Initial support for Wanderer and Minstrel, and a few adjustments here and there for other classes.
- credits to 3ceam for the base. - should you step by any bugs let us know, http://rathena.org/board/tracker git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@15616 54d463be-8e91-2dee-dedb-b68131a5f0ec
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@ -37,6 +37,7 @@
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// 0x0800- usable only on guild-mates (and enemies if skill is offensive)
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// 0x1000- disable usage on enemies (for non-offensive skills).
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// 0x2000- skill ignores land protector (e.g. arrow shower)
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// 0x4000- chorus skill
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// 13 maxcount: max amount of skill instances to place on the ground when
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// player_land_skill_limit/monster_land_skill_limit is enabled. For skills
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// that attack using a path, this is the path length to be used.
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@ -903,6 +904,44 @@
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2517,0,6,4,-1,0x2,3:4:5:6:7,5,1,no,0,0,0,weapon,0, SR_HOWLINGOFLION,Howling of Lion
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2518,11,6,2,-1,0x2,2:2:3:3:4,5,1,no,0,0,0,weapon,0, SR_RIDEINLIGHTNING,Ride In Lightening
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//****
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// WA Wanderer
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2350,0,6,4,0,0x3,7:8:9:10:11,5,1,yes,0,0,0,none,0, WA_SWING_DANCE,Swing Dance
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2351,0,6,4,0,0x3,7:8:9:10:11,5,1,yes,0,0,0,none,0, WA_SYMPHONY_OF_LOVER,Symphony of Lovers
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2352,0,6,4,0,0x3,7:8:9:10:11,5,1,yes,0,0,0,none,0, WA_MOONLIT_SERENADE,Moonlit Serenade
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//****
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// MI Minstrel
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2381,0,6,4,0,0x3,7:8:9:10:11,5,1,yes,0,0,0,none,0, MI_RUSH_WINDMILL,Windmill Rush Attack
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2382,0,6,4,0,0x3,7:8:9:10:11,5,1,yes,0,0,0,none,0, MI_ECHOSONG,Echo Song
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2383,9,6,16,0,0x1,0,5,1,yes,0,0,0,none,0, MI_HARMONIZE,Harmonize
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//****
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// WM Wanderer/Minstrel
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2412,0,0,0,0,0,0,10,0,no,0,0,0,none,0, WM_LESSON,Lesson
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2413,9,8,1,-1,0,0,5,-2:-2:-3:-3:-4,yes,0,0,0,magic,0, WM_METALICSOUND,Metallic Sound
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2414,9,6,2,-1,0x3,1,5,1,yes,0,0x80,3,none,0, WM_REVERBERATION,Reverberation //CHECK May need to recode. Testing needed.
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2415,0,6,1,-1,0x2,1,5,1,no,0,0,0,weapon,0, WM_REVERBERATION_MELEE,Reverberation Melee
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2416,0,6,1,-1,0x2,1,5,1,no,0,0,0,magic,0, WM_REVERBERATION_MAGIC,Reverberation Magic
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2417,11,6,2,0,0x3,5,1,1,no,0,0,0,none,0, WM_DOMINION_IMPULSE,Dominion Impulse
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2418,9,6,2,-1,0x1,0,5,1,yes,0,0,0,none,0, WM_SEVERE_RAINSTORM,Severe Rainstorm
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2419,9,6,2,0,0x3,1,5,1,yes,0,0x80,5,none,0, WM_POEMOFNETHERWORLD,Poem of The Netherworld //CHECK May need to recode too.
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2420,0,6,4,0,0x2,2:3:4:5:6,5,1,yes,0,0,0,none,0, WM_VOICEOFSIREN,Voice of Siren
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2421,7,6,16,0,0x1,0,5,1,yes,0,0,0,none,0, WM_DEADHILLHERE,Valley of Death
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2422,7,6,2,0,0x3,5:6:7:8:9,5,1,yes,0,0,0,none,0, WM_LULLABY_DEEPSLEEP,Deep Sleep Lullaby
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2423,0,6,4,0,0x3,3:4:5:6:7,5,1,yes,0,0,0,none,0, WM_SIRCLEOFNATURE,Circle of Nature's Sound
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2424,9,6,4,0,0x1,0,5,1,yes,0,0,0,magic,0, WM_RANDOMIZESPELL,Improvised Song
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2425,9,6,16,0,0x1,0,5,1,yes,0,0,0,none,0, WM_GLOOMYDAY,Gloomy Day
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2426,9,6,2,0,0x2,2:3:3:4:4,5,1,yes,0,0x4000,0,weapon,0, WM_GREAT_ECHO,Great Echo
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2427,0,6,4,0,0x3,5:6:7:8:9,5,1,yes,0,0x4000,0,none,0, WM_SONG_OF_MANA,Song of Mana
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2428,0,6,4,0,0x3,5:6:7:8:9,5,1,yes,0,0x4000,0,none,0, WM_DANCE_WITH_WUG,Dance With A Warg
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2429,9,6,1,0,0x2,2:2:3:3:4,5,1,yes,0,0x4000,0,weapon,0, WM_SOUND_OF_DESTRUCTION,Sound of Destruction //CHECK Source shows its magic attack. Need to confirm before changing.
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2430,0,6,4,0,0x3,3:4:5:6:7,5,1,yes,0,0x4000,0,none,0, WM_SATURDAY_NIGHT_FEVER,Saturday Night Fever
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2431,0,6,4,0,0x3,5,5,1,yes,0,0x4000,0,magic,0, WM_LERADS_DEW,Lerad's Dew
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2432,0,6,4,0,0x3,5,5,1,yes,0,0x4000,0,none,0, WM_MELODYOFSINK,Melody of Sink
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2433,0,6,4,0,0x3,5,5,1,yes,0,0x4000,0,none,0, WM_BEYOND_OF_WARCRY,Warcry of Beyond
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2434,0,6,4,0,0x3,5,5,1,yes,0,0x4000,0,none,0, WM_UNLIMITED_HUMMING_VOICE,Unlimited Humming Voice
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//2021,0,0,0,0,0,0,9,0,no,0,0,0,none,0 GC_VENOMIMPRESS,
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//2022,0,0,0,0,0,0,9,0,no,0,0,0,none,0 GC_CROSSIMPACT,
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//2023,0,0,0,0,0,0,9,0,no,0,0,0,none,0 GC_DARKILLUSION,
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@ -685,6 +685,42 @@
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2517,0,0,40:45:50:55:60,0,0,0,99,0,0,none,1:2:3:4:5,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //SR_HOWLINGOFLION#Howling of Lion#
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2518,0,0,40:50:60:70:80,0,0,0,99,0,0,none,1:2:3:4:5,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //SR_RIDEINLIGHTNING#Ride In Lightening#
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//****
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// WA Wanderer
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2350,0,0,96:112:128:144:160,0,0,0,13:14,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //WA_SWING_DANCE#Swing Dance#
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2351,0,0,60:69:78:87:96,0,0,0,13:14,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //WA_SYMPHONY_OF_LOVER#Symphony of Lover#
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2352,0,0,84:96:108:120:134,0,0,0,13:14,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //WA_MOONLIT_SERENADE#Moonlit Serenade#
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//****
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// MI Minstrel
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2381,0,0,82:88:94:100:106,0,0,0,13:14,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //MI_RUSH_WINDMILL#Windmill Rush Attack#
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2382,0,0,86:92:98:104:110,0,0,0,13:14,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //MI_ECHOSONG#Echo Song#
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2383,0,0,70:75:80:85:90,0,0,0,13:14,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //MI_HARMONIZE#Harmonize#
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//****
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// WM Wanderer/Minstrel
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2413,0,0,64:68:72:76:80,0,0,0,99,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //WM_METALICSOUND#Metallic Sound#
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2414,0,0,28:32:38:42:48,0,0,0,99,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //WM_REVERBERATION#Reverberation#
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2415,0,0,1,0,0,0,99,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //WM_REVERBERATION_MELEE#Reverberation Melee#
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2416,0,0,1,0,0,0,99,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //WM_REVERBERATION_MAGIC#Reverberation Magic#
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2417,0,0,10,0,0,0,99,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //WM_DOMINION_IMPULSE#Dominion Impulse#
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2418,0,0,80:90:100:110:120,0,0,0,11,1,20,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //WM_SEVERE_RAINSTORM#Severe Rainstorm#
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2419,0,0,12:16:20:24:28,0,0,0,99,0,0,none,0,11513,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //WM_POEMOFNETHERWORLD#Poem of Netherworld#
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2420,0,0,48:56:64:72:80,0,0,0,13:14,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //WM_VOICEOFSIREN#Voice of Siren#
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2421,0,0,50:53:56:59:62,0,0,0,99,0,0,none,0,6144,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //WM_DEADHILLHERE#Valley of Death#
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2422,0,0,80:90:100:110:120,0,0,0,13:14,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //WM_LULLABY_DEEPSLEEP#Deep Sleep Lullaby#
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2423,0,0,42:46:50:54:58,0,0,0,13:14,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //WM_SIRCLEOFNATURE#Circle of Nature's Sound#
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2424,0,0,40:45:50:55:60,0,0,0,13:14,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //WM_RANDOMIZESPELL#Improvised Song#
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2425,0,0,60,0,0,0,99,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //MW_GLOOMYDAY#Gloomy Day#
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2426,0,0,80:90:100:110:120,0,0,0,99,0,0,none,0,11513,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //WM_GREAT_ECHO#Great Echo# - Missing 1 Lozange. Need item ID.
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2427,0,0,120:140:160:180:200,0,0,0,99,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //WM_SONG_OF_MANA#Song of Mana#
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2428,0,0,120:140:160:180:200,0,0,0,99,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //WM_DANCE_WITH_WUG#Dance With Warg#
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2429,0,0,50:60:70:80:90,0,0,0,99,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //WM_SOUND_OF_DESTRUCTION#Sound of Destruction#
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2430,0,0,150:160:170:180:190,0,0,0,99,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //WM_SATURDAY_NIGHT_FEVER#Saturday Night Fever#
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2431,0,0,120:130:140:150:160,0,0,0,99,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //WM_LERADS_DEW#Lerad's Dew#
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2432,0,0,120:130:140:150:160,0,0,0,99,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //WM_MELODYOFSINK#Melody of Sink#
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2433,0,0,120:130:140:150:160,0,0,0,99,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //WM_WARCRY_OF_BEYOND#Warcry of Beyond#
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2434,0,0,120:130:140:150:160,0,0,0,99,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //WM_UNLIMITED_HUMMING_VOICE#Unlimited Humming Voice#
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//2533,0,0,1,0,0,0,99,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //ALL_ODINS_RECALL#Odin's Recall#
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2534,0,0,1,0,0,0,99,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //RETURN_TO_ELDICASTES#Return To Eldicastes#
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@ -2983,6 +2983,116 @@
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4066,2323,5,2311,3,0,0,0,0,0,0,0,0 //LG_EARTHDRIVE#Earth Drive#
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4066,2324,5,2318,3,2319,3,0,0,0,0,0,0 //LG_HESPERUSLIT#Hesperus Lit#
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4066,2325,5,2315,3,2321,4,2322,5,0,0,0,0 //LG_INSPIRATION#Inspiration#
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//Minstrel (non-trans)
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4068,1,9,0,0,0,0,0,0,0,0,0,0 //NV_BASIC#Basic Skill#
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4068,142,1,0,0,0,0,0,0,0,0,0,0 //NV_FIRSTAID#First Aid#
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4068,43,10,0,0,0,0,0,0,0,0,0,0 //AC_OWL#Owl's Eye#
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4068,44,10,43,3,0,0,0,0,0,0,0,0 //AC_VULTURE#Vulture's Eye#
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4068,45,10,44,1,0,0,0,0,0,0,0,0 //AC_CONCENTRATION#Improve Concentration#
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4068,46,10,0,0,0,0,0,0,0,0,0,0 //AC_DOUBLE#Double Strafe#
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4068,47,10,46,5,0,0,0,0,0,0,0,0 //AC_SHOWER#Arrow Shower#
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4068,147,1,0,0,0,0,0,0,0,0,0,0 //AC_MAKINGARROW#Arrow Crafting#
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4068,148,1,0,0,0,0,0,0,0,0,0,0 //AC_CHARGEARROW#Arrow Repel#
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4068,315,10,0,0,0,0,0,0,0,0,0,0 //BA_MUSICALLESSON#Music Lesson#
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4068,316,5,315,3,0,0,0,0,0,0,0,0 //BA_MUSICALSTRIKE#Melody Strike#
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4068,317,5,315,1,304,1,0,0,0,0,0,0 //BA_DISSONANCE#Unchained Serenade#
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4068,318,5,305,1,0,0,0,0,0,0,0,0 //BA_FROSTJOKE#Unbarring Octave#
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4068,319,10,317,3,0,0,0,0,0,0,0,0 //BA_WHISTLE#Perfect Tablature#
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4068,320,10,317,3,0,0,0,0,0,0,0,0 //BA_ASSASSINCROSS#Impressive Riff#
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4068,321,10,317,3,0,0,0,0,0,0,0,0 //BA_POEMBRAGI#Magic Strings#
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4068,322,10,317,3,0,0,0,0,0,0,0,0 //BA_APPLEIDUN#Song of Lutie#
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4068,304,1,0,0,0,0,0,0,0,0,0,0 //BD_ADAPTATION#Amp#
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4068,305,1,304,1,0,0,0,0,0,0,0,0 //BD_ENCORE#Encore#
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4068,306,1,319,10,0,0,0,0,0,0,0,0 //BD_LULLABY#Lullaby#
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4068,307,5,313,3,0,0,0,0,0,0,0,0 //BD_RICHMANKIM#Mental Sensing#
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4068,308,1,311,1,0,0,0,0,0,0,0,0 //BD_ETERNALCHAOS#Down Tempo#
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4068,309,5,322,10,0,0,0,0,0,0,0,0 //BD_DRUMBATTLEFIELD#Battle Theme#
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4068,310,5,309,3,0,0,0,0,0,0,0,0 //BD_RINGNIBELUNGEN#Harmonic Lick#
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4068,311,1,320,10,0,0,0,0,0,0,0,0 //BD_ROKISWEIL#Classical Pluck#
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4068,312,1,306,1,0,0,0,0,0,0,0,0 //BD_INTOABYSS#Power Chord#
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4068,313,5,321,10,0,0,0,0,0,0,0,0 //BD_SIEGFRIED#Acoustic Rhythm#
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4068,1010,1,0,0,0,0,0,0,0,0,0,0 //BA_PANGVOICE#Pang Voice#
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4068,410,1,0,0,0,0,0,0,0,0,0,0 //WE_CALLBABY#Call Baby#
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4068,681,1,0,0,0,0,0,0,0,0,0,0 //ALL_INCCARRY#Enlarge Weight Limit R#
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4068,2381,5,2422,1,0,0,0,0,0,0,0,0 //MI_RUSH_WINDMILL#Windmill Rush Attack#
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4068,2382,5,2422,1,0,0,0,0,0,0,0,0 //MI_ECHOSONG#Echo Song#
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4068,2383,5,2422,1,0,0,0,0,0,0,0,0 //MI_HARMONIZE#Harmonize#
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4068,2412,10,0,0,0,0,0,0,0,0,0,0 //WM_LESSON#Lesson#
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4068,2413,5,2417,1,0,0,0,0,0,0,0,0 //WM_METALICSOUND#Metallic Sound#
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4068,2414,5,317,5,0,0,0,0,0,0,0,0 //WM_REVERBERATION#Reverberation#
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4068,2417,1,2414,1,0,0,0,0,0,0,0,0 //WM_DOMINION_IMPULSE#Dominion Impulse#
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4068,2418,5,316,5,0,0,0,0,0,0,0,0 //WM_SEVERE_RAINSTORM#Severe Rainstorm#
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4068,2419,5,2412,1,0,0,0,0,0,0,0,0 //WM_POEMOFNETHERWORLD#Poem Of The Netherworld#
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4068,2420,5,2419,3,0,0,0,0,0,0,0,0 //WM_VOICEOFSIREN#Voice Of Siren#
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4068,2421,5,2423,3,0,0,0,0,0,0,0,0 //WM_DEADHILLHERE#Valley Of Death#
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4068,2422,5,2412,1,0,0,0,0,0,0,0,0 //WM_LULLABY_DEEPSLEEP#Deep Sleep Lullaby#
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4068,2423,5,2412,1,0,0,0,0,0,0,0,0 //WM_SIRCLEOFNATURE#Circle Of Nature's Sound#
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4068,2424,5,2419,1,0,0,0,0,0,0,0,0 //WM_RANDOMIZESPELL#Improvised Song#
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4068,2425,5,2424,1,0,0,0,0,0,0,0,0 //WM_GLOOMYDAY#Gloomy Day#
|
||||
4068,2426,5,2413,1,0,0,0,0,0,0,0,0 //WM_GREAT_ECHO#Great Echo#
|
||||
4068,2427,5,2381,1,2382,1,2383,1,0,0,0,0 //WM_SONG_OF_MANA#Song Of Mana#
|
||||
4068,2428,5,2381,1,2382,1,2383,1,0,0,0,0 //WM_DANCE_WITH_WUG#Dance With A Warg#
|
||||
4068,2429,5,2430,3,2432,3,0,0,0,0,0,0 //WM_SOUND_OF_DESTRUCTION#Sound of Destruction#
|
||||
4068,2430,5,2428,1,0,0,0,0,0,0,0,0 //WM_SATURDAY_NIGHT_FEVER#Saturday Night Fever#
|
||||
4068,2431,5,2381,1,2382,1,2383,1,0,0,0,0 //WM_LERADS_DEW#Lerad's Dew#
|
||||
4068,2432,5,2427,1,0,0,0,0,0,0,0,0 //WM_MELODYOFSINK#Melody Of Sink#
|
||||
4068,2433,5,2431,1,0,0,0,0,0,0,0,0 //WM_BEYOND_OF_WARCRY#Warcry Of Beyond#
|
||||
4068,2434,5,2429,1,2433,1,0,0,0,0,0,0 //WM_UNLIMITED_HUMMING_VOICE#Unlimited Humming Voice#
|
||||
//Wanderer (non-trans)
|
||||
4069,1,9,0,0,0,0,0,0,0,0,0,0 //NV_BASIC#Basic Skill#
|
||||
4069,142,1,0,0,0,0,0,0,0,0,0,0 //NV_FIRSTAID#First Aid#
|
||||
4069,43,10,0,0,0,0,0,0,0,0,0,0 //AC_OWL#Owl's Eye#
|
||||
4069,44,10,43,3,0,0,0,0,0,0,0,0 //AC_VULTURE#Vulture's Eye#
|
||||
4069,45,10,44,1,0,0,0,0,0,0,0,0 //AC_CONCENTRATION#Improve Concentration#
|
||||
4069,46,10,0,0,0,0,0,0,0,0,0,0 //AC_DOUBLE#Double Strafe#
|
||||
4069,47,10,46,5,0,0,0,0,0,0,0,0 //AC_SHOWER#Arrow Shower#
|
||||
4069,147,1,0,0,0,0,0,0,0,0,0,0 //AC_MAKINGARROW#Arrow Crafting#
|
||||
4069,148,1,0,0,0,0,0,0,0,0,0,0 //AC_CHARGEARROW#Arrow Repel#
|
||||
4069,323,10,0,0,0,0,0,0,0,0,0,0 //DC_DANCINGLESSON#Dance Lessons#
|
||||
4069,324,5,323,3,0,0,0,0,0,0,0,0 //DC_THROWARROW#Slinging Arrow#
|
||||
4069,325,5,323,1,304,1,0,0,0,0,0,0 //DC_UGLYDANCE#Hip Shaker#
|
||||
4069,326,5,305,1,0,0,0,0,0,0,0,0 //DC_SCREAM#Dazzler#
|
||||
4069,327,10,325,3,0,0,0,0,0,0,0,0 //DC_HUMMING#Focus Ballet#
|
||||
4069,328,10,325,3,0,0,0,0,0,0,0,0 //DC_DONTFORGETME#Slow Grace#
|
||||
4069,329,10,325,3,0,0,0,0,0,0,0,0 //DC_FORTUNEKISS#Lady Luck#
|
||||
4069,330,10,325,3,0,0,0,0,0,0,0,0 //DC_SERVICEFORYOU#Gypsy's Kiss#
|
||||
4069,304,1,0,0,0,0,0,0,0,0,0,0 //BD_ADAPTATION#Amp#
|
||||
4069,305,1,304,1,0,0,0,0,0,0,0,0 //BD_ENCORE#Encore#
|
||||
4069,306,1,327,10,0,0,0,0,0,0,0,0 //BD_LULLABY#Lullaby#
|
||||
4069,307,5,313,3,0,0,0,0,0,0,0,0 //BD_RICHMANKIM#Mental Sensing#
|
||||
4069,308,1,311,1,0,0,0,0,0,0,0,0 //BD_ETERNALCHAOS#Down Tempo#
|
||||
4069,309,5,330,10,0,0,0,0,0,0,0,0 //BD_DRUMBATTLEFIELD#Battle Theme#
|
||||
4069,310,5,309,3,0,0,0,0,0,0,0,0 //BD_RINGNIBELUNGEN#Harmonic Lick#
|
||||
4069,311,1,328,10,0,0,0,0,0,0,0,0 //BD_ROKISWEIL#Classical Pluck#
|
||||
4069,312,1,306,1,0,0,0,0,0,0,0,0 //BD_INTOABYSS#Power Chord#
|
||||
4069,313,5,329,10,0,0,0,0,0,0,0,0 //BD_SIEGFRIED#Acoustic Rhythm#
|
||||
4069,1011,1,0,0,0,0,0,0,0,0,0,0 //DC_WINKCHARM#Wink of Charm#
|
||||
4069,410,1,0,0,0,0,0,0,0,0,0,0 //WE_CALLBABY#Call Baby#
|
||||
4069,681,1,0,0,0,0,0,0,0,0,0,0 //ALL_INCCARRY#Enlarge Weight Limit R#
|
||||
4069,2350,5,2422,1,0,0,0,0,0,0,0,0 //WA_SWING_DANCE#Swing Dance#
|
||||
4069,2351,5,2422,1,0,0,0,0,0,0,0,0 //WA_SYMPHONY_OF_LOVER#Symphony of Lovers#
|
||||
4069,2352,5,2422,1,0,0,0,0,0,0,0,0 //WA_MOONLIT_SERENADE#Moonlit Serenade#
|
||||
4069,2412,10,0,0,0,0,0,0,0,0,0,0 //WM_LESSON#Lesson#
|
||||
4069,2413,5,2417,1,0,0,0,0,0,0,0,0 //WM_METALICSOUND#Metallic Sound#
|
||||
4069,2414,5,325,5,0,0,0,0,0,0,0,0 //WM_REVERBERATION#Reverberation#
|
||||
4069,2417,1,2414,1,0,0,0,0,0,0,0,0 //WM_DOMINION_IMPULSE#Dominion Impulse#
|
||||
4069,2418,5,324,5,0,0,0,0,0,0,0,0 //WM_SEVERE_RAINSTORM#Severe Rainstorm#
|
||||
4069,2419,5,2412,1,0,0,0,0,0,0,0,0 //WM_POEMOFNETHERWORLD#Poem Of The Netherworld#
|
||||
4069,2420,5,2419,3,0,0,0,0,0,0,0,0 //WM_VOICEOFSIREN#Voice Of Siren#
|
||||
4069,2421,5,2423,3,0,0,0,0,0,0,0,0 //WM_DEADHILLHERE#Valley Of Death#
|
||||
4069,2422,5,2412,1,0,0,0,0,0,0,0,0 //WM_LULLABY_DEEPSLEEP#Deep Sleep Lullaby#
|
||||
4069,2423,5,2412,1,0,0,0,0,0,0,0,0 //WM_SIRCLEOFNATURE#Circle Of Nature's Sound#
|
||||
4069,2424,5,2419,1,0,0,0,0,0,0,0,0 //WM_RANDOMIZESPELL#Improvised Song#
|
||||
4069,2425,5,2424,1,0,0,0,0,0,0,0,0 //WM_GLOOMYDAY#Gloomy Day#
|
||||
4069,2426,5,2413,1,0,0,0,0,0,0,0,0 //WM_GREAT_ECHO#Great Echo#
|
||||
4069,2427,5,2350,1,2351,1,2352,1,0,0,0,0 //WM_SONG_OF_MANA#Song Of Mana#
|
||||
4069,2428,5,2350,1,2351,1,2352,1,0,0,0,0 //WM_DANCE_WITH_WUG#Dance With A Warg#
|
||||
4069,2429,5,2430,3,2432,3,0,0,0,0,0,0 //WM_SOUND_OF_DESTRUCTION#Sound of Destruction#
|
||||
4069,2430,5,2428,1,0,0,0,0,0,0,0,0 //WM_SATURDAY_NIGHT_FEVER#Saturday Night Fever#
|
||||
4069,2431,5,2350,1,2351,1,2352,1,0,0,0,0 //WM_LERADS_DEW#Lerad's Dew#
|
||||
4069,2432,5,2427,1,0,0,0,0,0,0,0,0 //WM_MELODYOFSINK#Melody Of Sink#
|
||||
4069,2433,5,2431,1,0,0,0,0,0,0,0,0 //WM_BEYOND_OF_WARCRY#Warcry Of Beyond#
|
||||
4069,2434,5,2429,1,2433,1,0,0,0,0,0,0 //WM_UNLIMITED_HUMMING_VOICE#Unlimited Humming Voice#
|
||||
//Sura (non-trans)
|
||||
4070,1,9,0,0,0,0,0,0,0,0,0,0 //NV_BASIC#Basic Skill#
|
||||
4070,142,1,0,0,0,0,0,0,0,0,0,0 //NV_FIRSTAID#First Aid#
|
||||
@ -3156,6 +3266,128 @@
|
||||
4073,2323,5,2311,3,0,0,0,0,0,0,0,0 //LG_EARTHDRIVE#Earth Drive#
|
||||
4073,2324,5,2318,3,2319,3,0,0,0,0,0,0 //LG_HESPERUSLIT#Hesperus Lit#
|
||||
4073,2325,5,2315,3,2321,4,2322,5,0,0,0,0 //LG_INSPIRATION#Inspiration#
|
||||
//Minstrel (Trans)
|
||||
4075,1,9,0,0,0,0,0,0,0,0,0,0 //NV_BASIC#Basic Skill#
|
||||
4075,142,1,0,0,0,0,0,0,0,0,0,0 //NV_FIRSTAID#First Aid#
|
||||
4075,43,10,0,0,0,0,0,0,0,0,0,0 //AC_OWL#Owl's Eye#
|
||||
4075,44,10,43,3,0,0,0,0,0,0,0,0 //AC_VULTURE#Vulture's Eye#
|
||||
4075,45,10,44,1,0,0,0,0,0,0,0,0 //AC_CONCENTRATION#Improve Concentration#
|
||||
4075,46,10,0,0,0,0,0,0,0,0,0,0 //AC_DOUBLE#Double Strafe#
|
||||
4075,47,10,46,5,0,0,0,0,0,0,0,0 //AC_SHOWER#Arrow Shower#
|
||||
4075,147,1,0,0,0,0,0,0,0,0,0,0 //AC_MAKINGARROW#Arrow Crafting#
|
||||
4075,148,1,0,0,0,0,0,0,0,0,0,0 //AC_CHARGEARROW#Arrow Repel#
|
||||
4075,315,10,0,0,0,0,0,0,0,0,0,0 //BA_MUSICALLESSON#Music Lesson#
|
||||
4075,316,5,315,3,0,0,0,0,0,0,0,0 //BA_MUSICALSTRIKE#Melody Strike#
|
||||
4075,317,5,315,1,304,1,0,0,0,0,0,0 //BA_DISSONANCE#Unchained Serenade#
|
||||
4075,318,5,305,1,0,0,0,0,0,0,0,0 //BA_FROSTJOKE#Unbarring Octave#
|
||||
4075,319,10,317,3,0,0,0,0,0,0,0,0 //BA_WHISTLE#Perfect Tablature#
|
||||
4075,320,10,317,3,0,0,0,0,0,0,0,0 //BA_ASSASSINCROSS#Impressive Riff#
|
||||
4075,321,10,317,3,0,0,0,0,0,0,0,0 //BA_POEMBRAGI#Magic Strings#
|
||||
4075,322,10,317,3,0,0,0,0,0,0,0,0 //BA_APPLEIDUN#Song of Lutie#
|
||||
4075,304,1,0,0,0,0,0,0,0,0,0,0 //BD_ADAPTATION#Amp#
|
||||
4075,305,1,304,1,0,0,0,0,0,0,0,0 //BD_ENCORE#Encore#
|
||||
4075,306,1,319,10,0,0,0,0,0,0,0,0 //BD_LULLABY#Lullaby#
|
||||
4075,307,5,313,3,0,0,0,0,0,0,0,0 //BD_RICHMANKIM#Mental Sensing#
|
||||
4075,308,1,311,1,0,0,0,0,0,0,0,0 //BD_ETERNALCHAOS#Down Tempo#
|
||||
4075,309,5,322,10,0,0,0,0,0,0,0,0 //BD_DRUMBATTLEFIELD#Battle Theme#
|
||||
4075,310,5,309,3,0,0,0,0,0,0,0,0 //BD_RINGNIBELUNGEN#Harmonic Lick#
|
||||
4075,311,1,320,10,0,0,0,0,0,0,0,0 //BD_ROKISWEIL#Classical Pluck#
|
||||
4075,312,1,306,1,0,0,0,0,0,0,0,0 //BD_INTOABYSS#Power Chord#
|
||||
4075,313,5,321,10,0,0,0,0,0,0,0,0 //BD_SIEGFRIED#Acoustic Rhythm#
|
||||
4075,1010,1,0,0,0,0,0,0,0,0,0,0 //BA_PANGVOICE#Pang Voice#
|
||||
4075,394,10,47,5,316,1,0,0,0,0,0,0 //CG_ARROWVULCAN#Vulcan Arrow#
|
||||
4075,395,5,45,5,315,7,0,0,0,0,0,0 //CG_MOONLIT#Sheltering Bliss#
|
||||
4075,396,1,45,5,315,5,0,0,0,0,0,0 //CG_MARIONETTE#Marionette Control#
|
||||
4075,487,5,315,10,396,1,0,0,0,0,0,0 //CG_LONGINGFREEDOM#Longing for Freedom#
|
||||
4075,488,5,45,10,315,10,0,0,0,0,0,0 //CG_HERMODE#Wand of Hermod#
|
||||
4075,489,5,45,10,317,3,0,0,0,0,0,0 //CG_TAROTCARD#Tarot Card of Fate#
|
||||
4075,410,1,0,0,0,0,0,0,0,0,0,0 //WE_CALLBABY#Call Baby#
|
||||
4075,681,1,0,0,0,0,0,0,0,0,0,0 //ALL_INCCARRY#Enlarge Weight Limit R#
|
||||
4075,2381,5,2422,1,0,0,0,0,0,0,0,0 //MI_RUSH_WINDMILL#Windmill Rush Attack#
|
||||
4075,2382,5,2422,1,0,0,0,0,0,0,0,0 //MI_ECHOSONG#Echo Song#
|
||||
4075,2383,5,2422,1,0,0,0,0,0,0,0,0 //MI_HARMONIZE#Harmonize#
|
||||
4075,2412,10,0,0,0,0,0,0,0,0,0,0 //WM_LESSON#Lesson#
|
||||
4075,2413,5,2417,1,0,0,0,0,0,0,0,0 //WM_METALICSOUND#Metallic Sound#
|
||||
4075,2414,5,317,5,0,0,0,0,0,0,0,0 //WM_REVERBERATION#Reverberation#
|
||||
4075,2417,1,2414,1,0,0,0,0,0,0,0,0 //WM_DOMINION_IMPULSE#Dominion Impulse#
|
||||
4075,2418,5,316,5,0,0,0,0,0,0,0,0 //WM_SEVERE_RAINSTORM#Severe Rainstorm#
|
||||
4075,2419,5,2412,1,0,0,0,0,0,0,0,0 //WM_POEMOFNETHERWORLD#Poem Of The Netherworld#
|
||||
4075,2420,5,2419,3,0,0,0,0,0,0,0,0 //WM_VOICEOFSIREN#Voice Of Siren#
|
||||
4075,2421,5,2423,3,0,0,0,0,0,0,0,0 //WM_DEADHILLHERE#Valley Of Death#
|
||||
4075,2422,5,2412,1,0,0,0,0,0,0,0,0 //WM_LULLABY_DEEPSLEEP#Deep Sleep Lullaby#
|
||||
4075,2423,5,2412,1,0,0,0,0,0,0,0,0 //WM_SIRCLEOFNATURE#Circle Of Nature's Sound#
|
||||
4075,2424,5,2419,1,0,0,0,0,0,0,0,0 //WM_RANDOMIZESPELL#Improvised Song#
|
||||
4075,2425,5,2424,1,0,0,0,0,0,0,0,0 //WM_GLOOMYDAY#Gloomy Day#
|
||||
4075,2426,5,2413,1,0,0,0,0,0,0,0,0 //WM_GREAT_ECHO#Great Echo#
|
||||
4075,2427,5,2381,1,2382,1,2383,1,0,0,0,0 //WM_SONG_OF_MANA#Song Of Mana#
|
||||
4075,2428,5,2381,1,2382,1,2383,1,0,0,0,0 //WM_DANCE_WITH_WUG#Dance With A Warg#
|
||||
4075,2429,5,2430,3,2432,3,0,0,0,0,0,0 //WM_SOUND_OF_DESTRUCTION#Sound of Destruction#
|
||||
4075,2430,5,2428,1,0,0,0,0,0,0,0,0 //WM_SATURDAY_NIGHT_FEVER#Saturday Night Fever#
|
||||
4075,2431,5,2381,1,2382,1,2383,1,0,0,0,0 //WM_LERADS_DEW#Lerad's Dew#
|
||||
4075,2432,5,2427,1,0,0,0,0,0,0,0,0 //WM_MELODYOFSINK#Melody Of Sink#
|
||||
4075,2433,5,2431,1,0,0,0,0,0,0,0,0 //WM_BEYOND_OF_WARCRY#Warcry Of Beyond#
|
||||
4075,2434,5,2429,1,2433,1,0,0,0,0,0,0 //WM_UNLIMITED_HUMMING_VOICE#Unlimited Humming Voice#
|
||||
//Wanderer (Trans)
|
||||
4076,1,9,0,0,0,0,0,0,0,0,0,0 //NV_BASIC#Basic Skill#
|
||||
4076,142,1,0,0,0,0,0,0,0,0,0,0 //NV_FIRSTAID#First Aid#
|
||||
4076,43,10,0,0,0,0,0,0,0,0,0,0 //AC_OWL#Owl's Eye#
|
||||
4076,44,10,43,3,0,0,0,0,0,0,0,0 //AC_VULTURE#Vulture's Eye#
|
||||
4076,45,10,44,1,0,0,0,0,0,0,0,0 //AC_CONCENTRATION#Improve Concentration#
|
||||
4076,46,10,0,0,0,0,0,0,0,0,0,0 //AC_DOUBLE#Double Strafe#
|
||||
4076,47,10,46,5,0,0,0,0,0,0,0,0 //AC_SHOWER#Arrow Shower#
|
||||
4076,147,1,0,0,0,0,0,0,0,0,0,0 //AC_MAKINGARROW#Arrow Crafting#
|
||||
4076,148,1,0,0,0,0,0,0,0,0,0,0 //AC_CHARGEARROW#Arrow Repel#
|
||||
4076,323,10,0,0,0,0,0,0,0,0,0,0 //DC_DANCINGLESSON#Dance Lessons#
|
||||
4076,324,5,323,3,0,0,0,0,0,0,0,0 //DC_THROWARROW#Slinging Arrow#
|
||||
4076,325,5,323,1,304,1,0,0,0,0,0,0 //DC_UGLYDANCE#Hip Shaker#
|
||||
4076,326,5,305,1,0,0,0,0,0,0,0,0 //DC_SCREAM#Dazzler#
|
||||
4076,327,10,325,3,0,0,0,0,0,0,0,0 //DC_HUMMING#Focus Ballet#
|
||||
4076,328,10,325,3,0,0,0,0,0,0,0,0 //DC_DONTFORGETME#Slow Grace#
|
||||
4076,329,10,325,3,0,0,0,0,0,0,0,0 //DC_FORTUNEKISS#Lady Luck#
|
||||
4076,330,10,325,3,0,0,0,0,0,0,0,0 //DC_SERVICEFORYOU#Gypsy's Kiss#
|
||||
4076,304,1,0,0,0,0,0,0,0,0,0,0 //BD_ADAPTATION#Amp#
|
||||
4076,305,1,304,1,0,0,0,0,0,0,0,0 //BD_ENCORE#Encore#
|
||||
4076,306,1,327,10,0,0,0,0,0,0,0,0 //BD_LULLABY#Lullaby#
|
||||
4076,307,5,313,3,0,0,0,0,0,0,0,0 //BD_RICHMANKIM#Mental Sensing#
|
||||
4076,308,1,311,1,0,0,0,0,0,0,0,0 //BD_ETERNALCHAOS#Down Tempo#
|
||||
4076,309,5,330,10,0,0,0,0,0,0,0,0 //BD_DRUMBATTLEFIELD#Battle Theme#
|
||||
4076,310,5,309,3,0,0,0,0,0,0,0,0 //BD_RINGNIBELUNGEN#Harmonic Lick#
|
||||
4076,311,1,328,10,0,0,0,0,0,0,0,0 //BD_ROKISWEIL#Classical Pluck#
|
||||
4076,312,1,306,1,0,0,0,0,0,0,0,0 //BD_INTOABYSS#Power Chord#
|
||||
4076,313,5,329,10,0,0,0,0,0,0,0,0 //BD_SIEGFRIED#Acoustic Rhythm#
|
||||
4076,1011,1,0,0,0,0,0,0,0,0,0,0 //DC_WINKCHARM#Wink of Charm#
|
||||
4076,394,10,47,5,324,1,0,0,0,0,0,0 //CG_ARROWVULCAN#Vulcan Arrow#
|
||||
4076,395,5,45,5,323,7,0,0,0,0,0,0 //CG_MOONLIT#Sheltering Bliss#
|
||||
4076,396,1,45,5,323,5,0,0,0,0,0,0 //CG_MARIONETTE#Marionette Control#
|
||||
4076,487,5,323,10,396,1,0,0,0,0,0,0 //CG_LONGINGFREEDOM#Longing for Freedom#
|
||||
4076,488,5,45,10,323,10,0,0,0,0,0,0 //CG_HERMODE#Wand of Hermod#
|
||||
4076,489,5,45,10,325,3,0,0,0,0,0,0 //CG_TAROTCARD#Tarot Card of Fate#
|
||||
4076,410,1,0,0,0,0,0,0,0,0,0,0 //WE_CALLBABY#Call Baby#
|
||||
4076,681,1,0,0,0,0,0,0,0,0,0,0 //ALL_INCCARRY#Enlarge Weight Limit R#
|
||||
4076,2350,5,2422,1,0,0,0,0,0,0,0,0 //WA_SWING_DANCE#Swing Dance#
|
||||
4076,2351,5,2422,1,0,0,0,0,0,0,0,0 //WA_SYMPHONY_OF_LOVER#Symphony of Lovers#
|
||||
4076,2352,5,2422,1,0,0,0,0,0,0,0,0 //WA_MOONLIT_SERENADE#Moonlit Serenade#
|
||||
4076,2412,10,0,0,0,0,0,0,0,0,0,0 //WM_LESSON#Lesson#
|
||||
4076,2413,5,2417,1,0,0,0,0,0,0,0,0 //WM_METALICSOUND#Metallic Sound#
|
||||
4076,2414,5,325,5,0,0,0,0,0,0,0,0 //WM_REVERBERATION#Reverberation#
|
||||
4076,2417,1,2414,1,0,0,0,0,0,0,0,0 //WM_DOMINION_IMPULSE#Dominion Impulse#
|
||||
4076,2418,5,324,5,0,0,0,0,0,0,0,0 //WM_SEVERE_RAINSTORM#Severe Rainstorm#
|
||||
4076,2419,5,2412,1,0,0,0,0,0,0,0,0 //WM_POEMOFNETHERWORLD#Poem Of The Netherworld#
|
||||
4076,2420,5,2419,3,0,0,0,0,0,0,0,0 //WM_VOICEOFSIREN#Voice Of Siren#
|
||||
4076,2421,5,2423,3,0,0,0,0,0,0,0,0 //WM_DEADHILLHERE#Valley Of Death#
|
||||
4076,2422,5,2412,1,0,0,0,0,0,0,0,0 //WM_LULLABY_DEEPSLEEP#Deep Sleep Lullaby#
|
||||
4076,2423,5,2412,1,0,0,0,0,0,0,0,0 //WM_SIRCLEOFNATURE#Circle Of Nature's Sound#
|
||||
4076,2424,5,2419,1,0,0,0,0,0,0,0,0 //WM_RANDOMIZESPELL#Improvised Song#
|
||||
4076,2425,5,2424,1,0,0,0,0,0,0,0,0 //WM_GLOOMYDAY#Gloomy Day#
|
||||
4076,2426,5,2413,1,0,0,0,0,0,0,0,0 //WM_GREAT_ECHO#Great Echo#
|
||||
4076,2427,5,2350,1,2351,1,2352,1,0,0,0,0 //WM_SONG_OF_MANA#Song Of Mana#
|
||||
4076,2428,5,2350,1,2351,1,2352,1,0,0,0,0 //WM_DANCE_WITH_WUG#Dance With A Warg#
|
||||
4076,2429,5,2430,3,2432,3,0,0,0,0,0,0 //WM_SOUND_OF_DESTRUCTION#Sound of Destruction#
|
||||
4076,2430,5,2428,1,0,0,0,0,0,0,0,0 //WM_SATURDAY_NIGHT_FEVER#Saturday Night Fever#
|
||||
4076,2431,5,2350,1,2351,1,2352,1,0,0,0,0 //WM_LERADS_DEW#Lerad's Dew#
|
||||
4076,2432,5,2427,1,0,0,0,0,0,0,0,0 //WM_MELODYOFSINK#Melody Of Sink#
|
||||
4076,2433,5,2431,1,0,0,0,0,0,0,0,0 //WM_BEYOND_OF_WARCRY#Warcry Of Beyond#
|
||||
4076,2434,5,2429,1,2433,1,0,0,0,0,0,0 //WM_UNLIMITED_HUMMING_VOICE#Unlimited Humming Voice#
|
||||
//Sura (Trans)
|
||||
4077,1,9,0,0,0,0,0,0,0,0,0,0 //NV_BASIC#Basic Skill#
|
||||
4077,142,1,0,0,0,0,0,0,0,0,0,0 //NV_FIRSTAID#First Aid#
|
||||
|
@ -124,6 +124,10 @@
|
||||
|
||||
2319,0xec, , 0, 3,5000,all, 0x000 //LG_BANDING
|
||||
|
||||
2414,0xda, , 0, 1,1000,enemy, 0x008 //WM_REVERBERATION
|
||||
2418,0xdb, , 0, 5, 300,enemy, 0x800 //WM_SEVERE_RAINSTORM
|
||||
2419,0xde, , 0, 1,1000,enemy, 0x010 //WM_POEMOFNETHERWORLD
|
||||
|
||||
8208,0x86, , 0, 2,1000,enemy, 0x080 //MA_SHOWER
|
||||
8209,0x90, , 0, 1,1000,enemy, 0x006 //MA_SKIDTRAP
|
||||
8210,0x93, , 0, 0,1000,enemy, 0x006 //MA_LANDMINE
|
||||
|
@ -37,6 +37,7 @@
|
||||
// 0x0800- usable only on guild-mates (and enemies if skill is offensive)
|
||||
// 0x1000- disable usage on enemies (for non-offensive skills).
|
||||
// 0x2000- skill ignores land protector (e.g. arrow shower)
|
||||
// 0x4000- chorus skill
|
||||
// 13 maxcount: max amount of skill instances to place on the ground when
|
||||
// player_land_skill_limit/monster_land_skill_limit is enabled. For skills
|
||||
// that attack using a path, this is the path length to be used.
|
||||
@ -904,6 +905,44 @@
|
||||
2517,0,6,4,-1,0x2,3:4:5:6:7,5,1,no,0,0,0,weapon,0, SR_HOWLINGOFLION,Howling of Lion
|
||||
2518,11,6,2,-1,0x2,2:2:3:3:4,5,1,no,0,0,0,weapon,0, SR_RIDEINLIGHTNING,Ride In Lightening
|
||||
|
||||
//****
|
||||
// WA Wanderer
|
||||
2350,0,6,4,0,0x3,7:8:9:10:11,5,1,yes,0,0,0,none,0, WA_SWING_DANCE,Swing Dance
|
||||
2351,0,6,4,0,0x3,7:8:9:10:11,5,1,yes,0,0,0,none,0, WA_SYMPHONY_OF_LOVER,Symphony of Lovers
|
||||
2352,0,6,4,0,0x3,7:8:9:10:11,5,1,yes,0,0,0,none,0, WA_MOONLIT_SERENADE,Moonlit Serenade
|
||||
|
||||
//****
|
||||
// MI Minstrel
|
||||
2381,0,6,4,0,0x3,7:8:9:10:11,5,1,yes,0,0,0,none,0, MI_RUSH_WINDMILL,Windmill Rush Attack
|
||||
2382,0,6,4,0,0x3,7:8:9:10:11,5,1,yes,0,0,0,none,0, MI_ECHOSONG,Echo Song
|
||||
2383,9,6,16,0,0x1,0,5,1,yes,0,0,0,none,0, MI_HARMONIZE,Harmonize
|
||||
|
||||
//****
|
||||
// WM Wanderer/Minstrel
|
||||
2412,0,0,0,0,0,0,10,0,no,0,0,0,none,0, WM_LESSON,Lesson
|
||||
2413,9,8,1,-1,0,0,5,-2:-2:-3:-3:-4,yes,0,0,0,magic,0, WM_METALICSOUND,Metallic Sound
|
||||
2414,9,6,2,-1,0x3,1,5,1,yes,0,0x80,3,none,0, WM_REVERBERATION,Reverberation //CHECK May need to recode. Testing needed.
|
||||
2415,0,6,1,-1,0x2,1,5,1,no,0,0,0,weapon,0, WM_REVERBERATION_MELEE,Reverberation Melee
|
||||
2416,0,6,1,-1,0x2,1,5,1,no,0,0,0,magic,0, WM_REVERBERATION_MAGIC,Reverberation Magic
|
||||
2417,11,6,2,0,0x3,5,1,1,no,0,0,0,none,0, WM_DOMINION_IMPULSE,Dominion Impulse
|
||||
2418,9,6,2,-1,0x1,0,5,1,yes,0,0,0,none,0, WM_SEVERE_RAINSTORM,Severe Rainstorm
|
||||
2419,9,6,2,0,0x3,1,5,1,yes,0,0x80,5,none,0, WM_POEMOFNETHERWORLD,Poem of The Netherworld //CHECK May need to recode too.
|
||||
2420,0,6,4,0,0x2,2:3:4:5:6,5,1,yes,0,0,0,none,0, WM_VOICEOFSIREN,Voice of Siren
|
||||
2421,7,6,16,0,0x1,0,5,1,yes,0,0,0,none,0, WM_DEADHILLHERE,Valley of Death
|
||||
2422,7,6,2,0,0x3,5:6:7:8:9,5,1,yes,0,0,0,none,0, WM_LULLABY_DEEPSLEEP,Deep Sleep Lullaby
|
||||
2423,0,6,4,0,0x3,3:4:5:6:7,5,1,yes,0,0,0,none,0, WM_SIRCLEOFNATURE,Circle of Nature's Sound
|
||||
2424,9,6,4,0,0x1,0,5,1,yes,0,0,0,magic,0, WM_RANDOMIZESPELL,Improvised Song
|
||||
2425,9,6,16,0,0x1,0,5,1,yes,0,0,0,none,0, WM_GLOOMYDAY,Gloomy Day
|
||||
2426,9,6,2,0,0x2,2:3:3:4:4,5,1,yes,0,0x4000,0,weapon,0, WM_GREAT_ECHO,Great Echo
|
||||
2427,0,6,4,0,0x3,5:6:7:8:9,5,1,yes,0,0x4000,0,none,0, WM_SONG_OF_MANA,Song of Mana
|
||||
2428,0,6,4,0,0x3,5:6:7:8:9,5,1,yes,0,0x4000,0,none,0, WM_DANCE_WITH_WUG,Dance With A Warg
|
||||
2429,9,6,1,0,0x2,2:2:3:3:4,5,1,yes,0,0x4000,0,weapon,0, WM_SOUND_OF_DESTRUCTION,Sound of Destruction //CHECK Source shows its magic attack. Need to confirm before changing.
|
||||
2430,0,6,4,0,0x3,3:4:5:6:7,5,1,yes,0,0x4000,0,none,0, WM_SATURDAY_NIGHT_FEVER,Saturday Night Fever
|
||||
2431,0,6,4,0,0x3,5,5,1,yes,0,0x4000,0,magic,0, WM_LERADS_DEW,Lerad's Dew
|
||||
2432,0,6,4,0,0x3,5,5,1,yes,0,0x4000,0,none,0, WM_MELODYOFSINK,Melody of Sink
|
||||
2433,0,6,4,0,0x3,5,5,1,yes,0,0x4000,0,none,0, WM_BEYOND_OF_WARCRY,Warcry of Beyond
|
||||
2434,0,6,4,0,0x3,5,5,1,yes,0,0x4000,0,none,0, WM_UNLIMITED_HUMMING_VOICE,Unlimited Humming Voice
|
||||
|
||||
|
||||
//2021,0,0,0,0,0,0,9,0,no,0,0,0,none,0 GC_VENOMIMPRESS,
|
||||
//2022,0,0,0,0,0,0,9,0,no,0,0,0,none,0 GC_CROSSIMPACT,
|
||||
|
@ -686,6 +686,42 @@
|
||||
2517,0,0,40:45:50:55:60,0,0,0,99,0,0,none,1:2:3:4:5,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //SR_HOWLINGOFLION#Howling of Lion#
|
||||
2518,0,0,40:50:60:70:80,0,0,0,99,0,0,none,1:2:3:4:5,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //SR_RIDEINLIGHTNING#Ride In Lightening#
|
||||
|
||||
//****
|
||||
// WA Wanderer
|
||||
2350,0,0,96:112:128:144:160,0,0,0,13:14,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //WA_SWING_DANCE#Swing Dance#
|
||||
2351,0,0,60:69:78:87:96,0,0,0,13:14,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //WA_SYMPHONY_OF_LOVER#Symphony of Lover#
|
||||
2352,0,0,84:96:108:120:134,0,0,0,13:14,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //WA_MOONLIT_SERENADE#Moonlit Serenade#
|
||||
|
||||
//****
|
||||
// MI Minstrel
|
||||
2381,0,0,82:88:94:100:106,0,0,0,13:14,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //MI_RUSH_WINDMILL#Windmill Rush Attack#
|
||||
2382,0,0,86:92:98:104:110,0,0,0,13:14,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //MI_ECHOSONG#Echo Song#
|
||||
2383,0,0,70:75:80:85:90,0,0,0,13:14,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //MI_HARMONIZE#Harmonize#
|
||||
|
||||
//****
|
||||
// WM Wanderer/Minstrel
|
||||
2413,0,0,64:68:72:76:80,0,0,0,99,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //WM_METALICSOUND#Metallic Sound#
|
||||
2414,0,0,28:32:38:42:48,0,0,0,99,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //WM_REVERBERATION#Reverberation#
|
||||
2415,0,0,1,0,0,0,99,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //WM_REVERBERATION_MELEE#Reverberation Melee#
|
||||
2416,0,0,1,0,0,0,99,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //WM_REVERBERATION_MAGIC#Reverberation Magic#
|
||||
2417,0,0,10,0,0,0,99,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //WM_DOMINION_IMPULSE#Dominion Impulse#
|
||||
2418,0,0,80:90:100:110:120,0,0,0,11,1,20,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //WM_SEVERE_RAINSTORM#Severe Rainstorm#
|
||||
2419,0,0,12:16:20:24:28,0,0,0,99,0,0,none,0,11513,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //WM_POEMOFNETHERWORLD#Poem of Netherworld#
|
||||
2420,0,0,48:56:64:72:80,0,0,0,13:14,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //WM_VOICEOFSIREN#Voice of Siren#
|
||||
2421,0,0,50:53:56:59:62,0,0,0,99,0,0,none,0,6144,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //WM_DEADHILLHERE#Valley of Death#
|
||||
2422,0,0,80:90:100:110:120,0,0,0,13:14,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //WM_LULLABY_DEEPSLEEP#Deep Sleep Lullaby#
|
||||
2423,0,0,42:46:50:54:58,0,0,0,13:14,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //WM_SIRCLEOFNATURE#Circle of Nature's Sound#
|
||||
2424,0,0,40:45:50:55:60,0,0,0,13:14,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //WM_RANDOMIZESPELL#Improvised Song#
|
||||
2425,0,0,60,0,0,0,99,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //MW_GLOOMYDAY#Gloomy Day#
|
||||
2426,0,0,80:90:100:110:120,0,0,0,99,0,0,none,0,11513,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //WM_GREAT_ECHO#Great Echo# - Missing 1 Lozange. Need item ID.
|
||||
2427,0,0,120:140:160:180:200,0,0,0,99,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //WM_SONG_OF_MANA#Song of Mana#
|
||||
2428,0,0,120:140:160:180:200,0,0,0,99,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //WM_DANCE_WITH_WUG#Dance With Warg#
|
||||
2429,0,0,50:60:70:80:90,0,0,0,99,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //WM_SOUND_OF_DESTRUCTION#Sound of Destruction#
|
||||
2430,0,0,150:160:170:180:190,0,0,0,99,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //WM_SATURDAY_NIGHT_FEVER#Saturday Night Fever#
|
||||
2431,0,0,120:130:140:150:160,0,0,0,99,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //WM_LERADS_DEW#Lerad's Dew#
|
||||
2432,0,0,120:130:140:150:160,0,0,0,99,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //WM_MELODYOFSINK#Melody of Sink#
|
||||
2433,0,0,120:130:140:150:160,0,0,0,99,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //WM_WARCRY_OF_BEYOND#Warcry of Beyond#
|
||||
2434,0,0,120:130:140:150:160,0,0,0,99,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //WM_UNLIMITED_HUMMING_VOICE#Unlimited Humming Voice#
|
||||
|
||||
//2533,0,0,1,0,0,0,99,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //ALL_ODINS_RECALL#Odin's Recall#
|
||||
2534,0,0,1,0,0,0,99,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //RETURN_TO_ELDICASTES#Return To Eldicastes#
|
||||
|
@ -2983,6 +2983,116 @@
|
||||
4066,2323,5,2311,3,0,0,0,0,0,0,0,0 //LG_EARTHDRIVE#Earth Drive#
|
||||
4066,2324,5,2318,3,2319,3,0,0,0,0,0,0 //LG_HESPERUSLIT#Hesperus Lit#
|
||||
4066,2325,5,2315,3,2321,4,2322,5,0,0,0,0 //LG_INSPIRATION#Inspiration#
|
||||
//Minstrel (non-trans)
|
||||
4068,1,9,0,0,0,0,0,0,0,0,0,0 //NV_BASIC#Basic Skill#
|
||||
4068,142,1,0,0,0,0,0,0,0,0,0,0 //NV_FIRSTAID#First Aid#
|
||||
4068,43,10,0,0,0,0,0,0,0,0,0,0 //AC_OWL#Owl's Eye#
|
||||
4068,44,10,43,3,0,0,0,0,0,0,0,0 //AC_VULTURE#Vulture's Eye#
|
||||
4068,45,10,44,1,0,0,0,0,0,0,0,0 //AC_CONCENTRATION#Improve Concentration#
|
||||
4068,46,10,0,0,0,0,0,0,0,0,0,0 //AC_DOUBLE#Double Strafe#
|
||||
4068,47,10,46,5,0,0,0,0,0,0,0,0 //AC_SHOWER#Arrow Shower#
|
||||
4068,147,1,0,0,0,0,0,0,0,0,0,0 //AC_MAKINGARROW#Arrow Crafting#
|
||||
4068,148,1,0,0,0,0,0,0,0,0,0,0 //AC_CHARGEARROW#Arrow Repel#
|
||||
4068,315,10,0,0,0,0,0,0,0,0,0,0 //BA_MUSICALLESSON#Music Lesson#
|
||||
4068,316,5,315,3,0,0,0,0,0,0,0,0 //BA_MUSICALSTRIKE#Melody Strike#
|
||||
4068,317,5,315,1,304,1,0,0,0,0,0,0 //BA_DISSONANCE#Unchained Serenade#
|
||||
4068,318,5,305,1,0,0,0,0,0,0,0,0 //BA_FROSTJOKE#Unbarring Octave#
|
||||
4068,319,10,317,3,0,0,0,0,0,0,0,0 //BA_WHISTLE#Perfect Tablature#
|
||||
4068,320,10,317,3,0,0,0,0,0,0,0,0 //BA_ASSASSINCROSS#Impressive Riff#
|
||||
4068,321,10,317,3,0,0,0,0,0,0,0,0 //BA_POEMBRAGI#Magic Strings#
|
||||
4068,322,10,317,3,0,0,0,0,0,0,0,0 //BA_APPLEIDUN#Song of Lutie#
|
||||
4068,304,1,0,0,0,0,0,0,0,0,0,0 //BD_ADAPTATION#Amp#
|
||||
4068,305,1,304,1,0,0,0,0,0,0,0,0 //BD_ENCORE#Encore#
|
||||
4068,306,1,319,10,0,0,0,0,0,0,0,0 //BD_LULLABY#Lullaby#
|
||||
4068,307,5,313,3,0,0,0,0,0,0,0,0 //BD_RICHMANKIM#Mental Sensing#
|
||||
4068,308,1,311,1,0,0,0,0,0,0,0,0 //BD_ETERNALCHAOS#Down Tempo#
|
||||
4068,309,5,322,10,0,0,0,0,0,0,0,0 //BD_DRUMBATTLEFIELD#Battle Theme#
|
||||
4068,310,5,309,3,0,0,0,0,0,0,0,0 //BD_RINGNIBELUNGEN#Harmonic Lick#
|
||||
4068,311,1,320,10,0,0,0,0,0,0,0,0 //BD_ROKISWEIL#Classical Pluck#
|
||||
4068,312,1,306,1,0,0,0,0,0,0,0,0 //BD_INTOABYSS#Power Chord#
|
||||
4068,313,5,321,10,0,0,0,0,0,0,0,0 //BD_SIEGFRIED#Acoustic Rhythm#
|
||||
4068,1010,1,0,0,0,0,0,0,0,0,0,0 //BA_PANGVOICE#Pang Voice#
|
||||
4068,410,1,0,0,0,0,0,0,0,0,0,0 //WE_CALLBABY#Call Baby#
|
||||
4068,681,1,0,0,0,0,0,0,0,0,0,0 //ALL_INCCARRY#Enlarge Weight Limit R#
|
||||
4068,2381,5,2422,1,0,0,0,0,0,0,0,0 //MI_RUSH_WINDMILL#Windmill Rush Attack#
|
||||
4068,2382,5,2422,1,0,0,0,0,0,0,0,0 //MI_ECHOSONG#Echo Song#
|
||||
4068,2383,5,2422,1,0,0,0,0,0,0,0,0 //MI_HARMONIZE#Harmonize#
|
||||
4068,2412,10,0,0,0,0,0,0,0,0,0,0 //WM_LESSON#Lesson#
|
||||
4068,2413,5,2417,1,0,0,0,0,0,0,0,0 //WM_METALICSOUND#Metallic Sound#
|
||||
4068,2414,5,317,5,0,0,0,0,0,0,0,0 //WM_REVERBERATION#Reverberation#
|
||||
4068,2417,1,2414,1,0,0,0,0,0,0,0,0 //WM_DOMINION_IMPULSE#Dominion Impulse#
|
||||
4068,2418,5,316,5,0,0,0,0,0,0,0,0 //WM_SEVERE_RAINSTORM#Severe Rainstorm#
|
||||
4068,2419,5,2412,1,0,0,0,0,0,0,0,0 //WM_POEMOFNETHERWORLD#Poem Of The Netherworld#
|
||||
4068,2420,5,2419,3,0,0,0,0,0,0,0,0 //WM_VOICEOFSIREN#Voice Of Siren#
|
||||
4068,2421,5,2423,3,0,0,0,0,0,0,0,0 //WM_DEADHILLHERE#Valley Of Death#
|
||||
4068,2422,5,2412,1,0,0,0,0,0,0,0,0 //WM_LULLABY_DEEPSLEEP#Deep Sleep Lullaby#
|
||||
4068,2423,5,2412,1,0,0,0,0,0,0,0,0 //WM_SIRCLEOFNATURE#Circle Of Nature's Sound#
|
||||
4068,2424,5,2419,1,0,0,0,0,0,0,0,0 //WM_RANDOMIZESPELL#Improvised Song#
|
||||
4068,2425,5,2424,1,0,0,0,0,0,0,0,0 //WM_GLOOMYDAY#Gloomy Day#
|
||||
4068,2426,5,2413,1,0,0,0,0,0,0,0,0 //WM_GREAT_ECHO#Great Echo#
|
||||
4068,2427,5,2381,1,2382,1,2383,1,0,0,0,0 //WM_SONG_OF_MANA#Song Of Mana#
|
||||
4068,2428,5,2381,1,2382,1,2383,1,0,0,0,0 //WM_DANCE_WITH_WUG#Dance With A Warg#
|
||||
4068,2429,5,2430,3,2432,3,0,0,0,0,0,0 //WM_SOUND_OF_DESTRUCTION#Sound of Destruction#
|
||||
4068,2430,5,2428,1,0,0,0,0,0,0,0,0 //WM_SATURDAY_NIGHT_FEVER#Saturday Night Fever#
|
||||
4068,2431,5,2381,1,2382,1,2383,1,0,0,0,0 //WM_LERADS_DEW#Lerad's Dew#
|
||||
4068,2432,5,2427,1,0,0,0,0,0,0,0,0 //WM_MELODYOFSINK#Melody Of Sink#
|
||||
4068,2433,5,2431,1,0,0,0,0,0,0,0,0 //WM_BEYOND_OF_WARCRY#Warcry Of Beyond#
|
||||
4068,2434,5,2429,1,2433,1,0,0,0,0,0,0 //WM_UNLIMITED_HUMMING_VOICE#Unlimited Humming Voice#
|
||||
//Wanderer (non-trans)
|
||||
4069,1,9,0,0,0,0,0,0,0,0,0,0 //NV_BASIC#Basic Skill#
|
||||
4069,142,1,0,0,0,0,0,0,0,0,0,0 //NV_FIRSTAID#First Aid#
|
||||
4069,43,10,0,0,0,0,0,0,0,0,0,0 //AC_OWL#Owl's Eye#
|
||||
4069,44,10,43,3,0,0,0,0,0,0,0,0 //AC_VULTURE#Vulture's Eye#
|
||||
4069,45,10,44,1,0,0,0,0,0,0,0,0 //AC_CONCENTRATION#Improve Concentration#
|
||||
4069,46,10,0,0,0,0,0,0,0,0,0,0 //AC_DOUBLE#Double Strafe#
|
||||
4069,47,10,46,5,0,0,0,0,0,0,0,0 //AC_SHOWER#Arrow Shower#
|
||||
4069,147,1,0,0,0,0,0,0,0,0,0,0 //AC_MAKINGARROW#Arrow Crafting#
|
||||
4069,148,1,0,0,0,0,0,0,0,0,0,0 //AC_CHARGEARROW#Arrow Repel#
|
||||
4069,323,10,0,0,0,0,0,0,0,0,0,0 //DC_DANCINGLESSON#Dance Lessons#
|
||||
4069,324,5,323,3,0,0,0,0,0,0,0,0 //DC_THROWARROW#Slinging Arrow#
|
||||
4069,325,5,323,1,304,1,0,0,0,0,0,0 //DC_UGLYDANCE#Hip Shaker#
|
||||
4069,326,5,305,1,0,0,0,0,0,0,0,0 //DC_SCREAM#Dazzler#
|
||||
4069,327,10,325,3,0,0,0,0,0,0,0,0 //DC_HUMMING#Focus Ballet#
|
||||
4069,328,10,325,3,0,0,0,0,0,0,0,0 //DC_DONTFORGETME#Slow Grace#
|
||||
4069,329,10,325,3,0,0,0,0,0,0,0,0 //DC_FORTUNEKISS#Lady Luck#
|
||||
4069,330,10,325,3,0,0,0,0,0,0,0,0 //DC_SERVICEFORYOU#Gypsy's Kiss#
|
||||
4069,304,1,0,0,0,0,0,0,0,0,0,0 //BD_ADAPTATION#Amp#
|
||||
4069,305,1,304,1,0,0,0,0,0,0,0,0 //BD_ENCORE#Encore#
|
||||
4069,306,1,327,10,0,0,0,0,0,0,0,0 //BD_LULLABY#Lullaby#
|
||||
4069,307,5,313,3,0,0,0,0,0,0,0,0 //BD_RICHMANKIM#Mental Sensing#
|
||||
4069,308,1,311,1,0,0,0,0,0,0,0,0 //BD_ETERNALCHAOS#Down Tempo#
|
||||
4069,309,5,330,10,0,0,0,0,0,0,0,0 //BD_DRUMBATTLEFIELD#Battle Theme#
|
||||
4069,310,5,309,3,0,0,0,0,0,0,0,0 //BD_RINGNIBELUNGEN#Harmonic Lick#
|
||||
4069,311,1,328,10,0,0,0,0,0,0,0,0 //BD_ROKISWEIL#Classical Pluck#
|
||||
4069,312,1,306,1,0,0,0,0,0,0,0,0 //BD_INTOABYSS#Power Chord#
|
||||
4069,313,5,329,10,0,0,0,0,0,0,0,0 //BD_SIEGFRIED#Acoustic Rhythm#
|
||||
4069,1011,1,0,0,0,0,0,0,0,0,0,0 //DC_WINKCHARM#Wink of Charm#
|
||||
4069,410,1,0,0,0,0,0,0,0,0,0,0 //WE_CALLBABY#Call Baby#
|
||||
4069,681,1,0,0,0,0,0,0,0,0,0,0 //ALL_INCCARRY#Enlarge Weight Limit R#
|
||||
4069,2350,5,2422,1,0,0,0,0,0,0,0,0 //WA_SWING_DANCE#Swing Dance#
|
||||
4069,2351,5,2422,1,0,0,0,0,0,0,0,0 //WA_SYMPHONY_OF_LOVER#Symphony of Lovers#
|
||||
4069,2352,5,2422,1,0,0,0,0,0,0,0,0 //WA_MOONLIT_SERENADE#Moonlit Serenade#
|
||||
4069,2412,10,0,0,0,0,0,0,0,0,0,0 //WM_LESSON#Lesson#
|
||||
4069,2413,5,2417,1,0,0,0,0,0,0,0,0 //WM_METALICSOUND#Metallic Sound#
|
||||
4069,2414,5,325,5,0,0,0,0,0,0,0,0 //WM_REVERBERATION#Reverberation#
|
||||
4069,2417,1,2414,1,0,0,0,0,0,0,0,0 //WM_DOMINION_IMPULSE#Dominion Impulse#
|
||||
4069,2418,5,324,5,0,0,0,0,0,0,0,0 //WM_SEVERE_RAINSTORM#Severe Rainstorm#
|
||||
4069,2419,5,2412,1,0,0,0,0,0,0,0,0 //WM_POEMOFNETHERWORLD#Poem Of The Netherworld#
|
||||
4069,2420,5,2419,3,0,0,0,0,0,0,0,0 //WM_VOICEOFSIREN#Voice Of Siren#
|
||||
4069,2421,5,2423,3,0,0,0,0,0,0,0,0 //WM_DEADHILLHERE#Valley Of Death#
|
||||
4069,2422,5,2412,1,0,0,0,0,0,0,0,0 //WM_LULLABY_DEEPSLEEP#Deep Sleep Lullaby#
|
||||
4069,2423,5,2412,1,0,0,0,0,0,0,0,0 //WM_SIRCLEOFNATURE#Circle Of Nature's Sound#
|
||||
4069,2424,5,2419,1,0,0,0,0,0,0,0,0 //WM_RANDOMIZESPELL#Improvised Song#
|
||||
4069,2425,5,2424,1,0,0,0,0,0,0,0,0 //WM_GLOOMYDAY#Gloomy Day#
|
||||
4069,2426,5,2413,1,0,0,0,0,0,0,0,0 //WM_GREAT_ECHO#Great Echo#
|
||||
4069,2427,5,2350,1,2351,1,2352,1,0,0,0,0 //WM_SONG_OF_MANA#Song Of Mana#
|
||||
4069,2428,5,2350,1,2351,1,2352,1,0,0,0,0 //WM_DANCE_WITH_WUG#Dance With A Warg#
|
||||
4069,2429,5,2430,3,2432,3,0,0,0,0,0,0 //WM_SOUND_OF_DESTRUCTION#Sound of Destruction#
|
||||
4069,2430,5,2428,1,0,0,0,0,0,0,0,0 //WM_SATURDAY_NIGHT_FEVER#Saturday Night Fever#
|
||||
4069,2431,5,2350,1,2351,1,2352,1,0,0,0,0 //WM_LERADS_DEW#Lerad's Dew#
|
||||
4069,2432,5,2427,1,0,0,0,0,0,0,0,0 //WM_MELODYOFSINK#Melody Of Sink#
|
||||
4069,2433,5,2431,1,0,0,0,0,0,0,0,0 //WM_BEYOND_OF_WARCRY#Warcry Of Beyond#
|
||||
4069,2434,5,2429,1,2433,1,0,0,0,0,0,0 //WM_UNLIMITED_HUMMING_VOICE#Unlimited Humming Voice#
|
||||
//Sura (non-trans)
|
||||
4070,1,9,0,0,0,0,0,0,0,0,0,0 //NV_BASIC#Basic Skill#
|
||||
4070,142,1,0,0,0,0,0,0,0,0,0,0 //NV_FIRSTAID#First Aid#
|
||||
@ -3156,6 +3266,128 @@
|
||||
4073,2323,5,2311,3,0,0,0,0,0,0,0,0 //LG_EARTHDRIVE#Earth Drive#
|
||||
4073,2324,5,2318,3,2319,3,0,0,0,0,0,0 //LG_HESPERUSLIT#Hesperus Lit#
|
||||
4073,2325,5,2315,3,2321,4,2322,5,0,0,0,0 //LG_INSPIRATION#Inspiration#
|
||||
//Minstrel (Trans)
|
||||
4075,1,9,0,0,0,0,0,0,0,0,0,0 //NV_BASIC#Basic Skill#
|
||||
4075,142,1,0,0,0,0,0,0,0,0,0,0 //NV_FIRSTAID#First Aid#
|
||||
4075,43,10,0,0,0,0,0,0,0,0,0,0 //AC_OWL#Owl's Eye#
|
||||
4075,44,10,43,3,0,0,0,0,0,0,0,0 //AC_VULTURE#Vulture's Eye#
|
||||
4075,45,10,44,1,0,0,0,0,0,0,0,0 //AC_CONCENTRATION#Improve Concentration#
|
||||
4075,46,10,0,0,0,0,0,0,0,0,0,0 //AC_DOUBLE#Double Strafe#
|
||||
4075,47,10,46,5,0,0,0,0,0,0,0,0 //AC_SHOWER#Arrow Shower#
|
||||
4075,147,1,0,0,0,0,0,0,0,0,0,0 //AC_MAKINGARROW#Arrow Crafting#
|
||||
4075,148,1,0,0,0,0,0,0,0,0,0,0 //AC_CHARGEARROW#Arrow Repel#
|
||||
4075,315,10,0,0,0,0,0,0,0,0,0,0 //BA_MUSICALLESSON#Music Lesson#
|
||||
4075,316,5,315,3,0,0,0,0,0,0,0,0 //BA_MUSICALSTRIKE#Melody Strike#
|
||||
4075,317,5,315,1,304,1,0,0,0,0,0,0 //BA_DISSONANCE#Unchained Serenade#
|
||||
4075,318,5,305,1,0,0,0,0,0,0,0,0 //BA_FROSTJOKE#Unbarring Octave#
|
||||
4075,319,10,317,3,0,0,0,0,0,0,0,0 //BA_WHISTLE#Perfect Tablature#
|
||||
4075,320,10,317,3,0,0,0,0,0,0,0,0 //BA_ASSASSINCROSS#Impressive Riff#
|
||||
4075,321,10,317,3,0,0,0,0,0,0,0,0 //BA_POEMBRAGI#Magic Strings#
|
||||
4075,322,10,317,3,0,0,0,0,0,0,0,0 //BA_APPLEIDUN#Song of Lutie#
|
||||
4075,304,1,0,0,0,0,0,0,0,0,0,0 //BD_ADAPTATION#Amp#
|
||||
4075,305,1,304,1,0,0,0,0,0,0,0,0 //BD_ENCORE#Encore#
|
||||
4075,306,1,319,10,0,0,0,0,0,0,0,0 //BD_LULLABY#Lullaby#
|
||||
4075,307,5,313,3,0,0,0,0,0,0,0,0 //BD_RICHMANKIM#Mental Sensing#
|
||||
4075,308,1,311,1,0,0,0,0,0,0,0,0 //BD_ETERNALCHAOS#Down Tempo#
|
||||
4075,309,5,322,10,0,0,0,0,0,0,0,0 //BD_DRUMBATTLEFIELD#Battle Theme#
|
||||
4075,310,5,309,3,0,0,0,0,0,0,0,0 //BD_RINGNIBELUNGEN#Harmonic Lick#
|
||||
4075,311,1,320,10,0,0,0,0,0,0,0,0 //BD_ROKISWEIL#Classical Pluck#
|
||||
4075,312,1,306,1,0,0,0,0,0,0,0,0 //BD_INTOABYSS#Power Chord#
|
||||
4075,313,5,321,10,0,0,0,0,0,0,0,0 //BD_SIEGFRIED#Acoustic Rhythm#
|
||||
4075,1010,1,0,0,0,0,0,0,0,0,0,0 //BA_PANGVOICE#Pang Voice#
|
||||
4075,394,10,47,5,316,1,0,0,0,0,0,0 //CG_ARROWVULCAN#Vulcan Arrow#
|
||||
4075,395,5,45,5,315,7,0,0,0,0,0,0 //CG_MOONLIT#Sheltering Bliss#
|
||||
4075,396,1,45,5,315,5,0,0,0,0,0,0 //CG_MARIONETTE#Marionette Control#
|
||||
4075,487,5,315,10,396,1,0,0,0,0,0,0 //CG_LONGINGFREEDOM#Longing for Freedom#
|
||||
4075,488,5,45,10,315,10,0,0,0,0,0,0 //CG_HERMODE#Wand of Hermod#
|
||||
4075,489,5,45,10,317,3,0,0,0,0,0,0 //CG_TAROTCARD#Tarot Card of Fate#
|
||||
4075,410,1,0,0,0,0,0,0,0,0,0,0 //WE_CALLBABY#Call Baby#
|
||||
4075,681,1,0,0,0,0,0,0,0,0,0,0 //ALL_INCCARRY#Enlarge Weight Limit R#
|
||||
4075,2381,5,2422,1,0,0,0,0,0,0,0,0 //MI_RUSH_WINDMILL#Windmill Rush Attack#
|
||||
4075,2382,5,2422,1,0,0,0,0,0,0,0,0 //MI_ECHOSONG#Echo Song#
|
||||
4075,2383,5,2422,1,0,0,0,0,0,0,0,0 //MI_HARMONIZE#Harmonize#
|
||||
4075,2412,10,0,0,0,0,0,0,0,0,0,0 //WM_LESSON#Lesson#
|
||||
4075,2413,5,2417,1,0,0,0,0,0,0,0,0 //WM_METALICSOUND#Metallic Sound#
|
||||
4075,2414,5,317,5,0,0,0,0,0,0,0,0 //WM_REVERBERATION#Reverberation#
|
||||
4075,2417,1,2414,1,0,0,0,0,0,0,0,0 //WM_DOMINION_IMPULSE#Dominion Impulse#
|
||||
4075,2418,5,316,5,0,0,0,0,0,0,0,0 //WM_SEVERE_RAINSTORM#Severe Rainstorm#
|
||||
4075,2419,5,2412,1,0,0,0,0,0,0,0,0 //WM_POEMOFNETHERWORLD#Poem Of The Netherworld#
|
||||
4075,2420,5,2419,3,0,0,0,0,0,0,0,0 //WM_VOICEOFSIREN#Voice Of Siren#
|
||||
4075,2421,5,2423,3,0,0,0,0,0,0,0,0 //WM_DEADHILLHERE#Valley Of Death#
|
||||
4075,2422,5,2412,1,0,0,0,0,0,0,0,0 //WM_LULLABY_DEEPSLEEP#Deep Sleep Lullaby#
|
||||
4075,2423,5,2412,1,0,0,0,0,0,0,0,0 //WM_SIRCLEOFNATURE#Circle Of Nature's Sound#
|
||||
4075,2424,5,2419,1,0,0,0,0,0,0,0,0 //WM_RANDOMIZESPELL#Improvised Song#
|
||||
4075,2425,5,2424,1,0,0,0,0,0,0,0,0 //WM_GLOOMYDAY#Gloomy Day#
|
||||
4075,2426,5,2413,1,0,0,0,0,0,0,0,0 //WM_GREAT_ECHO#Great Echo#
|
||||
4075,2427,5,2381,1,2382,1,2383,1,0,0,0,0 //WM_SONG_OF_MANA#Song Of Mana#
|
||||
4075,2428,5,2381,1,2382,1,2383,1,0,0,0,0 //WM_DANCE_WITH_WUG#Dance With A Warg#
|
||||
4075,2429,5,2430,3,2432,3,0,0,0,0,0,0 //WM_SOUND_OF_DESTRUCTION#Sound of Destruction#
|
||||
4075,2430,5,2428,1,0,0,0,0,0,0,0,0 //WM_SATURDAY_NIGHT_FEVER#Saturday Night Fever#
|
||||
4075,2431,5,2381,1,2382,1,2383,1,0,0,0,0 //WM_LERADS_DEW#Lerad's Dew#
|
||||
4075,2432,5,2427,1,0,0,0,0,0,0,0,0 //WM_MELODYOFSINK#Melody Of Sink#
|
||||
4075,2433,5,2431,1,0,0,0,0,0,0,0,0 //WM_BEYOND_OF_WARCRY#Warcry Of Beyond#
|
||||
4075,2434,5,2429,1,2433,1,0,0,0,0,0,0 //WM_UNLIMITED_HUMMING_VOICE#Unlimited Humming Voice#
|
||||
//Wanderer (Trans)
|
||||
4076,1,9,0,0,0,0,0,0,0,0,0,0 //NV_BASIC#Basic Skill#
|
||||
4076,142,1,0,0,0,0,0,0,0,0,0,0 //NV_FIRSTAID#First Aid#
|
||||
4076,43,10,0,0,0,0,0,0,0,0,0,0 //AC_OWL#Owl's Eye#
|
||||
4076,44,10,43,3,0,0,0,0,0,0,0,0 //AC_VULTURE#Vulture's Eye#
|
||||
4076,45,10,44,1,0,0,0,0,0,0,0,0 //AC_CONCENTRATION#Improve Concentration#
|
||||
4076,46,10,0,0,0,0,0,0,0,0,0,0 //AC_DOUBLE#Double Strafe#
|
||||
4076,47,10,46,5,0,0,0,0,0,0,0,0 //AC_SHOWER#Arrow Shower#
|
||||
4076,147,1,0,0,0,0,0,0,0,0,0,0 //AC_MAKINGARROW#Arrow Crafting#
|
||||
4076,148,1,0,0,0,0,0,0,0,0,0,0 //AC_CHARGEARROW#Arrow Repel#
|
||||
4076,323,10,0,0,0,0,0,0,0,0,0,0 //DC_DANCINGLESSON#Dance Lessons#
|
||||
4076,324,5,323,3,0,0,0,0,0,0,0,0 //DC_THROWARROW#Slinging Arrow#
|
||||
4076,325,5,323,1,304,1,0,0,0,0,0,0 //DC_UGLYDANCE#Hip Shaker#
|
||||
4076,326,5,305,1,0,0,0,0,0,0,0,0 //DC_SCREAM#Dazzler#
|
||||
4076,327,10,325,3,0,0,0,0,0,0,0,0 //DC_HUMMING#Focus Ballet#
|
||||
4076,328,10,325,3,0,0,0,0,0,0,0,0 //DC_DONTFORGETME#Slow Grace#
|
||||
4076,329,10,325,3,0,0,0,0,0,0,0,0 //DC_FORTUNEKISS#Lady Luck#
|
||||
4076,330,10,325,3,0,0,0,0,0,0,0,0 //DC_SERVICEFORYOU#Gypsy's Kiss#
|
||||
4076,304,1,0,0,0,0,0,0,0,0,0,0 //BD_ADAPTATION#Amp#
|
||||
4076,305,1,304,1,0,0,0,0,0,0,0,0 //BD_ENCORE#Encore#
|
||||
4076,306,1,327,10,0,0,0,0,0,0,0,0 //BD_LULLABY#Lullaby#
|
||||
4076,307,5,313,3,0,0,0,0,0,0,0,0 //BD_RICHMANKIM#Mental Sensing#
|
||||
4076,308,1,311,1,0,0,0,0,0,0,0,0 //BD_ETERNALCHAOS#Down Tempo#
|
||||
4076,309,5,330,10,0,0,0,0,0,0,0,0 //BD_DRUMBATTLEFIELD#Battle Theme#
|
||||
4076,310,5,309,3,0,0,0,0,0,0,0,0 //BD_RINGNIBELUNGEN#Harmonic Lick#
|
||||
4076,311,1,328,10,0,0,0,0,0,0,0,0 //BD_ROKISWEIL#Classical Pluck#
|
||||
4076,312,1,306,1,0,0,0,0,0,0,0,0 //BD_INTOABYSS#Power Chord#
|
||||
4076,313,5,329,10,0,0,0,0,0,0,0,0 //BD_SIEGFRIED#Acoustic Rhythm#
|
||||
4076,1011,1,0,0,0,0,0,0,0,0,0,0 //DC_WINKCHARM#Wink of Charm#
|
||||
4076,394,10,47,5,324,1,0,0,0,0,0,0 //CG_ARROWVULCAN#Vulcan Arrow#
|
||||
4076,395,5,45,5,323,7,0,0,0,0,0,0 //CG_MOONLIT#Sheltering Bliss#
|
||||
4076,396,1,45,5,323,5,0,0,0,0,0,0 //CG_MARIONETTE#Marionette Control#
|
||||
4076,487,5,323,10,396,1,0,0,0,0,0,0 //CG_LONGINGFREEDOM#Longing for Freedom#
|
||||
4076,488,5,45,10,323,10,0,0,0,0,0,0 //CG_HERMODE#Wand of Hermod#
|
||||
4076,489,5,45,10,325,3,0,0,0,0,0,0 //CG_TAROTCARD#Tarot Card of Fate#
|
||||
4076,410,1,0,0,0,0,0,0,0,0,0,0 //WE_CALLBABY#Call Baby#
|
||||
4076,681,1,0,0,0,0,0,0,0,0,0,0 //ALL_INCCARRY#Enlarge Weight Limit R#
|
||||
4076,2350,5,2422,1,0,0,0,0,0,0,0,0 //WA_SWING_DANCE#Swing Dance#
|
||||
4076,2351,5,2422,1,0,0,0,0,0,0,0,0 //WA_SYMPHONY_OF_LOVER#Symphony of Lovers#
|
||||
4076,2352,5,2422,1,0,0,0,0,0,0,0,0 //WA_MOONLIT_SERENADE#Moonlit Serenade#
|
||||
4076,2412,10,0,0,0,0,0,0,0,0,0,0 //WM_LESSON#Lesson#
|
||||
4076,2413,5,2417,1,0,0,0,0,0,0,0,0 //WM_METALICSOUND#Metallic Sound#
|
||||
4076,2414,5,325,5,0,0,0,0,0,0,0,0 //WM_REVERBERATION#Reverberation#
|
||||
4076,2417,1,2414,1,0,0,0,0,0,0,0,0 //WM_DOMINION_IMPULSE#Dominion Impulse#
|
||||
4076,2418,5,324,5,0,0,0,0,0,0,0,0 //WM_SEVERE_RAINSTORM#Severe Rainstorm#
|
||||
4076,2419,5,2412,1,0,0,0,0,0,0,0,0 //WM_POEMOFNETHERWORLD#Poem Of The Netherworld#
|
||||
4076,2420,5,2419,3,0,0,0,0,0,0,0,0 //WM_VOICEOFSIREN#Voice Of Siren#
|
||||
4076,2421,5,2423,3,0,0,0,0,0,0,0,0 //WM_DEADHILLHERE#Valley Of Death#
|
||||
4076,2422,5,2412,1,0,0,0,0,0,0,0,0 //WM_LULLABY_DEEPSLEEP#Deep Sleep Lullaby#
|
||||
4076,2423,5,2412,1,0,0,0,0,0,0,0,0 //WM_SIRCLEOFNATURE#Circle Of Nature's Sound#
|
||||
4076,2424,5,2419,1,0,0,0,0,0,0,0,0 //WM_RANDOMIZESPELL#Improvised Song#
|
||||
4076,2425,5,2424,1,0,0,0,0,0,0,0,0 //WM_GLOOMYDAY#Gloomy Day#
|
||||
4076,2426,5,2413,1,0,0,0,0,0,0,0,0 //WM_GREAT_ECHO#Great Echo#
|
||||
4076,2427,5,2350,1,2351,1,2352,1,0,0,0,0 //WM_SONG_OF_MANA#Song Of Mana#
|
||||
4076,2428,5,2350,1,2351,1,2352,1,0,0,0,0 //WM_DANCE_WITH_WUG#Dance With A Warg#
|
||||
4076,2429,5,2430,3,2432,3,0,0,0,0,0,0 //WM_SOUND_OF_DESTRUCTION#Sound of Destruction#
|
||||
4076,2430,5,2428,1,0,0,0,0,0,0,0,0 //WM_SATURDAY_NIGHT_FEVER#Saturday Night Fever#
|
||||
4076,2431,5,2350,1,2351,1,2352,1,0,0,0,0 //WM_LERADS_DEW#Lerad's Dew#
|
||||
4076,2432,5,2427,1,0,0,0,0,0,0,0,0 //WM_MELODYOFSINK#Melody Of Sink#
|
||||
4076,2433,5,2431,1,0,0,0,0,0,0,0,0 //WM_BEYOND_OF_WARCRY#Warcry Of Beyond#
|
||||
4076,2434,5,2429,1,2433,1,0,0,0,0,0,0 //WM_UNLIMITED_HUMMING_VOICE#Unlimited Humming Voice#
|
||||
//Sura (Trans)
|
||||
4077,1,9,0,0,0,0,0,0,0,0,0,0 //NV_BASIC#Basic Skill#
|
||||
4077,142,1,0,0,0,0,0,0,0,0,0,0 //NV_FIRSTAID#First Aid#
|
||||
|
@ -124,6 +124,10 @@
|
||||
|
||||
2319,0xec, , 0, 3,5000,all, 0x000 //LG_BANDING
|
||||
|
||||
2414,0xda, , 0, 1,1000,enemy, 0x008 //WM_REVERBERATION
|
||||
2418,0xdb, , 0, 5, 300,enemy, 0x800 //WM_SEVERE_RAINSTORM
|
||||
2419,0xde, , 0, 1,1000,enemy, 0x010 //WM_POEMOFNETHERWORLD
|
||||
|
||||
8208,0x86, , 0, 2,1000,enemy, 0x080 //MA_SHOWER
|
||||
8209,0x90, , 0, 1,1000,enemy, 0x006 //MA_SKIDTRAP
|
||||
8210,0x93, , 0, 0,1000,enemy, 0x006 //MA_LANDMINE
|
||||
|
32
db/skill_improvise_db.txt
Normal file
32
db/skill_improvise_db.txt
Normal file
@ -0,0 +1,32 @@
|
||||
// Improvise DB.
|
||||
// Database for skills that can be summoned trough Randomize Spell/Improvised Song (Minstrel/Wanderer Skill).
|
||||
// Format: SkillID,Rate
|
||||
|
||||
// Mage Skills
|
||||
10,5000 // Sight
|
||||
11,5000 // Napalm Beat
|
||||
12,5000 // Safety Wall
|
||||
13,5000 // Soul Strike
|
||||
14,5000 // Cold Bolt
|
||||
15,5000 // Frost Diver
|
||||
16,5000 // Stone Curse
|
||||
17,5000 // Fire Ball
|
||||
18,5000 // Fire Wall
|
||||
19,5000 // Fire Bolt
|
||||
20,5000 // Lightning Bolt
|
||||
21,5000 // Thunderstorm
|
||||
|
||||
// Wizard Skills
|
||||
80,2500 // Fire Pillar
|
||||
81,2500 // Sightrasher
|
||||
83,2500 // Meteor Storm
|
||||
84,2500 // Jupitel Thunder
|
||||
85,2500 // Lord of Vermilion
|
||||
86,2500 // Water Ball
|
||||
87,2500 // Ice Wall
|
||||
88,2500 // Frost Nova
|
||||
89,2500 // Storm Gust
|
||||
90,2500 // Earth Spike
|
||||
91,2500 // Heaven's Drive
|
||||
92,2500 // Quagmire
|
||||
93,2500 // Sense
|
@ -2165,6 +2165,22 @@ static struct Damage battle_calc_weapon_attack(struct block_list *src,struct blo
|
||||
case SR_RIDEINLIGHTNING:
|
||||
skillratio += 200 * skill_lv -100;
|
||||
break;
|
||||
case WM_REVERBERATION_MELEE:
|
||||
skillratio += 200 + 100 * pc_checkskill(sd, WM_REVERBERATION);
|
||||
break;
|
||||
case WM_SEVERE_RAINSTORM_MELEE:
|
||||
skillratio = 50 + 50 * skill_lv;
|
||||
break;
|
||||
case WM_GREAT_ECHO:
|
||||
skillratio += 800 + 100 * skill_lv;
|
||||
if( sd ) { // Still need official value [pakpil]
|
||||
short lv = (short)skill_lv;
|
||||
skillratio += 100 * skill_check_pc_partner(sd,skill_num,&lv,skill_get_splash(skill_num,skill_lv),0);
|
||||
}
|
||||
break;
|
||||
case WM_SOUND_OF_DESTRUCTION:
|
||||
skillratio += 400;
|
||||
break;
|
||||
}
|
||||
|
||||
ATK_RATE(skillratio);
|
||||
@ -4265,14 +4281,16 @@ int battle_check_target( struct block_list *src, struct block_list *target,int f
|
||||
case MS_MAGNUM:
|
||||
case RA_DETONATOR:
|
||||
case RA_SENSITIVEKEEN:
|
||||
case GN_CRAZYWEED:
|
||||
state |= BCT_ENEMY;
|
||||
strip_enemy = 0;
|
||||
break;
|
||||
default:
|
||||
return 0;
|
||||
}
|
||||
} else if (su->group->skill_id==WZ_ICEWALL)
|
||||
{
|
||||
} else if (su->group->skill_id==WZ_ICEWALL ||
|
||||
su->group->skill_id == GN_WALLOFTHORN ||
|
||||
su->group->skill_id == WM_REVERBERATION) {
|
||||
state |= BCT_ENEMY;
|
||||
strip_enemy = 0;
|
||||
} else //Excepting traps and icewall, you should not be able to target skills.
|
||||
|
464
src/map/skill.c
464
src/map/skill.c
@ -75,7 +75,11 @@ struct s_skill_db skill_db[MAX_SKILL_DB];
|
||||
struct s_skill_produce_db skill_produce_db[MAX_SKILL_PRODUCE_DB];
|
||||
struct s_skill_arrow_db skill_arrow_db[MAX_SKILL_ARROW_DB];
|
||||
struct s_skill_abra_db skill_abra_db[MAX_SKILL_ABRA_DB];
|
||||
|
||||
struct s_skill_improvise_db {
|
||||
int skillid;
|
||||
short per;//1-10000
|
||||
};
|
||||
struct s_skill_improvise_db skill_improvise_db[MAX_SKILL_IMPROVISE_DB];
|
||||
bool skill_reproduce_db[MAX_SKILL_DB];
|
||||
|
||||
//Warlock
|
||||
@ -554,6 +558,14 @@ int skillnotok (int skillid, struct map_session_data *sd)
|
||||
return 1;
|
||||
}
|
||||
break;
|
||||
case WM_LULLABY_DEEPSLEEP:
|
||||
case WM_SIRCLEOFNATURE:
|
||||
if( !map_flag_vs(m) ) {
|
||||
clif_skill_teleportmessage(sd,2); // This skill uses this msg instead of skill fails.
|
||||
return 1;
|
||||
}
|
||||
break;
|
||||
|
||||
}
|
||||
return (map[m].flag.noskill);
|
||||
}
|
||||
@ -1235,6 +1247,38 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, int
|
||||
case SR_HOWLINGOFLION:
|
||||
sc_start(bl, SC_FEAR, 5 + 5 * skilllv, skilllv, skill_get_time(skillid, skilllv));
|
||||
break;
|
||||
case WM_SOUND_OF_DESTRUCTION:
|
||||
if( rand()%100 < 5 + 5 * skilllv ) { // Temporarly Check Until We Get the Official Formula
|
||||
status_change_end(bl, SC_DANCING, INVALID_TIMER);
|
||||
status_change_end(bl, SC_RICHMANKIM, INVALID_TIMER);
|
||||
status_change_end(bl, SC_ETERNALCHAOS, INVALID_TIMER);
|
||||
status_change_end(bl, SC_DRUMBATTLE, INVALID_TIMER);
|
||||
status_change_end(bl, SC_NIBELUNGEN, INVALID_TIMER);
|
||||
status_change_end(bl, SC_INTOABYSS, INVALID_TIMER);
|
||||
status_change_end(bl, SC_SIEGFRIED, INVALID_TIMER);
|
||||
status_change_end(bl, SC_WHISTLE, INVALID_TIMER);
|
||||
status_change_end(bl, SC_ASSNCROS, INVALID_TIMER);
|
||||
status_change_end(bl, SC_POEMBRAGI, INVALID_TIMER);
|
||||
status_change_end(bl, SC_APPLEIDUN, INVALID_TIMER);
|
||||
status_change_end(bl, SC_HUMMING, INVALID_TIMER);
|
||||
status_change_end(bl, SC_FORTUNE, INVALID_TIMER);
|
||||
status_change_end(bl, SC_SERVICE4U, INVALID_TIMER);
|
||||
status_change_end(bl, SC_LONGING, INVALID_TIMER);
|
||||
status_change_end(bl, SC_SWINGDANCE, INVALID_TIMER);
|
||||
status_change_end(bl, SC_SYMPHONYOFLOVER, INVALID_TIMER);
|
||||
status_change_end(bl, SC_MOONLITSERENADE, INVALID_TIMER);
|
||||
status_change_end(bl, SC_RUSHWINDMILL, INVALID_TIMER);
|
||||
status_change_end(bl, SC_ECHOSONG, INVALID_TIMER);
|
||||
status_change_end(bl, SC_HARMONIZE, INVALID_TIMER);
|
||||
status_change_end(bl, SC_WINKCHARM, INVALID_TIMER);
|
||||
status_change_end(bl, SC_SONGOFMANA, INVALID_TIMER);
|
||||
status_change_end(bl, SC_DANCEWITHWUG, INVALID_TIMER);
|
||||
status_change_end(bl, SC_LERADSDEW, INVALID_TIMER);
|
||||
status_change_end(bl, SC_MELODYOFSINK, INVALID_TIMER);
|
||||
status_change_end(bl, SC_BEYONDOFWARCRY, INVALID_TIMER);
|
||||
status_change_end(bl, SC_UNLIMITEDHUMMINGVOICE, INVALID_TIMER);
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
||||
if (md && battle_config.summons_trigger_autospells && md->master_id && md->special_state.ai)
|
||||
@ -1901,8 +1945,9 @@ int skill_blown(struct block_list* src, struct block_list* target, int count, in
|
||||
break;
|
||||
case BL_SKILL:
|
||||
su = (struct skill_unit *)target;
|
||||
if( su->group->unit_id == UNT_ANKLESNARE )
|
||||
return 0; // ankle snare cannot be knocked back
|
||||
if( su && su->group && (su->group->unit_id == UNT_ANKLESNARE || su->group->unit_id == UNT_ELECTRICSHOCKER
|
||||
|| su->group->unit_id == UNT_CLUSTERBOMB || su->group->unit_id == UNT_REVERBERATION) )
|
||||
return 0; // ankle snare, electricshocker, clusterbomb, reverberation cannot be knocked back
|
||||
break;
|
||||
}
|
||||
|
||||
@ -2236,9 +2281,13 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
|
||||
case LG_OVERBRAND_PLUSATK:
|
||||
dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skillid,-1,5);
|
||||
break;
|
||||
/**
|
||||
* Arch Bishop
|
||||
**/
|
||||
case WM_SEVERE_RAINSTORM_MELEE:
|
||||
dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,WM_SEVERE_RAINSTORM,skilllv,5);
|
||||
break;
|
||||
case WM_REVERBERATION_MELEE:
|
||||
case WM_REVERBERATION_MAGIC:
|
||||
dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,WM_REVERBERATION,-2,6);
|
||||
break;
|
||||
case AB_DUPLELIGHT_MELEE:
|
||||
case AB_DUPLELIGHT_MAGIC:
|
||||
dmg.amotion = 300;
|
||||
@ -2268,6 +2317,13 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
|
||||
case WL_CHAINLIGHTNING_ATK:
|
||||
copy_skill = WL_CHAINLIGHTNING;
|
||||
break;
|
||||
case WM_REVERBERATION_MELEE:
|
||||
case WM_REVERBERATION_MAGIC:
|
||||
copy_skill = WM_REVERBERATION;
|
||||
break;
|
||||
case WM_SEVERE_RAINSTORM_MELEE:
|
||||
copy_skill = WM_SEVERE_RAINSTORM;
|
||||
break;
|
||||
case LG_OVERBRAND_BRANDISH:
|
||||
case LG_OVERBRAND_PLUSATK:
|
||||
copy_skill = LG_OVERBRAND;
|
||||
@ -2462,16 +2518,25 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
|
||||
}
|
||||
}
|
||||
if( damage > 0 ) {
|
||||
if( skillid == RK_CRUSHSTRIKE ) // Your weapon will not be broken if you miss.
|
||||
skill_break_equip(src,EQP_WEAPON,10000,BCT_SELF);
|
||||
|
||||
if( skillid == GC_VENOMPRESSURE ) {
|
||||
struct status_change *ssc = status_get_sc(src);
|
||||
if( ssc && ssc->data[SC_POISONINGWEAPON] && rnd()%100 < 70 + 5*skilllv ) {
|
||||
sc_start(bl,ssc->data[SC_POISONINGWEAPON]->val2,100,ssc->data[SC_POISONINGWEAPON]->val1,skill_get_time2(GC_POISONINGWEAPON,ssc->data[SC_POISONINGWEAPON]->val1));
|
||||
status_change_end(src,SC_POISONINGWEAPON,-1);
|
||||
clif_skill_nodamage(src,bl,skillid,skilllv,1);
|
||||
}
|
||||
/**
|
||||
* Post-damage effects
|
||||
**/
|
||||
switch( skillid ) {
|
||||
case RK_CRUSHSTRIKE:
|
||||
skill_break_equip(src,EQP_WEAPON,10000,BCT_SELF);
|
||||
break;
|
||||
case GC_VENOMPRESSURE: {
|
||||
struct status_change *ssc = status_get_sc(src);
|
||||
if( ssc && ssc->data[SC_POISONINGWEAPON] && rnd()%100 < 70 + 5*skilllv ) {
|
||||
sc_start(bl,ssc->data[SC_POISONINGWEAPON]->val2,100,ssc->data[SC_POISONINGWEAPON]->val1,skill_get_time2(GC_POISONINGWEAPON,ssc->data[SC_POISONINGWEAPON]->val1));
|
||||
status_change_end(src,SC_POISONINGWEAPON,-1);
|
||||
clif_skill_nodamage(src,bl,skillid,skilllv,1);
|
||||
}
|
||||
}
|
||||
break;
|
||||
case WM_METALICSOUND:
|
||||
status_zap(bl, 0, damage*100/(100*(110-pc_checkskill(sd,WM_LESSON)*10)));
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
@ -2933,6 +2998,10 @@ static int skill_timerskill(int tid, unsigned int tick, int id, intptr_t data)
|
||||
}
|
||||
}
|
||||
break;
|
||||
case WM_REVERBERATION_MELEE:
|
||||
case WM_REVERBERATION_MAGIC:
|
||||
skill_attack(skill_get_type(skl->skill_id),src, src, target, skl->skill_id, skl->skill_lv, 0, SD_LEVEL);
|
||||
break;
|
||||
case SC_FATALMENACE:
|
||||
if( src == target ) // Casters Part
|
||||
unit_warp(src, -1, skl->x, skl->y, 3);
|
||||
@ -3044,6 +3113,18 @@ int skill_cleartimerskill (struct block_list *src)
|
||||
}
|
||||
return 1;
|
||||
}
|
||||
static int skill_ative_reverberation( struct block_list *bl, va_list ap) {
|
||||
struct skill_unit *su = (TBL_SKILL*)bl;
|
||||
struct skill_unit_group *sg;
|
||||
if( bl->type != BL_SKILL )
|
||||
return 0;
|
||||
if( su->alive && (sg = su->group) && sg->skill_id == WM_REVERBERATION ) {
|
||||
clif_changetraplook(bl, UNT_USED_TRAPS);
|
||||
su->limit=DIFF_TICK(gettick(),sg->tick)+1500;
|
||||
sg->unit_id = UNT_USED_TRAPS;
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
||||
static int skill_reveal_trap (struct block_list *bl, va_list ap)
|
||||
{
|
||||
@ -3210,6 +3291,8 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int
|
||||
case SR_CRESCENTELBOW_AUTOSPELL:
|
||||
case SR_GATEOFHELL:
|
||||
case SR_GENTLETOUCH_QUIET:
|
||||
case WM_SEVERE_RAINSTORM_MELEE:
|
||||
case WM_GREAT_ECHO:
|
||||
skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
|
||||
break;
|
||||
|
||||
@ -3431,6 +3514,8 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int
|
||||
case SR_RAMPAGEBLASTER:
|
||||
case SR_WINDMILL:
|
||||
case SR_RIDEINLIGHTNING:
|
||||
case WM_REVERBERATION:
|
||||
case WM_SOUND_OF_DESTRUCTION:
|
||||
if( flag&1 )
|
||||
{ //Recursive invocation
|
||||
// skill_area_temp[0] holds number of targets in area
|
||||
@ -3578,18 +3663,12 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int
|
||||
case NJ_KOUENKA:
|
||||
case NJ_HYOUSENSOU:
|
||||
case NJ_HUUJIN:
|
||||
|
||||
/**
|
||||
* Arch Bishop
|
||||
**/
|
||||
case AB_ADORAMUS:
|
||||
case AB_RENOVATIO:
|
||||
case AB_HIGHNESSHEAL:
|
||||
case AB_DUPLELIGHT_MAGIC:
|
||||
/**
|
||||
* Warlock
|
||||
**/
|
||||
case WL_HELLINFERNO:
|
||||
case WM_METALICSOUND:
|
||||
skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
|
||||
break;
|
||||
|
||||
@ -4136,12 +4215,15 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int
|
||||
skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, flag);
|
||||
} else
|
||||
skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, flag);
|
||||
}
|
||||
else
|
||||
} else
|
||||
map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), splash_target(src), src, skillid, skilllv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
|
||||
clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
|
||||
break;
|
||||
|
||||
case WM_LULLABY_DEEPSLEEP:
|
||||
if( rand()%100 < 88 + 2 * skilllv )
|
||||
sc_start(bl,status_skill2sc(skillid),100,skilllv,skill_get_time(skillid,skilllv));
|
||||
break;
|
||||
|
||||
case 0:
|
||||
if(sd) {
|
||||
@ -4224,8 +4306,20 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
|
||||
if(status_isdead(src))
|
||||
return 1;
|
||||
|
||||
if( src != bl && status_isdead(bl) && skillid != ALL_RESURRECTION && skillid != PR_REDEMPTIO && skillid != NPC_WIDESOULDRAIN )
|
||||
return 1;
|
||||
if( src != bl && status_isdead(bl) ) {
|
||||
/**
|
||||
* Skills that may be cast on dead targets
|
||||
**/
|
||||
switch( skillid ) {
|
||||
case NPC_WIDESOULDRAIN:
|
||||
case PR_REDEMPTIO:
|
||||
case ALL_RESURRECTION:
|
||||
case WM_DEADHILLHERE:
|
||||
break;
|
||||
default:
|
||||
return 1;
|
||||
}
|
||||
}
|
||||
|
||||
tstatus = status_get_status_data(bl);
|
||||
sstatus = status_get_status_data(src);
|
||||
@ -7752,6 +7846,173 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
|
||||
}
|
||||
clif_skill_nodamage(src,bl,skillid,skilllv,1);
|
||||
break;
|
||||
case WA_SWING_DANCE:
|
||||
case WA_MOONLIT_SERENADE:
|
||||
if( sd == NULL || sd->status.party_id == 0 || (flag & 1) )
|
||||
sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
|
||||
else if( sd ) { // Only shows effects on caster.
|
||||
clif_skill_nodamage(src,bl,skillid,skilllv,1);
|
||||
party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skillid, skilllv), src, skillid, skilllv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
|
||||
}
|
||||
break;
|
||||
|
||||
case WA_SYMPHONY_OF_LOVER:
|
||||
case MI_RUSH_WINDMILL:
|
||||
case MI_ECHOSONG:
|
||||
if( sd == NULL || sd->status.party_id == 0 || (flag & 1) )
|
||||
sc_start4(bl,type,100,skilllv,6*skilllv,(sd?pc_checkskill(sd,WM_LESSON):0),(sd?sd->status.job_level:0),skill_get_time(skillid,skilllv));
|
||||
else if( sd ) { // Only shows effects on caster.
|
||||
clif_skill_nodamage(src,bl,skillid,skilllv,1);
|
||||
party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skillid, skilllv), src, skillid, skilllv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
|
||||
}
|
||||
break;
|
||||
|
||||
case MI_HARMONIZE:
|
||||
clif_skill_nodamage(src, bl, skillid, skilllv,sc_start(bl, type, 100, skilllv, skill_get_time(skillid,skilllv)));
|
||||
break;
|
||||
|
||||
case WM_DEADHILLHERE:
|
||||
if( bl->type == BL_PC ) {
|
||||
if( !status_isdead(bl) )
|
||||
break;
|
||||
|
||||
if( rand()%100 < 88 + 2 * skilllv ) {
|
||||
int heal = tstatus->sp;
|
||||
if( heal <= 0 )
|
||||
heal = 1;
|
||||
tstatus->hp = heal;
|
||||
tstatus->sp -= tstatus->sp * ( 120 - 20 * skilllv ) / 100;
|
||||
clif_skill_nodamage(src,bl,skillid,skilllv,1);
|
||||
pc_revive((TBL_PC*)bl,heal,0);
|
||||
clif_resurrection(bl,1);
|
||||
}
|
||||
}
|
||||
break;
|
||||
|
||||
case WM_SIRCLEOFNATURE:
|
||||
flag |= BCT_PARTY|BCT_SELF;
|
||||
case WM_VOICEOFSIREN:
|
||||
if( flag&1 ) {
|
||||
sc_start2(bl,type,(skillid==WM_VOICEOFSIREN)?20+10*skilllv:100,skilllv,(skillid==WM_VOICEOFSIREN)?src->id:0,skill_get_time(skillid,skilllv));
|
||||
} else {
|
||||
map_foreachinrange(skill_area_sub, src, skill_get_splash(skillid,skilllv),(skillid==WM_VOICEOFSIREN)?BL_CHAR:BL_PC, src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
|
||||
clif_skill_nodamage(src,bl,skillid,skilllv,1);
|
||||
}
|
||||
break;
|
||||
|
||||
case WM_GLOOMYDAY:
|
||||
if( dstsd ) {
|
||||
if( pc_checkskill(dstsd,KN_BRANDISHSPEAR) || pc_checkskill(dstsd,LK_SPIRALPIERCE) ||
|
||||
pc_checkskill(dstsd,CR_SHIELDCHARGE) || pc_checkskill(dstsd,CR_SHIELDBOOMERANG) ||
|
||||
pc_checkskill(dstsd,PA_SHIELDCHAIN) || pc_checkskill(dstsd,LG_SHIELDPRESS) )
|
||||
{
|
||||
sc_start(bl,SC_GLOOMYDAY_SK,100,skilllv,skill_get_time(skillid,skilllv));
|
||||
} else
|
||||
sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
|
||||
clif_skill_nodamage(src,bl,skillid,skilllv,1);
|
||||
} else
|
||||
sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
|
||||
break;
|
||||
|
||||
case WM_SATURDAY_NIGHT_FEVER:
|
||||
if( flag&1 ) { // Affect to all targets arround the caster and caster too.
|
||||
if( !(tsc && tsc->data[type]) )
|
||||
sc_start(bl, type, 100, skilllv,skill_get_time(skillid, skilllv));
|
||||
} else if( flag&2 ) {
|
||||
if( src->id != bl->id && battle_check_target(src,bl,BCT_ENEMY) > 0 )
|
||||
status_fix_damage(src,bl,9999,clif_damage(src,bl,tick,0,0,9999,0,0,0));
|
||||
} else if( sd ) {
|
||||
if( !sd->status.party_id ) {
|
||||
clif_skill_fail(sd,skillid,0x11,0);
|
||||
break;
|
||||
}
|
||||
if( map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid,skilllv),
|
||||
BL_PC, src, skillid, skilllv, tick, BCT_ENEMY, skill_area_sub_count) > 7 )
|
||||
flag |= 2;
|
||||
else
|
||||
flag |= 1;
|
||||
map_foreachinrange(skill_area_sub, src, skill_get_splash(skillid,skilllv),BL_PC, src, skillid, skilllv, tick, flag|BCT_ENEMY|BCT_SELF, skill_castend_nodamage_id);
|
||||
clif_skill_nodamage(src, bl, skillid, skilllv,
|
||||
sc_start(src,SC_STOP,100,skilllv,skill_get_time2(skillid,skilllv)));
|
||||
if( flag&2 ) // Dealed here to prevent conflicts
|
||||
status_fix_damage(src,bl,9999,clif_damage(src,bl,tick,0,0,9999,0,0,0));
|
||||
}
|
||||
break;
|
||||
|
||||
case WM_SONG_OF_MANA:
|
||||
case WM_DANCE_WITH_WUG:
|
||||
case WM_LERADS_DEW:
|
||||
if( flag&1 ) { // These affect to to all party members near the caster.
|
||||
struct status_change *sc = status_get_sc(src);
|
||||
if( sc && sc->data[type] ) {
|
||||
sc_start2(bl,type,100,skilllv,sc->data[type]->val2,skill_get_time(skillid,skilllv));
|
||||
}
|
||||
} else if( sd ) {
|
||||
short lv = (short)skilllv;
|
||||
int count = skill_check_pc_partner(sd,skillid,&lv,skill_get_splash(skillid,skilllv),1);
|
||||
if( sc_start2(bl,type,100,skilllv,count,skill_get_time(skillid,skilllv)) )
|
||||
party_foreachsamemap(skill_area_sub,sd,skill_get_splash(skillid,skilllv),src,skillid,skilllv,tick,flag|BCT_PARTY|1,skill_castend_nodamage_id);
|
||||
clif_skill_nodamage(src,bl,skillid,skilllv,1);
|
||||
|
||||
}
|
||||
break;
|
||||
|
||||
case WM_MELODYOFSINK:
|
||||
case WM_BEYOND_OF_WARCRY:
|
||||
case WM_UNLIMITED_HUMMING_VOICE:
|
||||
if( flag&1 ) {
|
||||
sc_start2(bl,type,100,skilllv,skill_area_temp[0],skill_get_time(skillid,skilllv));
|
||||
} else { // These affect to all targets arround the caster.
|
||||
short lv = (short)skilllv;
|
||||
skill_area_temp[0] = (sd) ? skill_check_pc_partner(sd,skillid,&lv,skill_get_splash(skillid,skilllv),1) : 50; // 50% chance in non BL_PC (clones).
|
||||
map_foreachinrange(skill_area_sub, src, skill_get_splash(skillid,skilllv),BL_PC, src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
|
||||
clif_skill_nodamage(src,bl,skillid,skilllv,1);
|
||||
}
|
||||
break;
|
||||
|
||||
case WM_RANDOMIZESPELL: {
|
||||
int improv_skillid = 0, improv_skilllv;
|
||||
do {
|
||||
i = rand() % MAX_SKILL_IMPROVISE_DB;
|
||||
improv_skillid = skill_improvise_db[i].skillid;
|
||||
} while( improv_skillid == 0 || rand()%10000 >= skill_improvise_db[i].per );
|
||||
improv_skilllv = 4 + skilllv;
|
||||
clif_skill_nodamage (src, bl, skillid, skilllv, 1);
|
||||
|
||||
if( sd ) {
|
||||
sd->skillitem = improv_skillid;
|
||||
sd->skillitemlv = improv_skilllv;
|
||||
clif_item_skill(sd, improv_skillid, improv_skilllv);
|
||||
} else {
|
||||
struct unit_data *ud = unit_bl2ud(src);
|
||||
int inf = skill_get_inf(improv_skillid);
|
||||
int target_id = 0;
|
||||
if (!ud) break;
|
||||
if (inf&INF_SELF_SKILL || inf&INF_SUPPORT_SKILL) {
|
||||
if (src->type == BL_PET)
|
||||
bl = (struct block_list*)((TBL_PET*)src)->msd;
|
||||
if (!bl) bl = src;
|
||||
unit_skilluse_id(src, bl->id, improv_skillid, improv_skilllv);
|
||||
} else {
|
||||
if (ud->target)
|
||||
target_id = ud->target;
|
||||
else switch (src->type) {
|
||||
case BL_MOB: target_id = ((TBL_MOB*)src)->target_id; break;
|
||||
case BL_PET: target_id = ((TBL_PET*)src)->target_id; break;
|
||||
}
|
||||
if (!target_id)
|
||||
break;
|
||||
if (skill_get_casttype(improv_skillid) == CAST_GROUND) {
|
||||
bl = map_id2bl(target_id);
|
||||
if (!bl) bl = src;
|
||||
unit_skilluse_pos(src, bl->x, bl->y, improv_skillid, improv_skilllv);
|
||||
} else
|
||||
unit_skilluse_id(src, target_id, improv_skillid, improv_skilllv);
|
||||
}
|
||||
}
|
||||
}
|
||||
break;
|
||||
|
||||
|
||||
case RETURN_TO_ELDICASTES:
|
||||
case ALL_GUARDIAN_RECALL:
|
||||
@ -8053,7 +8314,7 @@ int skill_castend_id(int tid, unsigned int tick, int id, intptr_t data)
|
||||
skill_blockpc_start(sd,BD_ADAPTATION,3000);
|
||||
}
|
||||
|
||||
if( sd && ud->skillid != SA_ABRACADABRA ) // Hocus-Pocus has just set the data so leave it as it is.[Inkfish]
|
||||
if( sd && ud->skillid != SA_ABRACADABRA && ud->skillid != WM_RANDOMIZESPELL ) // they just set the data so leave it as it is.[Inkfish]
|
||||
sd->skillitem = sd->skillitemlv = 0;
|
||||
|
||||
if (ud->skilltimer == INVALID_TIMER) {
|
||||
@ -8433,6 +8694,9 @@ int skill_castend_pos2(struct block_list* src, int x, int y, int skillid, int sk
|
||||
case SC_CHAOSPANIC:
|
||||
case SC_BLOODYLUST:
|
||||
case SC_MAELSTROM:
|
||||
case WM_REVERBERATION:
|
||||
case WM_SEVERE_RAINSTORM:
|
||||
case WM_POEMOFNETHERWORLD:
|
||||
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.
|
||||
skill_unitsetting(src,skillid,skilllv,x,y,0);
|
||||
@ -8680,16 +8944,12 @@ int skill_castend_pos2(struct block_list* src, int x, int y, int skillid, int sk
|
||||
}
|
||||
}
|
||||
break;
|
||||
/**
|
||||
* Mechanic
|
||||
**/
|
||||
|
||||
case NC_COLDSLOWER:
|
||||
case NC_ARMSCANNON:
|
||||
/**
|
||||
* Rune Knight
|
||||
**/
|
||||
case RK_DRAGONBREATH:
|
||||
case RK_WINDCUTTER:
|
||||
case WM_LULLABY_DEEPSLEEP:
|
||||
i = skill_get_splash(skillid,skilllv);
|
||||
map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,BL_CHAR,
|
||||
src,skillid,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
|
||||
@ -8829,6 +9089,19 @@ int skill_castend_pos2(struct block_list* src, int x, int y, int skillid, int sk
|
||||
} else if( sd )
|
||||
clif_skill_fail(sd,skillid,USESKILL_FAIL,0);
|
||||
break;
|
||||
|
||||
case WM_DOMINION_IMPULSE:
|
||||
i = skill_get_splash(skillid, skilllv);
|
||||
map_foreachinarea( skill_ative_reverberation,
|
||||
src->m, x-i, y-i, x+i,y+i,BL_SKILL);
|
||||
break;
|
||||
|
||||
case WM_GREAT_ECHO:
|
||||
flag|=1; // Should counsume 1 item per skill usage.
|
||||
map_foreachinrange(skill_area_sub, src, skill_get_splash(skillid,skilllv),BL_CHAR, src, skillid, skilllv, tick, flag|BCT_ENEMY, skill_castend_damage_id);
|
||||
break;
|
||||
|
||||
|
||||
default:
|
||||
ShowWarning("skill_castend_pos2: Unknown skill used:%d\n",skillid);
|
||||
return 1;
|
||||
@ -8879,7 +9152,7 @@ int skill_castend_map (struct map_session_data *sd, short skill_num, const char
|
||||
sd->sc.data[SC_ROKISWEIL] ||
|
||||
sd->sc.data[SC_AUTOCOUNTER] ||
|
||||
sd->sc.data[SC_STEELBODY] ||
|
||||
sd->sc.data[SC_DANCING] ||
|
||||
(sd->sc.data[SC_DANCING] && skill_num < RK_ENCHANTBLADE && !pc_checkskill(sd, WM_LESSON)) ||
|
||||
sd->sc.data[SC_BERSERK] ||
|
||||
sd->sc.data[SC_BASILICA] ||
|
||||
sd->sc.data[SC_MARIONETTE] ||
|
||||
@ -9341,9 +9614,6 @@ struct skill_unit_group* skill_unitsetting (struct block_list *src, short skilli
|
||||
|
||||
break;
|
||||
}
|
||||
/**
|
||||
* Guilotine Cross
|
||||
**/
|
||||
case GC_POISONSMOKE:
|
||||
if( !(sc && sc->data[SC_POISONINGWEAPON]) )
|
||||
return NULL;
|
||||
@ -9351,12 +9621,16 @@ struct skill_unit_group* skill_unitsetting (struct block_list *src, short skilli
|
||||
val2 = sc->data[SC_POISONINGWEAPON]->val2; // Type of Poison
|
||||
limit = 4000 + 2000 * skilllv;
|
||||
break;
|
||||
/**
|
||||
* Royal Guard
|
||||
**/
|
||||
case LG_BANDING:
|
||||
limit = -1;
|
||||
break;
|
||||
case WM_REVERBERATION:
|
||||
interval = limit;
|
||||
val2 = 1;
|
||||
case WM_POEMOFNETHERWORLD: // Can't be placed on top of Land Protector.
|
||||
if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) )
|
||||
return NULL;
|
||||
break;
|
||||
}
|
||||
|
||||
nullpo_retr(NULL, group=skill_initunitgroup(src,layout->count,skillid,skilllv,skill_get_unit_id(skillid,flag&1)+subunt, limit, interval));
|
||||
@ -9456,6 +9730,9 @@ struct skill_unit_group* skill_unitsetting (struct block_list *src, short skilli
|
||||
if (val1 < 1) val1 = 1;
|
||||
val2 = 0;
|
||||
break;
|
||||
case WM_REVERBERATION:
|
||||
val1 = 1;
|
||||
break;
|
||||
default:
|
||||
if (group->state.song_dance&0x1)
|
||||
val2 = unit_flag&(UF_DANCE|UF_SONG); //Store whether this is a song/dance
|
||||
@ -10188,6 +10465,13 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns
|
||||
if( battle_check_target(&src->bl, bl, BCT_ENEMY) )
|
||||
skill_attack(BF_WEAPON,ss,&src->bl,bl,WM_SEVERE_RAINSTORM_MELEE,sg->skill_lv,tick,0);
|
||||
break;
|
||||
case UNT_NETHERWORLD:
|
||||
if( !(status_get_mode(bl)&MD_BOSS) ) {
|
||||
if( !(tsc && tsc->data[type]) )
|
||||
sc_start(bl, type, 100, sg->skill_lv, skill_get_time2(sg->skill_id,sg->skill_lv));
|
||||
}
|
||||
break;
|
||||
|
||||
}
|
||||
|
||||
if (sg->state.magic_power && sc && !sc->data[SC_MAGICPOWER])
|
||||
@ -10415,6 +10699,7 @@ int skill_unit_ondamaged (struct skill_unit *src, struct block_list *bl, int dam
|
||||
case UNT_TALKIEBOX:
|
||||
case UNT_ANKLESNARE:
|
||||
case UNT_ICEWALL:
|
||||
case UNT_REVERBERATION:
|
||||
src->val1-=damage;
|
||||
break;
|
||||
case UNT_BLASTMINE:
|
||||
@ -10517,32 +10802,36 @@ int skill_check_pc_partner (struct map_session_data *sd, short skill_id, short*
|
||||
static int c=0;
|
||||
static int p_sd[2] = { 0, 0 };
|
||||
int i;
|
||||
bool is_chorus = ( skill_get_inf2(skill_id)&INF2_CHORUS_SKILL );
|
||||
|
||||
if (!battle_config.player_skill_partner_check || pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL))
|
||||
return 99; //As if there were infinite partners.
|
||||
return is_chorus ? MAX_PARTY : 99; //As if there were infinite partners.
|
||||
|
||||
if (cast_flag)
|
||||
{ //Execute the skill on the partners.
|
||||
if (cast_flag) { //Execute the skill on the partners.
|
||||
struct map_session_data* tsd;
|
||||
switch (skill_id)
|
||||
{
|
||||
switch (skill_id) {
|
||||
case PR_BENEDICTIO:
|
||||
for (i = 0; i < c; i++)
|
||||
{
|
||||
for (i = 0; i < c; i++) {
|
||||
if ((tsd = map_id2sd(p_sd[i])) != NULL)
|
||||
status_charge(&tsd->bl, 0, 10);
|
||||
}
|
||||
return c;
|
||||
case AB_ADORAMUS:
|
||||
if( c > 0 && (tsd = map_id2sd(p_sd[0])) != NULL )
|
||||
{
|
||||
if( c > 0 && (tsd = map_id2sd(p_sd[0])) != NULL ) {
|
||||
i = 2 * (*skill_lv);
|
||||
status_charge(&tsd->bl, 0, i);
|
||||
}
|
||||
break;
|
||||
case WM_GREAT_ECHO:
|
||||
for( i = 0; i < c; i++ ) {
|
||||
if( (tsd = map_id2sd(p_sd[i])) != NULL )
|
||||
status_zap(&tsd->bl,0,skill_get_sp(skill_id,*skill_lv)/c);
|
||||
}
|
||||
break;
|
||||
default: //Warning: Assuming Ensemble skills here (for speed)
|
||||
if (c > 0 && sd->sc.data[SC_DANCING] && (tsd = map_id2sd(p_sd[0])) != NULL)
|
||||
{
|
||||
if( is_chorus )
|
||||
break;//Chorus skills are not to be parsed as ensambles
|
||||
if (c > 0 && sd->sc.data[SC_DANCING] && (tsd = map_id2sd(p_sd[0])) != NULL) {
|
||||
sd->sc.data[SC_DANCING]->val4 = tsd->bl.id;
|
||||
sc_start4(&tsd->bl,SC_DANCING,100,skill_id,sd->sc.data[SC_DANCING]->val2,*skill_lv,sd->bl.id,skill_get_time(skill_id,*skill_lv)+1000);
|
||||
clif_skill_nodamage(&tsd->bl, &sd->bl, skill_id, *skill_lv, 1);
|
||||
@ -10556,9 +10845,12 @@ int skill_check_pc_partner (struct map_session_data *sd, short skill_id, short*
|
||||
//Else: new search for partners.
|
||||
c = 0;
|
||||
memset (p_sd, 0, sizeof(p_sd));
|
||||
i = map_foreachinrange(skill_check_condition_char_sub, &sd->bl, range, BL_PC, &sd->bl, &c, &p_sd, skill_id);
|
||||
if( is_chorus )
|
||||
i = party_foreachsamemap(skill_check_condition_char_sub,sd,AREA_SIZE,&sd->bl, &c, &p_sd, skill_id, *skill_lv);
|
||||
else
|
||||
i = map_foreachinrange(skill_check_condition_char_sub, &sd->bl, range, BL_PC, &sd->bl, &c, &p_sd, skill_id);
|
||||
|
||||
if (skill_id != PR_BENEDICTIO) //Apply the average lv to encore skills.
|
||||
if ( skill_id != PR_BENEDICTIO && skill_id != AB_ADORAMUS && skill_id != WL_COMET ) //Apply the average lv to encore skills.
|
||||
*skill_lv = (i+(*skill_lv))/(c+1); //I know c should be one, but this shows how it could be used for the average of n partners.
|
||||
return c;
|
||||
}
|
||||
@ -11150,6 +11442,16 @@ int skill_check_condition_castbegin(struct map_session_data* sd, short skill, sh
|
||||
return 0;
|
||||
}
|
||||
break;
|
||||
case WM_GREAT_ECHO: {
|
||||
int count;
|
||||
count = skill_check_pc_partner(sd, skill, &lv, skill_get_splash(skill,lv), 0);
|
||||
if( count < 1 ) {
|
||||
clif_skill_fail(sd,skill,0x11,0);
|
||||
return 0;
|
||||
} else
|
||||
require.sp -= require.sp * 20 * count / 100; // -20% each W/M in the party.
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
||||
switch(require.state) {
|
||||
@ -11811,7 +12113,7 @@ int skill_delayfix (struct block_list *bl, int skill_id, int skill_lv)
|
||||
nullpo_ret(bl);
|
||||
sd = BL_CAST(BL_PC, bl);
|
||||
|
||||
if (skill_id == SA_ABRACADABRA)
|
||||
if (skill_id == SA_ABRACADABRA || skill_id == WM_RANDOMIZESPELL)
|
||||
return 0; //Will use picked skill's delay.
|
||||
|
||||
if (bl->type&battle_config.no_skill_delay)
|
||||
@ -12734,6 +13036,13 @@ static int skill_trap_splash (struct block_list *bl, va_list ap)
|
||||
if(skill_attack(BF_MISC,ss,bl,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
|
||||
clif_skill_damage(bl,bl,tick,0,0,-30000,1,sg->skill_id,sg->skill_lv,5);
|
||||
break;
|
||||
case UNT_REVERBERATION:
|
||||
skill_attack(BF_WEAPON,ss,src,bl,WM_REVERBERATION_MELEE,sg->skill_lv,tick,0);
|
||||
skill_addtimerskill(ss,tick+200,bl->id,0,0,WM_REVERBERATION_MAGIC,sg->skill_lv,BF_MAGIC,SD_LEVEL);
|
||||
break;
|
||||
case UNT_SEVERE_RAINSTORM:
|
||||
skill_attack(BF_WEAPON,ss,ss,bl,WM_SEVERE_RAINSTORM_MELEE,sg->skill_lv,tick,0);
|
||||
break;
|
||||
default:
|
||||
skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,0);
|
||||
break;
|
||||
@ -13356,6 +13665,18 @@ static int skill_unit_timer_sub (DBKey key, void* data, va_list ap)
|
||||
}
|
||||
break;
|
||||
|
||||
case UNT_REVERBERATION:
|
||||
if( unit->val1 <= 0 ) { // If it was deactivated.
|
||||
skill_delunit(unit);
|
||||
break;
|
||||
}
|
||||
clif_changetraplook(bl,UNT_USED_TRAPS);
|
||||
map_foreachinrange(skill_trap_splash, bl, skill_get_splash(group->skill_id, group->skill_lv), group->bl_flag, bl, tick);
|
||||
group->limit = DIFF_TICK(tick,group->tick) + 1500;
|
||||
unit->limit = DIFF_TICK(tick,group->tick) + 1500;
|
||||
group->unit_id = UNT_USED_TRAPS;
|
||||
break;
|
||||
|
||||
case UNT_FEINTBOMB: {
|
||||
struct block_list *src = map_id2bl(group->src_id);
|
||||
if( src )
|
||||
@ -13387,9 +13708,6 @@ static int skill_unit_timer_sub (DBKey key, void* data, va_list ap)
|
||||
case UNT_FREEZINGTRAP:
|
||||
case UNT_TALKIEBOX:
|
||||
case UNT_ANKLESNARE:
|
||||
/**
|
||||
* Ranger
|
||||
**/
|
||||
case UNT_ELECTRICSHOCKER:
|
||||
case UNT_CLUSTERBOMB:
|
||||
if( unit->val1 <= 0 ) {
|
||||
@ -13401,6 +13719,10 @@ static int skill_unit_timer_sub (DBKey key, void* data, va_list ap)
|
||||
}
|
||||
}
|
||||
break;
|
||||
case UNT_REVERBERATION:
|
||||
if( unit->val1 <= 0 )
|
||||
unit->limit = DIFF_TICK(tick + 700,group->tick);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
@ -15211,6 +15533,31 @@ static bool skill_parse_row_spellbookdb(char* split[], int columns, int current)
|
||||
|
||||
return false;
|
||||
}
|
||||
static bool skill_parse_row_improvisedb(char* split[], int columns, int current)
|
||||
{// SkillID
|
||||
int i = atoi(split[0]);
|
||||
short j = atoi(split[1]);
|
||||
|
||||
if( !skill_get_index(i) || !skill_get_max(i) ) {
|
||||
ShowError("skill_improvise_db: Invalid skill ID %d\n", i);
|
||||
return false;
|
||||
}
|
||||
if ( !skill_get_inf(i) ) {
|
||||
ShowError("skill_improvise_db: Passive skills cannot be casted (%d/%s)\n", i, skill_get_name(i));
|
||||
return false;
|
||||
}
|
||||
if( j < 1 ) {
|
||||
ShowError("skill_improvise_db: Chances have to be 1 or above! (%d/%s)\n", i, skill_get_name(i));
|
||||
return false;
|
||||
}
|
||||
if( current >= MAX_SKILL_IMPROVISE_DB ) {
|
||||
ShowError("skill_improvise_db: Maximum amount of entries reached (%d), increase MAX_SKILL_IMPROVISE_DB\n",MAX_SKILL_IMPROVISE_DB);
|
||||
}
|
||||
skill_improvise_db[current].skillid = i;
|
||||
skill_improvise_db[current].per = j; // Still need confirm it.
|
||||
|
||||
return true;
|
||||
}
|
||||
static bool skill_parse_row_magicmushroomdb(char* split[], int column, int current)
|
||||
{
|
||||
int i = atoi(split[0]);
|
||||
@ -15305,6 +15652,7 @@ static void skill_readdb(void)
|
||||
//Guillotine Cross
|
||||
sv_readdb(db_path, "magicmushroom_db.txt" , ',', 1, 1, MAX_SKILL_MAGICMUSHROOM_DB, skill_parse_row_magicmushroomdb);
|
||||
sv_readdb(db_path, "skill_reproduce_db.txt", ',', 1, 1, MAX_SKILL_DB, skill_parse_row_reproducedb);
|
||||
sv_readdb(db_path, "skill_improvise_db.txt" , ',', 2, 2, MAX_SKILL_IMPROVISE_DB, skill_parse_row_improvisedb);
|
||||
|
||||
}
|
||||
|
||||
|
@ -18,6 +18,7 @@ struct status_change_entry;
|
||||
#define MAX_SKILL_ARROW_DB 150
|
||||
#define MAX_ARROW_RESOURCE 5
|
||||
#define MAX_SKILL_ABRA_DB 350
|
||||
#define MAX_SKILL_IMPROVISE_DB 50
|
||||
|
||||
#define MAX_SKILL_LEVEL 100
|
||||
|
||||
@ -64,7 +65,8 @@ enum e_skill_inf2
|
||||
INF2_PARTY_ONLY = 0x0400,
|
||||
INF2_GUILD_ONLY = 0x0800,
|
||||
INF2_NO_ENEMY = 0x1000,
|
||||
INF2_NOLP = 0x2000, // Spells that can ignore Land Protector
|
||||
INF2_NOLP = 0x2000, // Spells that can ignore Land Protector
|
||||
INF2_CHORUS_SKILL = 0x4000, // Chorus skill
|
||||
};
|
||||
|
||||
//Walk intervals at which chase-skills are attempted to be triggered.
|
||||
@ -1534,7 +1536,7 @@ enum {
|
||||
UNT_SEVERE_RAINSTORM, //TODO
|
||||
UNT_FIREWALK, //TODO
|
||||
UNT_ELECTRICWALK, //TODO
|
||||
UNT_POEMOFNETHERWORLD, //TODO
|
||||
UNT_NETHERWORLD, //TODO
|
||||
UNT_PSYCHIC_WAVE, //TODO
|
||||
UNT_CLOUD_KILL, //TODO
|
||||
UNT_POISONSMOKE, //TODO
|
||||
|
312
src/map/status.c
312
src/map/status.c
@ -536,9 +536,9 @@ void initChangeTables(void)
|
||||
set_sc( LG_EARTHDRIVE , SC_EARTHDRIVE , SI_EARTHDRIVE , SCB_DEF|SCB_ASPD );
|
||||
set_sc( LG_INSPIRATION , SC_INSPIRATION , SI_INSPIRATION , SCB_MAXHP|SCB_WATK|SCB_HIT|SCB_VIT|SCB_AGI|SCB_STR|SCB_DEX|SCB_INT|SCB_LUK);
|
||||
|
||||
///**
|
||||
// * Shadow Chaser
|
||||
// **/
|
||||
/**
|
||||
* Shadow Chaser
|
||||
**/
|
||||
set_sc( SC_REPRODUCE , SC__REPRODUCE , SI_REPRODUCE , SCB_NONE );
|
||||
set_sc( SC_AUTOSHADOWSPELL , SC__AUTOSHADOWSPELL, SI_AUTOSHADOWSPELL , SCB_NONE );
|
||||
set_sc( SC_SHADOWFORM , SC__SHADOWFORM , SI_SHADOWFORM , SCB_NONE );
|
||||
@ -567,27 +567,27 @@ void initChangeTables(void)
|
||||
set_sc( SR_GENTLETOUCH_ENERGYGAIN, SC_GT_ENERGYGAIN , SI_GENTLETOUCH_ENERGYGAIN, SCB_NONE );
|
||||
set_sc( SR_GENTLETOUCH_CHANGE , SC_GT_CHANGE , SI_GENTLETOUCH_CHANGE , SCB_BATK|SCB_ASPD|SCB_DEF|SCB_MDEF );
|
||||
set_sc( SR_GENTLETOUCH_REVITALIZE, SC_GT_REVITALIZE , SI_GENTLETOUCH_REVITALIZE, SCB_MAXHP|SCB_DEF2|SCB_REGEN|SCB_ASPD|SCB_SPEED );
|
||||
///**
|
||||
// * Wanderer / Mistrel
|
||||
// **/
|
||||
//set_sc( WA_SWING_DANCE , SC_SWINGDANCE , SI_SWINGDANCE , SCB_SPEED|SCB_ASPD );
|
||||
//set_sc( WA_SYMPHONY_OF_LOVER , SC_SYMPHONYOFLOVER , SI_SYMPHONYOFLOVERS , SCB_MDEF );
|
||||
//set_sc( WA_MOONLIT_SERENADE , SC_MOONLITSERENADE , SI_MOONLITSERENADE , SCB_MATK );
|
||||
//set_sc( MI_RUSH_WINDMILL , SC_RUSHWINDMILL , SI_RUSHWINDMILL , SCB_BATK );
|
||||
//set_sc( MI_ECHOSONG , SC_ECHOSONG , SI_ECHOSONG , SCB_DEF2 );
|
||||
//set_sc( MI_HARMONIZE , SC_HARMONIZE , SI_HARMONIZE , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK );
|
||||
//set_sc( WM_POEMOFNETHERWORLD , SC_STOP , SI_NETHERWORLD , SCB_NONE );
|
||||
//set_sc( WM_VOICEOFSIREN , SC_VOICEOFSIREN , SI_VOICEOFSIREN , SCB_NONE );
|
||||
//set_sc( WM_LULLABY_DEEPSLEEP , SC_DEEPSLEEP , SI_DEEPSLEEP , SCB_NONE );
|
||||
//set_sc( WM_SIRCLEOFNATURE , SC_SIRCLEOFNATURE , SI_SIRCLEOFNATURE , SCB_NONE );
|
||||
//set_sc( WM_GLOOMYDAY , SC_GLOOMYDAY , SI_GLOOMYDAY , SCB_FLEE|SCB_ASPD );
|
||||
//set_sc( WM_SONG_OF_MANA , SC_SONGOFMANA , SI_SONGOFMANA , SCB_NONE );
|
||||
//set_sc( WM_DANCE_WITH_WUG , SC_DANCEWITHWUG , SI_DANCEWITHWUG , SCB_ASPD );
|
||||
//set_sc( WM_SATURDAY_NIGHT_FEVER , SC_SATURDAYNIGHTFEVER , SI_SATURDAYNIGHTFEVER , SCB_BATK|SCB_DEF|SCB_FLEE|SCB_REGEN );
|
||||
//set_sc( WM_LERADS_DEW , SC_LERADSDEW , SI_LERADSDEW , SCB_MAXHP );
|
||||
//set_sc( WM_MELODYOFSINK , SC_MELODYOFSINK , SI_MELODYOFSINK , SCB_BATK|SCB_MATK );
|
||||
//set_sc( WM_BEYOND_OF_WARCRY , SC_BEYONDOFWARCRY , SI_WARCRYOFBEYOND , SCB_BATK|SCB_MATK );
|
||||
//set_sc( WM_UNLIMITED_HUMMING_VOICE, SC_UNLIMITEDHUMMINGVOICE, SI_UNLIMITEDHUMMINGVOICE, SCB_NONE );
|
||||
/**
|
||||
* Wanderer / Minstrel
|
||||
**/
|
||||
set_sc( WA_SWING_DANCE , SC_SWINGDANCE , SI_SWINGDANCE , SCB_SPEED|SCB_ASPD );
|
||||
set_sc( WA_SYMPHONY_OF_LOVER , SC_SYMPHONYOFLOVER , SI_SYMPHONYOFLOVERS , SCB_MDEF );
|
||||
set_sc( WA_MOONLIT_SERENADE , SC_MOONLITSERENADE , SI_MOONLITSERENADE , SCB_MATK );
|
||||
set_sc( MI_RUSH_WINDMILL , SC_RUSHWINDMILL , SI_RUSHWINDMILL , SCB_BATK );
|
||||
set_sc( MI_ECHOSONG , SC_ECHOSONG , SI_ECHOSONG , SCB_DEF2 );
|
||||
set_sc( MI_HARMONIZE , SC_HARMONIZE , SI_HARMONIZE , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK );
|
||||
set_sc( WM_POEMOFNETHERWORLD , SC_STOP , SI_NETHERWORLD , SCB_NONE );
|
||||
set_sc( WM_VOICEOFSIREN , SC_VOICEOFSIREN , SI_VOICEOFSIREN , SCB_NONE );
|
||||
set_sc( WM_LULLABY_DEEPSLEEP , SC_DEEPSLEEP , SI_DEEPSLEEP , SCB_NONE );
|
||||
set_sc( WM_SIRCLEOFNATURE , SC_SIRCLEOFNATURE , SI_SIRCLEOFNATURE , SCB_NONE );
|
||||
set_sc( WM_GLOOMYDAY , SC_GLOOMYDAY , SI_GLOOMYDAY , SCB_FLEE|SCB_ASPD );
|
||||
set_sc( WM_SONG_OF_MANA , SC_SONGOFMANA , SI_SONGOFMANA , SCB_NONE );
|
||||
set_sc( WM_DANCE_WITH_WUG , SC_DANCEWITHWUG , SI_DANCEWITHWUG , SCB_ASPD );
|
||||
set_sc( WM_SATURDAY_NIGHT_FEVER , SC_SATURDAYNIGHTFEVER , SI_SATURDAYNIGHTFEVER , SCB_BATK|SCB_DEF|SCB_FLEE|SCB_REGEN );
|
||||
set_sc( WM_LERADS_DEW , SC_LERADSDEW , SI_LERADSDEW , SCB_MAXHP );
|
||||
set_sc( WM_MELODYOFSINK , SC_MELODYOFSINK , SI_MELODYOFSINK , SCB_BATK|SCB_MATK );
|
||||
set_sc( WM_BEYOND_OF_WARCRY , SC_BEYONDOFWARCRY , SI_WARCRYOFBEYOND , SCB_BATK|SCB_MATK );
|
||||
set_sc( WM_UNLIMITED_HUMMING_VOICE, SC_UNLIMITEDHUMMINGVOICE, SI_UNLIMITEDHUMMINGVOICE, SCB_NONE );
|
||||
///**
|
||||
// * Sorcerer
|
||||
// **/
|
||||
@ -1015,6 +1015,8 @@ int status_damage(struct block_list *src,struct block_list *target,int hp, int s
|
||||
status_change_end(target, SC_BERSERK, INVALID_TIMER);
|
||||
if( sc->data[SC_RAISINGDRAGON] && status->hp <= 1000 )
|
||||
status_change_end(target, SC_RAISINGDRAGON, -1);
|
||||
if (sc->data[SC_SATURDAYNIGHTFEVER] && status->hp <= 100)
|
||||
status_change_end(target, SC_SATURDAYNIGHTFEVER, -1);
|
||||
}
|
||||
|
||||
switch (target->type)
|
||||
@ -1344,7 +1346,7 @@ int status_check_skilluse(struct block_list *src, struct block_list *target, int
|
||||
|
||||
if(sc && sc->count)
|
||||
{
|
||||
if(sc->opt1 >0 && sc->opt1 != OPT1_BURNING)
|
||||
if(sc->opt1 >0 && sc->opt1 != OPT1_BURNING && skill_num != SR_GENTLETOUCH_CURE)
|
||||
{ //Stuned/Frozen/etc
|
||||
if (flag != 1) //Can't cast, casted stuff can't damage.
|
||||
return 0;
|
||||
@ -1378,8 +1380,12 @@ int status_check_skilluse(struct block_list *src, struct block_list *target, int
|
||||
}
|
||||
}
|
||||
|
||||
if (sc->data[SC_DANCING] && flag!=2)
|
||||
{
|
||||
if (sc->data[SC_DANCING] && flag!=2) {
|
||||
if( src->type == BL_PC && skill_num >= WA_SWING_DANCE && skill_num <= WM_UNLIMITED_HUMMING_VOICE )
|
||||
{ // Lvl 5 Lesson or higher allow you use 3rd job skills while dancing.v
|
||||
if( pc_checkskill((TBL_PC*)src,WM_LESSON) < 5 )
|
||||
return 0;
|
||||
}
|
||||
if(sc->data[SC_LONGING])
|
||||
{ //Allow everything except dancing/re-dancing. [Skotlex]
|
||||
if (skill_num == BD_ENCORE ||
|
||||
@ -1413,7 +1419,10 @@ int status_check_skilluse(struct block_list *src, struct block_list *target, int
|
||||
sc->data[SC_WHITEIMPRISON] ||
|
||||
(sc->data[SC_STASIS] && skill_stasis_check(src, sc->data[SC_STASIS]->val2, skill_num)) ||
|
||||
sc->data[SC__INVISIBILITY] ||
|
||||
sc->data[SC__IGNORANCE] ||
|
||||
sc->data[SC_CRYSTALIZE] ||
|
||||
sc->data[SC__IGNORANCE] || // Target afflicted with this debuff cannot use skills or magic.
|
||||
sc->data[SC_DEEPSLEEP] ||
|
||||
sc->data[SC_SATURDAYNIGHTFEVER] ||
|
||||
sc->data[SC_CURSEDCIRCLE_TARGET]
|
||||
))
|
||||
return 0;
|
||||
@ -1544,6 +1553,9 @@ int status_check_visibility(struct block_list *src, struct block_list *target)
|
||||
if (src->m != target->m || !check_distance_bl(src, target, view_range))
|
||||
return 0;
|
||||
|
||||
if( tsc && tsc->data[SC_STEALTHFIELD] )
|
||||
return 0;
|
||||
|
||||
switch (target->type)
|
||||
{ //Check for chase-walk/hiding/cloaking opponents.
|
||||
case BL_PC:
|
||||
@ -3100,6 +3112,7 @@ void status_calc_regen_rate(struct block_list *bl, struct regen_data *regen, str
|
||||
|| sc->data[SC_BLEEDING]
|
||||
|| sc->data[SC_MAGICMUSHROOM]
|
||||
|| sc->data[SC_RAISINGDRAGON]
|
||||
|| sc->data[SC_SATURDAYNIGHTFEVER]
|
||||
) //No regen
|
||||
regen->flag = 0;
|
||||
|
||||
@ -3677,13 +3690,16 @@ static unsigned short status_calc_str(struct block_list *bl, struct status_chang
|
||||
str += ((sc->data[SC_MARIONETTE2]->val3)>>16)&0xFF;
|
||||
if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH && str < 50)
|
||||
str = 50;
|
||||
/**
|
||||
* RK Rune Skill
|
||||
**/
|
||||
if(sc->data[SC_GIANTGROWTH])
|
||||
str += 30;
|
||||
if(sc->data[SC_HARMONIZE])
|
||||
str += sc->data[SC_HARMONIZE]->val2;
|
||||
if(sc->data[SC_SAVAGE_STEAK])
|
||||
str += sc->data[SC_SAVAGE_STEAK]->val1;
|
||||
if(sc->data[SC_INSPIRATION])
|
||||
str += sc->data[SC_INSPIRATION]->val3;
|
||||
if(sc->data[SC_STOMACHACHE])
|
||||
str -= sc->data[SC_STOMACHACHE]->val1;
|
||||
|
||||
return (unsigned short)cap_value(str,0,USHRT_MAX);
|
||||
}
|
||||
@ -3723,13 +3739,17 @@ static unsigned short status_calc_agi(struct block_list *bl, struct status_chang
|
||||
agi += ((sc->data[SC_MARIONETTE2]->val3)>>8)&0xFF;
|
||||
if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH && agi < 50)
|
||||
agi = 50;
|
||||
/**
|
||||
* Arch Bishop
|
||||
**/
|
||||
if(sc->data[SC_ADORAMUS])
|
||||
agi -= sc->data[SC_ADORAMUS]->val2;
|
||||
if(sc->data[SC_HARMONIZE])
|
||||
agi += sc->data[SC_HARMONIZE]->val2;
|
||||
if(sc->data[SC_DROCERA_HERB_STEAMED])
|
||||
agi += sc->data[SC_DROCERA_HERB_STEAMED]->val1;
|
||||
if(sc->data[SC_INSPIRATION])
|
||||
agi += sc->data[SC_INSPIRATION]->val3;
|
||||
if(sc->data[SC_STOMACHACHE])
|
||||
agi -= sc->data[SC_STOMACHACHE]->val1;
|
||||
|
||||
|
||||
return (unsigned short)cap_value(agi,0,USHRT_MAX);
|
||||
}
|
||||
@ -3759,10 +3779,19 @@ static unsigned short status_calc_vit(struct block_list *bl, struct status_chang
|
||||
vit -= sc->data[SC_MARIONETTE]->val3&0xFF;
|
||||
if(sc->data[SC_MARIONETTE2])
|
||||
vit += sc->data[SC_MARIONETTE2]->val3&0xFF;
|
||||
if(sc->data[SC_INSPIRATION])
|
||||
vit += sc->data[SC_INSPIRATION]->val3;
|
||||
if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH && vit < 50)
|
||||
vit = 50;
|
||||
if(sc->data[SC_LAUDAAGNUS])
|
||||
vit += 4 + sc->data[SC_LAUDAAGNUS]->val1;
|
||||
if(sc->data[SC_HARMONIZE])
|
||||
vit += sc->data[SC_HARMONIZE]->val2;
|
||||
if(sc->data[SC_MINOR_BBQ])
|
||||
vit += sc->data[SC_MINOR_BBQ]->val1;
|
||||
if(sc->data[SC_INSPIRATION])
|
||||
vit += sc->data[SC_INSPIRATION]->val3;
|
||||
if(sc->data[SC_STOMACHACHE])
|
||||
vit -= sc->data[SC_STOMACHACHE]->val1;
|
||||
|
||||
|
||||
return (unsigned short)cap_value(vit,0,USHRT_MAX);
|
||||
}
|
||||
@ -3800,12 +3829,20 @@ static unsigned short status_calc_int(struct block_list *bl, struct status_chang
|
||||
int_ -= ((sc->data[SC_MARIONETTE]->val4)>>16)&0xFF;
|
||||
if(sc->data[SC_MARIONETTE2])
|
||||
int_ += ((sc->data[SC_MARIONETTE2]->val4)>>16)&0xFF;
|
||||
if(sc->data[SC_INSPIRATION])
|
||||
int_ += sc->data[SC_INSPIRATION]->val3;
|
||||
if(sc->data[SC__STRIPACCESSORY])
|
||||
int_ -= int_ * sc->data[SC__STRIPACCESSORY]->val2 / 100;
|
||||
if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH && int_ < 50)
|
||||
int_ = 50;
|
||||
if(sc->data[SC_MANDRAGORA])
|
||||
int_ -= 5 + 5 * sc->data[SC_MANDRAGORA]->val1;
|
||||
if(sc->data[SC__STRIPACCESSORY])
|
||||
int_ -= int_ * sc->data[SC__STRIPACCESSORY]->val2 / 100;
|
||||
if(sc->data[SC_HARMONIZE])
|
||||
int_ += sc->data[SC_HARMONIZE]->val2;
|
||||
if(sc->data[SC_COCKTAIL_WARG_BLOOD])
|
||||
int_ += sc->data[SC_COCKTAIL_WARG_BLOOD]->val1;
|
||||
if(sc->data[SC_INSPIRATION])
|
||||
int_ += sc->data[SC_INSPIRATION]->val3;
|
||||
if(sc->data[SC_STOMACHACHE])
|
||||
int_ -= sc->data[SC_STOMACHACHE]->val1;
|
||||
|
||||
return (unsigned short)cap_value(int_,0,USHRT_MAX);
|
||||
}
|
||||
@ -3846,12 +3883,18 @@ static unsigned short status_calc_dex(struct block_list *bl, struct status_chang
|
||||
dex -= ((sc->data[SC_MARIONETTE]->val4)>>8)&0xFF;
|
||||
if(sc->data[SC_MARIONETTE2])
|
||||
dex += ((sc->data[SC_MARIONETTE2]->val4)>>8)&0xFF;
|
||||
if(sc->data[SC_INSPIRATION])
|
||||
dex += sc->data[SC_INSPIRATION]->val3;
|
||||
if(sc->data[SC__STRIPACCESSORY])
|
||||
dex -= dex * sc->data[SC__STRIPACCESSORY]->val2 / 100;
|
||||
if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH && dex < 50)
|
||||
dex = 50;
|
||||
if(sc->data[SC__STRIPACCESSORY])
|
||||
dex -= dex * sc->data[SC__STRIPACCESSORY]->val2 / 100;
|
||||
if(sc->data[SC_HARMONIZE])
|
||||
dex += sc->data[SC_HARMONIZE]->val2;
|
||||
if(sc->data[SC_SIROMA_ICE_TEA])
|
||||
dex += sc->data[SC_SIROMA_ICE_TEA]->val1;
|
||||
if(sc->data[SC_INSPIRATION])
|
||||
dex += sc->data[SC_INSPIRATION]->val3;
|
||||
if(sc->data[SC_STOMACHACHE])
|
||||
dex -= sc->data[SC_STOMACHACHE]->val1;
|
||||
|
||||
return (unsigned short)cap_value(dex,0,USHRT_MAX);
|
||||
}
|
||||
@ -3879,12 +3922,23 @@ static unsigned short status_calc_luk(struct block_list *bl, struct status_chang
|
||||
luk -= sc->data[SC_MARIONETTE]->val4&0xFF;
|
||||
if(sc->data[SC_MARIONETTE2])
|
||||
luk += sc->data[SC_MARIONETTE2]->val4&0xFF;
|
||||
if(sc->data[SC_INSPIRATION])
|
||||
luk += sc->data[SC_INSPIRATION]->val3;
|
||||
if(sc->data[SC__STRIPACCESSORY])
|
||||
luk -= luk * sc->data[SC__STRIPACCESSORY]->val2 / 100;
|
||||
if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH && luk < 50)
|
||||
luk = 50;
|
||||
if(sc->data[SC_LAUDARAMUS])
|
||||
luk += 4 + sc->data[SC_LAUDARAMUS]->val1;
|
||||
if(sc->data[SC__STRIPACCESSORY])
|
||||
luk -= luk * sc->data[SC__STRIPACCESSORY]->val2 / 100;
|
||||
if(sc->data[SC_HARMONIZE])
|
||||
luk += sc->data[SC_HARMONIZE]->val2;
|
||||
if(sc->data[SC_PUTTI_TAILS_NOODLES])
|
||||
luk += sc->data[SC_PUTTI_TAILS_NOODLES]->val1;
|
||||
if(sc->data[SC_INSPIRATION])
|
||||
luk += sc->data[SC_INSPIRATION]->val3;
|
||||
if(sc->data[SC_STOMACHACHE])
|
||||
luk -= sc->data[SC_STOMACHACHE]->val1;
|
||||
if(sc->data[SC_BANANA_BOMB])
|
||||
luk -= luk * sc->data[SC_BANANA_BOMB]->val1 / 100;
|
||||
|
||||
|
||||
return (unsigned short)cap_value(luk,0,USHRT_MAX);
|
||||
}
|
||||
@ -3925,8 +3979,18 @@ static unsigned short status_calc_batk(struct block_list *bl, struct status_chan
|
||||
batk -= batk * sc->data[SC__ENERVATION]->val2 / 100;
|
||||
if(sc->data[SC__BLOODYLUST])
|
||||
batk += batk * 32 / 100;
|
||||
if(sc->data[SC_RUSHWINDMILL])
|
||||
batk += batk * sc->data[SC_RUSHWINDMILL]->val2/100;
|
||||
if(sc->data[SC_SATURDAYNIGHTFEVER])
|
||||
batk += 100 * sc->data[SC_SATURDAYNIGHTFEVER]->val1;
|
||||
if(sc->data[SC_MELODYOFSINK])
|
||||
batk -= batk * sc->data[SC_MELODYOFSINK]->val3/100;
|
||||
if(sc->data[SC_BEYONDOFWARCRY])
|
||||
batk += batk * sc->data[SC_BEYONDOFWARCRY]->val3/100;
|
||||
if(sc->data[SC_GT_CHANGE])
|
||||
batk += batk * sc->data[SC_GT_CHANGE]->val3 / 100;
|
||||
if(sc->data[SC_FULL_SWING_K])
|
||||
batk += sc->data[SC_FULL_SWING_K]->val1;
|
||||
#if RE_EDP
|
||||
/**
|
||||
* in RE EDP increases your base atk by atk x Skill Level.
|
||||
@ -3980,12 +4044,30 @@ static unsigned short status_calc_watk(struct block_list *bl, struct status_chan
|
||||
watk -= watk * sc->data[SC_STRIPWEAPON]->val2/100;
|
||||
if(sc->data[SC_MERC_ATKUP])
|
||||
watk += sc->data[SC_MERC_ATKUP]->val2;
|
||||
if(sc->data[SC_FIGHTINGSPIRIT])
|
||||
watk += sc->data[SC_FIGHTINGSPIRIT]->val1;
|
||||
if(sc->data[SC__ENERVATION])
|
||||
watk -= watk * sc->data[SC__ENERVATION]->val2 / 100;
|
||||
if(sc->data[SC__BLOODYLUST])
|
||||
watk += watk * 32 / 100;
|
||||
if(sc->data[SC_STRIKING])
|
||||
watk += sc->data[SC_STRIKING]->val2;
|
||||
if(sc->data[SC_SHIELDSPELL_DEF] && sc->data[SC_SHIELDSPELL_DEF]->val1 == 3)
|
||||
watk += sc->data[SC_SHIELDSPELL_DEF]->val2;
|
||||
if(sc->data[SC_INSPIRATION])
|
||||
watk += sc->data[SC_INSPIRATION]->val2;
|
||||
if( sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 0 )
|
||||
watk += (10 + 10 * sc->data[SC_BANDING]->val1) * (sc->data[SC_BANDING]->val2);
|
||||
if( sc->data[SC_TROPIC_OPTION] )
|
||||
watk += sc->data[SC_TROPIC_OPTION]->val2;
|
||||
if( sc->data[SC_HEATER_OPTION] )
|
||||
watk += sc->data[SC_HEATER_OPTION]->val2;
|
||||
if( sc->data[SC_WATER_BARRIER] )
|
||||
watk -= sc->data[SC_WATER_BARRIER]->val3;
|
||||
if( sc->data[SC_PYROTECHNIC_OPTION] )
|
||||
watk += sc->data[SC_PYROTECHNIC_OPTION]->val2;
|
||||
if( sc && sc->data[SC_TIDAL_WEAPON] )
|
||||
watk += watk * sc->data[SC_TIDAL_WEAPON]->val2 / 100;
|
||||
|
||||
#if RE_EDP
|
||||
/**
|
||||
@ -4013,6 +4095,20 @@ static unsigned short status_calc_matk(struct block_list *bl, struct status_chan
|
||||
matk += matk * sc->data[SC_MINDBREAKER]->val2/100;
|
||||
if(sc->data[SC_INCMATKRATE])
|
||||
matk += matk * sc->data[SC_INCMATKRATE]->val1/100;
|
||||
if(sc->data[SC_MOONLITSERENADE])
|
||||
matk += matk * sc->data[SC_MOONLITSERENADE]->val2/100;
|
||||
if(sc->data[SC_MELODYOFSINK])
|
||||
matk += matk * sc->data[SC_MELODYOFSINK]->val3/100;
|
||||
if(sc->data[SC_BEYONDOFWARCRY])
|
||||
matk -= matk * sc->data[SC_BEYONDOFWARCRY]->val3/100;
|
||||
if(sc->data[SC_MANA_PLUS])
|
||||
matk += sc->data[SC_MANA_PLUS]->val1;
|
||||
if(sc->data[SC_AQUAPLAY_OPTION])
|
||||
matk += sc->data[SC_AQUAPLAY_OPTION]->val2;
|
||||
if(sc->data[SC_CHILLY_AIR_OPTION])
|
||||
matk += sc->data[SC_CHILLY_AIR_OPTION]->val2;
|
||||
if(sc->data[SC_WATER_BARRIER])
|
||||
matk -= sc->data[SC_WATER_BARRIER]->val3;
|
||||
|
||||
return (unsigned short)cap_value(matk,0,USHRT_MAX);
|
||||
}
|
||||
@ -4032,6 +4128,8 @@ static signed short status_calc_critical(struct block_list *bl, struct status_ch
|
||||
critical += sc->data[SC_TRUESIGHT]->val2;
|
||||
if(sc->data[SC_CLOAKING])
|
||||
critical += critical;
|
||||
if(sc->data[SC_STRIKING])
|
||||
critical += sc->data[SC_STRIKING]->val1;
|
||||
if(sc->data[SC__INVISIBILITY])
|
||||
critical += critical * sc->data[SC__INVISIBILITY]->val3 / 100;
|
||||
if(sc->data[SC_CAMOUFLAGE])
|
||||
@ -4214,8 +4312,10 @@ static signed short status_calc_flee2(struct block_list *bl, struct status_chang
|
||||
def -= def * sc->data[SC_STRIPSHIELD]->val2/100;
|
||||
if (sc->data[SC_FLING])
|
||||
def -= def * (sc->data[SC_FLING]->val2)/100;
|
||||
if(sc->data[SC_STONEHARDSKIN])// Final DEF increase divided by 10 since were using classic (pre-renewal) mechanics. [Rytech]
|
||||
def += sc->data[SC_STONEHARDSKIN]->val1;
|
||||
if( sc->data[SC_FREEZING] )
|
||||
def -= def * 3 / 10;
|
||||
def -= def * 10 / 100;
|
||||
if( sc->data[SC_MARSHOFABYSS] )
|
||||
def -= def * ( 6 + 6 * sc->data[SC_MARSHOFABYSS]->val3/10 + (bl->type == BL_MOB ? 5 : 3) * sc->data[SC_MARSHOFABYSS]->val2/36 ) / 100;
|
||||
if( sc->data[SC_ANALYZE] )
|
||||
@ -4321,6 +4421,8 @@ static signed short status_calc_def2(struct block_list *bl, struct status_change
|
||||
mdef += (sc->data[SC_ENDURE]->val4 == 0) ? sc->data[SC_ENDURE]->val1 : 1;
|
||||
if(sc->data[SC_CONCENTRATION])
|
||||
mdef += 1; //Skill info says it adds a fixed 1 Mdef point.
|
||||
if(sc->data[SC_STONEHARDSKIN])// Final MDEF increase divided by 10 since were using classic (pre-renewal) mechanics. [Rytech]
|
||||
mdef += sc->data[SC_STONEHARDSKIN]->val1;
|
||||
if( sc->data[SC_MARSHOFABYSS] )
|
||||
mdef -= mdef * ( 6 + 6 * sc->data[SC_MARSHOFABYSS]->val3/10 + (bl->type == BL_MOB ? 5 : 3) * sc->data[SC_MARSHOFABYSS]->val2/36 ) / 100;
|
||||
if(sc->data[SC_ANALYZE])
|
||||
@ -4332,6 +4434,7 @@ static signed short status_calc_def2(struct block_list *bl, struct status_change
|
||||
if(sc->data[SC_WATER_BARRIER])
|
||||
mdef += sc->data[SC_WATER_BARRIER]->val2;
|
||||
|
||||
|
||||
#if REMODE
|
||||
return (short)cap_value(mdef,SHRT_MIN,SHRT_MAX);
|
||||
#else
|
||||
@ -4494,6 +4597,13 @@ static unsigned short status_calc_speed(struct block_list *bl, struct status_cha
|
||||
val = max( val, sc->data[SC_CLOAKINGEXCEED]->val3);
|
||||
if( sc->data[SC_GT_REVITALIZE] )
|
||||
val = max( val, sc->data[SC_GT_REVITALIZE]->val2 );
|
||||
if( sc->data[SC_SWINGDANCE] )
|
||||
val = max( val, sc->data[SC_SWINGDANCE]->val2 );
|
||||
if( sc->data[SC_GT_REVITALIZE] )
|
||||
val = max( val, sc->data[SC_GT_REVITALIZE]->val2 );
|
||||
if( sc->data[SC_WIND_STEP_OPTION] )
|
||||
val = max( val, sc->data[SC_WIND_STEP_OPTION]->val2 );
|
||||
|
||||
//FIXME: official items use a single bonus for this [ultramage]
|
||||
if( sc->data[SC_SPEEDUP0] ) // temporary item-based speedup
|
||||
val = max( val, 25 );
|
||||
@ -4717,17 +4827,26 @@ static unsigned int status_calc_maxhp(struct block_list *bl, struct status_chang
|
||||
maxhp -= maxhp * 15 / 100;
|
||||
if(sc->data[SC__WEAKNESS])
|
||||
maxhp -= maxhp * sc->data[SC__WEAKNESS]->val2 / 100;
|
||||
if(sc->data[SC_LERADSDEW])
|
||||
maxhp += maxhp * sc->data[SC_LERADSDEW]->val3 / 100;
|
||||
if(sc->data[SC_FORCEOFVANGUARD])
|
||||
maxhp += maxhp * 3 * sc->data[SC_FORCEOFVANGUARD]->val1 / 100;
|
||||
if(sc->data[SC_INSPIRATION]) //Custom value.
|
||||
maxhp += maxhp * 3 * sc->data[SC_INSPIRATION]->val1 / 100;
|
||||
if(sc->data[SC_RAISINGDRAGON])
|
||||
maxhp += maxhp * (2 + sc->data[SC_RAISINGDRAGON]->val1) / 100;
|
||||
if(sc->data[SC_GT_CHANGE])
|
||||
maxhp -= maxhp * (2 * sc->data[SC_GT_CHANGE]->val1) / 100;
|
||||
if(sc->data[SC_GT_REVITALIZE])
|
||||
maxhp += maxhp * (3 * sc->data[SC_GT_REVITALIZE]->val1) / 100;
|
||||
if(sc->data[SC_INSPIRATION]) //Custom value.
|
||||
maxhp += maxhp * 3 * sc->data[SC_INSPIRATION]->val1 / 100;
|
||||
|
||||
if(sc->data[SC_MUSTLE_M])
|
||||
maxhp += maxhp * sc->data[SC_MUSTLE_M]->val1/100;
|
||||
if(sc->data[SC_SOLID_SKIN_OPTION])
|
||||
maxhp += 2000;// Fix amount.
|
||||
if(sc->data[SC_POWER_OF_GAIA])
|
||||
maxhp += 3000;
|
||||
if(sc->data[SC_MYSTERIOUS_POWDER])
|
||||
maxhp -= sc->data[SC_MYSTERIOUS_POWDER]->val1 / 100;
|
||||
|
||||
return cap_value(maxhp,1,UINT_MAX);
|
||||
}
|
||||
@ -4745,6 +4864,8 @@ static unsigned int status_calc_maxsp(struct block_list *bl, struct status_chang
|
||||
maxsp += maxsp * sc->data[SC_MERC_SPUP]->val2/100;
|
||||
if(sc->data[SC_RAISINGDRAGON])
|
||||
maxsp += maxsp * (2 + sc->data[SC_RAISINGDRAGON]->val1) / 100;
|
||||
if(sc->data[SC_LIFE_FORCE_F])
|
||||
maxsp += maxsp * sc->data[SC_LIFE_FORCE_F]->val1/100;
|
||||
|
||||
return cap_value(maxsp,1,UINT_MAX);
|
||||
}
|
||||
@ -4816,6 +4937,8 @@ unsigned char status_calc_attack_element(struct block_list *bl, struct status_ch
|
||||
return ELE_DARK;
|
||||
if(sc->data[SC_GHOSTWEAPON] || sc->data[SC__INVISIBILITY])
|
||||
return ELE_GHOST;
|
||||
if(sc->data[SC_TIDAL_WEAPON_OPTION] || sc->data[SC_TIDAL_WEAPON] )
|
||||
return ELE_WATER;
|
||||
return (unsigned char)cap_value(element,0,UCHAR_MAX);
|
||||
}
|
||||
|
||||
@ -5299,6 +5422,7 @@ int status_get_sc_def(struct block_list *bl, enum sc_type type, int rate, int ti
|
||||
case SC_STONE:
|
||||
case SC_QUAGMIRE:
|
||||
case SC_SUITON:
|
||||
case SC_SWINGDANCE:
|
||||
case SC__ENERVATION:
|
||||
case SC__GROOMY:
|
||||
case SC__IGNORANCE:
|
||||
@ -5326,6 +5450,10 @@ int status_get_sc_def(struct block_list *bl, enum sc_type type, int rate, int ti
|
||||
case SC_SLEEP:
|
||||
sc_def = 3 +status->int_;
|
||||
break;
|
||||
case SC_DEEPSLEEP:
|
||||
tick_def = status->int_ / 10 + status_get_lv(bl) * 65 / 1000; // Seems to be -1 sec every 10 int and -5% chance every 10 int.
|
||||
sc_def = 5 * status->int_ /10;
|
||||
break;
|
||||
case SC_DECREASEAGI:
|
||||
case SC_ADORAMUS://Arch Bishop
|
||||
if (sd) tick>>=1; //Half duration for players.
|
||||
@ -5359,9 +5487,6 @@ int status_get_sc_def(struct block_list *bl, enum sc_type type, int rate, int ti
|
||||
if (sd) //Duration greatly reduced for players.
|
||||
tick /= 15;
|
||||
//No defense against it (buff).
|
||||
/**
|
||||
* 3rd stuff
|
||||
**/
|
||||
case SC_WHITEIMPRISON:
|
||||
rate -= (status_get_lv(bl) / 5 + status->vit / 4 + status->agi / 10)*100; // Lineal Reduction of Rate
|
||||
//tick_def = (int)floor(log10(status_get_lv(bl)) * 10.);
|
||||
@ -5379,8 +5504,7 @@ int status_get_sc_def(struct block_list *bl, enum sc_type type, int rate, int ti
|
||||
sc_def = status->int_*4/5; //FIXME: info said this is the formula of status chance. Check again pls. [Jobbie]
|
||||
break;
|
||||
case SC_ELECTRICSHOCKER:
|
||||
case SC_BITE:
|
||||
{
|
||||
case SC_BITE: {
|
||||
if( bl->type == BL_MOB )
|
||||
tick -= 1000 * (status->agi/10);
|
||||
if( sd && type != SC_ELECTRICSHOCKER )
|
||||
@ -5577,8 +5701,7 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val
|
||||
|
||||
undead_flag = battle_check_undead(status->race,status->def_ele);
|
||||
//Check for inmunities / sc fails
|
||||
switch (type)
|
||||
{
|
||||
switch (type) {
|
||||
case SC_STONE:
|
||||
if(sc->data[SC_POWER_OF_GAIA])
|
||||
return 0;
|
||||
@ -5870,8 +5993,7 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val
|
||||
}
|
||||
|
||||
//Before overlapping fail, one must check for status cured.
|
||||
switch (type)
|
||||
{
|
||||
switch (type) {
|
||||
case SC_BLESSING:
|
||||
//TO-DO Blessing and Agi up should do 1 damage against players on Undead Status, even on PvM
|
||||
//but cannot be plagiarized (this requires aegis investigation on packets and official behavior) [Brainstorm]
|
||||
@ -5930,8 +6052,7 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val
|
||||
status_change_end(bl, SC_CLOSECONFINE2, INVALID_TIMER);
|
||||
break;
|
||||
case SC_BERSERK:
|
||||
if(battle_config.berserk_cancels_buffs)
|
||||
{
|
||||
if(battle_config.berserk_cancels_buffs) {
|
||||
status_change_end(bl, SC_ONEHAND, INVALID_TIMER);
|
||||
status_change_end(bl, SC_TWOHANDQUICKEN, INVALID_TIMER);
|
||||
status_change_end(bl, SC_CONCENTRATION, INVALID_TIMER);
|
||||
@ -6004,6 +6125,45 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val
|
||||
case SC_FOOD_LUK_CASH:
|
||||
status_change_end(bl, SC_LUKFOOD, INVALID_TIMER);
|
||||
break;
|
||||
case SC_FIGHTINGSPIRIT:
|
||||
status_change_end(bl, type, INVALID_TIMER); // Remove previous one.
|
||||
break;
|
||||
case SC_SWINGDANCE:
|
||||
case SC_SYMPHONYOFLOVER:
|
||||
case SC_MOONLITSERENADE:
|
||||
case SC_RUSHWINDMILL:
|
||||
case SC_ECHOSONG:
|
||||
case SC_HARMONIZE:
|
||||
case SC_VOICEOFSIREN:
|
||||
case SC_DEEPSLEEP:
|
||||
case SC_SIRCLEOFNATURE:
|
||||
if( sc->data[type] ) // Don't remove same sc.
|
||||
break;
|
||||
status_change_end(bl, SC_SWINGDANCE, INVALID_TIMER);
|
||||
status_change_end(bl, SC_SYMPHONYOFLOVER, INVALID_TIMER);
|
||||
status_change_end(bl, SC_MOONLITSERENADE, INVALID_TIMER);
|
||||
status_change_end(bl, SC_RUSHWINDMILL, INVALID_TIMER);
|
||||
status_change_end(bl, SC_ECHOSONG, INVALID_TIMER);
|
||||
status_change_end(bl, SC_HARMONIZE, INVALID_TIMER);
|
||||
status_change_end(bl, SC_VOICEOFSIREN, INVALID_TIMER);
|
||||
status_change_end(bl, SC_DEEPSLEEP, INVALID_TIMER);
|
||||
status_change_end(bl, SC_SIRCLEOFNATURE, INVALID_TIMER);
|
||||
break;
|
||||
case SC_SONGOFMANA:
|
||||
case SC_DANCEWITHWUG:
|
||||
case SC_LERADSDEW:
|
||||
case SC_MELODYOFSINK:
|
||||
case SC_BEYONDOFWARCRY:
|
||||
case SC_UNLIMITEDHUMMINGVOICE:
|
||||
if( sc->data[type] ) // Don't remove same sc.
|
||||
break;
|
||||
status_change_end(bl, SC_SONGOFMANA, INVALID_TIMER);
|
||||
status_change_end(bl, SC_DANCEWITHWUG, INVALID_TIMER);
|
||||
status_change_end(bl, SC_LERADSDEW, INVALID_TIMER);
|
||||
status_change_end(bl, SC_MELODYOFSINK, INVALID_TIMER);
|
||||
status_change_end(bl, SC_BEYONDOFWARCRY, INVALID_TIMER);
|
||||
status_change_end(bl, SC_UNLIMITEDHUMMINGVOICE, INVALID_TIMER);
|
||||
break;
|
||||
case SC_REFLECTSHIELD:
|
||||
status_change_end(bl, SC_REFLECTDAMAGE, INVALID_TIMER);
|
||||
break;
|
||||
@ -6119,6 +6279,12 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val
|
||||
val3 = sce->val3;
|
||||
val4 = sce->val4;
|
||||
break;
|
||||
case SC_LERADSDEW:
|
||||
if( sc && sc->data[SC_BERSERK] )
|
||||
return 0;
|
||||
case SC_SHAPESHIFT:
|
||||
case SC_PROPERTYWALK:
|
||||
break;
|
||||
case SC_JOINTBEAT:
|
||||
val2 |= sce->val2; // stackable ailments
|
||||
default:
|
||||
@ -7465,12 +7631,12 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val
|
||||
}
|
||||
|
||||
//Those that make you stop attacking/walking....
|
||||
switch (type)
|
||||
{
|
||||
switch (type) {
|
||||
case SC_FREEZE:
|
||||
case SC_STUN:
|
||||
case SC_SLEEP:
|
||||
case SC_STONE:
|
||||
case SC_DEEPSLEEP:
|
||||
if (sd && pc_issit(sd)) //Avoid sprite sync problems.
|
||||
pc_setstand(sd);
|
||||
case SC_TRICKDEAD:
|
||||
@ -7487,10 +7653,15 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val
|
||||
case SC_SPIDERWEB:
|
||||
case SC_ELECTRICSHOCKER:
|
||||
case SC_BITE:
|
||||
case SC_THORNSTRAP:
|
||||
case SC__MANHOLE:
|
||||
case SC_CHAOS:
|
||||
case SC_CRYSTALIZE:
|
||||
case SC_WHITEIMPRISON:
|
||||
case SC_VACUUM_EXTREME:
|
||||
case SC_CURSEDCIRCLE_ATKER:
|
||||
case SC_CURSEDCIRCLE_TARGET:
|
||||
case SC_FEAR:
|
||||
unit_stop_walking(bl,1);
|
||||
break;
|
||||
case SC_HIDING:
|
||||
@ -7499,6 +7670,7 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val
|
||||
case SC_CHASEWALK:
|
||||
case SC_WEIGHT90:
|
||||
case SC_CAMOUFLAGE:
|
||||
case SC_VOICEOFSIREN:
|
||||
unit_stop_attack(bl);
|
||||
break;
|
||||
case SC_SILENCE:
|
||||
@ -8157,6 +8329,7 @@ int status_change_end_(struct block_list* bl, enum sc_type type, int tid, const
|
||||
break;
|
||||
|
||||
case SC_BERSERK:
|
||||
case SC_SATURDAYNIGHTFEVER:
|
||||
//If val2 is removed, no HP penalty (dispelled?) [Skotlex]
|
||||
if(status->hp > 100 && sce->val2)
|
||||
status_set_hp(bl, 100, 0);
|
||||
@ -8166,6 +8339,8 @@ int status_change_end_(struct block_list* bl, enum sc_type type, int tid, const
|
||||
status_change_end(bl, SC_ENDURE, INVALID_TIMER);
|
||||
}
|
||||
sc_start4(bl, SC_REGENERATION, 100, 10,0,0,(RGN_HP|RGN_SP), skill_get_time(LK_BERSERK, sce->val1));
|
||||
if( type == SC_SATURDAYNIGHTFEVER ) //Sit down force of Saturday Night Fever has the duration of only 3 seconds.
|
||||
sc_start(bl,SC_SITDOWN_FORCE,100,sce->val1,skill_get_time2(WM_SATURDAY_NIGHT_FEVER,sce->val1));
|
||||
break;
|
||||
case SC_GOSPEL:
|
||||
if (sce->val3) { //Clear the group.
|
||||
@ -9471,11 +9646,18 @@ int status_change_clear_buffs (struct block_list* bl, int type)
|
||||
case SC_STRIPSHIELD:
|
||||
case SC_STRIPARMOR:
|
||||
case SC_STRIPHELM:
|
||||
case SC_BITE:
|
||||
case SC_ADORAMUS:
|
||||
case SC_VACUUM_EXTREME:
|
||||
case SC_BURNING:
|
||||
case SC_FEAR:
|
||||
case SC_MAGNETICFIELD:
|
||||
if (!(type&2))
|
||||
continue;
|
||||
break;
|
||||
//The rest are buffs that can be removed.
|
||||
case SC_BERSERK:
|
||||
case SC_SATURDAYNIGHTFEVER:
|
||||
if (!(type&1))
|
||||
continue;
|
||||
sc->data[i]->val2 = 0;
|
||||
|
@ -1008,32 +1008,32 @@ enum si_type {
|
||||
SI_GENTLETOUCH_CHANGE = 426,
|
||||
SI_GENTLETOUCH_REVITALIZE = 427,
|
||||
SI_BLOODYLUST = 428,
|
||||
SI_SWING = 429,
|
||||
SI_SYMPHONY_LOVE = 430,
|
||||
SI_SWINGDANCE = 429,
|
||||
SI_SYMPHONYOFLOVERS = 430,
|
||||
SI_PROPERTYWALK = 431,
|
||||
SI_SPELLFIST = 432,
|
||||
SI_NETHERWORLD = 433,
|
||||
SI_SIREN = 434,
|
||||
SI_DEEP_SLEEP = 435,
|
||||
SI_VOICEOFSIREN = 434,
|
||||
SI_DEEPSLEEP = 435,
|
||||
SI_SIRCLEOFNATURE = 436,
|
||||
SI_COLD = 437,
|
||||
SI_GLOOMYDAY = 438,
|
||||
SI_SONG_OF_MANA = 439,
|
||||
SI_SONGOFMANA = 439,
|
||||
SI_CLOUD_KILL = 440,
|
||||
SI_DANCE_WITH_WUG = 441,
|
||||
SI_RUSH_WINDMILL = 442,
|
||||
SI_DANCEWITHWUG = 441,
|
||||
SI_RUSHWINDMILL = 442,
|
||||
SI_ECHOSONG = 443,
|
||||
SI_HARMONIZE = 444,
|
||||
SI_STRIKING = 445,
|
||||
SI_WARMER = 446,
|
||||
SI_MOONLIT_SERENADE = 447,
|
||||
SI_SATURDAY_NIGHT_FEVER = 448,
|
||||
SI_MOONLITSERENADE = 447,
|
||||
SI_SATURDAYNIGHTFEVER = 448,
|
||||
SI_SITDOWN_FORCE = 449,
|
||||
SI_ANALYZE = 450,
|
||||
SI_LERADS_DEW = 451,
|
||||
SI_LERADSDEW = 451,
|
||||
SI_MELODYOFSINK = 452,
|
||||
SI_BEYOND_OF_WARCRY = 453,
|
||||
SI_UNLIMITED_HUMMING_VOICE = 454,
|
||||
SI_WARCRYOFBEYOND = 453,
|
||||
SI_UNLIMITEDHUMMINGVOICE = 454,
|
||||
SI_SPELLBOOK1 = 455,
|
||||
SI_SPELLBOOK2 = 456,
|
||||
SI_SPELLBOOK3 = 457,
|
||||
|
Loading…
x
Reference in New Issue
Block a user