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@@ -1035,12 +1035,12 @@ int skill_additional_effect( struct block_list* src, struct block_list *bl,int s
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skill_status_change_start(bl,SC_SLEEP,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
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break;
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case TF_SPRINKLESAND: /* 砂まき */
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- if( rand()%100 < 15*sc_def_int/100 )
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+ if( rand()%100 < 20*sc_def_int/100 )
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skill_status_change_start(bl,SC_BLIND,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
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break;
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case TF_THROWSTONE: /* 石投げ */
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- if( rand()%100 < 5*sc_def_vit/100 )
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+ if( rand()%100 < 7*sc_def_vit/100 )
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skill_status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
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break;
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@@ -2106,6 +2106,7 @@ int skill_castend_damage_id( struct block_list* src, struct block_list *bl,int s
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if(skilllv <= 0) return 0;
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struct map_session_data *sd=NULL;
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+ struct status_change *sc_data = battle_get_sc_data(src);
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int i;
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nullpo_retr(1, src);
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@@ -2359,6 +2360,8 @@ int skill_castend_damage_id( struct block_list* src, struct block_list *bl,int s
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bl->m,x-ar,y-ar,x+ar,y+ar,0,
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src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
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skill_castend_damage_id);
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+ if (skillid == SM_MAGNUM) // fire element for 10 seconds
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+ skill_status_change_start(src,SC_FLAMELAUNCHER,0,0,0,0,10000,0);
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}
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break;
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@@ -2624,6 +2627,10 @@ int skill_castend_damage_id( struct block_list* src, struct block_list *bl,int s
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map_freeblock_unlock();
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return 1;
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}
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+ if(sc_data) {
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+ if (sc_data[SC_MAGICPOWER].timer != -1 && skillid != HW_MAGICPOWER) //マジックパワ?の?果終了
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+ skill_status_change_end(src,SC_MAGICPOWER,-1);
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+ }
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map_freeblock_unlock();
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return 0;
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@@ -6333,6 +6340,7 @@ int skill_check_condition(struct map_session_data *sd,int type)
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}
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}
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break;
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+ case WZ_QUAGMIRE:
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case MG_FIREWALL: /* ファイアーウォール */
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case WZ_FIREPILLAR: // celest
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/* 数制限 */
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@@ -6841,7 +6849,7 @@ int skill_use_id( struct map_session_data *sd, int target_id,
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//メモライズ状態ならキャストタイムが1/3
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if(sc_data && sc_data[SC_MEMORIZE].timer != -1 && casttime > 0){
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- casttime = casttime/3;
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+ casttime = casttime/2;
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if((--sc_data[SC_MEMORIZE].val2)<=0)
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skill_status_change_end(&sd->bl, SC_MEMORIZE, -1);
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}
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@@ -6894,8 +6902,8 @@ int skill_use_id( struct map_session_data *sd, int target_id,
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}
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//マジックパワーの効果終了
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- if(sc_data && sc_data[SC_MAGICPOWER].timer != -1 && skill_num != HW_MAGICPOWER)
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- skill_status_change_end(&sd->bl,SC_MAGICPOWER,-1);
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+ //if(sc_data && sc_data[SC_MAGICPOWER].timer != -1 && skill_num != HW_MAGICPOWER)
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+ // skill_status_change_end(&sd->bl,SC_MAGICPOWER,-1); // moved
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return 0;
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}
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