- Removed status_get_sc_tick, duration and chance are now both handled by status_get_sc_def
- Fixed mob-kill experience getting screwed up when characters who did damage die/logout at the moment the mob dies. git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@8619 54d463be-8e91-2dee-dedb-b68131a5f0ec
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@ -4,6 +4,11 @@ AS OF SVN REV. 5091, WE ARE NOW USING TRUNK. ALL UNTESTED BUGFIXES/FEATURES GO
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IF YOU HAVE A WORKING AND TESTED BUGFIX PUT IT INTO STABLE AS WELL AS TRUNK.
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IF YOU HAVE A WORKING AND TESTED BUGFIX PUT IT INTO STABLE AS WELL AS TRUNK.
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2006/09/04
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2006/09/04
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* Removed status_get_sc_tick, duration and chance are now both handled by
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status_get_sc_def (this means status change duration and success rate
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both will always follow the very same formula) [Skotlex]
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* Fixed mob-kill experience getting screwed up when characters who did
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damage die/logout at the moment the mob dies. [Skotlex]
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* Should have fixed "sleep", thanks to Lance for figuring out the error.
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* Should have fixed "sleep", thanks to Lance for figuring out the error.
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[Skotlex]
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[Skotlex]
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* SC_REFLECTSHIELD will now be passed to devoted characters at cast-time.
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* SC_REFLECTSHIELD will now be passed to devoted characters at cast-time.
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@ -1750,24 +1750,25 @@ int mob_dead(struct mob_data *md, struct block_list *src, int type)
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}
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}
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}
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}
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for(temp=0,i=0,mvp_damage=0;i<DAMAGELOG_SIZE && md->dmglog[i].id;i++)
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for(i=0,mvp_damage=0;i<DAMAGELOG_SIZE && md->dmglog[i].id;i++)
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{
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{
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tmpbl[temp] = (struct block_list*)map_id2bl(md->dmglog[i].id);
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tmpbl[i] = map_id2bl(md->dmglog[i].id);
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if(tmpbl[temp] == NULL)
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if(tmpbl[i] == NULL)
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continue;
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continue;
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if( (tmpbl[temp])->m != md->bl.m || status_isdead(tmpbl[temp]))
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if( (tmpbl[i])->m != md->bl.m || status_isdead(tmpbl[i]))
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{
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tmpbl[i] = NULL;
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continue;
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continue;
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}
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if(mvp_damage<(unsigned int)md->dmglog[i].dmg){
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if(mvp_damage<(unsigned int)md->dmglog[i].dmg){
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third_sd = second_sd;
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third_sd = second_sd;
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second_sd = mvp_sd;
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second_sd = mvp_sd;
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if ( (tmpbl[temp])->type == BL_HOM ) {
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if ( (tmpbl[i])->type == BL_HOM )
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mvp_sd = (struct map_session_data *) ((struct homun_data *)tmpbl[temp])->master ;
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mvp_sd=((struct homun_data *)tmpbl[i])->master ;
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} else
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else
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mvp_sd=(struct map_session_data *)tmpbl[temp];
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mvp_sd=(struct map_session_data *)tmpbl[i];
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mvp_damage=md->dmglog[i].dmg;
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mvp_damage=md->dmglog[i].dmg;
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}
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}
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temp++; // [Lance]
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}
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}
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count = i; //Total number of attackers.
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count = i; //Total number of attackers.
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@ -1777,16 +1778,15 @@ int mob_dead(struct mob_data *md, struct block_list *src, int type)
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(!map[md->bl.m].flag.nobaseexp || !map[md->bl.m].flag.nojobexp) //Gives Exp
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(!map[md->bl.m].flag.nobaseexp || !map[md->bl.m].flag.nojobexp) //Gives Exp
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) { //Experience calculation.
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) { //Experience calculation.
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for(i=0;i<DAMAGELOG_SIZE && tmpbl[i];i++){
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for(i=0;i<DAMAGELOG_SIZE && md->dmglog[i].id;i++){
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int flag=1,zeny=0;
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int flag=1,zeny=0;
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unsigned int base_exp,job_exp;
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unsigned int base_exp,job_exp;
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double per; //Your share of the mob's exp
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double per; //Your share of the mob's exp
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double jper; //For the job-exp
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double jper; //For the job-exp
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int bonus; //Bonus on top of your share.
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int bonus; //Bonus on top of your share.
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if (status_isdead(tmpbl[i]) || tmpbl[i]->m != md->bl.m)
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if (!tmpbl[i]) continue;
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continue; //When someone is dead or on another map, their share of exp is gone.
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if (!battle_config.exp_calc_type && md->tdmg)
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if (!battle_config.exp_calc_type && md->tdmg)
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//jAthena's exp formula based on total damage.
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//jAthena's exp formula based on total damage.
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per = (double)md->dmglog[i].dmg/(double)md->tdmg;
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per = (double)md->dmglog[i].dmg/(double)md->tdmg;
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137
src/map/status.c
137
src/map/status.c
@ -3146,7 +3146,7 @@ static unsigned short status_calc_agi(struct block_list *bl, struct status_chang
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if(sc->data[SC_INCREASING].timer!=-1)
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if(sc->data[SC_INCREASING].timer!=-1)
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agi += 4; // added based on skill updates [Reddozen]
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agi += 4; // added based on skill updates [Reddozen]
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if(sc->data[SC_DECREASEAGI].timer!=-1)
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if(sc->data[SC_DECREASEAGI].timer!=-1)
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agi -= 2 + sc->data[SC_DECREASEAGI].val1;
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agi -= sc->data[SC_DECREASEAGI].val2;
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if(sc->data[SC_QUAGMIRE].timer!=-1)
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if(sc->data[SC_QUAGMIRE].timer!=-1)
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agi -= sc->data[SC_QUAGMIRE].val2;
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agi -= sc->data[SC_QUAGMIRE].val2;
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if(sc->data[SC_SUITON].timer!=-1 && sc->data[SC_SUITON].val3) // does not affect players when not in PVP nor WoE. Does not affect Ninjas.
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if(sc->data[SC_SUITON].timer!=-1 && sc->data[SC_SUITON].val3) // does not affect players when not in PVP nor WoE. Does not affect Ninjas.
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@ -4398,88 +4398,6 @@ int status_get_sc_def(struct block_list *bl, int type)
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return sc_def>10000?10000:sc_def;
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return sc_def>10000?10000:sc_def;
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}
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}
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//Reduces tick delay based on type and character defenses.
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int status_get_sc_tick(struct block_list *bl, int type, int tick)
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{
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struct map_session_data *sd;
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struct status_data* status;
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int rate=0, min=0;
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//If rate is positive, it is a % reduction (10000 -> 100%)
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//if it is negative, it is an absolute reduction in ms.
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BL_CAST(BL_PC,bl,sd);
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status = status_get_status_data(bl);
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switch (type) {
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case SC_DECREASEAGI: /* ‘¬“xŒ¸<C592> */
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if (sd) // Celest
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tick>>=1;
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break;
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case SC_ADRENALINE:
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case SC_ADRENALINE2:
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case SC_WEAPONPERFECTION:
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case SC_OVERTHRUST:
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if(sd && pc_checkskill(sd,BS_HILTBINDING)>0)
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tick += tick / 10;
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break;
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case SC_DPOISON:
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case SC_POISON:
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case SC_STUN:
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case SC_BLEEDING:
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case SC_SILENCE:
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case SC_CURSE:
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rate = 100*status->vit;
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break;
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case SC_SLEEP:
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rate = 100*status->int_;
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break;
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case SC_STONE:
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rate = -200*status->mdef;
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break;
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case SC_FREEZE:
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rate = 100*status->mdef;
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break;
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case SC_BLIND:
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rate = 50*status->vit +50*status->int_;
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break;
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case SC_CONFUSION:
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rate = 50*status->str +50*status->int_;
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break;
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case SC_SWOO:
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if (status->mode&MD_BOSS)
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tick /= 5; //TODO: Reduce skill's duration. But for how long?
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break;
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case SC_ANKLE:
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if(status->mode&MD_BOSS) // Lasts 5 times less on bosses
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tick /= 5;
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rate = -100*status->agi;
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// Minimum trap time of 3+0.03*skilllv seconds [celest]
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// Changed to 3 secs and moved from skill.c [Skotlex]
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min = 3000;
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break;
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case SC_SPIDERWEB:
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if (map[bl->m].flag.pvp)
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tick /=2;
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break;
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}
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if (rate) {
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if (bl->type == BL_PC) {
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if (battle_config.pc_sc_def_rate != 100)
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rate = rate*battle_config.pc_sc_def_rate/100;
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if (battle_config.pc_max_sc_def != 10000)
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min = tick*(10000-battle_config.pc_max_sc_def)/10000;
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} else {
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if (battle_config.mob_sc_def_rate != 100)
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rate = rate*battle_config.mob_sc_def_rate/100;
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if (battle_config.mob_max_sc_def != 10000)
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min = tick*(10000-battle_config.mob_max_sc_def)/10000;
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}
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if (rate >0)
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tick -= tick*rate/10000;
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else
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tick += rate;
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}
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return tick<min?min:tick;
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}
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/*==========================================
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/*==========================================
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* Starts a status change.
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* Starts a status change.
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* type = type, val1~4 depend on the type.
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* type = type, val1~4 depend on the type.
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@ -4525,22 +4443,21 @@ int status_change_start(struct block_list *bl,int type,int rate,int val1,int val
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}
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}
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//Check rate
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//Check rate
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if (!(flag&(4|1))) {
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if (!(flag&(1|4))) {
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int def;
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int def = flag&(2|8)?status_get_sc_def(bl, type):0;
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def = flag&8?0:status_get_sc_def(bl, type); //recycling race to store the sc_def value.
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if (def)
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if (def && !(flag&8))
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rate -= rate*def/10000;
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rate -= rate*def/10000;
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if (!(rand()%10000 < rate))
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if (!(rand()%10000 < rate))
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return 0;
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return 0;
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}
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if (def && tick && !(flag&2))
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//SC duration reduction.
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{
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if(!(flag&(2|4)) && tick) {
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tick -= rate*def/10000;
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tick = status_get_sc_tick(bl, type, tick);
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if (tick <= 0)
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if (tick <= 0)
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return 0;
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return 0;
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}
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}
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}
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undead_flag=battle_check_undead(status->race,status->def_ele);
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undead_flag=battle_check_undead(status->race,status->def_ele);
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calc_flag = StatusChangeFlagTable[type];
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calc_flag = StatusChangeFlagTable[type];
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if(!(flag&4)) //Do not parse val settings when loading SCs
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if(!(flag&4)) //Do not parse val settings when loading SCs
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switch(type){
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switch(type){
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case SC_ENDURE: /* ƒCƒ“ƒfƒ…ƒA */
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case SC_DECREASEAGI:
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val2 = 2 + val1; //Agi decrease
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if (sd) tick>>=1; //Half duration for players.
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break;
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case SC_ENDURE:
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val2 = 7; // Hit-count [Celest]
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val2 = 7; // Hit-count [Celest]
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break;
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break;
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case SC_AUTOBERSERK:
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case SC_AUTOBERSERK:
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@ -5516,6 +5437,10 @@ int status_change_start(struct block_list *bl,int type,int rate,int val1,int val
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val3 = 300;
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val3 = 300;
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else
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else
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val3 = 200;
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val3 = 200;
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case SC_WEAPONPERFECTION:
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case SC_OVERTHRUST:
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if(sd && pc_checkskill(sd,BS_HILTBINDING)>0)
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tick += tick / 10;
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break;
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break;
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case SC_CONCENTRATION:
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case SC_CONCENTRATION:
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val2 = 5*val1; //Batk/Watk Increase
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val2 = 5*val1; //Batk/Watk Increase
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@ -5614,6 +5539,28 @@ int status_change_start(struct block_list *bl,int type,int rate,int val1,int val
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val2= 30*val1; //Vit increase
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val2= 30*val1; //Vit increase
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val3= 20*val1; //Int increase
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val3= 20*val1; //Int increase
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break;
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break;
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case SC_SWOO:
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if(status->mode&MD_BOSS)
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tick /= 5; //TODO: Reduce skill's duration. But for how long?
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break;
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case SC_ANKLE:
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if (sd && battle_config.pc_sc_def_rate != 100)
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tick -= tick*status->agi*battle_config.pc_sc_def_rate/10000;
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else if (battle_config.mob_sc_def_rate != 100)
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tick -= tick*status->agi*battle_config.mob_sc_def_rate/10000;
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else
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tick -= tick*status->agi/100;
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if(status->mode&MD_BOSS) // Lasts 5 times less on bosses
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tick /= 5;
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// Minimum trap time of 3+0.03*skilllv seconds [celest]
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// Changed to 3 secs and moved from skill.c [Skotlex]
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if (tick < 3000)
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tick = 3000;
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break;
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case SC_SPIDERWEB:
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if (map[bl->m].flag.pvp)
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tick /=2;
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break;
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case SC_ARMOR_ELEMENT:
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case SC_ARMOR_ELEMENT:
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break; // It just change the armor element of the player (used by battle_attr_fix)
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break; // It just change the armor element of the player (used by battle_attr_fix)
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// So it has no SCB and no skill associated (used by potion scripts)
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// So it has no SCB and no skill associated (used by potion scripts)
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