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@@ -2732,8 +2732,6 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl,int s
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skill_castend_damage_id);
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//Skill-attack at the end in case it has knockback. [Skotlex]
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skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0);
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- if (sd)
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- battle_consume_ammo(sd, skillid, -skilllv);
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}
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break;
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@@ -3136,6 +3134,8 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl,int s
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map_freeblock_unlock();
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+ if (sd && !(flag&1) && sd->state.arrow_atk) //Consume arrow on last invocation to this skill.
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+ battle_consume_ammo(sd, skillid, skilllv);
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return 0;
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}
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@@ -5104,7 +5104,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
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(su->group->src_id == src->id || map_flag_vs(bl->m)) &&
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(skill_get_inf2(su->group->skill_id) & INF2_TRAP))
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{
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- if(sd && su->group->val3 != BD_INTOABYSS)
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+ if(sd && !su->group->state.into_abyss)
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{ //Avoid collecting traps when it does not costs to place them down. [Skotlex]
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if(battle_config.skill_removetrap_type){
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for(i=0;i<10;i++) {
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@@ -5605,6 +5605,9 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
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if (dstmd) //Mob skill event for no damage skills (damage ones are handled in battle_calc_damage) [Skotlex]
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mobskill_event(dstmd, src, tick, MSC_SKILLUSED|(skillid<<16));
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+ if (sd && !(flag&1) && sd->state.arrow_atk) //Consume arrow on last invocation to this skill.
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+ battle_consume_ammo(sd, skillid, skilllv);
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+
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map_freeblock_unlock();
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return 0;
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}
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@@ -5976,11 +5979,13 @@ int skill_castend_pos2( struct block_list *src, int x,int y,int skillid,int skil
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case AC_SHOWER: //Ground-placed skill implementation.
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case GS_DESPERADO:
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skill_unitsetting(src,skillid,skilllv,x,y,0);
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+ flag|=1;//Set flag to 1 to prevent deleting ammo (it will be deleted on group-delete).
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break;
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case RG_GRAFFITI: /* Graffiti [Valaris] */
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skill_clear_unitgroup(src);
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skill_unitsetting(src,skillid,skilllv,x,y,0);
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+ flag|=1;
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break;
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case RG_CLEANER: // [Valaris]
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@@ -5993,6 +5998,7 @@ int skill_castend_pos2( struct block_list *src, int x,int y,int skillid,int skil
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case SA_LANDPROTECTOR: /* ƒ‰ƒ“ƒhƒvƒ?ƒeƒNƒ^? */
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case NJ_SUITON:
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skill_unitsetting(src,skillid,skilllv,x,y,0);
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+ flag|=1;
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break;
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case WZ_METEOR: //ƒ?ƒeƒIƒXƒg?ƒ€
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@@ -6128,6 +6134,7 @@ int skill_castend_pos2( struct block_list *src, int x,int y,int skillid,int skil
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sg = skill_unitsetting(src,skillid,skilllv,x,y,0);
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sc_start4(src,SkillStatusChangeTable[skillid],100,
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skilllv,0,BCT_SELF,(int)sg,skill_get_time(skillid,skilllv));
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+ flag|=1;
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}
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break;
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@@ -6156,12 +6163,11 @@ int skill_castend_pos2( struct block_list *src, int x,int y,int skillid,int skil
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case GS_GROUNDDRIFT: /* ƒOƒ‰ƒEƒ“ƒhƒhƒŠƒtƒg*/
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case NJ_KAENSIN: /* ‰Î‰Š�w*/
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case NJ_BAKUENRYU: /* ”š‰Š—´*/
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- skill_unitsetting(src,skillid,skilllv,x,y,0);
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- break;
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-
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case NJ_HYOUSYOURAKU:
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skill_unitsetting(src,skillid,skilllv,x,y,0);
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+ flag|=1;
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break;
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+
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case NJ_RAIGEKISAI:
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map_foreachinrange(skill_attack_area, src,
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skill_get_splash(skillid, skilllv), BL_CHAR,
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@@ -6172,6 +6178,9 @@ int skill_castend_pos2( struct block_list *src, int x,int y,int skillid,int skil
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if (sc && sc->data[SC_MAGICPOWER].timer != -1)
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status_change_end(&sd->bl,SC_MAGICPOWER,-1);
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+ if (sd && !(flag&1) && sd->state.arrow_atk) //Consume arrow if a ground skill was not invoked. [Skotlex]
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+ battle_consume_ammo(sd, skillid, skilllv);
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+
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return 0;
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}
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@@ -6387,8 +6396,6 @@ struct skill_unit_group *skill_unitsetting( struct block_list *src, int skillid,
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case HT_FLASHER: /* ƒtƒ‰ƒbƒVƒƒ? */
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case HT_FREEZINGTRAP: /* ƒtƒŠ?ƒWƒ“ƒOƒgƒ‰ƒbƒv */
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case HT_BLASTMINE: /* ƒuƒ‰ƒXƒgƒ}ƒCƒ“ */
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- if (sc && sc->data[SC_INTOABYSS].timer != -1)
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- val3 = BD_INTOABYSS; //Store into abyss state, to know it shouldn't give traps back. [Skotlex]
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if (map_flag_gvg(src->m))
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limit *= 4; // longer trap times in WOE [celest]
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if (battle_config.vs_traps_bctall && map_flag_vs(src->m)
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@@ -6515,9 +6522,7 @@ struct skill_unit_group *skill_unitsetting( struct block_list *src, int skillid,
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break;
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}
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- if (val3==0 && (flag&2 || (sc && sc->data[SC_MAGICPOWER].timer != -1)))
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- val3 = HW_MAGICPOWER; //Store the magic power flag. [Skotlex]
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-
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+
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nullpo_retr(NULL, group=skill_initunitgroup(src,(count > 0 ? count : layout->count),
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skillid,skilllv,skill_get_unit_id(skillid,flag&1), limit, interval));
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group->val1=val1;
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@@ -6525,6 +6530,10 @@ struct skill_unit_group *skill_unitsetting( struct block_list *src, int skillid,
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group->val3=val3;
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group->target_flag=target;
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group->bl_flag= skill_get_unit_bl_target(skillid);
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+ group->state.into_abyss = (sc && sc->data[SC_INTOABYSS].timer != -1); //Store into abyss state, to know it shouldn't give traps back. [Skotlex]
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+ group->state.magic_power = (flag&2 || (sc && sc->data[SC_MAGICPOWER].timer != -1)); //Store the magic power flag. [Skotlex]
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+ group->state.ammo_consume = (sd && sd->state.arrow_atk); //Store if this skill needs to consume ammo.
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+
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if(skillid==HT_TALKIEBOX ||
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skillid==RG_GRAFFITI){
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group->valstr=(char *) aMallocA(MESSAGE_SIZE*sizeof(char));
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@@ -6788,7 +6797,7 @@ int skill_unit_onplace_timer(struct skill_unit *src,struct block_list *bl,unsign
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ts->tick += sg->interval*(map_count_oncell(bl->m,bl->x,bl->y,0)-1);
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}
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//Temporarily set magic power to have it take effect. [Skotlex]
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- if (sg->val3 == HW_MAGICPOWER && sc && sc->data[SC_MAGICPOWER].timer == -1 && sc->data[SC_MAGICPOWER].val1 > 0)
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+ if (sg->state.magic_power && sc && sc->data[SC_MAGICPOWER].timer == -1 && sc->data[SC_MAGICPOWER].val1 > 0)
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{
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if (sd)
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{ //This is needed since we are not going to recall status_calc_pc...
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@@ -6863,8 +6872,6 @@ int skill_unit_onplace_timer(struct skill_unit *src,struct block_list *bl,unsign
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//Otherwise, Knockback attack.
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skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
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break;
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- case AC_SHOWER:
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- sg->val2++; //Store count of hitted enemies to know when to delete an arrow.
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default:
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skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
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}
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@@ -6893,7 +6900,7 @@ int skill_unit_onplace_timer(struct skill_unit *src,struct block_list *bl,unsign
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sg->unit_id = UNT_USED_TRAPS;
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clif_changetraplook(&src->bl, UNT_USED_TRAPS);
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sg->limit=DIFF_TICK(tick,sg->tick)+1500;
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- sg->val3 = BD_INTOABYSS; //Prevent Remove Trap from giving you the trap back. [Skotlex]
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+ sg->state.into_abyss = 1; //Prevent Remove Trap from giving you the trap back. [Skotlex]
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}
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break;
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@@ -6930,7 +6937,7 @@ int skill_unit_onplace_timer(struct skill_unit *src,struct block_list *bl,unsign
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sg->unit_id = UNT_USED_TRAPS;
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clif_changetraplook(&src->bl, UNT_FIREPILLAR_ACTIVE);
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sg->limit=DIFF_TICK(tick,sg->tick)+1500;
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- sg->val3 = BD_INTOABYSS; //Prevent Remove Trap from giving you the trap back. [Skotlex]
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+ sg->state.into_abyss = 1; //Prevent Remove Trap from giving you the trap back. [Skotlex]
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break;
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case UNT_BLASTMINE:
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@@ -6949,7 +6956,7 @@ int skill_unit_onplace_timer(struct skill_unit *src,struct block_list *bl,unsign
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sg->unit_id = UNT_USED_TRAPS;
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clif_changetraplook(&src->bl, UNT_USED_TRAPS);
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sg->limit=DIFF_TICK(tick,sg->tick)+1500;
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- sg->val3 = BD_INTOABYSS; //Prevent Remove Trap from giving you the trap back. [Skotlex]
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+ sg->state.into_abyss = 1; //Prevent Remove Trap from giving you the trap back. [Skotlex]
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break;
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case UNT_TALKIEBOX:
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@@ -6961,7 +6968,7 @@ int skill_unit_onplace_timer(struct skill_unit *src,struct block_list *bl,unsign
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clif_changetraplook(&src->bl, UNT_USED_TRAPS);
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sg->limit = DIFF_TICK(tick, sg->tick) + 5000;
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sg->val2 = -1; //“¥‚ñ‚¾
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- sg->val3 = BD_INTOABYSS; //Prevent Remove Trap from giving you the trap back. [Skotlex]
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+ sg->state.into_abyss = 1; //Prevent Remove Trap from giving you the trap back. [Skotlex]
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}
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break;
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@@ -7089,7 +7096,7 @@ int skill_unit_onplace_timer(struct skill_unit *src,struct block_list *bl,unsign
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skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
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break;
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}
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- if (sg->val3 == HW_MAGICPOWER && sc && sc->data[SC_MAGICPOWER].timer < 0 && sc->data[SC_MAGICPOWER].val1 > 0)
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+ if (sg->state.magic_power && sc && sc->data[SC_MAGICPOWER].timer < 0 && sc->data[SC_MAGICPOWER].val1 > 0)
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{ //Unset Magic Power.
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if (sd)
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{
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@@ -7148,7 +7155,7 @@ int skill_unit_onout(struct skill_unit *src,struct block_list *bl,unsigned int t
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if(target && target == bl){
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status_change_end(bl,SC_ANKLE,-1);
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sg->limit=DIFF_TICK(tick,sg->tick)+1000;
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- sg->val3 = BD_INTOABYSS; //Prevent Remove Trap from giving you the trap back. [Skotlex]
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+ sg->state.into_abyss = 1; //Prevent Remove Trap from giving you the trap back. [Skotlex]
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}
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else
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return 0;
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@@ -8266,6 +8273,8 @@ int skill_check_condition(struct map_session_data *sd,int skill, int lv, int typ
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if(!(type&1))
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return 1;
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+ sd->state.arrow_atk = ammo?1:0; //Update arrow-atk state on cast-end.
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+
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if(delitem_flag) {
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for(i=0;i<10;i++) {
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if(index[i] >= 0)
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@@ -9509,8 +9518,8 @@ int skill_delunitgroup(struct block_list *src, struct skill_unit_group *group)
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}
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}
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- if (group->skill_id == AC_SHOWER && group->val2 && src->type==BL_PC)
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- battle_consume_ammo((TBL_PC*)src, group->skill_id, -group->skill_lv); //Delete arrow if at least one target was hit.
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+ if (src->type==BL_PC && group->state.ammo_consume)
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+ battle_consume_ammo((TBL_PC*)src, group->skill_id, group->skill_lv);
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group->alive_count=0;
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if(group->unit!=NULL){
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@@ -9687,7 +9696,7 @@ int skill_unit_timer_sub( struct block_list *bl, va_list ap )
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struct block_list *src=map_id2bl(group->src_id);
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if(group->unit_id == UNT_ANKLESNARE && group->val2);
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else{
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- if(src && src->type==BL_PC && group->val3 != BD_INTOABYSS)
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+ if(src && src->type==BL_PC && !group->state.into_abyss)
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{ //Avoid generating trap items when it did not cost to create them. [Skotlex]
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struct item item_tmp;
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memset(&item_tmp,0,sizeof(item_tmp));
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