Summoner skill status changes
* Until tested, Summoner skills will now use the default renewal base duration for their status changes -- Bleeding: 120s -- Stun: 5s * Moved status change durations to duration2 for these skills
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@@ -1768,13 +1768,13 @@
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//-- SU_HIDE
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5020,0,1000,0,-1,0,15000,0
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//-- SU_SCRATCH
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5021,0,1000,0,10000,0,3000:2000:1000,0
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5021,0,1000,0,0,120000,3000:2000:1000,0
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//-- SU_STOOP
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5022,0,1000,0,6000,0,15000,0
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//-- SU_LOPE
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5023,500,1000,0,0,0,2000:4000:6000,0
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//-- SU_SV_STEMSPEAR
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5026,2500,1000,0,10000,0,0,0
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5026,2500,1000,0,0,120000,0,0
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//-- SU_CN_POWDERING
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5027,1500,1000,0,3000:4000:5000:6000:7000,0,0,0
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//-- SU_CN_METEOR
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@@ -1792,7 +1792,7 @@
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//-- SU_ARCLOUSEDASH
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5035,2500,1000,0,60000:70000:80000:90000:100000,0,10000,0
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//-- SU_LUNATICCARROTBEAT
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5036,3000,1000,0,1000,0,8000,0
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5036,3000,1000,0,0,5000,8000,0
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//-- SU_TUNABELLY
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5038,2000,1000,0,0,0,8000:10000:12000:14000:16000,0
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//-- SU_TUNAPARTY
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@@ -1850,21 +1850,21 @@ int skill_additional_effect(struct block_list* src, struct block_list *bl, uint1
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status_change_end(bl, SC_C_MARKER, INVALID_TIMER);
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break;
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case SU_SCRATCH:
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sc_start2(src, bl, SC_BLEEDING, (skill_lv * 3), skill_lv, src->id, skill_get_time(skill_id, skill_lv)); // TODO: What's the chance/time?
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sc_start2(src, bl, SC_BLEEDING, (skill_lv * 3), skill_lv, src->id, skill_get_time2(skill_id, skill_lv)); // TODO: What's the chance/time?
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break;
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case SU_SV_STEMSPEAR:
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sc_start2(src, bl, SC_BLEEDING, 10, skill_lv, src->id, skill_get_time(skill_id, skill_lv));
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sc_start2(src, bl, SC_BLEEDING, 10, skill_lv, src->id, skill_get_time2(skill_id, skill_lv));
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break;
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case SU_CN_METEOR:
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if (skill_area_temp[3] == 1)
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sc_start(src, bl, SC_CURSE, 10, skill_lv, skill_get_time2(skill_id, skill_lv)); // TODO: What's the chance/time?
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sc_start(src, bl, SC_CURSE, 10, skill_lv, skill_get_time2(skill_id, skill_lv)); // TODO: What's the chance/time?
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break;
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//case SU_SCAROFTAROU:
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// sc_start(src, bl, SC_STUN, 10, skill_lv, skill_get_time2(skill_id, skill_lv)); // TODO: What's the chance/time?
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// break;
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case SU_LUNATICCARROTBEAT:
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if (skill_area_temp[3] == 1)
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sc_start(src, bl, SC_STUN, 10, skill_lv, skill_get_time(skill_id, skill_lv)); // TODO: What's the chance/time?
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sc_start(src, bl, SC_STUN, 10, skill_lv, skill_get_time2(skill_id, skill_lv)); // TODO: What's the chance/time?
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break;
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} //end switch skill_id
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