Rebalance Imperial Guard 20221221 (#8078)
* Cross Rain - Reduces cooldown from 4.5 seconds to 2.4 seconds. - Reduces skill duration from 4.5 seconds to 2.4 seconds based on level 10. - Increases factor weight of Spear & Sword Mastery skill level in skill formula from 50/100 (Holy Shield) to 100/150 (Holy Shield) based on level 10. - Increases factor weight of SPL in skill formula from 5 to 7. - Reduces AP recovery rate from 7 to 4. * Shield Shooting - Reworks skill to dealing damage to surrounding enemies within 7 x 7 cells around the target. - Reduces cast range from 11 cells to 9 cells. - Increases factor weight of Shield Mastery skill level in skill formula from 75 to 250 based on level 5. - Increases base damage from 11900%Atk to 14900%Atk based on level 5. - Increases factor weight of POW in skill formula from 5 to 7. - Increases factor weight of shield refine rate in skill formula from 4 to 25.
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@@ -5218,12 +5218,6 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint
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case MT_TRIPLE_LASER:
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skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
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break;
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case IG_SHIELD_SHOOTING:
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clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
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skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
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sc_start(src, src, SC_SHIELD_POWER, 100, skill_lv, skill_get_time(skill_id, skill_lv));
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break;
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case DK_DRAGONIC_AURA:
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case DK_STORMSLASH:
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case IG_GRAND_JUDGEMENT:
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@@ -5681,6 +5675,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint
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case BO_EXPLOSIVE_POWDER:
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case BO_MAYHEMIC_THORNS:
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case NPC_WIDECRITICALWOUND:
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case IG_SHIELD_SHOOTING:
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if( flag&1 ) {//Recursive invocation
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int sflag = skill_area_temp[0] & 0xFFF;
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int heal = 0;
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@@ -5877,6 +5872,10 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint
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// TODO: does this buff start before or after dealing damage? [Muh]
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sc_start( src, src, SC_RUSH_QUAKE2, 100, skill_lv, skill_get_time2( skill_id, skill_lv ) );
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break;
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case IG_SHIELD_SHOOTING:
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clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
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sc_start(src, src, SC_SHIELD_POWER, 100, skill_lv, skill_get_time(skill_id, skill_lv));
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break;
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}
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// if skill damage should be split among targets, count them
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