/**
* This file is part of Hercules.
* http://herc.ws - http://github.com/HerculesWS/Hercules
*
* Copyright (C) 2012-2025 Hercules Dev Team
* Copyright (C) Athena Dev Teams
*
* Hercules is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see .
*/
#define HERCULES_CORE
#include "config/core.h" // ANTI_MAYAP_CHEAT, DBPATH, DEFTYPE_MAX, DEFTYPE_MIN, DEVOTION_REFLECT_DAMAGE, RENEWAL, RENEWAL_ASPD, RENEWAL_EDP
#include "status.h"
#include "map/battle.h"
#include "map/chrif.h"
#include "map/clan.h"
#include "map/clif.h"
#include "map/elemental.h"
#include "map/guild.h"
#include "map/homunculus.h"
#include "map/itemdb.h"
#include "map/map.h"
#include "map/mercenary.h"
#include "map/mob.h"
#include "map/npc.h"
#include "map/path.h"
#include "map/pc.h"
#include "map/pet.h"
#include "map/refine.h"
#include "map/script.h"
#include "map/skill.h"
#include "map/skill.h"
#include "map/unit.h"
#include "map/vending.h"
#include "common/cbasetypes.h"
#include "common/ers.h"
#include "common/memmgr.h"
#include "common/msgtable.h"
#include "common/nullpo.h"
#include "common/random.h"
#include "common/showmsg.h"
#include "common/strlib.h"
#include "common/timer.h"
#include "common/utils.h"
#include "common/conf.h"
#include
#include
#include
#include
#include
#include
static struct status_interface status_s;
static struct s_status_dbs statusdbs;
struct status_interface *status;
/**
* 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
*/
static int status_sc2skill(sc_type sc)
{
if( sc < 0 || sc >= SC_MAX ) {
ShowError("status_sc2skill: Unsupported status change id %d\n", sc);
return 0;
}
return status->dbs->SkillChangeTable[sc];
}
/**
* Returns the status calculation flag associated with a given status change.
* @param sc The status to look up
* @return The scb_flag registered for this status (see e_scb_flag)
*/
static e_scb_flag status_sc2scb_flag(sc_type sc)
{
if( sc < 0 || sc >= SC_MAX ) {
ShowError("status_sc2scb_flag: Unsupported status change id %d\n", sc);
return SCB_NONE;
}
return status->dbs->ChangeFlagTable[sc];
}
/**
* Returns the bl types which require a status change packet to be sent for a given client status identifier.
* @param type status identifier to look up (see enum sc_type)
* @return The bl types relevant to the type (see enum bl_type)
*/
static int status_get_sc_relevant_bl_types(enum sc_type type)
{
if (type < 0 || type >= SC_MAX) {
ShowError("status_get_sc_relevant_bl_types: Unsupported type %d\n", type);
return BL_NUL;
}
return status->dbs->IconChangeTable[type].relevant_bl_types;
}
static int status_get_sc_icon(enum sc_type type)
{
Assert_retr(SI_BLANK, type >= SC_NONE && type < SC_MAX);
return status->dbs->IconChangeTable[type].id;
}
static void initChangeTables(void)
{
int i;
for (i = 0; i < SC_MAX; i++) {
status->dbs->IconChangeTable[i].id = SI_BLANK;
status->dbs->IconChangeTable[i].relevant_bl_types = BL_PC;
}
memset(status->dbs->SkillChangeTable, 0, sizeof(status->dbs->SkillChangeTable));
memset(status->dbs->ChangeFlagTable, 0, sizeof(status->dbs->ChangeFlagTable));
memset(status->dbs->DisplayType, 0, sizeof(status->dbs->DisplayType));
status->load_sc_type();
#undef set_sc_with_vfx
}
static void initDummyData(void)
{
memset(&status->dummy, 0, sizeof(status->dummy));
status->dummy.hp =
status->dummy.max_hp =
status->dummy.max_sp =
status->dummy.str =
status->dummy.agi =
status->dummy.vit =
status->dummy.int_ =
status->dummy.dex =
status->dummy.luk =
status->dummy.hit = 1;
status->dummy.speed = 2000;
status->dummy.adelay = 4000;
status->dummy.amotion = 2000;
status->dummy.dmotion = 2000;
status->dummy.ele_lv = 1; //Min elemental level.
status->dummy.mode = MD_CANMOVE;
memset(&status->dummy_unit_params, 0, sizeof(status->dummy_unit_params));
strcpy(status->dummy_unit_params.name, "");
status->dummy_unit_params.natural_heal_weight_rate = 50;
status->dummy_unit_params.max_aspd = battle_config.max_aspd;
CREATE(status->dummy_unit_params.maxhp, struct s_maxhp_entry, 1);
status->dummy_unit_params.maxhp[0].max_level = MAX_LEVEL;
status->dummy_unit_params.maxhp[0].value = 1;
status->dummy_unit_params.maxhp_size = 1;
status->dummy_unit_params.max_stats = 99;
}
//For copying a status_data structure from b to a, without overwriting current Hp and Sp
static void status_copy(struct status_data *a, const struct status_data *b)
{
nullpo_retv(a);
nullpo_retv(b);
memcpy((void*)&a->max_hp, (const void*)&b->max_hp, sizeof(struct status_data)-(sizeof(a->hp)+sizeof(a->sp)));
}
/**
* Sets HP to the given value.
*
* @param bl The target unit.
* @param hp The desired HP value.
* @param flag Additional options. @see enum status_heal_flag. STATUS_HEAL_FORCED is always implied.
* @return The amount of HP gained.
*/
static int status_set_hp(struct block_list *bl, unsigned int hp, enum status_heal_flag flag)
{
struct status_data *st;
if (hp < 1) return 0;
st = status->get_status_data(bl);
if (st == &status->dummy)
return 0;
if (hp > st->max_hp) hp = st->max_hp;
if (hp == st->hp) return 0;
if (hp > st->hp)
return status->heal(bl, hp - st->hp, 0, STATUS_HEAL_FORCED | flag);
return status_zap(bl, st->hp - hp, 0);
}
/**
* Sets SP to the given value.
*
* @param bl The target unit.
* @param hp The desired SP value.
* @param flag Additional options. @see enum status_heal_flag. STATUS_HEAL_FORCED is always implied.
* @return The amount of SP gained.
*/
static int status_set_sp(struct block_list *bl, unsigned int sp, enum status_heal_flag flag)
{
struct status_data *st;
st = status->get_status_data(bl);
if (st == &status->dummy)
return 0;
if (sp > st->max_sp) sp = st->max_sp;
if (sp == st->sp) return 0;
if (sp > st->sp)
return status->heal(bl, 0, sp - st->sp, STATUS_HEAL_FORCED | flag);
return status_zap(bl, 0, st->sp - sp);
}
static int status_charge(struct block_list *bl, int64 hp, int64 sp)
{
nullpo_retr((int)(hp + sp), bl);
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);
}
//Inflicts damage on the target with the according walkdelay.
//If flag&1, damage is passive and does not triggers canceling status changes.
//If flag&2, fail if target does not has enough to subtract.
//If flag&4, if killed, mob must not give exp/loot.
//flag will be set to &8 when damaging sp of a dead character
static int status_damage(struct block_list *src, struct block_list *target, int64 in_hp, int64 in_sp, int walkdelay, int flag)
{
struct status_data *st;
struct status_change *sc;
int hp,sp;
nullpo_ret(target);
/* From here onwards, we consider it a 32-type as the client does not support higher and the value doesn't get through percentage modifiers */
hp = (int)cap_value(in_hp,INT_MIN,INT_MAX);
sp = (int)cap_value(in_sp,INT_MIN,INT_MAX);
if(sp && !(target->type&BL_CONSUME))
sp = 0; //Not a valid SP target.
if (hp < 0) { //Assume absorbed damage.
status->heal(target, -hp, 0, STATUS_HEAL_FORCED);
hp = 0;
}
if (sp < 0) {
status->heal(target, 0, -sp, STATUS_HEAL_FORCED);
sp = 0;
}
if (target->type == BL_SKILL)
return skill->unit_ondamaged(BL_UCAST(BL_SKILL, target), src, hp, timer->gettick());
st = status->get_status_data(target);
if( st == &status->dummy )
return 0;
if ((unsigned int)hp >= st->hp) {
if (flag&2) return 0;
hp = st->hp;
}
if ((unsigned int)sp > st->sp) {
if (flag&2) return 0;
sp = st->sp;
}
if (!hp && !sp)
return 0;
if( !st->hp )
flag |= 8;
#if 0
// Let through. battle.c/skill.c have the whole logic of when it's possible or
// not to hurt someone (and this check breaks pet catching) [Skotlex]
if (!target->prev && !(flag&2))
return 0; //Cannot damage a bl not on a map, except when "charging" hp/sp
#endif // 0
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;
#ifdef DEVOTION_REFLECT_DAMAGE
if (src && (sce = sc->data[SC_DEVOTION]) != NULL) {
struct block_list *d_bl = map->id2bl(sce->val1);
struct mercenary_data *d_md = BL_CAST(BL_MER, d_bl);
struct map_session_data *d_sd = BL_CAST(BL_PC, d_bl);
if (d_bl != NULL
&& ((d_md != NULL && d_md->master != NULL && d_md->master->bl.id == target->id)
|| (d_sd != NULL && d_sd->devotion[sce->val2] == target->id))
&& check_distance_bl(target, d_bl, sce->val3)
) {
clif->damage(d_bl, d_bl, 0, 0, hp, 0, BDT_NORMAL, 0);
status_fix_damage(NULL, d_bl, hp, 0);
return 0;
}
status_change_end(target, SC_DEVOTION, INVALID_TIMER);
}
#endif
if (sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
status_change_end(target, SC_STONE, INVALID_TIMER);
status_change_end(target, SC_FREEZE, INVALID_TIMER);
status_change_end(target, SC_SLEEP, INVALID_TIMER);
status_change_end(target, SC_DC_WINKCHARM, INVALID_TIMER);
status_change_end(target, SC_CONFUSION, INVALID_TIMER);
status_change_end(target, SC_TRICKDEAD, INVALID_TIMER);
status_change_end(target, SC_HIDING, INVALID_TIMER);
status_change_end(target, SC_CLOAKING, INVALID_TIMER);
status_change_end(target, SC_CHASEWALK, INVALID_TIMER);
status_change_end(target, SC_CAMOUFLAGE, INVALID_TIMER);
status_change_end(target, SC_SUHIDE, INVALID_TIMER);
status_change_end(target, SC_NEWMOON, INVALID_TIMER);
if ((sce=sc->data[SC_ENDURE]) && !sce->val4 && !sc->data[SC_LKCONCENTRATION]) {
//Endure count is only reduced by non-players on non-gvg maps.
//val4 signals infinite endure. [Skotlex]
if (src && src->type != BL_PC && !map_flag_gvg2(target->m) && !map->list[target->m].flag.battleground && --(sce->val2) < 0)
status_change_end(target, SC_ENDURE, INVALID_TIMER);
}
if ((sce=sc->data[SC_GRAVITATION]) && sce->val3 == BCT_SELF) {
struct skill_unit_group* sg = skill->id2group(sce->val4);
if (sg) {
skill->del_unitgroup(sg);
sce->val4 = 0;
status_change_end(target, SC_GRAVITATION, INVALID_TIMER);
}
}
if(sc->data[SC_DANCING] && (unsigned int)hp > st->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);
}
unit->skillcastcancel(target, 2);
}
st->hp-= hp;
st->sp-= sp;
if (sc && hp && st->hp) {
if (sc->data[SC_AUTOBERSERK] &&
(!sc->data[SC_PROVOKE] || !sc->data[SC_PROVOKE]->val2) &&
st->hp < st->max_hp>>2)
sc_start4(src, target, SC_PROVOKE, 100, 10, 1, 0, 0, 0, SM_AUTOBERSERK);
if (sc->data[SC_BERSERK] && st->hp <= 100)
status_change_end(target, SC_BERSERK, INVALID_TIMER);
if( sc->data[SC_RAISINGDRAGON] && st->hp <= 1000 )
status_change_end(target, SC_RAISINGDRAGON, INVALID_TIMER);
if (sc->data[SC_SATURDAY_NIGHT_FEVER] && st->hp <= 100)
status_change_end(target, SC_SATURDAY_NIGHT_FEVER, INVALID_TIMER);
}
switch (target->type) {
case BL_PC: pc->damage(BL_UCAST(BL_PC, target), src, hp, sp); break;
case BL_MOB: mob->damage(BL_UCAST(BL_MOB, target), src, hp); break;
case BL_HOM: homun->damaged(BL_UCAST(BL_HOM, target)); break;
case BL_MER: mercenary->heal(BL_UCAST(BL_MER, target), hp, sp); break;
case BL_ELEM: elemental->heal(BL_UCAST(BL_ELEM, target), hp, sp); break;
case BL_NUL:
case BL_PET:
case BL_ITEM:
case BL_SKILL:
case BL_NPC:
case BL_CHAT:
case BL_ALL:
break;
}
if (src != NULL && target->type == BL_PC && BL_UCAST(BL_PC, target)->disguise > 0) {
// stop walking when attacked in disguise to prevent walk-delay bug
unit->stop_walking(target, STOPWALKING_FLAG_FIXPOS);
}
if (st->hp || (flag&8)) {
//Still lives or has been dead before this damage.
#ifndef WALKDELAY_SYNC
if (walkdelay)
unit->set_walkdelay(target, timer->gettick(), walkdelay, 0);
#endif
return (int)(hp+sp);
}
st->hp = 1; //To let the dead function cast skills and all that.
//NOTE: These dead functions should return: [Skotlex]
//0: Death canceled, auto-revived.
//Non-zero: Standard death. Clear status, cancel move/attack, etc
//&2: Also remove object from map.
//&4: Also delete object from memory.
switch (target->type) {
case BL_PC: flag = pc->dead(BL_UCAST(BL_PC, target), src); break;
case BL_MOB: flag = mob->dead(BL_UCAST(BL_MOB, target), src, (flag&4) ? 3 : 0); break;
case BL_HOM: flag = homun->dead(BL_UCAST(BL_HOM, target)); break;
case BL_MER: flag = mercenary->dead(BL_UCAST(BL_MER, target)); break;
case BL_ELEM: flag = elemental->dead(BL_UCAST(BL_ELEM, target)); break;
case BL_NUL:
case BL_PET:
case BL_ITEM:
case BL_SKILL:
case BL_NPC:
case BL_CHAT:
case BL_ALL:
default: //Unhandled case, do nothing to object.
flag = 0;
break;
}
if(!flag) //Death canceled.
return (int)(hp+sp);
//Normal death
st->hp = 0;
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 != NULL) {
memset(®en->tick, 0, sizeof(regen->tick));
if (regen->skill != NULL)
memset(®en->skill->tick, 0, sizeof(regen->skill->tick));
if (regen->sitting != NULL)
memset(®en->sitting->tick, 0, sizeof(regen->sitting->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(target, target, skill->get_sc_type(PR_KYRIE), 100, 10, time, PR_KYRIE);
if( target->type == BL_MOB )
BL_UCAST(BL_MOB, target)->state.rebirth = 1;
return (int)(hp+sp);
}
if (target->type == BL_MOB && sc != NULL && sc->data[SC_REBIRTH] != NULL) {
struct mob_data *t_md = BL_UCAST(BL_MOB, target);
if (!t_md->state.rebirth) {
// Ensure the monster has not already reborn before doing so.
status->revive(target, sc->data[SC_REBIRTH]->val2, 0);
status->change_clear(target,0);
t_md->state.rebirth = 1;
return (int)(hp+sp);
}
}
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,ALC_MARK);
else { //Some death states that would normally be handled by unit_remove_map
unit->stop_attack(target);
unit->stop_walking(target, STOPWALKING_FLAG_FIXPOS);
unit->skillcastcancel(target,0);
clif->clearunit_area(target,CLR_DEAD);
skill->unit_move(target,timer->gettick(),4);
skill->cleartimerskill(target);
}
return (int)(hp+sp);
}
/**
* Heals a character.
*
* @param bl The target unit.
* @param in_hp Amount of HP to recover.
* @param in_sp Amount of SP to recover.
* @param flag Additional options, @see enum status_heal_flag.
* @return The amount of HP + SP healed.
*/
static int status_heal(struct block_list *bl, int64 in_hp, int64 in_sp, enum status_heal_flag flag)
{
struct status_data *st;
struct status_change *sc;
int hp,sp;
nullpo_ret(bl);
st = status->get_status_data(bl);
if (st == &status->dummy)
return 0;
if (st->hp == 0 && (flag & STATUS_HEAL_ALLOWREVIVE) == 0)
return 0;
/* From here onwards, we consider it a 32-type as the client does not support higher and the value doesn't get through percentage modifiers */
hp = (int)cap_value(in_hp,INT_MIN,INT_MAX);
sp = (int)cap_value(in_sp,INT_MIN,INT_MAX);
sc = status->get_sc(bl);
if (sc && !sc->count)
sc = NULL;
if (hp < 0) {
if (hp == INT_MIN) hp++; //-INT_MIN == INT_MIN in some architectures!
status->damage(NULL, bl, -hp, 0, 0, 1);
hp = 0;
}
if (hp != 0) {
if (sc && sc->data[SC_BERSERK] != NULL) {
if ((flag & STATUS_HEAL_FORCED) != 0)
flag &= ~STATUS_HEAL_SHOWEFFECT;
else
hp = 0;
}
if((unsigned int)hp > st->max_hp - st->hp)
hp = st->max_hp - st->hp;
}
if(sp < 0) {
if (sp==INT_MIN) sp++;
status->damage(NULL, bl, 0, -sp, 0, 1);
sp = 0;
}
if(sp) {
if((unsigned int)sp > st->max_sp - st->sp)
sp = st->max_sp - st->sp;
}
if(!sp && !hp) return 0;
st->hp+= hp;
st->sp+= sp;
if( hp && sc
&& sc->data[SC_AUTOBERSERK]
&& sc->data[SC_PROVOKE]
&& sc->data[SC_PROVOKE]->val2==1
&& st->hp>=st->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(BL_UCAST(BL_PC, bl), hp, sp, (flag & STATUS_HEAL_SHOWEFFECT) != 0 ? 1 : 0); break;
case BL_MOB: mob->heal(BL_UCAST(BL_MOB, bl), hp); break;
case BL_HOM: homun->healed(BL_UCAST(BL_HOM, bl)); break;
case BL_MER: mercenary->heal(BL_UCAST(BL_MER, bl), hp, sp); break;
case BL_ELEM: elemental->heal(BL_UCAST(BL_ELEM, bl), hp, sp); break;
case BL_NUL:
case BL_PET:
case BL_ITEM:
case BL_SKILL:
case BL_NPC:
case BL_CHAT:
case BL_ALL:
break;
}
return (int)(hp+sp);
}
//Does percentual non-flinching damage/heal. If mob is killed this way,
//no exp/drops will be awarded if there is no src (or src is target)
//If rates are > 0, percent is of current HP/SP
//If rates are < 0, percent is of max HP/SP
//If !flag, this is heal, otherwise it is damage.
//Furthermore, if flag==2, then the target must not die from the subtraction.
static int status_percent_change(struct block_list *src, struct block_list *target, signed char hp_rate, signed char sp_rate, int flag)
{
struct status_data *st;
unsigned int hp = 0, sp = 0;
st = status->get_status_data(target);
if (hp_rate > 100)
hp_rate = 100;
else if (hp_rate < -100)
hp_rate = -100;
if (hp_rate > 0)
hp = APPLY_RATE(st->hp, hp_rate);
else
hp = APPLY_RATE(st->max_hp, -hp_rate);
if (hp_rate && !hp)
hp = 1;
if (flag == 2 && hp >= st->hp)
hp = st->hp-1; //Must not kill target.
if (sp_rate > 100)
sp_rate = 100;
else if (sp_rate < -100)
sp_rate = -100;
if (sp_rate > 0)
sp = APPLY_RATE(st->sp, sp_rate);
else
sp = APPLY_RATE(st->max_sp, -sp_rate);
if (sp_rate && !sp)
sp = 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));
else
status->heal(target, INT_MAX, 0, STATUS_HEAL_DEFAULT);
}
if (sp > INT_MAX) {
sp -= INT_MAX;
if (flag)
status->damage(src, target, 0, INT_MAX, 0, (!src||src==target?5:1));
else
status->heal(target, 0, INT_MAX, STATUS_HEAL_DEFAULT);
}
if (flag)
return status->damage(src, target, hp, sp, 0, (!src||src==target?5:1));
return status->heal(target, hp, sp, STATUS_HEAL_DEFAULT);
}
static int status_revive(struct block_list *bl, unsigned char per_hp, unsigned char per_sp)
{
struct status_data *st;
unsigned int hp, sp;
nullpo_ret(bl);
if (!status->isdead(bl)) return 0;
st = status->get_status_data(bl);
if (st == &status->dummy)
return 0; //Invalid target.
hp = APPLY_RATE(st->max_hp, per_hp);
sp = APPLY_RATE(st->max_sp, per_sp);
if(hp > st->max_hp - st->hp)
hp = st->max_hp - st->hp;
else if (per_hp && !hp)
hp = 1;
if(sp > st->max_sp - st->sp)
sp = st->max_sp - st->sp;
else if (per_sp && !sp)
sp = 1;
st->hp += hp;
st->sp += sp;
if (bl->prev) //Animation only if character is already on a map.
clif->resurrection(bl, 1);
switch (bl->type) {
case BL_PC: pc->revive(BL_UCAST(BL_PC, bl), hp, sp); break;
case BL_MOB: mob->revive(BL_UCAST(BL_MOB, bl), hp); break;
case BL_HOM: homun->revive(BL_UCAST(BL_HOM, bl), hp, sp); break;
case BL_NUL:
case BL_PET:
case BL_MER:
case BL_ELEM:
case BL_ITEM:
case BL_SKILL:
case BL_NPC:
case BL_CHAT:
case BL_ALL:
break;
}
return 1;
}
static int status_fixed_revive(struct block_list *bl, unsigned int per_hp, unsigned int per_sp)
{
struct status_data *st;
unsigned int hp, sp;
if (!status->isdead(bl)) return 0;
nullpo_ret(bl);
st = status->get_status_data(bl);
if (st == &status->dummy)
return 0; //Invalid target.
hp = per_hp;
sp = per_sp;
if(hp > st->max_hp - st->hp)
hp = st->max_hp - st->hp;
else if (!hp)
hp = 1;
if(sp > st->max_sp - st->sp)
sp = st->max_sp - st->sp;
else if (!sp)
sp = 1;
st->hp += hp;
st->sp += sp;
if (bl->prev) //Animation only if character is already on a map.
clif->resurrection(bl, 1);
switch (bl->type) {
case BL_PC: pc->revive(BL_UCAST(BL_PC, bl), hp, sp); break;
case BL_MOB: mob->revive(BL_UCAST(BL_MOB, bl), hp); break;
case BL_HOM: homun->revive(BL_UCAST(BL_HOM, bl), hp, sp); break;
case BL_NUL:
case BL_PET:
case BL_MER:
case BL_ELEM:
case BL_ITEM:
case BL_SKILL:
case BL_NPC:
case BL_CHAT:
case BL_ALL:
break;
}
return 1;
}
/**
* a sub-function from 'status_check_skilluse' function, which can be use for plugin manipulation
* check 'disabled_skills' flag settings from `db\(pre-)re\map_zone_db.conf`
*
* @param src The source object can be BL_PC, BL_MOB, BL_PET, BL_HOM, BL_MER, BL_ELEM type
* @param st The status_data of the source object, use to check MD_BOSS of BL_MOB type
* @param skill_id The skill ID use by src
*
* @return false if the skill ID use is denied, true otherwise
**/
static bool status_check_skilluse_mapzone(struct block_list *src, struct status_data *st, uint16 skill_id)
{
nullpo_retr(false, src);
nullpo_retr(false, st);
for (int i = 0; i < map->list[src->m].zone->disabled_skills_count; i++) {
int zone_nameid = map->list[src->m].zone->disabled_skills[i]->nameid;
enum bl_type zone_type = map->list[src->m].zone->disabled_skills[i]->type;
enum map_zone_skill_subtype zone_subtype = map->list[src->m].zone->disabled_skills[i]->subtype;
if (skill_id == zone_nameid && (zone_type & src->type) != 0) {
if (src->type == BL_PC) {
struct map_session_data *sd = BL_UCAST(BL_PC, src);
#if PACKETVER >= 20080311
clif->skill_mapinfomessage(sd, 2);
#else
clif->messagecolor_self(sd->fd, COLOR_CYAN, msg_sd(sd, MSGTBL_SKILL_DISABLED_IN_AREA));
#endif
} else if (src->type == BL_MOB && zone_subtype != MZS_NONE) {
if ((st->mode & MD_BOSS) != 0) { /* is boss */
if ((zone_subtype & MZS_BOSS) == 0)
break;
} else { /* is not boss */
if ((zone_subtype & MZS_BOSS) != 0)
break;
}
}
return false;
}
}
return true;
}
/*==========================================
* Checks whether the src can use the skill on the target,
* taking into account status/option of both source/target. [Skotlex]
* 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.
* src MAY be null to indicate we shouldn't check it, this is a ground-based skill attack.
* target MAY Be null, in which case the checks are only to see
* whether the source can cast or not the skill on the ground.
*------------------------------------------*/
static int status_check_skilluse(struct block_list *src, struct block_list *target, uint16 skill_id, int flag)
{
struct status_data *st;
struct status_change *sc=NULL, *tsc;
int hide_flag;
struct map_session_data *sd = BL_CAST(BL_PC, src);
st = src ? status->get_status_data(src) : &status->dummy;
if (src != NULL && src->type != BL_PC && status->isdead(src))
return 0;
if (sd != NULL && sd->block_action.skill && skill_id) // *pcblock script command
return 0;
if (!skill_id) { //Normal attack checks.
if (!(st->mode&MD_CANATTACK))
return 0; //This mode is only needed for melee attacking.
//Dead state is not checked for skills as some skills can be used
//on dead characters, said checks are left to skill.c [Skotlex]
if (target && status->isdead(target))
return 0;
if( src && (sc = status->get_sc(src)) != NULL && sc->data[SC_COLD] && src->type != BL_MOB)
return 0;
}
if( skill_id ) {
if (src != NULL && (sd == NULL || sd->auto_cast_current.type != AUTOCAST_ITEM)) {
// Items that cast skills using 'itemskill' will not be handled by map_zone_db.
if (!status->check_skilluse_mapzone(src, st, skill_id))
return 0;
}
switch( skill_id ) {
case PA_PRESSURE:
if( flag && target ) {
//Gloria Avoids pretty much everything....
tsc = status->get_sc(target);
if(tsc && tsc->option&OPTION_HIDE)
return 0;
}
break;
case GN_WALLOFTHORN:
if( target && status->isdead(target) )
return 0;
break;
case AL_TELEPORT:
//Should fail when used on top of Land Protector [Skotlex]
if (src != NULL
&& map->getcell(src->m, src, src->x, src->y, CELL_CHKLANDPROTECTOR)
&& !(st->mode&MD_BOSS)
&& (src->type != BL_PC || sd->auto_cast_current.type != AUTOCAST_ITEM))
return 0;
break;
default:
break;
}
}
if ( src ) sc = status->get_sc(src);
if( sc && sc->count ) {
if (skill_id != RK_REFRESH && sc->opt1 >0 && !(sc->opt1 == OPT1_CRYSTALIZE && src->type == BL_MOB) && sc->opt1 != OPT1_BURNING && skill_id != SR_GENTLETOUCH_CURE) { //Stunned/Frozen/etc
if (flag != 1) //Can't cast, casted stuff can't damage.
return 0;
if (!(skill->get_inf(skill_id)&INF_GROUND_SKILL))
return 0; //Targeted spells can't come off.
}
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 0;
if (sc->data[SC_DC_WINKCHARM] && target && !flag) { //Prevents skill usage
struct block_list *winkcharm_target = map->id2bl(sc->data[SC_DC_WINKCHARM]->val2);
if (winkcharm_target != NULL) {
if (unit->bl2ud(src) && (unit->bl2ud(src))->walktimer == INVALID_TIMER)
unit->walk_tobl(src, winkcharm_target, 3, 1);
clif->emotion(src, E_LV);
return 0;
} else {
status_change_end(src, SC_DC_WINKCHARM, INVALID_TIMER);
}
}
if (sc->data[SC_BLADESTOP]) {
switch (sc->data[SC_BLADESTOP]->val1)
{
case 5: if (skill_id == MO_EXTREMITYFIST) break;
FALLTHROUGH
case 4: if (skill_id == MO_CHAINCOMBO) break;
FALLTHROUGH
case 3: if (skill_id == MO_INVESTIGATE) break;
FALLTHROUGH
case 2: if (skill_id == MO_FINGEROFFENSIVE) break;
FALLTHROUGH
default: return 0;
}
}
if (sc->data[SC_DANCING] && flag!=2) {
if (src->type == BL_PC && skill_id >= WA_SWING_DANCE && skill_id <= WM_UNLIMITED_HUMMING_VOICE) {
// Lvl 5 Lesson or higher allow you use 3rd job skills while dancing.v
if (pc->checkskill(sd, WM_LESSON) < 5)
return 0;
} else if(sc->data[SC_LONGING]) { //Allow everything except dancing/re-dancing. [Skotlex]
if (skill_id == BD_ENCORE ||
skill->get_inf2(skill_id)&(INF2_SONG_DANCE|INF2_ENSEMBLE_SKILL)
)
return 0;
} else {
switch (skill_id) {
case BD_ADAPTATION:
case CG_LONGINGFREEDOM:
case BA_MUSICALSTRIKE:
case DC_THROWARROW:
break;
default:
return 0;
}
}
if ((sc->data[SC_DANCING]->val1&0xFFFF) == CG_HERMODE && skill_id == BD_ADAPTATION)
return 0; //Can't amp out of Wand of Hermode :/ [Skotlex]
}
if (skill_id != 0 /* Do not block item-casted skills.*/ && (src->type != BL_PC || sd->auto_cast_current.type != AUTOCAST_ITEM)) {
//Skills blocked through status changes...
if (!flag && ( //Blocked only from using the skill (stuff like autospell may still go through
sc->data[SC_SILENCE] ||
sc->data[SC_STEELBODY] ||
sc->data[SC_BERSERK] ||
sc->data[SC_OBLIVIONCURSE] ||
sc->data[SC_WHITEIMPRISON] ||
sc->data[SC__INVISIBILITY] ||
(sc->data[SC_COLD] && src->type != BL_MOB) ||
sc->data[SC__IGNORANCE] ||
sc->data[SC_DEEP_SLEEP] ||
sc->data[SC_SATURDAY_NIGHT_FEVER] ||
sc->data[SC_CURSEDCIRCLE_TARGET] ||
(sc->data[SC_MARIONETTE_MASTER] && skill_id != CG_MARIONETTE) || //Only skill you can use is marionette again to cancel it
(sc->data[SC_MARIONETTE] && skill_id == CG_MARIONETTE) || //Cannot use marionette if you are being buffed by another
(sc->data[SC_STASIS] && skill->block_check(src, SC_STASIS, skill_id)) ||
(sc->data[SC_KG_KAGEHUMI] && skill->block_check(src, SC_KG_KAGEHUMI, 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_ALL_RIDING] != NULL // New mounts can't attack nor use skills in the client; this check makes it cheat-safe. [Ind]
))
return 0;
//Skill blocking.
if (
(sc->data[SC_VOLCANO] && skill_id == WZ_ICEWALL) ||
(sc->data[SC_ROKISWEIL] && skill_id != BD_ADAPTATION) ||
(sc->data[SC_HERMODE] && skill->get_inf(skill_id) & INF_SUPPORT_SKILL) ||
pc_ismuted(sc, MANNER_NOSKILL)
)
return 0;
if( sc->data[SC__MANHOLE] || ((tsc = status->get_sc(target)) && tsc->data[SC__MANHOLE]) ) {
switch(skill_id) {//##TODO## make this a flag in skill_db?
// Skills that can be used even under Man Hole effects.
case SC_SHADOWFORM:
break;
default:
return 0;
}
}
}
}
if (sc && sc->option) {
if (sc->option&OPTION_HIDE) {
switch (skill_id) { //Usable skills while hiding.
case TF_HIDING:
case AS_GRIMTOOTH:
case RG_BACKSTAP:
case RG_RAID:
case NJ_SHADOWJUMP:
case NJ_KIRIKAGE:
case KO_YAMIKUMO:
break;
default:
//Non players can use all skills while hidden.
if (!skill_id || src->type == BL_PC)
return 0;
}
}
if ( sc->option&OPTION_CHASEWALK ) {
if ( sc->data[SC__INVISIBILITY] ) {
if ( skill_id != 0 && skill_id != SC_INVISIBILITY )
return 0;
} else if ( skill_id != ST_CHASEWALK )
return 0;
}
}
if (target == NULL || target == src) //No further checking needed.
return 1;
tsc = status->get_sc(target);
if(tsc && tsc->count) {
/* attacks in invincible are capped to 1 damage and handled in batte.c; 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 0;
if(!skill_id && tsc->data[SC_TRICKDEAD])
return 0;
if((skill_id == WZ_STORMGUST || skill_id == WZ_FROSTNOVA || skill_id == NJ_HYOUSYOURAKU)
&& tsc->data[SC_FREEZE])
return 0;
if(skill_id == PR_LEXAETERNA && (tsc->data[SC_FREEZE] || (tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE)))
return 0;
if( ( tsc->data[SC_STEALTHFIELD] || tsc->data[SC_CAMOUFLAGE] ) && !(st->mode&(MD_BOSS|MD_DETECTOR)) && flag == 4 )
return 0;
}
//If targeting, cloak+hide protect you, otherwise only hiding does.
hide_flag = flag?OPTION_HIDE:(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK);
// Applies even if the target hides
if ((skill->get_ele(skill_id,1) == ELE_EARTH && skill_id != MG_STONECURSE) // Ground type
|| (flag&1 && skill->get_nk(skill_id)&NK_NO_DAMAGE && skill_id != ALL_RESURRECTION)) // Buff/debuff skills started before hiding
hide_flag &= ~OPTION_HIDE;
switch( target->type ) {
case BL_PC:
{
const struct map_session_data *tsd = BL_UCCAST(BL_PC, target);
bool is_boss = (st->mode&MD_BOSS);
bool is_detect = ((st->mode&MD_DETECTOR)?true:false);//god-knows-why gcc doesn't shut up until this happens
if (pc_isinvisible(tsd))
return 0;
if (tsc != NULL) {
if (tsc->option&hide_flag
&& !is_boss
&& (tsd->special_state.perfect_hiding || !is_detect || tsc->data[SC_CLOAKINGEXCEED] != NULL || tsc->data[SC_NEWMOON] != NULL)
)
return 0;
if (tsc->data[SC_CAMOUFLAGE] && !(is_boss || is_detect) && flag == 0)
return 0;
if (tsc->data[SC_STEALTHFIELD] && !is_boss)
return 0;
}
}
break;
case BL_ITEM:
//Allow targeting 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 (st->mode&MD_LOOTER)
return 1;
return 0;
case BL_HOM:
case BL_MER:
case BL_ELEM:
if( target->type == BL_HOM && skill_id && battle_config.hom_setting&0x1 && skill->get_inf(skill_id)&INF_SUPPORT_SKILL && battle->get_master(target) != src )
return 0; // 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 0; // Can't use Weapon endow skills on Mercenary (only Master)
if( skill_id == AM_POTIONPITCHER && ( target->type == BL_MER || target->type == BL_ELEM) )
return 0; // Can't use Potion Pitcher on Mercenaries
FALLTHROUGH
case BL_NUL:
case BL_PET:
case BL_SKILL:
case BL_NPC:
case BL_CHAT:
case BL_MOB:
case BL_ALL:
default:
//Check for chase-walk/hiding/cloaking opponents.
if( tsc ) {
if( tsc->option&hide_flag && !(st->mode&(MD_BOSS|MD_DETECTOR)))
return 0;
if( tsc->data[SC_STEALTHFIELD] && !(st->mode&MD_BOSS) )
return 0;
}
}
return 1;
}
//Skotlex: Calculates the initial status for the given mob
//first will only be false when the mob leveled up or got a GuardUp level.
static int status_calc_mob_(struct mob_data *md, enum e_status_calc_opt opt)
{
struct status_data *mstatus;
struct block_list *mbl = NULL;
int flag=0;
int guardup_lv = 0;
nullpo_retr(1, md);
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->g
&& (guardup_lv = guild->checkskill(md->guardian_data->g,GD_GUARDUP)) > 0)
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 (!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)
CREATE(md->base_status, struct status_data, 1);
mstatus = md->base_status;
memcpy(mstatus, &md->db->status, sizeof(struct status_data));
if (flag&(8|16))
mbl = map->id2bl(md->master_id);
if (flag&8 && mbl) {
struct status_data *masterstatus = status->get_base_status(mbl);
if ( masterstatus ) {
if (battle_config.slaves_inherit_speed&((masterstatus->mode&MD_CANMOVE) ? 1 : 2))
mstatus->speed = masterstatus->speed;
if (mstatus->speed < 2) /* minimum for the unit to function properly */
mstatus->speed = 2;
}
}
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 && BL_UCAST(BL_MOB, mbl)->special_state.ai == AI_NONE)
md->special_state.ai = AI_NONE;
if (ud) {
// different levels of HP according to skill level
if (ud->skill_id == AM_SPHEREMINE) {
mstatus->max_hp = 2000 + 400*ud->skill_lv;
} else if(ud->skill_id == KO_ZANZOU) {
mstatus->max_hp = 3000 + 3000 * ud->skill_lv + status_get_max_sp(battle->get_master(mbl));
} else { //AM_CANNIBALIZE
mstatus->max_hp = 1500 + 200*ud->skill_lv + 10*status->get_lv(mbl);
mstatus->mode |= MD_CANATTACK|MD_AGGRESSIVE;
}
mstatus->hp = mstatus->max_hp;
if( ud->skill_id == NC_SILVERSNIPER )
mstatus->rhw.atk = mstatus->rhw.atk2 = 200 * ud->skill_lv;
}
}
if (flag&1) {
// increase from mobs leveling up [Valaris]
int diff = md->level - md->db->lv;
mstatus->str+= diff;
mstatus->agi+= diff;
mstatus->vit+= diff;
mstatus->int_+= diff;
mstatus->dex+= diff;
mstatus->luk+= diff;
mstatus->max_hp += diff*mstatus->vit;
mstatus->max_sp += diff*mstatus->int_;
mstatus->hp = mstatus->max_hp;
mstatus->sp = mstatus->max_sp;
mstatus->speed -= cap_value(diff, 0, mstatus->speed - 10);
}
if (flag&2 && battle_config.mob_size_influence) {
// change for sized monsters [Valaris]
if (md->special_state.size==SZ_MEDIUM) {
mstatus->max_hp>>=1;
mstatus->max_sp>>=1;
if (!mstatus->max_hp) mstatus->max_hp = 1;
if (!mstatus->max_sp) mstatus->max_sp = 1;
mstatus->hp=mstatus->max_hp;
mstatus->sp=mstatus->max_sp;
mstatus->str>>=1;
mstatus->agi>>=1;
mstatus->vit>>=1;
mstatus->int_>>=1;
mstatus->dex>>=1;
mstatus->luk>>=1;
if (!mstatus->str) mstatus->str = 1;
if (!mstatus->agi) mstatus->agi = 1;
if (!mstatus->vit) mstatus->vit = 1;
if (!mstatus->int_) mstatus->int_ = 1;
if (!mstatus->dex) mstatus->dex = 1;
if (!mstatus->luk) mstatus->luk = 1;
} else if (md->special_state.size==SZ_BIG) {
mstatus->max_hp<<=1;
mstatus->max_sp<<=1;
mstatus->hp=mstatus->max_hp;
mstatus->sp=mstatus->max_sp;
mstatus->str<<=1;
mstatus->agi<<=1;
mstatus->vit<<=1;
mstatus->int_<<=1;
mstatus->dex<<=1;
mstatus->luk<<=1;
}
}
status->calc_misc(&md->bl, mstatus, md->level);
if (flag&4) {
// Strengthen Guardians - custom value +10% / lv
struct guild_castle *gc;
gc=guild->mapname2gc(map->list[md->bl.m].name);
if (!gc)
ShowError("status_calc_mob: No castle set at map %s\n", map->list[md->bl.m].name);
else
if (gc->siege_type == SIEGE_TYPE_FE || gc->siege_type == SIEGE_TYPE_TE || md->class_ == MOBID_EMPELIUM) {
#ifdef RENEWAL
mstatus->max_hp += 50 * gc->defense;
mstatus->max_sp += 70 * gc->defense;
#else
mstatus->max_hp += 1000 * gc->defense;
mstatus->max_sp += 200 * gc->defense;
#endif
mstatus->hp = mstatus->max_hp;
mstatus->sp = mstatus->max_sp;
mstatus->def += (gc->defense+2)/3;
mstatus->mdef += (gc->defense+2)/3;
}
if (md->class_ != MOBID_EMPELIUM) {
mstatus->batk += mstatus->batk * 10*guardup_lv/100;
mstatus->rhw.atk += mstatus->rhw.atk * 10*guardup_lv/100;
mstatus->rhw.atk2 += mstatus->rhw.atk2 * 10*guardup_lv/100;
mstatus->aspd_rate -= 100*guardup_lv;
}
}
if( opt&SCO_FIRST ) //Initial battle status
memcpy(&md->status, mstatus, sizeof(struct status_data));
return 1;
}
//Skotlex: Calculates the stats of the given pet.
static int status_calc_pet_(struct pet_data *pd, enum e_status_calc_opt opt)
{
nullpo_ret(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.speed = pd->petDB->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 |= MD_CANATTACK;
}
}
if (battle_config.pet_lv_rate && pd->msd) {
struct map_session_data *sd = pd->msd;
int 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, *pstatus = &pd->status;
pd->pet.level = lv;
if (! (opt&SCO_FIRST) ) //Lv Up animation
clif->misceffect(&pd->bl, 0);
pstatus->rhw.atk = (bstat->rhw.atk*lv)/pd->db->lv;
pstatus->rhw.atk2 = (bstat->rhw.atk2*lv)/pd->db->lv;
pstatus->str = (bstat->str*lv)/pd->db->lv;
pstatus->agi = (bstat->agi*lv)/pd->db->lv;
pstatus->vit = (bstat->vit*lv)/pd->db->lv;
pstatus->int_ = (bstat->int_*lv)/pd->db->lv;
pstatus->dex = (bstat->dex*lv)/pd->db->lv;
pstatus->luk = (bstat->luk*lv)/pd->db->lv;
pstatus->rhw.atk = cap_value(pstatus->rhw.atk, 1, battle_config.pet_max_atk1);
pstatus->rhw.atk2 = cap_value(pstatus->rhw.atk2, 2, battle_config.pet_max_atk2);
pstatus->str = cap_value(pstatus->str,1,battle_config.pet_max_stats);
pstatus->agi = cap_value(pstatus->agi,1,battle_config.pet_max_stats);
pstatus->vit = cap_value(pstatus->vit,1,battle_config.pet_max_stats);
pstatus->int_= cap_value(pstatus->int_,1,battle_config.pet_max_stats);
pstatus->dex = cap_value(pstatus->dex,1,battle_config.pet_max_stats);
pstatus->luk = cap_value(pstatus->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 = 1000*(pd->pet.intimate - battle_config.pet_support_min_friendly)/(1000- battle_config.pet_support_min_friendly) +500;
if(battle_config.pet_support_rate != 100)
pd->rate_fix = pd->rate_fix*battle_config.pet_support_rate/100;
return 1;
}
static unsigned int status_get_base_maxsp(const struct map_session_data *sd, const struct status_data *st)
{
uint64 val;
nullpo_ret(sd);
nullpo_ret(st);
val = pc->class2idx(sd->status.class);
val = status->dbs->SP_table[val][sd->status.base_level];
if ((sd->job & JOBL_UPPER) != 0)
val += val * 25 / 100;
else if ((sd->job & JOBL_BABY) != 0)
val = val * 70 / 100;
if ((sd->job & MAPID_UPPERMASK) == MAPID_TAEKWON && sd->status.base_level >= 90 && pc->fame_rank(sd->status.char_id, RANKTYPE_TAEKWON) > 0)
val *= 3; //Triple max SP for top ranking Taekwons over level 90.
val += val * st->int_ / 100;
return (unsigned int)cap_value(val, 0, UINT_MAX);
}
static unsigned int status_get_base_maxhp(const struct map_session_data *sd, const struct status_data *st)
{
uint64 val;
nullpo_ret(sd);
nullpo_ret(st);
val = pc->class2idx(sd->status.class);
val = status->dbs->HP_table[val][sd->status.base_level];
if ((sd->job & MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.base_level >= 99)
val += 2000; //Supernovice lvl99 hp bonus.
if ((sd->job & MAPID_THIRDMASK) == MAPID_SUPER_NOVICE_E && sd->status.base_level >= 150)
val += 2000; //Extented Supernovice lvl150 hp bonus.
if ((sd->job & JOBL_UPPER) != 0)
val += val * 25 / 100; //Trans classes get a 25% hp bonus
else if ((sd->job & JOBL_BABY) != 0)
val = val * 70 / 100; //Baby classes get a 30% hp penalty
if ((sd->job & MAPID_UPPERMASK) == MAPID_TAEKWON && sd->status.base_level >= 90 && pc->fame_rank(sd->status.char_id, RANKTYPE_TAEKWON))
val *= 3; //Triple max HP for top ranking Taekwons over level 90.
val += val * st->vit / 100; // +1% per each point of VIT
return (unsigned int)cap_value(val,0,UINT_MAX);
}
static struct s_maxhp_entry *status_get_maxhp_cap_entry(int class_idx, int level)
{
struct s_unit_params *params = status->dbs->unit_params[class_idx];
int i;
ARR_FIND(0, params->maxhp_size, i, (level <= params->maxhp[i].max_level));
// Not finding a value would mean that the table did not get expanded (Which would be a bug)
Assert_retr(
(params->maxhp_size > 0 ? &(params->maxhp[params->maxhp_size - 1]) : &(status->dummy_unit_params.maxhp[0])),
i < params->maxhp_size
);
return &(params->maxhp[i]);
}
/**
* Calculates the HP that a character will have after death, on respawn.
*
* @param sd The character to calculate.
* @param st The character's status data.
*/
static unsigned int status_get_restart_hp(const struct map_session_data *sd, const struct status_data *st)
{
unsigned int hp = 0;
if (sd->special_state.restart_full_recover)
return st->max_hp;
if ((sd->job & MAPID_BASEMASK) == MAPID_NOVICE && (sd->job & JOBL_2) == 0 && battle_config.restart_hp_rate < 50)
hp = st->max_hp / 2;
else
hp = APPLY_RATE(st->max_hp, battle_config.restart_hp_rate);
if (hp > 0)
return hp;
return 1;
}
/**
* Calculates the SP that a character will have after death, on respawn.
*
* @param sd The character to calculate.
* @param st The character's status data.
*/
static unsigned int status_get_restart_sp(const struct map_session_data *sd, const struct status_data *st)
{
unsigned int sp = 0;
if (sd->special_state.restart_full_recover)
return st->max_sp;
sp = APPLY_RATE(st->max_sp, battle_config.restart_sp_rate);
if (sp > 0)
return sp;
return 1; // the minimum for the respawn setting is SP:1
}
static void status_calc_pc_additional(struct map_session_data *sd, enum e_status_calc_opt opt)
{
/* Just used for Plugin to give bonuses. */
return;
}
static void status_calc_pc_recover_hp(struct map_session_data *sd, struct status_data *bstatus)
{
nullpo_retv(sd);
nullpo_retv(bstatus);
if ((sd->job & MAPID_BASEMASK) == MAPID_NOVICE && (sd->job & JOBL_2) == 0
&& battle_config.restart_hp_rate < 50)
bstatus->hp = bstatus->max_hp>>1;
else
bstatus->hp = APPLY_RATE(bstatus->max_hp, battle_config.restart_hp_rate);
}
//Calculates player data from scratch without counting SC adjustments.
//Should be invoked whenever players raise stats, learn passive skills or change equipment.
static int status_calc_pc_(struct map_session_data *sd, enum e_status_calc_opt opt)
{
static int calculating = 0; //Check for recursive call preemption. [Skotlex]
struct status_data *bstatus; // pointer to the player's base status
const struct status_change *sc;
struct s_skill b_skill[MAX_SKILL_DB]; // previous skill tree
int b_weight, b_max_weight, b_cart_weight_max, // previous weight
i, k, index, skill_lv,refinedef=0;
int64 i64;
nullpo_retr(-1, sd);
sc = &sd->sc;
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));
b_weight = sd->weight;
b_max_weight = sd->max_weight;
b_cart_weight_max = sd->cart_weight_max;
pc->calc_skilltree(sd); // SkillTree calculation
sd->max_weight = status->dbs->max_weight_base[pc->class2idx(sd->status.class)]+sd->status.str*300;
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;
sd->regen.skill = &sd->skill_regen;
sd->regen.sitting = &sd->sitting_regen;
sd->weight=0;
for (i = 0; i < sd->status.inventorySize; i++) {
if(sd->status.inventory[i].nameid==0 || sd->inventory_data[i] == NULL)
continue;
sd->weight += sd->inventory_data[i]->weight*sd->status.inventory[i].amount;
}
sd->cart_weight=0;
sd->cart_num=0;
for(i=0;istatus.cart[i].nameid==0)
continue;
sd->cart_weight+=itemdb_weight(sd->status.cart[i].nameid)*sd->status.cart[i].amount;
sd->cart_num++;
}
}
bstatus = &sd->base_status;
// these are not zeroed. [zzo]
sd->hprate=100;
sd->sprate=100;
sd->castrate=100;
sd->delayrate=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->regen.state.block = 0;
// zeroed arrays
memset(ZEROED_BLOCK_POS(sd), 0, ZEROED_BLOCK_SIZE(sd));
memset(ZEROED_BLOCK_POS(&(sd->right_weapon)), 0, ZEROED_BLOCK_SIZE(&(sd->right_weapon)));
memset(ZEROED_BLOCK_POS(&(sd->left_weapon)), 0, ZEROED_BLOCK_SIZE(&(sd->left_weapon)));
if (sd->special_state.intravision && !sd->sc.data[SC_CLAIRVOYANCE]) //Clear intravision as long as nothing else is using it
clif->sc_end(&sd->bl, sd->bl.id, SELF, status->get_sc_icon(SC_CLAIRVOYANCE));
memset(&sd->special_state,0,sizeof(sd->special_state));
if (!sd->state.permanent_speed) {
memset(&bstatus->max_hp, 0, sizeof(struct status_data)-(sizeof(bstatus->hp)+sizeof(bstatus->sp)));
bstatus->speed = DEFAULT_WALK_SPEED;
} else {
int pSpeed = bstatus->speed;
memset(&bstatus->max_hp, 0, sizeof(struct status_data)-(sizeof(bstatus->hp)+sizeof(bstatus->sp)));
bstatus->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)
bstatus->mode = MD_MASK&~(MD_BOSS|MD_PLANT|MD_DETECTOR|MD_ANGRY|MD_TARGETWEAK);
bstatus->size = ((sd->job & JOBL_BABY) != 0 || (sd->job & MAPID_BASEMASK) == MAPID_SUMMONER)?SZ_SMALL:SZ_MEDIUM;
if (battle_config.character_size && (pc_isridingpeco(sd) || pc_isridingdragon(sd))) { //[Lupus]
if ((sd->job & JOBL_BABY) != 0) {
if (battle_config.character_size&SZ_BIG)
bstatus->size++;
} else {
if(battle_config.character_size&SZ_MEDIUM)
bstatus->size++;
}
}
bstatus->aspd_rate = 1000;
bstatus->ele_lv = 1;
bstatus->race = ((sd->job & MAPID_BASEMASK) == MAPID_SUMMONER)?RC_BRUTE:RC_PLAYER;
// Autobonus
pc->delautobonus(sd,sd->autobonus,ARRAYLENGTH(sd->autobonus),true);
pc->delautobonus(sd,sd->autobonus2,ARRAYLENGTH(sd->autobonus2),true);
pc->delautobonus(sd,sd->autobonus3,ARRAYLENGTH(sd->autobonus3),true);
// Parse equipment.
for(i=0;icurrent_equip_item_index = index = sd->equip_index[i]; //We pass INDEX to status->current_equip_item_index - for EQUIP_SCRIPT (new cards solution) [Lupus]
if(index < 0)
continue;
if(i == EQI_AMMO) continue;/* ammo has special handler down there */
if(i == EQI_HAND_R && sd->equip_index[EQI_HAND_L] == index)
continue;
if(i == EQI_HEAD_MID && sd->equip_index[EQI_HEAD_LOW] == index)
continue;
if(i == EQI_HEAD_TOP && (sd->equip_index[EQI_HEAD_MID] == index || sd->equip_index[EQI_HEAD_LOW] == index))
continue;
if(i == EQI_COSTUME_MID && sd->equip_index[EQI_COSTUME_LOW] == index)
continue;
if(i == EQI_COSTUME_TOP && (sd->equip_index[EQI_COSTUME_MID] == index || sd->equip_index[EQI_COSTUME_LOW] == index))
continue;
if(!sd->inventory_data[index])
continue;
for(k = 0; k < map->list[sd->bl.m].zone->disabled_items_count; k++) {
if( map->list[sd->bl.m].zone->disabled_items[k] == sd->inventory_data[index]->nameid ) {
break;
}
}
if( k < map->list[sd->bl.m].zone->disabled_items_count )
continue;
bstatus->def += sd->inventory_data[index]->def;
if (opt&SCO_FIRST && sd->inventory_data[index]->equip_script) {
//Execute equip-script on login
script->run_item_equip_script(sd, sd->inventory_data[index], 0);
if (!calculating)
return 1;
}
// sanitize the refine level in case someone decreased the value in between
if (sd->status.inventory[index].refine > MAX_REFINE)
sd->status.inventory[index].refine = MAX_REFINE;
if(sd->inventory_data[index]->type == IT_WEAPON) {
int r = sd->status.inventory[index].refine,wlv = sd->inventory_data[index]->wlv;
struct weapon_data *wd;
struct weapon_atk *wa;
if (wlv >= REFINE_TYPE_MAX)
wlv = REFINE_TYPE_MAX - 1;
if(i == EQI_HAND_L && sd->status.inventory[index].equip == EQP_HAND_L) {
wd = &sd->left_weapon; // Left-hand weapon
wa = &bstatus->lhw;
} else {
wd = &sd->right_weapon;
wa = &bstatus->rhw;
}
wa->atk += sd->inventory_data[index]->atk;
if ( !battle_config.shadow_refine_atk && itemdb_is_shadowequip(sd->inventory_data[index]->equip) )
r = 0;
if (r)
wa->atk2 = refine->get_bonus(wlv, r) / 100;
#ifdef RENEWAL
wa->matk += sd->inventory_data[index]->matk;
wa->wlv = wlv;
if( r && sd->weapontype1 != W_BOW ) // renewal magic attack refine bonus
wa->matk += refine->get_bonus(wlv, r) / 100;
#endif
//Overrefined bonus.
if (r)
wd->overrefine = refine->get_randombonus_max(wlv, r) / 100;
wa->range += sd->inventory_data[index]->range;
if(sd->inventory_data[index]->script) {
if (wd == &sd->left_weapon) {
sd->state.lr_flag = 1;
script->run_use_script(sd, sd->inventory_data[index], 0);
sd->state.lr_flag = 0;
} else
script->run_use_script(sd, sd->inventory_data[index], 0);
if (!calculating) //Abort, script->run retriggered this. [Skotlex]
return 1;
}
if (sd->status.inventory[index].card[0]==CARD0_FORGE) {
// Forged weapon
wd->star += (sd->status.inventory[index].card[1]>>8);
if (wd->star >= 15)
wd->star = 40; // 3 Star Crumbs now give +40 dmg
if (pc->fame_rank(MakeDWord(sd->status.inventory[index].card[2],sd->status.inventory[index].card[3]), RANKTYPE_BLACKSMITH) > 0)
wd->star += 10;
if (!wa->ele) //Do not overwrite element from previous bonuses.
wa->ele = (sd->status.inventory[index].card[1]&0x0f);
}
}
else if(sd->inventory_data[index]->type == IT_ARMOR) {
int r = sd->status.inventory[index].refine;
if ( (!battle_config.costume_refine_def && itemdb_is_costumeequip(sd->inventory_data[index]->equip)) ||
(!battle_config.shadow_refine_def && itemdb_is_shadowequip(sd->inventory_data[index]->equip))
)
r = 0;
if (r)
refinedef += refine->get_bonus(REFINE_TYPE_ARMOR, r);
if(sd->inventory_data[index]->script) {
if( i == EQI_HAND_L ) //Shield
sd->state.lr_flag = 3;
script->run_use_script(sd, sd->inventory_data[index], 0);
if( i == EQI_HAND_L ) //Shield
sd->state.lr_flag = 0;
if (!calculating) //Abort, script->run retriggered this. [Skotlex]
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_is_GNthrowable(sd->inventory_data[index]->nameid) ) //don't run scripts on throwable items
script->run_use_script(sd, sd->inventory_data[index], 0);
sd->state.lr_flag = 0;
if (!calculating) //Abort, script->run retriggered status_calc_pc. [Skotlex]
return 1;
}
}
/* we've got combos to process */
for( i = 0; i < sd->combo_count; i++ ) {
struct item_combo *combo = itemdb->id2combo(sd->combos[i].id);
unsigned char j;
/**
* ensure combo usage is allowed at this location
**/
for(j = 0; j < combo->count; j++) {
for(k = 0; k < map->list[sd->bl.m].zone->disabled_items_count; k++) {
if( map->list[sd->bl.m].zone->disabled_items[k] == combo->nameid[j] ) {
break;
}
}
if( k != map->list[sd->bl.m].zone->disabled_items_count )
break;
}
if( j != combo->count )
continue;
script->run(sd->combos[i].bonus,0,sd->bl.id,0);
if (!calculating) //Abort, script->run retriggered this.
return 1;
}
//Store equipment script bonuses
memcpy(sd->param_equip,sd->param_bonus,sizeof(sd->param_equip));
memset(sd->param_bonus, 0, sizeof(sd->param_bonus));
bstatus->def += (refinedef+50)/100;
//Parse Cards
for(i=0;icurrent_equip_item_index = index = sd->equip_index[i]; //We pass INDEX to status->current_equip_item_index - for EQUIP_SCRIPT (new cards solution) [Lupus]
if(index < 0)
continue;
if(i == EQI_AMMO) continue;/* ammo doesn't have cards */
if(i == EQI_HAND_R && sd->equip_index[EQI_HAND_L] == index)
continue;
if(i == EQI_HEAD_MID && sd->equip_index[EQI_HEAD_LOW] == index)
continue;
if(i == EQI_HEAD_TOP && (sd->equip_index[EQI_HEAD_MID] == index || sd->equip_index[EQI_HEAD_LOW] == index))
continue;
if (sd->inventory_data[index]) {
int j;
struct item_data *data;
//Card script execution.
if (itemdb_isspecial(sd->status.inventory[index].card[0]))
continue;
for (j = 0; j < MAX_SLOTS; j++) {
// Uses MAX_SLOTS to support Soul Bound system [Inkfish]
int c = status->current_equip_card_id = sd->status.inventory[index].card[j];
if(!c)
continue;
data = itemdb->exists(c);
if(!data)
continue;
for(k = 0; k < map->list[sd->bl.m].zone->disabled_items_count; k++) {
if( map->list[sd->bl.m].zone->disabled_items[k] == data->nameid ) {
break;
}
}
if( k < map->list[sd->bl.m].zone->disabled_items_count )
continue;
if(opt&SCO_FIRST && data->equip_script) {//Execute equip-script on login
script->run_item_equip_script(sd, data, 0);
if (!calculating)
return 1;
}
if(!data->script)
continue;
if(i == EQI_HAND_L && sd->status.inventory[index].equip == EQP_HAND_L) { //Left hand status.
sd->state.lr_flag = 1;
script->run_use_script(sd, data, 0);
sd->state.lr_flag = 0;
} else
script->run_use_script(sd, data, 0);
if (!calculating) //Abort, script->run his function. [Skotlex]
return 1;
}
}
}
/* parse item options [Smokexyz] */
for (i = 0; i < EQI_MAX; i++) {
status->current_equip_item_index = index = sd->equip_index[i];
status->current_equip_option_index = -1;
if (i == EQI_HAND_R && sd->equip_index[EQI_HAND_L] == index)
continue;
else if (i == EQI_HEAD_MID && sd->equip_index[EQI_HEAD_LOW] == index)
continue;
else if (i == EQI_HEAD_TOP && (sd->equip_index[EQI_HEAD_MID] == index || sd->equip_index[EQI_HEAD_LOW] == index))
continue;
if (index >= 0 && sd->inventory_data[index]) {
int j = 0;
for (j = 0; j < MAX_ITEM_OPTIONS; j++) {
int16 option_index = sd->status.inventory[index].option[j].index;
struct itemdb_option *ito = NULL;
if (option_index == 0 || (ito = itemdb->option_exists(option_index)) == NULL || ito->script == NULL)
continue;
status->current_equip_option_index = j;
script->run(ito->script, 0, sd->bl.id, 0);
if (calculating == 0) //Abort, script->run his function. [Skotlex]
return 1;
}
}
}
status->current_equip_option_index = -1;
status->current_equip_item_index = -1;
// Clan Buffs
if (sd->status.clan_id > 0) {
struct clan *c = clan->search(sd->status.clan_id);
clan->buff_start(sd, c);
}
status->calc_pc_additional(sd, opt);
if (sd->pd != NULL) { // Pet bonus.
struct pet_data *pd = sd->pd;
if (pd->petDB != NULL && pd->petDB->equip_script != NULL)
script->run(pd->petDB->equip_script, 0, sd->bl.id, 0);
if (pd->pet.intimate > PET_INTIMACY_NONE && pd->state.skillbonus == 1 && pd->bonus != NULL
&& (battle_config.pet_equip_required == 0 || pd->pet.equip > 0)) {
pc->bonus(sd, pd->bonus->type, pd->bonus->val);
}
}
//param_bonus now holds card bonuses.
if(bstatus->rhw.range < 1) bstatus->rhw.range = 1;
if(bstatus->lhw.range < 1) bstatus->lhw.range = 1;
if(bstatus->rhw.range < bstatus->lhw.range)
bstatus->rhw.range = bstatus->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
sd->right_weapon.atkmods[0] = status->dbs->atkmods[0][sd->weapontype1];
sd->right_weapon.atkmods[1] = status->dbs->atkmods[1][sd->weapontype1];
sd->right_weapon.atkmods[2] = status->dbs->atkmods[2][sd->weapontype1];
sd->left_weapon.atkmods[0] = status->dbs->atkmods[0][sd->weapontype2];
sd->left_weapon.atkmods[1] = status->dbs->atkmods[1][sd->weapontype2];
sd->left_weapon.atkmods[2] = status->dbs->atkmods[2][sd->weapontype2];
if ((pc_isridingpeco(sd) || pc_isridingdragon(sd)) && (sd->weapontype == W_1HSPEAR || sd->weapontype == W_2HSPEAR)) {
//When Riding with spear, damage modifier to mid-class becomes
//same as versus large size.
sd->right_weapon.atkmods[1] = sd->right_weapon.atkmods[2];
sd->left_weapon.atkmods[1] = sd->left_weapon.atkmods[2];
}
// ----- STATS CALCULATION -----
// Job bonuses
index = pc->class2idx(sd->status.class);
for (i = 0; i < sd->status.job_level && i < MAX_LEVEL; i++) {
if(!status->dbs->job_bonus[index][i])
continue;
switch(status->dbs->job_bonus[index][i]) {
case 1: bstatus->str++; break;
case 2: bstatus->agi++; break;
case 3: bstatus->vit++; break;
case 4: bstatus->int_++; break;
case 5: bstatus->dex++; break;
case 6: bstatus->luk++; break;
}
}
// If a Super Novice has never died and is at least joblv 70, he gets all stats +10
if ((sd->job & MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->die_counter == 0 && sd->status.job_level >= 70) {
bstatus->str += 10;
bstatus->agi += 10;
bstatus->vit += 10;
bstatus->int_+= 10;
bstatus->dex += 10;
bstatus->luk += 10;
}
// Absolute modifiers from passive skills
if(pc->checkskill(sd,BS_HILTBINDING)>0)
bstatus->str++;
if((skill_lv=pc->checkskill(sd,SA_DRAGONOLOGY))>0)
bstatus->int_ += (skill_lv+1)/2; // +1 INT / 2 lv
if((skill_lv=pc->checkskill(sd,AC_OWL))>0)
bstatus->dex += skill_lv;
if((skill_lv = pc->checkskill(sd,RA_RESEARCHTRAP))>0)
bstatus->int_ += skill_lv;
if ((pc->checkskill(sd,SU_POWEROFLAND)) > 0)
bstatus->int_ += 20;
// Bonuses from cards and equipment as well as base stat, remember to avoid overflows.
i = bstatus->str + sd->status.str + sd->param_bonus[0] + sd->param_equip[0];
bstatus->str = cap_value(i,0,USHRT_MAX);
i = bstatus->agi + sd->status.agi + sd->param_bonus[1] + sd->param_equip[1];
bstatus->agi = cap_value(i,0,USHRT_MAX);
i = bstatus->vit + sd->status.vit + sd->param_bonus[2] + sd->param_equip[2];
bstatus->vit = cap_value(i,0,USHRT_MAX);
i = bstatus->int_+ sd->status.int_+ sd->param_bonus[3] + sd->param_equip[3];
bstatus->int_ = cap_value(i,0,USHRT_MAX);
i = bstatus->dex + sd->status.dex + sd->param_bonus[4] + sd->param_equip[4];
bstatus->dex = cap_value(i,0,USHRT_MAX);
i = bstatus->luk + sd->status.luk + sd->param_bonus[5] + sd->param_equip[5];
bstatus->luk = cap_value(i,0,USHRT_MAX);
// ------ BASE ATTACK CALCULATION ------
// Base batk value is set on status->calc_misc
// weapon-type bonus (FIXME: Why is the weapon_atk bonus applied to base attack?)
if (sd->weapontype < MAX_SINGLE_WEAPON_TYPE && sd->weapon_atk[sd->weapontype])
bstatus->batk += sd->weapon_atk[sd->weapontype];
// Absolute modifiers from passive skills
#ifndef RENEWAL
if((skill_lv=pc->checkskill(sd,BS_HILTBINDING))>0) // it doesn't work in RE.
bstatus->batk += 4;
#endif
// ----- HP MAX CALCULATION -----
// Basic MaxHP value
//We hold the standard Max HP here to make it faster to recalculate on vit changes.
sd->status.max_hp = status->get_base_maxhp(sd,bstatus);
//This is done to handle underflows from negative Max HP bonuses
i64 = sd->status.max_hp + (int)bstatus->max_hp;
bstatus->max_hp = (unsigned int)cap_value(i64, 0, INT_MAX);
// Absolute modifiers from passive skills
if ((skill_lv=pc->checkskill(sd,CR_TRUST)) > 0)
bstatus->max_hp += skill_lv*200;
if ((pc->checkskill(sd,SU_SPRITEMABLE)) > 0)
bstatus->max_hp += 1000;
// Apply relative modifiers from equipment
if(sd->hprate < 0)
sd->hprate = 0;
if(sd->hprate!=100)
bstatus->max_hp = APPLY_RATE(bstatus->max_hp, sd->hprate);
if(battle_config.hp_rate != 100)
bstatus->max_hp = APPLY_RATE(bstatus->max_hp, battle_config.hp_rate);
int maxhp_cap = pc_maxhp_cap(sd);
if(bstatus->max_hp > (unsigned int) maxhp_cap)
bstatus->max_hp = maxhp_cap;
else if(!bstatus->max_hp)
bstatus->max_hp = 1;
// ----- SP MAX CALCULATION -----
// Basic MaxSP value
sd->status.max_sp = status->get_base_maxsp(sd,bstatus);
//This is done to handle underflows from negative Max SP bonuses
i64 = sd->status.max_sp + (int)bstatus->max_sp;
bstatus->max_sp = (unsigned int)cap_value(i64, 0, INT_MAX);
// Absolute modifiers from passive skills
if((skill_lv=pc->checkskill(sd,SL_KAINA))>0)
bstatus->max_sp += 30*skill_lv;
if((skill_lv=pc->checkskill(sd,HP_MEDITATIO))>0)
bstatus->max_sp += (int64)bstatus->max_sp * skill_lv/100;
if((skill_lv=pc->checkskill(sd,HW_SOULDRAIN))>0)
bstatus->max_sp += (int64)bstatus->max_sp * 2*skill_lv/100;
if( (skill_lv = pc->checkskill(sd,RA_RESEARCHTRAP)) > 0 )
bstatus->max_sp += 200 + 20 * skill_lv;
if( (skill_lv = pc->checkskill(sd,WM_LESSON)) > 0 )
bstatus->max_sp += 30 * skill_lv;
if ((pc->checkskill(sd,SU_SPRITEMABLE)) > 0)
bstatus->max_sp += 100;
// Apply relative modifiers from equipment
if(sd->sprate < 0)
sd->sprate = 0;
if(sd->sprate!=100)
bstatus->max_sp = APPLY_RATE(bstatus->max_sp, sd->sprate);
if(battle_config.sp_rate != 100)
bstatus->max_sp = APPLY_RATE(bstatus->max_sp, battle_config.sp_rate);
if(bstatus->max_sp > (unsigned int)battle_config.max_sp)
bstatus->max_sp = battle_config.max_sp;
else if(!bstatus->max_sp)
bstatus->max_sp = 1;
// ----- RESPAWN HP/SP -----
//
//Calc respawn hp and store it on base_status
bstatus->hp = status->get_restart_hp(sd, bstatus);
bstatus->sp = status->get_restart_sp(sd, bstatus);
// ----- MISC CALCULATION -----
status->calc_misc(&sd->bl, bstatus, sd->status.base_level);
//Equipment modifiers for misc settings
if(sd->matk_rate < 0)
sd->matk_rate = 0;
if(sd->matk_rate != 100){
bstatus->matk_max = bstatus->matk_max * sd->matk_rate/100;
bstatus->matk_min = bstatus->matk_min * sd->matk_rate/100;
}
if(sd->hit_rate < 0)
sd->hit_rate = 0;
if(sd->hit_rate != 100)
bstatus->hit = bstatus->hit * sd->hit_rate/100;
if(sd->flee_rate < 0)
sd->flee_rate = 0;
if(sd->flee_rate != 100)
bstatus->flee = bstatus->flee * sd->flee_rate/100;
if(sd->def2_rate < 0)
sd->def2_rate = 0;
if(sd->def2_rate != 100)
bstatus->def2 = bstatus->def2 * sd->def2_rate/100;
if(sd->mdef2_rate < 0)
sd->mdef2_rate = 0;
if(sd->mdef2_rate != 100)
bstatus->mdef2 = bstatus->mdef2 * sd->mdef2_rate/100;
if(sd->critical_rate < 0)
sd->critical_rate = 0;
if(sd->critical_rate != 100)
bstatus->cri = bstatus->cri * sd->critical_rate/100;
if (pc->checkskill(sd, SU_POWEROFLIFE) > 0)
bstatus->cri += 20;
if(sd->flee2_rate < 0)
sd->flee2_rate = 0;
if(sd->flee2_rate != 100)
bstatus->flee2 = bstatus->flee2 * sd->flee2_rate/100;
// ----- HIT CALCULATION -----
// Absolute modifiers from passive skills
#ifndef RENEWAL
if((skill_lv=pc->checkskill(sd,BS_WEAPONRESEARCH))>0) // is this correct in pre? there is already hitrate bonus in battle.c
bstatus->hit += skill_lv*2;
#endif
if((skill_lv=pc->checkskill(sd,AC_VULTURE))>0) {
#ifndef RENEWAL
bstatus->hit += skill_lv;
#endif
if (sd->weapontype == W_BOW)
bstatus->rhw.range += skill_lv;
}
if (sd->weapontype >= W_REVOLVER && sd->weapontype <= W_GRENADE) {
if((skill_lv=pc->checkskill(sd,GS_SINGLEACTION))>0)
bstatus->hit += 2*skill_lv;
if((skill_lv=pc->checkskill(sd,GS_SNAKEEYE))>0) {
bstatus->hit += skill_lv;
bstatus->rhw.range += skill_lv;
}
}
if ((sd->weapontype == W_1HAXE || sd->weapontype == W_2HAXE) && (skill_lv = pc->checkskill(sd,NC_TRAININGAXE)) > 0)
bstatus->hit += 3*skill_lv;
if ((sd->weapontype == W_MACE || sd->weapontype == W_2HMACE) && (skill_lv = pc->checkskill(sd,NC_TRAININGAXE)) > 0)
bstatus->hit += 2*skill_lv;
if (pc->checkskill(sd, SU_POWEROFLIFE) > 0)
bstatus->hit += 20;
// ----- FLEE CALCULATION -----
// Absolute modifiers from passive skills
if((skill_lv=pc->checkskill(sd,TF_MISS))>0)
bstatus->flee += skill_lv*((sd->job & JOBL_2) != 0 && (sd->job & MAPID_BASEMASK) == MAPID_THIEF? 4 : 3);
if((skill_lv=pc->checkskill(sd,MO_DODGE))>0)
bstatus->flee += (skill_lv*3)>>1;
if (pc->checkskill(sd, SU_POWEROFLIFE) > 0)
bstatus->flee += 20;
// ----- EQUIPMENT-DEF CALCULATION -----
// Apply relative modifiers from equipment
if(sd->def_rate < 0)
sd->def_rate = 0;
if(sd->def_rate != 100) {
i = bstatus->def * sd->def_rate/100;
bstatus->def = cap_value(i, DEFTYPE_MIN, DEFTYPE_MAX);
}
if( pc_ismadogear(sd) && (skill_lv = pc->checkskill(sd,NC_MAINFRAME)) > 0 )
bstatus->def += 20 + 20 * skill_lv;
#ifndef RENEWAL
if (!battle_config.weapon_defense_type && bstatus->def > battle_config.max_def) {
bstatus->def2 += battle_config.over_def_bonus*(bstatus->def -battle_config.max_def);
bstatus->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 = bstatus->mdef * sd->mdef_rate/100;
bstatus->mdef = cap_value(i, DEFTYPE_MIN, DEFTYPE_MAX);
}
#ifndef RENEWAL
if (!battle_config.magic_defense_type && bstatus->mdef > battle_config.max_def) {
bstatus->mdef2 += battle_config.over_def_bonus*(bstatus->mdef -battle_config.max_def);
bstatus->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,bstatus);
bstatus->amotion = cap_value(i, pc_max_aspd(sd), 2000);
// Relative modifiers from passive skills
#ifndef RENEWAL_ASPD
if (sd->weapontype == W_BOOK && (skill_lv=pc->checkskill(sd,SA_ADVANCEDBOOK)) > 0)
bstatus->aspd_rate -= 5*skill_lv;
if((skill_lv = pc->checkskill(sd,SG_DEVIL)) > 0 && !pc->nextjobexp(sd))
bstatus->aspd_rate -= 30*skill_lv;
if (sd->weapontype >= W_REVOLVER && sd->weapontype <= W_GRENADE && (skill_lv=pc->checkskill(sd,GS_SINGLEACTION)) > 0)
bstatus->aspd_rate -= ((skill_lv+1)/2) * 10;
if (pc_isridingpeco(sd))
bstatus->aspd_rate += 500-100*pc->checkskill(sd,KN_CAVALIERMASTERY);
else if (pc_isridingdragon(sd))
bstatus->aspd_rate += 250-50*pc->checkskill(sd,RK_DRAGONTRAINING);
#else // needs more info
if ( (skill_lv = pc->checkskill(sd, SG_DEVIL)) > 0 && !pc->nextjobexp(sd) )
bstatus->aspd_rate += 30 * skill_lv;
if ( pc_isridingpeco(sd) )
bstatus->aspd_rate -= 500 - 100 * pc->checkskill(sd, KN_CAVALIERMASTERY);
else if ( pc_isridingdragon(sd) )
bstatus->aspd_rate -= 250 - 50 * pc->checkskill(sd, RK_DRAGONTRAINING);
#endif
bstatus->adelay = 2*bstatus->amotion;
// ----- DMOTION -----
//
i = 800-bstatus->agi*4;
bstatus->dmotion = cap_value(i, 400, 800);
if(battle_config.pc_damage_delay_rate != 100)
bstatus->dmotion = bstatus->dmotion*battle_config.pc_damage_delay_rate/100;
// ----- MISC CALCULATIONS -----
// Weight
if((skill_lv=pc->checkskill(sd,MC_INCCARRY))>0)
sd->max_weight += 2000*skill_lv;
if (pc_isridingpeco(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_lv=pc->checkskill(sd,ALL_INCCARRY))>0)
sd->max_weight += 2000*skill_lv;
sd->cart_weight_max = battle_config.max_cart_weight + (pc->checkskill(sd, GN_REMODELING_CART)*5000);
if (pc->checkskill(sd,SM_MOVINGRECOVERY)>0)
sd->regen.state.walk = 1;
else
sd->regen.state.walk = 0;
// Skill SP cost
if((skill_lv=pc->checkskill(sd,HP_MANARECHARGE))>0 )
sd->dsprate -= 4*skill_lv;
if(sc->data[SC_SERVICEFORYOU])
sd->dsprate -= sc->data[SC_SERVICEFORYOU]->val3;
if(sc->data[SC_ATKER_BLOOD])
sd->dsprate -= sc->data[SC_ATKER_BLOOD]->val1;
//Underflow protections.
if(sd->dsprate < 0)
sd->dsprate = 0;
if(sd->castrate < 0)
sd->castrate = 0;
if(sd->delayrate < 0)
sd->delayrate = 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_lv = pc->checkskill(sd, CR_TRUST)) > 0)
sd->subele[ELE_HOLY] += skill_lv * 5;
if ((skill_lv = pc->checkskill(sd, BS_SKINTEMPER)) > 0) {
sd->subele[ELE_NEUTRAL] += skill_lv;
sd->subele[ELE_FIRE] += skill_lv*4;
}
if ((skill_lv = pc->checkskill(sd, NC_RESEARCHFE)) > 0) {
sd->subele[ELE_EARTH] += skill_lv * 10;
sd->subele[ELE_FIRE] += skill_lv * 10;
}
if ((skill_lv = pc->checkskill(sd, SA_DRAGONOLOGY)) > 0) {
#ifdef RENEWAL
skill_lv = skill_lv * 2;
#else
skill_lv = skill_lv * 4;
#endif
sd->right_weapon.addrace[RC_DRAGON] += skill_lv;
sd->left_weapon.addrace[RC_DRAGON] += skill_lv;
sd->magic_addrace[RC_DRAGON] += skill_lv;
#ifdef RENEWAL
sd->race_tolerance[RC_DRAGON] += skill_lv;
#else
sd->subrace[RC_DRAGON] += skill_lv;
#endif
}
if ((skill_lv = pc->checkskill(sd, AB_EUCHARISTICA)) > 0) {
sd->right_weapon.addrace[RC_DEMON] += skill_lv;
sd->right_weapon.addele[ELE_DARK] += skill_lv;
sd->left_weapon.addrace[RC_DEMON] += skill_lv;
sd->left_weapon.addele[ELE_DARK] += skill_lv;
sd->magic_addrace[RC_DEMON] += skill_lv;
sd->magic_addele[ELE_DARK] += skill_lv;
#ifdef RENEWAL
sd->race_tolerance[RC_DEMON] += skill_lv;
#else
sd->subrace[RC_DEMON] += skill_lv;
#endif
sd->subele[ELE_DARK] += skill_lv;
}
if (sc->count) {
if (sc->data[SC_CONCENTRATION]) { // Update the card-bonus data
sc->data[SC_CONCENTRATION]->val3 = sd->param_bonus[1]; // Agi
sc->data[SC_CONCENTRATION]->val4 = sd->param_bonus[4]; // Dex
}
if (sc->data[SC_SIEGFRIED]){
i = sc->data[SC_SIEGFRIED]->val2;
sd->subele[ELE_WATER] += i;
sd->subele[ELE_EARTH] += i;
sd->subele[ELE_FIRE] += i;
sd->subele[ELE_WIND] += i;
sd->subele[ELE_POISON] += i;
sd->subele[ELE_HOLY] += i;
sd->subele[ELE_DARK] += i;
sd->subele[ELE_GHOST] += i;
sd->subele[ELE_UNDEAD] += i;
}
if (sc->data[SC_PROVIDENCE]){
sd->subele[ELE_HOLY] += sc->data[SC_PROVIDENCE]->val2;
#ifdef RENEWAL
sd->race_tolerance[RC_DEMON] += sc->data[SC_PROVIDENCE]->val2;
#else
sd->subrace[RC_DEMON] += sc->data[SC_PROVIDENCE]->val2;
#endif
}
if (sc->data[SC_ARMORPROPERTY]) {
//This status change should grant card-type elemental resist.
sd->subele[ELE_WATER] += sc->data[SC_ARMORPROPERTY]->val1;
sd->subele[ELE_EARTH] += sc->data[SC_ARMORPROPERTY]->val2;
sd->subele[ELE_FIRE] += sc->data[SC_ARMORPROPERTY]->val3;
sd->subele[ELE_WIND] += sc->data[SC_ARMORPROPERTY]->val4;
}
if (sc->data[SC_ARMOR_RESIST]) { // Undead Scroll
sd->subele[ELE_WATER] += sc->data[SC_ARMOR_RESIST]->val1;
sd->subele[ELE_EARTH] += sc->data[SC_ARMOR_RESIST]->val2;
sd->subele[ELE_FIRE] += sc->data[SC_ARMOR_RESIST]->val3;
sd->subele[ELE_WIND] += sc->data[SC_ARMOR_RESIST]->val4;
}
if (sc->data[SC_RESIST_PROPERTY_WATER] != NULL) { // Coldproof Potion
sd->subele[ELE_WATER] += sc->data[SC_RESIST_PROPERTY_WATER]->val1;
sd->subele[ELE_WIND] += sc->data[SC_RESIST_PROPERTY_WATER]->val2;
}
if (sc->data[SC_RESIST_PROPERTY_GROUND] != NULL) { // Earthproof Potion
sd->subele[ELE_EARTH] += sc->data[SC_RESIST_PROPERTY_GROUND]->val1;
sd->subele[ELE_FIRE] += sc->data[SC_RESIST_PROPERTY_GROUND]->val2;
}
if (sc->data[SC_RESIST_PROPERTY_FIRE] != NULL) { // Fireproof Potion
sd->subele[ELE_FIRE] += sc->data[SC_RESIST_PROPERTY_FIRE]->val1;
sd->subele[ELE_WATER] += sc->data[SC_RESIST_PROPERTY_FIRE]->val2;
}
if (sc->data[SC_RESIST_PROPERTY_WIND] != NULL) { // Thunderproof Potion
sd->subele[ELE_WIND] += sc->data[SC_RESIST_PROPERTY_WIND]->val1;
sd->subele[ELE_EARTH] += sc->data[SC_RESIST_PROPERTY_WIND]->val2;
}
if (sc->data[SC_FIRE_CLOAK_OPTION]) {
i = sc->data[SC_FIRE_CLOAK_OPTION]->val2;
sd->subele[ELE_FIRE] += i;
sd->subele[ELE_WATER] -= i;
}
if (sc->data[SC_WATER_DROP_OPTION]) {
i = sc->data[SC_WATER_DROP_OPTION]->val2;
sd->subele[ELE_WATER] += i;
sd->subele[ELE_WIND] -= i;
}
if (sc->data[SC_WIND_CURTAIN_OPTION]) {
i = sc->data[SC_WIND_CURTAIN_OPTION]->val2;
sd->subele[ELE_WIND] += i;
sd->subele[ELE_EARTH] -= i;
}
if (sc->data[SC_STONE_SHIELD_OPTION]) {
i = sc->data[SC_STONE_SHIELD_OPTION]->val2;
sd->subele[ELE_EARTH] += i;
sd->subele[ELE_FIRE] -= i;
}
if (sc->data[SC_POPECOOKIE] != NULL) {
i = sc->data[SC_POPECOOKIE]->val3;
sd->subele[ELE_WATER] += i;
sd->subele[ELE_EARTH] += i;
sd->subele[ELE_FIRE] += i;
sd->subele[ELE_WIND] += i;
sd->subele[ELE_POISON] += i;
sd->subele[ELE_HOLY] += i;
sd->subele[ELE_DARK] += i;
sd->subele[ELE_GHOST] += i;
sd->subele[ELE_UNDEAD] += i;
}
if (sc->data[SC_MTF_MLEATKED])
sd->subele[ELE_NEUTRAL] += sc->data[SC_MTF_MLEATKED]->val1;
if (sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 3)
sd->magic_addele[ELE_FIRE] += 25;
if (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 3)
sd->magic_addele[ELE_WATER] += 25;
if (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 3)
sd->magic_addele[ELE_WIND] += 25;
if (sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 3)
sd->magic_addele[ELE_EARTH] += 25;
// Geffen Scrolls
if (sc->data[SC_SKELSCROLL]) {
#ifdef RENEWAL
sd->race_tolerance[RC_DEMIHUMAN] += sc->data[SC_SKELSCROLL]->val1;
#else
sd->subrace[RC_DEMIHUMAN] += sc->data[SC_SKELSCROLL]->val1;
#endif
}
if (sc->data[SC_DISTRUCTIONSCROLL]) {
sd->right_weapon.addrace[RC_ANGEL] += sc->data[SC_DISTRUCTIONSCROLL]->val1;
sd->left_weapon.addrace[RC_ANGEL] += sc->data[SC_DISTRUCTIONSCROLL]->val1;
sd->right_weapon.addele[ELE_HOLY] += sc->data[SC_DISTRUCTIONSCROLL]->val1;
sd->left_weapon.addele[ELE_HOLY] += sc->data[SC_DISTRUCTIONSCROLL]->val1;
sd->right_weapon.addrace[RC_BOSS] += sc->data[SC_DISTRUCTIONSCROLL]->val1;
sd->left_weapon.addrace[RC_BOSS] += sc->data[SC_DISTRUCTIONSCROLL]->val1;
}
if (sc->data[SC_ROYALSCROLL]) {
#ifdef RENEWAL
sd->race_tolerance[RC_BOSS] += sc->data[SC_ROYALSCROLL]->val1;
#else
sd->subrace[RC_BOSS] += sc->data[SC_ROYALSCROLL]->val1;
#endif
}
if (sc->data[SC_IMMUNITYSCROLL])
sd->subele[ELE_NEUTRAL] += sc->data[SC_IMMUNITYSCROLL]->val1;
// Geffen Magic Tournament
if (sc->data[SC_GEFFEN_MAGIC1]) {
sd->right_weapon.addrace[RC_DEMIHUMAN] += 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->magic_addrace[RC_DEMIHUMAN] += sc->data[SC_GEFFEN_MAGIC2]->val1;
if (sc->data[SC_GEFFEN_MAGIC3]) {
#ifdef RENEWAL
sd->race_tolerance[RC_DEMIHUMAN] += sc->data[SC_GEFFEN_MAGIC3]->val1;
#else
sd->subrace[RC_DEMIHUMAN] += sc->data[SC_GEFFEN_MAGIC3]->val1;
#endif
}
if (sc->data[SC_CUP_OF_BOZA])
sd->subele[ELE_FIRE] += sc->data[SC_CUP_OF_BOZA]->val2;
if (sc->data[SC_PHI_DEMON]) {
sd->right_weapon.addrace[RC_DEMON] += sc->data[SC_PHI_DEMON]->val1;
sd->left_weapon.addrace[RC_DEMON] += sc->data[SC_PHI_DEMON]->val1;
}
}
status->copy(&sd->battle_status, bstatus);
// ----- 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))) {
#if PACKETVER_MAIN_NUM >= 20190807 || PACKETVER_RE_NUM >= 20190807 || PACKETVER_ZERO_NUM >= 20190918
// Client doesn't delete unavailable skills even if we refresh
// the skill tree, individually delete them.
for (i = 0; i < MAX_SKILL_DB; i++) {
if (b_skill[i].id != 0 && sd->status.skill[i].id == 0)
clif->deleteskill(sd, b_skill[i].id, true);
}
#endif
clif->skillinfoblock(sd);
}
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);
}
if( b_cart_weight_max != sd->cart_weight_max ) {
clif->updatestatus(sd,SP_CARTINFO);
}
// Spirit Marble status activates automatically for a infinite
// amount of time when the skill is learned. Felt this was the
// best place to put this. [Rytech]
if (pc->checkskill(sd, SU_SPRITEMABLE))
sc_start(&sd->bl, &sd->bl, SC_SPRITEMABLE, 100, 1, INFINITE_DURATION, SU_SPRITEMABLE);
calculating = 0;
return 0;
}
static int status_calc_mercenary_(struct mercenary_data *md, enum e_status_calc_opt opt)
{
struct status_data *mstatus;
struct s_mercenary *merc;
nullpo_ret(md);
mstatus = &md->base_status;
merc = &md->mercenary;
if( opt&SCO_FIRST ) {
memcpy(mstatus, &md->db->status, sizeof(struct status_data));
mstatus->mode = MD_CANMOVE|MD_CANATTACK;
mstatus->hp = mstatus->max_hp;
mstatus->sp = mstatus->max_sp;
md->battle_status.hp = merc->hp;
md->battle_status.sp = merc->sp;
}
status->calc_misc(&md->bl, mstatus, md->db->lv);
status->copy(&md->battle_status, mstatus);
return 0;
}
static int status_calc_elemental_(struct elemental_data *ed, enum e_status_calc_opt opt)
{
struct status_data *estatus;
struct s_elemental *ele;
struct map_session_data *sd;
nullpo_ret(ed);
estatus = &ed->base_status;
ele = &ed->elemental;
sd = ed->master;
if (sd == NULL)
return 0;
if ( opt&SCO_FIRST ) {
memcpy(estatus, &ed->db->status, sizeof(struct status_data));
if (ele->mode == MD_NONE)
estatus->mode = EL_MODE_PASSIVE;
else
estatus->mode = ele->mode;
status->calc_misc(&ed->bl, estatus, 0);
estatus->max_hp = ele->max_hp;
estatus->max_sp = ele->max_sp;
estatus->hp = ele->hp;
estatus->sp = ele->sp;
estatus->rhw.atk = ele->atk;
estatus->rhw.atk2 = ele->atk2;
estatus->matk_min += ele->matk;
estatus->def += ele->def;
estatus->mdef += ele->mdef;
estatus->flee = ele->flee;
estatus->hit = ele->hit;
memcpy(&ed->battle_status, estatus, sizeof(struct status_data));
} else {
status->calc_misc(&ed->bl, estatus, 0);
status->copy(&ed->battle_status, estatus);
}
return 0;
}
static int status_calc_npc_(struct npc_data *nd, enum e_status_calc_opt opt)
{
struct status_data *nstatus;
if (!nd)
return 0;
nstatus = &nd->status;
if ( opt&SCO_FIRST ) {
nstatus->hp = 1;
nstatus->sp = 1;
nstatus->max_hp = 1;
nstatus->max_sp = 1;
nstatus->def_ele = ELE_NEUTRAL;
nstatus->ele_lv = 1;
nstatus->race = RC_PLAYER;
nstatus->size = nd->size;
nstatus->rhw.range = 1 + nstatus->size;
nstatus->mode = (MD_CANMOVE|MD_CANATTACK);
nstatus->speed = nd->speed;
}
nstatus->str = nd->stat_point;
nstatus->agi = nd->stat_point;
nstatus->vit = nd->stat_point;
nstatus->int_= nd->stat_point;
nstatus->dex = nd->stat_point;
nstatus->luk = nd->stat_point;
status->calc_misc(&nd->bl, nstatus, nd->level);
status->copy(&nd->status, nstatus);
return 0;
}
static int status_calc_homunculus_(struct homun_data *hd, enum e_status_calc_opt opt)
{
struct status_data *hstatus;
struct s_homunculus *hom;
int skill_lv;
int amotion;
nullpo_retr(1, hd);
hstatus = &hd->base_status;
hom = &hd->homunculus;
hstatus->str = hom->str / 10;
hstatus->agi = hom->agi / 10;
hstatus->vit = hom->vit / 10;
hstatus->dex = hom->dex / 10;
hstatus->int_ = hom->int_ / 10;
hstatus->luk = hom->luk / 10;
APPLY_HOMUN_LEVEL_STATWEIGHT();
if ( opt&SCO_FIRST ) { //[orn]
const struct s_homunculus_db *db = hd->homunculusDB;
hstatus->def_ele = db->element;
hstatus->ele_lv = 1;
hstatus->race = db->race;
hstatus->size = (hom->class_ == db->evo_class) ? db->evo_size : db->base_size;
hstatus->rhw.range = 1 + hstatus->size;
hstatus->mode = MD_CANMOVE | MD_CANATTACK;
hstatus->speed = DEFAULT_WALK_SPEED;
if ( battle_config.hom_setting & 0x8 && hd->master )
hstatus->speed = status->get_speed(&hd->master->bl);
hstatus->hp = 1;
hstatus->sp = 1;
}
hstatus->aspd_rate = 1000;
#ifdef RENEWAL
hstatus->def = 0;
amotion = hd->homunculusDB->baseASPD;
amotion = amotion - amotion * (hstatus->dex + hom->dex_value) / 1000 - (hstatus->agi + hom->agi_value) * amotion / 250;
#else
skill_lv = hom->level / 10 + hstatus->vit / 5;
hstatus->def = cap_value(skill_lv, 0, 99);
skill_lv = hom->level / 10 + hstatus->int_ / 5;
hstatus->mdef = cap_value(skill_lv, 0, 99);
amotion = (1000 - 4 * hstatus->agi - hstatus->dex) * hd->homunculusDB->baseASPD / 1000;
#endif
hstatus->amotion = cap_value(amotion, battle_config.max_aspd, 2000);
hstatus->adelay = hstatus->amotion; //It seems adelay = amotion for Homunculus.
hstatus->max_hp = hom->max_hp;
hstatus->max_sp = hom->max_sp;
homun->calc_skilltree(hd, 0);
if ( (skill_lv = homun->checkskill(hd, HAMI_SKIN)) > 0 )
hstatus->def += skill_lv * 4;
if ( (skill_lv = homun->checkskill(hd, HVAN_INSTRUCT)) > 0 ) {
hstatus->int_ += 1 + skill_lv / 2 + skill_lv / 4 + skill_lv / 5;
hstatus->str += 1 + skill_lv / 3 + skill_lv / 3 + skill_lv / 4;
}
if ( (skill_lv = homun->checkskill(hd, HAMI_SKIN)) > 0 )
hstatus->max_hp += skill_lv * 2 * hstatus->max_hp / 100;
if ( (skill_lv = homun->checkskill(hd, HLIF_BRAIN)) > 0 )
hstatus->max_sp += (1 + skill_lv / 2 - skill_lv / 4 + skill_lv / 5) * hstatus->max_sp / 100;
if ( opt&SCO_FIRST ) {
hd->battle_status.hp = hom->hp;
hd->battle_status.sp = hom->sp;
}
#ifndef RENEWAL
hstatus->rhw.atk = hstatus->dex;
hstatus->rhw.atk2 = hstatus->str + hom->level;
#endif
status->calc_misc(&hd->bl, hstatus, hom->level);
status->copy(&hd->battle_status, hstatus);
return 1;
}
static void status_calc_regen_pc(struct map_session_data *sd, struct status_data *st, struct regen_data *regen)
{
nullpo_retv(sd);
nullpo_retv(st);
nullpo_retv(regen);
nullpo_retv(regen->sitting);
nullpo_retv(regen->skill);
struct status_change *sc = &sd->sc;
if ((sc->data[SC_POISON] != NULL && sc->data[SC_SLOWPOISON] == NULL)
|| (sc->data[SC_DPOISON] != NULL && sc->data[SC_SLOWPOISON] == NULL)
|| sc->data[SC_BERSERK] != NULL
|| sc->data[SC_TRICKDEAD] != NULL
|| sc->data[SC_BLOODING] != NULL
|| sc->data[SC_MAGICMUSHROOM] != NULL
|| sc->data[SC_RAISINGDRAGON] != NULL
|| sc->data[SC_SATURDAY_NIGHT_FEVER] != NULL
) {
regen->flag = 0;
return; // Don't bother going on as no regen under those status.
}
if (sc->data[SC_DANCING] != NULL
|| sc->data[SC_OBLIVIONCURSE] != NULL
|| sc->data[SC_MAXIMIZEPOWER] != NULL
|| sc->data[SC_REBOUND] != NULL
|| sc->data[SC_VITALITYACTIVATION] != NULL
|| ((sd->job & MAPID_UPPERMASK) == MAPID_MONK
&& (sc->data[SC_EXTREMITYFIST] != NULL
|| (sc->data[SC_EXPLOSIONSPIRITS] != NULL
&& (sc->data[SC_SOULLINK] == NULL || sc->data[SC_SOULLINK]->val2 != SL_MONK)
)
)
)
) {
regen->flag &= ~RGN_SP; //No natural SP regen
}
if (sc->data[SC_GDSKILL_REGENERATION] != NULL && sc->data[SC_GDSKILL_REGENERATION]->val4 != 0) {
regen->flag &= ~sc->data[SC_GDSKILL_REGENERATION]->val4; //Remove regen as specified by val4
}
// Base HP/SP restore values formual
regen->hp = 1 + (st->vit / 5) + (st->max_hp / 200);
regen->sp = 1 + (st->int_ / 6) + (st->max_sp / 100);
if (st->int_ >= 120)
regen->sp += ((st->int_ - 120) / 2) + 4;
// Modifiers applied to base SP/HP restore values
if (sd->hprecov_rate != 100)
regen->hp = regen->hp * sd->hprecov_rate / 100;
if (sd->sprecov_rate != 100)
regen->sp = regen->sp * sd->sprecov_rate / 100;
// Base natural HP/SP restore bonuses
int skill_lv;
if ((skill_lv = pc->checkskill(sd, HP_MEDITATIO)) > 0)
regen->sp = regen->sp * (100 + 3 * skill_lv) / 100;
if (sc->data[SC_GENTLETOUCH_REVITALIZE] != NULL)
regen->hp += regen->hp * (30 * sc->data[SC_GENTLETOUCH_REVITALIZE]->val1 + 50) / 100;
// Recovery Items
if (sc->data[SC_EXTRACT_WHITE_POTION_Z] != NULL)
regen->hp += regen->hp * sc->data[SC_EXTRACT_WHITE_POTION_Z]->val1 / 100;
if (sc->data[SC_VITATA_500] != NULL)
regen->sp += regen->sp * sc->data[SC_VITATA_500]->val1 / 100;
if (sc->data[SC_ATKER_ASPD] != NULL)
regen->hp += regen->hp * sc->data[SC_ATKER_ASPD]->val2 / 100;
if (sc->data[SC_ATKER_MOVESPEED] != NULL)
regen->sp += regen->sp * sc->data[SC_ATKER_MOVESPEED]->val2 / 100;
if (sc->data[SC_BUCHEDENOEL] != NULL) {
regen->hp += regen->hp * sc->data[SC_BUCHEDENOEL]->val1 / 100;
regen->sp += regen->sp * sc->data[SC_BUCHEDENOEL]->val2 / 100;
}
// Skill HP/SP restore bonuses
struct regen_data_sub *skill_regen = regen->skill;
skill_regen->hp = 0;
skill_regen->sp = 0;
if ((skill_lv = pc->checkskill(sd, SM_RECOVERY)) > 0)
skill_regen->hp += skill_lv * 5 + skill_lv * st->max_hp / 500;
if ((skill_lv = pc->checkskill(sd, MG_SRECOVERY)) > 0)
skill_regen->sp += skill_lv * 3 + skill_lv * st->max_sp / 500;
if ((skill_lv = pc->checkskill(sd, NJ_NINPOU)) > 0)
skill_regen->sp += skill_lv * 3 + skill_lv * st->max_sp / 500;
if ((skill_lv = pc->checkskill(sd, WM_LESSON)) > 0)
skill_regen->sp += skill_lv * 3 + skill_lv * st->max_sp / 500;
// Skill HP/SP during sitting bonuses
struct regen_data_sub *sitting_regen = regen->sitting;
sitting_regen->hp = 0;
sitting_regen->sp = 0;
if ((skill_lv = pc->checkskill(sd, MO_SPIRITSRECOVERY)) > 0)
sitting_regen->hp += skill_lv * 4 + skill_lv * st->max_hp / 500;
if ((skill_lv = pc->checkskill(sd, TK_HPTIME)) > 0 && sd->state.rest != 0)
sitting_regen->hp += skill_lv * 30 + skill_lv * st->max_hp / 500;
if ((skill_lv = pc->checkskill(sd, TK_SPTIME)) > 0 && sd->state.rest != 0) {
sitting_regen->sp += skill_lv * 3 + skill_lv * st->max_sp / 500;
if ((skill_lv = pc->checkskill(sd, SL_KAINA)) > 0) //Power up Enjoyable Rest
sitting_regen->sp += sitting_regen->sp * (30 + 10 * skill_lv) / 100;
}
if ((skill_lv = pc->checkskill(sd, MO_SPIRITSRECOVERY)) > 0)
sitting_regen->sp += skill_lv * 2 + skill_lv * st->max_sp / 500;
}
static void status_calc_regen_homunculus(struct homun_data *hd, struct status_data *st, struct regen_data *regen)
{
nullpo_retv(hd);
nullpo_retv(st);
nullpo_retv(regen);
struct status_change *sc = &hd->sc;
if ((sc->data[SC_POISON] != NULL && sc->data[SC_SLOWPOISON] == NULL)
|| (sc->data[SC_DPOISON] != NULL && sc->data[SC_SLOWPOISON] == NULL)
|| sc->data[SC_BLOODING] != NULL
) {
regen->flag = 0;
return; // Don't bother going on as no regen under those status.
}
// Base HP/SP restore values formual
regen->hp = 1 + (st->vit / 5) + (st->max_hp / 200);
regen->sp = 1 + (st->int_ / 6) + (st->max_sp / 100);
if (st->int_ >= 120)
regen->sp += ((st->int_ - 120) / 2) + 4;
}
static void status_calc_regen_mercenary(struct mercenary_data *md, struct status_data *st, struct regen_data *regen)
{
nullpo_retv(md);
nullpo_retv(st);
nullpo_retv(regen);
struct status_change *sc = &md->sc;
if ((sc->data[SC_POISON] != NULL && sc->data[SC_SLOWPOISON] == NULL)
|| (sc->data[SC_DPOISON] != NULL && sc->data[SC_SLOWPOISON] == NULL)
|| sc->data[SC_BLOODING] != NULL
) {
regen->flag = 0;
return; // Don't bother going on as no regen under those status.
}
// Base HP/SP restore values formual
regen->hp = (st->max_hp * st->vit / 10000 + 1) * 6;
regen->sp = (st->max_sp * (st->int_ + 10) / 750) + 1;
}
static void status_calc_regen_elemental(struct elemental_data *md, struct status_data *st, struct regen_data *regen)
{
nullpo_retv(md);
nullpo_retv(st);
nullpo_retv(regen);
struct status_change *sc = &md->sc;
if ((sc->data[SC_POISON] != NULL && sc->data[SC_SLOWPOISON] == NULL)
|| (sc->data[SC_DPOISON] != NULL && sc->data[SC_SLOWPOISON] == NULL)
|| sc->data[SC_BLOODING] != NULL
) {
regen->flag = 0;
return; // Don't bother going on as no regen under those status.
}
// Base HP/SP restore values formual
regen->hp = (st->max_hp * st->vit / 10000 + 1) * 6;
regen->sp = (st->max_sp * (st->int_ + 10) / 750) + 1;
}
//Calculates base regen values.
static void status_calc_regen(struct block_list *bl, struct status_data *st, struct regen_data *regen)
{
nullpo_retv(bl);
if ((bl->type & BL_REGEN) == 0)
return;
nullpo_retv(st);
nullpo_retv(regen);
regen->flag = RGN_HP | RGN_SP;
if (regen->skill != NULL || regen->sitting != NULL)
regen->flag |= RGN_SHP | RGN_SSP;
switch (bl->type) {
case BL_PC:
status->calc_regen_pc(BL_UCAST(BL_PC, bl), st, regen);
break;
case BL_HOM:
status->calc_regen_homunculus(BL_UCAST(BL_HOM, bl), st, regen);
break;
case BL_MER:
status->calc_regen_mercenary(BL_UCAST(BL_MER, bl), st, regen);
break;
case BL_ELEM:
status->calc_regen_elemental(BL_UCAST(BL_ELEM, bl), st, regen);
break;
case BL_NUL:
case BL_PET:
case BL_SKILL:
case BL_NPC:
case BL_CHAT:
case BL_MOB:
case BL_ITEM:
case BL_ALL:
default:
Assert(0);
break;
}
regen->hp = cap_value(regen->hp, 0, INT16_MAX);
regen->sp = cap_value(regen->sp, 0, INT16_MAX);
if (regen->skill != NULL) {
regen->skill->hp = cap_value(regen->skill->hp, 0, INT16_MAX);
regen->skill->sp = cap_value(regen->skill->sp, 0, INT16_MAX);
}
if (regen->sitting != NULL) {
regen->sitting->hp = cap_value(regen->sitting->hp, 0, INT16_MAX);
regen->sitting->sp = cap_value(regen->sitting->sp, 0, INT16_MAX);
}
}
static void status_calc_regen_rate_pc(struct map_session_data *sd, struct regen_data *regen)
{
nullpo_retv(sd);
nullpo_retv(regen);
nullpo_retv(regen->skill);
nullpo_retv(regen->sitting);
struct guild_castle *gc = guild->mapindex2gc(sd->bl.m);
if (gc != NULL && gc->guild_id == sd->status.guild_id) {
regen->rate.hp *= 2;
regen->rate.sp *= 2;
}
struct status_change *sc = &sd->sc;
if (sc->data[SC_MAGNIFICAT] != NULL) {
regen->rate.sp *= 2;
}
if (sc->data[SC_GDSKILL_REGENERATION] != NULL) {
const struct status_change_entry *sce = sc->data[SC_GDSKILL_REGENERATION];
if (sce->val4 == 0) {
regen->rate.hp += regen->rate.hp * sce->val2 / 100;
regen->rate.sp += regen->rate.sp * sce->val3 / 100;
}
}
if (sc->data[SC_CATNIPPOWDER] != NULL) {
regen->rate.hp *= 2;
regen->rate.sp *= 2;
}
// According to Aegis Tension relax increases recovery by 3 times
// in normal HP regeneration and Skill HP regeneration and only if
// player is non-overweight otherwise it has no affect to formula
// it's also applied last right before the actual heal function call [hemagx]
if (regen->state.overweight == 0 && sc->data[SC_TENSIONRELAX] != NULL) {
regen->rate.hp *= 3;
regen->skill->rate.hp *= 3;
}
}
static void status_calc_regen_rate_elemental(struct elemental_data *md, struct regen_data *regen)
{
nullpo_retv(md);
nullpo_retv(regen);
struct status_change *sc = &md->sc;
if ((sc->data[SC_FIRE_INSIGNIA] != NULL && sc->data[SC_FIRE_INSIGNIA]->val1 == 1)
|| (sc->data[SC_WATER_INSIGNIA] != NULL && sc->data[SC_WATER_INSIGNIA]->val1 == 1)
|| (sc->data[SC_EARTH_INSIGNIA] != NULL && sc->data[SC_EARTH_INSIGNIA]->val1 == 1)
|| (sc->data[SC_WIND_INSIGNIA] != NULL && sc->data[SC_WIND_INSIGNIA]->val1 == 1))
regen->rate.hp *= 2;
}
static void status_calc_regen_rate_homunculus(struct homun_data *hd, struct regen_data *regen)
{
nullpo_retv(hd);
nullpo_retv(regen);
int skill_lv;
if ((skill_lv = homun->checkskill(hd, HLIF_BRAIN)) > 0)
regen->rate.sp = regen->rate.sp * (100 + 3 * skill_lv) / 100;
if ((skill_lv = homun->checkskill(hd, HAMI_SKIN)) > 0)
regen->rate.hp = regen->rate.hp * (100 + 5 * skill_lv) / 100;
}
//Calculates SC related regen rates.
static void status_calc_regen_rate(struct block_list *bl, struct regen_data *regen)
{
nullpo_retv(bl);
if ((bl->type & BL_REGEN) == 0)
return;
nullpo_retv(regen);
regen->rate.hp = 100;
regen->rate.sp = 100;
if (regen->skill != NULL) {
regen->skill->rate.hp = 100;
regen->skill->rate.sp = 100;
}
if (regen->sitting != NULL) {
regen->sitting->rate.hp = 100;
regen->sitting->rate.sp = 100;
}
switch (bl->type) {
case BL_PC:
status->calc_regen_rate_pc(BL_UCAST(BL_PC, bl), regen);
break;
case BL_ELEM:
status->calc_regen_rate_elemental(BL_UCAST(BL_ELEM, bl), regen);
break;
case BL_HOM:
status->calc_regen_rate_homunculus(BL_UCAST(BL_HOM, bl), regen);
break;
case BL_NUL:
case BL_PET:
case BL_SKILL:
case BL_NPC:
case BL_CHAT:
case BL_MOB:
case BL_MER:
case BL_ITEM:
case BL_ALL:
break;
}
regen->rate.hp = cap_value(regen->rate.hp, 0, INT16_MAX);
regen->rate.sp = cap_value(regen->rate.sp, 0, INT16_MAX);
if (regen->sitting != NULL) {
regen->sitting->rate.hp = cap_value(regen->sitting->rate.hp, 0, INT16_MAX);
regen->sitting->rate.sp = cap_value(regen->sitting->rate.sp, 0, INT16_MAX);
}
if (regen->skill != NULL) {
regen->skill->rate.hp = cap_value(regen->skill->rate.hp, 0, INT16_MAX);
regen->skill->rate.sp = cap_value(regen->skill->rate.sp, 0, INT16_MAX);
}
}
#define status_get_homstr(st, hd) ((st)->str + (hd)->homunculus.str_value)
#define status_get_homagi(st, hd) ((st)->agi + (hd)->homunculus.agi_value)
#define status_get_homvit(st, hd) ((st)->vit + (hd)->homunculus.vit_value)
#define status_get_homint(st, hd) ((st)->int_ + (hd)->homunculus.int_value)
#define status_get_homdex(st, hd) ((st)->dex + (hd)->homunculus.dex_value)
#define status_get_homluk(st, hd) ((st)->luk + (hd)->homunculus.luk_value)
/// Recalculates parts of an object's battle status according to the specified flags.
/// @param flag bitfield of values from e_scb_flag
static void status_calc_bl_main(struct block_list *bl, e_scb_flag flag)
{
const struct status_data *bst = status->get_base_status(bl);
struct status_data *st = status->get_status_data(bl);
struct status_change *sc = status->get_sc(bl);
struct map_session_data *sd = BL_CAST(BL_PC,bl);
int temp;
nullpo_retv(bl);
if (!bst || !st)
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((!(bl->type&BL_REGEN)) && (!sc || !sc->count)) { //No difference.
status->copy(st, bst);
return;
}
if(flag&SCB_STR) {
st->str = status->calc_str(bl, sc, bst->str);
flag|=SCB_BATK;
if( bl->type&BL_HOM )
flag |= SCB_WATK;
}
if(flag&SCB_AGI) {
st->agi = status->calc_agi(bl, sc, bst->agi);
flag|=SCB_FLEE
#ifdef RENEWAL
|SCB_DEF2
#endif
;
if( bl->type&(BL_PC|BL_HOM) )
flag |= SCB_ASPD|SCB_DSPD;
}
if(flag&SCB_VIT) {
st->vit = status->calc_vit(bl, sc, bst->vit);
flag|=SCB_DEF2|SCB_MDEF2;
if( bl->type&(BL_PC|BL_HOM|BL_MER|BL_ELEM) )
flag |= SCB_MAXHP;
if( bl->type&BL_HOM )
flag |= SCB_DEF;
}
if(flag&SCB_INT) {
st->int_ = status->calc_int(bl, sc, bst->int_);
flag|=SCB_MATK|SCB_MDEF2;
if( bl->type&(BL_PC|BL_HOM|BL_MER|BL_ELEM) )
flag |= SCB_MAXSP;
if( bl->type&BL_HOM )
flag |= SCB_MDEF;
}
if(flag&SCB_DEX) {
st->dex = status->calc_dex(bl, sc, bst->dex);
flag|=SCB_BATK|SCB_HIT
#ifdef RENEWAL
|SCB_MATK|SCB_MDEF2
#endif
;
if( bl->type&(BL_PC|BL_HOM) )
flag |= SCB_ASPD;
if( bl->type&BL_HOM )
flag |= SCB_WATK;
}
if(flag&SCB_LUK) {
st->luk = status->calc_luk(bl, sc, bst->luk);
flag|=SCB_BATK|SCB_CRI|SCB_FLEE2
#ifdef RENEWAL
|SCB_MATK|SCB_HIT|SCB_FLEE
#endif
;
}
if ((flag & SCB_ATK_PERC) != 0)
st->atk_percent = status->calc_atk_percent(bl, sc);
if ((flag & SCB_MATK_PERC) != 0)
st->matk_percent = status->calc_matk_percent(bl, sc);
if ((flag & SCB_DEF_PERC) != 0)
st->def_percent = status->calc_def_percent(bl, sc);
if ((flag & SCB_MDEF_PERC) != 0) {
st->mdef_percent = status->calc_mdef_percent(bl, sc);
flag |= SCB_MDEF;
}
if(flag&SCB_BATK && bst->batk) {
st->batk = status->base_atk(bl,st);
temp = bst->batk - status->base_atk(bl,bst);
if (temp) {
temp += st->batk;
st->batk = cap_value(temp, battle_config.batk_min, battle_config.batk_max);
}
st->batk = status->calc_batk(bl, sc, st->batk, true);
}
if(flag&SCB_WATK) {
st->rhw.atk = status->calc_watk(bl, sc, bst->rhw.atk, true);
if (!sd) //Should not affect weapon refine bonus
st->rhw.atk2 = status->calc_watk(bl, sc, bst->rhw.atk2, true);
if(bst->lhw.atk) {
if (sd) {
sd->state.lr_flag = 1;
st->lhw.atk = status->calc_watk(bl, sc, bst->lhw.atk, true);
sd->state.lr_flag = 0;
} else {
st->lhw.atk = status->calc_watk(bl, sc, bst->lhw.atk, true);
st->lhw.atk2 = status->calc_watk(bl, sc, bst->lhw.atk2, true);
}
}
}
if(flag&SCB_HIT) {
if (st->dex == bst->dex
#ifdef RENEWAL
&& st->luk == bst->luk
#endif
)
st->hit = status->calc_hit(bl, sc, bst->hit, true);
else
st->hit = status->calc_hit(bl, sc, bst->hit + (st->dex - bst->dex)
#ifdef RENEWAL
+ (st->luk/3 - bst->luk/3)
#endif
, true);
}
if(flag&SCB_FLEE) {
if (st->agi == bst->agi
#ifdef RENEWAL
&& st->luk == bst->luk
#endif
)
st->flee = status->calc_flee(bl, sc, bst->flee, true);
else
st->flee = status->calc_flee(bl, sc, bst->flee +(st->agi - bst->agi)
#ifdef RENEWAL
+ (st->luk/5 - bst->luk/5)
#endif
, true);
}
if(flag&SCB_DEF) {
st->def = status->calc_def(bl, sc, bst->def, true);
if( bl->type&BL_HOM )
st->def += (st->vit/5 - bst->vit/5);
}
if(flag&SCB_DEF2) {
if (st->vit == bst->vit
#ifdef RENEWAL
&& st->agi == bst->agi
#endif
)
st->def2 = status->calc_def2(bl, sc, bst->def2, true);
else
st->def2 = status->calc_def2(bl, sc, bst->def2
#ifdef RENEWAL
+ (int)( ((float)st->vit/2 - (float)bst->vit/2) + ((float)st->agi/5 - (float)bst->agi/5) )
#else
+ (st->vit - bst->vit)
#endif
, true);
}
if(flag&SCB_MDEF) {
st->mdef = status->calc_mdef(bl, sc, bst->mdef, true);
if( bl->type&BL_HOM )
st->mdef += (st->int_/5 - bst->int_/5);
}
if(flag&SCB_MDEF2) {
if (st->int_ == bst->int_ && st->vit == bst->vit
#ifdef RENEWAL
&& st->dex == bst->dex
#endif
)
st->mdef2 = status->calc_mdef2(bl, sc, bst->mdef2, true);
else
st->mdef2 = status->calc_mdef2(bl, sc, bst->mdef2 +(st->int_ - bst->int_)
#ifdef RENEWAL
+ (int)( ((float)st->dex/5 - (float)bst->dex/5) + ((float)st->vit/5 - (float)bst->vit/5) )
#else
+ ((st->vit - bst->vit)>>1)
#endif
, true);
}
if(flag&SCB_SPEED) {
st->speed = status->calc_speed(bl, sc, bst->speed);
if( bl->type&BL_PC && !(sd && sd->state.permanent_speed) && st->speed < battle_config.max_walk_speed )
st->speed = battle_config.max_walk_speed;
if (bl->type&BL_HOM && battle_config.hom_setting&0x8) {
struct homun_data *hd = BL_UCAST(BL_HOM, bl);
if (hd->master != NULL)
st->speed = status->get_speed(&hd->master->bl);
}
}
if(flag&SCB_CRI && bst->cri) {
if (st->luk == bst->luk) {
st->cri = status->calc_critical(bl, sc, bst->cri, true);
} else {
// supposedly for Renewal some say it might be 0.3 crit per luk instead of 0.33 crit per luk as here.
// The behavior here is also identical to episode 14.0, can't verify this for later versions of Aegis.
st->cri = status->calc_critical(bl, sc, bst->cri - (bst->luk * 10 / 3) + (st->luk * 10 / 3), true);
}
if (battle_config.show_katar_crit_bonus && bl->type == BL_PC && BL_UCAST(BL_PC, bl)->weapontype == W_KATAR) {
st->cri *= 2;
}
}
if(flag&SCB_FLEE2 && bst->flee2) {
if (st->luk == bst->luk)
st->flee2 = status->calc_flee2(bl, sc, bst->flee2, true);
else
st->flee2 = status->calc_flee2(bl, sc, bst->flee2 +(st->luk - bst->luk), true);
}
if(flag&SCB_ATK_ELE) {
st->rhw.ele = status->calc_attack_element(bl, sc, bst->rhw.ele);
if (sd) sd->state.lr_flag = 1;
st->lhw.ele = status->calc_attack_element(bl, sc, bst->lhw.ele);
if (sd) sd->state.lr_flag = 0;
}
if(flag&SCB_DEF_ELE) {
st->def_ele = status->calc_element(bl, sc, bst->def_ele);
st->ele_lv = status->calc_element_lv(bl, sc, bst->ele_lv);
}
if(flag&SCB_MODE) {
st->mode = status->calc_mode(bl, sc, bst->mode);
//Since mode changed, reset their state.
if (!(st->mode&MD_CANATTACK))
unit->stop_attack(bl);
if (!(st->mode&MD_CANMOVE))
unit->stop_walking(bl, STOPWALKING_FLAG_FIXPOS);
}
// 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 ) {
st->max_hp = status->get_base_maxhp(sd,st);
if (sd)
st->max_hp += bst->max_hp - sd->status.max_hp;
st->max_hp = status->calc_maxhp(bl, sc, st->max_hp);
int maxhp_cap = pc_maxhp_cap(sd);
if (st->max_hp > (unsigned int)maxhp_cap)
st->max_hp = (unsigned int)maxhp_cap;
} else {
st->max_hp = status->calc_maxhp(bl, sc, bst->max_hp);
}
if( st->hp > st->max_hp ) {
//FIXME: Should perhaps a status_zap should be issued?
st->hp = st->max_hp;
if( sd ) clif->updatestatus(sd,SP_HP);
}
}
if(flag&SCB_MAXSP) {
if( bl->type&BL_PC ) {
st->max_sp = status->get_base_maxsp(sd,st);
if (sd != NULL) {
st->max_sp += bst->max_sp - sd->status.max_sp;
st->max_sp = status->calc_maxsp(&sd->bl, &sd->sc, st->max_sp);
}
if( st->max_sp > (unsigned int)battle_config.max_sp )
st->max_sp = (unsigned int)battle_config.max_sp;
} else {
st->max_sp = status->calc_maxsp(bl, sc, bst->max_sp);
}
if( st->sp > st->max_sp ) {
st->sp = st->max_sp;
if( sd ) clif->updatestatus(sd,SP_SP);
}
}
if(flag&SCB_MATK) {
status->update_matk(bl);
}
if ( flag&SCB_DSPD ) {
int dmotion;
if ( bl->type&BL_PC ) {
if (bst->agi == st->agi)
st->dmotion = status->calc_dmotion(bl, sc, bst->dmotion);
else {
dmotion = 800-st->agi*4;
st->dmotion = cap_value(dmotion, 400, 800);
if ( battle_config.pc_damage_delay_rate != 100 )
st->dmotion = st->dmotion*battle_config.pc_damage_delay_rate / 100;
//It's safe to ignore bst->dmotion since no bonus affects it.
st->dmotion = status->calc_dmotion(bl, sc, st->dmotion);
}
} else if ( bl->type&BL_HOM ) {
dmotion = 800 - st->agi * 4;
st->dmotion = cap_value(dmotion, 400, 800);
st->dmotion = status->calc_dmotion(bl, sc, bst->dmotion);
} else { // mercenary and mobs
st->dmotion = status->calc_dmotion(bl, sc, bst->dmotion);
}
}
if(flag&SCB_ASPD) {
int amotion;
if ( bl->type&BL_HOM ) {
const struct homun_data *hd = BL_UCCAST(BL_HOM, bl);
#ifdef RENEWAL
amotion = hd->homunculusDB->baseASPD;
amotion = amotion - amotion * status_get_homdex(st, hd) / 1000 - status_get_homagi(st, hd) * amotion / 250;
amotion = (amotion * status->calc_aspd(bl, sc, 1) + status->calc_aspd(bl, sc, 2)) / -100 + amotion;
#else
amotion = (1000 - 4 * st->agi - st->dex) * hd->homunculusDB->baseASPD / 1000;
amotion = status->calc_aspd_rate(bl, sc, amotion);
if ( st->aspd_rate != 1000 )
amotion = amotion*st->aspd_rate / 1000;
#endif
amotion = status->calc_fix_aspd(bl, sc, amotion);
st->amotion = cap_value(amotion, battle_config.max_aspd, 2000);
st->adelay = st->amotion;
} else if ( bl->type&BL_PC ) {
amotion = status->base_amotion_pc(sd, st);
#ifndef RENEWAL_ASPD
st->aspd_rate = status->calc_aspd_rate(bl, sc, bst->aspd_rate);
#endif
if ( st->aspd_rate != 1000 ) // absolute percentage modifier
amotion = amotion * st->aspd_rate / 1000;
if (sd && sd->ud.skilltimer != INVALID_TIMER) {
if (pc->checkskill(sd, SA_FREECAST) > 0) {
amotion = amotion * (150 - 5 * pc->checkskill(sd, SA_FREECAST)) / 100;
} else {
struct unit_data *ud = unit->bl2ud(bl);
if (ud && (skill->get_inf2(ud->skill_id) & INF2_FREE_CAST_REDUCED) != 0) {
amotion = amotion * (150 - 5 * ud->skill_lv) / 100;
}
}
}
#ifdef RENEWAL_ASPD
amotion += (max(0xc3 - amotion, 2) * (st->aspd_rate2 + status->calc_aspd(bl, sc, 2))) / 100;
amotion = 10 * (200 - amotion);
if (sd != NULL) {
amotion += sd->bonus.aspd_add;
}
#endif
amotion = status->calc_fix_aspd(bl, sc, amotion);
if (sd != NULL) {
st->amotion = cap_value(amotion, pc_max_aspd(sd), 2000);
} else {
st->amotion = cap_value(amotion, battle_config.max_aspd, 2000);
}
st->adelay = 2 * st->amotion;
} else { // mercenary and mobs
amotion = bst->amotion;
st->aspd_rate = status->calc_aspd_rate(bl, sc, bst->aspd_rate);
if ( st->aspd_rate != 1000 )
amotion = amotion*st->aspd_rate / 1000;
amotion = status->calc_fix_aspd(bl, sc, amotion);
st->amotion = cap_value(amotion, battle_config.monster_max_aspd, 2000);
temp = bst->adelay*st->aspd_rate / 1000;
st->adelay = cap_value(temp, battle_config.monster_max_aspd * 2, 4000);
}
}
if(flag&(SCB_VIT|SCB_MAXHP|SCB_INT|SCB_MAXSP|SCB_REGEN) && bl->type&BL_REGEN)
status->calc_regen(bl, st, status->get_regen_data(bl));
if(flag&SCB_REGEN && bl->type&BL_REGEN)
status->calc_regen_rate(bl, status->get_regen_data(bl));
}
/// Recalculates parts of an object's base status and battle status according to the specified flags.
/// Also sends updates to the client wherever applicable.
/// @param flag bitfield of values from e_scb_flag
/// @param first if true, will cause status_calc_* functions to run their base status initialization code
static void status_calc_bl_(struct block_list *bl, e_scb_flag flag, enum e_status_calc_opt opt)
{
struct status_data bst; // previous battle status
struct status_data *st; // pointer to current battle status
nullpo_retv(bl);
if (bl->type == BL_PC) {
struct map_session_data *sd = BL_UCAST(BL_PC, bl);
if (sd->delayed_damage != 0) {
if (opt&SCO_FORCE) {
sd->state.hold_recalc = 0;/* clear and move on */
} else {
sd->state.hold_recalc = 1;/* flag and stop */
return;
}
}
}
// remember previous values
st = status->get_status_data(bl);
memcpy(&bst, st, 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;
case BL_NUL:
case BL_SKILL:
case BL_CHAT:
case BL_ITEM:
case BL_ALL:
break;
}
}
if( bl->type == BL_PET )
return; // pets are not affected by statuses
if( opt&SCO_FIRST && bl->type == BL_MOB ) {
#ifdef RENEWAL
status->update_matk(bl); // Otherwise, the mob will spawn with lower MATK values
#endif
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 ) {
struct map_session_data *sd = BL_CAST(BL_PC, bl);
if(bst.str != st->str)
clif->updatestatus(sd,SP_STR);
if(bst.agi != st->agi)
clif->updatestatus(sd,SP_AGI);
if(bst.vit != st->vit)
clif->updatestatus(sd,SP_VIT);
if(bst.int_ != st->int_)
clif->updatestatus(sd,SP_INT);
if(bst.dex != st->dex)
clif->updatestatus(sd,SP_DEX);
if(bst.luk != st->luk)
clif->updatestatus(sd,SP_LUK);
if(bst.hit != st->hit)
clif->updatestatus(sd,SP_HIT);
if(bst.flee != st->flee)
clif->updatestatus(sd,SP_FLEE1);
if(bst.amotion != st->amotion)
clif->updatestatus(sd,SP_ASPD);
if(bst.speed != st->speed)
clif->updatestatus(sd,SP_SPEED);
if(bst.batk != st->batk
#ifndef RENEWAL
|| bst.rhw.atk != st->rhw.atk || bst.lhw.atk != st->lhw.atk || bst.atk_percent != st->atk_percent
#endif
)
clif->updatestatus(sd,SP_ATK1);
else if (bst.atk_percent != st->atk_percent)
clif->updatestatus(sd, SP_ATK1);
if(bst.def != st->def) {
clif->updatestatus(sd,SP_DEF1);
#ifdef RENEWAL
clif->updatestatus(sd,SP_DEF2);
#endif
}
if(bst.rhw.atk2 != st->rhw.atk2 || bst.lhw.atk2 != st->lhw.atk2
#ifdef RENEWAL
|| bst.rhw.atk != st->rhw.atk || bst.lhw.atk != st->lhw.atk
#endif
)
clif->updatestatus(sd,SP_ATK2);
if(bst.def2 != st->def2){
clif->updatestatus(sd,SP_DEF2);
#ifdef RENEWAL
clif->updatestatus(sd,SP_DEF1);
#endif
} else if (bst.def_percent != st->def_percent) {
clif->updatestatus(sd,SP_DEF2);
}
if(bst.flee2 != st->flee2)
clif->updatestatus(sd,SP_FLEE2);
if(bst.cri != st->cri)
clif->updatestatus(sd,SP_CRITICAL);
#ifndef RENEWAL
if(bst.matk_max != st->matk_max)
clif->updatestatus(sd,SP_MATK1);
if(bst.matk_min != st->matk_min)
clif->updatestatus(sd,SP_MATK2);
#else
if(bst.matk_max != st->matk_max || bst.matk_min != st->matk_min){
clif->updatestatus(sd,SP_MATK2);
clif->updatestatus(sd,SP_MATK1);
}
#endif
if(bst.mdef != st->mdef) {
clif->updatestatus(sd,SP_MDEF1);
#ifdef RENEWAL
clif->updatestatus(sd,SP_MDEF2);
#endif
}
if(bst.mdef2 != st->mdef2) {
clif->updatestatus(sd,SP_MDEF2);
#ifdef RENEWAL
clif->updatestatus(sd,SP_MDEF1);
#endif
}
if(bst.rhw.range != st->rhw.range)
clif->updatestatus(sd,SP_ATTACKRANGE);
if(bst.max_hp != st->max_hp)
clif->updatestatus(sd,SP_MAXHP);
if(bst.max_sp != st->max_sp)
clif->updatestatus(sd,SP_MAXSP);
if(bst.hp != st->hp)
clif->updatestatus(sd,SP_HP);
if(bst.sp != st->sp)
clif->updatestatus(sd,SP_SP);
#ifdef RENEWAL
if(bst.equip_atk != st->equip_atk)
clif->updatestatus(sd,SP_ATK2);
#endif
} else if( bl->type == BL_HOM ) {
struct homun_data *hd = BL_CAST(BL_HOM, bl);
if (hd->master != NULL && memcmp(&bst, st, sizeof(struct status_data)) != 0)
clif->hominfo(hd->master,hd,0);
} else if( bl->type == BL_MER ) {
struct mercenary_data *md = BL_CAST(BL_MER, bl);
if( bst.rhw.atk != st->rhw.atk || bst.rhw.atk2 != st->rhw.atk2 )
clif->mercenary_updatestatus(md->master, SP_ATK1);
if( bst.matk_max != st->matk_max )
clif->mercenary_updatestatus(md->master, SP_MATK1);
if( bst.hit != st->hit )
clif->mercenary_updatestatus(md->master, SP_HIT);
if( bst.cri != st->cri )
clif->mercenary_updatestatus(md->master, SP_CRITICAL);
if( bst.def != st->def )
clif->mercenary_updatestatus(md->master, SP_DEF1);
if( bst.mdef != st->mdef )
clif->mercenary_updatestatus(md->master, SP_MDEF1);
if( bst.flee != st->flee )
clif->mercenary_updatestatus(md->master, SP_MERCFLEE);
if( bst.amotion != st->amotion )
clif->mercenary_updatestatus(md->master, SP_ASPD);
if( bst.max_hp != st->max_hp )
clif->mercenary_updatestatus(md->master, SP_MAXHP);
if( bst.max_sp != st->max_sp )
clif->mercenary_updatestatus(md->master, SP_MAXSP);
if( bst.hp != st->hp )
clif->mercenary_updatestatus(md->master, SP_HP);
if( bst.sp != st->sp )
clif->mercenary_updatestatus(md->master, SP_SP);
} else if( bl->type == BL_ELEM ) {
struct elemental_data *ed = BL_CAST(BL_ELEM, bl);
if( bst.max_hp != st->max_hp )
clif->elemental_updatestatus(ed->master, SP_MAXHP);
if( bst.max_sp != st->max_sp )
clif->elemental_updatestatus(ed->master, SP_MAXSP);
if( bst.hp != st->hp )
clif->elemental_updatestatus(ed->master, SP_HP);
if( bst.sp != st->sp )
clif->mercenary_updatestatus(ed->master, SP_SP);
}
}
//Checks whether the source can see and chase target.
static int status_check_visibility(struct block_list *src, struct block_list *target)
{
int view_range;
struct status_change *tsc = NULL;
nullpo_ret(src);
nullpo_ret(target);
switch ( src->type ) {
case BL_MOB:
view_range = BL_UCCAST(BL_MOB, src)->min_chase;
break;
case BL_PET:
view_range = BL_UCCAST(BL_PET, src)->db->range2;
break;
case BL_NUL:
case BL_HOM:
case BL_SKILL:
case BL_NPC:
case BL_CHAT:
case BL_MER:
case BL_PC:
case BL_ITEM:
case BL_ELEM:
case BL_ALL:
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 = status->get_sc(target)) ) {
struct status_data *st = status->get_status_data(src);
switch ( target->type ) { //Check for chase-walk/hiding/cloaking opponents.
case BL_PC:
if ((tsc->data[SC_CLOAKINGEXCEED] != NULL || tsc->data[SC_NEWMOON] != NULL) && !(st->mode & MD_BOSS))
return 0;
if ((tsc->option&(OPTION_HIDE | OPTION_CLOAK | OPTION_CHASEWALK)
|| tsc->data[SC_STEALTHFIELD] != NULL
|| tsc->data[SC__INVISIBILITY] != NULL
|| tsc->data[SC_CAMOUFLAGE] != NULL
)
&& !(st->mode&MD_BOSS)
&& (BL_UCCAST(BL_PC, target)->special_state.perfect_hiding || !(st->mode&MD_DETECTOR)))
return 0;
break;
case BL_NUL:
case BL_HOM:
case BL_SKILL:
case BL_NPC:
case BL_CHAT:
case BL_MER:
case BL_ELEM:
case BL_MOB:
case BL_ITEM:
case BL_PET:
case BL_ALL:
default:
if ( (tsc->option&(OPTION_HIDE | OPTION_CLOAK | OPTION_CHASEWALK) || tsc->data[SC_CAMOUFLAGE]) && !(st->mode&(MD_BOSS | MD_DETECTOR)) )
return 0;
}
}
return 1;
}
// Basic ASPD value
static int status_base_amotion_pc(struct map_session_data *sd, struct status_data *st)
{
int amotion;
#ifdef RENEWAL_ASPD /* [malufett/Hercules] */
float temp;
int skill_lv, val = 0;
nullpo_ret(sd);
nullpo_ret(st);
amotion = status->dbs->aspd_base[pc->class2idx(sd->status.class)][sd->weapontype1];
if (sd->weapontype > MAX_SINGLE_WEAPON_TYPE)
amotion += status->dbs->aspd_base[pc->class2idx(sd->status.class)][sd->weapontype2] / 4;
if (sd->has_shield)
amotion += status->dbs->aspd_base[pc->class2idx(sd->status.class)][MAX_SINGLE_WEAPON_TYPE];
switch (sd->weapontype) {
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 = st->dex * st->dex / 7.0f + st->agi * st->agi * 0.5f;
break;
default:
temp = st->dex * st->dex / 5.0f + st->agi * st->agi * 0.5f;
}
temp = (float)(sqrt(temp) * 0.25f) + 0xc4;
if (sd->weapontype == W_BOOK && (skill_lv = pc->checkskill(sd, SA_ADVANCEDBOOK)) > 0)
val += (skill_lv - 1) / 2 + 1;
if ( (skill_lv = pc->checkskill(sd, GS_SINGLEACTION)) > 0 )
val += ((skill_lv + 1) / 2);
amotion = ((int)(temp + ((float)(status->calc_aspd(&sd->bl, &sd->sc, 1) + val) * st->agi / 200)) - min(amotion, 200));
#else
// base weapon delay
amotion = (sd->weapontype < MAX_SINGLE_WEAPON_TYPE)
? (status->dbs->aspd_base[pc->class2idx(sd->status.class)][sd->weapontype]) // single weapon
: (status->dbs->aspd_base[pc->class2idx(sd->status.class)][sd->weapontype1] + status->dbs->aspd_base[pc->class2idx(sd->status.class)][sd->weapontype2]) * 7 / 10; // dual-wield
// percentual delay reduction from stats
amotion -= amotion * (4 * st->agi + st->dex) / 1000;
// raw delay adjustment from bAspd bonus
amotion += sd->bonus.aspd_add;
/* angra manyu disregards aspd_base and similar */
if ( sd->equip_index[EQI_HAND_R] >= 0 && sd->status.inventory[sd->equip_index[EQI_HAND_R]].nameid == ITEMID_ANGRA_MANYU )
return 0;
#endif
return amotion;
}
static int status_base_atk(const struct block_list *bl, const struct status_data *st)
{
int flag = 0, str, dex, dstr;
nullpo_ret(bl);
nullpo_ret(st);
if ( !(bl->type&battle_config.enable_baseatk) )
return 0;
if (bl->type == BL_PC) {
switch (BL_UCCAST(BL_PC, bl)->weapontype) {
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 ) {
str = st->dex;
dex = st->str;
} else {
str = st->str;
dex = st->dex;
}
#ifdef RENEWAL
dstr = str;
#endif
//Normally only players have base-atk, but homunc have a different batk
// equation, hinting that perhaps non-players should use this for batk.
// [Skotlex]
#ifdef RENEWAL
if (bl->type == BL_HOM) {
const struct homun_data *hd = BL_UCCAST(BL_HOM, bl);
str = 2 * (hd->homunculus.level + status_get_homstr(st, hd));
}
#else
dstr = str / 10;
str += dstr*dstr;
#endif
#ifdef RENEWAL
if (bl->type == BL_PC)
str = (int)(dstr + (float)dex / 5 + (float)st->luk / 3 + (float)BL_UCCAST(BL_PC, bl)->status.base_level / 4);
else if (bl->type == BL_MOB)
str = dstr + BL_UCCAST(BL_MOB, bl)->level;
#if 0
else if (bl->type == BL_MER) // FIXME: What should go here?
str = dstr + BL_UCCAST(BL_MER, bl)->level;
#endif // 0
#else // ! RENEWAL
if (bl->type == BL_PC)
str += dex / 5 + st->luk / 5;
#endif // RENEWAL
return cap_value(str, battle_config.batk_min, battle_config.batk_max);
}
static int status_base_matk_min(const struct status_data *st)
{
nullpo_ret(st);
#ifdef RENEWAL
Assert_ret(0);
return 0;
#else // not RENEWAL
int matk = st->int_ + (st->int_ / 7) * (st->int_ / 7);
return cap_value(matk, battle_config.matk_min, battle_config.matk_max);
#endif // RENEWAL
}
static int status_base_matk_max(const struct status_data *st)
{
nullpo_ret(st);
int matk = st->int_ + (st->int_ / 5) * (st->int_ / 5);
return cap_value(matk, battle_config.matk_min, battle_config.matk_max);
}
static int status_base_matk(struct block_list *bl, const struct status_data *st, int level)
{
#ifdef RENEWAL
nullpo_ret(bl);
nullpo_ret(st);
int matk = 0;
switch (bl->type) {
case BL_MOB:
matk = st->int_ + level;
break;
case BL_HOM:
matk = status_get_homint(st, BL_UCCAST(BL_HOM, bl)) + level;
break;
case BL_MER:
matk = st->int_ + st->int_ / 5 * st->int_ / 5;
break;
case BL_PC:
case BL_NUL:
case BL_SKILL:
case BL_NPC:
case BL_CHAT:
case BL_ELEM:
case BL_PET:
case BL_ITEM:
case BL_ALL:
default: // temporary until all are formulated
matk = st->int_ + (st->int_ / 2) + (st->dex / 5) + (st->luk / 3) + (level / 4);
break;
}
return cap_value(matk, battle_config.matk_min, battle_config.matk_max);
#else
Assert_ret(0);
return 0;
#endif
}
//Fills in the misc data that can be calculated from the other status info (except for level)
static void status_calc_misc(struct block_list *bl, struct status_data *st, int level)
{
nullpo_retv(bl);
nullpo_retv(st);
//Non players get the value set, players need to stack with previous bonuses.
if ( bl->type != BL_PC )
st->batk =
st->hit = st->flee =
st->def2 = st->mdef2 =
st->cri = st->flee2 = 0;
#ifdef RENEWAL // renewal formulas
if ( bl->type == BL_HOM ) {
const struct homun_data *hd = BL_UCCAST(BL_HOM, bl);
st->def2 = status_get_homvit(st, hd) + status_get_homagi(st, hd) / 2;
st->mdef2 = (status_get_homvit(st, hd) + status_get_homint(st, hd)) / 2;
st->def += status_get_homvit(st, hd) + level / 2; // Increase. Already initialized in status_calc_homunculus_
st->mdef = (int)(((float)status_get_homvit(st, hd) + level) / 4 + (float)status_get_homint(st, hd) / 2);
st->hit = level + st->dex + 150;
st->flee = level + status_get_homagi(st, hd);
st->rhw.atk = (status_get_homstr(st, hd) + status_get_homdex(st, hd)) / 5;
st->rhw.atk2 = (status_get_homluk(st, hd) + status_get_homstr(st, hd) + status_get_homdex(st, hd)) / 3;
} else {
st->hit += level + st->dex + (bl->type == BL_PC ? st->luk / 3 + 175 : 150); //base level + ( every 1 dex = +1 hit ) + (every 3 luk = +1 hit) + 175
st->flee += level + st->agi + (bl->type == BL_MER ? 0: (bl->type == BL_PC ? st->luk / 5 : 0) + 100); //base level + ( every 1 agi = +1 flee ) + (every 5 luk = +1 flee) + 100
st->def2 += (int)(((float)level + st->vit) / 2 + (bl->type == BL_PC ? ((float)st->agi / 5) : 0)); //base level + (every 2 vit = +1 def) + (every 5 agi = +1 def)
st->mdef2 += (int)(bl->type == BL_PC ? (st->int_ + ((float)level / 4) + ((float)(st->dex + st->vit) / 5)) : ((float)(st->int_ + level) / 4)); //(every 4 base level = +1 mdef) + (every 1 int = +1 mdef) + (every 5 dex = +1 mdef) + (every 5 vit = +1 mdef)
}
#else // not RENEWAL
st->matk_min = status->base_matk_min(st);
st->matk_max = status->base_matk_max(st);
st->hit += level + st->dex;
st->flee += level + st->agi;
st->def2 += st->vit;
st->mdef2 += st->int_ + (st->vit >> 1);
#endif // RENEWAL
st->atk_percent = 100;
st->matk_percent = 100;
st->def_percent = 100;
st->mdef_percent = 100;
if ( bl->type&battle_config.enable_critical )
st->cri += 10 + (st->luk * 10 / 3); // (every 1 luk = +0.33 critical -> 3 luk = +1 critical)
else
st->cri = 0;
if ( bl->type&battle_config.enable_perfect_flee )
st->flee2 += st->luk + 10; //(every 10 luk = +1 perfect flee)
else
st->flee2 = 0;
if ( st->batk ) {
int temp = st->batk + status->base_atk(bl, st);
st->batk = cap_value(temp, battle_config.batk_min, battle_config.batk_max);
} else
st->batk = status->base_atk(bl, st);
if ( st->cri ) {
switch ( bl->type ) {
case BL_MOB:
if ( battle_config.mob_critical_rate != 100 )
st->cri = st->cri*battle_config.mob_critical_rate / 100;
if ( !st->cri && battle_config.mob_critical_rate )
st->cri = 10;
break;
case BL_PC:
//Players don't have a critical adjustment setting as of yet.
break;
case BL_MER:
#ifdef RENEWAL
st->matk_min = st->matk_max = status->base_matk_max(st);
st->def2 = st->vit + level / 10 + st->vit / 5;
st->mdef2 = level / 10 + st->int_ / 5;
#endif
/* Fall through */
case BL_HOM:
case BL_NUL:
case BL_SKILL:
case BL_NPC:
case BL_CHAT:
case BL_ELEM:
case BL_PET:
case BL_ITEM:
case BL_ALL:
default:
if ( battle_config.critical_rate != 100 )
st->cri = st->cri*battle_config.critical_rate / 100;
if ( !st->cri && battle_config.critical_rate )
st->cri = 10;
}
}
if ( bl->type&BL_REGEN )
status->calc_regen(bl, st, status->get_regen_data(bl));
}
/*==========================================
* Apply shared stat mods from status changes [DracoRPG]
*------------------------------------------*/
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_FULL_THROTTLE])
str += str * 20 / 100;
if(sc->data[SC_HARMONIZE]) {
str -= sc->data[SC_HARMONIZE]->val2;
return (unsigned short)cap_value(str,0,USHRT_MAX);
}
if(sc->data[SC_BEYOND_OF_WARCRY])
str += sc->data[SC_BEYOND_OF_WARCRY]->val3;
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_FOOD_STR])
str += sc->data[SC_FOOD_STR]->val1;
if(sc->data[SC_FOOD_STR_CASH])
str += sc->data[SC_FOOD_STR_CASH]->val1;
if(sc->data[SC_GDSKILL_BATTLEORDER])
str += 5;
if(sc->data[SC_LEADERSHIP])
str += sc->data[SC_LEADERSHIP]->val1;
if(sc->data[SC_SHOUT])
str += 4;
if(sc->data[SC_TRUESIGHT])
str += 5;
if(sc->data[SC_STRUP])
str += 10;
if(sc->data[SC_NJ_NEN])
str += sc->data[SC_NJ_NEN]->val1;
if(sc->data[SC_BLESSING]){
if(sc->data[SC_BLESSING]->val2)
str += sc->data[SC_BLESSING]->val2;
else
str >>= 1;
}
if(sc->data[SC_MARIONETTE_MASTER])
str -= ((sc->data[SC_MARIONETTE_MASTER]->val3)>>16)&0xFF;
if(sc->data[SC_MARIONETTE])
str += ((sc->data[SC_MARIONETTE]->val3)>>16)&0xFF;
if(sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_HIGH)
str += ((sc->data[SC_SOULLINK]->val3)>>16)&0xFF;
if(sc->data[SC_GIANTGROWTH])
str += 30;
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_STOMACHACHE])
str -= sc->data[SC_STOMACHACHE]->val1;
if(sc->data[SC_KYOUGAKU])
str -= sc->data[SC_KYOUGAKU]->val3;
if (sc->data[SC_2011RWC])
str += sc->data[SC_2011RWC]->val1;
if (sc->data[SC_STR_SCROLL])
str += sc->data[SC_STR_SCROLL]->val1;
if (sc->data[SC_UNIVERSESTANCE] != NULL)
str += sc->data[SC_UNIVERSESTANCE]->val2;
return (unsigned short)cap_value(str,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_FULL_THROTTLE])
agi += agi * 20 / 100;
if(sc->data[SC_HARMONIZE]) {
agi -= sc->data[SC_HARMONIZE]->val2;
return (unsigned short)cap_value(agi,0,USHRT_MAX);
}
if(sc->data[SC_CONCENTRATION] && !sc->data[SC_QUAGMIRE])
agi += (agi-sc->data[SC_CONCENTRATION]->val3)*sc->data[SC_CONCENTRATION]->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_FOOD_AGI])
agi += sc->data[SC_FOOD_AGI]->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_INC_AGI])
agi += sc->data[SC_INC_AGI]->val2;
if(sc->data[SC_GS_ACCURACY])
agi += 4; // added based on skill updates [Reddozen]
if(sc->data[SC_DEC_AGI])
agi -= sc->data[SC_DEC_AGI]->val2;
if(sc->data[SC_QUAGMIRE])
agi -= sc->data[SC_QUAGMIRE]->val2;
if(sc->data[SC_NJ_SUITON] && sc->data[SC_NJ_SUITON]->val3)
agi -= sc->data[SC_NJ_SUITON]->val2;
if(sc->data[SC_MARIONETTE_MASTER])
agi -= ((sc->data[SC_MARIONETTE_MASTER]->val3)>>8)&0xFF;
if(sc->data[SC_MARIONETTE])
agi += ((sc->data[SC_MARIONETTE]->val3)>>8)&0xFF;
if(sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_HIGH)
agi += ((sc->data[SC_SOULLINK]->val3)>>8)&0xFF;
if(sc->data[SC_ADORAMUS])
agi -= sc->data[SC_ADORAMUS]->val2;
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]->val3;
if (sc->data[SC_2011RWC])
agi += sc->data[SC_2011RWC]->val1;
if (sc->data[SC_MARSHOFABYSS])
agi -= agi * sc->data[SC_MARSHOFABYSS]->val2 / 100;
if (sc->data[SC_ARCLOUSEDASH])
agi += sc->data[SC_ARCLOUSEDASH]->val2;
if (sc->data[SC_UNIVERSESTANCE] != NULL)
agi += sc->data[SC_UNIVERSESTANCE]->val2;
return (unsigned short)cap_value(agi,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_FULL_THROTTLE])
vit += vit * 20 / 100;
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_FOOD_VIT])
vit += sc->data[SC_FOOD_VIT]->val1;
if(sc->data[SC_FOOD_VIT_CASH])
vit += sc->data[SC_FOOD_VIT_CASH]->val1;
if(sc->data[SC_HLIF_CHANGE])
vit += sc->data[SC_HLIF_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_MASTER])
vit -= sc->data[SC_MARIONETTE_MASTER]->val3&0xFF;
if(sc->data[SC_MARIONETTE])
vit += sc->data[SC_MARIONETTE]->val3&0xFF;
if(sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_HIGH)
vit += sc->data[SC_SOULLINK]->val3&0xFF;
if(sc->data[SC_LAUDAAGNUS])
vit += 4 + sc->data[SC_LAUDAAGNUS]->val1;
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_STOMACHACHE])
vit -= sc->data[SC_STOMACHACHE]->val1;
if(sc->data[SC_KYOUGAKU])
vit -= sc->data[SC_KYOUGAKU]->val3;
if(sc->data[SC_NOEQUIPARMOR])
vit -= vit * sc->data[SC_NOEQUIPARMOR]->val2 / 100;
if (sc->data[SC_CUP_OF_BOZA])
vit += sc->data[SC_CUP_OF_BOZA]->val1;
if (sc->data[SC_2011RWC])
vit += sc->data[SC_2011RWC]->val1;
if (sc->data[SC_UNIVERSESTANCE] != NULL)
vit += sc->data[SC_UNIVERSESTANCE]->val2;
return (unsigned short)cap_value(vit,0,USHRT_MAX);
}
static unsigned short status_calc_int(struct block_list *bl, struct status_change *sc, int int_)
{
nullpo_ret(bl);
if(!sc || !sc->count)
return cap_value(int_,0,USHRT_MAX);
if(sc->data[SC_FULL_THROTTLE])
int_ += int_ * 20 / 100;
if(sc->data[SC_HARMONIZE]) {
int_ -= sc->data[SC_HARMONIZE]->val2;
return (unsigned short)cap_value(int_,0,USHRT_MAX);
}
if(sc->data[SC_MELODYOFSINK])
int_ -= sc->data[SC_MELODYOFSINK]->val3;
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_FOOD_INT])
int_ += sc->data[SC_FOOD_INT]->val1;
if(sc->data[SC_FOOD_INT_CASH])
int_ += sc->data[SC_FOOD_INT_CASH]->val1;
if(sc->data[SC_HLIF_CHANGE])
int_ += sc->data[SC_HLIF_CHANGE]->val3;
if(sc->data[SC_GDSKILL_BATTLEORDER])
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_ >>= 1;
}
if(sc->data[SC_NJ_NEN])
int_ += sc->data[SC_NJ_NEN]->val1;
if(sc->data[SC_MARIONETTE_MASTER])
int_ -= ((sc->data[SC_MARIONETTE_MASTER]->val4)>>16)&0xFF;
if(sc->data[SC_MARIONETTE])
int_ += ((sc->data[SC_MARIONETTE]->val4)>>16)&0xFF;
if(sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_HIGH)
int_ += ((sc->data[SC_SOULLINK]->val4)>>16)&0xFF;
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_INSPIRATION])
int_ += sc->data[SC_INSPIRATION]->val3;
if(sc->data[SC_STOMACHACHE])
int_ -= sc->data[SC_STOMACHACHE]->val1;
if(sc->data[SC_KYOUGAKU])
int_ -= sc->data[SC_KYOUGAKU]->val3;
if (sc->data[SC_2011RWC])
int_ += sc->data[SC_2011RWC]->val1;
if (sc->data[SC_INT_SCROLL])
int_ += sc->data[SC_INT_SCROLL]->val1;
if(bl->type != BL_PC){
if(sc->data[SC_NOEQUIPHELM])
int_ -= int_ * sc->data[SC_NOEQUIPHELM]->val2/100;
if(sc->data[SC__STRIPACCESSARY])
int_ -= int_ * sc->data[SC__STRIPACCESSARY]->val2 / 100;
}
if (sc->data[SC_UNIVERSESTANCE] != NULL)
int_ += sc->data[SC_UNIVERSESTANCE]->val2;
return (unsigned short)cap_value(int_,0,USHRT_MAX);
}
static unsigned short status_calc_dex(struct block_list *bl, struct status_change *sc, int dex)
{
nullpo_ret(bl);
if(!sc || !sc->count)
return cap_value(dex,0,USHRT_MAX);
if(sc->data[SC_FULL_THROTTLE])
dex += dex * 20 / 100;
if(sc->data[SC_HARMONIZE]) {
dex -= sc->data[SC_HARMONIZE]->val2;
return (unsigned short)cap_value(dex,0,USHRT_MAX);
}
if(sc->data[SC_CONCENTRATION] && !sc->data[SC_QUAGMIRE])
dex += (dex-sc->data[SC_CONCENTRATION]->val4)*sc->data[SC_CONCENTRATION]->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_FOOD_DEX])
dex += sc->data[SC_FOOD_DEX]->val1;
if(sc->data[SC_FOOD_DEX_CASH])
dex += sc->data[SC_FOOD_DEX_CASH]->val1;
if(sc->data[SC_GDSKILL_BATTLEORDER])
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 >>= 1;
}
if(sc->data[SC_GS_ACCURACY])
dex += 4; // added based on skill updates [Reddozen]
if(sc->data[SC_MARIONETTE_MASTER])
dex -= ((sc->data[SC_MARIONETTE_MASTER]->val4)>>8)&0xFF;
if(sc->data[SC_MARIONETTE])
dex += ((sc->data[SC_MARIONETTE]->val4)>>8)&0xFF;
if(sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_HIGH)
dex += ((sc->data[SC_SOULLINK]->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]->val3;
if (sc->data[SC_2011RWC])
dex += sc->data[SC_2011RWC]->val1;
if(sc->data[SC_MARSHOFABYSS])
dex -= dex * sc->data[SC_MARSHOFABYSS]->val2 / 100;
if(sc->data[SC__STRIPACCESSARY] && bl->type != BL_PC)
dex -= dex * sc->data[SC__STRIPACCESSARY]->val2 / 100;
if (sc->data[SC_UNIVERSESTANCE] != NULL)
dex += sc->data[SC_UNIVERSESTANCE]->val2;
return (unsigned short)cap_value(dex,0,USHRT_MAX);
}
static unsigned short status_calc_luk(struct block_list *bl, struct status_change *sc, int luk)
{
nullpo_ret(bl);
if (!sc || !sc->count)
return cap_value(luk, 0, USHRT_MAX);
if (sc->data[SC_FULL_THROTTLE])
luk += luk * 20 / 100;
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_FOOD_LUK])
luk += sc->data[SC_FOOD_LUK]->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_MASTER])
luk -= sc->data[SC_MARIONETTE_MASTER]->val4&0xFF;
if (sc->data[SC_MARIONETTE])
luk += sc->data[SC_MARIONETTE]->val4&0xFF;
if (sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_HIGH)
luk += sc->data[SC_SOULLINK]->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]->val3;
if (sc->data[SC_LAUDARAMUS])
luk += 4 + sc->data[SC_LAUDARAMUS]->val1;
if (sc->data[SC__STRIPACCESSARY] && bl->type != BL_PC)
luk -= luk * sc->data[SC__STRIPACCESSARY]->val2 / 100;
if (sc->data[SC_BANANA_BOMB])
luk -= luk * sc->data[SC_BANANA_BOMB]->val1 / 100;
if (sc->data[SC_2011RWC])
luk += sc->data[SC_2011RWC]->val1;
if (sc->data[SC_MYSTICPOWDER])
luk += sc->data[SC_MYSTICPOWDER]->val2;
if (sc->data[SC_UNIVERSESTANCE] != NULL)
luk += sc->data[SC_UNIVERSESTANCE]->val2;
return (unsigned short)cap_value(luk, 0, USHRT_MAX);
}
/**
* Adds up the granted ATK percent bonuses.
*
* @param bl the object who's ATK percent we're calculating.
* @param sc the status change data of our object.
* @return the calculated ATK percent.
*/
static int status_calc_atk_percent(struct block_list *bl, struct status_change *sc)
{
nullpo_ret(bl);
int atk_percent = 100; // [Aegis] by default we have 100% of our atk.
if (sc == NULL || sc->count == 0)
return cap_value(atk_percent, 0, USHRT_MAX);
// Add/Subtract additively according to status changes.
if (sc->data[SC_TAROTCARD_ATK_PERC] != NULL)
atk_percent += sc->data[SC_TAROTCARD_ATK_PERC]->val1;
if (sc->data[SC_GOSPEL_ATK_PERC] != NULL)
atk_percent += sc->data[SC_GOSPEL_ATK_PERC]->val1;
if (sc->data[SC_PROVOKE] != NULL)
atk_percent += sc->data[SC_PROVOKE]->val3;
if (sc->data[SC_LKCONCENTRATION] != NULL)
atk_percent += sc->data[SC_LKCONCENTRATION]->val2;
if (sc->data[SC_HAMI_BLOODLUST] != NULL)
atk_percent += sc->data[SC_HAMI_BLOODLUST]->val2;
if (sc->data[SC_JOINTBEAT] != NULL && (sc->data[SC_JOINTBEAT]->val2 & BREAK_WAIST) != 0)
atk_percent -= 25;
if (sc->data[SC_SKE] != NULL)
atk_percent += 300;
if (sc->data[SC_HLIF_FLEET] != NULL)
atk_percent += sc->data[SC_HLIF_FLEET]->val3;
if (sc->data[SC_CURSE] != NULL)
atk_percent -= 25;
if (sc->data[SC_INCATKRATE] != NULL) // should be used by NPC_POWERUP only
atk_percent += sc->data[SC_INCATKRATE]->val1;
if (sc->data[SC_NOEQUIPWEAPON] != NULL && bl->type != BL_PC)
atk_percent -= sc->data[SC_NOEQUIPWEAPON]->val2;
return cap_value(atk_percent, 0, USHRT_MAX);
}
/**
* Adds up the granted MATK percent bonuses.
*
* @param bl the object who's MATK percent we're calculating.
* @param sc the status change data of our object.
* @return the calculated MATK percent.
*/
static int status_calc_matk_percent(struct block_list *bl, struct status_change *sc)
{
nullpo_ret(bl);
int matk_percent = 100; // [Aegis] by default we have 100% of our matk.
if (sc == NULL || sc->count == 0)
return cap_value(matk_percent, 0, USHRT_MAX);
// Add/Subtract additively according to status changes.
if (sc->data[SC_TAROTCARD_MATK_PERC] != NULL)
matk_percent += sc->data[SC_TAROTCARD_MATK_PERC]->val1;
if (sc->data[SC_MINDBREAKER] != NULL)
matk_percent += sc->data[SC_MINDBREAKER]->val2;
return cap_value(matk_percent, 0, USHRT_MAX);
}
/**
* Adds up the granted DEF percent bonuses.
*
* @param bl the object who's DEF percent we're calculating.
* @param sc the status change data of our object.
* @return the calculated DEF percent.
*/
static int status_calc_def_percent(struct block_list *bl, struct status_change *sc)
{
nullpo_ret(bl);
int def_percent = 100; // [Aegis] by default we have 100% of our def.
if (sc == NULL || sc->count == 0)
return cap_value(def_percent, 0, USHRT_MAX);
// Add/Subtract additively according to status changes.
if (sc->data[SC_TAROTCARD_DEF_PERC] != NULL)
def_percent += sc->data[SC_TAROTCARD_DEF_PERC]->val1;
if (sc->data[SC_PROVOKE] != NULL)
def_percent -= sc->data[SC_PROVOKE]->val4; // passed as absolute value.
if (sc->data[SC_LKCONCENTRATION] != NULL)
def_percent -= sc->data[SC_LKCONCENTRATION]->val4; // passed as absolute value.
if (sc->data[SC_JOINTBEAT]) {
// [Aegis] General (m)atk/m(def) percentage buffs/debuffs take the stronger one, as in max(abs(fst_perc), abs(snd_perc)).
// This is done individually for def, mdef, atk, def. And compared is only with same-skill originating changes.
if ((sc->data[SC_JOINTBEAT]->val2 & BREAK_SHOULDER) != 0)
def_percent -= 50;
else if ((sc->data[SC_JOINTBEAT]->val2 & BREAK_WAIST) != 0)
def_percent -= 25;
}
if (sc->data[SC_SKE] != NULL)
def_percent -= 50;
if (sc->data[SC_NOEQUIPSHIELD] != NULL)
def_percent -= sc->data[SC_NOEQUIPSHIELD]->val2;
if (sc->data[SC_FLING] != NULL)
def_percent -= sc->data[SC_FLING]->val2;
#ifndef RENEWAL
if (sc->data[SC_ANGELUS] != NULL)
def_percent += sc->data[SC_ANGELUS]->val2;
#endif
// [Aegis] These can't stack.
if (sc->data[SC_POISON] != NULL || sc->data[SC_DPOISON] != NULL)
def_percent -= 25;
return cap_value(def_percent, 0, USHRT_MAX);
}
/**
* Adds up the granted MDEF percent bonuses.
*
* @param bl the object who's MDEF percent we're calculating.
* @param sc the status change data of our object.
* @return the calculated MDEF percent.
*/
static int status_calc_mdef_percent(struct block_list *bl, struct status_change *sc)
{
nullpo_ret(bl);
int mdef_percent = 100; // [Aegis] by default we have 100% of our mdef.
if (sc == NULL || sc->count == 0)
return cap_value(mdef_percent, 0, USHRT_MAX);
// Add/Subtract additively according to status changes.
if (sc->data[SC_MINDBREAKER] != NULL)
mdef_percent -= sc->data[SC_MINDBREAKER]->val3;
return cap_value(mdef_percent, 0, USHRT_MAX);
}
static int status_calc_batk(struct block_list *bl, struct status_change *sc, int batk, bool viewable)
{
nullpo_ret(bl);
if(!sc || !sc->count)
return cap_value(batk, battle_config.batk_min, battle_config.batk_max);
if( !viewable ){
/* some statuses that are hidden in the status window */
if(sc->data[SC_PLUSATTACKPOWER])
batk += sc->data[SC_PLUSATTACKPOWER]->val1;
if (sc->data[SC_POPECOOKIE] != NULL)
batk += batk * sc->data[SC_POPECOOKIE]->val1 / 100;
if (sc->data[SC_VITALIZE_POTION] != NULL)
batk += batk * sc->data[SC_VITALIZE_POTION]->val1 / 100;
return cap_value(batk, battle_config.batk_min, battle_config.batk_max);
}
#ifndef RENEWAL
if(sc->data[SC_PLUSATTACKPOWER])
batk += sc->data[SC_PLUSATTACKPOWER]->val1;
if(sc->data[SC_GS_MADNESSCANCEL])
batk += 100;
if(sc->data[SC_GS_GATLINGFEVER])
batk += sc->data[SC_GS_GATLINGFEVER]->val3;
#endif
if(sc->data[SC_BATKFOOD])
batk += sc->data[SC_BATKFOOD]->val1;
if(sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 2)
batk += 50;
if(bl->type == BL_ELEM
&& ((sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 1)
|| (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 1)
|| (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 1)
|| (sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 1))
)
batk += batk / 5;
if(sc->data[SC_FULL_SWING_K])
batk += sc->data[SC_FULL_SWING_K]->val1;
if(sc->data[SC_VOLCANIC_ASH] && (bl->type==BL_MOB)){
if(status_get_element(bl) == ELE_WATER) //water type
batk /= 2;
}
if(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_ZANGETSU] )
batk += sc->data[SC_ZANGETSU]->val2;
#if 0 //Curse shouldn't effect on this? <- Curse OR Bleeding??
if(sc->data[SC_BLOODING])
batk -= batk * 25/100;
#endif // 0
if(sc->data[SC__ENERVATION])
batk -= batk * sc->data[SC__ENERVATION]->val2 / 100;
if(sc->data[SC_SATURDAY_NIGHT_FEVER])
batk += 100 * sc->data[SC_SATURDAY_NIGHT_FEVER]->val1;
if (sc->data[SC_BATTLESCROLL])
batk += batk * sc->data[SC_BATTLESCROLL]->val1 / 100;
// Eden Crystal Synthesis
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_GM_BATTLE])
batk += batk * sc->data[SC_GM_BATTLE]->val1 / 100;
if (sc->data[SC_GM_BATTLE2])
batk += batk * sc->data[SC_GM_BATTLE2]->val1 / 100;
if (sc->data[SC_2011RWC])
batk += batk * sc->data[SC_2011RWC]->val2 / 100;
if (sc->data[SC_STEAMPACK])
batk += sc->data[SC_STEAMPACK]->val1;
if (sc->data[SC_SKF_ATK] != NULL)
batk += sc->data[SC_SKF_ATK]->val1;
if (sc->data[SC_ALMIGHTY] != NULL)
batk += sc->data[SC_ALMIGHTY]->val1;
if (sc->data[SC_SHRIMP])
batk += batk * sc->data[SC_SHRIMP]->val2 / 100;
if (sc->data[SC_SUNSTANCE] != NULL)
batk += batk * sc->data[SC_SUNSTANCE]->val2 / 100;
return cap_value(batk, battle_config.batk_min, battle_config.batk_max);
}
static int status_calc_watk(struct block_list *bl, struct status_change *sc, int watk, bool viewable)
{
nullpo_ret(bl);
if(!sc || !sc->count)
return cap_value(watk, battle_config.watk_min, battle_config.watk_max);
if( !viewable ){
/* some statuses that are hidden in the status window */
if( sc->data[SC_WATER_BARRIER] )
watk -= sc->data[SC_WATER_BARRIER]->val3;
if(sc->data[SC_GENTLETOUCH_CHANGE] && sc->data[SC_GENTLETOUCH_CHANGE]->val2)
watk += sc->data[SC_GENTLETOUCH_CHANGE]->val2;
return cap_value(watk, battle_config.watk_min, battle_config.watk_max);
}
#ifndef RENEWAL
if(sc->data[SC_IMPOSITIO])
watk += sc->data[SC_IMPOSITIO]->val2;
if(sc->data[SC_DRUMBATTLE])
watk += sc->data[SC_DRUMBATTLE]->val2;
#endif
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_MER_ATK])
watk += sc->data[SC_MER_ATK]->val2;
if(sc->data[SC_FIGHTINGSPIRIT])
watk += sc->data[SC_FIGHTINGSPIRIT]->val1;
if(sc->data[SC_SHIELDSPELL_DEF] && sc->data[SC_SHIELDSPELL_DEF]->val1 == 3)
watk += sc->data[SC_SHIELDSPELL_DEF]->val2;
if(sc->data[SC_INSPIRATION])
watk += sc->data[SC_INSPIRATION]->val2;
if( sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 1 )
watk += (10 + 10 * sc->data[SC_BANDING]->val1) * (sc->data[SC_BANDING]->val2);
if( sc->data[SC_TROPIC_OPTION] )
watk += sc->data[SC_TROPIC_OPTION]->val2;
if( sc->data[SC_HEATER_OPTION] )
watk += sc->data[SC_HEATER_OPTION]->val2;
if( sc->data[SC_PYROTECHNIC_OPTION] )
watk += sc->data[SC_PYROTECHNIC_OPTION]->val2;
#ifndef RENEWAL
if(sc->data[SC_NIBELUNGEN]) {
if (bl->type != BL_PC) {
watk += sc->data[SC_NIBELUNGEN]->val2;
} else {
const struct map_session_data *sd = BL_UCCAST(BL_PC, bl);
int 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]->wlv == 4)
watk += sc->data[SC_NIBELUNGEN]->val2;
}
}
#endif
if(sc->data[SC__ENERVATION])
watk -= watk * sc->data[SC__ENERVATION]->val2 / 100;
if(sc->data[SC_RUSH_WINDMILL])
watk += sc->data[SC_RUSH_WINDMILL]->val2;
if (sc->data[SC_ODINS_POWER])
watk += 40 + 30 * sc->data[SC_ODINS_POWER]->val1;
if(sc->data[SC_STRIKING])
watk += sc->data[SC_STRIKING]->val2;
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;
if(sc->data[SC_TIDAL_WEAPON])
watk += watk * sc->data[SC_TIDAL_WEAPON]->val2 / 100;
if(sc->data[SC_ANGRIFFS_MODUS])
watk += watk * sc->data[SC_ANGRIFFS_MODUS]->val2/100;
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_SUNSTANCE] != NULL)
watk += watk * sc->data[SC_SUNSTANCE]->val2 / 100;
if (sc->data[SC_SOULFALCON] != NULL)
watk += sc->data[SC_SOULFALCON]->val2;
return cap_value(watk, battle_config.watk_min, battle_config.watk_max);
}
static int status_calc_ematk(struct block_list *bl, struct status_change *sc, int matk)
{
#ifdef RENEWAL
if (!sc || !sc->count)
return cap_value(matk, battle_config.matk_min, battle_config.matk_max);
if (sc->data[SC_PLUSMAGICPOWER])
matk += sc->data[SC_PLUSMAGICPOWER]->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_SHRIMP])
matk += matk * sc->data[SC_SHRIMP]->val2 / 100;
if (sc->data[SC_SOULFAIRY] != NULL)
matk += sc->data[SC_SOULFAIRY]->val2;
return cap_value(matk, battle_config.matk_min, battle_config.matk_max);
#else
return 0;
#endif
}
static int status_calc_matk(struct block_list *bl, struct status_change *sc, int matk, bool viewable)
{
if (!sc || !sc->count)
return cap_value(matk, battle_config.matk_min, battle_config.matk_max);
if (!viewable) {
/* some statuses that are hidden in the status window */
if (sc->data[SC_POPECOOKIE] != NULL)
matk += matk * sc->data[SC_POPECOOKIE]->val2 / 100;
if (sc->data[SC_VITALIZE_POTION] != NULL)
matk += matk * sc->data[SC_VITALIZE_POTION]->val2 / 100;
return cap_value(matk, battle_config.matk_min, battle_config.matk_max);
}
#ifndef RENEWAL
// take note fixed value first before % modifiers
if (sc->data[SC_PLUSMAGICPOWER])
matk += sc->data[SC_PLUSMAGICPOWER]->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;
#endif
if (sc->data[SC_ZANGETSU])
matk += sc->data[SC_ZANGETSU]->val3;
if (sc->data[SC_MAGICPOWER] && sc->data[SC_MAGICPOWER]->val4)
matk += matk * sc->data[SC_MAGICPOWER]->val3 / 100;
if (sc->data[SC_INCMATKRATE]) // Apparently nothing in Hercules uses this. Why does this exist?
matk += matk * sc->data[SC_INCMATKRATE]->val1 / 100;
if (sc->data[SC_MOONLIT_SERENADE])
matk += matk * sc->data[SC_MOONLIT_SERENADE]->val2 / 100;
if (sc->data[SC_MTF_MATK])
matk += sc->data[SC_MTF_MATK]->val1;
if (sc->data[SC_MYSTICSCROLL])
matk += matk * sc->data[SC_MYSTICSCROLL]->val1 / 100;
// Eden Crystal Synthesis
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;
// Geffen Magic Tournament
if (sc->data[SC_FENRIR_CARD])
matk += sc->data[SC_FENRIR_CARD]->val1;
if (sc->data[SC_GM_BATTLE])
matk += matk * sc->data[SC_GM_BATTLE]->val1 / 100;
if (sc->data[SC_GM_BATTLE2])
matk += matk * sc->data[SC_GM_BATTLE2]->val1 / 100;
if (sc->data[SC_2011RWC])
matk += matk * sc->data[SC_2011RWC]->val2 / 100;
if (sc->data[SC_MAGIC_CANDY])
matk += sc->data[SC_MAGIC_CANDY]->val1;
if (sc->data[SC_SKF_MATK] != NULL)
matk += sc->data[SC_SKF_MATK]->val1;
if (sc->data[SC_ALMIGHTY] != NULL)
matk += sc->data[SC_ALMIGHTY]->val2;
return cap_value(matk, battle_config.matk_min, battle_config.matk_max);
}
static int status_calc_critical(struct block_list *bl, struct status_change *sc, int critical, bool viewable)
{
if (!sc || !sc->count)
return cap_value(critical, battle_config.critical_min, battle_config.critical_max);
if (!viewable) {
/* some statuses that are hidden in the status window */
return cap_value(critical, battle_config.critical_min, battle_config.critical_max);
}
if (sc->data[SC_CRITICALPERCENT])
critical += sc->data[SC_CRITICALPERCENT]->val2;
if (sc->data[SC_FOOD_CRITICALSUCCESSVALUE])
critical += sc->data[SC_FOOD_CRITICALSUCCESSVALUE]->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;
if (sc->data[SC_STRIKING])
critical += sc->data[SC_STRIKING]->val1;
#ifdef RENEWAL
if (sc->data[SC_SPEARQUICKEN])
critical += 3*sc->data[SC_SPEARQUICKEN]->val1 * 10;
#endif
if (sc->data[SC__INVISIBILITY])
critical += sc->data[SC__INVISIBILITY]->val3;
if (sc->data[SC__UNLUCKY])
critical -= critical * sc->data[SC__UNLUCKY]->val2 / 100;
if (sc->data[SC_BEYOND_OF_WARCRY])
critical += sc->data[SC_BEYOND_OF_WARCRY]->val3 * 10;
if (sc->data[SC_BUCHEDENOEL])
critical += sc->data[SC_BUCHEDENOEL]->val4 * 10;
if (sc->data[SC_SOULSHADOW] != NULL)
critical += 10 * sc->data[SC_SOULSHADOW]->val3;
return cap_value(critical, battle_config.critical_min, battle_config.critical_max);
}
static int status_calc_hit(struct block_list *bl, struct status_change *sc, int hit, bool viewable)
{
if (!sc || !sc->count)
return cap_value(hit, battle_config.hit_min, battle_config.hit_max);
if (!viewable) {
/* some statuses that are hidden in the status window */
if (sc->data[SC_MTF_ASPD])
hit += sc->data[SC_MTF_ASPD]->val2;
return cap_value(hit, battle_config.hit_min, battle_config.hit_max);
}
if (sc->data[SC_INCHIT])
hit += sc->data[SC_INCHIT]->val1;
if (sc->data[SC_MTF_HITFLEE])
hit += sc->data[SC_MTF_HITFLEE]->val1;
if (sc->data[SC_FOOD_BASICHIT])
hit += sc->data[SC_FOOD_BASICHIT]->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_LKCONCENTRATION])
hit += sc->data[SC_LKCONCENTRATION]->val3;
if (sc->data[SC_INSPIRATION])
hit += 5 * sc->data[SC_INSPIRATION]->val1 + 25;
if (sc->data[SC_GS_ADJUSTMENT])
hit -= 30;
if (sc->data[SC_GS_ACCURACY])
hit += 20; // RockmanEXE; changed based on updated [Reddozen]
if (sc->data[SC_MER_HIT])
hit += sc->data[SC_MER_HIT]->val2;
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_FIRE_EXPANSION_TEAR_GAS])
hit -= hit * 50 / 100;
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_VOLCANIC_ASH])
hit /= 2;
if (sc->data[SC_ILLUSIONDOPING])
hit -= hit * (5 + sc->data[SC_ILLUSIONDOPING]->val1) / 100; //custom
if (sc->data[SC_ACARAJE])
hit += sc->data[SC_ACARAJE]->val1;
if (sc->data[SC_BUCHEDENOEL])
hit += sc->data[SC_BUCHEDENOEL]->val3;
if (sc->data[SC_HEAT_BARREL])
hit -= sc->data[SC_HEAT_BARREL]->val4;
if (sc->data[SC_SOULFALCON] != NULL)
hit += sc->data[SC_SOULFALCON]->val3;
return cap_value(hit, battle_config.hit_min, battle_config.hit_max);
}
static int status_calc_flee(struct block_list *bl, struct status_change *sc, int flee, bool viewable)
{
nullpo_retr(1, bl);
if (bl->type == BL_PC) {
if (map_flag_gvg2(bl->m))
flee -= flee * battle_config.gvg_flee_penalty / 100;
else if (map->list[bl->m].flag.battleground)
flee -= flee * battle_config.bg_flee_penalty / 100;
}
if (!sc || !sc->count)
return cap_value(flee, battle_config.flee_min, battle_config.flee_max);
if (!viewable) {
/* some statuses that are hidden in the status window */
return cap_value(flee, battle_config.flee_min, battle_config.flee_max);
}
if (sc->data[SC_INCFLEE])
flee += sc->data[SC_INCFLEE]->val1;
if (sc->data[SC_MTF_HITFLEE])
flee += sc->data[SC_MTF_HITFLEE]->val2;
if (sc->data[SC_FOOD_BASICAVOIDANCE])
flee += sc->data[SC_FOOD_BASICAVOIDANCE]->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_RG_CCONFINE_M])
flee += 10;
if (sc->data[SC_ANGRIFFS_MODUS])
flee -= sc->data[SC_ANGRIFFS_MODUS]->val3;
if (sc->data[SC_GS_ADJUSTMENT])
flee += 30;
if (sc->data[SC_HLIF_SPEED])
flee += 10 + sc->data[SC_HLIF_SPEED]->val1 * 10;
if (sc->data[SC_GS_GATLINGFEVER])
flee -= sc->data[SC_GS_GATLINGFEVER]->val4;
if (sc->data[SC_PARTYFLEE])
flee += sc->data[SC_PARTYFLEE]->val1 * 10;
if (sc->data[SC_MER_FLEE])
flee += sc->data[SC_MER_FLEE]->val2;
if (sc->data[SC_HALLUCINATIONWALK])
flee += sc->data[SC_HALLUCINATIONWALK]->val2;
if (sc->data[SC_WATER_BARRIER])
flee -= sc->data[SC_WATER_BARRIER]->val3;
#ifdef RENEWAL
if (sc->data[SC_SPEARQUICKEN])
flee += sc->data[SC_SPEARQUICKEN]->val1 * 2;
#endif
if (sc->data[SC_INCFLEERATE])
flee += flee * sc->data[SC_INCFLEERATE]->val1 / 100;
if (sc->data[SC_SPIDERWEB] && sc->data[SC_SPIDERWEB]->val1)
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])
flee -= flee / 10; // 10% Flee reduction
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 * ( 20 + 5 * sc->data[SC_GLOOMYDAY]->val1 ) / 100;
if (sc->data[SC_SATURDAY_NIGHT_FEVER])
flee -= flee * (40 + 10 * sc->data[SC_SATURDAY_NIGHT_FEVER]->val1) / 100;
if (sc->data[SC_FIRE_EXPANSION_SMOKE_POWDER])
flee += flee * 20 / 100;
if (sc->data[SC_FIRE_EXPANSION_TEAR_GAS])
flee -= flee * 50 / 100;
if (sc->data[SC_CRIMSON_MARKER])
flee -= sc->data[SC_CRIMSON_MARKER]->val3;
if (sc->data[SC_WIND_STEP_OPTION])
flee += flee * sc->data[SC_WIND_STEP_OPTION]->val2 / 100;
if (sc->data[SC_ZEPHYR])
flee += sc->data[SC_ZEPHYR]->val2;
if (sc->data[SC_VOLCANIC_ASH] && (bl->type == BL_MOB)) { // mob
if(status_get_element(bl) == ELE_WATER) // water type
flee /= 2;
}
if (sc->data[SC_OVERED_BOOST]) // should be final and unmodifiable by any means
flee = sc->data[SC_OVERED_BOOST]->val2;
if (sc->data[SC_ARMORSCROLL])
flee += sc->data[SC_ARMORSCROLL]->val2;
if (sc->data[SC_MYSTICPOWDER])
flee += sc->data[SC_MYSTICPOWDER]->val2;
return cap_value(flee, battle_config.flee_min, battle_config.flee_max);
}
static int status_calc_flee2(struct block_list *bl, struct status_change *sc, int flee2, bool viewable)
{
if(!sc || !sc->count)
return cap_value(flee2, battle_config.flee2_min, battle_config.flee2_max);
if( !viewable ){
/* some statuses that are hidden in the status window */
return cap_value(flee2, battle_config.flee2_min, battle_config.flee2_max);
}
if(sc->data[SC_PLUSAVOIDVALUE])
flee2 += sc->data[SC_PLUSAVOIDVALUE]->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_FREYJASCROLL])
flee2 += sc->data[SC_FREYJASCROLL]->val2;
return cap_value(flee2, battle_config.flee2_min, battle_config.flee2_max);
}
static defType status_calc_def(struct block_list *bl, struct status_change *sc, int def, bool viewable)
{
nullpo_retr(DEFTYPE_MIN, bl);
if (!sc || !sc->count)
return (defType)cap_value(def,DEFTYPE_MIN,DEFTYPE_MAX);
if (!viewable) {
/* some statuses that are hidden in the status window */
if (sc->data[SC_CAMOUFLAGE])
def -= def * 5 * (10-sc->data[SC_CAMOUFLAGE]->val4) / 100;
if (sc->data[SC_OVERED_BOOST] && bl->type == BL_PC)
def -= def * 50 / 100;
if (sc->data[SC_NEUTRALBARRIER])
def += def * (10 + 5*sc->data[SC_NEUTRALBARRIER]->val1) / 100;
if (sc->data[SC_FORCEOFVANGUARD])
def += def * 2 * sc->data[SC_FORCEOFVANGUARD]->val1 / 100;
if (sc->data[SC_DEFSET])
return sc->data[SC_DEFSET]->val1;
return (defType)cap_value(def,DEFTYPE_MIN,DEFTYPE_MAX);
}
if (sc->data[SC_BERSERK])
return 0;
if (sc->data[SC_SKA])
return sc->data[SC_SKA]->val3;
if (sc->data[SC_BARRIER])
return 100;
if (sc->data[SC_KEEPING])
return 90;
#ifndef RENEWAL // does not provide 90 DEF in renewal mode
if (sc->data[SC_STEELBODY])
return 90;
#endif
if (sc->data[SC_STONEHARDSKIN])
def += sc->data[SC_STONEHARDSKIN]->val1;
if (sc->data[SC_DRUMBATTLE])
def += sc->data[SC_DRUMBATTLE]->val3;
if (sc->data[SC_STONESKIN])
def += sc->data[SC_STONESKIN]->val2;
if (sc->data[SC_HAMI_DEFENCE]) //[orn]
def += sc->data[SC_HAMI_DEFENCE]->val2;
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;
#ifndef RENEWAL
if (sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
def >>=1;
if (sc->data[SC_FREEZE])
def >>=1;
if (sc->data[SC_INCDEFRATE])
def += def * sc->data[SC_INCDEFRATE]->val1/100;
#endif
if (sc->data[SC_ANGRIFFS_MODUS])
def -= 30 + 20 * sc->data[SC_ANGRIFFS_MODUS]->val1;
if (sc->data[SC_CRUCIS])
def -= def * sc->data[SC_CRUCIS]->val2/100;
if (sc->data[SC_ANALYZE])
def -= def * ( 14 * sc->data[SC_ANALYZE]->val1 ) / 100;
if (sc->data[SC_SATURDAY_NIGHT_FEVER])
def -= def * (10 + 10 * sc->data[SC_SATURDAY_NIGHT_FEVER]->val1) / 100;
if (sc->data[SC_EARTHDRIVE])
def -= def * 25 / 100;
if (sc->data[SC_ROCK_CRUSHER])
def -= def * sc->data[SC_ROCK_CRUSHER]->val2 / 100;
if (sc->data[SC_FROSTMISTY])
def -= def * 10 / 100;
if (sc->data[SC_OVERED_BOOST] && bl->type == BL_HOM)
def -= def * 50 / 100;
if (sc->data[SC_POWER_OF_GAIA])
def += def * sc->data[SC_POWER_OF_GAIA]->val2 / 100;
if (sc->data[SC_SHIELDSPELL_REF] && sc->data[SC_SHIELDSPELL_REF]->val1 == 2)
def += sc->data[SC_SHIELDSPELL_REF]->val2;
if (sc->data[SC_PRESTIGE])
def += sc->data[SC_PRESTIGE]->val1;
if (sc->data[SC_VOLCANIC_ASH] && (bl->type == BL_MOB)) {
if (status_get_race(bl) == RC_PLANT)
def /= 2;
}
if (sc->data[SC_UNLIMIT])
return 1;
if (sc->data[SC_ARMORSCROLL])
def += sc->data[SC_ARMORSCROLL]->val1;
if (sc->data[SC_MVPCARD_TAOGUNKA])
def -= sc->data[SC_MVPCARD_TAOGUNKA]->val2;
if (sc->data[SC_SOULGOLEM] != NULL)
def += sc->data[SC_SOULGOLEM]->val2;
return (defType)cap_value(def,DEFTYPE_MIN,DEFTYPE_MAX);
}
static signed short status_calc_def2(struct block_list *bl, struct status_change *sc, int def2, bool viewable)
{
nullpo_retr(1, bl);
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 (!viewable) {
/* some statuses that are hidden in the status window */
#ifdef RENEWAL
if (sc->data[SC_ASSUMPTIO])
def2 <<= 1;
#endif
if (sc->data[SC_CAMOUFLAGE])
def2 -= def2 * 5 * (10-sc->data[SC_CAMOUFLAGE]->val4) / 100;
if (sc->data[SC_GENTLETOUCH_REVITALIZE])
def2 += sc->data[SC_GENTLETOUCH_REVITALIZE]->val2;
if (sc->data[SC_DEFSET])
return sc->data[SC_DEFSET]->val1;
#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_SUN_COMFORT])
def2 += sc->data[SC_SUN_COMFORT]->val2;
if (sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 1)
def2 += (5 + sc->data[SC_BANDING]->val1) * (sc->data[SC_BANDING]->val2);
#ifdef RENEWAL //in renewal only the VIT stat bonus is boosted by angelus
if (sc->data[SC_ANGELUS])
def2 += status_get_vit(bl) / 2 * sc->data[SC_ANGELUS]->val2/100;
#endif
if (sc->data[SC_ANALYZE])
def2 -= def2 * ( 14 * sc->data[SC_ANALYZE]->val1 ) / 100;
if (sc->data[SC_ECHOSONG])
def2 += def2 * sc->data[SC_ECHOSONG]->val3/100;
if (sc->data[SC_VOLCANIC_ASH] && (bl->type==BL_MOB)) {
if (status_get_race(bl)==RC_PLANT)
def2 /= 2;
}
if (sc->data[SC_NEEDLE_OF_PARALYZE])
def2 -= def2 * sc->data[SC_NEEDLE_OF_PARALYZE]->val2 / 100;
if (sc->data[SC_UNLIMIT])
return 1;
#ifdef RENEWAL
return (short)cap_value(def2,SHRT_MIN,SHRT_MAX);
#else
return (short)cap_value(def2,1,SHRT_MAX);
#endif
}
static defType status_calc_mdef(struct block_list *bl, struct status_change *sc, int mdef, bool viewable)
{
if(!sc || !sc->count)
return (defType)cap_value(mdef,DEFTYPE_MIN,DEFTYPE_MAX);
if( !viewable ){
/* some statuses that are hidden in the status window */
if(sc->data[SC_NEUTRALBARRIER] )
mdef += mdef * (5 * sc->data[SC_NEUTRALBARRIER]->val1 + 10) / 100;
if(sc->data[SC_MDEFSET])
return sc->data[SC_MDEFSET]->val1;
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 // no longer provides 90 MDEF in renewal mode
if(sc->data[SC_STEELBODY])
return 90;
#endif
if(sc->data[SC_STONESKIN]) // [Aegis] Technically this uses MDEFPercent/DEFPercent + sth else
mdef += sc->data[SC_STONESKIN]->val3;
if(sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 3)
mdef += 50;
if(sc->data[SC_ENDURE])// 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])// Final MDEF increase divided by 10 since were using classic (pre-renewal) mechanics. [Rytech]
mdef += sc->data[SC_STONEHARDSKIN]->val1;
if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
mdef += 25*mdef/100;
if(sc->data[SC_FREEZE])
mdef += 25*mdef/100;
if(sc->data[SC_ANALYZE])
mdef -= mdef * ( 14 * sc->data[SC_ANALYZE]->val1 ) / 100;
if(sc->data[SC_SYMPHONY_LOVE])
mdef += mdef * sc->data[SC_SYMPHONY_LOVE]->val2 / 100;
if(sc->data[SC_GENTLETOUCH_CHANGE] && sc->data[SC_GENTLETOUCH_CHANGE]->val4)
mdef -= mdef * sc->data[SC_GENTLETOUCH_CHANGE]->val4 / 100;
if (sc->data[SC_ODINS_POWER])
mdef -= 20 * sc->data[SC_ODINS_POWER]->val1;
if(sc->data[SC_BURNING])
mdef -= mdef *25 / 100;
if (sc->data[SC_UNLIMIT])
return 1;
if (sc->data[SC_FREYJASCROLL])
mdef += sc->data[SC_FREYJASCROLL]->val1;
if (sc->data[SC_MVPCARD_TAOGUNKA])
mdef -= sc->data[SC_MVPCARD_TAOGUNKA]->val3;
if (sc->data[SC_SOULGOLEM] != NULL)
mdef += sc->data[SC_SOULGOLEM]->val3;
return (defType)cap_value(mdef,DEFTYPE_MIN,DEFTYPE_MAX);
}
static signed short status_calc_mdef2(struct block_list *bl, struct status_change *sc, int mdef2, bool viewable)
{
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( !viewable ){
/* some statuses that are hidden in the status window */
if(sc->data[SC_MDEFSET])
return sc->data[SC_MDEFSET]->val1;
#ifdef RENEWAL
if (sc->data[SC_ASSUMPTIO])
mdef2 <<= 1;
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_ANALYZE])
mdef2 -= mdef2 * ( 14 * sc->data[SC_ANALYZE]->val1 ) / 100;
if (sc->data[SC_UNLIMIT])
return 1;
struct status_data *sstatus = status->get_status_data(bl);
if (sstatus != NULL) // may be NULL on first call
mdef2 = (mdef2 * sstatus->mdef_percent) / 100;
#ifdef RENEWAL
return (short)cap_value(mdef2,SHRT_MIN,SHRT_MAX);
#else
return (short)cap_value(mdef2,1,SHRT_MAX);
#endif
}
static unsigned short status_calc_speed(struct block_list *bl, struct status_change *sc, int speed)
{
struct map_session_data *sd = BL_CAST(BL_PC, bl);
int speed_rate = -1;
if( sc == NULL || ( sd && sd->state.permanent_speed ) )
return (unsigned short)cap_value(speed,MIN_WALK_SPEED,MAX_WALK_SPEED);
bool skillTimerIsValid = sd != NULL && sd->ud.skilltimer != INVALID_TIMER;
if (skillTimerIsValid && sd->ud.skill_id == LG_EXEEDBREAK)
speed_rate = 160 - 10 * sd->ud.skill_lv;
if (speed_rate == -1)
{
speed_rate = 100;
if (skillTimerIsValid) {
if ((skill->get_inf2(sd->ud.skill_id) & INF2_FREE_CAST_REDUCED) != 0)
speed_rate = 175 - 5 * sd->ud.skill_lv;
else if (pc->checkskill(sd, SA_FREECAST) > 0)
speed_rate = 175 - 5 * pc->checkskill(sd, SA_FREECAST);
}
//GetMoveHasteValue2()
{
int val = 0;
if(sc->data[SC_FUSION]) {
val = 25;
} else if (sd) {
if (pc_isridingpeco(sd) || pc_isridingdragon(sd))
val = 25;//Same bonus
else if (sd->sc.data[SC_ALL_RIDING])
val = sd->sc.data[SC_ALL_RIDING]->val1;
else if (pc_isridingwug(sd))
val = 15 + 5 * pc->checkskill(sd, RA_WUGRIDER);
else if (pc_ismadogear(sd)) {
val = (- 10 * (5 - pc->checkskill(sd,NC_MADOLICENCE)));
if (sc->data[SC_ACCELERATION])
val += 25;
}
}
speed_rate -= val;
}
//GetMoveSlowValue()
{
int val = 0;
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
{
// Longing for Freedom cancels song/dance penalty
if( sc->data[SC_LONGING] )
val = max( val, 50 - 10 * sc->data[SC_LONGING]->val1 );
else
if( sd && sc->data[SC_DANCING] )
val = max( val, 500 - (40 + 10 * (sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_BARDDANCER)) * pc->checkskill(sd,(sd->status.sex?BA_MUSICALLESSON:DC_DANCINGLESSON)) );
if( sc->data[SC_DEC_AGI] )
val = max( val, 25 );
if( sc->data[SC_QUAGMIRE] || sc->data[SC_HALLUCINATIONWALK_POSTDELAY] )
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])
val = max(val, 100);
if (sc->data[SC_MOVESLOW_POTION]) // Used by Slow_Down_Potion [Frost]
val = max(val, sc->data[SC_MOVESLOW_POTION]->val1);
if( sc->data[SC_GS_GATLINGFEVER] )
val = max( val, 100 );
if( sc->data[SC_NJ_SUITON] )
val = max( val, sc->data[SC_NJ_SUITON]->val3 );
if( sc->data[SC_SWOO] )
val = max( val, 300 );
if( sc->data[SC_FROSTMISTY] )
val = max( val, 50 );
if( sc->data[SC_CAMOUFLAGE] && (sc->data[SC_CAMOUFLAGE]->val3&1) == 0 )
val = max( val, sc->data[SC_CAMOUFLAGE]->val1 < 3 ? 0 : 25 * (5 - sc->data[SC_CAMOUFLAGE]->val1) );
if( sc->data[SC__GROOMY] )
val = max( val, sc->data[SC__GROOMY]->val2);
if( sc->data[SC_GLOOMYDAY] )
val = max( val, sc->data[SC_GLOOMYDAY]->val3 ); // Should be 50 (-50% speed)
if( sc->data[SC_STEALTHFIELD_MASTER] )
val = max( val, 30 );
if( sc->data[SC_BANDING_DEFENCE] )
val = max( val, sc->data[SC_BANDING_DEFENCE]->val1 );//+90% walking speed.
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]->val1 );
if (sc->data[SC_STOMACHACHE])
val = max(val, sc->data[SC_STOMACHACHE]->val2);
if (sc->data[SC_MARSHOFABYSS]) // It stacks to other statuses so always put this at the end.
val = max(50, val + 10 * sc->data[SC_MARSHOFABYSS]->val1);
if (sc->data[SC_MOVHASTE_POTION]) { // Doesn't affect the movement speed by Quagmire, Decrease Agi, Slow Grace [Frost]
if (sc->data[SC_DEC_AGI] || sc->data[SC_QUAGMIRE] || sc->data[SC_DONTFORGETME] || sc->data[SC_CREATINGSTAR] != NULL)
return 0;
}
if (sc->data[SC_CATNIPPOWDER])
val = max(val, sc->data[SC_CATNIPPOWDER]->val3);
if (sc->data[SC_BIND_TRAP])
val = max(val, sc->data[SC_BIND_TRAP]->val3);
if (sc->data[SC_CREATINGSTAR] != NULL)
val = max(val, 90);
if (sc->data[SC_SP_SHA] != NULL)
val = max(val, sc->data[SC_SP_SHA]->val2);
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;
}
//GetMoveHasteValue1()
{
int val = 0;
if (sc->data[SC_MOVHASTE_INFINITY]) // Used by NPC_AGIUP [Frost]
val = max(val, sc->data[SC_MOVHASTE_INFINITY]->val1);
if (sc->data[SC_MOVHASTE_POTION]) // Used by Speed_Up_Potion and Guyak_Pudding [Frost]
val = max(val, sc->data[SC_MOVHASTE_POTION]->val1);
if( sc->data[SC_INC_AGI] )
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 != NULL && (sd->job & 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_HLIF_AVOID] )
val = max( val, 10 * sc->data[SC_HLIF_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_HOVERING] )
val = max( val, 10 );
if( sc->data[SC_GN_CARTBOOST] )
val = max( val, sc->data[SC_GN_CARTBOOST]->val2 );
if( sc->data[SC_SWING] )
val = max( val, sc->data[SC_SWING]->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_MOVHASTE_HORSE])
val = max(val, sc->data[SC_MOVHASTE_HORSE]->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) );
if (sc->data[SC_ARCLOUSEDASH])
val = max(val, sc->data[SC_ARCLOUSEDASH]->val3);
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] )
speed += speed * 50 / 100;
if( sc->data[SC_REBOUND] )
speed += max(speed, 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);
}
// flag&1 - fixed value [malufett]
// flag&2 - percentage value
static short status_calc_aspd(struct block_list *bl, struct status_change *sc, short flag)
{
#ifdef RENEWAL_ASPD
int pots = 0, bonus = 0;
nullpo_ret(bl);
if (!sc || !sc->count)
return 0;
if (flag&1) {
int i;
// ASPD fixed values
if (sc->data[i=SC_ATTHASTE_INFINITY]
|| sc->data[i=SC_ATTHASTE_POTION3]
|| sc->data[i=SC_ATTHASTE_POTION2]
|| sc->data[i=SC_ATTHASTE_POTION1]
)
pots += sc->data[i]->val1;
if (!sc->data[SC_QUAGMIRE]) {
if(sc->data[SC_TWOHANDQUICKEN] && bonus < 7)
bonus = 7;
if(sc->data[SC_ONEHANDQUICKEN] && bonus < 7)
bonus = 7;
if(sc->data[SC_MER_QUICKEN] && bonus < 7) // needs more info
bonus = 7;
if(sc->data[SC_ADRENALINE2] && bonus < 6)
bonus = 6;
if(sc->data[SC_ADRENALINE] && bonus < 7)
bonus = 7;
if(sc->data[SC_SPEARQUICKEN] && bonus < 7)
bonus = 7;
if(sc->data[SC_HLIF_FLEET] && bonus < 5)
bonus = 5;
}
if (sc->data[SC_ASSNCROS] && bonus < sc->data[SC_ASSNCROS]->val2) {
if (bl->type != BL_PC) {
bonus = sc->data[SC_ASSNCROS]->val2;
} else {
switch (BL_UCCAST(BL_PC, bl)->weapontype) {
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;
}
}
}
if ((sc->data[SC_BERSERK]) && bonus < 15)
bonus = 15;
else if (sc->data[SC_GS_MADNESSCANCEL] && bonus < 20)
bonus = 20;
} else {
// ASPD percentage values
if (sc->data[SC_DONTFORGETME])
bonus -= sc->data[SC_DONTFORGETME]->val2;
if (sc->data[SC_LONGING])
bonus -= sc->data[SC_LONGING]->val2;
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) // needs more info
bonus -= 25;
if (sc->data[SC_GRAVITATION] && sc->data[SC_GRAVITATION]->val3 != BCT_SELF)
bonus -= sc->data[SC_GRAVITATION]->val2 / 10;
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_FROSTMISTY])
bonus -= 15;
if (sc->data[SC_HALLUCINATIONWALK_POSTDELAY])
bonus -= 50;
if (sc->data[SC_PARALYSE])
bonus -= 10;
if (sc->data[SC__BODYPAINT])
bonus -= 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_GLOOMYDAY])
bonus -= (15 + 5 * sc->data[SC_GLOOMYDAY]->val1);
if (sc->data[SC_EARTHDRIVE])
bonus -= 25;
if (sc->data[SC_MELON_BOMB])
bonus -= sc->data[SC_MELON_BOMB]->val1;
if (sc->data[SC_PAIN_KILLER])
bonus -= sc->data[SC_PAIN_KILLER]->val2;
if (sc->data[SC_SWING]) // TODO: SC_SWING shouldn't stack with skill1 modifiers
bonus += sc->data[SC_SWING]->val3;
if (sc->data[SC_DANCE_WITH_WUG])
bonus += sc->data[SC_DANCE_WITH_WUG]->val3;
if (sc->data[SC_GENTLETOUCH_CHANGE])
bonus += sc->data[SC_GENTLETOUCH_CHANGE]->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_INCASPDRATE])
bonus += sc->data[SC_INCASPDRATE]->val1;
if (sc->data[SC_GS_GATLINGFEVER])
bonus += sc->data[SC_GS_GATLINGFEVER]->val1;
if (sc->data[SC_STAR_COMFORT])
bonus += 3 * sc->data[SC_STAR_COMFORT]->val1;
if (sc->data[SC_ACARAJE])
bonus += sc->data[SC_ACARAJE]->val2;
if (sc->data[SC_BATTLESCROLL])
bonus += sc->data[SC_BATTLESCROLL]->val1;
if (sc->data[SC_STEAMPACK])
bonus += sc->data[SC_STEAMPACK]->val2;
if (sc->data[SC_SKF_ASPD] != NULL)
bonus += sc->data[SC_SKF_ASPD]->val1;
}
return (bonus + pots);
#else
return 0;
#endif
}
static short status_calc_fix_aspd(struct block_list *bl, struct status_change *sc, int aspd)
{
nullpo_ret(bl);
if (!sc || !sc->count)
return cap_value(aspd, 0, 2000);
if (sc->data[SC_GUST_OPTION] != NULL || sc->data[SC_BLAST_OPTION] != NULL || sc->data[SC_WILD_STORM_OPTION] != NULL)
aspd -= 50; // +5 ASPD
if (sc->data[SC_FIGHTINGSPIRIT] != NULL && sc->data[SC_FIGHTINGSPIRIT]->val2 != 0)
aspd -= (bl->type == BL_PC ? pc->checkskill(BL_UCAST(BL_PC, bl), RK_RUNEMASTERY) : 10) / 10 * 40;
if (sc->data[SC_MTF_ASPD])
aspd -= sc->data[SC_MTF_ASPD]->val1;
if (sc->data[SC_HEAT_BARREL])
aspd -= sc->data[SC_HEAT_BARREL]->val1 * 10;
if (sc->data[SC_SOULSHADOW] != NULL)
aspd -= 10 * sc->data[SC_SOULSHADOW]->val2;
if (sc->data[SC_OVERED_BOOST]) // should be final and unmodifiable by any means
aspd = (200 - sc->data[SC_OVERED_BOOST]->val3) * 10;
return cap_value(aspd, 0, 2000); // will be recap for proper bl anyway
}
/// Calculates an object's ASPD modifier (alters the base amotion value).
/// Note that the scale of aspd_rate is 1000 = 100%.
static short status_calc_aspd_rate(struct block_list *bl, struct status_change *sc, int aspd_rate)
{
int i;
nullpo_ret(bl);
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_ONEHANDQUICKEN] &&
max < sc->data[SC_ONEHANDQUICKEN]->val2)
max = sc->data[SC_ONEHANDQUICKEN]->val2;
if(sc->data[SC_MER_QUICKEN] &&
max < sc->data[SC_MER_QUICKEN]->val2)
max = sc->data[SC_MER_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_GS_GATLINGFEVER] &&
max < sc->data[SC_GS_GATLINGFEVER]->val2)
max = sc->data[SC_GS_GATLINGFEVER]->val2;
if(sc->data[SC_HLIF_FLEET] &&
max < sc->data[SC_HLIF_FLEET]->val2)
max = sc->data[SC_HLIF_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 (BL_UCCAST(BL_PC, bl)->weapontype) {
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_GS_MADNESSCANCEL])
aspd_rate -= 200;
}
if( sc->data[i=SC_ATTHASTE_INFINITY] ||
sc->data[i=SC_ATTHASTE_POTION3] ||
sc->data[i=SC_ATTHASTE_POTION2] ||
sc->data[i=SC_ATTHASTE_POTION1] )
aspd_rate -= sc->data[i]->val2;
if(sc->data[SC_DONTFORGETME])
aspd_rate += 10 * sc->data[SC_DONTFORGETME]->val2;
if(sc->data[SC_LONGING])
aspd_rate += sc->data[SC_LONGING]->val2;
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;
if(sc->data[SC_GRAVITATION] && sc->data[SC_GRAVITATION]->val3 != BCT_SELF)
aspd_rate += sc->data[SC_GRAVITATION]->val2;
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_FROSTMISTY] )
aspd_rate += 150;
if( sc->data[SC_HALLUCINATIONWALK_POSTDELAY] )
aspd_rate += 500;
if( sc->data[SC_FIGHTINGSPIRIT] && sc->data[SC_FIGHTINGSPIRIT]->val2 )
aspd_rate -= sc->data[SC_FIGHTINGSPIRIT]->val2;
if( sc->data[SC_PARALYSE] )
aspd_rate += 100;
if( sc->data[SC__BODYPAINT] )
aspd_rate += 10 * 5 * 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_SWING] )
aspd_rate -= sc->data[SC_SWING]->val3 * 10;
if( sc->data[SC_DANCE_WITH_WUG] )
aspd_rate -= sc->data[SC_DANCE_WITH_WUG]->val3 * 10;
if( sc->data[SC_GLOOMYDAY] )
aspd_rate += ( 15 + 5 * sc->data[SC_GLOOMYDAY]->val1 );
if( sc->data[SC_EARTHDRIVE] )
aspd_rate += 250;
if( sc->data[SC_GENTLETOUCH_CHANGE] )
aspd_rate -= sc->data[SC_GENTLETOUCH_CHANGE]->val3 * 10;
if( sc->data[SC_MELON_BOMB] )
aspd_rate += sc->data[SC_MELON_BOMB]->val1 * 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_PAIN_KILLER])
aspd_rate += sc->data[SC_PAIN_KILLER]->val2 * 10;
if( sc->data[SC_GOLDENE_FERSE])
aspd_rate -= sc->data[SC_GOLDENE_FERSE]->val3 * 10;
if (sc->data[SC_ACARAJE])
aspd_rate += sc->data[SC_ACARAJE]->val2 * 10;
if (sc->data[SC_BATTLESCROLL])
aspd_rate += sc->data[SC_BATTLESCROLL]->val1 * 10;
if (sc->data[SC_STEAMPACK])
aspd_rate += sc->data[SC_STEAMPACK]->val2 * 10;
if (sc->data[SC_SKF_ASPD] != NULL)
aspd_rate -= sc->data[SC_SKF_ASPD]->val1 * 10;
if (sc->data[SC_STARSTANCE] != NULL)
aspd_rate -= 10 * sc->data[SC_STARSTANCE]->val2;
return (short)cap_value(aspd_rate,0,SHRT_MAX);
}
static unsigned short status_calc_dmotion(struct block_list *bl, struct status_change *sc, int dmotion)
{
nullpo_ret(bl);
// It has been confirmed on official servers that MvP mobs have no dmotion even without endure
if (bl->type == BL_MOB && (BL_UCCAST(BL_MOB, bl)->status.mode&MD_BOSS))
return 0;
if( !sc || !sc->count || map_flag_gvg2(bl->m) || map->list[bl->m].flag.battleground )
return cap_value(dmotion,0,USHRT_MAX);
if( sc->data[SC_ENDURE] )
return 0;
if( sc->data[SC_RUN] || sc->data[SC_WUGDASH] )
return 0;
return (unsigned short)cap_value(dmotion,0,USHRT_MAX);
}
static unsigned int status_calc_maxhp(struct block_list *bl, struct status_change *sc, uint64 maxhp)
{
if (!sc || !sc->count)
return (unsigned int)cap_value(maxhp, 1, UINT_MAX);
if (sc->data[SC_INCMHPRATE])
maxhp += maxhp * sc->data[SC_INCMHPRATE]->val1 / 100;
if (sc->data[SC_INCMHP])
maxhp += (sc->data[SC_INCMHP]->val1);
if (sc->data[SC_MTF_MHP])
maxhp += (sc->data[SC_MTF_MHP]->val1);
if (sc->data[SC_APPLEIDUN])
maxhp += maxhp * sc->data[SC_APPLEIDUN]->val2 / 100;
if (sc->data[SC_DELUGE])
maxhp += maxhp * sc->data[SC_DELUGE]->val2 / 100;
if (sc->data[SC_BERSERK])
maxhp += maxhp * 2;
if (sc->data[SC_MARIONETTE_MASTER])
maxhp -= 1000;
if (sc->data[SC_SOLID_SKIN_OPTION])
maxhp += 2000; // Fix amount.
if (sc->data[SC_POWER_OF_GAIA])
maxhp += maxhp * sc->data[SC_POWER_OF_GAIA]->val3 / 100;
if (sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 2)
maxhp += 500;
if (sc->data[SC_MER_HP])
maxhp += maxhp * sc->data[SC_MER_HP]->val2 / 100;
if (sc->data[SC_EPICLESIS])
maxhp += maxhp * 5 * sc->data[SC_EPICLESIS]->val1 / 100;
if (sc->data[SC_VENOMBLEED])
maxhp -= maxhp * 15 / 100;
if (sc->data[SC__WEAKNESS])
maxhp -= maxhp * sc->data[SC__WEAKNESS]->val2 / 100;
if (sc->data[SC_LERADS_DEW])
maxhp += sc->data[SC_LERADS_DEW]->val3;
if (sc->data[SC_BEYOND_OF_WARCRY])
maxhp -= maxhp * sc->data[SC_BEYOND_OF_WARCRY]->val4 / 100;
if (sc->data[SC_FORCEOFVANGUARD])
maxhp += maxhp * 3 * sc->data[SC_FORCEOFVANGUARD]->val1 / 100;
if (sc->data[SC_INSPIRATION])
maxhp += maxhp * 5 * sc->data[SC_INSPIRATION]->val1 / 100 + 600 * sc->data[SC_INSPIRATION]->val1;
if (sc->data[SC_RAISINGDRAGON])
maxhp += maxhp * (2 + sc->data[SC_RAISINGDRAGON]->val1) / 100;
if (sc->data[SC_GENTLETOUCH_CHANGE]) // Max HP decrease: [Skill Level x 4] %
maxhp -= maxhp * (4 * sc->data[SC_GENTLETOUCH_CHANGE]->val1) / 100;
if (sc->data[SC_GENTLETOUCH_REVITALIZE])// Max HP increase: [Skill Level x 2] %
maxhp += maxhp * (2 * sc->data[SC_GENTLETOUCH_REVITALIZE]->val1) / 100;
if (sc->data[SC_MUSTLE_M])
maxhp += maxhp * sc->data[SC_MUSTLE_M]->val1 / 100;
if (sc->data[SC_PROMOTE_HEALTH_RESERCH])
maxhp += sc->data[SC_PROMOTE_HEALTH_RESERCH]->val3;
if (sc->data[SC_MYSTERIOUS_POWDER])
maxhp -= maxhp * sc->data[SC_MYSTERIOUS_POWDER]->val1 / 100;
if (sc->data[SC_PETROLOGY_OPTION])
maxhp += maxhp * sc->data[SC_PETROLOGY_OPTION]->val2 / 100;
if (sc->data[SC_CURSED_SOIL_OPTION])
maxhp += maxhp * sc->data[SC_CURSED_SOIL_OPTION]->val2 / 100;
if (sc->data[SC_UPHEAVAL_OPTION])
maxhp += maxhp * sc->data[SC_UPHEAVAL_OPTION]->val3 / 100;
if (sc->data[SC_ANGRIFFS_MODUS])
maxhp += maxhp * 5 * sc->data[SC_ANGRIFFS_MODUS]->val1 /100;
if (sc->data[SC_GOLDENE_FERSE])
maxhp += maxhp * sc->data[SC_GOLDENE_FERSE]->val2 / 100;
if (sc->data[SC_FRIGG_SONG])
maxhp += maxhp * sc->data[SC_FRIGG_SONG]->val2 / 100;
if (sc->data[SC_SOULSCROLL])
maxhp += maxhp * sc->data[SC_SOULSCROLL]->val1 / 100;
if (sc->data[SC_ATKER_ASPD])
maxhp += maxhp * sc->data[SC_ATKER_ASPD]->val1 / 100;
if (sc->data[SC_MVPCARD_TAOGUNKA])
maxhp += maxhp * sc->data[SC_MVPCARD_TAOGUNKA]->val1 / 100;
if (sc->data[SC_GM_BATTLE])
maxhp -= maxhp * sc->data[SC_GM_BATTLE]->val1 / 100;
if (sc->data[SC_GM_BATTLE2])
maxhp -= maxhp * sc->data[SC_GM_BATTLE2]->val1 / 100;
if (sc->data[SC_LUNARSTANCE] != NULL)
maxhp += maxhp * sc->data[SC_LUNARSTANCE]->val2 / 100;
return (unsigned int)cap_value(maxhp, 1, UINT_MAX);
}
static unsigned int status_calc_maxsp(struct block_list *bl, struct status_change *sc, unsigned int maxsp)
{
if (!sc || !sc->count)
return cap_value(maxsp, 1, UINT_MAX);
if (sc->data[SC_INCMSPRATE])
maxsp += maxsp * sc->data[SC_INCMSPRATE]->val1 / 100;
if (sc->data[SC_INCMSP])
maxsp += (sc->data[SC_INCMSP]->val1);
if (sc->data[SC_MTF_MSP])
maxsp += (sc->data[SC_MTF_MSP]->val1);
if (sc->data[SC_SERVICEFORYOU])
maxsp += maxsp * sc->data[SC_SERVICEFORYOU]->val2 / 100;
if (sc->data[SC_MER_SP])
maxsp += maxsp * sc->data[SC_MER_SP]->val2 / 100;
if (sc->data[SC_RAISINGDRAGON])
maxsp += maxsp * (2 + sc->data[SC_RAISINGDRAGON]->val1) / 100;
if (sc->data[SC_LIFE_FORCE_F])
maxsp += maxsp * sc->data[SC_LIFE_FORCE_F]->val1 / 100;
if (sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 3)
maxsp += 50;
if (sc->data[SC_VITATA_500])
maxsp += maxsp * sc->data[SC_VITATA_500]->val2 / 100;
if (sc->data[SC_ENERGY_DRINK_RESERCH])
maxsp += maxsp * sc->data[SC_ENERGY_DRINK_RESERCH]->val3 / 100;
if (sc->data[SC_TARGET_ASPD])
maxsp += maxsp * sc->data[SC_TARGET_ASPD]->val1 / 100;
if (sc->data[SC_SOULSCROLL])
maxsp += maxsp * sc->data[SC_SOULSCROLL]->val1 / 100;
if (sc->data[SC_ATKER_MOVESPEED])
maxsp += maxsp * sc->data[SC_ATKER_MOVESPEED]->val1 / 100;
if (sc->data[SC_GM_BATTLE])
maxsp -= maxsp * sc->data[SC_GM_BATTLE]->val1 / 100;
if (sc->data[SC_GM_BATTLE2])
maxsp -= maxsp * sc->data[SC_GM_BATTLE2]->val1 / 100;
return cap_value(maxsp, 1, UINT_MAX);
}
static unsigned char status_calc_element(struct block_list *bl, struct status_change *sc, int element)
{
if(!sc || !sc->count)
return element;
if(sc->data[SC_FREEZE])
return ELE_WATER;
if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
return ELE_EARTH;
if(sc->data[SC_BENEDICTIO])
return ELE_HOLY;
if(sc->data[SC_PROPERTYUNDEAD])
return ELE_UNDEAD;
if(sc->data[SC_ARMOR_PROPERTY])
return sc->data[SC_ARMOR_PROPERTY]->val2;
if(sc->data[SC_SHAPESHIFT])
return sc->data[SC_SHAPESHIFT]->val2;
return (unsigned char)cap_value(element,0,UCHAR_MAX);
}
static unsigned char status_calc_element_lv(struct block_list *bl, struct status_change *sc, int lv)
{
if(!sc || !sc->count)
return lv;
if(sc->data[SC_FREEZE])
return 1;
if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
return 1;
if(sc->data[SC_BENEDICTIO])
return 1;
if(sc->data[SC_PROPERTYUNDEAD])
return 1;
if(sc->data[SC_ARMOR_PROPERTY])
return sc->data[SC_ARMOR_PROPERTY]->val1;
if(sc->data[SC_SHAPESHIFT])
return 1;
if(sc->data[SC__INVISIBILITY])
return 1;
return (unsigned char)cap_value(lv,1,4);
}
static unsigned char status_calc_attack_element(struct block_list *bl, struct status_change *sc, int element)
{
if(!sc || !sc->count)
return element;
if(sc->data[SC_ENCHANTARMS])
return sc->data[SC_ENCHANTARMS]->val2;
if(sc->data[SC_PROPERTYWATER]
|| (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 2) )
return ELE_WATER;
if(sc->data[SC_PROPERTYGROUND]
|| (sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 2) )
return ELE_EARTH;
if(sc->data[SC_PROPERTYFIRE]
|| (sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 2) )
return ELE_FIRE;
if(sc->data[SC_PROPERTYWIND]
|| (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 2) )
return ELE_WIND;
if(sc->data[SC_ENCHANTPOISON])
return ELE_POISON;
if(sc->data[SC_ASPERSIO])
return ELE_HOLY;
if(sc->data[SC_PROPERTYDARK])
return ELE_DARK;
if(sc->data[SC_PROPERTYTELEKINESIS] || sc->data[SC__INVISIBILITY])
return ELE_GHOST;
if(sc->data[SC_TIDAL_WEAPON_OPTION] || sc->data[SC_TIDAL_WEAPON] )
return ELE_WATER;
if(sc->data[SC_PYROCLASTIC])
return ELE_FIRE;
return (unsigned char)cap_value(element,0,UCHAR_MAX);
}
/**
* Calculates the new mode, based on status changes.
*
* @param bl The current unit.
* @param sc The current status change list.
* @param mode The starting mode.
* @return The calculated mode.
*/
static uint32 status_calc_mode(const struct block_list *bl, const struct status_change *sc, uint32 mode)
{
if (sc == NULL || sc->count == 0)
return mode & MD_MASK;
if (sc->data[SC_MODECHANGE] != NULL) {
if (sc->data[SC_MODECHANGE]->val2 != 0)
mode = sc->data[SC_MODECHANGE]->val2; //Set mode
if (sc->data[SC_MODECHANGE]->val3)
mode |= sc->data[SC_MODECHANGE]->val3; //Add mode
if (sc->data[SC_MODECHANGE]->val4)
mode &= ~sc->data[SC_MODECHANGE]->val4; //Del mode
}
return mode & MD_MASK;
}
/**
* Returns the name of the given bl.
*
* @param bl The requested bl.
* @return The bl's name or NULL if not available.
*/
static const char *status_get_name(const struct block_list *bl)
{
nullpo_ret(bl);
switch (bl->type) {
case BL_PC:
{
const struct map_session_data *sd = BL_UCCAST(BL_PC, bl);
if (sd->fakename[0] != '\0')
return sd->fakename;
return sd->status.name;
}
case BL_MOB: return BL_UCCAST(BL_MOB, bl)->name;
case BL_PET: return BL_UCCAST(BL_PET, bl)->pet.name;
case BL_HOM: return BL_UCCAST(BL_HOM, bl)->homunculus.name;
case BL_NPC: return BL_UCCAST(BL_NPC, bl)->name;
case BL_MER: return BL_UCCAST(BL_MER, bl)->db->name;
case BL_NUL:
case BL_SKILL:
case BL_CHAT:
case BL_ELEM:
case BL_ITEM:
case BL_ALL:
break;
}
return NULL;
}
/*==========================================
* Get the class of the current bl
* return
* 0 = fail
* class_id = success
*------------------------------------------*/
static int status_get_class(const struct block_list *bl)
{
nullpo_ret(bl);
switch (bl->type) {
case BL_PC:
return BL_UCCAST(BL_PC, bl)->status.class;
case BL_MOB:
{
const struct view_data *const vd = BL_UCCAST(BL_MOB, bl)->vd;
nullpo_ret(vd);
return vd->class; //Class used on all code should be the view class of the mob.
}
case BL_PET:
return BL_UCCAST(BL_PET, bl)->pet.class_;
case BL_HOM:
return BL_UCCAST(BL_HOM, bl)->homunculus.class_;
case BL_MER:
return BL_UCCAST(BL_MER, bl)->mercenary.class_;
case BL_NPC:
return BL_UCCAST(BL_NPC, bl)->class_;
case BL_ELEM:
return BL_UCCAST(BL_ELEM, bl)->elemental.class_;
case BL_NUL:
case BL_SKILL:
case BL_CHAT:
case BL_ITEM:
case BL_ALL:
break;
}
return 0;
}
/*==========================================
* Get the base level of the current bl
* return
* 1 = fail
* level = success
*------------------------------------------*/
static int status_get_lv(const struct block_list *bl)
{
nullpo_ret(bl);
switch (bl->type) {
case BL_PC: return BL_UCCAST(BL_PC, bl)->status.base_level;
case BL_MOB: return BL_UCCAST(BL_MOB, bl)->level;
case BL_PET: return BL_UCCAST(BL_PET, bl)->pet.level;
case BL_HOM: return BL_UCCAST(BL_HOM, bl)->homunculus.level;
case BL_MER: return BL_UCCAST(BL_MER, bl)->db->lv;
case BL_ELEM: return BL_UCCAST(BL_ELEM, bl)->db->lv;
case BL_NPC: return BL_UCCAST(BL_NPC, bl)->level;
case BL_NUL:
case BL_CHAT:
case BL_SKILL:
case BL_ITEM:
case BL_ALL:
break;
}
return 1;
}
/**
* Get the number of spirit balls of bl
* @param bl unit to get spirit balls from
* @returns number of spirit balls. block_list that doesn't hold spirit balls always returns 0.
*/
static int status_get_spiritballs(const struct block_list *bl)
{
nullpo_ret(bl);
switch (bl->type) {
case BL_PC: return BL_UCCAST(BL_PC, bl)->spiritball;
case BL_HOM: return BL_UCCAST(BL_HOM, bl)->homunculus.spiritball;
case BL_MOB:
case BL_PET:
case BL_MER:
case BL_ELEM:
case BL_NPC:
case BL_NUL:
case BL_CHAT:
case BL_SKILL:
case BL_ITEM:
case BL_ALL:
break;
}
return 0;
}
static struct regen_data *status_get_regen_data(struct block_list *bl)
{
nullpo_retr(NULL, bl);
switch (bl->type) {
case BL_PC: return &BL_UCAST(BL_PC, bl)->regen;
case BL_HOM: return &BL_UCAST(BL_HOM, bl)->regen;
case BL_MER: return &BL_UCAST(BL_MER, bl)->regen;
case BL_ELEM: return &BL_UCAST(BL_ELEM, bl)->regen;
case BL_NUL:
case BL_CHAT:
case BL_SKILL:
case BL_ITEM:
case BL_MOB:
case BL_PET:
case BL_NPC:
case BL_ALL:
default:
return NULL;
}
}
static struct status_data *status_get_status_data(struct block_list *bl)
{
nullpo_retr(&status->dummy, bl);
switch (bl->type) {
case BL_PC: return &BL_UCAST(BL_PC, bl)->battle_status;
case BL_MOB: return &BL_UCAST(BL_MOB, bl)->status;
case BL_PET: return &BL_UCAST(BL_PET, bl)->status;
case BL_HOM: return &BL_UCAST(BL_HOM, bl)->battle_status;
case BL_MER: return &BL_UCAST(BL_MER, bl)->battle_status;
case BL_ELEM: return &BL_UCAST(BL_ELEM, bl)->battle_status;
case BL_NPC:
{
struct npc_data *nd = BL_UCAST(BL_NPC, bl);
return mob->db_checkid(nd->class_) == 0 ? &nd->status : &status->dummy;
}
case BL_NUL:
case BL_CHAT:
case BL_SKILL:
case BL_ITEM:
case BL_ALL:
default:
return &status->dummy;
}
}
static struct status_data *status_get_base_status(struct block_list *bl)
{
nullpo_retr(NULL, bl);
switch (bl->type) {
case BL_PC: return &BL_UCAST(BL_PC, bl)->base_status;
case BL_MOB:
{
struct mob_data *md = BL_UCAST(BL_MOB, bl);
return md->base_status ? md->base_status : &md->db->status;
}
case BL_PET: return &BL_UCAST(BL_PET, bl)->db->status;
case BL_HOM: return &BL_UCAST(BL_HOM, bl)->base_status;
case BL_MER: return &BL_UCAST(BL_MER, bl)->base_status;
case BL_ELEM: return &BL_UCAST(BL_ELEM, bl)->base_status;
case BL_NPC:
{
struct npc_data *nd = BL_UCAST(BL_NPC, bl);
return mob->db_checkid(nd->class_) == 0 ? &nd->status : NULL;
}
case BL_NUL:
case BL_CHAT:
case BL_SKILL:
case BL_ITEM:
case BL_ALL:
default:
return NULL;
}
}
static defType status_get_def(struct block_list *bl)
{
struct unit_data *ud;
struct status_data *st = status->get_status_data(bl);
int def = st ? st->def : 0;
ud = unit->bl2ud(bl);
if (ud && ud->skilltimer != INVALID_TIMER)
def -= def * skill->get_castdef(ud->skill_id, ud->skill_lv) / 100;
return cap_value(def, DEFTYPE_MIN, DEFTYPE_MAX);
}
static unsigned short status_get_speed(struct block_list *bl)
{
nullpo_ret(bl);
if (bl->type == BL_NPC) //Only BL with speed data but no status_data [Skotlex]
return BL_UCCAST(BL_NPC, bl)->speed;
return status->get_status_data(bl)->speed;
}
static int status_get_party_id(const struct block_list *bl)
{
nullpo_ret(bl);
switch (bl->type) {
case BL_PC:
return BL_UCCAST(BL_PC, bl)->status.party_id;
case BL_PET:
{
const struct pet_data *pd = BL_UCCAST(BL_PET, bl);
if (pd->msd != NULL)
return pd->msd->status.party_id;
}
break;
case BL_MOB:
{
const struct mob_data *md = BL_UCCAST(BL_MOB, bl);
if (md->master_id > 0) {
const struct map_session_data *msd = NULL;
if (md->special_state.ai != AI_NONE && (msd = map->id2sd(md->master_id)) != NULL)
return msd->status.party_id;
return -md->master_id;
}
}
break;
case BL_HOM:
{
const struct homun_data *hd = BL_UCCAST(BL_HOM, bl);
if (hd->master != NULL)
return hd->master->status.party_id;
}
break;
case BL_MER:
{
const struct mercenary_data *mc = BL_UCCAST(BL_MER, bl);
if (mc->master != NULL)
return mc->master->status.party_id;
}
break;
case BL_SKILL:
{
const struct skill_unit *su = BL_UCCAST(BL_SKILL, bl);
if (su->group != NULL)
return su->group->party_id;
}
break;
case BL_ELEM:
{
const struct elemental_data *ed = BL_UCCAST(BL_ELEM, bl);
if (ed->master != NULL)
return ed->master->status.party_id;
}
break;
case BL_NUL:
case BL_CHAT:
case BL_ITEM:
case BL_NPC:
case BL_ALL:
break;
}
return 0;
}
static int status_get_guild_id(const struct block_list *bl)
{
nullpo_ret(bl);
switch (bl->type) {
case BL_PC:
return BL_UCCAST(BL_PC, bl)->status.guild_id;
case BL_PET:
{
const struct pet_data *pd = BL_UCCAST(BL_PET, bl);
if (pd->msd != NULL)
return pd->msd->status.guild_id;
}
break;
case BL_MOB:
{
const struct mob_data *md = BL_UCCAST(BL_MOB, bl);
const struct map_session_data *msd = NULL;
if (md->guardian_data != NULL) { //Guardian's guild [Skotlex]
// Guardian guild data may not been available yet, castle data is always set
if (md->guardian_data->g != NULL)
return md->guardian_data->g->guild_id;
return md->guardian_data->castle->guild_id;
}
if (md->special_state.ai != AI_NONE && (msd = map->id2sd(md->master_id)) != NULL)
return msd->status.guild_id; //Alchemist's mobs [Skotlex]
break;
}
case BL_HOM:
{
const struct homun_data *hd = BL_UCCAST(BL_HOM, bl);
if (hd->master != NULL)
return hd->master->status.guild_id;
}
break;
case BL_MER:
{
const struct mercenary_data *mc = BL_UCCAST(BL_MER, bl);
if (mc->master != NULL)
return mc->master->status.guild_id;
}
break;
case BL_NPC:
{
const struct npc_data *nd = BL_UCCAST(BL_NPC, bl);
if (nd->subtype == SCRIPT)
return nd->u.scr.guild_id;
}
break;
case BL_SKILL:
{
const struct skill_unit *su = BL_UCCAST(BL_SKILL, bl);
if (su->group != NULL)
return su->group->guild_id;
}
break;
case BL_ELEM:
{
const struct elemental_data *ed = BL_UCCAST(BL_ELEM, bl);
if (ed->master != NULL)
return ed->master->status.guild_id;
}
break;
case BL_NUL:
case BL_CHAT:
case BL_ITEM:
case BL_ALL:
break;
}
return 0;
}
static int status_get_emblem_id(const struct block_list *bl)
{
nullpo_ret(bl);
switch (bl->type) {
case BL_PC:
return BL_UCCAST(BL_PC, bl)->guild_emblem_id;
case BL_PET:
{
const struct pet_data *pd = BL_UCCAST(BL_PET, bl);
if (pd->msd != NULL)
return pd->msd->guild_emblem_id;
}
break;
case BL_MOB:
{
const struct mob_data *md = BL_UCCAST(BL_MOB, bl);
const struct map_session_data *msd = NULL;
if (md->guardian_data != NULL) {
//Guardian's guild [Skotlex]
if (md->guardian_data->g != NULL)
return md->guardian_data->g->emblem_id;
return 0;
}
if (md->special_state.ai != AI_NONE && (msd = map->id2sd(md->master_id)) != NULL)
return msd->guild_emblem_id; //Alchemist's mobs [Skotlex]
}
break;
case BL_HOM:
{
const struct homun_data *hd = BL_UCCAST(BL_HOM, bl);
if (hd->master)
return hd->master->guild_emblem_id;
}
break;
case BL_MER:
{
const struct mercenary_data *mc = BL_UCCAST(BL_MER, bl);
if (mc->master)
return mc->master->guild_emblem_id;
}
break;
case BL_NPC:
{
const struct npc_data *nd = BL_UCCAST(BL_NPC, bl);
if (nd->subtype == SCRIPT && nd->u.scr.guild_id > 0) {
struct guild *g = guild->search(nd->u.scr.guild_id);
if (g != NULL)
return g->emblem_id;
}
}
break;
case BL_ELEM:
{
const struct elemental_data *ed = BL_UCCAST(BL_ELEM, bl);
if (ed->master)
return ed->master->guild_emblem_id;
}
break;
case BL_NUL:
case BL_CHAT:
case BL_ITEM:
case BL_SKILL:
case BL_ALL:
break;
}
return 0;
}
static int status_get_mexp(const struct block_list *bl)
{
nullpo_ret(bl);
if (bl->type == BL_MOB)
return BL_UCCAST(BL_MOB, bl)->db->mexp;
if (bl->type == BL_PET)
return BL_UCCAST(BL_PET, bl)->db->mexp;
return 0;
}
static int status_get_race2(const struct block_list *bl)
{
nullpo_ret(bl);
if (bl->type == BL_MOB)
return BL_UCCAST(BL_MOB, bl)->db->race2;
if (bl->type == BL_PET)
return BL_UCCAST(BL_PET, bl)->db->race2;
return 0;
}
static int status_isdead(struct block_list *bl)
{
nullpo_ret(bl);
return status->get_status_data(bl)->hp == 0;
}
static int status_isimmune(struct block_list *bl)
{
struct status_change *sc = NULL;
nullpo_ret(bl);
sc = status->get_sc(bl);
if (sc != NULL && sc->data[SC_HERMODE] != NULL)
return 100;
if (bl->type == BL_PC) {
const struct map_session_data *sd = BL_UCCAST(BL_PC, bl);
if (sd->special_state.no_magic_damage >= battle_config.gtb_sc_immunity)
return sd->special_state.no_magic_damage;
}
return 0;
}
static struct view_data *status_get_viewdata(struct block_list *bl)
{
nullpo_retr(NULL, bl);
switch (bl->type) {
case BL_PC: return &BL_UCAST(BL_PC, bl)->vd;
case BL_MOB: return BL_UCAST(BL_MOB, bl)->vd;
case BL_PET: return &BL_UCAST(BL_PET, bl)->vd;
case BL_NPC: return &BL_UCAST(BL_NPC, bl)->vd;
case BL_HOM: return BL_UCAST(BL_HOM, bl)->vd;
case BL_MER: return BL_UCAST(BL_MER, bl)->vd;
case BL_ELEM: return BL_UCAST(BL_ELEM, bl)->vd;
case BL_NUL:
case BL_CHAT:
case BL_ITEM:
case BL_SKILL:
case BL_ALL:
break;
}
return NULL;
}
static void status_set_viewdata(struct block_list *bl, int class_)
{
struct view_data* vd;
nullpo_retv(bl);
if (mob->db_checkid(class_) || mob->is_clone(class_))
vd = mob->get_viewdata(class_);
else if (npc->db_checkid(class_) || (bl->type == BL_NPC && class_ == WARP_CLASS))
vd = npc->get_viewdata(class_);
else if (homdb_checkid(class_))
vd = homun->get_viewdata(class_);
else if (mercenary->class(class_))
vd = mercenary->get_viewdata(class_);
else if (elemental->class(class_))
vd = elemental->get_viewdata(class_);
else
vd = NULL;
switch (bl->type) {
case BL_PC:
{
struct map_session_data *sd = BL_UCAST(BL_PC, bl);
if (pc->db_checkid(class_)) {
if (pc_isridingpeco(sd)) {
PRAGMA_GCC46(GCC diagnostic push)
PRAGMA_GCC46(GCC diagnostic ignored "-Wswitch-enum")
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;
}
PRAGMA_GCC46(GCC diagnostic pop)
}
sd->vd.class = class_;
clif->get_weapon_view(sd, &sd->vd.weapon, &sd->vd.shield);
sd->vd.head_top = sd->status.look.head_top;
sd->vd.head_mid = sd->status.look.head_mid;
sd->vd.head_bottom = sd->status.look.head_bottom;
sd->vd.hair_style = cap_value(sd->status.hair,0,battle_config.max_hair_style);
sd->vd.hair_color = cap_value(sd->status.hair_color,0,battle_config.max_hair_color);
sd->vd.cloth_color = cap_value(sd->status.clothes_color,0,battle_config.max_cloth_color);
sd->vd.robe = sd->status.look.robe;
sd->vd.body_style = sd->status.body;
sd->vd.sex = sd->status.sex;
if (sd->vd.cloth_color) {
if ((sd->sc.option & OPTION_WEDDING) != 0 && battle_config.wedding_ignorepalette == true)
sd->vd.cloth_color = 0;
if ((sd->sc.option & OPTION_XMAS) != 0 && battle_config.xmas_ignorepalette == true)
sd->vd.cloth_color = 0;
if ((sd->sc.option & OPTION_SUMMER) != 0 && battle_config.summer_ignorepalette == true)
sd->vd.cloth_color = 0;
if ((sd->sc.option & OPTION_HANBOK) != 0 && battle_config.hanbok_ignorepalette == true)
sd->vd.cloth_color = 0;
if ((sd->sc.option & OPTION_OKTOBERFEST) != 0 && battle_config.oktoberfest_ignorepalette == true)
sd->vd.cloth_color = 0;
if ((sd->sc.option & OPTION_SUMMER2) != 0 && battle_config.summer2_ignorepalette == true)
sd->vd.cloth_color = 0;
}
if (sd->vd.body_style != 0 && (sd->sc.option & OPTION_COSTUME) != 0)
sd->vd.body_style = 0;
} else if (vd != NULL) {
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:
{
struct mob_data *md = BL_UCAST(BL_MOB, bl);
if (vd != NULL) {
mob->free_dynamic_viewdata(md);
md->vd = vd;
} else if (pc->db_checkid(class_)) {
mob->set_dynamic_viewdata(md);
md->vd->class = class_;
} else {
ShowError("status_set_viewdata (MOB): No view data for class %d\n", class_);
}
}
break;
case BL_PET:
{
struct pet_data *pd = BL_UCAST(BL_PET, bl);
if (vd != NULL) {
memcpy(&pd->vd, vd, sizeof(struct view_data));
if (!pc->db_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:
{
struct npc_data *nd = BL_UCAST(BL_NPC, bl);
if (vd != NULL) {
memcpy(&nd->vd, vd, sizeof(struct view_data));
} else if (pc->db_checkid(class_)) {
memset(&nd->vd, 0, sizeof(struct view_data));
nd->vd.class = class_;
} else {
ShowError("status_set_viewdata (NPC): No view data for class %d (name=%s)\n", class_, nd->name);
}
}
break;
case BL_HOM: //[blackhole89]
{
struct homun_data *hd = BL_UCAST(BL_HOM, bl);
if (vd != NULL)
hd->vd = vd;
else
ShowError("status_set_viewdata (HOMUNCULUS): No view data for class %d\n", class_);
}
break;
case BL_MER:
{
struct mercenary_data *md = BL_UCAST(BL_MER, bl);
if (vd != NULL)
md->vd = vd;
else
ShowError("status_set_viewdata (MERCENARY): No view data for class %d\n", class_);
}
break;
case BL_ELEM:
{
struct elemental_data *ed = BL_UCAST(BL_ELEM, bl);
if (vd != NULL)
ed->vd = vd;
else
ShowError("status_set_viewdata (ELEMENTAL): No view data for class %d\n", class_);
}
break;
case BL_NUL:
case BL_ITEM:
case BL_SKILL:
case BL_CHAT:
case BL_ALL:
break;
}
}
/// Returns the status_change data of bl or NULL if it doesn't exist.
static struct status_change *status_get_sc(struct block_list *bl)
{
if (bl != NULL) {
switch (bl->type) {
case BL_PC: return &BL_UCAST(BL_PC, bl)->sc;
case BL_MOB: return &BL_UCAST(BL_MOB, bl)->sc;
case BL_NPC: return NULL;
case BL_HOM: return &BL_UCAST(BL_HOM, bl)->sc;
case BL_MER: return &BL_UCAST(BL_MER, bl)->sc;
case BL_ELEM: return &BL_UCAST(BL_ELEM, bl)->sc;
case BL_NUL:
case BL_ITEM:
case BL_SKILL:
case BL_CHAT:
case BL_PET:
case BL_ALL:
break;
}
}
return NULL;
}
static 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));
}
/**
* Applies SC defense to a given status change.
*
* @see status_change_start for the expected parameters.
* @return the adjusted duration based on flag values.
*/
static int status_get_sc_def(struct block_list *src, struct block_list *bl, enum sc_type type, int rate, int tick, int flag, int skill_id)
{
//Percentual resistance: 10000 = 100% Resist
//Example: 50% -> sc_def=5000 -> 25%; 5000ms -> tick_def=5000 -> 2500ms
int sc_def = 0, tick_def = -1; //-1 = use sc_def
//Linear resistance substracted from rate and tick after percentual resistance was applied
//Example: 25% -> sc_def2=2000 -> 5%; 2500ms -> tick_def2=2000 -> 500ms
int sc_def2 = 0, tick_def2 = 0;
struct status_data *st, *bst;
struct status_change *sc;
struct map_session_data *sd;
nullpo_ret(bl);
if(!src)
return tick ? tick : 1; // If no source, it can't be resisted (NPC given)
/// Returns the 'bl's level, capped to 'cap'
#define SCDEF_LVL_CAP(bl, cap) ( (bl) ? (status->get_lv(bl) > (cap) ? (cap) : status->get_lv(bl)) : 0 )
/// returns the difference between the levels of 'bl' and 'src', both capped to 'maxlv', multiplied by 'factor'
#define SCDEF_LVL_DIFF(bl, src, maxlv, factor) ( ( SCDEF_LVL_CAP((bl), (maxlv)) - SCDEF_LVL_CAP((src), (maxlv)) ) * (factor) )
//Status that are blocked by Golden Thief Bug card or Wand of Hermod
if (status->isimmune(bl) && (skill->get_inf(skill_id) & INF_SELF_SKILL) == 0 // [Aegis] self-cast skills are not blocked, even if magic.
&& ((skill->get_type(skill_id, 1) & BF_MAGIC) != 0 // [Aegis] if an SC is caused by magic then it's blocked, no matter what SC.
|| (status->get_sc_type(type) & SC_NO_MAGIC_BLOCK) != 0))
return 0;
sd = BL_CAST(BL_PC,bl);
st = status->get_status_data(bl);
bst = status->get_base_status(bl);
nullpo_ret(bst);
sc = status->get_sc(bl);
if( sc && !sc->count )
sc = NULL;
if (sc && sc->data[SC_KINGS_GRACE]) {
// Protects against status effects
PRAGMA_GCC46(GCC diagnostic push)
PRAGMA_GCC46(GCC diagnostic ignored "-Wswitch-enum")
switch (type) {
case SC_POISON:
case SC_BLIND:
case SC_FREEZE:
case SC_STONE:
case SC_STUN:
case SC_SLEEP:
case SC_BLOODING:
case SC_CURSE:
case SC_CONFUSION:
case SC_ILLUSION:
case SC_SILENCE:
case SC_BURNING:
case SC_COLD:
case SC_FROSTMISTY:
case SC_DEEP_SLEEP:
case SC_FEAR:
case SC_MANDRAGORA:
case SC__CHAOS:
return 0;
}
PRAGMA_GCC46(GCC diagnostic pop)
}
PRAGMA_GCC46(GCC diagnostic push)
PRAGMA_GCC46(GCC diagnostic ignored "-Wswitch-enum")
switch (type) {
case SC_STUN:
sc_def = st->vit*100;
sc_def2 = st->luk*10 + SCDEF_LVL_DIFF(bl, src, 99, 10);
tick_def2 = st->luk*10;
break;
case SC_POISON:
case SC_DPOISON:
sc_def = st->vit*100;
sc_def2 = st->luk*10 + SCDEF_LVL_DIFF(bl, src, 99, 10);
if (sd) {
//For players: 60000 - 450*vit - 100*luk
tick_def = st->vit*75;
tick_def2 = st->luk*100;
} else {
//For monsters: 30000 - 200*vit
tick>>=1;
tick_def = (st->vit*200)/3;
}
break;
case SC_SILENCE:
#ifdef RENEWAL
sc_def = st->int_*100;
sc_def2 = (st->vit + st->luk) * 5 + SCDEF_LVL_DIFF(bl, src, 99, 10);
#else
sc_def = st->vit*100;
sc_def2 = st->luk*10 + SCDEF_LVL_DIFF(bl, src, 99, 10);
#endif
tick_def2 = st->luk * 10;
break;
case SC_BLOODING:
#ifdef RENEWAL
sc_def = st->agi*100;
#else
sc_def = st->vit*100;
#endif
sc_def2 = st->luk*10 + SCDEF_LVL_DIFF(bl, src, 99, 10);
tick_def2 = st->luk*10;
break;
case SC_SLEEP:
#ifdef RENEWAL
sc_def = st->agi*100;
sc_def2 = (st->int_ + st->luk) * 5 + SCDEF_LVL_DIFF(bl, src, 99, 10);
#else
sc_def = st->int_*100;
sc_def2 = st->luk*10 + SCDEF_LVL_DIFF(bl, src, 99, 10);
#endif
tick_def2 = st->luk*10;
break;
case SC_DEEP_SLEEP:
sc_def = bst->int_*50;
tick_def = 0; // Linear reduction instead
tick_def2 = bst->int_ * 50 + SCDEF_LVL_CAP(bl, 150) * 50; // kRO balance update lists this formula
break;
case SC_DEC_AGI:
case SC_ADORAMUS:
if (sd) tick >>= 1; //Half duration for players.
sc_def = st->mdef*100;
#ifndef RENEWAL
sc_def2 = st->luk*10;
#endif
tick_def = 0; //No duration reduction
break;
case SC_STONE:
sc_def = st->mdef*100;
sc_def2 = st->luk*10 + SCDEF_LVL_DIFF(bl, src, 99, 10);
tick_def = 0; //No duration reduction
break;
case SC_FREEZE:
sc_def = st->mdef*100;
sc_def2 = st->luk*10 + SCDEF_LVL_DIFF(bl, src, 99, 10);
tick_def2 = status_get_luk(src) * -10; //Caster can increase final duration with luk
break;
case SC_CURSE:
// Special property: immunity when luk is zero
if (st->luk == 0)
return 0;
sc_def = st->luk*100;
sc_def2 = st->luk*10 + SCDEF_LVL_DIFF(NULL, src, 99, 10); // Curse only has a level penalty and no resistance
tick_def = st->vit*100;
tick_def2 = st->luk*10;
break;
case SC_BLIND:
sc_def = (st->vit + st->int_)*50;
sc_def2 = st->luk*10 + SCDEF_LVL_DIFF(bl, src, 99, 10);
tick_def2 = st->luk*10;
break;
case SC_CONFUSION:
sc_def = (st->str + st->int_)*50;
sc_def2 = st->luk*10 + SCDEF_LVL_DIFF(bl, src, 99, 10);
tick_def2 = st->luk*10;
break;
case SC_ANKLESNARE:
if(st->mode&MD_BOSS) // Lasts 5 times less on bosses
tick /= 5;
sc_def = st->agi*50;
break;
case SC_MAGICMIRROR:
case SC_STONESKIN:
if (sd) //Duration greatly reduced for players.
tick /= 15;
sc_def2 = st->vit*25 + st->agi*10 + SCDEF_LVL_CAP(bl, 99) * 20; // Linear Reduction of Rate
break;
case SC_MARSHOFABYSS:
//5 second (Fixed) + 25 second - {( INT + LUK ) / 20 second }
tick_def2 = (st->int_ + st->luk)*50;
break;
case SC_STASIS:
//5 second (fixed) + { Stasis Skill level * 5 - (Target's VIT + DEX) / 20 }
tick_def2 = (st->vit + st->dex)*50;
break;
case SC_WHITEIMPRISON:
if( tick == 5000 ) // 100% on caster
break;
if (bl->type == BL_PC)
tick_def2 = st->vit*25 + st->agi*10 + SCDEF_LVL_CAP(bl, 150) * 20;
else
tick_def2 = (st->vit + st->luk)*50;
break;
case SC_BURNING:
tick_def2 = 75*st->luk + 125*st->agi;
break;
case SC_FROSTMISTY:
tick_def2 = (st->vit + st->dex)*50;
break;
case SC_OBLIVIONCURSE: // 100% - (100 - 0.8 x INT)
sc_def = st->int_*80;
/* Fall through */
case SC_TOXIN:
case SC_PARALYSE:
case SC_VENOMBLEED:
case SC_MAGICMUSHROOM:
case SC_DEATHHURT:
case SC_PYREXIA:
case SC_LEECHESEND:
tick_def2 = (st->vit + st->luk) * 500;
break;
case SC_WUGBITE: // {(Base Success chance) - (Target's AGI / 4)}
sc_def2 = st->agi*25;
break;
case SC_ELECTRICSHOCKER:
tick_def2 = (st->vit + st->agi) * 70;
break;
case SC_COLD:
tick_def2 = bst->vit*100 + status->get_lv(bl)*20;
break;
case SC_MANDRAGORA:
sc_def = (st->vit + st->luk)*20;
break;
case SC_SIREN:
tick_def2 = status->get_lv(bl) * 100 + (bl->type == BL_PC ? BL_UCCAST(BL_PC, bl)->status.job_level : 0);
break;
case SC_NEEDLE_OF_PARALYZE:
tick_def2 = (st->vit + st->luk) * 50;
break;
case SC_NETHERWORLD:
tick_def2 = 1000 * ((bl->type == BL_PC ? BL_UCCAST(BL_PC, bl)->status.job_level : 0) / 10 + status->get_lv(bl) / 50);
break;
case SC_NO_RECOVER_STATE:
tick_def2 = st->luk * 100;
break;
case SC_BIND_TRAP:
tick_def = bst->str * 50;
break;
default:
//Effect that cannot be reduced? Likely a buff.
if (!(rnd()%10000 < rate))
return 0;
return tick ? tick : 1;
}
PRAGMA_GCC46(GCC diagnostic pop)
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 = min(sc_def, battle_config.pc_max_sc_def*100);
sc_def2 = min(sc_def2, battle_config.pc_max_sc_def*100);
if (tick_def > 0 && 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 = min(sc_def, battle_config.mob_max_sc_def*100);
sc_def2 = min(sc_def2, battle_config.mob_max_sc_def*100);
if (tick_def > 0 && 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
else if (sc->data[SC_SIEGFRIED])
sc_def += sc->data[SC_SIEGFRIED]->val3 * 100; //Status resistance.
if (sc && sc->data[SC_MVPCARD_ORCHERO])
sc_def += sc->data[SC_MVPCARD_ORCHERO]->val1 * 100;
}
//When tick def not set, reduction is the same for both.
if(tick_def == -1)
tick_def = sc_def;
//Natural resistance
if (!(flag&SCFLAG_FIXEDRATE)) {
rate -= rate*sc_def/10000;
rate -= sc_def2;
//Minimum chances
PRAGMA_GCC46(GCC diagnostic push)
PRAGMA_GCC46(GCC diagnostic ignored "-Wswitch-enum")
switch (type) {
case SC_OBLIVIONCURSE:
rate = max(rate,500); //Minimum of 5%
break;
case SC_WUGBITE:
rate = max(rate,5000); //Minimum of 50%
break;
}
PRAGMA_GCC46(GCC diagnostic pop)
//Item resistance (only applies to rate%)
if (sd && SC_COMMON_MIN <= type && type <= SC_COMMON_MAX)
{
if (sd->reseff[type-SC_COMMON_MIN] > 0)
rate -= rate * sd->reseff[type-SC_COMMON_MIN] / 10000;
if (sd->sc.data[SC_TARGET_BLOOD])
rate -= rate * sd->sc.data[SC_TARGET_BLOOD]->val1 / 100;
}
//Aegis accuracy
if (rate > 0 && rate%10 != 0) rate += (10 - rate%10);
}
if (!(rnd()%10000 < rate))
return 0;
//Even if a status change doesn't have a duration, it should still trigger
if (tick < 1) return 1;
//Rate reduction
if (flag&SCFLAG_FIXEDTICK)
return tick;
tick -= tick*tick_def/10000;
tick -= tick_def2;
//Minimum durations
PRAGMA_GCC46(GCC diagnostic push)
PRAGMA_GCC46(GCC diagnostic ignored "-Wswitch-enum")
switch (type) {
case SC_ANKLESNARE:
case SC_BURNING:
case SC_MARSHOFABYSS:
case SC_STASIS:
case SC_DEEP_SLEEP:
tick = max(tick, 5000); //Minimum duration 5s
break;
case SC_FROSTMISTY:
tick = max(tick, 6000);
break;
case SC_NETHERWORLD:
tick = max(tick, 4000);
break;
case SC_SIREN:
tick = max(tick, 10000); // Minimum duration 10s
break;
default:
//Skills need to trigger even if the duration is reduced below 1ms
tick = max(tick, 1);
break;
}
PRAGMA_GCC46(GCC diagnostic pop)
return tick;
#undef SCDEF_LVL_CAP
#undef SCDEF_LVL_DIFF
}
/* [Ind/Hercules] fast-checkin sc-display array */
static void status_display_add(struct map_session_data *sd, enum sc_type type, int dval1, int dval2, int dval3)
{
struct sc_display_entry *entry;
int i;
nullpo_retv(sd);
for( i = 0; i < sd->sc_display_count; i++ ) {
if( sd->sc_display[i]->type == type )
break;
}
if( i != sd->sc_display_count ) {
sd->sc_display[i]->val1 = dval1;
sd->sc_display[i]->val2 = dval2;
sd->sc_display[i]->val3 = dval3;
return;
}
entry = ers_alloc(pc->sc_display_ers, struct sc_display_entry);
entry->type = type;
entry->val1 = dval1;
entry->val2 = dval2;
entry->val3 = dval3;
RECREATE(sd->sc_display, struct sc_display_entry *, ++sd->sc_display_count);
sd->sc_display[ sd->sc_display_count - 1 ] = entry;
}
static void status_display_remove(struct map_session_data *sd, enum sc_type type)
{
int i;
nullpo_retv(sd);
for( i = 0; i < sd->sc_display_count; i++ ) {
if( sd->sc_display[i]->type == type )
break;
}
if( i != sd->sc_display_count ) {
int cursor;
ers_free(pc->sc_display_ers, sd->sc_display[i]);
sd->sc_display[i] = NULL;
/* the all-mighty compact-o-matic */
for( i = 0, cursor = 0; i < sd->sc_display_count; i++ ) {
if( sd->sc_display[i] == NULL )
continue;
if( i != cursor ) {
sd->sc_display[cursor] = sd->sc_display[i];
}
cursor++;
}
if( !(sd->sc_display_count = cursor) ) {
aFree(sd->sc_display);
sd->sc_display = NULL;
}
}
}
/**
* Starts a status change with a set remaining time.
*
* @param src Status change source bl.
* @param bl Status change target bl.
* @param type Status change type.
* @param rate Base success rate. 1 means 0.01%, 10000 means 100%.
* @param val1 Additional value (meaning depends on type).
* @param val2 Additional value (meaning depends on type).
* @param val3 Additional value (meaning depends on type).
* @param val4 Additional value (meaning depends on type).
* @param tick Remaining duration (miliseconds). (if flag doesn't contain SCFLAG_LOADED, it will become the final total_tick)
* @param total_tick Base duration (milliseconds).
* @param flag Special flags (@see enum scstart_flag).
* @param skill_id skill origin of status change, if available
*
* @retval 0 if no status change happened.
* @retval 1 if the status change was successfully applied.
*/
static int status_change_start_sub(struct block_list *src, struct block_list *bl, enum sc_type type, int rate, int val1, int val2, int val3, int val4, int tick, int total_tick, int flag, int skill_id)
{
struct map_session_data *sd = NULL;
struct status_change* sc;
struct status_change_entry* sce;
struct status_data *st;
struct view_data *vd;
int opt_flag, undead_flag, val_flag = 0, tick_time = 0;
e_scb_flag calc_flag = SCB_NONE;
nullpo_ret(bl);
sc = status->get_sc(bl);
st = status->get_status_data(bl);
if (type <= SC_NONE || type >= SC_MAX) {
ShowError("status_change_start_sub: invalid status change (%d)!\n", type);
return 0;
}
if (!sc)
return 0; //Unable to receive status changes
if (status->isdead(bl) && type != SC_NOCHAT) // SC_NOCHAT should work even on dead characters
return 0;
if (sc->data[SC_GRAVITYCONTROL] != NULL)
return 0; // !TODO: Confirm what statuses/conditions (if not all) are blocked.
if (bl->type == BL_MOB) {
struct mob_data *md = BL_CAST(BL_MOB, bl);
if (md && (md->class_ == MOBID_EMPELIUM || mob_is_battleground(md)) && type != SC_SAFETYWALL && type != SC_PNEUMA)
return 0; //Emperium/BG Monsters can't be afflicted by status changes
#if 0
if (md && mob_is_gvg(md) && status->sc2scb_flag(type)&SCB_MAXHP)
return 0; //prevent status addinh hp to gvg mob (like bloodylust=hp*3 etc...
#endif // 0
}
if (status->is_immune_to_status(sc, type))
return 0;
sd = BL_CAST(BL_PC, bl);
//Adjust total_tick according to status resistances
if( !(flag&(SCFLAG_NOAVOID|SCFLAG_LOADED)) ) {
total_tick = status->get_sc_def(src, bl, type, rate, total_tick, flag, skill_id);
if( !total_tick ) return 0;
}
undead_flag = battle->check_undead(st->race, st->def_ele);
PRAGMA_GCC46(GCC diagnostic push)
PRAGMA_GCC46(GCC diagnostic ignored "-Wswitch-enum")
// Check for inmunities / sc fails
switch (type) {
case SC_DRUMBATTLE:
case SC_NIBELUNGEN:
case SC_INTOABYSS:
case SC_SIEGFRIED:
if( sd && !sd->status.party_id )
return 0;
break;
case SC_ANGRIFFS_MODUS:
case SC_GOLDENE_FERSE:
if ((type==SC_GOLDENE_FERSE && sc->data[SC_ANGRIFFS_MODUS])
|| (type==SC_ANGRIFFS_MODUS && sc->data[SC_GOLDENE_FERSE])
) {
return 0;
}
FALLTHROUGH
case SC_VACUUM_EXTREME:
if(sc->data[SC_HALLUCINATIONWALK])
return 0;
break;
case SC_STONE:
if(sc->data[SC_POWER_OF_GAIA])
return 0;
FALLTHROUGH
case SC_FREEZE:
//Undead are immune to Freeze/Stone
if (undead_flag && !(flag&SCFLAG_NOAVOID))
return 0;
// SC_LEXAETERNA should be removed when applying SC_FREEZE on BL_PC types
// we remove SC_STONE later when we're done hardening the target.
if (type == SC_FREEZE && bl->type == BL_PC && sc->data[SC_LEXAETERNA] != NULL)
status_change_end(bl, SC_LEXAETERNA, INVALID_TIMER);
FALLTHROUGH
case SC_SLEEP:
case SC_STUN:
case SC_FROSTMISTY:
case SC_COLD:
if (sc->opt1)
return 0; //Cannot override other opt1 status changes. [Skotlex]
if((type == SC_FREEZE || type == SC_FROSTMISTY || type == SC_COLD) && sc->data[SC_WARMER])
return 0; //Immune to Frozen and Freezing status if under Warmer status. [Jobbie]
break;
case SC_BERSERK: // There all like berserk, do not everlap each other
if (sc->data[SC__BLOODYLUST])
return 0;
break;
case SC_BURNING:
if (sc->opt1 || sc->data[SC_FROSTMISTY])
return 0;
break;
case SC_CRUCIS: // Only affects demons and undead element (but not players)
if ((!undead_flag && st->race != RC_DEMON) || bl->type == BL_PC)
return 0;
break;
case SC_LEXAETERNA:
if ((sc->data[SC_STONE] && sc->opt1 == OPT1_STONE) || sc->data[SC_FREEZE])
return 0;
break;
case SC_KYRIE:
case SC_TUNAPARTY:
if (bl->type == BL_MOB)
return 0;
break;
case SC_OVERTHRUST:
if (sc->data[SC_OVERTHRUSTMAX])
return 0; // Overthrust can't take effect if under Max Overthrust. [Skotlex]
FALLTHROUGH
case SC_OVERTHRUSTMAX:
if (sc->option&OPTION_MADOGEAR)
return 0; // Overthrust and Overthrust Max cannot be used on Mado Gear [Ind]
break;
case SC_ADRENALINE:
if (sd && !pc_check_weapontype(sd, skill->get_weapontype(BS_ADRENALINE)))
return 0;
if (sc->data[SC_QUAGMIRE] || sc->data[SC_DEC_AGI] || sc->option&OPTION_MADOGEAR) // Adrenaline doesn't affect Mado Gear [Ind]
return 0;
break;
case SC_ADRENALINE2:
if (sd && !pc_check_weapontype(sd,skill->get_weapontype(BS_ADRENALINE2)))
return 0;
if (sc->data[SC_QUAGMIRE] || sc->data[SC_DEC_AGI])
return 0;
break;
case SC_MAGNIFICAT:
if (sc->option&OPTION_MADOGEAR) // Mado is immune to magnificat
return 0;
break;
case SC_ONEHANDQUICKEN:
case SC_MER_QUICKEN:
case SC_TWOHANDQUICKEN:
if (sc->data[SC_DEC_AGI])
return 0;
FALLTHROUGH
case SC_CONCENTRATION:
case SC_SPEARQUICKEN:
case SC_TRUESIGHT:
case SC_WINDWALK:
case SC_CARTBOOST:
case SC_ASSNCROS:
if (sc->option&OPTION_MADOGEAR)
return 0; // Mado is immune to wind walk, cart boost, etc (others above) [Ind]
FALLTHROUGH
case SC_INC_AGI:
if (sc->data[SC_QUAGMIRE])
return 0;
break;
case SC_CLOAKING:
if (sd && !skill->can_cloak(sd))
return 0;
break;
case SC_MODECHANGE:
{
uint32 mode = MD_NONE;
const struct status_data *bst = status->get_base_status(bl);
if (bst == NULL)
return 0;
if (sc->data[type] != NULL) {
// Pile up with previous values.
if (val2 == 0)
val2 = sc->data[type]->val2;
val3 |= sc->data[type]->val3;
val4 |= sc->data[type]->val4;
}
mode = val2 != 0 ? val2 : bst->mode; // Base mode
if (val4 != 0)
mode &= ~val4; //Del mode
if (val3 != 0)
mode |= val3; //Add mode
if (mode == bst->mode) { //No change.
if (sc->data[type] != NULL) //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_NOEQUIPWEAPON:
if (sd && !(flag&SCFLAG_LOADED)) { //apply sc anyway if loading saved sc_data
int i;
opt_flag = 0; //Reuse to check success condition.
if(sd->bonus.unstripable_equip&EQP_WEAPON)
return 0;
i = sd->equip_index[EQI_HAND_R];
if (i>=0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_WEAPON) {
opt_flag|=2;
pc->unequipitem(sd, i, PCUNEQUIPITEM_RECALC|PCUNEQUIPITEM_FORCE);
}
if (!opt_flag) return 0;
}
if (total_tick == 1) return 1; //Minimal duration: Only strip without causing the SC
break;
case SC_NOEQUIPSHIELD:
if (val2 == 1) {
val2 = 0; //GX effect. Do not take shield off..
} else {
if (sd && !(flag&SCFLAG_LOADED)) {
int 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, PCUNEQUIPITEM_RECALC|PCUNEQUIPITEM_FORCE);
}
}
if (total_tick == 1)
return 1; //Minimal duration: Only strip without causing the SC
break;
case SC_NOEQUIPARMOR:
if (sd && !(flag&SCFLAG_LOADED)) {
int 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, PCUNEQUIPITEM_RECALC|PCUNEQUIPITEM_FORCE);
}
if (total_tick == 1) return 1; //Minimal duration: Only strip without causing the SC
break;
case SC_NOEQUIPHELM:
if (sd && !(flag&SCFLAG_LOADED)) {
int 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, PCUNEQUIPITEM_RECALC|PCUNEQUIPITEM_FORCE);
}
if (total_tick == 1) return 1; //Minimal duration: Only strip without causing the SC
break;
case SC_MER_FLEE:
case SC_MER_ATK:
case SC_MER_HP:
case SC_MER_SP:
case SC_MER_HIT:
if( bl->type != BL_MER )
return 0; // Stats only for Mercenaries
break;
// Normal foods can't overwrite cash foods, and cash foods only overwrite those of equal or lower level
case SC_FOOD_STR:
if (sc->data[SC_FOOD_STR_CASH] != NULL)
return 0;
FALLTHROUGH
case SC_FOOD_STR_CASH:
if ((sc->data[SC_FOOD_STR_CASH] != NULL && sc->data[SC_FOOD_STR_CASH]->val1 > val1)
|| (sc->data[SC_FOOD_STR] != NULL && sc->data[SC_FOOD_STR]->val1 > val1))
return 0;
break;
case SC_FOOD_AGI:
if (sc->data[SC_FOOD_AGI_CASH] != NULL)
return 0;
FALLTHROUGH
case SC_FOOD_AGI_CASH:
if ((sc->data[SC_FOOD_AGI_CASH] != NULL && sc->data[SC_FOOD_AGI_CASH]->val1 > val1)
|| (sc->data[SC_FOOD_AGI] != NULL && sc->data[SC_FOOD_AGI]->val1 > val1))
return 0;
break;
case SC_FOOD_VIT:
if (sc->data[SC_FOOD_VIT_CASH] != NULL)
return 0;
FALLTHROUGH
case SC_FOOD_VIT_CASH:
if ((sc->data[SC_FOOD_VIT_CASH] != NULL && sc->data[SC_FOOD_VIT_CASH]->val1 > val1)
|| (sc->data[SC_FOOD_VIT] != NULL && sc->data[SC_FOOD_VIT]->val1 > val1))
return 0;
break;
case SC_FOOD_INT:
if (sc->data[SC_FOOD_INT_CASH] != NULL)
return 0;
FALLTHROUGH
case SC_FOOD_INT_CASH:
if ((sc->data[SC_FOOD_INT_CASH] != NULL && sc->data[SC_FOOD_INT_CASH]->val1 > val1)
|| (sc->data[SC_FOOD_INT] != NULL && sc->data[SC_FOOD_INT]->val1 > val1))
return 0;
break;
case SC_FOOD_DEX:
if (sc->data[SC_FOOD_DEX_CASH] != NULL)
return 0;
FALLTHROUGH
case SC_FOOD_DEX_CASH:
if ((sc->data[SC_FOOD_DEX_CASH] != NULL && sc->data[SC_FOOD_DEX_CASH]->val1 > val1)
|| (sc->data[SC_FOOD_DEX] != NULL && sc->data[SC_FOOD_DEX]->val1 > val1))
return 0;
break;
case SC_FOOD_LUK:
if (sc->data[SC_FOOD_LUK_CASH] != NULL)
return 0;
FALLTHROUGH
case SC_FOOD_LUK_CASH:
if ((sc->data[SC_FOOD_LUK_CASH] != NULL && sc->data[SC_FOOD_LUK_CASH]->val1 > val1)
|| (sc->data[SC_FOOD_LUK] != NULL && sc->data[SC_FOOD_LUK]->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__STRIPACCESSARY:
if( sd ) {
int 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, PCUNEQUIPITEM_RECALC|PCUNEQUIPITEM_FORCE); //L-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, PCUNEQUIPITEM_RECALC|PCUNEQUIPITEM_FORCE); //R-Accessory
}
if( i < 0 )
return 0;
}
if (total_tick == 1) return 1; //Minimal duration: Only strip without causing the SC
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:
{ // it doesn't stack or even renewed
int i = SC_TOXIN;
for(; i<= SC_LEECHESEND; i++)
if(sc->data[i]) return 0;
}
break;
case SC_MAGNETICFIELD:
if(sc->data[SC_HOVERING])
return 0;
break;
case SC_HEAT_BARREL:
if (sc->data[SC_PLATINUM_ALTER] || sc->data[SC_GS_MADNESSCANCEL])
return 0;
break;
case SC_PLATINUM_ALTER:
if (sc->data[SC_HEAT_BARREL] || sc->data[SC_GS_MADNESSCANCEL])
return 0;
break;
case SC_GS_MADNESSCANCEL:
if (sc->data[SC_PLATINUM_ALTER] || sc->data[SC_HEAT_BARREL])
return 0;
break;
case SC_NEWMOON:
if (sc->data[SC_WUGBITE] != NULL)
return 0;
break;
}
PRAGMA_GCC46(GCC diagnostic pop)
//Check for BOSS resistances
if (st->mode & MD_BOSS && !(flag & SCFLAG_NOAVOID)) {
if (status->is_boss_resist_sc(type))
return 0;
}
//Before overlapping fail, one must check for status cured.
if (status->end_sc_before_start(bl, st, sc, type, undead_flag, val1, val2, val3, val4))
return 0;
//Check for overlapping fails
if( (sce = sc->data[type]) ) {
PRAGMA_GCC46(GCC diagnostic push)
PRAGMA_GCC46(GCC diagnostic ignored "-Wswitch-enum")
switch( type ) {
case SC_MER_FLEE:
case SC_MER_ATK:
case SC_MER_HP:
case SC_MER_SP:
case SC_MER_HIT:
if( sce->val1 > val1 )
val1 = sce->val1;
break;
case SC_ADRENALINE:
case SC_ADRENALINE2:
case SC_WEAPONPERFECT:
case SC_OVERTHRUST:
if (sce->val2 > val2)
return 0;
break;
case SC_S_LIFEPOTION:
case SC_L_LIFEPOTION:
case SC_M_LIFEPOTION:
case SC_G_LIFEPOTION:
case SC_CASH_BOSS_ALARM:
case SC_STUN:
case SC_SLEEP:
case SC_POISON:
case SC_CURSE:
case SC_SILENCE:
case SC_CONFUSION:
case SC_BLIND:
case SC_BLOODING:
case SC_DPOISON:
case SC_RG_CCONFINE_S: //Can't be re-closed in.
case SC_MARIONETTE_MASTER:
case SC_MARIONETTE:
case SC_NOCHAT:
case SC_HLIF_CHANGE: //Otherwise your Hp/Sp would get refilled while still within effect of the last invocation.
case SC_ABUNDANCE:
case SC_TOXIN:
case SC_PARALYSE:
case SC_VENOMBLEED:
case SC_MAGICMUSHROOM:
case SC_DEATHHURT:
case SC_PYREXIA:
case SC_OBLIVIONCURSE:
case SC_LEECHESEND:
case SC__INVISIBILITY:
case SC__ENERVATION:
case SC__GROOMY:
case SC__IGNORANCE:
case SC__LAZINESS:
case SC__WEAKNESS:
case SC__UNLUCKY:
case SC__CHAOS:
case SC_NO_RECOVER_STATE:
return 0;
case SC_COMBOATTACK:
case SC_DANCING:
case SC_DEVOTION:
case SC_ATTHASTE_POTION1:
case SC_ATTHASTE_POTION2:
case SC_ATTHASTE_POTION3:
case SC_ATTHASTE_INFINITY:
case SC_PLUSATTACKPOWER:
case SC_PLUSMAGICPOWER:
case SC_ENCHANTARMS:
case SC_ARMORPROPERTY:
case SC_ARMOR_RESIST:
case SC_RESIST_PROPERTY_WATER:
case SC_RESIST_PROPERTY_GROUND:
case SC_RESIST_PROPERTY_FIRE:
case SC_RESIST_PROPERTY_WIND:
case SC_FLASHKICK:
case SC_SOULUNITY:
case SC__AUTOSHADOWSPELL: // otherwise you can't change your shadow spell to a lower skill_id
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_KAAHI:
//Kaahi overwrites previous level regardless of existing level.
//Delete timer if it exists.
if (sce->val4 != INVALID_TIMER) {
timer->delete(sce->val4,status->kaahi_heal_timer);
sce->val4 = INVALID_TIMER;
}
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_LERADS_DEW:
if (sc && sc->data[SC_BERSERK])
return 0;
FALLTHROUGH
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_TAROTCARD_ATK_PERC:
case SC_TAROTCARD_MATK_PERC:
case SC_TAROTCARD_DEF_PERC:
case SC_GOSPEL_ATK_PERC:
// [Aegis] Don't override stronger (m)atk & m(def) percentage based buffs.
if (abs(val1) < abs(sce->val1))
return 1;
break;
case SC_JOINTBEAT:
val2 |= sce->val2; // stackable ailments
FALLTHROUGH
default:
if(sce->val1 > val1)
return 1; //Return true to not mess up skill animations. [Skotlex]
}
PRAGMA_GCC46(GCC diagnostic pop)
}
vd = status->get_viewdata(bl);
calc_flag = status->dbs->ChangeFlagTable[type];
if(!(flag&SCFLAG_LOADED)) { // Do not parse val settings when loading SCs
PRAGMA_GCC46(GCC diagnostic push)
PRAGMA_GCC46(GCC diagnostic ignored "-Wswitch-enum")
switch(type) {
case SC_AUTOTRADE:
case SC_KSPROTECTED:
case SC__BLOODYLUST:
break; // Prevent calling status_change_start_unknown_sc().
case SC_ADORAMUS:
sc_start(src, bl, SC_BLIND, 100, val1, skill->get_time(status->sc2skill(type), val1), skill_id);
// Fall through to SC_INC_AGI
FALLTHROUGH
case SC_DEC_AGI:
case SC_INC_AGI:
val2 = 2 + val1; //Agi change
break;
case SC_ENDURE:
val2 = 7; // Hit-count [Celest]
if( !(flag&SCFLAG_NOAVOID) && (bl->type&(BL_PC|BL_MER)) && !map_flag_gvg(bl->m) && !map->list[bl->m].flag.battleground && !val4 ) {
struct map_session_data *tsd;
if( sd ) {
int i;
for( i = 0; i < MAX_PC_DEVOTION; i++ ) {
if (sd->devotion[i] && (tsd = map->id2sd(sd->devotion[i])) != NULL)
status->change_start(bl, &tsd->bl, type, 10000, val1, val2, val3, val4, total_tick, SCFLAG_NOAVOID | SCFLAG_NOICON, skill_id);
}
} else if (bl->type == BL_MER) {
struct mercenary_data *mc = BL_UCAST(BL_MER, bl);
if (mc->devotion_flag && (tsd = mc->master) != NULL) {
status->change_start(bl, &tsd->bl, type, 10000, val1, val2, val3, val4, total_tick, SCFLAG_NOAVOID | SCFLAG_NOICON, skill_id);
}
}
}
//val4 signals infinite endure (if val4 == 2 it is infinite endure from Berserk)
if (val4)
total_tick = INFINITE_DURATION;
break;
case SC_AUTOBERSERK:
if (st->hp < st->max_hp>>2 &&
(!sc->data[SC_PROVOKE] || sc->data[SC_PROVOKE]->val2==0))
sc_start4(src, bl, SC_PROVOKE, 100, 10, 1, 0, 0, 60000, skill_id);
total_tick = INFINITE_DURATION;
break;
case SC_CRUCIS:
val2 = 10 + 4*val1; //Def reduction
total_tick = INFINITE_DURATION;
clif->emotion(bl,E_SWT);
break;
case SC_MAXIMIZEPOWER:
tick_time = val2 = total_tick>0?total_tick:60000;
total_tick = INFINITE_DURATION; // duration sent to the client should be infinite
break;
case SC_EDP: // [Celest]
//Chance to Poison enemies.
#ifdef RENEWAL_EDP
val2 = ((val1 + 1) / 2 + 2);
#else
val2 = val1 + 2;
#endif
val3 = 50 * (val1 + 1); //Damage increase (+50 +50*lv%)
if( sd )//[Ind] - iROwiki says each level increases its duration by 3 seconds
total_tick += pc->checkskill(sd,GC_RESEARCHNEWPOISON)*3000;
break;
case SC_POISONREACT:
val2=(val1+1)/2 + val1/10; // Number of counters [Skotlex]
val3=50; // + 5*val1; //Chance to counter. [Skotlex]
break;
case SC_MAGICROD:
val2 = val1*20; //SP gained
break;
case SC_KYRIE:
val2 = APPLY_RATE(st->max_hp, (val1 * 2 + 10)); //%Max HP to absorb
// val4 holds current about of party memebers when casting AB_PRAEFATIO,
// as Praefatio's barrier has more health and blocks more hits than Kyrie Elesion.
if( val4 < 1 ) //== PR_KYRIE
val3 = (val1 / 2 + 5); // Hits
else { //== AB_PRAEFATIO
val2 += val4 * 2; //Increase barrier strength per party member.
val3 = 6 + val1;
}
if( sd )
val1 = min(val1,pc->checkskill(sd,PR_KYRIE)); // use skill level to determine barrier health.
break;
case SC_MAGICPOWER:
//val1: Skill lv
val2 = 1; //Lasts 1 invocation
val3 = 5*val1; //Matk% increase
val4 = 0; // 0 = ready to be used, 1 = activated and running
break;
case SC_SACRIFICE:
val2 = 5; //Lasts 5 hits
total_tick = INFINITE_DURATION;
break;
case SC_ENCHANTPOISON:
val2= 250+50*val1; //Poisoning Chance (2.5+0.5%) in 1/10000 rate
FALLTHROUGH
case SC_ASPERSIO:
case SC_PROPERTYFIRE:
case SC_PROPERTYWATER:
case SC_PROPERTYWIND:
case SC_PROPERTYGROUND:
case SC_PROPERTYDARK:
case SC_PROPERTYTELEKINESIS:
skill->enchant_elemental_end(bl,type);
break;
case SC_ARMOR_PROPERTY:
// 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_MAX;
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
if( !(flag&SCFLAG_NOAVOID) && (bl->type&(BL_PC|BL_MER)) ) {
struct map_session_data *tsd;
if( sd ) {
int i;
for( i = 0; i < MAX_PC_DEVOTION; i++ ) {
if (sd->devotion[i] && (tsd = map->id2sd(sd->devotion[i])) != NULL)
status->change_start(bl, &tsd->bl, type, 10000, val1, val2, 0, 0, total_tick, SCFLAG_NOAVOID | SCFLAG_NOICON, skill_id);
}
} else if (bl->type == BL_MER) {
struct mercenary_data *mc = BL_UCAST(BL_MER, bl);
if (mc->devotion_flag && (tsd = mc->master) != NULL) {
status->change_start(bl, &tsd->bl, type, 10000, val1, val2, 0, 0, total_tick, SCFLAG_NOAVOID | SCFLAG_NOICON, skill_id);
}
}
}
break;
case SC_NOEQUIPWEAPON:
if (sd == NULL) // ATK% reduction
val2 = 25;
break;
case SC_NOEQUIPSHIELD:
if (sd == NULL) // DEF% reduction
val2 = 15;
break;
case SC_NOEQUIPARMOR:
if (!sd) //Vit reduction
val2 = 40;
break;
case SC_NOEQUIPHELM:
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
val4 = 5 + val1*2; //Chance of casting
break;
case SC_VOLCANO:
val2 = val1*10; //Watk increase
#ifndef RENEWAL
if (st->def_ele != ELE_FIRE)
val2 = 0;
#endif
break;
case SC_VIOLENTGALE:
val2 = val1*3; //Flee increase
#ifndef RENEWAL
if (st->def_ele != ELE_WIND)
val2 = 0;
#endif
break;
case SC_DELUGE:
val2 = skill->deluge_eff[val1-1]; //HP increase
#ifndef RENEWAL
if(st->def_ele != ELE_WATER)
val2 = 0;
#endif
break;
case SC_NJ_SUITON:
if (val2 == 0 || (sd != NULL && (sd->job & 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--;
break;
case SC_ONEHANDQUICKEN:
case SC_TWOHANDQUICKEN:
val2 = 300;
if (val1 > 10) //For boss casted skills [Skotlex]
val2 += 20*(val1-10);
break;
case SC_MER_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, status->get_sc_icon(SC_MOON), status->get_sc_relevant_bl_types(SC_MOON), 1, total_tick, 0, 0, 0);
val1|= (val3<<16);
val3 = total_tick/1000; //Tick duration
tick_time = 1000; // [GodLesZ] tick time
break;
case SC_LONGING:
#ifdef RENEWAL
val2 = 50 + 10 * val1;
#else
val2 = 500-100*val1; //Aspd penalty.
#endif
break;
case SC_EXPLOSIONSPIRITS:
val2 = 75 + 25*val1; //Cri bonus
break;
case SC_ATTHASTE_POTION1:
case SC_ATTHASTE_POTION2:
case SC_ATTHASTE_POTION3:
case SC_ATTHASTE_INFINITY:
val2 = 50*(2+type-SC_ATTHASTE_POTION1);
break;
case SC_WEDDING:
case SC_XMAS:
case SC_SUMMER:
case SC_HANBOK:
case SC_OKTOBERFEST:
case SC_DRESS_UP:
if (vd == NULL)
return 0;
// Store previous values as they could be removed.
unit->stop_attack(bl);
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]
total_tick = 60000;
if (sd)
{
clif->changestatus(sd,SP_MANNER,sd->status.manner);
clif->updatestatus(sd,SP_MANNER);
}
break;
case SC_STONE:
val3 = total_tick/1000; //Petrified HP-damage iterations.
if(val3 < 1) val3 = 1;
total_tick = val4; //Petrifying time.
if(val4 > 500) // not with WL_SIENNAEXECRATE
total_tick = max(total_tick, 1000); //Min time
calc_flag = 0; //Actual status changes take effect on petrified state.
break;
case SC_DPOISON:
//Lose 10/15% of your life as long as it doesn't brings life below 25%
if (st->hp > st->max_hp>>2) {
int diff = st->max_hp*(bl->type==BL_PC?10:15)/100;
if (st->hp - diff < st->max_hp>>2)
diff = st->hp - (st->max_hp>>2);
if( val2 && bl->type == BL_MOB ) {
struct block_list* src2 = map->id2bl(val2);
if( src2 )
mob->log_damage(BL_UCAST(BL_MOB, bl), src2, diff);
}
status_zap(bl, diff, 0);
}
// fall through
case SC_POISON:
val3 = total_tick/1000; //Damage iterations
if(val3 < 1) val3 = 1;
tick_time = 1000; // [GodLesZ] tick time
//val4: HP damage
if (bl->type == BL_PC)
val4 = (type == SC_DPOISON) ? 3 + st->max_hp/50 : 3 + st->max_hp*3/200;
else
val4 = (type == SC_DPOISON) ? 3 + st->max_hp/100 : 3 + st->max_hp/200;
break;
case SC_CONFUSION:
clif->emotion(bl,E_WHAT);
break;
case SC_BLOODING:
val4 = total_tick/10000;
if (!val4) val4 = 1;
tick_time = 10000; // [GodLesZ] tick time
break;
case SC_S_LIFEPOTION:
case SC_L_LIFEPOTION:
case SC_M_LIFEPOTION:
case SC_G_LIFEPOTION:
if (val1 == 0) return 0;
// val1 = heal percent/amount
// val2 = seconds between heals
// val4 = total of heals
if (val2 < 1) val2 = 1;
if ((val4 = total_tick / (val2 * 1000)) < 1)
val4 = 1;
tick_time = val2 * 1000; // [GodLesZ] tick time
break;
case SC_CASH_BOSS_ALARM:
if (sd != NULL) {
struct mob_data *boss_md = map->getmob_boss(bl->m); // Search for Boss on this Map
if (boss_md == NULL) {
clif->bossmapinfo(sd->fd, NULL, BOSS_INFO_NONE); // No MVP in the Map
return 0;
}
val1 = boss_md->bl.id;
if( (val4 = total_tick/1000) < 1 )
val4 = 1;
tick_time = 1000; // [GodLesZ] tick time
}
break;
case SC_HIDING:
val2 = total_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 = total_tick>0?total_tick:10000; //Interval at which SP is drained.
val3 = 35 - 5 * val1; //Speed adjustment.
if (sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_ROGUE)
val3 -= 40;
val4 = 10+val1*2; //SP cost.
if (map_flag_gvg(bl->m) || map->list[bl->m].flag.battleground) val4 *= 5;
break;
case SC_CLOAKING:
if (!sd) //Monsters should be able to walk with no penalties. [Skotlex]
val1 = 10;
tick_time = val2 = total_tick>0?total_tick:60000; //SP consumption rate.
total_tick = INFINITE_DURATION; // 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 && BL_UCCAST(BL_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_WZ_SIGHTBLASTER:
val3 = skill->get_splash(val2, val1); //Val2 should bring the skill-id.
val2 = total_tick/20;
tick_time = 20; // [GodLesZ] tick time
break;
//Permanent effects.
case SC_LEXAETERNA:
case SC_MODECHANGE:
case SC_WEIGHTOVER50:
case SC_WEIGHTOVER90:
case SC_BROKENWEAPON:
case SC_BROKENARMOR:
case SC_STORMKICK_READY:
case SC_DOWNKICK_READY:
case SC_COUNTERKICK_READY:
case SC_TURNKICK_READY:
case SC_DODGE_READY:
case SC_PUSH_CART:
case SC_DAILYSENDMAILCNT:
total_tick = INFINITE_DURATION;
break;
case SC_AUTOGUARD:
if( !(flag&SCFLAG_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_PC_DEVOTION; i++ ) {
if (sd->devotion[i] && (tsd = map->id2sd(sd->devotion[i])) != NULL)
status->change_start(bl, &tsd->bl, type, 10000, val1, val2, 0, 0, total_tick, SCFLAG_NOAVOID | SCFLAG_NOICON, skill_id);
}
} else if (bl->type == BL_MER) {
struct mercenary_data *mc = BL_UCAST(BL_MER, bl);
if (mc->devotion_flag && (tsd = mc->master) != NULL) {
status->change_start(bl, &tsd->bl, type, 10000, val1, val2, 0, 0, total_tick, SCFLAG_NOAVOID | SCFLAG_NOICON, skill_id);
}
}
}
}
break;
case SC_DEFENDER:
if (!(flag&SCFLAG_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_PC_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])) != NULL)
status->change_start(bl, &tsd->bl, type, 10000, val1, 5 + val1 * 5, val3, val4, total_tick, SCFLAG_NOAVOID, skill_id);
}
}
}
break;
case SC_TENSIONRELAX:
if (sd) {
pc_setsit(sd);
clif->sitting(&sd->bl);
}
val2 = 12; //SP cost
val4 = 10000; //Decrease at 10secs intervals.
val3 = total_tick/val4;
total_tick = INFINITE_DURATION; // duration sent to the client should be infinite
tick_time = val4; // [GodLesZ] tick time
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_BLOODING, 100, val1, val3, skill->get_time2(status->sc2skill(type), val1), skill_id);
break;
case SC_BERSERK:
if( val3 == SC__BLOODYLUST )
sc_start(src, bl, (sc_type)val3, 100, val1, total_tick, skill_id);
if (!val3 && (!sc->data[SC_ENDURE] || !sc->data[SC_ENDURE]->val4))
sc_start4(src, bl, SC_ENDURE, 100, 10, 0, 0, 2, total_tick, skill_id);
//HP healing is performing after the calc_status call.
//Val2 holds HP penalty
if (!val4) val4 = skill->get_time2(status->sc2skill(type),val1);
if (!val4) val4 = 10000; //Val4 holds damage interval
val3 = total_tick/val4; //val3 holds skill duration
tick_time = val4; // [GodLesZ] tick time
break;
case SC_GOSPEL:
if(val4 == BCT_SELF) {
// self effect
val2 = total_tick/10000;
tick_time = 10000; // [GodLesZ] tick time
status->change_clear_buffs(bl,3); //Remove buffs/debuffs
}
break;
case SC_MARIONETTE_MASTER:
{
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_MARIONETTE:
{
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_MASTER] : NULL;
// fetch target's stats
struct status_data* tst = 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 - tst->str ); val3 |= cap_value(stat,0,0xFF)<<16;
stat = (psce->val3 >> 8)&0xFF; stat = min(stat, max_stat - tst->agi ); val3 |= cap_value(stat,0,0xFF)<<8;
stat = (psce->val3 >> 0)&0xFF; stat = min(stat, max_stat - tst->vit ); val3 |= cap_value(stat,0,0xFF);
stat = (psce->val4 >>16)&0xFF; stat = min(stat, max_stat - tst->int_); val4 |= cap_value(stat,0,0xFF)<<16;
stat = (psce->val4 >> 8)&0xFF; stat = min(stat, max_stat - tst->dex ); val4 |= cap_value(stat,0,0xFF)<<8;
stat = (psce->val4 >> 0)&0xFF; stat = min(stat, max_stat - tst->luk ); val4 |= cap_value(stat,0,0xFF);
}
break;
case SC_SOULLINK:
//1st Transcendent Spirit works similar to Marionette Control
if(sd && val2 == SL_HIGH) {
int stat,max_stat;
// Fetch target's stats
struct status_data* status2 = status->get_status_data(bl); // Battle status
val3 = 0;
val4 = 0;
max_stat = (status->get_lv(bl)-10<50)?status->get_lv(bl)-10:50;
stat = max(0, max_stat - (int)status2->str ); val3 |= cap_value(stat,0,0xFF)<<16;
stat = max(0, max_stat - (int)status2->agi ); val3 |= cap_value(stat,0,0xFF)<<8;
stat = max(0, max_stat - (int)status2->vit ); val3 |= cap_value(stat,0,0xFF);
stat = max(0, max_stat - (int)status2->int_); val4 |= cap_value(stat,0,0xFF)<<16;
stat = max(0, max_stat - (int)status2->dex ); val4 |= cap_value(stat,0,0xFF)<<8;
stat = max(0, max_stat - (int)status2->luk ); val4 |= cap_value(stat,0,0xFF);
}
break;
case SC_SWORDREJECT:
val2 = 15*val1; //Reflect chance
val3 = 3; //Reflections
total_tick = INFINITE_DURATION;
break;
case SC_MEMORIZE:
val2 = 5; //Memorized casts.
total_tick = INFINITE_DURATION;
break;
case SC_GRAVITATION:
val2 = 50*val1; //aspd reduction
break;
case SC_GDSKILL_REGENERATION:
if (val1 == 1)
val2 = 200;
else
val2 = val1 * 100; //HP Regerenation rate: 200% 200% 300%
val3 = val1 * 100; //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)) != NULL && d_sc->count) {
// Inherits Status From Source
const enum sc_type types[] = { SC_AUTOGUARD, SC_DEFENDER, SC_REFLECTSHIELD, SC_ENDURE };
int i = (map_flag_gvg(bl->m) || map->list[bl->m].flag.battleground)?2:3;
while (i >= 0) {
enum sc_type type2 = types[i];
if (d_sc->data[type2]) {
status->change_start(bl, bl, type2, 10000, d_sc->data[type2]->val1, 0, 0, 0,
skill->get_time(status->sc2skill(type2), d_sc->data[type2]->val1),
(type2 != SC_DEFENDER) ? SCFLAG_NOICON : SCFLAG_NONE, skill_id);
}
i--;
}
}
break;
}
case SC_COMA: //Coma. Sends a char to 1HP. If val2, do not zap sp
if( val3 && bl->type == BL_MOB ) {
struct block_list* src2 = map->id2bl(val3);
if( src2 )
mob->log_damage(BL_UCAST(BL_MOB, bl), src2, st->hp - 1);
}
status_zap(bl, st->hp-1, val2 ? 0 : st->sp);
return 1;
break;
case SC_RG_CCONFINE_S:
{
struct block_list *src2 = val2 ? map->id2bl(val2) : NULL;
struct status_change *sc2 = src ? status->get_sc(src2) : NULL;
struct status_change_entry *sce2 = sc2 ? sc2->data[SC_RG_CCONFINE_M] : NULL;
if (src2 && sc2) {
if (!sce2) //Start lock on caster.
sc_start4(src, src2, SC_RG_CCONFINE_M, 100, val1, 1, 0, 0, total_tick + 1000, skill_id);
else { //Increase count of locked enemies and refresh time.
(sce2->val2)++;
timer->delete(sce2->timer, status->change_timer);
sce2->timer = timer->add(timer->gettick()+total_tick+1000, status->change_timer, src2->id, SC_RG_CCONFINE_M);
}
} 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++;
FALLTHROUGH
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_COMBOATTACK:
{
//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) ) {
ud->attackabletime = timer->gettick() + total_tick;
if (!val3)
unit->set_walkdelay(bl, timer->gettick(), total_tick, 1);
}
val3 = 0;
val4 = total_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.
int64 currenttick = timer->gettick();
// Note: this int64 value is stored in two separate int32 variables (FIXME)
val3 = (int)(currenttick&0x00000000ffffffffLL);
val4 = (int)((currenttick&0xffffffff00000000LL)>>32);
}
total_tick = INFINITE_DURATION;
break;
case SC_KAAHI:
val2 = 200*val1; //HP heal
val3 = 5*val1; //SP cost
val4 = INVALID_TIMER; //Kaahi Timer.
break;
case SC_BLESSING:
if ((!undead_flag && st->race!=RC_DEMON) || bl->type == BL_PC)
val2 = val1;
else
val2 = 0; //0 -> Half stat.
break;
case SC_TRICKDEAD:
if (vd) vd->dead_sit = 1;
total_tick = INFINITE_DURATION;
break;
case SC_CONCENTRATION:
val2 = 2 + val1;
if (sd) { //Store the card-bonus data that should not count in the %
val3 = sd->param_bonus[1]; //Agi
val4 = sd->param_bonus[4]; //Dex
} else {
val3 = val4 = 0;
}
break;
case SC_OVERTHRUSTMAX:
val2 = 20*val1; //Power increase
break;
case SC_OVERTHRUST:
#ifndef RENEWAL
if (val2 == 1) // cast on self
val3 = 5 * val1; //Power increase
else // received cast
val3 = 5;
#else
// for renewal this is actually wrong for party members since 2020 and will need to be changed.
val3 = 5 * val1; // Power increase
#endif
if(sd && pc->checkskill(sd,BS_HILTBINDING)>0)
total_tick += total_tick / 10;
break;
case SC_ADRENALINE2:
case SC_ADRENALINE:
val3 = (val2) ? 300 : 200; // aspd increase
FALLTHROUGH
case SC_WEAPONPERFECT:
if(sd && pc->checkskill(sd,BS_HILTBINDING)>0)
total_tick += total_tick / 10;
break;
case SC_LKCONCENTRATION:
val2 = 5 * val1; // ATK% Increase
val3 = 10*val1; //Hit Increase
val4 = 5 * val1; // Def% reduction
sc_start(src, bl, SC_ENDURE, 100, 1, total_tick, skill_id); // Endure effect
break;
case SC_ANGELUS:
val2 = 5*val1; // DEF% increase
break;
case SC_IMPOSITIO:
val2 = 5*val1; //watk 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) + st->dex + st->luk)/2; //def increase
break;
case SC_MOON_COMFORT:
val2 = (status->get_lv(bl) + st->dex + st->luk)/10; //flee increase
break;
case SC_STAR_COMFORT:
val2 = (status->get_lv(bl) + st->dex + st->luk); //Aspd increase
break;
case SC_QUAGMIRE:
val2 = (sd?5:10)*val1; //Agi/Dex decrease.
break;
// gs_something1 [Vicious]
case SC_GS_GATLINGFEVER:
val2 = 20*val1; //Aspd increase
val4 = 5*val1; //Flee decrease
#ifndef RENEWAL
val3 = 20+10*val1; //Batk increase
#endif
break;
case SC_FLING:
val2 = 5*val1; // DEF% reduction
break;
case SC_PROVOKE:
//val2 signals autoprovoke.
val3 = 2+3*val1; //Atk increase
val4 = 5+5*val1; //Def reduction.
break;
case SC_HLIF_AVOID:
//val2 = 10*val1; //Speed change rate.
break;
case SC_HAMI_DEFENCE:
val2 = 2*val1; //Def bonus
break;
case SC_HAMI_BLOODLUST:
val2 = 20+10*val1; //Atk rate change.
val3 = 3*val1; //Leech chance
val4 = 20; //Leech percent
break;
case SC_HLIF_FLEET:
val2 = 30*val1; //Aspd change
val3 = 5+5*val1; // ATK% change
break;
case SC_MINDBREAKER:
val2 = 20 * val1; // MATK% increase.
val3 = 12 * val1; // MDEF% reduction.
break;
case SC_SKA:
val2 = total_tick/1000;
val3 = rnd()%100; //Def changes randomly every second...
tick_time = 1000; // [GodLesZ] tick time
break;
case SC_JAILED:
// val1 is duration in minutes. Use INT_MAX to specify 'unlimited' time.
// When first called:
// val2 Jail map_index
// val3 x
// val4 y
// When renewing status' information
// val3 Return map_index
// val4 return coordinates
total_tick = val1>0?1000:250;
if (sd)
{
if (sd->mapindex != val2)
{
int pos = (bl->x&0xFFFF)|(bl->y<<16); /// Current Coordinates
int map_index = 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_index;
val4 = pos;
} else if (!val3
|| val3 == sd->mapindex
|| !sd->sc.data[SC_JAILED] // If player is being jailed and is already in jail (issue: 8206)
) { //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_NJ_UTSUSEMI:
val2=(val1+1)/2; // number of hits blocked
val3=skill->get_blewcount(NJ_UTSUSEMI, val1); //knockback value.
break;
case SC_NJ_BUNSINJYUTSU:
val2=(val1+1)/2; // number of hits blocked
break;
case SC_HLIF_CHANGE:
val2= 30*val1; //Vit increase
val3= 20*val1; //Int increase
break;
case SC_SWOO:
if(st->mode&MD_BOSS)
total_tick /= 5; //TODO: Reduce skill's duration. But for how long?
break;
case SC_SPIDERWEB:
if( bl->type == BL_PC )
total_tick /= 2;
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:
//end previous enchants
skill->enchant_elemental_end(bl,type);
//Make sure the received element is valid.
if (val2 >= ELE_MAX)
val2 = val2%ELE_MAX;
else if (val2 < 0)
val2 = rnd()%ELE_MAX;
break;
case SC_CRITICALWOUND:
val2 = 20*val1; //Heal effectiveness decrease
break;
case SC_MAGICMIRROR:
case SC_SLOWCAST:
val2 = 20*val1; //Magic reflection/cast rate
break;
case SC_STONESKIN:
if (val2 == NPC_ANTIMAGIC) {
//Boost mdef
val2 =-20;
val3 = 20;
} else {
//Boost def
val2 = 20;
val3 =-20;
}
val2*=val1; //20% per level
val3*=val1;
break;
case SC_CASH_PLUSEXP:
case SC_CASH_PLUSONLYJOBEXP:
case SC_OVERLAPEXPUP:
if (val1 < 0)
val1 = 0;
break;
case SC_PLUSAVOIDVALUE:
case SC_CRITICALPERCENT:
val2 = val1*10; //Actual boost (since 100% = 1000)
break;
case SC_SUFFRAGIUM:
val2 = 15 * val1; //Speed cast decrease
break;
case SC_HEALPLUS:
if (val1 < 1)
val1 = 1;
break;
case SC_ILLUSION:
val2 = 5+val1; //Factor by which displayed damage is increased by
break;
case SC_DOUBLECASTING:
val2 = 30+10*val1; //Trigger rate
break;
case SC_KAIZEL:
val2 = 10*val1; //% of life to be revived with
break;
case SC_ARMORPROPERTY:
{
int ele = (val1 > 0 ? SC_RESIST_PROPERTY_WATER :
(val2 > 0 ? SC_RESIST_PROPERTY_GROUND :
(val3 > 0 ? SC_RESIST_PROPERTY_FIRE :
(val4 > 0 ? SC_RESIST_PROPERTY_WIND : SI_BLANK))));
clif->status_change(bl, status->get_sc_icon(ele), status->get_sc_relevant_bl_types(ele), 1, total_tick, 0, 0, 0);
break;
// 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_ARMOR_RESIST: {
struct status_change_entry *sce_water = sc->data[SC_RESIST_PROPERTY_WATER];
struct status_change_entry *sce_ground = sc->data[SC_RESIST_PROPERTY_GROUND];
struct status_change_entry *sce_fire = sc->data[SC_RESIST_PROPERTY_FIRE];
struct status_change_entry *sce_wind = sc->data[SC_RESIST_PROPERTY_WIND];
// Water
int sum_water = val1 + ((sce_fire != NULL) ? sce_fire->val2 : 0);
bool show_icon = true;
if (sce_water != NULL && sce_water->timer != INVALID_TIMER) {
const struct TimerData *td = timer->get(sce_water->timer);
if (td != NULL) {
sum_water += sce_water->val1;
int left = (int)DIFF_TICK(td->tick, timer->gettick());
if (left > total_tick && sum_water - val1 > 0)
show_icon = false;
}
}
if (val1 > 0 && sum_water > 0 && show_icon) {
int sc_icn = status->get_sc_icon(SC_RESIST_PROPERTY_WATER);
int sc_typ = status->get_sc_relevant_bl_types(SC_RESIST_PROPERTY_WATER);
clif->status_change(bl, sc_icn, sc_typ, 1, total_tick, 0, 0, 0);
} else if (sum_water <= 0) {
clif->sc_end(bl, bl->id, AREA, status->get_sc_icon(SC_RESIST_PROPERTY_WATER));
}
// Ground
int sum_ground = val2 + ((sce_wind != NULL) ? sce_wind->val2 : 0);
show_icon = true;
if (sce_ground != NULL && sce_ground->timer != INVALID_TIMER) {
const struct TimerData *td = timer->get(sce_ground->timer);
if (td != NULL) {
sum_ground += sce_ground->val1;
int left = (int)DIFF_TICK(td->tick, timer->gettick());
if (left > total_tick && sum_ground - val2 > 0)
show_icon = false;
}
}
if (val2 > 0 && sum_ground > 0 && show_icon) {
int sc_icn = status->get_sc_icon(SC_RESIST_PROPERTY_GROUND);
int sc_typ = status->get_sc_relevant_bl_types(SC_RESIST_PROPERTY_GROUND);
clif->status_change(bl, sc_icn, sc_typ, 1, total_tick, 0, 0, 0);
} else if (sum_ground <= 0) {
clif->sc_end(bl, bl->id, AREA, status->get_sc_icon(SC_RESIST_PROPERTY_GROUND));
}
// Fire
int sum_fire = val3 + ((sce_ground != NULL) ? sce_ground->val2 : 0);
show_icon = true;
if (sce_fire != NULL && sce_fire->timer != INVALID_TIMER) {
const struct TimerData *td = timer->get(sce_fire->timer);
if (td != NULL) {
sum_fire += sce_fire->val1;
int left = (int)DIFF_TICK(td->tick, timer->gettick());
if (left > total_tick && sum_fire - val3 > 0)
show_icon = false;
}
}
if (val3 > 0 && sum_fire > 0 && show_icon) {
int sc_icn = status->get_sc_icon(SC_RESIST_PROPERTY_FIRE);
int sc_typ = status->get_sc_relevant_bl_types(SC_RESIST_PROPERTY_FIRE);
clif->status_change(bl, sc_icn, sc_typ, 1, total_tick, 0, 0, 0);
} else if (sum_fire <= 0) {
clif->sc_end(bl, bl->id, AREA, status->get_sc_icon(SC_RESIST_PROPERTY_FIRE));
}
// Wind
int sum_wind = val4 + ((sce_water != NULL) ? sce_water->val2 : 0);
show_icon = true;
if (sce_wind != NULL && sce_wind->timer != INVALID_TIMER) {
const struct TimerData *td = timer->get(sce_wind->timer);
if (td != NULL) {
sum_wind += sce_wind->val1;
int left = (int)DIFF_TICK(td->tick, timer->gettick());
if (left > total_tick && sum_wind - val4 > 0)
show_icon = false;
}
}
if (val4 > 0 && sum_wind > 0 && show_icon) {
int sc_icn = status->get_sc_icon(SC_RESIST_PROPERTY_WIND);
int sc_typ = status->get_sc_relevant_bl_types(SC_RESIST_PROPERTY_WIND);
clif->status_change(bl, sc_icn, sc_typ, 1, total_tick, 0, 0, 0);
} else if (sum_wind <= 0) {
clif->sc_end(bl, bl->id, AREA, status->get_sc_icon(SC_RESIST_PROPERTY_WIND));
}
break;
}
case SC_RESIST_PROPERTY_WATER: {
struct status_change_entry *sce_all = sc->data[SC_ARMOR_RESIST];
struct status_change_entry *sce_fire = sc->data[SC_RESIST_PROPERTY_FIRE];
struct status_change_entry *sce_wind = sc->data[SC_RESIST_PROPERTY_WIND];
// Water
int sum_water = val1 + ((sce_fire != NULL) ? sce_fire->val2 : 0);
if (sce_all != NULL && sce_all->timer != INVALID_TIMER) {
const struct TimerData *td = timer->get(sce_all->timer);
if (td != NULL) {
sum_water += sce_all->val1;
int left = (int)DIFF_TICK(td->tick, timer->gettick());
if (left > total_tick && sum_water - val1 > 0)
flag |= SCFLAG_NOICON;
}
}
if (sum_water <= 0) {
clif->sc_end(bl, bl->id, AREA, status->get_sc_icon(SC_RESIST_PROPERTY_WATER));
flag |= SCFLAG_NOICON;
}
// Wind
int sum_wind = val2 + ((sce_wind != NULL) ? sce_wind->val1 : 0);
sum_wind += (sce_all != NULL) ? sce_all->val4 : 0;
if (sum_wind <= 0)
clif->sc_end(bl, bl->id, AREA, status->get_sc_icon(SC_RESIST_PROPERTY_WIND));
break;
}
case SC_RESIST_PROPERTY_GROUND: {
struct status_change_entry *sce_all = sc->data[SC_ARMOR_RESIST];
struct status_change_entry *sce_wind = sc->data[SC_RESIST_PROPERTY_WIND];
struct status_change_entry *sce_fire = sc->data[SC_RESIST_PROPERTY_FIRE];
// Ground
int sum_ground = val1 + ((sce_wind != NULL) ? sce_wind->val2 : 0);
if (sce_all != NULL && sce_all->timer != INVALID_TIMER) {
const struct TimerData *td = timer->get(sce_all->timer);
if (td != NULL) {
sum_ground += sce_all->val2;
int left = (int)DIFF_TICK(td->tick, timer->gettick());
if (left > total_tick && sum_ground - val1 > 0)
flag |= SCFLAG_NOICON;
}
}
if (sum_ground <= 0) {
clif->sc_end(bl, bl->id, AREA, status->get_sc_icon(SC_RESIST_PROPERTY_GROUND));
flag |= SCFLAG_NOICON;
}
// Fire
int sum_fire = val2 + ((sce_fire != NULL) ? sce_fire->val1 : 0);
sum_fire += (sce_all != NULL) ? sce_all->val3 : 0;
if (sum_fire <= 0)
clif->sc_end(bl, bl->id, AREA, status->get_sc_icon(SC_RESIST_PROPERTY_FIRE));
break;
}
case SC_RESIST_PROPERTY_FIRE: {
struct status_change_entry *sce_all = sc->data[SC_ARMOR_RESIST];
struct status_change_entry *sce_ground = sc->data[SC_RESIST_PROPERTY_GROUND];
struct status_change_entry *sce_water = sc->data[SC_RESIST_PROPERTY_WATER];
// Fire
int sum_fire = val1 + ((sce_ground != NULL) ? sce_ground->val2 : 0);
if (sce_all != NULL && sce_all->timer != INVALID_TIMER) {
const struct TimerData *td = timer->get(sce_all->timer);
if (td != NULL) {
sum_fire += sce_all->val3;
int left = (int)DIFF_TICK(td->tick, timer->gettick());
if (left > total_tick && sum_fire - val1 > 0)
flag |= SCFLAG_NOICON;
}
}
if (sum_fire <= 0) {
clif->sc_end(bl, bl->id, AREA, status->get_sc_icon(SC_RESIST_PROPERTY_FIRE));
flag |= SCFLAG_NOICON;
}
// Water
int sum_water = val2 + ((sce_water != NULL) ? sce_water->val1 : 0);
sum_water += (sce_all != NULL) ? sce_all->val1 : 0;
if (sum_water <= 0)
clif->sc_end(bl, bl->id, AREA, status->get_sc_icon(SC_RESIST_PROPERTY_WATER));
break;
}
case SC_RESIST_PROPERTY_WIND: {
struct status_change_entry *sce_all = sc->data[SC_ARMOR_RESIST];
struct status_change_entry *sce_water = sc->data[SC_RESIST_PROPERTY_WATER];
struct status_change_entry *sce_ground = sc->data[SC_RESIST_PROPERTY_GROUND];
// Wind
int sum_wind = val1 + ((sce_water != NULL) ? sce_water->val2 : 0);
if (sce_all != NULL && sce_all->timer != INVALID_TIMER) {
const struct TimerData *td = timer->get(sce_all->timer);
if (td != NULL) {
sum_wind += sce_all->val4;
int left = (int)DIFF_TICK(td->tick, timer->gettick());
if (left > total_tick && sum_wind - val1 > 0)
flag |= SCFLAG_NOICON;
}
}
if (sum_wind <= 0) {
clif->sc_end(bl, bl->id, AREA, status->get_sc_icon(SC_RESIST_PROPERTY_WIND));
flag |= SCFLAG_NOICON;
}
// Ground
int sum_ground = val2 + ((sce_ground != NULL) ? sce_ground->val1 : 0);
sum_ground += (sce_all != NULL) ? sce_all->val2 : 0;
if (sum_ground <= 0)
clif->sc_end(bl, bl->id, AREA, status->get_sc_icon(SC_RESIST_PROPERTY_GROUND));
break;
}
case SC_MER_FLEE:
case SC_MER_ATK:
case SC_MER_HIT:
val2 = 15 * val1;
break;
case SC_MER_HP:
case SC_MER_SP:
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;
case SC_MORA_BUFF:
val2 = 3; // Mora group
break;
/**
* General
**/
case SC_FEAR:
val2 = 2;
val4 = total_tick / 1000;
tick_time = 1000; // [GodLesZ] tick time
break;
case SC_BURNING:
val4 = total_tick / 3000; // Total Ticks to Burn!!
tick_time = 3000; // [GodLesZ] tick time
break;
/**
* Rune Knight
**/
case SC_DEATHBOUND:
val2 = 500 + 100 * val1;
break;
case SC_STONEHARDSKIN:
if( sd )
val1 = sd->status.job_level * pc->checkskill(sd, RK_RUNEMASTERY) / 4; //DEF/MDEF Increase
break;
case SC_ABUNDANCE:
val4 = total_tick / 10000;
tick_time = 10000; // [GodLesZ] tick time
break;
/**
* Arch Bishop
**/
case SC_RENOVATIO:
val4 = total_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 = total_tick / 5000;
tick_time = 5000; // [GodLesZ] tick time
break;
case SC_TOXIN:
val4 = total_tick / 10000;
tick_time = 10000; // [GodLesZ] tick time
break;
case SC_MAGICMUSHROOM:
val4 = total_tick / 4000;
tick_time = 4000; // [GodLesZ] tick time
break;
case SC_PYREXIA:
status->change_start(src, bl, SC_BLIND, 10000, val1, 0, 0, 0, 30000, SCFLAG_NOAVOID | SCFLAG_FIXEDTICK | SCFLAG_FIXEDRATE, skill_id); // Blind status that last for 30 seconds
val4 = total_tick / 3000;
tick_time = 3000; // [GodLesZ] tick time
break;
case SC_LEECHESEND:
val4 = total_tick / 1000;
tick_time = 1000; // [GodLesZ] tick time
break;
case SC_OBLIVIONCURSE:
val4 = total_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:
val2 = 50 * val1; // Evasion rate of physical attacks. Flee
val3 = 10 * val1; // Evasion rate of magical attacks.
break;
case SC_WHITEIMPRISON:
status_change_end(bl, SC_BURNING, INVALID_TIMER);
status_change_end(bl, SC_FROSTMISTY, INVALID_TIMER);
status_change_end(bl, SC_FREEZE, INVALID_TIMER);
status_change_end(bl, SC_STONE, INVALID_TIMER);
break;
case SC_MARSHOFABYSS:
val2 = 6 * val1;
if( sd ) // half on players
val2 >>= 1;
break;
case SC_FROSTMISTY:
status_change_end(bl, SC_BURNING, INVALID_TIMER);
break;
case SC_READING_SB:
// val2 = sp reduction per second
tick_time = 10000; // [GodLesZ] tick time
break;
case SC_SUMMON1:
case SC_SUMMON2:
case SC_SUMMON3:
case SC_SUMMON4:
case SC_SUMMON5:
val4 = total_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_STEALTHFIELD_MASTER:
val4 = total_tick / 1000;
tick_time = 2000 + (1000 * val1);
break;
case SC_ELECTRICSHOCKER:
case SC_COLD:
case SC_MEIKYOUSISUI:
val4 = total_tick / 1000;
if( val4 < 1 )
val4 = 1;
tick_time = 1000; // [GodLesZ] tick time
break;
case SC_CAMOUFLAGE:
val4 = total_tick/1000;
tick_time = 1000; // [GodLesZ] tick time
break;
case SC_WUGDASH:
{
//Store time at which you started running.
int64 currenttick = timer->gettick();
// Note: this int64 value is stored in two separate int32 variables (FIXME)
val3 = (int)(currenttick&0x00000000ffffffffLL);
val4 = (int)((currenttick&0xffffffff00000000LL)>>32);
}
total_tick = INFINITE_DURATION;
break;
case SC__REPRODUCE:
val4 = total_tick / 1000;
tick_time = 1000;
break;
case SC__SHADOWFORM: {
struct map_session_data * s_sd = map->id2sd(val2);
if( s_sd )
s_sd->shadowform_id = bl->id;
val4 = total_tick / 1000;
tick_time = 1000; // [GodLesZ] tick time
}
break;
case SC__STRIPACCESSARY:
if (!sd)
val2 = 20;
break;
case SC__INVISIBILITY:
val2 = 50 - 10 * val1; // ASPD
val3 = 200 * val1; // CRITICAL
val4 = total_tick / 1000;
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->del_charm(sd, sd->charm_count, sd->charm_type);
}
break;
case SC__GROOMY:
val2 = 20 + 10 * val1; //ASPD. Need to confirm if Movement Speed reduction is the same. [Jobbie]
val3 = 20 * val1; //HIT
if( sd ) { // Removes Animals
if (pc_isridingpeco(sd))
pc->setridingpeco(sd, false);
if (pc_isridingdragon(sd))
pc->setridingdragon(sd, 0);
if (pc_iswug(sd))
pc->setoption(sd, sd->sc.option&~OPTION_WUG);
if (pc_isridingwug(sd))
pc->setridingwug(sd, false);
if (pc_isfalcon(sd))
pc->setfalcon(sd, false);
if (sd->status.pet_id > 0)
pet->menu(sd, 3);
if (homun_alive(sd->hd))
homun->vaporize(sd, HOM_ST_REST, true);
if (sd->md != NULL)
mercenary->delete(sd->md, MERC_DELETE_RANAWAY);
}
break;
case SC__LAZINESS:
val2 = 10 + 10 * val1; // Cast reduction
val3 = 10 * val1; // Flee Reduction
break;
case SC__UNLUCKY:
val2 = 10 * val1; // Crit and Flee2 Reduction
break;
case SC__WEAKNESS:
val2 = 10 * val1;
// bypasses coating protection and MADO
sc_start(src, bl, SC_NOEQUIPWEAPON, 100, val1, total_tick, skill_id);
sc_start(src, bl, SC_NOEQUIPSHIELD, 100, val1, total_tick, skill_id);
break;
case SC_GN_CARTBOOST:
if( val1 < 3 )
val2 = 50;
else if( val1 < 5 )
val2 = 75;
else
val2 = 100;
break;
case SC_PROPERTYWALK:
val3 = 0;
break;
case SC_WARMER:
status_change_end(bl, SC_FREEZE, INVALID_TIMER);
status_change_end(bl, SC_FROSTMISTY, INVALID_TIMER);
status_change_end(bl, SC_COLD, INVALID_TIMER);
break;
case SC_STRIKING:
val1 = 6 - val1;//spcost = 6 - level (lvl1:5 ... lvl 5: 1)
val4 = total_tick / 1000;
tick_time = 1000; // [GodLesZ] tick time
break;
case SC_FIRE_EXPANSION_TEAR_GAS:
val2 = status_get_max_hp(bl) * 5 / 100; // Drain 5% HP
val4 = tick / 2000;
tick_time = 2000;
break;
case SC_FIRE_EXPANSION_TEAR_GAS_SOB:
val4 = tick / 3000;
tick_time = 3000;
break;
case SC_BLOOD_SUCKER:
{
struct block_list *src2 = map->id2bl(val2);
val3 = 1;
if(src2)
val3 = 200 + 100 * val1 + status_get_int(src2);
val4 = total_tick / 1000;
tick_time = 1000; // [GodLesZ] tick time
}
break;
case SC_SWING:
val3 = 5 * val1 + val2;//Movement Speed And ASPD Increase
break;
case SC_SYMPHONY_LOVE:
val2 = 12 * val1 + val2 + (sd ? sd->status.job_level : 70) / 4;//MDEF Increase In %
break;
case SC_MOONLIT_SERENADE:
case SC_RUSH_WINDMILL:
val2 = 6 * val1 + val2 + (sd ? sd->status.job_level : 70) / 5;
break;
case SC_ECHOSONG:
val3 = 6 * val1 + val2 + (sd ? sd->status.job_level : 70) / 4;//DEF Increase In %
break;
case SC_HARMONIZE:
val2 = 5 + 5 * val1;
break;
case SC_SIREN:
val4 = total_tick / 2000;
tick_time = 2000; // [GodLesZ] tick time
break;
case SC_DEEP_SLEEP:
val4 = total_tick / 2000;
tick_time = 2000; // [GodLesZ] tick time
break;
case SC_SIRCLEOFNATURE:
val2 = 40 * val1;//HP recovery
val3 = 4 * val1;//SP drain
val4 = total_tick / 1000;
tick_time = 1000; // [GodLesZ] tick time
break;
case SC_SONG_OF_MANA:
val3 = 10 + 5 * val2;
val4 = total_tick/5000;
tick_time = 5000; // [GodLesZ] tick time
break;
case SC_SATURDAY_NIGHT_FEVER:
/*val2 = 12000 - 2000 * val1;//HP/SP Drain Timer
if ( val2 < 1000 )
val2 = 1000;//Added to prevent val3 from dividing by 0 when using level 6 or higher through commands. [Rytech]
val3 = tick/val2;*/
val3 = total_tick / 3000;
tick_time = 3000;// [GodLesZ] tick time
break;
case SC_GLOOMYDAY:
if ( !val2 ) {
val2 = (val4 > 0 ? max(15, rnd()%(val4*5)) : 0) + val1 * 10;
}
if ( rnd()%10000 < val1*100 ) { // 1% per SkillLv chance
if ( !val3 )
val3 = 50;
if( sd ) {
if (pc_isridingpeco(sd))
pc->setridingpeco(sd, false);
if (pc_isridingdragon(sd))
pc->setridingdragon(sd, false);
}
}
break;
case SC_SITDOWN_FORCE:
case SC_BANANA_BOMB_SITDOWN_POSTDELAY:
if( sd && !pc_issit(sd) )
{
pc_setsit(sd);
skill->sit(sd,1);
clif->sitting(bl);
}
break;
case SC_DANCE_WITH_WUG:
val3 = 5 + 5 * val2;//ASPD Increase
val4 = 20 + 10 * val2;//Fixed Cast Time Reduction
break;
case SC_LERADS_DEW:
val3 = 200 * val1 + 300 * val2;//MaxHP Increase
break;
case SC_MELODYOFSINK:
val3 = val1 * (2 + val2);//INT Reduction. Formula Includes Caster And 2nd Performer.
val4 = total_tick/1000;
tick_time = 1000;
break;
case SC_BEYOND_OF_WARCRY:
val3 = val1 * (2 + val2);//STR And Crit Reduction. Formula Includes Caster And 2nd Performer.
val4 = 4 * val1 + 4 * val2;//MaxHP Reduction
break;
case SC_UNLIMITED_HUMMING_VOICE:
{
struct unit_data *ud = unit->bl2ud(bl);
if( ud == NULL ) return 0;
ud->state.skillcastcancel = 0;
val3 = 15 - (3 * val2);//Increased SP Cost.
}
break;
case SC_LG_REFLECTDAMAGE:
val2 = 15 + 5 * val1;
val3 = 25 + 5 * val1; //Number of Reflects
val4 = total_tick/1000;
tick_time = 1000; // [GodLesZ] tick time
break;
case SC_FORCEOFVANGUARD:
val2 = 8 + 12 * val1; // Chance
val3 = 5 + 2 * val1; // Max rage counters
total_tick = INFINITE_DURATION; //endless duration in the client
break;
case SC_EXEEDBREAK:
if( sd ){
short index = sd->equip_index[EQI_HAND_R];
val1 = 15 * (sd->status.job_level + val1 * 10);
if( index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_WEAPON )
val1 += (sd->inventory_data[index]->weight / 10 * sd->inventory_data[index]->wlv) * status->get_lv(bl) / 100;
}
break;
case SC_PRESTIGE:
val2 = (st->int_ + st->luk) * val1 / 20;// Chance to evade magic damage.
val2 = val2 * status->get_lv(bl) / 200;
val2 += val1;
val1 *= 15; // Defence added
if( sd )
val1 += 10 * pc->checkskill(sd,CR_DEFENDER);
val1 = val1 * status->get_lv(bl) / 100;
break;
case SC_BANDING:
tick_time = 5000; // [GodLesZ] tick time
break;
case SC_MAGNETICFIELD:
val3 = total_tick / 1000;
tick_time = 1000; // [GodLesZ] tick time
break;
case SC_INSPIRATION:
if( sd ) {
val2 = 40 * val1 + 3 * sd->status.job_level;// ATK bonus
val3 = sd->status.base_level / 10 + sd->status.job_level / 5;// All stat bonus
}
val4 = total_tick / 5000;
tick_time = 5000; // [GodLesZ] tick time
status->change_clear_buffs(bl,3); //Remove buffs/debuffs
break;
case SC_CRESCENTELBOW:
val2 = (sd ? sd->status.job_level : 2) / 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_RAISINGDRAGON:
val3 = total_tick / 5000;
tick_time = 5000; // [GodLesZ] tick time
break;
case SC_GENTLETOUCH_CHANGE:
{// take note there is no def increase as skill desc says. [malufett]
struct block_list * src2;
val3 = st->agi * val1 / 60; // ASPD increase: [(Target AGI x Skill Level) / 60] %
if( (src2 = map->id2bl(val2)) ){
val4 = ( 200/(status_get_int(src2)?status_get_int(src2):1) ) * val1;// MDEF decrease: MDEF [(200 / Caster INT) x Skill Level]
val2 = ( status_get_dex(src2)/4 + status_get_str(src2)/2 ) * val1 / 5; // ATK increase: ATK [{(Caster DEX / 4) + (Caster STR / 2)} x Skill Level / 5]
}
}
break;
case SC_GENTLETOUCH_REVITALIZE:
if(val2 < 0)
val2 = 0;
else
val2 = val2 / 4 * val1; // STAT DEF increase: [(Caster VIT / 4) x Skill Level]
break;
case SC_GENTLETOUCH_ENERGYGAIN:
val2 = 10 + 5 * val1;
break;
case SC_PYROTECHNIC_OPTION:
val2 = 60;
break;
case SC_HEATER_OPTION:
val2 = 120; // Watk. TODO: Renewal (Atk2)
val3 = (sd ? sd->status.job_level : 0); // % Increase damage.
val4 = 3; // Change into fire element.
break;
case SC_TROPIC_OPTION:
val2 = 180; // Watk. TODO: Renewal (Atk2)
val3 = MG_FIREBOLT;
break;
case SC_AQUAPLAY_OPTION:
val2 = 40;
break;
case SC_COOLER_OPTION:
val2 = 80; // Bonus Matk
val3 = (sd ? sd->status.job_level : 0); // % Freezing chance
val4 = 1; // Change into water elemet
break;
case SC_CHILLY_AIR_OPTION:
val2 = 120; // Matk. TODO: Renewal (Matk1)
val3 = MG_COLDBOLT;
break;
case SC_WIND_STEP_OPTION:
val2 = 50; // % Increase speed and flee.
break;
case SC_BLAST_OPTION:
val2 = (sd ? sd->status.job_level : 0); // % Increase damage
val3 = ELE_WIND;
break;
case SC_WILD_STORM_OPTION:
val2 = MG_LIGHTNINGBOLT;
break;
case SC_PETROLOGY_OPTION:
val2 = 5;
val3 = 50;
break;
case SC_SOLID_SKIN_OPTION:
val2 = 33; // % Increase DEF
break;
case SC_CURSED_SOIL_OPTION:
val2 = 10;
val3 = (sd ? sd->status.job_level : 0); // % Increase Damage
val4 = 2;
break;
case SC_UPHEAVAL_OPTION:
val2 = WZ_EARTHSPIKE;
val3 = 15; // Bonus MaxHP
break;
case SC_CIRCLE_OF_FIRE_OPTION:
val2 = 300;
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;
FALLTHROUGH
case SC_HEATER:
case SC_COOLER:
case SC_BLAST:
case SC_CURSED_SOIL:
val2 += 10;
FALLTHROUGH
case SC_PYROTECHNIC:
case SC_AQUAPLAY:
case SC_GUST:
case SC_PETROLOGY:
val2 += 5;
val3 += 9000;
FALLTHROUGH
case SC_CIRCLE_OF_FIRE:
case SC_WATER_SCREEN:
case SC_WIND_STEP:
case SC_SOLID_SKIN:
case SC_FIRE_CLOAK:
case SC_WATER_DROP:
case SC_WIND_CURTAIN:
case SC_STONE_SHIELD:
val2 += 5;
val3 += 1000;
val4 = total_tick;
tick_time = val3;
break;
case SC_WATER_BARRIER:
val3 = 20; // Reductions. Atk2, 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;
val3 = 20; // HP% rate bonus
break;
case SC_MELON_BOMB:
case SC_BANANA_BOMB:
val1 = 15;
break;
case SC_STOMACHACHE:
val3 = 8; // SP consume.
val4 = total_tick / 10000;
tick_time = 10000; // [GodLesZ] tick time
break;
case SC_STEAMPACK: // [Frost]
val3 = 100; // HP Consume.
val4 = total_tick / 10000;
tick_time = 10000;
sc_start(src, bl, SC_ENDURE, 100, 10, total_tick, skill_id); // Endure effect
break;
case SC_MAGIC_CANDY: // [Frost]
val3 = 90; // SP Consume.
val4 = total_tick / 10000;
tick_time = 10000;
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
// Val4: HP Heal Percentage
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 Fixed Amount
// Val4: SP Heal Percentage
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: {
int min = val1*2;
int max = val1*3;
val3 = rnd()%(max-min)+min;
val2 = val1;
val1 = MOBID_PORING;
}
break;
case SC_KAGEMUSYA:
val3 = val1 * 2;
FALLTHROUGH
case SC_IZAYOI:
val2 = total_tick/1000;
tick_time = 1000;
break;
case SC_ZANGETSU:
val2 = val4 = status->get_lv(bl) / 3 + 20 * val1;
val3 = status->get_lv(bl) / 2 + 30 * val1;
val2 = (!(status_get_hp(bl)%2) ? val2 : -val3);
val3 = (!(status_get_sp(bl)%2) ? val4 : -val3);
break;
case SC_GENSOU:
#define PER( a, lvl ) do { \
int temp__ = (a); \
if( temp__ <= 15 ) (lvl) = 1; \
else if( temp__ <= 30 ) (lvl) = 2; \
else if( temp__ <= 50 ) (lvl) = 3; \
else if( temp__ <= 75 ) (lvl) = 4; \
else (lvl) = 5; \
} while(0)
{
int hp = status_get_hp(bl), sp = status_get_sp(bl), lv = 5;
if (sp < 1) sp = 1;
if (hp < 1) hp = 1;
if( rnd()%100 > (25 + 10 * val1) - status_get_int(bl) / 2)
return 0;
PER( 100 / (status_get_max_hp(bl) / hp), lv );
status->heal(bl, (!(hp%2) ? (6-lv) *4 / 100 : -(lv*4) / 100), 0, STATUS_HEAL_FORCED);
PER( 100 / (status_get_max_sp(bl) / sp), lv );
status->heal(bl, 0,(!(sp%2) ? (6-lv) *3 / 100 : -(lv*3) / 100), STATUS_HEAL_FORCED);
}
#undef PER
break;
case SC_ANGRIFFS_MODUS:
val2 = 50 + 20 * val1; //atk bonus
val3 = 40 + 20 * val1; // Flee reduction.
val4 = total_tick/1000; // hp/sp reduction timer
tick_time = 1000;
break;
case SC_NEUTRALBARRIER:
tick_time = total_tick;
total_tick = INFINITE_DURATION;
break;
case SC_GOLDENE_FERSE:
val2 = 10 + 10*val1; //max hp bonus
val3 = 6 + 4 * val1; // Aspd Bonus
val4 = 2 + 2 * val1; // Chance of holy attack
break;
case SC_OVERED_BOOST:
val2 = 300 + 40*val1; //flee bonus
val3 = 179 + 2*val1; //aspd bonus
break;
case SC_GRANITIC_ARMOR:
val2 = 2*val1; //dmg reduction
val3 = 6*val1; //dmg on status end
break;
case SC_MAGMA_FLOW:
val2 = 3*val1; //activation chance
break;
case SC_PYROCLASTIC:
val2 += 10*val1; //atk bonus
break;
case SC_NEEDLE_OF_PARALYZE: //[Lighta] need real info
val2 = 2*val1; //def reduction
val3 = 500*val1; //varcast augmentation
break;
case SC_PAIN_KILLER: //[Lighta] need real info
val2 = 2*val1; //aspd reduction %
val3 = 2*val1; //dmg reduction %
if(sc->data[SC_NEEDLE_OF_PARALYZE])
sc_start(src, bl, SC_ENDURE, 100, val1, total_tick, skill_id); //start endure for same duration
break;
case SC_STYLE_CHANGE: //[Lighta] need real info
total_tick = INFINITE_DURATION;
if(val2 == MH_MD_FIGHTING) val2 = MH_MD_GRAPPLING;
else val2 = MH_MD_FIGHTING;
break;
case SC_FULL_THROTTLE:
status_percent_heal(bl,100,0);
val2 = 7 - val1;
tick_time = 1000;
val4 = total_tick / tick_time;
break;
case SC_KINGS_GRACE:
val2 = 3 + val1;
tick_time = 1000;
val4 = total_tick / tick_time;
break;
case SC_TELEKINESIS_INTENSE:
val2 = 10 * val1;
val3 = 40 * val1;
break;
case SC_OFFERTORIUM:
val2 = 30 * val1;
break;
case SC_FRIGG_SONG:
val2 = 5 * val1;
val3 = (20 * val1) + 80;
tick_time = 1000;
val4 = total_tick / tick_time;
break;
case SC_DARKCROW:
val2 = 30 * val1;
break;
case SC_MONSTER_TRANSFORM:
case SC_ACTIVE_MONSTER_TRANSFORM:
if (!mob->db_checkid(val1))
val1 = MOBID_PORING;
break;
case SC_SPRITEMABLE:
case SC_ALL_RIDING:
total_tick = INFINITE_DURATION;
break;
case SC_FLASHCOMBO:
/**
* val1 = skill_id
* val2 = attack addition
**/
val2 = 20+(20*val1);
break;
/**
* Summoner
*/
case SC_FRESHSHRIMP:
val4 = total_tick / (10000 - ((val1 - 1) * 1000));
tick_time = 10000 - ((val1 - 1) * 1000);
if (val4 <= 0) // Prevents a negeative value from happening
val4 = 0;
break;
case SC_ARCLOUSEDASH:
val2 = 15 + 5 * val1; // AGI
val3 = 25; // Move speed increase
if (sd != NULL && (sd->job & MAPID_BASEMASK) == MAPID_SUMMONER)
val4 = 10; // Ranged ATK increase
break;
case SC_TUNAPARTY:
val2 = (st->max_hp * (val1 * 10) / 100); // %Max HP to absorb
break;
case SC_BITESCAR:
val2 = 2 * val1; // MHP% damage
val4 = total_tick / 1000;
tick_time = 1000;
break;
case SC_SHRIMP:
val2 = 10; // BATK%, MATK%
break;
case SC_CATNIPPOWDER:
val2 = 50; // WATK%, MATK%
val3 = 25 * val1; // Move speed reduction
break;
case SC_WATER_SCREEN_OPTION:
tick_time = 10000;
break;
case SC_HEAT_BARREL:
{
int n = 10;
if (sd != NULL)
n = sd->spiritball_old;
val2 = n * 5; // -fixed casttime
val3 = (6 + val1 * 2) * n; // ATK
val4 = 25 + val1 * 5; // -hit
}
break;
case SC_PLATINUM_ALTER:
{
int n = 10;
if (sd != NULL)
n = sd->spiritball_old;
val2 = 10 * n; // +atk
val3 = (st->max_hp * (val1 * 5) / 100); // Barrier HP
}
break;
case SC_ANTI_MATERIAL_BLAST:
val2 = val1 * 10;
break;
case SC_ETERNAL_CHAIN:
val2 = 10;
if (sd != NULL)
val2 = sd->spiritball_old;
break;
case SC_CRIMSON_MARKER:
// val1 = skill_lv
// val2 = src_id
val3 = 10;
val4 = total_tick / 1000;
tick_time = 1000;
break;
case SC_BIND_TRAP:
val2 = src->id;
val3 = val1 * 25;
break;
case SC_HOWLING_MINE:
val2 = src->id;
break;
case SC_SUNSTANCE:
val2 = 2 + val1;
total_tick = INFINITE_DURATION;
break;
case SC_LUNARSTANCE:
val2 = 2 + val1;
total_tick = INFINITE_DURATION;
break;
case SC_STARSTANCE:
val2 = 4 + 2 * val1;
total_tick = INFINITE_DURATION;
break;
case SC_NEWMOON:
val2 = 7;
tick_time = 1000;
val4 = total_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_LIGHTOFSUN:
case SC_LIGHTOFMOON:
case SC_LIGHTOFSTAR:
val2 = 5 * val1;
break;
case SC_UNIVERSESTANCE:
val2 = 2 + val1;
total_tick = INFINITE_DURATION;
break;
case SC_CREATINGSTAR:
tick_time = 500;
val4 = total_tick / tick_time;
break;
case SC_DIMENSION1:
case SC_DIMENSION2:
if (sd != NULL)
pc->addspiritball(sd, skill->get_time2(SJ_BOOKOFDIMENSION, 1), 2);
break;
case SC_SOULCOLLECT:
val2 = 5 + 3 * val2; // Max Soul Spheres
val3 = total_tick > 0 ? total_tick : 60000;
tick_time = total_tick;
total_tick = INFINITE_DURATION;
break;
case SC_SOULREAPER:
val2 = 10 + 5 * val1; // Chance of Getting A Soul Sphere.
break;
case SC_SP_SHA:
val2 = 50; // Move speed reduction
break;
case SC_SOULUNITY:
tick_time = 3000;
val4 = total_tick / tick_time;
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_SOULDIVISION:
val2 = 10 * 1; // Skill Aftercast Increase
break;
default:
if (status->change_start_unknown_sc(src, bl, type, calc_flag, rate, val1, val2, val3, val4, total_tick, flag)) {
return 0;
}
}
PRAGMA_GCC46(GCC diagnostic pop)
} else { // Special considerations when loading SC data.
PRAGMA_GCC46(GCC diagnostic push)
PRAGMA_GCC46(GCC diagnostic ignored "-Wswitch-enum")
switch (type) {
case SC_WEDDING:
case SC_XMAS:
case SC_SUMMER:
case SC_HANBOK:
case SC_OKTOBERFEST:
case SC_DRESS_UP:
if (vd == NULL)
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_KAAHI:
val4 = INVALID_TIMER;
break;
PRAGMA_GCC46(GCC diagnostic pop)
}
}
/* values that must be set regardless of SCFLAG_LOADED e.g. val_flag */
val_flag = status->get_val_flag(type);
/* [Ind/Hercules] */
status->change_start_display(sd, type, val1, val2, val3, val4);
//Those that make you stop attacking/walking....
status->change_start_stop_action(bl, type);
// Set option as needed.
opt_flag = status->change_start_set_option(bl, sc, type, val1, val2, val3, val4);
//On Aegis, when turning on a status change, first goes the option packet, then the sc packet.
if(opt_flag) {
clif->changeoption(bl);
if( sd && opt_flag&0x4 ) {
if (vd)
clif->changelook(bl, LOOK_BASE, vd->class);
clif->changelook(bl,LOOK_WEAPON,0);
clif->changelook(bl,LOOK_SHIELD,0);
if (vd)
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&=~SCB_DYE;
}
#if 0 //Currently No SC's use this
if (calc_flag&SCB_BODY) {
//Reset Body Style
if (vd && vd->body_style) {
val4 = vd->body_style;
clif->changelook(bl,LOOK_BODY2,0);
}
calc_flag&=~SCB_BODY;
}
#endif
if (!(flag & SCFLAG_LOADED))
tick = total_tick; // When starting a new SC (not loading), its remaining duration is the same as the total
if(!(flag & SCFLAG_NOICON) && !(flag & SCFLAG_LOADED && status->dbs->DisplayType[type]))
clif->status_change_sub(bl, status->get_sc_icon(type), status->get_sc_relevant_bl_types(type), 1, tick, total_tick, (val_flag & 1) ? val1 : 1, (val_flag & 2) ? val2 : 0, (val_flag & 4) ? 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 )
timer->delete(sce->timer, status->change_timer);
} else {// new sc
++(sc->count);
sce = sc->data[type] = ers_alloc(status->data_ers, struct status_change_entry);
}
sce->val1 = val1;
sce->val2 = val2;
sce->val3 = val3;
sce->val4 = val4;
sce->total_tick = total_tick;
if (tick >= 0) {
sce->timer = timer->add(timer->gettick() + tick, status->change_timer, bl->id, type);
sce->infinite_duration = false;
} else {
sce->timer = INVALID_TIMER; //Infinite duration
sce->infinite_duration = true;
if( sd )
chrif->save_scdata_single(sd->status.account_id,sd->status.char_id,type,sce);
}
if (calc_flag)
status_calc_bl(bl,calc_flag);
if(sd && sd->pd)
pet->sc_check(sd, type); //Skotlex: Pet Status Effect Healing
PRAGMA_GCC46(GCC diagnostic push)
PRAGMA_GCC46(GCC diagnostic ignored "-Wswitch-enum")
switch (type) {
case SC_BERSERK:
if (!(sce->val2)) { //don't heal if already set
status->heal(bl, st->max_hp, 0, STATUS_HEAL_FORCED); //Do not use percent_heal as this healing must override BERSERK's block.
status->set_sp(bl, 0, STATUS_HEAL_DEFAULT); //Damage all SP
}
sce->val2 = 5 * st->max_hp / 100;
break;
case SC_HLIF_CHANGE:
status_percent_heal(bl, 100, 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_CASH_BOSS_ALARM:
if (sd != NULL)
clif->bossmapinfo(sd->fd, map->id2boss(sce->val1), BOSS_INFO_ALIVE_WITHMSG); // First Message
break;
case SC_MER_HP:
status_percent_heal(bl, 100, 0); // Recover Full HP
break;
case SC_MER_SP:
status_percent_heal(bl, 0, 100); // Recover Full SP
break;
case SC_PROMOTE_HEALTH_RESERCH:
status_percent_heal(bl, sce->val4, 0);
break;
case SC_ENERGY_DRINK_RESERCH:
status_percent_heal(bl, 0, sce->val4);
break;
/**
* Ranger
**/
case SC_WUGDASH:
{
struct unit_data *ud = unit->bl2ud(bl);
if( ud )
ud->state.running = unit->run(bl, sd, SC_WUGDASH);
}
break;
case SC_COMBOATTACK:
switch (sce->val1) {
case TK_STORMKICK:
clif->skill_nodamage(bl,bl,TK_READYSTORM,1,1);
break;
case TK_DOWNKICK:
clif->skill_nodamage(bl,bl,TK_READYDOWN,1,1);
break;
case TK_TURNKICK:
clif->skill_nodamage(bl,bl,TK_READYTURN,1,1);
break;
case TK_COUNTER:
clif->skill_nodamage(bl,bl,TK_READYCOUNTER,1,1);
break;
case MO_COMBOFINISH:
case CH_TIGERFIST:
case CH_CHAINCRUSH:
if (sd)
clif->skillinfo(sd,MO_EXTREMITYFIST, INF_SELF_SKILL);
break;
case TK_JUMPKICK:
if (sd)
clif->skillinfo(sd,TK_JUMPKICK, INF_SELF_SKILL);
break;
case MO_TRIPLEATTACK:
if (sd && pc->checkskill(sd, SR_DRAGONCOMBO) > 0)
clif->skillinfo(sd,SR_DRAGONCOMBO, INF_SELF_SKILL);
break;
case SR_FALLENEMPIRE:
if (sd){
clif->skillinfo(sd,SR_GATEOFHELL, INF_SELF_SKILL);
clif->skillinfo(sd,SR_TIGERCANNON, INF_SELF_SKILL);
}
break;
}
break;
case SC_RAISINGDRAGON:
sce->val2 = st->max_hp / 100;// Officially tested its 1%hp drain. [Jobbie]
break;
case SC_CRIMSON_MARKER:
if (src->type == BL_PC && (sd = map->id2sd(src->id)))
clif->crimson_marker(sd, bl, false);
break;
}
PRAGMA_GCC46(GCC diagnostic pop)
if( opt_flag&2 && sd && sd->touching_id )
npc->touchnext_areanpc(sd,false); // run OnTouch_ on next char in range
return 1;
}
static bool status_change_start_unknown_sc(struct block_list *src, struct block_list *bl, enum sc_type type, e_scb_flag calc_flag, int rate, int val1, int val2, int val3, int val4, int total_tick, int flag)
{
Assert_retr(false, type >= SC_NONE && type < SC_MAX);
if (calc_flag == SCB_NONE && status->dbs->SkillChangeTable[type] == 0 && status->get_sc_icon(type) == SI_BLANK) {
//Status change with no calc, no icon, and no skill associated...?
ShowError("UnknownStatusChange [%d]\n", type);
return true;
}
return false;
}
/**
* Starts a status change in its full duration.
*
* @param src Status change source bl.
* @param bl Status change target bl.
* @param type Status change type.
* @param rate Base success rate. 1 means 0.01%, 10000 means 100%.
* @param val1 Additional value (meaning depends on type).
* @param val2 Additional value (meaning depends on type).
* @param val3 Additional value (meaning depends on type).
* @param val4 Additional value (meaning depends on type).
* @param tick Base duration (milliseconds).
* @param flag Special flags (@see enum scstart_flag).
*
* @retval 0 if no status change happened.
* @retval 1 if the status change was successfully applied.
*/
static 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, int tick, int flag, int skill_id)
{
return status->change_start_sub(src, bl, type, rate, val1, val2, val3, val4, 0, tick, flag, skill_id);
}
static void status_change_start_display(struct map_session_data *sd, enum sc_type type, int val1, int val2, int val3, int val4)
{
Assert_retv(type >= SC_NONE && type < SC_MAX);
if (sd && status->dbs->DisplayType[type]) {
int dval1 = 0, dval2 = 0, dval3 = 0;
PRAGMA_GCC46(GCC diagnostic push)
PRAGMA_GCC46(GCC diagnostic ignored "-Wswitch-enum")
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;
}
PRAGMA_GCC46(GCC diagnostic pop)
status->display_add(sd, type, dval1, dval2, dval3);
}
}
/**
* Return val_flag based on sc type.
*
* @param type Status change type.
*
* @retval val_flag.
*/
static int status_get_val_flag(enum sc_type type)
{
int val_flag = 0;
PRAGMA_GCC46(GCC diagnostic push)
PRAGMA_GCC46(GCC diagnostic ignored "-Wswitch-enum")
switch (type) {
case SC_CLAN_INFO:
val_flag |= 1 | 2;
break;
case SC_FIGHTINGSPIRIT:
val_flag |= 1 | 2;
break;
case SC_VENOMIMPRESS:
val_flag |= 1 | 2;
break;
case SC_POISONINGWEAPON:
val_flag |= 1 | 2 | 4;
break;
case SC_WEAPONBLOCKING:
val_flag |= 1 | 2;
break;
case SC_ROLLINGCUTTER:
val_flag |= 1;
break;
case SC_CLOAKINGEXCEED:
val_flag |= 1 | 2 | 4;
break;
case SC_HALLUCINATIONWALK:
val_flag |= 1 | 2 | 4;
break;
case SC_SUMMON1:
case SC_SUMMON2:
case SC_SUMMON3:
case SC_SUMMON4:
case SC_SUMMON5:
val_flag |= 1;
break;
case SC__SHADOWFORM:
val_flag |= 1 | 2 | 4;
break;
case SC__INVISIBILITY:
val_flag |= 1 | 2;
break;
case SC__ENERVATION:
val_flag |= 1 | 2;
break;
case SC__GROOMY:
val_flag |= 1 | 2 | 4;
break;
case SC__LAZINESS:
val_flag |= 1 | 2 | 4;
break;
case SC__UNLUCKY:
val_flag |= 1 | 2 | 4;
break;
case SC__WEAKNESS:
val_flag |= 1 | 2;
break;
case SC_PROPERTYWALK:
val_flag |= 1 | 2;
break;
case SC_FORCEOFVANGUARD:
val_flag |= 1 | 2 | 4;
break;
case SC_PRESTIGE:
val_flag |= 1 | 2;
break;
case SC_BANDING:
val_flag |= 1;
break;
case SC_SHIELDSPELL_DEF:
case SC_SHIELDSPELL_MDEF:
case SC_SHIELDSPELL_REF:
val_flag |= 1 | 2;
break;
case SC_SPELLFIST:
case SC_CURSEDCIRCLE_ATKER:
val_flag |= 1 | 2 | 4;
break;
case SC_CRESCENTELBOW:
val_flag |= 1 | 2;
break;
case SC_LIGHTNINGWALK:
val_flag |= 1;
break;
case SC_PYROTECHNIC_OPTION:
val_flag |= 1 | 2 | 4;
break;
case SC_HEATER_OPTION:
val_flag |= 1 | 2 | 4;
break;
case SC_AQUAPLAY_OPTION:
val_flag |= 1 | 2 | 4;
break;
case SC_COOLER_OPTION:
val_flag |= 1 | 2 | 4;
break;
case SC_CHILLY_AIR_OPTION:
val_flag |= 1 | 2;
break;
case SC_GUST_OPTION:
val_flag |= 1 | 2;
break;
case SC_BLAST_OPTION:
val_flag |= 1 | 2 | 4;
break;
case SC_WILD_STORM_OPTION:
val_flag |= 1 | 2;
break;
case SC_PETROLOGY_OPTION:
val_flag |= 1 | 2 | 4;
break;
case SC_CURSED_SOIL_OPTION:
val_flag |= 1 | 2 | 4;
break;
case SC_UPHEAVAL_OPTION:
val_flag |= 1 | 2;
break;
case SC_CIRCLE_OF_FIRE_OPTION:
val_flag |= 1 | 2;
break;
case SC_WATER_BARRIER:
val_flag |= 1 | 2 | 4;
break;
case SC_KYOUGAKU:
val_flag |= 1;
break;
case SC_CASH_PLUSEXP:
case SC_CASH_PLUSONLYJOBEXP:
case SC_MONSTER_TRANSFORM:
case SC_ACTIVE_MONSTER_TRANSFORM:
case SC_CASH_RECEIVEITEM:
case SC_OVERLAPEXPUP:
val_flag |= 1;
break;
case SC_DAILYSENDMAILCNT:
val_flag |= 1 | 2;
break;
case SC_MADOGEAR:
val_flag |= 1;
break;
}
PRAGMA_GCC46(GCC diagnostic pop)
return val_flag;
}
/**
* Set new status values.
*
* @param bl Status change target bl.
* @param sc Current statuses.
* @param type Status change type.
* @param val1 Additional value (meaning depends on type).
* @param val2 Additional value (meaning depends on type).
* @param val3 Additional value (meaning depends on type).
* @param val4 Additional value (meaning depends on type).
*
* @retval option flag.
*/
static int status_change_start_set_option(struct block_list *bl, struct status_change *sc, enum sc_type type, int val1, int val2, int val3, int val4)
{
int opt_flag = 1;
nullpo_retr(true, bl);
nullpo_retr(true, sc);
PRAGMA_GCC46(GCC diagnostic push)
PRAGMA_GCC46(GCC diagnostic ignored "-Wswitch-enum")
switch (type) {
//OPT1
case SC_STONE: sc->opt1 = OPT1_STONEWAIT; break;
case SC_FREEZE: sc->opt1 = OPT1_FREEZE; break;
case SC_STUN: sc->opt1 = OPT1_STUN; break;
case SC_SLEEP: sc->opt1 = OPT1_SLEEP; break;
case SC_BURNING: sc->opt1 = OPT1_BURNING; break; // Burning need this to be showed correctly. [pakpil]
case SC_WHITEIMPRISON: sc->opt1 = OPT1_IMPRISON; break;
case SC_COLD: sc->opt1 = OPT1_CRYSTALIZE; break;
//OPT2
case SC_POISON: sc->opt2 |= OPT2_POISON; break;
case SC_CURSE: sc->opt2 |= OPT2_CURSE; break;
case SC_SILENCE: sc->opt2 |= OPT2_SILENCE; break;
case SC_CRUCIS:
case SC__CHAOS:
sc->opt2 |= OPT2_SIGNUMCRUCIS;
break;
case SC_BLIND: sc->opt2 |= OPT2_BLIND; break;
case SC_ANGELUS: sc->opt2 |= OPT2_ANGELUS; break;
case SC_BLOODING: sc->opt2 |= OPT2_BLEEDING; break;
case SC_DPOISON: sc->opt2 |= OPT2_DPOISON; break;
//OPT3
case SC_TWOHANDQUICKEN:
case SC_ONEHANDQUICKEN:
case SC_SPEARQUICKEN:
case SC_LKCONCENTRATION:
case SC_MER_QUICKEN:
sc->opt3 |= OPT3_QUICKEN;
opt_flag = 0;
break;
case SC_OVERTHRUSTMAX:
case SC_OVERTHRUST:
case SC_SWOO: //Why does it shares the same opt as Overthrust? Perhaps we'll never know...
sc->opt3 |= OPT3_OVERTHRUST;
opt_flag = 0;
break;
case SC_ENERGYCOAT:
case SC_SKE:
sc->opt3 |= OPT3_ENERGYCOAT;
opt_flag = 0;
break;
case SC_INCATKRATE:
//Simulate Explosion Spirits effect for NPC_POWERUP [Skotlex]
if (bl->type != BL_MOB) {
opt_flag = 0;
break;
}
FALLTHROUGH
case SC_EXPLOSIONSPIRITS:
sc->opt3 |= OPT3_EXPLOSIONSPIRITS;
opt_flag = 0;
break;
case SC_STEELBODY:
case SC_SKA:
sc->opt3 |= OPT3_STEELBODY;
opt_flag = 0;
break;
case SC_BLADESTOP:
sc->opt3 |= OPT3_BLADESTOP;
opt_flag = 0;
break;
case SC_AURABLADE:
sc->opt3 |= OPT3_AURABLADE;
opt_flag = 0;
break;
case SC_BERSERK:
opt_flag = 0;
sc->opt3 |= OPT3_BERSERK;
break;
#if 0
case ???: // doesn't seem to do anything
sc->opt3 |= OPT3_LIGHTBLADE;
opt_flag = 0;
break;
#endif // 0
case SC_DANCING:
if ((val1 & 0xFFFF) == CG_MOONLIT)
sc->opt3 |= OPT3_MOONLIT;
opt_flag = 0;
break;
case SC_MARIONETTE_MASTER:
case SC_MARIONETTE:
sc->opt3 |= OPT3_MARIONETTE;
opt_flag = 0;
break;
case SC_ASSUMPTIO:
sc->opt3 |= OPT3_ASSUMPTIO;
opt_flag = 0;
break;
case SC_WARM: //SG skills [Komurka]
sc->opt3 |= OPT3_WARM;
opt_flag = 0;
break;
case SC_KAITE:
sc->opt3 |= OPT3_KAITE;
opt_flag = 0;
break;
case SC_NJ_BUNSINJYUTSU:
sc->opt3 |= OPT3_BUNSIN;
opt_flag = 0;
break;
case SC_SOULLINK:
sc->opt3 |= OPT3_SOULLINK;
opt_flag = 0;
break;
case SC_PROPERTYUNDEAD:
sc->opt3 |= OPT3_UNDEAD;
opt_flag = 0;
break;
#if 0
case ???: // from DA_CONTRACT (looks like biolab mobs aura)
sc->opt3 |= OPT3_CONTRACT;
opt_flag = 0;
break;
#endif // 0
//OPTION
case SC_HIDING:
sc->option |= OPTION_HIDE;
opt_flag = 2;
break;
case SC_CLOAKING:
case SC_CLOAKINGEXCEED:
case SC_NEWMOON:
sc->option |= OPTION_CLOAK;
opt_flag = 2;
break;
case SC__INVISIBILITY:
case SC_CHASEWALK:
sc->option |= OPTION_CHASEWALK|OPTION_CLOAK;
opt_flag = 2;
break;
case SC_SIGHT:
sc->option |= OPTION_SIGHT;
break;
case SC_RUWACH:
sc->option |= OPTION_RUWACH;
break;
case SC_WEDDING:
sc->option |= OPTION_WEDDING;
opt_flag |= 0x4;
break;
case SC_XMAS:
sc->option |= OPTION_XMAS;
opt_flag |= 0x4;
break;
case SC_SUMMER:
sc->option |= OPTION_SUMMER;
opt_flag |= 0x4;
break;
case SC_HANBOK:
sc->option |= OPTION_HANBOK;
opt_flag |= 0x4;
break;
case SC_ORCISH:
sc->option |= OPTION_ORCISH;
break;
case SC_FUSION:
sc->option |= OPTION_FLYING;
break;
case SC_OKTOBERFEST:
sc->option |= OPTION_OKTOBERFEST;
opt_flag |= 0x4;
break;
case SC_DRESS_UP:
sc->option |= OPTION_SUMMER2;
opt_flag |= 0x4;
break;
case SC__FEINTBOMB_MASTER:
sc->option |= OPTION_INVISIBLE;
opt_flag |= 0x4;
break;
default:
opt_flag = 0;
}
PRAGMA_GCC46(GCC diagnostic pop)
return opt_flag;
}
/**
* Stop actions before start new sc.
*
* @param bl Status change target bl.
* @param type Status change type.
*/
static void status_change_start_stop_action(struct block_list *bl, enum sc_type type)
{
nullpo_retv(bl);
PRAGMA_GCC46(GCC diagnostic push)
PRAGMA_GCC46(GCC diagnostic ignored "-Wswitch-enum")
switch (type) {
case SC_VACUUM_EXTREME:
if (!map_flag_gvg(bl->m))
unit->stop_walking(bl, STOPWALKING_FLAG_FIXPOS);
break;
case SC_FREEZE:
case SC_STUN:
case SC_SLEEP:
case SC_STONE:
case SC_DEEP_SLEEP:
{
struct map_session_data *sd = BL_CAST(BL_PC, bl);
if (sd && pc_issit(sd)) //Avoid sprite sync problems.
pc->setstand(sd);
FALLTHROUGH
}
case SC_GRAVITYCONTROL:
{
struct status_change *sc = status->get_sc(bl);
if (sc->data[SC_DANCING] != NULL)
unit->stop_walking(bl, STOPWALKING_FLAG_FIXPOS);
FALLTHROUGH
}
case SC_TRICKDEAD:
status_change_end(bl, SC_DANCING, INVALID_TIMER);
// Cancel cast when get status [LuzZza]
if (battle_config.sc_castcancel&bl->type)
unit->skillcastcancel(bl, 0);
FALLTHROUGH
case SC_FALLENEMPIRE:
case SC_WHITEIMPRISON:
unit->stop_attack(bl);
FALLTHROUGH
case SC_STOP:
case SC_CONFUSION:
case SC_RG_CCONFINE_M:
case SC_RG_CCONFINE_S:
case SC_SPIDERWEB:
case SC_ELECTRICSHOCKER:
case SC_WUGBITE:
case SC_THORNS_TRAP:
case SC__MANHOLE:
case SC__CHAOS:
case SC_COLD:
case SC_CURSEDCIRCLE_ATKER:
case SC_CURSEDCIRCLE_TARGET:
case SC_FEAR:
case SC_MEIKYOUSISUI:
case SC_NEEDLE_OF_PARALYZE:
case SC_DEATHBOUND:
case SC_NETHERWORLD:
case SC_SV_ROOTTWIST:
unit->stop_walking(bl, STOPWALKING_FLAG_FIXPOS);
break;
case SC_ANKLESNARE:
if (battle_config.skill_trap_type || !map_flag_gvg(bl->m))
unit->stop_walking(bl, STOPWALKING_FLAG_FIXPOS);
break;
case SC_HIDING:
case SC_CLOAKING:
case SC_CLOAKINGEXCEED:
case SC_CHASEWALK:
case SC_WEIGHTOVER90:
case SC_CAMOUFLAGE:
case SC_SIREN:
case SC_ALL_RIDING:
case SC_SUHIDE:
case SC_NEWMOON:
unit->stop_attack(bl);
break;
case SC_SILENCE:
if (battle_config.sc_castcancel & bl->type)
unit->skillcastcancel(bl, 0);
break;
}
PRAGMA_GCC46(GCC diagnostic pop)
}
/**
* End sc before starting other sc.
*
* @param bl Status change target bl.
* @param st Status change data.
* @param sc Current statuses.
* @param type Status change type.
* @param undead_flag is bl undead.
* @param val1 Additional value (meaning depends on type).
* @param val2 Additional value (meaning depends on type).
* @param val3 Additional value (meaning depends on type).
* @param val4 Additional value (meaning depends on type).
*
* @retval false if no status change happened, or the other sc can be started regardless.
* @retval true if the status change was successfully applied and the other sc shouldn't be started.
*/
static bool status_end_sc_before_start(struct block_list *bl, struct status_data *st, struct status_change *sc,
enum sc_type type, int undead_flag, int val1, int val2, int val3, int val4)
{
nullpo_retr(true, bl);
nullpo_retr(true, st);
nullpo_retr(true, sc);
PRAGMA_GCC46(GCC diagnostic push)
PRAGMA_GCC46(GCC diagnostic ignored "-Wswitch-enum")
switch (type) {
case SC_BLESSING:
// TODO: Blessing and Agi up should do 1 damage against players on Undead Status, even on PvM
// but cannot be plagiarized (this requires aegis investigation on packets and official behavior) [Brainstorm]
if ((undead_flag == 0 && st->race != RC_DEMON) || bl->type == BL_PC) {
bool prevent_start = false;
if (sc->data[SC_CURSE] != NULL) {
prevent_start = true;
status_change_end(bl, SC_CURSE, INVALID_TIMER);
}
if (sc->data[SC_STONE] != NULL && sc->opt1 == OPT1_STONE) {
prevent_start = true;
status_change_end(bl, SC_STONE, INVALID_TIMER);
}
if (prevent_start)
return true;
}
if (sc->data[SC_SOULLINK] != NULL && sc->data[SC_SOULLINK]->val2 == SL_HIGH)
status_change_end(bl, SC_SOULLINK, INVALID_TIMER);
break;
case SC_INC_AGI:
status_change_end(bl, SC_DEC_AGI, INVALID_TIMER);
if (sc->data[SC_SOULLINK] != NULL && sc->data[SC_SOULLINK]->val2 == SL_HIGH)
status_change_end(bl, SC_SOULLINK, INVALID_TIMER);
break;
case SC_QUAGMIRE:
status_change_end(bl, SC_CONCENTRATION, INVALID_TIMER);
status_change_end(bl, SC_TRUESIGHT, INVALID_TIMER);
status_change_end(bl, SC_WINDWALK, INVALID_TIMER);
FALLTHROUGH // Also blocks the ones below...
case SC_DEC_AGI:
case SC_ADORAMUS:
status_change_end(bl, SC_CARTBOOST, INVALID_TIMER);
FALLTHROUGH // Also blocks the ones below...
case SC_DONTFORGETME:
status_change_end(bl, SC_INC_AGI, INVALID_TIMER);
status_change_end(bl, SC_ADRENALINE, INVALID_TIMER);
status_change_end(bl, SC_ADRENALINE2, INVALID_TIMER);
status_change_end(bl, SC_SPEARQUICKEN, INVALID_TIMER);
status_change_end(bl, SC_TWOHANDQUICKEN, INVALID_TIMER);
status_change_end(bl, SC_ONEHANDQUICKEN, INVALID_TIMER);
status_change_end(bl, SC_MER_QUICKEN, INVALID_TIMER);
status_change_end(bl, SC_ACCELERATION, INVALID_TIMER);
break;
case SC_ONEHANDQUICKEN:
// Removes the Aspd potion effect, as reported by Vicious. [Skotlex]
status_change_end(bl, SC_ATTHASTE_POTION1, INVALID_TIMER);
status_change_end(bl, SC_ATTHASTE_POTION2, INVALID_TIMER);
status_change_end(bl, SC_ATTHASTE_POTION3, INVALID_TIMER);
status_change_end(bl, SC_ATTHASTE_INFINITY, INVALID_TIMER);
break;
case SC_OVERTHRUSTMAX:
// Cancels Normal Overthrust. [Skotlex]
status_change_end(bl, SC_OVERTHRUST, INVALID_TIMER);
break;
case SC_KYRIE:
// Cancels Assumptio
status_change_end(bl, SC_ASSUMPTIO, INVALID_TIMER);
break;
case SC_MAGNIFICAT:
// Cancels Offertorium
status_change_end(bl, SC_OFFERTORIUM, INVALID_TIMER);
break;
case SC_OFFERTORIUM:
// Cancels Magnificat
status_change_end(bl, SC_MAGNIFICAT, INVALID_TIMER);
break;
case SC_DELUGE:
if (sc->data[SC_FOGWALL] != NULL && sc->data[SC_BLIND] != NULL)
status_change_end(bl, SC_BLIND, INVALID_TIMER);
break;
case SC_SILENCE:
if (sc->data[SC_GOSPEL] != NULL && sc->data[SC_GOSPEL]->val4 == BCT_SELF)
status_change_end(bl, SC_GOSPEL, INVALID_TIMER);
break;
case SC_HIDING:
status_change_end(bl, SC_RG_CCONFINE_M, INVALID_TIMER);
status_change_end(bl, SC_RG_CCONFINE_S, INVALID_TIMER);
break;
case SC_BERSERK:
if (val3 == SC__BLOODYLUST)
break;
if (battle_config.berserk_cancels_buffs != 0) {
status_change_end(bl, SC_ONEHANDQUICKEN, INVALID_TIMER);
status_change_end(bl, SC_TWOHANDQUICKEN, INVALID_TIMER);
status_change_end(bl, SC_LKCONCENTRATION, INVALID_TIMER);
status_change_end(bl, SC_PARRYING, INVALID_TIMER);
status_change_end(bl, SC_AURABLADE, INVALID_TIMER);
status_change_end(bl, SC_MER_QUICKEN, INVALID_TIMER);
} else {
#ifdef RENEWAL
status_change_end(bl, SC_TWOHANDQUICKEN, INVALID_TIMER);
#endif
}
break;
case SC_ASSUMPTIO:
status_change_end(bl, SC_KYRIE, INVALID_TIMER);
status_change_end(bl, SC_KAITE, INVALID_TIMER);
break;
case SC_KAITE:
status_change_end(bl, SC_ASSUMPTIO, INVALID_TIMER);
break;
case SC_CARTBOOST:
if (sc->data[SC_DEC_AGI] != NULL || sc->data[SC_ADORAMUS] != NULL) {
// Cancel Decrease Agi, but take no further effect [Skotlex]
status_change_end(bl, SC_DEC_AGI, INVALID_TIMER);
status_change_end(bl, SC_ADORAMUS, INVALID_TIMER);
return true;
}
break;
case SC_FUSION:
status_change_end(bl, SC_SOULLINK, INVALID_TIMER);
break;
case SC_GS_ADJUSTMENT:
status_change_end(bl, SC_GS_MADNESSCANCEL, INVALID_TIMER);
break;
case SC_GS_MADNESSCANCEL:
status_change_end(bl, SC_GS_ADJUSTMENT, INVALID_TIMER);
break;
case SC_PROPERTYUNDEAD:
// NPC_CHANGEUNDEAD will debuff Blessing and Agi Up
status_change_end(bl, SC_BLESSING, INVALID_TIMER);
status_change_end(bl, SC_INC_AGI, INVALID_TIMER);
break;
case SC_FOOD_STR:
status_change_end(bl, SC_FOOD_STR, INVALID_TIMER);
break;
case SC_FOOD_AGI:
status_change_end(bl, SC_FOOD_AGI, INVALID_TIMER);
break;
case SC_FOOD_VIT:
status_change_end(bl, SC_FOOD_VIT, INVALID_TIMER);
break;
case SC_FOOD_INT:
status_change_end(bl, SC_FOOD_INT, INVALID_TIMER);
break;
case SC_FOOD_DEX:
status_change_end(bl, SC_FOOD_DEX, INVALID_TIMER);
break;
case SC_FOOD_LUK:
status_change_end(bl, SC_FOOD_LUK, INVALID_TIMER);
break;
case SC_FOOD_STR_CASH:
status_change_end(bl, SC_FOOD_STR, INVALID_TIMER);
status_change_end(bl, SC_FOOD_STR_CASH, INVALID_TIMER);
break;
case SC_FOOD_AGI_CASH:
status_change_end(bl, SC_FOOD_AGI, INVALID_TIMER);
status_change_end(bl, SC_FOOD_AGI_CASH, INVALID_TIMER);
break;
case SC_FOOD_VIT_CASH:
status_change_end(bl, SC_FOOD_VIT, INVALID_TIMER);
status_change_end(bl, SC_FOOD_VIT_CASH, INVALID_TIMER);
break;
case SC_FOOD_INT_CASH:
status_change_end(bl, SC_FOOD_INT, INVALID_TIMER);
status_change_end(bl, SC_FOOD_INT_CASH, INVALID_TIMER);
break;
case SC_FOOD_DEX_CASH:
status_change_end(bl, SC_FOOD_DEX, INVALID_TIMER);
status_change_end(bl, SC_FOOD_DEX_CASH, INVALID_TIMER);
break;
case SC_FOOD_LUK_CASH:
status_change_end(bl, SC_FOOD_LUK, INVALID_TIMER);
status_change_end(bl, SC_FOOD_LUK_CASH, INVALID_TIMER);
break;
case SC_GM_BATTLE:
status_change_end(bl, SC_GM_BATTLE2, INVALID_TIMER);
break;
case SC_GM_BATTLE2:
status_change_end(bl, SC_GM_BATTLE, INVALID_TIMER);
break;
case SC_ENDURE:
if (val4 == 1)
status_change_end(bl, SC_LKCONCENTRATION, INVALID_TIMER);
break;
case SC_FIGHTINGSPIRIT:
case SC_OVERED_BOOST:
status_change_end(bl, type, INVALID_TIMER); // Remove previous one.
break;
case SC_MARSHOFABYSS:
status_change_end(bl, SC_INCAGI, INVALID_TIMER);
status_change_end(bl, SC_WINDWALK, INVALID_TIMER);
status_change_end(bl, SC_ATTHASTE_POTION1, INVALID_TIMER);
status_change_end(bl, SC_ATTHASTE_POTION2, INVALID_TIMER);
status_change_end(bl, SC_ATTHASTE_POTION3, INVALID_TIMER);
status_change_end(bl, SC_ATTHASTE_INFINITY, INVALID_TIMER);
break;
// Group A Status (doesn't overlap)
case SC_SWING:
case SC_SYMPHONY_LOVE:
case SC_MOONLIT_SERENADE:
case SC_RUSH_WINDMILL:
case SC_ECHOSONG:
case SC_HARMONIZE:
if (type != SC_SWING)
status_change_end(bl, SC_SWING, INVALID_TIMER);
if (type != SC_SYMPHONY_LOVE)
status_change_end(bl, SC_SYMPHONY_LOVE, INVALID_TIMER);
if (type != SC_MOONLIT_SERENADE)
status_change_end(bl, SC_MOONLIT_SERENADE, INVALID_TIMER);
if (type != SC_RUSH_WINDMILL)
status_change_end(bl, SC_RUSH_WINDMILL, INVALID_TIMER);
if (type != SC_ECHOSONG)
status_change_end(bl, SC_ECHOSONG, INVALID_TIMER);
if (type != SC_HARMONIZE)
status_change_end(bl, SC_HARMONIZE, INVALID_TIMER);
break;
// Group B Status
case SC_SIREN:
case SC_DEEP_SLEEP:
case SC_SIRCLEOFNATURE:
case SC_LERADS_DEW:
case SC_MELODYOFSINK:
case SC_BEYOND_OF_WARCRY:
case SC_UNLIMITED_HUMMING_VOICE:
case SC_GLOOMYDAY:
case SC_SONG_OF_MANA:
case SC_DANCE_WITH_WUG:
if (type != SC_SIREN)
status_change_end(bl, SC_SIREN, INVALID_TIMER);
if (type != SC_DEEP_SLEEP)
status_change_end(bl, SC_DEEP_SLEEP, INVALID_TIMER);
if (type != SC_SIRCLEOFNATURE)
status_change_end(bl, SC_SIRCLEOFNATURE, INVALID_TIMER);
if (type != SC_LERADS_DEW)
status_change_end(bl, SC_LERADS_DEW, INVALID_TIMER);
if (type != SC_MELODYOFSINK)
status_change_end(bl, SC_MELODYOFSINK, INVALID_TIMER);
if (type != SC_BEYOND_OF_WARCRY)
status_change_end(bl, SC_BEYOND_OF_WARCRY, INVALID_TIMER);
if (type != SC_UNLIMITED_HUMMING_VOICE)
status_change_end(bl, SC_UNLIMITED_HUMMING_VOICE, INVALID_TIMER);
if (type != SC_GLOOMYDAY)
status_change_end(bl, SC_GLOOMYDAY, INVALID_TIMER);
if (type != SC_SONG_OF_MANA)
status_change_end(bl, SC_SONG_OF_MANA, INVALID_TIMER);
if (type != SC_DANCE_WITH_WUG)
status_change_end(bl, SC_DANCE_WITH_WUG, INVALID_TIMER);
break;
case SC_REFLECTSHIELD:
status_change_end(bl, SC_LG_REFLECTDAMAGE, INVALID_TIMER);
break;
case SC_LG_REFLECTDAMAGE:
status_change_end(bl, SC_REFLECTSHIELD, INVALID_TIMER);
break;
case SC_SHIELDSPELL_DEF:
case SC_SHIELDSPELL_MDEF:
case SC_SHIELDSPELL_REF:
status_change_end(bl, SC_MAGNIFICAT, INVALID_TIMER);
status_change_end(bl, SC_SHIELDSPELL_DEF, INVALID_TIMER);
status_change_end(bl, SC_SHIELDSPELL_MDEF, INVALID_TIMER);
status_change_end(bl, SC_SHIELDSPELL_REF, INVALID_TIMER);
break;
case SC_GENTLETOUCH_ENERGYGAIN:
case SC_GENTLETOUCH_CHANGE:
case SC_GENTLETOUCH_REVITALIZE:
if (type != SC_GENTLETOUCH_REVITALIZE)
status_change_end(bl, SC_GENTLETOUCH_REVITALIZE, INVALID_TIMER);
if (type != SC_GENTLETOUCH_ENERGYGAIN)
status_change_end(bl, SC_GENTLETOUCH_ENERGYGAIN, INVALID_TIMER);
if (type != SC_GENTLETOUCH_CHANGE)
status_change_end(bl, SC_GENTLETOUCH_CHANGE, INVALID_TIMER);
break;
case SC_INVINCIBLE:
status_change_end(bl, SC_INVINCIBLEOFF, INVALID_TIMER);
break;
case SC_INVINCIBLEOFF:
status_change_end(bl, SC_INVINCIBLE, INVALID_TIMER);
break;
case SC_MAGICPOWER:
case SC_IMPOSITIO:
status_change_end(bl, type, INVALID_TIMER);
break;
case SC_SUNSTANCE:
case SC_LUNARSTANCE:
case SC_STARSTANCE:
case SC_UNIVERSESTANCE:
if (sc->data[type] != NULL)
break;
status_change_end(bl, SC_SUNSTANCE, INVALID_TIMER);
status_change_end(bl, SC_LUNARSTANCE, INVALID_TIMER);
status_change_end(bl, SC_STARSTANCE, INVALID_TIMER);
status_change_end(bl, SC_UNIVERSESTANCE, INVALID_TIMER);
break;
case SC_SOULLINK:
case SC_SOULGOLEM:
case SC_SOULSHADOW:
case SC_SOULFALCON:
case SC_SOULFAIRY:
if (sc->data[type] != NULL)
break;
status_change_end(bl, SC_SOULLINK, INVALID_TIMER);
status_change_end(bl, SC_SOULGOLEM, INVALID_TIMER);
status_change_end(bl, SC_SOULSHADOW, INVALID_TIMER);
status_change_end(bl, SC_SOULFALCON, INVALID_TIMER);
status_change_end(bl, SC_SOULFAIRY, INVALID_TIMER);
break;
}
PRAGMA_GCC46(GCC diagnostic pop)
return false;
}
/**
* Check is boss resist to given sc.
*
* @param type Status change type.
*
* @retval true if boss resist.
* @retval false if boss not resist.
*/
static bool status_is_boss_resist_sc(enum sc_type type)
{
if (type >= SC_COMMON_MIN && type <= SC_COMMON_MAX)
return true;
if (status->get_sc_type(type) & SC_NO_BOSS)
return true;
return false;
}
/**
* Initial check for current statuses immune to given sc.
*
* @param sc Current statuses.
* @param type Status change type.
*
* @retval true if immune resist.
* @retval false if not immune resist.
*/
static bool status_is_immune_to_status(struct status_change *sc, enum sc_type type)
{
nullpo_retr(true, sc);
if (sc->data[SC_REFRESH]) {
if (type >= SC_COMMON_MIN && type <= SC_COMMON_MAX) // Confirmed.
return true; // Immune to status ailements
PRAGMA_GCC46(GCC diagnostic push)
PRAGMA_GCC46(GCC diagnostic ignored "-Wswitch-enum")
switch (type) {
case SC__CHAOS:
case SC_STONE:
case SC_FROSTMISTY:
case SC_TOXIN:
case SC_PARALYSE:
case SC_VENOMBLEED:
case SC_MAGICMUSHROOM:
case SC_DEATHHURT:
case SC_PYREXIA:
case SC_OBLIVIONCURSE:
case SC_MARSHOFABYSS:
case SC_MANDRAGORA:
return true;
}
PRAGMA_GCC46(GCC diagnostic pop)
} else if (sc->data[SC_INSPIRATION]) {
if (type >= SC_COMMON_MIN && type <= SC_COMMON_MAX)
return true; // Immune to status ailements
PRAGMA_GCC46(GCC diagnostic push)
PRAGMA_GCC46(GCC diagnostic ignored "-Wswitch-enum")
switch (type) {
case SC__CHAOS:
case SC_STONE:
case SC_FROSTMISTY:
case SC_TOXIN:
case SC_PARALYSE:
case SC_VENOMBLEED:
case SC_MAGICMUSHROOM:
case SC_DEATHHURT:
case SC_PYREXIA:
case SC_OBLIVIONCURSE:
case SC_LEECHESEND:
case SC_SATURDAY_NIGHT_FEVER:
case SC__BODYPAINT:
case SC__ENERVATION:
case SC__GROOMY:
case SC__IGNORANCE:
case SC__LAZINESS:
case SC__UNLUCKY:
case SC__WEAKNESS:
return true;
}
PRAGMA_GCC46(GCC diagnostic pop)
}
return false;
}
/*==========================================
* Ending all status except those listed.
* @TODO maybe usefull for dispel instead reseting a liste there.
* type:
* 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
* 3 - Do not remove some permanent/time-independent effects
*------------------------------------------*/
static int status_change_clear(struct block_list *bl, int type)
{
struct status_change* sc;
int i;
sc = status->get_sc(bl);
if (sc == NULL)
return 0;
sc->opt1 = 0;
sc->opt2 = 0;
sc->opt3 = 0;
sc->bs_counter = 0;
sc->fv_counter = 0;
#ifndef RENEWAL
sc->sg_counter = 0;
#endif
if (sc->count == 0)
return 0;
for(i = 0; i < SC_MAX; i++) {
if(!sc->data[i])
continue;
if(type == 0){
if( status->get_sc_type(i)&SC_NO_REM_DEATH ) {
switch (i) {
case SC_ARMOR_PROPERTY://Only when its Holy or Dark that it doesn't dispell on death
if( sc->data[i]->val2 != ELE_HOLY && sc->data[i]->val2 != ELE_DARK )
break;
FALLTHROUGH
default:
continue;
}
}
}
if( type == 3 && status->get_sc_type(i)&SC_NO_CLEAR )
continue;
status_change_end(bl, (sc_type)i, INVALID_TIMER);
if( type == 1 && sc->data[i] ) {
//If for some reason status_change_end decides to still keep the status when quitting. [Skotlex]
(sc->count)--;
if (sc->data[i]->timer != INVALID_TIMER)
timer->delete(sc->data[i]->timer, status->change_timer);
ers_free(status->data_ers, sc->data[i]);
sc->data[i] = NULL;
}
}
if( type == 0 || type == 2 )
clif->changeoption(bl);
return 1;
}
/*==========================================
* Special condition we want to effectuate, check before ending a status.
*------------------------------------------*/
static int status_change_end_(struct block_list *bl, enum sc_type type, int tid)
{
GUARD_MAP_LOCK
struct map_session_data *sd;
struct status_change *sc;
struct status_change_entry *sce;
struct status_data *st;
struct view_data *vd;
int opt_flag=0;
bool invisible = false;
e_scb_flag calc_flag = SCB_NONE;
nullpo_ret(bl);
sc = status->get_sc(bl);
if(type < 0 || type >= SC_MAX || !sc || !(sce = sc->data[type]))
return 0;
sd = BL_CAST(BL_PC,bl);
if (sce->timer != tid && tid != INVALID_TIMER && sce->timer != INVALID_TIMER)
return 0;
st = status->get_status_data(bl);
if( sd && sce->infinite_duration && !sd->state.loggingout )
chrif->del_scdata_single(sd->status.account_id,sd->status.char_id,type);
if (tid == INVALID_TIMER) {
if (type == SC_ENDURE && sce->val4)
//Do not end infinite endure.
return 0;
if (sce->timer != INVALID_TIMER) //Could be a SC with infinite duration
timer->delete(sce->timer,status->change_timer);
if (sc->opt1) {
PRAGMA_GCC46(GCC diagnostic push)
PRAGMA_GCC46(GCC diagnostic ignored "-Wswitch-enum")
switch (type) {
//"Ugly workaround" [Skotlex]
//delays status change ending so that a skill that sets opt1 fails to
//trigger when it also removed one
case SC_STONE:
sce->val3 = 0; //Petrify time counter.
FALLTHROUGH
case SC_FREEZE:
case SC_STUN:
case SC_SLEEP:
if (sce->val1) {
//Removing the 'level' shouldn't affect anything in the code
//since these SC are not affected by it, and it lets us know
//if we have already delayed this attack or not.
sce->val1 = 0;
sce->timer = timer->add(timer->gettick()+10, status->change_timer, bl->id, type);
return 1;
}
}
PRAGMA_GCC46(GCC diagnostic pop)
}
}
(sc->count)--;
sc->data[type] = NULL;
if( sd && status->dbs->DisplayType[type] ) {
status->display_remove(sd,type);
}
if ((sc->option & (OPTION_HIDE | OPTION_CLOAK | OPTION_INVISIBLE)) != 0)
invisible = true;
vd = status->get_viewdata(bl);
calc_flag = status->dbs->ChangeFlagTable[type];
bool remove_icon = true;
map->freeblock_lock();
PRAGMA_GCC46(GCC diagnostic push)
PRAGMA_GCC46(GCC diagnostic ignored "-Wswitch-enum")
switch(type) {
case SC_GRANITIC_ARMOR:
{
int damage = st->max_hp*sce->val3/100;
if(st->hp < damage) //to not kill him
damage = st->hp-1;
status->damage(NULL, bl, damage,0,0,1);
}
break;
case SC_PYROCLASTIC:
if(bl->type == BL_PC)
skill->break_equip(bl,EQP_WEAPON,10000,BCT_SELF);
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)
int64 starttick = (int64)sce->val3&0x00000000ffffffffLL;
starttick |= ((int64)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, STOPWALKING_FLAG_FIXPOS);
}
if (begin_spurt && sce->val1 >= 7
&& DIFF_TICK(timer->gettick(), starttick) <= 1000
&& (!sd || (sd->weapontype1 == W_FIST && sd->weapontype2 == W_FIST))
)
sc_start(bl, bl, SC_STRUP, 100, sce->val1, skill->get_time2(status->sc2skill(type), sce->val1), status->sc2skill(type));
}
break;
case SC_AUTOBERSERK:
if (sc->data[SC_PROVOKE] && sc->data[SC_PROVOKE]->val2 == 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
if (sd != NULL ) {
int i;
for( i = 0; i < MAX_PC_DEVOTION; i++ ) {
if (sd->devotion[i] && (tsd = map->id2sd(sd->devotion[i])) != NULL && tsd->sc.data[type])
status_change_end(&tsd->bl, type, INVALID_TIMER);
}
}
} else if (bl->type == BL_MER) {
struct mercenary_data *mc = BL_UCAST(BL_MER, bl);
if (mc->devotion_flag) {
// Clear Status from Master
tsd = mc->master;
if (tsd != NULL && tsd->sc.data[type] != NULL)
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)
BL_UCAST(BL_PC, d_bl)->devotion[sce->val2] = 0;
else if (d_bl->type == BL_MER)
BL_UCAST(BL_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_BLADESTOP:
if(sce->val4) {
int target_id = sce->val4;
struct block_list *tbl = map->id2bl(target_id);
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, target_id, 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)) != NULL) {
// 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
struct skill_unit_group *group = skill->id2group(sce->val2);
sce->val2 = 0;
if( group )
skill->del_unitgroup(group);
}
if ((sce->val1&0xFFFF) == CG_MOONLIT)
clif->sc_end(bl, bl->id, AREA, status->get_sc_icon(SC_MOON));
status_change_end(bl, SC_LONGING, INVALID_TIMER);
}
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:
{
struct block_list *src=map->id2bl(sce->val3);
if(src && tid != INVALID_TIMER)
skill->castend_damage_id(src, bl, sce->val2, sce->val1, timer->gettick(), SD_LEVEL );
}
break;
case SC_RG_CCONFINE_S:
{
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_RG_CCONFINE_M]) {
//If status was already ended, do nothing.
//Decrease count
if (--(sc2->data[SC_RG_CCONFINE_M]->val2) <= 0) //No more holds, free him up.
status_change_end(src, SC_RG_CCONFINE_M, INVALID_TIMER);
}
}
break;
case SC_RG_CCONFINE_M:
if (sce->val2 > 0) {
//Caster has been unlocked... nearby chars need to be unlocked.
int range = 1
+skill->get_range2(bl, status->sc2skill(type), sce->val1)
+skill->get_range2(bl, TF_BACKSLIDING, 1); //Since most people use this to escape the hold....
map->foreachinarea(status->change_timer_sub,
bl->m, bl->x-range, bl->y-range, bl->x+range,bl->y+range,BL_CHAR,bl,sce,type,timer->gettick());
}
break;
case SC_COMBOATTACK:
if( sd )
switch (sce->val1) {
case MO_COMBOFINISH:
case CH_TIGERFIST:
case CH_CHAINCRUSH:
clif->skillinfo(sd, MO_EXTREMITYFIST, 0);
break;
case TK_JUMPKICK:
clif->skillinfo(sd, TK_JUMPKICK, 0);
break;
case MO_TRIPLEATTACK:
if (pc->checkskill(sd, SR_DRAGONCOMBO) > 0)
clif->skillinfo(sd, SR_DRAGONCOMBO, 0);
break;
case SR_FALLENEMPIRE:
clif->skillinfo(sd, SR_GATEOFHELL, 0);
clif->skillinfo(sd, SR_TIGERCANNON, 0);
break;
}
break;
case SC_MARIONETTE_MASTER:
case SC_MARIONETTE: /// Marionette target
if (sce->val1) {
// check for partner and end their marionette status as well
enum sc_type type2 = (type == SC_MARIONETTE_MASTER) ? SC_MARIONETTE : SC_MARIONETTE_MASTER;
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_BERSERK:
if(st->hp > 200 && sc && sc->data[SC__BLOODYLUST]) {
status_percent_heal(bl, 100, 0);
status_change_end(bl, SC__BLOODYLUST, INVALID_TIMER);
} else if(st->hp > 100 && sce->val2) //If val2 is removed, no HP penalty (dispelled?) [Skotlex]
status->set_hp(bl, 100, STATUS_HEAL_DEFAULT);
if(sc->data[SC_ENDURE] && sc->data[SC_ENDURE]->val4 == 2) {
sc->data[SC_ENDURE]->val4 = 0;
status_change_end(bl, SC_ENDURE, INVALID_TIMER);
}
sc_start4(bl, bl, SC_GDSKILL_REGENERATION, 100, 10, 0, 0, (RGN_HP | RGN_SP), skill->get_time(LK_BERSERK, sce->val1), LK_BERSERK);
if( type == SC_SATURDAY_NIGHT_FEVER ) //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), WM_SATURDAY_NIGHT_FEVER);
break;
case SC_GOSPEL:
if (sce->val3) { //Clear the group.
struct skill_unit_group* group = skill->id2group(sce->val3);
sce->val3 = 0;
if( group )
skill->del_unitgroup(group);
}
break;
case SC_HERMODE:
if(sce->val3 == BCT_SELF)
skill->clear_unitgroup(bl);
break;
case SC_BASILICA: //Clear the skill area. [Skotlex]
skill->clear_unitgroup(bl);
break;
case SC_TRICKDEAD:
if (vd) vd->dead_sit = 0;
break;
case SC_WARM:
case SC__MANHOLE:
if (sce->val4) { //Clear the group.
struct 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->del_unitgroup(group);
}
break;
case SC_KAAHI:
//Delete timer if it exists.
if (sce->val4 != INVALID_TIMER)
timer->delete(sce->val4,status->kaahi_heal_timer);
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_HLIF_CHANGE:
if (tid == INVALID_TIMER)
break;
// "lose almost all their HP and SP" on natural expiration.
status->set_hp(bl, 10, STATUS_HEAL_DEFAULT);
status->set_sp(bl, 10, STATUS_HEAL_DEFAULT);
break;
case SC_AUTOTRADE:
if (tid == INVALID_TIMER)
break;
// Note: vending/buying is closed by unit_remove_map, no
// need to do it here.
if( sd ) {
map->quit(sd);
// Because map->quit calls status_change_end with tid INVALID_TIMER
// from here it's not neccesary to continue
map->freeblock_unlock();
return 1;
}
break;
case SC_STOP:
if( sce->val2 ) {
struct block_list *tbl = map->id2bl(sce->val2);
struct status_change *tsc = NULL;
sce->val2 = 0;
if (tbl && (tsc = status->get_sc(tbl)) != NULL && tsc->data[SC_STOP] && tsc->data[SC_STOP]->val2 == bl->id)
status_change_end(tbl, SC_STOP, INVALID_TIMER);
}
break;
case SC_LKCONCENTRATION:
if (sc->data[SC_ENDURE] && sc->data[SC_ENDURE]->val4 != 2)
status_change_end(bl, SC_ENDURE, 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), GC_HALLUCINATIONWALK);
break;
case SC_WHITEIMPRISON:
{
struct block_list* src = map->id2bl(sce->val2);
if (tid == INVALID_TIMER || src == NULL)
break; // Terminated by Damage
status_fix_damage(src,bl,400*sce->val1,clif->damage(bl,bl,0,0,400*sce->val1,0,BDT_NORMAL,0));
}
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, STOPWALKING_FLAG_FIXPOS);
}
}
break;
case SC_ADORAMUS:
status_change_end(bl, SC_BLIND, INVALID_TIMER);
break;
case SC__SHADOWFORM:
{
struct map_session_data *s_sd = map->id2sd(sce->val2);
if( !s_sd )
break;
s_sd->shadowform_id = 0;
}
break;
case SC_SITDOWN_FORCE:
if( sd && pc_issit(sd) ) {
pc->setstand(sd);
clif->standing(bl);
}
break;
case SC_NEUTRALBARRIER_MASTER:
case SC_STEALTHFIELD_MASTER:
case SC_SV_ROOTTWIST:
if (sce->val2) {
struct 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->del_unitgroup(group);
}
break;
case SC_BANDING:
if(sce->val4) {
struct 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->del_unitgroup(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->foreachinrange(status->change_timer_sub, bl, battle_config.area_size,BL_CHAR, bl, sce, SC_CURSEDCIRCLE_TARGET, timer->gettick());
break;
case SC_RAISINGDRAGON:
if ( sd && sce->val2 && !pc_isdead(sd) ) {
int i;
if ( (i = (sd->spiritball - 5)) > 0 )
pc->delspiritball(sd, i, 0);
status_change_end(bl, SC_EXPLOSIONSPIRITS, INVALID_TIMER);
}
break;
case SC_CURSEDCIRCLE_TARGET:
{
struct block_list *src = map->id2bl(sce->val2);
struct status_change *ssc = status->get_sc(src);
if( ssc && ssc->data[SC_CURSEDCIRCLE_ATKER] && --(ssc->data[SC_CURSEDCIRCLE_ATKER]->val2) == 0 ){
status_change_end(src, SC_CURSEDCIRCLE_ATKER, INVALID_TIMER);
clif->bladestop(bl, sce->val2, 0);
}
}
break;
case SC_BLOOD_SUCKER:
if( sce->val2 ){
struct block_list *src = map->id2bl(sce->val2);
if(src) {
struct status_change *ssc = status->get_sc(src);
if( ssc )
ssc->bs_counter--;
}
}
break;
case SC_FIRE_EXPANSION_TEAR_GAS:
status_change_end(bl, SC_FIRE_EXPANSION_TEAR_GAS_SOB, INVALID_TIMER);
break;
case SC_CLAIRVOYANCE:
calc_flag = SCB_ALL;/* required for overlapping */
break;
case SC_FULL_THROTTLE:
sc_start(bl, bl, SC_REBOUND, 100, sce->val1, skill->get_time2(ALL_FULL_THROTTLE, sce->val1), ALL_FULL_THROTTLE);
break;
case SC_MONSTER_TRANSFORM:
case SC_ACTIVE_MONSTER_TRANSFORM:
if (sce->val2)
status_change_end(bl, (sc_type)sce->val2, INVALID_TIMER);
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_ARMOR_RESIST: {
struct status_change_entry *sce_water = sc->data[SC_RESIST_PROPERTY_WATER];
struct status_change_entry *sce_ground = sc->data[SC_RESIST_PROPERTY_GROUND];
struct status_change_entry *sce_fire = sc->data[SC_RESIST_PROPERTY_FIRE];
struct status_change_entry *sce_wind = sc->data[SC_RESIST_PROPERTY_WIND];
// Water
clif->sc_end(bl, bl->id, AREA, status->get_sc_icon(SC_RESIST_PROPERTY_WATER));
if (sce_water != NULL && sce_water->timer != INVALID_TIMER) {
int sum_water = sce_water->val1 + ((sce_fire != NULL) ? sce_fire->val2 : 0);
const struct TimerData *td = timer->get(sce_water->timer);
if (td != NULL && sce_water->val1 > 0 && sum_water > 0) {
int sc_icn = status->get_sc_icon(SC_RESIST_PROPERTY_WATER);
int sc_typ = status->get_sc_relevant_bl_types(SC_RESIST_PROPERTY_WATER);
int sc_tck = (int)DIFF_TICK(td->tick, timer->gettick());
int sc_ttl = sce_water->total_tick;
clif->status_change_sub(bl, sc_icn, sc_typ, 1, sc_tck, sc_ttl, 0, 0, 0);
}
}
// Ground
clif->sc_end(bl, bl->id, AREA, status->get_sc_icon(SC_RESIST_PROPERTY_GROUND));
if (sce_ground != NULL && sce_ground->timer != INVALID_TIMER) {
int sum_ground = sce_ground->val1 + ((sce_wind != NULL) ? sce_wind->val2 : 0);
const struct TimerData *td = timer->get(sce_ground->timer);
if (td != NULL && sce_ground->val1 > 0 && sum_ground > 0) {
int sc_icn = status->get_sc_icon(SC_RESIST_PROPERTY_GROUND);
int sc_typ = status->get_sc_relevant_bl_types(SC_RESIST_PROPERTY_GROUND);
int sc_tck = (int)DIFF_TICK(td->tick, timer->gettick());
int sc_ttl = sce_ground->total_tick;
clif->status_change_sub(bl, sc_icn, sc_typ, 1, sc_tck, sc_ttl, 0, 0, 0);
}
}
// Fire
clif->sc_end(bl, bl->id, AREA, status->get_sc_icon(SC_RESIST_PROPERTY_FIRE));
if (sce_fire != NULL && sce_fire->timer != INVALID_TIMER) {
int sum_fire = sce_fire->val1 + ((sce_ground != NULL) ? sce_ground->val2 : 0);
const struct TimerData *td = timer->get(sce_fire->timer);
if (td != NULL && sce_fire->val1 > 0 && sum_fire > 0) {
int sc_icn = status->get_sc_icon(SC_RESIST_PROPERTY_FIRE);
int sc_typ = status->get_sc_relevant_bl_types(SC_RESIST_PROPERTY_FIRE);
int sc_tck = (int)DIFF_TICK(td->tick, timer->gettick());
int sc_ttl = sce_fire->total_tick;
clif->status_change_sub(bl, sc_icn, sc_typ, 1, sc_tck, sc_ttl, 0, 0, 0);
}
}
// Wind
clif->sc_end(bl, bl->id, AREA, status->get_sc_icon(SC_RESIST_PROPERTY_WIND));
if (sce_wind != NULL && sce_wind->timer != INVALID_TIMER) {
int sum_wind = sce_wind->val1 + ((sce_water != NULL) ? sce_water->val2 : 0);
const struct TimerData *td = timer->get(sce_wind->timer);
if (td != NULL && sce_wind->val1 > 0 && sum_wind > 0) {
int sc_icn = status->get_sc_icon(SC_RESIST_PROPERTY_WIND);
int sc_typ = status->get_sc_relevant_bl_types(SC_RESIST_PROPERTY_WIND);
int sc_tck = (int)DIFF_TICK(td->tick, timer->gettick());
int sc_ttl = sce_wind->total_tick;
clif->status_change_sub(bl, sc_icn, sc_typ, 1, sc_tck, sc_ttl, 0, 0, 0);
}
}
break;
}
case SC_RESIST_PROPERTY_WATER:
if (sc->data[SC_ARMOR_RESIST] != NULL && sc->data[SC_ARMOR_RESIST]->timer != INVALID_TIMER) {
const struct TimerData *td = timer->get(sc->data[SC_ARMOR_RESIST]->timer);
if (td == NULL)
break;
// Water
int sum_water = sc->data[SC_ARMOR_RESIST]->val1;
if (sc->data[SC_RESIST_PROPERTY_FIRE] != NULL)
sum_water += sc->data[SC_RESIST_PROPERTY_FIRE]->val2;
if (sc->data[SC_ARMOR_RESIST]->val1 > 0 && sum_water > 0) {
int sc_icn = status->get_sc_icon(SC_RESIST_PROPERTY_WATER);
int sc_typ = status->get_sc_relevant_bl_types(SC_RESIST_PROPERTY_WATER);
int sc_tck = (int)DIFF_TICK(td->tick, timer->gettick());
int sc_ttl = sc->data[SC_ARMOR_RESIST]->total_tick;
clif->status_change_sub(bl, sc_icn, sc_typ, 1, sc_tck, sc_ttl, 0, 0, 0);
remove_icon = false;
}
// Wind
int sum_wind = sc->data[SC_ARMOR_RESIST]->val4;
if (sc->data[SC_RESIST_PROPERTY_WIND] != NULL)
sum_wind += sc->data[SC_RESIST_PROPERTY_WIND]->val1;
if (sc->data[SC_ARMOR_RESIST]->val4 > 0 && sum_wind > 0) {
int sc_icn = status->get_sc_icon(SC_RESIST_PROPERTY_WIND);
int sc_typ = status->get_sc_relevant_bl_types(SC_RESIST_PROPERTY_WIND);
int sc_tck = (int)DIFF_TICK(td->tick, timer->gettick());
int sc_ttl = sc->data[SC_ARMOR_RESIST]->total_tick;
clif->status_change_sub(bl, sc_icn, sc_typ, 1, sc_tck, sc_ttl, 0, 0, 0);
}
}
break;
case SC_RESIST_PROPERTY_GROUND:
if (sc->data[SC_ARMOR_RESIST] != NULL && sc->data[SC_ARMOR_RESIST]->timer != INVALID_TIMER) {
const struct TimerData *td = timer->get(sc->data[SC_ARMOR_RESIST]->timer);
if (td == NULL)
break;
// Ground
int sum_ground = sc->data[SC_ARMOR_RESIST]->val2;
if (sc->data[SC_RESIST_PROPERTY_WIND] != NULL)
sum_ground += sc->data[SC_RESIST_PROPERTY_WIND]->val2;
if (sc->data[SC_ARMOR_RESIST]->val2 > 0 && sum_ground > 0) {
int sc_icn = status->get_sc_icon(SC_RESIST_PROPERTY_GROUND);
int sc_typ = status->get_sc_relevant_bl_types(SC_RESIST_PROPERTY_GROUND);
int sc_tck = (int)DIFF_TICK(td->tick, timer->gettick());
int sc_ttl = sc->data[SC_ARMOR_RESIST]->total_tick;
clif->status_change_sub(bl, sc_icn, sc_typ, 1, sc_tck, sc_ttl, 0, 0, 0);
remove_icon = false;
}
// Fire
int sum_fire = sc->data[SC_ARMOR_RESIST]->val3;
if (sc->data[SC_RESIST_PROPERTY_FIRE] != NULL)
sum_fire += sc->data[SC_RESIST_PROPERTY_FIRE]->val1;
if (sc->data[SC_ARMOR_RESIST]->val3 > 0 && sum_fire > 0) {
int sc_icn = status->get_sc_icon(SC_RESIST_PROPERTY_FIRE);
int sc_typ = status->get_sc_relevant_bl_types(SC_RESIST_PROPERTY_FIRE);
int sc_tck = (int)DIFF_TICK(td->tick, timer->gettick());
int sc_ttl = sc->data[SC_ARMOR_RESIST]->total_tick;
clif->status_change_sub(bl, sc_icn, sc_typ, 1, sc_tck, sc_ttl, 0, 0, 0);
}
}
break;
case SC_RESIST_PROPERTY_FIRE:
if (sc->data[SC_ARMOR_RESIST] != NULL && sc->data[SC_ARMOR_RESIST]->timer != INVALID_TIMER) {
const struct TimerData *td = timer->get(sc->data[SC_ARMOR_RESIST]->timer);
if (td == NULL)
break;
// Fire
int sum_fire = sc->data[SC_ARMOR_RESIST]->val3;
if (sc->data[SC_RESIST_PROPERTY_GROUND] != NULL)
sum_fire += sc->data[SC_RESIST_PROPERTY_GROUND]->val2;
if (sc->data[SC_ARMOR_RESIST]->val3 > 0 && sum_fire > 0) {
int sc_icn = status->get_sc_icon(SC_RESIST_PROPERTY_FIRE);
int sc_typ = status->get_sc_relevant_bl_types(SC_RESIST_PROPERTY_FIRE);
int sc_tck = (int)DIFF_TICK(td->tick, timer->gettick());
int sc_ttl = sc->data[SC_ARMOR_RESIST]->total_tick;
clif->status_change_sub(bl, sc_icn, sc_typ, 1, sc_tck, sc_ttl, 0, 0, 0);
remove_icon = false;
}
// Water
int sum_water = sc->data[SC_ARMOR_RESIST]->val1;
if (sc->data[SC_RESIST_PROPERTY_WATER] != NULL)
sum_water += sc->data[SC_RESIST_PROPERTY_WATER]->val1;
if (sc->data[SC_ARMOR_RESIST]->val1 > 0 && sum_water > 0) {
int sc_icn = status->get_sc_icon(SC_RESIST_PROPERTY_WATER);
int sc_typ = status->get_sc_relevant_bl_types(SC_RESIST_PROPERTY_WATER);
int sc_tck = (int)DIFF_TICK(td->tick, timer->gettick());
int sc_ttl = sc->data[SC_ARMOR_RESIST]->total_tick;
clif->status_change_sub(bl, sc_icn, sc_typ, 1, sc_tck, sc_ttl, 0, 0, 0);
}
}
break;
case SC_RESIST_PROPERTY_WIND:
if (sc->data[SC_ARMOR_RESIST] != NULL && sc->data[SC_ARMOR_RESIST]->timer != INVALID_TIMER) {
const struct TimerData *td = timer->get(sc->data[SC_ARMOR_RESIST]->timer);
if (td == NULL)
break;
// Wind
int sum_wind = sc->data[SC_ARMOR_RESIST]->val4;
if (sc->data[SC_RESIST_PROPERTY_WATER] != NULL)
sum_wind += sc->data[SC_RESIST_PROPERTY_WATER]->val2;
if (sc->data[SC_ARMOR_RESIST]->val4 > 0 && sum_wind > 0) {
int sc_icn = status->get_sc_icon(SC_RESIST_PROPERTY_WIND);
int sc_typ = status->get_sc_relevant_bl_types(SC_RESIST_PROPERTY_WIND);
int sc_tck = (int)DIFF_TICK(td->tick, timer->gettick());
int sc_ttl = sc->data[SC_ARMOR_RESIST]->total_tick;
clif->status_change_sub(bl, sc_icn, sc_typ, 1, sc_tck, sc_ttl, 0, 0, 0);
remove_icon = false;
}
// Ground
int sum_ground = sc->data[SC_ARMOR_RESIST]->val2;
if (sc->data[SC_RESIST_PROPERTY_GROUND] != NULL)
sum_ground += sc->data[SC_RESIST_PROPERTY_GROUND]->val1;
if (sc->data[SC_ARMOR_RESIST]->val2 > 0 && sum_ground > 0) {
int sc_icn = status->get_sc_icon(SC_RESIST_PROPERTY_GROUND);
int sc_typ = status->get_sc_relevant_bl_types(SC_RESIST_PROPERTY_GROUND);
int sc_tck = (int)DIFF_TICK(td->tick, timer->gettick());
int sc_ttl = sc->data[SC_ARMOR_RESIST]->total_tick;
clif->status_change_sub(bl, sc_icn, sc_typ, 1, sc_tck, sc_ttl, 0, 0, 0);
}
}
break;
case SC_HOWLING_MINE:
{
// Drop the material from target if expired
struct item it;
struct map_session_data *caster = NULL;
struct skill_condition req;
if (sce->val3 || status->isdead(bl) || !(caster = map->id2sd(sce->val2)))
break;
req = skill->get_requirement(sd, RL_H_MINE, 1);
if (!itemdb->exists(req.itemid[0]))
break;
memset(&it, 0, sizeof(it));
it.nameid = req.itemid[0];
it.amount = max(req.amount[0], 1);
it.identify = 1;
map->addflooritem(&sd->bl, &it, it.amount, bl->m, bl->x, bl->y, caster->status.char_id, 0, 0, 4, false);
}
break;
case SC_CRIMSON_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_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_FLASHKICK:
{
struct map_session_data *tsd = map->id2sd(sce->val1);
if (tsd == NULL)
break;
tsd->stellar_mark[sce->val2] = 0;
}
break;
case SC_GRAVITYCONTROL:
status_fix_damage(bl, bl, sce->val2, clif->damage(bl, bl, 0, 0, sce->val2, 0, BDT_NORMAL, 0));
clif->specialeffect(bl, 223, AREA);
clif->specialeffect(bl, 330, AREA);
break;
case SC_DIMENSION1:
case SC_DIMENSION2:
if (sd != NULL)
pc->delspiritball(sd, 1, 0);
break;
case SC_SOULENERGY:
if (sd != NULL)
pc->delsoulball(sd, sd->soulball, false);
break;
case SC_SOULUNITY:
{
struct map_session_data *tsd;
if (!(tsd = map->id2sd(sce->val2)))
break;
tsd->united_soul[sce->val3] = 0;
}
break;
}
PRAGMA_GCC46(GCC diagnostic pop)
opt_flag = 1;
PRAGMA_GCC46(GCC diagnostic push)
PRAGMA_GCC46(GCC diagnostic ignored "-Wswitch-enum")
switch(type) {
case SC_STONE:
case SC_FREEZE:
case SC_STUN:
case SC_SLEEP:
case SC_BURNING:
case SC_WHITEIMPRISON:
case SC_COLD:
sc->opt1 = 0;
break;
case SC_POISON:
case SC_CURSE:
case SC_SILENCE:
case SC_BLIND:
sc->opt2 &= ~(1<<(type-SC_POISON));
break;
case SC_DPOISON:
sc->opt2 &= ~OPT2_DPOISON;
break;
case SC_CRUCIS:
case SC__CHAOS:
sc->opt2 &= ~OPT2_SIGNUMCRUCIS;
break;
case SC_HIDING:
sc->option &= ~OPTION_HIDE;
opt_flag|= 2|4; //Check for warp trigger + AoE trigger
break;
case SC_CLOAKING:
case SC_CLOAKINGEXCEED:
case SC_NEWMOON:
sc->option &= ~OPTION_CLOAK;
/* Fall through */
case SC_CAMOUFLAGE:
opt_flag|= 2;
break;
case SC__INVISIBILITY:
case SC_CHASEWALK:
sc->option &= ~(OPTION_CHASEWALK|OPTION_CLOAK);
opt_flag|= 2;
break;
case SC_SIGHT:
sc->option &= ~OPTION_SIGHT;
break;
case SC_WEDDING:
sc->option &= ~OPTION_WEDDING;
opt_flag |= 0x4;
break;
case SC_XMAS:
sc->option &= ~OPTION_XMAS;
opt_flag |= 0x4;
break;
case SC_SUMMER:
sc->option &= ~OPTION_SUMMER;
opt_flag |= 0x4;
break;
case SC_HANBOK:
sc->option &= ~OPTION_HANBOK;
opt_flag |= 0x4;
break;
case SC_OKTOBERFEST:
sc->option &= ~OPTION_OKTOBERFEST;
opt_flag |= 0x4;
break;
case SC_DRESS_UP:
sc->option &= ~OPTION_SUMMER2;
opt_flag |= 0x4;
break;
case SC__FEINTBOMB_MASTER:
sc->option &= ~OPTION_INVISIBLE;
opt_flag |= 0x4;
break;
case SC_ORCISH:
sc->option &= ~OPTION_ORCISH;
break;
case SC_RUWACH:
sc->option &= ~OPTION_RUWACH;
break;
case SC_FUSION:
sc->option &= ~OPTION_FLYING;
break;
//opt3
case SC_TWOHANDQUICKEN:
case SC_ONEHANDQUICKEN:
case SC_SPEARQUICKEN:
case SC_CONCENTRATION:
case SC_MER_QUICKEN:
sc->opt3 &= ~OPT3_QUICKEN;
opt_flag = 0;
break;
case SC_OVERTHRUST:
case SC_OVERTHRUSTMAX:
case SC_SWOO:
sc->opt3 &= ~OPT3_OVERTHRUST;
if( type == SC_SWOO )
opt_flag = 8;
else
opt_flag = 0;
break;
case SC_ENERGYCOAT:
case SC_SKE:
sc->opt3 &= ~OPT3_ENERGYCOAT;
opt_flag = 0;
break;
case SC_INCATKRATE: //Simulated Explosion spirits effect.
if (bl->type != BL_MOB)
{
opt_flag = 0;
break;
}
FALLTHROUGH
case SC_EXPLOSIONSPIRITS:
sc->opt3 &= ~OPT3_EXPLOSIONSPIRITS;
opt_flag = 0;
break;
case SC_STEELBODY:
case SC_SKA:
sc->opt3 &= ~OPT3_STEELBODY;
opt_flag = 0;
break;
case SC_BLADESTOP:
sc->opt3 &= ~OPT3_BLADESTOP;
opt_flag = 0;
break;
case SC_AURABLADE:
sc->opt3 &= ~OPT3_AURABLADE;
opt_flag = 0;
break;
case SC_BERSERK:
opt_flag = 0;
sc->opt3 &= ~OPT3_BERSERK;
break;
#if 0
case ???: // doesn't seem to do anything
sc->opt3 &= ~OPT3_LIGHTBLADE;
opt_flag = 0;
break;
#endif // 0
case SC_DANCING:
if ((sce->val1&0xFFFF) == CG_MOONLIT)
sc->opt3 &= ~OPT3_MOONLIT;
opt_flag = 0;
break;
case SC_MARIONETTE:
case SC_MARIONETTE_MASTER:
sc->opt3 &= ~OPT3_MARIONETTE;
opt_flag = 0;
break;
case SC_ASSUMPTIO:
sc->opt3 &= ~OPT3_ASSUMPTIO;
opt_flag = 0;
break;
case SC_WARM: //SG skills [Komurka]
sc->opt3 &= ~OPT3_WARM;
opt_flag = 0;
break;
case SC_KAITE:
sc->opt3 &= ~OPT3_KAITE;
opt_flag = 0;
break;
case SC_NJ_BUNSINJYUTSU:
sc->opt3 &= ~OPT3_BUNSIN;
opt_flag = 0;
break;
case SC_SOULLINK:
sc->opt3 &= ~OPT3_SOULLINK;
opt_flag = 0;
break;
case SC_PROPERTYUNDEAD:
sc->opt3 &= ~OPT3_UNDEAD;
opt_flag = 0;
break;
#if 0
case ???: // from DA_CONTRACT (looks like biolab mobs aura)
sc->opt3 &= ~OPT3_CONTRACT;
opt_flag = 0;
break;
#endif // 0
default:
opt_flag = 0;
}
PRAGMA_GCC46(GCC diagnostic pop)
#ifdef ANTI_MAYAP_CHEAT
if (invisible && !(sc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_INVISIBLE))) {
clif->slide(bl, bl->x, bl->y);
clif->fixpos(bl);
}
#endif
// update HP bar when becoming visible again
if (invisible && (sc->option & (OPTION_HIDE | OPTION_CLOAK | OPTION_INVISIBLE)) == 0) {
if (sd != NULL && battle_config.party_hp_mode == 0 && sd->status.party_id != 0)
clif->party_hp(sd);
}
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&=~SCB_DYE;
}
#if 0 // Currently No SC's use this
if (calc_flag&SCB_BODY) { // Restore Body color
if (vd && !vd->body_style && sce->val4)
clif->changelook(bl,LOOK_BODY2,sce->val4);
calc_flag&=~SCB_BODY;
}
#endif
//On Aegis, when turning off a status change, first goes the sc packet, then the option packet.
if (remove_icon)
clif->sc_end(bl, bl->id, AREA, status->get_sc_icon(type));
if( opt_flag&8 ) //bugreport:681
clif->changeoption2(bl);
else if(opt_flag) {
clif->changeoption(bl);
if( sd && opt_flag&0x4 ) {
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)
status_calc_bl(bl,calc_flag);
if(opt_flag&4) //Out of hiding, invoke on place.
skill->unit_move(bl,timer->gettick(),1);
if (opt_flag & 2 && sd) {
if (map->getcell(bl->m, bl, bl->x, bl->y, CELL_CHKNPC))
npc->touch_areanpc(sd,bl->m,bl->x,bl->y); //Trigger on-touch event.
else
npc->untouch_areanpc(sd, bl->m, bl->x, bl->y);
}
ers_free(status->data_ers, sce);
map->freeblock_unlock();
return 1;
}
static int kaahi_heal_timer(int tid, int64 tick, int id, intptr_t data)
{
struct block_list *bl;
struct status_change *sc;
struct status_change_entry *sce;
struct status_data *st;
int hp;
if ((bl=map->id2bl(id)) == NULL || (sc=status->get_sc(bl)) == NULL || (sce=sc->data[SC_KAAHI]) == NULL)
return 0;
if(sce->val4 != tid) {
ShowError("kaahi_heal_timer: Timer mismatch: %d != %d\n", tid, sce->val4);
sce->val4 = INVALID_TIMER;
return 0;
}
st=status->get_status_data(bl);
if(!status->charge(bl, 0, sce->val3)) {
sce->val4 = INVALID_TIMER;
return 0;
}
hp = st->max_hp - st->hp;
if (hp > sce->val2)
hp = sce->val2;
if (hp != 0)
status->heal(bl, hp, 0, STATUS_HEAL_SHOWEFFECT);
sce->val4 = INVALID_TIMER;
return 1;
}
/*==========================================
* For recusive status, like for each 5s we drop sp etc.
* Reseting the end timer.
*------------------------------------------*/
static int status_change_timer(int tid, int64 tick, int id, intptr_t data)
{
GUARD_MAP_LOCK
enum sc_type type = (sc_type)data;
struct block_list *bl;
struct map_session_data *sd;
struct status_data *st;
struct status_change *sc;
struct status_change_entry *sce;
bl = map->id2bl(id);
if (!bl) {
ShowDebug("status_change_timer: Null pointer id: %d data: %"PRIdPTR"\n", id, data);
return 0;
}
sc = status->get_sc(bl);
st = status->get_status_data(bl);
if (!sc || (sce = sc->data[type]) == NULL) {
ShowDebug("status_change_timer: Null pointer id: %d data: %"PRIdPTR" bl-type: %u\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;
}
sce->timer = INVALID_TIMER;
sd = BL_CAST(BL_PC, bl);
// set the next timer of the sce (don't assume the status still exists)
#define sc_timer_next(t,f,i,d) do { \
if ((sce=sc->data[type])) \
sce->timer = timer->add((t),(f),(i),(d)); \
else \
ShowError("status_change_timer: Unexpected NULL status change id: %d data: %"PRIdPTR"\n", id, data); \
} while(0)
PRAGMA_GCC46(GCC diagnostic push)
PRAGMA_GCC46(GCC diagnostic ignored "-Wswitch-enum")
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, status->change_timer, bl->id, data);
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),
(sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_ROGUE ? 10 : 1) //SL bonus -> x10 duration
* skill->get_time2(status->sc2skill(type), sce->val1), status->sc2skill(type));
}
sc_timer_next(sce->val2+tick, status->change_timer, bl->id, data);
return 0;
case SC_SKA:
if(--(sce->val2)>0) {
sce->val3 = rnd()%100; //Random defense.
sc_timer_next(1000+tick, status->change_timer,bl->id, data);
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, status->change_timer,bl->id, data);
return 0;
}
break;
case SC_SIGHT:
case SC_RUWACH:
case SC_WZ_SIGHTBLASTER:
if(type == SC_WZ_SIGHTBLASTER) {
//Restore trap immunity
if(sce->val4%2)
sce->val4--;
map->foreachinrange(status->change_timer_sub, bl, sce->val3, BL_CHAR|BL_SKILL, bl, sce, type, tick);
} else
map->foreachinrange(status->change_timer_sub, bl, sce->val3, BL_CHAR, bl, sce, type, tick);
if( --(sce->val2)>0 ){
sce->val4 += 20; // use for Shadow Form 2 seconds checking.
sc_timer_next(20+tick, status->change_timer, bl->id, data);
return 0;
}
break;
case SC_PROVOKE:
if(sce->val2) { //Auto-provoke (it is ended in status->heal)
sc_timer_next(1000*60+tick, status->change_timer, bl->id, data );
return 0;
}
break;
case SC_STONE:
if(sc->opt1 == OPT1_STONEWAIT && sce->val3) {
sce->val4 = 0;
unit->stop_walking(bl, STOPWALKING_FLAG_FIXPOS);
unit->stop_attack(bl);
sc->opt1 = OPT1_STONE;
clif->changeoption(bl);
sc_timer_next(1000+tick, status->change_timer, bl->id, data );
status_calc_bl(bl, status->dbs->ChangeFlagTable[type]);
// Remove Lex Aeterna from BL_PC types
if (bl->type == BL_PC && sc->data[SC_LEXAETERNA] != NULL)
status_change_end(bl, SC_LEXAETERNA, INVALID_TIMER);
return 0;
}
if(--(sce->val3) > 0) {
if(++(sce->val4)%5 == 0 && st->hp > st->max_hp/4)
status_percent_damage(NULL, bl, 1, 0, false);
sc_timer_next(1000+tick, status->change_timer, bl->id, data );
return 0;
}
break;
case SC_POISON:
if (st->hp <= max(st->max_hp / 4, sce->val4)) //Stop damaging after 25% HP left.
break;
FALLTHROUGH
case SC_DPOISON:
if (--(sce->val3) > 0) {
if (sc->data[SC_SLOWPOISON] != NULL) {
sc_timer_next(1000 + tick, status->change_timer, bl->id, data);
return 0;
}
if (sce->val2 != 0 && bl->type == BL_MOB) {
struct block_list* src = map->id2bl(sce->val2);
if (src != NULL)
mob->log_damage(BL_UCAST(BL_MOB, bl), src, sce->val4);
}
map->freeblock_lock();
status_zap(bl, sce->val4, 0);
if (sc->data[type] != NULL) { // Check if the status still last (can be dead since then).
sc_timer_next(1000 + tick, status->change_timer, bl->id, data);
}
map->freeblock_unlock();
return 0;
}
break;
case SC_TENSIONRELAX:
if(st->max_hp > st->hp && --(sce->val3) > 0) {
sc_timer_next(sce->val4+tick, status->change_timer, bl->id, data);
return 0;
}
break;
case SC_KNOWLEDGE:
if (!sd) break;
{
int i;
for (i = 0; i < MAX_PC_FEELHATE; i++) {
if (bl->m == sd->feel_map[i].m) {
//Timeout will be handled by pc->setpos
sce->timer = INVALID_TIMER;
return 0;
}
}
}
break;
case SC_BLOODING:
if (--(sce->val4) >= 0) {
int hp = rnd()%600 + 200;
struct block_list* src = map->id2bl(sce->val2);
if( src && bl && bl->type == BL_MOB ) {
mob->log_damage(BL_UCAST(BL_MOB, bl), src, sd != NULL || hp < st->hp ? hp : st->hp-1);
}
map->freeblock_lock();
status_fix_damage(src, bl, sd||hphp?hp:st->hp-1, 1);
if( sc->data[type] ) {
if( st->hp == 1 ) {
map->freeblock_unlock();
break;
}
sc_timer_next(10000 + tick, status->change_timer, bl->id, data);
}
map->freeblock_unlock();
return 0;
}
break;
case SC_S_LIFEPOTION:
case SC_L_LIFEPOTION:
case SC_M_LIFEPOTION:
case SC_G_LIFEPOTION:
if (sd && --(sce->val4) >= 0) {
// val1 < 0 = per max% | val1 > 0 = exact amount
int hp = 0;
if (st->hp < st->max_hp)
hp = (sce->val1 < 0) ? (int)(sd->status.max_hp * -1 * sce->val1 / 100.) : sce->val1 ;
status->heal(bl, hp, 0, STATUS_HEAL_SHOWEFFECT);
sc_timer_next((sce->val2 * 1000) + tick, status->change_timer, bl->id, data);
return 0;
}
break;
case SC_CASH_BOSS_ALARM:
if (sd != NULL && --(sce->val4) >= 0) {
struct mob_data *boss_md = map->id2boss(sce->val1);
if (boss_md != NULL) {
if (sd->bl.m != boss_md->bl.m) { // Changed map
return 0;
} else if (boss_md->bl.prev != NULL) { // Boss monster still alive, update x and y position on map
sce->val2 = 0;
clif->bossmapinfo(sd->fd, boss_md, BOSS_INFO_ALIVE);
} else if (boss_md->spawn_timer != INVALID_TIMER && sce->val2 == 0) { // Boss monster is dead
sce->val2 = 1;
clif->bossmapinfo(sd->fd, boss_md, BOSS_INFO_DEAD);
return 0;
}
}
sc_timer_next(5000 + tick, status->change_timer, bl->id, data);
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){
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:
#ifdef RENEWAL
s=5;
#else
s=6;
#endif
break;
case CG_MOONLIT:
//Moonlit's cost is 4sp*skill_lv [Skotlex]
sp= 4*(sce->val1>>16);
//Upkeep is also every 10 secs.
FALLTHROUGH
case DC_DONTFORGETME:
s=10;
break;
}
if( s != 0 && sce->val3 % s == 0 ) {
if (sc->data[SC_LONGING])
sp*= 3;
if (!status->charge(bl, 0, sp))
break;
}
sc_timer_next(1000+tick, status->change_timer, bl->id, data);
return 0;
}
break;
case SC_BERSERK:
// 5% every 10 seconds [DracoRPG]
if( --( sce->val3 ) > 0 && status->charge(bl, sce->val2, 0) && st->hp > 100 ) {
sc_timer_next(sce->val4+tick, status->change_timer, bl->id, data);
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, status->change_timer, bl->id, data);
return 0;
}
}
break;
case SC_SPLASHER:
#if 0 // custom Venom Splasher countdown timer
if (sce->val4 % 1000 == 0 && bl && bl->type == BL_PC) {
char counter[10];
snprintf (counter, 10, "%d", sce->val4/1000);
clif->message(BL_UCCAST(BL_PC, bl)->fd, counter);
}
#endif // 0
if((sce->val4 -= 500) > 0) {
sc_timer_next(500 + tick, status->change_timer, bl->id, data);
return 0;
}
break;
case SC_MARIONETTE_MASTER:
case SC_MARIONETTE:
{
struct block_list *pbl = map->id2bl(sce->val1);
if( pbl && check_distance_bl(bl, pbl, 7) ) {
sc_timer_next(1000 + tick, status->change_timer, bl->id, data);
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, status->change_timer, bl->id, data);
return 0;
}
break;
case SC_JAILED:
if(sce->val1 == INT_MAX || --(sce->val1) > 0) {
sc_timer_next(60000+tick, status->change_timer, bl->id,data);
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, status->change_timer, bl->id, data);
return 0;
}
break;
case SC_ABUNDANCE:
if(--(sce->val4) > 0) {
status->heal(bl, 0, 60, STATUS_HEAL_DEFAULT);
sc_timer_next(10000+tick, status->change_timer, bl->id, data);
}
break;
case SC_PYREXIA:
if( --(sce->val4) > 0 ) {
map->freeblock_lock();
clif->damage(bl,bl,status_get_amotion(bl),status_get_dmotion(bl)+500,100,0,BDT_NORMAL,0);
status_fix_damage(NULL,bl,100,0);
if( sc->data[type] ) {
sc_timer_next(3000+tick,status->change_timer,bl->id,data);
}
map->freeblock_unlock();
return 0;
}
break;
case SC_LEECHESEND:
if( --(sce->val4) > 0 ) {
int damage = st->max_hp/100; // {Target VIT x (New Poison Research Skill Level - 3)} + (Target HP/100)
damage += st->vit * (sce->val1 - 3);
unit->skillcastcancel(bl,2);
map->freeblock_lock();
status->damage(bl, bl, damage, 0, clif->damage(bl,bl,status_get_amotion(bl),status_get_dmotion(bl)+500,damage,1,BDT_NORMAL,0), 1);
if( sc->data[type] ) {
sc_timer_next(1000 + tick, status->change_timer, bl->id, data );
}
map->freeblock_unlock();
return 0;
}
break;
case SC_MAGICMUSHROOM:
if( --(sce->val4) > 0 ) {
bool flag = 0;
int damage = st->max_hp * 3 / 100;
if( st->hp <= damage )
damage = st->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
map->freeblock_lock();
if (sd && !pc_issit(sd)) { //can't cast if sit
int mushroom_skill_id = 0;
unit->stop_attack(bl);
unit->skillcastcancel(bl,0);
do {
int i = rnd() % MAX_SKILL_MAGICMUSHROOM_DB;
mushroom_skill_id = skill->dbs->magicmushroom_db[i].skill_id;
} while (mushroom_skill_id == 0);
skill->castend_type(skill->get_casttype(mushroom_skill_id), bl, bl, mushroom_skill_id, 1, tick, 0);
}
clif->emotion(bl,E_HEH);
if( sc->data[type] )
sc_timer_next(4000+tick,status->change_timer,bl->id,data);
map->freeblock_unlock();
}
return 0;
}
break;
case SC_TOXIN:
if( --(sce->val4) > 0 ) {
//Damage is every 10 seconds including 3%sp drain.
map->freeblock_lock();
clif->damage(bl,bl,status_get_amotion(bl),1,1,0,BDT_NORMAL,0);
status->damage(NULL, bl, 1, st->max_sp * 3 / 100, 0, 0); //cancel dmg only if cancelable
if( sc->data[type] ) {
sc_timer_next(10000 + tick, status->change_timer, bl->id, data );
}
map->freeblock_unlock();
return 0;
}
break;
case SC_OBLIVIONCURSE:
if( --(sce->val4) > 0 ) {
clif->emotion(bl,E_WHAT);
sc_timer_next(3000 + tick, status->change_timer, bl->id, data );
return 0;
}
break;
case SC_WEAPONBLOCKING:
if( --(sce->val4) > 0 ) {
if( !status->charge(bl,0,3) )
break;
sc_timer_next(5000+tick,status->change_timer,bl->id,data);
return 0;
}
break;
case SC_CLOAKINGEXCEED:
if(!status->charge(bl,0,10-sce->val1))
break;
sc_timer_next(1000 + tick, status->change_timer, bl->id, data);
return 0;
case SC_RENOVATIO:
if (--(sce->val4) > 0 ){
int heal = st->max_hp * 3 / 100;
if (sc->count && sc->data[SC_AKAITSUKI] && heal)
heal = ~heal + 1;
map->freeblock_lock();
status->heal(bl, heal, 0, STATUS_HEAL_SHOWEFFECT);
if( sc->data[type] ) {
sc_timer_next(5000 + tick, status->change_timer, bl->id, data);
}
map->freeblock_unlock();
return 0;
}
break;
case SC_BURNING:
if( --(sce->val4) > 0 ) {
struct block_list *src = map->id2bl(sce->val3);
int damage = 1000 + 3 * status_get_max_hp(bl) / 100; // Deals fixed (1000 + 3%*MaxHP)
map->freeblock_lock();
clif->damage(bl,bl,0,0,damage,1,BDT_MULTIENDURE,0); //damage is like endure effect with no walk delay
status->damage(src, bl, damage, 0, 0, 1);
if( sc->data[type]){ // Target still lives. [LimitLine]
sc_timer_next(3000 + tick, status->change_timer, bl->id, data);
}
map->freeblock_unlock();
return 0;
}
break;
case SC_FEAR:
if( --(sce->val4) > 0 ) {
if( sce->val2 > 0 )
sce->val2--;
sc_timer_next(1000 + tick, status->change_timer, bl->id, data);
return 0;
}
break;
case SC_SUMMON1:
case SC_SUMMON2:
case SC_SUMMON3:
case SC_SUMMON4:
case SC_SUMMON5:
if( --(sce->val4) > 0 ) {
if( !status->charge(bl, 0, 1) )
break;
sc_timer_next(1000 + tick, status->change_timer, bl->id, data);
return 0;
}
break;
case SC_READING_SB:
if( !status->charge(bl, 0, sce->val2) ) {
int i;
for(i = SC_SPELLBOOK1; i <= SC_SPELLBOOK7; i++) // Also remove stored spell as well.
status_change_end(bl, (sc_type)i, INVALID_TIMER);
break;
}
sc_timer_next(10000 + tick, status->change_timer, bl->id, data);
return 0;
case SC_ELECTRICSHOCKER:
if( --(sce->val4) > 0 ) {
status->charge(bl, 0, (int64)st->max_sp / 100 * sce->val1);
sc_timer_next(1000 + tick, status->change_timer, bl->id, data);
return 0;
}
break;
case SC_CAMOUFLAGE:
if(--(sce->val4) > 0) {
status->charge(bl,0,7 - sce->val1);
sc_timer_next(1000 + tick, status->change_timer, bl->id, data);
return 0;
}
break;
case SC__REPRODUCE:
if( --(sce->val4) >= 0 ) {
if( !status->charge(bl, 0, 9 - (1 + sce->val1) / 2) )
break;
sc_timer_next(1000 + tick, status->change_timer, bl->id, data);
return 0;
}
break;
case SC__SHADOWFORM:
if( --(sce->val4) > 0 ) {
if( !status->charge(bl, 0, sce->val1 - (sce->val1 - 1)) )
break;
sc_timer_next(1000 + tick, status->change_timer, bl->id, data);
return 0;
}
break;
case SC__INVISIBILITY:
if( --(sce->val4) >= 0 ) {
if( !status->charge(bl, 0, status_get_max_sp(bl) * (12 - sce->val1*2) / 100) )
break;
sc_timer_next(1000 + tick, status->change_timer, bl->id, data);
return 0;
}
break;
case SC_STRIKING:
if( --(sce->val4) > 0 ) {
if( !status->charge(bl,0, sce->val1 ) )
break;
sc_timer_next(1000 + tick, status->change_timer, bl->id, data);
return 0;
}
break;
case SC_BLOOD_SUCKER:
if( --(sce->val4) > 0 ) {
struct block_list *src = map->id2bl(sce->val2);
int damage;
if (src == NULL || (status->isdead(src) || src->m != bl->m || distance_bl(src, bl) >= 12))
break;
map->freeblock_lock();
damage = sce->val3;
status->damage(src, bl, damage, 0, clif->damage(bl,bl,st->amotion,st->dmotion+200,damage,1,BDT_NORMAL,0), 1);
unit->skillcastcancel(bl,1);
if ( sc->data[type] ) {
sc_timer_next(1000 + tick, status->change_timer, bl->id, data);
}
status->heal(src, damage*(5 + 5 * sce->val1)/100, 0, STATUS_HEAL_DEFAULT); // 5 + 5% per level
map->freeblock_unlock();
return 0;
}
break;
case SC_FIRE_EXPANSION_TEAR_GAS:
if (--(sce->val4) >= 0) {
struct block_list *src = map->id2bl(sce->val3);
int damage = sce->val2;
map->freeblock_lock();
clif->damage(bl, bl, 0, 0, damage, 1, BDT_MULTIENDURE, 0);
status->damage(src, bl, damage, 0, 0, 1);
if( sc->data[type] ) {
sc_timer_next(2000 + tick, status->change_timer, bl->id, data);
}
map->freeblock_unlock();
return 0;
}
break;
case SC_FIRE_EXPANSION_TEAR_GAS_SOB:
if (--(sce->val4) >= 0) {
clif->emotion(bl, E_SOB);
sc_timer_next(3000 + tick, status->change_timer, bl->id, data);
return 0;
}
break;
case SC_SIREN:
if( --(sce->val4) > 0 ) {
clif->emotion(bl,E_LV);
sc_timer_next(2000 + tick, status->change_timer, bl->id, data);
return 0;
}
break;
case SC_DEEP_SLEEP:
if( --(sce->val4) >= 0 )
{// Recovers 3% of the player's MaxHP/MaxSP every 2 seconds.
status->heal(bl, st->max_hp * 3 / 100, st->max_sp * 3 / 100, STATUS_HEAL_SHOWEFFECT);
sc_timer_next(2000 + tick, status->change_timer, bl->id, data);
return 0;
}
break;
case SC_SIRCLEOFNATURE:
if( --(sce->val4) >= 0 ) {
if( !status->charge(bl,0,sce->val3) )
break;
status->heal(bl, sce->val2, 0, STATUS_HEAL_FORCED);
sc_timer_next(1000 + tick, status->change_timer, bl->id, data);
return 0;
}
break;
case SC_SONG_OF_MANA:
if( --(sce->val4) >= 0 ) {
status->heal(bl, 0, sce->val3, STATUS_HEAL_FORCED | STATUS_HEAL_SHOWEFFECT);
sc_timer_next(5000 + tick, status->change_timer, bl->id, data);
return 0;
}
break;
case SC_SATURDAY_NIGHT_FEVER:
if( --(sce->val3) >= 0 ) {
if( !status->charge(bl, st->max_hp * 1 / 100, st->max_sp * 1 / 100) )
break;
sc_timer_next(3000+tick, status->change_timer, bl->id, data);
return 0;
}
break;
case SC_MELODYOFSINK:
if( --(sce->val4) >= 0 ) {
status->charge(bl, 0, st->max_sp * ( 2 * sce->val1 + 2 * sce->val2 ) / 100);
sc_timer_next(1000+tick, status->change_timer, bl->id, data);
return 0;
}
break;
case SC_COLD:
if( --(sce->val4) > 0 ) {
// Drains 2% of HP and 1% of SP every seconds.
if( bl->type != BL_MOB) // doesn't work on mobs
status->charge(bl, st->max_hp * 2 / 100, st->max_sp / 100);
sc_timer_next(1000 + tick, status->change_timer, bl->id, data);
return 0;
}
break;
case SC_FORCEOFVANGUARD:
if( !status->charge(bl, 0, (24 - 4 * sce->val1)) )
break;
sc_timer_next(10000 + tick, status->change_timer, bl->id, data);
return 0;
case SC_BANDING:
if( status->charge(bl, 0, 7 - sce->val1) ) {
if( sd ) pc->banding(sd, sce->val1);
sc_timer_next(5000 + tick, status->change_timer, bl->id, data);
return 0;
}
break;
case SC_LG_REFLECTDAMAGE:
if( --(sce->val4) >= 0 ) {
if( !status->charge(bl,0,10) )
break;
sc_timer_next(1000 + tick, status->change_timer, bl->id, data);
return 0;
}
break;
case SC_OVERHEAT_LIMITPOINT:
if( --(sce->val1) > 0 ) { // Cooling
sc_timer_next(30000 + tick, status->change_timer, bl->id, data);
}
break;
case SC_OVERHEAT:
{
int damage = st->max_hp / 100; // Suggestion 1% each second
if( damage >= st->hp ) damage = st->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,0,0,damage,0,BDT_NORMAL,0));
if( sc->data[type] ) {
sc_timer_next(1000 + tick, status->change_timer, bl->id, data);
}
map->freeblock_unlock();
return 0;
}
break;
case SC_MAGNETICFIELD:
{
if( --(sce->val3) <= 0 )
break; // Time out
if( sce->val2 == bl->id ) {
if( !status->charge(bl,0,50) )
break; // No more SP status should end, and in the next second will end for the other affected players
} else {
struct block_list *src = map->id2bl(sce->val2);
struct status_change *ssc;
if( !src || (ssc = status->get_sc(src)) == NULL || !ssc->data[SC_MAGNETICFIELD] )
break; // Source no more under Magnetic Field
}
sc_timer_next(1000 + tick, status->change_timer, bl->id, data);
}
break;
case SC_STEALTHFIELD_MASTER:
if(--(sce->val4) >= 0) {
// 1% SP Upkeep Cost
int sp = st->max_sp / 100;
if( st->sp <= sp )
status_change_end(bl,SC_STEALTHFIELD_MASTER,INVALID_TIMER);
if( !status->charge(bl,0,sp) )
break;
if( !sc->data[SC_STEALTHFIELD_MASTER] )
break;
sc_timer_next((2000 + 1000 * sce->val1)+tick,status->change_timer,bl->id, data);
return 0;
}
break;
case SC_INSPIRATION:
if(--(sce->val4) >= 0) {
int hp = st->max_hp * (35 - 5 * sce->val1) / 1000;
int sp = st->max_sp * (45 - 5 * sce->val1) / 1000;
if( !status->charge(bl,hp,sp) ) break;
sc_timer_next(5000+tick,status->change_timer,bl->id, data);
return 0;
}
break;
case SC_RAISINGDRAGON:
// 1% every 5 seconds [Jobbie]
if( --(sce->val3)>0 && status->charge(bl, sce->val2, 0) ) {
if( !sc->data[type] ) return 0;
sc_timer_next(5000 + tick, status->change_timer, bl->id, data);
return 0;
}
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_WATER_SCREEN:
case SC_WIND_STEP:
case SC_SOLID_SKIN:
case SC_FIRE_CLOAK:
case SC_WATER_DROP:
case SC_WIND_CURTAIN:
case SC_STONE_SHIELD:
if(status->charge(bl, 0, sce->val2) && (sce->val4==-1 || (sce->val4-=sce->val3)>=0)) {
sc_timer_next(sce->val3 + tick, status->change_timer, bl->id, data);
return 0;
} else
if (bl->type == BL_ELEM)
elemental->change_mode(BL_CAST(BL_ELEM,bl),MAX_ELESKILLTREE);
break;
case SC_STOMACHACHE:
if (--(sce->val4) > 0) {
status->charge(bl, 0, sce->val3); // Reduce 8 SP every 10 seconds.
if (sd && !pc_issit(sd)) { // Force to sit every 10 seconds.
pc_stop_walking(sd, STOPWALKING_FLAG_FIXPOS | STOPWALKING_FLAG_NEXTCELL);
pc_stop_attack(sd);
pc_setsit(sd);
clif->sitting(bl);
}
sc_timer_next(10000 + tick, status->change_timer, bl->id, data);
return 0;
}
break;
case SC_STEAMPACK:
if (--(sce->val4) > 0) {
status->charge(bl, sce->val3, 0); // Reduce 100 HP every 10 seconds.
sc_timer_next(10000 + tick, status->change_timer, bl->id, data);
}
break;
case SC_MAGIC_CANDY:
if (--(sce->val4) > 0) {
status->charge(bl, 0, sce->val3); // Reduce 90 SP every 10 seconds.
sc_timer_next(10000 + tick, status->change_timer, bl->id, data);
}
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, status->change_timer, bl->id, data);
return 0;
case SC_MEIKYOUSISUI:
if( --(sce->val4) > 0 ) {
status->heal(bl, st->max_hp * (sce->val1+1) / 100, st->max_sp * sce->val1 / 100, STATUS_HEAL_DEFAULT);
sc_timer_next(1000 + tick, status->change_timer, bl->id, data);
return 0;
}
break;
case SC_IZAYOI:
case SC_KAGEMUSYA:
if( --(sce->val2) > 0 ) {
if(!status->charge(bl, 0, 1)) break;
sc_timer_next(1000+tick, status->change_timer, bl->id, data);
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,status->change_timer,bl->id, data);
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, status->change_timer, bl->id, data);
return 0;
}
break;
case SC_KINGS_GRACE:
if( --(sce->val4) > 0 ) {
status_percent_heal(bl, sce->val2, 0);
sc_timer_next(1000 + tick, status->change_timer, bl->id, data);
return 0;
}
break;
case SC_FRIGG_SONG:
if( --(sce->val4) > 0 ) {
status->heal(bl, sce->val3, 0, STATUS_HEAL_DEFAULT);
sc_timer_next(1000 + tick, status->change_timer, bl->id, data);
return 0;
}
break;
case SC_FRESHSHRIMP:
if (--(sce->val4) >= 0) {
status_heal(bl, st->max_hp / 100, 0, 2);
sc_timer_next((10000 - ((sce->val1 - 1) * 1000)) + tick, status->change_timer, bl->id, data);
}
break;
case SC_BITESCAR:
if (--(sce->val4) >= 0) {
status_percent_damage(bl, bl, -(sce->val2), 0, 0);
sc_timer_next(1000 + tick, status->change_timer, bl->id, data);
return 0;
}
break;
case SC_WATER_SCREEN_OPTION:
status_heal(bl, 1000, 0, 2);
sc_timer_next(10000 + tick, status->change_timer, bl->id, data);
return 0;
case SC_CRIMSON_MARKER:
if (--(sce->val4) >= 0) {
struct map_session_data *caster = map->id2sd(sce->val2);
if (!caster || caster->bl.m != bl->m)
break;
sc_timer_next(1000 + tick, status->change_timer, bl->id, data);
clif->crimson_marker(caster, bl, false);
return 0;
}
break;
case SC_NEWMOON:
if (--(sce->val4) >= 0) {
if (!status->charge(bl, 0, 1))
break;
sc_timer_next(1000 + tick, status->change_timer, bl->id, data);
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 *caster = map->id2bl(sce->val2);
struct skill_unit *caster_aoe = (struct skill_unit *)map->id2bl(sce->val3);
if (caster == NULL || status->isdead(caster) || caster->m != bl->m || caster_aoe == NULL)
break;
sc_timer_next(500 + tick, status->change_timer, bl->id, data);
// Attack after timer to prevent errors
skill->attack(BF_WEAPON, caster, &caster_aoe->bl, bl, SJ_BOOKOFCREATINGSTAR, sce->val1, tick, 0);
return 0;
}
break;
case SC_SOULCOLLECT:
pc->addsoulball(sd, sce->val2);
if (sd->soulball < sce->val2) {
sc_timer_next(sce->val3 + tick, status->change_timer, bl->id, data);
return 0;
}
break;
case SC_SOULUNITY:
if (--(sce->val4) >= 0) { // Needed to check the caster's location for the range check.
struct block_list *src = map->id2bl(sce->val2);
if (!src || status->isdead(src) || src->m != bl->m || !check_distance_bl(bl, src, 11))
break;
status->heal(bl, 150 * sce->val1, 0, 2);
sc_timer_next(3000 + tick, status->change_timer, bl->id, data);
return 0;
}
break;
}
PRAGMA_GCC46(GCC diagnostic pop)
// default for all non-handled control paths is to end the status
return status_change_end( bl,type,tid );
#undef sc_timer_next
}
/*==========================================
* Foreach iteration of repetitive status
*------------------------------------------*/
static 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
int64 tick = va_arg(ap, int64);
nullpo_ret(bl);
if (status->isdead(bl))
return 0;
tsc = status->get_sc(bl);
PRAGMA_GCC46(GCC diagnostic push)
PRAGMA_GCC46(GCC diagnostic ignored "-Wswitch-enum")
switch( type ) {
case SC_SIGHT: /* Reveal hidden ennemy on 3*3 range */
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);
/* Fall through */
case SC_CONCENTRATION:
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);
break;
case SC_RUWACH: /* Reveal hidden target and deal little dammages if ennemy */
if (tsc && (tsc->data[SC_HIDING] || tsc->data[SC_CLOAKING] ||
tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_CLOAKINGEXCEED] || tsc->data[SC_NEWMOON])) {
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);
break;
case SC_WZ_SIGHTBLASTER:
if (battle->check_target( src, bl, BCT_ENEMY ) > 0
&& status->check_skilluse(src, bl, WZ_SIGHTBLASTER, 2)
) {
const struct skill_unit *su = BL_CCAST(BL_SKILL, bl);
if (sce != NULL
&& skill->attack(BF_MAGIC,src,src,bl,WZ_SIGHTBLASTER,sce->val1,tick,0x4000)
&& (su == NULL || su->group == NULL || !(skill->get_inf2(su->group->skill_id)&INF2_TRAP))
) {
// 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 && sce->val4%2 == 0) {
//Remove trap immunity temporarily so it triggers if you still stand on it
sce->val4++;
}
}
break;
case SC_RG_CCONFINE_M:
//Lock char has released the hold on everyone...
if (tsc != NULL && src != NULL && tsc->data[SC_RG_CCONFINE_S] && tsc->data[SC_RG_CCONFINE_S]->val2 == src->id) {
tsc->data[SC_RG_CCONFINE_S]->val2 = 0;
status_change_end(bl, SC_RG_CCONFINE_S, INVALID_TIMER);
}
break;
case SC_CURSEDCIRCLE_TARGET:
if (tsc != NULL && src != NULL && 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;
}
PRAGMA_GCC46(GCC diagnostic pop)
return 0;
}
static int status_get_total_def(struct block_list *src)
{
return status->get_status_data(src)->def2 + (short)status->get_def(src);
}
static int status_get_total_mdef(struct block_list *src)
{
return status->get_status_data(src)->mdef2 + (short)status_get_mdef(src);
}
static int status_get_weapon_atk(struct block_list *bl, struct weapon_atk *watk, int flag)
{
#ifdef RENEWAL
int min = 0, max = 0;
struct status_change *sc = status->get_sc(bl);
nullpo_ret(bl);
nullpo_ret(watk);
if (bl->type == BL_PC && watk->atk) {
float strdex_bonus, variance;
int dstr;
if (flag&2)
dstr = status_get_dex(bl);
else
dstr = status_get_str(bl);
variance = 5.0f * watk->atk * watk->wlv / 100.0f;
strdex_bonus = watk->atk * dstr / 200.0f;
min = (int)(watk->atk - variance + strdex_bonus) + watk->atk2;
max = (int)(watk->atk + variance + strdex_bonus) + watk->atk2;
} else if ((bl->type == BL_MOB || bl->type == BL_MER) && watk->atk) {
min = watk->atk * 80 / 100;
max = watk->atk * 120 / 100;
} else if (bl->type == BL_HOM && watk->atk) {
if (flag & 4) {
max = min = status->get_matk(bl, 2);
} else {
min = watk->atk;
max = watk->atk2;
}
}
if (!(flag&1)) {
if (max > min)
max = min + rnd()%(max - min + 1);
else
max = min;
}
if ( bl->type == BL_PC && !(flag & 2) ) {
const struct map_session_data *sd = BL_UCCAST(BL_PC, bl);
short index = sd->equip_index[EQI_HAND_R], refine_level;
if ( index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_WEAPON
&& (refine_level = sd->status.inventory[index].refine) < 16 && refine_level) {
int r = refine->get_randombonus_max(watk->wlv, refine_level + (4 - watk->wlv) + 1) / 100;
if ( r )
max += (rnd() % 100) % r + 1;
}
if (sd->charm_type == CHARM_TYPE_LAND && sd->charm_count > 0)
max += 10 * max * sd->charm_count / 100;
}
max = status->calc_watk(bl, sc, max, false);
return max;
#else
return 0;
#endif
}
/**
* Get bl's matk_max and matk_min values depending on flag
* @param flag
* 0 - Get MATK
* 1 - Get MATK w/o SC bonuses
* 3 - Get MATK w/o EATK & SC bonuses
*/
static void status_get_matk_sub(struct block_list *bl, int flag, unsigned short *matk_max, unsigned short *matk_min)
{
struct status_data *st;
struct status_change *sc;
struct map_session_data *sd;
if ( bl == NULL )
return;
if ( flag != 0 && flag != 1 && flag != 3 ) {
ShowError("status_get_matk_sub: Unknown flag %d!\n", flag);
return;
}
st = status->get_status_data(bl);
sc = status->get_sc(bl);
sd = BL_CAST(BL_PC, bl);
#ifdef RENEWAL
/**
* RE MATK Formula (from irowiki:http://irowiki.org/wiki/MATK)
* MATK = (sMATK + wMATK + eMATK) * Multiplicative Modifiers
**/
*matk_min = status->base_matk(bl, st, status->get_lv(bl));
// Any +MATK you get from skills and cards, including cards in weapon, is added here.
if ( sd && sd->bonus.ematk > 0 && flag != 3 )
*matk_min += sd->bonus.ematk;
if (sd && pc->checkskill(sd, SU_POWEROFLAND) > 0) {
if (pc->checkskill(sd, SU_SV_STEMSPEAR) == 5 && pc->checkskill(sd, SU_CN_POWDERING) == 5 && pc->checkskill(sd, SU_CN_METEOR) == 5 && pc->checkskill(sd, SU_SV_ROOTTWIST) == 5)
*matk_min += *matk_min * 20 / 100;
}
if ( flag != 3 )
*matk_min = status->calc_ematk(bl, sc, *matk_min);
*matk_max = *matk_min;
switch ( bl->type ) {
case BL_PC:
//This is the only portion in MATK that varies depending on the weapon level and refinement rate.
if ( (st->rhw.matk + st->lhw.matk) > 0 ) {
int wMatk = st->rhw.matk + st->lhw.matk; // Left and right matk stacks
int variance = wMatk * st->rhw.wlv / 10; // Only use right hand weapon level
if (sc != NULL && sc->data[SC_CATNIPPOWDER])
wMatk -= wMatk * sc->data[SC_CATNIPPOWDER]->val2 / 100;
*matk_min += wMatk - variance;
*matk_max += wMatk + variance;
}
break;
case BL_MER:
{
const struct mercenary_data *mc = BL_UCCAST(BL_MER, bl);
*matk_min += 70 * mc->battle_status.rhw.atk2 / 100;
*matk_max += 130 * mc->battle_status.rhw.atk2 / 100;
}
break;
case BL_MOB:
{
const struct mob_data *md = BL_UCCAST(BL_MOB, bl);
*matk_min += 70 * md->status.rhw.atk2 / 100;
*matk_max += 130 * md->status.rhw.atk2 / 100;
}
break;
case BL_HOM:
{
const struct homun_data *hd = BL_UCCAST(BL_HOM, bl);
*matk_min += (status_get_homint(st, hd) + status_get_homdex(st, hd)) / 5;
*matk_max += (status_get_homluk(st, hd) + status_get_homint(st, hd) + status_get_homdex(st, hd)) / 3;
}
break;
case BL_NUL:
case BL_PET:
case BL_ITEM:
case BL_SKILL:
case BL_NPC:
case BL_CHAT:
case BL_ELEM:
case BL_ALL:
break;
}
#else // not RENEWAL
*matk_min = status->base_matk_min(st) + (sd ? sd->bonus.ematk : 0);
*matk_max = status->base_matk_max(st) + (sd ? sd->bonus.ematk : 0);
#endif
if ( sd && sd->matk_rate != 100 ) {
*matk_max = (*matk_max) * sd->matk_rate / 100;
*matk_min = (*matk_min) * sd->matk_rate / 100;
}
if ( (bl->type&BL_HOM && battle_config.hom_setting & 0x20) //Hom Min Matk is always the same as Max Matk
|| (sc && sc->data[SC_RECOGNIZEDSPELL]) )
*matk_min = *matk_max;
#ifdef RENEWAL
if ( sd && !(flag & 2) ) {
short index = sd->equip_index[EQI_HAND_R], refine_level;
if ( index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_WEAPON
&& (refine_level = sd->status.inventory[index].refine) < 16 && refine_level) {
int r = refine->get_randombonus_max(sd->inventory_data[index]->wlv, refine_level + (4 - sd->inventory_data[index]->wlv) + 1) / 100;
if ( r )
*matk_max += (rnd() % 100) % r + 1;
}
}
#endif
*matk_min = status->calc_matk(bl, sc, *matk_min, false);
*matk_max = status->calc_matk(bl, sc, *matk_max, false);
return;
}
#undef status_get_homstr
#undef status_get_homagi
#undef status_get_homvit
#undef status_get_homint
#undef status_get_homdex
#undef status_get_homluk
/**
* Gets a random matk value depending on min matk and max matk
*/
static unsigned short status_get_rand_matk(unsigned short matk_max, unsigned short matk_min)
{
if ( matk_max > matk_min )
return matk_min + rnd() % (matk_max - matk_min);
else
return matk_min;
}
/**
* Get bl's matk value depending on flag
* @param flag [malufett]
* 1 - Get MATK w/o SC bonuses
* 2 - Get modified MATK
* 3 - Get MATK w/o eATK & SC bonuses
* @retval 1 failure
* @retval MATK success
*
* Shouldn't change _any_ value! [Panikon]
*/
static int status_get_matk(struct block_list *bl, int flag)
{
struct status_data *st;
unsigned short matk_max, matk_min;
if ( bl == NULL )
return 1;
if ( flag < 1 || flag > 3 ) {
ShowError("status_get_matk: Unknown flag %d!\n", flag);
return 1;
}
if ( (st = status->get_status_data(bl)) == NULL )
return 0;
// Just get matk
if ( flag == 2 )
return status_get_rand_matk(st->matk_max, st->matk_min);
status_get_matk_sub(bl, flag, &matk_max, &matk_min);
// Get unmodified from sc matk
return status_get_rand_matk(matk_max, matk_min);
}
/**
* Updates bl's MATK values
*/
static void status_update_matk(struct block_list *bl)
{
struct status_data *st;
struct status_change *sc;
unsigned short matk_max, matk_min;
if ( bl == NULL )
return;
if ( (st = status->get_status_data(bl)) == NULL )
return;
if ( (sc = status->get_sc(bl)) == NULL )
return;
status_get_matk_sub(bl, 0, &matk_max, &matk_min);
// Update matk
st->matk_min = status->calc_matk(bl, sc, matk_min, true);
st->matk_max = status->calc_matk(bl, sc, matk_max, true);
return;
}
/*==========================================
* Clears buffs/debuffs of a character.
* type&1 -> buffs, type&2 -> debuffs
* type&4 -> especific debuffs(implemented with refresh)
*------------------------------------------*/
static int status_change_clear_buffs(struct block_list *bl, int type)
{
GUARD_MAP_LOCK
int i;
struct status_change *sc= status->get_sc(bl);
if (!sc || !sc->count)
return 0;
map->freeblock_lock();
if (type&6) //Debuffs
for (i = SC_COMMON_MIN; i <= SC_COMMON_MAX; i++)
status_change_end(bl, (sc_type)i, INVALID_TIMER);
for( i = SC_COMMON_MAX+1; i < SC_MAX; i++ ) {
if( !sc->data[i] || !status->get_sc_type(i) )
continue;
if( type&3 && !(status->get_sc_type(i)&SC_BUFF) && !(status->get_sc_type(i)&SC_DEBUFF) )
continue;
if( type < 3 ) {
if( type&1 && !(status->get_sc_type(i)&SC_BUFF) )
continue;
if( type&2 && !(status->get_sc_type(i)&SC_DEBUFF) )
continue;
}
PRAGMA_GCC46(GCC diagnostic push)
PRAGMA_GCC46(GCC diagnostic ignored "-Wswitch-enum")
switch (i) {
case SC_DEEP_SLEEP:
case SC_FROSTMISTY:
case SC_COLD:
case SC_TOXIN:
case SC_PARALYSE:
case SC_VENOMBLEED:
case SC_MAGICMUSHROOM:
case SC_DEATHHURT:
case SC_PYREXIA:
case SC_OBLIVIONCURSE:
case SC_LEECHESEND:
case SC_MARSHOFABYSS:
case SC_MANDRAGORA:
if(!(type&4))
continue;
break;
case SC_BERSERK:
if(type&4)
continue;
sc->data[i]->val2 = 0;
break;
default:
if(type&4)
continue;
}
PRAGMA_GCC46(GCC diagnostic pop)
status_change_end(bl, (sc_type)i, INVALID_TIMER);
}
map->freeblock_unlock();
return 0;
}
static int status_change_spread(struct block_list *src, struct block_list *bl, int skill_id)
{
int i, flag = 0;
struct status_change *sc = status->get_sc(src);
int64 tick;
struct status_change_data data;
if( !sc || !sc->count )
return 0;
tick = timer->gettick();
for( i = SC_COMMON_MIN; i < SC_MAX; i++ ) {
if( !sc->data[i] || i == SC_COMMON_MAX )
continue;
PRAGMA_GCC46(GCC diagnostic push)
PRAGMA_GCC46(GCC diagnostic ignored "-Wswitch-enum")
switch( i ) {
//Debuffs that can be spreaded.
// NOTE: We'll add/delte SCs when we are able to confirm it.
case SC_CURSE:
case SC_SILENCE:
case SC_CONFUSION:
case SC_BLIND:
case SC_NOCHAT:
case SC_ILLUSION:
case SC_CRUCIS:
case SC_DEC_AGI:
case SC_SLOWDOWN:
case SC_MINDBREAKER:
case SC_DC_WINKCHARM:
case SC_STOP:
case SC_ORCISH:
//case SC_NOEQUIPWEAPON://Omg I got infected and had the urge to strip myself physically.
//case SC_NOEQUIPSHIELD://No this is stupid and shouldnt be spreadable at all.
//case SC_NOEQUIPARMOR:// Disabled until I can confirm if it does or not. [Rytech]
//case SC_NOEQUIPHELM:
//case SC__STRIPACCESSARY:
case SC_WUGBITE:
case SC_FROSTMISTY:
case SC_VENOMBLEED:
case SC_DEATHHURT:
case SC_PARALYSE:
if( sc->data[i]->timer != INVALID_TIMER ) {
const struct TimerData *td = timer->get(sc->data[i]->timer);
if (td == NULL || td->func != status->change_timer || DIFF_TICK(td->tick,tick) < 0)
continue;
data.tick = DIFF_TICK32(td->tick,tick);
} else {
data.tick = INFINITE_DURATION;
}
break;
// Special cases
case SC_POISON:
case SC_DPOISON:
data.tick = sc->data[i]->val3 * 1000;
break;
case SC_FEAR:
case SC_LEECHESEND:
data.tick = sc->data[i]->val4 * 1000;
break;
case SC_BURNING:
data.tick = sc->data[i]->val4 * 2000;
break;
case SC_PYREXIA:
case SC_OBLIVIONCURSE:
data.tick = sc->data[i]->val4 * 3000;
break;
case SC_MAGICMUSHROOM:
data.tick = sc->data[i]->val4 * 4000;
break;
case SC_TOXIN:
case SC_BLOODING:
data.tick = sc->data[i]->val4 * 10000;
break;
default:
continue;
}
PRAGMA_GCC46(GCC diagnostic pop)
if( i ) {
data.val1 = sc->data[i]->val1;
data.val2 = sc->data[i]->val2;
data.val3 = sc->data[i]->val3;
data.val4 = sc->data[i]->val4;
status->change_start(src, bl, (sc_type)i, 10000, data.val1, data.val2, data.val3, data.val4, data.tick, SCFLAG_NOAVOID | SCFLAG_FIXEDTICK | SCFLAG_FIXEDRATE, skill_id);
flag = 1;
}
}
return flag;
}
//Natural regen related stuff.
static int status_natural_heal(struct block_list *bl, va_list args)
{
struct regen_data *regen;
struct status_data *st;
struct status_change *sc;
struct unit_data *ud;
struct view_data *vd = NULL;
struct regen_data_sub *sregen;
struct map_session_data *sd;
int flag;
nullpo_ret(bl);
regen = status->get_regen_data(bl);
if (!regen) return 0;
st = 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 && (st->hp >= st->max_hp || regen->state.block&1))
flag&=~(RGN_HP|RGN_SHP);
if (flag&RGN_SP && (st->sp >= st->max_sp || regen->state.block&2))
flag&=~(RGN_SP|RGN_SSP);
if (flag
&& (status->isdead(bl)
|| (sc && (sc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || sc->data[SC__INVISIBILITY]))
)
)
flag=0;
if (sd) {
if (sd->hp_loss.value || sd->sp_loss.value)
pc->bleeding(sd, status->natural_heal_diff_tick);
if (sd->hp_regen.value || sd->sp_regen.value)
pc->regen(sd, status->natural_heal_diff_tick);
}
if ((flag & (RGN_SHP | RGN_SSP)) != 0
&& regen->sitting != NULL
&& (vd = status->get_viewdata(bl)) != NULL
&& vd->dead_sit == 2
) {
//Apply sitting regen bonus.
sregen = regen->sitting;
if ((flag & RGN_SHP) != 0 && sregen->hp != 0 && sregen->rate.hp > 0) {
//Sitting HP regen
int tick = max(battle_config.natural_heal_cap, battle_config.natural_heal_skill_interval * 100 / sregen->rate.hp);
sregen->tick.hp += status->natural_heal_diff_tick;
if (regen->state.overweight != 0)
tick *= 2; //Half as fast when overweight.
while (sregen->tick.hp >= tick) {
sregen->tick.hp -= tick;
if (status->heal(bl, sregen->hp, 0, STATUS_HEAL_FORCED | STATUS_HEAL_SHOWEFFECT) < sregen->hp) { // Full
flag &= ~(RGN_HP | RGN_SHP);
break;
}
}
}
if ((flag & RGN_SSP) != 0 && sregen->sp != 0 && sregen->sp > 0) {
//Sitting SP regen
int tick = max(battle_config.natural_heal_cap, battle_config.natural_heal_skill_interval * 100 / sregen->rate.sp);
sregen->tick.sp += status->natural_heal_diff_tick;
if (regen->state.overweight != 0)
tick *= 2; //Half as fast when overweight.
while (sregen->tick.sp >= tick) {
sregen->tick.sp -= tick;
if (sd != NULL && sd->state.doridori != 0) {
sd->state.doridori = 0;
int rate;
if ((rate = pc->checkskill(sd, TK_SPTIME)) != 0)
sc_start(bl, bl, skill->get_sc_type(TK_SPTIME), 100, rate, skill->get_time(TK_SPTIME, rate), TK_SPTIME);
if ((sd->job & 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);
}
}
if (status->heal(bl, 0, sregen->sp, STATUS_HEAL_FORCED | STATUS_HEAL_SHOWEFFECT) < sregen->sp) { // Full
flag &= ~(RGN_SP | RGN_SSP);
break;
}
}
}
}
if (flag != 0 && regen->state.overweight != 0) {
flag = 0;
// SC_TENSIONRELAX allows HP to be recovered even when overweight. [csnv]
if (sc != NULL && sc->data[SC_TENSIONRELAX] != NULL)
flag |= RGN_HP | RGN_SHP;
}
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)
return 0;
int hp_bonus = regen->rate.hp,
sp_bonus = regen->rate.sp;
if ((flag & (RGN_HP | RGN_SP)) != 0) {
if(vd == NULL)
vd = status->get_viewdata(bl);
if (vd != NULL && vd->dead_sit == 2) {
// In Aegis sit bonus is calculated beofre any other bonuses
// Which is also an cumulative additions [Hemagx]
hp_bonus *= 2;
sp_bonus *= 2;
}
}
int hp_interval = battle_config.natural_healhp_interval;
int sp_interval = battle_config.natural_healsp_interval;
int interval_cap = battle_config.natural_heal_cap;
switch (bl->type) { //PC objects uses the default heal intervals provided above
case BL_HOM:
hp_interval = battle_config.hom_natural_heal_hp;
sp_interval = battle_config.hom_natural_heal_sp;
interval_cap = battle_config.hom_natural_heal_cap;
break;
case BL_MER:
hp_interval = battle_config.merc_natural_heal_hp;
sp_interval = battle_config.merc_natural_heal_sp;
interval_cap = battle_config.merc_natural_heal_cap;
break;
case BL_ELEM:
hp_interval = battle_config.elem_natural_heal_hp;
sp_interval = battle_config.elem_natural_heal_sp;
interval_cap = battle_config.elem_natural_heal_cap;
break;
case BL_NUL:
case BL_PET:
case BL_ITEM:
case BL_SKILL:
case BL_NPC:
case BL_CHAT:
case BL_PC:
case BL_MOB:
case BL_ALL:
break;
}
//Natural Hp regen
if ((flag & RGN_HP) != 0 && hp_bonus > 0) {
int tick = max(interval_cap, hp_interval * 100 / hp_bonus);
regen->tick.hp += status->natural_heal_diff_tick;
if (ud != NULL && ud->walktimer != INVALID_TIMER)
tick *= 2;
if (regen->tick.hp >= tick) {
int heal_val = 0;
do {
heal_val += regen->hp;
regen->tick.hp -= tick;
} while (regen->tick.hp >= tick);
if (status->heal(bl, heal_val, 0, STATUS_HEAL_FORCED) < heal_val) // Full
flag &= ~RGN_SHP;
}
}
//Natural SP regen
if ((flag & RGN_SP) != 0 && sp_bonus > 0) {
int tick = max(interval_cap, sp_interval * 100 / sp_bonus);
regen->tick.sp += status->natural_heal_diff_tick;
if (regen->tick.sp >= tick) {
int heal_val = 0;
do {
heal_val += regen->sp;
regen->tick.sp -= tick;
} while (regen->tick.sp >= tick);
if (status->heal(bl, 0, heal_val, STATUS_HEAL_FORCED) < heal_val) // Full
flag &= ~RGN_SSP;
}
}
if (regen->skill == NULL)
return flag;
//Skill regen
sregen = regen->skill;
if ((flag & RGN_SHP) != 0 && sregen->hp != 0 && sregen->rate.hp > 0) {
//Skill HP regen
int tick = max(battle_config.natural_heal_cap, battle_config.natural_heal_skill_interval * 100 / sregen->rate.hp);
sregen->tick.hp += status->natural_heal_diff_tick;
while (sregen->tick.hp >= tick) {
sregen->tick.hp -= tick;
if (status->heal(bl, sregen->hp, 0, STATUS_HEAL_FORCED | STATUS_HEAL_SHOWEFFECT) < sregen->hp) // Full
break;
}
}
if ((flag & RGN_SSP) != 0 && sregen->sp != 0 && sregen->rate.sp > 0) {
//Skill SP regen
int tick = max(battle_config.natural_heal_cap, battle_config.natural_heal_skill_interval * 100 / sregen->rate.sp);
sregen->tick.sp += status->natural_heal_diff_tick;
while (sregen->tick.sp >= tick) {
int heal_val = sregen->sp;
if (sd != NULL && sd->state.doridori != 0) { //Angel of the Sun/Moon/Star
if ((sd->job & MAPID_UPPERMASK) == MAPID_SUPER_NOVICE)
heal_val *= 2;
sd->state.doridori = 0;
}
sregen->tick.sp -= tick;
if (status->heal(bl, 0, heal_val, STATUS_HEAL_FORCED | STATUS_HEAL_SHOWEFFECT) < heal_val) //Full
break;
}
}
return flag;
}
//Natural heal main timer.
static int status_natural_heal_timer(int tid, int64 tick, int id, intptr_t data)
{
// This difference is always positive and lower than UINT_MAX (~24 days)
status->natural_heal_diff_tick = (unsigned int)cap_value(DIFF_TICK(tick,status->natural_heal_prev_tick), 0, UINT_MAX);
map->foreachregen(status->natural_heal);
status->natural_heal_prev_tick = tick;
return 0;
}
static int status_get_sc_type(sc_type type)
{
if( type <= SC_NONE || type >= SC_MAX )
return 0;
return status->dbs->sc_conf[type];
}
static void status_read_job_db_sub(int idx, const char *name, struct config_setting_t *jdb)
{
struct config_setting_t *temp = NULL;
int i32 = 0;
const char *str = NULL;
struct {
const char *name;
int id;
} wnames[] = {
{ "Fist", W_FIST },
{ "Dagger", W_DAGGER },
{ "Sword", W_1HSWORD },
{ "TwoHandSword", W_2HSWORD },
{ "Spear", W_1HSPEAR },
{ "TwoHandSpear", W_2HSPEAR },
{ "Axe", W_1HAXE },
{ "TwoHandAxe", W_2HAXE },
{ "Mace", W_MACE },
{ "TwoHandMace", W_2HMACE },
{ "Rod", W_STAFF },
{ "Bow", W_BOW },
{ "Knuckle", W_KNUCKLE },
{ "Instrument", W_MUSICAL },
{ "Whip", W_WHIP },
{ "Book", W_BOOK },
{ "Katar", W_KATAR },
{ "Revolver", W_REVOLVER },
{ "Rifle", W_RIFLE },
{ "GatlingGun", W_GATLING },
{ "Shotgun", W_SHOTGUN },
{ "GrenadeLauncher", W_GRENADE },
{ "FuumaShuriken", W_HUUMA },
{ "TwoHandRod", W_2HSTAFF },
#ifdef RENEWAL_ASPD
{ "Shield", MAX_SINGLE_WEAPON_TYPE }
#endif
};
/**
* @field BaseExpGroup must be read before any other that deal with exp tables.
*/
if (libconfig->setting_lookup_string(jdb, "BaseExpGroup", &str) != 0) {
int i = 0;
ARR_FIND(0, VECTOR_LENGTH(pc->class_exp_groups[CLASS_EXP_TABLE_BASE]), i, strcmp(str, VECTOR_INDEX(pc->class_exp_groups[CLASS_EXP_TABLE_BASE], i).name) == 0);
if (i == VECTOR_LENGTH(pc->class_exp_groups[CLASS_EXP_TABLE_BASE])) {
ShowError("status_read_job_db: Unknown Base Exp Group '%s' provided for entry '%s'\n", str, name);
} else {
pc->dbs->class_exp_table[idx][CLASS_EXP_TABLE_BASE] = &VECTOR_INDEX(pc->class_exp_groups[CLASS_EXP_TABLE_BASE], i);
}
} else {
ShowError("status_read_job_db: BaseExpGroup setting not found for entry '%s', skipping..\n", name);
return;
}
/**
* @field JobExpGroup must be read before any other that deal with exp tables.
*/
if (libconfig->setting_lookup_string(jdb, "JobExpGroup", &str) != 0) {
int i = 0;
ARR_FIND(0, VECTOR_LENGTH(pc->class_exp_groups[CLASS_EXP_TABLE_JOB]), i, strcmp(str, VECTOR_INDEX(pc->class_exp_groups[CLASS_EXP_TABLE_JOB], i).name) == 0);
if (i == VECTOR_LENGTH(pc->class_exp_groups[CLASS_EXP_TABLE_JOB])) {
ShowError("status_read_job_db: Unknown Job Exp Group '%s' provided for entry '%s'\n", str, name);
} else {
pc->dbs->class_exp_table[idx][CLASS_EXP_TABLE_JOB] = &VECTOR_INDEX(pc->class_exp_groups[CLASS_EXP_TABLE_JOB], i);
}
} else {
ShowError("status_read_job_db: JobExpGroup setting not found for entry '%s', skipping..\n", name);
return;
}
if ((temp = libconfig->setting_get_member(jdb, "Inherit"))) {
int nidx = 0;
const char *iname;
while ((iname = libconfig->setting_get_string_elem(temp, nidx++))) {
int i, iidx, iclass, avg_increment, base;
if ((iclass = pc->check_job_name(iname)) == -1) {
ShowWarning("status_read_job_db: '%s' trying to inherit unknown '%s'!\n", name, iname);
continue;
}
iidx = pc->class2idx(iclass);
status->dbs->max_weight_base[idx] = status->dbs->max_weight_base[iidx];
memcpy(&status->dbs->aspd_base[idx], &status->dbs->aspd_base[iidx], sizeof(status->dbs->aspd_base[iidx]));
status->dbs->unit_params[idx] = status->dbs->unit_params[iidx];
for (i = 1; i <= MAX_LEVEL && status->dbs->HP_table[iidx][i]; i++) {
status->dbs->HP_table[idx][i] = status->dbs->HP_table[iidx][i];
}
base = (i > 1 ? status->dbs->HP_table[idx][1] : 35); // Safe value if none are specified
if (i > 2) {
if (i >= MAX_LEVEL + 1)
i = MAX_LEVEL;
avg_increment = (status->dbs->HP_table[idx][i] - base) / (i - 1);
} else {
avg_increment = 5;
}
struct s_maxhp_entry *maxhp = status->get_maxhp_cap_entry(idx, 1);
for ( ; i <= pc->dbs->class_exp_table[idx][CLASS_EXP_TABLE_BASE]->max_level; i++) {
if (i > maxhp->max_level)
maxhp = status->get_maxhp_cap_entry(idx, i);
status->dbs->HP_table[idx][i] = min(base + avg_increment * i, maxhp->value);
}
for (i = 1; i <= MAX_LEVEL && status->dbs->SP_table[iidx][i]; i++) {
status->dbs->SP_table[idx][i] = status->dbs->SP_table[iidx][i];
}
base = (i > 1 ? status->dbs->SP_table[idx][1] : 10); // Safe value if none are specified
if (i > 2) {
if (i >= MAX_LEVEL + 1)
i = MAX_LEVEL;
avg_increment = (status->dbs->SP_table[idx][i] - base) / (i - 1);
} else {
avg_increment = 1;
}
for ( ; i <= pc->dbs->class_exp_table[idx][CLASS_EXP_TABLE_BASE]->max_level; i++) {
status->dbs->SP_table[idx][i] = min(base + avg_increment * i, battle_config.max_sp);
}
}
}
if (libconfig->setting_lookup_string(jdb, "ParametersGroup", &str) != 0) {
int i = 0;
ARR_FIND(0, VECTOR_LENGTH(status->unit_params_groups), i, strcmp(str, VECTOR_INDEX(status->unit_params_groups, i).name) == 0);
struct s_unit_params *params = NULL;
if (i < VECTOR_LENGTH(status->unit_params_groups)) {
params = &VECTOR_INDEX(status->unit_params_groups, i);
} else {
ShowError("%s: Unknown Parameters Group '%s' provided for entry '%s', using dummy data...\n", __func__, str, name);
params = &status->dummy_unit_params;
}
status->dbs->unit_params[idx] = params;
} else if (status->dbs->unit_params[idx] == NULL || status->dbs->unit_params[idx] == &status->dummy_unit_params) {
ShowError("%s: ParametersGroup setting not found for entry '%s', using dummy data...\n", __func__, name);
status->dbs->unit_params[idx] = &status->dummy_unit_params;
}
if ((temp = libconfig->setting_get_member(jdb, "InheritHP"))) {
int nidx = 0;
const char *iname;
while ((iname = libconfig->setting_get_string_elem(temp, nidx++))) {
int i, iidx, iclass, avg_increment, base;
if ((iclass = pc->check_job_name(iname)) == -1) {
ShowWarning("status_read_job_db: '%s' trying to inherit unknown '%s' HP!\n", name, iname);
continue;
}
iidx = pc->class2idx(iclass);
for (i = 1; i <= MAX_LEVEL && status->dbs->HP_table[iidx][i]; i++) {
status->dbs->HP_table[idx][i] = status->dbs->HP_table[iidx][i];
}
base = (i > 1 ? status->dbs->HP_table[idx][1] : 35); // Safe value if none are specified
if (i > 2) {
if (i >= MAX_LEVEL + 1)
i = MAX_LEVEL;
avg_increment = (status->dbs->HP_table[idx][i] - base) / (i - 1);
} else {
avg_increment = 5;
}
struct s_maxhp_entry *maxhp = status->get_maxhp_cap_entry(idx, 1);
for ( ; i <= pc->dbs->class_exp_table[idx][CLASS_EXP_TABLE_BASE]->max_level; i++) {
if (i > maxhp->max_level)
maxhp = status->get_maxhp_cap_entry(idx, i);
status->dbs->HP_table[idx][i] = min(base + avg_increment * i, maxhp->value);
}
}
}
if ((temp = libconfig->setting_get_member(jdb, "InheritSP"))) {
int nidx = 0;
const char *iname;
while ((iname = libconfig->setting_get_string_elem(temp, nidx++))) {
int i, iidx, iclass, avg_increment, base;
if ((iclass = pc->check_job_name(iname)) == -1) {
ShowWarning("status_read_job_db: '%s' trying to inherit unknown '%s' SP!\n", name, iname);
continue;
}
iidx = pc->class2idx(iclass);
for (i = 1; i <= MAX_LEVEL && status->dbs->SP_table[iidx][i]; i++) {
status->dbs->SP_table[idx][i] = status->dbs->SP_table[iidx][i];
}
base = (i > 1 ? status->dbs->SP_table[idx][1] : 10); // Safe value if none are specified
if (i > 2) {
if (i >= MAX_LEVEL + 1)
i = MAX_LEVEL;
avg_increment = (status->dbs->SP_table[idx][i] - base) / (i - 1);
} else {
avg_increment = 1;
}
for ( ; i <= pc->dbs->class_exp_table[idx][CLASS_EXP_TABLE_BASE]->max_level; i++) {
status->dbs->SP_table[idx][i] = min(base + avg_increment * i, battle_config.max_sp);
}
}
}
if (libconfig->setting_lookup_int(jdb, "Weight", &i32))
status->dbs->max_weight_base[idx] = i32;
else if (!status->dbs->max_weight_base[idx])
status->dbs->max_weight_base[idx] = 20000;
if ((temp = libconfig->setting_get_member(jdb, "BaseASPD"))) {
int widx = 0;
struct config_setting_t *wpn = NULL;
while ((wpn = libconfig->setting_get_elem(temp, widx++))) {
int w, wlen = ARRAYLENGTH(wnames);
const char *wname = config_setting_name(wpn);
ARR_FIND(0, wlen, w, strcmp(wnames[w].name, wname) == 0);
if (w != wlen) {
status->dbs->aspd_base[idx][wnames[w].id] = libconfig->setting_get_int(wpn);
} else {
ShowWarning("status_read_job_db: unknown weapon type '%s'!\n", wname);
}
}
}
if ((temp = libconfig->setting_get_member(jdb, "HPTable"))) {
int level = 0, avg_increment, base;
struct config_setting_t *hp = NULL;
struct s_maxhp_entry *maxhp = status->get_maxhp_cap_entry(idx, 1);
while (level <= MAX_LEVEL && (hp = libconfig->setting_get_elem(temp, level)) != NULL) {
if (level > maxhp->max_level)
maxhp = status->get_maxhp_cap_entry(idx, level);
i32 = libconfig->setting_get_int(hp);
status->dbs->HP_table[idx][++level] = min(i32, maxhp->value);
}
base = (level > 0 ? status->dbs->HP_table[idx][1] : 35); // Safe value if none are specified
if (level > 2) {
if (level >= MAX_LEVEL + 1)
level = MAX_LEVEL;
avg_increment = (status->dbs->HP_table[idx][level] - base) / level;
} else {
avg_increment = 5;
}
for (++level; level <= pc->dbs->class_exp_table[idx][CLASS_EXP_TABLE_BASE]->max_level; ++level) { /* limit only to possible maximum level of the given class */
if (level > maxhp->max_level)
maxhp = status->get_maxhp_cap_entry(idx, level);
status->dbs->HP_table[idx][level] = min(base + avg_increment * level, maxhp->value); /* some are still empty? then let's use the average increase */
}
}
if ((temp = libconfig->setting_get_member(jdb, "SPTable"))) {
int level = 0, avg_increment, base;
struct config_setting_t *sp = NULL;
while (level <= MAX_LEVEL && (sp = libconfig->setting_get_elem(temp, level)) != NULL) {
i32 = libconfig->setting_get_int(sp);
status->dbs->SP_table[idx][++level] = min(i32, battle_config.max_sp);
}
base = (level > 0 ? status->dbs->SP_table[idx][1] : 10); // Safe value if none are specified
if (level > 2) {
if (level >= MAX_LEVEL + 1)
level = MAX_LEVEL;
avg_increment = (status->dbs->SP_table[idx][level] - base) / level;
} else {
avg_increment = 1;
}
for (++level; level <= pc->dbs->class_exp_table[idx][CLASS_EXP_TABLE_BASE]->max_level; level++) {
status->dbs->SP_table[idx][level] = min(base + avg_increment * level, battle_config.max_sp);
}
}
}
/* [malufett/Hercules] */
/*------------------------------------------
* DB reading.
* job_db.conf - weight, hp, sp, aspd
* job_db2.txt - job level stat bonuses
* size_fix.txt - size adjustment table for weapons
* refine_db.txt - refining data table
*------------------------------------------*/
static void status_read_job_db(void)
{
int i = 0;
struct config_t job_db_conf;
struct config_setting_t *jdb = NULL;
char config_filename[256];
#ifdef RENEWAL_ASPD
libconfig->format_db_path(DBPATH_RE"job_db.conf", config_filename, sizeof(config_filename));
#else
libconfig->format_db_path(DBPATH_PRE"job_db.conf", config_filename, sizeof(config_filename));
#endif
if (!libconfig->load_file(&job_db_conf, config_filename))
return;
while ((jdb = libconfig->setting_get_elem(job_db_conf.root, i++))) {
int class, idx;
const char *name = config_setting_name(jdb);
if ((class = pc->check_job_name(name)) == -1) {
ShowWarning("pc_read_job_db: '%s' unknown job name!\n", name);
continue;
}
idx = pc->class2idx(class);
status->read_job_db_sub(idx, name, jdb);
status->check_job_bonus(idx, name, class);
}
ShowStatus("Done reading '"CL_WHITE"%d"CL_RESET"' entries in '"CL_WHITE"%s"CL_RESET"'.\n", i, config_filename);
libconfig->destroy(&job_db_conf);
}
static void status_check_job_bonus(int idx, const char *name, int class)
{
if (class == JOB_NOVICE || class == JOB_BABY)
return;
Assert_retv(idx >= 0 && idx < CLASS_COUNT);
bool isEmpty = true;
for(int i2 = 0; i2 < MAX_LEVEL; i2++) {
if (status->dbs->job_bonus[idx][i2] != 0) {
isEmpty = false;
break;
}
}
if (isEmpty) {
ShowWarning("Missing job %s (%d) in job_db2.txt\n", name, class);
}
}
static void status_load_sc_type(void)
{
// Storing the target job rather than simply SC_SOULLINK simplifies code later on.
skill->dbs->db[skill->get_index(SL_ALCHEMIST)].status_type = (sc_type)MAPID_ALCHEMIST;
skill->dbs->db[skill->get_index(SL_MONK)].status_type = (sc_type)MAPID_MONK;
skill->dbs->db[skill->get_index(SL_STAR)].status_type = (sc_type)MAPID_STAR_GLADIATOR;
skill->dbs->db[skill->get_index(SL_SAGE)].status_type = (sc_type)MAPID_SAGE;
skill->dbs->db[skill->get_index(SL_CRUSADER)].status_type = (sc_type)MAPID_CRUSADER;
skill->dbs->db[skill->get_index(SL_SUPERNOVICE)].status_type = (sc_type)MAPID_SUPER_NOVICE;
skill->dbs->db[skill->get_index(SL_KNIGHT)].status_type = (sc_type)MAPID_KNIGHT;
skill->dbs->db[skill->get_index(SL_WIZARD)].status_type = (sc_type)MAPID_WIZARD;
skill->dbs->db[skill->get_index(SL_PRIEST)].status_type = (sc_type)MAPID_PRIEST;
skill->dbs->db[skill->get_index(SL_BARDDANCER)].status_type = (sc_type)MAPID_BARDDANCER;
skill->dbs->db[skill->get_index(SL_ROGUE)].status_type = (sc_type)MAPID_ROGUE;
skill->dbs->db[skill->get_index(SL_ASSASIN)].status_type = (sc_type)MAPID_ASSASSIN;
skill->dbs->db[skill->get_index(SL_BLACKSMITH)].status_type = (sc_type)MAPID_BLACKSMITH;
skill->dbs->db[skill->get_index(SL_HUNTER)].status_type = (sc_type)MAPID_HUNTER;
skill->dbs->db[skill->get_index(SL_SOULLINKER)].status_type = (sc_type)MAPID_SOUL_LINKER;
}
static bool status_readdb_job2(char *fields[], int columns, int current)
{
int idx, class, i;
nullpo_retr(false, fields);
class = atoi(fields[0]);
if (!pc->db_checkid(class)) {
ShowWarning("status_readdb_job2: Invalid job class %d specified.\n", class);
return false;
}
idx = pc->class2idx(class);
for(i = 1; i < columns; i++)
{
status->dbs->job_bonus[idx][i-1] = atoi(fields[i]);
}
return true;
}
static bool status_readdb_sizefix(char *fields[], int columns, int current)
{
unsigned int i;
nullpo_retr(false, fields);
for(i = 0; i < MAX_SINGLE_WEAPON_TYPE; i++)
{
status->dbs->atkmods[current][i] = atoi(fields[i]);
}
return true;
}
static bool status_read_scdb_libconfig(void)
{
struct config_t status_conf;
char filepath[512];
snprintf(filepath, sizeof(filepath), "%s/%s", map->db_path, DBPATH"sc_config.conf");
if (libconfig->load_file(&status_conf, filepath) == CONFIG_FALSE) {
ShowError("status_read_scdb_libconfig: can't read %s\n", filepath);
return false;
}
int i = 0;
int count = 0;
struct config_setting_t *it = NULL;
while ((it = libconfig->setting_get_elem(status_conf.root, i++)) != NULL) {
if (status->read_scdb_libconfig_sub(it, i - 1, filepath))
++count;
}
// @TODO: find a better way of handling this
if (!battle_config.display_hallucination) //Disable Hallucination.
status->dbs->IconChangeTable[SC_ILLUSION].id = SI_BLANK;
libconfig->destroy(&status_conf);
ShowStatus("Done reading '"CL_WHITE"%d"CL_RESET"' entries in '"CL_WHITE"%s"CL_RESET"'.\n", count, filepath);
return true;
}
static bool status_read_scdb_libconfig_sub(struct config_setting_t *it, int idx, const char *source)
{
nullpo_retr(false, it);
nullpo_retr(false, source);
int i32;
int status_id;
const char *name = config_setting_name(it);
if (!script->get_constant(name, &status_id) || status_id <= SC_NONE || status_id >= SC_MAX) {
ShowWarning("status_read_scdb_libconfig_sub: Invalid status type (%s) in \"%s\" entry #%d, skipping.\n", name, source, idx);
return false;
}
libconfig->setting_lookup_bool_real(it, "Visible", &status->dbs->DisplayType[status_id]);
struct config_setting_t *fg = libconfig->setting_get_member(it, "Flags");
if (fg != NULL)
status->read_scdb_libconfig_sub_flag(fg, status_id, source);
fg = libconfig->setting_get_member(it, "CalcFlags");
if (fg != NULL)
status->read_scdb_libconfig_sub_calcflag(fg, status_id, source);
if (map->setting_lookup_const(it, "Icon", &i32) && i32 >= 0)
status->dbs->IconChangeTable[status_id].id = i32;
else
status->dbs->IconChangeTable[status_id].id = SI_BLANK;
struct config_setting_t *sk = libconfig->setting_get_member(it, "Skill");
if (sk != NULL)
status->read_scdb_libconfig_sub_skill(sk, status_id, source);
if (libconfig->setting_lookup_bool(it, "HasVisualEffect", &i32) == CONFIG_TRUE && i32 != 0)
status->dbs->IconChangeTable[status_id].relevant_bl_types |= BL_SCEFFECT;
return true;
}
static bool status_read_scdb_libconfig_sub_flag(struct config_setting_t *it, int type, const char *source)
{
nullpo_retr(false, it);
nullpo_retr(false, source);
Assert_retr(false, type > SC_NONE && type < SC_MAX);
int i = 0;
struct config_setting_t *t = NULL;
while ((t = libconfig->setting_get_elem(it, i++)) != NULL) {
const char *flag = config_setting_name(t);
bool on = libconfig->setting_get_bool_real(t);
int j;
struct {
const char *name;
enum sc_conf_type value;
} flags[] = {
{ "NoDeathReset", SC_NO_REM_DEATH },
{ "NoSave", SC_NO_SAVE },
{ "NoDispelReset", SC_NO_DISPELL },
{ "NoClearanceReset", SC_NO_CLEARANCE },
{ "Buff", SC_BUFF },
{ "Debuff", SC_DEBUFF },
{ "NoMadoReset", SC_MADO_NO_RESET },
{ "NoAllReset", SC_NO_CLEAR },
{ "NoBoss", SC_NO_BOSS },
{ "NoBBReset", SC_BB_NO_RESET },
{ "NoMagicBlocked", SC_NO_MAGIC_BLOCK },
};
ARR_FIND(0, ARRAYLENGTH(flags), j, strcmpi(flag, flags[j].name) == 0);
if (j != ARRAYLENGTH(flags)) {
if (strcmp(flag, flags[j].name) != 0) {
ShowWarning("status_read_scdb_libconfig_sub_flag: flag (%s) for status effect (%d) is casesensitive, correct it to (%s).", flag, type, flags[i].name);
}
if (on) {
status->dbs->sc_conf[type] |= flags[j].value;
} else {
status->dbs->sc_conf[type] &= ~flags[j].value;
}
} else {
if (!status->read_scdb_libconfig_sub_flag_additional(it, type, source))
ShowWarning("status_read_scdb_libconfig_sub_flag: invalid flag (%s) for status effect (%d).\n", flag, type);
}
}
return true;
}
static bool status_read_scdb_libconfig_sub_calcflag(struct config_setting_t *it, int type, const char *source)
{
nullpo_retr(false, it);
nullpo_retr(false, source);
Assert_retr(false, type > SC_NONE && type < SC_MAX);
int i = 0;
struct config_setting_t *t = NULL;
while ((t = libconfig->setting_get_elem(it, i++)) != NULL) {
const char *flag = config_setting_name(t);
bool on = libconfig->setting_get_bool_real(t);
int j;
struct {
const char *name;
e_scb_flag value;
} flags[] = {
{ "None", SCB_NONE },
{ "Base", SCB_BASE },
{ "Maxhp", SCB_MAXHP },
{ "Maxsp", SCB_MAXSP },
{ "Str", SCB_STR },
{ "Agi", SCB_AGI },
{ "Vit", SCB_VIT },
{ "Int", SCB_INT },
{ "Dex", SCB_DEX },
{ "Luk", SCB_LUK },
{ "Batk", SCB_BATK },
{ "Watk", SCB_WATK },
{ "Matk", SCB_MATK },
{ "Hit", SCB_HIT },
{ "Flee", SCB_FLEE },
{ "Def", SCB_DEF },
{ "Def2", SCB_DEF2 },
{ "Mdef", SCB_MDEF },
{ "Mdef2", SCB_MDEF2 },
{ "Speed", SCB_SPEED },
{ "Aspd", SCB_ASPD },
{ "Dspd", SCB_DSPD },
{ "Cri", SCB_CRI },
{ "Flee2", SCB_FLEE2 },
{ "Atk_Ele", SCB_ATK_ELE },
{ "Def_Ele", SCB_DEF_ELE },
{ "Mode", SCB_MODE },
{ "Size", SCB_SIZE },
{ "Race", SCB_RACE },
{ "Range", SCB_RANGE },
{ "Regen", SCB_REGEN },
{ "Dye", SCB_DYE },
{ "AtkPerc", SCB_ATK_PERC },
{ "DefPerc", SCB_DEF_PERC },
{ "MatkPerc", SCB_MATK_PERC },
{ "MdefPerc", SCB_MDEF_PERC },
{ "All", SCB_ALL },
};
ARR_FIND(0, ARRAYLENGTH(flags), j, strcmpi(flag, flags[j].name) == 0);
if (j != ARRAYLENGTH(flags)) {
if (strcmp(flag, flags[j].name) != 0) {
ShowWarning("status_read_scdb_libconfig_sub_calcflag: flag (%s) for status effect (%d) is casesensitive, correct it to (%s).", flag, type, flags[i].name);
}
if (on) {
status->dbs->ChangeFlagTable[type] |= flags[j].value;
} else {
status->dbs->ChangeFlagTable[type] &= ~flags[j].value;
}
} else {
if (!status->read_scdb_libconfig_sub_calcflag_additional(it, type, source))
ShowWarning("status_read_scdb_libconfig_sub_calcflag: invalid flag (%s) for status effect (%d).", flag, type);
}
}
return true;
}
static bool status_read_scdb_libconfig_sub_flag_additional(struct config_setting_t *it, int type, const char *source)
{
// to be used by plugins
return false;
}
static bool status_read_scdb_libconfig_sub_calcflag_additional(struct config_setting_t *it, int type, const char *source)
{
// to be used by plugins
return false;
}
static bool status_read_scdb_libconfig_sub_skill(struct config_setting_t *it, int type, const char *source)
{
nullpo_retr(false, it);
nullpo_retr(false, source);
Assert_retr(false, type > SC_NONE && type < SC_MAX);
int skill_id = 0;
const char *skill_name = libconfig->setting_get_string(it);
if ((skill_id = skill->name2id(skill_name)) == 0) {
ShowWarning("status_read_scdb_libconfig_sub_skill: Unknown skill name (%s) found for status (%d), in (%s), ignoring..\n", skill_name, type, source);
return false;
}
status->dbs->SkillChangeTable[type] = skill_id;
return true;
}
/**
* For plugins, reads additional data from a single group entry from unit parameters database
*
* @param entry unit parameter entry being created (already filled by original loading function)
* @param inherited unit parameter this entry is inheriting from
* @param group libconfig's group entry
* @param source source file name
* @return true if data was successfuly read, false otherwise.
* false will prevent this entry from being loaded into the db and alert about errors.
*/
static bool status_read_unit_params_db_additional(struct s_unit_params *entry, struct s_unit_params *inherited, struct config_setting_t *group, const char *source)
{
// to be used by plugins
return true;
}
static int status_maxhp_entry_compare(const void *entry1, const void *entry2)
{
nullpo_ret(entry1);
nullpo_ret(entry2);
struct s_maxhp_entry *entry1_ = (struct s_maxhp_entry *) entry1;
struct s_maxhp_entry *entry2_ = (struct s_maxhp_entry *) entry2;
return entry1_->max_level - entry2_->max_level;
}
/**
* Reads unit parameters database MaxHP field
*
* @param entry unit parameter entry being created (already filled by original loading function)
* @param inherited unit parameter this entry is inheriting from
* @param group libconfig's group entry
* @param source source file name
* @return true if data was successfuly read, false otherwise.
*/
static bool status_read_unit_params_db_maxhp(struct s_unit_params *entry, struct s_unit_params *inherited, struct config_setting_t *group, const char *source)
{
nullpo_retr(false, entry);
nullpo_retr(false, group);
nullpo_retr(false, source);
int i32 = 0;
struct config_setting_t *conf;
if (libconfig->setting_lookup_int(group, "MaxHP", &i32) == CONFIG_TRUE) {
entry->maxhp_size = 1;
CREATE(entry->maxhp, struct s_maxhp_entry, 1);
entry->maxhp[0].max_level = MAX_LEVEL;
entry->maxhp[0].value = i32;
} else if ((conf = libconfig->setting_get_member(group, "MaxHP")) != NULL && config_setting_is_group(conf)) {
int max_lv = 0, max_lv_idx = -1;
struct config_setting_t *lv_conf = NULL;
int i = 0;
while ((lv_conf = libconfig->setting_get_elem(conf, i++)) != NULL) {
const char *lv_str = config_setting_name(lv_conf);
int lv;
if (sscanf(lv_str, "%*2s%3d", &lv) != 1) {
ShowError("%s: Could not read config MaxHP '%s' in entry '%s' in file '%s'. Is it in Lv[number] format? Skipping level...\n",
__func__, lv_str, entry->name, source);
continue;
}
RECREATE(entry->maxhp, struct s_maxhp_entry, ++entry->maxhp_size);
int new_idx = entry->maxhp_size - 1;
entry->maxhp[new_idx].max_level = lv;
entry->maxhp[new_idx].value = libconfig->setting_get_int(lv_conf);
if (max_lv < lv) {
max_lv = lv;
max_lv_idx = new_idx;
}
}
if (max_lv_idx == -1) {
ShowError("%s: MaxHP setting has no level ranges for entry '%s' in file '%s', skipping...\n", __func__, entry->name, source);
return false;
}
if (max_lv < MAX_LEVEL)
entry->maxhp[max_lv_idx].max_level = MAX_LEVEL; // 'extend' highest level all the way to cap
qsort(entry->maxhp, entry->maxhp_size, sizeof(struct s_maxhp_entry), status->maxhp_entry_compare);
} else if (inherited != NULL) {
CREATE(entry->maxhp, struct s_maxhp_entry, inherited->maxhp_size);
memcpy(entry->maxhp, inherited->maxhp, sizeof(struct s_maxhp_entry) * inherited->maxhp_size);
entry->maxhp_size = inherited->maxhp_size;
} else {
ShowError("%s: MaxHP setting not found for entry '%s' in file '%s', skipping...\n", __func__, entry->name, source);
return false;
}
for (int i = 0; i < entry->maxhp_size - 1; ++i) {
if (entry->maxhp[i].max_level == entry->maxhp[i + 1].max_level) {
ShowWarning("%s: There are multiple entries for MaxHP for Lv '%d' in entry '%s' in file '%s'. Only one will be used.\n",
__func__, entry->maxhp[i].max_level, entry->name, source);
}
}
return true;
}
/**
* Reads a single group entry from unit parameters database
*
* @param name group name
* @param group libconfig's group entry
* @param source source file name
* @return true if data was successfuly read, false otherwise
*/
static bool status_read_unit_params_db_sub(const char *name, struct config_setting_t *group, const char *source)
{
nullpo_retr(false, name);
nullpo_retr(false, group);
struct s_unit_params entry = { 0 };
const char *str = NULL;
int i32 = 0;
struct s_unit_params *inherited = NULL;
if (libconfig->setting_lookup_string(group, "Inherit", &str)) {
int i = 0;
ARR_FIND(0, VECTOR_LENGTH(status->unit_params_groups), i, strcmp(str, VECTOR_INDEX(status->unit_params_groups, i).name) == 0);
if (i == VECTOR_LENGTH(status->unit_params_groups)) {
ShowError("%s: Could not find group '%s' to inherit from in entry '%s'. Skipping entry...\n", __func__, str, name);
return false;
}
inherited = &VECTOR_INDEX(status->unit_params_groups, i);
memcpy(&entry, inherited, sizeof(entry));
entry.maxhp = NULL;
entry.maxhp_size = 0;
}
// Set name after inherit or it will be overriden
safestrncpy(entry.name, name, sizeof(entry.name));
if (!status->read_unit_params_db_maxhp(&entry, inherited, group, source)) {
status->unit_params_destroy_entry(&entry);
return false;
}
if (libconfig->setting_lookup_int(group, "NaturalHealWeightRate", &i32) == CONFIG_TRUE) {
int final_rate = cap_value(i32, 1, 101);
if (final_rate != i32) {
ShowError("%s: Invalid NaturalHealWeightRate setting found for entry '%s' in file '%s'. NaturalHealWeightRate must be between 1 and 101, '%d' found. Changing to 50...\n", __func__, entry.name, source, i32);
final_rate = 50;
}
entry.natural_heal_weight_rate = final_rate;
} else if (inherited != NULL) {
entry.natural_heal_weight_rate = inherited->natural_heal_weight_rate;
} else {
ShowWarning("%s: NaturalHealWeightRate setting not found for entry '%s' in file '%s', defaulting to 50...\n", __func__, entry.name, source);
entry.natural_heal_weight_rate = 50;
}
// battle_config.max_aspd is already a motion value (e.g. aspd = 190 -> amotion = 100), so we revert it for display purposes.
int fallback_aspd = (2000 - battle_config.max_aspd) / 10;
if (libconfig->setting_lookup_int(group, "MaxASPD", &i32) == CONFIG_TRUE) {
int final_aspd = cap_value(i32, 100, 199);
if (final_aspd != i32) {
ShowError("%s: Invalid MaxASPD setting found for entry '%s' in file '%s'. MaxASPD must be between 100 and 199, '%d' found. Changing to %d...\n", __func__, entry.name, source, i32, fallback_aspd);
final_aspd = fallback_aspd;
}
entry.max_aspd = 2000 - final_aspd * 10;
} else if (inherited != NULL) {
entry.max_aspd = inherited->max_aspd;
} else {
ShowWarning("%s: MaxASPD setting not found for entry '%s' in file '%s', defaulting to %d...\n", __func__, entry.name, source, fallback_aspd);
entry.max_aspd = battle_config.max_aspd;
}
if (libconfig->setting_lookup_int(group, "MaxStats", &i32) == CONFIG_TRUE) {
int final_stats = cap_value(i32, 10, 10000);
if (final_stats != i32) {
ShowError("%s: Invalid MaxStats setting found for entry '%s' in file '%s'. MaxStats must be between 10 and 10,000, '%d' found. Changing to 99...\n", __func__, entry.name, source, i32);
final_stats = 99;
}
entry.max_stats = final_stats;
} else if (inherited != NULL) {
entry.max_stats = inherited->max_stats;
} else {
ShowWarning("%s: MaxStats setting not found for entry '%s' in file '%s', defaulting to 99...\n", __func__, entry.name, source);
entry.max_stats = 99;
}
if (!status->read_unit_params_db_additional(&entry, inherited, group, source)) {
status->unit_params_destroy_entry(&entry);
return false;
}
VECTOR_ENSURE(status->unit_params_groups, 1, 1);
VECTOR_PUSH(status->unit_params_groups, entry);
return true;
}
/**
* Reads unit parameters database
*/
static void status_read_unit_params_db(void)
{
char config_filename[256];
libconfig->format_db_path(DBPATH"unit_parameters_db.conf", config_filename, sizeof(config_filename));
struct config_t param_db_conf;
if (!libconfig->load_file(¶m_db_conf, config_filename))
return;
int i = 0;
struct config_setting_t *group = NULL;
bool result = true;
while ((group = libconfig->setting_get_elem(param_db_conf.root, i++))) {
const char *name = config_setting_name(group);
if (!status->read_unit_params_db_sub(name, group, config_filename))
result = false;
}
if (!result)
ShowWarning("There were errors while reading '"CL_WHITE"%s"CL_RESET"'. Some entries may have been skipped. The logs above this line should have more information.\n", config_filename);
ShowStatus("Done reading '"CL_WHITE"%d"CL_RESET"' entries in '"CL_WHITE"%s"CL_RESET"'.\n", i, config_filename);
libconfig->destroy(¶m_db_conf);
}
/**
* Perform the required cleanup inside a unit parameters db entry.
* @param entry the entry to have its internal content cleared
*/
static void status_unit_params_destroy_entry(struct s_unit_params *entry)
{
nullpo_retv(entry);
if (entry->maxhp != NULL) {
aFree(entry->maxhp);
entry->maxhp = NULL;
entry->maxhp_size = 0;
}
}
/**
* Perform the required cleanup of the unit parameters db
*/
static void status_unit_params_clear_db(void)
{
for (int i = 0; i < VECTOR_LENGTH(status->unit_params_groups); ++i)
status->unit_params_destroy_entry(&VECTOR_INDEX(status->unit_params_groups, i));
VECTOR_CLEAR(status->unit_params_groups);
}
/**
* Read status db
* job1.txt
* job2.txt
* size_fixe.txt
* refine_db.txt
* unit_parameters_db.conf
**/
static int status_readdb(void)
{
int i, j;
// initialize databases to default
//
if( core->runflag == MAPSERVER_ST_RUNNING ) {//not necessary during boot
// reset job_db.conf data
memset(status->dbs->max_weight_base, 0, sizeof(status->dbs->max_weight_base));
memset(status->dbs->HP_table, 0, sizeof(status->dbs->HP_table));
memset(status->dbs->SP_table, 0, sizeof(status->dbs->SP_table));
// reset job_db2.txt data
memset(status->dbs->job_bonus,0,sizeof(status->dbs->job_bonus)); // Job-specific stats bonus
// resets unit_params_db.conf data
status->unit_params_clear_db();
}
for ( i = 0; i < CLASS_COUNT; i++ ) {
for ( j = 0; j < MAX_SINGLE_WEAPON_TYPE; j++ )
status->dbs->aspd_base[i][j] = 2000;
#ifdef RENEWAL_ASPD
status->dbs->aspd_base[i][MAX_SINGLE_WEAPON_TYPE] = 0;
#endif
}
// size_fix.txt
for(i = 0; i < ARRAYLENGTH(status->dbs->atkmods); i++)
for(j = 0; j < MAX_SINGLE_WEAPON_TYPE; j++)
status->dbs->atkmods[i][j] = 100;
// read databases
//
sv->readdb(map->db_path, "job_db2.txt", ',', 1, 1+MAX_LEVEL, -1, status->readdb_job2);
sv->readdb(map->db_path, DBPATH"size_fix.txt", ',', MAX_SINGLE_WEAPON_TYPE, MAX_SINGLE_WEAPON_TYPE, ARRAYLENGTH(status->dbs->atkmods), status->readdb_sizefix);
status->read_scdb_libconfig();
status->read_unit_params_db();
status->read_job_db();
pc->validate_levels();
return 0;
}
/*==========================================
* Status db init and destroy.
*------------------------------------------*/
static int do_init_status(bool minimal)
{
if (minimal)
return 0;
VECTOR_INIT(status->unit_params_groups);
timer->add_func_list(status->change_timer,"status_change_timer");
timer->add_func_list(status->kaahi_heal_timer,"status_kaahi_heal_timer");
timer->add_func_list(status->natural_heal_timer,"status_natural_heal_timer");
status->initChangeTables();
status->initDummyData();
status->readdb();
status->natural_heal_prev_tick = timer->gettick();
status->data_ers = ers_new(sizeof(struct status_change_entry),"status.c::data_ers",ERS_OPT_NONE);
timer->add_interval(status->natural_heal_prev_tick + NATURAL_HEAL_INTERVAL, status->natural_heal_timer, 0, 0, NATURAL_HEAL_INTERVAL);
return 0;
}
static void do_final_status(void)
{
ers_destroy(status->data_ers);
status->unit_params_destroy_entry(&status->dummy_unit_params);
status->unit_params_clear_db();
}
/*=====================================
* Default Functions : status.h
* Generated by HerculesInterfaceMaker
* created by Susu
*-------------------------------------*/
void status_defaults(void)
{
status = &status_s;
status->dbs = &statusdbs;
/* vars */
//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
status->current_equip_item_index = 0; //Contains inventory index of an equipped item. To pass it into the EQUP_SCRIPT [Lupus]
status->current_equip_card_id = 0; //To prevent card-stacking (from jA) [Skotlex]
// These macros are used instead of a sum of sizeof(), to ensure that padding won't interfere with our size, and code won't rot when adding more fields
memset(ZEROED_BLOCK_POS(status->dbs), 0, ZEROED_BLOCK_SIZE(status->dbs));
status->data_ers = NULL;
memset(&status->dummy, 0, sizeof(status->dummy));
memset(&status->dummy_unit_params, 0, sizeof(status->dummy_unit_params));
status->natural_heal_prev_tick = 0;
status->natural_heal_diff_tick = 0;
/* funcs */
// for looking up associated data
status->sc2skill = status_sc2skill;
status->sc2scb_flag = status_sc2scb_flag;
status->get_sc_relevant_bl_types = status_get_sc_relevant_bl_types;
status->get_sc_type = status_get_sc_type;
status->get_sc_icon = status_get_sc_icon;
status->damage = status_damage;
//Define for standard HP/SP skill-related cost triggers (mobs require no HP/SP to use skills)
status->charge = status_charge;
status->percent_change = status_percent_change;
//Used to set the hp/sp of an object to an absolute value (can't kill)
status->set_hp = status_set_hp;
status->set_sp = status_set_sp;
status->heal = status_heal;
status->revive = status_revive;
status->fixed_revive = status_fixed_revive;
status->get_regen_data = status_get_regen_data;
status->get_status_data = status_get_status_data;
status->get_base_status = status_get_base_status;
status->get_name = status_get_name;
status->get_class = status_get_class;
status->get_lv = status_get_lv;
status->get_spiritballs = status_get_spiritballs;
status->get_def = status_get_def;
status->get_speed = status_get_speed;
status->calc_attack_element = status_calc_attack_element;
status->get_party_id = status_get_party_id;
status->get_guild_id = status_get_guild_id;
status->get_emblem_id = status_get_emblem_id;
status->get_mexp = status_get_mexp;
status->get_race2 = status_get_race2;
status->get_viewdata = status_get_viewdata;
status->set_viewdata = status_set_viewdata;
status->change_init = status_change_init;
status->get_sc = status_get_sc;
status->isdead = status_isdead;
status->isimmune = status_isimmune;
status->get_sc_def = status_get_sc_def;
status->change_start = status_change_start;
status->change_start_sub = status_change_start_sub;
status->change_end_ = status_change_end_;
status->kaahi_heal_timer = kaahi_heal_timer;
status->change_timer = status_change_timer;
status->change_timer_sub = status_change_timer_sub;
status->change_clear = status_change_clear;
status->change_clear_buffs = status_change_clear_buffs;
status->is_immune_to_status = status_is_immune_to_status;
status->is_boss_resist_sc = status_is_boss_resist_sc;
status->end_sc_before_start = status_end_sc_before_start;
status->change_start_stop_action = status_change_start_stop_action;
status->change_start_set_option = status_change_start_set_option;
status->get_val_flag = status_get_val_flag;
status->calc_bl_ = status_calc_bl_;
status->calc_mob_ = status_calc_mob_;
status->calc_pet_ = status_calc_pet_;
status->calc_pc_ = status_calc_pc_;
status->calc_pc_additional = status_calc_pc_additional;
status->calc_pc_recover_hp = status_calc_pc_recover_hp;
status->calc_homunculus_ = status_calc_homunculus_;
status->calc_mercenary_ = status_calc_mercenary_;
status->calc_elemental_ = status_calc_elemental_;
status->calc_misc = status_calc_misc;
status->calc_regen_pc = status_calc_regen_pc;
status->calc_regen_homunculus = status_calc_regen_homunculus;
status->calc_regen_mercenary = status_calc_regen_mercenary;
status->calc_regen_elemental = status_calc_regen_elemental;
status->calc_regen = status_calc_regen;
status->calc_regen_rate_pc = status_calc_regen_rate_pc;
status->calc_regen_rate_elemental = status_calc_regen_rate_elemental;
status->calc_regen_rate_homunculus = status_calc_regen_rate_homunculus;
status->calc_regen_rate = status_calc_regen_rate;
status->check_skilluse_mapzone = status_check_skilluse_mapzone;
status->check_skilluse = status_check_skilluse; // [Skotlex]
status->check_visibility = status_check_visibility; //[Skotlex]
status->change_spread = status_change_spread;
status->calc_def = status_calc_def;
status->calc_def2 = status_calc_def2;
status->calc_mdef = status_calc_mdef;
status->calc_mdef2 = status_calc_mdef2;
status->calc_batk = status_calc_batk;
status->base_matk = status_base_matk;
status->get_weapon_atk = status_get_weapon_atk;
status->get_total_mdef = status_get_total_mdef;
status->get_total_def = status_get_total_def;
status->get_matk = status_get_matk;
status->update_matk = status_update_matk;
status->readdb = status_readdb;
status->init = do_init_status;
status->final = do_final_status;
status->initChangeTables = initChangeTables;
status->initDummyData = initDummyData;
status->base_amotion_pc = status_base_amotion_pc;
status->base_atk = status_base_atk;
status->get_base_maxhp = status_get_base_maxhp;
status->get_maxhp_cap_entry = status_get_maxhp_cap_entry;
status->get_base_maxsp = status_get_base_maxsp;
status->get_restart_hp = status_get_restart_hp;
status->get_restart_sp = status_get_restart_sp;
status->calc_npc_ = status_calc_npc_;
status->calc_str = status_calc_str;
status->calc_agi = status_calc_agi;
status->calc_vit = status_calc_vit;
status->calc_int = status_calc_int;
status->calc_dex = status_calc_dex;
status->calc_luk = status_calc_luk;
status->calc_atk_percent = status_calc_atk_percent;
status->calc_matk_percent = status_calc_matk_percent;
status->calc_def_percent = status_calc_def_percent;
status->calc_mdef_percent = status_calc_mdef_percent;
status->calc_watk = status_calc_watk;
status->calc_matk = status_calc_matk;
status->calc_hit = status_calc_hit;
status->calc_critical = status_calc_critical;
status->calc_flee = status_calc_flee;
status->calc_flee2 = status_calc_flee2;
status->calc_speed = status_calc_speed;
status->calc_aspd_rate = status_calc_aspd_rate;
status->calc_dmotion = status_calc_dmotion;
status->calc_aspd = status_calc_aspd;
status->calc_fix_aspd = status_calc_fix_aspd;
status->calc_maxhp = status_calc_maxhp;
status->calc_maxsp = status_calc_maxsp;
status->calc_element = status_calc_element;
status->calc_element_lv = status_calc_element_lv;
status->calc_mode = status_calc_mode;
status->calc_ematk = status_calc_ematk;
status->calc_bl_main = status_calc_bl_main;
status->display_add = status_display_add;
status->change_start_display = status_change_start_display;
status->change_start_unknown_sc = status_change_start_unknown_sc;
status->display_remove = status_display_remove;
status->natural_heal = status_natural_heal;
status->load_sc_type = status_load_sc_type;
status->natural_heal_timer = status_natural_heal_timer;
status->readdb_job2 = status_readdb_job2;
status->readdb_sizefix = status_readdb_sizefix;
status->read_scdb_libconfig = status_read_scdb_libconfig;
status->read_scdb_libconfig_sub = status_read_scdb_libconfig_sub;
status->read_scdb_libconfig_sub_flag = status_read_scdb_libconfig_sub_flag;
status->read_scdb_libconfig_sub_calcflag = status_read_scdb_libconfig_sub_calcflag;
status->read_scdb_libconfig_sub_flag_additional = status_read_scdb_libconfig_sub_flag_additional;
status->read_scdb_libconfig_sub_calcflag_additional = status_read_scdb_libconfig_sub_calcflag_additional;
status->read_scdb_libconfig_sub_skill = status_read_scdb_libconfig_sub_skill;
status->read_job_db = status_read_job_db;
status->read_job_db_sub = status_read_job_db_sub;
status->read_unit_params_db = status_read_unit_params_db;
status->read_unit_params_db_sub = status_read_unit_params_db_sub;
status->maxhp_entry_compare = status_maxhp_entry_compare;
status->read_unit_params_db_maxhp = status_read_unit_params_db_maxhp;
status->read_unit_params_db_additional = status_read_unit_params_db_additional;
status->unit_params_destroy_entry = status_unit_params_destroy_entry;
status->unit_params_clear_db = status_unit_params_clear_db;
status->copy = status_copy;
status->base_matk_min = status_base_matk_min;
status->base_matk_max = status_base_matk_max;
status->check_job_bonus = status_check_job_bonus;
}