Merged mpeg's fix on ninja skills and SA_VOLCANO,SA_DELUGE,SA_VIOLENTGALE
git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@7983 54d463be-8e91-2dee-dedb-b68131a5f0ec
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@ -4,6 +4,7 @@ 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.
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2006/07/30
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* Merged mpeg's fix on ninja skills and SA_VOLCANO,SA_DELUGE,SA_VIOLENTGALE [Toms]
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* Added bNoMiscDamage setting so you can specify misc-damage blocking from
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skills. Modified battle_calc_damage so that even Pressure and similar
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skills will be affected by this setting. [Skotlex]
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@ -142,7 +142,7 @@
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644,Gift_Box,Gift Box,2,2,,200,,,,,0xFFFFFFFF,7,2,,,,,,{ getitem groupranditem(IG_GiftBox),1; },{},{}
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// ASPD Potions
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645,Concentration_Potion,Concentration Potion,2,800,,100,,,,,0xFFFFFFFF,7,2,,,,,,{ sc_start SC_ASPDPOTION0,1800000,0; },{},{}
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656,Awakening_Potion,Awakening Potion,2,1500,,150,,,,,0x00E7DEEF,7,2,,,40,,,{ sc_end SC_Sleep; sc_start SC_ASPDPOTION1,1800000,0; },{},{}
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656,Awakening_Potion,Awakening Potion,2,1500,,150,,,,,0x03E7DEEF,7,2,,,40,,,{ sc_end SC_Sleep; sc_start SC_ASPDPOTION1,1800000,0; },{},{}
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657,Berserk_Potion,Berserk Potion,2,3000,,200,,,,,0x00E646A6,7,2,,,85,,,{ sc_start SC_ASPDPOTION2,1800000,0; },{},{}
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658,Tribal_Solidarity,Tribal Solidarity,2,1000,,500,,,,,0xFFFFFFFF,7,2,,,,,,{ guildgetexp rand(600000,1200000); },{},{}
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// New Pet Tames
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@ -447,11 +447,11 @@
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283,3000,0,0,1200000:1200000:1200000:1200000:1800000,0
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//-- SA_VOLCANO
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285,5000,0,0,60000:120000:180000:240000:300000,0
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285,5000,0,0,60000:120000:180000:240000:300000,60000:120000:180000:240000:300000
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//-- SA_DELUGE
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286,5000,0,0,60000:120000:180000:240000:300000,0
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286,5000,0,0,60000:120000:180000:240000:300000,60000:120000:180000:240000:300000
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//-- SA_VIOLENTGALE
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287,5000,0,0,60000:120000:180000:240000:300000,0
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287,5000,0,0,60000:120000:180000:240000:300000,60000:120000:180000:240000:300000
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//-- SA_LANDPROTECTOR
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288,5000,0,0,120000:165000:210000:245000:300000,0
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//-- SA_DISPELL
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@ -881,7 +881,7 @@
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//===== Ninja ==============================
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//-- NJ_HUUMA // Unknown delay. temp value (taken from jA)
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//-- NJ_HUUMA // Unknown casting time. temp value (taken from jA)
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525,1000,0,0,0,0
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//-- NJ_ZENYNAGE
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526,0,5000,0,0,0
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@ -557,7 +557,7 @@
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533,0,0,0,0,0,0,10,0,no,0,0,0,none,0 //NJ_NINPOU#NJ_NINPOU#
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534,9,8,1,3,0,0,10,1:2:3:4:5:6:7:8:9:10,yes,0,0,0,magic,0 //NJ_KOUENKA#NJ_KOUENKA#
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535,0,8,4,3,0,0,10,1,yes,0,0,0,magic,0 //NJ_KAENSIN#NJ_KAENSIN#
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536,9,8,1,3,2,1,5,3,yes,0,0,0,magic,0 //NJ_BAKUENRYU#NJ_BAKUENRYU#
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536,9,8,1,3,2,1,5,-3,yes,0,0,0,magic,0 //NJ_BAKUENRYU#NJ_BAKUENRYU#
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537,9,8,1,1,0,0,10,3:4:5:6:7:8:9:10:11:12,yes,0,0,0,magic,0 //NJ_HYOUSENSOU#NJ_HYOUSENSOU#
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538,9,6,2,0,1,0,10,1,yes,0,0,0,magic,0 //NJ_SUITON#NJ_SUITON#
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539,0,6,4,1,1,0,5,1,yes,0,0,0,magic,0 //NJ_HYOUSYOURAKU#NJ_HYOUSYOURAKU#
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@ -416,13 +416,13 @@
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523,0,0,2,0,0,0,99,6,1,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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524,0,0,30:25:20:15:10,0,0,0,99,7,1,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //NJ_KUNAI
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525,0,0,20:25:30:35:40,0,0,0,22,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //NJ_HUUMA
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526,0,0,50,0,0,1000:2000:3000:4000:5000:6000:7000:8000:9000:10000,99,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //NJ_ZENYNAGE
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527,0,0,40,0,0,0,0,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //NJ_TATAMIGAESHI
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528,0,0,10:12:14:16:18:20:22:24:26:28,0,0,0,0,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //NJ_KASUMIKIRI
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529,0,0,40,0,0,0,0,0,0,hiding,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //NJ_SHADOWJUMP
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530,0,0,14:16:18:20:22,0,0,0,0,0,0,hiding,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //NJ_KIRIKAGE
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531,0,0,12:15:18:21:24,0,0,0,0,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //NJ_UTSUSEMI
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532,0,0,30:32:34:36:38:40:42:44:46:48,0,0,0,0,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //NJ_BUNSINJYUTSU
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526,0,0,50,0,0,500:1000:1500:2000:2500:3000:3500:4000:4500:5000,99,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //NJ_ZENYNAGE
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527,0,0,40,0,0,0,99,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //NJ_TATAMIGAESHI
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528,0,0,10:12:14:16:18:20:22:24:26:28,0,0,0,99,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //NJ_KASUMIKIRI
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529,0,0,40,0,0,0,99,0,0,hiding,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //NJ_SHADOWJUMP
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530,0,0,14:16:18:20:22,0,0,0,99,0,0,hiding,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //NJ_KIRIKAGE
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531,0,0,12:15:18:21:24,0,0,0,99,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //NJ_UTSUSEMI
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532,0,0,30:32:34:36:38:40:42:44:46:48,0,0,0,99,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //NJ_BUNSINJYUTSU
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533,0,0,10,0,0,0,99,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //NJ_NINPOU
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534,0,0,18:20:22:24:26:28:30:32:34:36,0,0,0,99,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //NJ_KOUENKA
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535,0,0,25,0,0,0,99,0,0,none,0,7521,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //NJ_KAENSIN
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@ -90,7 +90,7 @@
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527,0xba, , -1, 0,2000,enemy, 0x000 //NJ_TATAMIGAESHI
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535,0xbd, , 2, 0, 100,enemy, 0x008 //NJ_KAENSIN
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541,0x86,,0,2:2:3:3:4,1000,enemy,0x000 //NJ_RAIGEKISAI
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538,0xbb,,1:1:1:2:2:2:3:3:3:4,0,-1,all,0x010 //NJ_SUITON
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538,0xbb,,1:1:1:2:2:2:3:3:3:4,0,-1,all,0x002 //NJ_SUITON
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516,0xbc, , 0, 3, 100,enemy, 0x000 //GS_DESPERADO
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521,0xc2, , 0, 1,1000,enemy, 0x006 //GS_GROUNDDRIFT
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539,0x86, , 0, 3,1000,enemy, 0x008 //NJ_HYOUSYOURAKU
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539,0x86, , 0, 3,1000,enemy, 0x000 //NJ_HYOUSYOURAKU
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@ -2323,7 +2323,7 @@ struct Damage battle_calc_magic_attack(
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skillratio -= 10;
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break;
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case NJ_BAKUENRYU:
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skillratio += 50*(skill_lv-1);
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skillratio += 150 + 150*skill_lv; // It has to be MATK +(150+150*SkillLV)% so 1000% at lvl 5, not 900%. Damage is not increased by hits.
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break;
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case NJ_HYOUSENSOU:
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skillratio -= 30;
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@ -2331,13 +2331,13 @@ struct Damage battle_calc_magic_attack(
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skillratio += sc->data[SC_SUITON].val4;
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break;
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case NJ_HYOUSYOURAKU:
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skillratio += 50*skill_lv;
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skillratio += 100+50*skill_lv; // correct formula (MATK + 350% = 450% at level 5) (kRO and unofficial descriptions)
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break;
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case NJ_RAIGEKISAI:
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skillratio += 60 + 40*skill_lv;
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skillratio += 160 + 40*skill_lv; // idem
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break;
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case NJ_KAMAITACHI:
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skillratio += 100*skill_lv;
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skillratio += 100 + 100*skill_lv; // idem
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break;
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}
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@ -2603,9 +2603,10 @@ struct Damage battle_calc_misc_attack(
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if (tsd) md.damage>>=1;
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break;
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case NJ_ZENYNAGE:
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md.damage = skill_get_zeny(skill_num ,skill_lv)/2;
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md.damage = skill_get_zeny(skill_num ,skill_lv);
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if (!md.damage) md.damage = 2;
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md.damage = md.damage + rand()%md.damage;
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if(is_boss(target))
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md.damage=md.damage*60/100;
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break;
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@ -2695,7 +2696,12 @@ struct Damage battle_calc_misc_attack(
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if (map_flag_gvg(target->m))
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md.damage=battle_calc_gvg_damage(src,target,md.damage,md.div_,skill_num,skill_lv,md.flag);
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if ( sd && md.damage && skill_num == NJ_ZENYNAGE ) pc_payzeny(sd, md.damage); // conso zenys at the end of the calculation I think
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if ( sd && md.damage && skill_num == NJ_ZENYNAGE )
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{
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if ( md.damage > sd->status.zeny )
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md.damage=sd->status.zeny;
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pc_payzeny(sd, md.damage);
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}
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return md;
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}
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//line of sight between caster and target.
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map_foreachinpath (skill_attack_area,src->m,src->x,src->y,bl->x,bl->y,
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skill_get_splash(skillid, skilllv),BL_CHAR,
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BF_WEAPON,src,src,skillid,skilllv,tick,flag,BCT_ENEMY);
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BF_MAGIC,src,src,skillid,skilllv,tick,flag,BCT_ENEMY);
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break;
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case MO_INVESTIGATE:
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@ -2836,7 +2836,6 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int
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case MC_CARTREVOLUTION:
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case NPC_SPLASHATTACK:
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case AC_SHOWER: //Targetted skill implementation.
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case NJ_BAKUENRYU:
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if(flag&1){
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if(bl->id!=skill_area_temp[1]){
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skill_attack(skill_get_type(skillid),src,src,bl,skillid,skilllv,tick,
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@ -3183,6 +3182,21 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int
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skill_castend_damage_id);
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}
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break;
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case NJ_BAKUENRYU:
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if (flag & 1) {
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skill_attack(BF_MAGIC, src, src, bl, skillid, skilllv, tick, skill_area_temp[0]);
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} else {
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clif_skill_nodamage(src,bl,skillid,skilllv,1);
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skill_area_temp[0] = 0;
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map_foreachinrange(skill_area_sub, bl,
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skill_get_splash(skillid, skilllv), BL_CHAR,
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src, skillid, skilllv, tick, BCT_ENEMY, skill_area_sub_count);
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map_foreachinrange(skill_area_sub, bl,
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skill_get_splash(skillid, skilllv), BL_CHAR,
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src, skillid, skilllv, tick, BCT_ENEMY|1,
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skill_castend_damage_id);
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}
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break;
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case NJ_KASUMIKIRI:
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skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
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sc_start(src,SC_HIDING,100,skilllv,skill_get_time(skillid,skilllv));
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@ -6055,10 +6069,12 @@ int skill_castend_pos2 (struct block_list *src, int x, int y, int skillid, int s
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case DC_FORTUNEKISS:
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case DC_SERVICEFORYOU:
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case GS_DESPERADO:
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case NJ_SUITON:
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case NJ_KAENSIN:
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case NJ_BAKUENRYU:
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case NJ_SUITON:
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case NJ_HYOUSYOURAKU:
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case NJ_RAIGEKISAI:
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case NJ_KAMAITACHI:
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flag|=1;//Set flag to 1 to prevent deleting ammo (it will be deleted on group-delete).
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case GS_GROUNDDRIFT: //Ammo should be deleted right away.
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skill_unitsetting(src,skillid,skilllv,x,y,0);
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agi -= 2 + sc->data[SC_DECREASEAGI].val1;
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if(sc->data[SC_QUAGMIRE].timer!=-1)
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agi -= sc->data[SC_QUAGMIRE].val2;
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if(sc->data[SC_SUITON].timer!=-1)
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if(sc->data[SC_SUITON].timer!=-1 && sc->data[SC_SUITON].val3) // does not affect players when not in PVP nor WoE. Does not affect Ninjas.
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agi -= sc->data[SC_SUITON].val2;
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if(sc->data[SC_MARIONETTE].timer!=-1)
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agi -= (sc->data[SC_MARIONETTE].val3>>8)&0xFF;
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@ -4765,8 +4765,12 @@ int status_change_start(struct block_list *bl,int type,int rate,int val1,int val
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val2 = 0; //Agi penalty
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val3 = 0; //Walk speed penalty
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val4 = 2*val1; //NJ_HYOUSENSOU damage bonus.
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if (status_get_class(bl) != JOB_NINJA && !map_flag_vs(bl->m)) {
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if (status_get_class(bl) == JOB_NINJA || ( bl->type == BL_PC && !map_flag_vs(bl->m)) )
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break;
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else {
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val3 = 50;
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switch ((val1+1)/3) {
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case 3:
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val2 = 8;
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@ -4784,7 +4788,7 @@ int status_change_start(struct block_list *bl,int type,int rate,int val1,int val
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val2 = 3*((val1+1)/3);
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break;
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}
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};
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}
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break;
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case SC_ONEHAND:
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case SC_TWOHANDQUICKEN:
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