( type );
  9825. val4 = tick - tick_time; // Remaining time
  9826. }
  9827. break;
  9828. case SC_HIDING:
  9829. val2 = tick/1000;
  9830. tick_time = 1000; // [GodLesZ] tick time
  9831. val3 = 0; // Unused, previously speed adjustment
  9832. val4 = val1+3; // Seconds before SP substraction happen.
  9833. break;
  9834. case SC_CHASEWALK:
  9835. val2 = tick>0?tick:10000; // Interval at which SP is drained.
  9836. val3 = 35 - 5 * val1; // Speed adjustment.
  9837. if (sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_ROGUE)
  9838. val3 -= 40;
  9839. val4 = 10+val1*2; // SP cost.
  9840. if (map_flag_gvg2(bl->m) || map_getmapflag(bl->m, MF_BATTLEGROUND)) val4 *= 5;
  9841. break;
  9842. case SC_CLOAKING:
  9843. if (!sd) // Monsters should be able to walk with no penalties. [Skotlex]
  9844. val1 = 10;
  9845. tick_time = val2 = tick>0?tick:60000; // SP consumption rate.
  9846. tick = INFINITE_TICK; // Duration sent to the client should be infinite
  9847. val3 = 0; // Unused, previously walk speed adjustment
  9848. // val4&1 signals the presence of a wall.
  9849. // val4&2 makes cloak not end on normal attacks [Skotlex]
  9850. // val4&4 makes cloak not end on using skills
  9851. if (bl->type == BL_PC || (bl->type == BL_MOB && ((TBL_MOB*)bl)->special_state.clone) ) // Standard cloaking.
  9852. val4 |= battle_config.pc_cloak_check_type&7;
  9853. else
  9854. val4 |= battle_config.monster_cloak_check_type&7;
  9855. break;
  9856. case SC_SIGHT: /* splash status */
  9857. case SC_RUWACH:
  9858. case SC_SIGHTBLASTER:
  9859. val3 = skill_get_splash(val2, val1); // Val2 should bring the skill-id.
  9860. val2 = tick/20;
  9861. tick_time = 20; // [GodLesZ] tick time
  9862. break;
  9863. case SC_AUTOGUARD:
  9864. if( !(flag&SCSTART_NOAVOID) ) {
  9865. map_session_data *tsd;
  9866. int i;
  9867. for( i = val2 = 0; i < val1; i++) {
  9868. int t = 5-(i / 2);
  9869. val2 += (t < 0)? 1:t;
  9870. }
  9871. if( bl->type&(BL_PC|BL_MER) ) {
  9872. if( sd ) {
  9873. for( i = 0; i < MAX_DEVOTION; i++ ) {
  9874. if( sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) )
  9875. status_change_start(src,&tsd->bl, type, 10000, val1, val2, 0, 0, tick, SCSTART_NOAVOID|SCSTART_NOICON);
  9876. }
  9877. }
  9878. else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) )
  9879. status_change_start(src,&tsd->bl, type, 10000, val1, val2, 0, 0, tick, SCSTART_NOAVOID|SCSTART_NOICON);
  9880. }
  9881. }
  9882. break;
  9883. case SC_DEFENDER:
  9884. if (!(flag&SCSTART_NOAVOID)) {
  9885. val2 = 5 + 15*val1; // Damage reduction
  9886. val3 = 0; // Unused, previously speed adjustment
  9887. val4 = 250 - 50*val1; // Aspd adjustment
  9888. if (sd) {
  9889. map_session_data *tsd;
  9890. int i;
  9891. for (i = 0; i < MAX_DEVOTION; i++) { // See if there are devoted characters, and pass the status to them. [Skotlex]
  9892. if (sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])))
  9893. status_change_start(src,&tsd->bl,type,10000,val1,val2,val3,val4,tick,SCSTART_NOAVOID);
  9894. }
  9895. }
  9896. }
  9897. break;
  9898. case SC_TENSIONRELAX:
  9899. if (sd) {
  9900. pc_setsit(sd);
  9901. skill_sit(sd, true);
  9902. clif_sitting(&sd->bl);
  9903. }
  9904. val2 = 12; // SP cost
  9905. tick_time = 10000; // Decrease at 10secs intervals.
  9906. val3 = tick / tick_time;
  9907. tick = INFINITE_TICK; // Duration sent to the client should be infinite
  9908. break;
  9909. case SC_PARRYING:
  9910. val2 = 20 + val1*3; // Block Chance
  9911. break;
  9912. case SC_WINDWALK:
  9913. val2 = (val1+1)/2; // Flee bonus is 1/1/2/2/3/3/4/4/5/5
  9914. break;
  9915. case SC_JOINTBEAT:
  9916. if( val2&BREAK_NECK )
  9917. sc_start2(src,bl,SC_BLEEDING,100,val1,val3,skill_get_time2(scdb->skill_id,val1));
  9918. break;
  9919. case SC_BERSERK:
  9920. if( val3 == SC__BLOODYLUST )
  9921. sc_start(src,bl,(sc_type)val3,100,val1,tick);
  9922. else
  9923. sc_start4(src,bl, SC_ENDURE, 100,10,0,0,1, tick);
  9924. // HP healing is performing after the calc_status call.
  9925. // Val2 holds HP penalty
  9926. if (!val4) val4 = skill_get_time2(scdb->skill_id,val1);
  9927. if (!val4) val4 = 10000; // Val4 holds damage interval
  9928. val3 = tick/val4; // val3 holds skill duration
  9929. tick_time = val4; // [GodLesZ] tick time
  9930. break;
  9931. case SC_GOSPEL:
  9932. if(val4 == BCT_SELF) { // Self effect
  9933. val2 = tick/10000;
  9934. tick_time = 10000; // [GodLesZ] tick time
  9935. status_change_clear_buffs(bl, SCCB_BUFFS|SCCB_DEBUFFS|SCCB_CHEM_PROTECT); // Remove buffs/debuffs
  9936. }
  9937. break;
  9938. case SC_MARIONETTE:
  9939. {
  9940. int stat;
  9941. val3 = 0;
  9942. val4 = 0;
  9943. stat = ( sd ? sd->status.str : status_get_base_status(bl)->str ) / 2; val3 |= cap_value(stat,0,0xFF)<<16;
  9944. stat = ( sd ? sd->status.agi : status_get_base_status(bl)->agi ) / 2; val3 |= cap_value(stat,0,0xFF)<<8;
  9945. stat = ( sd ? sd->status.vit : status_get_base_status(bl)->vit ) / 2; val3 |= cap_value(stat,0,0xFF);
  9946. stat = ( sd ? sd->status.int_: status_get_base_status(bl)->int_) / 2; val4 |= cap_value(stat,0,0xFF)<<16;
  9947. stat = ( sd ? sd->status.dex : status_get_base_status(bl)->dex ) / 2; val4 |= cap_value(stat,0,0xFF)<<8;
  9948. stat = ( sd ? sd->status.luk : status_get_base_status(bl)->luk ) / 2; val4 |= cap_value(stat,0,0xFF);
  9949. break;
  9950. }
  9951. case SC_MARIONETTE2:
  9952. {
  9953. int stat,max_stat;
  9954. // Fetch caster information
  9955. struct block_list *pbl = map_id2bl(val1);
  9956. status_change *psc = pbl?status_get_sc(pbl):NULL;
  9957. struct status_change_entry *psce = psc?psc->getSCE(SC_MARIONETTE):NULL;
  9958. // Fetch target's stats
  9959. struct status_data* status2 = status_get_status_data(bl); // Battle status
  9960. if (!psce)
  9961. return 0;
  9962. val3 = 0;
  9963. val4 = 0;
  9964. max_stat = battle_config.max_parameter; // Cap to 99 (default)
  9965. stat = (psce->val3 >>16)&0xFF; stat = min(stat, max_stat - status2->str ); val3 |= cap_value(stat,0,0xFF)<<16;
  9966. stat = (psce->val3 >> 8)&0xFF; stat = min(stat, max_stat - status2->agi ); val3 |= cap_value(stat,0,0xFF)<<8;
  9967. stat = (psce->val3 >> 0)&0xFF; stat = min(stat, max_stat - status2->vit ); val3 |= cap_value(stat,0,0xFF);
  9968. stat = (psce->val4 >>16)&0xFF; stat = min(stat, max_stat - status2->int_); val4 |= cap_value(stat,0,0xFF)<<16;
  9969. stat = (psce->val4 >> 8)&0xFF; stat = min(stat, max_stat - status2->dex ); val4 |= cap_value(stat,0,0xFF)<<8;
  9970. stat = (psce->val4 >> 0)&0xFF; stat = min(stat, max_stat - status2->luk ); val4 |= cap_value(stat,0,0xFF);
  9971. break;
  9972. }
  9973. case SC_SPIRIT:
  9974. //1st Transcendent Spirit works similar to Marionette Control
  9975. if(sd && val2 == SL_HIGH) {
  9976. int stat,max_stat;
  9977. struct status_data *status2 = status_get_base_status(bl);
  9978. val3 = 0;
  9979. val4 = 0;
  9980. max_stat = (status_get_lv(bl)-10<50)?status_get_lv(bl)-10:50;
  9981. stat = max(0, max_stat - status2->str); val3 |= cap_value(stat,0,0xFF)<<16;
  9982. stat = max(0, max_stat - status2->agi ); val3 |= cap_value(stat,0,0xFF)<<8;
  9983. stat = max(0, max_stat - status2->vit ); val3 |= cap_value(stat,0,0xFF);
  9984. stat = max(0, max_stat - status2->int_); val4 |= cap_value(stat,0,0xFF)<<16;
  9985. stat = max(0, max_stat - status2->dex ); val4 |= cap_value(stat,0,0xFF)<<8;
  9986. stat = max(0, max_stat - status2->luk ); val4 |= cap_value(stat,0,0xFF);
  9987. }
  9988. break;
  9989. case SC_REJECTSWORD:
  9990. val2 = 15*val1; // Reflect chance
  9991. val3 = 3; // Reflections
  9992. tick = INFINITE_TICK;
  9993. break;
  9994. case SC_MEMORIZE:
  9995. val2 = 5; // Memorized casts.
  9996. tick = INFINITE_TICK;
  9997. break;
  9998. #ifndef RENEWAL
  9999. case SC_GRAVITATION:
  10000. val2 = 50*val1; // aspd reduction
  10001. break;
  10002. #endif
  10003. case SC_REGENERATION:
  10004. if (val1 == 1)
  10005. val2 = 2;
  10006. else
  10007. val2 = val1; // HP Regerenation rate: 200% 200% 300%
  10008. val3 = val1; // SP Regeneration Rate: 100% 200% 300%
  10009. // If val4 comes set, this blocks regen rather than increase it.
  10010. break;
  10011. case SC_DEVOTION:
  10012. {
  10013. struct block_list *d_bl;
  10014. status_change *d_sc;
  10015. if( (d_bl = map_id2bl(val1)) && (d_sc = status_get_sc(d_bl)) && d_sc->count ) { // Inherits Status From Source
  10016. const enum sc_type types[] = { SC_AUTOGUARD, SC_DEFENDER, SC_REFLECTSHIELD, SC_ENDURE };
  10017. int i = (map_flag_gvg2(bl->m) || map_getmapflag(bl->m, MF_BATTLEGROUND))?2:3;
  10018. while( i >= 0 ) {
  10019. enum sc_type type2 = types[i];
  10020. if( d_sc->getSCE(type2) )
  10021. status_change_start(d_bl, bl, type2, 10000, d_sc->getSCE(type2)->val1, 0, 0, (type2 == SC_REFLECTSHIELD ? 1 : 0), skill_get_time(status_db.getSkill(type2),d_sc->getSCE(type2)->val1), (type2 == SC_DEFENDER) ? SCSTART_NOAVOID : SCSTART_NOAVOID|SCSTART_NOICON);
  10022. i--;
  10023. }
  10024. }
  10025. break;
  10026. }
  10027. case SC_COMA: // Coma. Sends a char to 1HP. If val2, do not zap sp
  10028. status_zap(bl, status->hp-1, val2?0:status->sp);
  10029. return 1;
  10030. break;
  10031. case SC_CLOSECONFINE2:
  10032. {
  10033. struct block_list *src2 = val2?map_id2bl(val2):NULL;
  10034. status_change *sc2 = src2?status_get_sc(src2):NULL;
  10035. struct status_change_entry *sce2 = sc2?sc2->getSCE(SC_CLOSECONFINE):NULL;
  10036. if (src2 && sc2) {
  10037. if (!sce2) { // Start lock on caster.
  10038. #ifdef RENEWAL
  10039. val3 = 50; // Flee increase
  10040. #else
  10041. val3 = 10; // Flee increase
  10042. #endif
  10043. sc_start4(src2,src2,SC_CLOSECONFINE,100,val1,1,val3,0,tick+1000);
  10044. } else { // Increase count of locked enemies and refresh time.
  10045. (sce2->val2)++;
  10046. delete_timer(sce2->timer, status_change_timer);
  10047. sce2->timer = add_timer(gettick()+tick+1000, status_change_timer, src2->id, SC_CLOSECONFINE);
  10048. }
  10049. } else // Status failed.
  10050. return 0;
  10051. }
  10052. break;
  10053. case SC_KAITE:
  10054. val2 = 1+val1/5; // Number of bounces: 1 + skill_lv/5
  10055. break;
  10056. case SC_KAUPE:
  10057. switch (val1) {
  10058. case 3: // 33*3 + 1 -> 100%
  10059. val2++;
  10060. [[fallthrough]];
  10061. case 1:
  10062. case 2: // 33, 66%
  10063. val2 += 33*val1;
  10064. val3 = 1; // Dodge 1 attack total.
  10065. break;
  10066. default: // Custom. For high level mob usage, higher level means more blocks. [Skotlex]
  10067. val2 = 100;
  10068. val3 = val1-2;
  10069. break;
  10070. }
  10071. break;
  10072. case SC_COMBO:
  10073. {
  10074. // val1: Skill ID
  10075. // val2: When given, target (for autotargetting skills)
  10076. // val3: When set, this combo time should NOT delay attack/movement
  10077. // val3: If set to 2 this combo will delay ONLY attack
  10078. // val3: TK: Last used kick
  10079. // val4: TK: Combo time
  10080. struct unit_data *ud = unit_bl2ud(bl);
  10081. if ( ud && (!val3 || val3 == 2) ) {
  10082. tick += 300 * battle_config.combo_delay_rate/100;
  10083. ud->attackabletime = gettick()+tick;
  10084. if( !val3 )
  10085. unit_set_walkdelay(bl, gettick(), tick, 1);
  10086. }
  10087. val3 = 0;
  10088. val4 = tick;
  10089. break;
  10090. }
  10091. case SC_EARTHSCROLL:
  10092. val2 = 11-val1; // Chance to consume: 11-skill_lv%
  10093. break;
  10094. case SC_RUN:
  10095. {
  10096. //Store time at which you started running.
  10097. t_tick currenttick = gettick();
  10098. // Note: this int64 value is stored in two separate int32 variables (FIXME)
  10099. val3 = (int)(currenttick & 0x00000000ffffffffLL);
  10100. val4 = (int)((currenttick & 0xffffffff00000000LL) >> 32);
  10101. tick = INFINITE_TICK;
  10102. break;
  10103. }
  10104. case SC_KAAHI:
  10105. val2 = 200*val1; // HP heal
  10106. val3 = 5*val1; // SP cost
  10107. break;
  10108. case SC_BLESSING:
  10109. if (bl->type == BL_PC || (!undead_flag && status->race != RC_DEMON))
  10110. val2 = val1;
  10111. else
  10112. val2 = 0; // 0 -> Half stat.
  10113. break;
  10114. case SC_TRICKDEAD:
  10115. if (vd) vd->dead_sit = 1;
  10116. tick = INFINITE_TICK;
  10117. break;
  10118. case SC_CONCENTRATE:
  10119. val2 = 2 + val1;
  10120. if (sd) { // Store the card-bonus data that should not count in the %
  10121. val3 = sd->indexed_bonus.param_bonus[1]; // Agi
  10122. val4 = sd->indexed_bonus.param_bonus[4]; // Dex
  10123. } else
  10124. val3 = val4 = 0;
  10125. break;
  10126. case SC_MAXOVERTHRUST:
  10127. val2 = 20*val1; // Power increase
  10128. break;
  10129. case SC_OVERTHRUST:
  10130. case SC_ADRENALINE2:
  10131. case SC_ADRENALINE:
  10132. case SC_WEAPONPERFECTION:
  10133. {
  10134. map_session_data * s_sd = BL_CAST(BL_PC, src);
  10135. if (type == SC_OVERTHRUST) {
  10136. // val2 holds if it was casted on self, or is bonus received from others
  10137. #ifdef RENEWAL
  10138. val3 = (val2) ? 5 * val1 : (val1 > 4) ? 15 : (val1 > 2) ? 10 : 5; // Power increase
  10139. #else
  10140. val3 = (val2) ? 5 * val1 : 5; // Power increase
  10141. #endif
  10142. }
  10143. else if (type == SC_ADRENALINE2 || type == SC_ADRENALINE) {
  10144. val3 = (val2) ? 300 : 200; // Aspd increase
  10145. }
  10146. if (s_sd && pc_checkskill(s_sd, BS_HILTBINDING) > 0)
  10147. tick += tick / 10; //If caster has Hilt Binding, duration increases by 10%
  10148. }
  10149. break;
  10150. case SC_CONCENTRATION:
  10151. #ifdef RENEWAL
  10152. val2 = 5 + val1 * 2; // Batk/Watk Increase
  10153. val4 = 5 + val1 * 2; // Def reduction
  10154. #else
  10155. val2 = 5*val1; // Batk/Watk Increase
  10156. val4 = 5*val1; // Def reduction
  10157. #endif
  10158. val3 = 10*val1; // Hit Increase
  10159. sc_start(src, bl, SC_ENDURE, 100, 1, tick); // Level 1 Endure effect
  10160. break;
  10161. case SC_ANGELUS:
  10162. val2 = 5*val1; // def increase
  10163. break;
  10164. case SC_IMPOSITIO:
  10165. val2 = 5*val1; // WATK/MATK increase
  10166. break;
  10167. case SC_MELTDOWN:
  10168. val2 = 100*val1; // Chance to break weapon
  10169. val3 = 70*val1; // Change to break armor
  10170. break;
  10171. case SC_TRUESIGHT:
  10172. val2 = 10*val1; // Critical increase
  10173. val3 = 3*val1; // Hit increase
  10174. break;
  10175. case SC_SUN_COMFORT:
  10176. val2 = (status_get_lv(bl) + status->dex + status->luk)/2; // def increase
  10177. break;
  10178. case SC_MOON_COMFORT:
  10179. val2 = (status_get_lv(bl) + status->dex + status->luk)/10; // flee increase
  10180. break;
  10181. case SC_STAR_COMFORT:
  10182. val2 = (status_get_lv(bl) + status->dex + status->luk); // Aspd increase
  10183. break;
  10184. case SC_QUAGMIRE:
  10185. val2 = (sd?5:10)*val1; // Agi/Dex decrease.
  10186. break;
  10187. // gs_something1 [Vicious]
  10188. case SC_GATLINGFEVER:
  10189. val2 = 20*val1; // Aspd increase
  10190. val3 = 20+10*val1; // Atk increase
  10191. val4 = 5*val1; // Flee decrease
  10192. break;
  10193. case SC_FLING:
  10194. if (bl->type == BL_PC)
  10195. val2 = 0; // No armor reduction to players.
  10196. else
  10197. val2 = 5*val1; // Def reduction
  10198. val3 = 5*val1; // Def2 reduction
  10199. break;
  10200. case SC_PROVOKE:
  10201. val2 = 2+3*val1; // Atk increase
  10202. val3 = 5+5*val1; // Def reduction.
  10203. // val4 signals autoprovoke.
  10204. break;
  10205. case SC_AVOID:
  10206. // val2 = 10*val1; // Speed change rate.
  10207. break;
  10208. case SC_DEFENCE:
  10209. #ifdef RENEWAL
  10210. val2 = 5 + (val1 * 5); // Vit bonus
  10211. #else
  10212. val2 = 2*val1; // Def bonus
  10213. #endif
  10214. break;
  10215. case SC_BLOODLUST:
  10216. val2 = 20+10*val1; // Atk rate change.
  10217. val3 = 3*val1; // Leech chance
  10218. val4 = 20; // Leech percent
  10219. break;
  10220. case SC_FLEET:
  10221. val2 = 30*val1; // Aspd change
  10222. val3 = 5+5*val1; // bAtk/wAtk rate change
  10223. break;
  10224. case SC_MINDBREAKER:
  10225. val2 = 20*val1; // matk increase.
  10226. val3 = 12*val1; // mdef2 reduction.
  10227. break;
  10228. case SC_JAILED:
  10229. // Val1 is duration in minutes. Use INT_MAX to specify 'unlimited' time.
  10230. if (sd) {
  10231. if (sd->mapindex != val2) {
  10232. int pos = (bl->x&0xFFFF)|(bl->y<<16), // Current Coordinates
  10233. map_idx = sd->mapindex; // Current Map
  10234. // 1. Place in Jail (val2 -> Jail Map, val3 -> x, val4 -> y
  10235. pc_setpos(sd,(unsigned short)val2,val3,val4, CLR_TELEPORT);
  10236. // 2. Set restore point (val3 -> return map, val4 return coords
  10237. val3 = map_idx;
  10238. val4 = pos;
  10239. } else if (!val3 || val3 == sd->mapindex) { // Use save point.
  10240. val3 = mapindex_name2id( sd->status.save_point.map );
  10241. val4 = (sd->status.save_point.x&0xFFFF)
  10242. |(sd->status.save_point.y<<16);
  10243. }
  10244. }
  10245. break;
  10246. case SC_UTSUSEMI:
  10247. val2=(val1+1)/2; // Number of hits blocked
  10248. val3=skill_get_blewcount(NJ_UTSUSEMI, val1); // knockback value.
  10249. break;
  10250. case SC_BUNSINJYUTSU:
  10251. val2=(val1+1)/2; // Number of hits blocked
  10252. break;
  10253. case SC_CHANGE:
  10254. val2= 30*val1; // Vit increase
  10255. val3= 20*val1; // Int increase
  10256. break;
  10257. case SC_SWOO:
  10258. if(status_has_mode(status,MD_STATUSIMMUNE))
  10259. tick /= 5; // !TODO: Reduce skill's duration. But for how long?
  10260. break;
  10261. case SC_ARMOR:
  10262. // NPC_DEFENDER:
  10263. val2 = 80; // Damage reduction
  10264. // Attack requirements to be blocked:
  10265. val3 = BF_LONG; // Range
  10266. val4 = BF_WEAPON|BF_MISC; // Type
  10267. break;
  10268. case SC_ENCHANTARMS:
  10269. // Make sure the received element is valid.
  10270. if (val1 >= ELE_ALL)
  10271. val1 = val1%ELE_ALL;
  10272. else if (val1 < 0)
  10273. val1 = rnd()%ELE_ALL;
  10274. break;
  10275. case SC_CRITICALWOUND:
  10276. // Level 1 ~ 5 & 6 ~ 10 has different duration
  10277. // Level 6 ~ 10 use effect of level 1 ~ 5
  10278. val1 = 1 + ((val1-1)%5);
  10279. val2 = 20*val1; // Heal effectiveness decrease
  10280. break;
  10281. case SC_MAGICMIRROR:
  10282. // Level 1 ~ 5 & 6 ~ 10 has different duration
  10283. // Level 6 ~ 10 use effect of level 1 ~ 5
  10284. val1 = 1 + ((val1-1)%5);
  10285. [[fallthrough]];
  10286. case SC_SLOWCAST:
  10287. val2 = 20*val1; // Magic reflection/cast rate
  10288. break;
  10289. case SC_ARMORCHANGE:
  10290. if (val2 == NPC_ANTIMAGIC) { // Boost mdef
  10291. val2 =-20;
  10292. val3 = 20;
  10293. } else { // Boost def
  10294. val2 = 20;
  10295. val3 =-20;
  10296. }
  10297. // Level 1 ~ 5 & 6 ~ 10 has different duration
  10298. // Level 6 ~ 10 use effect of level 1 ~ 5
  10299. val1 = 1 + ((val1-1)%5);
  10300. val2 *= val1; // 20% per level
  10301. val3 *= val1;
  10302. break;
  10303. case SC_EXPBOOST:
  10304. case SC_JEXPBOOST:
  10305. case SC_JP_EVENT04:
  10306. if (val1 < 0)
  10307. val1 = 0;
  10308. break;
  10309. case SC_INCFLEE2:
  10310. case SC_INCCRI:
  10311. val2 = val1*10; // Actual boost (since 100% = 1000)
  10312. break;
  10313. case SC_SUFFRAGIUM:
  10314. #ifdef RENEWAL
  10315. val2 = 5 + val1 * 5; // Speed cast decrease
  10316. #else
  10317. val2 = 15 * val1; // Speed cast decrease
  10318. #endif
  10319. break;
  10320. case SC_INCHEALRATE:
  10321. if (val1 < 1)
  10322. val1 = 1;
  10323. break;
  10324. case SC_DOUBLECAST:
  10325. val2 = 30+10*val1; // Trigger rate
  10326. break;
  10327. case SC_KAIZEL:
  10328. val2 = 10*val1; // % of life to be revived with
  10329. break;
  10330. // case SC_ARMOR_ELEMENT_WATER:
  10331. // case SC_ARMOR_ELEMENT_EARTH:
  10332. // case SC_ARMOR_ELEMENT_FIRE:
  10333. // case SC_ARMOR_ELEMENT_WIND:
  10334. // case SC_ARMOR_RESIST:
  10335. // Mod your resistance against elements:
  10336. // val1 = water | val2 = earth | val3 = fire | val4 = wind
  10337. // break;
  10338. // case ????:
  10339. // Place here SCs that have no SCB_* data, no skill associated, no ICON
  10340. // associated, and yet are not wrong/unknown. [Skotlex]
  10341. // break;
  10342. case SC_MERC_FLEEUP:
  10343. case SC_MERC_ATKUP:
  10344. case SC_MERC_HITUP:
  10345. val2 = 15 * val1;
  10346. break;
  10347. case SC_MERC_HPUP:
  10348. case SC_MERC_SPUP:
  10349. val2 = 5 * val1;
  10350. break;
  10351. case SC_REBIRTH:
  10352. val2 = 20*val1; // % of life to be revived with
  10353. break;
  10354. case SC_MANU_DEF:
  10355. case SC_MANU_ATK:
  10356. case SC_MANU_MATK:
  10357. val2 = 1; // Manuk group
  10358. break;
  10359. case SC_SPL_DEF:
  10360. case SC_SPL_ATK:
  10361. case SC_SPL_MATK:
  10362. val2 = 2; // Splendide group
  10363. break;
  10364. /* General */
  10365. case SC_FEAR:
  10366. status_change_start(src,bl,SC_ANKLE,10000,val1,0,0,0,2000,SCSTART_NOAVOID|SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  10367. break;
  10368. /* Rune Knight */
  10369. case SC_DEATHBOUND:
  10370. val2 = 500 + 100 * val1;
  10371. break;
  10372. case SC_STONEHARDSKIN:
  10373. if (!status_charge(bl, status->hp / 5, 0)) // 20% of HP
  10374. return 0;
  10375. if (sd)
  10376. val1 = sd->status.job_level * pc_checkskill(sd, RK_RUNEMASTERY) / 4; // DEF/MDEF Increase
  10377. break;
  10378. case SC_REFRESH:
  10379. status_heal(bl, status_get_max_hp(bl) * 25 / 100, 0, 1);
  10380. status_change_clear_buffs(bl, SCCB_REFRESH);
  10381. break;
  10382. case SC_MILLENNIUMSHIELD:
  10383. {
  10384. int8 chance = rnd()%100;
  10385. val2 = ((chance < 20) ? 4 : (chance < 50) ? 3 : 2); // Shield count
  10386. val3 = 1000; // Shield HP
  10387. clif_millenniumshield(bl, val2);
  10388. }
  10389. break;
  10390. case SC_ABUNDANCE:
  10391. val4 = tick / 10000;
  10392. tick_time = 10000; // [GodLesZ] tick time
  10393. break;
  10394. case SC_GIANTGROWTH:
  10395. val2 = 30; // Damage success rate and STR increase
  10396. break;
  10397. case SC_LUXANIMA:
  10398. val2 = 15; // Storm Blast success %
  10399. val3 = 30; // Damage/HP/SP % increase
  10400. break;
  10401. /* Arch Bishop */
  10402. case SC_RENOVATIO:
  10403. val4 = tick / 5000;
  10404. tick_time = 5000;
  10405. break;
  10406. case SC_SECRAMENT:
  10407. val2 = 10 * val1;
  10408. break;
  10409. case SC_VENOMIMPRESS:
  10410. val2 = 10 * val1;
  10411. break;
  10412. case SC_WEAPONBLOCKING:
  10413. val2 = 10 + 2 * val1; // Chance
  10414. val4 = tick / 5000;
  10415. tick_time = 5000; // [GodLesZ] tick time
  10416. break;
  10417. case SC_OBLIVIONCURSE:
  10418. if (val3 == 0)
  10419. break;
  10420. val4 = tick / 3000;
  10421. tick_time = 3000; // [GodLesZ] tick time
  10422. break;
  10423. case SC_CLOAKINGEXCEED:
  10424. val2 = (val1 + 1) / 2; // Hits
  10425. val3 = (val1 - 1) * 10; // Walk speed
  10426. if (bl->type == BL_PC)
  10427. val4 |= battle_config.pc_cloak_check_type&7;
  10428. else
  10429. val4 |= battle_config.monster_cloak_check_type&7;
  10430. tick_time = 1000; // [GodLesZ] tick time
  10431. break;
  10432. case SC_HALLUCINATIONWALK:
  10433. case SC_NPC_HALLUCINATIONWALK:
  10434. val2 = 50 * val1; // Evasion rate of physical attacks. Flee
  10435. val3 = 10 * val1; // Evasion rate of magical attacks.
  10436. break;
  10437. case SC_MARSHOFABYSS:
  10438. if( bl->type == BL_PC )
  10439. val2 = 3 * val1; // AGI and DEX Reduction
  10440. else // BL_MOB
  10441. val2 = 6 * val1; // AGI and DEX Reduction
  10442. val3 = 10 * val1; // Movement Speed Reduction
  10443. break;
  10444. case SC_FREEZE_SP:
  10445. // val2 = sp drain per 10 seconds
  10446. tick_time = 10000; // [GodLesZ] tick time
  10447. break;
  10448. case SC_SPHERE_1:
  10449. case SC_SPHERE_2:
  10450. case SC_SPHERE_3:
  10451. case SC_SPHERE_4:
  10452. case SC_SPHERE_5:
  10453. if( !sd )
  10454. return 0; // Should only work on players.
  10455. val4 = tick / 1000;
  10456. if( val4 < 1 )
  10457. val4 = 1;
  10458. tick_time = 1000; // [GodLesZ] tick time
  10459. break;
  10460. case SC_SHAPESHIFT:
  10461. switch( val1 ) {
  10462. case 1: val2 = ELE_FIRE; break;
  10463. case 2: val2 = ELE_EARTH; break;
  10464. case 3: val2 = ELE_WIND; break;
  10465. case 4: val2 = ELE_WATER; break;
  10466. }
  10467. break;
  10468. case SC_ELECTRICSHOCKER:
  10469. case SC_CRYSTALIZE:
  10470. val4 = tick / 1000;
  10471. if( val4 < 1 )
  10472. val4 = 1;
  10473. tick_time = 1000; // [GodLesZ] tick time
  10474. break;
  10475. case SC_MEIKYOUSISUI:
  10476. val2 = val1 * 2; // % HP each sec
  10477. val3 = val1; // % SP each sec
  10478. val4 = tick / 1000;
  10479. if( val4 < 1 )
  10480. val4 = 1;
  10481. tick_time = 1000;
  10482. break;
  10483. case SC_CAMOUFLAGE:
  10484. val4 = tick/1000;
  10485. tick_time = 1000; // [GodLesZ] tick time
  10486. break;
  10487. case SC_WUGDASH:
  10488. {
  10489. //Store time at which you started running.
  10490. t_tick currenttick = gettick();
  10491. // Note: this int64 value is stored in two separate int32 variables (FIXME)
  10492. val3 = (int)(currenttick&0x00000000ffffffffLL);
  10493. val4 = (int)((currenttick&0xffffffff00000000LL)>>32);
  10494. tick = INFINITE_TICK;
  10495. break;
  10496. }
  10497. case SC__SHADOWFORM:
  10498. {
  10499. map_session_data * s_sd = map_id2sd(val2);
  10500. if( s_sd )
  10501. s_sd->shadowform_id = bl->id;
  10502. val4 = tick / 1000;
  10503. tick_time = 1000; // [GodLesZ] tick time
  10504. }
  10505. break;
  10506. case SC__STRIPACCESSORY:
  10507. if (!sd)
  10508. val2 = 20;
  10509. break;
  10510. case SC__INVISIBILITY:
  10511. val2 = 50 - 10 * val1; // ASPD
  10512. val3 = 20 * val1; // CRITICAL
  10513. val4 = tick / 1000;
  10514. tick = INFINITE_TICK; // Duration sent to the client should be infinite
  10515. tick_time = 1000; // [GodLesZ] tick time
  10516. break;
  10517. case SC__ENERVATION:
  10518. val2 = 20 + 10 * val1; // ATK Reduction
  10519. if (sd) {
  10520. pc_delspiritball(sd,sd->spiritball,0);
  10521. pc_delspiritcharm(sd,sd->spiritcharm,sd->spiritcharm_type);
  10522. }
  10523. break;
  10524. case SC__GROOMY:
  10525. val2 = 20 + 10 * val1; // ASPD
  10526. val3 = 20 * val1; // HIT
  10527. if( sd ) { // Removes Animals
  10528. if( pc_isriding(sd) ) pc_setriding(sd, 0);
  10529. if( pc_isridingdragon(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_DRAGON);
  10530. if( pc_iswug(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_WUG);
  10531. if( pc_isridingwug(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_WUGRIDER);
  10532. if( pc_isfalcon(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_FALCON);
  10533. if( sd->status.pet_id > 0 ) pet_return_egg(sd, sd->pd);
  10534. if( hom_is_active(sd->hd) ) hom_vaporize(sd, HOM_ST_ACTIVE);
  10535. //if( sd->md ) mercenary_delete(sd->md,3); // Are Mercenaries removed? [aleos]
  10536. }
  10537. break;
  10538. case SC__LAZINESS:
  10539. val2 = 10 + 10 * val1; // Cast Increase
  10540. val3 = 10 * val1; // Flee Reduction
  10541. break;
  10542. case SC__UNLUCKY:
  10543. {
  10544. sc_type rand_eff;
  10545. switch(rnd() % 3) {
  10546. case 1: rand_eff = SC_BLIND; break;
  10547. case 2: rand_eff = SC_SILENCE; break;
  10548. default: rand_eff = SC_POISON; break;
  10549. }
  10550. val2 = 10 * val1; // Crit and Flee2 Reduction
  10551. status_change_start(src,bl,rand_eff,10000,val1,0,(rand_eff == SC_POISON ? src->id : 0),0,tick,SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  10552. break;
  10553. }
  10554. case SC__WEAKNESS:
  10555. val2 = 10 * val1;
  10556. // Bypasses coating protection and MADO
  10557. sc_start(src,bl,SC_STRIPWEAPON,100,val1,tick);
  10558. sc_start(src,bl,SC_STRIPSHIELD,100,val1,tick);
  10559. break;
  10560. case SC_GN_CARTBOOST:
  10561. if( val1 < 3 )
  10562. val2 = 50;
  10563. else if( val1 > 2 && val1 < 5 )
  10564. val2 = 75;
  10565. else
  10566. val2 = 100;
  10567. break;
  10568. case SC_PROPERTYWALK:
  10569. val3 = 0;
  10570. break;
  10571. case SC_STRIKING:
  10572. // val2 = watk bonus already calc
  10573. val3 = 6 - val1;// spcost = 6 - level (lvl1:5 ... lvl 5: 1)
  10574. val4 = tick / 1000;
  10575. tick_time = 1000; // [GodLesZ] tick time
  10576. break;
  10577. case SC_WARMER:
  10578. val4 = tick / 3000;
  10579. tick = INFINITE_TICK; // Duration sent to the client should be infinite
  10580. tick_time = 3000;
  10581. break;
  10582. case SC_HELLS_PLANT:
  10583. tick_time = status_get_sc_interval(type);
  10584. val4 = tick - tick_time; // Remaining time
  10585. break;
  10586. case SC_SWINGDANCE:
  10587. val3 = 3 * val1 + val2; // Walk speed and aspd reduction.
  10588. break;
  10589. case SC_SYMPHONYOFLOVER:
  10590. val3 = 2 * val1 + val2 + (sd?sd->status.job_level:50) / 4; // MDEF Increase
  10591. break;
  10592. case SC_MOONLITSERENADE: // MATK Increase
  10593. case SC_RUSHWINDMILL: // ATK Increase
  10594. val3 = 4 + val1 * 3 + val2 + (sd?sd->status.job_level:50) / 5;
  10595. break;
  10596. case SC_ECHOSONG:
  10597. val3 = 6 * val1 + val2 + (sd?sd->status.job_level:50) / 4; // DEF Increase
  10598. break;
  10599. case SC_HARMONIZE:
  10600. val2 = 5 + 5 * val1;
  10601. break;
  10602. case SC_VOICEOFSIREN:
  10603. val4 = tick / 2000;
  10604. tick_time = 2000; // [GodLesZ] tick time
  10605. break;
  10606. case SC_DEEPSLEEP:
  10607. val4 = tick / 2000;
  10608. tick_time = 2000; // [GodLesZ] tick time
  10609. break;
  10610. case SC_SIRCLEOFNATURE:
  10611. val2 = 50 * val1; // HP recovery rate
  10612. break;
  10613. case SC_SONGOFMANA:
  10614. status_heal(bl, 0, status->max_sp * (val1 <= 2 ? 10 : val1 <= 4 ? 15 : 20) / 100, 1);
  10615. val3 = 50 * val1;
  10616. break;
  10617. case SC_SATURDAYNIGHTFEVER:
  10618. if (!val4) val4 = skill_get_time2(scdb->skill_id,val1);
  10619. if (!val4) val4 = 3000;
  10620. val3 = tick/val4;
  10621. tick_time = val4; // [GodLesZ] tick time
  10622. break;
  10623. case SC_GLOOMYDAY:
  10624. val2 = 20 + 5 * val1; // Flee reduction.
  10625. val3 = 15 + 5 * val1; // ASPD reduction.
  10626. if( sd && rnd()%100 < val1 ) { // (Skill Lv) %
  10627. val4 = 1; // Reduce walk speed by half.
  10628. if( pc_isriding(sd) ) pc_setriding(sd, 0);
  10629. if( pc_isridingdragon(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_DRAGON);
  10630. }
  10631. break;
  10632. case SC_GLOOMYDAY_SK:
  10633. // Random number between [15 ~ (Voice Lesson Skill Level x 5) + (Skill Level x 10)] %.
  10634. val2 = 15 + rnd()%( (sd?pc_checkskill(sd, WM_LESSON)*5:0) + val1*10 );
  10635. break;
  10636. case SC_SITDOWN_FORCE:
  10637. case SC_BANANA_BOMB_SITDOWN:
  10638. if( sd && !pc_issit(sd) ) {
  10639. pc_setsit(sd);
  10640. skill_sit(sd, true);
  10641. clif_sitting(bl);
  10642. }
  10643. break;
  10644. case SC_DANCEWITHWUG:
  10645. val3 = 5 * val1; // ASPD Increase
  10646. val4 = 20 + 10 * val1; // Fixed Cast Time Reduction
  10647. break;
  10648. case SC_LERADSDEW:
  10649. val3 = 2 + 3 * val1 + min(3 * val2, 25); // MaxHP Increase
  10650. break;
  10651. case SC_MELODYOFSINK:
  10652. val2 = 10 * val1; // INT Reduction.
  10653. val3 = 2 + 2 * val1; // MaxSP reduction
  10654. break;
  10655. case SC_BEYONDOFWARCRY:
  10656. val2 = 10 + 10 * val1; // STR Reduction
  10657. val3 = 4 * val1; // MaxHP Reduction
  10658. break;
  10659. case SC_UNLIMITEDHUMMINGVOICE:
  10660. val3 = 4 * val1 + min(3 * val2, 15); // !TODO: What's the Lesson bonus?
  10661. break;
  10662. case SC_REFLECTDAMAGE:
  10663. val2 = 10 * val1; // Reflect reduction amount
  10664. val4 = tick/1000; // Number of SP cycles (duration)
  10665. tick_time = 1000; // [GodLesZ] tick time
  10666. break;
  10667. case SC_FORCEOFVANGUARD:
  10668. val2 = 8 + 12 * val1; // Chance
  10669. val3 = 5 + 2 * val1; // Max rage counters
  10670. tick = INFINITE_TICK; // Endless duration in the client
  10671. tick_time = 10000; // [GodLesZ] tick time
  10672. break;
  10673. case SC_EXEEDBREAK:
  10674. val2 = 150 * val1;
  10675. if (sd) { // Players
  10676. short index = sd->equip_index[EQI_HAND_R];
  10677. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_WEAPON)
  10678. val2 += 15 * sd->status.job_level + sd->inventory_data[index]->weight / 10 * sd->inventory_data[index]->weapon_level * status_get_lv(bl) / 100;
  10679. } else // Monster
  10680. val2 += 750;
  10681. break;
  10682. case SC_PRESTIGE:
  10683. val2 = (status->int_ + status->luk) * val1 / 20 * status_get_lv(bl) / 200 + val1; // Chance to evade magic damage.
  10684. val3 = ((val1 * 15) + (10 * (sd?pc_checkskill(sd,CR_DEFENDER):skill_get_max(CR_DEFENDER)))) * status_get_lv(bl) / 100; // Defence added
  10685. break;
  10686. case SC_SHIELDSPELL_HP:
  10687. val2 = 3; // 3% HP every 3 seconds
  10688. tick_time = status_get_sc_interval(type);
  10689. val4 = tick - tick_time; // Remaining time
  10690. break;
  10691. case SC_SHIELDSPELL_SP:
  10692. val2 = 3; // 3% SP every 5 seconds
  10693. tick_time = status_get_sc_interval(type);
  10694. val4 = tick - tick_time; // Remaining time
  10695. break;
  10696. case SC_SHIELDSPELL_ATK:
  10697. val2 = 150; // WATK/MATK bonus
  10698. break;
  10699. case SC_BANDING:
  10700. val2 = (sd ? skill_banding_count(sd) : 1);
  10701. tick_time = 5000; // [GodLesZ] tick time
  10702. break;
  10703. case SC_MAGNETICFIELD:
  10704. tick_time = 1000; // [GodLesZ] tick time
  10705. val4 = tick / tick_time;
  10706. break;
  10707. case SC_INSPIRATION:
  10708. val2 = 40 * val1; // ATK/MATK
  10709. val3 = 6 * val1; //All stat bonus
  10710. val4 = tick / 5000;
  10711. tick_time = 5000; // [GodLesZ] tick time
  10712. status_change_clear_buffs(bl, SCCB_DEBUFFS); // Remove debuffs
  10713. break;
  10714. case SC_CRESCENTELBOW:
  10715. val2 = (sd?sd->status.job_level:50) / 2 + (50 + 5 * val1);
  10716. break;
  10717. case SC_LIGHTNINGWALK: // [(Job Level / 2) + (40 + 5 * Skill Level)] %
  10718. val1 = (sd?sd->status.job_level:2)/2 + 40 + 5 * val1;
  10719. break;
  10720. case SC_GT_ENERGYGAIN:
  10721. val2 = 10 + 5 * val1; // Sphere gain chance.
  10722. break;
  10723. case SC_GT_CHANGE:
  10724. // Take note there is no def increase as skill desc says. [malufett]
  10725. val2 = val1 * 8; // ATK increase
  10726. val3 = status->agi * val1 / 60; // ASPD increase: [(Target AGI x Skill Level) / 60] %
  10727. break;
  10728. case SC_GT_REVITALIZE:
  10729. // Take note there is no vit, aspd, speed increase as skill desc says. [malufett]
  10730. val2 = 2 * val1; // MaxHP: [(Skill Level * 2)]%
  10731. val3 = val1 * 30 + 50; // Natural HP recovery increase: [(Skill Level x 30) + 50] %
  10732. // The stat def is not shown in the status window and it is processed differently
  10733. val4 = val1 * 20; // STAT DEF increase
  10734. break;
  10735. case SC_PYROTECHNIC_OPTION:
  10736. val2 = 60; // Eatk Renewal (Atk2)
  10737. break;
  10738. case SC_HEATER_OPTION:
  10739. val2 = 120; // Eatk Renewal (Atk2)
  10740. val3 = ELE_FIRE; // Change into fire element.
  10741. break;
  10742. case SC_TROPIC_OPTION:
  10743. val2 = 180; // Eatk Renewal (Atk2)
  10744. val3 = MG_FIREBOLT;
  10745. break;
  10746. case SC_AQUAPLAY_OPTION:
  10747. val2 = 40;
  10748. break;
  10749. case SC_COOLER_OPTION:
  10750. val2 = 80;
  10751. val3 = ELE_WATER; // Change into water element.
  10752. break;
  10753. case SC_CHILLY_AIR_OPTION:
  10754. val2 = 120; // Matk. Renewal (Matk1)
  10755. val3 = MG_COLDBOLT;
  10756. break;
  10757. case SC_WIND_STEP_OPTION:
  10758. val2 = 50; // % Increase speed and flee.
  10759. break;
  10760. case SC_BLAST_OPTION:
  10761. val2 = 20;
  10762. val3 = ELE_WIND; // Change into wind element.
  10763. break;
  10764. case SC_WILD_STORM_OPTION:
  10765. val2 = MG_LIGHTNINGBOLT;
  10766. break;
  10767. case SC_PETROLOGY_OPTION:
  10768. val2 = 5; //HP Rate bonus
  10769. val3 = 50;
  10770. break;
  10771. case SC_SOLID_SKIN_OPTION:
  10772. val2 = 33; //% Increase DEF
  10773. break;
  10774. case SC_CURSED_SOIL_OPTION:
  10775. val2 = 10; //HP rate bonus
  10776. val3 = ELE_EARTH; // Change into earth element.
  10777. break;
  10778. case SC_UPHEAVAL_OPTION:
  10779. val2 = 15; //HP rate bonus
  10780. val3 = WZ_EARTHSPIKE;
  10781. break;
  10782. case SC_CIRCLE_OF_FIRE_OPTION:
  10783. val2 = 300;
  10784. break;
  10785. case SC_WATER_SCREEN_OPTION:
  10786. tick_time = 10000;
  10787. break;
  10788. case SC_FIRE_CLOAK_OPTION:
  10789. case SC_WATER_DROP_OPTION:
  10790. case SC_WIND_CURTAIN_OPTION:
  10791. case SC_STONE_SHIELD_OPTION:
  10792. val2 = 100; // Elemental modifier.
  10793. break;
  10794. case SC_TROPIC:
  10795. case SC_CHILLY_AIR:
  10796. case SC_WILD_STORM:
  10797. case SC_UPHEAVAL:
  10798. val2 += 10;
  10799. [[fallthrough]];
  10800. case SC_HEATER:
  10801. case SC_COOLER:
  10802. case SC_BLAST:
  10803. case SC_CURSED_SOIL:
  10804. val2 += 10;
  10805. [[fallthrough]];
  10806. case SC_PYROTECHNIC:
  10807. case SC_AQUAPLAY:
  10808. case SC_GUST:
  10809. case SC_PETROLOGY:
  10810. val2 += 5;
  10811. val3 += 9000;
  10812. [[fallthrough]];
  10813. case SC_CIRCLE_OF_FIRE:
  10814. case SC_FIRE_CLOAK:
  10815. case SC_WATER_DROP:
  10816. case SC_WATER_SCREEN:
  10817. case SC_WIND_CURTAIN:
  10818. case SC_WIND_STEP:
  10819. case SC_STONE_SHIELD:
  10820. case SC_SOLID_SKIN:
  10821. val2 += 5;
  10822. val3 += 1000;
  10823. tick_time = val3; // [GodLesZ] tick time
  10824. break;
  10825. case SC_WATER_BARRIER:
  10826. val2 = 30; // Reductions. Atk2 and Flee1
  10827. break;
  10828. case SC_ZEPHYR:
  10829. val2 = 25; // Flee.
  10830. break;
  10831. case SC_TIDAL_WEAPON:
  10832. val2 = 20; // Increase Elemental's attack.
  10833. break;
  10834. case SC_ROCK_CRUSHER:
  10835. case SC_ROCK_CRUSHER_ATK:
  10836. case SC_POWER_OF_GAIA:
  10837. val2 = 33; //Def rate bonus/Speed rate reduction
  10838. val3 = 20; //HP rate bonus
  10839. break;
  10840. case SC_TEARGAS:
  10841. val2 = status_get_max_hp(bl) * 5 / 100; // Drain 5% HP
  10842. val4 = tick / 2000;
  10843. tick_time = 2000;
  10844. break;
  10845. case SC_TEARGAS_SOB:
  10846. val4 = tick / 3000;
  10847. tick_time = 3000;
  10848. break;
  10849. case SC_STOMACHACHE:
  10850. val2 = 8; // SP consume.
  10851. val4 = tick / 10000;
  10852. tick_time = 10000; // [GodLesZ] tick time
  10853. break;
  10854. case SC_PROMOTE_HEALTH_RESERCH:
  10855. //val1: 1 = Regular Potion, 2 = Thrown Potion
  10856. //val2: 1 = Small Potion, 2 = Medium Potion, 3 = Large Potion
  10857. //val3: MaxHP Increase By Fixed Amount
  10858. if (val1 == 1) // If potion was normally used, take the user's BaseLv
  10859. val3 = 1000 * val2 - 500 + status_get_lv(bl) * 10 / 3;
  10860. else if (val1 == 2) // If potion was thrown at someone, take the thrower's BaseLv
  10861. val3 = 1000 * val2 - 500 + status_get_lv(src) * 10 / 3;
  10862. if (val3 <= 0) // Prevents a negeative value from happening
  10863. val3 = 0;
  10864. break;
  10865. case SC_ENERGY_DRINK_RESERCH:
  10866. //val1: 1 = Regular Potion, 2 = Thrown Potion
  10867. //val2: 1 = Small Potion, 2 = Medium Potion, 3 = Large Potion
  10868. //val3: MaxSP Increase By Percentage Amount
  10869. if (val1 == 1) // If potion was normally used, take the user's BaseLv
  10870. val3 = status_get_lv(bl) / 10 + 5 * val2 - 10;
  10871. else if (val1 == 2) // If potion was thrown at someone, take the thrower's BaseLv
  10872. val3 = status_get_lv(src) / 10 + 5 * val2 - 10;
  10873. if (val3 <= 0) // Prevents a negeative value from happening
  10874. val3 = 0;
  10875. break;
  10876. case SC_KYOUGAKU:
  10877. val2 = 2*val1 + rnd()%val1;
  10878. clif_status_change(bl,EFST_ACTIVE_MONSTER_TRANSFORM,1,0,1002,0,0);
  10879. break;
  10880. case SC_KAGEMUSYA:
  10881. val2 = 20; // Damage increase bonus
  10882. val3 = val1 * 2;
  10883. tick_time = 1000;
  10884. val4 = tick / tick_time;
  10885. break;
  10886. case SC_ZANGETSU:
  10887. if( status_get_hp(bl) % 2 == 0 )
  10888. val2 = (status_get_lv(bl) / 3) + (20 * val1); //+Watk
  10889. else
  10890. val2 -= (status_get_lv(bl) / 3) + (30 * val1); //-Watk
  10891. if( status_get_sp(bl) % 2 == 0 )
  10892. val3 = (status_get_lv(bl) / 3) + (20 * val1); //+Matk
  10893. else
  10894. val3 -= (status_get_lv(bl) / 3) + (30 * val1); //-Matk
  10895. break;
  10896. case SC_GENSOU:
  10897. {
  10898. int hp = status_get_hp(bl), lv = 5;
  10899. short per = 100 / (status_get_max_hp(bl) / hp);
  10900. if( per <= 15 )
  10901. lv = 1;
  10902. else if( per <= 30 )
  10903. lv = 2;
  10904. else if( per <= 50 )
  10905. lv = 3;
  10906. else if( per <= 75 )
  10907. lv = 4;
  10908. if( hp % 2 == 0)
  10909. status_heal(bl, hp * (6-lv) * 4 / 100, status_get_sp(bl) * (6-lv) * 3 / 100, 1);
  10910. else
  10911. status_zap(bl, hp * (lv*4) / 100, status_get_sp(bl) * (lv*3) / 100);
  10912. }
  10913. break;
  10914. case SC_ANGRIFFS_MODUS:
  10915. val2 = 50 + 20 * val1; // atk bonus
  10916. val3 = 25 + 10 * val1; // Flee reduction.
  10917. val4 = tick/1000; // hp/sp reduction timer
  10918. tick_time = 1000;
  10919. break;
  10920. case SC_GOLDENE_FERSE:
  10921. val2 = 10 + 10*val1; // flee bonus
  10922. val3 = 6 + 4 * val1; // Aspd Bonus
  10923. val4 = 2 + 2 * val1; // Chance of holy attack
  10924. break;
  10925. case SC_STONE_WALL:
  10926. val2 = 100 * val1; // DEF bonus
  10927. val3 = 30 * val1; // MDEF bonus
  10928. break;
  10929. case SC_OVERED_BOOST:
  10930. val2 = 400 + 40 * val1; // flee bonus
  10931. val3 = 180 + 2 * val1; // aspd bonus
  10932. val4 = 50; // def reduc %
  10933. break;
  10934. case SC_GRANITIC_ARMOR:
  10935. val2 = 2*val1; // dmg reduction
  10936. val3 = 6*val1; // dmg taken on status end (6%:12%:18%:24%:30%)
  10937. val4 = 5*val1; // unknow formula
  10938. break;
  10939. case SC_MAGMA_FLOW:
  10940. val2 = 3*val1; // Activation chance
  10941. break;
  10942. case SC_PYROCLASTIC:
  10943. val2 += 100 + 10*val1; // atk bonus // !TODO: Confirm formula
  10944. break;
  10945. case SC_TEMPERING:
  10946. val2 += 5 + val1; // patk bonus
  10947. break;
  10948. case SC_GOLDENE_TONE:
  10949. val2 += 3 * val1; // res/mres bonus
  10950. break;
  10951. case SC_PARALYSIS: // [Lighta] need real info
  10952. val2 = 2*val1; // def reduction
  10953. val3 = 500*val1; // varcast augmentation
  10954. break;
  10955. case SC_TOXIN_OF_MANDARA:
  10956. val2 = 15*val1; // res reduction
  10957. break;
  10958. case SC_LIGHT_OF_REGENE: // Yommy leak need confirm
  10959. val2 = 20 * val1; // hp reco on death %
  10960. break;
  10961. case SC_PAIN_KILLER: // Yommy leak need confirm
  10962. val2 = min((( 200 * val1 ) * status_get_lv(src)) / 150, 1000); // dmg reduction linear. upto a maximum of 1000 [iRO Wiki]
  10963. if(sc->getSCE(SC_PARALYSIS))
  10964. sc_start(src,bl, SC_ENDURE, 100, val1, tick); // Start endure for same duration
  10965. break;
  10966. case SC_STYLE_CHANGE:
  10967. tick = INFINITE_TICK; // Infinite duration
  10968. break;
  10969. case SC_CBC:
  10970. val3 = 10; // Drain sp % dmg
  10971. val4 = tick/1000; // dmg each sec
  10972. tick = 1000;
  10973. break;
  10974. case SC_EQC:
  10975. val2 = 5 * val1; // def % reduc
  10976. val3 = 2 * val1; // HP drain %
  10977. break;
  10978. case SC_ASH:
  10979. val2 = 0; // hit % reduc
  10980. val3 = 0; // def % reduc
  10981. val4 = 0; // atk flee & reduc
  10982. if (!status_bl_has_mode(bl,MD_STATUSIMMUNE)) {
  10983. val2 = 50;
  10984. if (status_get_race(bl) == RC_PLANT) // plant type
  10985. val3 = 50;
  10986. if (status_get_element(bl) == ELE_WATER) // defense water type
  10987. val4 = 50;
  10988. }
  10989. break;
  10990. case SC_FULL_THROTTLE:
  10991. val2 = ( val1 == 1 ? 6 : 6 - val1 );
  10992. val3 = 20; //+% AllStats
  10993. tick_time = 1000;
  10994. val4 = tick / tick_time;
  10995. break;
  10996. case SC_REBOUND:
  10997. tick_time = 2000;
  10998. val4 = tick / tick_time;
  10999. clif_emotion(bl, ET_SWEAT);
  11000. break;
  11001. case SC_KINGS_GRACE:
  11002. val2 = 3 + val1; //HP Recover rate
  11003. tick_time = 1000;
  11004. val4 = tick / tick_time;
  11005. break;
  11006. case SC_TELEKINESIS_INTENSE:
  11007. val2 = 10 * val1; // sp consum / casttime reduc %
  11008. val3 = 40 * val1; // magic dmg bonus
  11009. break;
  11010. case SC_OFFERTORIUM:
  11011. val2 = 30 * val1; // heal power bonus
  11012. val3 = 100 + 20 * val1; // sp cost inc
  11013. break;
  11014. case SC_FRIGG_SONG:
  11015. val2 = 5 * val1; // maxhp bonus
  11016. val3 = 80 + 20 * val1; // healing
  11017. tick_time = 1000;
  11018. val4 = tick / tick_time;
  11019. break;
  11020. case SC_FLASHCOMBO:
  11021. val2 = 20 * val1 + 20; // atk bonus
  11022. break;
  11023. case SC_DARKCROW:
  11024. val2 = 30 * val1; // ATK bonus
  11025. break;
  11026. case SC_UNLIMIT:
  11027. val2 = 50 * val1;
  11028. break;
  11029. case SC_MONSTER_TRANSFORM:
  11030. case SC_ACTIVE_MONSTER_TRANSFORM:
  11031. if( !mobdb_checkid(val1) )
  11032. val1 = MOBID_PORING; // Default poring
  11033. break;
  11034. #ifndef RENEWAL
  11035. case SC_APPLEIDUN:
  11036. {
  11037. map_session_data * s_sd = BL_CAST(BL_PC, src);
  11038. val2 = (5 + 2 * val1) + (status_get_vit(src) / 10); //HP Rate: (5 + 2 * skill_lv) + (vit/10) + (BA_MUSICALLESSON level)
  11039. if (s_sd)
  11040. val2 += pc_checkskill(s_sd, BA_MUSICALLESSON) / 2;
  11041. break;
  11042. }
  11043. #endif
  11044. case SC_EPICLESIS:
  11045. val2 = 5 * val1; //HP rate bonus
  11046. break;
  11047. case SC_ILLUSIONDOPING:
  11048. val2 = 50; // -Hit
  11049. break;
  11050. case SC_OVERHEAT:
  11051. case SC_OVERHEAT_LIMITPOINT:
  11052. case SC_STEALTHFIELD:
  11053. tick_time = tick;
  11054. tick = INFINITE_TICK;
  11055. break;
  11056. case SC_STEALTHFIELD_MASTER:
  11057. tick_time = val3 = 2000 + 1000 * val1;
  11058. val4 = tick / tick_time;
  11059. break;
  11060. case SC_VACUUM_EXTREME:
  11061. // Suck target at n second, only if the n second is lower than the duration
  11062. // Does not suck targets on no-knockback maps
  11063. if (val4 < tick && unit_blown_immune(bl, 0x9) == UB_KNOCKABLE) {
  11064. tick_time = val4;
  11065. val4 = tick - tick_time;
  11066. } else
  11067. val4 = 0;
  11068. break;
  11069. case SC_FIRE_INSIGNIA:
  11070. case SC_WATER_INSIGNIA:
  11071. case SC_WIND_INSIGNIA:
  11072. case SC_EARTH_INSIGNIA:
  11073. tick_time = 5000;
  11074. val4 = tick / tick_time;
  11075. break;
  11076. case SC_NEUTRALBARRIER:
  11077. val2 = 10 + val1 * 5; // Def/Mdef
  11078. tick = INFINITE_TICK;
  11079. break;
  11080. case SC_MAGIC_POISON:
  11081. val2 = 50; // Attribute Reduction
  11082. break;
  11083. /* Rebellion */
  11084. case SC_B_TRAP:
  11085. val2 = src->id;
  11086. val3 = val1 * 25; // -movespeed TODO: Figure out movespeed rate
  11087. break;
  11088. case SC_C_MARKER:
  11089. case SC_BURNT:
  11090. // val1 = skill_lv
  11091. // val2 = src_id
  11092. val3 = 10; // -10 flee
  11093. //Start timer to send mark on mini map
  11094. val4 = tick/1000;
  11095. tick_time = 1000; // Sends every 1 seconds
  11096. break;
  11097. case SC_H_MINE:
  11098. val2 = src->id;
  11099. break;
  11100. case SC_HEAT_BARREL:
  11101. {
  11102. uint8 n = 10;
  11103. if (sd)
  11104. n = (uint8)sd->spiritball_old;
  11105. //kRO Update 2016-05-25
  11106. val2 = n * 5; // -fixed casttime
  11107. val3 = (6 + val1 * 2) * n; // ATK
  11108. val4 = 25 + val1 * 5; // -hit
  11109. }
  11110. break;
  11111. case SC_P_ALTER:
  11112. {
  11113. uint8 n = 10;
  11114. if (sd)
  11115. n = (uint8)sd->spiritball_old;
  11116. val2 = 10 * n; // +atk
  11117. val3 = (status->max_hp * (val1 * 5) / 100); // Barrier HP
  11118. }
  11119. break;
  11120. case SC_E_CHAIN:
  11121. val2 = 10;
  11122. if (sd)
  11123. val2 = sd->spiritball_old;
  11124. break;
  11125. case SC_ANTI_M_BLAST:
  11126. val2 = val1 * 10;
  11127. break;
  11128. case SC_CATNIPPOWDER:
  11129. val2 = 50; // WATK%, MATK%
  11130. val3 = 25 * val1; // Move speed reduction
  11131. if (bl->type == BL_PC && pc_checkskill(sd, SU_SPIRITOFLAND))
  11132. val4 = status_get_lv(src) / 12;
  11133. break;
  11134. case SC_BITESCAR: {
  11135. const struct status_data *b_status = status_get_base_status(src); // Base Status
  11136. val2 = (status_get_max_hp(bl) * (val1 + (b_status->dex / 25))) / status_get_max_hp(bl); // MHP% damage
  11137. tick_time = 1000;
  11138. val4 = tick / tick_time;
  11139. }
  11140. break;
  11141. case SC_ARCLOUSEDASH:
  11142. val2 = 15 + 5 * val1; // AGI
  11143. val3 = 25; // Move speed increase
  11144. if (sd && (sd->class_&MAPID_BASEMASK) == MAPID_SUMMONER)
  11145. val4 = 10; // Ranged ATK increase
  11146. break;
  11147. case SC_SHRIMP:
  11148. val2 = 10; // BATK%, MATK%
  11149. break;
  11150. case SC_FRESHSHRIMP: {
  11151. int min = 0, max = 0;
  11152. #ifdef RENEWAL
  11153. min = status_base_matk_min(src, status, status_get_lv(src));
  11154. max = status_base_matk_max(src, status, status_get_lv(src));
  11155. if (status->rhw.matk > 0) {
  11156. int wMatk, variance;
  11157. wMatk = status->rhw.matk;
  11158. variance = wMatk * status->rhw.wlv / 10;
  11159. min += wMatk - variance;
  11160. max += wMatk + variance;
  11161. }
  11162. #endif
  11163. if (sd && sd->right_weapon.overrefine > 0) {
  11164. min++;
  11165. max += sd->right_weapon.overrefine - 1;
  11166. }
  11167. val2 += min + 178; // Heal
  11168. if (max > min)
  11169. val2 += rnd() % (max - min); // Heal
  11170. if (sd) {
  11171. if (pc_checkskill(sd, SU_POWEROFSEA) > 0) {
  11172. val2 += val2 * 10 / 100;
  11173. if (pc_checkskill_summoner(sd, SUMMONER_POWER_SEA) >= 20)
  11174. val2 += val2 * 20 / 100;
  11175. }
  11176. if (pc_checkskill(sd, SU_SPIRITOFSEA) > 0)
  11177. val2 *= 2; // Doubles HP
  11178. }
  11179. tick_time = 10000 - ((val1 - 1) * 1000);
  11180. val4 = tick / tick_time;
  11181. }
  11182. break;
  11183. case SC_TUNAPARTY:
  11184. val2 = (status->max_hp * (val1 * 10) / 100); // Max HP% to absorb
  11185. if (sd && pc_checkskill(sd, SU_SPIRITOFSEA))
  11186. val2 *= 2; // Double the shield life
  11187. break;
  11188. case SC_HISS:
  11189. val2 = 50; // Perfect Dodge
  11190. sc_start(src, bl, SC_DORAM_WALKSPEED, 100, 50, skill_get_time2(SU_HISS, val1));
  11191. break;
  11192. case SC_GROOMING:
  11193. val2 = 100; // Flee
  11194. break;
  11195. case SC_CHATTERING:
  11196. val2 = 100; // eATK, eMATK
  11197. sc_start(src, bl, SC_DORAM_WALKSPEED, 100, 50, skill_get_time2(SU_CHATTERING, val1));
  11198. break;
  11199. case SC_SWORDCLAN:
  11200. case SC_ARCWANDCLAN:
  11201. case SC_GOLDENMACECLAN:
  11202. case SC_CROSSBOWCLAN:
  11203. case SC_JUMPINGCLAN:
  11204. tick = INFINITE_TICK;
  11205. status_change_start(src,bl,SC_CLAN_INFO,10000,0,val2,0,0,INFINITE_TICK,flag);
  11206. break;
  11207. case SC_DORAM_BUF_01:
  11208. case SC_DORAM_BUF_02:
  11209. tick_time = 10000; // every 10 seconds
  11210. if( (val4 = tick/tick_time) < 1 )
  11211. val4 = 1;
  11212. break;
  11213. case SC_GLASTHEIM_ATK:
  11214. val1 = 100; // Undead/Demon MDEF ignore rate
  11215. break;
  11216. case SC_GLASTHEIM_HEAL:
  11217. val1 = 100; // Heal Power rate bonus
  11218. val2 = 50; // Received heal rate bonus
  11219. break;
  11220. case SC_GLASTHEIM_HIDDEN:
  11221. val1 = 90; // Damage rate reduction bonus
  11222. break;
  11223. case SC_GLASTHEIM_STATE:
  11224. val1 = 20; // All-stat bonus
  11225. break;
  11226. case SC_GLASTHEIM_ITEMDEF:
  11227. val1 = 200; // DEF bonus
  11228. val2 = 50; // MDEF bonus
  11229. break;
  11230. case SC_GLASTHEIM_HPSP:
  11231. val1 = 10000; // HP bonus
  11232. val2 = 1000; // SP bonus
  11233. break;
  11234. case SC_ANCILLA:
  11235. val1 = 15; // Heal Power rate bonus
  11236. val2 = 30; // SP Recovery rate bonus
  11237. break;
  11238. case SC_HELPANGEL:
  11239. tick_time = 1000;
  11240. val4 = tick / tick_time;
  11241. break;
  11242. case SC_EMERGENCY_MOVE:
  11243. val2 = 25; // Movement speed increase
  11244. break;
  11245. case SC_SUNSTANCE:
  11246. val2 = 2 + val1; // ATK Increase
  11247. tick = INFINITE_TICK;
  11248. break;
  11249. case SC_LUNARSTANCE:
  11250. val2 = 2 + val1; // MaxHP Increase
  11251. tick = INFINITE_TICK;
  11252. break;
  11253. case SC_STARSTANCE:
  11254. val2 = 4 + 2 * val1; // ASPD Increase
  11255. tick = INFINITE_TICK;
  11256. break;
  11257. case SC_DIMENSION1:
  11258. case SC_DIMENSION2:
  11259. if (sd)
  11260. pc_addspiritball(sd, skill_get_time2(SJ_BOOKOFDIMENSION, 1), 2);
  11261. break;
  11262. case SC_UNIVERSESTANCE:
  11263. val2 = 2 + val1; // All Stats Increase
  11264. tick = INFINITE_TICK;
  11265. break;
  11266. case SC_NEWMOON:
  11267. val2 = 7; // Number of Regular Attacks Until Reveal
  11268. tick_time = 1000;
  11269. val4 = tick / tick_time;
  11270. break;
  11271. case SC_FALLINGSTAR:
  11272. val2 = 8 + 2 * (1 + val1) / 2; // Autocast Chance
  11273. if (val1 >= 7)
  11274. val2 += 1; // Make it 15% at level 7.
  11275. break;
  11276. case SC_CREATINGSTAR:
  11277. tick_time = 500;
  11278. val4 = tick / tick_time;
  11279. break;
  11280. case SC_LIGHTOFSUN:
  11281. case SC_LIGHTOFMOON:
  11282. case SC_LIGHTOFSTAR:
  11283. val2 = 5 * val1; // Skill Damage Increase.
  11284. break;
  11285. case SC_SOULGOLEM:
  11286. val2 = 60 * val1; // DEF Increase
  11287. val3 = 15 + 5 * val1; // MDEF Increase
  11288. break;
  11289. case SC_SOULSHADOW:
  11290. val2 = (1 + val1) / 2; // ASPD Increase
  11291. val3 = 10 + 2 * val1; // CRIT Increase
  11292. break;
  11293. case SC_SOULFALCON:
  11294. val2 = 10 * val1; // WATK Increase
  11295. val3 = 10; // HIT Increase
  11296. if (val1 >= 3)
  11297. val3 += 3;
  11298. else if (val1 >= 5)
  11299. val3 += 5;
  11300. break;
  11301. case SC_SOULFAIRY:
  11302. val2 = 10 * val1; // MATK Increase
  11303. val3 = 5; // Variable Cast Time Reduction
  11304. if (val1 >= 3)
  11305. val3 += 2;
  11306. else if (val1 >= 5)
  11307. val3 += 5;
  11308. break;
  11309. case SC_SOULUNITY:
  11310. tick_time = 3000;
  11311. val4 = tick / tick_time;
  11312. break;
  11313. case SC_SOULDIVISION:
  11314. val2 = 10 * val1; // Skill Aftercast Increase
  11315. break;
  11316. case SC_SOULREAPER:
  11317. val2 = 10 + 5 * val1; // Chance of Getting A Soul Sphere.
  11318. break;
  11319. case SC_SOULCOLLECT:
  11320. val2 = 5 + 3 * val2; // Max Soul Sphere's.
  11321. val3 = tick > 0 ? tick : 60000;
  11322. tick_time = tick;
  11323. tick = INFINITE_TICK;
  11324. break;
  11325. case SC_SP_SHA:
  11326. val2 = 50; // Move speed reduction
  11327. break;
  11328. case SC_SERVANTWEAPON:
  11329. if( sd ){
  11330. // Generate 5 servants on start
  11331. pc_addservantball( *sd, MAX_SERVANTBALL );
  11332. }
  11333. tick_time = skill_get_time2(DK_SERVANTWEAPON,val1); // Servant Regen Interval
  11334. if (tick_time < 500)
  11335. tick_time = 500; // Avoid being brought down to 0.
  11336. val4 = tick - tick_time; // Remaining Time
  11337. break;
  11338. case SC_RELIEVE_ON:
  11339. val2 = min(10*val1, 99); // % damage received reduced from 10 * skill lvl up to 99%
  11340. break;
  11341. case SC_VIGOR:
  11342. val2 = 100 - 10 * (val1 - 1); // HP consumption with each attack is reduced by skill lvl
  11343. val2 = max(val2, 0);
  11344. break;
  11345. case SC_POWERFUL_FAITH:
  11346. val2 = 5 + 5 * val1;// ATK Increase
  11347. val3 = 5 + 2 * val1;// PAtk Increase
  11348. break;
  11349. case SC_FIRM_FAITH:
  11350. val2 = 2 * val1;// MaxHP Increase
  11351. val3 = 8 * val1;// Res Increase
  11352. break;
  11353. case SC_SINCERE_FAITH:
  11354. val2 = (1 + val1) / 2;// ASPD Increase
  11355. val3 = 4 * val1;// Perfect Hit Increase
  11356. break;
  11357. case SC_GUARD_STANCE:
  11358. val2 = 50 + 50 * val1;// DEF Increase
  11359. val3 = 50 * val1;// ATK Decrease
  11360. tick = INFINITE_TICK;
  11361. break;
  11362. case SC_GUARDIAN_S:
  11363. val2 = ( status->max_hp / 2 ) * ( 50 * val1 ) / 100 + 15 * status->sta; // Barrier HP
  11364. break;
  11365. case SC_REBOUND_S:
  11366. val2 = 10 * val1;// Reduced Damage From Devotion
  11367. if (val2 > 99)
  11368. val2 = 99;// Lets not let it reduce above 99.
  11369. break;
  11370. case SC_ATTACK_STANCE:
  11371. val2 = 40 * val1;// DEF Decrease
  11372. val3 = 3 * val1; // P.ATK/S.MATK Increase
  11373. tick = INFINITE_TICK;
  11374. break;
  11375. case SC_HOLY_S:
  11376. val2 = 5 + 2 * val1;// Damage Reduction / Holy Damage Increase
  11377. break;
  11378. case SC_MEDIALE:
  11379. val2 = 2 * val1;// Heal Rate
  11380. val4 = tick / 2000;
  11381. tick_time = 2000;
  11382. break;
  11383. case SC_A_VITA:
  11384. case SC_A_TELUM:
  11385. val2 = 5 * val1;// Res/MRes Pierce Percentage
  11386. break;
  11387. case SC_PRE_ACIES:
  11388. val2 = 2 * val1;// CRate Increase
  11389. break;
  11390. case SC_COMPETENTIA:
  11391. val2 = 10 * val1;// PAtk/SMatk Increase - Unconfirmed if this is official formula but its 50 at Lv 5. [Rytech]
  11392. break;
  11393. case SC_RELIGIO:
  11394. case SC_BENEDICTUM:
  11395. val2 = 2 * val1;// Trait Stats Increase
  11396. break;
  11397. case SC_DANCING_KNIFE:
  11398. val4 = tick / 300;
  11399. tick_time = 300;
  11400. break;
  11401. case SC_POTENT_VENOM:
  11402. val2 = 2 * val1;// Res Pierce Percentage
  11403. break;
  11404. case SC_A_MACHINE:
  11405. val4 = tick / 1000;
  11406. tick_time = 1000;
  11407. break;
  11408. case SC_D_MACHINE:
  11409. val2 = 200 + 50 * val1;// DEF Increase
  11410. val3 = 20 * val1;// Res Increase
  11411. break;
  11412. case SC_SHADOW_STRIP:
  11413. if (!sd)// Res/MRes on mobs only.
  11414. val2 = 25;// Need official reduction amount.
  11415. break;
  11416. case SC_ABYSSFORCEWEAPON:
  11417. if( sd ){
  11418. // Generate 5 abyss spheres on start.
  11419. pc_addabyssball( *sd, MAX_ABYSSBALL );
  11420. }
  11421. tick_time = skill_get_time2(ABC_FROM_THE_ABYSS, val1);// Abyss Regen Interval
  11422. if (tick_time < 500)
  11423. tick_time = 500;// Avoid being brought down to 0.
  11424. val4 = tick - tick_time;// Remaining Time
  11425. break;
  11426. case SC_ABYSS_SLAYER:
  11427. val2 = 10 + 2 * val1;// PAtk/SMatk Increase
  11428. val3 = 100 + 20 * val1;// Hit Increase
  11429. break;
  11430. case SC_WINDSIGN:
  11431. val2 = 8 + 6 * val1;// Chance to gain AP on attack.
  11432. if (val1 == 5)// Its 40% on level 5.
  11433. val2 += 2;
  11434. break;
  11435. case SC_CALAMITYGALE:// Unlimit runs along with this.
  11436. sc_start(bl, bl, SC_UNLIMIT, 100, 5, skill_get_time(RA_UNLIMIT, 5));
  11437. break;
  11438. case SC_GEF_NOCTURN:// MRes Reduction. Official formula unknown.
  11439. case SC_AIN_RHAPSODY:// Res Reduction. Official formula unknown.
  11440. val2 = 10 * val1;// Res/MRes Decrease
  11441. if (val3&2)// Bonus if partner is found in party.
  11442. val2 *= 2;
  11443. break;
  11444. case SC_MUSICAL_INTERLUDE:
  11445. val2 = 5 + 5 * val1;// Res Increase
  11446. if (val3&2)// Bonus if partner is found in party.
  11447. val2 *= 2;
  11448. break;
  11449. case SC_JAWAII_SERENADE:
  11450. val2 = 3 * val1;// SMatk Increase
  11451. if (val3 & 2)// Bonus if partner is found in party.
  11452. val2 *= 2;
  11453. break;
  11454. case SC_PRON_MARCH:
  11455. val2 = 3 * val1;// PAtk Increase
  11456. if (val3 & 2)// Bonus if partner is found in party.
  11457. val2 *= 2;
  11458. break;
  11459. case SC_SPELL_ENCHANTING:
  11460. val2 = 4 * val1;// SMatk Increase
  11461. break;
  11462. case SC_FLAMETECHNIC:
  11463. case SC_FLAMEARMOR:
  11464. case SC_COLD_FORCE:
  11465. case SC_CRYSTAL_ARMOR:
  11466. case SC_GRACE_BREEZE:
  11467. case SC_EYES_OF_STORM:
  11468. case SC_EARTH_CARE:
  11469. case SC_STRONG_PROTECTION:
  11470. case SC_DEEP_POISONING:
  11471. case SC_POISON_SHIELD:
  11472. val2 += 10;
  11473. val3 += 10000;
  11474. tick_time = val3;
  11475. break;
  11476. case SC_FLAMETECHNIC_OPTION:
  11477. val3 = ELE_FIRE;
  11478. break;
  11479. case SC_COLD_FORCE_OPTION:
  11480. val3 = ELE_WATER;
  11481. break;
  11482. case SC_GRACE_BREEZE_OPTION:
  11483. val3 = ELE_WIND;
  11484. break;
  11485. case SC_EARTH_CARE_OPTION:
  11486. val3 = ELE_EARTH;
  11487. break;
  11488. case SC_DEEP_POISONING_OPTION:
  11489. val3 = ELE_POISON;
  11490. break;
  11491. case SC_SUB_WEAPONPROPERTY:
  11492. if (sd && val3 == ASC_EDP) {
  11493. uint16 poison_level = pc_checkskill(sd, GC_RESEARCHNEWPOISON);
  11494. if (poison_level > 0) {
  11495. tick += 30000; // Base of 30 seconds
  11496. tick += poison_level * 15 * 1000; // Additional 15 seconds per level
  11497. }
  11498. }
  11499. break;
  11500. case SC_WEAPONBREAKER:
  11501. val2 = val1 * 2 * 100; // Chance to break weapon
  11502. break;
  11503. default:
  11504. if (calc_flag.none() && scdb->skill_id == 0 && scdb->icon == EFST_BLANK && scdb->opt1 == OPT1_NONE && scdb->opt2 == OPT2_NONE && scdb->state.none() && scdb->flag.none() && scdb->endonstart.empty() && scdb->endreturn.empty() && scdb->fail.empty() && scdb->endonend.empty()) {
  11505. // Status change with no calc, no icon, and no skill associated...?
  11506. 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);
  11507. return 0;
  11508. }
  11509. } else // Special considerations when loading SC data.
  11510. switch( type ) {
  11511. case SC_WEDDING:
  11512. case SC_XMAS:
  11513. case SC_SUMMER:
  11514. case SC_HANBOK:
  11515. case SC_OKTOBERFEST:
  11516. case SC_DRESSUP:
  11517. if( !vd )
  11518. break;
  11519. clif_changelook(bl,LOOK_BASE,vd->class_);
  11520. clif_changelook(bl,LOOK_WEAPON,0);
  11521. clif_changelook(bl,LOOK_SHIELD,0);
  11522. clif_changelook(bl,LOOK_CLOTHES_COLOR,vd->cloth_color);
  11523. clif_changelook(bl,LOOK_BODY2,0);
  11524. break;
  11525. case SC_STONE:
  11526. case SC_STONEWAIT:
  11527. case SC_POISON:
  11528. case SC_DPOISON:
  11529. case SC_BLEEDING:
  11530. case SC_BURNING:
  11531. case SC_TOXIN:
  11532. tick_time = tick;
  11533. tick = tick_time + max(val4, 0);
  11534. break;
  11535. case SC_DEATHHURT:
  11536. if (val3 == 1)
  11537. break;
  11538. tick_time = tick;
  11539. tick = tick_time + max(val4, 0);
  11540. [[fallthrough]];
  11541. case SC_MAGICMUSHROOM:
  11542. case SC_PYREXIA:
  11543. case SC_LEECHESEND:
  11544. if (val3 == 0)
  11545. break;
  11546. tick_time = tick;
  11547. tick = tick_time + max(val4, 0);
  11548. break;
  11549. case SC_SWORDCLAN:
  11550. case SC_ARCWANDCLAN:
  11551. case SC_GOLDENMACECLAN:
  11552. case SC_CROSSBOWCLAN:
  11553. case SC_JUMPINGCLAN:
  11554. case SC_CLAN_INFO:
  11555. // If the player still has a clan status, but was removed from his clan
  11556. if( sd && sd->status.clan_id == 0 ){
  11557. return 0;
  11558. }
  11559. break;
  11560. case SC_SERVANTWEAPON:
  11561. case SC_ABYSSFORCEWEAPON:
  11562. tick_time = tick;
  11563. tick = tick_time + max(val4, 0);
  11564. break;
  11565. }
  11566. if (sd && current_equip_combo_pos > 0 && tick == INFINITE_TICK) {
  11567. 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);
  11568. return 0;
  11569. }
  11570. /* [Ind] */
  11571. if (scdb->flag[SCF_DISPLAYPC] || scdb->flag[SCF_DISPLAYNPC]) {
  11572. int dval1 = 0, dval2 = 0, dval3 = 0;
  11573. switch (type) {
  11574. case SC_ALL_RIDING:
  11575. dval1 = 1;
  11576. break;
  11577. case SC_CLAN_INFO:
  11578. dval1 = val1;
  11579. dval2 = val2;
  11580. dval3 = val3;
  11581. break;
  11582. default: /* All others: just copy val1 */
  11583. dval1 = val1;
  11584. break;
  11585. }
  11586. status_display_add(bl,type,dval1,dval2,dval3);
  11587. }
  11588. //SC that force player to stand if is sitting
  11589. if (scdb->flag[SCF_SETSTAND] && sd && pc_issit(sd))
  11590. pc_setstand(sd, true);
  11591. //SC that make stop attacking [LuzZza]
  11592. if (scdb->flag[SCF_STOPATTACKING])
  11593. unit_stop_attack(bl);
  11594. //SC that make stop walking
  11595. if (scdb->flag[SCF_STOPWALKING]) {
  11596. switch (type) {
  11597. case SC_ANKLE:
  11598. if (battle_config.skill_trap_type || !map_flag_gvg(bl->m))
  11599. unit_stop_walking(bl, 1);
  11600. break;
  11601. case SC__MANHOLE:
  11602. if (bl->type == BL_PC || !unit_blown_immune(bl,0x1))
  11603. unit_stop_walking(bl,1);
  11604. break;
  11605. case SC_VACUUM_EXTREME:
  11606. if (bl->type != BL_PC && unit_blown_immune(bl, 0x1) == UB_KNOCKABLE) {
  11607. unit_stop_walking(bl,1);
  11608. unit_stop_attack(bl);
  11609. }
  11610. break;
  11611. case SC_FREEZE:
  11612. case SC_STUN:
  11613. case SC_STONE:
  11614. if (sc->getSCE(SC_DANCING)) {
  11615. unit_stop_walking(bl, 1);
  11616. status_change_end(bl, SC_DANCING);
  11617. }
  11618. break;
  11619. default:
  11620. if (!unit_blown_immune(bl,0x1))
  11621. unit_stop_walking(bl,1);
  11622. break;
  11623. }
  11624. }
  11625. //SC that make stop casting
  11626. if (battle_config.sc_castcancel&bl->type && scdb->flag[SCF_STOPCASTING])
  11627. unit_skillcastcancel(bl,0);
  11628. sc->opt1 = scdb->opt1;
  11629. sc->opt2 |= scdb->opt2;
  11630. sc->opt3 |= scdb->opt3;
  11631. sc->option |= scdb->look;
  11632. std::bitset<SCF_MAX> opt_flag = scdb->flag;
  11633. uint16 disable_opt_flag = false;
  11634. switch(type) {
  11635. case SC_DANCING:
  11636. if ((val1&0xFFFF) == CG_MOONLIT)
  11637. sc->opt3 |= OPT3_MOONLIT;
  11638. break;
  11639. case SC_INCATKRATE:
  11640. // Simulate Explosion Spirits effect for NPC_POWERUP [Skotlex]
  11641. if (bl->type != BL_MOB) {
  11642. disable_opt_flag = true;
  11643. break;
  11644. }
  11645. break;
  11646. }
  11647. // On Aegis, when turning on a status change, first goes the option packet, then the sc packet.
  11648. if (!disable_opt_flag && (opt_flag[SCF_SENDOPTION] || opt_flag[SCF_ONTOUCH] || opt_flag[SCF_UNITMOVE] || opt_flag[SCF_NONPLAYER] || opt_flag[SCF_SENDLOOK])) {
  11649. clif_changeoption(bl);
  11650. if(sd && opt_flag[SCF_SENDLOOK]) {
  11651. clif_changelook(bl,LOOK_BASE,vd->class_);
  11652. clif_changelook(bl,LOOK_WEAPON,0);
  11653. clif_changelook(bl,LOOK_SHIELD,0);
  11654. clif_changelook(bl,LOOK_CLOTHES_COLOR,vd->cloth_color);
  11655. }
  11656. }
  11657. if (calc_flag[SCB_DYE]) { // Reset DYE color
  11658. if (vd && vd->cloth_color) {
  11659. val4 = vd->cloth_color;
  11660. clif_changelook(bl,LOOK_CLOTHES_COLOR,0);
  11661. }
  11662. calc_flag.reset(SCB_DYE);
  11663. }
  11664. /*if (calc_flag[SCB_BODY])// Might be needed in the future. [Rytech]
  11665. { //Reset body style
  11666. if (vd && vd->body_style)
  11667. {
  11668. val4 = vd->body_style;
  11669. clif_changelook(bl,LOOK_BODY2,0);
  11670. }
  11671. calc_flag.reset(SCB_BODY);
  11672. }*/
  11673. if (!(flag&SCSTART_NOICON) && !(flag&SCSTART_LOADED && scdb->flag[SCF_DISPLAYPC] || scdb->flag[SCF_DISPLAYNPC])) {
  11674. int status_icon = scdb->icon;
  11675. #if PACKETVER < 20151104
  11676. if (status_icon == EFST_WEAPONPROPERTY)
  11677. status_icon = EFST_ATTACK_PROPERTY_NOTHING + val1; // Assign status icon for older clients
  11678. #endif
  11679. 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);
  11680. }
  11681. // Used as temporary storage for scs with interval ticks, so that the actual duration is sent to the client first.
  11682. if( tick_time )
  11683. tick = tick_time;
  11684. // Don't trust the previous sce assignment, in case the SC ended somewhere between there and here.
  11685. if((sce=sc->getSCE(type))) { // reuse old sc
  11686. if( sce->timer != INVALID_TIMER )
  11687. delete_timer(sce->timer, status_change_timer);
  11688. sc_isnew = false;
  11689. } else { // New sc
  11690. ++(sc->count);
  11691. sce = sc->createSCE(type);
  11692. }
  11693. sce->val1 = val1;
  11694. sce->val2 = val2;
  11695. sce->val3 = val3;
  11696. sce->val4 = val4;
  11697. if (tick >= 0)
  11698. sce->timer = add_timer(gettick() + tick, status_change_timer, bl->id, type);
  11699. else
  11700. sce->timer = INVALID_TIMER; // Infinite duration
  11701. if (calc_flag.any()) {
  11702. if (sd != nullptr) {
  11703. switch(type) {
  11704. // Statuses that adjust HP/SP and heal after starting
  11705. case SC_BERSERK:
  11706. case SC_MERC_HPUP:
  11707. case SC_MERC_SPUP:
  11708. status_calc_bl_(bl, calc_flag, SCO_FORCE);
  11709. break;
  11710. default:
  11711. if (!sd->state.connect_new)
  11712. status_calc_bl_(bl, calc_flag);
  11713. break;
  11714. }
  11715. } else
  11716. status_calc_bl_(bl, calc_flag);
  11717. }
  11718. // Non-zero
  11719. if (sc_isnew && scdb->state.any())
  11720. status_calc_state(bl, sc, scdb->state, true);
  11721. if (sd != nullptr && sd->pd != nullptr)
  11722. pet_sc_check(sd, type); // Skotlex: Pet Status Effect Healing
  11723. // 1st thing to execute when loading status
  11724. switch (type) {
  11725. case SC_BERSERK:
  11726. if (!(sce->val2)) { // Don't heal if already set
  11727. status_heal(bl, status->max_hp, 0, 1); // Do not use percent_heal as this healing must override BERSERK's block.
  11728. status_set_sp(bl, 0, 0); // Damage all SP
  11729. }
  11730. sce->val2 = 5 * status->max_hp / 100;
  11731. break;
  11732. case SC_RUN:
  11733. {
  11734. struct unit_data *ud = unit_bl2ud(bl);
  11735. if( ud )
  11736. ud->state.running = unit_run(bl, NULL, SC_RUN);
  11737. }
  11738. break;
  11739. case SC_BOSSMAPINFO:
  11740. if( sd == nullptr ){
  11741. return 0;
  11742. }else{
  11743. mob_data* boss_md = map_id2boss( sce->val1 );
  11744. if( boss_md == nullptr ){
  11745. return 0;
  11746. }
  11747. // Not on same map anymore
  11748. if( sd->bl.m != boss_md->bl.m ){
  11749. return 0;
  11750. // Boss is alive
  11751. }else if( boss_md->bl.prev != nullptr ){
  11752. sce->val2 = 0;
  11753. clif_bossmapinfo( *sd, boss_md, BOSS_INFO_ALIVE_WITHMSG );
  11754. // Boss is dead
  11755. }else if( boss_md->spawn_timer != INVALID_TIMER ){
  11756. sce->val2 = 1;
  11757. clif_bossmapinfo( *sd, boss_md, BOSS_INFO_DEAD );
  11758. }
  11759. }
  11760. break;
  11761. case SC_FULL_THROTTLE:
  11762. case SC_MERC_HPUP:
  11763. status_percent_heal(bl, 100, 0); // Recover Full HP
  11764. break;
  11765. case SC_MERC_SPUP:
  11766. status_percent_heal(bl, 0, 100); // Recover Full SP
  11767. break;
  11768. case SC_WUGDASH:
  11769. {
  11770. struct unit_data *ud = unit_bl2ud(bl);
  11771. if( ud )
  11772. ud->state.running = unit_run(bl, sd, SC_WUGDASH);
  11773. }
  11774. break;
  11775. case SC_COMBO:
  11776. switch(sce->val1) {
  11777. case TK_STORMKICK:
  11778. skill_combo_toggle_inf(bl, TK_JUMPKICK, 0);
  11779. clif_skill_nodamage(bl,bl,TK_READYSTORM,1,1);
  11780. break;
  11781. case TK_DOWNKICK:
  11782. skill_combo_toggle_inf(bl, TK_JUMPKICK, 0);
  11783. clif_skill_nodamage(bl,bl,TK_READYDOWN,1,1);
  11784. break;
  11785. case TK_TURNKICK:
  11786. skill_combo_toggle_inf(bl, TK_JUMPKICK, 0);
  11787. clif_skill_nodamage(bl,bl,TK_READYTURN,1,1);
  11788. break;
  11789. case TK_COUNTER:
  11790. skill_combo_toggle_inf(bl, TK_JUMPKICK, 0);
  11791. clif_skill_nodamage(bl,bl,TK_READYCOUNTER,1,1);
  11792. break;
  11793. default: // Rest just toggle inf to enable autotarget
  11794. skill_combo_toggle_inf(bl,sce->val1,INF_SELF_SKILL);
  11795. break;
  11796. }
  11797. break;
  11798. case SC_C_MARKER:
  11799. //Send mini-map, don't wait for first timer triggered
  11800. if (src->type == BL_PC) {
  11801. clif_crimson_marker(*(map_session_data *)(src), *bl, false);
  11802. }
  11803. break;
  11804. case SC_ITEMSCRIPT: // Shows Buff Icons
  11805. if (sd)
  11806. clif_status_change(bl, (efst_type)val2, 1, tick, 0, 0, 0);
  11807. break;
  11808. case SC_GVG_GIANT:
  11809. case SC_GVG_GOLEM:
  11810. case SC_GVG_STUN:
  11811. case SC_GVG_STONE:
  11812. case SC_GVG_FREEZ:
  11813. case SC_GVG_SLEEP:
  11814. case SC_GVG_CURSE:
  11815. case SC_GVG_SILENCE:
  11816. case SC_GVG_BLIND:
  11817. if (val1 || val2)
  11818. status_zap(bl, val1 ? val1 : 0, val2 ? val2 : 0);
  11819. break;
  11820. }
  11821. if( opt_flag[SCF_ONTOUCH] && sd && !sd->npc_ontouch_.empty() )
  11822. npc_touchnext_areanpc(sd,false); // Run OnTouch_ on next char in range
  11823. return 1;
  11824. }
  11825. /**
  11826. * End all statuses except those listed
  11827. * TODO: May be useful for dispel instead resetting a list there
  11828. * @param src: Source of the status change [PC|MOB|HOM|MER|ELEM|NPC]
  11829. * @param type: Changes behaviour of the function
  11830. * 0: PC killed -> Place here statuses that do not dispel on death.
  11831. * 1: If for some reason status_change_end decides to still keep the status when quitting.
  11832. * 2: Do clif_changeoption()
  11833. * 3: Do not remove some permanent/time-independent effects
  11834. * @return 1: Success 0: Fail
  11835. */
  11836. int status_change_clear(struct block_list* bl, int type)
  11837. {
  11838. status_change* sc;
  11839. sc = status_get_sc(bl);
  11840. if (!sc)
  11841. return 0;
  11842. // Cleaning all extras vars
  11843. sc->comet_x = 0;
  11844. sc->comet_y = 0;
  11845. #ifndef RENEWAL
  11846. sc->sg_counter = 0;
  11847. #endif
  11848. if (!sc->count)
  11849. return 0;
  11850. for (const auto &it : status_db) {
  11851. sc_type status = static_cast<sc_type>(it.first);
  11852. if (!sc->getSCE(status))
  11853. continue;
  11854. if (type == 0) { // Type 0: PC killed
  11855. if (it.second->flag[SCF_NOREMOVEONDEAD]) {
  11856. switch (status) {
  11857. case SC_ELEMENTALCHANGE: // Only when its Holy or Dark that it doesn't dispell on death
  11858. if (sc->getSCE(status)->val2 != ELE_HOLY && sc->getSCE(status)->val2 != ELE_DARK)
  11859. break;
  11860. default:
  11861. continue;
  11862. }
  11863. }
  11864. }
  11865. if (type == 3 && it.second->flag[SCF_NOCLEARBUFF])
  11866. continue;
  11867. status_change_end(bl, status);
  11868. if( type == 1 && sc->getSCE(status) ) { // If for some reason status_change_end decides to still keep the status when quitting. [Skotlex]
  11869. (sc->count)--;
  11870. if (sc->getSCE(status)->timer != INVALID_TIMER)
  11871. delete_timer(sc->getSCE(status)->timer, status_change_timer);
  11872. sc->deleteSCE(status);
  11873. }
  11874. }
  11875. sc->opt1 = 0;
  11876. sc->opt2 = 0;
  11877. sc->opt3 = 0;
  11878. if( type == 0 || type == 2 )
  11879. clif_changeoption(bl);
  11880. return 1;
  11881. }
  11882. /**
  11883. * End a specific status after checking
  11884. * @param bl: Source of the status change [PC|MOB|HOM|MER|ELEM|NPC]
  11885. * @param type: Status change (SC_*)
  11886. * @param tid: Timer
  11887. * @param file: Used for dancing save
  11888. * @param line: Used for dancing save
  11889. * @return 1: Success 0: Fail
  11890. */
  11891. int status_change_end(struct block_list* bl, enum sc_type type, int tid)
  11892. {
  11893. map_session_data *sd;
  11894. status_change *sc;
  11895. struct status_change_entry *sce;
  11896. struct status_data *status;
  11897. struct view_data *vd;
  11898. std::shared_ptr<s_status_change_db> scdb = status_db.find(type);
  11899. nullpo_ret(bl);
  11900. sc = status_get_sc(bl);
  11901. status = status_get_status_data(bl);
  11902. if(!sc || !(sce = sc->getSCE(type)) || !scdb)
  11903. return 0;
  11904. sd = BL_CAST(BL_PC,bl);
  11905. if (sce->timer != tid && tid != INVALID_TIMER)
  11906. return 0;
  11907. if (tid == INVALID_TIMER) {
  11908. if (type == SC_ENDURE && sce->val4)
  11909. // Do not end infinite endure.
  11910. return 0;
  11911. if (type == SC_SPIDERWEB) {
  11912. //Delete the unit group first to expire found in the status change
  11913. std::shared_ptr<s_skill_unit_group> group, group2;
  11914. t_tick tick = gettick();
  11915. int pos = 1;
  11916. if (sce->val2)
  11917. if (!(group = skill_id2group(sce->val2)))
  11918. sce->val2 = 0;
  11919. if (sce->val3) {
  11920. if (!(group2 = skill_id2group(sce->val3)))
  11921. sce->val3 = 0;
  11922. else if (!group || ((group->limit - DIFF_TICK(tick, group->tick)) > (group2->limit - DIFF_TICK(tick, group2->tick)))) {
  11923. group = group2;
  11924. pos = 2;
  11925. }
  11926. }
  11927. if (sce->val4) {
  11928. if (!(group2 = skill_id2group(sce->val4)))
  11929. sce->val4 = 0;
  11930. else if (!group || ((group->limit - DIFF_TICK(tick, group->tick)) > (group2->limit - DIFF_TICK(tick, group2->tick)))) {
  11931. group = group2;
  11932. pos = 3;
  11933. }
  11934. }
  11935. if (pos == 1)
  11936. sce->val2 = 0;
  11937. else if (pos == 2)
  11938. sce->val3 = 0;
  11939. else if (pos == 3)
  11940. sce->val4 = 0;
  11941. if (group)
  11942. skill_delunitgroup(group);
  11943. if (!status_isdead(bl) && (sce->val2 || sce->val3 || sce->val4))
  11944. return 0; //Don't end the status change yet as there are still unit groups associated with it
  11945. }
  11946. if (sce->timer != INVALID_TIMER) // Could be a SC with infinite duration
  11947. delete_timer(sce->timer,status_change_timer);
  11948. }
  11949. (sc->count)--;
  11950. if (scdb->state.any())
  11951. status_calc_state(bl,sc,scdb->state,false);
  11952. sc->clearSCE(type);
  11953. if (scdb->flag[SCF_DISPLAYPC] || scdb->flag[SCF_DISPLAYNPC])
  11954. status_display_remove(bl,type);
  11955. vd = status_get_viewdata(bl);
  11956. std::bitset<SCB_MAX> calc_flag = scdb->calc_flag;
  11957. switch(type) {
  11958. case SC_KEEPING:
  11959. case SC_BARRIER: {
  11960. unit_data *ud = unit_bl2ud(bl);
  11961. if (ud)
  11962. ud->attackabletime = ud->canact_tick = ud->canmove_tick = gettick();
  11963. }
  11964. break;
  11965. case SC_GRANITIC_ARMOR:
  11966. {
  11967. int damage = status->max_hp*sce->val3/100;
  11968. if(status->hp < damage) // to not kill him
  11969. damage = status->hp-1;
  11970. status_damage(NULL,bl,damage,0,0,1,0);
  11971. }
  11972. break;
  11973. case SC_RUN:
  11974. {
  11975. struct unit_data *ud = unit_bl2ud(bl);
  11976. bool begin_spurt = true;
  11977. // Note: this int64 value is stored in two separate int32 variables (FIXME)
  11978. t_tick starttick = (t_tick)sce->val3&0x00000000ffffffffLL;
  11979. starttick |= ((t_tick)sce->val4<<32)&0xffffffff00000000LL;
  11980. if (ud) {
  11981. if(!ud->state.running)
  11982. begin_spurt = false;
  11983. ud->state.running = 0;
  11984. if (ud->walktimer != INVALID_TIMER)
  11985. unit_stop_walking(bl,1);
  11986. }
  11987. if (begin_spurt && sce->val1 >= 7 &&
  11988. DIFF_TICK(gettick(), starttick) <= 1000 &&
  11989. (!sd || (sd->weapontype1 == W_FIST && sd->weapontype2 == W_FIST))
  11990. )
  11991. sc_start(bl,bl,SC_SPURT,100,sce->val1,skill_get_time2(scdb->skill_id, sce->val1));
  11992. }
  11993. break;
  11994. case SC_AUTOBERSERK:
  11995. if (sc->getSCE(SC_PROVOKE) && sc->getSCE(SC_PROVOKE)->val4 == 1)
  11996. status_change_end(bl, SC_PROVOKE);
  11997. break;
  11998. case SC_ENDURE:
  11999. case SC_DEFENDER:
  12000. case SC_REFLECTSHIELD:
  12001. case SC_AUTOGUARD:
  12002. {
  12003. map_session_data *tsd;
  12004. if( bl->type == BL_PC ) { // Clear Status from others
  12005. int i;
  12006. for( i = 0; i < MAX_DEVOTION; i++ ) {
  12007. if( sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) && tsd->sc.getSCE(type) )
  12008. status_change_end(&tsd->bl, type);
  12009. }
  12010. }
  12011. else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag ) { // Clear Status from Master
  12012. tsd = ((TBL_MER*)bl)->master;
  12013. if( tsd && tsd->sc.getSCE(type) )
  12014. status_change_end(&tsd->bl, type);
  12015. }
  12016. }
  12017. break;
  12018. case SC_DEVOTION:
  12019. {
  12020. struct block_list *d_bl = map_id2bl(sce->val1);
  12021. if( d_bl ) {
  12022. if( d_bl->type == BL_PC )
  12023. ((TBL_PC*)d_bl)->devotion[sce->val2] = 0;
  12024. else if( d_bl->type == BL_MER )
  12025. ((TBL_MER*)d_bl)->devotion_flag = 0;
  12026. clif_devotion(d_bl, NULL);
  12027. }
  12028. }
  12029. break;
  12030. case SC_FLASHKICK: {
  12031. map_session_data *tsd;
  12032. if (!(tsd = map_id2sd(sce->val1)))
  12033. break;
  12034. tsd->stellar_mark[sce->val2] = 0;
  12035. }
  12036. break;
  12037. case SC_SOULUNITY: {
  12038. map_session_data *tsd;
  12039. if (!(tsd = map_id2sd(sce->val2)))
  12040. break;
  12041. tsd->united_soul[sce->val3] = 0;
  12042. }
  12043. break;
  12044. case SC_BLADESTOP:
  12045. if(sce->val4) {
  12046. int tid2 = sce->val4; //stop the status for the other guy of bladestop as well
  12047. struct block_list *tbl = map_id2bl(tid2);
  12048. status_change *tsc = status_get_sc(tbl);
  12049. sce->val4 = 0;
  12050. if(tbl && tsc && tsc->getSCE(SC_BLADESTOP)) {
  12051. tsc->getSCE(SC_BLADESTOP)->val4 = 0;
  12052. status_change_end(tbl, SC_BLADESTOP);
  12053. }
  12054. clif_bladestop(bl, tid2, 0);
  12055. }
  12056. break;
  12057. case SC_DANCING:
  12058. {
  12059. map_session_data *dsd;
  12060. if(sce->val4 && sce->val4 != BCT_SELF && (dsd=map_id2sd(sce->val4))) { // End status on partner as well
  12061. status_change_entry *dsc = dsd->sc.getSCE(SC_DANCING);
  12062. if(dsc) {
  12063. // This will prevent recursive loops.
  12064. dsc->val2 = 0;
  12065. dsc->val4 = BCT_SELF;
  12066. status_change_end(&dsd->bl, SC_DANCING);
  12067. }
  12068. }
  12069. if(sce->val2) { // Erase associated land skill
  12070. std::shared_ptr<s_skill_unit_group> group = skill_id2group(sce->val2);
  12071. sce->val2 = 0;
  12072. if (group)
  12073. skill_delunitgroup(group);
  12074. }
  12075. if((sce->val1&0xFFFF) == CG_MOONLIT)
  12076. clif_status_change(bl,EFST_MOON,0,0,0,0,0);
  12077. }
  12078. break;
  12079. case SC_NOCHAT:
  12080. if (sd && sd->status.manner < 0 && tid != INVALID_TIMER)
  12081. sd->status.manner = 0;
  12082. if (sd && tid == INVALID_TIMER) {
  12083. clif_changestatus(sd,SP_MANNER,sd->status.manner);
  12084. clif_updatestatus(sd,SP_MANNER);
  12085. }
  12086. break;
  12087. case SC_SPLASHER:
  12088. case SC_ROSEBLOSSOM:
  12089. {
  12090. struct block_list *src=map_id2bl(sce->val3);
  12091. if(src && tid != INVALID_TIMER)
  12092. skill_castend_damage_id(src, bl, sce->val2, sce->val1, gettick(), SD_LEVEL );
  12093. }
  12094. break;
  12095. case SC_CLOSECONFINE2:
  12096. {
  12097. struct block_list *src = sce->val2?map_id2bl(sce->val2):nullptr;
  12098. status_change *sc2 = src?status_get_sc(src):nullptr;
  12099. if (src && sc2 && sc2->getSCE(SC_CLOSECONFINE)) {
  12100. // If status was already ended, do nothing.
  12101. // Decrease count
  12102. if (--(sc2->getSCE(SC_CLOSECONFINE)->val1) <= 0) // No more holds, free him up.
  12103. status_change_end(src, SC_CLOSECONFINE);
  12104. }
  12105. }
  12106. [[fallthrough]];
  12107. case SC_CLOSECONFINE:
  12108. if (sce->val2 > 0) {
  12109. // Caster has been unlocked... nearby chars need to be unlocked.
  12110. int range = 1
  12111. + skill_get_range2(bl, scdb->skill_id, sce->val1, true)
  12112. + skill_get_range2(bl, TF_BACKSLIDING, 1, true); // Since most people use this to escape the hold....
  12113. map_foreachinallarea(status_change_timer_sub,
  12114. bl->m, bl->x-range, bl->y-range, bl->x+range,bl->y+range,BL_CHAR,bl,sce,type,gettick());
  12115. }
  12116. break;
  12117. case SC_COMBO:
  12118. skill_combo_toggle_inf(bl,sce->val1,0);
  12119. break;
  12120. case SC_MARIONETTE:
  12121. case SC_MARIONETTE2: // Marionette target
  12122. if (sce->val1) { // Check for partner and end their marionette status as well
  12123. enum sc_type type2 = (type == SC_MARIONETTE) ? SC_MARIONETTE2 : SC_MARIONETTE;
  12124. struct block_list *pbl = map_id2bl(sce->val1);
  12125. status_change* sc2 = pbl?status_get_sc(pbl):NULL;
  12126. if (sc2 && sc2->getSCE(type2)) {
  12127. sc2->getSCE(type2)->val1 = 0;
  12128. status_change_end(pbl, type2);
  12129. }
  12130. }
  12131. break;
  12132. case SC_CONCENTRATION:
  12133. if (sc->getSCE(SC_ENDURE) && !sc->getSCE(SC_ENDURE)->val4)
  12134. status_change_end(bl, SC_ENDURE);
  12135. break;
  12136. case SC_BERSERK:
  12137. if(status->hp > 200 && sc && sc->getSCE(SC__BLOODYLUST)) {
  12138. status_percent_heal(bl, 100, 0);
  12139. status_change_end(bl, SC__BLOODYLUST);
  12140. } else if (status->hp > 100 && sce->val2) // If val2 is removed, no HP penalty (dispelled?) [Skotlex]
  12141. status_set_hp(bl, 100, 0);
  12142. if(sc->getSCE(SC_ENDURE) && sc->getSCE(SC_ENDURE)->val4) {
  12143. sc->getSCE(SC_ENDURE)->val4 = 0;
  12144. status_change_end(bl, SC_ENDURE);
  12145. }
  12146. sc_start4(bl, bl, SC_REGENERATION, 100, 10,0,0,(RGN_HP|RGN_SP), skill_get_time(LK_BERSERK, sce->val1));
  12147. break;
  12148. case SC_GOSPEL:
  12149. if (sce->val3) { // Clear the group.
  12150. std::shared_ptr<s_skill_unit_group> group = skill_id2group(sce->val3);
  12151. sce->val3 = 0;
  12152. if (group)
  12153. skill_delunitgroup(group);
  12154. }
  12155. break;
  12156. #ifndef RENEWAL
  12157. case SC_HERMODE:
  12158. if(sce->val3 == BCT_SELF)
  12159. skill_clear_unitgroup(bl);
  12160. break;
  12161. case SC_BASILICA: // Clear the skill area. [Skotlex]
  12162. if (sce->val3 && sce->val4 == bl->id) {
  12163. std::shared_ptr<s_skill_unit_group> group = skill_id2group(sce->val3);
  12164. sce->val3 = 0;
  12165. if (group)
  12166. skill_delunitgroup(group);
  12167. }
  12168. break;
  12169. #endif
  12170. case SC_TRICKDEAD:
  12171. if (vd) vd->dead_sit = 0;
  12172. break;
  12173. case SC_WARM:
  12174. case SC__MANHOLE:
  12175. case SC_BANDING:
  12176. case SC_LEADERSHIP:
  12177. case SC_GLORYWOUNDS:
  12178. case SC_SOULCOLD:
  12179. case SC_HAWKEYES:
  12180. if (sce->val4) { // Clear the group.
  12181. std::shared_ptr<s_skill_unit_group> group = skill_id2group(sce->val4);
  12182. sce->val4 = 0;
  12183. if( group ) // Might have been cleared before status ended, e.g. land protector
  12184. skill_delunitgroup(group);
  12185. }
  12186. break;
  12187. case SC_JAILED:
  12188. if(sd && sd->mapindex == sce->val2)
  12189. pc_setpos(sd,(unsigned short)sce->val3,sce->val4&0xFFFF, sce->val4>>16, CLR_TELEPORT);
  12190. break; // Guess hes not in jail :P
  12191. case SC_CHANGE:
  12192. if (tid == INVALID_TIMER)
  12193. break;
  12194. // "lose almost all their HP and SP" on natural expiration.
  12195. status_set_hp(bl, 10, 0);
  12196. status_set_sp(bl, 10, 0);
  12197. break;
  12198. case SC_AUTOTRADE:
  12199. if (tid == INVALID_TIMER)
  12200. break;
  12201. // Vending is not automatically closed for autovenders
  12202. vending_closevending(sd);
  12203. map_quit(sd);
  12204. // Because map_quit calls status_change_end with tid -1
  12205. // from here it's not neccesary to continue
  12206. return 1;
  12207. break;
  12208. case SC_STOP:
  12209. if( sce->val2 ) {
  12210. struct block_list* tbl = map_id2bl(sce->val2);
  12211. sce->val2 = 0;
  12212. if( tbl && (sc = status_get_sc(tbl)) && sc->getSCE(SC_STOP) && sc->getSCE(SC_STOP)->val2 == bl->id )
  12213. status_change_end(tbl, SC_STOP);
  12214. }
  12215. break;
  12216. case SC_TENSIONRELAX:
  12217. if (sc && (sc->getSCE(SC_WEIGHT50) || sc->getSCE(SC_WEIGHT90)))
  12218. status_get_regen_data(bl)->state.overweight = 1; // Add the overweight flag back
  12219. break;
  12220. case SC_MONSTER_TRANSFORM:
  12221. case SC_ACTIVE_MONSTER_TRANSFORM:
  12222. if (sce->val2)
  12223. status_change_end(bl, (sc_type)sce->val2);
  12224. break;
  12225. /* 3rd Stuff */
  12226. case SC_MILLENNIUMSHIELD:
  12227. clif_millenniumshield(bl, 0);
  12228. break;
  12229. case SC_HALLUCINATIONWALK:
  12230. sc_start(bl,bl,SC_HALLUCINATIONWALK_POSTDELAY,100,sce->val1,skill_get_time2(GC_HALLUCINATIONWALK,sce->val1));
  12231. break;
  12232. case SC_WHITEIMPRISON:
  12233. {
  12234. struct block_list* src = map_id2bl(sce->val2);
  12235. if( tid == -1 || !src)
  12236. break; // Terminated by Damage
  12237. 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);
  12238. }
  12239. break;
  12240. case SC_WUGDASH:
  12241. {
  12242. struct unit_data *ud = unit_bl2ud(bl);
  12243. if (ud) {
  12244. ud->state.running = 0;
  12245. if (ud->walktimer != INVALID_TIMER)
  12246. unit_stop_walking(bl,1);
  12247. }
  12248. }
  12249. break;
  12250. case SC__SHADOWFORM:
  12251. {
  12252. map_session_data *s_sd = map_id2sd(sce->val2);
  12253. if (s_sd) s_sd->shadowform_id = 0;
  12254. }
  12255. break;
  12256. case SC_SATURDAYNIGHTFEVER: // Sit down force of Saturday Night Fever has the duration of only 3 seconds.
  12257. sc_start(bl, bl,SC_SITDOWN_FORCE,100,sce->val1,skill_get_time2(WM_SATURDAY_NIGHT_FEVER,sce->val1));
  12258. break;
  12259. case SC_NEUTRALBARRIER_MASTER:
  12260. case SC_STEALTHFIELD_MASTER:
  12261. if( sce->val2 ) {
  12262. std::shared_ptr<s_skill_unit_group> group = skill_id2group(sce->val2);
  12263. sce->val2 = 0;
  12264. if( group ) // Might have been cleared before status ended, e.g. land protector
  12265. skill_delunitgroup(group);
  12266. }
  12267. break;
  12268. case SC_CURSEDCIRCLE_ATKER:
  12269. if( sce->val2 ) // Used the default area size cause there is a chance the caster could knock back and can't clear the target.
  12270. map_foreachinallrange(status_change_timer_sub, bl, AREA_SIZE + 3, BL_CHAR, bl, sce, SC_CURSEDCIRCLE_TARGET, gettick());
  12271. break;
  12272. case SC_RAISINGDRAGON:
  12273. if( sd && !pc_isdead(sd) ) {
  12274. int i = min(sd->spiritball,5);
  12275. pc_delspiritball(sd, sd->spiritball, 0);
  12276. status_change_end(bl, SC_EXPLOSIONSPIRITS);
  12277. while( i > 0 ) {
  12278. pc_addspiritball(sd, skill_get_time(MO_CALLSPIRITS, pc_checkskill(sd,MO_CALLSPIRITS)), 5);
  12279. --i;
  12280. }
  12281. }
  12282. break;
  12283. case SC_CURSEDCIRCLE_TARGET:
  12284. {
  12285. struct block_list *src = map_id2bl(sce->val2);
  12286. status_change *sc2 = status_get_sc(src);
  12287. if( sc2 && sc2->getSCE(SC_CURSEDCIRCLE_ATKER) && --(sc2->getSCE(SC_CURSEDCIRCLE_ATKER)->val2) == 0 ) {
  12288. clif_bladestop(bl, sce->val2, 0);
  12289. status_change_end(src, SC_CURSEDCIRCLE_ATKER);
  12290. }
  12291. }
  12292. break;
  12293. case SC_SITDOWN_FORCE:
  12294. case SC_BANANA_BOMB_SITDOWN:
  12295. if( sd && pc_issit(sd) && pc_setstand(sd, false) )
  12296. skill_sit(sd, false);
  12297. break;
  12298. case SC_KYOUGAKU:
  12299. clif_status_load(bl, EFST_KYOUGAKU, 0); // Avoid client crash
  12300. clif_status_load(bl, EFST_ACTIVE_MONSTER_TRANSFORM, 0);
  12301. break;
  12302. case SC_INTRAVISION:
  12303. calc_flag = status_db.getSCB_ALL(); // Required for overlapping
  12304. break;
  12305. case SC_GRAVITYCONTROL:
  12306. status_fix_damage(bl, bl, sce->val2, clif_damage(bl, bl, gettick(), 0, 0, sce->val2, 0, DMG_NORMAL, 0, false), 0);
  12307. clif_specialeffect(bl, 223, AREA);
  12308. clif_specialeffect(bl, 330, AREA);
  12309. break;
  12310. case SC_OVERED_BOOST:
  12311. switch (bl->type) {
  12312. case BL_HOM: {
  12313. struct homun_data *hd = BL_CAST(BL_HOM,bl);
  12314. if( hd )
  12315. hd->homunculus.hunger = max(1,hd->homunculus.hunger - 50);
  12316. }
  12317. break;
  12318. case BL_PC:
  12319. status_zap(bl,0,status_get_max_sp(bl) / 2);
  12320. break;
  12321. }
  12322. break;
  12323. case SC_FULL_THROTTLE: {
  12324. int sec = skill_get_time2(scdb->skill_id, sce->val1);
  12325. clif_status_change(bl, EFST_DEC_AGI, 1, sec, 0, 0, 0);
  12326. sc_start(bl, bl, SC_REBOUND, 100, sce->val1, sec);
  12327. }
  12328. break;
  12329. case SC_REBOUND:
  12330. clif_status_load(bl, EFST_DEC_AGI, 0);
  12331. break;
  12332. case SC_ITEMSCRIPT: // Removes Buff Icons
  12333. if (sd)
  12334. clif_status_load(bl, (enum efst_type)sce->val2, 0);
  12335. break;
  12336. case SC_C_MARKER:
  12337. {
  12338. // Remove mark data from caster
  12339. map_session_data *caster = map_id2sd(sce->val2);
  12340. uint8 i = 0;
  12341. if (!caster)
  12342. break;
  12343. ARR_FIND(0,MAX_SKILL_CRIMSON_MARKER,i,caster->c_marker[i] == bl->id);
  12344. if (i < MAX_SKILL_CRIMSON_MARKER) {
  12345. caster->c_marker[i] = 0;
  12346. clif_crimson_marker( *caster, *bl, true );
  12347. }
  12348. }
  12349. break;
  12350. case SC_H_MINE:
  12351. {
  12352. // Drop the material from target if expired
  12353. struct item it;
  12354. map_session_data *caster = NULL;
  12355. if (sce->val3 || status_isdead(bl) || !(caster = map_id2sd(sce->val2)))
  12356. break;
  12357. std::shared_ptr<s_skill_db> skill = skill_db.find(RL_H_MINE);
  12358. if (!item_db.exists(skill->require.itemid[0]))
  12359. break;
  12360. memset(&it, 0, sizeof(it));
  12361. it.nameid = skill->require.itemid[0];
  12362. it.amount = max(skill->require.amount[0],1);
  12363. it.identify = 1;
  12364. map_addflooritem(&it, it.amount, bl->m,bl->x, bl->y, caster->status.char_id, 0, 0, 4, 0);
  12365. }
  12366. break;
  12367. case SC_VACUUM_EXTREME:
  12368. ///< !CHECKME: Seems on official, there's delay before same target can be vacuumed in same area again [Cydh]
  12369. sc_start2(bl, bl, SC_VACUUM_EXTREME_POSTDELAY, 100, sce->val1, sce->val2, skill_get_time2(SO_VACUUM_EXTREME,sce->val1));
  12370. break;
  12371. case SC_DIMENSION1:
  12372. case SC_DIMENSION2:
  12373. if (sd)
  12374. pc_delspiritball(sd, 1, 0);
  12375. break;
  12376. case SC_SOULENERGY:
  12377. if (sd)
  12378. pc_delsoulball(sd, sd->soulball, false);
  12379. break;
  12380. case SC_MADOGEAR:
  12381. status_db.removeByStatusFlag(bl, { SCF_MADOENDCANCEL });
  12382. if (sd)
  12383. pc_bonus_script_clear(sd, BSF_REM_ON_MADOGEAR);
  12384. break;
  12385. case SC_HOMUN_TIME:
  12386. if (sd && hom_is_active(sd->hd))
  12387. hom_vaporize(sd, HOM_ST_REST);
  12388. break;
  12389. case SC_SERVANT_SIGN: {
  12390. map_session_data *tsd = map_id2sd(sce->val1);
  12391. if( tsd != nullptr )
  12392. tsd->servant_sign[sce->val2] = 0;
  12393. }
  12394. break;
  12395. case SC_SOUNDBLEND: {
  12396. block_list *src = map_id2bl(sce->val2);
  12397. if (src && tid != INVALID_TIMER)
  12398. skill_castend_damage_id(src, bl, TR_SOUNDBLEND, sce->val1, gettick(), SD_LEVEL|SD_ANIMATION);
  12399. }
  12400. break;
  12401. case SC_SERVANTWEAPON:
  12402. if( sd ){
  12403. pc_delservantball( *sd, sd->servantball );
  12404. }
  12405. break;
  12406. case SC_ABYSSFORCEWEAPON:
  12407. if( sd ){
  12408. pc_delabyssball( *sd, sd->abyssball );
  12409. }
  12410. break;
  12411. }
  12412. // End statuses found in the EndOnEnd list.
  12413. if (!scdb->endonend.empty()) {
  12414. for (const auto &it : scdb->endonend) {
  12415. status_change_end(bl, it);
  12416. }
  12417. }
  12418. // Reset the options as needed
  12419. std::bitset<SCF_MAX> opt_flag = scdb->flag;
  12420. bool disable_opt_flag = false;
  12421. switch (type) {
  12422. case SC_DANCING:
  12423. if ((sce->val1&0xFFFF) == CG_MOONLIT)
  12424. sc->opt3 &= ~OPT3_MOONLIT;
  12425. break;
  12426. case SC_INCATKRATE: // Simulated Explosion spirits effect.
  12427. if (bl->type != BL_MOB) {
  12428. disable_opt_flag = true;
  12429. break;
  12430. }
  12431. break;
  12432. }
  12433. if (scdb->opt1)
  12434. sc->opt1 = OPT1_NONE;
  12435. if (scdb->opt2)
  12436. sc->opt2 &= ~scdb->opt2;
  12437. if (scdb->opt3)
  12438. sc->opt3 &= ~scdb->opt3;
  12439. if (scdb->look)
  12440. sc->option &= ~scdb->look;
  12441. if (calc_flag[SCB_DYE]) { // Restore DYE color
  12442. if (vd && !vd->cloth_color && sce->val4)
  12443. clif_changelook(bl,LOOK_CLOTHES_COLOR,sce->val4);
  12444. calc_flag.reset(SCB_DYE);
  12445. }
  12446. /*if (calc_flag[SCB_BODY])// Might be needed in the future. [Rytech]
  12447. { //Restore body style
  12448. if (vd && !vd->body_style && sce->val4)
  12449. clif_changelook(bl,LOOK_BODY2,sce->val4);
  12450. calc_flag.reset(SCB_BODY);
  12451. }*/
  12452. // On Aegis, when turning off a status change, first goes the sc packet, then the option packet.
  12453. int status_icon = scdb->icon;
  12454. #if PACKETVER < 20151104
  12455. if (status_icon == EFST_WEAPONPROPERTY)
  12456. status_icon = EFST_ATTACK_PROPERTY_NOTHING + sce->val1; // Assign status icon for older clients
  12457. #endif
  12458. clif_status_change(bl,status_icon,0,0,0,0,0);
  12459. if( opt_flag[SCF_NONPLAYER] ) // bugreport:681
  12460. clif_changeoption2(bl);
  12461. 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])) {
  12462. clif_changeoption(bl);
  12463. if (sd && opt_flag[SCF_SENDLOOK]) {
  12464. clif_changelook(bl,LOOK_BASE,sd->vd.class_);
  12465. clif_get_weapon_view(sd,&sd->vd.weapon,&sd->vd.shield);
  12466. clif_changelook(bl,LOOK_WEAPON,sd->vd.weapon);
  12467. clif_changelook(bl,LOOK_SHIELD,sd->vd.shield);
  12468. clif_changelook(bl,LOOK_CLOTHES_COLOR,cap_value(sd->status.clothes_color,0,battle_config.max_cloth_color));
  12469. clif_changelook(bl,LOOK_BODY2,cap_value(sd->status.body,0,battle_config.max_body_style));
  12470. }
  12471. }
  12472. if (calc_flag.any()) {
  12473. #ifndef RENEWAL
  12474. if (type == SC_MAGICPOWER) {
  12475. //If Mystical Amplification ends, MATK is immediately recalculated
  12476. status_calc_bl_(bl, calc_flag, SCO_FORCE);
  12477. } else
  12478. #endif
  12479. status_calc_bl_(bl, calc_flag);
  12480. }
  12481. if(opt_flag[SCF_UNITMOVE]) // Out of hiding, invoke on place.
  12482. skill_unit_move(bl,gettick(),1);
  12483. if(opt_flag[SCF_ONTOUCH] && sd && !sd->state.warping && map_getcell(bl->m,bl->x,bl->y,CELL_CHKNPC))
  12484. npc_touch_area_allnpc(sd,bl->m,bl->x,bl->y); // Trigger on-touch event.
  12485. // Needed to be here to make sure OPT1_STONEWAIT has been cleared from the target (only on natural expiration of the stone wait timer)
  12486. if (type == SC_STONEWAIT && tid != INVALID_TIMER)
  12487. status_change_start(bl, bl, SC_STONE, 100, sce->val1, sce->val2, 0, 0, sce->val3, SCSTART_NOAVOID);
  12488. ers_free(sc_data_ers, sce);
  12489. return 1;
  12490. }
  12491. /**
  12492. * Resets timers for statuses
  12493. * Used with reoccurring status effects, such as dropping SP every 5 seconds
  12494. * @param tid: Timer ID
  12495. * @param tick: How long before next call
  12496. * @param id: ID of character
  12497. * @param data: Information passed through the timer call
  12498. * @return 1: Success 0: Fail
  12499. */
  12500. TIMER_FUNC(status_change_timer){
  12501. enum sc_type type = (sc_type)data;
  12502. struct block_list *bl;
  12503. map_session_data *sd;
  12504. int interval = status_get_sc_interval(type);
  12505. bool dounlock = false;
  12506. bl = map_id2bl(id);
  12507. if(!bl) {
  12508. ShowDebug("status_change_timer: Null pointer id: %d data: %" PRIdPTR "\n", id, data);
  12509. return 0;
  12510. }
  12511. status_change * const sc = status_get_sc(bl);
  12512. struct status_data * const status = status_get_status_data(bl);
  12513. if(!sc) {
  12514. ShowDebug("status_change_timer: Null pointer id: %d data: %" PRIdPTR " bl-type: %d\n", id, data, bl->type);
  12515. return 0;
  12516. }
  12517. struct status_change_entry * const sce = sc->getSCE(type);
  12518. if(!sce) {
  12519. ShowDebug("status_change_timer: Null pointer id: %d data: %" PRIdPTR " bl-type: %d\n", id, data, bl->type);
  12520. return 0;
  12521. }
  12522. if( sce->timer != tid ) {
  12523. ShowError("status_change_timer: Mismatch for type %d: %d != %d (bl id %d)\n",type,tid,sce->timer, bl->id);
  12524. return 0;
  12525. }
  12526. sd = BL_CAST(BL_PC, bl);
  12527. std::function<void (t_tick)> sc_timer_next = [&sce, &bl, &data](t_tick t) {
  12528. sce->timer = add_timer(t, status_change_timer, bl->id, data);
  12529. };
  12530. switch(type) {
  12531. case SC_MAXIMIZEPOWER:
  12532. case SC_CLOAKING:
  12533. if(!status_charge(bl, 0, 1))
  12534. break; // Not enough SP to continue.
  12535. sc_timer_next(sce->val2+tick);
  12536. return 0;
  12537. case SC_CHASEWALK:
  12538. if(!status_charge(bl, 0, sce->val4))
  12539. break; // Not enough SP to continue.
  12540. if (!sc->getSCE(SC_CHASEWALK2)) {
  12541. sc_start(bl,bl, SC_CHASEWALK2,100,1<<(sce->val1-1),
  12542. (t_tick)(sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_ROGUE?10:1) // SL bonus -> x10 duration
  12543. *skill_get_time2(status_db.getSkill(type),sce->val1));
  12544. }
  12545. sc_timer_next(sce->val2+tick);
  12546. return 0;
  12547. break;
  12548. case SC_HIDING:
  12549. if(--(sce->val2)>0) {
  12550. if(sce->val2 % sce->val4 == 0 && !status_charge(bl, 0, 1))
  12551. break; // Fail if it's time to substract SP and there isn't.
  12552. sc_timer_next(1000+tick);
  12553. return 0;
  12554. }
  12555. break;
  12556. case SC_SIGHT:
  12557. case SC_RUWACH:
  12558. case SC_SIGHTBLASTER:
  12559. if(type == SC_SIGHTBLASTER) {
  12560. //Restore trap immunity
  12561. if(sce->val4%2)
  12562. sce->val4--;
  12563. map_foreachinallrange( status_change_timer_sub, bl, sce->val3, BL_CHAR|BL_SKILL, bl, sce, type, tick);
  12564. } else {
  12565. map_foreachinallrange( status_change_timer_sub, bl, sce->val3, BL_CHAR, bl, sce, type, tick);
  12566. skill_reveal_trap_inarea(bl, sce->val3, bl->x, bl->y);
  12567. }
  12568. if( --(sce->val2)>0 ) {
  12569. sce->val4 += 20; // Use for Shadow Form 2 seconds checking.
  12570. sc_timer_next(20+tick);
  12571. return 0;
  12572. }
  12573. break;
  12574. case SC_PROVOKE:
  12575. if(sce->val4) { // Auto-provoke (it is ended in status_heal)
  12576. sc_timer_next(1000*60+tick);
  12577. return 0;
  12578. }
  12579. break;
  12580. case SC_STONE:
  12581. if (sce->val4 >= 0 && status->hp > status->max_hp / 4)
  12582. status_percent_damage(nullptr, bl, -1, 0, false);
  12583. break;
  12584. case SC_POISON:
  12585. case SC_DPOISON:
  12586. if (sce->val4 >= 0 && !sc->getSCE(SC_SLOWPOISON)) {
  12587. unsigned int damage = 0;
  12588. if (sd)
  12589. damage = (type == SC_DPOISON) ? 2 + status->max_hp / 50 : 2 + status->max_hp * 3 / 200;
  12590. else
  12591. damage = (type == SC_DPOISON) ? 2 + status->max_hp / 100 : 2 + status->max_hp / 200;
  12592. if (status->hp > umax(status->max_hp / 4, damage)) // Stop damaging after 25% HP left.
  12593. status_zap(bl, damage, 0);
  12594. }
  12595. break;
  12596. case SC_BLEEDING:
  12597. if (sce->val4 >= 0) {
  12598. int64 damage = rnd() % 600 + 200;
  12599. if (!sd && damage >= status->hp)
  12600. damage = status->hp - 1; // No deadly damage for monsters
  12601. map_freeblock_lock();
  12602. dounlock = true;
  12603. status_zap(bl, damage, 0);
  12604. }
  12605. break;
  12606. case SC_BURNING:
  12607. if (sce->val4 >= 0) {
  12608. int64 damage = 1000 + (3 * status->max_hp) / 100; // Deals fixed (1000 + 3%*MaxHP)
  12609. map_freeblock_lock();
  12610. dounlock = true;
  12611. status_fix_damage(bl, bl, damage, clif_damage(bl, bl, tick, 0, 1, damage, 1, DMG_NORMAL, 0, false),0);
  12612. }
  12613. break;
  12614. case SC_TOXIN:
  12615. if (sce->val4 >= 0) { // Damage is every 10 seconds including 3%sp drain.
  12616. if (sce->val3 == 1) { // Target
  12617. map_freeblock_lock();
  12618. dounlock = true;
  12619. 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);
  12620. } else { // Caster
  12621. interval = 1000; // Assign here since status_get_sc_internval() contains the target interval.
  12622. if (status->sp < status->max_sp)
  12623. status_heal(bl, 0, (int)status->max_sp * 1 / 100, 1);
  12624. }
  12625. }
  12626. break;
  12627. case SC_MAGICMUSHROOM:
  12628. if (sce->val4 >= 0) {
  12629. bool flag = 0;
  12630. int64 damage = status->max_hp * 3 / 100;
  12631. if (status->hp <= damage)
  12632. damage = status->hp - 1; // Cannot Kill
  12633. if (damage > 0) { // 3% Damage each 4 seconds
  12634. map_freeblock_lock();
  12635. status_zap(bl, damage, 0);
  12636. flag = !sc->getSCE(type); // Killed? Should not
  12637. map_freeblock_unlock();
  12638. }
  12639. if (!flag) { // Random Skill Cast
  12640. if (magic_mushroom_db.size() > 0 && sd && !pc_issit(sd)) { // Can't cast if sit
  12641. auto mushroom_spell = magic_mushroom_db.begin();
  12642. std::advance(mushroom_spell, rnd() % magic_mushroom_db.size());
  12643. uint16 mushroom_skill_id = mushroom_spell->second->skill_id;
  12644. if (!skill_get_index(mushroom_skill_id))
  12645. break;
  12646. unit_stop_attack(bl);
  12647. unit_skillcastcancel(bl, 1);
  12648. switch (skill_get_casttype(mushroom_skill_id)) { // Magic Mushroom skills are buffs or area damage
  12649. case CAST_GROUND:
  12650. skill_castend_pos2(bl, bl->x, bl->y, mushroom_skill_id, 1, tick, 0);
  12651. break;
  12652. case CAST_NODAMAGE:
  12653. skill_castend_nodamage_id(bl, bl, mushroom_skill_id, 1, tick, 0);
  12654. break;
  12655. case CAST_DAMAGE:
  12656. skill_castend_damage_id(bl, bl, mushroom_skill_id, 1, tick, 0);
  12657. break;
  12658. }
  12659. }
  12660. clif_emotion(bl, ET_SMILE);
  12661. }
  12662. }
  12663. break;
  12664. case SC_PYREXIA:
  12665. if (sce->val4 >= 0) {
  12666. map_freeblock_lock();
  12667. dounlock = true;
  12668. status_fix_damage(bl, bl, 100, clif_damage(bl, bl, tick, status->amotion, status->dmotion + 500, 100, 1, DMG_NORMAL, 0, false),0);
  12669. unit_skillcastcancel(bl, 2);
  12670. }
  12671. break;
  12672. case SC_LEECHESEND:
  12673. if (sce->val4 >= 0) {
  12674. int64 damage = status->vit * (sce->val1 - 3) + (int)status->max_hp / 100; // {Target VIT x (New Poison Research Skill Level - 3)} + (Target HP/100)
  12675. map_freeblock_lock();
  12676. dounlock = true;
  12677. status_fix_damage(bl, bl, damage, clif_damage(bl, bl, tick, status->amotion, status->dmotion + 500, damage, 1, DMG_NORMAL, 0, false),0);
  12678. unit_skillcastcancel(bl, 2);
  12679. }
  12680. break;
  12681. case SC_DEATHHURT:
  12682. if (sce->val4 >= 0) {
  12683. if (status->hp < status->max_hp)
  12684. status_heal(bl, (int)status->max_hp * 1 / 100, 0, 1);
  12685. }
  12686. break;
  12687. case SC_TENSIONRELAX:
  12688. if(status->max_hp > status->hp && --(sce->val3) >= 0) {
  12689. sc_timer_next(10000 + tick);
  12690. return 0;
  12691. }
  12692. break;
  12693. case SC_KNOWLEDGE:
  12694. if (!sd) break;
  12695. if(bl->m == sd->feel_map[0].m ||
  12696. bl->m == sd->feel_map[1].m ||
  12697. bl->m == sd->feel_map[2].m)
  12698. { // Timeout will be handled by pc_setpos
  12699. sce->timer = INVALID_TIMER;
  12700. return 0;
  12701. }
  12702. break;
  12703. case SC_S_LIFEPOTION:
  12704. case SC_L_LIFEPOTION:
  12705. case SC_M_LIFEPOTION:
  12706. case SC_G_LIFEPOTION:
  12707. if( --(sce->val4) >= 0 ) {
  12708. // val1 < 0 = per max% | val1 > 0 = exact amount
  12709. int hp = 0;
  12710. if( status->hp < status->max_hp && !sc->getSCE(SC_BERSERK) )
  12711. hp = (sce->val1 < 0) ? (int)(status->max_hp * -1 * sce->val1 / 100.) : sce->val1;
  12712. status_heal(bl, hp, 0, 0);
  12713. sc_timer_next((sce->val2 * 1000) + tick);
  12714. return 0;
  12715. }
  12716. break;
  12717. case SC_S_MANAPOTION:
  12718. if( --(sce->val4) >= 0 ) {
  12719. // val1 < 0 = per max% | val1 > 0 = exact amount
  12720. int sp = 0;
  12721. if( status->sp < status->max_sp && !sc->getSCE(SC_BERSERK) )
  12722. sp = (sce->val1 < 0) ? (int)(status->max_sp * -1 * sce->val1 / 100.) : sce->val1;
  12723. status_heal(bl, 0, sp, 0);
  12724. sc_timer_next((sce->val2 * 1000) + tick);
  12725. return 0;
  12726. }
  12727. break;
  12728. case SC_GRADUAL_GRAVITY:
  12729. if (sce->val4 >= 0) {
  12730. status_zap(bl, status->max_hp * sce->val2 / 100, 0);
  12731. }
  12732. break;
  12733. case SC_BOSSMAPINFO:
  12734. if( sd && sce->val4 >= 0 ){
  12735. mob_data* boss_md = map_id2boss( sce->val1 );
  12736. if( boss_md == nullptr ){
  12737. sce->val4 = 0;
  12738. break;
  12739. }
  12740. // Not on same map anymore
  12741. if( sd->bl.m != boss_md->bl.m ){
  12742. sce->val4 = 0;
  12743. break;
  12744. // Boss is alive - Update X, Y on minimap
  12745. }else if( boss_md->bl.prev != nullptr ){
  12746. sce->val2 = 0;
  12747. clif_bossmapinfo( *sd, boss_md, BOSS_INFO_ALIVE );
  12748. // Boss is dead
  12749. }else if( boss_md->spawn_timer != INVALID_TIMER && sce->val2 == 0 ){
  12750. sce->val2 = 1;
  12751. clif_bossmapinfo( *sd, boss_md, BOSS_INFO_DEAD );
  12752. }
  12753. }
  12754. break;
  12755. case SC_DANCING: // SP consumption by time of dancing skills
  12756. {
  12757. int s = 0;
  12758. int sp = 1;
  12759. if (--sce->val3 <= 0)
  12760. break;
  12761. switch(sce->val1&0xFFFF) {
  12762. #ifndef RENEWAL
  12763. case BD_RICHMANKIM:
  12764. case BD_DRUMBATTLEFIELD:
  12765. case BD_RINGNIBELUNGEN:
  12766. case BD_SIEGFRIED:
  12767. case BA_DISSONANCE:
  12768. case BA_ASSASSINCROSS:
  12769. case DC_UGLYDANCE:
  12770. s=3;
  12771. break;
  12772. case BD_LULLABY:
  12773. case BD_ETERNALCHAOS:
  12774. case BD_ROKISWEIL:
  12775. case DC_FORTUNEKISS:
  12776. s=4;
  12777. break;
  12778. case CG_HERMODE:
  12779. case BD_INTOABYSS:
  12780. case BA_WHISTLE:
  12781. case DC_HUMMING:
  12782. case BA_POEMBRAGI:
  12783. case DC_SERVICEFORYOU:
  12784. s=5;
  12785. break;
  12786. case BA_APPLEIDUN:
  12787. s=6;
  12788. break;
  12789. #endif
  12790. case CG_MOONLIT:
  12791. // Moonlit's cost is 4sp*skill_lv [Skotlex]
  12792. sp= 4*(sce->val1>>16);
  12793. // Upkeep is also every 10 secs.
  12794. #ifndef RENEWAL
  12795. [[fallthrough]];
  12796. case DC_DONTFORGETME:
  12797. #endif
  12798. s=10;
  12799. break;
  12800. }
  12801. if( s != 0 && sce->val3 % s == 0 ) {
  12802. #ifndef RENEWAL
  12803. if (sc->getSCE(SC_LONGING))
  12804. sp*= 3;
  12805. #endif
  12806. if (!status_charge(bl, 0, sp))
  12807. break;
  12808. }
  12809. sc_timer_next(1000+tick);
  12810. return 0;
  12811. }
  12812. break;
  12813. case SC_BERSERK:
  12814. // 5% every 10 seconds [DracoRPG]
  12815. if( --( sce->val3 ) > 0 && status_charge(bl, sce->val2, 0) && status->hp > 100 ) {
  12816. sc_timer_next(sce->val4+tick);
  12817. return 0;
  12818. }
  12819. break;
  12820. case SC_NOCHAT:
  12821. if(sd) {
  12822. sd->status.manner++;
  12823. clif_changestatus(sd,SP_MANNER,sd->status.manner);
  12824. clif_updatestatus(sd,SP_MANNER);
  12825. if (sd->status.manner < 0) { // Every 60 seconds your manner goes up by 1 until it gets back to 0.
  12826. sc_timer_next(60000+tick);
  12827. return 0;
  12828. }
  12829. }
  12830. break;
  12831. case SC_SPLASHER:
  12832. // Custom Venom Splasher countdown timer
  12833. // if (sce->val4 % 1000 == 0) {
  12834. // char timer[10];
  12835. // snprintf (timer, 10, "%d", sce->val4/1000);
  12836. // clif_message(bl, timer);
  12837. // }
  12838. if((sce->val4 -= 500) > 0) {
  12839. sc_timer_next(500 + tick);
  12840. return 0;
  12841. }
  12842. break;
  12843. case SC_MARIONETTE:
  12844. case SC_MARIONETTE2:
  12845. {
  12846. struct block_list *pbl = map_id2bl(sce->val1);
  12847. if( pbl && check_distance_bl(bl, pbl, 7) ) {
  12848. sc_timer_next(1000 + tick);
  12849. return 0;
  12850. }
  12851. }
  12852. break;
  12853. case SC_GOSPEL:
  12854. if(sce->val4 == BCT_SELF && --(sce->val2) > 0) {
  12855. int hp, sp;
  12856. hp = (sce->val1 > 5) ? 45 : 30;
  12857. sp = (sce->val1 > 5) ? 35 : 20;
  12858. if(!status_charge(bl, hp, sp))
  12859. break;
  12860. sc_timer_next(10000+tick);
  12861. return 0;
  12862. }
  12863. break;
  12864. case SC_JAILED:
  12865. if(sce->val1 == INT_MAX || --(sce->val1) > 0) {
  12866. sc_timer_next(60000+tick);
  12867. return 0;
  12868. }
  12869. break;
  12870. case SC_BLIND:
  12871. if(sc->getSCE(SC_FOGWALL)) { // Blind lasts forever while you are standing on the fog.
  12872. sc_timer_next(5000+tick);
  12873. return 0;
  12874. }
  12875. break;
  12876. case SC_ABUNDANCE:
  12877. if(--(sce->val4) > 0) {
  12878. status_heal(bl,0,60,0);
  12879. sc_timer_next(10000+tick);
  12880. }
  12881. break;
  12882. case SC_OBLIVIONCURSE:
  12883. if( --(sce->val4) >= 0 ) {
  12884. clif_emotion(bl,ET_QUESTION);
  12885. sc_timer_next(3000 + tick);
  12886. return 0;
  12887. }
  12888. break;
  12889. case SC_WEAPONBLOCKING:
  12890. if( --(sce->val4) >= 0 ) {
  12891. if( !status_charge(bl,0,3) )
  12892. break;
  12893. sc_timer_next(5000+tick);
  12894. return 0;
  12895. }
  12896. break;
  12897. case SC_CLOAKINGEXCEED:
  12898. if(!status_charge(bl,0,10-sce->val1))
  12899. break;
  12900. sc_timer_next(1000 + tick);
  12901. return 0;
  12902. case SC_RENOVATIO:
  12903. if( --(sce->val4) >= 0 ) {
  12904. int heal = status->max_hp * (sce->val1 + 4) / 100;
  12905. if( sc && sc->getSCE(SC_AKAITSUKI) && heal )
  12906. heal = ~heal + 1;
  12907. status_heal(bl, heal, 0, 3);
  12908. sc_timer_next(5000 + tick);
  12909. return 0;
  12910. }
  12911. break;
  12912. case SC_SPHERE_1:
  12913. case SC_SPHERE_2:
  12914. case SC_SPHERE_3:
  12915. case SC_SPHERE_4:
  12916. case SC_SPHERE_5:
  12917. if( --(sce->val4) >= 0 ) {
  12918. if( !status_charge(bl, 0, 1) )
  12919. break;
  12920. sc_timer_next(1000 + tick);
  12921. return 0;
  12922. }
  12923. break;
  12924. case SC_FREEZE_SP:
  12925. if( !status_charge(bl, 0, sce->val2) ) {
  12926. int i;
  12927. for(i = SC_SPELLBOOK1; i <= SC_MAXSPELLBOOK; i++) // Also remove stored spell as well.
  12928. status_change_end(bl, (sc_type)i);
  12929. break;
  12930. }
  12931. sc_timer_next(10000 + tick);
  12932. return 0;
  12933. case SC_ELECTRICSHOCKER:
  12934. if( --(sce->val4) >= 0 ) {
  12935. status_charge(bl, 0, 5 * sce->val1 * status->max_sp / 100);
  12936. sc_timer_next(1000 + tick);
  12937. return 0;
  12938. }
  12939. break;
  12940. case SC_CAMOUFLAGE:
  12941. if (!status_charge(bl, 0, 7 - sce->val1))
  12942. break;
  12943. if (--sce->val4 >= 0)
  12944. sce->val3++;
  12945. sc_timer_next(1000 + tick);
  12946. return 0;
  12947. case SC__REPRODUCE:
  12948. if(!status_charge(bl, 0, 1))
  12949. break;
  12950. sc_timer_next(1000+tick);
  12951. return 0;
  12952. case SC__SHADOWFORM:
  12953. if( --(sce->val4) >= 0 ) {
  12954. if( !status_charge(bl, 0, 11 - sce->val1) )
  12955. break;
  12956. sc_timer_next(1000 + tick);
  12957. return 0;
  12958. }
  12959. break;
  12960. case SC__INVISIBILITY:
  12961. if( !status_charge(bl, 0, (12 - 2 * sce->val1) * status->max_sp / 100) ) // 6% - skill_lv.
  12962. break;
  12963. sc_timer_next(1000 + tick);
  12964. return 0;
  12965. case SC_STRIKING:
  12966. if( --(sce->val4) >= 0 ) {
  12967. if( !status_charge(bl,0, sce->val3 ) )
  12968. break;
  12969. sc_timer_next(1000 + tick);
  12970. return 0;
  12971. }
  12972. break;
  12973. case SC_WARMER: {
  12974. int hp = 0;
  12975. status_change *ssc = status_get_sc(map_id2bl(sce->val2));
  12976. if (ssc && ssc->getSCE(SC_HEATER_OPTION))
  12977. hp = status->max_hp * 3 * sce->val1 / 100;
  12978. else
  12979. hp = status->max_hp * sce->val1 / 100;
  12980. if (sc && sc->getSCE(SC_AKAITSUKI) && hp)
  12981. hp = ~hp + 1;
  12982. if (status->hp != status->max_hp)
  12983. status_heal(bl, hp, 0, 0);
  12984. sc_timer_next(3000 + tick);
  12985. return 0;
  12986. }
  12987. case SC_HELLS_PLANT:
  12988. if( sce->val4 >= 0 ){
  12989. skill_castend_damage_id( bl, bl, GN_HELLS_PLANT_ATK, sce->val1, tick, 0 );
  12990. }
  12991. break;
  12992. case SC_VOICEOFSIREN:
  12993. if( --(sce->val4) >= 0 ) {
  12994. clif_emotion(bl,ET_THROB);
  12995. sc_timer_next(2000 + tick);
  12996. return 0;
  12997. }
  12998. break;
  12999. case SC_DEEPSLEEP:
  13000. if( --(sce->val4) >= 0 ) { // Recovers 3% HP/SP every 2 seconds.
  13001. status_heal(bl, status->max_hp * 3 / 100, status->max_sp * 3 / 100, 2);
  13002. sc_timer_next(2000 + tick);
  13003. return 0;
  13004. }
  13005. break;
  13006. case SC_SATURDAYNIGHTFEVER:
  13007. // 1% HP/SP drain every val4 seconds [Jobbie]
  13008. if( --(sce->val3) >= 0 ) {
  13009. if( !status_charge(bl, status->hp / 100, status->sp / 100) )
  13010. break;
  13011. sc_timer_next(sce->val4+tick);
  13012. return 0;
  13013. }
  13014. break;
  13015. case SC_CRYSTALIZE:
  13016. if( --(sce->val4) >= 0 ) { // Drains 2% of HP and 1% of SP every seconds.
  13017. if (!status_charge(bl, status->max_hp * 2 / 100, status->max_sp / 100))
  13018. break;
  13019. sc_timer_next(1000 + tick);
  13020. return 0;
  13021. }
  13022. break;
  13023. case SC_FORCEOFVANGUARD:
  13024. if( !status_charge(bl,0,24 - 4 * sce->val1) )
  13025. break;
  13026. sc_timer_next(10000 + tick);
  13027. return 0;
  13028. case SC_BANDING:
  13029. if( status_charge(bl, 0, 7 - sce->val1) ) {
  13030. sce->val2 = (sd ? skill_banding_count(sd) : 1);
  13031. sc_timer_next(5000 + tick);
  13032. return 0;
  13033. }
  13034. break;
  13035. case SC_REFLECTDAMAGE:
  13036. if( --(sce->val4) > 0 ) {
  13037. if( !status_charge(bl,0,10) )
  13038. break;
  13039. sc_timer_next(1000 + tick);
  13040. return 0;
  13041. }
  13042. break;
  13043. case SC_OVERHEAT_LIMITPOINT:
  13044. if (--(sce->val1) >= 0) { // Cooling
  13045. if (sce->val2 == 0) { // Flag the overheat limit once it has been met.
  13046. static std::vector<int16> limit = { 150, 200, 280, 360, 450 };
  13047. uint16 skill_lv = (sd ? cap_value(pc_checkskill(sd, NC_MAINFRAME), 0, (uint16)(limit.size() - 1)) : 0);
  13048. if (sce->val1 > limit[skill_lv])
  13049. sce->val2 = 1;
  13050. } else {
  13051. status_change_end(bl, SC_OVERHEAT);
  13052. if (sce->val2 > 0)
  13053. sc_start(bl, bl, SC_OVERHEAT, 100, sce->val1, 975);
  13054. }
  13055. sc_timer_next(1000 + tick);
  13056. return 0;
  13057. }
  13058. break;
  13059. case SC_OVERHEAT: {
  13060. uint32 damage = status->max_hp / 100; // Suggestion 1% each second
  13061. if (damage >= status->hp)
  13062. damage = status->hp - 1; // Do not kill, just keep you with 1 hp minimum
  13063. map_freeblock_lock();
  13064. status_zap(bl, damage, 0);
  13065. sc_timer_next(975 + tick); // Tick is not 1000 to avoid desync with SC_OVERHEAT_LIMITPOINT.
  13066. map_freeblock_unlock();
  13067. return 0;
  13068. }
  13069. break;
  13070. case SC_MAGNETICFIELD:
  13071. if (--(sce->val4) >= 0) {
  13072. struct block_list *src = map_id2bl(sce->val2);
  13073. if (!src || (src && (status_isdead(src) || src->m != bl->m)))
  13074. break;
  13075. map_freeblock_lock();
  13076. if (!status_charge(bl, 0, 50))
  13077. status_zap(bl, 0, status->sp);
  13078. if (sc->getSCE(type))
  13079. sc_timer_next(1000 + tick);
  13080. map_freeblock_unlock();
  13081. return 0;
  13082. }
  13083. break;
  13084. case SC_INSPIRATION:
  13085. if(--(sce->val4) >= 0) {
  13086. if (!status_charge(bl, status->max_hp * (35 - 5 * sce->val1) / 1000, status->max_sp * (45 - 5 * sce->val1) / 1000))
  13087. break;
  13088. sc_timer_next(5000+tick);
  13089. return 0;
  13090. }
  13091. break;
  13092. case SC_SHIELDSPELL_HP:
  13093. if( sce->val4 >= 0 && status->hp < status->max_hp ){
  13094. status_heal( bl, status->max_hp * sce->val2 / 100, 0, 1 );
  13095. }
  13096. break;
  13097. case SC_SHIELDSPELL_SP:
  13098. if( sce->val4 >= 0 && status->sp < status->max_sp ){
  13099. status_heal( bl, 0, status->max_sp * sce->val2 / 100, 1 );
  13100. }
  13101. break;
  13102. case SC_TROPIC:
  13103. case SC_CHILLY_AIR:
  13104. case SC_WILD_STORM:
  13105. case SC_UPHEAVAL:
  13106. case SC_HEATER:
  13107. case SC_COOLER:
  13108. case SC_BLAST:
  13109. case SC_CURSED_SOIL:
  13110. case SC_PYROTECHNIC:
  13111. case SC_AQUAPLAY:
  13112. case SC_GUST:
  13113. case SC_PETROLOGY:
  13114. case SC_CIRCLE_OF_FIRE:
  13115. case SC_FIRE_CLOAK:
  13116. case SC_WATER_DROP:
  13117. case SC_WATER_SCREEN:
  13118. case SC_WIND_CURTAIN:
  13119. case SC_WIND_STEP:
  13120. case SC_STONE_SHIELD:
  13121. case SC_SOLID_SKIN:
  13122. case SC_FLAMETECHNIC:
  13123. case SC_FLAMEARMOR:
  13124. case SC_COLD_FORCE:
  13125. case SC_CRYSTAL_ARMOR:
  13126. case SC_GRACE_BREEZE:
  13127. case SC_EYES_OF_STORM:
  13128. case SC_EARTH_CARE:
  13129. case SC_STRONG_PROTECTION:
  13130. case SC_DEEP_POISONING:
  13131. case SC_POISON_SHIELD:
  13132. if( !status_charge(bl,0,sce->val2) ) {
  13133. struct block_list *s_bl = battle_get_master(bl);
  13134. if (bl->type == BL_ELEM)
  13135. elemental_change_mode(BL_CAST(BL_ELEM, bl), EL_MODE_PASSIVE);
  13136. if( s_bl )
  13137. status_change_end(s_bl,static_cast<sc_type>(type+1));
  13138. status_change_end(bl,type);
  13139. break;
  13140. }
  13141. sc_timer_next(sce->val3 + tick);
  13142. return 0;
  13143. case SC_WATER_SCREEN_OPTION:
  13144. status_heal(bl,1000,0,2);
  13145. sc_timer_next(10000 + tick);
  13146. return 0;
  13147. case SC_TEARGAS:
  13148. if( --(sce->val4) >= 0 ) {
  13149. struct block_list *src = map_id2bl(sce->val3);
  13150. int damage = sce->val2;
  13151. map_freeblock_lock();
  13152. clif_damage(bl, bl, tick, 0, 0, damage, 1, DMG_MULTI_HIT_ENDURE, 0, false);
  13153. status_damage(src, bl, damage,0, 0, 1, 0);
  13154. if( sc->getSCE(type) ) {
  13155. sc_timer_next(2000 + tick);
  13156. }
  13157. map_freeblock_unlock();
  13158. return 0;
  13159. }
  13160. break;
  13161. case SC_TEARGAS_SOB:
  13162. if( --(sce->val4) >= 0 ) {
  13163. clif_emotion(bl, ET_CRY);
  13164. sc_timer_next(3000 + tick);
  13165. return 0;
  13166. }
  13167. break;
  13168. case SC_STOMACHACHE:
  13169. if( --(sce->val4) >= 0 ) {
  13170. status_charge(bl,0,sce->val2); // Reduce 8 every 10 seconds.
  13171. if( sd && !pc_issit(sd) ) { // Force to sit every 10 seconds.
  13172. pc_setsit(sd);
  13173. skill_sit(sd, true);
  13174. clif_sitting(bl);
  13175. }
  13176. sc_timer_next(10000 + tick);
  13177. return 0;
  13178. }
  13179. break;
  13180. case SC_LEADERSHIP:
  13181. case SC_GLORYWOUNDS:
  13182. case SC_SOULCOLD:
  13183. case SC_HAWKEYES:
  13184. // They only end by status_change_end
  13185. sc_timer_next(600000 + tick);
  13186. return 0;
  13187. case SC_MEIKYOUSISUI:
  13188. if( --(sce->val4) >= 0 ) {
  13189. status_heal(bl, status->max_hp * sce->val2 / 100, status->max_sp * sce->val3 / 100, 0);
  13190. sc_timer_next(1000 + tick);
  13191. return 0;
  13192. }
  13193. break;
  13194. case SC_KAGEMUSYA:
  13195. if( --(sce->val4) >= 0 ) {
  13196. if(!status_charge(bl, 0, 1)) break;
  13197. sc_timer_next(1000+tick);
  13198. return 0;
  13199. }
  13200. break;
  13201. case SC_ANGRIFFS_MODUS:
  13202. if(--(sce->val4) >= 0) { // Drain hp/sp
  13203. if( !status_charge(bl,100,20) ) break;
  13204. sc_timer_next(1000+tick);
  13205. return 0;
  13206. }
  13207. break;
  13208. case SC_CBC:
  13209. if(--(sce->val4) >= 0) { // Drain hp/sp
  13210. int hp=0;
  13211. int sp = (status->max_sp * sce->val3) / 100;
  13212. if(bl->type == BL_MOB) hp = sp*10;
  13213. if( !status_charge(bl,hp,sp) )break;
  13214. sc_timer_next(1000+tick);
  13215. return 0;
  13216. }
  13217. break;
  13218. case SC_FULL_THROTTLE:
  13219. if( --(sce->val4) >= 0 ) {
  13220. status_percent_damage(bl, bl, 0, sce->val2, false);
  13221. sc_timer_next(1000 + tick);
  13222. return 0;
  13223. }
  13224. break;
  13225. case SC_REBOUND:
  13226. if( --(sce->val4) >= 0 ) {
  13227. clif_emotion(bl, ET_SWEAT);
  13228. sc_timer_next(2000 + tick);
  13229. return 0;
  13230. }
  13231. break;
  13232. case SC_KINGS_GRACE:
  13233. if( --(sce->val4) >= 0 ) {
  13234. status_percent_heal(bl, sce->val2, 0);
  13235. sc_timer_next(1000 + tick);
  13236. return 0;
  13237. }
  13238. break;
  13239. case SC_FRIGG_SONG:
  13240. if( --(sce->val4) >= 0 ) {
  13241. status_heal(bl, sce->val3, 0, 0);
  13242. sc_timer_next(1000 + tick);
  13243. return 0;
  13244. }
  13245. break;
  13246. case SC_C_MARKER:
  13247. if( --(sce->val4) >= 0 ) {
  13248. TBL_PC *caster = map_id2sd(sce->val2);
  13249. if (!caster || caster->bl.m != bl->m) //End the SC if caster isn't in same map
  13250. break;
  13251. sc_timer_next(1000 + tick);
  13252. clif_crimson_marker( *caster, *bl, false );
  13253. return 0;
  13254. }
  13255. break;
  13256. case SC_STEALTHFIELD_MASTER:
  13257. if (--(sce->val4) >= 0) {
  13258. if (!status_charge(bl, 0, status->max_sp * 3 / 100))
  13259. break;
  13260. sc_timer_next(sce->val3 + tick);
  13261. return 0;
  13262. }
  13263. break;
  13264. case SC_VACUUM_EXTREME:
  13265. if (sce->val4 > 0) {
  13266. // Only slide targets to center if they are standing still
  13267. if (unit_bl2ud(bl)->walktimer == INVALID_TIMER) {
  13268. uint16 x = sce->val3 >> 16, y = sce->val3 & 0xFFFF;
  13269. 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)) {
  13270. clif_slide(bl, x, y);
  13271. clif_fixpos(bl);
  13272. }
  13273. }
  13274. sc_timer_next(tick + sce->val4);
  13275. sce->val4 = 0;
  13276. }
  13277. break;
  13278. case SC_FIRE_INSIGNIA:
  13279. if (--(sce->val4) >= 0) {
  13280. if (status->def_ele == ELE_FIRE)
  13281. status_heal(bl, status->max_hp / 100, 0, 1);
  13282. else if (status->def_ele == ELE_EARTH)
  13283. status_zap(bl, status->max_hp / 100, 0);
  13284. sc_timer_next(5000 + tick);
  13285. return 0;
  13286. }
  13287. break;
  13288. case SC_WATER_INSIGNIA:
  13289. if (--(sce->val4) >= 0) {
  13290. if (status->def_ele == ELE_WATER)
  13291. status_heal(bl, status->max_hp / 100, 0, 1);
  13292. else if (status->def_ele == ELE_FIRE)
  13293. status_zap(bl, status->max_hp / 100, 0);
  13294. sc_timer_next(5000 + tick);
  13295. return 0;
  13296. }
  13297. break;
  13298. case SC_WIND_INSIGNIA:
  13299. if (--(sce->val4) >= 0) {
  13300. if (status->def_ele == ELE_WIND)
  13301. status_heal(bl, status->max_hp / 100, 0, 1);
  13302. else if (status->def_ele == ELE_WATER)
  13303. status_zap(bl, status->max_hp / 100, 0);
  13304. sc_timer_next(5000 + tick);
  13305. return 0;
  13306. }
  13307. break;
  13308. case SC_EARTH_INSIGNIA:
  13309. if (--(sce->val4) >= 0) {
  13310. if (status->def_ele == ELE_EARTH)
  13311. status_heal(bl, status->max_hp / 100, 0, 1);
  13312. else if (status->def_ele == ELE_WIND)
  13313. status_zap(bl, status->max_hp / 100, 0);
  13314. sc_timer_next(5000 + tick);
  13315. return 0;
  13316. }
  13317. break;
  13318. case SC_BITESCAR:
  13319. if (--(sce->val4) >= 0) {
  13320. status_percent_damage(bl, bl, -(sce->val2), 0, 0);
  13321. sc_timer_next(1000 + tick);
  13322. return 0;
  13323. }
  13324. break;
  13325. case SC_FRESHSHRIMP:
  13326. if (--(sce->val4) >= 0) {
  13327. status_heal(bl, sce->val2, 0, 0);
  13328. sc_timer_next((10000 - ((sce->val1 - 1) * 1000)) + tick);
  13329. return 0;
  13330. }
  13331. break;
  13332. case SC_DORAM_BUF_01:
  13333. if( sd && --(sce->val4) >= 0 ) {
  13334. if( status->hp < status->max_hp )
  13335. status_heal(bl, 10, 0, 2);
  13336. sc_timer_next(10000 + tick);
  13337. return 0;
  13338. }
  13339. break;
  13340. case SC_DORAM_BUF_02:
  13341. if( sd && --(sce->val4) >= 0 ) {
  13342. if( status->sp < status->max_sp )
  13343. status_heal(bl, 0, 5, 2);
  13344. sc_timer_next(10000 + tick);
  13345. return 0;
  13346. }
  13347. break;
  13348. case SC_NEWMOON:
  13349. if (--(sce->val4) >= 0) {
  13350. if (!status_charge(bl, 0, 1))
  13351. break;
  13352. sc_timer_next(1000 + tick);
  13353. return 0;
  13354. }
  13355. break;
  13356. case SC_CREATINGSTAR:
  13357. if (--(sce->val4) >= 0) { // Needed to check who the caster is and what AoE is giving the status.
  13358. struct block_list *star_caster = map_id2bl(sce->val2);
  13359. struct skill_unit *star_aoe = (struct skill_unit *)map_id2bl(sce->val3);
  13360. if (star_caster == nullptr || status_isdead(star_caster) || star_caster->m != bl->m || star_aoe == nullptr)
  13361. break;
  13362. sc_timer_next(500 + tick);
  13363. // Attack after timer to prevent errors
  13364. skill_attack(BF_WEAPON, star_caster, &star_aoe->bl, bl, SJ_BOOKOFCREATINGSTAR, sce->val1, tick, 0);
  13365. return 0;
  13366. }
  13367. break;
  13368. case SC_SOULUNITY:
  13369. if (--(sce->val4) >= 0) { // Needed to check the caster's location for the range check.
  13370. struct block_list *unity_src = map_id2bl(sce->val2);
  13371. if (!unity_src || status_isdead(unity_src) || unity_src->m != bl->m || !check_distance_bl(bl, unity_src, 11))
  13372. break;
  13373. status_heal(bl, 150 * sce->val1, 0, 2);
  13374. sc_timer_next(3000 + tick);
  13375. return 0;
  13376. }
  13377. break;
  13378. case SC_SOULCOLLECT:
  13379. pc_addsoulball(sd, sce->val2);
  13380. if (sd->soulball < sce->val2) {
  13381. sc_timer_next(sce->val3 + tick);
  13382. return 0;
  13383. }
  13384. break;
  13385. case SC_HELPANGEL:
  13386. if (--(sce->val4) >= 0) {
  13387. status_heal(bl, 1000, 350, 2);
  13388. sc_timer_next(1000 + tick);
  13389. return 0;
  13390. }
  13391. break;
  13392. case SC_BURNT:
  13393. if( --(sce->val4) >= 0 ) {
  13394. int damage = 2000;
  13395. if( damage >= status->hp )
  13396. damage = status->hp - 1;
  13397. map_freeblock_lock();
  13398. status_zap(bl,damage,0);
  13399. if( sc->getSCE(type) ) {
  13400. sc_timer_next(1000 + tick);
  13401. }
  13402. map_freeblock_unlock();
  13403. return 0;
  13404. }
  13405. break;
  13406. case SC_MEDIALE:
  13407. if (--(sce->val4) >= 0) {
  13408. clif_specialeffect(bl, 1808, AREA);
  13409. skill_castend_nodamage_id(bl, bl, CD_MEDIALE_VOTUM, sce->val1, tick, 1);
  13410. sc_timer_next(2000 + tick);
  13411. return 0;
  13412. }
  13413. break;
  13414. case SC_DANCING_KNIFE:
  13415. if (--(sce->val4) >= 0) {
  13416. skill_castend_nodamage_id(bl, bl, SHC_DANCING_KNIFE, sce->val1, tick, 1);
  13417. sc_timer_next(300 + tick);
  13418. return 0;
  13419. }
  13420. break;
  13421. case SC_A_MACHINE:
  13422. if (--(sce->val4) >= 0) {
  13423. skill_castend_nodamage_id(bl, bl, MT_A_MACHINE, sce->val1, tick, 1);
  13424. sc_timer_next(1000 + tick);
  13425. return 0;
  13426. }
  13427. break;
  13428. case SC_SERVANTWEAPON:
  13429. if (sce->val4 >= 0) {
  13430. if( sd && sd->servantball < MAX_SERVANTBALL ){
  13431. pc_addservantball( *sd, MAX_SERVANTBALL );
  13432. }
  13433. interval = max(500, skill_get_time2(DK_SERVANTWEAPON, sce->val1));
  13434. map_freeblock_lock();
  13435. dounlock = true;
  13436. }
  13437. break;
  13438. case SC_ABYSSFORCEWEAPON:
  13439. if (sce->val4 >= 0) {
  13440. if( sd && sd->abyssball < MAX_ABYSSBALL ){
  13441. pc_addabyssball( *sd );
  13442. }
  13443. interval = max(500, skill_get_time2(ABC_FROM_THE_ABYSS, sce->val1));
  13444. map_freeblock_lock();
  13445. dounlock = true;
  13446. }
  13447. break;
  13448. case SC_KILLING_AURA:
  13449. if (sce->val4 >= 0)
  13450. skill_castend_damage_id( bl, bl, NPC_KILLING_AURA, sce->val1, tick, 0 );
  13451. break;
  13452. }
  13453. // If status has an interval and there is at least 100ms remaining time, wait for next interval
  13454. if(interval > 0 && sc->getSCE(type) && sce->val4 >= 100) {
  13455. sc_timer_next(min(sce->val4,interval)+tick);
  13456. sce->val4 -= interval;
  13457. if (dounlock)
  13458. map_freeblock_unlock();
  13459. return 0;
  13460. }
  13461. if (dounlock)
  13462. map_freeblock_unlock();
  13463. // Default for all non-handled control paths is to end the status
  13464. return status_change_end( bl,type,tid );
  13465. }
  13466. /**
  13467. * For each iteration of repetitive status
  13468. * @param bl: Object [PC|MOB|HOM|MER|ELEM]
  13469. * @param ap: va_list arguments (src, sce, type, tick)
  13470. */
  13471. int status_change_timer_sub(struct block_list* bl, va_list ap)
  13472. {
  13473. status_change* tsc;
  13474. struct block_list* src = va_arg(ap,struct block_list*);
  13475. struct status_change_entry* sce = va_arg(ap,struct status_change_entry*);
  13476. enum sc_type type = (sc_type)va_arg(ap,int); // gcc: enum args get promoted to int
  13477. t_tick tick = va_arg(ap,t_tick);
  13478. if (status_isdead(bl))
  13479. return 0;
  13480. tsc = status_get_sc(bl);
  13481. switch( type ) {
  13482. case SC_SIGHT: // Reveal hidden ennemy on 3*3 range
  13483. case SC_CONCENTRATE:
  13484. status_change_end(bl, SC_HIDING);
  13485. status_change_end(bl, SC_CLOAKING);
  13486. status_change_end(bl, SC_CLOAKINGEXCEED);
  13487. status_change_end(bl, SC_CAMOUFLAGE);
  13488. status_change_end(bl, SC_NEWMOON);
  13489. if (tsc && tsc->getSCE(SC__SHADOWFORM) && (sce && sce->val4 > 0 && sce->val4%2000 == 0) && // For every 2 seconds do the checking
  13490. rnd()%100 < 100 - tsc->getSCE(SC__SHADOWFORM)->val1 * 10) // [100 - (Skill Level x 10)] %
  13491. status_change_end(bl, SC__SHADOWFORM);
  13492. break;
  13493. case SC_RUWACH: // Reveal hidden target and deal little dammages if enemy
  13494. if (tsc && (tsc->getSCE(SC_HIDING) || tsc->getSCE(SC_CLOAKING) ||
  13495. tsc->getSCE(SC_CAMOUFLAGE) || tsc->getSCE(SC_NEWMOON) || tsc->getSCE(SC_CLOAKINGEXCEED))) {
  13496. status_change_end(bl, SC_HIDING);
  13497. status_change_end(bl, SC_CLOAKING);
  13498. status_change_end(bl, SC_CAMOUFLAGE);
  13499. status_change_end(bl, SC_CLOAKINGEXCEED);
  13500. status_change_end(bl, SC_NEWMOON);
  13501. if(battle_check_target( src, bl, BCT_ENEMY ) > 0)
  13502. skill_attack(BF_MAGIC,src,src,bl,AL_RUWACH,1,tick,0);
  13503. }
  13504. if (tsc && tsc->getSCE(SC__SHADOWFORM) && (sce && sce->val4 > 0 && sce->val4%2000 == 0) && // For every 2 seconds do the checking
  13505. rnd()%100 < 100 - tsc->getSCE(SC__SHADOWFORM)->val1 * 10 ) { // [100 - (Skill Level x 10)] %
  13506. status_change_end(bl, SC__SHADOWFORM);
  13507. if (battle_check_target(src, bl, BCT_ENEMY) > 0)
  13508. skill_attack(BF_MAGIC, src, src, bl, status_db.getSkill(type), 1, tick, 0);
  13509. }
  13510. break;
  13511. case SC_SIGHTBLASTER:
  13512. if (battle_check_target( src, bl, BCT_ENEMY ) > 0 &&
  13513. status_check_skilluse(src, bl, WZ_SIGHTBLASTER, 2))
  13514. {
  13515. if (sce) {
  13516. struct skill_unit *su = NULL;
  13517. if(bl->type == BL_SKILL)
  13518. su = (struct skill_unit *)bl;
  13519. if (skill_attack(BF_MAGIC,src,src,bl,WZ_SIGHTBLASTER,sce->val1,tick,0x1000000)
  13520. && (!su || !su->group || !skill_get_inf2(su->group->skill_id, INF2_ISTRAP))) { // The hit is not counted if it's against a trap
  13521. sce->val2 = 0; // This signals it to end.
  13522. } else if((bl->type&BL_SKILL) && sce->val4%2 == 0) {
  13523. //Remove trap immunity temporarily so it triggers if you still stand on it
  13524. sce->val4++;
  13525. }
  13526. }
  13527. }
  13528. break;
  13529. case SC_CLOSECONFINE:
  13530. // Lock char has released the hold on everyone...
  13531. if (tsc && tsc->getSCE(SC_CLOSECONFINE2) && tsc->getSCE(SC_CLOSECONFINE2)->val2 == src->id) {
  13532. tsc->getSCE(SC_CLOSECONFINE2)->val2 = 0;
  13533. status_change_end(bl, SC_CLOSECONFINE2);
  13534. }
  13535. break;
  13536. case SC_CURSEDCIRCLE_TARGET:
  13537. if( tsc && tsc->getSCE(SC_CURSEDCIRCLE_TARGET) && tsc->getSCE(SC_CURSEDCIRCLE_TARGET)->val2 == src->id ) {
  13538. clif_bladestop(bl, tsc->getSCE(SC_CURSEDCIRCLE_TARGET)->val2, 0);
  13539. status_change_end(bl, type);
  13540. }
  13541. break;
  13542. }
  13543. return 0;
  13544. }
  13545. /**
  13546. * Clears buffs/debuffs on an object
  13547. * @param bl: Object to clear [PC|MOB|HOM|MER|ELEM]
  13548. * @param type: Type to remove
  13549. * SCCB_BUFFS: Clear Buffs
  13550. * SCCB_DEBUFFS: Clear Debuffs
  13551. * SCCB_REFRESH: Clear specific debuffs through RK_REFRESH
  13552. * SCCB_CHEM_PROTECT: Clear AM_CP_ARMOR/HELM/SHIELD/WEAPON
  13553. * SCCB_LUXANIMA: Bonus Script removed through RK_LUXANIMA
  13554. */
  13555. void status_change_clear_buffs(struct block_list* bl, uint8 type)
  13556. {
  13557. status_change *sc= status_get_sc(bl);
  13558. if (!sc || !sc->count)
  13559. return;
  13560. //Clears buffs with specified flag and type
  13561. for (const auto &it : status_db) {
  13562. sc_type status = static_cast<sc_type>(it.first);
  13563. const std::bitset<SCF_MAX>& flag = it.second->flag;
  13564. bool end = false;
  13565. if (!sc->getSCE(status))
  13566. continue;
  13567. // Skip status with SCF_NOCLEARBUFF, no matter what
  13568. if (flag[SCF_NOCLEARBUFF])
  13569. continue;
  13570. // &SCCB_LUXANIMA : Cleared by RK_LUXANIMA and has the SCF_REMOVEONLUXANIMA flag
  13571. if ((type & SCCB_LUXANIMA) && flag[SCF_REMOVEONLUXANIMA])
  13572. end = true;
  13573. // &SCCB_CHEM_PROTECT : Clears AM_CP_ARMOR/HELP/SHIELD/WEAPON
  13574. else if ((type & SCCB_CHEM_PROTECT) && flag[SCF_REMOVECHEMICALPROTECT])
  13575. end = true;
  13576. // &SCCB_REFRESH : Cleared by RK_REFRESH and has the SCF_REMOVEONREFRESH flag
  13577. else if ((type & SCCB_REFRESH) && flag[SCF_REMOVEONREFRESH])
  13578. end = true;
  13579. // &SCCB_DEBUFFS : Clears debuffs
  13580. else if ((type & SCCB_DEBUFFS) && flag[SCF_DEBUFF])
  13581. end = true;
  13582. // &SCCB_BUFFS : Clears buffs - skip if it is a debuff
  13583. else if ((type & SCCB_BUFFS) && !flag[SCF_DEBUFF])
  13584. end = true;
  13585. // &SCCB_HERMODE : Cleared by CG_HERMODE and has the SCF_REMOVEONHERMODE flag
  13586. else if ((type & SCCB_HERMODE) && flag[SCF_REMOVEONHERMODE])
  13587. end = true;
  13588. if (status == SC_SATURDAYNIGHTFEVER || status == SC_BERSERK) // Mark to not lose HP
  13589. sc->getSCE(status)->val2 = 0;
  13590. if(end)
  13591. status_change_end(bl, status);
  13592. }
  13593. //Removes bonus_script
  13594. if (bl->type == BL_PC) {
  13595. uint32 i = 0;
  13596. if (type&SCCB_BUFFS) i |= BSF_REM_BUFF;
  13597. if (type&SCCB_DEBUFFS) i |= BSF_REM_DEBUFF;
  13598. if (type&SCCB_REFRESH) i |= BSF_REM_ON_REFRESH;
  13599. if (type&SCCB_LUXANIMA) i |= BSF_REM_ON_LUXANIMA;
  13600. pc_bonus_script_clear(BL_CAST(BL_PC,bl),i);
  13601. }
  13602. // Cleaning all extras vars
  13603. sc->comet_x = 0;
  13604. sc->comet_y = 0;
  13605. #ifndef RENEWAL
  13606. sc->sg_counter = 0;
  13607. #endif
  13608. return;
  13609. }
  13610. /**
  13611. * Infect a user with status effects (SC_DEADLYINFECT)
  13612. * @param src: Object initiating change on bl [PC|MOB|HOM|MER|ELEM]
  13613. * @param bl: Object to change
  13614. * @return 1: Success 0: Fail
  13615. */
  13616. int status_change_spread(block_list *src, block_list *bl)
  13617. {
  13618. if (src == nullptr || bl == nullptr)
  13619. return 0;
  13620. // Status Immunity resistance
  13621. if (status_bl_has_mode(src, MD_STATUSIMMUNE) || status_bl_has_mode(bl, MD_STATUSIMMUNE))
  13622. return 0;
  13623. status_change *sc = status_get_sc(src);
  13624. if (sc == nullptr || sc->count == 0)
  13625. return 0;
  13626. bool hasSpread = false;
  13627. t_tick tick = gettick(), sc_tick;
  13628. for (const auto &it : status_db) {
  13629. sc_type type = static_cast<sc_type>(it.first);
  13630. const TimerData *timer;
  13631. if (sc->getSCE(type) && it.second->flag[SCF_SPREADEFFECT]) {
  13632. if (sc->getSCE(type)->timer != INVALID_TIMER) {
  13633. timer = get_timer(sc->getSCE(type)->timer);
  13634. if (timer == nullptr || timer->func != status_change_timer || DIFF_TICK(timer->tick, tick) < 0)
  13635. continue;
  13636. int32 val4 = sc->getSCE(type)->val4;
  13637. sc_tick = DIFF_TICK(timer->tick, tick) + (val4 > 0 ? val4 : 0);
  13638. } else
  13639. sc_tick = INFINITE_TICK;
  13640. status_change_start(src, bl, type, 10000, sc->getSCE(type)->val1, sc->getSCE(type)->val2, sc->getSCE(type)->val3, sc->getSCE(type)->val4, sc_tick, SCSTART_NOAVOID | SCSTART_NOTICKDEF | SCSTART_NORATEDEF);
  13641. if (!hasSpread)
  13642. hasSpread = true;
  13643. }
  13644. }
  13645. return hasSpread;
  13646. }
  13647. /**
  13648. * Applying natural heal bonuses (sit, skill, homun, etc...)
  13649. * TODO: the va_list doesn't seem to be used, safe to remove?
  13650. * @param bl: Object applying bonuses to [PC|HOM|MER|ELEM]
  13651. * @param args: va_list arguments
  13652. * @return which regeneration bonuses have been applied (flag)
  13653. */
  13654. static t_tick natural_heal_prev_tick,natural_heal_diff_tick;
  13655. static int status_natural_heal(struct block_list* bl, va_list args)
  13656. {
  13657. struct regen_data *regen;
  13658. struct status_data *status;
  13659. status_change *sc;
  13660. struct unit_data *ud;
  13661. struct view_data *vd = NULL;
  13662. struct regen_data_sub *sregen;
  13663. map_session_data *sd;
  13664. int rate, multi = 1, flag;
  13665. regen = status_get_regen_data(bl);
  13666. if (!regen)
  13667. return 0;
  13668. status = status_get_status_data(bl);
  13669. sc = status_get_sc(bl);
  13670. if (sc && !sc->count)
  13671. sc = NULL;
  13672. sd = BL_CAST(BL_PC,bl);
  13673. flag = regen->flag;
  13674. if (flag&RGN_HP && (regen->state.block&1))
  13675. flag &= ~(RGN_HP|RGN_SHP);
  13676. if (flag&RGN_SP && (regen->state.block&2))
  13677. flag &= ~(RGN_SP|RGN_SSP);
  13678. // Only skill-based regen is disabled at max HP/SP
  13679. if (flag&RGN_SHP && (status->hp >= status->max_hp))
  13680. flag &= ~RGN_SHP;
  13681. if (flag&RGN_SSP && (status->sp >= status->max_sp))
  13682. flag &= ~RGN_SSP;
  13683. if (flag && (
  13684. status_isdead(bl) ||
  13685. (sc && (sc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || sc->getSCE(SC__INVISIBILITY)))
  13686. ))
  13687. flag = RGN_NONE;
  13688. if (sd) {
  13689. if (sd->hp_loss.value || sd->sp_loss.value)
  13690. pc_bleeding(sd, natural_heal_diff_tick);
  13691. if (sd->hp_regen.value || sd->sp_regen.value || sd->percent_hp_regen.value || sd->percent_sp_regen.value)
  13692. pc_regen(sd, natural_heal_diff_tick);
  13693. }
  13694. if(flag&(RGN_SHP|RGN_SSP) && regen->ssregen &&
  13695. (vd = status_get_viewdata(bl)) && vd->dead_sit == 2)
  13696. { // Apply sitting regen bonus.
  13697. sregen = regen->ssregen;
  13698. if(flag&(RGN_SHP)) { // Sitting HP regen
  13699. rate = (int)(natural_heal_diff_tick * (sregen->rate.hp / 100.));
  13700. if (regen->state.overweight)
  13701. rate /= 2; // Half as fast when overweight.
  13702. sregen->tick.hp += rate;
  13703. while(sregen->tick.hp >= (unsigned int)battle_config.natural_heal_skill_interval) {
  13704. sregen->tick.hp -= battle_config.natural_heal_skill_interval;
  13705. if(status_heal(bl, sregen->hp, 0, 3) < sregen->hp) { // Full
  13706. flag &= ~RGN_SHP;
  13707. break;
  13708. }
  13709. }
  13710. }
  13711. if(flag&(RGN_SSP)) { // Sitting SP regen
  13712. rate = (int)(natural_heal_diff_tick * (sregen->rate.sp / 100.));
  13713. if (regen->state.overweight)
  13714. rate /= 2; // Half as fast when overweight.
  13715. sregen->tick.sp += rate;
  13716. while(sregen->tick.sp >= (unsigned int)battle_config.natural_heal_skill_interval) {
  13717. sregen->tick.sp -= battle_config.natural_heal_skill_interval;
  13718. if(status_heal(bl, 0, sregen->sp, 3) < sregen->sp) { // Full
  13719. flag &= ~RGN_SSP;
  13720. break;
  13721. }
  13722. }
  13723. }
  13724. }
  13725. if (flag && regen->state.overweight)
  13726. flag = RGN_NONE;
  13727. ud = unit_bl2ud(bl);
  13728. if (flag&(RGN_HP|RGN_SHP|RGN_SSP) && ud && ud->walktimer != INVALID_TIMER) {
  13729. flag &= ~(RGN_SHP|RGN_SSP);
  13730. if(!regen->state.walk)
  13731. flag &= ~RGN_HP;
  13732. }
  13733. if (flag&(RGN_HP|RGN_SP)) {
  13734. if(!vd)
  13735. vd = status_get_viewdata(bl);
  13736. if(vd && vd->dead_sit == 2)
  13737. multi += 1; //This causes the interval to be halved
  13738. if(regen->state.gc)
  13739. multi += 1; //This causes the interval to be halved
  13740. }
  13741. // Natural Hp regen
  13742. if (flag&RGN_HP) {
  13743. // Interval to next recovery tick
  13744. rate = (int)(battle_config.natural_healhp_interval / (regen->rate.hp/100. * multi));
  13745. if (ud && ud->walktimer != INVALID_TIMER)
  13746. rate *= 2;
  13747. // Homun HP regen fix (they should regen as if they were sitting (twice as fast)
  13748. if(bl->type == BL_HOM)
  13749. rate /= 2;
  13750. // Our timer system isn't 100% accurate so make sure we use the closest interval
  13751. rate -= NATURAL_HEAL_INTERVAL / 2;
  13752. if(regen->tick.hp + rate <= natural_heal_prev_tick) {
  13753. regen->tick.hp = natural_heal_prev_tick;
  13754. if (status->hp >= status->max_hp)
  13755. flag &= ~(RGN_HP | RGN_SHP);
  13756. else if (status_heal(bl, regen->hp, 0, 1) < regen->hp)
  13757. flag &= ~RGN_SHP; // Full
  13758. }
  13759. }
  13760. else {
  13761. regen->tick.hp = natural_heal_prev_tick;
  13762. }
  13763. // Natural SP regen
  13764. if(flag&RGN_SP) {
  13765. // Interval to next recovery tick
  13766. rate = (int)(battle_config.natural_healsp_interval / (regen->rate.sp/100. * multi));
  13767. // Homun SP regen fix (they should regen as if they were sitting (twice as fast)
  13768. if(bl->type==BL_HOM)
  13769. rate /= 2;
  13770. #ifdef RENEWAL
  13771. if (sd && (sd->class_&MAPID_UPPERMASK) == MAPID_MONK &&
  13772. sc && sc->getSCE(SC_EXPLOSIONSPIRITS) && (!sc->getSCE(SC_SPIRIT) || sc->getSCE(SC_SPIRIT)->val2 != SL_MONK))
  13773. rate *= 2; // Tick is doubled in Fury state
  13774. #endif
  13775. // Our timer system isn't 100% accurate so make sure we use the closest interval
  13776. rate -= NATURAL_HEAL_INTERVAL / 2;
  13777. if(regen->tick.sp + rate <= natural_heal_prev_tick) {
  13778. regen->tick.sp = natural_heal_prev_tick;
  13779. if (status->sp >= status->max_sp)
  13780. flag &= ~(RGN_SP | RGN_SSP);
  13781. else if (status_heal(bl, 0, regen->sp, 1) < regen->sp)
  13782. flag &= ~RGN_SSP; // Full
  13783. }
  13784. }
  13785. else {
  13786. regen->tick.sp = natural_heal_prev_tick;
  13787. }
  13788. if (!regen->sregen)
  13789. return flag;
  13790. // Skill regen
  13791. sregen = regen->sregen;
  13792. if(flag&RGN_SHP) { // Skill HP regen
  13793. sregen->tick.hp += (int)(natural_heal_diff_tick * (sregen->rate.hp / 100.));
  13794. while(sregen->tick.hp >= (unsigned int)battle_config.natural_heal_skill_interval) {
  13795. sregen->tick.hp -= battle_config.natural_heal_skill_interval;
  13796. if(status_heal(bl, sregen->hp, 0, 3) < sregen->hp)
  13797. break; // Full
  13798. }
  13799. }
  13800. if(flag&RGN_SSP) { // Skill SP regen
  13801. sregen->tick.sp += (int)(natural_heal_diff_tick * (sregen->rate.sp /100.));
  13802. while(sregen->tick.sp >= (unsigned int)battle_config.natural_heal_skill_interval) {
  13803. int val = sregen->sp;
  13804. if (sd && sd->state.doridori) {
  13805. val *= 2;
  13806. sd->state.doridori = 0;
  13807. if ((rate = pc_checkskill(sd,TK_SPTIME)))
  13808. sc_start(bl,bl,skill_get_sc(TK_SPTIME),
  13809. 100,rate,skill_get_time(TK_SPTIME, rate));
  13810. if (
  13811. (sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR &&
  13812. rnd()%10000 < battle_config.sg_angel_skill_ratio
  13813. ) { // Angel of the Sun/Moon/Star
  13814. clif_feel_hate_reset(sd);
  13815. pc_resethate(sd);
  13816. pc_resetfeel(sd);
  13817. }
  13818. }
  13819. sregen->tick.sp -= battle_config.natural_heal_skill_interval;
  13820. if(status_heal(bl, 0, val, 3) < val)
  13821. break; // Full
  13822. }
  13823. }
  13824. return flag;
  13825. }
  13826. /**
  13827. * Natural heal main timer
  13828. * @param tid: Timer ID
  13829. * @param tick: Current tick (time)
  13830. * @param id: Object ID to heal
  13831. * @param data: data pushed through timer function
  13832. * @return 0
  13833. */
  13834. static TIMER_FUNC(status_natural_heal_timer){
  13835. natural_heal_diff_tick = DIFF_TICK(tick,natural_heal_prev_tick);
  13836. natural_heal_prev_tick = tick;
  13837. map_foreachregen(status_natural_heal);
  13838. return 0;
  13839. }
  13840. /**
  13841. * Clears the lastEffect value from a target
  13842. * @param tid: Timer ID
  13843. * @param tick: Current tick (time)
  13844. * @param id: Object ID
  13845. * @param data: data pushed through timer function
  13846. * @return 0
  13847. */
  13848. TIMER_FUNC(status_clear_lastEffect_timer) {
  13849. block_list *bl = map_id2bl(id);
  13850. if (bl != nullptr) {
  13851. status_change *sc = status_get_sc(bl);
  13852. if (sc != nullptr) {
  13853. sc->lastEffect = SC_NONE;
  13854. sc->lastEffectTimer = INVALID_TIMER;
  13855. }
  13856. }
  13857. return 0;
  13858. }
  13859. /**
  13860. * Clear a status if it is disabled on a map.
  13861. * @param bl: Block list data
  13862. * @param sc: Status Change data
  13863. */
  13864. void status_change_clear_onChangeMap(block_list *bl)
  13865. {
  13866. nullpo_retv(bl);
  13867. status_change *sc = status_get_sc(bl);
  13868. if (sc && sc->count) {
  13869. map_data *mapdata = map_getmapdata(bl->m);
  13870. if (mapdata == nullptr)
  13871. return;
  13872. for (const auto &it : status_db) {
  13873. sc_type type = static_cast<sc_type>(it.first);
  13874. if (sc->getSCE(type) == nullptr)
  13875. continue;
  13876. map_session_data *sd = (TBL_PC *)bl;
  13877. if (mapdata->zone.isStatusDisabled(type, bl->type, (sd != nullptr) ? pc_get_group_level(sd) : 0))
  13878. status_change_end(bl, type);
  13879. }
  13880. }
  13881. }
  13882. const std::string AttributeDatabase::getDefaultLocation() {
  13883. return std::string(db_path) + "/attr_fix.yml";
  13884. }
  13885. /**
  13886. * Reads and parses an entry from the attr_fix.
  13887. * @param node: YAML node containing the entry.
  13888. * @return count of successfully parsed rows
  13889. */
  13890. uint64 AttributeDatabase::parseBodyNode(const ryml::NodeRef& node) {
  13891. uint16 level;
  13892. if (!this->asUInt16(node, "Level", level))
  13893. return 0;
  13894. if (!CHK_ELEMENT_LEVEL(level)) {
  13895. this->invalidWarning(node["Level"], "Invalid element level %hu.\n", level);
  13896. return 0;
  13897. }
  13898. for (const auto &itatk : um_eleid2elename) {
  13899. if (!this->nodeExists(node, itatk.first))
  13900. continue;
  13901. const auto& eleNode = node[c4::to_csubstr(itatk.first)];
  13902. for (const auto &itdef : um_eleid2elename) {
  13903. if (!this->nodeExists(eleNode, itdef.first))
  13904. continue;
  13905. int16 val;
  13906. if (!this->asInt16(eleNode, itdef.first, val))
  13907. return 0;
  13908. if (val < -100) {
  13909. 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);
  13910. val = -100;
  13911. }
  13912. else if (val > 200) {
  13913. 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);
  13914. val = 200;
  13915. }
  13916. this->attr_fix_table[level-1][itatk.second][itdef.second] = val;
  13917. }
  13918. }
  13919. return 1;
  13920. }
  13921. AttributeDatabase elemental_attribute_db;
  13922. /**
  13923. * Get attribute ratio
  13924. * @param atk_ele Attack element enum e_element
  13925. * @param def_ele Defense element enum e_element
  13926. * @param level Element level 1 ~ MAX_ELE_LEVEL
  13927. */
  13928. int16 AttributeDatabase::getAttribute(uint16 level, uint16 atk_ele, uint16 def_ele) {
  13929. if (!CHK_ELEMENT(atk_ele) || !CHK_ELEMENT(def_ele) || !CHK_ELEMENT_LEVEL(level+1))
  13930. return 100;
  13931. return this->attr_fix_table[level][atk_ele][def_ele];
  13932. }
  13933. const std::string StatusDatabase::getDefaultLocation() {
  13934. return std::string(db_path) + "/status.yml";
  13935. }
  13936. /**
  13937. * Reads and parses an entry from status_db.
  13938. * @param node: YAML node containing the entry.
  13939. * @return count of successfully parsed rows
  13940. */
  13941. uint64 StatusDatabase::parseBodyNode(const ryml::NodeRef& node) {
  13942. std::string status_name;
  13943. if (!this->asString(node, "Status", status_name))
  13944. return 0;
  13945. std::string status_constant = "SC_" + status_name;
  13946. int64 constant;
  13947. if (!script_get_constant(status_constant.c_str(), &constant)) {
  13948. this->invalidWarning(node["Status"], "Invalid Status %s.\n", status_name.c_str());
  13949. return 0;
  13950. }
  13951. if (!this->validateStatus(static_cast<sc_type>(constant))) {
  13952. this->invalidWarning(node["Status"], "Status %s is out of bounds.\n", status_name.c_str());
  13953. return 0;
  13954. }
  13955. int status_id = static_cast<int32>(constant);
  13956. std::shared_ptr<s_status_change_db> status = this->find(status_id);
  13957. bool exists = status != nullptr;
  13958. if (!exists) {
  13959. status = std::make_shared<s_status_change_db>();
  13960. status->type = static_cast<sc_type>(status_id);
  13961. }
  13962. if (this->nodeExists(node, "Icon")) {
  13963. std::string icon_name;
  13964. if (!this->asString(node, "Icon", icon_name))
  13965. return 0;
  13966. int64 constant;
  13967. if (!script_get_constant(icon_name.c_str(), &constant)) {
  13968. this->invalidWarning(node["Icon"], "Icon %s is invalid, defaulting to EFST_BLANK.\n", icon_name.c_str());
  13969. constant = EFST_BLANK;
  13970. }
  13971. if (constant < EFST_BLANK || constant >= EFST_MAX) {
  13972. this->invalidWarning(node["Icon"], "Icon %s is out of bounds, defaulting to EFST_BLANK.\n", icon_name.c_str());
  13973. constant = EFST_BLANK;
  13974. }
  13975. status->icon = static_cast<efst_type>(constant);
  13976. } else {
  13977. if (!exists)
  13978. status->icon = EFST_BLANK;
  13979. }
  13980. if (this->nodeExists(node, "DurationLookup")) {
  13981. std::string skill_name;
  13982. if (!this->asString(node, "DurationLookup", skill_name))
  13983. return 0;
  13984. uint16 skill_id = skill_name2id(skill_name.c_str());
  13985. if (skill_id == 0)
  13986. this->invalidWarning(node["DurationLookup"], "DurationLookup skill %s is invalid, defaulting to none.\n", skill_name.c_str());
  13987. status->skill_id = skill_id;
  13988. } else {
  13989. if (!exists)
  13990. status->skill_id = 0;
  13991. }
  13992. if (this->nodeExists(node, "States")) {
  13993. const ryml::NodeRef& stateNode = node["States"];
  13994. for (const auto &it : stateNode) {
  13995. std::string state;
  13996. c4::from_chars(it.key(), &state);
  13997. std::string state_constant = "SCS_" + state;
  13998. int64 constant;
  13999. if (!script_get_constant(state_constant.c_str(), &constant)) {
  14000. this->invalidWarning(stateNode, "State %s is invalid.\n", state.c_str());
  14001. return 0;
  14002. }
  14003. if (constant < SCS_NONE || constant >= SCS_MAX) {
  14004. this->invalidWarning(stateNode, "State %s is out of bounds.\n", state.c_str());
  14005. return 0;
  14006. }
  14007. bool active;
  14008. if (!this->asBool(stateNode, state, active))
  14009. return 0;
  14010. if (active)
  14011. status->state.set(static_cast<e_scs_flag>(constant));
  14012. else
  14013. status->state.reset(static_cast<e_scs_flag>(constant));
  14014. }
  14015. } else {
  14016. if (!exists)
  14017. status->state.reset();
  14018. }
  14019. if (this->nodeExists(node, "CalcFlags")) {
  14020. const ryml::NodeRef& flagNode = node["CalcFlags"];
  14021. if (this->nodeExists(flagNode, "All")) {
  14022. bool active;
  14023. if (!this->asBool(flagNode, "All", active))
  14024. return 0;
  14025. if (active)
  14026. status->calc_flag = this->getSCB_ALL();
  14027. else
  14028. status->calc_flag.reset();
  14029. }
  14030. for (const auto &it : flagNode) {
  14031. std::string flag;
  14032. c4::from_chars(it.key(), &flag);
  14033. std::string flag_constant = "SCB_" + flag;
  14034. int64 constant;
  14035. // Skipped because processed above the loop
  14036. if (flag.compare("All") == 0)
  14037. continue;
  14038. if (!script_get_constant(flag_constant.c_str(), &constant)) {
  14039. this->invalidWarning(flagNode, "CalcFlag %s is invalid.\n", flag.c_str());
  14040. return 0;
  14041. }
  14042. if (constant < SCB_NONE || constant >= SCB_MAX) {
  14043. this->invalidWarning(flagNode, "CalcFlag %s is out of bounds.\n", flag.c_str());
  14044. return 0;
  14045. }
  14046. bool active;
  14047. if (!this->asBool(flagNode, flag, active))
  14048. return 0;
  14049. if (active)
  14050. status->calc_flag.set(static_cast<e_scb_flag>(constant));
  14051. else
  14052. status->calc_flag.reset(static_cast<e_scb_flag>(constant));
  14053. }
  14054. } else {
  14055. if (!exists)
  14056. status->calc_flag.reset();
  14057. }
  14058. if (this->nodeExists(node, "Opt1")) {
  14059. std::string opt;
  14060. if (!this->asString(node, "Opt1", opt))
  14061. return 0;
  14062. std::string opt_constant = "OPT1_" + opt;
  14063. int64 constant;
  14064. if (!script_get_constant(opt_constant.c_str(), &constant)) {
  14065. this->invalidWarning(node["Opt1"], "Opt1 %s is invalid.\n", opt.c_str());
  14066. return 0;
  14067. }
  14068. if (constant < OPT1_NONE || constant >= OPT1_MAX) {
  14069. this->invalidWarning(node["Opt1"], "Opt2 %s is out of bounds.\n", opt.c_str());
  14070. return 0;
  14071. }
  14072. status->opt1 = static_cast<e_sc_opt1>(constant);
  14073. } else {
  14074. if (!exists)
  14075. status->opt1 = OPT1_NONE;
  14076. }
  14077. if (this->nodeExists(node, "Opt2")) {
  14078. const ryml::NodeRef& optNode = node["Opt2"];
  14079. for (const auto &it : optNode) {
  14080. std::string opt;
  14081. c4::from_chars(it.key(), &opt);
  14082. std::string opt_constant = "OPT2_" + opt;
  14083. int64 constant;
  14084. if (!script_get_constant(opt_constant.c_str(), &constant)) {
  14085. this->invalidWarning(optNode, "Opt2 %s is invalid.\n", opt.c_str());
  14086. return 0;
  14087. }
  14088. if (constant < OPT2_NONE || constant >= OPT2_MAX) {
  14089. this->invalidWarning(optNode, "Opt2 %s is out of bounds.\n", opt.c_str());
  14090. return 0;
  14091. }
  14092. bool active;
  14093. if (!this->asBool(optNode, opt, active))
  14094. return 0;
  14095. if (active)
  14096. status->opt2 |= static_cast<e_sc_opt2>(constant);
  14097. else
  14098. status->opt2 &= ~static_cast<e_sc_opt2>(constant);
  14099. }
  14100. } else {
  14101. if (!exists)
  14102. status->opt2 = OPT2_NONE;
  14103. }
  14104. if (this->nodeExists(node, "Opt3")) {
  14105. const ryml::NodeRef& optNode = node["Opt3"];
  14106. for (const auto &it : optNode) {
  14107. std::string opt;
  14108. c4::from_chars(it.key(), &opt);
  14109. std::string opt_constant = "OPT3_" + opt;
  14110. int64 constant;
  14111. if (!script_get_constant(opt_constant.c_str(), &constant)) {
  14112. this->invalidWarning(optNode, "Opt3 %s is invalid.\n", opt.c_str());
  14113. return 0;
  14114. }
  14115. if (constant < OPT3_NORMAL || constant >= OPT3_MAX) {
  14116. this->invalidWarning(optNode, "Opt3 %s is out of bounds.\n", opt.c_str());
  14117. return 0;
  14118. }
  14119. bool active;
  14120. if (!this->asBool(optNode, opt, active))
  14121. return 0;
  14122. if (active)
  14123. status->opt3 |= static_cast<e_sc_opt3>(constant);
  14124. else
  14125. status->opt3 &= ~static_cast<e_sc_opt3>(constant);
  14126. }
  14127. } else {
  14128. if (!exists)
  14129. status->opt3 = OPT3_NORMAL;
  14130. }
  14131. if (this->nodeExists(node, "Options")) {
  14132. const ryml::NodeRef& optionNode = node["Options"];
  14133. for (const auto &it : optionNode) {
  14134. std::string option;
  14135. c4::from_chars(it.key(), &option);
  14136. std::string option_constant = "OPTION_" + option;
  14137. int64 constant;
  14138. if (!script_get_constant(option_constant.c_str(), &constant)) {
  14139. this->invalidWarning(optionNode, "Option %s is invalid.\n", option.c_str());
  14140. return 0;
  14141. }
  14142. if (constant < OPTION_NOTHING || constant >= OPTION_MAX) {
  14143. this->invalidWarning(optionNode, "Option %s is out of bounds.\n", option.c_str());
  14144. return 0;
  14145. }
  14146. bool active;
  14147. if (!this->asBool(optionNode, option, active))
  14148. return 0;
  14149. if (active)
  14150. status->look |= static_cast<e_option>(constant);
  14151. else
  14152. status->look &= ~static_cast<e_option>(constant);
  14153. }
  14154. } else {
  14155. if (!exists)
  14156. status->look = OPTION_NOTHING;
  14157. }
  14158. if (this->nodeExists(node, "Flags")) {
  14159. const ryml::NodeRef& flagNode = node["Flags"];
  14160. for (const auto &it : flagNode) {
  14161. std::string flag;
  14162. c4::from_chars(it.key(), &flag);
  14163. std::string flag_constant = "SCF_" + flag;
  14164. int64 constant;
  14165. if (!script_get_constant(flag_constant.c_str(), &constant)) {
  14166. this->invalidWarning(flagNode, "Flag %s is invalid.\n", flag.c_str());
  14167. return 0;
  14168. }
  14169. if (constant < SCF_NONE || constant >= SCF_MAX) {
  14170. this->invalidWarning(flagNode, "Flag %s is out of bounds.\n", flag.c_str());
  14171. return 0;
  14172. }
  14173. bool active;
  14174. if (!this->asBool(flagNode, flag, active))
  14175. return 0;
  14176. if (active)
  14177. status->flag.set(static_cast<e_status_change_flag>(constant));
  14178. else
  14179. status->flag.reset(static_cast<e_status_change_flag>(constant));
  14180. }
  14181. } else {
  14182. if (!exists)
  14183. status->flag.reset();
  14184. }
  14185. if (this->nodeExists(node, "MinRate")) {
  14186. uint16 rate;
  14187. if (!this->asUInt16(node, "MinRate", rate))
  14188. return 0;
  14189. status->min_rate = rate;
  14190. } else {
  14191. if (!exists)
  14192. status->min_rate = 0;
  14193. }
  14194. if (this->nodeExists(node, "MinDuration")) {
  14195. int64 duration;
  14196. if (!this->asInt64(node, "MinDuration", duration))
  14197. return 0;
  14198. status->min_duration = static_cast<t_tick>(duration);
  14199. } else {
  14200. if (!exists)
  14201. status->min_duration = 1;
  14202. }
  14203. if (this->nodeExists(node, "Fail")) {
  14204. const ryml::NodeRef& failNode = node["Fail"];
  14205. for (const auto &it : failNode) {
  14206. std::string fail;
  14207. c4::from_chars(it.key(), &fail);
  14208. std::string fail_constant = "SC_" + fail;
  14209. int64 constant;
  14210. if (!script_get_constant(fail_constant.c_str(), &constant)) {
  14211. this->invalidWarning(failNode, "Fail status %s is invalid.\n", fail.c_str());
  14212. return 0;
  14213. }
  14214. if (!this->validateStatus(static_cast<sc_type>(constant))) {
  14215. this->invalidWarning(failNode, "Fail status %s is out of bounds.\n", fail.c_str());
  14216. return 0;
  14217. }
  14218. bool active;
  14219. if (!this->asBool(failNode, fail, active))
  14220. return 0;
  14221. if (active)
  14222. status->fail.push_back(static_cast<sc_type>(constant));
  14223. else
  14224. util::vector_erase_if_exists(status->fail, static_cast<sc_type>(constant));
  14225. }
  14226. }
  14227. if (this->nodeExists(node, "EndOnStart")) {
  14228. const ryml::NodeRef& endNode = node["EndOnStart"];
  14229. for (const auto &it : endNode) {
  14230. std::string end;
  14231. c4::from_chars(it.key(), &end);
  14232. std::string end_constant = "SC_" + end;
  14233. int64 constant;
  14234. if (!script_get_constant(end_constant.c_str(), &constant)) {
  14235. this->invalidWarning(endNode, "EndOnStart status %s is invalid.\n", end.c_str());
  14236. return 0;
  14237. }
  14238. if (!this->validateStatus(static_cast<sc_type>(constant))) {
  14239. this->invalidWarning(endNode, "EndOnStart status %s is out of bounds.\n", end.c_str());
  14240. return 0;
  14241. }
  14242. bool active;
  14243. if (!this->asBool(endNode, end, active))
  14244. return 0;
  14245. if (active)
  14246. status->endonstart.push_back(static_cast<sc_type>(constant));
  14247. else
  14248. util::vector_erase_if_exists(status->endonstart, static_cast<sc_type>(constant));
  14249. }
  14250. }
  14251. if (this->nodeExists(node, "EndReturn")) {
  14252. const ryml::NodeRef &endNode = node["EndReturn"];
  14253. for (const auto &it : endNode) {
  14254. std::string end;
  14255. c4::from_chars(it.key(), &end);
  14256. std::string end_constant = "SC_" + end;
  14257. int64 constant;
  14258. if (!script_get_constant(end_constant.c_str(), &constant)) {
  14259. this->invalidWarning(endNode, "EndReturn status %s is invalid.\n", end.c_str());
  14260. return 0;
  14261. }
  14262. if (!this->validateStatus(static_cast<sc_type>(constant))) {
  14263. this->invalidWarning(endNode, "EndReturn status %s is out of bounds.\n", end.c_str());
  14264. return 0;
  14265. }
  14266. bool active;
  14267. if (!this->asBool(endNode, end, active))
  14268. return 0;
  14269. if (active)
  14270. status->endreturn.push_back(static_cast<sc_type>(constant));
  14271. else
  14272. util::vector_erase_if_exists(status->endreturn, static_cast<sc_type>(constant));
  14273. }
  14274. }
  14275. if (this->nodeExists(node, "EndOnEnd")) {
  14276. const ryml::NodeRef &endNode = node["EndOnEnd"];
  14277. for (const auto &it : endNode) {
  14278. std::string end;
  14279. c4::from_chars(it.key(), &end);
  14280. std::string end_constant = "SC_" + end;
  14281. int64 constant;
  14282. if (!script_get_constant(end_constant.c_str(), &constant)) {
  14283. this->invalidWarning(endNode, "EndOnEnd status %s is invalid.\n", end.c_str());
  14284. return 0;
  14285. }
  14286. if (!this->validateStatus(static_cast<sc_type>(constant))) {
  14287. this->invalidWarning(endNode, "EndOnEnd status %s is out of bounds.\n", end.c_str());
  14288. return 0;
  14289. }
  14290. bool active;
  14291. if (!this->asBool(endNode, end, active))
  14292. return 0;
  14293. if (active)
  14294. status->endonend.push_back(static_cast<sc_type>(constant));
  14295. else
  14296. util::vector_erase_if_exists(status->endonend, static_cast<sc_type>(constant));
  14297. }
  14298. }
  14299. if (!exists) {
  14300. this->put(status_id, status);
  14301. }
  14302. return 1;
  14303. }
  14304. void StatusDatabase::loadingFinished(){
  14305. std::fill( std::begin( this->StatusRelevantBLTypes ), std::end( this->StatusRelevantBLTypes ), BL_PC );
  14306. for( auto& entry : *this ){
  14307. auto& status = entry.second;
  14308. if (status->type == SC_HALLUCINATION && !battle_config.display_hallucination) // Disable Hallucination.
  14309. status->icon = EFST_BLANK;
  14310. if( status->icon == EFST_BLANK ){
  14311. continue;
  14312. }else if( status->flag[SCF_BLEFFECT] ){
  14313. this->StatusRelevantBLTypes[status->icon] |= BL_SCEFFECT;
  14314. }else{
  14315. this->StatusRelevantBLTypes[status->icon] = BL_PC;
  14316. }
  14317. }
  14318. TypesafeCachedYamlDatabase::loadingFinished();
  14319. }
  14320. StatusDatabase status_db;
  14321. /**
  14322. * Sets defaults in tables and starts read db functions
  14323. * sv_readdb reads the file, outputting the information line-by-line to
  14324. * previous functions above, separating information by delimiter
  14325. * DBs being read:
  14326. * attr_fix.yml: Attribute adjustment table for attacks
  14327. * size_fix.yml: Size adjustment table for weapons
  14328. * refine.yml: Refining data table
  14329. * @return 0
  14330. */
  14331. void status_readdb( bool reload ){
  14332. if( reload ){
  14333. size_fix_db.reload();
  14334. refine_db.reload();
  14335. status_db.reload();
  14336. enchantgrade_db.reload();
  14337. }else{
  14338. size_fix_db.load();
  14339. refine_db.load();
  14340. status_db.load();
  14341. enchantgrade_db.load();
  14342. }
  14343. elemental_attribute_db.load();
  14344. }
  14345. /**
  14346. * Status db init and destroy.
  14347. */
  14348. void do_init_status(void) {
  14349. add_timer_func_list(status_change_timer,"status_change_timer");
  14350. add_timer_func_list(status_natural_heal_timer,"status_natural_heal_timer");
  14351. add_timer_func_list(status_clear_lastEffect_timer, "status_clear_lastEffect_timer");
  14352. initDummyData();
  14353. status_readdb();
  14354. natural_heal_prev_tick = gettick();
  14355. sc_data_ers = ers_new(sizeof(struct status_change_entry),"status.cpp::sc_data_ers",ERS_OPT_NONE);
  14356. add_timer_interval(natural_heal_prev_tick + NATURAL_HEAL_INTERVAL, status_natural_heal_timer, 0, 0, NATURAL_HEAL_INTERVAL);
  14357. }
  14358. /** Destroy status data */
  14359. void do_final_status(void) {
  14360. ers_destroy(sc_data_ers);
  14361. enchantgrade_db.clear();
  14362. size_fix_db.clear();
  14363. refine_db.clear();
  14364. status_db.clear();
  14365. elemental_attribute_db.clear();
  14366. }