Fixed bugreport:6839 where SC_CAMOUFLAGE is not ending properly.
Fixed bugreport:6710 where SR_EARTHSHAKER ATK bonus is not applied properly. Implemented KO_MAKIBISHI and updated some Kagerou/Oboro skills. git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@16857 54d463be-8e91-2dee-dedb-b68131a5f0ec
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@ -1036,7 +1036,7 @@
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3007,0,6,4,-1,0x42,4:4:4:4:5,5,0,no,0,0,0,misc,0, KO_HAPPOKUNAI,Happo Kunai
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3008,9,8,2,0,0x52,2,10,-10,no,0,0,0,misc,0, KO_MUCHANAGE,Mucha Nage
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3009,9:10:11:12:13,8,2,-1,0x2,3,5,2,no,0,0,0,weapon,0, KO_HUUMARANKA,Huuma Shuriken Ranka
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//3010,3,6,2,0,0x43,0,5,1,no,0,0x80,0,misc,0, KO_MAKIBISHI,Makibishi
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3010,3,6,4,0,0x43,0,5,1,no,0,0x80,0,misc,0, KO_MAKIBISHI,Makibishi
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3011,0,6,4,0,0x1,0,5,0,yes,0,0,0,none,0, KO_MEIKYOUSISUI,Meikyo Shisui
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3012,0,6,4,0,0x1,0,5,0,no,0,0,1,none,7, KO_ZANZOU,Zanzou
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3013,5,6,1,0,0x1,0,5,0,no,0,0,0,none,0, KO_KYOUGAKU,Kyougaku
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@ -86,6 +86,7 @@
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//mixed
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488,3 //CG_HERMODE
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3013,3 //KO_KYOUGAKU
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//Clone Forbidden/pointless skills
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77,16 //PR_TURNUNDEAD
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@ -155,7 +155,7 @@
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3008,0x86, , 0, 2, 100,enemy, 0x018 //KO_MUCHANAGE
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3009,0x86, , 0, 3, 500,enemy, 0x018 //KO_HUUMARANKA
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3020,0xf8, , 0, 3, 100,all, 0x018 //KO_ZENKAI
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//3010,0xfc, , 0, 2,1000,enemy, 0x022 //KO_MAKIBISHI
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3010,0xfc, , 0, 1,1000,enemy, 0x020 //KO_MAKIBISHI
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8208,0x86, , 0, 2,1000,enemy, 0x080 //MA_SHOWER
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8209,0x90, , 0, 1,1000,enemy, 0x006 //MA_SKIDTRAP
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@ -1037,7 +1037,7 @@
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3007,0,6,4,-1,0x42,4:4:4:4:5,5,0,no,0,0,0,misc,0, KO_HAPPOKUNAI,Happo Kunai
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3008,9,8,2,0,0x52,2,10,-10,no,0,0,0,misc,0, KO_MUCHANAGE,Mucha Nage
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3009,9:10:11:12:13,8,2,-1,0x2,3,5,2,no,0,0,0,weapon,0, KO_HUUMARANKA,Huuma Shuriken Ranka
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//3010,3,6,2,0,0x43,0,5,1,no,0,0x80,0,misc,0, KO_MAKIBISHI,Makibishi
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3010,3,6,4,0,0x43,0,5,1,no,0,0x80,0,misc,0, KO_MAKIBISHI,Makibishi
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3011,0,6,4,0,0x1,0,5,0,yes,0,0,0,none,0, KO_MEIKYOUSISUI,Meikyo Shisui
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3012,0,6,4,0,0x1,0,5,0,no,0,0,1,none,7, KO_ZANZOU,Zanzou
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3013,5,6,1,0,0x1,0,5,0,no,0,0,0,none,0, KO_KYOUGAKU,Kyougaku
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@ -86,6 +86,7 @@
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//mixed
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488,3 //CG_HERMODE
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3013,3 //KO_KYOUGAKU
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//Clone Forbidden/pointless skills
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77,16 //PR_TURNUNDEAD
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@ -158,7 +158,7 @@
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3008,0x86, , 0, 2, 100,enemy, 0x018 //KO_MUCHANAGE
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3009,0x86, , 0, 3, 500,enemy, 0x018 //KO_HUUMARANKA
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3020,0xf8, , 0, 3, 100,all, 0x018 //KO_ZENKAI
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//3010,0xfc, , 0, 2,1000,enemy, 0x022 //KO_MAKIBISHI
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3010,0xfc, , 0, 1,1000,enemy, 0x020 //KO_MAKIBISHI
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8020,0xf5, , 0, 3,2300:2100:1900:1700:1500,enemy, 0x018 //MH_POISON_MIST
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8033,0x7e, , 0, 0, -1,all, 0x003 //MH_STEINWAND
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@ -3320,6 +3320,7 @@ static struct Damage battle_calc_weapon_attack(struct block_list *src,struct blo
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ATK_ADD( ( sc->data[SC_ENCHANTBLADE]->val1*20+100 ) * status_get_lv(src) / 150 + status_get_int(src) );
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}
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}
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status_change_end(src,SC_CAMOUFLAGE, INVALID_TIMER);
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}
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if( skill_num == LG_RAYOFGENESIS ) {
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struct Damage md = battle_calc_magic_attack(src, target, skill_num, skill_lv, wflag);
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@ -819,8 +819,6 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, int
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if((sce=sc->data[SC_EDP]))
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sc_start4(bl,SC_DPOISON,sce->val2, sce->val1,src->id,0,0,
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skill_get_time2(ASC_EDP,sce->val1));
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// Cancels on normal attack but benefits with the bonuses
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status_change_end(src,SC_CAMOUFLAGE, INVALID_TIMER);
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}
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}
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break;
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@ -4422,9 +4420,9 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int
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case SR_EARTHSHAKER:
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if( flag&1 ) { //by default cloaking skills are remove by aoe skills so no more checking/removing except hiding and cloaking exceed.
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skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, flag);
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status_change_end(bl, SC_HIDING, INVALID_TIMER);
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status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
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skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, flag);
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} else{
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map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), splash_target(src), src, skillid, skilllv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
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clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
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@ -4543,7 +4541,6 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int
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skill_castend_damage_id);
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flag|=1; //Set flag to 1 so ammo is not double-consumed. [Skotlex]
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}
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status_change_end(src,SC_CAMOUFLAGE, INVALID_TIMER);
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}
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break;
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@ -8747,7 +8744,8 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
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break;
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case KO_JYUSATSU:
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if( dstsd && tsc && !tsc->data[type] && rand()%100 < tstatus->int_/2 ){
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if( dstsd && tsc && !tsc->data[type] &&
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rand()%100 < ((45+5*skilllv) + skilllv*5 - status_get_int(bl)/2) ){//[(Base chance of success) + (Skill Level x 5) - (int / 2)]%.
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clif_skill_nodamage(src,bl,skillid,skilllv,
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status_change_start(bl,type,10000,skilllv,0,0,0,skill_get_time(skillid,skilllv),1));
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status_zap(bl, tstatus->max_hp*skilllv*5/100 , 0);
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@ -8760,6 +8758,12 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
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case KO_GENWAKU:
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if ( !map_flag_gvg(src->m) && ( dstsd || dstmd ) && battle_check_target(src,bl,BCT_ENEMY) > 0 ) {
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int x = src->x, y = src->y;
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if( sd && rnd()%100 > ((45+5*skilllv) - status_get_int(bl)/10) ){//[(Base chance of success) - (Intelligence Objectives / 10)]%.
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clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
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break;
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}
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if (unit_movepos(src,bl->x,bl->y,0,0)) {
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clif_skill_nodamage(src,src,skillid,skilllv,1);
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clif_slide(src,bl->x,bl->y) ;
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@ -9539,7 +9543,6 @@ int skill_castend_pos2(struct block_list* src, int x, int y, int skillid, int sk
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case KO_MUCHANAGE:
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case KO_BAKURETSU:
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case KO_ZENKAI:
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//case KO_MAKIBISHI:
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flag|=1;//Set flag to 1 to prevent deleting ammo (it will be deleted on group-delete).
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case GS_GROUNDDRIFT: //Ammo should be deleted right away.
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skill_unitsetting(src,skillid,skilllv,x,y,0);
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@ -10000,6 +10003,14 @@ int skill_castend_pos2(struct block_list* src, int x, int y, int skillid, int sk
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flag |= 33;
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skill_unitsetting(src, skillid, skilllv, x, y, 0);
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break;
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case KO_MAKIBISHI:
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for( i = 0; i < (skilllv+2); i++ ) {
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x = src->x - 1 + rnd()%3;
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y = src->y - 1 + rnd()%3;
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skill_unitsetting(src,skillid,skilllv,x,y,0);
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}
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break;
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default:
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if( skillid >= HM_SKILLBASE && skillid <= HM_SKILLBASE + MAX_HOMUNSKILL ) {
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if( src->type == BL_HOM && ((TBL_HOM*)src)->master->fd )
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@ -11252,7 +11263,6 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns
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case UNT_FLASHER:
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case UNT_FREEZINGTRAP:
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case UNT_FIREPILLAR_ACTIVE:
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case UNT_MAKIBISHI:
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map_foreachinrange(skill_trap_splash,&src->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &src->bl,tick);
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if (sg->unit_id != UNT_FIREPILLAR_ACTIVE)
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clif_changetraplook(&src->bl, sg->unit_id==UNT_LANDMINE?UNT_FIREPILLAR_ACTIVE:UNT_USED_TRAPS);
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@ -11677,6 +11687,11 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns
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sc_start2(bl,type,100,sg->val1,sg->val2,skill_get_time2(sg->skill_id, sg->skill_lv));
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break;
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case UNT_MAKIBISHI:
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skill_attack(BF_MISC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
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sg->limit = DIFF_TICK(tick, sg->tick);
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sg->unit_id = UNT_USED_TRAPS;
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break;
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}
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if (bl->type == BL_MOB && ss != bl)
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@ -714,7 +714,7 @@ void initChangeTables(void) {
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set_sc( EL_ROCK_CRUSHER_ATK, SC_ROCK_CRUSHER_ATK , SI_ROCK_CRUSHER_ATK , SCB_SPEED );
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add_sc( KO_YAMIKUMO , SC_HIDING );
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set_sc( KO_JYUMONJIKIRI , SC_JYUMONJIKIRI , SI_KO_JYUMONJIKIRI , SCB_NONE );
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set_sc_with_vfx( KO_JYUMONJIKIRI , SC_JYUMONJIKIRI , SI_KO_JYUMONJIKIRI , SCB_NONE );
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add_sc( KO_MAKIBISHI , SC_STUN );
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set_sc( KO_MEIKYOUSISUI , SC_MEIKYOUSISUI , SI_MEIKYOUSISUI , SCB_NONE );
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set_sc( KO_KYOUGAKU , SC_KYOUGAKU , SI_KYOUGAKU , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK );
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@ -1004,6 +1004,7 @@ void initChangeTables(void) {
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StatusChangeStateTable[SC_CAMOUFLAGE] |= SCS_NOMOVE|SCS_NOMOVECOND;
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StatusChangeStateTable[SC_MEIKYOUSISUI] |= SCS_NOMOVE;
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StatusChangeStateTable[SC_KAGEHUMI] |= SCS_NOMOVE;
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StatusChangeStateTable[SC_KYOUGAKU] |= SCS_NOMOVE;
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/* StatusChangeState (SCS_) NOPICKUPITEMS */
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StatusChangeStateTable[SC_HIDING] |= SCS_NOPICKITEM;
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@ -8317,7 +8318,7 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val
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break;
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case SC_KYOUGAKU:
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val2 = 2*val1 + rand()%val1;
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clif_status_change(bl,SI_ACTIVE_MONSTER_TRANSFORM,1,0,1002,0,0); // Temporarily shows Poring need official [malufett]
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clif_status_change(bl,SI_ACTIVE_MONSTER_TRANSFORM,1,0,1002,0,0);
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break;
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case SC_KAGEMUSYA:
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val3 = val1 * 2;
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@ -8326,13 +8327,29 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val
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tick_time = 1000;
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break;
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case SC_ZANGETSU:
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val2 = status_get_lv(bl) / 2 + 50;
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if( (status_get_hp(bl)+status_get_sp(bl)) % 2 == 0)
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val2 = status_get_lv(bl) / 2 + 50;
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else
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val2 -= 50;
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break;
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case SC_GENSOU:
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if( rand()%100 < 50) // needs more info
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status_zap(bl, 500, 500);
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else
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status_heal(bl, 500, 500, 0);
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{
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int hp = status_get_hp(bl), lv = 5;
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short per = 100 / (status_get_max_hp(bl) / hp);
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if( per <= 15 )
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lv = 1;
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else if( per <= 30 )
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lv = 2;
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else if( per <= 50 )
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lv = 3;
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else if( per <= 75 )
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lv = 4;
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if( hp % 2 == 0)
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status_heal(bl, hp * (6-lv) * 4 / 100, status_get_sp(bl) * (6-lv) * 3 / 100, 1);
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else
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status_zap(bl, hp * (lv*4) / 100, status_get_sp(bl) * (lv*3) / 100);
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}
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break;
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default:
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if( calc_flag == SCB_NONE && StatusSkillChangeTable[type] == 0 && StatusIconChangeTable[type] == 0 )
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@ -8389,6 +8406,7 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val
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case SC_FEAR:
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case SC_NETHERWORLD:
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case SC_MEIKYOUSISUI:
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case SC_KYOUGAKU:
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unit_stop_walking(bl,1);
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break;
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case SC_HIDING:
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