GS Skill updates/fixes
git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@7979 54d463be-8e91-2dee-dedb-b68131a5f0ec
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@ -4,6 +4,7 @@ AS OF SVN REV. 5091, WE ARE NOW USING TRUNK. ALL UNTESTED BUGFIXES/FEATURES GO
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IF YOU HAVE A WORKING AND TESTED BUGFIX PUT IT INTO STABLE AS WELL AS TRUNK.
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IF YOU HAVE A WORKING AND TESTED BUGFIX PUT IT INTO STABLE AS WELL AS TRUNK.
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2006/07/30
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2006/07/30
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* GS skill updates/fixes [Vicious]
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* Force all users offline in sql when char-server starts [Toms]
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* Force all users offline in sql when char-server starts [Toms]
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2006/07/29
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2006/07/29
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* Removed ugly struct cast in login.c [Toms]
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* Removed ugly struct cast in login.c [Toms]
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@ -870,9 +870,9 @@
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//-- GS_GATLINGFEVER
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//-- GS_GATLINGFEVER
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517,0,1000,0,30000:45000:60000:75000:90000:105000:120000:135000:150000:160000,0
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517,0,1000,0,30000:45000:60000:75000:90000:105000:120000:135000:150000:160000,0
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//-- GS_DUST
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//-- GS_DUST
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518,0,1000,0,0,0
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518,1000,1000,0,0,0
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//-- GS_FULLBUSTER
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//-- GS_FULLBUSTER
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519,0,1200:1400:1600:1800:2000:2200:2400:2600:2800:3000,0,0,0
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519,1000,1200:1400:1600:1800:2000:2200:2400:2600:2800:3000,0,0,0
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//-- GS_SPREADATTACK
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//-- GS_SPREADATTACK
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520,0,1000,0,0,0
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520,0,1000,0,0,0
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//-- GS_GROUNDDRIFT
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//-- GS_GROUNDDRIFT
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@ -18,6 +18,8 @@
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410,1 //WE_CALLBABY
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410,1 //WE_CALLBABY
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482,1 //PF_DOUBLECASTING
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482,1 //PF_DOUBLECASTING
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462,1 //SL_KAIZEL
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462,1 //SL_KAIZEL
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512,1 //GS_TRACKING
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518,1 //GS_DUST
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1014,1 //PR_REDEMPTIO
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1014,1 //PR_REDEMPTIO
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10010,3 //GD_BATTLEORDER
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10010,3 //GD_BATTLEORDER
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10011,3 //GD_REGENERATION
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10011,3 //GD_REGENERATION
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@ -534,13 +534,13 @@
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510,0,0,0,0,0,0,10,0,no,0,0,0,none,0 //GS_SNAKEEYE#Snake Eye#
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510,0,0,0,0,0,0,10,0,no,0,0,0,none,0 //GS_SNAKEEYE#Snake Eye#
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511,-3,8,0,0,0,0,10,2,no,0,0,0,weapon,0 //GS_CHAINACTION#Chain Action#
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511,-3,8,0,0,0,0,10,2,no,0,0,0,weapon,0 //GS_CHAINACTION#Chain Action#
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512,3,6,1,0,0,0,10,1,no,0,0,0,weapon,0 //GS_TRACKING#Tracking#
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512,3,6,1,0,0,0,10,1,no,0,0,0,weapon,0 //GS_TRACKING#Tracking#
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513,-3,6,1,0,0,0,5,1,no,0,0,0,weapon,0 //GS_DISARM#Disarm#
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513,7,6,1,0,0,0,5,1,no,0,0,0,weapon,0 //GS_DISARM#Disarm#
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514,3,6,1,0,0,0,5,1,no,0,0,0,weapon,0 //GS_PIERCINGSHOT#Piercing Shot#
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514,3,6,1,0,0,0,5,1,no,0,0,0,weapon,0 //GS_PIERCINGSHOT#Piercing Shot#
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515,3,8,1,0,0,0,10,5,no,0,0,0,weapon,0 //GS_RAPIDSHOWER#Rapid Shower#
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515,3,8,1,0,0,0,10,5,no,0,0,0,weapon,0 //GS_RAPIDSHOWER#Rapid Shower#
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516,-5,8,4,0,2,2,10,1,no,0,0,0,weapon,0 //GS_DESPERADO#Desperado#
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516,0,8,4,0,2,2,10,1,no,0,0,0,weapon,0 //GS_DESPERADO#Desperado#
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517,0,6,4,0,1,0,10,1,no,0,0,0,weapon,0 //GS_GATLINGFEVER#Gatling Fever#
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517,0,6,4,0,1,0,10,1,no,0,0,0,weapon,0 //GS_GATLINGFEVER#Gatling Fever#
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518,-3,6,1,0,0,0,10,1,no,0,0,0,weapon,0 //GS_DUST#Dust#
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518,3,6,1,0,0,0,10,1,no,0,0,0,weapon,5 //GS_DUST#Dust#
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519,3,6,1,0,0,0,10,1,no,0,0,0,weapon,0 //GS_FULLBUSTER#Full Buster#
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519,3,6,1,0,0,0,10,1,yes,0,0,0,weapon,0 //GS_FULLBUSTER#Full Buster#
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520,3,6,1,0,2,1:1:1:2:2:2:3:3:3:4,10,1,no,0,0,0,weapon,0 //GS_SPREADATTACK#Spread Attack#
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520,3,6,1,0,2,1:1:1:2:2:2:3:3:3:4,10,1,no,0,0,0,weapon,0 //GS_SPREADATTACK#Spread Attack#
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521,3,6,1,0,0,0,10,1,no,0,0,0,weapon,0 //GS_GROUNDDRIFT#Ground Drift#
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521,3,6,1,0,0,0,10,1,no,0,0,0,weapon,0 //GS_GROUNDDRIFT#Ground Drift#
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522,0,0,0,0,0,0,10,1,no,0,0,0,weapon,0 //NJ_TOBIDOUGU#NJ_TOBIDOUGU#
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522,0,0,0,0,0,0,10,1,no,0,0,0,weapon,0 //NJ_TOBIDOUGU#NJ_TOBIDOUGU#
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@ -394,10 +394,10 @@
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498,0,0,200,0,0,0,99,0,0,none,0,7134,200,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0//AM_TWILIGHT3##
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498,0,0,200,0,0,0,99,0,0,none,0,7134,200,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0//AM_TWILIGHT3##
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499,0,0,8,0,0,0,11,1,1,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //HT_POWER##
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499,0,0,8,0,0,0,11,1,1,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //HT_POWER##
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//temp plugs
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//temp plugs
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500,0,0,10,0,0,1,99,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //GS_GLITTERING
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500,0,0,2,0,0,1,99,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //GS_GLITTERING
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501,0,0,10,0,0,0,17:18:19:20:21,0,0,none,5,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //GS_FLING
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501,0,0,10,0,0,0,17:18:19:20:21,0,0,none,5,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //GS_FLING
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502,0,0,10,0,0,0,17:18:19:20:21,3:4:5,1,none,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //GS_TRIPLEACTION
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502,0,0,10,0,0,0,17:18:19:20:21,3:4:5,1,none,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //GS_TRIPLEACTION
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503,0,0,10,0,0,0,17:18:19:20:21,3:4:5,1,none,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //GS_BULLSEYE
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503,0,0,30,0,0,0,17:18:19:20:21,3:4:5,1,none,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //GS_BULLSEYE
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504,0,0,10,0,0,0,17:18:19:20:21,0,0,none,4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //GS_MADNESSCANCEL
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504,0,0,10,0,0,0,17:18:19:20:21,0,0,none,4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //GS_MADNESSCANCEL
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505,0,0,15,0,0,0,17:18:19:20:21,0,0,none,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //GS_ADJUSTMENT
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505,0,0,15,0,0,0,17:18:19:20:21,0,0,none,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //GS_ADJUSTMENT
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506,0,0,10,0,0,0,17:18:19:20:21,0,0,none,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //GS_INCREASING
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506,0,0,10,0,0,0,17:18:19:20:21,0,0,none,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //GS_INCREASING
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@ -410,7 +410,7 @@
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516,0,0,32:34:36:38:40:42:44:46:48:50,0,0,0,17,3,10,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //GS_DESPERADO
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516,0,0,32:34:36:38:40:42:44:46:48:50,0,0,0,17,3,10,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //GS_DESPERADO
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517,0,0,30:32:34:36:38:40:42:44:46:48,0,0,0,20,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //GS_GATLINGFEVER
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517,0,0,30:32:34:36:38:40:42:44:46:48,0,0,0,20,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //GS_GATLINGFEVER
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518,0,0,3:6:9:12:15:18:21:24:27:30,0,0,0,19,4,1,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //GS_DUST
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518,0,0,3:6:9:12:15:18:21:24:27:30,0,0,0,19,4,1,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //GS_DUST
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519,0,0,20:25:30:35:40:45:50:55:60:65,0,0,0,19,4,1:2:3:4:5:6:7:8:9:10,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //GS_FULLBUSTER
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519,0,0,20:25:30:35:40:45:50:55:60:65,0,0,0,19,4,2:2:4:4:6:6:8:8:10:10,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //GS_FULLBUSTER
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520,0,0,15:20:25:30:35:40:45:50:55:60,0,0,0,19,4,1,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //GS_SPREADATTACK
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520,0,0,15:20:25:30:35:40:45:50:55:60,0,0,0,19,4,1,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //GS_SPREADATTACK
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521,0,0,4:8:12:16:20:24:28:32:36:40,0,0,0,21,5,1,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //GS_GROUNDDRIFT
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521,0,0,4:8:12:16:20:24:28:32:36:40,0,0,0,21,5,1,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //GS_GROUNDDRIFT
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523,0,0,2,0,0,0,99,6,1,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //NJ_SYURIKEN
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523,0,0,2,0,0,0,99,6,1,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //NJ_SYURIKEN
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@ -350,6 +350,10 @@ int battle_calc_damage(struct block_list *src,struct block_list *bl,int damage,i
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(flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON))
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(flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON))
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damage=damage*(100-sc->data[SC_DEFENDER].val2)/100;
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damage=damage*(100-sc->data[SC_DEFENDER].val2)/100;
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if(sc->data[SC_ADJUSTMENT].timer != -1 &&
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(flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON))
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damage=damage*80/100;
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if(sc->data[SC_FOGWALL].timer != -1) {
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if(sc->data[SC_FOGWALL].timer != -1) {
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if(flag&BF_SKILL) //25% reduction
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if(flag&BF_SKILL) //25% reduction
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damage -= 25*damage/100;
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damage -= 25*damage/100;
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@ -1358,7 +1358,7 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, int
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sc_start(bl,SC_BLEEDING,(skilllv*3),skilllv,skill_get_time2(skillid,skilllv));
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sc_start(bl,SC_BLEEDING,(skilllv*3),skilllv,skill_get_time2(skillid,skilllv));
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break;
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break;
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case GS_FULLBUSTER:
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case GS_FULLBUSTER:
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sc_start(bl,SC_BLIND,(2*skilllv),skilllv,skill_get_time2(skillid,1));
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sc_start(src,SC_BLIND,(2*skilllv),skilllv,skill_get_time2(skillid,1));
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break;
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break;
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case NJ_HYOUSYOURAKU:
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case NJ_HYOUSYOURAKU:
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sc_start(bl,SC_FREEZE,(10+10*skilllv),skilllv,skill_get_time2(skillid,skilllv));
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sc_start(bl,SC_FREEZE,(10+10*skilllv),skilllv,skill_get_time2(skillid,skilllv));
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@ -1992,7 +1992,7 @@ int status_calc_pc(struct map_session_data* sd,int first)
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status->aspd_rate -= 30*skill;
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status->aspd_rate -= 30*skill;
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if((skill=pc_checkskill(sd,GS_SINGLEACTION))>0 &&
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if((skill=pc_checkskill(sd,GS_SINGLEACTION))>0 &&
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(sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE))
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(sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE))
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status->aspd_rate -= 5*skill;
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status->aspd_rate -= (int)((skill+1)/2) * 10;
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if(pc_isriding(sd))
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if(pc_isriding(sd))
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status->aspd_rate += 500-100*pc_checkskill(sd,KN_CAVALIERMASTERY);
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status->aspd_rate += 500-100*pc_checkskill(sd,KN_CAVALIERMASTERY);
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@ -3242,7 +3242,7 @@ static signed short status_calc_hit(struct block_list *bl, struct status_change
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if(sc->data[SC_BLIND].timer != -1)
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if(sc->data[SC_BLIND].timer != -1)
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hit -= hit * 25/100;
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hit -= hit * 25/100;
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if(sc->data[SC_ADJUSTMENT].timer!=-1)
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if(sc->data[SC_ADJUSTMENT].timer!=-1)
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hit += 30;
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hit -= 30;
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if(sc->data[SC_INCREASING].timer!=-1)
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if(sc->data[SC_INCREASING].timer!=-1)
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hit += 20; // RockmanEXE; changed based on updated [Reddozen]
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hit += 20; // RockmanEXE; changed based on updated [Reddozen]
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