Fixed Homunculus Amistr skills (#8556)
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@ -30822,7 +30822,6 @@ Body:
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TargetType: Self
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DamageFlags:
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NoDamage: true
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Hit: Single
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AfterCastActDelay: 1000
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AfterCastWalkDelay: 1000
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Requires:
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@ -30834,7 +30833,6 @@ Body:
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TargetType: Self
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DamageFlags:
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NoDamage: true
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Hit: Single
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AfterCastActDelay: 30000
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AfterCastWalkDelay: 1000
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Duration1:
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@ -30865,8 +30863,6 @@ Body:
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Name: HAMI_SKIN
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Description: Adamantium Skin
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MaxLevel: 5
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DamageFlags:
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NoDamage: true
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- Id: 8008
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Name: HAMI_BLOODLUST
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Description: Bloodlust
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@ -30874,7 +30870,6 @@ Body:
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TargetType: Self
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DamageFlags:
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NoDamage: true
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Hit: Single
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AfterCastActDelay:
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- Level: 1
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Time: 300000
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@ -2496,6 +2496,9 @@ Body:
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CalcFlags:
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Batk: true
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Watk: true
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Flags:
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NoSave: true
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RemoveFromHomOnWarp: true
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- Status: Fleet
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DurationLookup: HFLI_FLEET
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CalcFlags:
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@ -2510,6 +2513,10 @@ Body:
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DurationLookup: HAMI_DEFENCE
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CalcFlags:
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Def: true
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Vit: true
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Flags:
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NoSave: true
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RemoveFromHomOnWarp: true
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- Status: Incaspdrate
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CalcFlags:
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Aspd: true
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@ -43106,7 +43106,6 @@ Body:
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TargetType: Self
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DamageFlags:
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NoDamage: true
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Hit: Single
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AfterCastWalkDelay: 1000
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Cooldown: 1000
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Requires:
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@ -43118,7 +43117,6 @@ Body:
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TargetType: Self
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DamageFlags:
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NoDamage: true
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Hit: Single
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AfterCastWalkDelay: 1000
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Duration1:
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- Level: 1
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@ -43149,8 +43147,6 @@ Body:
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Name: HAMI_SKIN
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Description: Adamantium Skin
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MaxLevel: 5
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DamageFlags:
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NoDamage: true
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- Id: 8008
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Name: HAMI_BLOODLUST
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Description: Bloodlust
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@ -43158,7 +43154,6 @@ Body:
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TargetType: Self
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DamageFlags:
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NoDamage: true
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Hit: Single
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AfterCastWalkDelay: 1000
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Duration1:
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- Level: 1
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@ -2618,6 +2618,9 @@ Body:
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CalcFlags:
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Batk: true
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Watk: true
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Flags:
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NoSave: true
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RemoveFromHomOnMapWarp: true
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- Status: Fleet
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DurationLookup: HFLI_FLEET
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CalcFlags:
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@ -2631,7 +2634,11 @@ Body:
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- Status: Defence
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DurationLookup: HAMI_DEFENCE
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CalcFlags:
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Def: true
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Vit: true
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Flags:
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NoSave: true
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RemoveFromHomOnMapWarp: true
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- Status: Incaspdrate
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CalcFlags:
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Aspd: true
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@ -1012,9 +1012,12 @@ SC_CHANGE (EFST_HLIF_CHANGE)
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val2: VIT increase (20 * val1)
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val3: INT increase (30 * val1)
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SC_BLOODLUST ()
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desc:
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val1:
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SC_BLOODLUST (EFST_HAMI_BLOODLUST)
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desc: Increase the homunculus ATK and has a chance to leech HP from the target
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val1: Skill Level
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val2: ATK increase (20 + (10 * val1))
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val3: Chance to leech HP (9 * val1)%
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val4: Leeched HP percentage 20%
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SC_FLEET ()
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desc:
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@ -1024,10 +1027,10 @@ SC_SPEED ()
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desc:
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val1:
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SC_DEFENCE ()
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desc: Increase Defense, HAMI_DEFENCE effect
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val1: (none)
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val2: + Def(Pre-renewal) or VIT (Renewal)
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SC_DEFENCE (EFST_HAMI_DEFENCE)
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desc: Increase VIT and as result VIT-based DEF of the Player and plain VIT of the Homunculus
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val1: Skill Level
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val2: VIT increase for players, DEF increase for homunculus (5 + (5 * val1)) [Renewal], (2 * val1) [Pre-Renewal]
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SC_INCASPDRATE ()
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desc: Increase ASPD
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@ -1900,8 +1900,8 @@ int64 battle_calc_damage(struct block_list *src,struct block_list *bl,struct Dam
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}
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}
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if ((sce = sc->getSCE(SC_BLOODLUST)) && flag&BF_WEAPON && damage > 0 && rnd()%100 < sce->val3)
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status_heal(src, damage * sce->val4 / 100, 0, 3);
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if ((sce = sc->getSCE(SC_BLOODLUST)) && flag & BF_WEAPON && damage > 0 && rnd_chance(sce->val3, 100))
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status_heal(src, damage * sce->val4 / 100, 0, 1);
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if ((sce = sc->getSCE(SC_BLOODSUCKER)) && flag & BF_WEAPON && damage > 0 && rnd() % 100 < (2 * sce->val1 - 1))
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status_heal(src, damage * sce->val1 / 100, 0, 3);
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@ -8236,8 +8236,10 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
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break;
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case HLIF_AVOID:
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case HAMI_DEFENCE:
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sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)); // Master
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clif_skill_nodamage(src,src,skill_id,skill_lv,sc_start(src,src,type,100,skill_lv,skill_get_time(skill_id,skill_lv))); // Homunc
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// Master
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sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
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// Homunculus
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clif_skill_nodamage(src, src, skill_id, skill_lv, sc_start(src, src, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
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break;
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case NJ_BUNSINJYUTSU:
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status_change_end(bl, SC_BUNSINJYUTSU); // on official recasting cancels existing mirror image [helvetica]
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@ -10670,23 +10672,26 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
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case HAMI_CASTLE: //[orn]
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if (src != bl && rnd_chance(20 * skill_lv, 100)) {
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int x = src->x, y = src->y;
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// Get one of the monsters targeting the player and set the homunculus as its new target
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if (block_list* tbl = battle_getenemy(bl, BL_MOB, AREA_SIZE); tbl != nullptr) {
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if (unit_data* ud = unit_bl2ud(tbl); ud != nullptr)
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unit_changetarget_sub(*ud, *src);
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}
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// Move source
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if (unit_movepos(src,bl->x,bl->y,0,0)) {
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clif_skill_nodamage(src,src,skill_id,skill_lv,1); // Homunc
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int16 x = src->x, y = src->y;
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// Move homunculus
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if (unit_movepos(src, bl->x, bl->y, 0, false)) {
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clif_blown(src);
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// Move target
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if (unit_movepos(bl,x,y,0,0)) {
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clif_skill_nodamage(bl,bl,skill_id,skill_lv,1);
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// Move player
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if (unit_movepos(bl, x, y, 0, false))
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clif_blown(bl);
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}
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map_foreachinallrange(unit_changetarget,src,AREA_SIZE,BL_MOB,bl,src);
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// Show the animation on the homunculus only
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clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
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}
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}
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else if (hd && hd->master) // Failed
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else if (hd != nullptr && hd->master != nullptr)
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clif_skill_fail( *hd->master, skill_id );
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else if (sd)
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else if (sd != nullptr)
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clif_skill_fail( *sd, skill_id );
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break;
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case HVAN_CHAOTIC: //[orn]
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@ -6686,10 +6686,8 @@ static unsigned short status_calc_vit(struct block_list *bl, status_change *sc,
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vit -= vit * sc->getSCE(SC_STRIPARMOR)->val2/100;
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if(sc->getSCE(SC_FULL_THROTTLE))
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vit += vit * sc->getSCE(SC_FULL_THROTTLE)->val3 / 100;
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#ifdef RENEWAL
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if(sc->getSCE(SC_DEFENCE))
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if(bl->type == BL_PC && sc->getSCE(SC_DEFENCE))
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vit += sc->getSCE(SC_DEFENCE)->val2;
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#endif
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if(sc->getSCE(SC_CHEERUP))
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vit += 3;
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if(sc->getSCE(SC_GLASTHEIM_STATE))
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@ -7707,10 +7705,9 @@ static defType status_calc_def(struct block_list *bl, status_change *sc, int def
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#ifdef RENEWAL
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if (sc->getSCE(SC_ASSUMPTIO))
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def += sc->getSCE(SC_ASSUMPTIO)->val1 * 50;
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#else
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if(sc->getSCE(SC_DEFENCE))
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def += sc->getSCE(SC_DEFENCE)->val2;
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#endif
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if (bl->type == BL_HOM && sc->getSCE(SC_DEFENCE))
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def += sc->getSCE(SC_DEFENCE)->val2;
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if(sc->getSCE(SC_INCDEFRATE))
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def += def * sc->getSCE(SC_INCDEFRATE)->val1/100;
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if(sc->getSCE(SC_EARTH_INSIGNIA) && sc->getSCE(SC_EARTH_INSIGNIA)->val1 == 2)
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@ -11506,16 +11503,21 @@ int status_change_start(struct block_list* src, struct block_list* bl,enum sc_ty
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val2 = 10 * val1;
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break;
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case SC_DEFENCE:
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// Vit bonus for players / Def bonus for homunculus
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#ifdef RENEWAL
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val2 = 5 + (val1 * 5); // Vit bonus
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val2 = 5 + (5 * val1);
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#else
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val2 = 2*val1; // Def bonus
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val2 = 2 * val1;
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#endif
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break;
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case SC_BLOODLUST:
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val2 = 20+10*val1; // Atk rate change.
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val3 = 3*val1; // Leech chance
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val4 = 20; // Leech percent
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// Atk rate change
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val2 = 20 + (10 * val1);
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// Leech chance
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// It's actually 9 * level on both pre-re and renewal, despite the description
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val3 = 9 * val1;
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// Leech percent
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val4 = 20;
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break;
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case SC_FLEET:
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val2 = 30*val1; // Aspd change
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@ -3130,32 +3130,44 @@ int unit_counttargeted(struct block_list* bl)
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* @param src Current target
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* @param target New target
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**/
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int unit_changetarget(struct block_list *bl, va_list ap) {
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struct unit_data *ud = unit_bl2ud(bl);
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struct block_list *src = va_arg(ap,struct block_list *);
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struct block_list *target = va_arg(ap,struct block_list *);
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if (!ud || !target || ud->target == target->id)
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int unit_changetarget(block_list *bl, va_list ap) {
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if (bl == nullptr)
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return 1;
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if (!ud->target && !ud->target_to)
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unit_data *ud = unit_bl2ud(bl);
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block_list *src = va_arg(ap, block_list *);
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block_list *target = va_arg(ap, block_list *);
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if (ud == nullptr || src == nullptr || target == nullptr || ud->target == target->id)
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return 1;
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if (ud->target <= 0 && ud->target_to <= 0)
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return 1;
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if (ud->target != src->id && ud->target_to != src->id)
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return 1;
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if (bl->type == BL_MOB)
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(BL_CAST(BL_MOB,bl))->target_id = target->id;
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if (ud->target_to)
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ud->target_to = target->id;
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else
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ud->target_to = 0;
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if (ud->skilltarget)
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ud->skilltarget = target->id;
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unit_set_target(ud, target->id);
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unit_changetarget_sub(*ud, *target);
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//unit_attack(bl, target->id, ud->state.attack_continue);
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return 0;
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}
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/**
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* Changes the target of a unit
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* @param ud: Unit data
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* @param target: New target data
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**/
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void unit_changetarget_sub(unit_data& ud, block_list& target) {
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if (status_isdead(target))
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return;
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if (ud.bl->type == BL_MOB)
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reinterpret_cast<mob_data*>(ud.bl)->target_id = target.id;
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if (ud.target_to > 0)
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ud.target_to = target.id;
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if (ud.skilltarget > 0)
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ud.skilltarget = target.id;
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unit_set_target(&ud, target.id);
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}
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/**
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* Removes a bl/ud from the map
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* On kill specifics are not performed here, check status_damage()
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@ -172,8 +172,8 @@ void unit_free_pc(map_session_data *sd);
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#define unit_remove_map(bl,clrtype) unit_remove_map_(bl,clrtype,__FILE__,__LINE__,__func__)
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int unit_remove_map_(struct block_list *bl, clr_type clrtype, const char* file, int line, const char* func);
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int unit_free(struct block_list *bl, clr_type clrtype);
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int unit_changeviewsize(struct block_list *bl,short size);
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int unit_changetarget(struct block_list *bl,va_list ap);
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int unit_changetarget(block_list *bl,va_list ap);
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void unit_changetarget_sub(unit_data& ud, block_list& target);
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// Shadow Scar
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void unit_addshadowscar(unit_data &ud, int interval);
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