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@@ -3142,7 +3142,7 @@ static unsigned short status_calc_agi(struct block_list *bl, struct status_chang
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if(sc->data[SC_TRUESIGHT].timer!=-1)
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agi += 5;
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if(sc->data[SC_INCREASEAGI].timer!=-1)
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- agi += 2 + sc->data[SC_INCREASEAGI].val1;
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+ agi += sc->data[SC_INCREASEAGI].val2;
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if(sc->data[SC_INCREASING].timer!=-1)
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agi += 4; // added based on skill updates [Reddozen]
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if(sc->data[SC_DECREASEAGI].timer!=-1)
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@@ -3619,10 +3619,10 @@ static unsigned short status_calc_speed(struct block_list *bl, struct status_cha
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speed -= speed * 50/100;
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else if(sc->data[SC_SPEEDUP0].timer!=-1)
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speed -= speed * 25/100;
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- else if(sc->data[SC_INCREASEAGI].timer!=-1)
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- speed -= (sc->data[SC_INCREASEAGI].val1 * 5)/2; //[orn]
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else if(sc->data[SC_FUSION].timer != -1)
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speed -= speed * 25/100;
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+ else if(sc->data[SC_INCREASEAGI].timer!=-1)
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+ speed -= speed * sc->data[SC_INCREASEAGI].val3/100; //[orn]
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else if(sc->data[SC_CARTBOOST].timer!=-1)
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speed -= speed * 20/100;
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else if(sc->data[SC_BERSERK].timer!=-1)
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@@ -3635,14 +3635,14 @@ static unsigned short status_calc_speed(struct block_list *bl, struct status_cha
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//% reductions (they stack)
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if(sc->data[SC_DANCING].timer!=-1 && sc->data[SC_DANCING].val3&0xFFFF)
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speed += speed*(sc->data[SC_DANCING].val3&0xFFFF)/100;
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- if(sc->data[SC_DECREASEAGI].timer!=-1)
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- speed += (sc->data[SC_DECREASEAGI].val1 * 5)/2; //[orn]
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if(sc->data[SC_STEELBODY].timer!=-1)
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speed = speed * 100/75;
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if(sc->data[SC_QUAGMIRE].timer!=-1)
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speed = speed * 100/50;
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if(sc->data[SC_SUITON].timer!=-1 && sc->data[SC_SUITON].val3)
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speed = speed * 100/sc->data[SC_SUITON].val3;
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+ if(sc->data[SC_DECREASEAGI].timer!=-1)
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+ speed = speed * 100/sc->data[SC_DECREASEAGI].val3; //[orn]
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if(sc->data[SC_DONTFORGETME].timer!=-1)
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speed = speed * 100/sc->data[SC_DONTFORGETME].val3;
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if(sc->data[SC_DEFENDER].timer!=-1)
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@@ -4767,8 +4767,14 @@ int status_change_start(struct block_list *bl,int type,int rate,int val1,int val
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calc_flag = StatusChangeFlagTable[type];
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if(!(flag&4)) //Do not parse val settings when loading SCs
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switch(type){
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+ case SC_INCREASEAGI:
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+ val2 = 2 + val1; //Agi increase
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+ val3 = (5*val1)/2; //Speed increase
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+ break;
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case SC_DECREASEAGI:
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val2 = 2 + val1; //Agi decrease
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+ val3 = 100 - (5*val1)/2; //Speed decrease
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+ if (val3 < 1) val3 = 1;
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if (sd) tick>>=1; //Half duration for players.
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break;
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case SC_ENDURE:
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@@ -5590,6 +5596,8 @@ int status_change_start(struct block_list *bl,int type,int rate,int val1,int val
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break;
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//In case the speed reduction comes loaded incorrectly,
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//prevent division by 0.
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+ case SC_INCREASEAGI:
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+ case SC_DECREASEAGI:
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case SC_DONTFORGETME:
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case SC_CLOAKING:
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case SC_LONGING:
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