- Updated Poison React
- Added Soul Change, Soul Burn - Added a somewhat crude timer for Venom splasher - Added a fix for Guild Skills causing crashes git-svn-id: https://svn.code.sf.net/p/rathena/svn/branches/stable@431 54d463be-8e91-2dee-dedb-b68131a5f0ec
This commit is contained in:
parent
7d993ce5bb
commit
5e8f67eb9d
@ -1,6 +1,11 @@
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Date Added
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12/1
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- Changed #define MAX_PET_DB to 300, it's easier for people adding new pets like this. [Nas]
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* Skill Updates [celest]
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- Updated Poison React
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- Added Soul Change, Soul Burn
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- Added a somewhat crude timer for Venom splasher
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- Added a fix for Guild Skills causing crashes by Sara, thanks!
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11/30
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* Fixed client crash when disguised characters die [celest]
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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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Skill databases == celest working on them i believe.
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12/1 * Updated Poison React, Soul Change, Soul Burn [celest]
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11/30 * Corrected bUnbreakable value in const.txt [celest]
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* updated skill_cast_db for Meltdown and Tiger Knuckle Fist [celest]
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@ -239,7 +239,7 @@
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372,0,800:800:800:800:800:1000:1000:1000:1000:1000,0,0 //CH_CHAINCRUSH#連柱崩撃#
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373,0,2000:2500:3000:3500:4000,0,0 //PF_HPCONVERSION#ライフ置き換え#
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374,3000,5000,0,0 //PF_SOULCHANGE#ソウルチェンジ#
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375,0,10000:10000:10000:10000:15000,0,0 //PF_SOULBURN#ソウルバーン#
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//375,0,10000:10000:10000:10000:15000,0,0 //PF_SOULBURN#ソウルバーン#
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378,0,2000,20000:30000:40000:50000:60000,20000:30000:40000:50000:60000 //ASC_EDP#エンチャントデッドリーポイズン#
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379,0,1000:1200:1400:1600:1800:2000:2200:2400:2600:2800,0,0 //ASC_BREAKER
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@ -138,7 +138,7 @@
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136,-1,8,1,0,0,10,8,no,0,0,0,weapon,0 //AS_SONICBLOW#?ニックブロ?#
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137,3:4:5:6:7,6,1,0,0,5,1,no,0,0,0,weapon,0 //AS_GRIMTOOTH#グリ?トゥ?ス#
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138,8,6,16,5,1,10,1,no,0,1024,0,weapon,0 //AS_ENCHANTPOISON#エン?ャント?イズン#
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139,0,6,16,5,1,10,1,no,0,0,0,weapon,0 //AS_POISONREACT#?イズンリアクト#
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139,0,6,4,5,1,10,1,no,0,0,0,weapon,0 //AS_POISONREACT#?イズンリアクト#
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140,2,6,2,5,1,10,1,no,0,0,0,weapon,0 //AS_VENOMDUST#ベナ??スト#
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141,2,6,1,0,1,10,1,yes,0,0,0,weapon,0 //AS_SPLASHER#ベナ?スプラッシャ?#
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142,0,6,4,0,1,1,1,no,0,1,0,none,0 //NV_FIRSTAID#応?手当#
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@ -408,8 +408,8 @@
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371,-2,8,4,0,0,5,1,no,0,0,0,weapon,0 //CH_TIGERFIST#伏虎拳#
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372,-2,8,4,0,0,10,1:1:2:2:3:3:4:4:5:5,no,0,0,0,weapon,0 //CH_CHAINCRUSH#連柱崩撃#
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373,0,6,4,0,1,5,1,no,0,0,0,magic,0 //PF_HPCONVERSION#ライフ置き換え#
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374,0,0,4,0,1,1,1,yes,0,0,0,magic,0 //PF_SOULCHANGE#?ウル?ェンジ#
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375,0,0,4,0,1,1,1,yes,0,0,0,magic,0 //PF_SOULBURN#?ウルバ?ン#
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374,4,6,16,0,1,1,1,yes,0,0,0,magic,0 //PF_SOULCHANGE#?ウル?ェンジ#
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375,4,6,1,0,0,5,1,yes,0,0,0,magic,0 //PF_SOULBURN#?ウルバ?ン#
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376,0,0,0,0,1,5,1,no,0,0,0,weapon,0 //ASC_KATAR#アドバンスドカ??ル研究#
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377,0,0,4,0,1,10,1,no,0,0,0,misc,0 //ASC_HALLUCINATION#ハルシネ?ションウォ?ク#
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378,0,6,4,5,1,10,1,no,0,1024,0,weapon,0 //ASC_EDP#エン?ャントデッドリ??イズン#
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@ -260,7 +260,7 @@
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372,0,0,12:14:16:18:20:22:24:26:28:30,0,0,0,99,none,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //CH_CHAINCRUSH#連柱崩?#
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373,0,0,1:2:3:4:5,0,0,0,99,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //PF_HPCONVERSION#???????#
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374,0,0,5,0,0,0,99,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //PF_SOULCHANGE#ソウルチェンジ#
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375,0,0,80:90:100:110:120,0,0,0,99,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //PF_HPCONVERSION#ライフ置き換え#
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375,0,0,80:90:100:110:120,0,0,0,99,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //PF_SOULBURN#?ウルバ?ン#
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378,0,0,60:70:80:90:100,0,0,0,99,none,0,678,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //ASC_EDP#エンチャントデッドリ?ポイズン#
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379,0,0,20:20:20:20:20:30:30:30:30:30,0,0,0,99,weapon,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //ASC_BREAKER#ソウルブレ?カ?#
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@ -4008,6 +4008,7 @@ struct Damage battle_calc_magic_attack(
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struct Damage md;
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int aflag;
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int normalmagic_flag=1;
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int matk_flag = 1;
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int ele=0,race=7,t_ele=0,t_race=7,t_mode = 0,cardfix,t_class,i;
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struct map_session_data *sd=NULL,*tsd=NULL;
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struct mob_data *tmd = NULL;
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@ -4165,15 +4166,26 @@ struct Damage battle_calc_magic_attack(
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printf("battle_calc_magic_attack(): napalmvulcan enemy count=0 !\n");
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}
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break;
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case PF_SOULBURN: // Celest
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if (target->type != BL_PC || skill_lv < 5) {
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memset(&md,0,sizeof(md));
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return md;
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} else if (target->type == BL_PC) {
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damage = ((struct map_session_data *)target)->status.sp * 2;
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matk_flag = 0; // don't consider matk and matk2
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}
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break;
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}
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}
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if(normalmagic_flag){ // 一般魔法ダメージ計算
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int imdef_flag=0;
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if(matk1>matk2)
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damage= matk2+rand()%(matk1-matk2+1);
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else
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damage= matk2;
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if (matk_flag) {
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if(matk1>matk2)
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damage= matk2+rand()%(matk1-matk2+1);
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else
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damage= matk2;
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}
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if(sd) {
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if(sd->ignore_mdef_ele & (1<<t_ele) || sd->ignore_mdef_race & (1<<t_race))
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imdef_flag = 1;
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@ -986,7 +986,7 @@ int map_quit(struct map_session_data *sd) {
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sd->status.hp = 100;
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skill_status_change_clear(&sd->bl,1); // ステータス異常を解除する
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skill_clear_unitgroup(&sd->bl); // スキルユニットグループの削除
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// skill_clear_unitgroup(&sd->bl); // スキルユニットグループの削除
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skill_cleartimerskill(&sd->bl);
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pc_stop_walking(sd,0);
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pc_stopattack(sd);
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@ -995,6 +995,7 @@ int map_quit(struct map_session_data *sd) {
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skill_gangsterparadise(sd,0);
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pc_calcstatus(sd,4);
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skill_clear_unitgroup(&sd->bl); // [Sara-chan]
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clif_clearchar_area(&sd->bl,2);
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@ -398,6 +398,7 @@ struct mob_data {
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unsigned change_walk_target : 1;
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unsigned walk_easy : 1;
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unsigned special_mob_ai : 3;
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unsigned soul_change_flag : 1; // Celest
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} state;
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int timer;
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short to_x,to_y;
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@ -1,4 +1,4 @@
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// $Id: skill.c,v 1.8 2004/11/30 8:26:49 PM Celestia Exp $
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// $Id: skill.c,v 1.8 2004/12/1 11:59:43 PM Celestia Exp $
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/* スキル?係 */
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#include <stdio.h>
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@ -1151,7 +1151,7 @@ int skill_additional_effect( struct block_list* src, struct block_list *bl,int s
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struct status_change *sc_data = battle_get_sc_data(bl);
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if(sc_data) {
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sc_data[SC_FREEZE].val3++;
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if(sc_data[SC_FREEZE].val3 >= 3 && rand()%100 < skilllv*sc_def_mdef/100)
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if(sc_data[SC_FREEZE].val3 >= 3 && rand()%1000 < skilllv*sc_def_mdef/100)
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skill_status_change_start(bl,SC_FREEZE,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
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}
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}
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@ -2485,6 +2485,11 @@ int skill_castend_damage_id( struct block_list* src, struct block_list *bl,int s
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}
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skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,
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0x0500|dist );
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if (bl->type == BL_MOB && skillid == AS_GRIMTOOTH) {
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struct status_change *sc_data = battle_get_sc_data(bl);
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if (sc_data && sc_data[SC_SLOWDOWN].timer == -1)
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skill_status_change_start(bl,SC_SLOWDOWN,0,0,0,0,1000,0);
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}
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}
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}else{
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int ar=1;
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@ -2499,9 +2504,8 @@ int skill_castend_damage_id( struct block_list* src, struct block_list *bl,int s
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else if(skillid==NPC_SPLASHATTACK) /* スプラッシュアタックは範?7*7 */
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ar=3;
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// meteor assault cast effect (not sure how else to properly add it =p) [Celest]
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if (skillid == ASC_METEORASSAULT)
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clif_specialeffect(&sd->bl,409, 1);
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clif_skill_nodamage(src,bl,skillid,skilllv,1);
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skill_area_temp[1]=bl->id;
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skill_area_temp[2]=x;
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@ -2516,11 +2520,6 @@ int skill_castend_damage_id( struct block_list* src, struct block_list *bl,int s
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if (skillid == SM_MAGNUM) // fire element for 10 seconds
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skill_status_change_start(src,SC_FLAMELAUNCHER,0,0,0,0,10000,0);
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}
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if (bl->type == BL_MOB && skillid == AS_GRIMTOOTH) {
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struct status_change *sc_data = battle_get_sc_data(bl);
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if (sc_data && sc_data[SC_SLOWDOWN].timer == -1)
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skill_status_change_start(bl,SC_SLOWDOWN,0,0,0,0,1000,0);
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}
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break;
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case KN_BOWLINGBASH: /* ボウリングバッシュ */
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@ -2721,6 +2720,27 @@ int skill_castend_damage_id( struct block_list* src, struct block_list *bl,int s
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skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,0 );
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break;
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// Celest
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case PF_SOULBURN:
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{
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int per = skilllv < 5 ? 20+ skilllv*10 : 60;
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if (rand()%100 < per) {
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clif_skill_nodamage(src,bl,skillid,skilllv,1);
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if (skilllv == 5)
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skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,0 );
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if (bl->type == BL_PC)
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((struct map_session_data *)bl)->status.sp = 0;
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} else {
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clif_skill_nodamage(src,src,skillid,skilllv,1);
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if (skilllv == 5)
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skill_attack(BF_MAGIC,src,src,src,skillid,skilllv,tick,0 );
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sd->status.sp = 0;
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clif_updatestatus(sd,SP_SP);
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}
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skill_status_change_start(src,SC_BLOCKSKILL,skilllv,0,skillid,0, (skilllv < 5 ? 10000: 15000),0 );
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}
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break;
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case NPC_SELFDESTRUCTION: /* 自爆 */
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case NPC_SELFDESTRUCTION2: /* 自爆2 */
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if(flag&1){
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@ -2783,6 +2803,7 @@ int skill_castend_damage_id( struct block_list* src, struct block_list *bl,int s
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break;
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default:
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printf("Unknown skill used:%d\n",skillid);
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map_freeblock_unlock();
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return 1;
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}
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@ -3538,7 +3559,7 @@ int skill_castend_nodamage_id( struct block_list *src, struct block_list *bl,int
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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,-1,1);
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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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/* 付加する */
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@ -4421,7 +4442,7 @@ int skill_castend_nodamage_id( struct block_list *src, struct block_list *bl,int
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if((double)battle_get_max_hp(bl)*2/3 < battle_get_hp(bl)) //HPが2/3以上?っていたら失敗
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return 1;
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clif_skill_nodamage(src,bl,skillid,skilllv,1);
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skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,skillid,src->id,0,skill_get_time(skillid,skilllv),0 );
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skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,skillid,src->id,skill_get_time(skillid,skilllv),1000,0 );
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break;
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case PF_MINDBREAKER: /* プロボック */
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@ -4462,6 +4483,35 @@ int skill_castend_nodamage_id( struct block_list *src, struct block_list *bl,int
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}
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break;
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case PF_SOULCHANGE:
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{
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int sp1 = 0, sp2 = 0;
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if (sd) {
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if (dstsd) {
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sp1 = sd->status.sp > dstsd->status.max_sp ? dstsd->status.max_sp : sd->status.sp;
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sp2 = dstsd->status.sp > sd->status.max_sp ? sd->status.max_sp : dstsd->status.sp;
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sd->status.sp = sp2;
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dstsd->status.sp = sp1;
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clif_heal(sd->fd,SP_SP,sp2);
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clif_heal(dstsd->fd,SP_SP,sp1);
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} else if (dstmd) {
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if (dstmd->state.soul_change_flag) {
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clif_skill_fail(sd,skillid,0,0);
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map_freeblock_unlock();
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return 0;
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}
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sp2 = sd->status.max_sp * 3 /100;
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if (sd->status.sp + sp2 > sd->status.max_sp)
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sp2 = sd->status.max_sp - sd->status.sp;
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sd->status.sp += sp2;
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clif_heal(sd->fd,SP_SP,sp2);
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dstmd->state.soul_change_flag = 1;
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}
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}
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clif_skill_nodamage(src,bl,skillid,skilllv,1);
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}
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break;
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// Weapon Refining [Celest]
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case WS_WEAPONREFINE:
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if(sd)
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@ -4617,6 +4667,7 @@ int skill_castend_nodamage_id( struct block_list *src, struct block_list *bl,int
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}
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}
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break;
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default:
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printf("Unknown skill used:%d\n",skillid);
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map_freeblock_unlock();
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@ -9072,6 +9123,20 @@ int skill_status_change_timer(int tid, unsigned int tick, int id, int data)
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return 0;
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}
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break;
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case SC_SPLASHER:
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if (sc_data[type].val4 % 1000 == 0) {
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char timer[2];
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sprintf (timer, "%d", sc_data[type].val4/1000);
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clif_message(bl, timer);
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}
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if((sc_data[type].val4 -= 500) > 0) {
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sc_data[type].timer = add_timer(
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500 + tick, skill_status_change_timer,
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bl->id, data);
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return 0;
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}
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break;
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case SC_LEADERSHIP:
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case SC_GLORYWOUNDS:
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case SC_SOULCOLD:
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