nj/gs skill update
git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@5516 54d463be-8e91-2dee-dedb-b68131a5f0ec
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@ -5,6 +5,7 @@ IF YOU HAVE A WORKING AND TESTED BUGFIX PUT IT INTO STABLE AS WELL AS TRUNK. EV
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GOES INTO TRUNK AND WILL BE MERGED INTO STABLE BY VALARIS AND WIZPUTER. -- VALARIS
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GOES INTO TRUNK AND WILL BE MERGED INTO STABLE BY VALARIS AND WIZPUTER. -- VALARIS
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2006/03/08
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2006/03/08
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* About half-ish nj/gs skills are semi/fully-done. No effect/status yet though. [Vicious]
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* Added atcommand @whodrops which lists mobs with the top drop-rates for a
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* Added atcommand @whodrops which lists mobs with the top drop-rates for a
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given item. List of stored mobs and their dropchances is also defined by
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given item. List of stored mobs and their dropchances is also defined by
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MAX_SEARCH on map.h [Skotlex]
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MAX_SEARCH on map.h [Skotlex]
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108
src/map/skill.c
108
src/map/skill.c
@ -1240,6 +1240,20 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, int
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if(attack_type == BF_MISC) //70% base stun chance...
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if(attack_type == BF_MISC) //70% base stun chance...
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sc_start(bl,SC_STUN,70,skilllv,skill_get_time2(skillid,skilllv));
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sc_start(bl,SC_STUN,70,skilllv,skill_get_time2(skillid,skilllv));
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break;
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break;
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//Until they're at right position - gs_statuschange- [Vicious]
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case GS_BULLSEYE:
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if(!(status_get_mode(bl)&MD_BOSS))
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sc_start(bl,SC_COMA,0.1,skilllv,skill_get_time(skillid,skilllv));
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break;
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case GS_CRACKER:
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sc_start(bl,SC_STUN,10*skilllv,skilllv,skill_get_time(skillid,skilllv)); //Temp stun rate
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break;
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case GS_PIERCINGSHOT:
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sc_start(bl,SC_BLEEDING,(skilllv*3),skilllv,skill_get_time(skillid,skilllv));
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break;
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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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break;
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}
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}
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if (md && battle_config.summons_inherit_effects && md->master_id && md->special_state.ai)
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if (md && battle_config.summons_inherit_effects && md->master_id && md->special_state.ai)
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@ -3079,53 +3093,59 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl,int s
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break;
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break;
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//Until they're at right position - gs_damage- [Vicious]
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//Until they're at right position - gs_damage- [Vicious]
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//Not implemented yet [Vicious]
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case GS_GLITTERING:
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case GS_FLING:
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case GS_TRIPLEACTION:
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case GS_BULLSEYE:
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case GS_BULLSEYE:
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case GS_MADNESSCANCEL:
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case GS_ADJUSTMENT:
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case GS_INCREASING:
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case GS_MAGICALBULLET:
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case GS_CRACKER:
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case GS_CRACKER:
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case GS_SINGLEACTION:
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case GS_SNAKEEYE:
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case GS_CHAINACTION:
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case GS_TRACKING:
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case GS_TRACKING:
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case GS_DISARM:
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case GS_PIERCINGSHOT:
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case GS_PIERCINGSHOT:
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case GS_RAPIDSHOWER:
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case GS_RAPIDSHOWER:
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case GS_DESPERADO:
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case GS_GATLINGFEVER:
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case GS_DUST:
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case GS_DUST:
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case GS_SPREADATTACK:
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case GS_SPREADATTACK:
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case GS_GROUNDDRIFT:
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case NJ_TOBIDOUGU:
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case NJ_SYURIKEN:
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case NJ_SYURIKEN:
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case NJ_KUNAI:
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case NJ_KUNAI:
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case NJ_HUUMA:
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case NJ_HUUMA:
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case NJ_ZENYNAGE:
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case NJ_TATAMIGAESHI:
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case NJ_KASUMIKIRI:
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case NJ_SHADOWJUMP:
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case NJ_KIRIKAGE:
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case NJ_UTSUSEMI:
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case NJ_BUNSINJYUTSU:
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case NJ_NINPOU:
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skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
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skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
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break;
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break;
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case NJ_ZENYNAGE:
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skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag);
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break;
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case NJ_KOUENKA:
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case NJ_KOUENKA:
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case NJ_KAENSIN:
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case NJ_BAKUENRYU:
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case NJ_BAKUENRYU:
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case NJ_HYOUSENSOU:
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case NJ_HYOUSENSOU:
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case NJ_SUITON:
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case NJ_HYOUSYOURAKU:
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case NJ_HYOUSYOURAKU:
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case NJ_HUUJIN:
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case NJ_HUUJIN:
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case NJ_RAIGEKISAI:
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case NJ_RAIGEKISAI:
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skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
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break;
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//Not implemented yet [Vicious]
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case GS_FLING:
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//case GS_BULLSEYE:
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case GS_MAGICALBULLET:
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//case GS_CRACKER:
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//case GS_TRACKING:
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case GS_DISARM:
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//case GS_PIERCINGSHOT:
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//case GS_RAPIDSHOWER:
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case GS_DESPERADO:
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//case GS_DUST:
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//case GS_SPREADATTACK:
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case GS_GROUNDDRIFT:
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//case NJ_SYURIKEN:
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//case NJ_KUNAI:
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//case NJ_HUUMA:
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//case NJ_ZENYNAGE:
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case NJ_TATAMIGAESHI:
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case NJ_KIRIKAGE:
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skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
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break;
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//case NJ_KOUENKA:
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case NJ_KAENSIN:
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//case NJ_BAKUENRYU:
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//case NJ_HYOUSENSOU:
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//case NJ_HYOUSYOURAKU:
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//case NJ_HUUJIN:
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//case NJ_RAIGEKISAI:
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case NJ_KAMAITACHI:
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case NJ_KAMAITACHI:
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case NJ_NEN:
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case NJ_ISSEN:
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case NJ_ISSEN:
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skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
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skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
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break;
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break;
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@ -5645,53 +5665,23 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
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case GS_GLITTERING:
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case GS_GLITTERING:
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if(sd) {
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if(sd) {
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clif_skill_nodamage(src,bl,skillid,skilllv,1);
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clif_skill_nodamage(src,bl,skillid,skilllv,1);
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if(rand()%100 < 50+10*skilllv )
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pc_addspiritball(sd,skill_get_time(skillid,skilllv),skilllv);
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pc_addspiritball(sd,skill_get_time(skillid,skilllv),skilllv);
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}
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}
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break;
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break;
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case GS_FLING:
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case GS_TRIPLEACTION:
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case GS_BULLSEYE:
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case GS_MADNESSCANCEL:
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case GS_MADNESSCANCEL:
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case GS_ADJUSTMENT:
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case GS_ADJUSTMENT:
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case GS_INCREASING:
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case GS_INCREASING:
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case GS_MAGICALBULLET:
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case GS_CRACKER:
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case GS_CRACKER:
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case GS_SINGLEACTION:
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case GS_SNAKEEYE:
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case GS_CHAINACTION:
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case GS_TRACKING:
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case GS_DISARM:
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case GS_PIERCINGSHOT:
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case GS_RAPIDSHOWER:
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case GS_DESPERADO:
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case GS_GATLINGFEVER:
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case GS_GATLINGFEVER:
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case GS_DUST:
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case GS_SPREADATTACK:
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case GS_GROUNDDRIFT:
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case GS_GROUNDDRIFT:
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case NJ_TOBIDOUGU:
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case NJ_SYURIKEN:
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case NJ_KUNAI:
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case NJ_HUUMA:
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case NJ_ZENYNAGE:
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case NJ_TATAMIGAESHI:
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case NJ_TATAMIGAESHI:
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case NJ_KASUMIKIRI:
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case NJ_KASUMIKIRI:
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case NJ_SHADOWJUMP:
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case NJ_SHADOWJUMP:
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case NJ_KIRIKAGE:
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case NJ_UTSUSEMI:
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case NJ_UTSUSEMI:
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case NJ_BUNSINJYUTSU:
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case NJ_BUNSINJYUTSU:
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case NJ_NINPOU:
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case NJ_KOUENKA:
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case NJ_KAENSIN:
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case NJ_BAKUENRYU:
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case NJ_HYOUSENSOU:
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case NJ_SUITON:
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case NJ_HYOUSYOURAKU:
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case NJ_HUUJIN:
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case NJ_RAIGEKISAI:
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case NJ_KAMAITACHI:
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case NJ_NEN:
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case NJ_NEN:
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case NJ_ISSEN:
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clif_skill_nodamage(src,bl,skillid,skilllv,
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clif_skill_nodamage(src,bl,skillid,skilllv,
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sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
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sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
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break;
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break;
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