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Everything posted by funtwocrasher
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Hi! What rAthena version are you using? I dont find any StatusIconChangeTable in my status.cpp Mine is working but is has a timer, this is my item script, bonus_script "{ bonus2 bExpAddRace,RC_All,10; bonus2 bDropAddRace,RC_All,1; }",-1,1,0,EFST_VIPSTATE; I want to use it as SC_VIPSTATE so that it has no timer on it. Please help.
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Hi! How do I delete this swordclan icon? I am using the swordclan icon as VIP icon. But I want to remove this icon beside name.
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This option is not on latest rAthena. This is the status.cpp of the latest rAthena. // Copyright (c) rAthena Dev Teams - Licensed under GNU GPL // For more information, see LICENCE in the main folder #include "status.hpp" #include <functional> #include <math.h> #include <stdlib.h> #include <string> #include <yaml-cpp/yaml.h> #include "../common/cbasetypes.hpp" #include "../common/ers.hpp" #include "../common/malloc.hpp" #include "../common/nullpo.hpp" #include "../common/random.hpp" #include "../common/showmsg.hpp" #include "../common/strlib.hpp" #include "../common/timer.hpp" #include "../common/utilities.hpp" #include "../common/utils.hpp" #include "battle.hpp" #include "battleground.hpp" #include "clif.hpp" #include "elemental.hpp" #include "guild.hpp" #include "homunculus.hpp" #include "itemdb.hpp" #include "map.hpp" #include "mercenary.hpp" #include "mob.hpp" #include "npc.hpp" #include "path.hpp" #include "pc.hpp" #include "pc_groups.hpp" #include "pet.hpp" #include "script.hpp" using namespace rathena; // Regen related flags. enum e_regen { RGN_NONE = 0x00, RGN_HP = 0x01, RGN_SP = 0x02, RGN_SHP = 0x04, RGN_SSP = 0x08, }; static struct eri *sc_data_ers; /// For sc_data entries static struct status_data dummy_status; short current_equip_item_index; /// Contains inventory index of an equipped item. To pass it into the EQUP_SCRIPT [Lupus] unsigned int current_equip_combo_pos; /// For combo items we need to save the position of all involved items here int current_equip_card_id; /// To prevent card-stacking (from jA) [Skotlex] // We need it for new cards 15 Feb 2005, to check if the combo cards are insrerted into the CURRENT weapon only to avoid cards exploits short current_equip_opt_index; /// Contains random option index of an equipped item. [Secret] uint16 SCDisabled[SC_MAX]; ///< List of disabled SC on map zones. [Cydh] static unsigned short status_calc_str(struct block_list *,struct status_change *,int); static unsigned short status_calc_agi(struct block_list *,struct status_change *,int); static unsigned short status_calc_vit(struct block_list *,struct status_change *,int); static unsigned short status_calc_int(struct block_list *,struct status_change *,int); static unsigned short status_calc_dex(struct block_list *,struct status_change *,int); static unsigned short status_calc_luk(struct block_list *,struct status_change *,int); static unsigned short status_calc_pow(struct block_list *, struct status_change *, int); static unsigned short status_calc_sta(struct block_list *, struct status_change *, int); static unsigned short status_calc_wis(struct block_list *, struct status_change *, int); static unsigned short status_calc_spl(struct block_list *, struct status_change *, int); static unsigned short status_calc_con(struct block_list *, struct status_change *, int); static unsigned short status_calc_crt(struct block_list *, struct status_change *, int); static unsigned short status_calc_batk(struct block_list *,struct status_change *,int); static unsigned short status_calc_watk(struct block_list *,struct status_change *,int); static unsigned short status_calc_matk(struct block_list *,struct status_change *,int); static signed short status_calc_hit(struct block_list *,struct status_change *,int); static signed short status_calc_critical(struct block_list *,struct status_change *,int); static signed short status_calc_flee(struct block_list *,struct status_change *,int); static signed short status_calc_flee2(struct block_list *,struct status_change *,int); static defType status_calc_def(struct block_list *bl, struct status_change *sc, int); static signed short status_calc_def2(struct block_list *,struct status_change *,int); static defType status_calc_mdef(struct block_list *bl, struct status_change *sc, int); static signed short status_calc_mdef2(struct block_list *,struct status_change *,int); static unsigned short status_calc_speed(struct block_list *,struct status_change *,int); static short status_calc_aspd_rate(struct block_list *,struct status_change *,int); static unsigned short status_calc_dmotion(struct block_list *bl, struct status_change *sc, int dmotion); #ifdef RENEWAL_ASPD static short status_calc_aspd(struct block_list *bl, struct status_change *sc, bool fixed); #endif static short status_calc_fix_aspd(struct block_list *bl, struct status_change *sc, int); static signed short status_calc_patk(struct block_list *, struct status_change *, int); static signed short status_calc_smatk(struct block_list *, struct status_change *, int); static signed short status_calc_res(struct block_list *, struct status_change *, int); static signed short status_calc_mres(struct block_list *, struct status_change *, int); static signed short status_calc_hplus(struct block_list *, struct status_change *, int); static signed short status_calc_crate(struct block_list *, struct status_change *, int); static unsigned int status_calc_maxhp(struct block_list *bl, uint64 maxhp); static unsigned int status_calc_maxsp(struct block_list *bl, uint64 maxsp); static unsigned int status_calc_maxap(struct block_list *bl, uint64 maxap); static unsigned char status_calc_element(struct block_list *bl, struct status_change *sc, int element); static unsigned char status_calc_element_lv(struct block_list *bl, struct status_change *sc, int lv); static int status_calc_mode(struct block_list *bl, struct status_change *sc, int mode); #ifdef RENEWAL static unsigned short status_calc_ematk(struct block_list *,struct status_change *,int); #endif static int status_get_hpbonus(struct block_list *bl, enum e_status_bonus type); static int status_get_spbonus(struct block_list *bl, enum e_status_bonus type); static int status_get_apbonus(struct block_list *bl, enum e_status_bonus type); static unsigned int status_calc_maxhpsp_pc(struct map_session_data* sd, unsigned int stat, bool isHP); static unsigned int status_calc_maxap_pc(struct map_session_data* sd); static int status_get_sc_interval(enum sc_type type); static bool status_change_isDisabledOnMap_(sc_type type, bool mapIsVS, bool mapIsPVP, bool mapIsGVG, bool mapIsBG, unsigned int mapZone, bool mapIsTE); #define status_change_isDisabledOnMap(type, m) ( status_change_isDisabledOnMap_((type), mapdata_flag_vs2((m)), m->flag[MF_PVP] != 0, mapdata_flag_gvg2_no_te((m)), m->flag[MF_BATTLEGROUND] != 0, (m->zone << 3) != 0, mapdata_flag_gvg2_te((m))) ) const std::string RefineDatabase::getDefaultLocation(){ return std::string( db_path ) + "/refine.yml"; } uint64 RefineDatabase::parseBodyNode( const YAML::Node& node ){ std::string group_name; if( !this->asString( node, "Group", group_name ) ){ return 0; } std::string group_name_constant = "REFINE_TYPE_" + group_name; int64 constant; if( !script_get_constant( group_name_constant.c_str(), &constant ) ){ this->invalidWarning(node["Group"], "Unknown refine group %s, skipping.\n", group_name.c_str() ); return 0; } uint16 group_id = static_cast<uint16>( constant ); std::shared_ptr<s_refine_info> info = this->find( group_id ); bool exists = info != nullptr; if( !exists ){ info = std::make_shared<s_refine_info>(); } if( this->nodeExists( node, "Levels" ) ){ for( const YAML::Node& levelNode : node["Levels"] ){ uint16 level; if( !this->asUInt16( levelNode, "Level", level ) ){ return 0; } std::shared_ptr<s_refine_levels_info> levels_info = util::umap_find( info->levels, level ); bool levels_exists = levels_info != nullptr; if( !levels_exists ){ levels_info = std::make_shared<s_refine_levels_info>(); levels_info->level = level; } if( this->nodeExists( levelNode, "RefineLevels" ) ){ for( const YAML::Node& refineLevelNode : levelNode["RefineLevels"] ){ uint16 refine_level; if( !this->asUInt16( refineLevelNode, "Level", refine_level ) ){ return 0; } if( refine_level == 0 || refine_level > MAX_REFINE ){ this->invalidWarning( refineLevelNode["Level"], "Refine level %hu is invalid, skipping.\n", refine_level ); return 0; } // Database is 1 based, code is 0 based refine_level -= 1; std::shared_ptr<s_refine_level_info> level_info = util::umap_find( levels_info->levels, refine_level ); bool level_exists = level_info != nullptr; if( !level_exists ){ level_info = std::make_shared<s_refine_level_info>(); level_info->level = refine_level; } if( this->nodeExists( refineLevelNode, "Bonus" ) ){ uint32 bonus; if( !this->asUInt32( refineLevelNode, "Bonus", bonus ) ){ return 0; } level_info->bonus = bonus; }else{ if( !level_exists ){ level_info->bonus = 0; } } if( this->nodeExists( refineLevelNode, "RandomBonus" ) ){ uint32 bonus; if( !this->asUInt32( refineLevelNode, "RandomBonus", bonus ) ){ return 0; } level_info->randombonus_max = bonus; }else{ if( !level_exists ){ level_info->randombonus_max = 0; } } if( this->nodeExists( refineLevelNode, "BlacksmithBlessingAmount" ) ){ uint16 amount; if( !this->asUInt16( refineLevelNode, "BlacksmithBlessingAmount", amount ) ){ return 0; } if( amount > MAX_AMOUNT ){ this->invalidWarning( refineLevelNode["BlacksmithBlessingAmount"], "Blacksmith Blessing amount %hu too high, capping to MAX_AMOUNT.\n", amount ); amount = MAX_AMOUNT; } level_info->blessing_amount = amount; }else{ if( !level_exists ){ level_info->blessing_amount = 0; } } if( this->nodeExists( refineLevelNode, "Chances" ) ){ for( const YAML::Node& chanceNode : refineLevelNode["Chances"] ){ std::string cost_name; if( !this->asString( chanceNode, "Type", cost_name ) ){ return 0; } std::string cost_name_constant = "REFINE_COST_" + cost_name; if( !script_get_constant( cost_name_constant.c_str(), &constant ) ){ this->invalidWarning( chanceNode["Type"], "Unknown refine cost type %s, skipping.\n", cost_name.c_str() ); return 0; } if( constant >= REFINE_COST_MAX ){ this->invalidWarning( chanceNode["Type"], "Refine cost type %s is unsupported, skipping.\n", cost_name.c_str() ); return 0; } uint16 index = (uint16)constant; std::shared_ptr<s_refine_cost> cost = util::umap_find( level_info->costs, index ); bool cost_exists = cost != nullptr; if( !cost_exists ){ cost = std::make_shared<s_refine_cost>(); cost->index = index; } if( this->nodeExists( chanceNode, "Rate" ) ){ uint16 rate; if( !this->asUInt16Rate( chanceNode, "Rate", rate ) ){ return 0; } cost->chance = rate; }else{ if( !cost_exists ){ cost->chance = 0; } } if( this->nodeExists( chanceNode, "Price" ) ){ uint32 price; if( !this->asUInt32( chanceNode, "Price", price ) ){ return 0; } if( price > MAX_ZENY ){ this->invalidWarning( chanceNode["Price"], "Price is above MAX_ZENY, capping...\n" ); price = MAX_ZENY; } cost->zeny = price; }else{ if( !cost_exists ){ cost->zeny = 0; } } if( this->nodeExists( chanceNode, "Material" ) ){ std::string item_name; if( !this->asString( chanceNode, "Material", item_name ) ){ return 0; } std::shared_ptr<item_data> id = item_db.search_aegisname( item_name.c_str() ); if( id == nullptr ){ this->invalidWarning( chanceNode["Material"], "Unknown refine material %s, skipping.\n", item_name.c_str() ); return 0; } cost->nameid = id->nameid; }else{ if( !cost_exists ){ cost->nameid = 0; } } if( this->nodeExists( chanceNode, "BreakingRate" ) ){ uint16 breaking_rate; if( !this->asUInt16Rate( chanceNode, "BreakingRate", breaking_rate ) ){ return 0; } cost->breaking_rate = breaking_rate; }else{ if( !cost_exists ){ cost->breaking_rate = 0; } } if( this->nodeExists( chanceNode, "DowngradeAmount" ) ){ uint16 downgrade_amount; if( !this->asUInt16( chanceNode, "DowngradeAmount", downgrade_amount ) ){ return 0; } if( downgrade_amount > MAX_REFINE ){ this->invalidWarning( chanceNode["DowngradeAmount"], "Downgrade amount %hu is invalid, skipping.\n", downgrade_amount ); return 0; } cost->downgrade_amount = downgrade_amount; }else{ if( !cost_exists ){ cost->downgrade_amount = 0; } } if( !cost_exists ){ level_info->costs[index] = cost; } } } if( !level_exists ){ levels_info->levels[refine_level] = level_info; } } } if( !levels_exists ){ info->levels[level] = levels_info; } } } if( !exists ){ this->put( group_id, info ); } return 1; } std::shared_ptr<s_refine_level_info> RefineDatabase::findLevelInfoSub( const struct item_data& data, struct item& item, uint16 refine ){ // Check if the item can be refined if( data.flag.no_refine ){ return nullptr; } // Cap the refine level if( refine > MAX_REFINE ){ refine = MAX_REFINE; } e_refine_type type; uint16 level; if( !this->calculate_refine_info( data, type, level ) ){ return nullptr; } std::shared_ptr<s_refine_info> info = this->find( type ); if( info == nullptr ){ return nullptr; } std::shared_ptr<s_refine_levels_info> levels_info = util::umap_find( info->levels, level ); if( levels_info == nullptr ){ return nullptr; } return util::umap_find( levels_info->levels, refine ); } std::shared_ptr<s_refine_level_info> RefineDatabase::findLevelInfo( const struct item_data& data, struct item& item ){ // Check the current refine level if( item.refine >= MAX_REFINE ){ return nullptr; } return this->findLevelInfoSub( data, item, item.refine ); } std::shared_ptr<s_refine_level_info> RefineDatabase::findCurrentLevelInfo( const struct item_data& data, struct item& item ){ if( item.refine > 0 ){ return this->findLevelInfoSub( data, item, item.refine - 1 ); }else{ return nullptr; } } bool RefineDatabase::calculate_refine_info( const struct item_data& data, e_refine_type& refine_type, uint16& level ){ if( data.type == IT_WEAPON ){ refine_type = REFINE_TYPE_WEAPON; level = data.weapon_level; return true; }else if( data.type == IT_ARMOR ){ refine_type = REFINE_TYPE_ARMOR; level = data.armor_level; return true; }else if( data.type == IT_SHADOWGEAR ){ if( data.equip == EQP_SHADOW_WEAPON ){ refine_type = REFINE_TYPE_SHADOW_WEAPON; }else{ refine_type = REFINE_TYPE_SHADOW_ARMOR; } level = 1; return true; }else{ return false; } } RefineDatabase refine_db; const std::string SizeFixDatabase::getDefaultLocation() { return std::string(db_path) + "/size_fix.yml"; } /** * Reads and parses an entry from size_fix. * @param node: YAML node containing the entry. * @return count of successfully parsed rows */ uint64 SizeFixDatabase::parseBodyNode(const YAML::Node &node) { std::string weapon_name; if (!this->asString(node, "Weapon", weapon_name)) return 0; std::string weapon_name_constant = "W_" + weapon_name; int64 constant; if (!script_get_constant(weapon_name_constant.c_str(), &constant)) { this->invalidWarning(node["Weapon"], "Size Fix unknown weapon %s, skipping.\n", weapon_name.c_str()); return 0; } if (constant < W_FIST || constant > W_2HSTAFF) { this->invalidWarning(node["Weapon"], "Size Fix weapon %s is an invalid weapon, skipping.\n", weapon_name.c_str()); return 0; } int weapon_id = static_cast<int>(constant); std::shared_ptr<s_sizefix_db> size = this->find(weapon_id); bool exists = size != nullptr; if (!exists) size = std::make_shared<s_sizefix_db>(); if (this->nodeExists(node, "Small")) { uint16 small; if (!this->asUInt16(node, "Small", small)) return 0; if (small > 100) { this->invalidWarning(node["Small"], "Small Size Fix %d for %s is out of bounds, defaulting to 100.\n", small, weapon_name.c_str()); small = 100; } size->small = small; } else { if (!exists) size->small = 100; } if (this->nodeExists(node, "Medium")) { uint16 medium; if (!this->asUInt16(node, "Medium", medium)) return 0; if (medium > 100) { this->invalidWarning(node["Medium"], "Medium Size Fix %d for %s is out of bounds, defaulting to 100.\n", medium, weapon_name.c_str()); medium = 100; } size->medium = medium; } else { if (!exists) size->medium = 100; } if (this->nodeExists(node, "Large")) { uint16 large; if (!this->asUInt16(node, "Large", large)) return 0; if (large > 100) { this->invalidWarning(node["Large"], "Large Size Fix %d for %s is out of bounds, defaulting to 100.\n", large, weapon_name.c_str()); large = 100; } size->large = large; } else { if (!exists) size->large = 100; } if (!exists) this->put(weapon_id, size); return 1; } SizeFixDatabase size_fix_db; /** * Get icon ID of SC * @param type: SC type * @return EFST ID **/ efst_type StatusDatabase::getIcon(sc_type type) { std::shared_ptr<s_status_change_db> status = status_db.find(type); return status ? status->icon : EFST_BLANK; } /** * Get flag of SC (SCB value) for status_calc_ flag * @param type: SC type * @return cal_flag: Calc value **/ uint64 StatusDatabase::getCalcFlag(sc_type type) { std::shared_ptr<s_status_change_db> status = status_db.find(type); return status ? status->calc_flag : SCB_NONE; } /** * Get SC's END list * @param sc: SC type * @return End list **/ std::vector<sc_type> StatusDatabase::getEnd(sc_type type) { std::shared_ptr<s_status_change_db> status = status_db.find(type); return status ? status->end : std::vector<sc_type> {}; } /** * Get BL type to display proper effect * @param efst: EFST type * @return BL types **/ uint16 status_efst_get_bl_type(enum efst_type efst) { if (efst <= EFST_BLANK || efst >= EFST_MAX) return BL_PC; return status_db.StatusRelevantBLTypes[efst]; } /** * Returns the FIRST skill (in order of definition in initChangeTables) to use a given status change. * Utilized for various duration lookups. Use with caution! * @param sc The status to look up * @return A skill associated with the status **/ uint16 StatusDatabase::getSkill(sc_type type) { std::shared_ptr<s_status_change_db> status = status_db.find(type); return status ? status->skill_id : 0; } /** * Returns if a status change flag is active or not for a SC. * @param sc: Status changes active on target * @param flag: Flag to check for * @return True if flag is set or false otherwise */ bool StatusDatabase::hasSCF(status_change *sc, e_status_change_flag flag) { if (sc == nullptr || sc->count == 0 || flag == SCF_NONE) return false; for (const auto &status_it : *this) { std::shared_ptr<s_status_change_db> status = status_it.second; if (sc->data[status->type] && status->flag[flag]) return true; } return false; } /** * Removes statuses from skills that aren't part of the new class skill tree. * @param sd: Player data */ void StatusDatabase::changeSkillTree(map_session_data *sd, int32 class_) { if (sd == nullptr) return; std::shared_ptr<s_skill_tree> tree = skill_tree_db.find(class_ > 0 ? class_ : sd->status.class_); if (tree == nullptr) return; for (const auto &it : tree->skills) { uint16 skill_id = it.first; sc_type sc = skill_get_sc(skill_id); if (sc > SC_COMMON_MAX && sd->sc.data[sc]) status_change_end(&sd->bl, sc, INVALID_TIMER); } } /** * Validates if type is in SC ranges * @param type: SC type * @return True if type is in range, false otherwise */ bool StatusDatabase::validateStatus(sc_type type) { if (type > SC_NONE && type < SC_MAX) return true; return false; } /** * Removes a status based on the provided flag(s). * @param bl: Target to remove status from * @param flag: List of flags to check for removing */ void StatusDatabase::removeByStatusFlag(block_list *bl, std::vector<e_status_change_flag> flag) { if (bl == nullptr || flag.empty()) return; status_change *sc = status_get_sc(bl); if (sc == nullptr || sc->count == 0) return; for (const auto &status_it : *this) { std::shared_ptr<s_status_change_db> status = status_it.second; sc_type type = status->type; if (sc->data[type]) { for (const auto &flag_it : flag) { if (status->flag[flag_it]) status_change_end(bl, type, INVALID_TIMER); } } } } /** Creates dummy status */ static void initDummyData(void) { memset(&dummy_status, 0, sizeof(dummy_status)); dummy_status.hp = dummy_status.max_hp = dummy_status.max_sp = dummy_status.str = dummy_status.agi = dummy_status.vit = dummy_status.int_ = dummy_status.dex = dummy_status.luk = dummy_status.hit = 1; dummy_status.speed = 2000; dummy_status.adelay = 4000; dummy_status.amotion = 2000; dummy_status.dmotion = 2000; dummy_status.ele_lv = 1; // Min elemental level. dummy_status.mode = MD_CANMOVE; } /** * For copying a status_data structure from b to a, without overwriting current Hp, Sp, and Ap. * @param a: Status data structure to copy from * @param b: Status data structure to copy to */ static inline void status_cpy(struct status_data* a, const struct status_data* b) { memcpy((void*)&a->max_hp, (const void*)&b->max_hp, sizeof(struct status_data)-(sizeof(a->hp)+sizeof(a->sp)+sizeof(a->ap))); } /** * Sets HP to a given value * Will always succeed (overrides heal impediment statuses) but can't kill an object * @param bl: Object whose HP will be set [PC|MOB|HOM|MER|ELEM|NPC] * @param hp: What the HP is to be set as * @param flag: Used in case final value is higher than current * Use 2 to display healing effect * @return heal or zapped HP if valid */ int status_set_hp(struct block_list *bl, unsigned int hp, int flag) { struct status_data *status; if (hp < 1) return 0; status = status_get_status_data(bl); if (status == &dummy_status) return 0; if (hp > status->max_hp) hp = status->max_hp; if (hp == status->hp) return 0; if (hp > status->hp) return status_heal(bl, hp - status->hp, 0, 1|flag); return status_zap(bl, status->hp - hp, 0); } /** * Sets Max HP to a given value * @param bl: Object whose Max HP will be set [PC|MOB|HOM|MER|ELEM|NPC] * @param maxhp: What the Max HP is to be set as * @param flag: Used in case final value is higher than current * Use 2 to display healing effect * @return heal or zapped HP if valid */ int status_set_maxhp(struct block_list *bl, unsigned int maxhp, int flag) { struct status_data *status; int64 heal; if (maxhp < 1) return 0; status = status_get_status_data(bl); if (status == &dummy_status) return 0; if (maxhp == status->max_hp) return 0; heal = maxhp - status->max_hp; status->max_hp = maxhp; if (heal > 0) status_heal(bl, heal, 0, 1|flag); else status_zap(bl, -heal, 0); return maxhp; } /** * Sets SP to a given value * @param bl: Object whose SP will be set [PC|HOM|MER|ELEM] * @param sp: What the SP is to be set as * @param flag: Used in case final value is higher than current * Use 2 to display healing effect * @return heal or zapped SP if valid */ int status_set_sp(struct block_list *bl, unsigned int sp, int flag) { struct status_data *status; status = status_get_status_data(bl); if (status == &dummy_status) return 0; if (sp > status->max_sp) sp = status->max_sp; if (sp == status->sp) return 0; if (sp > status->sp) return status_heal(bl, 0, sp - status->sp, 1|flag); return status_zap(bl, 0, status->sp - sp); } /** * Sets Max SP to a given value * @param bl: Object whose Max SP will be set [PC|HOM|MER|ELEM] * @param maxsp: What the Max SP is to be set as * @param flag: Used in case final value is higher than current * Use 2 to display healing effect * @return heal or zapped HP if valid */ int status_set_maxsp(struct block_list *bl, unsigned int maxsp, int flag) { struct status_data *status; if (maxsp < 1) return 0; status = status_get_status_data(bl); if (status == &dummy_status) return 0; if (maxsp == status->max_sp) return 0; if (maxsp > status->max_sp) status_heal(bl, maxsp - status->max_sp, 0, 1|flag); else status_zap(bl, status->max_sp - maxsp, 0); status->max_sp = maxsp; return maxsp; } /** * Sets AP to a given value * @param bl: Object whose AP will be set [PC|HOM|MER|ELEM] * @param ap: What the AP is to be set as * @param flag: Used in case final value is higher than current * Use 2 to display healing effect * @return heal or zapped AP if valid */ int status_set_ap(struct block_list *bl, unsigned int ap, int flag) { status_data *status = status_get_status_data(bl); if (status == &dummy_status) return 0; if (ap > status->max_ap) ap = status->max_ap; if (ap == status->ap) return 0; if (ap > status->ap) return status_heal(bl, 0, 0, ap - status->ap, 1 | flag); return status_zap(bl, 0, 0, status->ap - ap); } /** * Sets Max AP to a given value * @param bl: Object whose Max AP will be set [PC|HOM|MER|ELEM] * @param maxap: What the Max AP is to be set as * @param flag: Used in case final value is higher than current * Use 2 to display healing effect * @return heal or zapped AP if valid */ int status_set_maxap(struct block_list *bl, unsigned int maxap, int flag) { if (maxap < 1) return 0; status_data *status = status_get_status_data(bl); if (status == &dummy_status) return 0; if (maxap == status->max_ap) return 0; if (maxap > status->max_ap) status_heal(bl, 0, 0, maxap - status->max_ap, 1 | flag); else status_zap(bl, 0, 0, status->max_ap - maxap); status->max_ap = maxap; return maxap; } /** * Takes HP/SP from an Object * @param bl: Object who will have HP/SP taken [PC|MOB|HOM|MER|ELEM] * @param hp: How much HP to charge * @param sp: How much SP to charge * @return hp+sp through status_damage() * Note: HP/SP are integer values, not percentages. Values should be * calculated either within function call or before */ int64 status_charge(struct block_list* bl, int64 hp, int64 sp) { if(!(bl->type&BL_CONSUME)) return (int)hp+sp; // Assume all was charged so there are no 'not enough' fails. return status_damage(NULL, bl, hp, sp, 0, 3, 0); } /** * Inflicts damage on the target with the according walkdelay. * @param src: Source object giving damage [PC|MOB|PET|HOM|MER|ELEM] * @param target: Target of the damage * @param dhp: How much damage to HP * @param dsp: How much damage to SP * @param dap: How much damage to AP * @param walkdelay: Amount of time before object can walk again * @param flag: Damage flag decides various options * flag&1: Passive damage - Does not trigger cancelling status changes * flag&2: Fail if there is not enough to subtract * flag&4: Mob does not give EXP/Loot if killed * flag&8: Used to damage SP of a dead character * @return hp+sp+ap * Note: HP/SP/AP are integer values, not percentages. Values should be * calculated either within function call or before */ int status_damage(struct block_list *src,struct block_list *target,int64 dhp, int64 dsp, int64 dap, t_tick walkdelay, int flag, uint16 skill_id) { struct status_data *status; struct status_change *sc; int hp = (int)cap_value(dhp,INT_MIN,INT_MAX); int sp = (int)cap_value(dsp,INT_MIN,INT_MAX); int ap = (int)cap_value(dap,INT_MIN,INT_MAX); nullpo_ret(target); if(sp && !(target->type&BL_CONSUME)) sp = 0; // Not a valid SP target. if (ap && !(target->type&BL_CONSUME)) ap = 0; // Not a valid AP target. if (hp < 0) { // Assume absorbed damage. status_heal(target, -hp, 0, 1); hp = 0; } if (sp < 0) { status_heal(target, 0, -sp, 1); sp = 0; } if (ap < 0) { status_heal(target, 0, 0, -ap, 1); ap = 0; } if (target->type == BL_SKILL) { if (!src || src->type&battle_config.can_damage_skill) return (int)skill_unit_ondamaged((struct skill_unit *)target, hp); return 0; } status = status_get_status_data(target); if(!status || status == &dummy_status ) return 0; if ((unsigned int)hp >= status->hp) { if (flag&2) return 0; hp = status->hp; } if ((unsigned int)sp > status->sp) { if (flag&2) return 0; sp = status->sp; } if ((unsigned int)ap > status->ap) { if (flag & 2) return 0; ap = status->ap; } if (!hp && !sp && !ap) return 0; if( !status->hp ) flag |= 8; sc = status_get_sc(target); if( hp && battle_config.invincible_nodamage && src && sc && sc->data[SC_INVINCIBLE] && !sc->data[SC_INVINCIBLEOFF] ) hp = 1; if( hp && !(flag&1) ) { if( sc ) { struct status_change_entry *sce; for (const auto &it : status_db) { sc_type type = static_cast<sc_type>(it.first); if (it.second->flag[SCF_REMOVEONDAMAGED]) { if (type != SC_STONE || (sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)) status_change_end(target, type, INVALID_TIMER); } } if ((sce=sc->data[SC_ENDURE]) && !sce->val4) { /** [Skotlex] * Endure count is only reduced by non-players on non-gvg maps. * val4 signals infinite endure. **/ if (src && src->type != BL_PC && !map_flag_gvg2(target->m) && !map_getmapflag(target->m, MF_BATTLEGROUND) && --(sce->val2) <= 0) status_change_end(target, SC_ENDURE, INVALID_TIMER); } #ifndef RENEWAL if ((sce=sc->data[SC_GRAVITATION]) && sce->val3 == BCT_SELF) { std::shared_ptr<s_skill_unit_group> sg = skill_id2group(sce->val4); if (sg) { skill_delunitgroup(sg); sce->val4 = 0; status_change_end(target, SC_GRAVITATION, INVALID_TIMER); } } #endif if(sc->data[SC_DANCING] && (unsigned int)hp > status->max_hp>>2) status_change_end(target, SC_DANCING, INVALID_TIMER); if(sc->data[SC_CLOAKINGEXCEED] && --(sc->data[SC_CLOAKINGEXCEED]->val2) <= 0) status_change_end(target, SC_CLOAKINGEXCEED, INVALID_TIMER); if(sc->data[SC_KAGEMUSYA] && --(sc->data[SC_KAGEMUSYA]->val3) <= 0) status_change_end(target, SC_KAGEMUSYA, INVALID_TIMER); } if (target->type == BL_PC) pc_bonus_script_clear(BL_CAST(BL_PC,target),BSF_REM_ON_DAMAGED); unit_skillcastcancel(target, 2); } status->hp-= hp; status->sp-= sp; status->ap-= ap; if (sc && hp && status->hp) { if (sc->data[SC_AUTOBERSERK] && (!sc->data[SC_PROVOKE] || !sc->data[SC_PROVOKE]->val4) && status->hp < status->max_hp>>2) sc_start4(src,target,SC_PROVOKE,100,10,0,0,1,0); if (sc->data[SC_BERSERK] && status->hp <= 100) status_change_end(target, SC_BERSERK, INVALID_TIMER); if( sc->data[SC_RAISINGDRAGON] && status->hp <= 1000 ) status_change_end(target, SC_RAISINGDRAGON, INVALID_TIMER); if (sc->data[SC_SATURDAYNIGHTFEVER] && status->hp <= 100) status_change_end(target, SC_SATURDAYNIGHTFEVER, INVALID_TIMER); } switch (target->type) { case BL_PC: pc_damage((TBL_PC*)target,src,hp,sp,ap); break; case BL_MOB: mob_damage((TBL_MOB*)target, src, hp); break; case BL_HOM: hom_damage((TBL_HOM*)target); break; case BL_MER: mercenary_heal((TBL_MER*)target,hp,sp); break; case BL_ELEM: elemental_heal((TBL_ELEM*)target,hp,sp); break; } if( src && target->type == BL_PC && ((TBL_PC*)target)->disguise ) { // Stop walking when attacked in disguise to prevent walk-delay bug unit_stop_walking( target, 1 ); } if( status->hp || (flag&8) ) { // Still lives or has been dead before this damage. if (walkdelay) unit_set_walkdelay(target, gettick(), walkdelay, 0); return (int)(hp+sp+ap); } status->hp = 0; /** [Skotlex] * NOTE: These dead functions should return: * 0: Death cancelled, auto-revived. * Non-zero: Standard death. Clear status, cancel move/attack, etc * &2: Remove object from map. * &4: Delete object from memory. (One time spawn mobs) **/ switch (target->type) { case BL_PC: flag = pc_dead((TBL_PC*)target,src); break; case BL_MOB: flag = mob_dead((TBL_MOB*)target, src, flag&4?3:0); break; case BL_HOM: flag = hom_dead((TBL_HOM*)target); break; case BL_MER: flag = mercenary_dead((TBL_MER*)target); break; case BL_ELEM: flag = elemental_dead((TBL_ELEM*)target); break; default: // Unhandled case, do nothing to object. flag = 0; break; } if(!flag) // Death cancelled. return (int)(hp+sp+ap); // Normal death if (battle_config.clear_unit_ondeath && battle_config.clear_unit_ondeath&target->type) skill_clear_unitgroup(target); if(target->type&BL_REGEN) { // Reset regen ticks. struct regen_data *regen = status_get_regen_data(target); if (regen) { memset(®en->tick, 0, sizeof(regen->tick)); if (regen->sregen) memset(®en->sregen->tick, 0, sizeof(regen->sregen->tick)); if (regen->ssregen) memset(®en->ssregen->tick, 0, sizeof(regen->ssregen->tick)); } } if( sc && sc->data[SC_KAIZEL] && !map_flag_gvg2(target->m) ) { // flag&8 = disable Kaizel int time = skill_get_time2(SL_KAIZEL,sc->data[SC_KAIZEL]->val1); // Look for Osiris Card's bonus effect on the character and revive 100% or revive normally if ( target->type == BL_PC && BL_CAST(BL_PC,target)->special_state.restart_full_recover ) status_revive(target, 100, 100); else status_revive(target, sc->data[SC_KAIZEL]->val2, 0); status_change_clear(target,0); clif_skill_nodamage(target,target,ALL_RESURRECTION,1,1); sc_start(src,target,SC_KYRIE,100,10,time); if( target->type == BL_MOB ) ((TBL_MOB*)target)->state.rebirth = 1; return (int)(hp+sp+ap); } // Disable Ultimate Sacrifice on GVG maps if (sc && sc->data[SC_ULTIMATE_S] && !map_flag_gvg2(target->m)) { status_revive(target, 100, 100); status_change_clear(target, 0); clif_skill_nodamage(target, target, ALL_RESURRECTION, 1, 1); if (target->type == BL_MOB) ((TBL_MOB*)target)->state.rebirth = 1; return (int)(hp+sp+ap); } if (target->type == BL_MOB && sc && sc->data[SC_REBIRTH] && !((TBL_MOB*) target)->state.rebirth) { // Ensure the monster has not already rebirthed before doing so. status_revive(target, sc->data[SC_REBIRTH]->val2, 0); status_change_clear(target,0); ((TBL_MOB*)target)->state.rebirth = 1; return (int)(hp+sp+ap); } status_change_clear(target,0); if(flag&4) // Delete from memory. (also invokes map removal code) unit_free(target,CLR_DEAD); else if(flag&2) // remove from map unit_remove_map(target,CLR_DEAD); else { // Some death states that would normally be handled by unit_remove_map unit_stop_attack(target); unit_stop_walking(target,1); unit_skillcastcancel(target,0); clif_clearunit_area(target,CLR_DEAD); skill_unit_move(target,gettick(),4); skill_cleartimerskill(target); } // Always run NPC scripts for players last //FIXME those ain't always run if a player die if he was resurrect meanwhile //cf SC_REBIRTH, SC_KAIZEL, pc_dead... if(target->type == BL_PC) { TBL_PC *sd = BL_CAST(BL_PC,target); if( sd->bg_id ) { std::shared_ptr<s_battleground_data> bg = util::umap_find(bg_team_db, sd->bg_id); if( bg && !(bg->die_event.empty()) ) npc_event(sd, bg->die_event.c_str(), 0); } npc_script_event(sd,NPCE_DIE); } return (int)(hp+sp+ap); } /** * Heals an object * @param bl: Object to heal [PC|MOB|HOM|MER|ELEM] * @param hhp: How much HP to heal * @param hsp: How much SP to heal * @param hap: How much AP to heal * @param flag: Whether it's Forced(&1), gives HP/SP/AP(&2) heal effect, * or gives HP(&4) heal effect with 0 heal * Forced healing overrides heal impedement statuses (Berserk) * @return hp+sp+ap */ int status_heal(struct block_list *bl,int64 hhp,int64 hsp, int64 hap, int flag) { struct status_data *status; struct status_change *sc; int hp = (int)cap_value(hhp,INT_MIN,INT_MAX); int sp = (int)cap_value(hsp,INT_MIN,INT_MAX); int ap = (int)cap_value(hap,INT_MIN,INT_MAX); status = status_get_status_data(bl); if (status == &dummy_status || !status->hp) return 0; sc = status_get_sc(bl); if (sc && !sc->count) sc = NULL; if (hp < 0) { if (hp == INT_MIN) // -INT_MIN == INT_MIN in some architectures! hp++; status_damage(NULL, bl, -hp, 0, 0, 1, 0); hp = 0; } if(hp) { if( sc && (sc->data[SC_BERSERK]) ) { if( flag&1 ) flag &= ~2; else hp = 0; } if((unsigned int)hp > status->max_hp - status->hp) hp = status->max_hp - status->hp; } if(sp < 0) { if (sp == INT_MIN) sp++; status_damage(NULL, bl, 0, -sp, 0, 1, 0); sp = 0; } if(sp) { if((unsigned int)sp > status->max_sp - status->sp) sp = status->max_sp - status->sp; } if (ap < 0) { if (ap == INT_MIN) ap++; status_damage(nullptr, bl, 0, 0, -ap, 0, 1, 0); ap = 0; } if (ap) { if ((unsigned int)ap > status->max_ap - status->ap) ap = status->max_ap - status->ap; } if(!ap && !sp && !hp && !(flag&4)) return 0; status->hp += hp; status->sp += sp; status->ap += ap; if(hp && sc && sc->data[SC_AUTOBERSERK] && sc->data[SC_PROVOKE] && sc->data[SC_PROVOKE]->val4==1 && status->hp>=status->max_hp>>2 ) // End auto berserk. status_change_end(bl, SC_PROVOKE, INVALID_TIMER); // Send HP update to client switch(bl->type) { case BL_PC: pc_heal((TBL_PC*)bl,hp,sp,ap,flag); break; case BL_MOB: mob_heal((TBL_MOB*)bl,hp); break; case BL_HOM: hom_heal((TBL_HOM*)bl); break; case BL_MER: mercenary_heal((TBL_MER*)bl,hp,sp); break; case BL_ELEM: elemental_heal((TBL_ELEM*)bl,hp,sp); break; } return (int)hp+sp+ap; } /** * Applies percentage based damage to a unit. * If a mob is killed this way and there is no src, no EXP/Drops will be awarded. * @param src: Object initiating HP/SP/AP modification [PC|MOB|PET|HOM|MER|ELEM] * @param target: Object to modify HP/SP/AP * @param hp_rate: Percentage of HP to modify. If > 0:percent is of current HP, if < 0:percent is of max HP * @param sp_rate: Percentage of SP to modify. If > 0:percent is of current SP, if < 0:percent is of max SP * @param ap_rate: Percentage of AP to modify. If > 0:percent is of current AP, if < 0:percent is of max AP * @param flag: \n * 0: Heal target \n * 1: Use status_damage \n * 2: Use status_damage and make sure target must not die from subtraction * @return hp+sp+ap through status_heal() */ int status_percent_change(struct block_list *src, struct block_list *target, int8 hp_rate, int8 sp_rate, int8 ap_rate, uint8 flag) { struct status_data *status; unsigned int hp = 0, sp = 0, ap = 0; status = status_get_status_data(target); // It's safe now [MarkZD] if (hp_rate > 99) hp = status->hp; else if (hp_rate > 0) hp = apply_rate(status->hp, hp_rate); else if (hp_rate < -99) hp = status->max_hp; else if (hp_rate < 0) hp = (apply_rate(status->max_hp, -hp_rate)); if (hp_rate && !hp) hp = 1; if (flag == 2 && hp >= status->hp) hp = status->hp-1; // Must not kill target. if (sp_rate > 99) sp = status->sp; else if (sp_rate > 0) sp = apply_rate(status->sp, sp_rate); else if (sp_rate < -99) sp = status->max_sp; else if (sp_rate < 0) sp = (apply_rate(status->max_sp, -sp_rate)); if (sp_rate && !sp) sp = 1; if (ap_rate > 99) ap = status->ap; else if (ap_rate > 0) ap = apply_rate(status->ap, ap_rate); else if (ap_rate < -99) ap = status->max_ap; else if (ap_rate < 0) ap = (apply_rate(status->max_ap, -ap_rate)); if (ap_rate && !ap) ap = 1; // Ugly check in case damage dealt is too much for the received args of // status_heal / status_damage. [Skotlex] if (hp > INT_MAX) { hp -= INT_MAX; if (flag) status_damage(src, target, INT_MAX, 0, 0, (!src||src==target?5:1), 0); else status_heal(target, INT_MAX, 0, 0); } if (sp > INT_MAX) { sp -= INT_MAX; if (flag) status_damage(src, target, 0, INT_MAX, 0, (!src||src==target?5:1), 0); else status_heal(target, 0, INT_MAX, 0); } if (ap > INT_MAX) { ap -= INT_MAX; if (flag) status_damage(src, target, 0, 0, INT_MAX, 0, (!src || src == target ? 5 : 1), 0); else status_heal(target, 0, 0, INT_MAX, 0); } if (flag) return status_damage(src, target, hp, sp, ap, 0, (!src||src==target?5:1), 0); return status_heal(target, hp, sp, ap, 0); } /** * Revives a unit * @param bl: Object to revive [PC|MOB|HOM] * @param per_hp: Percentage of HP to revive with * @param per_sp: Percentage of SP to revive with * @param per_ap: Percentage of AP to revive with * @return Successful (1) or Invalid target (0) */ int status_revive(struct block_list *bl, unsigned char per_hp, unsigned char per_sp, unsigned char per_ap) { struct status_data *status; unsigned int hp, sp, ap; if (!status_isdead(bl)) return 0; status = status_get_status_data(bl); if (status == &dummy_status) return 0; // Invalid target. hp = (int64)status->max_hp * per_hp/100; sp = (int64)status->max_sp * per_sp/100; ap = (int64)status->max_ap * per_ap/100; if(hp > status->max_hp - status->hp) hp = status->max_hp - status->hp; else if (per_hp && !hp) hp = 1; if(sp > status->max_sp - status->sp) sp = status->max_sp - status->sp; else if (per_sp && !sp) sp = 1; if (ap > status->max_ap - status->ap) ap = status->max_ap - status->ap; else if (per_ap && !ap) ap = 1; status->hp += hp; status->sp += sp; status->ap += ap; if (bl->prev) // Animation only if character is already on a map. clif_resurrection(bl, 1); switch (bl->type) { case BL_PC: pc_revive((TBL_PC*)bl, hp, sp, ap); break; case BL_MOB: mob_revive((TBL_MOB*)bl, hp); break; case BL_HOM: hom_revive((TBL_HOM*)bl, hp, sp); break; } return 1; } /** * Checks whether the src can use the skill on the target, * taking into account status/option of both source/target * @param src: Object using skill on target [PC|MOB|PET|HOM|MER|ELEM] src MAY be NULL to indicate we shouldn't check it, this is a ground-based skill attack * @param target: Object being targeted by src [PC|MOB|HOM|MER|ELEM] target MAY be NULL, which checks if src can cast skill_id on the ground * @param skill_id: Skill ID being used on target * @param flag: 0 - Trying to use skill on target * 1 - Cast bar is done * 2 - Skill already pulled off, check is due to ground-based skills or splash-damage ones * @return src can use skill (1) or cannot use skill (0) * @author [Skotlex] */ bool status_check_skilluse(struct block_list *src, struct block_list *target, uint16 skill_id, int flag) { struct status_data *status; struct status_change *sc = NULL, *tsc; int hide_flag; status = src ? status_get_status_data(src) : &dummy_status; if (src && src->type != BL_PC && status_isdead(src)) return false; if (!skill_id) { // Normal attack checks. if (sc && sc->cant.attack) return false; // This mode is only needed for melee attacking. if (!status_has_mode(status,MD_CANATTACK)) return false; // Dead state is not checked for skills as some skills can be used // on dead characters, said checks are left to skill.cpp [Skotlex] if (target && status_isdead(target)) return false; } switch( skill_id ) { #ifndef RENEWAL case PA_PRESSURE: if( flag && target ) { // Gloria Avoids pretty much everything.... tsc = status_get_sc(target); if(tsc && tsc->option&OPTION_HIDE) return false; } break; #endif case GN_WALLOFTHORN: if( target && status_isdead(target) ) return false; break; case AL_TELEPORT: case ALL_ODINS_POWER: // Should fail when used on top of Land Protector [Skotlex] if (src && map_getcell(src->m, src->x, src->y, CELL_CHKLANDPROTECTOR) && !status_has_mode(status,MD_STATUSIMMUNE) && (src->type != BL_PC || ((TBL_PC*)src)->skillitem != skill_id)) return false; break; case SC_MANHOLE: // Skill is disabled against special racial grouped monsters(GvG and Battleground) if (target && ( util::vector_exists(status_get_race2(target), RC2_GVG) || util::vector_exists(status_get_race2(target), RC2_BATTLEFIELD) ) ) return false; default: break; } if ( src ) sc = status_get_sc(src); if( sc && sc->count ) { if (sc->data[SC_ALL_RIDING]) return false; //You can't use skills while in the new mounts (The client doesn't let you, this is to make cheat-safe) if (flag == 1 && !status_has_mode(status,MD_STATUSIMMUNE) && ( // Applies to after cast completion only and doesn't apply to Boss monsters. (sc->data[SC_ASH] && rnd()%2) || // Volcanic Ash has a 50% chance of causing skills to fail. (sc->data[SC_KYOMU] && rnd()%100 < 25) // Kyomu has a 25% chance of causing skills fail. )) { if (src->type == BL_PC) clif_skill_fail((TBL_PC*)src,skill_id,USESKILL_FAIL_LEVEL,0); return false; } if (sc->cant.cast && skill_id != RK_REFRESH && skill_id != SU_GROOMING && skill_id != SR_GENTLETOUCH_CURE) { // Stuned/Frozen/etc if (flag != 1) // Can't cast, casted stuff can't damage. return false; if (skill_get_casttype(skill_id) == CAST_DAMAGE) return false; // Damage spells stop casting. } if ( (sc->data[SC_TRICKDEAD] && skill_id != NV_TRICKDEAD) || (sc->data[SC_AUTOCOUNTER] && !flag && skill_id) || (sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_SELF && skill_id != PA_GOSPEL) || (sc->data[SC_SUHIDE] && skill_id != SU_HIDE) ) return false; if (sc->data[SC_WINKCHARM] && target && !flag) { // Prevents skill usage if (unit_bl2ud(src) && (unit_bl2ud(src))->walktimer == INVALID_TIMER) unit_walktobl(src, map_id2bl(sc->data[SC_WINKCHARM]->val2), 3, 1); clif_emotion(src, ET_THROB); return false; } if (sc->data[SC_BLADESTOP]) { switch (sc->data[SC_BLADESTOP]->val1) { case 5: if (skill_id == MO_EXTREMITYFIST) break; case 4: if (skill_id == MO_CHAINCOMBO) break; case 3: if (skill_id == MO_INVESTIGATE) break; case 2: if (skill_id == MO_FINGEROFFENSIVE) break; default: return false; } } if (sc->data[SC_DANCING] && flag!=2) { std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id); if (!skill) return false; if (src->type == BL_PC && ((skill_id >= WA_SWING_DANCE && skill_id <= WM_UNLIMITED_HUMMING_VOICE ) || skill_id == WM_FRIGG_SONG)) { // Lvl 5 Lesson or higher allow you use 3rd job skills while dancing. if( pc_checkskill((TBL_PC*)src,WM_LESSON) < 5 ) return false; #ifndef RENEWAL } else if(sc->data[SC_LONGING]) { // Allow everything except dancing/re-dancing. [Skotlex] if (skill_id == BD_ENCORE || skill->inf2[INF2_ISSONG] || skill->inf2[INF2_ISENSEMBLE]) return false; #endif } else if(!skill->inf2[INF2_ALLOWWHENPERFORMING]) // Skills that can be used in dancing state return false; #ifndef RENEWAL if ((sc->data[SC_DANCING]->val1&0xFFFF) == CG_HERMODE && skill_id == BD_ADAPTATION) return false; // Can't amp out of Wand of Hermode :/ [Skotlex] #endif } if (skill_id && // Do not block item-casted skills. (src->type != BL_PC || ((TBL_PC*)src)->skillitem != skill_id) ) { // Skills blocked through status changes... if (!flag && ( // Blocked only from using the skill (stuff like autospell may still go through sc->cant.cast || #ifndef RENEWAL (sc->data[SC_BASILICA] && (sc->data[SC_BASILICA]->val4 != src->id || skill_id != HP_BASILICA)) || // Only Basilica caster that can cast, and only Basilica to cancel it #endif (sc->data[SC_MARIONETTE] && skill_id != CG_MARIONETTE) || // Only skill you can use is marionette again to cancel it (sc->data[SC_MARIONETTE2] && skill_id == CG_MARIONETTE) || // Cannot use marionette if you are being buffed by another (sc->data[SC_ANKLE] && skill_block_check(src, SC_ANKLE, skill_id)) || (sc->data[SC_STASIS] && skill_block_check(src, SC_STASIS, skill_id)) || (sc->data[SC_BITE] && skill_block_check(src, SC_BITE, skill_id)) || (sc->data[SC_NOVAEXPLOSING] && skill_block_check(src, SC_NOVAEXPLOSING, skill_id)) || (sc->data[SC_GRAVITYCONTROL] && skill_block_check(src, SC_GRAVITYCONTROL, skill_id)) || (sc->data[SC_KAGEHUMI] && skill_block_check(src, SC_KAGEHUMI, skill_id)) #ifdef RENEWAL || (sc->data[SC_ENSEMBLEFATIGUE] && skill_id != CG_SPECIALSINGER) #endif )) return false; // Skill blocking. if ( (sc->data[SC_VOLCANO] && skill_id == WZ_ICEWALL) || #ifndef RENEWAL (sc->data[SC_ROKISWEIL] && skill_id != BD_ADAPTATION) || #endif (sc->data[SC_HERMODE] && skill_get_inf(skill_id) & INF_SUPPORT_SKILL) || (sc->data[SC_NOCHAT] && sc->data[SC_NOCHAT]->val1&MANNER_NOSKILL) ) return false; } if (sc->option) { if ((sc->option&OPTION_HIDE) && src->type == BL_PC && (skill_id == 0 || !skill_get_inf2(skill_id, INF2_ALLOWWHENHIDDEN))) { // Non players can use all skills while hidden. return false; } if (sc->option&OPTION_CHASEWALK && skill_id != ST_CHASEWALK) return false; } } if (target == NULL || target == src) // No further checking needed. return true; tsc = status_get_sc(target); if (tsc && tsc->count) { /** * Attacks in invincible are capped to 1 damage and handled in battle.cpp. * Allow spell break and eske for sealed shrine GDB when in INVINCIBLE state. **/ if( tsc->data[SC_INVINCIBLE] && !tsc->data[SC_INVINCIBLEOFF] && skill_id && !(skill_id&(SA_SPELLBREAKER|SL_SKE)) ) return false; if(!skill_id && tsc->data[SC_TRICKDEAD]) return false; if((skill_id == WZ_STORMGUST || skill_id == WZ_FROSTNOVA || skill_id == NJ_HYOUSYOURAKU || skill_id == NPC_STORMGUST2) && tsc->data[SC_FREEZE]) return false; if(skill_id == PR_LEXAETERNA && (tsc->data[SC_FREEZE] || (tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE))) return false; if (tsc->data[SC__MANHOLE] && !skill_get_inf2(skill_id, INF2_TARGETMANHOLE)) return false; } // If targetting, cloak+hide protect you, otherwise only hiding does. hide_flag = flag?OPTION_HIDE:(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK); // Skill that can hit hidden target if( skill_get_inf2(skill_id, INF2_TARGETHIDDEN) ) hide_flag &= ~OPTION_HIDE; switch( target->type ) { case BL_PC: { struct map_session_data *tsd = (TBL_PC*)target; bool is_boss = (src && status_get_class_(src) == CLASS_BOSS); bool is_detect = status_has_mode(status,MD_DETECTOR); if (pc_isinvisible(tsd)) return false; if (tsc) { if ((tsc->option&hide_flag) && !is_boss && (tsd->special_state.perfect_hiding || !is_detect)) return false; if ((tsc->data[SC_CLOAKINGEXCEED] || tsc->data[SC_NEWMOON]) && !is_boss && (tsd->special_state.perfect_hiding || is_detect)) return false; // Works against insect and demon but not against bosses if (tsc->data[SC__FEINTBOMB] && (is_boss || is_detect)) return false; // Works against all if ((tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_STEALTHFIELD] || tsc->data[SC_SUHIDE]) && !(is_boss || is_detect) && (!skill_id || (!flag && src))) return false; // Insect, demon, and boss can detect } } break; case BL_ITEM: // Allow targetting of items to pick'em up (or in the case of mobs, to loot them). // !TODO: Would be nice if this could be used to judge whether the player can or not pick up the item it targets. [Skotlex] if (status_has_mode(status,MD_LOOTER)) return true; return false; case BL_HOM: case BL_MER: case BL_ELEM: if( target->type == BL_HOM && skill_id && battle_config.hom_setting&HOMSET_NO_SUPPORT_SKILL && skill_get_inf(skill_id)&INF_SUPPORT_SKILL && battle_get_master(target) != src ) return false; // Can't use support skills on Homunculus (only Master/Self) if( target->type == BL_MER && (skill_id == PR_ASPERSIO || (skill_id >= SA_FLAMELAUNCHER && skill_id <= SA_SEISMICWEAPON)) && battle_get_master(target) != src ) return false; // Can't use Weapon endow skills on Mercenary (only Master) if( skill_id == AM_POTIONPITCHER && ( target->type == BL_MER || target->type == BL_ELEM) ) return false; // Can't use Potion Pitcher on Mercenaries if (tsc && tsc->data[SC_ELEMENTAL_VEIL] && !(src && status_get_class_(src) == CLASS_BOSS) && !status_has_mode(status, MD_DETECTOR)) return false; default: // Check for chase-walk/hiding/cloaking opponents. if( tsc ) { if( tsc->option&hide_flag && !status_has_mode(status,MD_DETECTOR)) return false; } } return true; } /** * Checks whether the src can see the target * @param src: Object using skill on target [PC|MOB|PET|HOM|MER|ELEM] * @param target: Object being targeted by src [PC|MOB|HOM|MER|ELEM] * @return src can see (1) or target is invisible (0) * @author [Skotlex] */ int status_check_visibility(struct block_list *src, struct block_list *target) { int view_range; struct status_data* status = status_get_status_data(src); struct status_change* tsc = status_get_sc(target); switch (src->type) { case BL_MOB: view_range = ((TBL_MOB*)src)->min_chase; break; case BL_PET: view_range = ((TBL_PET*)src)->db->range2; break; default: view_range = AREA_SIZE; } if (src->m != target->m || !check_distance_bl(src, target, view_range)) return 0; if ( src->type == BL_NPC) // NPCs don't care for the rest return 1; if (tsc) { bool is_boss = (status_get_class_(src) == CLASS_BOSS); bool is_detector = status_has_mode(status,MD_DETECTOR); switch (target->type) { // Check for chase-walk/hiding/cloaking opponents. case BL_PC: { struct map_session_data *tsd = (TBL_PC*)target; if (((tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK)) || tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_STEALTHFIELD] || tsc->data[SC_SUHIDE]) && !is_boss && (tsd->special_state.perfect_hiding || !is_detector)) return 0; if ((tsc->data[SC_CLOAKINGEXCEED] || tsc->data[SC_NEWMOON]) && !is_boss && ((tsd && tsd->special_state.perfect_hiding) || is_detector)) return 0; if (tsc->data[SC__FEINTBOMB] && !is_boss && !is_detector) return 0; } break; case BL_ELEM: if (tsc->data[SC_ELEMENTAL_VEIL] && !is_boss && !is_detector) return 0; break; default: if (((tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK)) || tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_STEALTHFIELD] || tsc->data[SC_SUHIDE]) && !is_boss && !is_detector) return 0; } } return 1; } /** * Base ASPD value taken from the job tables * @param sd: Player object * @param status: Player status * @return base amotion after single/dual weapon and shield adjustments [RENEWAL] * base amotion after single/dual weapon and stats adjustments [PRE-RENEWAL] */ int status_base_amotion_pc(struct map_session_data* sd, struct status_data* status) { std::shared_ptr<s_job_info> job = job_db.find(sd->status.class_); if (job == nullptr) return 2000; int amotion; #ifdef RENEWAL_ASPD int16 skill_lv, val = 0; float temp_aspd = 0; amotion = job->aspd_base[sd->weapontype1]; // Single weapon if (sd->status.shield) amotion += job->aspd_base[MAX_WEAPON_TYPE]; else if (sd->weapontype2 != W_FIST && sd->equip_index[EQI_HAND_R] != sd->equip_index[EQI_HAND_L]) amotion += job->aspd_base[sd->weapontype2] / 4; // Dual-wield switch(sd->status.weapon) { case W_BOW: case W_MUSICAL: case W_WHIP: case W_REVOLVER: case W_RIFLE: case W_GATLING: case W_SHOTGUN: case W_GRENADE: temp_aspd = status->dex * status->dex / 7.0f + status->agi * status->agi * 0.5f; break; default: temp_aspd = status->dex * status->dex / 5.0f + status->agi * status->agi * 0.5f; break; } temp_aspd = (float)(sqrt(temp_aspd) * 0.25f) + 0xc4; if ((skill_lv = pc_checkskill(sd,SA_ADVANCEDBOOK)) > 0 && sd->status.weapon == W_BOOK) val += (skill_lv - 1) / 2 + 1; if ((skill_lv = pc_checkskill(sd, SG_DEVIL)) > 0 && ((sd->class_&MAPID_THIRDMASK) == MAPID_STAR_EMPEROR || pc_is_maxjoblv(sd))) val += 1 + skill_lv; if ((skill_lv = pc_checkskill(sd,GS_SINGLEACTION)) > 0 && (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE)) val += ((skill_lv + 1) / 2); if ((skill_lv = pc_checkskill(sd, RG_PLAGIARISM)) > 0) val += skill_lv; if (pc_isriding(sd)) val -= 50 - 10 * pc_checkskill(sd, KN_CAVALIERMASTERY); else if (pc_isridingdragon(sd)) val -= 25 - 5 * pc_checkskill(sd, RK_DRAGONTRAINING); amotion = ((int)(temp_aspd + ((float)(status_calc_aspd(&sd->bl, &sd->sc, true) + val) * status->agi / 200)) - min(amotion, 200)); #else // Angra Manyu disregards aspd_base and similar if (pc_checkequip2(sd, ITEMID_ANGRA_MANYU, EQI_ACC_L, EQI_MAX)) return 0; // Base weapon delay amotion = (sd->status.weapon < MAX_WEAPON_TYPE) ? (job->aspd_base[sd->status.weapon]) // Single weapon : (job->aspd_base[sd->weapontype1] + job->aspd_base[sd->weapontype2]) * 7 / 10; // Dual-wield // Percentual delay reduction from stats amotion -= amotion * (4 * status->agi + status->dex) / 1000; // Raw delay adjustment from bAspd bonus amotion += sd->bonus.aspd_add; #endif return amotion; } /** * Base attack value calculated for units * @param bl: Object to get attack for [BL_CHAR|BL_NPC] * @param status: Object status * @return base attack */ unsigned short status_base_atk(const struct block_list *bl, const struct status_data *status, int level) { int flag = 0, str, dex, dstr; #ifdef RENEWAL if (!(bl->type&battle_config.enable_baseatk_renewal)) return 0; #else if (!(bl->type&battle_config.enable_baseatk)) return 0; #endif if (bl->type == BL_PC) switch(((TBL_PC*)bl)->status.weapon) { case W_BOW: case W_MUSICAL: case W_WHIP: case W_REVOLVER: case W_RIFLE: case W_GATLING: case W_SHOTGUN: case W_GRENADE: flag = 1; } if (flag) { #ifdef RENEWAL dstr = #endif str = status->dex; dex = status->str; } else { #ifdef RENEWAL dstr = #endif str = status->str; dex = status->dex; } /** [Skotlex] * Normally only players have base-atk, but homunc have a different batk * equation, hinting that perhaps non-players should use this for batk. **/ switch (bl->type) { case BL_HOM: #ifdef RENEWAL str = 2 * level + status_get_homstr(bl); #else dstr = str / 10; str += dstr*dstr; #endif break; case BL_PC: #ifdef RENEWAL str = (dstr * 10 + dex * 10 / 5 + status->luk * 10 / 3 + level * 10 / 4) / 10 + 5 * status->pow; #else dstr = str / 10; str += dstr*dstr; str += dex / 5 + status->luk / 5; #endif break; default:// Others #ifdef RENEWAL str = dstr + level; #else dstr = str / 10; str += dstr*dstr; str += dex / 5 + status->luk / 5; #endif break; } return cap_value(str, 0, USHRT_MAX); } #ifdef RENEWAL /** * Weapon attack value calculated for Players * @param wa: Weapon attack * @param status: Player status * @return weapon attack */ unsigned int status_weapon_atk(weapon_atk &wa) { return wa.atk + wa.atk2; } #endif #ifndef RENEWAL unsigned short status_base_matk_min(const struct status_data* status) { return status->int_ + (status->int_ / 7) * (status->int_ / 7); } unsigned short status_base_matk_max(const struct status_data* status) { return status->int_ + (status->int_ / 5) * (status->int_ / 5); } #else /* * Calculates minimum attack variance 80% from db's ATK1 for non BL_PC * status->batk (base attack) will be added in battle_calc_base_damage */ unsigned short status_base_atk_min(struct block_list *bl, const struct status_data* status, int level) { switch (bl->type) { case BL_PET: case BL_MOB: case BL_MER: case BL_ELEM: return status->rhw.atk * 80 / 100; case BL_HOM: return (status_get_homstr(bl) + status_get_homdex(bl)) / 5; default: return status->rhw.atk; } } /* * Calculates maximum attack variance 120% from db's ATK1 for non BL_PC * status->batk (base attack) will be added in battle_calc_base_damage */ unsigned short status_base_atk_max(struct block_list *bl, const struct status_data* status, int level) { switch (bl->type) { case BL_PET: case BL_MOB: case BL_MER: case BL_ELEM: return status->rhw.atk * 120 / 100; case BL_HOM: return (status_get_homluk(bl) + status_get_homstr(bl) + status_get_homdex(bl)) / 3; default: return status->rhw.atk2; } } /* * Calculates minimum magic attack */ unsigned short status_base_matk_min(struct block_list *bl, const struct status_data* status, int level) { switch (bl->type) { case BL_PET: case BL_MOB: case BL_MER: case BL_ELEM: return status->int_ + level + status->rhw.matk * 70 / 100; case BL_HOM: return status_get_homint(bl) + level + (status_get_homint(bl) + status_get_homdex(bl)) / 5; case BL_PC: default: return status->int_ + (status->int_ / 2) + (status->dex / 5) + (status->luk / 3) + (level / 4) + 5 * status->spl; } } /* * Calculates maximum magic attack */ unsigned short status_base_matk_max(struct block_list *bl, const struct status_data* status, int level) { switch (bl->type) { case BL_PET: case BL_MOB: case BL_MER: case BL_ELEM: return status->int_ + level + status->rhw.matk * 130 / 100; case BL_HOM: return status_get_homint(bl) + level + (status_get_homluk(bl) + status_get_homint(bl) + status_get_homdex(bl)) / 3; case BL_PC: default: return status->int_ + (status->int_ / 2) + (status->dex / 5) + (status->luk / 3) + (level / 4) + 5 * status->spl; } } #endif /** * Fills in the misc data that can be calculated from the other status info (except for level) * @param bl: Object to calculate status on [PC|MOB|PET|HOM|MERC|ELEM] * @param status: Player status */ void status_calc_misc(struct block_list *bl, struct status_data *status, int level) { int stat; // Non players get the value set, players need to stack with previous bonuses. if( bl->type != BL_PC ) status->batk = status->hit = status->flee = status->def2 = status->mdef2 = status->cri = status->flee2 = status->patk = status->smatk = status->hplus = status->crate = status->res = status->mres = 0; #ifdef RENEWAL // Renewal formulas if (bl->type == BL_HOM) { // Def2 stat = status_get_homvit(bl) + status_get_homagi(bl) / 2; status->def2 = cap_value(stat, 0, SHRT_MAX); // Mdef2 stat = (status_get_homvit(bl) + status_get_homint(bl)) / 2; status->mdef2 = cap_value(stat, 0, SHRT_MAX); // Def stat = status->def; stat += status_get_homvit(bl) + level / 2; status->def = cap_value(stat, 0, SHRT_MAX); // Mdef stat = (int)(((float)status_get_homvit(bl) + level) / 4 + (float)status_get_homint(bl) / 2); status->mdef = cap_value(stat, 0, SHRT_MAX); // Hit stat = level + status->dex + 150; status->hit = cap_value(stat, 1, SHRT_MAX); // Flee stat = level + status_get_homagi(bl); status->flee = cap_value(stat, 1, SHRT_MAX); } else { // Hit stat = status->hit; stat += level + status->dex + (bl->type == BL_PC ? status->luk / 3 + 175 : 150); //base level + ( every 1 dex = +1 hit ) + (every 3 luk = +1 hit) + 175 stat += 2 * status->con; status->hit = cap_value(stat, 1, SHRT_MAX); // Flee stat = status->flee; stat += level + status->agi + (bl->type == BL_MER ? 0 : bl->type == BL_PC ? status->luk / 5 : 0) + 100; //base level + ( every 1 agi = +1 flee ) + (every 5 luk = +1 flee) + 100 stat += 2 * status->con; status->flee = cap_value(stat, 1, SHRT_MAX); // Def2 if (bl->type == BL_MER) stat = (int)(status->vit + ((float)level / 10) + ((float)status->vit / 5)); else { stat = status->def2; stat += (int)(((float)level + status->vit) / 2 + (bl->type == BL_PC ? ((float)status->agi / 5) : 0)); //base level + (every 2 vit = +1 def) + (every 5 agi = +1 def) } status->def2 = cap_value(stat, 0, SHRT_MAX); // Mdef2 if (bl->type == BL_MER) stat = (int)(((float)level / 10) + ((float)status->int_ / 5)); else { stat = status->mdef2; stat += (int)(bl->type == BL_PC ? (status->int_ + ((float)level / 4) + ((float)(status->dex + status->vit) / 5)) : ((float)(status->int_ + level) / 4)); //(every 4 base level = +1 mdef) + (every 1 int = +1 mdef) + (every 5 dex = +1 mdef) + (every 5 vit = +1 mdef) } status->mdef2 = cap_value(stat, 0, SHRT_MAX); // PAtk stat = status->patk; stat += status->pow / 3 + status->con / 5; status->patk = cap_value(stat, 0, SHRT_MAX); // SMatk stat = status->smatk; stat += status->spl / 3 + status->con / 5; status->smatk = cap_value(stat, 0, SHRT_MAX); // Res stat = status->res; stat += status->sta + status->sta / 3 * 5; status->res = cap_value(stat, 0, SHRT_MAX); // Mres stat = status->mres; stat += status->wis + status->wis / 3 * 5; status->mres = cap_value(stat, 0, SHRT_MAX); // HPlus stat = status->hplus; stat += status->crt; status->hplus = cap_value(stat, 0, SHRT_MAX); // CRate stat = status->crate; stat += status->crt / 3; status->crate = cap_value(stat, 0, SHRT_MAX); } // ATK if (bl->type != BL_PC) { status->rhw.atk2 = status_base_atk_max(bl, status, level); status->rhw.atk = status_base_atk_min(bl, status, level); } // MAtk status->matk_min = status_base_matk_min(bl, status, level); status->matk_max = status_base_matk_max(bl, status, level); #else // Matk status->matk_min = status_base_matk_min(status); status->matk_max = status_base_matk_max(status); // Hit stat = status->hit; stat += level + status->dex; status->hit = cap_value(stat, 1, SHRT_MAX); // Flee stat = status->flee; stat += level + status->agi; status->flee = cap_value(stat, 1, SHRT_MAX); // Def2 stat = status->def2; stat += status->vit; status->def2 = cap_value(stat, 0, SHRT_MAX); // Mdef2 stat = status->mdef2; stat += status->int_ + (status->vit>>1); status->mdef2 = cap_value(stat, 0, SHRT_MAX); #endif //Critical if( bl->type&battle_config.enable_critical ) { stat = status->cri; stat += 10 + (status->luk*10/3); // (every 1 luk = +0.3 critical) status->cri = cap_value(stat, 1, SHRT_MAX); } else status->cri = 0; if (bl->type&battle_config.enable_perfect_flee) { stat = status->flee2; stat += status->luk + 10; // (every 10 luk = +1 perfect flee) status->flee2 = cap_value(stat, 0, SHRT_MAX); } else status->flee2 = 0; if (status->batk) { int temp = status->batk + status_base_atk(bl, status, level); status->batk = cap_value(temp, 0, USHRT_MAX); } else status->batk = status_base_atk(bl, status, level); if (status->cri) { switch (bl->type) { case BL_MOB: if(battle_config.mob_critical_rate != 100) status->cri = cap_value(status->cri*battle_config.mob_critical_rate/100,1,SHRT_MAX); if(!status->cri && battle_config.mob_critical_rate) status->cri = 10; break; case BL_PC: // Players don't have a critical adjustment setting as of yet. break; default: if(battle_config.critical_rate != 100) status->cri = cap_value(status->cri*battle_config.critical_rate/100,1,SHRT_MAX); if (!status->cri && battle_config.critical_rate) status->cri = 10; } } if(bl->type&BL_REGEN) status_calc_regen(bl, status, status_get_regen_data(bl)); } /** * Calculates the initial status for the given mob * @param md: Mob object * @param opt: Whether or not it is the first calculation This will only be false when a mob levels up (Regular and WoE Guardians) * @return 1 for calculated special statuses or 0 for none * @author [Skotlex] */ int status_calc_mob_(struct mob_data* md, uint8 opt) { struct status_data *status; struct block_list *mbl = NULL; int flag=0; if (opt&SCO_FIRST) { // Set basic level on respawn. if (md->level > 0 && md->level <= MAX_LEVEL && md->level != md->db->lv) ; else md->level = md->db->lv; } // Check if we need custom base-status if (battle_config.mobs_level_up && md->level > md->db->lv) flag|=1; if (md->special_state.size) flag|=2; if (md->guardian_data && md->guardian_data->guardup_lv) flag|=4; if (md->mob_id == MOBID_EMPERIUM) flag|=4; if (battle_config.slaves_inherit_speed && md->master_id) flag|=8; if (md->master_id && md->special_state.ai>AI_ATTACK) flag|=16; if (md->master_id && battle_config.slaves_inherit_mode) flag |= 32; if (!flag) { // No special status required. if (md->base_status) { aFree(md->base_status); md->base_status = NULL; } if (opt&SCO_FIRST) memcpy(&md->status, &md->db->status, sizeof(struct status_data)); return 0; } if (!md->base_status) md->base_status = (struct status_data*)aCalloc(1, sizeof(struct status_data)); status = md->base_status; memcpy(status, &md->db->status, sizeof(struct status_data)); if (flag&(8|16)) mbl = map_id2bl(md->master_id); if (flag&8 && mbl) { struct status_data *mstatus = status_get_base_status(mbl); if (mstatus && battle_config.slaves_inherit_speed&(status_has_mode(mstatus,MD_CANMOVE)?1:2)) status->speed = mstatus->speed; if( status->speed < 2 ) // Minimum for the unit to function properly status->speed = 2; } if (flag&32) status_calc_slave_mode(md, map_id2md(md->master_id)); if (flag&1) { // Increase from mobs leveling up [Valaris] int diff = md->level - md->db->lv; status->str += diff; status->agi += diff; status->vit += diff; status->int_ += diff; status->dex += diff; status->luk += diff; status->max_hp += diff * status->vit; status->max_sp += diff * status->int_; status->hp = status->max_hp; status->sp = status->max_sp; status->speed -= cap_value(diff, 0, status->speed - 10); } if (flag&2 && battle_config.mob_size_influence) { // Change for sized monsters [Valaris] if (md->special_state.size == SZ_MEDIUM) { status->max_hp >>= 1; status->max_sp >>= 1; if (!status->max_hp) status->max_hp = 1; if (!status->max_sp) status->max_sp = 1; status->hp = status->max_hp; status->sp = status->max_sp; status->str >>= 1; status->agi >>= 1; status->vit >>= 1; status->int_ >>= 1; status->dex >>= 1; status->luk >>= 1; if (!status->str) status->str = 1; if (!status->agi) status->agi = 1; if (!status->vit) status->vit = 1; if (!status->int_) status->int_ = 1; if (!status->dex) status->dex = 1; if (!status->luk) status->luk = 1; } else if (md->special_state.size == SZ_BIG) { status->max_hp <<= 1; status->max_sp <<= 1; status->hp = status->max_hp; status->sp = status->max_sp; status->str <<= 1; status->agi <<= 1; status->vit <<= 1; status->int_ <<= 1; status->dex <<= 1; status->luk <<= 1; } } status_calc_misc(&md->bl, status, md->level); if(flag&4) { // Strengthen Guardians - custom value +10% / lv struct map_data *mapdata = map_getmapdata(md->bl.m); std::shared_ptr<guild_castle> gc = castle_db.mapname2gc(mapdata->name); if (gc == nullptr) ShowError("status_calc_mob: No castle set at map %s\n", mapdata->name); else if(gc->castle_id < 24 || md->mob_id == MOBID_EMPERIUM) { #ifdef RENEWAL status->max_hp += 50 * (gc->defense / 5); #else status->max_hp += 1000 * gc->defense; #endif status->hp = status->max_hp; status->def += (gc->defense+2)/3; status->mdef += (gc->defense+2)/3; } if(md->mob_id != MOBID_EMPERIUM) { status->max_hp += 1000 * gc->defense; status->hp = status->max_hp; status->batk += 2 * md->guardian_data->guardup_lv + 8; status->rhw.atk += 2 * md->guardian_data->guardup_lv + 8; status->rhw.atk2 += 2 * md->guardian_data->guardup_lv + 8; status->aspd_rate -= 2 * md->guardian_data->guardup_lv + 3; } } if (flag&16 && mbl) { // Max HP setting from Summon Flora/marine Sphere struct unit_data *ud = unit_bl2ud(mbl); // Remove special AI when this is used by regular mobs. if (mbl->type == BL_MOB && !((TBL_MOB*)mbl)->special_state.ai) md->special_state.ai = AI_NONE; if (ud) { // Different levels of HP according to skill level if(!ud->skill_id) // !FIXME: We lost the unit data for magic decoy in somewhere before this ud->skill_id = ((TBL_PC*)mbl)->menuskill_id; switch(ud->skill_id) { case AM_SPHEREMINE: status->max_hp = 2000 + 400*ud->skill_lv; break; case KO_ZANZOU: status->max_hp = 3000 + 3000 * ud->skill_lv; break; case AM_CANNIBALIZE: status->max_hp = 1500 + 200*ud->skill_lv + 10*status_get_lv(mbl); status->mode = static_cast<e_mode>(status->mode|MD_CANATTACK|MD_AGGRESSIVE); break; case MH_SUMMON_LEGION: { int homblvl = status_get_lv(mbl); status->max_hp = 10 * (100 * (ud->skill_lv + 2) + homblvl); status->batk = 100 * (ud->skill_lv+5) / 2; status->def = 10 * (100 * (ud->skill_lv+2) + homblvl); // status->aspd_rate = 10 * (2 * (20 - ud->skill_lv) - homblvl/10); // status->aspd_rate = max(100,status->aspd_rate); break; } case NC_SILVERSNIPER: { struct status_data *mstatus = status_get_status_data(mbl); if(!mstatus) break; status->max_hp = (1000 * ud->skill_lv) + (mstatus->hp / 3) + (status_get_lv(mbl) * 12); status->batk = 200 * ud->skill_lv; break; } case NC_MAGICDECOY: { struct status_data *mstatus = status_get_status_data(mbl); if(!mstatus) break; status->max_hp = (1000 * ((TBL_PC*)mbl)->menuskill_val) + (mstatus->sp * 4) + (status_get_lv(mbl) * 12); status->matk_min = status->matk_max = 250 + 50*((TBL_PC*)mbl)->menuskill_val; break; } case MT_SUMMON_ABR_BATTLE_WARIOR: case MT_SUMMON_ABR_DUAL_CANNON: case MT_SUMMON_ABR_MOTHER_NET: case MT_SUMMON_ABR_INFINITY: { map_session_data *msd = BL_CAST(BL_PC, mbl); status_data *mstatus = status_get_status_data(mbl); if (msd == nullptr || mstatus == nullptr) break; uint8 abr_mastery = pc_checkskill(msd, MT_ABR_M); // Custom formulas for ABR's. // Its unknown how the summoner's stats affects the ABR's stats. // I decided to do something similar to elementals for now until I know. // Also added hit increase from ABR-Mastery for balance reasons. [Rytech] status->max_hp = (5000 + 2000 * abr_mastery) * mstatus->vit / 100; status->rhw.atk = (2 * mstatus->batk + 500 + 200 * abr_mastery) * 70 / 100; status->rhw.atk2 = 2 * mstatus->batk + 500 + 200 * abr_mastery; status->def = mstatus->def + 20 * abr_mastery; status->mdef = mstatus->mdef + 4 * abr_mastery; status->hit = mstatus->hit + 5 * abr_mastery / 2; status->flee = mstatus->flee + 10 * abr_mastery; status->speed = mstatus->speed; // The Infinity ABR appears to have a much higher attack then other // ABR's and im guessing has a much higher MaxHP due to it being a AP // costing summon. [Rytech] if (ud->skill_id == MT_SUMMON_ABR_INFINITY) { status->max_hp += 20000; status->rhw.atk += 1400; // 70% of 2000 status->rhw.atk2 += 2000; } } break; case BO_WOODENWARRIOR: case BO_WOODEN_FAIRY: case BO_CREEPER: case BO_HELLTREE: { map_session_data *msd = BL_CAST(BL_PC, mbl); status_data *mstatus = status_get_status_data(mbl); if (msd == nullptr || mstatus == nullptr) break; uint8 bionic_mastery = pc_checkskill(msd, BO_BIONICS_M); // Custom formulas for bionic's. // Its unknown how the summoner's stats affects the bionic's stats. // I decided to do something similar to elementals for now until I know. // Also added hit increase from Bionic-Mastery for balance reasons. [Rytech] status->max_hp = (5000 + 2000 * bionic_mastery) * mstatus->vit / 100; //status->max_sp = (50 + 20 * bionic_mastery) * mstatus->int_ / 100;// Wait what??? Bionic Mastery increases MaxSP? They have SP??? status->rhw.atk = (2 * mstatus->batk + 200 * bionic_mastery) * 70 / 100; status->rhw.atk2 = 2 * mstatus->batk + 200 * bionic_mastery; status->def = mstatus->def + 20 * bionic_mastery; status->mdef = mstatus->mdef + 4 * bionic_mastery; status->hit = mstatus->hit + 5 * bionic_mastery / 2; status->flee = mstatus->flee + 10 * bionic_mastery; status->speed = mstatus->speed; // The Hell Tree bionic appears to have a much higher attack then other // bionic's and im guessing has a much higher MaxHP due to it being a AP // costing summon. [Rytech] if (ud->skill_id == BO_HELLTREE) { status->max_hp += 20000; status->rhw.atk += 1400; // 70% of 2000 status->rhw.atk2 += 2000; } } break; } status->hp = status->max_hp; } } if (opt&SCO_FIRST) // Initial battle status memcpy(&md->status, status, sizeof(struct status_data)); return 1; } /** * Calculates the stats of the given pet * @param pd: Pet object * @param opt: Whether or not it is the first calculation This will only be false when a pet levels up * @return 1 * @author [Skotlex] */ void status_calc_pet_(struct pet_data *pd, uint8 opt) { nullpo_retv(pd); if (opt&SCO_FIRST) { memcpy(&pd->status, &pd->db->status, sizeof(struct status_data)); pd->status.mode = MD_CANMOVE; // Pets discard all modes, except walking pd->status.class_ = CLASS_NORMAL; pd->status.speed = pd->get_pet_walk_speed(); if(battle_config.pet_attack_support || battle_config.pet_damage_support) { // Attack support requires the pet to be able to attack pd->status.mode = static_cast<e_mode>(pd->status.mode|MD_CANATTACK); } } if (battle_config.pet_lv_rate && pd->master) { struct map_session_data *sd = pd->master; int lv; lv =sd->status.base_level*battle_config.pet_lv_rate/100; if (lv < 0) lv = 1; if (lv != pd->pet.level || opt&SCO_FIRST) { struct status_data *bstat = &pd->db->status, *status = &pd->status; pd->pet.level = lv; if (!(opt&SCO_FIRST)) // Lv Up animation clif_misceffect(&pd->bl, 0); status->rhw.atk = (bstat->rhw.atk*lv)/pd->db->lv; status->rhw.atk2 = (bstat->rhw.atk2*lv)/pd->db->lv; status->str = (bstat->str*lv)/pd->db->lv; status->agi = (bstat->agi*lv)/pd->db->lv; status->vit = (bstat->vit*lv)/pd->db->lv; status->int_ = (bstat->int_*lv)/pd->db->lv; status->dex = (bstat->dex*lv)/pd->db->lv; status->luk = (bstat->luk*lv)/pd->db->lv; status->rhw.atk = cap_value(status->rhw.atk, 1, battle_config.pet_max_atk1); status->rhw.atk2 = cap_value(status->rhw.atk2, 2, battle_config.pet_max_atk2); status->str = cap_value(status->str,1,battle_config.pet_max_stats); status->agi = cap_value(status->agi,1,battle_config.pet_max_stats); status->vit = cap_value(status->vit,1,battle_config.pet_max_stats); status->int_= cap_value(status->int_,1,battle_config.pet_max_stats); status->dex = cap_value(status->dex,1,battle_config.pet_max_stats); status->luk = cap_value(status->luk,1,battle_config.pet_max_stats); status_calc_misc(&pd->bl, &pd->status, lv); if (!(opt&SCO_FIRST)) // Not done the first time because the pet is not visible yet clif_send_petstatus(sd); } } else if (opt&SCO_FIRST) { status_calc_misc(&pd->bl, &pd->status, pd->db->lv); if (!battle_config.pet_lv_rate && pd->pet.level != pd->db->lv) pd->pet.level = pd->db->lv; } // Support rate modifier (1000 = 100%) pd->rate_fix = min(1000 * (pd->pet.intimate - battle_config.pet_support_min_friendly) / (1000 - battle_config.pet_support_min_friendly) + 500, USHRT_MAX); pd->rate_fix = min(apply_rate(pd->rate_fix, battle_config.pet_support_rate), USHRT_MAX); } /** * Get HP bonus modifiers * @param bl: block_list that will be checked * @param type: type of e_status_bonus (STATUS_BONUS_FIX or STATUS_BONUS_RATE) * @return bonus: total bonus for HP * @author [Cydh] */ static int status_get_hpbonus(struct block_list *bl, enum e_status_bonus type) { int bonus = 0; if (type == STATUS_BONUS_FIX) { struct status_change *sc = status_get_sc(bl); //Only for BL_PC if (bl->type == BL_PC) { struct map_session_data *sd = map_id2sd(bl->id); uint16 skill_lv; bonus += sd->bonus.hp; if ((skill_lv = pc_checkskill(sd,CR_TRUST)) > 0) bonus += skill_lv * 200; if (pc_checkskill(sd,SU_SPRITEMABLE) > 0) bonus += 1000; if (pc_checkskill(sd, SU_POWEROFSEA) > 0) { bonus += 1000; if (pc_checkskill_summoner(sd, SUMMONER_POWER_SEA) >= 20) bonus += 3000; } if ((skill_lv = pc_checkskill(sd, NV_BREAKTHROUGH)) > 0) bonus += 350 * skill_lv + (skill_lv > 4 ? 250 : 0); if ((skill_lv = pc_checkskill(sd, NV_TRANSCENDENCE)) > 0) bonus += 350 * skill_lv + (skill_lv > 4 ? 250 : 0); #ifndef HP_SP_TABLES if ((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.base_level >= 99) bonus += 2000; // Supernovice lvl99 hp bonus. if ((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.base_level >= 150) bonus += 2000; // Supernovice lvl150 hp bonus. #endif } //Bonus by SC if (sc) { if(sc->data[SC_INCMHP]) bonus += sc->data[SC_INCMHP]->val1; if(sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 2) bonus += 500; if (sc->data[SC_PROMOTE_HEALTH_RESERCH]) bonus += sc->data[SC_PROMOTE_HEALTH_RESERCH]->val3; if(sc->data[SC_SOLID_SKIN_OPTION]) bonus += 2000; if(sc->data[SC_MARIONETTE]) bonus -= 1000; if(sc->data[SC_SWORDCLAN]) bonus += 30; if(sc->data[SC_ARCWANDCLAN]) bonus += 30; if(sc->data[SC_GOLDENMACECLAN]) bonus += 30; if(sc->data[SC_CROSSBOWCLAN]) bonus += 30; if(sc->data[SC_GLASTHEIM_HPSP]) bonus += sc->data[SC_GLASTHEIM_HPSP]->val1; #ifdef RENEWAL if (sc->data[SC_ANGELUS]) bonus += sc->data[SC_ANGELUS]->val1 * 50; #endif } } else if (type == STATUS_BONUS_RATE) { struct status_change *sc = status_get_sc(bl); //Bonus by SC if (sc) { //Increasing if(sc->data[SC_INCMHPRATE]) bonus += sc->data[SC_INCMHPRATE]->val1; if(sc->data[SC_APPLEIDUN]) bonus += sc->data[SC_APPLEIDUN]->val2; if(sc->data[SC_DELUGE]) bonus += sc->data[SC_DELUGE]->val2; if(sc->data[SC_BERSERK]) bonus += 200; //+200% if(sc->data[SC_MERC_HPUP]) bonus += sc->data[SC_MERC_HPUP]->val2; if(sc->data[SC_EPICLESIS]) bonus += sc->data[SC_EPICLESIS]->val2; if(sc->data[SC_FRIGG_SONG]) bonus += sc->data[SC_FRIGG_SONG]->val2; if(sc->data[SC_LERADSDEW]) bonus += sc->data[SC_LERADSDEW]->val3; if(sc->data[SC_FORCEOFVANGUARD]) bonus += (3 * sc->data[SC_FORCEOFVANGUARD]->val1); if(sc->data[SC_INSPIRATION]) bonus += (4 * sc->data[SC_INSPIRATION]->val1); if(sc->data[SC_RAISINGDRAGON]) bonus += sc->data[SC_RAISINGDRAGON]->val1; if(sc->data[SC_GT_REVITALIZE]) bonus += sc->data[SC_GT_REVITALIZE]->val2; if(sc->data[SC_ANGRIFFS_MODUS]) bonus += (5 * sc->data[SC_ANGRIFFS_MODUS]->val1); if(sc->data[SC_PETROLOGY_OPTION]) bonus += sc->data[SC_PETROLOGY_OPTION]->val2; if(sc->data[SC_POWER_OF_GAIA]) bonus += sc->data[SC_POWER_OF_GAIA]->val3; if(sc->data[SC_CURSED_SOIL_OPTION]) bonus += sc->data[SC_CURSED_SOIL_OPTION]->val2; if(sc->data[SC_UPHEAVAL_OPTION]) bonus += sc->data[SC_UPHEAVAL_OPTION]->val2; if(sc->data[SC_LAUDAAGNUS]) bonus += 2 + (sc->data[SC_LAUDAAGNUS]->val1 * 2); #ifdef RENEWAL if (sc->data[SC_NIBELUNGEN] && sc->data[SC_NIBELUNGEN]->val2 == RINGNBL_HPRATE) bonus += 30; #endif if(sc->data[SC_LUNARSTANCE]) bonus += sc->data[SC_LUNARSTANCE]->val2; if (sc->data[SC_LUXANIMA]) bonus += sc->data[SC_LUXANIMA]->val3; if (sc->data[SC_MTF_MHP]) bonus += sc->data[SC_MTF_MHP]->val1; if (sc->data[SC_FIRM_FAITH]) bonus += sc->data[SC_FIRM_FAITH]->val2; //Decreasing if (sc->data[SC_VENOMBLEED] && sc->data[SC_VENOMBLEED]->val3 == 1) bonus -= 15; if(sc->data[SC_BEYONDOFWARCRY]) bonus -= sc->data[SC_BEYONDOFWARCRY]->val3; if(sc->data[SC__WEAKNESS]) bonus -= sc->data[SC__WEAKNESS]->val2; if(sc->data[SC_EQC]) bonus -= sc->data[SC_EQC]->val3; if(sc->data[SC_PACKING_ENVELOPE3]) bonus += sc->data[SC_PACKING_ENVELOPE3]->val1; } // Max rate reduce is -100% bonus = cap_value(bonus,-100,INT_MAX); } return min(bonus,INT_MAX); } /** * HP bonus rate from equipment */ static int status_get_hpbonus_equip(TBL_PC *sd) { int bonus = 0; bonus += sd->hprate; return bonus -= 100; //Default hprate is 100, so it should be add 0% } /** * HP bonus rate from usable items */ static int status_get_hpbonus_item(block_list *bl) { int bonus = 0; struct status_change *sc = status_get_sc(bl); //Bonus by SC if (sc) { if (sc->data[SC_INCREASE_MAXHP]) bonus += sc->data[SC_INCREASE_MAXHP]->val1; if (sc->data[SC_MUSTLE_M]) bonus += sc->data[SC_MUSTLE_M]->val1; if (sc->data[SC_MYSTERIOUS_POWDER]) bonus -= sc->data[SC_MYSTERIOUS_POWDER]->val1; } // Max rate reduce is -100% return cap_value(bonus, -100, INT_MAX); } /** * Get SP bonus modifiers * @param bl: block_list that will be checked * @param type: type of e_status_bonus (STATUS_BONUS_FIX or STATUS_BONUS_RATE) * @return bonus: total bonus for SP * @author [Cydh] */ static int status_get_spbonus(struct block_list *bl, enum e_status_bonus type) { int bonus = 0; if (type == STATUS_BONUS_FIX) { struct status_change *sc = status_get_sc(bl); //Only for BL_PC if (bl->type == BL_PC) { struct map_session_data *sd = map_id2sd(bl->id); uint16 skill_lv; bonus += sd->bonus.sp; if ((skill_lv = pc_checkskill(sd,SL_KAINA)) > 0) bonus += 30 * skill_lv; if ((skill_lv = pc_checkskill(sd,RA_RESEARCHTRAP)) > 0) bonus += 200 + 20 * skill_lv; if ((skill_lv = pc_checkskill(sd,WM_LESSON)) > 0) bonus += 30 * skill_lv; if (pc_checkskill(sd,SU_SPRITEMABLE) > 0) bonus += 100; if (pc_checkskill(sd, SU_POWEROFSEA) > 0) { bonus += 100; if (pc_checkskill_summoner(sd, SUMMONER_POWER_SEA) >= 20) bonus += 300; } if ((skill_lv = pc_checkskill(sd, NV_BREAKTHROUGH)) > 0) bonus += 30 * skill_lv + (skill_lv > 4 ? 50 : 0); if ((skill_lv = pc_checkskill(sd, NV_TRANSCENDENCE)) > 0) bonus += 30 * skill_lv + (skill_lv > 4 ? 50 : 0); } //Bonus by SC if (sc) { if(sc->data[SC_INCMSP]) bonus += sc->data[SC_INCMSP]->val1; if(sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 3) bonus += 50; if(sc->data[SC_SWORDCLAN]) bonus += 10; if(sc->data[SC_ARCWANDCLAN]) bonus += 10; if(sc->data[SC_GOLDENMACECLAN]) bonus += 10; if(sc->data[SC_CROSSBOWCLAN]) bonus += 10; if(sc->data[SC_GLASTHEIM_HPSP]) bonus += sc->data[SC_GLASTHEIM_HPSP]->val2; } } else if (type == STATUS_BONUS_RATE) { struct status_change *sc = status_get_sc(bl); //Only for BL_PC if (bl->type == BL_PC) { struct map_session_data *sd = map_id2sd(bl->id); uint8 i; if((i = pc_checkskill(sd,HP_MEDITATIO)) > 0) bonus += i; if((i = pc_checkskill(sd,HW_SOULDRAIN)) > 0) bonus += 2 * i; #ifdef RENEWAL if ((i = pc_checkskill(sd, (sd->status.sex ? BA_MUSICALLESSON : DC_DANCINGLESSON))) > 0) bonus += i; if (sc->data[SC_NIBELUNGEN] && sc->data[SC_NIBELUNGEN]->val2 == RINGNBL_SPRATE) bonus += 30; #endif } //Bonus by SC if (sc) { //Increasing if(sc->data[SC_INCMSPRATE]) bonus += sc->data[SC_INCMSPRATE]->val1; if(sc->data[SC_RAISINGDRAGON]) bonus += sc->data[SC_RAISINGDRAGON]->val1; if(sc->data[SC_SERVICE4U]) bonus += sc->data[SC_SERVICE4U]->val2; if(sc->data[SC_MERC_SPUP]) bonus += sc->data[SC_MERC_SPUP]->val2; if (sc->data[SC_LUXANIMA]) bonus += sc->data[SC_LUXANIMA]->val3; if (sc->data[SC_MTF_MSP]) bonus += sc->data[SC_MTF_MSP]->val1; if(sc->data[SC_PACKING_ENVELOPE4]) bonus += sc->data[SC_PACKING_ENVELOPE4]->val1; //Decreasing if (sc->data[SC_MELODYOFSINK]) bonus -= sc->data[SC_MELODYOFSINK]->val3; } // Max rate reduce is -100% bonus = cap_value(bonus,-100,INT_MAX); } return min(bonus,INT_MAX); } /** * SP bonus rate from equipment */ static int status_get_spbonus_equip(TBL_PC *sd) { int bonus = 0; bonus += sd->sprate; return bonus -= 100; //Default sprate is 100, so it should be add 0% } /** * SP bonus rate from usable items */ static int status_get_spbonus_item(block_list *bl) { int bonus = 0; struct status_change *sc = status_get_sc(bl); //Bonus by SC if (sc) { if (sc->data[SC_INCREASE_MAXSP]) bonus += sc->data[SC_INCREASE_MAXSP]->val1; if (sc->data[SC_LIFE_FORCE_F]) bonus += sc->data[SC_LIFE_FORCE_F]->val1; if (sc->data[SC_VITATA_500]) bonus += sc->data[SC_VITATA_500]->val2; if (sc->data[SC_ENERGY_DRINK_RESERCH]) bonus += sc->data[SC_ENERGY_DRINK_RESERCH]->val3; } // Max rate reduce is -100% return cap_value(bonus, -100, INT_MAX); } /** * Get AP bonus modifiers * @param bl: block_list that will be checked * @param type: type of e_status_bonus (STATUS_BONUS_FIX or STATUS_BONUS_RATE) * @return bonus: total bonus for AP */ static int status_get_apbonus(struct block_list *bl, enum e_status_bonus type) { int bonus = 0; if (type == STATUS_BONUS_FIX) { struct status_change *sc = status_get_sc(bl); //Only for BL_PC if (bl->type == BL_PC) { struct map_session_data *sd = map_id2sd(bl->id); //uint16 skill_lv; bonus += sd->bonus.ap; //if ((skill_lv = pc_checkskill(sd, NV_BASIC)) > 0) // bonus += 100 * skill_lv; } //Bonus by SC if (sc) { //if (sc->data[SC_NONE]) // bonus += sc->data[SC_NONE]->val1; } } else if (type == STATUS_BONUS_RATE) { struct status_change *sc = status_get_sc(bl); //Only for BL_PC if (bl->type == BL_PC) { struct map_session_data *sd = map_id2sd(bl->id); //uint8 i; //if ((i = pc_checkskill(sd, NV_BASIC)) > 0) // bonus += 100 * i; } //Bonus by SC if (sc) { //if (sc->data[SC_NONE]) // bonus += sc->data[SC_NONE]->val1; } // Max rate reduce is -100% bonus = cap_value(bonus, -100, INT_MAX); } return min(bonus, INT_MAX); } /** * AP bonus rate from equipment * @param sd: Player data * @return AP rate */ static int status_get_apbonus_equip(TBL_PC *sd) { int bonus = 0; bonus += sd->aprate; return bonus -= 100; //Default aprate is 100, so it should be add 0% } /** * AP bonus rate from usable items * @param bl: Object to check against * @return AP bonus */ static int status_get_apbonus_item(block_list *bl) { int bonus = 0; struct status_change *sc = status_get_sc(bl); //Bonus by SC if (sc) { //if (sc->data[SC_NONE]) // bonus += sc->data[SC_NONE]->val1; } // Max rate reduce is -100% return cap_value(bonus, -100, INT_MAX); } /** * Get final MaxHP or MaxSP for player. References: http://irowiki.org/wiki/Max_HP and http://irowiki.org/wiki/Max_SP * The calculation needs base_level, base_status/battle_status (vit or int), additive modifier, and multiplicative modifier * @param sd Player * @param stat Vit/Int of player as param modifier * @param isHP true - calculates Max HP, false - calculated Max SP * @return max The max value of HP or SP */ static unsigned int status_calc_maxhpsp_pc(struct map_session_data* sd, unsigned int stat, bool isHP) { nullpo_ret(sd); double dmax = 0; uint32 level = umax(sd->status.base_level,1); std::shared_ptr<s_job_info> job = job_db.find(pc_mapid2jobid(sd->class_, sd->status.sex)); if (job == nullptr) return 1; if (isHP) { //Calculates MaxHP double equip_bonus = 0, item_bonus = 0; dmax = job->base_hp[level-1] * (1 + (umax(stat,1) * 0.01)) * ((sd->class_&JOBL_UPPER)?1.25:(pc_is_taekwon_ranker(sd))?3:1); dmax += status_get_hpbonus(&sd->bl,STATUS_BONUS_FIX); equip_bonus = (dmax * status_get_hpbonus_equip(sd) / 100); item_bonus = (dmax * status_get_hpbonus_item(&sd->bl) / 100); dmax += equip_bonus + item_bonus; dmax += (int64)(dmax * status_get_hpbonus(&sd->bl,STATUS_BONUS_RATE) / 100); //Aegis accuracy } else { //Calculates MaxSP double equip_bonus = 0, item_bonus = 0; dmax = job->base_sp[level-1] * (1 + (umax(stat,1) * 0.01)) * ((sd->class_&JOBL_UPPER)?1.25:(pc_is_taekwon_ranker(sd))?3:1); dmax += status_get_spbonus(&sd->bl,STATUS_BONUS_FIX); equip_bonus = (dmax * status_get_spbonus_equip(sd) / 100); item_bonus = (dmax * status_get_spbonus_item(&sd->bl) / 100); dmax += equip_bonus + item_bonus; dmax += (int64)(dmax * status_get_spbonus(&sd->bl,STATUS_BONUS_RATE) / 100); //Aegis accuracy } //Make sure it's not negative before casting to unsigned int if(dmax < 1) dmax = 1; return cap_value((unsigned int)dmax,1,UINT_MAX); } /** * Get final MaxAP for player. * @param sd: Player data * @return AP amount */ static unsigned int status_calc_maxap_pc(struct map_session_data* sd) { double dmax = 0, equip_bonus = 0, item_bonus = 0; nullpo_ret(sd); dmax = (sd->class_&JOBL_FOURTH) ? 200 : 0; dmax += status_get_apbonus(&sd->bl, STATUS_BONUS_FIX); equip_bonus = (dmax * status_get_apbonus_equip(sd) / 100); item_bonus = (dmax * status_get_apbonus_item(&sd->bl) / 100); dmax += equip_bonus + item_bonus; dmax += (int64)(dmax * status_get_apbonus(&sd->bl, STATUS_BONUS_RATE) / 100);// Aegis accuracy //Make sure it's not negative before casting to unsigned int if (dmax < 0) dmax = 0; return cap_value((unsigned int)dmax, 0, UINT_MAX); } /** * Calculates player's weight * @param sd: Player object * @param flag: Calculation type * CALCWT_ITEM - Item weight * CALCWT_MAXBONUS - Skill/Status/Configuration max weight bonus * @return false - failed, true - success */ bool status_calc_weight(struct map_session_data *sd, enum e_status_calc_weight_opt flag) { int b_weight, b_max_weight, skill, i; struct status_change *sc; nullpo_retr(false, sd); sc = &sd->sc; b_max_weight = sd->max_weight; // Store max weight for later comparison b_weight = sd->weight; // Store current weight for later comparison sd->max_weight = job_db.get_maxWeight(pc_mapid2jobid(sd->class_, sd->status.sex)) + sd->status.str * 300; // Recalculate max weight if (flag&CALCWT_ITEM) { sd->weight = 0; // Reset current weight for(i = 0; i < MAX_INVENTORY; i++) { if (!sd->inventory.u.items_inventory[i].nameid || sd->inventory_data[i] == NULL) continue; sd->weight += sd->inventory_data[i]->weight * sd->inventory.u.items_inventory[i].amount; } } if (flag&CALCWT_MAXBONUS) { // Skill/Status bonus weight increases sd->max_weight += sd->add_max_weight; // From bAddMaxWeight if ((skill = pc_checkskill(sd, MC_INCCARRY)) > 0) sd->max_weight += 2000 * skill; if (pc_isriding(sd) && pc_checkskill(sd, KN_RIDING) > 0) sd->max_weight += 10000; else if (pc_isridingdragon(sd)) sd->max_weight += 5000 + 2000 * pc_checkskill(sd, RK_DRAGONTRAINING); if (sc->data[SC_KNOWLEDGE]) sd->max_weight += sd->max_weight * sc->data[SC_KNOWLEDGE]->val1 / 10; if ((skill = pc_checkskill(sd, ALL_INCCARRY)) > 0) sd->max_weight += 2000 * skill; if (pc_ismadogear(sd)) sd->max_weight += 15000; } // Update the client if the new weight calculations don't match if (b_weight != sd->weight) clif_updatestatus(sd, SP_WEIGHT); if (b_max_weight != sd->max_weight) { clif_updatestatus(sd, SP_MAXWEIGHT); pc_updateweightstatus(sd); } return true; } /** * Calculates player's cart weight * @param sd: Player object * @param flag: Calculation type * CALCWT_ITEM - Cart item weight * CALCWT_MAXBONUS - Skill/Status/Configuration max weight bonus * CALCWT_CARTSTATE - Whether to check for cart state * @return false - failed, true - success */ bool status_calc_cart_weight(struct map_session_data *sd, enum e_status_calc_weight_opt flag) { int b_cart_weight_max, i; nullpo_retr(false, sd); if (!pc_iscarton(sd) && !(flag&CALCWT_CARTSTATE)) return false; b_cart_weight_max = sd->cart_weight_max; // Store cart max weight for later comparison sd->cart_weight_max = battle_config.max_cart_weight; // Recalculate max weight if (flag&CALCWT_ITEM) { sd->cart_weight = 0; // Reset current cart weight sd->cart_num = 0; // Reset current cart item count for(i = 0; i < MAX_CART; i++) { if (!sd->cart.u.items_cart[i].nameid) continue; sd->cart_weight += itemdb_weight(sd->cart.u.items_cart[i].nameid) * sd->cart.u.items_cart[i].amount; // Recalculate current cart weight sd->cart_num++; // Recalculate current cart item count } } // Skill bonus max weight increases if (flag&CALCWT_MAXBONUS) sd->cart_weight_max += (pc_checkskill(sd, GN_REMODELING_CART) * 5000); // Update the client if the new weight calculations don't match if (b_cart_weight_max != sd->cart_weight_max) clif_updatestatus(sd, SP_CARTINFO); return true; } /** * Calculates player data from scratch without counting SC adjustments * Should be invoked whenever players raise stats, learn passive skills or change equipment * @param sd: Player object * @param opt: Whether it is first calc (login) or not * @return (-1) for too many recursive calls, (1) recursive call, (0) success */ int status_calc_pc_sub(struct map_session_data* sd, uint8 opt) { static int calculating = 0; ///< Check for recursive call preemption. [Skotlex] struct status_data *base_status; ///< Pointer to the player's base status const struct status_change *sc = &sd->sc; struct s_skill b_skill[MAX_SKILL]; ///< Previous skill tree int i, skill, refinedef = 0; short index = -1; if (++calculating > 10) // Too many recursive calls! return -1; // Remember player-specific values that are currently being shown to the client (for refresh purposes) memcpy(b_skill, &sd->status.skill, sizeof(b_skill)); pc_calc_skilltree(sd); // SkillTree calculation if (opt&SCO_FIRST) { // Load Hp/SP from char-received data. sd->battle_status.hp = sd->status.hp; sd->battle_status.sp = sd->status.sp; if (battle_config.keep_ap_on_logout == 1) sd->battle_status.ap = sd->status.ap; sd->regen.sregen = &sd->sregen; sd->regen.ssregen = &sd->ssregen; } base_status = &sd->base_status; // These are not zeroed. [zzo] sd->hprate = 100; sd->sprate = 100; sd->aprate = 100; sd->castrate = 100; sd->dsprate = 100; sd->hprecov_rate = 100; sd->sprecov_rate = 100; sd->matk_rate = 100; sd->critical_rate = sd->hit_rate = sd->flee_rate = sd->flee2_rate = 100; sd->def_rate = sd->def2_rate = sd->mdef_rate = sd->mdef2_rate = 100; sd->patk_rate = sd->smatk_rate = 100; sd->res_rate = sd->mres_rate = 100; sd->hplus_rate = sd->crate_rate = 100; sd->regen.state.block = 0; sd->add_max_weight = 0; sd->indexed_bonus = {}; memset (&sd->right_weapon.overrefine, 0, sizeof(sd->right_weapon) - sizeof(sd->right_weapon.atkmods)); memset (&sd->left_weapon.overrefine, 0, sizeof(sd->left_weapon) - sizeof(sd->left_weapon.atkmods)); if (sd->special_state.intravision) clif_status_load(&sd->bl, EFST_CLAIRVOYANCE, 0); if (sd->special_state.no_walk_delay) clif_status_load(&sd->bl, EFST_ENDURE, 0); memset(&sd->special_state,0,sizeof(sd->special_state)); if (pc_isvip(sd)) // Magic Stone requirement avoidance for VIP. sd->special_state.no_gemstone = battle_config.vip_gemstone; if (!sd->state.permanent_speed) { memset(&base_status->max_hp, 0, sizeof(struct status_data)-(sizeof(base_status->hp)+sizeof(base_status->sp)+sizeof(base_status->ap))); base_status->speed = DEFAULT_WALK_SPEED; } else { int pSpeed = base_status->speed; memset(&base_status->max_hp, 0, sizeof(struct status_data)-(sizeof(base_status->hp)+sizeof(base_status->sp)+sizeof(base_status->ap))); base_status->speed = pSpeed; } // !FIXME: Most of these stuff should be calculated once, but how do I fix the memset above to do that? [Skotlex] // Give them all modes except these (useful for clones) base_status->mode = static_cast<e_mode>(MD_MASK&~(MD_STATUSIMMUNE|MD_IGNOREMELEE|MD_IGNOREMAGIC|MD_IGNORERANGED|MD_IGNOREMISC|MD_DETECTOR|MD_ANGRY|MD_TARGETWEAK)); base_status->size = (sd->class_&JOBL_BABY) ? SZ_SMALL : (((sd->class_&MAPID_BASEMASK) == MAPID_SUMMONER) ? battle_config.summoner_size : SZ_MEDIUM); if (battle_config.character_size && pc_isriding(sd)) { // [Lupus] if (sd->class_&JOBL_BABY) { if (battle_config.character_size&SZ_BIG) base_status->size++; } else if(battle_config.character_size&SZ_MEDIUM) base_status->size++; } base_status->aspd_rate = 1000; base_status->ele_lv = 1; base_status->race = ((sd->class_&MAPID_BASEMASK) == MAPID_SUMMONER) ? battle_config.summoner_race : RC_PLAYER_HUMAN; base_status->class_ = CLASS_NORMAL; sd->autospell.clear(); sd->autospell2.clear(); sd->autospell3.clear(); sd->addeff.clear(); sd->addeff_atked.clear(); sd->addeff_onskill.clear(); sd->skillatk.clear(); sd->skillusesprate.clear(); sd->skillusesp.clear(); sd->skillheal.clear(); sd->skillheal2.clear(); sd->skillblown.clear(); sd->skillcastrate.clear(); sd->skillfixcastrate.clear(); sd->subskill.clear(); sd->skillcooldown.clear(); sd->skillfixcast.clear(); sd->skillvarcast.clear(); sd->add_def.clear(); sd->add_mdef.clear(); sd->add_mdmg.clear(); sd->reseff.clear(); sd->itemgrouphealrate.clear(); sd->add_drop.clear(); sd->itemhealrate.clear(); sd->subele2.clear(); sd->subrace3.clear(); sd->skilldelay.clear(); sd->sp_vanish.clear(); sd->hp_vanish.clear(); sd->itemsphealrate.clear(); sd->itemgroupsphealrate.clear(); // Zero up structures... memset(&sd->hp_loss, 0, sizeof(sd->hp_loss) + sizeof(sd->sp_loss) + sizeof(sd->hp_regen) + sizeof(sd->sp_regen) + sizeof(sd->percent_hp_regen) + sizeof(sd->percent_sp_regen) + sizeof(sd->def_set_race) + sizeof(sd->mdef_set_race) + sizeof(sd->norecover_state_race) + sizeof(sd->hp_vanish_race) + sizeof(sd->sp_vanish_race) ); memset(&sd->bonus, 0, sizeof(sd->bonus)); // Autobonus pc_delautobonus(*sd, sd->autobonus, true); pc_delautobonus(*sd, sd->autobonus2, true); pc_delautobonus(*sd, sd->autobonus3, true); // Parse equipment for (i = 0; i < EQI_MAX; i++) { current_equip_item_index = index = sd->equip_index[i]; // We pass INDEX to current_equip_item_index - for EQUIP_SCRIPT (new cards solution) [Lupus] current_equip_combo_pos = 0; if (index < 0) continue; if (i == EQI_AMMO) continue; if (pc_is_same_equip_index((enum equip_index)i, sd->equip_index, index)) continue; if (!sd->inventory_data[index]) continue; base_status->def += sd->inventory_data[index]->def; // Items may be equipped, their effects however are nullified. if (opt&SCO_FIRST && sd->inventory_data[index]->equip_script && (pc_has_permission(sd,PC_PERM_USE_ALL_EQUIPMENT) || !itemdb_isNoEquip(sd->inventory_data[index],sd->bl.m))) { // Execute equip-script on login run_script(sd->inventory_data[index]->equip_script,0,sd->bl.id,0); if (!calculating) return 1; } // Sanitize the refine level in case someone decreased the value inbetween if (sd->inventory.u.items_inventory[index].refine > MAX_REFINE) sd->inventory.u.items_inventory[index].refine = MAX_REFINE; std::shared_ptr<s_refine_level_info> info = refine_db.findCurrentLevelInfo( *sd->inventory_data[index], sd->inventory.u.items_inventory[index] ); if (sd->inventory_data[index]->type == IT_WEAPON) { int wlv = sd->inventory_data[index]->weapon_level; struct weapon_data *wd; struct weapon_atk *wa; if(wlv >= MAX_WEAPON_LEVEL) wlv = MAX_WEAPON_LEVEL; if(i == EQI_HAND_L && sd->inventory.u.items_inventory[index].equip == EQP_HAND_L) { wd = &sd->left_weapon; // Left-hand weapon wa = &base_status->lhw; } else { wd = &sd->right_weapon; wa = &base_status->rhw; } wa->atk += sd->inventory_data[index]->atk; if( info != nullptr ){ wa->atk2 += info->bonus / 100; #ifdef RENEWAL // TODO: additional grade bonus if( wlv == 5 ){ base_status->patk += sd->inventory.u.items_inventory[index].refine * 2; base_status->smatk += sd->inventory.u.items_inventory[index].refine * 2; } #endif } #ifdef RENEWAL if (sd->bonus.weapon_atk_rate) wa->atk += wa->atk * sd->bonus.weapon_atk_rate / 100; wa->matk += sd->inventory_data[index]->matk; wa->wlv = wlv; // Renewal magic attack refine bonus if( info != nullptr && sd->weapontype1 != W_BOW ){ wa->matk += info->bonus / 100; // TODO: additional grade bonus } #endif // Overrefine bonus. if( info != nullptr ){ wd->overrefine = info->randombonus_max / 100; } wa->range += sd->inventory_data[index]->range; if(sd->inventory_data[index]->script && (pc_has_permission(sd,PC_PERM_USE_ALL_EQUIPMENT) || !itemdb_isNoEquip(sd->inventory_data[index],sd->bl.m))) { if (wd == &sd->left_weapon) { sd->state.lr_flag = 1; run_script(sd->inventory_data[index]->script,0,sd->bl.id,0); sd->state.lr_flag = 0; } else run_script(sd->inventory_data[index]->script,0,sd->bl.id,0); if (!calculating) // Abort, run_script retriggered this. [Skotlex] return 1; } #ifdef RENEWAL if (sd->bonus.weapon_matk_rate) wa->matk += wa->matk * sd->bonus.weapon_matk_rate / 100; #endif if(sd->inventory.u.items_inventory[index].card[0] == CARD0_FORGE) { // Forged weapon wd->star += (sd->inventory.u.items_inventory[index].card[1]>>8); if(wd->star >= 15) wd->star = 40; // 3 Star Crumbs now give +40 dmg if(pc_famerank(MakeDWord(sd->inventory.u.items_inventory[index].card[2],sd->inventory.u.items_inventory[index].card[3]) ,MAPID_BLACKSMITH)) wd->star += 10; if (!wa->ele) // Do not overwrite element from previous bonuses. wa->ele = (sd->inventory.u.items_inventory[index].card[1]&0x0f); } } else if(sd->inventory_data[index]->type == IT_ARMOR) { if( info != nullptr ){ refinedef += info->bonus; #ifdef RENEWAL if( sd->inventory_data[index]->armor_level == 2 ){ base_status->res += sd->inventory.u.items_inventory[index].refine * 2; base_status->mres += sd->inventory.u.items_inventory[index].refine * 2; } #endif } if(sd->inventory_data[index]->script && (pc_has_permission(sd,PC_PERM_USE_ALL_EQUIPMENT) || !itemdb_isNoEquip(sd->inventory_data[index],sd->bl.m))) { if( i == EQI_HAND_L ) // Shield sd->state.lr_flag = 3; run_script(sd->inventory_data[index]->script,0,sd->bl.id,0); if( i == EQI_HAND_L ) // Shield sd->state.lr_flag = 0; if (!calculating) // Abort, run_script retriggered this. [Skotlex] return 1; } } else if( sd->inventory_data[index]->type == IT_SHADOWGEAR ) { // Shadow System if (sd->inventory_data[index]->script && (pc_has_permission(sd,PC_PERM_USE_ALL_EQUIPMENT) || !itemdb_isNoEquip(sd->inventory_data[index],sd->bl.m))) { run_script(sd->inventory_data[index]->script,0,sd->bl.id,0); if( !calculating ) return 1; } } } if(sd->equip_index[EQI_AMMO] >= 0) { index = sd->equip_index[EQI_AMMO]; if(sd->inventory_data[index]) { // Arrows sd->bonus.arrow_atk += sd->inventory_data[index]->atk; sd->state.lr_flag = 2; if( !itemdb_group.item_exists(IG_THROWABLE, sd->inventory_data[index]->nameid) ) // Don't run scripts on throwable items run_script(sd->inventory_data[index]->script,0,sd->bl.id,0); sd->state.lr_flag = 0; if (!calculating) // Abort, run_script retriggered status_calc_pc. [Skotlex] return 1; } } // Process and check item combos if (!sd->combos.empty()) { for (const auto &combo : sd->combos) { std::shared_ptr<s_item_combo> item_combo; current_equip_item_index = -1; current_equip_combo_pos = combo->pos; if (combo->bonus == nullptr || !(item_combo = itemdb_combo.find(combo->id))) continue; bool no_run = false; size_t j = 0; // Check combo items while (j < item_combo->nameid.size()) { item_data *id = itemdb_exists(item_combo->nameid[j]); // Don't run the script if at least one of combo's pair has restriction if (id && !pc_has_permission(sd, PC_PERM_USE_ALL_EQUIPMENT) && itemdb_isNoEquip(id, sd->bl.m)) { no_run = true; break; } j++; } if (no_run) continue; run_script(combo->bonus, 0, sd->bl.id, 0); if (!calculating) // Abort, run_script retriggered this return 1; } } // Store equipment script bonuses memcpy(sd->indexed_bonus.param_equip,sd->indexed_bonus.param_bonus,sizeof(sd->indexed_bonus.param_equip)); memset(sd->indexed_bonus.param_bonus, 0, sizeof(sd->indexed_bonus.param_bonus)); base_status->def += (refinedef+50)/100; // Parse Cards for (i = 0; i < EQI_MAX; i++) { current_equip_item_index = index = sd->equip_index[i]; // We pass INDEX to current_equip_item_index - for EQUIP_SCRIPT (new cards solution) [Lupus] current_equip_combo_pos = 0; if (index < 0) continue; if (i == EQI_AMMO) continue; if (pc_is_same_equip_index((enum equip_index)i, sd->equip_index, index)) continue; if (sd->inventory_data[index]) { int j; struct item_data *data; // Card script execution. if (itemdb_isspecial(sd->inventory.u.items_inventory[index].card[0])) continue; for (j = 0; j < MAX_SLOTS; j++) { // Uses MAX_SLOTS to support Soul Bound system [Inkfish] int c = sd->inventory.u.items_inventory[index].card[j]; current_equip_card_id= c; if(!c) continue; data = itemdb_exists(c); if(!data) continue; if (opt&SCO_FIRST && data->equip_script && (pc_has_permission(sd,PC_PERM_USE_ALL_EQUIPMENT) || !itemdb_isNoEquip(data,sd->bl.m))) {// Execute equip-script on login run_script(data->equip_script,0,sd->bl.id,0); if (!calculating) return 1; } if(!data->script) continue; if(!pc_has_permission(sd,PC_PERM_USE_ALL_EQUIPMENT) && itemdb_isNoEquip(data,sd->bl.m)) // Card restriction checks. continue; if(i == EQI_HAND_L && sd->inventory.u.items_inventory[index].equip == EQP_HAND_L) { // Left hand status. sd->state.lr_flag = 1; run_script(data->script,0,sd->bl.id,0); sd->state.lr_flag = 0; } else run_script(data->script,0,sd->bl.id,0); if (!calculating) // Abort, run_script his function. [Skotlex] return 1; } } } current_equip_card_id = 0; // Clear stored card ID [Secret] // Parse random options for (i = 0; i < EQI_MAX; i++) { current_equip_item_index = index = sd->equip_index[i]; current_equip_combo_pos = 0; current_equip_opt_index = -1; if (index < 0) continue; if (i == EQI_AMMO) continue; if (pc_is_same_equip_index((enum equip_index)i, sd->equip_index, index)) continue; if (sd->inventory_data[index]) { for (uint8 j = 0; j < MAX_ITEM_RDM_OPT; j++) { short opt_id = sd->inventory.u.items_inventory[index].option[j].id; if (!opt_id) continue; current_equip_opt_index = j; std::shared_ptr<s_random_opt_data> data = random_option_db.find(opt_id); if (!data || !data->script) continue; if (!pc_has_permission(sd, PC_PERM_USE_ALL_EQUIPMENT) && itemdb_isNoEquip(sd->inventory_data[index], sd->bl.m)) continue; if (i == EQI_HAND_L && sd->inventory.u.items_inventory[index].equip == EQP_HAND_L) { // Left hand status. sd->state.lr_flag = 1; run_script(data->script, 0, sd->bl.id, 0); sd->state.lr_flag = 0; } else run_script(data->script, 0, sd->bl.id, 0); if (!calculating) return 1; } } current_equip_opt_index = -1; } if (sc->count && sc->data[SC_ITEMSCRIPT]) { struct item_data *data = itemdb_exists(sc->data[SC_ITEMSCRIPT]->val1); if (data && data->script) run_script(data->script, 0, sd->bl.id, 0); } pc_bonus_script(sd); if( sd->pd ) { // Pet Bonus struct pet_data *pd = sd->pd; std::shared_ptr<s_pet_db> pet_db_ptr = pd->get_pet_db(); if (pet_db_ptr != nullptr && pet_db_ptr->pet_bonus_script) run_script(pet_db_ptr->pet_bonus_script,0,sd->bl.id,0); if (pet_db_ptr != nullptr && pd->pet.intimate > 0 && (!battle_config.pet_equip_required || pd->pet.equip > 0) && pd->state.skillbonus == 1 && pd->bonus) pc_bonus(sd,pd->bonus->type, pd->bonus->val); } // param_bonus now holds card bonuses. if(base_status->rhw.range < 1) base_status->rhw.range = 1; if(base_status->lhw.range < 1) base_status->lhw.range = 1; if(base_status->rhw.range < base_status->lhw.range) base_status->rhw.range = base_status->lhw.range; sd->bonus.double_rate += sd->bonus.double_add_rate; sd->bonus.perfect_hit += sd->bonus.perfect_hit_add; sd->bonus.splash_range += sd->bonus.splash_add_range; // Damage modifiers from weapon type std::shared_ptr<s_sizefix_db> right_weapon = size_fix_db.find(sd->weapontype1); std::shared_ptr<s_sizefix_db> left_weapon = size_fix_db.find(sd->weapontype2); sd->right_weapon.atkmods[SZ_SMALL] = right_weapon->small; sd->right_weapon.atkmods[SZ_MEDIUM] = right_weapon->medium; sd->right_weapon.atkmods[SZ_BIG] = right_weapon->large; sd->left_weapon.atkmods[SZ_SMALL] = left_weapon->small; sd->left_weapon.atkmods[SZ_MEDIUM] = left_weapon->medium; sd->left_weapon.atkmods[SZ_BIG] = left_weapon->large; if((pc_isriding(sd) || pc_isridingdragon(sd)) && (sd->status.weapon==W_1HSPEAR || sd->status.weapon==W_2HSPEAR)) { // When Riding with spear, damage modifier to mid-class becomes // same as versus large size. sd->right_weapon.atkmods[SZ_MEDIUM] = sd->right_weapon.atkmods[SZ_BIG]; sd->left_weapon.atkmods[SZ_MEDIUM] = sd->left_weapon.atkmods[SZ_BIG]; } // ----- STATS CALCULATION ----- // Job bonuses std::shared_ptr<s_job_info> job_info = job_db.find( pc_mapid2jobid( sd->class_, sd->status.sex ) ); if( job_info != nullptr ){ const auto& bonus = job_info->job_bonus[sd->status.job_level-1]; base_status->str += bonus[PARAM_STR]; base_status->agi += bonus[PARAM_AGI]; base_status->vit += bonus[PARAM_VIT]; base_status->int_ += bonus[PARAM_INT]; base_status->dex += bonus[PARAM_DEX]; base_status->luk += bonus[PARAM_LUK]; base_status->pow += bonus[PARAM_POW]; base_status->sta += bonus[PARAM_STA]; base_status->wis += bonus[PARAM_WIS]; base_status->spl += bonus[PARAM_SPL]; base_status->con += bonus[PARAM_CON]; base_status->crt += bonus[PARAM_CRT]; } // If a Super Novice has never died and is at least joblv 70, he gets all stats +10 if(((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && (sd->status.job_level >= 70 || sd->class_&JOBL_THIRD)) && sd->die_counter == 0) { base_status->str += 10; base_status->agi += 10; base_status->vit += 10; base_status->int_+= 10; base_status->dex += 10; base_status->luk += 10; } // Absolute modifiers from passive skills if(pc_checkskill(sd,BS_HILTBINDING)>0) base_status->str++; if((skill=pc_checkskill(sd,SA_DRAGONOLOGY))>0) base_status->int_ += (skill+1)/2; // +1 INT / 2 lv if((skill=pc_checkskill(sd,AC_OWL))>0) base_status->dex += skill; if((skill = pc_checkskill(sd,RA_RESEARCHTRAP))>0) base_status->int_ += skill; if (pc_checkskill(sd, SU_POWEROFLAND) > 0) base_status->int_ += 20; // Bonuses from cards and equipment as well as base stat, remember to avoid overflows. i = base_status->str + sd->status.str + sd->indexed_bonus.param_bonus[0] + sd->indexed_bonus.param_equip[0]; base_status->str = cap_value(i,0,USHRT_MAX); i = base_status->agi + sd->status.agi + sd->indexed_bonus.param_bonus[1] + sd->indexed_bonus.param_equip[1]; base_status->agi = cap_value(i,0,USHRT_MAX); i = base_status->vit + sd->status.vit + sd->indexed_bonus.param_bonus[2] + sd->indexed_bonus.param_equip[2]; base_status->vit = cap_value(i,0,USHRT_MAX); i = base_status->int_+ sd->status.int_+ sd->indexed_bonus.param_bonus[3] + sd->indexed_bonus.param_equip[3]; base_status->int_ = cap_value(i,0,USHRT_MAX); i = base_status->dex + sd->status.dex + sd->indexed_bonus.param_bonus[4] + sd->indexed_bonus.param_equip[4]; base_status->dex = cap_value(i,0,USHRT_MAX); i = base_status->luk + sd->status.luk + sd->indexed_bonus.param_bonus[5] + sd->indexed_bonus.param_equip[5]; base_status->luk = cap_value(i,0,USHRT_MAX); i = base_status->pow + sd->status.pow + sd->indexed_bonus.param_bonus[PARAM_POW] + sd->indexed_bonus.param_equip[PARAM_POW]; base_status->pow = cap_value(i, 0, USHRT_MAX); i = base_status->sta + sd->status.sta + sd->indexed_bonus.param_bonus[PARAM_STA] + sd->indexed_bonus.param_equip[PARAM_STA]; base_status->sta = cap_value(i, 0, USHRT_MAX); i = base_status->wis + sd->status.wis + sd->indexed_bonus.param_bonus[PARAM_WIS] + sd->indexed_bonus.param_equip[PARAM_WIS]; base_status->wis = cap_value(i, 0, USHRT_MAX); i = base_status->spl + sd->status.spl + sd->indexed_bonus.param_bonus[PARAM_SPL] + sd->indexed_bonus.param_equip[PARAM_SPL]; base_status->spl = cap_value(i, 0, USHRT_MAX); i = base_status->con + sd->status.con + sd->indexed_bonus.param_bonus[PARAM_CON] + sd->indexed_bonus.param_equip[PARAM_CON]; base_status->con = cap_value(i, 0, USHRT_MAX); i = base_status->crt + sd->status.crt + sd->indexed_bonus.param_bonus[PARAM_CRT] + sd->indexed_bonus.param_equip[PARAM_CRT]; base_status->crt = cap_value(i, 0, USHRT_MAX); if (sd->special_state.no_walk_delay) { if (sc->data[SC_ENDURE]) { if (sc->data[SC_ENDURE]->val4) sc->data[SC_ENDURE]->val4 = 0; status_change_end(&sd->bl, SC_ENDURE, INVALID_TIMER); } clif_status_load(&sd->bl, EFST_ENDURE, 1); base_status->mdef++; } // ------ ATTACK CALCULATION ------ // Base batk value is set in status_calc_misc #ifndef RENEWAL // !FIXME: Weapon-type bonus (Why is the weapon_atk bonus applied to base attack?) if (sd->status.weapon < MAX_WEAPON_TYPE && sd->indexed_bonus.weapon_atk[sd->status.weapon]) base_status->batk += sd->indexed_bonus.weapon_atk[sd->status.weapon]; // Absolute modifiers from passive skills if((skill=pc_checkskill(sd,BS_HILTBINDING))>0) base_status->batk += 4; #else base_status->watk = status_weapon_atk(base_status->rhw); base_status->watk2 = status_weapon_atk(base_status->lhw); base_status->eatk = sd->bonus.eatk; #endif // ----- HP MAX CALCULATION ----- base_status->max_hp = sd->status.max_hp = status_calc_maxhpsp_pc(sd,base_status->vit,true); if(battle_config.hp_rate != 100) base_status->max_hp = (unsigned int)(battle_config.hp_rate * (base_status->max_hp/100.)); if (sd->status.base_level < 100) base_status->max_hp = cap_value(base_status->max_hp,1,(unsigned int)battle_config.max_hp_lv99); else if (sd->status.base_level < 151) base_status->max_hp = cap_value(base_status->max_hp,1,(unsigned int)battle_config.max_hp_lv150); else base_status->max_hp = cap_value(base_status->max_hp,1,(unsigned int)battle_config.max_hp); // ----- SP MAX CALCULATION ----- base_status->max_sp = sd->status.max_sp = status_calc_maxhpsp_pc(sd,base_status->int_,false); if(battle_config.sp_rate != 100) base_status->max_sp = (unsigned int)(battle_config.sp_rate * (base_status->max_sp/100.)); base_status->max_sp = cap_value(base_status->max_sp,1,(unsigned int)battle_config.max_sp); // ----- AP MAX CALCULATION ----- base_status->max_ap = sd->status.max_ap = status_calc_maxap_pc(sd); if (battle_config.ap_rate != 100) base_status->max_ap = (unsigned int)(battle_config.ap_rate * (base_status->max_ap / 100.)); base_status->max_ap = cap_value(base_status->max_ap, 0, (unsigned int)battle_config.max_ap); // ----- RESPAWN HP/SP/AP ----- // Calc respawn hp and store it on base_status if (sd->special_state.restart_full_recover) { base_status->hp = base_status->max_hp; base_status->sp = base_status->max_sp; } else { if((sd->class_&MAPID_BASEMASK) == MAPID_NOVICE && !(sd->class_&JOBL_2) && battle_config.restart_hp_rate < 50) base_status->hp = base_status->max_hp>>1; else base_status->hp = (int64)base_status->max_hp * battle_config.restart_hp_rate/100; if(!base_status->hp) base_status->hp = 1; base_status->sp = (int64)base_status->max_sp * battle_config.restart_sp_rate /100; if( !base_status->sp ) // The minimum for the respawn setting is SP:1 base_status->sp = 1; base_status->ap = (int64)base_status->max_ap * battle_config.restart_ap_rate / 100; } // ----- MISC CALCULATION ----- status_calc_misc(&sd->bl, base_status, sd->status.base_level); // Equipment modifiers for misc settings if(sd->matk_rate < 0) sd->matk_rate = 0; if(sd->matk_rate != 100) { base_status->matk_max = base_status->matk_max * sd->matk_rate/100; base_status->matk_min = base_status->matk_min * sd->matk_rate/100; } if(sd->hit_rate < 0) sd->hit_rate = 0; if(sd->hit_rate != 100) base_status->hit = base_status->hit * sd->hit_rate/100; if(sd->flee_rate < 0) sd->flee_rate = 0; if(sd->flee_rate != 100) base_status->flee = base_status->flee * sd->flee_rate/100; if(sd->def2_rate < 0) sd->def2_rate = 0; if(sd->def2_rate != 100) base_status->def2 = base_status->def2 * sd->def2_rate/100; if(sd->mdef2_rate < 0) sd->mdef2_rate = 0; if(sd->mdef2_rate != 100) base_status->mdef2 = base_status->mdef2 * sd->mdef2_rate/100; if(sd->critical_rate < 0) sd->critical_rate = 0; if(sd->critical_rate != 100) base_status->cri = cap_value(base_status->cri * sd->critical_rate/100,SHRT_MIN,SHRT_MAX); if (pc_checkskill(sd, SU_POWEROFLIFE) > 0) base_status->cri += 200; if(sd->flee2_rate < 0) sd->flee2_rate = 0; if(sd->flee2_rate != 100) base_status->flee2 = base_status->flee2 * sd->flee2_rate/100; if (sd->patk_rate < 0) sd->patk_rate = 0; if (sd->patk_rate != 100) base_status->patk = base_status->patk * sd->patk_rate / 100; if (sd->smatk_rate < 0) sd->smatk_rate = 0; if (sd->smatk_rate != 100) base_status->smatk = base_status->smatk * sd->smatk_rate / 100; if (sd->res_rate < 0) sd->res_rate = 0; if (sd->res_rate != 100) base_status->res = base_status->res * sd->res_rate / 100; if (sd->mres_rate < 0) sd->mres_rate = 0; if (sd->mres_rate != 100) base_status->mres = base_status->mres * sd->mres_rate / 100; if (sd->hplus_rate < 0) sd->hplus_rate = 0; if (sd->hplus_rate != 100) base_status->hplus = base_status->hplus * sd->hplus_rate / 100; if (sd->crate_rate < 0) sd->crate_rate = 0; if (sd->crate_rate != 100) base_status->crate = base_status->crate * sd->crate_rate / 100; // ----- HIT CALCULATION ----- // Absolute modifiers from passive skills #ifndef RENEWAL if((skill=pc_checkskill(sd,BS_WEAPONRESEARCH))>0) base_status->hit += skill*2; #endif if((skill=pc_checkskill(sd,AC_VULTURE))>0) { #ifndef RENEWAL base_status->hit += skill; #endif if(sd->status.weapon == W_BOW) base_status->rhw.range += skill; } if(sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE) { if((skill=pc_checkskill(sd,GS_SINGLEACTION))>0) base_status->hit += 2*skill; if((skill=pc_checkskill(sd,GS_SNAKEEYE))>0) { base_status->hit += skill; base_status->rhw.range += skill; } } if((sd->status.weapon == W_1HAXE || sd->status.weapon == W_2HAXE) && (skill = pc_checkskill(sd,NC_TRAININGAXE)) > 0) base_status->hit += skill * 3; if((sd->status.weapon == W_MACE || sd->status.weapon == W_2HMACE) && (skill = pc_checkskill(sd,NC_TRAININGAXE)) > 0) base_status->hit += skill * 2; if (pc_checkskill(sd, SU_POWEROFLIFE) > 0) base_status->hit += 20; if ((skill = pc_checkskill_imperial_guard(sd, 2)) > 0)// IG_SPEAR_SWORD_M base_status->hit += skill * 3; if ((skill = pc_checkskill(sd, SU_SOULATTACK)) > 0) base_status->rhw.range += skill_get_range2(&sd->bl, SU_SOULATTACK, skill, true); // ----- FLEE CALCULATION ----- // Absolute modifiers from passive skills if((skill=pc_checkskill(sd,TF_MISS))>0) base_status->flee += skill*(sd->class_&JOBL_2 && (sd->class_&MAPID_BASEMASK) == MAPID_THIEF? 4 : 3); if((skill=pc_checkskill(sd,MO_DODGE))>0) base_status->flee += (skill*3)>>1; if (pc_checkskill(sd, SU_POWEROFLIFE) > 0) base_status->flee += 20; if ((skill = pc_checkskill(sd, SHC_SHADOW_SENSE)) > 0) base_status->flee += skill * 10; // ----- CRITICAL CALCULATION ----- #ifdef RENEWAL if ((skill = pc_checkskill(sd, DC_DANCINGLESSON)) > 0) base_status->cri += skill * 10; if ((skill = pc_checkskill(sd, PR_MACEMASTERY)) > 0 && (sd->status.weapon == W_MACE || sd->status.weapon == W_2HMACE)) base_status->cri += skill * 10; #endif if ((skill = pc_checkskill(sd, SHC_SHADOW_SENSE)) > 0) { if (sd->status.weapon == W_DAGGER || sd->status.weapon == W_DOUBLE_DD || sd->status.weapon == W_DOUBLE_DS || sd->status.weapon == W_DOUBLE_DA) base_status->cri += 100 + skill * 40; else if (sd->status.weapon == W_KATAR) base_status->cri += 50 + skill * 20; } // ----- P.Atk/S.Matk CALCULATION ----- if ((skill = pc_checkskill(sd, TR_STAGE_MANNER)) > 0 && (sd->status.weapon == W_BOW || sd->status.weapon == W_MUSICAL || sd->status.weapon == W_WHIP)) { base_status->patk += skill * 3; base_status->smatk += skill * 3; } // ----- PHYSICAL RESISTANCE CALCULATION ----- if ((skill = pc_checkskill_imperial_guard(sd, 1)) > 0)// IG_SHIELD_MASTERY base_status->res += skill * 3; // ----- EQUIPMENT-DEF CALCULATION ----- // Apply relative modifiers from equipment if(sd->def_rate < 0) sd->def_rate = 0; if(sd->def_rate != 100) { i = base_status->def * sd->def_rate/100; base_status->def = cap_value(i, DEFTYPE_MIN, DEFTYPE_MAX); } if(pc_ismadogear(sd) && pc_checkskill(sd, NC_MAINFRAME) > 0) base_status->def += 20 + (pc_checkskill(sd, NC_MAINFRAME) * 20); #ifndef RENEWAL if (!battle_config.weapon_defense_type && base_status->def > battle_config.max_def) { base_status->def2 += battle_config.over_def_bonus*(base_status->def -battle_config.max_def); base_status->def = (unsigned char)battle_config.max_def; } #endif // ----- EQUIPMENT-MDEF CALCULATION ----- // Apply relative modifiers from equipment if(sd->mdef_rate < 0) sd->mdef_rate = 0; if(sd->mdef_rate != 100) { i = base_status->mdef * sd->mdef_rate/100; base_status->mdef = cap_value(i, DEFTYPE_MIN, DEFTYPE_MAX); } #ifndef RENEWAL if (!battle_config.magic_defense_type && base_status->mdef > battle_config.max_def) { base_status->mdef2 += battle_config.over_def_bonus*(base_status->mdef -battle_config.max_def); base_status->mdef = (signed char)battle_config.max_def; } #endif // ----- ASPD CALCULATION ----- /// Unlike other stats, ASPD rate modifiers from skills/SCs/items/etc are first all added together, then the final modifier is applied // Basic ASPD value i = status_base_amotion_pc(sd,base_status); base_status->amotion = cap_value(i,pc_maxaspd(sd),2000); // Relative modifiers from passive skills // Renewal modifiers are handled in status_base_amotion_pc #ifndef RENEWAL_ASPD if((skill=pc_checkskill(sd,SA_ADVANCEDBOOK))>0 && sd->status.weapon == W_BOOK) base_status->aspd_rate -= 5*skill; if ((skill = pc_checkskill(sd,SG_DEVIL)) > 0 && ((sd->class_&MAPID_THIRDMASK) == MAPID_STAR_EMPEROR || pc_is_maxjoblv(sd))) base_status->aspd_rate -= 30*skill; if((skill=pc_checkskill(sd,GS_SINGLEACTION))>0 && (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE)) base_status->aspd_rate -= ((skill+1)/2) * 10; if(pc_isriding(sd)) base_status->aspd_rate += 500-100*pc_checkskill(sd,KN_CAVALIERMASTERY); else if(pc_isridingdragon(sd)) base_status->aspd_rate += 250-50*pc_checkskill(sd,RK_DRAGONTRAINING); #endif base_status->adelay = 2*base_status->amotion; // ----- DMOTION ----- i = 800-base_status->agi*4; base_status->dmotion = cap_value(i, 400, 800); if(battle_config.pc_damage_delay_rate != 100) base_status->dmotion = base_status->dmotion*battle_config.pc_damage_delay_rate/100; // ----- MISC CALCULATIONS ----- // Weight status_calc_weight(sd, CALCWT_MAXBONUS); status_calc_cart_weight(sd, CALCWT_MAXBONUS); if (pc_checkskill(sd, SM_MOVINGRECOVERY) > 0 || pc_ismadogear(sd)) sd->regen.state.walk = 1; else sd->regen.state.walk = 0; // Skill SP cost if((skill=pc_checkskill(sd,HP_MANARECHARGE))>0 ) sd->dsprate -= 4*skill; if(sc->data[SC_SERVICE4U]) sd->dsprate -= sc->data[SC_SERVICE4U]->val3; if(sc->data[SC_SPCOST_RATE]) sd->dsprate -= sc->data[SC_SPCOST_RATE]->val1; // Underflow protections. if(sd->dsprate < 0) sd->dsprate = 0; if(sd->castrate < 0) sd->castrate = 0; if(sd->hprecov_rate < 0) sd->hprecov_rate = 0; if(sd->sprecov_rate < 0) sd->sprecov_rate = 0; // Anti-element and anti-race if((skill=pc_checkskill(sd,CR_TRUST))>0) sd->indexed_bonus.subele[ELE_HOLY] += skill*5; if((skill=pc_checkskill(sd,BS_SKINTEMPER))>0) { sd->indexed_bonus.subele[ELE_NEUTRAL] += skill; sd->indexed_bonus.subele[ELE_FIRE] += skill*5; } if((skill=pc_checkskill(sd,SA_DRAGONOLOGY))>0) { #ifdef RENEWAL skill = skill * 2; #else skill = skill * 4; #endif sd->right_weapon.addrace[RC_DRAGON]+=skill; sd->left_weapon.addrace[RC_DRAGON]+=skill; sd->indexed_bonus.magic_addrace[RC_DRAGON]+=skill; sd->indexed_bonus.subrace[RC_DRAGON]+=skill; } if ((skill = pc_checkskill(sd, AB_EUCHARISTICA)) > 0) { sd->right_weapon.addrace[RC_DEMON] += skill; sd->right_weapon.addele[ELE_DARK] += skill; sd->left_weapon.addrace[RC_DEMON] += skill; sd->left_weapon.addele[ELE_DARK] += skill; sd->indexed_bonus.magic_addrace[RC_DEMON] += skill; sd->indexed_bonus.magic_addele[ELE_DARK] += skill; sd->indexed_bonus.subrace[RC_DEMON] += skill; sd->indexed_bonus.subele[ELE_DARK] += skill; } if ((skill = pc_checkskill(sd, DK_TWOHANDDEF)) > 0 && (sd->status.weapon == W_2HSWORD || sd->status.weapon == W_2HSPEAR || sd->status.weapon == W_2HAXE)) { uint8 defense_bonus[SZ_MAX][10] = { { 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 }, // SZ_SMALL { 2, 3, 5, 6, 8, 9, 11, 12, 14, 15 }, // SZ_MEDIUM { 3, 5, 7, 9, 10, 12, 13, 15, 16, 18 }, // SZ_BIG { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } // SZ_ALL }; for( uint8 size = SZ_SMALL; size < SZ_MAX; size++ ){ sd->indexed_bonus.weapon_subsize[size] += defense_bonus[size][skill - 1]; } } if ((skill = pc_checkskill(sd, IQ_WILL_OF_FAITH)) > 0 && sd->status.weapon == W_KNUCKLE) { uint8 race_atk[10] = { 3, 4, 5, 6, 7, 8, 9, 10, 11, 12 }; uint8 race_def[10] = { 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 }; sd->right_weapon.addrace[RC_UNDEAD] += race_atk[skill - 1]; sd->right_weapon.addrace[RC_DEMON] += race_atk[skill - 1]; sd->left_weapon.addrace[RC_UNDEAD] += race_atk[skill - 1]; sd->left_weapon.addrace[RC_DEMON] += race_atk[skill - 1]; sd->indexed_bonus.subrace[RC_UNDEAD] += race_def[skill - 1]; sd->indexed_bonus.subrace[RC_DEMON] += race_def[skill - 1]; } if ((skill = pc_checkskill(sd, CD_MACE_BOOK_M)) > 0 && (sd->status.weapon == W_MACE || sd->status.weapon == W_2HMACE || sd->status.weapon == W_BOOK)) { uint8 attack_bonus[SZ_MAX][10] = { { 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 }, // SZ_SMALL { 2, 3, 5, 6, 8, 9, 11, 12, 14, 15 }, // SZ_MEDIUM { 3, 5, 7, 9, 10, 12, 13, 15, 16, 18 }, // SZ_BIG { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } // SZ_ALL }; for( uint8 size = SZ_SMALL; size < SZ_MAX; size++ ){ sd->right_weapon.addsize[size] += attack_bonus[size][skill - 1]; sd->left_weapon.addsize[size] += attack_bonus[size][skill - 1]; } } if ((skill = pc_checkskill(sd, CD_FIDUS_ANIMUS)) > 0) { uint8 holy_matk[10] = { 1, 3, 4, 6, 7, 9, 10, 12, 13, 15 }; sd->indexed_bonus.magic_atk_ele[ELE_HOLY] += holy_matk[skill - 1]; } if ((skill = pc_checkskill(sd, MT_TWOAXEDEF)) > 0 && sd->status.weapon == W_2HAXE) { uint8 defense_bonus[SZ_MAX][10] = { { 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 }, // SZ_SMALL { 2, 3, 5, 6, 8, 9, 11, 12, 14, 15 }, // SZ_MEDIUM { 3, 5, 7, 9, 10, 12, 13, 15, 16, 18 }, // SZ_BIG { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } // SZ_ALL }; for( uint8 size = SZ_SMALL; size < SZ_MAX; size++ ){ sd->indexed_bonus.weapon_subsize[size] += defense_bonus[size][skill - 1]; } } if ((skill = pc_checkskill(sd, ABC_DAGGER_AND_BOW_M)) > 0 && (sd->status.weapon == W_DAGGER || sd->status.weapon == W_BOW || sd->status.weapon == W_DOUBLE_DD || sd->status.weapon == W_DOUBLE_DS || sd->status.weapon == W_DOUBLE_DA)) { uint8 attack_bonus[SZ_MAX][10] = { { 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 }, // SZ_SMALL { 2, 3, 5, 6, 8, 9, 11, 12, 14, 15 }, // SZ_MEDIUM { 2, 4, 6, 8, 10, 12, 14, 16, 18, 20 }, // SZ_BIG { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } // SZ_ALL }; for( uint8 size = SZ_SMALL; size < SZ_MAX; size++ ){ sd->right_weapon.addsize[size] += attack_bonus[size][skill - 1]; sd->left_weapon.addsize[size] += attack_bonus[size][skill - 1]; } } if ((skill = pc_checkskill(sd, ABC_MAGIC_SWORD_M)) > 0 && (sd->status.weapon == W_DAGGER || sd->status.weapon == W_1HSWORD || sd->status.weapon == W_DOUBLE_DD || sd->status.weapon == W_DOUBLE_SS || sd->status.weapon == W_DOUBLE_DS || sd->status.weapon == W_DOUBLE_DA || sd->status.weapon == W_DOUBLE_SA)) { uint8 attack_bonus[SZ_MAX][10] = { { 2, 3, 5, 6, 8, 9, 11, 12, 14, 15 }, // SZ_SMALL { 2, 3, 5, 6, 8, 9, 11, 12, 14, 15 }, // SZ_MEDIUM { 2, 3, 5, 6, 8, 9, 11, 12, 14, 15 }, // SZ_BIG { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } // SZ_ALL }; for( uint8 size = SZ_SMALL; size < SZ_MAX; size++ ){ sd->indexed_bonus.magic_addsize[size] += attack_bonus[size][skill - 1]; } } if ((skill = pc_checkskill(sd, EM_MAGIC_BOOK_M)) > 0 && sd->status.weapon == W_BOOK) { sd->indexed_bonus.magic_atk_ele[ELE_WATER] += skill; sd->indexed_bonus.magic_atk_ele[ELE_EARTH] += skill; sd->indexed_bonus.magic_atk_ele[ELE_FIRE] += skill; sd->indexed_bonus.magic_atk_ele[ELE_WIND] += skill; sd->indexed_bonus.magic_atk_ele[ELE_POISON] += skill; } if(sc->count) { if(sc->data[SC_CONCENTRATE]) { // Update the card-bonus data sc->data[SC_CONCENTRATE]->val3 = sd->indexed_bonus.param_bonus[1]; // Agi sc->data[SC_CONCENTRATE]->val4 = sd->indexed_bonus.param_bonus[4]; // Dex } if(sc->data[SC_SIEGFRIED]) { i = sc->data[SC_SIEGFRIED]->val2; sd->indexed_bonus.subele[ELE_WATER] += i; sd->indexed_bonus.subele[ELE_EARTH] += i; sd->indexed_bonus.subele[ELE_FIRE] += i; sd->indexed_bonus.subele[ELE_WIND] += i; #ifndef RENEWAL sd->indexed_bonus.subele[ELE_POISON] += i; sd->indexed_bonus.subele[ELE_HOLY] += i; sd->indexed_bonus.subele[ELE_DARK] += i; sd->indexed_bonus.subele[ELE_GHOST] += i; sd->indexed_bonus.subele[ELE_UNDEAD] += i; #endif } #ifdef RENEWAL if (sc->data[SC_BASILICA]) { i = sc->data[SC_BASILICA]->val1 * 5; sd->right_weapon.addele[ELE_DARK] += i; sd->right_weapon.addele[ELE_UNDEAD] += i; sd->left_weapon.addele[ELE_DARK] += i; sd->left_weapon.addele[ELE_UNDEAD] += i; sd->indexed_bonus.magic_atk_ele[ELE_HOLY] += sc->data[SC_BASILICA]->val1 * 3; } if (sc->data[SC_FIREWEAPON]) sd->indexed_bonus.magic_atk_ele[ELE_FIRE] += sc->data[SC_FIREWEAPON]->val1; if (sc->data[SC_WINDWEAPON]) sd->indexed_bonus.magic_atk_ele[ELE_WIND] += sc->data[SC_WINDWEAPON]->val1; if (sc->data[SC_WATERWEAPON]) sd->indexed_bonus.magic_atk_ele[ELE_WATER] += sc->data[SC_WATERWEAPON]->val1; if (sc->data[SC_EARTHWEAPON]) sd->indexed_bonus.magic_atk_ele[ELE_EARTH] += sc->data[SC_EARTHWEAPON]->val1; #endif if(sc->data[SC_PROVIDENCE]) { sd->indexed_bonus.subele[ELE_HOLY] += sc->data[SC_PROVIDENCE]->val2; sd->indexed_bonus.subrace[RC_DEMON] += sc->data[SC_PROVIDENCE]->val2; } if (sc->data[SC_GEFFEN_MAGIC1]) { sd->right_weapon.addrace[RC_PLAYER_HUMAN] += sc->data[SC_GEFFEN_MAGIC1]->val1; sd->right_weapon.addrace[RC_DEMIHUMAN] += sc->data[SC_GEFFEN_MAGIC1]->val1; sd->left_weapon.addrace[RC_PLAYER_HUMAN] += sc->data[SC_GEFFEN_MAGIC1]->val1; sd->left_weapon.addrace[RC_DEMIHUMAN] += sc->data[SC_GEFFEN_MAGIC1]->val1; } if (sc->data[SC_GEFFEN_MAGIC2]) { sd->indexed_bonus.magic_addrace[RC_PLAYER_HUMAN] += sc->data[SC_GEFFEN_MAGIC2]->val1; sd->indexed_bonus.magic_addrace[RC_DEMIHUMAN] += sc->data[SC_GEFFEN_MAGIC2]->val1; } if(sc->data[SC_GEFFEN_MAGIC3]) { sd->indexed_bonus.subrace[RC_PLAYER_HUMAN] += sc->data[SC_GEFFEN_MAGIC3]->val1; sd->indexed_bonus.subrace[RC_DEMIHUMAN] += sc->data[SC_GEFFEN_MAGIC3]->val1; } if(sc->data[SC_ARMOR_ELEMENT_WATER]) { // This status change should grant card-type elemental resist. sd->indexed_bonus.subele[ELE_WATER] += sc->data[SC_ARMOR_ELEMENT_WATER]->val1; sd->indexed_bonus.subele[ELE_EARTH] += sc->data[SC_ARMOR_ELEMENT_WATER]->val2; sd->indexed_bonus.subele[ELE_FIRE] += sc->data[SC_ARMOR_ELEMENT_WATER]->val3; sd->indexed_bonus.subele[ELE_WIND] += sc->data[SC_ARMOR_ELEMENT_WATER]->val4; } if(sc->data[SC_ARMOR_ELEMENT_EARTH]) { // This status change should grant card-type elemental resist. sd->indexed_bonus.subele[ELE_WATER] += sc->data[SC_ARMOR_ELEMENT_EARTH]->val1; sd->indexed_bonus.subele[ELE_EARTH] += sc->data[SC_ARMOR_ELEMENT_EARTH]->val2; sd->indexed_bonus.subele[ELE_FIRE] += sc->data[SC_ARMOR_ELEMENT_EARTH]->val3; sd->indexed_bonus.subele[ELE_WIND] += sc->data[SC_ARMOR_ELEMENT_EARTH]->val4; } if(sc->data[SC_ARMOR_ELEMENT_FIRE]) { // This status change should grant card-type elemental resist. sd->indexed_bonus.subele[ELE_WATER] += sc->data[SC_ARMOR_ELEMENT_FIRE]->val1; sd->indexed_bonus.subele[ELE_EARTH] += sc->data[SC_ARMOR_ELEMENT_FIRE]->val2; sd->indexed_bonus.subele[ELE_FIRE] += sc->data[SC_ARMOR_ELEMENT_FIRE]->val3; sd->indexed_bonus.subele[ELE_WIND] += sc->data[SC_ARMOR_ELEMENT_FIRE]->val4; } if(sc->data[SC_ARMOR_ELEMENT_WIND]) { // This status change should grant card-type elemental resist. sd->indexed_bonus.subele[ELE_WATER] += sc->data[SC_ARMOR_ELEMENT_WIND]->val1; sd->indexed_bonus.subele[ELE_EARTH] += sc->data[SC_ARMOR_ELEMENT_WIND]->val2; sd->indexed_bonus.subele[ELE_FIRE] += sc->data[SC_ARMOR_ELEMENT_WIND]->val3; sd->indexed_bonus.subele[ELE_WIND] += sc->data[SC_ARMOR_ELEMENT_WIND]->val4; } if(sc->data[SC_ARMOR_RESIST]) { // Undead Scroll sd->indexed_bonus.subele[ELE_WATER] += sc->data[SC_ARMOR_RESIST]->val1; sd->indexed_bonus.subele[ELE_EARTH] += sc->data[SC_ARMOR_RESIST]->val2; sd->indexed_bonus.subele[ELE_FIRE] += sc->data[SC_ARMOR_RESIST]->val3; sd->indexed_bonus.subele[ELE_WIND] += sc->data[SC_ARMOR_RESIST]->val4; } if( sc->data[SC_FIRE_CLOAK_OPTION] ) { i = sc->data[SC_FIRE_CLOAK_OPTION]->val2; sd->indexed_bonus.subele[ELE_FIRE] += i; sd->indexed_bonus.subele[ELE_WATER] -= i; } if( sc->data[SC_WATER_DROP_OPTION] ) { i = sc->data[SC_WATER_DROP_OPTION]->val2; sd->indexed_bonus.subele[ELE_WATER] += i; sd->indexed_bonus.subele[ELE_WIND] -= i; } if( sc->data[SC_WIND_CURTAIN_OPTION] ) { i = sc->data[SC_WIND_CURTAIN_OPTION]->val2; sd->indexed_bonus.subele[ELE_WIND] += i; sd->indexed_bonus.subele[ELE_EARTH] -= i; } if( sc->data[SC_STONE_SHIELD_OPTION] ) { i = sc->data[SC_STONE_SHIELD_OPTION]->val2; sd->indexed_bonus.subele[ELE_EARTH] += i; sd->indexed_bonus.subele[ELE_FIRE] -= i; } if (sc->data[SC_MTF_MLEATKED] ) sd->indexed_bonus.subele[ELE_NEUTRAL] += sc->data[SC_MTF_MLEATKED]->val3; if (sc->data[SC_MTF_CRIDAMAGE]) sd->bonus.crit_atk_rate += sc->data[SC_MTF_CRIDAMAGE]->val1; if (sc->data[SC_GLASTHEIM_ATK]) { sd->indexed_bonus.ignore_mdef_by_race[RC_UNDEAD] += sc->data[SC_GLASTHEIM_ATK]->val1; sd->indexed_bonus.ignore_mdef_by_race[RC_DEMON] += sc->data[SC_GLASTHEIM_ATK]->val1; } if (sc->data[SC_LAUDARAMUS]) sd->bonus.crit_atk_rate += 5 * sc->data[SC_LAUDARAMUS]->val1; #ifdef RENEWAL if (sc->data[SC_FORTUNE]) sd->bonus.crit_atk_rate += 2 * sc->data[SC_FORTUNE]->val1; #endif if (sc->data[SC_SYMPHONYOFLOVER]) { sd->indexed_bonus.subele[ELE_GHOST] += sc->data[SC_SYMPHONYOFLOVER]->val1 * 3; sd->indexed_bonus.subele[ELE_HOLY] += sc->data[SC_SYMPHONYOFLOVER]->val1 * 3; } if (sc->data[SC_PYREXIA] && sc->data[SC_PYREXIA]->val3 == 0) sd->bonus.crit_atk_rate += sc->data[SC_PYREXIA]->val2; if (sc->data[SC_LUXANIMA]) { pc_bonus2(sd, SP_ADDSIZE, SZ_ALL, sc->data[SC_LUXANIMA]->val3); sd->bonus.crit_atk_rate += sc->data[SC_LUXANIMA]->val3; sd->bonus.short_attack_atk_rate += sc->data[SC_LUXANIMA]->val3; sd->bonus.long_attack_atk_rate += sc->data[SC_LUXANIMA]->val3; } if (sc->data[SC_STRIKING]) sd->bonus.perfect_hit += 20 + 10 * pc_checkskill(sd, SO_STRIKING); if (sc->data[SC_VIGOR]) { // Skill desc says increases physical damage. Supposed to affect damage from base ATK right??? // Because this is only boosting the ATK from the equipped weapon and not from base ATK. [Rytech] sd->right_weapon.addrace[RC_DEMIHUMAN] += 50; sd->left_weapon.addrace[RC_ANGEL] += 50; } if (sc->data[SC_DEADLY_DEFEASANCE]) sd->special_state.no_magic_damage = 0; if (sc->data[SC_CLIMAX_DES_HU]) sd->indexed_bonus.magic_atk_ele[ELE_WIND] += 30; if (sc->data[SC_CLIMAX_EARTH]) sd->indexed_bonus.subele[ELE_EARTH] -= 100; if (sc->data[SC_CLIMAX_BLOOM]) sd->indexed_bonus.subele[ELE_FIRE] -= 100; if (sc->data[SC_CLIMAX_CRYIMP]) { sd->indexed_bonus.subele[ELE_WATER] += 30; sd->indexed_bonus.magic_atk_ele[ELE_WATER] += 30; } if (sc->data[SC_SINCERE_FAITH]) sd->bonus.perfect_hit += sc->data[SC_SINCERE_FAITH]->val3; if (sc->data[SC_HOLY_S]) { sd->indexed_bonus.subele[ELE_DARK] += sc->data[SC_HOLY_S]->val2; sd->indexed_bonus.subele[ELE_UNDEAD] += sc->data[SC_HOLY_S]->val2; sd->indexed_bonus.magic_atk_ele[ELE_HOLY] += sc->data[SC_HOLY_S]->val2; } if (sc->data[SC_SUMMON_ELEMENTAL_ARDOR]) sd->indexed_bonus.magic_atk_ele[ELE_FIRE] += 10; if (sc->data[SC_SUMMON_ELEMENTAL_DILUVIO]) sd->indexed_bonus.magic_atk_ele[ELE_WATER] += 10; if (sc->data[SC_SUMMON_ELEMENTAL_PROCELLA]) sd->indexed_bonus.magic_atk_ele[ELE_WIND] += 10; if (sc->data[SC_SUMMON_ELEMENTAL_TERREMOTUS]) sd->indexed_bonus.magic_atk_ele[ELE_EARTH] += 10; if (sc->data[SC_SUMMON_ELEMENTAL_SERPENS]) sd->indexed_bonus.magic_atk_ele[ELE_POISON] += 10; if (sc->data[SC_FLAMEARMOR_OPTION]) { sd->indexed_bonus.subele[ELE_FIRE] += 100; sd->indexed_bonus.subele[ELE_WATER] -= 30; } if (sc->data[SC_CRYSTAL_ARMOR_OPTION]) { sd->indexed_bonus.subele[ELE_WATER] += 100; sd->indexed_bonus.subele[ELE_WIND] -= 30; } if (sc->data[SC_EYES_OF_STORM_OPTION]) { sd->indexed_bonus.subele[ELE_WIND] += 100; sd->indexed_bonus.subele[ELE_EARTH] -= 30; } if (sc->data[SC_STRONG_PROTECTION_OPTION]) { sd->indexed_bonus.subele[ELE_EARTH] += 100; sd->indexed_bonus.subele[ELE_FIRE] -= 30; } if (sc->data[SC_POISON_SHIELD_OPTION]) { sd->indexed_bonus.subele[ELE_POISON] += 100; sd->indexed_bonus.subele[ELE_HOLY] -= 30; } } status_cpy(&sd->battle_status, base_status); // ----- CLIENT-SIDE REFRESH ----- if(!sd->bl.prev) { // Will update on LoadEndAck calculating = 0; return 0; } if(memcmp(b_skill,sd->status.skill,sizeof(sd->status.skill))) clif_skillinfoblock(sd); // If the skill is learned, the status is infinite. if (pc_checkskill(sd, SU_SPRITEMABLE) > 0 && !sd->sc.data[SC_SPRITEMABLE]) sc_start(&sd->bl, &sd->bl, SC_SPRITEMABLE, 100, 1, INFINITE_TICK); if (pc_checkskill(sd, SU_SOULATTACK) > 0 && !sd->sc.data[SC_SOULATTACK]) sc_start(&sd->bl, &sd->bl, SC_SOULATTACK, 100, 1, INFINITE_TICK); calculating = 0; return 0; } /// Intermediate function since C++ does not have a try-finally syntax int status_calc_pc_( struct map_session_data* sd, uint8 opt ){ // Save the old script the player was attached to struct script_state* previous_st = sd->st; // Store the return value of the original function int ret = status_calc_pc_sub( sd, opt ); // If an old script is present if( previous_st ){ // Reattach the player to it, so that the limitations of that script kick back in script_attach_state( previous_st ); } // Return the original return value return ret; } /** * Calculates Mercenary data * @param md: Mercenary object * @param opt: Whether it is first calc or not (0 on level up or status) * @return 0 */ int status_calc_mercenary_(s_mercenary_data *md, uint8 opt) { struct status_data *status = &md->base_status; s_mercenary *merc = &md->mercenary; if (opt&SCO_FIRST) { memcpy(status, &md->db->status, sizeof(struct status_data)); status->class_ = CLASS_NORMAL; status->mode = static_cast<e_mode>(MD_CANMOVE|MD_CANATTACK); status->hp = status->max_hp; status->sp = status->max_sp; md->battle_status.hp = merc->hp; md->battle_status.sp = merc->sp; if (md->master) status->speed = status_get_speed(&md->master->bl); } status_calc_misc(&md->bl, status, md->db->lv); status_cpy(&md->battle_status, status); return 0; } /** * Calculates Homunculus data * @param hd: Homunculus object * @param opt: Whether it is first calc or not (0 on level up or status) * @return 1 */ int status_calc_homunculus_(struct homun_data *hd, uint8 opt) { struct status_data *status = &hd->base_status; struct s_homunculus *hom = &hd->homunculus; int skill_lv; int amotion; status->str = hom->str / 10; status->agi = hom->agi / 10; status->vit = hom->vit / 10; status->dex = hom->dex / 10; status->int_ = hom->int_ / 10; status->luk = hom->luk / 10; APPLY_HOMUN_LEVEL_STATWEIGHT(); if (opt&SCO_FIRST) { const struct s_homunculus_db *db = hd->homunculusDB; status->def_ele = db->element; status->ele_lv = 1; status->race = db->race; status->class_ = CLASS_NORMAL; status->size = (hom->class_ == db->evo_class) ? db->evo_size : db->base_size; status->rhw.range = 1 + status->size; status->mode = static_cast<e_mode>(MD_CANMOVE|MD_CANATTACK); status->speed = DEFAULT_WALK_SPEED; if (battle_config.hom_setting&HOMSET_COPY_SPEED && hd->master) status->speed = status_get_speed(&hd->master->bl); status->hp = 1; status->sp = 1; } status->aspd_rate = 1000; #ifdef RENEWAL amotion = hd->homunculusDB->baseASPD; amotion = amotion - amotion * (status->dex + hom->dex_value) / 1000 - (status->agi + hom->agi_value) * amotion / 250; status->def = status->mdef = 0; #else skill_lv = hom->level / 10 + status->vit / 5; status->def = cap_value(skill_lv, 0, 99); skill_lv = hom->level / 10 + status->int_ / 5; status->mdef = cap_value(skill_lv, 0, 99); amotion = (1000 - 4 * status->agi - status->dex) * hd->homunculusDB->baseASPD / 1000; #endif status->amotion = cap_value(amotion, battle_config.max_aspd, 2000); status->adelay = status->amotion; //It seems adelay = amotion for Homunculus. status->max_hp = hom->max_hp; status->max_sp = hom->max_sp; hom_calc_skilltree(hd, 0); if((skill_lv = hom_checkskill(hd, HAMI_SKIN)) > 0) status->def += skill_lv * 4; if((skill_lv = hom_checkskill(hd, HVAN_INSTRUCT)) > 0) { status->int_ += 1 + skill_lv / 2 + skill_lv / 4 + skill_lv / 5; status->str += 1 + skill_lv / 3 + skill_lv / 3 + skill_lv / 4; } if((skill_lv = hom_checkskill(hd, HAMI_SKIN)) > 0) status->max_hp += skill_lv * 2 * status->max_hp / 100; if((skill_lv = hom_checkskill(hd, HLIF_BRAIN)) > 0) status->max_sp += (1 + skill_lv / 2 - skill_lv / 4 + skill_lv / 5) * status->max_sp / 100; if (opt&SCO_FIRST) { hd->battle_status.hp = hom->hp; hd->battle_status.sp = hom->sp; if(hom->class_ == 6052) // Eleanor sc_start(&hd->bl,&hd->bl, SC_STYLE_CHANGE, 100, MH_MD_FIGHTING, INFINITE_TICK); } #ifndef RENEWAL status->rhw.atk = status->dex; status->rhw.atk2 = status->str + hom->level; #endif status_calc_misc(&hd->bl, status, hom->level); status_cpy(&hd->battle_status, status); return 1; } /** * Calculates Elemental data * @param ed: Elemental object * @param opt: Whether it is first calc or not (0 on status change) * @return 0 */ int status_calc_elemental_(s_elemental_data *ed, uint8 opt) { struct status_data *status = &ed->base_status; s_elemental *ele = &ed->elemental; struct map_session_data *sd = ed->master; if( !sd ) return 0; if (opt&SCO_FIRST) { memcpy(status, &ed->db->status, sizeof(struct status_data)); if( !ele->mode ) status->mode = EL_MODE_PASSIVE; else status->mode = ele->mode; status->class_ = CLASS_NORMAL; status_calc_misc(&ed->bl, status, 0); status->max_hp = ele->max_hp; status->max_sp = ele->max_sp; status->hp = ele->hp; status->sp = ele->sp; status->rhw.atk = ele->atk; status->rhw.atk2 = ele->atk2; status->matk_min += ele->matk; status->def += ele->def; status->mdef += ele->mdef; status->flee = ele->flee; status->hit = ele->hit; if (ed->master) status->speed = status_get_speed(&ed->master->bl); memcpy(&ed->battle_status,status,sizeof(struct status_data)); } else { status_calc_misc(&ed->bl, status, 0); status_cpy(&ed->battle_status, status); } return 0; } /** * Calculates NPC data * @param nd: NPC object * @param opt: Whether it is first calc or not (what?) * @return 0 */ int status_calc_npc_(struct npc_data *nd, uint8 opt) { struct status_data *status = &nd->status; if (!nd) return 0; if (opt&SCO_FIRST) { status->hp = 1; status->sp = 1; status->max_hp = 1; status->max_sp = 1; status->def_ele = ELE_NEUTRAL; status->ele_lv = 1; status->race = RC_DEMIHUMAN; status->class_ = CLASS_NORMAL; status->size = nd->size; status->rhw.range = 1 + status->size; status->mode = static_cast<e_mode>(MD_CANMOVE|MD_CANATTACK); status->speed = nd->speed; } status->str = nd->stat_point + nd->params.str; status->agi = nd->stat_point + nd->params.agi; status->vit = nd->stat_point + nd->params.vit; status->int_= nd->stat_point + nd->params.int_; status->dex = nd->stat_point + nd->params.dex; status->luk = nd->stat_point + nd->params.luk; status_calc_misc(&nd->bl, status, nd->level); status_cpy(&nd->status, status); return 0; } /** * Calculates regeneration values * Applies passive skill regeneration additions * @param bl: Object to calculate regen for [PC|HOM|MER|ELEM] * @param status: Object's status * @param regen: Object's base regeneration data */ void status_calc_regen(struct block_list *bl, struct status_data *status, struct regen_data *regen) { struct map_session_data *sd; struct status_change *sc; int val, skill, reg_flag; if( !(bl->type&BL_REGEN) || !regen ) return; sd = BL_CAST(BL_PC,bl); sc = status_get_sc(bl); val = 1 + (status->vit/5) + (status->max_hp/200); if( sd && sd->hprecov_rate != 100 ) val = val*sd->hprecov_rate/100; reg_flag = bl->type == BL_PC ? 0 : 1; regen->hp = cap_value(val, reg_flag, SHRT_MAX); val = 1 + (status->int_/6) + (status->max_sp/100); if( status->int_ >= 120 ) val += ((status->int_-120)>>1) + 4; if( sd && sd->sprecov_rate != 100 ) val = val*sd->sprecov_rate/100; regen->sp = cap_value(val, reg_flag, SHRT_MAX); if( sd ) { struct regen_data_sub *sregen; if( (skill=pc_checkskill(sd,HP_MEDITATIO)) > 0 ) { val = regen->sp*(100+3*skill)/100; regen->sp = cap_value(val, 1, SHRT_MAX); } // Only players have skill/sitting skill regen for now. sregen = regen->sregen; val = 0; if( (skill=pc_checkskill(sd,SM_RECOVERY)) > 0 ) val += skill*5 + skill*status->max_hp/500; if (sc && sc->count) { if (sc->data[SC_INCREASE_MAXHP]) val += val * sc->data[SC_INCREASE_MAXHP]->val2 / 100; } sregen->hp = cap_value(val, 0, SHRT_MAX); val = 0; if( (skill=pc_checkskill(sd,MG_SRECOVERY)) > 0 ) val += skill*3 + skill*status->max_sp/500; if( (skill=pc_checkskill(sd,NJ_NINPOU)) > 0 ) val += skill*3 + skill*status->max_sp/500; if( (skill=pc_checkskill(sd,WM_LESSON)) > 0 ) val += 3 + 3 * skill; if (sc && sc->count) { if (sc->data[SC_ANCILLA]) val += sc->data[SC_ANCILLA]->val2 / 100; if (sc->data[SC_INCREASE_MAXSP]) val += val * sc->data[SC_INCREASE_MAXSP]->val2 / 100; } sregen->sp = cap_value(val, 0, SHRT_MAX); // Skill-related recovery (only when sit) sregen = regen->ssregen; val = 0; if( (skill=pc_checkskill(sd,MO_SPIRITSRECOVERY)) > 0 ) val += skill*4 + skill*status->max_hp/500; if( (skill=pc_checkskill(sd,TK_HPTIME)) > 0 && sd->state.rest ) val += skill*30 + skill*status->max_hp/500; sregen->hp = cap_value(val, 0, SHRT_MAX); val = 0; if( (skill=pc_checkskill(sd,TK_SPTIME)) > 0 && sd->state.rest ) { val += skill*3 + skill*status->max_sp/500; if ((skill=pc_checkskill(sd,SL_KAINA)) > 0) // Power up Enjoyable Rest val += (30+10*skill)*val/100; } if( (skill=pc_checkskill(sd,MO_SPIRITSRECOVERY)) > 0 ) val += skill*2 + skill*status->max_sp/500; sregen->sp = cap_value(val, 0, SHRT_MAX); } if( bl->type == BL_HOM ) { struct homun_data *hd = (TBL_HOM*)bl; if( (skill = hom_checkskill(hd,HAMI_SKIN)) > 0 ) { val = regen->hp*(100+5*skill)/100; regen->hp = cap_value(val, 1, SHRT_MAX); } if( (skill = hom_checkskill(hd,HLIF_BRAIN)) > 0 ) { val = regen->sp*(100+3*skill)/100; regen->sp = cap_value(val, 1, SHRT_MAX); } } else if( bl->type == BL_MER ) { val = (status->max_hp * status->vit / 10000 + 1) * 6; regen->hp = cap_value(val, 1, SHRT_MAX); val = (status->max_sp * (status->int_ + 10) / 750) + 1; regen->sp = cap_value(val, 1, SHRT_MAX); } else if( bl->type == BL_ELEM ) { val = (status->max_hp * status->vit / 10000 + 1) * 6; regen->hp = cap_value(val, 1, SHRT_MAX); val = (status->max_sp * (status->int_ + 10) / 750) + 1; regen->sp = cap_value(val, 1, SHRT_MAX); } } /** * Calculates SC (Status Changes) regeneration values * @param bl: Object to calculate regen for [PC|HOM|MER|ELEM] * @param regen: Object's base regeneration data * @param sc: Object's status change data */ void status_calc_regen_rate(struct block_list *bl, struct regen_data *regen, struct status_change *sc) { if (!(bl->type&BL_REGEN) || !regen) return; regen->flag = RGN_HP|RGN_SP; if(regen->sregen) { if (regen->sregen->hp) regen->flag |= RGN_SHP; if (regen->sregen->sp) regen->flag |= RGN_SSP; regen->sregen->rate.hp = regen->sregen->rate.sp = 100; } if (regen->ssregen) { if (regen->ssregen->hp) regen->flag |= RGN_SHP; if (regen->ssregen->sp) regen->flag |= RGN_SSP; regen->ssregen->rate.hp = regen->ssregen->rate.sp = 100; } regen->rate.hp = regen->rate.sp = 100; if (!sc || !sc->count) return; // No HP or SP regen if ((sc->data[SC_POISON] && !sc->data[SC_SLOWPOISON]) || (sc->data[SC_DPOISON] && !sc->data[SC_SLOWPOISON]) || sc->data[SC_BERSERK] || sc->data[SC_TRICKDEAD] || sc->data[SC_BLEEDING] || (sc->data[SC_MAGICMUSHROOM] && sc->data[SC_MAGICMUSHROOM]->val3 == 1) || sc->data[SC_SATURDAYNIGHTFEVER] || sc->data[SC_REBOUND]) regen->flag = RGN_NONE; // No natural SP regen if (sc->data[SC_DANCING] || #ifdef RENEWAL sc->data[SC_MAXIMIZEPOWER] || #endif #ifndef RENEWAL (bl->type == BL_PC && (((TBL_PC*)bl)->class_&MAPID_UPPERMASK) == MAPID_MONK && (sc->data[SC_EXTREMITYFIST] || sc->data[SC_EXPLOSIONSPIRITS]) && (!sc->data[SC_SPIRIT] || sc->data[SC_SPIRIT]->val2 != SL_MONK)) || #else (bl->type == BL_PC && (((TBL_PC*)bl)->class_&MAPID_UPPERMASK) == MAPID_MONK && sc->data[SC_EXTREMITYFIST] && (!sc->data[SC_SPIRIT] || sc->data[SC_SPIRIT]->val2 != SL_MONK)) || #endif (sc->data[SC_OBLIVIONCURSE] && sc->data[SC_OBLIVIONCURSE]->val3 == 1)) regen->flag &= ~RGN_SP; if (sc->data[SC_TENSIONRELAX]) { if (sc->data[SC_WEIGHT50] || sc->data[SC_WEIGHT90]) regen->state.overweight = 0; // 1x HP regen else { regen->rate.hp += 200; if (regen->sregen) regen->sregen->rate.hp += 200; } } if (sc->data[SC_MAGNIFICAT]) regen->rate.sp += 100; if (sc->data[SC_REGENERATION]) { const struct status_change_entry *sce = sc->data[SC_REGENERATION]; if (!sce->val4) { regen->rate.hp += (sce->val2*100); regen->rate.sp += (sce->val3*100); } else regen->flag &= ~sce->val4; // Remove regen as specified by val4 } if(sc->data[SC_GT_REVITALIZE]) { regen->hp += cap_value(regen->hp * sc->data[SC_GT_REVITALIZE]->val3/100, 1, SHRT_MAX); regen->state.walk = 1; } if (sc->data[SC_EXTRACT_WHITE_POTION_Z]) regen->hp += cap_value(regen->hp * sc->data[SC_EXTRACT_WHITE_POTION_Z]->val1 / 100, 1, SHRT_MAX); if (sc->data[SC_VITATA_500]) regen->sp += cap_value(regen->sp * sc->data[SC_VITATA_500]->val1 / 100, 1, SHRT_MAX); if (bl->type == BL_ELEM) { // Recovery bonus only applies to the Elementals. int ele_class = status_get_class(bl); switch (ele_class) { case ELEMENTALID_AGNI_S: case ELEMENTALID_AGNI_M: case ELEMENTALID_AGNI_L: case ELEMENTALID_ARDOR: if (sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 1) regen->rate.hp += 100; break; case ELEMENTALID_AQUA_S: case ELEMENTALID_AQUA_M: case ELEMENTALID_AQUA_L: case ELEMENTALID_DILUVIO: if (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 1) regen->rate.hp += 100; break; case ELEMENTALID_VENTUS_S: case ELEMENTALID_VENTUS_M: case ELEMENTALID_VENTUS_L: case ELEMENTALID_PROCELLA: if (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 1) regen->rate.hp += 100; break; case ELEMENTALID_TERA_S: case ELEMENTALID_TERA_M: case ELEMENTALID_TERA_L: case ELEMENTALID_TERREMOTUS: case ELEMENTALID_SERPENS: if (sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 1) regen->rate.hp += 100; break; } } if (sc->data[SC_CATNIPPOWDER]) { regen->rate.hp *= 2; regen->rate.sp *= 2; } if (sc->data[SC_SHRIMPBLESSING]) regen->rate.sp += 50; #ifdef RENEWAL if (sc->data[SC_NIBELUNGEN]) { if (sc->data[SC_NIBELUNGEN]->val2 == RINGNBL_HPREGEN) regen->rate.hp += 100; else if (sc->data[SC_NIBELUNGEN]->val2 == RINGNBL_SPREGEN) regen->rate.sp += 100; } #endif if (sc->data[SC_SIRCLEOFNATURE]) regen->rate.hp += sc->data[SC_SIRCLEOFNATURE]->val2; if (sc->data[SC_SONGOFMANA]) regen->rate.sp += sc->data[SC_SONGOFMANA]->val3; } /** * Applies a state to a unit - See [StatusChangeStateTable] * @param bl: Object to change state on [PC|MOB|HOM|MER|ELEM] * @param sc: Object's status change data * @param flag: Which state to apply to bl * @param start: (1) start state, (0) remove state */ void status_calc_state( struct block_list *bl, struct status_change *sc, std::bitset<SCS_MAX> flag, bool start ) { /// No sc at all, we can zero without any extra weight over our conciousness if( !sc->count ) { sc->cant = {}; return; } // Can't move if( flag[SCS_NOMOVE] ) { if( !flag[SCS_NOMOVECOND] ) sc->cant.move += (start ? 1 : ((sc->cant.move) ? -1 : 0)); else if( (sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_SELF) // cannot move while gospel is in effect #ifndef RENEWAL || (sc->data[SC_BASILICA] && sc->data[SC_BASILICA]->val4 == bl->id) // Basilica caster cannot move || (sc->data[SC_GRAVITATION] && sc->data[SC_GRAVITATION]->val3 == BCT_SELF) #endif || (sc->data[SC_CAMOUFLAGE] && sc->data[SC_CAMOUFLAGE]->val1 < 3) || (sc->data[SC_MAGNETICFIELD] && sc->data[SC_MAGNETICFIELD]->val2 != bl->id) || (sc->data[SC_FEAR] && sc->data[SC_FEAR]->val2 > 0) || (sc->data[SC_SPIDERWEB] && sc->data[SC_SPIDERWEB]->val1) || (sc->data[SC_HIDING] && (bl->type != BL_PC || (pc_checkskill(BL_CAST(BL_PC,bl),RG_TUNNELDRIVE) <= 0))) || (sc->data[SC_DANCING] && sc->data[SC_DANCING]->val4 && ( #ifndef RENEWAL !sc->data[SC_LONGING] || #endif (sc->data[SC_DANCING]->val1&0xFFFF) == CG_MOONLIT || (sc->data[SC_DANCING]->val1&0xFFFF) == CG_HERMODE )) || (sc->data[SC_CRYSTALIZE] && bl->type != BL_MOB) || (sc->data[SC_STONE] && sc->opt1 == OPT1_STONE) ) sc->cant.move += (start ? 1 : ((sc->cant.move) ? -1 : 0)); } // Can't use skills if( flag[SCS_NOCAST] ) { if( !flag[SCS_NOCASTCOND] ) sc->cant.cast += (start ? 1 : ((sc->cant.cast) ? -1 : 0)); else if (sc->data[SC_OBLIVIONCURSE] && sc->data[SC_OBLIVIONCURSE]->val3 == 1) sc->cant.cast += (start ? 1 : ((sc->cant.cast) ? -1 : 0)); } // Can't chat if( flag[SCS_NOCHAT] ) { if( !flag[SCS_NOCHATCOND] ) sc->cant.chat += (start ? 1 : ((sc->cant.chat) ? -1 : 0)); else if(sc->data[SC_NOCHAT] && sc->data[SC_NOCHAT]->val1&MANNER_NOCHAT) sc->cant.chat += (start ? 1 : ((sc->cant.chat) ? -1 : 0)); } // Can't attack if( flag[SCS_NOATTACK] ) { if( !flag[SCS_NOATTACKCOND] ) sc->cant.attack += (start ? 1 : ((sc->cant.attack) ? -1 : 0)); /*else if( ) sc->cant.attack += ( start ? 1 : ((sc->cant.attack)? -1:0) );*/ } // Can't warp if (flag[SCS_NOWARP]) { if (!flag[SCS_NOWARPCOND]) sc->cant.warp += (start ? 1 : ((sc->cant.warp) ? -1 : 0)); /*else if (sc->data[]) sc->cant.warp += ( start ? 1 : ((sc->cant.warp)? -1:0) );*/ } // Player-only states if( bl->type == BL_PC ) { // Can't pick-up items if( flag[SCS_NOPICKITEM] ) { if( !flag[SCS_NOPICKITEMCOND] ) sc->cant.pickup += (start ? 1 : ((sc->cant.pickup) ? -1 : 0)); else if( (sc->data[SC_NOCHAT] && sc->data[SC_NOCHAT]->val1&MANNER_NOITEM) ) sc->cant.pickup += (start ? 1 : ((sc->cant.pickup) ? -1 : 0)); } // Can't drop items if( flag[SCS_NODROPITEM] ) { if( !flag[SCS_NODROPITEMCOND] ) sc->cant.drop += (start ? 1 : ((sc->cant.drop) ? -1 : 0)); else if( (sc->data[SC_NOCHAT] && sc->data[SC_NOCHAT]->val1&MANNER_NOITEM) ) sc->cant.drop += (start ? 1 : ((sc->cant.drop) ? -1 : 0)); } // Can't equip item if( flag[SCS_NOEQUIPITEM] ) { if( !flag[SCS_NOEQUIPITEMCOND] ) sc->cant.equip += (start ? 1 : ((sc->cant.equip) ? -1 : 0)); /*else if( ) sc->cant.equip += ( start ? 1 : ((sc->cant.equip)? -1:0) );*/ } // Can't unequip item if( flag[SCS_NOUNEQUIPITEM]) { if( !flag[SCS_NOUNEQUIPITEMCOND] ) sc->cant.unequip += (start ? 1 : ((sc->cant.unequip) ? -1 : 0)); /*else if( ) sc->cant.unequip += ( start ? 1 : ((sc->cant.unequip)? -1:0) );*/ } // Can't consume item if( flag[SCS_NOCONSUMEITEM]) { if( !flag[SCS_NOCONSUMEITEMCOND] ) sc->cant.consume += (start ? 1 : ((sc->cant.consume) ? -1 : 0)); else if( (sc->data[SC_GRAVITATION] && sc->data[SC_GRAVITATION]->val3 == BCT_SELF) || (sc->data[SC_NOCHAT] && sc->data[SC_NOCHAT]->val1&MANNER_NOITEM) ) sc->cant.consume += (start ? 1 : ((sc->cant.consume) ? -1 : 0)); } // Can't lose exp if (flag[SCS_NODEATHPENALTY]) { if (!flag[SCS_NODEATHPENALTYCOND]) sc->cant.deathpenalty += (start ? 1 : ((sc->cant.deathpenalty) ? -1 : 0)); /*else if (sc->data[]) sc->cant.deathpenalty += ( start ? 1 : ((sc->cant.deathpenalty)? -1:0) );*/ } // Can't sit/stand/talk to NPC if (flag[SCS_NOINTERACT]) { if (!flag[SCS_NOINTERACTCOND]) sc->cant.interact += (start ? 1 : ((sc->cant.interact) ? -1 : 0)); /*else if (sc->data[]) sc->cant.interact += ( start ? 1 : ((sc->cant.interact)? -1:0) );*/ } } return; } /** * Recalculates parts of an objects status according to specified flags * See [set_sc] [add_sc] * @param bl: Object whose status has changed [PC|MOB|HOM|MER|ELEM] * @param flag: Which status has changed on bl */ void status_calc_bl_main(struct block_list *bl, uint64 flag) { const struct status_data *b_status = status_get_base_status(bl); // Base Status struct status_data *status = status_get_status_data(bl); // Battle Status struct status_change *sc = status_get_sc(bl); TBL_PC *sd = BL_CAST(BL_PC,bl); int temp; if (!b_status || !status) return; /** [Playtester] * This needs to be done even if there is currently no status change active, because * we need to update the speed on the client when the last status change ends. **/ if(flag&SCB_SPEED) { struct unit_data *ud = unit_bl2ud(bl); /** [Skotlex] * Re-walk to adjust speed (we do not check if walktimer != INVALID_TIMER * because if you step on something while walking, the moment this * piece of code triggers the walk-timer is set on INVALID_TIMER) **/ if (ud) ud->state.change_walk_target = ud->state.speed_changed = 1; } if(flag&SCB_STR) { status->str = status_calc_str(bl, sc, b_status->str); flag|=SCB_BATK; if( bl->type&BL_HOM ) flag |= SCB_WATK; } if(flag&SCB_AGI) { status->agi = status_calc_agi(bl, sc, b_status->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) { status->vit = status_calc_vit(bl, sc, b_status->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) { status->int_ = status_calc_int(bl, sc, b_status->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) { status->dex = status_calc_dex(bl, sc, b_status->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) { status->luk = status_calc_luk(bl, sc, b_status->luk); flag|=SCB_BATK|SCB_CRI|SCB_FLEE2 #ifdef RENEWAL |SCB_MATK|SCB_HIT|SCB_FLEE #endif ; } #ifdef RENEWAL if (flag&SCB_POW) { status->pow = status_calc_pow(bl, sc, b_status->pow); flag |= SCB_BATK|SCB_PATK; } if (flag&SCB_STA) { status->sta = status_calc_sta(bl, sc, b_status->sta); flag |= SCB_RES; } if (flag&SCB_WIS) { status->wis = status_calc_wis(bl, sc, b_status->wis); flag |= SCB_MRES; } if (flag&SCB_SPL) { status->spl = status_calc_spl(bl, sc, b_status->spl); flag |= SCB_MATK|SCB_SMATK; } if (flag&SCB_CON) { status->con = status_calc_con(bl, sc, b_status->con); flag |= SCB_HIT|SCB_FLEE|SCB_PATK|SCB_SMATK; } if (flag&SCB_CRT) { status->crt = status_calc_crt(bl, sc, b_status->crt); flag |= SCB_HPLUS|SCB_CRATE; } #endif if(flag&SCB_BATK && b_status->batk) { int lv = status_get_lv(bl); status->batk = status_base_atk(bl, status, lv); temp = b_status->batk - status_base_atk(bl, b_status, lv); if (temp) { temp += status->batk; status->batk = cap_value(temp, 0, USHRT_MAX); } status->batk = status_calc_batk(bl, sc, status->batk); } if(flag&SCB_WATK) { #ifndef RENEWAL status->rhw.atk = status_calc_watk(bl, sc, b_status->rhw.atk); if (!sd) // Should not affect weapon refine bonus status->rhw.atk2 = status_calc_watk(bl, sc, b_status->rhw.atk2); if (sd && sd->bonus.weapon_atk_rate) status->rhw.atk += status->rhw.atk * sd->bonus.weapon_atk_rate / 100; if(b_status->lhw.atk) { if (sd) { sd->state.lr_flag = 1; status->lhw.atk = status_calc_watk(bl, sc, b_status->lhw.atk); sd->state.lr_flag = 0; } else { status->lhw.atk = status_calc_watk(bl, sc, b_status->lhw.atk); status->lhw.atk2= status_calc_watk(bl, sc, b_status->lhw.atk2); } } #else if(!b_status->watk) { // We only have left-hand weapon status->watk = 0; status->watk2 = status_calc_watk(bl, sc, b_status->watk2); } else status->watk = status_calc_watk(bl, sc, b_status->watk); #endif } if(flag&SCB_HIT) { if (status->dex == b_status->dex #ifdef RENEWAL && status->luk == b_status->luk && status->con == b_status->con #endif ) status->hit = status_calc_hit(bl, sc, b_status->hit); else status->hit = status_calc_hit(bl, sc, b_status->hit + (status->dex - b_status->dex) #ifdef RENEWAL + (status->luk/3 - b_status->luk/3) + 2 * (status->con - b_status->con) #endif ); } if(flag&SCB_FLEE) { if (status->agi == b_status->agi #ifdef RENEWAL && status->luk == b_status->luk && status->con == b_status->con #endif ) status->flee = status_calc_flee(bl, sc, b_status->flee); else status->flee = status_calc_flee(bl, sc, b_status->flee +(status->agi - b_status->agi) #ifdef RENEWAL + (status->luk/5 - b_status->luk/5) + 2 * (status->con - b_status->con) #endif ); } if(flag&SCB_DEF) { status->def = status_calc_def(bl, sc, b_status->def); if( bl->type&BL_HOM ) status->def += (status->vit/5 - b_status->vit/5); } if(flag&SCB_DEF2) { if (status->vit == b_status->vit #ifdef RENEWAL && status->agi == b_status->agi #endif ) status->def2 = status_calc_def2(bl, sc, b_status->def2); else status->def2 = status_calc_def2(bl, sc, b_status->def2 #ifdef RENEWAL + (int)( ((float)status->vit/2 - (float)b_status->vit/2) + ((float)status->agi/5 - (float)b_status->agi/5) ) #else + (status->vit - b_status->vit) #endif ); } if(flag&SCB_MDEF) { status->mdef = status_calc_mdef(bl, sc, b_status->mdef); if( bl->type&BL_HOM ) status->mdef += (status->int_/5 - b_status->int_/5); } if(flag&SCB_MDEF2) { if (status->int_ == b_status->int_ && status->vit == b_status->vit #ifdef RENEWAL && status->dex == b_status->dex #endif ) status->mdef2 = status_calc_mdef2(bl, sc, b_status->mdef2); else status->mdef2 = status_calc_mdef2(bl, sc, b_status->mdef2 +(status->int_ - b_status->int_) #ifdef RENEWAL + (int)( ((float)status->dex/5 - (float)b_status->dex/5) + ((float)status->vit/5 - (float)b_status->vit/5) ) #else + ((status->vit - b_status->vit)>>1) #endif ); } if(flag&SCB_SPEED) { status->speed = status_calc_speed(bl, sc, b_status->speed); if( bl->type&BL_PC && !(sd && sd->state.permanent_speed) && status->speed < battle_config.max_walk_speed ) status->speed = battle_config.max_walk_speed; if( bl->type&BL_PET && ((TBL_PET*)bl)->master) status->speed = status_get_speed(&((TBL_PET*)bl)->master->bl); if( bl->type&BL_HOM && battle_config.hom_setting&HOMSET_COPY_SPEED && ((TBL_HOM*)bl)->master) status->speed = status_get_speed(&((TBL_HOM*)bl)->master->bl); if( bl->type&BL_MER && ((TBL_MER*)bl)->master) status->speed = status_get_speed(&((TBL_MER*)bl)->master->bl); if( bl->type&BL_ELEM && ((TBL_ELEM*)bl)->master) status->speed = status_get_speed(&((TBL_ELEM*)bl)->master->bl); } if(flag&SCB_CRI && b_status->cri) { if (status->luk == b_status->luk) status->cri = status_calc_critical(bl, sc, b_status->cri); else status->cri = status_calc_critical(bl, sc, b_status->cri + 3*(status->luk - b_status->luk)); /// After status_calc_critical so the bonus is applied despite if you have or not a sc bugreport:5240 if (sd) { if (sd->status.weapon == W_KATAR) status->cri <<= 1; } } if(flag&SCB_FLEE2 && b_status->flee2) { if (status->luk == b_status->luk) status->flee2 = status_calc_flee2(bl, sc, b_status->flee2); else status->flee2 = status_calc_flee2(bl, sc, b_status->flee2 +(status->luk - b_status->luk)); } if(flag&SCB_ATK_ELE) { status->rhw.ele = status_calc_attack_element(bl, sc, b_status->rhw.ele); if (sd) sd->state.lr_flag = 1; status->lhw.ele = status_calc_attack_element(bl, sc, b_status->lhw.ele); if (sd) sd->state.lr_flag = 0; } if(flag&SCB_DEF_ELE) { status->def_ele = status_calc_element(bl, sc, b_status->def_ele); status->ele_lv = status_calc_element_lv(bl, sc, b_status->ele_lv); } if(flag&SCB_MODE) { status->mode = status_calc_mode(bl, sc, b_status->mode); if (status_has_mode(status, MD_STATUSIMMUNE|MD_SKILLIMMUNE)) status->class_ = CLASS_BATTLEFIELD; else if (status_has_mode(status, MD_STATUSIMMUNE|MD_KNOCKBACKIMMUNE|MD_DETECTOR)) status->class_ = CLASS_BOSS; else if (status_has_mode(status, MD_STATUSIMMUNE)) status->class_ = CLASS_GUARDIAN; else status->class_ = CLASS_NORMAL; // Since mode changed, reset their state. if (!status_has_mode(status,MD_CANATTACK)) unit_stop_attack(bl); if (!status_has_mode(status,MD_CANMOVE)) unit_stop_walking(bl,1); } /** * No status changes alter these yet. * if(flag&SCB_SIZE) * if(flag&SCB_RACE) * if(flag&SCB_RANGE) **/ if(flag&SCB_MAXHP) { if( bl->type&BL_PC ) { status->max_hp = status_calc_maxhpsp_pc(sd,status->vit,true); if(battle_config.hp_rate != 100) status->max_hp = (unsigned int)(battle_config.hp_rate * (status->max_hp/100.)); if (sd->status.base_level < 100) status->max_hp = umin(status->max_hp,(unsigned int)battle_config.max_hp_lv99); else if (sd->status.base_level < 151) status->max_hp = umin(status->max_hp,(unsigned int)battle_config.max_hp_lv150); else status->max_hp = umin(status->max_hp,(unsigned int)battle_config.max_hp); } else status->max_hp = status_calc_maxhp(bl, b_status->max_hp); if( status->hp > status->max_hp ) { // !FIXME: Should perhaps a status_zap should be issued? status->hp = status->max_hp; if( sd ) clif_updatestatus(sd,SP_HP); } } if(flag&SCB_MAXSP) { if( bl->type&BL_PC ) { status->max_sp = status_calc_maxhpsp_pc(sd,status->int_,false); if(battle_config.sp_rate != 100) status->max_sp = (unsigned int)(battle_config.sp_rate * (status->max_sp/100.)); status->max_sp = umin(status->max_sp,(unsigned int)battle_config.max_sp); } else status->max_sp = status_calc_maxsp(bl, b_status->max_sp); if( status->sp > status->max_sp ) { status->sp = status->max_sp; if( sd ) clif_updatestatus(sd,SP_SP); } } if(flag&SCB_MATK) { #ifndef RENEWAL status->matk_min = status_base_matk_min(status) + (sd?sd->bonus.ematk:0); status->matk_max = status_base_matk_max(status) + (sd?sd->bonus.ematk:0); #else /** * RE MATK Formula (from irowiki:http:// irowiki.org/wiki/MATK) * MATK = (sMATK + wMATK + eMATK) * Multiplicative Modifiers **/ int lv = status_get_lv(bl); status->matk_min = status_base_matk_min(bl, status, lv); status->matk_max = status_base_matk_max(bl, status, lv); switch( bl->type ) { case BL_PC: { int wMatk = 0; int variance = 0; // Any +MATK you get from skills and cards, including cards in weapon, is added here. if (sd) { uint16 skill_lv; if (sd->bonus.ematk > 0) status->matk_min += sd->bonus.ematk; if (pc_checkskill(sd, SU_POWEROFLAND) > 0 && pc_checkskill_summoner(sd, SUMMONER_POWER_LAND) >= 20) status->matk_min += status->matk_min * 20 / 100; if ((skill_lv = pc_checkskill(sd, NV_TRANSCENDENCE)) > 0) status->matk_min += 15 * skill_lv + (skill_lv > 4 ? 25 : 0); } status->matk_min = status_calc_ematk(bl, sc, status->matk_min); status->matk_max = status->matk_min; // This is the only portion in MATK that varies depending on the weapon level and refinement rate. if (b_status->lhw.matk) { if (sd) { //sd->state.lr_flag = 1; //?? why was that set here status->lhw.matk = b_status->lhw.matk; sd->state.lr_flag = 0; } else { status->lhw.matk = b_status->lhw.matk; } } if (b_status->rhw.matk) { status->rhw.matk = b_status->rhw.matk; } if (status->rhw.matk) { wMatk += status->rhw.matk; variance += wMatk * status->rhw.wlv / 10; } if (status->lhw.matk) { wMatk += status->lhw.matk; variance += status->lhw.matk * status->lhw.wlv / 10; } status->matk_min += wMatk - variance; status->matk_max += wMatk + variance; } break; } #endif if (bl->type&BL_PC && sd->matk_rate != 100) { status->matk_max = status->matk_max * sd->matk_rate/100; status->matk_min = status->matk_min * sd->matk_rate/100; } if ((bl->type&BL_HOM && battle_config.hom_setting&HOMSET_SAME_MATK) /// Hom Min Matk is always the same as Max Matk || (sc && sc->data[SC_RECOGNIZEDSPELL])) status->matk_min = status->matk_max; #ifdef RENEWAL if( sd && sd->right_weapon.overrefine > 0) { status->matk_min++; status->matk_max += sd->right_weapon.overrefine - 1; } #endif status->matk_max = status_calc_matk(bl, sc, status->matk_max); status->matk_min = status_calc_matk(bl, sc, status->matk_min); } if(flag&SCB_ASPD) { int amotion; if ( bl->type&BL_HOM ) { #ifdef RENEWAL_ASPD amotion = ((TBL_HOM*)bl)->homunculusDB->baseASPD; amotion = amotion - amotion * status_get_homdex(bl) / 1000 - status_get_homagi(bl) * amotion / 250; amotion = (amotion * status_calc_aspd(bl, sc, true) + status_calc_aspd(bl, sc, false)) / - 100 + amotion; #else amotion = (1000 - 4 * status->agi - status->dex) * ((TBL_HOM*)bl)->homunculusDB->baseASPD / 1000; amotion = status_calc_aspd_rate(bl, sc, amotion); amotion = amotion * status->aspd_rate / 1000; #endif amotion = status_calc_fix_aspd(bl, sc, amotion); status->amotion = cap_value(amotion, battle_config.max_aspd, 2000); status->adelay = status->amotion; } else if ( bl->type&BL_PC ) { uint16 skill_lv; amotion = status_base_amotion_pc(sd,status); #ifndef RENEWAL_ASPD status->aspd_rate = status_calc_aspd_rate(bl, sc, b_status->aspd_rate); #endif // Absolute ASPD % modifiers amotion = amotion * status->aspd_rate / 1000; if (sd->ud.skilltimer != INVALID_TIMER && (skill_lv = pc_checkskill(sd, SA_FREECAST)) > 0) #ifdef RENEWAL_ASPD amotion = amotion * 5 * (skill_lv + 10) / 100; #else amotion += (2000 - amotion) * ( 55 - 5 * ( skill_lv + 1 ) ) / 100; //Increases amotion to reduce ASPD to the corresponding absolute percentage for each level (overriding other adjustments) #endif #ifdef RENEWAL_ASPD // RE ASPD % modifier amotion += (max(0xc3 - amotion, 2) * (status->aspd_rate2 + status_calc_aspd(bl, sc, false))) / 100; amotion = 10 * (200 - amotion); amotion += sd->bonus.aspd_add; #endif amotion = status_calc_fix_aspd(bl, sc, amotion); status->amotion = cap_value(amotion,pc_maxaspd(sd),2000); status->adelay = 2 * status->amotion; } else { // Mercenary and mobs amotion = b_status->amotion; status->aspd_rate = status_calc_aspd_rate(bl, sc, b_status->aspd_rate); amotion = amotion*status->aspd_rate/1000; amotion = status_calc_fix_aspd(bl, sc, amotion); status->amotion = cap_value(amotion, battle_config.monster_max_aspd, 2000); temp = b_status->adelay*status->aspd_rate/1000; status->adelay = cap_value(temp, battle_config.monster_max_aspd*2, 4000); } } if(flag&SCB_DSPD) { int dmotion; if( bl->type&BL_PC ) { if (b_status->agi == status->agi) status->dmotion = status_calc_dmotion(bl, sc, b_status->dmotion); else { dmotion = 800-status->agi*4; status->dmotion = cap_value(dmotion, 400, 800); if(battle_config.pc_damage_delay_rate != 100) status->dmotion = status->dmotion*battle_config.pc_damage_delay_rate/100; // It's safe to ignore b_status->dmotion since no bonus affects it. status->dmotion = status_calc_dmotion(bl, sc, status->dmotion); } } else if( bl->type&BL_HOM ) { dmotion = 800-status->agi*4; status->dmotion = cap_value(dmotion, 400, 800); status->dmotion = status_calc_dmotion(bl, sc, b_status->dmotion); } else { // Mercenary and mobs status->dmotion = status_calc_dmotion(bl, sc, b_status->dmotion); } } #ifdef RENEWAL if (flag&SCB_PATK) { if (status->pow == b_status->pow && status->con == b_status->con) status->patk = status_calc_patk(bl, sc, b_status->patk); else status->patk = status_calc_patk(bl, sc, b_status->patk + (status->pow - b_status->pow) / 3 + (status->con - b_status->con) / 5); } if (flag&SCB_SMATK) { if (status->spl == b_status->spl && status->con == b_status->con) status->smatk = status_calc_smatk(bl, sc, b_status->smatk); else status->smatk = status_calc_smatk(bl, sc, b_status->smatk) + (status->spl - b_status->spl) / 3 + (status->con - b_status->con) / 5; } if (flag&SCB_RES) { if (status->sta == b_status->sta) status->res = status_calc_res(bl, sc, b_status->res); else status->res = status_calc_res(bl, sc, b_status->res + (status->sta - b_status->sta) + (status->sta - b_status->sta) / 3 * 5); } if (flag&SCB_MRES) { if (status->wis == b_status->wis) status->mres = status_calc_mres(bl, sc, b_status->mres); else status->mres = status_calc_mres(bl, sc, b_status->mres + (status->wis - b_status->wis) + (status->wis - b_status->wis) / 3 * 5); } if (flag&SCB_HPLUS) { if (status->crt == b_status->crt) status->hplus = status_calc_hplus(bl, sc, b_status->hplus); else status->hplus = status_calc_hplus(bl, sc, b_status->hplus + (status->crt - b_status->crt)); } if (flag&SCB_CRATE) { if (status->crt == b_status->crt) status->crate = status_calc_crate(bl, sc, b_status->crate); else status->crate = status_calc_crate(bl, sc, b_status->crate + (status->crt - b_status->crt) / 3); } if (flag&SCB_MAXAP) { if (bl->type&BL_PC) { status->max_ap = status_calc_maxap_pc(sd); if (battle_config.ap_rate != 100) status->max_ap = (unsigned int)(battle_config.ap_rate * (status->max_ap / 100.)); status->max_ap = umin(status->max_ap, (unsigned int)battle_config.max_ap); } else status->max_ap = status_calc_maxap(bl, b_status->max_ap); if (status->ap > status->max_ap) { status->ap = status->max_ap; if (sd) clif_updatestatus(sd, SP_AP); } } #endif if(flag&(SCB_VIT|SCB_MAXHP|SCB_INT|SCB_MAXSP) && bl->type&BL_REGEN) status_calc_regen(bl, status, status_get_regen_data(bl)); if(flag&SCB_REGEN && bl->type&BL_REGEN) status_calc_regen_rate(bl, status_get_regen_data(bl), sc); } /** * Recalculates parts of an objects status according to specified flags * Also sends updates to the client when necessary * See [set_sc] [add_sc] * @param bl: Object whose status has changed [PC|MOB|HOM|MER|ELEM] * @param flag: Which status has changed on bl * @param opt: If true, will cause status_calc_* functions to run their base status initialization code */ void status_calc_bl_(struct block_list* bl, uint64 flag, uint8 opt) { struct status_data b_status; // Previous battle status struct status_data* status; // Pointer to current battle status if (bl->type == BL_PC) { struct map_session_data *sd = BL_CAST(BL_PC, bl); if (sd->delayed_damage != 0) { if (opt&SCO_FORCE) sd->state.hold_recalc = false; // Clear and move on else { sd->state.hold_recalc = true; // Flag and stop return; } } } // Remember previous values status = status_get_status_data(bl); memcpy(&b_status, status, sizeof(struct status_data)); if( flag&SCB_BASE ) { // Calculate the object's base status too switch( bl->type ) { case BL_PC: status_calc_pc_(BL_CAST(BL_PC,bl), opt); break; case BL_MOB: status_calc_mob_(BL_CAST(BL_MOB,bl), opt); break; case BL_PET: status_calc_pet_(BL_CAST(BL_PET,bl), opt); break; case BL_HOM: status_calc_homunculus_(BL_CAST(BL_HOM,bl), opt); break; case BL_MER: status_calc_mercenary_(BL_CAST(BL_MER,bl), opt); break; case BL_ELEM: status_calc_elemental_(BL_CAST(BL_ELEM,bl), opt); break; case BL_NPC: status_calc_npc_(BL_CAST(BL_NPC,bl), opt); break; } } if( bl->type == BL_PET ) return; // Pets are not affected by statuses if (opt&SCO_FIRST && bl->type == BL_MOB) return; // Assume there will be no statuses active status_calc_bl_main(bl, flag); if (opt&SCO_FIRST && bl->type == BL_HOM) return; // Client update handled by caller // Compare against new values and send client updates if( bl->type == BL_PC ) { TBL_PC* sd = BL_CAST(BL_PC, bl); if(b_status.str != status->str) clif_updatestatus(sd,SP_STR); if(b_status.agi != status->agi) clif_updatestatus(sd,SP_AGI); if(b_status.vit != status->vit) clif_updatestatus(sd,SP_VIT); if(b_status.int_ != status->int_) clif_updatestatus(sd,SP_INT); if(b_status.dex != status->dex) clif_updatestatus(sd,SP_DEX); if(b_status.luk != status->luk) clif_updatestatus(sd,SP_LUK); if(b_status.hit != status->hit) clif_updatestatus(sd,SP_HIT); if(b_status.flee != status->flee) clif_updatestatus(sd,SP_FLEE1); if(b_status.amotion != status->amotion) clif_updatestatus(sd,SP_ASPD); if(b_status.speed != status->speed) clif_updatestatus(sd,SP_SPEED); if(b_status.batk != status->batk #ifndef RENEWAL || b_status.rhw.atk != status->rhw.atk || b_status.lhw.atk != status->lhw.atk #endif ) clif_updatestatus(sd,SP_ATK1); if(b_status.def != status->def) { clif_updatestatus(sd,SP_DEF1); #ifdef RENEWAL clif_updatestatus(sd,SP_DEF2); #endif } if( #ifdef RENEWAL b_status.watk != status->watk || b_status.watk2 != status->watk2 || b_status.eatk != status->eatk #else b_status.rhw.atk2 != status->rhw.atk2 || b_status.lhw.atk2 != status->lhw.atk2 #endif ) clif_updatestatus(sd,SP_ATK2); if(b_status.def2 != status->def2) { clif_updatestatus(sd,SP_DEF2); #ifdef RENEWAL clif_updatestatus(sd,SP_DEF1); #endif } if(b_status.flee2 != status->flee2) clif_updatestatus(sd,SP_FLEE2); if(b_status.cri != status->cri) clif_updatestatus(sd,SP_CRITICAL); #ifndef RENEWAL if(b_status.matk_max != status->matk_max) clif_updatestatus(sd,SP_MATK1); if(b_status.matk_min != status->matk_min) clif_updatestatus(sd,SP_MATK2); #else if(b_status.matk_max != status->matk_max || b_status.matk_min != status->matk_min) { clif_updatestatus(sd,SP_MATK2); clif_updatestatus(sd,SP_MATK1); } #endif if(b_status.mdef != status->mdef) { clif_updatestatus(sd,SP_MDEF1); #ifdef RENEWAL clif_updatestatus(sd,SP_MDEF2); #endif } if(b_status.mdef2 != status->mdef2) { clif_updatestatus(sd,SP_MDEF2); #ifdef RENEWAL clif_updatestatus(sd,SP_MDEF1); #endif } if(b_status.rhw.range != status->rhw.range) clif_updatestatus(sd,SP_ATTACKRANGE); if(b_status.max_hp != status->max_hp) clif_updatestatus(sd,SP_MAXHP); if(b_status.max_sp != status->max_sp) clif_updatestatus(sd,SP_MAXSP); if(b_status.hp != status->hp) clif_updatestatus(sd,SP_HP); if(b_status.sp != status->sp) clif_updatestatus(sd,SP_SP); #ifdef RENEWAL if (b_status.pow != status->pow) clif_updatestatus(sd,SP_POW); if (b_status.sta != status->sta) clif_updatestatus(sd,SP_STA); if (b_status.wis != status->wis) clif_updatestatus(sd,SP_WIS); if (b_status.spl != status->spl) clif_updatestatus(sd,SP_SPL); if (b_status.con != status->con) clif_updatestatus(sd,SP_CON); if (b_status.crt != status->crt) clif_updatestatus(sd,SP_CRT); if (b_status.patk != status->patk) clif_updatestatus(sd, SP_PATK); if (b_status.smatk != status->smatk) clif_updatestatus(sd, SP_SMATK); if (b_status.res != status->res) clif_updatestatus(sd, SP_RES); if (b_status.mres != status->mres) clif_updatestatus(sd, SP_MRES); if (b_status.hplus != status->hplus) clif_updatestatus(sd, SP_HPLUS); if (b_status.crate != status->crate) clif_updatestatus(sd, SP_CRATE); if (b_status.max_ap != status->max_ap) clif_updatestatus(sd, SP_MAXAP); if (b_status.ap != status->ap) clif_updatestatus(sd, SP_AP); #endif } else if( bl->type == BL_HOM ) { TBL_HOM* hd = BL_CAST(BL_HOM, bl); if( hd->master && memcmp(&b_status, status, sizeof(struct status_data)) != 0 ) clif_hominfo(hd->master,hd,0); } else if( bl->type == BL_MER ) { TBL_MER* md = BL_CAST(BL_MER, bl); if (!md->master) return; if( b_status.rhw.atk != status->rhw.atk || b_status.rhw.atk2 != status->rhw.atk2 ) clif_mercenary_updatestatus(md->master, SP_ATK1); if( b_status.matk_max != status->matk_max ) clif_mercenary_updatestatus(md->master, SP_MATK1); if( b_status.hit != status->hit ) clif_mercenary_updatestatus(md->master, SP_HIT); if( b_status.cri != status->cri ) clif_mercenary_updatestatus(md->master, SP_CRITICAL); if( b_status.def != status->def ) clif_mercenary_updatestatus(md->master, SP_DEF1); if( b_status.mdef != status->mdef ) clif_mercenary_updatestatus(md->master, SP_MDEF1); if( b_status.flee != status->flee ) clif_mercenary_updatestatus(md->master, SP_MERCFLEE); if( b_status.amotion != status->amotion ) clif_mercenary_updatestatus(md->master, SP_ASPD); if( b_status.max_hp != status->max_hp ) clif_mercenary_updatestatus(md->master, SP_MAXHP); if( b_status.max_sp != status->max_sp ) clif_mercenary_updatestatus(md->master, SP_MAXSP); if( b_status.hp != status->hp ) clif_mercenary_updatestatus(md->master, SP_HP); if( b_status.sp != status->sp ) clif_mercenary_updatestatus(md->master, SP_SP); } else if( bl->type == BL_ELEM ) { TBL_ELEM* ed = BL_CAST(BL_ELEM, bl); if (!ed->master) return; if( b_status.max_hp != status->max_hp ) clif_elemental_updatestatus(ed->master, SP_MAXHP); if( b_status.max_sp != status->max_sp ) clif_elemental_updatestatus(ed->master, SP_MAXSP); if( b_status.hp != status->hp ) clif_elemental_updatestatus(ed->master, SP_HP); if( b_status.sp != status->sp ) clif_mercenary_updatestatus(ed->master, SP_SP); } } /** * Adds strength modifications based on status changes * @param bl: Object to change str [PC|MOB|HOM|MER|ELEM] * @param sc: Object's status change information * @param str: Initial str * @return modified str with cap_value(str,0,USHRT_MAX) */ static unsigned short status_calc_str(struct block_list *bl, struct status_change *sc, int str) { if(!sc || !sc->count) return cap_value(str,0,USHRT_MAX); if(sc->data[SC_HARMONIZE]) { str -= sc->data[SC_HARMONIZE]->val2; return (unsigned short)cap_value(str,0,USHRT_MAX); } if(sc->data[SC_INCALLSTATUS]) str += sc->data[SC_INCALLSTATUS]->val1; if(sc->data[SC_CHASEWALK2]) str += sc->data[SC_CHASEWALK2]->val1; if(sc->data[SC_INCSTR]) str += sc->data[SC_INCSTR]->val1; if(sc->data[SC_STRFOOD]) str += sc->data[SC_STRFOOD]->val1; if(sc->data[SC_FOOD_STR_CASH]) str += sc->data[SC_FOOD_STR_CASH]->val1; if(sc->data[SC_BATTLEORDERS]) str += 5; if(sc->data[SC_LEADERSHIP]) str += sc->data[SC_LEADERSHIP]->val1; if(sc->data[SC_LOUD]) str += 4; if(sc->data[SC_TRUESIGHT]) str += 5; if(sc->data[SC_SPURT]) str += 10; if(sc->data[SC_NEN]) str += sc->data[SC_NEN]->val1; if(sc->data[SC_BLESSING]) { if(sc->data[SC_BLESSING]->val2) str += sc->data[SC_BLESSING]->val2; else str >>= 1; } if(sc->data[SC_MARIONETTE]) str -= ((sc->data[SC_MARIONETTE]->val3)>>16)&0xFF; if(sc->data[SC_MARIONETTE2]) str += ((sc->data[SC_MARIONETTE2]->val3)>>16)&0xFF; if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH) str += ((sc->data[SC_SPIRIT]->val3)>>16)&0xFF; if(sc->data[SC_GIANTGROWTH]) str += sc->data[SC_GIANTGROWTH]->val2; if(sc->data[SC_BEYONDOFWARCRY]) str -= sc->data[SC_BEYONDOFWARCRY]->val2; if(sc->data[SC_SAVAGE_STEAK]) str += sc->data[SC_SAVAGE_STEAK]->val1; if(sc->data[SC_INSPIRATION]) str += sc->data[SC_INSPIRATION]->val3; if(sc->data[SC_2011RWC_SCROLL]) str += sc->data[SC_2011RWC_SCROLL]->val1; if(sc->data[SC_STOMACHACHE]) str -= sc->data[SC_STOMACHACHE]->val1; if(sc->data[SC_KYOUGAKU]) str -= sc->data[SC_KYOUGAKU]->val2; if(sc->data[SC_SWORDCLAN]) str += 1; if(sc->data[SC_JUMPINGCLAN]) str += 1; if(sc->data[SC_FULL_THROTTLE]) str += str * sc->data[SC_FULL_THROTTLE]->val3 / 100; if(sc->data[SC_CHEERUP]) str += 3; if(sc->data[SC_GLASTHEIM_STATE]) str += sc->data[SC_GLASTHEIM_STATE]->val1; #ifdef RENEWAL if (sc->data[SC_NIBELUNGEN] && sc->data[SC_NIBELUNGEN]->val2 == RINGNBL_ALLSTAT) str += 15; #endif if (sc->data[SC_UNIVERSESTANCE]) str += sc->data[SC_UNIVERSESTANCE]->val2; return (unsigned short)cap_value(str,0,USHRT_MAX); } /** * Adds agility modifications based on status changes * @param bl: Object to change agi [PC|MOB|HOM|MER|ELEM] * @param sc: Object's status change information * @param agi: Initial agi * @return modified agi with cap_value(agi,0,USHRT_MAX) */ static unsigned short status_calc_agi(struct block_list *bl, struct status_change *sc, int agi) { if(!sc || !sc->count) return cap_value(agi,0,USHRT_MAX); if(sc->data[SC_HARMONIZE]) { agi -= sc->data[SC_HARMONIZE]->val2; return (unsigned short)cap_value(agi,0,USHRT_MAX); } if(sc->data[SC_CONCENTRATE] && !sc->data[SC_QUAGMIRE]) agi += (agi-sc->data[SC_CONCENTRATE]->val3)*sc->data[SC_CONCENTRATE]->val2/100; if(sc->data[SC_INCALLSTATUS]) agi += sc->data[SC_INCALLSTATUS]->val1; if(sc->data[SC_INCAGI]) agi += sc->data[SC_INCAGI]->val1; if(sc->data[SC_AGIFOOD]) agi += sc->data[SC_AGIFOOD]->val1; if(sc->data[SC_FOOD_AGI_CASH]) agi += sc->data[SC_FOOD_AGI_CASH]->val1; if(sc->data[SC_SOULCOLD]) agi += sc->data[SC_SOULCOLD]->val1; if(sc->data[SC_TRUESIGHT]) agi += 5; if(sc->data[SC_INCREASEAGI]) agi += sc->data[SC_INCREASEAGI]->val2; if(sc->data[SC_INCREASING]) agi += 4; // Added based on skill updates [Reddozen] if(sc->data[SC_2011RWC_SCROLL]) agi += sc->data[SC_2011RWC_SCROLL]->val1; if(sc->data[SC_DECREASEAGI]) agi -= sc->data[SC_DECREASEAGI]->val2; if(sc->data[SC_QUAGMIRE]) agi -= sc->data[SC_QUAGMIRE]->val2; if(sc->data[SC_SUITON] && sc->data[SC_SUITON]->val3) agi -= sc->data[SC_SUITON]->val2; if(sc->data[SC_MARIONETTE]) agi -= ((sc->data[SC_MARIONETTE]->val3)>>8)&0xFF; if(sc->data[SC_MARIONETTE2]) agi += ((sc->data[SC_MARIONETTE2]->val3)>>8)&0xFF; if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH) agi += ((sc->data[SC_SPIRIT]->val3)>>8)&0xFF; if(sc->data[SC_ADORAMUS]) agi -= sc->data[SC_ADORAMUS]->val2; if(sc->data[SC_MARSHOFABYSS]) agi -= agi * sc->data[SC_MARSHOFABYSS]->val2 / 100; if(sc->data[SC_DROCERA_HERB_STEAMED]) agi += sc->data[SC_DROCERA_HERB_STEAMED]->val1; if(sc->data[SC_INSPIRATION]) agi += sc->data[SC_INSPIRATION]->val3; if(sc->data[SC_STOMACHACHE]) agi -= sc->data[SC_STOMACHACHE]->val1; if(sc->data[SC_KYOUGAKU]) agi -= sc->data[SC_KYOUGAKU]->val2; if(sc->data[SC_CROSSBOWCLAN]) agi += 1; if(sc->data[SC_JUMPINGCLAN]) agi += 1; if(sc->data[SC_FULL_THROTTLE]) agi += agi * sc->data[SC_FULL_THROTTLE]->val3 / 100; if (sc->data[SC_ARCLOUSEDASH]) agi += sc->data[SC_ARCLOUSEDASH]->val2; if(sc->data[SC_CHEERUP]) agi += 3; if(sc->data[SC_GLASTHEIM_STATE]) agi += sc->data[SC_GLASTHEIM_STATE]->val1; #ifdef RENEWAL if (sc->data[SC_NIBELUNGEN] && sc->data[SC_NIBELUNGEN]->val2 == RINGNBL_ALLSTAT) agi += 15; #endif if (sc->data[SC_UNIVERSESTANCE]) agi += sc->data[SC_UNIVERSESTANCE]->val2; return (unsigned short)cap_value(agi,0,USHRT_MAX); } /** * Adds vitality modifications based on status changes * @param bl: Object to change vit [PC|MOB|HOM|MER|ELEM] * @param sc: Object's status change information * @param vit: Initial vit * @return modified vit with cap_value(vit,0,USHRT_MAX) */ static unsigned short status_calc_vit(struct block_list *bl, struct status_change *sc, int vit) { if(!sc || !sc->count) return cap_value(vit,0,USHRT_MAX); if(sc->data[SC_HARMONIZE]) { vit -= sc->data[SC_HARMONIZE]->val2; return (unsigned short)cap_value(vit,0,USHRT_MAX); } if(sc->data[SC_INCALLSTATUS]) vit += sc->data[SC_INCALLSTATUS]->val1; if(sc->data[SC_INCVIT]) vit += sc->data[SC_INCVIT]->val1; if(sc->data[SC_VITFOOD]) vit += sc->data[SC_VITFOOD]->val1; if(sc->data[SC_FOOD_VIT_CASH]) vit += sc->data[SC_FOOD_VIT_CASH]->val1; if(sc->data[SC_CHANGE]) vit += sc->data[SC_CHANGE]->val2; if(sc->data[SC_GLORYWOUNDS]) vit += sc->data[SC_GLORYWOUNDS]->val1; if(sc->data[SC_TRUESIGHT]) vit += 5; if(sc->data[SC_MARIONETTE]) vit -= sc->data[SC_MARIONETTE]->val3&0xFF; if(sc->data[SC_MARIONETTE2]) vit += sc->data[SC_MARIONETTE2]->val3&0xFF; if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH) vit += sc->data[SC_SPIRIT]->val3&0xFF; if(sc->data[SC_MINOR_BBQ]) vit += sc->data[SC_MINOR_BBQ]->val1; if(sc->data[SC_INSPIRATION]) vit += sc->data[SC_INSPIRATION]->val3; if(sc->data[SC_2011RWC_SCROLL]) vit += sc->data[SC_2011RWC_SCROLL]->val1; if(sc->data[SC_STOMACHACHE]) vit -= sc->data[SC_STOMACHACHE]->val1; if(sc->data[SC_KYOUGAKU]) vit -= sc->data[SC_KYOUGAKU]->val2; if(sc->data[SC_SWORDCLAN]) vit += 1; if(sc->data[SC_JUMPINGCLAN]) vit += 1; if(sc->data[SC_STRIPARMOR] && bl->type != BL_PC) vit -= vit * sc->data[SC_STRIPARMOR]->val2/100; if(sc->data[SC_FULL_THROTTLE]) vit += vit * sc->data[SC_FULL_THROTTLE]->val3 / 100; #ifdef RENEWAL if(sc->data[SC_DEFENCE]) vit += sc->data[SC_DEFENCE]->val2; #endif if(sc->data[SC_CHEERUP]) vit += 3; if(sc->data[SC_GLASTHEIM_STATE]) vit += sc->data[SC_GLASTHEIM_STATE]->val1; #ifdef RENEWAL if (sc->data[SC_NIBELUNGEN] && sc->data[SC_NIBELUNGEN]->val2 == RINGNBL_ALLSTAT) vit += 15; #endif if (sc->data[SC_UNIVERSESTANCE]) vit += sc->data[SC_UNIVERSESTANCE]->val2; return (unsigned short)cap_value(vit,0,USHRT_MAX); } /** * Adds intelligence modifications based on status changes * @param bl: Object to change int [PC|MOB|HOM|MER|ELEM] * @param sc: Object's status change information * @param int_: Initial int * @return modified int with cap_value(int_,0,USHRT_MAX) */ static unsigned short status_calc_int(struct block_list *bl, struct status_change *sc, int int_) { if(!sc || !sc->count) return cap_value(int_,0,USHRT_MAX); if(sc->data[SC_HARMONIZE]) { int_ -= sc->data[SC_HARMONIZE]->val2; return (unsigned short)cap_value(int_,0,USHRT_MAX); } if(sc->data[SC_INCALLSTATUS]) int_ += sc->data[SC_INCALLSTATUS]->val1; if(sc->data[SC_INCINT]) int_ += sc->data[SC_INCINT]->val1; if(sc->data[SC_INTFOOD]) int_ += sc->data[SC_INTFOOD]->val1; if(sc->data[SC_FOOD_INT_CASH]) int_ += sc->data[SC_FOOD_INT_CASH]->val1; if(sc->data[SC_CHANGE]) int_ += sc->data[SC_CHANGE]->val3; if(sc->data[SC_BATTLEORDERS]) int_ += 5; if(sc->data[SC_TRUESIGHT]) int_ += 5; if(sc->data[SC_BLESSING]) { if (sc->data[SC_BLESSING]->val2) int_ += sc->data[SC_BLESSING]->val2; else int_ >>= 1; } if(sc->data[SC_NEN]) int_ += sc->data[SC_NEN]->val1; if(sc->data[SC_MARIONETTE]) int_ -= ((sc->data[SC_MARIONETTE]->val4)>>16)&0xFF; if(sc->data[SC_2011RWC_SCROLL]) int_ += sc->data[SC_2011RWC_SCROLL]->val1; if(sc->data[SC_MARIONETTE2]) int_ += ((sc->data[SC_MARIONETTE2]->val4)>>16)&0xFF; if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH) int_ += ((sc->data[SC_SPIRIT]->val4)>>16)&0xFF; if(sc->data[SC_INSPIRATION]) int_ += sc->data[SC_INSPIRATION]->val3; if(sc->data[SC_MELODYOFSINK]) int_ -= sc->data[SC_MELODYOFSINK]->val2; if(sc->data[SC_MANDRAGORA]) int_ -= 4 * sc->data[SC_MANDRAGORA]->val1; if(sc->data[SC_COCKTAIL_WARG_BLOOD]) int_ += sc->data[SC_COCKTAIL_WARG_BLOOD]->val1; if(sc->data[SC_STOMACHACHE]) int_ -= sc->data[SC_STOMACHACHE]->val1; if(sc->data[SC_KYOUGAKU]) int_ -= sc->data[SC_KYOUGAKU]->val2; if(sc->data[SC_ARCWANDCLAN]) int_ += 1; if(sc->data[SC_GOLDENMACECLAN]) int_ += 1; if(sc->data[SC_JUMPINGCLAN]) int_ += 1; if(sc->data[SC_FULL_THROTTLE]) int_ += int_ * sc->data[SC_FULL_THROTTLE]->val3 / 100; if(sc->data[SC_CHEERUP]) int_ += 3; if(sc->data[SC_GLASTHEIM_STATE]) int_ += sc->data[SC_GLASTHEIM_STATE]->val1; if (sc->data[SC_UNIVERSESTANCE]) int_ += sc->data[SC_UNIVERSESTANCE]->val2; if(bl->type != BL_PC) { if(sc->data[SC_STRIPHELM]) int_ -= int_ * sc->data[SC_STRIPHELM]->val2/100; if(sc->data[SC__STRIPACCESSORY]) int_ -= int_ * sc->data[SC__STRIPACCESSORY]->val2 / 100; } #ifdef RENEWAL if (sc->data[SC_NIBELUNGEN] && sc->data[SC_NIBELUNGEN]->val2 == RINGNBL_ALLSTAT) int_ += 15; #endif return (unsigned short)cap_value(int_,0,USHRT_MAX); } /** * Adds dexterity modifications based on status changes * @param bl: Object to change dex [PC|MOB|HOM|MER|ELEM] * @param sc: Object's status change information * @param dex: Initial dex * @return modified dex with cap_value(dex,0,USHRT_MAX) */ static unsigned short status_calc_dex(struct block_list *bl, struct status_change *sc, int dex) { if(!sc || !sc->count) return cap_value(dex,0,USHRT_MAX); if(sc->data[SC_HARMONIZE]) { dex -= sc->data[SC_HARMONIZE]->val2; return (unsigned short)cap_value(dex,0,USHRT_MAX); } if(sc->data[SC_CONCENTRATE] && !sc->data[SC_QUAGMIRE]) dex += (dex-sc->data[SC_CONCENTRATE]->val4)*sc->data[SC_CONCENTRATE]->val2/100; if(sc->data[SC_INCALLSTATUS]) dex += sc->data[SC_INCALLSTATUS]->val1; if(sc->data[SC_INCDEX]) dex += sc->data[SC_INCDEX]->val1; if(sc->data[SC_DEXFOOD]) dex += sc->data[SC_DEXFOOD]->val1; if(sc->data[SC_FOOD_DEX_CASH]) dex += sc->data[SC_FOOD_DEX_CASH]->val1; if(sc->data[SC_BATTLEORDERS]) dex += 5; if(sc->data[SC_HAWKEYES]) dex += sc->data[SC_HAWKEYES]->val1; if(sc->data[SC_TRUESIGHT]) dex += 5; if(sc->data[SC_QUAGMIRE]) dex -= sc->data[SC_QUAGMIRE]->val2; if(sc->data[SC_BLESSING]) { if (sc->data[SC_BLESSING]->val2) dex += sc->data[SC_BLESSING]->val2; else dex >>= 1; } if(sc->data[SC_INCREASING]) dex += 4; // Added based on skill updates [Reddozen] if(sc->data[SC_MARIONETTE]) dex -= ((sc->data[SC_MARIONETTE]->val4)>>8)&0xFF; if(sc->data[SC_2011RWC_SCROLL]) dex += sc->data[SC_2011RWC_SCROLL]->val1; if(sc->data[SC_MARIONETTE2]) dex += ((sc->data[SC_MARIONETTE2]->val4)>>8)&0xFF; if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH) dex += ((sc->data[SC_SPIRIT]->val4)>>8)&0xFF; if(sc->data[SC_SIROMA_ICE_TEA]) dex += sc->data[SC_SIROMA_ICE_TEA]->val1; if(sc->data[SC_INSPIRATION]) dex += sc->data[SC_INSPIRATION]->val3; if(sc->data[SC_STOMACHACHE]) dex -= sc->data[SC_STOMACHACHE]->val1; if(sc->data[SC_KYOUGAKU]) dex -= sc->data[SC_KYOUGAKU]->val2; if(sc->data[SC_ARCWANDCLAN]) dex += 1; if(sc->data[SC_CROSSBOWCLAN]) dex += 1; if(sc->data[SC_JUMPINGCLAN]) dex += 1; if(sc->data[SC__STRIPACCESSORY] && bl->type != BL_PC) dex -= dex * sc->data[SC__STRIPACCESSORY]->val2 / 100; if(sc->data[SC_MARSHOFABYSS]) dex -= dex * sc->data[SC_MARSHOFABYSS]->val2 / 100; if(sc->data[SC_FULL_THROTTLE]) dex += dex * sc->data[SC_FULL_THROTTLE]->val3 / 100; if(sc->data[SC_CHEERUP]) dex += 3; if(sc->data[SC_GLASTHEIM_STATE]) dex += sc->data[SC_GLASTHEIM_STATE]->val1; #ifdef RENEWAL if (sc->data[SC_NIBELUNGEN] && sc->data[SC_NIBELUNGEN]->val2 == RINGNBL_ALLSTAT) dex += 15; #endif if (sc->data[SC_UNIVERSESTANCE]) dex += sc->data[SC_UNIVERSESTANCE]->val2; return (unsigned short)cap_value(dex,0,USHRT_MAX); } /** * Adds luck modifications based on status changes * @param bl: Object to change luk [PC|MOB|HOM|MER|ELEM] * @param sc: Object's status change information * @param luk: Initial luk * @return modified luk with cap_value(luk,0,USHRT_MAX) */ static unsigned short status_calc_luk(struct block_list *bl, struct status_change *sc, int luk) { if(!sc || !sc->count) return cap_value(luk,0,USHRT_MAX); if(sc->data[SC_HARMONIZE]) { luk -= sc->data[SC_HARMONIZE]->val2; return (unsigned short)cap_value(luk,0,USHRT_MAX); } if(sc->data[SC_CURSE]) return 0; if(sc->data[SC_INCALLSTATUS]) luk += sc->data[SC_INCALLSTATUS]->val1; if(sc->data[SC_INCLUK]) luk += sc->data[SC_INCLUK]->val1; if(sc->data[SC_LUKFOOD]) luk += sc->data[SC_LUKFOOD]->val1; if(sc->data[SC_FOOD_LUK_CASH]) luk += sc->data[SC_FOOD_LUK_CASH]->val1; if(sc->data[SC_TRUESIGHT]) luk += 5; if(sc->data[SC_GLORIA]) luk += 30; if(sc->data[SC_MARIONETTE]) luk -= sc->data[SC_MARIONETTE]->val4&0xFF; if(sc->data[SC_MARIONETTE2]) luk += sc->data[SC_MARIONETTE2]->val4&0xFF; if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH) luk += sc->data[SC_SPIRIT]->val4&0xFF; if(sc->data[SC_PUTTI_TAILS_NOODLES]) luk += sc->data[SC_PUTTI_TAILS_NOODLES]->val1; if(sc->data[SC_INSPIRATION]) luk += sc->data[SC_INSPIRATION]->val3; if(sc->data[SC_STOMACHACHE]) luk -= sc->data[SC_STOMACHACHE]->val1; if(sc->data[SC_KYOUGAKU]) luk -= sc->data[SC_KYOUGAKU]->val2; if(sc->data[SC_2011RWC_SCROLL]) luk += sc->data[SC_2011RWC_SCROLL]->val1; if(sc->data[SC__STRIPACCESSORY] && bl->type != BL_PC) luk -= luk * sc->data[SC__STRIPACCESSORY]->val2 / 100; if(sc->data[SC_BANANA_BOMB]) luk -= 75; if(sc->data[SC_GOLDENMACECLAN]) luk += 1; if(sc->data[SC_JUMPINGCLAN]) luk += 1; if(sc->data[SC_FULL_THROTTLE]) luk += luk * sc->data[SC_FULL_THROTTLE]->val3 / 100; if(sc->data[SC_CHEERUP]) luk += 3; if(sc->data[SC_GLASTHEIM_STATE]) luk += sc->data[SC_GLASTHEIM_STATE]->val1; #ifdef RENEWAL if (sc->data[SC_NIBELUNGEN] && sc->data[SC_NIBELUNGEN]->val2 == RINGNBL_ALLSTAT) luk += 15; #endif if (sc->data[SC_UNIVERSESTANCE]) luk += sc->data[SC_UNIVERSESTANCE]->val2; return (unsigned short)cap_value(luk,0,USHRT_MAX); } /** * Adds power modifications based on status changes * @param bl: Object to change pow [PC|MOB|HOM|MER|ELEM] * @param sc: Object's status change information * @param pow: Initial pow * @return modified pow with cap_value(pow,0,USHRT_MAX) */ static unsigned short status_calc_pow(struct block_list *bl, struct status_change *sc, int pow) { if (!sc || !sc->count) return cap_value(pow, 0, USHRT_MAX); if (sc->data[SC_BENEDICTUM]) pow += sc->data[SC_BENEDICTUM]->val2; return (unsigned short)cap_value(pow, 0, USHRT_MAX); } /** * Adds stamina modifications based on status changes * @param bl: Object to change sta [PC|MOB|HOM|MER|ELEM] * @param sc: Object's status change information * @param sta: Initial sta * @return modified sta with cap_value(sta,0,USHRT_MAX) */ static unsigned short status_calc_sta(struct block_list *bl, struct status_change *sc, int sta) { if (!sc || !sc->count) return cap_value(sta, 0, USHRT_MAX); if (sc->data[SC_RELIGIO]) sta += sc->data[SC_RELIGIO]->val2; return (unsigned short)cap_value(sta, 0, USHRT_MAX); } /** * Adds wisdom modifications based on status changes * @param bl: Object to change wis [PC|MOB|HOM|MER|ELEM] * @param sc: Object's status change information * @param wis: Initial wis * @return modified wis with cap_value(wis,0,USHRT_MAX) */ static unsigned short status_calc_wis(struct block_list *bl, struct status_change *sc, int wis) { if (!sc || !sc->count) return cap_value(wis, 0, USHRT_MAX); if (sc->data[SC_RELIGIO]) wis += sc->data[SC_RELIGIO]->val2; return (unsigned short)cap_value(wis, 0, USHRT_MAX); } /** * Adds spell modifications based on status changes * @param bl: Object to change spl [PC|MOB|HOM|MER|ELEM] * @param sc: Object's status change information * @param spl: Initial spl * @return modified spl with cap_value(spl,0,USHRT_MAX) */ static unsigned short status_calc_spl(struct block_list *bl, struct status_change *sc, int spl) { if (!sc || !sc->count) return cap_value(spl, 0, USHRT_MAX); if (sc->data[SC_RELIGIO]) spl += sc->data[SC_RELIGIO]->val2; return (unsigned short)cap_value(spl, 0, USHRT_MAX); } /** * Adds concentration modifications based on status changes * @param bl: Object to change con [PC|MOB|HOM|MER|ELEM] * @param sc: Object's status change information * @param con: Initial con * @return modified con with cap_value(con,0,USHRT_MAX) */ static unsigned short status_calc_con(struct block_list *bl, struct status_change *sc, int con) { if (!sc || !sc->count) return cap_value(con, 0, USHRT_MAX); if (sc->data[SC_BENEDICTUM]) con += sc->data[SC_BENEDICTUM]->val2; return (unsigned short)cap_value(con, 0, USHRT_MAX); } /** * Adds creative modifications based on status changes * @param bl: Object to change crt [PC|MOB|HOM|MER|ELEM] * @param sc: Object's status change information * @param crt: Initial crt * @return modified crt with cap_value(crt,0,USHRT_MAX) */ static unsigned short status_calc_crt(struct block_list *bl, struct status_change *sc, int crt) { if (!sc || !sc->count) return cap_value(crt, 0, USHRT_MAX); if (sc->data[SC_BENEDICTUM]) crt += sc->data[SC_BENEDICTUM]->val2; return (unsigned short)cap_value(crt, 0, USHRT_MAX); } /** * Adds base attack modifications based on status changes * @param bl: Object to change batk [PC|MOB|HOM|MER|ELEM] * @param sc: Object's status change information * @param batk: Initial batk * @return modified batk with cap_value(batk,0,USHRT_MAX) */ static unsigned short status_calc_batk(struct block_list *bl, struct status_change *sc, int batk) { if(!sc || !sc->count) return cap_value(batk,0,USHRT_MAX); if(sc->data[SC_ATKPOTION]) batk += sc->data[SC_ATKPOTION]->val1; if(sc->data[SC_BATKFOOD]) batk += sc->data[SC_BATKFOOD]->val1; #ifndef RENEWAL if(sc->data[SC_GATLINGFEVER]) batk += sc->data[SC_GATLINGFEVER]->val3; if(sc->data[SC_MADNESSCANCEL]) batk += 100; #endif if(sc->data[SC_FULL_SWING_K]) batk += sc->data[SC_FULL_SWING_K]->val1; if(sc->data[SC_ASH]) batk -= batk * sc->data[SC_ASH]->val4 / 100; if(bl->type == BL_HOM && sc->data[SC_PYROCLASTIC]) batk += sc->data[SC_PYROCLASTIC]->val2; if (sc->data[SC_ANGRIFFS_MODUS]) batk += sc->data[SC_ANGRIFFS_MODUS]->val2; if(sc->data[SC_2011RWC_SCROLL]) batk += 30; if(sc->data[SC_INCATKRATE]) batk += batk * sc->data[SC_INCATKRATE]->val1/100; if(sc->data[SC_PROVOKE]) batk += batk * sc->data[SC_PROVOKE]->val2/100; #ifndef RENEWAL if(sc->data[SC_CONCENTRATION]) batk += batk * sc->data[SC_CONCENTRATION]->val2/100; #endif if(sc->data[SC_SKE]) batk += batk * 3; if(sc->data[SC_BLOODLUST]) batk += batk * sc->data[SC_BLOODLUST]->val2/100; if(sc->data[SC_JOINTBEAT] && sc->data[SC_JOINTBEAT]->val2&BREAK_WAIST) batk -= batk * 25/100; if(sc->data[SC_CURSE]) batk -= batk * 25/100; /* Curse shouldn't effect on this? <- Curse OR Bleeding?? if(sc->data[SC_BLEEDING]) batk -= batk * 25 / 100; */ if(sc->data[SC_FLEET]) batk += batk * sc->data[SC_FLEET]->val3/100; if(sc->data[SC__ENERVATION]) batk -= batk * sc->data[SC__ENERVATION]->val2 / 100; if( sc->data[SC_ZANGETSU] ) batk += sc->data[SC_ZANGETSU]->val2; if(sc->data[SC_QUEST_BUFF1]) batk += sc->data[SC_QUEST_BUFF1]->val1; if(sc->data[SC_QUEST_BUFF2]) batk += sc->data[SC_QUEST_BUFF2]->val1; if(sc->data[SC_QUEST_BUFF3]) batk += sc->data[SC_QUEST_BUFF3]->val1; if (sc->data[SC_SHRIMP]) batk += batk * sc->data[SC_SHRIMP]->val2 / 100; #ifdef RENEWAL if (sc->data[SC_LOUD]) batk += 30; if (sc->data[SC_NIBELUNGEN] && sc->data[SC_NIBELUNGEN]->val2 == RINGNBL_ATKRATE) batk += batk * 20 / 100; #endif if (sc->data[SC_SUNSTANCE]) batk += batk * sc->data[SC_SUNSTANCE]->val2 / 100; return (unsigned short)cap_value(batk,0,USHRT_MAX); } /** * Adds weapon attack modifications based on status changes * @param bl: Object to change watk [PC] * @param sc: Object's status change information * @param watk: Initial watk * @return modified watk with cap_value(watk,0,USHRT_MAX) */ static unsigned short status_calc_watk(struct block_list *bl, struct status_change *sc, int watk) { if(!sc || !sc->count) return cap_value(watk,0,USHRT_MAX); #ifndef RENEWAL if(sc->data[SC_DRUMBATTLE]) watk += sc->data[SC_DRUMBATTLE]->val2; #endif if (sc->data[SC_IMPOSITIO]) watk += sc->data[SC_IMPOSITIO]->val2; if(sc->data[SC_WATKFOOD]) watk += sc->data[SC_WATKFOOD]->val1; if(sc->data[SC_VOLCANO]) watk += sc->data[SC_VOLCANO]->val2; if(sc->data[SC_MERC_ATKUP]) watk += sc->data[SC_MERC_ATKUP]->val2; if(sc->data[SC_WATER_BARRIER]) watk -= sc->data[SC_WATER_BARRIER]->val2; #ifndef RENEWAL if(sc->data[SC_NIBELUNGEN]) { if (bl->type != BL_PC) watk += sc->data[SC_NIBELUNGEN]->val2; else { TBL_PC *sd = (TBL_PC*)bl; short index = sd->equip_index[sd->state.lr_flag?EQI_HAND_L:EQI_HAND_R]; if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_WEAPON && sd->inventory_data[index]->weapon_level == 4) watk += sc->data[SC_NIBELUNGEN]->val2; } } if(sc->data[SC_CONCENTRATION]) watk += watk * sc->data[SC_CONCENTRATION]->val2 / 100; #endif if(sc->data[SC_INCATKRATE]) watk += watk * sc->data[SC_INCATKRATE]->val1/100; if(sc->data[SC_PROVOKE]) watk += watk * sc->data[SC_PROVOKE]->val2/100; if(sc->data[SC_SKE]) watk += watk * 3; if(sc->data[SC_FLEET]) watk += watk * sc->data[SC_FLEET]->val3/100; if(sc->data[SC_CURSE]) watk -= watk * 25/100; if(sc->data[SC_STRIPWEAPON] && bl->type != BL_PC) watk -= watk * sc->data[SC_STRIPWEAPON]->val2/100; if(sc->data[SC_FIGHTINGSPIRIT]) watk += sc->data[SC_FIGHTINGSPIRIT]->val1; if (sc->data[SC_SHIELDSPELL_ATK]) watk += sc->data[SC_SHIELDSPELL_ATK]->val2; if(sc->data[SC_INSPIRATION]) watk += sc->data[SC_INSPIRATION]->val2; if(sc->data[SC_GT_CHANGE]) watk += sc->data[SC_GT_CHANGE]->val2; if(sc->data[SC__ENERVATION]) watk -= watk * sc->data[SC__ENERVATION]->val2 / 100; if(sc->data[SC_STRIKING]) watk += sc->data[SC_STRIKING]->val2; if(sc->data[SC_RUSHWINDMILL]) watk += sc->data[SC_RUSHWINDMILL]->val3; if(sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 2) watk += 50; if((sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 2) || (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 2) || (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 2) || (sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 2)) watk += watk * 10 / 100; if(sc->data[SC_PYROTECHNIC_OPTION]) watk += sc->data[SC_PYROTECHNIC_OPTION]->val2; if(sc->data[SC_HEATER_OPTION]) watk += sc->data[SC_HEATER_OPTION]->val2; if(sc->data[SC_TROPIC_OPTION]) watk += sc->data[SC_TROPIC_OPTION]->val2; if( sc && sc->data[SC_TIDAL_WEAPON] ) watk += watk * sc->data[SC_TIDAL_WEAPON]->val2 / 100; if(bl->type == BL_PC && sc->data[SC_PYROCLASTIC]) watk += sc->data[SC_PYROCLASTIC]->val2; if(sc->data[SC_ANGRIFFS_MODUS]) watk += watk * sc->data[SC_ANGRIFFS_MODUS]->val2/100; if(sc->data[SC_ODINS_POWER]) watk += 40 + 30 * sc->data[SC_ODINS_POWER]->val1; if (sc->data[SC_FLASHCOMBO]) watk += sc->data[SC_FLASHCOMBO]->val2; if (sc->data[SC_CATNIPPOWDER]) watk -= watk * sc->data[SC_CATNIPPOWDER]->val2 / 100; if (sc->data[SC_CHATTERING]) watk += sc->data[SC_CHATTERING]->val2; if (sc->data[SC_SUNSTANCE]) watk += watk * sc->data[SC_SUNSTANCE]->val2 / 100; if (sc->data[SC_SOULFALCON]) watk += sc->data[SC_SOULFALCON]->val2; if (sc->data[SC_PACKING_ENVELOPE1]) watk += sc->data[SC_PACKING_ENVELOPE1]->val1; if (sc->data[SC_POWERFUL_FAITH]) watk += sc->data[SC_POWERFUL_FAITH]->val2; if (sc->data[SC_GUARD_STANCE]) watk -= sc->data[SC_GUARD_STANCE]->val3; if (sc->data[SC_ATTACK_STANCE]) watk += sc->data[SC_ATTACK_STANCE]->val3; return (unsigned short)cap_value(watk,0,USHRT_MAX); } #ifdef RENEWAL /** * Adds equip magic attack modifications based on status changes [RENEWAL] * @param bl: Object to change matk [PC] * @param sc: Object's status change information * @param matk: Initial matk * @return modified matk with cap_value(matk,0,USHRT_MAX) */ static unsigned short status_calc_ematk(struct block_list *bl, struct status_change *sc, int matk) { if (!sc || !sc->count) return cap_value(matk,0,USHRT_MAX); if (sc->data[SC_IMPOSITIO]) matk += sc->data[SC_IMPOSITIO]->val2; if (sc->data[SC_MATKPOTION]) matk += sc->data[SC_MATKPOTION]->val1; if (sc->data[SC_MATKFOOD]) matk += sc->data[SC_MATKFOOD]->val1; if(sc->data[SC_MANA_PLUS]) matk += sc->data[SC_MANA_PLUS]->val1; if(sc->data[SC_COOLER_OPTION]) matk += sc->data[SC_COOLER_OPTION]->val2; if(sc->data[SC_AQUAPLAY_OPTION]) matk += sc->data[SC_AQUAPLAY_OPTION]->val2; if(sc->data[SC_CHILLY_AIR_OPTION]) matk += sc->data[SC_CHILLY_AIR_OPTION]->val2; if(sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 3) matk += 50; if(sc->data[SC_ODINS_POWER]) matk += 40 + 30 * sc->data[SC_ODINS_POWER]->val1; // 70 lvl1, 100lvl2 if(sc->data[SC_MOONLITSERENADE]) matk += sc->data[SC_MOONLITSERENADE]->val3; if(sc->data[SC_IZAYOI]) matk += 25 * sc->data[SC_IZAYOI]->val1; if(sc->data[SC_ZANGETSU]) matk += sc->data[SC_ZANGETSU]->val3; if(sc->data[SC_QUEST_BUFF1]) matk += sc->data[SC_QUEST_BUFF1]->val1; if(sc->data[SC_QUEST_BUFF2]) matk += sc->data[SC_QUEST_BUFF2]->val1; if(sc->data[SC_QUEST_BUFF3]) matk += sc->data[SC_QUEST_BUFF3]->val1; if(sc->data[SC_MTF_MATK2]) matk += sc->data[SC_MTF_MATK2]->val1; if(sc->data[SC_2011RWC_SCROLL]) matk += 30; if (sc->data[SC_CATNIPPOWDER]) matk -= matk * sc->data[SC_CATNIPPOWDER]->val2 / 100; if (sc->data[SC_CHATTERING]) matk += sc->data[SC_CHATTERING]->val2; if (sc->data[SC_DORAM_MATK]) matk += sc->data[SC_DORAM_MATK]->val1; if (sc->data[SC_SOULFAIRY]) matk += sc->data[SC_SOULFAIRY]->val2; if (sc->data[SC__AUTOSHADOWSPELL]) matk += sc->data[SC__AUTOSHADOWSPELL]->val4 * 5; if (sc->data[SC_INSPIRATION]) matk += sc->data[SC_INSPIRATION]->val2; if (sc->data[SC_PACKING_ENVELOPE2]) matk += sc->data[SC_PACKING_ENVELOPE2]->val1; return (unsigned short)cap_value(matk,0,USHRT_MAX); } #endif /** * Adds magic attack modifications based on status changes * @param bl: Object to change matk [PC|MOB|HOM|MER|ELEM] * @param sc: Object's status change information * @param matk: Initial matk * @return modified matk with cap_value(matk,0,USHRT_MAX) */ static unsigned short status_calc_matk(struct block_list *bl, struct status_change *sc, int matk) { if(!sc || !sc->count) return cap_value(matk,0,USHRT_MAX); #ifndef RENEWAL /// Take note fixed value first before % modifiers [PRE-RENEWAL] if (sc->data[SC_MATKPOTION]) matk += sc->data[SC_MATKPOTION]->val1; if (sc->data[SC_MATKFOOD]) matk += sc->data[SC_MATKFOOD]->val1; if (sc->data[SC_MANA_PLUS]) matk += sc->data[SC_MANA_PLUS]->val1; if (sc->data[SC_AQUAPLAY_OPTION]) matk += sc->data[SC_AQUAPLAY_OPTION]->val2; if (sc->data[SC_CHILLY_AIR_OPTION]) matk += sc->data[SC_CHILLY_AIR_OPTION]->val2; if (sc->data[SC_COOLER_OPTION]) matk += sc->data[SC_COOLER_OPTION]->val2; if (sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 3) matk += 50; if (sc->data[SC_ODINS_POWER]) matk += 40 + 30 * sc->data[SC_ODINS_POWER]->val1; // 70 lvl1, 100lvl2 if (sc->data[SC_IZAYOI]) matk += 25 * sc->data[SC_IZAYOI]->val1; if (sc->data[SC_MTF_MATK2]) matk += sc->data[SC_MTF_MATK2]->val1; if (sc->data[SC_2011RWC_SCROLL]) matk += 30; #endif if (sc->data[SC_ZANGETSU]) matk += sc->data[SC_ZANGETSU]->val3; if (sc->data[SC_QUEST_BUFF1]) matk += sc->data[SC_QUEST_BUFF1]->val1; if (sc->data[SC_QUEST_BUFF2]) matk += sc->data[SC_QUEST_BUFF2]->val1; if (sc->data[SC_QUEST_BUFF3]) matk += sc->data[SC_QUEST_BUFF3]->val1; if (sc->data[SC_MAGICPOWER] #ifndef RENEWAL && sc->data[SC_MAGICPOWER]->val4 #endif ) matk += matk * sc->data[SC_MAGICPOWER]->val3/100; if (sc->data[SC_MINDBREAKER]) matk += matk * sc->data[SC_MINDBREAKER]->val2/100; if (sc->data[SC_INCMATKRATE]) matk += matk * sc->data[SC_INCMATKRATE]->val1/100; if (sc->data[SC_MOONLITSERENADE]) matk += sc->data[SC_MOONLITSERENADE]->val3/100; if (sc->data[SC_MTF_MATK]) matk += matk * sc->data[SC_MTF_MATK]->val1 / 100; if(sc->data[SC_2011RWC_SCROLL]) matk += 30; if (sc->data[SC_SHRIMP]) matk += matk * sc->data[SC_SHRIMP]->val2 / 100; if (sc->data[SC_VOLCANO]) matk += sc->data[SC_VOLCANO]->val2; #ifdef RENEWAL if (sc->data[SC_NIBELUNGEN] && sc->data[SC_NIBELUNGEN]->val2 == RINGNBL_MATKRATE) matk += matk * 20 / 100; #endif if (sc->data[SC_SHIELDSPELL_ATK]) matk += sc->data[SC_SHIELDSPELL_ATK]->val2; if (sc->data[SC_CLIMAX_DES_HU]) matk += 100; return (unsigned short)cap_value(matk,0,USHRT_MAX); } /** * Adds critical modifications based on status changes * @param bl: Object to change critical [PC|MOB|HOM|MER|ELEM] * @param sc: Object's status change information * @param critical: Initial critical * @return modified critical with cap_value(critical,10,USHRT_MAX) */ static signed short status_calc_critical(struct block_list *bl, struct status_change *sc, int critical) { if(!sc || !sc->count) return cap_value(critical,10,SHRT_MAX); if (sc->data[SC_INCCRI]) critical += sc->data[SC_INCCRI]->val2; if (sc->data[SC_EP16_2_BUFF_SC]) critical += 300;// crit +30 if (sc->data[SC_CRIFOOD]) critical += sc->data[SC_CRIFOOD]->val1; if (sc->data[SC_EXPLOSIONSPIRITS]) critical += sc->data[SC_EXPLOSIONSPIRITS]->val2; if (sc->data[SC_FORTUNE]) critical += sc->data[SC_FORTUNE]->val2; if (sc->data[SC_TRUESIGHT]) critical += sc->data[SC_TRUESIGHT]->val2; if (sc->data[SC_CLOAKING]) critical += critical; #ifdef RENEWAL if (sc->data[SC_SPEARQUICKEN]) critical += 3*sc->data[SC_SPEARQUICKEN]->val1*10; if (sc->data[SC_TWOHANDQUICKEN]) critical += (2 + sc->data[SC_TWOHANDQUICKEN]->val1) * 10; #endif if (sc->data[SC__INVISIBILITY]) critical += sc->data[SC__INVISIBILITY]->val3 * 10; if (sc->data[SC__UNLUCKY]) critical -= sc->data[SC__UNLUCKY]->val2; if (sc->data[SC_SOULSHADOW]) critical += 10 * sc->data[SC_SOULSHADOW]->val3; if(sc->data[SC_BEYONDOFWARCRY]) critical += sc->data[SC_BEYONDOFWARCRY]->val3; if (sc->data[SC_MTF_HITFLEE]) critical += sc->data[SC_MTF_HITFLEE]->val1; if (sc->data[SC_PACKING_ENVELOPE9]) critical += sc->data[SC_PACKING_ENVELOPE9]->val1 * 10; return (short)cap_value(critical,10,SHRT_MAX); } /** * Adds hit modifications based on status changes * @param bl: Object to change hit [PC|MOB|HOM|MER|ELEM] * @param sc: Object's status change information * @param hit: Initial hit * @return modified hit with cap_value(hit,1,USHRT_MAX) */ static signed short status_calc_hit(struct block_list *bl, struct status_change *sc, int hit) { if(!sc || !sc->count) return cap_value(hit,1,SHRT_MAX); if(sc->data[SC_INCHIT]) hit += sc->data[SC_INCHIT]->val1; if(sc->data[SC_HITFOOD]) hit += sc->data[SC_HITFOOD]->val1; if(sc->data[SC_TRUESIGHT]) hit += sc->data[SC_TRUESIGHT]->val3; if(sc->data[SC_HUMMING]) hit += sc->data[SC_HUMMING]->val2; if(sc->data[SC_CONCENTRATION]) hit += sc->data[SC_CONCENTRATION]->val3; if(sc->data[SC_INSPIRATION]) hit += 12 * sc->data[SC_INSPIRATION]->val1; if(sc->data[SC_ADJUSTMENT]) hit -= 30; if(sc->data[SC_INCREASING]) hit += 20; // RockmanEXE; changed based on updated [Reddozen] if(sc->data[SC_MERC_HITUP]) hit += sc->data[SC_MERC_HITUP]->val2; if(sc->data[SC_MTF_HITFLEE]) hit += sc->data[SC_MTF_HITFLEE]->val1; if(sc->data[SC_INCHITRATE]) hit += hit * sc->data[SC_INCHITRATE]->val1/100; if(sc->data[SC_BLIND]) hit -= hit * 25/100; if(sc->data[SC_HEAT_BARREL]) hit -= sc->data[SC_HEAT_BARREL]->val4; if(sc->data[SC__GROOMY]) hit -= hit * sc->data[SC__GROOMY]->val3 / 100; if(sc->data[SC_FEAR]) hit -= hit * 20 / 100; if (sc->data[SC_ASH]) hit -= hit * sc->data[SC_ASH]->val2 / 100; if (sc->data[SC_TEARGAS]) hit -= hit * 50 / 100; if(sc->data[SC_ILLUSIONDOPING]) hit -= sc->data[SC_ILLUSIONDOPING]->val2; if (sc->data[SC_MTF_ASPD]) hit += sc->data[SC_MTF_ASPD]->val2; #ifdef RENEWAL if (sc->data[SC_BLESSING]) hit += sc->data[SC_BLESSING]->val1 * 2; if (sc->data[SC_TWOHANDQUICKEN]) hit += sc->data[SC_TWOHANDQUICKEN]->val1 * 2; if (sc->data[SC_ADRENALINE]) hit += sc->data[SC_ADRENALINE]->val1 * 3 + 5; if (sc->data[SC_NIBELUNGEN] && sc->data[SC_NIBELUNGEN]->val2 == RINGNBL_HIT) hit += 50; #endif if (sc->data[SC_SOULFALCON]) hit += sc->data[SC_SOULFALCON]->val3; if (sc->data[SC_SATURDAYNIGHTFEVER]) hit -= 50 + 50 * sc->data[SC_SATURDAYNIGHTFEVER]->val1; if (sc->data[SC_PACKING_ENVELOPE10]) hit += sc->data[SC_PACKING_ENVELOPE10]->val1; if (sc->data[SC_ABYSS_SLAYER]) hit += sc->data[SC_ABYSS_SLAYER]->val3; return (short)cap_value(hit,1,SHRT_MAX); } /** * Adds flee modifications based on status changes * @param bl: Object to change flee [PC|MOB|HOM|MER|ELEM] * @param sc: Object's status change information * @param flee: Initial flee * @return modified flee with cap_value(flee,1,USHRT_MAX) */ static signed short status_calc_flee(struct block_list *bl, struct status_change *sc, int flee) { if( bl->type == BL_PC ) { struct map_data *mapdata = map_getmapdata(bl->m); if( mapdata_flag_gvg(mapdata) ) flee -= flee * battle_config.gvg_flee_penalty/100; else if( mapdata->flag[MF_BATTLEGROUND] ) flee -= flee * battle_config.bg_flee_penalty/100; } if(!sc || !sc->count) return cap_value(flee,1,SHRT_MAX); if (sc->data[SC_POISON_MIST]) return 0; if(sc->data[SC_OVERED_BOOST]) //Should be final and unmodifiable by any means return sc->data[SC_OVERED_BOOST]->val2; // Fixed value if(sc->data[SC_INCFLEE]) flee += sc->data[SC_INCFLEE]->val1; if(sc->data[SC_FLEEFOOD]) flee += sc->data[SC_FLEEFOOD]->val1; if(sc->data[SC_WHISTLE]) flee += sc->data[SC_WHISTLE]->val2; if(sc->data[SC_WINDWALK]) flee += sc->data[SC_WINDWALK]->val2; if(sc->data[SC_VIOLENTGALE]) flee += sc->data[SC_VIOLENTGALE]->val2; if(sc->data[SC_MOON_COMFORT]) // SG skill [Komurka] flee += sc->data[SC_MOON_COMFORT]->val2; if(sc->data[SC_CLOSECONFINE]) flee += 10; if (sc->data[SC_ANGRIFFS_MODUS]) flee -= sc->data[SC_ANGRIFFS_MODUS]->val3; if(sc->data[SC_ADJUSTMENT]) flee += 30; if(sc->data[SC_SPEED]) flee += 10 + sc->data[SC_SPEED]->val1 * 10; if(sc->data[SC_GATLINGFEVER]) flee -= sc->data[SC_GATLINGFEVER]->val4; if(sc->data[SC_PARTYFLEE]) flee += sc->data[SC_PARTYFLEE]->val1 * 10; if(sc->data[SC_MERC_FLEEUP]) flee += sc->data[SC_MERC_FLEEUP]->val2; if( sc->data[SC_HALLUCINATIONWALK] ) flee += sc->data[SC_HALLUCINATIONWALK]->val2; if( sc->data[SC_NPC_HALLUCINATIONWALK] ) flee += sc->data[SC_NPC_HALLUCINATIONWALK]->val2; if(sc->data[SC_MTF_HITFLEE]) flee += sc->data[SC_MTF_HITFLEE]->val2; if( sc->data[SC_WATER_BARRIER] ) flee -= sc->data[SC_WATER_BARRIER]->val2; if( sc->data[SC_C_MARKER] ) flee -= sc->data[SC_C_MARKER]->val3; #ifdef RENEWAL if( sc->data[SC_SPEARQUICKEN] ) flee += 2 * sc->data[SC_SPEARQUICKEN]->val1; if (sc->data[SC_NIBELUNGEN] && sc->data[SC_NIBELUNGEN]->val2 == RINGNBL_FLEE) flee += 50; #endif // Rate value if(sc->data[SC_INCFLEERATE]) flee += flee * sc->data[SC_INCFLEERATE]->val1/100; if(sc->data[SC_SPIDERWEB] || sc->data[SC_WIDEWEB]) flee -= flee * 50/100; if(sc->data[SC_BERSERK]) flee -= flee * 50/100; if(sc->data[SC_BLIND]) flee -= flee * 25/100; if(sc->data[SC_FEAR]) flee -= flee * 20 / 100; if(sc->data[SC_PARALYSE] && sc->data[SC_PARALYSE]->val3 == 1) flee -= flee * 10 / 100; if(sc->data[SC_INFRAREDSCAN]) flee -= flee * 30 / 100; if( sc->data[SC__LAZINESS] ) flee -= flee * sc->data[SC__LAZINESS]->val3 / 100; if( sc->data[SC_GLOOMYDAY] ) flee -= flee * sc->data[SC_GLOOMYDAY]->val2 / 100; if( sc->data[SC_SATURDAYNIGHTFEVER] ) flee -= 20 + 30 * sc->data[SC_SATURDAYNIGHTFEVER]->val1; if( sc->data[SC_WIND_STEP_OPTION] ) flee += flee * sc->data[SC_WIND_STEP_OPTION]->val2 / 100; if( sc->data[SC_TINDER_BREAKER] || sc->data[SC_TINDER_BREAKER2] ) flee -= flee * 50 / 100; if( sc->data[SC_ZEPHYR] ) flee += sc->data[SC_ZEPHYR]->val2; if(sc->data[SC_ASH]) flee -= flee * sc->data[SC_ASH]->val4 / 100; if (sc->data[SC_GOLDENE_FERSE]) flee += flee * sc->data[SC_GOLDENE_FERSE]->val2 / 100; if (sc->data[SC_SMOKEPOWDER]) flee += flee * 20 / 100; if (sc->data[SC_TEARGAS]) flee -= flee * 50 / 100; //if( sc->data[SC_C_MARKER] ) // flee -= (flee * sc->data[SC_C_MARKER]->val3) / 100; if (sc->data[SC_GROOMING]) flee += sc->data[SC_GROOMING]->val2; if (sc->data[SC_PACKING_ENVELOPE5]) flee += sc->data[SC_PACKING_ENVELOPE5]->val1; return (short)cap_value(flee,1,SHRT_MAX); } /** * Adds perfect flee modifications based on status changes * @param bl: Object to change flee2 [PC|MOB|HOM|MER|ELEM] * @param sc: Object's status change information * @param flee2: Initial flee2 * @return modified flee2 with cap_value(flee2,10,USHRT_MAX) */ static signed short status_calc_flee2(struct block_list *bl, struct status_change *sc, int flee2) { if(!sc || !sc->count) return cap_value(flee2,10,SHRT_MAX); if(sc->data[SC_INCFLEE2]) flee2 += sc->data[SC_INCFLEE2]->val2; if(sc->data[SC_WHISTLE]) flee2 += sc->data[SC_WHISTLE]->val3*10; if(sc->data[SC__UNLUCKY]) flee2 -= flee2 * sc->data[SC__UNLUCKY]->val2 / 100; if (sc->data[SC_HISS]) flee2 += sc->data[SC_HISS]->val2*10; if (sc->data[SC_DORAM_FLEE2]) flee2 += sc->data[SC_DORAM_FLEE2]->val1; return (short)cap_value(flee2,10,SHRT_MAX); } /** * Adds defense (left-side) modifications based on status changes * @param bl: Object to change def [PC|MOB|HOM|MER|ELEM] * @param sc: Object's status change information * @param def: Initial def * @return modified def with cap_value(def,DEFTYPE_MIN,DEFTYPE_MAX) */ static defType status_calc_def(struct block_list *bl, struct status_change *sc, int def) { if(!sc || !sc->count) return (defType)cap_value(def,DEFTYPE_MIN,DEFTYPE_MAX); if(sc->data[SC_BERSERK]) return 0; if(sc->data[SC_BARRIER]) return 100; if(sc->data[SC_KEEPING]) return 90; #ifndef RENEWAL /// Steel Body does not provide 90 DEF in [RENEWAL] if(sc->data[SC_STEELBODY]) return 90; #endif if (sc->data[SC_NYANGGRASS]) { if (bl->type == BL_PC) return 0; else return def >>= 1; } if(sc->data[SC_DEFSET]) return sc->data[SC_DEFSET]->val1; if(sc->data[SC_DRUMBATTLE]) def += sc->data[SC_DRUMBATTLE]->val3; #ifdef RENEWAL if (sc->data[SC_ASSUMPTIO]) def += sc->data[SC_ASSUMPTIO]->val1 * 50; #else if(sc->data[SC_DEFENCE]) def += sc->data[SC_DEFENCE]->val2; #endif if(sc->data[SC_INCDEFRATE]) def += def * sc->data[SC_INCDEFRATE]->val1/100; if(sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 2) def += 50; if(sc->data[SC_ODINS_POWER]) def -= 20 * sc->data[SC_ODINS_POWER]->val1; if( sc->data[SC_ANGRIFFS_MODUS] ) def -= 20 + 10 * sc->data[SC_ANGRIFFS_MODUS]->val1; if(sc->data[SC_STONEHARDSKIN]) def += sc->data[SC_STONEHARDSKIN]->val1; if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE) def >>=1; if(sc->data[SC_FREEZE]) def >>=1; if(sc->data[SC_SIGNUMCRUCIS]) def -= def * sc->data[SC_SIGNUMCRUCIS]->val2/100; if(sc->data[SC_CONCENTRATION]) def -= def * sc->data[SC_CONCENTRATION]->val4/100; if(sc->data[SC_SKE]) def >>=1; if(sc->data[SC_PROVOKE] && bl->type != BL_PC) // Provoke doesn't alter player defense-> def -= def * sc->data[SC_PROVOKE]->val3/100; if(sc->data[SC_STRIPSHIELD] && bl->type != BL_PC) // Player doesn't have def reduction only equip removed def -= def * sc->data[SC_STRIPSHIELD]->val2/100; if (sc->data[SC_FLING]) def -= def * (sc->data[SC_FLING]->val2)/100; if( sc->data[SC_FREEZING] ) def -= def * (bl->type == BL_PC ? 30 : 10) / 100; if( sc->data[SC_ANALYZE] ) def -= def * (14 * sc->data[SC_ANALYZE]->val1) / 100; if( sc->data[SC_NEUTRALBARRIER] ) def += def * sc->data[SC_NEUTRALBARRIER]->val2 / 100; if( sc->data[SC_PRESTIGE] ) def += sc->data[SC_PRESTIGE]->val3; if( sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 1 ) def += 6 * sc->data[SC_BANDING]->val1; if( sc->data[SC_ECHOSONG] ) def += sc->data[SC_ECHOSONG]->val3; if( sc->data[SC_CAMOUFLAGE] ) def -= def * 5 * sc->data[SC_CAMOUFLAGE]->val3 / 100; if( sc->data[SC_SOLID_SKIN_OPTION] ) def += def * sc->data[SC_SOLID_SKIN_OPTION]->val2 / 100; if( sc->data[SC_ROCK_CRUSHER] ) def -= def * sc->data[SC_ROCK_CRUSHER]->val2 / 100; if( sc->data[SC_POWER_OF_GAIA] ) def += def * sc->data[SC_POWER_OF_GAIA]->val2 / 100; if(sc->data[SC_ASH]) def -= def * sc->data[SC_ASH]->val3/100; if( sc->data[SC_OVERED_BOOST] && bl->type == BL_HOM ) def -= def * sc->data[SC_OVERED_BOOST]->val4 / 100; if(sc->data[SC_GLASTHEIM_ITEMDEF]) def += sc->data[SC_GLASTHEIM_ITEMDEF]->val1; if (sc->data[SC_SOULGOLEM]) def += sc->data[SC_SOULGOLEM]->val2; if (sc->data[SC_STONE_WALL]) def += sc->data[SC_STONE_WALL]->val2; if( sc->data[SC_PACKING_ENVELOPE7] ) def += sc->data[SC_PACKING_ENVELOPE7]->val1; if (sc->data[SC_D_MACHINE]) def += sc->data[SC_D_MACHINE]->val2; if (sc->data[SC_CLIMAX_CRYIMP]) def += 300; if (sc->data[SC_GUARD_STANCE]) def += sc->data[SC_GUARD_STANCE]->val2; if (sc->data[SC_ATTACK_STANCE]) def -= sc->data[SC_ATTACK_STANCE]->val2; return (defType)cap_value(def,DEFTYPE_MIN,DEFTYPE_MAX); } /** * Adds defense (right-side) modifications based on status changes * @param bl: Object to change def2 [PC|MOB|HOM|MER|ELEM] * @param sc: Object's status change information * @param def2: Initial def2 * @return modified def2 with cap_value(def2,SHRT_MIN,SHRT_MAX) */ static signed short status_calc_def2(struct block_list *bl, struct status_change *sc, int def2) { if(!sc || !sc->count) #ifdef RENEWAL return (short)cap_value(def2,SHRT_MIN,SHRT_MAX); #else return (short)cap_value(def2,1,SHRT_MAX); #endif if(sc->data[SC_BERSERK]) return 0; if(sc->data[SC_ETERNALCHAOS]) return 0; if(sc->data[SC_DEFSET]) return sc->data[SC_DEFSET]->val1; if(sc->data[SC_SUN_COMFORT]) def2 += sc->data[SC_SUN_COMFORT]->val2; #ifdef RENEWAL if (sc->data[SC_SKA]) def2 += 80; #endif if(sc->data[SC_ANGELUS]) #ifdef RENEWAL /// The VIT stat bonus is boosted by angelus [RENEWAL] def2 += status_get_vit(bl) / 2 * sc->data[SC_ANGELUS]->val2/100; #else def2 += def2 * sc->data[SC_ANGELUS]->val2/100; if(sc->data[SC_CONCENTRATION]) def2 -= def2 * sc->data[SC_CONCENTRATION]->val4/100; #endif if(sc->data[SC_POISON]) def2 -= def2 * 25/100; if(sc->data[SC_DPOISON]) def2 -= def2 * 25/100; if(sc->data[SC_SKE]) def2 -= def2 * 50/100; if(sc->data[SC_PROVOKE]) def2 -= def2 * sc->data[SC_PROVOKE]->val3/100; if(sc->data[SC_JOINTBEAT]) def2 -= def2 * ( sc->data[SC_JOINTBEAT]->val2&BREAK_SHOULDER ? 50 : 0 ) / 100 + def2 * ( sc->data[SC_JOINTBEAT]->val2&BREAK_WAIST ? 25 : 0 ) / 100; if(sc->data[SC_FLING]) def2 -= def2 * (sc->data[SC_FLING]->val3)/100; if(sc->data[SC_ANALYZE]) def2 -= def2 * (14 * sc->data[SC_ANALYZE]->val1) / 100; if(sc->data[SC_ASH]) def2 -= def2 * sc->data[SC_ASH]->val3/100; if (sc->data[SC_PARALYSIS]) def2 -= def2 * sc->data[SC_PARALYSIS]->val2 / 100; if(sc->data[SC_EQC]) def2 -= def2 * sc->data[SC_EQC]->val2 / 100; if( sc->data[SC_CAMOUFLAGE] ) def2 -= def2 * 5 * sc->data[SC_CAMOUFLAGE]->val3 / 100; #ifdef RENEWAL return (short)cap_value(def2,SHRT_MIN,SHRT_MAX); #else return (short)cap_value(def2,1,SHRT_MAX); #endif } /** * Adds magic defense (left-side) modifications based on status changes * @param bl: Object to change mdef [PC|MOB|HOM|MER|ELEM] * @param sc: Object's status change information * @param mdef: Initial mdef * @return modified mdef with cap_value(mdef,DEFTYPE_MIN,DEFTYPE_MAX) */ static defType status_calc_mdef(struct block_list *bl, struct status_change *sc, int mdef) { if(!sc || !sc->count) return (defType)cap_value(mdef,DEFTYPE_MIN,DEFTYPE_MAX); if(sc->data[SC_BERSERK]) return 0; if(sc->data[SC_BARRIER]) return 100; #ifndef RENEWAL /// Steel Body does not provide 90 MDEF in [RENEWAL] if(sc->data[SC_STEELBODY]) return 90; #endif if (sc->data[SC_NYANGGRASS]) { if (bl->type == BL_PC) return 0; else return mdef >>= 1; } if(sc->data[SC_MDEFSET]) return sc->data[SC_MDEFSET]->val1; if(sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 3) mdef += 50; if(sc->data[SC_ENDURE] && !sc->data[SC_ENDURE]->val3) // It has been confirmed that Eddga card grants 1 MDEF, not 0, not 10, but 1. mdef += (sc->data[SC_ENDURE]->val4 == 0) ? sc->data[SC_ENDURE]->val1 : 1; if(sc->data[SC_STONEHARDSKIN]) mdef += sc->data[SC_STONEHARDSKIN]->val1; if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE) mdef += 25 * mdef / 100; if(sc->data[SC_FREEZE]) mdef += 25 * mdef / 100; if(sc->data[SC_BURNING]) mdef -= 25 * mdef / 100; if( sc->data[SC_NEUTRALBARRIER] ) mdef += mdef * sc->data[SC_NEUTRALBARRIER]->val2 / 100; if(sc->data[SC_ANALYZE]) mdef -= mdef * ( 14 * sc->data[SC_ANALYZE]->val1 ) / 100; if(sc->data[SC_SYMPHONYOFLOVER]) mdef += mdef * sc->data[SC_SYMPHONYOFLOVER]->val3 / 100; if (sc->data[SC_ODINS_POWER]) mdef -= 20 * sc->data[SC_ODINS_POWER]->val1; if(sc->data[SC_GLASTHEIM_ITEMDEF]) mdef += sc->data[SC_GLASTHEIM_ITEMDEF]->val2; if (sc->data[SC_SOULGOLEM]) mdef += sc->data[SC_SOULGOLEM]->val3; if (sc->data[SC_STONE_WALL]) mdef += sc->data[SC_STONE_WALL]->val3; if (sc->data[SC_PACKING_ENVELOPE8]) mdef += sc->data[SC_PACKING_ENVELOPE8]->val1; if (sc->data[SC_CLIMAX_CRYIMP]) mdef += 100; return (defType)cap_value(mdef,DEFTYPE_MIN,DEFTYPE_MAX); } /** * Adds magic defense (right-side) modifications based on status changes * @param bl: Object to change mdef2 [PC|MOB|HOM|MER|ELEM] * @param sc: Object's status change information * @param mdef2: Initial mdef2 * @return modified mdef2 with cap_value(mdef2,SHRT_MIN,SHRT_MAX) */ static signed short status_calc_mdef2(struct block_list *bl, struct status_change *sc, int mdef2) { if(!sc || !sc->count) #ifdef RENEWAL return (short)cap_value(mdef2,SHRT_MIN,SHRT_MAX); #else return (short)cap_value(mdef2,1,SHRT_MAX); #endif if(sc->data[SC_BERSERK]) return 0; if(sc->data[SC_SKA]) return 90; if(sc->data[SC_MDEFSET]) return sc->data[SC_MDEFSET]->val1; if(sc->data[SC_MINDBREAKER]) mdef2 -= mdef2 * sc->data[SC_MINDBREAKER]->val3/100; if(sc->data[SC_BURNING]) mdef2 -= mdef2 * 25 / 100; if(sc->data[SC_ANALYZE]) mdef2 -= mdef2 * (14 * sc->data[SC_ANALYZE]->val1) / 100; #ifdef RENEWAL return (short)cap_value(mdef2,SHRT_MIN,SHRT_MAX); #else return (short)cap_value(mdef2,1,SHRT_MAX); #endif } /** * Adds speed modifications based on status changes * @param bl: Object to change speed [PC|MOB|HOM|MER|ELEM] * @param sc: Object's status change information * @param speed: Initial speed * @return modified speed with cap_value(speed,10,USHRT_MAX) */ static unsigned short status_calc_speed(struct block_list *bl, struct status_change *sc, int speed) { TBL_PC* sd = BL_CAST(BL_PC, bl); int speed_rate = 100; if (sc == NULL || (sd && sd->state.permanent_speed)) return (unsigned short)cap_value(speed, MIN_WALK_SPEED, MAX_WALK_SPEED); if (sd && pc_ismadogear(sd)) { // Mado speed is not affected by other statuses int val = 0; if (pc_checkskill(sd, NC_MADOLICENCE) < 5) val = 50 - 10 * pc_checkskill(sd, NC_MADOLICENCE); else val -= 25; if (sc->data[SC_ACCELERATION]) val -= 25; speed += speed * val / 100; return (unsigned short)cap_value(speed, MIN_WALK_SPEED, MAX_WALK_SPEED); } if( sd && sd->ud.skilltimer != INVALID_TIMER && (pc_checkskill(sd,SA_FREECAST) > 0 || sd->ud.skill_id == LG_EXEEDBREAK) ) { if( sd->ud.skill_id == LG_EXEEDBREAK ) speed_rate = 160 - 10 * sd->ud.skill_lv; else speed_rate = 175 - 5 * pc_checkskill(sd,SA_FREECAST); } else { int val = 0; // GetMoveHasteValue2() if( sc->data[SC_FUSION] ) val = 25; else if( sd ) { if( pc_isriding(sd) || sd->sc.option&OPTION_DRAGON ) val = 25; // Same bonus else if( pc_isridingwug(sd) ) val = 15 + 5 * pc_checkskill(sd, RA_WUGRIDER); else if( sc->data[SC_ALL_RIDING] ) val = battle_config.rental_mount_speed_boost; } speed_rate -= val; // GetMoveSlowValue() if( sd && sc->data[SC_HIDING] && pc_checkskill(sd,RG_TUNNELDRIVE) > 0 ) val = 120 - 6 * pc_checkskill(sd,RG_TUNNELDRIVE); else if( sd && sc->data[SC_CHASEWALK] && sc->data[SC_CHASEWALK]->val3 < 0 ) val = sc->data[SC_CHASEWALK]->val3; else { val = 0; // Longing for Freedom/Special Singer cancels song/dance penalty #ifdef RENEWAL if (sc->data[SC_ENSEMBLEFATIGUE]) val = max(val, sc->data[SC_ENSEMBLEFATIGUE]->val2); #else if( sc->data[SC_LONGING] ) val = max( val, 50 - 10 * sc->data[SC_LONGING]->val1 ); #endif else if( sd && sc->data[SC_DANCING] ) val = max( val, 500 - (40 + 10 * (sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER)) * pc_checkskill(sd,(sd->status.sex?BA_MUSICALLESSON:DC_DANCINGLESSON)) ); if( sc->data[SC_DECREASEAGI] ) val = max( val, 25 ); if( sc->data[SC_QUAGMIRE] || sc->data[SC_HALLUCINATIONWALK_POSTDELAY] || (sc->data[SC_GLOOMYDAY] && sc->data[SC_GLOOMYDAY]->val4) ) val = max( val, 50 ); if( sc->data[SC_DONTFORGETME] ) val = max( val, sc->data[SC_DONTFORGETME]->val3 ); if( sc->data[SC_CURSE] ) val = max( val, 300 ); if( sc->data[SC_CHASEWALK] ) val = max( val, sc->data[SC_CHASEWALK]->val3 ); if( sc->data[SC_WEDDING] ) val = max( val, 100 ); if( sc->data[SC_JOINTBEAT] && sc->data[SC_JOINTBEAT]->val2&(BREAK_ANKLE|BREAK_KNEE) ) val = max( val, (sc->data[SC_JOINTBEAT]->val2&BREAK_ANKLE ? 50 : 0) + (sc->data[SC_JOINTBEAT]->val2&BREAK_KNEE ? 30 : 0) ); if( sc->data[SC_CLOAKING] && (sc->data[SC_CLOAKING]->val4&1) == 0 ) val = max( val, sc->data[SC_CLOAKING]->val1 < 3 ? 300 : 30 - 3 * sc->data[SC_CLOAKING]->val1 ); if( sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_ENEMY ) val = max( val, 75 ); if( sc->data[SC_SLOWDOWN] ) // Slow Potion val = max( val, sc->data[SC_SLOWDOWN]->val1 ); if( sc->data[SC_GATLINGFEVER] ) val = max( val, 100 ); if( sc->data[SC_SUITON] ) val = max( val, sc->data[SC_SUITON]->val3 ); if( sc->data[SC_SWOO] ) val = max( val, 300 ); if( sc->data[SC_SKA] ) val = max( val, 25 ); if( sc->data[SC_FREEZING] ) val = max( val, 30 ); if( sc->data[SC_MARSHOFABYSS] ) val = max( val, sc->data[SC_MARSHOFABYSS]->val3 ); if( sc->data[SC_CAMOUFLAGE] && sc->data[SC_CAMOUFLAGE]->val1 > 2 ) val = max( val, 25 * (5 - sc->data[SC_CAMOUFLAGE]->val1) ); if( sc->data[SC_STEALTHFIELD] ) val = max( val, 20 ); if( sc->data[SC__LAZINESS] ) val = max( val, 25 ); if( sc->data[SC_ROCK_CRUSHER_ATK] ) val = max( val, sc->data[SC_ROCK_CRUSHER_ATK]->val2 ); if( sc->data[SC_POWER_OF_GAIA] ) val = max( val, sc->data[SC_POWER_OF_GAIA]->val2 ); if( sc->data[SC_MELON_BOMB] ) val = max( val, sc->data[SC_MELON_BOMB]->val2 ); if( sc->data[SC_REBOUND] ) val = max( val, 25 ); if( sc->data[SC_B_TRAP] ) val = max( val, sc->data[SC_B_TRAP]->val3 ); if (sc->data[SC_CATNIPPOWDER]) val = max(val, sc->data[SC_CATNIPPOWDER]->val3); if (sc->data[SC_SP_SHA]) val = max(val, sc->data[SC_SP_SHA]->val2); if (sc->data[SC_CREATINGSTAR]) val = max(val, 90); if( sd && sd->bonus.speed_rate + sd->bonus.speed_add_rate > 0 ) // Permanent item-based speedup val = max( val, sd->bonus.speed_rate + sd->bonus.speed_add_rate ); } speed_rate += val; val = 0; if( sc->data[SC_MARSHOFABYSS] && speed_rate > 150 ) speed_rate = 150; // GetMoveHasteValue1() if( sc->data[SC_SPEEDUP1] ) // !FIXME: used both by NPC_AGIUP and Speed Potion script val = max( val, sc->data[SC_SPEEDUP1]->val1 ); if( sc->data[SC_INCREASEAGI] ) val = max( val, 25 ); if( sc->data[SC_WINDWALK] ) val = max( val, 2 * sc->data[SC_WINDWALK]->val1 ); if( sc->data[SC_CARTBOOST] ) val = max( val, 20 ); if( sd && (sd->class_&MAPID_UPPERMASK) == MAPID_ASSASSIN && pc_checkskill(sd,TF_MISS) > 0 ) val = max( val, 1 * pc_checkskill(sd,TF_MISS) ); if( sc->data[SC_CLOAKING] && (sc->data[SC_CLOAKING]->val4&1) == 1 ) val = max( val, sc->data[SC_CLOAKING]->val1 >= 10 ? 25 : 3 * sc->data[SC_CLOAKING]->val1 - 3 ); if( sc->data[SC_BERSERK] ) val = max( val, 25 ); if( sc->data[SC_RUN] ) val = max( val, 55 ); if( sc->data[SC_AVOID] ) val = max( val, 10 * sc->data[SC_AVOID]->val1 ); if( sc->data[SC_INVINCIBLE] && !sc->data[SC_INVINCIBLEOFF] ) val = max( val, 75 ); if( sc->data[SC_CLOAKINGEXCEED] ) val = max( val, sc->data[SC_CLOAKINGEXCEED]->val3); if (sc->data[SC_PARALYSE] && sc->data[SC_PARALYSE]->val3 == 0) val = max(val, 50); if( sc->data[SC_HOVERING] ) val = max( val, 10 ); if( sc->data[SC_GN_CARTBOOST] ) val = max( val, sc->data[SC_GN_CARTBOOST]->val2 ); if( sc->data[SC_SWINGDANCE] ) val = max( val, sc->data[SC_SWINGDANCE]->val3 ); if( sc->data[SC_WIND_STEP_OPTION] ) val = max( val, sc->data[SC_WIND_STEP_OPTION]->val2 ); if( sc->data[SC_FULL_THROTTLE] ) val = max( val, 25 ); if (sc->data[SC_ARCLOUSEDASH]) val = max(val, sc->data[SC_ARCLOUSEDASH]->val3); if( sc->data[SC_DORAM_WALKSPEED] ) val = max(val, sc->data[SC_DORAM_WALKSPEED]->val1); if (sc->data[SC_RUSHWINDMILL]) val = max(val, 25); // !TODO: Confirm bonus movement speed if (sc->data[SC_EMERGENCY_MOVE]) val = max(val, sc->data[SC_EMERGENCY_MOVE]->val2); // !FIXME: official items use a single bonus for this [ultramage] if( sc->data[SC_SPEEDUP0] ) // Temporary item-based speedup val = max( val, sc->data[SC_SPEEDUP0]->val1 ); if( sd && sd->bonus.speed_rate + sd->bonus.speed_add_rate < 0 ) // Permanent item-based speedup val = max( val, -(sd->bonus.speed_rate + sd->bonus.speed_add_rate) ); speed_rate -= val; if( speed_rate < 40 ) speed_rate = 40; } // GetSpeed() if( sd && pc_iscarton(sd) ) speed += speed * (50 - 5 * pc_checkskill(sd,MC_PUSHCART)) / 100; if( sc->data[SC_PARALYSE] && sc->data[SC_PARALYSE]->val3 == 1 ) speed += speed * 50 / 100; if( speed_rate != 100 ) speed = speed * speed_rate / 100; if( sc->data[SC_STEELBODY] ) speed = 200; if( sc->data[SC_DEFENDER] ) speed = max(speed, 200); if( sc->data[SC_WALKSPEED] && sc->data[SC_WALKSPEED]->val1 > 0 ) // ChangeSpeed speed = speed * 100 / sc->data[SC_WALKSPEED]->val1; return (unsigned short)cap_value(speed, MIN_WALK_SPEED, MAX_WALK_SPEED); } #ifdef RENEWAL_ASPD /** * Renewal attack speed modifiers based on status changes * This function only affects RENEWAL players and comes after base calculation * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM] * @param sc: Object's status change information * @param fixed: True - fixed value [malufett] * False - percentage value * @return modified aspd */ static short status_calc_aspd(struct block_list *bl, struct status_change *sc, bool fixed) { int bonus = 0; if (!sc || !sc->count) return 0; if (fixed) { enum sc_type sc_val; if (!sc->data[SC_QUAGMIRE]) { // !TODO: How does Two-Hand Quicken, Adrenaline Rush, and Spear quick change? (+10%) if (bonus < 7 && (sc->data[SC_TWOHANDQUICKEN] || sc->data[SC_ONEHAND] || sc->data[SC_MERC_QUICKEN] || sc->data[SC_ADRENALINE] || sc->data[SC_SPEARQUICKEN])) bonus = 7; else if (bonus < 6 && sc->data[SC_ADRENALINE2]) bonus = 6; else if (bonus < 5 && sc->data[SC_FLEET]) bonus = 5; } if (sc->data[SC_ASSNCROS] && bonus < sc->data[SC_ASSNCROS]->val2) { #ifdef RENEWAL bonus += sc->data[SC_ASSNCROS]->val2; #else if (bl->type != BL_PC) bonus += sc->data[SC_ASSNCROS]->val2; else { switch(((TBL_PC*)bl)->status.weapon) { case W_BOW: case W_REVOLVER: case W_RIFLE: case W_GATLING: case W_SHOTGUN: case W_GRENADE: break; default: bonus += sc->data[SC_ASSNCROS]->val2; break; } } #endif } if (bonus < 20 && sc->data[SC_MADNESSCANCEL]) bonus = 20; else if (bonus < 15 && sc->data[SC_BERSERK]) bonus = 15; if (sc->data[sc_val = SC_ASPDPOTION3] || sc->data[sc_val = SC_ASPDPOTION2] || sc->data[sc_val = SC_ASPDPOTION1] || sc->data[sc_val = SC_ASPDPOTION0]) bonus += sc->data[sc_val]->val1; if (sc->data[SC_ATTHASTE_CASH]) bonus += sc->data[SC_ATTHASTE_CASH]->val1; } else { if (sc->data[SC_DONTFORGETME]) bonus -= sc->data[SC_DONTFORGETME]->val2 / 10; #ifdef RENEWAL if (sc->data[SC_ENSEMBLEFATIGUE]) bonus -= sc->data[SC_ENSEMBLEFATIGUE]->val2 / 10; #else if (sc->data[SC_LONGING]) bonus -= sc->data[SC_LONGING]->val2 / 10; #endif if (sc->data[SC_STEELBODY]) bonus -= 25; if (sc->data[SC_SKA]) bonus -= 25; if (sc->data[SC_DEFENDER]) bonus -= sc->data[SC_DEFENDER]->val4 / 10; if (sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_ENEMY) bonus -= 75; #ifndef RENEWAL if (sc->data[SC_GRAVITATION]) bonus -= sc->data[SC_GRAVITATION]->val2 / 10; // Needs more info #endif if (sc->data[SC_JOINTBEAT]) { // Needs more info if (sc->data[SC_JOINTBEAT]->val2&BREAK_WRIST) bonus -= 25; if (sc->data[SC_JOINTBEAT]->val2&BREAK_KNEE) bonus -= 10; } if (sc->data[SC_FREEZING]) bonus -= 30; if (sc->data[SC_HALLUCINATIONWALK_POSTDELAY]) bonus -= 50; if (sc->data[SC_PARALYSE] && sc->data[SC_PARALYSE]->val3 == 1) bonus -= 10; if (sc->data[SC__BODYPAINT]) bonus -= 5 * sc->data[SC__BODYPAINT]->val1; if (sc->data[SC__INVISIBILITY]) bonus -= sc->data[SC__INVISIBILITY]->val2; if (sc->data[SC__GROOMY]) bonus -= sc->data[SC__GROOMY]->val2; if (sc->data[SC_SWINGDANCE]) bonus += sc->data[SC_SWINGDANCE]->val3; if (sc->data[SC_DANCEWITHWUG]) bonus += sc->data[SC_DANCEWITHWUG]->val3; if (sc->data[SC_GLOOMYDAY]) bonus -= sc->data[SC_GLOOMYDAY]->val3; if (sc->data[SC_GT_CHANGE]) bonus += sc->data[SC_GT_CHANGE]->val3; if (sc->data[SC_MELON_BOMB]) bonus -= sc->data[SC_MELON_BOMB]->val3; if (sc->data[SC_BOOST500]) bonus += sc->data[SC_BOOST500]->val1; if (sc->data[SC_EXTRACT_SALAMINE_JUICE]) bonus += sc->data[SC_EXTRACT_SALAMINE_JUICE]->val1; if (sc->data[SC_GOLDENE_FERSE]) bonus += sc->data[SC_GOLDENE_FERSE]->val3; if (sc->data[SC_INCASPDRATE]) bonus += sc->data[SC_INCASPDRATE]->val1; if (sc->data[SC_GATLINGFEVER]) bonus += sc->data[SC_GATLINGFEVER]->val1; if (sc->data[SC_STAR_COMFORT]) bonus += 3 * sc->data[SC_STAR_COMFORT]->val1; if (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 2) bonus += 10; if (sc->data[SC_INCREASEAGI]) bonus += sc->data[SC_INCREASEAGI]->val1; if (sc->data[SC_NIBELUNGEN] && sc->data[SC_NIBELUNGEN]->val2 == RINGNBL_ASPDRATE) bonus += 20; if (sc->data[SC_STARSTANCE]) bonus += sc->data[SC_STARSTANCE]->val2; struct map_session_data* sd = BL_CAST(BL_PC, bl); uint8 skill_lv; if (sd && (skill_lv = pc_checkskill(sd, BA_MUSICALLESSON)) > 0) bonus += skill_lv; } return bonus; } #endif /** * Modifies ASPD by a number, rather than a percentage (10 = 1 ASPD) * A subtraction reduces the delay, meaning an increase in ASPD * This comes after the percentage changes and is based on status changes * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM] * @param sc: Object's status change information * @param aspd: Object's current ASPD * @return modified aspd */ static short status_calc_fix_aspd(struct block_list *bl, struct status_change *sc, int aspd) { if (!sc || !sc->count) return cap_value(aspd, 0, 2000); if (sc->data[SC_OVERED_BOOST]) return cap_value(2000 - sc->data[SC_OVERED_BOOST]->val3 * 10, 0, 2000); if ((sc->data[SC_GUST_OPTION] || sc->data[SC_BLAST_OPTION] || sc->data[SC_WILD_STORM_OPTION])) aspd -= 50; // +5 ASPD if (sc->data[SC_FIGHTINGSPIRIT]) aspd -= sc->data[SC_FIGHTINGSPIRIT]->val2; if (sc->data[SC_MTF_ASPD]) aspd -= sc->data[SC_MTF_ASPD]->val1; if (sc->data[SC_MTF_ASPD2]) aspd -= sc->data[SC_MTF_ASPD2]->val1; if (sc->data[SC_SOULSHADOW]) aspd -= 10 * sc->data[SC_SOULSHADOW]->val2; if (sc->data[SC_HEAT_BARREL]) aspd -= sc->data[SC_HEAT_BARREL]->val1 * 10; if (sc->data[SC_EP16_2_BUFF_SS]) aspd -= 100; // +10 ASPD if (sc->data[SC_PACKING_ENVELOPE6]) aspd -= sc->data[SC_PACKING_ENVELOPE6]->val1 * 10; if (sc->data[SC_SINCERE_FAITH]) aspd -= 10 * sc->data[SC_SINCERE_FAITH]->val2; return cap_value(aspd, 0, 2000); // Will be recap for proper bl anyway } /** * Calculates an object's ASPD modifier based on status changes (alters amotion value) * Note: The scale of aspd_rate is 1000 = 100% * Note2: This only affects Homunculus, Mercenaries, and Pre-renewal Players * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM] * @param sc: Object's status change information * @param aspd_rate: Object's current ASPD * @return modified aspd_rate */ static short status_calc_aspd_rate(struct block_list *bl, struct status_change *sc, int aspd_rate) { int i; if(!sc || !sc->count) return cap_value(aspd_rate,0,SHRT_MAX); if( !sc->data[SC_QUAGMIRE] ) { int max = 0; if(sc->data[SC_STAR_COMFORT]) max = sc->data[SC_STAR_COMFORT]->val2; if(sc->data[SC_TWOHANDQUICKEN] && max < sc->data[SC_TWOHANDQUICKEN]->val2) max = sc->data[SC_TWOHANDQUICKEN]->val2; if(sc->data[SC_ONEHAND] && max < sc->data[SC_ONEHAND]->val2) max = sc->data[SC_ONEHAND]->val2; if(sc->data[SC_MERC_QUICKEN] && max < sc->data[SC_MERC_QUICKEN]->val2) max = sc->data[SC_MERC_QUICKEN]->val2; if(sc->data[SC_ADRENALINE2] && max < sc->data[SC_ADRENALINE2]->val3) max = sc->data[SC_ADRENALINE2]->val3; if(sc->data[SC_ADRENALINE] && max < sc->data[SC_ADRENALINE]->val3) max = sc->data[SC_ADRENALINE]->val3; if(sc->data[SC_SPEARQUICKEN] && max < sc->data[SC_SPEARQUICKEN]->val2) max = sc->data[SC_SPEARQUICKEN]->val2; if(sc->data[SC_GATLINGFEVER] && max < sc->data[SC_GATLINGFEVER]->val2) max = sc->data[SC_GATLINGFEVER]->val2; if(sc->data[SC_FLEET] && max < sc->data[SC_FLEET]->val2) max = sc->data[SC_FLEET]->val2; if(sc->data[SC_ASSNCROS] && max < sc->data[SC_ASSNCROS]->val2) { if (bl->type!=BL_PC) max = sc->data[SC_ASSNCROS]->val2; else switch(((TBL_PC*)bl)->status.weapon) { case W_BOW: case W_REVOLVER: case W_RIFLE: case W_GATLING: case W_SHOTGUN: case W_GRENADE: break; default: max = sc->data[SC_ASSNCROS]->val2; } } aspd_rate -= max; if(sc->data[SC_BERSERK]) aspd_rate -= 300; else if(sc->data[SC_MADNESSCANCEL]) aspd_rate -= 200; } if( sc->data[i=SC_ASPDPOTION3] || sc->data[i=SC_ASPDPOTION2] || sc->data[i=SC_ASPDPOTION1] || sc->data[i=SC_ASPDPOTION0] ) aspd_rate -= sc->data[i]->val2; if (sc->data[SC_ATTHASTE_CASH]) aspd_rate -= sc->data[SC_ATTHASTE_CASH]->val2; if(sc->data[SC_DONTFORGETME]) aspd_rate += sc->data[SC_DONTFORGETME]->val2; #ifdef RENEWAL if (sc->data[SC_ENSEMBLEFATIGUE]) aspd_rate += sc->data[SC_ENSEMBLEFATIGUE]->val2; #else if(sc->data[SC_LONGING]) aspd_rate += sc->data[SC_LONGING]->val2; #endif if(sc->data[SC_STEELBODY]) aspd_rate += 250; if(sc->data[SC_SKA]) aspd_rate += 250; if(sc->data[SC_DEFENDER]) aspd_rate += sc->data[SC_DEFENDER]->val4; if(sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_ENEMY) aspd_rate += 250; #ifndef RENEWAL if(sc->data[SC_GRAVITATION]) aspd_rate += sc->data[SC_GRAVITATION]->val2; #endif if(sc->data[SC_JOINTBEAT]) { if( sc->data[SC_JOINTBEAT]->val2&BREAK_WRIST ) aspd_rate += 250; if( sc->data[SC_JOINTBEAT]->val2&BREAK_KNEE ) aspd_rate += 100; } if( sc->data[SC_FREEZING] ) aspd_rate += 300; if( sc->data[SC_HALLUCINATIONWALK_POSTDELAY] ) aspd_rate += 500; if( sc->data[SC_PARALYSE] && sc->data[SC_PARALYSE]->val3 == 1 ) aspd_rate += 100; if( sc->data[SC__BODYPAINT] ) aspd_rate += 50 * sc->data[SC__BODYPAINT]->val1; if( sc->data[SC__INVISIBILITY] ) aspd_rate += sc->data[SC__INVISIBILITY]->val2 * 10; if( sc->data[SC__GROOMY] ) aspd_rate += sc->data[SC__GROOMY]->val2 * 10; if( sc->data[SC_SWINGDANCE] ) aspd_rate -= sc->data[SC_SWINGDANCE]->val3 * 10; if( sc->data[SC_DANCEWITHWUG] ) aspd_rate -= sc->data[SC_DANCEWITHWUG]->val3 * 10; if( sc->data[SC_GLOOMYDAY] ) aspd_rate += sc->data[SC_GLOOMYDAY]->val3 * 10; if( sc->data[SC_GT_CHANGE] ) aspd_rate -= sc->data[SC_GT_CHANGE]->val3 * 10; if( sc->data[SC_MELON_BOMB] ) aspd_rate += sc->data[SC_MELON_BOMB]->val3 * 10; if( sc->data[SC_BOOST500] ) aspd_rate -= sc->data[SC_BOOST500]->val1 *10; if( sc->data[SC_EXTRACT_SALAMINE_JUICE] ) aspd_rate -= sc->data[SC_EXTRACT_SALAMINE_JUICE]->val1 * 10; if( sc->data[SC_INCASPDRATE] ) aspd_rate -= sc->data[SC_INCASPDRATE]->val1 * 10; if( sc->data[SC_GOLDENE_FERSE]) aspd_rate -= sc->data[SC_GOLDENE_FERSE]->val3 * 10; if (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 2) aspd_rate -= 100; if (sc->data[SC_STARSTANCE]) aspd_rate -= 10 * sc->data[SC_STARSTANCE]->val2; return (short)cap_value(aspd_rate,0,SHRT_MAX); } /** * Modifies the damage delay time based on status changes * The lower your delay, the quicker you can act after taking damage * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM] * @param sc: Object's status change information * @param dmotion: Object's current damage delay * @return modified delay rate */ static unsigned short status_calc_dmotion(struct block_list *bl, struct status_change *sc, int dmotion) { if( !sc || !sc->count || map_flag_gvg2(bl->m) || map_getmapflag(bl->m, MF_BATTLEGROUND) ) return cap_value(dmotion,0,USHRT_MAX); /// It has been confirmed on official servers that MvP mobs have no dmotion even without endure if( bl->type == BL_MOB && status_get_class_(bl) == CLASS_BOSS ) return 0; if (bl->type == BL_PC && ((TBL_PC *)bl)->special_state.no_walk_delay) return 0; if( sc->data[SC_ENDURE] || sc->data[SC_RUN] || sc->data[SC_WUGDASH] ) return 0; return (unsigned short)cap_value(dmotion,0,USHRT_MAX); } /** * Adds power atk modifications based on status changes * @param bl: Object to change patk [PC|MOB|HOM|MER|ELEM] * @param sc: Object's status change information * @param patk: Initial patk * @return modified patk with cap_value(patk,0,USHRT_MAX) */ static signed short status_calc_patk(struct block_list *bl, struct status_change *sc, int patk) { if (!sc || !sc->count) return cap_value(patk, 0, SHRT_MAX); if (sc->data[SC_POWERFUL_FAITH]) patk += sc->data[SC_POWERFUL_FAITH]->val3; if (sc->data[SC_COMPETENTIA]) patk += sc->data[SC_COMPETENTIA]->val2; if (sc->data[SC_ABYSS_SLAYER]) patk += sc->data[SC_ABYSS_SLAYER]->val2; if (sc->data[SC_PRON_MARCH]) patk += sc->data[SC_PRON_MARCH]->val2; return (short)cap_value(patk, 0, SHRT_MAX); } /** * Adds spell matk modifications based on status changes * @param bl: Object to change smatk [PC|MOB|HOM|MER|ELEM] * @param sc: Object's status change information * @param smatk: Initial smatk * @return modified smatk with cap_value(smatk,0,USHRT_MAX) */ static signed short status_calc_smatk(struct block_list *bl, struct status_change *sc, int smatk) { if (!sc || !sc->count) return cap_value(smatk, 0, SHRT_MAX); if (sc->data[SC_COMPETENTIA]) smatk += sc->data[SC_COMPETENTIA]->val2; if (sc->data[SC_ABYSS_SLAYER]) smatk += sc->data[SC_ABYSS_SLAYER]->val2; if (sc->data[SC_JAWAII_SERENADE]) smatk += sc->data[SC_JAWAII_SERENADE]->val2; if (sc->data[SC_SPELL_ENCHANTING]) smatk += sc->data[SC_SPELL_ENCHANTING]->val2; return (short)cap_value(smatk, 0, SHRT_MAX); } /** * Adds resist modifications based on status changes * @param bl: Object to change res [PC|MOB|HOM|MER|ELEM] * @param sc: Object's status change information * @param res: Initial res * @return modified res with cap_value(res,0,USHRT_MAX) */ static signed short status_calc_res(struct block_list *bl, struct status_change *sc, int res) { if (!sc || !sc->count) return cap_value(res, 0, SHRT_MAX); if (sc->data[SC_FIRM_FAITH]) res += sc->data[SC_FIRM_FAITH]->val3; if (sc->data[SC_D_MACHINE]) res += sc->data[SC_D_MACHINE]->val3; if (sc->data[SC_MUSICAL_INTERLUDE]) res += sc->data[SC_MUSICAL_INTERLUDE]->val2; if (sc->data[SC_SHADOW_STRIP] && bl->type != BL_PC) res -= res * sc->data[SC_SHADOW_STRIP]->val2 / 100; if (sc->data[SC_AIN_RHAPSODY]) res -= sc->data[SC_AIN_RHAPSODY]->val2; return (short)cap_value(res, 0, SHRT_MAX); } /** * Adds magic resist modifications based on status changes * @param bl: Object to change mres [PC|MOB|HOM|MER|ELEM] * @param sc: Object's status change information * @param mres: Initial mres * @return modified mres with cap_value(mres,0,USHRT_MAX) */ static signed short status_calc_mres(struct block_list *bl, struct status_change *sc, int mres) { if (!sc || !sc->count) return cap_value(mres, 0, SHRT_MAX); if (sc->data[SC_SHADOW_STRIP] && bl->type != BL_PC) mres -= mres * sc->data[SC_SHADOW_STRIP]->val2 / 100; if (sc->data[SC_GEF_NOCTURN]) mres -= sc->data[SC_GEF_NOCTURN]->val2; return (short)cap_value(mres, 0, SHRT_MAX); } /** * Adds heal plus modifications based on status changes * @param bl: Object to change hplus [PC|MOB|HOM|MER|ELEM] * @param sc: Object's status change information * @param hplus: Initial hplus * @return modified hplus with cap_value(hplus,0,USHRT_MAX) */ static signed short status_calc_hplus(struct block_list *bl, struct status_change *sc, int hplus) { if (!sc || !sc->count) return cap_value(hplus, 0, SHRT_MAX); return (short)cap_value(hplus, 0, SHRT_MAX); } /** * Adds critical damage rate modifications based on status changes * @param bl: Object to change crate [PC|MOB|HOM|MER|ELEM] * @param sc: Object's status change information * @param crate: Initial crate * @return modified crate with cap_value(crate,0,USHRT_MAX) */ static signed short status_calc_crate(struct block_list *bl, struct status_change *sc, int crate) { if (!sc || !sc->count) return cap_value(crate, 0, SHRT_MAX); if (sc->data[SC_PRE_ACIES]) crate += sc->data[SC_PRE_ACIES]->val2; return (short)cap_value(crate, 0, SHRT_MAX); } /** * Calculates a max HP based on status changes * Values can either be percentages or fixed, based on how equations are formulated * @param bl: Object's block_list data * @param maxhp: Object's current max HP * @return modified maxhp */ static unsigned int status_calc_maxhp(struct block_list *bl, uint64 maxhp) { int rate = 100; maxhp += status_get_hpbonus(bl,STATUS_BONUS_FIX); if ((rate += status_get_hpbonus(bl,STATUS_BONUS_RATE)) != 100) maxhp = maxhp * rate / 100; return (unsigned int)cap_value(maxhp,1,UINT_MAX); } /** * Calculates a max SP based on status changes * Values can either be percentages or fixed, bas ed on how equations are formulated * @param bl: Object's block_list data * @param maxsp: Object's current max SP * @return modified maxsp */ static unsigned int status_calc_maxsp(struct block_list *bl, uint64 maxsp) { int rate = 100; maxsp += status_get_spbonus(bl,STATUS_BONUS_FIX); if ((rate += status_get_spbonus(bl,STATUS_BONUS_RATE)) != 100) maxsp = maxsp * rate / 100; return (unsigned int)cap_value(maxsp,1,UINT_MAX); } /** * Calculates a max AP based on status changes * Values can either be percentages or fixed, bas ed on how equations are formulated * @param bl: Object's block_list data * @param maxap: Object's current max AP * @return modified maxap */ static unsigned int status_calc_maxap(struct block_list *bl, uint64 maxap) { int rate = 100; maxap += status_get_apbonus(bl, STATUS_BONUS_FIX); if ((rate += status_get_apbonus(bl, STATUS_BONUS_RATE)) != 100) maxap = maxap * rate / 100; return (unsigned int)cap_value(maxap, 0, UINT_MAX); } /** * Changes a player's element based on status changes * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM] * @param sc: Object's status change information * @param element: Object's current element * @return new element */ static unsigned char status_calc_element(struct block_list *bl, struct status_change *sc, int element) { if(!sc || !sc->count) return cap_value(element, 0, UCHAR_MAX); if(sc->data[SC_FREEZE] || sc->data[SC_CRYSTAL_ARMOR_OPTION]) return ELE_WATER; if((sc->data[SC_STONE] && sc->opt1 == OPT1_STONE) || sc->data[SC_STRONG_PROTECTION_OPTION]) return ELE_EARTH; if(sc->data[SC_FLAMEARMOR_OPTION]) return ELE_FIRE; if(sc->data[SC_EYES_OF_STORM_OPTION]) return ELE_WIND; if(sc->data[SC_POISON_SHIELD_OPTION]) return ELE_POISON; if(sc->data[SC_BENEDICTIO]) return ELE_HOLY; if(sc->data[SC_CHANGEUNDEAD]) return ELE_UNDEAD; if(sc->data[SC_ELEMENTALCHANGE]) return sc->data[SC_ELEMENTALCHANGE]->val2; if(sc->data[SC_SHAPESHIFT]) return sc->data[SC_SHAPESHIFT]->val2; return (unsigned char)cap_value(element,0,UCHAR_MAX); } /** * Changes a player's element level based on status changes * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM] * @param sc: Object's status change information * @param lv: Object's current element level * @return new element level */ static unsigned char status_calc_element_lv(struct block_list *bl, struct status_change *sc, int lv) { if(!sc || !sc->count) return cap_value(lv, 1, 4); if(sc->data[SC_FREEZE]) return 1; if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE) return 1; if(sc->data[SC_BENEDICTIO]) return 1; if(sc->data[SC_CHANGEUNDEAD]) return 1; if(sc->data[SC_ELEMENTALCHANGE]) return sc->data[SC_ELEMENTALCHANGE]->val1; if(sc->data[SC_SHAPESHIFT]) return 1; if(sc->data[SC__INVISIBILITY]) return 1; if (sc->data[SC_FLAMEARMOR_OPTION] || sc->data[SC_CRYSTAL_ARMOR_OPTION] || sc->data[SC_EYES_OF_STORM_OPTION] || sc->data[SC_STRONG_PROTECTION_OPTION] || sc->data[SC_POISON_SHIELD_OPTION]) return 1; return (unsigned char)cap_value(lv,1,4); } /** * Changes a player's attack element based on status changes * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM] * @param sc: Object's status change information * @param element: Object's current attack element * @return new attack element */ unsigned char status_calc_attack_element(struct block_list *bl, struct status_change *sc, int element) { if(!sc || !sc->count) return cap_value(element, 0, UCHAR_MAX); if(sc->data[SC_ENCHANTARMS]) return sc->data[SC_ENCHANTARMS]->val1; if(sc->data[SC_WATERWEAPON] || (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 2) ) return ELE_WATER; if(sc->data[SC_EARTHWEAPON] || (sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 2) ) return ELE_EARTH; if(sc->data[SC_FIREWEAPON] || (sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 2) ) return ELE_FIRE; if(sc->data[SC_WINDWEAPON] || (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 2) ) return ELE_WIND; if(sc->data[SC_ENCPOISON]) return ELE_POISON; if(sc->data[SC_ASPERSIO]) return ELE_HOLY; if(sc->data[SC_SHADOWWEAPON]) return ELE_DARK; if(sc->data[SC_GHOSTWEAPON] || sc->data[SC__INVISIBILITY]) return ELE_GHOST; if(sc->data[SC_TIDAL_WEAPON_OPTION] || sc->data[SC_TIDAL_WEAPON] ) return ELE_WATER; return (unsigned char)cap_value(element,0,UCHAR_MAX); } /** * Changes the mode of an object * @param bl: Object whose mode to change [PC|MOB|PET|HOM|NPC] * @param sc: Object's status change data * @param mode: Original mode * @return mode with cap_value(mode, 0, INT_MAX) */ static int status_calc_mode(struct block_list *bl, struct status_change *sc, int mode) { if(!sc || !sc->count) return cap_value(mode, MD_NONE,INT_MAX); if(sc->data[SC_MODECHANGE]) { if (sc->data[SC_MODECHANGE]->val2) mode = (mode&~MD_MASK)|sc->data[SC_MODECHANGE]->val2; // Set mode if (sc->data[SC_MODECHANGE]->val3) mode = mode|sc->data[SC_MODECHANGE]->val3; // Add mode if (sc->data[SC_MODECHANGE]->val4) mode = mode&~sc->data[SC_MODECHANGE]->val4; // Del mode } return cap_value(mode, MD_NONE, INT_MAX); } /** * Changes the mode of a slave mob * @param md: Slave mob whose mode to change * @param mmd: Master of slave mob */ void status_calc_slave_mode(struct mob_data *md, struct mob_data *mmd) { switch (battle_config.slaves_inherit_mode) { case 1: //Always aggressive if (!status_has_mode(&md->status,MD_AGGRESSIVE)) sc_start4(NULL, &md->bl, SC_MODECHANGE, 100, 1, 0, MD_AGGRESSIVE, 0, 0); break; case 2: //Always passive if (status_has_mode(&md->status,MD_AGGRESSIVE)) sc_start4(NULL, &md->bl, SC_MODECHANGE, 100, 1, 0, 0, MD_AGGRESSIVE, 0); break; case 4: // Overwrite with slave mode sc_start4(NULL, &md->bl, SC_MODECHANGE, 100, 1, MD_CANMOVE|MD_NORANDOMWALK|MD_CANATTACK, 0, 0, 0); break; default: //Copy master if (status_has_mode(&mmd->status,MD_AGGRESSIVE)) sc_start4(NULL, &md->bl, SC_MODECHANGE, 100, 1, 0, MD_AGGRESSIVE, 0, 0); else sc_start4(NULL, &md->bl, SC_MODECHANGE, 100, 1, 0, 0, MD_AGGRESSIVE, 0); break; } } /** * Gets the name of the given bl * @param bl: Object whose name to get [PC|MOB|PET|HOM|NPC] * @return name or "Unknown" if any other bl->type than noted above */ const char* status_get_name(struct block_list *bl) { nullpo_ret(bl); switch (bl->type) { case BL_PC: return ((TBL_PC *)bl)->fakename[0] != '\0' ? ((TBL_PC*)bl)->fakename : ((TBL_PC*)bl)->status.name; case BL_MOB: return ((TBL_MOB*)bl)->name; case BL_PET: return ((TBL_PET*)bl)->pet.name; case BL_HOM: return ((TBL_HOM*)bl)->homunculus.name; case BL_MER: return ((TBL_MER *)bl)->db->name.c_str(); // They only have database names which are global, not specific to GID. case BL_NPC: return ((TBL_NPC*)bl)->name; case BL_ELEM: return ((TBL_ELEM *)bl)->db->name.c_str(); // They only have database names which are global, not specific to GID. } return "Unknown"; } /** * Gets the class/sprite id of the given bl * @param bl: Object whose class to get [PC|MOB|PET|HOM|MER|NPC|ELEM] * @return class or 0 if any other bl->type than noted above */ int status_get_class(struct block_list *bl) { nullpo_ret(bl); switch( bl->type ) { case BL_PC: return ((TBL_PC*)bl)->status.class_; case BL_MOB: return ((TBL_MOB*)bl)->vd->class_; // Class used on all code should be the view class of the mob. case BL_PET: return ((TBL_PET*)bl)->pet.class_; case BL_HOM: return ((TBL_HOM*)bl)->homunculus.class_; case BL_MER: return ((TBL_MER*)bl)->mercenary.class_; case BL_NPC: return ((TBL_NPC*)bl)->class_; case BL_ELEM: return ((TBL_ELEM*)bl)->elemental.class_; } return 0; } /** * Gets the base level of the given bl * @param bl: Object whose base level to get [PC|MOB|PET|HOM|MER|NPC|ELEM] * @return base level or 1 if any other bl->type than noted above */ int status_get_lv(struct block_list *bl) { nullpo_ret(bl); switch (bl->type) { case BL_PC: return ((TBL_PC*)bl)->status.base_level; case BL_MOB: return ((TBL_MOB*)bl)->level; case BL_PET: return ((TBL_PET*)bl)->pet.level; case BL_HOM: return ((TBL_HOM*)bl)->homunculus.level; case BL_MER: return ((TBL_MER*)bl)->db->lv; case BL_ELEM: return ((TBL_ELEM*)bl)->db->lv; case BL_NPC: return ((TBL_NPC*)bl)->level; } return 1; } /** * Gets the regeneration info of the given bl * @param bl: Object whose regen info to get [PC|HOM|MER|ELEM] * @return regen data or NULL if any other bl->type than noted above */ struct regen_data *status_get_regen_data(struct block_list *bl) { nullpo_retr(NULL, bl); switch (bl->type) { case BL_PC: return &((TBL_PC*)bl)->regen; case BL_HOM: return &((TBL_HOM*)bl)->regen; case BL_MER: return &((TBL_MER*)bl)->regen; case BL_ELEM: return &((TBL_ELEM*)bl)->regen; default: return NULL; } } /** * Gets the status data of the given bl * @param bl: Object whose status to get [PC|MOB|PET|HOM|MER|ELEM|NPC] * @return status or "dummy_status" if any other bl->type than noted above */ struct status_data *status_get_status_data(struct block_list *bl) { nullpo_retr(&dummy_status, bl); switch (bl->type) { case BL_PC: return &((TBL_PC*)bl)->battle_status; case BL_MOB: return &((TBL_MOB*)bl)->status; case BL_PET: return &((TBL_PET*)bl)->status; case BL_HOM: return &((TBL_HOM*)bl)->battle_status; case BL_MER: return &((TBL_MER*)bl)->battle_status; case BL_ELEM: return &((TBL_ELEM*)bl)->battle_status; case BL_NPC: return ((mobdb_checkid(((TBL_NPC*)bl)->class_) == 0) ? &((TBL_NPC*)bl)->status : &dummy_status); default: return &dummy_status; } } /** * Gets the base status data of the given bl * @param bl: Object whose status to get [PC|MOB|PET|HOM|MER|ELEM|NPC] * @return base_status or NULL if any other bl->type than noted above */ struct status_data *status_get_base_status(struct block_list *bl) { nullpo_retr(NULL, bl); switch (bl->type) { case BL_PC: return &((TBL_PC*)bl)->base_status; case BL_MOB: return ((TBL_MOB*)bl)->base_status ? ((TBL_MOB*)bl)->base_status : &((TBL_MOB*)bl)->db->status; case BL_PET: return &((TBL_PET*)bl)->db->status; case BL_HOM: return &((TBL_HOM*)bl)->base_status; case BL_MER: return &((TBL_MER*)bl)->base_status; case BL_ELEM: return &((TBL_ELEM*)bl)->base_status; case BL_NPC: return ((mobdb_checkid(((TBL_NPC*)bl)->class_) == 0) ? &((TBL_NPC*)bl)->status : NULL); default: return NULL; } } /** * Gets the defense of the given bl * @param bl: Object whose defense to get [PC|MOB|HOM|MER|ELEM] * @return defense with cap_value(def, DEFTYPE_MIN, DEFTYPE_MAX) */ defType status_get_def(struct block_list *bl) { struct unit_data *ud; struct status_data *status = status_get_status_data(bl); int def = status?status->def:0; ud = unit_bl2ud(bl); if (ud && ud->skilltimer != INVALID_TIMER) def -= def * skill_get_castdef(ud->skill_id)/100; return cap_value(def, DEFTYPE_MIN, DEFTYPE_MAX); } /** * Gets the walking speed of the given bl * @param bl: Object whose speed to get [PC|MOB|PET|HOM|MER|ELEM|NPC] * @return speed */ unsigned short status_get_speed(struct block_list *bl) { if(bl->type==BL_NPC)// Only BL with speed data but no status_data [Skotlex] return ((struct npc_data *)bl)->speed; return status_get_status_data(bl)->speed; } /** * Gets the party ID of the given bl * @param bl: Object whose party ID to get [PC|MOB|PET|HOM|MER|SKILL|ELEM] * @return party ID */ int status_get_party_id(struct block_list *bl) { nullpo_ret(bl); switch (bl->type) { case BL_PC: return ((TBL_PC*)bl)->status.party_id; case BL_PET: if (((TBL_PET*)bl)->master) return ((TBL_PET*)bl)->master->status.party_id; break; case BL_MOB: { struct mob_data *md=(TBL_MOB*)bl; if( md->master_id > 0 ) { struct map_session_data *msd; if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != NULL) return msd->status.party_id; return -md->master_id; } } break; case BL_HOM: if (((TBL_HOM*)bl)->master) return ((TBL_HOM*)bl)->master->status.party_id; break; case BL_MER: if (((TBL_MER*)bl)->master) return ((TBL_MER*)bl)->master->status.party_id; break; case BL_SKILL: if (((TBL_SKILL*)bl)->group) return ((TBL_SKILL*)bl)->group->party_id; break; case BL_ELEM: if (((TBL_ELEM*)bl)->master) return ((TBL_ELEM*)bl)->master->status.party_id; break; } return 0; } /** * Gets the guild ID of the given bl * @param bl: Object whose guild ID to get [PC|MOB|PET|HOM|MER|SKILL|ELEM|NPC] * @return guild ID */ int status_get_guild_id(struct block_list *bl) { nullpo_ret(bl); switch (bl->type) { case BL_PC: return ((TBL_PC*)bl)->status.guild_id; case BL_PET: if (((TBL_PET*)bl)->master) return ((TBL_PET*)bl)->master->status.guild_id; break; case BL_MOB: { struct map_session_data *msd; struct mob_data *md = (struct mob_data *)bl; if (md->guardian_data) // Guardian's guild [Skotlex] return md->guardian_data->guild_id; if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != NULL) return msd->status.guild_id; // Alchemist's mobs [Skotlex] } break; case BL_HOM: if (((TBL_HOM*)bl)->master) return ((TBL_HOM*)bl)->master->status.guild_id; break; case BL_MER: if (((TBL_MER*)bl)->master) return ((TBL_MER*)bl)->master->status.guild_id; break; case BL_NPC: if (((TBL_NPC*)bl)->subtype == NPCTYPE_SCRIPT) return ((TBL_NPC*)bl)->u.scr.guild_id; break; case BL_SKILL: if (((TBL_SKILL*)bl)->group) return ((TBL_SKILL*)bl)->group->guild_id; break; case BL_ELEM: if (((TBL_ELEM*)bl)->master) return ((TBL_ELEM*)bl)->master->status.guild_id; break; } return 0; } /** * Gets the guild emblem ID of the given bl * @param bl: Object whose emblem ID to get [PC|MOB|PET|HOM|MER|SKILL|ELEM|NPC] * @return guild emblem ID */ int status_get_emblem_id(struct block_list *bl) { nullpo_ret(bl); switch (bl->type) { case BL_PC: return ((TBL_PC*)bl)->guild_emblem_id; case BL_PET: if (((TBL_PET*)bl)->master) return ((TBL_PET*)bl)->master->guild_emblem_id; break; case BL_MOB: { struct map_session_data *msd; struct mob_data *md = (struct mob_data *)bl; if (md->guardian_data) // Guardian's guild [Skotlex] return md->guardian_data->emblem_id; if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != NULL) return msd->guild_emblem_id; // Alchemist's mobs [Skotlex] } break; case BL_HOM: if (((TBL_HOM*)bl)->master) return ((TBL_HOM*)bl)->master->guild_emblem_id; break; case BL_MER: if (((TBL_MER*)bl)->master) return ((TBL_MER*)bl)->master->guild_emblem_id; break; case BL_NPC: if (((TBL_NPC*)bl)->subtype == NPCTYPE_SCRIPT && ((TBL_NPC*)bl)->u.scr.guild_id > 0) { struct guild *g = guild_search(((TBL_NPC*)bl)->u.scr.guild_id); if (g) return g->emblem_id; } break; case BL_ELEM: if (((TBL_ELEM*)bl)->master) return ((TBL_ELEM*)bl)->master->guild_emblem_id; break; } return 0; } /** * Gets the race2 of a mob or pet * @param bl: Object whose race2 to get [MOB|PET] * @return race2 */ std::vector<e_race2> status_get_race2(struct block_list *bl) { nullpo_retr(std::vector<e_race2>(),bl); if (bl->type == BL_MOB) return ((struct mob_data *)bl)->db->race2; if (bl->type == BL_PET) return ((struct pet_data *)bl)->db->race2; return std::vector<e_race2>(); } /** * Checks if an object is dead * @param bl: Object to check [PC|MOB|HOM|MER|ELEM] * @return 1: Is dead or 0: Is alive */ int status_isdead(struct block_list *bl) { nullpo_ret(bl); return status_get_status_data(bl)->hp == 0; } /** * Checks if an object is immune to magic * @param bl: Object to check [PC|MOB|HOM|MER|ELEM] * @return value of magic damage to be blocked */ int status_isimmune(struct block_list *bl) { struct status_change *sc =status_get_sc(bl); if (sc) { if (sc->data[SC_HERMODE]) return 100; if (sc->data[SC_DEADLY_DEFEASANCE]) return 0; } if (bl->type == BL_PC && ((TBL_PC*)bl)->special_state.no_magic_damage >= battle_config.gtb_sc_immunity) return ((TBL_PC*)bl)->special_state.no_magic_damage; return 0; } /** * Get view data of an object * @param bl: Object whose view data to get [PC|MOB|PET|HOM|MER|ELEM|NPC] * @return view data structure bl->vd */ struct view_data* status_get_viewdata(struct block_list *bl) { nullpo_retr(NULL, bl); switch (bl->type) { case BL_PC: return &((TBL_PC*)bl)->vd; case BL_MOB: return ((TBL_MOB*)bl)->vd; case BL_PET: return &((TBL_PET*)bl)->vd; case BL_NPC: return &((TBL_NPC*)bl)->vd; case BL_HOM: return ((TBL_HOM*)bl)->vd; case BL_MER: return ((TBL_MER*)bl)->vd; case BL_ELEM: return ((TBL_ELEM*)bl)->vd; } return NULL; } /** * Set view data of an object * This function deals with class, mount, and item views * SC views are set in clif_getareachar_unit() * @param bl: Object whose view data to set [PC|MOB|PET|HOM|MER|ELEM|NPC] * @param class_: class of the object */ void status_set_viewdata(struct block_list *bl, int class_) { struct view_data* vd; nullpo_retv(bl); if (mobdb_checkid(class_) || mob_is_clone(class_)) vd = mob_get_viewdata(class_); else if (npcdb_checkid(class_)) vd = npc_get_viewdata(class_); else if (homdb_checkid(class_)) vd = hom_get_viewdata(class_); else if (mercenary_db.exists(class_)) vd = mercenary_get_viewdata(class_); else if (elemental_db.exists(class_)) vd = elemental_get_viewdata(class_); else vd = NULL; switch (bl->type) { case BL_PC: { TBL_PC* sd = (TBL_PC*)bl; if (pcdb_checkid(class_)) { if (sd->sc.option&OPTION_RIDING) { switch (class_) { // Adapt class to a Mounted one. case JOB_KNIGHT: class_ = JOB_KNIGHT2; break; case JOB_CRUSADER: class_ = JOB_CRUSADER2; break; case JOB_LORD_KNIGHT: class_ = JOB_LORD_KNIGHT2; break; case JOB_PALADIN: class_ = JOB_PALADIN2; break; case JOB_BABY_KNIGHT: class_ = JOB_BABY_KNIGHT2; break; case JOB_BABY_CRUSADER: class_ = JOB_BABY_CRUSADER2; break; } } sd->vd.class_ = class_; clif_get_weapon_view(sd, &sd->vd.weapon, &sd->vd.shield); sd->vd.head_top = sd->status.head_top; sd->vd.head_mid = sd->status.head_mid; sd->vd.head_bottom = sd->status.head_bottom; sd->vd.hair_style = cap_value(sd->status.hair, MIN_HAIR_STYLE, MAX_HAIR_STYLE); sd->vd.hair_color = cap_value(sd->status.hair_color, MIN_HAIR_COLOR, MAX_HAIR_COLOR); sd->vd.cloth_color = cap_value(sd->status.clothes_color, MIN_CLOTH_COLOR, MAX_CLOTH_COLOR); sd->vd.body_style = cap_value(sd->status.body, MIN_BODY_STYLE, MAX_BODY_STYLE); sd->vd.sex = sd->status.sex; if (sd->vd.cloth_color) { if(sd->sc.option&OPTION_WEDDING && battle_config.wedding_ignorepalette) sd->vd.cloth_color = 0; if(sd->sc.option&OPTION_XMAS && battle_config.xmas_ignorepalette) sd->vd.cloth_color = 0; if(sd->sc.option&(OPTION_SUMMER|OPTION_SUMMER2) && battle_config.summer_ignorepalette) sd->vd.cloth_color = 0; if(sd->sc.option&OPTION_HANBOK && battle_config.hanbok_ignorepalette) sd->vd.cloth_color = 0; if(sd->sc.option&OPTION_OKTOBERFEST && battle_config.oktoberfest_ignorepalette) sd->vd.cloth_color = 0; } if ( sd->vd.body_style && sd->sc.option&OPTION_COSTUME) sd->vd.body_style = 0; } else if (vd) memcpy(&sd->vd, vd, sizeof(struct view_data)); else ShowError("status_set_viewdata (PC): No view data for class %d\n", class_); } break; case BL_MOB: { TBL_MOB* md = (TBL_MOB*)bl; if (vd){ mob_free_dynamic_viewdata( md ); md->vd = vd; }else if( pcdb_checkid( class_ ) ){ mob_set_dynamic_viewdata( md ); md->vd->class_ = class_; md->vd->hair_style = cap_value(md->vd->hair_style, MIN_HAIR_STYLE, MAX_HAIR_STYLE); md->vd->hair_color = cap_value(md->vd->hair_color, MIN_HAIR_COLOR, MAX_HAIR_COLOR); }else ShowError("status_set_viewdata (MOB): No view data for class %d\n", class_); } break; case BL_PET: { TBL_PET* pd = (TBL_PET*)bl; if (vd) { memcpy(&pd->vd, vd, sizeof(struct view_data)); if (!pcdb_checkid(vd->class_)) { pd->vd.hair_style = battle_config.pet_hair_style; if(pd->pet.equip) { pd->vd.head_bottom = itemdb_viewid(pd->pet.equip); if (!pd->vd.head_bottom) pd->vd.head_bottom = pd->pet.equip; } } } else ShowError("status_set_viewdata (PET): No view data for class %d\n", class_); } break; case BL_NPC: { TBL_NPC* nd = (TBL_NPC*)bl; if (vd) memcpy(&nd->vd, vd, sizeof(struct view_data)); else if (pcdb_checkid(class_)) { memset(&nd->vd, 0, sizeof(struct view_data)); nd->vd.class_ = class_; nd->vd.hair_style = cap_value(nd->vd.hair_style, MIN_HAIR_STYLE, MAX_HAIR_STYLE); } else { ShowError("status_set_viewdata (NPC): Invalid view data %d\n", class_); if (bl->m >= 0) ShowDebug("Source (NPC): %s at %s (%d,%d)\n", nd->name, map_mapid2mapname(bl->m), bl->x, bl->y); else ShowDebug("Source (NPC): %s (invisible/not on a map)\n", nd->name); ShowDebug( "Source (NPC): %s is located in: %s\n", nd->name, nd->path ); } break; } break; case BL_HOM: { struct homun_data *hd = (struct homun_data*)bl; if (vd) hd->vd = vd; else ShowError("status_set_viewdata (HOMUNCULUS): No view data for class %d\n", class_); } break; case BL_MER: { s_mercenary_data *md = (s_mercenary_data*)bl; if (vd) md->vd = vd; else ShowError("status_set_viewdata (MERCENARY): No view data for class %d\n", class_); } break; case BL_ELEM: { s_elemental_data *ed = (s_elemental_data*)bl; if (vd) ed->vd = vd; else ShowError("status_set_viewdata (ELEMENTAL): No view data for class %d\n", class_); } break; } } /** * Get status change data of an object * @param bl: Object whose sc data to get [PC|MOB|HOM|MER|ELEM|NPC] * @return status change data structure bl->sc */ struct status_change *status_get_sc(struct block_list *bl) { if( bl ) switch (bl->type) { case BL_PC: return &((TBL_PC*)bl)->sc; case BL_MOB: return &((TBL_MOB*)bl)->sc; case BL_NPC: return &((TBL_NPC*)bl)->sc; case BL_HOM: return &((TBL_HOM*)bl)->sc; case BL_MER: return &((TBL_MER*)bl)->sc; case BL_ELEM: return &((TBL_ELEM*)bl)->sc; } return NULL; } /** * Initiate (memset) the status change data of an object * @param bl: Object whose sc data to memset [PC|MOB|HOM|MER|ELEM|NPC] */ void status_change_init(struct block_list *bl) { struct status_change *sc = status_get_sc(bl); nullpo_retv(sc); memset(sc, 0, sizeof (struct status_change)); } /*========================================== [Playtester] * Returns the interval for status changes that iterate multiple times * through the timer (e.g. those that deal damage in regular intervals) * @param type: Status change (SC_*) *------------------------------------------*/ static int status_get_sc_interval(enum sc_type type) { switch (type) { case SC_POISON: case SC_LEECHESEND: case SC_DPOISON: case SC_DEATHHURT: return 1000; case SC_BURNING: case SC_PYREXIA: return 3000; case SC_MAGICMUSHROOM: return 4000; case SC_STONE: return 5000; case SC_BLEEDING: case SC_TOXIN: return 10000; case SC_HELLS_PLANT: return 333; case SC_SHIELDSPELL_HP: return 3000; case SC_SHIELDSPELL_SP: return 5000; default: break; } return 0; } /** * Applies SC defense to a given status change * This function also determines whether or not the status change will be applied * @param src: Source of the status change [PC|MOB|HOM|MER|ELEM|NPC] * @param bl: Target of the status change * @param type: Status change (SC_*) * @param rate: Initial percentage rate of affecting bl (0~10000) * @param tick: Initial duration that the status change affects bl * @param flag: Value which determines what parts to calculate. See e_status_change_start_flags * @return adjusted duration based on flag values */ t_tick status_get_sc_def(struct block_list *src, struct block_list *bl, enum sc_type type, int rate, t_tick tick, unsigned char flag) { /// Resistance rate: 10000 = 100% /// Example: 50% (5000) -> sc_def = 5000 -> 25%; /// 5000ms -> tick_def = 5000 -> 2500ms int sc_def = 0, tick_def = -1; // -1 = use sc_def /// Fixed resistance value (after rate calculation) /// Example: 25% (2500) -> sc_def2 = 2000 -> 5%; /// 2500ms -> tick_def2=2000 -> 500ms int sc_def2 = 0, tick_def2 = 0; struct status_data *status, *status_src; struct status_change *sc; struct map_session_data *sd; nullpo_ret(bl); if (src == NULL) return tick?tick:1; // This should not happen in current implementation, but leave it anyway // Skills (magic type) that are blocked by Golden Thief Bug card or Wand of Hermod if (status_isimmune(bl)) { std::shared_ptr<s_skill_db> skill = skill_db.find(battle_getcurrentskill(src)); if (skill == nullptr) // Check for ground-type skills using the status when a player moves through units skill = skill_db.find(status_db.getSkill(type)); if (skill != nullptr && skill->skill_type == BF_MAGIC && // Basic magic skill !skill->inf2[INF2_IGNOREGTB] && // Specific skill to bypass ((skill->inf == INF_ATTACK_SKILL || skill->inf == INF_GROUND_SKILL || skill->inf == INF_SUPPORT_SKILL) || // Target skills should get blocked even when cast on self (skill->inf == INF_SELF_SKILL && src != bl))) // Self skills should get blocked on all targets except self return 0; } rate = cap_value(rate, 0, 10000); sd = BL_CAST(BL_PC,bl); status = status_get_status_data(bl); status_src = status_get_status_data(src); sc = status_get_sc(bl); if( sc && !sc->count ) sc = NULL; switch (type) { case SC_POISON: case SC_DPOISON: sc_def = status->vit*100; #ifndef RENEWAL sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10; if (sd) { // For players: 60000 - 450*vit - 100*luk tick_def = status->vit*75; tick_def2 = status->luk*100; } else { // For monsters: 30000 - 200*vit tick>>=1; tick_def = (status->vit*200)/3; } #endif break; case SC_STUN: sc_def = status->vit*100; sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10; tick_def2 = status->luk*10; break; case SC_SILENCE: #ifndef RENEWAL sc_def = status->vit*100; sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10; #else sc_def = status->int_*100; sc_def2 = (status->vit + status->luk) * 5 + status_get_lv(bl)*10 - status_get_lv(src)*10; #endif tick_def2 = status->luk*10; break; case SC_BLEEDING: #ifndef RENEWAL sc_def = status->vit*100; sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10; #else sc_def = status->agi*100; sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10; #endif tick_def2 = status->luk*10; break; case SC_SLEEP: #ifndef RENEWAL sc_def = status->int_*100; sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10; #else sc_def = status->agi*100; sc_def2 = (status->int_ + status->luk) * 5 + status_get_lv(bl)*10 - status_get_lv(src)*10; #endif tick_def2 = status->luk*10; break; case SC_STONE: sc_def = status->mdef*100; sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10; tick_def = 0; // No duration reduction break; case SC_FREEZE: sc_def = status->mdef*100; sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10; tick_def2 = status_src->luk*-10; // Caster can increase final duration with luk break; case SC_CURSE: // Special property: immunity when luk is zero if (status->luk == 0) return 0; sc_def = status->luk*100; sc_def2 = status->luk*10 - status_get_lv(src)*10; // Curse only has a level penalty and no resistance tick_def = status->vit*100; tick_def2 = status->luk*10; break; case SC_BLIND: sc_def = (status->vit + status->int_)*50; sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10; tick_def2 = status->luk*10; break; case SC_CONFUSION: sc_def = (status->str + status->int_)*50; sc_def2 = status_get_lv(src)*10 - status_get_lv(bl)*10 - status->luk*10; // Reversed sc_def2 tick_def2 = status->luk*10; break; case SC_DECREASEAGI: if (sd) tick >>= 1; // Half duration for players. sc_def2 = status->mdef*100; break; case SC_ANKLE: if(status_has_mode(status,MD_STATUSIMMUNE)) // Lasts 5 times less on bosses tick /= 5; sc_def = status->agi*50; break; case SC_JOINTBEAT: sc_def2 = 270 * status->str / 100; // 270 * STR / 100 tick_def2 = (status->luk * 50 + status->agi * 200) / 2; // (50 * LUK / 100 + 20 * AGI / 100) / 2 break; case SC_DEEPSLEEP: tick_def2 = status_get_base_status(bl)->int_ * 25 + status_get_lv(bl) * 50; break; case SC_NETHERWORLD: // Resistance: {(Target's Base Level / 50) + (Target's Job Level / 10)} seconds tick_def2 = status_get_lv(bl) * 20 + (sd ? sd->status.job_level : 1) * 100; break; case SC_MARSHOFABYSS: // 5 second (Fixed) + 25 second - {( INT + LUK ) / 20 second } tick_def2 = (status->int_ + status->luk)*50; break; case SC_STASIS: // 10 second (fixed) + { Stasis Skill level * 10 - (Target's VIT + DEX) / 20 } tick_def2 = (status->vit + status->dex) * 50; break; case SC_WHITEIMPRISON: if( tick == 5000 ) // 100% on caster break; if( bl->type == BL_PC ) tick_def2 = status_get_lv(bl)*20 + status->vit*25 + status->agi*10; else tick_def2 = (status->vit + status->luk)*50; break; case SC_BURNING: tick_def2 = 75*status->luk + 125*status->agi; break; case SC_FREEZING: tick_def2 = (status->vit + status->dex)*50; break; case SC_OBLIVIONCURSE: // 100% - (100 - 0.8 x INT) sc_def = status->int_ * 80; sc_def = max(sc_def, 500); // minimum of 5% resist tick_def = 0; tick_def2 = (status->vit + status->luk) * 500; break; case SC_TOXIN: case SC_PARALYSE: case SC_VENOMBLEED: case SC_MAGICMUSHROOM: case SC_DEATHHURT: case SC_PYREXIA: case SC_LEECHESEND: tick_def2 = (status->vit + status->luk) * 500; break; case SC_BITE: // {(Base Success chance) - (Target's AGI / 4)} sc_def2 = status->agi*25; break; case SC_ELECTRICSHOCKER: tick_def2 = (status->vit + status->agi) * 70; break; case SC_CRYSTALIZE: tick_def2 = (sd ? sd->status.vit : status_get_base_status(bl)->vit) * 100; break; case SC_VACUUM_EXTREME: tick_def2 = (sd ? sd->status.str : status_get_base_status(bl)->str) * 50; break; case SC_KYOUGAKU: tick_def2 = 30*status->int_; break; case SC_PARALYSIS: tick_def2 = (status->vit + status->luk)*50; break; case SC_VOICEOFSIREN: // Resistance: {(Target's Base Level / 10) + (Target's Job Level / 5)} seconds tick_def2 = status_get_lv(bl) * 100 + (sd ? sd->status.job_level : 1) * 200; break; case SC_B_TRAP: tick_def = (sd ? sd->status.str : status_get_base_status(bl)->str) * 50; //! TODO: Figure out reduction formula break; case SC_NORECOVER_STATE: tick_def2 = status->luk * 100; break; default: // Effect that cannot be reduced? Likely a buff. if (!(rnd()%10000 < rate)) return 0; return tick ? tick : 1; } if (sd) { if (battle_config.pc_sc_def_rate != 100) { sc_def = sc_def*battle_config.pc_sc_def_rate/100; sc_def2 = sc_def2*battle_config.pc_sc_def_rate/100; } sc_def = min(sc_def, battle_config.pc_max_sc_def*100); sc_def2 = min(sc_def2, battle_config.pc_max_sc_def*100); if (battle_config.pc_sc_def_rate != 100) { tick_def = tick_def*battle_config.pc_sc_def_rate/100; tick_def2 = tick_def2*battle_config.pc_sc_def_rate/100; } } else { if (battle_config.mob_sc_def_rate != 100) { sc_def = sc_def*battle_config.mob_sc_def_rate/100; sc_def2 = sc_def2*battle_config.mob_sc_def_rate/100; } sc_def = min(sc_def, battle_config.mob_max_sc_def*100); sc_def2 = min(sc_def2, battle_config.mob_max_sc_def*100); if (battle_config.mob_sc_def_rate != 100) { tick_def = tick_def*battle_config.mob_sc_def_rate/100; tick_def2 = tick_def2*battle_config.mob_sc_def_rate/100; } } if (sc) { if (sc->data[SC_SCRESIST]) sc_def += sc->data[SC_SCRESIST]->val1*100; // Status resist #ifdef RENEWAL else if (sc->data[SC_SIEGFRIED] && (type == SC_BLIND || type == SC_STONE || type == SC_FREEZE || type == SC_STUN || type == SC_CURSE || type == SC_SLEEP || type == SC_SILENCE)) sc_def += sc->data[SC_SIEGFRIED]->val3 * 100; // Status resistance. #else else if (sc->data[SC_SIEGFRIED]) sc_def += sc->data[SC_SIEGFRIED]->val3*100; // Status resistance. #endif else if (sc->data[SC_LEECHESEND] && sc->data[SC_LEECHESEND]->val3 == 0) { switch (type) { case SC_BLIND: case SC_STUN: return 0; // Immune } } else if (sc->data[SC_OBLIVIONCURSE] && sc->data[SC_OBLIVIONCURSE]->val3 == 0) { switch (type) { case SC_SILENCE: case SC_CURSE: return 0; // Immune } } } // When tick def not set, reduction is the same for both. if(tick_def == -1) tick_def = sc_def; // Natural resistance if (!(flag&SCSTART_NORATEDEF)) { rate -= rate*sc_def/10000; rate -= sc_def2; // Item resistance (only applies to rate%) if (sd) { for (const auto &it : sd->reseff) { if (it.id == type) rate -= rate * it.val / 10000; } if (sd->sc.data[SC_COMMONSC_RESIST] && SC_COMMON_MIN <= type && type <= SC_COMMON_MAX) rate -= rate*sd->sc.data[SC_COMMONSC_RESIST]->val1/100; } // Aegis accuracy if(rate > 0 && rate%10 != 0) rate += (10 - rate%10); } std::shared_ptr<s_status_change_db> scdb = status_db.find(type); // Cap minimum rate rate = max(rate, scdb->min_rate); // Cap minimum duration tick = i64max(tick, scdb->min_duration); if (rate < 10000 && (rate <= 0 || !(rnd()%10000 < rate))) return 0; // Duration cannot be reduced if (flag&SCSTART_NOTICKDEF) return i64max(tick, 1); tick -= tick*tick_def/10000; tick -= tick_def2; // Minimum durations switch (type) { case SC_ANKLE: case SC_MARSHOFABYSS: tick = i64max(tick, 5000); // Minimum duration 5s break; case SC_FREEZING: tick = i64max(tick, 6000); // Minimum duration 6s // NEED AEGIS CHECK: might need to be 10s (http://ro.gnjoy.com/news/notice/View.asp?seq=5352) break; case SC_BURNING: case SC_STASIS: case SC_VOICEOFSIREN: tick = i64max(tick, 10000); // Minimum duration 10s break; default: // Skills need to trigger even if the duration is reduced below 1ms tick = i64max(tick, 1); break; } return tick; } /** * Applies SC effect * @param bl: Source to apply effect * @param type: Status change (SC_*) * @param dval1~3: Depends on type of status change * Author: Ind */ void status_display_add(struct block_list *bl, enum sc_type type, int dval1, int dval2, int dval3) { struct eri *eri; struct sc_display_entry **sc_display; struct sc_display_entry ***sc_display_ptr; struct sc_display_entry *entry; int i; unsigned char sc_display_count; unsigned char *sc_display_count_ptr; nullpo_retv(bl); switch( bl->type ){ case BL_PC: { struct map_session_data* sd = (struct map_session_data*)bl; sc_display_ptr = &sd->sc_display; sc_display_count_ptr = &sd->sc_display_count; eri = pc_sc_display_ers; } break; case BL_NPC: { struct npc_data* nd = (struct npc_data*)bl; sc_display_ptr = &nd->sc_display; sc_display_count_ptr = &nd->sc_display_count; eri = npc_sc_display_ers; } break; default: return; } sc_display = *sc_display_ptr; sc_display_count = *sc_display_count_ptr; ARR_FIND(0, sc_display_count, i, sc_display[i]->type == type); if( i != sc_display_count ) { sc_display[i]->val1 = dval1; sc_display[i]->val2 = dval2; sc_display[i]->val3 = dval3; return; } entry = ers_alloc(eri, struct sc_display_entry); entry->type = type; entry->val1 = dval1; entry->val2 = dval2; entry->val3 = dval3; RECREATE(sc_display, struct sc_display_entry *, ++sc_display_count); sc_display[sc_display_count - 1] = entry; *sc_display_ptr = sc_display; *sc_display_count_ptr = sc_display_count; } /** * Removes SC effect * @param bl: Source to remove effect * @param type: Status change (SC_*) * Author: Ind */ void status_display_remove(struct block_list *bl, enum sc_type type) { struct eri *eri; struct sc_display_entry **sc_display; struct sc_display_entry ***sc_display_ptr; int i; unsigned char sc_display_count; unsigned char *sc_display_count_ptr; nullpo_retv(bl); switch( bl->type ){ case BL_PC: { struct map_session_data* sd = (struct map_session_data*)bl; sc_display_ptr = &sd->sc_display; sc_display_count_ptr = &sd->sc_display_count; eri = pc_sc_display_ers; } break; case BL_NPC: { struct npc_data* nd = (struct npc_data*)bl; sc_display_ptr = &nd->sc_display; sc_display_count_ptr = &nd->sc_display_count; eri = npc_sc_display_ers; } break; default: return; } sc_display = *sc_display_ptr; sc_display_count = *sc_display_count_ptr; ARR_FIND(0, sc_display_count, i, sc_display[i]->type == type); if( i != sc_display_count ) { int cursor; ers_free(eri, sc_display[i]); sc_display[i] = NULL; /* The all-mighty compact-o-matic */ for( i = 0, cursor = 0; i < sc_display_count; i++ ) { if( sc_display[i] == NULL ) continue; if( i != cursor ) sc_display[cursor] = sc_display[i]; cursor++; } if( !(sc_display_count = cursor) ) { aFree(sc_display); sc_display = NULL; } *sc_display_ptr = sc_display; *sc_display_count_ptr = sc_display_count; } } /** * Applies SC defense to a given status change * This function also determines whether or not the status change will be applied * @param src: Source of the status change [PC|MOB|HOM|MER|ELEM|NPC] * @param bl: Target of the status change (See: enum sc_type) * @param type: Status change (SC_*) * @param rate: Initial percentage rate of affecting bl (0~10000) * @param val1~4: Depends on type of status change * @param tick: Initial duration that the status change affects bl * @param flag: Value which determines what parts to calculate. See e_status_change_start_flags * @return adjusted duration based on flag values */ int status_change_start(struct block_list* src, struct block_list* bl,enum sc_type type,int rate,int val1,int val2,int val3,int val4,t_tick duration,unsigned char flag) { struct map_session_data *sd = NULL; struct status_change* sc; struct status_change_entry* sce; struct status_data *status; struct view_data *vd; int undead_flag, tick_time = 0; uint64 calc_flag; bool sc_isnew = true; std::shared_ptr<s_status_change_db> scdb = status_db.find(type); nullpo_ret(bl); sc = status_get_sc(bl); status = status_get_status_data(bl); if( !scdb ) { ShowError("status_change_start: Invalid status change (%d)!\n", type); return 0; } if( !sc ) return 0; // Unable to receive status changes if( bl->type != BL_NPC && status_isdead(bl) && ( type != SC_NOCHAT && type != SC_JAILED ) ) // SC_NOCHAT and SC_JAILED should work even on dead characters return 0; if (status_change_isDisabledOnMap(type, map_getmapdata(bl->m))) return 0; if (sc->data[SC_GRAVITYCONTROL]) return 0; // !TODO: Confirm what statuses/conditions (if not all) are blocked. // Uncomment to prevent status adding hp to gvg mob (like bloodylust=hp*3 etc... // if (bl->type == BL_MOB) // if (util::vector_exists(status_get_race2(bl), RC2_GVG) && status_sc2scb_flag(type)&SCB_MAXHP) return 0; // Fail if Madogear is active if (sc->option&OPTION_MADOGEAR && flag&SCSTART_NOAVOID && scdb->flag[SCF_FAILEDMADO]) return 0; // Check for Boss resistances if(status->mode&MD_STATUSIMMUNE && !(flag&SCSTART_NOAVOID) && scdb->flag[SCF_BOSSRESIST]) return 0; // Check for MVP resistance if(status->mode&MD_MVP && !(flag&SCSTART_NOAVOID) && scdb->flag[SCF_MVPRESIST]) return 0; // Check failing SCs from list if (!scdb->fail.empty()) { for (const auto &it : scdb->fail) { if (it && sc->data[it]) return 0; } } // Adjust tick according to status resistances if( !(flag&(SCSTART_NOAVOID|SCSTART_LOADED)) ) { duration = status_get_sc_def(src, bl, type, rate, duration, flag); if( !duration ) return 0; } int tick = (int)duration; sd = BL_CAST(BL_PC, bl); vd = status_get_viewdata(bl); undead_flag = battle_check_undead(status->race,status->def_ele); // Check for immunities / sc fails switch (type) { case SC_VACUUM_EXTREME: if (sc && sc->data[SC_VACUUM_EXTREME_POSTDELAY] && sc->data[SC_VACUUM_EXTREME_POSTDELAY]->val2 == val2) // Ignore post delay from other vacuum (this will make stack effect enabled) return 0; break; case SC_STONE: case SC_FREEZE: // Undead are immune to Freeze/Stone if (undead_flag && !(flag&SCSTART_NOAVOID)) return 0; case SC_ALL_RIDING: if( !sd || sc->option&(OPTION_RIDING|OPTION_DRAGON|OPTION_WUG|OPTION_MADOGEAR) ) return 0; break; case SC_SIGNUMCRUCIS: // Only affects demons and undead element (but not players) if((!undead_flag && status->race!=RC_DEMON) || bl->type == BL_PC) return 0; break; case SC_AETERNA: if( sc->data[SC_STONE] && sc->opt1 == OPT1_STONE ) return 0; break; case SC_KYRIE: case SC_TUNAPARTY: if (bl->type == BL_MOB) return 0; break; case SC_ADRENALINE: if(sd && !pc_check_weapontype(sd,skill_get_weapontype(BS_ADRENALINE))) return 0; break; case SC_ADRENALINE2: if(sd && !pc_check_weapontype(sd,skill_get_weapontype(BS_ADRENALINE2))) return 0; break; case SC_CLOAKING: // Avoid cloaking with no wall and low skill level. [Skotlex] // Due to the cloaking card, we have to check the wall versus to known // skill level rather than the used one. [Skotlex] // if (sd && val1 < 3 && skill_check_cloaking(bl,NULL)) if( sd && pc_checkskill(sd, AS_CLOAKING) < 3 && !skill_check_cloaking(bl,NULL) ) return 0; break; case SC_MODECHANGE: { int32 mode; struct status_data *bstatus = status_get_base_status(bl); if (!bstatus) return 0; if (sc->data[type]) { // Pile up with previous values. if (!val2) val2 = sc->data[type]->val2; val3 |= sc->data[type]->val3; val4 |= sc->data[type]->val4; } mode = val2 ? ((val2&~MD_MASK) | val2) : bstatus->mode; // Base mode if (val4) mode = static_cast<e_mode>(mode&~val4); // Del mode if (val3) mode = static_cast<e_mode>(mode | val3); // Add mode if (mode == bstatus->mode) { // No change. if (sc->data[type]) // Abort previous status return status_change_end(bl, type, INVALID_TIMER); return 0; } } break; // Strip skills, need to divest something or it fails. case SC_STRIPWEAPON: if (val2 == 1) val2 = 0; // Brandish Spear/Bowling Bash effet. Do not take weapon off. else if (sd && !(flag&SCSTART_LOADED)) { // Apply sc anyway if loading saved sc_data short i; uint8 successFlag = 0; if(sd->bonus.unstripable_equip&EQP_WEAPON) return 0; i = sd->equip_index[EQI_HAND_L]; if (i>=0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_WEAPON) { successFlag|=1; pc_unequipitem(sd,i,3); // Left-hand weapon } i = sd->equip_index[EQI_HAND_R]; if (i>=0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_WEAPON) { successFlag|=2; pc_unequipitem(sd,i,3); } if (!successFlag) return 0; } if (tick == 1) return 1; // Minimal duration: Only strip without causing the SC break; case SC_STRIPSHIELD: if( val2 == 1 ) val2 = 0; // GX effect. Do not take shield off.. else if (sd && !(flag&SCSTART_LOADED)) { short i; if(sd->bonus.unstripable_equip&EQP_SHIELD) return 0; i = sd->equip_index[EQI_HAND_L]; if ( i < 0 || !sd->inventory_data[i] || sd->inventory_data[i]->type != IT_ARMOR ) return 0; pc_unequipitem(sd,i,3); } if (tick == 1) return 1; // Minimal duration: Only strip without causing the SC break; case SC_STRIPARMOR: if (sd && !(flag&SCSTART_LOADED)) { short i; if(sd->bonus.unstripable_equip&EQP_ARMOR) return 0; i = sd->equip_index[EQI_ARMOR]; if ( i < 0 || !sd->inventory_data[i] ) return 0; pc_unequipitem(sd,i,3); } if (tick == 1) return 1; // Minimal duration: Only strip without causing the SC break; case SC_STRIPHELM: if (sd && !(flag&SCSTART_LOADED)) { short i; if(sd->bonus.unstripable_equip&EQP_HELM) return 0; i = sd->equip_index[EQI_HEAD_TOP]; if ( i < 0 || !sd->inventory_data[i] ) return 0; pc_unequipitem(sd,i,3); } if (tick == 1) return 1; // Minimal duration: Only strip without causing the SC break; case SC_SHADOW_STRIP: if (sd && !(flag&SCSTART_LOADED)) { if (sd->bonus.unstripable_equip&EQP_SHADOW_GEAR) return 0; bool successFlag = false; for( int i = EQI_SHADOW_ARMOR; i <= EQI_SHADOW_ACC_L; i++ ){ int index = sd->equip_index[i]; if( index >= 0 && sd->inventory_data[index] != nullptr ){ pc_unequipitem( sd, index, 3 ); successFlag = true; } } if (!successFlag) return 0; } if (tick == 1) return 1; break; case SC_MERC_FLEEUP: case SC_MERC_ATKUP: case SC_MERC_HPUP: case SC_MERC_SPUP: case SC_MERC_HITUP: if( bl->type != BL_MER ) return 0; // Stats only for Mercenaries break; case SC_STRFOOD: if (sc->data[SC_FOOD_STR_CASH] && sc->data[SC_FOOD_STR_CASH]->val1 > val1) return 0; break; case SC_AGIFOOD: if (sc->data[SC_FOOD_AGI_CASH] && sc->data[SC_FOOD_AGI_CASH]->val1 > val1) return 0; break; case SC_VITFOOD: if (sc->data[SC_FOOD_VIT_CASH] && sc->data[SC_FOOD_VIT_CASH]->val1 > val1) return 0; break; case SC_INTFOOD: if (sc->data[SC_FOOD_INT_CASH] && sc->data[SC_FOOD_INT_CASH]->val1 > val1) return 0; break; case SC_DEXFOOD: if (sc->data[SC_FOOD_DEX_CASH] && sc->data[SC_FOOD_DEX_CASH]->val1 > val1) return 0; break; case SC_LUKFOOD: if (sc->data[SC_FOOD_LUK_CASH] && sc->data[SC_FOOD_LUK_CASH]->val1 > val1) return 0; break; case SC_FOOD_STR_CASH: if (sc->data[SC_STRFOOD] && sc->data[SC_STRFOOD]->val1 > val1) return 0; break; case SC_FOOD_AGI_CASH: if (sc->data[SC_AGIFOOD] && sc->data[SC_AGIFOOD]->val1 > val1) return 0; break; case SC_FOOD_VIT_CASH: if (sc->data[SC_VITFOOD] && sc->data[SC_VITFOOD]->val1 > val1) return 0; break; case SC_FOOD_INT_CASH: if (sc->data[SC_INTFOOD] && sc->data[SC_INTFOOD]->val1 > val1) return 0; break; case SC_FOOD_DEX_CASH: if (sc->data[SC_DEXFOOD] && sc->data[SC_DEXFOOD]->val1 > val1) return 0; break; case SC_FOOD_LUK_CASH: if (sc->data[SC_LUKFOOD] && sc->data[SC_LUKFOOD]->val1 > val1) return 0; break; case SC_CAMOUFLAGE: if( sd && pc_checkskill(sd, RA_CAMOUFLAGE) < 3 && !skill_check_camouflage(bl,NULL) ) return 0; break; case SC__STRIPACCESSORY: if( sd ) { short i = -1; if( !(sd->bonus.unstripable_equip&EQP_ACC_L) ) { i = sd->equip_index[EQI_ACC_L]; if( i >= 0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_ARMOR ) pc_unequipitem(sd,i,3); // Left-Accessory } if( !(sd->bonus.unstripable_equip&EQP_ACC_R) ) { i = sd->equip_index[EQI_ACC_R]; if( i >= 0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_ARMOR ) pc_unequipitem(sd,i,3); // Right-Accessory } if( i < 0 ) return 0; } if (tick == 1) return 1; // Minimal duration: Only strip without causing the SC break; case SC_C_MARKER: if (src == bl) return 0; else { struct status_change *tsc = status_get_sc(bl); // Failed if the target is already marked and the new marker that isn't same marker if (tsc && tsc->data[type] && tsc->data[type]->val2 != src->id) return 0; } break; case SC_MADNESSCANCEL: if (sc->data[type]) { // Toggle the status but still consume requirements. status_change_end(bl, type, INVALID_TIMER); return 0; } break; case SC_TOXIN: case SC_PARALYSE: case SC_VENOMBLEED: case SC_MAGICMUSHROOM: case SC_DEATHHURT: case SC_PYREXIA: case SC_OBLIVIONCURSE: case SC_LEECHESEND: if (val3 == 0) // Don't display icon on self flag |= SCSTART_NOICON; for (int32 i = SC_TOXIN; i <= SC_LEECHESEND; i++) { if (sc->data[i] && sc->data[i]->val3 == 1) // It doesn't stack or even renew on the target return 0; else if (sc->data[i] && sc->data[i]->val3 == 0) status_change_end(bl, static_cast<sc_type>(i), INVALID_TIMER); // End the bonus part on the caster } break; } // Before overlapping fail, one must check for status cured. 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 && status->race!=RC_DEMON) || bl->type == BL_PC) { status_change_end(bl, SC_CURSE, INVALID_TIMER); if (sc->data[SC_STONE] && sc->opt1 == OPT1_STONE) status_change_end(bl, SC_STONE, INVALID_TIMER); if (sc->data[SC_CURSE]) { status_change_end(bl, SC_CURSE, INVALID_TIMER); return 1; // End Curse and do not give stat boost } } if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH) status_change_end(bl, SC_SPIRIT, INVALID_TIMER); break; case SC_INCREASEAGI: if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH) status_change_end(bl, SC_SPIRIT, INVALID_TIMER); break; case SC_DELUGE: if (sc->data[SC_FOGWALL] && sc->data[SC_BLIND]) status_change_end(bl, SC_BLIND, INVALID_TIMER); break; case SC_SILENCE: if (sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_SELF) status_change_end(bl, SC_GOSPEL, INVALID_TIMER); break; case SC_IMPOSITIO: if (sc->data[SC_IMPOSITIO] && sc->data[SC_IMPOSITIO]->val1 > val1) //Replace higher level effect for lower. status_change_end(bl,SC_IMPOSITIO,INVALID_TIMER); break; case SC_ENDURE: if (sd && sd->special_state.no_walk_delay) return 1; break; case SC_MADOGEAR: status_db.removeByStatusFlag(bl, { SCF_MADOCANCEL }); if (sd) pc_bonus_script_clear(sd, BSF_REM_ON_MADOGEAR); break; default: // If new SC has OPT1 while unit has OPT1, fail it! if (sc->opt1 && scdb->opt1) return 0; break; } std::vector<sc_type> list; if (type == SC_BERSERK && val3 == SC__BLOODYLUST) //There is some reasons that using SC_BERSERK first before SC__BLOODYLUST itself on Akinari's fix list = status_db.getEnd(SC__BLOODYLUST); else list = scdb->end; // End the SCs from the list if (!list.empty()) { bool isRemoving = false; for (const auto &it : list) { sc_type rem_sc = it; if (sc->data[rem_sc]) { switch (rem_sc) { case SC_BERSERK: case SC_SATURDAYNIGHTFEVER: sc->data[rem_sc]->val2 = 0; // Mark to not lose hp default: status_change_end(bl, rem_sc, INVALID_TIMER); isRemoving = true; break; } } } if (isRemoving && scdb->end_return) return 0; } // Check for overlapping fails if( (sce = sc->data[type]) ) { if (scdb->flag[SCF_OVERLAPFAIL]) return 0; switch( type ) { case SC_MERC_FLEEUP: case SC_MERC_ATKUP: case SC_MERC_HPUP: case SC_MERC_SPUP: case SC_MERC_HITUP: if( sce->val1 > val1 ) val1 = sce->val1; break; case SC_ADRENALINE: case SC_ADRENALINE2: case SC_WEAPONPERFECTION: case SC_OVERTHRUST: if (sce->val2 > val2) return 0; break; case SC_GOSPEL: // Must not override a casting gospel char. if(sce->val4 == BCT_SELF) return 0; if(sce->val1 > val1) return 1; break; case SC_ENDURE: if(sce->val4 && !val4) return 1; // Don't let you override infinite endure. if(sce->val1 > val1) return 1; break; case SC_JAILED: // When a player is already jailed, do not edit the jail data. val2 = sce->val2; val3 = sce->val3; val4 = sce->val4; break; case SC_LERADSDEW: if (sc && sc->data[SC_BERSERK]) return 0; case SC_SHAPESHIFT: case SC_PROPERTYWALK: break; case SC_LEADERSHIP: case SC_GLORYWOUNDS: case SC_SOULCOLD: case SC_HAWKEYES: if( sce->val4 && !val4 ) // You cannot override master guild aura return 0; break; case SC_JOINTBEAT: if (sc && sc->data[type]->val2 & BREAK_NECK) return 0; // BREAK_NECK cannot be stacked with new breaks until the status is over. val2 |= sce->val2; // Stackable ailments default: if (scdb->flag[SCF_OVERLAPIGNORELEVEL]) break; if(sce->val1 > val1) return 1; // Return true to not mess up skill animations. [Skotlex] } } vd = status_get_viewdata(bl); calc_flag = scdb->calc_flag; if(!(flag&SCSTART_LOADED)) // &4 - Do not parse val settings when loading SCs switch(type) { /* Permanent effects */ case SC_AETERNA: case SC_MODECHANGE: case SC_WEIGHT50: case SC_WEIGHT90: case SC_BROKENWEAPON: case SC_BROKENARMOR: case SC_READYSTORM: case SC_READYDOWN: case SC_READYCOUNTER: case SC_READYTURN: case SC_DODGE: case SC_PUSH_CART: case SC_SPRITEMABLE: case SC_CLAN_INFO: case SC_DAILYSENDMAILCNT: case SC_SOULATTACK: tick = INFINITE_TICK; break; case SC_KEEPING: case SC_BARRIER: { unit_data *ud = unit_bl2ud(bl); if (ud) ud->attackabletime = ud->canact_tick = ud->canmove_tick = gettick() + tick; } break; case SC_DECREASEAGI: case SC_INCREASEAGI: case SC_ADORAMUS: if (type == SC_ADORAMUS) { // 1000% base chance to blind, but still can be resisted sc_start(src, bl, SC_BLIND, 1000, val1, skill_get_time(scdb->skill_id, val1)); if (sc->data[SC_ADORAMUS]) return 0; //Adoramus can't refresh itself, but it can cause blind again } val2 = 2 + val1; // Agi change break; case SC_ENDURE: val2 = 7; // Hit-count [Celest] if( !(flag&SCSTART_NOAVOID) && (bl->type&(BL_PC|BL_MER)) && !map_flag_gvg2(bl->m) && !map_getmapflag(bl->m, MF_BATTLEGROUND) && !val4 ) { struct map_session_data *tsd; if( sd ) { int i; for( i = 0; i < MAX_DEVOTION; i++ ) { if( sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) ) status_change_start(src,&tsd->bl, type, 10000, val1, val2, val3, val4, tick, SCSTART_NOAVOID|SCSTART_NOICON); } } else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) ) status_change_start(src,&tsd->bl, type, 10000, val1, val2, val3, val4, tick, SCSTART_NOAVOID|SCSTART_NOICON); } if( val4 ) tick = INFINITE_TICK; break; case SC_AUTOBERSERK: if (status->hp < status->max_hp>>2 && (!sc->data[SC_PROVOKE] || sc->data[SC_PROVOKE]->val4==0)) sc_start4(src,bl,SC_PROVOKE,100,10,0,0,1,60000); tick = INFINITE_TICK; break; case SC_SIGNUMCRUCIS: val2 = 10 + 4*val1; // Def reduction tick = INFINITE_TICK; clif_emotion(bl, ET_SWEAT); break; case SC_MAXIMIZEPOWER: tick_time = val2 = tick>0?tick:60000; tick = INFINITE_TICK; // Duration sent to the client should be infinite break; case SC_EDP: val2 = val1 + 2; // Chance to Poison enemies. #ifndef RENEWAL val3 = 50*(val1+1); // Damage increase (+50 +50*lv%) #endif if (sd) { uint16 poison_level = pc_checkskill(sd, GC_RESEARCHNEWPOISON); if (poison_level > 0) { tick += 30000; // Base of 30 seconds tick += poison_level * 15 * 1000; // Additional 15 seconds per level } } break; case SC_POISONREACT: #ifdef RENEWAL val2=(val1 - ((val1-1) % 1 - 1)) / 2; #else val2=(val1+1)/2 + val1/10; // Number of counters [Skotlex] #endif val3=50; // + 5*val1; // Chance to counter. [Skotlex] break; case SC_MAGICROD: val2 = val1*20; // SP gained break; case SC_KYRIE: if( val4 ) { // Formulas for Praefatio val2 = (status->max_hp * (val1 * 2 + 10) / 100) + val4 * 2; //%Max HP to absorb val3 = 6 + val1; //Hits } else { // Formulas for Kyrie Eleison val2 = status->max_hp * (val1 * 2 + 10) / 100; val3 = (val1 / 2 + 5); } break; case SC_MAGICPOWER: #ifdef RENEWAL val3 = 5 * val1; // Matk% increase #else val2 = 1; // Lasts 1 invocation val3 = 10 * val1; // Matk% increase val4 = 0; // 0 = ready to be used, 1 = activated and running #endif break; case SC_SACRIFICE: val2 = 5; // Lasts 5 hits tick = INFINITE_TICK; break; case SC_ENCPOISON: val2= 250+50*val1; // Poisoning Chance (2.5+0.5%) in 1/10000 rate case SC_ASPERSIO: case SC_FIREWEAPON: case SC_WATERWEAPON: case SC_WINDWEAPON: case SC_EARTHWEAPON: case SC_SHADOWWEAPON: case SC_GHOSTWEAPON: skill_enchant_elemental_end(bl,type); break; case SC_ELEMENTALCHANGE: // val1 : Element Lvl (if called by skill lvl 1, takes random value between 1 and 4) // val2 : Element (When no element, random one is picked) // val3 : 0 = called by skill 1 = called by script (fixed level) if( !val2 ) val2 = rnd()%ELE_ALL; if( val1 == 1 && val3 == 0 ) val1 = 1 + rnd()%4; else if( val1 > 4 ) val1 = 4; // Max Level val3 = 0; // Not need to keep this info. break; case SC_PROVIDENCE: val2 = val1*5; // Race/Ele resist break; case SC_REFLECTSHIELD: val2 = 10+val1*3; // %Dmg reflected // val4 used to mark if reflect shield is an inheritance bonus from Devotion if( !(flag&SCSTART_NOAVOID) && (bl->type&(BL_PC|BL_MER)) ) { struct map_session_data *tsd; if( sd ) { int i; for( i = 0; i < MAX_DEVOTION; i++ ) { if( sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) ) status_change_start(src,&tsd->bl, type, 10000, val1, val2, 0, 1, tick, SCSTART_NOAVOID|SCSTART_NOICON); } } else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) ) status_change_start(src,&tsd->bl, type, 10000, val1, val2, 0, 1, tick, SCSTART_NOAVOID|SCSTART_NOICON); } break; case SC_STRIPWEAPON: if (!sd) // Watk reduction val2 = 25; break; case SC_STRIPSHIELD: if (!sd) // Def reduction val2 = 15; break; case SC_STRIPARMOR: if (!sd) // Vit reduction val2 = 40; break; case SC_STRIPHELM: if (!sd) // Int reduction val2 = 40; break; case SC_AUTOSPELL: // Val1 Skill LV of Autospell // Val2 Skill ID to cast // Val3 Max Lv to cast #ifdef RENEWAL val4 = val1 * 2; // Chance of casting #else val4 = 5 + val1*2; // Chance of casting #endif break; case SC_VOLCANO: { int8 enchant_eff[] = { 10, 14, 17, 19, 20 }; // Enchant addition uint8 i = max((val1-1)%5, 0); #ifdef RENEWAL val2 = 5 + val1 * 5; // ATK/MATK increase #else val2 = val1*10; // Watk increase if (status->def_ele != ELE_FIRE) val2 = 0; #endif val3 = enchant_eff[i]; } break; case SC_VIOLENTGALE: { int8 enchant_eff[] = { 10, 14, 17, 19, 20 }; // Enchant addition uint8 i = max((val1-1)%5, 0); val2 = val1*3; // Flee increase #ifndef RENEWAL if (status->def_ele != ELE_WIND) val2 = 0; #endif val3 = enchant_eff[i]; } break; case SC_DELUGE: { int8 deluge_eff[] = { 5, 9, 12, 14, 15 }; // HP addition rate n/100 int8 enchant_eff[] = { 10, 14, 17, 19, 20 }; // Enchant addition uint8 i = max((val1-1)%5, 0); val2 = deluge_eff[i]; // HP increase #ifndef RENEWAL if (status->def_ele != ELE_WATER) val2 = 0; #endif val3 = enchant_eff[i]; } break; case SC_SUITON: if (!val2 || (sd && (sd->class_&MAPID_BASEMASK) == MAPID_NINJA)) { // No penalties. val2 = 0; // Agi penalty val3 = 0; // Walk speed penalty break; } val3 = 50; val2 = 3*((val1+1)/3); if (val1 > 4) val2--; //Suiton is a special case, stop effect is forced and only happens when target enters it if (!unit_blown_immune(bl, 0x1)) unit_stop_walking(bl, 9); break; case SC_ONEHAND: case SC_TWOHANDQUICKEN: val2 = 300; if (val1 > 10) // For boss casted skills [Skotlex] val2 += 20*(val1-10); break; case SC_MERC_QUICKEN: val2 = 300; break; #ifndef RENEWAL_ASPD case SC_SPEARQUICKEN: val2 = 200+10*val1; break; #endif case SC_DANCING: // val1 : Skill ID + LV // val2 : Skill Group of the Dance. // val3 : Brings the skill_lv (merged into val1 here) // val4 : Partner if (val1 == CG_MOONLIT) clif_status_change(bl,EFST_MOON,1,tick,0, 0, 0); val1|= (val3<<16); val3 = tick/1000; // Tick duration tick_time = 1000; // [GodLesZ] tick time break; #ifndef RENEWAL case SC_LONGING: val2 = 500-100*val1; // Aspd penalty. break; #else case SC_ENSEMBLEFATIGUE: val2 = 30; // Speed and ASPD penalty break; case SC_RICHMANKIM: val2 = 10 + 10 * val1; // Exp increase bonus break; case SC_DRUMBATTLE: val2 = 15 + val1 * 5; // Atk increase val3 = val1 * 15; // Def increase break; case SC_NIBELUNGEN: val2 = rnd() % RINGNBL_MAX; // See e_nibelungen_status break; case SC_SIEGFRIED: val2 = val1 * 3; // Elemental Resistance val3 = val1 * 5; // Status ailment resistance break; case SC_WHISTLE: val2 = 18 + 2 * val1; // Flee increase val3 = (val1 + 1) / 2; // Perfect dodge increase break; case SC_ASSNCROS: val2 = val1 < 10 ? val1 * 2 - 1 : 20; // ASPD increase break; case SC_POEMBRAGI: val2 = 2 * val1; // Cast time reduction val3 = 3 * val1; // After-cast delay reduction break; case SC_APPLEIDUN: val2 = val1 < 10 ? 9 + val1 : 20; // HP rate increase val3 = 2 * val1; // Potion recovery rate break; case SC_HUMMING: val2 = 4 * val1; // Hit increase break; case SC_DONTFORGETME: val2 = 1 + 30 * val1; // ASPD decrease val3 = 5 + 2 * val1; // Movement speed adjustment. break; case SC_FORTUNE: val2 = val1 * 10; // Critical increase break; case SC_SERVICE4U: val2 = val1 < 10 ? 9 + val1 : 20; // MaxSP percent increase val3 = 5 + val1; // SP cost reduction break; #endif case SC_EXPLOSIONSPIRITS: val2 = 75 + 25*val1; // Cri bonus break; case SC_ASPDPOTION0: case SC_ASPDPOTION1: case SC_ASPDPOTION2: case SC_ASPDPOTION3: val2 = 50*(2+type-SC_ASPDPOTION0); break; case SC_ATTHASTE_CASH: val2 = 50*val1; // Just custom for pre-re break; case SC_NOCHAT: // A hardcoded interval of 60 seconds is expected, as the time that SC_NOCHAT uses is defined by // mmocharstatus.manner, each negative point results in 1 minute with this status activated. // This is done this way because the message that the client displays is hardcoded, and only // shows how many minutes are remaining. [Panikon] tick = 60000; val1 = battle_config.manner_system; // Mute filters. if (sd) { clif_changestatus(sd,SP_MANNER,sd->status.manner); clif_updatestatus(sd,SP_MANNER); } break; case SC_STONE: val3 = max(val3, 100); // Incubation time val4 = max(tick-val3, 100); // Petrify time tick = val3; calc_flag = SCB_NONE; // 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 (status->hp > status->max_hp>>2) { int diff = status->max_hp*(bl->type==BL_PC?10:15)/100; if (status->hp - diff < status->max_hp>>2) diff = status->hp - (status->max_hp>>2); status_zap(bl, diff, 0); } // Fall through case SC_POISON: case SC_BLEEDING: case SC_BURNING: tick_time = status_get_sc_interval(type); val4 = tick - tick_time; // Remaining time break; case SC_TOXIN: if (val3 == 1) // Target tick_time = status_get_sc_interval(type); else // Caster tick_time = 1000; val4 = tick - tick_time; // Remaining time break; case SC_DEATHHURT: if (val3 == 1) break; tick_time = status_get_sc_interval(type); val4 = tick - tick_time; // Remaining time case SC_LEECHESEND: if (val3 == 0) break; tick_time = status_get_sc_interval(type); val4 = tick - tick_time; // Remaining time break; case SC_PYREXIA: if (val3 == 1) { // Target // Causes blind for duration of pyrexia, unreducable and unavoidable, but can be healed with e.g. green potion status_change_start(src, bl, SC_BLIND, 10000, val1, 0, 0, 0, tick, SCSTART_NOAVOID | SCSTART_NOTICKDEF | SCSTART_NORATEDEF); tick_time = status_get_sc_interval(type); val4 = tick - tick_time; // Remaining time } else // Caster val2 = 15; // CRIT % and ATK % increase break; case SC_VENOMBLEED: if (val3 == 0) // Caster val2 = 30; // Reflect damage % reduction break; case SC_MAGICMUSHROOM: if (val3 == 1) { // Target tick_time = status_get_sc_interval(type); val4 = tick - tick_time; // Remaining time } else // Caster val2 = 10; // After-cast delay % reduction break; case SC_CONFUSION: if (!val4) clif_emotion(bl,ET_QUESTION); break; case SC_S_LIFEPOTION: case SC_L_LIFEPOTION: if( val1 == 0 ) return 0; // val1 = heal percent/amout // val2 = seconds between heals // val4 = total of heals if( val2 < 1 ) val2 = 1; if( (val4 = tick/(val2 * 1000)) < 1 ) val4 = 1; tick_time = val2 * 1000; // [GodLesZ] tick time break; case SC_BOSSMAPINFO: if( sd != NULL ) { struct mob_data *boss_md = map_getmob_boss(bl->m); // Search for Boss on this Map if( boss_md == NULL ) { // No MVP on this map clif_bossmapinfo(sd, NULL, BOSS_INFO_NOT); return 0; } val1 = boss_md->bl.id; tick_time = 1000; // [GodLesZ] tick time val4 = tick / tick_time; } break; case SC_HIDING: val2 = tick/1000; tick_time = 1000; // [GodLesZ] tick time val3 = 0; // Unused, previously speed adjustment val4 = val1+3; // Seconds before SP substraction happen. break; case SC_CHASEWALK: val2 = tick>0?tick:10000; // Interval at which SP is drained. val3 = 35 - 5 * val1; // Speed adjustment. if (sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_ROGUE) val3 -= 40; val4 = 10+val1*2; // SP cost. if (map_flag_gvg2(bl->m) || map_getmapflag(bl->m, MF_BATTLEGROUND)) val4 *= 5; break; case SC_CLOAKING: if (!sd) // Monsters should be able to walk with no penalties. [Skotlex] val1 = 10; tick_time = val2 = tick>0?tick:60000; // SP consumption rate. tick = INFINITE_TICK; // Duration sent to the client should be infinite val3 = 0; // Unused, previously walk speed adjustment // val4&1 signals the presence of a wall. // val4&2 makes cloak not end on normal attacks [Skotlex] // val4&4 makes cloak not end on using skills if (bl->type == BL_PC || (bl->type == BL_MOB && ((TBL_MOB*)bl)->special_state.clone) ) // Standard cloaking. val4 |= battle_config.pc_cloak_check_type&7; else val4 |= battle_config.monster_cloak_check_type&7; break; case SC_SIGHT: /* splash status */ case SC_RUWACH: case SC_SIGHTBLASTER: val3 = skill_get_splash(val2, val1); // Val2 should bring the skill-id. val2 = tick/20; tick_time = 20; // [GodLesZ] tick time break; case SC_AUTOGUARD: if( !(flag&SCSTART_NOAVOID) ) { struct map_session_data *tsd; int i; for( i = val2 = 0; i < val1; i++) { int t = 5-(i>>1); val2 += (t < 0)? 1:t; } if( bl->type&(BL_PC|BL_MER) ) { if( sd ) { for( i = 0; i < MAX_DEVOTION; i++ ) { if( sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) ) status_change_start(src,&tsd->bl, type, 10000, val1, val2, 0, 0, tick, SCSTART_NOAVOID|SCSTART_NOICON); } } else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) ) status_change_start(src,&tsd->bl, type, 10000, val1, val2, 0, 0, tick, SCSTART_NOAVOID|SCSTART_NOICON); } } break; case SC_DEFENDER: if (!(flag&SCSTART_NOAVOID)) { val2 = 5 + 15*val1; // Damage reduction val3 = 0; // Unused, previously speed adjustment val4 = 250 - 50*val1; // Aspd adjustment if (sd) { struct map_session_data *tsd; int i; for (i = 0; i < MAX_DEVOTION; i++) { // See if there are devoted characters, and pass the status to them. [Skotlex] if (sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i]))) status_change_start(src,&tsd->bl,type,10000,val1,val2,val3,val4,tick,SCSTART_NOAVOID); } } } break; case SC_TENSIONRELAX: if (sd) { pc_setsit(sd); skill_sit(sd, true); clif_sitting(&sd->bl); } val2 = 12; // SP cost tick_time = 10000; // Decrease at 10secs intervals. val3 = tick / tick_time; tick = INFINITE_TICK; // Duration sent to the client should be infinite break; case SC_PARRYING: val2 = 20 + val1*3; // Block Chance break; case SC_WINDWALK: val2 = (val1+1)/2; // Flee bonus is 1/1/2/2/3/3/4/4/5/5 break; case SC_JOINTBEAT: if( val2&BREAK_NECK ) sc_start2(src,bl,SC_BLEEDING,100,val1,val3,skill_get_time2(scdb->skill_id,val1)); break; case SC_BERSERK: if( val3 == SC__BLOODYLUST ) sc_start(src,bl,(sc_type)val3,100,val1,tick); else sc_start4(src,bl, SC_ENDURE, 100,10,0,0,1, tick); // HP healing is performing after the calc_status call. // Val2 holds HP penalty if (!val4) val4 = skill_get_time2(scdb->skill_id,val1); if (!val4) val4 = 10000; // Val4 holds damage interval val3 = tick/val4; // val3 holds skill duration tick_time = val4; // [GodLesZ] tick time break; case SC_GOSPEL: if(val4 == BCT_SELF) { // Self effect val2 = tick/10000; tick_time = 10000; // [GodLesZ] tick time status_change_clear_buffs(bl, SCCB_BUFFS|SCCB_DEBUFFS|SCCB_CHEM_PROTECT); // Remove buffs/debuffs } break; case SC_MARIONETTE: { int stat; val3 = 0; val4 = 0; stat = ( sd ? sd->status.str : status_get_base_status(bl)->str ) / 2; val3 |= cap_value(stat,0,0xFF)<<16; stat = ( sd ? sd->status.agi : status_get_base_status(bl)->agi ) / 2; val3 |= cap_value(stat,0,0xFF)<<8; stat = ( sd ? sd->status.vit : status_get_base_status(bl)->vit ) / 2; val3 |= cap_value(stat,0,0xFF); stat = ( sd ? sd->status.int_: status_get_base_status(bl)->int_) / 2; val4 |= cap_value(stat,0,0xFF)<<16; stat = ( sd ? sd->status.dex : status_get_base_status(bl)->dex ) / 2; val4 |= cap_value(stat,0,0xFF)<<8; stat = ( sd ? sd->status.luk : status_get_base_status(bl)->luk ) / 2; val4 |= cap_value(stat,0,0xFF); break; } case SC_MARIONETTE2: { int stat,max_stat; // Fetch caster information struct block_list *pbl = map_id2bl(val1); struct status_change *psc = pbl?status_get_sc(pbl):NULL; struct status_change_entry *psce = psc?psc->data[SC_MARIONETTE]:NULL; // Fetch target's stats struct status_data* status2 = status_get_status_data(bl); // Battle status if (!psce) return 0; val3 = 0; val4 = 0; max_stat = battle_config.max_parameter; // Cap to 99 (default) stat = (psce->val3 >>16)&0xFF; stat = min(stat, max_stat - status2->str ); val3 |= cap_value(stat,0,0xFF)<<16; stat = (psce->val3 >> 8)&0xFF; stat = min(stat, max_stat - status2->agi ); val3 |= cap_value(stat,0,0xFF)<<8; stat = (psce->val3 >> 0)&0xFF; stat = min(stat, max_stat - status2->vit ); val3 |= cap_value(stat,0,0xFF); stat = (psce->val4 >>16)&0xFF; stat = min(stat, max_stat - status2->int_); val4 |= cap_value(stat,0,0xFF)<<16; stat = (psce->val4 >> 8)&0xFF; stat = min(stat, max_stat - status2->dex ); val4 |= cap_value(stat,0,0xFF)<<8; stat = (psce->val4 >> 0)&0xFF; stat = min(stat, max_stat - status2->luk ); val4 |= cap_value(stat,0,0xFF); break; } case SC_SPIRIT: //1st Transcendent Spirit works similar to Marionette Control if(sd && val2 == SL_HIGH) { int stat,max_stat; struct status_data *status2 = status_get_base_status(bl); val3 = 0; val4 = 0; max_stat = (status_get_lv(bl)-10<50)?status_get_lv(bl)-10:50; stat = max(0, max_stat - status2->str); val3 |= cap_value(stat,0,0xFF)<<16; stat = max(0, max_stat - status2->agi ); val3 |= cap_value(stat,0,0xFF)<<8; stat = max(0, max_stat - status2->vit ); val3 |= cap_value(stat,0,0xFF); stat = max(0, max_stat - status2->int_); val4 |= cap_value(stat,0,0xFF)<<16; stat = max(0, max_stat - status2->dex ); val4 |= cap_value(stat,0,0xFF)<<8; stat = max(0, max_stat - status2->luk ); val4 |= cap_value(stat,0,0xFF); } break; case SC_REJECTSWORD: val2 = 15*val1; // Reflect chance val3 = 3; // Reflections tick = INFINITE_TICK; break; case SC_MEMORIZE: val2 = 5; // Memorized casts. tick = INFINITE_TICK; break; #ifndef RENEWAL case SC_GRAVITATION: val2 = 50*val1; // aspd reduction break; #endif case SC_REGENERATION: if (val1 == 1) val2 = 2; else val2 = val1; // HP Regerenation rate: 200% 200% 300% val3 = val1; // SP Regeneration Rate: 100% 200% 300% // If val4 comes set, this blocks regen rather than increase it. break; case SC_DEVOTION: { struct block_list *d_bl; struct status_change *d_sc; if( (d_bl = map_id2bl(val1)) && (d_sc = status_get_sc(d_bl)) && d_sc->count ) { // Inherits Status From Source const enum sc_type types[] = { SC_AUTOGUARD, SC_DEFENDER, SC_REFLECTSHIELD, SC_ENDURE }; int i = (map_flag_gvg2(bl->m) || map_getmapflag(bl->m, MF_BATTLEGROUND))?2:3; while( i >= 0 ) { enum sc_type type2 = types[i]; if( d_sc->data[type2] ) status_change_start(d_bl, bl, type2, 10000, d_sc->data[type2]->val1, 0, 0, (type2 == SC_REFLECTSHIELD ? 1 : 0), skill_get_time(status_db.getSkill(type2),d_sc->data[type2]->val1), (type2 == SC_DEFENDER) ? SCSTART_NOAVOID : SCSTART_NOAVOID|SCSTART_NOICON); i--; } } break; } case SC_COMA: // Coma. Sends a char to 1HP. If val2, do not zap sp status_zap(bl, status->hp-1, val2?0:status->sp); return 1; break; case SC_CLOSECONFINE2: { struct block_list *src2 = val2?map_id2bl(val2):NULL; struct status_change *sc2 = src2?status_get_sc(src2):NULL; struct status_change_entry *sce2 = sc2?sc2->data[SC_CLOSECONFINE]:NULL; if (src2 && sc2) { if (!sce2) // Start lock on caster. sc_start4(src2,src2,SC_CLOSECONFINE,100,val1,1,0,0,tick+1000); else { // Increase count of locked enemies and refresh time. (sce2->val2)++; delete_timer(sce2->timer, status_change_timer); sce2->timer = add_timer(gettick()+tick+1000, status_change_timer, src2->id, SC_CLOSECONFINE); } } else // Status failed. return 0; } break; case SC_KAITE: val2 = 1+val1/5; // Number of bounces: 1 + skill_lv/5 break; case SC_KAUPE: switch (val1) { case 3: // 33*3 + 1 -> 100% val2++; case 1: case 2: // 33, 66% val2 += 33*val1; val3 = 1; // Dodge 1 attack total. break; default: // Custom. For high level mob usage, higher level means more blocks. [Skotlex] val2 = 100; val3 = val1-2; break; } break; case SC_COMBO: { // val1: Skill ID // val2: When given, target (for autotargetting skills) // val3: When set, this combo time should NOT delay attack/movement // val3: If set to 2 this combo will delay ONLY attack // val3: TK: Last used kick // val4: TK: Combo time struct unit_data *ud = unit_bl2ud(bl); if ( ud && (!val3 || val3 == 2) ) { tick += 300 * battle_config.combo_delay_rate/100; ud->attackabletime = gettick()+tick; if( !val3 ) unit_set_walkdelay(bl, gettick(), tick, 1); } val3 = 0; val4 = tick; break; } case SC_EARTHSCROLL: val2 = 11-val1; // Chance to consume: 11-skill_lv% break; case SC_RUN: { //Store time at which you started running. t_tick currenttick = gettick(); // Note: this int64 value is stored in two separate int32 variables (FIXME) val3 = (int)(currenttick & 0x00000000ffffffffLL); val4 = (int)((currenttick & 0xffffffff00000000LL) >> 32); tick = INFINITE_TICK; break; } case SC_KAAHI: val2 = 200*val1; // HP heal val3 = 5*val1; // SP cost break; case SC_BLESSING: if ((!undead_flag && status->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; tick = INFINITE_TICK; break; case SC_CONCENTRATE: val2 = 2 + val1; if (sd) { // Store the card-bonus data that should not count in the % val3 = sd->indexed_bonus.param_bonus[1]; // Agi val4 = sd->indexed_bonus.param_bonus[4]; // Dex } else val3 = val4 = 0; break; case SC_MAXOVERTHRUST: val2 = 20*val1; // Power increase break; case SC_OVERTHRUST: case SC_ADRENALINE2: case SC_ADRENALINE: case SC_WEAPONPERFECTION: { struct map_session_data * s_sd = BL_CAST(BL_PC, src); if (type == SC_OVERTHRUST) { // val2 holds if it was casted on self, or is bonus received from others #ifdef RENEWAL val3 = (val2) ? 5 * val1 : (val1 > 4) ? 15 : (val1 > 2) ? 10 : 5; // Power increase #else val3 = (val2) ? 5 * val1 : 5; // Power increase #endif } else if (type == SC_ADRENALINE2 || type == SC_ADRENALINE) { val3 = (val2) ? 300 : 200; // Aspd increase } if (s_sd && pc_checkskill(s_sd, BS_HILTBINDING) > 0) tick += tick / 10; //If caster has Hilt Binding, duration increases by 10% } break; case SC_CONCENTRATION: #ifdef RENEWAL val2 = 5 + val1 * 2; // Batk/Watk Increase val4 = 5 + val1 * 2; // Def reduction #else val2 = 5*val1; // Batk/Watk Increase val4 = 5*val1; // Def reduction #endif val3 = 10*val1; // Hit Increase sc_start(src, bl, SC_ENDURE, 100, 1, tick); // Level 1 Endure effect break; case SC_ANGELUS: val2 = 5*val1; // def increase break; case SC_IMPOSITIO: val2 = 5*val1; // WATK/MATK increase break; case SC_MELTDOWN: val2 = 100*val1; // Chance to break weapon val3 = 70*val1; // Change to break armor break; case SC_TRUESIGHT: val2 = 10*val1; // Critical increase val3 = 3*val1; // Hit increase break; case SC_SUN_COMFORT: val2 = (status_get_lv(bl) + status->dex + status->luk)/2; // def increase break; case SC_MOON_COMFORT: val2 = (status_get_lv(bl) + status->dex + status->luk)/10; // flee increase break; case SC_STAR_COMFORT: val2 = (status_get_lv(bl) + status->dex + status->luk); // Aspd increase break; case SC_QUAGMIRE: val2 = (sd?5:10)*val1; // Agi/Dex decrease. break; // gs_something1 [Vicious] case SC_GATLINGFEVER: val2 = 20*val1; // Aspd increase val3 = 20+10*val1; // Atk increase val4 = 5*val1; // Flee decrease break; case SC_FLING: if (bl->type == BL_PC) val2 = 0; // No armor reduction to players. else val2 = 5*val1; // Def reduction val3 = 5*val1; // Def2 reduction break; case SC_PROVOKE: val2 = 2+3*val1; // Atk increase val3 = 5+5*val1; // Def reduction. // val4 signals autoprovoke. break; case SC_AVOID: // val2 = 10*val1; // Speed change rate. break; case SC_DEFENCE: #ifdef RENEWAL val2 = 5 + (val1 * 5); // Vit bonus #else val2 = 2*val1; // Def bonus #endif break; case SC_BLOODLUST: val2 = 20+10*val1; // Atk rate change. val3 = 3*val1; // Leech chance val4 = 20; // Leech percent break; case SC_FLEET: val2 = 30*val1; // Aspd change val3 = 5+5*val1; // bAtk/wAtk rate change break; case SC_MINDBREAKER: val2 = 20*val1; // matk increase. val3 = 12*val1; // mdef2 reduction. break; case SC_JAILED: // Val1 is duration in minutes. Use INT_MAX to specify 'unlimited' time. tick = val1>0?1000:250; if (sd) { if (sd->mapindex != val2) { int pos = (bl->x&0xFFFF)|(bl->y<<16), // Current Coordinates map_idx = sd->mapindex; // Current Map // 1. Place in Jail (val2 -> Jail Map, val3 -> x, val4 -> y pc_setpos(sd,(unsigned short)val2,val3,val4, CLR_TELEPORT); // 2. Set restore point (val3 -> return map, val4 return coords val3 = map_idx; val4 = pos; } else if (!val3 || val3 == sd->mapindex) { // Use save point. val3 = sd->status.save_point.map; val4 = (sd->status.save_point.x&0xFFFF) |(sd->status.save_point.y<<16); } } break; case SC_UTSUSEMI: val2=(val1+1)/2; // Number of hits blocked val3=skill_get_blewcount(NJ_UTSUSEMI, val1); // knockback value. break; case SC_BUNSINJYUTSU: val2=(val1+1)/2; // Number of hits blocked break; case SC_CHANGE: val2= 30*val1; // Vit increase val3= 20*val1; // Int increase break; case SC_SWOO: if(status_has_mode(status,MD_STATUSIMMUNE)) tick /= 5; // !TODO: Reduce skill's duration. But for how long? break; case SC_ARMOR: // NPC_DEFENDER: val2 = 80; // Damage reduction // Attack requirements to be blocked: val3 = BF_LONG; // Range val4 = BF_WEAPON|BF_MISC; // Type break; case SC_ENCHANTARMS: // end previous enchants skill_enchant_elemental_end(bl,type); // Make sure the received element is valid. if (val1 >= ELE_ALL) val1 = val1%ELE_ALL; else if (val1 < 0) val1 = rnd()%ELE_ALL; break; case SC_CRITICALWOUND: val2 = 20*val1; // Heal effectiveness decrease break; case SC_MAGICMIRROR: // Level 1 ~ 5 & 6 ~ 10 has different duration // Level 6 ~ 10 use effect of level 1 ~ 5 val1 = 1 + ((val1-1)%5); case SC_SLOWCAST: val2 = 20*val1; // Magic reflection/cast rate break; case SC_ARMORCHANGE: if (val2 == NPC_ANTIMAGIC) { // Boost mdef val2 =-20; val3 = 20; } else { // Boost def val2 = 20; val3 =-20; } // Level 1 ~ 5 & 6 ~ 10 has different duration // Level 6 ~ 10 use effect of level 1 ~ 5 val1 = 1 + ((val1-1)%5); val2 *= val1; // 20% per level val3 *= val1; break; case SC_EXPBOOST: case SC_JEXPBOOST: case SC_JP_EVENT04: if (val1 < 0) val1 = 0; break; case SC_INCFLEE2: case SC_INCCRI: val2 = val1*10; // Actual boost (since 100% = 1000) break; case SC_SUFFRAGIUM: #ifdef RENEWAL val2 = 5 + val1 * 5; // Speed cast decrease #else val2 = 15 * val1; // Speed cast decrease #endif break; case SC_INCHEALRATE: if (val1 < 1) val1 = 1; break; case SC_DOUBLECAST: val2 = 30+10*val1; // Trigger rate break; case SC_KAIZEL: val2 = 10*val1; // % of life to be revived with break; // case SC_ARMOR_ELEMENT_WATER: // case SC_ARMOR_ELEMENT_EARTH: // case SC_ARMOR_ELEMENT_FIRE: // case SC_ARMOR_ELEMENT_WIND: // case SC_ARMOR_RESIST: // Mod your resistance against elements: // val1 = water | val2 = earth | val3 = fire | val4 = wind // break; // case ????: // Place here SCs that have no SCB_* data, no skill associated, no ICON // associated, and yet are not wrong/unknown. [Skotlex] // break; case SC_MERC_FLEEUP: case SC_MERC_ATKUP: case SC_MERC_HITUP: val2 = 15 * val1; break; case SC_MERC_HPUP: case SC_MERC_SPUP: val2 = 5 * val1; break; case SC_REBIRTH: val2 = 20*val1; // % of life to be revived with break; case SC_MANU_DEF: case SC_MANU_ATK: case SC_MANU_MATK: val2 = 1; // Manuk group break; case SC_SPL_DEF: case SC_SPL_ATK: case SC_SPL_MATK: val2 = 2; // Splendide group break; /* General */ case SC_FEAR: status_change_start(src,bl,SC_ANKLE,10000,val1,0,0,0,2000,SCSTART_NOAVOID|SCSTART_NOTICKDEF|SCSTART_NORATEDEF); break; /* Rune Knight */ case SC_DEATHBOUND: val2 = 500 + 100 * val1; break; case SC_STONEHARDSKIN: if (!status_charge(bl, status->hp / 5, 0)) // 20% of HP return 0; if (sd) val1 = sd->status.job_level * pc_checkskill(sd, RK_RUNEMASTERY) / 4; // DEF/MDEF Increase break; case SC_REFRESH: status_heal(bl, status_get_max_hp(bl) * 25 / 100, 0, 1); status_change_clear_buffs(bl, SCCB_REFRESH); break; case SC_MILLENNIUMSHIELD: { int8 chance = rnd()%100; val2 = ((chance < 20) ? 4 : (chance < 50) ? 3 : 2); // Shield count val3 = 1000; // Shield HP clif_millenniumshield(bl, val2); } break; case SC_ABUNDANCE: val4 = tick / 10000; tick_time = 10000; // [GodLesZ] tick time break; case SC_GIANTGROWTH: val2 = 30; // Damage success rate and STR increase break; case SC_LUXANIMA: val2 = 15; // Storm Blast success % val3 = 30; // Damage/HP/SP % increase break; /* Arch Bishop */ case SC_RENOVATIO: val4 = tick / 5000; tick_time = 5000; break; case SC_SECRAMENT: val2 = 10 * val1; break; case SC_VENOMIMPRESS: val2 = 10 * val1; break; case SC_WEAPONBLOCKING: val2 = 10 + 2 * val1; // Chance val4 = tick / 5000; tick_time = 5000; // [GodLesZ] tick time break; case SC_OBLIVIONCURSE: if (val3 == 0) break; val4 = tick / 3000; tick_time = 3000; // [GodLesZ] tick time break; case SC_CLOAKINGEXCEED: val2 = (val1 + 1) / 2; // Hits val3 = (val1 - 1) * 10; // Walk speed if (bl->type == BL_PC) val4 |= battle_config.pc_cloak_check_type&7; else val4 |= battle_config.monster_cloak_check_type&7; tick_time = 1000; // [GodLesZ] tick time break; case SC_HALLUCINATIONWALK: case SC_NPC_HALLUCINATIONWALK: val2 = 50 * val1; // Evasion rate of physical attacks. Flee val3 = 10 * val1; // Evasion rate of magical attacks. break; case SC_MARSHOFABYSS: if( bl->type == BL_PC ) val2 = 3 * val1; // AGI and DEX Reduction else // BL_MOB val2 = 6 * val1; // AGI and DEX Reduction val3 = 10 * val1; // Movement Speed Reduction break; case SC_FREEZE_SP: // val2 = sp drain per 10 seconds tick_time = 10000; // [GodLesZ] tick time break; case SC_SPHERE_1: case SC_SPHERE_2: case SC_SPHERE_3: case SC_SPHERE_4: case SC_SPHERE_5: if( !sd ) return 0; // Should only work on players. val4 = tick / 1000; if( val4 < 1 ) val4 = 1; tick_time = 1000; // [GodLesZ] tick time break; case SC_SHAPESHIFT: switch( val1 ) { case 1: val2 = ELE_FIRE; break; case 2: val2 = ELE_EARTH; break; case 3: val2 = ELE_WIND; break; case 4: val2 = ELE_WATER; break; } break; case SC_ELECTRICSHOCKER: case SC_CRYSTALIZE: val4 = tick / 1000; if( val4 < 1 ) val4 = 1; tick_time = 1000; // [GodLesZ] tick time break; case SC_MEIKYOUSISUI: val2 = val1 * 2; // % HP each sec val3 = val1; // % SP each sec val4 = tick / 1000; if( val4 < 1 ) val4 = 1; tick_time = 1000; break; case SC_CAMOUFLAGE: val4 = tick/1000; tick_time = 1000; // [GodLesZ] tick time break; case SC_WUGDASH: { //Store time at which you started running. t_tick currenttick = gettick(); // Note: this int64 value is stored in two separate int32 variables (FIXME) val3 = (int)(currenttick&0x00000000ffffffffLL); val4 = (int)((currenttick&0xffffffff00000000LL)>>32); tick = INFINITE_TICK; break; } case SC__SHADOWFORM: { struct map_session_data * s_sd = map_id2sd(val2); if( s_sd ) s_sd->shadowform_id = bl->id; val4 = tick / 1000; tick_time = 1000; // [GodLesZ] tick time } break; case SC__STRIPACCESSORY: if (!sd) val2 = 20; break; case SC__INVISIBILITY: val2 = 50 - 10 * val1; // ASPD val3 = 20 * val1; // CRITICAL val4 = tick / 1000; tick = INFINITE_TICK; // Duration sent to the client should be infinite tick_time = 1000; // [GodLesZ] tick time break; case SC__ENERVATION: val2 = 20 + 10 * val1; // ATK Reduction if (sd) { pc_delspiritball(sd,sd->spiritball,0); pc_delspiritcharm(sd,sd->spiritcharm,sd->spiritcharm_type); } break; case SC__GROOMY: val2 = 20 + 10 * val1; // ASPD val3 = 20 * val1; // HIT if( sd ) { // Removes Animals if( pc_isriding(sd) ) pc_setriding(sd, 0); if( pc_isridingdragon(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_DRAGON); if( pc_iswug(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_WUG); if( pc_isridingwug(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_WUGRIDER); if( pc_isfalcon(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_FALCON); if( sd->status.pet_id > 0 ) pet_return_egg(sd, sd->pd); if( hom_is_active(sd->hd) ) hom_vaporize(sd, HOM_ST_ACTIVE); //if( sd->md ) mercenary_delete(sd->md,3); // Are Mercenaries removed? [aleos] } break; case SC__LAZINESS: val2 = 10 + 10 * val1; // Cast Increase val3 = 10 * val1; // Flee Reduction break; case SC__UNLUCKY: { sc_type rand_eff; switch(rnd() % 3) { case 1: rand_eff = SC_BLIND; break; case 2: rand_eff = SC_SILENCE; break; default: rand_eff = SC_POISON; break; } val2 = 10 * val1; // Crit and Flee2 Reduction status_change_start(src,bl,rand_eff,10000,val1,0,(rand_eff == SC_POISON ? src->id : 0),0,tick,SCSTART_NOTICKDEF|SCSTART_NORATEDEF); break; } case SC__WEAKNESS: val2 = 10 * val1; // Bypasses coating protection and MADO sc_start(src,bl,SC_STRIPWEAPON,100,val1,tick); sc_start(src,bl,SC_STRIPSHIELD,100,val1,tick); break; case SC_GN_CARTBOOST: if( val1 < 3 ) val2 = 50; else if( val1 > 2 && val1 < 5 ) val2 = 75; else val2 = 100; break; case SC_PROPERTYWALK: val3 = 0; break; case SC_STRIKING: // val2 = watk bonus already calc val3 = 6 - val1;// spcost = 6 - level (lvl1:5 ... lvl 5: 1) val4 = tick / 1000; tick_time = 1000; // [GodLesZ] tick time break; case SC_WARMER: val4 = tick / 3000; tick = INFINITE_TICK; // Duration sent to the client should be infinite tick_time = 3000; break; case SC_HELLS_PLANT: tick_time = status_get_sc_interval(type); val4 = tick - tick_time; // Remaining time break; case SC_SWINGDANCE: val3 = 3 * val1 + val2; // Walk speed and aspd reduction. break; case SC_SYMPHONYOFLOVER: val3 = 2 * val1 + val2 + (sd?sd->status.job_level:50) / 4; // MDEF Increase break; case SC_MOONLITSERENADE: // MATK Increase case SC_RUSHWINDMILL: // ATK Increase val3 = 4 + val1 * 3 + val2 + (sd?sd->status.job_level:50) / 5; break; case SC_ECHOSONG: val3 = 6 * val1 + val2 + (sd?sd->status.job_level:50) / 4; // DEF Increase break; case SC_HARMONIZE: val2 = 5 + 5 * val1; break; case SC_VOICEOFSIREN: val4 = tick / 2000; tick_time = 2000; // [GodLesZ] tick time break; case SC_DEEPSLEEP: val4 = tick / 2000; tick_time = 2000; // [GodLesZ] tick time break; case SC_SIRCLEOFNATURE: val2 = 50 * val1; // HP recovery rate break; case SC_SONGOFMANA: status_heal(bl, 0, status->max_sp * (val1 <= 2 ? 10 : val1 <= 4 ? 15 : 20) / 100, 1); val3 = 50 * val1; break; case SC_SATURDAYNIGHTFEVER: if (!val4) val4 = skill_get_time2(scdb->skill_id,val1); if (!val4) val4 = 3000; val3 = tick/val4; tick_time = val4; // [GodLesZ] tick time break; case SC_GLOOMYDAY: val2 = 20 + 5 * val1; // Flee reduction. val3 = 15 + 5 * val1; // ASPD reduction. if( sd && rnd()%100 < val1 ) { // (Skill Lv) % val4 = 1; // Reduce walk speed by half. if( pc_isriding(sd) ) pc_setriding(sd, 0); if( pc_isridingdragon(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_DRAGON); } break; case SC_GLOOMYDAY_SK: // Random number between [15 ~ (Voice Lesson Skill Level x 5) + (Skill Level x 10)] %. val2 = 15 + rnd()%( (sd?pc_checkskill(sd, WM_LESSON)*5:0) + val1*10 ); break; case SC_SITDOWN_FORCE: case SC_BANANA_BOMB_SITDOWN: if( sd && !pc_issit(sd) ) { pc_setsit(sd); skill_sit(sd, true); clif_sitting(bl); } break; case SC_DANCEWITHWUG: val3 = 5 * val1; // ASPD Increase val4 = 20 + 10 * val1; // Fixed Cast Time Reduction break; case SC_LERADSDEW: val3 = 2 + 3 * val1 + min(3 * val2, 25); // MaxHP Increase break; case SC_MELODYOFSINK: val2 = 10 * val1; // INT Reduction. val3 = 2 + 2 * val1; // MaxSP reduction break; case SC_BEYONDOFWARCRY: val2 = 10 + 10 * val1; // STR Reduction val3 = 4 * val1; // MaxHP Reduction break; case SC_UNLIMITEDHUMMINGVOICE: val3 = 4 * val1 + min(3 * val2, 15); // !TODO: What's the Lesson bonus? break; case SC_REFLECTDAMAGE: val2 = 10 * val1; // Reflect reduction amount val3 = val1*5 + 25; // Number of reflects val4 = tick/1000; // Number of SP cycles (duration) tick_time = 1000; // [GodLesZ] tick time break; case SC_FORCEOFVANGUARD: val2 = 8 + 12 * val1; // Chance val3 = 5 + 2 * val1; // Max rage counters tick = INFINITE_TICK; // Endless duration in the client tick_time = 10000; // [GodLesZ] tick time break; case SC_EXEEDBREAK: val2 = 150 * val1; if (sd) { // Players short index = sd->equip_index[EQI_HAND_R]; if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_WEAPON) val2 += 15 * sd->status.job_level + sd->inventory_data[index]->weight / 10 * sd->inventory_data[index]->weapon_level * status_get_lv(bl) / 100; } else // Monster val2 += 750; break; case SC_PRESTIGE: val2 = (status->int_ + status->luk) * val1 / 20 * status_get_lv(bl) / 200 + val1; // Chance to evade magic damage. val3 = ((val1 * 15) + (10 * (sd?pc_checkskill(sd,CR_DEFENDER):skill_get_max(CR_DEFENDER)))) * status_get_lv(bl) / 100; // Defence added break; case SC_SHIELDSPELL_HP: val2 = 3; // 3% HP every 3 seconds tick_time = status_get_sc_interval(type); val4 = tick - tick_time; // Remaining time break; case SC_SHIELDSPELL_SP: val2 = 3; // 3% SP every 5 seconds tick_time = status_get_sc_interval(type); val4 = tick - tick_time; // Remaining time break; case SC_SHIELDSPELL_ATK: val2 = 150; // WATK/MATK bonus break; case SC_BANDING: val2 = (sd ? skill_banding_count(sd) : 1); tick_time = 5000; // [GodLesZ] tick time break; case SC_MAGNETICFIELD: tick_time = 1000; // [GodLesZ] tick time val4 = tick / tick_time; break; case SC_INSPIRATION: val2 = 40 * val1; // ATK/MATK val3 = 6 * val1; //All stat bonus val4 = tick / 5000; tick_time = 5000; // [GodLesZ] tick time status_change_clear_buffs(bl, SCCB_DEBUFFS); // Remove debuffs break; case SC_CRESCENTELBOW: val2 = (sd?sd->status.job_level:50) / 2 + (50 + 5 * val1); break; case SC_LIGHTNINGWALK: // [(Job Level / 2) + (40 + 5 * Skill Level)] % val1 = (sd?sd->status.job_level:2)/2 + 40 + 5 * val1; break; case SC_GT_ENERGYGAIN: val2 = 10 + 5 * val1; // Sphere gain chance. break; case SC_GT_CHANGE: // Take note there is no def increase as skill desc says. [malufett] val2 = val1 * 8; // ATK increase val3 = status->agi * val1 / 60; // ASPD increase: [(Target AGI x Skill Level) / 60] % break; case SC_GT_REVITALIZE: // Take note there is no vit, aspd, speed increase as skill desc says. [malufett] val2 = 2 * val1; // MaxHP: [(Skill Level * 2)]% val3 = val1 * 30 + 50; // Natural HP recovery increase: [(Skill Level x 30) + 50] % // The stat def is not shown in the status window and it is processed differently val4 = val1 * 20; // STAT DEF increase break; case SC_PYROTECHNIC_OPTION: val2 = 60; // Eatk Renewal (Atk2) break; case SC_HEATER_OPTION: val2 = 120; // Eatk Renewal (Atk2) val3 = ELE_FIRE; // Change into fire element. break; case SC_TROPIC_OPTION: val2 = 180; // Eatk Renewal (Atk2) val3 = MG_FIREBOLT; break; case SC_AQUAPLAY_OPTION: val2 = 40; break; case SC_COOLER_OPTION: val2 = 80; val3 = ELE_WATER; // Change into water element. break; case SC_CHILLY_AIR_OPTION: val2 = 120; // Matk. Renewal (Matk1) val3 = MG_COLDBOLT; break; case SC_WIND_STEP_OPTION: val2 = 50; // % Increase speed and flee. break; case SC_BLAST_OPTION: val2 = 20; val3 = ELE_WIND; // Change into wind element. break; case SC_WILD_STORM_OPTION: val2 = MG_LIGHTNINGBOLT; break; case SC_PETROLOGY_OPTION: val2 = 5; //HP Rate bonus val3 = 50; break; case SC_SOLID_SKIN_OPTION: val2 = 33; //% Increase DEF break; case SC_CURSED_SOIL_OPTION: val2 = 10; //HP rate bonus val3 = ELE_EARTH; // Change into earth element. break; case SC_UPHEAVAL_OPTION: val2 = 15; //HP rate bonus val3 = WZ_EARTHSPIKE; break; case SC_CIRCLE_OF_FIRE_OPTION: val2 = 300; break; case SC_WATER_SCREEN_OPTION: tick_time = 10000; break; case SC_FIRE_CLOAK_OPTION: case SC_WATER_DROP_OPTION: case SC_WIND_CURTAIN_OPTION: case SC_STONE_SHIELD_OPTION: val2 = 100; // Elemental modifier. break; case SC_TROPIC: case SC_CHILLY_AIR: case SC_WILD_STORM: case SC_UPHEAVAL: val2 += 10; case SC_HEATER: case SC_COOLER: case SC_BLAST: case SC_CURSED_SOIL: val2 += 10; case SC_PYROTECHNIC: case SC_AQUAPLAY: case SC_GUST: case SC_PETROLOGY: val2 += 5; val3 += 9000; case SC_CIRCLE_OF_FIRE: case SC_FIRE_CLOAK: case SC_WATER_DROP: case SC_WATER_SCREEN: case SC_WIND_CURTAIN: case SC_WIND_STEP: case SC_STONE_SHIELD: case SC_SOLID_SKIN: val2 += 5; val3 += 1000; tick_time = val3; // [GodLesZ] tick time break; case SC_WATER_BARRIER: val2 = 30; // Reductions. Atk2 and Flee1 break; case SC_ZEPHYR: val2 = 25; // Flee. break; case SC_TIDAL_WEAPON: val2 = 20; // Increase Elemental's attack. break; case SC_ROCK_CRUSHER: case SC_ROCK_CRUSHER_ATK: case SC_POWER_OF_GAIA: val2 = 33; //Def rate bonus/Speed rate reduction val3 = 20; //HP rate bonus break; case SC_TEARGAS: val2 = status_get_max_hp(bl) * 5 / 100; // Drain 5% HP val4 = tick / 2000; tick_time = 2000; break; case SC_TEARGAS_SOB: val4 = tick / 3000; tick_time = 3000; break; case SC_STOMACHACHE: val2 = 8; // SP consume. val4 = tick / 10000; tick_time = 10000; // [GodLesZ] tick time break; case SC_PROMOTE_HEALTH_RESERCH: //val1: 1 = Regular Potion, 2 = Thrown Potion //val2: 1 = Small Potion, 2 = Medium Potion, 3 = Large Potion //val3: MaxHP Increase By Fixed Amount if (val1 == 1) // If potion was normally used, take the user's BaseLv val3 = 1000 * val2 - 500 + status_get_lv(bl) * 10 / 3; else if (val1 == 2) // If potion was thrown at someone, take the thrower's BaseLv val3 = 1000 * val2 - 500 + status_get_lv(src) * 10 / 3; if (val3 <= 0) // Prevents a negeative value from happening val3 = 0; break; case SC_ENERGY_DRINK_RESERCH: //val1: 1 = Regular Potion, 2 = Thrown Potion //val2: 1 = Small Potion, 2 = Medium Potion, 3 = Large Potion //val3: MaxSP Increase By Percentage Amount if (val1 == 1) // If potion was normally used, take the user's BaseLv val3 = status_get_lv(bl) / 10 + 5 * val2 - 10; else if (val1 == 2) // If potion was thrown at someone, take the thrower's BaseLv val3 = status_get_lv(src) / 10 + 5 * val2 - 10; if (val3 <= 0) // Prevents a negeative value from happening val3 = 0; break; case SC_KYOUGAKU: val2 = 2*val1 + rnd()%val1; clif_status_change(bl,EFST_ACTIVE_MONSTER_TRANSFORM,1,0,1002,0,0); break; case SC_KAGEMUSYA: val2 = 20; // Damage increase bonus val3 = val1 * 2; tick_time = 1000; val4 = tick / tick_time; break; case SC_ZANGETSU: if( status_get_hp(bl) % 2 == 0 ) val2 = (status_get_lv(bl) / 3) + (20 * val1); //+Watk else val2 -= (status_get_lv(bl) / 3) + (30 * val1); //-Watk if( status_get_sp(bl) % 2 == 0 ) val3 = (status_get_lv(bl) / 3) + (20 * val1); //+Matk else val3 -= (status_get_lv(bl) / 3) + (30 * val1); //-Matk break; case SC_GENSOU: { int hp = status_get_hp(bl), lv = 5; short per = 100 / (status_get_max_hp(bl) / hp); if( per <= 15 ) lv = 1; else if( per <= 30 ) lv = 2; else if( per <= 50 ) lv = 3; else if( per <= 75 ) lv = 4; if( hp % 2 == 0) status_heal(bl, hp * (6-lv) * 4 / 100, status_get_sp(bl) * (6-lv) * 3 / 100, 1); else status_zap(bl, hp * (lv*4) / 100, status_get_sp(bl) * (lv*3) / 100); } break; case SC_ANGRIFFS_MODUS: val2 = 50 + 20 * val1; // atk bonus val3 = 25 + 10 * val1; // Flee reduction. val4 = tick/1000; // hp/sp reduction timer tick_time = 1000; break; case SC_GOLDENE_FERSE: val2 = 10 + 10*val1; // flee bonus val3 = 6 + 4 * val1; // Aspd Bonus val4 = 2 + 2 * val1; // Chance of holy attack break; case SC_STONE_WALL: val2 = 100 * val1; // DEF bonus val3 = 30 * val1; // MDEF bonus break; case SC_OVERED_BOOST: val2 = 400 + 40 * val1; // flee bonus val3 = 180 + 2 * val1; // aspd bonus val4 = 50; // def reduc % break; case SC_GRANITIC_ARMOR: val2 = 2*val1; // dmg reduction val3 = 6*val1; // dmg taken on status end (6%:12%:18%:24%:30%) val4 = 5*val1; // unknow formula break; case SC_MAGMA_FLOW: val2 = 3*val1; // Activation chance break; case SC_PYROCLASTIC: val2 += 100 + 10*val1; // atk bonus // !TODO: Confirm formula break; case SC_PARALYSIS: // [Lighta] need real info val2 = 2*val1; // def reduction val3 = 500*val1; // varcast augmentation break; case SC_LIGHT_OF_REGENE: // Yommy leak need confirm val2 = 20 * val1; // hp reco on death % break; case SC_PAIN_KILLER: // Yommy leak need confirm val2 = min((( 200 * val1 ) * status_get_lv(src)) / 150, 1000); // dmg reduction linear. upto a maximum of 1000 [iRO Wiki] if(sc->data[SC_PARALYSIS]) sc_start(src,bl, SC_ENDURE, 100, val1, tick); // Start endure for same duration break; case SC_STYLE_CHANGE: tick = INFINITE_TICK; // Infinite duration break; case SC_CBC: val3 = 10; // Drain sp % dmg val4 = tick/1000; // dmg each sec tick = 1000; break; case SC_EQC: val2 = 5 * val1; // def % reduc val3 = 2 * val1; // HP drain % break; case SC_ASH: val2 = 0; // hit % reduc val3 = 0; // def % reduc val4 = 0; // atk flee & reduc if (!status_bl_has_mode(bl,MD_STATUSIMMUNE)) { val2 = 50; if (status_get_race(bl) == RC_PLANT) // plant type val3 = 50; if (status_get_element(bl) == ELE_WATER) // defense water type val4 = 50; } break; case SC_FULL_THROTTLE: val2 = ( val1 == 1 ? 6 : 6 - val1 ); val3 = 20; //+% AllStats tick_time = 1000; val4 = tick / tick_time; break; case SC_REBOUND: tick_time = 2000; val4 = tick / tick_time; clif_emotion(bl, ET_SWEAT); break; case SC_KINGS_GRACE: val2 = 3 + val1; //HP Recover rate tick_time = 1000; val4 = tick / tick_time; break; case SC_TELEKINESIS_INTENSE: val2 = 10 * val1; // sp consum / casttime reduc % val3 = 40 * val1; // magic dmg bonus break; case SC_OFFERTORIUM: val2 = 30 * val1; // heal power bonus val3 = 100 + 20 * val1; // sp cost inc break; case SC_FRIGG_SONG: val2 = 5 * val1; // maxhp bonus val3 = 80 + 20 * val1; // healing tick_time = 1000; val4 = tick / tick_time; break; case SC_FLASHCOMBO: val2 = 20 * val1 + 20; // atk bonus break; case SC_DARKCROW: val2 = 30 * val1; // ATK bonus break; case SC_UNLIMIT: val2 = 50 * val1; break; case SC_MONSTER_TRANSFORM: case SC_ACTIVE_MONSTER_TRANSFORM: if( !mobdb_checkid(val1) ) val1 = MOBID_PORING; // Default poring break; #ifndef RENEWAL case SC_APPLEIDUN: { struct map_session_data * s_sd = BL_CAST(BL_PC, src); val2 = (5 + 2 * val1) + (status_get_vit(src) / 10); //HP Rate: (5 + 2 * skill_lv) + (vit/10) + (BA_MUSICALLESSON level) if (s_sd) val2 += pc_checkskill(s_sd, BA_MUSICALLESSON) / 2; break; } #endif case SC_EPICLESIS: val2 = 5 * val1; //HP rate bonus break; case SC_ILLUSIONDOPING: val2 = 50; // -Hit break; case SC_OVERHEAT: case SC_OVERHEAT_LIMITPOINT: case SC_STEALTHFIELD: tick_time = tick; tick = INFINITE_TICK; break; case SC_STEALTHFIELD_MASTER: tick_time = val3 = 2000 + 1000 * val1; val4 = tick / tick_time; break; case SC_VACUUM_EXTREME: // Suck target at n second, only if the n second is lower than the duration // Does not suck targets on no-knockback maps if (val4 < tick && unit_blown_immune(bl, 0x9) == UB_KNOCKABLE) { tick_time = val4; val4 = tick - tick_time; } else val4 = 0; break; case SC_FIRE_INSIGNIA: case SC_WATER_INSIGNIA: case SC_WIND_INSIGNIA: case SC_EARTH_INSIGNIA: tick_time = 5000; val4 = tick / tick_time; break; case SC_NEUTRALBARRIER: val2 = 10 + val1 * 5; // Def/Mdef tick = INFINITE_TICK; break; case SC_MAGIC_POISON: val2 = 50; // Attribute Reduction break; /* Rebellion */ case SC_B_TRAP: val2 = src->id; val3 = val1 * 25; // -movespeed TODO: Figure out movespeed rate break; case SC_C_MARKER: case SC_BURNT: // val1 = skill_lv // val2 = src_id val3 = 10; // -10 flee //Start timer to send mark on mini map val4 = tick/1000; tick_time = 1000; // Sends every 1 seconds break; case SC_H_MINE: val2 = src->id; break; case SC_HEAT_BARREL: { uint8 n = 10; if (sd) n = (uint8)sd->spiritball_old; //kRO Update 2016-05-25 val2 = n * 5; // -fixed casttime val3 = (6 + val1 * 2) * n; // ATK val4 = 25 + val1 * 5; // -hit } break; case SC_P_ALTER: { uint8 n = 10; if (sd) n = (uint8)sd->spiritball_old; val2 = 10 * n; // +atk val3 = (status->max_hp * (val1 * 5) / 100); // Barrier HP } break; case SC_E_CHAIN: val2 = 10; if (sd) val2 = sd->spiritball_old; break; case SC_ANTI_M_BLAST: val2 = val1 * 10; break; case SC_CATNIPPOWDER: val2 = 50; // WATK%, MATK% val3 = 25 * val1; // Move speed reduction if (bl->type == BL_PC && pc_checkskill(sd, SU_SPIRITOFLAND)) val4 = status_get_lv(src) / 12; break; case SC_BITESCAR: { const struct status_data *b_status = status_get_base_status(src); // Base Status val2 = (status_get_max_hp(bl) * (val1 + (b_status->dex / 25))) / status_get_max_hp(bl); // MHP% damage tick_time = 1000; val4 = tick / tick_time; } break; case SC_ARCLOUSEDASH: val2 = 15 + 5 * val1; // AGI val3 = 25; // Move speed increase if (sd && (sd->class_&MAPID_BASEMASK) == MAPID_SUMMONER) val4 = 10; // Ranged ATK increase break; case SC_SHRIMP: val2 = 10; // BATK%, MATK% break; case SC_FRESHSHRIMP: { int min = 0, max = 0; #ifdef RENEWAL min = status_base_matk_min(src, status, status_get_lv(src)); max = status_base_matk_max(src, status, status_get_lv(src)); if (status->rhw.matk > 0) { int wMatk, variance; wMatk = status->rhw.matk; variance = wMatk * status->rhw.wlv / 10; min += wMatk - variance; max += wMatk + variance; } #endif if (sd && sd->right_weapon.overrefine > 0) { min++; max += sd->right_weapon.overrefine - 1; } val2 += min + 178; // Heal if (max > min) val2 += rnd() % (max - min); // Heal if (sd) { if (pc_checkskill(sd, SU_POWEROFSEA) > 0) { val2 += val2 * 10 / 100; if (pc_checkskill_summoner(sd, SUMMONER_POWER_SEA) >= 20) val2 += val2 * 20 / 100; } if (pc_checkskill(sd, SU_SPIRITOFSEA) > 0) val2 *= 2; // Doubles HP } tick_time = 10000 - ((val1 - 1) * 1000); val4 = tick / tick_time; } break; case SC_TUNAPARTY: val2 = (status->max_hp * (val1 * 10) / 100); // Max HP% to absorb if (sd && pc_checkskill(sd, SU_SPIRITOFSEA)) val2 <<= 1; // Double the shield life break; case SC_HISS: val2 = 50; // Perfect Dodge sc_start(src, bl, SC_DORAM_WALKSPEED, 100, 50, skill_get_time2(SU_HISS, val1)); break; case SC_GROOMING: val2 = 100; // Flee break; case SC_CHATTERING: val2 = 100; // eATK, eMATK sc_start(src, bl, SC_DORAM_WALKSPEED, 100, 50, skill_get_time2(SU_CHATTERING, val1)); break; case SC_SWORDCLAN: case SC_ARCWANDCLAN: case SC_GOLDENMACECLAN: case SC_CROSSBOWCLAN: case SC_JUMPINGCLAN: tick = INFINITE_TICK; status_change_start(src,bl,SC_CLAN_INFO,10000,0,val2,0,0,INFINITE_TICK,flag); break; case SC_DORAM_BUF_01: case SC_DORAM_BUF_02: tick_time = 10000; // every 10 seconds if( (val4 = tick/tick_time) < 1 ) val4 = 1; break; case SC_GLASTHEIM_ATK: val1 = 100; // Undead/Demon MDEF ignore rate break; case SC_GLASTHEIM_HEAL: val1 = 100; // Heal Power rate bonus val2 = 50; // Received heal rate bonus break; case SC_GLASTHEIM_HIDDEN: val1 = 90; // Damage rate reduction bonus break; case SC_GLASTHEIM_STATE: val1 = 20; // All-stat bonus break; case SC_GLASTHEIM_ITEMDEF: val1 = 200; // DEF bonus val2 = 50; // MDEF bonus break; case SC_GLASTHEIM_HPSP: val1 = 10000; // HP bonus val2 = 1000; // SP bonus break; case SC_ANCILLA: val1 = 15; // Heal Power rate bonus val2 = 30; // SP Recovery rate bonus break; case SC_HELPANGEL: tick_time = 1000; val4 = tick / tick_time; break; case SC_EMERGENCY_MOVE: val2 = 25; // Movement speed increase break; case SC_SUNSTANCE: val2 = 2 + val1; // ATK Increase tick = INFINITE_TICK; break; case SC_LUNARSTANCE: val2 = 2 + val1; // MaxHP Increase tick = INFINITE_TICK; break; case SC_STARSTANCE: val2 = 4 + 2 * val1; // ASPD Increase tick = INFINITE_TICK; break; case SC_DIMENSION1: case SC_DIMENSION2: if (sd) pc_addspiritball(sd, skill_get_time2(SJ_BOOKOFDIMENSION, 1), 2); break; case SC_UNIVERSESTANCE: val2 = 2 + val1; // All Stats Increase tick = INFINITE_TICK; break; case SC_NEWMOON: val2 = 7; // Number of Regular Attacks Until Reveal tick_time = 1000; val4 = tick / tick_time; break; case SC_FALLINGSTAR: val2 = 8 + 2 * (1 + val1) / 2; // Autocast Chance if (val1 >= 7) val2 += 1; // Make it 15% at level 7. break; case SC_CREATINGSTAR: tick_time = 500; val4 = tick / tick_time; break; case SC_LIGHTOFSUN: case SC_LIGHTOFMOON: case SC_LIGHTOFSTAR: val2 = 5 * val1; // Skill Damage Increase. break; case SC_SOULGOLEM: val2 = 60 * val1; // DEF Increase val3 = 15 + 5 * val1; // MDEF Increase break; case SC_SOULSHADOW: val2 = (1 + val1) / 2; // ASPD Increase val3 = 10 + 2 * val1; // CRIT Increase break; case SC_SOULFALCON: val2 = 10 * val1; // WATK Increase val3 = 10; // HIT Increase if (val1 >= 3) val3 += 3; else if (val1 >= 5) val3 += 5; break; case SC_SOULFAIRY: val2 = 10 * val1; // MATK Increase val3 = 5; // Variable Cast Time Reduction if (val1 >= 3) val3 += 2; else if (val1 >= 5) val3 += 5; break; case SC_SOULUNITY: tick_time = 3000; val4 = tick / tick_time; break; case SC_SOULDIVISION: val2 = 10 * val1; // Skill Aftercast Increase break; case SC_SOULREAPER: val2 = 10 + 5 * val1; // Chance of Getting A Soul Sphere. break; case SC_SOULCOLLECT: val2 = 5 + 3 * val2; // Max Soul Sphere's. val3 = tick > 0 ? tick : 60000; tick_time = tick; tick = INFINITE_TICK; break; case SC_SP_SHA: val2 = 50; // Move speed reduction break; case SC_SERVANTWEAPON: if( sd ){ // Generate 5 servants on start pc_addservantball( *sd, MAX_SERVANTBALL ); } tick_time = skill_get_time2(DK_SERVANTWEAPON,val1); // Servant Regen Interval if (tick_time < 500) tick_time = 500; // Avoid being brought down to 0. val4 = tick - tick_time; // Remaining Time break; case SC_VIGOR: { uint8 hp_loss[10] = { 15, 14, 12, 11, 9, 8, 6, 5, 3, 2 }; val2 = hp_loss[val1- 1]; } break; case SC_POWERFUL_FAITH: val2 = 5 + 5 * val1;// ATK Increase val3 = 5 + 2 * val1;// PAtk Increase break; case SC_FIRM_FAITH: val2 = 2 * val1;// MaxHP Increase val3 = 8 * val1;// Res Increase break; case SC_SINCERE_FAITH: val2 = (1 + val1) / 2;// ASPD Increase val3 = 4 * val1;// Perfect Hit Increase break; case SC_GUARD_STANCE: val2 = 50 + 50 * val1;// DEF Increase val3 = 50 * val1;// ATK Decrease tick = INFINITE_TICK; break; case SC_GUARDIAN_S: val2 = status->max_hp * (50 * val1) / 100;// Barrier HP break; case SC_REBOUND_S: val2 = 10 * val1;// Reduced Damage From Devotion if (val2 > 99) val2 = 99;// Lets not let it reduce above 99. break; case SC_ATTACK_STANCE: val2 = 40 * val1;// DEF Decrease val3 = 5 + 5 * val1;// ATK Increase tick = INFINITE_TICK; break; case SC_HOLY_S: val2 = 5 + 2 * val1;// Damage Reduction / Holy Damage Increase break; case SC_MEDIALE: val2 = 2 * val1;// Heal Rate val4 = tick / 2000; tick_time = 2000; break; case SC_A_VITA: case SC_A_TELUM: val2 = 5 * val1;// Res/MRes Pierce Percentage break; case SC_PRE_ACIES: val2 = 2 * val1;// CRate Increase break; case SC_COMPETENTIA: val2 = 10 * val1;// PAtk/SMatk Increase - Unconfirmed if this is official formula but its 50 at Lv 5. [Rytech] break; case SC_RELIGIO: case SC_BENEDICTUM: val2 = 2 * val1;// Trait Stats Increase break; case SC_DANCING_KNIFE: val4 = tick / 300; tick_time = 300; break; case SC_POTENT_VENOM: val2 = 3 * val1;// Res Pierce Percentage break; case SC_SHADOW_WEAPON: val2 = val1;// Success Chance of Shadow Scar break; case SC_A_MACHINE: val4 = tick / 1000; tick_time = 1000; break; case SC_D_MACHINE: val2 = 200 + 50 * val1;// DEF Increase val3 = 20 * val1;// Res Increase break; case SC_SHADOW_STRIP: if (!sd)// Res/MRes on mobs only. val2 = 25;// Need official reduction amount. break; case SC_ABYSSFORCEWEAPON: if( sd ){ // Generate 5 abyss spheres on start. pc_addabyssball( *sd, MAX_ABYSSBALL ); } tick_time = skill_get_time2(ABC_FROM_THE_ABYSS, val1);// Abyss Regen Interval if (tick_time < 500) tick_time = 500;// Avoid being brought down to 0. val4 = tick - tick_time;// Remaining Time break; case SC_ABYSS_SLAYER: val2 = 10 + 2 * val1;// PAtk/SMatk Increase val3 = 100 + 20 * val1;// Hit Increase break; case SC_WINDSIGN: val2 = 8 + 6 * val1;// Chance to gain AP on attack. if (val1 == 5)// Its 40% on level 5. val2 += 2; break; case SC_CALAMITYGALE:// Unlimit runs along with this. sc_start(bl, bl, SC_UNLIMIT, 100, 5, skill_get_time(RA_UNLIMIT, 5)); break; case SC_GEF_NOCTURN:// MRes Reduction. Official formula unknown. case SC_AIN_RHAPSODY:// Res Reduction. Official formula unknown. val2 = 10 * val1;// Res/MRes Decrease if (val3&2)// Bonus if partner is found in party. val2 *= 2; break; case SC_MUSICAL_INTERLUDE: val2 = 5 + 5 * val1;// Res Increase if (val3&2)// Bonus if partner is found in party. val2 *= 2; break; case SC_JAWAII_SERENADE: val2 = 3 * val1;// SMatk Increase if (val3 & 2)// Bonus if partner is found in party. val2 *= 2; break; case SC_PRON_MARCH: val2 = 3 * val1;// PAtk Increase if (val3 & 2)// Bonus if partner is found in party. val2 *= 2; break; case SC_SPELL_ENCHANTING: val2 = 4 * val1;// SMatk Increase break; case SC_FLAMETECHNIC: case SC_FLAMEARMOR: case SC_COLD_FORCE: case SC_CRYSTAL_ARMOR: case SC_GRACE_BREEZE: case SC_EYES_OF_STORM: case SC_EARTH_CARE: case SC_STRONG_PROTECTION: case SC_DEEP_POISONING: case SC_POISON_SHIELD: val2 += 10; val3 += 10000; tick_time = val3; break; case SC_FLAMETECHNIC_OPTION: val3 = ELE_FIRE; break; case SC_COLD_FORCE_OPTION: val3 = ELE_WATER; break; case SC_GRACE_BREEZE_OPTION: val3 = ELE_WIND; break; case SC_EARTH_CARE_OPTION: val3 = ELE_EARTH; break; case SC_DEEP_POISONING_OPTION: val3 = ELE_POISON; break; default: if (calc_flag == SCB_NONE && scdb->skill_id == 0 && scdb->icon == EFST_BLANK) { // Status change with no calc, no icon, and no skill associated...? ShowError("status_change_start: Unknown SC %d\n", type); return 0; } } else // Special considerations when loading SC data. switch( type ) { case SC_WEDDING: case SC_XMAS: case SC_SUMMER: case SC_HANBOK: case SC_OKTOBERFEST: case SC_DRESSUP: if( !vd ) break; clif_changelook(bl,LOOK_BASE,vd->class_); clif_changelook(bl,LOOK_WEAPON,0); clif_changelook(bl,LOOK_SHIELD,0); clif_changelook(bl,LOOK_CLOTHES_COLOR,vd->cloth_color); clif_changelook(bl,LOOK_BODY2,0); break; case SC_STONE: if (val3 > 0) break; //Incubation time still active //Fall through case SC_POISON: case SC_DPOISON: case SC_BLEEDING: case SC_BURNING: case SC_TOXIN: tick_time = tick; tick = tick_time + max(val4, 0); break; case SC_DEATHHURT: if (val3 == 1) break; tick_time = tick; tick = tick_time + max(val4, 0); case SC_MAGICMUSHROOM: case SC_PYREXIA: case SC_LEECHESEND: if (val3 == 0) break; tick_time = tick; tick = tick_time + max(val4, 0); break; case SC_SWORDCLAN: case SC_ARCWANDCLAN: case SC_GOLDENMACECLAN: case SC_CROSSBOWCLAN: case SC_JUMPINGCLAN: case SC_CLAN_INFO: // If the player still has a clan status, but was removed from his clan if( sd && sd->status.clan_id == 0 ){ return 0; } break; case SC_SERVANTWEAPON: case SC_ABYSSFORCEWEAPON: tick_time = tick; tick = tick_time + max(val4, 0); break; } if (sd && current_equip_combo_pos > 0 && tick == INFINITE_TICK) { ShowWarning("sc_start: Item combo of item #%u contains an INFINITE_TICK duration. Skipping bonus.\n", sd->inventory_data[pc_checkequip(sd, current_equip_combo_pos)]->nameid); return 0; } /* [Ind] */ if (scdb->flag[SCF_DISPLAYPC] || scdb->flag[SCF_DISPLAYNPC]) { int dval1 = 0, dval2 = 0, dval3 = 0; switch (type) { case SC_ALL_RIDING: dval1 = 1; break; case SC_CLAN_INFO: dval1 = val1; dval2 = val2; dval3 = val3; break; default: /* All others: just copy val1 */ dval1 = val1; break; } status_display_add(bl,type,dval1,dval2,dval3); } //SC that force player to stand if is sitting if (scdb->flag[SCF_SETSTAND] && sd && pc_issit(sd)) pc_setstand(sd, true); //SC that make stop attacking [LuzZza] if (scdb->flag[SCF_STOPATTACKING]) unit_stop_attack(bl); //SC that make stop walking if (scdb->flag[SCF_STOPWALKING]) { switch (type) { case SC_ANKLE: if (battle_config.skill_trap_type || !map_flag_gvg(bl->m)) unit_stop_walking(bl, 1); break; case SC__MANHOLE: if (bl->type == BL_PC || !unit_blown_immune(bl,0x1)) unit_stop_walking(bl,1); break; case SC_VACUUM_EXTREME: if (bl->type != BL_PC && unit_blown_immune(bl, 0x1) == UB_KNOCKABLE) { unit_stop_walking(bl,1); unit_stop_attack(bl); } break; case SC_WHITEIMPRISON: case SC_DEEPSLEEP: case SC_CRYSTALIZE: case SC_FREEZE: case SC_STUN: case SC_GRAVITYCONTROL: if (sc->data[SC_DANCING]) unit_stop_walking(bl, 1); break; default: if (!unit_blown_immune(bl,0x1)) unit_stop_walking(bl,1); break; } } //SC that make stop casting if (battle_config.sc_castcancel&bl->type && scdb->flag[SCF_STOPCASTING]) unit_skillcastcancel(bl,0); sc->opt1 = scdb->opt1; sc->opt2 |= scdb->opt2; sc->opt3 |= scdb->opt3; sc->option |= scdb->look; std::bitset<SCF_MAX> opt_flag = scdb->flag; uint16 disable_opt_flag = false; switch(type) { case SC_STONE: if (val3 > 0) sc->opt1 = OPT1_STONEWAIT; else sc->opt1 = OPT1_STONE; break; case SC_DANCING: if ((val1&0xFFFF) != CG_MOONLIT) sc->opt3 |= OPT3_MOONLIT; break; case SC_INCATKRATE: // Simulate Explosion Spirits effect for NPC_POWERUP [Skotlex] if (bl->type != BL_MOB) { disable_opt_flag = true; break; } break; } // On Aegis, when turning on a status change, first goes the option packet, then the sc packet. if (!disable_opt_flag && (opt_flag[SCF_SENDOPTION] || opt_flag[SCF_ONTOUCH] || opt_flag[SCF_UNITMOVE] || opt_flag[SCF_NONPLAYER] || opt_flag[SCF_SENDLOOK])) { clif_changeoption(bl); if(sd && opt_flag[SCF_SENDLOOK]) { clif_changelook(bl,LOOK_BASE,vd->class_); clif_changelook(bl,LOOK_WEAPON,0); clif_changelook(bl,LOOK_SHIELD,0); clif_changelook(bl,LOOK_CLOTHES_COLOR,vd->cloth_color); } } if (calc_flag&SCB_DYE) { // Reset DYE color if (vd && vd->cloth_color) { val4 = vd->cloth_color; clif_changelook(bl,LOOK_CLOTHES_COLOR,0); } calc_flag&=~SCB_DYE; } /*if (calc_flag&SCB_BODY)// Might be needed in the future. [Rytech] { //Reset body style if (vd && vd->body_style) { val4 = vd->body_style; clif_changelook(bl,LOOK_BODY2,0); } calc_flag&=~SCB_BODY; }*/ if (!(flag&SCSTART_NOICON) && !(flag&SCSTART_LOADED && scdb->flag[SCF_DISPLAYPC] || scdb->flag[SCF_DISPLAYNPC])) { int status_icon = scdb->icon; #if PACKETVER < 20151104 if (status_icon == EFST_WEAPONPROPERTY) status_icon = EFST_ATTACK_PROPERTY_NOTHING + val1; // Assign status icon for older clients #endif clif_status_change(bl, status_icon, 1, tick, scdb->flag[SCF_SENDVAL1] ? val1 : 1, scdb->flag[SCF_SENDVAL2] ? val2 : 0, scdb->flag[SCF_SENDVAL3] ? val3 : 0); } // Used as temporary storage for scs with interval ticks, so that the actual duration is sent to the client first. if( tick_time ) tick = tick_time; // Don't trust the previous sce assignment, in case the SC ended somewhere between there and here. if((sce=sc->data[type])) { // reuse old sc if( sce->timer != INVALID_TIMER ) delete_timer(sce->timer, status_change_timer); sc_isnew = false; } else { // New sc ++(sc->count); sce = sc->data[type] = ers_alloc(sc_data_ers, struct status_change_entry); } sce->val1 = val1; sce->val2 = val2; sce->val3 = val3; sce->val4 = val4; if (tick >= 0) sce->timer = add_timer(gettick() + tick, status_change_timer, bl->id, type); else sce->timer = INVALID_TIMER; // Infinite duration if (calc_flag) { if (sd) { switch(type) { // Statuses that adjust HP/SP and heal after starting case SC_BERSERK: case SC_MERC_HPUP: case SC_MERC_SPUP: status_calc_bl_(bl, static_cast<e_scb_flag>(calc_flag), SCO_FORCE); break; default: status_calc_bl(bl, calc_flag); break; } } else status_calc_bl(bl, calc_flag); } // Non-zero // Calc state for SC_STONE when OPT1_STONE in the timer if (sc_isnew && scdb->state.any() && type != SC_STONE) status_calc_state(bl, sc, scdb->state, true); if (sd && sd->pd) pet_sc_check(sd, type); // Skotlex: Pet Status Effect Healing // 1st thing to execute when loading status switch (type) { case SC_BERSERK: if (!(sce->val2)) { // Don't heal if already set status_heal(bl, status->max_hp, 0, 1); // Do not use percent_heal as this healing must override BERSERK's block. status_set_sp(bl, 0, 0); // Damage all SP } sce->val2 = 5 * status->max_hp / 100; break; case SC_RUN: { struct unit_data *ud = unit_bl2ud(bl); if( ud ) ud->state.running = unit_run(bl, NULL, SC_RUN); } break; case SC_BOSSMAPINFO: if (sd) clif_bossmapinfo(sd, map_id2boss(sce->val1), BOSS_INFO_ALIVE_WITHMSG); // First Message break; case SC_FULL_THROTTLE: case SC_MERC_HPUP: status_percent_heal(bl, 100, 0); // Recover Full HP break; case SC_MERC_SPUP: status_percent_heal(bl, 0, 100); // Recover Full SP break; case SC_WUGDASH: { struct unit_data *ud = unit_bl2ud(bl); if( ud ) ud->state.running = unit_run(bl, sd, SC_WUGDASH); } break; case SC_COMBO: switch(sce->val1) { case TK_STORMKICK: skill_combo_toggle_inf(bl, TK_JUMPKICK, 0); clif_skill_nodamage(bl,bl,TK_READYSTORM,1,1); break; case TK_DOWNKICK: skill_combo_toggle_inf(bl, TK_JUMPKICK, 0); clif_skill_nodamage(bl,bl,TK_READYDOWN,1,1); break; case TK_TURNKICK: skill_combo_toggle_inf(bl, TK_JUMPKICK, 0); clif_skill_nodamage(bl,bl,TK_READYTURN,1,1); break; case TK_COUNTER: skill_combo_toggle_inf(bl, TK_JUMPKICK, 0); clif_skill_nodamage(bl,bl,TK_READYCOUNTER,1,1); break; default: // Rest just toggle inf to enable autotarget skill_combo_toggle_inf(bl,sce->val1,INF_SELF_SKILL); break; } break; case SC_C_MARKER: //Send mini-map, don't wait for first timer triggered if (src->type == BL_PC && (sd = map_id2sd(src->id))) clif_crimson_marker(sd, bl, false); break; case SC_ITEMSCRIPT: // Shows Buff Icons if (sd) clif_status_change(bl, (efst_type)val2, 1, tick, 0, 0, 0); break; case SC_GVG_GIANT: case SC_GVG_GOLEM: case SC_GVG_STUN: case SC_GVG_STONE: case SC_GVG_FREEZ: case SC_GVG_SLEEP: case SC_GVG_CURSE: case SC_GVG_SILENCE: case SC_GVG_BLIND: if (val1 || val2) status_zap(bl, val1 ? val1 : 0, val2 ? val2 : 0); break; } if( opt_flag[SCF_ONTOUCH] && sd && !sd->npc_ontouch_.empty() ) npc_touchnext_areanpc(sd,false); // Run OnTouch_ on next char in range return 1; } /** * End all statuses except those listed * TODO: May be useful for dispel instead resetting a list there * @param src: Source of the status change [PC|MOB|HOM|MER|ELEM|NPC] * @param type: Changes behaviour of the function * 0: PC killed -> Place here statuses that do not dispel on death. * 1: If for some reason status_change_end decides to still keep the status when quitting. * 2: Do clif_changeoption() * 3: Do not remove some permanent/time-independent effects * @return 1: Success 0: Fail */ int status_change_clear(struct block_list* bl, int type) { struct status_change* sc; sc = status_get_sc(bl); if (!sc) return 0; // Cleaning all extras vars sc->comet_x = 0; sc->comet_y = 0; #ifndef RENEWAL sc->sg_counter = 0; #endif if (!sc->count) return 0; for (const auto &it : status_db) { sc_type status = static_cast<sc_type>(it.first); if (!sc->data[status]) continue; if (type == 0) { // Type 0: PC killed if (it.second->flag[SCF_NOREMOVEONDEAD]) { switch (status) { case SC_ELEMENTALCHANGE: // Only when its Holy or Dark that it doesn't dispell on death if (sc->data[status]->val2 != ELE_HOLY && sc->data[status]->val2 != ELE_DARK) break; default: continue; } } } if (type == 3 && it.second->flag[SCF_NOCLEARBUFF]) continue; status_change_end(bl, status, INVALID_TIMER); if( type == 1 && sc->data[status] ) { // If for some reason status_change_end decides to still keep the status when quitting. [Skotlex] (sc->count)--; if (sc->data[status]->timer != INVALID_TIMER) delete_timer(sc->data[status]->timer, status_change_timer); ers_free(sc_data_ers, sc->data[status]); sc->data[status] = NULL; } } sc->opt1 = 0; sc->opt2 = 0; sc->opt3 = 0; if( type == 0 || type == 2 ) clif_changeoption(bl); return 1; } /** * End a specific status after checking * @param bl: Source of the status change [PC|MOB|HOM|MER|ELEM|NPC] * @param type: Status change (SC_*) * @param tid: Timer * @param file: Used for dancing save * @param line: Used for dancing save * @return 1: Success 0: Fail */ int status_change_end_(struct block_list* bl, enum sc_type type, int tid, const char* file, int line) { struct map_session_data *sd; struct status_change *sc; struct status_change_entry *sce; struct status_data *status; struct view_data *vd; e_scb_flag calc_flag = SCB_NONE; std::shared_ptr<s_status_change_db> scdb = status_db.find(type); nullpo_ret(bl); sc = status_get_sc(bl); status = status_get_status_data(bl); if(!sc || !(sce = sc->data[type]) || !scdb) return 0; sd = BL_CAST(BL_PC,bl); if (sce->timer != tid && tid != INVALID_TIMER) return 0; if (tid == INVALID_TIMER) { if (type == SC_ENDURE && sce->val4) // Do not end infinite endure. return 0; if (type == SC_SPIDERWEB) { //Delete the unit group first to expire found in the status change std::shared_ptr<s_skill_unit_group> group, group2; t_tick tick = gettick(); int pos = 1; if (sce->val2) if (!(group = skill_id2group(sce->val2))) sce->val2 = 0; if (sce->val3) { if (!(group2 = skill_id2group(sce->val3))) sce->val3 = 0; else if (!group || ((group->limit - DIFF_TICK(tick, group->tick)) > (group2->limit - DIFF_TICK(tick, group2->tick)))) { group = group2; pos = 2; } } if (sce->val4) { if (!(group2 = skill_id2group(sce->val4))) sce->val4 = 0; else if (!group || ((group->limit - DIFF_TICK(tick, group->tick)) > (group2->limit - DIFF_TICK(tick, group2->tick)))) { group = group2; pos = 3; } } if (pos == 1) sce->val2 = 0; else if (pos == 2) sce->val3 = 0; else if (pos == 3) sce->val4 = 0; if (group) skill_delunitgroup(group); if (!status_isdead(bl) && (sce->val2 || sce->val3 || sce->val4)) return 0; //Don't end the status change yet as there are still unit groups associated with it } if (sce->timer != INVALID_TIMER) // Could be a SC with infinite duration delete_timer(sce->timer,status_change_timer); if (sc->opt1) 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->val4 = -1; // Petrify time 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 = add_timer(gettick()+10, status_change_timer, bl->id, type); return 1; } } } (sc->count)--; if (scdb->state.any()) status_calc_state(bl,sc,scdb->state,false); sc->data[type] = NULL; if (scdb->flag[SCF_DISPLAYPC] || scdb->flag[SCF_DISPLAYNPC]) status_display_remove(bl,type); vd = status_get_viewdata(bl); calc_flag = static_cast<e_scb_flag>(scdb->calc_flag); switch(type) { case SC_KEEPING: case SC_BARRIER: { unit_data *ud = unit_bl2ud(bl); if (ud) ud->attackabletime = ud->canact_tick = ud->canmove_tick = gettick(); } break; case SC_GRANITIC_ARMOR: { int damage = status->max_hp*sce->val3/100; if(status->hp < damage) // to not kill him damage = status->hp-1; status_damage(NULL,bl,damage,0,0,1,0); } break; case SC_RUN: { struct unit_data *ud = unit_bl2ud(bl); bool begin_spurt = true; // Note: this int64 value is stored in two separate int32 variables (FIXME) t_tick starttick = (t_tick)sce->val3&0x00000000ffffffffLL; starttick |= ((t_tick)sce->val4<<32)&0xffffffff00000000LL; if (ud) { if(!ud->state.running) begin_spurt = false; ud->state.running = 0; if (ud->walktimer != INVALID_TIMER) unit_stop_walking(bl,1); } if (begin_spurt && sce->val1 >= 7 && DIFF_TICK(gettick(), starttick) <= 1000 && (!sd || (sd->weapontype1 == W_FIST && sd->weapontype2 == W_FIST)) ) sc_start(bl,bl,SC_SPURT,100,sce->val1,skill_get_time2(scdb->skill_id, sce->val1)); } break; case SC_AUTOBERSERK: if (sc->data[SC_PROVOKE] && sc->data[SC_PROVOKE]->val4 == 1) status_change_end(bl, SC_PROVOKE, INVALID_TIMER); break; case SC_ENDURE: case SC_DEFENDER: case SC_REFLECTSHIELD: case SC_AUTOGUARD: { struct map_session_data *tsd; if( bl->type == BL_PC ) { // Clear Status from others int i; for( i = 0; i < MAX_DEVOTION; i++ ) { if( sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) && tsd->sc.data[type] ) status_change_end(&tsd->bl, type, INVALID_TIMER); } } else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag ) { // Clear Status from Master tsd = ((TBL_MER*)bl)->master; if( tsd && tsd->sc.data[type] ) status_change_end(&tsd->bl, type, INVALID_TIMER); } } break; case SC_DEVOTION: { struct block_list *d_bl = map_id2bl(sce->val1); if( d_bl ) { if( d_bl->type == BL_PC ) ((TBL_PC*)d_bl)->devotion[sce->val2] = 0; else if( d_bl->type == BL_MER ) ((TBL_MER*)d_bl)->devotion_flag = 0; clif_devotion(d_bl, NULL); } status_change_end(bl, SC_AUTOGUARD, INVALID_TIMER); status_change_end(bl, SC_DEFENDER, INVALID_TIMER); status_change_end(bl, SC_REFLECTSHIELD, INVALID_TIMER); status_change_end(bl, SC_ENDURE, INVALID_TIMER); } break; case SC_FLASHKICK: { map_session_data *tsd; if (!(tsd = map_id2sd(sce->val1))) break; tsd->stellar_mark[sce->val2] = 0; } break; case SC_SOULUNITY: { map_session_data *tsd; if (!(tsd = map_id2sd(sce->val2))) break; tsd->united_soul[sce->val3] = 0; } break; case SC_BLADESTOP: if(sce->val4) { int tid2 = sce->val4; //stop the status for the other guy of bladestop as well struct block_list *tbl = map_id2bl(tid2); struct status_change *tsc = status_get_sc(tbl); sce->val4 = 0; if(tbl && tsc && tsc->data[SC_BLADESTOP]) { tsc->data[SC_BLADESTOP]->val4 = 0; status_change_end(tbl, SC_BLADESTOP, INVALID_TIMER); } clif_bladestop(bl, tid2, 0); } break; case SC_DANCING: { struct map_session_data *dsd; struct status_change_entry *dsc; if(sce->val4 && sce->val4 != BCT_SELF && (dsd=map_id2sd(sce->val4))) { // End status on partner as well dsc = dsd->sc.data[SC_DANCING]; if(dsc) { // This will prevent recursive loops. dsc->val2 = dsc->val4 = 0; status_change_end(&dsd->bl, SC_DANCING, INVALID_TIMER); } } if(sce->val2) { // Erase associated land skill std::shared_ptr<s_skill_unit_group> group = skill_id2group(sce->val2); sce->val2 = 0; if (group) skill_delunitgroup(group); } if((sce->val1&0xFFFF) == CG_MOONLIT) clif_status_change(bl,EFST_MOON,0,0,0,0,0); #ifdef RENEWAL status_change_end(bl, SC_ENSEMBLEFATIGUE, INVALID_TIMER); #else status_change_end(bl, SC_LONGING, INVALID_TIMER); #endif } break; case SC_NOCHAT: if (sd && sd->status.manner < 0 && tid != INVALID_TIMER) sd->status.manner = 0; if (sd && tid == INVALID_TIMER) { clif_changestatus(sd,SP_MANNER,sd->status.manner); clif_updatestatus(sd,SP_MANNER); } break; case SC_SPLASHER: case SC_ROSEBLOSSOM: { struct block_list *src=map_id2bl(sce->val3); if(src && tid != INVALID_TIMER) skill_castend_damage_id(src, bl, sce->val2, sce->val1, gettick(), SD_LEVEL ); } break; case SC_CLOSECONFINE2:{ struct block_list *src = sce->val2?map_id2bl(sce->val2):NULL; struct status_change *sc2 = src?status_get_sc(src):NULL; if (src && sc2 && sc2->data[SC_CLOSECONFINE]) { // If status was already ended, do nothing. // Decrease count if (--(sc2->data[SC_CLOSECONFINE]->val1) <= 0) // No more holds, free him up. status_change_end(src, SC_CLOSECONFINE, INVALID_TIMER); } } case SC_CLOSECONFINE: if (sce->val2 > 0) { // Caster has been unlocked... nearby chars need to be unlocked. int range = 1 + skill_get_range2(bl, scdb->skill_id, sce->val1, true) + skill_get_range2(bl, TF_BACKSLIDING, 1, true); // Since most people use this to escape the hold.... map_foreachinallarea(status_change_timer_sub, bl->m, bl->x-range, bl->y-range, bl->x+range,bl->y+range,BL_CHAR,bl,sce,type,gettick()); } break; case SC_COMBO: skill_combo_toggle_inf(bl,sce->val1,0); break; case SC_MARIONETTE: case SC_MARIONETTE2: // Marionette target if (sce->val1) { // Check for partner and end their marionette status as well enum sc_type type2 = (type == SC_MARIONETTE) ? SC_MARIONETTE2 : SC_MARIONETTE; struct block_list *pbl = map_id2bl(sce->val1); struct status_change* sc2 = pbl?status_get_sc(pbl):NULL; if (sc2 && sc2->data[type2]) { sc2->data[type2]->val1 = 0; status_change_end(pbl, type2, INVALID_TIMER); } } break; case SC_CONCENTRATION: if (sc->data[SC_ENDURE] && !sc->data[SC_ENDURE]->val4) status_change_end(bl, SC_ENDURE, INVALID_TIMER); break; case SC_BERSERK: if(status->hp > 200 && sc && sc->data[SC__BLOODYLUST]) { status_percent_heal(bl, 100, 0); status_change_end(bl, SC__BLOODYLUST, INVALID_TIMER); } else if (status->hp > 100 && sce->val2) // If val2 is removed, no HP penalty (dispelled?) [Skotlex] status_set_hp(bl, 100, 0); if(sc->data[SC_ENDURE] && sc->data[SC_ENDURE]->val4) { sc->data[SC_ENDURE]->val4 = 0; status_change_end(bl, SC_ENDURE, INVALID_TIMER); } sc_start4(bl, bl, SC_REGENERATION, 100, 10,0,0,(RGN_HP|RGN_SP), skill_get_time(LK_BERSERK, sce->val1)); break; case SC_GOSPEL: if (sce->val3) { // Clear the group. std::shared_ptr<s_skill_unit_group> group = skill_id2group(sce->val3); sce->val3 = 0; if (group) skill_delunitgroup(group); } break; #ifndef RENEWAL case SC_HERMODE: if(sce->val3 == BCT_SELF) skill_clear_unitgroup(bl); break; case SC_BASILICA: // Clear the skill area. [Skotlex] if (sce->val3 && sce->val4 == bl->id) { std::shared_ptr<s_skill_unit_group> group = skill_id2group(sce->val3); sce->val3 = 0; if (group) skill_delunitgroup(group); } break; #endif case SC_TRICKDEAD: if (vd) vd->dead_sit = 0; break; case SC_WARM: case SC__MANHOLE: case SC_BANDING: case SC_LEADERSHIP: case SC_GLORYWOUNDS: case SC_SOULCOLD: case SC_HAWKEYES: if (sce->val4) { // Clear the group. std::shared_ptr<s_skill_unit_group> group = skill_id2group(sce->val4); sce->val4 = 0; if( group ) // Might have been cleared before status ended, e.g. land protector skill_delunitgroup(group); } break; case SC_JAILED: if(tid == INVALID_TIMER) break; // Natural expiration. if(sd && sd->mapindex == sce->val2) pc_setpos(sd,(unsigned short)sce->val3,sce->val4&0xFFFF, sce->val4>>16, CLR_TELEPORT); break; // Guess hes not in jail :P case SC_CHANGE: if (tid == INVALID_TIMER) break; // "lose almost all their HP and SP" on natural expiration. status_set_hp(bl, 10, 0); status_set_sp(bl, 10, 0); break; case SC_AUTOTRADE: if (tid == INVALID_TIMER) break; // Vending is not automatically closed for autovenders vending_closevending(sd); map_quit(sd); // Because map_quit calls status_change_end with tid -1 // from here it's not neccesary to continue return 1; break; case SC_STOP: if( sce->val2 ) { struct block_list* tbl = map_id2bl(sce->val2); sce->val2 = 0; if( tbl && (sc = status_get_sc(tbl)) && sc->data[SC_STOP] && sc->data[SC_STOP]->val2 == bl->id ) status_change_end(tbl, SC_STOP, INVALID_TIMER); } break; case SC_TENSIONRELAX: if (sc && (sc->data[SC_WEIGHT50] || sc->data[SC_WEIGHT90])) status_get_regen_data(bl)->state.overweight = 1; // Add the overweight flag back break; case SC_MONSTER_TRANSFORM: case SC_ACTIVE_MONSTER_TRANSFORM: if (sce->val2) status_change_end(bl, (sc_type)sce->val2, INVALID_TIMER); break; /* 3rd Stuff */ case SC_MILLENNIUMSHIELD: clif_millenniumshield(bl, 0); break; case SC_HALLUCINATIONWALK: sc_start(bl,bl,SC_HALLUCINATIONWALK_POSTDELAY,100,sce->val1,skill_get_time2(GC_HALLUCINATIONWALK,sce->val1)); break; case SC_WHITEIMPRISON: { struct block_list* src = map_id2bl(sce->val2); if( tid == -1 || !src) break; // Terminated by Damage status_fix_damage(src,bl,400*sce->val1,clif_damage(bl,bl,gettick(),0,0,400*sce->val1,0,DMG_NORMAL,0,false),WL_WHITEIMPRISON); } break; case SC_WUGDASH: { struct unit_data *ud = unit_bl2ud(bl); if (ud) { ud->state.running = 0; if (ud->walktimer != INVALID_TIMER) unit_stop_walking(bl,1); } } break; case SC__SHADOWFORM: { struct map_session_data *s_sd = map_id2sd(sce->val2); if (s_sd) s_sd->shadowform_id = 0; } break; case SC_SATURDAYNIGHTFEVER: // Sit down force of Saturday Night Fever has the duration of only 3 seconds. sc_start(bl, bl,SC_SITDOWN_FORCE,100,sce->val1,skill_get_time2(WM_SATURDAY_NIGHT_FEVER,sce->val1)); break; case SC_NEUTRALBARRIER_MASTER: case SC_STEALTHFIELD_MASTER: if( sce->val2 ) { std::shared_ptr<s_skill_unit_group> group = skill_id2group(sce->val2); sce->val2 = 0; if( group ) // Might have been cleared before status ended, e.g. land protector skill_delunitgroup(group); } break; case SC_CURSEDCIRCLE_ATKER: if( sce->val2 ) // Used the default area size cause there is a chance the caster could knock back and can't clear the target. map_foreachinallrange(status_change_timer_sub, bl, AREA_SIZE + 3, BL_CHAR, bl, sce, SC_CURSEDCIRCLE_TARGET, gettick()); break; case SC_RAISINGDRAGON: if( sd && !pc_isdead(sd) ) { int i = min(sd->spiritball,5); pc_delspiritball(sd, sd->spiritball, 0); status_change_end(bl, SC_EXPLOSIONSPIRITS, INVALID_TIMER); while( i > 0 ) { pc_addspiritball(sd, skill_get_time(MO_CALLSPIRITS, pc_checkskill(sd,MO_CALLSPIRITS)), 5); --i; } } break; case SC_CURSEDCIRCLE_TARGET: { struct block_list *src = map_id2bl(sce->val2); struct status_change *sc2 = status_get_sc(src); if( sc2 && sc2->data[SC_CURSEDCIRCLE_ATKER] && --(sc2->data[SC_CURSEDCIRCLE_ATKER]->val2) == 0 ) { clif_bladestop(bl, sce->val2, 0); status_change_end(src, SC_CURSEDCIRCLE_ATKER, INVALID_TIMER); } } break; case SC_TEARGAS: status_change_end(bl,SC_TEARGAS_SOB,INVALID_TIMER); break; case SC_SITDOWN_FORCE: case SC_BANANA_BOMB_SITDOWN: if( sd && pc_issit(sd) && pc_setstand(sd, false) ) skill_sit(sd, false); break; case SC_KYOUGAKU: clif_status_load(bl, EFST_KYOUGAKU, 0); // Avoid client crash clif_status_load(bl, EFST_ACTIVE_MONSTER_TRANSFORM, 0); break; case SC_INTRAVISION: calc_flag = SCB_ALL; // Required for overlapping break; case SC_SUNSTANCE: status_change_end(bl, SC_LIGHTOFSUN, INVALID_TIMER); break; case SC_LUNARSTANCE: status_change_end(bl, SC_NEWMOON, INVALID_TIMER); status_change_end(bl, SC_LIGHTOFMOON, INVALID_TIMER); break; case SC_STARSTANCE: status_change_end(bl, SC_FALLINGSTAR, INVALID_TIMER); status_change_end(bl, SC_LIGHTOFSTAR, INVALID_TIMER); break; case SC_UNIVERSESTANCE: status_change_end(bl, SC_LIGHTOFSUN, INVALID_TIMER); status_change_end(bl, SC_NEWMOON, INVALID_TIMER); status_change_end(bl, SC_LIGHTOFMOON, INVALID_TIMER); status_change_end(bl, SC_FALLINGSTAR, INVALID_TIMER); status_change_end(bl, SC_LIGHTOFSTAR, INVALID_TIMER); status_change_end(bl, SC_DIMENSION, INVALID_TIMER); break; case SC_GRAVITYCONTROL: status_fix_damage(bl, bl, sce->val2, clif_damage(bl, bl, gettick(), 0, 0, sce->val2, 0, DMG_NORMAL, 0, false), 0); clif_specialeffect(bl, 223, AREA); clif_specialeffect(bl, 330, AREA); break; case SC_OVERED_BOOST: switch (bl->type) { case BL_HOM: { struct homun_data *hd = BL_CAST(BL_HOM,bl); if( hd ) hd->homunculus.hunger = max(1,hd->homunculus.hunger - 50); } break; case BL_PC: status_zap(bl,0,status_get_max_sp(bl) / 2); break; } break; case SC_FULL_THROTTLE: { int sec = skill_get_time2(scdb->skill_id, sce->val1); clif_status_change(bl, EFST_DEC_AGI, 1, sec, 0, 0, 0); sc_start(bl, bl, SC_REBOUND, 100, sce->val1, sec); } break; case SC_REBOUND: clif_status_load(bl, EFST_DEC_AGI, 0); break; case SC_ITEMSCRIPT: // Removes Buff Icons if (sd) clif_status_load(bl, (enum efst_type)sce->val2, 0); break; case SC_C_MARKER: { // Remove mark data from caster struct map_session_data *caster = map_id2sd(sce->val2); uint8 i = 0; if (!caster) break; ARR_FIND(0,MAX_SKILL_CRIMSON_MARKER,i,caster->c_marker[i] == bl->id); if (i < MAX_SKILL_CRIMSON_MARKER) { caster->c_marker[i] = 0; clif_crimson_marker(caster, bl, true); } } break; case SC_H_MINE: { // Drop the material from target if expired struct item it; struct map_session_data *caster = NULL; if (sce->val3 || status_isdead(bl) || !(caster = map_id2sd(sce->val2))) break; std::shared_ptr<s_skill_db> skill = skill_db.find(RL_H_MINE); if (!itemdb_exists(skill->require.itemid[0])) break; memset(&it, 0, sizeof(it)); it.nameid = skill->require.itemid[0]; it.amount = max(skill->require.amount[0],1); it.identify = 1; map_addflooritem(&it, it.amount, bl->m,bl->x, bl->y, caster->status.char_id, 0, 0, 4, 0); } break; case SC_VACUUM_EXTREME: ///< !CHECKME: Seems on official, there's delay before same target can be vacuumed in same area again [Cydh] sc_start2(bl, bl, SC_VACUUM_EXTREME_POSTDELAY, 100, sce->val1, sce->val2, skill_get_time2(SO_VACUUM_EXTREME,sce->val1)); break; case SC_SWORDCLAN: case SC_ARCWANDCLAN: case SC_GOLDENMACECLAN: case SC_CROSSBOWCLAN: case SC_JUMPINGCLAN: status_change_end(bl,SC_CLAN_INFO,INVALID_TIMER); break; case SC_DIMENSION1: case SC_DIMENSION2: if (sd) pc_delspiritball(sd, 1, 0); break; case SC_SOULENERGY: if (sd) pc_delsoulball(sd, sd->soulball, false); break; case SC_MADOGEAR: status_db.removeByStatusFlag(bl, { SCF_MADOENDCANCEL }); if (sd) pc_bonus_script_clear(sd, BSF_REM_ON_MADOGEAR); break; case SC_HOMUN_TIME: if (sd && hom_is_active(sd->hd)) hom_vaporize(sd, HOM_ST_REST); break; case SC_SERVANT_SIGN: { map_session_data *tsd = map_id2sd(sce->val1); if( tsd != nullptr ) tsd->servant_sign[sce->val2] = 0; } break; case SC_SOUNDBLEND: { block_list *src = map_id2bl(sce->val2); if (src && tid != INVALID_TIMER) skill_castend_damage_id(src, bl, TR_SOUNDBLEND, sce->val1, gettick(), SD_LEVEL|SD_ANIMATION); } break; case SC_SERVANTWEAPON: if( sd ){ pc_delservantball( *sd, sd->servantball ); } break; case SC_CHARGINGPIERCE: status_change_end(bl, SC_CHARGINGPIERCE_COUNT, INVALID_TIMER); break; case SC_ABYSSFORCEWEAPON: if( sd ){ pc_delabyssball( *sd, sd->abyssball ); } break; } // Reset the options as needed std::bitset<SCF_MAX> opt_flag = scdb->flag; bool disable_opt_flag = false; switch (type) { case SC_DANCING: if ((sce->val1&0xFFFF) == CG_MOONLIT) sc->opt3 &= ~OPT3_MOONLIT; break; case SC_INCATKRATE: // Simulated Explosion spirits effect. if (bl->type != BL_MOB) { disable_opt_flag = true; break; } break; } if (scdb->opt1) sc->opt1 = OPT1_NONE; if (scdb->opt2) sc->opt2 &= ~scdb->opt2; if (scdb->opt3) sc->opt3 &= ~scdb->opt3; if (scdb->look) sc->option &= ~scdb->look; if (calc_flag&SCB_DYE) { // Restore DYE color if (vd && !vd->cloth_color && sce->val4) clif_changelook(bl,LOOK_CLOTHES_COLOR,sce->val4); calc_flag = static_cast<e_scb_flag>(calc_flag&~SCB_DYE); } /*if (calc_flag&SCB_BODY)// Might be needed in the future. [Rytech] { //Restore body style if (vd && !vd->body_style && sce->val4) clif_changelook(bl,LOOK_BODY2,sce->val4); calc_flag = static_cast<scb_flag>(calc_flag&~SCB_BODY); }*/ // On Aegis, when turning off a status change, first goes the sc packet, then the option packet. int status_icon = scdb->icon; #if PACKETVER < 20151104 if (status_icon == EFST_WEAPONPROPERTY) status_icon = EFST_ATTACK_PROPERTY_NOTHING + sce->val1; // Assign status icon for older clients #endif clif_status_change(bl,status_icon,0,0,0,0,0); if( opt_flag[SCF_NONPLAYER] ) // bugreport:681 clif_changeoption2(bl); else if (!disable_opt_flag && (opt_flag[SCF_SENDOPTION] || opt_flag[SCF_ONTOUCH] || opt_flag[SCF_UNITMOVE] || opt_flag[SCF_NONPLAYER] || opt_flag[SCF_SENDLOOK])) { clif_changeoption(bl); if (sd && opt_flag[SCF_SENDLOOK]) { clif_changelook(bl,LOOK_BASE,sd->vd.class_); clif_get_weapon_view(sd,&sd->vd.weapon,&sd->vd.shield); clif_changelook(bl,LOOK_WEAPON,sd->vd.weapon); clif_changelook(bl,LOOK_SHIELD,sd->vd.shield); clif_changelook(bl,LOOK_CLOTHES_COLOR,cap_value(sd->status.clothes_color,0,battle_config.max_cloth_color)); clif_changelook(bl,LOOK_BODY2,cap_value(sd->status.body,0,battle_config.max_body_style)); } } if (calc_flag) { #ifndef RENEWAL if (type == SC_MAGICPOWER) { //If Mystical Amplification ends, MATK is immediately recalculated status_calc_bl_(bl, calc_flag, SCO_FORCE); } else #endif status_calc_bl(bl, calc_flag); } if(opt_flag[SCF_UNITMOVE]) // Out of hiding, invoke on place. skill_unit_move(bl,gettick(),1); if(opt_flag[SCF_ONTOUCH] && sd && !sd->state.warping && map_getcell(bl->m,bl->x,bl->y,CELL_CHKNPC)) npc_touch_area_allnpc(sd,bl->m,bl->x,bl->y); // Trigger on-touch event. ers_free(sc_data_ers, sce); return 1; } /** * Resets timers for statuses * Used with reoccurring status effects, such as dropping SP every 5 seconds * @param tid: Timer ID * @param tick: How long before next call * @param id: ID of character * @param data: Information passed through the timer call * @return 1: Success 0: Fail */ TIMER_FUNC(status_change_timer){ enum sc_type type = (sc_type)data; struct block_list *bl; struct map_session_data *sd; int interval = status_get_sc_interval(type); bool dounlock = false; bl = map_id2bl(id); if(!bl) { ShowDebug("status_change_timer: Null pointer id: %d data: %" PRIdPTR "\n", id, data); return 0; } struct status_change * const sc = status_get_sc(bl); struct status_data * const status = status_get_status_data(bl); if(!sc) { ShowDebug("status_change_timer: Null pointer id: %d data: %" PRIdPTR " bl-type: %d\n", id, data, bl->type); return 0; } struct status_change_entry * const sce = sc->data[type]; if(!sce) { ShowDebug("status_change_timer: Null pointer id: %d data: %" PRIdPTR " bl-type: %d\n", id, data, bl->type); return 0; } if( sce->timer != tid ) { ShowError("status_change_timer: Mismatch for type %d: %d != %d (bl id %d)\n",type,tid,sce->timer, bl->id); return 0; } sd = BL_CAST(BL_PC, bl); std::function<void (t_tick)> sc_timer_next = [&sce, &bl, &data](t_tick t) { sce->timer = add_timer(t, status_change_timer, bl->id, data); }; switch(type) { case SC_MAXIMIZEPOWER: case SC_CLOAKING: if(!status_charge(bl, 0, 1)) break; // Not enough SP to continue. sc_timer_next(sce->val2+tick); return 0; case SC_CHASEWALK: if(!status_charge(bl, 0, sce->val4)) break; // Not enough SP to continue. if (!sc->data[SC_CHASEWALK2]) { sc_start(bl,bl, SC_CHASEWALK2,100,1<<(sce->val1-1), (t_tick)(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_ROGUE?10:1) // SL bonus -> x10 duration *skill_get_time2(status_db.getSkill(type),sce->val1)); } sc_timer_next(sce->val2+tick); return 0; break; case SC_HIDING: if(--(sce->val2)>0) { if(sce->val2 % sce->val4 == 0 && !status_charge(bl, 0, 1)) break; // Fail if it's time to substract SP and there isn't. sc_timer_next(1000+tick); return 0; } break; case SC_SIGHT: case SC_RUWACH: case SC_SIGHTBLASTER: if(type == SC_SIGHTBLASTER) { //Restore trap immunity if(sce->val4%2) sce->val4--; map_foreachinallrange( status_change_timer_sub, bl, sce->val3, BL_CHAR|BL_SKILL, bl, sce, type, tick); } else { map_foreachinallrange( status_change_timer_sub, bl, sce->val3, BL_CHAR, bl, sce, type, tick); skill_reveal_trap_inarea(bl, sce->val3, bl->x, bl->y); } if( --(sce->val2)>0 ) { sce->val4 += 20; // Use for Shadow Form 2 seconds checking. sc_timer_next(20+tick); return 0; } break; case SC_PROVOKE: if(sce->val4) { // Auto-provoke (it is ended in status_heal) sc_timer_next(1000*60+tick); return 0; } break; case SC_STONE: if (sc->opt1 == OPT1_STONEWAIT && sce->val4) { sce->val3 = 0; //Incubation time used up unit_stop_attack(bl); if (sc->data[SC_DANCING]) { unit_stop_walking(bl, 1); status_change_end(bl, SC_DANCING, INVALID_TIMER); } status_change_end(bl, SC_AETERNA, INVALID_TIMER); sc->opt1 = OPT1_STONE; std::shared_ptr<s_status_change_db> scdb = status_db.find(type); status_calc_state(bl,sc,scdb->state,1); clif_changeoption(bl); sc_timer_next(min(sce->val4, interval) + tick); sce->val4 -= interval; //Remaining time status_calc_bl(bl, scdb->calc_flag); return 0; } if (sce->val4 >= 0 && !(sce->val3) && status->hp > status->max_hp / 4) { status_percent_damage(NULL, bl, 1, 0, false); } break; case SC_POISON: case SC_DPOISON: if (sce->val4 >= 0 && !sc->data[SC_SLOWPOISON]) { unsigned int damage = 0; if (sd) damage = (type == SC_DPOISON) ? 2 + status->max_hp / 50 : 2 + status->max_hp * 3 / 200; else damage = (type == SC_DPOISON) ? 2 + status->max_hp / 100 : 2 + status->max_hp / 200; if (status->hp > umax(status->max_hp / 4, damage)) // Stop damaging after 25% HP left. status_zap(bl, damage, 0); } break; case SC_BLEEDING: if (sce->val4 >= 0) { int64 damage = rnd() % 600 + 200; if (!sd && damage >= status->hp) damage = status->hp - 1; // No deadly damage for monsters map_freeblock_lock(); dounlock = true; status_zap(bl, damage, 0); } break; case SC_BURNING: if (sce->val4 >= 0) { int64 damage = 1000 + (3 * status->max_hp) / 100; // Deals fixed (1000 + 3%*MaxHP) map_freeblock_lock(); dounlock = true; status_fix_damage(bl, bl, damage, clif_damage(bl, bl, tick, 0, 1, damage, 1, DMG_NORMAL, 0, false),0); } break; case SC_TOXIN: if (sce->val4 >= 0) { // Damage is every 10 seconds including 3%sp drain. if (sce->val3 == 1) { // Target map_freeblock_lock(); dounlock = true; status_damage(bl, bl, 1, status->max_sp * 3 / 100, clif_damage(bl, bl, tick, status->amotion, status->dmotion + 500, 1, 1, DMG_NORMAL, 0, false), 0, 0); } else { // Caster interval = 1000; // Assign here since status_get_sc_internval() contains the target interval. if (status->sp < status->max_sp) status_heal(bl, 0, (int)status->max_sp * 1 / 100, 1); } } break; case SC_MAGICMUSHROOM: if (sce->val4 >= 0) { bool flag = 0; int64 damage = status->max_hp * 3 / 100; if (status->hp <= damage) damage = status->hp - 1; // Cannot Kill if (damage > 0) { // 3% Damage each 4 seconds map_freeblock_lock(); status_zap(bl, damage, 0); flag = !sc->data[type]; // Killed? Should not map_freeblock_unlock(); } if (!flag) { // Random Skill Cast if (magic_mushroom_db.size() > 0 && sd && !pc_issit(sd)) { // Can't cast if sit auto mushroom_spell = magic_mushroom_db.begin(); std::advance(mushroom_spell, rnd() % magic_mushroom_db.size()); uint16 mushroom_skill_id = mushroom_spell->second->skill_id; if (!skill_get_index(mushroom_skill_id)) break; unit_stop_attack(bl); unit_skillcastcancel(bl, 1); switch (skill_get_casttype(mushroom_skill_id)) { // Magic Mushroom skills are buffs or area damage case CAST_GROUND: skill_castend_pos2(bl, bl->x, bl->y, mushroom_skill_id, 1, tick, 0); break; case CAST_NODAMAGE: skill_castend_nodamage_id(bl, bl, mushroom_skill_id, 1, tick, 0); break; case CAST_DAMAGE: skill_castend_damage_id(bl, bl, mushroom_skill_id, 1, tick, 0); break; } } clif_emotion(bl, ET_SMILE); } } break; case SC_PYREXIA: if (sce->val4 >= 0) { map_freeblock_lock(); dounlock = true; status_fix_damage(bl, bl, 100, clif_damage(bl, bl, tick, status->amotion, status->dmotion + 500, 100, 1, DMG_NORMAL, 0, false),0); } break; case SC_LEECHESEND: if (sce->val4 >= 0) { int64 damage = status->vit * (sce->val1 - 3) + (int)status->max_hp / 100; // {Target VIT x (New Poison Research Skill Level - 3)} + (Target HP/100) map_freeblock_lock(); dounlock = true; status_fix_damage(bl, bl, damage, clif_damage(bl, bl, tick, status->amotion, status->dmotion + 500, damage, 1, DMG_NORMAL, 0, false),0); unit_skillcastcancel(bl, 2); } break; case SC_DEATHHURT: if (sce->val4 >= 0) { if (status->hp < status->max_hp) status_heal(bl, (int)status->max_hp * 1 / 100, 0, 1); } break; case SC_TENSIONRELAX: if(status->max_hp > status->hp && --(sce->val3) >= 0) { sc_timer_next(10000 + tick); return 0; } break; case SC_KNOWLEDGE: if (!sd) break; if(bl->m == sd->feel_map[0].m || bl->m == sd->feel_map[1].m || bl->m == sd->feel_map[2].m) { // Timeout will be handled by pc_setpos sce->timer = INVALID_TIMER; return 0; } break; case SC_S_LIFEPOTION: case SC_L_LIFEPOTION: if( --(sce->val4) >= 0 ) { // val1 < 0 = per max% | val1 > 0 = exact amount int hp = 0; if( status->hp < status->max_hp ) hp = (sce->val1 < 0) ? (int)(status->max_hp * -1 * sce->val1 / 100.) : sce->val1; status_heal(bl, hp, 0, 2); sc_timer_next((sce->val2 * 1000) + tick); return 0; } break; case SC_BOSSMAPINFO: if( sd && --(sce->val4) >= 0 ) { struct mob_data *boss_md = map_id2boss(sce->val1); if (boss_md) { if (sd->bl.m != boss_md->bl.m) // Not on same map anymore return 0; else if (boss_md->bl.prev != NULL) { // Boss is alive - Update X, Y on minimap sce->val2 = 0; clif_bossmapinfo(sd, boss_md, BOSS_INFO_ALIVE); } else if (boss_md->spawn_timer != INVALID_TIMER && !sce->val2) { // Boss is dead sce->val2 = 1; clif_bossmapinfo(sd, boss_md, BOSS_INFO_DEAD); } } sc_timer_next(1000 + tick); return 0; } break; case SC_DANCING: // SP consumption by time of dancing skills { int s = 0; int sp = 1; if (--sce->val3 <= 0) break; switch(sce->val1&0xFFFF) { #ifndef RENEWAL case BD_RICHMANKIM: case BD_DRUMBATTLEFIELD: case BD_RINGNIBELUNGEN: case BD_SIEGFRIED: case BA_DISSONANCE: case BA_ASSASSINCROSS: case DC_UGLYDANCE: s=3; break; case BD_LULLABY: case BD_ETERNALCHAOS: case BD_ROKISWEIL: case DC_FORTUNEKISS: s=4; break; case CG_HERMODE: case BD_INTOABYSS: case BA_WHISTLE: case DC_HUMMING: case BA_POEMBRAGI: case DC_SERVICEFORYOU: s=5; break; case BA_APPLEIDUN: s=6; break; #endif case CG_MOONLIT: // Moonlit's cost is 4sp*skill_lv [Skotlex] sp= 4*(sce->val1>>16); // Upkeep is also every 10 secs. #ifndef RENEWAL case DC_DONTFORGETME: #endif s=10; break; } if( s != 0 && sce->val3 % s == 0 ) { #ifndef RENEWAL if (sc->data[SC_LONGING]) sp*= 3; #endif if (!status_charge(bl, 0, sp)) break; } sc_timer_next(1000+tick); return 0; } break; case SC_BERSERK: // 5% every 10 seconds [DracoRPG] if( --( sce->val3 ) > 0 && status_charge(bl, sce->val2, 0) && status->hp > 100 ) { sc_timer_next(sce->val4+tick); return 0; } break; case SC_NOCHAT: if(sd) { sd->status.manner++; clif_changestatus(sd,SP_MANNER,sd->status.manner); clif_updatestatus(sd,SP_MANNER); if (sd->status.manner < 0) { // Every 60 seconds your manner goes up by 1 until it gets back to 0. sc_timer_next(60000+tick); return 0; } } break; case SC_SPLASHER: // Custom Venom Splasher countdown timer // if (sce->val4 % 1000 == 0) { // char timer[10]; // snprintf (timer, 10, "%d", sce->val4/1000); // clif_message(bl, timer); // } if((sce->val4 -= 500) > 0) { sc_timer_next(500 + tick); return 0; } break; case SC_MARIONETTE: case SC_MARIONETTE2: { struct block_list *pbl = map_id2bl(sce->val1); if( pbl && check_distance_bl(bl, pbl, 7) ) { sc_timer_next(1000 + tick); return 0; } } break; case SC_GOSPEL: if(sce->val4 == BCT_SELF && --(sce->val2) > 0) { int hp, sp; hp = (sce->val1 > 5) ? 45 : 30; sp = (sce->val1 > 5) ? 35 : 20; if(!status_charge(bl, hp, sp)) break; sc_timer_next(10000+tick); return 0; } break; case SC_JAILED: if(sce->val1 == INT_MAX || --(sce->val1) > 0) { sc_timer_next(60000+tick); return 0; } break; case SC_BLIND: if(sc->data[SC_FOGWALL]) { // Blind lasts forever while you are standing on the fog. sc_timer_next(5000+tick); return 0; } break; case SC_ABUNDANCE: if(--(sce->val4) > 0) { status_heal(bl,0,60,0); sc_timer_next(10000+tick); } break; case SC_OBLIVIONCURSE: if( --(sce->val4) >= 0 ) { clif_emotion(bl,ET_QUESTION); sc_timer_next(3000 + tick); return 0; } break; case SC_WEAPONBLOCKING: if( --(sce->val4) >= 0 ) { if( !status_charge(bl,0,3) ) break; sc_timer_next(5000+tick); return 0; } break; case SC_CLOAKINGEXCEED: if(!status_charge(bl,0,10-sce->val1)) break; sc_timer_next(1000 + tick); return 0; case SC_RENOVATIO: if( --(sce->val4) >= 0 ) { int heal = status->max_hp * (sce->val1 + 4) / 100; if( sc && sc->data[SC_AKAITSUKI] && heal ) heal = ~heal + 1; status_heal(bl, heal, 0, 3); sc_timer_next(5000 + tick); return 0; } break; case SC_SPHERE_1: case SC_SPHERE_2: case SC_SPHERE_3: case SC_SPHERE_4: case SC_SPHERE_5: if( --(sce->val4) >= 0 ) { if( !status_charge(bl, 0, 1) ) break; sc_timer_next(1000 + tick); return 0; } break; case SC_FREEZE_SP: if( !status_charge(bl, 0, sce->val2) ) { int i; for(i = SC_SPELLBOOK1; i <= SC_MAXSPELLBOOK; i++) // Also remove stored spell as well. status_change_end(bl, (sc_type)i, INVALID_TIMER); break; } sc_timer_next(10000 + tick); return 0; case SC_ELECTRICSHOCKER: if( --(sce->val4) >= 0 ) { status_charge(bl, 0, 5 * sce->val1 * status->max_sp / 100); sc_timer_next(1000 + tick); return 0; } break; case SC_CAMOUFLAGE: if (!status_charge(bl, 0, 7 - sce->val1)) break; if (--sce->val4 >= 0) sce->val3++; sc_timer_next(1000 + tick); return 0; case SC__REPRODUCE: if(!status_charge(bl, 0, 1)) break; sc_timer_next(1000+tick); return 0; case SC__SHADOWFORM: if( --(sce->val4) >= 0 ) { if( !status_charge(bl, 0, 11 - sce->val1) ) break; sc_timer_next(1000 + tick); return 0; } break; case SC__INVISIBILITY: if( !status_charge(bl, 0, (12 - 2 * sce->val1) * status->max_sp / 100) ) // 6% - skill_lv. break; sc_timer_next(1000 + tick); return 0; case SC_STRIKING: if( --(sce->val4) >= 0 ) { if( !status_charge(bl,0, sce->val3 ) ) break; sc_timer_next(1000 + tick); return 0; } break; case SC_WARMER: { int hp = 0; struct status_change *ssc = status_get_sc(map_id2bl(sce->val2)); if (ssc && ssc->data[SC_HEATER_OPTION]) hp = status->max_hp * 3 * sce->val1 / 100; else hp = status->max_hp * sce->val1 / 100; if (sc && sc->data[SC_AKAITSUKI] && hp) hp = ~hp + 1; if (status->hp != status->max_hp) status_heal(bl, hp, 0, 0); sc_timer_next(3000 + tick); return 0; } case SC_HELLS_PLANT: if( sce->val4 >= 0 ){ skill_castend_damage_id( bl, bl, GN_HELLS_PLANT_ATK, sce->val1, tick, 0 ); } break; case SC_VOICEOFSIREN: if( --(sce->val4) >= 0 ) { clif_emotion(bl,ET_THROB); sc_timer_next(2000 + tick); return 0; } break; case SC_DEEPSLEEP: if( --(sce->val4) >= 0 ) { // Recovers 3% HP/SP every 2 seconds. status_heal(bl, status->max_hp * 3 / 100, status->max_sp * 3 / 100, 2); sc_timer_next(2000 + tick); return 0; } break; case SC_SATURDAYNIGHTFEVER: // 1% HP/SP drain every val4 seconds [Jobbie] if( --(sce->val3) >= 0 ) { if( !status_charge(bl, status->hp / 100, status->sp / 100) ) break; sc_timer_next(sce->val4+tick); return 0; } break; case SC_CRYSTALIZE: if( --(sce->val4) >= 0 ) { // Drains 2% of HP and 1% of SP every seconds. if (!status_charge(bl, status->max_hp * 2 / 100, status->max_sp / 100)) break; sc_timer_next(1000 + tick); return 0; } break; case SC_FORCEOFVANGUARD: if( !status_charge(bl,0,24 - 4 * sce->val1) ) break; sc_timer_next(10000 + tick); return 0; case SC_BANDING: if( status_charge(bl, 0, 7 - sce->val1) ) { sce->val2 = (sd ? skill_banding_count(sd) : 1); sc_timer_next(5000 + tick); return 0; } break; case SC_REFLECTDAMAGE: if( --(sce->val4) > 0 ) { if( !status_charge(bl,0,10) ) break; sc_timer_next(1000 + tick); return 0; } break; case SC_OVERHEAT_LIMITPOINT: if (--(sce->val1) >= 0) { // Cooling static std::vector<int16> limit = { 150, 200, 280, 360, 450 }; uint16 skill_lv = (sd ? cap_value(pc_checkskill(sd, NC_MAINFRAME), 0, (uint16)(limit.size()-1)) : 0); if (sc && sc->data[SC_OVERHEAT]) status_change_end(bl,SC_OVERHEAT,INVALID_TIMER); if (sce->val1 > limit[skill_lv]) sc_start(bl, bl, SC_OVERHEAT, 100, sce->val1, 1000); sc_timer_next(1000 + tick); return 0; } break; case SC_OVERHEAT: { uint32 damage = status->max_hp / 100; // Suggestion 1% each second if (damage >= status->hp) damage = status->hp - 1; // Do not kill, just keep you with 1 hp minimum map_freeblock_lock(); status_fix_damage(NULL, bl, damage, clif_damage(bl, bl, tick, 0, 0, damage, 0, DMG_NORMAL, 0, false),0); if (sc->data[type]) { sc_timer_next(1000 + tick); } map_freeblock_unlock(); return 0; } break; case SC_MAGNETICFIELD: if (--(sce->val4) >= 0) { struct block_list *src = map_id2bl(sce->val2); if (!src || (src && (status_isdead(src) || src->m != bl->m))) break; map_freeblock_lock(); if (!status_charge(bl, 0, 50)) status_zap(bl, 0, status->sp); if (sc->data[type]) sc_timer_next(1000 + tick); map_freeblock_unlock(); return 0; } break; case SC_INSPIRATION: if(--(sce->val4) >= 0) { if (!status_charge(bl, status->max_hp * (35 - 5 * sce->val1) / 1000, status->max_sp * (45 - 5 * sce->val1) / 1000)) break; sc_timer_next(5000+tick); return 0; } break; case SC_SHIELDSPELL_HP: if( sce->val4 >= 0 && status->hp < status->max_hp ){ status_heal( bl, status->max_hp * sce->val2 / 100, 0, 1 ); } break; case SC_SHIELDSPELL_SP: if( sce->val4 >= 0 && status->sp < status->max_sp ){ status_heal( bl, 0, status->max_sp * sce->val2 / 100, 1 ); } break; case SC_TROPIC: case SC_CHILLY_AIR: case SC_WILD_STORM: case SC_UPHEAVAL: case SC_HEATER: case SC_COOLER: case SC_BLAST: case SC_CURSED_SOIL: case SC_PYROTECHNIC: case SC_AQUAPLAY: case SC_GUST: case SC_PETROLOGY: case SC_CIRCLE_OF_FIRE: case SC_FIRE_CLOAK: case SC_WATER_DROP: case SC_WATER_SCREEN: case SC_WIND_CURTAIN: case SC_WIND_STEP: case SC_STONE_SHIELD: case SC_SOLID_SKIN: case SC_FLAMETECHNIC: case SC_FLAMEARMOR: case SC_COLD_FORCE: case SC_CRYSTAL_ARMOR: case SC_GRACE_BREEZE: case SC_EYES_OF_STORM: case SC_EARTH_CARE: case SC_STRONG_PROTECTION: case SC_DEEP_POISONING: case SC_POISON_SHIELD: if( !status_charge(bl,0,sce->val2) ) { struct block_list *s_bl = battle_get_master(bl); if (bl->type == BL_ELEM) elemental_change_mode(BL_CAST(BL_ELEM, bl), EL_MODE_PASSIVE); if( s_bl ) status_change_end(s_bl,static_cast<sc_type>(type+1),INVALID_TIMER); status_change_end(bl,type,INVALID_TIMER); break; } sc_timer_next(sce->val3 + tick); return 0; case SC_WATER_SCREEN_OPTION: status_heal(bl,1000,0,2); sc_timer_next(10000 + tick); return 0; case SC_TEARGAS: if( --(sce->val4) >= 0 ) { struct block_list *src = map_id2bl(sce->val3); int damage = sce->val2; map_freeblock_lock(); clif_damage(bl, bl, tick, 0, 0, damage, 1, DMG_MULTI_HIT_ENDURE, 0, false); status_damage(src, bl, damage,0, 0, 1, 0); if( sc->data[type] ) { sc_timer_next(2000 + tick); } map_freeblock_unlock(); return 0; } break; case SC_TEARGAS_SOB: if( --(sce->val4) >= 0 ) { clif_emotion(bl, ET_CRY); sc_timer_next(3000 + tick); return 0; } break; case SC_STOMACHACHE: if( --(sce->val4) >= 0 ) { status_charge(bl,0,sce->val2); // Reduce 8 every 10 seconds. if( sd && !pc_issit(sd) ) { // Force to sit every 10 seconds. pc_setsit(sd); skill_sit(sd, true); clif_sitting(bl); } sc_timer_next(10000 + tick); return 0; } break; case SC_LEADERSHIP: case SC_GLORYWOUNDS: case SC_SOULCOLD: case SC_HAWKEYES: // They only end by status_change_end sc_timer_next(600000 + tick); return 0; case SC_MEIKYOUSISUI: if( --(sce->val4) >= 0 ) { status_heal(bl, status->max_hp * sce->val2 / 100, status->max_sp * sce->val3 / 100, 0); sc_timer_next(1000 + tick); return 0; } break; case SC_KAGEMUSYA: if( --(sce->val4) >= 0 ) { if(!status_charge(bl, 0, 1)) break; sc_timer_next(1000+tick); return 0; } break; case SC_ANGRIFFS_MODUS: if(--(sce->val4) >= 0) { // Drain hp/sp if( !status_charge(bl,100,20) ) break; sc_timer_next(1000+tick); return 0; } break; case SC_CBC: if(--(sce->val4) >= 0) { // Drain hp/sp int hp=0; int sp = (status->max_sp * sce->val3) / 100; if(bl->type == BL_MOB) hp = sp*10; if( !status_charge(bl,hp,sp) )break; sc_timer_next(1000+tick); return 0; } break; case SC_FULL_THROTTLE: if( --(sce->val4) >= 0 ) { status_percent_damage(bl, bl, 0, sce->val2, false); sc_timer_next(1000 + tick); return 0; } break; case SC_REBOUND: if( --(sce->val4) >= 0 ) { clif_emotion(bl, ET_SWEAT); sc_timer_next(2000 + tick); return 0; } break; case SC_KINGS_GRACE: if( --(sce->val4) >= 0 ) { status_percent_heal(bl, sce->val2, 0); sc_timer_next(1000 + tick); return 0; } break; case SC_FRIGG_SONG: if( --(sce->val4) >= 0 ) { status_heal(bl, sce->val3, 0, 0); sc_timer_next(1000 + tick); return 0; } break; case SC_C_MARKER: if( --(sce->val4) >= 0 ) { TBL_PC *caster = map_id2sd(sce->val2); if (!caster || caster->bl.m != bl->m) //End the SC if caster isn't in same map break; sc_timer_next(1000 + tick); clif_crimson_marker(caster, bl, false); return 0; } break; case SC_STEALTHFIELD_MASTER: if (--(sce->val4) >= 0) { if (!status_charge(bl, 0, status->max_sp * 3 / 100)) break; sc_timer_next(sce->val3 + tick); return 0; } break; case SC_VACUUM_EXTREME: if (sce->val4 > 0) { // Only slide targets to center if they are standing still if (unit_bl2ud(bl)->walktimer == INVALID_TIMER) { uint16 x = sce->val3 >> 16, y = sce->val3 & 0xFFFF; if (distance_xy(x, y, bl->x, bl->y) <= skill_get_unit_range(SO_VACUUM_EXTREME, sce->val1) && unit_movepos(bl, x, y, 0, false)) { clif_slide(bl, x, y); clif_fixpos(bl); } } sc_timer_next(tick + sce->val4); sce->val4 = 0; } break; case SC_FIRE_INSIGNIA: if (--(sce->val4) >= 0) { if (status->def_ele == ELE_FIRE) status_heal(bl, status->max_hp / 100, 0, 1); else if (status->def_ele == ELE_EARTH) status_zap(bl, status->max_hp / 100, 0); sc_timer_next(5000 + tick); return 0; } break; case SC_WATER_INSIGNIA: if (--(sce->val4) >= 0) { if (status->def_ele == ELE_WATER) status_heal(bl, status->max_hp / 100, 0, 1); else if (status->def_ele == ELE_FIRE) status_zap(bl, status->max_hp / 100, 0); sc_timer_next(5000 + tick); return 0; } break; case SC_WIND_INSIGNIA: if (--(sce->val4) >= 0) { if (status->def_ele == ELE_WIND) status_heal(bl, status->max_hp / 100, 0, 1); else if (status->def_ele == ELE_WATER) status_zap(bl, status->max_hp / 100, 0); sc_timer_next(5000 + tick); return 0; } break; case SC_EARTH_INSIGNIA: if (--(sce->val4) >= 0) { if (status->def_ele == ELE_EARTH) status_heal(bl, status->max_hp / 100, 0, 1); else if (status->def_ele == ELE_WIND) status_zap(bl, status->max_hp / 100, 0); sc_timer_next(5000 + tick); return 0; } break; case SC_BITESCAR: if (--(sce->val4) >= 0) { status_percent_damage(bl, bl, -(sce->val2), 0, 0); sc_timer_next(1000 + tick); return 0; } break; case SC_FRESHSHRIMP: if (--(sce->val4) >= 0) { status_heal(bl, sce->val2, 0, 3); sc_timer_next((10000 - ((sce->val1 - 1) * 1000)) + tick); return 0; } break; case SC_DORAM_BUF_01: if( sd && --(sce->val4) >= 0 ) { if( status->hp < status->max_hp ) status_heal(bl, 10, 0, 2); sc_timer_next(10000 + tick); return 0; } break; case SC_DORAM_BUF_02: if( sd && --(sce->val4) >= 0 ) { if( status->sp < status->max_sp ) status_heal(bl, 0, 5, 2); sc_timer_next(10000 + tick); return 0; } break; case SC_NEWMOON: if (--(sce->val4) >= 0) { if (!status_charge(bl, 0, 1)) break; sc_timer_next(1000 + tick); return 0; } break; case SC_CREATINGSTAR: if (--(sce->val4) >= 0) { // Needed to check who the caster is and what AoE is giving the status. struct block_list *star_caster = map_id2bl(sce->val2); struct skill_unit *star_aoe = (struct skill_unit *)map_id2bl(sce->val3); if (star_caster == nullptr || status_isdead(star_caster) || star_caster->m != bl->m || star_aoe == nullptr) break; sc_timer_next(500 + tick); // Attack after timer to prevent errors skill_attack(BF_WEAPON, star_caster, &star_aoe->bl, bl, SJ_BOOKOFCREATINGSTAR, sce->val1, tick, 0); return 0; } break; case SC_SOULUNITY: if (--(sce->val4) >= 0) { // Needed to check the caster's location for the range check. struct block_list *unity_src = map_id2bl(sce->val2); if (!unity_src || status_isdead(unity_src) || unity_src->m != bl->m || !check_distance_bl(bl, unity_src, 11)) break; status_heal(bl, 150 * sce->val1, 0, 2); sc_timer_next(3000 + tick); return 0; } break; case SC_SOULCOLLECT: pc_addsoulball(sd, sce->val2); if (sd->soulball < sce->val2) { sc_timer_next(sce->val3 + tick); return 0; } break; case SC_HELPANGEL: if (--(sce->val4) >= 0) { status_heal(bl, 1000, 350, 2); sc_timer_next(1000 + tick); return 0; } break; case SC_BURNT: if( --(sce->val4) >= 0 ) { int damage = 2000; if( damage >= status->hp ) damage = status->hp - 1; map_freeblock_lock(); status_zap(bl,damage,0); if( sc->data[type] ) { sc_timer_next(1000 + tick); } map_freeblock_unlock(); return 0; } break; case SC_MEDIALE: if (--(sce->val4) >= 0) { clif_specialeffect(bl, 1808, AREA); skill_castend_nodamage_id(bl, bl, CD_MEDIALE_VOTUM, sce->val1, tick, 1); sc_timer_next(2000 + tick); return 0; } break; case SC_DANCING_KNIFE: if (--(sce->val4) >= 0) { skill_castend_nodamage_id(bl, bl, SHC_DANCING_KNIFE, sce->val1, tick, 1); sc_timer_next(300 + tick); return 0; } break; case SC_A_MACHINE: if (--(sce->val4) >= 0) { skill_castend_nodamage_id(bl, bl, MT_A_MACHINE, sce->val1, tick, 1); sc_timer_next(1000 + tick); return 0; } break; case SC_SERVANTWEAPON: if (sce->val4 >= 0) { if( sd && sd->servantball < MAX_SERVANTBALL ){ pc_addservantball( *sd, MAX_SERVANTBALL ); } interval = max(500, skill_get_time2(DK_SERVANTWEAPON, sce->val1)); map_freeblock_lock(); dounlock = true; } break; case SC_ABYSSFORCEWEAPON: if (sce->val4 >= 0) { if( sd && sd->abyssball < MAX_ABYSSBALL ){ pc_addabyssball( *sd ); } interval = max(500, skill_get_time2(ABC_FROM_THE_ABYSS, sce->val1)); map_freeblock_lock(); dounlock = true; } break; } // If status has an interval and there is at least 100ms remaining time, wait for next interval if(interval > 0 && sc->data[type] && sce->val4 >= 100) { sc_timer_next(min(sce->val4,interval)+tick); sce->val4 -= interval; if (dounlock) map_freeblock_unlock(); return 0; } if (dounlock) map_freeblock_unlock(); // Default for all non-handled control paths is to end the status return status_change_end( bl,type,tid ); } /** * For each iteration of repetitive status * @param bl: Object [PC|MOB|HOM|MER|ELEM] * @param ap: va_list arguments (src, sce, type, tick) */ int status_change_timer_sub(struct block_list* bl, va_list ap) { struct status_change* tsc; struct block_list* src = va_arg(ap,struct block_list*); struct status_change_entry* sce = va_arg(ap,struct status_change_entry*); enum sc_type type = (sc_type)va_arg(ap,int); // gcc: enum args get promoted to int t_tick tick = va_arg(ap,t_tick); if (status_isdead(bl)) return 0; tsc = status_get_sc(bl); switch( type ) { case SC_SIGHT: // Reveal hidden ennemy on 3*3 range case SC_CONCENTRATE: status_change_end(bl, SC_HIDING, INVALID_TIMER); status_change_end(bl, SC_CLOAKING, INVALID_TIMER); status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER); status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER); status_change_end(bl, SC_NEWMOON, INVALID_TIMER); if (tsc && tsc->data[SC__SHADOWFORM] && (sce && sce->val4 > 0 && sce->val4%2000 == 0) && // For every 2 seconds do the checking rnd()%100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10) // [100 - (Skill Level x 10)] % status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER); break; case SC_RUWACH: // Reveal hidden target and deal little dammages if enemy if (tsc && (tsc->data[SC_HIDING] || tsc->data[SC_CLOAKING] || tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_NEWMOON] || tsc->data[SC_CLOAKINGEXCEED])) { status_change_end(bl, SC_HIDING, INVALID_TIMER); status_change_end(bl, SC_CLOAKING, INVALID_TIMER); status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER); status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER); status_change_end(bl, SC_NEWMOON, INVALID_TIMER); if(battle_check_target( src, bl, BCT_ENEMY ) > 0) skill_attack(BF_MAGIC,src,src,bl,AL_RUWACH,1,tick,0); } if (tsc && tsc->data[SC__SHADOWFORM] && (sce && sce->val4 > 0 && sce->val4%2000 == 0) && // For every 2 seconds do the checking rnd()%100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10 ) { // [100 - (Skill Level x 10)] % status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER); if (battle_check_target(src, bl, BCT_ENEMY) > 0) skill_attack(BF_MAGIC, src, src, bl, status_db.getSkill(type), 1, tick, 0); } break; case SC_SIGHTBLASTER: if (battle_check_target( src, bl, BCT_ENEMY ) > 0 && status_check_skilluse(src, bl, WZ_SIGHTBLASTER, 2)) { if (sce) { struct skill_unit *su = NULL; if(bl->type == BL_SKILL) su = (struct skill_unit *)bl; if (skill_attack(BF_MAGIC,src,src,bl,WZ_SIGHTBLASTER,sce->val1,tick,0x1000000) && (!su || !su->group || !skill_get_inf2(su->group->skill_id, INF2_ISTRAP))) { // The hit is not counted if it's against a trap sce->val2 = 0; // This signals it to end. } else if((bl->type&BL_SKILL) && sce->val4%2 == 0) { //Remove trap immunity temporarily so it triggers if you still stand on it sce->val4++; } } } break; case SC_CLOSECONFINE: // Lock char has released the hold on everyone... if (tsc && tsc->data[SC_CLOSECONFINE2] && tsc->data[SC_CLOSECONFINE2]->val2 == src->id) { tsc->data[SC_CLOSECONFINE2]->val2 = 0; status_change_end(bl, SC_CLOSECONFINE2, INVALID_TIMER); } break; case SC_CURSEDCIRCLE_TARGET: if( tsc && tsc->data[SC_CURSEDCIRCLE_TARGET] && tsc->data[SC_CURSEDCIRCLE_TARGET]->val2 == src->id ) { clif_bladestop(bl, tsc->data[SC_CURSEDCIRCLE_TARGET]->val2, 0); status_change_end(bl, type, INVALID_TIMER); } break; } return 0; } /** * Clears buffs/debuffs on an object * @param bl: Object to clear [PC|MOB|HOM|MER|ELEM] * @param type: Type to remove * SCCB_BUFFS: Clear Buffs * SCCB_DEBUFFS: Clear Debuffs * SCCB_REFRESH: Clear specific debuffs through RK_REFRESH * SCCB_CHEM_PROTECT: Clear AM_CP_ARMOR/HELM/SHIELD/WEAPON * SCCB_LUXANIMA: Bonus Script removed through RK_LUXANIMA */ void status_change_clear_buffs(struct block_list* bl, uint8 type) { struct status_change *sc= status_get_sc(bl); if (!sc || !sc->count) return; //Clears buffs with specified flag and type for (const auto &it : status_db) { sc_type status = static_cast<sc_type>(it.first); e_scb_flag flag = static_cast<e_scb_flag>(it.second->calc_flag); if (!sc->data[status] || flag&SCF_NOCLEARBUFF) //Skip status with SCF_NOCLEARBUFF, no matter what continue; // &SCCB_LUXANIMA : Cleared by RK_LUXANIMA if (!(type&SCCB_LUXANIMA) && flag&SCF_REMOVEONLUXANIMA) continue; // &SCCB_CHEM_PROTECT : Clears AM_CP_ARMOR/HELP/SHIELD/WEAPON if (!(type&SCCB_CHEM_PROTECT) && flag&SCF_REMOVECHEMICALPROTECT) continue; // &SCCB_REFRESH : Cleared by RK_REFRESH if (!(type&SCCB_REFRESH) && flag&SCF_REMOVEONREFRESH) continue; // &SCCB_DEBUFFS : Clears debuffs if (!(type&SCCB_DEBUFFS) && flag&SCF_DEBUFF) continue; // &SCCB_BUFFS : Clears buffs if (!(type&SCCB_BUFFS) && !(flag&SCF_DEBUFF)) continue; if (status == SC_SATURDAYNIGHTFEVER || status == SC_BERSERK) // Mark to not lose HP sc->data[status]->val2 = 0; status_change_end(bl, status, INVALID_TIMER); } //Removes bonus_script if (bl->type == BL_PC) { uint32 i = 0; if (type&SCCB_BUFFS) i |= BSF_REM_BUFF; if (type&SCCB_DEBUFFS) i |= BSF_REM_DEBUFF; if (type&SCCB_REFRESH) i |= BSF_REM_ON_REFRESH; if (type&SCCB_LUXANIMA) i |= BSF_REM_ON_LUXANIMA; pc_bonus_script_clear(BL_CAST(BL_PC,bl),i); } // Cleaning all extras vars sc->comet_x = 0; sc->comet_y = 0; #ifndef RENEWAL sc->sg_counter = 0; #endif return; } /** * Infect a user with status effects (SC_DEADLYINFECT) * @param src: Object initiating change on bl [PC|MOB|HOM|MER|ELEM] * @param bl: Object to change * @return 1: Success 0: Fail */ int status_change_spread(block_list *src, block_list *bl) { if (src == nullptr || bl == nullptr) return 0; // Status Immunity resistance if (status_bl_has_mode(src, MD_STATUSIMMUNE) || status_bl_has_mode(bl, MD_STATUSIMMUNE)) return 0; status_change *sc = status_get_sc(src); if (sc == nullptr || sc->count == 0) return 0; bool hasSpread = false; t_tick tick = gettick(), sc_tick; for (const auto &it : status_db) { sc_type type = static_cast<sc_type>(it.first); const TimerData *timer; if (sc->data[type] && it.second->flag[SCF_SPREADEFFECT]) { if (sc->data[type]->timer != INVALID_TIMER) { timer = get_timer(sc->data[type]->timer); if (timer == nullptr || timer->func != status_change_timer || DIFF_TICK(timer->tick, tick) < 0) continue; int32 val4 = sc->data[type]->val4; sc_tick = DIFF_TICK(timer->tick, tick) + (val4 > 0 ? val4 : 0); } else sc_tick = INFINITE_TICK; status_change_start(src, bl, type, 10000, sc->data[type]->val1, sc->data[type]->val2, sc->data[type]->val3, sc->data[type]->val4, sc_tick, SCSTART_NOAVOID | SCSTART_NOTICKDEF | SCSTART_NORATEDEF); if (!hasSpread) hasSpread = true; } } return hasSpread; } /** * Applying natural heal bonuses (sit, skill, homun, etc...) * TODO: the va_list doesn't seem to be used, safe to remove? * @param bl: Object applying bonuses to [PC|HOM|MER|ELEM] * @param args: va_list arguments * @return which regeneration bonuses have been applied (flag) */ static t_tick natural_heal_prev_tick,natural_heal_diff_tick; static int status_natural_heal(struct block_list* bl, va_list args) { struct regen_data *regen; struct status_data *status; struct status_change *sc; struct unit_data *ud; struct view_data *vd = NULL; struct regen_data_sub *sregen; struct map_session_data *sd; int rate, multi = 1, flag; regen = status_get_regen_data(bl); if (!regen) return 0; status = status_get_status_data(bl); sc = status_get_sc(bl); if (sc && !sc->count) sc = NULL; sd = BL_CAST(BL_PC,bl); flag = regen->flag; if (flag&RGN_HP && (status->hp >= status->max_hp || regen->state.block&1)) flag &= ~(RGN_HP|RGN_SHP); if (flag&RGN_SP && (status->sp >= status->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 = RGN_NONE; if (sd) { if (sd->hp_loss.value || sd->sp_loss.value) pc_bleeding(sd, natural_heal_diff_tick); if (sd->hp_regen.value || sd->sp_regen.value || sd->percent_hp_regen.value || sd->percent_sp_regen.value) pc_regen(sd, natural_heal_diff_tick); } if(flag&(RGN_SHP|RGN_SSP) && regen->ssregen && (vd = status_get_viewdata(bl)) && vd->dead_sit == 2) { // Apply sitting regen bonus. sregen = regen->ssregen; if(flag&(RGN_SHP)) { // Sitting HP regen rate = (int)(natural_heal_diff_tick * (sregen->rate.hp / 100.)); if (regen->state.overweight) rate >>= 1; // Half as fast when overweight. sregen->tick.hp += rate; while(sregen->tick.hp >= (unsigned int)battle_config.natural_heal_skill_interval) { sregen->tick.hp -= battle_config.natural_heal_skill_interval; if(status_heal(bl, sregen->hp, 0, 3) < sregen->hp) { // Full flag &= ~(RGN_HP|RGN_SHP); break; } } } if(flag&(RGN_SSP)) { // Sitting SP regen rate = (int)(natural_heal_diff_tick * (sregen->rate.sp / 100.)); if (regen->state.overweight) rate >>= 1; // Half as fast when overweight. sregen->tick.sp += rate; while(sregen->tick.sp >= (unsigned int)battle_config.natural_heal_skill_interval) { sregen->tick.sp -= battle_config.natural_heal_skill_interval; if(status_heal(bl, 0, sregen->sp, 3) < sregen->sp) { // Full flag &= ~(RGN_SP|RGN_SSP); break; } } } } if (flag && regen->state.overweight) flag = RGN_NONE; ud = unit_bl2ud(bl); if (flag&(RGN_HP|RGN_SHP|RGN_SSP) && ud && ud->walktimer != INVALID_TIMER) { flag &= ~(RGN_SHP|RGN_SSP); if(!regen->state.walk) flag &= ~RGN_HP; } if (!flag) return 0; if (flag&(RGN_HP|RGN_SP)) { if(!vd) vd = status_get_viewdata(bl); if(vd && vd->dead_sit == 2) multi += 1; //This causes the interval to be halved if(regen->state.gc) multi += 1; //This causes the interval to be halved } // Natural Hp regen if (flag&RGN_HP) { rate = (int)(natural_heal_diff_tick * (regen->rate.hp/100. * multi)); if (ud && ud->walktimer != INVALID_TIMER) rate /= 2; // Homun HP regen fix (they should regen as if they were sitting (twice as fast) if(bl->type == BL_HOM) rate *= 2; regen->tick.hp += rate; if(regen->tick.hp >= (unsigned int)battle_config.natural_healhp_interval) { int val = 0; do { val += regen->hp; regen->tick.hp -= battle_config.natural_healhp_interval; } while(regen->tick.hp >= (unsigned int)battle_config.natural_healhp_interval); if (status_heal(bl, val, 0, 1) < val) flag &= ~RGN_SHP; // Full. } } // Natural SP regen if(flag&RGN_SP) { rate = (int)(natural_heal_diff_tick * (regen->rate.sp/100. * multi)); // Homun SP regen fix (they should regen as if they were sitting (twice as fast) if(bl->type==BL_HOM) rate *= 2; #ifdef RENEWAL if (bl->type == BL_PC && (((TBL_PC*)bl)->class_&MAPID_UPPERMASK) == MAPID_MONK && sc && sc->data[SC_EXPLOSIONSPIRITS] && (!sc->data[SC_SPIRIT] || sc->data[SC_SPIRIT]->val2 != SL_MONK)) rate /= 2; // Tick is doubled in Fury state #endif regen->tick.sp += rate; if(regen->tick.sp >= (unsigned int)battle_config.natural_healsp_interval) { int val = 0; do { val += regen->sp; regen->tick.sp -= battle_config.natural_healsp_interval; } while(regen->tick.sp >= (unsigned int)battle_config.natural_healsp_interval); if (status_heal(bl, 0, val, 1) < val) flag &= ~RGN_SSP; // full. } } if (!regen->sregen) return flag; // Skill regen sregen = regen->sregen; if(flag&RGN_SHP) { // Skill HP regen sregen->tick.hp += (int)(natural_heal_diff_tick * (sregen->rate.hp / 100.)); while(sregen->tick.hp >= (unsigned int)battle_config.natural_heal_skill_interval) { sregen->tick.hp -= battle_config.natural_heal_skill_interval; if(status_heal(bl, sregen->hp, 0, 3) < sregen->hp) break; // Full } } if(flag&RGN_SSP) { // Skill SP regen sregen->tick.sp += (int)(natural_heal_diff_tick * (sregen->rate.sp /100.)); while(sregen->tick.sp >= (unsigned int)battle_config.natural_heal_skill_interval) { int val = sregen->sp; if (sd && sd->state.doridori) { val *= 2; sd->state.doridori = 0; if ((rate = pc_checkskill(sd,TK_SPTIME))) sc_start(bl,bl,skill_get_sc(TK_SPTIME), 100,rate,skill_get_time(TK_SPTIME, rate)); if ( (sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR && rnd()%10000 < battle_config.sg_angel_skill_ratio ) { // Angel of the Sun/Moon/Star clif_feel_hate_reset(sd); pc_resethate(sd); pc_resetfeel(sd); } } sregen->tick.sp -= battle_config.natural_heal_skill_interval; if(status_heal(bl, 0, val, 3) < val) break; // Full } } return flag; } /** * Natural heal main timer * @param tid: Timer ID * @param tick: Current tick (time) * @param id: Object ID to heal * @param data: data pushed through timer function * @return 0 */ static TIMER_FUNC(status_natural_heal_timer){ natural_heal_diff_tick = DIFF_TICK(tick,natural_heal_prev_tick); map_foreachregen(status_natural_heal); natural_heal_prev_tick = tick; return 0; } /** * Check if status is disabled on a map * @param type: Status Change data * @param mapIsVS: If the map is a map_flag_vs type * @param mapisPVP: If the map is a PvP type * @param mapIsGVG: If the map is a map_flag_gvg type * @param mapIsBG: If the map is a Battleground type * @param mapZone: Map Zone type * @param mapIsTE: If the map us WOE TE * @return True - SC disabled on map; False - SC not disabled on map/Invalid SC */ static bool status_change_isDisabledOnMap_(sc_type type, bool mapIsVS, bool mapIsPVP, bool mapIsGVG, bool mapIsBG, unsigned int mapZone, bool mapIsTE) { if (!status_db.validateStatus(type)) return false; if ((!mapIsVS && SCDisabled[type]&1) || (mapIsPVP && SCDisabled[type]&2) || (mapIsGVG && SCDisabled[type]&4) || (mapIsBG && SCDisabled[type]&8) || (mapIsTE && SCDisabled[type]&16) || (SCDisabled[type]&(mapZone))) { return true; } return false; } /** * Clear a status if it is disabled on a map * @param bl: Block list data * @param sc: Status Change data */ void status_change_clear_onChangeMap(struct block_list *bl, struct status_change *sc) { nullpo_retv(bl); if (sc && sc->count) { struct map_data *mapdata = map_getmapdata(bl->m); bool mapIsVS = mapdata_flag_vs2(mapdata); bool mapIsPVP = mapdata->flag[MF_PVP] != 0; bool mapIsGVG = mapdata_flag_gvg2_no_te(mapdata); bool mapIsBG = mapdata->flag[MF_BATTLEGROUND] != 0; bool mapIsTE = mapdata_flag_gvg2_te(mapdata); for (const auto &it : status_db) { sc_type type = static_cast<sc_type>(it.first); if (!sc->data[type] || !SCDisabled[type]) continue; if (status_change_isDisabledOnMap_(type, mapIsVS, mapIsPVP, mapIsGVG, mapIsBG, mapdata->zone, mapIsTE)) status_change_end(bl, type, INVALID_TIMER); } } } /** * Read status_disabled.txt file * @param str: Fields passed from sv_readdb * @param columns: Columns passed from sv_readdb function call * @param current: Current row being read into SCDisabled array * @return True - Successfully stored, False - Invalid SC */ static bool status_readdb_status_disabled(char **str, int columns, int current) { int64 type = SC_NONE; if (ISDIGIT(str[0][0])) type = atoi(str[0]); else { if (!script_get_constant(str[0],&type)) type = SC_NONE; } if (type <= SC_NONE || type >= SC_MAX) { ShowError("status_readdb_status_disabled: Invalid SC with type %s.\n", str[0]); return false; } SCDisabled[type] = (unsigned int)atol(str[1]); return true; } const std::string AttributeDatabase::getDefaultLocation() { return std::string(db_path) + "/attr_fix.yml"; } /** * Reads and parses an entry from the attr_fix. * @param node: YAML node containing the entry. * @return count of successfully parsed rows */ uint64 AttributeDatabase::parseBodyNode(const YAML::Node &node) { uint16 level; if (!this->asUInt16(node, "Level", level)) return 0; if (!CHK_ELEMENT_LEVEL(level)) { this->invalidWarning(node["Level"], "Invalid element level %hu.\n", level); return 0; } for (const auto &itatk : um_eleid2elename) { if (!this->nodeExists(node, itatk.first)) continue; const YAML::Node &eleNode = node[itatk.first]; for (const auto &itdef : um_eleid2elename) { if (!this->nodeExists(eleNode, itdef.first)) continue; int16 val; if (!this->asInt16(eleNode, itdef.first, val)) return 0; if (val < -100) { this->invalidWarning(eleNode[itdef.first], "%s %h is out of range %d~%d. Setting to -100.\n", itdef.first.c_str(), val, -100, 200); val = -100; } else if (val > 200) { this->invalidWarning(eleNode[itdef.first], "%s %h is out of range %d~%d. Setting to 200.\n", itdef.first.c_str(), val, -100, 200); val = 200; } this->attr_fix_table[level-1][itatk.second][itdef.second] = val; } } return 1; } AttributeDatabase elemental_attribute_db; /** * Get attribute ratio * @param atk_ele Attack element enum e_element * @param def_ele Defense element enum e_element * @param level Element level 1 ~ MAX_ELE_LEVEL */ int16 AttributeDatabase::getAttribute(uint16 level, uint16 atk_ele, uint16 def_ele) { if (!CHK_ELEMENT(atk_ele) || !CHK_ELEMENT(def_ele) || !CHK_ELEMENT_LEVEL(level+1)) return 100; return this->attr_fix_table[level][atk_ele][def_ele]; } const std::string StatusDatabase::getDefaultLocation() { return std::string(db_path) + "/status.yml"; } /** * Reads and parses an entry from status_db. * @param node: YAML node containing the entry. * @return count of successfully parsed rows */ uint64 StatusDatabase::parseBodyNode(const YAML::Node &node) { std::string status_name; if (!this->asString(node, "Status", status_name)) return 0; std::string status_constant = "SC_" + status_name; int64 constant; if (!script_get_constant(status_constant.c_str(), &constant)) { this->invalidWarning(node["Status"], "Invalid Status %s.\n", status_name.c_str()); return 0; } if (!this->validateStatus(static_cast<sc_type>(constant))) { this->invalidWarning(node["Status"], "Status %s is out of bounds.\n", status_name.c_str()); return 0; } int status_id = static_cast<int32>(constant); std::shared_ptr<s_status_change_db> status = this->find(status_id); bool exists = status != nullptr; if (!exists) { status = std::make_shared<s_status_change_db>(); status->type = static_cast<sc_type>(status_id); } if (this->nodeExists(node, "Icon")) { std::string icon_name; if (!this->asString(node, "Icon", icon_name)) return 0; int64 constant; if (!script_get_constant(icon_name.c_str(), &constant)) { this->invalidWarning(node["Icon"], "Icon %s is invalid, defaulting to EFST_BLANK.\n", icon_name.c_str()); constant = EFST_BLANK; } if (constant < EFST_BLANK || constant >= EFST_MAX) { this->invalidWarning(node["Icon"], "Icon %s is out of bounds, defaulting to EFST_BLANK.\n", icon_name.c_str()); constant = EFST_BLANK; } status->icon = static_cast<efst_type>(constant); } else { if (!exists) status->icon = EFST_BLANK; } if (this->nodeExists(node, "DurationLookup")) { std::string skill_name; if (!this->asString(node, "DurationLookup", skill_name)) return 0; uint16 skill_id = skill_name2id(skill_name.c_str()); if (skill_id == 0) this->invalidWarning(node["DurationLookup"], "DurationLookup skill %s is invalid, defaulting to none.\n", skill_name.c_str()); status->skill_id = skill_id; } else { if (!exists) status->skill_id = 0; } if (this->nodeExists(node, "States")) { const YAML::Node &stateNode = node["States"]; for (const auto &it : stateNode) { std::string state = it.first.as<std::string>(), state_constant = "SCS_" + state; int64 constant; if (!script_get_constant(state_constant.c_str(), &constant)) { this->invalidWarning(stateNode, "State %s is invalid.\n", state.c_str()); return 0; } if (constant < SCS_NONE || constant >= SCS_MAX) { this->invalidWarning(stateNode, "State %s is out of bounds.\n", state.c_str()); return 0; } bool active; if (!this->asBool(stateNode, state, active)) return 0; if (active) status->state.set(static_cast<e_scs_flag>(constant)); else status->state.reset(static_cast<e_scs_flag>(constant)); } } else { if (!exists) status->state = SCS_NONE; } if (this->nodeExists(node, "CalcFlags")) { const YAML::Node &flagNode = node["CalcFlags"]; for (const auto &it : flagNode) { std::string flag = it.first.as<std::string>(), flag_constant = "SCB_" + flag; int64 constant; if (!script_get_constant(flag_constant.c_str(), &constant)) { this->invalidWarning(flagNode, "CalcFlag %s is invalid.\n", flag.c_str()); return 0; } if (constant < SCB_NONE || constant >= SCB_MAX) { this->invalidWarning(flagNode, "CalcFlag %s is out of bounds.\n", flag.c_str()); return 0; } bool active; if (!this->asBool(flagNode, flag, active)) return 0; if (active) status->calc_flag |= static_cast<e_scb_flag>(constant); else status->calc_flag &= ~static_cast<e_scb_flag>(constant); } } else { if (!exists) status->calc_flag = SCB_NONE; } if (this->nodeExists(node, "Opt1")) { std::string opt; if (!this->asString(node, "Opt1", opt)) return 0; std::string opt_constant = "OPT1_" + opt; int64 constant; if (!script_get_constant(opt_constant.c_str(), &constant)) { this->invalidWarning(node["Opt1"], "Opt1 %s is invalid.\n", opt.c_str()); return 0; } if (constant < OPT1_NONE || constant >= OPT1_MAX) { this->invalidWarning(node["Opt1"], "Opt2 %s is out of bounds.\n", opt.c_str()); return 0; } status->opt1 = static_cast<e_sc_opt1>(constant); } else { if (!exists) status->opt1 = OPT1_NONE; } if (this->nodeExists(node, "Opt2")) { const YAML::Node &optNode = node["Opt2"]; for (const auto &it : optNode) { std::string opt = it.first.as<std::string>(), opt_constant = "OPT2_" + opt; int64 constant; if (!script_get_constant(opt_constant.c_str(), &constant)) { this->invalidWarning(optNode, "Opt2 %s is invalid.\n", opt.c_str()); return 0; } if (constant < OPT2_NONE || constant >= OPT2_MAX) { this->invalidWarning(optNode, "Opt2 %s is out of bounds.\n", opt.c_str()); return 0; } bool active; if (!this->asBool(optNode, opt, active)) return 0; if (active) status->opt2 |= static_cast<e_sc_opt2>(constant); else status->opt2 &= ~static_cast<e_sc_opt2>(constant); } } else { if (!exists) status->opt2 = OPT2_NONE; } if (this->nodeExists(node, "Opt3")) { const YAML::Node &optNode = node["Opt3"]; for (const auto &it : optNode) { std::string opt = it.first.as<std::string>(), opt_constant = "OPT3_" + opt; int64 constant; if (!script_get_constant(opt_constant.c_str(), &constant)) { this->invalidWarning(optNode, "Opt3 %s is invalid.\n", opt.c_str()); return 0; } if (constant < OPT3_NORMAL || constant >= OPT3_MAX) { this->invalidWarning(optNode, "Opt3 %s is out of bounds.\n", opt.c_str()); return 0; } bool active; if (!this->asBool(optNode, opt, active)) return 0; if (active) status->opt3 |= static_cast<e_sc_opt3>(constant); else status->opt3 &= ~static_cast<e_sc_opt3>(constant); } } else { if (!exists) status->opt3 = OPT3_NORMAL; } if (this->nodeExists(node, "Options")) { const YAML::Node &optionNode = node["Options"]; for (const auto &it : optionNode) { std::string option = it.first.as<std::string>(), option_constant = "OPTION_" + option; int64 constant; if (!script_get_constant(option_constant.c_str(), &constant)) { this->invalidWarning(optionNode, "Option %s is invalid.\n", option.c_str()); return 0; } if (constant < OPTION_NOTHING || constant >= OPTION_MAX) { this->invalidWarning(optionNode, "Option %s is out of bounds.\n", option.c_str()); return 0; } bool active; if (!this->asBool(optionNode, option, active)) return 0; if (active) status->look |= static_cast<e_option>(constant); else status->look &= ~static_cast<e_option>(constant); } } else { if (!exists) status->look = OPTION_NOTHING; } if (this->nodeExists(node, "Flags")) { const YAML::Node &flagNode = node["Flags"]; for (const auto &it : flagNode) { std::string flag = it.first.as<std::string>(), flag_constant = "SCF_" + flag; int64 constant; if (!script_get_constant(flag_constant.c_str(), &constant)) { this->invalidWarning(flagNode, "Flag %s is invalid.\n", flag.c_str()); return 0; } if (constant < SCF_NONE || constant >= SCF_MAX) { this->invalidWarning(flagNode, "Flag %s is out of bounds.\n", flag.c_str()); return 0; } bool active; if (!this->asBool(flagNode, flag, active)) return 0; if (active) status->flag.set(static_cast<e_status_change_flag>(constant)); else status->flag.reset(static_cast<e_status_change_flag>(constant)); } } if (this->nodeExists(node, "MinRate")) { uint16 rate; if (!this->asUInt16(node, "MinRate", rate)) return 0; status->min_rate = rate; } else { if (!exists) status->min_rate = 0; } if (this->nodeExists(node, "MinDuration")) { int64 duration; if (!this->asInt64(node, "MinDuration", duration)) return 0; status->min_duration = static_cast<t_tick>(duration); } else { if (!exists) status->min_duration = 1; } if (this->nodeExists(node, "Fail")) { const YAML::Node &failNode = node["Fail"]; for (const auto &it : failNode) { std::string fail = it.first.as<std::string>(), fail_constant = "SC_" + fail; int64 constant; if (!script_get_constant(fail_constant.c_str(), &constant)) { this->invalidWarning(failNode, "Fail status %s is invalid.\n", fail.c_str()); return 0; } if (!this->validateStatus(static_cast<sc_type>(constant))) { this->invalidWarning(failNode, "Fail status %s is out of bounds.\n", fail.c_str()); return 0; } bool active; if (!this->asBool(failNode, fail, active)) return 0; if (active) status->fail.push_back(static_cast<sc_type>(constant)); else util::vector_erase_if_exists(status->fail, static_cast<sc_type>(constant)); } } if (this->nodeExists(node, "End")) { const YAML::Node &endNode = node["End"]; for (const auto &it : endNode) { std::string end = it.first.as<std::string>(), end_constant = "SC_" + end; int64 constant; if (!script_get_constant(end_constant.c_str(), &constant)) { this->invalidWarning(endNode, "End status %s is invalid.\n", end.c_str()); return 0; } if (!this->validateStatus(static_cast<sc_type>(constant))) { this->invalidWarning(endNode, "End status %s is out of bounds.\n", end.c_str()); return 0; } bool active; if (!this->asBool(endNode, end, active)) return 0; if (active) status->end.push_back(static_cast<sc_type>(constant)); else util::vector_erase_if_exists(status->end, static_cast<sc_type>(constant)); } } if (this->nodeExists(node, "EndReturn")) { bool end; if (!this->asBool(node, "EndReturn", end)) return 0; status->end_return = end; } else { if (!exists) status->end_return = false; } if (!exists) { this->put(status_id, status); } return 1; } void StatusDatabase::loadingFinished(){ std::fill( std::begin( this->StatusRelevantBLTypes ), std::end( this->StatusRelevantBLTypes ), BL_PC ); for( auto& entry : *this ){ auto& status = entry.second; if (status->type == SC_HALLUCINATION && !battle_config.display_hallucination) // Disable Hallucination. status->icon = EFST_BLANK; if( status->icon == EFST_BLANK ){ continue; }else if( status->flag[SCF_BLEFFECT] ){ this->StatusRelevantBLTypes[status->icon] |= BL_SCEFFECT; }else{ this->StatusRelevantBLTypes[status->icon] = BL_PC; } } } StatusDatabase status_db; /** * Sets defaults in tables and starts read db functions * sv_readdb reads the file, outputting the information line-by-line to * previous functions above, separating information by delimiter * DBs being read: * attr_fix.yml: Attribute adjustment table for attacks * size_fix.yml: Size adjustment table for weapons * refine.yml: Refining data table * @return 0 */ void status_readdb( bool reload ){ int i; const char* dbsubpath[] = { "", "/" DBIMPORT, //add other path here }; // read databases // path,filename,separator,mincol,maxcol,maxrow,func_parsor for(i=0; i<ARRAYLENGTH(dbsubpath); i++){ size_t n1 = strlen(db_path)+strlen(dbsubpath[i])+1; size_t n2 = strlen(db_path)+strlen(DBPATH)+strlen(dbsubpath[i])+1; char* dbsubpath1 = (char*)aMalloc(n1+1); char* dbsubpath2 = (char*)aMalloc(n2+1); if(i==0) { safesnprintf(dbsubpath1,n1,"%s%s",db_path,dbsubpath[i]); safesnprintf(dbsubpath2,n2,"%s/%s%s",db_path,DBPATH,dbsubpath[i]); } else { safesnprintf(dbsubpath1,n1,"%s%s",db_path,dbsubpath[i]); safesnprintf(dbsubpath2,n1,"%s%s",db_path,dbsubpath[i]); } sv_readdb(dbsubpath1, "status_disabled.txt", ',', 2, 2, -1, &status_readdb_status_disabled, i > 0); aFree(dbsubpath1); aFree(dbsubpath2); } if( reload ){ size_fix_db.reload(); refine_db.reload(); status_db.reload(); }else{ size_fix_db.load(); refine_db.load(); status_db.load(); } elemental_attribute_db.load(); } /** * Status db init and destroy. */ void do_init_status(void) { memset(SCDisabled, 0, sizeof(SCDisabled)); add_timer_func_list(status_change_timer,"status_change_timer"); add_timer_func_list(status_natural_heal_timer,"status_natural_heal_timer"); initDummyData(); status_readdb(); natural_heal_prev_tick = gettick(); sc_data_ers = ers_new(sizeof(struct status_change_entry),"status.cpp::sc_data_ers",ERS_OPT_NONE); add_timer_interval(natural_heal_prev_tick + NATURAL_HEAL_INTERVAL, status_natural_heal_timer, 0, 0, NATURAL_HEAL_INTERVAL); } /** Destroy status data */ void do_final_status(void) { ers_destroy(sc_data_ers); size_fix_db.clear(); refine_db.clear(); status_db.clear(); elemental_attribute_db.clear(); }
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Hi! I added a custom status icon (VIP Users). But I have trouble implementing them. This is what I did. 1. src/map/status.cpp Added case SC_VIPSTATE: After case SC_JEXPBOOST: 2. src/map/status.hpp Added SC_VIPSTATE = 1500, Before SC_MAX, 3. src/map/status.hpp Added EFST_VIPSTATE = 1500, Before EFST_MAX, 4. src/map/script_constants.hpp Added the following on their respective lines. export_constant(SC_VIPSTATE); export_deprecated_constant2("SI_VIPSTATE",1500); export_constant(EFST_VIPSTATE); 5. efstids.lub EFST_VIPSTATE = 1500, stateiconimginfo.lub [EFST_IDs.EFST_VIPSTATE] = "vip.tga", stateiconinfo.lub StateIconList[EFST_IDs.EFST_VIPSTATE] = { haveTimeLimit = 1, posTimeLimitStr = 2, descript = { { "VIP MEMBER", COLOR_TITLE_BUFF }, { "Exp Bonus 10%" }, { "Job Exp Bonus 10%" }, { "Drop Rate Bonus 10%" }, { "Additional 300 Storage Slot" }, { "Can use command" }, { "@autoattack" }, { "@autotrade" }, { "@autoloot" }, { "Can get Fairy Buff for +5 All stats" } } } 6. Iteminfo.yml Script: | vip_time(1440); sc_start SC_VIPSTATE,-1,0; I did all these things but i still receive an error and nothing works, If anyone can help me, I would really appreciate it. Thank you very much!
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Thanks for this!
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How to remove CashShop Categories
funtwocrasher replied to funtwocrasher's question in Source Support
I already PMed him. Is there any other way aside from diffing? -
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Attendance 20180620 client crash
funtwocrasher replied to funtwocrasher's question in General Support
FIXED. Just updated the msgstringtable.txt. -
Attendance 20180620 client crash
funtwocrasher replied to funtwocrasher's question in General Support
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I was trying to use the attendance system but i have a problem, when i log with any caracter the client crash on loading screen. i made some tests and the result's is: (1) - Its not the problem with item ou texture because i try with red potion ID 501 (2) - only crash when the attendance system is active (3) - probably is the client side, lua file or texture file from interface(i try to use from actualized datas but dont change at all) my hexed is the 2018-06-20 with KRO client. Help me please this is my settings: Attendance.yml Header: Type: ATTENDANCE_DB Version: 1 Body: - Start: 20220301 End: 20221231 Rewards: - Day: 1 ItemId: 502 Amount: 1 - Day: 2 ItemId: 502 Amount: 1 - Day: 3 ItemId: 502 Amount: 1 - Day: 4 ItemId: 502 Amount: 1 - Day: 5 ItemId: 502 Amount: 1 - Day: 6 ItemId: 502 Amount: 1 - Day: 7 ItemId: 502 Amount: 1 - Day: 8 ItemId: 502 Amount: 1 - Day: 9 ItemId: 502 Amount: 1 - Day: 10 ItemId: 502 Amount: 1 - Day: 11 ItemId: 502 Amount: 1 - Day: 12 ItemId: 502 Amount: 1 - Day: 13 ItemId: 502 Amount: 1 - Day: 14 ItemId: 502 Amount: 1 - Day: 15 ItemId: 502 Amount: 1 - Day: 16 ItemId: 502 Amount: 1 - Day: 17 ItemId: 502 Amount: 1 - Day: 18 ItemId: 502 Amount: 1 - Day: 19 ItemId: 502 Amount: 1 - Day: 20 ItemId: 502 Amount: 1 CheckAttendance.lub / CheckAttendnace.lua Config = { StartDate = 20220301, EndDate = 20221231 } Reward = { { 1, 502, 1 }, { 2, 502, 1 }, { 3, 502, 5 }, { 4, 502, 1 }, { 5, 502, 1 }, { 6, 502, 1 }, { 7, 502, 1 }, { 8, 502, 1 }, { 9, 502, 1 }, { 10, 502, 1 }, { 11, 502, 1 }, { 12, 502, 1 }, { 13, 502, 1 }, { 14, 502, 1 }, { 15, 502, 1 }, { 16, 502, 1 }, { 17, 502, 1 }, { 18, 502, 1 }, { 19, 502, 1 }, { 20, 502, 1 } } function main() result, msg = InsertCheckAttendanceConfig(Config.EvendOnOff, Config.StartDate, Config.EndDate) if not result then return false, msg end for k, rewardtbl in pairs(Reward) do result, msg = InsertCheckAttendanceReward(rewardtbl[1], rewardtbl[2], rewardtbl[3]) if not result then return false, msg end end return true, "success" end
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Attendance system client crash
funtwocrasher replied to Newbiedev-chan's question in Graphics Support
Any solution on this problem? -
NG word is filtered/censored in DropAnnounce itemflag
funtwocrasher replied to funtwocrasher's question in General Support
SOLVED rathena/conf/battle/items.conf broadcast_hide_name: 2 -
NG word is filtered/censored in DropAnnounce itemflag
funtwocrasher posted a question in General Support
Hi! I am using DropAnnounce script and this message is edited through msgstringtable.txt, however I have a little concern. The name is being censored "NG" word. Is there any way to remove this censorship? -
Costume Digital Space not showing
funtwocrasher replied to funtwocrasher's question in General Support
Can you share me your grf please? -
Costume Digital Space not showing
funtwocrasher replied to funtwocrasher's question in General Support
Still error. Sprite doesnt show. xD -
Costume Digital Space not showing
funtwocrasher replied to funtwocrasher's question in General Support
Is 2018 client uses LUB or LUA? I am using LUA files. -
Costume Digital Space not showing
funtwocrasher replied to funtwocrasher's question in General Support
20180831 client got some error, it automatically closes when I enter character selection. -
Costume Digital Space not showing
funtwocrasher replied to funtwocrasher's question in General Support
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Costume Digital Space not showing
funtwocrasher replied to funtwocrasher's question in General Support
Hi! I have tried these steps below but still it doesnt show: 1. Updated texture folder to Renewal 2. Update System folder Renewal PS. Most of the costumes 20500++ is not showing. Some of them are showing e.g. Archangel Wings. But most of them doesnt show. Can anyone help me? Or have the same problem? -
Hi! I have tried these steps below but still it doesnt show: 1. Updated texture folder to Renewal 2. Update System folder Renewal PS. Most of the costumes 20500++ is not showing. Some of them are showing e.g. Archangel Wings. But most of them doesnt show. Can anyone help me? Or have the same problem?
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R> Player has killed [monster] and got [monster card] Script
funtwocrasher replied to funtwocrasher's question in General Support
Thanks for this guys!