Updated Sorcerer Insignia Skills (#2645)
* Updated Sorcerer Insignia Skills * Fixes #2630. * Added missing Elemental 20% damage bonus for level 1 Insignia. * Adjusted the recovery bonus to only apply to Elementals. * Adjusted 25% magic damage bonus calculation. * Added the missing ASPD bonus for Wind Insignia. * Insignias should not affect status immune. * Removed the BATK addition. * Miscellaneous cleanups. Thanks to @admkakaroto and @exneval!
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@ -150,10 +150,10 @@
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2450,0xe0, , 3, 0, -1,enemy, 0xA010 //SO_CLOUD_KILL
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2452,0xe4, , 3, 0, -1,all, 0xA010 //SO_WARMER
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2453,0xeb, , 0, 1:1:2:2:3,500,enemy,0x8010 //SO_VACUUM_EXTREME
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2465,0xf1, , 0, 1,1000,all, 0x010 //SO_FIRE_INSIGNIA
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2466,0xf2, , 0, 1,1000,all, 0x010 //SO_WATER_INSIGNIA
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2467,0xf3, , 0, 1,1000,all, 0x010 //SO_WIND_INSIGNIA
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2468,0xf4, , 0, 1,1000,all, 0x010 //SO_EARTH_INSIGNIA
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2465,0xf1, , 1, 0, -1,all, 0x2010 //SO_FIRE_INSIGNIA
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2466,0xf2, , 1, 0, -1,all, 0x2010 //SO_WATER_INSIGNIA
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2467,0xf3, , 1, 0, -1,all, 0x2010 //SO_WIND_INSIGNIA
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2468,0xf4, , 1, 0, -1,all, 0x2010 //SO_EARTH_INSIGNIA
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2479,0xe5, , 0, 1,1000,enemy, 0x8006 //GN_THORNS_TRAP
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2482,0xe6,0x7f, -1, 1, 300,enemy, 0x8000 //GN_WALLOFTHORN
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@ -151,10 +151,10 @@
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2450,0xe0, , 3, 0, -1,enemy, 0xA010 //SO_CLOUD_KILL
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2452,0xe4, , 3, 0, -1,all, 0xA010 //SO_WARMER
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2453,0xeb, , 0, 1:1:2:2:3,500,enemy,0x8010 //SO_VACUUM_EXTREME
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2465,0xf1, , 0, 1,1000,all, 0x010 //SO_FIRE_INSIGNIA
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2466,0xf2, , 0, 1,1000,all, 0x010 //SO_WATER_INSIGNIA
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2467,0xf3, , 0, 1,1000,all, 0x010 //SO_WIND_INSIGNIA
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2468,0xf4, , 0, 1,1000,all, 0x010 //SO_EARTH_INSIGNIA
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2465,0xf1, , 1, 0, -1,all, 0x2010 //SO_FIRE_INSIGNIA
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2466,0xf2, , 1, 0, -1,all, 0x2010 //SO_WATER_INSIGNIA
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2467,0xf3, , 1, 0, -1,all, 0x2010 //SO_WIND_INSIGNIA
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2468,0xf4, , 1, 0, -1,all, 0x2010 //SO_EARTH_INSIGNIA
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2479,0xe5, , 0, 1,1000,enemy, 0x8006 //GN_THORNS_TRAP
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2482,0xe6,0x7f, -1, 1, 300,enemy, 0x8000 //GN_WALLOFTHORN
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@ -1908,11 +1908,16 @@ static int battle_calc_base_weapon_attack(struct block_list *src, struct status_
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* Initial refactoring by Baalberith
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* Refined and optimized by helvetica
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*/
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static int64 battle_calc_base_damage(struct status_data *status, struct weapon_atk *wa, struct status_change *sc, unsigned short t_size, struct map_session_data *sd, int flag)
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static int64 battle_calc_base_damage(struct block_list *src, struct status_data *status, struct weapon_atk *wa, struct status_change *sc, unsigned short t_size, int flag)
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{
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unsigned int atkmin = 0, atkmax = 0;
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short type = 0;
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int64 damage = 0;
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struct map_session_data *sd = NULL;
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nullpo_retr(damage, src);
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sd = BL_CAST(BL_PC, src);
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if (!sd) { //Mobs/Pets
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if(flag&4) {
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@ -1962,6 +1967,38 @@ static int64 battle_calc_base_damage(struct status_data *status, struct weapon_a
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// Size fix only for players
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if (!(sd->special_state.no_sizefix || (flag&8)))
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damage = damage * (type == EQI_HAND_L ? sd->left_weapon.atkmods[t_size] : sd->right_weapon.atkmods[t_size]) / 100;
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} else if (src->type == BL_ELEM) {
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struct status_change *ele_sc = status_get_sc(src);
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int ele_class = status_get_class(src);
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if (ele_sc) {
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switch (ele_class) {
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case ELEMENTALID_AGNI_S:
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case ELEMENTALID_AGNI_M:
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case ELEMENTALID_AGNI_L:
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if (ele_sc->data[SC_FIRE_INSIGNIA] && ele_sc->data[SC_FIRE_INSIGNIA]->val1 == 1)
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damage += damage * 20 / 100;
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break;
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case ELEMENTALID_AQUA_S:
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case ELEMENTALID_AQUA_M:
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case ELEMENTALID_AQUA_L:
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if (ele_sc->data[SC_WATER_INSIGNIA] && ele_sc->data[SC_WATER_INSIGNIA]->val1 == 1)
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damage += damage * 20 / 100;
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break;
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case ELEMENTALID_VENTUS_S:
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case ELEMENTALID_VENTUS_M:
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case ELEMENTALID_VENTUS_L:
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if (ele_sc->data[SC_WIND_INSIGNIA] && ele_sc->data[SC_WIND_INSIGNIA]->val1 == 1)
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damage += damage * 20 / 100;
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break;
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case ELEMENTALID_TERA_S:
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case ELEMENTALID_TERA_M:
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case ELEMENTALID_TERA_L:
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if (ele_sc->data[SC_EARTH_INSIGNIA] && ele_sc->data[SC_EARTH_INSIGNIA]->val1 == 1)
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damage += damage * 20 / 100;
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break;
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}
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}
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}
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//Finally, add baseatk
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@ -2833,11 +2870,11 @@ static struct Damage battle_calc_element_damage(struct Damage wd, struct block_l
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wd.damage2 = battle_attr_fix(src, target, wd.damage2, left_element ,tstatus->def_ele, tstatus->ele_lv);
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if (sc && sc->data[SC_WATK_ELEMENT] && (wd.damage || wd.damage2)) {
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// Descriptions indicate this means adding a percent of a normal attack in another element. [Skotlex]
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int64 damage = battle_calc_base_damage(sstatus, &sstatus->rhw, sc, tstatus->size, sd, (is_skill_using_arrow(src, skill_id)?2:0)) * sc->data[SC_WATK_ELEMENT]->val2 / 100;
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int64 damage = battle_calc_base_damage(src, sstatus, &sstatus->rhw, sc, tstatus->size, (is_skill_using_arrow(src, skill_id)?2:0)) * sc->data[SC_WATK_ELEMENT]->val2 / 100;
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wd.damage += battle_attr_fix(src, target, damage, sc->data[SC_WATK_ELEMENT]->val1, tstatus->def_ele, tstatus->ele_lv);
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if (is_attack_left_handed(src, skill_id)) {
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damage = battle_calc_base_damage(sstatus, &sstatus->lhw, sc, tstatus->size, sd, (is_skill_using_arrow(src, skill_id)?2:0)) * sc->data[SC_WATK_ELEMENT]->val2 / 100;
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damage = battle_calc_base_damage(src, sstatus, &sstatus->lhw, sc, tstatus->size, (is_skill_using_arrow(src, skill_id)?2:0)) * sc->data[SC_WATK_ELEMENT]->val2 / 100;
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wd.damage2 += battle_attr_fix(src, target, damage, sc->data[SC_WATK_ELEMENT]->val1, tstatus->def_ele, tstatus->ele_lv);
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}
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}
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@ -3077,7 +3114,7 @@ struct Damage battle_calc_skill_base_damage(struct Damage wd, struct block_list
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wd = battle_calc_damage_parts(wd, src, target, skill_id, skill_lv);
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wd.masteryAtk = 0; // weapon mastery is ignored for spiral
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} else {
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wd.damage = battle_calc_base_damage(sstatus, &sstatus->rhw, sc, tstatus->size, sd, 0); //Monsters have no weight and use ATK instead
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wd.damage = battle_calc_base_damage(src, sstatus, &sstatus->rhw, sc, tstatus->size, 0); //Monsters have no weight and use ATK instead
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}
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switch (tstatus->size) { //Size-fix. Is this modified by weapon perfection?
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@ -3108,7 +3145,7 @@ struct Damage battle_calc_skill_base_damage(struct Damage wd, struct block_list
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ATK_ADDRATE(wd.damage, wd.damage2, 50*skill_lv); //Skill modifier applies to weight only.
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} else {
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wd.damage = battle_calc_base_damage(sstatus, &sstatus->rhw, sc, tstatus->size, sd, 0); //Monsters have no weight and use ATK instead
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wd.damage = battle_calc_base_damage(src, sstatus, &sstatus->rhw, sc, tstatus->size, 0); //Monsters have no weight and use ATK instead
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}
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i = sstatus->str/10;
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@ -3197,9 +3234,9 @@ struct Damage battle_calc_skill_base_damage(struct Damage wd, struct block_list
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i = (is_attack_critical(wd, src, target, skill_id, skill_lv, false)?1:0)|
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(!skill_id && sc && sc->data[SC_CHANGE]?4:0);
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wd.damage = battle_calc_base_damage(sstatus, &sstatus->rhw, sc, tstatus->size, sd, i);
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wd.damage = battle_calc_base_damage(src, sstatus, &sstatus->rhw, sc, tstatus->size, i);
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if (is_attack_left_handed(src, skill_id))
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wd.damage2 = battle_calc_base_damage(sstatus, &sstatus->lhw, sc, tstatus->size, sd, i);
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wd.damage2 = battle_calc_base_damage(src, sstatus, &sstatus->lhw, sc, tstatus->size, i);
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}
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#else
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i = (is_attack_critical(wd, src, target, skill_id, skill_lv, false)?1:0)|
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@ -3221,9 +3258,9 @@ struct Damage battle_calc_skill_base_damage(struct Damage wd, struct block_list
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break;
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}
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}
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wd.damage = battle_calc_base_damage(sstatus, &sstatus->rhw, sc, tstatus->size, sd, i);
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wd.damage = battle_calc_base_damage(src, sstatus, &sstatus->rhw, sc, tstatus->size, i);
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if (is_attack_left_handed(src, skill_id))
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wd.damage2 = battle_calc_base_damage(sstatus, &sstatus->lhw, sc, tstatus->size, sd, i);
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wd.damage2 = battle_calc_base_damage(src, sstatus, &sstatus->lhw, sc, tstatus->size, i);
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#endif
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if (nk&NK_SPLASHSPLIT){ // Divide ATK among targets
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if(wd.miscflag > 0) {
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@ -5064,7 +5101,7 @@ struct Damage battle_calc_weapon_final_atk_modifiers(struct Damage wd, struct bl
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int64 rdamage = 0;
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int ratio = (int64)(status_get_hp(src) / 100) * tsc->data[SC_CRESCENTELBOW]->val1 * status_get_lv(target) / 125;
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if (ratio > 5000) ratio = 5000; // Maximum of 5000% ATK
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rdamage = battle_calc_base_damage(tstatus,&tstatus->rhw,tsc,sstatus->size,tsd,0);
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rdamage = battle_calc_base_damage(target,tstatus,&tstatus->rhw,tsc,sstatus->size,0);
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rdamage = (int64)rdamage * ratio / 100 + wd.damage * (10 + tsc->data[SC_CRESCENTELBOW]->val1 * 20 / 10) / 10;
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skill_blown(target, src, skill_get_blewcount(SR_CRESCENTELBOW_AUTOSPELL, tsc->data[SC_CRESCENTELBOW]->val1), unit_getdir(src), BLOWN_NONE);
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clif_skill_damage(target, src, gettick(), status_get_amotion(src), 0, rdamage,
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@ -6177,6 +6214,14 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list
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break;
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}
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if (sc) {// Insignia's increases the damage of offensive magic by a fixed percentage depending on the element.
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if ((sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 3 && s_ele == ELE_FIRE) ||
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(sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 3 && s_ele == ELE_WATER) ||
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(sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 3 && s_ele == ELE_WIND) ||
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(sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 3 && s_ele == ELE_EARTH))
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skillratio += 25;
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}
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MATK_RATE(skillratio);
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//Constant/misc additions from skills
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@ -13344,6 +13344,10 @@ static int skill_unit_onplace(struct skill_unit *unit, struct block_list *bl, un
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case UNT_VOLCANO:
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case UNT_DELUGE:
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case UNT_VIOLENTGALE:
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case UNT_FIRE_INSIGNIA:
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case UNT_WATER_INSIGNIA:
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case UNT_WIND_INSIGNIA:
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case UNT_EARTH_INSIGNIA:
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if(!sce)
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sc_start(ss, bl,type,100,sg->skill_lv,sg->limit);
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break;
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@ -14140,29 +14144,6 @@ int skill_unit_onplace_timer(struct skill_unit *unit, struct block_list *bl, uns
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sc_start(ss, bl, type, 100, sg->skill_lv, sg->interval);
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break;
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case UNT_FIRE_INSIGNIA:
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case UNT_WATER_INSIGNIA:
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case UNT_WIND_INSIGNIA:
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case UNT_EARTH_INSIGNIA:
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sc_start(ss, bl, type, 100, sg->skill_lv, sg->interval);
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if (!battle_check_undead(tstatus->race, tstatus->def_ele)) {
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int hp = tstatus->max_hp / 100; //+1% each 5s
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if ((sg->val3) % 5) { //each 5s
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if (tstatus->def_ele == skill_get_ele(sg->skill_id,sg->skill_lv)){
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status_heal(bl, hp, 0, 2);
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} else if((sg->unit_id == UNT_FIRE_INSIGNIA && tstatus->def_ele == ELE_EARTH)
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||(sg->unit_id == UNT_WATER_INSIGNIA && tstatus->def_ele == ELE_FIRE)
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||(sg->unit_id == UNT_WIND_INSIGNIA && tstatus->def_ele == ELE_WATER)
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||(sg->unit_id == UNT_EARTH_INSIGNIA && tstatus->def_ele == ELE_WIND)
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){
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status_heal(bl, -hp, 0, 0);
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}
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}
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sg->val3++; //timer
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if (sg->val3 > 5) sg->val3 = 0;
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}
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break;
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case UNT_VACUUM_EXTREME:
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if (tsc && (tsc->data[SC_HALLUCINATIONWALK] || tsc->data[SC_HOVERING] || tsc->data[SC_VACUUM_EXTREME] ||
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(tsc->data[SC_VACUUM_EXTREME_POSTDELAY] && tsc->data[SC_VACUUM_EXTREME_POSTDELAY]->val2 == sg->group_id))) // Ignore post delay from other vacuum (this will make stack effect enabled)
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@ -780,9 +780,9 @@ void initChangeTables(void)
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set_sc( SO_WARMER , SC_WARMER , SI_WARMER , SCB_NONE );
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set_sc( SO_VACUUM_EXTREME , SC_VACUUM_EXTREME , SI_VACUUM_EXTREME , SCB_NONE );
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set_sc( SO_ARRULLO , SC_DEEPSLEEP , SI_DEEPSLEEP , SCB_NONE );
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set_sc( SO_FIRE_INSIGNIA , SC_FIRE_INSIGNIA , SI_FIRE_INSIGNIA , SCB_MATK|SCB_BATK|SCB_WATK|SCB_ATK_ELE|SCB_REGEN );
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set_sc( SO_FIRE_INSIGNIA , SC_FIRE_INSIGNIA , SI_FIRE_INSIGNIA , SCB_MATK|SCB_WATK|SCB_ATK_ELE|SCB_REGEN );
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set_sc( SO_WATER_INSIGNIA , SC_WATER_INSIGNIA , SI_WATER_INSIGNIA , SCB_WATK|SCB_ATK_ELE|SCB_REGEN );
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set_sc( SO_WIND_INSIGNIA , SC_WIND_INSIGNIA , SI_WIND_INSIGNIA , SCB_WATK|SCB_ATK_ELE|SCB_REGEN );
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set_sc( SO_WIND_INSIGNIA , SC_WIND_INSIGNIA , SI_WIND_INSIGNIA , SCB_WATK|SCB_ASPD|SCB_ATK_ELE|SCB_REGEN );
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set_sc( SO_EARTH_INSIGNIA , SC_EARTH_INSIGNIA , SI_EARTH_INSIGNIA , SCB_MDEF|SCB_DEF|SCB_MAXHP|SCB_MAXSP|SCB_WATK|SCB_ATK_ELE|SCB_REGEN );
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/* Genetic */
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@ -4165,14 +4165,6 @@ int status_calc_pc_(struct map_session_data* sd, enum e_status_calc_opt opt)
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sd->subele[ELE_NEUTRAL] += sc->data[SC_MTF_MLEATKED]->val3;
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if (sc->data[SC_MTF_CRIDAMAGE])
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sd->bonus.crit_atk_rate += sc->data[SC_MTF_CRIDAMAGE]->val1;
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if( sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 3 )
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sd->magic_addele[ELE_FIRE] += 25;
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if( sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 3 )
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sd->magic_addele[ELE_WATER] += 25;
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if( sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 3 )
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sd->magic_addele[ELE_WIND] += 25;
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if( sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 3 )
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sd->magic_addele[ELE_EARTH] += 25;
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}
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status_cpy(&sd->battle_status, base_status);
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@ -4605,11 +4597,36 @@ void status_calc_regen_rate(struct block_list *bl, struct regen_data *regen, str
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regen->hp += cap_value(regen->hp * sc->data[SC_GT_REVITALIZE]->val3/100, 1, SHRT_MAX);
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regen->state.walk = 1;
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}
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if ((sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 1) // If insignia lvl 1
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|| (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 1)
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|| (sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 1)
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|| (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 1))
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regen->rate.hp *= 2;
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if (bl->type == BL_ELEM) { // Recovery bonus only applies to the Elementals.
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int ele_class = status_get_class(bl);
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switch (ele_class) {
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case ELEMENTALID_AGNI_S:
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case ELEMENTALID_AGNI_M:
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case ELEMENTALID_AGNI_L:
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if (sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 1)
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regen->rate.hp += 100;
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break;
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case ELEMENTALID_AQUA_S:
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case ELEMENTALID_AQUA_M:
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case ELEMENTALID_AQUA_L:
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if (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 1)
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regen->rate.hp += 100;
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break;
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case ELEMENTALID_VENTUS_S:
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case ELEMENTALID_VENTUS_M:
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case ELEMENTALID_VENTUS_L:
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if (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 1)
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regen->rate.hp += 100;
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break;
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case ELEMENTALID_TERA_S:
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case ELEMENTALID_TERA_M:
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case ELEMENTALID_TERA_L:
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if (sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 1)
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regen->rate.hp += 100;
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break;
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}
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||||
}
|
||||
if (sc->data[SC_EXTRACT_WHITE_POTION_Z])
|
||||
regen->rate.hp += (unsigned short)(regen->rate.hp * sc->data[SC_EXTRACT_WHITE_POTION_Z]->val1 / 100.);
|
||||
if (sc->data[SC_VITATA_500])
|
||||
@ -5812,15 +5829,6 @@ static unsigned short status_calc_batk(struct block_list *bl, struct status_chan
|
||||
if(sc->data[SC_MADNESSCANCEL])
|
||||
batk += 100;
|
||||
#endif
|
||||
if(sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 2)
|
||||
batk += 50;
|
||||
if(bl->type == BL_ELEM
|
||||
&& ((sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 1)
|
||||
|| (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 1)
|
||||
|| (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 1)
|
||||
|| (sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 1))
|
||||
)
|
||||
batk += batk / 5;
|
||||
if(sc->data[SC_FULL_SWING_K])
|
||||
batk += sc->data[SC_FULL_SWING_K]->val1;
|
||||
if(sc->data[SC_ASH])
|
||||
@ -5939,11 +5947,13 @@ static unsigned short status_calc_watk(struct block_list *bl, struct status_chan
|
||||
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;
|
||||
watk += watk * 10 / 100;
|
||||
if(sc->data[SC_PYROTECHNIC_OPTION])
|
||||
watk += sc->data[SC_PYROTECHNIC_OPTION]->val2;
|
||||
if(sc->data[SC_HEATER_OPTION])
|
||||
@ -6877,6 +6887,8 @@ static short status_calc_aspd(struct block_list *bl, struct status_change *sc, b
|
||||
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;
|
||||
}
|
||||
|
||||
return bonus;
|
||||
@ -7051,6 +7063,8 @@ static short status_calc_aspd_rate(struct block_list *bl, struct status_change *
|
||||
aspd_rate += sc->data[SC_PAIN_KILLER]->val2 * 10;
|
||||
if( sc->data[SC_GOLDENE_FERSE])
|
||||
aspd_rate -= sc->data[SC_GOLDENE_FERSE]->val3 * 10;
|
||||
if (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 2)
|
||||
aspd_rate -= 100;
|
||||
|
||||
return (short)cap_value(aspd_rate,0,SHRT_MAX);
|
||||
}
|
||||
@ -7889,6 +7903,10 @@ int status_get_sc_def(struct block_list *src, struct block_list *bl, enum sc_typ
|
||||
case SC_QUAGMIRE:
|
||||
case SC_SUITON:
|
||||
case SC_SWINGDANCE:
|
||||
case SC_FIRE_INSIGNIA:
|
||||
case SC_WATER_INSIGNIA:
|
||||
case SC_WIND_INSIGNIA:
|
||||
case SC_EARTH_INSIGNIA:
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
@ -10894,6 +10912,13 @@ int status_change_start(struct block_list* src, struct block_list* bl,enum sc_ty
|
||||
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 = -1;
|
||||
@ -13457,6 +13482,49 @@ int status_change_timer(int tid, unsigned int tick, int id, intptr_t data)
|
||||
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, status_change_timer, bl->id, data);
|
||||
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, status_change_timer, bl->id, data);
|
||||
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, status_change_timer, bl->id, data);
|
||||
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, status_change_timer, bl->id, data);
|
||||
return 0;
|
||||
}
|
||||
break;
|
||||
case SC_BITESCAR:
|
||||
if (--(sce->val4) >= 0) {
|
||||
status_percent_damage(bl, bl, -(sce->val2), 0, 0);
|
||||
|
Loading…
x
Reference in New Issue
Block a user