* included MAX_WEAPON_SIZE for flexible weapon types
* more ninja/GS work git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@5527 54d463be-8e91-2dee-dedb-b68131a5f0ec
This commit is contained in:
parent
d29bdd1949
commit
ae8573f399
@ -5,6 +5,10 @@ IF YOU HAVE A WORKING AND TESTED BUGFIX PUT IT INTO STABLE AS WELL AS TRUNK. EV
|
|||||||
GOES INTO TRUNK AND WILL BE MERGED INTO STABLE BY VALARIS AND WIZPUTER. -- VALARIS
|
GOES INTO TRUNK AND WILL BE MERGED INTO STABLE BY VALARIS AND WIZPUTER. -- VALARIS
|
||||||
|
|
||||||
2006/03/08
|
2006/03/08
|
||||||
|
* More work on ninja/gs. Which made me do... [Vicious]
|
||||||
|
- Add more weapon type(17~21 for guns) [Vicious]
|
||||||
|
- Included MAX_WEAPON_TYPE in status.h and updated the codes
|
||||||
|
(Whose idea was it to do static number... esp dual weapon) [Vicious]
|
||||||
* Fixed a bug that was making the no_spawn_on_player setting useless.
|
* Fixed a bug that was making the no_spawn_on_player setting useless.
|
||||||
[Skotlex]
|
[Skotlex]
|
||||||
* Added Deadly Poison and Bleeding to status_get_sc_def, meaning that now
|
* Added Deadly Poison and Bleeding to status_get_sc_def, meaning that now
|
||||||
|
@ -27,6 +27,10 @@
|
|||||||
=========================
|
=========================
|
||||||
|
|
||||||
03/08
|
03/08
|
||||||
|
* More work on Ninja/GS. They have joblvl 70, according to status
|
||||||
|
on kRO site, so using adv. classes' job exp chart. [Vicious]
|
||||||
|
* Updated stat bonus, given by Muad_Dib. [Vicious]
|
||||||
|
* Added more columns to size_fix and job_db1.txt with temp value. [Vicious]
|
||||||
* Fixed cooldown time for ASC_CDP, according to description [Foruken]
|
* Fixed cooldown time for ASC_CDP, according to description [Foruken]
|
||||||
03/07
|
03/07
|
||||||
* Temp ninja/gs skill tree. [Vicious]
|
* Temp ninja/gs skill tree. [Vicious]
|
||||||
|
@ -9,7 +9,7 @@
|
|||||||
//Job - 1st Classes
|
//Job - 1st Classes
|
||||||
50,1:2:3:4:5:6:26:4024:4025:4026:4027:4028:4029:4046,1,30,43,58,76,116,180,220,272,336,520,604,699,802,948,1125,1668,1937,2226,3040,3988,5564,6272,7021,9114,11473,15290,16891,18570,23229,28359,36478,39716,43088,52417,62495,78160,84175,90404,107611,125915,153941,191781,204351,248352,286212,386371,409795,482092,509596
|
50,1:2:3:4:5:6:26:4024:4025:4026:4027:4028:4029:4046,1,30,43,58,76,116,180,220,272,336,520,604,699,802,948,1125,1668,1937,2226,3040,3988,5564,6272,7021,9114,11473,15290,16891,18570,23229,28359,36478,39716,43088,52417,62495,78160,84175,90404,107611,125915,153941,191781,204351,248352,286212,386371,409795,482092,509596
|
||||||
//Job - 2nd Classes
|
//Job - 2nd Classes
|
||||||
50,7:8:9:10:11:12:13:14:15:16:17:18:19:20:21:24:25:4030:4031:4032:4033:4034:4035:4036:4037:4038:4039:4040:4041:4042:4043:4044:4049,1,144,184,284,348,603,887,1096,1598,2540,3676,4290,4946,6679,9492,12770,14344,16005,20642,27434,35108,38577,42206,52708,66971,82688,89544,96669,117821,144921,174201,186677,199584,238617,286366,337147,358435,380376,447685,526989,610246,644736,793535,921810,1106758,1260955,1487304,1557657,1990632,2083386
|
50,7:8:9:10:11:12:13:14:15:16:17:18:19:20:21:4030:4031:4032:4033:4034:4035:4036:4037:4038:4039:4040:4041:4042:4043:4044:4049,1,144,184,284,348,603,887,1096,1598,2540,3676,4290,4946,6679,9492,12770,14344,16005,20642,27434,35108,38577,42206,52708,66971,82688,89544,96669,117821,144921,174201,186677,199584,238617,286366,337147,358435,380376,447685,526989,610246,644736,793535,921810,1106758,1260955,1487304,1557657,1990632,2083386
|
||||||
//Job - Super Novice
|
//Job - Super Novice
|
||||||
99,23:4045,1,30,43,58,76,116,180,220,272,336,520,604,699,802,948,1125,1668,1937,2226,3040,3988,5564,6272,7021,9114,11473,15290,16891,18570,23229,28359,36478,39716,43088,52417,62495,78160,84175,90404,107611,125915,153941,191781,204351,248352,286212,386371,409795,482092,509596,982092,992092,1002092,1012092,1022092,1032092,1042092,1052092,1062092,1072092,1082092,1092092,1102092,1112092,1122092,1132092,1142092,1152092,1162092,1172092,1182092,1192092,1202092,1212092,1222092,1232092,1242092,1252092,1262092,1272092,1282092,1292092,1302092,1312092,1322092,1332092,1342092,1352092,1362092,1372092,1382092,1392092,1402092,1412092,1422092,1432092,1442092,1452092,1462092
|
99,23:4045,1,30,43,58,76,116,180,220,272,336,520,604,699,802,948,1125,1668,1937,2226,3040,3988,5564,6272,7021,9114,11473,15290,16891,18570,23229,28359,36478,39716,43088,52417,62495,78160,84175,90404,107611,125915,153941,191781,204351,248352,286212,386371,409795,482092,509596,982092,992092,1002092,1012092,1022092,1032092,1042092,1052092,1062092,1072092,1082092,1092092,1102092,1112092,1122092,1132092,1142092,1152092,1162092,1172092,1182092,1192092,1202092,1212092,1222092,1232092,1242092,1252092,1262092,1272092,1282092,1292092,1302092,1312092,1322092,1332092,1342092,1352092,1362092,1372092,1382092,1392092,1402092,1412092,1422092,1432092,1442092,1452092,1462092
|
||||||
//Job - Novice High
|
//Job - Novice High
|
||||||
@ -17,6 +17,6 @@
|
|||||||
//Job - Adv First Classes
|
//Job - Adv First Classes
|
||||||
50,4002:4003:4004:4005:4006:4007,1,60,86,116,152,232,360,440,544,672,1040,1208,1398,1604,1896,2250,3336,3874,4452,6080,7976,11128,12544,14042,18228,28683,38225,42228,46425,58073,70898,91195,99290,107720,131043,156238,195408,210430,226010,269028,314788,384853,479453,510878,620880,715530,965928,1024488,1205230,1273990
|
50,4002:4003:4004:4005:4006:4007,1,60,86,116,152,232,360,440,544,672,1040,1208,1398,1604,1896,2250,3336,3874,4452,6080,7976,11128,12544,14042,18228,28683,38225,42228,46425,58073,70898,91195,99290,107720,131043,156238,195408,210430,226010,269028,314788,384853,479453,510878,620880,715530,965928,1024488,1205230,1273990
|
||||||
//Job - Adv Second Classes
|
//Job - Adv Second Classes
|
||||||
70,4008:4009:4010:4011:4012:4013:4014:4015:4016:4017:4018:4019:4020:4021:4022,1,288,368,568,696,1206,1774,2192,3196,5080,7352,8580,9892,13358,18984,31925,35860,40013,51605,68585,87770,96443,105515,131770,167428,206720,223860,241673,294553,362303,479053,513362,548856,656197,787507,927154,985696,1046034,1231134,1449220,1678177,1773024,2182221,2534978,3043585,3782865,4461912,4672971,5971896,6250158,6875174,7562691,8318960,9150856,10065942,11877812,14015818,16538655,19515624,23028437,28094693,34275525,41816141,51015692,62239144,79666104,101972614,130524946,167071930,213852071
|
70,24:25:4008:4009:4010:4011:4012:4013:4014:4015:4016:4017:4018:4019:4020:4021:4022,1,288,368,568,696,1206,1774,2192,3196,5080,7352,8580,9892,13358,18984,31925,35860,40013,51605,68585,87770,96443,105515,131770,167428,206720,223860,241673,294553,362303,479053,513362,548856,656197,787507,927154,985696,1046034,1231134,1449220,1678177,1773024,2182221,2534978,3043585,3782865,4461912,4672971,5971896,6250158,6875174,7562691,8318960,9150856,10065942,11877812,14015818,16538655,19515624,23028437,28094693,34275525,41816141,51015692,62239144,79666104,101972614,130524946,167071930,213852071
|
||||||
//Job - Star Gladiator
|
//Job - Star Gladiator
|
||||||
50,4047:4048,1,27434,27434,27434,27434,27434,27434,27434,27434,27434,27434,27434,27434,27434,27434,27434,27434,27434,27434,54868,70216,77154,84412,105416,133942,165376,179088,193338,235642,289842,348402,373354,399168,477234,572732,674294,716870,760752,895370,1053978,1220492,1289472,1587070,1843620,2213516,2521910,2974608,3115314,3981264,4166772
|
50,4047:4048,1,27434,27434,27434,27434,27434,27434,27434,27434,27434,27434,27434,27434,27434,27434,27434,27434,27434,27434,54868,70216,77154,84412,105416,133942,165376,179088,193338,235642,289842,348402,373354,399168,477234,572732,674294,716870,760752,895370,1053978,1220492,1289472,1587070,1843620,2213516,2521910,2974608,3115314,3981264,4166772
|
||||||
|
@ -2377,26 +2377,26 @@
|
|||||||
//12141,Fifth_Stage,Fifth Stage,2,,10,,,,,,127918079,7,2,,,,,,{}
|
//12141,Fifth_Stage,Fifth Stage,2,,10,,,,,,127918079,7,2,,,,,,{}
|
||||||
|
|
||||||
// Guns
|
// Guns
|
||||||
13150,Branch,Branch,4,10,,500,20,,9,3,134217728,7,2,2,1,1,1,,{}
|
13150,Branch,Branch,4,10,,500,20,,9,3,134217728,7,2,2,1,1,1,18,{}
|
||||||
13100,Six_Shooter,Six Shooter,4,10,,400,30,,9,1,134217728,7,2,2,1,1,1,,{ bonus bHit,-10; }
|
13100,Six_Shooter,Six Shooter,4,10,,400,30,,9,1,134217728,7,2,2,1,1,1,17,{ bonus bHit,-10; }
|
||||||
13101,Six_Shooter,Six Shooter,4,10,,400,30,,9,2,134217728,7,2,2,1,1,1,,{ bonus bHit,-10; }
|
13101,Six_Shooter,Six Shooter,4,10,,400,30,,9,2,134217728,7,2,2,1,1,1,17,{ bonus bHit,-10; }
|
||||||
13102,Crimson_Bolt,Crimson Bolt,4,10,,450,45,,9,1,134217728,7,2,2,2,6,1,,{ bonus bHit,-10; }
|
13102,Crimson_Bolt,Crimson Bolt,4,10,,450,45,,9,1,134217728,7,2,2,2,6,1,17,{ bonus bHit,-10; }
|
||||||
13103,Crimson_Bolt_,Crimson Bolt,4,10,,450,45,,9,2,134217728,7,2,2,2,6,1,,{ bonus bHit,-10; }
|
13103,Crimson_Bolt_,Crimson Bolt,4,10,,450,45,,9,2,134217728,7,2,2,2,6,1,17,{ bonus bHit,-10; }
|
||||||
13104,Garrison,Garrison,4,10,,500,70,,9,1,134217728,7,2,2,2,22,1,,{ bonus bHit,-10; }
|
13104,Garrison,Garrison,4,10,,500,70,,9,1,134217728,7,2,2,2,22,1,,{ bonus bHit,-10; }
|
||||||
13105,Garrison_,Garrison,4,10,,500,70,,9,2,134217728,7,2,2,2,22,1,,{ bonus bHit,-10; }
|
13105,Garrison_,Garrison,4,10,,500,70,,9,2,134217728,7,2,2,2,22,1,17,{ bonus bHit,-10; }
|
||||||
13106,Gold_Lux,Gold Lux,4,10,,500,20,,9,0,134217728,7,2,2,3,12,1,,{ bonus bHit,-10; }
|
13106,Gold_Lux,Gold Lux,4,10,,500,20,,9,0,134217728,7,2,2,3,12,1,17,{ bonus bHit,-10; }
|
||||||
13151,Cyclone,Cyclone,4,10,,700,130,,9,1,134217728,7,2,2,2,24,1,,{ bonus bHit,10; bonus bCritical,10; }
|
13151,Cyclone,Cyclone,4,10,,700,130,,9,1,134217728,7,2,2,2,24,1,18,{ bonus bHit,10; bonus bCritical,10; }
|
||||||
13152,Cyclone_,Cyclone,4,10,,700,130,,9,2,134217728,7,2,2,2,24,1,,{ bonus bHit,10; bonus bCritical,10; }
|
13152,Cyclone_,Cyclone,4,10,,700,130,,9,2,134217728,7,2,2,2,24,1,18,{ bonus bHit,10; bonus bCritical,10; }
|
||||||
13153,Dusk,Dusk,4,10,,750,160,,9,1,134217728,7,2,2,1,1,1,,{ bonus bHit,10; bonus bCritical,10; }
|
13153,Dusk,Dusk,4,10,,750,160,,9,1,134217728,7,2,2,1,1,1,18,{ bonus bHit,10; bonus bCritical,10; }
|
||||||
13154,Rolling_Stone,Rolling Stone,4,10,,900,135,,9,1,134217728,7,2,2,1,14,1,,{ bonus bSplashRange,1; }
|
13154,Rolling_Stone,Rolling Stone,4,10,,900,135,,9,1,134217728,7,2,2,1,14,1,19,{ bonus bSplashRange,1; }
|
||||||
13155,Black_Rose,Black Rose,4,10,,900,180,,9,1,134217728,7,2,2,2,35,1,,{ bonus bSplashRange,1; }
|
13155,Black_Rose,Black Rose,4,10,,900,180,,9,1,134217728,7,2,2,2,35,1,19,{ bonus bSplashRange,1; }
|
||||||
13156,Gate_Keeper,Gate Keeper,4,10,,1000,195,,9,0,134217728,7,2,2,2,6,1,,{ bonus bSplashRange,1; }
|
13156,Gate_Keeper,Gate Keeper,4,10,,1000,195,,9,0,134217728,7,2,2,2,6,1,19,{ bonus bSplashRange,1; }
|
||||||
13157,Drifter,Drifter,4,10,,2300,50,,9,1,134217728,7,2,2,2,55,1,,{}
|
13157,Drifter,Drifter,4,10,,2300,50,,9,1,134217728,7,2,2,2,55,1,20,{}
|
||||||
13158,Butcher,Butcher,4,10,,2500,75,,9,1,134217728,7,2,2,2,68,1,,{ bonus2 bCriticalAddRace,RC_Brute,5; }
|
13158,Butcher,Butcher,4,10,,2500,75,,9,1,134217728,7,2,2,2,68,1,20,{ bonus2 bCriticalAddRace,RC_Brute,5; }
|
||||||
13159,Butcher_,Butcher,4,10,,2500,75,,9,2,134217728,7,2,2,2,68,1,,{ bonus2 bCriticalAddRace,RC_Brute,5; }
|
13159,Butcher_,Butcher,4,10,,2500,75,,9,2,134217728,7,2,2,2,68,1,20,{ bonus2 bCriticalAddRace,RC_Brute,5; }
|
||||||
13160,Destroyer,Destroyer,4,10,,1200,220,,9,0,134217728,7,2,2,2,52,1,,{ bonus bHit,-10; } //break armor at close range
|
13160,Destroyer,Destroyer,4,10,,1200,220,,9,0,134217728,7,2,2,2,52,1,21,{ bonus bHit,-10; } //break armor at close range
|
||||||
13161,Destroyer_,Destroyer,4,10,,1200,220,,9,1,134217728,7,2,2,2,52,1,,{ bonus bHit,-10; } //break armor at close range
|
13161,Destroyer_,Destroyer,4,10,,1200,220,,9,1,134217728,7,2,2,2,52,1,21,{ bonus bHit,-10; } //break armor at close range
|
||||||
13162,Inferno,Inferno,4,10,,1250,280,,9,1,134217728,7,2,2,2,65,1,,{}
|
13162,Inferno,Inferno,4,10,,1250,280,,9,1,134217728,7,2,2,2,65,1,21,{}
|
||||||
|
|
||||||
// Bullets
|
// Bullets
|
||||||
13200,Bullet,Bullet,10,1,,2,10,,,,134217728,7,2,32768,,1,,,{}
|
13200,Bullet,Bullet,10,1,,2,10,,,,134217728,7,2,32768,,1,,,{}
|
||||||
@ -2427,16 +2427,16 @@
|
|||||||
7524,Fang_,Fang,3,10,,10,,,,,,7,2,,,,,,{}
|
7524,Fang_,Fang,3,10,,10,,,,,,7,2,,,,,,{}
|
||||||
|
|
||||||
// Ninja Weapons
|
// Ninja Weapons
|
||||||
13006,Gokurin,Gokurin,4,10,,1000,140,,1,0,268435456,7,2,2,4,45,1,19,{ bonus2 bAddEff,Eff_Curse,500; }
|
13006,Gokurin,Gokurin,4,10,,1000,140,,1,0,268435456,7,2,2,4,45,1,1,{ bonus2 bAddEff,Eff_Curse,500; }
|
||||||
13007,Jitte,Jitte,4,10,,1000,140,,1,0,268435456,7,2,2,4,45,1,20,{ bonus bBreakWeaponRate,500; }
|
13007,Jitte,Jitte,4,10,,1000,140,,1,0,268435456,7,2,2,4,45,1,1,{ bonus bBreakWeaponRate,500; }
|
||||||
13008,Jitte_,Jitte,4,10,,1000,140,,1,0,268435456,7,2,2,4,45,1,21,{ bonus bBreakWeaponRate,500; }
|
13008,Jitte_,Jitte,4,10,,1000,140,,1,0,268435456,7,2,2,4,45,1,1,{ bonus bBreakWeaponRate,500; }
|
||||||
13009,Kamaitachi,Kamaitachi,4,10,,1000,140,,1,0,268435456,7,2,2,4,45,1,22,{ bonus bCritical,1; }
|
13009,Kamaitachi,Kamaitachi,4,10,,1000,140,,1,0,268435456,7,2,2,4,45,1,1,{ bonus bCritical,1; }
|
||||||
13010,Ashura,Ashura,4,0,,1000,140,,1,0,268435456,7,2,2,4,45,1,23,{}
|
13010,Ashura,Ashura,4,0,,1000,140,,1,0,268435456,7,2,2,4,45,1,1,{}
|
||||||
13011,Ashura_,Ashura,4,0,,1000,140,,1,0,268435456,7,2,2,4,45,1,,{}
|
13011,Ashura_,Ashura,4,0,,1000,140,,1,0,268435456,7,2,2,4,45,1,1,{}
|
||||||
13012,Murasame,Murasame,4,10,,1000,140,,1,0,268435456,7,2,2,4,45,1,,{ bonus2 bCriticalAddRace,RC_DemiHuman,5; }
|
13012,Murasame,Murasame,4,10,,1000,140,,1,0,268435456,7,2,2,4,45,1,2,{ bonus2 bCriticalAddRace,RC_DemiHuman,5; }
|
||||||
13013,Murasame_,Murasame,4,10,,1000,140,,1,0,268435456,7,2,2,4,45,1,,{}
|
13013,Murasame_,Murasame,4,10,,1000,140,,1,0,268435456,7,2,2,4,45,1,2,{}
|
||||||
13014,Hakujin,Hakujin,4,10,,1000,140,,1,0,268435456,7,2,2,4,45,1,,{ bonus4 bAutoSpell,28,10,20,0; }
|
13014,Hakujin,Hakujin,4,10,,1000,140,,1,0,268435456,7,2,2,4,45,1,2,{ bonus4 bAutoSpell,28,10,20,0; }
|
||||||
13015,Hakujin_,Hakujin,4,10,,1000,140,,1,0,268435456,7,2,2,4,45,1,,{ bonus4 bAutoSpell,28,10,20,0; }
|
13015,Hakujin_,Hakujin,4,10,,1000,140,,1,0,268435456,7,2,2,4,45,1,2,{ bonus4 bAutoSpell,28,10,20,0; }
|
||||||
|
|
||||||
// Ninja Kazema Shurikens
|
// Ninja Kazema Shurikens
|
||||||
13300,Kazemashuriken_Beneki,Kazemashuriken Beneki,4,10,,1500,80,,1,0,268435456,7,2,2,1,3,1,,{}
|
13300,Kazemashuriken_Beneki,Kazemashuriken Beneki,4,10,,1500,80,,1,0,268435456,7,2,2,1,3,1,,{}
|
||||||
|
152
db/job_db1.txt
152
db/job_db1.txt
@ -1,155 +1,155 @@
|
|||||||
// Job-specific Values Database
|
// Job-specific Values Database
|
||||||
//
|
//
|
||||||
// Structure of Database:
|
// Structure of Database:
|
||||||
// JobID,Weight,HPFactor,HPMultiplicator,SPFactor,BareFist,Dagger,1HSword,2HSword,1HSpear,2HSpear,1HAxe,2HAxe,1HMace,2HMace(unused),Rod,Bow,Knuckle,Instrument,Whip,Book,Katar
|
// JobID,Weight,HPFactor,HPMultiplicator,SPFactor,BareFist,Dagger,1HSword,2HSword,1HSpear,2HSpear,1HAxe,2HAxe,1HMace,2HMace(unused),Rod,Bow,Knuckle,Instrument,Whip,Book,Katar,Revolver,Rifle,Shotgun,Gatling Gun,Grenade Launcher
|
||||||
//
|
//
|
||||||
// Novice
|
// Novice
|
||||||
0, 20000,0 ,500 ,100 ,500 ,650 ,700 ,2000 ,2000 ,2000 ,800 ,2000 ,700 ,700 ,650 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000
|
0, 20000,0 ,500 ,100 ,500 ,650 ,700 ,2000 ,2000 ,2000 ,800 ,2000 ,700 ,700 ,650 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000, 2000, 2000, 2000, 2000
|
||||||
// Swordman
|
// Swordman
|
||||||
1, 28000,70 ,500 ,200 ,400 ,500 ,550 ,600 ,650 ,700 ,700 ,750 ,650 ,700 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000
|
1, 28000,70 ,500 ,200 ,400 ,500 ,550 ,600 ,650 ,700 ,700 ,750 ,650 ,700 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000, 2000, 2000, 2000, 2000
|
||||||
// Magician
|
// Magician
|
||||||
2, 22000,30 ,500 ,600 ,500 ,600 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,700 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000
|
2, 22000,30 ,500 ,600 ,500 ,600 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,700 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000, 2000, 2000, 2000, 2000
|
||||||
// Archer
|
// Archer
|
||||||
3, 26000,50 ,500 ,200 ,400 ,600 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,700 ,2000 ,2000 ,2000 ,2000 ,2000
|
3, 26000,50 ,500 ,200 ,400 ,600 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,700 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000, 2000, 2000, 2000, 2000
|
||||||
// Acolyte
|
// Acolyte
|
||||||
4, 24000,40 ,500 ,500 ,400 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,600 ,600 ,600 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000
|
4, 24000,40 ,500 ,500 ,400 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,600 ,600 ,600 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000, 2000, 2000, 2000, 2000
|
||||||
// Merchant
|
// Merchant
|
||||||
5, 28000,40 ,500 ,300 ,400 ,600 ,700 ,2000 ,2000 ,2000 ,700 ,750 ,700 ,700 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000
|
5, 28000,40 ,500 ,300 ,400 ,600 ,700 ,2000 ,2000 ,2000 ,700 ,750 ,700 ,700 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000, 2000, 2000, 2000, 2000
|
||||||
// Thief
|
// Thief
|
||||||
6, 24000,50 ,500 ,200 ,400 ,500 ,650 ,2000 ,2000 ,2000 ,800 ,2000 ,2000 ,2000 ,2000 ,800 ,2000 ,2000 ,2000 ,2000 ,2000
|
6, 24000,50 ,500 ,200 ,400 ,500 ,650 ,2000 ,2000 ,2000 ,800 ,2000 ,2000 ,2000 ,2000 ,800 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000, 2000, 2000, 2000, 2000
|
||||||
// Knight
|
// Knight
|
||||||
7, 28000,150 ,500 ,300 ,400 ,500 ,500 ,550 ,600 ,600 ,700 ,700 ,650 ,700 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000
|
7, 28000,150 ,500 ,300 ,400 ,500 ,500 ,550 ,600 ,600 ,700 ,700 ,650 ,700 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000, 2000, 2000, 2000, 2000
|
||||||
// Priest
|
// Priest
|
||||||
8, 26000,75 ,500 ,800 ,400 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,600 ,600 ,600 ,2000 ,2000 ,2000 ,2000 ,600 ,2000
|
8, 26000,75 ,500 ,800 ,400 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,600 ,600 ,600 ,2000 ,2000 ,2000 ,2000 ,600 ,2000 ,2000, 2000, 2000, 2000, 2000
|
||||||
// Wizard
|
// Wizard
|
||||||
9, 24000,55 ,500 ,900 ,500 ,575 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,625 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000
|
9, 24000,55 ,500 ,900 ,500 ,575 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,625 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000, 2000, 2000, 2000, 2000
|
||||||
// Blacksmith
|
// Blacksmith
|
||||||
10, 30000,90 ,500 ,400 ,400 ,600 ,650 ,2000 ,2000 ,2000 ,650 ,650 ,675 ,675 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000
|
10, 30000,90 ,500 ,400 ,400 ,600 ,650 ,2000 ,2000 ,2000 ,650 ,650 ,675 ,675 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000, 2000, 2000, 2000, 2000
|
||||||
// Hunter
|
// Hunter
|
||||||
11, 27000,85 ,500 ,400 ,400 ,600 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,600 ,2000 ,2000 ,2000 ,2000 ,2000
|
11, 27000,85 ,500 ,400 ,400 ,600 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,600 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000, 2000, 2000, 2000, 2000
|
||||||
// Assassin
|
// Assassin
|
||||||
12, 24000,110 ,500 ,400 ,400 ,500 ,650 ,2000 ,2000 ,2000 ,800 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,500
|
12, 24000,110 ,500 ,400 ,400 ,500 ,650 ,2000 ,2000 ,2000 ,800 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,500 ,2000, 2000, 2000, 2000, 2000
|
||||||
// Knight (Peco)
|
// Knight (Peco)
|
||||||
13, 28000,150 ,500 ,300 ,400 ,500 ,500 ,550 ,600 ,600 ,700 ,700 ,650 ,700 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000
|
13, 28000,150 ,500 ,300 ,400 ,500 ,500 ,550 ,600 ,600 ,700 ,700 ,650 ,700 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000, 2000, 2000, 2000, 2000
|
||||||
// Crusader
|
// Crusader
|
||||||
14, 28000,110 ,700 ,470 ,400 ,500 ,500 ,550 ,600 ,600 ,700 ,700 ,650 ,700 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000
|
14, 28000,110 ,700 ,470 ,400 ,500 ,500 ,550 ,600 ,600 ,700 ,700 ,650 ,700 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000, 2000, 2000, 2000, 2000
|
||||||
// Monk
|
// Monk
|
||||||
15, 26000,90 ,650 ,470 ,400 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,575 ,575 ,575 ,2000 ,475 ,2000 ,2000 ,2000 ,2000
|
15, 26000,90 ,650 ,470 ,400 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,575 ,575 ,575 ,2000 ,475 ,2000 ,2000 ,2000 ,2000 ,2000, 2000, 2000, 2000, 2000
|
||||||
// Sage
|
// Sage
|
||||||
16, 24000,75 ,500 ,700 ,450 ,525 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,625 ,2000 ,2000 ,2000 ,2000 ,550 ,2000
|
16, 24000,75 ,500 ,700 ,450 ,525 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,625 ,2000 ,2000 ,2000 ,2000 ,550 ,2000 ,2000, 2000, 2000, 2000, 2000
|
||||||
// Rogue
|
// Rogue
|
||||||
17, 24000,85 ,500 ,500 ,400 ,500 ,550 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,650 ,2000 ,2000 ,2000 ,2000 ,2000
|
17, 24000,85 ,500 ,500 ,400 ,500 ,550 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,650 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000, 2000, 2000, 2000, 2000
|
||||||
// Alchemist
|
// Alchemist
|
||||||
18, 30000,90 ,500 ,400 ,400 ,550 ,575 ,2000 ,2000 ,2000 ,675 ,700 ,650 ,650 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000
|
18, 30000,90 ,500 ,400 ,400 ,550 ,575 ,2000 ,2000 ,2000 ,675 ,700 ,650 ,650 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000, 2000, 2000, 2000, 2000
|
||||||
// Bard
|
// Bard
|
||||||
19, 27000,75 ,300 ,600 ,400 ,550 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,650 ,2000 ,575 ,2000 ,2000 ,2000
|
19, 27000,75 ,300 ,600 ,400 ,550 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,650 ,2000 ,575 ,2000 ,2000 ,2000 ,2000, 2000, 2000, 2000, 2000
|
||||||
// Dancer
|
// Dancer
|
||||||
20, 27000,75 ,300 ,600 ,400 ,550 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,650 ,2000 ,2000 ,575 ,2000 ,2000
|
20, 27000,75 ,300 ,600 ,400 ,550 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,650 ,2000 ,2000 ,575 ,2000 ,2000 ,2000, 2000, 2000, 2000, 2000
|
||||||
// Crusader (Peco)
|
// Crusader (Peco)
|
||||||
21, 28000,110 ,700 ,470 ,400 ,500 ,500 ,550 ,600 ,600 ,700 ,700 ,650 ,700 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000
|
21, 28000,110 ,700 ,470 ,400 ,500 ,500 ,550 ,600 ,600 ,700 ,700 ,650 ,700 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000, 2000, 2000, 2000, 2000
|
||||||
// Wedding
|
// Wedding
|
||||||
22, 20000,0 ,500 ,100 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000
|
22, 20000,0 ,500 ,100 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000, 2000, 2000, 2000, 2000
|
||||||
// Super Novice
|
// Super Novice
|
||||||
23, 20000,0 ,500 ,100 ,500 ,650 ,700 ,2000 ,2000 ,2000 ,800 ,2000 ,700 ,700 ,650 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000
|
23, 20000,0 ,500 ,100 ,500 ,650 ,700 ,2000 ,2000 ,2000 ,800 ,2000 ,700 ,700 ,650 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000, 2000, 2000, 2000, 2000
|
||||||
// Gunslinger
|
// Gunslinger
|
||||||
24, 20000,75 ,300 ,600 ,400 ,550 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,650 ,2000 ,575 ,2000 ,2000 ,2000
|
24, 20000,75 ,300 ,600 ,400 ,550 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,650 ,2000 ,575 ,2000 ,2000 ,2000 ,2000, 2000, 2000, 2000, 2000
|
||||||
// Ninja
|
// Ninja
|
||||||
25, 20000,110 ,500 ,400 ,400 ,500 ,650 ,2000 ,2000 ,2000 ,800 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,500
|
25, 20000,110 ,500 ,400 ,400 ,500 ,650 ,2000 ,2000 ,2000 ,800 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,500 ,2000, 2000, 2000, 2000, 2000
|
||||||
// Novice High
|
// Novice High
|
||||||
4001, 20000,0 ,500 ,100 ,500 ,650 ,700 ,2000 ,2000 ,2000 ,800 ,2000 ,700 ,700 ,650 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000
|
4001, 20000,0 ,500 ,100 ,500 ,650 ,700 ,2000 ,2000 ,2000 ,800 ,2000 ,700 ,700 ,650 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000, 2000, 2000, 2000, 2000
|
||||||
// Swordman High
|
// Swordman High
|
||||||
4002, 28000,70 ,500 ,200 ,400 ,500 ,550 ,600 ,650 ,700 ,700 ,750 ,650 ,700 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000
|
4002, 28000,70 ,500 ,200 ,400 ,500 ,550 ,600 ,650 ,700 ,700 ,750 ,650 ,700 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000, 2000, 2000, 2000, 2000
|
||||||
// Magician High
|
// Magician High
|
||||||
4003, 22000,30 ,500 ,600 ,500 ,600 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,700 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000
|
4003, 22000,30 ,500 ,600 ,500 ,600 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,700 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000, 2000, 2000, 2000, 2000
|
||||||
// Archer High
|
// Archer High
|
||||||
4004, 26000,50 ,500 ,200 ,400 ,600 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,700 ,2000 ,2000 ,2000 ,2000 ,2000
|
4004, 26000,50 ,500 ,200 ,400 ,600 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,700 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000, 2000, 2000, 2000, 2000
|
||||||
// Acolyte High
|
// Acolyte High
|
||||||
4005, 24000,40 ,500 ,500 ,400 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,600 ,600 ,600 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000
|
4005, 24000,40 ,500 ,500 ,400 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,600 ,600 ,600 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000, 2000, 2000, 2000, 2000
|
||||||
// Merchant High
|
// Merchant High
|
||||||
4006, 28000,40 ,500 ,300 ,400 ,600 ,700 ,2000 ,2000 ,2000 ,700 ,750 ,700 ,700 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000
|
4006, 28000,40 ,500 ,300 ,400 ,600 ,700 ,2000 ,2000 ,2000 ,700 ,750 ,700 ,700 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000, 2000, 2000, 2000, 2000
|
||||||
// Thief High
|
// Thief High
|
||||||
4007, 24000,50 ,500 ,200 ,400 ,500 ,650 ,2000 ,2000 ,2000 ,800 ,2000 ,2000 ,2000 ,2000 ,800 ,2000 ,2000 ,2000 ,2000 ,2000
|
4007, 24000,50 ,500 ,200 ,400 ,500 ,650 ,2000 ,2000 ,2000 ,800 ,2000 ,2000 ,2000 ,2000 ,800 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000, 2000, 2000, 2000, 2000
|
||||||
// Lord Knight
|
// Lord Knight
|
||||||
4008, 28000,150 ,500 ,300 ,400 ,500 ,500 ,550 ,600 ,600 ,700 ,700 ,650 ,700 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000
|
4008, 28000,150 ,500 ,300 ,400 ,500 ,500 ,550 ,600 ,600 ,700 ,700 ,650 ,700 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000, 2000, 2000, 2000, 2000
|
||||||
// High Priest
|
// High Priest
|
||||||
4009, 26000,75 ,500 ,800 ,400 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,600 ,600 ,600 ,2000 ,2000 ,2000 ,2000 ,600 ,2000
|
4009, 26000,75 ,500 ,800 ,400 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,600 ,600 ,600 ,2000 ,2000 ,2000 ,2000 ,600 ,2000 ,2000, 2000, 2000, 2000, 2000
|
||||||
// High Wizard
|
// High Wizard
|
||||||
4010, 24000,55 ,500 ,900 ,500 ,575 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,625 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000
|
4010, 24000,55 ,500 ,900 ,500 ,575 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,625 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000, 2000, 2000, 2000, 2000
|
||||||
// Whitesmith
|
// Whitesmith
|
||||||
4011, 30000,90 ,500 ,400 ,400 ,600 ,650 ,2000 ,2000 ,2000 ,650 ,650 ,675 ,675 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000
|
4011, 30000,90 ,500 ,400 ,400 ,600 ,650 ,2000 ,2000 ,2000 ,650 ,650 ,675 ,675 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000, 2000, 2000, 2000, 2000
|
||||||
// Sniper
|
// Sniper
|
||||||
4012, 27000,85 ,500 ,400 ,400 ,600 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,600 ,2000 ,2000 ,2000 ,2000 ,2000
|
4012, 27000,85 ,500 ,400 ,400 ,600 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,600 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000, 2000, 2000, 2000, 2000
|
||||||
// Assassin Cross
|
// Assassin Cross
|
||||||
4013, 24000,110 ,500 ,400 ,400 ,500 ,650 ,2000 ,2000 ,2000 ,800 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,500
|
4013, 24000,110 ,500 ,400 ,400 ,500 ,650 ,2000 ,2000 ,2000 ,800 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,500 ,2000, 2000, 2000, 2000, 2000
|
||||||
// Lord Knight (Peco)
|
// Lord Knight (Peco)
|
||||||
4014, 28000,150 ,500 ,300 ,400 ,500 ,500 ,550 ,600 ,600 ,700 ,700 ,650 ,700 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000
|
4014, 28000,150 ,500 ,300 ,400 ,500 ,500 ,550 ,600 ,600 ,700 ,700 ,650 ,700 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000, 2000, 2000, 2000, 2000
|
||||||
// Paladin
|
// Paladin
|
||||||
4015, 28000,110 ,700 ,470 ,400 ,500 ,500 ,550 ,600 ,600 ,700 ,700 ,650 ,700 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000
|
4015, 28000,110 ,700 ,470 ,400 ,500 ,500 ,550 ,600 ,600 ,700 ,700 ,650 ,700 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000, 2000, 2000, 2000, 2000
|
||||||
// Champion
|
// Champion
|
||||||
4016, 26000,90 ,650 ,470 ,400 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,575 ,575 ,575 ,2000 ,475 ,2000 ,2000 ,2000 ,2000
|
4016, 26000,90 ,650 ,470 ,400 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,575 ,575 ,575 ,2000 ,475 ,2000 ,2000 ,2000 ,2000 ,2000, 2000, 2000, 2000, 2000
|
||||||
// Professor
|
// Professor
|
||||||
4017, 24000,75 ,500 ,700 ,450 ,525 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,625 ,2000 ,2000 ,2000 ,2000 ,550 ,2000
|
4017, 24000,75 ,500 ,700 ,450 ,525 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,625 ,2000 ,2000 ,2000 ,2000 ,550 ,2000 ,2000, 2000, 2000, 2000, 2000
|
||||||
// Stalker
|
// Stalker
|
||||||
4018, 24000,85 ,500 ,500 ,400 ,500 ,550 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,650 ,2000 ,2000 ,2000 ,2000 ,2000
|
4018, 24000,85 ,500 ,500 ,400 ,500 ,550 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,650 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000, 2000, 2000, 2000, 2000
|
||||||
// Creator
|
// Creator
|
||||||
4019, 30000,90 ,500 ,400 ,400 ,550 ,575 ,2000 ,2000 ,2000 ,675 ,700 ,650 ,650 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000
|
4019, 30000,90 ,500 ,400 ,400 ,550 ,575 ,2000 ,2000 ,2000 ,675 ,700 ,650 ,650 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000, 2000, 2000, 2000, 2000
|
||||||
// Clown
|
// Clown
|
||||||
4020, 27000,75 ,300 ,600 ,400 ,550 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,650 ,2000 ,575 ,2000 ,2000 ,2000
|
4020, 27000,75 ,300 ,600 ,400 ,550 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,650 ,2000 ,575 ,2000 ,2000 ,2000 ,2000, 2000, 2000, 2000, 2000
|
||||||
// Gypsy
|
// Gypsy
|
||||||
4021, 27000,75 ,300 ,600 ,400 ,550 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,650 ,2000 ,2000 ,575 ,2000 ,2000
|
4021, 27000,75 ,300 ,600 ,400 ,550 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,650 ,2000 ,2000 ,575 ,2000 ,2000 ,2000, 2000, 2000, 2000, 2000
|
||||||
// Paladin (Peco)
|
// Paladin (Peco)
|
||||||
4022, 28000,110 ,700 ,470 ,400 ,500 ,500 ,550 ,600 ,600 ,700 ,700 ,650 ,700 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000
|
4022, 28000,110 ,700 ,470 ,400 ,500 ,500 ,550 ,600 ,600 ,700 ,700 ,650 ,700 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000, 2000, 2000, 2000, 2000
|
||||||
// Baby Novice
|
// Baby Novice
|
||||||
4023, 20000,0 ,500 ,100 ,500 ,650 ,700 ,2000 ,2000 ,2000 ,800 ,2000 ,700 ,700 ,650 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000
|
4023, 20000,0 ,500 ,100 ,500 ,650 ,700 ,2000 ,2000 ,2000 ,800 ,2000 ,700 ,700 ,650 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000, 2000, 2000, 2000, 2000
|
||||||
// Baby Swordman
|
// Baby Swordman
|
||||||
4024, 28000,70 ,500 ,200 ,400 ,500 ,550 ,600 ,650 ,700 ,700 ,750 ,650 ,700 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000
|
4024, 28000,70 ,500 ,200 ,400 ,500 ,550 ,600 ,650 ,700 ,700 ,750 ,650 ,700 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000, 2000, 2000, 2000, 2000
|
||||||
// Baby Magician
|
// Baby Magician
|
||||||
4025, 22000,30 ,500 ,600 ,500 ,600 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,700 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000
|
4025, 22000,30 ,500 ,600 ,500 ,600 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,700 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000, 2000, 2000, 2000, 2000
|
||||||
// Baby Archer
|
// Baby Archer
|
||||||
4026, 26000,50 ,500 ,200 ,400 ,600 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,700 ,2000 ,2000 ,2000 ,2000 ,2000
|
4026, 26000,50 ,500 ,200 ,400 ,600 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,700 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000, 2000, 2000, 2000, 2000
|
||||||
// Baby Acolyte
|
// Baby Acolyte
|
||||||
4027, 24000,40 ,500 ,500 ,400 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,600 ,600 ,600 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000
|
4027, 24000,40 ,500 ,500 ,400 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,600 ,600 ,600 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000, 2000, 2000, 2000, 2000
|
||||||
// Baby Merchant
|
// Baby Merchant
|
||||||
4028, 28000,40 ,500 ,300 ,400 ,600 ,700 ,2000 ,2000 ,2000 ,700 ,750 ,700 ,700 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000
|
4028, 28000,40 ,500 ,300 ,400 ,600 ,700 ,2000 ,2000 ,2000 ,700 ,750 ,700 ,700 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000, 2000, 2000, 2000, 2000
|
||||||
// Baby Thief
|
// Baby Thief
|
||||||
4029, 24000,50 ,500 ,200 ,400 ,500 ,650 ,2000 ,2000 ,2000 ,800 ,2000 ,2000 ,2000 ,2000 ,800 ,2000 ,2000 ,2000 ,2000 ,2000
|
4029, 24000,50 ,500 ,200 ,400 ,500 ,650 ,2000 ,2000 ,2000 ,800 ,2000 ,2000 ,2000 ,2000 ,800 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000, 2000, 2000, 2000, 2000
|
||||||
// Baby Knight
|
// Baby Knight
|
||||||
4030, 28000,150 ,500 ,300 ,400 ,500 ,500 ,550 ,600 ,600 ,700 ,700 ,650 ,700 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000
|
4030, 28000,150 ,500 ,300 ,400 ,500 ,500 ,550 ,600 ,600 ,700 ,700 ,650 ,700 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000, 2000, 2000, 2000, 2000
|
||||||
// Baby Priest
|
// Baby Priest
|
||||||
4031, 26000,75 ,500 ,800 ,400 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,600 ,600 ,600 ,2000 ,2000 ,2000 ,2000 ,600 ,2000
|
4031, 26000,75 ,500 ,800 ,400 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,600 ,600 ,600 ,2000 ,2000 ,2000 ,2000 ,600 ,2000 ,2000, 2000, 2000, 2000, 2000
|
||||||
// Baby Wizard
|
// Baby Wizard
|
||||||
4032, 24000,55 ,500 ,900 ,500 ,575 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,625 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000
|
4032, 24000,55 ,500 ,900 ,500 ,575 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,625 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000, 2000, 2000, 2000, 2000
|
||||||
// Baby Blacksmith
|
// Baby Blacksmith
|
||||||
4033, 30000,90 ,500 ,400 ,400 ,600 ,650 ,2000 ,2000 ,2000 ,650 ,650 ,675 ,675 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000
|
4033, 30000,90 ,500 ,400 ,400 ,600 ,650 ,2000 ,2000 ,2000 ,650 ,650 ,675 ,675 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000, 2000, 2000, 2000, 2000
|
||||||
// Baby Hunter
|
// Baby Hunter
|
||||||
4034, 27000,85 ,500 ,400 ,400 ,600 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,600 ,2000 ,2000 ,2000 ,2000 ,2000
|
4034, 27000,85 ,500 ,400 ,400 ,600 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,600 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000, 2000, 2000, 2000, 2000
|
||||||
// Baby Assassin
|
// Baby Assassin
|
||||||
4035, 24000,110 ,500 ,400 ,400 ,500 ,650 ,2000 ,2000 ,2000 ,800 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,500
|
4035, 24000,110 ,500 ,400 ,400 ,500 ,650 ,2000 ,2000 ,2000 ,800 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,500 ,2000, 2000, 2000, 2000, 2000
|
||||||
// Baby Knight (Peco)
|
// Baby Knight (Peco)
|
||||||
4036, 28000,150 ,500 ,300 ,400 ,500 ,500 ,550 ,600 ,600 ,700 ,700 ,650 ,700 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000
|
4036, 28000,150 ,500 ,300 ,400 ,500 ,500 ,550 ,600 ,600 ,700 ,700 ,650 ,700 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000, 2000, 2000, 2000, 2000
|
||||||
// Baby Crusader
|
// Baby Crusader
|
||||||
4037, 28000,110 ,700 ,470 ,400 ,500 ,500 ,550 ,600 ,600 ,700 ,700 ,650 ,700 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000
|
4037, 28000,110 ,700 ,470 ,400 ,500 ,500 ,550 ,600 ,600 ,700 ,700 ,650 ,700 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000, 2000, 2000, 2000, 2000
|
||||||
// Baby Monk
|
// Baby Monk
|
||||||
4038, 26000,90 ,650 ,470 ,400 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,575 ,575 ,575 ,2000 ,475 ,2000 ,2000 ,2000 ,2000
|
4038, 26000,90 ,650 ,470 ,400 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,575 ,575 ,575 ,2000 ,475 ,2000 ,2000 ,2000 ,2000 ,2000, 2000, 2000, 2000, 2000
|
||||||
// Baby Sage
|
// Baby Sage
|
||||||
4039, 24000,75 ,500 ,700 ,450 ,525 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,625 ,2000 ,2000 ,2000 ,2000 ,550 ,2000
|
4039, 24000,75 ,500 ,700 ,450 ,525 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,625 ,2000 ,2000 ,2000 ,2000 ,550 ,2000 ,2000, 2000, 2000, 2000, 2000
|
||||||
// Baby Rogue
|
// Baby Rogue
|
||||||
4040, 24000,85 ,500 ,500 ,400 ,500 ,550 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,650 ,2000 ,2000 ,2000 ,2000 ,2000
|
4040, 24000,85 ,500 ,500 ,400 ,500 ,550 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,650 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000, 2000, 2000, 2000, 2000
|
||||||
// Baby Alchemist
|
// Baby Alchemist
|
||||||
4041, 30000,90 ,500 ,400 ,400 ,550 ,575 ,2000 ,2000 ,2000 ,675 ,700 ,650 ,650 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000
|
4041, 30000,90 ,500 ,400 ,400 ,550 ,575 ,2000 ,2000 ,2000 ,675 ,700 ,650 ,650 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000, 2000, 2000, 2000, 2000
|
||||||
// Baby Bard
|
// Baby Bard
|
||||||
4042, 27000,75 ,300 ,600 ,400 ,550 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,650 ,2000 ,575 ,2000 ,2000 ,2000
|
4042, 27000,75 ,300 ,600 ,400 ,550 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,650 ,2000 ,575 ,2000 ,2000 ,2000 ,2000, 2000, 2000, 2000, 2000
|
||||||
// Baby Dancer
|
// Baby Dancer
|
||||||
4043, 27000,75 ,300 ,600 ,400 ,550 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,650 ,2000 ,2000 ,575 ,2000 ,2000
|
4043, 27000,75 ,300 ,600 ,400 ,550 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,650 ,2000 ,2000 ,575 ,2000 ,2000 ,2000, 2000, 2000, 2000, 2000
|
||||||
// Baby Crusader (Peco)
|
// Baby Crusader (Peco)
|
||||||
4044, 28000,110 ,700 ,470 ,400 ,500 ,500 ,550 ,600 ,600 ,700 ,700 ,650 ,700 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000
|
4044, 28000,110 ,700 ,470 ,400 ,500 ,500 ,550 ,600 ,600 ,700 ,700 ,650 ,700 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000, 2000, 2000, 2000, 2000
|
||||||
// Baby Super Novice
|
// Baby Super Novice
|
||||||
4045, 20000,0 ,500 ,100 ,500 ,650 ,700 ,2000 ,2000 ,2000 ,800 ,2000 ,700 ,700 ,650 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000
|
4045, 20000,0 ,500 ,100 ,500 ,650 ,700 ,2000 ,2000 ,2000 ,800 ,2000 ,700 ,700 ,650 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000, 2000, 2000, 2000, 2000
|
||||||
// Taekwon
|
// Taekwon
|
||||||
4046, 26000,67 ,500 ,470 ,400 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000
|
4046, 26000,67 ,500 ,470 ,400 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000, 2000, 2000, 2000, 2000
|
||||||
// Star Knight
|
// Star Knight
|
||||||
4047, 24000,80 ,650 ,700 ,450 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,550 ,2000
|
4047, 24000,80 ,650 ,700 ,450 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,550 ,2000 ,2000, 2000, 2000, 2000, 2000
|
||||||
// Star Knight (flying)
|
// Star Knight (flying)
|
||||||
4048, 24000,80 ,650 ,700 ,450 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,550 ,2000
|
4048, 24000,80 ,650 ,700 ,450 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,550 ,2000 ,2000, 2000, 2000, 2000, 2000
|
||||||
// Soul Linker
|
// Soul Linker
|
||||||
4049, 24000,55 ,500 ,900 ,500 ,575 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,625 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000
|
4049, 24000,55 ,500 ,900 ,500 ,575 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,625 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000, 2000, 2000, 2000, 2000
|
||||||
|
@ -59,6 +59,10 @@
|
|||||||
// 22: Wedding
|
// 22: Wedding
|
||||||
// Super Novice
|
// Super Novice
|
||||||
23,1,0,2,0,3,0,4,0,5,0,6,0,1,0,2,0,3,0,4,0,5,0,6,0,1,0,2,0,3,0,4,0,5,0,6,0,1,0,2,0,3,0,4,0,5,0,6,0,1,0,0,2,0,0,0,3,0,0,0,4,0,0,0,5,0,0,0,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
|
23,1,0,2,0,3,0,4,0,5,0,6,0,1,0,2,0,3,0,4,0,5,0,6,0,1,0,2,0,3,0,4,0,5,0,6,0,1,0,2,0,3,0,4,0,5,0,6,0,1,0,0,2,0,0,0,3,0,0,0,4,0,0,0,5,0,0,0,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
|
||||||
|
// Gunslinger
|
||||||
|
24,5,6,0,6,0,5,0,0,0,0,5,6,0,0,0,0,5,0,0,0,6,0,0,0,5,0,0,0,0,0,6,1,0,0,0,5,0,0,0,0,1,0,0,0,5,0,0,0,0,1,0,4,0,0,5,0,0,0,2,3,4,5,6,1,0,0,0,0,0,0
|
||||||
|
// Ninja
|
||||||
|
25,1,1,0,0,0,0,0,0,0,5,0,0,1,0,0,0,0,0,2,4,0,5,0,0,0,0,0,0,4,6,2,0,4,0,0,0,0,0,0,6,2,4,5,0,0,0,0,0,0,0,2,6,5,0,0,0,0,0,0,3,2,4,0,6,0,0,0,0,0,0
|
||||||
// Novice High
|
// Novice High
|
||||||
4001,0,6,5,0,2,3,0,1,4,0
|
4001,0,6,5,0,2,3,0,1,4,0
|
||||||
// Swordman High
|
// Swordman High
|
||||||
|
@ -1,7 +1,7 @@
|
|||||||
// Database for size fix for weapon damage.
|
// Database for size fix for weapon damage.
|
||||||
|
|
||||||
//Columns: Weapon type, Rows: Target size.
|
//Columns: Weapon type, Rows: Target size.
|
||||||
//Bare Fist,Knife,1H Sword, 2H Sword,1H Spear, 2H Spears, 1H Axe, 2H Axe, Mace, ?, Staff, Bow, Knuckle, Musical Instrument, Whip, Book, Katar
|
//Bare Fist,Knife,1H Sword, 2H Sword,1H Spear, 2H Spears, 1H Axe, 2H Axe, Mace, ?, Staff, Bow, Knuckle, Musical Instrument, Whip, Book, Katar, Revolver, Rifle, Shotgun, Gatling Gun, Grenade Launcher
|
||||||
100,100, 75, 75, 75, 75, 50, 50, 75,100,100,100,100, 75, 75,100, 75, // Size: Small
|
100,100, 75, 75, 75, 75, 50, 50, 75,100,100,100,100, 75, 75,100, 75,100,100,100,100,100, // Size: Small
|
||||||
100, 75,100, 75, 75, 75, 75, 75,100,100,100,100, 75,100,100,100,100, // Size: Medium
|
100, 75,100, 75, 75, 75, 75, 75,100,100,100,100, 75,100,100,100,100,100,100,100,100,100, // Size: Medium
|
||||||
100, 50, 75,100,100,100,100,100,100,100,100, 75, 50, 75, 50, 50, 75, // Size: Large
|
100, 50, 75,100,100,100,100,100,100,100,100, 75, 50, 75, 50, 50, 75,100,100,100,100,100, // Size: Large
|
||||||
|
@ -388,25 +388,25 @@
|
|||||||
498,0,0,200,0,0,0,99,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0//AM_TWILIGHT3#ƒgƒ?ƒCƒ‰ƒCƒgƒtƒ@?[ƒ}ƒV?[3#
|
498,0,0,200,0,0,0,99,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0//AM_TWILIGHT3#ƒgƒ?ƒCƒ‰ƒCƒgƒtƒ@?[ƒ}ƒV?[3#
|
||||||
499,0,0,8,0,0,0,11,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //HT_POWER#ƒr?[ƒXƒgƒXƒgƒŒƒCƒsƒ“ƒO#
|
499,0,0,8,0,0,0,11,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //HT_POWER#ƒr?[ƒXƒgƒXƒgƒŒƒCƒsƒ“ƒO#
|
||||||
//temp plugs
|
//temp plugs
|
||||||
500,0,0,10,0,0,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //GS_GLITTERING
|
500,0,0,10,0,0,0,99,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //GS_GLITTERING
|
||||||
501,0,0,10,0,0,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //GS_FLING
|
501,0,0,10,0,0,0,17:18:19:20:21,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //GS_FLING
|
||||||
502,0,0,10,0,0,0,0,none,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //GS_TRIPLEACTION
|
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
|
||||||
503,0,0,10,0,0,0,0,none,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //GS_BULLSEYE
|
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
|
||||||
504,0,0,10,0,0,0,0,none,4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //GS_MADNESSCANCEL
|
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
|
||||||
505,0,0,10,0,0,0,0,none,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //GS_ADJUSTMENT
|
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
|
||||||
506,0,0,10,0,0,0,0,none,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //GS_INCREASING
|
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
|
||||||
507,0,0,10,0,0,0,0,none,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //GS_MAGICALBULLET
|
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
|
||||||
508,0,0,10,0,0,0,0,none,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //GS_CRACKER
|
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
|
||||||
512,0,0,10,0,0,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //GS_TRACKING
|
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
|
||||||
513,0,0,10,0,0,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //GS_DISARM
|
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
|
||||||
514,0,0,10,0,0,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //GS_PIERCINGSHOT
|
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
|
||||||
515,0,0,10,0,0,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //GS_RAPIDSHOWER
|
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
|
||||||
516,0,0,10,0,0,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //GS_DESPERADO
|
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
|
||||||
517,0,0,10,0,0,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //GS_GATLINGFEVER
|
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
|
||||||
518,0,0,10,0,0,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //GS_DUST
|
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
|
||||||
519,0,0,10,0,0,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //GS_FULLBUSTER
|
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
|
||||||
520,0,0,10,0,0,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //GS_SPREADATTACK
|
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
|
||||||
521,0,0,10,0,0,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //GS_GROUNDDRIFT
|
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
|
||||||
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
|
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
|
||||||
524,0,0,10,0,0,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //NJ_KUNAI
|
524,0,0,10,0,0,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //NJ_KUNAI
|
||||||
525,0,0,10,0,0,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //NJ_HUUMA
|
525,0,0,10,0,0,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //NJ_HUUMA
|
||||||
|
@ -911,17 +911,18 @@ int battle_addmastery(struct map_session_data *sd,struct block_list *target,int
|
|||||||
}
|
}
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
case 0x11: // Place holder for guns
|
case 0x11: // Revolver
|
||||||
|
case 0x12: // Rifle
|
||||||
|
case 0x13: // Shotgun
|
||||||
|
case 0x14: //Gatling Gun
|
||||||
|
case 0x15: //Grenade Launcher
|
||||||
break;
|
break;
|
||||||
case 0x12: // place holder for shrikens
|
|
||||||
{
|
|
||||||
if((skill = pc_checkskill(sd,NJ_TOBIDOUGU)) > 0) {
|
|
||||||
//Advanced Katar Research by zanetheinsane
|
|
||||||
damage += (skill * 3);
|
|
||||||
}
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
/*//need to add this on shuriken skills.
|
||||||
|
if((skill = pc_checkskill(sd,NJ_TOBIDOUGU)) > 0) {
|
||||||
|
damage += (skill * 3);
|
||||||
|
}
|
||||||
|
*/
|
||||||
return (damage);
|
return (damage);
|
||||||
}
|
}
|
||||||
/*==========================================
|
/*==========================================
|
||||||
@ -1159,7 +1160,8 @@ static struct Damage battle_calc_weapon_attack(
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
//Set miscellaneous data that needs be filled regardless of hit/miss
|
//Set miscellaneous data that needs be filled regardless of hit/miss
|
||||||
if(sd && sd->status.weapon == 11) {
|
if(sd && (sd->status.weapon == 11 || sd->status.weapon == 17 || sd->status.weapon == 18
|
||||||
|
|| sd->status.weapon == 19 || sd->status.weapon == 20 || sd->status.weapon == 21)) {
|
||||||
wd.flag=(wd.flag&~BF_RANGEMASK)|BF_LONG;
|
wd.flag=(wd.flag&~BF_RANGEMASK)|BF_LONG;
|
||||||
flag.arrow = 1;
|
flag.arrow = 1;
|
||||||
} else if (status_get_range(src) > 3)
|
} else if (status_get_range(src) > 3)
|
||||||
@ -1246,6 +1248,10 @@ static struct Damage battle_calc_weapon_attack(
|
|||||||
case NJ_HUUMA:
|
case NJ_HUUMA:
|
||||||
flag.arrow = 1;
|
flag.arrow = 1;
|
||||||
break;
|
break;
|
||||||
|
|
||||||
|
case GS_MAGICALBULLET:
|
||||||
|
flag.arrow = 0;
|
||||||
|
break;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -1311,7 +1317,7 @@ static struct Damage battle_calc_weapon_attack(
|
|||||||
flag.rh=0;
|
flag.rh=0;
|
||||||
flag.lh=1;
|
flag.lh=1;
|
||||||
}
|
}
|
||||||
if(sd->status.weapon > 16)
|
if(sd->status.weapon > MAX_WEAPON_TYPE)
|
||||||
flag.rh = flag.lh = 1;
|
flag.rh = flag.lh = 1;
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -1559,7 +1565,7 @@ static struct Damage battle_calc_weapon_attack(
|
|||||||
//Add any bonuses that modify the base baseatk+watk (pre-skills)
|
//Add any bonuses that modify the base baseatk+watk (pre-skills)
|
||||||
if(sd)
|
if(sd)
|
||||||
{
|
{
|
||||||
if (sd->status.weapon < 16 && (sd->atk_rate != 100 || sd->weapon_atk_rate[sd->status.weapon] != 0))
|
if (sd->status.weapon < MAX_WEAPON_TYPE && (sd->atk_rate != 100 || sd->weapon_atk_rate[sd->status.weapon] != 0))
|
||||||
ATK_RATE(sd->atk_rate + sd->weapon_atk_rate[sd->status.weapon]);
|
ATK_RATE(sd->atk_rate + sd->weapon_atk_rate[sd->status.weapon]);
|
||||||
|
|
||||||
if(flag.cri && sd->crit_atk_rate)
|
if(flag.cri && sd->crit_atk_rate)
|
||||||
@ -2251,7 +2257,7 @@ static struct Damage battle_calc_weapon_attack(
|
|||||||
wd.div_=skill_get_num(TF_DOUBLE,skill_lv?skill_lv:1);
|
wd.div_=skill_get_num(TF_DOUBLE,skill_lv?skill_lv:1);
|
||||||
wd.type = 0x08;
|
wd.type = 0x08;
|
||||||
}
|
}
|
||||||
} else if (( (skill_lv = 5*pc_checkskill(sd,GS_CHAINACTION)) > 0 && sd->weapontype1 == 0x01) ||
|
} else if (( (skill_lv = 5*pc_checkskill(sd,GS_CHAINACTION)) > 0 && sd->weapontype1 == 0x11) ||
|
||||||
sd->double_rate > 0) // Copied double attack
|
sd->double_rate > 0) // Copied double attack
|
||||||
if (rand()%100 < (skill_lv>sd->double_rate?skill_lv:sd->double_rate))
|
if (rand()%100 < (skill_lv>sd->double_rate?skill_lv:sd->double_rate))
|
||||||
{
|
{
|
||||||
@ -2275,7 +2281,7 @@ static struct Damage battle_calc_weapon_attack(
|
|||||||
wd.damage2 = 0;
|
wd.damage2 = 0;
|
||||||
flag.rh=1;
|
flag.rh=1;
|
||||||
flag.lh=0;
|
flag.lh=0;
|
||||||
} else if(sd->status.weapon > 16)
|
} else if(sd->status.weapon > MAX_WEAPON_TYPE)
|
||||||
{ //Dual-wield
|
{ //Dual-wield
|
||||||
if (wd.damage > 0)
|
if (wd.damage > 0)
|
||||||
{
|
{
|
||||||
@ -3100,7 +3106,8 @@ int battle_weapon_attack( struct block_list *src,struct block_list *target,
|
|||||||
race = status_get_race(target);
|
race = status_get_race(target);
|
||||||
ele = status_get_elem_type(target);
|
ele = status_get_elem_type(target);
|
||||||
|
|
||||||
if(sd && sd->status.weapon == 11) {
|
if(sd && (sd->status.weapon == 11 || sd->status.weapon == 17 || sd->status.weapon == 18
|
||||||
|
|| sd->status.weapon == 19 || sd->status.weapon == 20 || sd->status.weapon == 21)) {
|
||||||
if(sd->equip_index[10] >= 0) {
|
if(sd->equip_index[10] >= 0) {
|
||||||
if(battle_config.arrow_decrement)
|
if(battle_config.arrow_decrement)
|
||||||
pc_delitem(sd,sd->equip_index[10],1,0);
|
pc_delitem(sd,sd->equip_index[10],1,0);
|
||||||
@ -3144,7 +3151,7 @@ int battle_weapon_attack( struct block_list *src,struct block_list *target,
|
|||||||
|
|
||||||
}
|
}
|
||||||
//Recycled the damage variable rather than use a new one... [Skotlex]
|
//Recycled the damage variable rather than use a new one... [Skotlex]
|
||||||
if(sd && (damage = pc_checkskill(sd,MO_TRIPLEATTACK)) > 0 && sd->status.weapon <= 16) // triple blow works with bows ^^ [celest]
|
if(sd && (damage = pc_checkskill(sd,MO_TRIPLEATTACK)) > 0 && sd->status.weapon <= MAX_WEAPON_TYPE) // triple blow works with bows ^^ [celest]
|
||||||
{
|
{
|
||||||
int triple_rate= 30 - damage; //Base Rate
|
int triple_rate= 30 - damage; //Base Rate
|
||||||
if (sc && sc->data[SC_SKILLRATE_UP].timer!=-1 && sc->data[SC_SKILLRATE_UP].val1 == MO_TRIPLEATTACK)
|
if (sc && sc->data[SC_SKILLRATE_UP].timer!=-1 && sc->data[SC_SKILLRATE_UP].val1 == MO_TRIPLEATTACK)
|
||||||
@ -3170,7 +3177,7 @@ int battle_weapon_attack( struct block_list *src,struct block_list *target,
|
|||||||
|
|
||||||
clif_damage(src, target, tick, wd.amotion, wd.dmotion, wd.damage, wd.div_ , wd.type, wd.damage2);
|
clif_damage(src, target, tick, wd.amotion, wd.dmotion, wd.damage, wd.div_ , wd.type, wd.damage2);
|
||||||
//“ñ“?—¬?¶Žè‚ƃJƒ^?[ƒ‹’ÇŒ‚‚̃~ƒX•\ަ(–³—?‚â‚è?`)
|
//“ñ“?—¬?¶Žè‚ƃJƒ^?[ƒ‹’ÇŒ‚‚̃~ƒX•\ަ(–³—?‚â‚è?`)
|
||||||
if(sd && sd->status.weapon >= 16 && wd.damage2 == 0)
|
if(sd && sd->status.weapon >= MAX_WEAPON_TYPE && wd.damage2 == 0)
|
||||||
clif_damage(src, target, tick+10, wd.amotion, wd.dmotion,0, 1, 0, 0);
|
clif_damage(src, target, tick+10, wd.amotion, wd.dmotion,0, 1, 0, 0);
|
||||||
|
|
||||||
if (sd && sd->splash_range > 0 && damage > 0)
|
if (sd && sd->splash_range > 0 && damage > 0)
|
||||||
|
15
src/map/pc.c
15
src/map/pc.c
@ -507,20 +507,20 @@ int pc_calcweapontype(struct map_session_data *sd)
|
|||||||
if(sd->weapontype1 == 0 && sd->weapontype2 != 0)// <20>¶Žè•<C3A8>Ší Only
|
if(sd->weapontype1 == 0 && sd->weapontype2 != 0)// <20>¶Žè•<C3A8>Ší Only
|
||||||
sd->status.weapon = sd->weapontype2;
|
sd->status.weapon = sd->weapontype2;
|
||||||
else if(sd->weapontype1 == 1 && sd->weapontype2 == 1)// ?’Z?
|
else if(sd->weapontype1 == 1 && sd->weapontype2 == 1)// ?’Z?
|
||||||
sd->status.weapon = 0x11;
|
sd->status.weapon = MAX_WEAPON_TYPE+1;
|
||||||
else if(sd->weapontype1 == 2 && sd->weapontype2 == 2)// ??Žè?
|
else if(sd->weapontype1 == 2 && sd->weapontype2 == 2)// ??Žè?
|
||||||
sd->status.weapon = 0x12;
|
sd->status.weapon = MAX_WEAPON_TYPE+2;
|
||||||
else if(sd->weapontype1 == 6 && sd->weapontype2 == 6)// ??Žè•€
|
else if(sd->weapontype1 == 6 && sd->weapontype2 == 6)// ??Žè•€
|
||||||
sd->status.weapon = 0x13;
|
sd->status.weapon = MAX_WEAPON_TYPE+3;
|
||||||
else if( (sd->weapontype1 == 1 && sd->weapontype2 == 2) ||
|
else if( (sd->weapontype1 == 1 && sd->weapontype2 == 2) ||
|
||||||
(sd->weapontype1 == 2 && sd->weapontype2 == 1) ) // ’Z? - ?Žè?
|
(sd->weapontype1 == 2 && sd->weapontype2 == 1) ) // ’Z? - ?Žè?
|
||||||
sd->status.weapon = 0x14;
|
sd->status.weapon = MAX_WEAPON_TYPE+4;
|
||||||
else if( (sd->weapontype1 == 1 && sd->weapontype2 == 6) ||
|
else if( (sd->weapontype1 == 1 && sd->weapontype2 == 6) ||
|
||||||
(sd->weapontype1 == 6 && sd->weapontype2 == 1) ) // ’Z? - •€
|
(sd->weapontype1 == 6 && sd->weapontype2 == 1) ) // ’Z? - •€
|
||||||
sd->status.weapon = 0x15;
|
sd->status.weapon = MAX_WEAPON_TYPE+5;
|
||||||
else if( (sd->weapontype1 == 2 && sd->weapontype2 == 6) ||
|
else if( (sd->weapontype1 == 2 && sd->weapontype2 == 6) ||
|
||||||
(sd->weapontype1 == 6 && sd->weapontype2 == 2) ) // ?Žè? - •€
|
(sd->weapontype1 == 6 && sd->weapontype2 == 2) ) // ?Žè? - •€
|
||||||
sd->status.weapon = 0x16;
|
sd->status.weapon = MAX_WEAPON_TYPE+6;
|
||||||
else
|
else
|
||||||
sd->status.weapon = sd->weapontype1;
|
sd->status.weapon = sd->weapontype1;
|
||||||
|
|
||||||
@ -4335,7 +4335,8 @@ int pc_attack_timer(int tid,unsigned int tick,int id,int data)
|
|||||||
return 0;
|
return 0;
|
||||||
}
|
}
|
||||||
|
|
||||||
if(sd->status.weapon == 11 && sd->equip_index[10] < 0)
|
if((sd->status.weapon == 11 || sd->status.weapon == 17 || sd->status.weapon == 18
|
||||||
|
|| sd->status.weapon == 19 || sd->status.weapon == 20 || sd->status.weapon == 21)&& sd->equip_index[10] < 0)
|
||||||
{
|
{
|
||||||
clif_arrow_fail(sd,0);
|
clif_arrow_fail(sd,0);
|
||||||
return 0;
|
return 0;
|
||||||
|
@ -35,11 +35,11 @@ static int hp_coefficient[MAX_PC_CLASS];
|
|||||||
static int hp_coefficient2[MAX_PC_CLASS];
|
static int hp_coefficient2[MAX_PC_CLASS];
|
||||||
static int hp_sigma_val[MAX_PC_CLASS][MAX_LEVEL];
|
static int hp_sigma_val[MAX_PC_CLASS][MAX_LEVEL];
|
||||||
static int sp_coefficient[MAX_PC_CLASS];
|
static int sp_coefficient[MAX_PC_CLASS];
|
||||||
static int aspd_base[MAX_PC_CLASS][20];
|
static int aspd_base[MAX_PC_CLASS][MAX_WEAPON_TYPE];
|
||||||
#define MAX_REFINE_BONUS 5
|
#define MAX_REFINE_BONUS 5
|
||||||
static int refinebonus[MAX_REFINE_BONUS][3]; // 精錬ボーナステーブル(refine_db.txt)
|
static int refinebonus[MAX_REFINE_BONUS][3]; // 精錬ボーナステーブル(refine_db.txt)
|
||||||
int percentrefinery[5][MAX_REFINE+1]; // 精錬成功率(refine_db.txt)
|
int percentrefinery[5][MAX_REFINE+1]; // 精錬成功率(refine_db.txt)
|
||||||
static int atkmods[3][20]; // •<>ŠíATKƒTƒCƒY<C692>C<EFBFBD>³(size_fix.txt)
|
static int atkmods[3][MAX_WEAPON_TYPE]; // •<>ŠíATKƒTƒCƒY<C692>C<EFBFBD>³(size_fix.txt)
|
||||||
static char job_bonus[MAX_PC_CLASS][MAX_LEVEL];
|
static char job_bonus[MAX_PC_CLASS][MAX_LEVEL];
|
||||||
|
|
||||||
int current_equip_item_index; //Contains inventory index of an equipped item. To pass it into the EQUP_SCRIPT [Lupus]
|
int current_equip_item_index; //Contains inventory index of an equipped item. To pass it into the EQUP_SCRIPT [Lupus]
|
||||||
@ -1069,6 +1069,11 @@ int status_calc_pc(struct map_session_data* sd,int first)
|
|||||||
case 11: // Bows
|
case 11: // Bows
|
||||||
case 13: // Musical Instruments
|
case 13: // Musical Instruments
|
||||||
case 14: // Whips
|
case 14: // Whips
|
||||||
|
case 17: // Revolver
|
||||||
|
case 18: // Rifle
|
||||||
|
case 19: // Shotgun
|
||||||
|
case 20: //Gatling Gun
|
||||||
|
case 21: //Grenade Launcher
|
||||||
str = sd->paramc[4];
|
str = sd->paramc[4];
|
||||||
dex = sd->paramc[0];
|
dex = sd->paramc[0];
|
||||||
break;
|
break;
|
||||||
@ -1159,10 +1164,11 @@ int status_calc_pc(struct map_session_data* sd,int first)
|
|||||||
if(sd->status.weapon == 11)
|
if(sd->status.weapon == 11)
|
||||||
sd->attackrange += skill;
|
sd->attackrange += skill;
|
||||||
}
|
}
|
||||||
if((skill=pc_checkskill(sd,GS_SINGLEACTION))>0 && (sd->status.weapon == 11)){ //temp until we get gun id
|
if((skill=pc_checkskill(sd,GS_SINGLEACTION))>0 && (sd->status.weapon == 17 || sd->status.weapon == 18
|
||||||
|
|| sd->status.weapon == 19 || sd->status.weapon == 20 || sd->status.weapon == 21))
|
||||||
sd->hit += 2*skill;
|
sd->hit += 2*skill;
|
||||||
}
|
if((skill=pc_checkskill(sd,GS_SNAKEEYE))>0 && (sd->status.weapon == 17 || sd->status.weapon == 18
|
||||||
if((skill=pc_checkskill(sd,GS_SNAKEEYE))>0 && (sd->status.weapon == 11)){ //temp until we get gun id
|
|| sd->status.weapon == 19 || sd->status.weapon == 20 || sd->status.weapon == 21)) {
|
||||||
sd->hit += skill;
|
sd->hit += skill;
|
||||||
sd->attackrange += skill;
|
sd->attackrange += skill;
|
||||||
}
|
}
|
||||||
@ -1323,7 +1329,7 @@ int status_calc_pc(struct map_session_data* sd,int first)
|
|||||||
// Unlike other stats, ASPD rate modifiers from skills/SCs/items/etc are first all added together, then the final modifier is applied
|
// Unlike other stats, ASPD rate modifiers from skills/SCs/items/etc are first all added together, then the final modifier is applied
|
||||||
|
|
||||||
// Basic ASPD value
|
// Basic ASPD value
|
||||||
if (sd->status.weapon <= 16)
|
if (sd->status.weapon < MAX_WEAPON_TYPE)
|
||||||
sd->aspd += aspd_base[sd->status.class_][sd->status.weapon]-(sd->paramc[1]*4+sd->paramc[4])*aspd_base[sd->status.class_][sd->status.weapon]/1000;
|
sd->aspd += aspd_base[sd->status.class_][sd->status.weapon]-(sd->paramc[1]*4+sd->paramc[4])*aspd_base[sd->status.class_][sd->status.weapon]/1000;
|
||||||
else
|
else
|
||||||
sd->aspd += (
|
sd->aspd += (
|
||||||
@ -1340,9 +1346,9 @@ int status_calc_pc(struct map_session_data* sd,int first)
|
|||||||
if(pc_isriding(sd))
|
if(pc_isriding(sd))
|
||||||
sd->aspd_rate += 50-10*pc_checkskill(sd,KN_CAVALIERMASTERY);
|
sd->aspd_rate += 50-10*pc_checkskill(sd,KN_CAVALIERMASTERY);
|
||||||
|
|
||||||
if((skill=pc_checkskill(sd,GS_SINGLEACTION))>0 && (sd->status.weapon == 11)){ //temp until we get gun id
|
if((skill=pc_checkskill(sd,GS_SINGLEACTION))>0 && (sd->status.weapon == 17 || sd->status.weapon == 18
|
||||||
|
|| sd->status.weapon == 19 || sd->status.weapon == 20 || sd->status.weapon == 21))
|
||||||
sd->aspd_rate -= (int)(skill / 2);
|
sd->aspd_rate -= (int)(skill / 2);
|
||||||
}
|
|
||||||
|
|
||||||
// Relative modifiers from status changes (shared between PC and NPC)
|
// Relative modifiers from status changes (shared between PC and NPC)
|
||||||
sd->aspd_rate = status_calc_aspd_rate(&sd->bl,sd->aspd_rate);
|
sd->aspd_rate = status_calc_aspd_rate(&sd->bl,sd->aspd_rate);
|
||||||
@ -1830,11 +1836,12 @@ int status_calc_batk(struct block_list *bl, int batk)
|
|||||||
if(sc->data[SC_SKE].timer!=-1)
|
if(sc->data[SC_SKE].timer!=-1)
|
||||||
batk += batk * 3;
|
batk += batk * 3;
|
||||||
if(sc->data[SC_JOINTBEAT].timer!=-1 && sc->data[SC_JOINTBEAT].val2==4)
|
if(sc->data[SC_JOINTBEAT].timer!=-1 && sc->data[SC_JOINTBEAT].val2==4)
|
||||||
batk -= batk * 25/100;
|
|
||||||
if(sc->data[SC_CURSE].timer!=-1)
|
|
||||||
batk -= batk * 25/100;
|
|
||||||
if(sc->data[SC_BLEEDING].timer != -1)
|
|
||||||
batk -= batk * 25/100;
|
batk -= batk * 25/100;
|
||||||
|
if(sc->data[SC_CURSE].timer!=-1)
|
||||||
|
batk -= batk * 25/100;
|
||||||
|
//Curse shouldn't effect on this?
|
||||||
|
// if(sc->data[SC_BLEEDING].timer != -1)
|
||||||
|
// batk -= batk * 25/100;
|
||||||
}
|
}
|
||||||
|
|
||||||
return batk;
|
return batk;
|
||||||
@ -2191,8 +2198,9 @@ int status_calc_aspd_rate(struct block_list *bl, int aspd_rate)
|
|||||||
aspd_rate += 25;
|
aspd_rate += 25;
|
||||||
if(sc->data[SC_GRAVITATION].timer!=-1)
|
if(sc->data[SC_GRAVITATION].timer!=-1)
|
||||||
aspd_rate += sc->data[SC_GRAVITATION].val2;
|
aspd_rate += sc->data[SC_GRAVITATION].val2;
|
||||||
if(sc->data[SC_BLEEDING].timer != -1)
|
//Curse shouldn't effect on this?
|
||||||
aspd_rate += 25;
|
// if(sc->data[SC_BLEEDING].timer != -1)
|
||||||
|
// aspd_rate += 25;
|
||||||
if(sc->data[SC_JOINTBEAT].timer!=-1) {
|
if(sc->data[SC_JOINTBEAT].timer!=-1) {
|
||||||
if (sc->data[SC_JOINTBEAT].val2 == 1)
|
if (sc->data[SC_JOINTBEAT].val2 == 1)
|
||||||
aspd_rate += 25;
|
aspd_rate += 25;
|
||||||
@ -2686,7 +2694,7 @@ int status_get_batk(struct block_list *bl)
|
|||||||
|
|
||||||
if(bl->type==BL_PC) {
|
if(bl->type==BL_PC) {
|
||||||
batk = ((struct map_session_data *)bl)->base_atk;
|
batk = ((struct map_session_data *)bl)->base_atk;
|
||||||
if (((struct map_session_data *)bl)->status.weapon < 16)
|
if (((struct map_session_data *)bl)->status.weapon < MAX_WEAPON_TYPE)
|
||||||
batk += ((struct map_session_data *)bl)->weapon_atk[((struct map_session_data *)bl)->status.weapon];
|
batk += ((struct map_session_data *)bl)->weapon_atk[((struct map_session_data *)bl)->status.weapon];
|
||||||
} else {
|
} else {
|
||||||
int str,dstr;
|
int str,dstr;
|
||||||
@ -5293,7 +5301,7 @@ int status_change_timer(int tid, unsigned int tick, int id, int data)
|
|||||||
// - <20>槢ェホェ゙ェ゙ォオ?ォミ<EFBDAB>ヤムェ茘<EFBDAA>戓ーェキェニェ<EFBE86>?ヘ<>ェマ眈ェィェハェ、
|
// - <20>槢ェホェ゙ェ゙ォオ?ォミ<EFBDAB>ヤムェ茘<EFBDAA>戓ーェキェニェ<EFBE86>?ヘ<>ェマ眈ェィェハェ、
|
||||||
// To-do: bleeding effect increases damage taken?
|
// To-do: bleeding effect increases damage taken?
|
||||||
if ((sc->data[type].val4 -= 10000) >= 0) {
|
if ((sc->data[type].val4 -= 10000) >= 0) {
|
||||||
int hp = rand()%300 + 400;
|
int hp = rand()%600 + 200;
|
||||||
if(sd) {
|
if(sd) {
|
||||||
pc_heal(sd,-hp,0);
|
pc_heal(sd,-hp,0);
|
||||||
} else if(bl->type == BL_MOB) {
|
} else if(bl->type == BL_MOB) {
|
||||||
@ -5671,7 +5679,7 @@ int status_readdb(void) {
|
|||||||
return 1;
|
return 1;
|
||||||
}
|
}
|
||||||
while(fgets(line, sizeof(line)-1, fp)){
|
while(fgets(line, sizeof(line)-1, fp)){
|
||||||
char *split[23];
|
char *split[MAX_WEAPON_TYPE + 5];
|
||||||
if(line[0]=='/' && line[1]=='/')
|
if(line[0]=='/' && line[1]=='/')
|
||||||
continue;
|
continue;
|
||||||
for(j=0,p=line;j<22 && p;j++){
|
for(j=0,p=line;j<22 && p;j++){
|
||||||
@ -5687,7 +5695,7 @@ int status_readdb(void) {
|
|||||||
hp_coefficient[atoi(split[0])]=atoi(split[2]);
|
hp_coefficient[atoi(split[0])]=atoi(split[2]);
|
||||||
hp_coefficient2[atoi(split[0])]=atoi(split[3]);
|
hp_coefficient2[atoi(split[0])]=atoi(split[3]);
|
||||||
sp_coefficient[atoi(split[0])]=atoi(split[4]);
|
sp_coefficient[atoi(split[0])]=atoi(split[4]);
|
||||||
for(j=0;j<17;j++)
|
for(j=0;j<MAX_WEAPON_TYPE;j++)
|
||||||
aspd_base[atoi(split[0])][j]=atoi(split[j+5]);
|
aspd_base[atoi(split[0])][j]=atoi(split[j+5]);
|
||||||
}
|
}
|
||||||
fclose(fp);
|
fclose(fp);
|
||||||
@ -5719,7 +5727,7 @@ int status_readdb(void) {
|
|||||||
|
|
||||||
// サイズ補正テ?ブル
|
// サイズ補正テ?ブル
|
||||||
for(i=0;i<3;i++)
|
for(i=0;i<3;i++)
|
||||||
for(j=0;j<20;j++)
|
for(j=0;j<MAX_WEAPON_TYPE;j++)
|
||||||
atkmods[i][j]=100;
|
atkmods[i][j]=100;
|
||||||
sprintf(path, "%s/size_fix.txt", db_path);
|
sprintf(path, "%s/size_fix.txt", db_path);
|
||||||
fp=fopen(path,"r");
|
fp=fopen(path,"r");
|
||||||
@ -5729,18 +5737,18 @@ int status_readdb(void) {
|
|||||||
}
|
}
|
||||||
i=0;
|
i=0;
|
||||||
while(fgets(line, sizeof(line)-1, fp)){
|
while(fgets(line, sizeof(line)-1, fp)){
|
||||||
char *split[20];
|
char *split[MAX_WEAPON_TYPE];
|
||||||
if(line[0]=='/' && line[1]=='/')
|
if(line[0]=='/' && line[1]=='/')
|
||||||
continue;
|
continue;
|
||||||
if(atoi(line)<=0)
|
if(atoi(line)<=0)
|
||||||
continue;
|
continue;
|
||||||
memset(split,0,sizeof(split));
|
memset(split,0,sizeof(split));
|
||||||
for(j=0,p=line;j<20 && p;j++){
|
for(j=0,p=line;j<MAX_WEAPON_TYPE && p;j++){
|
||||||
split[j]=p;
|
split[j]=p;
|
||||||
p=strchr(p,',');
|
p=strchr(p,',');
|
||||||
if(p) *p++=0;
|
if(p) *p++=0;
|
||||||
}
|
}
|
||||||
for(j=0;j<20 && split[j];j++)
|
for(j=0;j<MAX_WEAPON_TYPE && split[j];j++)
|
||||||
atkmods[i][j]=atoi(split[j]);
|
atkmods[i][j]=atoi(split[j]);
|
||||||
i++;
|
i++;
|
||||||
}
|
}
|
||||||
|
@ -524,6 +524,8 @@ int status_check_skilluse(struct block_list *src, struct block_list *target, int
|
|||||||
#define MAX_REFINE 10
|
#define MAX_REFINE 10
|
||||||
extern int percentrefinery[5][MAX_REFINE+1]; //The last slot always has a 0% success chance [Skotlex]
|
extern int percentrefinery[5][MAX_REFINE+1]; //The last slot always has a 0% success chance [Skotlex]
|
||||||
|
|
||||||
|
#define MAX_WEAPON_TYPE 21
|
||||||
|
|
||||||
int status_readdb(void);
|
int status_readdb(void);
|
||||||
int do_init_status(void);
|
int do_init_status(void);
|
||||||
|
|
||||||
|
Loading…
x
Reference in New Issue
Block a user