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@@ -770,7 +770,7 @@ int skill_get_range2 (struct block_list *bl, int id, int lv)
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case SN_SHARPSHOOTING:
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case SN_SHARPSHOOTING:
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case HT_POWER:
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case HT_POWER:
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if (bl->type == BL_PC)
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if (bl->type == BL_PC)
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- range += pc_checkskill((struct map_session_data *)bl, AC_VULTURE);
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+ range += pc_checkskill((TBL_PC*)bl, AC_VULTURE);
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else
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else
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range += 10; //Assume level 10?
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range += 10; //Assume level 10?
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break;
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break;
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@@ -782,13 +782,13 @@ int skill_get_range2 (struct block_list *bl, int id, int lv)
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case GS_SPREADATTACK:
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case GS_SPREADATTACK:
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case GS_GROUNDDRIFT:
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case GS_GROUNDDRIFT:
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if (bl->type == BL_PC)
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if (bl->type == BL_PC)
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- range += pc_checkskill((struct map_session_data *)bl, GS_SNAKEEYE);
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+ range += pc_checkskill((TBL_PC*)bl, GS_SNAKEEYE);
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else
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else
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range += 10; //Assume level 10?
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range += 10; //Assume level 10?
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break;
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break;
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case NJ_KIRIKAGE:
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case NJ_KIRIKAGE:
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if (bl->type == BL_PC)
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if (bl->type == BL_PC)
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- range = skill_get_range(NJ_SHADOWJUMP,pc_checkskill((struct map_session_data *)bl,NJ_SHADOWJUMP));
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+ range = skill_get_range(NJ_SHADOWJUMP,pc_checkskill((TBL_PC*)bl,NJ_SHADOWJUMP));
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break;
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break;
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}
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}
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@@ -1999,7 +1999,7 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
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case SM_MAGNUM:
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case SM_MAGNUM:
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case AS_SPLASHER:
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case AS_SPLASHER:
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case ASC_METEORASSAULT:
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case ASC_METEORASSAULT:
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- case GS_SPREADATTACK:
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+// case GS_SPREADATTACK: <- as it is, it shows no animation at all.
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dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, skillid, -1, 5);
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dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, skillid, -1, 5);
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break;
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break;
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case KN_BRANDISHSPEAR:
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case KN_BRANDISHSPEAR:
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@@ -3207,9 +3207,9 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int
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status_change_end(src, SC_HIDING, -1);
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status_change_end(src, SC_HIDING, -1);
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skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
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skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
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if (unit_movepos(src, bl->x, bl->y, 0, 0))
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if (unit_movepos(src, bl->x, bl->y, 0, 0))
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- {
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+ { //FIXME: Why are you sending a packet to LIE about where the character is?
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+ //If you want to place yourself adjacent to the target, do the proper coding..?
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int dir = unit_getdir(src);
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int dir = unit_getdir(src);
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-
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clif_slide(src,src->x - dirx[dir],src->y - diry[dir]);
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clif_slide(src,src->x - dirx[dir],src->y - diry[dir]);
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}
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}
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break;
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break;
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@@ -3783,15 +3783,10 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
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sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
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sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
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break;
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break;
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case NJ_BUNSINJYUTSU:
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case NJ_BUNSINJYUTSU:
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- {
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- struct status_change *sc;
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- sc = status_get_sc(bl);
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- clif_skill_nodamage(src,bl,skillid,skilllv,
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+ clif_skill_nodamage(src,bl,skillid,skilllv,
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sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
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sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
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-
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- if (sc && sc->data[SC_NEN].timer != -1)
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- status_change_end(bl,SC_NEN,-1);
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- }
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+ if (tsc && tsc->data[SC_NEN].timer != -1)
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+ status_change_end(bl,SC_NEN,-1);
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break;
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break;
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case CG_MOONLIT:
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case CG_MOONLIT:
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clif_skill_nodamage(src,bl,skillid,skilllv,1);
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clif_skill_nodamage(src,bl,skillid,skilllv,1);
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@@ -9339,7 +9334,7 @@ int skill_landprotector (struct block_list *bl, va_list ap)
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case SA_VOLCANO:
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case SA_VOLCANO:
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case SA_DELUGE:
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case SA_DELUGE:
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case SA_VIOLENTGALE:
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case SA_VIOLENTGALE:
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- skill_delunit(unit);
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+ (*alive) = 0;
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return 1;
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return 1;
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}
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}
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break;
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break;
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