- Made Magic Crasher a BF_WEAPON attack.
- Made skill_unit_range a per-level setting. meteor and Lov now have their unit range adjusted in the skill_unit_db rather than hardcoded. git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@5536 54d463be-8e91-2dee-dedb-b68131a5f0ec
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@ -5,6 +5,10 @@ IF YOU HAVE A WORKING AND TESTED BUGFIX PUT IT INTO STABLE AS WELL AS TRUNK. EV
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GOES INTO TRUNK AND WILL BE MERGED INTO STABLE BY VALARIS AND WIZPUTER. -- VALARIS
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2006/03/09
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* Made Magic Crasher a BF_WEAPON attack. [Skotlex]
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* Made skill_unit_range a per-level setting. meteor and Lov now have their
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unit range for bosses adjusted in the skill_unit_db rather than
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hardcoded. [Skotlex]
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* Added Gunslinger/Ninja Status Change icons. Somebody needs to look into
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them though for not all SCs have a matching SI. [blackhole89]
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* Changed ITEM_NAME_LENGTH to 50. [Skotlex]
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@ -382,7 +382,7 @@
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362,4,6,4,0,1,0,5,1,yes,0,0,0,magic,2 //HP_BASILICA#Basilica#
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363,0,0,0,0,0,0,10,0,no,0,0,0,magic,0 //HP_MEDITATIO#Meditatio#
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364,0,0,0,0,0,0,10,1,no,0,0,0,magic,0 //HW_SOULDRAIN#Soul Drain#
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365,9,8,1,-1,0,0,1,1,yes,0,0,0,magic,0 //HW_MAGICCRASHER#Stave Crasher#
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365,9,8,1,-1,0,0,1,1,yes,0,0,0,weapon,0 //HW_MAGICCRASHER#Stave Crasher#
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366,0,6,4,0,1,0,10,1,no,0,0,0,magic,0 //HW_MAGICPOWER#Mystical Amplification#
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367,9,8,1,0,0,0,5,1,no,0,0,0,misc,0 //PA_PRESSURE#Gloria Domini#
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368,0,6,4,0,1,0,5,1,yes,0,0,0,weapon,0 //PA_SACRIFICE# Martyr's Reckoning#
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@ -29,8 +29,8 @@
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70,0x83, , -1, 1,1000,all, 0x008 //PR_SANCTUARY#サンクチュアリ
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79,0x84, , -1, 1,3000,enemy, 0x008 //PR_MAGNUS#マグヌスエクソシズム
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80,0x87,0x88, 0, 1,2000,enemy, 0x002 //WZ_FIREPILLAR#ファイアーピラー
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83,0x86, , 0, 3,1000,enemy, 0x000 //WZ_METEOR#メテオストーム
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85,0x86, , 0, 6,1250,enemy, 0x008 //WZ_VERMILION#ロードオブヴァーミリオン
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83,0x86, , 0,3:3:3:3:3:3:3:3:3:3:10,1000,enemy, 0x000 //WZ_METEOR#メテオストーム
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85,0x86, , 0,6:6:6:6:6:6:6:6:6:6:25,1250,enemy, 0x008 //WZ_VERMILION#ロードオブヴァーミリオン
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87,0x8d, , -1, 0, -1,all, 0x000 //WZ_ICEWALL#アイスウォール
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88,0x86, , 0, 2,1000,enemy, 0x000 //WZ_FROSTNOVA#フロストノヴァ
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89,0x86, , 0, 5, 450,enemy, 0x008 //WZ_STORMGUST#ストームガスト
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@ -699,7 +699,7 @@ int battle_calc_damage(struct block_list *src,struct block_list *bl,int damage,i
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if(!(skill_get_inf(skill_num)&INF_GROUND_SKILL) && rand()%100 < 75)
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return 0;
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} else
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damage /=2;
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damage >>=1;
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}
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}
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@ -669,7 +669,7 @@ int skill_get_type( int id ){ skill_get (skill_db[id].skill_type, id, 1); }
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int skill_get_unit_id ( int id, int flag ){ skill_get (skill_db[id].unit_id[flag], id, 1); }
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int skill_get_unit_layout_type( int id ,int lv ){ skill_get (skill_db[id].unit_layout_type[lv-1], id, lv); }
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int skill_get_unit_interval( int id ){ skill_get (skill_db[id].unit_interval, id, 1); }
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int skill_get_unit_range( int id ){ skill_get (skill_db[id].unit_range, id, 1); }
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int skill_get_unit_range( int id, int lv ){ skill_get (skill_db[id].unit_range[lv-1], id, lv); }
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int skill_get_unit_target( int id ){ skill_get ((skill_db[id].unit_target&BCT_ALL), id, 1); }
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int skill_get_unit_bl_target( int id ){ skill_get ((skill_db[id].unit_target&BL_ALL), id, 1); }
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int skill_get_unit_flag( int id ){ skill_get (skill_db[id].unit_flag, id, 1); }
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@ -2104,7 +2104,7 @@ static int skill_check_unit_range_sub( struct block_list *bl,va_list ap )
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int skill_check_unit_range(int m,int x,int y,int skillid,int skilllv)
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{
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int c = 0;
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int range = skill_get_unit_range(skillid);
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int range = skill_get_unit_range(skillid, skilllv);
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int layout_type = skill_get_unit_layout_type(skillid,skilllv);
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if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) {
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ShowError("skill_check_unit_range: unsupported layout type %d for skill %d\n",layout_type,skillid);
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@ -2163,7 +2163,7 @@ int skill_check_unit_range2(struct block_list *bl, int m,int x,int y,int skillid
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return 0;
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}
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// とりあえず?ウ方形のユニットレイアウトのみ対応
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range = skill_get_unit_range(skillid) + layout_type;
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range = skill_get_unit_range(skillid,skilllv) + layout_type;
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}
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break;
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}
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@ -6448,7 +6448,7 @@ struct skill_unit_group *skill_unitsetting( struct block_list *src, int skillid,
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nullpo_retr(0, src);
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limit = skill_get_time(skillid,skilllv);
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range = skill_get_unit_range(skillid);
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range = skill_get_unit_range(skillid,skilllv);
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interval = skill_get_unit_interval(skillid);
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target = skill_get_unit_target(skillid);
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unit_flag = skill_get_unit_flag(skillid);
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@ -6486,14 +6486,6 @@ struct skill_unit_group *skill_unitsetting( struct block_list *src, int skillid,
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limit=1000;
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val1=skilllv+2;
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break;
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case WZ_METEOR:
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if (skilllv > skill_get_max(skillid)) //?L”͈̓?ƒeƒI
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range = 10;
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break;
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case WZ_VERMILION:
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if (skilllv > skill_get_max(skillid)) //?L”͈ÍLOV
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range = 25;
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break;
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case WZ_QUAGMIRE: //The target changes to "all" if used in a gvg map. [Skotlex]
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case AM_DEMONSTRATION:
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if (map_flag_vs(src->m) && battle_config.vs_traps_bctall)
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@ -9507,9 +9499,9 @@ int skill_frostjoke_scream(struct block_list *bl,va_list ap)
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* バジリカのセルを?ン定する
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*------------------------------------------
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*/
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void skill_unitsetmapcell(struct skill_unit *src, int skill_num, int flag)
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void skill_unitsetmapcell(struct skill_unit *src, int skill_num, int skill_lv, int flag)
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{
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int i,x,y,range = skill_get_unit_range(skill_num);
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int i,x,y,range = skill_get_unit_range(skill_num,skill_lv);
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int size = range*2+1;
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for (i=0;i<size*size;i++) {
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@ -9951,19 +9943,19 @@ struct skill_unit *skill_initunit(struct skill_unit_group *group,int idx,int x,i
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switch (group->skill_id) {
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case AL_PNEUMA:
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skill_unitsetmapcell(unit,AL_PNEUMA,CELL_SETPNEUMA);
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skill_unitsetmapcell(unit,AL_PNEUMA,group->skill_lv,CELL_SETPNEUMA);
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break;
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case MG_SAFETYWALL:
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skill_unitsetmapcell(unit,MG_SAFETYWALL,CELL_SETSAFETYWALL);
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skill_unitsetmapcell(unit,MG_SAFETYWALL,group->skill_lv,CELL_SETSAFETYWALL);
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break;
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case SA_LANDPROTECTOR:
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skill_unitsetmapcell(unit,SA_LANDPROTECTOR,CELL_SETLANDPROTECTOR);
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skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_SETLANDPROTECTOR);
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break;
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case HP_BASILICA:
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skill_unitsetmapcell(unit,HP_BASILICA,CELL_SETBASILICA);
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skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_SETBASILICA);
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break;
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case WZ_ICEWALL:
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skill_unitsetmapcell(unit,WZ_ICEWALL,CELL_SETICEWALL);
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skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_SETICEWALL);
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break;
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}
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return unit;
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@ -9993,19 +9985,19 @@ int skill_delunit(struct skill_unit *unit)
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switch (group->skill_id) {
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case AL_PNEUMA:
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skill_unitsetmapcell(unit,AL_PNEUMA,CELL_CLRPNEUMA);
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skill_unitsetmapcell(unit,AL_PNEUMA,group->skill_lv,CELL_CLRPNEUMA);
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break;
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case MG_SAFETYWALL:
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skill_unitsetmapcell(unit,MG_SAFETYWALL,CELL_CLRSAFETYWALL);
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skill_unitsetmapcell(unit,MG_SAFETYWALL,group->skill_lv,CELL_CLRSAFETYWALL);
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break;
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case SA_LANDPROTECTOR:
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skill_unitsetmapcell(unit,SA_LANDPROTECTOR,CELL_CLRLANDPROTECTOR);
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skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_CLRLANDPROTECTOR);
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break;
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case HP_BASILICA:
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skill_unitsetmapcell(unit,HP_BASILICA,CELL_CLRBASILICA);
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skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_CLRBASILICA);
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break;
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case WZ_ICEWALL:
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skill_unitsetmapcell(unit,WZ_ICEWALL,CELL_CLRICEWALL);
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skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_CLRICEWALL);
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break;
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}
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@ -11469,7 +11461,7 @@ int skill_readdb(void)
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skill_db[i].unit_id[0] = strtol(split[1],NULL,16);
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skill_db[i].unit_id[1] = strtol(split[2],NULL,16);
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skill_split_atoi(split[3],skill_db[i].unit_layout_type);
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skill_db[i].unit_range = atoi(split[4]);
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skill_split_atoi(split[4],skill_db[i].unit_range);
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skill_db[i].unit_interval = atoi(split[5]);
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if( strcmpi(split[6],"noenemy")==0 ) skill_db[i].unit_target=BCT_NOENEMY;
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@ -60,7 +60,7 @@ struct skill_db {
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int nocast;
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int unit_id[2];
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int unit_layout_type[MAX_SKILL_LEVEL];
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int unit_range;
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int unit_range[MAX_SKILL_LEVEL];
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int unit_interval;
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int unit_target;
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int unit_flag;
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