Adds the following effect:
Hagakure - Samurai Level 95
scripts: Added Hagakure Ability and Effect Scripts
sql: Added Hagakure Ability to abilities
src: Added routine to remove Hagakure Effect if present after calculating TP (src/map/utils/battleutils.cpp)
Adds the Following Rolls:
Naturalist's Roll*
Runeist's Roll
Bolter's Roll
Caster's Roll
Courser's Roll***
Blitzer's Roll
Tactician's Roll
Allie's Roll
Miser's Roll
Companion's Roll**
Avenger's Roll***
scripts: Adds/Updates Item, Ability, Effect Scripts.
scripts: Adds/Updates Ability, Modifier, Effect Globals.
scripts/src: Add MOD for SAVETP, PHANTOM_ROLL, and PHANTOM_ROLL_DURATION
src: Adds/Updates Ability, Modifier, Status Effects to map
src: Expands m_LearnedAbilities to account for new dice out of range in map/charentity.h.
src: Adds Logic and MOD for SAVETP to Weaponskill TP routine in map/utils/battleutils.cpp.
sql: Adds/Updates abilities, item_usable, status_effects.
sql: Modifies Animations for Dice to Pouch instead of a Firework Animation.
sql: The actual Animation ID for Dice usage doesn't appear to be in the index for item usage.
sql: Refactored animations based on Youtube and assumed sequential increase of animation id by roll.
sql: Corrected Snake Eye Animation to use "Roman I" animation.
src: Modifies Logic for COR Roll Ability/Effect Checking to account for new Rolls.
scripts/src: Modifies Logic for Eleven Roll to account for new Rolls Range and outlier stand alone Roll.
scripts: Cleans up ID, Name, and Description for Legacy Dice (most had ID 5477/Warrior Die/desc instead of correct detail).
scripts/src/sql: Corrected Reference from RUNEIST_S to RUNEISTS.
notes:
* Naturalist's Roll Item, Ability, and Effect are all implemented.
* Naturalist's Roll Effect is empty currently due to unimplemented Enhancing Magic Duration Logic (TODO).
** Companion's Roll gives two effects. To maintain consistency, Roll power is 1-11, and Corresponding values for mods are in the Companion's Roll Effect instead.
*** No Trusted Community Sources have values for these abilities. Used comparable rolls to adapt values (Fighters > Avengers, Blitzers > Coursers)
Tested All Rolls against a clean build, validated effects being applied using test script to echo value of associated MOD before and after roll.
Spot checked Lucky 11 rolls against new effects.
Tested SAVETP effect via Weaponskill usage.
TODO:
Add Logic to ability scripts to account for Phantom Roll + (SOA Rings) and Phantom Roll Duration (Effect from Armor).
* Implement THF Group 2 Merit Abilities/Traits (Assassin's Charge, Feint, Aura Steal)
* Added meritid to traits table so merit traits don't appear in Job Traits list when the category hasn't been merited
* Updated Job Trait code to look at merits to compile the correct list of traits
Note: npc_list.sql looks more changed than it is. Due to formatting and re-dumping parts of it, I broke git blame. But if an NPC is wrong it was already wrong, I wasn't there to change NPCs just re-tag and re-flag.
btw, THOU SHALT NOT QUOTE NON STRINGS. Cough.
Was some real weirdness going on with it missing, was possible to use different element Quick Draws infinitely, without regards to charges. Works properly now with and without those merits.
-Force Jump/High Jump crit and "enhances wyvern breath" mod (latter removes direct ID checks)
-High Jump is supposed to remove total enmity, not just enmity gained on the ability itself. Also it doesn't get the Jump attack bonus effect.
-Corrected High Jump enmity modifier value on certain equipment (it shouldn't be negative).
-Corrected Jump/High Jump/Super Jump distances as per BG wiki.