Corrected Feint Bomb infinite status (#4550)
* Fixes #4508. * Resolves an issue where Feint Bomb was giving users infinite duration from AoE statuses. Thanks to @laziem!
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@@ -134,7 +134,7 @@
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2301,0xce, , 2, 0,1000,all, 0xA00E //SC_CHAOSPANIC
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2302,0xcf, , 2, 0, -1,all, 0xA002 //SC_MAELSTROM
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2303,0xd0, , 3, 0, -1,all, 0xA058 //SC_BLOODYLUST
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2304,0xd1, , 0, 2, 500,enemy, 0x018 //SC_FEINTBOMB
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2304,0xd1, , 0, 2, -1,enemy, 0x018 //SC_FEINTBOMB
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2319,0xec, , 0, 3,5000,all, 0x000 //LG_BANDING
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@@ -137,7 +137,7 @@
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2301,0xce, , 2, 0,1000,all, 0xA00E //SC_CHAOSPANIC
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2302,0xcf, , 2, 0, -1,all, 0xA002 //SC_MAELSTROM
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2303,0xd0, , 3, 0, -1,all, 0xA058 //SC_BLOODYLUST
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2304,0xd1, , 0, 2, 500,enemy, 0x018 //SC_FEINTBOMB
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2304,0xd1, , 0, 2, -1,enemy, 0x018 //SC_FEINTBOMB
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2319,0xec, , 0, 3,5000,all, 0x000 //LG_BANDING
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@@ -920,7 +920,7 @@ extern struct s_job_info job_info[CLASS_COUNT];
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#define pc_isfalcon(sd) ( (sd)->sc.option&OPTION_FALCON )
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#define pc_isriding(sd) ( (sd)->sc.option&OPTION_RIDING )
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#define pc_isinvisible(sd) ( (sd)->sc.option&OPTION_INVISIBLE && !((sd)->sc.data && (sd)->sc.data[SC__FEINTBOMB]) )
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#define pc_isinvisible(sd) ( (sd)->sc.option&OPTION_INVISIBLE )
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#define pc_is50overweight(sd) ( (sd)->weight * 100 >= (sd)->max_weight * battle_config.natural_heal_weight_rate )
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#define pc_is70overweight(sd) ( (sd)->weight * 100 >= (sd)->max_weight * battle_config.natural_heal_weight_rate_renewal )
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#define pc_is90overweight(sd) ( (sd)->weight * 10 >= (sd)->max_weight * 9 )
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@@ -12313,7 +12313,6 @@ int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, ui
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return 1;
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}
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map_foreachinallrange(unit_changetarget, src, AREA_SIZE, BL_MOB, src, &group->unit->bl); // Release all targets against the caster
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pc_setinvincibletimer(sd, skill_get_time(skill_id, skill_lv));
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skill_blown(src, src, skill_get_blewcount(skill_id, skill_lv), unit_getdir(src), BLOWN_IGNORE_NO_KNOCKBACK); // Don't stop the caster from backsliding if special_state.no_knockback is active
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clif_skill_nodamage(src,src,skill_id,skill_lv,sc_start(src,src,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
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}
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