- Updated NJ_BAKUENRYU skill tree
- Fixed HLIF_CHANGE skill git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@8365 54d463be-8e91-2dee-dedb-b68131a5f0ec
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@ -4,6 +4,7 @@ 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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2006/08/19
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* Fixed HLIF_CHANGE [Toms]
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* Updated HLIF_BRAIN skill [Toms]
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* Fixed homunculus intimacy on feeding [Toms]
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* Added homunculus_friendly_rate battle config [Toms]
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@ -20,6 +20,8 @@
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=========================
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08/19
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* Updated NJ_BAKUENRYU skill tree [Toms]
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* Updated HLIF_CHANGE skill [Toms]
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* Updated Kouenka, removed aftercast delay [Toms]
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* Fixed some Ninja weapons (1Hand Sword -> Dagger) [Toms]
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08/18
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@ -460,7 +460,7 @@
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8001,0,0,13:16:19:22:25,0,0,0,99,0,0,none,0,545,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //HLIF_HEAL
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8002,0,0,20:25:30:35:40,0,0,0,99,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //HLIF_AVOID
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8004,0,1,0,0,0,99,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //HLIF_CHANGE
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8004,0,0,100,0,0,0,99,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //HLIF_CHANGE
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8005,0,0,10,0,0,0,99,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //HAMI_CASTLE
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8006,0,0,20:25:30:35:40,0,0,0,99,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //HAMI_DEFENCE
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8008,0,0,120,0,0,0,99,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //HAMI_BLOODLUST
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@ -687,7 +687,7 @@
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25,533,10,0,0,0,0,0,0,0,0,0,0 //NJ_NINPOU#NJ_NINPOU#
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25,534,10,533,1,0,0,0,0,0,0,0,0 //NJ_KOUENKA#NJ_KOUENKA#
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25,535,10,534,5,0,0,0,0,0,0,0,0 //NJ_KAENSIN#NJ_KAENSIN#
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25,536,5,533,10,534,7,0,0,0,0,0,0 //NJ_BAKUENRYU#NJ_BAKUENRYU#
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25,536,5,533,10,535,7,0,0,0,0,0,0 //NJ_BAKUENRYU#NJ_BAKUENRYU#
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25,537,10,533,1,0,0,0,0,0,0,0,0 //NJ_HYOUSENSOU#NJ_HYOUSENSOU#
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25,538,10,537,5,0,0,0,0,0,0,0,0 //NJ_SUITON#NJ_SUITON#
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25,539,5,533,10,538,7,0,0,0,0,0,0 //NJ_HYOUSYOURAKU#NJ_HYOUSYOURAKU#
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@ -330,6 +330,7 @@ int merc_hom_change_class(struct homun_data *hd, short class_)
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hd->homunculusDB = &homunculus_db[i];
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hd->master->homunculus.class_ = class_;
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status_set_viewdata(&hd->bl, class_);
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merc_hom_calc_skilltree(hd->master);
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return 1;
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}
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@ -5586,8 +5586,6 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
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case HLIF_CHANGE: //[orn]
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clif_skill_nodamage(src,bl,skillid,skilllv,
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sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
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if (sd)
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skill_blockpc_start(sd, skillid, skill_get_time2(skillid,skilllv));
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if (hd)
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skill_blockmerc_start(hd, skillid, skill_get_time2(skillid,skilllv));
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break;
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@ -5741,8 +5741,8 @@ int status_change_start(struct block_list *bl,int type,int rate,int val1,int val
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sc->data[type].val2 = 5*status->max_hp/100;
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status_heal(bl, status->max_hp, 0, 1); //Do not use percent_heal as this healing must override BERSERK's block.
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status_set_sp(bl, 0, 0); //Damage all SP
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} else if (type==SC_CHANGE) //Heal all HP
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status_percent_heal(bl, 100, 0);
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} else if (type==SC_CHANGE) //Heal all HP/SP
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status_percent_heal(bl, 100, 100);
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if (type==SC_RUN) {
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@ -6092,6 +6092,11 @@ int status_change_end( struct block_list* bl , int type,int tid )
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pc_setsavepoint(sd, sd->mapindex, bl->x, bl->y);
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}
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break; //guess hes not in jail :P
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case SC_CHANGE:
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// "lose almost all her HP and SP"
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status_set_hp(bl, 10, 0);
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status_set_sp(bl, 10, 0);
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break;
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}
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opt_flag = 1;
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