Just some generic cleanups.
git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@13556 54d463be-8e91-2dee-dedb-b68131a5f0ec
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@ -135,7 +135,7 @@
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142,0,0,3,0,0,0,99,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //NV_FIRSTAID#?急手?#
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143,0,0,5,0,0,0,99,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //NV_TRICKDEAD#死んだふり#
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146,0,0,1,0,0,0,99,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //SM_AUTOBERSERK#オ?トバ?サ?ク#
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146,0,0,0,0,0,0,99,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //SM_AUTOBERSERK#オ?トバ?サ?ク#
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147,0,0,10,0,0,0,99,0,0,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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148,0,0,15,0,0,0,11,1,1,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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149,0,0,9,0,0,0,99,0,0,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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@ -6401,7 +6401,7 @@ ra_temin,277,159,3 script High Priest Zhed#rachel 932,{
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mes "I'm glad that everything";
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mes "turned out great. Your";
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mes "help was truly a blessing.";
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mes "Althoug Schwaltzvalt will";
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mes "Although Schwaltzvalt will";
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mes "continue their plans without";
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mes "us, we've slowed them down.";
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next;
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@ -2964,36 +2964,33 @@ enum damage_lv battle_weapon_attack(struct block_list* src, struct block_list* t
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if (sc && sc->data[SC_CLOAKING] && !(sc->data[SC_CLOAKING]->val4&2))
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status_change_end(src,SC_CLOAKING,-1);
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//Check for counter attacks that block your attack. [Skotlex]
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if(tsc)
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if( tsc && tsc->data[SC_AUTOCOUNTER] && status_check_skilluse(target, src, KN_AUTOCOUNTER, 1) )
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{
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if(tsc->data[SC_AUTOCOUNTER] &&
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status_check_skilluse(target, src, KN_AUTOCOUNTER, 1)
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) {
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int dir = map_calc_dir(target,src->x,src->y);
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int t_dir = unit_getdir(target);
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int dist = distance_bl(src, target);
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if(dist <= 0 || (!map_check_dir(dir,t_dir) && dist <= tstatus->rhw.range+1))
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{
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int skilllv = tsc->data[SC_AUTOCOUNTER]->val1;
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clif_skillcastcancel(target); //Remove the casting bar. [Skotlex]
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clif_damage(src, target, tick, sstatus->amotion, 1, 0, 1, 0, 0); //Display MISS.
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status_change_end(target,SC_AUTOCOUNTER,-1);
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skill_attack(BF_WEAPON,target,target,src,KN_AUTOCOUNTER,skilllv,tick,0);
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return ATK_NONE;
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}
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int dir = map_calc_dir(target,src->x,src->y);
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int t_dir = unit_getdir(target);
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int dist = distance_bl(src, target);
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if(dist <= 0 || (!map_check_dir(dir,t_dir) && dist <= tstatus->rhw.range+1))
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{
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int skilllv = tsc->data[SC_AUTOCOUNTER]->val1;
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clif_skillcastcancel(target); //Remove the casting bar. [Skotlex]
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clif_damage(src, target, tick, sstatus->amotion, 1, 0, 1, 0, 0); //Display MISS.
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status_change_end(target,SC_AUTOCOUNTER,-1);
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skill_attack(BF_WEAPON,target,target,src,KN_AUTOCOUNTER,skilllv,tick,0);
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return ATK_NONE;
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}
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if (tsc->data[SC_BLADESTOP_WAIT] && !is_boss(src)) {
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int skilllv = tsc->data[SC_BLADESTOP_WAIT]->val1;
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int duration = skill_get_time2(MO_BLADESTOP,skilllv);
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status_change_end(target, SC_BLADESTOP_WAIT, -1);
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if(sc_start4(src, SC_BLADESTOP, 100, sd?pc_checkskill(sd, MO_BLADESTOP):5, 0, 0, target->id, duration))
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{ //Target locked.
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clif_damage(src, target, tick, sstatus->amotion, 1, 0, 1, 0, 0); //Display MISS.
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clif_bladestop(target, src->id, 1);
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sc_start4(target, SC_BLADESTOP, 100, skilllv, 0, 0, src->id, duration);
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return ATK_NONE;
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}
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}
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if( tsc && tsc->data[SC_BLADESTOP_WAIT] && !is_boss(src) )
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{
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int skilllv = tsc->data[SC_BLADESTOP_WAIT]->val1;
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int duration = skill_get_time2(MO_BLADESTOP,skilllv);
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status_change_end(target, SC_BLADESTOP_WAIT, -1);
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if(sc_start4(src, SC_BLADESTOP, 100, sd?pc_checkskill(sd, MO_BLADESTOP):5, 0, 0, target->id, duration))
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{ //Target locked.
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clif_damage(src, target, tick, sstatus->amotion, 1, 0, 1, 0, 0); //Display MISS.
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clif_bladestop(target, src->id, 1);
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sc_start4(target, SC_BLADESTOP, 100, skilllv, 0, 0, src->id, duration);
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return ATK_NONE;
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}
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}
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@ -9378,7 +9378,10 @@ void clif_parse_UseSkillToId(int fd, struct map_session_data *sd)
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return;
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if( sd->bl.id != target_id && !sd->state.skill_flag && tmp&INF_SELF_SKILL )
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target_id = sd->bl.id; //What good is it to mess up the target in self skills? Wished I knew... [Skotlex]
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target_id = sd->bl.id; // never trust the client
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if( target_id < 0 && -target_id == sd->bl.id ) // for disguises [Valaris]
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target_id = sd->bl.id;
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if( sd->ud.skilltimer != -1 )
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{
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@ -9397,9 +9400,6 @@ void clif_parse_UseSkillToId(int fd, struct map_session_data *sd)
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if( sd->sc.data[SC_BASILICA] && (skillnum != HP_BASILICA || sd->sc.data[SC_BASILICA]->val4 != sd->bl.id) )
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return; // On basilica only caster can use Basilica again to stop it.
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if( target_id < 0 && -target_id == sd->bl.id ) // for disguises [Valaris]
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target_id = sd->bl.id;
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if( sd->menuskill_id )
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{
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if( sd->menuskill_id == SA_TAMINGMONSTER )
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@ -5266,7 +5266,7 @@ int pc_dead(struct map_session_data *sd,struct block_list *src)
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npc_script_event(sd,NPCE_DIE);
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if ( sd && sd->spiritball ) // maybe also monks' spiritballs ?
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if ( sd && sd->spiritball )
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pc_delspiritball(sd,sd->spiritball,0);
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if (src)
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@ -1306,7 +1306,7 @@ int skill_blown(struct block_list* src, struct block_list* target, int count, in
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break;
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case BL_SKILL:
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su = (struct skill_unit *)target;
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if( su->group->unit_id == UNT_ANKLESNARE )
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if( su->group->skill_id == HT_ANKLESNARE )
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return 0; // ankle snare cannot be knocked back
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break;
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}
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