2012-11-28 - MOTR ищет таланты!
-
Йокко, в моем рабочем проекте на яве 1500+ классов на 50 мб весом. Не потяну наверное.
@"Ханзо-Хасаши":
Война и мир. Автор: Толстой Л.Н. Формат документа: (txt). Размер: 3197 Кб@"drinkermann":
Там ~160 файлов на 4.5 Мб весом.
Вообще нечего там править)
Если бы война и мир выглядела вот так:
! [code:1e8pt7s4]void initChangeTables(void)
! {
! int i;
! for (i = 0; i < SC_MAX; i++)
! StatusIconChangeTable** = SI_BLANK;**
! ** for (i = 0; i < MAX_SKILL; i++)**
! ** SkillStatusChangeTable** = SC_NONE;**
! ****
! ** memset(StatusSkillChangeTable, 0, sizeof(StatusSkillChangeTable));**
! ** memset(StatusChangeFlagTable, 0, sizeof(StatusChangeFlagTable));**
! ****
! ** //First we define the skill for common ailments. These are used in skill_additional_effect through sc cards. [Skotlex]**
! ** set_sc( NPC_PETRIFYATTACK , SC_STONE , SI_BLANK , SCB_DEF_ELE|SCB_DEF|SCB_MDEF );**
! ** set_sc( NPC_WIDEFREEZE , SC_FREEZE , SI_BLANK , SCB_DEF_ELE|SCB_DEF|SCB_MDEF );**
! ** set_sc( NPC_STUNATTACK , SC_STUN , SI_BLANK , SCB_NONE );**
! ** set_sc( NPC_SLEEPATTACK , SC_SLEEP , SI_BLANK , SCB_NONE );**
! ** set_sc( NPC_POISON , SC_POISON , SI_BLANK , SCB_DEF2|SCB_REGEN );**
! ** set_sc( NPC_CURSEATTACK , SC_CURSE , SI_BLANK , SCB_LUK|SCB_BATK|SCB_WATK|SCB_SPEED );**
! ** set_sc( NPC_SILENCEATTACK , SC_SILENCE , SI_BLANK , SCB_NONE );**
! ** set_sc( NPC_WIDECONFUSE , SC_CONFUSION , SI_BLANK , SCB_NONE );**
! ** set_sc( NPC_BLINDATTACK , SC_BLIND , SI_BLANK , SCB_HIT|SCB_FLEE );**
! ** set_sc( NPC_BLEEDING , SC_BLEEDING , SI_BLEEDING , SCB_REGEN );**
! ** set_sc( NPC_POISON , SC_DPOISON , SI_BLANK , SCB_DEF2|SCB_REGEN );**
! ****
! ** //The main status definitions**
! ** add_sc( SM_BASH , SC_STUN );**
! ** set_sc( SM_PROVOKE , SC_PROVOKE , SI_PROVOKE , SCB_DEF|SCB_DEF2|SCB_BATK|SCB_WATK );**
! ** add_sc( SM_MAGNUM , SC_WATK_ELEMENT );**
! ** set_sc( SM_ENDURE , SC_ENDURE , SI_ENDURE , SCB_MDEF|SCB_DSPD );**
! ** add_sc( MG_SIGHT , SC_SIGHT );**
! ** add_sc( MG_SAFETYWALL , SC_SAFETYWALL );**
! ** add_sc( MG_FROSTDIVER , SC_FREEZE );**
! ** add_sc( MG_STONECURSE , SC_STONE );**
! ** add_sc( AL_RUWACH , SC_RUWACH );**
! ** add_sc( AL_PNEUMA , SC_PNEUMA );**
! ** set_sc( AL_INCAGI , SC_INCREASEAGI , SI_INCREASEAGI , SCB_AGI|SCB_SPEED );**
! ** set_sc( AL_DECAGI , SC_DECREASEAGI , SI_DECREASEAGI , SCB_AGI|SCB_SPEED );**
! ** set_sc( AL_CRUCIS , SC_SIGNUMCRUCIS , SI_SIGNUMCRUCIS , SCB_DEF );**
! ** set_sc( AL_ANGELUS , SC_ANGELUS , SI_ANGELUS , SCB_DEF2 );**
! ** set_sc( AL_BLESSING , SC_BLESSING , SI_BLESSING , SCB_STR|SCB_INT|SCB_DEX );**
! ** set_sc( AC_CONCENTRATION , SC_CONCENTRATE , SI_CONCENTRATE , SCB_AGI|SCB_DEX );**
! ** set_sc( TF_HIDING , SC_HIDING , SI_HIDING , SCB_SPEED );**
! ** add_sc( TF_POISON , SC_POISON );**
! ** set_sc( KN_TWOHANDQUICKEN , SC_TWOHANDQUICKEN , SI_TWOHANDQUICKEN , SCB_ASPD );**
! ** add_sc( KN_AUTOCOUNTER , SC_AUTOCOUNTER );**
! ** set_sc( PR_IMPOSITIO , SC_IMPOSITIO , SI_IMPOSITIO , SCB_WATK );**
! ** set_sc( PR_SUFFRAGIUM , SC_SUFFRAGIUM , SI_SUFFRAGIUM , SCB_NONE );**
! ** set_sc( PR_ASPERSIO , SC_ASPERSIO , SI_ASPERSIO , SCB_ATK_ELE );**
! ** set_sc( PR_BENEDICTIO , SC_BENEDICTIO , SI_BENEDICTIO , SCB_DEF_ELE );**
! ** set_sc( PR_SLOWPOISON , SC_SLOWPOISON , SI_SLOWPOISON , SCB_REGEN );**
! ** set_sc( PR_KYRIE , SC_KYRIE , SI_KYRIE , SCB_NONE );**
! ** set_sc( PR_MAGNIFICAT , SC_MAGNIFICAT , SI_MAGNIFICAT , SCB_REGEN );**
! ** set_sc( PR_GLORIA , SC_GLORIA , SI_GLORIA , SCB_LUK );**
! ** add_sc( PR_LEXDIVINA , SC_SILENCE );**
! ** set_sc( PR_LEXAETERNA , SC_AETERNA , SI_AETERNA , SCB_NONE );**
! ** add_sc( WZ_METEOR , SC_STUN );**
! ** add_sc( WZ_VERMILION , SC_BLIND );**
! ** add_sc( WZ_FROSTNOVA , SC_FREEZE );**
! ** add_sc( WZ_STORMGUST , SC_FREEZE );**
! ** set_sc( WZ_QUAGMIRE , SC_QUAGMIRE , SI_QUAGMIRE , SCB_AGI|SCB_DEX|SCB_ASPD|SCB_SPEED );**
! ** set_sc( BS_ADRENALINE , SC_ADRENALINE , SI_ADRENALINE , SCB_ASPD );**
! ** set_sc( BS_WEAPONPERFECT , SC_WEAPONPERFECTION, SI_WEAPONPERFECTION, SCB_NONE );**
! ** set_sc( BS_OVERTHRUST , SC_OVERTHRUST , SI_OVERTHRUST , SCB_NONE );**
! ** set_sc( BS_MAXIMIZE , SC_MAXIMIZEPOWER , SI_MAXIMIZEPOWER , SCB_REGEN );**
! ** add_sc( HT_LANDMINE , SC_STUN );**
! ** add_sc( HT_ANKLESNARE , SC_ANKLE );**
! ** add_sc( HT_SANDMAN , SC_SLEEP );**
! ** add_sc( HT_FLASHER , SC_BLIND );**
! ** add_sc( HT_FREEZINGTRAP , SC_FREEZE );**
! ** set_sc( AS_CLOAKING , SC_CLOAKING , SI_CLOAKING , SCB_CRI|SCB_SPEED );**
! ** add_sc( AS_SONICBLOW , SC_STUN );**
! ** set_sc( AS_ENCHANTPOISON , SC_ENCPOISON , SI_ENCPOISON , SCB_ATK_ELE );**
! ** set_sc( AS_POISONREACT , SC_POISONREACT , SI_POISONREACT , SCB_NONE );**
! ** add_sc( AS_VENOMDUST , SC_POISON );**
! ** add_sc( AS_SPLASHER , SC_SPLASHER );**
! ** set_sc( NV_TRICKDEAD , SC_TRICKDEAD , SI_TRICKDEAD , SCB_REGEN );**
! ** set_sc( SM_AUTOBERSERK , SC_AUTOBERSERK , SI_AUTOBERSERK , SCB_NONE );**
! ** add_sc( TF_SPRINKLESAND , SC_BLIND );**
! ** add_sc( TF_THROWSTONE , SC_STUN );**
! ** set_sc( MC_LOUD , SC_LOUD , SI_LOUD , SCB_STR );**
! ** set_sc( MG_ENERGYCOAT , SC_ENERGYCOAT , SI_ENERGYCOAT , SCB_NONE );**
! ** set_sc( NPC_EMOTION , SC_MODECHANGE , SI_BLANK , SCB_MODE );**
! ** add_sc( NPC_EMOTION_ON , SC_MODECHANGE );**
! ** set_sc( NPC_ATTRICHANGE , SC_ELEMENTALCHANGE , SI_ARMOR_PROPERTY , SCB_DEF_ELE );**
! ** add_sc( NPC_CHANGEWATER , SC_ELEMENTALCHANGE );**
! ** add_sc( NPC_CHANGEGROUND , SC_ELEMENTALCHANGE );**
! ** add_sc( NPC_CHANGEFIRE , SC_ELEMENTALCHANGE );**
! ** add_sc( NPC_CHANGEWIND , SC_ELEMENTALCHANGE );**
! ** add_sc( NPC_CHANGEPOISON , SC_ELEMENTALCHANGE );**
! ** add_sc( NPC_CHANGEHOLY , SC_ELEMENTALCHANGE );**
! ** add_sc( NPC_CHANGEDARKNESS , SC_ELEMENTALCHANGE );**
! ** add_sc( NPC_CHANGETELEKINESIS, SC_ELEMENTALCHANGE );**
! ** add_sc( NPC_POISON , SC_POISON );**
! ** add_sc( NPC_BLINDATTACK , SC_BLIND );**
! ** add_sc( NPC_SILENCEATTACK , SC_SILENCE );**
! ** add_sc( NPC_STUNATTACK , SC_STUN );**
! ** add_sc( NPC_PETRIFYATTACK , SC_STONE );**
! ** add_sc( NPC_CURSEATTACK , SC_CURSE );**
! ** add_sc( NPC_SLEEPATTACK , SC_SLEEP );**
! ** add_sc( NPC_MAGICALATTACK , SC_MAGICALATTACK );**
! ** set_sc( NPC_KEEPING , SC_KEEPING , SI_BLANK , SCB_DEF );**
! ** add_sc( NPC_DARKBLESSING , SC_COMA );**
! ** set_sc( NPC_BARRIER , SC_BARRIER , SI_BLANK , SCB_MDEF|SCB_DEF );**
! ** add_sc( NPC_DEFENDER , SC_ARMOR );**
! ** add_sc( NPC_LICK , SC_STUN );**
! ** set_sc( NPC_HALLUCINATION , SC_HALLUCINATION , SI_HALLUCINATION , SCB_NONE );**
! ** add_sc( NPC_REBIRTH , SC_REBIRTH );**
! ** add_sc( RG_RAID , SC_STUN );**
! ** set_sc( RG_STRIPWEAPON , SC_STRIPWEAPON , SI_STRIPWEAPON , SCB_WATK );**
! ** set_sc( RG_STRIPSHIELD , SC_STRIPSHIELD , SI_STRIPSHIELD , SCB_DEF );**
! ** set_sc( RG_STRIPARMOR , SC_STRIPARMOR , SI_STRIPARMOR , SCB_VIT );**
! ** set_sc( RG_STRIPHELM , SC_STRIPHELM , SI_STRIPHELM , SCB_INT );**
! ** add_sc( AM_ACIDTERROR , SC_BLEEDING );**
! ** set_sc( AM_CP_WEAPON , SC_CP_WEAPON , SI_CP_WEAPON , SCB_NONE );**
! ** set_sc( AM_CP_SHIELD , SC_CP_SHIELD , SI_CP_SHIELD , SCB_NONE );**
! ** set_sc( AM_CP_ARMOR , SC_CP_ARMOR , SI_CP_ARMOR , SCB_NONE );**
! ** set_sc( AM_CP_HELM , SC_CP_HELM , SI_CP_HELM , SCB_NONE );**
! ** set_sc( CR_AUTOGUARD , SC_AUTOGUARD , SI_AUTOGUARD , SCB_NONE );**
! ** add_sc( CR_SHIELDCHARGE , SC_STUN );**
! ** set_sc( CR_REFLECTSHIELD , SC_REFLECTSHIELD , SI_REFLECTSHIELD , SCB_NONE );**
! ** add_sc( CR_HOLYCROSS , SC_BLIND );**
! ** add_sc( CR_GRANDCROSS , SC_BLIND );**
! ** add_sc( CR_DEVOTION , SC_DEVOTION );**
! ** set_sc( CR_PROVIDENCE , SC_PROVIDENCE , SI_PROVIDENCE , SCB_ALL );**
! ** set_sc( CR_DEFENDER , SC_DEFENDER , SI_DEFENDER , SCB_SPEED|SCB_ASPD );**
! ** set_sc( CR_SPEARQUICKEN , SC_SPEARQUICKEN , SI_SPEARQUICKEN , SCB_ASPD );**
! ** set_sc( MO_STEELBODY , SC_STEELBODY , SI_STEELBODY , SCB_DEF|SCB_MDEF|SCB_ASPD|SCB_SPEED );**
! ** add_sc( MO_BLADESTOP , SC_BLADESTOP_WAIT );**
! ** add_sc( MO_BLADESTOP , SC_BLADESTOP );**
! ** set_sc( MO_EXPLOSIONSPIRITS , SC_EXPLOSIONSPIRITS, SI_EXPLOSIONSPIRITS, SCB_CRI|SCB_REGEN );**
! ** set_sc( MO_EXTREMITYFIST , SC_EXTREMITYFIST , SI_BLANK , SCB_REGEN );**
! ** add_sc( SA_MAGICROD , SC_MAGICROD );**
! ** set_sc( SA_AUTOSPELL , SC_AUTOSPELL , SI_AUTOSPELL , SCB_NONE );**
! ** set_sc( SA_FLAMELAUNCHER , SC_FIREWEAPON , SI_FIREWEAPON , SCB_ATK_ELE );**
! ** set_sc( SA_FROSTWEAPON , SC_WATERWEAPON , SI_WATERWEAPON , SCB_ATK_ELE );**
! ** set_sc( SA_LIGHTNINGLOADER , SC_WINDWEAPON , SI_WINDWEAPON , SCB_ATK_ELE );**
! ** set_sc( SA_SEISMICWEAPON , SC_EARTHWEAPON , SI_EARTHWEAPON , SCB_ATK_ELE );**
! ** set_sc( SA_VOLCANO , SC_VOLCANO , SI_LANDENDOW , SCB_WATK );**
! ** set_sc( SA_DELUGE , SC_DELUGE , SI_LANDENDOW , SCB_MAXHP );**
! ** set_sc( SA_VIOLENTGALE , SC_VIOLENTGALE , SI_LANDENDOW , SCB_FLEE );**
! ** add_sc( SA_REVERSEORCISH , SC_ORCISH );**
! ** add_sc( SA_COMA , SC_COMA );**
! ** set_sc( BD_ENCORE , SC_DANCING , SI_BLANK , SCB_SPEED|SCB_REGEN );**
! ** add_sc( BD_RICHMANKIM , SC_RICHMANKIM );**
! ** set_sc( BD_ETERNALCHAOS , SC_ETERNALCHAOS , SI_BLANK , SCB_DEF2 );**
! ** set_sc( BD_DRUMBATTLEFIELD , SC_DRUMBATTLE , SI_BLANK , SCB_WATK|SCB_DEF );**
! ** set_sc( BD_RINGNIBELUNGEN , SC_NIBELUNGEN , SI_BLANK , SCB_WATK );**
! ** add_sc( BD_ROKISWEIL , SC_ROKISWEIL );**
! ** add_sc( BD_INTOABYSS , SC_INTOABYSS );**
! ** set_sc( BD_SIEGFRIED , SC_SIEGFRIED , SI_BLANK , SCB_ALL );**
! ** add_sc( BA_FROSTJOKER , SC_FREEZE );**
! ** set_sc( BA_WHISTLE , SC_WHISTLE , SI_BLANK , SCB_FLEE|SCB_FLEE2 );**
! ** set_sc( BA_ASSASSINCROSS , SC_ASSNCROS , SI_BLANK , SCB_ASPD );**
! ** add_sc( BA_POEMBRAGI , SC_POEMBRAGI );**
! ** set_sc( BA_APPLEIDUN , SC_APPLEIDUN , SI_BLANK , SCB_MAXHP );**
! ** add_sc( DC_SCREAM , SC_STUN );**
! ** set_sc( DC_HUMMING , SC_HUMMING , SI_BLANK , SCB_HIT );**
! ** set_sc( DC_DONTFORGETME , SC_DONTFORGETME , SI_BLANK , SCB_SPEED|SCB_ASPD );**
! ** set_sc( DC_FORTUNEKISS , SC_FORTUNE , SI_BLANK , SCB_CRI );**
! ** set_sc( DC_SERVICEFORYOU , SC_SERVICE4U , SI_BLANK , SCB_ALL );**
! ** add_sc( NPC_DARKCROSS , SC_BLIND );**
! ** add_sc( NPC_GRANDDARKNESS , SC_BLIND );**
! ** set_sc( NPC_STOP , SC_STOP , SI_STOP , SCB_NONE );**
! ** set_sc( NPC_WEAPONBRAKER , SC_BROKENWEAPON , SI_BROKENWEAPON , SCB_NONE );**
! ** set_sc( NPC_ARMORBRAKE , SC_BROKENARMOR , SI_BROKENARMOR , SCB_NONE );**
! ** set_sc( NPC_CHANGEUNDEAD , SC_CHANGEUNDEAD , SI_UNDEAD , SCB_DEF_ELE );**
! ** set_sc( NPC_POWERUP , SC_INCHITRATE , SI_BLANK , SCB_HIT );**
! ** set_sc( NPC_AGIUP , SC_INCFLEERATE , SI_BLANK , SCB_FLEE );**
! ** add_sc( NPC_INVISIBLE , SC_CLOAKING );**
! ** set_sc( LK_AURABLADE , SC_AURABLADE , SI_AURABLADE , SCB_NONE );**
! ** set_sc( LK_PARRYING , SC_PARRYING , SI_PARRYING , SCB_NONE );**
! ** set_sc( LK_CONCENTRATION , SC_CONCENTRATION , SI_CONCENTRATION , SCB_BATK|SCB_WATK|SCB_HIT|SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_DSPD );**
! ** set_sc( LK_TENSIONRELAX , SC_TENSIONRELAX , SI_TENSIONRELAX , SCB_REGEN );**
! ** set_sc( LK_BERSERK , SC_BERSERK , SI_BERSERK , SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_MDEF2|SCB_FLEE|SCB_SPEED|SCB_ASPD|SCB_MAXHP|SCB_REGEN );**
! ** set_sc( HP_ASSUMPTIO , SC_ASSUMPTIO , SI_ASSUMPTIO , SCB_NONE );**
! ** add_sc( HP_BASILICA , SC_BASILICA );**
! ** set_sc( HW_MAGICPOWER , SC_MAGICPOWER , SI_MAGICPOWER , SCB_MATK );**
! ** add_sc( PA_SACRIFICE , SC_SACRIFICE );**
! ** set_sc( PA_GOSPEL , SC_GOSPEL , SI_BLANK , SCB_SPEED|SCB_ASPD );**
! ** add_sc( PA_GOSPEL , SC_SCRESIST );**
! ** add_sc( CH_TIGERFIST , SC_STOP );**
! ** set_sc( ASC_EDP , SC_EDP , SI_EDP , SCB_NONE );**
! ** set_sc( SN_SIGHT , SC_TRUESIGHT , SI_TRUESIGHT , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK|SCB_CRI|SCB_HIT );**
! ** set_sc( SN_WINDWALK , SC_WINDWALK , SI_WINDWALK , SCB_FLEE|SCB_SPEED );**
! ** set_sc( WS_MELTDOWN , SC_MELTDOWN , SI_MELTDOWN , SCB_NONE );**
! ** set_sc( WS_CARTBOOST , SC_CARTBOOST , SI_CARTBOOST , SCB_SPEED );**
! ** set_sc( ST_CHASEWALK , SC_CHASEWALK , SI_BLANK , SCB_SPEED );**
! ** set_sc( ST_REJECTSWORD , SC_REJECTSWORD , SI_REJECTSWORD , SCB_NONE );**
! ** add_sc( ST_REJECTSWORD , SC_AUTOCOUNTER );**
! ** set_sc( CG_MARIONETTE , SC_MARIONETTE , SI_MARIONETTE , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK );**
! ** set_sc( CG_MARIONETTE , SC_MARIONETTE2 , SI_MARIONETTE2 , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK );**
! ** add_sc( LK_SPIRALPIERCE , SC_STOP );**
! ** add_sc( LK_HEADCRUSH , SC_BLEEDING );**
! ** set_sc( LK_JOINTBEAT , SC_JOINTBEAT , SI_JOINTBEAT , SCB_BATK|SCB_DEF2|SCB_SPEED|SCB_ASPD );**
! ** add_sc( HW_NAPALMVULCAN , SC_CURSE );**
! ** set_sc( PF_MINDBREAKER , SC_MINDBREAKER , SI_BLANK , SCB_MATK|SCB_MDEF2 );**
! ** add_sc( PF_MEMORIZE , SC_MEMORIZE );**
! ** add_sc( PF_FOGWALL , SC_FOGWALL );**
! ** set_sc( PF_SPIDERWEB , SC_SPIDERWEB , SI_BLANK , SCB_FLEE );**
! ** set_sc( WE_BABY , SC_BABY , SI_BABY , SCB_NONE );**
! ** set_sc( TK_RUN , SC_RUN , SI_RUN , SCB_SPEED|SCB_DSPD );**
! ** set_sc( TK_RUN , SC_SPURT , SI_SPURT , SCB_STR );**
! ** set_sc( TK_READYSTORM , SC_READYSTORM , SI_READYSTORM , SCB_NONE );**
! ** set_sc( TK_READYDOWN , SC_READYDOWN , SI_READYDOWN , SCB_NONE );**
! ** add_sc( TK_DOWNKICK , SC_STUN );**
! ** set_sc( TK_READYTURN , SC_READYTURN , SI_READYTURN , SCB_NONE );**
! ** set_sc( TK_READYCOUNTER , SC_READYCOUNTER , SI_READYCOUNTER , SCB_NONE );**
! ** set_sc( TK_DODGE , SC_DODGE , SI_DODGE , SCB_NONE );**
! ** set_sc( TK_SPTIME , SC_EARTHSCROLL , SI_EARTHSCROLL , SCB_NONE );**
! ** add_sc( TK_SEVENWIND , SC_SEVENWIND ); **
! ** set_sc( TK_SEVENWIND , SC_GHOSTWEAPON , SI_GHOSTWEAPON , SCB_ATK_ELE ); **
! ** set_sc( TK_SEVENWIND , SC_SHADOWWEAPON , SI_SHADOWWEAPON , SCB_ATK_ELE ); **
! ** set_sc( SG_SUN_WARM , SC_WARM , SI_WARM , SCB_NONE );**
! ** add_sc( SG_MOON_WARM , SC_WARM );**
! ** add_sc( SG_STAR_WARM , SC_WARM );**
! ** set_sc( SG_SUN_COMFORT , SC_SUN_COMFORT , SI_SUN_COMFORT , SCB_DEF2 );**
! ** set_sc( SG_MOON_COMFORT , SC_MOON_COMFORT , SI_MOON_COMFORT , SCB_FLEE );**
! ** set_sc( SG_STAR_COMFORT , SC_STAR_COMFORT , SI_STAR_COMFORT , SCB_ASPD );**
! ** add_sc( SG_FRIEND , SC_SKILLRATE_UP );**
! ** set_sc( SG_KNOWLEDGE , SC_KNOWLEDGE , SI_BLANK , SCB_ALL );**
! ** set_sc( SG_FUSION , SC_FUSION , SI_BLANK , SCB_SPEED );**
! ** set_sc( BS_ADRENALINE2 , SC_ADRENALINE2 , SI_ADRENALINE2 , SCB_ASPD );**
! ** set_sc( SL_KAIZEL , SC_KAIZEL , SI_KAIZEL , SCB_NONE );**
! ** set_sc( SL_KAAHI , SC_KAAHI , SI_KAAHI , SCB_NONE );**
! ** set_sc( SL_KAUPE , SC_KAUPE , SI_KAUPE , SCB_NONE );**
! ** set_sc( SL_KAITE , SC_KAITE , SI_KAITE , SCB_NONE );**
! ** add_sc( SL_STUN , SC_STUN );**
! ** set_sc( SL_SWOO , SC_SWOO , SI_BLANK , SCB_SPEED );**
! ** set_sc( SL_SKE , SC_SKE , SI_BLANK , SCB_BATK|SCB_WATK|SCB_DEF|SCB_DEF2 );**
! ** set_sc( SL_SKA , SC_SKA , SI_BLANK , SCB_DEF|SCB_MDEF|SCB_ASPD );**
! ** set_sc( SL_SMA , SC_SMA , SI_SMA , SCB_NONE );**
! ** set_sc( SM_SELFPROVOKE , SC_PROVOKE , SI_PROVOKE , SCB_DEF|SCB_DEF2|SCB_BATK|SCB_WATK );**
! ** set_sc( ST_PRESERVE , SC_PRESERVE , SI_PRESERVE , SCB_NONE );**
! ** set_sc( PF_DOUBLECASTING , SC_DOUBLECAST , SI_DOUBLECAST , SCB_NONE );**
! ** set_sc( HW_GRAVITATION , SC_GRAVITATION , SI_BLANK , SCB_ASPD );**
! ** add_sc( WS_CARTTERMINATION , SC_STUN );**
! ** set_sc( WS_OVERTHRUSTMAX , SC_MAXOVERTHRUST , SI_MAXOVERTHRUST , SCB_NONE );**
! ** set_sc( CG_LONGINGFREEDOM , SC_LONGING , SI_BLANK , SCB_SPEED|SCB_ASPD );**
! ** add_sc( CG_HERMODE , SC_HERMODE );**
! ** set_sc( ITEM_ENCHANTARMS , SC_ENCHANTARMS , SI_BLANK , SCB_ATK_ELE );**
! ** set_sc( SL_HIGH , SC_SPIRIT , SI_SPIRIT , SCB_ALL );**
! ** set_sc( KN_ONEHAND , SC_ONEHAND , SI_ONEHAND , SCB_ASPD );**
! ** set_sc( GS_FLING , SC_FLING , SI_BLANK , SCB_DEF|SCB_DEF2 );**
! ** add_sc( GS_CRACKER , SC_STUN );**
! ** add_sc( GS_DISARM , SC_STRIPWEAPON );**
! ** add_sc( GS_PIERCINGSHOT , SC_BLEEDING );**
! ** 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_BATK|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( NJ_UTSUSEMI , SC_UTSUSEMI , SI_UTSUSEMI , SCB_NONE );**
! ** set_sc( NJ_BUNSINJYUTSU , SC_BUNSINJYUTSU , SI_BUNSINJYUTSU , SCB_DYE );**
! ****
! ** add_sc( NPC_ICEBREATH , SC_FREEZE );**
! ** add_sc( NPC_ACIDBREATH , SC_POISON );**
! ** add_sc( NPC_HELLJUDGEMENT , SC_CURSE );**
! ** add_sc( NPC_WIDESILENCE , SC_SILENCE );**
! ** add_sc( NPC_WIDEFREEZE , SC_FREEZE );**
! ** add_sc( NPC_WIDEBLEEDING , SC_BLEEDING );**
! ** add_sc( NPC_WIDESTONE , SC_STONE );**
! ** add_sc( NPC_WIDECONFUSE , SC_CONFUSION );**
! ** add_sc( NPC_WIDESLEEP , SC_SLEEP );**
! ** add_sc( NPC_WIDESIGHT , SC_SIGHT );**
! ** add_sc( NPC_EVILLAND , SC_BLIND );**
! ** add_sc( NPC_MAGICMIRROR , SC_MAGICMIRROR );**
! ** set_sc( NPC_SLOWCAST , SC_SLOWCAST , SI_SLOWCAST , SCB_NONE );**
! ** set_sc( NPC_CRITICALWOUND , SC_CRITICALWOUND , SI_CRITICALWOUND , SCB_NONE );**
! ** set_sc( NPC_STONESKIN , SC_ARMORCHANGE , SI_BLANK , SCB_DEF|SCB_MDEF );**
! ** add_sc( NPC_ANTIMAGIC , SC_ARMORCHANGE );**
! ** add_sc( NPC_WIDECURSE , SC_CURSE );**
! ** add_sc( NPC_WIDESTUN , SC_STUN );**
! ****
! ** set_sc( NPC_HELLPOWER , SC_HELLPOWER , SI_HELLPOWER , SCB_NONE );**
! ** set_sc( NPC_WIDEHELLDIGNITY , SC_HELLPOWER , SI_HELLPOWER , SCB_NONE );**
! ** set_sc( NPC_INVINCIBLE , SC_INVINCIBLE , SI_INVINCIBLE , SCB_SPEED );**
! ** set_sc( NPC_INVINCIBLEOFF , SC_INVINCIBLEOFF , SI_BLANK , SCB_SPEED );**
! ****
! ** set_sc( CASH_BLESSING , SC_BLESSING , SI_BLESSING , SCB_STR|SCB_INT|SCB_DEX );**
! ** set_sc( CASH_INCAGI , SC_INCREASEAGI , SI_INCREASEAGI , SCB_AGI|SCB_SPEED );**
! ** set_sc( CASH_ASSUMPTIO , SC_ASSUMPTIO , SI_ASSUMPTIO , SCB_NONE );**
! ****
! ** set_sc( ALL_PARTYFLEE , SC_PARTYFLEE , SI_PARTYFLEE , SCB_FLEE );**
! ****
! ** 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 );**
! ** set_sc( WZ_SIGHTBLASTER , SC_SIGHTBLASTER , SI_SIGHTBLASTER , SCB_NONE );**
! ** set_sc( DC_WINKCHARM , SC_WINKCHARM , SI_WINKCHARM , SCB_NONE );**
! ** add_sc( MO_BALKYOUNG , SC_STUN );**
! ** add_sc( SA_ELEMENTWATER , SC_ELEMENTALCHANGE );**
! ** add_sc( SA_ELEMENTFIRE , SC_ELEMENTALCHANGE );**
! ** add_sc( SA_ELEMENTGROUND , SC_ELEMENTALCHANGE );**
! ** add_sc( SA_ELEMENTWIND , SC_ELEMENTALCHANGE );**
! ****
! ** set_sc( RK_ENCHANTBLADE , SC_ENCHANTBLADE , SI_ENCHANTBLADE , SCB_NONE );**
! ** set_sc( RK_DEATHBOUND , SC_DEATHBOUND , SI_DEATHBOUND , SCB_NONE );**
! ** set_sc( RK_MILLENNIUMSHIELD , SC_MILLENNIUMSHIELD , SI_BLANK , SCB_NONE );**
! ** set_sc( RK_CRUSHSTRIKE , SC_CRUSHSTRIKE , SI_CRUSHSTRIKE , SCB_NONE );**
! ** set_sc( RK_REFRESH , SC_REFRESH , SI_REFRESH , SCB_NONE );**
! ** set_sc( RK_GIANTGROWTH , SC_GIANTGROWTH , SI_GIANTGROWTH , SCB_STR );**
! ** set_sc( RK_STONEHARDSKIN , SC_STONEHARDSKIN , SI_STONEHARDSKIN , SCB_DEF2|SCB_MDEF2 );**
! ** set_sc( RK_VITALITYACTIVATION, SC_VITALITYACTIVATION , SI_VITALITYACTIVATION , SCB_REGEN );**
! ** set_sc( RK_FIGHTINGSPIRIT , SC_FIGHTINGSPIRIT , SI_FIGHTINGSPIRIT , SCB_ASPD );**
! ** set_sc( RK_ABUNDANCE , SC_ABUNDANCE , SI_ABUNDANCE , SCB_NONE );**
! ****
! ** set_sc( AB_ADORAMUS , SC_ADORAMUS , SI_ADORAMUS , SCB_AGI|SCB_SPEED );**
! ** add_sc( AB_CLEMENTIA , SC_BLESSING );**
! ** add_sc( AB_CANTO , SC_INCREASEAGI );**
! ** add_sc( AB_PRAEFATIO , SC_KYRIE );**
! ** set_sc( AB_EPICLESIS , SC_EPICLESIS , SI_EPICLESIS , SCB_MAXHP );**
! ** set_sc( AB_ORATIO , SC_ORATIO , SI_ORATIO , SCB_NONE );**
! ** set_sc( AB_LAUDAAGNUS , SC_LAUDAAGNUS , SI_LAUDAAGNUS , SCB_VIT );**
! ** set_sc( AB_LAUDARAMUS , SC_LAUDARAMUS , SI_LAUDARAMUS , SCB_LUK );**
! ** set_sc( AB_RENOVATIO , SC_RENOVATIO , SI_RENOVATIO , SCB_REGEN );**
! ** set_sc( AB_EXPIATIO , SC_EXPIATIO , SI_EXPIATIO , SCB_NONE );**
! ** set_sc( AB_DUPLELIGHT , SC_DUPLELIGHT , SI_DUPLELIGHT , SCB_NONE );**
! ** set_sc( AB_SECRAMENT , SC_AB_SECRAMENT , SI_AB_SECRAMENT , SCB_NONE );**
! ****
! ** set_sc( HLIF_AVOID , SC_AVOID , SI_BLANK , SCB_SPEED );**
! ** set_sc( HLIF_CHANGE , SC_CHANGE , SI_BLANK , SCB_VIT|SCB_INT );**
! ** set_sc( HFLI_FLEET , SC_FLEET , SI_BLANK , SCB_ASPD|SCB_BATK|SCB_WATK );**
! ** set_sc( HFLI_SPEED , SC_SPEED , SI_BLANK , SCB_FLEE );**
! ** set_sc( HAMI_DEFENCE , SC_DEFENCE , SI_BLANK , SCB_DEF );**
! ** set_sc( HAMI_BLOODLUST , SC_BLOODLUST , SI_BLANK , SCB_BATK|SCB_WATK );**
! ****
! ** add_sc( MER_CRASH , SC_STUN );**
! ** set_sc( MER_PROVOKE , SC_PROVOKE , SI_PROVOKE , SCB_DEF|SCB_DEF2|SCB_BATK|SCB_WATK );**
! ** add_sc( MS_MAGNUM , SC_WATK_ELEMENT );**
! ** add_sc( MER_SIGHT , SC_SIGHT );**
! ** set_sc( MER_DECAGI , SC_DECREASEAGI , SI_DECREASEAGI , SCB_AGI|SCB_SPEED );**
! ** set_sc( MER_MAGNIFICAT , SC_MAGNIFICAT , SI_MAGNIFICAT , SCB_REGEN );**
! ** add_sc( MER_LEXDIVINA , SC_SILENCE );**
! ** add_sc( MA_LANDMINE , SC_STUN );**
! ** add_sc( MA_SANDMAN , SC_SLEEP );**
! ** add_sc( MA_FREEZINGTRAP , SC_FREEZE );**
! ** set_sc( MER_AUTOBERSERK , SC_AUTOBERSERK , SI_AUTOBERSERK , SCB_NONE );**
! ** set_sc( ML_AUTOGUARD , SC_AUTOGUARD , SI_AUTOGUARD , SCB_NONE );**
! ** set_sc( MS_REFLECTSHIELD , SC_REFLECTSHIELD , SI_REFLECTSHIELD , SCB_NONE );**
! ** set_sc( ML_DEFENDER , SC_DEFENDER , SI_DEFENDER , SCB_SPEED|SCB_ASPD );**
! ** set_sc( MS_PARRYING , SC_PARRYING , SI_PARRYING , SCB_NONE );**
! ** 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 );**
! ** add_sc( ML_SPIRALPIERCE , SC_STOP );**
! ** set_sc( MER_QUICKEN , SC_MERC_QUICKEN , SI_BLANK , SCB_ASPD );**
! ** add_sc( ML_DEVOTION , SC_DEVOTION );**
! ** set_sc( MER_KYRIE , SC_KYRIE , SI_KYRIE , SCB_NONE );**
! ** set_sc( MER_BLESSING , SC_BLESSING , SI_BLESSING , SCB_STR|SCB_INT|SCB_DEX );**
! ** set_sc( MER_INCAGI , SC_INCREASEAGI , SI_INCREASEAGI , SCB_AGI|SCB_SPEED );**
! ****
! ** set_sc( GD_LEADERSHIP , SC_GUILDAURA , SI_BLANK , SCB_STR|SCB_AGI|SCB_VIT|SCB_DEX );**
! ** set_sc( GD_BATTLEORDER , SC_BATTLEORDERS , SI_BLANK , SCB_STR|SCB_INT|SCB_DEX );**
! ** set_sc( GD_REGENERATION , SC_REGENERATION , SI_BLANK , SCB_REGEN );**
! ****
! ** // 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,**
! ** 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;**
! ** StatusIconChangeTable[SC_WEIGHT90] = SI_WEIGHT90;**
! ** StatusIconChangeTable[SC_ASPDPOTION0] = SI_ASPDPOTION0;**
! ** StatusIconChangeTable[SC_ASPDPOTION1] = SI_ASPDPOTION1;**
! ** StatusIconChangeTable[SC_ASPDPOTION2] = SI_ASPDPOTION2;**
! ** StatusIconChangeTable[SC_ASPDPOTION3] = SI_ASPDPOTIONINFINITY;**
! ** StatusIconChangeTable[SC_SPEEDUP0] = SI_MOVHASTE_HORSE;**
! ** StatusIconChangeTable[SC_SPEEDUP1] = SI_SPEEDPOTION1;**
! ** StatusIconChangeTable[SC_INCSTR] = SI_INCSTR;**
! ** StatusIconChangeTable[SC_MIRACLE] = SI_SPIRIT;**
! ** StatusIconChangeTable[SC_INTRAVISION] = SI_INTRAVISION;**
! ** StatusIconChangeTable[SC_STRFOOD] = SI_FOODSTR;**
! ** StatusIconChangeTable[SC_AGIFOOD] = SI_FOODAGI;**
! ** StatusIconChangeTable[SC_VITFOOD] = SI_FOODVIT;**
! ** StatusIconChangeTable[SC_INTFOOD] = SI_FOODINT;**
! ** StatusIconChangeTable[SC_DEXFOOD] = SI_FOODDEX;**
! ** StatusIconChangeTable[SC_LUKFOOD] = SI_FOODLUK;**
! ** StatusIconChangeTable[SC_FLEEFOOD]= SI_FOODFLEE;**
! ** StatusIconChangeTable[SC_HITFOOD] = SI_FOODHIT;**
! ** StatusIconChangeTable[SC_MANU_ATK] = SI_MANU_ATK;**
! ** StatusIconChangeTable[SC_MANU_DEF] = SI_MANU_DEF;**
! ** StatusIconChangeTable[SC_SPL_ATK] = SI_SPL_ATK;**
! ** StatusIconChangeTable[SC_SPL_DEF] = SI_SPL_DEF;**
! ** StatusIconChangeTable[SC_MANU_MATK] = SI_MANU_MATK;**
! ** StatusIconChangeTable[SC_SPL_MATK] = SI_SPL_MATK;**
! ****
! ** //Cash Items**
! ** StatusIconChangeTable[SC_FOOD_STR_CASH] = SI_FOOD_STR_CASH;**
! ** StatusIconChangeTable[SC_FOOD_AGI_CASH] = SI_FOOD_AGI_CASH;**
! ** StatusIconChangeTable[SC_FOOD_VIT_CASH] = SI_FOOD_VIT_CASH;**
! ** StatusIconChangeTable[SC_FOOD_DEX_CASH] = SI_FOOD_DEX_CASH;**
! ** StatusIconChangeTable[SC_FOOD_INT_CASH] = SI_FOOD_INT_CASH;**
! ** StatusIconChangeTable[SC_FOOD_LUK_CASH] = SI_FOOD_LUK_CASH;**
! ** StatusIconChangeTable[SC_EXPBOOST] = SI_EXPBOOST;**
! ** StatusIconChangeTable[SC_ITEMBOOST] = SI_ITEMBOOST;**
! ** StatusIconChangeTable[SC_JEXPBOOST] = SI_CASH_PLUSONLYJOBEXP;**
! ** StatusIconChangeTable[SC_LIFEINSURANCE] = SI_LIFEINSURANCE;**
! ** StatusIconChangeTable[SC_BOSSMAPINFO] = SI_BOSSMAPINFO;**
! ** StatusIconChangeTable[SC_DEF_RATE] = SI_DEF_RATE;**
! ** StatusIconChangeTable[SC_MDEF_RATE] = SI_MDEF_RATE;**
! ** StatusIconChangeTable[SC_INCCRI] = SI_INCCRI;**
! ** StatusIconChangeTable[SC_INCFLEE2] = SI_PLUSAVOIDVALUE;**
! ** StatusIconChangeTable[SC_INCHEALRATE] = SI_INCHEALRATE;**
! ** StatusIconChangeTable[SC_S_LIFEPOTION] = SI_S_LIFEPOTION;**
! ** StatusIconChangeTable[SC_L_LIFEPOTION] = SI_L_LIFEPOTION;**
! ** StatusIconChangeTable[SC_SPCOST_RATE] = SI_ATKER_BLOOD;**
! ** StatusIconChangeTable[SC_COMMONSC_RESIST] = SI_TARGET_BLOOD;**
! ** // Mercenary Bonus Effects**
! ** StatusIconChangeTable[SC_MERC_FLEEUP] = SI_MERC_FLEEUP;**
! ** StatusIconChangeTable[SC_MERC_ATKUP] = SI_MERC_ATKUP;**
! ** StatusIconChangeTable[SC_MERC_HPUP] = SI_MERC_HPUP;**
! ** StatusIconChangeTable[SC_MERC_SPUP] = SI_MERC_SPUP;**
! ** StatusIconChangeTable[SC_MERC_HITUP] = SI_MERC_HITUP;**
! ****
! ** //Other SC which are not necessarily associated to skills.**
! ** StatusChangeFlagTable[SC_ASPDPOTION0] = SCB_ASPD;**
! ** StatusChangeFlagTable[SC_ASPDPOTION1] = SCB_ASPD;**
! ** StatusChangeFlagTable[SC_ASPDPOTION2] = SCB_ASPD;**
! ** StatusChangeFlagTable[SC_ASPDPOTION3] = SCB_ASPD;**
! ** StatusChangeFlagTable[SC_SPEEDUP0] = SCB_SPEED;**
! ** StatusChangeFlagTable[SC_SPEEDUP1] = SCB_SPEED;**
! ** StatusChangeFlagTable[SC_ATKPOTION] = SCB_BATK;**
! ** StatusChangeFlagTable[SC_MATKPOTION] = SCB_MATK;**
! ** StatusChangeFlagTable[SC_INCALLSTATUS] |= SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK;**
! ** StatusChangeFlagTable[SC_INCSTR] |= SCB_STR;**
! ** StatusChangeFlagTable[SC_INCAGI] |= SCB_AGI;**
! ** StatusChangeFlagTable[SC_INCVIT] |= SCB_VIT;**
! ** StatusChangeFlagTable[SC_INCINT] |= SCB_INT;**
! ** StatusChangeFlagTable[SC_INCDEX] |= SCB_DEX;**
! ** StatusChangeFlagTable[SC_INCLUK] |= SCB_LUK;**
! ** StatusChangeFlagTable[SC_INCHIT] |= SCB_HIT;**
! ** StatusChangeFlagTable[SC_INCHITRATE] |= SCB_HIT;**
! ** StatusChangeFlagTable[SC_INCFLEE] |= SCB_FLEE;**
! ** StatusChangeFlagTable[SC_INCFLEERATE] |= SCB_FLEE;**
! ** StatusChangeFlagTable[SC_INCCRI] |= SCB_CRI;**
! ** StatusChangeFlagTable[SC_INCFLEE2] |= SCB_FLEE2;**
! ** StatusChangeFlagTable[SC_INCMHPRATE] |= SCB_MAXHP;**
! ** StatusChangeFlagTable[SC_INCMSPRATE] |= SCB_MAXSP;**
! ** StatusChangeFlagTable[SC_INCATKRATE] |= SCB_BATK|SCB_WATK;**
! ** StatusChangeFlagTable[SC_INCMATKRATE] |= SCB_MATK;**
! ** StatusChangeFlagTable[SC_INCDEFRATE] |= SCB_DEF;**
! ** StatusChangeFlagTable[SC_STRFOOD] |= SCB_STR;**
! ** StatusChangeFlagTable[SC_AGIFOOD] |= SCB_AGI;**
! ** StatusChangeFlagTable[SC_VITFOOD] |= SCB_VIT;**
! ** StatusChangeFlagTable[SC_INTFOOD] |= SCB_INT;**
! ** StatusChangeFlagTable[SC_DEXFOOD] |= SCB_DEX;**
! ** StatusChangeFlagTable[SC_LUKFOOD] |= SCB_LUK;**
! ** StatusChangeFlagTable[SC_HITFOOD] |= SCB_HIT;**
! ** StatusChangeFlagTable[SC_FLEEFOOD] |= SCB_FLEE;**
! ** StatusChangeFlagTable[SC_BATKFOOD] |= SCB_BATK;**
! ** StatusChangeFlagTable[SC_WATKFOOD] |= SCB_WATK;**
! ** StatusChangeFlagTable[SC_MATKFOOD] |= SCB_MATK;**
! ** StatusChangeFlagTable[SC_ARMOR_ELEMENT] |= SCB_ALL;**
! ** StatusChangeFlagTable[SC_ARMOR_RESIST] |= SCB_ALL;**
! ** StatusChangeFlagTable[SC_SPCOST_RATE] |= SCB_ALL;**
! ** StatusChangeFlagTable[SC_WALKSPEED] |= SCB_SPEED;**
! ** StatusChangeFlagTable[SC_ITEMSCRIPT] |= SCB_ALL;**
! ** StatusChangeFlagTable[SC_FEAR] |= SCB_HIT|SCB_FLEE;**
! ****
! ** // Cash Items**
! ** StatusChangeFlagTable[SC_FOOD_STR_CASH] = SCB_STR;**
! ** StatusChangeFlagTable[SC_FOOD_AGI_CASH] = SCB_AGI;**
! ** StatusChangeFlagTable[SC_FOOD_VIT_CASH] = SCB_VIT;**
! ** StatusChangeFlagTable[SC_FOOD_DEX_CASH] = SCB_DEX;**
! ** StatusChangeFlagTable[SC_FOOD_INT_CASH] = SCB_INT;**
! ** StatusChangeFlagTable[SC_FOOD_LUK_CASH] = SCB_LUK;**
! ** // Mercenary Bonus Effects**
! ** StatusChangeFlagTable[SC_MERC_FLEEUP] |= SCB_FLEE;**
! ** StatusChangeFlagTable[SC_MERC_ATKUP] |= SCB_WATK;**
! ** StatusChangeFlagTable[SC_MERC_HPUP] |= SCB_MAXHP;**
! ** StatusChangeFlagTable[SC_MERC_SPUP] |= SCB_MAXSP;**
! ** StatusChangeFlagTable[SC_MERC_HITUP] |= SCB_HIT;**
! ****
! ** if( !battle_config.display_hallucination ) //Disable Hallucination.**
! ** StatusIconChangeTable[SC_HALLUCINATION] = SI_BLANK;**
! }[/code:1e8pt7s4]
читалась бы она за несколько часов. -
@"drinkermann":
Йокко, в моем рабочем проекте на яве 1500+ классов на 50 мб весом. Не потяну наверное.Здесь не ГВ топик, что б размерами трясти... Дело в твоём подходе, если ты считаешь задачу несерьёзной, то и относиться будешь к ней несерьёзно...) -
Digital angel, предлогаю тебе нажать на красный крестик в верхнем правом углу и больше никогда, ты слышишь, НИ-КО-ГДА не заходить на этот форум. Спсокда.
о1, как там отбор сильнейших проходит? Кто фаворит? Ренни заявку подал?
-
@drinkermann:
Если бы война и мир выглядела вот так:
И как же в этих символах ты разбираешься? Ничего не понятно же(( -
Понос Изжога Запор - РЕННИ поможет !!!
-
Йокко, я не считаю задачу несерьезной, я просто подтверждаю слова арчера, что любой может разобраться, если захочет и если голова варит.
Ханзо Хасаши, не знаю, мне в этом проще разобраться, чем в хитросплетениях отношений Пьера Безухова и Наташи Ростовой.. Там все довольно прозрачно.. -
На этой радостной ноте и закончим.
-
о1, когда будут известны результаты?
-
Digital angel, я понимаю, что ты особенный, но ч0 ты продолжаешь писать?, тебе сказали:
@"o1":
На этой радостной ноте и закончим. -
Upd. Также ищем переводчика для художественного перевода c английского/корейского с большим количеством свободного времени.