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@@ -1818,14 +1818,14 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
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return 0;
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} else if (flag && skill_get_nk(skillid)&NK_SPLASH) {
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//Note that splash attacks often only check versus the targetted mob, those around the splash area normally don't get checked for being hidden/cloaked/etc. [Skotlex]
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- if (!status_check_skilluse(dsrc, bl, skillid, 2))
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+ if (!status_check_skilluse(src, bl, skillid, 2))
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return 0;
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}
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- BL_CAST(BL_PC, dsrc, sd);
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+ BL_CAST(BL_PC, src, sd);
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BL_CAST(BL_PC, bl, tsd);
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- sstatus = status_get_status_data(dsrc);
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+ sstatus = status_get_status_data(src);
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tstatus = status_get_status_data(bl);
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// Is this check really needed? FrostNova won't hurt you if you step right where the caster is?
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if(skillid == WZ_FROSTNOVA && dsrc->x == bl->x && dsrc->y == bl->y)
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@@ -5510,7 +5510,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
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case GS_GLITTERING:
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if(sd) {
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clif_skill_nodamage(src,bl,skillid,skilllv,1);
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- if(rand()%100 < (10+10*skilllv))
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+ if(rand()%100 < (20+10*skilllv))
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pc_addspiritball(sd,skill_get_time(skillid,skilllv),10);
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else if(sd->spiritball > 0)
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pc_delspiritball(sd,1,0);
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