Fixed bugreport:6220 updated SR_SKYNETBLOW behavior to official and damage formula and other Sura skills(SR_TIGERCANNON,SR_FALLENEMPIRE,SR_GATEOFHELL,SR_WINDMILL,SR_RIDEINLIGHTING,SR_LIGHTNINGWALK) and more to come...:D
git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@16424 54d463be-8e91-2dee-dedb-b68131a5f0ec
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@ -667,7 +667,7 @@
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2331,0,0,1,0,0,0,99,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //SR_HELLGATE#Hell Gate#
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2332,0,0,110:120:130:140:150,0,0,0,99,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //SR_RAMPAGEBLASTER#Rampage Blaster#
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2333,0,0,80,0,0,0,99,0,0,none,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //SR_CRESCENTELBOW#Crescent Elbow#
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2334,0,0,40:60:80:100:120,0,0,0,99,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //SR_CURSEDCIRCLE#Cursed Circle#
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2334,0,0,40:60:80:100:120,-1:-2:-3:-4:-5,0,0,99,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //SR_CURSEDCIRCLE#Cursed Circle#
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2335,0,0,80:70:60:50:40,-5:-4:-3:-2:-1,0,0,99,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //SR_LIGHTNINGWALK#Lightning Walk#
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2336,0,0,10:15:20:25:30,0,0,0,99,0,0,none,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //SR_KNUCKLEARROW#Knuckle Arrow#
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2337,0,0,45,0,0,0,99,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //SR_WINDMILL#Windmill#
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@ -668,7 +668,7 @@
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2331,0,0,1,0,0,0,99,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //SR_HELLGATE#Hell Gate#
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2332,0,0,110:120:130:140:150,0,0,0,99,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //SR_RAMPAGEBLASTER#Rampage Blaster#
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2333,0,0,80,0,0,0,99,0,0,none,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //SR_CRESCENTELBOW#Crescent Elbow#
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2334,0,0,40:60:80:100:120,0,0,0,99,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //SR_CURSEDCIRCLE#Cursed Circle#
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2334,0,0,40:60:80:100:120,-1:-2:-3:-4:-5,0,0,99,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //SR_CURSEDCIRCLE#Cursed Circle#
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2335,0,0,80:70:60:50:40,-5:-4:-3:-2:-1,0,0,99,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //SR_LIGHTNINGWALK#Lightning Walk#
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2336,0,0,10:15:20:25:30,0,0,0,99,0,0,none,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //SR_KNUCKLEARROW#Knuckle Arrow#
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2337,0,0,45,0,0,0,99,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //SR_WINDMILL#Windmill#
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@ -2296,23 +2296,32 @@ static struct Damage battle_calc_weapon_attack(struct block_list *src,struct blo
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break;
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case SR_DRAGONCOMBO:
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skillratio += 40 * skill_lv;
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RE_LVL_DMOD(100);
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break;
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case SR_SKYNETBLOW:
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skillratio += 80 * skill_lv - 100 + ( sstatus->agi * 4 );
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//ATK [{(Skill Level x 80) + (Caster’s AGI)} x Caster’s Base Level / 100] %
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skillratio = 80 * skill_lv + sstatus->agi;
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if( sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_DRAGONCOMBO )//ATK [{(Skill Level x 100) + (Caster’s AGI) + 150} x Caster’s Base Level / 100] %
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skillratio = 100 * skill_lv + sstatus->agi + 150;
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RE_LVL_DMOD(100);
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break;
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case SR_EARTHSHAKER:
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skillratio += 50 * skill_lv - 50;// Need to code a check to make the ratio 3x when hitting a hidden player. [Rytech]
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break;
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case SR_FALLENEMPIRE:
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skillratio += 150 * skill_lv; // Need official on how much enemy players weight affects damage. [Rytech]
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//if( tsd && tsd->weight )
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// skillratio = (100 + 150 * skill_lv) * tsd->weight / 10000;
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//else
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// skillratio = (100 + 150 * skill_lv) * 600 / 100;
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break;
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case SR_TIGERCANNON:
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skillratio = 2000 + ( sstatus->hp * ( 10 + 2 * skill_lv ) / 100 );
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break;
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case SR_FALLENEMPIRE:// ATK [(Skill Level x 150 + 100) x Caster’s Base Level / 150] %
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skillratio += 150 *skill_lv;
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RE_LVL_DMOD(100);
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break;
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case SR_TIGERCANNON:// ATK [((Caster’s consumed HP + SP) / 4) x Caster’s Base Level / 100] %
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{
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int hp = sstatus->max_hp * (10 + 2 * skill_lv) / 100,
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sp = sstatus->max_sp * (6 + skill_lv) / 100;
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skillratio = (hp+sp) / 4;
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if( sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_FALLENEMPIRE ) // ATK [((Caster’s consumed HP + SP) / 2) x Caster’s Base Level / 100] %
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skillratio = (hp+sp) / 2;
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RE_LVL_DMOD(100);
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}
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break;
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case SR_RAMPAGEBLASTER:
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if( sc && sc->data[SC_EXPLOSIONSPIRITS] )
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skillratio += 40 * skill_lv * (sd?sd->spiritball_old:5) - 100;
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@ -2325,8 +2334,9 @@ static struct Damage battle_calc_weapon_attack(struct block_list *src,struct blo
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else
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skillratio += 400 + (100 * skill_lv);
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break;
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case SR_WINDMILL:
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skillratio += 150;
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case SR_WINDMILL: // ATK [(Caster’s Base Level + Caster’s DEX) x Caster’s Base Level / 100] %
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skillratio = status_get_lv(src) + sstatus->dex;
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RE_LVL_DMOD(100);
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break;
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case SR_GATEOFHELL:
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if( sc && sc->data[SC_COMBO]
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@ -2342,8 +2352,11 @@ static struct Damage battle_calc_weapon_attack(struct block_list *src,struct blo
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case SR_HOWLINGOFLION:
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skillratio += 300 * skill_lv - 100;
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break;
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case SR_RIDEINLIGHTNING:
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skillratio += 200 * skill_lv -100;
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case SR_RIDEINLIGHTNING: // ATK [{(Skill Level x 200) + Additional Damage} x Caster’s Base Level / 100] %
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if( (sstatus->rhw.ele) == ELE_WIND || (sstatus->lhw.ele) == ELE_WIND )
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skillratio += skill_lv * 50;
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skillratio += -100 + 200 * skill_lv;
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RE_LVL_DMOD(100);
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break;
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case WM_REVERBERATION_MELEE:
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// ATK [{(Skill Level x 100) + 300} x Caster’s Base Level / 100]
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@ -2486,10 +2499,19 @@ static struct Damage battle_calc_weapon_attack(struct block_list *src,struct blo
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ATK_ADD ( (sstatus->max_sp * (1 + skill_lv * 2 / 10)) + 40 * status_get_lv(src) );
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}
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break;
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case SR_TIGERCANNON:
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case SR_TIGERCANNON: // (Tiger Cannon skill level x 240) + (Target’s Base Level x 40)
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ATK_ADD( skill_lv * 240 + status_get_lv(target) * 40 );
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if( sc && sc->data[SC_COMBO]
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&& sc->data[SC_COMBO]->val1 == SR_FALLENEMPIRE )
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ATK_ADDRATE(10);// +10% custom value.
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&& sc->data[SC_COMBO]->val1 == SR_FALLENEMPIRE ) // (Tiger Cannon skill level x 500) + (Target’s Base Level x 40)
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ATK_ADD( skill_lv * 500 + status_get_lv(target) * 40 );
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break;
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case SR_FALLENEMPIRE:// [(Target’s Size value + Skill Level - 1) x Caster’s STR] + [(Target’s current weight x Caster’s DEX / 120)]
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ATK_ADD( ((tstatus->size+1)*2 + skill_lv - 1) * sstatus->str);
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if( tsd && tsd->weight ){
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ATK_ADD( (tsd->weight/10) * sstatus->dex / 120 );
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}else{
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ATK_ADD( status_get_lv(target) * 50 ); //mobs
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}
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break;
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}
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}
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@ -2549,10 +2571,6 @@ static struct Damage battle_calc_weapon_attack(struct block_list *src,struct blo
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if( tsc && (tsc->data[SC_HIDING] || tsc->data[SC_CLOAKING] || tsc->data[SC_CHASEWALK] || tsc->data[SC_CLOAKINGEXCEED]) )
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ATK_ADDRATE(150+150*skill_lv);
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break;
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case SR_RIDEINLIGHTNING:
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if( (sstatus->rhw.ele) == ELE_WIND || (sstatus->lhw.ele) == ELE_WIND )
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ATK_ADDRATE(skill_lv*5);
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break;
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}
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if( sd )
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@ -1243,14 +1243,11 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, int
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sc_start(bl, SC_EARTHDRIVE, 100, skilllv, skill_get_time(skillid, skilllv));
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break;
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case SR_DRAGONCOMBO:
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sc_start(bl, SC_STUN, 1 + 1 * skilllv, skilllv, skill_get_time(skillid, skilllv));
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sc_start(bl, SC_STUN, 1 + skilllv, skilllv, skill_get_time(skillid, skilllv));
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break;
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case SR_FALLENEMPIRE:
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sc_start(bl, SC_STOP, 100, skilllv, skill_get_time(skillid, skilllv));
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break;
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case SR_TIGERCANNON:
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status_percent_damage(src, bl, 0, 5+1*skilllv, false); // The hell is this? [Rytech]
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break;
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case SR_WINDMILL:
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if( dstsd )
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skill_addtimerskill(src,tick+status_get_amotion(src),bl->id,0,0,skillid,skilllv,BF_WEAPON,0);
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@ -2649,6 +2646,9 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
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case WM_METALICSOUND:
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status_zap(bl, 0, damage*100/(100*(110-pc_checkskill(sd,WM_LESSON)*10)));
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break;
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case SR_TIGERCANNON:
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status_zap(bl, 0, damage/10); // 10% of damage dealt
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break;
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}
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if( sd )
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skill_onskillusage(sd, bl, skillid, tick);
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@ -5445,7 +5445,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
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clif_skill_nodamage(src,bl,skillid,skilllv,1);
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i = map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), splash_target(src),
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src, skillid, skilllv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
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if( !i && skillid == NC_AXETORNADO )
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if( !i && skillid == NC_AXETORNADO || skillid == SR_SKYNETBLOW )
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clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
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break;
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@ -12519,7 +12519,7 @@ int skill_check_condition_castbegin(struct map_session_data* sd, short skill, sh
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}
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if( require.spiritball > 0 && sd->spiritball < require.spiritball) {
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clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
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clif_skill_fail(sd,skill,USESKILL_FAIL_SPIRITS,require.spiritball);
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return 0;
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}
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@ -13039,6 +13039,7 @@ int skill_castfix_sc (struct block_list *bl, int time, int skill_id, int skill_l
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}
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}
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#endif
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if( time < 0 ) return 0; // due to fixed castime so use -1 to nullify the casting. [malufett]
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if (sc && sc->count) {
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if (sc->data[SC_SLOWCAST])
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time += time * sc->data[SC_SLOWCAST]->val2 / 100;
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@ -15874,7 +15875,7 @@ int skill_elementalanalysis(struct map_session_data* sd, int n, int skill_lv, un
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tmp_item.nameid = product;
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tmp_item.amount = add_amount;
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tmp_item.identify = 1;
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if( tmp_item.amount ) {
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if( (flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_CONSUME)) ) {
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clif_additem(sd,0,0,flag);
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@ -7441,8 +7441,6 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val
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struct unit_data *ud = unit_bl2ud(bl);
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if (ud && !val3) {
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tick += 300 * battle_config.combo_delay_rate/100;
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if(val1 == SR_FALLENEMPIRE)//TODO: better option for this bonus. [malufett]
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tick += 1000;
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ud->attackabletime = gettick()+tick;
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unit_set_walkdelay(bl, gettick(), tick, 1);
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}
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@ -8083,8 +8081,8 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val
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val2 = 94 + val1;
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val_flag |= 1|2;
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break;
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case SC_LIGHTNINGWALK:
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val1 = 88 + 2 * val1;
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case SC_LIGHTNINGWALK: // [(Job Level / 2) + (40 + 5 * Skill Level)] %
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val1 = (sd?sd->status.job_level:2)/2 + 40 + 5 * val1;
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val_flag |= 1;
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break;
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case SC_RAISINGDRAGON:
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@ -1201,14 +1201,14 @@ int unit_skilluse_id2(struct block_list *src, int target_id, short skill_num, sh
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(sc->data[SC_COMBO]->val1 == MO_COMBOFINISH ||
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sc->data[SC_COMBO]->val1 == CH_TIGERFIST ||
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sc->data[SC_COMBO]->val1 == CH_CHAINCRUSH))
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casttime = 0;
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casttime = -1;
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temp = 1;
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break;
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case SR_GATEOFHELL:
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case SR_TIGERCANNON:
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if (sc && sc->data[SC_COMBO] &&
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sc->data[SC_COMBO]->val1 == SR_FALLENEMPIRE)
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casttime = 0;
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casttime = -1;
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temp = 1;
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break;
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case SA_SPELLBREAKER:
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@ -1216,15 +1216,15 @@ int unit_skilluse_id2(struct block_list *src, int target_id, short skill_num, sh
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break;
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case ST_CHASEWALK:
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if (sc && sc->data[SC_CHASEWALK])
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casttime = 0;
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casttime = -1;
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break;
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case TK_RUN:
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if (sc && sc->data[SC_RUN])
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casttime = 0;
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casttime = -1;
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break;
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case HP_BASILICA:
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if( sc && sc->data[SC_BASILICA] )
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casttime = 0; // No Casting time on basilica cancel
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casttime = -1; // No Casting time on basilica cancel
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break;
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case KN_CHARGEATK:
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{
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@ -1239,11 +1239,11 @@ int unit_skilluse_id2(struct block_list *src, int target_id, short skill_num, sh
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break;
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case RA_WUGDASH:
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if (sc && sc->data[SC_WUGDASH])
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casttime = 0;
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casttime = -1;
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}
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// moved here to prevent Suffragium from ending if skill fails
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if (!(skill_get_castnodex(skill_num, skill_lv)&2))
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if (!(skill_get_castnodex(skill_num, skill_lv)&2))
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casttime = skill_castfix_sc(src, casttime, skill_num, skill_lv);
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if( casttime > 0 || temp )
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