Fixed SC_CRYSTALIZE where it stacks with other opt and ignore SC_WARMER.

Fixed weapon check in dual wielding where it doesn't function properly specially in checking with the dual-wield constants.
Added some Kagerou/Oboro skills.
(KO_KAIHOU,KO_ZENKAI,KO_GENWAKU,KO_IZAYOI)

git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@16539 54d463be-8e91-2dee-dedb-b68131a5f0ec
This commit is contained in:
rud0lp20 2012-07-31 16:38:47 +00:00
parent a8793a1637
commit a6a61dba4d
13 changed files with 154 additions and 12 deletions

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@ -1673,6 +1673,14 @@
3017,500,0,0,300000,0,0,0
//-- KO_DOHU_KOUKAI
3018,500,0,0,300000,0,0,0
//-- KO_KAIHOU
3019,1000,0,0,0,0,0,0
//-- KO_ZENKAI
3020,1000,0,0,10000,10000,0,0
//-- KO_GENWAKU
3021,500,0,0,5000,0,0,0
//-- KO_IZAYOI
3022,0,0,0,30000:45000:60000:75000:90000,0,60000,0
//==========================================
//===== Homunculus Skills ==================

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@ -1026,7 +1026,11 @@
3015,0,6,4,3,0x1,0,1,1,no,0,0,0,none,0, KO_KAHU_ENTEN,Kahu Enten
3016,0,6,4,1,0x1,0,1,1,no,0,0,0,none,0, KO_HYOUHU_HUBUKI,Hyouhu Hubuki
3017,0,6,4,4,0x1,0,1,1,no,0,0,0,none,0, KO_KAZEHU_SEIRAN,Kazehu Seiran
3018,0,6,4,2,0x1,0,1,1,no,0,0,0,none,0, KO_DOHU_KOUKAI,Dohu Koukai
3018,0,6,4,2,0x1,0,1,1,no,0,0,0,none,0, KO_DOHU_KOUKAI,Dohu Koukai
3019,11,6,1,0,0,0,5,0,no,0,0,0,weapon,0, KO_KAIHOU,Technique Kaihou
3020,7,6,2,0,0,0,1,3,yes,0,0,0,magic,0, KO_ZENKAI,Zenkai
3021,5:6:7:8:9,6,16,0,0x1,0,5,1,no,0,0,0,none,0, KO_GENWAKU,Genwaku
3022,0,6,4,0,0x1,0,5,0,no,0,0,0,none,0, KO_IZAYOI,Izayoi
8001,9,6,4,0,0x1,0,5,1,no,0,0,0,magic,0, HLIF_HEAL,Healing Touch
8002,0,6,4,0,0x3,-1,5,1,no,0,0,0,none,0, HLIF_AVOID,Avoid

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@ -788,7 +788,7 @@
//****
// Kagerou/Oboro
3001,0,0,10,0,0,0,99,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //KO_YAMIKUMO#Yamikumo#
3004,0,0,10:12:14:16:18,0,0,0,99,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //KO_JYUMONJIKIRI#Cross Strike#
3004,0,0,10:12:14:16:18,0,0,0,25:26:28,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //KO_JYUMONJIKIRI#Cross Strike#
3005,0,0,12:16:20:24:28,0,0,0,99,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //KO_SETSUDAN#Soul Sever#
3006,0,0,5:6:7:8:9,0,0,0,99,0,0,none,0,13294,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //KO_BAKURETSU#Bakuretsu Kunai#
3007,0,0,8:9:10:11:12,0,0,0,99,7,8,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //KO_HAPPOKUNAI#Happo Kunai#
@ -803,6 +803,10 @@
3016,0,0,20,0,0,0,99,0,0,none,0,6513,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //KO_HYOUHU_HUBUKI#Hyouhu Hubuki#
3017,0,0,20,0,0,0,99,0,0,none,0,6514,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //KO_KAZEHU_SEIRAN#Kazehu Seiran#
3018,0,0,20,0,0,0,99,0,0,none,0,6515,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //KO_DOHU_KOUKAI#Dohu Koukai#
3019,0,0,10,0,0,0,99,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //KO_KAIHOU#Technique Kaihou#
3020,0,0,30,0,0,0,99,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //KO_ZENKAI#Zenkai#
3021,0,0,40:44:48:52:56,0,0,0,99,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //KO_GENWAKU#Genwaku#
3022,0,0,70:75:80:85:90,0,0,0,99,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //KO_IZAYOI#Izayoi#
10010,0,0,1,0,0,0,99,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //GD_BATTLEORDER##
10011,0,0,1,0,0,0,99,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //GD_REGENERATION##

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@ -151,6 +151,7 @@
3006,0x86, , 0, 2, 100,enemy, 0x018 //KO_BAKURETSU
3008,0x86, , 0, 2, 100,enemy, 0x018 //KO_MUCHANAGE
3009,0x86, , 0, 3, 500,enemy, 0x018 //KO_HUUMARANKA
3020,0xf8, , 0, 3, 100,all, 0x018 //KO_ZENKAI
//3010,0xfc, , 0, 2,1000,enemy, 0x022 //KO_MAKIBISHI
8208,0x86, , 0, 2,1000,enemy, 0x080 //MA_SHOWER

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@ -1673,6 +1673,14 @@
3017,500,0,0,300000,0,0,0
//-- KO_DOHU_KOUKAI
3018,500,0,0,300000,0,0,0
//-- KO_KAIHOU
3019,1000,0,0,0,0,0,0
//-- KO_ZENKAI
3020,1000,0,0,10000,10000,0,0
//-- KO_GENWAKU
3021,500,0,0,5000,0,0,0
//-- KO_IZAYOI
3022,0,0,0,30000:45000:60000:75000:90000,0,60000,0
//==========================================
//===== Homunculus Skills ==================

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@ -1028,6 +1028,10 @@
3016,0,6,4,1,0x1,0,1,1,no,0,0,0,none,0, KO_HYOUHU_HUBUKI,Hyouhu Hubuki
3017,0,6,4,4,0x1,0,1,1,no,0,0,0,none,0, KO_KAZEHU_SEIRAN,Kazehu Seiran
3018,0,6,4,2,0x1,0,1,1,no,0,0,0,none,0, KO_DOHU_KOUKAI,Dohu Koukai
3019,11,6,1,0,0,0,5,0,no,0,0,0,weapon,0, KO_KAIHOU,Technique Kaihou
3020,7,6,2,0,0,0,1,3,yes,0,0,0,magic,0, KO_ZENKAI,Zenkai
3021,5:6:7:8:9,6,16,0,0x1,0,5,1,no,0,0,0,none,0, KO_GENWAKU,Genwaku
3022,0,6,4,0,0x1,0,5,0,no,0,0,0,none,0, KO_IZAYOI,Izayoi
8001,9,6,4,0,0x1,0,5,1,no,0,0,0,magic,0, HLIF_HEAL,Healing Touch
8002,0,6,4,0,0x3,-1,5,1,no,0,0,0,none,0, HLIF_AVOID,Avoid

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@ -790,7 +790,7 @@
//****
// Kagerou/Oboro
3001,0,0,10,0,0,0,99,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //KO_YAMIKUMO#Yamikumo#
3004,0,0,10:12:14:16:18,0,0,0,99,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //KO_JYUMONJIKIRI#Cross Strike#
3004,0,0,10:12:14:16:18,0,0,0,25:26:28,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //KO_JYUMONJIKIRI#Cross Strike#
3005,0,0,12:16:20:24:28,0,0,0,99,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //KO_SETSUDAN#Soul Sever#
3006,0,0,5:6:7:8:9,0,0,0,99,0,0,none,0,13294,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //KO_BAKURETSU#Bakuretsu Kunai#
3007,0,0,8:9:10:11:12,0,0,0,99,7,8,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //KO_HAPPOKUNAI#Happo Kunai#
@ -805,6 +805,10 @@
3016,0,0,20,0,0,0,99,0,0,none,0,6513,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //KO_HYOUHU_HUBUKI#Hyouhu Hubuki#
3017,0,0,20,0,0,0,99,0,0,none,0,6514,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //KO_KAZEHU_SEIRAN#Kazehu Seiran#
3018,0,0,20,0,0,0,99,0,0,none,0,6515,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //KO_DOHU_KOUKAI#Dohu Koukai#
3019,0,0,10,0,0,0,99,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //KO_KAIHOU#Technique Kaihou#
3020,0,0,30,0,0,0,99,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //KO_ZENKAI#Zenkai#
3021,0,0,40:44:48:52:56,0,0,0,99,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //KO_GENWAKU#Genwaku#
3022,0,0,70:75:80:85:90,0,0,0,99,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //KO_IZAYOI#Izayoi#
10010,0,0,1,0,0,0,99,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //GD_BATTLEORDER##
10011,0,0,1,0,0,0,99,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //GD_REGENERATION##

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@ -153,6 +153,7 @@
3006,0x86, , 0, 2, 100,enemy, 0x018 //KO_BAKURETSU
3008,0x86, , 0, 2, 100,enemy, 0x018 //KO_MUCHANAGE
3009,0x86, , 0, 3, 500,enemy, 0x018 //KO_HUUMARANKA
3020,0xf8, , 0, 3, 100,all, 0x018 //KO_ZENKAI
//3010,0xfc, , 0, 2,1000,enemy, 0x022 //KO_MAKIBISHI
8020,0xf5, , 0, 3,2300:2100:1900:1700:1500,enemy, 0x018 //MH_POISON_MIST

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@ -1422,7 +1422,7 @@ static struct Damage battle_calc_weapon_attack(struct block_list *src,struct blo
s_ele_ = sstatus->lhw.ele;
if( sd ){ //Summoning 10 talisman will endow your weapon.
ARR_FIND(1, 6, i, sd->talisman[i] >= 10);
if( i < 5) s_ele = s_ele_ = i;
if( i < 5 ) s_ele = s_ele_ = i;
}
if( flag.arrow && sd && sd->bonus.arrow_ele )
s_ele = sd->bonus.arrow_ele;
@ -1778,6 +1778,8 @@ static struct Damage battle_calc_weapon_attack(struct block_list *src,struct blo
skillratio += sc->data[SC_MAXOVERTHRUST]->val2;
if(sc->data[SC_BERSERK])
skillratio += 100;
if(sc->data[SC_ZENKAI] && sstatus->rhw.ele == sc->data[SC_ZENKAI]->val2 )
skillratio += sc->data[SC_ZENKAI]->val1 * 2;
}
if( !skill_num )
{
@ -2599,6 +2601,16 @@ static struct Damage battle_calc_weapon_attack(struct block_list *src,struct blo
status_change_end(target,SC_SPIRIT,INVALID_TIMER);
}
break;
case KO_KAIHOU:
if( sd ){
ARR_FIND(1, 6, i, sd->talisman[i] > 0);
if( i < 5 ){
s_ele = i;
ATK_ADDRATE(100 * sd->talisman[i]);// +100% custom value.
pc_del_talisman(sd, sd->talisman[i], i);
}
}
break;
}
}
//Div fix.
@ -3339,8 +3351,8 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list
if (s_ele == -1){ // pl=-1 : the skill takes the weapon's element
s_ele = sstatus->rhw.ele;
if( sd ){ //Summoning 10 talisman will endow your weapon
ARR_FIND(1, 6, i, sd->talisman[i] > 0);
if( i < 5) s_ele = i;
ARR_FIND(1, 6, i, sd->talisman[i] >= 10);
if( i < 5 ) s_ele = i;
}
}else if (s_ele == -2) //Use status element
s_ele = status_get_attack_sc_element(src,status_get_sc(src));

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@ -643,7 +643,7 @@ enum e_pc_permission {
//Weapon check considering dual wielding.
#define pc_check_weapontype(sd, type) ((type)&((sd)->status.weapon < MAX_WEAPON_TYPE? \
1<<(sd)->status.weapon:(1<<(sd)->weapontype1)|(1<<(sd)->weapontype2)))
1<<(sd)->status.weapon:(1<<(sd)->weapontype1)|(1<<(sd)->weapontype2)|(1<<(sd)->status.weapon)))
//Checks if the given class value corresponds to a player class. [Skotlex]
//JOB_NOVICE isn't checked for class_ is supposed to be unsigned
#define pcdb_checkid_sub(class_) \

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@ -3437,6 +3437,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int
case MH_STAHL_HORN:
case KO_JYUMONJIKIRI:
case KO_SETSUDAN:
case KO_KAIHOU:
skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
break;
@ -8721,6 +8722,29 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
break;
case KO_GENWAKU:
{
int x = src->x, y = src->y;
if (unit_movepos(src,bl->x,bl->y,0,0)) {
clif_skill_nodamage(src,src,skillid,skilllv,1);
clif_slide(src,bl->x,bl->y) ;
sc_start(src,SC_CONFUSION,80,skilllv,skill_get_time(skillid,skilllv));
if (unit_movepos(bl,x,y,0,0))
{
clif_skill_damage(bl,bl,tick, status_get_amotion(src), 0, -30000, 1, skillid, -1, 6);
clif_slide(bl,x,y) ;
sc_start(bl,SC_CONFUSION,80,skilllv,skill_get_time(skillid,skilllv));
}
}
}
break;
case KO_IZAYOI:
clif_skill_nodamage(src,bl,skillid,skilllv,
sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
break;
default:
if( skillid >= HM_SKILLBASE && skillid <= HM_SKILLBASE + MAX_HOMUNSKILL ) {
if( src->type == BL_HOM && ((TBL_HOM*)src)->master->fd )
@ -9443,6 +9467,7 @@ int skill_castend_pos2(struct block_list* src, int x, int y, int skillid, int sk
case KO_HUUMARANKA:
case KO_MUCHANAGE:
case KO_BAKURETSU:
case KO_ZENKAI:
//case KO_MAKIBISHI:
flag|=1;//Set flag to 1 to prevent deleting ammo (it will be deleted on group-delete).
case GS_GROUNDDRIFT: //Ammo should be deleted right away.
@ -10481,7 +10506,19 @@ struct skill_unit_group* skill_unitsetting (struct block_list *src, short skilli
if( flag&1 )
limit = 3000;
val3 = (x<<16)|y;
break;
break;
case KO_ZENKAI:
if( sd ){
ARR_FIND(1, 6, i, sd->talisman[i] > 0);
if( i < 5 ){
val1 = sd->talisman[i]; // no. of aura
val2 = i; // aura type
limit += val1 * 1000;
subunt = i - 1;
pc_del_talisman(sd, sd->talisman[i], i);
}
}
break;
}
nullpo_retr(NULL, group=skill_initunitgroup(src,layout->count,skillid,skilllv,skill_get_unit_id(skillid,flag&1)+subunt, limit, interval));
@ -11459,8 +11496,36 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns
case UNT_FIRE_MANTLE:
if( battle_check_target(&src->bl, bl, BCT_ENEMY) )
skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
break;
break;
case UNT_ZENKAI_WATER:
case UNT_ZENKAI_GROUND:
case UNT_ZENKAI_FIRE:
case UNT_ZENKAI_WIND:
if( battle_check_target(&src->bl,bl,BCT_ENEMY) > 0 ){
switch( sg->unit_id ){
case UNT_ZENKAI_WATER:
sc_start(bl, SC_CRYSTALIZE, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
sc_start(bl, SC_FREEZE, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
sc_start(bl, SC_FREEZING, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
break;
case UNT_ZENKAI_GROUND:
sc_start(bl, SC_STONE, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
sc_start(bl, SC_POISON, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
break;
case UNT_ZENKAI_FIRE:
sc_start(bl, SC_BURNING, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
break;
case UNT_ZENKAI_WIND:
sc_start(bl, SC_SILENCE, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
sc_start(bl, SC_SLEEP, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
sc_start(bl, SC_DEEPSLEEP, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
break;
}
}else
sc_start2(bl,type,100,sg->val1,sg->val2,skill_get_time2(sg->skill_id, sg->skill_lv));
break;
}
if (bl->type == BL_MOB && ss != bl)
@ -12534,6 +12599,14 @@ int skill_check_condition_castbegin(struct map_session_data* sd, short skill, sh
}
}
break;
case KO_KAIHOU:
case KO_ZENKAI:
ARR_FIND(1, 6, i, sd->talisman[i] > 0);
if( i > 4 ) {
clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
return 0;
}
break;
}
switch(require.state) {
@ -13244,6 +13317,8 @@ int skill_castfix_sc (struct block_list *bl, int time, int skill_id, int skill_l
}
if (sc->data[SC_POEMBRAGI])
time -= time * sc->data[SC_POEMBRAGI]->val2 / 100;
if (sc->data[SC_IZAYOI])
time -= time * 50 / 100;
#ifdef RENEWAL_CAST
if( sc->data[SC__LAZINESS] )
fixed += fixed * sc->data[SC__LAZINESS]->val2 / 100;
@ -13254,6 +13329,8 @@ int skill_castfix_sc (struct block_list *bl, int time, int skill_id, int skill_l
fixed -= fixed * sc->data[SC_SECRAMENT]->val2 / 100;
if( sc->data[SC_MANDRAGORA] && (skill_id >= SM_BASH && skill_id <= RETURN_TO_ELDICASTES) )
fixed += 2000;
if (sc->data[SC_IZAYOI] && (skill_id >= NJ_TOBIDOUGU && skill_id <= NJ_ISSEN))
fixed = 0;
#endif
}
#ifdef RENEWAL_CAST

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@ -716,6 +716,8 @@ void initChangeTables(void) {
set_sc( KO_MEIKYOUSISUI , SC_MEIKYOUSISUI , SI_MEIKYOUSISUI , SCB_NONE );
set_sc( KO_KYOUGAKU , SC_KYOUGAKU , SI_KYOUGAKU , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK );
add_sc( KO_JYUSATSU , SC_CURSE );
set_sc( KO_ZENKAI , SC_ZENKAI , SI_ZENKAI , SCB_NONE );
set_sc( KO_IZAYOI , SC_IZAYOI , SI_IZAYOI , SCB_MATK );
add_sc( MH_STAHL_HORN , SC_STUN );
set_sc( MH_ANGRIFFS_MODUS , SC_ANGRIFFS_MODUS , SI_ANGRIFFS_MODUS , SCB_BATK|SCB_WATK|SCB_DEF|SCB_FLEE );
@ -4501,7 +4503,9 @@ static unsigned short status_calc_matk(struct block_list *bl, struct status_chan
if(sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 3)
matk += 50;
if(sc->data[SC_ODINS_POWER])
matk += 70;
matk += 70;
if(sc->data[SC_IZAYOI])
matk += 50 * sc->data[SC_IZAYOI]->val1;
return (unsigned short)cap_value(matk,0,USHRT_MAX);
}
@ -6291,9 +6295,10 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val
case SC_SLEEP:
case SC_STUN:
case SC_FREEZING:
case SC_CRYSTALIZE:
if (sc->opt1)
return 0; //Cannot override other opt1 status changes. [Skotlex]
if((type == SC_FREEZE || type == SC_FREEZING) && sc->data[SC_WARMER])
if((type == SC_FREEZE || type == SC_FREEZING || type == SC_CRYSTALIZE) && sc->data[SC_WARMER])
return 0; //Immune to Frozen and Freezing status if under Warmer status. [Jobbie]
break;
@ -8263,7 +8268,10 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val
val2 = 2*val1 + rand()%val1;
clif_status_change(bl,SI_ACTIVE_MONSTER_TRANSFORM,1,0,1002,0,0); // Temporarily shows Poring need official [malufett]
break;
case SC_IZAYOI:
val2 = tick/1000;
tick_time = 1000;
break;
default:
if( calc_flag == SCB_NONE && StatusSkillChangeTable[type] == 0 && StatusIconChangeTable[type] == 0 )
{ //Status change with no calc, no icon, and no skill associated...?
@ -10199,6 +10207,16 @@ int status_change_timer(int tid, unsigned int tick, int id, intptr_t data)
return 0;
}
break;
case SC_IZAYOI:
case SC_KAGEMUSYA:
if( --(sce->val2) > 0 )
{
if(!status_charge(bl, 0, 1))
break;
sc_timer_next(1000+tick, status_change_timer, bl->id, data);
return 0;
}
break;
}
// default for all non-handled control paths is to end the status

View File

@ -628,6 +628,7 @@ typedef enum sc_type {
SC_JYUMONJIKIRI,
SC_KYOUGAKU,
SC_IZAYOI,
SC_ZENKAI,
SC_KAGEHUMI,
SC_KYOMU,
SC_KAGEMUSYA,