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@@ -13550,13 +13550,6 @@ int skill_unit_timer_sub_onplace (struct block_list* bl, va_list ap)
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if( !(skill_get_inf2(group->skill_id)&(INF2_SONG_DANCE|INF2_TRAP|INF2_NOLP)) && map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR) )
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return 0; //AoE skills are ineffective. [Skotlex]
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- if(group->skill_id==WZ_STORMGUST){
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- int i,o;
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- for(i=-1;i<2;i++)
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- for(o=-1;o<2;o++)
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- if(map_getcell(bl->m, bl->x+i, bl->y+o, CELL_CHKLANDPROTECTOR))
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- return 0; // Storm Gust can be hitted around Land Protector. [Protimus]
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- }
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if( battle_check_target(&unit->bl,bl,group->target_flag) <= 0 )
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return 0;
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@@ -14899,7 +14892,7 @@ int skill_split_atoi (char *str, int *val)
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*/
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void skill_init_unit_layout (void)
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{
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- int i,j,z,size,pos = 0;
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+ int i,j,size,pos = 0;
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memset(skill_unit_layout,0,sizeof(skill_unit_layout));
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@@ -14915,21 +14908,6 @@ void skill_init_unit_layout (void)
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// afterwards add special ones
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pos = i;
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- for(z=0;z<=5;z++){
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- pos++;
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- size = 7+z;
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- for (j=0; j<size*size; j++) {
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- skill_unit_layout[pos].dx[j] = j%size - size/2;
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- skill_unit_layout[pos].dy[j] = j/size - size/2 + 1;
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- }
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- skill_unit_layout[pos].count = size*size;
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- skill_db[SA_LANDPROTECTOR].unit_layout_type[z] = pos;
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- skill_db[SA_LANDPROTECTOR].unit_layout_type[++z] = pos;
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- }
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- for (;z<MAX_SKILL_LEVEL;z++)
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- skill_db[SA_LANDPROTECTOR].unit_layout_type[z] = pos;
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-
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- pos++;
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for (i=0;i<MAX_SKILL_DB;i++) {
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if (!skill_db[i].unit_id[0] || skill_db[i].unit_layout_type[0] != -1)
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continue;
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