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@@ -492,281 +492,281 @@ void initChangeTables(void) {
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set_sc( HAMI_BLOODLUST , SC_BLOODLUST , SI_BLANK , SCB_BATK|SCB_WATK );
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// Homunculus S
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- add_sc(MH_STAHL_HORN, SC_STUN);
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- set_sc(MH_ANGRIFFS_MODUS, SC_ANGRIFFS_MODUS, SI_ANGRIFFS_MODUS, SCB_BATK | SCB_DEF | SCB_FLEE | SCB_MAXHP);
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- set_sc(MH_GOLDENE_FERSE, SC_GOLDENE_FERSE, SI_GOLDENE_FERSE, SCB_ASPD|SCB_FLEE);
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- add_sc( MH_STEINWAND, SC_SAFETYWALL );
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- set_sc(MH_OVERED_BOOST, SC_OVERED_BOOST, SI_BLANK, SCB_FLEE|SCB_ASPD);
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- add_sc(MH_LIGHT_OF_REGENE, SC_LIGHT_OF_REGENE);
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- set_sc(MH_VOLCANIC_ASH, SC_ASH, SI_VOLCANIC_ASH, SCB_DEF|SCB_DEF2|SCB_HIT|SCB_BATK|SCB_FLEE);
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- set_sc(MH_GRANITIC_ARMOR, SC_GRANITIC_ARMOR, SI_GRANITIC_ARMOR, SCB_NONE);
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- set_sc(MH_MAGMA_FLOW, SC_MAGMA_FLOW, SI_MAGMA_FLOW, SCB_NONE);
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- set_sc(MH_PYROCLASTIC, SC_PYROCLASTIC, SI_PYROCLASTIC, SCB_BATK|SCB_ATK_ELE);
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- add_sc(MH_LAVA_SLIDE, SC_BURNING);
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- set_sc(MH_NEEDLE_OF_PARALYZE, SC_PARALYSIS, SI_NEEDLE_OF_PARALYZE, SCB_DEF2);
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- add_sc(MH_POISON_MIST, SC_BLIND);
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- set_sc(MH_PAIN_KILLER, SC_PAIN_KILLER, SI_PAIN_KILLER, SCB_ASPD);
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-
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- add_sc(MH_STYLE_CHANGE, SC_STYLE_CHANGE);
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- set_sc(MH_TINDER_BREAKER, SC_TINDER_BREAKER2, SI_TINDER_BREAKER, SCB_FLEE);
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- set_sc(MH_TINDER_BREAKER, SC_TINDER_BREAKER, SI_TINDER_BREAKER_POSTDELAY, SCB_FLEE);
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- set_sc(MH_CBC, SC_CBC, SI_CBC, SCB_FLEE);
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- set_sc(MH_EQC, SC_EQC, SI_EQC, SCB_DEF2|SCB_BATK|SCB_MAXHP);
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-
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- add_sc( MER_CRASH , SC_STUN );
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- set_sc( MER_PROVOKE , SC_PROVOKE , SI_PROVOKE , SCB_DEF|SCB_DEF2|SCB_BATK|SCB_WATK );
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- add_sc( MS_MAGNUM , SC_WATK_ELEMENT );
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- add_sc( MER_SIGHT , SC_SIGHT );
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- set_sc( MER_DECAGI , SC_DECREASEAGI , SI_DECREASEAGI , SCB_AGI|SCB_SPEED );
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- set_sc( MER_MAGNIFICAT , SC_MAGNIFICAT , SI_MAGNIFICAT , SCB_REGEN );
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- add_sc( MER_LEXDIVINA , SC_SILENCE );
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- add_sc( MA_LANDMINE , SC_STUN );
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- add_sc( MA_SANDMAN , SC_SLEEP );
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- add_sc( MA_FREEZINGTRAP , SC_FREEZE );
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- set_sc( MER_AUTOBERSERK , SC_AUTOBERSERK , SI_AUTOBERSERK , SCB_NONE );
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- set_sc( ML_AUTOGUARD , SC_AUTOGUARD , SI_AUTOGUARD , SCB_NONE );
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- set_sc( MS_REFLECTSHIELD , SC_REFLECTSHIELD , SI_REFLECTSHIELD , SCB_NONE );
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- set_sc( ML_DEFENDER , SC_DEFENDER , SI_DEFENDER , SCB_SPEED|SCB_ASPD );
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- set_sc( MS_PARRYING , SC_PARRYING , SI_PARRYING , SCB_NONE );
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- set_sc( MS_BERSERK , SC_BERSERK , SI_BERSERK , SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_MDEF2|SCB_FLEE|SCB_SPEED|SCB_ASPD|SCB_MAXHP|SCB_REGEN );
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- add_sc( ML_SPIRALPIERCE , SC_STOP );
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- set_sc( MER_QUICKEN , SC_MERC_QUICKEN , SI_BLANK , SCB_ASPD );
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- add_sc( ML_DEVOTION , SC_DEVOTION );
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- set_sc( MER_KYRIE , SC_KYRIE , SI_KYRIE , SCB_NONE );
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- set_sc( MER_BLESSING , SC_BLESSING , SI_BLESSING , SCB_STR|SCB_INT|SCB_DEX );
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- set_sc( MER_INCAGI , SC_INCREASEAGI , SI_INCREASEAGI , SCB_AGI|SCB_SPEED );
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-
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- set_sc( GD_LEADERSHIP , SC_LEADERSHIP , SI_BLANK , SCB_STR );
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- set_sc( GD_GLORYWOUNDS , SC_GLORYWOUNDS , SI_BLANK , SCB_VIT );
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- set_sc( GD_SOULCOLD , SC_SOULCOLD , SI_BLANK , SCB_AGI );
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- set_sc( GD_HAWKEYES , SC_HAWKEYES , SI_BLANK , SCB_DEX );
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-
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- set_sc( GD_BATTLEORDER , SC_BATTLEORDERS , SI_BLANK , SCB_STR|SCB_INT|SCB_DEX );
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- set_sc( GD_REGENERATION , SC_REGENERATION , SI_BLANK , SCB_REGEN );
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+ add_sc(MH_STAHL_HORN , SC_STUN );
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+ set_sc(MH_ANGRIFFS_MODUS , SC_ANGRIFFS_MODUS , SI_ANGRIFFS_MODUS , SCB_BATK|SCB_DEF|SCB_FLEE|SCB_MAXHP );
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+ set_sc(MH_GOLDENE_FERSE , SC_GOLDENE_FERSE , SI_GOLDENE_FERSE , SCB_ASPD|SCB_FLEE );
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+ add_sc(MH_STEINWAND , SC_SAFETYWALL );
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+ set_sc(MH_OVERED_BOOST , SC_OVERED_BOOST , SI_BLANK , SCB_FLEE|SCB_ASPD );
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+ add_sc(MH_LIGHT_OF_REGENE , SC_LIGHT_OF_REGENE );
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+ set_sc(MH_VOLCANIC_ASH , SC_ASH , SI_VOLCANIC_ASH , SCB_DEF|SCB_DEF2|SCB_HIT|SCB_BATK|SCB_FLEE );
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+ set_sc(MH_GRANITIC_ARMOR , SC_GRANITIC_ARMOR , SI_GRANITIC_ARMOR , SCB_NONE );
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+ set_sc(MH_MAGMA_FLOW , SC_MAGMA_FLOW , SI_MAGMA_FLOW , SCB_NONE );
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+ set_sc(MH_PYROCLASTIC , SC_PYROCLASTIC , SI_PYROCLASTIC , SCB_BATK|SCB_ATK_ELE );
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+ add_sc(MH_LAVA_SLIDE , SC_BURNING );
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+ set_sc(MH_NEEDLE_OF_PARALYZE , SC_PARALYSIS , SI_NEEDLE_OF_PARALYZE , SCB_DEF2 );
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+ add_sc(MH_POISON_MIST , SC_BLIND );
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+ set_sc(MH_PAIN_KILLER , SC_PAIN_KILLER , SI_PAIN_KILLER , SCB_ASPD );
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+
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+ add_sc(MH_STYLE_CHANGE , SC_STYLE_CHANGE );
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+ set_sc(MH_TINDER_BREAKER , SC_TINDER_BREAKER2 , SI_TINDER_BREAKER, SCB_FLEE );
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+ set_sc(MH_TINDER_BREAKER , SC_TINDER_BREAKER , SI_TINDER_BREAKER_POSTDELAY, SCB_FLEE );
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+ set_sc(MH_CBC , SC_CBC, SI_CBC , SCB_FLEE );
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+ set_sc(MH_EQC , SC_EQC, SI_EQC , SCB_DEF2|SCB_BATK|SCB_MAXHP );
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+
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+ add_sc( MER_CRASH , SC_STUN );
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+ set_sc( MER_PROVOKE , SC_PROVOKE , SI_PROVOKE , SCB_DEF|SCB_DEF2|SCB_BATK|SCB_WATK );
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+ add_sc( MS_MAGNUM , SC_WATK_ELEMENT );
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+ add_sc( MER_SIGHT , SC_SIGHT );
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+ set_sc( MER_DECAGI , SC_DECREASEAGI , SI_DECREASEAGI , SCB_AGI|SCB_SPEED );
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+ set_sc( MER_MAGNIFICAT , SC_MAGNIFICAT , SI_MAGNIFICAT , SCB_REGEN );
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+ add_sc( MER_LEXDIVINA , SC_SILENCE );
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+ add_sc( MA_LANDMINE , SC_STUN );
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+ add_sc( MA_SANDMAN , SC_SLEEP );
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+ add_sc( MA_FREEZINGTRAP , SC_FREEZE );
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+ set_sc( MER_AUTOBERSERK , SC_AUTOBERSERK , SI_AUTOBERSERK , SCB_NONE );
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+ set_sc( ML_AUTOGUARD , SC_AUTOGUARD , SI_AUTOGUARD , SCB_NONE );
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+ set_sc( MS_REFLECTSHIELD , SC_REFLECTSHIELD , SI_REFLECTSHIELD , SCB_NONE );
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+ set_sc( ML_DEFENDER , SC_DEFENDER , SI_DEFENDER , SCB_SPEED|SCB_ASPD );
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+ set_sc( MS_PARRYING , SC_PARRYING , SI_PARRYING , SCB_NONE );
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+ set_sc( MS_BERSERK , SC_BERSERK , SI_BERSERK , SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_MDEF2|SCB_FLEE|SCB_SPEED|SCB_ASPD|SCB_MAXHP|SCB_REGEN );
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+ add_sc( ML_SPIRALPIERCE , SC_STOP );
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+ set_sc( MER_QUICKEN , SC_MERC_QUICKEN , SI_BLANK , SCB_ASPD );
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+ add_sc( ML_DEVOTION , SC_DEVOTION );
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+ set_sc( MER_KYRIE , SC_KYRIE , SI_KYRIE , SCB_NONE );
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+ set_sc( MER_BLESSING , SC_BLESSING , SI_BLESSING , SCB_STR|SCB_INT|SCB_DEX );
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+ set_sc( MER_INCAGI , SC_INCREASEAGI , SI_INCREASEAGI , SCB_AGI|SCB_SPEED );
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+
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+ set_sc( GD_LEADERSHIP , SC_LEADERSHIP , SI_BLANK , SCB_STR );
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+ set_sc( GD_GLORYWOUNDS , SC_GLORYWOUNDS , SI_BLANK , SCB_VIT );
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+ set_sc( GD_SOULCOLD , SC_SOULCOLD , SI_BLANK , SCB_AGI );
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+ set_sc( GD_HAWKEYES , SC_HAWKEYES , SI_BLANK , SCB_DEX );
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+
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+ set_sc( GD_BATTLEORDER , SC_BATTLEORDERS , SI_BLANK , SCB_STR|SCB_INT|SCB_DEX );
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+ set_sc( GD_REGENERATION , SC_REGENERATION , SI_BLANK , SCB_REGEN );
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/**
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* Rune Knight
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**/
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- set_sc( RK_ENCHANTBLADE , SC_ENCHANTBLADE , SI_ENCHANTBLADE , SCB_NONE );
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- set_sc( RK_DRAGONHOWLING , SC_FEAR , SI_BLANK , SCB_FLEE|SCB_HIT );
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- set_sc( RK_DEATHBOUND , SC_DEATHBOUND , SI_DEATHBOUND , SCB_NONE );
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- set_sc( RK_WINDCUTTER , SC_FEAR , SI_BLANK , SCB_FLEE|SCB_HIT );
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- add_sc( RK_DRAGONBREATH , SC_BURNING );
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- set_sc( RK_MILLENNIUMSHIELD , SC_MILLENNIUMSHIELD , SI_REUSE_MILLENNIUMSHIELD , SCB_NONE );
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- set_sc( RK_REFRESH , SC_REFRESH , SI_REFRESH , SCB_NONE );
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- set_sc( RK_GIANTGROWTH , SC_GIANTGROWTH , SI_GIANTGROWTH , SCB_STR );
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- set_sc( RK_STONEHARDSKIN , SC_STONEHARDSKIN , SI_STONEHARDSKIN , SCB_DEF|SCB_MDEF );
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- set_sc( RK_VITALITYACTIVATION, SC_VITALITYACTIVATION, SI_VITALITYACTIVATION, SCB_REGEN );
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- set_sc( RK_FIGHTINGSPIRIT , SC_FIGHTINGSPIRIT , SI_FIGHTINGSPIRIT , SCB_WATK|SCB_ASPD );
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- set_sc( RK_ABUNDANCE , SC_ABUNDANCE , SI_ABUNDANCE , SCB_NONE );
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- set_sc( RK_CRUSHSTRIKE , SC_CRUSHSTRIKE , SI_CRUSHSTRIKE , SCB_NONE );
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+ set_sc( RK_ENCHANTBLADE , SC_ENCHANTBLADE , SI_ENCHANTBLADE , SCB_NONE );
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+ set_sc( RK_DRAGONHOWLING , SC_FEAR , SI_BLANK , SCB_FLEE|SCB_HIT );
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+ set_sc( RK_DEATHBOUND , SC_DEATHBOUND , SI_DEATHBOUND , SCB_NONE );
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+ set_sc( RK_WINDCUTTER , SC_FEAR , SI_BLANK , SCB_FLEE|SCB_HIT );
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+ add_sc( RK_DRAGONBREATH , SC_BURNING );
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+ set_sc( RK_MILLENNIUMSHIELD , SC_MILLENNIUMSHIELD , SI_REUSE_MILLENNIUMSHIELD , SCB_NONE );
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+ set_sc( RK_REFRESH , SC_REFRESH , SI_REFRESH , SCB_NONE );
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+ set_sc( RK_GIANTGROWTH , SC_GIANTGROWTH , SI_GIANTGROWTH , SCB_STR );
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+ set_sc( RK_STONEHARDSKIN , SC_STONEHARDSKIN , SI_STONEHARDSKIN , SCB_DEF|SCB_MDEF );
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+ set_sc( RK_VITALITYACTIVATION , SC_VITALITYACTIVATION , SI_VITALITYACTIVATION , SCB_REGEN );
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+ set_sc( RK_FIGHTINGSPIRIT , SC_FIGHTINGSPIRIT , SI_FIGHTINGSPIRIT , SCB_WATK|SCB_ASPD );
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+ set_sc( RK_ABUNDANCE , SC_ABUNDANCE , SI_ABUNDANCE , SCB_NONE );
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+ set_sc( RK_CRUSHSTRIKE , SC_CRUSHSTRIKE , SI_CRUSHSTRIKE , SCB_NONE );
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/**
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* GC Guillotine Cross
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**/
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- set_sc_with_vfx( GC_VENOMIMPRESS , SC_VENOMIMPRESS , SI_VENOMIMPRESS , SCB_NONE );
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- set_sc( GC_POISONINGWEAPON , SC_POISONINGWEAPON , SI_POISONINGWEAPON , SCB_NONE );
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- set_sc( GC_WEAPONBLOCKING , SC_WEAPONBLOCKING , SI_WEAPONBLOCKING , SCB_NONE );
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- set_sc( GC_CLOAKINGEXCEED , SC_CLOAKINGEXCEED , SI_CLOAKINGEXCEED , SCB_SPEED );
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- set_sc( GC_HALLUCINATIONWALK , SC_HALLUCINATIONWALK, SI_HALLUCINATIONWALK, SCB_FLEE );
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- set_sc( GC_ROLLINGCUTTER , SC_ROLLINGCUTTER , SI_ROLLINGCUTTER , SCB_NONE );
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+ set_sc_with_vfx( GC_VENOMIMPRESS , SC_VENOMIMPRESS , SI_VENOMIMPRESS , SCB_NONE );
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+ set_sc( GC_POISONINGWEAPON , SC_POISONINGWEAPON , SI_POISONINGWEAPON , SCB_NONE );
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+ set_sc( GC_WEAPONBLOCKING , SC_WEAPONBLOCKING , SI_WEAPONBLOCKING , SCB_NONE );
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+ set_sc( GC_CLOAKINGEXCEED , SC_CLOAKINGEXCEED , SI_CLOAKINGEXCEED , SCB_SPEED );
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+ set_sc( GC_HALLUCINATIONWALK , SC_HALLUCINATIONWALK , SI_HALLUCINATIONWALK , SCB_FLEE );
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+ set_sc( GC_ROLLINGCUTTER , SC_ROLLINGCUTTER , SI_ROLLINGCUTTER , SCB_NONE );
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/**
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* Arch Bishop
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**/
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- set_sc( AB_ADORAMUS , SC_ADORAMUS , SI_ADORAMUS , SCB_AGI|SCB_SPEED );
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- add_sc( AB_CLEMENTIA , SC_BLESSING );
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- add_sc( AB_CANTO , SC_INCREASEAGI );
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- set_sc( AB_EPICLESIS , SC_EPICLESIS , SI_EPICLESIS , SCB_MAXHP );
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- add_sc( AB_PRAEFATIO , SC_KYRIE );
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- set_sc_with_vfx( AB_ORATIO , SC_ORATIO , SI_ORATIO , SCB_NONE );
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- set_sc( AB_LAUDAAGNUS , SC_LAUDAAGNUS , SI_LAUDAAGNUS , SCB_VIT );
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- set_sc( AB_LAUDARAMUS , SC_LAUDARAMUS , SI_LAUDARAMUS , SCB_LUK );
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- set_sc( AB_RENOVATIO , SC_RENOVATIO , SI_RENOVATIO , SCB_REGEN );
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- set_sc( AB_EXPIATIO , SC_EXPIATIO , SI_EXPIATIO , SCB_ATK_ELE );
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- set_sc( AB_DUPLELIGHT , SC_DUPLELIGHT , SI_DUPLELIGHT , SCB_NONE );
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- set_sc( AB_SECRAMENT , SC_SECRAMENT , SI_SECRAMENT , SCB_NONE );
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+ set_sc( AB_ADORAMUS , SC_ADORAMUS , SI_ADORAMUS , SCB_AGI|SCB_SPEED );
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+ add_sc( AB_CLEMENTIA , SC_BLESSING );
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+ add_sc( AB_CANTO , SC_INCREASEAGI );
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+ set_sc( AB_EPICLESIS , SC_EPICLESIS , SI_EPICLESIS , SCB_MAXHP );
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+ add_sc( AB_PRAEFATIO , SC_KYRIE );
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+ set_sc_with_vfx( AB_ORATIO , SC_ORATIO , SI_ORATIO , SCB_NONE );
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+ set_sc( AB_LAUDAAGNUS , SC_LAUDAAGNUS , SI_LAUDAAGNUS , SCB_VIT );
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+ set_sc( AB_LAUDARAMUS , SC_LAUDARAMUS , SI_LAUDARAMUS , SCB_LUK );
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+ set_sc( AB_RENOVATIO , SC_RENOVATIO , SI_RENOVATIO , SCB_REGEN );
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+ set_sc( AB_EXPIATIO , SC_EXPIATIO , SI_EXPIATIO , SCB_ATK_ELE );
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+ set_sc( AB_DUPLELIGHT , SC_DUPLELIGHT , SI_DUPLELIGHT , SCB_NONE );
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+ set_sc( AB_SECRAMENT , SC_SECRAMENT , SI_SECRAMENT , SCB_NONE );
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/**
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* Warlock
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**/
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- add_sc( WL_WHITEIMPRISON , SC_WHITEIMPRISON );
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- set_sc_with_vfx( WL_FROSTMISTY , SC_FREEZING , SI_FROSTMISTY , SCB_ASPD|SCB_SPEED|SCB_DEF|SCB_DEF2 );
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- set_sc( WL_MARSHOFABYSS , SC_MARSHOFABYSS , SI_MARSHOFABYSS , SCB_SPEED|SCB_FLEE|SCB_DEF|SCB_MDEF );
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- set_sc(WL_RECOGNIZEDSPELL , SC_RECOGNIZEDSPELL , SI_RECOGNIZEDSPELL , SCB_MATK);
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- set_sc( WL_STASIS , SC_STASIS , SI_STASIS , SCB_NONE );
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+ add_sc( WL_WHITEIMPRISON , SC_WHITEIMPRISON );
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+ set_sc_with_vfx( WL_FROSTMISTY , SC_FREEZING , SI_FROSTMISTY , SCB_ASPD|SCB_SPEED|SCB_DEF|SCB_DEF2 );
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+ set_sc( WL_MARSHOFABYSS , SC_MARSHOFABYSS , SI_MARSHOFABYSS , SCB_SPEED|SCB_FLEE|SCB_DEF|SCB_MDEF );
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+ set_sc(WL_RECOGNIZEDSPELL , SC_RECOGNIZEDSPELL , SI_RECOGNIZEDSPELL , SCB_MATK);
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+ set_sc( WL_STASIS , SC_STASIS , SI_STASIS , SCB_NONE );
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/**
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* Ranger
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**/
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- set_sc( RA_FEARBREEZE , SC_FEARBREEZE , SI_FEARBREEZE , SCB_NONE );
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- set_sc( RA_ELECTRICSHOCKER , SC_ELECTRICSHOCKER , SI_ELECTRICSHOCKER , SCB_NONE );
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- set_sc( RA_WUGDASH , SC_WUGDASH , SI_WUGDASH , SCB_SPEED );
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- set_sc( RA_CAMOUFLAGE , SC_CAMOUFLAGE , SI_CAMOUFLAGE , SCB_SPEED );
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- add_sc( RA_MAGENTATRAP , SC_ELEMENTALCHANGE );
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- add_sc( RA_COBALTTRAP , SC_ELEMENTALCHANGE );
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- add_sc( RA_MAIZETRAP , SC_ELEMENTALCHANGE );
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- add_sc( RA_VERDURETRAP , SC_ELEMENTALCHANGE );
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- add_sc( RA_FIRINGTRAP , SC_BURNING );
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- set_sc_with_vfx( RA_ICEBOUNDTRAP , SC_FREEZING , SI_FROSTMISTY , SCB_NONE );
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+ set_sc( RA_FEARBREEZE , SC_FEARBREEZE , SI_FEARBREEZE , SCB_NONE );
|
|
|
+ set_sc( RA_ELECTRICSHOCKER , SC_ELECTRICSHOCKER , SI_ELECTRICSHOCKER , SCB_NONE );
|
|
|
+ set_sc( RA_WUGDASH , SC_WUGDASH , SI_WUGDASH , SCB_SPEED );
|
|
|
+ set_sc( RA_CAMOUFLAGE , SC_CAMOUFLAGE , SI_CAMOUFLAGE , SCB_SPEED );
|
|
|
+ add_sc( RA_MAGENTATRAP , SC_ELEMENTALCHANGE );
|
|
|
+ add_sc( RA_COBALTTRAP , SC_ELEMENTALCHANGE );
|
|
|
+ add_sc( RA_MAIZETRAP , SC_ELEMENTALCHANGE );
|
|
|
+ add_sc( RA_VERDURETRAP , SC_ELEMENTALCHANGE );
|
|
|
+ add_sc( RA_FIRINGTRAP , SC_BURNING );
|
|
|
+ set_sc_with_vfx( RA_ICEBOUNDTRAP , SC_FREEZING , SI_FROSTMISTY , SCB_NONE );
|
|
|
/**
|
|
|
* Mechanic
|
|
|
**/
|
|
|
- set_sc( NC_ACCELERATION , SC_ACCELERATION , SI_ACCELERATION , SCB_SPEED );
|
|
|
- set_sc( NC_HOVERING , SC_HOVERING , SI_HOVERING , SCB_SPEED );
|
|
|
- set_sc( NC_SHAPESHIFT , SC_SHAPESHIFT , SI_SHAPESHIFT , SCB_DEF_ELE );
|
|
|
- set_sc( NC_INFRAREDSCAN , SC_INFRAREDSCAN , SI_INFRAREDSCAN , SCB_FLEE );
|
|
|
- set_sc( NC_ANALYZE , SC_ANALYZE , SI_ANALYZE , SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_MDEF2 );
|
|
|
- set_sc( NC_MAGNETICFIELD , SC_MAGNETICFIELD , SI_MAGNETICFIELD , SCB_NONE );
|
|
|
- set_sc( NC_NEUTRALBARRIER , SC_NEUTRALBARRIER , SI_NEUTRALBARRIER , SCB_NONE );
|
|
|
- set_sc( NC_STEALTHFIELD , SC_STEALTHFIELD , SI_STEALTHFIELD , SCB_NONE );
|
|
|
+ set_sc( NC_ACCELERATION , SC_ACCELERATION , SI_ACCELERATION , SCB_SPEED );
|
|
|
+ set_sc( NC_HOVERING , SC_HOVERING , SI_HOVERING , SCB_SPEED );
|
|
|
+ set_sc( NC_SHAPESHIFT , SC_SHAPESHIFT , SI_SHAPESHIFT , SCB_DEF_ELE );
|
|
|
+ set_sc( NC_INFRAREDSCAN , SC_INFRAREDSCAN , SI_INFRAREDSCAN , SCB_FLEE );
|
|
|
+ set_sc( NC_ANALYZE , SC_ANALYZE , SI_ANALYZE , SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_MDEF2 );
|
|
|
+ set_sc( NC_MAGNETICFIELD , SC_MAGNETICFIELD , SI_MAGNETICFIELD , SCB_NONE );
|
|
|
+ set_sc( NC_NEUTRALBARRIER , SC_NEUTRALBARRIER , SI_NEUTRALBARRIER , SCB_NONE );
|
|
|
+ set_sc( NC_STEALTHFIELD , SC_STEALTHFIELD , SI_STEALTHFIELD , SCB_NONE );
|
|
|
/**
|
|
|
* Royal Guard
|
|
|
**/
|
|
|
- set_sc( LG_REFLECTDAMAGE , SC_REFLECTDAMAGE , SI_LG_REFLECTDAMAGE, SCB_NONE );
|
|
|
- set_sc( LG_FORCEOFVANGUARD , SC_FORCEOFVANGUARD , SI_FORCEOFVANGUARD , SCB_MAXHP|SCB_DEF );
|
|
|
- set_sc( LG_EXEEDBREAK , SC_EXEEDBREAK , SI_EXEEDBREAK , SCB_NONE );
|
|
|
- set_sc( LG_PRESTIGE , SC_PRESTIGE , SI_PRESTIGE , SCB_DEF );
|
|
|
- set_sc( LG_BANDING , SC_BANDING , SI_BANDING , SCB_DEF2|SCB_WATK );// Renewal: atk2 & def2
|
|
|
- set_sc( LG_PIETY , SC_BENEDICTIO , SI_BENEDICTIO , SCB_DEF_ELE );
|
|
|
- set_sc( LG_EARTHDRIVE , SC_EARTHDRIVE , SI_EARTHDRIVE , SCB_DEF|SCB_ASPD );
|
|
|
- set_sc( LG_INSPIRATION , SC_INSPIRATION , SI_INSPIRATION , SCB_MAXHP|SCB_WATK|SCB_HIT|SCB_VIT|SCB_AGI|SCB_STR|SCB_DEX|SCB_INT|SCB_LUK);
|
|
|
- set_sc( LG_SHIELDSPELL , SC_SHIELDSPELL_DEF , SI_SHIELDSPELL_DEF , SCB_WATK );
|
|
|
- set_sc( LG_SHIELDSPELL , SC_SHIELDSPELL_REF , SI_SHIELDSPELL_REF , SCB_DEF );
|
|
|
+ set_sc( LG_REFLECTDAMAGE , SC_REFLECTDAMAGE , SI_LG_REFLECTDAMAGE , SCB_NONE );
|
|
|
+ set_sc( LG_FORCEOFVANGUARD , SC_FORCEOFVANGUARD , SI_FORCEOFVANGUARD , SCB_MAXHP|SCB_DEF );
|
|
|
+ set_sc( LG_EXEEDBREAK , SC_EXEEDBREAK , SI_EXEEDBREAK , SCB_NONE );
|
|
|
+ set_sc( LG_PRESTIGE , SC_PRESTIGE , SI_PRESTIGE , SCB_DEF );
|
|
|
+ set_sc( LG_BANDING , SC_BANDING , SI_BANDING , SCB_DEF2|SCB_WATK );// Renewal: atk2 & def2
|
|
|
+ set_sc( LG_PIETY , SC_BENEDICTIO , SI_BENEDICTIO , SCB_DEF_ELE );
|
|
|
+ set_sc( LG_EARTHDRIVE , SC_EARTHDRIVE , SI_EARTHDRIVE , SCB_DEF|SCB_ASPD );
|
|
|
+ set_sc( LG_INSPIRATION , SC_INSPIRATION , SI_INSPIRATION , SCB_MAXHP|SCB_WATK|SCB_HIT|SCB_VIT|SCB_AGI|SCB_STR|SCB_DEX|SCB_INT|SCB_LUK);
|
|
|
+ set_sc( LG_SHIELDSPELL , SC_SHIELDSPELL_DEF , SI_SHIELDSPELL_DEF , SCB_WATK );
|
|
|
+ set_sc( LG_SHIELDSPELL , SC_SHIELDSPELL_REF , SI_SHIELDSPELL_REF , SCB_DEF );
|
|
|
/**
|
|
|
* Shadow Chaser
|
|
|
**/
|
|
|
- set_sc( SC_REPRODUCE , SC__REPRODUCE , SI_REPRODUCE , SCB_NONE );
|
|
|
- set_sc( SC_AUTOSHADOWSPELL , SC__AUTOSHADOWSPELL, SI_AUTOSHADOWSPELL , SCB_NONE );
|
|
|
- set_sc( SC_SHADOWFORM , SC__SHADOWFORM , SI_SHADOWFORM , SCB_NONE );
|
|
|
- set_sc( SC_BODYPAINT , SC__BODYPAINT , SI_BODYPAINT , SCB_ASPD );
|
|
|
- set_sc( SC_INVISIBILITY , SC__INVISIBILITY , SI_INVISIBILITY , SCB_ASPD|SCB_CRI|SCB_ATK_ELE );
|
|
|
- set_sc( SC_DEADLYINFECT , SC__DEADLYINFECT , SI_DEADLYINFECT , SCB_NONE );
|
|
|
- set_sc( SC_ENERVATION , SC__ENERVATION , SI_ENERVATION , SCB_BATK );
|
|
|
- set_sc( SC_GROOMY , SC__GROOMY , SI_GROOMY , SCB_ASPD|SCB_HIT|SCB_SPEED );
|
|
|
- set_sc( SC_IGNORANCE , SC__IGNORANCE , SI_IGNORANCE , SCB_NONE );
|
|
|
- set_sc( SC_LAZINESS , SC__LAZINESS , SI_LAZINESS , SCB_FLEE );
|
|
|
- set_sc( SC_UNLUCKY , SC__UNLUCKY , SI_UNLUCKY , SCB_CRI|SCB_FLEE2 );
|
|
|
- set_sc( SC_WEAKNESS , SC__WEAKNESS , SI_WEAKNESS , SCB_FLEE2|SCB_MAXHP );
|
|
|
- set_sc( SC_STRIPACCESSARY , SC__STRIPACCESSORY , SI_STRIPACCESSARY , SCB_DEX|SCB_INT|SCB_LUK );
|
|
|
- set_sc_with_vfx( SC_MANHOLE , SC__MANHOLE , SI_MANHOLE , SCB_NONE );
|
|
|
- add_sc( SC_CHAOSPANIC , SC_CONFUSION );
|
|
|
- set_sc_with_vfx( SC_BLOODYLUST , SC__BLOODYLUST , SI_BERSERK , SCB_DEF | SCB_DEF2 | SCB_MDEF | SCB_MDEF2 | SCB_FLEE | SCB_SPEED | SCB_ASPD | SCB_MAXHP | SCB_REGEN );
|
|
|
+ set_sc( SC_REPRODUCE , SC__REPRODUCE , SI_REPRODUCE , SCB_NONE );
|
|
|
+ set_sc( SC_AUTOSHADOWSPELL , SC__AUTOSHADOWSPELL , SI_AUTOSHADOWSPELL , SCB_NONE );
|
|
|
+ set_sc( SC_SHADOWFORM , SC__SHADOWFORM , SI_SHADOWFORM , SCB_NONE );
|
|
|
+ set_sc( SC_BODYPAINT , SC__BODYPAINT , SI_BODYPAINT , SCB_ASPD );
|
|
|
+ set_sc( SC_INVISIBILITY , SC__INVISIBILITY , SI_INVISIBILITY , SCB_ASPD|SCB_CRI|SCB_ATK_ELE );
|
|
|
+ set_sc( SC_DEADLYINFECT , SC__DEADLYINFECT , SI_DEADLYINFECT , SCB_NONE );
|
|
|
+ set_sc( SC_ENERVATION , SC__ENERVATION , SI_ENERVATION , SCB_BATK );
|
|
|
+ set_sc( SC_GROOMY , SC__GROOMY , SI_GROOMY , SCB_ASPD|SCB_HIT|SCB_SPEED );
|
|
|
+ set_sc( SC_IGNORANCE , SC__IGNORANCE , SI_IGNORANCE , SCB_NONE );
|
|
|
+ set_sc( SC_LAZINESS , SC__LAZINESS , SI_LAZINESS , SCB_FLEE );
|
|
|
+ set_sc( SC_UNLUCKY , SC__UNLUCKY , SI_UNLUCKY , SCB_CRI|SCB_FLEE2 );
|
|
|
+ set_sc( SC_WEAKNESS , SC__WEAKNESS , SI_WEAKNESS , SCB_FLEE2|SCB_MAXHP );
|
|
|
+ set_sc( SC_STRIPACCESSARY , SC__STRIPACCESSORY , SI_STRIPACCESSARY , SCB_DEX|SCB_INT|SCB_LUK );
|
|
|
+ set_sc_with_vfx( SC_MANHOLE , SC__MANHOLE , SI_MANHOLE , SCB_NONE );
|
|
|
+ add_sc( SC_CHAOSPANIC , SC_CONFUSION );
|
|
|
+ set_sc_with_vfx( SC_BLOODYLUST , SC__BLOODYLUST , SI_BERSERK , SCB_DEF | SCB_DEF2 | SCB_MDEF | SCB_MDEF2 | SCB_FLEE | SCB_SPEED | SCB_ASPD | SCB_MAXHP | SCB_REGEN );
|
|
|
/**
|
|
|
* Sura
|
|
|
**/
|
|
|
- add_sc( SR_DRAGONCOMBO , SC_STUN );
|
|
|
- add_sc( SR_EARTHSHAKER , SC_STUN );
|
|
|
- set_sc( SR_CRESCENTELBOW , SC_CRESCENTELBOW , SI_CRESCENTELBOW , SCB_NONE );
|
|
|
- set_sc_with_vfx( SR_CURSEDCIRCLE , SC_CURSEDCIRCLE_TARGET, SI_CURSEDCIRCLE_TARGET , SCB_NONE );
|
|
|
- set_sc( SR_LIGHTNINGWALK , SC_LIGHTNINGWALK , SI_LIGHTNINGWALK , SCB_NONE );
|
|
|
- set_sc( SR_RAISINGDRAGON , SC_RAISINGDRAGON , SI_RAISINGDRAGON , SCB_REGEN|SCB_MAXHP|SCB_MAXSP );
|
|
|
- set_sc( SR_GENTLETOUCH_ENERGYGAIN, SC_GT_ENERGYGAIN , SI_GENTLETOUCH_ENERGYGAIN, SCB_NONE );
|
|
|
- set_sc( SR_GENTLETOUCH_CHANGE , SC_GT_CHANGE , SI_GENTLETOUCH_CHANGE , SCB_ASPD|SCB_MDEF|SCB_MAXHP );
|
|
|
- set_sc( SR_GENTLETOUCH_REVITALIZE, SC_GT_REVITALIZE , SI_GENTLETOUCH_REVITALIZE, SCB_MAXHP|SCB_REGEN );
|
|
|
+ add_sc( SR_DRAGONCOMBO , SC_STUN );
|
|
|
+ add_sc( SR_EARTHSHAKER , SC_STUN );
|
|
|
+ set_sc( SR_CRESCENTELBOW , SC_CRESCENTELBOW , SI_CRESCENTELBOW , SCB_NONE );
|
|
|
+ set_sc_with_vfx( SR_CURSEDCIRCLE , SC_CURSEDCIRCLE_TARGET, SI_CURSEDCIRCLE_TARGET , SCB_NONE );
|
|
|
+ set_sc( SR_LIGHTNINGWALK , SC_LIGHTNINGWALK , SI_LIGHTNINGWALK , SCB_NONE );
|
|
|
+ set_sc( SR_RAISINGDRAGON , SC_RAISINGDRAGON , SI_RAISINGDRAGON , SCB_REGEN|SCB_MAXHP|SCB_MAXSP );
|
|
|
+ set_sc( SR_GENTLETOUCH_ENERGYGAIN , SC_GT_ENERGYGAIN , SI_GENTLETOUCH_ENERGYGAIN , SCB_NONE );
|
|
|
+ set_sc( SR_GENTLETOUCH_CHANGE , SC_GT_CHANGE , SI_GENTLETOUCH_CHANGE , SCB_ASPD|SCB_MDEF|SCB_MAXHP );
|
|
|
+ set_sc( SR_GENTLETOUCH_REVITALIZE , SC_GT_REVITALIZE , SI_GENTLETOUCH_REVITALIZE , SCB_MAXHP|SCB_REGEN );
|
|
|
/**
|
|
|
* Wanderer / Minstrel
|
|
|
**/
|
|
|
- set_sc( WA_SWING_DANCE , SC_SWINGDANCE , SI_SWINGDANCE , SCB_SPEED|SCB_ASPD );
|
|
|
- set_sc( WA_SYMPHONY_OF_LOVER , SC_SYMPHONYOFLOVER , SI_SYMPHONYOFLOVERS , SCB_MDEF );
|
|
|
- set_sc( WA_MOONLIT_SERENADE , SC_MOONLITSERENADE , SI_MOONLITSERENADE , SCB_MATK );
|
|
|
- set_sc( MI_RUSH_WINDMILL , SC_RUSHWINDMILL , SI_RUSHWINDMILL , SCB_BATK );
|
|
|
- set_sc( MI_ECHOSONG , SC_ECHOSONG , SI_ECHOSONG , SCB_DEF2 );
|
|
|
- set_sc( MI_HARMONIZE , SC_HARMONIZE , SI_HARMONIZE , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK );
|
|
|
- set_sc_with_vfx( WM_POEMOFNETHERWORLD , SC_NETHERWORLD , SI_NETHERWORLD , SCB_NONE );
|
|
|
- set_sc_with_vfx( WM_VOICEOFSIREN , SC_VOICEOFSIREN , SI_VOICEOFSIREN , SCB_NONE );
|
|
|
- set_sc_with_vfx( WM_LULLABY_DEEPSLEEP , SC_DEEPSLEEP , SI_DEEPSLEEP , SCB_NONE );
|
|
|
- set_sc( WM_SIRCLEOFNATURE , SC_SIRCLEOFNATURE , SI_SIRCLEOFNATURE , SCB_NONE );
|
|
|
- set_sc( WM_GLOOMYDAY , SC_GLOOMYDAY , SI_GLOOMYDAY , SCB_FLEE|SCB_ASPD );
|
|
|
- set_sc( WM_SONG_OF_MANA , SC_SONGOFMANA , SI_SONGOFMANA , SCB_NONE );
|
|
|
- set_sc( WM_DANCE_WITH_WUG , SC_DANCEWITHWUG , SI_DANCEWITHWUG , SCB_ASPD );
|
|
|
- set_sc( WM_SATURDAY_NIGHT_FEVER , SC_SATURDAYNIGHTFEVER , SI_SATURDAYNIGHTFEVER , SCB_BATK|SCB_DEF|SCB_FLEE|SCB_REGEN );
|
|
|
- set_sc( WM_LERADS_DEW , SC_LERADSDEW , SI_LERADSDEW , SCB_MAXHP );
|
|
|
- set_sc( WM_MELODYOFSINK , SC_MELODYOFSINK , SI_MELODYOFSINK , SCB_BATK|SCB_MATK );
|
|
|
- set_sc( WM_BEYOND_OF_WARCRY , SC_BEYONDOFWARCRY , SI_WARCRYOFBEYOND , SCB_BATK|SCB_MATK );
|
|
|
- set_sc( WM_UNLIMITED_HUMMING_VOICE, SC_UNLIMITEDHUMMINGVOICE, SI_UNLIMITEDHUMMINGVOICE, SCB_NONE );
|
|
|
+ set_sc( WA_SWING_DANCE , SC_SWINGDANCE , SI_SWINGDANCE , SCB_SPEED|SCB_ASPD );
|
|
|
+ set_sc( WA_SYMPHONY_OF_LOVER , SC_SYMPHONYOFLOVER , SI_SYMPHONYOFLOVERS , SCB_MDEF );
|
|
|
+ set_sc( WA_MOONLIT_SERENADE , SC_MOONLITSERENADE , SI_MOONLITSERENADE , SCB_MATK );
|
|
|
+ set_sc( MI_RUSH_WINDMILL , SC_RUSHWINDMILL , SI_RUSHWINDMILL , SCB_BATK );
|
|
|
+ set_sc( MI_ECHOSONG , SC_ECHOSONG , SI_ECHOSONG , SCB_DEF2 );
|
|
|
+ set_sc( MI_HARMONIZE , SC_HARMONIZE , SI_HARMONIZE , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK );
|
|
|
+ set_sc_with_vfx( WM_POEMOFNETHERWORLD , SC_NETHERWORLD , SI_NETHERWORLD , SCB_NONE );
|
|
|
+ set_sc_with_vfx( WM_VOICEOFSIREN , SC_VOICEOFSIREN , SI_VOICEOFSIREN , SCB_NONE );
|
|
|
+ set_sc_with_vfx( WM_LULLABY_DEEPSLEEP , SC_DEEPSLEEP , SI_DEEPSLEEP , SCB_NONE );
|
|
|
+ set_sc( WM_SIRCLEOFNATURE , SC_SIRCLEOFNATURE , SI_SIRCLEOFNATURE , SCB_NONE );
|
|
|
+ set_sc( WM_GLOOMYDAY , SC_GLOOMYDAY , SI_GLOOMYDAY , SCB_FLEE|SCB_ASPD );
|
|
|
+ set_sc( WM_SONG_OF_MANA , SC_SONGOFMANA , SI_SONGOFMANA , SCB_NONE );
|
|
|
+ set_sc( WM_DANCE_WITH_WUG , SC_DANCEWITHWUG , SI_DANCEWITHWUG , SCB_ASPD );
|
|
|
+ set_sc( WM_SATURDAY_NIGHT_FEVER , SC_SATURDAYNIGHTFEVER , SI_SATURDAYNIGHTFEVER , SCB_BATK|SCB_DEF|SCB_FLEE|SCB_REGEN );
|
|
|
+ set_sc( WM_LERADS_DEW , SC_LERADSDEW , SI_LERADSDEW , SCB_MAXHP );
|
|
|
+ set_sc( WM_MELODYOFSINK , SC_MELODYOFSINK , SI_MELODYOFSINK , SCB_BATK|SCB_MATK );
|
|
|
+ set_sc( WM_BEYOND_OF_WARCRY , SC_BEYONDOFWARCRY , SI_WARCRYOFBEYOND , SCB_BATK|SCB_MATK );
|
|
|
+ set_sc( WM_UNLIMITED_HUMMING_VOICE , SC_UNLIMITEDHUMMINGVOICE , SI_UNLIMITEDHUMMINGVOICE , SCB_NONE );
|
|
|
/**
|
|
|
* Sorcerer
|
|
|
**/
|
|
|
- set_sc( SO_FIREWALK , SC_PROPERTYWALK , SI_PROPERTYWALK , SCB_NONE );
|
|
|
- set_sc( SO_ELECTRICWALK , SC_PROPERTYWALK , SI_PROPERTYWALK , SCB_NONE );
|
|
|
- set_sc( SO_SPELLFIST , SC_SPELLFIST , SI_SPELLFIST , SCB_NONE );
|
|
|
- set_sc_with_vfx( SO_DIAMONDDUST , SC_CRYSTALIZE , SI_COLD , SCB_NONE ); // it does show the snow icon on mobs but doesn't affect it.
|
|
|
- add_sc( SO_CLOUD_KILL , SC_POISON );
|
|
|
- set_sc( SO_STRIKING , SC_STRIKING , SI_STRIKING , SCB_WATK|SCB_CRI );
|
|
|
- set_sc( SO_WARMER , SC_WARMER , SI_WARMER , SCB_NONE );
|
|
|
- set_sc( SO_VACUUM_EXTREME , SC_VACUUM_EXTREME , SI_VACUUM_EXTREME , SCB_NONE );
|
|
|
- set_sc( SO_ARRULLO , SC_DEEPSLEEP , SI_DEEPSLEEP , SCB_NONE );
|
|
|
- set_sc( SO_FIRE_INSIGNIA , SC_FIRE_INSIGNIA , SI_FIRE_INSIGNIA , SCB_MATK | SCB_BATK | SCB_WATK | SCB_ATK_ELE | SCB_REGEN );
|
|
|
- set_sc( SO_WATER_INSIGNIA , SC_WATER_INSIGNIA , SI_WATER_INSIGNIA , SCB_WATK | SCB_ATK_ELE | SCB_REGEN );
|
|
|
- set_sc( SO_WIND_INSIGNIA , SC_WIND_INSIGNIA , SI_WIND_INSIGNIA , SCB_WATK | SCB_ATK_ELE | SCB_REGEN );
|
|
|
- set_sc( SO_EARTH_INSIGNIA , SC_EARTH_INSIGNIA , SI_EARTH_INSIGNIA , SCB_MDEF|SCB_DEF|SCB_MAXHP|SCB_MAXSP|SCB_WATK | SCB_ATK_ELE | SCB_REGEN );
|
|
|
+ set_sc( SO_FIREWALK , SC_PROPERTYWALK , SI_PROPERTYWALK , SCB_NONE );
|
|
|
+ set_sc( SO_ELECTRICWALK , SC_PROPERTYWALK , SI_PROPERTYWALK , SCB_NONE );
|
|
|
+ set_sc( SO_SPELLFIST , SC_SPELLFIST , SI_SPELLFIST , SCB_NONE );
|
|
|
+ set_sc_with_vfx( SO_DIAMONDDUST , SC_CRYSTALIZE , SI_COLD , SCB_NONE ); // it does show the snow icon on mobs but doesn't affect it.
|
|
|
+ add_sc( SO_CLOUD_KILL , SC_POISON );
|
|
|
+ set_sc( SO_STRIKING , SC_STRIKING , SI_STRIKING , SCB_WATK|SCB_CRI );
|
|
|
+ set_sc( SO_WARMER , SC_WARMER , SI_WARMER , SCB_NONE );
|
|
|
+ set_sc( SO_VACUUM_EXTREME , SC_VACUUM_EXTREME , SI_VACUUM_EXTREME , SCB_NONE );
|
|
|
+ set_sc( SO_ARRULLO , SC_DEEPSLEEP , SI_DEEPSLEEP , SCB_NONE );
|
|
|
+ set_sc( SO_FIRE_INSIGNIA , SC_FIRE_INSIGNIA , SI_FIRE_INSIGNIA , SCB_MATK | SCB_BATK | SCB_WATK | SCB_ATK_ELE | SCB_REGEN );
|
|
|
+ set_sc( SO_WATER_INSIGNIA , SC_WATER_INSIGNIA , SI_WATER_INSIGNIA , SCB_WATK | SCB_ATK_ELE | SCB_REGEN );
|
|
|
+ set_sc( SO_WIND_INSIGNIA , SC_WIND_INSIGNIA , SI_WIND_INSIGNIA , SCB_WATK | SCB_ATK_ELE | SCB_REGEN );
|
|
|
+ set_sc( SO_EARTH_INSIGNIA , SC_EARTH_INSIGNIA , SI_EARTH_INSIGNIA , SCB_MDEF|SCB_DEF|SCB_MAXHP|SCB_MAXSP|SCB_WATK | SCB_ATK_ELE | SCB_REGEN );
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/**
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* Genetic
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**/
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- set_sc( GN_CARTBOOST , SC_GN_CARTBOOST, SI_CARTSBOOST , SCB_SPEED );
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- set_sc( GN_THORNS_TRAP , SC_THORNSTRAP , SI_THORNTRAP , SCB_NONE );
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- set_sc_with_vfx( GN_BLOOD_SUCKER , SC_BLOODSUCKER , SI_BLOODSUCKER , SCB_NONE );
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- set_sc( GN_WALLOFTHORN , SC_STOP , SI_BLANK , SCB_NONE );
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- set_sc( GN_FIRE_EXPANSION_SMOKE_POWDER, SC_SMOKEPOWDER , SI_FIRE_EXPANSION_SMOKE_POWDER, SCB_NONE );
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- set_sc( GN_FIRE_EXPANSION_TEAR_GAS , SC_TEARGAS , SI_FIRE_EXPANSION_TEAR_GAS , SCB_NONE );
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- set_sc( GN_MANDRAGORA , SC_MANDRAGORA , SI_MANDRAGORA , SCB_INT );
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+ set_sc( GN_CARTBOOST , SC_GN_CARTBOOST , SI_CARTSBOOST , SCB_SPEED );
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+ set_sc( GN_THORNS_TRAP , SC_THORNSTRAP , SI_THORNTRAP , SCB_NONE );
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+ set_sc_with_vfx( GN_BLOOD_SUCKER , SC_BLOODSUCKER , SI_BLOODSUCKER , SCB_NONE );
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+ set_sc( GN_WALLOFTHORN , SC_STOP , SI_BLANK , SCB_NONE );
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+ set_sc( GN_FIRE_EXPANSION_SMOKE_POWDER , SC_SMOKEPOWDER , SI_FIRE_EXPANSION_SMOKE_POWDER, SCB_NONE );
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+ set_sc( GN_FIRE_EXPANSION_TEAR_GAS , SC_TEARGAS , SI_FIRE_EXPANSION_TEAR_GAS , SCB_NONE );
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+ set_sc( GN_MANDRAGORA , SC_MANDRAGORA , SI_MANDRAGORA , SCB_INT );
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// Elemental Spirit summoner's 'side' status changes.
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- set_sc( EL_CIRCLE_OF_FIRE , SC_CIRCLE_OF_FIRE_OPTION, SI_CIRCLE_OF_FIRE_OPTION, SCB_NONE );
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- set_sc( EL_FIRE_CLOAK , SC_FIRE_CLOAK_OPTION , SI_FIRE_CLOAK_OPTION , SCB_ALL );
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- set_sc( EL_WATER_SCREEN , SC_WATER_SCREEN_OPTION , SI_WATER_SCREEN_OPTION , SCB_NONE );
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- set_sc( EL_WATER_DROP , SC_WATER_DROP_OPTION , SI_WATER_DROP_OPTION , SCB_ALL );
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- set_sc( EL_WATER_BARRIER , SC_WATER_BARRIER , SI_WATER_BARRIER , SCB_MDEF|SCB_WATK|SCB_MATK|SCB_FLEE );
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- set_sc( EL_WIND_STEP , SC_WIND_STEP_OPTION , SI_WIND_STEP_OPTION , SCB_SPEED|SCB_FLEE );
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- set_sc( EL_WIND_CURTAIN , SC_WIND_CURTAIN_OPTION , SI_WIND_CURTAIN_OPTION , SCB_ALL );
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- set_sc( EL_ZEPHYR , SC_ZEPHYR , SI_ZEPHYR , SCB_FLEE );
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- set_sc( EL_SOLID_SKIN , SC_SOLID_SKIN_OPTION , SI_SOLID_SKIN_OPTION , SCB_DEF|SCB_MAXHP );
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- set_sc( EL_STONE_SHIELD , SC_STONE_SHIELD_OPTION , SI_STONE_SHIELD_OPTION , SCB_ALL );
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- set_sc( EL_POWER_OF_GAIA , SC_POWER_OF_GAIA , SI_POWER_OF_GAIA , SCB_MAXHP|SCB_DEF|SCB_SPEED );
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- set_sc( EL_PYROTECHNIC , SC_PYROTECHNIC_OPTION , SI_PYROTECHNIC_OPTION , SCB_WATK );
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- set_sc( EL_HEATER , SC_HEATER_OPTION , SI_HEATER_OPTION , SCB_WATK );
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- set_sc( EL_TROPIC , SC_TROPIC_OPTION , SI_TROPIC_OPTION , SCB_WATK );
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- set_sc( EL_AQUAPLAY , SC_AQUAPLAY_OPTION , SI_AQUAPLAY_OPTION , SCB_MATK );
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- set_sc( EL_COOLER , SC_COOLER_OPTION , SI_COOLER_OPTION , SCB_MATK );
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- set_sc( EL_CHILLY_AIR , SC_CHILLY_AIR_OPTION , SI_CHILLY_AIR_OPTION , SCB_MATK );
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- set_sc( EL_GUST , SC_GUST_OPTION , SI_GUST_OPTION , SCB_ASPD );
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- set_sc( EL_BLAST , SC_BLAST_OPTION , SI_BLAST_OPTION , SCB_ASPD );
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- set_sc( EL_WILD_STORM , SC_WILD_STORM_OPTION , SI_WILD_STORM_OPTION , SCB_ASPD );
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- set_sc( EL_PETROLOGY , SC_PETROLOGY_OPTION , SI_PETROLOGY_OPTION , SCB_MAXHP );
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- set_sc( EL_CURSED_SOIL , SC_CURSED_SOIL_OPTION , SI_CURSED_SOIL_OPTION , SCB_NONE );
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- set_sc( EL_UPHEAVAL , SC_UPHEAVAL_OPTION , SI_UPHEAVAL_OPTION , SCB_NONE );
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- set_sc( EL_TIDAL_WEAPON , SC_TIDAL_WEAPON_OPTION , SI_TIDAL_WEAPON_OPTION , SCB_ALL );
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- set_sc( EL_ROCK_CRUSHER , SC_ROCK_CRUSHER , SI_ROCK_CRUSHER , SCB_DEF );
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- set_sc( EL_ROCK_CRUSHER_ATK, SC_ROCK_CRUSHER_ATK , SI_ROCK_CRUSHER_ATK , SCB_SPEED );
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-
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- add_sc( KO_YAMIKUMO , SC_HIDING );
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- set_sc_with_vfx( KO_JYUMONJIKIRI , SC_JYUMONJIKIRI , SI_KO_JYUMONJIKIRI , SCB_NONE );
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- add_sc( KO_MAKIBISHI , SC_STUN );
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- set_sc( KO_MEIKYOUSISUI , SC_MEIKYOUSISUI , SI_MEIKYOUSISUI , SCB_NONE );
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- set_sc( KO_KYOUGAKU , SC_KYOUGAKU , SI_KYOUGAKU , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK );
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- add_sc( KO_JYUSATSU , SC_CURSE );
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- set_sc( KO_ZENKAI , SC_ZENKAI , SI_ZENKAI , SCB_NONE );
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- set_sc( KO_IZAYOI , SC_IZAYOI , SI_IZAYOI , SCB_MATK );
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- set_sc( KG_KYOMU , SC_KYOMU , SI_KYOMU , SCB_NONE );
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- set_sc( KG_KAGEMUSYA , SC_KAGEMUSYA , SI_KAGEMUSYA , SCB_NONE );
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- set_sc( KG_KAGEHUMI , SC_KAGEHUMI , SI_KG_KAGEHUMI , SCB_NONE );
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- set_sc( OB_ZANGETSU , SC_ZANGETSU , SI_ZANGETSU , SCB_MATK|SCB_BATK );
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- set_sc_with_vfx( OB_AKAITSUKI , SC_AKAITSUKI , SI_AKAITSUKI , SCB_NONE );
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|
|
- set_sc( OB_OBOROGENSOU , SC_GENSOU , SI_GENSOU , SCB_NONE );
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|
|
+ set_sc( EL_CIRCLE_OF_FIRE , SC_CIRCLE_OF_FIRE_OPTION , SI_CIRCLE_OF_FIRE_OPTION , SCB_NONE );
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|
|
+ set_sc( EL_FIRE_CLOAK , SC_FIRE_CLOAK_OPTION , SI_FIRE_CLOAK_OPTION , SCB_ALL );
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|
|
+ set_sc( EL_WATER_SCREEN , SC_WATER_SCREEN_OPTION , SI_WATER_SCREEN_OPTION , SCB_NONE );
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|
|
+ set_sc( EL_WATER_DROP , SC_WATER_DROP_OPTION , SI_WATER_DROP_OPTION , SCB_ALL );
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|
|
+ set_sc( EL_WATER_BARRIER , SC_WATER_BARRIER , SI_WATER_BARRIER , SCB_MDEF|SCB_WATK|SCB_MATK|SCB_FLEE );
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|
|
+ set_sc( EL_WIND_STEP , SC_WIND_STEP_OPTION , SI_WIND_STEP_OPTION , SCB_SPEED|SCB_FLEE );
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|
|
+ set_sc( EL_WIND_CURTAIN , SC_WIND_CURTAIN_OPTION , SI_WIND_CURTAIN_OPTION , SCB_ALL );
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|
|
+ set_sc( EL_ZEPHYR , SC_ZEPHYR , SI_ZEPHYR , SCB_FLEE );
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|
|
+ set_sc( EL_SOLID_SKIN , SC_SOLID_SKIN_OPTION , SI_SOLID_SKIN_OPTION , SCB_DEF|SCB_MAXHP );
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|
|
+ set_sc( EL_STONE_SHIELD , SC_STONE_SHIELD_OPTION , SI_STONE_SHIELD_OPTION , SCB_ALL );
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|
|
+ set_sc( EL_POWER_OF_GAIA , SC_POWER_OF_GAIA , SI_POWER_OF_GAIA , SCB_MAXHP|SCB_DEF|SCB_SPEED );
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|
|
+ set_sc( EL_PYROTECHNIC , SC_PYROTECHNIC_OPTION , SI_PYROTECHNIC_OPTION , SCB_WATK );
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|
|
+ set_sc( EL_HEATER , SC_HEATER_OPTION , SI_HEATER_OPTION , SCB_WATK );
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|
|
+ set_sc( EL_TROPIC , SC_TROPIC_OPTION , SI_TROPIC_OPTION , SCB_WATK );
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|
+ set_sc( EL_AQUAPLAY , SC_AQUAPLAY_OPTION , SI_AQUAPLAY_OPTION , SCB_MATK );
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|
+ set_sc( EL_COOLER , SC_COOLER_OPTION , SI_COOLER_OPTION , SCB_MATK );
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|
+ set_sc( EL_CHILLY_AIR , SC_CHILLY_AIR_OPTION , SI_CHILLY_AIR_OPTION , SCB_MATK );
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|
|
+ set_sc( EL_GUST , SC_GUST_OPTION , SI_GUST_OPTION , SCB_ASPD );
|
|
|
+ set_sc( EL_BLAST , SC_BLAST_OPTION , SI_BLAST_OPTION , SCB_ASPD );
|
|
|
+ set_sc( EL_WILD_STORM , SC_WILD_STORM_OPTION , SI_WILD_STORM_OPTION , SCB_ASPD );
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|
|
+ set_sc( EL_PETROLOGY , SC_PETROLOGY_OPTION , SI_PETROLOGY_OPTION , SCB_MAXHP );
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|
+ set_sc( EL_CURSED_SOIL , SC_CURSED_SOIL_OPTION , SI_CURSED_SOIL_OPTION , SCB_NONE );
|
|
|
+ set_sc( EL_UPHEAVAL , SC_UPHEAVAL_OPTION , SI_UPHEAVAL_OPTION , SCB_NONE );
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|
|
+ set_sc( EL_TIDAL_WEAPON , SC_TIDAL_WEAPON_OPTION , SI_TIDAL_WEAPON_OPTION , SCB_ALL );
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|
|
+ set_sc( EL_ROCK_CRUSHER , SC_ROCK_CRUSHER , SI_ROCK_CRUSHER , SCB_DEF );
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|
|
+ set_sc( EL_ROCK_CRUSHER_ATK , SC_ROCK_CRUSHER_ATK , SI_ROCK_CRUSHER_ATK , SCB_SPEED );
|
|
|
+
|
|
|
+ add_sc( KO_YAMIKUMO , SC_HIDING );
|
|
|
+ set_sc_with_vfx( KO_JYUMONJIKIRI , SC_JYUMONJIKIRI , SI_KO_JYUMONJIKIRI , SCB_NONE );
|
|
|
+ add_sc( KO_MAKIBISHI , SC_STUN );
|
|
|
+ set_sc( KO_MEIKYOUSISUI , SC_MEIKYOUSISUI , SI_MEIKYOUSISUI , SCB_NONE );
|
|
|
+ set_sc( KO_KYOUGAKU , SC_KYOUGAKU , SI_KYOUGAKU , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK );
|
|
|
+ add_sc( KO_JYUSATSU , SC_CURSE );
|
|
|
+ set_sc( KO_ZENKAI , SC_ZENKAI , SI_ZENKAI , SCB_NONE );
|
|
|
+ set_sc( KO_IZAYOI , SC_IZAYOI , SI_IZAYOI , SCB_MATK );
|
|
|
+ set_sc( KG_KYOMU , SC_KYOMU , SI_KYOMU , SCB_NONE );
|
|
|
+ set_sc( KG_KAGEMUSYA , SC_KAGEMUSYA , SI_KAGEMUSYA , SCB_NONE );
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|
|
+ set_sc( KG_KAGEHUMI , SC_KAGEHUMI , SI_KG_KAGEHUMI , SCB_NONE );
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|
|
+ set_sc( OB_ZANGETSU , SC_ZANGETSU , SI_ZANGETSU , SCB_MATK|SCB_BATK );
|
|
|
+ set_sc_with_vfx( OB_AKAITSUKI , SC_AKAITSUKI , SI_AKAITSUKI , SCB_NONE );
|
|
|
+ set_sc( OB_OBOROGENSOU , SC_GENSOU , SI_GENSOU , SCB_NONE );
|
|
|
|
|
|
// Storing the target job rather than simply SC_SPIRIT simplifies code later on.
|
|
|
- SkillStatusChangeTable[SL_ALCHEMIST] = (sc_type)MAPID_ALCHEMIST,
|
|
|
- SkillStatusChangeTable[SL_MONK] = (sc_type)MAPID_MONK,
|
|
|
- SkillStatusChangeTable[SL_STAR] = (sc_type)MAPID_STAR_GLADIATOR,
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|
|
- SkillStatusChangeTable[SL_SAGE] = (sc_type)MAPID_SAGE,
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|
|
- SkillStatusChangeTable[SL_CRUSADER] = (sc_type)MAPID_CRUSADER,
|
|
|
- SkillStatusChangeTable[SL_SUPERNOVICE] = (sc_type)MAPID_SUPER_NOVICE,
|
|
|
- SkillStatusChangeTable[SL_KNIGHT] = (sc_type)MAPID_KNIGHT,
|
|
|
- SkillStatusChangeTable[SL_WIZARD] = (sc_type)MAPID_WIZARD,
|
|
|
- SkillStatusChangeTable[SL_PRIEST] = (sc_type)MAPID_PRIEST,
|
|
|
- SkillStatusChangeTable[SL_BARDDANCER] = (sc_type)MAPID_BARDDANCER,
|
|
|
- SkillStatusChangeTable[SL_ROGUE] = (sc_type)MAPID_ROGUE,
|
|
|
- SkillStatusChangeTable[SL_ASSASIN] = (sc_type)MAPID_ASSASSIN,
|
|
|
- SkillStatusChangeTable[SL_BLACKSMITH] = (sc_type)MAPID_BLACKSMITH,
|
|
|
- SkillStatusChangeTable[SL_HUNTER] = (sc_type)MAPID_HUNTER,
|
|
|
- SkillStatusChangeTable[SL_SOULLINKER] = (sc_type)MAPID_SOUL_LINKER,
|
|
|
+ SkillStatusChangeTable[SL_ALCHEMIST] = (sc_type)MAPID_ALCHEMIST,
|
|
|
+ SkillStatusChangeTable[SL_MONK] = (sc_type)MAPID_MONK,
|
|
|
+ SkillStatusChangeTable[SL_STAR] = (sc_type)MAPID_STAR_GLADIATOR,
|
|
|
+ SkillStatusChangeTable[SL_SAGE] = (sc_type)MAPID_SAGE,
|
|
|
+ SkillStatusChangeTable[SL_CRUSADER] = (sc_type)MAPID_CRUSADER,
|
|
|
+ SkillStatusChangeTable[SL_SUPERNOVICE] = (sc_type)MAPID_SUPER_NOVICE,
|
|
|
+ SkillStatusChangeTable[SL_KNIGHT] = (sc_type)MAPID_KNIGHT,
|
|
|
+ SkillStatusChangeTable[SL_WIZARD] = (sc_type)MAPID_WIZARD,
|
|
|
+ SkillStatusChangeTable[SL_PRIEST] = (sc_type)MAPID_PRIEST,
|
|
|
+ SkillStatusChangeTable[SL_BARDDANCER] = (sc_type)MAPID_BARDDANCER,
|
|
|
+ SkillStatusChangeTable[SL_ROGUE] = (sc_type)MAPID_ROGUE,
|
|
|
+ SkillStatusChangeTable[SL_ASSASIN] = (sc_type)MAPID_ASSASSIN,
|
|
|
+ SkillStatusChangeTable[SL_BLACKSMITH] = (sc_type)MAPID_BLACKSMITH,
|
|
|
+ SkillStatusChangeTable[SL_HUNTER] = (sc_type)MAPID_HUNTER,
|
|
|
+ SkillStatusChangeTable[SL_SOULLINKER] = (sc_type)MAPID_SOUL_LINKER,
|
|
|
|
|
|
//Status that don't have a skill associated.
|
|
|
StatusIconChangeTable[SC_WEIGHT50] = SI_WEIGHT50;
|
|
@@ -998,65 +998,70 @@ void initChangeTables(void) {
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|
StatusIconChangeTable[SC_HALLUCINATION] = SI_BLANK;
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|
/* StatusChangeState (SCS_) NOMOVE */
|
|
|
- StatusChangeStateTable[SC_ANKLE] |= SCS_NOMOVE;
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|
- StatusChangeStateTable[SC_AUTOCOUNTER] |= SCS_NOMOVE;
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|
- StatusChangeStateTable[SC_TRICKDEAD] |= SCS_NOMOVE;
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|
- StatusChangeStateTable[SC_BLADESTOP] |= SCS_NOMOVE;
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|
- StatusChangeStateTable[SC_BLADESTOP_WAIT] |= SCS_NOMOVE;
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|
|
- StatusChangeStateTable[SC_GOSPEL] |= SCS_NOMOVE|SCS_NOMOVECOND;
|
|
|
- StatusChangeStateTable[SC_BASILICA] |= SCS_NOMOVE|SCS_NOMOVECOND;
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|
|
- StatusChangeStateTable[SC_STOP] |= SCS_NOMOVE;
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|
- StatusChangeStateTable[SC_CLOSECONFINE] |= SCS_NOMOVE;
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|
- StatusChangeStateTable[SC_CLOSECONFINE2] |= SCS_NOMOVE;
|
|
|
- StatusChangeStateTable[SC_TINDER_BREAKER] |= SCS_NOMOVE;
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|
- StatusChangeStateTable[SC_TINDER_BREAKER2] |= SCS_NOMOVE;
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|
- StatusChangeStateTable[SC_MADNESSCANCEL] |= SCS_NOMOVE;
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|
- StatusChangeStateTable[SC_GRAVITATION] |= SCS_NOMOVE|SCS_NOMOVECOND;
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|
- StatusChangeStateTable[SC_WHITEIMPRISON] |= SCS_NOMOVE;
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|
|
- StatusChangeStateTable[SC_ELECTRICSHOCKER] |= SCS_NOMOVE;
|
|
|
- StatusChangeStateTable[SC_BITE] |= SCS_NOMOVE;
|
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|
- StatusChangeStateTable[SC_THORNSTRAP] |= SCS_NOMOVE;
|
|
|
- StatusChangeStateTable[SC_MAGNETICFIELD] |= SCS_NOMOVE;
|
|
|
- StatusChangeStateTable[SC__MANHOLE] |= SCS_NOMOVE;
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|
|
- StatusChangeStateTable[SC_CURSEDCIRCLE_ATKER] |= SCS_NOMOVE;
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|
|
- StatusChangeStateTable[SC_CURSEDCIRCLE_TARGET] |= SCS_NOMOVE;
|
|
|
- StatusChangeStateTable[SC_CRYSTALIZE] |= SCS_NOMOVE|SCS_NOMOVECOND;
|
|
|
- StatusChangeStateTable[SC_NETHERWORLD] |= SCS_NOMOVE;
|
|
|
- StatusChangeStateTable[SC_CAMOUFLAGE] |= SCS_NOMOVE|SCS_NOMOVECOND;
|
|
|
- StatusChangeStateTable[SC_MEIKYOUSISUI] |= SCS_NOMOVE;
|
|
|
- StatusChangeStateTable[SC_KAGEHUMI] |= SCS_NOMOVE;
|
|
|
- StatusChangeStateTable[SC_KYOUGAKU] |= SCS_NOMOVE;
|
|
|
+ StatusChangeStateTable[SC_ANKLE] |= SCS_NOMOVE;
|
|
|
+ StatusChangeStateTable[SC_AUTOCOUNTER] |= SCS_NOMOVE;
|
|
|
+ StatusChangeStateTable[SC_TRICKDEAD] |= SCS_NOMOVE;
|
|
|
+ StatusChangeStateTable[SC_BLADESTOP] |= SCS_NOMOVE;
|
|
|
+ StatusChangeStateTable[SC_BLADESTOP_WAIT] |= SCS_NOMOVE;
|
|
|
+ StatusChangeStateTable[SC_GOSPEL] |= SCS_NOMOVE|SCS_NOMOVECOND;
|
|
|
+ StatusChangeStateTable[SC_BASILICA] |= SCS_NOMOVE|SCS_NOMOVECOND;
|
|
|
+ StatusChangeStateTable[SC_STOP] |= SCS_NOMOVE;
|
|
|
+ StatusChangeStateTable[SC_CLOSECONFINE] |= SCS_NOMOVE;
|
|
|
+ StatusChangeStateTable[SC_CLOSECONFINE2] |= SCS_NOMOVE;
|
|
|
+ StatusChangeStateTable[SC_TINDER_BREAKER] |= SCS_NOMOVE;
|
|
|
+ StatusChangeStateTable[SC_TINDER_BREAKER2] |= SCS_NOMOVE;
|
|
|
+ StatusChangeStateTable[SC_MADNESSCANCEL] |= SCS_NOMOVE;
|
|
|
+ StatusChangeStateTable[SC_GRAVITATION] |= SCS_NOMOVE|SCS_NOMOVECOND;
|
|
|
+ StatusChangeStateTable[SC_WHITEIMPRISON] |= SCS_NOMOVE;
|
|
|
+ StatusChangeStateTable[SC_ELECTRICSHOCKER] |= SCS_NOMOVE;
|
|
|
+ StatusChangeStateTable[SC_BITE] |= SCS_NOMOVE;
|
|
|
+ StatusChangeStateTable[SC_THORNSTRAP] |= SCS_NOMOVE;
|
|
|
+ StatusChangeStateTable[SC_MAGNETICFIELD] |= SCS_NOMOVE;
|
|
|
+ StatusChangeStateTable[SC__MANHOLE] |= SCS_NOMOVE;
|
|
|
+ StatusChangeStateTable[SC_CURSEDCIRCLE_ATKER] |= SCS_NOMOVE;
|
|
|
+ StatusChangeStateTable[SC_CURSEDCIRCLE_TARGET] |= SCS_NOMOVE;
|
|
|
+ StatusChangeStateTable[SC_CRYSTALIZE] |= SCS_NOMOVE|SCS_NOMOVECOND;
|
|
|
+ StatusChangeStateTable[SC_NETHERWORLD] |= SCS_NOMOVE;
|
|
|
+ StatusChangeStateTable[SC_CAMOUFLAGE] |= SCS_NOMOVE|SCS_NOMOVECOND;
|
|
|
+ StatusChangeStateTable[SC_MEIKYOUSISUI] |= SCS_NOMOVE;
|
|
|
+ StatusChangeStateTable[SC_KAGEHUMI] |= SCS_NOMOVE;
|
|
|
+ StatusChangeStateTable[SC_KYOUGAKU] |= SCS_NOMOVE;
|
|
|
+ StatusChangeStateTable[SC_PARALYSIS] |= SCS_NOMOVE;
|
|
|
|
|
|
/* StatusChangeState (SCS_) NOPICKUPITEMS */
|
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- StatusChangeStateTable[SC_HIDING] |= SCS_NOPICKITEM;
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- StatusChangeStateTable[SC_CLOAKING] |= SCS_NOPICKITEM;
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- StatusChangeStateTable[SC_TRICKDEAD] |= SCS_NOPICKITEM;
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- StatusChangeStateTable[SC_BLADESTOP] |= SCS_NOPICKITEM;
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- StatusChangeStateTable[SC_CLOAKINGEXCEED] |= SCS_NOPICKITEM;
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- StatusChangeStateTable[SC_NOCHAT] |= SCS_NOPICKITEM|SCS_NOPICKITEMCOND;
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+ StatusChangeStateTable[SC_HIDING] |= SCS_NOPICKITEM;
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+ StatusChangeStateTable[SC_CLOAKING] |= SCS_NOPICKITEM;
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+ StatusChangeStateTable[SC_TRICKDEAD] |= SCS_NOPICKITEM;
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+ StatusChangeStateTable[SC_BLADESTOP] |= SCS_NOPICKITEM;
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+ StatusChangeStateTable[SC_CLOAKINGEXCEED] |= SCS_NOPICKITEM;
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+ StatusChangeStateTable[SC_NOCHAT] |= SCS_NOPICKITEM|SCS_NOPICKITEMCOND;
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/* StatusChangeState (SCS_) NODROPITEMS */
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- StatusChangeStateTable[SC_AUTOCOUNTER] |= SCS_NODROPITEM;
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- StatusChangeStateTable[SC_BLADESTOP] |= SCS_NODROPITEM;
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- StatusChangeStateTable[SC_NOCHAT] |= SCS_NODROPITEM|SCS_NODROPITEMCOND;
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+ StatusChangeStateTable[SC_AUTOCOUNTER] |= SCS_NODROPITEM;
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+ StatusChangeStateTable[SC_BLADESTOP] |= SCS_NODROPITEM;
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+ StatusChangeStateTable[SC_NOCHAT] |= SCS_NODROPITEM|SCS_NODROPITEMCOND;
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/* StatusChangeState (SCS_) NOCAST (skills) */
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- StatusChangeStateTable[SC_SILENCE] |= SCS_NOCAST;
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- StatusChangeStateTable[SC_STEELBODY] |= SCS_NOCAST;
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- StatusChangeStateTable[SC_BERSERK] |= SCS_NOCAST;
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- StatusChangeStateTable[SC__BLOODYLUST] |= SCS_NOCAST;
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- StatusChangeStateTable[SC_OBLIVIONCURSE] |= SCS_NOCAST;
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- StatusChangeStateTable[SC_WHITEIMPRISON] |= SCS_NOCAST;
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- StatusChangeStateTable[SC__INVISIBILITY] |= SCS_NOCAST;
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- StatusChangeStateTable[SC_CRYSTALIZE] |= SCS_NOCAST|SCS_NOCASTCOND;
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- StatusChangeStateTable[SC__IGNORANCE] |= SCS_NOCAST;
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- StatusChangeStateTable[SC_DEEPSLEEP] |= SCS_NOCAST;
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- StatusChangeStateTable[SC_SATURDAYNIGHTFEVER] |= SCS_NOCAST;
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- StatusChangeStateTable[SC_CURSEDCIRCLE_TARGET] |= SCS_NOCAST;
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- StatusChangeStateTable[SC_SILENCE] |= SCS_NOCAST;
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-
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- //Homon S
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- StatusChangeStateTable[SC_PARALYSIS] |= SCS_NOMOVE;
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+ StatusChangeStateTable[SC_SILENCE] |= SCS_NOCAST;
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+ StatusChangeStateTable[SC_STEELBODY] |= SCS_NOCAST;
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+ StatusChangeStateTable[SC_BERSERK] |= SCS_NOCAST;
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+ StatusChangeStateTable[SC__BLOODYLUST] |= SCS_NOCAST;
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+ StatusChangeStateTable[SC_OBLIVIONCURSE] |= SCS_NOCAST;
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+ StatusChangeStateTable[SC_WHITEIMPRISON] |= SCS_NOCAST;
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+ StatusChangeStateTable[SC__INVISIBILITY] |= SCS_NOCAST;
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+ StatusChangeStateTable[SC_CRYSTALIZE] |= SCS_NOCAST|SCS_NOCASTCOND;
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+ StatusChangeStateTable[SC__IGNORANCE] |= SCS_NOCAST;
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+ StatusChangeStateTable[SC_DEEPSLEEP] |= SCS_NOCAST;
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+ StatusChangeStateTable[SC_SATURDAYNIGHTFEVER] |= SCS_NOCAST;
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+ StatusChangeStateTable[SC_CURSEDCIRCLE_TARGET] |= SCS_NOCAST;
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+ StatusChangeStateTable[SC_SILENCE] |= SCS_NOCAST;
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+
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+ /* StatusChangeState (SCS_) NOCHAT (skills) */
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+ StatusChangeStateTable[SC_BERSERK] |= SCS_NOCHAT;
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+ StatusChangeStateTable[SC_SATURDAYNIGHTFEVER] |= SCS_NOCHAT;
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+ StatusChangeStateTable[SC_DEEPSLEEP] |= SCS_NOCHAT;
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+ StatusChangeStateTable[SC__BLOODYLUST] |= SCS_NOCHAT;
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+ StatusChangeStateTable[SC_NOCHAT] |= SCS_NOCHAT|SCS_NOCHATCOND;
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}
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@@ -3589,6 +3594,14 @@ void status_calc_state( struct block_list *bl, struct status_change *sc, enum sc
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}
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}
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+ /* can't chat */
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+ if( flag&SCS_NOCHAT ) {
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+ if( !(flag&SCS_NOCHATCOND) ) {
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+ sc->cant.chat += ( start ? 1 : -1 );
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+ } else if(sc->data[SC_NOCHAT] && sc->data[SC_NOCHAT]->val1&MANNER_NOCHAT)
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+ sc->cant.chat += ( start ? 1 : -1 );
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+ }
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+
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/* player-only states */
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if( bl->type == BL_PC ) {
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|