* Updated Stone Curse, Soul Drain, Auto Berserk
* Fixed MVP exp being multiplied twice git-svn-id: https://svn.code.sf.net/p/rathena/svn/branches/stable@442 54d463be-8e91-2dee-dedb-b68131a5f0ec
This commit is contained in:
parent
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commit
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@ -1,4 +1,8 @@
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Date Added
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Date Added
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12/3
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* Updated Stone Curse, Soul Drain, Auto Berserk [celest]
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* Added a fix for MVP exp being multiplied twice by Gengar
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12/2
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12/2
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* Fixed double login feature, resets online users when map connects to char [Wizputer]
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* Fixed double login feature, resets online users when map connects to char [Wizputer]
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* Changed all LOGS inserts to INSERT DELAYED (MySQL has this feature and cache unimportant queries, then
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* Changed all LOGS inserts to INSERT DELAYED (MySQL has this feature and cache unimportant queries, then
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@ -5,6 +5,8 @@
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Ayathoya items == Added but no effect ( all are "ect" itens)
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Ayathoya items == Added but no effect ( all are "ect" itens)
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Skill databases == celest working on them i believe.
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Skill databases == celest working on them i believe.
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12/3 * corrected Spider Web's maximum level [celest]
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* Removed Soul Drain from Professor's skill tree [celest]
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12/2 * Updated skill tree prerequisites for the new kRO skills [celest]
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12/2 * Updated skill tree prerequisites for the new kRO skills [celest]
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@ -145,7 +145,7 @@
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143,0,6,4,0,1,1,1,no,0,1,0,none,0 //NV_TRICKDEAD#?んだふり#
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143,0,6,4,0,1,1,1,no,0,1,0,none,0 //NV_TRICKDEAD#?んだふり#
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144,0,0,0,0,0,1,0,no,0,1,0,none,0 //SM_MOVINGRECOVERY#移動時HP回復#
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144,0,0,0,0,0,1,0,no,0,1,0,none,0 //SM_MOVINGRECOVERY#移動時HP回復#
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145,0,0,0,0,0,1,0,no,0,1,0,weapon,0 //SM_FATALBLOW#?所攻撃#
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145,0,0,0,0,0,1,0,no,0,1,0,weapon,0 //SM_FATALBLOW#?所攻撃#
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146,0,0,0,0,0,1,0,no,0,1,0,weapon,0 //SM_AUTOBERSERK#オ?トバ?サ?ク#
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146,0,6,4,0,1,1,1,no,0,1,0,weapon,0 //SM_AUTOBERSERK#オ?トバ?サ?ク#
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147,0,0,4,0,1,1,0,no,0,1,0,weapon,0 //AC_MAKINGARROW#矢作成#
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147,0,0,4,0,1,1,0,no,0,1,0,weapon,0 //AC_MAKINGARROW#矢作成#
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148,-3,6,1,0,2,1,1,no,0,1,0,weapon,6 //AC_CHARGEARROW#?ャ?ジアロ?#
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148,-3,6,1,0,2,1,1,no,0,1,0,weapon,6 //AC_CHARGEARROW#?ャ?ジアロ?#
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149,8,6,1,2,0,1,1,no,0,1,0,weapon,0 //TF_SPRINKLESAND#砂まき#
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149,8,6,1,2,0,1,1,no,0,1,0,weapon,0 //TF_SPRINKLESAND#砂まき#
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@ -439,7 +439,7 @@
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402,8,6,1,0,1,10,1,no,0,0,0,none,0 //PF_MINDBREAKER#?インドブレ?カ?#
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402,8,6,1,0,1,10,1,no,0,0,0,none,0 //PF_MINDBREAKER#?インドブレ?カ?#
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403,0,0,4,0,1,1,1,yes,0,0,0,magic,0 //PF_MEMORIZE#メモライズ#
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403,0,0,4,0,1,1,1,yes,0,0,0,magic,0 //PF_MEMORIZE#メモライズ#
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404,3,6,2,2,1,5,1,yes,0,256,1,magic,0 //PF_FOGWALL#フォグウォ?ル#
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404,3,6,2,2,1,5,1,yes,0,256,1,magic,0 //PF_FOGWALL#フォグウォ?ル#
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405,3,6,2,0,1,5,1,no,0,128,2,misc,0 //PF_SPIDERWEB#スパイ??ウェッブ#
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405,3,6,2,0,1,1,1,no,0,128,2,misc,0 //PF_SPIDERWEB#スパイ??ウェッブ#
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406,-1,6,1,0,2,10,1,no,33,0,0,weapon,0 //ASC_METEORASSAULT#メテオアサルト#
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406,-1,6,1,0,2,10,1,no,33,0,0,weapon,0 //ASC_METEORASSAULT#メテオアサルト#
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407,0,6,4,0,1,10,0,no,0,0,0,none,0 //ASC_CDP#デッドリ??イズン製造#
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407,0,6,4,0,1,10,0,no,0,0,0,none,0 //ASC_CDP#デッドリ??イズン製造#
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408,0,0,4,0,1,1,1,yes,0,0,0,magic,0 //WE_BABY##
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408,0,0,4,0,1,1,1,yes,0,0,0,magic,0 //WE_BABY##
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@ -116,6 +116,7 @@
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142,0,0,3,0,0,0,99,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //NV_FIRSTAID#?急手?#
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142,0,0,3,0,0,0,99,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //NV_FIRSTAID#?急手?#
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143,0,0,5,0,0,0,99,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //NV_TRICKDEAD#死んだふり#
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143,0,0,5,0,0,0,99,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //NV_TRICKDEAD#死んだふり#
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146,0,0,5,0,0,0,99,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //SM_AUTOBERSERK#オ?トバ?サ?ク#
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147,0,0,10,0,0,0,99,recover_weight_rate,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //AC_MAKINGARROW#矢作成#
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147,0,0,10,0,0,0,99,recover_weight_rate,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //AC_MAKINGARROW#矢作成#
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148,0,0,15,0,0,0,99,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //AC_CHARGEARROW#チャ?ジアロ?#
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148,0,0,15,0,0,0,99,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //AC_CHARGEARROW#チャ?ジアロ?#
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149,0,0,9,0,0,0,99,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //TF_SPRINKLESAND#砂まき#
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149,0,0,9,0,0,0,99,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //TF_SPRINKLESAND#砂まき#
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@ -1037,14 +1037,14 @@
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4017,288,5,285,3,286,3,287,3,0,0,0,0//SA_LANDPROTECTOR #ランドプロテクター#
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4017,288,5,285,3,286,3,287,3,0,0,0,0//SA_LANDPROTECTOR #ランドプロテクター#
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4017,289,5,277,3,0,0,0,0,0,0,0,0//SA_DISPELL #ディスペル#
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4017,289,5,277,3,0,0,0,0,0,0,0,0//SA_DISPELL #ディスペル#
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4017,290,10,279,5,288,1,289,1,0,0,0,0//SA_ABRACADABRA #アブラカタブラ#
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4017,290,10,279,5,288,1,289,1,0,0,0,0//SA_ABRACADABRA #アブラカタブラ#
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4017,364,10,9,5,13,7,0,0,0,0,0,0//HW_SOULDRAIN #ソウルドレイン#
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//4017,364,10,9,5,13,7,0,0,0,0,0,0//HW_SOULDRAIN #ソウルドレイン#
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4017,373,5,9,1,276,1,0,0,0,0,0,0//PF_HPCONVERSION #ライフ置き換え#
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4017,373,5,9,1,276,1,0,0,0,0,0,0//PF_HPCONVERSION #ライフ置き換え#
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4017,374,1,276,3,277,2,0,0,0,0,0,0//PF_SOULCHANGE #ソウルチェンジ#
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4017,374,1,276,3,277,2,0,0,0,0,0,0//PF_SOULCHANGE #ソウルチェンジ#
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4017,375,5,275,5,276,3,277,3,0,0,0,0//PF_SOULBURN #ソウルバーン#
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4017,375,5,275,5,276,3,277,3,0,0,0,0//PF_SOULBURN #ソウルバーン#
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4017,402,1,9,3,289,2,0,0,0,0,0,0//PF_MINDBREAKER #マインドブレーカー#
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4017,402,1,9,3,289,2,0,0,0,0,0,0//PF_MINDBREAKER #マインドブレーカー#
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4017,403,1,274,5,278,5,279,1,0,0,0,0//PF_MEMORIZE #メモライズ#
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4017,403,1,274,5,278,5,279,1,0,0,0,0//PF_MEMORIZE #メモライズ#
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4017,404,1,286,2,287,2,0,0,0,0,0,0//PF_FOGWALL #フォグウォール#
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4017,404,1,286,2,287,2,0,0,0,0,0,0//PF_FOGWALL #フォグウォール#
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4017,405,5,284,4,0,0,0,0,0,0,0,0//PF_SPIDERWEB #スパイダーウェッブ#
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4017,405,1,284,4,0,0,0,0,0,0,0,0//PF_SPIDERWEB #スパイダーウェッブ#
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//Stalker
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//Stalker
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4018,1,9,0,0,0,0,0,0,0,0,0,0//NV_BASIC #基本スキル#
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4018,1,9,0,0,0,0,0,0,0,0,0,0//NV_BASIC #基本スキル#
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4018,142,1,0,0,0,0,0,0,0,0,0,0//NV_FIRSTAID #応急手当#
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4018,142,1,0,0,0,0,0,0,0,0,0,0//NV_FIRSTAID #応急手当#
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@ -2295,7 +2295,7 @@ int mob_damage(struct block_list *src,struct mob_data *md,int damage,int type)
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mob_unlocktarget((struct mob_data *)src,tick);
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mob_unlocktarget((struct mob_data *)src,tick);
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/* ソウルドレイン */
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/* ソウルドレイン */
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if(sd && (skill=pc_checkskill(sd,HW_SOULDRAIN))>0){
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if(sd && sd->state.attack_type == BF_MAGIC && (skill=pc_checkskill(sd,HW_SOULDRAIN))>0){
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clif_skill_nodamage(src,&md->bl,HW_SOULDRAIN,skill,1);
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clif_skill_nodamage(src,&md->bl,HW_SOULDRAIN,skill,1);
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sp = (battle_get_lv(&md->bl))*(65+15*skill)/100;
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sp = (battle_get_lv(&md->bl))*(65+15*skill)/100;
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if(sd->status.sp + sp > sd->status.max_sp)
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if(sd->status.sp + sp > sd->status.max_sp)
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@ -2529,7 +2529,7 @@ int mob_damage(struct block_list *src,struct mob_data *md,int damage,int type)
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int log_mvp[2] = {0};
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int log_mvp[2] = {0};
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int j;
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int j;
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int mexp;
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int mexp;
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temp = ((double)mob_db[md->class].mexp * (double)battle_config.mvp_exp_rate * (9.+(double)count)/1000.);
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temp = ((double)mob_db[md->class].mexp * (9.+(double)count)/10.); //[Gengar]
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mexp = (temp > 2147483647.)? 0x7fffffff:(int)temp;
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mexp = (temp > 2147483647.)? 0x7fffffff:(int)temp;
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if(mexp < 1) mexp = 1;
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if(mexp < 1) mexp = 1;
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clif_mvp_effect(mvp_sd); // エフェクト
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clif_mvp_effect(mvp_sd); // エフェクト
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before.cart_weight != before.cart_weight || before.cart_max_weight != before.cart_max_weight )
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before.cart_weight != before.cart_weight || before.cart_max_weight != before.cart_max_weight )
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clif_updatestatus(sd,SP_CARTINFO);*/
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clif_updatestatus(sd,SP_CARTINFO);*/
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if(sd->status.hp<sd->status.max_hp>>2 && pc_checkskill(sd,SM_AUTOBERSERK)>0 &&
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//if(sd->status.hp<sd->status.max_hp>>2 && pc_checkskill(sd,SM_AUTOBERSERK)>0 &&
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if(sd->status.hp<sd->status.max_hp>>2 && sd->sc_data[SC_AUTOBERSERK].timer != -1 &&
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(sd->sc_data[SC_PROVOKE].timer==-1 || sd->sc_data[SC_PROVOKE].val2==0 ) && !pc_isdead(sd))
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(sd->sc_data[SC_PROVOKE].timer==-1 || sd->sc_data[SC_PROVOKE].val2==0 ) && !pc_isdead(sd))
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// オ?トバ?サ?ク?動
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// オ?トバ?サ?ク?動
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skill_status_change_start(&sd->bl,SC_PROVOKE,10,1,0,0,0,0);
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skill_status_change_start(&sd->bl,SC_PROVOKE,10,1,0,0,0,0);
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@ -5339,7 +5340,8 @@ int pc_damage(struct block_list *src,struct map_session_data *sd,int damage)
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// まだ生きているならHP更新
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// まだ生きているならHP更新
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clif_updatestatus(sd,SP_HP);
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clif_updatestatus(sd,SP_HP);
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if(sd->status.hp<sd->status.max_hp>>2 && pc_checkskill(sd,SM_AUTOBERSERK)>0 &&
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//if(sd->status.hp<sd->status.max_hp>>2 && pc_checkskill(sd,SM_AUTOBERSERK)>0 &&
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if(sd->status.hp<sd->status.max_hp>>2 && sd->sc_data[SC_AUTOBERSERK].timer != -1 &&
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(sd->sc_data[SC_PROVOKE].timer==-1 || sd->sc_data[SC_PROVOKE].val2==0 ))
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(sd->sc_data[SC_PROVOKE].timer==-1 || sd->sc_data[SC_PROVOKE].val2==0 ))
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// オ?トバ?サ?ク?動
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// オ?トバ?サ?ク?動
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skill_status_change_start(&sd->bl,SC_PROVOKE,10,1,0,0,0,0);
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skill_status_change_start(&sd->bl,SC_PROVOKE,10,1,0,0,0,0);
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@ -1,4 +1,4 @@
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// $Id: skill.c,v 1.8 2004/12/2 12:58:19 AM Celestia Exp $
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// $Id: skill.c,v 1.8 2004/12/3 7:53:42 PM Celestia Exp $
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/* スキル?係 */
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/* スキル?係 */
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#include <stdio.h>
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#include <stdio.h>
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@ -114,7 +114,7 @@ int SkillStatusChangeTable[]={ /* skill.h
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SC_SPLASHER, /* ベナムスプラッシャ? */
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SC_SPLASHER, /* ベナムスプラッシャ? */
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-1,
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-1,
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SC_TRICKDEAD, /* 死んだふり */
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SC_TRICKDEAD, /* 死んだふり */
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-1,-1,-1,-1,-1,-1,
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-1,-1,SC_AUTOBERSERK,-1,-1,-1,
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/* 150- */
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/* 150- */
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-1,-1,-1,-1,-1,
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-1,-1,-1,-1,-1,
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SC_LOUD, /* ラウドボイス */
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SC_LOUD, /* ラウドボイス */
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@ -3218,6 +3218,19 @@ int skill_castend_nodamage_id( struct block_list *src, struct block_list *bl,int
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skill_status_change_start(src,SC_BLOCKSKILL,skilllv,0,skillid,0,10000,0 );
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skill_status_change_start(src,SC_BLOCKSKILL,skilllv,0,skillid,0,10000,0 );
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break;
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break;
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case SM_AUTOBERSERK: // Celest
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{
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struct status_change *tsc_data = battle_get_sc_data(bl);
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int sc=SkillStatusChangeTable[skillid];
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clif_skill_nodamage(src,bl,skillid,skilllv,1);
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if( tsc_data ){
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if( tsc_data[sc].timer==-1 )
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skill_status_change_start(bl,sc,skilllv,0,0,0,0,0);
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else
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skill_status_change_end(bl, sc, -1);
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}
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}
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break;
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case AS_ENCHANTPOISON: // Prevent spamming [Valaris]
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case AS_ENCHANTPOISON: // Prevent spamming [Valaris]
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if(bl->type==BL_PC) {
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if(bl->type==BL_PC) {
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@ -3693,6 +3706,8 @@ int skill_castend_nodamage_id( struct block_list *src, struct block_list *bl,int
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skill_status_change_start(bl,SC_STONE,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
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skill_status_change_start(bl,SC_STONE,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
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else if(sd)
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else if(sd)
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clif_skill_fail(sd,skillid,0,0);
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clif_skill_fail(sd,skillid,0,0);
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if (dstmd)
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mob_target(dstmd,src,skill_get_range(skillid,skilllv));
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break;
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break;
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case NV_FIRSTAID: /* ?急手? */
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case NV_FIRSTAID: /* ?急手? */
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@ -8542,6 +8557,10 @@ int skill_status_change_end(struct block_list* bl, int type, int tid)
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case SC_REGENERATION:
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case SC_REGENERATION:
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calc_flag = 1;
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calc_flag = 1;
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break;
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break;
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case SC_AUTOBERSERK:
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if (sc_data[SC_PROVOKE].timer != -1)
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skill_status_change_end(bl,SC_PROVOKE,-1);
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break;
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case SC_BERSERK: /* バ?サ?ク */
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case SC_BERSERK: /* バ?サ?ク */
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calc_flag = 1;
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calc_flag = 1;
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clif_status_change(bl,SC_INCREASEAGI,0); /* アイコン消去 */
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clif_status_change(bl,SC_INCREASEAGI,0); /* アイコン消去 */
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@ -8870,6 +8889,7 @@ int skill_status_change_timer(int tid, unsigned int tick, int id, int data)
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break;
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break;
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case SC_ENDURE: /* インデュア */
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case SC_ENDURE: /* インデュア */
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case SC_AUTOBERSERK: // Celest
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if(sd && sd->special_state.infinite_endure) {
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if(sd && sd->special_state.infinite_endure) {
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sc_data[type].timer=add_timer( 1000*60+tick,skill_status_change_timer, bl->id, data );
|
sc_data[type].timer=add_timer( 1000*60+tick,skill_status_change_timer, bl->id, data );
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||||||
//sc_data[type].val2=1;
|
//sc_data[type].val2=1;
|
||||||
@ -9305,6 +9325,14 @@ int skill_status_change_start(struct block_list *bl, int type, int val1, int val
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|||||||
calc_flag = 1; // for updating mdef
|
calc_flag = 1; // for updating mdef
|
||||||
val2 = 7; // [Celest]
|
val2 = 7; // [Celest]
|
||||||
break;
|
break;
|
||||||
|
case SC_AUTOBERSERK:
|
||||||
|
{
|
||||||
|
tick = 60*1000;
|
||||||
|
if (bl->type == BL_PC && sd->status.hp<sd->status.max_hp>>2 &&
|
||||||
|
(sc_data[SC_PROVOKE].timer==-1 || sc_data[SC_PROVOKE].val2==0))
|
||||||
|
skill_status_change_start(bl,SC_PROVOKE,10,1,0,0,0,0);
|
||||||
|
}
|
||||||
|
break;
|
||||||
case SC_CONCENTRATE: /* 集中力向上 */
|
case SC_CONCENTRATE: /* 集中力向上 */
|
||||||
calc_flag = 1;
|
calc_flag = 1;
|
||||||
break;
|
break;
|
||||||
|
@ -1,4 +1,4 @@
|
|||||||
// $Id: skill.h,v 1.5 2004/11/26 5:47:12 PM Celestia Exp $
|
// $Id: skill.h,v 1.5 2004/12/3 7:53:26 PM Celestia $
|
||||||
#ifndef _SKILL_H_
|
#ifndef _SKILL_H_
|
||||||
#define _SKILL_H_
|
#define _SKILL_H_
|
||||||
|
|
||||||
@ -326,6 +326,7 @@ enum { // struct map_session_data
|
|||||||
SC_BROKNARMOR =32,
|
SC_BROKNARMOR =32,
|
||||||
SC_BROKNWEAPON =33,
|
SC_BROKNWEAPON =33,
|
||||||
SC_SLOWDOWN =45, // for skill slowdown
|
SC_SLOWDOWN =45, // for skill slowdown
|
||||||
|
SC_AUTOBERSERK =46,
|
||||||
SC_SIGHTTRASHER =73,
|
SC_SIGHTTRASHER =73,
|
||||||
// SC_BASILICA =125, // 125 is the same id as joint break
|
// SC_BASILICA =125, // 125 is the same id as joint break
|
||||||
SC_BASILICA =102, // temporarily use this before an actual id is found [celest]
|
SC_BASILICA =102, // temporarily use this before an actual id is found [celest]
|
||||||
@ -343,17 +344,17 @@ enum { // struct map_session_data
|
|||||||
SC_SPELLBREAKER =192,
|
SC_SPELLBREAKER =192,
|
||||||
SC_DPOISON =193, /* –Ò“Å */
|
SC_DPOISON =193, /* –Ò“Å */
|
||||||
SC_BLOCKSKILL =194, // for disallowing the use of a skill for a time period
|
SC_BLOCKSKILL =194, // for disallowing the use of a skill for a time period
|
||||||
|
SC_LEADERSHIP =196,
|
||||||
|
SC_GLORYWOUNDS =197,
|
||||||
|
SC_SOULCOLD =198,
|
||||||
|
SC_HAWKEYES =199,
|
||||||
|
SC_BATTLEORDERS =200,
|
||||||
|
SC_REGENERATION =201,
|
||||||
|
SC_PRESERVE =202,
|
||||||
|
|
||||||
// [Celest]
|
// [Celest]
|
||||||
SC_BLEEDING = 124, // Temporarily same id as headcrush
|
SC_BLEEDING = 124, // Temporarily same id as headcrush
|
||||||
SC_MOONLIT = 195,
|
SC_MOONLIT =195,
|
||||||
SC_LEADERSHIP = 196,
|
|
||||||
SC_GLORYWOUNDS = 197,
|
|
||||||
SC_SOULCOLD = 198,
|
|
||||||
SC_HAWKEYES = 199,
|
|
||||||
SC_BATTLEORDERS = 200,
|
|
||||||
SC_REGENERATION = 201,
|
|
||||||
SC_PRESERVE = 202,
|
|
||||||
|
|
||||||
// -- testing various SC effects
|
// -- testing various SC effects
|
||||||
// SC_AURABLADE =81,
|
// SC_AURABLADE =81,
|
||||||
|
Loading…
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Reference in New Issue
Block a user