Cleaned up equipment stripping skills (#3493)
* Fixes #3476. * Centralized all equipment stripping skills to skill_strip_equip. * Updated success rates and durations to match official. Thanks to @mrjnumber1!
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b614092b75
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f0dfdf9219
@ -130,6 +130,7 @@ int overbrand_brandish_nounit_pos;
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static char dir_ka = -1; // Holds temporary direction to the target for SR_KNUCKLEARROW
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static char dir_ka = -1; // Holds temporary direction to the target for SR_KNUCKLEARROW
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//Early declaration
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//Early declaration
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bool skill_strip_equip(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv);
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int skill_block_check(struct block_list *bl, enum sc_type type, uint16 skill_id);
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int skill_block_check(struct block_list *bl, enum sc_type type, uint16 skill_id);
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static int skill_check_unit_range (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv);
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static int skill_check_unit_range (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv);
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static int skill_check_unit_range2 (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv, bool isNearNPC);
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static int skill_check_unit_range2 (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv, bool isNearNPC);
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@ -1529,9 +1530,7 @@ int skill_additional_effect(struct block_list* src, struct block_list *bl, uint1
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sc_start(src,bl,SC_FLING,100, sd?sd->spiritball_old:5,skill_get_time(skill_id,skill_lv));
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sc_start(src,bl,SC_FLING,100, sd?sd->spiritball_old:5,skill_get_time(skill_id,skill_lv));
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break;
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break;
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case GS_DISARM:
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case GS_DISARM:
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rate = sstatus->dex / (4 * (7 - skill_lv)) + sstatus->luk / (4 * (6 - skill_lv));
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skill_strip_equip(src, bl, skill_id, skill_lv);
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rate = rate + status_get_lv(src) - (tstatus->agi * rate / 100) - tstatus->luk - status_get_lv(bl);
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skill_strip_equip(src,bl, EQP_WEAPON, rate, skill_lv, skill_get_time(skill_id,skill_lv));
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clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
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clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
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break;
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break;
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case NPC_EVILLAND:
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case NPC_EVILLAND:
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@ -1563,15 +1562,10 @@ int skill_additional_effect(struct block_list* src, struct block_list *bl, uint1
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sc_start4(src,bl,SC_BURNING,100,skill_lv,1000,src->id,0,skill_get_time(skill_id,skill_lv));
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sc_start4(src,bl,SC_BURNING,100,skill_lv,1000,src->id,0,skill_get_time(skill_id,skill_lv));
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break;
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break;
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case WL_EARTHSTRAIN:
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case WL_EARTHSTRAIN:
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{
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if (dmg_lv != ATK_DEF) // Only strip if we make a successful hit.
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uint16 i;
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break;
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const int pos[5] = { EQP_WEAPON, EQP_HELM, EQP_SHIELD, EQP_ARMOR, EQP_ACC };
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if (dmg_lv != ATK_DEF) // Only strip if we make a successful hit.
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skill_strip_equip(src, bl, skill_id, skill_lv);
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break;
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for (i = 0; i < skill_lv; i++)
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skill_strip_equip(src, bl, pos[i], 5 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv));
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}
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break;
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break;
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case WL_JACKFROST:
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case WL_JACKFROST:
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case NPC_JACKFROST:
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case NPC_JACKFROST:
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@ -2623,32 +2617,135 @@ int skill_break_equip(struct block_list *src, struct block_list *bl, unsigned sh
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return where; //Return list of pieces broken.
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return where; //Return list of pieces broken.
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}
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}
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int skill_strip_equip(struct block_list *src,struct block_list *bl, unsigned short where, int rate, int lv, int time)
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/**
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* Strip equipment from a target
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* @param src: Source of call
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* @param target: Target to strip
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* @param skill_id: Skill used
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* @param skill_lv: Skill level used
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* @return True on successful strip or false otherwise
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*/
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bool skill_strip_equip(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv)
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{
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{
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struct status_change *sc;
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nullpo_retr(false, src);
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nullpo_retr(false, target);
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struct status_change *tsc = status_get_sc(target);
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if (!tsc || tsc->option&OPTION_MADOGEAR) // Mado Gear cannot be divested [Ind]
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return false;
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const int pos[5] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HELM, EQP_ACC};
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const int pos[5] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HELM, EQP_ACC};
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const enum sc_type sc_atk[5] = {SC_STRIPWEAPON, SC_STRIPSHIELD, SC_STRIPARMOR, SC_STRIPHELM, SC__STRIPACCESSORY};
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const enum sc_type sc_atk[5] = {SC_STRIPWEAPON, SC_STRIPSHIELD, SC_STRIPARMOR, SC_STRIPHELM, SC__STRIPACCESSORY};
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const enum sc_type sc_def[5] = {SC_CP_WEAPON, SC_CP_SHIELD, SC_CP_ARMOR, SC_CP_HELM, SC_NONE};
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const enum sc_type sc_def[5] = {SC_CP_WEAPON, SC_CP_SHIELD, SC_CP_ARMOR, SC_CP_HELM, SC_NONE};
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int i;
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struct status_data *sstatus = status_get_status_data(src), *tstatus = status_get_status_data(target);
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int rate, time, location;
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switch (skill_id) { // Rate
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case RG_STRIPWEAPON:
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case RG_STRIPARMOR:
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case RG_STRIPSHIELD:
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case RG_STRIPHELM:
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case GC_WEAPONCRUSH:
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rate = 50 * (skill_lv + 1) + 2 * (sstatus->dex - tstatus->dex);
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break;
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case ST_FULLSTRIP: {
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int min_rate = 50 + 20 * skill_lv;
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rate = min_rate + 2 * (sstatus->dex - tstatus->dex);
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rate = max(min_rate, rate);
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break;
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}
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case GS_DISARM:
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rate = sstatus->dex / (4 * (7 - skill_lv)) + sstatus->luk / (4 * (6 - skill_lv));
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rate = rate + status_get_lv(src) - (tstatus->agi * rate / 100) - tstatus->luk - status_get_lv(target);
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break;
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case WL_EARTHSTRAIN: {
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int job_lv = 0;
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if (src->type == BL_PC)
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job_lv = ((TBL_PC*)src)->status.job_level;
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rate = 6 * skill_lv + job_lv / 4 + sstatus->dex / 10;
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break;
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}
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case SC_STRIPACCESSARY:
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rate = 12 + 2 * skill_lv;
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break;
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default:
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return false;
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}
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if (rnd()%100 >= rate)
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if (rnd()%100 >= rate)
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return 0;
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return false;
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sc = status_get_sc(bl);
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switch (skill_id) { // Duration
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if (!sc || sc->option&OPTION_MADOGEAR ) //Mado Gear cannot be divested [Ind]
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case SC_STRIPACCESSARY:
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return 0;
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case GS_DISARM:
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time = skill_get_time(skill_id, skill_lv);
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break;
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case WL_EARTHSTRAIN:
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case RG_STRIPWEAPON:
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case RG_STRIPARMOR:
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case RG_STRIPSHIELD:
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case RG_STRIPHELM:
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case GC_WEAPONCRUSH:
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case ST_FULLSTRIP:
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if (skill_id == WL_EARTHSTRAIN)
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time = skill_get_time2(skill_id, skill_lv);
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else
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time = skill_get_time(skill_id, skill_lv);
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for (i = 0; i < ARRAYLENGTH(pos); i++) {
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if (target->type == BL_PC)
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if (where&pos[i] && sc_def[i] > SC_NONE && sc->data[sc_def[i]])
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time += skill_lv + 500 * (sstatus->dex - tstatus->dex);
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where&=~pos[i];
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else {
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time += 15000;
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time += skill_lv + 500 * (sstatus->dex - tstatus->dex);
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}
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break;
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}
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}
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if (!where) return 0;
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for (i = 0; i < ARRAYLENGTH(pos); i++) {
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switch (skill_id) { // Location
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if (where&pos[i] && !sc_start(src,bl, sc_atk[i], 100, lv, time))
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case GC_WEAPONCRUSH:
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where&=~pos[i];
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case RG_STRIPWEAPON:
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case GS_DISARM:
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location = EQP_WEAPON;
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break;
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case RG_STRIPARMOR:
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location = EQP_ARMOR;
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break;
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case RG_STRIPSHIELD:
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location = EQP_SHIELD;
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break;
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case RG_STRIPHELM:
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location = EQP_HELM;
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break;
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case ST_FULLSTRIP:
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location = EQP_WEAPON|EQP_SHIELD|EQP_ARMOR|EQP_HELM;
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break;
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case SC_STRIPACCESSARY:
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location = EQP_ACC;
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break;
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case WL_EARTHSTRAIN:
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location = EQP_SHIELD|EQP_ARMOR|EQP_HELM;
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if (skill_lv >= 4)
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location |= EQP_WEAPON;
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if (skill_lv >= 5)
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location |= EQP_ACC;
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break;
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}
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}
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return where?1:0;
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for (uint8 i = 0; i < ARRAYLENGTH(pos); i++) {
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if (location&pos[i] && sc_def[i] > SC_NONE && tsc->data[sc_def[i]])
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location &=~ pos[i];
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}
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if (!location)
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return false;
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for (uint8 i = 0; i < ARRAYLENGTH(pos); i++) {
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if (location&pos[i] && !sc_start(src, target, sc_atk[i], 100, skill_lv, time))
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location &=~ pos[i];
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}
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return location ? true : false;
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}
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}
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/**
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/**
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@ -7594,53 +7691,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
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case ST_FULLSTRIP:
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case ST_FULLSTRIP:
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case GC_WEAPONCRUSH:
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case GC_WEAPONCRUSH:
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case SC_STRIPACCESSARY: {
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case SC_STRIPACCESSARY: {
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unsigned short location = 0;
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bool i;
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int d = 0;
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//Rate in percent
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if ( skill_id == ST_FULLSTRIP ) {
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i = 5 + 2*skill_lv + (sstatus->dex - tstatus->dex)/5;
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} else if( skill_id == SC_STRIPACCESSARY ) {
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i = 12 + 2 * skill_lv + (sstatus->dex - tstatus->dex)/5;
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} else {
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i = 5 + 5*skill_lv + (sstatus->dex - tstatus->dex)/5;
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}
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if (i < 5) i = 5; //Minimum rate 5%
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//Duration in ms
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if( skill_id == GC_WEAPONCRUSH){
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d = skill_get_time(skill_id,skill_lv);
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if(bl->type == BL_PC)
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d += skill_lv * 15 + (sstatus->dex - tstatus->dex);
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else
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d += skill_lv * 30 + (sstatus->dex - tstatus->dex) / 2;
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}else
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d = skill_get_time(skill_id,skill_lv) + (sstatus->dex - tstatus->dex)*500;
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if (d < 0) d = 0; //Minimum duration 0ms
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switch (skill_id) {
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case RG_STRIPWEAPON:
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case GC_WEAPONCRUSH:
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location = EQP_WEAPON;
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break;
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case RG_STRIPSHIELD:
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location = EQP_SHIELD;
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break;
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case RG_STRIPARMOR:
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location = EQP_ARMOR;
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break;
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case RG_STRIPHELM:
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location = EQP_HELM;
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break;
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case ST_FULLSTRIP:
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location = EQP_WEAPON|EQP_SHIELD|EQP_ARMOR|EQP_HELM;
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break;
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case SC_STRIPACCESSARY:
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location = EQP_ACC;
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break;
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}
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//Special message when trying to use strip on FCP [Jobbie]
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//Special message when trying to use strip on FCP [Jobbie]
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if( sd && skill_id == ST_FULLSTRIP && tsc && tsc->data[SC_CP_WEAPON] && tsc->data[SC_CP_HELM] && tsc->data[SC_CP_ARMOR] && tsc->data[SC_CP_SHIELD])
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if( sd && skill_id == ST_FULLSTRIP && tsc && tsc->data[SC_CP_WEAPON] && tsc->data[SC_CP_HELM] && tsc->data[SC_CP_ARMOR] && tsc->data[SC_CP_SHIELD])
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@ -7649,8 +7700,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
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break;
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break;
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}
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}
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//Attempts to strip at rate i and duration d
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if( (i = skill_strip_equip(src, bl, skill_id, skill_lv)) || (skill_id != ST_FULLSTRIP && skill_id != GC_WEAPONCRUSH ) )
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if( (i = skill_strip_equip(src,bl, location, i, skill_lv, d)) || (skill_id != ST_FULLSTRIP && skill_id != GC_WEAPONCRUSH ) )
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clif_skill_nodamage(src,bl,skill_id,skill_lv,i);
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clif_skill_nodamage(src,bl,skill_id,skill_lv,i);
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//Nothing stripped.
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//Nothing stripped.
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