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@@ -2299,7 +2299,7 @@ static int skill_timerskill(int tid, unsigned int tick, int id,int data )
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return 0;
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if(status_isdead(src))
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return 0;
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- if(status_isdead(target) && skl->skill_id != RG_INTIMIDATE)
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+ if(status_isdead(target) && skl->skill_id != RG_INTIMIDATE && skl->skill_id != WZ_WATERBALL)
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return 0;
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switch(skl->skill_id) {
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@@ -2356,17 +2356,15 @@ static int skill_timerskill(int tid, unsigned int tick, int id,int data )
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break;
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case WZ_WATERBALL:
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- if (skl->type>1) {
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- skl->timer = 0; // skill_addtimerskill‚ÅŽg—p‚³‚ê‚È‚¢‚悤‚É
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+ if (!status_isdead(target))
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+ skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
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+ if (skl->type>1 && !status_isdead(target)) {
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+ skl->timer = 0;
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skill_addtimerskill(src,tick+150,target->id,0,0,skl->skill_id,skl->skill_lv,skl->type-1,skl->flag);
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skl->timer = -1;
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- }
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- skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
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- if (skl->type <= 1) { // partial fix: it still doesn't end if the target dies
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- // should put outside of the switch, but since this is the only
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- // mage targetted spell for now,
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+ } else {
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struct status_change *sc = status_get_sc(src);
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- if(sc && sc->data[SC_MAGICPOWER].timer != -1) //ƒ}ƒWƒbƒNƒpƒ??‚Ì?‰Ê?I—¹
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+ if(sc && sc->data[SC_MAGICPOWER].timer != -1)
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status_change_end(src,SC_MAGICPOWER,-1);
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}
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break;
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@@ -5791,7 +5789,7 @@ int skill_castend_id( int tid, unsigned int tick, int id,int data )
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else
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skill_castend_damage_id(&sd->bl,bl,sd->skillid,sd->skilllv,tick,0);
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- if(sd->sc.count && sd->sc.data[SC_MAGICPOWER].timer != -1 && sd->skillid != HW_MAGICPOWER)
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+ if(sd->sc.count && sd->sc.data[SC_MAGICPOWER].timer != -1 && sd->skillid != HW_MAGICPOWER && sd->skillid != WZ_WATERBALL)
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status_change_end(&sd->bl,SC_MAGICPOWER,-1);
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//Clean this up for future references to battle_getcurrentskill. [Skotlex]
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