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- // Copyright (c) rAthena Dev Teams - Licensed under GNU GPL
- // For more information, see LICENCE in the main folder
- #include "status.hpp"
- #include <functional>
- #include <math.h>
- #include <stdlib.h>
- #include <string>
- #include "../common/cbasetypes.hpp"
- #include "../common/ers.hpp"
- #include "../common/malloc.hpp"
- #include "../common/nullpo.hpp"
- #include "../common/random.hpp"
- #include "../common/showmsg.hpp"
- #include "../common/strlib.hpp"
- #include "../common/timer.hpp"
- #include "../common/utilities.hpp"
- #include "../common/utils.hpp"
- #include "battle.hpp"
- #include "battleground.hpp"
- #include "clif.hpp"
- #include "elemental.hpp"
- #include "guild.hpp"
- #include "homunculus.hpp"
- #include "itemdb.hpp"
- #include "map.hpp"
- #include "mercenary.hpp"
- #include "mob.hpp"
- #include "npc.hpp"
- #include "path.hpp"
- #include "pc.hpp"
- #include "pc_groups.hpp"
- #include "pet.hpp"
- #include "script.hpp"
- using namespace rathena;
- // Regen related flags.
- enum e_regen {
- RGN_NONE = 0x00,
- RGN_HP = 0x01,
- RGN_SP = 0x02,
- RGN_SHP = 0x04,
- RGN_SSP = 0x08,
- };
- static struct eri *sc_data_ers; /// For sc_data entries
- static struct status_data dummy_status;
- short current_equip_item_index; /// Contains inventory index of an equipped item. To pass it into the EQUP_SCRIPT [Lupus]
- unsigned int current_equip_combo_pos; /// For combo items we need to save the position of all involved items here
- int current_equip_card_id; /// To prevent card-stacking (from jA) [Skotlex]
- // 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
- short current_equip_opt_index; /// Contains random option index of an equipped item. [Secret]
- uint16 SCDisabled[SC_MAX]; ///< List of disabled SC on map zones. [Cydh]
- static unsigned short status_calc_str(struct block_list *,struct status_change *,int);
- static unsigned short status_calc_agi(struct block_list *,struct status_change *,int);
- static unsigned short status_calc_vit(struct block_list *,struct status_change *,int);
- static unsigned short status_calc_int(struct block_list *,struct status_change *,int);
- static unsigned short status_calc_dex(struct block_list *,struct status_change *,int);
- static unsigned short status_calc_luk(struct block_list *,struct status_change *,int);
- static unsigned short status_calc_pow(struct block_list *, struct status_change *, int);
- static unsigned short status_calc_sta(struct block_list *, struct status_change *, int);
- static unsigned short status_calc_wis(struct block_list *, struct status_change *, int);
- static unsigned short status_calc_spl(struct block_list *, struct status_change *, int);
- static unsigned short status_calc_con(struct block_list *, struct status_change *, int);
- static unsigned short status_calc_crt(struct block_list *, struct status_change *, int);
- static unsigned short status_calc_batk(struct block_list *,struct status_change *,int);
- static unsigned short status_calc_watk(struct block_list *,struct status_change *,int);
- static unsigned short status_calc_matk(struct block_list *,struct status_change *,int);
- static signed short status_calc_hit(struct block_list *,struct status_change *,int);
- static signed short status_calc_critical(struct block_list *,struct status_change *,int);
- static signed short status_calc_flee(struct block_list *,struct status_change *,int);
- static signed short status_calc_flee2(struct block_list *,struct status_change *,int);
- static defType status_calc_def(struct block_list *bl, struct status_change *sc, int);
- static signed short status_calc_def2(struct block_list *,struct status_change *,int);
- static defType status_calc_mdef(struct block_list *bl, struct status_change *sc, int);
- static signed short status_calc_mdef2(struct block_list *,struct status_change *,int);
- static unsigned short status_calc_speed(struct block_list *,struct status_change *,int);
- static short status_calc_aspd_rate(struct block_list *,struct status_change *,int);
- static unsigned short status_calc_dmotion(struct block_list *bl, struct status_change *sc, int dmotion);
- #ifdef RENEWAL_ASPD
- static short status_calc_aspd(struct block_list *bl, struct status_change *sc, bool fixed);
- #endif
- static short status_calc_fix_aspd(struct block_list *bl, struct status_change *sc, int);
- static signed short status_calc_patk(struct block_list *, struct status_change *, int);
- static signed short status_calc_smatk(struct block_list *, struct status_change *, int);
- static signed short status_calc_res(struct block_list *, struct status_change *, int);
- static signed short status_calc_mres(struct block_list *, struct status_change *, int);
- static signed short status_calc_hplus(struct block_list *, struct status_change *, int);
- static signed short status_calc_crate(struct block_list *, struct status_change *, int);
- static unsigned int status_calc_maxhp(struct block_list *bl, uint64 maxhp);
- static unsigned int status_calc_maxsp(struct block_list *bl, uint64 maxsp);
- static unsigned int status_calc_maxap(struct block_list *bl, uint64 maxap);
- static unsigned char status_calc_element(struct block_list *bl, struct status_change *sc, int element);
- static unsigned char status_calc_element_lv(struct block_list *bl, struct status_change *sc, int lv);
- static int status_calc_mode(struct block_list *bl, struct status_change *sc, int mode);
- #ifdef RENEWAL
- static unsigned short status_calc_ematk(struct block_list *,struct status_change *,int);
- #endif
- static int status_get_hpbonus(struct block_list *bl, enum e_status_bonus type);
- static int status_get_spbonus(struct block_list *bl, enum e_status_bonus type);
- static int status_get_apbonus(struct block_list *bl, enum e_status_bonus type);
- static unsigned int status_calc_maxhpsp_pc(struct map_session_data* sd, unsigned int stat, bool isHP);
- static unsigned int status_calc_maxap_pc(struct map_session_data* sd);
- static int status_get_sc_interval(enum sc_type type);
- static bool status_change_isDisabledOnMap_(sc_type type, bool mapIsVS, bool mapIsPVP, bool mapIsGVG, bool mapIsBG, unsigned int mapZone, bool mapIsTE);
- #define status_change_isDisabledOnMap(type, m) ( status_change_isDisabledOnMap_((type), mapdata_flag_vs2((m)), m->flag[MF_PVP] != 0, mapdata_flag_gvg2_no_te((m)), m->flag[MF_BATTLEGROUND] != 0, (m->zone << 3) != 0, mapdata_flag_gvg2_te((m))) )
- const std::string RefineDatabase::getDefaultLocation(){
- return std::string( db_path ) + "/refine.yml";
- }
- uint64 RefineDatabase::parseBodyNode( const ryml::NodeRef& node ){
- std::string group_name;
- if( !this->asString( node, "Group", group_name ) ){
- return 0;
- }
- std::string group_name_constant = "REFINE_TYPE_" + group_name;
- int64 constant;
- if( !script_get_constant( group_name_constant.c_str(), &constant ) ){
- this->invalidWarning(node["Group"], "Unknown refine group %s, skipping.\n", group_name.c_str() );
- return 0;
- }
- uint16 group_id = static_cast<uint16>( constant );
- std::shared_ptr<s_refine_info> info = this->find( group_id );
- bool exists = info != nullptr;
- if( !exists ){
- info = std::make_shared<s_refine_info>();
- }
- if( this->nodeExists( node, "Levels" ) ){
- const auto& levelsNode = node["Levels"];
- for( const auto& levelNode : levelsNode ){
- uint16 level;
- if( !this->asUInt16( levelNode, "Level", level ) ){
- return 0;
- }
- std::shared_ptr<s_refine_levels_info> levels_info = util::umap_find( info->levels, level );
- bool levels_exists = levels_info != nullptr;
- if( !levels_exists ){
- levels_info = std::make_shared<s_refine_levels_info>();
- levels_info->level = level;
- }
- if( this->nodeExists( levelNode, "RefineLevels" ) ){
- const auto& refineLevelsNode = levelNode["RefineLevels"];
- for( const auto& refineLevelNode : refineLevelsNode ){
- uint16 refine_level;
- if( !this->asUInt16( refineLevelNode, "Level", refine_level ) ){
- return 0;
- }
- if( refine_level == 0 || refine_level > MAX_REFINE ){
- this->invalidWarning( refineLevelNode["Level"], "Refine level %hu is invalid, skipping.\n", refine_level );
- return 0;
- }
- // Database is 1 based, code is 0 based
- refine_level -= 1;
- std::shared_ptr<s_refine_level_info> level_info = util::umap_find( levels_info->levels, refine_level );
- bool level_exists = level_info != nullptr;
- if( !level_exists ){
- level_info = std::make_shared<s_refine_level_info>();
- level_info->level = refine_level;
- }
- if( this->nodeExists( refineLevelNode, "Bonus" ) ){
- uint32 bonus;
- if( !this->asUInt32( refineLevelNode, "Bonus", bonus ) ){
- return 0;
- }
- level_info->bonus = bonus;
- }else{
- if( !level_exists ){
- level_info->bonus = 0;
- }
- }
- if( this->nodeExists( refineLevelNode, "RandomBonus" ) ){
- uint32 bonus;
- if( !this->asUInt32( refineLevelNode, "RandomBonus", bonus ) ){
- return 0;
- }
- level_info->randombonus_max = bonus;
- }else{
- if( !level_exists ){
- level_info->randombonus_max = 0;
- }
- }
- if( this->nodeExists( refineLevelNode, "BlacksmithBlessingAmount" ) ){
- uint16 amount;
- if( !this->asUInt16( refineLevelNode, "BlacksmithBlessingAmount", amount ) ){
- return 0;
- }
- if( amount > MAX_AMOUNT ){
- this->invalidWarning( refineLevelNode["BlacksmithBlessingAmount"], "Blacksmith Blessing amount %hu too high, capping to MAX_AMOUNT.\n", amount );
- amount = MAX_AMOUNT;
- }
- level_info->blessing_amount = amount;
- }else{
- if( !level_exists ){
- level_info->blessing_amount = 0;
- }
- }
- if( this->nodeExists( refineLevelNode, "Chances" ) ){
- const auto& chancesNode = refineLevelNode["Chances"];
- for( const auto& chanceNode : chancesNode ){
- std::string cost_name;
- if( !this->asString( chanceNode, "Type", cost_name ) ){
- return 0;
- }
- std::string cost_name_constant = "REFINE_COST_" + cost_name;
- if( !script_get_constant( cost_name_constant.c_str(), &constant ) ){
- this->invalidWarning( chanceNode["Type"], "Unknown refine cost type %s, skipping.\n", cost_name.c_str() );
- return 0;
- }
- if( constant >= REFINE_COST_MAX ){
- this->invalidWarning( chanceNode["Type"], "Refine cost type %s is unsupported, skipping.\n", cost_name.c_str() );
- return 0;
- }
- uint16 index = (uint16)constant;
- std::shared_ptr<s_refine_cost> cost = util::umap_find( level_info->costs, index );
- bool cost_exists = cost != nullptr;
- if( !cost_exists ){
- cost = std::make_shared<s_refine_cost>();
- cost->index = index;
- }
- if( this->nodeExists( chanceNode, "Rate" ) ){
- uint16 rate;
- if( !this->asUInt16Rate( chanceNode, "Rate", rate ) ){
- return 0;
- }
- cost->chance = rate;
- }else{
- if( !cost_exists ){
- cost->chance = 0;
- }
- }
- if( this->nodeExists( chanceNode, "Price" ) ){
- uint32 price;
- if( !this->asUInt32( chanceNode, "Price", price ) ){
- return 0;
- }
- if( price > MAX_ZENY ){
- this->invalidWarning( chanceNode["Price"], "Price is above MAX_ZENY, capping...\n" );
- price = MAX_ZENY;
- }
- cost->zeny = price;
- }else{
- if( !cost_exists ){
- cost->zeny = 0;
- }
- }
- if( this->nodeExists( chanceNode, "Material" ) ){
- std::string item_name;
- if( !this->asString( chanceNode, "Material", item_name ) ){
- return 0;
- }
- std::shared_ptr<item_data> id = item_db.search_aegisname( item_name.c_str() );
- if( id == nullptr ){
- this->invalidWarning( chanceNode["Material"], "Unknown refine material %s, skipping.\n", item_name.c_str() );
- return 0;
- }
- cost->nameid = id->nameid;
- }else{
- if( !cost_exists ){
- cost->nameid = 0;
- }
- }
- if( this->nodeExists( chanceNode, "BreakingRate" ) ){
- uint16 breaking_rate;
- if( !this->asUInt16Rate( chanceNode, "BreakingRate", breaking_rate ) ){
- return 0;
- }
- cost->breaking_rate = breaking_rate;
- }else{
- if( !cost_exists ){
- cost->breaking_rate = 0;
- }
- }
- if( this->nodeExists( chanceNode, "DowngradeAmount" ) ){
- uint16 downgrade_amount;
- if( !this->asUInt16( chanceNode, "DowngradeAmount", downgrade_amount ) ){
- return 0;
- }
- if( downgrade_amount > MAX_REFINE ){
- this->invalidWarning( chanceNode["DowngradeAmount"], "Downgrade amount %hu is invalid, skipping.\n", downgrade_amount );
- return 0;
- }
- cost->downgrade_amount = downgrade_amount;
- }else{
- if( !cost_exists ){
- cost->downgrade_amount = 0;
- }
- }
- if( !cost_exists ){
- level_info->costs[index] = cost;
- }
- }
- }
- if( !level_exists ){
- levels_info->levels[refine_level] = level_info;
- }
- }
- }
- if( !levels_exists ){
- info->levels[level] = levels_info;
- }
- }
- }
- if( !exists ){
- this->put( group_id, info );
- }
- return 1;
- }
- std::shared_ptr<s_refine_level_info> RefineDatabase::findLevelInfoSub( const struct item_data& data, struct item& item, uint16 refine ){
- // Check if the item can be refined
- if( data.flag.no_refine ){
- return nullptr;
- }
- // Cap the refine level
- if( refine > MAX_REFINE ){
- refine = MAX_REFINE;
- }
- e_refine_type type;
- uint16 level;
- if( !this->calculate_refine_info( data, type, level ) ){
- return nullptr;
- }
- std::shared_ptr<s_refine_info> info = this->find( type );
- if( info == nullptr ){
- return nullptr;
- }
- std::shared_ptr<s_refine_levels_info> levels_info = util::umap_find( info->levels, level );
- if( levels_info == nullptr ){
- return nullptr;
- }
- return util::umap_find( levels_info->levels, refine );
- }
- std::shared_ptr<s_refine_level_info> RefineDatabase::findLevelInfo( const struct item_data& data, struct item& item ){
- // Check the current refine level
- if( item.refine >= MAX_REFINE ){
- return nullptr;
- }
- return this->findLevelInfoSub( data, item, item.refine );
- }
- std::shared_ptr<s_refine_level_info> RefineDatabase::findCurrentLevelInfo( const struct item_data& data, struct item& item ){
- if( item.refine > 0 ){
- return this->findLevelInfoSub( data, item, item.refine - 1 );
- }else{
- return nullptr;
- }
- }
- bool RefineDatabase::calculate_refine_info( const struct item_data& data, e_refine_type& refine_type, uint16& level ){
- if( data.type == IT_WEAPON ){
- refine_type = REFINE_TYPE_WEAPON;
- level = data.weapon_level;
- return true;
- }else if( data.type == IT_ARMOR ){
- refine_type = REFINE_TYPE_ARMOR;
- level = data.armor_level;
- return true;
- }else if( data.type == IT_SHADOWGEAR ){
- if( data.equip == EQP_SHADOW_WEAPON ){
- refine_type = REFINE_TYPE_SHADOW_WEAPON;
- }else{
- refine_type = REFINE_TYPE_SHADOW_ARMOR;
- }
- level = 1;
- return true;
- }else{
- return false;
- }
- }
- RefineDatabase refine_db;
- const std::string SizeFixDatabase::getDefaultLocation() {
- return std::string(db_path) + "/size_fix.yml";
- }
- /**
- * Reads and parses an entry from size_fix.
- * @param node: YAML node containing the entry.
- * @return count of successfully parsed rows
- */
- uint64 SizeFixDatabase::parseBodyNode(const ryml::NodeRef& node) {
- std::string weapon_name;
- if (!this->asString(node, "Weapon", weapon_name))
- return 0;
- std::string weapon_name_constant = "W_" + weapon_name;
- int64 constant;
- if (!script_get_constant(weapon_name_constant.c_str(), &constant)) {
- this->invalidWarning(node["Weapon"], "Size Fix unknown weapon %s, skipping.\n", weapon_name.c_str());
- return 0;
- }
- if (constant < W_FIST || constant > W_2HSTAFF) {
- this->invalidWarning(node["Weapon"], "Size Fix weapon %s is an invalid weapon, skipping.\n", weapon_name.c_str());
- return 0;
- }
- int weapon_id = static_cast<int>(constant);
- std::shared_ptr<s_sizefix_db> size = this->find(weapon_id);
- bool exists = size != nullptr;
- if (!exists)
- size = std::make_shared<s_sizefix_db>();
- if (this->nodeExists(node, "Small")) {
- uint16 small;
- if (!this->asUInt16(node, "Small", small))
- return 0;
- if (small > 100) {
- this->invalidWarning(node["Small"], "Small Size Fix %d for %s is out of bounds, defaulting to 100.\n", small, weapon_name.c_str());
- small = 100;
- }
- size->small = small;
- } else {
- if (!exists)
- size->small = 100;
- }
- if (this->nodeExists(node, "Medium")) {
- uint16 medium;
- if (!this->asUInt16(node, "Medium", medium))
- return 0;
- if (medium > 100) {
- this->invalidWarning(node["Medium"], "Medium Size Fix %d for %s is out of bounds, defaulting to 100.\n", medium, weapon_name.c_str());
- medium = 100;
- }
- size->medium = medium;
- } else {
- if (!exists)
- size->medium = 100;
- }
- if (this->nodeExists(node, "Large")) {
- uint16 large;
- if (!this->asUInt16(node, "Large", large))
- return 0;
- if (large > 100) {
- this->invalidWarning(node["Large"], "Large Size Fix %d for %s is out of bounds, defaulting to 100.\n", large, weapon_name.c_str());
- large = 100;
- }
- size->large = large;
- } else {
- if (!exists)
- size->large = 100;
- }
- if (!exists)
- this->put(weapon_id, size);
- return 1;
- }
- SizeFixDatabase size_fix_db;
- /**
- * Get icon ID of SC
- * @param type: SC type
- * @return EFST ID
- **/
- efst_type StatusDatabase::getIcon(sc_type type) {
- std::shared_ptr<s_status_change_db> status = status_db.find(type);
- return status ? status->icon : EFST_BLANK;
- }
- /**
- * Get flag of SC (SCB value) for status_calc_ flag
- * @param type: SC type
- * @return cal_flag: Calc value
- **/
- std::bitset<SCB_MAX> StatusDatabase::getCalcFlag(sc_type type) {
- std::shared_ptr<s_status_change_db> status = status_db.find(type);
- return status ? status->calc_flag : std::bitset<SCB_MAX> {};
- }
- /**
- * Get SC's END list
- * @param sc: SC type
- * @return End list
- **/
- std::vector<sc_type> StatusDatabase::getEnd(sc_type type) {
- std::shared_ptr<s_status_change_db> status = status_db.find(type);
- return status ? status->end : std::vector<sc_type> {};
- }
- /**
- * Get BL type to display proper effect
- * @param efst: EFST type
- * @return BL types
- **/
- uint16 status_efst_get_bl_type(enum efst_type efst) {
- if (efst <= EFST_BLANK || efst >= EFST_MAX)
- return BL_PC;
- return status_db.StatusRelevantBLTypes[efst];
- }
- /**
- * Returns the FIRST skill (in order of definition in initChangeTables) to use a given status change.
- * Utilized for various duration lookups. Use with caution!
- * @param sc The status to look up
- * @return A skill associated with the status
- **/
- uint16 StatusDatabase::getSkill(sc_type type) {
- std::shared_ptr<s_status_change_db> status = status_db.find(type);
- return status ? status->skill_id : 0;
- }
- /**
- * Returns if a status change flag is active or not for a SC.
- * @param sc: Status changes active on target
- * @param flag: Flag to check for
- * @return True if flag is set or false otherwise
- */
- bool StatusDatabase::hasSCF(status_change *sc, e_status_change_flag flag) {
- if (sc == nullptr || sc->count == 0 || flag == SCF_NONE)
- return false;
- for (const auto &status_it : *this) {
- std::shared_ptr<s_status_change_db> status = status_it.second;
- if (sc->data[status->type] && status->flag[flag])
- return true;
- }
- return false;
- }
- /**
- * Returns the SCB_BATTLE constant.
- * return SCB_BATTLE
- */
- std::bitset<SCB_MAX> StatusDatabase::getSCB_BATTLE() {
- return this->SCB_BATTLE;
- }
- /**
- * Returns the SCB_ALL constant.
- * @return SCB_ALL
- */
- std::bitset<SCB_MAX> StatusDatabase::getSCB_ALL() {
- return this->SCB_ALL;
- }
- /**
- * Removes statuses from skills that aren't part of the new class skill tree.
- * @param sd: Player data
- */
- void StatusDatabase::changeSkillTree(map_session_data *sd, int32 class_) {
- if (sd == nullptr)
- return;
- std::shared_ptr<s_skill_tree> tree = skill_tree_db.find(class_ > 0 ? class_ : sd->status.class_);
- if (tree == nullptr)
- return;
- for (const auto &it : tree->skills) {
- uint16 skill_id = it.first;
- sc_type sc = skill_get_sc(skill_id);
- if (sc > SC_COMMON_MAX && sc < SC_MAX && sd->sc.data[sc])
- status_change_end(&sd->bl, sc, INVALID_TIMER);
- }
- }
- /**
- * Validates if type is in SC ranges
- * @param type: SC type
- * @return True if type is in range, false otherwise
- */
- bool StatusDatabase::validateStatus(sc_type type) {
- if (type > SC_NONE && type < SC_MAX)
- return true;
- return false;
- }
- /**
- * Removes a status based on the provided flag(s).
- * @param bl: Target to remove status from
- * @param flag: List of flags to check for removing
- */
- void StatusDatabase::removeByStatusFlag(block_list *bl, std::vector<e_status_change_flag> flag) {
- if (bl == nullptr || flag.empty())
- return;
- status_change *sc = status_get_sc(bl);
- if (sc == nullptr || sc->count == 0)
- return;
- for (const auto &status_it : *this) {
- std::shared_ptr<s_status_change_db> status = status_it.second;
- sc_type type = status->type;
- if (sc->data[type]) {
- for (const auto &flag_it : flag) {
- if (status->flag[flag_it])
- status_change_end(bl, type, INVALID_TIMER);
- }
- }
- }
- }
- /** Creates dummy status */
- static void initDummyData(void) {
- memset(&dummy_status, 0, sizeof(dummy_status));
- dummy_status.hp =
- dummy_status.max_hp =
- dummy_status.max_sp =
- dummy_status.str =
- dummy_status.agi =
- dummy_status.vit =
- dummy_status.int_ =
- dummy_status.dex =
- dummy_status.luk =
- dummy_status.hit = 1;
- dummy_status.speed = 2000;
- dummy_status.adelay = 4000;
- dummy_status.amotion = 2000;
- dummy_status.dmotion = 2000;
- dummy_status.ele_lv = 1; // Min elemental level.
- dummy_status.mode = MD_CANMOVE;
- }
- /**
- * For copying a status_data structure from b to a, without overwriting current Hp, Sp, and Ap.
- * @param a: Status data structure to copy from
- * @param b: Status data structure to copy to
- */
- static inline void status_cpy(struct status_data* a, const struct status_data* b)
- {
- memcpy((void*)&a->max_hp, (const void*)&b->max_hp, sizeof(struct status_data)-(sizeof(a->hp)+sizeof(a->sp)+sizeof(a->ap)));
- }
- /**
- * Sets HP to a given value
- * Will always succeed (overrides heal impediment statuses) but can't kill an object
- * @param bl: Object whose HP will be set [PC|MOB|HOM|MER|ELEM|NPC]
- * @param hp: What the HP is to be set as
- * @param flag: Used in case final value is higher than current
- * Use 2 to display healing effect
- * @return heal or zapped HP if valid
- */
- int status_set_hp(struct block_list *bl, unsigned int hp, int flag)
- {
- struct status_data *status;
- if (hp < 1)
- return 0;
- status = status_get_status_data(bl);
- if (status == &dummy_status)
- return 0;
- if (hp > status->max_hp)
- hp = status->max_hp;
- if (hp == status->hp)
- return 0;
- if (hp > status->hp)
- return status_heal(bl, hp - status->hp, 0, 1|flag);
- return status_zap(bl, status->hp - hp, 0);
- }
- /**
- * Sets Max HP to a given value
- * @param bl: Object whose Max HP will be set [PC|MOB|HOM|MER|ELEM|NPC]
- * @param maxhp: What the Max HP is to be set as
- * @param flag: Used in case final value is higher than current
- * Use 2 to display healing effect
- * @return heal or zapped HP if valid
- */
- int status_set_maxhp(struct block_list *bl, unsigned int maxhp, int flag)
- {
- struct status_data *status;
- int64 heal;
- if (maxhp < 1)
- return 0;
- status = status_get_status_data(bl);
- if (status == &dummy_status)
- return 0;
- if (maxhp == status->max_hp)
- return 0;
- heal = maxhp - status->max_hp;
- status->max_hp = maxhp;
- if (heal > 0)
- status_heal(bl, heal, 0, 1|flag);
- else
- status_zap(bl, -heal, 0);
- return maxhp;
- }
- /**
- * Sets SP to a given value
- * @param bl: Object whose SP will be set [PC|HOM|MER|ELEM]
- * @param sp: What the SP is to be set as
- * @param flag: Used in case final value is higher than current
- * Use 2 to display healing effect
- * @return heal or zapped SP if valid
- */
- int status_set_sp(struct block_list *bl, unsigned int sp, int flag)
- {
- struct status_data *status;
- status = status_get_status_data(bl);
- if (status == &dummy_status)
- return 0;
- if (sp > status->max_sp)
- sp = status->max_sp;
- if (sp == status->sp)
- return 0;
- if (sp > status->sp)
- return status_heal(bl, 0, sp - status->sp, 1|flag);
- return status_zap(bl, 0, status->sp - sp);
- }
- /**
- * Sets Max SP to a given value
- * @param bl: Object whose Max SP will be set [PC|HOM|MER|ELEM]
- * @param maxsp: What the Max SP is to be set as
- * @param flag: Used in case final value is higher than current
- * Use 2 to display healing effect
- * @return heal or zapped HP if valid
- */
- int status_set_maxsp(struct block_list *bl, unsigned int maxsp, int flag)
- {
- struct status_data *status;
- if (maxsp < 1)
- return 0;
- status = status_get_status_data(bl);
- if (status == &dummy_status)
- return 0;
- if (maxsp == status->max_sp)
- return 0;
- if (maxsp > status->max_sp)
- status_heal(bl, maxsp - status->max_sp, 0, 1|flag);
- else
- status_zap(bl, status->max_sp - maxsp, 0);
- status->max_sp = maxsp;
- return maxsp;
- }
- /**
- * Sets AP to a given value
- * @param bl: Object whose AP will be set [PC|HOM|MER|ELEM]
- * @param ap: What the AP is to be set as
- * @param flag: Used in case final value is higher than current
- * Use 2 to display healing effect
- * @return heal or zapped AP if valid
- */
- int status_set_ap(struct block_list *bl, unsigned int ap, int flag)
- {
- status_data *status = status_get_status_data(bl);
- if (status == &dummy_status)
- return 0;
- if (ap > status->max_ap)
- ap = status->max_ap;
- if (ap == status->ap)
- return 0;
- if (ap > status->ap)
- return status_heal(bl, 0, 0, ap - status->ap, 1 | flag);
- return status_zap(bl, 0, 0, status->ap - ap);
- }
- /**
- * Sets Max AP to a given value
- * @param bl: Object whose Max AP will be set [PC|HOM|MER|ELEM]
- * @param maxap: What the Max AP is to be set as
- * @param flag: Used in case final value is higher than current
- * Use 2 to display healing effect
- * @return heal or zapped AP if valid
- */
- int status_set_maxap(struct block_list *bl, unsigned int maxap, int flag)
- {
- if (maxap < 1)
- return 0;
- status_data *status = status_get_status_data(bl);
- if (status == &dummy_status)
- return 0;
- if (maxap == status->max_ap)
- return 0;
- if (maxap > status->max_ap)
- status_heal(bl, 0, 0, maxap - status->max_ap, 1 | flag);
- else
- status_zap(bl, 0, 0, status->max_ap - maxap);
- status->max_ap = maxap;
- return maxap;
- }
- /**
- * Takes HP/SP from an Object
- * @param bl: Object who will have HP/SP taken [PC|MOB|HOM|MER|ELEM]
- * @param hp: How much HP to charge
- * @param sp: How much SP to charge
- * @return hp+sp through status_damage()
- * Note: HP/SP are integer values, not percentages. Values should be
- * calculated either within function call or before
- */
- int64 status_charge(struct block_list* bl, int64 hp, int64 sp)
- {
- if(!(bl->type&BL_CONSUME))
- return (int)hp+sp; // Assume all was charged so there are no 'not enough' fails.
- return status_damage(NULL, bl, hp, sp, 0, 3, 0);
- }
- /**
- * Inflicts damage on the target with the according walkdelay.
- * @param src: Source object giving damage [PC|MOB|PET|HOM|MER|ELEM]
- * @param target: Target of the damage
- * @param dhp: How much damage to HP
- * @param dsp: How much damage to SP
- * @param dap: How much damage to AP
- * @param walkdelay: Amount of time before object can walk again
- * @param flag: Damage flag decides various options
- * flag&1: Passive damage - Does not trigger cancelling status changes
- * flag&2: Fail if there is not enough to subtract
- * flag&4: Mob does not give EXP/Loot if killed
- * flag&8: Used to damage SP of a dead character
- * @return hp+sp+ap
- * Note: HP/SP/AP are integer values, not percentages. Values should be
- * calculated either within function call or before
- */
- 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)
- {
- struct status_data *status;
- struct status_change *sc;
- int hp = (int)cap_value(dhp,INT_MIN,INT_MAX);
- int sp = (int)cap_value(dsp,INT_MIN,INT_MAX);
- int ap = (int)cap_value(dap,INT_MIN,INT_MAX);
- nullpo_ret(target);
- if(sp && !(target->type&BL_CONSUME))
- sp = 0; // Not a valid SP target.
- if (ap && !(target->type&BL_CONSUME))
- ap = 0; // Not a valid AP target.
- if (hp < 0) { // Assume absorbed damage.
- status_heal(target, -hp, 0, 1);
- hp = 0;
- }
- if (sp < 0) {
- status_heal(target, 0, -sp, 1);
- sp = 0;
- }
- if (ap < 0) {
- status_heal(target, 0, 0, -ap, 1);
- ap = 0;
- }
- if (target->type == BL_SKILL) {
- if (!src || src->type&battle_config.can_damage_skill)
- return (int)skill_unit_ondamaged((struct skill_unit *)target, hp);
- return 0;
- }
- status = status_get_status_data(target);
- if(!status || status == &dummy_status )
- return 0;
- if ((unsigned int)hp >= status->hp) {
- if (flag&2) return 0;
- hp = status->hp;
- }
- if ((unsigned int)sp > status->sp) {
- if (flag&2) return 0;
- sp = status->sp;
- }
- if ((unsigned int)ap > status->ap) {
- if (flag & 2) return 0;
- ap = status->ap;
- }
- if (!hp && !sp && !ap)
- return 0;
- if( !status->hp )
- flag |= 8;
- sc = status_get_sc(target);
- if( hp && battle_config.invincible_nodamage && src && sc && sc->data[SC_INVINCIBLE] && !sc->data[SC_INVINCIBLEOFF] )
- hp = 1;
- if( hp && !(flag&1) ) {
- if( sc ) {
- struct status_change_entry *sce;
- for (const auto &it : status_db) {
- sc_type type = static_cast<sc_type>(it.first);
- if (sc->data[type] && it.second->flag[SCF_REMOVEONDAMAGED]) {
- // 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).
- // !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.
- if (sc->opt1 > OPT1_NONE && sc->lastEffectTimer == INVALID_TIMER) {
- sc->lastEffectTimer = add_timer(gettick() + 10, status_clear_lastEffect_timer, target->id, 0);
- sc->lastEffect = type;
- }
- status_change_end(target, type, INVALID_TIMER);
- }
- }
- if ((sce=sc->data[SC_ENDURE]) && !sce->val4) {
- /** [Skotlex]
- * Endure count is only reduced by non-players on non-gvg maps.
- * val4 signals infinite endure.
- **/
- if (src && src->type != BL_PC && !map_flag_gvg2(target->m) && !map_getmapflag(target->m, MF_BATTLEGROUND) && --(sce->val2) <= 0)
- status_change_end(target, SC_ENDURE, INVALID_TIMER);
- }
- #ifndef RENEWAL
- if ((sce=sc->data[SC_GRAVITATION]) && sce->val3 == BCT_SELF) {
- std::shared_ptr<s_skill_unit_group> sg = skill_id2group(sce->val4);
- if (sg) {
- skill_delunitgroup(sg);
- sce->val4 = 0;
- status_change_end(target, SC_GRAVITATION, INVALID_TIMER);
- }
- }
- #endif
- if(sc->data[SC_DANCING] && (unsigned int)hp > status->max_hp>>2)
- status_change_end(target, SC_DANCING, INVALID_TIMER);
- if(sc->data[SC_CLOAKINGEXCEED] && --(sc->data[SC_CLOAKINGEXCEED]->val2) <= 0)
- status_change_end(target, SC_CLOAKINGEXCEED, INVALID_TIMER);
- if(sc->data[SC_KAGEMUSYA] && --(sc->data[SC_KAGEMUSYA]->val3) <= 0)
- status_change_end(target, SC_KAGEMUSYA, INVALID_TIMER);
- }
- if (target->type == BL_PC)
- pc_bonus_script_clear(BL_CAST(BL_PC,target),BSF_REM_ON_DAMAGED);
- unit_skillcastcancel(target, 2);
- }
- status->hp-= hp;
- status->sp-= sp;
- status->ap-= ap;
- if (sc && hp && status->hp) {
- if (sc->data[SC_AUTOBERSERK] &&
- (!sc->data[SC_PROVOKE] || !sc->data[SC_PROVOKE]->val4) &&
- status->hp < status->max_hp>>2)
- sc_start4(src,target,SC_PROVOKE,100,10,0,0,1,0);
- if (sc->data[SC_BERSERK] && status->hp <= 100)
- status_change_end(target, SC_BERSERK, INVALID_TIMER);
- if( sc->data[SC_RAISINGDRAGON] && status->hp <= 1000 )
- status_change_end(target, SC_RAISINGDRAGON, INVALID_TIMER);
- if (sc->data[SC_SATURDAYNIGHTFEVER] && status->hp <= 100)
- status_change_end(target, SC_SATURDAYNIGHTFEVER, INVALID_TIMER);
- }
- switch (target->type) {
- case BL_PC: pc_damage((TBL_PC*)target,src,hp,sp,ap); break;
- case BL_MOB: mob_damage((TBL_MOB*)target, src, hp); break;
- case BL_HOM: hom_damage((TBL_HOM*)target); break;
- case BL_MER: mercenary_heal((TBL_MER*)target,hp,sp); break;
- case BL_ELEM: elemental_heal((TBL_ELEM*)target,hp,sp); break;
- }
- if( src && target->type == BL_PC && ((TBL_PC*)target)->disguise ) { // Stop walking when attacked in disguise to prevent walk-delay bug
- unit_stop_walking( target, 1 );
- }
- if( status->hp || (flag&8) ) { // Still lives or has been dead before this damage.
- if (walkdelay)
- unit_set_walkdelay(target, gettick(), walkdelay, 0);
- return (int)(hp+sp+ap);
- }
- status->hp = 0;
- /** [Skotlex]
- * NOTE: These dead functions should return:
- * 0: Death cancelled, auto-revived.
- * Non-zero: Standard death. Clear status, cancel move/attack, etc
- * &2: Remove object from map.
- * &4: Delete object from memory. (One time spawn mobs)
- **/
- switch (target->type) {
- case BL_PC: flag = pc_dead((TBL_PC*)target,src); break;
- case BL_MOB: flag = mob_dead((TBL_MOB*)target, src, flag&4?3:0); break;
- case BL_HOM: flag = hom_dead((TBL_HOM*)target); break;
- case BL_MER: flag = mercenary_dead((TBL_MER*)target); break;
- case BL_ELEM: flag = elemental_dead((TBL_ELEM*)target); break;
- default: // Unhandled case, do nothing to object.
- flag = 0;
- break;
- }
- if(!flag) // Death cancelled.
- return (int)(hp+sp+ap);
- // Normal death
- if (battle_config.clear_unit_ondeath &&
- battle_config.clear_unit_ondeath&target->type)
- skill_clear_unitgroup(target);
- if(target->type&BL_REGEN) { // Reset regen ticks.
- struct regen_data *regen = status_get_regen_data(target);
- if (regen) {
- memset(®en->tick, 0, sizeof(regen->tick));
- if (regen->sregen)
- memset(®en->sregen->tick, 0, sizeof(regen->sregen->tick));
- if (regen->ssregen)
- memset(®en->ssregen->tick, 0, sizeof(regen->ssregen->tick));
- }
- }
- if( sc && sc->data[SC_KAIZEL] && !map_flag_gvg2(target->m) ) { // flag&8 = disable Kaizel
- int time = skill_get_time2(SL_KAIZEL,sc->data[SC_KAIZEL]->val1);
- // Look for Osiris Card's bonus effect on the character and revive 100% or revive normally
- if ( target->type == BL_PC && BL_CAST(BL_PC,target)->special_state.restart_full_recover )
- status_revive(target, 100, 100);
- else
- status_revive(target, sc->data[SC_KAIZEL]->val2, 0);
- status_change_clear(target,0);
- clif_skill_nodamage(target,target,ALL_RESURRECTION,1,1);
- sc_start(src,target,SC_KYRIE,100,10,time);
- if( target->type == BL_MOB )
- ((TBL_MOB*)target)->state.rebirth = 1;
- return (int)(hp+sp+ap);
- }
- // Disable Ultimate Sacrifice on GVG maps
- if (sc && sc->data[SC_ULTIMATE_S] && !map_flag_gvg2(target->m)) {
- status_revive(target, 100, 100);
- status_change_clear(target, 0);
- clif_skill_nodamage(target, target, ALL_RESURRECTION, 1, 1);
- if (target->type == BL_MOB)
- ((TBL_MOB*)target)->state.rebirth = 1;
- return (int)(hp+sp+ap);
- }
- if (target->type == BL_MOB && sc && sc->data[SC_REBIRTH] && !((TBL_MOB*) target)->state.rebirth) { // Ensure the monster has not already rebirthed before doing so.
- status_revive(target, sc->data[SC_REBIRTH]->val2, 0);
- status_change_clear(target,0);
- ((TBL_MOB*)target)->state.rebirth = 1;
- return (int)(hp+sp+ap);
- }
- status_change_clear(target,0);
- if(flag&4) // Delete from memory. (also invokes map removal code)
- unit_free(target,CLR_DEAD);
- else if(flag&2) // remove from map
- unit_remove_map(target,CLR_DEAD);
- else { // Some death states that would normally be handled by unit_remove_map
- unit_stop_attack(target);
- unit_stop_walking(target,1);
- unit_skillcastcancel(target,0);
- clif_clearunit_area(target,CLR_DEAD);
- skill_unit_move(target,gettick(),4);
- skill_cleartimerskill(target);
- }
- // Always run NPC scripts for players last
- //FIXME those ain't always run if a player die if he was resurrect meanwhile
- //cf SC_REBIRTH, SC_KAIZEL, pc_dead...
- if(target->type == BL_PC) {
- TBL_PC *sd = BL_CAST(BL_PC,target);
- if( sd->bg_id ) {
- std::shared_ptr<s_battleground_data> bg = util::umap_find(bg_team_db, sd->bg_id);
- if( bg && !(bg->die_event.empty()) )
- npc_event(sd, bg->die_event.c_str(), 0);
- }
- npc_script_event(sd,NPCE_DIE);
- }
- return (int)(hp+sp+ap);
- }
- /**
- * Heals an object
- * @param bl: Object to heal [PC|MOB|HOM|MER|ELEM]
- * @param hhp: How much HP to heal
- * @param hsp: How much SP to heal
- * @param hap: How much AP to heal
- * @param flag: Whether it's Forced(&1), gives HP/SP/AP(&2) heal effect,
- * or gives HP(&4) heal effect with 0 heal
- * Forced healing overrides heal impedement statuses (Berserk)
- * @return hp+sp+ap
- */
- int status_heal(struct block_list *bl,int64 hhp,int64 hsp, int64 hap, int flag)
- {
- struct status_data *status;
- struct status_change *sc;
- int hp = (int)cap_value(hhp,INT_MIN,INT_MAX);
- int sp = (int)cap_value(hsp,INT_MIN,INT_MAX);
- int ap = (int)cap_value(hap,INT_MIN,INT_MAX);
- status = status_get_status_data(bl);
- if (status == &dummy_status || !status->hp)
- return 0;
- sc = status_get_sc(bl);
- if (sc && !sc->count)
- sc = NULL;
- if (hp < 0) {
- if (hp == INT_MIN) // -INT_MIN == INT_MIN in some architectures!
- hp++;
- status_damage(NULL, bl, -hp, 0, 0, 1, 0);
- hp = 0;
- }
- if(hp) {
- if( sc && (sc->data[SC_BERSERK]) ) {
- if( flag&1 )
- flag &= ~2;
- else
- hp = 0;
- }
- if((unsigned int)hp > status->max_hp - status->hp)
- hp = status->max_hp - status->hp;
- }
- if(sp < 0) {
- if (sp == INT_MIN)
- sp++;
- status_damage(NULL, bl, 0, -sp, 0, 1, 0);
- sp = 0;
- }
- if(sp) {
- if((unsigned int)sp > status->max_sp - status->sp)
- sp = status->max_sp - status->sp;
- }
- if (ap < 0) {
- if (ap == INT_MIN)
- ap++;
- status_damage(nullptr, bl, 0, 0, -ap, 0, 1, 0);
- ap = 0;
- }
- if (ap) {
- if ((unsigned int)ap > status->max_ap - status->ap)
- ap = status->max_ap - status->ap;
- }
- if(!ap && !sp && !hp && !(flag&4))
- return 0;
- status->hp += hp;
- status->sp += sp;
- status->ap += ap;
- if(hp && sc &&
- sc->data[SC_AUTOBERSERK] &&
- sc->data[SC_PROVOKE] &&
- sc->data[SC_PROVOKE]->val4==1 &&
- status->hp>=status->max_hp>>2
- ) // End auto berserk.
- status_change_end(bl, SC_PROVOKE, INVALID_TIMER);
- // Send HP update to client
- switch(bl->type) {
- case BL_PC: pc_heal((TBL_PC*)bl,hp,sp,ap,flag); break;
- case BL_MOB: mob_heal((TBL_MOB*)bl,hp); break;
- case BL_HOM: hom_heal((TBL_HOM*)bl); break;
- case BL_MER: mercenary_heal((TBL_MER*)bl,hp,sp); break;
- case BL_ELEM: elemental_heal((TBL_ELEM*)bl,hp,sp); break;
- }
- return (int)hp+sp+ap;
- }
- /**
- * Applies percentage based damage to a unit.
- * If a mob is killed this way and there is no src, no EXP/Drops will be awarded.
- * @param src: Object initiating HP/SP/AP modification [PC|MOB|PET|HOM|MER|ELEM]
- * @param target: Object to modify HP/SP/AP
- * @param hp_rate: Percentage of HP to modify. If > 0:percent is of current HP, if < 0:percent is of max HP
- * @param sp_rate: Percentage of SP to modify. If > 0:percent is of current SP, if < 0:percent is of max SP
- * @param ap_rate: Percentage of AP to modify. If > 0:percent is of current AP, if < 0:percent is of max AP
- * @param flag: \n
- * 0: Heal target \n
- * 1: Use status_damage \n
- * 2: Use status_damage and make sure target must not die from subtraction
- * @return hp+sp+ap through status_heal()
- */
- int status_percent_change(struct block_list *src, struct block_list *target, int8 hp_rate, int8 sp_rate, int8 ap_rate, uint8 flag)
- {
- struct status_data *status;
- unsigned int hp = 0, sp = 0, ap = 0;
- status = status_get_status_data(target);
- // It's safe now [MarkZD]
- if (hp_rate > 99)
- hp = status->hp;
- else if (hp_rate > 0)
- hp = apply_rate(status->hp, hp_rate);
- else if (hp_rate < -99)
- hp = status->max_hp;
- else if (hp_rate < 0)
- hp = (apply_rate(status->max_hp, -hp_rate));
- if (hp_rate && !hp)
- hp = 1;
- if (flag == 2 && hp >= status->hp)
- hp = status->hp-1; // Must not kill target.
- if (sp_rate > 99)
- sp = status->sp;
- else if (sp_rate > 0)
- sp = apply_rate(status->sp, sp_rate);
- else if (sp_rate < -99)
- sp = status->max_sp;
- else if (sp_rate < 0)
- sp = (apply_rate(status->max_sp, -sp_rate));
- if (sp_rate && !sp)
- sp = 1;
- if (ap_rate > 99)
- ap = status->ap;
- else if (ap_rate > 0)
- ap = apply_rate(status->ap, ap_rate);
- else if (ap_rate < -99)
- ap = status->max_ap;
- else if (ap_rate < 0)
- ap = (apply_rate(status->max_ap, -ap_rate));
- if (ap_rate && !ap)
- ap = 1;
- // Ugly check in case damage dealt is too much for the received args of
- // status_heal / status_damage. [Skotlex]
- if (hp > INT_MAX) {
- hp -= INT_MAX;
- if (flag)
- status_damage(src, target, INT_MAX, 0, 0, (!src||src==target?5:1), 0);
- else
- status_heal(target, INT_MAX, 0, 0);
- }
- if (sp > INT_MAX) {
- sp -= INT_MAX;
- if (flag)
- status_damage(src, target, 0, INT_MAX, 0, (!src||src==target?5:1), 0);
- else
- status_heal(target, 0, INT_MAX, 0);
- }
- if (ap > INT_MAX) {
- ap -= INT_MAX;
- if (flag)
- status_damage(src, target, 0, 0, INT_MAX, 0, (!src || src == target ? 5 : 1), 0);
- else
- status_heal(target, 0, 0, INT_MAX, 0);
- }
- if (flag)
- return status_damage(src, target, hp, sp, ap, 0, (!src||src==target?5:1), 0);
- return status_heal(target, hp, sp, ap, 0);
- }
- /**
- * Revives a unit
- * @param bl: Object to revive [PC|MOB|HOM]
- * @param per_hp: Percentage of HP to revive with
- * @param per_sp: Percentage of SP to revive with
- * @param per_ap: Percentage of AP to revive with
- * @return Successful (1) or Invalid target (0)
- */
- int status_revive(struct block_list *bl, unsigned char per_hp, unsigned char per_sp, unsigned char per_ap)
- {
- struct status_data *status;
- unsigned int hp, sp, ap;
- if (!status_isdead(bl)) return 0;
- status = status_get_status_data(bl);
- if (status == &dummy_status)
- return 0; // Invalid target.
- hp = (int64)status->max_hp * per_hp/100;
- sp = (int64)status->max_sp * per_sp/100;
- ap = (int64)status->max_ap * per_ap/100;
- if(hp > status->max_hp - status->hp)
- hp = status->max_hp - status->hp;
- else if (per_hp && !hp)
- hp = 1;
- if(sp > status->max_sp - status->sp)
- sp = status->max_sp - status->sp;
- else if (per_sp && !sp)
- sp = 1;
- if (ap > status->max_ap - status->ap)
- ap = status->max_ap - status->ap;
- else if (per_ap && !ap)
- ap = 1;
- status->hp += hp;
- status->sp += sp;
- status->ap += ap;
- if (bl->prev) // Animation only if character is already on a map.
- clif_resurrection(bl, 1);
- switch (bl->type) {
- case BL_PC: pc_revive((TBL_PC*)bl, hp, sp, ap); break;
- case BL_MOB: mob_revive((TBL_MOB*)bl, hp); break;
- case BL_HOM: hom_revive((TBL_HOM*)bl, hp, sp); break;
- }
- return 1;
- }
- /**
- * Checks whether the src can use the skill on the target,
- * taking into account status/option of both source/target
- * @param src: Object using skill on target [PC|MOB|PET|HOM|MER|ELEM]
- src MAY be NULL to indicate we shouldn't check it, this is a ground-based skill attack
- * @param target: Object being targeted by src [PC|MOB|HOM|MER|ELEM]
- target MAY be NULL, which checks if src can cast skill_id on the ground
- * @param skill_id: Skill ID being used on target
- * @param flag: 0 - Trying to use skill on target
- * 1 - Cast bar is done
- * 2 - Skill already pulled off, check is due to ground-based skills or splash-damage ones
- * @return src can use skill (1) or cannot use skill (0)
- * @author [Skotlex]
- */
- bool status_check_skilluse(struct block_list *src, struct block_list *target, uint16 skill_id, int flag) {
- struct status_data *status;
- struct status_change *sc = NULL, *tsc;
- int hide_flag;
- status = src ? status_get_status_data(src) : &dummy_status;
- if (src && src->type != BL_PC && status_isdead(src))
- return false;
- if (!skill_id) { // Normal attack checks.
- if (sc && sc->cant.attack)
- return false;
- // This mode is only needed for melee attacking.
- if (!status_has_mode(status,MD_CANATTACK))
- return false;
- // Dead state is not checked for skills as some skills can be used
- // on dead characters, said checks are left to skill.cpp [Skotlex]
- if (target && status_isdead(target))
- return false;
- }
- switch( skill_id ) {
- #ifndef RENEWAL
- case PA_PRESSURE:
- if( flag && target ) {
- // Gloria Avoids pretty much everything....
- tsc = status_get_sc(target);
- if(tsc && tsc->option&OPTION_HIDE)
- return false;
- }
- break;
- #endif
- case GN_WALLOFTHORN:
- if( target && status_isdead(target) )
- return false;
- break;
- case AL_TELEPORT:
- case ALL_ODINS_POWER:
- // Should fail when used on top of Land Protector [Skotlex]
- if (src && map_getcell(src->m, src->x, src->y, CELL_CHKLANDPROTECTOR)
- && !status_has_mode(status,MD_STATUSIMMUNE)
- && (src->type != BL_PC || ((TBL_PC*)src)->skillitem != skill_id))
- return false;
- break;
- case SC_MANHOLE:
- // Skill is disabled against special racial grouped monsters(GvG and Battleground)
- if (target && ( util::vector_exists(status_get_race2(target), RC2_GVG) || util::vector_exists(status_get_race2(target), RC2_BATTLEFIELD) ) )
- return false;
- default:
- break;
- }
- if ( src )
- sc = status_get_sc(src);
- if( sc && sc->count ) {
- if (sc->data[SC_ALL_RIDING])
- return false; //You can't use skills while in the new mounts (The client doesn't let you, this is to make cheat-safe)
- if (flag == 1 && !status_has_mode(status,MD_STATUSIMMUNE) && ( // Applies to after cast completion only and doesn't apply to Boss monsters.
- (sc->data[SC_ASH] && rnd()%2) || // Volcanic Ash has a 50% chance of causing skills to fail.
- (sc->data[SC_KYOMU] && rnd()%100 < 25) // Kyomu has a 25% chance of causing skills fail.
- )) {
- if (src->type == BL_PC)
- clif_skill_fail((TBL_PC*)src,skill_id,USESKILL_FAIL_LEVEL,0);
- return false;
- }
- if (skill_id && sc->cant.cast && skill_id != RK_REFRESH && skill_id != SU_GROOMING && skill_id != SR_GENTLETOUCH_CURE) { // Stuned/Frozen/etc
- if (flag != 1) // Can't cast, casted stuff can't damage.
- return false;
- if (skill_get_casttype(skill_id) == CAST_DAMAGE)
- return false; // Damage spells stop casting.
- }
- if (
- (sc->data[SC_TRICKDEAD] && skill_id != NV_TRICKDEAD)
- || (sc->data[SC_AUTOCOUNTER] && !flag && skill_id)
- || (sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_SELF && skill_id != PA_GOSPEL)
- || (sc->data[SC_SUHIDE] && skill_id != SU_HIDE)
- )
- return false;
- if (sc->data[SC_WINKCHARM] && target && !flag) { // Prevents skill usage
- if (unit_bl2ud(src) && (unit_bl2ud(src))->walktimer == INVALID_TIMER)
- unit_walktobl(src, map_id2bl(sc->data[SC_WINKCHARM]->val2), 3, 1);
- clif_emotion(src, ET_THROB);
- return false;
- }
- if (sc->data[SC_BLADESTOP]) {
- switch (sc->data[SC_BLADESTOP]->val1) {
- case 5: if (skill_id == MO_EXTREMITYFIST) break;
- case 4: if (skill_id == MO_CHAINCOMBO) break;
- case 3: if (skill_id == MO_INVESTIGATE) break;
- case 2: if (skill_id == MO_FINGEROFFENSIVE) break;
- default: return false;
- }
- }
- if (sc->data[SC_DANCING] && flag!=2) {
- std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
- if (!skill)
- return false;
- if (src->type == BL_PC && ((skill_id >= WA_SWING_DANCE && skill_id <= WM_UNLIMITED_HUMMING_VOICE ) ||
- skill_id == WM_FRIGG_SONG))
- { // Lvl 5 Lesson or higher allow you use 3rd job skills while dancing.
- if( pc_checkskill((TBL_PC*)src,WM_LESSON) < 5 )
- return false;
- #ifndef RENEWAL
- } else if(sc->data[SC_LONGING]) { // Allow everything except dancing/re-dancing. [Skotlex]
- if (skill_id == BD_ENCORE || skill->inf2[INF2_ISSONG] || skill->inf2[INF2_ISENSEMBLE])
- return false;
- #endif
- } else if(!skill->inf2[INF2_ALLOWWHENPERFORMING]) // Skills that can be used in dancing state
- return false;
- #ifndef RENEWAL
- if ((sc->data[SC_DANCING]->val1&0xFFFF) == CG_HERMODE && skill_id == BD_ADAPTATION)
- return false; // Can't amp out of Wand of Hermode :/ [Skotlex]
- #endif
- }
- if (skill_id && // Do not block item-casted skills.
- (src->type != BL_PC || ((TBL_PC*)src)->skillitem != skill_id)
- ) { // Skills blocked through status changes...
- if (!flag && ( // Blocked only from using the skill (stuff like autospell may still go through
- ( sc->cant.cast && skill_id != RK_REFRESH && skill_id != SU_GROOMING && skill_id != SR_GENTLETOUCH_CURE ) ||
- #ifndef RENEWAL
- (sc->data[SC_BASILICA] && (sc->data[SC_BASILICA]->val4 != src->id || skill_id != HP_BASILICA)) || // Only Basilica caster that can cast, and only Basilica to cancel it
- #endif
- (sc->data[SC_MARIONETTE] && skill_id != CG_MARIONETTE) || // Only skill you can use is marionette again to cancel it
- (sc->data[SC_MARIONETTE2] && skill_id == CG_MARIONETTE) || // Cannot use marionette if you are being buffed by another
- (sc->data[SC_ANKLE] && skill_block_check(src, SC_ANKLE, skill_id)) ||
- (sc->data[SC_STASIS] && skill_block_check(src, SC_STASIS, skill_id)) ||
- (sc->data[SC_BITE] && skill_block_check(src, SC_BITE, skill_id)) ||
- (sc->data[SC_NOVAEXPLOSING] && skill_block_check(src, SC_NOVAEXPLOSING, skill_id)) ||
- (sc->data[SC_GRAVITYCONTROL] && skill_block_check(src, SC_GRAVITYCONTROL, skill_id)) ||
- (sc->data[SC_KAGEHUMI] && skill_block_check(src, SC_KAGEHUMI, skill_id))
- #ifdef RENEWAL
- || (sc->data[SC_ENSEMBLEFATIGUE] && skill_id != CG_SPECIALSINGER)
- #endif
- ))
- return false;
- // Skill blocking.
- if (
- (sc->data[SC_VOLCANO] && skill_id == WZ_ICEWALL) ||
- #ifndef RENEWAL
- (sc->data[SC_ROKISWEIL] && skill_id != BD_ADAPTATION) ||
- #endif
- (sc->data[SC_HERMODE] && skill_get_inf(skill_id) & INF_SUPPORT_SKILL) ||
- (sc->data[SC_NOCHAT] && sc->data[SC_NOCHAT]->val1&MANNER_NOSKILL)
- )
- return false;
- }
- if (sc->option) {
- if ((sc->option&OPTION_HIDE) && src->type == BL_PC && (skill_id == 0 || !skill_get_inf2(skill_id, INF2_ALLOWWHENHIDDEN))) {
- // Non players can use all skills while hidden.
- return false;
- }
- if (sc->option&OPTION_CHASEWALK && skill_id != ST_CHASEWALK)
- return false;
- }
- }
- if (target == NULL || target == src) // No further checking needed.
- return true;
- tsc = status_get_sc(target);
- if (tsc && tsc->count) {
- /**
- * Attacks in invincible are capped to 1 damage and handled in battle.cpp.
- * Allow spell break and eske for sealed shrine GDB when in INVINCIBLE state.
- **/
- if( tsc->data[SC_INVINCIBLE] && !tsc->data[SC_INVINCIBLEOFF] && skill_id && !(skill_id&(SA_SPELLBREAKER|SL_SKE)) )
- return false;
- if(!skill_id && tsc->data[SC_TRICKDEAD])
- return false;
- if((skill_id == WZ_STORMGUST || skill_id == WZ_FROSTNOVA || skill_id == NJ_HYOUSYOURAKU || skill_id == NPC_STORMGUST2)
- && tsc->data[SC_FREEZE])
- return false;
- if(skill_id == PR_LEXAETERNA && (tsc->data[SC_FREEZE] || tsc->data[SC_STONE]))
- return false;
- if (tsc->data[SC__MANHOLE] && !skill_get_inf2(skill_id, INF2_TARGETMANHOLE))
- return false;
- }
- // If targetting, cloak+hide protect you, otherwise only hiding does.
- hide_flag = flag?OPTION_HIDE:(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK);
- // Skill that can hit hidden target
- if( skill_get_inf2(skill_id, INF2_TARGETHIDDEN) )
- hide_flag &= ~OPTION_HIDE;
- switch( target->type ) {
- case BL_PC: {
- struct map_session_data *tsd = (TBL_PC*)target;
- bool is_boss = (src && status_get_class_(src) == CLASS_BOSS);
- bool is_detect = status_has_mode(status,MD_DETECTOR);
- if (pc_isinvisible(tsd))
- return false;
- if (tsc) {
- if ((tsc->option&hide_flag) && !is_boss && (tsd->special_state.perfect_hiding || !is_detect))
- return false;
- if ((tsc->data[SC_CLOAKINGEXCEED] || tsc->data[SC_NEWMOON]) && !is_boss && (tsd->special_state.perfect_hiding || is_detect))
- return false; // Works against insect and demon but not against bosses
- if (tsc->data[SC__FEINTBOMB] && (is_boss || is_detect))
- return false; // Works against all
- if ((tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_STEALTHFIELD] || tsc->data[SC_SUHIDE]) && !(is_boss || is_detect) && (!skill_id || (!flag && src)))
- return false; // Insect, demon, and boss can detect
- }
- }
- break;
- case BL_ITEM: // Allow targetting of items to pick'em up (or in the case of mobs, to loot them).
- // !TODO: Would be nice if this could be used to judge whether the player can or not pick up the item it targets. [Skotlex]
- if (status_has_mode(status,MD_LOOTER))
- return true;
- return false;
- case BL_HOM:
- case BL_MER:
- case BL_ELEM:
- 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 )
- return false; // Can't use support skills on Homunculus (only Master/Self)
- if( target->type == BL_MER && (skill_id == PR_ASPERSIO || (skill_id >= SA_FLAMELAUNCHER && skill_id <= SA_SEISMICWEAPON)) && battle_get_master(target) != src )
- return false; // Can't use Weapon endow skills on Mercenary (only Master)
- if( skill_id == AM_POTIONPITCHER && ( target->type == BL_MER || target->type == BL_ELEM) )
- return false; // Can't use Potion Pitcher on Mercenaries
- if (tsc && tsc->data[SC_ELEMENTAL_VEIL] && !(src && status_get_class_(src) == CLASS_BOSS) && !status_has_mode(status, MD_DETECTOR))
- return false;
- default:
- // Check for chase-walk/hiding/cloaking opponents.
- if( tsc ) {
- if( tsc->option&hide_flag && !status_has_mode(status,MD_DETECTOR))
- return false;
- }
- }
- return true;
- }
- /**
- * Checks whether the src can see the target
- * @param src: Object using skill on target [PC|MOB|PET|HOM|MER|ELEM]
- * @param target: Object being targeted by src [PC|MOB|HOM|MER|ELEM]
- * @return src can see (1) or target is invisible (0)
- * @author [Skotlex]
- */
- int status_check_visibility(struct block_list *src, struct block_list *target)
- {
- int view_range;
- struct status_data* status = status_get_status_data(src);
- struct status_change* tsc = status_get_sc(target);
- switch (src->type) {
- case BL_MOB:
- view_range = ((TBL_MOB*)src)->min_chase;
- break;
- case BL_PET:
- view_range = ((TBL_PET*)src)->db->range2;
- break;
- default:
- view_range = AREA_SIZE;
- }
- if (src->m != target->m || !check_distance_bl(src, target, view_range))
- return 0;
- if ( src->type == BL_NPC) // NPCs don't care for the rest
- return 1;
- if (tsc) {
- bool is_boss = (status_get_class_(src) == CLASS_BOSS);
- bool is_detector = status_has_mode(status,MD_DETECTOR);
- switch (target->type) { // Check for chase-walk/hiding/cloaking opponents.
- case BL_PC: {
- struct map_session_data *tsd = (TBL_PC*)target;
- if (((tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK)) || tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_STEALTHFIELD] || tsc->data[SC_SUHIDE]) && !is_boss && (tsd->special_state.perfect_hiding || !is_detector))
- return 0;
- if ((tsc->data[SC_CLOAKINGEXCEED] || tsc->data[SC_NEWMOON]) && !is_boss && ((tsd && tsd->special_state.perfect_hiding) || is_detector))
- return 0;
- if (tsc->data[SC__FEINTBOMB] && !is_boss && !is_detector)
- return 0;
- }
- break;
- case BL_ELEM:
- if (tsc->data[SC_ELEMENTAL_VEIL] && !is_boss && !is_detector)
- return 0;
- break;
- default:
- if (((tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK)) || tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_STEALTHFIELD] || tsc->data[SC_SUHIDE]) && !is_boss && !is_detector)
- return 0;
- }
- }
- return 1;
- }
- /**
- * Base ASPD value taken from the job tables
- * @param sd: Player object
- * @param status: Player status
- * @return base amotion after single/dual weapon and shield adjustments [RENEWAL]
- * base amotion after single/dual weapon and stats adjustments [PRE-RENEWAL]
- */
- int status_base_amotion_pc(struct map_session_data* sd, struct status_data* status)
- {
- std::shared_ptr<s_job_info> job = job_db.find(sd->status.class_);
- if (job == nullptr)
- return 2000;
- int amotion;
- #ifdef RENEWAL_ASPD
- int16 skill_lv, val = 0;
- float temp_aspd = 0;
- amotion = job->aspd_base[sd->weapontype1]; // Single weapon
- if (sd->status.shield)
- amotion += job->aspd_base[MAX_WEAPON_TYPE];
- else if (sd->weapontype2 != W_FIST && sd->equip_index[EQI_HAND_R] != sd->equip_index[EQI_HAND_L])
- amotion += job->aspd_base[sd->weapontype2] / 4; // Dual-wield
- switch(sd->status.weapon) {
- case W_BOW:
- case W_MUSICAL:
- case W_WHIP:
- case W_REVOLVER:
- case W_RIFLE:
- case W_GATLING:
- case W_SHOTGUN:
- case W_GRENADE:
- temp_aspd = status->dex * status->dex / 7.0f + status->agi * status->agi * 0.5f;
- break;
- default:
- temp_aspd = status->dex * status->dex / 5.0f + status->agi * status->agi * 0.5f;
- break;
- }
- temp_aspd = (float)(sqrt(temp_aspd) * 0.25f) + 0xc4;
- if ((skill_lv = pc_checkskill(sd,SA_ADVANCEDBOOK)) > 0 && sd->status.weapon == W_BOOK)
- val += (skill_lv - 1) / 2 + 1;
- if ((skill_lv = pc_checkskill(sd, SG_DEVIL)) > 0 && ((sd->class_&MAPID_THIRDMASK) == MAPID_STAR_EMPEROR || pc_is_maxjoblv(sd)))
- val += 1 + skill_lv;
- if ((skill_lv = pc_checkskill(sd,GS_SINGLEACTION)) > 0 && (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE))
- val += ((skill_lv + 1) / 2);
- if ((skill_lv = pc_checkskill(sd, RG_PLAGIARISM)) > 0)
- val += skill_lv;
- if (pc_isriding(sd))
- val -= 50 - 10 * pc_checkskill(sd, KN_CAVALIERMASTERY);
- else if (pc_isridingdragon(sd))
- val -= 25 - 5 * pc_checkskill(sd, RK_DRAGONTRAINING);
- amotion = ((int)(temp_aspd + ((float)(status_calc_aspd(&sd->bl, &sd->sc, true) + val) * status->agi / 200)) - min(amotion, 200));
- #else
- // Angra Manyu disregards aspd_base and similar
- if (pc_checkequip2(sd, ITEMID_ANGRA_MANYU, EQI_ACC_L, EQI_MAX))
- return 0;
- // Base weapon delay
- amotion = (sd->status.weapon < MAX_WEAPON_TYPE)
- ? (job->aspd_base[sd->status.weapon]) // Single weapon
- : (job->aspd_base[sd->weapontype1] + job->aspd_base[sd->weapontype2]) * 7 / 10; // Dual-wield
- // Percentual delay reduction from stats
- amotion -= amotion * (4 * status->agi + status->dex) / 1000;
- // Raw delay adjustment from bAspd bonus
- amotion += sd->bonus.aspd_add;
- #endif
- return amotion;
- }
- /**
- * Base attack value calculated for units
- * @param bl: Object to get attack for [BL_CHAR|BL_NPC]
- * @param status: Object status
- * @return base attack
- */
- unsigned short status_base_atk(const struct block_list *bl, const struct status_data *status, int level)
- {
- int flag = 0, str, dex, dstr;
- #ifdef RENEWAL
- if (!(bl->type&battle_config.enable_baseatk_renewal))
- return 0;
- #else
- if (!(bl->type&battle_config.enable_baseatk))
- return 0;
- #endif
- if (bl->type == BL_PC)
- switch(((TBL_PC*)bl)->status.weapon) {
- case W_BOW:
- case W_MUSICAL:
- case W_WHIP:
- case W_REVOLVER:
- case W_RIFLE:
- case W_GATLING:
- case W_SHOTGUN:
- case W_GRENADE:
- flag = 1;
- }
- if (flag) {
- #ifdef RENEWAL
- dstr =
- #endif
- str = status->dex;
- dex = status->str;
- } else {
- #ifdef RENEWAL
- dstr =
- #endif
- str = status->str;
- dex = status->dex;
- }
- /** [Skotlex]
- * Normally only players have base-atk, but homunc have a different batk
- * equation, hinting that perhaps non-players should use this for batk.
- **/
- switch (bl->type) {
- case BL_HOM:
- #ifdef RENEWAL
- str = 2 * level + status_get_homstr(bl);
- #else
- dstr = str / 10;
- str += dstr*dstr;
- #endif
- break;
- case BL_PC:
- #ifdef RENEWAL
- str = (dstr * 10 + dex * 10 / 5 + status->luk * 10 / 3 + level * 10 / 4) / 10 + 5 * status->pow;
- #else
- dstr = str / 10;
- str += dstr*dstr;
- str += dex / 5 + status->luk / 5;
- #endif
- break;
- default:// Others
- #ifdef RENEWAL
- str = dstr + level;
- #else
- dstr = str / 10;
- str += dstr*dstr;
- str += dex / 5 + status->luk / 5;
- #endif
- break;
- }
- return cap_value(str, 0, USHRT_MAX);
- }
- #ifdef RENEWAL
- /**
- * Weapon attack value calculated for Players
- * @param wa: Weapon attack
- * @param status: Player status
- * @return weapon attack
- */
- unsigned int status_weapon_atk(weapon_atk &wa)
- {
- return wa.atk + wa.atk2;
- }
- #endif
- #ifndef RENEWAL
- unsigned short status_base_matk_min(const struct status_data* status) { return status->int_ + (status->int_ / 7) * (status->int_ / 7); }
- unsigned short status_base_matk_max(const struct status_data* status) { return status->int_ + (status->int_ / 5) * (status->int_ / 5); }
- #else
- /*
- * Calculates minimum attack variance 80% from db's ATK1 for non BL_PC
- * status->batk (base attack) will be added in battle_calc_base_damage
- */
- unsigned short status_base_atk_min(struct block_list *bl, const struct status_data* status, int level)
- {
- switch (bl->type) {
- case BL_PET:
- case BL_MOB:
- case BL_MER:
- case BL_ELEM:
- return status->rhw.atk * 80 / 100;
- case BL_HOM:
- return (status_get_homstr(bl) + status_get_homdex(bl)) / 5;
- default:
- return status->rhw.atk;
- }
- }
- /*
- * Calculates maximum attack variance 120% from db's ATK1 for non BL_PC
- * status->batk (base attack) will be added in battle_calc_base_damage
- */
- unsigned short status_base_atk_max(struct block_list *bl, const struct status_data* status, int level)
- {
- switch (bl->type) {
- case BL_PET:
- case BL_MOB:
- case BL_MER:
- case BL_ELEM:
- return status->rhw.atk * 120 / 100;
- case BL_HOM:
- return (status_get_homluk(bl) + status_get_homstr(bl) + status_get_homdex(bl)) / 3;
- default:
- return status->rhw.atk2;
- }
- }
- /*
- * Calculates minimum magic attack
- */
- unsigned short status_base_matk_min(struct block_list *bl, const struct status_data* status, int level)
- {
- switch (bl->type) {
- case BL_PET:
- case BL_MOB:
- case BL_MER:
- case BL_ELEM:
- return status->int_ + level + status->rhw.matk * 70 / 100;
- case BL_HOM:
- return status_get_homint(bl) + level + (status_get_homint(bl) + status_get_homdex(bl)) / 5;
- case BL_PC:
- default:
- return status->int_ + (status->int_ / 2) + (status->dex / 5) + (status->luk / 3) + (level / 4) + 5 * status->spl;
- }
- }
- /*
- * Calculates maximum magic attack
- */
- unsigned short status_base_matk_max(struct block_list *bl, const struct status_data* status, int level)
- {
- switch (bl->type) {
- case BL_PET:
- case BL_MOB:
- case BL_MER:
- case BL_ELEM:
- return status->int_ + level + status->rhw.matk * 130 / 100;
- case BL_HOM:
- return status_get_homint(bl) + level + (status_get_homluk(bl) + status_get_homint(bl) + status_get_homdex(bl)) / 3;
- case BL_PC:
- default:
- return status->int_ + (status->int_ / 2) + (status->dex / 5) + (status->luk / 3) + (level / 4) + 5 * status->spl;
- }
- }
- #endif
- /**
- * Fills in the misc data that can be calculated from the other status info (except for level)
- * @param bl: Object to calculate status on [PC|MOB|PET|HOM|MERC|ELEM]
- * @param status: Player status
- */
- void status_calc_misc(struct block_list *bl, struct status_data *status, int level)
- {
- int stat;
- // Non players get the value set, players need to stack with previous bonuses.
- if( bl->type != BL_PC ){
- status->batk =
- status->hit = status->flee =
- status->def2 = status->mdef2 =
- status->cri = status->flee2 =
- status->patk = status->smatk =
- status->hplus = status->crate = 0;
-
- if (bl->type != BL_MOB) // BL_MOB has values set when loading mob_db
- status->res = status->mres = 0;
- }
- #ifdef RENEWAL // Renewal formulas
- if (bl->type == BL_HOM) {
- // Def2
- stat = status_get_homvit(bl) + status_get_homagi(bl) / 2;
- status->def2 = cap_value(stat, 0, SHRT_MAX);
- // Mdef2
- stat = (status_get_homvit(bl) + status_get_homint(bl)) / 2;
- status->mdef2 = cap_value(stat, 0, SHRT_MAX);
- // Def
- stat = status->def;
- stat += status_get_homvit(bl) + level / 2;
- status->def = cap_value(stat, 0, SHRT_MAX);
- // Mdef
- stat = (int)(((float)status_get_homvit(bl) + level) / 4 + (float)status_get_homint(bl) / 2);
- status->mdef = cap_value(stat, 0, SHRT_MAX);
- // Hit
- stat = level + status->dex + 150;
- status->hit = cap_value(stat, 1, SHRT_MAX);
- // Flee
- stat = level + status_get_homagi(bl);
- status->flee = cap_value(stat, 1, SHRT_MAX);
- } else {
- // Hit
- stat = status->hit;
- 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
- stat += 2 * status->con;
- status->hit = cap_value(stat, 1, SHRT_MAX);
- // Flee
- stat = status->flee;
- 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
- stat += 2 * status->con;
- status->flee = cap_value(stat, 1, SHRT_MAX);
- // Def2
- if (bl->type == BL_MER)
- stat = (int)(status->vit + ((float)level / 10) + ((float)status->vit / 5));
- else {
- stat = status->def2;
- 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)
- }
- status->def2 = cap_value(stat, 0, SHRT_MAX);
- // Mdef2
- if (bl->type == BL_MER)
- stat = (int)(((float)level / 10) + ((float)status->int_ / 5));
- else {
- stat = status->mdef2;
- 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)
- }
- status->mdef2 = cap_value(stat, 0, SHRT_MAX);
- // PAtk
- stat = status->patk;
- stat += status->pow / 3 + status->con / 5;
- status->patk = cap_value(stat, 0, SHRT_MAX);
- // SMatk
- stat = status->smatk;
- stat += status->spl / 3 + status->con / 5;
- status->smatk = cap_value(stat, 0, SHRT_MAX);
- // Res
- stat = status->res;
- stat += status->sta + status->sta / 3 * 5;
- status->res = cap_value(stat, 0, SHRT_MAX);
- // Mres
- stat = status->mres;
- stat += status->wis + status->wis / 3 * 5;
- status->mres = cap_value(stat, 0, SHRT_MAX);
- // HPlus
- stat = status->hplus;
- stat += status->crt;
- status->hplus = cap_value(stat, 0, SHRT_MAX);
- // CRate
- stat = status->crate;
- stat += status->crt / 3;
- status->crate = cap_value(stat, 0, SHRT_MAX);
- }
- // ATK
- if (bl->type != BL_PC) {
- status->rhw.atk2 = status_base_atk_max(bl, status, level);
- status->rhw.atk = status_base_atk_min(bl, status, level);
- }
- // MAtk
- status->matk_min = status_base_matk_min(bl, status, level);
- status->matk_max = status_base_matk_max(bl, status, level);
- #else
- // Matk
- status->matk_min = status_base_matk_min(status);
- status->matk_max = status_base_matk_max(status);
- // Hit
- stat = status->hit;
- stat += level + status->dex;
- status->hit = cap_value(stat, 1, SHRT_MAX);
- // Flee
- stat = status->flee;
- stat += level + status->agi;
- status->flee = cap_value(stat, 1, SHRT_MAX);
- // Def2
- stat = status->def2;
- stat += status->vit;
- status->def2 = cap_value(stat, 0, SHRT_MAX);
- // Mdef2
- stat = status->mdef2;
- stat += status->int_ + (status->vit>>1);
- status->mdef2 = cap_value(stat, 0, SHRT_MAX);
- #endif
- //Critical
- if( bl->type&battle_config.enable_critical ) {
- stat = status->cri;
- stat += 10 + (status->luk*10/3); // (every 1 luk = +0.3 critical)
- status->cri = cap_value(stat, 1, SHRT_MAX);
- } else
- status->cri = 0;
- if (bl->type&battle_config.enable_perfect_flee) {
- stat = status->flee2;
- stat += status->luk + 10; // (every 10 luk = +1 perfect flee)
- status->flee2 = cap_value(stat, 0, SHRT_MAX);
- } else
- status->flee2 = 0;
- if (status->batk) {
- int temp = status->batk + status_base_atk(bl, status, level);
- status->batk = cap_value(temp, 0, USHRT_MAX);
- } else
- status->batk = status_base_atk(bl, status, level);
- if (status->cri) {
- switch (bl->type) {
- case BL_MOB:
- if(battle_config.mob_critical_rate != 100)
- status->cri = cap_value(status->cri*battle_config.mob_critical_rate/100,1,SHRT_MAX);
- if(!status->cri && battle_config.mob_critical_rate)
- status->cri = 10;
- break;
- case BL_PC:
- // Players don't have a critical adjustment setting as of yet.
- break;
- default:
- if(battle_config.critical_rate != 100)
- status->cri = cap_value(status->cri*battle_config.critical_rate/100,1,SHRT_MAX);
- if (!status->cri && battle_config.critical_rate)
- status->cri = 10;
- }
- }
- if(bl->type&BL_REGEN)
- status_calc_regen(bl, status, status_get_regen_data(bl));
- }
- /**
- * Calculates the initial status for the given mob
- * @param md: Mob object
- * @param opt: Whether or not it is the first calculation
- This will only be false when a mob levels up (Regular and WoE Guardians)
- * @return 1 for calculated special statuses or 0 for none
- * @author [Skotlex]
- */
- int status_calc_mob_(struct mob_data* md, uint8 opt)
- {
- struct status_data *status;
- struct block_list *mbl = NULL;
- int flag=0;
- if (opt&SCO_FIRST) { // Set basic level on respawn.
- if (md->level > 0 && md->level <= MAX_LEVEL && md->level != md->db->lv)
- ;
- else
- md->level = md->db->lv;
- }
- // Check if we need custom base-status
- if (battle_config.mobs_level_up && md->level > md->db->lv)
- flag|=1;
- if (md->special_state.size)
- flag|=2;
- if (md->guardian_data && md->guardian_data->guardup_lv)
- flag|=4;
- if (md->mob_id == MOBID_EMPERIUM)
- flag|=4;
- if (battle_config.slaves_inherit_speed && md->master_id)
- flag|=8;
- if (md->master_id && md->special_state.ai>AI_ATTACK)
- flag|=16;
- if (md->master_id && battle_config.slaves_inherit_mode)
- flag |= 32;
- if (!flag) { // No special status required.
- if (md->base_status) {
- aFree(md->base_status);
- md->base_status = NULL;
- }
- if (opt&SCO_FIRST)
- memcpy(&md->status, &md->db->status, sizeof(struct status_data));
- return 0;
- }
- if (!md->base_status)
- md->base_status = (struct status_data*)aCalloc(1, sizeof(struct status_data));
- status = md->base_status;
- memcpy(status, &md->db->status, sizeof(struct status_data));
- if (flag&(8|16))
- mbl = map_id2bl(md->master_id);
- if (flag&8 && mbl) {
- struct status_data *mstatus = status_get_base_status(mbl);
- if (mstatus &&
- battle_config.slaves_inherit_speed&(status_has_mode(mstatus,MD_CANMOVE)?1:2))
- status->speed = mstatus->speed;
- if( status->speed < 2 ) // Minimum for the unit to function properly
- status->speed = 2;
- }
- if (flag&32)
- status_calc_slave_mode(md, map_id2md(md->master_id));
- if (flag&1) { // Increase from mobs leveling up [Valaris]
- int diff = md->level - md->db->lv;
- status->str += diff;
- status->agi += diff;
- status->vit += diff;
- status->int_ += diff;
- status->dex += diff;
- status->luk += diff;
- status->max_hp += diff * status->vit;
- status->max_sp += diff * status->int_;
- status->hp = status->max_hp;
- status->sp = status->max_sp;
- status->speed -= cap_value(diff, 0, status->speed - 10);
- }
- if (flag&2 && battle_config.mob_size_influence) { // Change for sized monsters [Valaris]
- if (md->special_state.size == SZ_MEDIUM) {
- status->max_hp >>= 1;
- status->max_sp >>= 1;
- if (!status->max_hp) status->max_hp = 1;
- if (!status->max_sp) status->max_sp = 1;
- status->hp = status->max_hp;
- status->sp = status->max_sp;
- status->str >>= 1;
- status->agi >>= 1;
- status->vit >>= 1;
- status->int_ >>= 1;
- status->dex >>= 1;
- status->luk >>= 1;
- if (!status->str) status->str = 1;
- if (!status->agi) status->agi = 1;
- if (!status->vit) status->vit = 1;
- if (!status->int_) status->int_ = 1;
- if (!status->dex) status->dex = 1;
- if (!status->luk) status->luk = 1;
- } else if (md->special_state.size == SZ_BIG) {
- status->max_hp <<= 1;
- status->max_sp <<= 1;
- status->hp = status->max_hp;
- status->sp = status->max_sp;
- status->str <<= 1;
- status->agi <<= 1;
- status->vit <<= 1;
- status->int_ <<= 1;
- status->dex <<= 1;
- status->luk <<= 1;
- }
- }
- status_calc_misc(&md->bl, status, md->level);
- if(flag&4) { // Strengthen Guardians - custom value +10% / lv
- struct map_data *mapdata = map_getmapdata(md->bl.m);
- std::shared_ptr<guild_castle> gc = castle_db.mapname2gc(mapdata->name);
- if (gc == nullptr)
- ShowError("status_calc_mob: No castle set at map %s\n", mapdata->name);
- else if(gc->castle_id < 24 || md->mob_id == MOBID_EMPERIUM) {
- #ifdef RENEWAL
- status->max_hp += 50 * (gc->defense / 5);
- #else
- status->max_hp += 1000 * gc->defense;
- #endif
- status->hp = status->max_hp;
- status->def += (gc->defense+2)/3;
- status->mdef += (gc->defense+2)/3;
- }
- if(md->mob_id != MOBID_EMPERIUM) {
- status->max_hp += 1000 * gc->defense;
- status->hp = status->max_hp;
- status->batk += 2 * md->guardian_data->guardup_lv + 8;
- status->rhw.atk += 2 * md->guardian_data->guardup_lv + 8;
- status->rhw.atk2 += 2 * md->guardian_data->guardup_lv + 8;
- status->aspd_rate -= 2 * md->guardian_data->guardup_lv + 3;
- }
- }
- if (flag&16 && mbl) { // Max HP setting from Summon Flora/marine Sphere
- struct unit_data *ud = unit_bl2ud(mbl);
- // Remove special AI when this is used by regular mobs.
- if (mbl->type == BL_MOB && !((TBL_MOB*)mbl)->special_state.ai)
- md->special_state.ai = AI_NONE;
- if (ud) {
- // Different levels of HP according to skill level
- if(!ud->skill_id) // !FIXME: We lost the unit data for magic decoy in somewhere before this
- ud->skill_id = ((TBL_PC*)mbl)->menuskill_id;
- switch(ud->skill_id) {
- case AM_SPHEREMINE:
- status->max_hp = 2000 + 400*ud->skill_lv;
- break;
- case KO_ZANZOU:
- status->max_hp = 3000 + 3000 * ud->skill_lv;
- break;
- case AM_CANNIBALIZE:
- status->max_hp = 1500 + 200*ud->skill_lv + 10*status_get_lv(mbl);
- status->mode = static_cast<e_mode>(status->mode|MD_CANATTACK|MD_AGGRESSIVE);
- break;
- case MH_SUMMON_LEGION:
- {
- int homblvl = status_get_lv(mbl);
- status->max_hp = 10 * (100 * (ud->skill_lv + 2) + homblvl);
- status->batk = 100 * (ud->skill_lv+5) / 2;
- status->def = 10 * (100 * (ud->skill_lv+2) + homblvl);
- // status->aspd_rate = 10 * (2 * (20 - ud->skill_lv) - homblvl/10);
- // status->aspd_rate = max(100,status->aspd_rate);
- break;
- }
- case NC_SILVERSNIPER:
- {
- struct status_data *mstatus = status_get_status_data(mbl);
- if(!mstatus)
- break;
- status->max_hp = (1000 * ud->skill_lv) + (mstatus->hp / 3) + (status_get_lv(mbl) * 12);
- status->batk = 200 * ud->skill_lv;
- break;
- }
- case NC_MAGICDECOY:
- {
- struct status_data *mstatus = status_get_status_data(mbl);
- if(!mstatus)
- break;
- status->max_hp = (1000 * ((TBL_PC*)mbl)->menuskill_val) + (mstatus->sp * 4) + (status_get_lv(mbl) * 12);
- status->matk_min = status->matk_max = 250 + 50*((TBL_PC*)mbl)->menuskill_val;
- break;
- }
- case MT_SUMMON_ABR_BATTLE_WARIOR:
- case MT_SUMMON_ABR_DUAL_CANNON:
- case MT_SUMMON_ABR_MOTHER_NET:
- case MT_SUMMON_ABR_INFINITY: {
- map_session_data *msd = BL_CAST(BL_PC, mbl);
- status_data *mstatus = status_get_status_data(mbl);
- if (msd == nullptr || mstatus == nullptr)
- break;
- uint8 abr_mastery = pc_checkskill(msd, MT_ABR_M);
- // Custom formulas for ABR's.
- // Its unknown how the summoner's stats affects the ABR's stats.
- // I decided to do something similar to elementals for now until I know.
- // Also added hit increase from ABR-Mastery for balance reasons. [Rytech]
- status->max_hp = (5000 + 2000 * abr_mastery) * mstatus->vit / 100;
- status->rhw.atk = (2 * mstatus->batk + 500 + 200 * abr_mastery) * 70 / 100;
- status->rhw.atk2 = 2 * mstatus->batk + 500 + 200 * abr_mastery;
- status->def = mstatus->def + 20 * abr_mastery;
- status->mdef = mstatus->mdef + 4 * abr_mastery;
- status->hit = mstatus->hit + 5 * abr_mastery / 2;
- status->flee = mstatus->flee + 10 * abr_mastery;
- status->speed = mstatus->speed;
- // The Infinity ABR appears to have a much higher attack then other
- // ABR's and im guessing has a much higher MaxHP due to it being a AP
- // costing summon. [Rytech]
- if (ud->skill_id == MT_SUMMON_ABR_INFINITY) {
- status->max_hp += 20000;
- status->rhw.atk += 1400; // 70% of 2000
- status->rhw.atk2 += 2000;
- }
- }
- break;
- case BO_WOODENWARRIOR:
- case BO_WOODEN_FAIRY:
- case BO_CREEPER:
- case BO_HELLTREE: {
- map_session_data *msd = BL_CAST(BL_PC, mbl);
- status_data *mstatus = status_get_status_data(mbl);
- if (msd == nullptr || mstatus == nullptr)
- break;
- uint8 bionic_mastery = pc_checkskill(msd, BO_BIONICS_M);
- // Custom formulas for bionic's.
- // Its unknown how the summoner's stats affects the bionic's stats.
- // I decided to do something similar to elementals for now until I know.
- // Also added hit increase from Bionic-Mastery for balance reasons. [Rytech]
- status->max_hp = (5000 + 2000 * bionic_mastery) * mstatus->vit / 100;
- //status->max_sp = (50 + 20 * bionic_mastery) * mstatus->int_ / 100;// Wait what??? Bionic Mastery increases MaxSP? They have SP???
- status->rhw.atk = (2 * mstatus->batk + 200 * bionic_mastery) * 70 / 100;
- status->rhw.atk2 = 2 * mstatus->batk + 200 * bionic_mastery;
- status->def = mstatus->def + 20 * bionic_mastery;
- status->mdef = mstatus->mdef + 4 * bionic_mastery;
- status->hit = mstatus->hit + 5 * bionic_mastery / 2;
- status->flee = mstatus->flee + 10 * bionic_mastery;
- status->speed = mstatus->speed;
- // The Hell Tree bionic appears to have a much higher attack then other
- // bionic's and im guessing has a much higher MaxHP due to it being a AP
- // costing summon. [Rytech]
- if (ud->skill_id == BO_HELLTREE) {
- status->max_hp += 20000;
- status->rhw.atk += 1400; // 70% of 2000
- status->rhw.atk2 += 2000;
- }
- }
- break;
- }
- status->hp = status->max_hp;
- }
- }
- if (opt&SCO_FIRST) // Initial battle status
- memcpy(&md->status, status, sizeof(struct status_data));
- return 1;
- }
- /**
- * Calculates the stats of the given pet
- * @param pd: Pet object
- * @param opt: Whether or not it is the first calculation
- This will only be false when a pet levels up
- * @return 1
- * @author [Skotlex]
- */
- void status_calc_pet_(struct pet_data *pd, uint8 opt)
- {
- nullpo_retv(pd);
- if (opt&SCO_FIRST) {
- memcpy(&pd->status, &pd->db->status, sizeof(struct status_data));
- pd->status.mode = MD_CANMOVE; // Pets discard all modes, except walking
- pd->status.class_ = CLASS_NORMAL;
- pd->status.speed = pd->get_pet_walk_speed();
- if(battle_config.pet_attack_support || battle_config.pet_damage_support) {
- // Attack support requires the pet to be able to attack
- pd->status.mode = static_cast<e_mode>(pd->status.mode|MD_CANATTACK);
- }
- }
- if (battle_config.pet_lv_rate && pd->master) {
- struct map_session_data *sd = pd->master;
- int lv;
- lv =sd->status.base_level*battle_config.pet_lv_rate/100;
- if (lv < 0)
- lv = 1;
- if (lv != pd->pet.level || opt&SCO_FIRST) {
- struct status_data *bstat = &pd->db->status, *status = &pd->status;
- pd->pet.level = lv;
- if (!(opt&SCO_FIRST)) // Lv Up animation
- clif_misceffect(&pd->bl, 0);
- status->rhw.atk = (bstat->rhw.atk*lv)/pd->db->lv;
- status->rhw.atk2 = (bstat->rhw.atk2*lv)/pd->db->lv;
- status->str = (bstat->str*lv)/pd->db->lv;
- status->agi = (bstat->agi*lv)/pd->db->lv;
- status->vit = (bstat->vit*lv)/pd->db->lv;
- status->int_ = (bstat->int_*lv)/pd->db->lv;
- status->dex = (bstat->dex*lv)/pd->db->lv;
- status->luk = (bstat->luk*lv)/pd->db->lv;
- status->rhw.atk = cap_value(status->rhw.atk, 1, battle_config.pet_max_atk1);
- status->rhw.atk2 = cap_value(status->rhw.atk2, 2, battle_config.pet_max_atk2);
- status->str = cap_value(status->str,1,battle_config.pet_max_stats);
- status->agi = cap_value(status->agi,1,battle_config.pet_max_stats);
- status->vit = cap_value(status->vit,1,battle_config.pet_max_stats);
- status->int_= cap_value(status->int_,1,battle_config.pet_max_stats);
- status->dex = cap_value(status->dex,1,battle_config.pet_max_stats);
- status->luk = cap_value(status->luk,1,battle_config.pet_max_stats);
- status_calc_misc(&pd->bl, &pd->status, lv);
- if (!(opt&SCO_FIRST)) // Not done the first time because the pet is not visible yet
- clif_send_petstatus(sd);
- }
- } else if (opt&SCO_FIRST) {
- status_calc_misc(&pd->bl, &pd->status, pd->db->lv);
- if (!battle_config.pet_lv_rate && pd->pet.level != pd->db->lv)
- pd->pet.level = pd->db->lv;
- }
- // Support rate modifier (1000 = 100%)
- pd->rate_fix = min(1000 * (pd->pet.intimate - battle_config.pet_support_min_friendly) / (1000 - battle_config.pet_support_min_friendly) + 500, USHRT_MAX);
- pd->rate_fix = min(apply_rate(pd->rate_fix, battle_config.pet_support_rate), USHRT_MAX);
- }
- /**
- * Get HP bonus modifiers
- * @param bl: block_list that will be checked
- * @param type: type of e_status_bonus (STATUS_BONUS_FIX or STATUS_BONUS_RATE)
- * @return bonus: total bonus for HP
- * @author [Cydh]
- */
- static int status_get_hpbonus(struct block_list *bl, enum e_status_bonus type) {
- int bonus = 0;
- if (type == STATUS_BONUS_FIX) {
- struct status_change *sc = status_get_sc(bl);
- //Only for BL_PC
- if (bl->type == BL_PC) {
- struct map_session_data *sd = map_id2sd(bl->id);
- uint16 skill_lv;
- bonus += sd->bonus.hp;
- if ((skill_lv = pc_checkskill(sd,CR_TRUST)) > 0)
- bonus += skill_lv * 200;
- if (pc_checkskill(sd,SU_SPRITEMABLE) > 0)
- bonus += 1000;
- if (pc_checkskill(sd, SU_POWEROFSEA) > 0) {
- bonus += 1000;
- if (pc_checkskill_summoner(sd, SUMMONER_POWER_SEA) >= 20)
- bonus += 3000;
- }
- if ((skill_lv = pc_checkskill(sd, NV_BREAKTHROUGH)) > 0)
- bonus += 350 * skill_lv + (skill_lv > 4 ? 250 : 0);
- if ((skill_lv = pc_checkskill(sd, NV_TRANSCENDENCE)) > 0)
- bonus += 350 * skill_lv + (skill_lv > 4 ? 250 : 0);
- #ifndef HP_SP_TABLES
- if ((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.base_level >= 99)
- bonus += 2000; // Supernovice lvl99 hp bonus.
- if ((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.base_level >= 150)
- bonus += 2000; // Supernovice lvl150 hp bonus.
- #endif
- }
- //Bonus by SC
- if (sc) {
- if(sc->data[SC_INCMHP])
- bonus += sc->data[SC_INCMHP]->val1;
- if(sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 2)
- bonus += 500;
- if (sc->data[SC_PROMOTE_HEALTH_RESERCH])
- bonus += sc->data[SC_PROMOTE_HEALTH_RESERCH]->val3;
- if(sc->data[SC_SOLID_SKIN_OPTION])
- bonus += 2000;
- if(sc->data[SC_MARIONETTE])
- bonus -= 1000;
- if(sc->data[SC_SWORDCLAN])
- bonus += 30;
- if(sc->data[SC_ARCWANDCLAN])
- bonus += 30;
- if(sc->data[SC_GOLDENMACECLAN])
- bonus += 30;
- if(sc->data[SC_CROSSBOWCLAN])
- bonus += 30;
- if(sc->data[SC_GLASTHEIM_HPSP])
- bonus += sc->data[SC_GLASTHEIM_HPSP]->val1;
- #ifdef RENEWAL
- if (sc->data[SC_ANGELUS])
- bonus += sc->data[SC_ANGELUS]->val1 * 50;
- #endif
- }
- } else if (type == STATUS_BONUS_RATE) {
- struct status_change *sc = status_get_sc(bl);
- //Bonus by SC
- if (sc) {
- //Increasing
- if(sc->data[SC_INCMHPRATE])
- bonus += sc->data[SC_INCMHPRATE]->val1;
- if(sc->data[SC_APPLEIDUN])
- bonus += sc->data[SC_APPLEIDUN]->val2;
- if(sc->data[SC_DELUGE])
- bonus += sc->data[SC_DELUGE]->val2;
- if(sc->data[SC_BERSERK])
- bonus += 200; //+200%
- if(sc->data[SC_MERC_HPUP])
- bonus += sc->data[SC_MERC_HPUP]->val2;
- if(sc->data[SC_EPICLESIS])
- bonus += sc->data[SC_EPICLESIS]->val2;
- if(sc->data[SC_FRIGG_SONG])
- bonus += sc->data[SC_FRIGG_SONG]->val2;
- if(sc->data[SC_LERADSDEW])
- bonus += sc->data[SC_LERADSDEW]->val3;
- if(sc->data[SC_FORCEOFVANGUARD])
- bonus += (3 * sc->data[SC_FORCEOFVANGUARD]->val1);
- if(sc->data[SC_INSPIRATION])
- bonus += (4 * sc->data[SC_INSPIRATION]->val1);
- if(sc->data[SC_RAISINGDRAGON])
- bonus += sc->data[SC_RAISINGDRAGON]->val1;
- if(sc->data[SC_GT_REVITALIZE])
- bonus += sc->data[SC_GT_REVITALIZE]->val2;
- if(sc->data[SC_ANGRIFFS_MODUS])
- bonus += (5 * sc->data[SC_ANGRIFFS_MODUS]->val1);
- if(sc->data[SC_PETROLOGY_OPTION])
- bonus += sc->data[SC_PETROLOGY_OPTION]->val2;
- if(sc->data[SC_POWER_OF_GAIA])
- bonus += sc->data[SC_POWER_OF_GAIA]->val3;
- if(sc->data[SC_CURSED_SOIL_OPTION])
- bonus += sc->data[SC_CURSED_SOIL_OPTION]->val2;
- if(sc->data[SC_UPHEAVAL_OPTION])
- bonus += sc->data[SC_UPHEAVAL_OPTION]->val2;
- if(sc->data[SC_LAUDAAGNUS])
- bonus += 2 + (sc->data[SC_LAUDAAGNUS]->val1 * 2);
- #ifdef RENEWAL
- if (sc->data[SC_NIBELUNGEN] && sc->data[SC_NIBELUNGEN]->val2 == RINGNBL_HPRATE)
- bonus += 30;
- #endif
- if(sc->data[SC_LUNARSTANCE])
- bonus += sc->data[SC_LUNARSTANCE]->val2;
- if (sc->data[SC_LUXANIMA])
- bonus += sc->data[SC_LUXANIMA]->val3;
- if (sc->data[SC_MTF_MHP])
- bonus += sc->data[SC_MTF_MHP]->val1;
- if (sc->data[SC_FIRM_FAITH])
- bonus += sc->data[SC_FIRM_FAITH]->val2;
- //Decreasing
- if (sc->data[SC_VENOMBLEED] && sc->data[SC_VENOMBLEED]->val3 == 1)
- bonus -= 15;
- if(sc->data[SC_BEYONDOFWARCRY])
- bonus -= sc->data[SC_BEYONDOFWARCRY]->val3;
- if(sc->data[SC__WEAKNESS])
- bonus -= sc->data[SC__WEAKNESS]->val2;
- if(sc->data[SC_EQC])
- bonus -= sc->data[SC_EQC]->val3;
- if(sc->data[SC_PACKING_ENVELOPE3])
- bonus += sc->data[SC_PACKING_ENVELOPE3]->val1;
- }
- // Max rate reduce is -100%
- bonus = cap_value(bonus,-100,INT_MAX);
- }
- return min(bonus,INT_MAX);
- }
- /**
- * HP bonus rate from equipment
- */
- static int status_get_hpbonus_equip(TBL_PC *sd) {
- int bonus = 0;
- bonus += sd->hprate;
- return bonus -= 100; //Default hprate is 100, so it should be add 0%
- }
- /**
- * HP bonus rate from usable items
- */
- static int status_get_hpbonus_item(block_list *bl) {
- int bonus = 0;
- struct status_change *sc = status_get_sc(bl);
- //Bonus by SC
- if (sc) {
- if (sc->data[SC_INCREASE_MAXHP])
- bonus += sc->data[SC_INCREASE_MAXHP]->val1;
- if (sc->data[SC_MUSTLE_M])
- bonus += sc->data[SC_MUSTLE_M]->val1;
- if (sc->data[SC_MYSTERIOUS_POWDER])
- bonus -= sc->data[SC_MYSTERIOUS_POWDER]->val1;
- }
- // Max rate reduce is -100%
- return cap_value(bonus, -100, INT_MAX);
- }
- /**
- * Get SP bonus modifiers
- * @param bl: block_list that will be checked
- * @param type: type of e_status_bonus (STATUS_BONUS_FIX or STATUS_BONUS_RATE)
- * @return bonus: total bonus for SP
- * @author [Cydh]
- */
- static int status_get_spbonus(struct block_list *bl, enum e_status_bonus type) {
- int bonus = 0;
- if (type == STATUS_BONUS_FIX) {
- struct status_change *sc = status_get_sc(bl);
- //Only for BL_PC
- if (bl->type == BL_PC) {
- struct map_session_data *sd = map_id2sd(bl->id);
- uint16 skill_lv;
- bonus += sd->bonus.sp;
- if ((skill_lv = pc_checkskill(sd,SL_KAINA)) > 0)
- bonus += 30 * skill_lv;
- if ((skill_lv = pc_checkskill(sd,RA_RESEARCHTRAP)) > 0)
- bonus += 200 + 20 * skill_lv;
- if ((skill_lv = pc_checkskill(sd,WM_LESSON)) > 0)
- bonus += 30 * skill_lv;
- if (pc_checkskill(sd,SU_SPRITEMABLE) > 0)
- bonus += 100;
- if (pc_checkskill(sd, SU_POWEROFSEA) > 0) {
- bonus += 100;
- if (pc_checkskill_summoner(sd, SUMMONER_POWER_SEA) >= 20)
- bonus += 300;
- }
- if ((skill_lv = pc_checkskill(sd, NV_BREAKTHROUGH)) > 0)
- bonus += 30 * skill_lv + (skill_lv > 4 ? 50 : 0);
- if ((skill_lv = pc_checkskill(sd, NV_TRANSCENDENCE)) > 0)
- bonus += 30 * skill_lv + (skill_lv > 4 ? 50 : 0);
- }
- //Bonus by SC
- if (sc) {
- if(sc->data[SC_INCMSP])
- bonus += sc->data[SC_INCMSP]->val1;
- if(sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 3)
- bonus += 50;
- if(sc->data[SC_SWORDCLAN])
- bonus += 10;
- if(sc->data[SC_ARCWANDCLAN])
- bonus += 10;
- if(sc->data[SC_GOLDENMACECLAN])
- bonus += 10;
- if(sc->data[SC_CROSSBOWCLAN])
- bonus += 10;
- if(sc->data[SC_GLASTHEIM_HPSP])
- bonus += sc->data[SC_GLASTHEIM_HPSP]->val2;
- }
- } else if (type == STATUS_BONUS_RATE) {
- struct status_change *sc = status_get_sc(bl);
- //Only for BL_PC
- if (bl->type == BL_PC) {
- struct map_session_data *sd = map_id2sd(bl->id);
- uint8 i;
- if((i = pc_checkskill(sd,HP_MEDITATIO)) > 0)
- bonus += i;
- if((i = pc_checkskill(sd,HW_SOULDRAIN)) > 0)
- bonus += 2 * i;
- #ifdef RENEWAL
- if ((i = pc_checkskill(sd, (sd->status.sex ? BA_MUSICALLESSON : DC_DANCINGLESSON))) > 0)
- bonus += i;
- if (sc->data[SC_NIBELUNGEN] && sc->data[SC_NIBELUNGEN]->val2 == RINGNBL_SPRATE)
- bonus += 30;
- #endif
- }
- //Bonus by SC
- if (sc) {
- //Increasing
- if(sc->data[SC_INCMSPRATE])
- bonus += sc->data[SC_INCMSPRATE]->val1;
- if(sc->data[SC_RAISINGDRAGON])
- bonus += sc->data[SC_RAISINGDRAGON]->val1;
- if(sc->data[SC_SERVICE4U])
- bonus += sc->data[SC_SERVICE4U]->val2;
- if(sc->data[SC_MERC_SPUP])
- bonus += sc->data[SC_MERC_SPUP]->val2;
- if (sc->data[SC_LUXANIMA])
- bonus += sc->data[SC_LUXANIMA]->val3;
- if (sc->data[SC_MTF_MSP])
- bonus += sc->data[SC_MTF_MSP]->val1;
- if(sc->data[SC_PACKING_ENVELOPE4])
- bonus += sc->data[SC_PACKING_ENVELOPE4]->val1;
- //Decreasing
- if (sc->data[SC_MELODYOFSINK])
- bonus -= sc->data[SC_MELODYOFSINK]->val3;
- }
- // Max rate reduce is -100%
- bonus = cap_value(bonus,-100,INT_MAX);
- }
- return min(bonus,INT_MAX);
- }
- /**
- * SP bonus rate from equipment
- */
- static int status_get_spbonus_equip(TBL_PC *sd) {
- int bonus = 0;
- bonus += sd->sprate;
- return bonus -= 100; //Default sprate is 100, so it should be add 0%
- }
- /**
- * SP bonus rate from usable items
- */
- static int status_get_spbonus_item(block_list *bl) {
- int bonus = 0;
- struct status_change *sc = status_get_sc(bl);
- //Bonus by SC
- if (sc) {
- if (sc->data[SC_INCREASE_MAXSP])
- bonus += sc->data[SC_INCREASE_MAXSP]->val1;
- if (sc->data[SC_LIFE_FORCE_F])
- bonus += sc->data[SC_LIFE_FORCE_F]->val1;
- if (sc->data[SC_VITATA_500])
- bonus += sc->data[SC_VITATA_500]->val2;
- if (sc->data[SC_ENERGY_DRINK_RESERCH])
- bonus += sc->data[SC_ENERGY_DRINK_RESERCH]->val3;
- }
- // Max rate reduce is -100%
- return cap_value(bonus, -100, INT_MAX);
- }
- /**
- * Get AP bonus modifiers
- * @param bl: block_list that will be checked
- * @param type: type of e_status_bonus (STATUS_BONUS_FIX or STATUS_BONUS_RATE)
- * @return bonus: total bonus for AP
- */
- static int status_get_apbonus(struct block_list *bl, enum e_status_bonus type) {
- int bonus = 0;
- if (type == STATUS_BONUS_FIX) {
- struct status_change *sc = status_get_sc(bl);
- //Only for BL_PC
- if (bl->type == BL_PC) {
- struct map_session_data *sd = map_id2sd(bl->id);
- //uint16 skill_lv;
- bonus += sd->bonus.ap;
- //if ((skill_lv = pc_checkskill(sd, NV_BASIC)) > 0)
- // bonus += 100 * skill_lv;
- }
- //Bonus by SC
- if (sc) {
- //if (sc->data[SC_NONE])
- // bonus += sc->data[SC_NONE]->val1;
- }
- } else if (type == STATUS_BONUS_RATE) {
- struct status_change *sc = status_get_sc(bl);
- //Only for BL_PC
- if (bl->type == BL_PC) {
- struct map_session_data *sd = map_id2sd(bl->id);
- //uint8 i;
- //if ((i = pc_checkskill(sd, NV_BASIC)) > 0)
- // bonus += 100 * i;
- }
- //Bonus by SC
- if (sc) {
- //if (sc->data[SC_NONE])
- // bonus += sc->data[SC_NONE]->val1;
- }
- // Max rate reduce is -100%
- bonus = cap_value(bonus, -100, INT_MAX);
- }
- return min(bonus, INT_MAX);
- }
- /**
- * AP bonus rate from equipment
- * @param sd: Player data
- * @return AP rate
- */
- static int status_get_apbonus_equip(TBL_PC *sd) {
- int bonus = 0;
- bonus += sd->aprate;
- return bonus -= 100; //Default aprate is 100, so it should be add 0%
- }
- /**
- * AP bonus rate from usable items
- * @param bl: Object to check against
- * @return AP bonus
- */
- static int status_get_apbonus_item(block_list *bl) {
- int bonus = 0;
- struct status_change *sc = status_get_sc(bl);
- //Bonus by SC
- if (sc) {
- //if (sc->data[SC_NONE])
- // bonus += sc->data[SC_NONE]->val1;
- }
- // Max rate reduce is -100%
- return cap_value(bonus, -100, INT_MAX);
- }
- /**
- * Get final MaxHP or MaxSP for player. References: http://irowiki.org/wiki/Max_HP and http://irowiki.org/wiki/Max_SP
- * The calculation needs base_level, base_status/battle_status (vit or int), additive modifier, and multiplicative modifier
- * @param sd Player
- * @param stat Vit/Int of player as param modifier
- * @param isHP true - calculates Max HP, false - calculated Max SP
- * @return max The max value of HP or SP
- */
- static unsigned int status_calc_maxhpsp_pc(struct map_session_data* sd, unsigned int stat, bool isHP) {
- nullpo_ret(sd);
- double dmax = 0;
- uint32 level = umax(sd->status.base_level,1);
- std::shared_ptr<s_job_info> job = job_db.find(pc_mapid2jobid(sd->class_, sd->status.sex));
- if (job == nullptr)
- return 1;
- if (isHP) { //Calculates MaxHP
- double equip_bonus = 0, item_bonus = 0;
- 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);
- dmax += sd->indexed_bonus.param_equip[PARAM_VIT]; //Vit from equip gives +1 additional HP
- dmax += status_get_hpbonus(&sd->bl,STATUS_BONUS_FIX);
- equip_bonus = (dmax * status_get_hpbonus_equip(sd) / 100);
- item_bonus = (dmax * status_get_hpbonus_item(&sd->bl) / 100);
- dmax += equip_bonus + item_bonus;
- dmax += (int64)(dmax * status_get_hpbonus(&sd->bl,STATUS_BONUS_RATE) / 100); //Aegis accuracy
- }
- else { //Calculates MaxSP
- double equip_bonus = 0, item_bonus = 0;
- 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);
- dmax += sd->indexed_bonus.param_equip[PARAM_INT]; //Int from equip gives +1 additional SP
- dmax += status_get_spbonus(&sd->bl,STATUS_BONUS_FIX);
- equip_bonus = (dmax * status_get_spbonus_equip(sd) / 100);
- item_bonus = (dmax * status_get_spbonus_item(&sd->bl) / 100);
- dmax += equip_bonus + item_bonus;
- dmax += (int64)(dmax * status_get_spbonus(&sd->bl,STATUS_BONUS_RATE) / 100); //Aegis accuracy
- }
- //Make sure it's not negative before casting to unsigned int
- if(dmax < 1) dmax = 1;
- return cap_value((unsigned int)dmax,1,UINT_MAX);
- }
- /**
- * Get final MaxAP for player.
- * @param sd: Player data
- * @return AP amount
- */
- static unsigned int status_calc_maxap_pc(struct map_session_data* sd) {
- double dmax = 0, equip_bonus = 0, item_bonus = 0;
- nullpo_ret(sd);
- dmax = (sd->class_&JOBL_FOURTH) ? 200 : 0;
- dmax += status_get_apbonus(&sd->bl, STATUS_BONUS_FIX);
- equip_bonus = (dmax * status_get_apbonus_equip(sd) / 100);
- item_bonus = (dmax * status_get_apbonus_item(&sd->bl) / 100);
- dmax += equip_bonus + item_bonus;
- dmax += (int64)(dmax * status_get_apbonus(&sd->bl, STATUS_BONUS_RATE) / 100);// Aegis accuracy
- //Make sure it's not negative before casting to unsigned int
- if (dmax < 0) dmax = 0;
- return cap_value((unsigned int)dmax, 0, UINT_MAX);
- }
- /**
- * Calculates player's weight
- * @param sd: Player object
- * @param flag: Calculation type
- * CALCWT_ITEM - Item weight
- * CALCWT_MAXBONUS - Skill/Status/Configuration max weight bonus
- * @return false - failed, true - success
- */
- bool status_calc_weight(struct map_session_data *sd, enum e_status_calc_weight_opt flag)
- {
- int b_weight, b_max_weight, skill, i;
- struct status_change *sc;
- nullpo_retr(false, sd);
- sc = &sd->sc;
- b_max_weight = sd->max_weight; // Store max weight for later comparison
- b_weight = sd->weight; // Store current weight for later comparison
- sd->max_weight = job_db.get_maxWeight(pc_mapid2jobid(sd->class_, sd->status.sex)) + sd->status.str * 300; // Recalculate max weight
- if (flag&CALCWT_ITEM) {
- sd->weight = 0; // Reset current weight
- for(i = 0; i < MAX_INVENTORY; i++) {
- if (!sd->inventory.u.items_inventory[i].nameid || sd->inventory_data[i] == NULL)
- continue;
- sd->weight += sd->inventory_data[i]->weight * sd->inventory.u.items_inventory[i].amount;
- }
- }
- if (flag&CALCWT_MAXBONUS) {
- // Skill/Status bonus weight increases
- sd->max_weight += sd->add_max_weight; // From bAddMaxWeight
- if ((skill = pc_checkskill(sd, MC_INCCARRY)) > 0)
- sd->max_weight += 2000 * skill;
- if (pc_isriding(sd) && pc_checkskill(sd, KN_RIDING) > 0)
- sd->max_weight += 10000;
- else if (pc_isridingdragon(sd))
- sd->max_weight += 5000 + 2000 * pc_checkskill(sd, RK_DRAGONTRAINING);
- if (sc->data[SC_KNOWLEDGE])
- sd->max_weight += sd->max_weight * sc->data[SC_KNOWLEDGE]->val1 / 10;
- if ((skill = pc_checkskill(sd, ALL_INCCARRY)) > 0)
- sd->max_weight += 2000 * skill;
- if (pc_ismadogear(sd))
- sd->max_weight += 15000;
- }
- // Update the client if the new weight calculations don't match
- if (b_weight != sd->weight)
- clif_updatestatus(sd, SP_WEIGHT);
- if (b_max_weight != sd->max_weight) {
- clif_updatestatus(sd, SP_MAXWEIGHT);
- pc_updateweightstatus(sd);
- }
- return true;
- }
- /**
- * Calculates player's cart weight
- * @param sd: Player object
- * @param flag: Calculation type
- * CALCWT_ITEM - Cart item weight
- * CALCWT_MAXBONUS - Skill/Status/Configuration max weight bonus
- * CALCWT_CARTSTATE - Whether to check for cart state
- * @return false - failed, true - success
- */
- bool status_calc_cart_weight(struct map_session_data *sd, enum e_status_calc_weight_opt flag)
- {
- int b_cart_weight_max, i;
- nullpo_retr(false, sd);
- if (!pc_iscarton(sd) && !(flag&CALCWT_CARTSTATE))
- return false;
- b_cart_weight_max = sd->cart_weight_max; // Store cart max weight for later comparison
- sd->cart_weight_max = battle_config.max_cart_weight; // Recalculate max weight
- if (flag&CALCWT_ITEM) {
- sd->cart_weight = 0; // Reset current cart weight
- sd->cart_num = 0; // Reset current cart item count
- for(i = 0; i < MAX_CART; i++) {
- if (!sd->cart.u.items_cart[i].nameid)
- continue;
- sd->cart_weight += itemdb_weight(sd->cart.u.items_cart[i].nameid) * sd->cart.u.items_cart[i].amount; // Recalculate current cart weight
- sd->cart_num++; // Recalculate current cart item count
- }
- }
- // Skill bonus max weight increases
- if (flag&CALCWT_MAXBONUS)
- sd->cart_weight_max += (pc_checkskill(sd, GN_REMODELING_CART) * 5000);
- // Update the client if the new weight calculations don't match
- if (b_cart_weight_max != sd->cart_weight_max)
- clif_updatestatus(sd, SP_CARTINFO);
- return true;
- }
- /**
- * Calculates player data from scratch without counting SC adjustments
- * Should be invoked whenever players raise stats, learn passive skills or change equipment
- * @param sd: Player object
- * @param opt: Whether it is first calc (login) or not
- * @return (-1) for too many recursive calls, (1) recursive call, (0) success
- */
- int status_calc_pc_sub(struct map_session_data* sd, uint8 opt)
- {
- static int calculating = 0; ///< Check for recursive call preemption. [Skotlex]
- struct status_data *base_status; ///< Pointer to the player's base status
- const struct status_change *sc = &sd->sc;
- struct s_skill b_skill[MAX_SKILL]; ///< Previous skill tree
- int i, skill, refinedef = 0;
- short index = -1;
- if (++calculating > 10) // Too many recursive calls!
- return -1;
- // Remember player-specific values that are currently being shown to the client (for refresh purposes)
- memcpy(b_skill, &sd->status.skill, sizeof(b_skill));
- pc_calc_skilltree(sd); // SkillTree calculation
- if (opt&SCO_FIRST) {
- // Load Hp/SP from char-received data.
- sd->battle_status.hp = sd->status.hp;
- sd->battle_status.sp = sd->status.sp;
- if (battle_config.keep_ap_on_logout == 1)
- sd->battle_status.ap = sd->status.ap;
- sd->regen.sregen = &sd->sregen;
- sd->regen.ssregen = &sd->ssregen;
- }
- base_status = &sd->base_status;
- // These are not zeroed. [zzo]
- sd->hprate = 100;
- sd->sprate = 100;
- sd->aprate = 100;
- sd->castrate = 100;
- sd->dsprate = 100;
- sd->hprecov_rate = 100;
- sd->sprecov_rate = 100;
- sd->matk_rate = 100;
- sd->critical_rate = sd->hit_rate = sd->flee_rate = sd->flee2_rate = 100;
- sd->def_rate = sd->def2_rate = sd->mdef_rate = sd->mdef2_rate = 100;
- sd->patk_rate = sd->smatk_rate = 100;
- sd->res_rate = sd->mres_rate = 100;
- sd->hplus_rate = sd->crate_rate = 100;
- sd->regen.state.block = 0;
- sd->add_max_weight = 0;
- sd->indexed_bonus = {};
- memset (&sd->right_weapon.overrefine, 0, sizeof(sd->right_weapon) - sizeof(sd->right_weapon.atkmods));
- memset (&sd->left_weapon.overrefine, 0, sizeof(sd->left_weapon) - sizeof(sd->left_weapon.atkmods));
- if (sd->special_state.intravision)
- clif_status_load(&sd->bl, EFST_CLAIRVOYANCE, 0);
- if (sd->special_state.no_walk_delay)
- clif_status_load(&sd->bl, EFST_ENDURE, 0);
- if (sd->special_state.movehaste == 1)
- clif_status_load(&sd->bl, EFST_MOVHASTE_INFINITY, 0);
- memset(&sd->special_state,0,sizeof(sd->special_state));
- if (pc_isvip(sd)) // Magic Stone requirement avoidance for VIP.
- sd->special_state.no_gemstone = battle_config.vip_gemstone;
- if (!sd->state.permanent_speed) {
- memset(&base_status->max_hp, 0, sizeof(struct status_data)-(sizeof(base_status->hp)+sizeof(base_status->sp)+sizeof(base_status->ap)));
- base_status->speed = DEFAULT_WALK_SPEED;
- } else {
- int pSpeed = base_status->speed;
- memset(&base_status->max_hp, 0, sizeof(struct status_data)-(sizeof(base_status->hp)+sizeof(base_status->sp)+sizeof(base_status->ap)));
- base_status->speed = pSpeed;
- }
- // !FIXME: Most of these stuff should be calculated once, but how do I fix the memset above to do that? [Skotlex]
- // Give them all modes except these (useful for clones)
- 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));
- base_status->size = (sd->class_&JOBL_BABY) ? SZ_SMALL : (((sd->class_&MAPID_BASEMASK) == MAPID_SUMMONER) ? battle_config.summoner_size : SZ_MEDIUM);
- if (battle_config.character_size && pc_isriding(sd)) { // [Lupus]
- if (sd->class_&JOBL_BABY) {
- if (battle_config.character_size&SZ_BIG)
- base_status->size++;
- } else
- if(battle_config.character_size&SZ_MEDIUM)
- base_status->size++;
- }
- base_status->aspd_rate = 1000;
- base_status->ele_lv = 1;
- base_status->race = ((sd->class_&MAPID_BASEMASK) == MAPID_SUMMONER) ? battle_config.summoner_race : RC_PLAYER_HUMAN;
- base_status->class_ = CLASS_NORMAL;
- sd->autospell.clear();
- sd->autospell2.clear();
- sd->autospell3.clear();
- sd->addeff.clear();
- sd->addeff_atked.clear();
- sd->addeff_onskill.clear();
- sd->skillatk.clear();
- sd->skillusesprate.clear();
- sd->skillusesp.clear();
- sd->skillheal.clear();
- sd->skillheal2.clear();
- sd->skillblown.clear();
- sd->skillcastrate.clear();
- sd->skillfixcastrate.clear();
- sd->subskill.clear();
- sd->skillcooldown.clear();
- sd->skillfixcast.clear();
- sd->skillvarcast.clear();
- sd->add_def.clear();
- sd->add_mdef.clear();
- sd->add_mdmg.clear();
- sd->reseff.clear();
- sd->itemgrouphealrate.clear();
- sd->add_drop.clear();
- sd->itemhealrate.clear();
- sd->subele2.clear();
- sd->subrace3.clear();
- sd->skilldelay.clear();
- sd->sp_vanish.clear();
- sd->hp_vanish.clear();
- sd->itemsphealrate.clear();
- sd->itemgroupsphealrate.clear();
- // Zero up structures...
- memset(&sd->hp_loss, 0, sizeof(sd->hp_loss)
- + sizeof(sd->sp_loss)
- + sizeof(sd->hp_regen)
- + sizeof(sd->sp_regen)
- + sizeof(sd->percent_hp_regen)
- + sizeof(sd->percent_sp_regen)
- + sizeof(sd->def_set_race)
- + sizeof(sd->mdef_set_race)
- + sizeof(sd->norecover_state_race)
- + sizeof(sd->hp_vanish_race)
- + sizeof(sd->sp_vanish_race)
- );
- memset(&sd->bonus, 0, sizeof(sd->bonus));
- // Autobonus
- pc_delautobonus(*sd, sd->autobonus, true);
- pc_delautobonus(*sd, sd->autobonus2, true);
- pc_delautobonus(*sd, sd->autobonus3, true);
- // Parse equipment
- for (i = 0; i < EQI_MAX; i++) {
- current_equip_item_index = index = sd->equip_index[i]; // We pass INDEX to current_equip_item_index - for EQUIP_SCRIPT (new cards solution) [Lupus]
- current_equip_combo_pos = 0;
- if (index < 0)
- continue;
- if (i == EQI_AMMO)
- continue;
- if (pc_is_same_equip_index((enum equip_index)i, sd->equip_index, index))
- continue;
- if (!sd->inventory_data[index])
- continue;
- base_status->def += sd->inventory_data[index]->def;
- // Items may be equipped, their effects however are nullified.
- if (opt&SCO_FIRST && sd->inventory_data[index]->equip_script && (pc_has_permission(sd,PC_PERM_USE_ALL_EQUIPMENT)
- || !itemdb_isNoEquip(sd->inventory_data[index],sd->bl.m))) { // Execute equip-script on login
- run_script(sd->inventory_data[index]->equip_script,0,sd->bl.id,0);
- if (!calculating)
- return 1;
- }
- // Sanitize the refine level in case someone decreased the value inbetween
- if (sd->inventory.u.items_inventory[index].refine > MAX_REFINE)
- sd->inventory.u.items_inventory[index].refine = MAX_REFINE;
- std::shared_ptr<s_refine_level_info> info = refine_db.findCurrentLevelInfo( *sd->inventory_data[index], sd->inventory.u.items_inventory[index] );
- if (sd->inventory_data[index]->type == IT_WEAPON) {
- int wlv = sd->inventory_data[index]->weapon_level;
- struct weapon_data *wd;
- struct weapon_atk *wa;
- if(wlv >= MAX_WEAPON_LEVEL)
- wlv = MAX_WEAPON_LEVEL;
- if(i == EQI_HAND_L && sd->inventory.u.items_inventory[index].equip == EQP_HAND_L) {
- wd = &sd->left_weapon; // Left-hand weapon
- wa = &base_status->lhw;
- } else {
- wd = &sd->right_weapon;
- wa = &base_status->rhw;
- }
- wa->atk += sd->inventory_data[index]->atk;
- if( info != nullptr ){
- wa->atk2 += info->bonus / 100;
- #ifdef RENEWAL
- // TODO: additional grade bonus
- if( wlv == 5 ){
- base_status->patk += sd->inventory.u.items_inventory[index].refine * 2;
- base_status->smatk += sd->inventory.u.items_inventory[index].refine * 2;
- }
- #endif
- }
- #ifdef RENEWAL
- if (sd->bonus.weapon_atk_rate)
- wa->atk += wa->atk * sd->bonus.weapon_atk_rate / 100;
- wa->matk += sd->inventory_data[index]->matk;
- wa->wlv = wlv;
- // Renewal magic attack refine bonus
- if( info != nullptr && sd->weapontype1 != W_BOW ){
- wa->matk += info->bonus / 100;
- // TODO: additional grade bonus
- }
- #endif
- // Overrefine bonus.
- if( info != nullptr ){
- wd->overrefine = info->randombonus_max / 100;
- }
- wa->range += sd->inventory_data[index]->range;
- if(sd->inventory_data[index]->script && (pc_has_permission(sd,PC_PERM_USE_ALL_EQUIPMENT) || !itemdb_isNoEquip(sd->inventory_data[index],sd->bl.m))) {
- if (wd == &sd->left_weapon) {
- sd->state.lr_flag = 1;
- run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
- sd->state.lr_flag = 0;
- } else
- run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
- if (!calculating) // Abort, run_script retriggered this. [Skotlex]
- return 1;
- }
- #ifdef RENEWAL
- if (sd->bonus.weapon_matk_rate)
- wa->matk += wa->matk * sd->bonus.weapon_matk_rate / 100;
- #endif
- if(sd->inventory.u.items_inventory[index].card[0] == CARD0_FORGE) { // Forged weapon
- wd->star += (sd->inventory.u.items_inventory[index].card[1]>>8);
- if(wd->star >= 15) wd->star = 40; // 3 Star Crumbs now give +40 dmg
- if(pc_famerank(MakeDWord(sd->inventory.u.items_inventory[index].card[2],sd->inventory.u.items_inventory[index].card[3]) ,MAPID_BLACKSMITH))
- wd->star += 10;
- if (!wa->ele) // Do not overwrite element from previous bonuses.
- wa->ele = (sd->inventory.u.items_inventory[index].card[1]&0x0f);
- }
- } else if(sd->inventory_data[index]->type == IT_ARMOR) {
- if( info != nullptr ){
- refinedef += info->bonus;
- #ifdef RENEWAL
- if( sd->inventory_data[index]->armor_level == 2 ){
- base_status->res += sd->inventory.u.items_inventory[index].refine * 2;
- base_status->mres += sd->inventory.u.items_inventory[index].refine * 2;
- }
- #endif
- }
- if(sd->inventory_data[index]->script && (pc_has_permission(sd,PC_PERM_USE_ALL_EQUIPMENT) || !itemdb_isNoEquip(sd->inventory_data[index],sd->bl.m))) {
- if( i == EQI_HAND_L ) // Shield
- sd->state.lr_flag = 3;
- run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
- if( i == EQI_HAND_L ) // Shield
- sd->state.lr_flag = 0;
- if (!calculating) // Abort, run_script retriggered this. [Skotlex]
- return 1;
- }
- } else if( sd->inventory_data[index]->type == IT_SHADOWGEAR ) { // Shadow System
- if (sd->inventory_data[index]->script && (pc_has_permission(sd,PC_PERM_USE_ALL_EQUIPMENT) || !itemdb_isNoEquip(sd->inventory_data[index],sd->bl.m))) {
- run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
- if( !calculating )
- return 1;
- }
- }
- }
- if(sd->equip_index[EQI_AMMO] >= 0) {
- index = sd->equip_index[EQI_AMMO];
- if(sd->inventory_data[index]) { // Arrows
- sd->bonus.arrow_atk += sd->inventory_data[index]->atk;
- sd->state.lr_flag = 2;
- if( !itemdb_group.item_exists(IG_THROWABLE, sd->inventory_data[index]->nameid) ) // Don't run scripts on throwable items
- run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
- sd->state.lr_flag = 0;
- if (!calculating) // Abort, run_script retriggered status_calc_pc. [Skotlex]
- return 1;
- }
- }
- // Process and check item combos
- if (!sd->combos.empty()) {
- for (const auto &combo : sd->combos) {
- std::shared_ptr<s_item_combo> item_combo;
- current_equip_item_index = -1;
- current_equip_combo_pos = combo->pos;
- if (combo->bonus == nullptr || !(item_combo = itemdb_combo.find(combo->id)))
- continue;
- bool no_run = false;
- size_t j = 0;
- // Check combo items
- while (j < item_combo->nameid.size()) {
- item_data *id = itemdb_exists(item_combo->nameid[j]);
- // Don't run the script if at least one of combo's pair has restriction
- if (id && !pc_has_permission(sd, PC_PERM_USE_ALL_EQUIPMENT) && itemdb_isNoEquip(id, sd->bl.m)) {
- no_run = true;
- break;
- }
- j++;
- }
- if (no_run)
- continue;
- run_script(combo->bonus, 0, sd->bl.id, 0);
- if (!calculating) // Abort, run_script retriggered this
- return 1;
- }
- }
- // Store equipment script bonuses
- memcpy(sd->indexed_bonus.param_equip,sd->indexed_bonus.param_bonus,sizeof(sd->indexed_bonus.param_equip));
- memset(sd->indexed_bonus.param_bonus, 0, sizeof(sd->indexed_bonus.param_bonus));
- base_status->def += (refinedef+50)/100;
- // Parse Cards
- for (i = 0; i < EQI_MAX; i++) {
- current_equip_item_index = index = sd->equip_index[i]; // We pass INDEX to current_equip_item_index - for EQUIP_SCRIPT (new cards solution) [Lupus]
- current_equip_combo_pos = 0;
- if (index < 0)
- continue;
- if (i == EQI_AMMO)
- continue;
- if (pc_is_same_equip_index((enum equip_index)i, sd->equip_index, index))
- continue;
- if (sd->inventory_data[index]) {
- int j;
- struct item_data *data;
- // Card script execution.
- if (itemdb_isspecial(sd->inventory.u.items_inventory[index].card[0]))
- continue;
- for (j = 0; j < MAX_SLOTS; j++) { // Uses MAX_SLOTS to support Soul Bound system [Inkfish]
- int c = sd->inventory.u.items_inventory[index].card[j];
- current_equip_card_id= c;
- if(!c)
- continue;
- data = itemdb_exists(c);
- if(!data)
- continue;
- if (opt&SCO_FIRST && data->equip_script && (pc_has_permission(sd,PC_PERM_USE_ALL_EQUIPMENT) || !itemdb_isNoEquip(data,sd->bl.m))) {// Execute equip-script on login
- run_script(data->equip_script,0,sd->bl.id,0);
- if (!calculating)
- return 1;
- }
- if(!data->script)
- continue;
- if(!pc_has_permission(sd,PC_PERM_USE_ALL_EQUIPMENT) && itemdb_isNoEquip(data,sd->bl.m)) // Card restriction checks.
- continue;
- if(i == EQI_HAND_L && sd->inventory.u.items_inventory[index].equip == EQP_HAND_L) { // Left hand status.
- sd->state.lr_flag = 1;
- run_script(data->script,0,sd->bl.id,0);
- sd->state.lr_flag = 0;
- } else
- run_script(data->script,0,sd->bl.id,0);
- if (!calculating) // Abort, run_script his function. [Skotlex]
- return 1;
- }
- }
- }
- current_equip_card_id = 0; // Clear stored card ID [Secret]
- // Parse random options
- for (i = 0; i < EQI_MAX; i++) {
- current_equip_item_index = index = sd->equip_index[i];
- current_equip_combo_pos = 0;
- current_equip_opt_index = -1;
- if (index < 0)
- continue;
- if (i == EQI_AMMO)
- continue;
- if (pc_is_same_equip_index((enum equip_index)i, sd->equip_index, index))
- continue;
-
- if (sd->inventory_data[index]) {
- for (uint8 j = 0; j < MAX_ITEM_RDM_OPT; j++) {
- short opt_id = sd->inventory.u.items_inventory[index].option[j].id;
- if (!opt_id)
- continue;
- current_equip_opt_index = j;
- std::shared_ptr<s_random_opt_data> data = random_option_db.find(opt_id);
- if (!data || !data->script)
- continue;
- if (!pc_has_permission(sd, PC_PERM_USE_ALL_EQUIPMENT) && itemdb_isNoEquip(sd->inventory_data[index], sd->bl.m))
- continue;
- if (i == EQI_HAND_L && sd->inventory.u.items_inventory[index].equip == EQP_HAND_L) { // Left hand status.
- sd->state.lr_flag = 1;
- run_script(data->script, 0, sd->bl.id, 0);
- sd->state.lr_flag = 0;
- }
- else
- run_script(data->script, 0, sd->bl.id, 0);
- if (!calculating)
- return 1;
- }
- }
- current_equip_opt_index = -1;
- }
- if (sc->count && sc->data[SC_ITEMSCRIPT]) {
- struct item_data *data = itemdb_exists(sc->data[SC_ITEMSCRIPT]->val1);
- if (data && data->script)
- run_script(data->script, 0, sd->bl.id, 0);
- }
- pc_bonus_script(sd);
- if( sd->pd ) { // Pet Bonus
- struct pet_data *pd = sd->pd;
- std::shared_ptr<s_pet_db> pet_db_ptr = pd->get_pet_db();
- if (pet_db_ptr != nullptr && pet_db_ptr->pet_bonus_script)
- run_script(pet_db_ptr->pet_bonus_script,0,sd->bl.id,0);
- if (pet_db_ptr != nullptr && pd->pet.intimate > 0 && (!battle_config.pet_equip_required || pd->pet.equip > 0) && pd->state.skillbonus == 1 && pd->bonus)
- pc_bonus(sd,pd->bonus->type, pd->bonus->val);
- }
- // param_bonus now holds card bonuses.
- if(base_status->rhw.range < 1) base_status->rhw.range = 1;
- if(base_status->lhw.range < 1) base_status->lhw.range = 1;
- if(base_status->rhw.range < base_status->lhw.range)
- base_status->rhw.range = base_status->lhw.range;
- sd->bonus.double_rate += sd->bonus.double_add_rate;
- sd->bonus.perfect_hit += sd->bonus.perfect_hit_add;
- sd->bonus.splash_range += sd->bonus.splash_add_range;
- // Damage modifiers from weapon type
- std::shared_ptr<s_sizefix_db> right_weapon = size_fix_db.find(sd->weapontype1);
- std::shared_ptr<s_sizefix_db> left_weapon = size_fix_db.find(sd->weapontype2);
- sd->right_weapon.atkmods[SZ_SMALL] = right_weapon->small;
- sd->right_weapon.atkmods[SZ_MEDIUM] = right_weapon->medium;
- sd->right_weapon.atkmods[SZ_BIG] = right_weapon->large;
- sd->left_weapon.atkmods[SZ_SMALL] = left_weapon->small;
- sd->left_weapon.atkmods[SZ_MEDIUM] = left_weapon->medium;
- sd->left_weapon.atkmods[SZ_BIG] = left_weapon->large;
- if((pc_isriding(sd) || pc_isridingdragon(sd)) &&
- (sd->status.weapon==W_1HSPEAR || sd->status.weapon==W_2HSPEAR))
- { // When Riding with spear, damage modifier to mid-class becomes
- // same as versus large size.
- sd->right_weapon.atkmods[SZ_MEDIUM] = sd->right_weapon.atkmods[SZ_BIG];
- sd->left_weapon.atkmods[SZ_MEDIUM] = sd->left_weapon.atkmods[SZ_BIG];
- }
- // ----- STATS CALCULATION -----
- // Job bonuses
- std::shared_ptr<s_job_info> job_info = job_db.find( pc_mapid2jobid( sd->class_, sd->status.sex ) );
- if( job_info != nullptr ){
- const auto& bonus = job_info->job_bonus[sd->status.job_level-1];
- base_status->str += bonus[PARAM_STR];
- base_status->agi += bonus[PARAM_AGI];
- base_status->vit += bonus[PARAM_VIT];
- base_status->int_ += bonus[PARAM_INT];
- base_status->dex += bonus[PARAM_DEX];
- base_status->luk += bonus[PARAM_LUK];
- base_status->pow += bonus[PARAM_POW];
- base_status->sta += bonus[PARAM_STA];
- base_status->wis += bonus[PARAM_WIS];
- base_status->spl += bonus[PARAM_SPL];
- base_status->con += bonus[PARAM_CON];
- base_status->crt += bonus[PARAM_CRT];
- }
- // If a Super Novice has never died and is at least joblv 70, he gets all stats +10
- if(((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && (sd->status.job_level >= 70 || sd->class_&JOBL_THIRD)) && sd->die_counter == 0) {
- base_status->str += 10;
- base_status->agi += 10;
- base_status->vit += 10;
- base_status->int_+= 10;
- base_status->dex += 10;
- base_status->luk += 10;
- }
- // Absolute modifiers from passive skills
- if(pc_checkskill(sd,BS_HILTBINDING)>0)
- base_status->str++;
- if((skill=pc_checkskill(sd,SA_DRAGONOLOGY))>0)
- base_status->int_ += (skill+1)/2; // +1 INT / 2 lv
- if((skill=pc_checkskill(sd,AC_OWL))>0)
- base_status->dex += skill;
- if((skill = pc_checkskill(sd,RA_RESEARCHTRAP))>0)
- base_status->int_ += skill;
- if (pc_checkskill(sd, SU_POWEROFLAND) > 0)
- base_status->int_ += 20;
- // Bonuses from cards and equipment as well as base stat, remember to avoid overflows.
- i = base_status->str + sd->status.str + sd->indexed_bonus.param_bonus[PARAM_STR] + sd->indexed_bonus.param_equip[PARAM_STR];
- base_status->str = cap_value(i,0,USHRT_MAX);
- i = base_status->agi + sd->status.agi + sd->indexed_bonus.param_bonus[PARAM_AGI] + sd->indexed_bonus.param_equip[PARAM_AGI];
- base_status->agi = cap_value(i,0,USHRT_MAX);
- i = base_status->vit + sd->status.vit + sd->indexed_bonus.param_bonus[PARAM_VIT] + sd->indexed_bonus.param_equip[PARAM_VIT];
- base_status->vit = cap_value(i,0,USHRT_MAX);
- i = base_status->int_+ sd->status.int_+ sd->indexed_bonus.param_bonus[PARAM_INT] + sd->indexed_bonus.param_equip[PARAM_INT];
- base_status->int_ = cap_value(i,0,USHRT_MAX);
- i = base_status->dex + sd->status.dex + sd->indexed_bonus.param_bonus[PARAM_DEX] + sd->indexed_bonus.param_equip[PARAM_DEX];
- base_status->dex = cap_value(i,0,USHRT_MAX);
- i = base_status->luk + sd->status.luk + sd->indexed_bonus.param_bonus[PARAM_LUK] + sd->indexed_bonus.param_equip[PARAM_LUK];
- base_status->luk = cap_value(i,0,USHRT_MAX);
- i = base_status->pow + sd->status.pow + sd->indexed_bonus.param_bonus[PARAM_POW] + sd->indexed_bonus.param_equip[PARAM_POW];
- base_status->pow = cap_value(i, 0, USHRT_MAX);
- i = base_status->sta + sd->status.sta + sd->indexed_bonus.param_bonus[PARAM_STA] + sd->indexed_bonus.param_equip[PARAM_STA];
- base_status->sta = cap_value(i, 0, USHRT_MAX);
- i = base_status->wis + sd->status.wis + sd->indexed_bonus.param_bonus[PARAM_WIS] + sd->indexed_bonus.param_equip[PARAM_WIS];
- base_status->wis = cap_value(i, 0, USHRT_MAX);
- i = base_status->spl + sd->status.spl + sd->indexed_bonus.param_bonus[PARAM_SPL] + sd->indexed_bonus.param_equip[PARAM_SPL];
- base_status->spl = cap_value(i, 0, USHRT_MAX);
- i = base_status->con + sd->status.con + sd->indexed_bonus.param_bonus[PARAM_CON] + sd->indexed_bonus.param_equip[PARAM_CON];
- base_status->con = cap_value(i, 0, USHRT_MAX);
- i = base_status->crt + sd->status.crt + sd->indexed_bonus.param_bonus[PARAM_CRT] + sd->indexed_bonus.param_equip[PARAM_CRT];
- base_status->crt = cap_value(i, 0, USHRT_MAX);
- if (sd->special_state.no_walk_delay) {
- if (sc->data[SC_ENDURE]) {
- if (sc->data[SC_ENDURE]->val4)
- sc->data[SC_ENDURE]->val4 = 0;
- status_change_end(&sd->bl, SC_ENDURE, INVALID_TIMER);
- }
- clif_status_load(&sd->bl, EFST_ENDURE, 1);
- base_status->mdef++;
- }
- // ------ ATTACK CALCULATION ------
- // Base batk value is set in status_calc_misc
- #ifndef RENEWAL
- // !FIXME: Weapon-type bonus (Why is the weapon_atk bonus applied to base attack?)
- if (sd->status.weapon < MAX_WEAPON_TYPE && sd->indexed_bonus.weapon_atk[sd->status.weapon])
- base_status->batk += sd->indexed_bonus.weapon_atk[sd->status.weapon];
- // Absolute modifiers from passive skills
- if((skill=pc_checkskill(sd,BS_HILTBINDING))>0)
- base_status->batk += 4;
- #else
- base_status->watk = status_weapon_atk(base_status->rhw);
- base_status->watk2 = status_weapon_atk(base_status->lhw);
- base_status->eatk = sd->bonus.eatk;
- #endif
- // ----- HP MAX CALCULATION -----
- base_status->max_hp = sd->status.max_hp = status_calc_maxhpsp_pc(sd,base_status->vit,true);
- if(battle_config.hp_rate != 100)
- base_status->max_hp = (unsigned int)(battle_config.hp_rate * (base_status->max_hp/100.));
- if (sd->status.base_level < 100)
- base_status->max_hp = cap_value(base_status->max_hp,1,(unsigned int)battle_config.max_hp_lv99);
- else if (sd->status.base_level < 151)
- base_status->max_hp = cap_value(base_status->max_hp,1,(unsigned int)battle_config.max_hp_lv150);
- else
- base_status->max_hp = cap_value(base_status->max_hp,1,(unsigned int)battle_config.max_hp);
- // ----- SP MAX CALCULATION -----
- base_status->max_sp = sd->status.max_sp = status_calc_maxhpsp_pc(sd,base_status->int_,false);
- if(battle_config.sp_rate != 100)
- base_status->max_sp = (unsigned int)(battle_config.sp_rate * (base_status->max_sp/100.));
- base_status->max_sp = cap_value(base_status->max_sp,1,(unsigned int)battle_config.max_sp);
- // ----- AP MAX CALCULATION -----
- base_status->max_ap = sd->status.max_ap = status_calc_maxap_pc(sd);
- if (battle_config.ap_rate != 100)
- base_status->max_ap = (unsigned int)(battle_config.ap_rate * (base_status->max_ap / 100.));
- base_status->max_ap = cap_value(base_status->max_ap, 0, (unsigned int)battle_config.max_ap);
- // ----- RESPAWN HP/SP/AP -----
- // Calc respawn hp and store it on base_status
- if (sd->special_state.restart_full_recover) {
- base_status->hp = base_status->max_hp;
- base_status->sp = base_status->max_sp;
- } else {
- if((sd->class_&MAPID_BASEMASK) == MAPID_NOVICE && !(sd->class_&JOBL_2)
- && battle_config.restart_hp_rate < 50)
- base_status->hp = base_status->max_hp>>1;
- else
- base_status->hp = (int64)base_status->max_hp * battle_config.restart_hp_rate/100;
- if(!base_status->hp)
- base_status->hp = 1;
- base_status->sp = (int64)base_status->max_sp * battle_config.restart_sp_rate /100;
- if( !base_status->sp ) // The minimum for the respawn setting is SP:1
- base_status->sp = 1;
- base_status->ap = (int64)base_status->max_ap * battle_config.restart_ap_rate / 100;
- }
- // ----- MISC CALCULATION -----
- status_calc_misc(&sd->bl, base_status, sd->status.base_level);
- // Equipment modifiers for misc settings
- if(sd->matk_rate < 0)
- sd->matk_rate = 0;
- if(sd->matk_rate != 100) {
- base_status->matk_max = base_status->matk_max * sd->matk_rate/100;
- base_status->matk_min = base_status->matk_min * sd->matk_rate/100;
- }
- if(sd->hit_rate < 0)
- sd->hit_rate = 0;
- if(sd->hit_rate != 100)
- base_status->hit = base_status->hit * sd->hit_rate/100;
- if(sd->flee_rate < 0)
- sd->flee_rate = 0;
- if(sd->flee_rate != 100)
- base_status->flee = base_status->flee * sd->flee_rate/100;
- if(sd->def2_rate < 0)
- sd->def2_rate = 0;
- if(sd->def2_rate != 100)
- base_status->def2 = base_status->def2 * sd->def2_rate/100;
- if(sd->mdef2_rate < 0)
- sd->mdef2_rate = 0;
- if(sd->mdef2_rate != 100)
- base_status->mdef2 = base_status->mdef2 * sd->mdef2_rate/100;
- if(sd->critical_rate < 0)
- sd->critical_rate = 0;
- if(sd->critical_rate != 100)
- base_status->cri = cap_value(base_status->cri * sd->critical_rate/100,SHRT_MIN,SHRT_MAX);
- if (pc_checkskill(sd, SU_POWEROFLIFE) > 0)
- base_status->cri += 200;
- if(sd->flee2_rate < 0)
- sd->flee2_rate = 0;
- if(sd->flee2_rate != 100)
- base_status->flee2 = base_status->flee2 * sd->flee2_rate/100;
- if (sd->patk_rate < 0)
- sd->patk_rate = 0;
- if (sd->patk_rate != 100)
- base_status->patk = base_status->patk * sd->patk_rate / 100;
- if (sd->smatk_rate < 0)
- sd->smatk_rate = 0;
- if (sd->smatk_rate != 100)
- base_status->smatk = base_status->smatk * sd->smatk_rate / 100;
- if (sd->res_rate < 0)
- sd->res_rate = 0;
- if (sd->res_rate != 100)
- base_status->res = base_status->res * sd->res_rate / 100;
- if (sd->mres_rate < 0)
- sd->mres_rate = 0;
- if (sd->mres_rate != 100)
- base_status->mres = base_status->mres * sd->mres_rate / 100;
- if (sd->hplus_rate < 0)
- sd->hplus_rate = 0;
- if (sd->hplus_rate != 100)
- base_status->hplus = base_status->hplus * sd->hplus_rate / 100;
- if (sd->crate_rate < 0)
- sd->crate_rate = 0;
- if (sd->crate_rate != 100)
- base_status->crate = base_status->crate * sd->crate_rate / 100;
- // ----- HIT CALCULATION -----
- // Absolute modifiers from passive skills
- #ifndef RENEWAL
- if((skill=pc_checkskill(sd,BS_WEAPONRESEARCH))>0)
- base_status->hit += skill*2;
- #endif
- if((skill=pc_checkskill(sd,AC_VULTURE))>0) {
- #ifndef RENEWAL
- base_status->hit += skill;
- #endif
- if(sd->status.weapon == W_BOW)
- base_status->rhw.range += skill;
- }
- if(sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE) {
- if((skill=pc_checkskill(sd,GS_SINGLEACTION))>0)
- base_status->hit += 2*skill;
- if((skill=pc_checkskill(sd,GS_SNAKEEYE))>0) {
- base_status->hit += skill;
- base_status->rhw.range += skill;
- }
- }
- if((sd->status.weapon == W_1HAXE || sd->status.weapon == W_2HAXE) && (skill = pc_checkskill(sd,NC_TRAININGAXE)) > 0)
- base_status->hit += skill * 3;
- if((sd->status.weapon == W_MACE || sd->status.weapon == W_2HMACE) && (skill = pc_checkskill(sd,NC_TRAININGAXE)) > 0)
- base_status->hit += skill * 2;
- if (pc_checkskill(sd, SU_POWEROFLIFE) > 0)
- base_status->hit += 20;
- if ((skill = pc_checkskill_imperial_guard(sd, 2)) > 0)// IG_SPEAR_SWORD_M
- base_status->hit += skill * 3;
- if ((skill = pc_checkskill(sd, SU_SOULATTACK)) > 0)
- base_status->rhw.range += skill_get_range2(&sd->bl, SU_SOULATTACK, skill, true);
- // ----- FLEE CALCULATION -----
- // Absolute modifiers from passive skills
- if((skill=pc_checkskill(sd,TF_MISS))>0)
- base_status->flee += skill*(sd->class_&JOBL_2 && (sd->class_&MAPID_BASEMASK) == MAPID_THIEF? 4 : 3);
- if((skill=pc_checkskill(sd,MO_DODGE))>0)
- base_status->flee += (skill*3)>>1;
- if (pc_checkskill(sd, SU_POWEROFLIFE) > 0)
- base_status->flee += 20;
- if ((skill = pc_checkskill(sd, SHC_SHADOW_SENSE)) > 0)
- base_status->flee += skill * 10;
- // ----- CRITICAL CALCULATION -----
- #ifdef RENEWAL
- if ((skill = pc_checkskill(sd, DC_DANCINGLESSON)) > 0)
- base_status->cri += skill * 10;
- if ((skill = pc_checkskill(sd, PR_MACEMASTERY)) > 0 && (sd->status.weapon == W_MACE || sd->status.weapon == W_2HMACE))
- base_status->cri += skill * 10;
- #endif
- if ((skill = pc_checkskill(sd, SHC_SHADOW_SENSE)) > 0)
- {
- if (sd->status.weapon == W_DAGGER || sd->status.weapon == W_DOUBLE_DD ||
- sd->status.weapon == W_DOUBLE_DS || sd->status.weapon == W_DOUBLE_DA)
- base_status->cri += 100 + skill * 40;
- else if (sd->status.weapon == W_KATAR)
- base_status->cri += 50 + skill * 20;
- }
- // ----- P.Atk/S.Matk CALCULATION -----
- if ((skill = pc_checkskill(sd, TR_STAGE_MANNER)) > 0 && (sd->status.weapon == W_BOW || sd->status.weapon == W_MUSICAL || sd->status.weapon == W_WHIP)) {
- base_status->patk += skill * 3;
- base_status->smatk += skill * 3;
- }
- // ----- PHYSICAL RESISTANCE CALCULATION -----
- if ((skill = pc_checkskill_imperial_guard(sd, 1)) > 0)// IG_SHIELD_MASTERY
- base_status->res += skill * 3;
- // ----- EQUIPMENT-DEF CALCULATION -----
- // Apply relative modifiers from equipment
- if(sd->def_rate < 0)
- sd->def_rate = 0;
- if(sd->def_rate != 100) {
- i = base_status->def * sd->def_rate/100;
- base_status->def = cap_value(i, DEFTYPE_MIN, DEFTYPE_MAX);
- }
- if(pc_ismadogear(sd) && pc_checkskill(sd, NC_MAINFRAME) > 0)
- base_status->def += 20 + (pc_checkskill(sd, NC_MAINFRAME) * 20);
- #ifndef RENEWAL
- if (!battle_config.weapon_defense_type && base_status->def > battle_config.max_def) {
- base_status->def2 += battle_config.over_def_bonus*(base_status->def -battle_config.max_def);
- base_status->def = (unsigned char)battle_config.max_def;
- }
- #endif
- // ----- EQUIPMENT-MDEF CALCULATION -----
- // Apply relative modifiers from equipment
- if(sd->mdef_rate < 0)
- sd->mdef_rate = 0;
- if(sd->mdef_rate != 100) {
- i = base_status->mdef * sd->mdef_rate/100;
- base_status->mdef = cap_value(i, DEFTYPE_MIN, DEFTYPE_MAX);
- }
- #ifndef RENEWAL
- if (!battle_config.magic_defense_type && base_status->mdef > battle_config.max_def) {
- base_status->mdef2 += battle_config.over_def_bonus*(base_status->mdef -battle_config.max_def);
- base_status->mdef = (signed char)battle_config.max_def;
- }
- #endif
- // ----- ASPD CALCULATION -----
- /// Unlike other stats, ASPD rate modifiers from skills/SCs/items/etc are first all added together, then the final modifier is applied
- // Basic ASPD value
- i = status_base_amotion_pc(sd,base_status);
- base_status->amotion = cap_value(i,pc_maxaspd(sd),2000);
- // Relative modifiers from passive skills
- // Renewal modifiers are handled in status_base_amotion_pc
- #ifndef RENEWAL_ASPD
- if((skill=pc_checkskill(sd,SA_ADVANCEDBOOK))>0 && sd->status.weapon == W_BOOK)
- base_status->aspd_rate -= 5*skill;
- if ((skill = pc_checkskill(sd,SG_DEVIL)) > 0 && ((sd->class_&MAPID_THIRDMASK) == MAPID_STAR_EMPEROR || pc_is_maxjoblv(sd)))
- base_status->aspd_rate -= 30*skill;
- if((skill=pc_checkskill(sd,GS_SINGLEACTION))>0 &&
- (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE))
- base_status->aspd_rate -= ((skill+1)/2) * 10;
- if(pc_isriding(sd))
- base_status->aspd_rate += 500-100*pc_checkskill(sd,KN_CAVALIERMASTERY);
- else if(pc_isridingdragon(sd))
- base_status->aspd_rate += 250-50*pc_checkskill(sd,RK_DRAGONTRAINING);
- #endif
- base_status->adelay = 2*base_status->amotion;
- // ----- DMOTION -----
- i = 800-base_status->agi*4;
- base_status->dmotion = cap_value(i, 400, 800);
- if(battle_config.pc_damage_delay_rate != 100)
- base_status->dmotion = base_status->dmotion*battle_config.pc_damage_delay_rate/100;
- // ----- MISC CALCULATIONS -----
- // Weight
- status_calc_weight(sd, CALCWT_MAXBONUS);
- status_calc_cart_weight(sd, CALCWT_MAXBONUS);
- if (pc_checkskill(sd, SM_MOVINGRECOVERY) > 0 || pc_ismadogear(sd))
- sd->regen.state.walk = 1;
- else
- sd->regen.state.walk = 0;
- // Skill SP cost
- if((skill=pc_checkskill(sd,HP_MANARECHARGE))>0 )
- sd->dsprate -= 4*skill;
- if(sc->data[SC_SERVICE4U])
- sd->dsprate -= sc->data[SC_SERVICE4U]->val3;
- if(sc->data[SC_SPCOST_RATE])
- sd->dsprate -= sc->data[SC_SPCOST_RATE]->val1;
- // Underflow protections.
- if(sd->dsprate < 0)
- sd->dsprate = 0;
- if(sd->castrate < 0)
- sd->castrate = 0;
- if(sd->hprecov_rate < 0)
- sd->hprecov_rate = 0;
- if(sd->sprecov_rate < 0)
- sd->sprecov_rate = 0;
- // Anti-element and anti-race
- if((skill=pc_checkskill(sd,CR_TRUST))>0)
- sd->indexed_bonus.subele[ELE_HOLY] += skill*5;
- if((skill=pc_checkskill(sd,BS_SKINTEMPER))>0) {
- sd->indexed_bonus.subele[ELE_NEUTRAL] += skill;
- sd->indexed_bonus.subele[ELE_FIRE] += skill*5;
- }
- if((skill=pc_checkskill(sd,SA_DRAGONOLOGY))>0) {
- #ifdef RENEWAL
- skill = skill * 2;
- #else
- skill = skill * 4;
- #endif
- sd->right_weapon.addrace[RC_DRAGON]+=skill;
- sd->left_weapon.addrace[RC_DRAGON]+=skill;
- sd->indexed_bonus.magic_addrace[RC_DRAGON]+=skill;
- sd->indexed_bonus.subrace[RC_DRAGON]+=skill;
- }
- if ((skill = pc_checkskill(sd, AB_EUCHARISTICA)) > 0) {
- sd->right_weapon.addrace[RC_DEMON] += skill;
- sd->right_weapon.addele[ELE_DARK] += skill;
- sd->left_weapon.addrace[RC_DEMON] += skill;
- sd->left_weapon.addele[ELE_DARK] += skill;
- sd->indexed_bonus.magic_addrace[RC_DEMON] += skill;
- sd->indexed_bonus.magic_addele[ELE_DARK] += skill;
- sd->indexed_bonus.subrace[RC_DEMON] += skill;
- sd->indexed_bonus.subele[ELE_DARK] += skill;
- }
- if ((skill = pc_checkskill(sd, DK_TWOHANDDEF)) > 0 && (sd->status.weapon == W_2HSWORD || sd->status.weapon == W_2HSPEAR || sd->status.weapon == W_2HAXE)) {
- uint8 defense_bonus[SZ_MAX][10] = {
- { 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 }, // SZ_SMALL
- { 2, 3, 5, 6, 8, 9, 11, 12, 14, 15 }, // SZ_MEDIUM
- { 3, 5, 7, 9, 10, 12, 13, 15, 16, 18 }, // SZ_BIG
- { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } // SZ_ALL
- };
- for( uint8 size = SZ_SMALL; size < SZ_MAX; size++ ){
- sd->indexed_bonus.weapon_subsize[size] += defense_bonus[size][skill - 1];
- }
- }
- if ((skill = pc_checkskill(sd, IQ_WILL_OF_FAITH)) > 0 && sd->status.weapon == W_KNUCKLE) {
- uint8 race_atk[10] = { 3, 4, 5, 6, 7, 8, 9, 10, 11, 12 };
- uint8 race_def[10] = { 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 };
- sd->right_weapon.addrace[RC_UNDEAD] += race_atk[skill - 1];
- sd->right_weapon.addrace[RC_DEMON] += race_atk[skill - 1];
- sd->left_weapon.addrace[RC_UNDEAD] += race_atk[skill - 1];
- sd->left_weapon.addrace[RC_DEMON] += race_atk[skill - 1];
- sd->indexed_bonus.subrace[RC_UNDEAD] += race_def[skill - 1];
- sd->indexed_bonus.subrace[RC_DEMON] += race_def[skill - 1];
- }
- 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)) {
- uint8 attack_bonus[SZ_MAX][10] = {
- { 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 }, // SZ_SMALL
- { 2, 3, 5, 6, 8, 9, 11, 12, 14, 15 }, // SZ_MEDIUM
- { 3, 5, 7, 9, 10, 12, 13, 15, 16, 18 }, // SZ_BIG
- { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } // SZ_ALL
- };
- for( uint8 size = SZ_SMALL; size < SZ_MAX; size++ ){
- sd->right_weapon.addsize[size] += attack_bonus[size][skill - 1];
- sd->left_weapon.addsize[size] += attack_bonus[size][skill - 1];
- }
- }
- if ((skill = pc_checkskill(sd, CD_FIDUS_ANIMUS)) > 0) {
- uint8 holy_matk[10] = { 1, 3, 4, 6, 7, 9, 10, 12, 13, 15 };
- sd->indexed_bonus.magic_atk_ele[ELE_HOLY] += holy_matk[skill - 1];
- }
- if ((skill = pc_checkskill(sd, MT_TWOAXEDEF)) > 0 && sd->status.weapon == W_2HAXE) {
- uint8 defense_bonus[SZ_MAX][10] = {
- { 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 }, // SZ_SMALL
- { 2, 3, 5, 6, 8, 9, 11, 12, 14, 15 }, // SZ_MEDIUM
- { 3, 5, 7, 9, 10, 12, 13, 15, 16, 18 }, // SZ_BIG
- { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } // SZ_ALL
- };
- for( uint8 size = SZ_SMALL; size < SZ_MAX; size++ ){
- sd->indexed_bonus.weapon_subsize[size] += defense_bonus[size][skill - 1];
- }
- }
- 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)) {
- uint8 attack_bonus[SZ_MAX][10] = {
- { 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 }, // SZ_SMALL
- { 2, 3, 5, 6, 8, 9, 11, 12, 14, 15 }, // SZ_MEDIUM
- { 2, 4, 6, 8, 10, 12, 14, 16, 18, 20 }, // SZ_BIG
- { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } // SZ_ALL
- };
- for( uint8 size = SZ_SMALL; size < SZ_MAX; size++ ){
- sd->right_weapon.addsize[size] += attack_bonus[size][skill - 1];
- sd->left_weapon.addsize[size] += attack_bonus[size][skill - 1];
- }
- }
- 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)) {
- uint8 attack_bonus[SZ_MAX][10] = {
- { 2, 3, 5, 6, 8, 9, 11, 12, 14, 15 }, // SZ_SMALL
- { 2, 3, 5, 6, 8, 9, 11, 12, 14, 15 }, // SZ_MEDIUM
- { 2, 3, 5, 6, 8, 9, 11, 12, 14, 15 }, // SZ_BIG
- { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } // SZ_ALL
- };
- for( uint8 size = SZ_SMALL; size < SZ_MAX; size++ ){
- sd->indexed_bonus.magic_addsize[size] += attack_bonus[size][skill - 1];
- }
- }
- if ((skill = pc_checkskill(sd, EM_MAGIC_BOOK_M)) > 0 && sd->status.weapon == W_BOOK) {
- sd->indexed_bonus.magic_atk_ele[ELE_WATER] += skill;
- sd->indexed_bonus.magic_atk_ele[ELE_EARTH] += skill;
- sd->indexed_bonus.magic_atk_ele[ELE_FIRE] += skill;
- sd->indexed_bonus.magic_atk_ele[ELE_WIND] += skill;
- sd->indexed_bonus.magic_atk_ele[ELE_POISON] += skill;
- }
- if(sc->count) {
- if(sc->data[SC_CONCENTRATE]) { // Update the card-bonus data
- sc->data[SC_CONCENTRATE]->val3 = sd->indexed_bonus.param_bonus[1]; // Agi
- sc->data[SC_CONCENTRATE]->val4 = sd->indexed_bonus.param_bonus[4]; // Dex
- }
- if(sc->data[SC_SIEGFRIED]) {
- i = sc->data[SC_SIEGFRIED]->val2;
- sd->indexed_bonus.subele[ELE_WATER] += i;
- sd->indexed_bonus.subele[ELE_EARTH] += i;
- sd->indexed_bonus.subele[ELE_FIRE] += i;
- sd->indexed_bonus.subele[ELE_WIND] += i;
- #ifndef RENEWAL
- sd->indexed_bonus.subele[ELE_POISON] += i;
- sd->indexed_bonus.subele[ELE_HOLY] += i;
- sd->indexed_bonus.subele[ELE_DARK] += i;
- sd->indexed_bonus.subele[ELE_GHOST] += i;
- sd->indexed_bonus.subele[ELE_UNDEAD] += i;
- #endif
- }
- #ifdef RENEWAL
- if (sc->data[SC_BASILICA]) {
- i = sc->data[SC_BASILICA]->val1 * 5;
- sd->right_weapon.addele[ELE_DARK] += i;
- sd->right_weapon.addele[ELE_UNDEAD] += i;
- sd->left_weapon.addele[ELE_DARK] += i;
- sd->left_weapon.addele[ELE_UNDEAD] += i;
- sd->indexed_bonus.magic_atk_ele[ELE_HOLY] += sc->data[SC_BASILICA]->val1 * 3;
- }
- if (sc->data[SC_FIREWEAPON])
- sd->indexed_bonus.magic_atk_ele[ELE_FIRE] += sc->data[SC_FIREWEAPON]->val1;
- if (sc->data[SC_WINDWEAPON])
- sd->indexed_bonus.magic_atk_ele[ELE_WIND] += sc->data[SC_WINDWEAPON]->val1;
- if (sc->data[SC_WATERWEAPON])
- sd->indexed_bonus.magic_atk_ele[ELE_WATER] += sc->data[SC_WATERWEAPON]->val1;
- if (sc->data[SC_EARTHWEAPON])
- sd->indexed_bonus.magic_atk_ele[ELE_EARTH] += sc->data[SC_EARTHWEAPON]->val1;
- #endif
- if(sc->data[SC_PROVIDENCE]) {
- sd->indexed_bonus.subele[ELE_HOLY] += sc->data[SC_PROVIDENCE]->val2;
- sd->indexed_bonus.subrace[RC_DEMON] += sc->data[SC_PROVIDENCE]->val2;
- }
- if (sc->data[SC_GEFFEN_MAGIC1]) {
- sd->right_weapon.addrace[RC_PLAYER_HUMAN] += sc->data[SC_GEFFEN_MAGIC1]->val1;
- sd->right_weapon.addrace[RC_DEMIHUMAN] += sc->data[SC_GEFFEN_MAGIC1]->val1;
- sd->left_weapon.addrace[RC_PLAYER_HUMAN] += sc->data[SC_GEFFEN_MAGIC1]->val1;
- sd->left_weapon.addrace[RC_DEMIHUMAN] += sc->data[SC_GEFFEN_MAGIC1]->val1;
- }
- if (sc->data[SC_GEFFEN_MAGIC2]) {
- sd->indexed_bonus.magic_addrace[RC_PLAYER_HUMAN] += sc->data[SC_GEFFEN_MAGIC2]->val1;
- sd->indexed_bonus.magic_addrace[RC_DEMIHUMAN] += sc->data[SC_GEFFEN_MAGIC2]->val1;
- }
- if(sc->data[SC_GEFFEN_MAGIC3]) {
- sd->indexed_bonus.subrace[RC_PLAYER_HUMAN] += sc->data[SC_GEFFEN_MAGIC3]->val1;
- sd->indexed_bonus.subrace[RC_DEMIHUMAN] += sc->data[SC_GEFFEN_MAGIC3]->val1;
- }
- if(sc->data[SC_ARMOR_ELEMENT_WATER]) { // This status change should grant card-type elemental resist.
- sd->indexed_bonus.subele[ELE_WATER] += sc->data[SC_ARMOR_ELEMENT_WATER]->val1;
- sd->indexed_bonus.subele[ELE_EARTH] += sc->data[SC_ARMOR_ELEMENT_WATER]->val2;
- sd->indexed_bonus.subele[ELE_FIRE] += sc->data[SC_ARMOR_ELEMENT_WATER]->val3;
- sd->indexed_bonus.subele[ELE_WIND] += sc->data[SC_ARMOR_ELEMENT_WATER]->val4;
- }
- if(sc->data[SC_ARMOR_ELEMENT_EARTH]) { // This status change should grant card-type elemental resist.
- sd->indexed_bonus.subele[ELE_WATER] += sc->data[SC_ARMOR_ELEMENT_EARTH]->val1;
- sd->indexed_bonus.subele[ELE_EARTH] += sc->data[SC_ARMOR_ELEMENT_EARTH]->val2;
- sd->indexed_bonus.subele[ELE_FIRE] += sc->data[SC_ARMOR_ELEMENT_EARTH]->val3;
- sd->indexed_bonus.subele[ELE_WIND] += sc->data[SC_ARMOR_ELEMENT_EARTH]->val4;
- }
- if(sc->data[SC_ARMOR_ELEMENT_FIRE]) { // This status change should grant card-type elemental resist.
- sd->indexed_bonus.subele[ELE_WATER] += sc->data[SC_ARMOR_ELEMENT_FIRE]->val1;
- sd->indexed_bonus.subele[ELE_EARTH] += sc->data[SC_ARMOR_ELEMENT_FIRE]->val2;
- sd->indexed_bonus.subele[ELE_FIRE] += sc->data[SC_ARMOR_ELEMENT_FIRE]->val3;
- sd->indexed_bonus.subele[ELE_WIND] += sc->data[SC_ARMOR_ELEMENT_FIRE]->val4;
- }
- if(sc->data[SC_ARMOR_ELEMENT_WIND]) { // This status change should grant card-type elemental resist.
- sd->indexed_bonus.subele[ELE_WATER] += sc->data[SC_ARMOR_ELEMENT_WIND]->val1;
- sd->indexed_bonus.subele[ELE_EARTH] += sc->data[SC_ARMOR_ELEMENT_WIND]->val2;
- sd->indexed_bonus.subele[ELE_FIRE] += sc->data[SC_ARMOR_ELEMENT_WIND]->val3;
- sd->indexed_bonus.subele[ELE_WIND] += sc->data[SC_ARMOR_ELEMENT_WIND]->val4;
- }
- if(sc->data[SC_ARMOR_RESIST]) { // Undead Scroll
- sd->indexed_bonus.subele[ELE_WATER] += sc->data[SC_ARMOR_RESIST]->val1;
- sd->indexed_bonus.subele[ELE_EARTH] += sc->data[SC_ARMOR_RESIST]->val2;
- sd->indexed_bonus.subele[ELE_FIRE] += sc->data[SC_ARMOR_RESIST]->val3;
- sd->indexed_bonus.subele[ELE_WIND] += sc->data[SC_ARMOR_RESIST]->val4;
- }
- if( sc->data[SC_FIRE_CLOAK_OPTION] ) {
- i = sc->data[SC_FIRE_CLOAK_OPTION]->val2;
- sd->indexed_bonus.subele[ELE_FIRE] += i;
- sd->indexed_bonus.subele[ELE_WATER] -= i;
- }
- if( sc->data[SC_WATER_DROP_OPTION] ) {
- i = sc->data[SC_WATER_DROP_OPTION]->val2;
- sd->indexed_bonus.subele[ELE_WATER] += i;
- sd->indexed_bonus.subele[ELE_WIND] -= i;
- }
- if( sc->data[SC_WIND_CURTAIN_OPTION] ) {
- i = sc->data[SC_WIND_CURTAIN_OPTION]->val2;
- sd->indexed_bonus.subele[ELE_WIND] += i;
- sd->indexed_bonus.subele[ELE_EARTH] -= i;
- }
- if( sc->data[SC_STONE_SHIELD_OPTION] ) {
- i = sc->data[SC_STONE_SHIELD_OPTION]->val2;
- sd->indexed_bonus.subele[ELE_EARTH] += i;
- sd->indexed_bonus.subele[ELE_FIRE] -= i;
- }
- if (sc->data[SC_MTF_MLEATKED] )
- sd->indexed_bonus.subele[ELE_NEUTRAL] += sc->data[SC_MTF_MLEATKED]->val3;
- if (sc->data[SC_MTF_CRIDAMAGE])
- sd->bonus.crit_atk_rate += sc->data[SC_MTF_CRIDAMAGE]->val1;
- if (sc->data[SC_GLASTHEIM_ATK]) {
- sd->indexed_bonus.ignore_mdef_by_race[RC_UNDEAD] += sc->data[SC_GLASTHEIM_ATK]->val1;
- sd->indexed_bonus.ignore_mdef_by_race[RC_DEMON] += sc->data[SC_GLASTHEIM_ATK]->val1;
- }
- if (sc->data[SC_LAUDARAMUS])
- sd->bonus.crit_atk_rate += 5 * sc->data[SC_LAUDARAMUS]->val1;
- #ifdef RENEWAL
- if (sc->data[SC_FORTUNE])
- sd->bonus.crit_atk_rate += 2 * sc->data[SC_FORTUNE]->val1;
- #endif
- if (sc->data[SC_SYMPHONYOFLOVER]) {
- sd->indexed_bonus.subele[ELE_GHOST] += sc->data[SC_SYMPHONYOFLOVER]->val1 * 3;
- sd->indexed_bonus.subele[ELE_HOLY] += sc->data[SC_SYMPHONYOFLOVER]->val1 * 3;
- }
- if (sc->data[SC_PYREXIA] && sc->data[SC_PYREXIA]->val3 == 0)
- sd->bonus.crit_atk_rate += sc->data[SC_PYREXIA]->val2;
- if (sc->data[SC_LUXANIMA]) {
- pc_bonus2(sd, SP_ADDSIZE, SZ_ALL, sc->data[SC_LUXANIMA]->val3);
- sd->bonus.crit_atk_rate += sc->data[SC_LUXANIMA]->val3;
- sd->bonus.short_attack_atk_rate += sc->data[SC_LUXANIMA]->val3;
- sd->bonus.long_attack_atk_rate += sc->data[SC_LUXANIMA]->val3;
- }
- if (sc->data[SC_STRIKING])
- sd->bonus.perfect_hit += 20 + 10 * pc_checkskill(sd, SO_STRIKING);
- if (sc->data[SC_VIGOR]) {
- // Skill desc says increases physical damage. Supposed to affect damage from base ATK right???
- // Because this is only boosting the ATK from the equipped weapon and not from base ATK. [Rytech]
- sd->right_weapon.addrace[RC_DEMIHUMAN] += 50;
- sd->left_weapon.addrace[RC_ANGEL] += 50;
- }
- if (sc->data[SC_DEADLY_DEFEASANCE])
- sd->special_state.no_magic_damage = 0;
- if (sc->data[SC_CLIMAX_DES_HU])
- sd->indexed_bonus.magic_atk_ele[ELE_WIND] += 30;
- if (sc->data[SC_CLIMAX_EARTH])
- sd->indexed_bonus.subele[ELE_EARTH] -= 100;
- if (sc->data[SC_CLIMAX_BLOOM])
- sd->indexed_bonus.subele[ELE_FIRE] -= 100;
- if (sc->data[SC_CLIMAX_CRYIMP]) {
- sd->indexed_bonus.subele[ELE_WATER] += 30;
- sd->indexed_bonus.magic_atk_ele[ELE_WATER] += 30;
- }
- if (sc->data[SC_SINCERE_FAITH])
- sd->bonus.perfect_hit += sc->data[SC_SINCERE_FAITH]->val3;
- if (sc->data[SC_HOLY_S]) {
- sd->indexed_bonus.subele[ELE_DARK] += sc->data[SC_HOLY_S]->val2;
- sd->indexed_bonus.subele[ELE_UNDEAD] += sc->data[SC_HOLY_S]->val2;
- sd->indexed_bonus.magic_atk_ele[ELE_HOLY] += sc->data[SC_HOLY_S]->val2;
- }
- if (sc->data[SC_SUMMON_ELEMENTAL_ARDOR])
- sd->indexed_bonus.magic_atk_ele[ELE_FIRE] += 10;
- if (sc->data[SC_SUMMON_ELEMENTAL_DILUVIO])
- sd->indexed_bonus.magic_atk_ele[ELE_WATER] += 10;
- if (sc->data[SC_SUMMON_ELEMENTAL_PROCELLA])
- sd->indexed_bonus.magic_atk_ele[ELE_WIND] += 10;
- if (sc->data[SC_SUMMON_ELEMENTAL_TERREMOTUS])
- sd->indexed_bonus.magic_atk_ele[ELE_EARTH] += 10;
- if (sc->data[SC_SUMMON_ELEMENTAL_SERPENS])
- sd->indexed_bonus.magic_atk_ele[ELE_POISON] += 10;
- if (sc->data[SC_FLAMEARMOR_OPTION]) {
- sd->indexed_bonus.subele[ELE_FIRE] += 100;
- sd->indexed_bonus.subele[ELE_WATER] -= 30;
- }
- if (sc->data[SC_CRYSTAL_ARMOR_OPTION]) {
- sd->indexed_bonus.subele[ELE_WATER] += 100;
- sd->indexed_bonus.subele[ELE_WIND] -= 30;
- }
- if (sc->data[SC_EYES_OF_STORM_OPTION]) {
- sd->indexed_bonus.subele[ELE_WIND] += 100;
- sd->indexed_bonus.subele[ELE_EARTH] -= 30;
- }
- if (sc->data[SC_STRONG_PROTECTION_OPTION]) {
- sd->indexed_bonus.subele[ELE_EARTH] += 100;
- sd->indexed_bonus.subele[ELE_FIRE] -= 30;
- }
- if (sc->data[SC_POISON_SHIELD_OPTION]) {
- sd->indexed_bonus.subele[ELE_POISON] += 100;
- sd->indexed_bonus.subele[ELE_HOLY] -= 30;
- }
- }
- status_cpy(&sd->battle_status, base_status);
- // ----- CLIENT-SIDE REFRESH -----
- if(!sd->bl.prev) {
- // Will update on LoadEndAck
- calculating = 0;
- return 0;
- }
- if(memcmp(b_skill,sd->status.skill,sizeof(sd->status.skill)))
- clif_skillinfoblock(sd);
- // If the skill is learned, the status is infinite.
- if (pc_checkskill(sd, SU_SPRITEMABLE) > 0 && !sd->sc.data[SC_SPRITEMABLE])
- sc_start(&sd->bl, &sd->bl, SC_SPRITEMABLE, 100, 1, INFINITE_TICK);
- if (pc_checkskill(sd, SU_SOULATTACK) > 0 && !sd->sc.data[SC_SOULATTACK])
- sc_start(&sd->bl, &sd->bl, SC_SOULATTACK, 100, 1, INFINITE_TICK);
- calculating = 0;
- return 0;
- }
- /// Intermediate function since C++ does not have a try-finally syntax
- int status_calc_pc_( struct map_session_data* sd, uint8 opt ){
- // Save the old script the player was attached to
- struct script_state* previous_st = sd->st;
- // Store the return value of the original function
- int ret = status_calc_pc_sub( sd, opt );
- // If an old script is present
- if( previous_st ){
- // Reattach the player to it, so that the limitations of that script kick back in
- script_attach_state( previous_st );
- }
- // Return the original return value
- return ret;
- }
- /**
- * Calculates Mercenary data
- * @param md: Mercenary object
- * @param opt: Whether it is first calc or not (0 on level up or status)
- * @return 0
- */
- int status_calc_mercenary_(s_mercenary_data *md, uint8 opt)
- {
- struct status_data *status = &md->base_status;
- s_mercenary *merc = &md->mercenary;
- if (opt&SCO_FIRST) {
- memcpy(status, &md->db->status, sizeof(struct status_data));
- status->class_ = CLASS_NORMAL;
- status->mode = static_cast<e_mode>(MD_CANMOVE|MD_CANATTACK);
- status->hp = status->max_hp;
- status->sp = status->max_sp;
- md->battle_status.hp = merc->hp;
- md->battle_status.sp = merc->sp;
- if (md->master)
- status->speed = status_get_speed(&md->master->bl);
- }
- status_calc_misc(&md->bl, status, md->db->lv);
- status_cpy(&md->battle_status, status);
- return 0;
- }
- /**
- * Calculates Homunculus data
- * @param hd: Homunculus object
- * @param opt: Whether it is first calc or not (0 on level up or status)
- * @return 1
- */
- int status_calc_homunculus_(struct homun_data *hd, uint8 opt)
- {
- struct status_data *status = &hd->base_status;
- struct s_homunculus *hom = &hd->homunculus;
- int skill_lv;
- int amotion;
- status->str = hom->str / 10;
- status->agi = hom->agi / 10;
- status->vit = hom->vit / 10;
- status->dex = hom->dex / 10;
- status->int_ = hom->int_ / 10;
- status->luk = hom->luk / 10;
- APPLY_HOMUN_LEVEL_STATWEIGHT();
- if (opt&SCO_FIRST) {
- const struct s_homunculus_db *db = hd->homunculusDB;
- status->def_ele = db->element;
- status->ele_lv = 1;
- status->race = db->race;
- status->class_ = CLASS_NORMAL;
- status->size = (hom->class_ == db->evo_class) ? db->evo_size : db->base_size;
- status->rhw.range = 1 + status->size;
- status->mode = static_cast<e_mode>(MD_CANMOVE|MD_CANATTACK);
- status->speed = DEFAULT_WALK_SPEED;
- if (battle_config.hom_setting&HOMSET_COPY_SPEED && hd->master)
- status->speed = status_get_speed(&hd->master->bl);
- status->hp = 1;
- status->sp = 1;
- }
- status->aspd_rate = 1000;
- #ifdef RENEWAL
- amotion = hd->homunculusDB->baseASPD;
- amotion = amotion - amotion * (status->dex + hom->dex_value) / 1000 - (status->agi + hom->agi_value) * amotion / 250;
- status->def = status->mdef = 0;
- #else
- skill_lv = hom->level / 10 + status->vit / 5;
- status->def = cap_value(skill_lv, 0, 99);
- skill_lv = hom->level / 10 + status->int_ / 5;
- status->mdef = cap_value(skill_lv, 0, 99);
- amotion = (1000 - 4 * status->agi - status->dex) * hd->homunculusDB->baseASPD / 1000;
- #endif
- status->amotion = cap_value(amotion, battle_config.max_aspd, 2000);
- status->adelay = status->amotion; //It seems adelay = amotion for Homunculus.
- status->max_hp = hom->max_hp;
- status->max_sp = hom->max_sp;
- hom_calc_skilltree(hd, 0);
- if((skill_lv = hom_checkskill(hd, HAMI_SKIN)) > 0)
- status->def += skill_lv * 4;
- if((skill_lv = hom_checkskill(hd, HVAN_INSTRUCT)) > 0) {
- status->int_ += 1 + skill_lv / 2 + skill_lv / 4 + skill_lv / 5;
- status->str += 1 + skill_lv / 3 + skill_lv / 3 + skill_lv / 4;
- }
- if((skill_lv = hom_checkskill(hd, HAMI_SKIN)) > 0)
- status->max_hp += skill_lv * 2 * status->max_hp / 100;
- if((skill_lv = hom_checkskill(hd, HLIF_BRAIN)) > 0)
- status->max_sp += (1 + skill_lv / 2 - skill_lv / 4 + skill_lv / 5) * status->max_sp / 100;
- if (opt&SCO_FIRST) {
- hd->battle_status.hp = hom->hp;
- hd->battle_status.sp = hom->sp;
- if(hom->class_ == 6052) // Eleanor
- sc_start(&hd->bl,&hd->bl, SC_STYLE_CHANGE, 100, MH_MD_FIGHTING, INFINITE_TICK);
- }
- #ifndef RENEWAL
- status->rhw.atk = status->dex;
- status->rhw.atk2 = status->str + hom->level;
- #endif
- status_calc_misc(&hd->bl, status, hom->level);
- status_cpy(&hd->battle_status, status);
- return 1;
- }
- /**
- * Calculates Elemental data
- * @param ed: Elemental object
- * @param opt: Whether it is first calc or not (0 on status change)
- * @return 0
- */
- int status_calc_elemental_(s_elemental_data *ed, uint8 opt)
- {
- struct status_data *status = &ed->base_status;
- s_elemental *ele = &ed->elemental;
- struct map_session_data *sd = ed->master;
- if( !sd )
- return 0;
- if (opt&SCO_FIRST) {
- memcpy(status, &ed->db->status, sizeof(struct status_data));
- if( !ele->mode )
- status->mode = EL_MODE_PASSIVE;
- else
- status->mode = ele->mode;
- status->class_ = CLASS_NORMAL;
- status_calc_misc(&ed->bl, status, 0);
- status->max_hp = ele->max_hp;
- status->max_sp = ele->max_sp;
- status->hp = ele->hp;
- status->sp = ele->sp;
- status->rhw.atk = ele->atk;
- status->rhw.atk2 = ele->atk2;
- status->matk_min += ele->matk;
- status->def += ele->def;
- status->mdef += ele->mdef;
- status->flee = ele->flee;
- status->hit = ele->hit;
- if (ed->master)
- status->speed = status_get_speed(&ed->master->bl);
- memcpy(&ed->battle_status,status,sizeof(struct status_data));
- } else {
- status_calc_misc(&ed->bl, status, 0);
- status_cpy(&ed->battle_status, status);
- }
- return 0;
- }
- /**
- * Calculates NPC data
- * @param nd: NPC object
- * @param opt: Whether it is first calc or not (what?)
- * @return 0
- */
- int status_calc_npc_(struct npc_data *nd, uint8 opt)
- {
- struct status_data *status = &nd->status;
- if (!nd)
- return 0;
- if (opt&SCO_FIRST) {
- status->hp = 1;
- status->sp = 1;
- status->max_hp = 1;
- status->max_sp = 1;
- status->def_ele = ELE_NEUTRAL;
- status->ele_lv = 1;
- status->race = RC_DEMIHUMAN;
- status->class_ = CLASS_NORMAL;
- status->size = nd->size;
- status->rhw.range = 1 + status->size;
- status->mode = static_cast<e_mode>(MD_CANMOVE|MD_CANATTACK);
- status->speed = nd->speed;
- }
- status->str = nd->stat_point + nd->params.str;
- status->agi = nd->stat_point + nd->params.agi;
- status->vit = nd->stat_point + nd->params.vit;
- status->int_= nd->stat_point + nd->params.int_;
- status->dex = nd->stat_point + nd->params.dex;
- status->luk = nd->stat_point + nd->params.luk;
- status_calc_misc(&nd->bl, status, nd->level);
- status_cpy(&nd->status, status);
- return 0;
- }
- /**
- * Calculates regeneration values
- * Applies passive skill regeneration additions
- * @param bl: Object to calculate regen for [PC|HOM|MER|ELEM]
- * @param status: Object's status
- * @param regen: Object's base regeneration data
- */
- void status_calc_regen(struct block_list *bl, struct status_data *status, struct regen_data *regen)
- {
- struct map_session_data *sd;
- struct status_change *sc;
- int val, skill, reg_flag;
- if( !(bl->type&BL_REGEN) || !regen )
- return;
- sd = BL_CAST(BL_PC,bl);
- sc = status_get_sc(bl);
- val = (status->vit/5) + max(1, status->max_hp/200);
- if( sd && sd->hprecov_rate != 100 )
- val = val*sd->hprecov_rate/100;
- reg_flag = bl->type == BL_PC ? 0 : 1;
- regen->hp = cap_value(val, reg_flag, SHRT_MAX);
- val = 1 + (status->int_/6) + (status->max_sp/100);
- if( status->int_ >= 120 )
- val += ((status->int_-120)>>1) + 4;
- if( sd && sd->sprecov_rate != 100 )
- val = val*sd->sprecov_rate/100;
- regen->sp = cap_value(val, reg_flag, SHRT_MAX);
- if( sd ) {
- struct regen_data_sub *sregen;
- if( (skill=pc_checkskill(sd,HP_MEDITATIO)) > 0 ) {
- val = regen->sp*(100+3*skill)/100;
- regen->sp = cap_value(val, 1, SHRT_MAX);
- }
- // Only players have skill/sitting skill regen for now.
- sregen = regen->sregen;
- val = 0;
- if( (skill=pc_checkskill(sd,SM_RECOVERY)) > 0 )
- val += skill*5 + skill*status->max_hp/500;
- if (sc && sc->count) {
- if (sc->data[SC_INCREASE_MAXHP])
- val += val * sc->data[SC_INCREASE_MAXHP]->val2 / 100;
- }
- sregen->hp = cap_value(val, 0, SHRT_MAX);
- val = 0;
- if( (skill=pc_checkskill(sd,MG_SRECOVERY)) > 0 )
- val += skill*3 + skill*status->max_sp/500;
- if( (skill=pc_checkskill(sd,NJ_NINPOU)) > 0 )
- val += skill*3 + skill*status->max_sp/500;
- if( (skill=pc_checkskill(sd,WM_LESSON)) > 0 )
- val += 3 + 3 * skill;
- if (sc && sc->count) {
- if (sc->data[SC_ANCILLA])
- val += sc->data[SC_ANCILLA]->val2 / 100;
- if (sc->data[SC_INCREASE_MAXSP])
- val += val * sc->data[SC_INCREASE_MAXSP]->val2 / 100;
- }
- sregen->sp = cap_value(val, 0, SHRT_MAX);
- // Skill-related recovery (only when sit)
- sregen = regen->ssregen;
- val = 0;
- if( (skill=pc_checkskill(sd,MO_SPIRITSRECOVERY)) > 0 )
- val += skill*4 + skill*status->max_hp/500;
- if( (skill=pc_checkskill(sd,TK_HPTIME)) > 0 && sd->state.rest )
- val += skill*30 + skill*status->max_hp/500;
- sregen->hp = cap_value(val, 0, SHRT_MAX);
- val = 0;
- if( (skill=pc_checkskill(sd,TK_SPTIME)) > 0 && sd->state.rest ) {
- val += skill*3 + skill*status->max_sp/500;
- if ((skill=pc_checkskill(sd,SL_KAINA)) > 0) // Power up Enjoyable Rest
- val += (30+10*skill)*val/100;
- }
- if( (skill=pc_checkskill(sd,MO_SPIRITSRECOVERY)) > 0 )
- val += skill*2 + skill*status->max_sp/500;
- sregen->sp = cap_value(val, 0, SHRT_MAX);
- }
- if( bl->type == BL_HOM ) {
- struct homun_data *hd = (TBL_HOM*)bl;
- if( (skill = hom_checkskill(hd,HAMI_SKIN)) > 0 ) {
- val = regen->hp*(100+5*skill)/100;
- regen->hp = cap_value(val, 1, SHRT_MAX);
- }
- if( (skill = hom_checkskill(hd,HLIF_BRAIN)) > 0 ) {
- val = regen->sp*(100+3*skill)/100;
- regen->sp = cap_value(val, 1, SHRT_MAX);
- }
- } else if( bl->type == BL_MER ) {
- val = (status->max_hp * status->vit / 10000 + 1) * 6;
- regen->hp = cap_value(val, 1, SHRT_MAX);
- val = (status->max_sp * (status->int_ + 10) / 750) + 1;
- regen->sp = cap_value(val, 1, SHRT_MAX);
- } else if( bl->type == BL_ELEM ) {
- val = (status->max_hp * status->vit / 10000 + 1) * 6;
- regen->hp = cap_value(val, 1, SHRT_MAX);
- val = (status->max_sp * (status->int_ + 10) / 750) + 1;
- regen->sp = cap_value(val, 1, SHRT_MAX);
- }
- }
- /**
- * Calculates SC (Status Changes) regeneration values
- * @param bl: Object to calculate regen for [PC|HOM|MER|ELEM]
- * @param regen: Object's base regeneration data
- * @param sc: Object's status change data
- */
- void status_calc_regen_rate(struct block_list *bl, struct regen_data *regen, struct status_change *sc)
- {
- if (!(bl->type&BL_REGEN) || !regen)
- return;
- regen->flag = RGN_HP|RGN_SP;
- if(regen->sregen) {
- if (regen->sregen->hp)
- regen->flag |= RGN_SHP;
- if (regen->sregen->sp)
- regen->flag |= RGN_SSP;
- regen->sregen->rate.hp = regen->sregen->rate.sp = 100;
- }
- if (regen->ssregen) {
- if (regen->ssregen->hp)
- regen->flag |= RGN_SHP;
- if (regen->ssregen->sp)
- regen->flag |= RGN_SSP;
- regen->ssregen->rate.hp = regen->ssregen->rate.sp = 100;
- }
- regen->rate.hp = regen->rate.sp = 100;
- if (!sc || !sc->count)
- return;
- // No HP or SP regen
- if ((sc->data[SC_POISON] && !sc->data[SC_SLOWPOISON])
- || (sc->data[SC_DPOISON] && !sc->data[SC_SLOWPOISON])
- || sc->data[SC_BERSERK]
- || sc->data[SC_TRICKDEAD]
- || sc->data[SC_BLEEDING]
- || (sc->data[SC_MAGICMUSHROOM] && sc->data[SC_MAGICMUSHROOM]->val3 == 1)
- || sc->data[SC_SATURDAYNIGHTFEVER]
- || sc->data[SC_REBOUND])
- regen->flag = RGN_NONE;
- // No natural SP regen
- if (sc->data[SC_DANCING] ||
- #ifdef RENEWAL
- sc->data[SC_MAXIMIZEPOWER] ||
- #endif
- #ifndef RENEWAL
- (bl->type == BL_PC && (((TBL_PC*)bl)->class_&MAPID_UPPERMASK) == MAPID_MONK &&
- (sc->data[SC_EXTREMITYFIST] || sc->data[SC_EXPLOSIONSPIRITS]) && (!sc->data[SC_SPIRIT] || sc->data[SC_SPIRIT]->val2 != SL_MONK)) ||
- #else
- (bl->type == BL_PC && (((TBL_PC*)bl)->class_&MAPID_UPPERMASK) == MAPID_MONK &&
- sc->data[SC_EXTREMITYFIST] && (!sc->data[SC_SPIRIT] || sc->data[SC_SPIRIT]->val2 != SL_MONK)) ||
- #endif
- (sc->data[SC_OBLIVIONCURSE] && sc->data[SC_OBLIVIONCURSE]->val3 == 1))
- regen->flag &= ~RGN_SP;
- if (sc->data[SC_TENSIONRELAX]) {
- if (sc->data[SC_WEIGHT50] || sc->data[SC_WEIGHT90])
- regen->state.overweight = 0; // 1x HP regen
- else {
- regen->rate.hp += 200;
- if (regen->sregen)
- regen->sregen->rate.hp += 200;
- }
- }
- if (sc->data[SC_MAGNIFICAT])
- regen->rate.sp += 100;
- if (sc->data[SC_REGENERATION]) {
- const struct status_change_entry *sce = sc->data[SC_REGENERATION];
- if (!sce->val4) {
- regen->rate.hp += (sce->val2*100);
- regen->rate.sp += (sce->val3*100);
- } else
- regen->flag &= ~sce->val4; // Remove regen as specified by val4
- }
- if(sc->data[SC_GT_REVITALIZE]) {
- regen->hp += cap_value(regen->hp * sc->data[SC_GT_REVITALIZE]->val3/100, 1, SHRT_MAX);
- regen->state.walk = 1;
- }
- if (sc->data[SC_EXTRACT_WHITE_POTION_Z])
- regen->hp += cap_value(regen->hp * sc->data[SC_EXTRACT_WHITE_POTION_Z]->val1 / 100, 1, SHRT_MAX);
- if (sc->data[SC_VITATA_500])
- regen->sp += cap_value(regen->sp * sc->data[SC_VITATA_500]->val1 / 100, 1, SHRT_MAX);
- if (bl->type == BL_ELEM) { // Recovery bonus only applies to the Elementals.
- int ele_class = status_get_class(bl);
- switch (ele_class) {
- case ELEMENTALID_AGNI_S:
- case ELEMENTALID_AGNI_M:
- case ELEMENTALID_AGNI_L:
- case ELEMENTALID_ARDOR:
- if (sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 1)
- regen->rate.hp += 100;
- break;
- case ELEMENTALID_AQUA_S:
- case ELEMENTALID_AQUA_M:
- case ELEMENTALID_AQUA_L:
- case ELEMENTALID_DILUVIO:
- if (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 1)
- regen->rate.hp += 100;
- break;
- case ELEMENTALID_VENTUS_S:
- case ELEMENTALID_VENTUS_M:
- case ELEMENTALID_VENTUS_L:
- case ELEMENTALID_PROCELLA:
- if (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 1)
- regen->rate.hp += 100;
- break;
- case ELEMENTALID_TERA_S:
- case ELEMENTALID_TERA_M:
- case ELEMENTALID_TERA_L:
- case ELEMENTALID_TERREMOTUS:
- case ELEMENTALID_SERPENS:
- if (sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 1)
- regen->rate.hp += 100;
- break;
- }
- }
- if (sc->data[SC_CATNIPPOWDER]) {
- regen->rate.hp *= 2;
- regen->rate.sp *= 2;
- }
- if (sc->data[SC_SHRIMPBLESSING])
- regen->rate.sp += 50;
- #ifdef RENEWAL
- if (sc->data[SC_NIBELUNGEN]) {
- if (sc->data[SC_NIBELUNGEN]->val2 == RINGNBL_HPREGEN)
- regen->rate.hp += 100;
- else if (sc->data[SC_NIBELUNGEN]->val2 == RINGNBL_SPREGEN)
- regen->rate.sp += 100;
- }
- #endif
- if (sc->data[SC_SIRCLEOFNATURE])
- regen->rate.hp += sc->data[SC_SIRCLEOFNATURE]->val2;
- if (sc->data[SC_SONGOFMANA])
- regen->rate.sp += sc->data[SC_SONGOFMANA]->val3;
- }
- /**
- * Applies a state to a unit - See [StatusChangeStateTable]
- * @param bl: Object to change state on [PC|MOB|HOM|MER|ELEM]
- * @param sc: Object's status change data
- * @param flag: Which state to apply to bl
- * @param start: (1) start state, (0) remove state
- */
- void status_calc_state( struct block_list *bl, struct status_change *sc, std::bitset<SCS_MAX> flag, bool start )
- {
- /// No sc at all, we can zero without any extra weight over our conciousness
- if( !sc->count ) {
- sc->cant = {};
- return;
- }
- // Can't move
- if( flag[SCS_NOMOVE] ) {
- if( !flag[SCS_NOMOVECOND] )
- sc->cant.move += (start ? 1 : ((sc->cant.move) ? -1 : 0));
- else if(
- (sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_SELF) // cannot move while gospel is in effect
- #ifndef RENEWAL
- || (sc->data[SC_BASILICA] && sc->data[SC_BASILICA]->val4 == bl->id) // Basilica caster cannot move
- || (sc->data[SC_GRAVITATION] && sc->data[SC_GRAVITATION]->val3 == BCT_SELF)
- #endif
- || (sc->data[SC_CAMOUFLAGE] && sc->data[SC_CAMOUFLAGE]->val1 < 3)
- || (sc->data[SC_MAGNETICFIELD] && sc->data[SC_MAGNETICFIELD]->val2 != bl->id)
- || (sc->data[SC_FEAR] && sc->data[SC_FEAR]->val2 > 0)
- || (sc->data[SC_SPIDERWEB] && sc->data[SC_SPIDERWEB]->val1)
- || (sc->data[SC_HIDING] && (bl->type != BL_PC || (pc_checkskill(BL_CAST(BL_PC,bl),RG_TUNNELDRIVE) <= 0)))
- || (sc->data[SC_DANCING] && sc->data[SC_DANCING]->val4 && (
- #ifndef RENEWAL
- !sc->data[SC_LONGING] ||
- #endif
- (sc->data[SC_DANCING]->val1&0xFFFF) == CG_MOONLIT ||
- (sc->data[SC_DANCING]->val1&0xFFFF) == CG_HERMODE
- ))
- || (sc->data[SC_CRYSTALIZE] && bl->type != BL_MOB)
- )
- sc->cant.move += (start ? 1 : ((sc->cant.move) ? -1 : 0));
- }
- // Can't use skills
- if( flag[SCS_NOCAST] ) {
- if( !flag[SCS_NOCASTCOND] )
- sc->cant.cast += (start ? 1 : ((sc->cant.cast) ? -1 : 0));
- else if (sc->data[SC_OBLIVIONCURSE] && sc->data[SC_OBLIVIONCURSE]->val3 == 1)
- sc->cant.cast += (start ? 1 : ((sc->cant.cast) ? -1 : 0));
- }
- // Can't chat
- if( flag[SCS_NOCHAT] ) {
- if( !flag[SCS_NOCHATCOND] )
- sc->cant.chat += (start ? 1 : ((sc->cant.chat) ? -1 : 0));
- else if(sc->data[SC_NOCHAT] && sc->data[SC_NOCHAT]->val1&MANNER_NOCHAT)
- sc->cant.chat += (start ? 1 : ((sc->cant.chat) ? -1 : 0));
- }
- // Can't attack
- if( flag[SCS_NOATTACK] ) {
- if( !flag[SCS_NOATTACKCOND] )
- sc->cant.attack += (start ? 1 : ((sc->cant.attack) ? -1 : 0));
- /*else if( )
- sc->cant.attack += ( start ? 1 : ((sc->cant.attack)? -1:0) );*/
- }
- // Can't warp
- if (flag[SCS_NOWARP]) {
- if (!flag[SCS_NOWARPCOND])
- sc->cant.warp += (start ? 1 : ((sc->cant.warp) ? -1 : 0));
- /*else if (sc->data[])
- sc->cant.warp += ( start ? 1 : ((sc->cant.warp)? -1:0) );*/
- }
- // Player-only states
- if( bl->type == BL_PC ) {
- // Can't pick-up items
- if( flag[SCS_NOPICKITEM] ) {
- if( !flag[SCS_NOPICKITEMCOND] )
- sc->cant.pickup += (start ? 1 : ((sc->cant.pickup) ? -1 : 0));
- else if( (sc->data[SC_NOCHAT] && sc->data[SC_NOCHAT]->val1&MANNER_NOITEM) )
- sc->cant.pickup += (start ? 1 : ((sc->cant.pickup) ? -1 : 0));
- }
- // Can't drop items
- if( flag[SCS_NODROPITEM] ) {
- if( !flag[SCS_NODROPITEMCOND] )
- sc->cant.drop += (start ? 1 : ((sc->cant.drop) ? -1 : 0));
- else if( (sc->data[SC_NOCHAT] && sc->data[SC_NOCHAT]->val1&MANNER_NOITEM) )
- sc->cant.drop += (start ? 1 : ((sc->cant.drop) ? -1 : 0));
- }
- // Can't equip item
- if( flag[SCS_NOEQUIPITEM] ) {
- if( !flag[SCS_NOEQUIPITEMCOND] )
- sc->cant.equip += (start ? 1 : ((sc->cant.equip) ? -1 : 0));
- /*else if( )
- sc->cant.equip += ( start ? 1 : ((sc->cant.equip)? -1:0) );*/
- }
- // Can't unequip item
- if( flag[SCS_NOUNEQUIPITEM]) {
- if( !flag[SCS_NOUNEQUIPITEMCOND] )
- sc->cant.unequip += (start ? 1 : ((sc->cant.unequip) ? -1 : 0));
- /*else if( )
- sc->cant.unequip += ( start ? 1 : ((sc->cant.unequip)? -1:0) );*/
- }
- // Can't consume item
- if( flag[SCS_NOCONSUMEITEM]) {
- if( !flag[SCS_NOCONSUMEITEMCOND] )
- sc->cant.consume += (start ? 1 : ((sc->cant.consume) ? -1 : 0));
- else if( (sc->data[SC_GRAVITATION] && sc->data[SC_GRAVITATION]->val3 == BCT_SELF) ||
- (sc->data[SC_NOCHAT] && sc->data[SC_NOCHAT]->val1&MANNER_NOITEM) )
- sc->cant.consume += (start ? 1 : ((sc->cant.consume) ? -1 : 0));
- }
- // Can't lose exp
- if (flag[SCS_NODEATHPENALTY]) {
- if (!flag[SCS_NODEATHPENALTYCOND])
- sc->cant.deathpenalty += (start ? 1 : ((sc->cant.deathpenalty) ? -1 : 0));
- /*else if (sc->data[])
- sc->cant.deathpenalty += ( start ? 1 : ((sc->cant.deathpenalty)? -1:0) );*/
- }
- // Can't sit/stand/talk to NPC
- if (flag[SCS_NOINTERACT]) {
- if (!flag[SCS_NOINTERACTCOND])
- sc->cant.interact += (start ? 1 : ((sc->cant.interact) ? -1 : 0));
- /*else if (sc->data[])
- sc->cant.interact += ( start ? 1 : ((sc->cant.interact)? -1:0) );*/
- }
- }
- return;
- }
- /**
- * Recalculates parts of an objects status according to specified flags
- * See [set_sc] [add_sc]
- * @param bl: Object whose status has changed [PC|MOB|HOM|MER|ELEM]
- * @param flag: Which status has changed on bl
- */
- void status_calc_bl_main(struct block_list *bl, std::bitset<SCB_MAX> flag)
- {
- const struct status_data *b_status = status_get_base_status(bl); // Base Status
- struct status_data *status = status_get_status_data(bl); // Battle Status
- struct status_change *sc = status_get_sc(bl);
- TBL_PC *sd = BL_CAST(BL_PC,bl);
- int temp;
- if (!b_status || !status)
- return;
- /** [Playtester]
- * This needs to be done even if there is currently no status change active, because
- * we need to update the speed on the client when the last status change ends.
- **/
- if(flag[SCB_SPEED]) {
- struct unit_data *ud = unit_bl2ud(bl);
- /** [Skotlex]
- * Re-walk to adjust speed (we do not check if walktimer != INVALID_TIMER
- * because if you step on something while walking, the moment this
- * piece of code triggers the walk-timer is set on INVALID_TIMER)
- **/
- if (ud)
- ud->state.change_walk_target = ud->state.speed_changed = 1;
- }
- if(flag[SCB_STR]) {
- status->str = status_calc_str(bl, sc, b_status->str);
- flag.set(SCB_BATK);
- if( bl->type&BL_HOM )
- flag.set(SCB_WATK);
- }
- if(flag[SCB_AGI]) {
- status->agi = status_calc_agi(bl, sc, b_status->agi);
- flag.set(SCB_FLEE);
- #ifdef RENEWAL
- flag.set(SCB_DEF2);
- #endif
- if( bl->type&(BL_PC|BL_HOM) ) {
- flag.set(SCB_ASPD);
- flag.set(SCB_DSPD);
- }
- }
- if(flag[SCB_VIT]) {
- status->vit = status_calc_vit(bl, sc, b_status->vit);
- flag.set(SCB_DEF2);
- flag.set(SCB_MDEF2);
- if( bl->type&(BL_PC|BL_HOM|BL_MER|BL_ELEM) )
- flag.set(SCB_MAXHP);
- if( bl->type&BL_HOM )
- flag.set(SCB_DEF);
- }
- if(flag[SCB_INT]) {
- status->int_ = status_calc_int(bl, sc, b_status->int_);
- flag.set(SCB_MATK);
- flag.set(SCB_MDEF2);
- if( bl->type&(BL_PC|BL_HOM|BL_MER|BL_ELEM) )
- flag.set(SCB_MAXSP);
- if( bl->type&BL_HOM )
- flag.set(SCB_MDEF);
- }
- if(flag[SCB_DEX]) {
- status->dex = status_calc_dex(bl, sc, b_status->dex);
- flag.set(SCB_BATK);
- flag.set(SCB_HIT);
- #ifdef RENEWAL
- flag.set(SCB_MATK);
- flag.set(SCB_MDEF2);
- #endif
- if( bl->type&(BL_PC|BL_HOM) )
- flag.set(SCB_ASPD);
- if( bl->type&BL_HOM )
- flag.set(SCB_WATK);
- }
- if(flag[SCB_LUK]) {
- status->luk = status_calc_luk(bl, sc, b_status->luk);
- flag.set(SCB_BATK);
- flag.set(SCB_CRI);
- flag.set(SCB_FLEE2);
- #ifdef RENEWAL
- flag.set(SCB_MATK);
- flag.set(SCB_HIT);
- flag.set(SCB_FLEE);
- #endif
- }
- #ifdef RENEWAL
- if (flag[SCB_POW]) {
- status->pow = status_calc_pow(bl, sc, b_status->pow);
- flag.set(SCB_BATK);
- flag.set(SCB_PATK);
- }
- if (flag[SCB_STA]) {
- status->sta = status_calc_sta(bl, sc, b_status->sta);
- flag.set(SCB_RES);
- }
- if (flag[SCB_WIS]) {
- status->wis = status_calc_wis(bl, sc, b_status->wis);
- flag.set(SCB_MRES);
- }
- if (flag[SCB_SPL]) {
- status->spl = status_calc_spl(bl, sc, b_status->spl);
- flag.set(SCB_MATK);
- flag.set(SCB_SMATK);
- }
- if (flag[SCB_CON]) {
- status->con = status_calc_con(bl, sc, b_status->con);
- flag.set(SCB_HIT);
- flag.set(SCB_FLEE);
- flag.set(SCB_PATK);
- flag.set(SCB_SMATK);
- }
- if (flag[SCB_CRT]) {
- status->crt = status_calc_crt(bl, sc, b_status->crt);
- flag.set(SCB_HPLUS);
- flag.set(SCB_CRATE);
- }
- #endif
- if(flag[SCB_BATK] && b_status->batk) {
- int lv = status_get_lv(bl);
- status->batk = status_base_atk(bl, status, lv);
- temp = b_status->batk - status_base_atk(bl, b_status, lv);
- if (temp) {
- temp += status->batk;
- status->batk = cap_value(temp, 0, USHRT_MAX);
- }
- status->batk = status_calc_batk(bl, sc, status->batk);
- }
- if(flag[SCB_WATK]) {
- #ifndef RENEWAL
- status->rhw.atk = status_calc_watk(bl, sc, b_status->rhw.atk);
- if (!sd) // Should not affect weapon refine bonus
- status->rhw.atk2 = status_calc_watk(bl, sc, b_status->rhw.atk2);
- if (sd && sd->bonus.weapon_atk_rate)
- status->rhw.atk += status->rhw.atk * sd->bonus.weapon_atk_rate / 100;
- if(b_status->lhw.atk) {
- if (sd) {
- sd->state.lr_flag = 1;
- status->lhw.atk = status_calc_watk(bl, sc, b_status->lhw.atk);
- sd->state.lr_flag = 0;
- } else {
- status->lhw.atk = status_calc_watk(bl, sc, b_status->lhw.atk);
- status->lhw.atk2= status_calc_watk(bl, sc, b_status->lhw.atk2);
- }
- }
- #else
- if(!b_status->watk) { // We only have left-hand weapon
- status->watk = 0;
- status->watk2 = status_calc_watk(bl, sc, b_status->watk2);
- }
- else status->watk = status_calc_watk(bl, sc, b_status->watk);
- #endif
- }
- if(flag[SCB_HIT]) {
- if (status->dex == b_status->dex
- #ifdef RENEWAL
- && status->luk == b_status->luk && status->con == b_status->con
- #endif
- )
- status->hit = status_calc_hit(bl, sc, b_status->hit);
- else
- status->hit = status_calc_hit(bl, sc, b_status->hit + (status->dex - b_status->dex)
- #ifdef RENEWAL
- + (status->luk/3 - b_status->luk/3) + 2 * (status->con - b_status->con)
- #endif
- );
- }
- if(flag[SCB_FLEE]) {
- if (status->agi == b_status->agi
- #ifdef RENEWAL
- && status->luk == b_status->luk && status->con == b_status->con
- #endif
- )
- status->flee = status_calc_flee(bl, sc, b_status->flee);
- else
- status->flee = status_calc_flee(bl, sc, b_status->flee +(status->agi - b_status->agi)
- #ifdef RENEWAL
- + (status->luk/5 - b_status->luk/5) + 2 * (status->con - b_status->con)
- #endif
- );
- }
- if(flag[SCB_DEF]) {
- status->def = status_calc_def(bl, sc, b_status->def);
- if( bl->type&BL_HOM )
- status->def += (status->vit/5 - b_status->vit/5);
- }
- if(flag[SCB_DEF2]) {
- if (status->vit == b_status->vit
- #ifdef RENEWAL
- && status->agi == b_status->agi
- #endif
- )
- status->def2 = status_calc_def2(bl, sc, b_status->def2);
- else
- status->def2 = status_calc_def2(bl, sc, b_status->def2
- #ifdef RENEWAL
- + (int)( ((float)status->vit/2 - (float)b_status->vit/2) + ((float)status->agi/5 - (float)b_status->agi/5) )
- #else
- + (status->vit - b_status->vit)
- #endif
- );
- }
- if(flag[SCB_MDEF]) {
- status->mdef = status_calc_mdef(bl, sc, b_status->mdef);
- if( bl->type&BL_HOM )
- status->mdef += (status->int_/5 - b_status->int_/5);
- }
- if(flag[SCB_MDEF2]) {
- if (status->int_ == b_status->int_ && status->vit == b_status->vit
- #ifdef RENEWAL
- && status->dex == b_status->dex
- #endif
- )
- status->mdef2 = status_calc_mdef2(bl, sc, b_status->mdef2);
- else
- status->mdef2 = status_calc_mdef2(bl, sc, b_status->mdef2 +(status->int_ - b_status->int_)
- #ifdef RENEWAL
- + (int)( ((float)status->dex/5 - (float)b_status->dex/5) + ((float)status->vit/5 - (float)b_status->vit/5) )
- #else
- + ((status->vit - b_status->vit)>>1)
- #endif
- );
- }
- if(flag[SCB_SPEED]) {
- status->speed = status_calc_speed(bl, sc, b_status->speed);
- if( bl->type&BL_PC && !(sd && sd->state.permanent_speed) && status->speed < battle_config.max_walk_speed )
- status->speed = battle_config.max_walk_speed;
- if( bl->type&BL_PET && ((TBL_PET*)bl)->master)
- status->speed = status_get_speed(&((TBL_PET*)bl)->master->bl);
- if( bl->type&BL_HOM && battle_config.hom_setting&HOMSET_COPY_SPEED && ((TBL_HOM*)bl)->master)
- status->speed = status_get_speed(&((TBL_HOM*)bl)->master->bl);
- if( bl->type&BL_MER && ((TBL_MER*)bl)->master)
- status->speed = status_get_speed(&((TBL_MER*)bl)->master->bl);
- if( bl->type&BL_ELEM && ((TBL_ELEM*)bl)->master)
- status->speed = status_get_speed(&((TBL_ELEM*)bl)->master->bl);
- }
- if(flag[SCB_CRI] && b_status->cri) {
- if (status->luk == b_status->luk)
- status->cri = status_calc_critical(bl, sc, b_status->cri);
- else
- status->cri = status_calc_critical(bl, sc, b_status->cri + 3*(status->luk - b_status->luk));
- /// After status_calc_critical so the bonus is applied despite if you have or not a sc bugreport:5240
- if (sd) {
- if (sd->status.weapon == W_KATAR)
- status->cri <<= 1;
- }
- }
- if(flag[SCB_FLEE2] && b_status->flee2) {
- if (status->luk == b_status->luk)
- status->flee2 = status_calc_flee2(bl, sc, b_status->flee2);
- else
- status->flee2 = status_calc_flee2(bl, sc, b_status->flee2 +(status->luk - b_status->luk));
- }
- if(flag[SCB_ATK_ELE]) {
- status->rhw.ele = status_calc_attack_element(bl, sc, b_status->rhw.ele);
- if (sd) sd->state.lr_flag = 1;
- status->lhw.ele = status_calc_attack_element(bl, sc, b_status->lhw.ele);
- if (sd) sd->state.lr_flag = 0;
- }
- if(flag[SCB_DEF_ELE]) {
- status->def_ele = status_calc_element(bl, sc, b_status->def_ele);
- status->ele_lv = status_calc_element_lv(bl, sc, b_status->ele_lv);
- }
- if(flag[SCB_MODE]) {
- status->mode = status_calc_mode(bl, sc, b_status->mode);
- if (status_has_mode(status, MD_STATUSIMMUNE|MD_SKILLIMMUNE))
- status->class_ = CLASS_BATTLEFIELD;
- else if (status_has_mode(status, MD_STATUSIMMUNE|MD_KNOCKBACKIMMUNE|MD_DETECTOR))
- status->class_ = CLASS_BOSS;
- else if (status_has_mode(status, MD_STATUSIMMUNE))
- status->class_ = CLASS_GUARDIAN;
- else
- status->class_ = CLASS_NORMAL;
- // Since mode changed, reset their state.
- if (!status_has_mode(status,MD_CANATTACK))
- unit_stop_attack(bl);
- if (!status_has_mode(status,MD_CANMOVE))
- unit_stop_walking(bl,1);
- }
- /**
- * No status changes alter these yet.
- * if(flag[SCB_SIZE])
- * if(flag[SCB_RACE])
- * if(flag[SCB_RANGE])
- **/
- if(flag[SCB_MAXHP]) {
- if( bl->type&BL_PC ) {
- status->max_hp = status_calc_maxhpsp_pc(sd,status->vit,true);
- if(battle_config.hp_rate != 100)
- status->max_hp = (unsigned int)(battle_config.hp_rate * (status->max_hp/100.));
- if (sd->status.base_level < 100)
- status->max_hp = umin(status->max_hp,(unsigned int)battle_config.max_hp_lv99);
- else if (sd->status.base_level < 151)
- status->max_hp = umin(status->max_hp,(unsigned int)battle_config.max_hp_lv150);
- else
- status->max_hp = umin(status->max_hp,(unsigned int)battle_config.max_hp);
- }
- else
- status->max_hp = status_calc_maxhp(bl, b_status->max_hp);
- if( status->hp > status->max_hp ) { // !FIXME: Should perhaps a status_zap should be issued?
- status->hp = status->max_hp;
- if( sd ) clif_updatestatus(sd,SP_HP);
- }
- }
- if(flag[SCB_MAXSP]) {
- if( bl->type&BL_PC ) {
- status->max_sp = status_calc_maxhpsp_pc(sd,status->int_,false);
- if(battle_config.sp_rate != 100)
- status->max_sp = (unsigned int)(battle_config.sp_rate * (status->max_sp/100.));
- status->max_sp = umin(status->max_sp,(unsigned int)battle_config.max_sp);
- }
- else
- status->max_sp = status_calc_maxsp(bl, b_status->max_sp);
- if( status->sp > status->max_sp ) {
- status->sp = status->max_sp;
- if( sd ) clif_updatestatus(sd,SP_SP);
- }
- }
- if(flag[SCB_MATK]) {
- #ifndef RENEWAL
- status->matk_min = status_base_matk_min(status) + (sd?sd->bonus.ematk:0);
- status->matk_max = status_base_matk_max(status) + (sd?sd->bonus.ematk:0);
- #else
- /**
- * RE MATK Formula (from irowiki:http:// irowiki.org/wiki/MATK)
- * MATK = (sMATK + wMATK + eMATK) * Multiplicative Modifiers
- **/
- int lv = status_get_lv(bl);
- status->matk_min = status_base_matk_min(bl, status, lv);
- status->matk_max = status_base_matk_max(bl, status, lv);
- switch( bl->type ) {
- case BL_PC: {
- int wMatk = 0;
- int variance = 0;
- // Any +MATK you get from skills and cards, including cards in weapon, is added here.
- if (sd) {
- uint16 skill_lv;
- if (sd->bonus.ematk > 0)
- status->matk_min += sd->bonus.ematk;
- if (pc_checkskill(sd, SU_POWEROFLAND) > 0 && pc_checkskill_summoner(sd, SUMMONER_POWER_LAND) >= 20)
- status->matk_min += status->matk_min * 20 / 100;
- if ((skill_lv = pc_checkskill(sd, NV_TRANSCENDENCE)) > 0)
- status->matk_min += 15 * skill_lv + (skill_lv > 4 ? 25 : 0);
- }
- status->matk_min = status_calc_ematk(bl, sc, status->matk_min);
- status->matk_max = status->matk_min;
- // This is the only portion in MATK that varies depending on the weapon level and refinement rate.
- if (b_status->lhw.matk) {
- if (sd) {
- //sd->state.lr_flag = 1; //?? why was that set here
- status->lhw.matk = b_status->lhw.matk;
- sd->state.lr_flag = 0;
- } else {
- status->lhw.matk = b_status->lhw.matk;
- }
- }
- if (b_status->rhw.matk) {
- status->rhw.matk = b_status->rhw.matk;
- }
- if (status->rhw.matk) {
- wMatk += status->rhw.matk;
- variance += wMatk * status->rhw.wlv / 10;
- }
- if (status->lhw.matk) {
- wMatk += status->lhw.matk;
- variance += status->lhw.matk * status->lhw.wlv / 10;
- }
- status->matk_min += wMatk - variance;
- status->matk_max += wMatk + variance;
- }
- break;
- }
- #endif
- if (bl->type&BL_PC && sd->matk_rate != 100) {
- status->matk_max = status->matk_max * sd->matk_rate/100;
- status->matk_min = status->matk_min * sd->matk_rate/100;
- }
- if ((bl->type&BL_HOM && battle_config.hom_setting&HOMSET_SAME_MATK) /// Hom Min Matk is always the same as Max Matk
- || (sc && sc->data[SC_RECOGNIZEDSPELL]))
- status->matk_min = status->matk_max;
- #ifdef RENEWAL
- if( sd && sd->right_weapon.overrefine > 0) {
- status->matk_min++;
- status->matk_max += sd->right_weapon.overrefine - 1;
- }
- #endif
- status->matk_max = status_calc_matk(bl, sc, status->matk_max);
- status->matk_min = status_calc_matk(bl, sc, status->matk_min);
- }
- if(flag[SCB_ASPD]) {
- int amotion;
- if ( bl->type&BL_HOM ) {
- #ifdef RENEWAL_ASPD
- amotion = ((TBL_HOM*)bl)->homunculusDB->baseASPD;
- amotion = amotion - amotion * status_get_homdex(bl) / 1000 - status_get_homagi(bl) * amotion / 250;
- amotion = (amotion * status_calc_aspd(bl, sc, true) + status_calc_aspd(bl, sc, false)) / - 100 + amotion;
- #else
- amotion = (1000 - 4 * status->agi - status->dex) * ((TBL_HOM*)bl)->homunculusDB->baseASPD / 1000;
- amotion = status_calc_aspd_rate(bl, sc, amotion);
- amotion = amotion * status->aspd_rate / 1000;
- #endif
- amotion = status_calc_fix_aspd(bl, sc, amotion);
- status->amotion = cap_value(amotion, battle_config.max_aspd, 2000);
- status->adelay = status->amotion;
- } else if ( bl->type&BL_PC ) {
- uint16 skill_lv;
- amotion = status_base_amotion_pc(sd,status);
- #ifndef RENEWAL_ASPD
- status->aspd_rate = status_calc_aspd_rate(bl, sc, b_status->aspd_rate);
- #endif
- // Absolute ASPD % modifiers
- amotion = amotion * status->aspd_rate / 1000;
- if (sd->ud.skilltimer != INVALID_TIMER && (skill_lv = pc_checkskill(sd, SA_FREECAST)) > 0)
- #ifdef RENEWAL_ASPD
- amotion = amotion * 5 * (skill_lv + 10) / 100;
- #else
- 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)
- #endif
- #ifdef RENEWAL_ASPD
- // RE ASPD % modifier
- amotion += (max(0xc3 - amotion, 2) * (status->aspd_rate2 + status_calc_aspd(bl, sc, false))) / 100;
- amotion = 10 * (200 - amotion);
- amotion += sd->bonus.aspd_add;
- #endif
- amotion = status_calc_fix_aspd(bl, sc, amotion);
- status->amotion = cap_value(amotion,pc_maxaspd(sd),2000);
- status->adelay = 2 * status->amotion;
- } else { // Mercenary and mobs
- amotion = b_status->amotion;
- status->aspd_rate = status_calc_aspd_rate(bl, sc, b_status->aspd_rate);
- amotion = amotion*status->aspd_rate/1000;
- amotion = status_calc_fix_aspd(bl, sc, amotion);
- status->amotion = cap_value(amotion, battle_config.monster_max_aspd, 2000);
- temp = b_status->adelay*status->aspd_rate/1000;
- status->adelay = cap_value(temp, battle_config.monster_max_aspd*2, 4000);
- }
- }
- if(flag[SCB_DSPD]) {
- int dmotion;
- if( bl->type&BL_PC ) {
- if (b_status->agi == status->agi)
- status->dmotion = status_calc_dmotion(bl, sc, b_status->dmotion);
- else {
- dmotion = 800-status->agi*4;
- status->dmotion = cap_value(dmotion, 400, 800);
- if(battle_config.pc_damage_delay_rate != 100)
- status->dmotion = status->dmotion*battle_config.pc_damage_delay_rate/100;
- // It's safe to ignore b_status->dmotion since no bonus affects it.
- status->dmotion = status_calc_dmotion(bl, sc, status->dmotion);
- }
- } else if( bl->type&BL_HOM ) {
- dmotion = 800-status->agi*4;
- status->dmotion = cap_value(dmotion, 400, 800);
- status->dmotion = status_calc_dmotion(bl, sc, b_status->dmotion);
- } else { // Mercenary and mobs
- status->dmotion = status_calc_dmotion(bl, sc, b_status->dmotion);
- }
- }
- #ifdef RENEWAL
- if (flag[SCB_PATK]) {
- if (status->pow == b_status->pow && status->con == b_status->con)
- status->patk = status_calc_patk(bl, sc, b_status->patk);
- else
- status->patk = status_calc_patk(bl, sc, b_status->patk + (status->pow - b_status->pow) / 3 + (status->con - b_status->con) / 5);
- }
- if (flag[SCB_SMATK]) {
- if (status->spl == b_status->spl && status->con == b_status->con)
- status->smatk = status_calc_smatk(bl, sc, b_status->smatk);
- else
- status->smatk = status_calc_smatk(bl, sc, b_status->smatk) + (status->spl - b_status->spl) / 3 + (status->con - b_status->con) / 5;
- }
- if (flag[SCB_RES]) {
- if (status->sta == b_status->sta)
- status->res = status_calc_res(bl, sc, b_status->res);
- else
- status->res = status_calc_res(bl, sc, b_status->res + (status->sta - b_status->sta) + (status->sta - b_status->sta) / 3 * 5);
- }
- if (flag[SCB_MRES]) {
- if (status->wis == b_status->wis)
- status->mres = status_calc_mres(bl, sc, b_status->mres);
- else
- status->mres = status_calc_mres(bl, sc, b_status->mres + (status->wis - b_status->wis) + (status->wis - b_status->wis) / 3 * 5);
- }
- if (flag[SCB_HPLUS]) {
- if (status->crt == b_status->crt)
- status->hplus = status_calc_hplus(bl, sc, b_status->hplus);
- else
- status->hplus = status_calc_hplus(bl, sc, b_status->hplus + (status->crt - b_status->crt));
- }
- if (flag[SCB_CRATE]) {
- if (status->crt == b_status->crt)
- status->crate = status_calc_crate(bl, sc, b_status->crate);
- else
- status->crate = status_calc_crate(bl, sc, b_status->crate + (status->crt - b_status->crt) / 3);
- }
- if (flag[SCB_MAXAP]) {
- if (bl->type&BL_PC) {
- status->max_ap = status_calc_maxap_pc(sd);
- if (battle_config.ap_rate != 100)
- status->max_ap = (unsigned int)(battle_config.ap_rate * (status->max_ap / 100.));
- status->max_ap = umin(status->max_ap, (unsigned int)battle_config.max_ap);
- } else
- status->max_ap = status_calc_maxap(bl, b_status->max_ap);
- if (status->ap > status->max_ap) {
- status->ap = status->max_ap;
- if (sd) clif_updatestatus(sd, SP_AP);
- }
- }
- #endif
- if((flag[SCB_VIT] || flag[SCB_MAXHP] || flag[SCB_INT] || flag[SCB_MAXSP]) && bl->type &BL_REGEN)
- status_calc_regen(bl, status, status_get_regen_data(bl));
- if(flag[SCB_REGEN] && bl->type&BL_REGEN)
- status_calc_regen_rate(bl, status_get_regen_data(bl), sc);
- }
- /**
- * Recalculates parts of an objects status according to specified flags
- * Also sends updates to the client when necessary
- * See [set_sc] [add_sc]
- * @param bl: Object whose status has changed [PC|MOB|HOM|MER|ELEM]
- * @param flag: Which status has changed on bl
- * @param opt: If true, will cause status_calc_* functions to run their base status initialization code
- */
- void status_calc_bl_(struct block_list* bl, std::bitset<SCB_MAX> flag, uint8 opt)
- {
- struct status_data b_status; // Previous battle status
- struct status_data* status; // Pointer to current battle status
- if (bl->type == BL_PC) {
- struct map_session_data *sd = BL_CAST(BL_PC, bl);
- if (sd->delayed_damage != 0) {
- if (opt&SCO_FORCE)
- sd->state.hold_recalc = false; // Clear and move on
- else {
- sd->state.hold_recalc = true; // Flag and stop
- return;
- }
- }
- }
- // Remember previous values
- status = status_get_status_data(bl);
- memcpy(&b_status, status, sizeof(struct status_data));
- if( flag[SCB_BASE] ) { // Calculate the object's base status too
- switch( bl->type ) {
- case BL_PC: status_calc_pc_(BL_CAST(BL_PC,bl), opt); break;
- case BL_MOB: status_calc_mob_(BL_CAST(BL_MOB,bl), opt); break;
- case BL_PET: status_calc_pet_(BL_CAST(BL_PET,bl), opt); break;
- case BL_HOM: status_calc_homunculus_(BL_CAST(BL_HOM,bl), opt); break;
- case BL_MER: status_calc_mercenary_(BL_CAST(BL_MER,bl), opt); break;
- case BL_ELEM: status_calc_elemental_(BL_CAST(BL_ELEM,bl), opt); break;
- case BL_NPC: status_calc_npc_(BL_CAST(BL_NPC,bl), opt); break;
- }
- }
- if( bl->type == BL_PET )
- return; // Pets are not affected by statuses
- if (opt&SCO_FIRST && bl->type == BL_MOB)
- return; // Assume there will be no statuses active
- status_calc_bl_main(bl, flag);
- if (opt&SCO_FIRST && bl->type == BL_HOM)
- return; // Client update handled by caller
- // Compare against new values and send client updates
- if( bl->type == BL_PC ) {
- TBL_PC* sd = BL_CAST(BL_PC, bl);
- if(b_status.str != status->str)
- clif_updatestatus(sd,SP_STR);
- if(b_status.agi != status->agi)
- clif_updatestatus(sd,SP_AGI);
- if(b_status.vit != status->vit)
- clif_updatestatus(sd,SP_VIT);
- if(b_status.int_ != status->int_)
- clif_updatestatus(sd,SP_INT);
- if(b_status.dex != status->dex)
- clif_updatestatus(sd,SP_DEX);
- if(b_status.luk != status->luk)
- clif_updatestatus(sd,SP_LUK);
- if(b_status.hit != status->hit)
- clif_updatestatus(sd,SP_HIT);
- if(b_status.flee != status->flee)
- clif_updatestatus(sd,SP_FLEE1);
- if(b_status.amotion != status->amotion)
- clif_updatestatus(sd,SP_ASPD);
- if(b_status.speed != status->speed)
- clif_updatestatus(sd,SP_SPEED);
- if(b_status.batk != status->batk
- #ifndef RENEWAL
- || b_status.rhw.atk != status->rhw.atk || b_status.lhw.atk != status->lhw.atk
- #endif
- )
- clif_updatestatus(sd,SP_ATK1);
- if(b_status.def != status->def) {
- clif_updatestatus(sd,SP_DEF1);
- #ifdef RENEWAL
- clif_updatestatus(sd,SP_DEF2);
- #endif
- }
- if(
- #ifdef RENEWAL
- b_status.watk != status->watk || b_status.watk2 != status->watk2 || b_status.eatk != status->eatk
- #else
- b_status.rhw.atk2 != status->rhw.atk2 || b_status.lhw.atk2 != status->lhw.atk2
- #endif
- )
- clif_updatestatus(sd,SP_ATK2);
- if(b_status.def2 != status->def2) {
- clif_updatestatus(sd,SP_DEF2);
- #ifdef RENEWAL
- clif_updatestatus(sd,SP_DEF1);
- #endif
- }
- if(b_status.flee2 != status->flee2)
- clif_updatestatus(sd,SP_FLEE2);
- if(b_status.cri != status->cri)
- clif_updatestatus(sd,SP_CRITICAL);
- #ifndef RENEWAL
- if(b_status.matk_max != status->matk_max)
- clif_updatestatus(sd,SP_MATK1);
- if(b_status.matk_min != status->matk_min)
- clif_updatestatus(sd,SP_MATK2);
- #else
- if(b_status.matk_max != status->matk_max || b_status.matk_min != status->matk_min) {
- clif_updatestatus(sd,SP_MATK2);
- clif_updatestatus(sd,SP_MATK1);
- }
- #endif
- if(b_status.mdef != status->mdef) {
- clif_updatestatus(sd,SP_MDEF1);
- #ifdef RENEWAL
- clif_updatestatus(sd,SP_MDEF2);
- #endif
- }
- if(b_status.mdef2 != status->mdef2) {
- clif_updatestatus(sd,SP_MDEF2);
- #ifdef RENEWAL
- clif_updatestatus(sd,SP_MDEF1);
- #endif
- }
- if(b_status.rhw.range != status->rhw.range)
- clif_updatestatus(sd,SP_ATTACKRANGE);
- if(b_status.max_hp != status->max_hp)
- clif_updatestatus(sd,SP_MAXHP);
- if(b_status.max_sp != status->max_sp)
- clif_updatestatus(sd,SP_MAXSP);
- if(b_status.hp != status->hp)
- clif_updatestatus(sd,SP_HP);
- if(b_status.sp != status->sp)
- clif_updatestatus(sd,SP_SP);
- #ifdef RENEWAL
- if (b_status.pow != status->pow)
- clif_updatestatus(sd,SP_POW);
- if (b_status.sta != status->sta)
- clif_updatestatus(sd,SP_STA);
- if (b_status.wis != status->wis)
- clif_updatestatus(sd,SP_WIS);
- if (b_status.spl != status->spl)
- clif_updatestatus(sd,SP_SPL);
- if (b_status.con != status->con)
- clif_updatestatus(sd,SP_CON);
- if (b_status.crt != status->crt)
- clif_updatestatus(sd,SP_CRT);
- if (b_status.patk != status->patk)
- clif_updatestatus(sd, SP_PATK);
- if (b_status.smatk != status->smatk)
- clif_updatestatus(sd, SP_SMATK);
- if (b_status.res != status->res)
- clif_updatestatus(sd, SP_RES);
- if (b_status.mres != status->mres)
- clif_updatestatus(sd, SP_MRES);
- if (b_status.hplus != status->hplus)
- clif_updatestatus(sd, SP_HPLUS);
- if (b_status.crate != status->crate)
- clif_updatestatus(sd, SP_CRATE);
- if (b_status.max_ap != status->max_ap)
- clif_updatestatus(sd, SP_MAXAP);
- if (b_status.ap != status->ap)
- clif_updatestatus(sd, SP_AP);
- #endif
- } else if( bl->type == BL_HOM ) {
- TBL_HOM* hd = BL_CAST(BL_HOM, bl);
- if( hd->master && memcmp(&b_status, status, sizeof(struct status_data)) != 0 )
- clif_hominfo(hd->master,hd,0);
- } else if( bl->type == BL_MER ) {
- TBL_MER* md = BL_CAST(BL_MER, bl);
- if (!md->master)
- return;
- if( b_status.rhw.atk != status->rhw.atk || b_status.rhw.atk2 != status->rhw.atk2 )
- clif_mercenary_updatestatus(md->master, SP_ATK1);
- if( b_status.matk_max != status->matk_max )
- clif_mercenary_updatestatus(md->master, SP_MATK1);
- if( b_status.hit != status->hit )
- clif_mercenary_updatestatus(md->master, SP_HIT);
- if( b_status.cri != status->cri )
- clif_mercenary_updatestatus(md->master, SP_CRITICAL);
- if( b_status.def != status->def )
- clif_mercenary_updatestatus(md->master, SP_DEF1);
- if( b_status.mdef != status->mdef )
- clif_mercenary_updatestatus(md->master, SP_MDEF1);
- if( b_status.flee != status->flee )
- clif_mercenary_updatestatus(md->master, SP_MERCFLEE);
- if( b_status.amotion != status->amotion )
- clif_mercenary_updatestatus(md->master, SP_ASPD);
- if( b_status.max_hp != status->max_hp )
- clif_mercenary_updatestatus(md->master, SP_MAXHP);
- if( b_status.max_sp != status->max_sp )
- clif_mercenary_updatestatus(md->master, SP_MAXSP);
- if( b_status.hp != status->hp )
- clif_mercenary_updatestatus(md->master, SP_HP);
- if( b_status.sp != status->sp )
- clif_mercenary_updatestatus(md->master, SP_SP);
- } else if( bl->type == BL_ELEM ) {
- TBL_ELEM* ed = BL_CAST(BL_ELEM, bl);
- if (!ed->master)
- return;
- if( b_status.max_hp != status->max_hp )
- clif_elemental_updatestatus(ed->master, SP_MAXHP);
- if( b_status.max_sp != status->max_sp )
- clif_elemental_updatestatus(ed->master, SP_MAXSP);
- if( b_status.hp != status->hp )
- clif_elemental_updatestatus(ed->master, SP_HP);
- if( b_status.sp != status->sp )
- clif_mercenary_updatestatus(ed->master, SP_SP);
- }
- }
- /**
- * Adds strength modifications based on status changes
- * @param bl: Object to change str [PC|MOB|HOM|MER|ELEM]
- * @param sc: Object's status change information
- * @param str: Initial str
- * @return modified str with cap_value(str,0,USHRT_MAX)
- */
- static unsigned short status_calc_str(struct block_list *bl, struct status_change *sc, int str)
- {
- if(!sc || !sc->count)
- return cap_value(str,0,USHRT_MAX);
- if(sc->data[SC_HARMONIZE]) {
- str -= sc->data[SC_HARMONIZE]->val2;
- return (unsigned short)cap_value(str,0,USHRT_MAX);
- }
- if(sc->data[SC_INCALLSTATUS])
- str += sc->data[SC_INCALLSTATUS]->val1;
- if(sc->data[SC_CHASEWALK2])
- str += sc->data[SC_CHASEWALK2]->val1;
- if(sc->data[SC_INCSTR])
- str += sc->data[SC_INCSTR]->val1;
- if(sc->data[SC_STRFOOD])
- str += sc->data[SC_STRFOOD]->val1;
- if(sc->data[SC_FOOD_STR_CASH])
- str += sc->data[SC_FOOD_STR_CASH]->val1;
- if(sc->data[SC_BATTLEORDERS])
- str += 5;
- if(sc->data[SC_LEADERSHIP])
- str += sc->data[SC_LEADERSHIP]->val1;
- if(sc->data[SC_LOUD])
- str += 4;
- if(sc->data[SC_TRUESIGHT])
- str += 5;
- if(sc->data[SC_SPURT])
- str += 10;
- if(sc->data[SC_NEN])
- str += sc->data[SC_NEN]->val1;
- if(sc->data[SC_BLESSING]) {
- if(sc->data[SC_BLESSING]->val2)
- str += sc->data[SC_BLESSING]->val2;
- else
- str -= str / 2;
- }
- if(sc->data[SC_MARIONETTE])
- str -= ((sc->data[SC_MARIONETTE]->val3)>>16)&0xFF;
- if(sc->data[SC_MARIONETTE2])
- str += ((sc->data[SC_MARIONETTE2]->val3)>>16)&0xFF;
- if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH)
- str += ((sc->data[SC_SPIRIT]->val3)>>16)&0xFF;
- if(sc->data[SC_GIANTGROWTH])
- str += sc->data[SC_GIANTGROWTH]->val2;
- if(sc->data[SC_BEYONDOFWARCRY])
- str -= sc->data[SC_BEYONDOFWARCRY]->val2;
- if(sc->data[SC_SAVAGE_STEAK])
- str += sc->data[SC_SAVAGE_STEAK]->val1;
- if(sc->data[SC_INSPIRATION])
- str += sc->data[SC_INSPIRATION]->val3;
- if(sc->data[SC_2011RWC_SCROLL])
- str += sc->data[SC_2011RWC_SCROLL]->val1;
- if(sc->data[SC_STOMACHACHE])
- str -= sc->data[SC_STOMACHACHE]->val1;
- if(sc->data[SC_KYOUGAKU])
- str -= sc->data[SC_KYOUGAKU]->val2;
- if(sc->data[SC_SWORDCLAN])
- str += 1;
- if(sc->data[SC_JUMPINGCLAN])
- str += 1;
- if(sc->data[SC_FULL_THROTTLE])
- str += str * sc->data[SC_FULL_THROTTLE]->val3 / 100;
- if(sc->data[SC_CHEERUP])
- str += 3;
- if(sc->data[SC_GLASTHEIM_STATE])
- str += sc->data[SC_GLASTHEIM_STATE]->val1;
- #ifdef RENEWAL
- if (sc->data[SC_NIBELUNGEN] && sc->data[SC_NIBELUNGEN]->val2 == RINGNBL_ALLSTAT)
- str += 15;
- #endif
- if (sc->data[SC_UNIVERSESTANCE])
- str += sc->data[SC_UNIVERSESTANCE]->val2;
- return (unsigned short)cap_value(str,0,USHRT_MAX);
- }
- /**
- * Adds agility modifications based on status changes
- * @param bl: Object to change agi [PC|MOB|HOM|MER|ELEM]
- * @param sc: Object's status change information
- * @param agi: Initial agi
- * @return modified agi with cap_value(agi,0,USHRT_MAX)
- */
- static unsigned short status_calc_agi(struct block_list *bl, struct status_change *sc, int agi)
- {
- if(!sc || !sc->count)
- return cap_value(agi,0,USHRT_MAX);
- if(sc->data[SC_HARMONIZE]) {
- agi -= sc->data[SC_HARMONIZE]->val2;
- return (unsigned short)cap_value(agi,0,USHRT_MAX);
- }
- if(sc->data[SC_CONCENTRATE] && !sc->data[SC_QUAGMIRE])
- agi += (agi-sc->data[SC_CONCENTRATE]->val3)*sc->data[SC_CONCENTRATE]->val2/100;
- if(sc->data[SC_INCALLSTATUS])
- agi += sc->data[SC_INCALLSTATUS]->val1;
- if(sc->data[SC_INCAGI])
- agi += sc->data[SC_INCAGI]->val1;
- if(sc->data[SC_AGIFOOD])
- agi += sc->data[SC_AGIFOOD]->val1;
- if(sc->data[SC_FOOD_AGI_CASH])
- agi += sc->data[SC_FOOD_AGI_CASH]->val1;
- if(sc->data[SC_SOULCOLD])
- agi += sc->data[SC_SOULCOLD]->val1;
- if(sc->data[SC_TRUESIGHT])
- agi += 5;
- if(sc->data[SC_INCREASEAGI])
- agi += sc->data[SC_INCREASEAGI]->val2;
- if(sc->data[SC_INCREASING])
- agi += 4; // Added based on skill updates [Reddozen]
- if(sc->data[SC_2011RWC_SCROLL])
- agi += sc->data[SC_2011RWC_SCROLL]->val1;
- if(sc->data[SC_DECREASEAGI])
- agi -= sc->data[SC_DECREASEAGI]->val2;
- if(sc->data[SC_QUAGMIRE])
- agi -= sc->data[SC_QUAGMIRE]->val2;
- if(sc->data[SC_SUITON] && sc->data[SC_SUITON]->val3)
- agi -= sc->data[SC_SUITON]->val2;
- if(sc->data[SC_MARIONETTE])
- agi -= ((sc->data[SC_MARIONETTE]->val3)>>8)&0xFF;
- if(sc->data[SC_MARIONETTE2])
- agi += ((sc->data[SC_MARIONETTE2]->val3)>>8)&0xFF;
- if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH)
- agi += ((sc->data[SC_SPIRIT]->val3)>>8)&0xFF;
- if(sc->data[SC_ADORAMUS])
- agi -= sc->data[SC_ADORAMUS]->val2;
- if(sc->data[SC_MARSHOFABYSS])
- agi -= agi * sc->data[SC_MARSHOFABYSS]->val2 / 100;
- if(sc->data[SC_DROCERA_HERB_STEAMED])
- agi += sc->data[SC_DROCERA_HERB_STEAMED]->val1;
- if(sc->data[SC_INSPIRATION])
- agi += sc->data[SC_INSPIRATION]->val3;
- if(sc->data[SC_STOMACHACHE])
- agi -= sc->data[SC_STOMACHACHE]->val1;
- if(sc->data[SC_KYOUGAKU])
- agi -= sc->data[SC_KYOUGAKU]->val2;
- if(sc->data[SC_CROSSBOWCLAN])
- agi += 1;
- if(sc->data[SC_JUMPINGCLAN])
- agi += 1;
- if(sc->data[SC_FULL_THROTTLE])
- agi += agi * sc->data[SC_FULL_THROTTLE]->val3 / 100;
- if (sc->data[SC_ARCLOUSEDASH])
- agi += sc->data[SC_ARCLOUSEDASH]->val2;
- if(sc->data[SC_CHEERUP])
- agi += 3;
- if(sc->data[SC_GLASTHEIM_STATE])
- agi += sc->data[SC_GLASTHEIM_STATE]->val1;
- #ifdef RENEWAL
- if (sc->data[SC_NIBELUNGEN] && sc->data[SC_NIBELUNGEN]->val2 == RINGNBL_ALLSTAT)
- agi += 15;
- #endif
- if (sc->data[SC_UNIVERSESTANCE])
- agi += sc->data[SC_UNIVERSESTANCE]->val2;
- return (unsigned short)cap_value(agi,0,USHRT_MAX);
- }
- /**
- * Adds vitality modifications based on status changes
- * @param bl: Object to change vit [PC|MOB|HOM|MER|ELEM]
- * @param sc: Object's status change information
- * @param vit: Initial vit
- * @return modified vit with cap_value(vit,0,USHRT_MAX)
- */
- static unsigned short status_calc_vit(struct block_list *bl, struct status_change *sc, int vit)
- {
- if(!sc || !sc->count)
- return cap_value(vit,0,USHRT_MAX);
- if(sc->data[SC_HARMONIZE]) {
- vit -= sc->data[SC_HARMONIZE]->val2;
- return (unsigned short)cap_value(vit,0,USHRT_MAX);
- }
- if(sc->data[SC_INCALLSTATUS])
- vit += sc->data[SC_INCALLSTATUS]->val1;
- if(sc->data[SC_INCVIT])
- vit += sc->data[SC_INCVIT]->val1;
- if(sc->data[SC_VITFOOD])
- vit += sc->data[SC_VITFOOD]->val1;
- if(sc->data[SC_FOOD_VIT_CASH])
- vit += sc->data[SC_FOOD_VIT_CASH]->val1;
- if(sc->data[SC_CHANGE])
- vit += sc->data[SC_CHANGE]->val2;
- if(sc->data[SC_GLORYWOUNDS])
- vit += sc->data[SC_GLORYWOUNDS]->val1;
- if(sc->data[SC_TRUESIGHT])
- vit += 5;
- if(sc->data[SC_MARIONETTE])
- vit -= sc->data[SC_MARIONETTE]->val3&0xFF;
- if(sc->data[SC_MARIONETTE2])
- vit += sc->data[SC_MARIONETTE2]->val3&0xFF;
- if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH)
- vit += sc->data[SC_SPIRIT]->val3&0xFF;
- if(sc->data[SC_MINOR_BBQ])
- vit += sc->data[SC_MINOR_BBQ]->val1;
- if(sc->data[SC_INSPIRATION])
- vit += sc->data[SC_INSPIRATION]->val3;
- if(sc->data[SC_2011RWC_SCROLL])
- vit += sc->data[SC_2011RWC_SCROLL]->val1;
- if(sc->data[SC_STOMACHACHE])
- vit -= sc->data[SC_STOMACHACHE]->val1;
- if(sc->data[SC_KYOUGAKU])
- vit -= sc->data[SC_KYOUGAKU]->val2;
- if(sc->data[SC_SWORDCLAN])
- vit += 1;
- if(sc->data[SC_JUMPINGCLAN])
- vit += 1;
- if(sc->data[SC_STRIPARMOR] && bl->type != BL_PC)
- vit -= vit * sc->data[SC_STRIPARMOR]->val2/100;
- if(sc->data[SC_FULL_THROTTLE])
- vit += vit * sc->data[SC_FULL_THROTTLE]->val3 / 100;
- #ifdef RENEWAL
- if(sc->data[SC_DEFENCE])
- vit += sc->data[SC_DEFENCE]->val2;
- #endif
- if(sc->data[SC_CHEERUP])
- vit += 3;
- if(sc->data[SC_GLASTHEIM_STATE])
- vit += sc->data[SC_GLASTHEIM_STATE]->val1;
- #ifdef RENEWAL
- if (sc->data[SC_NIBELUNGEN] && sc->data[SC_NIBELUNGEN]->val2 == RINGNBL_ALLSTAT)
- vit += 15;
- #endif
- if (sc->data[SC_UNIVERSESTANCE])
- vit += sc->data[SC_UNIVERSESTANCE]->val2;
- return (unsigned short)cap_value(vit,0,USHRT_MAX);
- }
- /**
- * Adds intelligence modifications based on status changes
- * @param bl: Object to change int [PC|MOB|HOM|MER|ELEM]
- * @param sc: Object's status change information
- * @param int_: Initial int
- * @return modified int with cap_value(int_,0,USHRT_MAX)
- */
- static unsigned short status_calc_int(struct block_list *bl, struct status_change *sc, int int_)
- {
- if(!sc || !sc->count)
- return cap_value(int_,0,USHRT_MAX);
- if(sc->data[SC_HARMONIZE]) {
- int_ -= sc->data[SC_HARMONIZE]->val2;
- return (unsigned short)cap_value(int_,0,USHRT_MAX);
- }
- if(sc->data[SC_INCALLSTATUS])
- int_ += sc->data[SC_INCALLSTATUS]->val1;
- if(sc->data[SC_INCINT])
- int_ += sc->data[SC_INCINT]->val1;
- if(sc->data[SC_INTFOOD])
- int_ += sc->data[SC_INTFOOD]->val1;
- if(sc->data[SC_FOOD_INT_CASH])
- int_ += sc->data[SC_FOOD_INT_CASH]->val1;
- if(sc->data[SC_CHANGE])
- int_ += sc->data[SC_CHANGE]->val3;
- if(sc->data[SC_BATTLEORDERS])
- int_ += 5;
- if(sc->data[SC_TRUESIGHT])
- int_ += 5;
- if(sc->data[SC_BLESSING]) {
- if (sc->data[SC_BLESSING]->val2)
- int_ += sc->data[SC_BLESSING]->val2;
- else
- int_ -= int_ / 2;
- }
- if(sc->data[SC_NEN])
- int_ += sc->data[SC_NEN]->val1;
- if(sc->data[SC_MARIONETTE])
- int_ -= ((sc->data[SC_MARIONETTE]->val4)>>16)&0xFF;
- if(sc->data[SC_2011RWC_SCROLL])
- int_ += sc->data[SC_2011RWC_SCROLL]->val1;
- if(sc->data[SC_MARIONETTE2])
- int_ += ((sc->data[SC_MARIONETTE2]->val4)>>16)&0xFF;
- if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH)
- int_ += ((sc->data[SC_SPIRIT]->val4)>>16)&0xFF;
- if(sc->data[SC_INSPIRATION])
- int_ += sc->data[SC_INSPIRATION]->val3;
- if(sc->data[SC_MELODYOFSINK])
- int_ -= sc->data[SC_MELODYOFSINK]->val2;
- if(sc->data[SC_MANDRAGORA])
- int_ -= 4 * sc->data[SC_MANDRAGORA]->val1;
- if(sc->data[SC_COCKTAIL_WARG_BLOOD])
- int_ += sc->data[SC_COCKTAIL_WARG_BLOOD]->val1;
- if(sc->data[SC_STOMACHACHE])
- int_ -= sc->data[SC_STOMACHACHE]->val1;
- if(sc->data[SC_KYOUGAKU])
- int_ -= sc->data[SC_KYOUGAKU]->val2;
- if(sc->data[SC_ARCWANDCLAN])
- int_ += 1;
- if(sc->data[SC_GOLDENMACECLAN])
- int_ += 1;
- if(sc->data[SC_JUMPINGCLAN])
- int_ += 1;
- if(sc->data[SC_FULL_THROTTLE])
- int_ += int_ * sc->data[SC_FULL_THROTTLE]->val3 / 100;
- if(sc->data[SC_CHEERUP])
- int_ += 3;
- if(sc->data[SC_GLASTHEIM_STATE])
- int_ += sc->data[SC_GLASTHEIM_STATE]->val1;
- if (sc->data[SC_UNIVERSESTANCE])
- int_ += sc->data[SC_UNIVERSESTANCE]->val2;
- if(bl->type != BL_PC) {
- if(sc->data[SC_STRIPHELM])
- int_ -= int_ * sc->data[SC_STRIPHELM]->val2/100;
- if(sc->data[SC__STRIPACCESSORY])
- int_ -= int_ * sc->data[SC__STRIPACCESSORY]->val2 / 100;
- }
- #ifdef RENEWAL
- if (sc->data[SC_NIBELUNGEN] && sc->data[SC_NIBELUNGEN]->val2 == RINGNBL_ALLSTAT)
- int_ += 15;
- #endif
- return (unsigned short)cap_value(int_,0,USHRT_MAX);
- }
- /**
- * Adds dexterity modifications based on status changes
- * @param bl: Object to change dex [PC|MOB|HOM|MER|ELEM]
- * @param sc: Object's status change information
- * @param dex: Initial dex
- * @return modified dex with cap_value(dex,0,USHRT_MAX)
- */
- static unsigned short status_calc_dex(struct block_list *bl, struct status_change *sc, int dex)
- {
- if(!sc || !sc->count)
- return cap_value(dex,0,USHRT_MAX);
- if(sc->data[SC_HARMONIZE]) {
- dex -= sc->data[SC_HARMONIZE]->val2;
- return (unsigned short)cap_value(dex,0,USHRT_MAX);
- }
- if(sc->data[SC_CONCENTRATE] && !sc->data[SC_QUAGMIRE])
- dex += (dex-sc->data[SC_CONCENTRATE]->val4)*sc->data[SC_CONCENTRATE]->val2/100;
- if(sc->data[SC_INCALLSTATUS])
- dex += sc->data[SC_INCALLSTATUS]->val1;
- if(sc->data[SC_INCDEX])
- dex += sc->data[SC_INCDEX]->val1;
- if(sc->data[SC_DEXFOOD])
- dex += sc->data[SC_DEXFOOD]->val1;
- if(sc->data[SC_FOOD_DEX_CASH])
- dex += sc->data[SC_FOOD_DEX_CASH]->val1;
- if(sc->data[SC_BATTLEORDERS])
- dex += 5;
- if(sc->data[SC_HAWKEYES])
- dex += sc->data[SC_HAWKEYES]->val1;
- if(sc->data[SC_TRUESIGHT])
- dex += 5;
- if(sc->data[SC_QUAGMIRE])
- dex -= sc->data[SC_QUAGMIRE]->val2;
- if(sc->data[SC_BLESSING]) {
- if (sc->data[SC_BLESSING]->val2)
- dex += sc->data[SC_BLESSING]->val2;
- else
- dex -= dex / 2;
- }
- if(sc->data[SC_INCREASING])
- dex += 4; // Added based on skill updates [Reddozen]
- if(sc->data[SC_MARIONETTE])
- dex -= ((sc->data[SC_MARIONETTE]->val4)>>8)&0xFF;
- if(sc->data[SC_2011RWC_SCROLL])
- dex += sc->data[SC_2011RWC_SCROLL]->val1;
- if(sc->data[SC_MARIONETTE2])
- dex += ((sc->data[SC_MARIONETTE2]->val4)>>8)&0xFF;
- if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH)
- dex += ((sc->data[SC_SPIRIT]->val4)>>8)&0xFF;
- if(sc->data[SC_SIROMA_ICE_TEA])
- dex += sc->data[SC_SIROMA_ICE_TEA]->val1;
- if(sc->data[SC_INSPIRATION])
- dex += sc->data[SC_INSPIRATION]->val3;
- if(sc->data[SC_STOMACHACHE])
- dex -= sc->data[SC_STOMACHACHE]->val1;
- if(sc->data[SC_KYOUGAKU])
- dex -= sc->data[SC_KYOUGAKU]->val2;
- if(sc->data[SC_ARCWANDCLAN])
- dex += 1;
- if(sc->data[SC_CROSSBOWCLAN])
- dex += 1;
- if(sc->data[SC_JUMPINGCLAN])
- dex += 1;
- if(sc->data[SC__STRIPACCESSORY] && bl->type != BL_PC)
- dex -= dex * sc->data[SC__STRIPACCESSORY]->val2 / 100;
- if(sc->data[SC_MARSHOFABYSS])
- dex -= dex * sc->data[SC_MARSHOFABYSS]->val2 / 100;
- if(sc->data[SC_FULL_THROTTLE])
- dex += dex * sc->data[SC_FULL_THROTTLE]->val3 / 100;
- if(sc->data[SC_CHEERUP])
- dex += 3;
- if(sc->data[SC_GLASTHEIM_STATE])
- dex += sc->data[SC_GLASTHEIM_STATE]->val1;
- #ifdef RENEWAL
- if (sc->data[SC_NIBELUNGEN] && sc->data[SC_NIBELUNGEN]->val2 == RINGNBL_ALLSTAT)
- dex += 15;
- #endif
- if (sc->data[SC_UNIVERSESTANCE])
- dex += sc->data[SC_UNIVERSESTANCE]->val2;
- return (unsigned short)cap_value(dex,0,USHRT_MAX);
- }
- /**
- * Adds luck modifications based on status changes
- * @param bl: Object to change luk [PC|MOB|HOM|MER|ELEM]
- * @param sc: Object's status change information
- * @param luk: Initial luk
- * @return modified luk with cap_value(luk,0,USHRT_MAX)
- */
- static unsigned short status_calc_luk(struct block_list *bl, struct status_change *sc, int luk)
- {
- if(!sc || !sc->count)
- return cap_value(luk,0,USHRT_MAX);
- if(sc->data[SC_HARMONIZE]) {
- luk -= sc->data[SC_HARMONIZE]->val2;
- return (unsigned short)cap_value(luk,0,USHRT_MAX);
- }
- if(sc->data[SC_CURSE])
- return 0;
- if(sc->data[SC_INCALLSTATUS])
- luk += sc->data[SC_INCALLSTATUS]->val1;
- if(sc->data[SC_INCLUK])
- luk += sc->data[SC_INCLUK]->val1;
- if(sc->data[SC_LUKFOOD])
- luk += sc->data[SC_LUKFOOD]->val1;
- if(sc->data[SC_FOOD_LUK_CASH])
- luk += sc->data[SC_FOOD_LUK_CASH]->val1;
- if(sc->data[SC_TRUESIGHT])
- luk += 5;
- if(sc->data[SC_GLORIA])
- luk += 30;
- if(sc->data[SC_MARIONETTE])
- luk -= sc->data[SC_MARIONETTE]->val4&0xFF;
- if(sc->data[SC_MARIONETTE2])
- luk += sc->data[SC_MARIONETTE2]->val4&0xFF;
- if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH)
- luk += sc->data[SC_SPIRIT]->val4&0xFF;
- if(sc->data[SC_PUTTI_TAILS_NOODLES])
- luk += sc->data[SC_PUTTI_TAILS_NOODLES]->val1;
- if(sc->data[SC_INSPIRATION])
- luk += sc->data[SC_INSPIRATION]->val3;
- if(sc->data[SC_STOMACHACHE])
- luk -= sc->data[SC_STOMACHACHE]->val1;
- if(sc->data[SC_KYOUGAKU])
- luk -= sc->data[SC_KYOUGAKU]->val2;
- if(sc->data[SC_2011RWC_SCROLL])
- luk += sc->data[SC_2011RWC_SCROLL]->val1;
- if(sc->data[SC__STRIPACCESSORY] && bl->type != BL_PC)
- luk -= luk * sc->data[SC__STRIPACCESSORY]->val2 / 100;
- if(sc->data[SC_BANANA_BOMB])
- luk -= 75;
- if(sc->data[SC_GOLDENMACECLAN])
- luk += 1;
- if(sc->data[SC_JUMPINGCLAN])
- luk += 1;
- if(sc->data[SC_FULL_THROTTLE])
- luk += luk * sc->data[SC_FULL_THROTTLE]->val3 / 100;
- if(sc->data[SC_CHEERUP])
- luk += 3;
- if(sc->data[SC_GLASTHEIM_STATE])
- luk += sc->data[SC_GLASTHEIM_STATE]->val1;
- #ifdef RENEWAL
- if (sc->data[SC_NIBELUNGEN] && sc->data[SC_NIBELUNGEN]->val2 == RINGNBL_ALLSTAT)
- luk += 15;
- #endif
- if (sc->data[SC_UNIVERSESTANCE])
- luk += sc->data[SC_UNIVERSESTANCE]->val2;
- return (unsigned short)cap_value(luk,0,USHRT_MAX);
- }
- /**
- * Adds power modifications based on status changes
- * @param bl: Object to change pow [PC|MOB|HOM|MER|ELEM]
- * @param sc: Object's status change information
- * @param pow: Initial pow
- * @return modified pow with cap_value(pow,0,USHRT_MAX)
- */
- static unsigned short status_calc_pow(struct block_list *bl, struct status_change *sc, int pow)
- {
- if (!sc || !sc->count)
- return cap_value(pow, 0, USHRT_MAX);
- if (sc->data[SC_BENEDICTUM])
- pow += sc->data[SC_BENEDICTUM]->val2;
- return (unsigned short)cap_value(pow, 0, USHRT_MAX);
- }
- /**
- * Adds stamina modifications based on status changes
- * @param bl: Object to change sta [PC|MOB|HOM|MER|ELEM]
- * @param sc: Object's status change information
- * @param sta: Initial sta
- * @return modified sta with cap_value(sta,0,USHRT_MAX)
- */
- static unsigned short status_calc_sta(struct block_list *bl, struct status_change *sc, int sta)
- {
- if (!sc || !sc->count)
- return cap_value(sta, 0, USHRT_MAX);
- if (sc->data[SC_RELIGIO])
- sta += sc->data[SC_RELIGIO]->val2;
- return (unsigned short)cap_value(sta, 0, USHRT_MAX);
- }
- /**
- * Adds wisdom modifications based on status changes
- * @param bl: Object to change wis [PC|MOB|HOM|MER|ELEM]
- * @param sc: Object's status change information
- * @param wis: Initial wis
- * @return modified wis with cap_value(wis,0,USHRT_MAX)
- */
- static unsigned short status_calc_wis(struct block_list *bl, struct status_change *sc, int wis)
- {
- if (!sc || !sc->count)
- return cap_value(wis, 0, USHRT_MAX);
- if (sc->data[SC_RELIGIO])
- wis += sc->data[SC_RELIGIO]->val2;
- return (unsigned short)cap_value(wis, 0, USHRT_MAX);
- }
- /**
- * Adds spell modifications based on status changes
- * @param bl: Object to change spl [PC|MOB|HOM|MER|ELEM]
- * @param sc: Object's status change information
- * @param spl: Initial spl
- * @return modified spl with cap_value(spl,0,USHRT_MAX)
- */
- static unsigned short status_calc_spl(struct block_list *bl, struct status_change *sc, int spl)
- {
- if (!sc || !sc->count)
- return cap_value(spl, 0, USHRT_MAX);
- if (sc->data[SC_RELIGIO])
- spl += sc->data[SC_RELIGIO]->val2;
- return (unsigned short)cap_value(spl, 0, USHRT_MAX);
- }
- /**
- * Adds concentration modifications based on status changes
- * @param bl: Object to change con [PC|MOB|HOM|MER|ELEM]
- * @param sc: Object's status change information
- * @param con: Initial con
- * @return modified con with cap_value(con,0,USHRT_MAX)
- */
- static unsigned short status_calc_con(struct block_list *bl, struct status_change *sc, int con)
- {
- if (!sc || !sc->count)
- return cap_value(con, 0, USHRT_MAX);
- if (sc->data[SC_BENEDICTUM])
- con += sc->data[SC_BENEDICTUM]->val2;
- return (unsigned short)cap_value(con, 0, USHRT_MAX);
- }
- /**
- * Adds creative modifications based on status changes
- * @param bl: Object to change crt [PC|MOB|HOM|MER|ELEM]
- * @param sc: Object's status change information
- * @param crt: Initial crt
- * @return modified crt with cap_value(crt,0,USHRT_MAX)
- */
- static unsigned short status_calc_crt(struct block_list *bl, struct status_change *sc, int crt)
- {
- if (!sc || !sc->count)
- return cap_value(crt, 0, USHRT_MAX);
- if (sc->data[SC_BENEDICTUM])
- crt += sc->data[SC_BENEDICTUM]->val2;
- return (unsigned short)cap_value(crt, 0, USHRT_MAX);
- }
- /**
- * Adds base attack modifications based on status changes
- * @param bl: Object to change batk [PC|MOB|HOM|MER|ELEM]
- * @param sc: Object's status change information
- * @param batk: Initial batk
- * @return modified batk with cap_value(batk,0,USHRT_MAX)
- */
- static unsigned short status_calc_batk(struct block_list *bl, struct status_change *sc, int batk)
- {
- if(!sc || !sc->count)
- return cap_value(batk,0,USHRT_MAX);
- if(sc->data[SC_ATKPOTION])
- batk += sc->data[SC_ATKPOTION]->val1;
- if(sc->data[SC_BATKFOOD])
- batk += sc->data[SC_BATKFOOD]->val1;
- #ifndef RENEWAL
- if(sc->data[SC_GATLINGFEVER])
- batk += sc->data[SC_GATLINGFEVER]->val3;
- if(sc->data[SC_MADNESSCANCEL])
- batk += 100;
- #endif
- if(sc->data[SC_FULL_SWING_K])
- batk += sc->data[SC_FULL_SWING_K]->val1;
- if(sc->data[SC_ASH])
- batk -= batk * sc->data[SC_ASH]->val4 / 100;
- if(bl->type == BL_HOM && sc->data[SC_PYROCLASTIC])
- batk += sc->data[SC_PYROCLASTIC]->val2;
- if (sc->data[SC_ANGRIFFS_MODUS])
- batk += sc->data[SC_ANGRIFFS_MODUS]->val2;
- if(sc->data[SC_2011RWC_SCROLL])
- batk += 30;
- if(sc->data[SC_INCATKRATE])
- batk += batk * sc->data[SC_INCATKRATE]->val1/100;
- if(sc->data[SC_PROVOKE])
- batk += batk * sc->data[SC_PROVOKE]->val2/100;
- #ifndef RENEWAL
- if(sc->data[SC_CONCENTRATION])
- batk += batk * sc->data[SC_CONCENTRATION]->val2/100;
- #endif
- if(sc->data[SC_SKE])
- batk += batk * 3;
- if(sc->data[SC_BLOODLUST])
- batk += batk * sc->data[SC_BLOODLUST]->val2/100;
- if(sc->data[SC_JOINTBEAT] && sc->data[SC_JOINTBEAT]->val2&BREAK_WAIST)
- batk -= batk * 25/100;
- if(sc->data[SC_CURSE])
- batk -= batk * 25/100;
- /* Curse shouldn't effect on this? <- Curse OR Bleeding??
- if(sc->data[SC_BLEEDING])
- batk -= batk * 25 / 100; */
- if(sc->data[SC_FLEET])
- batk += batk * sc->data[SC_FLEET]->val3/100;
- if(sc->data[SC__ENERVATION])
- batk -= batk * sc->data[SC__ENERVATION]->val2 / 100;
- if( sc->data[SC_ZANGETSU] )
- batk += sc->data[SC_ZANGETSU]->val2;
- if(sc->data[SC_QUEST_BUFF1])
- batk += sc->data[SC_QUEST_BUFF1]->val1;
- if(sc->data[SC_QUEST_BUFF2])
- batk += sc->data[SC_QUEST_BUFF2]->val1;
- if(sc->data[SC_QUEST_BUFF3])
- batk += sc->data[SC_QUEST_BUFF3]->val1;
- if (sc->data[SC_SHRIMP])
- batk += batk * sc->data[SC_SHRIMP]->val2 / 100;
- #ifdef RENEWAL
- if (sc->data[SC_LOUD])
- batk += 30;
- if (sc->data[SC_NIBELUNGEN] && sc->data[SC_NIBELUNGEN]->val2 == RINGNBL_ATKRATE)
- batk += batk * 20 / 100;
- #endif
- if (sc->data[SC_SUNSTANCE])
- batk += batk * sc->data[SC_SUNSTANCE]->val2 / 100;
- return (unsigned short)cap_value(batk,0,USHRT_MAX);
- }
- /**
- * Adds weapon attack modifications based on status changes
- * @param bl: Object to change watk [PC]
- * @param sc: Object's status change information
- * @param watk: Initial watk
- * @return modified watk with cap_value(watk,0,USHRT_MAX)
- */
- static unsigned short status_calc_watk(struct block_list *bl, struct status_change *sc, int watk)
- {
- if(!sc || !sc->count)
- return cap_value(watk,0,USHRT_MAX);
- #ifndef RENEWAL
- if(sc->data[SC_DRUMBATTLE])
- watk += sc->data[SC_DRUMBATTLE]->val2;
- #endif
- if (sc->data[SC_IMPOSITIO])
- watk += sc->data[SC_IMPOSITIO]->val2;
- if(sc->data[SC_WATKFOOD])
- watk += sc->data[SC_WATKFOOD]->val1;
- if(sc->data[SC_VOLCANO])
- watk += sc->data[SC_VOLCANO]->val2;
- if(sc->data[SC_MERC_ATKUP])
- watk += sc->data[SC_MERC_ATKUP]->val2;
- if(sc->data[SC_WATER_BARRIER])
- watk -= sc->data[SC_WATER_BARRIER]->val2;
- #ifndef RENEWAL
- if(sc->data[SC_NIBELUNGEN]) {
- if (bl->type != BL_PC)
- watk += sc->data[SC_NIBELUNGEN]->val2;
- else {
- TBL_PC *sd = (TBL_PC*)bl;
- short index = sd->equip_index[sd->state.lr_flag?EQI_HAND_L:EQI_HAND_R];
- if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_WEAPON && sd->inventory_data[index]->weapon_level == 4)
- watk += sc->data[SC_NIBELUNGEN]->val2;
- }
- }
- if(sc->data[SC_CONCENTRATION])
- watk += watk * sc->data[SC_CONCENTRATION]->val2 / 100;
- #endif
- if(sc->data[SC_INCATKRATE])
- watk += watk * sc->data[SC_INCATKRATE]->val1/100;
- if(sc->data[SC_PROVOKE])
- watk += watk * sc->data[SC_PROVOKE]->val2/100;
- if(sc->data[SC_SKE])
- watk += watk * 3;
- if(sc->data[SC_FLEET])
- watk += watk * sc->data[SC_FLEET]->val3/100;
- if(sc->data[SC_CURSE])
- watk -= watk * 25/100;
- if(sc->data[SC_STRIPWEAPON] && bl->type != BL_PC)
- watk -= watk * sc->data[SC_STRIPWEAPON]->val2/100;
- if(sc->data[SC_FIGHTINGSPIRIT])
- watk += sc->data[SC_FIGHTINGSPIRIT]->val1;
- if (sc->data[SC_SHIELDSPELL_ATK])
- watk += sc->data[SC_SHIELDSPELL_ATK]->val2;
- if(sc->data[SC_INSPIRATION])
- watk += sc->data[SC_INSPIRATION]->val2;
- if(sc->data[SC_GT_CHANGE])
- watk += sc->data[SC_GT_CHANGE]->val2;
- if(sc->data[SC__ENERVATION])
- watk -= watk * sc->data[SC__ENERVATION]->val2 / 100;
- if(sc->data[SC_STRIKING])
- watk += sc->data[SC_STRIKING]->val2;
- if(sc->data[SC_RUSHWINDMILL])
- watk += sc->data[SC_RUSHWINDMILL]->val3;
- if(sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 2)
- watk += 50;
- if((sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 2)
- || (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 2)
- || (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 2)
- || (sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 2))
- watk += watk * 10 / 100;
- if(sc->data[SC_PYROTECHNIC_OPTION])
- watk += sc->data[SC_PYROTECHNIC_OPTION]->val2;
- if(sc->data[SC_HEATER_OPTION])
- watk += sc->data[SC_HEATER_OPTION]->val2;
- if(sc->data[SC_TROPIC_OPTION])
- watk += sc->data[SC_TROPIC_OPTION]->val2;
- if( sc && sc->data[SC_TIDAL_WEAPON] )
- watk += watk * sc->data[SC_TIDAL_WEAPON]->val2 / 100;
- if(bl->type == BL_PC && sc->data[SC_PYROCLASTIC])
- watk += sc->data[SC_PYROCLASTIC]->val2;
- if(sc->data[SC_ANGRIFFS_MODUS])
- watk += watk * sc->data[SC_ANGRIFFS_MODUS]->val2/100;
- if(sc->data[SC_ODINS_POWER])
- watk += 40 + 30 * sc->data[SC_ODINS_POWER]->val1;
- if (sc->data[SC_FLASHCOMBO])
- watk += sc->data[SC_FLASHCOMBO]->val2;
- if (sc->data[SC_CATNIPPOWDER])
- watk -= watk * sc->data[SC_CATNIPPOWDER]->val2 / 100;
- if (sc->data[SC_CHATTERING])
- watk += sc->data[SC_CHATTERING]->val2;
- if (sc->data[SC_SUNSTANCE])
- watk += watk * sc->data[SC_SUNSTANCE]->val2 / 100;
- if (sc->data[SC_SOULFALCON])
- watk += sc->data[SC_SOULFALCON]->val2;
- if (sc->data[SC_PACKING_ENVELOPE1])
- watk += sc->data[SC_PACKING_ENVELOPE1]->val1;
- if (sc->data[SC_POWERFUL_FAITH])
- watk += sc->data[SC_POWERFUL_FAITH]->val2;
- if (sc->data[SC_GUARD_STANCE])
- watk -= sc->data[SC_GUARD_STANCE]->val3;
- if (sc->data[SC_ATTACK_STANCE])
- watk += sc->data[SC_ATTACK_STANCE]->val3;
- return (unsigned short)cap_value(watk,0,USHRT_MAX);
- }
- #ifdef RENEWAL
- /**
- * Adds equip magic attack modifications based on status changes [RENEWAL]
- * @param bl: Object to change matk [PC]
- * @param sc: Object's status change information
- * @param matk: Initial matk
- * @return modified matk with cap_value(matk,0,USHRT_MAX)
- */
- static unsigned short status_calc_ematk(struct block_list *bl, struct status_change *sc, int matk)
- {
- if (!sc || !sc->count)
- return cap_value(matk,0,USHRT_MAX);
- if (sc->data[SC_IMPOSITIO])
- matk += sc->data[SC_IMPOSITIO]->val2;
- if (sc->data[SC_MATKPOTION])
- matk += sc->data[SC_MATKPOTION]->val1;
- if (sc->data[SC_MATKFOOD])
- matk += sc->data[SC_MATKFOOD]->val1;
- if(sc->data[SC_MANA_PLUS])
- matk += sc->data[SC_MANA_PLUS]->val1;
- if(sc->data[SC_COOLER_OPTION])
- matk += sc->data[SC_COOLER_OPTION]->val2;
- if(sc->data[SC_AQUAPLAY_OPTION])
- matk += sc->data[SC_AQUAPLAY_OPTION]->val2;
- if(sc->data[SC_CHILLY_AIR_OPTION])
- matk += sc->data[SC_CHILLY_AIR_OPTION]->val2;
- if(sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 3)
- matk += 50;
- if(sc->data[SC_ODINS_POWER])
- matk += 40 + 30 * sc->data[SC_ODINS_POWER]->val1; // 70 lvl1, 100lvl2
- if(sc->data[SC_MOONLITSERENADE])
- matk += sc->data[SC_MOONLITSERENADE]->val3;
- if(sc->data[SC_IZAYOI])
- matk += 25 * sc->data[SC_IZAYOI]->val1;
- if(sc->data[SC_ZANGETSU])
- matk += sc->data[SC_ZANGETSU]->val3;
- if(sc->data[SC_QUEST_BUFF1])
- matk += sc->data[SC_QUEST_BUFF1]->val1;
- if(sc->data[SC_QUEST_BUFF2])
- matk += sc->data[SC_QUEST_BUFF2]->val1;
- if(sc->data[SC_QUEST_BUFF3])
- matk += sc->data[SC_QUEST_BUFF3]->val1;
- if(sc->data[SC_MTF_MATK2])
- matk += sc->data[SC_MTF_MATK2]->val1;
- if(sc->data[SC_2011RWC_SCROLL])
- matk += 30;
- if (sc->data[SC_CATNIPPOWDER])
- matk -= matk * sc->data[SC_CATNIPPOWDER]->val2 / 100;
- if (sc->data[SC_CHATTERING])
- matk += sc->data[SC_CHATTERING]->val2;
- if (sc->data[SC_DORAM_MATK])
- matk += sc->data[SC_DORAM_MATK]->val1;
- if (sc->data[SC_SOULFAIRY])
- matk += sc->data[SC_SOULFAIRY]->val2;
- if (sc->data[SC__AUTOSHADOWSPELL])
- matk += sc->data[SC__AUTOSHADOWSPELL]->val4 * 5;
- if (sc->data[SC_INSPIRATION])
- matk += sc->data[SC_INSPIRATION]->val2;
- if (sc->data[SC_PACKING_ENVELOPE2])
- matk += sc->data[SC_PACKING_ENVELOPE2]->val1;
- return (unsigned short)cap_value(matk,0,USHRT_MAX);
- }
- #endif
- /**
- * Adds magic attack modifications based on status changes
- * @param bl: Object to change matk [PC|MOB|HOM|MER|ELEM]
- * @param sc: Object's status change information
- * @param matk: Initial matk
- * @return modified matk with cap_value(matk,0,USHRT_MAX)
- */
- static unsigned short status_calc_matk(struct block_list *bl, struct status_change *sc, int matk)
- {
- if(!sc || !sc->count)
- return cap_value(matk,0,USHRT_MAX);
- #ifndef RENEWAL
- /// Take note fixed value first before % modifiers [PRE-RENEWAL]
- if (sc->data[SC_MATKPOTION])
- matk += sc->data[SC_MATKPOTION]->val1;
- if (sc->data[SC_MATKFOOD])
- matk += sc->data[SC_MATKFOOD]->val1;
- if (sc->data[SC_MANA_PLUS])
- matk += sc->data[SC_MANA_PLUS]->val1;
- if (sc->data[SC_AQUAPLAY_OPTION])
- matk += sc->data[SC_AQUAPLAY_OPTION]->val2;
- if (sc->data[SC_CHILLY_AIR_OPTION])
- matk += sc->data[SC_CHILLY_AIR_OPTION]->val2;
- if (sc->data[SC_COOLER_OPTION])
- matk += sc->data[SC_COOLER_OPTION]->val2;
- if (sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 3)
- matk += 50;
- if (sc->data[SC_ODINS_POWER])
- matk += 40 + 30 * sc->data[SC_ODINS_POWER]->val1; // 70 lvl1, 100lvl2
- if (sc->data[SC_IZAYOI])
- matk += 25 * sc->data[SC_IZAYOI]->val1;
- if (sc->data[SC_MTF_MATK2])
- matk += sc->data[SC_MTF_MATK2]->val1;
- if (sc->data[SC_2011RWC_SCROLL])
- matk += 30;
- #endif
- if (sc->data[SC_ZANGETSU])
- matk += sc->data[SC_ZANGETSU]->val3;
- if (sc->data[SC_QUEST_BUFF1])
- matk += sc->data[SC_QUEST_BUFF1]->val1;
- if (sc->data[SC_QUEST_BUFF2])
- matk += sc->data[SC_QUEST_BUFF2]->val1;
- if (sc->data[SC_QUEST_BUFF3])
- matk += sc->data[SC_QUEST_BUFF3]->val1;
- if (sc->data[SC_MAGICPOWER]
- #ifndef RENEWAL
- && sc->data[SC_MAGICPOWER]->val4
- #endif
- )
- matk += matk * sc->data[SC_MAGICPOWER]->val3/100;
- if (sc->data[SC_MINDBREAKER])
- matk += matk * sc->data[SC_MINDBREAKER]->val2/100;
- if (sc->data[SC_INCMATKRATE])
- matk += matk * sc->data[SC_INCMATKRATE]->val1/100;
- if (sc->data[SC_MOONLITSERENADE])
- matk += sc->data[SC_MOONLITSERENADE]->val3/100;
- if (sc->data[SC_MTF_MATK])
- matk += matk * sc->data[SC_MTF_MATK]->val1 / 100;
- if(sc->data[SC_2011RWC_SCROLL])
- matk += 30;
- if (sc->data[SC_SHRIMP])
- matk += matk * sc->data[SC_SHRIMP]->val2 / 100;
- if (sc->data[SC_VOLCANO])
- matk += sc->data[SC_VOLCANO]->val2;
- #ifdef RENEWAL
- if (sc->data[SC_NIBELUNGEN] && sc->data[SC_NIBELUNGEN]->val2 == RINGNBL_MATKRATE)
- matk += matk * 20 / 100;
- #endif
- if (sc->data[SC_SHIELDSPELL_ATK])
- matk += sc->data[SC_SHIELDSPELL_ATK]->val2;
- if (sc->data[SC_CLIMAX_DES_HU])
- matk += 100;
- return (unsigned short)cap_value(matk,0,USHRT_MAX);
- }
- /**
- * Adds critical modifications based on status changes
- * @param bl: Object to change critical [PC|MOB|HOM|MER|ELEM]
- * @param sc: Object's status change information
- * @param critical: Initial critical
- * @return modified critical with cap_value(critical,10,USHRT_MAX)
- */
- static signed short status_calc_critical(struct block_list *bl, struct status_change *sc, int critical)
- {
- if(!sc || !sc->count)
- return cap_value(critical,10,SHRT_MAX);
- if (sc->data[SC_INCCRI])
- critical += sc->data[SC_INCCRI]->val2;
- if (sc->data[SC_EP16_2_BUFF_SC])
- critical += 300;// crit +30
- if (sc->data[SC_CRIFOOD])
- critical += sc->data[SC_CRIFOOD]->val1;
- if (sc->data[SC_EXPLOSIONSPIRITS])
- critical += sc->data[SC_EXPLOSIONSPIRITS]->val2;
- if (sc->data[SC_FORTUNE])
- critical += sc->data[SC_FORTUNE]->val2;
- if (sc->data[SC_TRUESIGHT])
- critical += sc->data[SC_TRUESIGHT]->val2;
- if (sc->data[SC_CLOAKING])
- critical += critical;
- #ifdef RENEWAL
- if (sc->data[SC_SPEARQUICKEN])
- critical += 3*sc->data[SC_SPEARQUICKEN]->val1*10;
- if (sc->data[SC_TWOHANDQUICKEN])
- critical += (2 + sc->data[SC_TWOHANDQUICKEN]->val1) * 10;
- #endif
- if (sc->data[SC__INVISIBILITY])
- critical += sc->data[SC__INVISIBILITY]->val3 * 10;
- if (sc->data[SC__UNLUCKY])
- critical -= sc->data[SC__UNLUCKY]->val2;
- if (sc->data[SC_SOULSHADOW])
- critical += 10 * sc->data[SC_SOULSHADOW]->val3;
- if(sc->data[SC_BEYONDOFWARCRY])
- critical += sc->data[SC_BEYONDOFWARCRY]->val3;
- if (sc->data[SC_MTF_HITFLEE])
- critical += sc->data[SC_MTF_HITFLEE]->val1;
- if (sc->data[SC_PACKING_ENVELOPE9])
- critical += sc->data[SC_PACKING_ENVELOPE9]->val1 * 10;
- return (short)cap_value(critical,10,SHRT_MAX);
- }
- /**
- * Adds hit modifications based on status changes
- * @param bl: Object to change hit [PC|MOB|HOM|MER|ELEM]
- * @param sc: Object's status change information
- * @param hit: Initial hit
- * @return modified hit with cap_value(hit,1,USHRT_MAX)
- */
- static signed short status_calc_hit(struct block_list *bl, struct status_change *sc, int hit)
- {
- if(!sc || !sc->count)
- return cap_value(hit,1,SHRT_MAX);
- if(sc->data[SC_INCHIT])
- hit += sc->data[SC_INCHIT]->val1;
- if(sc->data[SC_HITFOOD])
- hit += sc->data[SC_HITFOOD]->val1;
- if(sc->data[SC_TRUESIGHT])
- hit += sc->data[SC_TRUESIGHT]->val3;
- if(sc->data[SC_HUMMING])
- hit += sc->data[SC_HUMMING]->val2;
- if(sc->data[SC_CONCENTRATION])
- hit += sc->data[SC_CONCENTRATION]->val3;
- if(sc->data[SC_INSPIRATION])
- hit += 12 * sc->data[SC_INSPIRATION]->val1;
- if(sc->data[SC_ADJUSTMENT])
- hit -= 30;
- if(sc->data[SC_INCREASING])
- hit += 20; // RockmanEXE; changed based on updated [Reddozen]
- if(sc->data[SC_MERC_HITUP])
- hit += sc->data[SC_MERC_HITUP]->val2;
- if(sc->data[SC_MTF_HITFLEE])
- hit += sc->data[SC_MTF_HITFLEE]->val1;
- if(sc->data[SC_INCHITRATE])
- hit += hit * sc->data[SC_INCHITRATE]->val1/100;
- if(sc->data[SC_BLIND])
- hit -= hit * 25/100;
- if(sc->data[SC_HEAT_BARREL])
- hit -= sc->data[SC_HEAT_BARREL]->val4;
- if(sc->data[SC__GROOMY])
- hit -= hit * sc->data[SC__GROOMY]->val3 / 100;
- if(sc->data[SC_FEAR])
- hit -= hit * 20 / 100;
- if (sc->data[SC_ASH])
- hit -= hit * sc->data[SC_ASH]->val2 / 100;
- if (sc->data[SC_TEARGAS])
- hit -= hit * 50 / 100;
- if(sc->data[SC_ILLUSIONDOPING])
- hit -= sc->data[SC_ILLUSIONDOPING]->val2;
- if (sc->data[SC_MTF_ASPD])
- hit += sc->data[SC_MTF_ASPD]->val2;
- #ifdef RENEWAL
- if (sc->data[SC_BLESSING])
- hit += sc->data[SC_BLESSING]->val1 * 2;
- if (sc->data[SC_TWOHANDQUICKEN])
- hit += sc->data[SC_TWOHANDQUICKEN]->val1 * 2;
- if (sc->data[SC_ADRENALINE])
- hit += sc->data[SC_ADRENALINE]->val1 * 3 + 5;
- if (sc->data[SC_NIBELUNGEN] && sc->data[SC_NIBELUNGEN]->val2 == RINGNBL_HIT)
- hit += 50;
- #endif
- if (sc->data[SC_SOULFALCON])
- hit += sc->data[SC_SOULFALCON]->val3;
- if (sc->data[SC_SATURDAYNIGHTFEVER])
- hit -= 50 + 50 * sc->data[SC_SATURDAYNIGHTFEVER]->val1;
- if (sc->data[SC_PACKING_ENVELOPE10])
- hit += sc->data[SC_PACKING_ENVELOPE10]->val1;
- if (sc->data[SC_ABYSS_SLAYER])
- hit += sc->data[SC_ABYSS_SLAYER]->val3;
- return (short)cap_value(hit,1,SHRT_MAX);
- }
- /**
- * Adds flee modifications based on status changes
- * @param bl: Object to change flee [PC|MOB|HOM|MER|ELEM]
- * @param sc: Object's status change information
- * @param flee: Initial flee
- * @return modified flee with cap_value(flee,1,USHRT_MAX)
- */
- static signed short status_calc_flee(struct block_list *bl, struct status_change *sc, int flee)
- {
- if( bl->type == BL_PC ) {
- struct map_data *mapdata = map_getmapdata(bl->m);
- if( mapdata_flag_gvg(mapdata) )
- flee -= flee * battle_config.gvg_flee_penalty/100;
- else if( mapdata->flag[MF_BATTLEGROUND] )
- flee -= flee * battle_config.bg_flee_penalty/100;
- }
- if(!sc || !sc->count)
- return cap_value(flee,1,SHRT_MAX);
- if (sc->data[SC_POISON_MIST])
- return 0;
- if(sc->data[SC_OVERED_BOOST]) //Should be final and unmodifiable by any means
- return sc->data[SC_OVERED_BOOST]->val2;
- // Fixed value
- if(sc->data[SC_INCFLEE])
- flee += sc->data[SC_INCFLEE]->val1;
- if(sc->data[SC_FLEEFOOD])
- flee += sc->data[SC_FLEEFOOD]->val1;
- if(sc->data[SC_WHISTLE])
- flee += sc->data[SC_WHISTLE]->val2;
- if(sc->data[SC_WINDWALK])
- flee += sc->data[SC_WINDWALK]->val2;
- if(sc->data[SC_VIOLENTGALE])
- flee += sc->data[SC_VIOLENTGALE]->val2;
- if(sc->data[SC_MOON_COMFORT]) // SG skill [Komurka]
- flee += sc->data[SC_MOON_COMFORT]->val2;
- if(sc->data[SC_CLOSECONFINE])
- flee += sc->data[SC_CLOSECONFINE]->val3;
- if (sc->data[SC_ANGRIFFS_MODUS])
- flee -= sc->data[SC_ANGRIFFS_MODUS]->val3;
- if(sc->data[SC_ADJUSTMENT])
- flee += 30;
- if(sc->data[SC_SPEED])
- flee += 10 + sc->data[SC_SPEED]->val1 * 10;
- if(sc->data[SC_GATLINGFEVER])
- flee -= sc->data[SC_GATLINGFEVER]->val4;
- if(sc->data[SC_PARTYFLEE])
- flee += sc->data[SC_PARTYFLEE]->val1 * 10;
- if(sc->data[SC_MERC_FLEEUP])
- flee += sc->data[SC_MERC_FLEEUP]->val2;
- if( sc->data[SC_HALLUCINATIONWALK] )
- flee += sc->data[SC_HALLUCINATIONWALK]->val2;
- if( sc->data[SC_NPC_HALLUCINATIONWALK] )
- flee += sc->data[SC_NPC_HALLUCINATIONWALK]->val2;
- if(sc->data[SC_MTF_HITFLEE])
- flee += sc->data[SC_MTF_HITFLEE]->val2;
- if( sc->data[SC_WATER_BARRIER] )
- flee -= sc->data[SC_WATER_BARRIER]->val2;
- if( sc->data[SC_C_MARKER] )
- flee -= sc->data[SC_C_MARKER]->val3;
- #ifdef RENEWAL
- if( sc->data[SC_SPEARQUICKEN] )
- flee += 2 * sc->data[SC_SPEARQUICKEN]->val1;
- if (sc->data[SC_NIBELUNGEN] && sc->data[SC_NIBELUNGEN]->val2 == RINGNBL_FLEE)
- flee += 50;
- #endif
- // Rate value
- if(sc->data[SC_INCFLEERATE])
- flee += flee * sc->data[SC_INCFLEERATE]->val1/100;
- if(sc->data[SC_SPIDERWEB] || sc->data[SC_WIDEWEB])
- flee -= flee * 50/100;
- if(sc->data[SC_BERSERK])
- flee -= flee * 50/100;
- if(sc->data[SC_BLIND])
- flee -= flee * 25/100;
- if(sc->data[SC_FEAR])
- flee -= flee * 20 / 100;
- if(sc->data[SC_PARALYSE] && sc->data[SC_PARALYSE]->val3 == 1)
- flee -= flee * 10 / 100;
- if(sc->data[SC_INFRAREDSCAN])
- flee -= flee * 30 / 100;
- if( sc->data[SC__LAZINESS] )
- flee -= flee * sc->data[SC__LAZINESS]->val3 / 100;
- if( sc->data[SC_GLOOMYDAY] )
- flee -= flee * sc->data[SC_GLOOMYDAY]->val2 / 100;
- if( sc->data[SC_SATURDAYNIGHTFEVER] )
- flee -= 20 + 30 * sc->data[SC_SATURDAYNIGHTFEVER]->val1;
- if( sc->data[SC_WIND_STEP_OPTION] )
- flee += flee * sc->data[SC_WIND_STEP_OPTION]->val2 / 100;
- if( sc->data[SC_TINDER_BREAKER] || sc->data[SC_TINDER_BREAKER2] )
- flee -= flee * 50 / 100;
- if( sc->data[SC_ZEPHYR] )
- flee += sc->data[SC_ZEPHYR]->val2;
- if(sc->data[SC_ASH])
- flee -= flee * sc->data[SC_ASH]->val4 / 100;
- if (sc->data[SC_GOLDENE_FERSE])
- flee += flee * sc->data[SC_GOLDENE_FERSE]->val2 / 100;
- if (sc->data[SC_SMOKEPOWDER])
- flee += flee * 20 / 100;
- if (sc->data[SC_TEARGAS])
- flee -= flee * 50 / 100;
- //if( sc->data[SC_C_MARKER] )
- // flee -= (flee * sc->data[SC_C_MARKER]->val3) / 100;
- if (sc->data[SC_GROOMING])
- flee += sc->data[SC_GROOMING]->val2;
- if (sc->data[SC_PACKING_ENVELOPE5])
- flee += sc->data[SC_PACKING_ENVELOPE5]->val1;
- return (short)cap_value(flee,1,SHRT_MAX);
- }
- /**
- * Adds perfect flee modifications based on status changes
- * @param bl: Object to change flee2 [PC|MOB|HOM|MER|ELEM]
- * @param sc: Object's status change information
- * @param flee2: Initial flee2
- * @return modified flee2 with cap_value(flee2,10,USHRT_MAX)
- */
- static signed short status_calc_flee2(struct block_list *bl, struct status_change *sc, int flee2)
- {
- if(!sc || !sc->count)
- return cap_value(flee2,10,SHRT_MAX);
- if(sc->data[SC_INCFLEE2])
- flee2 += sc->data[SC_INCFLEE2]->val2;
- if(sc->data[SC_WHISTLE])
- flee2 += sc->data[SC_WHISTLE]->val3*10;
- if(sc->data[SC__UNLUCKY])
- flee2 -= flee2 * sc->data[SC__UNLUCKY]->val2 / 100;
- if (sc->data[SC_HISS])
- flee2 += sc->data[SC_HISS]->val2*10;
- if (sc->data[SC_DORAM_FLEE2])
- flee2 += sc->data[SC_DORAM_FLEE2]->val1;
- return (short)cap_value(flee2,10,SHRT_MAX);
- }
- /**
- * Adds defense (left-side) modifications based on status changes
- * @param bl: Object to change def [PC|MOB|HOM|MER|ELEM]
- * @param sc: Object's status change information
- * @param def: Initial def
- * @return modified def with cap_value(def,DEFTYPE_MIN,DEFTYPE_MAX)
- */
- static defType status_calc_def(struct block_list *bl, struct status_change *sc, int def)
- {
- if(!sc || !sc->count)
- return (defType)cap_value(def,DEFTYPE_MIN,DEFTYPE_MAX);
- if(sc->data[SC_BERSERK])
- return 0;
- if(sc->data[SC_BARRIER])
- return 100;
- if(sc->data[SC_KEEPING])
- return 90;
- #ifndef RENEWAL /// Steel Body does not provide 90 DEF in [RENEWAL]
- if(sc->data[SC_STEELBODY])
- return 90;
- #endif
- if (sc->data[SC_NYANGGRASS]) {
- if (bl->type == BL_PC)
- return 0;
- else
- return def >>= 1;
- }
- if(sc->data[SC_DEFSET])
- return sc->data[SC_DEFSET]->val1;
- if(sc->data[SC_DRUMBATTLE])
- def += sc->data[SC_DRUMBATTLE]->val3;
- #ifdef RENEWAL
- if (sc->data[SC_ASSUMPTIO])
- def += sc->data[SC_ASSUMPTIO]->val1 * 50;
- #else
- if(sc->data[SC_DEFENCE])
- def += sc->data[SC_DEFENCE]->val2;
- #endif
- if(sc->data[SC_INCDEFRATE])
- def += def * sc->data[SC_INCDEFRATE]->val1/100;
- if(sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 2)
- def += 50;
- if(sc->data[SC_ODINS_POWER])
- def -= 20 * sc->data[SC_ODINS_POWER]->val1;
- if( sc->data[SC_ANGRIFFS_MODUS] )
- def -= 20 + 10 * sc->data[SC_ANGRIFFS_MODUS]->val1;
- if(sc->data[SC_STONEHARDSKIN])
- def += sc->data[SC_STONEHARDSKIN]->val1;
- if(sc->data[SC_STONE])
- def >>=1;
- if(sc->data[SC_FREEZE])
- def >>=1;
- if(sc->data[SC_SIGNUMCRUCIS])
- def -= def * sc->data[SC_SIGNUMCRUCIS]->val2/100;
- if(sc->data[SC_CONCENTRATION])
- def -= def * sc->data[SC_CONCENTRATION]->val4/100;
- if(sc->data[SC_SKE])
- def >>=1;
- if(sc->data[SC_PROVOKE] && bl->type != BL_PC) // Provoke doesn't alter player defense->
- def -= def * sc->data[SC_PROVOKE]->val3/100;
- if(sc->data[SC_STRIPSHIELD] && bl->type != BL_PC) // Player doesn't have def reduction only equip removed
- def -= def * sc->data[SC_STRIPSHIELD]->val2/100;
- if (sc->data[SC_FLING])
- def -= def * (sc->data[SC_FLING]->val2)/100;
- if( sc->data[SC_FREEZING] )
- def -= def * (bl->type == BL_PC ? 30 : 10) / 100;
- if( sc->data[SC_ANALYZE] )
- def -= def * (14 * sc->data[SC_ANALYZE]->val1) / 100;
- if( sc->data[SC_NEUTRALBARRIER] )
- def += def * sc->data[SC_NEUTRALBARRIER]->val2 / 100;
- if( sc->data[SC_PRESTIGE] )
- def += sc->data[SC_PRESTIGE]->val3;
- if( sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 1 )
- def += 6 * sc->data[SC_BANDING]->val1;
- if( sc->data[SC_ECHOSONG] )
- def += sc->data[SC_ECHOSONG]->val3;
- if( sc->data[SC_CAMOUFLAGE] )
- def -= def * 5 * sc->data[SC_CAMOUFLAGE]->val3 / 100;
- if( sc->data[SC_SOLID_SKIN_OPTION] )
- def += def * sc->data[SC_SOLID_SKIN_OPTION]->val2 / 100;
- if( sc->data[SC_ROCK_CRUSHER] )
- def -= def * sc->data[SC_ROCK_CRUSHER]->val2 / 100;
- if( sc->data[SC_POWER_OF_GAIA] )
- def += def * sc->data[SC_POWER_OF_GAIA]->val2 / 100;
- if(sc->data[SC_ASH])
- def -= def * sc->data[SC_ASH]->val3/100;
- if( sc->data[SC_OVERED_BOOST] && bl->type == BL_HOM )
- def -= def * sc->data[SC_OVERED_BOOST]->val4 / 100;
- if(sc->data[SC_GLASTHEIM_ITEMDEF])
- def += sc->data[SC_GLASTHEIM_ITEMDEF]->val1;
- if (sc->data[SC_SOULGOLEM])
- def += sc->data[SC_SOULGOLEM]->val2;
- if (sc->data[SC_STONE_WALL])
- def += sc->data[SC_STONE_WALL]->val2;
- if( sc->data[SC_PACKING_ENVELOPE7] )
- def += sc->data[SC_PACKING_ENVELOPE7]->val1;
- if (sc->data[SC_D_MACHINE])
- def += sc->data[SC_D_MACHINE]->val2;
- if (sc->data[SC_CLIMAX_CRYIMP])
- def += 300;
- if (sc->data[SC_GUARD_STANCE])
- def += sc->data[SC_GUARD_STANCE]->val2;
- if (sc->data[SC_ATTACK_STANCE])
- def -= sc->data[SC_ATTACK_STANCE]->val2;
- return (defType)cap_value(def,DEFTYPE_MIN,DEFTYPE_MAX);
- }
- /**
- * Adds defense (right-side) modifications based on status changes
- * @param bl: Object to change def2 [PC|MOB|HOM|MER|ELEM]
- * @param sc: Object's status change information
- * @param def2: Initial def2
- * @return modified def2 with cap_value(def2,SHRT_MIN,SHRT_MAX)
- */
- static signed short status_calc_def2(struct block_list *bl, struct status_change *sc, int def2)
- {
- if(!sc || !sc->count)
- #ifdef RENEWAL
- return (short)cap_value(def2,SHRT_MIN,SHRT_MAX);
- #else
- return (short)cap_value(def2,1,SHRT_MAX);
- #endif
- if(sc->data[SC_BERSERK])
- return 0;
- if(sc->data[SC_ETERNALCHAOS])
- return 0;
- if(sc->data[SC_DEFSET])
- return sc->data[SC_DEFSET]->val1;
- if(sc->data[SC_SUN_COMFORT])
- def2 += sc->data[SC_SUN_COMFORT]->val2;
- #ifdef RENEWAL
- if (sc->data[SC_SKA])
- def2 += 80;
- #endif
- if(sc->data[SC_ANGELUS])
- #ifdef RENEWAL /// The VIT stat bonus is boosted by angelus [RENEWAL]
- def2 += status_get_vit(bl) / 2 * sc->data[SC_ANGELUS]->val2/100;
- #else
- def2 += def2 * sc->data[SC_ANGELUS]->val2/100;
- if(sc->data[SC_CONCENTRATION])
- def2 -= def2 * sc->data[SC_CONCENTRATION]->val4/100;
- #endif
- if(sc->data[SC_POISON])
- def2 -= def2 * 25/100;
- if(sc->data[SC_DPOISON])
- def2 -= def2 * 25/100;
- if(sc->data[SC_SKE])
- def2 -= def2 * 50/100;
- if(sc->data[SC_PROVOKE])
- def2 -= def2 * sc->data[SC_PROVOKE]->val3/100;
- if(sc->data[SC_JOINTBEAT])
- def2 -= def2 * ( sc->data[SC_JOINTBEAT]->val2&BREAK_SHOULDER ? 50 : 0 ) / 100
- + def2 * ( sc->data[SC_JOINTBEAT]->val2&BREAK_WAIST ? 25 : 0 ) / 100;
- if(sc->data[SC_FLING])
- def2 -= def2 * (sc->data[SC_FLING]->val3)/100;
- if(sc->data[SC_ANALYZE])
- def2 -= def2 * (14 * sc->data[SC_ANALYZE]->val1) / 100;
- if(sc->data[SC_ASH])
- def2 -= def2 * sc->data[SC_ASH]->val3/100;
- if (sc->data[SC_PARALYSIS])
- def2 -= def2 * sc->data[SC_PARALYSIS]->val2 / 100;
- if(sc->data[SC_EQC])
- def2 -= def2 * sc->data[SC_EQC]->val2 / 100;
- if( sc->data[SC_CAMOUFLAGE] )
- def2 -= def2 * 5 * sc->data[SC_CAMOUFLAGE]->val3 / 100;
- #ifdef RENEWAL
- return (short)cap_value(def2,SHRT_MIN,SHRT_MAX);
- #else
- return (short)cap_value(def2,1,SHRT_MAX);
- #endif
- }
- /**
- * Adds magic defense (left-side) modifications based on status changes
- * @param bl: Object to change mdef [PC|MOB|HOM|MER|ELEM]
- * @param sc: Object's status change information
- * @param mdef: Initial mdef
- * @return modified mdef with cap_value(mdef,DEFTYPE_MIN,DEFTYPE_MAX)
- */
- static defType status_calc_mdef(struct block_list *bl, struct status_change *sc, int mdef)
- {
- if(!sc || !sc->count)
- return (defType)cap_value(mdef,DEFTYPE_MIN,DEFTYPE_MAX);
- if(sc->data[SC_BERSERK])
- return 0;
- if(sc->data[SC_BARRIER])
- return 100;
- #ifndef RENEWAL /// Steel Body does not provide 90 MDEF in [RENEWAL]
- if(sc->data[SC_STEELBODY])
- return 90;
- #endif
- if (sc->data[SC_NYANGGRASS]) {
- if (bl->type == BL_PC)
- return 0;
- else
- return mdef >>= 1;
- }
- if(sc->data[SC_MDEFSET])
- return sc->data[SC_MDEFSET]->val1;
- if(sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 3)
- mdef += 50;
- if(sc->data[SC_ENDURE] && !sc->data[SC_ENDURE]->val3) // It has been confirmed that Eddga card grants 1 MDEF, not 0, not 10, but 1.
- mdef += (sc->data[SC_ENDURE]->val4 == 0) ? sc->data[SC_ENDURE]->val1 : 1;
- if(sc->data[SC_STONEHARDSKIN])
- mdef += sc->data[SC_STONEHARDSKIN]->val1;
- if(sc->data[SC_STONE])
- mdef += 25 * mdef / 100;
- if(sc->data[SC_FREEZE])
- mdef += 25 * mdef / 100;
- if(sc->data[SC_BURNING])
- mdef -= 25 * mdef / 100;
- if( sc->data[SC_NEUTRALBARRIER] )
- mdef += mdef * sc->data[SC_NEUTRALBARRIER]->val2 / 100;
- if(sc->data[SC_ANALYZE])
- mdef -= mdef * ( 14 * sc->data[SC_ANALYZE]->val1 ) / 100;
- if(sc->data[SC_SYMPHONYOFLOVER])
- mdef += mdef * sc->data[SC_SYMPHONYOFLOVER]->val3 / 100;
- if (sc->data[SC_ODINS_POWER])
- mdef -= 20 * sc->data[SC_ODINS_POWER]->val1;
- if(sc->data[SC_GLASTHEIM_ITEMDEF])
- mdef += sc->data[SC_GLASTHEIM_ITEMDEF]->val2;
- if (sc->data[SC_SOULGOLEM])
- mdef += sc->data[SC_SOULGOLEM]->val3;
- if (sc->data[SC_STONE_WALL])
- mdef += sc->data[SC_STONE_WALL]->val3;
- if (sc->data[SC_PACKING_ENVELOPE8])
- mdef += sc->data[SC_PACKING_ENVELOPE8]->val1;
- if (sc->data[SC_CLIMAX_CRYIMP])
- mdef += 100;
- return (defType)cap_value(mdef,DEFTYPE_MIN,DEFTYPE_MAX);
- }
- /**
- * Adds magic defense (right-side) modifications based on status changes
- * @param bl: Object to change mdef2 [PC|MOB|HOM|MER|ELEM]
- * @param sc: Object's status change information
- * @param mdef2: Initial mdef2
- * @return modified mdef2 with cap_value(mdef2,SHRT_MIN,SHRT_MAX)
- */
- static signed short status_calc_mdef2(struct block_list *bl, struct status_change *sc, int mdef2)
- {
- if(!sc || !sc->count)
- #ifdef RENEWAL
- return (short)cap_value(mdef2,SHRT_MIN,SHRT_MAX);
- #else
- return (short)cap_value(mdef2,1,SHRT_MAX);
- #endif
- if(sc->data[SC_BERSERK])
- return 0;
- if(sc->data[SC_SKA])
- return 90;
- if(sc->data[SC_MDEFSET])
- return sc->data[SC_MDEFSET]->val1;
- if(sc->data[SC_MINDBREAKER])
- mdef2 -= mdef2 * sc->data[SC_MINDBREAKER]->val3/100;
- if(sc->data[SC_BURNING])
- mdef2 -= mdef2 * 25 / 100;
- if(sc->data[SC_ANALYZE])
- mdef2 -= mdef2 * (14 * sc->data[SC_ANALYZE]->val1) / 100;
- #ifdef RENEWAL
- return (short)cap_value(mdef2,SHRT_MIN,SHRT_MAX);
- #else
- return (short)cap_value(mdef2,1,SHRT_MAX);
- #endif
- }
- /**
- * Adds speed modifications based on status changes
- * @param bl: Object to change speed [PC|MOB|HOM|MER|ELEM]
- * @param sc: Object's status change information
- * @param speed: Initial speed
- * @return modified speed with cap_value(speed,10,USHRT_MAX)
- */
- static unsigned short status_calc_speed(struct block_list *bl, struct status_change *sc, int speed)
- {
- TBL_PC* sd = BL_CAST(BL_PC, bl);
- int speed_rate = 100;
- if (sc == NULL || (sd && sd->state.permanent_speed))
- return (unsigned short)cap_value(speed, MIN_WALK_SPEED, MAX_WALK_SPEED);
- if (sd && pc_ismadogear(sd)) { // Mado speed is not affected by other statuses
- int val = 0;
- if (pc_checkskill(sd, NC_MADOLICENCE) < 5)
- val = 50 - 10 * pc_checkskill(sd, NC_MADOLICENCE);
- else
- val -= 25;
- if (sc->data[SC_ACCELERATION])
- val -= 25;
- speed += speed * val / 100;
- return (unsigned short)cap_value(speed, MIN_WALK_SPEED, MAX_WALK_SPEED);
- }
- if( sd && sd->ud.skilltimer != INVALID_TIMER && (pc_checkskill(sd,SA_FREECAST) > 0 || sd->ud.skill_id == LG_EXEEDBREAK) ) {
- if( sd->ud.skill_id == LG_EXEEDBREAK )
- speed_rate = 160 - 10 * sd->ud.skill_lv;
- else
- speed_rate = 175 - 5 * pc_checkskill(sd,SA_FREECAST);
- } else {
- int val = 0;
- // GetMoveHasteValue2()
- if( sc->data[SC_FUSION] )
- val = 25;
- else if( sd ) {
- if( pc_isriding(sd) || sd->sc.option&OPTION_DRAGON )
- val = 25; // Same bonus
- else if( pc_isridingwug(sd) )
- val = 15 + 5 * pc_checkskill(sd, RA_WUGRIDER);
- else if( sc->data[SC_ALL_RIDING] )
- val = battle_config.rental_mount_speed_boost;
- }
- speed_rate -= val;
- // GetMoveSlowValue()
- if( sd && sc->data[SC_HIDING] && pc_checkskill(sd,RG_TUNNELDRIVE) > 0 )
- val = 120 - 6 * pc_checkskill(sd,RG_TUNNELDRIVE);
- else if( sd && sc->data[SC_CHASEWALK] && sc->data[SC_CHASEWALK]->val3 < 0 )
- val = sc->data[SC_CHASEWALK]->val3;
- else {
- val = 0;
- // Longing for Freedom/Special Singer cancels song/dance penalty
- #ifdef RENEWAL
- if (sc->data[SC_ENSEMBLEFATIGUE])
- val = max(val, sc->data[SC_ENSEMBLEFATIGUE]->val2);
- #else
- if( sc->data[SC_LONGING] )
- val = max( val, 50 - 10 * sc->data[SC_LONGING]->val1 );
- #endif
- else
- if( sd && sc->data[SC_DANCING] )
- val = max( val, 500 - (40 + 10 * (sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER)) * pc_checkskill(sd,(sd->status.sex?BA_MUSICALLESSON:DC_DANCINGLESSON)) );
- if( sc->data[SC_DECREASEAGI] )
- val = max( val, 25 );
- if( sc->data[SC_QUAGMIRE] || sc->data[SC_HALLUCINATIONWALK_POSTDELAY] || (sc->data[SC_GLOOMYDAY] && sc->data[SC_GLOOMYDAY]->val4) )
- val = max( val, 50 );
- if( sc->data[SC_DONTFORGETME] )
- val = max( val, sc->data[SC_DONTFORGETME]->val3 );
- if( sc->data[SC_CURSE] )
- val = max( val, 300 );
- if( sc->data[SC_CHASEWALK] )
- val = max( val, sc->data[SC_CHASEWALK]->val3 );
- if( sc->data[SC_WEDDING] )
- val = max( val, 100 );
- if( sc->data[SC_JOINTBEAT] && sc->data[SC_JOINTBEAT]->val2&(BREAK_ANKLE|BREAK_KNEE) )
- val = max( val, (sc->data[SC_JOINTBEAT]->val2&BREAK_ANKLE ? 50 : 0) + (sc->data[SC_JOINTBEAT]->val2&BREAK_KNEE ? 30 : 0) );
- if( sc->data[SC_CLOAKING] && (sc->data[SC_CLOAKING]->val4&1) == 0 )
- val = max( val, sc->data[SC_CLOAKING]->val1 < 3 ? 300 : 30 - 3 * sc->data[SC_CLOAKING]->val1 );
- if( sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_ENEMY )
- val = max( val, 75 );
- if( sc->data[SC_SLOWDOWN] ) // Slow Potion
- val = max( val, sc->data[SC_SLOWDOWN]->val1 );
- if( sc->data[SC_GATLINGFEVER] )
- val = max( val, 100 );
- if( sc->data[SC_SUITON] )
- val = max( val, sc->data[SC_SUITON]->val3 );
- if( sc->data[SC_SWOO] )
- val = max( val, 300 );
- if( sc->data[SC_SKA] )
- val = max( val, 25 );
- if( sc->data[SC_FREEZING] )
- val = max( val, 30 );
- if( sc->data[SC_MARSHOFABYSS] )
- val = max( val, sc->data[SC_MARSHOFABYSS]->val3 );
- if( sc->data[SC_CAMOUFLAGE] && sc->data[SC_CAMOUFLAGE]->val1 > 2 )
- val = max( val, 25 * (5 - sc->data[SC_CAMOUFLAGE]->val1) );
- if( sc->data[SC_STEALTHFIELD] )
- val = max( val, 20 );
- if( sc->data[SC__LAZINESS] )
- val = max( val, 25 );
- if( sc->data[SC_ROCK_CRUSHER_ATK] )
- val = max( val, sc->data[SC_ROCK_CRUSHER_ATK]->val2 );
- if( sc->data[SC_POWER_OF_GAIA] )
- val = max( val, sc->data[SC_POWER_OF_GAIA]->val2 );
- if( sc->data[SC_MELON_BOMB] )
- val = max( val, sc->data[SC_MELON_BOMB]->val2 );
- if( sc->data[SC_REBOUND] )
- val = max( val, 25 );
- if( sc->data[SC_B_TRAP] )
- val = max( val, sc->data[SC_B_TRAP]->val3 );
- if (sc->data[SC_CATNIPPOWDER])
- val = max(val, sc->data[SC_CATNIPPOWDER]->val3);
- if (sc->data[SC_SP_SHA])
- val = max(val, sc->data[SC_SP_SHA]->val2);
- if (sc->data[SC_CREATINGSTAR])
- val = max(val, 90);
- if( sd && sd->bonus.speed_rate + sd->bonus.speed_add_rate > 0 ) // Permanent item-based speedup
- val = max( val, sd->bonus.speed_rate + sd->bonus.speed_add_rate );
- }
- speed_rate += val;
- val = 0;
- if( sc->data[SC_MARSHOFABYSS] && speed_rate > 150 )
- speed_rate = 150;
- // GetMoveHasteValue1()
- if( sc->data[SC_SPEEDUP1] ) // !FIXME: used both by NPC_AGIUP and Speed Potion script
- val = max( val, sc->data[SC_SPEEDUP1]->val1 );
- if( sc->data[SC_INCREASEAGI] )
- val = max( val, 25 );
- if( sc->data[SC_WINDWALK] )
- val = max( val, 2 * sc->data[SC_WINDWALK]->val1 );
- if( sc->data[SC_CARTBOOST] )
- val = max( val, 20 );
- if( sd && (sd->class_&MAPID_UPPERMASK) == MAPID_ASSASSIN && pc_checkskill(sd,TF_MISS) > 0 )
- val = max( val, 1 * pc_checkskill(sd,TF_MISS) );
- if( sc->data[SC_CLOAKING] && (sc->data[SC_CLOAKING]->val4&1) == 1 )
- val = max( val, sc->data[SC_CLOAKING]->val1 >= 10 ? 25 : 3 * sc->data[SC_CLOAKING]->val1 - 3 );
- if( sc->data[SC_BERSERK] )
- val = max( val, 25 );
- if( sc->data[SC_RUN] )
- val = max( val, 55 );
- if( sc->data[SC_AVOID] )
- val = max( val, 10 * sc->data[SC_AVOID]->val1 );
- if( sc->data[SC_INVINCIBLE] && !sc->data[SC_INVINCIBLEOFF] )
- val = max( val, 75 );
- if( sc->data[SC_CLOAKINGEXCEED] )
- val = max( val, sc->data[SC_CLOAKINGEXCEED]->val3);
- if (sc->data[SC_PARALYSE] && sc->data[SC_PARALYSE]->val3 == 0)
- val = max(val, 50);
- if( sc->data[SC_HOVERING] )
- val = max( val, 10 );
- if( sc->data[SC_GN_CARTBOOST] )
- val = max( val, sc->data[SC_GN_CARTBOOST]->val2 );
- if( sc->data[SC_SWINGDANCE] )
- val = max( val, sc->data[SC_SWINGDANCE]->val3 );
- if( sc->data[SC_WIND_STEP_OPTION] )
- val = max( val, sc->data[SC_WIND_STEP_OPTION]->val2 );
- if( sc->data[SC_FULL_THROTTLE] )
- val = max( val, 25 );
- if (sc->data[SC_ARCLOUSEDASH])
- val = max(val, sc->data[SC_ARCLOUSEDASH]->val3);
- if( sc->data[SC_DORAM_WALKSPEED] )
- val = max(val, sc->data[SC_DORAM_WALKSPEED]->val1);
- if (sc->data[SC_RUSHWINDMILL])
- val = max(val, 25); // !TODO: Confirm bonus movement speed
- if (sc->data[SC_EMERGENCY_MOVE])
- val = max(val, sc->data[SC_EMERGENCY_MOVE]->val2);
- if( sc->data[SC_JAWAII_SERENADE] ){
- val = max( val, 25 );
- }
- // !FIXME: official items use a single bonus for this [ultramage]
- if( sc->data[SC_SPEEDUP0] ) // Temporary item-based speedup
- val = max( val, sc->data[SC_SPEEDUP0]->val1 );
- if( sd && sd->bonus.speed_rate + sd->bonus.speed_add_rate < 0 ) // Permanent item-based speedup
- val = max( val, -(sd->bonus.speed_rate + sd->bonus.speed_add_rate) );
- speed_rate -= val;
- if( speed_rate < 40 )
- speed_rate = 40;
- }
- // GetSpeed()
- if( sd && pc_iscarton(sd) )
- speed += speed * (50 - 5 * pc_checkskill(sd,MC_PUSHCART)) / 100;
- if( sc->data[SC_PARALYSE] && sc->data[SC_PARALYSE]->val3 == 1 )
- speed += speed * 50 / 100;
- if( speed_rate != 100 )
- speed = speed * speed_rate / 100;
- if( sc->data[SC_STEELBODY] )
- speed = 200;
- if( sc->data[SC_DEFENDER] )
- speed = max(speed, 200);
- if( sc->data[SC_WALKSPEED] && sc->data[SC_WALKSPEED]->val1 > 0 ) // ChangeSpeed
- speed = speed * 100 / sc->data[SC_WALKSPEED]->val1;
- return (unsigned short)cap_value(speed, MIN_WALK_SPEED, MAX_WALK_SPEED);
- }
- #ifdef RENEWAL_ASPD
- /**
- * Renewal attack speed modifiers based on status changes
- * This function only affects RENEWAL players and comes after base calculation
- * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
- * @param sc: Object's status change information
- * @param fixed: True - fixed value [malufett]
- * False - percentage value
- * @return modified aspd
- */
- static short status_calc_aspd(struct block_list *bl, struct status_change *sc, bool fixed)
- {
- int bonus = 0;
- if (!sc || !sc->count)
- return 0;
- if (fixed) {
- enum sc_type sc_val;
- if (!sc->data[SC_QUAGMIRE]) {
- // !TODO: How does Two-Hand Quicken, Adrenaline Rush, and Spear quick change? (+10%)
- if (bonus < 7 && (sc->data[SC_TWOHANDQUICKEN] || sc->data[SC_ONEHAND] || sc->data[SC_MERC_QUICKEN] || sc->data[SC_ADRENALINE] || sc->data[SC_SPEARQUICKEN]))
- bonus = 7;
- else if (bonus < 6 && sc->data[SC_ADRENALINE2])
- bonus = 6;
- else if (bonus < 5 && sc->data[SC_FLEET])
- bonus = 5;
- }
- if (sc->data[SC_ASSNCROS] && bonus < sc->data[SC_ASSNCROS]->val2) {
- #ifdef RENEWAL
- bonus += sc->data[SC_ASSNCROS]->val2;
- #else
- if (bl->type != BL_PC)
- bonus += sc->data[SC_ASSNCROS]->val2;
- else {
- switch(((TBL_PC*)bl)->status.weapon) {
- case W_BOW:
- case W_REVOLVER:
- case W_RIFLE:
- case W_GATLING:
- case W_SHOTGUN:
- case W_GRENADE:
- break;
- default:
- bonus += sc->data[SC_ASSNCROS]->val2;
- break;
- }
- }
- #endif
- }
- if (bonus < 20 && sc->data[SC_MADNESSCANCEL])
- bonus = 20;
- else if (bonus < 15 && sc->data[SC_BERSERK])
- bonus = 15;
- if (sc->data[sc_val = SC_ASPDPOTION3] || sc->data[sc_val = SC_ASPDPOTION2] || sc->data[sc_val = SC_ASPDPOTION1] || sc->data[sc_val = SC_ASPDPOTION0])
- bonus += sc->data[sc_val]->val1;
- if (sc->data[SC_ATTHASTE_CASH])
- bonus += sc->data[SC_ATTHASTE_CASH]->val1;
- } else {
- if (sc->data[SC_DONTFORGETME])
- bonus -= sc->data[SC_DONTFORGETME]->val2 / 10;
- #ifdef RENEWAL
- if (sc->data[SC_ENSEMBLEFATIGUE])
- bonus -= sc->data[SC_ENSEMBLEFATIGUE]->val2 / 10;
- #else
- if (sc->data[SC_LONGING])
- bonus -= sc->data[SC_LONGING]->val2 / 10;
- #endif
- if (sc->data[SC_STEELBODY])
- bonus -= 25;
- if (sc->data[SC_SKA])
- bonus -= 25;
- if (sc->data[SC_DEFENDER])
- bonus -= sc->data[SC_DEFENDER]->val4 / 10;
- if (sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_ENEMY)
- bonus -= 75;
- #ifndef RENEWAL
- if (sc->data[SC_GRAVITATION])
- bonus -= sc->data[SC_GRAVITATION]->val2 / 10; // Needs more info
- #endif
- if (sc->data[SC_JOINTBEAT]) { // Needs more info
- if (sc->data[SC_JOINTBEAT]->val2&BREAK_WRIST)
- bonus -= 25;
- if (sc->data[SC_JOINTBEAT]->val2&BREAK_KNEE)
- bonus -= 10;
- }
- if (sc->data[SC_FREEZING])
- bonus -= 30;
- if (sc->data[SC_HALLUCINATIONWALK_POSTDELAY])
- bonus -= 50;
- if (sc->data[SC_PARALYSE] && sc->data[SC_PARALYSE]->val3 == 1)
- bonus -= 10;
- if (sc->data[SC__BODYPAINT])
- bonus -= 5 * sc->data[SC__BODYPAINT]->val1;
- if (sc->data[SC__INVISIBILITY])
- bonus -= sc->data[SC__INVISIBILITY]->val2;
- if (sc->data[SC__GROOMY])
- bonus -= sc->data[SC__GROOMY]->val2;
- if (sc->data[SC_SWINGDANCE])
- bonus += sc->data[SC_SWINGDANCE]->val3;
- if (sc->data[SC_DANCEWITHWUG])
- bonus += sc->data[SC_DANCEWITHWUG]->val3;
- if (sc->data[SC_GLOOMYDAY])
- bonus -= sc->data[SC_GLOOMYDAY]->val3;
- if (sc->data[SC_GT_CHANGE])
- bonus += sc->data[SC_GT_CHANGE]->val3;
- if (sc->data[SC_MELON_BOMB])
- bonus -= sc->data[SC_MELON_BOMB]->val3;
- if (sc->data[SC_BOOST500])
- bonus += sc->data[SC_BOOST500]->val1;
- if (sc->data[SC_EXTRACT_SALAMINE_JUICE])
- bonus += sc->data[SC_EXTRACT_SALAMINE_JUICE]->val1;
- if (sc->data[SC_GOLDENE_FERSE])
- bonus += sc->data[SC_GOLDENE_FERSE]->val3;
- if (sc->data[SC_INCASPDRATE])
- bonus += sc->data[SC_INCASPDRATE]->val1;
- if (sc->data[SC_GATLINGFEVER])
- bonus += sc->data[SC_GATLINGFEVER]->val1;
- if (sc->data[SC_STAR_COMFORT])
- bonus += 3 * sc->data[SC_STAR_COMFORT]->val1;
- if (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 2)
- bonus += 10;
- if (sc->data[SC_INCREASEAGI])
- bonus += sc->data[SC_INCREASEAGI]->val1;
- if (sc->data[SC_NIBELUNGEN] && sc->data[SC_NIBELUNGEN]->val2 == RINGNBL_ASPDRATE)
- bonus += 20;
- if (sc->data[SC_STARSTANCE])
- bonus += sc->data[SC_STARSTANCE]->val2;
- struct map_session_data* sd = BL_CAST(BL_PC, bl);
- uint8 skill_lv;
- if (sd && (skill_lv = pc_checkskill(sd, BA_MUSICALLESSON)) > 0)
- bonus += skill_lv;
- }
- return bonus;
- }
- #endif
- /**
- * Modifies ASPD by a number, rather than a percentage (10 = 1 ASPD)
- * A subtraction reduces the delay, meaning an increase in ASPD
- * This comes after the percentage changes and is based on status changes
- * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
- * @param sc: Object's status change information
- * @param aspd: Object's current ASPD
- * @return modified aspd
- */
- static short status_calc_fix_aspd(struct block_list *bl, struct status_change *sc, int aspd)
- {
- if (!sc || !sc->count)
- return cap_value(aspd, 0, 2000);
- if (sc->data[SC_OVERED_BOOST])
- return cap_value(2000 - sc->data[SC_OVERED_BOOST]->val3 * 10, 0, 2000);
- if ((sc->data[SC_GUST_OPTION] || sc->data[SC_BLAST_OPTION] || sc->data[SC_WILD_STORM_OPTION]))
- aspd -= 50; // +5 ASPD
- if (sc->data[SC_FIGHTINGSPIRIT])
- aspd -= sc->data[SC_FIGHTINGSPIRIT]->val2;
- if (sc->data[SC_MTF_ASPD])
- aspd -= sc->data[SC_MTF_ASPD]->val1;
- if (sc->data[SC_MTF_ASPD2])
- aspd -= sc->data[SC_MTF_ASPD2]->val1;
- if (sc->data[SC_SOULSHADOW])
- aspd -= 10 * sc->data[SC_SOULSHADOW]->val2;
- if (sc->data[SC_HEAT_BARREL])
- aspd -= sc->data[SC_HEAT_BARREL]->val1 * 10;
- if (sc->data[SC_EP16_2_BUFF_SS])
- aspd -= 100; // +10 ASPD
- if (sc->data[SC_PACKING_ENVELOPE6])
- aspd -= sc->data[SC_PACKING_ENVELOPE6]->val1 * 10;
- if (sc->data[SC_SINCERE_FAITH])
- aspd -= 10 * sc->data[SC_SINCERE_FAITH]->val2;
- return cap_value(aspd, 0, 2000); // Will be recap for proper bl anyway
- }
- /**
- * Calculates an object's ASPD modifier based on status changes (alters amotion value)
- * Note: The scale of aspd_rate is 1000 = 100%
- * Note2: This only affects Homunculus, Mercenaries, and Pre-renewal Players
- * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
- * @param sc: Object's status change information
- * @param aspd_rate: Object's current ASPD
- * @return modified aspd_rate
- */
- static short status_calc_aspd_rate(struct block_list *bl, struct status_change *sc, int aspd_rate)
- {
- int i;
- if(!sc || !sc->count)
- return cap_value(aspd_rate,0,SHRT_MAX);
- if( !sc->data[SC_QUAGMIRE] ) {
- int max = 0;
- if(sc->data[SC_STAR_COMFORT])
- max = sc->data[SC_STAR_COMFORT]->val2;
- if(sc->data[SC_TWOHANDQUICKEN] &&
- max < sc->data[SC_TWOHANDQUICKEN]->val2)
- max = sc->data[SC_TWOHANDQUICKEN]->val2;
- if(sc->data[SC_ONEHAND] &&
- max < sc->data[SC_ONEHAND]->val2)
- max = sc->data[SC_ONEHAND]->val2;
- if(sc->data[SC_MERC_QUICKEN] &&
- max < sc->data[SC_MERC_QUICKEN]->val2)
- max = sc->data[SC_MERC_QUICKEN]->val2;
- if(sc->data[SC_ADRENALINE2] &&
- max < sc->data[SC_ADRENALINE2]->val3)
- max = sc->data[SC_ADRENALINE2]->val3;
- if(sc->data[SC_ADRENALINE] &&
- max < sc->data[SC_ADRENALINE]->val3)
- max = sc->data[SC_ADRENALINE]->val3;
- if(sc->data[SC_SPEARQUICKEN] &&
- max < sc->data[SC_SPEARQUICKEN]->val2)
- max = sc->data[SC_SPEARQUICKEN]->val2;
- if(sc->data[SC_GATLINGFEVER] &&
- max < sc->data[SC_GATLINGFEVER]->val2)
- max = sc->data[SC_GATLINGFEVER]->val2;
- if(sc->data[SC_FLEET] &&
- max < sc->data[SC_FLEET]->val2)
- max = sc->data[SC_FLEET]->val2;
- if(sc->data[SC_ASSNCROS] && max < sc->data[SC_ASSNCROS]->val2) {
- if (bl->type!=BL_PC)
- max = sc->data[SC_ASSNCROS]->val2;
- else
- switch(((TBL_PC*)bl)->status.weapon) {
- case W_BOW:
- case W_REVOLVER:
- case W_RIFLE:
- case W_GATLING:
- case W_SHOTGUN:
- case W_GRENADE:
- break;
- default:
- max = sc->data[SC_ASSNCROS]->val2;
- }
- }
- aspd_rate -= max;
- if(sc->data[SC_BERSERK])
- aspd_rate -= 300;
- else if(sc->data[SC_MADNESSCANCEL])
- aspd_rate -= 200;
- }
- if( sc->data[i=SC_ASPDPOTION3] ||
- sc->data[i=SC_ASPDPOTION2] ||
- sc->data[i=SC_ASPDPOTION1] ||
- sc->data[i=SC_ASPDPOTION0] )
- aspd_rate -= sc->data[i]->val2;
- if (sc->data[SC_ATTHASTE_CASH])
- aspd_rate -= sc->data[SC_ATTHASTE_CASH]->val2;
- if(sc->data[SC_DONTFORGETME])
- aspd_rate += sc->data[SC_DONTFORGETME]->val2;
- #ifdef RENEWAL
- if (sc->data[SC_ENSEMBLEFATIGUE])
- aspd_rate += sc->data[SC_ENSEMBLEFATIGUE]->val2;
- #else
- if(sc->data[SC_LONGING])
- aspd_rate += sc->data[SC_LONGING]->val2;
- #endif
- if(sc->data[SC_STEELBODY])
- aspd_rate += 250;
- if(sc->data[SC_SKA])
- aspd_rate += 250;
- if(sc->data[SC_DEFENDER])
- aspd_rate += sc->data[SC_DEFENDER]->val4;
- if(sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_ENEMY)
- aspd_rate += 250;
- #ifndef RENEWAL
- if(sc->data[SC_GRAVITATION])
- aspd_rate += sc->data[SC_GRAVITATION]->val2;
- #endif
- if(sc->data[SC_JOINTBEAT]) {
- if( sc->data[SC_JOINTBEAT]->val2&BREAK_WRIST )
- aspd_rate += 250;
- if( sc->data[SC_JOINTBEAT]->val2&BREAK_KNEE )
- aspd_rate += 100;
- }
- if( sc->data[SC_FREEZING] )
- aspd_rate += 300;
- if( sc->data[SC_HALLUCINATIONWALK_POSTDELAY] )
- aspd_rate += 500;
- if( sc->data[SC_PARALYSE] && sc->data[SC_PARALYSE]->val3 == 1 )
- aspd_rate += 100;
- if( sc->data[SC__BODYPAINT] )
- aspd_rate += 50 * sc->data[SC__BODYPAINT]->val1;
- if( sc->data[SC__INVISIBILITY] )
- aspd_rate += sc->data[SC__INVISIBILITY]->val2 * 10;
- if( sc->data[SC__GROOMY] )
- aspd_rate += sc->data[SC__GROOMY]->val2 * 10;
- if( sc->data[SC_SWINGDANCE] )
- aspd_rate -= sc->data[SC_SWINGDANCE]->val3 * 10;
- if( sc->data[SC_DANCEWITHWUG] )
- aspd_rate -= sc->data[SC_DANCEWITHWUG]->val3 * 10;
- if( sc->data[SC_GLOOMYDAY] )
- aspd_rate += sc->data[SC_GLOOMYDAY]->val3 * 10;
- if( sc->data[SC_GT_CHANGE] )
- aspd_rate -= sc->data[SC_GT_CHANGE]->val3 * 10;
- if( sc->data[SC_MELON_BOMB] )
- aspd_rate += sc->data[SC_MELON_BOMB]->val3 * 10;
- if( sc->data[SC_BOOST500] )
- aspd_rate -= sc->data[SC_BOOST500]->val1 *10;
- if( sc->data[SC_EXTRACT_SALAMINE_JUICE] )
- aspd_rate -= sc->data[SC_EXTRACT_SALAMINE_JUICE]->val1 * 10;
- if( sc->data[SC_INCASPDRATE] )
- aspd_rate -= sc->data[SC_INCASPDRATE]->val1 * 10;
- if( sc->data[SC_GOLDENE_FERSE])
- aspd_rate -= sc->data[SC_GOLDENE_FERSE]->val3 * 10;
- if (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 2)
- aspd_rate -= 100;
- if (sc->data[SC_STARSTANCE])
- aspd_rate -= 10 * sc->data[SC_STARSTANCE]->val2;
- return (short)cap_value(aspd_rate,0,SHRT_MAX);
- }
- /**
- * Modifies the damage delay time based on status changes
- * The lower your delay, the quicker you can act after taking damage
- * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
- * @param sc: Object's status change information
- * @param dmotion: Object's current damage delay
- * @return modified delay rate
- */
- static unsigned short status_calc_dmotion(struct block_list *bl, struct status_change *sc, int dmotion)
- {
- /// It has been confirmed on official servers that MvP mobs have no dmotion even without endure
- if( bl->type == BL_MOB && status_get_class_(bl) == CLASS_BOSS )
- return 0;
- if (bl->type == BL_PC) {
- if (map_flag_gvg2(bl->m) || map_getmapflag(bl->m, MF_BATTLEGROUND))
- return (unsigned short)cap_value(dmotion, 0, USHRT_MAX);
- if (((TBL_PC *)bl)->special_state.no_walk_delay)
- return 0;
- }
- if (sc && sc->count > 0 && (sc->data[SC_ENDURE] || sc->data[SC_RUN] || sc->data[SC_WUGDASH]))
- return 0;
- return (unsigned short)cap_value(dmotion,0,USHRT_MAX);
- }
- /**
- * Adds power atk modifications based on status changes
- * @param bl: Object to change patk [PC|MOB|HOM|MER|ELEM]
- * @param sc: Object's status change information
- * @param patk: Initial patk
- * @return modified patk with cap_value(patk,0,USHRT_MAX)
- */
- static signed short status_calc_patk(struct block_list *bl, struct status_change *sc, int patk)
- {
- if (!sc || !sc->count)
- return cap_value(patk, 0, SHRT_MAX);
- if (sc->data[SC_POWERFUL_FAITH])
- patk += sc->data[SC_POWERFUL_FAITH]->val3;
- if (sc->data[SC_COMPETENTIA])
- patk += sc->data[SC_COMPETENTIA]->val2;
- if (sc->data[SC_ABYSS_SLAYER])
- patk += sc->data[SC_ABYSS_SLAYER]->val2;
- if (sc->data[SC_PRON_MARCH])
- patk += sc->data[SC_PRON_MARCH]->val2;
- return (short)cap_value(patk, 0, SHRT_MAX);
- }
- /**
- * Adds spell matk modifications based on status changes
- * @param bl: Object to change smatk [PC|MOB|HOM|MER|ELEM]
- * @param sc: Object's status change information
- * @param smatk: Initial smatk
- * @return modified smatk with cap_value(smatk,0,USHRT_MAX)
- */
- static signed short status_calc_smatk(struct block_list *bl, struct status_change *sc, int smatk)
- {
- if (!sc || !sc->count)
- return cap_value(smatk, 0, SHRT_MAX);
- if (sc->data[SC_COMPETENTIA])
- smatk += sc->data[SC_COMPETENTIA]->val2;
- if (sc->data[SC_ABYSS_SLAYER])
- smatk += sc->data[SC_ABYSS_SLAYER]->val2;
- if (sc->data[SC_JAWAII_SERENADE])
- smatk += sc->data[SC_JAWAII_SERENADE]->val2;
- if (sc->data[SC_SPELL_ENCHANTING])
- smatk += sc->data[SC_SPELL_ENCHANTING]->val2;
- return (short)cap_value(smatk, 0, SHRT_MAX);
- }
- /**
- * Adds resist modifications based on status changes
- * @param bl: Object to change res [PC|MOB|HOM|MER|ELEM]
- * @param sc: Object's status change information
- * @param res: Initial res
- * @return modified res with cap_value(res,0,USHRT_MAX)
- */
- static signed short status_calc_res(struct block_list *bl, struct status_change *sc, int res)
- {
- if (!sc || !sc->count)
- return cap_value(res, 0, SHRT_MAX);
- if (sc->data[SC_FIRM_FAITH])
- res += sc->data[SC_FIRM_FAITH]->val3;
- if (sc->data[SC_D_MACHINE])
- res += sc->data[SC_D_MACHINE]->val3;
- if (sc->data[SC_MUSICAL_INTERLUDE])
- res += sc->data[SC_MUSICAL_INTERLUDE]->val2;
- if (sc->data[SC_SHADOW_STRIP] && bl->type != BL_PC)
- res -= res * sc->data[SC_SHADOW_STRIP]->val2 / 100;
- if (sc->data[SC_AIN_RHAPSODY])
- res -= sc->data[SC_AIN_RHAPSODY]->val2;
- return (short)cap_value(res, 0, SHRT_MAX);
- }
- /**
- * Adds magic resist modifications based on status changes
- * @param bl: Object to change mres [PC|MOB|HOM|MER|ELEM]
- * @param sc: Object's status change information
- * @param mres: Initial mres
- * @return modified mres with cap_value(mres,0,USHRT_MAX)
- */
- static signed short status_calc_mres(struct block_list *bl, struct status_change *sc, int mres)
- {
- if (!sc || !sc->count)
- return cap_value(mres, 0, SHRT_MAX);
- if (sc->data[SC_SHADOW_STRIP] && bl->type != BL_PC)
- mres -= mres * sc->data[SC_SHADOW_STRIP]->val2 / 100;
- if (sc->data[SC_GEF_NOCTURN])
- mres -= sc->data[SC_GEF_NOCTURN]->val2;
- return (short)cap_value(mres, 0, SHRT_MAX);
- }
- /**
- * Adds heal plus modifications based on status changes
- * @param bl: Object to change hplus [PC|MOB|HOM|MER|ELEM]
- * @param sc: Object's status change information
- * @param hplus: Initial hplus
- * @return modified hplus with cap_value(hplus,0,USHRT_MAX)
- */
- static signed short status_calc_hplus(struct block_list *bl, struct status_change *sc, int hplus)
- {
- if (!sc || !sc->count)
- return cap_value(hplus, 0, SHRT_MAX);
- return (short)cap_value(hplus, 0, SHRT_MAX);
- }
- /**
- * Adds critical damage rate modifications based on status changes
- * @param bl: Object to change crate [PC|MOB|HOM|MER|ELEM]
- * @param sc: Object's status change information
- * @param crate: Initial crate
- * @return modified crate with cap_value(crate,0,USHRT_MAX)
- */
- static signed short status_calc_crate(struct block_list *bl, struct status_change *sc, int crate)
- {
- if (!sc || !sc->count)
- return cap_value(crate, 0, SHRT_MAX);
- if (sc->data[SC_PRE_ACIES])
- crate += sc->data[SC_PRE_ACIES]->val2;
- return (short)cap_value(crate, 0, SHRT_MAX);
- }
- /**
- * Calculates a max HP based on status changes
- * Values can either be percentages or fixed, based on how equations are formulated
- * @param bl: Object's block_list data
- * @param maxhp: Object's current max HP
- * @return modified maxhp
- */
- static unsigned int status_calc_maxhp(struct block_list *bl, uint64 maxhp)
- {
- int rate = 100;
- maxhp += status_get_hpbonus(bl,STATUS_BONUS_FIX);
- if ((rate += status_get_hpbonus(bl,STATUS_BONUS_RATE)) != 100)
- maxhp = maxhp * rate / 100;
- return (unsigned int)cap_value(maxhp,1,UINT_MAX);
- }
- /**
- * Calculates a max SP based on status changes
- * Values can either be percentages or fixed, bas ed on how equations are formulated
- * @param bl: Object's block_list data
- * @param maxsp: Object's current max SP
- * @return modified maxsp
- */
- static unsigned int status_calc_maxsp(struct block_list *bl, uint64 maxsp)
- {
- int rate = 100;
- maxsp += status_get_spbonus(bl,STATUS_BONUS_FIX);
-
- if ((rate += status_get_spbonus(bl,STATUS_BONUS_RATE)) != 100)
- maxsp = maxsp * rate / 100;
-
- return (unsigned int)cap_value(maxsp,1,UINT_MAX);
- }
- /**
- * Calculates a max AP based on status changes
- * Values can either be percentages or fixed, bas ed on how equations are formulated
- * @param bl: Object's block_list data
- * @param maxap: Object's current max AP
- * @return modified maxap
- */
- static unsigned int status_calc_maxap(struct block_list *bl, uint64 maxap)
- {
- int rate = 100;
- maxap += status_get_apbonus(bl, STATUS_BONUS_FIX);
- if ((rate += status_get_apbonus(bl, STATUS_BONUS_RATE)) != 100)
- maxap = maxap * rate / 100;
- return (unsigned int)cap_value(maxap, 0, UINT_MAX);
- }
- /**
- * Changes a player's element based on status changes
- * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
- * @param sc: Object's status change information
- * @param element: Object's current element
- * @return new element
- */
- static unsigned char status_calc_element(struct block_list *bl, struct status_change *sc, int element)
- {
- if(!sc || !sc->count)
- return cap_value(element, 0, UCHAR_MAX);
- if(sc->data[SC_FREEZE] || sc->data[SC_CRYSTAL_ARMOR_OPTION])
- return ELE_WATER;
- if(sc->data[SC_STONE] || sc->data[SC_STRONG_PROTECTION_OPTION])
- return ELE_EARTH;
- if(sc->data[SC_FLAMEARMOR_OPTION])
- return ELE_FIRE;
- if(sc->data[SC_EYES_OF_STORM_OPTION])
- return ELE_WIND;
- if(sc->data[SC_POISON_SHIELD_OPTION])
- return ELE_POISON;
- if(sc->data[SC_BENEDICTIO])
- return ELE_HOLY;
- if(sc->data[SC_CHANGEUNDEAD])
- return ELE_UNDEAD;
- if(sc->data[SC_ELEMENTALCHANGE])
- return sc->data[SC_ELEMENTALCHANGE]->val2;
- if(sc->data[SC_SHAPESHIFT])
- return sc->data[SC_SHAPESHIFT]->val2;
- return (unsigned char)cap_value(element,0,UCHAR_MAX);
- }
- /**
- * Changes a player's element level based on status changes
- * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
- * @param sc: Object's status change information
- * @param lv: Object's current element level
- * @return new element level
- */
- static unsigned char status_calc_element_lv(struct block_list *bl, struct status_change *sc, int lv)
- {
- if(!sc || !sc->count)
- return cap_value(lv, 1, 4);
- if(sc->data[SC_FREEZE])
- return 1;
- if(sc->data[SC_STONE])
- return 1;
- if(sc->data[SC_BENEDICTIO])
- return 1;
- if(sc->data[SC_CHANGEUNDEAD])
- return 1;
- if(sc->data[SC_ELEMENTALCHANGE])
- return sc->data[SC_ELEMENTALCHANGE]->val1;
- if(sc->data[SC_SHAPESHIFT])
- return 1;
- if(sc->data[SC__INVISIBILITY])
- return 1;
- if (sc->data[SC_FLAMEARMOR_OPTION] || sc->data[SC_CRYSTAL_ARMOR_OPTION] || sc->data[SC_EYES_OF_STORM_OPTION] ||
- sc->data[SC_STRONG_PROTECTION_OPTION] || sc->data[SC_POISON_SHIELD_OPTION])
- return 1;
- return (unsigned char)cap_value(lv,1,4);
- }
- /**
- * Changes a player's attack element based on status changes
- * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
- * @param sc: Object's status change information
- * @param element: Object's current attack element
- * @return new attack element
- */
- unsigned char status_calc_attack_element(struct block_list *bl, struct status_change *sc, int element)
- {
- if(!sc || !sc->count)
- return cap_value(element, 0, UCHAR_MAX);
- if(sc->data[SC_ENCHANTARMS])
- return sc->data[SC_ENCHANTARMS]->val1;
- if(sc->data[SC_WATERWEAPON]
- || (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 2) )
- return ELE_WATER;
- if(sc->data[SC_EARTHWEAPON]
- || (sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 2) )
- return ELE_EARTH;
- if(sc->data[SC_FIREWEAPON]
- || (sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 2) )
- return ELE_FIRE;
- if(sc->data[SC_WINDWEAPON]
- || (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 2) )
- return ELE_WIND;
- if(sc->data[SC_ENCPOISON])
- return ELE_POISON;
- if(sc->data[SC_ASPERSIO])
- return ELE_HOLY;
- if(sc->data[SC_SHADOWWEAPON])
- return ELE_DARK;
- if(sc->data[SC_GHOSTWEAPON] || sc->data[SC__INVISIBILITY])
- return ELE_GHOST;
- if(sc->data[SC_TIDAL_WEAPON_OPTION] || sc->data[SC_TIDAL_WEAPON] )
- return ELE_WATER;
- return (unsigned char)cap_value(element,0,UCHAR_MAX);
- }
- /**
- * Changes the mode of an object
- * @param bl: Object whose mode to change [PC|MOB|PET|HOM|NPC]
- * @param sc: Object's status change data
- * @param mode: Original mode
- * @return mode with cap_value(mode, 0, INT_MAX)
- */
- static int status_calc_mode(struct block_list *bl, struct status_change *sc, int mode)
- {
- if(!sc || !sc->count)
- return cap_value(mode, MD_NONE,INT_MAX);
- if(sc->data[SC_MODECHANGE]) {
- if (sc->data[SC_MODECHANGE]->val2)
- mode = (mode&~MD_MASK)|sc->data[SC_MODECHANGE]->val2; // Set mode
- if (sc->data[SC_MODECHANGE]->val3)
- mode = mode|sc->data[SC_MODECHANGE]->val3; // Add mode
- if (sc->data[SC_MODECHANGE]->val4)
- mode = mode&~sc->data[SC_MODECHANGE]->val4; // Del mode
- }
- return cap_value(mode, MD_NONE, INT_MAX);
- }
- /**
- * Changes the mode of a slave mob
- * @param md: Slave mob whose mode to change
- * @param mmd: Master of slave mob
- */
- void status_calc_slave_mode(struct mob_data *md, struct mob_data *mmd)
- {
- switch (battle_config.slaves_inherit_mode) {
- case 1: //Always aggressive
- if (!status_has_mode(&md->status,MD_AGGRESSIVE))
- sc_start4(NULL, &md->bl, SC_MODECHANGE, 100, 1, 0, MD_AGGRESSIVE, 0, 0);
- break;
- case 2: //Always passive
- if (status_has_mode(&md->status,MD_AGGRESSIVE))
- sc_start4(NULL, &md->bl, SC_MODECHANGE, 100, 1, 0, 0, MD_AGGRESSIVE, 0);
- break;
- case 4: // Overwrite with slave mode
- sc_start4(NULL, &md->bl, SC_MODECHANGE, 100, 1, MD_CANMOVE|MD_NORANDOMWALK|MD_CANATTACK, 0, 0, 0);
- break;
- default: //Copy master
- if (status_has_mode(&mmd->status,MD_AGGRESSIVE))
- sc_start4(NULL, &md->bl, SC_MODECHANGE, 100, 1, 0, MD_AGGRESSIVE, 0, 0);
- else
- sc_start4(NULL, &md->bl, SC_MODECHANGE, 100, 1, 0, 0, MD_AGGRESSIVE, 0);
- break;
- }
- }
- /**
- * Gets the name of the given bl
- * @param bl: Object whose name to get [PC|MOB|PET|HOM|NPC]
- * @return name or "Unknown" if any other bl->type than noted above
- */
- const char* status_get_name(struct block_list *bl)
- {
- nullpo_ret(bl);
- switch (bl->type) {
- case BL_PC: return ((TBL_PC *)bl)->fakename[0] != '\0' ? ((TBL_PC*)bl)->fakename : ((TBL_PC*)bl)->status.name;
- case BL_MOB: return ((TBL_MOB*)bl)->name;
- case BL_PET: return ((TBL_PET*)bl)->pet.name;
- case BL_HOM: return ((TBL_HOM*)bl)->homunculus.name;
- case BL_MER: return ((TBL_MER *)bl)->db->name.c_str(); // They only have database names which are global, not specific to GID.
- case BL_NPC: return ((TBL_NPC*)bl)->name;
- case BL_ELEM: return ((TBL_ELEM *)bl)->db->name.c_str(); // They only have database names which are global, not specific to GID.
- }
- return "Unknown";
- }
- /**
- * Gets the class/sprite id of the given bl
- * @param bl: Object whose class to get [PC|MOB|PET|HOM|MER|NPC|ELEM]
- * @return class or 0 if any other bl->type than noted above
- */
- int status_get_class(struct block_list *bl)
- {
- nullpo_ret(bl);
- switch( bl->type ) {
- case BL_PC: return ((TBL_PC*)bl)->status.class_;
- case BL_MOB: return ((TBL_MOB*)bl)->vd->class_; // Class used on all code should be the view class of the mob.
- case BL_PET: return ((TBL_PET*)bl)->pet.class_;
- case BL_HOM: return ((TBL_HOM*)bl)->homunculus.class_;
- case BL_MER: return ((TBL_MER*)bl)->mercenary.class_;
- case BL_NPC: return ((TBL_NPC*)bl)->class_;
- case BL_ELEM: return ((TBL_ELEM*)bl)->elemental.class_;
- }
- return 0;
- }
- /**
- * Gets the base level of the given bl
- * @param bl: Object whose base level to get [PC|MOB|PET|HOM|MER|NPC|ELEM]
- * @return base level or 1 if any other bl->type than noted above
- */
- int status_get_lv(struct block_list *bl)
- {
- nullpo_ret(bl);
- switch (bl->type) {
- case BL_PC: return ((TBL_PC*)bl)->status.base_level;
- case BL_MOB: return ((TBL_MOB*)bl)->level;
- case BL_PET: return ((TBL_PET*)bl)->pet.level;
- case BL_HOM: return ((TBL_HOM*)bl)->homunculus.level;
- case BL_MER: return ((TBL_MER*)bl)->db->lv;
- case BL_ELEM: return ((TBL_ELEM*)bl)->db->lv;
- case BL_NPC: return ((TBL_NPC*)bl)->level;
- }
- return 1;
- }
- /**
- * Gets the regeneration info of the given bl
- * @param bl: Object whose regen info to get [PC|HOM|MER|ELEM]
- * @return regen data or NULL if any other bl->type than noted above
- */
- struct regen_data *status_get_regen_data(struct block_list *bl)
- {
- nullpo_retr(NULL, bl);
- switch (bl->type) {
- case BL_PC: return &((TBL_PC*)bl)->regen;
- case BL_HOM: return &((TBL_HOM*)bl)->regen;
- case BL_MER: return &((TBL_MER*)bl)->regen;
- case BL_ELEM: return &((TBL_ELEM*)bl)->regen;
- default:
- return NULL;
- }
- }
- /**
- * Gets the status data of the given bl
- * @param bl: Object whose status to get [PC|MOB|PET|HOM|MER|ELEM|NPC]
- * @return status or "dummy_status" if any other bl->type than noted above
- */
- struct status_data *status_get_status_data(struct block_list *bl)
- {
- nullpo_retr(&dummy_status, bl);
- switch (bl->type) {
- case BL_PC: return &((TBL_PC*)bl)->battle_status;
- case BL_MOB: return &((TBL_MOB*)bl)->status;
- case BL_PET: return &((TBL_PET*)bl)->status;
- case BL_HOM: return &((TBL_HOM*)bl)->battle_status;
- case BL_MER: return &((TBL_MER*)bl)->battle_status;
- case BL_ELEM: return &((TBL_ELEM*)bl)->battle_status;
- case BL_NPC: return ((mobdb_checkid(((TBL_NPC*)bl)->class_) == 0) ? &((TBL_NPC*)bl)->status : &dummy_status);
- default:
- return &dummy_status;
- }
- }
- /**
- * Gets the base status data of the given bl
- * @param bl: Object whose status to get [PC|MOB|PET|HOM|MER|ELEM|NPC]
- * @return base_status or NULL if any other bl->type than noted above
- */
- struct status_data *status_get_base_status(struct block_list *bl)
- {
- nullpo_retr(NULL, bl);
- switch (bl->type) {
- case BL_PC: return &((TBL_PC*)bl)->base_status;
- case BL_MOB: return ((TBL_MOB*)bl)->base_status ? ((TBL_MOB*)bl)->base_status : &((TBL_MOB*)bl)->db->status;
- case BL_PET: return &((TBL_PET*)bl)->db->status;
- case BL_HOM: return &((TBL_HOM*)bl)->base_status;
- case BL_MER: return &((TBL_MER*)bl)->base_status;
- case BL_ELEM: return &((TBL_ELEM*)bl)->base_status;
- case BL_NPC: return ((mobdb_checkid(((TBL_NPC*)bl)->class_) == 0) ? &((TBL_NPC*)bl)->status : NULL);
- default:
- return NULL;
- }
- }
- /**
- * Gets the defense of the given bl
- * @param bl: Object whose defense to get [PC|MOB|HOM|MER|ELEM]
- * @return defense with cap_value(def, DEFTYPE_MIN, DEFTYPE_MAX)
- */
- defType status_get_def(struct block_list *bl)
- {
- struct unit_data *ud;
- struct status_data *status = status_get_status_data(bl);
- int def = status?status->def:0;
- ud = unit_bl2ud(bl);
- if (ud && ud->skilltimer != INVALID_TIMER)
- def -= def * skill_get_castdef(ud->skill_id)/100;
- return cap_value(def, DEFTYPE_MIN, DEFTYPE_MAX);
- }
- /**
- * Gets the walking speed of the given bl
- * @param bl: Object whose speed to get [PC|MOB|PET|HOM|MER|ELEM|NPC]
- * @return speed
- */
- unsigned short status_get_speed(struct block_list *bl)
- {
- if(bl->type==BL_NPC)// Only BL with speed data but no status_data [Skotlex]
- return ((struct npc_data *)bl)->speed;
- return status_get_status_data(bl)->speed;
- }
- /**
- * Gets the party ID of the given bl
- * @param bl: Object whose party ID to get [PC|MOB|PET|HOM|MER|SKILL|ELEM]
- * @return party ID
- */
- int status_get_party_id(struct block_list *bl)
- {
- nullpo_ret(bl);
- switch (bl->type) {
- case BL_PC:
- return ((TBL_PC*)bl)->status.party_id;
- case BL_PET:
- if (((TBL_PET*)bl)->master)
- return ((TBL_PET*)bl)->master->status.party_id;
- break;
- case BL_MOB: {
- struct mob_data *md=(TBL_MOB*)bl;
- if( md->master_id > 0 ) {
- struct map_session_data *msd;
- if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != NULL)
- return msd->status.party_id;
- return -md->master_id;
- }
- }
- break;
- case BL_HOM:
- if (((TBL_HOM*)bl)->master)
- return ((TBL_HOM*)bl)->master->status.party_id;
- break;
- case BL_MER:
- if (((TBL_MER*)bl)->master)
- return ((TBL_MER*)bl)->master->status.party_id;
- break;
- case BL_SKILL:
- if (((TBL_SKILL*)bl)->group)
- return ((TBL_SKILL*)bl)->group->party_id;
- break;
- case BL_ELEM:
- if (((TBL_ELEM*)bl)->master)
- return ((TBL_ELEM*)bl)->master->status.party_id;
- break;
- }
- return 0;
- }
- /**
- * Gets the guild ID of the given bl
- * @param bl: Object whose guild ID to get [PC|MOB|PET|HOM|MER|SKILL|ELEM|NPC]
- * @return guild ID
- */
- int status_get_guild_id(struct block_list *bl)
- {
- nullpo_ret(bl);
- switch (bl->type) {
- case BL_PC:
- return ((TBL_PC*)bl)->status.guild_id;
- case BL_PET:
- if (((TBL_PET*)bl)->master)
- return ((TBL_PET*)bl)->master->status.guild_id;
- break;
- case BL_MOB:
- {
- struct map_session_data *msd;
- struct mob_data *md = (struct mob_data *)bl;
- if (md->guardian_data) // Guardian's guild [Skotlex]
- return md->guardian_data->guild_id;
- if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != NULL)
- return msd->status.guild_id; // Alchemist's mobs [Skotlex]
- }
- break;
- case BL_HOM:
- if (((TBL_HOM*)bl)->master)
- return ((TBL_HOM*)bl)->master->status.guild_id;
- break;
- case BL_MER:
- if (((TBL_MER*)bl)->master)
- return ((TBL_MER*)bl)->master->status.guild_id;
- break;
- case BL_NPC:
- if (((TBL_NPC*)bl)->subtype == NPCTYPE_SCRIPT)
- return ((TBL_NPC*)bl)->u.scr.guild_id;
- break;
- case BL_SKILL:
- if (((TBL_SKILL*)bl)->group)
- return ((TBL_SKILL*)bl)->group->guild_id;
- break;
- case BL_ELEM:
- if (((TBL_ELEM*)bl)->master)
- return ((TBL_ELEM*)bl)->master->status.guild_id;
- break;
- }
- return 0;
- }
- /**
- * Gets the guild emblem ID of the given bl
- * @param bl: Object whose emblem ID to get [PC|MOB|PET|HOM|MER|SKILL|ELEM|NPC]
- * @return guild emblem ID
- */
- int status_get_emblem_id(struct block_list *bl)
- {
- nullpo_ret(bl);
- switch (bl->type) {
- case BL_PC:
- return ((TBL_PC*)bl)->guild_emblem_id;
- case BL_PET:
- if (((TBL_PET*)bl)->master)
- return ((TBL_PET*)bl)->master->guild_emblem_id;
- break;
- case BL_MOB:
- {
- struct map_session_data *msd;
- struct mob_data *md = (struct mob_data *)bl;
- if (md->guardian_data) // Guardian's guild [Skotlex]
- return md->guardian_data->emblem_id;
- if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != NULL)
- return msd->guild_emblem_id; // Alchemist's mobs [Skotlex]
- }
- break;
- case BL_HOM:
- if (((TBL_HOM*)bl)->master)
- return ((TBL_HOM*)bl)->master->guild_emblem_id;
- break;
- case BL_MER:
- if (((TBL_MER*)bl)->master)
- return ((TBL_MER*)bl)->master->guild_emblem_id;
- break;
- case BL_NPC:
- if (((TBL_NPC*)bl)->subtype == NPCTYPE_SCRIPT && ((TBL_NPC*)bl)->u.scr.guild_id > 0) {
- struct guild *g = guild_search(((TBL_NPC*)bl)->u.scr.guild_id);
- if (g)
- return g->emblem_id;
- }
- break;
- case BL_ELEM:
- if (((TBL_ELEM*)bl)->master)
- return ((TBL_ELEM*)bl)->master->guild_emblem_id;
- break;
- }
- return 0;
- }
- /**
- * Gets the race2 of a mob or pet
- * @param bl: Object whose race2 to get [MOB|PET]
- * @return race2
- */
- std::vector<e_race2> status_get_race2(struct block_list *bl)
- {
- nullpo_retr(std::vector<e_race2>(),bl);
- if (bl->type == BL_MOB)
- return ((struct mob_data *)bl)->db->race2;
- if (bl->type == BL_PET)
- return ((struct pet_data *)bl)->db->race2;
- return std::vector<e_race2>();
- }
- /**
- * Checks if an object is dead
- * @param bl: Object to check [PC|MOB|HOM|MER|ELEM]
- * @return 1: Is dead or 0: Is alive
- */
- int status_isdead(struct block_list *bl)
- {
- nullpo_ret(bl);
- return status_get_status_data(bl)->hp == 0;
- }
- /**
- * Checks if an object is immune to magic
- * @param bl: Object to check [PC|MOB|HOM|MER|ELEM]
- * @return value of magic damage to be blocked
- */
- int status_isimmune(struct block_list *bl)
- {
- struct status_change *sc =status_get_sc(bl);
- if (sc) {
- if (sc->data[SC_HERMODE])
- return 100;
- if (sc->data[SC_DEADLY_DEFEASANCE])
- return 0;
- }
- if (bl->type == BL_PC &&
- ((TBL_PC*)bl)->special_state.no_magic_damage >= battle_config.gtb_sc_immunity)
- return ((TBL_PC*)bl)->special_state.no_magic_damage;
- return 0;
- }
- /**
- * Get view data of an object
- * @param bl: Object whose view data to get [PC|MOB|PET|HOM|MER|ELEM|NPC]
- * @return view data structure bl->vd
- */
- struct view_data* status_get_viewdata(struct block_list *bl)
- {
- nullpo_retr(NULL, bl);
- switch (bl->type) {
- case BL_PC: return &((TBL_PC*)bl)->vd;
- case BL_MOB: return ((TBL_MOB*)bl)->vd;
- case BL_PET: return &((TBL_PET*)bl)->vd;
- case BL_NPC: return &((TBL_NPC*)bl)->vd;
- case BL_HOM: return ((TBL_HOM*)bl)->vd;
- case BL_MER: return ((TBL_MER*)bl)->vd;
- case BL_ELEM: return ((TBL_ELEM*)bl)->vd;
- }
- return NULL;
- }
- /**
- * Set view data of an object
- * This function deals with class, mount, and item views
- * SC views are set in clif_getareachar_unit()
- * @param bl: Object whose view data to set [PC|MOB|PET|HOM|MER|ELEM|NPC]
- * @param class_: class of the object
- */
- void status_set_viewdata(struct block_list *bl, int class_)
- {
- struct view_data* vd;
- nullpo_retv(bl);
- if (mobdb_checkid(class_) || mob_is_clone(class_))
- vd = mob_get_viewdata(class_);
- else if (npcdb_checkid(class_))
- vd = npc_get_viewdata(class_);
- else if (homdb_checkid(class_))
- vd = hom_get_viewdata(class_);
- else if (mercenary_db.exists(class_))
- vd = mercenary_get_viewdata(class_);
- else if (elemental_db.exists(class_))
- vd = elemental_get_viewdata(class_);
- else
- vd = NULL;
- switch (bl->type) {
- case BL_PC:
- {
- TBL_PC* sd = (TBL_PC*)bl;
- if (pcdb_checkid(class_)) {
- if (sd->sc.option&OPTION_RIDING) {
- switch (class_) { // Adapt class to a Mounted one.
- case JOB_KNIGHT:
- class_ = JOB_KNIGHT2;
- break;
- case JOB_CRUSADER:
- class_ = JOB_CRUSADER2;
- break;
- case JOB_LORD_KNIGHT:
- class_ = JOB_LORD_KNIGHT2;
- break;
- case JOB_PALADIN:
- class_ = JOB_PALADIN2;
- break;
- case JOB_BABY_KNIGHT:
- class_ = JOB_BABY_KNIGHT2;
- break;
- case JOB_BABY_CRUSADER:
- class_ = JOB_BABY_CRUSADER2;
- break;
- }
- }
- sd->vd.class_ = class_;
- clif_get_weapon_view(sd, &sd->vd.weapon, &sd->vd.shield);
- sd->vd.head_top = sd->status.head_top;
- sd->vd.head_mid = sd->status.head_mid;
- sd->vd.head_bottom = sd->status.head_bottom;
- sd->vd.hair_style = cap_value(sd->status.hair, MIN_HAIR_STYLE, MAX_HAIR_STYLE);
- sd->vd.hair_color = cap_value(sd->status.hair_color, MIN_HAIR_COLOR, MAX_HAIR_COLOR);
- sd->vd.cloth_color = cap_value(sd->status.clothes_color, MIN_CLOTH_COLOR, MAX_CLOTH_COLOR);
- sd->vd.body_style = cap_value(sd->status.body, MIN_BODY_STYLE, MAX_BODY_STYLE);
- sd->vd.sex = sd->status.sex;
- if (sd->vd.cloth_color) {
- if(sd->sc.option&OPTION_WEDDING && battle_config.wedding_ignorepalette)
- sd->vd.cloth_color = 0;
- if(sd->sc.option&OPTION_XMAS && battle_config.xmas_ignorepalette)
- sd->vd.cloth_color = 0;
- if(sd->sc.option&(OPTION_SUMMER|OPTION_SUMMER2) && battle_config.summer_ignorepalette)
- sd->vd.cloth_color = 0;
- if(sd->sc.option&OPTION_HANBOK && battle_config.hanbok_ignorepalette)
- sd->vd.cloth_color = 0;
- if(sd->sc.option&OPTION_OKTOBERFEST && battle_config.oktoberfest_ignorepalette)
- sd->vd.cloth_color = 0;
- }
- if ( sd->vd.body_style && sd->sc.option&OPTION_COSTUME)
- sd->vd.body_style = 0;
- } else if (vd)
- memcpy(&sd->vd, vd, sizeof(struct view_data));
- else
- ShowError("status_set_viewdata (PC): No view data for class %d\n", class_);
- }
- break;
- case BL_MOB:
- {
- TBL_MOB* md = (TBL_MOB*)bl;
- if (vd){
- mob_free_dynamic_viewdata( md );
- md->vd = vd;
- }else if( pcdb_checkid( class_ ) ){
- mob_set_dynamic_viewdata( md );
- md->vd->class_ = class_;
- md->vd->hair_style = cap_value(md->vd->hair_style, MIN_HAIR_STYLE, MAX_HAIR_STYLE);
- md->vd->hair_color = cap_value(md->vd->hair_color, MIN_HAIR_COLOR, MAX_HAIR_COLOR);
- }else
- ShowError("status_set_viewdata (MOB): No view data for class %d\n", class_);
- }
- break;
- case BL_PET:
- {
- TBL_PET* pd = (TBL_PET*)bl;
- if (vd) {
- memcpy(&pd->vd, vd, sizeof(struct view_data));
- if (!pcdb_checkid(vd->class_)) {
- pd->vd.hair_style = battle_config.pet_hair_style;
- if(pd->pet.equip) {
- pd->vd.head_bottom = itemdb_viewid(pd->pet.equip);
- if (!pd->vd.head_bottom)
- pd->vd.head_bottom = pd->pet.equip;
- }
- }
- } else
- ShowError("status_set_viewdata (PET): No view data for class %d\n", class_);
- }
- break;
- case BL_NPC:
- {
- TBL_NPC* nd = (TBL_NPC*)bl;
- if (vd)
- memcpy(&nd->vd, vd, sizeof(struct view_data));
- else if (pcdb_checkid(class_)) {
- memset(&nd->vd, 0, sizeof(struct view_data));
- nd->vd.class_ = class_;
- nd->vd.hair_style = cap_value(nd->vd.hair_style, MIN_HAIR_STYLE, MAX_HAIR_STYLE);
- } else {
- ShowError("status_set_viewdata (NPC): Invalid view data %d\n", class_);
- if (bl->m >= 0)
- ShowDebug("Source (NPC): %s at %s (%d,%d)\n", nd->name, map_mapid2mapname(bl->m), bl->x, bl->y);
- else
- ShowDebug("Source (NPC): %s (invisible/not on a map)\n", nd->name);
- ShowDebug( "Source (NPC): %s is located in: %s\n", nd->name, nd->path );
- }
- break;
- }
- break;
- case BL_HOM:
- {
- struct homun_data *hd = (struct homun_data*)bl;
- if (vd)
- hd->vd = vd;
- else
- ShowError("status_set_viewdata (HOMUNCULUS): No view data for class %d\n", class_);
- }
- break;
- case BL_MER:
- {
- s_mercenary_data *md = (s_mercenary_data*)bl;
- if (vd)
- md->vd = vd;
- else
- ShowError("status_set_viewdata (MERCENARY): No view data for class %d\n", class_);
- }
- break;
- case BL_ELEM:
- {
- s_elemental_data *ed = (s_elemental_data*)bl;
- if (vd)
- ed->vd = vd;
- else
- ShowError("status_set_viewdata (ELEMENTAL): No view data for class %d\n", class_);
- }
- break;
- }
- }
- /**
- * Get status change data of an object
- * @param bl: Object whose sc data to get [PC|MOB|HOM|MER|ELEM|NPC]
- * @return status change data structure bl->sc
- */
- struct status_change *status_get_sc(struct block_list *bl)
- {
- if( bl )
- switch (bl->type) {
- case BL_PC: return &((TBL_PC*)bl)->sc;
- case BL_MOB: return &((TBL_MOB*)bl)->sc;
- case BL_NPC: return &((TBL_NPC*)bl)->sc;
- case BL_HOM: return &((TBL_HOM*)bl)->sc;
- case BL_MER: return &((TBL_MER*)bl)->sc;
- case BL_ELEM: return &((TBL_ELEM*)bl)->sc;
- }
- return NULL;
- }
- /**
- * Initiate (memset) the status change data of an object
- * @param bl: Object whose sc data to memset [PC|MOB|HOM|MER|ELEM|NPC]
- */
- void status_change_init(struct block_list *bl)
- {
- struct status_change *sc = status_get_sc(bl);
- nullpo_retv(sc);
- memset(sc, 0, sizeof (struct status_change));
- sc->lastEffect = SC_NONE;
- sc->lastEffectTimer = INVALID_TIMER;
- }
- /*========================================== [Playtester]
- * Returns the interval for status changes that iterate multiple times
- * through the timer (e.g. those that deal damage in regular intervals)
- * @param type: Status change (SC_*)
- *------------------------------------------*/
- static int status_get_sc_interval(enum sc_type type)
- {
- switch (type) {
- case SC_POISON:
- case SC_LEECHESEND:
- case SC_DPOISON:
- case SC_DEATHHURT:
- return 1000;
- case SC_BURNING:
- case SC_PYREXIA:
- return 3000;
- case SC_MAGICMUSHROOM:
- return 4000;
- case SC_STONE:
- return 5000;
- case SC_BLEEDING:
- case SC_TOXIN:
- return 10000;
- case SC_HELLS_PLANT:
- return 333;
- case SC_SHIELDSPELL_HP:
- return 3000;
- case SC_SHIELDSPELL_SP:
- return 5000;
- default:
- break;
- }
- return 0;
- }
- /**
- * Applies SC defense to a given status change
- * This function also determines whether or not the status change will be applied
- * @param src: Source of the status change [PC|MOB|HOM|MER|ELEM|NPC]
- * @param bl: Target of the status change
- * @param type: Status change (SC_*)
- * @param rate: Initial percentage rate of affecting bl (0~10000)
- * @param tick: Initial duration that the status change affects bl
- * @param flag: Value which determines what parts to calculate. See e_status_change_start_flags
- * @return adjusted duration based on flag values
- */
- 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)
- {
- /// Resistance rate: 10000 = 100%
- /// Example: 50% (5000) -> sc_def = 5000 -> 25%;
- /// 5000ms -> tick_def = 5000 -> 2500ms
- int sc_def = 0, tick_def = -1; // -1 = use sc_def
- /// Fixed resistance value (after rate calculation)
- /// Example: 25% (2500) -> sc_def2 = 2000 -> 5%;
- /// 2500ms -> tick_def2=2000 -> 500ms
- int sc_def2 = 0, tick_def2 = 0;
- struct status_data *status, *status_src;
- struct status_change *sc;
- struct map_session_data *sd;
- nullpo_ret(bl);
- if (src == NULL)
- return tick?tick:1; // This should not happen in current implementation, but leave it anyway
- // Skills (magic type) that are blocked by Golden Thief Bug card or Wand of Hermod
- if (status_isimmune(bl)) {
- std::shared_ptr<s_skill_db> skill = skill_db.find(battle_getcurrentskill(src));
- if (skill == nullptr) // Check for ground-type skills using the status when a player moves through units
- skill = skill_db.find(status_db.getSkill(type));
- if (skill != nullptr && skill->skill_type == BF_MAGIC && // Basic magic skill
- !skill->inf2[INF2_IGNOREGTB] && // Specific skill to bypass
- ((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
- (skill->inf == INF_SELF_SKILL && src != bl))) // Self skills should get blocked on all targets except self
- return 0;
- }
- sd = BL_CAST(BL_PC,bl);
- status = status_get_status_data(bl);
- status_src = status_get_status_data(src);
- sc = status_get_sc(bl);
- if( sc && !sc->count )
- sc = NULL;
- #ifdef RENEWAL
- uint16 levelAdv = (static_cast<uint16>(pow(max(0, status_get_lv(src) - status_get_lv(bl)), 2)) / 5) * 100;
- #endif
- switch (type) {
- case SC_POISON:
- case SC_DPOISON:
- #ifndef RENEWAL
- sc_def = status->vit*100;
- sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
- if (sd) {
- // For players: 60000 - 450*vit - 100*luk
- tick_def = status->vit*75;
- tick_def2 = status->luk*100;
- } else {
- // For monsters: 30000 - 200*vit
- tick>>=1;
- tick_def = (status->vit*200)/3;
- }
- #else
- sc_def = status->vit * 100 - levelAdv;
- tick_def2 = -2000;
- #endif
- break;
- case SC_STUN:
- #ifndef RENEWAL
- sc_def = status->vit*100;
- sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
- tick_def2 = status->luk*10;
- #else
- sc_def = status->vit * 100 - levelAdv;
- tick_def2 = -500;
- #endif
- break;
- case SC_SILENCE:
- #ifndef RENEWAL
- sc_def = status->vit*100;
- sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
- tick_def2 = status->luk*10;
- #else
- sc_def = status->int_ * 100 - levelAdv;
- tick_def2 = -2000;
- #endif
- break;
- case SC_BLEEDING:
- #ifndef RENEWAL
- sc_def = status->vit*100;
- sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
- tick_def2 = status->luk*10;
- #else
- sc_def = status->agi * 100 - levelAdv;
- tick_def2 = -12000;
- #endif
- break;
- case SC_SLEEP:
- #ifndef RENEWAL
- sc_def = status->int_*100;
- sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
- tick_def2 = status->luk*10;
- #else
- sc_def = status->agi * 100 - levelAdv;
- tick_def2 = -2000;
- #endif
- break;
- case SC_STONEWAIT:
- #ifndef RENEWAL
- sc_def = status->mdef*100;
- sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
- tick_def = 0; // No duration reduction
- #else
- sc_def = status->mdef * 100 - levelAdv;
- tick_def2 = -3000;
- #endif
- break;
- case SC_FREEZE:
- #ifndef RENEWAL
- sc_def = status->mdef*100;
- sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
- tick_def2 = status_src->luk*-10; // Caster can increase final duration with luk
- #else
- sc_def = status->mdef * 100 - levelAdv;
- tick_def2 = -3000;
- #endif
- break;
- case SC_CURSE:
- // Special property: immunity when luk is zero
- if (status->luk == 0)
- return 0;
- #ifndef RENEWAL
- sc_def = status->luk*100;
- sc_def2 = status->luk*10 - status_get_lv(src)*10; // Curse only has a level penalty and no resistance
- tick_def = status->vit*100;
- tick_def2 = status->luk*10;
- #else
- sc_def = status->luk * 100 - levelAdv;
- tick_def2 = -2000;
- #endif
- break;
- case SC_BLIND:
- #ifndef RENEWAL
- sc_def = (status->vit + status->int_)*50;
- sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
- tick_def2 = status->luk*10;
- #else
- sc_def = status->int_ * 100 - levelAdv;
- tick_def2 = -2000;
- #endif
- break;
- case SC_CONFUSION:
- #ifndef RENEWAL
- sc_def = (status->str + status->int_)*50;
- sc_def2 = status_get_lv(src)*10 - status_get_lv(bl)*10 - status->luk*10; // Reversed sc_def2
- tick_def2 = status->luk*10;
- #else
- sc_def = status->luk * 100 - levelAdv;
- tick_def2 = -2000;
- #endif
- break;
- case SC_DECREASEAGI:
- if (sd)
- tick >>= 1; // Half duration for players.
- sc_def2 = status->mdef*100;
- break;
- case SC_ANKLE:
- if(status_has_mode(status,MD_STATUSIMMUNE)) // Lasts 5 times less on bosses
- tick /= 5;
- sc_def = status->agi*50;
- break;
- case SC_JOINTBEAT:
- tick_def2 = 1000 * ((status->luk / 2 + status->agi / 5) / 2); // (50 * LUK / 100 + 20 * AGI / 100) / 2
- break;
- case SC_DEEPSLEEP:
- tick_def2 = status_get_base_status(bl)->int_ * 25 + status_get_lv(bl) * 50;
- break;
- case SC_NETHERWORLD:
- // Resistance: {(Target's Base Level / 50) + (Target's Job Level / 10)} seconds
- tick_def2 = status_get_lv(bl) * 20 + (sd ? sd->status.job_level : 1) * 100;
- break;
- case SC_MARSHOFABYSS:
- // 5 second (Fixed) + 25 second - {( INT + LUK ) / 20 second }
- tick_def2 = (status->int_ + status->luk)*50;
- break;
- case SC_STASIS:
- // 10 second (fixed) + { Stasis Skill level * 10 - (Target's VIT + DEX) / 20 }
- tick_def2 = (status->vit + status->dex) * 50;
- break;
- case SC_WHITEIMPRISON:
- if( src == bl ) // 100% on caster
- break;
- sc_def = status->str * 20 + status_get_lv(bl) * 20 + status->luk * 10;
- tick_def2 = -2000;
- break;
- case SC_FEAR:
- sc_def = status->int_ * 20 + status_get_lv(bl) * 20 + status->luk * 10;
- tick_def2 = -4000; // 2 seconds is applied twice on Aegis
- break;
- case SC_BURNING:
- sc_def = status->agi * 20 + status_get_lv(bl) * 20 + status->luk * 10;
- tick_def2 = -2000;
- break;
- case SC_FREEZING:
- tick_def2 = (status->vit + status->dex) * 50;
- break;
- case SC_OBLIVIONCURSE: // 100% - (100 - 0.8 x INT)
- sc_def = status->int_ * 80;
- sc_def = max(sc_def, 500); // minimum of 5% resist
- tick_def = 0;
- tick_def2 = (status->vit + status->luk) * 500;
- break;
- case SC_TOXIN:
- case SC_PARALYSE:
- case SC_VENOMBLEED:
- case SC_MAGICMUSHROOM:
- case SC_DEATHHURT:
- case SC_PYREXIA:
- case SC_LEECHESEND:
- tick_def2 = (status->vit + status->luk) * 500;
- break;
- case SC_BITE: // {(Base Success chance) - (Target's AGI / 4)}
- sc_def2 = status->agi*25;
- break;
- case SC_ELECTRICSHOCKER:
- tick_def2 = (status->vit + status->agi) * 70;
- break;
- case SC_CRYSTALIZE:
- tick_def2 = status_get_base_status(bl)->vit * 100;
- break;
- case SC_VACUUM_EXTREME:
- tick_def2 = (sd ? sd->status.str : status_get_base_status(bl)->str) * 50;
- break;
- case SC_KYOUGAKU:
- tick_def2 = 30*status->int_;
- break;
- case SC_PARALYSIS:
- tick_def2 = (status->vit + status->luk)*50;
- break;
- case SC_VOICEOFSIREN:
- // Resistance: {(Target's Base Level / 10) + (Target's Job Level / 5)} seconds
- tick_def2 = status_get_lv(bl) * 100 + (sd ? sd->status.job_level : 1) * 200;
- break;
- case SC_B_TRAP:
- tick_def = (sd ? sd->status.str : status_get_base_status(bl)->str) * 50; //! TODO: Figure out reduction formula
- break;
- case SC_NORECOVER_STATE:
- tick_def2 = status->luk * 100;
- break;
- default:
- // Effect that cannot be reduced? Likely a buff.
- if (!(rnd()%10000 < rate))
- return 0;
- return tick ? tick : 1;
- }
- if (sd) {
- if (battle_config.pc_sc_def_rate != 100) {
- sc_def = sc_def*battle_config.pc_sc_def_rate/100;
- sc_def2 = sc_def2*battle_config.pc_sc_def_rate/100;
- }
- sc_def = cap_value(sc_def, 0, battle_config.pc_max_sc_def*100);
- sc_def2 = cap_value(sc_def2, 0, battle_config.pc_max_sc_def*100);
- if (battle_config.pc_sc_def_rate != 100) {
- tick_def = tick_def*battle_config.pc_sc_def_rate/100;
- tick_def2 = tick_def2*battle_config.pc_sc_def_rate/100;
- }
- } else {
- if (battle_config.mob_sc_def_rate != 100) {
- sc_def = sc_def*battle_config.mob_sc_def_rate/100;
- sc_def2 = sc_def2*battle_config.mob_sc_def_rate/100;
- }
- sc_def = cap_value(sc_def, 0, battle_config.mob_max_sc_def*100);
- sc_def2 = cap_value(sc_def2, 0, battle_config.mob_max_sc_def*100);
- if (battle_config.mob_sc_def_rate != 100) {
- tick_def = tick_def*battle_config.mob_sc_def_rate/100;
- tick_def2 = tick_def2*battle_config.mob_sc_def_rate/100;
- }
- }
- if (sc) {
- if (sc->data[SC_SCRESIST])
- sc_def += sc->data[SC_SCRESIST]->val1*100; // Status resist
- #ifdef RENEWAL
- else if (sc->data[SC_SIEGFRIED] && (type == SC_BLIND || type == SC_STONE || type == SC_FREEZE || type == SC_STUN || type == SC_CURSE || type == SC_SLEEP || type == SC_SILENCE))
- sc_def += sc->data[SC_SIEGFRIED]->val3 * 100; // Status resistance.
- #else
- else if (sc->data[SC_SIEGFRIED])
- sc_def += sc->data[SC_SIEGFRIED]->val3*100; // Status resistance.
- #endif
- else if (sc->data[SC_LEECHESEND] && sc->data[SC_LEECHESEND]->val3 == 0) {
- switch (type) {
- case SC_BLIND:
- case SC_STUN:
- return 0; // Immune
- }
- } else if (sc->data[SC_OBLIVIONCURSE] && sc->data[SC_OBLIVIONCURSE]->val3 == 0) {
- switch (type) {
- case SC_SILENCE:
- case SC_CURSE:
- return 0; // Immune
- }
- }
- }
- // When tick def not set, reduction is the same for both.
- if(tick_def == -1)
- tick_def = sc_def;
- // Natural resistance
- if (!(flag&SCSTART_NORATEDEF)) {
- rate -= rate*sc_def/10000;
- rate -= sc_def2;
- // Item resistance (only applies to rate%)
- if (sd) {
- for (const auto &it : sd->reseff) {
- if (it.id == type)
- rate -= rate * it.val / 10000;
- }
- if (sd->sc.data[SC_COMMONSC_RESIST] && SC_COMMON_MIN <= type && type <= SC_COMMON_MAX)
- rate -= rate*sd->sc.data[SC_COMMONSC_RESIST]->val1/100;
- }
- // Aegis accuracy
- if(rate > 0 && rate%10 != 0) rate += (10 - rate%10);
- }
- std::shared_ptr<s_status_change_db> scdb = status_db.find(type);
- // Cap minimum rate
- rate = max(rate, scdb->min_rate);
- if (rate < 10000 && (rate <= 0 || !(rnd()%10000 < rate)))
- return 0;
- // Duration cannot be reduced
- if (flag&SCSTART_NOTICKDEF)
- return i64max(tick, scdb->min_duration);
- tick -= tick*tick_def/10000;
- #ifdef RENEWAL
- // Renewal applies item resistance also to duration
- if (sd) {
- for (const auto &it : sd->reseff) {
- if (it.id == type)
- tick -= tick * it.val / 10000;
- }
- if (sd->sc.data[SC_COMMONSC_RESIST] && SC_COMMON_MIN <= type && type <= SC_COMMON_MAX)
- tick -= tick * sd->sc.data[SC_COMMONSC_RESIST]->val1 / 100;
- }
- #endif
- tick -= tick_def2;
- return i64max(tick, scdb->min_duration);
- }
- /**
- * Applies SC effect
- * @param bl: Source to apply effect
- * @param type: Status change (SC_*)
- * @param dval1~3: Depends on type of status change
- * Author: Ind
- */
- void status_display_add(struct block_list *bl, enum sc_type type, int dval1, int dval2, int dval3) {
- struct eri *eri;
- struct sc_display_entry **sc_display;
- struct sc_display_entry ***sc_display_ptr;
- struct sc_display_entry *entry;
- int i;
- unsigned char sc_display_count;
- unsigned char *sc_display_count_ptr;
- nullpo_retv(bl);
- switch( bl->type ){
- case BL_PC: {
- struct map_session_data* sd = (struct map_session_data*)bl;
- sc_display_ptr = &sd->sc_display;
- sc_display_count_ptr = &sd->sc_display_count;
- eri = pc_sc_display_ers;
- }
- break;
- case BL_NPC: {
- struct npc_data* nd = (struct npc_data*)bl;
- sc_display_ptr = &nd->sc_display;
- sc_display_count_ptr = &nd->sc_display_count;
- eri = npc_sc_display_ers;
- }
- break;
- default:
- return;
- }
- sc_display = *sc_display_ptr;
- sc_display_count = *sc_display_count_ptr;
- ARR_FIND(0, sc_display_count, i, sc_display[i]->type == type);
- if( i != sc_display_count ) {
- sc_display[i]->val1 = dval1;
- sc_display[i]->val2 = dval2;
- sc_display[i]->val3 = dval3;
- return;
- }
- entry = ers_alloc(eri, struct sc_display_entry);
- entry->type = type;
- entry->val1 = dval1;
- entry->val2 = dval2;
- entry->val3 = dval3;
- RECREATE(sc_display, struct sc_display_entry *, ++sc_display_count);
- sc_display[sc_display_count - 1] = entry;
- *sc_display_ptr = sc_display;
- *sc_display_count_ptr = sc_display_count;
- }
- /**
- * Removes SC effect
- * @param bl: Source to remove effect
- * @param type: Status change (SC_*)
- * Author: Ind
- */
- void status_display_remove(struct block_list *bl, enum sc_type type) {
- struct eri *eri;
- struct sc_display_entry **sc_display;
- struct sc_display_entry ***sc_display_ptr;
- int i;
- unsigned char sc_display_count;
- unsigned char *sc_display_count_ptr;
- nullpo_retv(bl);
- switch( bl->type ){
- case BL_PC: {
- struct map_session_data* sd = (struct map_session_data*)bl;
- sc_display_ptr = &sd->sc_display;
- sc_display_count_ptr = &sd->sc_display_count;
- eri = pc_sc_display_ers;
- }
- break;
- case BL_NPC: {
- struct npc_data* nd = (struct npc_data*)bl;
- sc_display_ptr = &nd->sc_display;
- sc_display_count_ptr = &nd->sc_display_count;
- eri = npc_sc_display_ers;
- }
- break;
- default:
- return;
- }
- sc_display = *sc_display_ptr;
- sc_display_count = *sc_display_count_ptr;
- ARR_FIND(0, sc_display_count, i, sc_display[i]->type == type);
- if( i != sc_display_count ) {
- int cursor;
- ers_free(eri, sc_display[i]);
- sc_display[i] = NULL;
- /* The all-mighty compact-o-matic */
- for( i = 0, cursor = 0; i < sc_display_count; i++ ) {
- if( sc_display[i] == NULL )
- continue;
- if( i != cursor )
- sc_display[cursor] = sc_display[i];
- cursor++;
- }
- if( !(sc_display_count = cursor) ) {
- aFree(sc_display);
- sc_display = NULL;
- }
- *sc_display_ptr = sc_display;
- *sc_display_count_ptr = sc_display_count;
- }
- }
- /**
- * Applies SC defense to a given status change
- * This function also determines whether or not the status change will be applied
- * @param src: Source of the status change [PC|MOB|HOM|MER|ELEM|NPC]
- * @param bl: Target of the status change (See: enum sc_type)
- * @param type: Status change (SC_*)
- * @param rate: Initial percentage rate of affecting bl (0~10000)
- * @param val1~4: Depends on type of status change
- * @param duration: Initial duration that the status change affects bl
- * @param flag: Value which determines what parts to calculate. See e_status_change_start_flags
- * @param delay: Delay in milliseconds before the SC is applied
- * @return adjusted duration based on flag values
- */
- 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) {
- struct map_session_data *sd = NULL;
- struct status_change* sc;
- struct status_change_entry* sce;
- struct status_data *status;
- struct view_data *vd;
- int undead_flag, tick_time = 0;
- bool sc_isnew = true;
- std::shared_ptr<s_status_change_db> scdb = status_db.find(type);
- nullpo_ret(bl);
- sc = status_get_sc(bl);
- status = status_get_status_data(bl);
- if( !scdb ) {
- ShowError("status_change_start: Invalid status change (%d)!\n", type);
- return 0;
- }
- if( !sc )
- return 0; // Unable to receive status changes
- 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
- return 0;
- if (status_change_isDisabledOnMap(type, map_getmapdata(bl->m)))
- return 0;
- if (sc->data[SC_GRAVITYCONTROL])
- return 0; // !TODO: Confirm what statuses/conditions (if not all) are blocked.
- // Uncomment to prevent status adding hp to gvg mob (like bloodylust=hp*3 etc...
- // if (bl->type == BL_MOB)
- // if (util::vector_exists(status_get_race2(bl), RC2_GVG) && status_sc2scb_flag(type)&SCB_MAXHP) return 0;
- // Fail if Madogear is active
- if (sc->option&OPTION_MADOGEAR && flag&SCSTART_NOAVOID && scdb->flag[SCF_FAILEDMADO])
- return 0;
- // Check for Boss resistances
- if(status->mode&MD_STATUSIMMUNE && !(flag&SCSTART_NOAVOID) && scdb->flag[SCF_BOSSRESIST])
- return 0;
- // Check for MVP resistance
- if(status->mode&MD_MVP && !(flag&SCSTART_NOAVOID) && scdb->flag[SCF_MVPRESIST])
- return 0;
- // End the SCs from the list and immediately return
- // If anything in this list is removed, the rest is ignored.
- if (!scdb->endreturn.empty()) {
- bool isRemoved = false;
- for (const auto &it : scdb->endreturn) {
- sc_type rem_sc = it;
- if (sc->data[rem_sc]) {
- status_change_end(bl, rem_sc, INVALID_TIMER);
- isRemoved = true;
- }
- }
- if (isRemoved) // Something was removed, don't give the status
- return 1; // Return 1 so that sc_start can be checked as success
- }
- // Check failing SCs from list
- if (!scdb->fail.empty()) {
- for (const auto &it : scdb->fail) {
- // Don't let OPT1 that have RemoveOnDamaged start a new effect in the same attack.
- if (sc->data[it] || sc->lastEffect == it)
- return 0;
- }
- }
- // Adjust tick according to status resistances
- if( !(flag&(SCSTART_NOAVOID|SCSTART_LOADED)) ) {
- duration = status_get_sc_def(src, bl, type, rate, duration, flag);
- if( !duration )
- return 0;
- }
- int tick = (int)duration;
- sd = BL_CAST(BL_PC, bl);
- vd = status_get_viewdata(bl);
- undead_flag = battle_check_undead(status->race,status->def_ele);
- // Check for immunities / sc fails
- switch (type) {
- case SC_VACUUM_EXTREME:
- if (sc && sc->data[SC_VACUUM_EXTREME_POSTDELAY] && sc->data[SC_VACUUM_EXTREME_POSTDELAY]->val2 == val2) // Ignore post delay from other vacuum (this will make stack effect enabled)
- return 0;
- break;
- case SC_STONE:
- case SC_STONEWAIT:
- case SC_FREEZE:
- // Undead are immune to Freeze/Stone
- if (undead_flag && !(flag&SCSTART_NOAVOID))
- return 0;
- break;
- case SC_BURNING:
- // Level 2 Fire Element is immune
- if (status->def_ele == ELE_FIRE && status->ele_lv == 2)
- return 0;
- break;
- case SC_ALL_RIDING:
- if( !sd || sc->option&(OPTION_RIDING|OPTION_DRAGON|OPTION_WUG|OPTION_MADOGEAR) )
- return 0;
- break;
- case SC_SIGNUMCRUCIS:
- // Only affects demons and undead element (but not players)
- if((!undead_flag && status->race!=RC_DEMON) || bl->type == BL_PC)
- return 0;
- break;
- case SC_KYRIE:
- case SC_TUNAPARTY:
- if (bl->type == BL_MOB)
- return 0;
- break;
- case SC_ADRENALINE:
- if(sd && !pc_check_weapontype(sd,skill_get_weapontype(BS_ADRENALINE)))
- return 0;
- break;
- case SC_ADRENALINE2:
- if(sd && !pc_check_weapontype(sd,skill_get_weapontype(BS_ADRENALINE2)))
- return 0;
- break;
- case SC_CLOAKING:
- // Avoid cloaking with no wall and low skill level. [Skotlex]
- // Due to the cloaking card, we have to check the wall versus to known
- // skill level rather than the used one. [Skotlex]
- // if (sd && val1 < 3 && skill_check_cloaking(bl,NULL))
- if( sd && pc_checkskill(sd, AS_CLOAKING) < 3 && !skill_check_cloaking(bl,NULL) )
- return 0;
- break;
- case SC_MODECHANGE: {
- int32 mode;
- struct status_data *bstatus = status_get_base_status(bl);
- if (!bstatus) return 0;
- if (sc->data[type]) { // Pile up with previous values.
- if (!val2) val2 = sc->data[type]->val2;
- val3 |= sc->data[type]->val3;
- val4 |= sc->data[type]->val4;
- }
- mode = val2 ? ((val2&~MD_MASK) | val2) : bstatus->mode; // Base mode
- if (val4) mode = static_cast<e_mode>(mode&~val4); // Del mode
- if (val3) mode = static_cast<e_mode>(mode | val3); // Add mode
- if (mode == bstatus->mode) { // No change.
- if (sc->data[type]) // Abort previous status
- return status_change_end(bl, type, INVALID_TIMER);
- return 0;
- }
- }
- break;
- // Strip skills, need to divest something or it fails.
- case SC_STRIPWEAPON:
- if (val2 == 1)
- val2 = 0; // Brandish Spear/Bowling Bash effet. Do not take weapon off.
- else if (sd && !(flag&SCSTART_LOADED)) { // Apply sc anyway if loading saved sc_data
- short i;
- uint8 successFlag = 0;
- if(sd->bonus.unstripable_equip&EQP_WEAPON)
- return 0;
- i = sd->equip_index[EQI_HAND_L];
- if (i>=0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_WEAPON) {
- successFlag|=1;
- pc_unequipitem(sd,i,3); // Left-hand weapon
- }
-
- i = sd->equip_index[EQI_HAND_R];
- if (i>=0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_WEAPON) {
- successFlag|=2;
- pc_unequipitem(sd,i,3);
- }
- if (!successFlag) return 0;
- }
- if (tick == 1) return 1; // Minimal duration: Only strip without causing the SC
- break;
- case SC_STRIPSHIELD:
- if( val2 == 1 ) val2 = 0; // GX effect. Do not take shield off..
- else
- if (sd && !(flag&SCSTART_LOADED)) {
- short i;
- if(sd->bonus.unstripable_equip&EQP_SHIELD)
- return 0;
- i = sd->equip_index[EQI_HAND_L];
- if ( i < 0 || !sd->inventory_data[i] || sd->inventory_data[i]->type != IT_ARMOR )
- return 0;
- pc_unequipitem(sd,i,3);
- }
- if (tick == 1) return 1; // Minimal duration: Only strip without causing the SC
- break;
- case SC_STRIPARMOR:
- if (sd && !(flag&SCSTART_LOADED)) {
- short i;
- if(sd->bonus.unstripable_equip&EQP_ARMOR)
- return 0;
- i = sd->equip_index[EQI_ARMOR];
- if ( i < 0 || !sd->inventory_data[i] )
- return 0;
- pc_unequipitem(sd,i,3);
- }
- if (tick == 1) return 1; // Minimal duration: Only strip without causing the SC
- break;
- case SC_STRIPHELM:
- if (sd && !(flag&SCSTART_LOADED)) {
- short i;
- if(sd->bonus.unstripable_equip&EQP_HELM)
- return 0;
- i = sd->equip_index[EQI_HEAD_TOP];
- if ( i < 0 || !sd->inventory_data[i] )
- return 0;
- pc_unequipitem(sd,i,3);
- }
- if (tick == 1) return 1; // Minimal duration: Only strip without causing the SC
- break;
- case SC_SHADOW_STRIP:
- if (sd && !(flag&SCSTART_LOADED)) {
- if (sd->bonus.unstripable_equip&EQP_SHADOW_GEAR)
- return 0;
- bool successFlag = false;
- for( int i = EQI_SHADOW_ARMOR; i <= EQI_SHADOW_ACC_L; i++ ){
- int index = sd->equip_index[i];
- if( index >= 0 && sd->inventory_data[index] != nullptr ){
- pc_unequipitem( sd, index, 3 );
- successFlag = true;
- }
- }
- if (!successFlag)
- return 0;
- }
- if (tick == 1)
- return 1;
- break;
- case SC_MERC_FLEEUP:
- case SC_MERC_ATKUP:
- case SC_MERC_HPUP:
- case SC_MERC_SPUP:
- case SC_MERC_HITUP:
- if( bl->type != BL_MER )
- return 0; // Stats only for Mercenaries
- break;
- case SC_STRFOOD:
- if (sc->data[SC_FOOD_STR_CASH] && sc->data[SC_FOOD_STR_CASH]->val1 > val1)
- return 0;
- break;
- case SC_AGIFOOD:
- if (sc->data[SC_FOOD_AGI_CASH] && sc->data[SC_FOOD_AGI_CASH]->val1 > val1)
- return 0;
- break;
- case SC_VITFOOD:
- if (sc->data[SC_FOOD_VIT_CASH] && sc->data[SC_FOOD_VIT_CASH]->val1 > val1)
- return 0;
- break;
- case SC_INTFOOD:
- if (sc->data[SC_FOOD_INT_CASH] && sc->data[SC_FOOD_INT_CASH]->val1 > val1)
- return 0;
- break;
- case SC_DEXFOOD:
- if (sc->data[SC_FOOD_DEX_CASH] && sc->data[SC_FOOD_DEX_CASH]->val1 > val1)
- return 0;
- break;
- case SC_LUKFOOD:
- if (sc->data[SC_FOOD_LUK_CASH] && sc->data[SC_FOOD_LUK_CASH]->val1 > val1)
- return 0;
- break;
- case SC_FOOD_STR_CASH:
- if (sc->data[SC_STRFOOD] && sc->data[SC_STRFOOD]->val1 > val1)
- return 0;
- break;
- case SC_FOOD_AGI_CASH:
- if (sc->data[SC_AGIFOOD] && sc->data[SC_AGIFOOD]->val1 > val1)
- return 0;
- break;
- case SC_FOOD_VIT_CASH:
- if (sc->data[SC_VITFOOD] && sc->data[SC_VITFOOD]->val1 > val1)
- return 0;
- break;
- case SC_FOOD_INT_CASH:
- if (sc->data[SC_INTFOOD] && sc->data[SC_INTFOOD]->val1 > val1)
- return 0;
- break;
- case SC_FOOD_DEX_CASH:
- if (sc->data[SC_DEXFOOD] && sc->data[SC_DEXFOOD]->val1 > val1)
- return 0;
- break;
- case SC_FOOD_LUK_CASH:
- if (sc->data[SC_LUKFOOD] && sc->data[SC_LUKFOOD]->val1 > val1)
- return 0;
- break;
- case SC_CAMOUFLAGE:
- if( sd && pc_checkskill(sd, RA_CAMOUFLAGE) < 3 && !skill_check_camouflage(bl,NULL) )
- return 0;
- break;
- case SC__STRIPACCESSORY:
- if( sd ) {
- short i = -1;
- if( !(sd->bonus.unstripable_equip&EQP_ACC_L) ) {
- i = sd->equip_index[EQI_ACC_L];
- if( i >= 0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_ARMOR )
- pc_unequipitem(sd,i,3); // Left-Accessory
- }
- if( !(sd->bonus.unstripable_equip&EQP_ACC_R) ) {
- i = sd->equip_index[EQI_ACC_R];
- if( i >= 0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_ARMOR )
- pc_unequipitem(sd,i,3); // Right-Accessory
- }
- if( i < 0 )
- return 0;
- }
- if (tick == 1) return 1; // Minimal duration: Only strip without causing the SC
- break;
- case SC_C_MARKER:
- if (src == bl)
- return 0;
- else {
- struct status_change *tsc = status_get_sc(bl);
- // Failed if the target is already marked and the new marker that isn't same marker
- if (tsc && tsc->data[type] && tsc->data[type]->val2 != src->id)
- return 0;
- }
- break;
- case SC_MADNESSCANCEL:
- if (sc->data[type]) { // Toggle the status but still consume requirements.
- status_change_end(bl, type, INVALID_TIMER);
- return 0;
- }
- break;
- case SC_TOXIN:
- case SC_PARALYSE:
- case SC_VENOMBLEED:
- case SC_MAGICMUSHROOM:
- case SC_DEATHHURT:
- case SC_PYREXIA:
- case SC_OBLIVIONCURSE:
- case SC_LEECHESEND:
- if (val3 == 0) // Don't display icon on self
- flag |= SCSTART_NOICON;
- for (int32 i = SC_TOXIN; i <= SC_LEECHESEND; i++) {
- if (sc->data[i] && sc->data[i]->val3 == 1) // It doesn't stack or even renew on the target
- return 0;
- else if (sc->data[i] && sc->data[i]->val3 == 0)
- status_change_end(bl, static_cast<sc_type>(i), INVALID_TIMER); // End the bonus part on the caster
- }
- break;
- case SC_SPIRIT:
- if( sd ){
- uint64 target_class = 0;
- uint64 mask = MAPID_UPPERMASK;
- switch( val2 ){
- case SL_ALCHEMIST:
- target_class = MAPID_ALCHEMIST;
- break;
- case SL_ASSASIN:
- target_class = MAPID_ASSASSIN;
- break;
- case SL_BARDDANCER:
- target_class = MAPID_BARDDANCER;
- break;
- case SL_BLACKSMITH:
- target_class = MAPID_BLACKSMITH;
- break;
- case SL_CRUSADER:
- target_class = MAPID_CRUSADER;
- break;
- case SL_HUNTER:
- target_class = MAPID_HUNTER;
- break;
- case SL_KNIGHT:
- target_class = MAPID_KNIGHT;
- break;
- case SL_MONK:
- target_class = MAPID_MONK;
- break;
- case SL_PRIEST:
- target_class = MAPID_PRIEST;
- break;
- case SL_ROGUE:
- target_class = MAPID_ROGUE;
- break;
- case SL_SAGE:
- target_class = MAPID_SAGE;
- break;
- case SL_SOULLINKER:
- target_class = MAPID_SOUL_LINKER;
- break;
- case SL_STAR:
- target_class = MAPID_STAR_GLADIATOR;
- break;
- case SL_SUPERNOVICE:
- target_class = MAPID_SUPER_NOVICE;
- break;
- case SL_WIZARD:
- target_class = MAPID_WIZARD;
- break;
- case SL_HIGH:
- if( sd->status.base_level < 70 ){
- return 0;
- }
- mask |= JOBL_UPPER;
- target_class = MAPID_NOVICE_HIGH;
- break;
- default:
- ShowError( "Unknown skill id %d for SC_SPIRIT.\n", val2 );
- return 0;
- }
- if( ( sd->class_ & mask ) != target_class ){
- return 0;
- }
- }else{
- // Status change is only applicable for players
- return 0;
- }
- break;
- case SC_SOULGOLEM:
- case SC_SOULSHADOW:
- case SC_SOULFALCON:
- case SC_SOULFAIRY:
- if( sd == nullptr ){
- // Status change is only applicable for players
- return 0;
- }
- break;
- }
- // Check for OPT1 stacking
- if (sc->opt1 > OPT1_NONE && scdb->opt1 > OPT1_NONE) {
- for (const auto &status_it : status_db) {
- sc_type opt1_type = status_it.second->type;
- if (sc->data[opt1_type] && status_it.second->opt1 > OPT1_NONE)
- status_change_end(bl, opt1_type, INVALID_TIMER);
- }
- }
- // Before overlapping fail, one must check for status cured.
- std::vector<sc_type> endlist;
- if (type == SC_BERSERK && val3 == SC__BLOODYLUST) //There is some reasons that using SC_BERSERK first before SC__BLOODYLUST itself on Akinari's fix
- endlist = status_db.getEnd(SC__BLOODYLUST);
- else
- endlist = scdb->end;
- // End the SCs from the list
- if (!endlist.empty()) {
- for (const auto &it : endlist) {
- sc_type rem_sc = it;
- if (sc->data[rem_sc]) {
- switch (rem_sc) {
- case SC_BERSERK:
- case SC_SATURDAYNIGHTFEVER:
- sc->data[rem_sc]->val2 = 0; // Mark to not lose hp
- default:
- status_change_end(bl, rem_sc, INVALID_TIMER);
- break;
- }
- }
- }
- }
- // List of hardcoded status cured.
- switch (type) {
- case SC_BLESSING:
- if (bl->type == BL_PC) {
- // Remove Curse first, Stone is only removed if the target is not cursed
- if (sc->data[SC_CURSE]) {
- status_change_end(bl, SC_CURSE, INVALID_TIMER);
- return 1; // End Curse and do not give stat boost
- } else if (sc->data[SC_STONE]) {
- status_change_end(bl, SC_STONE, INVALID_TIMER);
- return 1; // End Stone and do not give stat boost
- }
- }
- if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH)
- status_change_end(bl, SC_SPIRIT, INVALID_TIMER);
- break;
- case SC_INCREASEAGI:
- if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH)
- status_change_end(bl, SC_SPIRIT, INVALID_TIMER);
- break;
- case SC_DELUGE:
- if (sc->data[SC_FOGWALL] && sc->data[SC_BLIND])
- status_change_end(bl, SC_BLIND, INVALID_TIMER);
- break;
- case SC_SILENCE:
- if (sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_SELF)
- status_change_end(bl, SC_GOSPEL, INVALID_TIMER);
- break;
- case SC_IMPOSITIO:
- if (sc->data[SC_IMPOSITIO] && sc->data[SC_IMPOSITIO]->val1 > val1) //Replace higher level effect for lower.
- status_change_end(bl,SC_IMPOSITIO,INVALID_TIMER);
- break;
- case SC_ENDURE:
- if (sd && sd->special_state.no_walk_delay)
- return 1;
- break;
- case SC_MADOGEAR:
- status_db.removeByStatusFlag(bl, { SCF_MADOCANCEL });
- if (sd)
- pc_bonus_script_clear(sd, BSF_REM_ON_MADOGEAR);
- break;
- default:
- break;
- }
- // Check for overlapping fails
- if( (sce = sc->data[type]) ) {
- if (scdb->flag[SCF_OVERLAPFAIL])
- return 0;
- switch( type ) {
- case SC_MERC_FLEEUP:
- case SC_MERC_ATKUP:
- case SC_MERC_HPUP:
- case SC_MERC_SPUP:
- case SC_MERC_HITUP:
- if( sce->val1 > val1 )
- val1 = sce->val1;
- break;
- case SC_ADRENALINE:
- case SC_ADRENALINE2:
- case SC_WEAPONPERFECTION:
- case SC_OVERTHRUST:
- if (sce->val2 > val2)
- return 0;
- break;
- case SC_GOSPEL:
- // Must not override a casting gospel char.
- if(sce->val4 == BCT_SELF)
- return 0;
- if(sce->val1 > val1)
- return 1;
- break;
- case SC_ENDURE:
- if(sce->val4 && !val4)
- return 1; // Don't let you override infinite endure.
- if(sce->val1 > val1)
- return 1;
- break;
- case SC_JAILED:
- // When a player is already jailed, do not edit the jail data.
- val2 = sce->val2;
- val3 = sce->val3;
- val4 = sce->val4;
- break;
- case SC_LERADSDEW:
- if (sc && sc->data[SC_BERSERK])
- return 0;
- case SC_SHAPESHIFT:
- case SC_PROPERTYWALK:
- break;
- case SC_LEADERSHIP:
- case SC_GLORYWOUNDS:
- case SC_SOULCOLD:
- case SC_HAWKEYES:
- if( sce->val4 && !val4 ) // You cannot override master guild aura
- return 0;
- break;
- case SC_JOINTBEAT:
- if (sc && sc->data[type]->val2 & BREAK_NECK)
- return 0; // BREAK_NECK cannot be stacked with new breaks until the status is over.
- val2 |= sce->val2; // Stackable ailments
- default:
- if (scdb->flag[SCF_OVERLAPIGNORELEVEL])
- break;
- if(sce->val1 > val1)
- return 1; // Return true to not mess up skill animations. [Skotlex]
- }
- }
- vd = status_get_viewdata(bl);
- std::bitset<SCB_MAX> calc_flag = scdb->calc_flag;
- if(!(flag&SCSTART_LOADED)) // &4 - Do not parse val settings when loading SCs
- switch(type)
- {
- /* Permanent effects */
- case SC_AETERNA:
- case SC_MODECHANGE:
- case SC_WEIGHT50:
- case SC_WEIGHT90:
- case SC_BROKENWEAPON:
- case SC_BROKENARMOR:
- case SC_READYSTORM:
- case SC_READYDOWN:
- case SC_READYCOUNTER:
- case SC_READYTURN:
- case SC_DODGE:
- case SC_PUSH_CART:
- case SC_SPRITEMABLE:
- case SC_CLAN_INFO:
- case SC_DAILYSENDMAILCNT:
- case SC_SOULATTACK:
- tick = INFINITE_TICK;
- break;
- case SC_KEEPING:
- case SC_BARRIER: {
- unit_data *ud = unit_bl2ud(bl);
- if (ud)
- ud->attackabletime = ud->canact_tick = ud->canmove_tick = gettick() + tick;
- }
- break;
- case SC_DECREASEAGI:
- case SC_INCREASEAGI:
- case SC_ADORAMUS:
- if (type == SC_ADORAMUS) {
- // 1000% base chance to blind, but still can be resisted
- sc_start(src, bl, SC_BLIND, 1000, val1, skill_get_time(scdb->skill_id, val1));
- if (sc->data[SC_ADORAMUS])
- return 0; //Adoramus can't refresh itself, but it can cause blind again
- }
- val2 = 2 + val1; // Agi change
- break;
- case SC_ENDURE:
- val2 = 7; // Hit-count [Celest]
- if( !(flag&SCSTART_NOAVOID) && (bl->type&(BL_PC|BL_MER)) && !map_flag_gvg2(bl->m) && !map_getmapflag(bl->m, MF_BATTLEGROUND) && !val4 ) {
- struct map_session_data *tsd;
- if( sd ) {
- int i;
- for( i = 0; i < MAX_DEVOTION; i++ ) {
- if( sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) )
- status_change_start(src,&tsd->bl, type, 10000, val1, val2, val3, val4, tick, SCSTART_NOAVOID|SCSTART_NOICON);
- }
- }
- else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) )
- status_change_start(src,&tsd->bl, type, 10000, val1, val2, val3, val4, tick, SCSTART_NOAVOID|SCSTART_NOICON);
- }
- if( val4 )
- tick = INFINITE_TICK;
- break;
- case SC_AUTOBERSERK:
- if (status->hp < status->max_hp>>2 &&
- (!sc->data[SC_PROVOKE] || sc->data[SC_PROVOKE]->val4==0))
- sc_start4(src,bl,SC_PROVOKE,100,10,0,0,1,60000);
- tick = INFINITE_TICK;
- break;
- case SC_SIGNUMCRUCIS:
- val2 = 10 + 4*val1; // Def reduction
- tick = INFINITE_TICK;
- clif_emotion(bl, ET_SWEAT);
- break;
- case SC_MAXIMIZEPOWER:
- tick_time = val2 = tick>0?tick:60000;
- tick = INFINITE_TICK; // Duration sent to the client should be infinite
- break;
- case SC_EDP:
- val2 = val1 + 2; // Chance to Poison enemies.
- #ifndef RENEWAL
- val3 = 50*(val1+1); // Damage increase (+50 +50*lv%)
- #endif
- if (sd) {
- uint16 poison_level = pc_checkskill(sd, GC_RESEARCHNEWPOISON);
- if (poison_level > 0) {
- tick += 30000; // Base of 30 seconds
- tick += poison_level * 15 * 1000; // Additional 15 seconds per level
- }
- }
- break;
- case SC_POISONREACT:
- #ifdef RENEWAL
- val2=(val1 - ((val1-1) % 1 - 1)) / 2;
- #else
- val2=(val1+1)/2 + val1/10; // Number of counters [Skotlex]
- #endif
- val3=50; // + 5*val1; // Chance to counter. [Skotlex]
- break;
- case SC_MAGICROD:
- val2 = val1*20; // SP gained
- break;
- case SC_KYRIE:
- if( val4 ) { // Formulas for Praefatio
- val2 = (status->max_hp * (val1 * 2 + 10) / 100) + val4 * 2; //%Max HP to absorb
- val3 = 6 + val1; //Hits
- } else { // Formulas for Kyrie Eleison
- val2 = status->max_hp * (val1 * 2 + 10) / 100;
- val3 = (val1 / 2 + 5);
- }
- break;
- case SC_MAGICPOWER:
- #ifdef RENEWAL
- val3 = 5 * val1; // Matk% increase
- #else
- val2 = 1; // Lasts 1 invocation
- val3 = 10 * val1; // Matk% increase
- val4 = 0; // 0 = ready to be used, 1 = activated and running
- #endif
- break;
- case SC_SACRIFICE:
- val2 = 5; // Lasts 5 hits
- tick = INFINITE_TICK;
- break;
- case SC_ENCPOISON:
- val2= 250+50*val1; // Poisoning Chance (2.5+0.5%) in 1/10000 rate
- break;
- case SC_ELEMENTALCHANGE:
- // val1 : Element Lvl (if called by skill lvl 1, takes random value between 1 and 4)
- // val2 : Element (When no element, random one is picked)
- // val3 : 0 = called by skill 1 = called by script (fixed level)
- if( !val2 ) val2 = rnd()%ELE_ALL;
- if( val1 == 1 && val3 == 0 )
- val1 = 1 + rnd()%4;
- else if( val1 > 4 )
- val1 = 4; // Max Level
- val3 = 0; // Not need to keep this info.
- break;
- case SC_PROVIDENCE:
- val2 = val1*5; // Race/Ele resist
- break;
- case SC_REFLECTSHIELD:
- val2 = 10+val1*3; // %Dmg reflected
- // val4 used to mark if reflect shield is an inheritance bonus from Devotion
- if( !(flag&SCSTART_NOAVOID) && (bl->type&(BL_PC|BL_MER)) ) {
- struct map_session_data *tsd;
- if( sd ) {
- int i;
- for( i = 0; i < MAX_DEVOTION; i++ ) {
- if( sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) )
- status_change_start(src,&tsd->bl, type, 10000, val1, val2, 0, 1, tick, SCSTART_NOAVOID|SCSTART_NOICON);
- }
- }
- else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) )
- status_change_start(src,&tsd->bl, type, 10000, val1, val2, 0, 1, tick, SCSTART_NOAVOID|SCSTART_NOICON);
- }
- break;
- case SC_STRIPWEAPON:
- if (!sd) // Watk reduction
- val2 = 25;
- break;
- case SC_STRIPSHIELD:
- if (!sd) // Def reduction
- val2 = 15;
- break;
- case SC_STRIPARMOR:
- if (!sd) // Vit reduction
- val2 = 40;
- break;
- case SC_STRIPHELM:
- if (!sd) // Int reduction
- val2 = 40;
- break;
- case SC_AUTOSPELL:
- // Val1 Skill LV of Autospell
- // Val2 Skill ID to cast
- // Val3 Max Lv to cast
- #ifdef RENEWAL
- val4 = val1 * 2; // Chance of casting
- #else
- val4 = 5 + val1*2; // Chance of casting
- #endif
- break;
- case SC_VOLCANO:
- {
- int8 enchant_eff[] = { 10, 14, 17, 19, 20 }; // Enchant addition
- uint8 i = max((val1-1)%5, 0);
- #ifdef RENEWAL
- val2 = 5 + val1 * 5; // ATK/MATK increase
- #else
- val2 = val1*10; // Watk increase
- if (status->def_ele != ELE_FIRE)
- val2 = 0;
- #endif
- val3 = enchant_eff[i];
- }
- break;
- case SC_VIOLENTGALE:
- {
- int8 enchant_eff[] = { 10, 14, 17, 19, 20 }; // Enchant addition
- uint8 i = max((val1-1)%5, 0);
- val2 = val1*3; // Flee increase
- #ifndef RENEWAL
- if (status->def_ele != ELE_WIND)
- val2 = 0;
- #endif
- val3 = enchant_eff[i];
- }
- break;
- case SC_DELUGE:
- {
- int8 deluge_eff[] = { 5, 9, 12, 14, 15 }; // HP addition rate n/100
- int8 enchant_eff[] = { 10, 14, 17, 19, 20 }; // Enchant addition
- uint8 i = max((val1-1)%5, 0);
- val2 = deluge_eff[i]; // HP increase
- #ifndef RENEWAL
- if (status->def_ele != ELE_WATER)
- val2 = 0;
- #endif
- val3 = enchant_eff[i];
- }
- break;
- case SC_SUITON:
- if (!val2 || (sd && (sd->class_&MAPID_BASEMASK) == MAPID_NINJA)) {
- // No penalties.
- val2 = 0; // Agi penalty
- val3 = 0; // Walk speed penalty
- break;
- }
- val3 = 50;
- val2 = 3*((val1+1)/3);
- if (val1 > 4) val2--;
- //Suiton is a special case, stop effect is forced and only happens when target enters it
- if (!unit_blown_immune(bl, 0x1))
- unit_stop_walking(bl, 9);
- break;
- case SC_ONEHAND:
- case SC_TWOHANDQUICKEN:
- val2 = 300;
- if (val1 > 10) // For boss casted skills [Skotlex]
- val2 += 20*(val1-10);
- break;
- case SC_MERC_QUICKEN:
- val2 = 300;
- break;
- #ifndef RENEWAL_ASPD
- case SC_SPEARQUICKEN:
- val2 = 200+10*val1;
- break;
- #endif
- case SC_DANCING:
- // val1 : Skill ID + LV
- // val2 : Skill Group of the Dance.
- // val3 : Brings the skill_lv (merged into val1 here)
- // val4 : Partner
- if (val1 == CG_MOONLIT)
- clif_status_change(bl,EFST_MOON,1,tick,0, 0, 0);
- val1|= (val3<<16);
- val3 = tick/1000; // Tick duration
- tick_time = 1000; // [GodLesZ] tick time
- break;
- #ifndef RENEWAL
- case SC_LONGING:
- val2 = 500-100*val1; // Aspd penalty.
- break;
- #else
- case SC_ENSEMBLEFATIGUE:
- val2 = 30; // Speed and ASPD penalty
- break;
- case SC_RICHMANKIM:
- val2 = 10 + 10 * val1; // Exp increase bonus
- break;
- case SC_DRUMBATTLE:
- val2 = 15 + val1 * 5; // Atk increase
- val3 = val1 * 15; // Def increase
- break;
- case SC_NIBELUNGEN:
- val2 = rnd() % RINGNBL_MAX; // See e_nibelungen_status
- break;
- case SC_SIEGFRIED:
- val2 = val1 * 3; // Elemental Resistance
- val3 = val1 * 5; // Status ailment resistance
- break;
- case SC_WHISTLE:
- val2 = 18 + 2 * val1; // Flee increase
- val3 = (val1 + 1) / 2; // Perfect dodge increase
- break;
- case SC_ASSNCROS:
- val2 = val1 < 10 ? val1 * 2 - 1 : 20; // ASPD increase
- break;
- case SC_POEMBRAGI:
- val2 = 2 * val1; // Cast time reduction
- val3 = 3 * val1; // After-cast delay reduction
- break;
- case SC_APPLEIDUN:
- val2 = val1 < 10 ? 9 + val1 : 20; // HP rate increase
- val3 = 2 * val1; // Potion recovery rate
- break;
- case SC_HUMMING:
- val2 = 4 * val1; // Hit increase
- break;
- case SC_DONTFORGETME:
- val2 = 1 + 30 * val1; // ASPD decrease
- val3 = 5 + 2 * val1; // Movement speed adjustment.
- break;
- case SC_FORTUNE:
- val2 = val1 * 10; // Critical increase
- break;
- case SC_SERVICE4U:
- val2 = val1 < 10 ? 9 + val1 : 20; // MaxSP percent increase
- val3 = 5 + val1; // SP cost reduction
- break;
- #endif
- case SC_EXPLOSIONSPIRITS:
- val2 = 75 + 25*val1; // Cri bonus
- break;
- case SC_ASPDPOTION0:
- case SC_ASPDPOTION1:
- case SC_ASPDPOTION2:
- case SC_ASPDPOTION3:
- val2 = 50*(2+type-SC_ASPDPOTION0);
- break;
- case SC_ATTHASTE_CASH:
- val2 = 50*val1; // Just custom for pre-re
- break;
- case SC_NOCHAT:
- // A hardcoded interval of 60 seconds is expected, as the time that SC_NOCHAT uses is defined by
- // mmocharstatus.manner, each negative point results in 1 minute with this status activated.
- // This is done this way because the message that the client displays is hardcoded, and only
- // shows how many minutes are remaining. [Panikon]
- tick = 60000;
- val1 = battle_config.manner_system; // Mute filters.
- if (sd) {
- clif_changestatus(sd,SP_MANNER,sd->status.manner);
- clif_updatestatus(sd,SP_MANNER);
- }
- break;
- case SC_STONEWAIT:
- val3 = max(1, tick - delay); // Petrify time
- tick = delay;
- break;
- case SC_DPOISON:
- // Lose 10/15% of your life as long as it doesn't brings life below 25%
- if (status->hp > status->max_hp>>2) {
- int diff = status->max_hp*(bl->type==BL_PC?10:15)/100;
- if (status->hp - diff < status->max_hp>>2)
- diff = status->hp - (status->max_hp>>2);
- status_zap(bl, diff, 0);
- }
- // Fall through
- case SC_STONE:
- case SC_POISON:
- case SC_BLEEDING:
- case SC_BURNING:
- tick_time = status_get_sc_interval(type);
- val4 = tick - tick_time; // Remaining time
- break;
- case SC_TOXIN:
- if (val3 == 1) // Target
- tick_time = status_get_sc_interval(type);
- else // Caster
- tick_time = 1000;
- val4 = tick - tick_time; // Remaining time
- break;
- case SC_DEATHHURT:
- if (val3 == 1)
- break;
- tick_time = status_get_sc_interval(type);
- val4 = tick - tick_time; // Remaining time
- case SC_LEECHESEND:
- if (val3 == 0)
- break;
- tick_time = status_get_sc_interval(type);
- val4 = tick - tick_time; // Remaining time
- break;
- case SC_PYREXIA:
- if (val3 == 1) { // Target
- // Causes blind for duration of pyrexia, unreducable and unavoidable, but can be healed with e.g. green potion
- status_change_start(src, bl, SC_BLIND, 10000, val1, 0, 0, 0, tick, SCSTART_NOAVOID | SCSTART_NOTICKDEF | SCSTART_NORATEDEF);
- tick_time = status_get_sc_interval(type);
- val4 = tick - tick_time; // Remaining time
- } else // Caster
- val2 = 15; // CRIT % and ATK % increase
- break;
- case SC_VENOMBLEED:
- if (val3 == 0) // Caster
- val2 = 30; // Reflect damage % reduction
- break;
- case SC_MAGICMUSHROOM:
- if (val3 == 1) { // Target
- tick_time = status_get_sc_interval(type);
- val4 = tick - tick_time; // Remaining time
- } else // Caster
- val2 = 10; // After-cast delay % reduction
- break;
- case SC_CONFUSION:
- if (!val4)
- clif_emotion(bl,ET_QUESTION);
- break;
- case SC_S_LIFEPOTION:
- case SC_L_LIFEPOTION:
- if( val1 == 0 ) return 0;
- // val1 = heal percent/amout
- // val2 = seconds between heals
- // val4 = total of heals
- if( val2 < 1 ) val2 = 1;
- if( (val4 = tick/(val2 * 1000)) < 1 )
- val4 = 1;
- tick_time = val2 * 1000; // [GodLesZ] tick time
- break;
- case SC_BOSSMAPINFO:
- if( sd != NULL ) {
- struct mob_data *boss_md = map_getmob_boss(bl->m); // Search for Boss on this Map
- if( boss_md == NULL ) { // No MVP on this map
- clif_bossmapinfo(sd, NULL, BOSS_INFO_NOT);
- return 0;
- }
- val1 = boss_md->bl.id;
- tick_time = 1000; // [GodLesZ] tick time
- val4 = tick / tick_time;
- }
- break;
- case SC_HIDING:
- val2 = tick/1000;
- tick_time = 1000; // [GodLesZ] tick time
- val3 = 0; // Unused, previously speed adjustment
- val4 = val1+3; // Seconds before SP substraction happen.
- break;
- case SC_CHASEWALK:
- val2 = tick>0?tick:10000; // Interval at which SP is drained.
- val3 = 35 - 5 * val1; // Speed adjustment.
- if (sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_ROGUE)
- val3 -= 40;
- val4 = 10+val1*2; // SP cost.
- if (map_flag_gvg2(bl->m) || map_getmapflag(bl->m, MF_BATTLEGROUND)) val4 *= 5;
- break;
- case SC_CLOAKING:
- if (!sd) // Monsters should be able to walk with no penalties. [Skotlex]
- val1 = 10;
- tick_time = val2 = tick>0?tick:60000; // SP consumption rate.
- tick = INFINITE_TICK; // Duration sent to the client should be infinite
- val3 = 0; // Unused, previously walk speed adjustment
- // val4&1 signals the presence of a wall.
- // val4&2 makes cloak not end on normal attacks [Skotlex]
- // val4&4 makes cloak not end on using skills
- if (bl->type == BL_PC || (bl->type == BL_MOB && ((TBL_MOB*)bl)->special_state.clone) ) // Standard cloaking.
- val4 |= battle_config.pc_cloak_check_type&7;
- else
- val4 |= battle_config.monster_cloak_check_type&7;
- break;
- case SC_SIGHT: /* splash status */
- case SC_RUWACH:
- case SC_SIGHTBLASTER:
- val3 = skill_get_splash(val2, val1); // Val2 should bring the skill-id.
- val2 = tick/20;
- tick_time = 20; // [GodLesZ] tick time
- break;
- case SC_AUTOGUARD:
- if( !(flag&SCSTART_NOAVOID) ) {
- struct map_session_data *tsd;
- int i;
- for( i = val2 = 0; i < val1; i++) {
- int t = 5-(i>>1);
- val2 += (t < 0)? 1:t;
- }
- if( bl->type&(BL_PC|BL_MER) ) {
- if( sd ) {
- for( i = 0; i < MAX_DEVOTION; i++ ) {
- if( sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) )
- status_change_start(src,&tsd->bl, type, 10000, val1, val2, 0, 0, tick, SCSTART_NOAVOID|SCSTART_NOICON);
- }
- }
- else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) )
- status_change_start(src,&tsd->bl, type, 10000, val1, val2, 0, 0, tick, SCSTART_NOAVOID|SCSTART_NOICON);
- }
- }
- break;
- case SC_DEFENDER:
- if (!(flag&SCSTART_NOAVOID)) {
- val2 = 5 + 15*val1; // Damage reduction
- val3 = 0; // Unused, previously speed adjustment
- val4 = 250 - 50*val1; // Aspd adjustment
- if (sd) {
- struct map_session_data *tsd;
- int i;
- for (i = 0; i < MAX_DEVOTION; i++) { // See if there are devoted characters, and pass the status to them. [Skotlex]
- if (sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])))
- status_change_start(src,&tsd->bl,type,10000,val1,val2,val3,val4,tick,SCSTART_NOAVOID);
- }
- }
- }
- break;
- case SC_TENSIONRELAX:
- if (sd) {
- pc_setsit(sd);
- skill_sit(sd, true);
- clif_sitting(&sd->bl);
- }
- val2 = 12; // SP cost
- tick_time = 10000; // Decrease at 10secs intervals.
- val3 = tick / tick_time;
- tick = INFINITE_TICK; // Duration sent to the client should be infinite
- break;
- case SC_PARRYING:
- val2 = 20 + val1*3; // Block Chance
- break;
- case SC_WINDWALK:
- val2 = (val1+1)/2; // Flee bonus is 1/1/2/2/3/3/4/4/5/5
- break;
- case SC_JOINTBEAT:
- if( val2&BREAK_NECK )
- sc_start2(src,bl,SC_BLEEDING,100,val1,val3,skill_get_time2(scdb->skill_id,val1));
- break;
- case SC_BERSERK:
- if( val3 == SC__BLOODYLUST )
- sc_start(src,bl,(sc_type)val3,100,val1,tick);
- else
- sc_start4(src,bl, SC_ENDURE, 100,10,0,0,1, tick);
- // HP healing is performing after the calc_status call.
- // Val2 holds HP penalty
- if (!val4) val4 = skill_get_time2(scdb->skill_id,val1);
- if (!val4) val4 = 10000; // Val4 holds damage interval
- val3 = tick/val4; // val3 holds skill duration
- tick_time = val4; // [GodLesZ] tick time
- break;
- case SC_GOSPEL:
- if(val4 == BCT_SELF) { // Self effect
- val2 = tick/10000;
- tick_time = 10000; // [GodLesZ] tick time
- status_change_clear_buffs(bl, SCCB_BUFFS|SCCB_DEBUFFS|SCCB_CHEM_PROTECT); // Remove buffs/debuffs
- }
- break;
- case SC_MARIONETTE:
- {
- int stat;
- val3 = 0;
- val4 = 0;
- stat = ( sd ? sd->status.str : status_get_base_status(bl)->str ) / 2; val3 |= cap_value(stat,0,0xFF)<<16;
- stat = ( sd ? sd->status.agi : status_get_base_status(bl)->agi ) / 2; val3 |= cap_value(stat,0,0xFF)<<8;
- stat = ( sd ? sd->status.vit : status_get_base_status(bl)->vit ) / 2; val3 |= cap_value(stat,0,0xFF);
- stat = ( sd ? sd->status.int_: status_get_base_status(bl)->int_) / 2; val4 |= cap_value(stat,0,0xFF)<<16;
- stat = ( sd ? sd->status.dex : status_get_base_status(bl)->dex ) / 2; val4 |= cap_value(stat,0,0xFF)<<8;
- stat = ( sd ? sd->status.luk : status_get_base_status(bl)->luk ) / 2; val4 |= cap_value(stat,0,0xFF);
- break;
- }
- case SC_MARIONETTE2:
- {
- int stat,max_stat;
- // Fetch caster information
- struct block_list *pbl = map_id2bl(val1);
- struct status_change *psc = pbl?status_get_sc(pbl):NULL;
- struct status_change_entry *psce = psc?psc->data[SC_MARIONETTE]:NULL;
- // Fetch target's stats
- struct status_data* status2 = status_get_status_data(bl); // Battle status
- if (!psce)
- return 0;
- val3 = 0;
- val4 = 0;
- max_stat = battle_config.max_parameter; // Cap to 99 (default)
- stat = (psce->val3 >>16)&0xFF; stat = min(stat, max_stat - status2->str ); val3 |= cap_value(stat,0,0xFF)<<16;
- stat = (psce->val3 >> 8)&0xFF; stat = min(stat, max_stat - status2->agi ); val3 |= cap_value(stat,0,0xFF)<<8;
- stat = (psce->val3 >> 0)&0xFF; stat = min(stat, max_stat - status2->vit ); val3 |= cap_value(stat,0,0xFF);
- stat = (psce->val4 >>16)&0xFF; stat = min(stat, max_stat - status2->int_); val4 |= cap_value(stat,0,0xFF)<<16;
- stat = (psce->val4 >> 8)&0xFF; stat = min(stat, max_stat - status2->dex ); val4 |= cap_value(stat,0,0xFF)<<8;
- stat = (psce->val4 >> 0)&0xFF; stat = min(stat, max_stat - status2->luk ); val4 |= cap_value(stat,0,0xFF);
- break;
- }
- case SC_SPIRIT:
- //1st Transcendent Spirit works similar to Marionette Control
- if(sd && val2 == SL_HIGH) {
- int stat,max_stat;
- struct status_data *status2 = status_get_base_status(bl);
- val3 = 0;
- val4 = 0;
- max_stat = (status_get_lv(bl)-10<50)?status_get_lv(bl)-10:50;
- stat = max(0, max_stat - status2->str); val3 |= cap_value(stat,0,0xFF)<<16;
- stat = max(0, max_stat - status2->agi ); val3 |= cap_value(stat,0,0xFF)<<8;
- stat = max(0, max_stat - status2->vit ); val3 |= cap_value(stat,0,0xFF);
- stat = max(0, max_stat - status2->int_); val4 |= cap_value(stat,0,0xFF)<<16;
- stat = max(0, max_stat - status2->dex ); val4 |= cap_value(stat,0,0xFF)<<8;
- stat = max(0, max_stat - status2->luk ); val4 |= cap_value(stat,0,0xFF);
- }
- break;
- case SC_REJECTSWORD:
- val2 = 15*val1; // Reflect chance
- val3 = 3; // Reflections
- tick = INFINITE_TICK;
- break;
- case SC_MEMORIZE:
- val2 = 5; // Memorized casts.
- tick = INFINITE_TICK;
- break;
- #ifndef RENEWAL
- case SC_GRAVITATION:
- val2 = 50*val1; // aspd reduction
- break;
- #endif
- case SC_REGENERATION:
- if (val1 == 1)
- val2 = 2;
- else
- val2 = val1; // HP Regerenation rate: 200% 200% 300%
- val3 = val1; // SP Regeneration Rate: 100% 200% 300%
- // If val4 comes set, this blocks regen rather than increase it.
- break;
- case SC_DEVOTION:
- {
- struct block_list *d_bl;
- struct status_change *d_sc;
- if( (d_bl = map_id2bl(val1)) && (d_sc = status_get_sc(d_bl)) && d_sc->count ) { // Inherits Status From Source
- const enum sc_type types[] = { SC_AUTOGUARD, SC_DEFENDER, SC_REFLECTSHIELD, SC_ENDURE };
- int i = (map_flag_gvg2(bl->m) || map_getmapflag(bl->m, MF_BATTLEGROUND))?2:3;
- while( i >= 0 ) {
- enum sc_type type2 = types[i];
- if( d_sc->data[type2] )
- status_change_start(d_bl, bl, type2, 10000, d_sc->data[type2]->val1, 0, 0, (type2 == SC_REFLECTSHIELD ? 1 : 0), skill_get_time(status_db.getSkill(type2),d_sc->data[type2]->val1), (type2 == SC_DEFENDER) ? SCSTART_NOAVOID : SCSTART_NOAVOID|SCSTART_NOICON);
- i--;
- }
- }
- break;
- }
- case SC_COMA: // Coma. Sends a char to 1HP. If val2, do not zap sp
- status_zap(bl, status->hp-1, val2?0:status->sp);
- return 1;
- break;
- case SC_CLOSECONFINE2:
- {
- struct block_list *src2 = val2?map_id2bl(val2):NULL;
- struct status_change *sc2 = src2?status_get_sc(src2):NULL;
- struct status_change_entry *sce2 = sc2?sc2->data[SC_CLOSECONFINE]:NULL;
- if (src2 && sc2) {
- if (!sce2) { // Start lock on caster.
- #ifdef RENEWAL
- val3 = 50; // Flee increase
- #else
- val3 = 10; // Flee increase
- #endif
- sc_start4(src2,src2,SC_CLOSECONFINE,100,val1,1,val3,0,tick+1000);
- } else { // Increase count of locked enemies and refresh time.
- (sce2->val2)++;
- delete_timer(sce2->timer, status_change_timer);
- sce2->timer = add_timer(gettick()+tick+1000, status_change_timer, src2->id, SC_CLOSECONFINE);
- }
- } else // Status failed.
- return 0;
- }
- break;
- case SC_KAITE:
- val2 = 1+val1/5; // Number of bounces: 1 + skill_lv/5
- break;
- case SC_KAUPE:
- switch (val1) {
- case 3: // 33*3 + 1 -> 100%
- val2++;
- case 1:
- case 2: // 33, 66%
- val2 += 33*val1;
- val3 = 1; // Dodge 1 attack total.
- break;
- default: // Custom. For high level mob usage, higher level means more blocks. [Skotlex]
- val2 = 100;
- val3 = val1-2;
- break;
- }
- break;
- case SC_COMBO:
- {
- // val1: Skill ID
- // val2: When given, target (for autotargetting skills)
- // val3: When set, this combo time should NOT delay attack/movement
- // val3: If set to 2 this combo will delay ONLY attack
- // val3: TK: Last used kick
- // val4: TK: Combo time
- struct unit_data *ud = unit_bl2ud(bl);
- if ( ud && (!val3 || val3 == 2) ) {
- tick += 300 * battle_config.combo_delay_rate/100;
- ud->attackabletime = gettick()+tick;
- if( !val3 )
- unit_set_walkdelay(bl, gettick(), tick, 1);
- }
- val3 = 0;
- val4 = tick;
- break;
- }
- case SC_EARTHSCROLL:
- val2 = 11-val1; // Chance to consume: 11-skill_lv%
- break;
- case SC_RUN:
- {
- //Store time at which you started running.
- t_tick currenttick = gettick();
- // Note: this int64 value is stored in two separate int32 variables (FIXME)
- val3 = (int)(currenttick & 0x00000000ffffffffLL);
- val4 = (int)((currenttick & 0xffffffff00000000LL) >> 32);
- tick = INFINITE_TICK;
- break;
- }
- case SC_KAAHI:
- val2 = 200*val1; // HP heal
- val3 = 5*val1; // SP cost
- break;
- case SC_BLESSING:
- if (bl->type == BL_PC || (!undead_flag && status->race != RC_DEMON))
- val2 = val1;
- else
- val2 = 0; // 0 -> Half stat.
- break;
- case SC_TRICKDEAD:
- if (vd) vd->dead_sit = 1;
- tick = INFINITE_TICK;
- break;
- case SC_CONCENTRATE:
- val2 = 2 + val1;
- if (sd) { // Store the card-bonus data that should not count in the %
- val3 = sd->indexed_bonus.param_bonus[1]; // Agi
- val4 = sd->indexed_bonus.param_bonus[4]; // Dex
- } else
- val3 = val4 = 0;
- break;
- case SC_MAXOVERTHRUST:
- val2 = 20*val1; // Power increase
- break;
- case SC_OVERTHRUST:
- case SC_ADRENALINE2:
- case SC_ADRENALINE:
- case SC_WEAPONPERFECTION:
- {
- struct map_session_data * s_sd = BL_CAST(BL_PC, src);
- if (type == SC_OVERTHRUST) {
- // val2 holds if it was casted on self, or is bonus received from others
- #ifdef RENEWAL
- val3 = (val2) ? 5 * val1 : (val1 > 4) ? 15 : (val1 > 2) ? 10 : 5; // Power increase
- #else
- val3 = (val2) ? 5 * val1 : 5; // Power increase
- #endif
- }
- else if (type == SC_ADRENALINE2 || type == SC_ADRENALINE) {
- val3 = (val2) ? 300 : 200; // Aspd increase
- }
- if (s_sd && pc_checkskill(s_sd, BS_HILTBINDING) > 0)
- tick += tick / 10; //If caster has Hilt Binding, duration increases by 10%
- }
- break;
- case SC_CONCENTRATION:
- #ifdef RENEWAL
- val2 = 5 + val1 * 2; // Batk/Watk Increase
- val4 = 5 + val1 * 2; // Def reduction
- #else
- val2 = 5*val1; // Batk/Watk Increase
- val4 = 5*val1; // Def reduction
- #endif
- val3 = 10*val1; // Hit Increase
- sc_start(src, bl, SC_ENDURE, 100, 1, tick); // Level 1 Endure effect
- break;
- case SC_ANGELUS:
- val2 = 5*val1; // def increase
- break;
- case SC_IMPOSITIO:
- val2 = 5*val1; // WATK/MATK increase
- break;
- case SC_MELTDOWN:
- val2 = 100*val1; // Chance to break weapon
- val3 = 70*val1; // Change to break armor
- break;
- case SC_TRUESIGHT:
- val2 = 10*val1; // Critical increase
- val3 = 3*val1; // Hit increase
- break;
- case SC_SUN_COMFORT:
- val2 = (status_get_lv(bl) + status->dex + status->luk)/2; // def increase
- break;
- case SC_MOON_COMFORT:
- val2 = (status_get_lv(bl) + status->dex + status->luk)/10; // flee increase
- break;
- case SC_STAR_COMFORT:
- val2 = (status_get_lv(bl) + status->dex + status->luk); // Aspd increase
- break;
- case SC_QUAGMIRE:
- val2 = (sd?5:10)*val1; // Agi/Dex decrease.
- break;
- // gs_something1 [Vicious]
- case SC_GATLINGFEVER:
- val2 = 20*val1; // Aspd increase
- val3 = 20+10*val1; // Atk increase
- val4 = 5*val1; // Flee decrease
- break;
- case SC_FLING:
- if (bl->type == BL_PC)
- val2 = 0; // No armor reduction to players.
- else
- val2 = 5*val1; // Def reduction
- val3 = 5*val1; // Def2 reduction
- break;
- case SC_PROVOKE:
- val2 = 2+3*val1; // Atk increase
- val3 = 5+5*val1; // Def reduction.
- // val4 signals autoprovoke.
- break;
- case SC_AVOID:
- // val2 = 10*val1; // Speed change rate.
- break;
- case SC_DEFENCE:
- #ifdef RENEWAL
- val2 = 5 + (val1 * 5); // Vit bonus
- #else
- val2 = 2*val1; // Def bonus
- #endif
- break;
- case SC_BLOODLUST:
- val2 = 20+10*val1; // Atk rate change.
- val3 = 3*val1; // Leech chance
- val4 = 20; // Leech percent
- break;
- case SC_FLEET:
- val2 = 30*val1; // Aspd change
- val3 = 5+5*val1; // bAtk/wAtk rate change
- break;
- case SC_MINDBREAKER:
- val2 = 20*val1; // matk increase.
- val3 = 12*val1; // mdef2 reduction.
- break;
- case SC_JAILED:
- // Val1 is duration in minutes. Use INT_MAX to specify 'unlimited' time.
- tick = val1>0?1000:250;
- if (sd) {
- if (sd->mapindex != val2) {
- int pos = (bl->x&0xFFFF)|(bl->y<<16), // Current Coordinates
- map_idx = sd->mapindex; // Current Map
- // 1. Place in Jail (val2 -> Jail Map, val3 -> x, val4 -> y
- pc_setpos(sd,(unsigned short)val2,val3,val4, CLR_TELEPORT);
- // 2. Set restore point (val3 -> return map, val4 return coords
- val3 = map_idx;
- val4 = pos;
- } else if (!val3 || val3 == sd->mapindex) { // Use save point.
- val3 = sd->status.save_point.map;
- val4 = (sd->status.save_point.x&0xFFFF)
- |(sd->status.save_point.y<<16);
- }
- }
- break;
- case SC_UTSUSEMI:
- val2=(val1+1)/2; // Number of hits blocked
- val3=skill_get_blewcount(NJ_UTSUSEMI, val1); // knockback value.
- break;
- case SC_BUNSINJYUTSU:
- val2=(val1+1)/2; // Number of hits blocked
- break;
- case SC_CHANGE:
- val2= 30*val1; // Vit increase
- val3= 20*val1; // Int increase
- break;
- case SC_SWOO:
- if(status_has_mode(status,MD_STATUSIMMUNE))
- tick /= 5; // !TODO: Reduce skill's duration. But for how long?
- break;
- case SC_ARMOR:
- // NPC_DEFENDER:
- val2 = 80; // Damage reduction
- // Attack requirements to be blocked:
- val3 = BF_LONG; // Range
- val4 = BF_WEAPON|BF_MISC; // Type
- break;
- case SC_ENCHANTARMS:
- // Make sure the received element is valid.
- if (val1 >= ELE_ALL)
- val1 = val1%ELE_ALL;
- else if (val1 < 0)
- val1 = rnd()%ELE_ALL;
- break;
- case SC_CRITICALWOUND:
- val2 = 20*val1; // Heal effectiveness decrease
- break;
- case SC_MAGICMIRROR:
- // Level 1 ~ 5 & 6 ~ 10 has different duration
- // Level 6 ~ 10 use effect of level 1 ~ 5
- val1 = 1 + ((val1-1)%5);
- case SC_SLOWCAST:
- val2 = 20*val1; // Magic reflection/cast rate
- break;
- case SC_ARMORCHANGE:
- if (val2 == NPC_ANTIMAGIC) { // Boost mdef
- val2 =-20;
- val3 = 20;
- } else { // Boost def
- val2 = 20;
- val3 =-20;
- }
- // Level 1 ~ 5 & 6 ~ 10 has different duration
- // Level 6 ~ 10 use effect of level 1 ~ 5
- val1 = 1 + ((val1-1)%5);
- val2 *= val1; // 20% per level
- val3 *= val1;
- break;
- case SC_EXPBOOST:
- case SC_JEXPBOOST:
- case SC_JP_EVENT04:
- if (val1 < 0)
- val1 = 0;
- break;
- case SC_INCFLEE2:
- case SC_INCCRI:
- val2 = val1*10; // Actual boost (since 100% = 1000)
- break;
- case SC_SUFFRAGIUM:
- #ifdef RENEWAL
- val2 = 5 + val1 * 5; // Speed cast decrease
- #else
- val2 = 15 * val1; // Speed cast decrease
- #endif
- break;
- case SC_INCHEALRATE:
- if (val1 < 1)
- val1 = 1;
- break;
- case SC_DOUBLECAST:
- val2 = 30+10*val1; // Trigger rate
- break;
- case SC_KAIZEL:
- val2 = 10*val1; // % of life to be revived with
- break;
- // case SC_ARMOR_ELEMENT_WATER:
- // case SC_ARMOR_ELEMENT_EARTH:
- // case SC_ARMOR_ELEMENT_FIRE:
- // case SC_ARMOR_ELEMENT_WIND:
- // case SC_ARMOR_RESIST:
- // Mod your resistance against elements:
- // val1 = water | val2 = earth | val3 = fire | val4 = wind
- // break;
- // case ????:
- // Place here SCs that have no SCB_* data, no skill associated, no ICON
- // associated, and yet are not wrong/unknown. [Skotlex]
- // break;
- case SC_MERC_FLEEUP:
- case SC_MERC_ATKUP:
- case SC_MERC_HITUP:
- val2 = 15 * val1;
- break;
- case SC_MERC_HPUP:
- case SC_MERC_SPUP:
- val2 = 5 * val1;
- break;
- case SC_REBIRTH:
- val2 = 20*val1; // % of life to be revived with
- break;
- case SC_MANU_DEF:
- case SC_MANU_ATK:
- case SC_MANU_MATK:
- val2 = 1; // Manuk group
- break;
- case SC_SPL_DEF:
- case SC_SPL_ATK:
- case SC_SPL_MATK:
- val2 = 2; // Splendide group
- break;
- /* General */
- case SC_FEAR:
- status_change_start(src,bl,SC_ANKLE,10000,val1,0,0,0,2000,SCSTART_NOAVOID|SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
- break;
- /* Rune Knight */
- case SC_DEATHBOUND:
- val2 = 500 + 100 * val1;
- break;
- case SC_STONEHARDSKIN:
- if (!status_charge(bl, status->hp / 5, 0)) // 20% of HP
- return 0;
- if (sd)
- val1 = sd->status.job_level * pc_checkskill(sd, RK_RUNEMASTERY) / 4; // DEF/MDEF Increase
- break;
- case SC_REFRESH:
- status_heal(bl, status_get_max_hp(bl) * 25 / 100, 0, 1);
- status_change_clear_buffs(bl, SCCB_REFRESH);
- break;
- case SC_MILLENNIUMSHIELD:
- {
- int8 chance = rnd()%100;
- val2 = ((chance < 20) ? 4 : (chance < 50) ? 3 : 2); // Shield count
- val3 = 1000; // Shield HP
- clif_millenniumshield(bl, val2);
- }
- break;
- case SC_ABUNDANCE:
- val4 = tick / 10000;
- tick_time = 10000; // [GodLesZ] tick time
- break;
- case SC_GIANTGROWTH:
- val2 = 30; // Damage success rate and STR increase
- break;
- case SC_LUXANIMA:
- val2 = 15; // Storm Blast success %
- val3 = 30; // Damage/HP/SP % increase
- break;
- /* Arch Bishop */
- case SC_RENOVATIO:
- val4 = tick / 5000;
- tick_time = 5000;
- break;
- case SC_SECRAMENT:
- val2 = 10 * val1;
- break;
- case SC_VENOMIMPRESS:
- val2 = 10 * val1;
- break;
- case SC_WEAPONBLOCKING:
- val2 = 10 + 2 * val1; // Chance
- val4 = tick / 5000;
- tick_time = 5000; // [GodLesZ] tick time
- break;
- case SC_OBLIVIONCURSE:
- if (val3 == 0)
- break;
- val4 = tick / 3000;
- tick_time = 3000; // [GodLesZ] tick time
- break;
- case SC_CLOAKINGEXCEED:
- val2 = (val1 + 1) / 2; // Hits
- val3 = (val1 - 1) * 10; // Walk speed
- if (bl->type == BL_PC)
- val4 |= battle_config.pc_cloak_check_type&7;
- else
- val4 |= battle_config.monster_cloak_check_type&7;
- tick_time = 1000; // [GodLesZ] tick time
- break;
- case SC_HALLUCINATIONWALK:
- case SC_NPC_HALLUCINATIONWALK:
- val2 = 50 * val1; // Evasion rate of physical attacks. Flee
- val3 = 10 * val1; // Evasion rate of magical attacks.
- break;
- case SC_MARSHOFABYSS:
- if( bl->type == BL_PC )
- val2 = 3 * val1; // AGI and DEX Reduction
- else // BL_MOB
- val2 = 6 * val1; // AGI and DEX Reduction
- val3 = 10 * val1; // Movement Speed Reduction
- break;
- case SC_FREEZE_SP:
- // val2 = sp drain per 10 seconds
- tick_time = 10000; // [GodLesZ] tick time
- break;
- case SC_SPHERE_1:
- case SC_SPHERE_2:
- case SC_SPHERE_3:
- case SC_SPHERE_4:
- case SC_SPHERE_5:
- if( !sd )
- return 0; // Should only work on players.
- val4 = tick / 1000;
- if( val4 < 1 )
- val4 = 1;
- tick_time = 1000; // [GodLesZ] tick time
- break;
- case SC_SHAPESHIFT:
- switch( val1 ) {
- case 1: val2 = ELE_FIRE; break;
- case 2: val2 = ELE_EARTH; break;
- case 3: val2 = ELE_WIND; break;
- case 4: val2 = ELE_WATER; break;
- }
- break;
- case SC_ELECTRICSHOCKER:
- case SC_CRYSTALIZE:
- val4 = tick / 1000;
- if( val4 < 1 )
- val4 = 1;
- tick_time = 1000; // [GodLesZ] tick time
- break;
- case SC_MEIKYOUSISUI:
- val2 = val1 * 2; // % HP each sec
- val3 = val1; // % SP each sec
- val4 = tick / 1000;
- if( val4 < 1 )
- val4 = 1;
- tick_time = 1000;
- break;
- case SC_CAMOUFLAGE:
- val4 = tick/1000;
- tick_time = 1000; // [GodLesZ] tick time
- break;
- case SC_WUGDASH:
- {
- //Store time at which you started running.
- t_tick currenttick = gettick();
- // Note: this int64 value is stored in two separate int32 variables (FIXME)
- val3 = (int)(currenttick&0x00000000ffffffffLL);
- val4 = (int)((currenttick&0xffffffff00000000LL)>>32);
- tick = INFINITE_TICK;
- break;
- }
- case SC__SHADOWFORM:
- {
- struct map_session_data * s_sd = map_id2sd(val2);
- if( s_sd )
- s_sd->shadowform_id = bl->id;
- val4 = tick / 1000;
- tick_time = 1000; // [GodLesZ] tick time
- }
- break;
- case SC__STRIPACCESSORY:
- if (!sd)
- val2 = 20;
- break;
- case SC__INVISIBILITY:
- val2 = 50 - 10 * val1; // ASPD
- val3 = 20 * val1; // CRITICAL
- val4 = tick / 1000;
- tick = INFINITE_TICK; // Duration sent to the client should be infinite
- tick_time = 1000; // [GodLesZ] tick time
- break;
- case SC__ENERVATION:
- val2 = 20 + 10 * val1; // ATK Reduction
- if (sd) {
- pc_delspiritball(sd,sd->spiritball,0);
- pc_delspiritcharm(sd,sd->spiritcharm,sd->spiritcharm_type);
- }
- break;
- case SC__GROOMY:
- val2 = 20 + 10 * val1; // ASPD
- val3 = 20 * val1; // HIT
- if( sd ) { // Removes Animals
- if( pc_isriding(sd) ) pc_setriding(sd, 0);
- if( pc_isridingdragon(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_DRAGON);
- if( pc_iswug(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_WUG);
- if( pc_isridingwug(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_WUGRIDER);
- if( pc_isfalcon(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_FALCON);
- if( sd->status.pet_id > 0 ) pet_return_egg(sd, sd->pd);
- if( hom_is_active(sd->hd) ) hom_vaporize(sd, HOM_ST_ACTIVE);
- //if( sd->md ) mercenary_delete(sd->md,3); // Are Mercenaries removed? [aleos]
- }
- break;
- case SC__LAZINESS:
- val2 = 10 + 10 * val1; // Cast Increase
- val3 = 10 * val1; // Flee Reduction
- break;
- case SC__UNLUCKY:
- {
- sc_type rand_eff;
- switch(rnd() % 3) {
- case 1: rand_eff = SC_BLIND; break;
- case 2: rand_eff = SC_SILENCE; break;
- default: rand_eff = SC_POISON; break;
- }
- val2 = 10 * val1; // Crit and Flee2 Reduction
- status_change_start(src,bl,rand_eff,10000,val1,0,(rand_eff == SC_POISON ? src->id : 0),0,tick,SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
- break;
- }
- case SC__WEAKNESS:
- val2 = 10 * val1;
- // Bypasses coating protection and MADO
- sc_start(src,bl,SC_STRIPWEAPON,100,val1,tick);
- sc_start(src,bl,SC_STRIPSHIELD,100,val1,tick);
- break;
- case SC_GN_CARTBOOST:
- if( val1 < 3 )
- val2 = 50;
- else if( val1 > 2 && val1 < 5 )
- val2 = 75;
- else
- val2 = 100;
- break;
- case SC_PROPERTYWALK:
- val3 = 0;
- break;
- case SC_STRIKING:
- // val2 = watk bonus already calc
- val3 = 6 - val1;// spcost = 6 - level (lvl1:5 ... lvl 5: 1)
- val4 = tick / 1000;
- tick_time = 1000; // [GodLesZ] tick time
- break;
- case SC_WARMER:
- val4 = tick / 3000;
- tick = INFINITE_TICK; // Duration sent to the client should be infinite
- tick_time = 3000;
- break;
- case SC_HELLS_PLANT:
- tick_time = status_get_sc_interval(type);
- val4 = tick - tick_time; // Remaining time
- break;
- case SC_SWINGDANCE:
- val3 = 3 * val1 + val2; // Walk speed and aspd reduction.
- break;
- case SC_SYMPHONYOFLOVER:
- val3 = 2 * val1 + val2 + (sd?sd->status.job_level:50) / 4; // MDEF Increase
- break;
- case SC_MOONLITSERENADE: // MATK Increase
- case SC_RUSHWINDMILL: // ATK Increase
- val3 = 4 + val1 * 3 + val2 + (sd?sd->status.job_level:50) / 5;
- break;
- case SC_ECHOSONG:
- val3 = 6 * val1 + val2 + (sd?sd->status.job_level:50) / 4; // DEF Increase
- break;
- case SC_HARMONIZE:
- val2 = 5 + 5 * val1;
- break;
- case SC_VOICEOFSIREN:
- val4 = tick / 2000;
- tick_time = 2000; // [GodLesZ] tick time
- break;
- case SC_DEEPSLEEP:
- val4 = tick / 2000;
- tick_time = 2000; // [GodLesZ] tick time
- break;
- case SC_SIRCLEOFNATURE:
- val2 = 50 * val1; // HP recovery rate
- break;
- case SC_SONGOFMANA:
- status_heal(bl, 0, status->max_sp * (val1 <= 2 ? 10 : val1 <= 4 ? 15 : 20) / 100, 1);
- val3 = 50 * val1;
- break;
- case SC_SATURDAYNIGHTFEVER:
- if (!val4) val4 = skill_get_time2(scdb->skill_id,val1);
- if (!val4) val4 = 3000;
- val3 = tick/val4;
- tick_time = val4; // [GodLesZ] tick time
- break;
- case SC_GLOOMYDAY:
- val2 = 20 + 5 * val1; // Flee reduction.
- val3 = 15 + 5 * val1; // ASPD reduction.
- if( sd && rnd()%100 < val1 ) { // (Skill Lv) %
- val4 = 1; // Reduce walk speed by half.
- if( pc_isriding(sd) ) pc_setriding(sd, 0);
- if( pc_isridingdragon(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_DRAGON);
- }
- break;
- case SC_GLOOMYDAY_SK:
- // Random number between [15 ~ (Voice Lesson Skill Level x 5) + (Skill Level x 10)] %.
- val2 = 15 + rnd()%( (sd?pc_checkskill(sd, WM_LESSON)*5:0) + val1*10 );
- break;
- case SC_SITDOWN_FORCE:
- case SC_BANANA_BOMB_SITDOWN:
- if( sd && !pc_issit(sd) ) {
- pc_setsit(sd);
- skill_sit(sd, true);
- clif_sitting(bl);
- }
- break;
- case SC_DANCEWITHWUG:
- val3 = 5 * val1; // ASPD Increase
- val4 = 20 + 10 * val1; // Fixed Cast Time Reduction
- break;
- case SC_LERADSDEW:
- val3 = 2 + 3 * val1 + min(3 * val2, 25); // MaxHP Increase
- break;
- case SC_MELODYOFSINK:
- val2 = 10 * val1; // INT Reduction.
- val3 = 2 + 2 * val1; // MaxSP reduction
- break;
- case SC_BEYONDOFWARCRY:
- val2 = 10 + 10 * val1; // STR Reduction
- val3 = 4 * val1; // MaxHP Reduction
- break;
- case SC_UNLIMITEDHUMMINGVOICE:
- val3 = 4 * val1 + min(3 * val2, 15); // !TODO: What's the Lesson bonus?
- break;
- case SC_REFLECTDAMAGE:
- val2 = 10 * val1; // Reflect reduction amount
- val3 = val1*5 + 25; // Number of reflects
- val4 = tick/1000; // Number of SP cycles (duration)
- tick_time = 1000; // [GodLesZ] tick time
- break;
- case SC_FORCEOFVANGUARD:
- val2 = 8 + 12 * val1; // Chance
- val3 = 5 + 2 * val1; // Max rage counters
- tick = INFINITE_TICK; // Endless duration in the client
- tick_time = 10000; // [GodLesZ] tick time
- break;
- case SC_EXEEDBREAK:
- val2 = 150 * val1;
- if (sd) { // Players
- short index = sd->equip_index[EQI_HAND_R];
- if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_WEAPON)
- val2 += 15 * sd->status.job_level + sd->inventory_data[index]->weight / 10 * sd->inventory_data[index]->weapon_level * status_get_lv(bl) / 100;
- } else // Monster
- val2 += 750;
- break;
- case SC_PRESTIGE:
- val2 = (status->int_ + status->luk) * val1 / 20 * status_get_lv(bl) / 200 + val1; // Chance to evade magic damage.
- val3 = ((val1 * 15) + (10 * (sd?pc_checkskill(sd,CR_DEFENDER):skill_get_max(CR_DEFENDER)))) * status_get_lv(bl) / 100; // Defence added
- break;
- case SC_SHIELDSPELL_HP:
- val2 = 3; // 3% HP every 3 seconds
- tick_time = status_get_sc_interval(type);
- val4 = tick - tick_time; // Remaining time
- break;
- case SC_SHIELDSPELL_SP:
- val2 = 3; // 3% SP every 5 seconds
- tick_time = status_get_sc_interval(type);
- val4 = tick - tick_time; // Remaining time
- break;
- case SC_SHIELDSPELL_ATK:
- val2 = 150; // WATK/MATK bonus
- break;
- case SC_BANDING:
- val2 = (sd ? skill_banding_count(sd) : 1);
- tick_time = 5000; // [GodLesZ] tick time
- break;
- case SC_MAGNETICFIELD:
- tick_time = 1000; // [GodLesZ] tick time
- val4 = tick / tick_time;
- break;
- case SC_INSPIRATION:
- val2 = 40 * val1; // ATK/MATK
- val3 = 6 * val1; //All stat bonus
- val4 = tick / 5000;
- tick_time = 5000; // [GodLesZ] tick time
- status_change_clear_buffs(bl, SCCB_DEBUFFS); // Remove debuffs
- break;
- case SC_CRESCENTELBOW:
- val2 = (sd?sd->status.job_level:50) / 2 + (50 + 5 * val1);
- break;
- case SC_LIGHTNINGWALK: // [(Job Level / 2) + (40 + 5 * Skill Level)] %
- val1 = (sd?sd->status.job_level:2)/2 + 40 + 5 * val1;
- break;
- case SC_GT_ENERGYGAIN:
- val2 = 10 + 5 * val1; // Sphere gain chance.
- break;
- case SC_GT_CHANGE:
- // Take note there is no def increase as skill desc says. [malufett]
- val2 = val1 * 8; // ATK increase
- val3 = status->agi * val1 / 60; // ASPD increase: [(Target AGI x Skill Level) / 60] %
- break;
- case SC_GT_REVITALIZE:
- // Take note there is no vit, aspd, speed increase as skill desc says. [malufett]
- val2 = 2 * val1; // MaxHP: [(Skill Level * 2)]%
- val3 = val1 * 30 + 50; // Natural HP recovery increase: [(Skill Level x 30) + 50] %
- // The stat def is not shown in the status window and it is processed differently
- val4 = val1 * 20; // STAT DEF increase
- break;
- case SC_PYROTECHNIC_OPTION:
- val2 = 60; // Eatk Renewal (Atk2)
- break;
- case SC_HEATER_OPTION:
- val2 = 120; // Eatk Renewal (Atk2)
- val3 = ELE_FIRE; // Change into fire element.
- break;
- case SC_TROPIC_OPTION:
- val2 = 180; // Eatk Renewal (Atk2)
- val3 = MG_FIREBOLT;
- break;
- case SC_AQUAPLAY_OPTION:
- val2 = 40;
- break;
- case SC_COOLER_OPTION:
- val2 = 80;
- val3 = ELE_WATER; // Change into water element.
- break;
- case SC_CHILLY_AIR_OPTION:
- val2 = 120; // Matk. Renewal (Matk1)
- val3 = MG_COLDBOLT;
- break;
- case SC_WIND_STEP_OPTION:
- val2 = 50; // % Increase speed and flee.
- break;
- case SC_BLAST_OPTION:
- val2 = 20;
- val3 = ELE_WIND; // Change into wind element.
- break;
- case SC_WILD_STORM_OPTION:
- val2 = MG_LIGHTNINGBOLT;
- break;
- case SC_PETROLOGY_OPTION:
- val2 = 5; //HP Rate bonus
- val3 = 50;
- break;
- case SC_SOLID_SKIN_OPTION:
- val2 = 33; //% Increase DEF
- break;
- case SC_CURSED_SOIL_OPTION:
- val2 = 10; //HP rate bonus
- val3 = ELE_EARTH; // Change into earth element.
- break;
- case SC_UPHEAVAL_OPTION:
- val2 = 15; //HP rate bonus
- val3 = WZ_EARTHSPIKE;
- break;
- case SC_CIRCLE_OF_FIRE_OPTION:
- val2 = 300;
- break;
- case SC_WATER_SCREEN_OPTION:
- tick_time = 10000;
- break;
- case SC_FIRE_CLOAK_OPTION:
- case SC_WATER_DROP_OPTION:
- case SC_WIND_CURTAIN_OPTION:
- case SC_STONE_SHIELD_OPTION:
- val2 = 100; // Elemental modifier.
- break;
- case SC_TROPIC:
- case SC_CHILLY_AIR:
- case SC_WILD_STORM:
- case SC_UPHEAVAL:
- val2 += 10;
- case SC_HEATER:
- case SC_COOLER:
- case SC_BLAST:
- case SC_CURSED_SOIL:
- val2 += 10;
- case SC_PYROTECHNIC:
- case SC_AQUAPLAY:
- case SC_GUST:
- case SC_PETROLOGY:
- val2 += 5;
- val3 += 9000;
- case SC_CIRCLE_OF_FIRE:
- case SC_FIRE_CLOAK:
- case SC_WATER_DROP:
- case SC_WATER_SCREEN:
- case SC_WIND_CURTAIN:
- case SC_WIND_STEP:
- case SC_STONE_SHIELD:
- case SC_SOLID_SKIN:
- val2 += 5;
- val3 += 1000;
- tick_time = val3; // [GodLesZ] tick time
- break;
- case SC_WATER_BARRIER:
- val2 = 30; // Reductions. Atk2 and Flee1
- break;
- case SC_ZEPHYR:
- val2 = 25; // Flee.
- break;
- case SC_TIDAL_WEAPON:
- val2 = 20; // Increase Elemental's attack.
- break;
- case SC_ROCK_CRUSHER:
- case SC_ROCK_CRUSHER_ATK:
- case SC_POWER_OF_GAIA:
- val2 = 33; //Def rate bonus/Speed rate reduction
- val3 = 20; //HP rate bonus
- break;
- case SC_TEARGAS:
- val2 = status_get_max_hp(bl) * 5 / 100; // Drain 5% HP
- val4 = tick / 2000;
- tick_time = 2000;
- break;
- case SC_TEARGAS_SOB:
- val4 = tick / 3000;
- tick_time = 3000;
- break;
- case SC_STOMACHACHE:
- val2 = 8; // SP consume.
- val4 = tick / 10000;
- tick_time = 10000; // [GodLesZ] tick time
- break;
- case SC_PROMOTE_HEALTH_RESERCH:
- //val1: 1 = Regular Potion, 2 = Thrown Potion
- //val2: 1 = Small Potion, 2 = Medium Potion, 3 = Large Potion
- //val3: MaxHP Increase By Fixed Amount
- if (val1 == 1) // If potion was normally used, take the user's BaseLv
- val3 = 1000 * val2 - 500 + status_get_lv(bl) * 10 / 3;
- else if (val1 == 2) // If potion was thrown at someone, take the thrower's BaseLv
- val3 = 1000 * val2 - 500 + status_get_lv(src) * 10 / 3;
- if (val3 <= 0) // Prevents a negeative value from happening
- val3 = 0;
- break;
- case SC_ENERGY_DRINK_RESERCH:
- //val1: 1 = Regular Potion, 2 = Thrown Potion
- //val2: 1 = Small Potion, 2 = Medium Potion, 3 = Large Potion
- //val3: MaxSP Increase By Percentage Amount
- if (val1 == 1) // If potion was normally used, take the user's BaseLv
- val3 = status_get_lv(bl) / 10 + 5 * val2 - 10;
- else if (val1 == 2) // If potion was thrown at someone, take the thrower's BaseLv
- val3 = status_get_lv(src) / 10 + 5 * val2 - 10;
- if (val3 <= 0) // Prevents a negeative value from happening
- val3 = 0;
- break;
- case SC_KYOUGAKU:
- val2 = 2*val1 + rnd()%val1;
- clif_status_change(bl,EFST_ACTIVE_MONSTER_TRANSFORM,1,0,1002,0,0);
- break;
- case SC_KAGEMUSYA:
- val2 = 20; // Damage increase bonus
- val3 = val1 * 2;
- tick_time = 1000;
- val4 = tick / tick_time;
- break;
- case SC_ZANGETSU:
- if( status_get_hp(bl) % 2 == 0 )
- val2 = (status_get_lv(bl) / 3) + (20 * val1); //+Watk
- else
- val2 -= (status_get_lv(bl) / 3) + (30 * val1); //-Watk
- if( status_get_sp(bl) % 2 == 0 )
- val3 = (status_get_lv(bl) / 3) + (20 * val1); //+Matk
- else
- val3 -= (status_get_lv(bl) / 3) + (30 * val1); //-Matk
- break;
- case SC_GENSOU:
- {
- int hp = status_get_hp(bl), lv = 5;
- short per = 100 / (status_get_max_hp(bl) / hp);
- if( per <= 15 )
- lv = 1;
- else if( per <= 30 )
- lv = 2;
- else if( per <= 50 )
- lv = 3;
- else if( per <= 75 )
- lv = 4;
- if( hp % 2 == 0)
- status_heal(bl, hp * (6-lv) * 4 / 100, status_get_sp(bl) * (6-lv) * 3 / 100, 1);
- else
- status_zap(bl, hp * (lv*4) / 100, status_get_sp(bl) * (lv*3) / 100);
- }
- break;
- case SC_ANGRIFFS_MODUS:
- val2 = 50 + 20 * val1; // atk bonus
- val3 = 25 + 10 * val1; // Flee reduction.
- val4 = tick/1000; // hp/sp reduction timer
- tick_time = 1000;
- break;
- case SC_GOLDENE_FERSE:
- val2 = 10 + 10*val1; // flee bonus
- val3 = 6 + 4 * val1; // Aspd Bonus
- val4 = 2 + 2 * val1; // Chance of holy attack
- break;
- case SC_STONE_WALL:
- val2 = 100 * val1; // DEF bonus
- val3 = 30 * val1; // MDEF bonus
- break;
- case SC_OVERED_BOOST:
- val2 = 400 + 40 * val1; // flee bonus
- val3 = 180 + 2 * val1; // aspd bonus
- val4 = 50; // def reduc %
- break;
- case SC_GRANITIC_ARMOR:
- val2 = 2*val1; // dmg reduction
- val3 = 6*val1; // dmg taken on status end (6%:12%:18%:24%:30%)
- val4 = 5*val1; // unknow formula
- break;
- case SC_MAGMA_FLOW:
- val2 = 3*val1; // Activation chance
- break;
- case SC_PYROCLASTIC:
- val2 += 100 + 10*val1; // atk bonus // !TODO: Confirm formula
- break;
- case SC_PARALYSIS: // [Lighta] need real info
- val2 = 2*val1; // def reduction
- val3 = 500*val1; // varcast augmentation
- break;
- case SC_LIGHT_OF_REGENE: // Yommy leak need confirm
- val2 = 20 * val1; // hp reco on death %
- break;
- case SC_PAIN_KILLER: // Yommy leak need confirm
- val2 = min((( 200 * val1 ) * status_get_lv(src)) / 150, 1000); // dmg reduction linear. upto a maximum of 1000 [iRO Wiki]
- if(sc->data[SC_PARALYSIS])
- sc_start(src,bl, SC_ENDURE, 100, val1, tick); // Start endure for same duration
- break;
- case SC_STYLE_CHANGE:
- tick = INFINITE_TICK; // Infinite duration
- break;
- case SC_CBC:
- val3 = 10; // Drain sp % dmg
- val4 = tick/1000; // dmg each sec
- tick = 1000;
- break;
- case SC_EQC:
- val2 = 5 * val1; // def % reduc
- val3 = 2 * val1; // HP drain %
- break;
- case SC_ASH:
- val2 = 0; // hit % reduc
- val3 = 0; // def % reduc
- val4 = 0; // atk flee & reduc
- if (!status_bl_has_mode(bl,MD_STATUSIMMUNE)) {
- val2 = 50;
- if (status_get_race(bl) == RC_PLANT) // plant type
- val3 = 50;
- if (status_get_element(bl) == ELE_WATER) // defense water type
- val4 = 50;
- }
- break;
- case SC_FULL_THROTTLE:
- val2 = ( val1 == 1 ? 6 : 6 - val1 );
- val3 = 20; //+% AllStats
- tick_time = 1000;
- val4 = tick / tick_time;
- break;
- case SC_REBOUND:
- tick_time = 2000;
- val4 = tick / tick_time;
- clif_emotion(bl, ET_SWEAT);
- break;
- case SC_KINGS_GRACE:
- val2 = 3 + val1; //HP Recover rate
- tick_time = 1000;
- val4 = tick / tick_time;
- break;
- case SC_TELEKINESIS_INTENSE:
- val2 = 10 * val1; // sp consum / casttime reduc %
- val3 = 40 * val1; // magic dmg bonus
- break;
- case SC_OFFERTORIUM:
- val2 = 30 * val1; // heal power bonus
- val3 = 100 + 20 * val1; // sp cost inc
- break;
- case SC_FRIGG_SONG:
- val2 = 5 * val1; // maxhp bonus
- val3 = 80 + 20 * val1; // healing
- tick_time = 1000;
- val4 = tick / tick_time;
- break;
- case SC_FLASHCOMBO:
- val2 = 20 * val1 + 20; // atk bonus
- break;
- case SC_DARKCROW:
- val2 = 30 * val1; // ATK bonus
- break;
- case SC_UNLIMIT:
- val2 = 50 * val1;
- break;
- case SC_MONSTER_TRANSFORM:
- case SC_ACTIVE_MONSTER_TRANSFORM:
- if( !mobdb_checkid(val1) )
- val1 = MOBID_PORING; // Default poring
- break;
- #ifndef RENEWAL
- case SC_APPLEIDUN:
- {
- struct map_session_data * s_sd = BL_CAST(BL_PC, src);
- val2 = (5 + 2 * val1) + (status_get_vit(src) / 10); //HP Rate: (5 + 2 * skill_lv) + (vit/10) + (BA_MUSICALLESSON level)
- if (s_sd)
- val2 += pc_checkskill(s_sd, BA_MUSICALLESSON) / 2;
- break;
- }
- #endif
- case SC_EPICLESIS:
- val2 = 5 * val1; //HP rate bonus
- break;
- case SC_ILLUSIONDOPING:
- val2 = 50; // -Hit
- break;
- case SC_OVERHEAT:
- case SC_OVERHEAT_LIMITPOINT:
- case SC_STEALTHFIELD:
- tick_time = tick;
- tick = INFINITE_TICK;
- break;
- case SC_STEALTHFIELD_MASTER:
- tick_time = val3 = 2000 + 1000 * val1;
- val4 = tick / tick_time;
- break;
- case SC_VACUUM_EXTREME:
- // Suck target at n second, only if the n second is lower than the duration
- // Does not suck targets on no-knockback maps
- if (val4 < tick && unit_blown_immune(bl, 0x9) == UB_KNOCKABLE) {
- tick_time = val4;
- val4 = tick - tick_time;
- } else
- val4 = 0;
- break;
- case SC_FIRE_INSIGNIA:
- case SC_WATER_INSIGNIA:
- case SC_WIND_INSIGNIA:
- case SC_EARTH_INSIGNIA:
- tick_time = 5000;
- val4 = tick / tick_time;
- break;
- case SC_NEUTRALBARRIER:
- val2 = 10 + val1 * 5; // Def/Mdef
- tick = INFINITE_TICK;
- break;
- case SC_MAGIC_POISON:
- val2 = 50; // Attribute Reduction
- break;
- /* Rebellion */
- case SC_B_TRAP:
- val2 = src->id;
- val3 = val1 * 25; // -movespeed TODO: Figure out movespeed rate
- break;
- case SC_C_MARKER:
- case SC_BURNT:
- // val1 = skill_lv
- // val2 = src_id
- val3 = 10; // -10 flee
- //Start timer to send mark on mini map
- val4 = tick/1000;
- tick_time = 1000; // Sends every 1 seconds
- break;
- case SC_H_MINE:
- val2 = src->id;
- break;
- case SC_HEAT_BARREL:
- {
- uint8 n = 10;
- if (sd)
- n = (uint8)sd->spiritball_old;
- //kRO Update 2016-05-25
- val2 = n * 5; // -fixed casttime
- val3 = (6 + val1 * 2) * n; // ATK
- val4 = 25 + val1 * 5; // -hit
- }
- break;
- case SC_P_ALTER:
- {
- uint8 n = 10;
- if (sd)
- n = (uint8)sd->spiritball_old;
- val2 = 10 * n; // +atk
- val3 = (status->max_hp * (val1 * 5) / 100); // Barrier HP
- }
- break;
- case SC_E_CHAIN:
- val2 = 10;
- if (sd)
- val2 = sd->spiritball_old;
- break;
- case SC_ANTI_M_BLAST:
- val2 = val1 * 10;
- break;
- case SC_CATNIPPOWDER:
- val2 = 50; // WATK%, MATK%
- val3 = 25 * val1; // Move speed reduction
- if (bl->type == BL_PC && pc_checkskill(sd, SU_SPIRITOFLAND))
- val4 = status_get_lv(src) / 12;
- break;
- case SC_BITESCAR: {
- const struct status_data *b_status = status_get_base_status(src); // Base Status
- val2 = (status_get_max_hp(bl) * (val1 + (b_status->dex / 25))) / status_get_max_hp(bl); // MHP% damage
- tick_time = 1000;
- val4 = tick / tick_time;
- }
- break;
- case SC_ARCLOUSEDASH:
- val2 = 15 + 5 * val1; // AGI
- val3 = 25; // Move speed increase
- if (sd && (sd->class_&MAPID_BASEMASK) == MAPID_SUMMONER)
- val4 = 10; // Ranged ATK increase
- break;
- case SC_SHRIMP:
- val2 = 10; // BATK%, MATK%
- break;
- case SC_FRESHSHRIMP: {
- int min = 0, max = 0;
- #ifdef RENEWAL
- min = status_base_matk_min(src, status, status_get_lv(src));
- max = status_base_matk_max(src, status, status_get_lv(src));
- if (status->rhw.matk > 0) {
- int wMatk, variance;
- wMatk = status->rhw.matk;
- variance = wMatk * status->rhw.wlv / 10;
- min += wMatk - variance;
- max += wMatk + variance;
- }
- #endif
- if (sd && sd->right_weapon.overrefine > 0) {
- min++;
- max += sd->right_weapon.overrefine - 1;
- }
- val2 += min + 178; // Heal
- if (max > min)
- val2 += rnd() % (max - min); // Heal
- if (sd) {
- if (pc_checkskill(sd, SU_POWEROFSEA) > 0) {
- val2 += val2 * 10 / 100;
- if (pc_checkskill_summoner(sd, SUMMONER_POWER_SEA) >= 20)
- val2 += val2 * 20 / 100;
- }
- if (pc_checkskill(sd, SU_SPIRITOFSEA) > 0)
- val2 *= 2; // Doubles HP
- }
- tick_time = 10000 - ((val1 - 1) * 1000);
- val4 = tick / tick_time;
- }
- break;
- case SC_TUNAPARTY:
- val2 = (status->max_hp * (val1 * 10) / 100); // Max HP% to absorb
- if (sd && pc_checkskill(sd, SU_SPIRITOFSEA))
- val2 <<= 1; // Double the shield life
- break;
- case SC_HISS:
- val2 = 50; // Perfect Dodge
- sc_start(src, bl, SC_DORAM_WALKSPEED, 100, 50, skill_get_time2(SU_HISS, val1));
- break;
- case SC_GROOMING:
- val2 = 100; // Flee
- break;
- case SC_CHATTERING:
- val2 = 100; // eATK, eMATK
- sc_start(src, bl, SC_DORAM_WALKSPEED, 100, 50, skill_get_time2(SU_CHATTERING, val1));
- break;
- case SC_SWORDCLAN:
- case SC_ARCWANDCLAN:
- case SC_GOLDENMACECLAN:
- case SC_CROSSBOWCLAN:
- case SC_JUMPINGCLAN:
- tick = INFINITE_TICK;
- status_change_start(src,bl,SC_CLAN_INFO,10000,0,val2,0,0,INFINITE_TICK,flag);
- break;
- case SC_DORAM_BUF_01:
- case SC_DORAM_BUF_02:
- tick_time = 10000; // every 10 seconds
- if( (val4 = tick/tick_time) < 1 )
- val4 = 1;
- break;
- case SC_GLASTHEIM_ATK:
- val1 = 100; // Undead/Demon MDEF ignore rate
- break;
- case SC_GLASTHEIM_HEAL:
- val1 = 100; // Heal Power rate bonus
- val2 = 50; // Received heal rate bonus
- break;
- case SC_GLASTHEIM_HIDDEN:
- val1 = 90; // Damage rate reduction bonus
- break;
- case SC_GLASTHEIM_STATE:
- val1 = 20; // All-stat bonus
- break;
- case SC_GLASTHEIM_ITEMDEF:
- val1 = 200; // DEF bonus
- val2 = 50; // MDEF bonus
- break;
- case SC_GLASTHEIM_HPSP:
- val1 = 10000; // HP bonus
- val2 = 1000; // SP bonus
- break;
- case SC_ANCILLA:
- val1 = 15; // Heal Power rate bonus
- val2 = 30; // SP Recovery rate bonus
- break;
- case SC_HELPANGEL:
- tick_time = 1000;
- val4 = tick / tick_time;
- break;
- case SC_EMERGENCY_MOVE:
- val2 = 25; // Movement speed increase
- break;
- case SC_SUNSTANCE:
- val2 = 2 + val1; // ATK Increase
- tick = INFINITE_TICK;
- break;
- case SC_LUNARSTANCE:
- val2 = 2 + val1; // MaxHP Increase
- tick = INFINITE_TICK;
- break;
- case SC_STARSTANCE:
- val2 = 4 + 2 * val1; // ASPD Increase
- tick = INFINITE_TICK;
- break;
- case SC_DIMENSION1:
- case SC_DIMENSION2:
- if (sd)
- pc_addspiritball(sd, skill_get_time2(SJ_BOOKOFDIMENSION, 1), 2);
- break;
- case SC_UNIVERSESTANCE:
- val2 = 2 + val1; // All Stats Increase
- tick = INFINITE_TICK;
- break;
- case SC_NEWMOON:
- val2 = 7; // Number of Regular Attacks Until Reveal
- tick_time = 1000;
- val4 = tick / tick_time;
- break;
- case SC_FALLINGSTAR:
- val2 = 8 + 2 * (1 + val1) / 2; // Autocast Chance
- if (val1 >= 7)
- val2 += 1; // Make it 15% at level 7.
- break;
- case SC_CREATINGSTAR:
- tick_time = 500;
- val4 = tick / tick_time;
- break;
- case SC_LIGHTOFSUN:
- case SC_LIGHTOFMOON:
- case SC_LIGHTOFSTAR:
- val2 = 5 * val1; // Skill Damage Increase.
- break;
- case SC_SOULGOLEM:
- val2 = 60 * val1; // DEF Increase
- val3 = 15 + 5 * val1; // MDEF Increase
- break;
- case SC_SOULSHADOW:
- val2 = (1 + val1) / 2; // ASPD Increase
- val3 = 10 + 2 * val1; // CRIT Increase
- break;
- case SC_SOULFALCON:
- val2 = 10 * val1; // WATK Increase
- val3 = 10; // HIT Increase
- if (val1 >= 3)
- val3 += 3;
- else if (val1 >= 5)
- val3 += 5;
- break;
- case SC_SOULFAIRY:
- val2 = 10 * val1; // MATK Increase
- val3 = 5; // Variable Cast Time Reduction
- if (val1 >= 3)
- val3 += 2;
- else if (val1 >= 5)
- val3 += 5;
- break;
- case SC_SOULUNITY:
- tick_time = 3000;
- val4 = tick / tick_time;
- break;
- case SC_SOULDIVISION:
- val2 = 10 * val1; // Skill Aftercast Increase
- break;
- case SC_SOULREAPER:
- val2 = 10 + 5 * val1; // Chance of Getting A Soul Sphere.
- break;
- case SC_SOULCOLLECT:
- val2 = 5 + 3 * val2; // Max Soul Sphere's.
- val3 = tick > 0 ? tick : 60000;
- tick_time = tick;
- tick = INFINITE_TICK;
- break;
- case SC_SP_SHA:
- val2 = 50; // Move speed reduction
- break;
- case SC_SERVANTWEAPON:
- if( sd ){
- // Generate 5 servants on start
- pc_addservantball( *sd, MAX_SERVANTBALL );
- }
- tick_time = skill_get_time2(DK_SERVANTWEAPON,val1); // Servant Regen Interval
- if (tick_time < 500)
- tick_time = 500; // Avoid being brought down to 0.
- val4 = tick - tick_time; // Remaining Time
- break;
- case SC_VIGOR: {
- uint8 hp_loss[10] = { 15, 14, 12, 11, 9, 8, 6, 5, 3, 2 };
- val2 = hp_loss[val1- 1];
- }
- break;
- case SC_POWERFUL_FAITH:
- val2 = 5 + 5 * val1;// ATK Increase
- val3 = 5 + 2 * val1;// PAtk Increase
- break;
- case SC_FIRM_FAITH:
- val2 = 2 * val1;// MaxHP Increase
- val3 = 8 * val1;// Res Increase
- break;
- case SC_SINCERE_FAITH:
- val2 = (1 + val1) / 2;// ASPD Increase
- val3 = 4 * val1;// Perfect Hit Increase
- break;
- case SC_GUARD_STANCE:
- val2 = 50 + 50 * val1;// DEF Increase
- val3 = 50 * val1;// ATK Decrease
- tick = INFINITE_TICK;
- break;
- case SC_GUARDIAN_S:
- val2 = status->max_hp * (50 * val1) / 100;// Barrier HP
- break;
- case SC_REBOUND_S:
- val2 = 10 * val1;// Reduced Damage From Devotion
- if (val2 > 99)
- val2 = 99;// Lets not let it reduce above 99.
- break;
- case SC_ATTACK_STANCE:
- val2 = 40 * val1;// DEF Decrease
- val3 = 5 + 5 * val1;// ATK Increase
- tick = INFINITE_TICK;
- break;
- case SC_HOLY_S:
- val2 = 5 + 2 * val1;// Damage Reduction / Holy Damage Increase
- break;
- case SC_MEDIALE:
- val2 = 2 * val1;// Heal Rate
- val4 = tick / 2000;
- tick_time = 2000;
- break;
- case SC_A_VITA:
- case SC_A_TELUM:
- val2 = 5 * val1;// Res/MRes Pierce Percentage
- break;
- case SC_PRE_ACIES:
- val2 = 2 * val1;// CRate Increase
- break;
- case SC_COMPETENTIA:
- val2 = 10 * val1;// PAtk/SMatk Increase - Unconfirmed if this is official formula but its 50 at Lv 5. [Rytech]
- break;
- case SC_RELIGIO:
- case SC_BENEDICTUM:
- val2 = 2 * val1;// Trait Stats Increase
- break;
- case SC_DANCING_KNIFE:
- val4 = tick / 300;
- tick_time = 300;
- break;
- case SC_POTENT_VENOM:
- val2 = 3 * val1;// Res Pierce Percentage
- break;
- case SC_SHADOW_WEAPON:
- val2 = val1;// Success Chance of Shadow Scar
- break;
- case SC_A_MACHINE:
- val4 = tick / 1000;
- tick_time = 1000;
- break;
- case SC_D_MACHINE:
- val2 = 200 + 50 * val1;// DEF Increase
- val3 = 20 * val1;// Res Increase
- break;
- case SC_SHADOW_STRIP:
- if (!sd)// Res/MRes on mobs only.
- val2 = 25;// Need official reduction amount.
- break;
- case SC_ABYSSFORCEWEAPON:
- if( sd ){
- // Generate 5 abyss spheres on start.
- pc_addabyssball( *sd, MAX_ABYSSBALL );
- }
- tick_time = skill_get_time2(ABC_FROM_THE_ABYSS, val1);// Abyss Regen Interval
- if (tick_time < 500)
- tick_time = 500;// Avoid being brought down to 0.
- val4 = tick - tick_time;// Remaining Time
- break;
- case SC_ABYSS_SLAYER:
- val2 = 10 + 2 * val1;// PAtk/SMatk Increase
- val3 = 100 + 20 * val1;// Hit Increase
- break;
- case SC_WINDSIGN:
- val2 = 8 + 6 * val1;// Chance to gain AP on attack.
- if (val1 == 5)// Its 40% on level 5.
- val2 += 2;
- break;
- case SC_CALAMITYGALE:// Unlimit runs along with this.
- sc_start(bl, bl, SC_UNLIMIT, 100, 5, skill_get_time(RA_UNLIMIT, 5));
- break;
- case SC_GEF_NOCTURN:// MRes Reduction. Official formula unknown.
- case SC_AIN_RHAPSODY:// Res Reduction. Official formula unknown.
- val2 = 10 * val1;// Res/MRes Decrease
- if (val3&2)// Bonus if partner is found in party.
- val2 *= 2;
- break;
- case SC_MUSICAL_INTERLUDE:
- val2 = 5 + 5 * val1;// Res Increase
- if (val3&2)// Bonus if partner is found in party.
- val2 *= 2;
- break;
- case SC_JAWAII_SERENADE:
- val2 = 3 * val1;// SMatk Increase
- if (val3 & 2)// Bonus if partner is found in party.
- val2 *= 2;
- break;
- case SC_PRON_MARCH:
- val2 = 3 * val1;// PAtk Increase
- if (val3 & 2)// Bonus if partner is found in party.
- val2 *= 2;
- break;
- case SC_SPELL_ENCHANTING:
- val2 = 4 * val1;// SMatk Increase
- break;
- case SC_FLAMETECHNIC:
- case SC_FLAMEARMOR:
- case SC_COLD_FORCE:
- case SC_CRYSTAL_ARMOR:
- case SC_GRACE_BREEZE:
- case SC_EYES_OF_STORM:
- case SC_EARTH_CARE:
- case SC_STRONG_PROTECTION:
- case SC_DEEP_POISONING:
- case SC_POISON_SHIELD:
- val2 += 10;
- val3 += 10000;
- tick_time = val3;
- break;
- case SC_FLAMETECHNIC_OPTION:
- val3 = ELE_FIRE;
- break;
- case SC_COLD_FORCE_OPTION:
- val3 = ELE_WATER;
- break;
- case SC_GRACE_BREEZE_OPTION:
- val3 = ELE_WIND;
- break;
- case SC_EARTH_CARE_OPTION:
- val3 = ELE_EARTH;
- break;
- case SC_DEEP_POISONING_OPTION:
- val3 = ELE_POISON;
- break;
- default:
- if (calc_flag.none() && scdb->skill_id == 0 && scdb->icon == EFST_BLANK && scdb->opt1 == OPT1_NONE && scdb->opt2 == OPT2_NONE && scdb->state.none() && scdb->flag.none() && scdb->end.empty() && scdb->endreturn.empty() && scdb->fail.empty()) {
- // Status change with no calc, no icon, and no skill associated...?
- 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);
- return 0;
- }
- } else // Special considerations when loading SC data.
- switch( type ) {
- case SC_WEDDING:
- case SC_XMAS:
- case SC_SUMMER:
- case SC_HANBOK:
- case SC_OKTOBERFEST:
- case SC_DRESSUP:
- if( !vd )
- break;
- clif_changelook(bl,LOOK_BASE,vd->class_);
- clif_changelook(bl,LOOK_WEAPON,0);
- clif_changelook(bl,LOOK_SHIELD,0);
- clif_changelook(bl,LOOK_CLOTHES_COLOR,vd->cloth_color);
- clif_changelook(bl,LOOK_BODY2,0);
- break;
- case SC_STONE:
- case SC_STONEWAIT:
- case SC_POISON:
- case SC_DPOISON:
- case SC_BLEEDING:
- case SC_BURNING:
- case SC_TOXIN:
- tick_time = tick;
- tick = tick_time + max(val4, 0);
- break;
- case SC_DEATHHURT:
- if (val3 == 1)
- break;
- tick_time = tick;
- tick = tick_time + max(val4, 0);
- case SC_MAGICMUSHROOM:
- case SC_PYREXIA:
- case SC_LEECHESEND:
- if (val3 == 0)
- break;
- tick_time = tick;
- tick = tick_time + max(val4, 0);
- break;
- case SC_SWORDCLAN:
- case SC_ARCWANDCLAN:
- case SC_GOLDENMACECLAN:
- case SC_CROSSBOWCLAN:
- case SC_JUMPINGCLAN:
- case SC_CLAN_INFO:
- // If the player still has a clan status, but was removed from his clan
- if( sd && sd->status.clan_id == 0 ){
- return 0;
- }
- break;
- case SC_SERVANTWEAPON:
- case SC_ABYSSFORCEWEAPON:
- tick_time = tick;
- tick = tick_time + max(val4, 0);
- break;
- }
- if (sd && current_equip_combo_pos > 0 && tick == INFINITE_TICK) {
- 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);
- return 0;
- }
- /* [Ind] */
- if (scdb->flag[SCF_DISPLAYPC] || scdb->flag[SCF_DISPLAYNPC]) {
- int dval1 = 0, dval2 = 0, dval3 = 0;
- switch (type) {
- case SC_ALL_RIDING:
- dval1 = 1;
- break;
- case SC_CLAN_INFO:
- dval1 = val1;
- dval2 = val2;
- dval3 = val3;
- break;
- default: /* All others: just copy val1 */
- dval1 = val1;
- break;
- }
- status_display_add(bl,type,dval1,dval2,dval3);
- }
- //SC that force player to stand if is sitting
- if (scdb->flag[SCF_SETSTAND] && sd && pc_issit(sd))
- pc_setstand(sd, true);
- //SC that make stop attacking [LuzZza]
- if (scdb->flag[SCF_STOPATTACKING])
- unit_stop_attack(bl);
- //SC that make stop walking
- if (scdb->flag[SCF_STOPWALKING]) {
- switch (type) {
- case SC_ANKLE:
- if (battle_config.skill_trap_type || !map_flag_gvg(bl->m))
- unit_stop_walking(bl, 1);
- break;
- case SC__MANHOLE:
- if (bl->type == BL_PC || !unit_blown_immune(bl,0x1))
- unit_stop_walking(bl,1);
- break;
- case SC_VACUUM_EXTREME:
- if (bl->type != BL_PC && unit_blown_immune(bl, 0x1) == UB_KNOCKABLE) {
- unit_stop_walking(bl,1);
- unit_stop_attack(bl);
- }
- break;
- case SC_FREEZE:
- case SC_STUN:
- case SC_STONE:
- if (sc->data[SC_DANCING]) {
- unit_stop_walking(bl, 1);
- status_change_end(bl, SC_DANCING, INVALID_TIMER);
- }
- break;
- default:
- if (!unit_blown_immune(bl,0x1))
- unit_stop_walking(bl,1);
- break;
- }
- }
- //SC that make stop casting
- if (battle_config.sc_castcancel&bl->type && scdb->flag[SCF_STOPCASTING])
- unit_skillcastcancel(bl,0);
- sc->opt1 = scdb->opt1;
- sc->opt2 |= scdb->opt2;
- sc->opt3 |= scdb->opt3;
- sc->option |= scdb->look;
- std::bitset<SCF_MAX> opt_flag = scdb->flag;
- uint16 disable_opt_flag = false;
- switch(type) {
- case SC_DANCING:
- if ((val1&0xFFFF) != CG_MOONLIT)
- sc->opt3 |= OPT3_MOONLIT;
- break;
- case SC_INCATKRATE:
- // Simulate Explosion Spirits effect for NPC_POWERUP [Skotlex]
- if (bl->type != BL_MOB) {
- disable_opt_flag = true;
- break;
- }
- break;
- }
- // On Aegis, when turning on a status change, first goes the option packet, then the sc packet.
- if (!disable_opt_flag && (opt_flag[SCF_SENDOPTION] || opt_flag[SCF_ONTOUCH] || opt_flag[SCF_UNITMOVE] || opt_flag[SCF_NONPLAYER] || opt_flag[SCF_SENDLOOK])) {
- clif_changeoption(bl);
- if(sd && opt_flag[SCF_SENDLOOK]) {
- clif_changelook(bl,LOOK_BASE,vd->class_);
- clif_changelook(bl,LOOK_WEAPON,0);
- clif_changelook(bl,LOOK_SHIELD,0);
- clif_changelook(bl,LOOK_CLOTHES_COLOR,vd->cloth_color);
- }
- }
- if (calc_flag[SCB_DYE]) { // Reset DYE color
- if (vd && vd->cloth_color) {
- val4 = vd->cloth_color;
- clif_changelook(bl,LOOK_CLOTHES_COLOR,0);
- }
- calc_flag.reset(SCB_DYE);
- }
- /*if (calc_flag[SCB_BODY])// Might be needed in the future. [Rytech]
- { //Reset body style
- if (vd && vd->body_style)
- {
- val4 = vd->body_style;
- clif_changelook(bl,LOOK_BODY2,0);
- }
- calc_flag.reset(SCB_BODY);
- }*/
- if (!(flag&SCSTART_NOICON) && !(flag&SCSTART_LOADED && scdb->flag[SCF_DISPLAYPC] || scdb->flag[SCF_DISPLAYNPC])) {
- int status_icon = scdb->icon;
- #if PACKETVER < 20151104
- if (status_icon == EFST_WEAPONPROPERTY)
- status_icon = EFST_ATTACK_PROPERTY_NOTHING + val1; // Assign status icon for older clients
- #endif
- 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);
- }
- // Used as temporary storage for scs with interval ticks, so that the actual duration is sent to the client first.
- if( tick_time )
- tick = tick_time;
- // Don't trust the previous sce assignment, in case the SC ended somewhere between there and here.
- if((sce=sc->data[type])) { // reuse old sc
- if( sce->timer != INVALID_TIMER )
- delete_timer(sce->timer, status_change_timer);
- sc_isnew = false;
- } else { // New sc
- ++(sc->count);
- sce = sc->data[type] = ers_alloc(sc_data_ers, struct status_change_entry);
- }
- sce->val1 = val1;
- sce->val2 = val2;
- sce->val3 = val3;
- sce->val4 = val4;
- if (tick >= 0)
- sce->timer = add_timer(gettick() + tick, status_change_timer, bl->id, type);
- else
- sce->timer = INVALID_TIMER; // Infinite duration
- if (calc_flag.any()) {
- if (sd) {
- switch(type) {
- // Statuses that adjust HP/SP and heal after starting
- case SC_BERSERK:
- case SC_MERC_HPUP:
- case SC_MERC_SPUP:
- status_calc_bl_(bl, calc_flag, SCO_FORCE);
- break;
- default:
- status_calc_bl_(bl, calc_flag);
- break;
- }
- } else
- status_calc_bl_(bl, calc_flag);
- }
- // Non-zero
- if (sc_isnew && scdb->state.any())
- status_calc_state(bl, sc, scdb->state, true);
- if (sd) {
- if (sd->pd)
- pet_sc_check(sd, type); // Skotlex: Pet Status Effect Healing
- switch (type) {
- case SC_BERSERK:
- case SC_MERC_HPUP:
- case SC_MERC_SPUP:
- status_calc_pc(sd, SCO_FORCE);
- break;
- default:
- if (!sd->state.connect_new)
- status_calc_pc(sd, SCO_NONE);
- break;
- }
- }
- // 1st thing to execute when loading status
- switch (type) {
- case SC_BERSERK:
- if (!(sce->val2)) { // Don't heal if already set
- status_heal(bl, status->max_hp, 0, 1); // Do not use percent_heal as this healing must override BERSERK's block.
- status_set_sp(bl, 0, 0); // Damage all SP
- }
- sce->val2 = 5 * status->max_hp / 100;
- break;
- case SC_RUN:
- {
- struct unit_data *ud = unit_bl2ud(bl);
- if( ud )
- ud->state.running = unit_run(bl, NULL, SC_RUN);
- }
- break;
- case SC_BOSSMAPINFO:
- if (sd)
- clif_bossmapinfo(sd, map_id2boss(sce->val1), BOSS_INFO_ALIVE_WITHMSG); // First Message
- break;
- case SC_FULL_THROTTLE:
- case SC_MERC_HPUP:
- status_percent_heal(bl, 100, 0); // Recover Full HP
- break;
- case SC_MERC_SPUP:
- status_percent_heal(bl, 0, 100); // Recover Full SP
- break;
- case SC_WUGDASH:
- {
- struct unit_data *ud = unit_bl2ud(bl);
- if( ud )
- ud->state.running = unit_run(bl, sd, SC_WUGDASH);
- }
- break;
- case SC_COMBO:
- switch(sce->val1) {
- case TK_STORMKICK:
- skill_combo_toggle_inf(bl, TK_JUMPKICK, 0);
- clif_skill_nodamage(bl,bl,TK_READYSTORM,1,1);
- break;
- case TK_DOWNKICK:
- skill_combo_toggle_inf(bl, TK_JUMPKICK, 0);
- clif_skill_nodamage(bl,bl,TK_READYDOWN,1,1);
- break;
- case TK_TURNKICK:
- skill_combo_toggle_inf(bl, TK_JUMPKICK, 0);
- clif_skill_nodamage(bl,bl,TK_READYTURN,1,1);
- break;
- case TK_COUNTER:
- skill_combo_toggle_inf(bl, TK_JUMPKICK, 0);
- clif_skill_nodamage(bl,bl,TK_READYCOUNTER,1,1);
- break;
- default: // Rest just toggle inf to enable autotarget
- skill_combo_toggle_inf(bl,sce->val1,INF_SELF_SKILL);
- break;
- }
- break;
- case SC_C_MARKER:
- //Send mini-map, don't wait for first timer triggered
- if (src->type == BL_PC && (sd = map_id2sd(src->id)))
- clif_crimson_marker(sd, bl, false);
- break;
- case SC_ITEMSCRIPT: // Shows Buff Icons
- if (sd)
- clif_status_change(bl, (efst_type)val2, 1, tick, 0, 0, 0);
- break;
- case SC_GVG_GIANT:
- case SC_GVG_GOLEM:
- case SC_GVG_STUN:
- case SC_GVG_STONE:
- case SC_GVG_FREEZ:
- case SC_GVG_SLEEP:
- case SC_GVG_CURSE:
- case SC_GVG_SILENCE:
- case SC_GVG_BLIND:
- if (val1 || val2)
- status_zap(bl, val1 ? val1 : 0, val2 ? val2 : 0);
- break;
- }
- if( opt_flag[SCF_ONTOUCH] && sd && !sd->npc_ontouch_.empty() )
- npc_touchnext_areanpc(sd,false); // Run OnTouch_ on next char in range
- return 1;
- }
- /**
- * End all statuses except those listed
- * TODO: May be useful for dispel instead resetting a list there
- * @param src: Source of the status change [PC|MOB|HOM|MER|ELEM|NPC]
- * @param type: Changes behaviour of the function
- * 0: PC killed -> Place here statuses that do not dispel on death.
- * 1: If for some reason status_change_end decides to still keep the status when quitting.
- * 2: Do clif_changeoption()
- * 3: Do not remove some permanent/time-independent effects
- * @return 1: Success 0: Fail
- */
- int status_change_clear(struct block_list* bl, int type)
- {
- struct status_change* sc;
- sc = status_get_sc(bl);
- if (!sc)
- return 0;
- // Cleaning all extras vars
- sc->comet_x = 0;
- sc->comet_y = 0;
- #ifndef RENEWAL
- sc->sg_counter = 0;
- #endif
- if (!sc->count)
- return 0;
- for (const auto &it : status_db) {
- sc_type status = static_cast<sc_type>(it.first);
- if (!sc->data[status])
- continue;
- if (type == 0) { // Type 0: PC killed
- if (it.second->flag[SCF_NOREMOVEONDEAD]) {
- switch (status) {
- case SC_ELEMENTALCHANGE: // Only when its Holy or Dark that it doesn't dispell on death
- if (sc->data[status]->val2 != ELE_HOLY && sc->data[status]->val2 != ELE_DARK)
- break;
- default:
- continue;
- }
- }
- }
- if (type == 3 && it.second->flag[SCF_NOCLEARBUFF])
- continue;
- status_change_end(bl, status, INVALID_TIMER);
- if( type == 1 && sc->data[status] ) { // If for some reason status_change_end decides to still keep the status when quitting. [Skotlex]
- (sc->count)--;
- if (sc->data[status]->timer != INVALID_TIMER)
- delete_timer(sc->data[status]->timer, status_change_timer);
- ers_free(sc_data_ers, sc->data[status]);
- sc->data[status] = NULL;
- }
- }
- sc->opt1 = 0;
- sc->opt2 = 0;
- sc->opt3 = 0;
- if( type == 0 || type == 2 )
- clif_changeoption(bl);
- return 1;
- }
- /**
- * End a specific status after checking
- * @param bl: Source of the status change [PC|MOB|HOM|MER|ELEM|NPC]
- * @param type: Status change (SC_*)
- * @param tid: Timer
- * @param file: Used for dancing save
- * @param line: Used for dancing save
- * @return 1: Success 0: Fail
- */
- int status_change_end_(struct block_list* bl, enum sc_type type, int tid, const char* file, int line)
- {
- struct map_session_data *sd;
- struct status_change *sc;
- struct status_change_entry *sce;
- struct status_data *status;
- struct view_data *vd;
- std::shared_ptr<s_status_change_db> scdb = status_db.find(type);
- nullpo_ret(bl);
- sc = status_get_sc(bl);
- status = status_get_status_data(bl);
- if(!sc || !(sce = sc->data[type]) || !scdb)
- return 0;
- sd = BL_CAST(BL_PC,bl);
- if (sce->timer != tid && tid != INVALID_TIMER)
- return 0;
- if (tid == INVALID_TIMER) {
- if (type == SC_ENDURE && sce->val4)
- // Do not end infinite endure.
- return 0;
- if (type == SC_SPIDERWEB) {
- //Delete the unit group first to expire found in the status change
- std::shared_ptr<s_skill_unit_group> group, group2;
- t_tick tick = gettick();
- int pos = 1;
- if (sce->val2)
- if (!(group = skill_id2group(sce->val2)))
- sce->val2 = 0;
- if (sce->val3) {
- if (!(group2 = skill_id2group(sce->val3)))
- sce->val3 = 0;
- else if (!group || ((group->limit - DIFF_TICK(tick, group->tick)) > (group2->limit - DIFF_TICK(tick, group2->tick)))) {
- group = group2;
- pos = 2;
- }
- }
- if (sce->val4) {
- if (!(group2 = skill_id2group(sce->val4)))
- sce->val4 = 0;
- else if (!group || ((group->limit - DIFF_TICK(tick, group->tick)) > (group2->limit - DIFF_TICK(tick, group2->tick)))) {
- group = group2;
- pos = 3;
- }
- }
- if (pos == 1)
- sce->val2 = 0;
- else if (pos == 2)
- sce->val3 = 0;
- else if (pos == 3)
- sce->val4 = 0;
- if (group)
- skill_delunitgroup(group);
- if (!status_isdead(bl) && (sce->val2 || sce->val3 || sce->val4))
- return 0; //Don't end the status change yet as there are still unit groups associated with it
- }
- if (sce->timer != INVALID_TIMER) // Could be a SC with infinite duration
- delete_timer(sce->timer,status_change_timer);
- }
- (sc->count)--;
- if (scdb->state.any())
- status_calc_state(bl,sc,scdb->state,false);
- sc->data[type] = NULL;
- if (scdb->flag[SCF_DISPLAYPC] || scdb->flag[SCF_DISPLAYNPC])
- status_display_remove(bl,type);
- vd = status_get_viewdata(bl);
- std::bitset<SCB_MAX> calc_flag = scdb->calc_flag;
- switch(type) {
- case SC_KEEPING:
- case SC_BARRIER: {
- unit_data *ud = unit_bl2ud(bl);
- if (ud)
- ud->attackabletime = ud->canact_tick = ud->canmove_tick = gettick();
- }
- break;
- case SC_GRANITIC_ARMOR:
- {
- int damage = status->max_hp*sce->val3/100;
- if(status->hp < damage) // to not kill him
- damage = status->hp-1;
- status_damage(NULL,bl,damage,0,0,1,0);
- }
- break;
- case SC_RUN:
- {
- struct unit_data *ud = unit_bl2ud(bl);
- bool begin_spurt = true;
- // Note: this int64 value is stored in two separate int32 variables (FIXME)
- t_tick starttick = (t_tick)sce->val3&0x00000000ffffffffLL;
- starttick |= ((t_tick)sce->val4<<32)&0xffffffff00000000LL;
- if (ud) {
- if(!ud->state.running)
- begin_spurt = false;
- ud->state.running = 0;
- if (ud->walktimer != INVALID_TIMER)
- unit_stop_walking(bl,1);
- }
- if (begin_spurt && sce->val1 >= 7 &&
- DIFF_TICK(gettick(), starttick) <= 1000 &&
- (!sd || (sd->weapontype1 == W_FIST && sd->weapontype2 == W_FIST))
- )
- sc_start(bl,bl,SC_SPURT,100,sce->val1,skill_get_time2(scdb->skill_id, sce->val1));
- }
- break;
- case SC_AUTOBERSERK:
- if (sc->data[SC_PROVOKE] && sc->data[SC_PROVOKE]->val4 == 1)
- status_change_end(bl, SC_PROVOKE, INVALID_TIMER);
- break;
- case SC_ENDURE:
- case SC_DEFENDER:
- case SC_REFLECTSHIELD:
- case SC_AUTOGUARD:
- {
- struct map_session_data *tsd;
- if( bl->type == BL_PC ) { // Clear Status from others
- int i;
- for( i = 0; i < MAX_DEVOTION; i++ ) {
- if( sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) && tsd->sc.data[type] )
- status_change_end(&tsd->bl, type, INVALID_TIMER);
- }
- }
- else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag ) { // Clear Status from Master
- tsd = ((TBL_MER*)bl)->master;
- if( tsd && tsd->sc.data[type] )
- status_change_end(&tsd->bl, type, INVALID_TIMER);
- }
- }
- break;
- case SC_DEVOTION:
- {
- struct block_list *d_bl = map_id2bl(sce->val1);
- if( d_bl ) {
- if( d_bl->type == BL_PC )
- ((TBL_PC*)d_bl)->devotion[sce->val2] = 0;
- else if( d_bl->type == BL_MER )
- ((TBL_MER*)d_bl)->devotion_flag = 0;
- clif_devotion(d_bl, NULL);
- }
- status_change_end(bl, SC_AUTOGUARD, INVALID_TIMER);
- status_change_end(bl, SC_DEFENDER, INVALID_TIMER);
- status_change_end(bl, SC_REFLECTSHIELD, INVALID_TIMER);
- status_change_end(bl, SC_ENDURE, INVALID_TIMER);
- }
- break;
- case SC_FLASHKICK: {
- map_session_data *tsd;
- if (!(tsd = map_id2sd(sce->val1)))
- break;
- tsd->stellar_mark[sce->val2] = 0;
- }
- break;
- case SC_SOULUNITY: {
- map_session_data *tsd;
- if (!(tsd = map_id2sd(sce->val2)))
- break;
- tsd->united_soul[sce->val3] = 0;
- }
- break;
- case SC_BLADESTOP:
- if(sce->val4) {
- int tid2 = sce->val4; //stop the status for the other guy of bladestop as well
- struct block_list *tbl = map_id2bl(tid2);
- struct status_change *tsc = status_get_sc(tbl);
- sce->val4 = 0;
- if(tbl && tsc && tsc->data[SC_BLADESTOP]) {
- tsc->data[SC_BLADESTOP]->val4 = 0;
- status_change_end(tbl, SC_BLADESTOP, INVALID_TIMER);
- }
- clif_bladestop(bl, tid2, 0);
- }
- break;
- case SC_DANCING:
- {
- struct map_session_data *dsd;
- struct status_change_entry *dsc;
- if(sce->val4 && sce->val4 != BCT_SELF && (dsd=map_id2sd(sce->val4))) { // End status on partner as well
- dsc = dsd->sc.data[SC_DANCING];
- if(dsc) {
- // This will prevent recursive loops.
- dsc->val2 = dsc->val4 = 0;
- status_change_end(&dsd->bl, SC_DANCING, INVALID_TIMER);
- }
- }
- if(sce->val2) { // Erase associated land skill
- std::shared_ptr<s_skill_unit_group> group = skill_id2group(sce->val2);
- sce->val2 = 0;
- if (group)
- skill_delunitgroup(group);
- }
- if((sce->val1&0xFFFF) == CG_MOONLIT)
- clif_status_change(bl,EFST_MOON,0,0,0,0,0);
- #ifdef RENEWAL
- status_change_end(bl, SC_ENSEMBLEFATIGUE, INVALID_TIMER);
- #else
- status_change_end(bl, SC_LONGING, INVALID_TIMER);
- #endif
- }
- break;
- case SC_NOCHAT:
- if (sd && sd->status.manner < 0 && tid != INVALID_TIMER)
- sd->status.manner = 0;
- if (sd && tid == INVALID_TIMER) {
- clif_changestatus(sd,SP_MANNER,sd->status.manner);
- clif_updatestatus(sd,SP_MANNER);
- }
- break;
- case SC_SPLASHER:
- case SC_ROSEBLOSSOM:
- {
- struct block_list *src=map_id2bl(sce->val3);
- if(src && tid != INVALID_TIMER)
- skill_castend_damage_id(src, bl, sce->val2, sce->val1, gettick(), SD_LEVEL );
- }
- break;
- case SC_CLOSECONFINE2:{
- struct block_list *src = sce->val2?map_id2bl(sce->val2):NULL;
- struct status_change *sc2 = src?status_get_sc(src):NULL;
- if (src && sc2 && sc2->data[SC_CLOSECONFINE]) {
- // If status was already ended, do nothing.
- // Decrease count
- if (--(sc2->data[SC_CLOSECONFINE]->val1) <= 0) // No more holds, free him up.
- status_change_end(src, SC_CLOSECONFINE, INVALID_TIMER);
- }
- }
- case SC_CLOSECONFINE:
- if (sce->val2 > 0) {
- // Caster has been unlocked... nearby chars need to be unlocked.
- int range = 1
- + skill_get_range2(bl, scdb->skill_id, sce->val1, true)
- + skill_get_range2(bl, TF_BACKSLIDING, 1, true); // Since most people use this to escape the hold....
- map_foreachinallarea(status_change_timer_sub,
- bl->m, bl->x-range, bl->y-range, bl->x+range,bl->y+range,BL_CHAR,bl,sce,type,gettick());
- }
- break;
- case SC_COMBO:
- skill_combo_toggle_inf(bl,sce->val1,0);
- break;
- case SC_MARIONETTE:
- case SC_MARIONETTE2: // Marionette target
- if (sce->val1) { // Check for partner and end their marionette status as well
- enum sc_type type2 = (type == SC_MARIONETTE) ? SC_MARIONETTE2 : SC_MARIONETTE;
- struct block_list *pbl = map_id2bl(sce->val1);
- struct status_change* sc2 = pbl?status_get_sc(pbl):NULL;
- if (sc2 && sc2->data[type2]) {
- sc2->data[type2]->val1 = 0;
- status_change_end(pbl, type2, INVALID_TIMER);
- }
- }
- break;
- case SC_CONCENTRATION:
- if (sc->data[SC_ENDURE] && !sc->data[SC_ENDURE]->val4)
- status_change_end(bl, SC_ENDURE, INVALID_TIMER);
- break;
- case SC_BERSERK:
- if(status->hp > 200 && sc && sc->data[SC__BLOODYLUST]) {
- status_percent_heal(bl, 100, 0);
- status_change_end(bl, SC__BLOODYLUST, INVALID_TIMER);
- } else if (status->hp > 100 && sce->val2) // If val2 is removed, no HP penalty (dispelled?) [Skotlex]
- status_set_hp(bl, 100, 0);
- if(sc->data[SC_ENDURE] && sc->data[SC_ENDURE]->val4) {
- sc->data[SC_ENDURE]->val4 = 0;
- status_change_end(bl, SC_ENDURE, INVALID_TIMER);
- }
- sc_start4(bl, bl, SC_REGENERATION, 100, 10,0,0,(RGN_HP|RGN_SP), skill_get_time(LK_BERSERK, sce->val1));
- break;
- case SC_GOSPEL:
- if (sce->val3) { // Clear the group.
- std::shared_ptr<s_skill_unit_group> group = skill_id2group(sce->val3);
- sce->val3 = 0;
- if (group)
- skill_delunitgroup(group);
- }
- break;
- #ifndef RENEWAL
- case SC_HERMODE:
- if(sce->val3 == BCT_SELF)
- skill_clear_unitgroup(bl);
- break;
- case SC_BASILICA: // Clear the skill area. [Skotlex]
- if (sce->val3 && sce->val4 == bl->id) {
- std::shared_ptr<s_skill_unit_group> group = skill_id2group(sce->val3);
- sce->val3 = 0;
- if (group)
- skill_delunitgroup(group);
- }
- break;
- #endif
- case SC_TRICKDEAD:
- if (vd) vd->dead_sit = 0;
- break;
- case SC_WARM:
- case SC__MANHOLE:
- case SC_BANDING:
- case SC_LEADERSHIP:
- case SC_GLORYWOUNDS:
- case SC_SOULCOLD:
- case SC_HAWKEYES:
- if (sce->val4) { // Clear the group.
- std::shared_ptr<s_skill_unit_group> group = skill_id2group(sce->val4);
- sce->val4 = 0;
- if( group ) // Might have been cleared before status ended, e.g. land protector
- skill_delunitgroup(group);
- }
- break;
- case SC_JAILED:
- if(tid == INVALID_TIMER)
- break;
- // Natural expiration.
- if(sd && sd->mapindex == sce->val2)
- pc_setpos(sd,(unsigned short)sce->val3,sce->val4&0xFFFF, sce->val4>>16, CLR_TELEPORT);
- break; // Guess hes not in jail :P
- case SC_CHANGE:
- if (tid == INVALID_TIMER)
- break;
- // "lose almost all their HP and SP" on natural expiration.
- status_set_hp(bl, 10, 0);
- status_set_sp(bl, 10, 0);
- break;
- case SC_AUTOTRADE:
- if (tid == INVALID_TIMER)
- break;
- // Vending is not automatically closed for autovenders
- vending_closevending(sd);
- map_quit(sd);
- // Because map_quit calls status_change_end with tid -1
- // from here it's not neccesary to continue
- return 1;
- break;
- case SC_STOP:
- if( sce->val2 ) {
- struct block_list* tbl = map_id2bl(sce->val2);
- sce->val2 = 0;
- if( tbl && (sc = status_get_sc(tbl)) && sc->data[SC_STOP] && sc->data[SC_STOP]->val2 == bl->id )
- status_change_end(tbl, SC_STOP, INVALID_TIMER);
- }
- break;
- case SC_TENSIONRELAX:
- if (sc && (sc->data[SC_WEIGHT50] || sc->data[SC_WEIGHT90]))
- status_get_regen_data(bl)->state.overweight = 1; // Add the overweight flag back
- break;
- case SC_MONSTER_TRANSFORM:
- case SC_ACTIVE_MONSTER_TRANSFORM:
- if (sce->val2)
- status_change_end(bl, (sc_type)sce->val2, INVALID_TIMER);
- break;
- /* 3rd Stuff */
- case SC_MILLENNIUMSHIELD:
- clif_millenniumshield(bl, 0);
- break;
- case SC_HALLUCINATIONWALK:
- sc_start(bl,bl,SC_HALLUCINATIONWALK_POSTDELAY,100,sce->val1,skill_get_time2(GC_HALLUCINATIONWALK,sce->val1));
- break;
- case SC_WHITEIMPRISON:
- {
- struct block_list* src = map_id2bl(sce->val2);
- if( tid == -1 || !src)
- break; // Terminated by Damage
- 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);
- }
- break;
- case SC_WUGDASH:
- {
- struct unit_data *ud = unit_bl2ud(bl);
- if (ud) {
- ud->state.running = 0;
- if (ud->walktimer != INVALID_TIMER)
- unit_stop_walking(bl,1);
- }
- }
- break;
- case SC__SHADOWFORM:
- {
- struct map_session_data *s_sd = map_id2sd(sce->val2);
- if (s_sd) s_sd->shadowform_id = 0;
- }
- break;
- case SC_SATURDAYNIGHTFEVER: // Sit down force of Saturday Night Fever has the duration of only 3 seconds.
- sc_start(bl, bl,SC_SITDOWN_FORCE,100,sce->val1,skill_get_time2(WM_SATURDAY_NIGHT_FEVER,sce->val1));
- break;
- case SC_NEUTRALBARRIER_MASTER:
- case SC_STEALTHFIELD_MASTER:
- if( sce->val2 ) {
- std::shared_ptr<s_skill_unit_group> group = skill_id2group(sce->val2);
- sce->val2 = 0;
- if( group ) // Might have been cleared before status ended, e.g. land protector
- skill_delunitgroup(group);
- }
- break;
- case SC_CURSEDCIRCLE_ATKER:
- if( sce->val2 ) // Used the default area size cause there is a chance the caster could knock back and can't clear the target.
- map_foreachinallrange(status_change_timer_sub, bl, AREA_SIZE + 3, BL_CHAR, bl, sce, SC_CURSEDCIRCLE_TARGET, gettick());
- break;
- case SC_RAISINGDRAGON:
- if( sd && !pc_isdead(sd) ) {
- int i = min(sd->spiritball,5);
- pc_delspiritball(sd, sd->spiritball, 0);
- status_change_end(bl, SC_EXPLOSIONSPIRITS, INVALID_TIMER);
- while( i > 0 ) {
- pc_addspiritball(sd, skill_get_time(MO_CALLSPIRITS, pc_checkskill(sd,MO_CALLSPIRITS)), 5);
- --i;
- }
- }
- break;
- case SC_CURSEDCIRCLE_TARGET:
- {
- struct block_list *src = map_id2bl(sce->val2);
- struct status_change *sc2 = status_get_sc(src);
- if( sc2 && sc2->data[SC_CURSEDCIRCLE_ATKER] && --(sc2->data[SC_CURSEDCIRCLE_ATKER]->val2) == 0 ) {
- clif_bladestop(bl, sce->val2, 0);
- status_change_end(src, SC_CURSEDCIRCLE_ATKER, INVALID_TIMER);
- }
- }
- break;
- case SC_TEARGAS:
- status_change_end(bl,SC_TEARGAS_SOB,INVALID_TIMER);
- break;
- case SC_SITDOWN_FORCE:
- case SC_BANANA_BOMB_SITDOWN:
- if( sd && pc_issit(sd) && pc_setstand(sd, false) )
- skill_sit(sd, false);
- break;
- case SC_KYOUGAKU:
- clif_status_load(bl, EFST_KYOUGAKU, 0); // Avoid client crash
- clif_status_load(bl, EFST_ACTIVE_MONSTER_TRANSFORM, 0);
- break;
- case SC_INTRAVISION:
- calc_flag = status_db.getSCB_ALL(); // Required for overlapping
- break;
- case SC_SUNSTANCE:
- status_change_end(bl, SC_LIGHTOFSUN, INVALID_TIMER);
- break;
- case SC_LUNARSTANCE:
- status_change_end(bl, SC_NEWMOON, INVALID_TIMER);
- status_change_end(bl, SC_LIGHTOFMOON, INVALID_TIMER);
- break;
- case SC_STARSTANCE:
- status_change_end(bl, SC_FALLINGSTAR, INVALID_TIMER);
- status_change_end(bl, SC_LIGHTOFSTAR, INVALID_TIMER);
- break;
- case SC_UNIVERSESTANCE:
- status_change_end(bl, SC_LIGHTOFSUN, INVALID_TIMER);
- status_change_end(bl, SC_NEWMOON, INVALID_TIMER);
- status_change_end(bl, SC_LIGHTOFMOON, INVALID_TIMER);
- status_change_end(bl, SC_FALLINGSTAR, INVALID_TIMER);
- status_change_end(bl, SC_LIGHTOFSTAR, INVALID_TIMER);
- status_change_end(bl, SC_DIMENSION, INVALID_TIMER);
- break;
- case SC_GRAVITYCONTROL:
- status_fix_damage(bl, bl, sce->val2, clif_damage(bl, bl, gettick(), 0, 0, sce->val2, 0, DMG_NORMAL, 0, false), 0);
- clif_specialeffect(bl, 223, AREA);
- clif_specialeffect(bl, 330, AREA);
- break;
-
- case SC_OVERED_BOOST:
- switch (bl->type) {
- case BL_HOM: {
- struct homun_data *hd = BL_CAST(BL_HOM,bl);
- if( hd )
- hd->homunculus.hunger = max(1,hd->homunculus.hunger - 50);
- }
- break;
- case BL_PC:
- status_zap(bl,0,status_get_max_sp(bl) / 2);
- break;
- }
- break;
- case SC_FULL_THROTTLE: {
- int sec = skill_get_time2(scdb->skill_id, sce->val1);
- clif_status_change(bl, EFST_DEC_AGI, 1, sec, 0, 0, 0);
- sc_start(bl, bl, SC_REBOUND, 100, sce->val1, sec);
- }
- break;
- case SC_REBOUND:
- clif_status_load(bl, EFST_DEC_AGI, 0);
- break;
- case SC_ITEMSCRIPT: // Removes Buff Icons
- if (sd)
- clif_status_load(bl, (enum efst_type)sce->val2, 0);
- break;
- case SC_C_MARKER:
- {
- // Remove mark data from caster
- struct map_session_data *caster = map_id2sd(sce->val2);
- uint8 i = 0;
- if (!caster)
- break;
- ARR_FIND(0,MAX_SKILL_CRIMSON_MARKER,i,caster->c_marker[i] == bl->id);
- if (i < MAX_SKILL_CRIMSON_MARKER) {
- caster->c_marker[i] = 0;
- clif_crimson_marker(caster, bl, true);
- }
- }
- break;
- case SC_H_MINE:
- {
- // Drop the material from target if expired
- struct item it;
- struct map_session_data *caster = NULL;
- if (sce->val3 || status_isdead(bl) || !(caster = map_id2sd(sce->val2)))
- break;
- std::shared_ptr<s_skill_db> skill = skill_db.find(RL_H_MINE);
- if (!itemdb_exists(skill->require.itemid[0]))
- break;
- memset(&it, 0, sizeof(it));
- it.nameid = skill->require.itemid[0];
- it.amount = max(skill->require.amount[0],1);
- it.identify = 1;
- map_addflooritem(&it, it.amount, bl->m,bl->x, bl->y, caster->status.char_id, 0, 0, 4, 0);
- }
- break;
- case SC_VACUUM_EXTREME:
- ///< !CHECKME: Seems on official, there's delay before same target can be vacuumed in same area again [Cydh]
- sc_start2(bl, bl, SC_VACUUM_EXTREME_POSTDELAY, 100, sce->val1, sce->val2, skill_get_time2(SO_VACUUM_EXTREME,sce->val1));
- break;
- case SC_SWORDCLAN:
- case SC_ARCWANDCLAN:
- case SC_GOLDENMACECLAN:
- case SC_CROSSBOWCLAN:
- case SC_JUMPINGCLAN:
- status_change_end(bl,SC_CLAN_INFO,INVALID_TIMER);
- break;
- case SC_DIMENSION1:
- case SC_DIMENSION2:
- if (sd)
- pc_delspiritball(sd, 1, 0);
- break;
- case SC_SOULENERGY:
- if (sd)
- pc_delsoulball(sd, sd->soulball, false);
- break;
- case SC_MADOGEAR:
- status_db.removeByStatusFlag(bl, { SCF_MADOENDCANCEL });
- if (sd)
- pc_bonus_script_clear(sd, BSF_REM_ON_MADOGEAR);
- break;
- case SC_HOMUN_TIME:
- if (sd && hom_is_active(sd->hd))
- hom_vaporize(sd, HOM_ST_REST);
- break;
- case SC_SERVANT_SIGN: {
- map_session_data *tsd = map_id2sd(sce->val1);
- if( tsd != nullptr )
- tsd->servant_sign[sce->val2] = 0;
- }
- break;
- case SC_SOUNDBLEND: {
- block_list *src = map_id2bl(sce->val2);
- if (src && tid != INVALID_TIMER)
- skill_castend_damage_id(src, bl, TR_SOUNDBLEND, sce->val1, gettick(), SD_LEVEL|SD_ANIMATION);
- }
- break;
- case SC_SERVANTWEAPON:
- if( sd ){
- pc_delservantball( *sd, sd->servantball );
- }
- break;
- case SC_CHARGINGPIERCE:
- status_change_end(bl, SC_CHARGINGPIERCE_COUNT, INVALID_TIMER);
- break;
- case SC_ABYSSFORCEWEAPON:
- if( sd ){
- pc_delabyssball( *sd, sd->abyssball );
- }
- break;
- }
- // Reset the options as needed
- std::bitset<SCF_MAX> opt_flag = scdb->flag;
- bool disable_opt_flag = false;
- switch (type) {
- case SC_DANCING:
- if ((sce->val1&0xFFFF) == CG_MOONLIT)
- sc->opt3 &= ~OPT3_MOONLIT;
- break;
- case SC_INCATKRATE: // Simulated Explosion spirits effect.
- if (bl->type != BL_MOB) {
- disable_opt_flag = true;
- break;
- }
- break;
- }
- if (scdb->opt1)
- sc->opt1 = OPT1_NONE;
- if (scdb->opt2)
- sc->opt2 &= ~scdb->opt2;
- if (scdb->opt3)
- sc->opt3 &= ~scdb->opt3;
- if (scdb->look)
- sc->option &= ~scdb->look;
- if (calc_flag[SCB_DYE]) { // Restore DYE color
- if (vd && !vd->cloth_color && sce->val4)
- clif_changelook(bl,LOOK_CLOTHES_COLOR,sce->val4);
- calc_flag.reset(SCB_DYE);
- }
- /*if (calc_flag[SCB_BODY])// Might be needed in the future. [Rytech]
- { //Restore body style
- if (vd && !vd->body_style && sce->val4)
- clif_changelook(bl,LOOK_BODY2,sce->val4);
- calc_flag.reset(SCB_BODY);
- }*/
- // On Aegis, when turning off a status change, first goes the sc packet, then the option packet.
- int status_icon = scdb->icon;
- #if PACKETVER < 20151104
- if (status_icon == EFST_WEAPONPROPERTY)
- status_icon = EFST_ATTACK_PROPERTY_NOTHING + sce->val1; // Assign status icon for older clients
- #endif
- clif_status_change(bl,status_icon,0,0,0,0,0);
- if( opt_flag[SCF_NONPLAYER] ) // bugreport:681
- clif_changeoption2(bl);
- 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])) {
- clif_changeoption(bl);
- if (sd && opt_flag[SCF_SENDLOOK]) {
- clif_changelook(bl,LOOK_BASE,sd->vd.class_);
- clif_get_weapon_view(sd,&sd->vd.weapon,&sd->vd.shield);
- clif_changelook(bl,LOOK_WEAPON,sd->vd.weapon);
- clif_changelook(bl,LOOK_SHIELD,sd->vd.shield);
- clif_changelook(bl,LOOK_CLOTHES_COLOR,cap_value(sd->status.clothes_color,0,battle_config.max_cloth_color));
- clif_changelook(bl,LOOK_BODY2,cap_value(sd->status.body,0,battle_config.max_body_style));
- }
- }
- if (calc_flag.any()) {
- #ifndef RENEWAL
- if (type == SC_MAGICPOWER) {
- //If Mystical Amplification ends, MATK is immediately recalculated
- status_calc_bl_(bl, calc_flag, SCO_FORCE);
- } else
- #endif
- status_calc_bl_(bl, calc_flag);
- }
- if(opt_flag[SCF_UNITMOVE]) // Out of hiding, invoke on place.
- skill_unit_move(bl,gettick(),1);
- if(opt_flag[SCF_ONTOUCH] && sd && !sd->state.warping && map_getcell(bl->m,bl->x,bl->y,CELL_CHKNPC))
- npc_touch_area_allnpc(sd,bl->m,bl->x,bl->y); // Trigger on-touch event.
- // Needed to be here to make sure OPT1_STONEWAIT has been cleared from the target
- if (type == SC_STONEWAIT)
- status_change_start(bl, bl, SC_STONE, 100, sce->val1, sce->val2, 0, 0, sce->val3, SCSTART_NOAVOID);
- ers_free(sc_data_ers, sce);
- return 1;
- }
- /**
- * Resets timers for statuses
- * Used with reoccurring status effects, such as dropping SP every 5 seconds
- * @param tid: Timer ID
- * @param tick: How long before next call
- * @param id: ID of character
- * @param data: Information passed through the timer call
- * @return 1: Success 0: Fail
- */
- TIMER_FUNC(status_change_timer){
- enum sc_type type = (sc_type)data;
- struct block_list *bl;
- struct map_session_data *sd;
- int interval = status_get_sc_interval(type);
- bool dounlock = false;
- bl = map_id2bl(id);
- if(!bl) {
- ShowDebug("status_change_timer: Null pointer id: %d data: %" PRIdPTR "\n", id, data);
- return 0;
- }
- struct status_change * const sc = status_get_sc(bl);
- struct status_data * const status = status_get_status_data(bl);
- if(!sc) {
- ShowDebug("status_change_timer: Null pointer id: %d data: %" PRIdPTR " bl-type: %d\n", id, data, bl->type);
- return 0;
- }
-
- struct status_change_entry * const sce = sc->data[type];
- if(!sce) {
- ShowDebug("status_change_timer: Null pointer id: %d data: %" PRIdPTR " bl-type: %d\n", id, data, bl->type);
- return 0;
- }
- if( sce->timer != tid ) {
- ShowError("status_change_timer: Mismatch for type %d: %d != %d (bl id %d)\n",type,tid,sce->timer, bl->id);
- return 0;
- }
- sd = BL_CAST(BL_PC, bl);
- std::function<void (t_tick)> sc_timer_next = [&sce, &bl, &data](t_tick t) {
- sce->timer = add_timer(t, status_change_timer, bl->id, data);
- };
-
- switch(type) {
- case SC_MAXIMIZEPOWER:
- case SC_CLOAKING:
- if(!status_charge(bl, 0, 1))
- break; // Not enough SP to continue.
- sc_timer_next(sce->val2+tick);
- return 0;
- case SC_CHASEWALK:
- if(!status_charge(bl, 0, sce->val4))
- break; // Not enough SP to continue.
- if (!sc->data[SC_CHASEWALK2]) {
- sc_start(bl,bl, SC_CHASEWALK2,100,1<<(sce->val1-1),
- (t_tick)(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_ROGUE?10:1) // SL bonus -> x10 duration
- *skill_get_time2(status_db.getSkill(type),sce->val1));
- }
- sc_timer_next(sce->val2+tick);
- return 0;
- break;
- case SC_HIDING:
- if(--(sce->val2)>0) {
- if(sce->val2 % sce->val4 == 0 && !status_charge(bl, 0, 1))
- break; // Fail if it's time to substract SP and there isn't.
- sc_timer_next(1000+tick);
- return 0;
- }
- break;
- case SC_SIGHT:
- case SC_RUWACH:
- case SC_SIGHTBLASTER:
- if(type == SC_SIGHTBLASTER) {
- //Restore trap immunity
- if(sce->val4%2)
- sce->val4--;
- map_foreachinallrange( status_change_timer_sub, bl, sce->val3, BL_CHAR|BL_SKILL, bl, sce, type, tick);
- } else {
- map_foreachinallrange( status_change_timer_sub, bl, sce->val3, BL_CHAR, bl, sce, type, tick);
- skill_reveal_trap_inarea(bl, sce->val3, bl->x, bl->y);
- }
- if( --(sce->val2)>0 ) {
- sce->val4 += 20; // Use for Shadow Form 2 seconds checking.
- sc_timer_next(20+tick);
- return 0;
- }
- break;
- case SC_PROVOKE:
- if(sce->val4) { // Auto-provoke (it is ended in status_heal)
- sc_timer_next(1000*60+tick);
- return 0;
- }
- break;
- case SC_STONE:
- if (sce->val4 >= 0 && status->hp > status->max_hp / 4)
- status_percent_damage(nullptr, bl, -1, 0, false);
- break;
- case SC_POISON:
- case SC_DPOISON:
- if (sce->val4 >= 0 && !sc->data[SC_SLOWPOISON]) {
- unsigned int damage = 0;
- if (sd)
- damage = (type == SC_DPOISON) ? 2 + status->max_hp / 50 : 2 + status->max_hp * 3 / 200;
- else
- damage = (type == SC_DPOISON) ? 2 + status->max_hp / 100 : 2 + status->max_hp / 200;
- if (status->hp > umax(status->max_hp / 4, damage)) // Stop damaging after 25% HP left.
- status_zap(bl, damage, 0);
- }
- break;
- case SC_BLEEDING:
- if (sce->val4 >= 0) {
- int64 damage = rnd() % 600 + 200;
- if (!sd && damage >= status->hp)
- damage = status->hp - 1; // No deadly damage for monsters
- map_freeblock_lock();
- dounlock = true;
- status_zap(bl, damage, 0);
- }
- break;
- case SC_BURNING:
- if (sce->val4 >= 0) {
- int64 damage = 1000 + (3 * status->max_hp) / 100; // Deals fixed (1000 + 3%*MaxHP)
- map_freeblock_lock();
- dounlock = true;
- status_fix_damage(bl, bl, damage, clif_damage(bl, bl, tick, 0, 1, damage, 1, DMG_NORMAL, 0, false),0);
- }
- break;
-
- case SC_TOXIN:
- if (sce->val4 >= 0) { // Damage is every 10 seconds including 3%sp drain.
- if (sce->val3 == 1) { // Target
- map_freeblock_lock();
- dounlock = true;
- 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);
- } else { // Caster
- interval = 1000; // Assign here since status_get_sc_internval() contains the target interval.
- if (status->sp < status->max_sp)
- status_heal(bl, 0, (int)status->max_sp * 1 / 100, 1);
- }
- }
- break;
- case SC_MAGICMUSHROOM:
- if (sce->val4 >= 0) {
- bool flag = 0;
- int64 damage = status->max_hp * 3 / 100;
- if (status->hp <= damage)
- damage = status->hp - 1; // Cannot Kill
- if (damage > 0) { // 3% Damage each 4 seconds
- map_freeblock_lock();
- status_zap(bl, damage, 0);
- flag = !sc->data[type]; // Killed? Should not
- map_freeblock_unlock();
- }
- if (!flag) { // Random Skill Cast
- if (magic_mushroom_db.size() > 0 && sd && !pc_issit(sd)) { // Can't cast if sit
- auto mushroom_spell = magic_mushroom_db.begin();
- std::advance(mushroom_spell, rnd() % magic_mushroom_db.size());
- uint16 mushroom_skill_id = mushroom_spell->second->skill_id;
- if (!skill_get_index(mushroom_skill_id))
- break;
- unit_stop_attack(bl);
- unit_skillcastcancel(bl, 1);
- switch (skill_get_casttype(mushroom_skill_id)) { // Magic Mushroom skills are buffs or area damage
- case CAST_GROUND:
- skill_castend_pos2(bl, bl->x, bl->y, mushroom_skill_id, 1, tick, 0);
- break;
- case CAST_NODAMAGE:
- skill_castend_nodamage_id(bl, bl, mushroom_skill_id, 1, tick, 0);
- break;
- case CAST_DAMAGE:
- skill_castend_damage_id(bl, bl, mushroom_skill_id, 1, tick, 0);
- break;
- }
- }
- clif_emotion(bl, ET_SMILE);
- }
- }
- break;
-
- case SC_PYREXIA:
- if (sce->val4 >= 0) {
- map_freeblock_lock();
- dounlock = true;
- status_fix_damage(bl, bl, 100, clif_damage(bl, bl, tick, status->amotion, status->dmotion + 500, 100, 1, DMG_NORMAL, 0, false),0);
- }
- break;
-
- case SC_LEECHESEND:
- if (sce->val4 >= 0) {
- int64 damage = status->vit * (sce->val1 - 3) + (int)status->max_hp / 100; // {Target VIT x (New Poison Research Skill Level - 3)} + (Target HP/100)
- map_freeblock_lock();
- dounlock = true;
- status_fix_damage(bl, bl, damage, clif_damage(bl, bl, tick, status->amotion, status->dmotion + 500, damage, 1, DMG_NORMAL, 0, false),0);
- unit_skillcastcancel(bl, 2);
- }
- break;
- case SC_DEATHHURT:
- if (sce->val4 >= 0) {
- if (status->hp < status->max_hp)
- status_heal(bl, (int)status->max_hp * 1 / 100, 0, 1);
- }
- break;
- case SC_TENSIONRELAX:
- if(status->max_hp > status->hp && --(sce->val3) >= 0) {
- sc_timer_next(10000 + tick);
- return 0;
- }
- break;
- case SC_KNOWLEDGE:
- if (!sd) break;
- if(bl->m == sd->feel_map[0].m ||
- bl->m == sd->feel_map[1].m ||
- bl->m == sd->feel_map[2].m)
- { // Timeout will be handled by pc_setpos
- sce->timer = INVALID_TIMER;
- return 0;
- }
- break;
- case SC_S_LIFEPOTION:
- case SC_L_LIFEPOTION:
- if( --(sce->val4) >= 0 ) {
- // val1 < 0 = per max% | val1 > 0 = exact amount
- int hp = 0;
- if( status->hp < status->max_hp )
- hp = (sce->val1 < 0) ? (int)(status->max_hp * -1 * sce->val1 / 100.) : sce->val1;
- status_heal(bl, hp, 0, 2);
- sc_timer_next((sce->val2 * 1000) + tick);
- return 0;
- }
- break;
- case SC_BOSSMAPINFO:
- if( sd && --(sce->val4) >= 0 ) {
- struct mob_data *boss_md = map_id2boss(sce->val1);
- if (boss_md) {
- if (sd->bl.m != boss_md->bl.m) // Not on same map anymore
- return 0;
- else if (boss_md->bl.prev != NULL) { // Boss is alive - Update X, Y on minimap
- sce->val2 = 0;
- clif_bossmapinfo(sd, boss_md, BOSS_INFO_ALIVE);
- } else if (boss_md->spawn_timer != INVALID_TIMER && !sce->val2) { // Boss is dead
- sce->val2 = 1;
- clif_bossmapinfo(sd, boss_md, BOSS_INFO_DEAD);
- }
- }
- sc_timer_next(1000 + tick);
- return 0;
- }
- break;
- case SC_DANCING: // SP consumption by time of dancing skills
- {
- int s = 0;
- int sp = 1;
- if (--sce->val3 <= 0)
- break;
- switch(sce->val1&0xFFFF) {
- #ifndef RENEWAL
- case BD_RICHMANKIM:
- case BD_DRUMBATTLEFIELD:
- case BD_RINGNIBELUNGEN:
- case BD_SIEGFRIED:
- case BA_DISSONANCE:
- case BA_ASSASSINCROSS:
- case DC_UGLYDANCE:
- s=3;
- break;
- case BD_LULLABY:
- case BD_ETERNALCHAOS:
- case BD_ROKISWEIL:
- case DC_FORTUNEKISS:
- s=4;
- break;
- case CG_HERMODE:
- case BD_INTOABYSS:
- case BA_WHISTLE:
- case DC_HUMMING:
- case BA_POEMBRAGI:
- case DC_SERVICEFORYOU:
- s=5;
- break;
- case BA_APPLEIDUN:
- s=6;
- break;
- #endif
- case CG_MOONLIT:
- // Moonlit's cost is 4sp*skill_lv [Skotlex]
- sp= 4*(sce->val1>>16);
- // Upkeep is also every 10 secs.
- #ifndef RENEWAL
- case DC_DONTFORGETME:
- #endif
- s=10;
- break;
- }
- if( s != 0 && sce->val3 % s == 0 ) {
- #ifndef RENEWAL
- if (sc->data[SC_LONGING])
- sp*= 3;
- #endif
- if (!status_charge(bl, 0, sp))
- break;
- }
- sc_timer_next(1000+tick);
- return 0;
- }
- break;
- case SC_BERSERK:
- // 5% every 10 seconds [DracoRPG]
- if( --( sce->val3 ) > 0 && status_charge(bl, sce->val2, 0) && status->hp > 100 ) {
- sc_timer_next(sce->val4+tick);
- return 0;
- }
- break;
- case SC_NOCHAT:
- if(sd) {
- sd->status.manner++;
- clif_changestatus(sd,SP_MANNER,sd->status.manner);
- clif_updatestatus(sd,SP_MANNER);
- if (sd->status.manner < 0) { // Every 60 seconds your manner goes up by 1 until it gets back to 0.
- sc_timer_next(60000+tick);
- return 0;
- }
- }
- break;
- case SC_SPLASHER:
- // Custom Venom Splasher countdown timer
- // if (sce->val4 % 1000 == 0) {
- // char timer[10];
- // snprintf (timer, 10, "%d", sce->val4/1000);
- // clif_message(bl, timer);
- // }
- if((sce->val4 -= 500) > 0) {
- sc_timer_next(500 + tick);
- return 0;
- }
- break;
- case SC_MARIONETTE:
- case SC_MARIONETTE2:
- {
- struct block_list *pbl = map_id2bl(sce->val1);
- if( pbl && check_distance_bl(bl, pbl, 7) ) {
- sc_timer_next(1000 + tick);
- return 0;
- }
- }
- break;
- case SC_GOSPEL:
- if(sce->val4 == BCT_SELF && --(sce->val2) > 0) {
- int hp, sp;
- hp = (sce->val1 > 5) ? 45 : 30;
- sp = (sce->val1 > 5) ? 35 : 20;
- if(!status_charge(bl, hp, sp))
- break;
- sc_timer_next(10000+tick);
- return 0;
- }
- break;
- case SC_JAILED:
- if(sce->val1 == INT_MAX || --(sce->val1) > 0) {
- sc_timer_next(60000+tick);
- return 0;
- }
- break;
- case SC_BLIND:
- if(sc->data[SC_FOGWALL]) { // Blind lasts forever while you are standing on the fog.
- sc_timer_next(5000+tick);
- return 0;
- }
- break;
- case SC_ABUNDANCE:
- if(--(sce->val4) > 0) {
- status_heal(bl,0,60,0);
- sc_timer_next(10000+tick);
- }
- break;
-
- case SC_OBLIVIONCURSE:
- if( --(sce->val4) >= 0 ) {
- clif_emotion(bl,ET_QUESTION);
- sc_timer_next(3000 + tick);
- return 0;
- }
- break;
- case SC_WEAPONBLOCKING:
- if( --(sce->val4) >= 0 ) {
- if( !status_charge(bl,0,3) )
- break;
- sc_timer_next(5000+tick);
- return 0;
- }
- break;
- case SC_CLOAKINGEXCEED:
- if(!status_charge(bl,0,10-sce->val1))
- break;
- sc_timer_next(1000 + tick);
- return 0;
- case SC_RENOVATIO:
- if( --(sce->val4) >= 0 ) {
- int heal = status->max_hp * (sce->val1 + 4) / 100;
- if( sc && sc->data[SC_AKAITSUKI] && heal )
- heal = ~heal + 1;
- status_heal(bl, heal, 0, 3);
- sc_timer_next(5000 + tick);
- return 0;
- }
- break;
- case SC_SPHERE_1:
- case SC_SPHERE_2:
- case SC_SPHERE_3:
- case SC_SPHERE_4:
- case SC_SPHERE_5:
- if( --(sce->val4) >= 0 ) {
- if( !status_charge(bl, 0, 1) )
- break;
- sc_timer_next(1000 + tick);
- return 0;
- }
- break;
- case SC_FREEZE_SP:
- if( !status_charge(bl, 0, sce->val2) ) {
- int i;
- for(i = SC_SPELLBOOK1; i <= SC_MAXSPELLBOOK; i++) // Also remove stored spell as well.
- status_change_end(bl, (sc_type)i, INVALID_TIMER);
- break;
- }
- sc_timer_next(10000 + tick);
- return 0;
- case SC_ELECTRICSHOCKER:
- if( --(sce->val4) >= 0 ) {
- status_charge(bl, 0, 5 * sce->val1 * status->max_sp / 100);
- sc_timer_next(1000 + tick);
- return 0;
- }
- break;
- case SC_CAMOUFLAGE:
- if (!status_charge(bl, 0, 7 - sce->val1))
- break;
- if (--sce->val4 >= 0)
- sce->val3++;
- sc_timer_next(1000 + tick);
- return 0;
- case SC__REPRODUCE:
- if(!status_charge(bl, 0, 1))
- break;
- sc_timer_next(1000+tick);
- return 0;
- case SC__SHADOWFORM:
- if( --(sce->val4) >= 0 ) {
- if( !status_charge(bl, 0, 11 - sce->val1) )
- break;
- sc_timer_next(1000 + tick);
- return 0;
- }
- break;
- case SC__INVISIBILITY:
- if( !status_charge(bl, 0, (12 - 2 * sce->val1) * status->max_sp / 100) ) // 6% - skill_lv.
- break;
- sc_timer_next(1000 + tick);
- return 0;
- case SC_STRIKING:
- if( --(sce->val4) >= 0 ) {
- if( !status_charge(bl,0, sce->val3 ) )
- break;
- sc_timer_next(1000 + tick);
- return 0;
- }
- break;
- case SC_WARMER: {
- int hp = 0;
- struct status_change *ssc = status_get_sc(map_id2bl(sce->val2));
- if (ssc && ssc->data[SC_HEATER_OPTION])
- hp = status->max_hp * 3 * sce->val1 / 100;
- else
- hp = status->max_hp * sce->val1 / 100;
- if (sc && sc->data[SC_AKAITSUKI] && hp)
- hp = ~hp + 1;
- if (status->hp != status->max_hp)
- status_heal(bl, hp, 0, 0);
- sc_timer_next(3000 + tick);
- return 0;
- }
- case SC_HELLS_PLANT:
- if( sce->val4 >= 0 ){
- skill_castend_damage_id( bl, bl, GN_HELLS_PLANT_ATK, sce->val1, tick, 0 );
- }
- break;
- case SC_VOICEOFSIREN:
- if( --(sce->val4) >= 0 ) {
- clif_emotion(bl,ET_THROB);
- sc_timer_next(2000 + tick);
- return 0;
- }
- break;
- case SC_DEEPSLEEP:
- if( --(sce->val4) >= 0 ) { // Recovers 3% HP/SP every 2 seconds.
- status_heal(bl, status->max_hp * 3 / 100, status->max_sp * 3 / 100, 2);
- sc_timer_next(2000 + tick);
- return 0;
- }
- break;
- case SC_SATURDAYNIGHTFEVER:
- // 1% HP/SP drain every val4 seconds [Jobbie]
- if( --(sce->val3) >= 0 ) {
- if( !status_charge(bl, status->hp / 100, status->sp / 100) )
- break;
- sc_timer_next(sce->val4+tick);
- return 0;
- }
- break;
- case SC_CRYSTALIZE:
- if( --(sce->val4) >= 0 ) { // Drains 2% of HP and 1% of SP every seconds.
- if (!status_charge(bl, status->max_hp * 2 / 100, status->max_sp / 100))
- break;
- sc_timer_next(1000 + tick);
- return 0;
- }
- break;
- case SC_FORCEOFVANGUARD:
- if( !status_charge(bl,0,24 - 4 * sce->val1) )
- break;
- sc_timer_next(10000 + tick);
- return 0;
- case SC_BANDING:
- if( status_charge(bl, 0, 7 - sce->val1) ) {
- sce->val2 = (sd ? skill_banding_count(sd) : 1);
- sc_timer_next(5000 + tick);
- return 0;
- }
- break;
- case SC_REFLECTDAMAGE:
- if( --(sce->val4) > 0 ) {
- if( !status_charge(bl,0,10) )
- break;
- sc_timer_next(1000 + tick);
- return 0;
- }
- break;
- case SC_OVERHEAT_LIMITPOINT:
- if (--(sce->val1) >= 0) { // Cooling
- static std::vector<int16> limit = { 150, 200, 280, 360, 450 };
- uint16 skill_lv = (sd ? cap_value(pc_checkskill(sd, NC_MAINFRAME), 0, (uint16)(limit.size()-1)) : 0);
- if (sc && sc->data[SC_OVERHEAT])
- status_change_end(bl,SC_OVERHEAT,INVALID_TIMER);
- if (sce->val1 > limit[skill_lv])
- sc_start(bl, bl, SC_OVERHEAT, 100, sce->val1, 1000);
- sc_timer_next(1000 + tick);
- return 0;
- }
- break;
- case SC_OVERHEAT: {
- uint32 damage = status->max_hp / 100; // Suggestion 1% each second
- if (damage >= status->hp)
- damage = status->hp - 1; // Do not kill, just keep you with 1 hp minimum
- map_freeblock_lock();
- status_fix_damage(NULL, bl, damage, clif_damage(bl, bl, tick, 0, 0, damage, 0, DMG_NORMAL, 0, false),0);
- if (sc->data[type]) {
- sc_timer_next(1000 + tick);
- }
- map_freeblock_unlock();
- return 0;
- }
- break;
- case SC_MAGNETICFIELD:
- if (--(sce->val4) >= 0) {
- struct block_list *src = map_id2bl(sce->val2);
- if (!src || (src && (status_isdead(src) || src->m != bl->m)))
- break;
- map_freeblock_lock();
- if (!status_charge(bl, 0, 50))
- status_zap(bl, 0, status->sp);
- if (sc->data[type])
- sc_timer_next(1000 + tick);
- map_freeblock_unlock();
- return 0;
- }
- break;
- case SC_INSPIRATION:
- if(--(sce->val4) >= 0) {
- if (!status_charge(bl, status->max_hp * (35 - 5 * sce->val1) / 1000, status->max_sp * (45 - 5 * sce->val1) / 1000))
- break;
- sc_timer_next(5000+tick);
- return 0;
- }
- break;
- case SC_SHIELDSPELL_HP:
- if( sce->val4 >= 0 && status->hp < status->max_hp ){
- status_heal( bl, status->max_hp * sce->val2 / 100, 0, 1 );
- }
- break;
- case SC_SHIELDSPELL_SP:
- if( sce->val4 >= 0 && status->sp < status->max_sp ){
- status_heal( bl, 0, status->max_sp * sce->val2 / 100, 1 );
- }
- break;
- case SC_TROPIC:
- case SC_CHILLY_AIR:
- case SC_WILD_STORM:
- case SC_UPHEAVAL:
- case SC_HEATER:
- case SC_COOLER:
- case SC_BLAST:
- case SC_CURSED_SOIL:
- case SC_PYROTECHNIC:
- case SC_AQUAPLAY:
- case SC_GUST:
- case SC_PETROLOGY:
- case SC_CIRCLE_OF_FIRE:
- case SC_FIRE_CLOAK:
- case SC_WATER_DROP:
- case SC_WATER_SCREEN:
- case SC_WIND_CURTAIN:
- case SC_WIND_STEP:
- case SC_STONE_SHIELD:
- case SC_SOLID_SKIN:
- case SC_FLAMETECHNIC:
- case SC_FLAMEARMOR:
- case SC_COLD_FORCE:
- case SC_CRYSTAL_ARMOR:
- case SC_GRACE_BREEZE:
- case SC_EYES_OF_STORM:
- case SC_EARTH_CARE:
- case SC_STRONG_PROTECTION:
- case SC_DEEP_POISONING:
- case SC_POISON_SHIELD:
- if( !status_charge(bl,0,sce->val2) ) {
- struct block_list *s_bl = battle_get_master(bl);
- if (bl->type == BL_ELEM)
- elemental_change_mode(BL_CAST(BL_ELEM, bl), EL_MODE_PASSIVE);
- if( s_bl )
- status_change_end(s_bl,static_cast<sc_type>(type+1),INVALID_TIMER);
- status_change_end(bl,type,INVALID_TIMER);
- break;
- }
- sc_timer_next(sce->val3 + tick);
- return 0;
- case SC_WATER_SCREEN_OPTION:
- status_heal(bl,1000,0,2);
- sc_timer_next(10000 + tick);
- return 0;
- case SC_TEARGAS:
- if( --(sce->val4) >= 0 ) {
- struct block_list *src = map_id2bl(sce->val3);
- int damage = sce->val2;
- map_freeblock_lock();
- clif_damage(bl, bl, tick, 0, 0, damage, 1, DMG_MULTI_HIT_ENDURE, 0, false);
- status_damage(src, bl, damage,0, 0, 1, 0);
- if( sc->data[type] ) {
- sc_timer_next(2000 + tick);
- }
- map_freeblock_unlock();
- return 0;
- }
- break;
- case SC_TEARGAS_SOB:
- if( --(sce->val4) >= 0 ) {
- clif_emotion(bl, ET_CRY);
- sc_timer_next(3000 + tick);
- return 0;
- }
- break;
- case SC_STOMACHACHE:
- if( --(sce->val4) >= 0 ) {
- status_charge(bl,0,sce->val2); // Reduce 8 every 10 seconds.
- if( sd && !pc_issit(sd) ) { // Force to sit every 10 seconds.
- pc_setsit(sd);
- skill_sit(sd, true);
- clif_sitting(bl);
- }
- sc_timer_next(10000 + tick);
- return 0;
- }
- break;
- case SC_LEADERSHIP:
- case SC_GLORYWOUNDS:
- case SC_SOULCOLD:
- case SC_HAWKEYES:
- // They only end by status_change_end
- sc_timer_next(600000 + tick);
- return 0;
- case SC_MEIKYOUSISUI:
- if( --(sce->val4) >= 0 ) {
- status_heal(bl, status->max_hp * sce->val2 / 100, status->max_sp * sce->val3 / 100, 0);
- sc_timer_next(1000 + tick);
- return 0;
- }
- break;
- case SC_KAGEMUSYA:
- if( --(sce->val4) >= 0 ) {
- if(!status_charge(bl, 0, 1)) break;
- sc_timer_next(1000+tick);
- return 0;
- }
- break;
- case SC_ANGRIFFS_MODUS:
- if(--(sce->val4) >= 0) { // Drain hp/sp
- if( !status_charge(bl,100,20) ) break;
- sc_timer_next(1000+tick);
- return 0;
- }
- break;
- case SC_CBC:
- if(--(sce->val4) >= 0) { // Drain hp/sp
- int hp=0;
- int sp = (status->max_sp * sce->val3) / 100;
- if(bl->type == BL_MOB) hp = sp*10;
- if( !status_charge(bl,hp,sp) )break;
- sc_timer_next(1000+tick);
- return 0;
- }
- break;
- case SC_FULL_THROTTLE:
- if( --(sce->val4) >= 0 ) {
- status_percent_damage(bl, bl, 0, sce->val2, false);
- sc_timer_next(1000 + tick);
- return 0;
- }
- break;
- case SC_REBOUND:
- if( --(sce->val4) >= 0 ) {
- clif_emotion(bl, ET_SWEAT);
- sc_timer_next(2000 + tick);
- return 0;
- }
- break;
- case SC_KINGS_GRACE:
- if( --(sce->val4) >= 0 ) {
- status_percent_heal(bl, sce->val2, 0);
- sc_timer_next(1000 + tick);
- return 0;
- }
- break;
- case SC_FRIGG_SONG:
- if( --(sce->val4) >= 0 ) {
- status_heal(bl, sce->val3, 0, 0);
- sc_timer_next(1000 + tick);
- return 0;
- }
- break;
- case SC_C_MARKER:
- if( --(sce->val4) >= 0 ) {
- TBL_PC *caster = map_id2sd(sce->val2);
- if (!caster || caster->bl.m != bl->m) //End the SC if caster isn't in same map
- break;
- sc_timer_next(1000 + tick);
- clif_crimson_marker(caster, bl, false);
- return 0;
- }
- break;
- case SC_STEALTHFIELD_MASTER:
- if (--(sce->val4) >= 0) {
- if (!status_charge(bl, 0, status->max_sp * 3 / 100))
- break;
- sc_timer_next(sce->val3 + tick);
- return 0;
- }
- break;
- case SC_VACUUM_EXTREME:
- if (sce->val4 > 0) {
- // Only slide targets to center if they are standing still
- if (unit_bl2ud(bl)->walktimer == INVALID_TIMER) {
- uint16 x = sce->val3 >> 16, y = sce->val3 & 0xFFFF;
- 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)) {
- clif_slide(bl, x, y);
- clif_fixpos(bl);
- }
- }
- sc_timer_next(tick + sce->val4);
- sce->val4 = 0;
- }
- break;
- case SC_FIRE_INSIGNIA:
- if (--(sce->val4) >= 0) {
- if (status->def_ele == ELE_FIRE)
- status_heal(bl, status->max_hp / 100, 0, 1);
- else if (status->def_ele == ELE_EARTH)
- status_zap(bl, status->max_hp / 100, 0);
- sc_timer_next(5000 + tick);
- return 0;
- }
- break;
- case SC_WATER_INSIGNIA:
- if (--(sce->val4) >= 0) {
- if (status->def_ele == ELE_WATER)
- status_heal(bl, status->max_hp / 100, 0, 1);
- else if (status->def_ele == ELE_FIRE)
- status_zap(bl, status->max_hp / 100, 0);
- sc_timer_next(5000 + tick);
- return 0;
- }
- break;
- case SC_WIND_INSIGNIA:
- if (--(sce->val4) >= 0) {
- if (status->def_ele == ELE_WIND)
- status_heal(bl, status->max_hp / 100, 0, 1);
- else if (status->def_ele == ELE_WATER)
- status_zap(bl, status->max_hp / 100, 0);
- sc_timer_next(5000 + tick);
- return 0;
- }
- break;
- case SC_EARTH_INSIGNIA:
- if (--(sce->val4) >= 0) {
- if (status->def_ele == ELE_EARTH)
- status_heal(bl, status->max_hp / 100, 0, 1);
- else if (status->def_ele == ELE_WIND)
- status_zap(bl, status->max_hp / 100, 0);
- sc_timer_next(5000 + tick);
- return 0;
- }
- break;
- case SC_BITESCAR:
- if (--(sce->val4) >= 0) {
- status_percent_damage(bl, bl, -(sce->val2), 0, 0);
- sc_timer_next(1000 + tick);
- return 0;
- }
- break;
- case SC_FRESHSHRIMP:
- if (--(sce->val4) >= 0) {
- status_heal(bl, sce->val2, 0, 3);
- sc_timer_next((10000 - ((sce->val1 - 1) * 1000)) + tick);
- return 0;
- }
- break;
- case SC_DORAM_BUF_01:
- if( sd && --(sce->val4) >= 0 ) {
- if( status->hp < status->max_hp )
- status_heal(bl, 10, 0, 2);
- sc_timer_next(10000 + tick);
- return 0;
- }
- break;
- case SC_DORAM_BUF_02:
- if( sd && --(sce->val4) >= 0 ) {
- if( status->sp < status->max_sp )
- status_heal(bl, 0, 5, 2);
- sc_timer_next(10000 + tick);
- return 0;
- }
- break;
- case SC_NEWMOON:
- if (--(sce->val4) >= 0) {
- if (!status_charge(bl, 0, 1))
- break;
- sc_timer_next(1000 + tick);
- return 0;
- }
- break;
- case SC_CREATINGSTAR:
- if (--(sce->val4) >= 0) { // Needed to check who the caster is and what AoE is giving the status.
- struct block_list *star_caster = map_id2bl(sce->val2);
- struct skill_unit *star_aoe = (struct skill_unit *)map_id2bl(sce->val3);
- if (star_caster == nullptr || status_isdead(star_caster) || star_caster->m != bl->m || star_aoe == nullptr)
- break;
- sc_timer_next(500 + tick);
- // Attack after timer to prevent errors
- skill_attack(BF_WEAPON, star_caster, &star_aoe->bl, bl, SJ_BOOKOFCREATINGSTAR, sce->val1, tick, 0);
- return 0;
- }
- break;
- case SC_SOULUNITY:
- if (--(sce->val4) >= 0) { // Needed to check the caster's location for the range check.
- struct block_list *unity_src = map_id2bl(sce->val2);
- if (!unity_src || status_isdead(unity_src) || unity_src->m != bl->m || !check_distance_bl(bl, unity_src, 11))
- break;
- status_heal(bl, 150 * sce->val1, 0, 2);
- sc_timer_next(3000 + tick);
- return 0;
- }
- break;
- case SC_SOULCOLLECT:
- pc_addsoulball(sd, sce->val2);
- if (sd->soulball < sce->val2) {
- sc_timer_next(sce->val3 + tick);
- return 0;
- }
- break;
- case SC_HELPANGEL:
- if (--(sce->val4) >= 0) {
- status_heal(bl, 1000, 350, 2);
- sc_timer_next(1000 + tick);
- return 0;
- }
- break;
- case SC_BURNT:
- if( --(sce->val4) >= 0 ) {
- int damage = 2000;
- if( damage >= status->hp )
- damage = status->hp - 1;
- map_freeblock_lock();
- status_zap(bl,damage,0);
- if( sc->data[type] ) {
- sc_timer_next(1000 + tick);
- }
- map_freeblock_unlock();
- return 0;
- }
- break;
- case SC_MEDIALE:
- if (--(sce->val4) >= 0) {
- clif_specialeffect(bl, 1808, AREA);
- skill_castend_nodamage_id(bl, bl, CD_MEDIALE_VOTUM, sce->val1, tick, 1);
- sc_timer_next(2000 + tick);
- return 0;
- }
- break;
- case SC_DANCING_KNIFE:
- if (--(sce->val4) >= 0) {
- skill_castend_nodamage_id(bl, bl, SHC_DANCING_KNIFE, sce->val1, tick, 1);
- sc_timer_next(300 + tick);
- return 0;
- }
- break;
- case SC_A_MACHINE:
- if (--(sce->val4) >= 0) {
- skill_castend_nodamage_id(bl, bl, MT_A_MACHINE, sce->val1, tick, 1);
- sc_timer_next(1000 + tick);
- return 0;
- }
- break;
- case SC_SERVANTWEAPON:
- if (sce->val4 >= 0) {
- if( sd && sd->servantball < MAX_SERVANTBALL ){
- pc_addservantball( *sd, MAX_SERVANTBALL );
- }
- interval = max(500, skill_get_time2(DK_SERVANTWEAPON, sce->val1));
- map_freeblock_lock();
- dounlock = true;
- }
- break;
- case SC_ABYSSFORCEWEAPON:
- if (sce->val4 >= 0) {
- if( sd && sd->abyssball < MAX_ABYSSBALL ){
- pc_addabyssball( *sd );
- }
- interval = max(500, skill_get_time2(ABC_FROM_THE_ABYSS, sce->val1));
- map_freeblock_lock();
- dounlock = true;
- }
- break;
- }
- // If status has an interval and there is at least 100ms remaining time, wait for next interval
- if(interval > 0 && sc->data[type] && sce->val4 >= 100) {
- sc_timer_next(min(sce->val4,interval)+tick);
- sce->val4 -= interval;
- if (dounlock)
- map_freeblock_unlock();
- return 0;
- }
- if (dounlock)
- map_freeblock_unlock();
- // Default for all non-handled control paths is to end the status
- return status_change_end( bl,type,tid );
- }
- /**
- * For each iteration of repetitive status
- * @param bl: Object [PC|MOB|HOM|MER|ELEM]
- * @param ap: va_list arguments (src, sce, type, tick)
- */
- int status_change_timer_sub(struct block_list* bl, va_list ap)
- {
- struct status_change* tsc;
- struct block_list* src = va_arg(ap,struct block_list*);
- struct status_change_entry* sce = va_arg(ap,struct status_change_entry*);
- enum sc_type type = (sc_type)va_arg(ap,int); // gcc: enum args get promoted to int
- t_tick tick = va_arg(ap,t_tick);
- if (status_isdead(bl))
- return 0;
- tsc = status_get_sc(bl);
- switch( type ) {
- case SC_SIGHT: // Reveal hidden ennemy on 3*3 range
- case SC_CONCENTRATE:
- status_change_end(bl, SC_HIDING, INVALID_TIMER);
- status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
- status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
- status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
- status_change_end(bl, SC_NEWMOON, INVALID_TIMER);
- if (tsc && tsc->data[SC__SHADOWFORM] && (sce && sce->val4 > 0 && sce->val4%2000 == 0) && // For every 2 seconds do the checking
- rnd()%100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10) // [100 - (Skill Level x 10)] %
- status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
- break;
- case SC_RUWACH: // Reveal hidden target and deal little dammages if enemy
- if (tsc && (tsc->data[SC_HIDING] || tsc->data[SC_CLOAKING] ||
- tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_NEWMOON] || tsc->data[SC_CLOAKINGEXCEED])) {
- status_change_end(bl, SC_HIDING, INVALID_TIMER);
- status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
- status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
- status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
- status_change_end(bl, SC_NEWMOON, INVALID_TIMER);
- if(battle_check_target( src, bl, BCT_ENEMY ) > 0)
- skill_attack(BF_MAGIC,src,src,bl,AL_RUWACH,1,tick,0);
- }
- if (tsc && tsc->data[SC__SHADOWFORM] && (sce && sce->val4 > 0 && sce->val4%2000 == 0) && // For every 2 seconds do the checking
- rnd()%100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10 ) { // [100 - (Skill Level x 10)] %
- status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
- if (battle_check_target(src, bl, BCT_ENEMY) > 0)
- skill_attack(BF_MAGIC, src, src, bl, status_db.getSkill(type), 1, tick, 0);
- }
- break;
- case SC_SIGHTBLASTER:
- if (battle_check_target( src, bl, BCT_ENEMY ) > 0 &&
- status_check_skilluse(src, bl, WZ_SIGHTBLASTER, 2))
- {
- if (sce) {
- struct skill_unit *su = NULL;
- if(bl->type == BL_SKILL)
- su = (struct skill_unit *)bl;
- if (skill_attack(BF_MAGIC,src,src,bl,WZ_SIGHTBLASTER,sce->val1,tick,0x1000000)
- && (!su || !su->group || !skill_get_inf2(su->group->skill_id, INF2_ISTRAP))) { // The hit is not counted if it's against a trap
- sce->val2 = 0; // This signals it to end.
- } else if((bl->type&BL_SKILL) && sce->val4%2 == 0) {
- //Remove trap immunity temporarily so it triggers if you still stand on it
- sce->val4++;
- }
- }
- }
- break;
- case SC_CLOSECONFINE:
- // Lock char has released the hold on everyone...
- if (tsc && tsc->data[SC_CLOSECONFINE2] && tsc->data[SC_CLOSECONFINE2]->val2 == src->id) {
- tsc->data[SC_CLOSECONFINE2]->val2 = 0;
- status_change_end(bl, SC_CLOSECONFINE2, INVALID_TIMER);
- }
- break;
- case SC_CURSEDCIRCLE_TARGET:
- if( tsc && tsc->data[SC_CURSEDCIRCLE_TARGET] && tsc->data[SC_CURSEDCIRCLE_TARGET]->val2 == src->id ) {
- clif_bladestop(bl, tsc->data[SC_CURSEDCIRCLE_TARGET]->val2, 0);
- status_change_end(bl, type, INVALID_TIMER);
- }
- break;
- }
- return 0;
- }
- /**
- * Clears buffs/debuffs on an object
- * @param bl: Object to clear [PC|MOB|HOM|MER|ELEM]
- * @param type: Type to remove
- * SCCB_BUFFS: Clear Buffs
- * SCCB_DEBUFFS: Clear Debuffs
- * SCCB_REFRESH: Clear specific debuffs through RK_REFRESH
- * SCCB_CHEM_PROTECT: Clear AM_CP_ARMOR/HELM/SHIELD/WEAPON
- * SCCB_LUXANIMA: Bonus Script removed through RK_LUXANIMA
- */
- void status_change_clear_buffs(struct block_list* bl, uint8 type)
- {
- struct status_change *sc= status_get_sc(bl);
- if (!sc || !sc->count)
- return;
- //Clears buffs with specified flag and type
- for (const auto &it : status_db) {
- sc_type status = static_cast<sc_type>(it.first);
- std::bitset<SCF_MAX> flag = it.second->flag;
- if (!sc->data[status] || flag[SCF_NOCLEARBUFF]) //Skip status with SCF_NOCLEARBUFF, no matter what
- continue;
- // &SCCB_LUXANIMA : Cleared by RK_LUXANIMA
- if (!(type&SCCB_LUXANIMA) && flag[SCF_REMOVEONLUXANIMA])
- continue;
- // &SCCB_CHEM_PROTECT : Clears AM_CP_ARMOR/HELP/SHIELD/WEAPON
- if (!(type&SCCB_CHEM_PROTECT) && flag[SCF_REMOVECHEMICALPROTECT])
- continue;
- // &SCCB_REFRESH : Cleared by RK_REFRESH
- if (!(type&SCCB_REFRESH) && flag[SCF_REMOVEONREFRESH])
- continue;
- // &SCCB_DEBUFFS : Clears debuffs
- if (!(type&SCCB_DEBUFFS) && flag[SCF_DEBUFF])
- continue;
- // &SCCB_BUFFS : Clears buffs
- if (!(type&SCCB_BUFFS) && !(flag[SCF_DEBUFF]))
- continue;
- if (status == SC_SATURDAYNIGHTFEVER || status == SC_BERSERK) // Mark to not lose HP
- sc->data[status]->val2 = 0;
- status_change_end(bl, status, INVALID_TIMER);
- }
- //Removes bonus_script
- if (bl->type == BL_PC) {
- uint32 i = 0;
- if (type&SCCB_BUFFS) i |= BSF_REM_BUFF;
- if (type&SCCB_DEBUFFS) i |= BSF_REM_DEBUFF;
- if (type&SCCB_REFRESH) i |= BSF_REM_ON_REFRESH;
- if (type&SCCB_LUXANIMA) i |= BSF_REM_ON_LUXANIMA;
- pc_bonus_script_clear(BL_CAST(BL_PC,bl),i);
- }
- // Cleaning all extras vars
- sc->comet_x = 0;
- sc->comet_y = 0;
- #ifndef RENEWAL
- sc->sg_counter = 0;
- #endif
- return;
- }
- /**
- * Infect a user with status effects (SC_DEADLYINFECT)
- * @param src: Object initiating change on bl [PC|MOB|HOM|MER|ELEM]
- * @param bl: Object to change
- * @return 1: Success 0: Fail
- */
- int status_change_spread(block_list *src, block_list *bl)
- {
- if (src == nullptr || bl == nullptr)
- return 0;
- // Status Immunity resistance
- if (status_bl_has_mode(src, MD_STATUSIMMUNE) || status_bl_has_mode(bl, MD_STATUSIMMUNE))
- return 0;
- status_change *sc = status_get_sc(src);
- if (sc == nullptr || sc->count == 0)
- return 0;
- bool hasSpread = false;
- t_tick tick = gettick(), sc_tick;
- for (const auto &it : status_db) {
- sc_type type = static_cast<sc_type>(it.first);
- const TimerData *timer;
- if (sc->data[type] && it.second->flag[SCF_SPREADEFFECT]) {
- if (sc->data[type]->timer != INVALID_TIMER) {
- timer = get_timer(sc->data[type]->timer);
- if (timer == nullptr || timer->func != status_change_timer || DIFF_TICK(timer->tick, tick) < 0)
- continue;
- int32 val4 = sc->data[type]->val4;
- sc_tick = DIFF_TICK(timer->tick, tick) + (val4 > 0 ? val4 : 0);
- } else
- sc_tick = INFINITE_TICK;
- status_change_start(src, bl, type, 10000, sc->data[type]->val1, sc->data[type]->val2, sc->data[type]->val3, sc->data[type]->val4, sc_tick, SCSTART_NOAVOID | SCSTART_NOTICKDEF | SCSTART_NORATEDEF);
- if (!hasSpread)
- hasSpread = true;
- }
- }
- return hasSpread;
- }
- /**
- * Applying natural heal bonuses (sit, skill, homun, etc...)
- * TODO: the va_list doesn't seem to be used, safe to remove?
- * @param bl: Object applying bonuses to [PC|HOM|MER|ELEM]
- * @param args: va_list arguments
- * @return which regeneration bonuses have been applied (flag)
- */
- static t_tick natural_heal_prev_tick,natural_heal_diff_tick;
- static int status_natural_heal(struct block_list* bl, va_list args)
- {
- struct regen_data *regen;
- struct status_data *status;
- struct status_change *sc;
- struct unit_data *ud;
- struct view_data *vd = NULL;
- struct regen_data_sub *sregen;
- struct map_session_data *sd;
- int rate, multi = 1, flag;
- regen = status_get_regen_data(bl);
- if (!regen)
- return 0;
- status = status_get_status_data(bl);
- sc = status_get_sc(bl);
- if (sc && !sc->count)
- sc = NULL;
- sd = BL_CAST(BL_PC,bl);
- flag = regen->flag;
- if (flag&RGN_HP && (regen->state.block&1))
- flag &= ~(RGN_HP|RGN_SHP);
- if (flag&RGN_SP && (regen->state.block&2))
- flag &= ~(RGN_SP|RGN_SSP);
- // Only skill-based regen is disabled at max HP/SP
- if (flag&RGN_SHP && (status->hp >= status->max_hp))
- flag &= ~RGN_SHP;
- if (flag&RGN_SSP && (status->sp >= status->max_sp))
- flag &= ~RGN_SSP;
- if (flag && (
- status_isdead(bl) ||
- (sc && (sc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || sc->data[SC__INVISIBILITY]))
- ))
- flag = RGN_NONE;
- if (sd) {
- if (sd->hp_loss.value || sd->sp_loss.value)
- pc_bleeding(sd, natural_heal_diff_tick);
- if (sd->hp_regen.value || sd->sp_regen.value || sd->percent_hp_regen.value || sd->percent_sp_regen.value)
- pc_regen(sd, natural_heal_diff_tick);
- }
- if(flag&(RGN_SHP|RGN_SSP) && regen->ssregen &&
- (vd = status_get_viewdata(bl)) && vd->dead_sit == 2)
- { // Apply sitting regen bonus.
- sregen = regen->ssregen;
- if(flag&(RGN_SHP)) { // Sitting HP regen
- rate = (int)(natural_heal_diff_tick * (sregen->rate.hp / 100.));
- if (regen->state.overweight)
- rate >>= 1; // Half as fast when overweight.
- sregen->tick.hp += rate;
- while(sregen->tick.hp >= (unsigned int)battle_config.natural_heal_skill_interval) {
- sregen->tick.hp -= battle_config.natural_heal_skill_interval;
- if(status_heal(bl, sregen->hp, 0, 3) < sregen->hp) { // Full
- flag &= ~RGN_SHP;
- break;
- }
- }
- }
- if(flag&(RGN_SSP)) { // Sitting SP regen
- rate = (int)(natural_heal_diff_tick * (sregen->rate.sp / 100.));
- if (regen->state.overweight)
- rate >>= 1; // Half as fast when overweight.
- sregen->tick.sp += rate;
- while(sregen->tick.sp >= (unsigned int)battle_config.natural_heal_skill_interval) {
- sregen->tick.sp -= battle_config.natural_heal_skill_interval;
- if(status_heal(bl, 0, sregen->sp, 3) < sregen->sp) { // Full
- flag &= ~RGN_SSP;
- break;
- }
- }
- }
- }
- if (flag && regen->state.overweight)
- flag = RGN_NONE;
- ud = unit_bl2ud(bl);
- if (flag&(RGN_HP|RGN_SHP|RGN_SSP) && ud && ud->walktimer != INVALID_TIMER) {
- flag &= ~(RGN_SHP|RGN_SSP);
- if(!regen->state.walk)
- flag &= ~RGN_HP;
- }
- if (flag&(RGN_HP|RGN_SP)) {
- if(!vd)
- vd = status_get_viewdata(bl);
- if(vd && vd->dead_sit == 2)
- multi += 1; //This causes the interval to be halved
- if(regen->state.gc)
- multi += 1; //This causes the interval to be halved
- }
- // Natural Hp regen
- if (flag&RGN_HP) {
- // Interval to next recovery tick
- rate = (int)(battle_config.natural_healhp_interval / (regen->rate.hp/100. * multi));
- if (ud && ud->walktimer != INVALID_TIMER)
- rate *= 2;
- // Homun HP regen fix (they should regen as if they were sitting (twice as fast)
- if(bl->type == BL_HOM)
- rate /= 2;
- // Our timer system isn't 100% accurate so make sure we use the closest interval
- rate -= NATURAL_HEAL_INTERVAL / 2;
- if(regen->tick.hp + rate <= natural_heal_prev_tick) {
- regen->tick.hp = natural_heal_prev_tick;
- if (status->hp >= status->max_hp)
- flag &= ~(RGN_HP | RGN_SHP);
- else if (status_heal(bl, regen->hp, 0, 1) < regen->hp)
- flag &= ~RGN_SHP; // Full
- }
- }
- else {
- regen->tick.hp = natural_heal_prev_tick;
- }
- // Natural SP regen
- if(flag&RGN_SP) {
- // Interval to next recovery tick
- rate = (int)(battle_config.natural_healsp_interval / (regen->rate.sp/100. * multi));
- // Homun SP regen fix (they should regen as if they were sitting (twice as fast)
- if(bl->type==BL_HOM)
- rate /= 2;
- #ifdef RENEWAL
- if (sd && (sd->class_&MAPID_UPPERMASK) == MAPID_MONK &&
- sc && sc->data[SC_EXPLOSIONSPIRITS] && (!sc->data[SC_SPIRIT] || sc->data[SC_SPIRIT]->val2 != SL_MONK))
- rate *= 2; // Tick is doubled in Fury state
- #endif
- // Our timer system isn't 100% accurate so make sure we use the closest interval
- rate -= NATURAL_HEAL_INTERVAL / 2;
- if(regen->tick.sp + rate <= natural_heal_prev_tick) {
- regen->tick.sp = natural_heal_prev_tick;
- if (status->sp >= status->max_sp)
- flag &= ~(RGN_SP | RGN_SSP);
- else if (status_heal(bl, 0, regen->sp, 1) < regen->sp)
- flag &= ~RGN_SSP; // Full
- }
- }
- else {
- regen->tick.sp = natural_heal_prev_tick;
- }
- if (!regen->sregen)
- return flag;
- // Skill regen
- sregen = regen->sregen;
- if(flag&RGN_SHP) { // Skill HP regen
- sregen->tick.hp += (int)(natural_heal_diff_tick * (sregen->rate.hp / 100.));
- while(sregen->tick.hp >= (unsigned int)battle_config.natural_heal_skill_interval) {
- sregen->tick.hp -= battle_config.natural_heal_skill_interval;
- if(status_heal(bl, sregen->hp, 0, 3) < sregen->hp)
- break; // Full
- }
- }
- if(flag&RGN_SSP) { // Skill SP regen
- sregen->tick.sp += (int)(natural_heal_diff_tick * (sregen->rate.sp /100.));
- while(sregen->tick.sp >= (unsigned int)battle_config.natural_heal_skill_interval) {
- int val = sregen->sp;
- if (sd && sd->state.doridori) {
- val *= 2;
- sd->state.doridori = 0;
- if ((rate = pc_checkskill(sd,TK_SPTIME)))
- sc_start(bl,bl,skill_get_sc(TK_SPTIME),
- 100,rate,skill_get_time(TK_SPTIME, rate));
- if (
- (sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR &&
- rnd()%10000 < battle_config.sg_angel_skill_ratio
- ) { // Angel of the Sun/Moon/Star
- clif_feel_hate_reset(sd);
- pc_resethate(sd);
- pc_resetfeel(sd);
- }
- }
- sregen->tick.sp -= battle_config.natural_heal_skill_interval;
- if(status_heal(bl, 0, val, 3) < val)
- break; // Full
- }
- }
- return flag;
- }
- /**
- * Natural heal main timer
- * @param tid: Timer ID
- * @param tick: Current tick (time)
- * @param id: Object ID to heal
- * @param data: data pushed through timer function
- * @return 0
- */
- static TIMER_FUNC(status_natural_heal_timer){
- natural_heal_diff_tick = DIFF_TICK(tick,natural_heal_prev_tick);
- natural_heal_prev_tick = tick;
- map_foreachregen(status_natural_heal);
- return 0;
- }
- /**
- * Clears the lastEffect value from a target
- * @param tid: Timer ID
- * @param tick: Current tick (time)
- * @param id: Object ID
- * @param data: data pushed through timer function
- * @return 0
- */
- TIMER_FUNC(status_clear_lastEffect_timer) {
- block_list *bl = map_id2bl(id);
- if (bl != nullptr) {
- status_change *sc = status_get_sc(bl);
- if (sc != nullptr) {
- sc->lastEffect = SC_NONE;
- sc->lastEffectTimer = INVALID_TIMER;
- }
- }
- return 0;
- }
- /**
- * Check if status is disabled on a map
- * @param type: Status Change data
- * @param mapIsVS: If the map is a map_flag_vs type
- * @param mapisPVP: If the map is a PvP type
- * @param mapIsGVG: If the map is a map_flag_gvg type
- * @param mapIsBG: If the map is a Battleground type
- * @param mapZone: Map Zone type
- * @param mapIsTE: If the map us WOE TE
- * @return True - SC disabled on map; False - SC not disabled on map/Invalid SC
- */
- static bool status_change_isDisabledOnMap_(sc_type type, bool mapIsVS, bool mapIsPVP, bool mapIsGVG, bool mapIsBG, unsigned int mapZone, bool mapIsTE)
- {
- if (!status_db.validateStatus(type))
- return false;
- if ((!mapIsVS && SCDisabled[type]&1) ||
- (mapIsPVP && SCDisabled[type]&2) ||
- (mapIsGVG && SCDisabled[type]&4) ||
- (mapIsBG && SCDisabled[type]&8) ||
- (mapIsTE && SCDisabled[type]&16) ||
- (SCDisabled[type]&(mapZone)))
- {
- return true;
- }
- return false;
- }
- /**
- * Clear a status if it is disabled on a map
- * @param bl: Block list data
- * @param sc: Status Change data
- */
- void status_change_clear_onChangeMap(struct block_list *bl, struct status_change *sc)
- {
- nullpo_retv(bl);
- if (sc && sc->count) {
- struct map_data *mapdata = map_getmapdata(bl->m);
- bool mapIsVS = mapdata_flag_vs2(mapdata);
- bool mapIsPVP = mapdata->flag[MF_PVP] != 0;
- bool mapIsGVG = mapdata_flag_gvg2_no_te(mapdata);
- bool mapIsBG = mapdata->flag[MF_BATTLEGROUND] != 0;
- bool mapIsTE = mapdata_flag_gvg2_te(mapdata);
- for (const auto &it : status_db) {
- sc_type type = static_cast<sc_type>(it.first);
- if (!sc->data[type] || !SCDisabled[type])
- continue;
- if (status_change_isDisabledOnMap_(type, mapIsVS, mapIsPVP, mapIsGVG, mapIsBG, mapdata->zone, mapIsTE))
- status_change_end(bl, type, INVALID_TIMER);
- }
- }
- }
- /**
- * Read status_disabled.txt file
- * @param str: Fields passed from sv_readdb
- * @param columns: Columns passed from sv_readdb function call
- * @param current: Current row being read into SCDisabled array
- * @return True - Successfully stored, False - Invalid SC
- */
- static bool status_readdb_status_disabled(char **str, int columns, int current)
- {
- int64 type = SC_NONE;
- if (ISDIGIT(str[0][0]))
- type = atoi(str[0]);
- else {
- if (!script_get_constant(str[0],&type))
- type = SC_NONE;
- }
- if (type <= SC_NONE || type >= SC_MAX) {
- ShowError("status_readdb_status_disabled: Invalid SC with type %s.\n", str[0]);
- return false;
- }
- SCDisabled[type] = (unsigned int)atol(str[1]);
- return true;
- }
- const std::string AttributeDatabase::getDefaultLocation() {
- return std::string(db_path) + "/attr_fix.yml";
- }
- /**
- * Reads and parses an entry from the attr_fix.
- * @param node: YAML node containing the entry.
- * @return count of successfully parsed rows
- */
- uint64 AttributeDatabase::parseBodyNode(const ryml::NodeRef& node) {
- uint16 level;
- if (!this->asUInt16(node, "Level", level))
- return 0;
- if (!CHK_ELEMENT_LEVEL(level)) {
- this->invalidWarning(node["Level"], "Invalid element level %hu.\n", level);
- return 0;
- }
- for (const auto &itatk : um_eleid2elename) {
- if (!this->nodeExists(node, itatk.first))
- continue;
- const auto& eleNode = node[c4::to_csubstr(itatk.first)];
- for (const auto &itdef : um_eleid2elename) {
- if (!this->nodeExists(eleNode, itdef.first))
- continue;
- int16 val;
- if (!this->asInt16(eleNode, itdef.first, val))
- return 0;
- if (val < -100) {
- 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);
- val = -100;
- }
- else if (val > 200) {
- 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);
- val = 200;
- }
- this->attr_fix_table[level-1][itatk.second][itdef.second] = val;
- }
- }
- return 1;
- }
- AttributeDatabase elemental_attribute_db;
- /**
- * Get attribute ratio
- * @param atk_ele Attack element enum e_element
- * @param def_ele Defense element enum e_element
- * @param level Element level 1 ~ MAX_ELE_LEVEL
- */
- int16 AttributeDatabase::getAttribute(uint16 level, uint16 atk_ele, uint16 def_ele) {
- if (!CHK_ELEMENT(atk_ele) || !CHK_ELEMENT(def_ele) || !CHK_ELEMENT_LEVEL(level+1))
- return 100;
- return this->attr_fix_table[level][atk_ele][def_ele];
- }
- const std::string StatusDatabase::getDefaultLocation() {
- return std::string(db_path) + "/status.yml";
- }
- /**
- * Reads and parses an entry from status_db.
- * @param node: YAML node containing the entry.
- * @return count of successfully parsed rows
- */
- uint64 StatusDatabase::parseBodyNode(const ryml::NodeRef& node) {
- std::string status_name;
- if (!this->asString(node, "Status", status_name))
- return 0;
- std::string status_constant = "SC_" + status_name;
- int64 constant;
- if (!script_get_constant(status_constant.c_str(), &constant)) {
- this->invalidWarning(node["Status"], "Invalid Status %s.\n", status_name.c_str());
- return 0;
- }
- if (!this->validateStatus(static_cast<sc_type>(constant))) {
- this->invalidWarning(node["Status"], "Status %s is out of bounds.\n", status_name.c_str());
- return 0;
- }
- int status_id = static_cast<int32>(constant);
- std::shared_ptr<s_status_change_db> status = this->find(status_id);
- bool exists = status != nullptr;
- if (!exists) {
- status = std::make_shared<s_status_change_db>();
- status->type = static_cast<sc_type>(status_id);
- }
- if (this->nodeExists(node, "Icon")) {
- std::string icon_name;
- if (!this->asString(node, "Icon", icon_name))
- return 0;
- int64 constant;
- if (!script_get_constant(icon_name.c_str(), &constant)) {
- this->invalidWarning(node["Icon"], "Icon %s is invalid, defaulting to EFST_BLANK.\n", icon_name.c_str());
- constant = EFST_BLANK;
- }
-
- if (constant < EFST_BLANK || constant >= EFST_MAX) {
- this->invalidWarning(node["Icon"], "Icon %s is out of bounds, defaulting to EFST_BLANK.\n", icon_name.c_str());
- constant = EFST_BLANK;
- }
- status->icon = static_cast<efst_type>(constant);
- } else {
- if (!exists)
- status->icon = EFST_BLANK;
- }
- if (this->nodeExists(node, "DurationLookup")) {
- std::string skill_name;
- if (!this->asString(node, "DurationLookup", skill_name))
- return 0;
- uint16 skill_id = skill_name2id(skill_name.c_str());
- if (skill_id == 0)
- this->invalidWarning(node["DurationLookup"], "DurationLookup skill %s is invalid, defaulting to none.\n", skill_name.c_str());
- status->skill_id = skill_id;
- } else {
- if (!exists)
- status->skill_id = 0;
- }
- if (this->nodeExists(node, "States")) {
- const ryml::NodeRef& stateNode = node["States"];
- for (const auto &it : stateNode) {
- std::string state;
- c4::from_chars(it.key(), &state);
- std::string state_constant = "SCS_" + state;
- int64 constant;
- if (!script_get_constant(state_constant.c_str(), &constant)) {
- this->invalidWarning(stateNode, "State %s is invalid.\n", state.c_str());
- return 0;
- }
- if (constant < SCS_NONE || constant >= SCS_MAX) {
- this->invalidWarning(stateNode, "State %s is out of bounds.\n", state.c_str());
- return 0;
- }
- bool active;
- if (!this->asBool(stateNode, state, active))
- return 0;
- if (active)
- status->state.set(static_cast<e_scs_flag>(constant));
- else
- status->state.reset(static_cast<e_scs_flag>(constant));
- }
- } else {
- if (!exists)
- status->state.reset();
- }
- if (this->nodeExists(node, "CalcFlags")) {
- const ryml::NodeRef& flagNode = node["CalcFlags"];
- if (this->nodeExists(flagNode, "All")) {
- bool active;
- if (!this->asBool(flagNode, "All", active))
- return 0;
- if (active)
- status->calc_flag = this->getSCB_ALL();
- else
- status->calc_flag.reset();
- }
- for (const auto &it : flagNode) {
- std::string flag;
- c4::from_chars(it.key(), &flag);
- std::string flag_constant = "SCB_" + flag;
- int64 constant;
- // Skipped because processed above the loop
- if (flag.compare("All") == 0)
- continue;
- if (!script_get_constant(flag_constant.c_str(), &constant)) {
- this->invalidWarning(flagNode, "CalcFlag %s is invalid.\n", flag.c_str());
- return 0;
- }
- if (constant < SCB_NONE || constant >= SCB_MAX) {
- this->invalidWarning(flagNode, "CalcFlag %s is out of bounds.\n", flag.c_str());
- return 0;
- }
- bool active;
- if (!this->asBool(flagNode, flag, active))
- return 0;
- if (active)
- status->calc_flag.set(static_cast<e_scb_flag>(constant));
- else
- status->calc_flag.reset(static_cast<e_scb_flag>(constant));
- }
- } else {
- if (!exists)
- status->calc_flag.reset();
- }
- if (this->nodeExists(node, "Opt1")) {
- std::string opt;
- if (!this->asString(node, "Opt1", opt))
- return 0;
- std::string opt_constant = "OPT1_" + opt;
- int64 constant;
- if (!script_get_constant(opt_constant.c_str(), &constant)) {
- this->invalidWarning(node["Opt1"], "Opt1 %s is invalid.\n", opt.c_str());
- return 0;
- }
- if (constant < OPT1_NONE || constant >= OPT1_MAX) {
- this->invalidWarning(node["Opt1"], "Opt2 %s is out of bounds.\n", opt.c_str());
- return 0;
- }
- status->opt1 = static_cast<e_sc_opt1>(constant);
- } else {
- if (!exists)
- status->opt1 = OPT1_NONE;
- }
- if (this->nodeExists(node, "Opt2")) {
- const ryml::NodeRef& optNode = node["Opt2"];
- for (const auto &it : optNode) {
- std::string opt;
- c4::from_chars(it.key(), &opt);
- std::string opt_constant = "OPT2_" + opt;
- int64 constant;
- if (!script_get_constant(opt_constant.c_str(), &constant)) {
- this->invalidWarning(optNode, "Opt2 %s is invalid.\n", opt.c_str());
- return 0;
- }
- if (constant < OPT2_NONE || constant >= OPT2_MAX) {
- this->invalidWarning(optNode, "Opt2 %s is out of bounds.\n", opt.c_str());
- return 0;
- }
- bool active;
- if (!this->asBool(optNode, opt, active))
- return 0;
- if (active)
- status->opt2 |= static_cast<e_sc_opt2>(constant);
- else
- status->opt2 &= ~static_cast<e_sc_opt2>(constant);
- }
- } else {
- if (!exists)
- status->opt2 = OPT2_NONE;
- }
- if (this->nodeExists(node, "Opt3")) {
- const ryml::NodeRef& optNode = node["Opt3"];
- for (const auto &it : optNode) {
- std::string opt;
- c4::from_chars(it.key(), &opt);
- std::string opt_constant = "OPT3_" + opt;
- int64 constant;
- if (!script_get_constant(opt_constant.c_str(), &constant)) {
- this->invalidWarning(optNode, "Opt3 %s is invalid.\n", opt.c_str());
- return 0;
- }
- if (constant < OPT3_NORMAL || constant >= OPT3_MAX) {
- this->invalidWarning(optNode, "Opt3 %s is out of bounds.\n", opt.c_str());
- return 0;
- }
- bool active;
- if (!this->asBool(optNode, opt, active))
- return 0;
- if (active)
- status->opt3 |= static_cast<e_sc_opt3>(constant);
- else
- status->opt3 &= ~static_cast<e_sc_opt3>(constant);
- }
- } else {
- if (!exists)
- status->opt3 = OPT3_NORMAL;
- }
- if (this->nodeExists(node, "Options")) {
- const ryml::NodeRef& optionNode = node["Options"];
- for (const auto &it : optionNode) {
- std::string option;
- c4::from_chars(it.key(), &option);
- std::string option_constant = "OPTION_" + option;
- int64 constant;
- if (!script_get_constant(option_constant.c_str(), &constant)) {
- this->invalidWarning(optionNode, "Option %s is invalid.\n", option.c_str());
- return 0;
- }
- if (constant < OPTION_NOTHING || constant >= OPTION_MAX) {
- this->invalidWarning(optionNode, "Option %s is out of bounds.\n", option.c_str());
- return 0;
- }
- bool active;
- if (!this->asBool(optionNode, option, active))
- return 0;
- if (active)
- status->look |= static_cast<e_option>(constant);
- else
- status->look &= ~static_cast<e_option>(constant);
- }
- } else {
- if (!exists)
- status->look = OPTION_NOTHING;
- }
- if (this->nodeExists(node, "Flags")) {
- const ryml::NodeRef& flagNode = node["Flags"];
- for (const auto &it : flagNode) {
- std::string flag;
- c4::from_chars(it.key(), &flag);
- std::string flag_constant = "SCF_" + flag;
- int64 constant;
- if (!script_get_constant(flag_constant.c_str(), &constant)) {
- this->invalidWarning(flagNode, "Flag %s is invalid.\n", flag.c_str());
- return 0;
- }
- if (constant < SCF_NONE || constant >= SCF_MAX) {
- this->invalidWarning(flagNode, "Flag %s is out of bounds.\n", flag.c_str());
- return 0;
- }
- bool active;
- if (!this->asBool(flagNode, flag, active))
- return 0;
- if (active)
- status->flag.set(static_cast<e_status_change_flag>(constant));
- else
- status->flag.reset(static_cast<e_status_change_flag>(constant));
- }
- } else {
- if (!exists)
- status->flag.reset();
- }
- if (this->nodeExists(node, "MinRate")) {
- uint16 rate;
- if (!this->asUInt16(node, "MinRate", rate))
- return 0;
- status->min_rate = rate;
- } else {
- if (!exists)
- status->min_rate = 0;
- }
-
- if (this->nodeExists(node, "MinDuration")) {
- int64 duration;
- if (!this->asInt64(node, "MinDuration", duration))
- return 0;
- status->min_duration = static_cast<t_tick>(duration);
- } else {
- if (!exists)
- status->min_duration = 1;
- }
- if (this->nodeExists(node, "Fail")) {
- const ryml::NodeRef& failNode = node["Fail"];
- for (const auto &it : failNode) {
- std::string fail;
- c4::from_chars(it.key(), &fail);
- std::string fail_constant = "SC_" + fail;
- int64 constant;
- if (!script_get_constant(fail_constant.c_str(), &constant)) {
- this->invalidWarning(failNode, "Fail status %s is invalid.\n", fail.c_str());
- return 0;
- }
- if (!this->validateStatus(static_cast<sc_type>(constant))) {
- this->invalidWarning(failNode, "Fail status %s is out of bounds.\n", fail.c_str());
- return 0;
- }
- bool active;
- if (!this->asBool(failNode, fail, active))
- return 0;
- if (active)
- status->fail.push_back(static_cast<sc_type>(constant));
- else
- util::vector_erase_if_exists(status->fail, static_cast<sc_type>(constant));
- }
- }
- if (this->nodeExists(node, "End")) {
- const ryml::NodeRef& endNode = node["End"];
- for (const auto &it : endNode) {
- std::string end;
- c4::from_chars(it.key(), &end);
- std::string end_constant = "SC_" + end;
- int64 constant;
- if (!script_get_constant(end_constant.c_str(), &constant)) {
- this->invalidWarning(endNode, "End status %s is invalid.\n", end.c_str());
- return 0;
- }
- if (!this->validateStatus(static_cast<sc_type>(constant))) {
- this->invalidWarning(endNode, "End status %s is out of bounds.\n", end.c_str());
- return 0;
- }
- bool active;
- if (!this->asBool(endNode, end, active))
- return 0;
- if (active)
- status->end.push_back(static_cast<sc_type>(constant));
- else
- util::vector_erase_if_exists(status->end, static_cast<sc_type>(constant));
- }
- }
- if (this->nodeExists(node, "EndReturn")) {
- const ryml::NodeRef &endNode = node["EndReturn"];
- for (const auto &it : endNode) {
- std::string end;
- c4::from_chars(it.key(), &end);
- std::string end_constant = "SC_" + end;
- int64 constant;
- if (!script_get_constant(end_constant.c_str(), &constant)) {
- this->invalidWarning(endNode, "EndReturn status %s is invalid.\n", end.c_str());
- return 0;
- }
- if (!this->validateStatus(static_cast<sc_type>(constant))) {
- this->invalidWarning(endNode, "EndReturn status %s is out of bounds.\n", end.c_str());
- return 0;
- }
- bool active;
- if (!this->asBool(endNode, end, active))
- return 0;
- if (active)
- status->endreturn.push_back(static_cast<sc_type>(constant));
- else
- util::vector_erase_if_exists(status->endreturn, static_cast<sc_type>(constant));
- }
- }
- if (!exists) {
- this->put(status_id, status);
- }
- return 1;
- }
- void StatusDatabase::loadingFinished(){
- std::fill( std::begin( this->StatusRelevantBLTypes ), std::end( this->StatusRelevantBLTypes ), BL_PC );
- for( auto& entry : *this ){
- auto& status = entry.second;
- if (status->type == SC_HALLUCINATION && !battle_config.display_hallucination) // Disable Hallucination.
- status->icon = EFST_BLANK;
- if( status->icon == EFST_BLANK ){
- continue;
- }else if( status->flag[SCF_BLEFFECT] ){
- this->StatusRelevantBLTypes[status->icon] |= BL_SCEFFECT;
- }else{
- this->StatusRelevantBLTypes[status->icon] = BL_PC;
- }
- }
- }
- StatusDatabase status_db;
- /**
- * Sets defaults in tables and starts read db functions
- * sv_readdb reads the file, outputting the information line-by-line to
- * previous functions above, separating information by delimiter
- * DBs being read:
- * attr_fix.yml: Attribute adjustment table for attacks
- * size_fix.yml: Size adjustment table for weapons
- * refine.yml: Refining data table
- * @return 0
- */
- void status_readdb( bool reload ){
- int i;
- const char* dbsubpath[] = {
- "",
- "/" DBIMPORT,
- //add other path here
- };
- // read databases
- // path,filename,separator,mincol,maxcol,maxrow,func_parsor
- for(i=0; i<ARRAYLENGTH(dbsubpath); i++){
- size_t n1 = strlen(db_path)+strlen(dbsubpath[i])+1;
- size_t n2 = strlen(db_path)+strlen(DBPATH)+strlen(dbsubpath[i])+1;
- char* dbsubpath1 = (char*)aMalloc(n1+1);
- char* dbsubpath2 = (char*)aMalloc(n2+1);
- if(i==0) {
- safesnprintf(dbsubpath1,n1,"%s%s",db_path,dbsubpath[i]);
- safesnprintf(dbsubpath2,n2,"%s/%s%s",db_path,DBPATH,dbsubpath[i]);
- }
- else {
- safesnprintf(dbsubpath1,n1,"%s%s",db_path,dbsubpath[i]);
- safesnprintf(dbsubpath2,n1,"%s%s",db_path,dbsubpath[i]);
- }
- sv_readdb(dbsubpath1, "status_disabled.txt", ',', 2, 2, -1, &status_readdb_status_disabled, i > 0);
- aFree(dbsubpath1);
- aFree(dbsubpath2);
- }
- if( reload ){
- size_fix_db.reload();
- refine_db.reload();
- status_db.reload();
- }else{
- size_fix_db.load();
- refine_db.load();
- status_db.load();
- }
- elemental_attribute_db.load();
- }
- /**
- * Status db init and destroy.
- */
- void do_init_status(void) {
- memset(SCDisabled, 0, sizeof(SCDisabled));
- add_timer_func_list(status_change_timer,"status_change_timer");
- add_timer_func_list(status_natural_heal_timer,"status_natural_heal_timer");
- add_timer_func_list(status_clear_lastEffect_timer, "status_clear_lastEffect_timer");
- initDummyData();
- status_readdb();
- natural_heal_prev_tick = gettick();
- sc_data_ers = ers_new(sizeof(struct status_change_entry),"status.cpp::sc_data_ers",ERS_OPT_NONE);
- add_timer_interval(natural_heal_prev_tick + NATURAL_HEAL_INTERVAL, status_natural_heal_timer, 0, 0, NATURAL_HEAL_INTERVAL);
- }
- /** Destroy status data */
- void do_final_status(void) {
- ers_destroy(sc_data_ers);
- size_fix_db.clear();
- refine_db.clear();
- status_db.clear();
- elemental_attribute_db.clear();
- }
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