* Updated Bleeding effect
* Removed some unused code for Graffiti git-svn-id: https://svn.code.sf.net/p/rathena/svn/branches/stable@1147 54d463be-8e91-2dee-dedb-b68131a5f0ec
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@ -1,5 +1,9 @@
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Date Added
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02/21
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* Updated Bleeding effect [celest]
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* Removed some unused code for Graffiti [celest]
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02/20
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* Char SQL: Rewrote/Fixed the castle save function, now the sql version saves castles! [Sirius]
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* Fixed the /mm /mapmove command access bug [Sirius]
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@ -271,7 +271,7 @@ SC_Curse 133
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SC_Silence 134
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SC_Confusion 135
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SC_Blind 136
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SC_Bleeding 137
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SC_Bleeding 124
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SC_SpeedPot0 37
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SC_SpeedPot1 38
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SC_SpeedPot2 39
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@ -229,7 +229,7 @@
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365,300,300,0,0 //HW_MAGICCRASHER
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366,700,0,30000,0 //HW_MAGICPOWER#魔法力増幅#
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367,2000:2500:3000:3500:4000,2000:3000:4000:5000:6000,0,0 //PA_PRESSURE
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367,2000:2500:3000:3500:4000,2000:3000:4000:5000:6000,0,2000:3000:4000:5000:6000 //PA_PRESSURE
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369,0,0,100000,0 //PA_GOSPEL#ゴスペル#
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370,0,300,0,0 //CH_PALMSTRIKE
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371,0,0,0,2000:4000:6000:8000:10000 //CH_TIGERFIST#伏虎拳#
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@ -2811,9 +2811,10 @@ int mob_class_change(struct mob_data *md,int *value)
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*/
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int mob_heal(struct mob_data *md,int heal)
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{
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int max_hp = status_get_max_hp(&md->bl);
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int max_hp;
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nullpo_retr(0, md);
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max_hp = status_get_max_hp(&md->bl);
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md->hp += heal;
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if( max_hp < md->hp )
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@ -6538,7 +6538,8 @@ static int pc_natural_heal_sp(struct map_session_data *sd)
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nullpo_retr(0, sd);
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if (sd->sc_count && (sd->sc_data[SC_TRICKDEAD].timer != -1 || // Modified by RoVeRT
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sd->sc_data[SC_BERSERK].timer != -1))
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sd->sc_data[SC_BERSERK].timer != -1 ||
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sd->sc_data[SC_BLEEDING].timer != -1))
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return 0;
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if (sd->no_regen & 2)
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@ -1019,7 +1019,7 @@ int skill_additional_effect( struct block_list* src, struct block_list *bl,int s
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{//?件が良く分からないので適?に
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int race=status_get_race(bl);
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if( !(battle_check_undead(race,status_get_elem_type(bl)) || race == 6) && rand()%100 < (2*skilllv+10)*sc_def_vit/100 )
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status_change_start(bl,SC_HEADCRUSH,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
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status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
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}
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break;
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case LK_JOINTBEAT: /* ジョイントビ?ト */
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@ -241,7 +241,7 @@ int SkillStatusChangeTable[]={ /* status.h
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SC_MOONLIT,
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SC_MARIONETTE,
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-1,
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SC_HEADCRUSH,
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SC_BLEEDING,
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SC_JOINTBEAT,
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/* 400 */
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-1,-1,
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@ -3072,13 +3072,9 @@ int status_change_start(struct block_list *bl,int type,int val1,int val2,int val
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return 0;
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if ((type >=SC_STAN && type <= SC_BLIND) || type == SC_DPOISON)
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return 0;/* ?ぎ足しができない?態異常である時は?態異常を行わない */
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if(type == SC_GRAFFITI){ //異常中にもう一度?態異常になった時に解除してから再度かかる
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status_change_end(bl,type,-1);
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} else {
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(*sc_count)--;
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delete_timer(sc_data[type].timer, status_change_timer);
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sc_data[type].timer = -1;
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}
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(*sc_count)--;
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delete_timer(sc_data[type].timer, status_change_timer);
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sc_data[type].timer = -1;
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}
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switch(type){ /* 異常の種類ごとの?理 */
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@ -3648,7 +3644,7 @@ int status_change_start(struct block_list *bl,int type,int val1,int val2,int val
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case SC_AURABLADE: /* オ?ラブレ?ド */
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case SC_PARRYING: /* パリイング */
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// case SC_ASSUMPTIO: /* */
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case SC_HEADCRUSH: /* ヘッドクラッシュ */
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// case SC_HEADCRUSH: /* 僿僢僪僋儔僢僔儏 */
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// case SC_JOINTBEAT: /* ジョイントビ?ト */
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// case SC_MARIONETTE: /* マリオネットコントロ?ル */
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@ -3764,14 +3760,6 @@ int status_change_start(struct block_list *bl,int type,int val1,int val2,int val
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val2 = 3; //3回詠唱を1/3にする
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break;
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case SC_GRAFFITI: /* グラフィティ */
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{
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struct skill_unit_group *sg = skill_unitsetting(bl,RG_GRAFFITI,val1,val2,val3,0);
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if(sg)
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val4 = (int)sg;
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}
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break;
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case SC_SPLASHER: /* ベナムスプラッシャ? */
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break;
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@ -3783,6 +3771,18 @@ int status_change_start(struct block_list *bl,int type,int val1,int val2,int val
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case SC_PRESERVE:
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break;
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case SC_BLEEDING:
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{
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// every 1 vit deducts 1 second
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val3 = tick - status_get_vit(bl) * 1000;
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// minimum 50 seconds
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if (val3 < 50000)
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val3 = 50000;
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val4 = 10000;
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tick = 1000;
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}
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break;
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case SC_SLOWDOWN:
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case SC_SPEEDUP0:
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calc_flag = 1;
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@ -4073,13 +4073,6 @@ int status_change_end( struct block_list* bl , int type,int tid )
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}
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calc_flag = 1;
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break;
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case SC_GRAFFITI:
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{
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struct skill_unit_group *sg=(struct skill_unit_group *)sc_data[type].val4; //val4がグラフィティのgroup_id
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if(sg)
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skill_delunitgroup(sg);
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}
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break;
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case SC_NOCHAT: //チャット禁止?態
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{
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struct map_session_data *sd=NULL;
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@ -4470,9 +4463,9 @@ int status_change_timer(int tid, unsigned int tick, int id, int data)
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if( (--sc_data[type].val3) > 0) {
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int hp = status_get_max_hp(bl);
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if(status_get_hp(bl) > hp>>2) {
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if(bl->type == BL_PC) {
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if(sd) {
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hp = 3 + hp*3/200;
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pc_heal((struct map_session_data *)bl,-hp,0);
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pc_heal(sd,-hp,0);
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}
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else if(bl->type == BL_MOB) {
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struct mob_data *md;
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@ -4526,22 +4519,28 @@ int status_change_timer(int tid, unsigned int tick, int id, int data)
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status_change_end(&sd->bl,SC_TENSIONRELAX,-1);
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}
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break;
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case SC_HEADCRUSH: // temporary damage [celest]
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// case SC_BLEEDING:
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if((--sc_data[type].val3) > 0) {
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int hp = status_get_max_hp(bl);
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if(sd) {
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hp = 3 + hp*3/200;
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pc_heal(sd,-hp,0);
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case SC_BLEEDING: // [celest]
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// i hope i haven't interpreted it wrong.. which i might ^^;
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// Source:
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// - 10酴<30><E985B4><EFBFBD>HP<48>术岽
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// - 躞<><E8BA9E><EFBFBD><EFBFBD><EFBFBD>?<3F>旃匝<E69783><E58C9D><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>?妄<>峒<EFBFBD><E5B392><EFBFBD>
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if((sc_data[type].val3 -= 1000) > 0) {
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if((sc_data[type].val4 -= 1000) > 0) {
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int hp = rand()%300+400;
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if(sd) {
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pc_heal(sd,-hp,0);
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sd->canmove_tick = tick+1000;
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}
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else if(bl->type == BL_MOB) {
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struct mob_data *md;
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nullpo_retr(0, md=(struct mob_data *)bl);
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md->hp -= hp;
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}
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}
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else if(bl->type == BL_MOB) {
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struct mob_data *md;
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nullpo_retr(0, md=(struct mob_data *)bl);
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/*if((md=((struct mob_data *)bl)) == NULL)
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break;*/
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hp = 3 + hp/200;
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md->hp -= hp;
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if (sd) {
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sd->canact_tick = tick+1000;
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}
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sc_data[type].timer=add_timer(1000+tick,status_change_timer, bl->id, data );
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}
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break;
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@ -37,6 +37,8 @@ enum { // struct map_session_data
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SC_TRICKDEAD = 29,
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SC_LOUD = 30,
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SC_ENERGYCOAT = 31,
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SC_BROKNARMOR = 32,
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SC_BROKNWEAPON = 33,
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SC_HALLUCINATION = 34,
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SC_WEIGHT50 = 35,
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SC_WEIGHT90 = 36,
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@ -44,7 +46,9 @@ enum { // struct map_session_data
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SC_SPEEDPOTION1 = 38,
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SC_SPEEDPOTION2 = 39,
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SC_SPEEDPOTION3 = 40,
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//-- 40-50
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SC_SPEEDUP0 = 41, // for skill speedup
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SC_SPEEDUP1 = 42, // for skill speedup
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//-- 43-50
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SC_STRIPWEAPON = 50,
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SC_STRIPSHIELD = 51,
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SC_STRIPARMOR = 52,
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@ -78,7 +82,7 @@ enum { // struct map_session_data
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SC_ASSUMPTIO = 110, /* アシャンプティオ */
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//-- 111, 112
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SC_MAGICPOWER = 113, /* 魔法力?幅 */
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//-- 114
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SC_EDP = 114, /* エフェクトが判明したら移動 */
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SC_TRUESIGHT = 115, /* トゥル?サイト */
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SC_WINDWALK = 116, /* ウインドウォ?ク */
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SC_MELTDOWN = 117, /* メルトダウン */
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@ -86,8 +90,9 @@ enum { // struct map_session_data
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//-- 119
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SC_REJECTSWORD = 120, /* リジェクトソ?ド */
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SC_MARIONETTE = 121, /* マリオネットコントロ?ル */
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//-- 122, 123
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SC_HEADCRUSH = 124, /* ヘッドクラッシュ */
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SC_MARIONETTE2 = 122, // Marionette target
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//-- 123
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SC_BLEEDING = 124, /* ヘッドクラッシュ */
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SC_JOINTBEAT = 125, /* ジョイントビ?ト */
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//-- 126, 127
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@ -103,7 +108,7 @@ enum { // struct map_session_data
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SC_CONFUSION = 135,
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SC_BLIND = 136,
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SC_DIVINA = SC_SILENCE,
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//-- 137-139
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SC_SAFETYWALL = 140,
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SC_PNEUMA = 141,
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SC_WATERBALL = 142,
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@ -111,7 +116,7 @@ enum { // struct map_session_data
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SC_DANCING = 144,
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SC_KEEPING = 145,
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SC_BARRIER = 146,
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//-- 147,148
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SC_MAGICROD = 149,
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SC_SIGHT = 150,
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SC_RUWACH = 151,
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@ -122,8 +127,7 @@ enum { // struct map_session_data
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SC_BLADESTOP_WAIT = 156,
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SC_BLADESTOP = 157,
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SC_EXTREMITYFIST = 158,
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SC_GRAFFITI = 159,
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//-- 159
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SC_LULLABY =160,
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SC_RICHMANKIM =161,
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SC_ETERNALCHAOS =162,
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@ -143,7 +147,6 @@ enum { // struct map_session_data
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SC_FORTUNE =176,
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SC_SERVICE4U =177,
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SC_SPIDERWEB =180, /* スパイダ?ウェッブ */
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// SC_EDP // moved
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SC_SACRIFICE =184, /* サクリファイス */
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SC_WEDDING =187, //結婚用(結婚衣裳になって?くのが?いとか)
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SC_NOCHAT =188, //赤エモ?態
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@ -153,16 +156,11 @@ enum { // struct map_session_data
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SC_DPOISON =198, /* 猛毒 */
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// Used by English Team
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SC_BROKNARMOR =32,
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SC_BROKNWEAPON =33,
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SC_SPEEDUP0 =41, // for skill speedup
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SC_SPEEDUP1 =42, // for skill speedup
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SC_SLOWDOWN =45, // for skill slowdown
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SC_AUTOBERSERK =46,
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SC_SIGHTTRASHER =73,
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SC_BASILICA =102, // temporarily use this before an actual id is found [celest]
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SC_EDP =114, /* エフェクトが判明したら移動 */
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SC_MARIONETTE2 =122, // Marionette target
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SC_BASILICA =102, // temporarily use this before an actual id is found [celest]
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SC_ENSEMBLE =159,
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SC_FOGWALL =178,
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SC_GOSPEL =179,
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@ -176,29 +174,7 @@ enum { // struct map_session_data
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SC_LANDPROTECTOR =193,
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SC_ADAPTATION =194,
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SC_CHASEWALK =195,
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SC_REGENERATION =196,
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// [Celest]
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SC_BLEEDING = 124, // Temporarily same id as headcrush
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// -- testing various SC effects
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// SC_AURABLADE =81,
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// SC_CONCENTRATION =83,
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// SC_TENSIONRELAX =84,
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// SC_BERSERK =85,
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// SC_CALLSPIRITS =100,
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// SC_PARRYING =100,
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// SC_FREECAST =101,
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// SC_ABSORBSPIRIT =102,
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// SC_ASSUMPTIO =114,
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// SC_SHARPSHOOT =127,
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// SC_GANGSTER =184,
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// SC_CANNIBALIZE =186,
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// SC_SPHEREMINE =187,
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// SC_METEOSTORM =189,
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// SC_CASTCANCEL =190,
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// SC_SPIDERWEB =191,
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SC_REGENERATION =196,
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};
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extern int SkillStatusChangeTable[];
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