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@@ -5856,8 +5856,7 @@ int skill_castend_pos2( struct block_list *src, int x,int y,int skillid,int skil
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sc = NULL; //Unneeded.
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sc = NULL; //Unneeded.
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if(skillid != WZ_METEOR &&
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if(skillid != WZ_METEOR &&
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- skillid != AM_CANNIBALIZE &&
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- skillid != AM_SPHEREMINE &&
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+ skillid != MO_BODYRELOCATION &&
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skillid != CR_CULTIVATION)
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skillid != CR_CULTIVATION)
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clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
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clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
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@@ -5985,7 +5984,8 @@ int skill_castend_pos2( struct block_list *src, int x,int y,int skillid,int skil
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case MO_BODYRELOCATION:
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case MO_BODYRELOCATION:
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if (unit_movepos(src, x, y, 1, 1)) {
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if (unit_movepos(src, x, y, 1, 1)) {
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- clif_slide(src, src->x, src->y);
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+ clif_skill_poseffect(src,skillid,skilllv,src->x,src->y,tick);
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+// clif_slide(src, src->x, src->y); //Poseffect is the one that makes the char snap on the client...
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if (sd) skill_blockpc_start (sd, MO_EXTREMITYFIST, 2000);
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if (sd) skill_blockpc_start (sd, MO_EXTREMITYFIST, 2000);
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}
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}
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break;
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break;
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@@ -6010,7 +6010,6 @@ int skill_castend_pos2( struct block_list *src, int x,int y,int skillid,int skil
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}
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}
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// To-do: ?「還されるモンスタ?[には?「還したプレ?[ヤ?[の名前が付きます
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// To-do: ?「還されるモンスタ?[には?「還したプレ?[ヤ?[の名前が付きます
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// (attach name of player?)
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// (attach name of player?)
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- clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
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}
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}
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break;
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break;
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case AM_SPHEREMINE: // スフィア?マイン
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case AM_SPHEREMINE: // スフィア?マイン
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@@ -6027,7 +6026,6 @@ int skill_castend_pos2( struct block_list *src, int x,int y,int skillid,int skil
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md->special_state.ai = 2;
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md->special_state.ai = 2;
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md->deletetimer = add_timer (gettick() + skill_get_time(skillid,skilllv), mob_timer_delete, id, 0);
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md->deletetimer = add_timer (gettick() + skill_get_time(skillid,skilllv), mob_timer_delete, id, 0);
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}
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}
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- clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
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}
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}
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break;
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break;
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