Renewal Skill Cast Time Updates

* Updated a fair amount of skill cast times to official.
* Cold Slower will only give Freezing if the target wasn't given Frozen.
* Sound of Destruction will now Stun targets if a Performance/Chorus is removed for 5 seconds.
* Updated the Burning (15 seconds), Freezing (40 seconds), Bleeding (120 seconds), and Stun (5 seconds) durations for Tetra Vortex.
* Xeno Slasher will only cause Bleeding at SkillLevel%.
* Corrected a few issues with Reading Spell Book storage.
* Corrected Fire Walk and Electric Walk to only last for 12 seconds in a cell and the skill's duration to last for 30 seconds.
This commit is contained in:
aleos89 2015-09-03 12:46:25 -04:00
parent b5f2f0ae8f
commit df35f33480
4 changed files with 167 additions and 153 deletions

View File

@ -51,7 +51,7 @@
//-- MG_LIGHTNINGBOLT //-- MG_LIGHTNINGBOLT
20,640:960:1280:1600:1920:2100:1560:2880:3200:3520,1000:1200:1400:1600:1800:2000:2200:2400:2600:2800,0,0,0,0,160:240:320:400:480:700:640:720:800:880 20,640:960:1280:1600:1920:2100:1560:2880:3200:3520,1000:1200:1400:1600:1800:2000:2200:2400:2600:2800,0,0,0,0,160:240:320:400:480:700:640:720:800:880
//-- MG_THUNDERSTORM //-- MG_THUNDERSTORM
21,640:1280:1920:2560:3200:3840:4480:5120:5760:6400,2000:2000:2000:2000:2000:2000:2000:2000:2000:2000,0,500,0,0,160:320:480:640:800:960:1120:1280:1440:1600 21,640:1280:1920:2560:3200:3840:4480:5120:5760:6400,2000,0,500,0,0,160:320:480:640:800:960:1120:1280:1440:1600
//========================================== //==========================================
@ -63,7 +63,7 @@
//-- AL_TELEPORT //-- AL_TELEPORT
26,0,0,0,0,0,0,0 26,0,0,0,0,0,0,0
//-- AL_WARP //-- AL_WARP
27,0,0,0,5000:10000:15000:20000:25000:30000:35000:40000:45000:50000,0,0,1000 27,0,1000,0,10000:15000:20000:25000,0,0,1000
//-- AL_HEAL //-- AL_HEAL
28,0,1000,0,0,0,0,0 28,0,1000,0,0,0,0,0
//-- AL_INCAGI //-- AL_INCAGI
@ -103,7 +103,7 @@
//===== First planned to be shared ========= //===== First planned to be shared =========
//-- ALL_RESURRECTION //-- ALL_RESURRECTION
54,4800:3200:1600:0,0:1000:2000:3000,0,0,0,0,1200:800:400:0 54,4800:3200:1600:0,0:1000:2000:3000,0,0,0,0,1200:800:400:-1
//========================================== //==========================================
@ -166,7 +166,7 @@
//-- WZ_VERMILION //-- WZ_VERMILION
85,9600:9280:8960:8640:8320:8000:7680:7360:7040:6720,5000,0,4000,5500:6000:6500:7000:7500:8000:8500:9000:9500:10000,0,2400:2320:2240:2160:2080:2000:1920:1840:1760:1680 85,9600:9280:8960:8640:8320:8000:7680:7360:7040:6720,5000,0,4000,5500:6000:6500:7000:7500:8000:8500:9000:9500:10000,0,2400:2320:2240:2160:2080:2000:1920:1840:1760:1680
//-- WZ_WATERBALL //-- WZ_WATERBALL
86,640:1280:1920:2560:3200:3200:3200:3200:3200:3200,0,0,0,0,0,160:320:480:640:800:800:800:800:800:800 86,640:1280:1920:2560:3200,0,0,0,0,0,160:320:480:640:800
//-- WZ_ICEWALL //-- WZ_ICEWALL
87,0,0,0,5000:10000:15000:20000:25000:30000:35000:40000:45000:50000,0,0,0 87,0,0,0,5000:10000:15000:20000:25000:30000:35000:40000:45000:50000,0,0,0
//-- WZ_FROSTNOVA //-- WZ_FROSTNOVA
@ -174,9 +174,9 @@
//-- WZ_STORMGUST //-- WZ_STORMGUST
89,3840:4480:5120:5760:6400:7040:7680:8320:8960:9600,5000,0,4600,12000,0,960:1120:1280:1440:1600:1760:1920:2080:2240:2400 89,3840:4480:5120:5760:6400:7040:7680:8320:8960:9600,5000,0,4600,12000,0,960:1120:1280:1440:1600:1760:1920:2080:2240:2400
//-- WZ_EARTHSPIKE //-- WZ_EARTHSPIKE
90,448:896:1344:1792:2240:2240:2240:2240:2240:2240,1000:1200:1400:1600:1800:2000:2200:2400:2600:2800,0,0,0,0,112:224:336:448:560:560:560:560:560:560 90,448:896:1344:1792:2240,1000:1200:1400:1600:1800:2000:2200:2400:2600:2800,0,0,0,0,112:224:336:448:560
//-- WZ_HEAVENDRIVE //-- WZ_HEAVENDRIVE
91,640:1280:1920:2560:3200:3200:3200:3200:3200:3200,1000,0,500,0,0,160:320:480:640:800:800:800:800:800:800 91,640:1280:1920:2560:3200,1000,0,500,0,0,160:320:480:640:800
//-- WZ_QUAGMIRE //-- WZ_QUAGMIRE
92,0,1000,0,5000:10000:15000:20000:25000,5000:10000:15000:20000:25000,0,0 92,0,1000,0,5000:10000:15000:20000:25000,5000:10000:15000:20000:25000,0,0
//========================================== //==========================================
@ -328,13 +328,13 @@
//-- RG_RAID //-- RG_RAID
214,0,0,0,5000,8000:9000:10000:11000:12000,0,0 214,0,0,0,5000,8000:9000:10000:11000:12000,0,0
//-- RG_STRIPWEAPON //-- RG_STRIPWEAPON
215,560:720:880:1140:1200:1200:1200:1200:1200:1200,1000,0,75000:90000:105000:120000:135000,0,0,140:180:220:260:300:300:300:300:300:300 215,560:720:880:1140:1200,1000,0,75000:90000:105000:120000:135000,0,0,140:180:220:260:300
//-- RG_STRIPSHIELD //-- RG_STRIPSHIELD
216,560:720:880:1140:1200:1200:1200:1200:1200:1200,1000,0,75000:90000:105000:120000:135000,0,0,140:180:220:260:300:300:300:300:300:300 216,560:720:880:1140:1200,1000,0,75000:90000:105000:120000:135000,0,0,140:180:220:260:300
//-- RG_STRIPARMOR //-- RG_STRIPARMOR
217,560:720:880:1140:1200:1200:1200:1200:1200:1200,1000,0,75000:90000:105000:120000:135000,0,0,140:180:220:260:300:300:300:300:300:300 217,560:720:880:1140:1200,1000,0,75000:90000:105000:120000:135000,0,0,140:180:220:260:300
//-- RG_STRIPHELM //-- RG_STRIPHELM
218,560:720:880:1140:1200:1200:1200:1200:1200:1200,1000,0,75000:90000:105000:120000:135000,0,0,140:180:220:260:300:300:300:300:300:300 218,560:720:880:1140:1200,1000,0,75000:90000:105000:120000:135000,0,0,140:180:220:260:300
//-- RG_GRAFFITI //-- RG_GRAFFITI
220,0,0,0,180000,0,0,0 220,0,0,0,180000,0,0,0
//========================================== //==========================================
@ -404,7 +404,7 @@
//-- MO_EXPLOSIONSPIRITS //-- MO_EXPLOSIONSPIRITS
270,0,0,0,180000,0,0,0 270,0,0,0,180000,0,0,0
//-- MO_EXTREMITYFIST //-- MO_EXTREMITYFIST
271,2000:1750:1500:1250:1000:500:1000:1000:1000:1000,3000:2500:2000:1500:1000,0,10000,300000,0,2000:1750:1500:1250:1000:500:1000:1000:1000:1000 271,2000:1750:1500:1250:1000,3000:2500:2000:1500:1000,0,10000,300000,0,2000:1750:1500:1250:1000
//========================================== //==========================================
@ -542,7 +542,7 @@
//===== High Priest ======================== //===== High Priest ========================
//-- HP_ASSUMPTIO //-- HP_ASSUMPTIO
361,800:1200:1600:2000:2400:2400:2400:2400:2400:2400,1100:1200:1300:1400:1500,0,20000:40000:60000:80000:100000,0,0,200:300:400:500:600 361,800:1200:1600:2000:2400,1100:1200:1300:1400:1500,0,20000:40000:60000:80000:100000,0,0,200:300:400:500:600
//-- HP_BASILICA //-- HP_BASILICA
362,0,2000:3000:4000:5000:6000,0,20000:25000:30000:35000:40000,20000:25000:30000:35000:40000,0,5000:6000:7000:8000:9000 362,0,2000:3000:4000:5000:6000,0,20000:25000:30000:35000:40000,20000:25000:30000:35000:40000,0,5000:6000:7000:8000:9000
//========================================== //==========================================
@ -552,7 +552,7 @@
//-- HW_MAGICCRASHER //-- HW_MAGICCRASHER
365,240,300,0,0,0,0,60 365,240,300,0,0,0,0,60
//-- HW_MAGICPOWER //-- HW_MAGICPOWER
366,0,0,0,30000,0,0,0 366,0,0,0,30000,0,0,700
//========================================== //==========================================
@ -629,7 +629,7 @@
//===== Mixed Advanced Skills ============== //===== Mixed Advanced Skills ==============
//-- LK_SPIRALPIERCE //-- LK_SPIRALPIERCE
397,150:250:350:450:500:500:500:500:500:500,1200:1400:1600:1800:2000,0,0,1000,0,150:250:350:450:500:500:500:500:500:500 397,150:250:350:450:500,1200:1400:1600:1800:2000,0,0,1000,0,150:250:350:450:500
//-- LK_HEADCRUSH //-- LK_HEADCRUSH
398,0,500,0,0,120000,0,0 398,0,500,0,0,120000,0,0
//-- LK_JOINTBEAT //-- LK_JOINTBEAT
@ -669,7 +669,7 @@
//===== Taekwon ============================ //===== Taekwon ============================
//-- TK_RUN //-- TK_RUN
411,3000:2500:2000:1500:100:500:0:0:0:0,300,0,1000,150000,0,3000:2500:2000:1500:1000:500:0:0:0:0 411,3000:2500:2000:1500:1000:500:0:0:0:0,300,0,1000,150000,0,3000:2500:2000:1500:1000:500:-1-1-1-1
//-- TK_DOWNKICK //-- TK_DOWNKICK
415,0,0,0,0,3000,0,0 415,0,0,0,0,3000,0,0
//-- TK_TURNKICK //-- TK_TURNKICK
@ -679,7 +679,7 @@
//-- TK_SEVENWIND //-- TK_SEVENWIND
425,0,0,0,300000,0,0,0 425,0,0,0,300000,0,0,0
//-- TK_HIGHJUMP //-- TK_HIGHJUMP
426,2500:2000:1500:1000:500:500:500:500:500:500,0,0,0,0,0,2500:2000:1500:1000:500:500:500:500:500:500 426,2500:2000:1500:1000:500,0,0,0,0,0,2500:2000:1500:1000:500
//========================================== //==========================================
//===== Star Gladiator ===================== //===== Star Gladiator =====================
@ -747,13 +747,13 @@
//-- SL_SOULLINKER //-- SL_SOULLINKER
461,0,0,0,150000:200000:250000:300000:350000,0,0,1000 461,0,0,0,150000:200000:250000:300000:350000,0,0,1000
//-- SL_KAIZEL //-- SL_KAIZEL
462,3600:3200:2800:2400:2000:2000:2000:2000:2000:2000,0,0,1800000,2000,0,900:800:700:600:500:500:500:500:500:500 462,3600:3200:2800:2400:2000,0,0,1800000,2000,0,900:800:700:600:500
//-- SL_KAAHI //-- SL_KAAHI
463,0,0,0,350000,0,0,0 463,0,0,0,350000,0,0,0
//-- SL_KAUPE //-- SL_KAUPE
464,400,0,0,600000,0,0,100 464,400,0,0,600000,0,0,100
//-- SL_KAITE //-- SL_KAITE
465,4800:4400:4000:3600:3200:2800:2400:2400:2400:2400,0,0,60000:120000:180000:240000:300000:360000:600000,0,0,1200:1100:1000:900:800:700:600:600:600:600 465,4800:4400:4000:3600:3200:2800:2400,0,0,60000:120000:180000:240000:300000:360000:600000,0,0,1200:1100:1000:900:800:700:600
//-- SL_STIN //-- SL_STIN
467,80,500,0,0,0,0,20 467,80,500,0,0,0,0,20
//-- SL_STUN //-- SL_STUN
@ -763,9 +763,9 @@
//-- SL_SWOO //-- SL_SWOO
470,800,500,0,1000:2000:3000:4000:5000:6000:7000,0,0,200 470,800,500,0,1000:2000:3000:4000:5000:6000:7000,0,0,200
//-- SL_SKE //-- SL_SKE
471,2400:1600:800:800:800:800:800:800:800:800,500,0,10000:20000:30000,3000,0,600:400:200:200:200:200:200:200:200:200 471,2400:1600:800,500,0,10000:20000:30000,3000,0,600:400:200
//-- SL_SKA //-- SL_SKA
472,2400:1600:800:800:800:800:800:800:800:800,500,0,10000:20000:30000,0,0,600:400:200:200:200:200:200:200:200:200 472,2400:1600:800,500,0,10000:20000:30000,0,0,600:400:200
//========================================== //==========================================
//-- SM_SELFPROVOKE //-- SM_SELFPROVOKE
473,0,0,0,30000,0,0,0 473,0,0,0,30000,0,0,0
@ -790,7 +790,7 @@
//-- HW_GANBANTEIN //-- HW_GANBANTEIN
483,0,5000,0,0,0,0,3000 483,0,5000,0,0,0,0,3000
//-- HW_GRAVITATION //-- HW_GRAVITATION
484,0,0,0,5000:6000:7000:8000:9000,0,0,5000 484,0,2000,0,5000:6000:7000:8000:9000,0,0,5000
//-- WS_CARTTERMINATION //-- WS_CARTTERMINATION
485,0,0,0,0,5000,0,0 485,0,0,0,0,5000,0,0
@ -840,6 +840,8 @@
500,0,0,0,600000,0,0,0 500,0,0,0,600000,0,0,0
//-- GS_FLING //-- GS_FLING
501,0,0,0,30000,0,0,0 501,0,0,0,30000,0,0,0
//-- GS_TRIPLEACTION
502,0,1000,0,0,0,0,0
//-- GS_BULLSEYE //-- GS_BULLSEYE
503,800,1000,0,0,0,0,200 503,800,1000,0,0,0,0,200
//-- GS_MADNESSCANCEL //-- GS_MADNESSCANCEL
@ -848,6 +850,8 @@
505,800,2000,0,30000,0,0,200 505,800,2000,0,30000,0,0,200
//-- GS_INCREASING //-- GS_INCREASING
506,0,1000,0,60000,0,0,0 506,0,1000,0,60000,0,0,0
//-- GS_MAGICALBULLET
507,0,500,0,0,0,0,0
//-- GS_CRACKER //-- GS_CRACKER
508,0,1000,0,0,5000,0,0 508,0,1000,0,0,5000,0,0
//-- GS_TRACKING //-- GS_TRACKING
@ -866,6 +870,8 @@
518,1200,1000,0,0,0,0,300 518,1200,1000,0,0,0,0,300
//-- GS_FULLBUSTER //-- GS_FULLBUSTER
519,800,1200:1400:1600:1800:2000:2200:2400:2600:2800:3000,0,0,10000,0,200 519,800,1200:1400:1600:1800:2000:2200:2400:2600:2800:3000,0,0,10000,0,200
//-- GS_SPREADATTACK
520,800,1000,0,0,0,0,200
//-- GS_GROUNDDRIFT //-- GS_GROUNDDRIFT
521,800,1000,0,3000:6000:9000:12000:15000:18000:21000:24000:27000:30000,10000,0,200 521,800,1000,0,3000:6000:9000:12000:15000:18000:21000:24000:27000:30000,10000,0,200
//========================================== //==========================================
@ -875,7 +881,7 @@
//-- NJ_KUNAI //-- NJ_KUNAI
524,0,1000,0,0,0,0,0 524,0,1000,0,0,0,0,0
//-- NJ_HUUMA //-- NJ_HUUMA
525,2400:2400:2400:2400:2400:2400:2400:2400:2400:2400,2000,0,100,0,0,600 525,2400,2000,0,100,0,0,600
//-- NJ_ZENYNAGE //-- NJ_ZENYNAGE
526,0,5000,0,0,0,0,0 526,0,5000,0,0,0,0,0
//-- NJ_TATAMIGAESHI //-- NJ_TATAMIGAESHI
@ -899,7 +905,7 @@
//-- NJ_SUITON //-- NJ_SUITON
538,2400,2000,0,15000:20000:25000:30000:35000:40000:45000:50000:55000:60000,15000:20000:25000:30000:35000:40000:45000:50000:55000:60000,0,600 538,2400,2000,0,15000:20000:25000:30000:35000:40000:45000:50000:55000:60000,15000:20000:25000:30000:35000:40000:45000:50000:55000:60000,0,600
//-- NJ_HYOUSYOURAKU //-- NJ_HYOUSYOURAKU
539,1600:2000:2400:2800:3200:3200:3200:3200:3200:3200,2000,0,0,10000:11000:12000:13000:14000:15000:16000:17000:18000:19000,0,400:500:600:700:800:800:800:800:800:800 539,1600:2000:2400:2800:3200,2000,0,0,10000:11000:12000:13000:14000:15000:16000:17000:18000:19000,0,400:500:600:700:800
//-- NJ_HUUJIN //-- NJ_HUUJIN
540,800:1200:1600:2000:2400:2800:3200:3600:4000:4400,1000,0,0,0,0,200:300:400:500:600:700:800:900:1000:1100 540,800:1200:1600:2000:2400:2800:3200:3600:4000:4400,1000,0,0,0,0,200:300:400:500:600:700:800:900:1000:1100
//-- NJ_RAIGEKISAI //-- NJ_RAIGEKISAI
@ -907,7 +913,7 @@
//-- NJ_KAMAITACHI //-- NJ_KAMAITACHI
542,3200,0,0,0,0,0,800 542,3200,0,0,0,0,0,800
//-- NJ_NEN //-- NJ_NEN
543,4000:3200:2400:1600:800:800:800:800:800:800,0,0,30000:45000:60000:75000:90000,0,0,1000:800:600:400:200:200:200:200:200:200 543,4000:3200:2400:1600:800,0,0,30000:45000:60000:75000:90000,0,0,1000:800:600:400:200
//========================================== //==========================================
//===== Gangsi Branch and Other Skills ===== //===== Gangsi Branch and Other Skills =====
@ -1020,10 +1026,10 @@
690,0,0,0,60000:80000:100000:120000:140000:160000:180000:200000:220000:240000,0,0,-1 690,0,0,0,60000:80000:100000:120000:140000:160000:180000:200000:220000:240000,0,0,-1
//-- CASH_ASSUMPTIO //-- CASH_ASSUMPTIO
691,0,0,0,20000:40000:60000:80000:100000,0,0,-1 691,0,0,0,20000:40000:60000:80000:100000,0,0,-1
//-- ALL_CATCRY //-- ALL_CATCRY
692,0,5000,0,0,0,0,-1 692,0,5000,0,0,0,0,-1
//-- ALL_PARTYFLEE
693,0,0,0,0,0,300000,-1
//-- ALL_ANGEL_PROTECTION //-- ALL_ANGEL_PROTECTION
694,0,0,0,30000,0,0,-1 694,0,0,0,30000,0,0,-1
//-- ALL_DREAM_SUMMERNIGHT //-- ALL_DREAM_SUMMERNIGHT
@ -1078,7 +1084,7 @@
//-- RK_SONICWAVE //-- RK_SONICWAVE
2002,0,1000,0,0,0,2000,-1 2002,0,1000,0,0,0,2000,-1
//-- RK_DEATHBOUND //-- RK_DEATHBOUND
2003,0,2000,0,2000,0,3000,-1 2003,0,2000,0,3000,2000,3000,-1
//-- RK_HUNDREDSPEAR //-- RK_HUNDREDSPEAR
2004,1000:900:800:700:600:500:400:300:200:100,500,0,0,0,3000,-1 2004,1000:900:800:700:600:500:400:300:200:100,500,0,0,0,3000,-1
//-- RK_WINDCUTTER //-- RK_WINDCUTTER
@ -1090,11 +1096,11 @@
//-- RK_DRAGONHOWLING //-- RK_DRAGONHOWLING
2009,0,0,0,15000,0,10000,-1 2009,0,0,0,15000,0,10000,-1
//-- RK_MILLENNIUMSHIELD //-- RK_MILLENNIUMSHIELD
2011,0,1000,0,180000,60000,60000,-1 2011,0,1000,0,180000,60000,0,-1
//-- RK_CRUSHSTRIKE //-- RK_CRUSHSTRIKE
2012,0,0,0,30000,30000,30000,1000 2012,0,0,0,180000,30000,0,1000
//-- RK_REFRESH //-- RK_REFRESH
2013,0,0,0,60000,120000,120000,1000 2013,0,0,0,60000,120000,0,1000
//-- RK_GIANTGROWTH //-- RK_GIANTGROWTH
2014,0,0,0,180000,0,0,1000 2014,0,0,0,180000,0,0,1000
//-- RK_STONEHARDSKIN //-- RK_STONEHARDSKIN
@ -1102,7 +1108,7 @@
//-- RK_VITALITYACTIVATION //-- RK_VITALITYACTIVATION
2016,0,0,0,180000,0,0,-1 2016,0,0,0,180000,0,0,-1
//-- RK_STORMBLAST //-- RK_STORMBLAST
2017,2000,1000,0,0,0,0,-1 2017,2000,0,0,0,0,0,-1
//-- RK_FIGHTINGSPIRIT //-- RK_FIGHTINGSPIRIT
2018,0,0,0,180000,0,0,-1 2018,0,0,0,180000,0,0,-1
//-- RK_ABUNDANCE //-- RK_ABUNDANCE
@ -1113,7 +1119,7 @@
5005,0,0,0,60000,0,0,-1 5005,0,0,0,60000,0,0,-1
//========================================== //==========================================
//===== Guillotine Cross ==================== //===== Guillotine Cross ===================
//-- GC_VENOMIMPRESS //-- GC_VENOMIMPRESS
2021,0,3000:2500:2000:1500:1000,0,10000:20000:30000:40000:50000,0,0,-1 2021,0,3000:2500:2000:1500:1000,0,10000:20000:30000:40000:50000,0,0,-1
//-- GC_CROSSIMPACT //-- GC_CROSSIMPACT
@ -1197,27 +1203,27 @@
//-- WL_JACKFROST //-- WL_JACKFROST
2204,2000:2500:3000:3500:4000,1000,0,10000:15000:20000:25000:30000,0,0,1000 2204,2000:2500:3000:3500:4000,1000,0,10000:15000:20000:25000:30000,0,0,1000
//-- WL_MARSHOFABYSS //-- WL_MARSHOFABYSS
2205,2500,1000,0,25000,0,0,500 2205,2500,1000,0,30000,0,0,500
//-- WL_RECOGNIZEDSPELL //-- WL_RECOGNIZEDSPELL
2206,1000,1000,0,60000:90000:120000:150000:180000,0,50000:80000:110000:140000:170000,1000 2206,1000,1000,0,60000:90000:120000:150000:180000,0,50000:80000:110000:140000:170000,1000
//-- WL_SIENNAEXECRATE //-- WL_SIENNAEXECRATE
2207,2000,2000,0,10000:12000:14000:16000:18000,0,0,-1 2207,2000,2000,0,10000:12000:14000:16000:18000,0,0,-1
//-- WL_STASIS //-- WL_STASIS
2209,3000,1000,0,10000:15000:20000:25000:30000,0,300000,1000 2209,3000,2000,0,10000:15000:20000:25000:30000,0,180000:190000:200000:210000:220000,1000
//-- WL_DRAINLIFE //-- WL_DRAINLIFE
2210,4000,0,0,0,0,2000,1000 2210,4000,0,0,0,0,2000,1000
//-- WL_CRIMSONROCK //-- WL_CRIMSONROCK
2211,5000,2000,0,3000:4000:5000:6000:7000,0,5000,2000 2211,5000,2000,0,5000,0,5000,1000
//-- WL_HELLINFERNO //-- WL_HELLINFERNO
2212,3000,1000,0,15000,0,0,1000 2212,3000,1000,0,15000,0,0,1000
//-- WL_COMET //-- WL_COMET
2213,10000:11000:12000:13000:14000,0,0,15000,0,60000,1000:1500:2000:2500:3000 2213,10000:11000:12000:13000:14000,2000,0,100,42000,60000,1000:1500:2000:2500:3000
//-- WL_CHAINLIGHTNING //-- WL_CHAINLIGHTNING
2214,3500:4000:4500:5000:5500,0,0,100,0,3000,1000 2214,3500:4000:4500:5000:5500,0,0,100,0,3000,1000
//-- WL_EARTHSTRAIN //-- WL_EARTHSTRAIN
2216,2000:3000:4000:5000:6000,1000,0,150,75000:90000:105000:120000:135000,10000,2000 2216,2000:3000:4000:5000:6000,1000,0,100,75000:90000:105000:120000:135000,10000,2000
//-- WL_TETRAVORTEX //-- WL_TETRAVORTEX
2217,5000:6000:7000:8000:9000,2000,0,20000,0,15000,2000 2217,5000:6000:7000:8000:9000,2000,0,0,0,15000,2000
//-- WL_SUMMONFB //-- WL_SUMMONFB
2222,2000,0,0,120000:160000:200000:240000:280000,0,0,-1 2222,2000,0,0,120000:160000:200000:240000:280000,0,0,-1
//-- WL_SUMMONBL //-- WL_SUMMONBL
@ -1227,7 +1233,7 @@
//-- WL_SUMMONSTONE //-- WL_SUMMONSTONE
2229,2000,0,0,120000:160000:200000:240000:280000,0,0,-1 2229,2000,0,0,120000:160000:200000:240000:280000,0,0,-1
//-- WL_READING_SB //-- WL_READING_SB
2231,5000,500,0,0,0,0,1000 2231,5000,500,0,30000,0,0,1000
//-- WL_TELEKINESIS_INTENSE //-- WL_TELEKINESIS_INTENSE
5012,1000,0,0,180000,0,300000,-1 5012,1000,0,0,180000,0,300000,-1
//========================================== //==========================================
@ -1236,7 +1242,7 @@
//-- RA_ARROWSTORM //-- RA_ARROWSTORM
2233,2000:2200:2400:2600:2800:3000:3200:3400:3600:3800,0,0,0,0,5000:4800:4600:4400:4200:4000:3800:3600:3400:3200,-1 2233,2000:2200:2400:2600:2800:3000:3200:3400:3600:3800,0,0,0,0,5000:4800:4600:4400:4200:4000:3800:3600:3400:3200,-1
//-- RA_FEARBREEZE //-- RA_FEARBREEZE
2234,2000,0,0,60000:90000:120000:150000:180000,0,0,0 2234,0,0,0,60000:90000:120000:150000:180000,0,0,2000
//-- RA_AIMEDBOLT //-- RA_AIMEDBOLT
2236,4000,1000,0,0,0,0,500 2236,4000,1000,0,0,0,0,500
//-- RA_DETONATOR //-- RA_DETONATOR
@ -1266,7 +1272,7 @@
//-- RA_FIRINGTRAP //-- RA_FIRINGTRAP
2253,0,0,0,15000,15000,0,-1 2253,0,0,0,15000,15000,0,-1
//-- RA_ICEBOUNDTRAP //-- RA_ICEBOUNDTRAP
2254,0,0,0,20000,15000,0,-1 2254,0,0,0,15000,20000,0,-1
//-- RA_UNLIMIT //-- RA_UNLIMIT
5002,0,500,0,60000,0,300000,1000 5002,0,500,0,60000,0,300000,1000
//========================================== //==========================================
@ -1281,7 +1287,7 @@
//-- NC_FLAMELAUNCHER //-- NC_FLAMELAUNCHER
2259,500:1000:1500,1500:1000:500,0,7000:14000:21000,0,0,500 2259,500:1000:1500,1500:1000:500,0,7000:14000:21000,0,0,500
//-- NC_COLDSLOWER //-- NC_COLDSLOWER
2260,1000,1000:2000:3000,0,7000:14000:21000,0,0,-1 2260,1000,1000:2000:3000,0,7000:14000:21000,40000,0,-1
// -- NC_ARMSCANNON // -- NC_ARMSCANNON
2261,1400:1600:1800,500:1000:2000,0,0,0,0,600:400:200 2261,1400:1600:1800,500:1000:2000,0,0,0,0,600:400:200
//-- NC_ACCELERATION //-- NC_ACCELERATION
@ -1301,7 +1307,7 @@
//-- NC_INFRAREDSCAN //-- NC_INFRAREDSCAN
2270,0,500,0,3000,0,3000,-1 2270,0,500,0,3000,0,3000,-1
//-- NC_ANALYZE //-- NC_ANALYZE
2271,0,1000,0,20000,0,0,-1 2271,0,1000,0,20000,0,0,1000
//-- NC_MAGNETICFIELD //-- NC_MAGNETICFIELD
2272,0,0,0,4000:6000:8000,0,20000:15000:10000,-1 2272,0,0,0,4000:6000:8000,0,20000:15000:10000,-1
//-- NC_NEUTRALBARRIER //-- NC_NEUTRALBARRIER
@ -1338,7 +1344,7 @@
//-- SC_TRIANGLESHOT //-- SC_TRIANGLESHOT
2288,1000,500,0,0,0,0,-1 2288,1000,500,0,0,0,0,-1
//-- SC_BODYPAINT //-- SC_BODYPAINT
2289,0,1000,0,5000:7000:9000:11000:13000,0,2000,-1 2289,0,1000,0,5000:7000:9000:11000:13000,10000,2000,-1
//-- SC_INVISIBILITY //-- SC_INVISIBILITY
2290,1000,1000,0,0,0,20000:30000:40000:50000:60000,-1 2290,1000,1000,0,0,0,20000:30000:40000:50000:60000,-1
//-- SC_DEADLYINFECT //-- SC_DEADLYINFECT
@ -1355,7 +1361,7 @@
2296,2000,1000,0,10000:15000:20000,0,2000,-1 2296,2000,1000,0,10000:15000:20000,0,2000,-1
//-- SC_WEAKNESS //-- SC_WEAKNESS
2297,2000,1000,0,10000:15000:20000,0,2000,-1 2297,2000,1000,0,10000:15000:20000,0,2000,-1
//-- SC_STRIPACCESORY //-- SC_STRIPACCESSARY
2298,1000,1000,0,60000:70000:80000:90000:100000,0,0,-1 2298,1000,1000,0,60000:70000:80000:90000:100000,0,0,-1
//-- SC_MANHOLE //-- SC_MANHOLE
2299,1000,2000,0,5000:10000:15000,5000:10000:15000,0,-1 2299,1000,2000,0,5000:10000:15000,5000:10000:15000,0,-1
@ -1365,7 +1371,7 @@
2301,2000,2000,0,5000:10000:15000,4000:8000:12000,0,-1 2301,2000,2000,0,5000:10000:15000,4000:8000:12000,0,-1
//-- SC_MAELSTROM //-- SC_MAELSTROM
2302,2000,2000,0,7000:14000:21000,0,0,-1 2302,2000,2000,0,7000:14000:21000,0,0,-1
//-- SC_BLOODYLUST //dur2=intr //-- SC_BLOODYLUST
2303,2000,2000,0,10000:20000:30000,0,180000,-1 2303,2000,2000,0,10000:20000:30000,0,180000,-1
//-- SC_FEINTBOMB //-- SC_FEINTBOMB
2304,1000,0,0,500,1500,5000,-1 2304,1000,0,0,500,1500,5000,-1
@ -1377,15 +1383,15 @@
//-- LG_CANNONSPEAR //-- LG_CANNONSPEAR
2307,0,0,0,0,0,2000,-1 2307,0,0,0,0,0,2000,-1
//-- LG_TRAMPLE //-- LG_TRAMPLE
2309,0,0,0,0,0,1000,-1 2309,0,1000,0,0,0,0,-1
//-- LG_SHIELDPRESS //-- LG_SHIELDPRESS
2310,0,0,0,3500:4000:4500:5000:5500,0,2000,-1 2310,0,0,0,3500:4000:4500:5000:5500,0,2000,-1
//-- LG_REFLECTDAMAGE //-- LG_REFLECTDAMAGE
2311,0,0,0,300000,0,0,-1 2311,0,0,0,300000,0,0,-1
//-- LG_PINPOINTATTACK //-- LG_PINPOINTATTACK
2312,0,1000,0,5000,0,5000,-1 2312,0,1000,0,12000,0,5000,-1
//-- LG_FORCEOFVANGUARD //-- LG_FORCEOFVANGUARD
2313,0,1000,0,300000,0,0,-1 2313,0,1000,0,300000,0,0,1000
//-- LG_RAGEBURST //-- LG_RAGEBURST
2314,0,3000,0,0,0,0,-1 2314,0,3000,0,0,0,0,-1
//-- LG_SHIELDSPELL //-- LG_SHIELDSPELL
@ -1485,13 +1491,13 @@
//-- WM_DOMINION_IMPULSE //-- WM_DOMINION_IMPULSE
2417,0,1000,0,0,0,0,-1 2417,0,1000,0,0,0,0,-1
//-- WM_SEVERE_RAINSTORM //-- WM_SEVERE_RAINSTORM
2418,1500:2000:2500:3000:3500,1000,0,3300,0,5000:5500:6000:6500:7000,500 2418,1500:2000:2500:3000:3500,1000,0,3400,0,5000:5500:6000:6500:7000,500
//-- WM_POEMOFNETHERWORLD //-- WM_POEMOFNETHERWORLD
2419,3000,0,0,9000:11000:13000:15000:17000,8000:10000:12000:14000:16000,0,-1 2419,3000,0,0,9000:11000:13000:15000:17000,8000:10000:12000:14000:16000,0,-1
//-- WM_VOICEOFSIREN //-- WM_VOICEOFSIREN
2420,2000:2200:2400:2600:2800,1000,0,15000:18000:21000:24000:27000,0,5000,-1 2420,2000:2200:2400:2600:2800,1000,0,15000:18000:21000:24000:27000,0,5000,-1
//-- WM_DEADHILLHERE //-- WM_DEADHILLHERE
2421,4000:3500:3000:2500:2000,1000,0,0,0,0,1000 2421,3000:2500:2000:1500:1000,1000,0,0,0,0,1000
//-- WM_LULLABY_DEEPSLEEP //-- WM_LULLABY_DEEPSLEEP
2422,2000,1000,0,12000:14000:16000:18000:20000,0,10000,1000 2422,2000,1000,0,12000:14000:16000:18000:20000,0,10000,1000
//-- WM_SIRCLEOFNATURE //-- WM_SIRCLEOFNATURE
@ -1507,7 +1513,7 @@
//-- WM_DANCE_WITH_WUG //-- WM_DANCE_WITH_WUG
2428,1500:2000:2500:3000:3500,1000,0,30000:60000:90000:120000:150000,0,90000,500 2428,1500:2000:2500:3000:3500,1000,0,30000:60000:90000:120000:150000,0,90000,500
//-- WM_SOUND_OF_DESTRUCTION //-- WM_SOUND_OF_DESTRUCTION
2429,0:500:1000:1500:2000,1000,0,0,0,6000:7000:8000:9000:10000,500 2429,0:500:1000:1500:2000,1000,0,5000,0,6000:7000:8000:9000:10000,500
//-- WM_SATURDAY_NIGHT_FEVER //-- WM_SATURDAY_NIGHT_FEVER
2430,1000:2000:3000:4000:5000,1000,0,10000:15000:20000:25000:30000,10000:8000:6000:4000:2000,180000,1000 2430,1000:2000:3000:4000:5000,1000,0,10000:15000:20000:25000:30000,10000:8000:6000:4000:2000,180000,1000
//-- WM_LERADS_DEW //-- WM_LERADS_DEW
@ -1523,10 +1529,10 @@
//========================================== //==========================================
//==== Sorcerer skills ===================== //==== Sorcerer skills =====================
//-- SO_FIREWALK //CHECK Duration 2 needs to be added for the PROPERTYWALK status ID. Ask me for more info. [Rytech] //-- SO_FIREWALK
2443,1000,1000,0,12000,0,0,-1 2443,1000,1000,0,30000,12000,0,-1
//-- SO_ELECTRICWALK //CHECK Duration 2 needs to be added for the PROPERTYWALK status ID. Ask me for more info. [Rytech] //-- SO_ELECTRICWALK
2444,1000,1000,0,12000,0,0,-1 2444,1000,1000,0,30000,12000,0,-1
//-- SO_SPELLFIST //-- SO_SPELLFIST
2445,0,1000,0,20000:25000:30000:35000:40000,0,0,0 2445,0,1000,0,20000:25000:30000:35000:40000,0,0,0
//-- SO_EARTHGRAVE //-- SO_EARTHGRAVE
@ -1534,11 +1540,11 @@
//-- SO_DIAMONDDUST //-- SO_DIAMONDDUST
2447,5000:5500:6000:6500:7000,1000,0,500,12000:14000:16000:18000:20000,5000,800:600:400:200:-1 2447,5000:5500:6000:6500:7000,1000,0,500,12000:14000:16000:18000:20000,5000,800:600:400:200:-1
//-- SO_POISON_BUSTER //-- SO_POISON_BUSTER
2448,2200:3400:4600:5800:7000,1000,0,0,0,2000,800:600:400:200:-1 2448,2200:3400:4600:5800:6000,1000,0,0,0,2000,800:600:400:200:-1
//-- SO_PSYCHIC_WAVE //-- SO_PSYCHIC_WAVE
2449,8000:9000:10000:11000:12000,1000,0,1200:1700:2200:2700:3200,0,5000,1000:900:800:700:600 2449,8000:9000:10000:11000:12000,1000,0,1200:1700:2200:2700:3200,0,5000,1000:900:800:700:600
//-- SO_CLOUD_KILL //-- SO_CLOUD_KILL
2450,2300:2500:2700:2900:3100,1000,0,8000:10000:12000:14000:16000,10000:15000:20000:25000:30000,5000,700:500:300:100:-1 2450,2300:2500:2700:2900:3100,1000,0,8000:10000:12000:14000:16000,4000:8000:12000:16000:20000,5000,700:500:300:100:-1
//-- SO_STRIKING //-- SO_STRIKING
2451,1000,1000,0,60000,0,2000,-1 2451,1000,1000,0,60000,0,2000,-1
//-- SO_WARMER //-- SO_WARMER
@ -1546,7 +1552,7 @@
//-- SO_VACUUM_EXTREME //-- SO_VACUUM_EXTREME
2453,1000:1500:2000:2500:3000,1000,0,4000:6000:8000:10000:12000,2000,5000,-1 2453,1000:1500:2000:2500:3000,1000,0,4000:6000:8000:10000:12000,2000,5000,-1
//-- SO_VARETYR_SPEAR //-- SO_VARETYR_SPEAR
2454,2200:2400:2600:2800:3000,1000,0,0,2200:2400:2600:2800:3000,2000,1800:1600:1400:1200:1000 2454,2200:2400:2600:2800:3000,1000,0,2200:2400:2600:2800:3000,0,2000,1800:1600:1400:1200:1000
//-- SO_ARRULLO //-- SO_ARRULLO
2455,2200:2400:2600:2800:3000,1000,0,8000:10000:12000:14000:16000,0,5000:6000:7000:8000:9000,800:600:400:200:-1 2455,2200:2400:2600:2800:3000,1000,0,8000:10000:12000:14000:16000,0,5000:6000:7000:8000:9000,800:600:400:200:-1
//-- SO_EL_CONTROL //-- SO_EL_CONTROL
@ -1625,58 +1631,58 @@
//===== Misc. Skills ======================= //===== Misc. Skills =======================
//-- ALL_ODINS_RECALL //-- ALL_ODINS_RECALL
2533,10000,0,0,0,0,300000,0 2533,0,0,0,0,0,0,10000
//-- RETURN_TO_ELDICASTES //-- RETURN_TO_ELDICASTES
2534,3000,0,0,0,0,300000,0 2534,0,0,0,0,0,300000,2000
//-- ALL_GUARDIAN_RECALL //-- ALL_GUARDIAN_RECALL
2536,3000,0,0,0,0,300000,0 2536,0,0,0,0,0,300000,3000
//-- ALL_ODINS_POWER //-- ALL_ODINS_POWER
2537,0,0,0,60000,0,0,0 2537,0,0,0,60000,0,0,0
//========================================== //==========================================
//===== Rebellion ========================== //===== Rebellion Skills ===================
//-- RL_GLITTERING_GREED //-- RL_GLITTERING_GREED
//2551,0,0,0,0,0,0,-1 //2551,0,0,0,0,0,0,-1
//-- RL_RICHS_COIN //-- RL_RICHS_COIN
2552,0,1000,0,600000,0,0,-1 2552,0,1000,0,600000,0,3000,-1
//-- RL_MASS_SPIRAL //-- RL_MASS_SPIRAL
2553,2000,1000,0,0,30000,1000,-1 2553,1000,1000,0,0,30000,10000,2000
//-- RL_BANISHING_BUSTER //-- RL_BANISHING_BUSTER
2554,3000:2500:2000:1500:1000,1000,0,0,0,1500,-1 2554,3000:2500:2000:1500:1000,0,0,0,0,10000,-1
//-- RL_B_TRAP //-- RL_B_TRAP
2555,0,0,0,4000,6000:7000:8000:9000:10000,2000,-1 2555,0,0,0,10000:11000:12000:13000:14000,6000:7000:8000:9000:10000,0,-1
//-- RL_FLICKER //-- RL_FLICKER
2556,0,500,0,0,0,2000,-1 2556,0,0,0,0,0,10000,-1
//-- RL_S_STORM //-- RL_S_STORM
2557,3000:2500:2000:1500:1000,1000,0,0,0,2000,-1 2557,3000:2500:2000:1500:1000,0,0,0,0,2000,-1
//-- RL_E_CHAIN //-- RL_E_CHAIN
2558,0,500,0,45000:60000:75000:90000:105000:120000:135000:150000:165000:180000,0,5000,-1 2558,0,1000,0,45000:60000:75000:90000:105000:120000:135000:150000:165000:180000,0,5000,-1
//-- RL_QD_SHOT //-- RL_QD_SHOT
2559,0,1000,0,1500,0,5000,-1 2559,0,1000,0,1500,0,5000,-1
//-- RL_C_MARKER //-- RL_C_MARKER
2560,0,0,0,30000,0,1000,-1 2560,0,0,0,30000,0,1000,-1
//-- RL_FIREDANCE //-- RL_FIREDANCE
2561,1600:1500:1400:1200:1000,1500,0,0,0,5000,-1 2561,0,2000,0,0,0,5000,-1
//-- RL_H_MINE //-- RL_H_MINE
2562,2000,1500,0,30000,15000,5000:4500:4000:3500:3000,-1 2562,1500,0,0,30000,15000,5000:4500:4000:3500:3000,500
//-- RL_P_ALTER //-- RL_P_ALTER
2563,0,1000,0,30000:45000:60000:75000:90000,0,5000,-1 2563,0,1000,0,30000:45000:60000:75000:90000,0,5000,-1
//-- RL_FALLEN_ANGEL //-- RL_FALLEN_ANGEL
2564,0,1500,0,0,0,4500:4000:3500:2500:2000,-1 2564,500,1000,0,0,0,10000:8000:6000:4000:2000,500
//-- RL_R_TRIP //-- RL_R_TRIP
2565,0,1500,0,0,0,3000,-1 2565,0,1000,0,0,0,1000,-1
//-- RL_D_TAIL //-- RL_D_TAIL
2566,2000,1500,0,0,0,5000,-1 2566,500,2000,0,0,0,5000,500
//-- RL_FIRE_RAIN //-- RL_FIRE_RAIN
2567,0,1500,0,100,0,5000,-1 2567,1800:1600:1400:1200:1000,2000,0,100,0,5000,200
//-- RL_HEAT_BARREL //-- RL_HEAT_BARREL
2568,0,1000,0,60000,10000,10000,-1 2568,0,1000,0,60000,10000,10000,-1
//-- RL_AM_BLAST //-- RL_AM_BLAST
2569,2000,1500,0,0,6000:7000:8000:9000:10000,1000,1000 2569,2000,1000,0,0,6000:7000:8000:9000:10000,5000,1000
//-- RL_SLUGSHOT //-- RL_SLUGSHOT
2570,5000:6000:7000:8000:9000,1000,0,2000,0,1500,1000 2570,5000:6000:7000:8000:9000,1000,0,0,2000,10000,1000
//-- RL_HAMMER_OF_GOD //-- RL_HAMMER_OF_GOD
2571,3000,1000,0,0,3000:3000:4000:4000:5000,3000,-1 2571,8000,2000,0,0,3000:3000:4000:4000:5000,30000,2000
//-- RL_R_TRIP_PLUSATK //-- RL_R_TRIP_PLUSATK
//2572,0,0,0,0,0,0,-1 //2572,0,0,0,0,0,0,-1
//-- RL_B_FLICKER_ATK //-- RL_B_FLICKER_ATK
@ -1685,7 +1691,7 @@
//2574,0,0,0,0,0,0,-1 //2574,0,0,0,0,0,0,-1
//========================================== //==========================================
//==== Kagerou & Oboro skills ============== //==== Kagerou & Oboro Skills ==============
//-- KO_YAMIKUMO //-- KO_YAMIKUMO
3001,0,0,0,200000,0,0,-1 3001,0,0,0,200000,0,0,-1
//-- KO_JYUMONJIKIRI //-- KO_JYUMONJIKIRI
@ -1693,35 +1699,35 @@
//-- KO_SETSUDAN //-- KO_SETSUDAN
3005,0,0,0,0,0,3000,-1 3005,0,0,0,0,0,3000,-1
//-- KO_BAKURETSU //-- KO_BAKURETSU
3006,1000:1400:1800:2200:2600,1000,0,100,0,3000,0 3006,1000:1400:1800:2200:2600,1000,0,100,0,3000,-1
//-- KO_HAPPOKUNAI //-- KO_HAPPOKUNAI
3007,0,500,0,0,0,0,-1 3007,0,500,0,0,0,0,-1
//-- KO_MUCHANAGE //-- KO_MUCHANAGE
3008,1000,0,0,100,0,10000,-1 3008,1000,0,0,0,0,10000,-1
//-- KO_HUUMARANKA //-- KO_HUUMARANKA
3009,1000:1200:1400:1600:1800,1000,0,500,0,3000,-1 3009,1000:1200:1400:1600:1800,1000,0,100,0,3000,-1
//-- KO_MAKIBISHI //-- KO_MAKIBISHI
3010,0,0,0,12000:14000:16000:18000:20000,2500:3000:3500:4000:4500,10000,-1 3010,0,0,0,12000:14000:16000:18000:20000,2500:3000:3500:4000:4500,10000,-1
//-- KO_MEIKYOUSISUI //-- KO_MEIKYOUSISUI
3011,3000,0,0,10000,0,10000,0 3011,3000,0,0,10000,0,10000,-1
//-- KO_ZANZOU //-- KO_ZANZOU
3012,0,1000,0,27000:24000:21000:18000:15000,0,30000:27000:24000:21000:18000,-1 3012,0,1000,0,27000:24000:21000:18000:15000,0,30000:27000:24000:21000:18000,-1
//-- KO_KYOUGAKU //-- KO_KYOUGAKU
3013,3000:2500:2000:1500:1000,1000,0,12000:14000:16000:18000:20000,0,10000,0 3013,3000:2500:2000:1500:1000,1000,0,12000:14000:16000:18000:20000,0,10000,-1
//-- KO_JYUSATSU //-- KO_JYUSATSU
3014,3000:2500:2000:1500:1000,1000,0,8000:10000:12000:14000:16000,0,10000,0 3014,3000:2500:2000:1500:1000,1000,0,8000:10000:12000:14000:16000,0,10000,-1
//-- KO_KAHU_ENTEN //-- KO_KAHU_ENTEN
3015,2000,0,0,300000,0,0,0 3015,2000,0,0,300000,0,0,-1
//-- KO_HYOUHU_HUBUKI //-- KO_HYOUHU_HUBUKI
3016,2000,0,0,300000,0,0,0 3016,2000,0,0,300000,0,0,-1
//-- KO_KAZEHU_SEIRAN //-- KO_KAZEHU_SEIRAN
3017,2000,0,0,300000,0,0,0 3017,2000,0,0,300000,0,0,-1
//-- KO_DOHU_KOUKAI //-- KO_DOHU_KOUKAI
3018,2000,0,0,300000,0,0,0 3018,2000,0,0,300000,0,0,-1
//-- KO_ZENKAI //-- KO_ZENKAI
3020,0,1000,0,10000,10000,0,0 3020,0,1000,0,10000,0,0,-1
//-- KO_GENWAKU //-- KO_GENWAKU
3021,3000:2500:2000:1500:1000,1000,0,30000,0,10000,0 3021,3000:2500:2000:1500:1000,1000,0,30000,0,10000,-1
//-- KO_IZAYOI //-- KO_IZAYOI
3022,0,0,0,30000:45000:60000:75000:90000,0,60000,-1 3022,0,0,0,30000:45000:60000:75000:90000,0,60000,-1
//-- KG_KAGEHUMI //-- KG_KAGEHUMI
@ -1752,7 +1758,7 @@
//========================================== //==========================================
//-- ALL_FULL_THROTTLE //-- ALL_FULL_THROTTLE
5014,0,0,0,10000:15000:20000:25000:30000,10000,3000000,-1 5014,0,0,0,10000:15000:20000:25000:30000,10000,1800000,-1
//===== Homunculus Skills ================== //===== Homunculus Skills ==================
//-- HLIF_HEAL //-- HLIF_HEAL
@ -1770,9 +1776,11 @@
//-- HFLI_MOON //-- HFLI_MOON
8009,0,0,2000,0,0,0,-1 8009,0,0,2000,0,0,0,-1
//-- HFLI_FLEET //-- HFLI_FLEET
8010,0,0,0,60000:55000:50000:45000:40000,60000:70000:80000:90000:120000,0,-1 8010,0,0,0,60000:55000:50000:45000:40000,60000:75000:90000:105000:120000,0,-1
//-- HFLI_SPEED //-- HFLI_SPEED
8011,0,0,0,60000:55000:50000:45000:40000,60000:70000:80000:90000:120000,0,-1 8011,0,0,0,60000:55000:50000:45000:40000,60000:75000:90000:105000:120000,0,-1
//-- HFLI_SBR44
8012,0,1000,0,0,0,0,-1
//-- HVAN_CAPRICE //-- HVAN_CAPRICE
8013,0,2000:2200:2400:2600:2800,0,0,0,0,-1 8013,0,2000:2200:2400:2600:2800,0,0,0,0,-1
//-- HVAN_CHAOTIC //-- HVAN_CHAOTIC
@ -1784,7 +1792,7 @@
//-- MH_SUMMON_LEGION //-- MH_SUMMON_LEGION
8018,1600:1400:1200:1000:800,0,0,20000:30000:40000:50000:60000,0,0,400:600:800:1000:1200 8018,1600:1400:1200:1000:800,0,0,20000:30000:40000:50000:60000,0,0,400:600:800:1000:1200
//-- MH_NEEDLE_OF_PARALYZE //-- MH_NEEDLE_OF_PARALYZE
8019,1000:1100:1200:1300:1400,0,0,12000:14000:16000:18000:20000,0,0,500:400:300:200:100 8019,1000:1100:1200:1300:1400,2000,0,12000:14000:16000:18000:20000,0,0,500:400:300:200:100
//-- MH_POISON_MIST //-- MH_POISON_MIST
8020,500:700:900:1100:1300,0,0,12000:14000:16000:18000:20000,4000:6000:8000:10000:12000,0,500 8020,500:700:900:1100:1300,0,0,12000:14000:16000:18000:20000,4000:6000:8000:10000:12000,0,500
//-- MH_PAIN_KILLER //-- MH_PAIN_KILLER
@ -1796,49 +1804,49 @@
//-- MH_ERASER_CUTTER //-- MH_ERASER_CUTTER
8024,1000:1500:2000:2500:3000,2000,0,0,0,0,-1 8024,1000:1500:2000:2500:3000,2000,0,0,0,0,-1
//-- MH_XENO_SLASHER //-- MH_XENO_SLASHER
8025,1500:2500:3500:4500:5500,5000,0,500,0,0,500 8025,1500:2500:3500:4500:5500,5000,0,500,120000,0,500
//-- MH_SILENT_BREEZE //-- MH_SILENT_BREEZE
8026,1000:1200:1400:1600:1800,0,0,9000:12000:15000:18000:21000,0,0,1000:800:600:400:200 8026,1000:1200:1400:1600:1800,0,0,9000:12000:15000:18000:21000,0,0,1000:800:600:400:200
//-- MH_STYLE_CHANGE //-- MH_STYLE_CHANGE
//8027,0,0,0,0,0,0,0 8027,0,1000,0,0,0,0,500
//-- MH_SONIC_CRAW //-- MH_SONIC_CRAW
//8028,0,0,0,0,0,0,0 8028,0,1000,0,0,0,0,-1
//-- MH_SILVERVEIN_RUSH //-- MH_SILVERVEIN_RUSH
//8029,0,0,0,0,0,0,0 8029,0,0,0,5000,0,2000,-1
//-- MH_MIDNIGHT_FRENZY //-- MH_MIDNIGHT_FRENZY
//8030,0,0,0,0,0,0,0 8030,0,0,0,10000,0,2000,-1
//-- MH_STAHL_HORN //-- MH_STAHL_HORN
8031,800:600:400:200:0,0,0,5000,0,0,200:400:600:800:1000 8031,800:600:400:200:0,3000,0,5000,0,0,200:400:600:800:1000
//-- MH_GOLDENE_FERSE //-- MH_GOLDENE_FERSE
8032,1000:1200:1400:1600:1800,0,0,30000:45000:60000:75000:90000,0,0,-1 8032,1000:1200:1400:1600:1800,0,0,30000:45000:60000:75000:90000,0,0,-1
//-- MH_STEINWAND //-- MH_STEINWAND
8033,1000,0,0,30000:45000:60000:75000:90000,0,0,-1 8033,1000,0,0,30000:45000:60000:75000:90000,0,0,-1
//-- MH_HEILIGE_STANGE //-- MH_HEILIGE_STANGE
8034,200:400:600:800:1000,0,0,0,0,0,1800:1600:1400:1200:1000 8034,200:400:600:800:1000,5000,0,0,0,0,1800:1600:1400:1200:1000
//-- MH_ANGRIFFS_MODUS //-- MH_ANGRIFFS_MODUS
8035,200:400:600:800:1000,0,0,30000:45000:60000:75000:90000,0,0,-1 8035,200:400:600:800:1000,0,0,30000:45000:60000:75000:90000,0,0,-1
//-- MH_TINDER_BREAKER //-- MH_TINDER_BREAKER
//8036,0,0,0,5000,0,0,0 8036,1000,0,0,0,0,0,-1
//-- MH_CBC //-- MH_CBC
//8037,0,0,0,0,0,0,0 //8037,0,0,0,0,0,0,0
//-- MH_EQC //-- MH_EQC
//8038,0,0,0,0,0,0,0 8038,0,1000,0,0,0,0,-1
//-- MH_MAGMA_FLOW //-- MH_MAGMA_FLOW
8039,2000:2500:3000:3500:4000,0,0,30000:45000:60000:75000:90000,0,0,2000:1500:1000:500:-1 8039,2000:2500:3000:3500:4000,1000,0,30000:45000:60000:75000:90000,0,0,2000:1500:1000:500:-1
//-- MH_GRANITIC_ARMOR //-- MH_GRANITIC_ARMOR
8040,6000:5500:5000:4500:4000,0,0,60000,0,0,1000 8040,5000:4500:4000:3500:3000,1000,0,60000,0,0,1000
//-- MH_LAVA_SLIDE //-- MH_LAVA_SLIDE
8041,6000:5500:5000:4500:4000,0,0,12000:14000:16000:18000:20000,0,0,1000 8041,5000:4500:4000:3500:3000,1000,0,12000:14000:16000:18000:20000,20000,0,1000
//-- MH_PYROCLASTIC //-- MH_PYROCLASTIC
8042,5000:4500:4000:3500:3000,0,0,60000:90000:120000:150000:180000,0,0,1000 8042,1000:1500:2000:2500:3000,1000,0,60000:90000:120000:150000:180000,0,0,200
//-- MH_VOLCANIC_ASH //-- MH_VOLCANIC_ASH
8043,5000:4500:4000:3500:3000,0,0,12000:14000:16000:18000:20000,0,0,1000 8043,4000:3500:3000:2500:2000,1000,0,12000:14000:16000:18000:20000,0,0,1000
//===== Mercenary Skills =================== //===== Mercenary Skills ===================
//-- MS_MAGNUM //-- MS_MAGNUM
8202,0,1500,2000,2000,10000,0,0 8202,0,1500,2000,2000,10000,0,0
//-- MS_BOWLINGBASH //-- MS_BOWLINGBASH
8203,700,2500,0,0,0,0,0 8203,400,2500,0,0,0,0,100
//-- MS_PARRYING //-- MS_PARRYING
8204,0,0,0,15000:20000:25000:30000:35000:40000:45000:50000:55000:60000,0,0,0 8204,0,0,0,15000:20000:25000:30000:35000:40000:45000:50000:55000:60000,0,0,0
//-- MS_REFLECTSHIELD //-- MS_REFLECTSHIELD
@ -1864,7 +1872,7 @@
//-- ML_BRANDISHSPEAR //-- ML_BRANDISHSPEAR
8217,350,1200,0,0,0,0,350 8217,350,1200,0,0,0,0,350
//-- ML_SPIRALPIERCE //-- ML_SPIRALPIERCE
8218,150:250:350:450:500:500:500:500:500:500,2500,0,0,1000,0,150:250:350:450:500:500:500:500:500:500 8218,150:250:350:450:500,2500,0,0,1000,0,150:250:350:450:500
//-- ML_DEFENDER //-- ML_DEFENDER
8219,0,800,0,180000,0,0,0 8219,0,800,0,180000,0,0,0
//-- ML_AUTOGUARD //-- ML_AUTOGUARD
@ -1907,7 +1915,7 @@
//-- EL_WATER_DROP //-- EL_WATER_DROP
8405,0,0,0,-1,0,0,-1 8405,0,0,0,-1,0,0,-1
//-- EL_WATER_BARRIER //-- EL_WATER_BARRIER
8406,1000,0,0,15000,0,0,-1 8406,0,0,0,15000,0,0,-1
//-- EL_WIND_STEP //-- EL_WIND_STEP
8407,0,0,0,-1,0,0,-1 8407,0,0,0,-1,0,0,-1
//-- EL_WIND_CURTAIN //-- EL_WIND_CURTAIN

View File

@ -1443,8 +1443,10 @@ int skill_additional_effect(struct block_list* src, struct block_list *bl, uint1
skill_castend_damage_id(src, bl, RA_WUGBITE, ((sd) ? pc_checkskill(sd, RA_WUGBITE) : skill_get_max(RA_WUGBITE)), tick, SD_ANIMATION); skill_castend_damage_id(src, bl, RA_WUGBITE, ((sd) ? pc_checkskill(sd, RA_WUGBITE) : skill_get_max(RA_WUGBITE)), tick, SD_ANIMATION);
break; break;
case RA_FIRINGTRAP: case RA_FIRINGTRAP:
sc_start4(src, bl, SC_BURNING, 50 + skill_lv * 10, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id, skill_lv));
break;
case RA_ICEBOUNDTRAP: case RA_ICEBOUNDTRAP:
sc_start(src,bl, (skill_id == RA_FIRINGTRAP) ? SC_BURNING:SC_FREEZING, 50 + 10 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv)); sc_start(src, bl, SC_FREEZING, 50 + skill_lv * 10, skill_lv, skill_get_time2(skill_id, skill_lv));
break; break;
case NC_PILEBUNKER: case NC_PILEBUNKER:
if( rnd()%100 < 25 + 15*skill_lv ) { if( rnd()%100 < 25 + 15*skill_lv ) {
@ -1465,8 +1467,11 @@ int skill_additional_effect(struct block_list* src, struct block_list *bl, uint1
sc_start4(src,bl, SC_BURNING, 20 + 10 * skill_lv, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id, skill_lv)); sc_start4(src,bl, SC_BURNING, 20 + 10 * skill_lv, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id, skill_lv));
break; break;
case NC_COLDSLOWER: case NC_COLDSLOWER:
sc_start(src,bl, SC_FREEZE, 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv)); // Status chances are applied officially through a check
sc_start(src,bl, SC_FREEZING, 20 + 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv)); // The skill first trys to give the frozen status to targets that are hit
sc_start(src, bl, SC_FREEZE, 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
if (!tsc->data[SC_FREEZE]) // If it fails to give the frozen status, it will attempt to give the freezing status
sc_start(src, bl, SC_FREEZING, 20 + skill_lv * 10, skill_lv, skill_get_time2(skill_id, skill_lv));
break; break;
case NC_POWERSWING: case NC_POWERSWING:
sc_start(src,bl, SC_STUN, 10, skill_lv, skill_get_time(skill_id, skill_lv)); sc_start(src,bl, SC_STUN, 10, skill_lv, skill_get_time(skill_id, skill_lv));
@ -1551,6 +1556,7 @@ int skill_additional_effect(struct block_list* src, struct block_list *bl, uint1
tsc->data[SC_DANCEWITHWUG] || tsc->data[SC_SATURDAYNIGHTFEVER] || tsc->data[SC_LERADSDEW] || tsc->data[SC_DANCEWITHWUG] || tsc->data[SC_SATURDAYNIGHTFEVER] || tsc->data[SC_LERADSDEW] ||
tsc->data[SC_MELODYOFSINK] || tsc->data[SC_BEYONDOFWARCRY] || tsc->data[SC_UNLIMITEDHUMMINGVOICE] ) && tsc->data[SC_MELODYOFSINK] || tsc->data[SC_BEYONDOFWARCRY] || tsc->data[SC_UNLIMITEDHUMMINGVOICE] ) &&
rnd()%100 < 4 * skill_lv + 2 * ((sd) ? pc_checkskill(sd, WM_LESSON) : skill_get_max(WM_LESSON)) + 10 * chorusbonus) { rnd()%100 < 4 * skill_lv + 2 * ((sd) ? pc_checkskill(sd, WM_LESSON) : skill_get_max(WM_LESSON)) + 10 * chorusbonus) {
status_change_start(src, bl, SC_STUN, 10000, skill_lv, 0, 0, 0, skill_get_time(skill_id,skill_lv), SCSTART_NOTICKDEF);
status_change_end(bl, SC_DANCING, INVALID_TIMER); status_change_end(bl, SC_DANCING, INVALID_TIMER);
status_change_end(bl, SC_RICHMANKIM, INVALID_TIMER); status_change_end(bl, SC_RICHMANKIM, INVALID_TIMER);
status_change_end(bl, SC_ETERNALCHAOS, INVALID_TIMER); status_change_end(bl, SC_ETERNALCHAOS, INVALID_TIMER);
@ -1591,7 +1597,7 @@ int skill_additional_effect(struct block_list* src, struct block_list *bl, uint1
sc_start(src,bl, SC_CRYSTALIZE, rate, skill_lv, skill_get_time2(skill_id, skill_lv)); sc_start(src,bl, SC_CRYSTALIZE, rate, skill_lv, skill_get_time2(skill_id, skill_lv));
break; break;
case SO_VARETYR_SPEAR: case SO_VARETYR_SPEAR:
sc_start(src,bl, SC_STUN, 5 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv)); sc_start(src,bl, SC_STUN, 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
break; break;
case GN_SLINGITEM_RANGEMELEEATK: case GN_SLINGITEM_RANGEMELEEATK:
if( sd ) { if( sd ) {
@ -1639,7 +1645,7 @@ int skill_additional_effect(struct block_list* src, struct block_list *bl, uint1
sc_start(src,bl, SC_STUN, 10 * skill_lv, skill_lv, skill_get_time2(skill_id,skill_lv)); sc_start(src,bl, SC_STUN, 10 * skill_lv, skill_lv, skill_get_time2(skill_id,skill_lv));
break; break;
case MH_LAVA_SLIDE: case MH_LAVA_SLIDE:
if (tsc && !tsc->data[SC_BURNING]) sc_start4(src,bl, SC_BURNING, 10 * skill_lv, skill_lv, 1000, src->id, 0, skill_get_time(skill_id, skill_lv)); sc_start4(src,bl, SC_BURNING, 10 * skill_lv, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id, skill_lv));
break; break;
case MH_STAHL_HORN: case MH_STAHL_HORN:
sc_start(src,bl, SC_STUN, (20 + 4 * (skill_lv-1)), skill_lv, skill_get_time(skill_id, skill_lv)); sc_start(src,bl, SC_STUN, (20 + 4 * (skill_lv-1)), skill_lv, skill_get_time(skill_id, skill_lv));
@ -1658,7 +1664,7 @@ int skill_additional_effect(struct block_list* src, struct block_list *bl, uint1
} }
break; break;
case MH_XENO_SLASHER: case MH_XENO_SLASHER:
sc_start4(src,bl,SC_BLEEDING,10 * skill_lv,skill_lv,src->id,0,0,skill_get_time2(skill_id,skill_lv)); //@TODO need real duration sc_start4(src, bl, SC_BLEEDING, skill_lv, skill_lv, src->id, 0, 0, skill_get_time2(skill_id, skill_lv));
break; break;
case WL_HELLINFERNO: case WL_HELLINFERNO:
sc_start4(src,bl,SC_BURNING,55+5*skill_lv,skill_lv,1000,src->id,0,skill_get_time(skill_id,skill_lv)); sc_start4(src,bl,SC_BURNING,55+5*skill_lv,skill_lv,1000,src->id,0,skill_get_time(skill_id,skill_lv));
@ -3243,7 +3249,7 @@ int64 skill_attack (int attack_type, struct block_list* src, struct block_list *
case RA_CLUSTERBOMB: case RA_CLUSTERBOMB:
case RA_FIRINGTRAP: case RA_FIRINGTRAP:
case RA_ICEBOUNDTRAP: case RA_ICEBOUNDTRAP:
dmg.dmotion = clif_skill_damage(src,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id,flag&SD_LEVEL?-1:skill_lv, 5); dmg.dmotion = clif_skill_damage(src, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, (flag&SD_LEVEL) ? -1 : skill_lv, 5);
if( dsrc != src ) // avoid damage display redundancy if( dsrc != src ) // avoid damage display redundancy
break; break;
case HT_LANDMINE: case HT_LANDMINE:
@ -3875,31 +3881,28 @@ static int skill_timerskill(int tid, unsigned int tick, int id, intptr_t data)
case WL_TETRAVORTEX_WATER: case WL_TETRAVORTEX_WATER:
case WL_TETRAVORTEX_WIND: case WL_TETRAVORTEX_WIND:
case WL_TETRAVORTEX_GROUND: case WL_TETRAVORTEX_GROUND:
clif_skill_nodamage(src,target,skl->skill_id,skl->skill_lv,1);
skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag|SD_ANIMATION); skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag|SD_ANIMATION);
skill_toggle_magicpower(src, skl->skill_id); // only the first hit will be amplify skill_toggle_magicpower(src, skl->skill_id); // only the first hit will be amplify
if( skl->type >= 3 ) if (skl->type >= 3) { // Final Hit
{ // Final Hit if (!status_isdead(target)) { // Final Status Effect
if( !status_isdead(target) )
{ // Final Status Effect
int effects[4] = { SC_BURNING, SC_FREEZING, SC_BLEEDING, SC_STUN }, int effects[4] = { SC_BURNING, SC_FREEZING, SC_BLEEDING, SC_STUN },
applyeffects[4] = { 0, 0, 0, 0 }, applyeffects[4] = { 0, 0, 0, 0 },
i, j = 0, k = 0; i, j = 0, k = 0;
for( i = 1; i <= 8; i = i + i ) for(i = 1; i <= 8; i = i + i) {
{ if (skl->x&i) {
if( skl->x&i )
{
applyeffects[j] = effects[k]; applyeffects[j] = effects[k];
j++; j++;
} }
k++; k++;
} }
if( j ) if (j) {
{
i = applyeffects[rnd()%j]; i = applyeffects[rnd()%j];
status_change_start(src,target, i, 10000, skl->skill_lv, status_change_start(src, target, i, 10000, skl->skill_lv,
(i == SC_BURNING ? 1000 : (i == SC_BLEEDING ? src->id : 0)), (i == SC_BURNING ? 1000 : (i == SC_BLEEDING ? src->id : 0)),
(i == SC_BURNING ? src->id : 0), (i == SC_BURNING ? src->id : 0), 0,
0, skill_get_time(WL_TETRAVORTEX,skl->skill_lv)+1, SCSTART_NONE); (i == SC_BURNING ? 15000 : (i == SC_FREEZING ? 40000 :
(i == SC_BLEEDING ? 120000 : 5000))), SCSTART_NONE);
} }
} }
} }
@ -5085,7 +5088,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint
{ {
int i; int i;
// Priority is to release SpellBook // Priority is to release SpellBook
if( sc && sc->data[SC_READING_SB] ) if( sc && sc->data[SC_FREEZE_SP] )
{ // SpellBook { // SpellBook
uint16 pres_skill_id, pres_skill_lv, point, s = 0; uint16 pres_skill_id, pres_skill_lv, point, s = 0;
int spell[SC_MAXSPELLBOOK-SC_SPELLBOOK1 + 1]; int spell[SC_MAXSPELLBOOK-SC_SPELLBOOK1 + 1];
@ -5106,10 +5109,10 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint
}else //something went wrong :( }else //something went wrong :(
break; break;
if( sc->data[SC_READING_SB]->val2 > point ) if( sc->data[SC_FREEZE_SP]->val2 > point )
sc->data[SC_READING_SB]->val2 -= point; sc->data[SC_FREEZE_SP]->val2 -= point;
else // Last spell to be released else // Last spell to be released
status_change_end(src, SC_READING_SB, INVALID_TIMER); status_change_end(src, SC_FREEZE_SP, INVALID_TIMER);
if( bl->type != BL_SKILL ) /* skill types will crash the client */ if( bl->type != BL_SKILL ) /* skill types will crash the client */
clif_skill_nodamage(src, bl, pres_skill_id, pres_skill_lv, 1); clif_skill_nodamage(src, bl, pres_skill_id, pres_skill_lv, 1);
@ -9288,8 +9291,8 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
status_change_end(bl, SC_HIDING, INVALID_TIMER); status_change_end(bl, SC_HIDING, INVALID_TIMER);
status_change_end(bl, SC_CLOAKING, INVALID_TIMER); status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER); status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)); sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
sc_start(src,bl,SC_BLIND,53 + 2 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv)); sc_start(src, bl, SC_BLIND, 53 + 2 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv));
} }
} else { } else {
clif_skill_nodamage(src, bl, skill_id, 0, 1); clif_skill_nodamage(src, bl, skill_id, 0, 1);
@ -11742,8 +11745,7 @@ int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, ui
case SO_ELECTRICWALK: case SO_ELECTRICWALK:
if( sc && sc->data[type] ) if( sc && sc->data[type] )
status_change_end(src,type,INVALID_TIMER); status_change_end(src,type,INVALID_TIMER);
clif_skill_nodamage(src, src ,skill_id, skill_lv, sc_start2(src, src, type, 100, skill_id, skill_lv, skill_get_time(skill_id, skill_lv));
sc_start2(src,src, type, 100, skill_id, skill_lv, skill_get_time(skill_id, skill_lv)));
break; break;
case KO_MAKIBISHI: case KO_MAKIBISHI:
@ -12374,7 +12376,7 @@ struct skill_unit_group *skill_unitsetting(struct block_list *src, uint16 skill_
return NULL; return NULL;
val2 = sc->data[SC_POISONINGWEAPON]->val2; // Type of Poison val2 = sc->data[SC_POISONINGWEAPON]->val2; // Type of Poison
val3 = sc->data[SC_POISONINGWEAPON]->val1; val3 = sc->data[SC_POISONINGWEAPON]->val1;
limit = 4000 + 2000 * skill_lv; limit = skill_get_time(skill_id, skill_lv);
break; break;
case GD_LEADERSHIP: case GD_LEADERSHIP:
case GD_GLORYWOUNDS: case GD_GLORYWOUNDS:
@ -12402,6 +12404,10 @@ struct skill_unit_group *skill_unitsetting(struct block_list *src, uint16 skill_
case SO_WARMER: case SO_WARMER:
skill_clear_group(src, 8); skill_clear_group(src, 8);
break; break;
case SO_FIREWALK:
case SO_ELECTRICWALK:
limit = skill_get_time2(skill_id, skill_lv);
break;
case GN_WALLOFTHORN: case GN_WALLOFTHORN:
// Turns to Firewall // Turns to Firewall
if( flag&1 ) if( flag&1 )
@ -19004,7 +19010,7 @@ int skill_magicdecoy(struct map_session_data *sd, unsigned short nameid) {
} }
// Warlock Spellbooks. [LimitLine/3CeAM] // Warlock Spellbooks. [LimitLine/3CeAM]
void skill_spellbook (struct map_session_data *sd, unsigned short nameid) { void skill_spellbook(struct map_session_data *sd, unsigned short nameid) {
int i, max_preserve, skill_id, point; int i, max_preserve, skill_id, point;
struct status_change *sc; struct status_change *sc;
@ -19039,20 +19045,20 @@ void skill_spellbook (struct map_session_data *sd, unsigned short nameid) {
max_preserve = 4 * pc_checkskill(sd, WL_FREEZE_SP) + status_get_int(&sd->bl) / 10 + sd->status.base_level / 10; max_preserve = 4 * pc_checkskill(sd, WL_FREEZE_SP) + status_get_int(&sd->bl) / 10 + sd->status.base_level / 10;
point = skill_spellbook_db[i].point; point = skill_spellbook_db[i].point;
if( sc && sc->data[SC_READING_SB] ) { if( sc && sc->data[SC_FREEZE_SP] ) {
if( (sc->data[SC_READING_SB]->val2 + point) > max_preserve ) { if( (sc->data[SC_FREEZE_SP]->val2 + point) > max_preserve ) {
clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_PRESERVATION_POINT, 0); clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_PRESERVATION_POINT, 0);
return; return;
} }
for(i = SC_MAXSPELLBOOK; i >= SC_SPELLBOOK1; i--){ // This is how official saves spellbook. [malufett] for(i = SC_MAXSPELLBOOK; i >= SC_SPELLBOOK1; i--){ // This is how official saves spellbook. [malufett]
if( !sc->data[i] ){ if( !sc->data[i] ){
sc->data[SC_READING_SB]->val2 += point; // increase points sc->data[SC_FREEZE_SP]->val2 += point; // increase points
sc_start4(&sd->bl,&sd->bl, (sc_type)i, 100, skill_id, pc_checkskill(sd,skill_id), point, 0, INVALID_TIMER); sc_start4(&sd->bl,&sd->bl, (sc_type)i, 100, skill_id, pc_checkskill(sd,skill_id), point, 0, INVALID_TIMER);
break; break;
} }
} }
} else { } else {
sc_start2(&sd->bl,&sd->bl, SC_READING_SB, 100, 0, point, INVALID_TIMER); sc_start2(&sd->bl,&sd->bl, SC_FREEZE_SP, 100, 0, point, INVALID_TIMER);
sc_start4(&sd->bl,&sd->bl, SC_MAXSPELLBOOK, 100, skill_id, pc_checkskill(sd,skill_id), point, 0, INVALID_TIMER); sc_start4(&sd->bl,&sd->bl, SC_MAXSPELLBOOK, 100, skill_id, pc_checkskill(sd,skill_id), point, 0, INVALID_TIMER);
} }

View File

@ -438,12 +438,12 @@ int skill_clear_group(struct block_list *bl, int flag);
void ext_skill_unit_onplace(struct skill_unit *unit, struct block_list *bl, unsigned int tick); void ext_skill_unit_onplace(struct skill_unit *unit, struct block_list *bl, unsigned int tick);
int64 skill_unit_ondamaged(struct skill_unit *unit,int64 damage); int64 skill_unit_ondamaged(struct skill_unit *unit,int64 damage);
int skill_castfix( struct block_list *bl, uint16 skill_id, uint16 skill_lv); int skill_castfix(struct block_list *bl, uint16 skill_id, uint16 skill_lv);
int skill_castfix_sc( struct block_list *bl, int time); int skill_castfix_sc(struct block_list *bl, int time);
#ifdef RENEWAL_CAST #ifdef RENEWAL_CAST
int skill_vfcastfix( struct block_list *bl, double time, uint16 skill_id, uint16 skill_lv); int skill_vfcastfix(struct block_list *bl, double time, uint16 skill_id, uint16 skill_lv);
#endif #endif
int skill_delayfix( struct block_list *bl, uint16 skill_id, uint16 skill_lv); int skill_delayfix(struct block_list *bl, uint16 skill_id, uint16 skill_lv);
// Skill conditions check and remove [Inkfish] // Skill conditions check and remove [Inkfish]
bool skill_check_condition_castbegin(struct map_session_data *sd, uint16 skill_id, uint16 skill_lv); bool skill_check_condition_castbegin(struct map_session_data *sd, uint16 skill_id, uint16 skill_lv);
@ -2030,7 +2030,7 @@ struct s_skill_spellbook_db {
}; };
extern struct s_skill_spellbook_db skill_spellbook_db[MAX_SKILL_SPELLBOOK_DB]; extern struct s_skill_spellbook_db skill_spellbook_db[MAX_SKILL_SPELLBOOK_DB];
extern unsigned short skill_spellbook_count; extern unsigned short skill_spellbook_count;
void skill_spellbook (struct map_session_data *sd, unsigned short nameid); void skill_spellbook(struct map_session_data *sd, unsigned short nameid);
int skill_block_check(struct block_list *bl, enum sc_type type, uint16 skill_id); int skill_block_check(struct block_list *bl, enum sc_type type, uint16 skill_id);
/** /**

View File

@ -12115,7 +12115,7 @@ int status_change_timer(int tid, unsigned int tick, int id, intptr_t data)
status_change_end(bl, (sc_type)i, INVALID_TIMER); status_change_end(bl, (sc_type)i, INVALID_TIMER);
break; break;
} }
sc_timer_next(5000 + tick, status_change_timer, bl->id, data); sc_timer_next(10000 + tick, status_change_timer, bl->id, data);
return 0; return 0;
case SC_ELECTRICSHOCKER: case SC_ELECTRICSHOCKER: