Updates the behavior of Stasis (#6196)
* Fixes #6071. * Updates the behavior of Stasis to block Songs, Ensembles, Choruses, and magic type skills. * Removes the INF2_IGNORESTASIS flag as it doesn't effectively fit it's purpose anymore. Thanks to @Felleonel!
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@ -2538,8 +2538,6 @@ Body:
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TargetType: Support
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DamageFlags:
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NoDamage: true
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Flags:
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IgnoreStasis: true
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Range: 9
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Hit: Single
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HitCount: 1
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@ -7848,7 +7846,6 @@ Body:
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NoTargetSelf: true
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PartyOnly: true
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GuildOnly: true
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IgnoreStasis: true
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TargetHidden: true
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Range: 9
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Hit: Single
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@ -19545,7 +19542,6 @@ Body:
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NoDamage: true
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Flags:
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PartyOnly: true
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IgnoreStasis: true
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TargetHidden: true
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Range: 11
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Hit: Single
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@ -27690,7 +27686,6 @@ Body:
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Type: Weapon
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TargetType: Attack
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Flags:
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IgnoreStasis: true
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TargetHidden: true
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Range: -9
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Hit: Single
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@ -2575,8 +2575,6 @@ Body:
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TargetType: Support
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DamageFlags:
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NoDamage: true
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Flags:
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IgnoreStasis: true
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Range: 9
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Hit: Single
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HitCount: 1
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@ -8239,7 +8237,6 @@ Body:
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NoTargetSelf: true
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PartyOnly: true
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GuildOnly: true
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IgnoreStasis: true
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TargetHidden: true
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Range: 9
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Hit: Single
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@ -20266,7 +20263,6 @@ Body:
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NoDamage: true
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Flags:
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PartyOnly: true
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IgnoreStasis: true
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TargetHidden: true
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Range: 11
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Hit: Single
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@ -28312,7 +28308,6 @@ Body:
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Type: Weapon
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TargetType: Attack
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Flags:
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IgnoreStasis: true
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TargetHidden: true
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Range: -9
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Hit: Single
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@ -86,7 +86,6 @@ IgnoreLandProtector - Ignore SA_LANDPROTECTOR.
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AllowWhenHidden - Usable while hiding.
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AllowWhenPerforming - Usable while in dancing state.
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TargetEmperium - Damages/targets Emperium.
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IgnoreStasis - Ignore SC_STASIS.
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IgnoreKagehumi - Ignore KG_KAGEHUMI.
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AlterRangeVulture - Skill range affected by AC_VULTURE.
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AlterRangeSnakeEye - Skill range affected by GS_SNAKEEYE.
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@ -7824,7 +7824,6 @@
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export_constant(INF2_ALLOWWHENHIDDEN);
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export_constant(INF2_ALLOWWHENPERFORMING);
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export_constant(INF2_TARGETEMPERIUM);
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export_constant(INF2_IGNORESTASIS);
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export_constant(INF2_IGNOREKAGEHUMI);
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export_constant(INF2_ALTERRANGEVULTURE);
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export_constant(INF2_ALTERRANGESNAKEEYE);
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@ -21454,7 +21454,7 @@ int skill_block_check(struct block_list *bl, sc_type type , uint16 skill_id) {
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return 1;
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break;
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case SC_STASIS:
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if (bl->type == BL_PC && !skill_get_inf2(skill_id, INF2_IGNORESTASIS))
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if (skill_get_inf2_(skill_id, { INF2_ISSONG, INF2_ISENSEMBLE, INF2_ISCHORUS }) || skill_get_type(skill_id) == BF_MAGIC)
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return 1; // Can't do it.
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break;
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case SC_KAGEHUMI:
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@ -91,7 +91,6 @@ enum e_skill_inf2 : uint8 {
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INF2_ALLOWWHENHIDDEN, // Skill that can be use in hiding
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INF2_ALLOWWHENPERFORMING, // Skill that can be use while in dancing state
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INF2_TARGETEMPERIUM, // Skill that could hit emperium
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INF2_IGNORESTASIS, // Skill that can ignore SC_STASIS
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INF2_IGNOREKAGEHUMI, // Skill blocked by kagehumi
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INF2_ALTERRANGEVULTURE, // Skill range affected by AC_VULTURE
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INF2_ALTERRANGESNAKEEYE, // Skill range affected by GS_SNAKEEYE
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@ -1316,8 +1316,6 @@ static bool skill_parse_row_skilldb(char* split[], int columns, int current) {
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body << YAML::Key << "AllowWhenPerforming" << YAML::Value << "true";
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if (inf3_val & 0x10)
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body << YAML::Key << "TargetEmperium" << YAML::Value << "true";
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if (inf3_val & 0x20)
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body << YAML::Key << "IgnoreStasis" << YAML::Value << "true";
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if (inf3_val & 0x40)
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body << YAML::Key << "IgnoreKagehumi" << YAML::Value << "true";
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if (inf3_val & 0x80)
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