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@@ -2338,8 +2338,7 @@ static int skill_timerskill(int tid, unsigned int tick, int id, intptr data)
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} else {
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struct status_change *sc = status_get_sc(src);
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if(sc) {
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- if(sc->data[SC_MAGICPOWER])
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- status_change_end(src, SC_MAGICPOWER, INVALID_TIMER);
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+ status_change_end(src, SC_MAGICPOWER, INVALID_TIMER);
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if(sc->data[SC_SPIRIT] &&
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sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
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sc->data[SC_SPIRIT]->val3 == skl->skill_id)
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@@ -2662,16 +2661,14 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int
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case MO_INVESTIGATE:
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skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
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- if (sc && sc->data[SC_BLADESTOP])
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- status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
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+ status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
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break;
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case RG_BACKSTAP:
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{
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int dir = map_calc_dir(src, bl->x, bl->y), t_dir = unit_getdir(bl);
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if ((!check_distance_bl(src, bl, 0) && !map_check_dir(dir, t_dir)) || bl->type == BL_SKILL) {
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- if (sc && sc->data[SC_HIDING])
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- status_change_end(src, SC_HIDING, INVALID_TIMER);
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+ status_change_end(src, SC_HIDING, INVALID_TIMER);
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skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, flag);
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dir = dir < 4 ? dir+4 : dir-4; // change direction [Celest]
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unit_setdir(bl,dir);
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@@ -2688,14 +2685,12 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int
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for (i = 1; i < sd->spiritball_old; i++)
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skill_addtimerskill(src, tick + i * 200, bl->id, 0, 0, skillid, skilllv, BF_WEAPON, flag);
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}
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- if (sc && sc->data[SC_BLADESTOP])
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- status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
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+ status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
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break;
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case MO_CHAINCOMBO:
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skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
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- if (sc && sc->data[SC_BLADESTOP])
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- status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
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+ status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
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break;
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case NJ_ISSEN:
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@@ -2991,8 +2986,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int
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break;
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case SL_SMA:
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- if (sc && sc->data[SC_SMA])
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- status_change_end(src, SC_SMA, INVALID_TIMER);
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+ status_change_end(src, SC_SMA, INVALID_TIMER);
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case SL_STIN:
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case SL_STUN:
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if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
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@@ -3065,8 +3059,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int
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if (unit_movepos(src, x, y, 0, 0))
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clif_slide(src,src->x,src->y);
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}
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- if (sc && sc->data[SC_HIDING])
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- status_change_end(src, SC_HIDING, INVALID_TIMER);
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+ status_change_end(src, SC_HIDING, INVALID_TIMER);
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skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
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break;
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case 0:
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@@ -3698,8 +3691,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
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case NJ_BUNSINJYUTSU:
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clif_skill_nodamage(src,bl,skillid,skilllv,
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sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
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- if (tsc && tsc->data[SC_NEN])
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- status_change_end(bl, SC_NEN, INVALID_TIMER);
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+ status_change_end(bl, SC_NEN, INVALID_TIMER);
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break;
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/* Was modified to only affect targetted char. [Skotlex]
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case HP_ASSUMPTIO:
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@@ -3804,12 +3796,10 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
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if( tsc && tsc->count )
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{
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- if( tsc->data[SC_FREEZE] )
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- status_change_end(bl, SC_FREEZE, INVALID_TIMER);
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+ status_change_end(bl, SC_FREEZE, INVALID_TIMER);
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if( tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE )
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status_change_end(bl, SC_STONE, INVALID_TIMER);
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- if( tsc->data[SC_SLEEP] )
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- status_change_end(bl, SC_SLEEP, INVALID_TIMER);
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+ status_change_end(bl, SC_SLEEP, INVALID_TIMER);
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}
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if( dstmd )
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@@ -4642,8 +4632,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
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case AM_CP_HELM:
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{
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enum sc_type scid = (sc_type)(SC_STRIPWEAPON + (skillid - AM_CP_WEAPON));
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- if(tsc && tsc->data[scid])
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- status_change_end(bl, scid, INVALID_TIMER);
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+ status_change_end(bl, scid, INVALID_TIMER);
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clif_skill_nodamage(src,bl,skillid,skilllv,
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sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
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}
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@@ -5226,12 +5215,10 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
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unit_skillcastcancel(bl,0);
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if(tsc && tsc->count){
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- if(tsc->data[SC_FREEZE])
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- status_change_end(bl, SC_FREEZE, INVALID_TIMER);
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+ status_change_end(bl, SC_FREEZE, INVALID_TIMER);
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if(tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE)
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status_change_end(bl, SC_STONE, INVALID_TIMER);
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- if(tsc->data[SC_SLEEP])
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- status_change_end(bl, SC_SLEEP, INVALID_TIMER);
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+ status_change_end(bl, SC_SLEEP, INVALID_TIMER);
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}
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if(dstmd)
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@@ -5298,8 +5285,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
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break;
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}
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for (i=0; i<4; i++) {
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- if(tsc->data[SC_STRIPWEAPON + i])
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- status_change_end(bl, (sc_type)(SC_STRIPWEAPON + i), INVALID_TIMER);
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+ status_change_end(bl, (sc_type)(SC_STRIPWEAPON + i), INVALID_TIMER);
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sc_start(bl,(sc_type)(SC_CP_WEAPON + i),100,skilllv,skilltime);
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}
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clif_skill_nodamage(src,bl,skillid,skilllv,1);
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@@ -5985,10 +5971,8 @@ int skill_castend_id(int tid, unsigned int tick, int id, intptr data)
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sc = &sd->sc;
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if (sc->count)
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{ //End states
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- if (sc->data[SC_EXPLOSIONSPIRITS])
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- status_change_end(src, SC_EXPLOSIONSPIRITS, INVALID_TIMER);
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- if (sc->data[SC_BLADESTOP])
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- status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
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+ status_change_end(src, SC_EXPLOSIONSPIRITS, INVALID_TIMER);
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+ status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
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}
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if (target && target->m == src->m)
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{ //Move character to target anyway.
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@@ -6409,8 +6393,7 @@ int skill_castend_pos2(struct block_list* src, int x, int y, int skillid, int sk
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unit_movepos(src, x, y, 1, 0);
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clif_slide(src,x,y);
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}
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- if (sc && sc->data[SC_HIDING])
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- status_change_end(src, SC_HIDING, INVALID_TIMER);
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+ status_change_end(src, SC_HIDING, INVALID_TIMER);
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break;
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case AM_SPHEREMINE:
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case AM_CANNIBALIZE:
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@@ -6579,8 +6562,7 @@ int skill_castend_pos2(struct block_list* src, int x, int y, int skillid, int sk
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return 1;
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}
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- if (sc && sc->data[SC_MAGICPOWER])
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- status_change_end(src, SC_MAGICPOWER, INVALID_TIMER);
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+ status_change_end(src, SC_MAGICPOWER, INVALID_TIMER);
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if( sd )
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{
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