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@@ -13611,42 +13611,42 @@ int skill_unit_onplace_timer(struct skill_unit *unit, struct block_list *bl, uns
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case UNT_ZENKAI_WATER:
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switch (rnd()%2 + 1) {
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case 1:
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- sc_start(ss, bl, SC_FREEZE, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
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+ sc_start(ss, bl, SC_FREEZE, sg->val1*5, sg->skill_lv, skill_get_time(sg->skill_id, sg->skill_lv));
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break;
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case 2:
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- sc_start(ss, bl, SC_FREEZING, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
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+ sc_start(ss, bl, SC_FREEZING, sg->val1*5, sg->skill_lv, skill_get_time(sg->skill_id, sg->skill_lv));
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break;
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}
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break;
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case UNT_ZENKAI_LAND:
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switch (rnd()%2 + 1) {
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case 1:
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- sc_start2(ss, bl, SC_STONE, sg->val1*5, sg->skill_lv, ss->id, skill_get_time2(sg->skill_id, sg->skill_lv));
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+ sc_start2(ss, bl, SC_STONE, sg->val1*5, sg->skill_lv, ss->id, skill_get_time(sg->skill_id, sg->skill_lv));
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break;
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case 2:
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- sc_start2(ss, bl, SC_POISON, sg->val1*5, sg->skill_lv, ss->id, skill_get_time2(sg->skill_id, sg->skill_lv));
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+ sc_start2(ss, bl, SC_POISON, sg->val1*5, sg->skill_lv, ss->id, skill_get_time(sg->skill_id, sg->skill_lv));
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break;
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}
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break;
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case UNT_ZENKAI_FIRE:
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- sc_start4(ss, bl, SC_BURNING, sg->val1*5, sg->skill_lv, 1000, ss->id, 0, skill_get_time2(sg->skill_id, sg->skill_lv));
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+ sc_start4(ss, bl, SC_BURNING, sg->val1*5, sg->skill_lv, 1000, ss->id, 0, skill_get_time(sg->skill_id, sg->skill_lv));
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break;
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case UNT_ZENKAI_WIND:
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switch (rnd()%3 + 1) {
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case 1:
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- sc_start(ss, bl, SC_SLEEP, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
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+ sc_start(ss, bl, SC_SLEEP, sg->val1*5, sg->skill_lv, skill_get_time(sg->skill_id, sg->skill_lv));
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break;
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case 2:
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- sc_start(ss, bl, SC_SILENCE, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
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+ sc_start(ss, bl, SC_SILENCE, sg->val1*5, sg->skill_lv, skill_get_time(sg->skill_id, sg->skill_lv));
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break;
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case 3:
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- sc_start(ss, bl, SC_DEEPSLEEP, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
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+ sc_start(ss, bl, SC_DEEPSLEEP, sg->val1*5, sg->skill_lv, skill_get_time(sg->skill_id, sg->skill_lv));
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break;
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}
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break;
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}
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} else
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- sc_start2(ss, bl,type,100,sg->val1,sg->val2,skill_get_time2(sg->skill_id, sg->skill_lv));
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+ sc_start2(ss, bl,type,100,sg->val1,sg->val2,skill_get_time(sg->skill_id, sg->skill_lv));
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break;
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case UNT_LAVA_SLIDE:
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@@ -15897,11 +15897,11 @@ int skill_vfcastfix(struct block_list *bl, double time, uint16 skill_id, uint16
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if (sc->data[SC_POEMBRAGI])
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reduce_cast_rate += sc->data[SC_POEMBRAGI]->val2;
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if (sc->data[SC_IZAYOI])
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- VARCAST_REDUCTION(-50);
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+ VARCAST_REDUCTION(50);
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if (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 3 && skill_get_type(skill_id) == BF_MAGIC && skill_get_ele(skill_id, skill_lv) == ELE_WATER)
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VARCAST_REDUCTION(30); //Reduces 30% Variable Cast Time of magic Water spells.
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if (sc->data[SC_TELEKINESIS_INTENSE])
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- VARCAST_REDUCTION(sc->data[SC_TELEKINESIS_INTENSE]->val4);
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+ VARCAST_REDUCTION(sc->data[SC_TELEKINESIS_INTENSE]->val2);
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// Multiplicative Fixed CastTime values
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if (sc->data[SC_SECRAMENT])
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fixcast_r = max(fixcast_r, sc->data[SC_SECRAMENT]->val2);
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