[reddozen's fix]
- Updated Full Buster's damage, status effects, and skill levels - Bullseye now only uses 1 coin - changed Adjustment's required SP - changed Incerase Accuracy's effect bonuses - changed Magical Bullet's SP cost - changed Piercing Shot's damage and SP - changed Desperado's range, hit count, aftercast delay, and SP - fixed Absorb Spirit Sphere being able to remove coins - changed Acid Demonstration's damage to the new Japanese formula git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@5699 54d463be-8e91-2dee-dedb-b68131a5f0ec
This commit is contained in:
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@ -4,6 +4,18 @@ AS OF SVN REV. 5091, WE ARE NOW USING TRUNK. ALL UNTESTED BUGFIXES/FEATURES GO
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IF YOU HAVE A WORKING AND TESTED BUGFIX PUT IT INTO STABLE AS WELL AS TRUNK. EVERYTHING ELSE
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GOES INTO TRUNK AND WILL BE MERGED INTO STABLE BY VALARIS AND WIZPUTER. -- VALARIS
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2006/03/22
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* Changes by [reddozen] -->
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- Updated Full Buster's damage, status effects, and skill levels
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- Bullseye now only uses 1 coin
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- changed Adjustment's required SP
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- changed Incerase Accuracy's effect bonuses
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- changed Magical Bullet's SP cost
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- changed Piercing Shot's damage and SP
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- changed Desperado's range, hit count, aftercast delay, and SP
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- fixed Absorb Spirit Sphere being able to remove coins
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- changed Acid Demonstration's damage to the new Japanese formula
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2006/03/21
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* Fixed duel in pk-mode (same party/same guild/alliance non-targeting issue).
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Thanks to Hobbit for pointing that out. [LuzZza]
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@ -811,41 +811,41 @@
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//-- GS_GLITTERING
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500,1000,0,0,600000,0
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//-- GS_FLING
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501,0,0,0,0,0
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501,0,1000,0,0,0
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//-- GS_TRIPLEACTION
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502,0,0,0,0,0
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502,0,1000,0,0,0
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//-- GS_BULLSEYE
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503,0,0,0,0,0
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503,0,1000,0,0,0
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//-- GS_MADNESSCANCEL
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504,0,0,0,15000,0
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504,0,1000,0,15000,0
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//-- GS_ADJUSTMENT
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505,0,0,0,30000,0
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505,0,1000,0,30000,0
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//-- GS_INCREASING
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506,0,0,0,60000,0
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506,0,1000,0,60000,0
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//-- GS_MAGICALBULLET
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507,0,0,0,0,0
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507,0,1000,0,0,0
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//-- GS_CRACKER
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508,0,0,0,0,5000
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508,0,1000,0,0,5000
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//-- GS_TRACKING
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512,1200:1400:1600:1800:2000:2200:2400:2600:2800:3000,0,0,0,0
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//-- GS_DISARM
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513,0,0,0,0,0
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513,0,1000,0,0,0
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//-- GS_PIERCINGSHOT
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514,0,0,0,0,60000
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514,0,1000,0,0,60000
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//-- GS_RAPIDSHOWER
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515,0,0,0,0,0
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515,0,1000,0,0,0
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//-- GS_DESPERADO
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516,0,0,0,0,0
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516,0,1000,0,0,0
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//-- GS_GATLINGFEVER
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517,0,0,0,30000:45000:60000:75000:90000:105000:120000:135000:150000:160000,0
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517,0,1000,0,30000:45000:60000:75000:90000:105000:120000:135000:150000:160000,0
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//-- GS_DUST
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518,0,0,0,0,0
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518,0,1000,0,0,0
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//-- GS_FULLBUSTER
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519,0,1500:2000:2500:3000:3500,0,0,0
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//-- GS_SPREADATTACK
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520,0,0,0,0,0
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520,0,1000,0,0,0
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//-- GS_GROUNDDRIFT
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521,0,0,0,3000:6000:9000:12000:15000:18000:21000:24000:27000:30000,0
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521,0,1000,0,3000:6000:9000:12000:15000:18000:21000:24000:27000:30000,0
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//==========================================
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@ -536,10 +536,10 @@
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513,-5,6,1,-1,0,0,5,1,no,0,0,0,weapon,0 //GS_DISARM#Disarm#
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514,-5,6,1,-1,0,0,10,1,no,0,0,0,weapon,0 //GS_PIERCINGSHOT#Piercing Shot#
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515,-5,8,1,-1,0,0,10,5,no,0,0,0,weapon,0 //GS_RAPIDSHOWER#Rapid Shower#
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516,-5,8,4,-1,2,3,10,7,no,0,0,0,weapon,0 //GS_DESPERADO#Desperado#
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516,-5,8,4,-1,2,2,10,10,no,0,0,0,weapon,0 //GS_DESPERADO#Desperado#
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517,0,6,4,0,1,0,5,1,no,0,0,0,weapon,0 //GS_GATLINGFEVER#Gatling Fever#
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518,-5,6,1,-1,0,0,10,1,no,0,0,0,weapon,0 //GS_DUST#Dust#
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519,-5,6,1,-1,0,0,5,1,no,0,0,0,weapon,0 //GS_FULLBUSTER#Full Buster#
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519,-5,6,1,-1,0,0,10,1,no,0,0,0,weapon,0 //GS_FULLBUSTER#Full Buster#
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520,-5,6,4,-1,2,1:1:1:2:2:2:3:3:3:4,10,1,no,0,0,0,weapon,0 //GS_SPREADATTACK#Spread Attack#
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521,-5,6,1,-1,0,0,10,1,no,0,0,0,weapon,0 //GS_GROUNDDRIFT#Ground Drift#
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522,0,0,0,0,0,0,10,1,no,0,0,0,weapon,0 //NJ_TOBIDOUGU#NJ_TOBIDOUGU#
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@ -393,18 +393,18 @@
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502,0,0,10,0,0,0,17:18:19:20:21,none,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //GS_TRIPLEACTION
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503,0,0,10,0,0,0,17:18:19:20:21,none,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //GS_BULLSEYE
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504,0,0,10,0,0,0,17:18:19:20:21,none,4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //GS_MADNESSCANCEL
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505,0,0,10,0,0,0,17:18:19:20:21,none,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //GS_ADJUSTMENT
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505,0,0,15,0,0,0,17:18:19:20:21,none,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //GS_ADJUSTMENT
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506,0,0,10,0,0,0,17:18:19:20:21,none,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //GS_INCREASING
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507,0,0,10,0,0,0,17:18:19:20:21,none,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //GS_MAGICALBULLET
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507,0,0,7,0,0,0,17:18:19:20:21,none,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //GS_MAGICALBULLET
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508,0,0,10,0,0,0,17:18:19:20:21,none,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //GS_CRACKER
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512,0,0,10,0,0,0,17:18,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //GS_TRACKING
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513,0,0,10,0,0,0,17:18,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //GS_DISARM
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514,0,0,10,0,0,0,17:18,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //GS_PIERCINGSHOT
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514,0,0,11:12:13:14:15,0,0,0,17:18,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //GS_PIERCINGSHOT
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515,0,0,10,0,0,0,17,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //GS_RAPIDSHOWER
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516,0,0,10,0,0,0,17,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //GS_DESPERADO
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516,0,0,32:34:36:38:40:42:44:46:48:50,0,0,0,17,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //GS_DESPERADO
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517,0,0,10,0,0,0,20,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //GS_GATLINGFEVER
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518,0,0,10,0,0,0,19,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //GS_DUST
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519,0,0,10,0,0,0,19,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //GS_FULLBUSTER
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519,0,0,20:25:30:35:40:45:50:55:60:65,0,0,0,19,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //GS_FULLBUSTER
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520,0,0,10,0,0,0,19,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //GS_SPREADATTACK
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521,0,0,10,0,0,0,21,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //GS_GROUNDDRIFT
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523,0,0,10,0,0,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //NJ_SYURIKEN
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@ -1893,19 +1893,19 @@ static struct Damage battle_calc_weapon_attack(
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if (skill_lv == 10) skillratio += 80;
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break;
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case GS_PIERCINGSHOT:
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skillratio += 10*skill_lv;
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skillratio += 100 + 20*skill_lv;
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break;
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case GS_RAPIDSHOWER:
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skillratio += 10*skill_lv;
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break;
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case GS_DESPERADO:
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skillratio += 50*skill_lv-50;
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skillratio += 50*skill_lv+50;
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break;
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case GS_DUST:
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skillratio += 50*skill_lv;
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break;
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case GS_FULLBUSTER:
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skillratio += 150 + 250*skill_lv;
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skillratio += 300 + 100*skill_lv;
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break;
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case GS_SPREADATTACK:
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skillratio += 20*skill_lv-20;
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@ -3014,7 +3014,8 @@ struct Damage battle_calc_misc_attack(
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case CR_ACIDDEMONSTRATION:
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//This equation is not official, but it's the closest to the official one
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//that Viccious Pucca and the other folks at the forums could come up with. [Skotlex]
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damage = int_ * (int)(sqrt(100*status_get_vit(target))) / 3;
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// updated the formula based on a Japanese formula found to be exact [Reddozen]
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damage = (0.7 * status_get_vit(target) * (int_ * int_)) / (status_get_vit(target) + int_);
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if (tsd) damage/=2;
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aflag = (aflag&~BF_RANGEMASK)|BF_LONG;
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break;
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@ -3668,7 +3669,7 @@ int battle_check_target( struct block_list *src, struct block_list *target,int f
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} else { //Non pvp/gvg, check party/guild settings.
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if (flag&BCT_PARTY || state&BCT_ENEMY) {
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int s_party = status_get_party_id(s_bl);
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if(!is_duel s_party && s_party ==status_get_party_id(t_bl)) // +check for duel [LuzZza]
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if(!is_duel && s_party && s_party == status_get_party_id(t_bl)) // +check for duel [LuzZza]
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state |= BCT_PARTY;
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}
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if (flag&BCT_GUILD || state&BCT_ENEMY) {
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@ -1254,6 +1254,9 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, int
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case GS_PIERCINGSHOT:
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sc_start(bl,SC_BLEEDING,(skilllv*3),skilllv,skill_get_time2(skillid,skilllv));
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break;
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case GS_FULLBUSTER:
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sc_start(bl,SC_BLIND,(2*skilllv),skilllv,skill_get_time2(skillid,1));
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break;
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case NJ_HYOUSYOURAKU:
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sc_start(bl,SC_FREEZE,(10+10*skilllv),skilllv,skill_get_time2(skillid,skilllv));
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break;
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@ -3952,29 +3955,29 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
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case MO_ABSORBSPIRITS: // ?’D
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i = 0;
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if (dstsd && dstsd->spiritball > 0 &&
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((sd && sd == dstsd) || map_flag_vs(src->m)))
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if (dstsd && dstsd->spiritball > 0)
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{
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i = dstsd->spiritball * 7;
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pc_delspiritball(dstsd,dstsd->spiritball,0);
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} else if (dstmd && //??Û‚ªƒ‚ƒ“ƒXƒ^?‚Ì?ê?‡
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//20%‚ÌŠm—¦‚Å??Û‚ÌLv*2‚ÌSP‚ð‰ñ•œ‚·‚é?B?¬Œ÷‚µ‚½‚Æ‚«‚̓^?ƒQƒbƒg(ƒÐ?„D?)ƒÐ????!!
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!(status_get_mode(bl)&MD_BOSS) && rand() % 100 < 20)
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{
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i = 2 * dstmd->db->lv;
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mob_target(dstmd,src,0);
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}
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if (sd){
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if (i > 0x7FFF)
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i = 0x7FFF;
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if (sd->status.sp + i > sd->status.max_sp)
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i = sd->status.max_sp - sd->status.sp;
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if (i) {
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sd->status.sp += i;
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clif_heal(sd->fd,SP_SP,i);
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if (((sd && sd == dstsd) || map_flag_vs(src->m)) && ((dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER))
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{ // split the if for readability, and included gunslingers in the check so that their coins cannot be removed [Reddozen]
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i = dstsd->spiritball * 7;
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pc_delspiritball(dstsd,dstsd->spiritball,0);
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} else if (dstmd && !(status_get_mode(bl)&MD_BOSS) && rand() % 100 < 20)
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{ // check if target is a monster and not a Boss, for the 20% chance to absorb 2 SP per monster's level [Reddozen]
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i = 2 * dstmd->db->lv;
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mob_target(dstmd,src,0);
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}
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if (sd){
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if (i > 0x7FFF)
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i = 0x7FFF;
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if (sd->status.sp + i > sd->status.max_sp)
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i = sd->status.max_sp - sd->status.sp;
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if (i) {
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sd->status.sp += i;
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clif_heal(sd->fd,SP_SP,i);
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}
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}
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}
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clif_skill_nodamage(src,bl,skillid,skilllv,0);
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clif_skill_nodamage(src,bl,skillid,skilllv,0);
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break;
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case AC_MAKINGARROW: /* –î?ì?¬ */
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@ -8139,6 +8142,7 @@ int skill_check_condition(struct map_session_data *sd,int type)
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case GS_TRIPLEACTION:
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case GS_MAGICALBULLET:
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case GS_CRACKER:
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case GS_BULLSEYE:
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spiritball = 1;
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if (skill != GS_MAGICALBULLET)
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arrow_flag = 1;
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@ -8148,14 +8152,6 @@ int skill_check_condition(struct map_session_data *sd,int type)
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}
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break;
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case GS_BULLSEYE:
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spiritball = 5;
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if(sd->equip_index[10] < 0) {
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clif_arrow_fail(sd,0);
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return 0;
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}
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break;
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case GS_MADNESSCANCEL:
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spiritball = 4;
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if(sd->spiritball >= 4 && sd->sc.data[SC_ADJUSTMENT].timer!=-1)
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@ -1728,6 +1728,8 @@ int status_calc_agi(struct block_list *bl, int agi)
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agi -= sc->data[SC_QUAGMIRE].val1*(bl->type==BL_PC?5:10);
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if(sc->data[SC_SUITON].timer!=-1)
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agi -= sc->data[SC_SUITON].val2;
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if(sc->data[SC_INCREASING].timer!=-1)
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agi += 4; // added based on skill updates [Reddozen]
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}
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return agi;
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@ -1806,6 +1808,8 @@ int status_calc_dex(struct block_list *bl, int dex)
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dex >>= 1;
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else dex += sc->data[SC_BLESSING].val1;
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}
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if(sc->data[SC_INCREASING].timer!=-1)
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dex += 4; // added based on skill updates [Reddozen]
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}
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return dex;
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@ -1965,7 +1969,7 @@ int status_calc_hit(struct block_list *bl, int hit)
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if(sc->data[SC_ADJUSTMENT].timer!=-1)
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hit += 30;
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if(sc->data[SC_INCREASING].timer!=-1)
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hit += 50; // RockmanEXE
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hit += 20; // RockmanEXE; changed based on updated [Reddozen]
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}
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return hit;
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