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@@ -6767,7 +6767,7 @@ struct skill_unit_group *skill_unitsetting (struct block_list *src, int skillid,
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ux+=(i%5-2);
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uy+=(i/5-2);
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break;
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- case UNT_DESPERADO:
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+ case GS_DESPERADO:
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val1 = abs(layout->dx[i]);
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val2 = abs(layout->dy[i]);
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if (val1 < 2 || val2 < 2) { //Nearby cross, linear decrease with no diagonals
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@@ -7185,21 +7185,6 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns
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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_GROUNDDRIFT_WIND:
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- case UNT_GROUNDDRIFT_DARK:
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- case UNT_GROUNDDRIFT_POISON:
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- case UNT_GROUNDDRIFT_WATER:
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- case UNT_GROUNDDRIFT_FIRE:
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- map_foreachinrange(skill_trap_splash,&src->bl,
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- skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag,
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- &src->bl,tick,0);
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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->state.into_abyss = 1;
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- break;
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-
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-
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case UNT_TALKIEBOX:
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if (sg->src_id == bl->id)
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break;
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@@ -7261,7 +7246,7 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns
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status_change_clear_buffs(bl,2);
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if (sd) clif_gospel_info(sd, 0x15);
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break;
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- case 2: // 100% resist to status changes.
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+ case 2: // Immunity to all status
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sc_start(bl,SC_SCRESIST,100,100,type);
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if (sd) clif_gospel_info(sd, 0x16);
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break;
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@@ -7351,6 +7336,20 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns
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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 UNT_GROUNDDRIFT_WIND:
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+ case UNT_GROUNDDRIFT_DARK:
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+ case UNT_GROUNDDRIFT_POISON:
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+ case UNT_GROUNDDRIFT_WATER:
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+ case UNT_GROUNDDRIFT_FIRE:
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+ map_foreachinrange(skill_trap_splash,&src->bl,
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+ skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag,
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+ &src->bl,tick,0);
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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->state.into_abyss = 1;
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+ break;
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+
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case UNT_KAENSIN:
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skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
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if (--src->val2 <= 0)
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@@ -9339,7 +9338,7 @@ int skill_landprotector (struct block_list *bl, va_list ap)
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}
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if (unit->group->skill_id == SA_LANDPROTECTOR &&
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!(skill_get_unit_flag(skillid)&(UF_DANCE|UF_SONG|UF_ENSEMBLE)))
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- { //Block stuff from being placed on an LP except for song/dances
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+ { //It deletes everything except songs/dances/encores.
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(*alive) = 0;
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return 1;
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}
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