Active Coupon Buff
Added buff icons for active coupons the player has. Fixed a minor issue, introduced on the last commit, that prevented coupons to become active automatically.
This commit is contained in:
@@ -98,22 +98,22 @@ public class SkillFactory {
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}
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public static void loadAllSkills() {
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final MapleDataDirectoryEntry root = datasource.getRoot();
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int skillid;
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for (MapleDataFileEntry topDir : root.getFiles()) { // Loop thru jobs
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if (topDir.getName().length() <= 8) {
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for (MapleData data : datasource.getData(topDir.getName())) { // Loop thru each jobs
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if (data.getName().equals("skill")) {
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for (MapleData data2 : data) { // Loop thru each jobs
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if (data2 != null) {
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skillid = Integer.parseInt(data2.getName());
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skills.put(skillid, loadFromData(skillid, data2));
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}
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}
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}
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}
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}
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}
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final MapleDataDirectoryEntry root = datasource.getRoot();
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int skillid;
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for (MapleDataFileEntry topDir : root.getFiles()) { // Loop thru jobs
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if (topDir.getName().length() <= 8) {
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for (MapleData data : datasource.getData(topDir.getName())) { // Loop thru each jobs
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if (data.getName().equals("skill")) {
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for (MapleData data2 : data) { // Loop thru each jobs
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if (data2 != null) {
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skillid = Integer.parseInt(data2.getName());
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skills.put(skillid, loadFromData(skillid, data2));
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}
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}
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}
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}
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}
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}
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}
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private static Skill loadFromData(int id, MapleData data) {
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@@ -135,251 +135,251 @@ public class SkillFactory {
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MapleData action_ = data.getChildByPath("action");
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boolean action = false;
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if (action_ == null) {
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if (data.getChildByPath("prepare/action") != null) {
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action = true;
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} else {
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switch (id) {
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case Gunslinger.INVISIBLE_SHOT:
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case Corsair.HYPNOTIZE:
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action = true;
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break;
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}
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}
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if (data.getChildByPath("prepare/action") != null) {
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action = true;
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} else {
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switch (id) {
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case Gunslinger.INVISIBLE_SHOT:
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case Corsair.HYPNOTIZE:
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action = true;
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break;
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}
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}
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} else {
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action = true;
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}
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ret.action = action;
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MapleData hit = data.getChildByPath("hit");
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MapleData ball = data.getChildByPath("ball");
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isBuff = effect != null && hit == null && ball == null;
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isBuff |= action_ != null && MapleDataTool.getString("0", action_, "").equals("alert2");
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switch (id) {
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case Hero.RUSH:
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case Paladin.RUSH:
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case DarkKnight.RUSH:
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case DragonKnight.SACRIFICE:
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case FPMage.EXPLOSION:
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case FPMage.POISON_MIST:
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case Cleric.HEAL:
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case Ranger.MORTAL_BLOW:
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case Sniper.MORTAL_BLOW:
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case Assassin.DRAIN:
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case Hermit.SHADOW_WEB:
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case Bandit.STEAL:
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case Shadower.SMOKE_SCREEN:
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case SuperGM.HEAL_PLUS_DISPEL:
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case Hero.MONSTER_MAGNET:
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case Paladin.MONSTER_MAGNET:
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case DarkKnight.MONSTER_MAGNET:
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case Evan.ICE_BREATH:
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case Evan.FIRE_BREATH:
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case Gunslinger.RECOIL_SHOT:
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case Marauder.ENERGY_DRAIN:
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case BlazeWizard.FLAME_GEAR:
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case NightWalker.SHADOW_WEB:
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case NightWalker.POISON_BOMB:
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case NightWalker.VAMPIRE:
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case ChiefBandit.CHAKRA:
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case Evan.RECOVERY_AURA:
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isBuff = false;
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break;
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case Beginner.RECOVERY:
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case Beginner.NIMBLE_FEET:
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case Beginner.MONSTER_RIDER:
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case Beginner.ECHO_OF_HERO:
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case Swordsman.IRON_BODY:
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case Fighter.AXE_BOOSTER:
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case Fighter.POWER_GUARD:
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case Fighter.RAGE:
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case Fighter.SWORD_BOOSTER:
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case Crusader.ARMOR_CRASH:
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case Crusader.COMBO:
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case Hero.ENRAGE:
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case Hero.HEROS_WILL:
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case Hero.MAPLE_WARRIOR:
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case Hero.STANCE:
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case Page.BW_BOOSTER:
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case Page.POWER_GUARD:
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case Page.SWORD_BOOSTER:
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case Page.THREATEN:
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case WhiteKnight.BW_FIRE_CHARGE:
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case WhiteKnight.BW_ICE_CHARGE:
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case WhiteKnight.BW_LIT_CHARGE:
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case WhiteKnight.MAGIC_CRASH:
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case WhiteKnight.SWORD_FIRE_CHARGE:
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case WhiteKnight.SWORD_ICE_CHARGE:
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case WhiteKnight.SWORD_LIT_CHARGE:
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case Paladin.BW_HOLY_CHARGE:
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case Paladin.HEROS_WILL:
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case Paladin.MAPLE_WARRIOR:
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case Paladin.STANCE:
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case Paladin.SWORD_HOLY_CHARGE:
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case Spearman.HYPER_BODY:
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case Spearman.IRON_WILL:
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case Spearman.POLEARM_BOOSTER:
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case Spearman.SPEAR_BOOSTER:
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case DragonKnight.DRAGON_BLOOD:
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case DragonKnight.POWER_CRASH:
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case DarkKnight.AURA_OF_BEHOLDER:
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case DarkKnight.BEHOLDER:
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case DarkKnight.HEROS_WILL:
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case DarkKnight.HEX_OF_BEHOLDER:
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case DarkKnight.MAPLE_WARRIOR:
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case DarkKnight.STANCE:
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case Magician.MAGIC_GUARD:
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case Magician.MAGIC_ARMOR:
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case FPWizard.MEDITATION:
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case FPWizard.SLOW:
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case FPMage.SEAL:
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case FPMage.SPELL_BOOSTER:
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case FPArchMage.HEROS_WILL:
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case FPArchMage.INFINITY:
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case FPArchMage.MANA_REFLECTION:
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case FPArchMage.MAPLE_WARRIOR:
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case ILWizard.MEDITATION:
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case ILMage.SEAL:
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case ILWizard.SLOW:
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case ILMage.SPELL_BOOSTER:
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case ILArchMage.HEROS_WILL:
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case ILArchMage.INFINITY:
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case ILArchMage.MANA_REFLECTION:
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case ILArchMage.MAPLE_WARRIOR:
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case Cleric.INVINCIBLE:
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case Cleric.BLESS:
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case Priest.DISPEL:
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case Priest.DOOM:
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case Priest.HOLY_SYMBOL:
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case Priest.MYSTIC_DOOR:
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case Bishop.HEROS_WILL:
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case Bishop.HOLY_SHIELD:
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case Bishop.INFINITY:
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case Bishop.MANA_REFLECTION:
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case Bishop.MAPLE_WARRIOR:
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case Archer.FOCUS:
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case Hunter.BOW_BOOSTER:
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case Hunter.SOUL_ARROW:
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case Ranger.PUPPET:
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case Bowmaster.CONCENTRATE:
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case Bowmaster.HEROS_WILL:
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case Bowmaster.MAPLE_WARRIOR:
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case Bowmaster.SHARP_EYES:
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case Crossbowman.CROSSBOW_BOOSTER:
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case Crossbowman.SOUL_ARROW:
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case Sniper.PUPPET:
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case Marksman.BLIND:
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case Marksman.HEROS_WILL:
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case Marksman.MAPLE_WARRIOR:
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case Marksman.SHARP_EYES:
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case Rogue.DARK_SIGHT:
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case Assassin.CLAW_BOOSTER:
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case Assassin.HASTE:
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case Hermit.MESO_UP:
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case Hermit.SHADOW_PARTNER:
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case NightLord.HEROS_WILL:
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case NightLord.MAPLE_WARRIOR:
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case NightLord.NINJA_AMBUSH:
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case NightLord.SHADOW_STARS:
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case Bandit.DAGGER_BOOSTER:
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case Bandit.HASTE:
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case ChiefBandit.MESO_GUARD:
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case ChiefBandit.PICKPOCKET:
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case Shadower.HEROS_WILL:
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case Shadower.MAPLE_WARRIOR:
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case Shadower.NINJA_AMBUSH:
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case Pirate.DASH:
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case Marauder.TRANSFORMATION:
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case Buccaneer.SUPER_TRANSFORMATION:
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case Corsair.BATTLE_SHIP:
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case GM.HIDE:
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case SuperGM.HASTE:
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case SuperGM.HOLY_SYMBOL:
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case SuperGM.BLESS:
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case SuperGM.HIDE:
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case SuperGM.HYPER_BODY:
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case Noblesse.BLESSING_OF_THE_FAIRY:
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case Noblesse.ECHO_OF_HERO:
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case Noblesse.MONSTER_RIDER:
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case Noblesse.NIMBLE_FEET:
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case Noblesse.RECOVERY:
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case DawnWarrior.COMBO:
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case DawnWarrior.FINAL_ATTACK:
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case DawnWarrior.IRON_BODY:
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case DawnWarrior.RAGE:
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case DawnWarrior.SOUL:
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case DawnWarrior.SOUL_CHARGE:
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case DawnWarrior.SWORD_BOOSTER:
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case BlazeWizard.ELEMENTAL_RESET:
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case BlazeWizard.FLAME:
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case BlazeWizard.IFRIT:
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case BlazeWizard.MAGIC_ARMOR:
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case BlazeWizard.MAGIC_GUARD:
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case BlazeWizard.MEDITATION:
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case BlazeWizard.SEAL:
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case BlazeWizard.SLOW:
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case BlazeWizard.SPELL_BOOSTER:
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case WindArcher.BOW_BOOSTER:
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case WindArcher.EAGLE_EYE:
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case WindArcher.FINAL_ATTACK:
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case WindArcher.FOCUS:
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case WindArcher.PUPPET:
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case WindArcher.SOUL_ARROW:
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case WindArcher.STORM:
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case WindArcher.WIND_WALK:
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case NightWalker.CLAW_BOOSTER:
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case NightWalker.DARKNESS:
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case NightWalker.DARK_SIGHT:
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case NightWalker.HASTE:
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case NightWalker.SHADOW_PARTNER:
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case ThunderBreaker.DASH:
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case ThunderBreaker.ENERGY_CHARGE:
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case ThunderBreaker.ENERGY_DRAIN:
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case ThunderBreaker.KNUCKLER_BOOSTER:
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case ThunderBreaker.LIGHTNING:
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case ThunderBreaker.SPARK:
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case ThunderBreaker.LIGHTNING_CHARGE:
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case ThunderBreaker.SPEED_INFUSION:
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case ThunderBreaker.TRANSFORMATION:
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case Legend.BLESSING_OF_THE_FAIRY:
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case Legend.AGILE_BODY:
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case Legend.ECHO_OF_HERO:
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case Legend.RECOVERY:
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case Legend.MONSTER_RIDER:
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case Aran.MAPLE_WARRIOR:
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case Aran.HEROS_WILL:
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case Aran.POLEARM_BOOSTER:
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case Aran.COMBO_DRAIN:
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case Aran.SNOW_CHARGE:
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case Aran.BODY_PRESSURE:
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case Aran.SMART_KNOCKBACK:
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case Aran.COMBO_BARRIER:
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case Aran.COMBO_ABILITY:
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case Evan.BLESSING_OF_THE_FAIRY:
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case Evan.RECOVERY:
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case Evan.NIMBLE_FEET:
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case Evan.HEROS_WILL:
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case Evan.ECHO_OF_HERO:
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case Evan.MAGIC_BOOSTER:
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case Evan.MAGIC_GUARD:
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case Evan.ELEMENTAL_RESET:
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case Evan.MAPLE_WARRIOR:
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case Evan.MAGIC_RESISTANCE:
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case Evan.MAGIC_SHIELD:
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case Evan.SLOW:
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isBuff = true;
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break;
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MapleData hit = data.getChildByPath("hit");
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MapleData ball = data.getChildByPath("ball");
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isBuff = effect != null && hit == null && ball == null;
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isBuff |= action_ != null && MapleDataTool.getString("0", action_, "").equals("alert2");
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switch (id) {
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case Hero.RUSH:
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case Paladin.RUSH:
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case DarkKnight.RUSH:
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case DragonKnight.SACRIFICE:
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case FPMage.EXPLOSION:
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case FPMage.POISON_MIST:
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case Cleric.HEAL:
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case Ranger.MORTAL_BLOW:
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case Sniper.MORTAL_BLOW:
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case Assassin.DRAIN:
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case Hermit.SHADOW_WEB:
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case Bandit.STEAL:
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case Shadower.SMOKE_SCREEN:
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case SuperGM.HEAL_PLUS_DISPEL:
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case Hero.MONSTER_MAGNET:
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case Paladin.MONSTER_MAGNET:
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case DarkKnight.MONSTER_MAGNET:
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case Evan.ICE_BREATH:
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case Evan.FIRE_BREATH:
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case Gunslinger.RECOIL_SHOT:
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case Marauder.ENERGY_DRAIN:
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case BlazeWizard.FLAME_GEAR:
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case NightWalker.SHADOW_WEB:
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case NightWalker.POISON_BOMB:
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case NightWalker.VAMPIRE:
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case ChiefBandit.CHAKRA:
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case Evan.RECOVERY_AURA:
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isBuff = false;
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break;
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case Beginner.RECOVERY:
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case Beginner.NIMBLE_FEET:
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case Beginner.MONSTER_RIDER:
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case Beginner.ECHO_OF_HERO:
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case Swordsman.IRON_BODY:
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case Fighter.AXE_BOOSTER:
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case Fighter.POWER_GUARD:
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case Fighter.RAGE:
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case Fighter.SWORD_BOOSTER:
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case Crusader.ARMOR_CRASH:
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case Crusader.COMBO:
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case Hero.ENRAGE:
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case Hero.HEROS_WILL:
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case Hero.MAPLE_WARRIOR:
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case Hero.STANCE:
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case Page.BW_BOOSTER:
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case Page.POWER_GUARD:
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case Page.SWORD_BOOSTER:
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case Page.THREATEN:
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case WhiteKnight.BW_FIRE_CHARGE:
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case WhiteKnight.BW_ICE_CHARGE:
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case WhiteKnight.BW_LIT_CHARGE:
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case WhiteKnight.MAGIC_CRASH:
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case WhiteKnight.SWORD_FIRE_CHARGE:
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case WhiteKnight.SWORD_ICE_CHARGE:
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case WhiteKnight.SWORD_LIT_CHARGE:
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case Paladin.BW_HOLY_CHARGE:
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case Paladin.HEROS_WILL:
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case Paladin.MAPLE_WARRIOR:
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case Paladin.STANCE:
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case Paladin.SWORD_HOLY_CHARGE:
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case Spearman.HYPER_BODY:
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case Spearman.IRON_WILL:
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case Spearman.POLEARM_BOOSTER:
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case Spearman.SPEAR_BOOSTER:
|
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case DragonKnight.DRAGON_BLOOD:
|
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case DragonKnight.POWER_CRASH:
|
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case DarkKnight.AURA_OF_BEHOLDER:
|
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case DarkKnight.BEHOLDER:
|
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case DarkKnight.HEROS_WILL:
|
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case DarkKnight.HEX_OF_BEHOLDER:
|
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case DarkKnight.MAPLE_WARRIOR:
|
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case DarkKnight.STANCE:
|
||||
case Magician.MAGIC_GUARD:
|
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case Magician.MAGIC_ARMOR:
|
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case FPWizard.MEDITATION:
|
||||
case FPWizard.SLOW:
|
||||
case FPMage.SEAL:
|
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case FPMage.SPELL_BOOSTER:
|
||||
case FPArchMage.HEROS_WILL:
|
||||
case FPArchMage.INFINITY:
|
||||
case FPArchMage.MANA_REFLECTION:
|
||||
case FPArchMage.MAPLE_WARRIOR:
|
||||
case ILWizard.MEDITATION:
|
||||
case ILMage.SEAL:
|
||||
case ILWizard.SLOW:
|
||||
case ILMage.SPELL_BOOSTER:
|
||||
case ILArchMage.HEROS_WILL:
|
||||
case ILArchMage.INFINITY:
|
||||
case ILArchMage.MANA_REFLECTION:
|
||||
case ILArchMage.MAPLE_WARRIOR:
|
||||
case Cleric.INVINCIBLE:
|
||||
case Cleric.BLESS:
|
||||
case Priest.DISPEL:
|
||||
case Priest.DOOM:
|
||||
case Priest.HOLY_SYMBOL:
|
||||
case Priest.MYSTIC_DOOR:
|
||||
case Bishop.HEROS_WILL:
|
||||
case Bishop.HOLY_SHIELD:
|
||||
case Bishop.INFINITY:
|
||||
case Bishop.MANA_REFLECTION:
|
||||
case Bishop.MAPLE_WARRIOR:
|
||||
case Archer.FOCUS:
|
||||
case Hunter.BOW_BOOSTER:
|
||||
case Hunter.SOUL_ARROW:
|
||||
case Ranger.PUPPET:
|
||||
case Bowmaster.CONCENTRATE:
|
||||
case Bowmaster.HEROS_WILL:
|
||||
case Bowmaster.MAPLE_WARRIOR:
|
||||
case Bowmaster.SHARP_EYES:
|
||||
case Crossbowman.CROSSBOW_BOOSTER:
|
||||
case Crossbowman.SOUL_ARROW:
|
||||
case Sniper.PUPPET:
|
||||
case Marksman.BLIND:
|
||||
case Marksman.HEROS_WILL:
|
||||
case Marksman.MAPLE_WARRIOR:
|
||||
case Marksman.SHARP_EYES:
|
||||
case Rogue.DARK_SIGHT:
|
||||
case Assassin.CLAW_BOOSTER:
|
||||
case Assassin.HASTE:
|
||||
case Hermit.MESO_UP:
|
||||
case Hermit.SHADOW_PARTNER:
|
||||
case NightLord.HEROS_WILL:
|
||||
case NightLord.MAPLE_WARRIOR:
|
||||
case NightLord.NINJA_AMBUSH:
|
||||
case NightLord.SHADOW_STARS:
|
||||
case Bandit.DAGGER_BOOSTER:
|
||||
case Bandit.HASTE:
|
||||
case ChiefBandit.MESO_GUARD:
|
||||
case ChiefBandit.PICKPOCKET:
|
||||
case Shadower.HEROS_WILL:
|
||||
case Shadower.MAPLE_WARRIOR:
|
||||
case Shadower.NINJA_AMBUSH:
|
||||
case Pirate.DASH:
|
||||
case Marauder.TRANSFORMATION:
|
||||
case Buccaneer.SUPER_TRANSFORMATION:
|
||||
case Corsair.BATTLE_SHIP:
|
||||
case GM.HIDE:
|
||||
case SuperGM.HASTE:
|
||||
case SuperGM.HOLY_SYMBOL:
|
||||
case SuperGM.BLESS:
|
||||
case SuperGM.HIDE:
|
||||
case SuperGM.HYPER_BODY:
|
||||
case Noblesse.BLESSING_OF_THE_FAIRY:
|
||||
case Noblesse.ECHO_OF_HERO:
|
||||
case Noblesse.MONSTER_RIDER:
|
||||
case Noblesse.NIMBLE_FEET:
|
||||
case Noblesse.RECOVERY:
|
||||
case DawnWarrior.COMBO:
|
||||
case DawnWarrior.FINAL_ATTACK:
|
||||
case DawnWarrior.IRON_BODY:
|
||||
case DawnWarrior.RAGE:
|
||||
case DawnWarrior.SOUL:
|
||||
case DawnWarrior.SOUL_CHARGE:
|
||||
case DawnWarrior.SWORD_BOOSTER:
|
||||
case BlazeWizard.ELEMENTAL_RESET:
|
||||
case BlazeWizard.FLAME:
|
||||
case BlazeWizard.IFRIT:
|
||||
case BlazeWizard.MAGIC_ARMOR:
|
||||
case BlazeWizard.MAGIC_GUARD:
|
||||
case BlazeWizard.MEDITATION:
|
||||
case BlazeWizard.SEAL:
|
||||
case BlazeWizard.SLOW:
|
||||
case BlazeWizard.SPELL_BOOSTER:
|
||||
case WindArcher.BOW_BOOSTER:
|
||||
case WindArcher.EAGLE_EYE:
|
||||
case WindArcher.FINAL_ATTACK:
|
||||
case WindArcher.FOCUS:
|
||||
case WindArcher.PUPPET:
|
||||
case WindArcher.SOUL_ARROW:
|
||||
case WindArcher.STORM:
|
||||
case WindArcher.WIND_WALK:
|
||||
case NightWalker.CLAW_BOOSTER:
|
||||
case NightWalker.DARKNESS:
|
||||
case NightWalker.DARK_SIGHT:
|
||||
case NightWalker.HASTE:
|
||||
case NightWalker.SHADOW_PARTNER:
|
||||
case ThunderBreaker.DASH:
|
||||
case ThunderBreaker.ENERGY_CHARGE:
|
||||
case ThunderBreaker.ENERGY_DRAIN:
|
||||
case ThunderBreaker.KNUCKLER_BOOSTER:
|
||||
case ThunderBreaker.LIGHTNING:
|
||||
case ThunderBreaker.SPARK:
|
||||
case ThunderBreaker.LIGHTNING_CHARGE:
|
||||
case ThunderBreaker.SPEED_INFUSION:
|
||||
case ThunderBreaker.TRANSFORMATION:
|
||||
case Legend.BLESSING_OF_THE_FAIRY:
|
||||
case Legend.AGILE_BODY:
|
||||
case Legend.ECHO_OF_HERO:
|
||||
case Legend.RECOVERY:
|
||||
case Legend.MONSTER_RIDER:
|
||||
case Aran.MAPLE_WARRIOR:
|
||||
case Aran.HEROS_WILL:
|
||||
case Aran.POLEARM_BOOSTER:
|
||||
case Aran.COMBO_DRAIN:
|
||||
case Aran.SNOW_CHARGE:
|
||||
case Aran.BODY_PRESSURE:
|
||||
case Aran.SMART_KNOCKBACK:
|
||||
case Aran.COMBO_BARRIER:
|
||||
case Aran.COMBO_ABILITY:
|
||||
case Evan.BLESSING_OF_THE_FAIRY:
|
||||
case Evan.RECOVERY:
|
||||
case Evan.NIMBLE_FEET:
|
||||
case Evan.HEROS_WILL:
|
||||
case Evan.ECHO_OF_HERO:
|
||||
case Evan.MAGIC_BOOSTER:
|
||||
case Evan.MAGIC_GUARD:
|
||||
case Evan.ELEMENTAL_RESET:
|
||||
case Evan.MAPLE_WARRIOR:
|
||||
case Evan.MAGIC_RESISTANCE:
|
||||
case Evan.MAGIC_SHIELD:
|
||||
case Evan.SLOW:
|
||||
isBuff = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
for (MapleData level : data.getChildByPath("level")) {
|
||||
ret.effects.add(MapleStatEffect.loadSkillEffectFromData(level, id, isBuff));
|
||||
}
|
||||
ret.animationTime = 0;
|
||||
if (effect != null) {
|
||||
for (MapleData effectEntry : effect) {
|
||||
ret.animationTime += MapleDataTool.getIntConvert("delay", effectEntry, 0);
|
||||
|
||||
for (MapleData level : data.getChildByPath("level")) {
|
||||
ret.effects.add(MapleStatEffect.loadSkillEffectFromData(level, id, isBuff));
|
||||
}
|
||||
}
|
||||
return ret;
|
||||
ret.animationTime = 0;
|
||||
if (effect != null) {
|
||||
for (MapleData effectEntry : effect) {
|
||||
ret.animationTime += MapleDataTool.getIntConvert("delay", effectEntry, 0);
|
||||
}
|
||||
}
|
||||
return ret;
|
||||
}
|
||||
|
||||
public static String getSkillName(int skillid) {
|
||||
|
||||
Reference in New Issue
Block a user