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@@ -3751,7 +3751,8 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
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case CG_MOONLIT: /* 月明りの泉に落ちる花びら */
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clif_skill_nodamage(src,bl,skillid,skilllv,1);
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- if (sd && battle_config.player_skill_partner_check) {
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+ if (sd && battle_config.player_skill_partner_check &&
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+ (!battle_config.gm_skilluncond || pc_isGM(sd) < battle_config.gm_skilluncond)) {
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skill_check_pc_partner(sd, skillid, &skilllv, 1, 1);
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} else
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skill_moonlit(bl, NULL, skilllv); //The knockback must be invoked before starting the effect which places down the map cells. [Skotlex]
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@@ -7887,7 +7888,9 @@ int skill_check_condition(struct map_session_data *sd,int type)
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break;
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case PR_BENEDICTIO: /* ?ケ??~福 */
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{
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- if (!battle_config.player_skill_partner_check)
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+ if (!battle_config.player_skill_partner_check ||
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+ (battle_config.gm_skilluncond && pc_isGM(sd) >= battle_config.gm_skilluncond)
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+ )
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break; //No need to do any partner checking [Skotlex]
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if (!(type&1))
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{ //Started casting.
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@@ -8623,8 +8626,9 @@ int skill_use_id (struct map_session_data *sd, int target_id, int skill_num, int
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case BD_SIEGFRIED: /* 不死?gのジ?クフリ?ド */
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case CG_MOONLIT: /* 月明りの?�ノ落ちる花びら */
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{
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- if (battle_config.player_skill_partner_check)
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- {
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+ if (battle_config.player_skill_partner_check &&
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+ (!battle_config.gm_skilluncond || pc_isGM(sd) < battle_config.gm_skilluncond)
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+ ) {
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if (skill_check_pc_partner(sd, skill_num, &skill_lv, 1, 0) < 1) //Note that skill_lv is automatically updated.
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{
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clif_skill_fail(sd,skill_num,0,0);
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@@ -10018,7 +10022,9 @@ struct skill_unit_group *skill_initunitgroup(struct block_list *src,
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sc_start4(src,SC_DANCING,100,skillid,(int)group,0,(i&UF_ENSEMBLE?BCT_SELF:0),skill_get_time(skillid,skilllv)+1000);
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//?≡tスキルは相方をダンス?�ヤにする
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if (sd && i&UF_ENSEMBLE &&
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- battle_config.player_skill_partner_check) {
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+ battle_config.player_skill_partner_check &&
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+ (!battle_config.gm_skilluncond || pc_isGM(sd) < battle_config.gm_skilluncond)
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+ ) {
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skill_check_pc_partner(sd, skillid, &skilllv, 1, 1);
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}
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}
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