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@@ -2601,7 +2601,6 @@ static int skill_reveal_trap (struct block_list *bl, va_list ap)
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int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int skillid, int skilllv, unsigned int tick, int flag)
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{
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struct map_session_data *sd = NULL, *tsd = NULL;
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- struct homun_data *hd = NULL ; //[orn]
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struct status_data *tstatus;
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struct status_change *sc;
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@@ -2620,10 +2619,8 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int
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sd = (struct map_session_data *)src;
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if (bl->type == BL_PC)
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tsd = (struct map_session_data *)bl;
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- if (bl->type == BL_HOMUNCULUS) //[orn]
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- hd = (struct homun_data *)bl;
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- if (status_isdead(src) || (src != bl && status_isdead(bl)))
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+ if (status_isdead(bl))
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return 1;
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if (skillid && skill_get_type(skillid) == BF_MAGIC)
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@@ -2864,21 +2861,15 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int
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case AS_SPLASHER:
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if (flag & 1) { //Invoked from map_foreachinarea, skill_area_temp[0] holds number of targets to divide damage by.
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- if (bl->id != skill_area_temp[1])
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- skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, skill_area_temp[0]);
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- else
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- skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, 0);
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+ if (bl->id != skill_area_temp[0])
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+ skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, 1);
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} else {
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- skill_area_temp[0] = 0;
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- skill_area_temp[1] = bl->id;
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- map_foreachinrange(skill_area_sub, bl,
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- skill_get_splash(skillid, skilllv), BL_CHAR,
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- src, skillid, skilllv, tick, BCT_ENEMY, skill_area_sub_count);
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- skill_area_temp[0]--; //Substract one, the original target shouldn't count. [Skotlex]
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+ skill_area_temp[0] = bl->id;
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map_foreachinrange(skill_area_sub, bl,
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skill_get_splash(skillid, skilllv), BL_CHAR,
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src, skillid, skilllv, tick, BCT_ENEMY|1,
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skill_castend_damage_id);
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+ skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, 0);
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}
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break;
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case SM_MAGNUM:
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@@ -3315,9 +3306,9 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
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//Check for undead skills that convert a no-damage skill into a damage one. [Skotlex]
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switch (skillid) {
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case HLIF_HEAL: //[orn]
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- if ( !hd ) {
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- clif_skill_fail(hd->master,skillid,0,0) ;
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- break ;
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+ if (bl->type != BL_HOMUNCULUS) {
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+ if (sd) clif_skill_fail(sd,skillid,0,0) ;
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+ break ;
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}
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case AL_HEAL:
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case ALL_RESURRECTION:
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