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@@ -1674,9 +1674,9 @@ int skill_additional_effect(struct block_list* src, struct block_list *bl, uint1
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sc_start4(src,bl,SC_BURNING,55+5*skill_lv,skill_lv,1000,src->id,0,skill_get_time(skill_id,skill_lv));
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sc_start4(src,bl,SC_BURNING,55+5*skill_lv,skill_lv,1000,src->id,0,skill_get_time(skill_id,skill_lv));
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break;
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break;
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case NC_MAGMA_ERUPTION:
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case NC_MAGMA_ERUPTION:
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- if (attack_type == BF_WEAPON) // Stun effect from 'slam'
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+ if (attack_type&BF_WEAPON) // Stun effect from 'slam'
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sc_start(src, bl, SC_STUN, 90, skill_lv, skill_get_time(skill_id, skill_lv));
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sc_start(src, bl, SC_STUN, 90, skill_lv, skill_get_time(skill_id, skill_lv));
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- if (attack_type == BF_MISC) // Burning effect from 'eruption'
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+ if (attack_type&BF_MISC) // Burning effect from 'eruption'
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sc_start4(src, bl, SC_BURNING, 10 * skill_lv, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id, skill_lv));
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sc_start4(src, bl, SC_BURNING, 10 * skill_lv, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id, skill_lv));
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break;
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break;
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case GC_DARKCROW:
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case GC_DARKCROW:
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@@ -9678,7 +9678,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
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if (flag&1)
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if (flag&1)
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sc_start2(src,bl,type,skill_area_temp[5],skill_lv,src->id,skill_area_temp[6]);
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sc_start2(src,bl,type,skill_area_temp[5],skill_lv,src->id,skill_area_temp[6]);
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else {
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else {
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- // Success chance: (Skill Level x 6) + (Voice Lesson Skill Level x 2) + (Caster’s Job Level / 2) %
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+ // Success chance: (Skill Level x 6) + (Voice Lesson Skill Level x 2) + (CasterÂ’s Job Level / 2) %
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skill_area_temp[5] = skill_lv * 6 + ((sd) ? pc_checkskill(sd, WM_LESSON) : 1) * 2 + (sd ? sd->status.job_level : 50) / 2;
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skill_area_temp[5] = skill_lv * 6 + ((sd) ? pc_checkskill(sd, WM_LESSON) : 1) * 2 + (sd ? sd->status.job_level : 50) / 2;
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skill_area_temp[6] = skill_get_time(skill_id,skill_lv);
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skill_area_temp[6] = skill_get_time(skill_id,skill_lv);
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map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id,skill_lv), BL_CHAR|BL_SKILL, src, skill_id, skill_lv, tick, flag|BCT_ALL|BCT_WOS|1, skill_castend_nodamage_id);
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map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id,skill_lv), BL_CHAR|BL_SKILL, src, skill_id, skill_lv, tick, flag|BCT_ALL|BCT_WOS|1, skill_castend_nodamage_id);
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