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- Cleaned up the NJ update code.
- Restored code which was removed (stuff like SC_SKA)
- Fixed possible crashes on some NJ skills if used by non-players.
- Fixed most NJ magic spells doing more damage than they should.
- Fixed ZenyNage being able to do more damage than zeny you have.
- Cleaned up skill setting code for Suiton and Kaensin
- Ordered SC_* definitions in status.c


git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@7947 54d463be-8e91-2dee-dedb-b68131a5f0ec

skotlex 19 years ago
parent
commit
7cdbea9cf2
7 changed files with 122 additions and 187 deletions
  1. 6 0
      Changelog-Trunk.txt
  2. 1 1
      db/skill_db.txt
  3. 1 1
      db/skill_require_db.txt
  4. 37 34
      src/map/battle.c
  5. 1 1
      src/map/pc.c
  6. 22 105
      src/map/skill.c
  7. 54 45
      src/map/status.c

+ 6 - 0
Changelog-Trunk.txt

@@ -4,6 +4,12 @@ AS OF SVN REV. 5091, WE ARE NOW USING TRUNK.  ALL UNTESTED BUGFIXES/FEATURES GO
 IF YOU HAVE A WORKING AND TESTED BUGFIX PUT IT INTO STABLE AS WELL AS TRUNK.
 
 2006/07/28
+	* Cleaned up the NJ update code: [Skotlex]
+	- Restored code which was removed (stuff like SC_SKA)
+	- Fixed possible crashes on some NJ skills if used by non-players.
+	- Fixed most NJ magic spells doing more damage than they should.
+	- Fixed ZenyNage being able to do more damage than zeny you have.
+	- Cleaned up skill setting code for Suiton and Kaensin
 	* Some cleaning of battle_drain, Evil Druid card should work now. [Skotlex]
 	* Made status_damage allow damaging of objects not on a map, this should
 	  fix pet-catching making the mob never respawn again. [Skotlex]

+ 1 - 1
db/skill_db.txt

@@ -557,7 +557,7 @@
 533,0,0,0,0,0,0,10,0,no,0,0,0,none,0	//NJ_NINPOU#NJ_NINPOU#
 534,9,8,1,3,0,0,10,1:2:3:4:5:6:7:8:9:10,yes,0,0,0,magic,0	//NJ_KOUENKA#NJ_KOUENKA#
 535,0,8,4,3,0,0,10,1,yes,0,0,0,magic,0	//NJ_KAENSIN#NJ_KAENSIN#
-536,9,8,1,3,2,1,5,-3,yes,0,0,0,magic,0	//NJ_BAKUENRYU#NJ_BAKUENRYU#
+536,9,8,1,3,2,1,5,3,yes,0,0,0,magic,0	//NJ_BAKUENRYU#NJ_BAKUENRYU#
 537,9,8,1,1,0,0,10,3:4:5:6:7:8:9:10:11:12,yes,0,0,0,magic,0	//NJ_HYOUSENSOU#NJ_HYOUSENSOU#
 538,9,6,2,0,1,0,10,1,yes,0,0,0,magic,0	//NJ_SUITON#NJ_SUITON#
 539,0,6,4,1,1,0,5,1,yes,0,0,0,magic,0	//NJ_HYOUSYOURAKU#NJ_HYOUSYOURAKU#

+ 1 - 1
db/skill_require_db.txt

@@ -416,7 +416,7 @@
 523,0,0,2,0,0,0,99,6,1,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0	//NJ_SYURIKEN
 524,0,0,30:25:20:15:10,0,0,0,99,7,1,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0	//NJ_KUNAI
 525,0,0,20:25:30:35:40,0,0,0,22,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0	//NJ_HUUMA
-526,0,0,50,0,0,500:1000:1500:2000:2500:3000:3500:4000:4500:5000,99,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0	//NJ_ZENYNAGE
+526,0,0,50,0,0,1000:2000:3000:4000:5000:6000:7000:8000:9000:10000,99,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0	//NJ_ZENYNAGE
 527,0,0,40,0,0,0,0,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0	//NJ_TATAMIGAESHI
 528,0,0,10:12:14:16:18:20:22:24:26:28,0,0,0,0,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0	//NJ_KASUMIKIRI
 529,0,0,40,0,0,0,0,0,0,hiding,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0	//NJ_SHADOWJUMP

+ 37 - 34
src/map/battle.c

@@ -1123,6 +1123,11 @@ static struct Damage battle_calc_weapon_attack(
 
 		switch (skill_num)
 		{	//Calc base damage according to skill
+			case NJ_ISSEN:
+				wd.damage = 80*sstatus->str +skill_lv*sstatus->hp*8/100;
+				wd.damage2 = 0;
+				status_set_hp(src, 1, 0);
+				break;
 			case PA_SACRIFICE:
 				skill = sstatus->max_hp* 9/100;
 				status_zap(src, skill, 0);//Damage to self is always 9%
@@ -1183,20 +1188,29 @@ static struct Damage battle_calc_weapon_attack(
 					wd.damage2 = hd->master->homunculus.intimacy ;
 					hd->master->homunculus.intimacy = 200;
 					clif_send_homdata(hd->master,0x100,hd->master->homunculus.intimacy/100);
+					break;
 				}
-				break;
 			default:
 			{
 				i = (flag.cri?1:0)|(flag.arrow?2:0)|(skill_num == HW_MAGICCRASHER?4:0)|(skill_num == MO_EXTREMITYFIST?8:0);
-				if ( flag.arrow && sd->status.weapon != W_BOW && sd->status.weapon != W_REVOLVER && sd->status.weapon != W_SHOTGUN 
-					&& sd->status.weapon != W_GATLING && sd->status.weapon != W_GRENADE ) i |= 16; // for ex. shuriken must not be influenced by DEX	
+				if (flag.arrow && sd)
+				switch(sd->status.weapon) {
+				case W_BOW:
+				case W_REVOLVER:
+				case W_SHOTGUN:
+				case W_GATLING:
+				case W_GRENADE:
+				  break;
+				default:
+				  i |= 16; // for ex. shuriken must not be influenced by DEX
+				}
 				wd.damage = battle_calc_base_damage(sstatus, &sstatus->rhw, sc, tstatus->size, sd, i);
 				if (sstatus->lhw)
 					wd.damage2 = battle_calc_base_damage(sstatus, sstatus->lhw, sc, tstatus->size, sd, i);
 
 				// Added split damage for Huuma
-				if (skill_num == NJ_HUUMA) // Divide ATK in case of multiple targets skill
-				{
+				if (skill_num == NJ_HUUMA)
+				{	// Divide ATK in case of multiple targets skill
 					if(wflag>0)
 						wd.damage/= wflag;
 					else if(battle_config.error_log)
@@ -1378,7 +1392,7 @@ static struct Damage battle_calc_weapon_attack(
 						//You'd need something like 6K SP to reach this max, so should be fine for most purposes.
 						if (ratio > 60000) ratio = 60000; //We leave some room here in case skillratio gets further increased.
 						skillratio = (unsigned short)ratio;
-						status_zap(src, 0, sstatus->sp);
+						status_set_sp(src, 0, 0);
 						flag.idef= flag.idef2= 1;
 					}
 					break;
@@ -1549,6 +1563,9 @@ static struct Damage battle_calc_weapon_attack(
 						ATK_ADD(sstatus->matk_min);
 					}
 					break;
+				case NJ_SYURIKEN:
+					ATK_ADD(4*skill_lv);
+					break;
 			}
 		}
 		//Div fix.
@@ -1710,26 +1727,6 @@ static struct Damage battle_calc_weapon_attack(
 		if (flag.rh && wd.damage < 1) wd.damage = 1;
 		if (flag.lh && wd.damage2 < 1) wd.damage2 = 1;
 
-		// Added Tobidougu bonus on throwing weapon ninja skills if not wearing a Fuuma shuriken (bonus already added in battle_addmastery)
-		switch(skill_num)
-		{
-			case NJ_SYURIKEN:
-				if((skill = pc_checkskill(sd,NJ_TOBIDOUGU)) > 0 && sd->status.weapon != W_HUUMA) { wd.damage+=skill*3+skill_lv*4; }
-				else {wd.damage+=skill_lv*4; }
-				break;
-			case NJ_KUNAI:
-				if((skill = pc_checkskill(sd,NJ_TOBIDOUGU)) > 0 && sd->status.weapon != W_HUUMA) { wd.damage+=skill*3; }
-				break;
-			default:
-				break;
-		}
-
-		if ( skill_num == NJ_ISSEN )
-		{
-			wd.damage=sstatus->str*80+skill_lv*sstatus->hp*8/100;
-			status_zap(src, sstatus->hp-1, 0);
-		}
-
 		if (sd && flag.weapon && skill_num != MO_INVESTIGATE && skill_num != MO_EXTREMITYFIST
 			&& skill_num != CR_GRANDCROSS)
 		{	//Add mastery damage
@@ -1748,6 +1745,11 @@ static struct Damage battle_calc_weapon_attack(
 				skillratio = (sd->status.base_level + sstatus->dex+ sstatus->luk)/(skill<4?12-3*skill:1);
 				ATK_ADDRATE(skillratio);
 			}
+			// Added Tobidougu bonus on throwing weapon ninja skills if not wearing a Fuuma shuriken (bonus already added in battle_addmastery)
+			if ((skill_num == NJ_SYURIKEN || skill_num == NJ_KUNAI) &&
+				sd->status.weapon != W_HUUMA &&
+			  	(skill = pc_checkskill(sd,NJ_TOBIDOUGU)) > 0)
+				ATK_ADD(3*skill);
 		}
 	} //Here ends flag.hit section, the rest of the function applies to both hitting and missing attacks
   	else if(wd.div_ < 0) //Since the attack missed...
@@ -2316,20 +2318,21 @@ struct Damage battle_calc_magic_attack(
 						skillratio -= 10;
 						break;
 					case NJ_BAKUENRYU:
-						skillratio += 50 + 150*skill_lv;
+						skillratio += 50*(skill_lv-1);
 						break;
 					case NJ_HYOUSENSOU:
 						skillratio -= 30;
-						if ( sc->data[SC_SUITON].timer != -1 ) skillratio += skillratio*sc->data[SC_SUITON].val1*2/100;
-							break;
+						if (sc && sc->data[SC_SUITON].timer != -1)
+						  	skillratio += sc->data[SC_SUITON].val4;
+						break;
 					case NJ_HYOUSYOURAKU:
-						skillratio += 100 + 50*skill_lv;
+						skillratio += 50*skill_lv;
 						break;
 					case NJ_RAIGEKISAI:
 						skillratio += 60 + 40*skill_lv;
 						break;
 					case NJ_KAMAITACHI:
-						skillratio += 100 + 100*skill_lv;
+						skillratio += 100*skill_lv;
 						break;
 				}
 
@@ -2510,7 +2513,7 @@ struct Damage  battle_calc_misc_attack(
 	switch(skill_num){
 	case PA_PRESSURE:
 	case GS_FLING:
-	case NJ_ZENYNAGE: // Throw zeny not affected by cards, elements, race..
+	case NJ_ZENYNAGE:
 		flag.elefix = flag.cardfix = 0;
 	case HT_BLITZBEAT:
 	case TF_THROWSTONE:
@@ -2595,10 +2598,10 @@ struct Damage  battle_calc_misc_attack(
 		if (tsd) md.damage>>=1;
 		break;
 	case NJ_ZENYNAGE:
-		md.damage = skill_get_zeny(skill_num ,skill_lv);
+		md.damage = skill_get_zeny(skill_num ,skill_lv)/2;
 		if (!md.damage) md.damage = 2;
 		md.damage = md.damage + rand()%md.damage;
-		if(is_boss(target)) // deleted || map_flag_vs(target->m) , seemed to reduce damage in PVP mode
+		if(is_boss(target))
 			md.damage=md.damage*60/100; 
 		break;
 	case GS_FLING:

+ 1 - 1
src/map/pc.c

@@ -3231,7 +3231,7 @@ int pc_setpos(struct map_session_data *sd,unsigned short mapindex,int x,int y,in
 	{	//Misc map-changing settings
 		party_send_dot_remove(sd); //minimap dot fix [Kevin]
 		guild_send_dot_remove(sd);
-		skill_clear_group(&sd->bl, 1|(battle_config.traps_setting&2));
+		skill_clear_group(&sd->bl, 1|4|(battle_config.traps_setting&2));
 		if (sd->sc.count)
 		{ //Cancel some map related stuff.
 			if (sd->sc.data[SC_WARM].timer != -1)

+ 22 - 105
src/map/skill.c

@@ -2732,11 +2732,13 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int
 			clif_slide(src,bl->x,bl->y);
 		break;
 	
-	case SN_SHARPSHOOTING:			/* シャープシューティング */
-		// Does it stop if touch an obstacle? it shouldn't shoot trough walls
-			map_foreachinpath (skill_attack_area,src->m,src->x,src->y,bl->x,bl->y,
-				skill_get_splash(skillid, skilllv),BL_CHAR,
-				BF_WEAPON,src,src,skillid,skilllv,tick,flag,BCT_ENEMY);	// varargs		
+	case SN_SHARPSHOOTING:
+	case NJ_KAMAITACHI:
+		//It won't shoot through walls since on castend there has to be a direct
+		//line of sight between caster and target.
+		map_foreachinpath (skill_attack_area,src->m,src->x,src->y,bl->x,bl->y,
+			skill_get_splash(skillid, skilllv),BL_CHAR,
+			BF_WEAPON,src,src,skillid,skilllv,tick,flag,BCT_ENEMY);
 		break;
 
 	case MO_INVESTIGATE:	/* 発勁 */
@@ -2824,6 +2826,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int
 	case MC_CARTREVOLUTION:	
 	case NPC_SPLASHATTACK:
 	case AC_SHOWER:	//Targetted skill implementation.
+	case NJ_BAKUENRYU:
 		if(flag&1){
 			if(bl->id!=skill_area_temp[1]){
 				skill_attack(skill_get_type(skillid),src,src,bl,skillid,skilllv,tick,
@@ -2955,7 +2958,6 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int
 		skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
 		break;
 
-	/* 魔法系スキル */
 	case MG_SOULSTRIKE:			/* ソウルストライク */
 	case NPC_DARKSTRIKE:		/*闇ソウルストライク*/
 	case MG_COLDBOLT:			/* コールドボルト */
@@ -2971,6 +2973,9 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int
 	case MG_FROSTDIVER:		/* フロストダイバー */
 	case WZ_SIGHTBLASTER:
 	case WZ_SIGHTRASHER:		/* サイトラッシャー */
+	case NJ_KOUENKA:
+	case NJ_HYOUSENSOU:
+	case NJ_HUUJIN:
 		skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
 		break;
 
@@ -3088,7 +3093,6 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int
 			skill_attack(BF_MISC, src, src, bl, skillid, skilllv, tick, skill_area_temp[0]);
 		} else {
 			skill_area_temp[0] = 0;
-			skill_area_temp[1] = bl->id;
 			if (flag & 0xf00000) //Warning, 0x100000 is currently BCT_NEUTRAL, so don't mix it when asking for the enemy. [Skotlex]
 				map_foreachinrange(skill_area_sub, bl, 
 					skill_get_splash(skillid, skilllv), BL_CHAR,
@@ -3177,39 +3181,19 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int
 		break;
 	case NJ_HUUMA:
 		if (flag & 1) {
-			if (bl->id != skill_area_temp[1])
-				skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, skill_area_temp[0]);
+			skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, skill_area_temp[0]);
 		} else {
 			skill_area_temp[0] = 0;
-			skill_area_temp[1] = bl->id;
 			map_foreachinrange(skill_area_sub, bl,
 				skill_get_splash(skillid, skilllv), BL_CHAR,
 				src, skillid, skilllv, tick, flag|BCT_ENEMY,
 				skill_area_sub_count);
-			skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, skill_area_temp[0]);
 			map_foreachinrange(skill_area_sub, bl,
 				skill_get_splash(skillid, skilllv), BL_CHAR,
 				src, skillid, skilllv, tick, flag|BCT_ENEMY|1,
 				skill_castend_damage_id);
 		}
 		break;
-	case NJ_BAKUENRYU:
-		if (flag & 1) {
-				skill_attack(BF_MAGIC, src, src, bl, skillid, skilllv, tick, skill_area_temp[0]);
-		} else {
-			clif_skill_nodamage(src,bl,skillid,skilllv,1);
-			skill_area_temp[0] = 0;
-			skill_area_temp[1] = bl->id;
-			if (flag & 0xf00000)
-				map_foreachinrange(skill_area_sub, bl, 
-					skill_get_splash(skillid, skilllv), BL_CHAR,
-					src, skillid, skilllv, tick, BCT_ENEMY, skill_area_sub_count);
-			map_foreachinrange(skill_area_sub, bl,
-				skill_get_splash(skillid, skilllv), BL_CHAR,
-				src, skillid, skilllv, tick, BCT_ENEMY|1,
-				skill_castend_damage_id);
-		}
-		break;
 	case NJ_KASUMIKIRI:
 		skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
 		sc_start(src,SC_HIDING,100,skilllv,skill_get_time(skillid,skilllv));
@@ -3218,23 +3202,8 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int
 		status_change_end(src, SC_HIDING, -1);
 		skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
 		break;
-	case NJ_KOUENKA:
-	case NJ_HYOUSENSOU:
-	case NJ_HUUJIN:
-		skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
-		break;
-	case NJ_KAMAITACHI:
-		// Does it stop if touch an obstacle? it shouldn't shoot trough walls
-		map_foreachinpath (skill_attack_area,src->m,src->x,src->y,bl->x,bl->y,
-			skill_get_splash(skillid, skilllv),BL_CHAR,
-			BF_WEAPON,src,src,skillid,skilllv,tick,flag,BCT_ENEMY);	// varargs
-		break;
-	//Not implemented yet [Vicious]
-	//case NJ_KASUMIKIRI:
-	//case NJ_KIRIKAGE:
 	case NJ_ISSEN:
 		skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
-
 		if (sc && sc->data[SC_NEN].timer != -1)
 			status_change_end(src,SC_NEN,-1);
 		break;
@@ -6123,7 +6092,6 @@ int skill_castend_pos2 (struct block_list *src, int x, int y, int skillid, int s
 	case DC_SERVICEFORYOU:
 	case GS_DESPERADO:
 	case NJ_SUITON:
-	case NJ_BAKUENRYU:
 	case NJ_KAENSIN:
 	case NJ_HYOUSYOURAKU:
 	case NJ_RAIGEKISAI:
@@ -6596,35 +6564,7 @@ struct skill_unit_group *skill_unitsetting (struct block_list *src, int skillid,
 			target = BCT_ALL;
 		break;
 	case NJ_SUITON:
-		val1 = skilllv*2;
-
-		{
-			// don't call skill_clear_group(src,1), it deletes also kaensin... and I think it doesn't have to
-			// so this is a copy paste of skill_clear_group() function, which only deletes suiton (shoud maybe create a new function)
-			struct unit_data *ud = unit_bl2ud(src);
-			struct skill_unit_group *group[MAX_SKILLUNITGROUP];
-			int i, count=0, tflag=1;
-
-			nullpo_retr(0, src);
-			if (!ud) break;
-
-			for (i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++)
-			{
-				switch (ud->skillunit[i]->skill_id) {
-					case NJ_SUITON:
-						if (tflag&1)
-							group[count++]= ud->skillunit[i];
-						break;
-					default:
-						if (tflag&2 && skill_get_inf2(ud->skillunit[i]->skill_id)&INF2_TRAP)
-							group[count++]= ud->skillunit[i];
-						break;
-				}
-
-			}
-			for (i=0;i<count;i++)
-				skill_delunitgroup(src, group[i]);
-		}
+		skill_clear_group(src,1);
 		break;
 	case HT_SHOCKWAVE:			/* ショックウェーブトラップ */
 		val1=skilllv*15+10;
@@ -6765,35 +6705,8 @@ struct skill_unit_group *skill_unitsetting (struct block_list *src, int skillid,
 		if (sd) val1 = sd->status.child;
 		break;
 	case NJ_KAENSIN:
-		{
-			// don't call skill_clear_group(src,1), it deletes also suiton... and I think it doesn't have to
-			// so this is a copy paste of skill_clear_group() function, which only deletes kaesin (shoud maybe create a new function)
-			struct unit_data *ud = unit_bl2ud(src);
-			struct skill_unit_group *group[MAX_SKILLUNITGROUP];
-			int i, count=0, tflag=1;
-
-			val2 = (skilllv+1)/2 + 4;
-
-			nullpo_retr(0, src);
-			if (!ud) break;
-
-			for (i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++)
-			{
-				switch (ud->skillunit[i]->skill_id) {
-					case NJ_KAENSIN:
-						if (tflag&1)
-							group[count++]= ud->skillunit[i];
-						break;
-					default:
-						if (tflag&2 && skill_get_inf2(ud->skillunit[i]->skill_id)&INF2_TRAP)
-							group[count++]= ud->skillunit[i];
-						break;
-				}
-
-			}
-			for (i=0;i<count;i++)
-				skill_delunitgroup(src, group[i]);
-		}
+		skill_clear_group(src, 4); //Delete previous Kaensins
+		val2 = (skilllv+1)/2 + 4;
 		break;
 
 	case GS_GROUNDDRIFT:
@@ -7498,7 +7411,6 @@ static int skill_unit_onleft (int skill_id, struct block_list *bl, unsigned int
 	switch (skill_id)
 	{
 		case WZ_QUAGMIRE:
-		case NJ_SUITON:
 			if (bl->type==BL_MOB)
 				break;
 			if (sc && sc->data[type].timer != -1)
@@ -7529,6 +7441,7 @@ static int skill_unit_onleft (int skill_id, struct block_list *bl, unsigned int
 		case SA_VIOLENTGALE:
 		case CG_HERMODE:
 		case HW_GRAVITATION:
+		case NJ_SUITON:
 			if (sc && sc->data[type].timer != -1)
 				status_change_end(bl, type, -1);
 			break;
@@ -8385,7 +8298,8 @@ int skill_check_condition (struct map_session_data *sd, int skill, int lv, int t
 	case NJ_ISSEN:
 		if (!sc || sc->data[SC_NEN].timer==-1) {
 			clif_skill_fail(sd,skill,0,0);
-			return 0; }
+			return 0;
+	  	}
 		break;
 	
 	case NJ_ZENYNAGE:
@@ -9281,10 +9195,13 @@ int skill_clear_group (struct block_list *bl, int flag)
 			case SA_VIOLENTGALE:
 			case SA_LANDPROTECTOR:
 			case NJ_SUITON:
-			case NJ_KAENSIN:
 				if (flag&1)
 					group[count++]= ud->skillunit[i];
 				break;
+			case NJ_KAENSIN:
+				if (flag&4)
+					group[count++]= ud->skillunit[i];
+				break;
 			default:
 				if (flag&2 && skill_get_inf2(ud->skillunit[i]->skill_id)&INF2_TRAP)
 					group[count++]= ud->skillunit[i];

+ 54 - 45
src/map/status.c

@@ -348,6 +348,15 @@ void initChangeTables(void) {
 	add_sc(CG_HERMODE, SC_HERMODE);
 	set_sc(SL_HIGH, SC_SPIRIT, SI_SPIRIT, SCB_PC);
 	set_sc(KN_ONEHAND, SC_ONEHAND, SI_ONEHAND, SCB_ASPD);
+	set_sc(GS_FLING, SC_FLING, SI_BLANK, SCB_DEF|SCB_DEF2);
+	set_sc(GS_MADNESSCANCEL, SC_MADNESSCANCEL, SI_MADNESSCANCEL, SCB_BATK|SCB_ASPD);
+	set_sc(GS_ADJUSTMENT, SC_ADJUSTMENT, SI_ADJUSTMENT, SCB_HIT|SCB_FLEE);
+	set_sc(GS_INCREASING, SC_INCREASING, SI_ACCURACY, SCB_AGI|SCB_DEX|SCB_HIT);
+	set_sc(GS_GATLINGFEVER, SC_GATLINGFEVER, SI_GATLINGFEVER, SCB_FLEE|SCB_SPEED|SCB_ASPD);
+	set_sc(NJ_TATAMIGAESHI, SC_TATAMIGAESHI, SI_BLANK, SCB_NONE);
+	set_sc(NJ_SUITON, SC_SUITON, SI_BLANK, SCB_AGI|SCB_SPEED);
+	add_sc(NJ_HYOUSYOURAKU, SC_FREEZE);
+	set_sc(NJ_NEN, SC_NEN, SI_NEN, SCB_STR|SCB_INT);
 	set_sc(CR_SHRINK, SC_SHRINK, SI_SHRINK, SCB_NONE);
 	set_sc(RG_CLOSECONFINE, SC_CLOSECONFINE2, SI_CLOSECONFINE2, SCB_NONE);
 	set_sc(RG_CLOSECONFINE, SC_CLOSECONFINE, SI_CLOSECONFINE, SCB_FLEE);
@@ -358,26 +367,13 @@ void initChangeTables(void) {
 	add_sc(SA_ELEMENTFIRE, SC_ELEMENTALCHANGE);
 	add_sc(SA_ELEMENTGROUND, SC_ELEMENTALCHANGE);
 	add_sc(SA_ELEMENTWIND, SC_ELEMENTALCHANGE);
-	add_sc(NJ_HYOUSYOURAKU, SC_FREEZE);
-	set_sc(NJ_NEN, SC_NEN, SI_NEN, SCB_STR|SCB_INT);
 
-	//Until they're at right position - gs_set_sc- [Vicious] / some of these don't seem to have a status icon adequate [blackhole89]
-	set_sc(GS_MADNESSCANCEL, SC_MADNESSCANCEL, SI_MADNESSCANCEL, SCB_BATK|SCB_ASPD);
-	set_sc(GS_ADJUSTMENT, SC_ADJUSTMENT, SI_ADJUSTMENT, SCB_HIT|SCB_FLEE);
-	set_sc(GS_INCREASING, SC_INCREASING, SI_ACCURACY, SCB_AGI|SCB_DEX|SCB_HIT);
-	set_sc(GS_GATLINGFEVER, SC_GATLINGFEVER, SI_GATLINGFEVER, SCB_FLEE|SCB_SPEED|SCB_ASPD);
-	set_sc(GS_FLING, SC_FLING, SI_BLANK, SCB_DEF|SCB_DEF2);
-	set_sc(NJ_TATAMIGAESHI, SC_TATAMIGAESHI, SI_BLANK, SCB_NONE);
-
-	//Uncomment and update when you plan on implementing.
-//	set_sc(NJ_UTSUSEMI,             SC_UTSUSEMI,            SI_MAEMI);
-	set_sc(NJ_SUITON, SC_SUITON, SI_BLANK, SCB_AGI|SCB_SPEED);
 	set_sc(HLIF_AVOID, SC_AVOID, SI_BLANK, SCB_SPEED);
 	set_sc(HLIF_CHANGE, SC_CHANGE, SI_BLANK, SCB_INT);
-	set_sc(HAMI_BLOODLUST, SC_BLOODLUST, SI_BLANK, SCB_BATK|SCB_WATK);
 	set_sc(HFLI_FLEET, SC_FLEET, SI_BLANK, SCB_ASPD|SCB_BATK|SCB_WATK);
 	set_sc(HFLI_SPEED, SC_SPEED, SI_BLANK, SCB_FLEE);	//[orn]
 	set_sc(HAMI_DEFENCE, SC_DEFENCE, SI_BLANK, SCB_DEF);	//[orn]
+	set_sc(HAMI_BLOODLUST, SC_BLOODLUST, SI_BLANK, SCB_BATK|SCB_WATK);
 
 	set_sc(GD_LEADERSHIP, SC_GUILDAURA, SI_GUILDAURA, SCB_STR|SCB_AGI|SCB_VIT|SCB_DEX);
 	set_sc(GD_BATTLEORDER, SC_BATTLEORDERS, SI_BATTLEORDERS, SCB_STR|SCB_INT|SCB_DEX);
@@ -2971,7 +2967,7 @@ static unsigned short status_calc_agi(struct block_list *bl, struct status_chang
 		agi -= 2 + sc->data[SC_DECREASEAGI].val1;
 	if(sc->data[SC_QUAGMIRE].timer!=-1)
 		agi -= sc->data[SC_QUAGMIRE].val2;
-	if(sc->data[SC_SUITON].timer!=-1 && sc->data[SC_SUITON].val4)
+	if(sc->data[SC_SUITON].timer!=-1)
 		agi -= sc->data[SC_SUITON].val2;
 	if(sc->data[SC_MARIONETTE].timer!=-1)
 		agi -= (sc->data[SC_MARIONETTE].val3>>8)&0xFF;
@@ -3313,7 +3309,7 @@ static signed char status_calc_def(struct block_list *bl, struct status_change *
 	if(sc->data[SC_KEEPING].timer!=-1)
 		return 100;
 	if(sc->data[SC_SKA].timer != -1)
-		return rand()%100; //Reports indicate SKA actually randomizes defense.
+		return sc->data[SC_SKA].val3;
 	if (sc->data[SC_DEFENCE].timer != -1)	//[orn]
 		def += sc->data[SC_DEFENCE].val2 ;
 	if(sc->data[SC_STEELBODY].timer!=-1)
@@ -3455,8 +3451,8 @@ static unsigned short status_calc_speed(struct block_list *bl, struct status_cha
 		speed = speed * 100/75;
 	if(sc->data[SC_QUAGMIRE].timer!=-1)
 		speed = speed * 100/50;
-	if(sc->data[SC_SUITON].timer!=-1 && sc->data[SC_SUITON].val4)
-		speed = speed * 100/50;
+	if(sc->data[SC_SUITON].timer!=-1 && sc->data[SC_SUITON].val3)
+		speed = speed * 100/sc->data[SC_SUITON].val3;
 	if(sc->data[SC_DONTFORGETME].timer!=-1)
 		speed = speed * 100/sc->data[SC_DONTFORGETME].val3;
 	if(sc->data[SC_DEFENDER].timer!=-1)
@@ -4766,29 +4762,29 @@ int status_change_start(struct block_list *bl,int type,int rate,int val1,int val
 				val2 = 0;
 			break;
 		case SC_SUITON:
-				if (status_get_class(bl) != JOB_NINJA) {
-					if ( bl->type == BL_PC && !map[sd->bl.m].flag.pvp && !map_flag_gvg(sd->bl.m) ) val4=0;
-					else val4=1;
-
-					switch ((val1+1)/3) {
-					case 3:
-						val2 = 8;
-					break;
-					case 2:
-						val2 = 5;
-					break;
-					case 1:
-						val2 = 3;
-					break;
-					case 0: 
-						val2 = 0;
-					break;
-					default:
-						val2 = 3*((val1+1)/3);
-					break;
-
-					}
-				} else val2 = 0;
+			val2 = 0;	//Agi penalty
+			val3 = 0; //Walk speed penalty
+			val4 = 2*val1; //NJ_HYOUSENSOU damage bonus.
+			if (status_get_class(bl) != JOB_NINJA && !map_flag_vs(bl->m)) {
+				val3 = 50;
+				switch ((val1+1)/3) {
+				case 3:
+					val2 = 8;
+				break;
+				case 2:
+					val2 = 5;
+				break;
+				case 1:
+					val2 = 3;
+				break;
+				case 0: 
+					val2 = 0;
+				break;
+				default:
+					val2 = 3*((val1+1)/3);
+				break;
+				}
+			};
 			break;
 		case SC_ONEHAND:
 		case SC_TWOHANDQUICKEN:
@@ -5388,6 +5384,11 @@ int status_change_start(struct block_list *bl,int type,int rate,int val1,int val
 			val2 = 20*val1; //matk increase.
 			val3 = 12*val1; //mdef2 reduction.
 			break;
+		case SC_SKA:  
+			val2 = tick/1000;  
+			val3 = rand()%100; //Def changes randomly every second...  
+			tick = 1000;  
+			break;  
 		case SC_JAILED:
 			tick = val1>0?1000:250;
 			break;
@@ -6080,10 +6081,8 @@ int kaahi_heal_timer(int tid, unsigned int tick, int id, int data)
 	hp = status->max_hp - status->hp;
 	if (hp > sc->data[data].val2)
 		hp = sc->data[data].val2;
-	if (hp) {
-		status_heal(bl, hp, 0, 0);
-		clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
-	}
+	if (hp)
+		status_heal(bl, hp, 0, 2);
 	sc->data[data].val4=-1;
 	return 1;
 }
@@ -6153,6 +6152,16 @@ int status_change_timer(int tid, unsigned int tick, int id, int data)
 		return 0;
 	break;
 
+	case SC_SKA:  
+		if((--sc->data[type].val2)>0){  
+			sc->data[type].val3 = rand()%100; //Random defense.  
+			sc->data[type].timer=add_timer(  
+				1000+tick, status_change_timer,  
+				bl->id, data);  
+			return 0;  
+		}  
+		break;
+
 	case SC_HIDING:
 		if((--sc->data[type].val2)>0){