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@@ -819,8 +819,6 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, int
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if((sce=sc->data[SC_EDP]))
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sc_start4(bl,SC_DPOISON,sce->val2, sce->val1,src->id,0,0,
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skill_get_time2(ASC_EDP,sce->val1));
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- // Cancels on normal attack but benefits with the bonuses
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- status_change_end(src,SC_CAMOUFLAGE, INVALID_TIMER);
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}
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}
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break;
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@@ -4422,9 +4420,9 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int
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case SR_EARTHSHAKER:
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if( flag&1 ) { //by default cloaking skills are remove by aoe skills so no more checking/removing except hiding and cloaking exceed.
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+ skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, flag);
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status_change_end(bl, SC_HIDING, INVALID_TIMER);
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status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
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- skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, flag);
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} else{
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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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clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
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@@ -4543,7 +4541,6 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int
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skill_castend_damage_id);
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flag|=1; //Set flag to 1 so ammo is not double-consumed. [Skotlex]
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}
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- status_change_end(src,SC_CAMOUFLAGE, INVALID_TIMER);
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}
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break;
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@@ -8747,7 +8744,8 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
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break;
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case KO_JYUSATSU:
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- if( dstsd && tsc && !tsc->data[type] && rand()%100 < tstatus->int_/2 ){
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+ if( dstsd && tsc && !tsc->data[type] &&
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+ rand()%100 < ((45+5*skilllv) + skilllv*5 - status_get_int(bl)/2) ){//[(Base chance of success) + (Skill Level x 5) - (int / 2)]%.
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clif_skill_nodamage(src,bl,skillid,skilllv,
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status_change_start(bl,type,10000,skilllv,0,0,0,skill_get_time(skillid,skilllv),1));
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status_zap(bl, tstatus->max_hp*skilllv*5/100 , 0);
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@@ -8760,6 +8758,12 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
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case KO_GENWAKU:
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if ( !map_flag_gvg(src->m) && ( dstsd || dstmd ) && battle_check_target(src,bl,BCT_ENEMY) > 0 ) {
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int x = src->x, y = src->y;
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+
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+ if( sd && rnd()%100 > ((45+5*skilllv) - status_get_int(bl)/10) ){//[(Base chance of success) - (Intelligence Objectives / 10)]%.
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+ clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
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+ break;
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+ }
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+
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if (unit_movepos(src,bl->x,bl->y,0,0)) {
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clif_skill_nodamage(src,src,skillid,skilllv,1);
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clif_slide(src,bl->x,bl->y) ;
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@@ -9539,7 +9543,6 @@ int skill_castend_pos2(struct block_list* src, int x, int y, int skillid, int sk
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case KO_MUCHANAGE:
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case KO_BAKURETSU:
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case KO_ZENKAI:
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- //case KO_MAKIBISHI:
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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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case GS_GROUNDDRIFT: //Ammo should be deleted right away.
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skill_unitsetting(src,skillid,skilllv,x,y,0);
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@@ -10000,6 +10003,14 @@ int skill_castend_pos2(struct block_list* src, int x, int y, int skillid, int sk
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flag |= 33;
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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 KO_MAKIBISHI:
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+ for( i = 0; i < (skilllv+2); i++ ) {
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+ x = src->x - 1 + rnd()%3;
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+ y = src->y - 1 + rnd()%3;
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+ skill_unitsetting(src,skillid,skilllv,x,y,0);
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+ }
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+ break;
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default:
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if( skillid >= HM_SKILLBASE && skillid <= HM_SKILLBASE + MAX_HOMUNSKILL ) {
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if( src->type == BL_HOM && ((TBL_HOM*)src)->master->fd )
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@@ -11252,7 +11263,6 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns
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case UNT_FLASHER:
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case UNT_FREEZINGTRAP:
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case UNT_FIREPILLAR_ACTIVE:
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- case UNT_MAKIBISHI:
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map_foreachinrange(skill_trap_splash,&src->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &src->bl,tick);
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if (sg->unit_id != UNT_FIREPILLAR_ACTIVE)
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clif_changetraplook(&src->bl, sg->unit_id==UNT_LANDMINE?UNT_FIREPILLAR_ACTIVE:UNT_USED_TRAPS);
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@@ -11677,6 +11687,11 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns
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sc_start2(bl,type,100,sg->val1,sg->val2,skill_get_time2(sg->skill_id, sg->skill_lv));
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break;
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+ case UNT_MAKIBISHI:
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+ skill_attack(BF_MISC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
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+ sg->limit = DIFF_TICK(tick, sg->tick);
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+ sg->unit_id = UNT_USED_TRAPS;
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+ break;
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}
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if (bl->type == BL_MOB && ss != bl)
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