Corrected Lux Anima behavior (fixes #1110)
* Only transfers the most recent rune buff to the party. * The source loses the rune buff that is passed to the party. * There is a stack limit of 20 Lux Anima Runestones. -- Stack only applies to renewal as the item isn't implemented in pre-renewal.
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2c3201116c
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09a0c29a39
@ -27,6 +27,7 @@
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12731,20,1 // Thurisaz Rune
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12732,20,1 // Wyrd Rune
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12733,20,1 // Hagalaz Rune
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22540,20,1 // Lux Anima Rune
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// Arch Bishop
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12333,3,1 // Ancilla
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146
src/map/skill.c
146
src/map/skill.c
@ -8865,55 +8865,37 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
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map_foreachinrange(skill_area_sub, bl,i,BL_CHAR,
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src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
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break;
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case RK_STONEHARDSKIN:
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if( sd && pc_checkskill(sd,RK_RUNEMASTERY) >= 4 )
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{
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int heal = sstatus->hp / 5; // 20% HP
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if( status_charge(bl,heal,0) )
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clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start2(src,bl,type,100,skill_lv,heal,skill_get_time(skill_id,skill_lv)));
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else
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clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
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}
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break;
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case RK_REFRESH:
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if( sd && pc_checkskill(sd,RK_RUNEMASTERY) >= 8 )
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{
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int heal = status_get_max_hp(bl) * 25 / 100;
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clif_skill_nodamage(src,bl,skill_id,skill_lv,
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sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
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status_heal(bl,heal,0,1);
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status_change_clear_buffs(bl, SCCB_REFRESH);
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}
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break;
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case RK_MILLENNIUMSHIELD:
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if( sd && pc_checkskill(sd,RK_RUNEMASTERY) >= 9 )
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{
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int8 rate = rnd()%100;
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int16 shields = ((rate < 20) ? 4 : (rate < 50) ? 3 : 2);
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sc_start4(src,bl,type,100,skill_lv,shields,1000,0,skill_get_time(skill_id,skill_lv));
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clif_millenniumshield(bl,shields);
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clif_skill_nodamage(src,bl,skill_id,1,1);
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}
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break;
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case RK_GIANTGROWTH:
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case RK_STONEHARDSKIN:
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case RK_VITALITYACTIVATION:
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case RK_ABUNDANCE:
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case RK_CRUSHSTRIKE:
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if( sd )
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{
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int lv = 1; // RK_GIANTGROWTH
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if( skill_id == RK_VITALITYACTIVATION )
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lv = 2;
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else if( skill_id == RK_ABUNDANCE )
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lv = 6;
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else if( skill_id == RK_CRUSHSTRIKE )
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lv = 7;
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if( pc_checkskill(sd,RK_RUNEMASTERY) >= lv )
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clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
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}
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break;
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case RK_REFRESH:
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case RK_MILLENNIUMSHIELD:
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if (sd) {
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uint8 rune_level = 1; // RK_GIANTGROWTH
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if (skill_id == RK_VITALITYACTIVATION)
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rune_level = 2;
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else if (skill_id == RK_STONEHARDSKIN)
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rune_level = 4;
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else if (skill_id == RK_ABUNDANCE)
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rune_level = 6;
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else if (skill_id == RK_CRUSHSTRIKE)
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rune_level = 7;
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else if (skill_id == RK_REFRESH)
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rune_level = 8;
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else if (skill_id == RK_MILLENNIUMSHIELD)
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rune_level = 9;
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if (pc_checkskill(sd, RK_RUNEMASTERY) >= rune_level) {
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if (sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)))
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clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
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else if (skill_id == RK_STONEHARDSKIN)
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clif_skill_fail(sd, skill_id, USESKILL_FAIL_HP_INSUFFICIENT, 0);
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} else
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clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
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}
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break;
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case RK_FIGHTINGSPIRIT: {
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// val1: ATKBonus: Caster: 7*PartyMember. Member: 7*PartyMember/4
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@ -8939,58 +8921,36 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
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break;
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case RK_LUXANIMA:
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if( !sd || !sd->status.party_id || flag&1 ) {
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if( src == bl ) break;
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while( skill_area_temp[5] >= 0x10 ) {
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type = SC_NONE;
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i = 0;
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if( skill_area_temp[5]&0x10 ) {
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if( dstsd ) {
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i = (rnd()%100 < 50) ? 4 : ((rnd()%100 < 80) ? 3 : 2);
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clif_millenniumshield(bl,i);
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skill_area_temp[5] &= ~0x10;
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type = SC_MILLENNIUMSHIELD;
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{
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enum sc_type runes[] = { SC_MILLENNIUMSHIELD, SC_REFRESH, SC_GIANTGROWTH, SC_STONEHARDSKIN, SC_VITALITYACTIVATION, SC_ABUNDANCE };
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if (sd == NULL || sd->status.party_id == 0 || flag&1) {
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enum sc_type type = runes[skill_area_temp[5]];
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if (src->id == bl->id) // Don't give it back to the RK
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break;
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sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
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status_change_clear_buffs(bl, SCCB_LUXANIMA); // For bonus_script
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} else if (sd) { // Find which SC is going to be given
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int i = 0, recent = 0, result = -1;
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for (i = 0; i < ARRAYLENGTH(runes); i++) {
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if (sd->sc.data[runes[i]] && ((sd->sc.data[runes[i]]->timer * (runes[i] == SC_REFRESH? 3 : 1)) > recent || recent == 0)) {
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recent = sd->sc.data[runes[i]]->timer;
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result = i;
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}
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} else if( skill_area_temp[5]&0x20 ) {
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i = status_get_max_hp(bl) * 25 / 100;
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status_change_clear_buffs(bl, SCCB_REFRESH);
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skill_area_temp[5] &= ~0x20;
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status_heal(bl,i,0,1);
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type = SC_REFRESH;
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} else if( skill_area_temp[5]&0x40 ) {
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skill_area_temp[5] &= ~0x40;
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type = SC_GIANTGROWTH;
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} else if( skill_area_temp[5]&0x80 ) {
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if( dstsd ) {
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i = sstatus->hp / 5;
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if( status_charge(bl,i,0) )
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type = SC_STONEHARDSKIN;
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skill_area_temp[5] &= ~0x80;
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}
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} else if( skill_area_temp[5]&0x100 ) {
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skill_area_temp[5] &= ~0x100;
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type = SC_VITALITYACTIVATION;
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} else if( skill_area_temp[5]&0x200 ) {
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skill_area_temp[5] &= ~0x200;
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type = SC_ABUNDANCE;
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}
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if( type > SC_NONE )
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clif_skill_nodamage(bl,bl,skill_id,skill_lv,
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sc_start4(src,bl,type,100,skill_lv,i,0,1,skill_get_time(skill_id,skill_lv)));
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} //end while
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} else if( sd ) {
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if( tsc && tsc->count ) {
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if( tsc->data[SC_MILLENNIUMSHIELD] ) skill_area_temp[5] |= 0x10;
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if( tsc->data[SC_REFRESH] ) skill_area_temp[5] |= 0x20;
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if( tsc->data[SC_GIANTGROWTH] ) skill_area_temp[5] |= 0x40;
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if( tsc->data[SC_STONEHARDSKIN] ) skill_area_temp[5] |= 0x80;
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if( tsc->data[SC_VITALITYACTIVATION] ) skill_area_temp[5] |= 0x100;
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if( tsc->data[SC_ABUNDANCE] ) skill_area_temp[5] |= 0x200;
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if (result != -1) {
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skill_area_temp[5] = result;
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status_change_end(src, runes[result], INVALID_TIMER);
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party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
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clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
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}
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}
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clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
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party_foreachsamemap(skill_area_sub,sd,skill_get_splash(skill_id,skill_lv),src,skill_id,skill_lv,tick,flag|BCT_PARTY|1,skill_castend_nodamage_id);
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}
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break;
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break;
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case GC_ROLLINGCUTTER:
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{
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@ -9975,9 +9975,29 @@ int status_change_start(struct block_list* src, struct block_list* bl,enum sc_ty
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val2 = 500 + 100 * val1;
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break;
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case SC_STONEHARDSKIN:
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if( sd )
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val1 = sd->status.job_level * pc_checkskill(sd, RK_RUNEMASTERY) / 4; // DEF/MDEF Increase
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{
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int hp = status->hp / 5; // 20% of HP
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if (sd)
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val1 = sd->status.job_level * pc_checkskill(sd, RK_RUNEMASTERY) / 4; // DEF/MDEF Increase
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if (!status_charge(bl, hp, 0))
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return 0;
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val2 = hp;
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}
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break;
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case SC_REFRESH:
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status_heal(bl, status_get_max_hp(bl) * 25 / 100, 0, 1);
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status_change_clear_buffs(bl, SCCB_REFRESH);
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break;
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case SC_MILLENNIUMSHIELD:
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{
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int8 rate = rnd()%100;
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val2 = ((rate < 20) ? 4 : (rate < 50) ? 3 : 2); // Shield count
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val3 = 1000; // Shield HP
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clif_millenniumshield(bl, val2);
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}
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break;
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case SC_ABUNDANCE:
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val4 = tick / 10000;
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tick_time = 10000; // [GodLesZ] tick time
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