Fix skill names

This commit is contained in:
Haydukk 2024-11-10 20:23:11 +02:00
parent ba8bad4337
commit 9c2ed2781e
13 changed files with 45 additions and 45 deletions

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@ -137,7 +137,7 @@ enum EAffectBits
AFF_WAR_BODY_AURA, // 검경 AFF_WAR_BODY_AURA, // 검경
AFF_WAR_MENTAL_STRONG_BODY, // 천근추 AFF_WAR_MENTAL_STRONG_BODY, // 천근추
AFF_NINJA_ARCHERY_FEATHER_WALK, // 경공술 AFF_NINJA_ARCHERY_FEATHER_WALK, // 경공술
AFF_NINJA_BLADEFIGHT_DISGUISE, // 篮屈过 AFF_NINJA_BLADEFIGHT_STEALTH, // 篮屈过
AFF_SURA_WEAPONRY_ENCHANTED_BLADE, // 귀검 AFF_SURA_WEAPONRY_ENCHANTED_BLADE, // 귀검
AFF_SURA_WEAPONRY_FEAR, // 공포 AFF_SURA_WEAPONRY_FEAR, // 공포
AFF_SURA_WEAPONRY_ENCHANTED_ARMOUR, // 주마갑 AFF_SURA_WEAPONRY_ENCHANTED_ARMOUR, // 주마갑

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@ -4804,14 +4804,14 @@ void CHARACTER::OnMove(bool bIsAttack)
if (IsAffectFlag(AFF_REVIVE_INVISIBLE)) if (IsAffectFlag(AFF_REVIVE_INVISIBLE))
RemoveAffect(AFFECT_REVIVE_INVISIBLE); RemoveAffect(AFFECT_REVIVE_INVISIBLE);
if (IsAffectFlag(AFF_NINJA_BLADEFIGHT_DISGUISE)) if (IsAffectFlag(AFF_NINJA_BLADEFIGHT_STEALTH))
{ {
RemoveAffect(SKILL_NINJA_BLADEFIGHT_DISGUISE); RemoveAffect(SKILL_NINJA_BLADEFIGHT_STEALTH);
SetAffectedDisguise(); SetAffectedStealth();
} }
else else
{ {
ClearAffectedDisguise(); ClearAffectedStealth();
} }
/*if (IsAffectFlag(AFF_JEONSIN)) /*if (IsAffectFlag(AFF_JEONSIN))

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@ -1435,14 +1435,14 @@ class CHARACTER : public CEntity, public CFSM, public CHorseRider
int m_iChainLightingIndex; int m_iChainLightingIndex;
CHARACTER_SET m_setExceptChainLighting; CHARACTER_SET m_setExceptChainLighting;
// for SKILL_NINJA_BLADEFIGHT_DISGUISE // for SKILL_NINJA_BLADEFIGHT_STEALTH
public: public:
void SetAffectedDisguise(); void SetAffectedStealth();
void ClearAffectedDisguise() { m_dwAffectedDisguiseLevel = 0; } void ClearAffectedStealth() { m_dwAffectedStealthLevel = 0; }
bool GetAffectedDisguise() const { return m_dwAffectedDisguiseLevel; } bool GetAffectedStealth() const { return m_dwAffectedStealthLevel; }
private: private:
DWORD m_dwAffectedDisguiseLevel; DWORD m_dwAffectedStealthLevel;
// //
// Skill levels // Skill levels

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@ -747,8 +747,8 @@ void CHARACTER::RemoveGoodAffect()
RemoveAffect(SKILL_WAR_BODY_BERSERK); RemoveAffect(SKILL_WAR_BODY_BERSERK);
RemoveAffect(SKILL_WAR_BODY_AURA); RemoveAffect(SKILL_WAR_BODY_AURA);
RemoveAffect(SKILL_WAR_MENTAL_SWORD_STRIKE); RemoveAffect(SKILL_WAR_MENTAL_STUMP);
RemoveAffect(SKILL_NINJA_BLADEFIGHT_DISGUISE); RemoveAffect(SKILL_NINJA_BLADEFIGHT_STEALTH);
RemoveAffect(SKILL_NINJA_ARCHERY_FEATHER_WALK); RemoveAffect(SKILL_NINJA_ARCHERY_FEATHER_WALK);
RemoveAffect(SKILL_SURA_WEAPONRY_ENCHANTED_BLADE); RemoveAffect(SKILL_SURA_WEAPONRY_ENCHANTED_BLADE);
RemoveAffect(SKILL_SURA_WEAPONRY_FEAR); RemoveAffect(SKILL_SURA_WEAPONRY_FEAR);
@ -758,7 +758,7 @@ void CHARACTER::RemoveGoodAffect()
RemoveAffect(SKILL_SHAMAN_DRAGON_REFLECT); RemoveAffect(SKILL_SHAMAN_DRAGON_REFLECT);
RemoveAffect(SKILL_SHAMAN_HEALING_SWIFTNESS); RemoveAffect(SKILL_SHAMAN_HEALING_SWIFTNESS);
RemoveAffect(SKILL_SHAMAN_HEALING_ATTACK); RemoveAffect(SKILL_SHAMAN_HEALING_ATTACK);
RemoveAffect(SKILL_SHAMAN_DRAGON_DRAGONS_AID); RemoveAffect(SKILL_SHAMAN_DRAGON_DRAGONS_STRENGTH);
} }
bool CHARACTER::IsGoodAffect(BYTE bAffectType) const bool CHARACTER::IsGoodAffect(BYTE bAffectType) const
@ -775,8 +775,8 @@ bool CHARACTER::IsGoodAffect(BYTE bAffectType) const
case (SKILL_WAR_BODY_BERSERK): case (SKILL_WAR_BODY_BERSERK):
case (SKILL_WAR_BODY_AURA): case (SKILL_WAR_BODY_AURA):
case (SKILL_WAR_MENTAL_SWORD_STRIKE): case (SKILL_WAR_MENTAL_STUMP):
case (SKILL_NINJA_BLADEFIGHT_DISGUISE): case (SKILL_NINJA_BLADEFIGHT_STEALTH):
case (SKILL_NINJA_ARCHERY_FEATHER_WALK): case (SKILL_NINJA_ARCHERY_FEATHER_WALK):
case (SKILL_SURA_WEAPONRY_ENCHANTED_BLADE): case (SKILL_SURA_WEAPONRY_ENCHANTED_BLADE):
case (SKILL_SURA_WEAPONRY_FEAR): case (SKILL_SURA_WEAPONRY_FEAR):
@ -786,7 +786,7 @@ bool CHARACTER::IsGoodAffect(BYTE bAffectType) const
case (SKILL_SHAMAN_DRAGON_REFLECT): case (SKILL_SHAMAN_DRAGON_REFLECT):
case (SKILL_SHAMAN_HEALING_SWIFTNESS): case (SKILL_SHAMAN_HEALING_SWIFTNESS):
case (SKILL_SHAMAN_HEALING_ATTACK): case (SKILL_SHAMAN_HEALING_ATTACK):
case (SKILL_SHAMAN_DRAGON_DRAGONS_AID): case (SKILL_SHAMAN_DRAGON_DRAGONS_STRENGTH):
return true; return true;
} }
return false; return false;

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@ -3050,7 +3050,7 @@ class CFuncShoot
case SKILL_SURA_BLACKMAGIC_SPIRIT_STRIKE: case SKILL_SURA_BLACKMAGIC_SPIRIT_STRIKE:
case SKILL_SHAMAN_DRAGON_FLYING_TALISMAN: case SKILL_SHAMAN_DRAGON_FLYING_TALISMAN:
case SKILL_SHAMAN_HEALING_LIGHTNING_THROW: case SKILL_SHAMAN_HEALING_LIGHTNING_THROW:
case SKILL_WAR_MENTAL_AMBUSH: case SKILL_WAR_MENTAL_SWORD_STRIKE:
case SKILL_NINJA_BLADEFIGHT_POISONOUS_CLOUD: case SKILL_NINJA_BLADEFIGHT_POISONOUS_CLOUD:
case SKILL_SURA_BLACKMAGIC_DARK_ORB: case SKILL_SURA_BLACKMAGIC_DARK_ORB:
case SKILL_SURA_WEAPONRY_DISPEL: case SKILL_SURA_WEAPONRY_DISPEL:
@ -3186,7 +3186,7 @@ LPCHARACTER CHARACTER::GetNearestVictim(LPCHARACTER pkChr)
if (!pAttacker) if (!pAttacker)
continue; continue;
if (pAttacker->IsAffectFlag(AFF_NINJA_BLADEFIGHT_DISGUISE) || if (pAttacker->IsAffectFlag(AFF_NINJA_BLADEFIGHT_STEALTH) ||
pAttacker->IsAffectFlag(AFF_INVISIBILITY) || pAttacker->IsAffectFlag(AFF_INVISIBILITY) ||
pAttacker->IsAffectFlag(AFF_REVIVE_INVISIBLE)) pAttacker->IsAffectFlag(AFF_REVIVE_INVISIBLE))
continue; continue;

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@ -7277,7 +7277,7 @@ void CHARACTER::AutoRecoveryItemProcess(const EAffectTypes type)
return; return;
{ {
const DWORD stunSkills[] = { SKILL_WAR_BODY_DASH, SKILL_WAR_MENTAL_AMBUSH, SKILL_SHAMAN_HEALING_SUMMON_LIGHTNING, SKILL_NINJA_ARCHERY_POISON_ARROW }; const DWORD stunSkills[] = { SKILL_WAR_BODY_DASH, SKILL_WAR_MENTAL_SWORD_STRIKE, SKILL_SHAMAN_HEALING_SUMMON_LIGHTNING, SKILL_NINJA_ARCHERY_POISON_ARROW };
for (size_t i=0 ; i < sizeof(stunSkills)/sizeof(DWORD) ; ++i) for (size_t i=0 ; i < sizeof(stunSkills)/sizeof(DWORD) ; ++i)
{ {

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@ -127,9 +127,9 @@ int CHARACTER::GetChainLightningMaxCount() const
return aiChainLightningCountBySkillLevel[std::min<int>(SKILL_MAX_LEVEL, GetSkillLevel(SKILL_SHAMAN_HEALING_LIGHTNING_CLAW))]; return aiChainLightningCountBySkillLevel[std::min<int>(SKILL_MAX_LEVEL, GetSkillLevel(SKILL_SHAMAN_HEALING_LIGHTNING_CLAW))];
} }
void CHARACTER::SetAffectedDisguise() void CHARACTER::SetAffectedStealth()
{ {
m_dwAffectedDisguiseLevel = GetSkillPower(SKILL_NINJA_BLADEFIGHT_DISGUISE); m_dwAffectedStealthLevel = GetSkillPower(SKILL_NINJA_BLADEFIGHT_STEALTH);
} }
void CHARACTER::SetSkillGroup(BYTE bSkillGroup) void CHARACTER::SetSkillGroup(BYTE bSkillGroup)
@ -239,13 +239,13 @@ bool CHARACTER::IsLearnableSkill(DWORD dwSkillVnum) const
return true; return true;
} }
if (SKILL_8_A_ANTI_WAR_MENTAL_BASH <= dwSkillVnum && dwSkillVnum <= SKILL_8_D_ANTI_SHAMAN_HEALING_SUMMON_LIGHTNING) if (SKILL_8_A_ANTI_WAR_MENTAL_SPIRIT_STRIKE <= dwSkillVnum && dwSkillVnum <= SKILL_8_D_ANTI_SHAMAN_HEALING_SUMMON_LIGHTNING)
{ {
for (int i=0 ; i < 4 ; i++) for (int i=0 ; i < 4 ; i++)
{ {
if (unsigned(SKILL_8_A_ANTI_WAR_MENTAL_BASH + i) != dwSkillVnum) if (unsigned(SKILL_8_A_ANTI_WAR_MENTAL_SPIRIT_STRIKE + i) != dwSkillVnum)
{ {
if (0 != GetSkillLevel(SKILL_8_A_ANTI_WAR_MENTAL_BASH + i)) if (0 != GetSkillLevel(SKILL_8_A_ANTI_WAR_MENTAL_SPIRIT_STRIKE + i))
return false; return false;
} }
} }
@ -1159,10 +1159,10 @@ struct FuncSplashDamage
m_pkSk->SetPointVar("chain", m_pkChr->GetChainLightningIndex()); m_pkSk->SetPointVar("chain", m_pkChr->GetChainLightningIndex());
m_pkChr->IncChainLightningIndex(); m_pkChr->IncChainLightningIndex();
bool bUnderDisguise = m_pkChr->GetAffectedDisguise() > 0; // ÀÌ°Ç ¿Ö ¿©±â¼­ ÇÏÁö?? bool bUnderStealth = m_pkChr->GetAffectedStealth() > 0; // ÀÌ°Ç ¿Ö ¿©±â¼­ ÇÏÁö??
m_pkSk->SetPointVar("ek", m_pkChr->GetAffectedDisguise()*1./100); m_pkSk->SetPointVar("ek", m_pkChr->GetAffectedStealth()*1./100);
//m_pkChr->ClearAffectedDisguise(); //m_pkChr->ClearAffectedStealth();
SetPolyVarForAttack(m_pkChr, m_pkSk, m_pkWeapon); SetPolyVarForAttack(m_pkChr, m_pkSk, m_pkWeapon);
int iAmount = 0; int iAmount = 0;
@ -1192,7 +1192,7 @@ struct FuncSplashDamage
{ {
adjust = 1.5f; adjust = 1.5f;
if (bUnderDisguise) if (bUnderStealth)
adjust += 0.5f; adjust += 0.5f;
if (m_pkChr->GetWear(WEAR_WEAPON) && m_pkChr->GetWear(WEAR_WEAPON)->GetSubType() == WEAPON_DAGGER) if (m_pkChr->GetWear(WEAR_WEAPON) && m_pkChr->GetWear(WEAR_WEAPON)->GetSubType() == WEAPON_DAGGER)
@ -1210,7 +1210,7 @@ struct FuncSplashDamage
if ( !LC_IsYMIR() ) if ( !LC_IsYMIR() )
{ {
if (bUnderDisguise) if (bUnderStealth)
adjust += 0.5f; adjust += 0.5f;
if (m_pkChr->GetWear(WEAR_WEAPON) && m_pkChr->GetWear(WEAR_WEAPON)->GetSubType() == WEAPON_DAGGER) if (m_pkChr->GetWear(WEAR_WEAPON) && m_pkChr->GetWear(WEAR_WEAPON)->GetSubType() == WEAPON_DAGGER)
@ -1358,7 +1358,7 @@ struct FuncSplashDamage
case SKILL_NINJA_BLADEFIGHT_AMBUSH: AntiSkillID = SKILL_7_B_ANTI_NINJA_BLADEFIGHT_AMBUSH; break; case SKILL_NINJA_BLADEFIGHT_AMBUSH: AntiSkillID = SKILL_7_B_ANTI_NINJA_BLADEFIGHT_AMBUSH; break;
case SKILL_SURA_WEAPONRY_FINGER_STRIKE: AntiSkillID = SKILL_7_C_ANTI_SURA_WEAPONRY_FINGER_STRIKE; break; case SKILL_SURA_WEAPONRY_FINGER_STRIKE: AntiSkillID = SKILL_7_C_ANTI_SURA_WEAPONRY_FINGER_STRIKE; break;
case SKILL_SHAMAN_DRAGON_SHOOTING_DRAGON: AntiSkillID = SKILL_7_D_ANTI_SHAMAN_DRAGON_SHOOTING_DRAGON; break; case SKILL_SHAMAN_DRAGON_SHOOTING_DRAGON: AntiSkillID = SKILL_7_D_ANTI_SHAMAN_DRAGON_SHOOTING_DRAGON; break;
case SKILL_WAR_MENTAL_BASH: AntiSkillID = SKILL_8_A_ANTI_WAR_MENTAL_BASH; break; case SKILL_WAR_MENTAL_SPIRIT_STRIKE: AntiSkillID = SKILL_8_A_ANTI_WAR_MENTAL_SPIRIT_STRIKE; break;
case SKILL_NINJA_ARCHERY_REPETITIVE_SHOT: AntiSkillID = SKILL_8_B_ANTI_NINJA_ARCHERY_REPETITIVE_SHOT; break; case SKILL_NINJA_ARCHERY_REPETITIVE_SHOT: AntiSkillID = SKILL_8_B_ANTI_NINJA_ARCHERY_REPETITIVE_SHOT; break;
case SKILL_SURA_BLACKMAGIC_DARK_ORB: AntiSkillID = SKILL_8_C_ANTI_SURA_BLACKMAGIC_DARK_ORB; break; case SKILL_SURA_BLACKMAGIC_DARK_ORB: AntiSkillID = SKILL_8_C_ANTI_SURA_BLACKMAGIC_DARK_ORB; break;
case SKILL_SHAMAN_HEALING_SUMMON_LIGHTNING: AntiSkillID = SKILL_8_D_ANTI_SHAMAN_HEALING_SUMMON_LIGHTNING; break; case SKILL_SHAMAN_HEALING_SUMMON_LIGHTNING: AntiSkillID = SKILL_8_D_ANTI_SHAMAN_HEALING_SUMMON_LIGHTNING; break;
@ -2280,12 +2280,12 @@ int CHARACTER::ComputeSkill(DWORD dwVnum, LPCHARACTER pkVictim, BYTE bSkillLevel
//if (g_iUseLocale) //if (g_iUseLocale)
if ( !LC_IsYMIR() ) if ( !LC_IsYMIR() )
{ {
if ((pkSk->dwVnum == SKILL_WAR_MENTAL_SWORD_STRIKE && GetUsedSkillMasterType(pkSk->dwVnum) < SKILL_GRAND_MASTER)) if ((pkSk->dwVnum == SKILL_WAR_MENTAL_STUMP && GetUsedSkillMasterType(pkSk->dwVnum) < SKILL_GRAND_MASTER))
affact_flag = AFF_WAR_MENTAL_SWORD_STRIKE_WITH_FALL; affact_flag = AFF_WAR_MENTAL_SWORD_STRIKE_WITH_FALL;
} }
else else
{ {
if ((pkSk->dwVnum == SKILL_WAR_MENTAL_SWORD_STRIKE && GetUsedSkillMasterType(pkSk->dwVnum) < SKILL_MASTER)) if ((pkSk->dwVnum == SKILL_WAR_MENTAL_STUMP && GetUsedSkillMasterType(pkSk->dwVnum) < SKILL_MASTER))
affact_flag = AFF_WAR_MENTAL_SWORD_STRIKE_WITH_FALL; affact_flag = AFF_WAR_MENTAL_SWORD_STRIKE_WITH_FALL;
} }
// END_OF_ADD_GRANDMASTER_SKILL // END_OF_ADD_GRANDMASTER_SKILL

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@ -197,7 +197,7 @@ namespace
if (pkChr->IsDead()) if (pkChr->IsDead())
return; return;
if (pkChr->IsAffectFlag(AFF_NINJA_BLADEFIGHT_DISGUISE) || if (pkChr->IsAffectFlag(AFF_NINJA_BLADEFIGHT_STEALTH) ||
pkChr->IsAffectFlag(AFF_INVISIBILITY) || pkChr->IsAffectFlag(AFF_INVISIBILITY) ||
pkChr->IsAffectFlag(AFF_REVIVE_INVISIBLE)) pkChr->IsAffectFlag(AFF_REVIVE_INVISIBLE))
return; return;

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@ -853,7 +853,7 @@ ACMD(do_skillup)
case SKILL_7_C_ANTI_SURA_WEAPONRY_FINGER_STRIKE: case SKILL_7_C_ANTI_SURA_WEAPONRY_FINGER_STRIKE:
case SKILL_7_D_ANTI_SHAMAN_DRAGON_SHOOTING_DRAGON: case SKILL_7_D_ANTI_SHAMAN_DRAGON_SHOOTING_DRAGON:
case SKILL_8_A_ANTI_WAR_MENTAL_BASH: case SKILL_8_A_ANTI_WAR_MENTAL_SPIRIT_STRIKE:
case SKILL_8_B_ANTI_NINJA_ARCHERY_REPETITIVE_SHOT: case SKILL_8_B_ANTI_NINJA_ARCHERY_REPETITIVE_SHOT:
case SKILL_8_C_ANTI_SURA_BLACKMAGIC_DARK_ORB: case SKILL_8_C_ANTI_SURA_BLACKMAGIC_DARK_ORB:
case SKILL_8_D_ANTI_SHAMAN_HEALING_SUMMON_LIGHTNING: case SKILL_8_D_ANTI_SHAMAN_HEALING_SUMMON_LIGHTNING:

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@ -1273,8 +1273,8 @@ void CGuild::UseSkill(DWORD dwVnum, LPCHARACTER ch, DWORD pid)
if (ch->IsAffectFlag(AFF_REVIVE_INVISIBLE)) if (ch->IsAffectFlag(AFF_REVIVE_INVISIBLE))
ch->RemoveAffect(AFFECT_REVIVE_INVISIBLE); ch->RemoveAffect(AFFECT_REVIVE_INVISIBLE);
if (ch->IsAffectFlag(AFF_NINJA_BLADEFIGHT_DISGUISE)) if (ch->IsAffectFlag(AFF_NINJA_BLADEFIGHT_STEALTH))
ch->RemoveAffect(SKILL_NINJA_BLADEFIGHT_DISGUISE); ch->RemoveAffect(SKILL_NINJA_BLADEFIGHT_STEALTH);
double k =1.0*m_data.abySkill[dwRealVnum]/pkSk->bMaxLevel; double k =1.0*m_data.abySkill[dwRealVnum]/pkSk->bMaxLevel;
pkSk->kSPCostPoly.SetVar("k", k); pkSk->kSPCostPoly.SetVar("k", k);

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@ -1704,7 +1704,7 @@ void CInputMain::Attack(LPCHARACTER ch, const BYTE header, const char* data)
switch (type->type) switch (type->type)
{ {
case SKILL_WAR_MENTAL_AMBUSH: case SKILL_WAR_MENTAL_SWORD_STRIKE:
case SKILL_NINJA_BLADEFIGHT_POISONOUS_CLOUD: case SKILL_NINJA_BLADEFIGHT_POISONOUS_CLOUD:
case SKILL_NINJA_ARCHERY_REPETITIVE_SHOT: case SKILL_NINJA_ARCHERY_REPETITIVE_SHOT:
case SKILL_NINJA_ARCHERY_ARROW_SHOWER: case SKILL_NINJA_ARCHERY_ARROW_SHOWER:

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@ -55,12 +55,12 @@ enum ESkillIndexes
// 무사 기공 계열 // 무사 기공 계열
// A // A
SKILL_WAR_MENTAL_BASH = 16, // 기공참 SKILL_WAR_MENTAL_SPIRIT_STRIKE = 16, // 기공참
SKILL_WAR_MENTAL_POUNDING, // 격산타우 SKILL_WAR_MENTAL_BASH, // 격산타우
SKILL_WAR_MENTAL_SWORD_STRIKE, // 대진각 SKILL_WAR_MENTAL_STUMP, // 대진각
// S // S
SKILL_WAR_MENTAL_STRONG_BODY, // 천근추 SKILL_WAR_MENTAL_STRONG_BODY, // 천근추
SKILL_WAR_MENTAL_AMBUSH, // 검풍 SKILL_WAR_MENTAL_SWORD_STRIKE, // 검풍
// 자객 암살 계열 // 자객 암살 계열
// A // A
@ -68,7 +68,7 @@ enum ESkillIndexes
SKILL_NINJA_BLADEFIGHT_FAST_ATTACK, // 궁신탄영 SKILL_NINJA_BLADEFIGHT_FAST_ATTACK, // 궁신탄영
SKILL_NINJA_BLADEFIGHT_ROLLING_DAGGER, // 차륜살 SKILL_NINJA_BLADEFIGHT_ROLLING_DAGGER, // 차륜살
// S // S
SKILL_NINJA_BLADEFIGHT_DISGUISE, // 은형법 SKILL_NINJA_BLADEFIGHT_STEALTH, // 은형법
SKILL_NINJA_BLADEFIGHT_POISONOUS_CLOUD, // 산공분 SKILL_NINJA_BLADEFIGHT_POISONOUS_CLOUD, // 산공분
// 자객 궁수 계열 // 자객 궁수 계열
@ -109,7 +109,7 @@ enum ESkillIndexes
//SKILL_BUDONG, // 부동박부 //SKILL_BUDONG, // 부동박부
SKILL_SHAMAN_DRAGON_BLESSING, // 호신 SKILL_SHAMAN_DRAGON_BLESSING, // 호신
SKILL_SHAMAN_DRAGON_REFLECT, // 보호 SKILL_SHAMAN_DRAGON_REFLECT, // 보호
SKILL_SHAMAN_DRAGON_DRAGONS_AID, // 기천대공 SKILL_SHAMAN_DRAGON_DRAGONS_STRENGTH, // 기천대공
// 무당 뇌신 // 무당 뇌신
// A // A
@ -129,7 +129,7 @@ enum ESkillIndexes
SKILL_7_D_ANTI_SHAMAN_DRAGON_SHOOTING_DRAGON, SKILL_7_D_ANTI_SHAMAN_DRAGON_SHOOTING_DRAGON,
// 8 // 8
SKILL_8_A_ANTI_WAR_MENTAL_BASH, SKILL_8_A_ANTI_WAR_MENTAL_SPIRIT_STRIKE,
SKILL_8_B_ANTI_NINJA_ARCHERY_REPETITIVE_SHOT, SKILL_8_B_ANTI_NINJA_ARCHERY_REPETITIVE_SHOT,
SKILL_8_C_ANTI_SURA_BLACKMAGIC_DARK_ORB, SKILL_8_C_ANTI_SURA_BLACKMAGIC_DARK_ORB,
SKILL_8_D_ANTI_SHAMAN_HEALING_SUMMON_LIGHTNING, SKILL_8_D_ANTI_SHAMAN_HEALING_SUMMON_LIGHTNING,

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@ -95,7 +95,7 @@ class FuncFindMobVictim
if (pkChr->IsDead()) if (pkChr->IsDead())
return false; return false;
if (pkChr->IsAffectFlag(AFF_NINJA_BLADEFIGHT_DISGUISE) || if (pkChr->IsAffectFlag(AFF_NINJA_BLADEFIGHT_STEALTH) ||
pkChr->IsAffectFlag(AFF_INVISIBILITY) || pkChr->IsAffectFlag(AFF_INVISIBILITY) ||
pkChr->IsAffectFlag(AFF_REVIVE_INVISIBLE)) pkChr->IsAffectFlag(AFF_REVIVE_INVISIBLE))
return false; return false;