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@@ -2226,7 +2226,14 @@ static int skill_timerskill(int tid, unsigned int tick, int id, intptr data)
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map_foreachinarea(skill_frostjoke_scream,skl->map,skl->x-range,skl->y-range,
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skl->x+range,skl->y+range,BL_CHAR,src,skl->skill_id,skl->skill_lv,tick);
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break;
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-
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+ case NPC_EARTHQUAKE:
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+ skill_area_temp[0] = map_foreachinrange(skill_area_sub, src, skill_get_splash(skl->skill_id, skl->skill_lv), BL_CHAR, src, skl->skill_id, skl->skill_lv, tick, BCT_ENEMY, skill_area_sub_count);
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+ skill_area_temp[1] = src->id;
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+ skill_area_temp[2] = 0;
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+ map_foreachinrange(skill_area_sub, src, skill_get_splash(skl->skill_id, skl->skill_lv), splash_target(src), src, skl->skill_id, skl->skill_lv, tick, skl->flag, skill_castend_damage_id);
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+ if( skl->type > 1 )
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+ skill_addtimerskill(src,tick+250,src->id,0,0,skl->skill_id,skl->skill_lv,skl->type-1,skl->flag);
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+ break;
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case WZ_WATERBALL:
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if (!status_isdead(target))
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skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
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@@ -2698,6 +2705,10 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int
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// recursive invocation of skill_castend_damage_id() with flag|1
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map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), splash_target(src), src, skillid, skilllv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
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+ //FIXME: Isn't EarthQuake a ground skill after all?
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+ if( skillid == NPC_EARTHQUAKE )
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+ skill_addtimerskill(src,tick+250,src->id,0,0,skillid,skilllv,2,flag|BCT_ENEMY|SD_SPLASH|1);
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+
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//FIXME: move this to skill_additional_effect or some such? [ultramage]
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if( skillid == SM_MAGNUM || skillid == MS_MAGNUM )
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{ // Initiate 10% of your damage becomes fire element.
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