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Shadow Form + Manhole

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at status.c [Manhole]

just remove

if( sc->data[sC__MANHOLE] || ((tsc = status_get_sc(target)) && tsc->data[sC__MANHOLE]) )
{
switch(skill_num)
{
     // Skills that can be used even under Man Hole effects.
    case SC_SHADOWFORM:
    case SC_STRIPACCESSARY:
            break;
    default:
            return 0;
    }
}

and then find

if( skill_num == PR_LEXAETERNA && (tsc->data[sC_FREEZE] || (tsc->data[sC_STONE] && tsc->opt1 == OPT1_STONE)) )
         return 0;

add below

if( (skill_num != SC_SHADOWFORM && skill_num != SC_STRIPACCESSARY) && tsc->data[sC__MANHOLE] )
         return 0;

at unit.c [Manhole]

just remove

if( tsc && tsc->data[sC__MANHOLE] )
         return 0;

compile it, enjoy

Edited by Daredevil
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How about the Pinpoints Attack? I want to implement the armor/shield/weapon/headgear breakable by level. Btw im using 3ceam 659

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maybe Rytech sleepy while writing this skill, just kidding

rate = 10000 = 100%

rate = 100 = 1%

you need to multiply the rate to 10x

at skill.c [Pinpoint Attack]

default: skill_break_equip(bl,(skilllv == 3) ? EQP_SHIELD : (skilllv == 4) ? EQP_ARMOR : EQP_WEAPON,rate,BCT_ENEMY); break;

change to

default: skill_break_equip(bl,(skilllv == 3) ? EQP_SHIELD : (skilllv == 4) ? EQP_ARMOR : EQP_WEAPON,rate*10,BCT_ENEMY); break;

Edited by Daredevil
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